diff --git a/content/adventures/ar.yaml b/content/adventures/ar.yaml index baafac1ebf1..1a5c3e3c7e5 100644 --- a/content/adventures/ar.yaml +++ b/content/adventures/ar.yaml @@ -218,12 +218,6 @@ adventures: sword = 'found' ``` 15: - story_text: | - Using the `{while}` loop can make your stories more interesting. For example, you can use `{while} game == 'on'` so you can play until the game is over. - Or you can use `{while} sword == 'lost'` so the player can't continue the game until they have found something. - - ### Exercise - The example code shows you how to use the `{while}` loop in a story. Now **think of your own scenario** in which the player has to find something before they can continue. example_code: | ``` keys = 'lost' @@ -238,339 +232,26 @@ adventures: {else} {print} 'Nope they are not at the ' location {print} 'Now you can enter the house!' - 18: - story_text: | - We are going to print another story, but now we have to use brackets with `{print}`. - - ### Exercise 1 - Create a story of at least 5 sentences. You don't have to use 'name' just yet. - example_code: | - ``` - {print}('Welcome to this story!') - ``` - story_text_2: | - ### Exercise 2 - We have already prepared an `{input}` for you. First, use the `name` variable in your story. - Then add a second `{ask}` and use that variable as well. - Tip: Remember the commas in a `{print}` between text and variables! - example_code_2: | - ``` - naam = {input}("What's your name?") - {print}('Welcome to this story!') - ``` add_remove_command: name: '{add} {to} & {remove} {from}' - default_save_name: add_remove_command description: introducing add to and remove from levels: 3: story_text: | ## Add to You can add items to the list with the `{add} {to_list}` command. To add an item to a list you can simply type: `{add} penguin {to} animals` or you can use the `{ask}` command like in the example code. - example_code: | - ``` - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - ``` - story_text_2: | - ## Remove from - If you can add items to a list, of course you can also take them off. This is done with the `{remove} {from}` command. - example_code_2: | - ``` - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - ``` story_text_3: | ### Exercise Try out the new commands in this virtual restaurant. Add the flavor the player is hpoing for to the list and remove the flavors they are allergic to. - example_code_3: | - ``` - {print} Mystery milkshake - flavors {is} strawberry, chocolate, vanilla - hope {is} {ask} What flavor are you hoping for? - _ - allergies {is} {ask} Are you allergic to any flavors? - _ - {print} You get a flavors {at} {random} milkshake - ``` and_or_command: - name: '{and} & {or}' - default_save_name: and or description: introducing and or - levels: - 13: - story_text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two `{if}`s but can use `{and}` and `{or}`. - - If you use `{and}`, both statements, left and right of the `{and}` need to be true. We can also use `{or}`. Then only one statement needs to be correct. - example_code: | - ``` - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - ``` ask_command: - name: '{ask}' - default_save_name: ask_command description: Introduction ask command levels: 1: - story_text: | - ## The ask command - Now that you can use the `{print}` command, you are ready to learn the next command: `{ask}`. With the `{ask}` command, you can ask a question. Check it out: - example_code: | - ``` - {print} Hello! - {ask} What is your name? - ``` story_text_2: | ## The echo command If you want the computer to repeat the answer, you can use the `{echo}` command. The answer will then be echoed back at the end of the sentence, so in this example after hello. - example_code_2: | - ``` - {print} Hello! - {ask} What is your name? - {echo} hello - ``` - story_text_3: | - ### Exercise - Try out the `{ask}` and `{echo}` commands. Firstly, fill in the blanks to make this program work. - Then ask 2 more questions using the `{ask}` command, after each `{ask}` use an `{echo}` to print the answer on the screen. - example_code_3: | - ``` - _ How are you doing? - _ - ``` - 2: - story_text: | - ## The ask command - Now that we can use **variables** in our codes, we no longer need the `{echo}` command. - We can use variables to store the answers to our questions and this way we can use the answer to multiple questions in our codes. - Check it out: - - This way your code is becoming interactive! - example_code: | - ``` - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - ``` - story_text_2: | - ### Exercise - In the previous tab you have practised with setting variables with the `{is}` command. - You have created at least 3 variables and used them with a print command. - Now, instead of setting the variables we want you to make the variables interactive, like we did in our example. - - Copy your code from the previous tab and make the variables interactive by using `{ask}` commands. - example_code_2: | - ``` - favorite_animal {is} {ask} What is your favorite animal? - {print} I like favorite_animal - ``` - 18: - story_text: The final change we will need to make to get Python code is changing `{ask}` into `{input}`. - example_code: | - ``` - {print}('My name is Hedy!') - name = {input}('What is your name?') - {print}('So your name is ', name) - ``` - blackjack: - name: Blackjack - default_save_name: Blackjack - description: Try to get as close to 21 as you can - levels: - 17: - story_text: | - Blackjack is a simple game of cards in which you have to get as close to 21 points as possible. You get two cards. Each card is worth their numeral value, and the face cards (Jack, Queen and King) are worth 10 points. - The Ace is worth either 1 or 11 points (you can choose). The dealer, your opponent, also gets two cards. - If you want, you can get another card, and its points will be added to your total. The dealer can also choose to take another card. - But be careful not to get more than 21 points, because if you do, you lose! - The player who gets closest to 21, without going over it, wins! - - ### Exercise - In this adventure we code the first part of our Blackjack game. We'll create a function to calculate how many points a card is worth. - - ***Set the variables*** - Start by making a list of all the cards, from 2 to Ace. Next make a list of the face cards, so Jack, Queen and King. Then pick a random card from the list of cards to be card_1. - - ***Create a function to calculate the points*** - Create a function that calculates how many points a card is worth. - All the face cards are worth 10 points, the Ace is worth 11 and all the other cards are worth their numeral. - Return the variable `points` at the end of the function. - - ***Test the function*** - Test if your function is working properly. Finish the first print command by filling in which card you've drawn. Then finish the second line by calling the function with card_1. - Run the code a couple of times. Are you happy with the results? Great! Then you can remove the testing part and move on the the next tab! - example_code: | - ``` - {print} 'BLACKJACK' - - # Set these variables - cards = _ - face_cards = _ - card_1 = - - # Create a function to calculate the points - {define} calculate_points {with} card: - {if} card {in} face_cards: - points = _ - {elif} _ - _ - {else}: - _ - _ points - - # Test your function - {print} 'Your card is a ' _ - {print} 'That is worth ' _ ' points'. - ``` - blackjack_2: - name: Blackjack 2 - default_save_name: Blackjack_2 - description: Blackjack part 2 - levels: - 17: - story_text: | - ### Exercise - In this adventure we code the second part of our Blackjack game. - - ***Paste your code from the previous adventure*** - In the previous adventure you've started a list of variables and created a function to calculate how many points a card is worth. Copy your code and paste it here. Mind that you don't need the testing part, so if you haven't removed that yet, please do so now. - - ***Add more variables*** - You have already set the lists `cards` and `face_cards` and the variable `card_1`. Underneath those variables create 3 more variables: `card_2`, dealer_card_1` and `dealer_card_2`. These variables are all set to a random card from the list of cards. - - ***Add up points*** - To calculate how many points you have scored we call the function with card 1 and we do it again for card 2. Then we add both these scores together to get your total. - Do the same thing for the dealers points, but be sure to use the dealer's cards and not your own! - - ***2 Aces*** - You're doing great! Almost all scores can be calculated now. There is only one exception: 2 Aces. If you get 2 Aces, your total is 12 points and not 22 (because 22 points would be losing!). This of course also goes for the dealer. - - ***Show the score*** - Lastly, you want to tell the program to tell you which cards you have drawn and how many points that is. Then show which cards the dealer has and how many points they have. - - ***Continue in the next tab*** - Great! You have finished this part of the game! Copy your code and go to the next tab to learn how to ask for an extra card and to declare a winner. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add these variables to the list of variables - card_2 = _ - dealer_card_1 = _ - dealer_card_2 = _ - - # Add up your points - your_points_1 = {call} _ {with} card_1 - your_points_2 = _ - your_total = _ - - # Add up the dealers points - dealer_points_1 = _ - _ - _ - - # 2 Aces - {if} card_1 == 'Ace' {and} _ - your_total = 12 - {if} dealer_card_1 _ - dealer_total = _ - - # Show the score - {print} 'You have drawn a ' _ ' and a ' _ '. That is ' _ ' points' - {print} 'The dealer has drawn a ' _ ' and a ' _ '. That is ' _ ' points' - ``` - blackjack_3: - name: Blackjack 3 - default_save_name: Blackjack_3 - description: Blackjack part 3 - levels: - 17: - story_text: | - In the previous tabs you have learned how to draw 2 random cards for yourself and for the dealer and to calculate how many points you both got. - In this adventure we add the option to ask for an extra card for both you and the dealer. - - ### Exercise - ***Paste your code from the previous adventure*** Firstly, copy your code from the previous tab and paste it here. - - ***Extra card for you*** If you want, you can get an extra card to get your total as close to 21 as possible. First ask the player if they want an extra card. - If they do, pick a random card and print what they have drawn. If the card is not an Ace, you can call the function and add the points to your total. - In case the card is an Ace, you can't use the function, because the Ace can be either 1 point or 11 points, depending on how many points you already have earned. - If your total is less than 11, you want the ace to be 11 points (because this is closest to 21). So you add 11 points to your total. - If the total is more than or equal to 11, you want the ace to be 1 point (because you don't want more than 21 points). So you add 1 point to your total. - Lastly, print your new total of points. - - ***Extra card for the dealer*** The dealer can also get an extra card. The dealer doesn't need to be asked, because they always get an extra card if their total is less than 17. - Copy the 'Extra card for you code' and paste it in the dealers section. Then change it to fit the dealer picking an extra card and getting points added to their total. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Extra card for you - hit = {ask} _ - {if} hit == 'yes': - card_3 = _ - {print} _ - {if} card_3 _ 'Ace': - your_points_3 = _ - your_total = _ - {else}: - {if} your_total _ - _ - {else}: - _ - {print} _ - - # Extra card for the dealer - {if} dealer_total < 17 - _ - ``` - blackjack_4: - name: Blackjack 4 - default_save_name: Blackjack_4 - description: Blackjack part 4 - levels: - 17: - story_text: | - In the last 3 adventures you have alsmost created a working blackjack game! The only thing left to do is to decide a winner! - - ### Exercise - ***Paste your code from the previous adventure*** Start by pasting the code that you've made so far into your programming field. - - ***Decide a winner*** - Firstly, if you and the dealer have an equal amount of points, it's a draw. - Secondly, if the dealer has more than 21 points and you don't, you are the winner. - Thirdly, if both you and the dealer have less than 22 points, we have to see who came closest to 21. We do that by comparing who has the highest score. Is your total higher than the dealer's total, then you are the winner. If not, the dealer wins. - Lastly, in all other scenarios (e.g. you have more than 21 points and the dealer doesn't, or you both have more than 21 points) you are the loser. - - ***Enjoy the game!*** - Does your game work properly? Amazing! You have done a great job! Enjoy your game! - If it doesn't work right away, no worries, you might have made a mistake. Just keep calm and bebug your code using the ladybug button. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Decide a winner - {if} _ - {print} 'Its a draw! Play again!' - {elif} _ - {print} 'You win!' - {elif} _ : - {if} _: - {print} _ - {else}: - {print} _ - {else}: - _ - ``` calculator: name: آلة حاسبة default_save_name: آلة حاسبة @@ -625,44 +306,7 @@ adventures: score = score + 1 {print} 'Great job! Your score is... ' score ' out of 10!' ``` - 10: - story_text: | - This calculator game helps you practise your tables of multiplication! - ### Exercise - Fill in the blanks. We want this program to ask the player these questions: - ``` - How much is 1 times 1? - How much is 1 times 2? - How much is 1 times 3? - How much is 2 times 1? - How much is 2 times 2? - How much is 2 times 3? - How much is 3 times 1? - How much is 3 times 2? - How much is 3 times 3? - _ - ``` - example_code: | - ``` - numbers = 1, 2, 3 - {for} _ - {for} _ - answer = {ask} _ - correct = number_1 * number_2 - {if} answer {is} correct - {print} 'Great job!' - {else} - {print} 'That is wrong. The right answer is ' correct - ``` 11: - story_text: | - With a `{for}` you can simplify tables of multiplication practise program. - - ### Exercise 1 - Improve the example code such that it prints a nice multiplication table:
"1 times 10 is 10", "2 times 10 is 20", etc. - - ### Exercise 2 - Go back to your level 10 multiplication code, and modify it so that it uses a `{for}` and `{range}`. example_code: | ``` number = 10 @@ -678,34 +322,7 @@ adventures: number2 = {ask} 'What is the second number?' answer = number1 + number2 {print} number1 ' plus ' number2 ' is ' answer - 13: - story_text: | - ### Exercise 1 - Let's make the practice program a bit harder. The player now has to answers two questions correctly. Fill out the blanks to complete the program. - - ### Exercise 2 - Sometimes, calculations have multiple correct answers. For example, 10 can be divided by 5 and by 2. So the question 'What number divides 10?' can be answered by 2 and by 5. - Ask for a calculation that has multiple correct answers, ask the player to answer it, and determine if it is correct using `{or}`. - Empty the programming field and create your own solution. - example_code: | - ``` - answer1 = {ask} 'What is 10 times 7?' - answer2 = {ask} 'What is 6 times 7?' - {if} _ _ _ _ _ _ _ - {print} _ - ``` 14: - story_text: | - In this adventure you will build a calculator that calculates your mean grade for you. If you get your calculator to work, you can move on to the next adventure, which allows you to add two extra features. - - ### Exercise 1 - Fill in the blanks to get the calculator to work. - * Start with the fourth line, add a question to figure out what grade the student got. - * In the fifth line you'll want to calculate the total of all grades, so the total = total + grade. - * Then we get to set the return value. We want to return the mean, so the total devided by the amount of tests (4). - * Lastly we finish the code by calling the function in line 8. - - Did you get it? Awesome! Would you like to add even more to your calculator? **This adventure continues in the next tab!** example_code: | ``` {define} calculate_mean_grade @@ -724,91 +341,14 @@ adventures: mean_grade = {call} _ {print} 'Your mean grade is ' mean_grade - 15: - story_text: | - You can add the `{while}` loop to the calculator game you've learned to make in a previous level. - This makes sure the player can't continue to the next question if they answer incorrectly. - - ### Exercise - Add the `{while}` loop in the function, ask the player what number_1 times number_2 is and print their answer. - Then `{call}` the function. - example_code: | - ``` - {define} new_question - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct = number_1 * number_2 - answer = 0 - _ - _ - _ - {print} 'Well done!' - - {print} 'Give 10 correct answers to win!' - {for} i {in} {range} 1 {to} 10 - _ - {print} 'You win!' - ``` - calculator_2: - name: Calculator 2 - default_save_name: Calculator 2 - description: Calculator 2 - levels: - 14: - story_text: | - ### Exercise 2 - **This is the second part of this adventure.** The adventure starts in the previous tab. - Of course, you don't always want to calculate the mean of 4 tests. You might want to calculate the mean of 10 tests or only 2... - We can fix this problem by adding the argument and variable 'amount_of_tests'. - * Start a new line on line 3. Set the amount_of_tests argument by asking the student how many tests they have made. - * Change the 4 in line 4 to the new argument amount_of_tests. - * Lastly, change the 4 in line 6 to amount_of_tests - - Try out your new program. Does it work? - - ### Exercise 3 - Did you want to make your program even better? Great! In the previous program you could only calculate the mean grade of 1 subject, but it would be better if you could calculate the mean grade for all subjects you want! - We won't tell you how to do it, but we will give you one tip: Start your code in line 1 with: define calculate_mean_grade with subject. - example_code: | - ``` - # Use your own code from the previous adventure. - ``` clear_command: - name: '{clear}' - default_save_name: clear_command description: clear command - levels: - 4: - story_text: | - Time for a new command! With `{clear}` you can clear all the text form your output screen. This way you can prevent your screen getting too full of text. - Beware! If you are using a `{clear}` command, you might need to use a `{sleep}` above it. Otherwise Hedy will clear your screen without giving you the time to read as you can see in the example! - example_code: | - ``` - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'wait for it...' - {sleep} 3 - {clear} - {print} 'SURPRISE!' - ``` debugging: name: تصحيح الأخطاء default_save_name: تصحيح الأخطاء description: مغامرة تصحيح الأخطاء levels: 1: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will show you code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! example_code: | **تحذير! هذا الكود بحاجة إلى تصحيح!** ``` @@ -1022,9 +562,6 @@ adventures: print month i ``` 12: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1050,9 +587,6 @@ adventures: call greet_costumer ``` 13: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1082,9 +616,6 @@ adventures: print 'No problem!' ``` 14: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1131,9 +662,6 @@ adventures: else 'no problem' 15: - story_text: |- - ### Exercise - Debug this random children's story. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1168,10 +696,6 @@ adventures: print The End ``` 16: - story_text: |- - ### Exercise - Debug this code. Good luck! - Tip: Make sure that you only see your score once in the end. example_code: | **Warning! This code needs to be debugged!** ``` @@ -1190,9 +714,6 @@ adventures: ``` 17: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1225,9 +746,6 @@ adventures: print 'Thanks for ordering!' ``` 18: - story_text: |- - ### Exercise - Debug this Old MacDonald program from level 16. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1258,10 +776,6 @@ adventures: جرب الكود بنفسك من خلال الضغط على الزر الأخضر "تنفيذ البرنامج" الموجود تحت المساحة البرمجية. بامكانك اظهار/طباعة الكلام على الشاشة من خلال استعمال الأمر `{print}` . - example_code: | - ``` - {print} Hello world! - ``` 2: story_text: "في المستوى 2 نتعلم الأوامر الجديدة `{is}` و `{sleep}`.\nيمكنك أن تعطي اسما لشيء ما باستخدام `{is}`. هذا ما يسمى ب \"متغير\". في المثال الموجود قمنا بانشاء متغير يسمى الاسم ومتغير آخر يسمى العمر. يمكنك أن تستخدم كلمة الاسم في أي مكان في البرنامج الخاص بك وسيتم استبدالها ب هيدي، كما في المثال التوضيحي: \n\nبهذا الشكل لم تعد الان بحاجة للأمر `{echo}`.\n" example_code: | @@ -1347,10 +861,6 @@ adventures: {for} حيوان {in} حيواناتي_المفضلة {print} "أنا أحب " حيوان ``` - 11: - story_text: | - You have reached level 11, you're doing great! In the higher levels, Hedy is focussing more and more on teaching you the programming language Python. - In Python there is no `{repeat}` command, but there is a command that works like {repeat}. Are you curious to find out how to say `{repeat}` in Python language? Quickly go on to find out! 12: story_text: |- **الأرقام العشرية** @@ -1482,33 +992,8 @@ adventures: {print} player ' throws ' choices {at} {random} {sleep} ``` - 15: - story_text: | - ### Exercise - In this level you can create a little game in which you'll have to throw 6 as fast as possible. - We have started the code, it's up to you to get the game to work! - - Firstly, add a `{while}` loop that checks if 6 has been thrown or not. - As long as you haven't thrown 6 already, throw the dice on a random number. - Print what the player has thrown. - Add a try to the amount of tries - Wait a second before you throw again, or - in case you've thrown a 6 - before the game ends. - example_code: | - ``` - options = 1, 2, 3, 4, 5, 6 - {print} 'Throw 6 as fast as you can!' - thrown = 0 - tries = 0 - _ - _ - _ - _ - _ - {print} 'Yes! You have thrown 6 in ' tries ' tries.' - ``` dishes: name: غسل الأطباق؟ - default_save_name: Dishes description: Use the computer to see who does the dishes (Start at level 2) levels: 3: @@ -1594,22 +1079,10 @@ adventures: 10: story_text: | In this level you could make an even better dish washing shedule. - example_code: | - ``` - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - ``` elif_command: - name: '{elif}' - default_save_name: elif description: elif levels: 17: - story_text: | - In this level you can also use a new command: `{elif}`. `{elif}` is a combination of the keywords `{else}` and `{if}` and you need it when you want to make 3 (or more!) options. - Check it out! example_code: | ``` prices = ['1 million dollars', 'an apple pie', 'nothing'] @@ -1623,67 +1096,16 @@ adventures: {print} 'Better luck next time..' ``` for_command: - name: '{for}' - default_save_name: for description: for command levels: - 10: - story_text: |- - ## For - In this level we learn a new code called `{for}`. With `{for}` you can make a list and use all elements. - `{for}` creates a block, like `{repeat}` and `{if}` so all lines in the block need to start with 4 spaces. - example_code: | - ``` - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - ``` - story_text_2: | - ### Exercise - Finish this code by adding `{for} action {in} actions` to line 2. - example_code_2: | - ``` - actions = clap your hands, stomp your feet, shout Hurray! - _ - {repeat} 2 {times} - {print} 'If youre happy and you know it, ' action - {sleep} 2 - {print} 'If youre happy and you know it, and you really want to show it' - {print} 'If youre happy and you know it, ' action - {sleep} 3 - ``` 11: story_text: |- In this level, we add a new form of the `{for}`. In earlier levels, we used `{for}` with a list, but we can also use `{for}` with numbers. We do that by adding a variable name, followed by `{in}` `{range}`. We then write the number to start at, `{to}` and the number to end at. Try the example to see what happens! In this level again, you will need to use indentations in lines below the `{for}` statements. - example_code: | - ``` - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - ``` - 17: - story_text: | - Now we are going to change indentation a little bit. Every time that we need an indentation, we need `:` at the line before the indentation. - example_code: | - ``` - {for} i {in} {range} 1 {to} 10: - {print} i - {print} 'Ready or not, here I come!' - ``` - 18: - story_text: | - Lastly, we'll turn `{for} i {in} {range} 1 to 5` into real Python code, like this: - example_code: | - ``` - {for} i {in} {range}(1,5): - {print} (i) - ``` fortune: name: العراف default_save_name: العراف - description: Let Hedy predict the future levels: 1: story_text: | @@ -1712,24 +1134,6 @@ adventures: ``` story_text_2: | الان هيدي العرافة تستطيع الإجابة بنعم، لا او ربما فقط. هل يمكنك أن تعطيها خيارات لإجابات أخرى مثل "بالتأكيد" او "{ask} مرة أخرى". - 4: - story_text: | - ### Exercise - We have removed all the quotation marks from this example code, can you add them in all the right places? - - ### Exercise 2 - Go back to the previous level and copy your fortune teller code. Make the code work in this level by adding quotation marks in the right spots. - example_code: | - ``` - _ Add the quotation marks to this code _ - {print} Im Hedy the fortune teller! - question {is} {ask} What do you want to know? - {print} This is your question: question - answers {is} yes, no, maybe - {print} My crystal ball says... - {sleep} 2 - {print} answers {at} {random} - ``` 5: story_text: | في هذا المستوى ستتعلم (سرًا) ترجيح الاحتمالات لصالحك ، عند استخدام العراف! @@ -1839,27 +1243,8 @@ adventures: {print} fortunes {at} {random} ``` functions: - name: functions - default_save_name: functions - description: functions levels: 12: - story_text: | - In this level you'll learn how to use **functions**. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. - To create a function, use `{define}` and give the function a name. Then put all the lines you want in the function in a indented block under the `{define}` line. - Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use {call} with the function's name to call it up! We don't have to type that block of code again. - - Check out this example code of a game of Twister. The function 'turn' contains a block of code that chooses which limb should go where. - - ### Exercise - Finish this code by setting the 2 variables chosen_limb and chosen_color. - Then, choose how many times you want to call the function to give the twister spinner a spin. - - ### Exercise 2 - Improve your code by adding a variable called 'people'. Use the variable to give all the players their own command in the game. - For example: 'Ahmed, right hand on green' or 'Jessica, left foot on yellow'. example_code: | ``` sides = 'left', 'right' @@ -1896,31 +1281,13 @@ adventures: I dreamed that my Bonnie is dead Can you program this verse in the same way as the example? + 14: example_code: | ``` - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - ``` - 14: - story_text: | - In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. - You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - - For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - - ### Exercise - Finish this code. We have already made the variable new_price for you, you only need to set it. - You should finish the line of code by calling the function that calculates the new price. - example_code: | - ``` - {define} calculate_new_price {with} amount, percentage - percentage = percentage / 100 - discount_amount = amount * percentage - return amount - discount_amount + {define} calculate_new_price {with} amount, percentage + percentage = percentage / 100 + discount_amount = amount * percentage + return amount - discount_amount old_price = {ask} 'How much is on the price tag?' discount = {ask} 'What percentage is the discount?' @@ -1928,219 +1295,6 @@ adventures: new_price = _ calculate_new_price {with} old_price, _ {print} 'The new price is ' new_price ' dollar' ``` - 18: - story_text: | - Let's make functions the Pythons way! To define a function, we no longer use: - - `{define} name_function {with} argument_1, argument_2:` - - but we use: - - `{def} name_function(argument_1, argument_2):`. - - - If you don't want to use arguments, you just leave the space between the parantheses empty. - To call a function, we don't need the `{call}` command anymore. You just type the name of the function. - example_code: | - ``` - {def} calculate_score(answer, correct_answer): - {if} answer == correct_answer: - score = 1 - {elif} answer == '?': - score = 0 - {else}: - score = -1 - {return} score - - answer = {input} ('Where can you find the Eiffel Tower?') - correct_answer = 'Paris' - score = calculate_score(answer, correct_answer) - {print} ('Your score is... ', score) - ``` - guess_my_number: - name: Guess my number - default_save_name: guess my number - description: guess my number - levels: - 14: - story_text: | - In this level you can program the game 'Guess my number' - - ### Exercise - Fill in the correct symbols on the blanks to get the game to work. - example_code: | - ``` - {print} 'Guess my number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess _ number - {print} 'Lower!' - {if} guess _ number - {print} 'Higher!' - {if} guess _ number - {print} 'You win!' - game = 'over' - ``` - hangman: - name: Hangman - default_save_name: Hangman - description: Guess the word - levels: - 17: - story_text: | - In this adventure we program a game of hangman. First we make some preparations, then we program the game and in the third part we add a drawing with the turtle. - - ### Exercise - ***Set the variables*** In this game of hangman, Player 1 chooses an answer and Player 2 has to guess the letters in this answer. - To let the computer know all the letters in the word, we will turn the answer into a list of letters. We also do this with the guesses Player 2 makes. - We will start the game with 2 empty lists. We have made an empty list for the variable answer for you. Now make an empty list for guessed_letters as well. - Then we fill in how many mistakes were made. At the start of the game, this should be 0. - The variable `amount_letters` tells us how many letters are in the answer. Ask Player 1 to tell us how many letters their word has. - Lastly we tell the computer if the game is over. We use the variable `game_over` and set it to `False`. - - ***Choosing the answer*** We want Player 1 to be able to choose the answer. We'll ask them, as many times as necessary, what the next letter is. - Then we add that letter to the answer. Lastly, we add an empty _ to the list of guessed letters, so we get as many _s as there are letters in the answer. - - ***Player 2's turn*** - Tell Player 2 its their turn. Then tell Player 2 how many letters there are in the answer. Finally, print the list of `guessed_letters`. - - ***Go to the next tab*** Now that all the starting variables are set, we can start programming the game itself. Check out the next tab to learn how! - example_code: | - ``` - print 'Hangman!' - - # Set the variables - answer = [] - guessed_letters = _ - mistakes_made = _ - amount_letters = {ask} _ - _ = 'False' - - # Choosing the answer - {for} _ - letter = {ask} 'Player 1, what is letter ' i '?' - _ - {add} '_' {to} _ - - # Player 2 turn - print _ - print _ - print guessed_letters - ``` - hangman_2: - name: Hangman 2 - default_save_name: Hangman_2 - description: Hangman 2 - levels: - 17: - story_text: | - Now it's time to program the hangman game. - - ### Exercise - - ***Paste your code*** Copy your code from the previous tab and paste the code in the programming field. - - ***The game*** This games continues playing until Player 2 is game over. Fill in the while command accordingly. Now, Player 2 is allowed to guess a letter, so ask Player 2 to guess a letter. - We need to check if their answer is correct, so check if their `guess` is (somewhere) in the (list) `answer`. Then we let the computer figure out which of the letter(s) is the guess. We have already programmed that part for you. - Next we want to compliment the player for finding a correct letter and we want to print the list `guessed_letters`, so the player can see their progress. - - The next part we're going to program is what happens when the player has guessed all of the letters. So if their list of `guessed_letters` is the same as our list `answer`. - If the lists are the same, congratulate Player 2 with their victory and set the variable `game_over` to `True`. - - Next we'll program what happens when Player 2 guesses wrong (so the `{else}` command). First, tell the player that their guess was wrong. Then increase the `mistakes_made` variable by 1. - - For the last part we'll program what happens when Player 2 has made 10 mistakes. We'll print that Player 1 has won the game. Then we'll print the correct answer. And finally, we'll set our `game_over` variable to `True`, so the game stops. - - ***Go to the next tab*** Amazing work! Your game is playable, but wouldn't it be fun if the hangman was actually drawn when Player 2 makes a mistake..? - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - guess = _ - {if} _ - {for} i {in} {range} 1 {to} amount_letters: - if answer[i] == guess: - guessed_letters[i] = guess - {print} _ - {if} guessed_letters == _: - {print} _ - game_over = _ - {else}: - {print} _ - mistakes_made _ - {if} _ == 10: - {print} _ - {print} _ - _ - ``` - hangman_3: - name: Hangman 3 - default_save_name: Hangman_3 - description: Hangman 3 - levels: - 17: - story_text: | - In a game of hangman the mistakes are shown by drawing a part of the hangman each time a mistake has been made. - We now add those drawings with our turtle! - - ### Exercise - ***Create a function that draws the hangman*** Create a function that draws the hangman in 10 steps. We have already made step 1 for you. - - ***Test the function*** Test the function by calling the function with 10. If you are happy with the function, remove the line that calls the function for now. We will call the function when the player makes a mistake. - - ***Paste your hangman game under your function*** Go back to the previous tab and copy your hangman game. Paste the game underneath your function. - - ***Call the function when the player makes a mistake*** Under the line `mistakes_made = mistakes_made + 1` we will call the function. We want the turtle to take the same amount of steps as the player has made mistakes, so we call the function with `mistakes_made` as argument. - - ***Enjoy your game!*** -
- The hangman could look like this -
- example_code: | - ``` - # Create a function that draws the hangman - {define} draw_hangman {with} step: - {if} step == 1: - {color} white - {forward} -100 - {turn} 90 - {forward} -50 - {color} black - {forward} 100 - {forward} -50 - - {if} step == 2: - _ - # Paste your hangman game here - - ``` - harry_potter: - name: Harry Potter - default_save_name: Harry Potter - description: Harry Potter adventures - levels: - 10: - story_text: | - ### Exercise - We can also make a Harry Potter themed fortune teller. Fill in blanks such that 9 lines are printed. - **Extra** Change the theme of the fortune teller into something else, such as your favorite book, film or tv show. - example_code: | - ``` - houses = Gryffindor, Slytherin, Hufflepuff, Ravenclaw - subjects = potions, defence against the dark arts, charms, transfiguration - fears = Voldemort, spiders, failing your OWL test - names = Harry, Ron, Hermione - _ - _ {print} name ' is placed in ' houses {at} {random} - _ {print} name ' is great at ' subjects {at} {random} - _ {print} name 's greatest fear is ' fears {at} {random} - ``` haunted: name: بيت الأشباح default_save_name: بيت الأشباح @@ -2188,17 +1342,6 @@ adventures: في المستويات السابقة استطعت كتابة مقدمة للعبة بيت الأشباح الخاصة بك، ولكن ربما لاحظت أن القصة غالباً ما ستنتهي نهاية مروعة. ستتمكن في هذا المستوى من جعل قصتك أكثر تفاعلاً من خلال تغيير بعض مخرجات اللعبة، في بعض الأحيان ستأكلك الأشباح ولن تستطيع الخروج من البيت وفي أحيانٍ أخرى ستنجو بالهرب! دع هيدي تقرر ذلك عشوائيًا! - example_code: | - ``` - _ Escape from the haunted house! - _ There are 3 doors in front of you... - _ _ _ Which door do you choose? - _ You picked door ... choice - monsters _ a zombie, a vampire, NOTHING YOUVE ESCAPED - _ You see... - {sleep} - _ _ _ _ - ``` 4: story_text: | في هذا المستوى ستتعلم كيف تستخدم علامات الاقتباس في الألعاب الخاصة بك. @@ -2274,188 +1417,16 @@ adventures: {if} player {is} alive {print} 'Great! You survived!' ``` - 14: - story_text: | - ### Exercise - In this level you can use the `<` and `>` symbol to introduce lives to your game. - Make sure the player loses a life when they come across the wrong monster and that the game stops if you have no lives left. - example_code: | - ``` - {print} 'Escape from the haunted house' - lives = 3 - doors = 1, 2, 3 - monsters = 'the wicked witch', 'a zombie', 'a sleeping 3 headed dog' - {for} i {in} {range} 1 {to} 10 - {if} lives _ - good_door = doors {at} {random} - monster = monsters {at} {random} - chosen_door = {ask} 'Which door do you choose?' - {if} good_door == chosen_door - {print} 'You have chosen the correct door' - {else} - {print} 'You see...' monster - {if} monster == 'a sleeping 3 headed dog' - {print} 'Pffieuw.... Its asleep' - {else} - {print} 'You lose one life' - lives = _ - {else} - {print} 'GAME OVER' - ``` - 16: - story_text: | - ### Exercise - This haunted house game uses the connection between the lists you can use in this level. - For example: all the properties that belong to the zombie are first in all the lists, witch second and vampire third. - Check out the code and fill in `weapons[i]`, `monsters[i]` , `bad_fate[i]`, `good_fate[i]`, `hint[i]` on the correct blanks to get the code to work! - example_code: | - ``` - numbers = [1, 2, 3] - i = numbers[{random}] - hint = ['growling', 'a cackling laugh', 'fluttering batwings'] - monsters = ['zombie', 'witch', 'vampire'] - bad_fate = ['Your brain is eaten', 'You are forever cursed', 'You are bitten'] - good_fate = ['You throw the ham. The zombie is distracted and starts eating it.', 'You set the curtains on fire. The witch flees out of fear for the fire', 'The vampire hates garlic and flees'] - weapons = ['ham', 'lighter', 'garlic'] - {print} 'You are standing in front of an old mansion' - {print} 'Something is not right here' - {print} 'You hear ' _ - {print} 'You are going to explore it' - {print} 'You enter the kitchen and see a lighter, a raw ham and a garlic.' - your_weapon = {ask} 'What do you bring with you?' - {print} 'With your ' your_weapon ' you enter the living room' - {print} 'There you find a ' _ - needed_weapon = _ - {if} your_weapon == needed_weapon - {print} 'You use your ' your_weapon - {print} _ - {print} 'YOU WIN!' - {else} - {print} 'You have chosen the wrong weapon...' - {print} _ - {print} 'GAME OVER' - ``` - hotel: - name: hotel - default_save_name: hotel - description: hotel - levels: - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, and you've learned how to combine it with an {ask}. - You might have wondered why you would use functions, because the functions in the example were only one line of code. - Now we will show you what a bigger function looks like and we will use multiple agruments now as well. You'll see how much better it is to use a function once the function gets bigger. - Here is an example of a function with arguments combined with {ask} commands. - example_code: | - ``` - {define} welcome_message {with} title, last_name, country, room_number - {print} 'Welcome to Hotel Hedy, ' title ' ' last_name - nice_trip {is} {ask} 'Did you have a nice trip from, ' country '?' - {if} nice_trip {is} 'yes' - {print} 'Lovely!' - {else} - {print} 'Sorry to hear that.' - {print} 'Hopefully you can take a nice rest in you room.' - {print} 'Your room number is ' room_number - - {print} 'Hello. Please fill in your information to check in.' - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - ``` - - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 if_command: - name: '{if} & {else}' - default_save_name: if_command description: Introducing the if command levels: - 5: - story_text: | - ## If... else.... - In level 5 there is something new, the `{if}`! With the `{if}` you can choose between two different options. - This code prints nice if you enter Hedy as a name, and boo! if you enter something else. - `{ask}` and `{print}` still work like they did in level 4. - example_code: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' {else} {print} 'boo!' - ``` - story_text_2: | - Sometimes code with an `{if}` gets really long and does not fit on the line well.
You may also divide the code over two lines, starting the second line at the `{else}` like this: - example_code_2: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - ``` - story_text_3: | - ### Exercise - Try to create your own code with `{if}` and `{else}`. You can use the example code if you want. - example_code_3: | - ``` - answer {is} {ask} '2 + 2 = ?' - _ _ _ 4 _ 'Great job!' - _ _ 'No 2 + 2 = 4' - ``` - 8: - story_text: | - ## If... Else... - You have learned to repeat a block of lines of code after a `{repeat}` command. - Now you can also use indentation to make blocks after a {if} or {else} command. - Check out the example code. - - ### Exercise - Add an {else} command to the example code. Make a block of line using indentation. You do this by starting each line with 4 spaces. - example_code: | - ``` - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {print} 'You can play on your computer!' - ``` 9: story_text: | In this level you can also put an {if} command inside another {if} command. - example_code: | - ``` - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - ``` in_command: - name: '{in}' - default_save_name: in_command description: Introducing the in command levels: 5: - story_text: | - ## Lists - When we want to check if something is in a list, we can now use the `{in}` command. - This code prints pretty! if you choose green or yellow, and meh otherwise. - example_code: | - ``` - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - ``` - story_text_2: | - ### Exercise - Finish the example code by filling in the blanks with commands that you've learned. - When you've finished the code, try to create a code of your own and use a question that you've thought of yourself. example_code_2: | ``` animals is dog, cow, sheep @@ -2464,62 +1435,21 @@ adventures: _ _ 'My favorite animals are dogs, cows and sheep' ``` is_command: - name: '{is}' - default_save_name: is_command description: introducing is command levels: 2: - story_text: | - ## Variables - You can name a word with `{is}`. This is called a **variable**. In this example we made a variable called name and a variable called age. You can use the word name anywhere in your code and it will be replaced by Hedy, like this: - example_code: | - ``` - name {is} Hedy - age {is} 15 - {print} name is age years old - ``` story_text_2: | ### Exercise Time to make your own variables! In the example code we made an example of the variable `favorite_animal`. In line 1 the variable is set, and in line 2 we haved used the variable in a print command. Firstly, finish our example by filling in your favorite animal on the blank. Then make at least 3 of these codes yourself. Pick a variable, and set the variable with the {is} command. Then use it with a {print} command, just like we did. - example_code_2: | - ``` - favorite_animal {is} _ - {print} I like favorite_animal - ``` - 6: - story_text: | - We also make a change in storing a word in a variable! You may now use `=` instead of `{is}` when we store a name or a number in a variable, like this: - example_code: | - ``` - name = Hedy - answer = 20 + 4 - ``` 14: - story_text: | - We are going to learn more new items. You might know them already from mathematics, the `<` and `>`. - The `<` checks if the first number is smaller than the second, for example age `<` 12 checks if age is smaller than 12. - If you want to check if the first number is smaller or equal to the second, you can use `<=`, for example age `<=` 11. - The `>` checks if the first number is bigger than the second, for example points `>` 10 checks if points is larger than 10. - If you want to check if the first number is bigger or equal to the second, you can use `>=`, for example points `>=` 11. - You use these comparisons in an `{if}`, like this: example_code: | ``` age = {ask} 'How old are you?' {if} age > 12 {print} 'You are older than I am!' ``` - story_text_2: | - From this level on, if you want to compare exactly, you can use two equal signs. This is what most programming languages do: - example_code_2: | - ``` - name = {ask} 'What is your name?' - {if} name == 'Hedy' - {print} 'You are cool!' - ``` - story_text_3: | - You can also compare if something is *not* equal to something else using `!=` like this: example_code_3: | ``` name = {ask} 'What is your name?' @@ -2549,39 +1479,9 @@ adventures: {if} ضفدع {is} غرينويل {print} 'ممتاز!' {else} {print} 'لا, الضفدع هو غرينويل' ``` - 16: - story_text: | - ### Exercise - Take a look at the example code. This is a program to practise French vocabulary. Now make your own program to practice your vocabulary in a new language. - If you don't know any other languages, you can use Google translate or you can use emojis and your native language. - example_code: | - ``` - french_words = ['bonjour', 'ordinateur', 'pomme de terre'] - translation = ['hello', 'computer', 'potato'] - score = 0 - {for} i {in} {range} 1 {to} 3 - answer = {ask} 'What does ' french_words[i] ' mean?' - correct = translation[i] - {if} answer == correct - {print} 'Correct!' - score = score + 1 - {else} - {print} 'Wrong, ' french_words[i] ' means ' translation[i] - {print} 'You gave ' score ' correct answers.' - ``` maths: - name: maths - default_save_name: maths - description: Introducing maths levels: 6: - story_text: | - In this level you learn something new: you can now also calculate. - - The plus is easy, you write it like with math: `5 + 5` for example. The minus also works fine, it is `5 - 5`. - - The times is a bit different, because there is no times symbol on your keyboard. Just search, there really isn't! - That is why we multiply with the asterisk above 8: `5 * 5`. Read that as "5 times 5" that helps you remember it best. example_code: | ``` {print} '5 plus 5 is ' 5 + 5 @@ -2589,17 +1489,6 @@ adventures: {print} '5 times 5 is ' 5 * 5 ``` 12: - story_text: |- - **Decimal numbers** - So far, Hedy did not allow for decimal numbers like 1.5, but now we do allow that. Note that computers use the `.` for decimal numbers. - example_code: | - ``` - {print} 'Two and a half plus two and a half is...' - {print} 2.5 + 2.5 - ``` - story_text_2: |- - **Maths with words** - In this level you can also do addition with words like this: example_code_2: | ``` a = 'Hello ' @@ -2625,451 +1514,85 @@ adventures: ### تمرين حاول على سبيل المثال هذا كود ثم العب به! هل يمكنك إنشاء اللحن الخاص بك؟ في المستوى التالي ستتعلم كيفية تشغيل بعض الأغاني الموجودة. - example_code: |- - ``` - {play} C4 - {play} D4 - {play} E4 - {play} F4 - {play} G4 - {play} A4 - {play} B4 - {play} C5 - ``` - 2: + 6: + story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\n This calls for musical maths! Try out the example code a couple of times with different starting numbers. \nThen, see if you can compose a song using the numbers.\n" + parrot: + name: الببغاء + default_save_name: الببغاء + description: اصنع ببغاء الكتروني خاص بك، سيقوم بنسخ كل ما تقول! + levels: + 1: story_text: | - ### Exercise - Finish the songs! We have started the codes for some melodies. + اصنع ببغاء الكتروني خاص بك، سيقوم بنسخ كل ما تقول! example_code: | ``` - {print} Old Mac Donald had a farm - {play} C5 - {play} C5 - {play} C5 - {play} G4 - {play} A4 - {play} A4 - {play} G4 + {print} انا الببغاء هيدي + {ask} ما اسمك؟ + {echo} + {echo} ``` - story_text_2: As you can see, you can also use the `{sleep}` command to add a little pause in the song. + story_text_2: | + هل يمكنك جعل الببغاء يسأل أسئلة مختلفة؟ استعمل المثال على اليسار وقم باستبدال الفراغ بسؤال جديد! example_code_2: | ``` - {print} Twinkle Twinkle Little Star - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} 1 - {play} F - {play} F + {print} انا الببغاء هيدي + {ask} _ + {echo} + {echo} + 2: + story_text: | + اصنع ببغاء إلكتروني خاص بك، سيقوم بنسخ كل ما تقول! + example_code: | + ``` + {print} أنا الببغاء هيدي + الاسم {is} {ask} ما اسمك؟ + {print} الاسم + {sleep} + {print} سلام! + {sleep} + {print} الاسم ``` + story_text_2: | + بإمكانك استخدام المتغيرات لتجعل الببغاء يقول أي شيء تريده, هل تستطيع إكمال هذا الكود؟ 3: story_text: | - Create a random melody! - - ### Exercise - The example code creates a random melody, but it's very short and not many notes are used. - Add more notes to the list and create a longer melody by copying the last line a couple more times. + علّم الببغاء كلمة جديدة من خلال الأمر `{add}`. example_code: | ``` - notes {is} A4, B4, C4 - {play} notes {at} {random} - {play} notes {at} {random} - {play} notes {at} {random} + كلمات {is} نعيق، هيدي + {print} درِب ببغاءك! + كلمة_جديدة هي {ask} ما الكلمة الجديدة التي تريد أن يتعلمها؟ + {add} كلمة_جديدة {to_list} كلمات + {print} 🧒 تكلم كلمة_جديدة أيها الببغاء هيدي! + {print} 🦜 كلمات {at} {random} ``` 4: story_text: | - Use the `{clear}` command to create a karaoke machine! - - ### Exercise - Finish the karaoke version of 'Mary had a little lamb'. - Then, create a karaoke version of any song you'd like! + في هذا المستوى يجب علينا استخدام علامات الاقتباس مع الأوامر `{ask}` و `{print}`. + هل يمكنك إكمال الكود بإضافة علامات الاقتباس؟ example_code: | ``` - {print} 'Mary had a little lamb' - {play} E - {play} D - {play} C - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Little lamb, little lamb' - {play} D - {play} D - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Mary had a little lamb' - {play} E + الكلمات {is} سلام! , هيدي + {print} _ درّب الببغاء الخاص بك! _ + كلمة_جديدة {is} {ask} _ ما الكلمة التي تريد ان تعلمها للبغاء؟ _ + {add} كلمة_جديدة {to_list} الكلمات + {print} _ 🧒 قل _ كلمة_جديدة _, هيدي!_ + {print} _ 🦜 _ الكلمات {at} {random} ``` 5: story_text: | - You don't always have to use the `{play}` command to play a whole song, sometimes you just want to play one note. - For example, if you want to make a quiz, you can play a happy high note if the answer is right and a sad low note if the answer is wrong. - - ### Exercise - Finish the first question by adding a line of code that plays a C3 note if the wrong answer is given. - Then think of 3 more questions to add to this quiz. + كافئ الببغاء {if} قال الكلمةالصحيحة! example_code: | ``` - answer {is} {ask} 'What is the capital of Zimbabwe?' - {if} answer {is} Harare {play} C6 - _ - ``` - 6: - story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\n This calls for musical maths! Try out the example code a couple of times with different starting numbers. \nThen, see if you can compose a song using the numbers.\n" - example_code: | - ``` - number = {ask} 'Say a starting number between 1 and 67' - {print} number - {play} number - number = number + 1 - {print} number - {play} number - number = number + 1 - {print} number - {play} number - ``` - 7: - story_text: | - Using the `{repeat}` command can make your codes for melodies a lot shorter! - - ### Exercise - Finish the code for Twinkle Twinkle Little Star by using the `{repeat}`command. - Then go back to the songs you've made in the previous levels. Can you shorten those codes too? - example_code: | - ``` - {print} 'Twinkle Twinkle Little Star' - {repeat} 2 {times} {play} C4 - {repeat} 2 {times} {play} G4 - _ - ``` - 8: - story_text: | - Now that we can use the `{repeat}` command for multiple lines, we can make songs even more easily! - - ### Exercise - Finish the song of Brother John (Frère Jacques). Don't forget to use `{repeat}`! - example_code: | - ``` - {print} 'Brother John' - {repeat} 2 {times} - {play} C - {play} D - {play} E - {play} C - {repeat} 2 {times} - {play} E - {play} F - {play} G - {sleep} 1 - ``` - 9: - story_text: | - From this level on you can - among other things - use a {repeat} command inside a {repeat} command. - That makes songs like 'Happy birthday' even shorter! - - ### Exercise - Finish the song! - example_code: | - ``` - first_time = yes - {repeat} 2 {times} - {repeat} 2 {times} - {play} C - {play} D - {play} C - {if} first_time {is} yes - {play} F - {play} E - first_time {is} no - {else} - _ - ``` - 12: - story_text: | - Use functions in your songs! As you can see in the example code, you can make a function for each line of Twinkle Twinkle Little Star. Once you've programmed the first three lines, all you have to do is call the functions in the order you want them played in. - - ### Exercise - Finish the song of Twinkle Twinkle Little Star. - Then look back at all the songs you've programmed in the levels before, can you make those codes better and shorter using functions too? - example_code: | - ``` - {define} first_line - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} - - {define} second_line - {play} F - {play} F - {play} E - {play} E - {play} D - {play} D - {play} C - {sleep} - - {define} third_line - {play} G - {play} G - {play} F - {play} F - {play} E - {play} E - {play} D - {sleep} - - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - ``` - 13: - story_text: | - You can use a function with an argument for songs that have line that are almost the same, but slightly different each time. - One example is the song 'Yankee Doodle'. The first 4 notes of the first lines are the same, but each time they are followed by a different couple of notes. - - ### Exercise - Can you finish the song of Yankee Doodle? - Can you think of another song to program this way? - example_code: | - ``` - {print} 'Yankee Doodle' - {define} _ {with} note_1, note_2, note_3 - {play} C4 - {play} C4 - {play} D4 - {play} E4 - {play} _ - {play} _ - {play} _ - - {call} line_1 {with} 29, 31, 30 - {call} line_1 {with} 29, 28, 0 - {call} line_1 {with} 32, 31, 30 - - {play} C4 - {play} B3 - {play} G3 - {play} A3 - {play} B3 - {play} C4 - {play} C4 - ``` - 14: - story_text: | - You can program music for fun, but you can also use the musical notes to make something useful like a fire alarm! - - ### Exercise - Make sure the fire alarm rings when there is a fire! - example_code: | - ``` - {define} fire_alarm - {print} 'FIRE!' - note = 40 - {for} i {in} {range} 1 {to} 100 - {if} note _ 50 - note = note + 5 - {play} _ - {else} - note = 40 - - fire = {ask} 'Is there a fire?' - {if} fire _ 'yes' - {call} fire_alarm - ``` - 15: - story_text: | - **Warning** This adventure can become extremely annoying! - We can also use the {while} command to repeat a song forever. - - ### Exercise - Finish the never-ending song. - example_code: | - ``` - {define} song - {play} _ - - yes_or_no = {ask} 'Do you want to hear my never-ending song?' - {while} yes_or_no = 'yes' - {call} song - {print} '🥳' - ``` - 16: - story_text: | - Upgrade your Old MacDonald code! - - ### Exercise - Take your code from the 'Sing a Song' adventure and add musical notes to it! - You can make a function for each line in the song and call that function after the line is printed. - We defined the first line for you and called it in the code. Can you finish the whole song? - example_code: | - ``` - {define} line_1 - {for} i {in} {range} 1 {to} 3 - {play} G - {play} D - {for} i {in} {range} 1 {to} 2 - {play} E - {play} D - - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - for i in range 1 to 3 - animal = animals[i] - sound = sounds[i] - print 'Old MacDonald had a farm' - call line_1 - print 'E I E I O!' - _ - ``` - 17: - story_text: | - You can use the {elif} to create different options. - - ### Exercise - Firstly, add colons to get the code to work. - Then finish this code by adding at least 2 other songs for other moods. For example a happy song and an angry song. - example_code: | - ``` - {define} scary_song - {for} i {in} {range} 1 {to} 3 - {play} G - {play} E - {sleep} 2 - {for} i {in} {range} 1 {to} 3 - {play} F - {play} D - - mood = {ask} 'Which emotion are you feeling?' - {if} mood {is} 'fear' - {call} scary_song - {elif} _ - ``` - 18: - story_text: | - ### Exercise - Even in this last level of Hedy we can make some music! Be careful of all the syntax that is needed now. - Take a good look at how the functions are defined and called upon in the example code. - Finish the song! - example_code: | - ``` - {def} line_1(): - {for} i {in} {range}(1, 5): - {play} A - {play} D - {play} F - {play} A - - {def} line_2(): - {for} i {in} {range}(1, 5): - {play} G - {play} C - {play} E - {play} G - - {def} line_3(): - _ - - {print} ('The drunken sailor') - {print} ('What shall we do with the drunken sailor?') - line_1() - line_2() - line_3() - {print} ('Early in the morning') - ``` - parrot: - name: الببغاء - default_save_name: الببغاء - description: اصنع ببغاء الكتروني خاص بك، سيقوم بنسخ كل ما تقول! - levels: - 1: - story_text: | - اصنع ببغاء الكتروني خاص بك، سيقوم بنسخ كل ما تقول! - example_code: | - ``` - {print} انا الببغاء هيدي - {ask} ما اسمك؟ - {echo} - {echo} - ``` - story_text_2: | - هل يمكنك جعل الببغاء يسأل أسئلة مختلفة؟ استعمل المثال على اليسار وقم باستبدال الفراغ بسؤال جديد! - example_code_2: | - ``` - {print} انا الببغاء هيدي - {ask} _ - {echo} - {echo} - 2: - story_text: | - اصنع ببغاء إلكتروني خاص بك، سيقوم بنسخ كل ما تقول! - example_code: | - ``` - {print} أنا الببغاء هيدي - الاسم {is} {ask} ما اسمك؟ - {print} الاسم - {sleep} - {print} سلام! - {sleep} - {print} الاسم - ``` - story_text_2: | - بإمكانك استخدام المتغيرات لتجعل الببغاء يقول أي شيء تريده, هل تستطيع إكمال هذا الكود؟ - 3: - story_text: | - علّم الببغاء كلمة جديدة من خلال الأمر `{add}`. - example_code: | - ``` - كلمات {is} نعيق، هيدي - {print} درِب ببغاءك! - كلمة_جديدة هي {ask} ما الكلمة الجديدة التي تريد أن يتعلمها؟ - {add} كلمة_جديدة {to_list} كلمات - {print} 🧒 تكلم كلمة_جديدة أيها الببغاء هيدي! - {print} 🦜 كلمات {at} {random} - ``` - 4: - story_text: | - في هذا المستوى يجب علينا استخدام علامات الاقتباس مع الأوامر `{ask}` و `{print}`. - هل يمكنك إكمال الكود بإضافة علامات الاقتباس؟ - example_code: | - ``` - الكلمات {is} سلام! , هيدي - {print} _ درّب الببغاء الخاص بك! _ - كلمة_جديدة {is} {ask} _ ما الكلمة التي تريد ان تعلمها للبغاء؟ _ - {add} كلمة_جديدة {to_list} الكلمات - {print} _ 🧒 قل _ كلمة_جديدة _, هيدي!_ - {print} _ 🦜 _ الكلمات {at} {random} - ``` - 5: - story_text: | - كافئ الببغاء {if} قال الكلمةالصحيحة! - example_code: | - ``` - الكلمات {is} نعيق, هيدي - {print} 'درب ببغاءك!' - الكلمة_الجديدة {is} {ask} 'ما هي الكلمة التي تريده ان يتعلمها؟' - {add} الكلمة_الجديدة {to_list} الكلمات - الكلمة_التي_قالها {is} الكلمات {at} {random} - {print} '🧒 قل ' الكلمة_الجديدة ', هيدي!' - {print} '🦜 ' الكلمة_التي_قالها' - _ الكلمة_التي_قالها{is} الكلمة_الجديدة {print} '🧒 هيدي، عمل رائع! 🍪' - __ {print} '🧒 لا, هيدي! قل ' الكلمة_الجديدة + الكلمات {is} نعيق, هيدي + {print} 'درب ببغاءك!' + الكلمة_الجديدة {is} {ask} 'ما هي الكلمة التي تريده ان يتعلمها؟' + {add} الكلمة_الجديدة {to_list} الكلمات + الكلمة_التي_قالها {is} الكلمات {at} {random} + {print} '🧒 قل ' الكلمة_الجديدة ', هيدي!' + {print} '🦜 ' الكلمة_التي_قالها' + _ الكلمة_التي_قالها{is} الكلمة_الجديدة {print} '🧒 هيدي، عمل رائع! 🍪' + __ {print} '🧒 لا, هيدي! قل ' الكلمة_الجديدة ``` piggybank: name: البنك الإلكتروني @@ -3090,10 +1613,6 @@ adventures: weeks = to_save / allowance {print} 'You can buy a ' wish ' in ' weeks ' weeks.' 14: - story_text: | - ### Exercise - In this level you can let Hedy tell you if you have saved up enough money! - Finish this code by filling in the blanks! example_code: | ``` _ calculate_budget with wish, money, allowance @@ -3113,45 +1632,7 @@ adventures: {call} calculate_budget with _, _, _ ``` pressit: - name: Key presses - default_save_name: Pressed - description: Try linking a keyboard key to a command! levels: - 5: - story_text: | - In this level there is another new keyword: `{pressed}`! - With `{pressed}` you can use keys on your keyboard to control what lines are used. - - ### Exercise - Look at the example and add one more line of code that reacts to a key press. - example_code: | - ``` - {print} 'Do you want a good (g) or bad (b) ending?' - {if} g {is} {pressed} {print} 'They lived happily ever after ❤' - {else} {print} 'The prince was eaten by a hippopotamus 😭' - ``` - story_text_2: | - You can also link turtle commands to keys. - - ### Exercise - Copy the lines a few times so you can create a larger drawing. - example_code_2: | - ``` - {if} y {is} {pressed} {forward} 15 - {else} {turn} 90 - ``` - 7: - story_text: | - Now that you have learned about `{repeat}`, we can press keys multiple times. - You can use it to make the turtle walk forward and turn. - - ### Exercise - The code you have seen in level 5 only checks the key once. Copy the example code and add a `{repeat}` to it, so that you can press the keys many times. - Use this code to draw something nice. - example_code: | - ``` - {if} x {is} {pressed} {forward} 15 {else} {turn} 90 - ``` 9: story_text: | Now that you know how to combine statements, you can create a touch type tool with `{pressed}`. @@ -3159,54 +1640,9 @@ adventures: ### Exercise Finish the code. Each time a random letter should be chosen, which you have to press. You get a point for a correct press, and and two points deduction for a wrong press. **(extra)** Clear the screen after each letter, and show the user how many points they have scored. - example_code: | - ``` - points = 0 - letters = a, b, c, d, e - {repeat} 10 {times} - letter = _ _ _ - {print} 'Press the letter ' letter - {if} letter {is} {pressed} - _ - _ - _ - ``` print_command: - name: '{print}' - default_save_name: print - description: Introduction print command levels: - 1: - story_text: | - ## The print command - You can print text to the screen using the `{print}` command. - example_code: | - ``` - {print} Hi there, programmer! - {print} Welcome to Hedy! - ``` - story_text_2: | - ### Exercise - In Hedy you will find exercises in every adventure. An exercise allows you to practise the new commands and concepts, and lets you give your own twist to the example codes. - In this exercise you will see a pink blank space. You have to fill something in the place of the blank space before the code can be run. - - Fill in the `{print}` command in the blank space and then add five more lines of code. Each line has to start with a `{print}` command. - Have fun! - example_code_2: | - ``` - _ Hello! - ``` 18: - story_text: |- - We arrived at real Python code! That means we need to use parentheses with `{print}` and `{range}` from now on. - It also means you can use Hedy code from this level in any Python environment as long as you use the English commands. If you haven't until now, you can switch the toggle in the commands menu to do so. - example_code: | - ``` - {print}('Hello!') - {for} i {in} {range}(1, 10): - {print}('This is line ', i) - ``` - story_text_2: If you want to print more than one item, you need to separate them by commas. example_code_2: | ``` temperature = 25 @@ -3218,154 +1654,13 @@ adventures: name: عريف المسابقات default_save_name: عريف المسابقات description: اصنع مسابقة جديدة! - levels: - 14: - story_text: | - ### Exercise - In this adventure you can make your own quiz! Fill in the blanks, add more questions and enjoy your own quiz! - You can make a quiz about anything you like: your hobby, your favorite animal, your favorite book or anything at all! - example_code: | - ``` - {print} 'Make your own quiz' - points_a = 0 - points_b = 0 - {print} 'Question' - {print} 'Answer option A' - {print} 'Answer option B' - answer = {ask} 'Which answer?' - {if} answer == 'A' - points_a = points_a + 1 - {if} answer == 'B' - points_b = points_b + 1 - {print} 'End of the quiz!' - {print} 'Lets see the results!' - {if} points_a > points_b - {print} 'You belong to the A club' - {if} points_b > points_a - {print} 'You belong to the B club' - ``` - quotation_marks: - name: '''quotation marks''' - default_save_name: quotation_marks - description: Introduction quotation marks - levels: - 4: - story_text: | - ## 'Quotation marks' - In level 4 `{ask}` and `{print}` have changed. - You must put text that you want to print between quotation marks. - This is useful, because now you can print all the words you want. Also the words you used to store something with `{is}`. - Most programming languages also use quotation marks when printing, so we are also getting a step closer to real programming! - example_code: | - ``` - {print} 'You need to use quotation marks from now on!' - answer {is} {ask} 'What do we need to use from now on?' - {print} 'We need to use ' answer - ``` - story_text_2: | - ## Contractions - Important! Mind that now that we're using quotation marks, Hedy will get confused when you use the apostrophe for contractions like I'm or What's. - Make sure to remove those apostrophes and change the spelling to I am or What is. - Check out the example code to see the wrong way of using apostrophes. - example_code_2: | - ``` - _ This is the wrong way of using apostrophes _ - {print} 'I'm babysitting my sister's kids' - {print} 'What's more fun than that?' - ``` - 12: - story_text: | - **All texts need to be in quotation marks** - For this level on you will also have to use quotation marks when storing a text with `=`: - example_code: | - ``` - name = 'Hedy the Robot' - {print} 'Hello ' name - ``` - story_text_2: | - **All items in lists need quotation marks too** - Lists are texts, so they need quotation marks too. Mind that each single item on the list has quotation marks. - This allows you to save two words as 1 item on the list, for example 'Black Widow'. - example_code_2: | - ``` - superheroes = 'Spiderman', 'Batman', 'Black Widow' - {print} superheroes {at} {random} - ``` - story_text_3: | - **All text after `{if}` comparisons need quotation marks too** - example_code_3: | - ``` - name = {ask} 'What is your name?' - {if} name = 'Hedy the Robot' - {print} 'Hi there!' - ``` - story_text_4: | - **Numbers don't need quotation marks** - For numbers, you do not use quotation marks in the `=`: - example_code_4: | - ``` - score = 25 - {print} 'You got ' score - ``` random_command: - name: '{random}' - default_save_name: random_command - description: introducing at random command levels: - 3: - story_text: | - ## At random - In this level you can make a list using the `{is}` command. You can let the computer choose a random item from that list. You do that with `{at} {random}`. - example_code: | - ``` - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - ``` - story_text_2: | - You can use the `{at} {random}` command in a sentence as well. - example_code_2: | - ``` - food {is} sandwich, slice of pizza, salad, burrito - {print} I am going to have a food {at} {random} for lunch. - ``` - story_text_3: | - ### Exercise - Try out the `{at} {random}` command by making your own gameshow (like the ones on tv) where you choose a door or suitcase and it contains a big price! - Can you do it? We have already put the first lines into the example code. - example_code_3: | - ``` - {print} The big gameshow! - {print} There are 3 suitcases in front of you... - chosen {is} {ask} Which suitcase do you choose? - prices {is} _ - _ - ``` 16: story_text: |- We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. For example: `friends[1]` is the first name on the list of friends, as you can see in the first part of the example code. The second part of the example code shows you that we can also match 2 lists using the variable i. - example_code: | - ``` - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - ``` - story_text_2: |- - Now that you've learned to use the brackets in lists, you can also start using the {at} {random} command in the Python way! - You simply type the name of your list with `[random]` behind it! - example_code_2: |- - ``` - fruit = ['apple', 'banana', 'cherry'] - {print} fruit[random] - ``` repeat_command: - name: '{repeat}' - default_save_name: repeat_command description: repeat command levels: 7: @@ -3375,23 +1670,6 @@ adventures: ### Exercise Play around with the repeat command. Can you make the happy birthday song in only 3 lines of code instead of 4 now? - example_code: | - ``` - {repeat} 3 {times} {print} 'Hedy is fun!' - ``` - 8: - story_text: | - ### Repeat commands and indentation - In this level you can repeat multiple lines of code with only 1 repeat command. - You do this by making a block of lines that you want to repeat. - The lines in this block will need **indentation** . - That means putting four spaces at the beginning of each line. You will also have to indent when you just want to create a block of one line. - example_code: | - ``` - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This is all repeated 5 times' - ``` 9: story_text: | Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... @@ -3407,47 +1685,12 @@ adventures: {else} {print} 'Maybe you should practice some more in the previous level' repeat_command_2: - name: '{repeat} 2' - default_save_name: repeat_command_2 description: repeat command 2 levels: 7: - story_text: | - ## Repeat with other commands and with variables - You have practiced the `{repeat}` command in combination with the `{print}` command now, but did you know you could also use other commands with `{repeat}` ? - In this example code you can see that `{repeat}` can also be used with an `{ask}`, `{if}` or `{else}` command. - example_code: | - ``` - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - ``` story_text_2: | Another interesting thing you can so with the `{repeat}` command is using variables to set the amount of times something should be repeated. In the example code you can see that we first ask the person how old they are. Then, in line 3, the question is repeated 'age' times. So we have used the variable 'age' with the `{repeat}` command. - example_code_2: | - ``` - {print} 'Yay! It is your birthday!' - age = {ask} 'How old are you now?' - {repeat} age {times} {print} 'Hip Hip Hurray!' - ``` - 8: - story_text: | - ### In the block or not? - In this level you have to think carefully which lines of code should be in the block and which shouldn't. - For example: If you want to sing the song *the muffin man*. You only want the line with 'the muffin man' to be repeated twice. - This means the last line shouldn't start with indentation as it doesn't belong to the block. - If you do start the last line with indentation the song will turn out wrong. - - ### Exercise - Each line in the example code starts with a blank. Remove the blanks and try to figure out which line need indentation and which don't to make the muffin man song. - example_code: | - ``` - _ {print} 'Do you know the muffin man?' - _ {repeat} 2 {times} - _ {print} 'The muffin man' - _ {print} 'Do you know the muffin man, who lives on Drury Lane?' - ``` restaurant: name: المطعم default_save_name: المطعم @@ -3581,24 +1824,6 @@ adventures: {repeat} people times food = {ask} 'What would you like to eat?' {print} 'Thanks for your order! Its coming right up!' ``` - 8: - story_text: | - In this level you can make your virtual restaurant more elaborate by repeating multiple lines of code. Like this: - - ### Exercise - This code can be expanded with more items on the menu, for example offering drinks, and/or multiple courses or desserts. Add at least one more item. - **Extra** Add even more items, as many options as you like! - example_code: | - ``` - {print} 'Welcome to Restaurant Chez Hedy!' - people = {ask} 'How many people will be joining us today?' - {print} 'Great!' - {repeat} people {times} - food = {ask} 'What would you like to order?' - {print} food - {print} 'Thank you for ordering!' - {print} 'Enjoy your meal!' - ``` 9: story_text: | In this level you can use nesting to make your restaurant more realistic and more fun! @@ -3698,22 +1923,6 @@ adventures: price = price - 3 {print} 'That will be ' price ' dollars' ``` - 15: - story_text: | - With the `{while}` you can make sure your costumers can keep adding orders until they are done. - - ### Exercise - Correctly add the `{while}` command to this code. - example_code: | - ``` - {print} 'Welcome at McHedy' - more = 'yes' - _ - order = {ask} 'What would you like to order?' - {print} order - more = {ask} 'Would you like to order anything else?' - {print} 'Thank you!' - ``` rock: name: حجر، ورقة، مقص default_save_name: حجر ورقة مقص @@ -3766,16 +1975,6 @@ adventures: {print} اللاعب #١ يختار... الاختيارات {at} {random} {print} اللاعب #2 _ ``` - 4: - story_text: | - In this level we can further program rock, paper, scissors. But if you want to add text, you have to use quotation marks here too. - ### Exercise - Fill in quotation marks on the blanks. Mind that the variable `choices` should be outside the quotes. - example_code: | - ``` - choices {is} rock, paper, scissors - {print} _The computer chooses..._ choices {at} {random} - ``` 5: story_text: | في هذا المستوى يمكننا تحديد من فاز. @@ -3841,9 +2040,6 @@ adventures: {print} 'The computer wins!' ``` 15: - story_text: | - ### Exercise - Play until you beat the computer! But first, finish the example code... example_code: | ``` won = 'no' @@ -3861,9 +2057,6 @@ adventures: {print} 'You win!' won = 'yes' rock_2: - name: Rock, paper, scissors 2 - default_save_name: rock_2 - description: Part 2 of rock, paper, scissors levels: 2: story_text: | @@ -3879,7 +2072,6 @@ adventures: secret: name: العميل السري default_save_name: العميل السري - description: Make your own spy code levels: 12: story_text: | @@ -3911,155 +2103,16 @@ adventures: {else} {print} 'Go to the trainstation at 10.00' ``` - simon: - name: Simon Says - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - Let's make a game of Simon Says! Simon Says is a memory game in which the player will be given a color. They have to repeat that color back. - If they get it right a color is added to the sequence, so they now have to remember 2 colors, then 3, then 4 etc. the game stops as soon as the player makes a mistake. - - ### Exercise - In this first part of the Simon Says adventure, we'll let the computer pick a random color and add it to a list. - - ***Make 2 lists*** First, make a list called `colors` and fill it with the colors red, yellow, green and blue. - Then make a list called `simon_sequence`. This list will be used as the answer. - At the start of the game this lists need to be empty. unfortunately, we can't create an empty list (yet), so we'll fill it with the words 'empty' and 'list' and we'll remove them from the list immediately. - - ***Create a function that adds a color to the sequence*** Now that we have an empty list called simon_sequence, we can start filling it with random colors. - We do that with a function, so we can call it everytime there's a new level in our game. Create a function called `add_random_color`. - Then create the variable random_color and set it to a random color. Next, add this random color to the simon_sequence. - - ***Create a function that shows the simon_sequence*** Start by naming the new function `show_simon_sequence` with `level` as an argument. Now we want to show as many colors as the level we are in (in level 1 you see 1 color, in level 2 you see 2 colors etc). - So we repeat `level` times, to print the `simon_sequence[i]`. Each time a color is shown, wait for 1 second and then clear the screen. - - ***Test your program*** Before you go to the next level, test if the functions are working by calling both of the functions. If they're working you should see a random color in your output screen. - Remove this testing part of your code, copy the code and continue to the next tab to learn more about the simon says game! - example_code: | - ``` - # Make 2 lists - colors = _ - _ = ['empty', 'list'] - {remove} _ {from} simon_sequence - {remove} _ - - # Create a function that adds a color - _ add_random_color - _ - {add} _ - - # Create a function that shows the simon_sequence - {define} _ - {for} i {in} {range} 1 {to} _ - {print} _ - _ - _ - - # Test your program - {call} _ - {call} show_simon_sequence {with} 1 - ``` - simon_2: - name: Simon Says 2 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - We'll continue with our Simon Says game! - - ### Exercise - ***Paste your code here*** Paste your code from the previous level here. Don't forget to remove the part that was just used for testing the functions. - - ***Create a function that creates the player_sequence*** The list `player_sequence` is used to capture the answers of the player. First we define the function with the argument level. - Next, we ask level times what the color is that they choose. We call that variable `answer`. Then we add the variable `answer` to the list player_sequence. - - ***Setting up the game*** Before we program the game in the next tab, we'll need some starting variables. First, we'll set the variable `level` to 1 and the variable `game_over` to False. - Then we make an introduction for the game. We'll print 'Welcome to Simon Says!' and clear the screen after 1 second. - - ***Continue to the next tab to finish the game!**** Don't forget to copy your code and take it with you to the next tab. - example_code: | - ``` - # Paste your code here - - - # Create a function that creates the player_sequence - {define} _ - {for} _ - _ 'What is color number ' i '?' - {add} answer {to} _ - - # Set up - level = _ - game_over = _ - {print} _ - _ 1 - _ - ``` - simon_3: - name: Simon Says 3 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - In this tab we'll program the game of Simon Says! - - ### Exercise - ***Paste your code*** Copy your code from the previous tab and paste it here. - - ***Program the game*** We start by making sure the game goes on while the game isn't over. Then we print what level the player is on, we use the variable level for that. We only show that for 1 second and then we clear the screen again. - Now, we have to create the empty list player_sequence. We've already programmed how to fill the list, with our function `player_sequence`, but we never made the list itself. To create the list we use the same trick as we did in the previous tab. - We'll make a list with the words 'empty' and 'list' on it, and then we remove both these words. Next, we'll call all of the 3 functions that we've created. - Lastly, we'll have to check if the player gave the correct answers (so if the player_sequence and the simon_sequence are the same). - If that's the case, we'll compliment the player. Wait for 1 second and increase the level with 1. - Did the player give the wrong answer, we'll tell them and end the game by setting game_over to 'True' - - ***Enjoy your game!*** Great job! Does your game not work? Use the ladybug button to debug your code! - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - {print} _ - _ - _ - _ = ['empty', 'list'] - {remove} _ - {remove} _ - {call} _ - {call} _ {with} _ - {call} _ {with} _ - {if} player_sequence == _ - _ - _ - _ - {else} - _ - game_over = _ - ``` sleep_command: - name: '{sleep}' - default_save_name: sleep_command description: introducing sleep command levels: 2: story_text: | ## The sleep command Another new command in this level is `{sleep}`, which pauses your program for a second. If you type a number behind the {sleep} command, the program pauses for that amount of seconds. - example_code: | - ``` - {print} My favorite colour is... - {sleep} 2 - {print} green! - ``` songs: name: غنّ أغنية! default_save_name: أغنية - description: Print a song levels: 6: story_text: | @@ -4168,10 +2221,6 @@ adventures: Print the song Five little moneys jumping on the bed. Look up the text if you don't remember. **(extra)** Print the song Old MacDonald had a farm, and make sure all animals make a different sound, using an `{if}`. - example_code_2: | - ``` - monkeys = 5, 4, 3, 2, 1 - ``` 11: story_text: | In this level you can use the `{for} i {in} {range}` command to make songs that use counting. @@ -4200,22 +2249,6 @@ adventures: {print} '{if} youre happy and you know it' {print} action ``` - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, but did you know that you could combine them with {ask} commands as well? - In this example we have changed the 'My Bonnie' program and made it interactive. You are now asked where Bonnie is. - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is ' place - - chosen_place = {ask} 'Where do you want Bonnie to be?' - synonym = {ask} 'What is another word for that?' - - {call} song {with} chosen_place - {call} song {with} synonym - {call} song {with} chosen_place - ``` 16: story_text: | In this level, you can program a song like OldMacDonald even more quickly. You can connect the right animal to the right sound by simply putting them in the same place in the list. @@ -4243,73 +2276,17 @@ adventures: ``` lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines - {for} i {in} {range} 1 {to} 3 - {print} line - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - example_code: | - ``` - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - {for} i {in} {range} 1 {to} 3 - animal = _ - sound = _ - {print} 'Old MacDonald had a farm' - {print} 'E I E I O!' - {print} 'and on that farm he had a ' animal - {print} 'E I E I O!' - {print} 'with a ' sound sound ' here' - {print} 'and a ' sound sound ' there' - {print} 'here a ' sound - {print} 'there a ' sound - {print} 'everywhere a ' sound sound - ``` - - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines - {for} i {in} {range} 1 {to} 3 - {print} line - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - 18: - story_text: | - In level 16 we made songs using lists. These programs however are no longer working properly in this level. The colons from level 17 and the brackets from level 18 still need to be added. - - ### Exercise 1 - The Drunken sailor song is given as sample code, but not yet working. - Can you make sure everything works again? To help you, we've put _ in the places of _some_ errors. - - ### Exercise 2 - Now also look up your Old MacDonald song from level 16, and correct it. - example_code: | - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines _ - {for} i {in} {range} 1 {to} 3 _ - {print} _ line _ + {for} line {in} lines + {for} i {in} {range} 1 {to} 3 + {print} line {print} 'early in the morning' {for} i {in} {range} 1 {to} 3 {print} 'way hay and up she rises' {print} 'early in the morning' ``` songs_2: - name: Sing a song! 2 - default_save_name: Song 2 - description: Sing a song 2 levels: 12: - story_text: | - Songs contain a lot of repetition. We can capture it with a function! - ### Exercise - Look at the example code with the function. Fill out the two lines so the full song is printed. example_code: | ``` {define} twinkle @@ -4321,177 +2298,6 @@ adventures: {print} 'Like a diamond in the sky' {call} _ ``` - 16: - story_text: | - ### Exercise - Finish the nursery rhyme! - example_code: | - ``` - number = ['one', 'two', 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'ten'] - object = ['on his drum', 'on his shoe', 'on his knee', 'on his door', 'on his hive', 'on his sticks', 'up in heaven', 'on his gate', 'on his vine', 'once again'] - - _ - {print} 'This old man' - {print} 'He played ' _ - {print} 'He played knick-knack ' _ - {print} 'With a knick-knack paddywhack' - {print} 'Give the dog a bone' - {print} 'This old man came rolling home' - {sleep} 8 - {clear} - ``` - story_text_2: | - ### Exersice 2 - Now create your own code for the nursery rhyme 'The wheels on the bus' on the same way! - example_code_2: | - ``` - object = ['wheels', 'doors', _] - movement = [ 'round and round', 'open and shut', _] - ``` - tic: - name: Tic-Tac-Toe - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - Let's program a game of tic-tac-toe! - - ### Exercise - In this adventure we'll start with creating an empty field. - - ***Create a list called field*** This list will be our playing field. This list is filled with 9 dots, since there are no x's and o's yet at the start of our game. - - ***Create a function that prints the field*** Firstly, clear the screen so the old playing fields will be removed. Then we print the first line of our Tic Tac Toe field. This line constists of the first 3 spots in our list field. - We have already programmed this line for you. Now finish the field by printing spot 4, 5, and 6 on the second row and spot 7, 8 and 9 in the third row. - - ***Call the function that prints the field*** Now call the function. -
- Run the code. Your output should look like this: -
- - ***Continue in the next tab*** In the next tab you'll learn how to program the game itself. - example_code: | - ``` - # Create a list called field - _ = ['.', '.', '.', '.', '.', '.', '.', '.', '.'] - - # Create a function that prints the field - {define} print_field - _ - {print} 'TIC TAC TOE' - {print} field[1] field[2] field[3] - _ - _ - - # Call the function - ``` - 17: - story_text: | - In the previous level you've learned how to make a tic-tac-toe game. The game works, but is quite annoying as it keeps asking you if you've won yet. - Now that we have the {elif} command, we can let the game decide if someone has won and it can stop asking us! - - ### Exercise - ***Paste your code*** Paste your code from the previous level here and make it level 17 proof. In this level you've learned to use a colon everytime you create a block of code. Please add the colons in the correct spots. - - ***Create a function that detects if someone's won*** We have started the function for you, paste it under the function `print_field` and finish the function. You can see that this first piece of code checks to see if spot 1, 2 and 3 are the same, because if they are you have 3 in a row. - It also checks if they are not a dot, because if they are, the line might have the same symbols on them, but that's just because it's still empty. - If all these conditions are met, the game is over and the winner is printed. - Finish this function with all possible ways to win. This means you have to make this for the other 2 rows, 3 columns and 2 diagonals. - If you've finished all the other options, the function should return the variable `game_over` so we can use it in our game. - - ***Call the function in the game*** Go to the line `game_over = {ask} 'Did you win?'` and change it to `game_over = {call} detect_winner {with} field, sign`. Now the function will check if there's a winner and the game doesn't need to keep asking anymore! - - ***Enjoy your game!*** Great job! You have finished the game! Enjoy playing it! - - example_code: | - ``` - # Paste your code here and make it level 17 proof - - # Create a function that detects if someone has won - {define} detect_winner {with} field, sign: - {if} field[1] == field[2] {and} field[2] == field[3] {and} field[1] != '.': - game_over = 'yes' - {print} 'Player ' sign 'wins!' - {elif}: - _ - {else}: - game_over = 'no' - {return} _ - ``` - tic_2: - name: Tic-Tac-Toe 2 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - In the previous adventure you've learned how to create a playing field. Now you'll learn how to create the game! - - ### Exercise - ***Paste your code*** Start by pasting your code from the previous adventure here. - - ***Add variables*** Underneath your list called `field` we'll add 2 more variables that we'll need to program the game. - The variable `game_over` tells us if the game is over, and should be 'no' at the start of the game. - The variable `sign` tells us if it's the turn of player x or player o. Set the variable to 'x'. - - ***The game*** First use a {while} command, to make sure the game keeps on playing the variable while game_over is set to no. - During the game, we first ask the player which spot they choose. Then we change the field with the number they chose into their sign. - Then we print the field again and we ask the player if they've won yet. Lastly we want to switch whose turn it is, so if the sign is 'x' it should be 'o' and the other way around. - - ***Test your game*** Does your game work? Great, have fun playing the game! If not, use the ladybug button to debug your code. - You might have noticed one mistake in the code though, you can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! Go to the next tab to learn how to fix this problem. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add variables - game_over = _ - sign = _ - - # The game - {while} _ - choice = _ 'Player ' sign '_?' - field[choice] = _ - _ print_field - game_over = {ask} _ - {if} sign = 'o' - sign = _ - _ - sign = _ - ``` - tic_3: - name: Tic-Tac-Toe 3 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - You might have noticed one mistake in the code you've made in the previous adventure. You can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! In this tab we'll fix that mistake. - - ### Exercise - ***Paste your code here*** Paste your code from the previous adventure here. - - ***Fix the mistake*** To fix the mistake we replace the line that says `field[choice] = sign`. This turns any spot that the player has chosen into their sign. - Go to the header that says 'Use this to fix the mistake' and finish the code. We first want to check if the chosen spot is still empty, so `if field[choice] = '.'`. If that is the case, you are allowed to take it. - Then we make an else command and print 'Sorry, this spot is already taken' if the spot is not empty. Lastly, we add a {sleep} command, so the players can actually read the text before it gets cleared again. - Now copy this piece of code and replace the line `field[choice] = sign` with this new piece of code. - - ***Play your game!*** Now the game should work properly! Good job! - The only flaw is that you can get a bit annoyed that the game keeps asking you if you've won yet. Do you want to fix that? Go to level 17 and we'll fix it! - example_code: | - ``` - # Paste your code here - - # Use this to fix the mistake - {if} _ = '.' - field[choice] = sign - {else} - {print} _ - _ - ``` turtle: name: الرسام default_save_name: الرسام @@ -4504,11 +2310,6 @@ adventures: بإستخدام `{forward}` يمكنك رسم خط ممتد للامام، والرقم بعده يحدد لك الي اي مدى سيتقدم المؤشر الى الامام ليرسم الخط (طول الخط). اما بإستخدام `{turn} {right}` سيستدير المؤشر ربع دورة بإتجاه عقارب الساعة، `{turn} {left}` سيستدير المؤشر ربع دورة بعكس اتجاه عقارب الساعة. وإذا اردنا الرجوع للخلف يمكنك استخدام الأمر `{forward}` ايضًا ولكن هذه المره نطرح منه عدد الخطوات التي نريد رجوعها للخلف. علي سبيل المثال اذا اردنا الرجوع 100 نستخدم `{forward} -100` - example_code: | - ``` - {forward} 100 - {turn} {left} - ``` story_text_2: | ### Exercise الكود في المثال التوضيحي هو بداية رسم سُلم صغير. هل يمكنك جعل السُلم يتكون من خمس خطوات اخرى؟ @@ -4568,17 +2369,6 @@ adventures: story_text_2: | يمكنك أيضًا تغيير لون الخطوط باستخدام الأمر `{color}`. انظر للمثال التوضيحي بالإضافة إلى ذلك، يمكنك استخدام الأمر `{color} {white}` لرسم خطوط غير مرئية، وبالتالي يمكنك تحريك السلحفاة لأي مكان تريده على الشاشة قبل البدء بالرسم. - example_code_2: | - ``` - {color} {white} - {forward} -80 - {color} {green} - {forward} 50 - {color} {yellow} - {forward} 50 - {color} {red} - {forward} 50 - ``` 5: story_text: | في المستوى الخامس يمكننا الاختيار بناء على فحص معين من خلال الأمر `{if}`. على سبيل المثال الإحتيار بين عدة أنواع من أشكال الرسم. @@ -4597,13 +2387,6 @@ adventures: {turn} الزاوية {forward} ٢٥ ``` - story_text_2: | - ### Exercise - Fill in the correct numbers in this code to get it to work. - After you've done that, you can try to add the option backwards. - - **Extra** Instead of using 'left' and 'right', remake the program with North, East, South and West. - This way you could add even more directions like Northeast and Southwest etc. example_code_2: | ``` direction {is} {ask} 'Do you want to go left, right, or straight ahead?' @@ -4647,25 +2430,6 @@ adventures: ``` story_text_2: "كذلك يمكننا تحسين البرنامج الذي يرسم الأشكال المختلفة. \nهل يمكنك حاسب كم يجب على الرسام أن يستدير هنا؟ أكمل الكود وسيصبح بإمكانك أن تطبع الشكل المضلع الذي تريد!\n" example_code_2: "```\nعدد_الزوايا = {ask} \"كم عدد الزوايا التي يجب أن أقوم بها؟\"\nالزاوية = ٣٦٠ / عدد_الزوايا \n{repeat} عدد_الزوايا {times} \n {turn} _\n {forward} _\n```\n" - 9: - story_text: | - Now that we can use a `{repeat}` inside a `{repeat}`, we can create more complex figures. - - ### Exercise 1 - This code creates three black triangles, change that into five pink squares. - - **Extra** Create a figure of your own choosing consisting of at least two different shapes types. - example_code: | - ``` - {color} {black} - {repeat} 3 {times} - {repeat} 3 {times} - {forward} 10 - {turn} 120 - {color} {white} - {forward} 50 - {color} {black} - ``` 10: story_text: | In this level you can make the turtle draw a figure. @@ -4676,162 +2440,9 @@ adventures: **(extra)** can you change the spiral into another shape? Experiment with numbers for the turn! ### Exercise 2 The spiral is drawn outwards, make it go inwards? - example_code: | - ``` - {turn} 90 - distances = 10, 20, 30, 40, 50, 60 - {for} distance {in} distances - {forward} distance - ``` - 12: - story_text: | - We can use functions to draw more complex figures with less code. - ### Exercise 1 - Fill the function so that three squares are created. If you want the image to look nicer, you can make the lines between the squares white. - - ### Exercise 2 - The code can be made even shorter. Place the final lines into a `{repeat}` so the figure remains the same. - - ### Exercise 3 - Create your own drawing with different figures. - Change both the number of figures with the `{repeat}` and the shape of the figures in the `{define}` - example_code: | - ``` - {define} square - {repeat} 4 {times} - {turn} _ - {forward} _ - {call} square - {forward} 50 - {call} square - {forward} 50 - {call} square - ``` turtle_draw_it: - name: Draw it! - default_save_name: Draw it - description: Draw this picture with the turtle levels: - 1: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Rectangle - Square - Stairs -
- 2: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Arrow - Boat -
- 3: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Star - Arrow -
- 4: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Colored Star - Rainbow - Nested squares -
- example_code: | - **Extra** Up for a real challenge? Make sure that the colors of these figures are selected randomly, so that each time you run your programs they'll look differently! - - ``` - colors {is} red, orange, yellow, green, blue, purple, pink, brown, gray, black - color _ - ``` - 5: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Make only one code that lets the player decide which letter they'd like to see! And can you add even more letters? - -
- F - E - L -
- example_code: | - Hint: - ``` - chosen_letter {is} {ask} 'Which letter would you like to see? F, E or L?' - {if} _ - ``` - 6: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Let the player decide which color the square should be. - - ***Extra*** Can you make the letter of your own first name and the flag of your own country too? - -
- Square - Letters - Flag -
- example_code: | - Hint for the square: - ``` - chosen_color = {ask} _ - ``` - 7: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Hexagon - Triangle - Fan -
- 8: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - -
- Square (3) - Randomly colored star (5) - Randomly colored spiral (7) -
9: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - - **Extra** Give the player a choice which country they would like to see the flag of. - -
- Cross (7) - Randomly colored nested squares (8) - Flags -
example_code: | Hint for the nested squares: ``` @@ -4849,14 +2460,6 @@ adventures: color_3 = blue ``` 10: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Nested Hexagon - Traffic lights -
example_code: | Hint Nested Hexagon: ``` @@ -4872,47 +2475,6 @@ adventures: color _ {repeat} _ ``` - story_text_2: | - Christmas lights - example_code_2: | - Hint Christmas Lights: - - Start by moving to the left side of the screen with an invisible white line. Then hang up the Christmas lights! - ``` - {color} white - {turn} -90 - {forward} 300 - {turn} 90 - - colors = red, blue, yellow, purple, green, orange, pink - {for} chosen_color {in} colors - _ - ``` - 11: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Beehive (6) - Fan (5) - Snowflake (13) -
- example_code: | - Hint Beehive: - ``` - {for} amount_of_combs {in} {range} 1 {to} _ - {for} walls_of_one_comb {in} {range} 1 {to} _ - {forward} _ - {turn} _ - {forward} _ - {turn} _ - ``` - - Hint Fan: - Start out like the fan you made in level 7. Or take a peak at the hint for the beehive, because the codes are very similar. - - Hint Snowflake: Start by making one 'leg' and repeat it 6 times. 12: story_text: | ### Exercise @@ -4939,129 +2501,9 @@ adventures: {if} shape = 'square' {call} draw_a_square ``` - 13: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Street in different sizes - Colored street - Snow Storm - example_code: | - Hint Street in different sizes - ``` - {define} draw_a_house {with} size - _ - - {call} draw_a_house {with} 90 - {call} draw_a_house {with} 60 - {call} draw_a_house {with} 30 - ``` - - Hint Colored street - ``` - {define} draw_a_house {with} chosen_color - _ - ``` - - Hint Snow Storm - ``` - {define} draw_snowflake {with} length, color - _ - - numbers = 10, 20, 30 - colors = _ - - {for} i {in} {range} 1 {to} 5 - random_number = _ - random_color = _ - {call} draw_snowflake {with} random_number, random_color - {color} white - {turn} random_number * 5 - {forward} 80 - ``` - 14: - story_text: | - ### Exercise - Create a program that asks the player how many corners their figure should have and then creates that figure. - The figure in the image is the output when the player fills in 10. - -
- - -
- example_code: | - ``` - {define} calculate_degrees {with} amount_of_corners - _ 360 / amount_of_corners - - - {define} draw_figure {with} degrees - _ - {forward} 400/amount_of_corners - {turn} _ - - amount_of_corners = {ask} _ - degrees = {call} _ {with} _ - - {call} _ {with} - {call} _ {with} - ``` - 15: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Spiral - example_code: | - Spiral - ``` - distance = 5 - {while} distance < 200 - distance = distance + 5 - _ - ``` - story_text_2: | - Fan - example_code_2: | - Fan - ``` - {define} draw_a_square {with} side - _ - - i = 100 - {while} i > 1 - _ {with} i - _ - i = i - 3 - ``` - story_text_3: | - Star - example_code_3: | - Star - A star is usually drawn using 144-degree-turns. If you change this slightly to 143 degrees for example and repeat the pattern multiple times with a {while} loop you can make this figure. while_command: - name: '{while}' - default_save_name: while_command description: while - levels: - 15: - story_text: |- - We are going to learn a new loop, the `{while}` loop! We continue the loop as long as the statement is true. - So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. - If the correct answer is never given, the loop never ends! - example_code: | - ``` - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - ``` years: - name: New Year's - default_save_name: New Year's Countdown description: Countdown to the new year! levels: 11: diff --git a/content/adventures/bg.yaml b/content/adventures/bg.yaml index aff69a16623..a4e06d2d00c 100644 --- a/content/adventures/bg.yaml +++ b/content/adventures/bg.yaml @@ -31,15 +31,6 @@ adventures: Сега името й може да бъде принтирано на което и да е място в изречението. За тази цел ти ще напишеш малко повече код. Ха! - example_code: |- - ``` - name {is} {ask} What is the name of the main character? - {print} name is now going to run in the woods - {print} name is a bit scared - {print} Suddenly she hears a crazy noise... - {sleep} - {print} name is afraid this is a haunted forest - ``` story_text_2: | ### Exercise Now it's time to add variables to your own story that you've made in the previous level. @@ -69,23 +60,7 @@ adventures: ``` story_text_3: | This is an example of the `{remove}` command in your story - example_code_3: | - ``` - {print} His backpack got way too heavy. - {print} Inside were a bottle of water, a flashlight and a brick. - bag {is} water, flashlight, brick - dump {is} {ask} Which item should he dump? - {remove} dump {from} bag - ``` 4: - story_text: | - ### Exercise - Copy the example code and finish it by adding quotation marks on the blanks in lines 1 and 2. - The blanks in line 3 and 4 should not be replaced by quotation marks, but a `{sleep}` and a `{clear}` command. Can you make it work? - - ### Exercise 2 - Go back to the previous level and copy your story code. Make the code work in this level by adding quotation marks in the right spots. - Mind: The variables in your own story should be outside of the quotation marks. Just like the second line of the example code. In that line the variable name is placed outside of the quotation marks. example_code: | ``` име is Тони @@ -222,12 +197,6 @@ adventures: sword = 'found' ``` 15: - story_text: | - Using the `{while}` loop can make your stories more interesting. For example, you can use `{while} game == 'on'` so you can play until the game is over. - Or you can use `{while} sword == 'lost'` so the player can't continue the game until they have found something. - - ### Exercise - The example code shows you how to use the `{while}` loop in a story. Now **think of your own scenario** in which the player has to find something before they can continue. example_code: | ``` keys = 'lost' @@ -242,343 +211,27 @@ adventures: {else} {print} 'Nope they are not at the ' location {print} 'Now you can enter the house!' - 18: - story_text: | - We are going to print another story, but now we have to use brackets with `{print}`. - - ### Exercise 1 - Create a story of at least 5 sentences. You don't have to use 'name' just yet. - example_code: | - ``` - {print}('Welcome to this story!') - ``` - story_text_2: | - ### Exercise 2 - We have already prepared an `{input}` for you. First, use the `name` variable in your story. - Then add a second `{ask}` and use that variable as well. - Tip: Remember the commas in a `{print}` between text and variables! - example_code_2: | - ``` - naam = {input}("What's your name?") - {print}('Welcome to this story!') - ``` add_remove_command: name: '{add} {to} & {remove} {from}' - default_save_name: add_remove_command description: introducing add to and remove from levels: 3: story_text: | ## Add to You can add items to the list with the `{add} {to_list}` command. To add an item to a list you can simply type: `{add} penguin {to} animals` or you can use the `{ask}` command like in the example code. - example_code: | - ``` - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - ``` - story_text_2: | - ## Remove from - If you can add items to a list, of course you can also take them off. This is done with the `{remove} {from}` command. - example_code_2: | - ``` - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - ``` story_text_3: | ### Exercise Try out the new commands in this virtual restaurant. Add the flavor the player is hpoing for to the list and remove the flavors they are allergic to. - example_code_3: | - ``` - {print} Mystery milkshake - flavors {is} strawberry, chocolate, vanilla - hope {is} {ask} What flavor are you hoping for? - _ - allergies {is} {ask} Are you allergic to any flavors? - _ - {print} You get a flavors {at} {random} milkshake - ``` and_or_command: - name: '{and} & {or}' - default_save_name: and or description: introducing and or - levels: - 13: - story_text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two `{if}`s but can use `{and}` and `{or}`. - - If you use `{and}`, both statements, left and right of the `{and}` need to be true. We can also use `{or}`. Then only one statement needs to be correct. - example_code: | - ``` - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - ``` ask_command: - name: '{ask}' - default_save_name: ask_command description: Introduction ask command levels: 1: - story_text: | - ## The ask command - Now that you can use the `{print}` command, you are ready to learn the next command: `{ask}`. With the `{ask}` command, you can ask a question. Check it out: - example_code: | - ``` - {print} Hello! - {ask} What is your name? - ``` story_text_2: | ## The echo command If you want the computer to repeat the answer, you can use the `{echo}` command. The answer will then be echoed back at the end of the sentence, so in this example after hello. - example_code_2: | - ``` - {print} Hello! - {ask} What is your name? - {echo} hello - ``` - story_text_3: | - ### Exercise - Try out the `{ask}` and `{echo}` commands. Firstly, fill in the blanks to make this program work. - Then ask 2 more questions using the `{ask}` command, after each `{ask}` use an `{echo}` to print the answer on the screen. - example_code_3: | - ``` - _ How are you doing? - _ - ``` - 2: - story_text: | - ## The ask command - Now that we can use **variables** in our codes, we no longer need the `{echo}` command. - We can use variables to store the answers to our questions and this way we can use the answer to multiple questions in our codes. - Check it out: - - This way your code is becoming interactive! - example_code: | - ``` - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - ``` - story_text_2: | - ### Exercise - In the previous tab you have practised with setting variables with the `{is}` command. - You have created at least 3 variables and used them with a print command. - Now, instead of setting the variables we want you to make the variables interactive, like we did in our example. - - Copy your code from the previous tab and make the variables interactive by using `{ask}` commands. - example_code_2: | - ``` - favorite_animal {is} {ask} What is your favorite animal? - {print} I like favorite_animal - ``` - 18: - story_text: The final change we will need to make to get Python code is changing `{ask}` into `{input}`. - example_code: | - ``` - {print}('My name is Hedy!') - name = {input}('What is your name?') - {print}('So your name is ', name) - ``` - blackjack: - name: Blackjack - default_save_name: Blackjack - description: Try to get as close to 21 as you can - levels: - 17: - story_text: | - Blackjack is a simple game of cards in which you have to get as close to 21 points as possible. You get two cards. Each card is worth their numeral value, and the face cards (Jack, Queen and King) are worth 10 points. - The Ace is worth either 1 or 11 points (you can choose). The dealer, your opponent, also gets two cards. - If you want, you can get another card, and its points will be added to your total. The dealer can also choose to take another card. - But be careful not to get more than 21 points, because if you do, you lose! - The player who gets closest to 21, without going over it, wins! - - ### Exercise - In this adventure we code the first part of our Blackjack game. We'll create a function to calculate how many points a card is worth. - - ***Set the variables*** - Start by making a list of all the cards, from 2 to Ace. Next make a list of the face cards, so Jack, Queen and King. Then pick a random card from the list of cards to be card_1. - - ***Create a function to calculate the points*** - Create a function that calculates how many points a card is worth. - All the face cards are worth 10 points, the Ace is worth 11 and all the other cards are worth their numeral. - Return the variable `points` at the end of the function. - - ***Test the function*** - Test if your function is working properly. Finish the first print command by filling in which card you've drawn. Then finish the second line by calling the function with card_1. - Run the code a couple of times. Are you happy with the results? Great! Then you can remove the testing part and move on the the next tab! - example_code: | - ``` - {print} 'BLACKJACK' - - # Set these variables - cards = _ - face_cards = _ - card_1 = - - # Create a function to calculate the points - {define} calculate_points {with} card: - {if} card {in} face_cards: - points = _ - {elif} _ - _ - {else}: - _ - _ points - - # Test your function - {print} 'Your card is a ' _ - {print} 'That is worth ' _ ' points'. - ``` - blackjack_2: - name: Blackjack 2 - default_save_name: Blackjack_2 - description: Blackjack part 2 - levels: - 17: - story_text: | - ### Exercise - In this adventure we code the second part of our Blackjack game. - - ***Paste your code from the previous adventure*** - In the previous adventure you've started a list of variables and created a function to calculate how many points a card is worth. Copy your code and paste it here. Mind that you don't need the testing part, so if you haven't removed that yet, please do so now. - - ***Add more variables*** - You have already set the lists `cards` and `face_cards` and the variable `card_1`. Underneath those variables create 3 more variables: `card_2`, dealer_card_1` and `dealer_card_2`. These variables are all set to a random card from the list of cards. - - ***Add up points*** - To calculate how many points you have scored we call the function with card 1 and we do it again for card 2. Then we add both these scores together to get your total. - Do the same thing for the dealers points, but be sure to use the dealer's cards and not your own! - - ***2 Aces*** - You're doing great! Almost all scores can be calculated now. There is only one exception: 2 Aces. If you get 2 Aces, your total is 12 points and not 22 (because 22 points would be losing!). This of course also goes for the dealer. - - ***Show the score*** - Lastly, you want to tell the program to tell you which cards you have drawn and how many points that is. Then show which cards the dealer has and how many points they have. - - ***Continue in the next tab*** - Great! You have finished this part of the game! Copy your code and go to the next tab to learn how to ask for an extra card and to declare a winner. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add these variables to the list of variables - card_2 = _ - dealer_card_1 = _ - dealer_card_2 = _ - - # Add up your points - your_points_1 = {call} _ {with} card_1 - your_points_2 = _ - your_total = _ - - # Add up the dealers points - dealer_points_1 = _ - _ - _ - - # 2 Aces - {if} card_1 == 'Ace' {and} _ - your_total = 12 - {if} dealer_card_1 _ - dealer_total = _ - - # Show the score - {print} 'You have drawn a ' _ ' and a ' _ '. That is ' _ ' points' - {print} 'The dealer has drawn a ' _ ' and a ' _ '. That is ' _ ' points' - ``` - blackjack_3: - name: Blackjack 3 - default_save_name: Blackjack_3 - description: Blackjack part 3 - levels: - 17: - story_text: | - In the previous tabs you have learned how to draw 2 random cards for yourself and for the dealer and to calculate how many points you both got. - In this adventure we add the option to ask for an extra card for both you and the dealer. - - ### Exercise - ***Paste your code from the previous adventure*** Firstly, copy your code from the previous tab and paste it here. - - ***Extra card for you*** If you want, you can get an extra card to get your total as close to 21 as possible. First ask the player if they want an extra card. - If they do, pick a random card and print what they have drawn. If the card is not an Ace, you can call the function and add the points to your total. - In case the card is an Ace, you can't use the function, because the Ace can be either 1 point or 11 points, depending on how many points you already have earned. - If your total is less than 11, you want the ace to be 11 points (because this is closest to 21). So you add 11 points to your total. - If the total is more than or equal to 11, you want the ace to be 1 point (because you don't want more than 21 points). So you add 1 point to your total. - Lastly, print your new total of points. - - ***Extra card for the dealer*** The dealer can also get an extra card. The dealer doesn't need to be asked, because they always get an extra card if their total is less than 17. - Copy the 'Extra card for you code' and paste it in the dealers section. Then change it to fit the dealer picking an extra card and getting points added to their total. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Extra card for you - hit = {ask} _ - {if} hit == 'yes': - card_3 = _ - {print} _ - {if} card_3 _ 'Ace': - your_points_3 = _ - your_total = _ - {else}: - {if} your_total _ - _ - {else}: - _ - {print} _ - - # Extra card for the dealer - {if} dealer_total < 17 - _ - ``` - blackjack_4: - name: Blackjack 4 - default_save_name: Blackjack_4 - description: Blackjack part 4 - levels: - 17: - story_text: | - In the last 3 adventures you have alsmost created a working blackjack game! The only thing left to do is to decide a winner! - - ### Exercise - ***Paste your code from the previous adventure*** Start by pasting the code that you've made so far into your programming field. - - ***Decide a winner*** - Firstly, if you and the dealer have an equal amount of points, it's a draw. - Secondly, if the dealer has more than 21 points and you don't, you are the winner. - Thirdly, if both you and the dealer have less than 22 points, we have to see who came closest to 21. We do that by comparing who has the highest score. Is your total higher than the dealer's total, then you are the winner. If not, the dealer wins. - Lastly, in all other scenarios (e.g. you have more than 21 points and the dealer doesn't, or you both have more than 21 points) you are the loser. - - ***Enjoy the game!*** - Does your game work properly? Amazing! You have done a great job! Enjoy your game! - If it doesn't work right away, no worries, you might have made a mistake. Just keep calm and bebug your code using the ladybug button. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Decide a winner - {if} _ - {print} 'Its a draw! Play again!' - {elif} _ - {print} 'You win!' - {elif} _ : - {if} _: - {print} _ - {else}: - {print} _ - {else}: - _ - ``` calculator: - name: Calculator - default_save_name: Calculator - description: Create a calculator levels: 6: story_text: | @@ -622,59 +275,7 @@ adventures: ### Exercise 2 Give the player feedback when the enter an answer, like `{print} 'Correct!'` or `{print} 'Wrong! The correct answer is ' correct_answer`. - example_code: | - ``` - score = 0 - {repeat} 10 {times} - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct_answer = number_1 * number_2 - {print} 'What is ' number_1 ' times ' number_2 '?' - answer = {ask} 'Type your answer here...' - {print} 'Your answer is ' answer - {if} _ {is} _ - score = score + 1 - {print} 'Great job! Your score is... ' score ' out of 10!' - ``` - 10: - story_text: | - This calculator game helps you practise your tables of multiplication! - ### Exercise - Fill in the blanks. We want this program to ask the player these questions: - ``` - How much is 1 times 1? - How much is 1 times 2? - How much is 1 times 3? - How much is 2 times 1? - How much is 2 times 2? - How much is 2 times 3? - How much is 3 times 1? - How much is 3 times 2? - How much is 3 times 3? - _ - ``` - example_code: | - ``` - numbers = 1, 2, 3 - {for} _ - {for} _ - answer = {ask} _ - correct = number_1 * number_2 - {if} answer {is} correct - {print} 'Great job!' - {else} - {print} 'That is wrong. The right answer is ' correct - ``` 11: - story_text: | - With a `{for}` you can simplify tables of multiplication practise program. - - ### Exercise 1 - Improve the example code such that it prints a nice multiplication table:
"1 times 10 is 10", "2 times 10 is 20", etc. - - ### Exercise 2 - Go back to your level 10 multiplication code, and modify it so that it uses a `{for}` and `{range}`. example_code: | ``` number = 10 @@ -690,34 +291,7 @@ adventures: number2 = {ask} 'What is the second number?' answer = number1 + number2 {print} number1 ' plus ' number2 ' is ' answer - 13: - story_text: | - ### Exercise 1 - Let's make the practice program a bit harder. The player now has to answers two questions correctly. Fill out the blanks to complete the program. - - ### Exercise 2 - Sometimes, calculations have multiple correct answers. For example, 10 can be divided by 5 and by 2. So the question 'What number divides 10?' can be answered by 2 and by 5. - Ask for a calculation that has multiple correct answers, ask the player to answer it, and determine if it is correct using `{or}`. - Empty the programming field and create your own solution. - example_code: | - ``` - answer1 = {ask} 'What is 10 times 7?' - answer2 = {ask} 'What is 6 times 7?' - {if} _ _ _ _ _ _ _ - {print} _ - ``` 14: - story_text: | - In this adventure you will build a calculator that calculates your mean grade for you. If you get your calculator to work, you can move on to the next adventure, which allows you to add two extra features. - - ### Exercise 1 - Fill in the blanks to get the calculator to work. - * Start with the fourth line, add a question to figure out what grade the student got. - * In the fifth line you'll want to calculate the total of all grades, so the total = total + grade. - * Then we get to set the return value. We want to return the mean, so the total devided by the amount of tests (4). - * Lastly we finish the code by calling the function in line 8. - - Did you get it? Awesome! Would you like to add even more to your calculator? **This adventure continues in the next tab!** example_code: | ``` {define} calculate_mean_grade @@ -736,127 +310,11 @@ adventures: mean_grade = {call} _ {print} 'Your mean grade is ' mean_grade - 15: - story_text: | - You can add the `{while}` loop to the calculator game you've learned to make in a previous level. - This makes sure the player can't continue to the next question if they answer incorrectly. - - ### Exercise - Add the `{while}` loop in the function, ask the player what number_1 times number_2 is and print their answer. - Then `{call}` the function. - example_code: | - ``` - {define} new_question - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct = number_1 * number_2 - answer = 0 - _ - _ - _ - {print} 'Well done!' - - {print} 'Give 10 correct answers to win!' - {for} i {in} {range} 1 {to} 10 - _ - {print} 'You win!' - ``` - calculator_2: - name: Calculator 2 - default_save_name: Calculator 2 - description: Calculator 2 - levels: - 14: - story_text: | - ### Exercise 2 - **This is the second part of this adventure.** The adventure starts in the previous tab. - Of course, you don't always want to calculate the mean of 4 tests. You might want to calculate the mean of 10 tests or only 2... - We can fix this problem by adding the argument and variable 'amount_of_tests'. - * Start a new line on line 3. Set the amount_of_tests argument by asking the student how many tests they have made. - * Change the 4 in line 4 to the new argument amount_of_tests. - * Lastly, change the 4 in line 6 to amount_of_tests - - Try out your new program. Does it work? - - ### Exercise 3 - Did you want to make your program even better? Great! In the previous program you could only calculate the mean grade of 1 subject, but it would be better if you could calculate the mean grade for all subjects you want! - We won't tell you how to do it, but we will give you one tip: Start your code in line 1 with: define calculate_mean_grade with subject. - example_code: | - ``` - # Use your own code from the previous adventure. - ``` clear_command: - name: '{clear}' - default_save_name: clear_command description: clear command - levels: - 4: - story_text: | - Time for a new command! With `{clear}` you can clear all the text form your output screen. This way you can prevent your screen getting too full of text. - Beware! If you are using a `{clear}` command, you might need to use a `{sleep}` above it. Otherwise Hedy will clear your screen without giving you the time to read as you can see in the example! - example_code: | - ``` - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'wait for it...' - {sleep} 3 - {clear} - {print} 'SURPRISE!' - ``` debugging: - name: debugging - default_save_name: debugging - description: debugging adventure levels: - 1: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will show you code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} I love programming - Do you love programming too? - {echo} - {print} What are your hobbies? - {echo} Your hobbies are - ``` - 2: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - destination {ask} Where are you going on holidays? - {print} The flight to dstination leaves at 3 pm. - {ask} Did you check in your luggage yet? - {echo} - {print} Let me print your boarding pass for you. - {sleep} - Here you go! Have a nice trip! - ``` 3: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -870,80 +328,12 @@ adventures: tomorrows_movie {is} movie_choices {at} {random} I'll go get the popcorn! {print} ``` - 4: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Welcome to the online library! - {ask} What genre of books do you like? - {print} You like genre - author {is} {ask} 'Who's your favorite author?' - {print} 'author is your favorite author' - {print} Hmmm... i think you should try... books {at} {random} - ``` - 5: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} Welcome to Swimming Pool Hedy! - class {is} {ask} 'Are you here to join a class today?' - {if} class yes - {print} 'Great! You're joining a class! - {print} {else} 'You will not be joining a class' - discount {is} 'Do you have a discount code?' - {if} discount {is} yes - discount_answer {is} {ask} 'What's your discount code?' - discount_codes = Senior4231, Student8786, NewMember6709 - {if} discount_answer {is} {in} discount_cods - {print} 'That will be $3,50' - 'That will be $5,50' - {print} 'Have a nice swim!' - ``` - 6: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Vending machine' - chosen_product = {ask} 'Please select a product' - 1_dollar_products = coke orange juice water - 2_dollar_products = chocolate, cookie, museli bar - 3dollar_prodcuts = potato chips, beef jerky, banana bread - {if} chosen {is} {in} 1_dollar_products - price = 1 - {if} chosen_product {is} 2_dollar_products - price = 2 - {else} chosen_product {in} 3_dollar_products - price = 3 - amount_of_products = '{ask} How many of ' chosen_product would you like to have?' - total = price + amount_of_product - {print} 'That will be $' price 'please' - ``` 7: story_text: |- ### Exercise Surprise! This program looks more like an output than a code. And yet, we don't want you to just add `{print}` commands in front of each line. Fix this program to turn it into the nursery rhyme 'Brother John (Frère Jaques)' by using the {repeat} command of course! - example_code: | - **Warning! This code needs to be debugged!** - ``` - Are you sleeping? - Brother John! - Morning bells are ringing! - Ding, dang, dong! - ``` 8: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -966,9 +356,6 @@ adventures: {print} 'Thank you! Byebye!' ``` 9: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -991,9 +378,6 @@ adventures: price = amount * 6 {print} 'That will be 'price dollar' please' 10: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1042,9 +426,6 @@ adventures: print month i ``` 12: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1070,9 +451,6 @@ adventures: call greet_costumer ``` 13: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1102,9 +480,6 @@ adventures: print 'No problem!' ``` 14: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1151,9 +526,6 @@ adventures: else 'no problem' 15: - story_text: |- - ### Exercise - Debug this random children's story. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1188,10 +560,6 @@ adventures: print The End ``` 16: - story_text: |- - ### Exercise - Debug this code. Good luck! - Tip: Make sure that you only see your score once in the end. example_code: | **Warning! This code needs to be debugged!** ``` @@ -1210,9 +578,6 @@ adventures: ``` 17: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1245,9 +610,6 @@ adventures: print 'Thanks for ordering!' ``` 18: - story_text: |- - ### Exercise - Debug this Old MacDonald program from level 16. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1268,7 +630,6 @@ adventures: ``` default: name: Начало - default_save_name: intro description: Обяснение levels: 1: @@ -1285,28 +646,6 @@ adventures: В същото поле можеш смело да променяш някои от думите на кода. Обаче не променяй командите засега. Добре. Имаш ли вече идея какво да програмираш? Ако още не, то в табовете отгоре ще откриеш някои готови идеи. - example_code: | - ``` - {print} Hello world! - ``` - 2: - story_text: | - Congratulations! You've reached level 2. Hopefully you've already made some awesome codes! - In the first level you might've notice that the `{echo}` command can only save one bit of information at a time. - For example in the restaurant adventure, you could echo what the costumer wanted to eat, or what they wanted to drink, but not both in one sentence. - - That changes in level 2. In level 2 you'll learn to work with variables, that allow you to save multiple pieces of information and print them in any place you want. - So let's go to the next tab! - example_code: | - **Warning! This code does not work!** - In Hedy commands will change sometimes. `{echo}` for example only works in level 1. In this level you'll learn a better way to echo answers back. - ``` - {print} Welcome at Hedy's - {ask} What would you like to eat? - {echo} So you want - {ask} what would you like to drink? - {echo} So you want - ``` 3: story_text: | Във второ ниво ще можеш да съставиш списък с думи и програмата сама ще може да изпечата произволна дума от твоя списък. @@ -1387,16 +726,6 @@ adventures: story_text: |- Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... Good news! In this level you will be allowed to put an {if} inside an {if}, or inside a {repeat} command. Putting a block of code inside another block of code is called nesting. ``` Putting a block of code inside another block of code is called nesting. - example_code: | - ``` - answer = {ask} 'Are you ready to learn something new?' - {if} answer {is} yes - {print} 'Great! You can learn to use the repeat command in the if command!' - {print} 'Hooray!' - {print} 'Hooray!' - {print} 'Hooray!' - {else} - {print} 'Maybe you should practice some more in the previous level' 10: story_text: |- In this level we learn a new code called `{for}`. With `{for}` you can make a list and use all elements. @@ -1407,10 +736,6 @@ adventures: {for} animal {in} animals {print} 'I love ' animal ``` - 11: - story_text: | - You have reached level 11, you're doing great! In the higher levels, Hedy is focussing more and more on teaching you the programming language Python. - In Python there is no `{repeat}` command, but there is a command that works like {repeat}. Are you curious to find out how to say `{repeat}` in Python language? Quickly go on to find out! 12: story_text: |- **Decimal numbers** @@ -1457,37 +782,10 @@ adventures: In the example code, we continue until a correct answer has been given. If the correct answer is never given, the loop never ends! - example_code: | - ``` - game = 'on' - {for} i {in} {range} 1 {to} 100 - {if} game == 'on' - answer = {ask} 'Do you want to continue?' - {if} answer == 'no' - game = 'over' - {if} answer == 'yes' - {print} 'Ok we will continue' - ``` 16: story_text: |- We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. You can use the square brackets as well to point out a place in the lists. - example_code: |- - ``` - animals = 'chicken', 'horse', 'cow' - sounds = 'cluck', 'neigh', 'moo' - {for} animal {in} animals - {print} 'A ' animal ' says ' sounds {at} {random} - ``` - You could also try to make it work this way, but.... - ``` - animals = 'chicken', 'horse', 'cow' - sounds = 'cluck', 'neigh', 'moo' - {for} animal {in} animals - {for} sound {in} sounds - {print} 'A ' animal ' says ' sound - ``` - Note: These codes will not work like this in this level. Head to the next tab to see which parts you need to correct. 17: story_text: |- Now we are going to change indentation a little bit. Every time that we need an indentation, we need `:` at the line before the indentation. @@ -1499,31 +797,13 @@ adventures: We arrived at real Python code! That means we need to use parentheses with {print} and {range} from now on. {print}('My name is ', naam) dice: - name: Dice - default_save_name: Dice - description: Make your own dice levels: 3: - story_text: | - In this level we can choose from a list. With that we can let the computer choose one side of the die. - Take a look at the games you have in your closet at home. - Are there games with a (special) die? You can also copy it with this code. - For example, the dice of the game Earthworms with the numbers 1 to 5 and an earthworm on it. - - ![Die of earthworms with 1 to 5 and an earthworm on it](https://cdn.jsdelivr.net/gh/felienne/hedy@24f19e9ac16c981517e7243120bc714912407eb5/coursedata/img/dobbelsteen.jpeg) example_code: | ``` choices {is} 1, 2, 3, 4, 5, earthworm {print} choices {at} {random} ``` - story_text_2: | - ### Exercise - The dice in the example above are dice for a specific game. Can you make normal dice? - Or other special dice from a different game? - example_code_2: | - ``` - choices {is} _ - ``` 4: story_text: | In this level we can make sentences with the die value in the sentence, with quotes of course. @@ -1580,33 +860,8 @@ adventures: {print} player ' throws ' choices {at} {random} {sleep} ``` - 15: - story_text: | - ### Exercise - In this level you can create a little game in which you'll have to throw 6 as fast as possible. - We have started the code, it's up to you to get the game to work! - - Firstly, add a `{while}` loop that checks if 6 has been thrown or not. - As long as you haven't thrown 6 already, throw the dice on a random number. - Print what the player has thrown. - Add a try to the amount of tries - Wait a second before you throw again, or - in case you've thrown a 6 - before the game ends. - example_code: | - ``` - options = 1, 2, 3, 4, 5, 6 - {print} 'Throw 6 as fast as you can!' - thrown = 0 - tries = 0 - _ - _ - _ - _ - _ - {print} 'Yes! You have thrown 6 in ' tries ' tries.' - ``` dishes: name: Кой мие чиниите? - default_save_name: Dishes description: Използвай компютъра, за да разбереш кой мие чиниите (от второ до шесто ниво). levels: 3: @@ -1700,22 +955,10 @@ adventures: 10: story_text: | In this level you could make an even better dish washing shedule. - example_code: | - ``` - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - ``` elif_command: - name: '{elif}' - default_save_name: elif description: elif levels: 17: - story_text: | - In this level you can also use a new command: `{elif}`. `{elif}` is a combination of the keywords `{else}` and `{if}` and you need it when you want to make 3 (or more!) options. - Check it out! example_code: | ``` prices = ['1 million dollars', 'an apple pie', 'nothing'] @@ -1729,67 +972,14 @@ adventures: {print} 'Better luck next time..' ``` for_command: - name: '{for}' - default_save_name: for description: for command levels: - 10: - story_text: |- - ## For - In this level we learn a new code called `{for}`. With `{for}` you can make a list and use all elements. - `{for}` creates a block, like `{repeat}` and `{if}` so all lines in the block need to start with 4 spaces. - example_code: | - ``` - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - ``` - story_text_2: | - ### Exercise - Finish this code by adding `{for} action {in} actions` to line 2. - example_code_2: | - ``` - actions = clap your hands, stomp your feet, shout Hurray! - _ - {repeat} 2 {times} - {print} 'If youre happy and you know it, ' action - {sleep} 2 - {print} 'If youre happy and you know it, and you really want to show it' - {print} 'If youre happy and you know it, ' action - {sleep} 3 - ``` 11: story_text: |- In this level, we add a new form of the `{for}`. In earlier levels, we used `{for}` with a list, but we can also use `{for}` with numbers. We do that by adding a variable name, followed by `{in}` `{range}`. We then write the number to start at, `{to}` and the number to end at. Try the example to see what happens! In this level again, you will need to use indentations in lines below the `{for}` statements. - example_code: | - ``` - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - ``` - 17: - story_text: | - Now we are going to change indentation a little bit. Every time that we need an indentation, we need `:` at the line before the indentation. - example_code: | - ``` - {for} i {in} {range} 1 {to} 10: - {print} i - {print} 'Ready or not, here I come!' - ``` - 18: - story_text: | - Lastly, we'll turn `{for} i {in} {range} 1 to 5` into real Python code, like this: - example_code: | - ``` - {for} i {in} {range}(1,5): - {print} (i) - ``` fortune: - name: Fortune teller - default_save_name: Fortune Teller - description: Let Hedy predict the future levels: 1: story_text: | @@ -1840,12 +1030,6 @@ adventures: ### Exercises Now, Hedy can only answer yes, no or maybe. Can you give Hedy more answer options, like 'definitely' or '{ask} again'. 4: - story_text: | - ### Exercise - We have removed all the quotation marks from this example code, can you add them in all the right places? - - ### Exercise 2 - Go back to the previous level and copy your fortune teller code. Make the code work in this level by adding quotation marks in the right spots. example_code: | ``` {print} 'Im Hedy the fortune teller!' @@ -1963,27 +1147,8 @@ adventures: {print} fortunes {at} {random} ``` functions: - name: functions - default_save_name: functions - description: functions levels: 12: - story_text: | - In this level you'll learn how to use **functions**. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. - To create a function, use `{define}` and give the function a name. Then put all the lines you want in the function in a indented block under the `{define}` line. - Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use {call} with the function's name to call it up! We don't have to type that block of code again. - - Check out this example code of a game of Twister. The function 'turn' contains a block of code that chooses which limb should go where. - - ### Exercise - Finish this code by setting the 2 variables chosen_limb and chosen_color. - Then, choose how many times you want to call the function to give the twister spinner a spin. - - ### Exercise 2 - Improve your code by adding a variable called 'people'. Use the variable to give all the players their own command in the game. - For example: 'Ahmed, right hand on green' or 'Jessica, left foot on yellow'. example_code: | ``` sides = 'left', 'right' @@ -2020,25 +1185,7 @@ adventures: I dreamed that my Bonnie is dead Can you program this verse in the same way as the example? - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - ``` 14: - story_text: | - In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. - You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - - For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - - ### Exercise - Finish this code. We have already made the variable new_price for you, you only need to set it. - You should finish the line of code by calling the function that calculates the new price. example_code: | ``` {define} calculate_new_price {with} amount, percentage @@ -2052,223 +1199,7 @@ adventures: new_price = _ calculate_new_price {with} old_price, _ {print} 'The new price is ' new_price ' dollar' ``` - 18: - story_text: | - Let's make functions the Pythons way! To define a function, we no longer use: - - `{define} name_function {with} argument_1, argument_2:` - - but we use: - - `{def} name_function(argument_1, argument_2):`. - - - If you don't want to use arguments, you just leave the space between the parantheses empty. - To call a function, we don't need the `{call}` command anymore. You just type the name of the function. - example_code: | - ``` - {def} calculate_score(answer, correct_answer): - {if} answer == correct_answer: - score = 1 - {elif} answer == '?': - score = 0 - {else}: - score = -1 - {return} score - - answer = {input} ('Where can you find the Eiffel Tower?') - correct_answer = 'Paris' - score = calculate_score(answer, correct_answer) - {print} ('Your score is... ', score) - ``` - guess_my_number: - name: Guess my number - default_save_name: guess my number - description: guess my number - levels: - 14: - story_text: | - In this level you can program the game 'Guess my number' - - ### Exercise - Fill in the correct symbols on the blanks to get the game to work. - example_code: | - ``` - {print} 'Guess my number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess _ number - {print} 'Lower!' - {if} guess _ number - {print} 'Higher!' - {if} guess _ number - {print} 'You win!' - game = 'over' - ``` - hangman: - name: Hangman - default_save_name: Hangman - description: Guess the word - levels: - 17: - story_text: | - In this adventure we program a game of hangman. First we make some preparations, then we program the game and in the third part we add a drawing with the turtle. - - ### Exercise - ***Set the variables*** In this game of hangman, Player 1 chooses an answer and Player 2 has to guess the letters in this answer. - To let the computer know all the letters in the word, we will turn the answer into a list of letters. We also do this with the guesses Player 2 makes. - We will start the game with 2 empty lists. We have made an empty list for the variable answer for you. Now make an empty list for guessed_letters as well. - Then we fill in how many mistakes were made. At the start of the game, this should be 0. - The variable `amount_letters` tells us how many letters are in the answer. Ask Player 1 to tell us how many letters their word has. - Lastly we tell the computer if the game is over. We use the variable `game_over` and set it to `False`. - - ***Choosing the answer*** We want Player 1 to be able to choose the answer. We'll ask them, as many times as necessary, what the next letter is. - Then we add that letter to the answer. Lastly, we add an empty _ to the list of guessed letters, so we get as many _s as there are letters in the answer. - - ***Player 2's turn*** - Tell Player 2 its their turn. Then tell Player 2 how many letters there are in the answer. Finally, print the list of `guessed_letters`. - - ***Go to the next tab*** Now that all the starting variables are set, we can start programming the game itself. Check out the next tab to learn how! - example_code: | - ``` - print 'Hangman!' - - # Set the variables - answer = [] - guessed_letters = _ - mistakes_made = _ - amount_letters = {ask} _ - _ = 'False' - - # Choosing the answer - {for} _ - letter = {ask} 'Player 1, what is letter ' i '?' - _ - {add} '_' {to} _ - - # Player 2 turn - print _ - print _ - print guessed_letters - ``` - hangman_2: - name: Hangman 2 - default_save_name: Hangman_2 - description: Hangman 2 - levels: - 17: - story_text: | - Now it's time to program the hangman game. - - ### Exercise - - ***Paste your code*** Copy your code from the previous tab and paste the code in the programming field. - - ***The game*** This games continues playing until Player 2 is game over. Fill in the while command accordingly. Now, Player 2 is allowed to guess a letter, so ask Player 2 to guess a letter. - We need to check if their answer is correct, so check if their `guess` is (somewhere) in the (list) `answer`. Then we let the computer figure out which of the letter(s) is the guess. We have already programmed that part for you. - Next we want to compliment the player for finding a correct letter and we want to print the list `guessed_letters`, so the player can see their progress. - - The next part we're going to program is what happens when the player has guessed all of the letters. So if their list of `guessed_letters` is the same as our list `answer`. - If the lists are the same, congratulate Player 2 with their victory and set the variable `game_over` to `True`. - - Next we'll program what happens when Player 2 guesses wrong (so the `{else}` command). First, tell the player that their guess was wrong. Then increase the `mistakes_made` variable by 1. - - For the last part we'll program what happens when Player 2 has made 10 mistakes. We'll print that Player 1 has won the game. Then we'll print the correct answer. And finally, we'll set our `game_over` variable to `True`, so the game stops. - - ***Go to the next tab*** Amazing work! Your game is playable, but wouldn't it be fun if the hangman was actually drawn when Player 2 makes a mistake..? - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - guess = _ - {if} _ - {for} i {in} {range} 1 {to} amount_letters: - if answer[i] == guess: - guessed_letters[i] = guess - {print} _ - {if} guessed_letters == _: - {print} _ - game_over = _ - {else}: - {print} _ - mistakes_made _ - {if} _ == 10: - {print} _ - {print} _ - _ - ``` - hangman_3: - name: Hangman 3 - default_save_name: Hangman_3 - description: Hangman 3 - levels: - 17: - story_text: | - In a game of hangman the mistakes are shown by drawing a part of the hangman each time a mistake has been made. - We now add those drawings with our turtle! - - ### Exercise - ***Create a function that draws the hangman*** Create a function that draws the hangman in 10 steps. We have already made step 1 for you. - - ***Test the function*** Test the function by calling the function with 10. If you are happy with the function, remove the line that calls the function for now. We will call the function when the player makes a mistake. - - ***Paste your hangman game under your function*** Go back to the previous tab and copy your hangman game. Paste the game underneath your function. - - ***Call the function when the player makes a mistake*** Under the line `mistakes_made = mistakes_made + 1` we will call the function. We want the turtle to take the same amount of steps as the player has made mistakes, so we call the function with `mistakes_made` as argument. - - ***Enjoy your game!*** -
- The hangman could look like this -
- example_code: | - ``` - # Create a function that draws the hangman - {define} draw_hangman {with} step: - {if} step == 1: - {color} white - {forward} -100 - {turn} 90 - {forward} -50 - {color} black - {forward} 100 - {forward} -50 - - {if} step == 2: - _ - # Paste your hangman game here - - ``` - harry_potter: - name: Harry Potter - default_save_name: Harry Potter - description: Harry Potter adventures - levels: - 10: - story_text: | - ### Exercise - We can also make a Harry Potter themed fortune teller. Fill in blanks such that 9 lines are printed. - **Extra** Change the theme of the fortune teller into something else, such as your favorite book, film or tv show. - example_code: | - ``` - houses = Gryffindor, Slytherin, Hufflepuff, Ravenclaw - subjects = potions, defence against the dark arts, charms, transfiguration - fears = Voldemort, spiders, failing your OWL test - names = Harry, Ron, Hermione - _ - _ {print} name ' is placed in ' houses {at} {random} - _ {print} name ' is great at ' subjects {at} {random} - _ {print} name 's greatest fear is ' fears {at} {random} - ``` haunted: - name: Haunted House - default_save_name: Haunted House - description: Escape from the haunted house levels: 1: story_text: | @@ -2276,42 +1207,9 @@ adventures: If you pick the right door you'll survive, but {if} not a terrible monster might... In level 1 we start our haunted house game by making up a scary story and {ask} the player what monster they'll see in the haunted house. - example_code: | - ``` - {print} How did I get here? - {print} I remember my friend telling me to go into the old mansion... - {print} and suddenly everything went black. - {print} But how did I end up on the floor...? - {print} My head hurts like Ive been hit by a baseball bat! - {print} What's that sound? - {print} Oh no! I feel like Im not alone in this house! - {print} I need to get out of here! - {print} There are 3 doors in front of me.. - {ask} Which door should i pick? - {echo} I choose door - {print} ...? - ``` story_text_2: | Can you finish the scary story? Or make up your own haunted house story? 2: - story_text: | - In this haunted house you can choose your monsters with emojis. Of course you could also use words. - example_code: | - ``` - monster_1 {is} 👻 - monster_2 {is} 🤡 - monster_3 {is} 👶 - {print} You enter the haunted house. - {print} Suddenly you see a monster_1 - {print} You run into the other room... - {print} But a monster_2 is waiting there for you! - {print} Oh no! Quickly get to the kitchen. - {print} But as you enter monster_3 attacks you! - ``` - story_text_2: | - ### Exercise - In the example above the monsters are predetermined. So each time you run your code, the output is the same. - Can you add `{ask}` commands to make the haunted house interactive and have the players choose the monsters they come across? example_code_2: | ``` monster_1 {is} _ @@ -2328,17 +1226,6 @@ adventures: In the previous levels you've made an introduction to your haunted house game, but as you might have noticed the story would always have a dreadful end. In this level you can make your story more interactive by changing the outcome of the game; sometimes you'll get eaten, sometimes you'll escape! Let Hedy decide randomly! - example_code: | - ``` - _ Escape from the haunted house! - _ There are 3 doors in front of you... - _ _ _ Which door do you choose? - _ You picked door ... choice - monsters _ a zombie, a vampire, NOTHING YOUVE ESCAPED - _ You see... - {sleep} - _ _ _ _ - ``` 4: story_text: | In this level you learn how to use quotation marks in your games. @@ -2359,365 +1246,67 @@ adventures: Up until this level the haunted house game always asked the player to choose a door, but as you might have noticed, they didn't really have to answer correctly. If the player filled in a completely random answer, the game would still work and the player might even win (despite not picking a door). In this level you can only win the game by picking the same door Hedy picked randomly. - example_code: | - ``` - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you...' - doors {is} 1, 2, 3 - monsters {is} werewolf, mummy, vampire, zombie - chosen_door {is} {ask} 'Which door do you choose?' - {print} 'You chose door...' chosen_door - {sleep} - correct_door {is} doors {at} {random} - _ _ _ _ {print} 'Great! Youve escaped!' - {else} {print} 'Oh no! You are being eaten by a...' monsters {at} {random} - ``` 9: story_text: | In this level you can use nesting, which allows you to make the haunted house even more interactive! Now it's very hard to win this game, can you make it easier to win? For example by only having 1 wrong door and 2 correct doors instead of 1 correct door and 2 wrong ones? - example_code: | - ``` - {print} 'Escape from the Haunted House!' - player = alive - doors = 1, 2, 3 - monsters = zombie, vampire, giant spider - {repeat} 3 {times} - {if} player {is} alive - correct_door {is} doors {at} {random} - {print} 'There are 3 doors in front of you...' - chosen_door = {ask} 'Which door do you choose?' - {if} chosen_door {is} correct_door - {print} 'No monsters here!' - {else} - {print} 'You are eaten by a ' monsters {at} {random} - player = dead - {else} - {print} 'GAME OVER' - {if} player {is} alive - {print} 'Great! You survived!' - ``` 11: story_text: | In this level we've changed the repeat command and we've added a line to our haunted house that tells the player in which room they are. - example_code: | + if_command: + description: Introducing the if command + levels: + 9: + story_text: | + In this level you can also put an {if} command inside another {if} command. + in_command: + description: Introducing the in command + levels: + 5: + example_code_2: | ``` - {print} 'Escape from the Haunted House!' - monsters = zombie, vampire, giant spider - _ - {print} 'Room ' i - monster = monsters {at} {random} + animals is dog, cow, sheep + answer is ask 'What is your favorite animal?' + _ answer _ animals _ 'Mine too!' + _ _ 'My favorite animals are dogs, cows and sheep' ``` - 14: - story_text: | + is_command: + description: introducing is command + levels: + 2: + story_text_2: | ### Exercise - In this level you can use the `<` and `>` symbol to introduce lives to your game. - Make sure the player loses a life when they come across the wrong monster and that the game stops if you have no lives left. + Time to make your own variables! + In the example code we made an example of the variable `favorite_animal`. In line 1 the variable is set, and in line 2 we haved used the variable in a print command. + Firstly, finish our example by filling in your favorite animal on the blank. Then make at least 3 of these codes yourself. Pick a variable, and set the variable with the {is} command. Then use it with a {print} command, just like we did. + 14: example_code: | ``` - {print} 'Escape from the haunted house' - lives = 3 - doors = 1, 2, 3 - monsters = 'the wicked witch', 'a zombie', 'a sleeping 3 headed dog' - {for} i {in} {range} 1 {to} 10 - {if} lives _ - good_door = doors {at} {random} - monster = monsters {at} {random} - chosen_door = {ask} 'Which door do you choose?' - {if} good_door == chosen_door - {print} 'You have chosen the correct door' - {else} - {print} 'You see...' monster - {if} monster == 'a sleeping 3 headed dog' - {print} 'Pffieuw.... Its asleep' - {else} - {print} 'You lose one life' - lives = _ - {else} - {print} 'GAME OVER' + age = {ask} 'How old are you?' + {if} age > 12 + {print} 'You are older than I am!' ``` - 16: - story_text: | - ### Exercise - This haunted house game uses the connection between the lists you can use in this level. - For example: all the properties that belong to the zombie are first in all the lists, witch second and vampire third. - Check out the code and fill in `weapons[i]`, `monsters[i]` , `bad_fate[i]`, `good_fate[i]`, `hint[i]` on the correct blanks to get the code to work! - example_code: | + example_code_3: | ``` - numbers = [1, 2, 3] - i = numbers[{random}] - hint = ['growling', 'a cackling laugh', 'fluttering batwings'] - monsters = ['zombie', 'witch', 'vampire'] - bad_fate = ['Your brain is eaten', 'You are forever cursed', 'You are bitten'] - good_fate = ['You throw the ham. The zombie is distracted and starts eating it.', 'You set the curtains on fire. The witch flees out of fear for the fire', 'The vampire hates garlic and flees'] - weapons = ['ham', 'lighter', 'garlic'] - {print} 'You are standing in front of an old mansion' - {print} 'Something is not right here' - {print} 'You hear ' _ - {print} 'You are going to explore it' - {print} 'You enter the kitchen and see a lighter, a raw ham and a garlic.' - your_weapon = {ask} 'What do you bring with you?' - {print} 'With your ' your_weapon ' you enter the living room' - {print} 'There you find a ' _ - needed_weapon = _ - {if} your_weapon == needed_weapon - {print} 'You use your ' your_weapon - {print} _ - {print} 'YOU WIN!' + name = {ask} 'What is your name?' + {if} name != 'Hedy' + {print} 'You are not Hedy' + ``` + + {if} age < 13 + {print} 'You are younger than me!' {else} - {print} 'You have chosen the wrong weapon...' - {print} _ - {print} 'GAME OVER' - ``` - hotel: - name: hotel - default_save_name: hotel - description: hotel + {print} 'You are older than me!' + language: levels: - 13: + 5: story_text: | - In the previous adventure you have learned how to use an argument in a function, and you've learned how to combine it with an {ask}. - You might have wondered why you would use functions, because the functions in the example were only one line of code. - Now we will show you what a bigger function looks like and we will use multiple agruments now as well. You'll see how much better it is to use a function once the function gets bigger. - Here is an example of a function with arguments combined with {ask} commands. - example_code: | - ``` - {define} welcome_message {with} title, last_name, country, room_number - {print} 'Welcome to Hotel Hedy, ' title ' ' last_name - nice_trip {is} {ask} 'Did you have a nice trip from, ' country '?' - {if} nice_trip {is} 'yes' - {print} 'Lovely!' - {else} - {print} 'Sorry to hear that.' - {print} 'Hopefully you can take a nice rest in you room.' - {print} 'Your room number is ' room_number - - {print} 'Hello. Please fill in your information to check in.' - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - ``` - - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - if_command: - name: '{if} & {else}' - default_save_name: if_command - description: Introducing the if command - levels: - 5: - story_text: | - ## If... else.... - In level 5 there is something new, the `{if}`! With the `{if}` you can choose between two different options. - This code prints nice if you enter Hedy as a name, and boo! if you enter something else. - `{ask}` and `{print}` still work like they did in level 4. - example_code: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' {else} {print} 'boo!' - ``` - story_text_2: | - Sometimes code with an `{if}` gets really long and does not fit on the line well.
You may also divide the code over two lines, starting the second line at the `{else}` like this: - example_code_2: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - ``` - story_text_3: | - ### Exercise - Try to create your own code with `{if}` and `{else}`. You can use the example code if you want. - example_code_3: | - ``` - answer {is} {ask} '2 + 2 = ?' - _ _ _ 4 _ 'Great job!' - _ _ 'No 2 + 2 = 4' - ``` - 8: - story_text: | - ## If... Else... - You have learned to repeat a block of lines of code after a `{repeat}` command. - Now you can also use indentation to make blocks after a {if} or {else} command. - Check out the example code. - - ### Exercise - Add an {else} command to the example code. Make a block of line using indentation. You do this by starting each line with 4 spaces. - example_code: | - ``` - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {print} 'You can play on your computer!' - ``` - 9: - story_text: | - In this level you can also put an {if} command inside another {if} command. - example_code: | - ``` - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - ``` - in_command: - name: '{in}' - default_save_name: in_command - description: Introducing the in command - levels: - 5: - story_text: | - ## Lists - When we want to check if something is in a list, we can now use the `{in}` command. - This code prints pretty! if you choose green or yellow, and meh otherwise. - example_code: | - ``` - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - ``` - story_text_2: | - ### Exercise - Finish the example code by filling in the blanks with commands that you've learned. - When you've finished the code, try to create a code of your own and use a question that you've thought of yourself. - example_code_2: | - ``` - animals is dog, cow, sheep - answer is ask 'What is your favorite animal?' - _ answer _ animals _ 'Mine too!' - _ _ 'My favorite animals are dogs, cows and sheep' - ``` - is_command: - name: '{is}' - default_save_name: is_command - description: introducing is command - levels: - 2: - story_text: | - ## Variables - You can name a word with `{is}`. This is called a **variable**. In this example we made a variable called name and a variable called age. You can use the word name anywhere in your code and it will be replaced by Hedy, like this: - example_code: | - ``` - name {is} Hedy - age {is} 15 - {print} name is age years old - ``` - story_text_2: | - ### Exercise - Time to make your own variables! - In the example code we made an example of the variable `favorite_animal`. In line 1 the variable is set, and in line 2 we haved used the variable in a print command. - Firstly, finish our example by filling in your favorite animal on the blank. Then make at least 3 of these codes yourself. Pick a variable, and set the variable with the {is} command. Then use it with a {print} command, just like we did. - example_code_2: | - ``` - favorite_animal {is} _ - {print} I like favorite_animal - ``` - 6: - story_text: | - We also make a change in storing a word in a variable! You may now use `=` instead of `{is}` when we store a name or a number in a variable, like this: - example_code: | - ``` - name = Hedy - answer = 20 + 4 - ``` - 14: - story_text: | - We are going to learn more new items. You might know them already from mathematics, the `<` and `>`. - The `<` checks if the first number is smaller than the second, for example age `<` 12 checks if age is smaller than 12. - If you want to check if the first number is smaller or equal to the second, you can use `<=`, for example age `<=` 11. - The `>` checks if the first number is bigger than the second, for example points `>` 10 checks if points is larger than 10. - If you want to check if the first number is bigger or equal to the second, you can use `>=`, for example points `>=` 11. - You use these comparisons in an `{if}`, like this: - example_code: | - ``` - age = {ask} 'How old are you?' - {if} age > 12 - {print} 'You are older than I am!' - ``` - story_text_2: | - From this level on, if you want to compare exactly, you can use two equal signs. This is what most programming languages do: - example_code_2: | - ``` - name = {ask} 'What is your name?' - {if} name == 'Hedy' - {print} 'You are cool!' - ``` - story_text_3: | - You can also compare if something is *not* equal to something else using `!=` like this: - example_code_3: | - ``` - name = {ask} 'What is your name?' - {if} name != 'Hedy' - {print} 'You are not Hedy' - ``` - - {if} age < 13 - {print} 'You are younger than me!' - {else} - {print} 'You are older than me!' - language: - name: Language - default_save_name: Language - description: Practice words in a foreign language - levels: - 5: - story_text: | - Make your own program to practice your vocabulary in a new language. - example_code: | - ``` - {print} 'Learn French!' - cat {is} {ask} '🐱' - {if} cat {is} chat {print} 'Terrific!' - {else} {print} 'No, cat is chat' - frog {is} {ask} '🐸' - {if} frog {is} grenouille {print} 'Super!' - {else} {print} 'No, frog is grenouille' - ``` - 16: - story_text: | - ### Exercise - Take a look at the example code. This is a program to practise French vocabulary. Now make your own program to practice your vocabulary in a new language. - If you don't know any other languages, you can use Google translate or you can use emojis and your native language. - example_code: | - ``` - french_words = ['bonjour', 'ordinateur', 'pomme de terre'] - translation = ['hello', 'computer', 'potato'] - score = 0 - {for} i {in} {range} 1 {to} 3 - answer = {ask} 'What does ' french_words[i] ' mean?' - correct = translation[i] - {if} answer == correct - {print} 'Correct!' - score = score + 1 - {else} - {print} 'Wrong, ' french_words[i] ' means ' translation[i] - {print} 'You gave ' score ' correct answers.' - ``` - maths: - name: maths - default_save_name: maths - description: Introducing maths - levels: - 6: - story_text: | - In this level you learn something new: you can now also calculate. - - The plus is easy, you write it like with math: `5 + 5` for example. The minus also works fine, it is `5 - 5`. - - The times is a bit different, because there is no times symbol on your keyboard. Just search, there really isn't! - That is why we multiply with the asterisk above 8: `5 * 5`. Read that as "5 times 5" that helps you remember it best. + Make your own program to practice your vocabulary in a new language. + maths: + levels: + 6: example_code: | ``` {print} '5 plus 5 is ' 5 + 5 @@ -2725,17 +1314,6 @@ adventures: {print} '5 times 5 is ' 5 * 5 ``` 12: - story_text: |- - **Decimal numbers** - So far, Hedy did not allow for decimal numbers like 1.5, but now we do allow that. Note that computers use the `.` for decimal numbers. - example_code: | - ``` - {print} 'Two and a half plus two and a half is...' - {print} 2.5 + 2.5 - ``` - story_text_2: |- - **Maths with words** - In this level you can also do addition with words like this: example_code_2: | ``` a = 'Hello ' @@ -2745,414 +1323,15 @@ adventures: {print} 2.5 + 2.5 music: - name: music - default_save_name: music - description: Play a tune! levels: - 1: - story_text: |- - In this level you'll learn how to use the `{play}` command to play a tune! - - Type `{play}` followed by the note you want to play. The scale goes C-D-E-F-G-A-B. - As you can see there are 7 different letters, but we can play more than just 7 notes. - Type a number between 1 and 10 behind the letter to choose the scale, for example after B4 comes C5. - C1 is the lowest note you can play, C10 is the highest. - - ### Exercise - Try out the example code and then play around with it! Can you create your own melody? - In the next level you'll learn how to play some existing songs. - example_code: |- - ``` - {play} C4 - {play} D4 - {play} E4 - {play} F4 - {play} G4 - {play} A4 - {play} B4 - {play} C5 - ``` - 2: - story_text: | - ### Exercise - Finish the songs! We have started the codes for some melodies. - example_code: | - ``` - {print} Old Mac Donald had a farm - {play} C5 - {play} C5 - {play} C5 - {play} G4 - {play} A4 - {play} A4 - {play} G4 - ``` - story_text_2: As you can see, you can also use the `{sleep}` command to add a little pause in the song. - example_code_2: | - ``` - {print} Twinkle Twinkle Little Star - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} 1 - {play} F - {play} F - ``` - 3: - story_text: | - Create a random melody! - - ### Exercise - The example code creates a random melody, but it's very short and not many notes are used. - Add more notes to the list and create a longer melody by copying the last line a couple more times. - example_code: | - ``` - notes {is} A4, B4, C4 - {play} notes {at} {random} - {play} notes {at} {random} - {play} notes {at} {random} - ``` - 4: - story_text: | - Use the `{clear}` command to create a karaoke machine! - - ### Exercise - Finish the karaoke version of 'Mary had a little lamb'. - Then, create a karaoke version of any song you'd like! - example_code: | - ``` - {print} 'Mary had a little lamb' - {play} E - {play} D - {play} C - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Little lamb, little lamb' - {play} D - {play} D - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Mary had a little lamb' - {play} E - ``` - 5: - story_text: | - You don't always have to use the `{play}` command to play a whole song, sometimes you just want to play one note. - For example, if you want to make a quiz, you can play a happy high note if the answer is right and a sad low note if the answer is wrong. - - ### Exercise - Finish the first question by adding a line of code that plays a C3 note if the wrong answer is given. - Then think of 3 more questions to add to this quiz. - example_code: | - ``` - answer {is} {ask} 'What is the capital of Zimbabwe?' - {if} answer {is} Harare {play} C6 - _ - ``` 6: story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\n This calls for musical maths! Try out the example code a couple of times with different starting numbers. \nThen, see if you can compose a song using the numbers.\n" - example_code: | - ``` - number = {ask} 'Say a starting number between 1 and 67' - {print} number - {play} number - number = number + 1 - {print} number - {play} number - number = number + 1 - {print} number - {play} number - ``` - 7: - story_text: | - Using the `{repeat}` command can make your codes for melodies a lot shorter! - - ### Exercise - Finish the code for Twinkle Twinkle Little Star by using the `{repeat}`command. - Then go back to the songs you've made in the previous levels. Can you shorten those codes too? - example_code: | - ``` - {print} 'Twinkle Twinkle Little Star' - {repeat} 2 {times} {play} C4 - {repeat} 2 {times} {play} G4 - _ - ``` - 8: - story_text: | - Now that we can use the `{repeat}` command for multiple lines, we can make songs even more easily! - - ### Exercise - Finish the song of Brother John (Frère Jacques). Don't forget to use `{repeat}`! - example_code: | - ``` - {print} 'Brother John' - {repeat} 2 {times} - {play} C - {play} D - {play} E - {play} C - {repeat} 2 {times} - {play} E - {play} F - {play} G - {sleep} 1 - ``` - 9: - story_text: | - From this level on you can - among other things - use a {repeat} command inside a {repeat} command. - That makes songs like 'Happy birthday' even shorter! - - ### Exercise - Finish the song! - example_code: | - ``` - first_time = yes - {repeat} 2 {times} - {repeat} 2 {times} - {play} C - {play} D - {play} C - {if} first_time {is} yes - {play} F - {play} E - first_time {is} no - {else} - _ - ``` - 12: - story_text: | - Use functions in your songs! As you can see in the example code, you can make a function for each line of Twinkle Twinkle Little Star. Once you've programmed the first three lines, all you have to do is call the functions in the order you want them played in. - - ### Exercise - Finish the song of Twinkle Twinkle Little Star. - Then look back at all the songs you've programmed in the levels before, can you make those codes better and shorter using functions too? - example_code: | - ``` - {define} first_line - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} - - {define} second_line - {play} F - {play} F - {play} E - {play} E - {play} D - {play} D - {play} C - {sleep} - - {define} third_line - {play} G - {play} G - {play} F - {play} F - {play} E - {play} E - {play} D - {sleep} - - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - ``` - 13: - story_text: | - You can use a function with an argument for songs that have line that are almost the same, but slightly different each time. - One example is the song 'Yankee Doodle'. The first 4 notes of the first lines are the same, but each time they are followed by a different couple of notes. - - ### Exercise - Can you finish the song of Yankee Doodle? - Can you think of another song to program this way? - example_code: | - ``` - {print} 'Yankee Doodle' - {define} _ {with} note_1, note_2, note_3 - {play} C4 - {play} C4 - {play} D4 - {play} E4 - {play} _ - {play} _ - {play} _ - - {call} line_1 {with} 29, 31, 30 - {call} line_1 {with} 29, 28, 0 - {call} line_1 {with} 32, 31, 30 - - {play} C4 - {play} B3 - {play} G3 - {play} A3 - {play} B3 - {play} C4 - {play} C4 - ``` - 14: - story_text: | - You can program music for fun, but you can also use the musical notes to make something useful like a fire alarm! - - ### Exercise - Make sure the fire alarm rings when there is a fire! - example_code: | - ``` - {define} fire_alarm - {print} 'FIRE!' - note = 40 - {for} i {in} {range} 1 {to} 100 - {if} note _ 50 - note = note + 5 - {play} _ - {else} - note = 40 - - fire = {ask} 'Is there a fire?' - {if} fire _ 'yes' - {call} fire_alarm - ``` - 15: - story_text: | - **Warning** This adventure can become extremely annoying! - We can also use the {while} command to repeat a song forever. - - ### Exercise - Finish the never-ending song. - example_code: | - ``` - {define} song - {play} _ - - yes_or_no = {ask} 'Do you want to hear my never-ending song?' - {while} yes_or_no = 'yes' - {call} song - {print} '🥳' - ``` - 16: - story_text: | - Upgrade your Old MacDonald code! - - ### Exercise - Take your code from the 'Sing a Song' adventure and add musical notes to it! - You can make a function for each line in the song and call that function after the line is printed. - We defined the first line for you and called it in the code. Can you finish the whole song? - example_code: | - ``` - {define} line_1 - {for} i {in} {range} 1 {to} 3 - {play} G - {play} D - {for} i {in} {range} 1 {to} 2 - {play} E - {play} D - - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - for i in range 1 to 3 - animal = animals[i] - sound = sounds[i] - print 'Old MacDonald had a farm' - call line_1 - print 'E I E I O!' - _ - ``` - 17: - story_text: | - You can use the {elif} to create different options. - - ### Exercise - Firstly, add colons to get the code to work. - Then finish this code by adding at least 2 other songs for other moods. For example a happy song and an angry song. - example_code: | - ``` - {define} scary_song - {for} i {in} {range} 1 {to} 3 - {play} G - {play} E - {sleep} 2 - {for} i {in} {range} 1 {to} 3 - {play} F - {play} D - - mood = {ask} 'Which emotion are you feeling?' - {if} mood {is} 'fear' - {call} scary_song - {elif} _ - ``` - 18: - story_text: | - ### Exercise - Even in this last level of Hedy we can make some music! Be careful of all the syntax that is needed now. - Take a good look at how the functions are defined and called upon in the example code. - Finish the song! - example_code: | - ``` - {def} line_1(): - {for} i {in} {range}(1, 5): - {play} A - {play} D - {play} F - {play} A - - {def} line_2(): - {for} i {in} {range}(1, 5): - {play} G - {play} C - {play} E - {play} G - - {def} line_3(): - _ - - {print} ('The drunken sailor') - {print} ('What shall we do with the drunken sailor?') - line_1() - line_2() - line_3() - {print} ('Early in the morning') - ``` parrot: - name: Parrot - default_save_name: Parrot - description: Create your own online pet parrot that will copy you! levels: 1: - story_text: | - Create your own online pet parrot that will copy you! - example_code: | - ``` - {print} Im Hedy the parrot - {ask} whats your name? - {echo} - {echo} - ``` story_text_2: | ### Exercise Can you make the parrot ask a different question? Fill in the blanks in the example! - example_code_2: | - ``` - {print} Im Hedy the parrot - {ask} _ - {echo} - {echo} 2: story_text: | Create your own online pet parrot that will copy you! @@ -3185,15 +1364,6 @@ adventures: story_text: | In this level we have to use quotation marks with the commands `{ask}` and `{print}`. Can you complete the code by adding quotation marks? - example_code: | - ``` - words {is} squawk, Hedy - {print} _ Train your parrot! _ - new_word {is} {ask} _ Which word do you want to teach them? _ - {add} new_word {to_list} words - {print} _ 🧒 Say _ new_word _, Hedy!_ - {print} _ 🦜 _ words {at} {random} - ``` 5: story_text: | Reward your parrot {if} it says the correct word! @@ -3209,301 +1379,66 @@ adventures: {if} said_word {is} new_word {print} '🧒 Great job, Hedy! 🍪' {else} {print} '🧒 No, Hedy! Say ' new_word ``` - piggybank: - name: Piggy Bank - default_save_name: Piggy Bank - description: Count your pocketmoney! - levels: - 12: - story_text: | - In this adventure you learn how to make a digital piggy bank, to calculate how much money you have and how long you need to save up to buy what you want! - example_code: | - ``` - {print} 'The digital piggy bank' - wish = {ask} 'What would you like to buy?' - price = {ask} 'How much does that cost?' - saved = {ask} 'How much money have you saved already?' - allowance = {ask} 'How much pocket money do you get per week?' - to_save = price - saved - weeks = to_save / allowance - {print} 'You can buy a ' wish ' in ' weeks ' weeks.' - 14: - story_text: | - ### Exercise - In this level you can let Hedy tell you if you have saved up enough money! - Finish this code by filling in the blanks! - example_code: | - ``` - _ calculate_budget with wish, money, allowance - to_save = wish - money - weeks = to_save / allowance - {if} wish _ money - {print} 'You need to save up some more!' - {print} 'Youll need ' weeks ' more weeks.' - {else} - {print} 'Great! You have enough' - {print} 'Lets go shopping!' - - money = {ask} 'How much money have you saved?' - wish = {ask} 'How much money do you need?' - allowance = {ask} 'How much pocket money do you get each week?' - - {call} calculate_budget with _, _, _ - ``` - pressit: - name: Key presses - default_save_name: Pressed - description: Try linking a keyboard key to a command! - levels: - 5: - story_text: | - In this level there is another new keyword: `{pressed}`! - With `{pressed}` you can use keys on your keyboard to control what lines are used. - - ### Exercise - Look at the example and add one more line of code that reacts to a key press. - example_code: | - ``` - {print} 'Do you want a good (g) or bad (b) ending?' - {if} g {is} {pressed} {print} 'They lived happily ever after ❤' - {else} {print} 'The prince was eaten by a hippopotamus 😭' - ``` - story_text_2: | - You can also link turtle commands to keys. - - ### Exercise - Copy the lines a few times so you can create a larger drawing. - example_code_2: | - ``` - {if} y {is} {pressed} {forward} 15 - {else} {turn} 90 - ``` - 7: - story_text: | - Now that you have learned about `{repeat}`, we can press keys multiple times. - You can use it to make the turtle walk forward and turn. - - ### Exercise - The code you have seen in level 5 only checks the key once. Copy the example code and add a `{repeat}` to it, so that you can press the keys many times. - Use this code to draw something nice. - example_code: | - ``` - {if} x {is} {pressed} {forward} 15 {else} {turn} 90 - ``` - 9: - story_text: | - Now that you know how to combine statements, you can create a touch type tool with `{pressed}`. - - ### Exercise - Finish the code. Each time a random letter should be chosen, which you have to press. You get a point for a correct press, and and two points deduction for a wrong press. - **(extra)** Clear the screen after each letter, and show the user how many points they have scored. - example_code: | - ``` - points = 0 - letters = a, b, c, d, e - {repeat} 10 {times} - letter = _ _ _ - {print} 'Press the letter ' letter - {if} letter {is} {pressed} - _ - _ - _ - ``` - print_command: - name: '{print}' - default_save_name: print - description: Introduction print command - levels: - 1: - story_text: | - ## The print command - You can print text to the screen using the `{print}` command. - example_code: | - ``` - {print} Hi there, programmer! - {print} Welcome to Hedy! - ``` - story_text_2: | - ### Exercise - In Hedy you will find exercises in every adventure. An exercise allows you to practise the new commands and concepts, and lets you give your own twist to the example codes. - In this exercise you will see a pink blank space. You have to fill something in the place of the blank space before the code can be run. - - Fill in the `{print}` command in the blank space and then add five more lines of code. Each line has to start with a `{print}` command. - Have fun! - example_code_2: | - ``` - _ Hello! - ``` - 18: - story_text: |- - We arrived at real Python code! That means we need to use parentheses with `{print}` and `{range}` from now on. - It also means you can use Hedy code from this level in any Python environment as long as you use the English commands. If you haven't until now, you can switch the toggle in the commands menu to do so. - example_code: | - ``` - {print}('Hello!') - {for} i {in} {range}(1, 10): - {print}('This is line ', i) - ``` - story_text_2: If you want to print more than one item, you need to separate them by commas. - example_code_2: | - ``` - temperature = 25 - {print}('It is ', temperature, ' degrees outside') - ``` - - {print}('My name is ', name) - quizmaster: - name: Quizmaster - default_save_name: Quizmaster - description: Make your own quiz! - levels: - 14: - story_text: | - ### Exercise - In this adventure you can make your own quiz! Fill in the blanks, add more questions and enjoy your own quiz! - You can make a quiz about anything you like: your hobby, your favorite animal, your favorite book or anything at all! - example_code: | - ``` - {print} 'Make your own quiz' - points_a = 0 - points_b = 0 - {print} 'Question' - {print} 'Answer option A' - {print} 'Answer option B' - answer = {ask} 'Which answer?' - {if} answer == 'A' - points_a = points_a + 1 - {if} answer == 'B' - points_b = points_b + 1 - {print} 'End of the quiz!' - {print} 'Lets see the results!' - {if} points_a > points_b - {print} 'You belong to the A club' - {if} points_b > points_a - {print} 'You belong to the B club' - ``` - quotation_marks: - name: '''quotation marks''' - default_save_name: quotation_marks - description: Introduction quotation marks - levels: - 4: - story_text: | - ## 'Quotation marks' - In level 4 `{ask}` and `{print}` have changed. - You must put text that you want to print between quotation marks. - This is useful, because now you can print all the words you want. Also the words you used to store something with `{is}`. - Most programming languages also use quotation marks when printing, so we are also getting a step closer to real programming! - example_code: | - ``` - {print} 'You need to use quotation marks from now on!' - answer {is} {ask} 'What do we need to use from now on?' - {print} 'We need to use ' answer - ``` - story_text_2: | - ## Contractions - Important! Mind that now that we're using quotation marks, Hedy will get confused when you use the apostrophe for contractions like I'm or What's. - Make sure to remove those apostrophes and change the spelling to I am or What is. - Check out the example code to see the wrong way of using apostrophes. - example_code_2: | - ``` - _ This is the wrong way of using apostrophes _ - {print} 'I'm babysitting my sister's kids' - {print} 'What's more fun than that?' - ``` - 12: - story_text: | - **All texts need to be in quotation marks** - For this level on you will also have to use quotation marks when storing a text with `=`: - example_code: | - ``` - name = 'Hedy the Robot' - {print} 'Hello ' name - ``` - story_text_2: | - **All items in lists need quotation marks too** - Lists are texts, so they need quotation marks too. Mind that each single item on the list has quotation marks. - This allows you to save two words as 1 item on the list, for example 'Black Widow'. - example_code_2: | - ``` - superheroes = 'Spiderman', 'Batman', 'Black Widow' - {print} superheroes {at} {random} - ``` - story_text_3: | - **All text after `{if}` comparisons need quotation marks too** - example_code_3: | - ``` - name = {ask} 'What is your name?' - {if} name = 'Hedy the Robot' - {print} 'Hi there!' - ``` - story_text_4: | - **Numbers don't need quotation marks** - For numbers, you do not use quotation marks in the `=`: - example_code_4: | - ``` - score = 25 - {print} 'You got ' score - ``` - random_command: - name: '{random}' - default_save_name: random_command - description: introducing at random command + piggybank: levels: - 3: + 12: story_text: | - ## At random - In this level you can make a list using the `{is}` command. You can let the computer choose a random item from that list. You do that with `{at} {random}`. + In this adventure you learn how to make a digital piggy bank, to calculate how much money you have and how long you need to save up to buy what you want! example_code: | ``` - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - ``` - story_text_2: | - You can use the `{at} {random}` command in a sentence as well. - example_code_2: | + {print} 'The digital piggy bank' + wish = {ask} 'What would you like to buy?' + price = {ask} 'How much does that cost?' + saved = {ask} 'How much money have you saved already?' + allowance = {ask} 'How much pocket money do you get per week?' + to_save = price - saved + weeks = to_save / allowance + {print} 'You can buy a ' wish ' in ' weeks ' weeks.' + 14: + example_code: | ``` - food {is} sandwich, slice of pizza, salad, burrito - {print} I am going to have a food {at} {random} for lunch. + _ calculate_budget with wish, money, allowance + to_save = wish - money + weeks = to_save / allowance + {if} wish _ money + {print} 'You need to save up some more!' + {print} 'Youll need ' weeks ' more weeks.' + {else} + {print} 'Great! You have enough' + {print} 'Lets go shopping!' + + money = {ask} 'How much money have you saved?' + wish = {ask} 'How much money do you need?' + allowance = {ask} 'How much pocket money do you get each week?' + + {call} calculate_budget with _, _, _ ``` - story_text_3: | + pressit: + levels: + 9: + story_text: | + Now that you know how to combine statements, you can create a touch type tool with `{pressed}`. + ### Exercise - Try out the `{at} {random}` command by making your own gameshow (like the ones on tv) where you choose a door or suitcase and it contains a big price! - Can you do it? We have already put the first lines into the example code. - example_code_3: | + Finish the code. Each time a random letter should be chosen, which you have to press. You get a point for a correct press, and and two points deduction for a wrong press. + **(extra)** Clear the screen after each letter, and show the user how many points they have scored. + print_command: + levels: + 18: + example_code_2: | ``` - {print} The big gameshow! - {print} There are 3 suitcases in front of you... - chosen {is} {ask} Which suitcase do you choose? - prices {is} _ - _ + temperature = 25 + {print}('It is ', temperature, ' degrees outside') ``` + + {print}('My name is ', name) + random_command: + levels: 16: story_text: |- We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. For example: `friends[1]` is the first name on the list of friends, as you can see in the first part of the example code. The second part of the example code shows you that we can also match 2 lists using the variable i. - example_code: | - ``` - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - ``` - story_text_2: |- - Now that you've learned to use the brackets in lists, you can also start using the {at} {random} command in the Python way! - You simply type the name of your list with `[random]` behind it! - example_code_2: |- - ``` - fruit = ['apple', 'banana', 'cherry'] - {print} fruit[random] - ``` repeat_command: - name: '{repeat}' - default_save_name: repeat_command description: repeat command levels: 7: @@ -3513,23 +1448,6 @@ adventures: ### Exercise Play around with the repeat command. Can you make the happy birthday song in only 3 lines of code instead of 4 now? - example_code: | - ``` - {repeat} 3 {times} {print} 'Hedy is fun!' - ``` - 8: - story_text: | - ### Repeat commands and indentation - In this level you can repeat multiple lines of code with only 1 repeat command. - You do this by making a block of lines that you want to repeat. - The lines in this block will need **indentation** . - That means putting four spaces at the beginning of each line. You will also have to indent when you just want to create a block of one line. - example_code: | - ``` - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This is all repeated 5 times' - ``` 9: story_text: | Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... @@ -3545,55 +1463,15 @@ adventures: {else} {print} 'Maybe you should practice some more in the previous level' repeat_command_2: - name: '{repeat} 2' - default_save_name: repeat_command_2 description: repeat command 2 levels: 7: - story_text: | - ## Repeat with other commands and with variables - You have practiced the `{repeat}` command in combination with the `{print}` command now, but did you know you could also use other commands with `{repeat}` ? - In this example code you can see that `{repeat}` can also be used with an `{ask}`, `{if}` or `{else}` command. - example_code: | - ``` - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - ``` story_text_2: | Another interesting thing you can so with the `{repeat}` command is using variables to set the amount of times something should be repeated. In the example code you can see that we first ask the person how old they are. Then, in line 3, the question is repeated 'age' times. So we have used the variable 'age' with the `{repeat}` command. - example_code_2: | - ``` - {print} 'Yay! It is your birthday!' - age = {ask} 'How old are you now?' - {repeat} age {times} {print} 'Hip Hip Hurray!' - ``` - 8: - story_text: | - ### In the block or not? - In this level you have to think carefully which lines of code should be in the block and which shouldn't. - For example: If you want to sing the song *the muffin man*. You only want the line with 'the muffin man' to be repeated twice. - This means the last line shouldn't start with indentation as it doesn't belong to the block. - If you do start the last line with indentation the song will turn out wrong. - - ### Exercise - Each line in the example code starts with a blank. Remove the blanks and try to figure out which line need indentation and which don't to make the muffin man song. - example_code: | - ``` - _ {print} 'Do you know the muffin man?' - _ {repeat} 2 {times} - _ {print} 'The muffin man' - _ {print} 'Do you know the muffin man, who lives on Drury Lane?' - ``` restaurant: - name: Restaurant - default_save_name: Restaurant - description: Create your own virtual restaurant levels: 1: - story_text: | - In level 1 you can make your own virtual restaurant and take your guests' orders. story_text_2: | Can you think of more lines to add to your restaurant code? For example, can you {ask} the guests what they'd like to drink, tell them the price, or wish them a pleasant meal? example_code_2: | @@ -3624,10 +1502,6 @@ adventures: ### Exercise Can you make this code more elaborate? For example by adding drinks to the order? Or...? 3: - story_text: | - Having trouble to decide what you wanna have for dinner? You can let Hedy choose for you! - Simply add lists of your favorite (or least favorite) meals and Hedy can randomly choose your dinner. - You can also have a bit of fun, by letting Hedy choose the price for your dinner as well! What will you get? example_code: | ``` {print} Welcome to Hedy's Random Restaurant! @@ -3662,19 +1536,6 @@ adventures: ### Exercise 2 Go back to the previous level and copy your restaurant code. Make the code work in this level by adding quotation marks in the right spots and add some `{clear}` commands. - example_code: | - ``` - _ Add the quotation marks to this code _ - {print} Welcome to Restaurant Chez Hedy! - {print} Today we are serving pizza or lasagna. - food {is} {ask} What would you like to eat? - {print} Great choice! The food is my favorite! - topping {is} {ask} Would you like meat or veggies on that? - {print} food with topping is on its way! - drinks {is} {ask} What would you like to drink with that? - {print} Thank you for your order. - {print} Your food and drinks will be right there! - ``` 5: story_text: | In this level the {if} command allows you to {ask} your customers questions and give different responses to the answers. @@ -3725,60 +1586,14 @@ adventures: {repeat} people times food = {ask} 'What would you like to eat?' {print} 'Thanks for your order! Its coming right up!' ``` - 8: - story_text: | - In this level you can make your virtual restaurant more elaborate by repeating multiple lines of code. Like this: - - ### Exercise - This code can be expanded with more items on the menu, for example offering drinks, and/or multiple courses or desserts. Add at least one more item. - **Extra** Add even more items, as many options as you like! - example_code: | - ``` - {print} 'Welcome to Restaurant Chez Hedy!' - people = {ask} 'How many people will be joining us today?' - {print} 'Great!' - {repeat} people {times} - food = {ask} 'What would you like to order?' - {print} food - {print} 'Thank you for ordering!' - {print} 'Enjoy your meal!' - ``` 9: story_text: | In this level you can use nesting to make your restaurant more realistic and more fun! For example you would {ask} for sauce {if} somebody orders fries, but you wouldn't {if} someone orders pizza! Check out the example, and try this at your own virtual restaurant! - example_code: | - ``` - {print} 'Welcome to Restaurant Chez Hedy!' - people = {ask} 'How many people will be joining us today?' - {print} 'Great!' - price = 0 - {repeat} people {times} - _ food = {ask} 'What would you like to order?' - _ {print} food - _ {if} food {is} fries - _ price = price + 3 - _ sauce = {ask} 'What kind of sauce would you like with your fries?' - _ {if} sauce {is} no - _ {print} 'no sauce' - _ {else} - _ price = price + 1 - _ {print} 'with ' sauce - _ {if} food {is} pizza - _ price = price + 4 - {print} 'That will be ' price ' dollar' - {print} 'Enjoy your meal!' - ``` 10: story_text: | In this level you'll learn how to easily {ask} your guests' orders in a short code. - example_code: "```\ncourses = appetizer, main course, dessert\n{for} course {in} courses\n {print} 'What is your order for ' course '?'\n _ \n _\n```\n" - story_text_2: | - ### Exercise - Of course, you could also order for multiple people! - Can you add the correct amount of indentation before each line to make the code work properly? - Tip: some lines don't need any indentation at all. example_code_2: | ``` courses = appetizer, main course, dessert @@ -3791,89 +1606,16 @@ adventures: 11: story_text: | We can use the `{for} i {in} {range} 1 {to} 5` to {print} the orders from multiple customers in an orderly manner. - example_code: | - ``` - {print} 'Welcome to Restaurant Hedy!' - people = {ask} 'For how many people would you like to order?' - {print} 'So you want to order for ' people ' people.' - {print} "Let's go!" - ``` 12: story_text: | From this level on you can use decimal numbers to make you menu more realistic. - example_code: | - ``` - price = 0.0 - food = {ask} 'What would you like to order?' - drink = {ask} 'What would you like to drink?' - {if} food {is} 'hamburger' - price = price + 6.50 - {if} food {is} 'pizza' - price = price + 5.75 - {if} drink {is} 'water' - price = price + 1.20 - {if} drink {is} 'soda' - price = price + 2.35 - {print} 'That will be ' price ' dollar, please' - ``` 13: story_text: | In this level we can use the new commands to upgrade our restaurant. We use `{and}` to see {if} two things are both the case. - example_code: | - ``` - price = 10 - food = {ask} 'What would you like to eat?' - drinks = {ask} 'What would you like to drink?' - {if} food {is} 'sandwich' _ drinks {is} 'juice' - {print} 'That is our discount menu' - price = price - 3 - {if} drinks {is} 'water' _ drinks {is} 'juice' - {print} 'That is a healthy choice' - {print} 'That will be ' price ' dollars' - ``` - 15: - story_text: | - With the `{while}` you can make sure your costumers can keep adding orders until they are done. - - ### Exercise - Correctly add the `{while}` command to this code. - example_code: | - ``` - {print} 'Welcome at McHedy' - more = 'yes' - _ - order = {ask} 'What would you like to order?' - {print} order - more = {ask} 'Would you like to order anything else?' - {print} 'Thank you!' - ``` rock: - name: Rock, paper, scissors default_save_name: Rock - description: Make your own rock, paper, scissors game levels: - 1: - story_text: | - In level 1 you can start with a rock, paper, scissors game. - - With `{ask}` you can make a choice, and with `{echo}` you can repeat that choice. - example_code: | - ``` - {print} what do you choose? - {ask} choose from rock, paper or scissors - {echo} so your choice was: - ``` - story_text_2: | - ### Exercise - Instead of using words, you could also use emojis: ✊✋✌ - Can you create a code using emojis? - example_code_2: | - ``` - {print} what do you choose? - {ask} choose from _ - {echo} so your choice was: - ``` 2: story_text: | In this level you can practise using the variables, so that you can make the rock, paper, scissors game in the next level! @@ -3883,16 +1625,6 @@ adventures: {print} I choose choice ``` 3: - story_text: | - You can use the `{at} {random}` command to let the computer pick rock, paper or scissors! - - ### Exercise - Finish the code by using the `{at} {random}` command. - example_code: | - ``` - choices {is} rock, paper, scissors - {print} choices _ - ``` story_text_2: | ### Exercise Now you only have one player, so can you add a second player? @@ -3903,16 +1635,6 @@ adventures: {print} player 1 chooses... choices {at} {random} {print} player 2 _ ``` - 4: - story_text: | - In this level we can further program rock, paper, scissors. But if you want to add text, you have to use quotation marks here too. - ### Exercise - Fill in quotation marks on the blanks. Mind that the variable `choices` should be outside the quotes. - example_code: | - ``` - choices {is} rock, paper, scissors - {print} _The computer chooses..._ choices {at} {random} - ``` 5: story_text: | In this level we can determine who won. @@ -3978,9 +1700,6 @@ adventures: {print} 'The computer wins!' ``` 15: - story_text: | - ### Exercise - Play until you beat the computer! But first, finish the example code... example_code: | ``` won = 'no' @@ -3998,9 +1717,6 @@ adventures: {print} 'You win!' won = 'yes' rock_2: - name: Rock, paper, scissors 2 - default_save_name: rock_2 - description: Part 2 of rock, paper, scissors levels: 2: story_text: | @@ -4014,9 +1730,7 @@ adventures: {print} I choose choice ``` secret: - name: SuperSpy default_save_name: language - description: Make your own spy code levels: 12: story_text: | @@ -4039,182 +1753,20 @@ adventures: 13: story_text: | The code you made in the previous level can be made a lot easier in this one with the `{and}` command. - example_code: | - ``` - name = {ask} 'What is your name?' - password = {ask} 'What is your password?' - {if} name {is} 'Agent007' _ password {is} 'TOPSECRET' - {print} 'Go to the airport at 02.00' - {else} - {print} 'Go to the trainstation at 10.00' - ``` - simon: - name: Simon Says - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - Let's make a game of Simon Says! Simon Says is a memory game in which the player will be given a color. They have to repeat that color back. - If they get it right a color is added to the sequence, so they now have to remember 2 colors, then 3, then 4 etc. the game stops as soon as the player makes a mistake. - - ### Exercise - In this first part of the Simon Says adventure, we'll let the computer pick a random color and add it to a list. - - ***Make 2 lists*** First, make a list called `colors` and fill it with the colors red, yellow, green and blue. - Then make a list called `simon_sequence`. This list will be used as the answer. - At the start of the game this lists need to be empty. unfortunately, we can't create an empty list (yet), so we'll fill it with the words 'empty' and 'list' and we'll remove them from the list immediately. - - ***Create a function that adds a color to the sequence*** Now that we have an empty list called simon_sequence, we can start filling it with random colors. - We do that with a function, so we can call it everytime there's a new level in our game. Create a function called `add_random_color`. - Then create the variable random_color and set it to a random color. Next, add this random color to the simon_sequence. - - ***Create a function that shows the simon_sequence*** Start by naming the new function `show_simon_sequence` with `level` as an argument. Now we want to show as many colors as the level we are in (in level 1 you see 1 color, in level 2 you see 2 colors etc). - So we repeat `level` times, to print the `simon_sequence[i]`. Each time a color is shown, wait for 1 second and then clear the screen. - - ***Test your program*** Before you go to the next level, test if the functions are working by calling both of the functions. If they're working you should see a random color in your output screen. - Remove this testing part of your code, copy the code and continue to the next tab to learn more about the simon says game! - example_code: | - ``` - # Make 2 lists - colors = _ - _ = ['empty', 'list'] - {remove} _ {from} simon_sequence - {remove} _ - - # Create a function that adds a color - _ add_random_color - _ - {add} _ - - # Create a function that shows the simon_sequence - {define} _ - {for} i {in} {range} 1 {to} _ - {print} _ - _ - _ - - # Test your program - {call} _ - {call} show_simon_sequence {with} 1 - ``` - simon_2: - name: Simon Says 2 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - We'll continue with our Simon Says game! - - ### Exercise - ***Paste your code here*** Paste your code from the previous level here. Don't forget to remove the part that was just used for testing the functions. - - ***Create a function that creates the player_sequence*** The list `player_sequence` is used to capture the answers of the player. First we define the function with the argument level. - Next, we ask level times what the color is that they choose. We call that variable `answer`. Then we add the variable `answer` to the list player_sequence. - - ***Setting up the game*** Before we program the game in the next tab, we'll need some starting variables. First, we'll set the variable `level` to 1 and the variable `game_over` to False. - Then we make an introduction for the game. We'll print 'Welcome to Simon Says!' and clear the screen after 1 second. - - ***Continue to the next tab to finish the game!**** Don't forget to copy your code and take it with you to the next tab. - example_code: | - ``` - # Paste your code here - - - # Create a function that creates the player_sequence - {define} _ - {for} _ - _ 'What is color number ' i '?' - {add} answer {to} _ - - # Set up - level = _ - game_over = _ - {print} _ - _ 1 - _ - ``` - simon_3: - name: Simon Says 3 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - In this tab we'll program the game of Simon Says! - - ### Exercise - ***Paste your code*** Copy your code from the previous tab and paste it here. - - ***Program the game*** We start by making sure the game goes on while the game isn't over. Then we print what level the player is on, we use the variable level for that. We only show that for 1 second and then we clear the screen again. - Now, we have to create the empty list player_sequence. We've already programmed how to fill the list, with our function `player_sequence`, but we never made the list itself. To create the list we use the same trick as we did in the previous tab. - We'll make a list with the words 'empty' and 'list' on it, and then we remove both these words. Next, we'll call all of the 3 functions that we've created. - Lastly, we'll have to check if the player gave the correct answers (so if the player_sequence and the simon_sequence are the same). - If that's the case, we'll compliment the player. Wait for 1 second and increase the level with 1. - Did the player give the wrong answer, we'll tell them and end the game by setting game_over to 'True' - - ***Enjoy your game!*** Great job! Does your game not work? Use the ladybug button to debug your code! - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - {print} _ - _ - _ - _ = ['empty', 'list'] - {remove} _ - {remove} _ - {call} _ - {call} _ {with} _ - {call} _ {with} _ - {if} player_sequence == _ - _ - _ - _ - {else} - _ - game_over = _ - ``` sleep_command: - name: '{sleep}' - default_save_name: sleep_command description: introducing sleep command levels: 2: story_text: | ## The sleep command Another new command in this level is `{sleep}`, which pauses your program for a second. If you type a number behind the {sleep} command, the program pauses for that amount of seconds. - example_code: | - ``` - {print} My favorite colour is... - {sleep} 2 - {print} green! - ``` songs: name: Изпей песен! - default_save_name: Song - description: Print a song levels: 6: story_text: | Songs often contain a lot of repetition. Sometimes the repetition is also based on counting. For example, in the well-known song 'Bottles of beer'. You can program that song with a little math. - example_code: | - ``` - verse = 99 - {print} verse ' bottles of beer on the wall' - {print} verse ' bottles of beer' - {print} 'Take one down, pass it around' - verse = verse - 1 - {print} verse ' bottles of beer on the wall' - {sleep} - ``` - story_text_2: | - This children's song counts down from 5 little monkeys to 1 monkey. - If you copy line 2 - 7 and paste it under the the code, you can sing the whole song! example_code_2: | ``` number = 6 @@ -4235,24 +1787,9 @@ adventures: Baby Shark You can make this song much shorter with a `{repeat}`! Can you finish the code? - example_code: | - ``` - {repeat} _ _ {print} 'Baby Shark tututudutudu' - {print} 'Baby Shark' - ``` 8: story_text: | In a previous level you've programmed the song 'Bottles of beer'. You made one verse and then had to copy the verses 99 times. In level 7 you can repeat the song 99 times, just by adding one simple line! - example_code: | - ``` - verse = 99 - _ 99 {times} - {print} verse ' bottles of beer on the wall' - {print} verse ' bottles of beer' - {print} 'Take one down, pass it around' - verse = verse - 1 - {print} verse ' bottles of beer on the wall' - ``` 10: story_text: | In this level you can easily make the childrens' song 'Five little monkeys'. Can you make the last chorus? @@ -4300,10 +1837,6 @@ adventures: Print the song Five little moneys jumping on the bed. Look up the text if you don't remember. **(extra)** Print the song Old MacDonald had a farm, and make sure all animals make a different sound, using an `{if}`. - example_code_2: | - ``` - monkeys = 5, 4, 3, 2, 1 - ``` 11: story_text: | In this level you can use the `{for} i {in} {range}` command to make songs that use counting. @@ -4321,99 +1854,9 @@ adventures: 12: story_text: | In this song we can make it even easier to program '{if} you're happy and you know it, clap your hands'. Because we can put all of the actions in a variable, check it out: - example_code: | - ``` - _ actions = 'clap your hands', 'stomp your feet', 'shout Hurray!' - _ {for} action {in} actions - _ {for} i {in} {range} 1 {to} 2 - _ {print} 'if youre happy and you know it' - _ {print} action - _ {print} 'if youre happy and you know it and you really want to show it' - _ {print} 'if youre happy and you know it' - _ {print} action - ``` - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, but did you know that you could combine them with {ask} commands as well? - In this example we have changed the 'My Bonnie' program and made it interactive. You are now asked where Bonnie is. - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is ' place - - chosen_place = {ask} 'Where do you want Bonnie to be?' - synonym = {ask} 'What is another word for that?' - - {call} song {with} chosen_place - {call} song {with} synonym - {call} song {with} chosen_place - ``` - 16: - story_text: | - In this level, you can program a song like OldMacDonald even more quickly. You can connect the right animal to the right sound by simply putting them in the same place in the list. - The Drunken Sailor is also quickly made in this level. You only need 8 lines for the entire song, check it out! - - ### Exercise - Complete the Old MacDonald song by setting the variable `animal` to `animals[i]` and `sound` to `sounds[i]`. - example_code: | - ``` - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - {for} i {in} {range} 1 {to} 3 - animal = _ - sound = _ - {print} 'Old MacDonald had a farm' - {print} 'E I E I O!' - {print} 'and on that farm he had a ' animal - {print} 'E I E I O!' - {print} 'with a ' sound sound ' here' - {print} 'and a ' sound sound ' there' - {print} 'here a ' sound - {print} 'there a ' sound - {print} 'everywhere a ' sound sound - ``` - - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines - {for} i {in} {range} 1 {to} 3 - {print} line - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - 18: - story_text: | - In level 16 we made songs using lists. These programs however are no longer working properly in this level. The colons from level 17 and the brackets from level 18 still need to be added. - - ### Exercise 1 - The Drunken sailor song is given as sample code, but not yet working. - Can you make sure everything works again? To help you, we've put _ in the places of _some_ errors. - - ### Exercise 2 - Now also look up your Old MacDonald song from level 16, and correct it. - example_code: | - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines _ - {for} i {in} {range} 1 {to} 3 _ - {print} _ line _ - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` songs_2: - name: Sing a song! 2 - default_save_name: Song 2 - description: Sing a song 2 levels: 12: - story_text: | - Songs contain a lot of repetition. We can capture it with a function! - ### Exercise - Look at the example code with the function. Fill out the two lines so the full song is printed. example_code: | ``` {define} twinkle @@ -4425,177 +1868,6 @@ adventures: {print} 'Like a diamond in the sky' {call} _ ``` - 16: - story_text: | - ### Exercise - Finish the nursery rhyme! - example_code: | - ``` - number = ['one', 'two', 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'ten'] - object = ['on his drum', 'on his shoe', 'on his knee', 'on his door', 'on his hive', 'on his sticks', 'up in heaven', 'on his gate', 'on his vine', 'once again'] - - _ - {print} 'This old man' - {print} 'He played ' _ - {print} 'He played knick-knack ' _ - {print} 'With a knick-knack paddywhack' - {print} 'Give the dog a bone' - {print} 'This old man came rolling home' - {sleep} 8 - {clear} - ``` - story_text_2: | - ### Exersice 2 - Now create your own code for the nursery rhyme 'The wheels on the bus' on the same way! - example_code_2: | - ``` - object = ['wheels', 'doors', _] - movement = [ 'round and round', 'open and shut', _] - ``` - tic: - name: Tic-Tac-Toe - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - Let's program a game of tic-tac-toe! - - ### Exercise - In this adventure we'll start with creating an empty field. - - ***Create a list called field*** This list will be our playing field. This list is filled with 9 dots, since there are no x's and o's yet at the start of our game. - - ***Create a function that prints the field*** Firstly, clear the screen so the old playing fields will be removed. Then we print the first line of our Tic Tac Toe field. This line constists of the first 3 spots in our list field. - We have already programmed this line for you. Now finish the field by printing spot 4, 5, and 6 on the second row and spot 7, 8 and 9 in the third row. - - ***Call the function that prints the field*** Now call the function. -
- Run the code. Your output should look like this: -
- - ***Continue in the next tab*** In the next tab you'll learn how to program the game itself. - example_code: | - ``` - # Create a list called field - _ = ['.', '.', '.', '.', '.', '.', '.', '.', '.'] - - # Create a function that prints the field - {define} print_field - _ - {print} 'TIC TAC TOE' - {print} field[1] field[2] field[3] - _ - _ - - # Call the function - ``` - 17: - story_text: | - In the previous level you've learned how to make a tic-tac-toe game. The game works, but is quite annoying as it keeps asking you if you've won yet. - Now that we have the {elif} command, we can let the game decide if someone has won and it can stop asking us! - - ### Exercise - ***Paste your code*** Paste your code from the previous level here and make it level 17 proof. In this level you've learned to use a colon everytime you create a block of code. Please add the colons in the correct spots. - - ***Create a function that detects if someone's won*** We have started the function for you, paste it under the function `print_field` and finish the function. You can see that this first piece of code checks to see if spot 1, 2 and 3 are the same, because if they are you have 3 in a row. - It also checks if they are not a dot, because if they are, the line might have the same symbols on them, but that's just because it's still empty. - If all these conditions are met, the game is over and the winner is printed. - Finish this function with all possible ways to win. This means you have to make this for the other 2 rows, 3 columns and 2 diagonals. - If you've finished all the other options, the function should return the variable `game_over` so we can use it in our game. - - ***Call the function in the game*** Go to the line `game_over = {ask} 'Did you win?'` and change it to `game_over = {call} detect_winner {with} field, sign`. Now the function will check if there's a winner and the game doesn't need to keep asking anymore! - - ***Enjoy your game!*** Great job! You have finished the game! Enjoy playing it! - - example_code: | - ``` - # Paste your code here and make it level 17 proof - - # Create a function that detects if someone has won - {define} detect_winner {with} field, sign: - {if} field[1] == field[2] {and} field[2] == field[3] {and} field[1] != '.': - game_over = 'yes' - {print} 'Player ' sign 'wins!' - {elif}: - _ - {else}: - game_over = 'no' - {return} _ - ``` - tic_2: - name: Tic-Tac-Toe 2 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - In the previous adventure you've learned how to create a playing field. Now you'll learn how to create the game! - - ### Exercise - ***Paste your code*** Start by pasting your code from the previous adventure here. - - ***Add variables*** Underneath your list called `field` we'll add 2 more variables that we'll need to program the game. - The variable `game_over` tells us if the game is over, and should be 'no' at the start of the game. - The variable `sign` tells us if it's the turn of player x or player o. Set the variable to 'x'. - - ***The game*** First use a {while} command, to make sure the game keeps on playing the variable while game_over is set to no. - During the game, we first ask the player which spot they choose. Then we change the field with the number they chose into their sign. - Then we print the field again and we ask the player if they've won yet. Lastly we want to switch whose turn it is, so if the sign is 'x' it should be 'o' and the other way around. - - ***Test your game*** Does your game work? Great, have fun playing the game! If not, use the ladybug button to debug your code. - You might have noticed one mistake in the code though, you can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! Go to the next tab to learn how to fix this problem. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add variables - game_over = _ - sign = _ - - # The game - {while} _ - choice = _ 'Player ' sign '_?' - field[choice] = _ - _ print_field - game_over = {ask} _ - {if} sign = 'o' - sign = _ - _ - sign = _ - ``` - tic_3: - name: Tic-Tac-Toe 3 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - You might have noticed one mistake in the code you've made in the previous adventure. You can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! In this tab we'll fix that mistake. - - ### Exercise - ***Paste your code here*** Paste your code from the previous adventure here. - - ***Fix the mistake*** To fix the mistake we replace the line that says `field[choice] = sign`. This turns any spot that the player has chosen into their sign. - Go to the header that says 'Use this to fix the mistake' and finish the code. We first want to check if the chosen spot is still empty, so `if field[choice] = '.'`. If that is the case, you are allowed to take it. - Then we make an else command and print 'Sorry, this spot is already taken' if the spot is not empty. Lastly, we add a {sleep} command, so the players can actually read the text before it gets cleared again. - Now copy this piece of code and replace the line `field[choice] = sign` with this new piece of code. - - ***Play your game!*** Now the game should work properly! Good job! - The only flaw is that you can get a bit annoyed that the game keeps asking you if you've won yet. Do you want to fix that? Go to level 17 and we'll fix it! - example_code: | - ``` - # Paste your code here - - # Use this to fix the mistake - {if} _ = '.' - field[choice] = sign - {else} - {print} _ - _ - ``` turtle: name: Костенурка default_save_name: turtle @@ -4612,22 +1884,6 @@ adventures: командата `turn left` (завий наляво) правиш завой наляво - обратно на часовниковата стрелка. Да програмираме стъпала! Можеш ли да "нарисуваш" 5 стъпала? - example_code: | - ``` - {forward} 100 - {turn} {left} - ``` - story_text_2: | - ### Exercise - This is the start of a little staircase. Can you make it have 5 steps? - example_code_2: | - ``` - {forward} 20 - {turn} {right} - {forward} 20 - {turn} {left} - {forward} 20 - ``` 2: story_text: | В първо ниво нашата костенурка можеше да се движи само само в посока ляво или дясно. Това бързо доскучава, нали? @@ -4678,20 +1934,6 @@ adventures: turn angle forward 25 ``` - story_text_2: | - You can also change the color of the lines with the command `{color}`. Check out the example. - You can also use the command `{color} {white}` to make 'invisible' lines. You could use these white lines to move the turtle anywhere in the screen before you start drawing. - example_code_2: | - ``` - {color} {white} - {forward} -80 - {color} {green} - {forward} 50 - {color} {yellow} - {forward} 50 - {color} {red} - {forward} 50 - ``` 5: story_text: | В четвърто ниво можеш да програмираш правене на избор с командата `if`. @@ -4709,13 +1951,6 @@ adventures: turn angle forward 25 ``` - story_text_2: | - ### Exercise - Fill in the correct numbers in this code to get it to work. - After you've done that, you can try to add the option backwards. - - **Extra** Instead of using 'left' and 'right', remake the program with North, East, South and West. - This way you could add even more directions like Northeast and Southwest etc. example_code_2: | ``` direction {is} {ask} 'Do you want to go left, right, or straight ahead?' @@ -4765,14 +2000,6 @@ adventures: story_text_2: | Also, we can now improve the program that draws different figures. Can you figure out how far the turtle has to turn here? Finish the code and you can draw any polygon you'd like! - example_code_2: | - ``` - figure = {ask} 'How many angles should I draw?' - angle = 360 / figure - {repeat} figure {times} - {turn} _ - {forward} _ - ``` 9: story_text: | Now that we can use a `{repeat}` inside a `{repeat}`, we can create more complex figures. @@ -4781,17 +2008,6 @@ adventures: This code creates three black triangles, change that into five pink squares. **(extra)** Create a figure of your own choosing consisting of at least two different shapes types. - example_code: | - ``` - {color} {black} - {repeat} 3 {times} - {repeat} 3 {times} - {forward} 10 - {turn} 120 - {color} {white} - {forward} 50 - {color} {black} - ``` 10: story_text: | In this level you can make the turtle draw a figure. @@ -4802,162 +2018,9 @@ adventures: **(extra)** can you change the spiral into another shape? Experiment with numbers for the turn! ### Exercise 2 The spiral is drawn outwards, make it go inwards? - example_code: | - ``` - {turn} 90 - distances = 10, 20, 30, 40, 50, 60 - {for} distance {in} distances - {forward} distance - ``` - 12: - story_text: | - We can use functions to draw more complex figures with less code. - ### Exercise 1 - Fill the function so that three squares are created. If you want the image to look nicer, you can make the lines between the squares white. - - ### Exercise 2 - The code can be made even shorter. Place the final lines into a `{repeat}` so the figure remains the same. - - ### Exercise 3 - Create your own drawing with different figures. - Change both the number of figures with the `{repeat}` and the shape of the figures in the `{define}` - example_code: | - ``` - {define} square - {repeat} 4 {times} - {turn} _ - {forward} _ - {call} square - {forward} 50 - {call} square - {forward} 50 - {call} square - ``` turtle_draw_it: - name: Draw it! - default_save_name: Draw it - description: Draw this picture with the turtle levels: - 1: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Rectangle - Square - Stairs -
- 2: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Arrow - Boat -
- 3: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Star - Arrow -
- 4: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Colored Star - Rainbow - Nested squares -
- example_code: | - **Extra** Up for a real challenge? Make sure that the colors of these figures are selected randomly, so that each time you run your programs they'll look differently! - - ``` - colors {is} red, orange, yellow, green, blue, purple, pink, brown, gray, black - color _ - ``` - 5: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Make only one code that lets the player decide which letter they'd like to see! And can you add even more letters? - -
- F - E - L -
- example_code: | - Hint: - ``` - chosen_letter {is} {ask} 'Which letter would you like to see? F, E or L?' - {if} _ - ``` - 6: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Let the player decide which color the square should be. - - ***Extra*** Can you make the letter of your own first name and the flag of your own country too? - -
- Square - Letters - Flag -
- example_code: | - Hint for the square: - ``` - chosen_color = {ask} _ - ``` - 7: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Hexagon - Triangle - Fan -
- 8: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - -
- Square (3) - Randomly colored star (5) - Randomly colored spiral (7) -
9: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - - **Extra** Give the player a choice which country they would like to see the flag of. - -
- Cross (7) - Randomly colored nested squares (8) - Flags -
example_code: | Hint for the nested squares: ``` @@ -4975,14 +2038,6 @@ adventures: color_3 = blue ``` 10: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Nested Hexagon - Traffic lights -
example_code: | Hint Nested Hexagon: ``` @@ -4998,47 +2053,6 @@ adventures: color _ {repeat} _ ``` - story_text_2: | - Christmas lights - example_code_2: | - Hint Christmas Lights: - - Start by moving to the left side of the screen with an invisible white line. Then hang up the Christmas lights! - ``` - {color} white - {turn} -90 - {forward} 300 - {turn} 90 - - colors = red, blue, yellow, purple, green, orange, pink - {for} chosen_color {in} colors - _ - ``` - 11: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Beehive (6) - Fan (5) - Snowflake (13) -
- example_code: | - Hint Beehive: - ``` - {for} amount_of_combs {in} {range} 1 {to} _ - {for} walls_of_one_comb {in} {range} 1 {to} _ - {forward} _ - {turn} _ - {forward} _ - {turn} _ - ``` - - Hint Fan: - Start out like the fan you made in level 7. Or take a peak at the hint for the beehive, because the codes are very similar. - - Hint Snowflake: Start by making one 'leg' and repeat it 6 times. 12: story_text: | ### Exercise @@ -5065,129 +2079,9 @@ adventures: {if} shape = 'square' {call} draw_a_square ``` - 13: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Street in different sizes - Colored street - Snow Storm - example_code: | - Hint Street in different sizes - ``` - {define} draw_a_house {with} size - _ - - {call} draw_a_house {with} 90 - {call} draw_a_house {with} 60 - {call} draw_a_house {with} 30 - ``` - - Hint Colored street - ``` - {define} draw_a_house {with} chosen_color - _ - ``` - - Hint Snow Storm - ``` - {define} draw_snowflake {with} length, color - _ - - numbers = 10, 20, 30 - colors = _ - - {for} i {in} {range} 1 {to} 5 - random_number = _ - random_color = _ - {call} draw_snowflake {with} random_number, random_color - {color} white - {turn} random_number * 5 - {forward} 80 - ``` - 14: - story_text: | - ### Exercise - Create a program that asks the player how many corners their figure should have and then creates that figure. - The figure in the image is the output when the player fills in 10. - -
- - -
- example_code: | - ``` - {define} calculate_degrees {with} amount_of_corners - _ 360 / amount_of_corners - - - {define} draw_figure {with} degrees - _ - {forward} 400/amount_of_corners - {turn} _ - - amount_of_corners = {ask} _ - degrees = {call} _ {with} _ - - {call} _ {with} - {call} _ {with} - ``` - 15: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Spiral - example_code: | - Spiral - ``` - distance = 5 - {while} distance < 200 - distance = distance + 5 - _ - ``` - story_text_2: | - Fan - example_code_2: | - Fan - ``` - {define} draw_a_square {with} side - _ - - i = 100 - {while} i > 1 - _ {with} i - _ - i = i - 3 - ``` - story_text_3: | - Star - example_code_3: | - Star - A star is usually drawn using 144-degree-turns. If you change this slightly to 143 degrees for example and repeat the pattern multiple times with a {while} loop you can make this figure. while_command: - name: '{while}' - default_save_name: while_command description: while - levels: - 15: - story_text: |- - We are going to learn a new loop, the `{while}` loop! We continue the loop as long as the statement is true. - So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. - If the correct answer is never given, the loop never ends! - example_code: | - ``` - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - ``` years: - name: New Year's - default_save_name: New Year's Countdown description: Countdown to the new year! levels: 11: diff --git a/content/adventures/bn.yaml b/content/adventures/bn.yaml index ea2258fa657..cdb204c15f3 100644 --- a/content/adventures/bn.yaml +++ b/content/adventures/bn.yaml @@ -1,44 +1,11 @@ adventures: story: - name: Story - default_save_name: Story - description: Story levels: 1: - story_text: | - In level 1 you can make a story with a different main character that you enter yourself. - - In the first line, use `{ask}` and ask who the main character of the story will be. - - After that first line, start with `{print}` if the sentence needs to be printed. - You use `{echo}` if you want your main character to be at the end of the sentence. - example_code: | - ``` - {ask} The main character of this story is - {print} The main character is now going to walk in the forest - {echo} They're a bit scared, - {print} They hear crazy noises everywhere - {print} They're afraid this is a haunted forest - ``` story_text_2: | ### Exercise Can you make your own story in Hedy now by using `{print}` , `{ask}` and `{echo}`? 2: - story_text: | - In level 2 you can make your story more fun. Your main character's name can now be anywhere in the sentence. - - You do have to program a little bit extra for that. You must now name your main character first. - - You can then put that name anywhere in a sentence. - example_code: |- - ``` - name {is} {ask} What is the name of the main character? - {print} name is now going to run in the woods - {print} name is a bit scared - {print} Suddenly she hears a crazy noise... - {sleep} - {print} name is afraid this is a haunted forest - ``` story_text_2: | ### Exercise Now it's time to add variables to your own story that you've made in the previous level. @@ -49,15 +16,6 @@ adventures: **Extra** Add a sleep command to your code to build up tension in your story. 3: - story_text: | - In level 3 you can make your story more fun. You can use randomness for any monster, animal or other obstacle, like this: - example_code: | - ``` - animals {is} 🦔, 🐿, 🦉, 🦇 - {print} They now hear the sound of an animals {at} {random} - ``` - story_text_2: | - The command `{add}` can also come in handy in your story. example_code_2: | ``` {print} He hears a sound @@ -68,35 +26,6 @@ adventures: ``` story_text_3: | This is an example of the `{remove}` command in your story - example_code_3: | - ``` - {print} His backpack got way too heavy. - {print} Inside were a bottle of water, a flashlight and a brick. - bag {is} water, flashlight, brick - dump {is} {ask} Which item should he dump? - {remove} dump {from} bag - ``` - 4: - story_text: | - ### Exercise - Copy the example code and finish it by adding quotation marks on the blanks in lines 1 and 2. - The blanks in line 3 and 4 should not be replaced by quotation marks, but a `{sleep}` and a `{clear}` command. Can you make it work? - - ### Exercise 2 - Go back to the previous level and copy your story code. Make the code work in this level by adding quotation marks in the right spots. - Mind: The variables in your own story should be outside of the quotation marks. Just like the second line of the example code. In that line the variable name is placed outside of the quotation marks. - example_code: | - ``` - name {is} {ask} _ What is your name? _ - {print} _ The main character is called _ name - _ - _ - {print} name _ is now going to walk in the woods _ - {print} name _ is a bit scared _ - animals {is} 🦔, 🐿, 🦉, 🦇 - {print} _ He hears the sound of a _ animals {at} {random} - {print} name _ is afraid this is a haunted forest _ - ``` 5: story_text: | In this level you can program different endings, which will make your story even more fun. @@ -123,12 +52,6 @@ adventures: story_text: | In a story, someone says words several times. For example, when someone calls for help or sings a song. You can put such repetitions in your story, in this level with `{repeat}`. - example_code: | - ``` - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - ``` 8: story_text: | In this level you can use multiple lines in your {if} commands, this way you can upgrade your happy or sad ending! @@ -216,90 +139,18 @@ adventures: {print} 'This could come in very handy' sword = 'found' ``` - 15: - story_text: | - Using the `{while}` loop can make your stories more interesting. For example, you can use `{while} game == 'on'` so you can play until the game is over. - Or you can use `{while} sword == 'lost'` so the player can't continue the game until they have found something. - - ### Exercise - The example code shows you how to use the `{while}` loop in a story. Now **think of your own scenario** in which the player has to find something before they can continue. - example_code: | - ``` - keys = 'lost' - {print} 'You are standing in your garden and you have lost your keys.' - {print} 'Where do you want to look for them?' - {print} 'You can choose: tree, flowerbed, rock, postbox' - {while} keys == 'lost' - location = {ask} 'Where do you want to look?' - {if} location == 'flowerbed' - {print} 'Here they are!' - keys = 'found' - {else} - {print} 'Nope they are not at the ' location - {print} 'Now you can enter the house!' - ``` - 18: - story_text: | - We are going to print another story, but now we have to use brackets with `{print}`. - - ### Exercise 1 - Create a story of at least 5 sentences. You don't have to use 'name' just yet. - example_code: | - ``` - {print}('Welcome to this story!') - ``` - story_text_2: | - ### Exercise 2 - We have already prepared an `{input}` for you. First, use the `name` variable in your story. - Then add a second `{ask}` and use that variable as well. - Tip: Remember the commas in a `{print}` between text and variables! - example_code_2: | - ``` - naam = {input}("What's your name?") - {print}('Welcome to this story!') - ``` add_remove_command: name: '{add} {to} & {remove} {from}' - default_save_name: add_remove_command description: introducing add to and remove from levels: 3: story_text: | ## Add to You can add items to the list with the `{add} {to_list}` command. To add an item to a list you can simply type: `{add} penguin {to} animals` or you can use the `{ask}` command like in the example code. - example_code: | - ``` - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - ``` - story_text_2: | - ## Remove from - If you can add items to a list, of course you can also take them off. This is done with the `{remove} {from}` command. - example_code_2: | - ``` - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - ``` story_text_3: | ### Exercise Try out the new commands in this virtual restaurant. Add the flavor the player is hpoing for to the list and remove the flavors they are allergic to. - example_code_3: | - ``` - {print} Mystery milkshake - flavors {is} strawberry, chocolate, vanilla - hope {is} {ask} What flavor are you hoping for? - _ - allergies {is} {ask} Are you allergic to any flavors? - _ - {print} You get a flavors {at} {random} milkshake - ``` and_or_command: - name: '{and} & {or}' - default_save_name: and or description: introducing and or levels: 13: @@ -307,274 +158,20 @@ adventures: We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two `{if}`s but can use `{and}` and `{or}`. If you use `{and}`, both statements, left and right of the `{and}` need to be true. We can also use `{or}`. Then only one statement needs to be correct। - example_code: | - ``` - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - ``` ask_command: - name: '{ask}' - default_save_name: ask_command description: Introduction ask command levels: 1: - story_text: | - ## The ask command - Now that you can use the `{print}` command, you are ready to learn the next command: `{ask}`. With the `{ask}` command, you can ask a question. Check it out: - example_code: | - ``` - {print} Hello! - {ask} What is your name? - ``` story_text_2: | ## The echo command If you want the computer to repeat the answer, you can use the `{echo}` command. The answer will then be echoed back at the end of the sentence, so in this example after hello. - example_code_2: | - ``` - {print} Hello! - {ask} What is your name? - {echo} hello - ``` - story_text_3: | - ### Exercise - Try out the `{ask}` and `{echo}` commands. Firstly, fill in the blanks to make this program work. - Then ask 2 more questions using the `{ask}` command, after each `{ask}` use an `{echo}` to print the answer on the screen. - example_code_3: | - ``` - _ How are you doing? - _ - ``` 2: - story_text: | - ## The ask command - Now that we can use **variables** in our codes, we no longer need the `{echo}` command. - We can use variables to store the answers to our questions and this way we can use the answer to multiple questions in our codes. - Check it out: - - This way your code is becoming interactive! - example_code: | - ``` - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - ``` - story_text_2: | - ### Exercise - In the previous tab you have practised with setting variables with the `{is}` command. - You have created at least 3 variables and used them with a print command. - Now, instead of setting the variables we want you to make the variables interactive, like we did in our example. - - Copy your code from the previous tab and make the variables interactive by using `{ask}` commands. example_code_2: | ``` favorite_animal is ask What is your favorite animal? print I like favorite_animal ``` - 18: - story_text: The final change we will need to make to get Python code is changing `{ask}` into `{input}`. - example_code: | - ``` - {print}('My name is Hedy!') - name = {input}('What is your name?') - {print}('So your name is ', name) - ``` - blackjack: - name: Blackjack - default_save_name: Blackjack - description: Try to get as close to 21 as you can - levels: - 17: - story_text: | - Blackjack is a simple game of cards in which you have to get as close to 21 points as possible. You get two cards. Each card is worth their numeral value, and the face cards (Jack, Queen and King) are worth 10 points. - The Ace is worth either 1 or 11 points (you can choose). The dealer, your opponent, also gets two cards. - If you want, you can get another card, and its points will be added to your total. The dealer can also choose to take another card. - But be careful not to get more than 21 points, because if you do, you lose! - The player who gets closest to 21, without going over it, wins! - - ### Exercise - In this adventure we code the first part of our Blackjack game. We'll create a function to calculate how many points a card is worth. - - ***Set the variables*** - Start by making a list of all the cards, from 2 to Ace. Next make a list of the face cards, so Jack, Queen and King. Then pick a random card from the list of cards to be card_1. - - ***Create a function to calculate the points*** - Create a function that calculates how many points a card is worth. - All the face cards are worth 10 points, the Ace is worth 11 and all the other cards are worth their numeral. - Return the variable `points` at the end of the function. - - ***Test the function*** - Test if your function is working properly. Finish the first print command by filling in which card you've drawn. Then finish the second line by calling the function with card_1. - Run the code a couple of times. Are you happy with the results? Great! Then you can remove the testing part and move on the the next tab! - example_code: | - ``` - {print} 'BLACKJACK' - - # Set these variables - cards = _ - face_cards = _ - card_1 = - - # Create a function to calculate the points - {define} calculate_points {with} card: - {if} card {in} face_cards: - points = _ - {elif} _ - _ - {else}: - _ - _ points - - # Test your function - {print} 'Your card is a ' _ - {print} 'That is worth ' _ ' points'. - ``` - blackjack_2: - name: Blackjack 2 - default_save_name: Blackjack_2 - description: Blackjack part 2 - levels: - 17: - story_text: | - ### Exercise - In this adventure we code the second part of our Blackjack game. - - ***Paste your code from the previous adventure*** - In the previous adventure you've started a list of variables and created a function to calculate how many points a card is worth. Copy your code and paste it here. Mind that you don't need the testing part, so if you haven't removed that yet, please do so now. - - ***Add more variables*** - You have already set the lists `cards` and `face_cards` and the variable `card_1`. Underneath those variables create 3 more variables: `card_2`, dealer_card_1` and `dealer_card_2`. These variables are all set to a random card from the list of cards. - - ***Add up points*** - To calculate how many points you have scored we call the function with card 1 and we do it again for card 2. Then we add both these scores together to get your total. - Do the same thing for the dealers points, but be sure to use the dealer's cards and not your own! - - ***2 Aces*** - You're doing great! Almost all scores can be calculated now. There is only one exception: 2 Aces. If you get 2 Aces, your total is 12 points and not 22 (because 22 points would be losing!). This of course also goes for the dealer. - - ***Show the score*** - Lastly, you want to tell the program to tell you which cards you have drawn and how many points that is. Then show which cards the dealer has and how many points they have. - - ***Continue in the next tab*** - Great! You have finished this part of the game! Copy your code and go to the next tab to learn how to ask for an extra card and to declare a winner. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add these variables to the list of variables - card_2 = _ - dealer_card_1 = _ - dealer_card_2 = _ - - # Add up your points - your_points_1 = {call} _ {with} card_1 - your_points_2 = _ - your_total = _ - - # Add up the dealers points - dealer_points_1 = _ - _ - _ - - # 2 Aces - {if} card_1 == 'Ace' {and} _ - your_total = 12 - {if} dealer_card_1 _ - dealer_total = _ - - # Show the score - {print} 'You have drawn a ' _ ' and a ' _ '. That is ' _ ' points' - {print} 'The dealer has drawn a ' _ ' and a ' _ '. That is ' _ ' points' - ``` - blackjack_3: - name: Blackjack 3 - default_save_name: Blackjack_3 - description: Blackjack part 3 - levels: - 17: - story_text: | - In the previous tabs you have learned how to draw 2 random cards for yourself and for the dealer and to calculate how many points you both got. - In this adventure we add the option to ask for an extra card for both you and the dealer. - - ### Exercise - ***Paste your code from the previous adventure*** Firstly, copy your code from the previous tab and paste it here. - - ***Extra card for you*** If you want, you can get an extra card to get your total as close to 21 as possible. First ask the player if they want an extra card. - If they do, pick a random card and print what they have drawn. If the card is not an Ace, you can call the function and add the points to your total. - In case the card is an Ace, you can't use the function, because the Ace can be either 1 point or 11 points, depending on how many points you already have earned. - If your total is less than 11, you want the ace to be 11 points (because this is closest to 21). So you add 11 points to your total. - If the total is more than or equal to 11, you want the ace to be 1 point (because you don't want more than 21 points). So you add 1 point to your total. - Lastly, print your new total of points. - - ***Extra card for the dealer*** The dealer can also get an extra card. The dealer doesn't need to be asked, because they always get an extra card if their total is less than 17. - Copy the 'Extra card for you code' and paste it in the dealers section. Then change it to fit the dealer picking an extra card and getting points added to their total. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Extra card for you - hit = {ask} _ - {if} hit == 'yes': - card_3 = _ - {print} _ - {if} card_3 _ 'Ace': - your_points_3 = _ - your_total = _ - {else}: - {if} your_total _ - _ - {else}: - _ - {print} _ - - # Extra card for the dealer - {if} dealer_total < 17 - _ - ``` - blackjack_4: - name: Blackjack 4 - default_save_name: Blackjack_4 - description: Blackjack part 4 - levels: - 17: - story_text: | - In the last 3 adventures you have alsmost created a working blackjack game! The only thing left to do is to decide a winner! - - ### Exercise - ***Paste your code from the previous adventure*** Start by pasting the code that you've made so far into your programming field. - - ***Decide a winner*** - Firstly, if you and the dealer have an equal amount of points, it's a draw. - Secondly, if the dealer has more than 21 points and you don't, you are the winner. - Thirdly, if both you and the dealer have less than 22 points, we have to see who came closest to 21. We do that by comparing who has the highest score. Is your total higher than the dealer's total, then you are the winner. If not, the dealer wins. - Lastly, in all other scenarios (e.g. you have more than 21 points and the dealer doesn't, or you both have more than 21 points) you are the loser. - - ***Enjoy the game!*** - Does your game work properly? Amazing! You have done a great job! Enjoy your game! - If it doesn't work right away, no worries, you might have made a mistake. Just keep calm and bebug your code using the ladybug button. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Decide a winner - {if} _ - {print} 'Its a draw! Play again!' - {elif} _ - {print} 'You win!' - {elif} _ : - {if} _: - {print} _ - {else}: - {print} _ - {else}: - _ - ``` calculator: - name: Calculator - default_save_name: Calculator - description: Create a calculator levels: 6: story_text: | @@ -618,59 +215,7 @@ adventures: ### Exercise 2 Give the player feedback when the enter an answer, like `{print} 'Correct!'` or `{print} 'Wrong! The correct answer is ' correct_answer`. - example_code: | - ``` - score = 0 - {repeat} 10 {times} - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct_answer = number_1 * number_2 - {print} 'What is ' number_1 ' times ' number_2 '?' - answer = {ask} 'Type your answer here...' - {print} 'Your answer is ' answer - {if} _ {is} _ - score = score + 1 - {print} 'Great job! Your score is... ' score ' out of 10!' - ``` - 10: - story_text: | - This calculator game helps you practise your tables of multiplication! - ### Exercise - Fill in the blanks. We want this program to ask the player these questions: - ``` - How much is 1 times 1? - How much is 1 times 2? - How much is 1 times 3? - How much is 2 times 1? - How much is 2 times 2? - How much is 2 times 3? - How much is 3 times 1? - How much is 3 times 2? - How much is 3 times 3? - _ - ``` - example_code: | - ``` - numbers = 1, 2, 3 - {for} _ - {for} _ - answer = {ask} _ - correct = number_1 * number_2 - {if} answer {is} correct - {print} 'Great job!' - {else} - {print} 'That is wrong. The right answer is ' correct - ``` 11: - story_text: | - With a `{for}` you can simplify tables of multiplication practise program. - - ### Exercise 1 - Improve the example code such that it prints a nice multiplication table:
"1 times 10 is 10", "2 times 10 is 20", etc. - - ### Exercise 2 - Go back to your level 10 multiplication code, and modify it so that it uses a `{for}` and `{range}`. example_code: | ``` number = 10 @@ -687,34 +232,7 @@ adventures: answer = number1 + number2 {print} number1 ' plus ' number2 ' is ' answer ``` - 13: - story_text: | - ### Exercise 1 - Let's make the practice program a bit harder. The player now has to answers two questions correctly. Fill out the blanks to complete the program. - - ### Exercise 2 - Sometimes, calculations have multiple correct answers. For example, 10 can be divided by 5 and by 2. So the question 'What number divides 10?' can be answered by 2 and by 5. - Ask for a calculation that has multiple correct answers, ask the player to answer it, and determine if it is correct using `{or}`. - Empty the programming field and create your own solution. - example_code: | - ``` - answer1 = {ask} 'What is 10 times 7?' - answer2 = {ask} 'What is 6 times 7?' - {if} _ _ _ _ _ _ _ - {print} _ - ``` 14: - story_text: | - In this adventure you will build a calculator that calculates your mean grade for you. If you get your calculator to work, you can move on to the next adventure, which allows you to add two extra features. - - ### Exercise 1 - Fill in the blanks to get the calculator to work. - * Start with the fourth line, add a question to figure out what grade the student got. - * In the fifth line you'll want to calculate the total of all grades, so the total = total + grade. - * Then we get to set the return value. We want to return the mean, so the total devided by the amount of tests (4). - * Lastly we finish the code by calling the function in line 8. - - Did you get it? Awesome! Would you like to add even more to your calculator? **This adventure continues in the next tab!** example_code: | ``` {define} calculate_mean_grade @@ -733,127 +251,11 @@ adventures: mean_grade = {call} _ {print} 'Your mean grade is ' mean_grade - 15: - story_text: | - You can add the `{while}` loop to the calculator game you've learned to make in a previous level. - This makes sure the player can't continue to the next question if they answer incorrectly. - - ### Exercise - Add the `{while}` loop in the function, ask the player what number_1 times number_2 is and print their answer. - Then `{call}` the function. - example_code: | - ``` - {define} new_question - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct = number_1 * number_2 - answer = 0 - _ - _ - _ - {print} 'Well done!' - - {print} 'Give 10 correct answers to win!' - {for} i {in} {range} 1 {to} 10 - _ - {print} 'You win!' - ``` - calculator_2: - name: Calculator 2 - default_save_name: Calculator 2 - description: Calculator 2 - levels: - 14: - story_text: | - ### Exercise 2 - **This is the second part of this adventure.** The adventure starts in the previous tab. - Of course, you don't always want to calculate the mean of 4 tests. You might want to calculate the mean of 10 tests or only 2... - We can fix this problem by adding the argument and variable 'amount_of_tests'. - * Start a new line on line 3. Set the amount_of_tests argument by asking the student how many tests they have made. - * Change the 4 in line 4 to the new argument amount_of_tests. - * Lastly, change the 4 in line 6 to amount_of_tests - - Try out your new program. Does it work? - - ### Exercise 3 - Did you want to make your program even better? Great! In the previous program you could only calculate the mean grade of 1 subject, but it would be better if you could calculate the mean grade for all subjects you want! - We won't tell you how to do it, but we will give you one tip: Start your code in line 1 with: define calculate_mean_grade with subject. - example_code: | - ``` - # Use your own code from the previous adventure. - ``` clear_command: - name: '{clear}' - default_save_name: clear_command description: clear command - levels: - 4: - story_text: | - Time for a new command! With `{clear}` you can clear all the text form your output screen. This way you can prevent your screen getting too full of text. - Beware! If you are using a `{clear}` command, you might need to use a `{sleep}` above it. Otherwise Hedy will clear your screen without giving you the time to read as you can see in the example! - example_code: | - ``` - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'wait for it...' - {sleep} 3 - {clear} - {print} 'SURPRISE!' - ``` debugging: - name: debugging - default_save_name: debugging - description: debugging adventure levels: - 1: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will show you code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} I love programming - Do you love programming too? - {echo} - {print} What are your hobbies? - {echo} Your hobbies are - ``` - 2: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - destination {ask} Where are you going on holidays? - {print} The flight to dstination leaves at 3 pm. - {ask} Did you check in your luggage yet? - {echo} - {print} Let me print your boarding pass for you. - {sleep} - Here you go! Have a nice trip! - ``` 3: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -867,80 +269,12 @@ adventures: tomorrows_movie {is} movie_choices {at} {random} I'll go get the popcorn! {print} ``` - 4: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Welcome to the online library! - {ask} What genre of books do you like? - {print} You like genre - author {is} {ask} 'Who's your favorite author?' - {print} 'author is your favorite author' - {print} Hmmm... i think you should try... books {at} {random} - ``` - 5: + 7: story_text: |- ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} Welcome to Swimming Pool Hedy! - class {is} {ask} 'Are you here to join a class today?' - {if} class yes - {print} 'Great! You're joining a class! - {print} {else} 'You will not be joining a class' - discount {is} 'Do you have a discount code?' - {if} discount {is} yes - discount_answer {is} {ask} 'What's your discount code?' - discount_codes = Senior4231, Student8786, NewMember6709 - {if} discount_answer {is} {in} discount_cods - {print} 'That will be $3,50' - 'That will be $5,50' - {print} 'Have a nice swim!' - ``` - 6: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Vending machine' - chosen_product = {ask} 'Please select a product' - 1_dollar_products = coke orange juice water - 2_dollar_products = chocolate, cookie, museli bar - 3dollar_prodcuts = potato chips, beef jerky, banana bread - {if} chosen {is} {in} 1_dollar_products - price = 1 - {if} chosen_product {is} 2_dollar_products - price = 2 - {else} chosen_product {in} 3_dollar_products - price = 3 - amount_of_products = '{ask} How many of ' chosen_product would you like to have?' - total = price + amount_of_product - {print} 'That will be $' price 'please' - ``` - 7: - story_text: |- - ### Exercise - Surprise! This program looks more like an output than a code. And yet, we don't want you to just add `{print}` commands in front of each line. - Fix this program to turn it into the nursery rhyme 'Brother John (Frère Jaques)' by using the {repeat} command of course! - example_code: | - **Warning! This code needs to be debugged!** - ``` - Are you sleeping? - Brother John! - Morning bells are ringing! - Ding, dang, dong! - ``` - 8: - story_text: |- - ### Exercise - Debug this code. Good luck! + Surprise! This program looks more like an output than a code. And yet, we don't want you to just add `{print}` commands in front of each line. + Fix this program to turn it into the nursery rhyme 'Brother John (Frère Jaques)' by using the {repeat} command of course! + 8: example_code: | **Warning! This code needs to be debugged!** ``` @@ -963,9 +297,6 @@ adventures: {print} 'Thank you! Byebye!' ``` 9: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -988,9 +319,6 @@ adventures: price = amount * 6 {print} 'That will be 'price dollar' please' 10: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1039,9 +367,6 @@ adventures: print month i ``` 12: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1067,9 +392,6 @@ adventures: call greet_costumer ``` 13: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1099,9 +421,6 @@ adventures: print 'No problem!' ``` 14: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1148,9 +467,6 @@ adventures: else 'no problem' 15: - story_text: |- - ### Exercise - Debug this random children's story. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1207,9 +523,6 @@ adventures: ``` 17: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1242,9 +555,6 @@ adventures: print 'Thanks for ordering!' ``` 18: - story_text: |- - ### Exercise - Debug this Old MacDonald program from level 16. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1264,34 +574,9 @@ adventures: print 'everywhere a ' sound sound ``` default: - name: Introduction - default_save_name: intro - description: Level explanation levels: 1: story_text: 'স্বাগত হেডিতে! স্তর 1 একে আপানি `print` `ask` ` echo` নির্দেশের ব্যবহার করতে পারবেন | নীল বোতামটা চাপা মাত্রই আপনার কোড আপনার জন্য টাইপ হয়ে যাবে| নিজে থেকে কোডটা চেষ্ঠা করুন প্ৰোগ্র্যামিং ক্ষেত্রতে নিচে বাদিকে সবুজ “ Run the Code “ বোতামটা চেপে ' - example_code: | - ``` - {print} Hello world! - ``` - 2: - story_text: | - Congratulations! You've reached level 2. Hopefully you've already made some awesome codes! - In the first level you might've notice that the `{echo}` command can only save one bit of information at a time. - For example in the restaurant adventure, you could echo what the costumer wanted to eat, or what they wanted to drink, but not both in one sentence. - - That changes in level 2. In level 2 you'll learn to work with variables, that allow you to save multiple pieces of information and print them in any place you want. - So let's go to the next tab! - example_code: | - **Warning! This code does not work!** - In Hedy commands will change sometimes. `{echo}` for example only works in level 1. In this level you'll learn a better way to echo answers back. - ``` - {print} Welcome at Hedy's - {ask} What would you like to eat? - {echo} So you want - {ask} what would you like to drink? - {echo} So you want - ``` 3: story_text: 'আপনি এখন এই নির্দেশ গুলোর ব্যবহার, করতে পারেন ' 4: @@ -1335,20 +620,6 @@ adventures: print 'ওহে বন্ধুরা' print 'এটি পাঁচ বার মুদ্রণ করা হবে' - 9: - story_text: | - Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... - Good news! In this level you will be allowed to put an {if} inside an {if}, or inside a {repeat} command. Putting a block of code inside another block of code is called nesting. ``` Putting a block of code inside another block of code is called nesting. - example_code: | - ``` - answer = {ask} 'Are you ready to learn something new?' - {if} answer {is} yes - {print} 'Great! You can learn to use the repeat command in the if command!' - {print} 'Hooray!' - {print} 'Hooray!' - {print} 'Hooray!' - {else} - {print} 'Maybe you should practice some more in the previous level' 10: story_text: |- In this level we learn a new code called `{for}`. With `{for}` you can make a list and use all elements. @@ -1359,10 +630,6 @@ adventures: {for} animal {in} animals {print} 'I love ' animal ``` - 11: - story_text: | - You have reached level 11, you're doing great! In the higher levels, Hedy is focussing more and more on teaching you the programming language Python. - In Python there is no `{repeat}` command, but there is a command that works like {repeat}. Are you curious to find out how to say `{repeat}` in Python language? Quickly go on to find out! 12: story_text: |- **Decimal numbers** @@ -1442,31 +709,13 @@ adventures: We arrived at real Python code! That means we need to use parentheses with {print} and {range} from now on. {print}('My name is ', naam) dice: - name: Dice - default_save_name: Dice - description: Make your own dice levels: 3: - story_text: | - In this level we can choose from a list. With that we can let the computer choose one side of the die. - Take a look at the games you have in your closet at home. - Are there games with a (special) die? You can also copy it with this code. - For example, the dice of the game Earthworms with the numbers 1 to 5 and an earthworm on it. - - ![Die of earthworms with 1 to 5 and an earthworm on it](https://cdn.jsdelivr.net/gh/felienne/hedy@24f19e9ac16c981517e7243120bc714912407eb5/coursedata/img/dobbelsteen.jpeg) example_code: | ``` choices {is} 1, 2, 3, 4, 5, earthworm {print} choices {at} {random} ``` - story_text_2: | - ### Exercise - The dice in the example above are dice for a specific game. Can you make normal dice? - Or other special dice from a different game? - example_code_2: | - ``` - choices {is} _ - ``` 4: story_text: | In this level we can make sentences with the die value in the sentence, with quotes of course. @@ -1523,33 +772,7 @@ adventures: {print} player ' throws ' choices {at} {random} {sleep} ``` - 15: - story_text: | - ### Exercise - In this level you can create a little game in which you'll have to throw 6 as fast as possible. - We have started the code, it's up to you to get the game to work! - - Firstly, add a `{while}` loop that checks if 6 has been thrown or not. - As long as you haven't thrown 6 already, throw the dice on a random number. - Print what the player has thrown. - Add a try to the amount of tries - Wait a second before you throw again, or - in case you've thrown a 6 - before the game ends. - example_code: | - ``` - options = 1, 2, 3, 4, 5, 6 - {print} 'Throw 6 as fast as you can!' - thrown = 0 - tries = 0 - _ - _ - _ - _ - _ - {print} 'Yes! You have thrown 6 in ' tries ' tries.' - ``` dishes: - name: Dishes? - default_save_name: Dishes description: Use the computer to see who does the dishes (Start at level 2) levels: 3: @@ -1572,13 +795,6 @@ adventures: Can you complete the code by filling the blanks? Every blank must be replaced with one word of symbol. Tip: Don't forget the quotation marks! - example_code: | - ``` - people {is} mom, dad, Emma, Sophie - {print} _ the dishes are done by _ - {sleep} - {print} people {at} _ - ``` 5: story_text: | With the `{if}` you can now have more fun with choice in the program. You can have your program respond to the choice that the computer has made. @@ -1592,20 +808,6 @@ adventures: {if} dishwasher {is} Sophie {print} _ too bad I have to do the dishes _ {else} {print} 'luckily no dishes because' _ 'is already washing up' ``` 6: - story_text: | - How often is everyone going to do the dishes? Is that fair? You can count it in this level. - example_code: | - ``` - people = mom, dad, Emma, Sophie - emma_washes = 0 - dishwasher = people {at} {random} - {print} 'The dishwasher is' dishwasher - {if} dishwasher {is} Emma emma_washes = emma_washes + 1 - {print} 'Emma will do the dishes this week' emma_washes 'times' - ``` - - Now you can copy lines 3 to 5 a few times (e.g. 7 times for a whole week) to calculate for a whole week again. - Do you make the code for the whole week? story_text_2: | If you are extremely unlucky the previous program might choose you to to the dishes for the whole week! That's not fair! To create a fairer system you can use the `{remove}` command to remove the chosen person from the list. This way you don't have to do the dishes again untill everybody has had a turn. @@ -1634,22 +836,10 @@ adventures: 10: story_text: | In this level you could make an even better dish washing shedule. - example_code: | - ``` - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - ``` elif_command: - name: '{elif}' - default_save_name: elif description: elif levels: 17: - story_text: | - In this level you can also use a new command: `{elif}`. `{elif}` is a combination of the keywords `{else}` and `{if}` and you need it when you want to make 3 (or more!) options. - Check it out! example_code: | ``` prices = ['1 million dollars', 'an apple pie', 'nothing'] @@ -1663,8 +853,6 @@ adventures: {print} 'Better luck next time..' ``` for_command: - name: '{for}' - default_save_name: for description: for command levels: 10: @@ -1672,58 +860,12 @@ adventures: ## For In this level we learn a new code called `{for}`. With `{for}` you can make a list and use all elements. `{for}` creates a block, like `{repeat}` and `{if}` so all lines in the block need to start with 4 spaces। - example_code: | - ``` - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - ``` - story_text_2: | - ### Exercise - Finish this code by adding `{for} action {in} actions` to line 2. - example_code_2: | - ``` - actions = clap your hands, stomp your feet, shout Hurray! - _ - {repeat} 2 {times} - {print} 'If youre happy and you know it, ' action - {sleep} 2 - {print} 'If youre happy and you know it, and you really want to show it' - {print} 'If youre happy and you know it, ' action - {sleep} 3 - ``` 11: story_text: |- In this level, we add a new form of the `{for}`. In earlier levels, we used `{for}` with a list, but we can also use `{for}` with numbers. We do that by adding a variable name, followed by `{in}` `{range}`. We then write the number to start at, `{to}` and the number to end at. Try the example to see what happens! In this level again, you will need to use indentations in lines below the `{for}` statements. - example_code: | - ``` - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - ``` - 17: - story_text: | - Now we are going to change indentation a little bit. Every time that we need an indentation, we need `:` at the line before the indentation. - example_code: | - ``` - {for} i {in} {range} 1 {to} 10: - {print} i - {print} 'Ready or not, here I come!' - ``` - 18: - story_text: | - Lastly, we'll turn `{for} i {in} {range} 1 to 5` into real Python code, like this: - example_code: | - ``` - {for} i {in} {range}(1,5): - {print} (i) - ``` fortune: - name: Fortune teller - default_save_name: Fortune Teller - description: Let Hedy predict the future levels: 1: story_text: | @@ -1749,25 +891,9 @@ adventures: story_text: | In the previous levels you've created your first fortune telling machine, but Hedy couldn't really predict anything, only {echo}. In this level you can use a variable and the `{at} {random}` command to really let Hedy choose an answer for you. Check out this code for instance: - example_code: | - ``` - {print} I’m Hedy the fortune teller! - question {is} {ask} What do you want to know? - {print} This is what you want to know: question - answers {is} yes, no, maybe - {print} My crystal ball says... - {sleep} 2 - {print} answers {at} {random} - ``` story_text_2: | Now, Hedy can only answer yes, no or maybe. Can you give Hedy more answer options, like 'definitely' or '{ask} again'. 4: - story_text: | - ### Exercise - We have removed all the quotation marks from this example code, can you add them in all the right places? - - ### Exercise 2 - Go back to the previous level and copy your fortune teller code. Make the code work in this level by adding quotation marks in the right spots. example_code: | ``` {print} 'Im Hedy the fortune teller!' @@ -1874,27 +1000,8 @@ adventures: {print} fortunes {at} {random} ``` functions: - name: functions - default_save_name: functions - description: functions levels: 12: - story_text: | - In this level you'll learn how to use **functions**. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. - To create a function, use `{define}` and give the function a name. Then put all the lines you want in the function in a indented block under the `{define}` line. - Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use {call} with the function's name to call it up! We don't have to type that block of code again. - - Check out this example code of a game of Twister. The function 'turn' contains a block of code that chooses which limb should go where. - - ### Exercise - Finish this code by setting the 2 variables chosen_limb and chosen_color. - Then, choose how many times you want to call the function to give the twister spinner a spin. - - ### Exercise 2 - Improve your code by adding a variable called 'people'. Use the variable to give all the players their own command in the game. - For example: 'Ahmed, right hand on green' or 'Jessica, left foot on yellow'. example_code: | ``` sides = 'left', 'right' @@ -1931,25 +1038,7 @@ adventures: I dreamed that my Bonnie is dead Can you program this verse in the same way as the example? - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - ``` 14: - story_text: | - In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. - You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - - For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - - ### Exercise - Finish this code. We have already made the variable new_price for you, you only need to set it. - You should finish the line of code by calling the function that calculates the new price. example_code: | ``` {define} calculate_new_price {with} amount, percentage @@ -1963,223 +1052,7 @@ adventures: new_price = _ calculate_new_price {with} old_price, _ {print} 'The new price is ' new_price ' dollar' ``` - 18: - story_text: | - Let's make functions the Pythons way! To define a function, we no longer use: - - `{define} name_function {with} argument_1, argument_2:` - - but we use: - - `{def} name_function(argument_1, argument_2):`. - - - If you don't want to use arguments, you just leave the space between the parantheses empty. - To call a function, we don't need the `{call}` command anymore. You just type the name of the function. - example_code: | - ``` - {def} calculate_score(answer, correct_answer): - {if} answer == correct_answer: - score = 1 - {elif} answer == '?': - score = 0 - {else}: - score = -1 - {return} score - - answer = {input} ('Where can you find the Eiffel Tower?') - correct_answer = 'Paris' - score = calculate_score(answer, correct_answer) - {print} ('Your score is... ', score) - ``` - guess_my_number: - name: Guess my number - default_save_name: guess my number - description: guess my number - levels: - 14: - story_text: | - In this level you can program the game 'Guess my number' - - ### Exercise - Fill in the correct symbols on the blanks to get the game to work. - example_code: | - ``` - {print} 'Guess my number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess _ number - {print} 'Lower!' - {if} guess _ number - {print} 'Higher!' - {if} guess _ number - {print} 'You win!' - game = 'over' - ``` - hangman: - name: Hangman - default_save_name: Hangman - description: Guess the word - levels: - 17: - story_text: | - In this adventure we program a game of hangman. First we make some preparations, then we program the game and in the third part we add a drawing with the turtle. - - ### Exercise - ***Set the variables*** In this game of hangman, Player 1 chooses an answer and Player 2 has to guess the letters in this answer. - To let the computer know all the letters in the word, we will turn the answer into a list of letters. We also do this with the guesses Player 2 makes. - We will start the game with 2 empty lists. We have made an empty list for the variable answer for you. Now make an empty list for guessed_letters as well. - Then we fill in how many mistakes were made. At the start of the game, this should be 0. - The variable `amount_letters` tells us how many letters are in the answer. Ask Player 1 to tell us how many letters their word has. - Lastly we tell the computer if the game is over. We use the variable `game_over` and set it to `False`. - - ***Choosing the answer*** We want Player 1 to be able to choose the answer. We'll ask them, as many times as necessary, what the next letter is. - Then we add that letter to the answer. Lastly, we add an empty _ to the list of guessed letters, so we get as many _s as there are letters in the answer. - - ***Player 2's turn*** - Tell Player 2 its their turn. Then tell Player 2 how many letters there are in the answer. Finally, print the list of `guessed_letters`. - - ***Go to the next tab*** Now that all the starting variables are set, we can start programming the game itself. Check out the next tab to learn how! - example_code: | - ``` - print 'Hangman!' - - # Set the variables - answer = [] - guessed_letters = _ - mistakes_made = _ - amount_letters = {ask} _ - _ = 'False' - - # Choosing the answer - {for} _ - letter = {ask} 'Player 1, what is letter ' i '?' - _ - {add} '_' {to} _ - - # Player 2 turn - print _ - print _ - print guessed_letters - ``` - hangman_2: - name: Hangman 2 - default_save_name: Hangman_2 - description: Hangman 2 - levels: - 17: - story_text: | - Now it's time to program the hangman game. - - ### Exercise - - ***Paste your code*** Copy your code from the previous tab and paste the code in the programming field. - - ***The game*** This games continues playing until Player 2 is game over. Fill in the while command accordingly. Now, Player 2 is allowed to guess a letter, so ask Player 2 to guess a letter. - We need to check if their answer is correct, so check if their `guess` is (somewhere) in the (list) `answer`. Then we let the computer figure out which of the letter(s) is the guess. We have already programmed that part for you. - Next we want to compliment the player for finding a correct letter and we want to print the list `guessed_letters`, so the player can see their progress. - - The next part we're going to program is what happens when the player has guessed all of the letters. So if their list of `guessed_letters` is the same as our list `answer`. - If the lists are the same, congratulate Player 2 with their victory and set the variable `game_over` to `True`. - - Next we'll program what happens when Player 2 guesses wrong (so the `{else}` command). First, tell the player that their guess was wrong. Then increase the `mistakes_made` variable by 1. - - For the last part we'll program what happens when Player 2 has made 10 mistakes. We'll print that Player 1 has won the game. Then we'll print the correct answer. And finally, we'll set our `game_over` variable to `True`, so the game stops. - - ***Go to the next tab*** Amazing work! Your game is playable, but wouldn't it be fun if the hangman was actually drawn when Player 2 makes a mistake..? - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - guess = _ - {if} _ - {for} i {in} {range} 1 {to} amount_letters: - if answer[i] == guess: - guessed_letters[i] = guess - {print} _ - {if} guessed_letters == _: - {print} _ - game_over = _ - {else}: - {print} _ - mistakes_made _ - {if} _ == 10: - {print} _ - {print} _ - _ - ``` - hangman_3: - name: Hangman 3 - default_save_name: Hangman_3 - description: Hangman 3 - levels: - 17: - story_text: | - In a game of hangman the mistakes are shown by drawing a part of the hangman each time a mistake has been made. - We now add those drawings with our turtle! - - ### Exercise - ***Create a function that draws the hangman*** Create a function that draws the hangman in 10 steps. We have already made step 1 for you. - - ***Test the function*** Test the function by calling the function with 10. If you are happy with the function, remove the line that calls the function for now. We will call the function when the player makes a mistake. - - ***Paste your hangman game under your function*** Go back to the previous tab and copy your hangman game. Paste the game underneath your function. - - ***Call the function when the player makes a mistake*** Under the line `mistakes_made = mistakes_made + 1` we will call the function. We want the turtle to take the same amount of steps as the player has made mistakes, so we call the function with `mistakes_made` as argument. - - ***Enjoy your game!*** -
- The hangman could look like this -
- example_code: | - ``` - # Create a function that draws the hangman - {define} draw_hangman {with} step: - {if} step == 1: - {color} white - {forward} -100 - {turn} 90 - {forward} -50 - {color} black - {forward} 100 - {forward} -50 - - {if} step == 2: - _ - # Paste your hangman game here - - ``` - harry_potter: - name: Harry Potter - default_save_name: Harry Potter - description: Harry Potter adventures - levels: - 10: - story_text: | - ### Exercise - We can also make a Harry Potter themed fortune teller. Fill in blanks such that 9 lines are printed. - **Extra** Change the theme of the fortune teller into something else, such as your favorite book, film or tv show. - example_code: | - ``` - houses = Gryffindor, Slytherin, Hufflepuff, Ravenclaw - subjects = potions, defence against the dark arts, charms, transfiguration - fears = Voldemort, spiders, failing your OWL test - names = Harry, Ron, Hermione - _ - _ {print} name ' is placed in ' houses {at} {random} - _ {print} name ' is great at ' subjects {at} {random} - _ {print} name 's greatest fear is ' fears {at} {random} - ``` haunted: - name: Haunted House - default_save_name: Haunted House - description: Escape from the haunted house levels: 1: story_text: | @@ -2187,26 +1060,9 @@ adventures: If you pick the right door you'll survive, but {if} not a terrible monster might... In level 1 we start our haunted house game by making up a scary story and {ask} the player what monster they'll see in the haunted house. - example_code: | - ``` - {print} How did I get here? - {print} I remember my friend telling me to go into the old mansion... - {print} and suddenly everything went black. - {print} But how did I end up on the floor...? - {print} My head hurts like Ive been hit by a baseball bat! - {print} What's that sound? - {print} Oh no! I feel like Im not alone in this house! - {print} I need to get out of here! - {print} There are 3 doors in front of me.. - {ask} Which door should i pick? - {echo} I choose door - {print} ...? - ``` story_text_2: | Can you finish the scary story? Or make up your own haunted house story? 2: - story_text: | - In this haunted house you can choose your monsters with emojis. Of course you could also use words. example_code: | ``` monster_1 {is} 👻 @@ -2218,10 +1074,6 @@ adventures: {print} Oh no! Quickly get to the kitchen. {print} But as you enter monster_3 attacks you! ``` - story_text_2: | - ### Exercise - In the example above the monsters are predetermined. So each time you run your code, the output is the same. - Can you add `{ask}` commands to make the haunted house interactive and have the players choose the monsters they come across? example_code_2: | ``` monster_1 {is} _ @@ -2238,17 +1090,6 @@ adventures: In the previous levels you've made an introduction to your haunted house game, but as you might have noticed the story would always have a dreadful end. In this level you can make your story more interactive by changing the outcome of the game; sometimes you'll get eaten, sometimes you'll escape! Let Hedy decide randomly! - example_code: | - ``` - _ Escape from the haunted house! - _ There are 3 doors in front of you... - _ _ _ Which door do you choose? - _ You picked door ... choice - monsters _ a zombie, a vampire, NOTHING YOUVE ESCAPED - _ You see... - {sleep} - _ _ _ _ - ``` 4: story_text: | In this level you learn how to use quotation marks in your games. @@ -2288,27 +1129,6 @@ adventures: Now it's very hard to win this game, can you make it easier to win? For example by only having 1 wrong door and 2 correct doors instead of 1 correct door and 2 wrong ones? - example_code: | - ``` - {print} 'Escape from the Haunted House!' - player = alive - doors = 1, 2, 3 - monsters = zombie, vampire, giant spider - {repeat} 3 {times} - {if} player {is} alive - correct_door {is} doors {at} {random} - {print} 'There are 3 doors in front of you...' - chosen_door = {ask} 'Which door do you choose?' - {if} chosen_door {is} correct_door - {print} 'No monsters here!' - {else} - {print} 'You are eaten by a ' monsters {at} {random} - player = dead - {else} - {print} 'GAME OVER' - {if} player {is} alive - {print} 'Great! You survived!' - ``` 11: story_text: | In this level we've changed the repeat command and we've added a line to our haunted house that tells the player in which room they are. @@ -2334,188 +1154,16 @@ adventures: {if} player {is} alive {print} 'Great! You survived!' ``` - 14: - story_text: | - ### Exercise - In this level you can use the `<` and `>` symbol to introduce lives to your game. - Make sure the player loses a life when they come across the wrong monster and that the game stops if you have no lives left. - example_code: | - ``` - {print} 'Escape from the haunted house' - lives = 3 - doors = 1, 2, 3 - monsters = 'the wicked witch', 'a zombie', 'a sleeping 3 headed dog' - {for} i {in} {range} 1 {to} 10 - {if} lives _ - good_door = doors {at} {random} - monster = monsters {at} {random} - chosen_door = {ask} 'Which door do you choose?' - {if} good_door == chosen_door - {print} 'You have chosen the correct door' - {else} - {print} 'You see...' monster - {if} monster == 'a sleeping 3 headed dog' - {print} 'Pffieuw.... Its asleep' - {else} - {print} 'You lose one life' - lives = _ - {else} - {print} 'GAME OVER' - ``` - 16: - story_text: | - ### Exercise - This haunted house game uses the connection between the lists you can use in this level. - For example: all the properties that belong to the zombie are first in all the lists, witch second and vampire third. - Check out the code and fill in `weapons[i]`, `monsters[i]` , `bad_fate[i]`, `good_fate[i]`, `hint[i]` on the correct blanks to get the code to work! - example_code: | - ``` - numbers = [1, 2, 3] - i = numbers[{random}] - hint = ['growling', 'a cackling laugh', 'fluttering batwings'] - monsters = ['zombie', 'witch', 'vampire'] - bad_fate = ['Your brain is eaten', 'You are forever cursed', 'You are bitten'] - good_fate = ['You throw the ham. The zombie is distracted and starts eating it.', 'You set the curtains on fire. The witch flees out of fear for the fire', 'The vampire hates garlic and flees'] - weapons = ['ham', 'lighter', 'garlic'] - {print} 'You are standing in front of an old mansion' - {print} 'Something is not right here' - {print} 'You hear ' _ - {print} 'You are going to explore it' - {print} 'You enter the kitchen and see a lighter, a raw ham and a garlic.' - your_weapon = {ask} 'What do you bring with you?' - {print} 'With your ' your_weapon ' you enter the living room' - {print} 'There you find a ' _ - needed_weapon = _ - {if} your_weapon == needed_weapon - {print} 'You use your ' your_weapon - {print} _ - {print} 'YOU WIN!' - {else} - {print} 'You have chosen the wrong weapon...' - {print} _ - {print} 'GAME OVER' - ``` - hotel: - name: hotel - default_save_name: hotel - description: hotel - levels: - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, and you've learned how to combine it with an {ask}. - You might have wondered why you would use functions, because the functions in the example were only one line of code. - Now we will show you what a bigger function looks like and we will use multiple agruments now as well. You'll see how much better it is to use a function once the function gets bigger. - Here is an example of a function with arguments combined with {ask} commands. - example_code: | - ``` - {define} welcome_message {with} title, last_name, country, room_number - {print} 'Welcome to Hotel Hedy, ' title ' ' last_name - nice_trip {is} {ask} 'Did you have a nice trip from, ' country '?' - {if} nice_trip {is} 'yes' - {print} 'Lovely!' - {else} - {print} 'Sorry to hear that.' - {print} 'Hopefully you can take a nice rest in you room.' - {print} 'Your room number is ' room_number - - {print} 'Hello. Please fill in your information to check in.' - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - ``` - - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - if_command: - name: '{if} & {else}' - default_save_name: if_command - description: Introducing the if command - levels: - 5: - story_text: | - ## If... else.... - In level 5 there is something new, the `{if}`! With the `{if}` you can choose between two different options. - This code prints nice if you enter Hedy as a name, and boo! if you enter something else. - `{ask}` and `{print}` still work like they did in level 4. - example_code: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' {else} {print} 'boo!' - ``` - story_text_2: | - Sometimes code with an `{if}` gets really long and does not fit on the line well.
You may also divide the code over two lines, starting the second line at the `{else}` like this: - example_code_2: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - ``` - story_text_3: | - ### Exercise - Try to create your own code with `{if}` and `{else}`. You can use the example code if you want. - example_code_3: | - ``` - answer {is} {ask} '2 + 2 = ?' - _ _ _ 4 _ 'Great job!' - _ _ 'No 2 + 2 = 4' - ``` - 8: - story_text: | - ## If... Else... - You have learned to repeat a block of lines of code after a `{repeat}` command. - Now you can also use indentation to make blocks after a {if} or {else} command. - Check out the example code. - - ### Exercise - Add an {else} command to the example code. Make a block of line using indentation. You do this by starting each line with 4 spaces. - example_code: | - ``` - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {print} 'You can play on your computer!' - ``` - 9: + if_command: + description: Introducing the if command + levels: + 9: story_text: | In this level you can also put an {if} command inside another {if} command. - example_code: | - ``` - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - ``` in_command: - name: '{in}' - default_save_name: in_command description: Introducing the in command levels: 5: - story_text: | - ## Lists - When we want to check if something is in a list, we can now use the `{in}` command. - This code prints pretty! if you choose green or yellow, and meh otherwise. - example_code: | - ``` - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - ``` - story_text_2: | - ### Exercise - Finish the example code by filling in the blanks with commands that you've learned. - When you've finished the code, try to create a code of your own and use a question that you've thought of yourself. example_code_2: | ``` animals is dog, cow, sheep @@ -2524,62 +1172,21 @@ adventures: _ _ 'My favorite animals are dogs, cows and sheep' ``` is_command: - name: '{is}' - default_save_name: is_command description: introducing is command levels: 2: - story_text: | - ## Variables - You can name a word with `{is}`. This is called a **variable**. In this example we made a variable called name and a variable called age. You can use the word name anywhere in your code and it will be replaced by Hedy, like this: - example_code: | - ``` - name {is} Hedy - age {is} 15 - {print} name is age years old - ``` story_text_2: | ### Exercise Time to make your own variables! In the example code we made an example of the variable `favorite_animal`. In line 1 the variable is set, and in line 2 we haved used the variable in a print command. Firstly, finish our example by filling in your favorite animal on the blank. Then make at least 3 of these codes yourself. Pick a variable, and set the variable with the {is} command. Then use it with a {print} command, just like we did. - example_code_2: | - ``` - favorite_animal {is} _ - {print} I like favorite_animal - ``` - 6: - story_text: | - We also make a change in storing a word in a variable! You may now use `=` instead of `{is}` when we store a name or a number in a variable, like this: - example_code: | - ``` - name = Hedy - answer = 20 + 4 - ``` 14: - story_text: | - We are going to learn more new items. You might know them already from mathematics, the `<` and `>`. - The `<` checks if the first number is smaller than the second, for example age `<` 12 checks if age is smaller than 12. - If you want to check if the first number is smaller or equal to the second, you can use `<=`, for example age `<=` 11. - The `>` checks if the first number is bigger than the second, for example points `>` 10 checks if points is larger than 10. - If you want to check if the first number is bigger or equal to the second, you can use `>=`, for example points `>=` 11. - You use these comparisons in an `{if}`, like this: example_code: | ``` age = {ask} 'How old are you?' {if} age > 12 {print} 'You are older than I am!' ``` - story_text_2: | - From this level on, if you want to compare exactly, you can use two equal signs. This is what most programming languages do: - example_code_2: | - ``` - name = {ask} 'What is your name?' - {if} name == 'Hedy' - {print} 'You are cool!' - ``` - story_text_3: | - You can also compare if something is *not* equal to something else using `!=` like this: example_code_3: | ``` name = {ask} 'What is your name?' @@ -2592,56 +1199,13 @@ adventures: {else} {print} 'You are older than me!' language: - name: Language - default_save_name: Language - description: Practice words in a foreign language levels: 5: story_text: | Make your own program to practice your vocabulary in a new language. - example_code: | - ``` - {print} 'Learn French!' - cat {is} {ask} '🐱' - {if} cat {is} chat {print} 'Terrific!' - {else} {print} 'No, cat is chat' - frog {is} {ask} '🐸' - {if} frog {is} grenouille {print} 'Super!' - {else} {print} 'No, frog is grenouille' - ``` - 16: - story_text: | - ### Exercise - Take a look at the example code. This is a program to practise French vocabulary. Now make your own program to practice your vocabulary in a new language. - If you don't know any other languages, you can use Google translate or you can use emojis and your native language. - example_code: | - ``` - french_words = ['bonjour', 'ordinateur', 'pomme de terre'] - translation = ['hello', 'computer', 'potato'] - score = 0 - {for} i {in} {range} 1 {to} 3 - answer = {ask} 'What does ' french_words[i] ' mean?' - correct = translation[i] - {if} answer == correct - {print} 'Correct!' - score = score + 1 - {else} - {print} 'Wrong, ' french_words[i] ' means ' translation[i] - {print} 'You gave ' score ' correct answers.' - ``` maths: - name: maths - default_save_name: maths - description: Introducing maths levels: 6: - story_text: | - In this level you learn something new: you can now also calculate. - - The plus is easy, you write it like with math: `5 + 5` for example. The minus also works fine, it is `5 - 5`. - - The times is a bit different, because there is no times symbol on your keyboard. Just search, there really isn't! - That is why we multiply with the asterisk above 8: `5 * 5`. Read that as "5 times 5" that helps you remember it best. example_code: | ``` {print} '5 plus 5 is ' 5 + 5 @@ -2652,14 +1216,6 @@ adventures: story_text: |- **Decimal numbers** So far, Hedy did not allow for decimal numbers like 1.5, but now we do allow that. Note that computers use the `.` for decimal numbers। - example_code: | - ``` - {print} 'Two and a half plus two and a half is...' - {print} 2.5 + 2.5 - ``` - story_text_2: |- - **Maths with words** - In this level you can also do addition with words like this: example_code_2: | ``` a = 'Hello ' @@ -2669,9 +1225,6 @@ adventures: {print} 2.5 + 2.5 music: - name: music - default_save_name: music - description: Play a tune! levels: 1: story_text: |- @@ -2685,398 +1238,19 @@ adventures: ### Exercise Try out the example code and then play around with it! Can you create your own melody? In the next level you'll learn how to play some existing songs। - example_code: |- - ``` - {play} C4 - {play} D4 - {play} E4 - {play} F4 - {play} G4 - {play} A4 - {play} B4 - {play} C5 - ``` 2: story_text: | ### Exercise Finish the songs! We have started the codes for some melodies। - example_code: | - ``` - {print} Old Mac Donald had a farm - {play} C5 - {play} C5 - {play} C5 - {play} G4 - {play} A4 - {play} A4 - {play} G4 - ``` story_text_2: As you can see, you can also use the `{sleep}` command to add a little pause in the song। - example_code_2: | - ``` - {print} Twinkle Twinkle Little Star - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} 1 - {play} F - {play} F - ``` - 3: - story_text: | - Create a random melody! - - ### Exercise - The example code creates a random melody, but it's very short and not many notes are used. - Add more notes to the list and create a longer melody by copying the last line a couple more times. - example_code: | - ``` - notes {is} A4, B4, C4 - {play} notes {at} {random} - {play} notes {at} {random} - {play} notes {at} {random} - ``` - 4: - story_text: | - Use the `{clear}` command to create a karaoke machine! - - ### Exercise - Finish the karaoke version of 'Mary had a little lamb'. - Then, create a karaoke version of any song you'd like! - example_code: | - ``` - {print} 'Mary had a little lamb' - {play} E - {play} D - {play} C - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Little lamb, little lamb' - {play} D - {play} D - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Mary had a little lamb' - {play} E - ``` - 5: - story_text: | - You don't always have to use the `{play}` command to play a whole song, sometimes you just want to play one note. - For example, if you want to make a quiz, you can play a happy high note if the answer is right and a sad low note if the answer is wrong. - - ### Exercise - Finish the first question by adding a line of code that plays a C3 note if the wrong answer is given. - Then think of 3 more questions to add to this quiz. - example_code: | - ``` - answer {is} {ask} 'What is the capital of Zimbabwe?' - {if} answer {is} Harare {play} C6 - _ - ``` 6: story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\n This calls for musical maths! Try out the example code a couple of times with different starting numbers. \nThen, see if you can compose a song using the numbers.\n" - example_code: | - ``` - number = {ask} 'Say a starting number between 1 and 67' - {print} number - {play} number - number = number + 1 - {print} number - {play} number - number = number + 1 - {print} number - {play} number - ``` - 7: - story_text: | - Using the `{repeat}` command can make your codes for melodies a lot shorter! - - ### Exercise - Finish the code for Twinkle Twinkle Little Star by using the `{repeat}`command. - Then go back to the songs you've made in the previous levels. Can you shorten those codes too? - example_code: | - ``` - {print} 'Twinkle Twinkle Little Star' - {repeat} 2 {times} {play} C4 - {repeat} 2 {times} {play} G4 - _ - ``` - 8: - story_text: | - Now that we can use the `{repeat}` command for multiple lines, we can make songs even more easily! - - ### Exercise - Finish the song of Brother John (Frère Jacques). Don't forget to use `{repeat}`! - example_code: | - ``` - {print} 'Brother John' - {repeat} 2 {times} - {play} C - {play} D - {play} E - {play} C - {repeat} 2 {times} - {play} E - {play} F - {play} G - {sleep} 1 - ``` - 9: - story_text: | - From this level on you can - among other things - use a {repeat} command inside a {repeat} command. - That makes songs like 'Happy birthday' even shorter! - - ### Exercise - Finish the song! - example_code: | - ``` - first_time = yes - {repeat} 2 {times} - {repeat} 2 {times} - {play} C - {play} D - {play} C - {if} first_time {is} yes - {play} F - {play} E - first_time {is} no - {else} - _ - ``` - 12: - story_text: | - Use functions in your songs! As you can see in the example code, you can make a function for each line of Twinkle Twinkle Little Star. Once you've programmed the first three lines, all you have to do is call the functions in the order you want them played in. - - ### Exercise - Finish the song of Twinkle Twinkle Little Star. - Then look back at all the songs you've programmed in the levels before, can you make those codes better and shorter using functions too? - example_code: | - ``` - {define} first_line - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} - - {define} second_line - {play} F - {play} F - {play} E - {play} E - {play} D - {play} D - {play} C - {sleep} - - {define} third_line - {play} G - {play} G - {play} F - {play} F - {play} E - {play} E - {play} D - {sleep} - - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - ``` - 13: - story_text: | - You can use a function with an argument for songs that have line that are almost the same, but slightly different each time. - One example is the song 'Yankee Doodle'. The first 4 notes of the first lines are the same, but each time they are followed by a different couple of notes. - - ### Exercise - Can you finish the song of Yankee Doodle? - Can you think of another song to program this way? - example_code: | - ``` - {print} 'Yankee Doodle' - {define} _ {with} note_1, note_2, note_3 - {play} C4 - {play} C4 - {play} D4 - {play} E4 - {play} _ - {play} _ - {play} _ - - {call} line_1 {with} 29, 31, 30 - {call} line_1 {with} 29, 28, 0 - {call} line_1 {with} 32, 31, 30 - - {play} C4 - {play} B3 - {play} G3 - {play} A3 - {play} B3 - {play} C4 - {play} C4 - ``` - 14: - story_text: | - You can program music for fun, but you can also use the musical notes to make something useful like a fire alarm! - - ### Exercise - Make sure the fire alarm rings when there is a fire! - example_code: | - ``` - {define} fire_alarm - {print} 'FIRE!' - note = 40 - {for} i {in} {range} 1 {to} 100 - {if} note _ 50 - note = note + 5 - {play} _ - {else} - note = 40 - - fire = {ask} 'Is there a fire?' - {if} fire _ 'yes' - {call} fire_alarm - ``` - 15: - story_text: | - **Warning** This adventure can become extremely annoying! - We can also use the {while} command to repeat a song forever. - - ### Exercise - Finish the never-ending song. - example_code: | - ``` - {define} song - {play} _ - - yes_or_no = {ask} 'Do you want to hear my never-ending song?' - {while} yes_or_no = 'yes' - {call} song - {print} '🥳' - ``` - 16: - story_text: | - Upgrade your Old MacDonald code! - - ### Exercise - Take your code from the 'Sing a Song' adventure and add musical notes to it! - You can make a function for each line in the song and call that function after the line is printed. - We defined the first line for you and called it in the code. Can you finish the whole song? - example_code: | - ``` - {define} line_1 - {for} i {in} {range} 1 {to} 3 - {play} G - {play} D - {for} i {in} {range} 1 {to} 2 - {play} E - {play} D - - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - for i in range 1 to 3 - animal = animals[i] - sound = sounds[i] - print 'Old MacDonald had a farm' - call line_1 - print 'E I E I O!' - _ - ``` - 17: - story_text: | - You can use the {elif} to create different options. - - ### Exercise - Firstly, add colons to get the code to work. - Then finish this code by adding at least 2 other songs for other moods. For example a happy song and an angry song. - example_code: | - ``` - {define} scary_song - {for} i {in} {range} 1 {to} 3 - {play} G - {play} E - {sleep} 2 - {for} i {in} {range} 1 {to} 3 - {play} F - {play} D - - mood = {ask} 'Which emotion are you feeling?' - {if} mood {is} 'fear' - {call} scary_song - {elif} _ - ``` - 18: - story_text: | - ### Exercise - Even in this last level of Hedy we can make some music! Be careful of all the syntax that is needed now. - Take a good look at how the functions are defined and called upon in the example code. - Finish the song! - example_code: | - ``` - {def} line_1(): - {for} i {in} {range}(1, 5): - {play} A - {play} D - {play} F - {play} A - - {def} line_2(): - {for} i {in} {range}(1, 5): - {play} G - {play} C - {play} E - {play} G - - {def} line_3(): - _ - - {print} ('The drunken sailor') - {print} ('What shall we do with the drunken sailor?') - line_1() - line_2() - line_3() - {print} ('Early in the morning') - ``` parrot: - name: Parrot - default_save_name: Parrot - description: Create your own online pet parrot that will copy you! levels: 1: - story_text: | - Create your own online pet parrot that will copy you! - example_code: | - ``` - {print} Im Hedy the parrot - {ask} whats your name? - {echo} - {echo} - ``` story_text_2: | ### Exercise Can you make the parrot ask a different question? Fill in the blanks in the example! - example_code_2: | - ``` - {print} Im Hedy the parrot - {ask} _ - {echo} - {echo} 2: story_text: | Create your own online pet parrot that will copy you! @@ -3109,15 +1283,6 @@ adventures: story_text: | In this level we have to use quotation marks with the commands `{ask}` and `{print}`. Can you complete the code by adding quotation marks? - example_code: | - ``` - words {is} squawk, Hedy - {print} _ Train your parrot! _ - new_word {is} {ask} _ Which word do you want to teach them? _ - {add} new_word {to_list} words - {print} _ 🧒 Say _ new_word _, Hedy!_ - {print} _ 🦜 _ words {at} {random} - ``` 5: story_text: | Reward your parrot {if} it says the correct word! @@ -3134,9 +1299,6 @@ adventures: {else} {print} '🧒 No, Hedy! Say ' new_word ``` piggybank: - name: Piggy Bank - default_save_name: Piggy Bank - description: Count your pocketmoney! levels: 12: story_text: | @@ -3153,10 +1315,6 @@ adventures: {print} 'You can buy a ' wish ' in ' weeks ' weeks.' ``` 14: - story_text: | - ### Exercise - In this level you can let Hedy tell you if you have saved up enough money! - Finish this code by filling in the blanks! example_code: | ``` _ calculate_budget with wish, money, allowance @@ -3176,45 +1334,7 @@ adventures: {call} calculate_budget with _, _, _ ``` pressit: - name: Key presses - default_save_name: Pressed - description: Try linking a keyboard key to a command! levels: - 5: - story_text: | - In this level there is another new keyword: `{pressed}`! - With `{pressed}` you can use keys on your keyboard to control what lines are used. - - ### Exercise - Look at the example and add one more line of code that reacts to a key press. - example_code: | - ``` - {print} 'Do you want a good (g) or bad (b) ending?' - {if} g {is} {pressed} {print} 'They lived happily ever after ❤' - {else} {print} 'The prince was eaten by a hippopotamus 😭' - ``` - story_text_2: | - You can also link turtle commands to keys. - - ### Exercise - Copy the lines a few times so you can create a larger drawing. - example_code_2: | - ``` - {if} y {is} {pressed} {forward} 15 - {else} {turn} 90 - ``` - 7: - story_text: | - Now that you have learned about `{repeat}`, we can press keys multiple times. - You can use it to make the turtle walk forward and turn. - - ### Exercise - The code you have seen in level 5 only checks the key once. Copy the example code and add a `{repeat}` to it, so that you can press the keys many times. - Use this code to draw something nice. - example_code: | - ``` - {if} x {is} {pressed} {forward} 15 {else} {turn} 90 - ``` 9: story_text: | Now that you know how to combine statements, you can create a touch type tool with `{pressed}`. @@ -3222,53 +1342,12 @@ adventures: ### Exercise Finish the code. Each time a random letter should be chosen, which you have to press. You get a point for a correct press, and and two points deduction for a wrong press. **(extra)** Clear the screen after each letter, and show the user how many points they have scored. - example_code: | - ``` - points = 0 - letters = a, b, c, d, e - {repeat} 10 {times} - letter = _ _ _ - {print} 'Press the letter ' letter - {if} letter {is} {pressed} - _ - _ - _ - ``` print_command: - name: '{print}' - default_save_name: print - description: Introduction print command levels: - 1: - story_text: | - ## The print command - You can print text to the screen using the `{print}` command. - example_code: | - ``` - {print} Hi there, programmer! - {print} Welcome to Hedy! - ``` - story_text_2: | - ### Exercise - In Hedy you will find exercises in every adventure. An exercise allows you to practise the new commands and concepts, and lets you give your own twist to the example codes. - In this exercise you will see a pink blank space. You have to fill something in the place of the blank space before the code can be run. - - Fill in the `{print}` command in the blank space and then add five more lines of code. Each line has to start with a `{print}` command. - Have fun! - example_code_2: | - ``` - _ Hello! - ``` 18: story_text: |- We arrived at real Python code! That means we need to use parentheses with `{print}` and `{range}` from now on. It also means you can use Hedy code from this level in any Python environment as long as you use the English commands. If you haven't until now, you can switch the toggle in the commands menu to do so। - example_code: | - ``` - {print}('Hello!') - {for} i {in} {range}(1, 10): - {print}('This is line ', i) - ``` story_text_2: If you want to print more than one item, you need to separate them by commas। example_code_2: | ``` @@ -3277,158 +1356,13 @@ adventures: ``` {print}('My name is ', name) - quizmaster: - name: Quizmaster - default_save_name: Quizmaster - description: Make your own quiz! - levels: - 14: - story_text: | - ### Exercise - In this adventure you can make your own quiz! Fill in the blanks, add more questions and enjoy your own quiz! - You can make a quiz about anything you like: your hobby, your favorite animal, your favorite book or anything at all! - example_code: | - ``` - {print} 'Make your own quiz' - points_a = 0 - points_b = 0 - {print} 'Question' - {print} 'Answer option A' - {print} 'Answer option B' - answer = {ask} 'Which answer?' - {if} answer == 'A' - points_a = points_a + 1 - {if} answer == 'B' - points_b = points_b + 1 - {print} 'End of the quiz!' - {print} 'Lets see the results!' - {if} points_a > points_b - {print} 'You belong to the A club' - {if} points_b > points_a - {print} 'You belong to the B club' - ``` - quotation_marks: - name: '''quotation marks''' - default_save_name: quotation_marks - description: Introduction quotation marks - levels: - 4: - story_text: | - ## 'Quotation marks' - In level 4 `{ask}` and `{print}` have changed. - You must put text that you want to print between quotation marks. - This is useful, because now you can print all the words you want. Also the words you used to store something with `{is}`. - Most programming languages also use quotation marks when printing, so we are also getting a step closer to real programming! - example_code: | - ``` - {print} 'You need to use quotation marks from now on!' - answer {is} {ask} 'What do we need to use from now on?' - {print} 'We need to use ' answer - ``` - story_text_2: | - ## Contractions - Important! Mind that now that we're using quotation marks, Hedy will get confused when you use the apostrophe for contractions like I'm or What's. - Make sure to remove those apostrophes and change the spelling to I am or What is. - Check out the example code to see the wrong way of using apostrophes. - example_code_2: | - ``` - _ This is the wrong way of using apostrophes _ - {print} 'I'm babysitting my sister's kids' - {print} 'What's more fun than that?' - ``` - 12: - story_text: | - **All texts need to be in quotation marks** - For this level on you will also have to use quotation marks when storing a text with `=`: - example_code: | - ``` - name = 'Hedy the Robot' - {print} 'Hello ' name - ``` - story_text_2: | - **All items in lists need quotation marks too** - Lists are texts, so they need quotation marks too. Mind that each single item on the list has quotation marks. - This allows you to save two words as 1 item on the list, for example 'Black Widow'. - example_code_2: | - ``` - superheroes = 'Spiderman', 'Batman', 'Black Widow' - {print} superheroes {at} {random} - ``` - story_text_3: | - **All text after `{if}` comparisons need quotation marks too** - example_code_3: | - ``` - name = {ask} 'What is your name?' - {if} name = 'Hedy the Robot' - {print} 'Hi there!' - ``` - story_text_4: | - **Numbers don't need quotation marks** - For numbers, you do not use quotation marks in the `=`: - example_code_4: | - ``` - score = 25 - {print} 'You got ' score - ``` random_command: - name: '{random}' - default_save_name: random_command - description: introducing at random command levels: - 3: - story_text: | - ## At random - In this level you can make a list using the `{is}` command. You can let the computer choose a random item from that list. You do that with `{at} {random}`. - example_code: | - ``` - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - ``` - story_text_2: | - You can use the `{at} {random}` command in a sentence as well. - example_code_2: | - ``` - food {is} sandwich, slice of pizza, salad, burrito - {print} I am going to have a food {at} {random} for lunch. - ``` - story_text_3: | - ### Exercise - Try out the `{at} {random}` command by making your own gameshow (like the ones on tv) where you choose a door or suitcase and it contains a big price! - Can you do it? We have already put the first lines into the example code. - example_code_3: | - ``` - {print} The big gameshow! - {print} There are 3 suitcases in front of you... - chosen {is} {ask} Which suitcase do you choose? - prices {is} _ - _ - ``` 16: story_text: |- We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. The {at} {random} command can not be used anymore। - example_code: | - ``` - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - ``` - story_text_2: |- - Now that you've learned to use the brackets in lists, you can also start using the {at} {random} command in the Python way! - You simply type the name of your list with `[random]` behind it! - example_code_2: |- - ``` - fruit = ['apple', 'banana', 'cherry'] - {print} fruit[random] - ``` repeat_command: - name: '{repeat}' - default_save_name: repeat_command description: repeat command levels: 7: @@ -3438,23 +1372,6 @@ adventures: ### Exercise Play around with the repeat command. Can you make the happy birthday song in only 3 lines of code instead of 4 now? - example_code: | - ``` - {repeat} 3 {times} {print} 'Hedy is fun!' - ``` - 8: - story_text: | - ### Repeat commands and indentation - In this level you can repeat multiple lines of code with only 1 repeat command. - You do this by making a block of lines that you want to repeat. - The lines in this block will need **indentation** . - That means putting four spaces at the beginning of each line. You will also have to indent when you just want to create a block of one line. - example_code: | - ``` - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This is all repeated 5 times' - ``` 9: story_text: | Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... @@ -3470,55 +1387,15 @@ adventures: {else} {print} 'Maybe you should practice some more in the previous level' repeat_command_2: - name: '{repeat} 2' - default_save_name: repeat_command_2 description: repeat command 2 levels: 7: - story_text: | - ## Repeat with other commands and with variables - You have practiced the `{repeat}` command in combination with the `{print}` command now, but did you know you could also use other commands with `{repeat}` ? - In this example code you can see that `{repeat}` can also be used with an `{ask}`, `{if}` or `{else}` command. - example_code: | - ``` - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - ``` story_text_2: | Another interesting thing you can so with the `{repeat}` command is using variables to set the amount of times something should be repeated. In the example code you can see that we first ask the person how old they are. Then, in line 3, the question is repeated 'age' times. So we have used the variable 'age' with the `{repeat}` command. - example_code_2: | - ``` - {print} 'Yay! It is your birthday!' - age = {ask} 'How old are you now?' - {repeat} age {times} {print} 'Hip Hip Hurray!' - ``` - 8: - story_text: | - ### In the block or not? - In this level you have to think carefully which lines of code should be in the block and which shouldn't. - For example: If you want to sing the song *the muffin man*. You only want the line with 'the muffin man' to be repeated twice. - This means the last line shouldn't start with indentation as it doesn't belong to the block. - If you do start the last line with indentation the song will turn out wrong. - - ### Exercise - Each line in the example code starts with a blank. Remove the blanks and try to figure out which line need indentation and which don't to make the muffin man song. - example_code: | - ``` - _ {print} 'Do you know the muffin man?' - _ {repeat} 2 {times} - _ {print} 'The muffin man' - _ {print} 'Do you know the muffin man, who lives on Drury Lane?' - ``` restaurant: - name: Restaurant - default_save_name: Restaurant - description: Create your own virtual restaurant levels: 1: - story_text: | - In level 1 you can make your own virtual restaurant and take your guests' orders. story_text_2: | Can you think of more lines to add to your restaurant code? For example, can you {ask} the guests what they'd like to drink, tell them the price, or wish them a pleasant meal? example_code_2: | @@ -3549,10 +1426,6 @@ adventures: ### Exercise Can you make this code more elaborate? For example by adding drinks to the order? Or...? 3: - story_text: | - Having trouble to decide what you wanna have for dinner? You can let Hedy choose for you! - Simply add lists of your favorite (or least favorite) meals and Hedy can randomly choose your dinner. - You can also have a bit of fun, by letting Hedy choose the price for your dinner as well! What will you get? example_code: | ``` {print} Welcome to Hedy's Random Restaurant! @@ -3587,19 +1460,6 @@ adventures: ### Exercise 2 Go back to the previous level and copy your restaurant code. Make the code work in this level by adding quotation marks in the right spots and add some `{clear}` commands. - example_code: | - ``` - _ Add the quotation marks to this code _ - {print} Welcome to Restaurant Chez Hedy! - {print} Today we are serving pizza or lasagna. - food {is} {ask} What would you like to eat? - {print} Great choice! The food is my favorite! - topping {is} {ask} Would you like meat or veggies on that? - {print} food with topping is on its way! - drinks {is} {ask} What would you like to drink with that? - {print} Thank you for your order. - {print} Your food and drinks will be right there! - ``` 5: story_text: | In this level the {if} command allows you to {ask} your customers questions and give different responses to the answers. @@ -3623,21 +1483,6 @@ adventures: 6: story_text: | In this level you can use maths to calculate the total price of your customer's order, which can make your virtual restaurant more realistic. - example_code: | - You can make a simple restaurant code, like this: - ``` - {print} 'Welcome to Restaurant Chez Hedy' - {print} 'Here is our menu:' - {print} 'Our main courses are pizza, lasagne, or spaghetti' - main = {ask} 'Which main course would you like?' - price = 0 - {if} main {is} pizza price = 10 - {if} main {is} lasagne price = 12 - {if} main {is} spaghetti price = 8 - {print} 'You have ordered ' main - {print} 'That will be ' price ' dollars, please' - {print} 'Thank you, enjoy your meal!' - ``` 7: story_text: | In this level you've learned how to use the {repeat} command to repeat a line of code a certain amount of times. @@ -3649,24 +1494,6 @@ adventures: {repeat} people times food = {ask} 'What would you like to eat?' {print} 'Thanks for your order! Its coming right up!' ``` - 8: - story_text: | - In this level you can make your virtual restaurant more elaborate by repeating multiple lines of code. Like this: - - ### Exercise - This code can be expanded with more items on the menu, for example offering drinks, and/or multiple courses or desserts. Add at least one more item. - **Extra** Add even more items, as many options as you like! - example_code: | - ``` - {print} 'Welcome to Restaurant Chez Hedy!' - people = {ask} 'How many people will be joining us today?' - {print} 'Great!' - {repeat} people {times} - food = {ask} 'What would you like to order?' - {print} food - {print} 'Thank you for ordering!' - {print} 'Enjoy your meal!' - ``` 9: story_text: | In this level you can use nesting to make your restaurant more realistic and more fun! @@ -3704,11 +1531,6 @@ adventures: food = {ask} 'What would you like to eat as your ' course '?' {print} food ' will be your ' course ``` - story_text_2: | - ### Exercise - Of course, you could also order for multiple people! - Can you add the correct amount of indentation before each line to make the code work properly? - Tip: some lines don't need any indentation at all. example_code_2: | ``` courses = appetizer, main course, dessert @@ -3769,32 +1591,10 @@ adventures: price = price - 3 {print} 'That will be ' price ' dollars' ``` - 15: - story_text: | - With the `{while}` you can make sure your costumers can keep adding orders until they are done. - - ### Exercise - Correctly add the `{while}` command to this code. - example_code: | - ``` - {print} 'Welcome at McHedy' - more = 'yes' - _ - order = {ask} 'What would you like to order?' - {print} order - more = {ask} 'Would you like to order anything else?' - {print} 'Thank you!' - ``` rock: - name: Rock, paper, scissors default_save_name: Rock - description: Make your own rock, paper, scissors game levels: 1: - story_text: | - In level 1 you can start with a rock, paper, scissors game. - - With `{ask}` you can make a choice, and with `{echo}` you can repeat that choice. example_code: | ``` {print} what do you choose? @@ -3802,16 +1602,6 @@ adventures: {echo} so your choice was: ``` Instead of using words, you could also use emojis of course: ✊✋✌ - story_text_2: | - ### Exercise - Instead of using words, you could also use emojis: ✊✋✌ - Can you create a code using emojis? - example_code_2: | - ``` - {print} what do you choose? - {ask} choose from _ - {echo} so your choice was: - ``` 2: story_text: | In this level you can practise using the variables, so that you can make the rock, paper, scissors game in the next level! @@ -3821,11 +1611,6 @@ adventures: {print} I choose choice ``` 3: - story_text: | - You can use the `{at} {random}` command to let the computer pick rock, paper or scissors! - - ### Exercise - Finish the code by using the `{at} {random}` command. example_code: | ``` choices {is} rock, paper, scissors @@ -3841,16 +1626,6 @@ adventures: {print} player 1 chooses... choices {at} {random} {print} player 2 _ ``` - 4: - story_text: | - In this level we can further program rock, paper, scissors. But if you want to add text, you have to use quotation marks here too. - ### Exercise - Fill in quotation marks on the blanks. Mind that the variable `choices` should be outside the quotes. - example_code: | - ``` - choices {is} rock, paper, scissors - {print} _The computer chooses..._ choices {at} {random} - ``` 5: story_text: | In this level we can determine who won. @@ -3917,9 +1692,6 @@ adventures: {print} 'The computer wins!' ``` 15: - story_text: | - ### Exercise - Play until you beat the computer! But first, finish the example code... example_code: | ``` won = 'no' @@ -3938,9 +1710,6 @@ adventures: won = 'yes' ``` rock_2: - name: Rock, paper, scissors 2 - default_save_name: rock_2 - description: Part 2 of rock, paper, scissors levels: 2: story_text: | @@ -3954,9 +1723,6 @@ adventures: {print} I choose choice ``` secret: - name: SuperSpy - default_save_name: SuperSpy - description: Make your own spy code levels: 12: story_text: | @@ -3979,164 +1745,14 @@ adventures: 13: story_text: | The code you made in the previous level can be made a lot easier in this one with the `{and}` command. - example_code: | - ``` - name = {ask} 'What is your name?' - password = {ask} 'What is your password?' - {if} name {is} 'Agent007' _ password {is} 'TOPSECRET' - {print} 'Go to the airport at 02.00' - {else} - {print} 'Go to the trainstation at 10.00' - ``` - simon: - name: Simon Says - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - Let's make a game of Simon Says! Simon Says is a memory game in which the player will be given a color. They have to repeat that color back. - If they get it right a color is added to the sequence, so they now have to remember 2 colors, then 3, then 4 etc. the game stops as soon as the player makes a mistake. - - ### Exercise - In this first part of the Simon Says adventure, we'll let the computer pick a random color and add it to a list. - - ***Make 2 lists*** First, make a list called `colors` and fill it with the colors red, yellow, green and blue. - Then make a list called `simon_sequence`. This list will be used as the answer. - At the start of the game this lists need to be empty. unfortunately, we can't create an empty list (yet), so we'll fill it with the words 'empty' and 'list' and we'll remove them from the list immediately. - - ***Create a function that adds a color to the sequence*** Now that we have an empty list called simon_sequence, we can start filling it with random colors. - We do that with a function, so we can call it everytime there's a new level in our game. Create a function called `add_random_color`. - Then create the variable random_color and set it to a random color. Next, add this random color to the simon_sequence. - - ***Create a function that shows the simon_sequence*** Start by naming the new function `show_simon_sequence` with `level` as an argument. Now we want to show as many colors as the level we are in (in level 1 you see 1 color, in level 2 you see 2 colors etc). - So we repeat `level` times, to print the `simon_sequence[i]`. Each time a color is shown, wait for 1 second and then clear the screen. - - ***Test your program*** Before you go to the next level, test if the functions are working by calling both of the functions. If they're working you should see a random color in your output screen. - Remove this testing part of your code, copy the code and continue to the next tab to learn more about the simon says game! - example_code: | - ``` - # Make 2 lists - colors = _ - _ = ['empty', 'list'] - {remove} _ {from} simon_sequence - {remove} _ - - # Create a function that adds a color - _ add_random_color - _ - {add} _ - - # Create a function that shows the simon_sequence - {define} _ - {for} i {in} {range} 1 {to} _ - {print} _ - _ - _ - - # Test your program - {call} _ - {call} show_simon_sequence {with} 1 - ``` - simon_2: - name: Simon Says 2 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - We'll continue with our Simon Says game! - - ### Exercise - ***Paste your code here*** Paste your code from the previous level here. Don't forget to remove the part that was just used for testing the functions. - - ***Create a function that creates the player_sequence*** The list `player_sequence` is used to capture the answers of the player. First we define the function with the argument level. - Next, we ask level times what the color is that they choose. We call that variable `answer`. Then we add the variable `answer` to the list player_sequence. - - ***Setting up the game*** Before we program the game in the next tab, we'll need some starting variables. First, we'll set the variable `level` to 1 and the variable `game_over` to False. - Then we make an introduction for the game. We'll print 'Welcome to Simon Says!' and clear the screen after 1 second. - - ***Continue to the next tab to finish the game!**** Don't forget to copy your code and take it with you to the next tab. - example_code: | - ``` - # Paste your code here - - - # Create a function that creates the player_sequence - {define} _ - {for} _ - _ 'What is color number ' i '?' - {add} answer {to} _ - - # Set up - level = _ - game_over = _ - {print} _ - _ 1 - _ - ``` - simon_3: - name: Simon Says 3 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - In this tab we'll program the game of Simon Says! - - ### Exercise - ***Paste your code*** Copy your code from the previous tab and paste it here. - - ***Program the game*** We start by making sure the game goes on while the game isn't over. Then we print what level the player is on, we use the variable level for that. We only show that for 1 second and then we clear the screen again. - Now, we have to create the empty list player_sequence. We've already programmed how to fill the list, with our function `player_sequence`, but we never made the list itself. To create the list we use the same trick as we did in the previous tab. - We'll make a list with the words 'empty' and 'list' on it, and then we remove both these words. Next, we'll call all of the 3 functions that we've created. - Lastly, we'll have to check if the player gave the correct answers (so if the player_sequence and the simon_sequence are the same). - If that's the case, we'll compliment the player. Wait for 1 second and increase the level with 1. - Did the player give the wrong answer, we'll tell them and end the game by setting game_over to 'True' - - ***Enjoy your game!*** Great job! Does your game not work? Use the ladybug button to debug your code! - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - {print} _ - _ - _ - _ = ['empty', 'list'] - {remove} _ - {remove} _ - {call} _ - {call} _ {with} _ - {call} _ {with} _ - {if} player_sequence == _ - _ - _ - _ - {else} - _ - game_over = _ - ``` sleep_command: - name: '{sleep}' - default_save_name: sleep_command description: introducing sleep command levels: 2: story_text: | ## The sleep command Another new command in this level is `{sleep}`, which pauses your program for a second. If you type a number behind the {sleep} command, the program pauses for that amount of seconds. - example_code: | - ``` - {print} My favorite colour is... - {sleep} 2 - {print} green! - ``` songs: - name: Sing a song! - default_save_name: Song - description: Print a song levels: 6: story_text: | @@ -4153,9 +1769,6 @@ adventures: ``` You can now repeat lines 2 to 9 as many times as you want by copying the lines. - story_text_2: | - This children's song counts down from 5 little monkeys to 1 monkey. - If you copy line 2 - 7 and paste it under the the code, you can sing the whole song! example_code_2: | ``` number = 6 @@ -4243,10 +1856,6 @@ adventures: Print the song Five little moneys jumping on the bed. Look up the text if you don't remember. **(extra)** Print the song Old MacDonald had a farm, and make sure all animals make a different sound, using an `{if}`. - example_code_2: | - ``` - monkeys = 5, 4, 3, 2, 1 - ``` 11: story_text: | In this level you can use the `{for} i {in} {range}` command to make songs that use counting. @@ -4261,306 +1870,27 @@ adventures: {else} {print} 'NO MORE MONKEYS JUMPING ON THE BED!' ``` + songs_2: + levels: 12: - story_text: | - In this song we can make it even easier to program 'if you're happy and you know it, clap your hands'. Because we can put all of the actions in a variable, check it out: - - ### Exercise - Can you add the right amount of indentation to each line to make the song play correctly? - Hint: Not all lines need indentation. example_code: | ``` - _ actions = 'clap your hands', 'stomp your feet', 'shout Hurray!' - _ {for} action {in} actions - _ {for} i {in} {range} 1 {to} 2 - _ {print} 'if youre happy and you know it' - _ {print} action - _ {print} 'if youre happy and you know it and you really want to show it' - _ {print} 'if youre happy and you know it' - _ {print} action + {define} twinkle + {print} 'Twinkle' + {print} '...' + + {call} twinkle + {print} 'Up above the world so high' + {print} 'Like a diamond in the sky' + {call} _ ``` - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, but did you know that you could combine them with {ask} commands as well? - In this example we have changed the 'My Bonnie' program and made it interactive. You are now asked where Bonnie is. - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is ' place - - chosen_place = {ask} 'Where do you want Bonnie to be?' - synonym = {ask} 'What is another word for that?' - - {call} song {with} chosen_place - {call} song {with} synonym - {call} song {with} chosen_place - ``` - 16: - story_text: | - In this level, you can program a song like OldMacDonald even more quickly. You can connect the right animal to the right sound by simply putting them in the same place in the list. - The Drunken Sailor is also quickly made in this level. You only need 8 lines for the entire song, check it out! - - ### Exercise - Complete the Old MacDonald song by setting the variable `animal` to `animals[i]` and `sound` to `sounds[i]`. - example_code: | - ``` - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - {for} i {in} {range} 1 {to} 3 - animal = _ - sound = _ - {print} 'Old MacDonald had a farm' - {print} 'E I E I O!' - {print} 'and on that farm he had a ' animal - {print} 'E I E I O!' - {print} 'with a ' sound sound ' here' - {print} 'and a ' sound sound ' there' - {print} 'here a ' sound - {print} 'there a ' sound - {print} 'everywhere a ' sound sound - ``` - - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines - {for} i {in} {range} 1 {to} 3 - {print} line - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - 18: - story_text: | - In level 16 we made songs using lists. These programs however are no longer working properly in this level. The colons from level 17 and the brackets from level 18 still need to be added. - - ### Exercise 1 - The Drunken sailor song is given as sample code, but not yet working. - Can you make sure everything works again? To help you, we've put _ in the places of _some_ errors. - - ### Exercise 2 - Now also look up your Old MacDonald song from level 16, and correct it. - example_code: | - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines _ - {for} i {in} {range} 1 {to} 3 _ - {print} _ line _ - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - songs_2: - name: Sing a song! 2 - default_save_name: Song 2 - description: Sing a song 2 - levels: - 12: - story_text: | - Songs contain a lot of repetition. We can capture it with a function! - ### Exercise - Look at the example code with the function. Fill out the two lines so the full song is printed. - example_code: | - ``` - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} _ - ``` - 16: - story_text: | - ### Exercise - Finish the nursery rhyme! - example_code: | - ``` - number = ['one', 'two', 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'ten'] - object = ['on his drum', 'on his shoe', 'on his knee', 'on his door', 'on his hive', 'on his sticks', 'up in heaven', 'on his gate', 'on his vine', 'once again'] - - _ - {print} 'This old man' - {print} 'He played ' _ - {print} 'He played knick-knack ' _ - {print} 'With a knick-knack paddywhack' - {print} 'Give the dog a bone' - {print} 'This old man came rolling home' - {sleep} 8 - {clear} - ``` - story_text_2: | - ### Exersice 2 - Now create your own code for the nursery rhyme 'The wheels on the bus' on the same way! - example_code_2: | - ``` - object = ['wheels', 'doors', _] - movement = [ 'round and round', 'open and shut', _] - ``` - tic: - name: Tic-Tac-Toe - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - Let's program a game of tic-tac-toe! - - ### Exercise - In this adventure we'll start with creating an empty field. - - ***Create a list called field*** This list will be our playing field. This list is filled with 9 dots, since there are no x's and o's yet at the start of our game. - - ***Create a function that prints the field*** Firstly, clear the screen so the old playing fields will be removed. Then we print the first line of our Tic Tac Toe field. This line constists of the first 3 spots in our list field. - We have already programmed this line for you. Now finish the field by printing spot 4, 5, and 6 on the second row and spot 7, 8 and 9 in the third row. - - ***Call the function that prints the field*** Now call the function. -
- Run the code. Your output should look like this: -
- - ***Continue in the next tab*** In the next tab you'll learn how to program the game itself. - example_code: | - ``` - # Create a list called field - _ = ['.', '.', '.', '.', '.', '.', '.', '.', '.'] - - # Create a function that prints the field - {define} print_field - _ - {print} 'TIC TAC TOE' - {print} field[1] field[2] field[3] - _ - _ - - # Call the function - ``` - 17: - story_text: | - In the previous level you've learned how to make a tic-tac-toe game. The game works, but is quite annoying as it keeps asking you if you've won yet. - Now that we have the {elif} command, we can let the game decide if someone has won and it can stop asking us! - - ### Exercise - ***Paste your code*** Paste your code from the previous level here and make it level 17 proof. In this level you've learned to use a colon everytime you create a block of code. Please add the colons in the correct spots. - - ***Create a function that detects if someone's won*** We have started the function for you, paste it under the function `print_field` and finish the function. You can see that this first piece of code checks to see if spot 1, 2 and 3 are the same, because if they are you have 3 in a row. - It also checks if they are not a dot, because if they are, the line might have the same symbols on them, but that's just because it's still empty. - If all these conditions are met, the game is over and the winner is printed. - Finish this function with all possible ways to win. This means you have to make this for the other 2 rows, 3 columns and 2 diagonals. - If you've finished all the other options, the function should return the variable `game_over` so we can use it in our game. - - ***Call the function in the game*** Go to the line `game_over = {ask} 'Did you win?'` and change it to `game_over = {call} detect_winner {with} field, sign`. Now the function will check if there's a winner and the game doesn't need to keep asking anymore! - - ***Enjoy your game!*** Great job! You have finished the game! Enjoy playing it! - - example_code: | - ``` - # Paste your code here and make it level 17 proof - - # Create a function that detects if someone has won - {define} detect_winner {with} field, sign: - {if} field[1] == field[2] {and} field[2] == field[3] {and} field[1] != '.': - game_over = 'yes' - {print} 'Player ' sign 'wins!' - {elif}: - _ - {else}: - game_over = 'no' - {return} _ - ``` - tic_2: - name: Tic-Tac-Toe 2 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - In the previous adventure you've learned how to create a playing field. Now you'll learn how to create the game! - - ### Exercise - ***Paste your code*** Start by pasting your code from the previous adventure here. - - ***Add variables*** Underneath your list called `field` we'll add 2 more variables that we'll need to program the game. - The variable `game_over` tells us if the game is over, and should be 'no' at the start of the game. - The variable `sign` tells us if it's the turn of player x or player o. Set the variable to 'x'. - - ***The game*** First use a {while} command, to make sure the game keeps on playing the variable while game_over is set to no. - During the game, we first ask the player which spot they choose. Then we change the field with the number they chose into their sign. - Then we print the field again and we ask the player if they've won yet. Lastly we want to switch whose turn it is, so if the sign is 'x' it should be 'o' and the other way around. - - ***Test your game*** Does your game work? Great, have fun playing the game! If not, use the ladybug button to debug your code. - You might have noticed one mistake in the code though, you can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! Go to the next tab to learn how to fix this problem. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add variables - game_over = _ - sign = _ - - # The game - {while} _ - choice = _ 'Player ' sign '_?' - field[choice] = _ - _ print_field - game_over = {ask} _ - {if} sign = 'o' - sign = _ - _ - sign = _ - ``` - tic_3: - name: Tic-Tac-Toe 3 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - You might have noticed one mistake in the code you've made in the previous adventure. You can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! In this tab we'll fix that mistake. - - ### Exercise - ***Paste your code here*** Paste your code from the previous adventure here. - - ***Fix the mistake*** To fix the mistake we replace the line that says `field[choice] = sign`. This turns any spot that the player has chosen into their sign. - Go to the header that says 'Use this to fix the mistake' and finish the code. We first want to check if the chosen spot is still empty, so `if field[choice] = '.'`. If that is the case, you are allowed to take it. - Then we make an else command and print 'Sorry, this spot is already taken' if the spot is not empty. Lastly, we add a {sleep} command, so the players can actually read the text before it gets cleared again. - Now copy this piece of code and replace the line `field[choice] = sign` with this new piece of code. - - ***Play your game!*** Now the game should work properly! Good job! - The only flaw is that you can get a bit annoyed that the game keeps asking you if you've won yet. Do you want to fix that? Go to level 17 and we'll fix it! - example_code: | - ``` - # Paste your code here - - # Use this to fix the mistake - {if} _ = '.' - field[choice] = sign - {else} - {print} _ - _ - ``` - turtle: - name: Turtle - default_save_name: Turtle - description: Make your own drawing - levels: - 1: + turtle: + levels: + 1: story_text: | You can also use Hedy to draw. By combining turns and lines, you can make a square or stairs! Using `{forward}` you draw a line forwards. The number behind it determines how far the turtle will walk. `{turn} {right}` turns a quarter turn in clockwise direction, `{turn} {left}` turns counter clockwise. - example_code: | - ``` - {forward} 100 - {turn} {left} - ``` - story_text_2: | - ### Exercise - This is the start of a little staircase. Can you make it have 5 steps? example_code_2: | ``` {turn} {right} @@ -4568,57 +1898,11 @@ adventures: {turn} {left} {forward} 50 ``` - 2: - story_text: | - In level 1 the turtle could only turn left or right. That is a bit boring! - In level 2 he can point his nose in all directions. - - Use 90 degrees to turn a quarter, 180 to turn half, and a full circle is 360 degrees. - - ### Exercise - This code now creates the letter T. Can you change it to make the letter B? - - **Extra** Change the letter into a different letter, like the first one of your name. - You can also make multiple letters, by setting the color to `{color}` `{white}` in between. - - example_code: | - ``` - {forward} 20 - {turn} 90 - {forward} 20 - {turn} 180 - {forward} 100 - ``` - story_text_2: | - You can use variables to in the turtle `turn`. - - ### Exercise - Change the code such that it creates a triangle. Hint: you only have to change the code in one place. - - example_code_2: | - ``` - {print} Drawing figures - angle {is} 90 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - ``` 3: story_text: | In this level you can use use `{at} {random}` with the drawing turtle. A random choice makes the turtle walk a different path each time. Use `{at} {random}` to choose a value from a list. You can copy and paste lines 2 and 3 to create a longer random path. - example_code: | - ``` - angles {is} 10, 50, 90, 150, 250 - {turn} angles {at} {random} - {forward} 25 - ``` 4: - story_text: | - In level 4 you have to use quotation marks with `{print}` and `{ask}`. Also when drawing! example_code: | ``` {print} 'Drawing figures' @@ -4628,45 +1912,7 @@ adventures: {turn} angle {forward} 25 ``` - story_text_2: | - You can also change the color of the lines with the command `{color}`. Check out the example. - You can also use the command `{color} {white}` to make 'invisible' lines. You could use these white lines to move the turtle anywhere in the screen before you start drawing. - example_code_2: | - ``` - {color} {white} - {forward} -80 - {color} {green} - {forward} 50 - {color} {yellow} - {forward} 50 - {color} {red} - {forward} 50 - ``` 5: - story_text: | - In level 5 you can make a choice with `{if}`. For example between different types of figures. - example_code: | - ``` - {print} 'Drawing Figures' - figure {is} {ask} 'Do you want a square or a triangle?' - {if} figure {is} triangle angle {is} 120 - {else} angle {is} 90 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - ``` - story_text_2: | - ### Exercise - Fill in the correct numbers in this code to get it to work. - After you've done that, you can try to add the option backwards. - - **Extra** Instead of using 'left' and 'right', remake the program with North, East, South and West. - This way you could add even more directions like Northeast and Southwest etc. example_code_2: | ``` direction {is} {ask} 'Do you want to go left, right, or straight ahead?' @@ -4674,29 +1920,6 @@ adventures: if direction is right turn _ forward 100 ``` - 6: - story_text: | - In this level you can use calculations to draw different figures. - You may have learned in school that turning a full circle is 360 degrees. If not, now you know! - That's why you also use 90 degrees for a square. 360 divided by 4 is 90. - Now that we can do math with Hedy, we can draw all the figures we want! - example_code: | - ``` - angles = {ask} 'How many angles do you want?' - angle = 360 / angles - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - ``` 8: story_text: | Now that we can repeat several lines, we can make figures more easily. @@ -4711,14 +1934,6 @@ adventures: story_text_2: | Also, we can now improve the program that draws different figures. Can you figure out how far the turtle has to turn here? Finish the code and you can draw any polygon you'd like! - example_code_2: | - ``` - figure = {ask} 'How many angles should I draw?' - angle = 360 / figure - {repeat} figure {times} - {turn} _ - {forward} _ - ``` 9: story_text: | Now that we can use a `{repeat}` inside a `{repeat}`, we can create more complex figures. @@ -4727,17 +1942,6 @@ adventures: This code creates three black triangles, change that into five pink squares. **(extra)** Create a figure of your own choosing consisting of at least two different shapes types. - example_code: | - ``` - {color} {black} - {repeat} 3 {times} - {repeat} 3 {times} - {forward} 10 - {turn} 120 - {color} {white} - {forward} 50 - {color} {black} - ``` 10: story_text: | In this level you can make the turtle draw a figure. @@ -4748,162 +1952,9 @@ adventures: **(extra)** can you change the spiral into another shape? Experiment with numbers for the turn! ### Exercise 2 The spiral is drawn outwards, make it go inwards? - example_code: | - ``` - {turn} 90 - distances = 10, 20, 30, 40, 50, 60 - {for} distance {in} distances - {forward} distance - ``` - 12: - story_text: | - We can use functions to draw more complex figures with less code. - ### Exercise 1 - Fill the function so that three squares are created. If you want the image to look nicer, you can make the lines between the squares white. - - ### Exercise 2 - The code can be made even shorter. Place the final lines into a `{repeat}` so the figure remains the same. - - ### Exercise 3 - Create your own drawing with different figures. - Change both the number of figures with the `{repeat}` and the shape of the figures in the `{define}` - example_code: | - ``` - {define} square - {repeat} 4 {times} - {turn} _ - {forward} _ - {call} square - {forward} 50 - {call} square - {forward} 50 - {call} square - ``` turtle_draw_it: - name: Draw it! - default_save_name: Draw it - description: Draw this picture with the turtle levels: - 1: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Rectangle - Square - Stairs -
- 2: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Arrow - Boat -
- 3: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Star - Arrow -
- 4: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Colored Star - Rainbow - Nested squares -
- example_code: | - **Extra** Up for a real challenge? Make sure that the colors of these figures are selected randomly, so that each time you run your programs they'll look differently! - - ``` - colors {is} red, orange, yellow, green, blue, purple, pink, brown, gray, black - color _ - ``` - 5: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Make only one code that lets the player decide which letter they'd like to see! And can you add even more letters? - -
- F - E - L -
- example_code: | - Hint: - ``` - chosen_letter {is} {ask} 'Which letter would you like to see? F, E or L?' - {if} _ - ``` - 6: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Let the player decide which color the square should be. - - ***Extra*** Can you make the letter of your own first name and the flag of your own country too? - -
- Square - Letters - Flag -
- example_code: | - Hint for the square: - ``` - chosen_color = {ask} _ - ``` - 7: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Hexagon - Triangle - Fan -
- 8: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - -
- Square (3) - Randomly colored star (5) - Randomly colored spiral (7) -
9: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - - **Extra** Give the player a choice which country they would like to see the flag of. - -
- Cross (7) - Randomly colored nested squares (8) - Flags -
example_code: | Hint for the nested squares: ``` @@ -4921,14 +1972,6 @@ adventures: color_3 = blue ``` 10: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Nested Hexagon - Traffic lights -
example_code: | Hint Nested Hexagon: ``` @@ -4944,47 +1987,6 @@ adventures: color _ {repeat} _ ``` - story_text_2: | - Christmas lights - example_code_2: | - Hint Christmas Lights: - - Start by moving to the left side of the screen with an invisible white line. Then hang up the Christmas lights! - ``` - {color} white - {turn} -90 - {forward} 300 - {turn} 90 - - colors = red, blue, yellow, purple, green, orange, pink - {for} chosen_color {in} colors - _ - ``` - 11: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Beehive (6) - Fan (5) - Snowflake (13) -
- example_code: | - Hint Beehive: - ``` - {for} amount_of_combs {in} {range} 1 {to} _ - {for} walls_of_one_comb {in} {range} 1 {to} _ - {forward} _ - {turn} _ - {forward} _ - {turn} _ - ``` - - Hint Fan: - Start out like the fan you made in level 7. Or take a peak at the hint for the beehive, because the codes are very similar. - - Hint Snowflake: Start by making one 'leg' and repeat it 6 times. 12: story_text: | ### Exercise @@ -5011,129 +2013,9 @@ adventures: {if} shape = 'square' {call} draw_a_square ``` - 13: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Street in different sizes - Colored street - Snow Storm - example_code: | - Hint Street in different sizes - ``` - {define} draw_a_house {with} size - _ - - {call} draw_a_house {with} 90 - {call} draw_a_house {with} 60 - {call} draw_a_house {with} 30 - ``` - - Hint Colored street - ``` - {define} draw_a_house {with} chosen_color - _ - ``` - - Hint Snow Storm - ``` - {define} draw_snowflake {with} length, color - _ - - numbers = 10, 20, 30 - colors = _ - - {for} i {in} {range} 1 {to} 5 - random_number = _ - random_color = _ - {call} draw_snowflake {with} random_number, random_color - {color} white - {turn} random_number * 5 - {forward} 80 - ``` - 14: - story_text: | - ### Exercise - Create a program that asks the player how many corners their figure should have and then creates that figure. - The figure in the image is the output when the player fills in 10. - -
- - -
- example_code: | - ``` - {define} calculate_degrees {with} amount_of_corners - _ 360 / amount_of_corners - - - {define} draw_figure {with} degrees - _ - {forward} 400/amount_of_corners - {turn} _ - - amount_of_corners = {ask} _ - degrees = {call} _ {with} _ - - {call} _ {with} - {call} _ {with} - ``` - 15: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Spiral - example_code: | - Spiral - ``` - distance = 5 - {while} distance < 200 - distance = distance + 5 - _ - ``` - story_text_2: | - Fan - example_code_2: | - Fan - ``` - {define} draw_a_square {with} side - _ - - i = 100 - {while} i > 1 - _ {with} i - _ - i = i - 3 - ``` - story_text_3: | - Star - example_code_3: | - Star - A star is usually drawn using 144-degree-turns. If you change this slightly to 143 degrees for example and repeat the pattern multiple times with a {while} loop you can make this figure. while_command: - name: '{while}' - default_save_name: while_command description: while - levels: - 15: - story_text: |- - We are going to learn a new loop, the `{while}` loop! We continue the loop as long as the statement is true. - So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. - If the correct answer is never given, the loop never ends! - example_code: | - ``` - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - ``` years: - name: New Year's - default_save_name: New Year's Countdown description: Countdown to the new year! levels: 11: diff --git a/content/adventures/ca.yaml b/content/adventures/ca.yaml index 389ed4a2541..997354ec6d8 100644 --- a/content/adventures/ca.yaml +++ b/content/adventures/ca.yaml @@ -217,12 +217,6 @@ adventures: _' ``` 15: - story_text: | - Using the `{while}` loop can make your stories more interesting. For example, you can use `{while} game == 'on'` so you can play until the game is over. - Or you can use `{while} sword == 'lost'` so the player can't continue the game until they have found something. - - ### Exercise - The example code shows you how to use the `{while}` loop in a story. Now **think of your own scenario** in which the player has to find something before they can continue. example_code: | ``` claus = 'perdudes' @@ -239,11 +233,6 @@ adventures: {print} 'Ja pots entrar a casa!' ``` 18: - story_text: | - We are going to print another story, but now we have to use brackets with `{print}`. - - ### Exercise 1 - Create a story of at least 5 sentences. You don't have to use 'name' just yet. example_code: | ``` {print}('Benvingut a aquesta història!') @@ -259,7 +248,6 @@ adventures: {print}('Benvingut a aquesta història!') ``` add_remove_command: - name: '{add} {to_list} & {remove} {from}' default_save_name: comanda_afegir_borrar description: Introduint {add} {to_list} i {remove} {from} levels: @@ -298,7 +286,6 @@ adventures: {print} T'ha tocat gustos {at} {random} milkshake ``` and_or_command: - name: '{and} & {or}' default_save_name: i o description: Introduint {and} & {or} levels: @@ -315,7 +302,6 @@ adventures: {print} 'Ets el veritable Hedy!' ``` ask_command: - name: '{ask}' default_save_name: comanda_pregunta description: Introducció a la comanda {ask} levels: @@ -374,212 +360,14 @@ adventures: animal_preferit {is} {ask} Quin és el teu animal preferit? {print} M'agrada el animal_preferit ``` - 18: - story_text: The final change we will need to make to get Python code is changing `{ask}` into `{input}`. - example_code: | - ``` - {print}('My name is Hedy!') - name = {input}('What is your name?') - {print}('So your name is ', name) - ``` blackjack: - name: Blackjack - default_save_name: Blackjack description: Intenta apropar-te tant com puguis a 21 - levels: - 17: - story_text: | - Blackjack is a simple game of cards in which you have to get as close to 21 points as possible. You get two cards. Each card is worth their numeral value, and the face cards (Jack, Queen and King) are worth 10 points. - The Ace is worth either 1 or 11 points (you can choose). The dealer, your opponent, also gets two cards. - If you want, you can get another card, and its points will be added to your total. The dealer can also choose to take another card. - But be careful not to get more than 21 points, because if you do, you lose! - The player who gets closest to 21, without going over it, wins! - - ### Exercise - In this adventure we code the first part of our Blackjack game. We'll create a function to calculate how many points a card is worth. - - ***Set the variables*** - Start by making a list of all the cards, from 2 to Ace. Next make a list of the face cards, so Jack, Queen and King. Then pick a random card from the list of cards to be card_1. - - ***Create a function to calculate the points*** - Create a function that calculates how many points a card is worth. - All the face cards are worth 10 points, the Ace is worth 11 and all the other cards are worth their numeral. - Return the variable `points` at the end of the function. - - ***Test the function*** - Test if your function is working properly. Finish the first print command by filling in which card you've drawn. Then finish the second line by calling the function with card_1. - Run the code a couple of times. Are you happy with the results? Great! Then you can remove the testing part and move on the the next tab! - example_code: | - ``` - {print} 'BLACKJACK' - - # Set these variables - cards = _ - face_cards = _ - card_1 = - - # Create a function to calculate the points - {define} calculate_points {with} card: - {if} card {in} face_cards: - points = _ - {elif} _ - _ - {else}: - _ - _ points - - # Test your function - {print} 'Your card is a ' _ - {print} 'That is worth ' _ ' points'. - ``` - blackjack_2: - name: Blackjack 2 - default_save_name: Blackjack_2 - description: Blackjack part 2 - levels: - 17: - story_text: | - ### Exercise - In this adventure we code the second part of our Blackjack game. - - ***Paste your code from the previous adventure*** - In the previous adventure you've started a list of variables and created a function to calculate how many points a card is worth. Copy your code and paste it here. Mind that you don't need the testing part, so if you haven't removed that yet, please do so now. - - ***Add more variables*** - You have already set the lists `cards` and `face_cards` and the variable `card_1`. Underneath those variables create 3 more variables: `card_2`, dealer_card_1` and `dealer_card_2`. These variables are all set to a random card from the list of cards. - - ***Add up points*** - To calculate how many points you have scored we call the function with card 1 and we do it again for card 2. Then we add both these scores together to get your total. - Do the same thing for the dealers points, but be sure to use the dealer's cards and not your own! - - ***2 Aces*** - You're doing great! Almost all scores can be calculated now. There is only one exception: 2 Aces. If you get 2 Aces, your total is 12 points and not 22 (because 22 points would be losing!). This of course also goes for the dealer. - - ***Show the score*** - Lastly, you want to tell the program to tell you which cards you have drawn and how many points that is. Then show which cards the dealer has and how many points they have. - - ***Continue in the next tab*** - Great! You have finished this part of the game! Copy your code and go to the next tab to learn how to ask for an extra card and to declare a winner. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add these variables to the list of variables - card_2 = _ - dealer_card_1 = _ - dealer_card_2 = _ - - # Add up your points - your_points_1 = {call} _ {with} card_1 - your_points_2 = _ - your_total = _ - - # Add up the dealers points - dealer_points_1 = _ - _ - _ - - # 2 Aces - {if} card_1 == 'Ace' {and} _ - your_total = 12 - {if} dealer_card_1 _ - dealer_total = _ - - # Show the score - {print} 'You have drawn a ' _ ' and a ' _ '. That is ' _ ' points' - {print} 'The dealer has drawn a ' _ ' and a ' _ '. That is ' _ ' points' - ``` - blackjack_3: - name: Blackjack 3 - default_save_name: Blackjack_3 - description: Blackjack part 3 - levels: - 17: - story_text: | - In the previous tabs you have learned how to draw 2 random cards for yourself and for the dealer and to calculate how many points you both got. - In this adventure we add the option to ask for an extra card for both you and the dealer. - - ### Exercise - ***Paste your code from the previous adventure*** Firstly, copy your code from the previous tab and paste it here. - - ***Extra card for you*** If you want, you can get an extra card to get your total as close to 21 as possible. First ask the player if they want an extra card. - If they do, pick a random card and print what they have drawn. If the card is not an Ace, you can call the function and add the points to your total. - In case the card is an Ace, you can't use the function, because the Ace can be either 1 point or 11 points, depending on how many points you already have earned. - If your total is less than 11, you want the ace to be 11 points (because this is closest to 21). So you add 11 points to your total. - If the total is more than or equal to 11, you want the ace to be 1 point (because you don't want more than 21 points). So you add 1 point to your total. - Lastly, print your new total of points. - - ***Extra card for the dealer*** The dealer can also get an extra card. The dealer doesn't need to be asked, because they always get an extra card if their total is less than 17. - Copy the 'Extra card for you code' and paste it in the dealers section. Then change it to fit the dealer picking an extra card and getting points added to their total. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Extra card for you - hit = {ask} _ - {if} hit == 'yes': - card_3 = _ - {print} _ - {if} card_3 _ 'Ace': - your_points_3 = _ - your_total = _ - {else}: - {if} your_total _ - _ - {else}: - _ - {print} _ - - # Extra card for the dealer - {if} dealer_total < 17 - _ - ``` - blackjack_4: - name: Blackjack 4 - default_save_name: Blackjack_4 - description: Blackjack part 4 - levels: - 17: - story_text: | - In the last 3 adventures you have alsmost created a working blackjack game! The only thing left to do is to decide a winner! - - ### Exercise - ***Paste your code from the previous adventure*** Start by pasting the code that you've made so far into your programming field. - - ***Decide a winner*** - Firstly, if you and the dealer have an equal amount of points, it's a draw. - Secondly, if the dealer has more than 21 points and you don't, you are the winner. - Thirdly, if both you and the dealer have less than 22 points, we have to see who came closest to 21. We do that by comparing who has the highest score. Is your total higher than the dealer's total, then you are the winner. If not, the dealer wins. - Lastly, in all other scenarios (e.g. you have more than 21 points and the dealer doesn't, or you both have more than 21 points) you are the loser. - - ***Enjoy the game!*** - Does your game work properly? Amazing! You have done a great job! Enjoy your game! - If it doesn't work right away, no worries, you might have made a mistake. Just keep calm and bebug your code using the ladybug button. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Decide a winner - {if} _ - {print} 'Its a draw! Play again!' - {elif} _ - {print} 'You win!' - {elif} _ : - {if} _: - {print} _ - {else}: - {print} _ - {else}: - _ - ``` calculator: name: Calculadora default_save_name: Calculadora description: Crea una calculadora levels: 6: - story_text: | - Now that you can do maths, you can make a calculator yourself! example_code: | ``` nombre_1 = {ask} 'Escriu el primer nombre:' @@ -587,10 +375,6 @@ adventures: resposta_correcta = nombre_1 * nombre_2 {print} nombre_1 ' per ' nombre_2 ' és ' resposta_correcta ``` - story_text_2: | - ### Exercise - The calculator above will calculate the answer for you, but you can also make a program to test your own maths skills, like this: - Fill in the blanks to make it complete! example_code_2: | ``` resposta_correcta = 11 * 27 @@ -619,65 +403,6 @@ adventures: ### Exercise 2 Give the player feedback when the enter an answer, like `{print} 'Correct!'` or `{print} 'Wrong! The correct answer is ' correct_answer`. - example_code: | - ``` - score = 0 - {repeat} 10 {times} - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct_answer = number_1 * number_2 - {print} 'What is ' number_1 ' times ' number_2 '?' - answer = {ask} 'Type your answer here...' - {print} 'Your answer is ' answer - {if} _ {is} _ - score = score + 1 - {print} 'Great job! Your score is... ' score ' out of 10!' - ``` - 10: - story_text: | - This calculator game helps you practise your tables of multiplication! - ### Exercise - Fill in the blanks. We want this program to ask the player these questions: - ``` - How much is 1 times 1? - How much is 1 times 2? - How much is 1 times 3? - How much is 2 times 1? - How much is 2 times 2? - How much is 2 times 3? - How much is 3 times 1? - How much is 3 times 2? - How much is 3 times 3? - _ - ``` - example_code: | - ``` - numbers = 1, 2, 3 - {for} _ - {for} _ - answer = {ask} _ - correct = number_1 * number_2 - {if} answer {is} correct - {print} 'Great job!' - {else} - {print} 'That is wrong. The right answer is ' correct - ``` - 11: - story_text: | - With a `{for}` you can simplify tables of multiplication practise program. - - ### Exercise 1 - Improve the example code such that it prints a nice multiplication table:
"1 times 10 is 10", "2 times 10 is 20", etc. - - ### Exercise 2 - Go back to your level 10 multiplication code, and modify it so that it uses a `{for}` and `{range}`. - example_code: | - ``` - number = 10 - {for} i {in} {range} 1 {to} 10 - {print} i * number - ``` 12: story_text: | En aquest nivell, pots fer una calculadora que funcioni amb nombres decimals. @@ -697,14 +422,6 @@ adventures: {print} nombre1 ' més ' nombre2 ' és ' _ ``` 13: - story_text: | - ### Exercise 1 - Let's make the practice program a bit harder. The player now has to answers two questions correctly. Fill out the blanks to complete the program. - - ### Exercise 2 - Sometimes, calculations have multiple correct answers. For example, 10 can be divided by 5 and by 2. So the question 'What number divides 10?' can be answered by 2 and by 5. - Ask for a calculation that has multiple correct answers, ask the player to answer it, and determine if it is correct using `{or}`. - Empty the programming field and create your own solution. example_code: | ``` resposta1 = {ask} 'Quin és 10 per 7?' @@ -713,17 +430,6 @@ adventures: {print} _ ``` 14: - story_text: | - In this adventure you will build a calculator that calculates your mean grade for you. If you get your calculator to work, you can move on to the next adventure, which allows you to add two extra features. - - ### Exercise 1 - Fill in the blanks to get the calculator to work. - * Start with the fourth line, add a question to figure out what grade the student got. - * In the fifth line you'll want to calculate the total of all grades, so the total = total + grade. - * Then we get to set the return value. We want to return the mean, so the total devided by the amount of tests (4). - * Lastly we finish the code by calling the function in line 8. - - Did you get it? Awesome! Would you like to add even more to your calculator? **This adventure continues in the next tab!** example_code: | ``` {define} calculate_mean_grade @@ -742,78 +448,9 @@ adventures: mean_grade = {call} _ {print} 'Your mean grade is ' mean_grade - 15: - story_text: | - You can add the `{while}` loop to the calculator game you've learned to make in a previous level. - This makes sure the player can't continue to the next question if they answer incorrectly. - - ### Exercise - Add the `{while}` loop in the function, ask the player what number_1 times number_2 is and print their answer. - Then `{call}` the function. - example_code: | - ``` - {define} new_question - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct = number_1 * number_2 - answer = 0 - _ - _ - _ - {print} 'Well done!' - - {print} 'Give 10 correct answers to win!' - {for} i {in} {range} 1 {to} 10 - _ - {print} 'You win!' - ``` - calculator_2: - name: Calculator 2 - default_save_name: Calculator 2 - description: Calculator 2 - levels: - 14: - story_text: | - ### Exercise 2 - **This is the second part of this adventure.** The adventure starts in the previous tab. - Of course, you don't always want to calculate the mean of 4 tests. You might want to calculate the mean of 10 tests or only 2... - We can fix this problem by adding the argument and variable 'amount_of_tests'. - * Start a new line on line 3. Set the amount_of_tests argument by asking the student how many tests they have made. - * Change the 4 in line 4 to the new argument amount_of_tests. - * Lastly, change the 4 in line 6 to amount_of_tests - - Try out your new program. Does it work? - - ### Exercise 3 - Did you want to make your program even better? Great! In the previous program you could only calculate the mean grade of 1 subject, but it would be better if you could calculate the mean grade for all subjects you want! - We won't tell you how to do it, but we will give you one tip: Start your code in line 1 with: define calculate_mean_grade with subject. - example_code: | - ``` - # Use your own code from the previous adventure. - ``` clear_command: - name: '{clear}' default_save_name: comanda_netejar description: comanda {clear} - levels: - 4: - story_text: | - Time for a new command! With `{clear}` you can clear all the text form your output screen. This way you can prevent your screen getting too full of text. - Beware! If you are using a `{clear}` command, you might need to use a `{sleep}` above it. Otherwise Hedy will clear your screen without giving you the time to read as you can see in the example! - example_code: | - ``` - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'wait for it...' - {sleep} 3 - {clear} - {print} 'SURPRISE!' - ``` debugging: name: depuració default_save_name: depuració @@ -894,45 +531,10 @@ adventures: story_text: |- ### Exercici Depura aquest codi. Bona sort! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} Welcome to Swimming Pool Hedy! - class {is} {ask} 'Are you here to join a class today?' - {if} class yes - {print} 'Great! You're joining a class! - {print} {else} 'You will not be joining a class' - discount {is} 'Do you have a discount code?' - {if} discount {is} yes - discount_answer {is} {ask} 'What's your discount code?' - discount_codes = Senior4231, Student8786, NewMember6709 - {if} discount_answer {is} {in} discount_cods - {print} 'That will be $3,50' - 'That will be $5,50' - {print} 'Have a nice swim!' - ``` 6: story_text: |- ### Exercici Depura aquest codi. Bona sort! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Vending machine' - chosen_product = {ask} 'Please select a product' - 1_dollar_products = coke orange juice water - 2_dollar_products = chocolate, cookie, museli bar - 3dollar_prodcuts = potato chips, beef jerky, banana bread - {if} chosen {is} {in} 1_dollar_products - price = 1 - {if} chosen_product {is} 2_dollar_products - price = 2 - {else} chosen_product {in} 3_dollar_products - price = 3 - amount_of_products = '{ask} How many of ' chosen_product would you like to have?' - total = price + amount_of_product - {print} 'That will be $' price 'please' - ``` 7: story_text: |- ### Exercici @@ -1251,7 +853,6 @@ adventures: ``` default: name: Introducció - default_save_name: intro description: Explicació del nivell levels: 1: @@ -1262,10 +863,6 @@ adventures: Després, prem el botó verd 'Executa codi' sota del camp de programació per executar el codi. Preparat? Ves a la pestanya següent per aprendre com fer el teu propi codi! - example_code: | - ``` - {print} Hello world! - ``` 2: story_text: | Enhorabona! Has arribat al nivell 2. Segurament ja has fet codis genials! @@ -1511,10 +1108,6 @@ adventures: opcions {is} 1, 2, 3, 4, 5, cuc {print} opcions {at} {random}! ``` - story_text_2: | - ### Exercise - The dice in the example above are dice for a specific game. Can you make normal dice? - Or other special dice from a different game? example_code_2: | ``` opcions {is} _ @@ -1581,30 +1174,6 @@ adventures: {print} jugador ' tira ' opcions {at} {random} {sleep} ``` - 15: - story_text: | - ### Exercise - In this level you can create a little game in which you'll have to throw 6 as fast as possible. - We have started the code, it's up to you to get the game to work! - - Firstly, add a `{while}` loop that checks if 6 has been thrown or not. - As long as you haven't thrown 6 already, throw the dice on a random number. - Print what the player has thrown. - Add a try to the amount of tries - Wait a second before you throw again, or - in case you've thrown a 6 - before the game ends. - example_code: | - ``` - options = 1, 2, 3, 4, 5, 6 - {print} 'Throw 6 as fast as you can!' - thrown = 0 - tries = 0 - _ - _ - _ - _ - _ - {print} 'Yes! You have thrown 6 in ' tries ' tries.' - ``` dishes: name: Plats? default_save_name: Plats @@ -1645,8 +1214,6 @@ adventures: Don't forget the quotes! example_code: "```\ngent {is} mama, papa, Emma, Sofia\nnetejador {is} gent {at} {random}\n_ netejador {is} Sofia {print} _ Pffff... em toca rentar plats _\n_ {print} 'per sort no hi ha plats perquè ' _ ' ja els està rentant'\n```\n" 6: - story_text: | - How often is everyone going to do the dishes? Is that fair? You can count it in this level. example_code: | ``` persones = mama, papa, Emma, Sofia @@ -1701,28 +1268,8 @@ adventures: {print} names {at} {random} ' does the dishes on ' day ``` elif_command: - name: '{elif}' default_save_name: sino - description: '{elif}' - levels: - 17: - story_text: | - In this level you can also use a new command: `{elif}`. `{elif}` is a combination of the keywords `{else}` and `{if}` and you need it when you want to make 3 (or more!) options. - Check it out! - example_code: | - ``` - prizes = ['1 million dollars', 'an apple pie', 'nothing'] - your_prize = prizes[{random}] - {print} 'You win ' your_prize - {if} your_prize == '1 million dollars' : - {print} 'Yeah! You are rich!' - {elif} your_prize == 'an apple pie' : - {print} 'Lovely, an apple pie!' - {else}: - {print} 'Better luck next time..' - ``` for_command: - name: '{for}' default_save_name: per description: comanda {for} levels: @@ -1731,54 +1278,11 @@ adventures: ## Per En aquest nivell aprendrem una nova comanda anomenada `{for}`. Amb `{for}` pots fer una llista i utilitzar-ne tots els elements. `{for}` crea un bloc, com `{repeat}` i `{if}`, de manera que totes les línies del bloc han de començar amb 4 espais. - example_code: | - ``` - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - ``` - story_text_2: | - ### Exercise - Finish this code by adding `{for} action {in} actions` to line 2. - example_code_2: | - ``` - actions = clap your hands, stomp your feet, shout Hurray! - _ - {repeat} 2 {times} - {print} 'If youre happy and you know it, ' action - {sleep} 2 - {print} 'If youre happy and you know it, and you really want to show it' - {print} 'If youre happy and you know it, ' action - {sleep} 3 - ``` 11: story_text: |- In this level, we add a new form of the `{for}`. In earlier levels, we used `{for}` with a list, but we can also use `{for}` with numbers. We do that by adding a variable name, followed by `{in}` `{range}`. We then write the number to start at, `{to}` and the number to end at. Try the example to see what happens! In this level again, you will need to use indentations in lines below the `{for}` statements. - example_code: | - ``` - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - ``` - 17: - story_text: | - Now we are going to change indentation a little bit. Every time that we need an indentation, we need `:` at the line before the indentation. - example_code: | - ``` - {for} i {in} {range} 1 {to} 10: - {print} i - {print} 'Ready or not, here I come!' - ``` - 18: - story_text: | - Lastly, we'll turn `{for} i {in} {range} 1 to 5` into real Python code, like this: - example_code: | - ``` - {for} i {in} {range}(1,5): - {print} (i) - ``` fortune: name: L'endeví default_save_name: L'endeví @@ -1808,26 +1312,7 @@ adventures: story_text: | In the previous levels you've created your first fortune telling machine, but Hedy couldn't really predict anything, only {echo}. In this level you can use a variable and the `{at} {random}` command to really let Hedy choose an answer for you. Check out this code for instance: - example_code: | - ``` - {print} I’m Hedy the fortune teller! - question {is} {ask} What do you want to know? - {print} This is what you want to know: question - answers {is} yes, no, maybe - {print} My crystal ball says... - {sleep} 2 - {print} answers {at} {random} - ``` - story_text_2: | - ### Exercise - Now, Hedy can only answer yes, no or maybe. Can you give Hedy more answer options, like 'definitely' or 'ask again'. 4: - story_text: | - ### Exercise - We have removed all the quotation marks from this example code, can you add them in all the right places? - - ### Exercise 2 - Go back to the previous level and copy your fortune teller code. Make the code work in this level by adding quotation marks in the right spots. example_code: | ``` _ Agrega les cometes a aquest codi _ @@ -1852,25 +1337,7 @@ adventures: Deixa que la teva imaginació faci el treball! El teu programa ha de tenir almenys 10 línies de codi i ha de contenir com a mínim una comanda '{if}' i '{else}'. - example_code: | - ``` - friends {is} Jordan, Lucy, Dave - {print} 'I can predict if you will win the lottery tomorrow!' - person {is} {ask} 'Who are you?' - good_answer {is} Hurray! You win!, You will definitely win!, We have a winner! - bad_answer {is} Bad luck! Try again!, Another person will win, You lose! - {if} person {in} friends {print} good_answer {at} {random} - {else} {print} bad_answer {at} {random} - ``` 6: - story_text: | - In this level you can use math in your predictions as a fortune teller. This allows you to make up (silly) formulas to calculate the future. - For example you could calculate how rich you'll get or how many kids you will have when you grow up. - - - - ### Exercise - Can you think of your own (silly) fortune telling machine? example_code: | ``` {print} 'I am Hedy the fortune teller!' @@ -1952,27 +1419,8 @@ adventures: {print} fortunes {at} {random} ``` functions: - name: functions - default_save_name: functions - description: functions levels: 12: - story_text: | - In this level you'll learn how to use **functions**. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. - To create a function, use `{define}` and give the function a name. Then put all the lines you want in the function in a indented block under the `{define}` line. - Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use {call} with the function's name to call it up! We don't have to type that block of code again. - - Check out this example code of a game of Twister. The function 'turn' contains a block of code that chooses which limb should go where. - - ### Exercise - Finish this code by setting the 2 variables chosen_limb and chosen_color. - Then, choose how many times you want to call the function to give the twister spinner a spin. - - ### Exercise 2 - Improve your code by adding a variable called 'people'. Use the variable to give all the players their own command in the game. - For example: 'Ahmed, right hand on green' or 'Jessica, left foot on yellow'. example_code: | ``` sides = 'left', 'right' @@ -2009,25 +1457,7 @@ adventures: I dreamed that my Bonnie is dead Can you program this verse in the same way as the example? - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - ``` 14: - story_text: | - In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. - You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - - For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - - ### Exercise - Finish this code. We have already made the variable new_price for you, you only need to set it. - You should finish the line of code by calling the function that calculates the new price. example_code: | ``` {define} calculate_new_price {with} amount, percentage @@ -2041,266 +1471,24 @@ adventures: new_price = _ calculate_new_price {with} old_price, _ {print} 'The new price is ' new_price ' dollar' ``` - 18: - story_text: | - Let's make functions the Pythons way! To define a function, we no longer use: - - `{define} name_function {with} argument_1, argument_2:` - - but we use: - - `{def} name_function(argument_1, argument_2):`. - - - If you don't want to use arguments, you just leave the space between the parantheses empty. - To call a function, we don't need the `{call}` command anymore. You just type the name of the function. - example_code: | - ``` - {def} calculate_score(answer, correct_answer): - {if} answer == correct_answer: - score = 1 - {elif} answer == '?': - score = 0 - {else}: - score = -1 - {return} score - - answer = {input} ('Where can you find the Eiffel Tower?') - correct_answer = 'Paris' - score = calculate_score(answer, correct_answer) - {print} ('Your score is... ', score) - ``` - guess_my_number: - name: Guess my number - default_save_name: guess my number - description: guess my number + haunted: levels: - 14: - story_text: | - In this level you can program the game 'Guess my number' - + 1: + story_text_2: | ### Exercise - Fill in the correct symbols on the blanks to get the game to work. + Can you finish the scary story? Or make up your own haunted house story? + 2: example_code: | ``` - {print} 'Guess my number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess _ number - {print} 'Lower!' - {if} guess _ number - {print} 'Higher!' - {if} guess _ number - {print} 'You win!' - game = 'over' - ``` - hangman: - name: Hangman - default_save_name: Hangman - description: Guess the word - levels: - 17: - story_text: | - In this adventure we program a game of hangman. First we make some preparations, then we program the game and in the third part we add a drawing with the turtle. - - ### Exercise - ***Set the variables*** In this game of hangman, Player 1 chooses an answer and Player 2 has to guess the letters in this answer. - To let the computer know all the letters in the word, we will turn the answer into a list of letters. We also do this with the guesses Player 2 makes. - We will start the game with 2 empty lists. We have made an empty list for the variable answer for you. Now make an empty list for guessed_letters as well. - Then we fill in how many mistakes were made. At the start of the game, this should be 0. - The variable `amount_letters` tells us how many letters are in the answer. Ask Player 1 to tell us how many letters their word has. - Lastly we tell the computer if the game is over. We use the variable `game_over` and set it to `False`. - - ***Choosing the answer*** We want Player 1 to be able to choose the answer. We'll ask them, as many times as necessary, what the next letter is. - Then we add that letter to the answer. Lastly, we add an empty _ to the list of guessed letters, so we get as many _s as there are letters in the answer. - - ***Player 2's turn*** - Tell Player 2 its their turn. Then tell Player 2 how many letters there are in the answer. Finally, print the list of `guessed_letters`. - - ***Go to the next tab*** Now that all the starting variables are set, we can start programming the game itself. Check out the next tab to learn how! - example_code: | + monster_1 {is} 👻 + monster_2 {is} 🤡 + monster_3 {is} 👶 + {print} You enter the haunted house. + {print} Suddenly you see a monster_1 + {print} You run into the other room, but a monster_2 is waiting there for you! + {print} Oh no! Quickly get to the kitchen. + {print} But as you enter monster_3 attacks you! ``` - print 'Hangman!' - - # Set the variables - answer = [] - guessed_letters = _ - mistakes_made = _ - amount_letters = {ask} _ - _ = 'False' - - # Choosing the answer - {for} _ - letter = {ask} 'Player 1, what is letter ' i '?' - _ - {add} '_' {to} _ - - # Player 2 turn - print _ - print _ - print guessed_letters - ``` - hangman_2: - name: Hangman 2 - default_save_name: Hangman_2 - description: Hangman 2 - levels: - 17: - story_text: | - Now it's time to program the hangman game. - - ### Exercise - - ***Paste your code*** Copy your code from the previous tab and paste the code in the programming field. - - ***The game*** This games continues playing until Player 2 is game over. Fill in the while command accordingly. Now, Player 2 is allowed to guess a letter, so ask Player 2 to guess a letter. - We need to check if their answer is correct, so check if their `guess` is (somewhere) in the (list) `answer`. Then we let the computer figure out which of the letter(s) is the guess. We have already programmed that part for you. - Next we want to compliment the player for finding a correct letter and we want to print the list `guessed_letters`, so the player can see their progress. - - The next part we're going to program is what happens when the player has guessed all of the letters. So if their list of `guessed_letters` is the same as our list `answer`. - If the lists are the same, congratulate Player 2 with their victory and set the variable `game_over` to `True`. - - Next we'll program what happens when Player 2 guesses wrong (so the `{else}` command). First, tell the player that their guess was wrong. Then increase the `mistakes_made` variable by 1. - - For the last part we'll program what happens when Player 2 has made 10 mistakes. We'll print that Player 1 has won the game. Then we'll print the correct answer. And finally, we'll set our `game_over` variable to `True`, so the game stops. - - ***Go to the next tab*** Amazing work! Your game is playable, but wouldn't it be fun if the hangman was actually drawn when Player 2 makes a mistake..? - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - guess = _ - {if} _ - {for} i {in} {range} 1 {to} amount_letters: - if answer[i] == guess: - guessed_letters[i] = guess - {print} _ - {if} guessed_letters == _: - {print} _ - game_over = _ - {else}: - {print} _ - mistakes_made _ - {if} _ == 10: - {print} _ - {print} _ - _ - ``` - hangman_3: - name: Hangman 3 - default_save_name: Hangman_3 - description: Hangman 3 - levels: - 17: - story_text: | - In a game of hangman the mistakes are shown by drawing a part of the hangman each time a mistake has been made. - We now add those drawings with our turtle! - - ### Exercise - ***Create a function that draws the hangman*** Create a function that draws the hangman in 10 steps. We have already made step 1 for you. - - ***Test the function*** Test the function by calling the function with 10. If you are happy with the function, remove the line that calls the function for now. We will call the function when the player makes a mistake. - - ***Paste your hangman game under your function*** Go back to the previous tab and copy your hangman game. Paste the game underneath your function. - - ***Call the function when the player makes a mistake*** Under the line `mistakes_made = mistakes_made + 1` we will call the function. We want the turtle to take the same amount of steps as the player has made mistakes, so we call the function with `mistakes_made` as argument. - - ***Enjoy your game!*** -
- The hangman could look like this -
- example_code: | - ``` - # Create a function that draws the hangman - {define} draw_hangman {with} step: - {if} step == 1: - {color} white - {forward} -100 - {turn} 90 - {forward} -50 - {color} black - {forward} 100 - {forward} -50 - - {if} step == 2: - _ - # Paste your hangman game here - - ``` - harry_potter: - name: Harry Potter - default_save_name: Harry Potter - description: Harry Potter adventures - levels: - 10: - story_text: | - ### Exercise - We can also make a Harry Potter themed fortune teller. Fill in blanks such that 9 lines are printed. - **Extra** Change the theme of the fortune teller into something else, such as your favorite book, film or tv show. - example_code: | - ``` - houses = Gryffindor, Slytherin, Hufflepuff, Ravenclaw - subjects = potions, defence against the dark arts, charms, transfiguration - fears = Voldemort, spiders, failing your OWL test - names = Harry, Ron, Hermione - _ - _ {print} name ' is placed in ' houses {at} {random} - _ {print} name ' is great at ' subjects {at} {random} - _ {print} name 's greatest fear is ' fears {at} {random} - ``` - haunted: - name: Haunted House - default_save_name: Haunted House - description: Escape from the haunted house - levels: - 1: - story_text: | - In this adventure you are working towards making a game in which you have to escape from a haunted house by picking the correct door. - If you pick the right door you'll survive, but if not a terrible monster might... - - In level 1 we start our haunted house game by making up a scary story and ask the player what monster they'll see in the haunted house. - example_code: | - ``` - {print} How did I get here? - {print} I remember my friend telling me to go into the old mansion... - {print} and suddenly everything went black. - {print} But how did I end up on the floor...? - {print} My head hurts like Ive been hit by a baseball bat! - {print} What's that sound? - {print} Oh no! I feel like Im not alone in this house! - {print} I need to get out of here! - {print} There are 3 doors in front of me.. - {ask} Which door should i pick? - {echo} I choose door - {print} ...? - ``` - story_text_2: | - ### Exercise - Can you finish the scary story? Or make up your own haunted house story? - 2: - story_text: | - In this haunted house you can choose your monsters with emojis. Of course you could also use words. - example_code: | - ``` - monster_1 {is} 👻 - monster_2 {is} 🤡 - monster_3 {is} 👶 - {print} You enter the haunted house. - {print} Suddenly you see a monster_1 - {print} You run into the other room, but a monster_2 is waiting there for you! - {print} Oh no! Quickly get to the kitchen. - {print} But as you enter monster_3 attacks you! - ``` - story_text_2: | - ### Exercise - In the example above the monsters are predetermined. So each time you run your code, the output is the same. - Can you add `{ask}` commands to make the haunted house interactive and have the players choose the monsters they come across? example_code_2: | ``` monster_1 {is} _ @@ -2317,17 +1505,6 @@ adventures: In the previous levels you've made an introduction to your haunted house game, but as you might have noticed the story would always have a dreadful end. In this level you can make your story more interactive by changing the outcome of the game; sometimes you'll get eaten, sometimes you'll escape! Let Hedy decide randomly! - example_code: | - ``` - _ Escape from the haunted house! - _ There are 3 doors in front of you... - _ _ _ Which door do you choose? - _ You picked door ... choice - monsters _ a zombie, a vampire, NOTHING YOUVE ESCAPED - _ You see... - {sleep} - _ _ _ _ - ``` 4: story_text: | In this level you learn how to use quotation marks in your games. @@ -2343,27 +1520,6 @@ adventures: {sleep} {print} monsters {at} {random} ``` - 5: - story_text: | - Up until this level the haunted house game always asked the player to choose a door, but as you might have noticed, they didn't really have to answer correctly. - If the player filled in a completely random answer, the game would still work and the player might even win (despite not picking a door). - In this level you can only win the game by picking the same door Hedy picked randomly. - - ### Exercise - Can you find the 4 missing words to complete the code? - example_code: | - ``` - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you...' - doors {is} 1, 2, 3 - monsters {is} werewolf, mummy, vampire, zombie - chosen_door {is} {ask} 'Which door do you choose?' - {print} 'You chose door...' chosen_door - {sleep} - correct_door {is} doors {at} {random} - _ _ _ _ {print} 'Great! Youve escaped!' - {else} {print} 'Oh no! You are being eaten by a...' monsters {at} {random} - ``` 9: story_text: | In this level you can use nesting, which allows you to make the haunted house even more interactive! @@ -2371,27 +1527,6 @@ adventures: ### Exercise Now it's very hard to win this game, can you make it easier to win? For example by only having 1 wrong door and 2 correct doors instead of 1 correct door and 2 wrong ones? - example_code: | - ``` - {print} 'Escape from the Haunted House!' - player = alive - doors = 1, 2, 3 - monsters = zombie, vampire, giant spider - {repeat} 3 {times} - {if} player {is} alive - correct_door {is} doors {at} {random} - {print} 'There are 3 doors in front of you...' - chosen_door = {ask} 'Which door do you choose?' - {if} chosen_door {is} correct_door - {print} 'No monsters here!' - {else} - {print} 'You are eaten by a ' monsters {at} {random} - player = dead - {else} - {print} 'GAME OVER' - {if} player {is} alive - {print} 'Great! You survived!' - ``` 11: story_text: | In this level we've changed the repeat command and we've added a line to our haunted house that tells the player in which room they are. @@ -2420,188 +1555,16 @@ adventures: {if} player {is} alive {print} 'Great! You survived!' ``` - 14: - story_text: | - ### Exercise - In this level you can use the `<` and `>` symbol to introduce lives to your game. - Make sure the player loses a life when they come across the wrong monster and that the game stops if you have no lives left. - example_code: | - ``` - {print} 'Escape from the haunted house' - lives = 3 - doors = 1, 2, 3 - monsters = 'the wicked witch', 'a zombie', 'a sleeping 3 headed dog' - {for} i {in} {range} 1 {to} 10 - {if} lives _ - good_door = doors {at} {random} - monster = monsters {at} {random} - chosen_door = {ask} 'Which door do you choose?' - {if} good_door == chosen_door - {print} 'You have chosen the correct door' - {else} - {print} 'You see...' monster - {if} monster == 'a sleeping 3 headed dog' - {print} 'Pffieuw.... Its asleep' - {else} - {print} 'You lose one life' - lives = _ - {else} - {print} 'GAME OVER' - ``` - 16: - story_text: | - ### Exercise - This haunted house game uses the connection between the lists you can use in this level. - For example: all the properties that belong to the zombie are first in all the lists, witch second and vampire third. - Check out the code and fill in `weapons[i]`, `monsters[i]` , `bad_fate[i]`, `good_fate[i]`, `hint[i]` on the correct blanks to get the code to work! - example_code: | - ``` - numbers = [1, 2, 3] - i = numbers[{random}] - hint = ['growling', 'a cackling laugh', 'fluttering batwings'] - monsters = ['zombie', 'witch', 'vampire'] - bad_fate = ['Your brain is eaten', 'You are forever cursed', 'You are bitten'] - good_fate = ['You throw the ham. The zombie is distracted and starts eating it.', 'You set the curtains on fire. The witch flees out of fear for the fire', 'The vampire hates garlic and flees'] - weapons = ['ham', 'lighter', 'garlic'] - {print} 'You are standing in front of an old mansion' - {print} 'Something is not right here' - {print} 'You hear ' _ - {print} 'You are going to explore it' - {print} 'You enter the kitchen and see a lighter, a raw ham and a garlic.' - your_weapon = {ask} 'What do you bring with you?' - {print} 'With your ' your_weapon ' you enter the living room' - {print} 'There you find a ' _ - needed_weapon = _ - {if} your_weapon == needed_weapon - {print} 'You use your ' your_weapon - {print} _ - {print} 'YOU WIN!' - {else} - {print} 'You have chosen the wrong weapon...' - {print} _ - {print} 'GAME OVER' - ``` - hotel: - name: hotel - default_save_name: hotel - description: hotel - levels: - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, and you've learned how to combine it with an {ask}. - You might have wondered why you would use functions, because the functions in the example were only one line of code. - Now we will show you what a bigger function looks like and we will use multiple agruments now as well. You'll see how much better it is to use a function once the function gets bigger. - Here is an example of a function with arguments combined with {ask} commands. - example_code: | - ``` - {define} welcome_message {with} title, last_name, country, room_number - {print} 'Welcome to Hotel Hedy, ' title ' ' last_name - nice_trip {is} {ask} 'Did you have a nice trip from, ' country '?' - {if} nice_trip {is} 'yes' - {print} 'Lovely!' - {else} - {print} 'Sorry to hear that.' - {print} 'Hopefully you can take a nice rest in you room.' - {print} 'Your room number is ' room_number - - {print} 'Hello. Please fill in your information to check in.' - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - ``` - - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 if_command: - name: '{if} & {else}' - default_save_name: if_command description: Introducing the if command levels: - 5: - story_text: | - ## If... else.... - In level 5 there is something new, the `{if}`! With the `{if}` you can choose between two different options. - This code prints nice if you enter Hedy as a name, and boo! if you enter something else. - `{ask}` and `{print}` still work like they did in level 4. - example_code: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' {else} {print} 'boo!' - ``` - story_text_2: | - Sometimes code with an `{if}` gets really long and does not fit on the line well.
You may also divide the code over two lines, starting the second line at the `{else}` like this: - example_code_2: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - ``` - story_text_3: | - ### Exercise - Try to create your own code with `{if}` and `{else}`. You can use the example code if you want. - example_code_3: | - ``` - answer {is} {ask} '2 + 2 = ?' - _ _ _ 4 _ 'Great job!' - _ _ 'No 2 + 2 = 4' - ``` - 8: - story_text: | - ## If... Else... - You have learned to repeat a block of lines of code after a `{repeat}` command. - Now you can also use indentation to make blocks after a {if} or {else} command. - Check out the example code. - - ### Exercise - Add an {else} command to the example code. Make a block of line using indentation. You do this by starting each line with 4 spaces. - example_code: | - ``` - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {print} 'You can play on your computer!' - ``` 9: story_text: | In this level you can also put an {if} command inside another {if} command. - example_code: | - ``` - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - ``` in_command: - name: '{in}' - default_save_name: in_command description: Introducing the in command levels: 5: - story_text: | - ## Lists - When we want to check if something is in a list, we can now use the `{in}` command. - This code prints pretty! if you choose green or yellow, and meh otherwise. - example_code: | - ``` - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - ``` - story_text_2: | - ### Exercise - Finish the example code by filling in the blanks with commands that you've learned. - When you've finished the code, try to create a code of your own and use a question that you've thought of yourself. example_code_2: | ``` animals is dog, cow, sheep @@ -2610,7 +1573,6 @@ adventures: _ _ 'My favorite animals are dogs, cows and sheep' ``` is_command: - name: '{is}' default_save_name: comanda_es description: Introducció a la comanda {is} levels: @@ -2630,38 +1592,13 @@ adventures: En el codi d'exemple hem fet un exemple de la variable `animal_preferit`. A la línia 1 es defineix la variable, i a la línia 2 hem utilitzat la variable dins una comanda d'impressió. En primer lloc, acabeu el nostre exemple omplint el vostre animal preferit als espais en blanc. A continuació, feu vosaltres mateixos almenys 3 d'aquests codis. Trieu una variable i configureu-la amb la comanda {is}. A continuació, utilitzeu-lo amb una comanda {print}, tal com hem fet abans. example_code_2: "```\nanimal_preferit {is} _\n{print} M'agraden els/les animal_preferit \n```\n" - 6: - story_text: | - We also make a change in storing a word in a variable! You may now use `=` instead of `{is}` when we store a name or a number in a variable, like this: - example_code: | - ``` - name = Hedy - answer = 20 + 4 - ``` 14: - story_text: | - We are going to learn more new items. You might know them already from mathematics, the `<` and `>`. - The `<` checks if the first number is smaller than the second, for example age `<` 12 checks if age is smaller than 12. - If you want to check if the first number is smaller or equal to the second, you can use `<=`, for example age `<=` 11. - The `>` checks if the first number is bigger than the second, for example points `>` 10 checks if points is larger than 10. - If you want to check if the first number is bigger or equal to the second, you can use `>=`, for example points `>=` 11. - You use these comparisons in an `{if}`, like this: example_code: | ``` age = {ask} 'How old are you?' {if} age > 12 {print} 'You are older than I am!' ``` - story_text_2: | - From this level on, if you want to compare exactly, you can use two equal signs. This is what most programming languages do: - example_code_2: | - ``` - name = {ask} 'What is your name?' - {if} name == 'Hedy' - {print} 'You are cool!' - ``` - story_text_3: | - You can also compare if something is *not* equal to something else using `!=` like this: example_code_3: | ``` name = {ask} 'What is your name?' @@ -2674,9 +1611,6 @@ adventures: {else} {print} 'You are older than me!' language: - name: Language - default_save_name: Language - description: Practice words in a foreign language levels: 5: story_text: | @@ -2684,49 +1618,9 @@ adventures: ### Exercise Can you make this program for a different language? Or can you add more words to the French one? - example_code: | - ``` - {print} 'Learn French!' - cat {is} {ask} '🐱' - {if} cat {is} chat {print} 'Terrific!' - {else} {print} 'No, cat is chat' - frog {is} {ask} '🐸' - {if} frog {is} grenouille {print} 'Super!' - {else} {print} 'No, frog is grenouille' - ``` - 16: - story_text: | - ### Exercise - Take a look at the example code. This is a program to practise French vocabulary. Now make your own program to practice your vocabulary in a new language. - If you don't know any other languages, you can use Google translate or you can use emojis and your native language. - example_code: | - ``` - french_words = ['bonjour', 'ordinateur', 'pomme de terre'] - translation = ['hello', 'computer', 'potato'] - score = 0 - {for} i {in} {range} 1 {to} 3 - answer = {ask} 'What does ' french_words[i] ' mean?' - correct = translation[i] - {if} answer == correct - {print} 'Correct!' - score = score + 1 - {else} - {print} 'Wrong, ' french_words[i] ' means ' translation[i] - {print} 'You gave ' score ' correct answers.' - ``` maths: - name: maths - default_save_name: maths - description: Introducing maths levels: 6: - story_text: | - In this level you learn something new: you can now also calculate. - - The plus is easy, you write it like with math: `5 + 5` for example. The minus also works fine, it is `5 - 5`. - - The times is a bit different, because there is no times symbol on your keyboard. Just search, there really isn't! - That is why we multiply with the asterisk above 8: `5 * 5`. Read that as "5 times 5" that helps you remember it best. example_code: | ``` {print} '5 plus 5 is ' 5 + 5 @@ -2734,17 +1628,6 @@ adventures: {print} '5 times 5 is ' 5 * 5 ``` 12: - story_text: |- - **Decimal numbers** - So far, Hedy did not allow for decimal numbers like 1.5, but now we do allow that. Note that computers use the `.` for decimal numbers. - example_code: | - ``` - {print} 'Two and a half plus two and a half is...' - {print} 2.5 + 2.5 - ``` - story_text_2: |- - **Maths with words** - In this level you can also do addition with words like this: example_code_2: | ``` a = 'Hello ' @@ -2754,579 +1637,91 @@ adventures: {print} 2.5 + 2.5 music: - name: music - default_save_name: music - description: Play a tune! + levels: + 6: + story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\n This calls for musical maths! Try out the example code a couple of times with different starting numbers. \nThen, see if you can compose a song using the numbers.\n" + parrot: + name: Lloro + description: Crea el teu lloro i fes que repeteixi el que li dius! levels: 1: - story_text: |- - In this level you'll learn how to use the `{play}` command to play a tune! - - Type `{play}` followed by the note you want to play. The scale goes C-D-E-F-G-A-B. - As you can see there are 7 different letters, but we can play more than just 7 notes. - Type a number between 1 and 10 behind the letter to choose the scale, for example after B4 comes C5. - C1 is the lowest note you can play, C10 is the highest. - + story_text_2: | ### Exercise - Try out the example code and then play around with it! Can you create your own melody? - In the next level you'll learn how to play some existing songs. - example_code: |- - ``` - {play} C4 - {play} D4 - {play} E4 - {play} F4 - {play} G4 - {play} A4 - {play} B4 - {play} C5 - ``` + Can you make the parrot ask a different question? Fill in the blanks in the example! 2: story_text: | - ### Exercise - Finish the songs! We have started the codes for some melodies. + En el nivell anterior has fet un lloro que repetia el que li deies. En aquest nivell farem que el lloro sigui interactiu utilitzant una variable i la comanda `{ask}` . + També farem el lloro sigui més real afegint la comanda `{sleep}` després de dir una cosa. example_code: | ``` - {print} Old Mac Donald had a farm - {play} C5 - {play} C5 - {play} C5 - {play} G4 - {play} A4 - {play} A4 - {play} G4 - ``` - story_text_2: As you can see, you can also use the `{sleep}` command to add a little pause in the song. - example_code_2: | - ``` - {print} Twinkle Twinkle Little Star - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} 1 - {play} F - {play} F + {print} Im Hedy the parrot + name {is} {ask} whats your name? + {print} name + {sleep} + {print} squawk + {sleep} + {print} name ``` + story_text_2: | + ### Exercise + You can use variables to make the parrot say more than only your name. Can you complete this code? 3: story_text: | - Create a random melody! - + Teach your parrot a new word with `{add}`. ### Exercise - The example code creates a random melody, but it's very short and not many notes are used. - Add more notes to the list and create a longer melody by copying the last line a couple more times. + How can you make your parrot say multiple words? example_code: | ``` - notes {is} A4, B4, C4 - {play} notes {at} {random} - {play} notes {at} {random} - {play} notes {at} {random} + words {is} squawk, Hedy + {print} Train your parrot! + new_word {is} {ask} Which word do you want to teach them? + {add} new_word {to_list} words + {print} 🧒 Say new_word, Hedy! + {print} 🦜 words {at} {random} ``` 4: story_text: | - Use the `{clear}` command to create a karaoke machine! - - ### Exercise - Finish the karaoke version of 'Mary had a little lamb'. - Then, create a karaoke version of any song you'd like! + In this level we have to use quotation marks with the commands `{ask}` and `{print}`. + Can you complete the code by adding quotation marks? + 5: + story_text: | + Reward your parrot if it says the correct word! + Finish the code by filling in the 4 missing commands. + piggybank: + levels: + 12: + story_text: | + In this adventure you learn how to make a digital piggy bank. + Finish the code to calculate how much money you have and how long you need to save up to buy what you want! + 14: example_code: | ``` - {print} 'Mary had a little lamb' - {play} E - {play} D - {play} C - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Little lamb, little lamb' - {play} D - {play} D - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Mary had a little lamb' - {play} E + _ calculate_budget with wish, money, allowance + to_save = wish - money + weeks = to_save / allowance + {if} wish _ money + {print} 'You need to save up some more!' + {print} 'Youll need ' weeks ' more weeks.' + {else} + {print} 'Great! You have enough' + {print} 'Lets go shopping!' + + money = {ask} 'How much money have you saved?' + wish = {ask} 'How much money do you need?' + allowance = {ask} 'How much pocket money do you get each week?' + + {call} calculate_budget with _, _, _ ``` - 5: + pressit: + levels: + 9: story_text: | - You don't always have to use the `{play}` command to play a whole song, sometimes you just want to play one note. - For example, if you want to make a quiz, you can play a happy high note if the answer is right and a sad low note if the answer is wrong. - - ### Exercise - Finish the first question by adding a line of code that plays a C3 note if the wrong answer is given. - Then think of 3 more questions to add to this quiz. - example_code: | - ``` - answer {is} {ask} 'What is the capital of Zimbabwe?' - {if} answer {is} Harare {play} C6 - _ - ``` - 6: - story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\n This calls for musical maths! Try out the example code a couple of times with different starting numbers. \nThen, see if you can compose a song using the numbers.\n" - example_code: | - ``` - number = {ask} 'Say a starting number between 1 and 67' - {print} number - {play} number - number = number + 1 - {print} number - {play} number - number = number + 1 - {print} number - {play} number - ``` - 7: - story_text: | - Using the `{repeat}` command can make your codes for melodies a lot shorter! - - ### Exercise - Finish the code for Twinkle Twinkle Little Star by using the `{repeat}`command. - Then go back to the songs you've made in the previous levels. Can you shorten those codes too? - example_code: | - ``` - {print} 'Twinkle Twinkle Little Star' - {repeat} 2 {times} {play} C4 - {repeat} 2 {times} {play} G4 - _ - ``` - 8: - story_text: | - Now that we can use the `{repeat}` command for multiple lines, we can make songs even more easily! - - ### Exercise - Finish the song of Brother John (Frère Jacques). Don't forget to use `{repeat}`! - example_code: | - ``` - {print} 'Brother John' - {repeat} 2 {times} - {play} C - {play} D - {play} E - {play} C - {repeat} 2 {times} - {play} E - {play} F - {play} G - {sleep} 1 - ``` - 9: - story_text: | - From this level on you can - among other things - use a {repeat} command inside a {repeat} command. - That makes songs like 'Happy birthday' even shorter! - - ### Exercise - Finish the song! - example_code: | - ``` - first_time = yes - {repeat} 2 {times} - {repeat} 2 {times} - {play} C - {play} D - {play} C - {if} first_time {is} yes - {play} F - {play} E - first_time {is} no - {else} - _ - ``` - 12: - story_text: | - Use functions in your songs! As you can see in the example code, you can make a function for each line of Twinkle Twinkle Little Star. Once you've programmed the first three lines, all you have to do is call the functions in the order you want them played in. - - ### Exercise - Finish the song of Twinkle Twinkle Little Star. - Then look back at all the songs you've programmed in the levels before, can you make those codes better and shorter using functions too? - example_code: | - ``` - {define} first_line - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} - - {define} second_line - {play} F - {play} F - {play} E - {play} E - {play} D - {play} D - {play} C - {sleep} - - {define} third_line - {play} G - {play} G - {play} F - {play} F - {play} E - {play} E - {play} D - {sleep} - - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - ``` - 13: - story_text: | - You can use a function with an argument for songs that have line that are almost the same, but slightly different each time. - One example is the song 'Yankee Doodle'. The first 4 notes of the first lines are the same, but each time they are followed by a different couple of notes. - - ### Exercise - Can you finish the song of Yankee Doodle? - Can you think of another song to program this way? - example_code: | - ``` - {print} 'Yankee Doodle' - {define} _ {with} note_1, note_2, note_3 - {play} C4 - {play} C4 - {play} D4 - {play} E4 - {play} _ - {play} _ - {play} _ - - {call} line_1 {with} 29, 31, 30 - {call} line_1 {with} 29, 28, 0 - {call} line_1 {with} 32, 31, 30 - - {play} C4 - {play} B3 - {play} G3 - {play} A3 - {play} B3 - {play} C4 - {play} C4 - ``` - 14: - story_text: | - You can program music for fun, but you can also use the musical notes to make something useful like a fire alarm! - - ### Exercise - Make sure the fire alarm rings when there is a fire! - example_code: | - ``` - {define} fire_alarm - {print} 'FIRE!' - note = 40 - {for} i {in} {range} 1 {to} 100 - {if} note _ 50 - note = note + 5 - {play} _ - {else} - note = 40 - - fire = {ask} 'Is there a fire?' - {if} fire _ 'yes' - {call} fire_alarm - ``` - 15: - story_text: | - **Warning** This adventure can become extremely annoying! - We can also use the {while} command to repeat a song forever. - - ### Exercise - Finish the never-ending song. - example_code: | - ``` - {define} song - {play} _ - - yes_or_no = {ask} 'Do you want to hear my never-ending song?' - {while} yes_or_no = 'yes' - {call} song - {print} '🥳' - ``` - 16: - story_text: | - Upgrade your Old MacDonald code! - - ### Exercise - Take your code from the 'Sing a Song' adventure and add musical notes to it! - You can make a function for each line in the song and call that function after the line is printed. - We defined the first line for you and called it in the code. Can you finish the whole song? - example_code: | - ``` - {define} line_1 - {for} i {in} {range} 1 {to} 3 - {play} G - {play} D - {for} i {in} {range} 1 {to} 2 - {play} E - {play} D - - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - for i in range 1 to 3 - animal = animals[i] - sound = sounds[i] - print 'Old MacDonald had a farm' - call line_1 - print 'E I E I O!' - _ - ``` - 17: - story_text: | - You can use the {elif} to create different options. - - ### Exercise - Firstly, add colons to get the code to work. - Then finish this code by adding at least 2 other songs for other moods. For example a happy song and an angry song. - example_code: | - ``` - {define} scary_song - {for} i {in} {range} 1 {to} 3 - {play} G - {play} E - {sleep} 2 - {for} i {in} {range} 1 {to} 3 - {play} F - {play} D - - mood = {ask} 'Which emotion are you feeling?' - {if} mood {is} 'fear' - {call} scary_song - {elif} _ - ``` - 18: - story_text: | - ### Exercise - Even in this last level of Hedy we can make some music! Be careful of all the syntax that is needed now. - Take a good look at how the functions are defined and called upon in the example code. - Finish the song! - example_code: | - ``` - {def} line_1(): - {for} i {in} {range}(1, 5): - {play} A - {play} D - {play} F - {play} A - - {def} line_2(): - {for} i {in} {range}(1, 5): - {play} G - {play} C - {play} E - {play} G - - {def} line_3(): - _ - - {print} ('The drunken sailor') - {print} ('What shall we do with the drunken sailor?') - line_1() - line_2() - line_3() - {print} ('Early in the morning') - ``` - parrot: - name: Lloro - default_save_name: Parrot - description: Crea el teu lloro i fes que repeteixi el que li dius! - levels: - 1: - story_text: | - Create your own online pet parrot that will copy you! - example_code: | - ``` - {print} Im Hedy the parrot - {ask} whats your name? - {echo} - {echo} - ``` - story_text_2: | - ### Exercise - Can you make the parrot ask a different question? Fill in the blanks in the example! - example_code_2: | - ``` - {print} Im Hedy the parrot - {ask} _ - {echo} - {echo} - 2: - story_text: | - En el nivell anterior has fet un lloro que repetia el que li deies. En aquest nivell farem que el lloro sigui interactiu utilitzant una variable i la comanda `{ask}` . - També farem el lloro sigui més real afegint la comanda `{sleep}` després de dir una cosa. - example_code: | - ``` - {print} Im Hedy the parrot - name {is} {ask} whats your name? - {print} name - {sleep} - {print} squawk - {sleep} - {print} name - ``` - story_text_2: | - ### Exercise - You can use variables to make the parrot say more than only your name. Can you complete this code? - 3: - story_text: | - Teach your parrot a new word with `{add}`. - ### Exercise - How can you make your parrot say multiple words? - example_code: | - ``` - words {is} squawk, Hedy - {print} Train your parrot! - new_word {is} {ask} Which word do you want to teach them? - {add} new_word {to_list} words - {print} 🧒 Say new_word, Hedy! - {print} 🦜 words {at} {random} - ``` - 4: - story_text: | - In this level we have to use quotation marks with the commands `{ask}` and `{print}`. - Can you complete the code by adding quotation marks? - example_code: | - ``` - words {is} squawk, Hedy - {print} _ Train your parrot! _ - new_word {is} {ask} _ Which word do you want to teach them? _ - {add} new_word {to_list} words - {print} _ 🧒 Say _ new_word _, Hedy!_ - {print} _ 🦜 _ words {at} {random} - ``` - 5: - story_text: | - Reward your parrot if it says the correct word! - Finish the code by filling in the 4 missing commands. - example_code: | - ``` - words {is} squawk, Hedy - {print} 'Train your parrot!' - new_word {is} {ask} 'Which word do you want to teach them?' - {add} new_word {to_list} words - said_word {is} words {at} {random} - {print} '🧒 Say ' new_word ', Hedy!' - {print} '🦜 ' said_word - _ said_word {is} new_word _ '🧒 Great job, Hedy! 🍪' - _ _ '🧒 No, Hedy! Say ' new_word - ``` - piggybank: - name: Piggy Bank - default_save_name: Piggy Bank - description: Count your pocketmoney! - levels: - 12: - story_text: | - In this adventure you learn how to make a digital piggy bank. - Finish the code to calculate how much money you have and how long you need to save up to buy what you want! - example_code: | - ``` - {print} 'The digital piggy bank' - wish = {ask} 'What would you like to buy?' - price = {ask} 'How much does that cost?' - saved = {ask} 'How much money have you saved already?' - allowance = {ask} 'How much pocket money do you get per week?' - to_save = price - saved - weeks = to_save / allowance - {print} 'You can buy a ' _ ' in ' _ ' weeks.' - ``` - 14: - story_text: | - ### Exercise - In this level you can let Hedy tell you if you have saved up enough money! - Finish this code by filling in the blanks! - example_code: | - ``` - _ calculate_budget with wish, money, allowance - to_save = wish - money - weeks = to_save / allowance - {if} wish _ money - {print} 'You need to save up some more!' - {print} 'Youll need ' weeks ' more weeks.' - {else} - {print} 'Great! You have enough' - {print} 'Lets go shopping!' - - money = {ask} 'How much money have you saved?' - wish = {ask} 'How much money do you need?' - allowance = {ask} 'How much pocket money do you get each week?' - - {call} calculate_budget with _, _, _ - ``` - pressit: - name: Key presses - default_save_name: Pressed - description: Try linking a keyboard key to a command! - levels: - 5: - story_text: | - In this level there is another new keyword: `{pressed}`! - With `{pressed}` you can use keys on your keyboard to control what lines are used. - - ### Exercise - Look at the example and add one more line of code that reacts to a key press. - example_code: | - ``` - {print} 'Do you want a good (g) or bad (b) ending?' - {if} g {is} {pressed} {print} 'They lived happily ever after ❤' - {else} {print} 'The prince was eaten by a hippopotamus 😭' - ``` - story_text_2: | - You can also link turtle commands to keys. - - ### Exercise - Copy the lines a few times so you can create a larger drawing. - example_code_2: | - ``` - {if} y {is} {pressed} {forward} 15 - {else} {turn} 90 - ``` - 7: - story_text: | - Now that you have learned about `{repeat}`, we can press keys multiple times. - You can use it to make the turtle walk forward and turn. - - ### Exercise - The code you have seen in level 5 only checks the key once. Copy the example code and add a `{repeat}` to it, so that you can press the keys many times. - Use this code to draw something nice. - example_code: | - ``` - {if} x {is} {pressed} {forward} 15 {else} {turn} 90 - ``` - 9: - story_text: | - Now that you know how to combine statements, you can create a touch type tool with `{pressed}`. + Now that you know how to combine statements, you can create a touch type tool with `{pressed}`. ### Exercise Finish the code. Each time a random letter should be chosen, which you have to press. You get a point for a correct press, and and two points deduction for a wrong press. **(extra)** Clear the screen after each letter, and show the user how many points they have scored. - example_code: | - ``` - points = 0 - letters = a, b, c, d, e - {repeat} 10 {times} - letter = _ _ _ - {print} 'Press the letter ' letter - {if} letter {is} {pressed} - _ - _ - _ - ``` print_command: - name: '{print}' - default_save_name: print description: Introducció a la comanda imprimir levels: 1: @@ -3367,158 +1762,22 @@ adventures: ``` {print}('Em dic ', nom) - quizmaster: - name: Quizmaster - default_save_name: Quizmaster - description: Make your own quiz! - levels: - 14: - story_text: | - ### Exercise - In this adventure you can make your own quiz! Fill in the blanks, add more questions and enjoy your own quiz! - You can make a quiz about anything you like: your hobby, your favorite animal, your favorite book or anything at all! - example_code: | - ``` - {print} 'Make your own quiz' - points_a = 0 - points_b = 0 - {print} 'Question' - {print} 'Answer option A' - {print} 'Answer option B' - answer = {ask} 'Which answer?' - {if} answer == 'A' - points_a = points_a + 1 - {if} answer == 'B' - points_b = points_b + 1 - {print} 'End of the quiz!' - {print} 'Lets see the results!' - {if} points_a > points_b - {print} 'You belong to the A club' - {if} points_b > points_a - {print} 'You belong to the B club' - ``` quotation_marks: - name: '''quotation marks''' - default_save_name: quotation_marks - description: Introduction quotation marks levels: 4: - story_text: | - ## 'Quotation marks' - In level 4 `{ask}` and `{print}` have changed. - You must put text that you want to print between quotation marks. - This is useful, because now you can print all the words you want. Also the words you used to store something with `{is}`. - Most programming languages also use quotation marks when printing, so we are also getting a step closer to real programming! - example_code: | - ``` - {print} 'You need to use quotation marks from now on!' - answer {is} {ask} 'What do we need to use from now on?' - {print} 'We need to use ' answer - ``` - story_text_2: | - ## Contractions - Important! Mind that now that we're using quotation marks, Hedy will get confused when you use the apostrophe for contractions like I'm or What's. - Make sure to remove those apostrophes and change the spelling to I am or What is. - Check out the example code to see the wrong way of using apostrophes. example_code_2: | ``` _ Aquesta és la manera incorrecta d'apostrofar _ {print} 'Amb l'Anna hem d'anar a fer de cangur als meus nebots' {print} 'M'encanta! la meva germana n'estarà orgullosa' ``` - 12: - story_text: | - **All texts need to be in quotation marks** - For this level on you will also have to use quotation marks when storing a text with `=`: - example_code: | - ``` - name = 'Hedy the Robot' - {print} 'Hello ' name - ``` - story_text_2: | - **All items in lists need quotation marks too** - Lists are texts, so they need quotation marks too. Mind that each single item on the list has quotation marks. - This allows you to save two words as 1 item on the list, for example 'Black Widow'. - example_code_2: | - ``` - superheroes = 'Spiderman', 'Batman', 'Black Widow' - {print} superheroes {at} {random} - ``` - story_text_3: | - **All text after `{if}` comparisons need quotation marks too** - example_code_3: | - ``` - name = {ask} 'What is your name?' - {if} name = 'Hedy the Robot' - {print} 'Hi there!' - ``` - story_text_4: | - **Numbers don't need quotation marks** - For numbers, you do not use quotation marks in the `=`: - example_code_4: | - ``` - score = 25 - {print} 'You got ' score - ``` random_command: - name: '{random}' - default_save_name: random_command - description: introducing at random command levels: - 3: - story_text: | - ## At random - In this level you can make a list using the `{is}` command. You can let the computer choose a random item from that list. You do that with `{at} {random}`. - example_code: | - ``` - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - ``` - story_text_2: | - You can use the `{at} {random}` command in a sentence as well. - example_code_2: | - ``` - food {is} sandwich, slice of pizza, salad, burrito - {print} I am going to have a food {at} {random} for lunch. - ``` - story_text_3: | - ### Exercise - Try out the `{at} {random}` command by making your own gameshow (like the ones on tv) where you choose a door or suitcase and it contains a big price! - Can you do it? We have already put the first lines into the example code. - example_code_3: | - ``` - {print} The big gameshow! - {print} There are 3 suitcases in front of you... - chosen {is} {ask} Which suitcase do you choose? - prices {is} _ - _ - ``` 16: story_text: |- We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. For example: `friends[1]` is the first name on the list of friends, as you can see in the first part of the example code. The second part of the example code shows you that we can also match 2 lists using the variable i. - example_code: | - ``` - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - ``` - story_text_2: |- - Now that you've learned to use the brackets in lists, you can also start using the {at} {random} command in the Python way! - You simply type the name of your list with `[random]` behind it! - example_code_2: |- - ``` - fruit = ['apple', 'banana', 'cherry'] - {print} fruit[random] - ``` repeat_command: - name: '{repeat}' - default_save_name: repeat_command description: repeat command levels: 7: @@ -3528,23 +1787,6 @@ adventures: ### Exercise Play around with the repeat command. Can you make the happy birthday song in only 3 lines of code instead of 4 now? - example_code: | - ``` - {repeat} 3 {times} {print} 'Hedy is fun!' - ``` - 8: - story_text: | - ### Repeat commands and indentation - In this level you can repeat multiple lines of code with only 1 repeat command. - You do this by making a block of lines that you want to repeat. - The lines in this block will need **indentation** . - That means putting four spaces at the beginning of each line. You will also have to indent when you just want to create a block of one line. - example_code: | - ``` - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This is all repeated 5 times' - ``` 9: story_text: | Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... @@ -3560,55 +1802,15 @@ adventures: {else} {print} 'Maybe you should practice some more in the previous level' repeat_command_2: - name: '{repeat} 2' - default_save_name: repeat_command_2 description: repeat command 2 levels: - 7: - story_text: | - ## Repeat with other commands and with variables - You have practiced the `{repeat}` command in combination with the `{print}` command now, but did you know you could also use other commands with `{repeat}` ? - In this example code you can see that `{repeat}` can also be used with an `{ask}`, `{if}` or `{else}` command. - example_code: | - ``` - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - ``` - story_text_2: | - Another interesting thing you can so with the `{repeat}` command is using variables to set the amount of times something should be repeated. In the example code you can see that we first ask the person how old they are. - Then, in line 3, the question is repeated 'age' times. So we have used the variable 'age' with the `{repeat}` command. - example_code_2: | - ``` - {print} 'Yay! It is your birthday!' - age = {ask} 'How old are you now?' - {repeat} age {times} {print} 'Hip Hip Hurray!' - ``` - 8: - story_text: | - ### In the block or not? - In this level you have to think carefully which lines of code should be in the block and which shouldn't. - For example: If you want to sing the song *the muffin man*. You only want the line with 'the muffin man' to be repeated twice. - This means the last line shouldn't start with indentation as it doesn't belong to the block. - If you do start the last line with indentation the song will turn out wrong. - - ### Exercise - Each line in the example code starts with a blank. Remove the blanks and try to figure out which line need indentation and which don't to make the muffin man song. - example_code: | - ``` - _ {print} 'Do you know the muffin man?' - _ {repeat} 2 {times} - _ {print} 'The muffin man' - _ {print} 'Do you know the muffin man, who lives on Drury Lane?' - ``` + 7: + story_text_2: | + Another interesting thing you can so with the `{repeat}` command is using variables to set the amount of times something should be repeated. In the example code you can see that we first ask the person how old they are. + Then, in line 3, the question is repeated 'age' times. So we have used the variable 'age' with the `{repeat}` command. restaurant: - name: Restaurant - default_save_name: Restaurant - description: Create your own virtual restaurant levels: 1: - story_text: | - In level 1 you can make your own virtual restaurant and take your guests' orders. story_text_2: | ### Exercise Can you think of more lines to add to your restaurant code? For example, can you {ask} the guests what they'd like to drink, tell them the price, or wish them a pleasant meal? @@ -3624,15 +1826,6 @@ adventures: story_text: | In level 2 you could expand your restaurant by using variables. In level 1 Hedy could only {echo} the order once and only remember the last thing that was ordered. Now you can use variables and Hedy can remember both the food and the toppings! - example_code: | - ``` - {print} Welcome to Hedy's restaurant! - {print} Today we're serving pizza or lasagna. - food {is} {ask} What would you like to eat? - {print} Great choice! The food is my favorite! - topping {is} {ask} Would you like meat or veggies on that? - {print} food with topping is on its way! - ``` story_text_2: | ### Exercise Can you make this code more elaborate? For example by adding drinks to the order? Or...? @@ -3709,21 +1902,6 @@ adventures: 6: story_text: | In this level you can use maths to calculate the total price of your customer's order, which can make your virtual restaurant more realistic. - example_code: | - You can make a simple restaurant code, like this: - ``` - {print} 'Welcome to Restaurant Chez Hedy' - {print} 'Here is our menu:' - {print} 'Our main courses are pizza, lasagne, or spaghetti' - main = {ask} 'Which main course would you like?' - price = 0 - {if} main {is} pizza price = 10 - {if} main {is} lasagne price = 12 - {if} main {is} spaghetti price = 8 - {print} 'You have ordered ' main - {print} 'That will be ' price ' dollars, please' - {print} 'Thank you, enjoy your meal!' - ``` 7: story_text: | In this level you've learned how to use the `{repeat}` command to repeat a line of code a certain amount of times. @@ -3738,24 +1916,6 @@ adventures: {repeat} _ {times} food = {ask} 'What would you like to eat?' {print} 'Thanks for your order! Its coming right up!' ``` - 8: - story_text: | - In this level you can make your virtual restaurant more elaborate by repeating multiple lines of code. Like this: - - ### Exercise - This code can be expanded with more items on the menu, for example offering drinks, and/or multiple courses or desserts. Add at least one more item. - **Extra** Add even more items, as many options as you like! - example_code: | - ``` - {print} 'Welcome to Restaurant Chez Hedy!' - people = {ask} 'How many people will be joining us today?' - {print} 'Great!' - {repeat} people {times} - food = {ask} 'What would you like to order?' - {print} food - {print} 'Thank you for ordering!' - {print} 'Enjoy your meal!' - ``` 9: story_text: | In this level you can use nesting to make your restaurant more realistic and more fun! @@ -3869,48 +2029,9 @@ adventures: price = price - 3 {print} 'That will be ' price ' dollars' ``` - 15: - story_text: | - With the `{while}` you can make sure your costumers can keep adding orders until they are done. - - ### Exercise - Correctly add the `{while}` command to this code. - example_code: | - ``` - {print} 'Welcome at McHedy' - more = 'yes' - _ - order = {ask} 'What would you like to order?' - {print} order - more = {ask} 'Would you like to order anything else?' - {print} 'Thank you!' - ``` rock: - name: Rock, paper, scissors default_save_name: Rock - description: Make your own rock, paper, scissors game levels: - 1: - story_text: | - In level 1 you can start with a rock, paper, scissors game. - - With `{ask}` you can make a choice, and with `{echo}` you can repeat that choice. - example_code: | - ``` - {print} what do you choose? - {ask} choose from rock, paper or scissors - {echo} so your choice was: - ``` - story_text_2: | - ### Exercise - Instead of using words, you could also use emojis: ✊✋✌ - Can you create a code using emojis? - example_code_2: | - ``` - {print} what do you choose? - {ask} choose from _ - {echo} so your choice was: - ``` 2: story_text: | In this level you can practise using the variables, so that you can make the rock, paper, scissors game in the next level! @@ -3920,11 +2041,6 @@ adventures: {print} I choose _ ``` 3: - story_text: | - You can use the `{at} {random}` command to let the computer pick rock, paper or scissors! - - ### Exercise - Finish the code by using the `{at} {random}` command. example_code: | ``` choices {is} rock, paper, scissors @@ -3940,16 +2056,6 @@ adventures: {print} player 1 chooses... choices {at} {random} {print} player 2 _ ``` - 4: - story_text: | - In this level we can further program rock, paper, scissors. But if you want to add text, you have to use quotation marks here too. - ### Exercise - Fill in quotation marks on the blanks. Mind that the variable `choices` should be outside the quotes. - example_code: | - ``` - choices {is} rock, paper, scissors - {print} _The computer chooses..._ choices {at} {random} - ``` 5: story_text: | In this level we can determine who won. @@ -4002,47 +2108,7 @@ adventures: 13: story_text: | With the `{and}` command you can shorten your rock, paper, scissors code! Check out the example code below and try to finish it. - example_code: | - ``` - options = 'rock', 'paper', 'scissors' - your_choice = {ask} 'What do you choose?' - computer_choice = options {at} {random} - {print} 'You choose ' your_choice - {print} 'The computer chooses ' computer_choice - {if} computer_choice {is} your_choice - {print} 'Tie' - {if} computer_choice {is} 'rock' {and} your_choice {is} 'paper' - {print} 'You win!' - {if} computer_choice {is} 'rock' {and} your_choice {is} 'scissors' - {print} 'The computer wins!' - _ - ``` - 15: - story_text: | - ### Exercise - Play until you beat the computer! But first, finish the example code... - example_code: | - ``` - won = 'no' - options = 'rock', 'paper', 'scissors' - {while} won == 'no' - your_choice = {ask} 'What do you choose?' - computer_choice = options {at} {random} - {print} 'you chose ' your_choice - {print} 'the computer chose ' computer_choice - {if} computer_choice == your_choice - {print} 'Tie!' - {if} computer_choice == 'rock' {and} your_choice == 'scissors' - {print} 'You lose!' - {if} computer_choice == 'rock' {and} your_choice == 'paper' - {print} 'You win!' - won = 'yes' - _ - ``` rock_2: - name: Rock, paper, scissors 2 - default_save_name: rock_2 - description: Part 2 of rock, paper, scissors levels: 2: story_text: | @@ -4056,9 +2122,6 @@ adventures: {print} I choose choice ``` secret: - name: SuperSpy - default_save_name: SuperSpy - description: Make your own spy code levels: 12: story_text: | @@ -4084,197 +2147,15 @@ adventures: 13: story_text: | Can you fill in the right command on the blank? Mind: The superspy has to answer BOTH questions correctly, before they get the confidential information! - example_code: | - ``` - name = {ask} 'What is your name?' - password = {ask} 'What is your password?' - {if} name {is} 'Agent007' _ password {is} 'TOPSECRET' - {print} 'Go to the airport at 02.00' - {else} - {print} 'Go to the trainstation at 10.00' - ``` - simon: - name: Simon Says - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - Let's make a game of Simon Says! Simon Says is a memory game in which the player will be given a color. They have to repeat that color back. - If they get it right a color is added to the sequence, so they now have to remember 2 colors, then 3, then 4 etc. the game stops as soon as the player makes a mistake. - - ### Exercise - In this first part of the Simon Says adventure, we'll let the computer pick a random color and add it to a list. - - ***Make 2 lists*** First, make a list called `colors` and fill it with the colors red, yellow, green and blue. - Then make a list called `simon_sequence`. This list will be used as the answer. - At the start of the game this lists need to be empty. unfortunately, we can't create an empty list (yet), so we'll fill it with the words 'empty' and 'list' and we'll remove them from the list immediately. - - ***Create a function that adds a color to the sequence*** Now that we have an empty list called simon_sequence, we can start filling it with random colors. - We do that with a function, so we can call it everytime there's a new level in our game. Create a function called `add_random_color`. - Then create the variable random_color and set it to a random color. Next, add this random color to the simon_sequence. - - ***Create a function that shows the simon_sequence*** Start by naming the new function `show_simon_sequence` with `level` as an argument. Now we want to show as many colors as the level we are in (in level 1 you see 1 color, in level 2 you see 2 colors etc). - So we repeat `level` times, to print the `simon_sequence[i]`. Each time a color is shown, wait for 1 second and then clear the screen. - - ***Test your program*** Before you go to the next level, test if the functions are working by calling both of the functions. If they're working you should see a random color in your output screen. - Remove this testing part of your code, copy the code and continue to the next tab to learn more about the simon says game! - example_code: | - ``` - # Make 2 lists - colors = _ - _ = ['empty', 'list'] - {remove} _ {from} simon_sequence - {remove} _ - - # Create a function that adds a color - _ add_random_color - _ - {add} _ - - # Create a function that shows the simon_sequence - {define} _ - {for} i {in} {range} 1 {to} _ - {print} _ - _ - _ - - # Test your program - {call} _ - {call} show_simon_sequence {with} 1 - ``` - simon_2: - name: Simon Says 2 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - We'll continue with our Simon Says game! - - ### Exercise - ***Paste your code here*** Paste your code from the previous level here. Don't forget to remove the part that was just used for testing the functions. - - ***Create a function that creates the player_sequence*** The list `player_sequence` is used to capture the answers of the player. First we define the function with the argument level. - Next, we ask level times what the color is that they choose. We call that variable `answer`. Then we add the variable `answer` to the list player_sequence. - - ***Setting up the game*** Before we program the game in the next tab, we'll need some starting variables. First, we'll set the variable `level` to 1 and the variable `game_over` to False. - Then we make an introduction for the game. We'll print 'Welcome to Simon Says!' and clear the screen after 1 second. - - ***Continue to the next tab to finish the game!**** Don't forget to copy your code and take it with you to the next tab. - example_code: | - ``` - # Paste your code here - - - # Create a function that creates the player_sequence - {define} _ - {for} _ - _ 'What is color number ' i '?' - {add} answer {to} _ - - # Set up - level = _ - game_over = _ - {print} _ - _ 1 - _ - ``` - simon_3: - name: Simon Says 3 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - In this tab we'll program the game of Simon Says! - - ### Exercise - ***Paste your code*** Copy your code from the previous tab and paste it here. - - ***Program the game*** We start by making sure the game goes on while the game isn't over. Then we print what level the player is on, we use the variable level for that. We only show that for 1 second and then we clear the screen again. - Now, we have to create the empty list player_sequence. We've already programmed how to fill the list, with our function `player_sequence`, but we never made the list itself. To create the list we use the same trick as we did in the previous tab. - We'll make a list with the words 'empty' and 'list' on it, and then we remove both these words. Next, we'll call all of the 3 functions that we've created. - Lastly, we'll have to check if the player gave the correct answers (so if the player_sequence and the simon_sequence are the same). - If that's the case, we'll compliment the player. Wait for 1 second and increase the level with 1. - Did the player give the wrong answer, we'll tell them and end the game by setting game_over to 'True' - - ***Enjoy your game!*** Great job! Does your game not work? Use the ladybug button to debug your code! - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - {print} _ - _ - _ - _ = ['empty', 'list'] - {remove} _ - {remove} _ - {call} _ - {call} _ {with} _ - {call} _ {with} _ - {if} player_sequence == _ - _ - _ - _ - {else} - _ - game_over = _ - ``` sleep_command: - name: '{sleep}' - default_save_name: sleep_command description: introducing sleep command levels: 2: story_text: | ## The sleep command Another new command in this level is `{sleep}`, which pauses your program for a second. If you type a number behind the {sleep} command, the program pauses for that amount of seconds. - example_code: | - ``` - {print} My favorite colour is... - {sleep} 2 - {print} green! - ``` songs: - name: Sing a song! - default_save_name: Song - description: Print a song levels: - 6: - story_text: | - Songs often contain a lot of repetition. Sometimes the repetition is also based on counting. - For example, in the well-known song 'Bottles of beer'. You can program that song with a little math. - - Tip: Use the read aloud function to let Hedy sing the song to you! - - ### Exercise - You can now repeat lines 2 to 7 as many times as you want by copying the lines. - example_code: | - ``` - verse = 99 - {print} verse ' bottles of beer on the wall' - {print} verse ' bottles of beer' - {print} 'Take one down, pass it around' - verse = verse - 1 - {print} verse ' bottles of beer on the wall' - {sleep} - ``` - story_text_2: | - This children's song counts down from 5 little monkeys to 1 monkey. - If you copy line 2 - 7 and paste it under the the code, you can sing the whole song! - example_code_2: | - ``` - number = 6 - number = number - 1 - {print} number ' little monkeys jumping on the bed' - {print} 'One fell off and bumped his head' - {print} 'Mama called the doctor and the doctor said' - {print} 'NO MORE MONKEYS JUMPING ON THE BED!' - {sleep} - ``` 7: story_text: | Songs often contain a lot of repetition. For example... Baby Shark! If you sing it, you keep singing the same thing: @@ -4362,10 +2243,6 @@ adventures: Print the song Five little moneys jumping on the bed. Look up the text if you don't remember. **(extra)** Print the song Old MacDonald had a farm, and make sure all animals make a different sound, using an `{if}`. - example_code_2: | - ``` - monkeys = 5, 4, 3, 2, 1 - ``` 11: story_text: | In this level you can use the `{for} i {in} {range}` command to make songs that use counting, like the 5 little monkeys. @@ -4384,315 +2261,33 @@ adventures: {print} 'NO MORE MONKEYS JUMPING ON THE BED!' ``` 12: - story_text: | - In this song we can make it even easier to program 'if you're happy and you know it, clap your hands'. Because we can put all of the actions in a variable, check it out: - - ### Exercise - Can you add the right amount of indentation to each line to make the song play correctly? - Hint: Not all lines need indentation. - example_code: | - ``` - _ accions = "pica de mans", "pica de peus", "crida Hurra!" - _ {for} accio {in} accions - _ {for} i {in} {range} 1 {to} 2 - _ {print} "si ets feliç i ho saps" - _ {print} accio - _ {print} "si ets feliç i ho saps, i ho vols fer saber a tothom" - _ {print} "si ets feliç i ho saps" - _ {print} accio - ``` - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, but did you know that you could combine them with {ask} commands as well? - In this example we have changed the 'My Bonnie' program and made it interactive. You are now asked where Bonnie is. - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is ' place - - chosen_place = {ask} 'Where do you want Bonnie to be?' - synonym = {ask} 'What is another word for that?' - - {call} song {with} chosen_place - {call} song {with} synonym - {call} song {with} chosen_place - ``` - 16: - story_text: | - In this level, you can program a song like OldMacDonald even more quickly. You can connect the right animal to the right sound by simply putting them in the same place in the list. - The Drunken Sailor is also quickly made in this level. You only need 8 lines for the entire song, check it out! - - ### Exercise - Complete the Old MacDonald song by setting the variable `animal` to `animals[i]` and `sound` to `sounds[i]`. - example_code: | - ``` - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - {for} i {in} {range} 1 {to} 3 - animal = _ - sound = _ - {print} 'Old MacDonald had a farm' - {print} 'E I E I O!' - {print} 'and on that farm he had a ' animal - {print} 'E I E I O!' - {print} 'with a ' sound sound ' here' - {print} 'and a ' sound sound ' there' - {print} 'here a ' sound - {print} 'there a ' sound - {print} 'everywhere a ' sound sound - ``` - - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines - {for} i {in} {range} 1 {to} 3 - {print} line - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - 18: - story_text: | - In level 16 we made songs using lists. These programs however are no longer working properly in this level. The colons from level 17 and the brackets from level 18 still need to be added. - - ### Exercise 1 - The Drunken sailor song is given as sample code, but not yet working. - Can you make sure everything works again? To help you, we've put _ in the places of _some_ errors. - - ### Exercise 2 - Now also look up your Old MacDonald song from level 16, and correct it. - example_code: | - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines _ - {for} i {in} {range} 1 {to} 3 _ - {print} _ line _ - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - songs_2: - name: Sing a song! 2 - default_save_name: Song 2 - description: Sing a song 2 - levels: - 12: - story_text: | - Songs contain a lot of repetition. We can capture it with a function! - ### Exercise - Look at the example code with the function. Fill out the two lines so the full song is printed. - example_code: | - ``` - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} _ - ``` - 16: - story_text: | - ### Exercise - Finish the nursery rhyme! - example_code: | - ``` - number = ['one', 'two', 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'ten'] - object = ['on his drum', 'on his shoe', 'on his knee', 'on his door', 'on his hive', 'on his sticks', 'up in heaven', 'on his gate', 'on his vine', 'once again'] - - _ - {print} 'This old man' - {print} 'He played ' _ - {print} 'He played knick-knack ' _ - {print} 'With a knick-knack paddywhack' - {print} 'Give the dog a bone' - {print} 'This old man came rolling home' - {sleep} 8 - {clear} - ``` - story_text_2: | - ### Exersice 2 - Now create your own code for the nursery rhyme 'The wheels on the bus' on the same way! - example_code_2: | - ``` - object = ['wheels', 'doors', _] - movement = [ 'round and round', 'open and shut', _] - ``` - tic: - name: Tic-Tac-Toe - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - Let's program a game of tic-tac-toe! - - ### Exercise - In this adventure we'll start with creating an empty field. - - ***Create a list called field*** This list will be our playing field. This list is filled with 9 dots, since there are no x's and o's yet at the start of our game. - - ***Create a function that prints the field*** Firstly, clear the screen so the old playing fields will be removed. Then we print the first line of our Tic Tac Toe field. This line constists of the first 3 spots in our list field. - We have already programmed this line for you. Now finish the field by printing spot 4, 5, and 6 on the second row and spot 7, 8 and 9 in the third row. - - ***Call the function that prints the field*** Now call the function. -
- Run the code. Your output should look like this: -
- - ***Continue in the next tab*** In the next tab you'll learn how to program the game itself. - example_code: | - ``` - # Create a list called field - _ = ['.', '.', '.', '.', '.', '.', '.', '.', '.'] - - # Create a function that prints the field - {define} print_field - _ - {print} 'TIC TAC TOE' - {print} field[1] field[2] field[3] - _ - _ - - # Call the function - ``` - 17: - story_text: | - In the previous level you've learned how to make a tic-tac-toe game. The game works, but is quite annoying as it keeps asking you if you've won yet. - Now that we have the {elif} command, we can let the game decide if someone has won and it can stop asking us! - - ### Exercise - ***Paste your code*** Paste your code from the previous level here and make it level 17 proof. In this level you've learned to use a colon everytime you create a block of code. Please add the colons in the correct spots. - - ***Create a function that detects if someone's won*** We have started the function for you, paste it under the function `print_field` and finish the function. You can see that this first piece of code checks to see if spot 1, 2 and 3 are the same, because if they are you have 3 in a row. - It also checks if they are not a dot, because if they are, the line might have the same symbols on them, but that's just because it's still empty. - If all these conditions are met, the game is over and the winner is printed. - Finish this function with all possible ways to win. This means you have to make this for the other 2 rows, 3 columns and 2 diagonals. - If you've finished all the other options, the function should return the variable `game_over` so we can use it in our game. - - ***Call the function in the game*** Go to the line `game_over = {ask} 'Did you win?'` and change it to `game_over = {call} detect_winner {with} field, sign`. Now the function will check if there's a winner and the game doesn't need to keep asking anymore! - - ***Enjoy your game!*** Great job! You have finished the game! Enjoy playing it! - - example_code: | - ``` - # Paste your code here and make it level 17 proof - - # Create a function that detects if someone has won - {define} detect_winner {with} field, sign: - {if} field[1] == field[2] {and} field[2] == field[3] {and} field[1] != '.': - game_over = 'yes' - {print} 'Player ' sign 'wins!' - {elif}: - _ - {else}: - game_over = 'no' - {return} _ - ``` - tic_2: - name: Tic-Tac-Toe 2 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - In the previous adventure you've learned how to create a playing field. Now you'll learn how to create the game! - - ### Exercise - ***Paste your code*** Start by pasting your code from the previous adventure here. - - ***Add variables*** Underneath your list called `field` we'll add 2 more variables that we'll need to program the game. - The variable `game_over` tells us if the game is over, and should be 'no' at the start of the game. - The variable `sign` tells us if it's the turn of player x or player o. Set the variable to 'x'. - - ***The game*** First use a {while} command, to make sure the game keeps on playing the variable while game_over is set to no. - During the game, we first ask the player which spot they choose. Then we change the field with the number they chose into their sign. - Then we print the field again and we ask the player if they've won yet. Lastly we want to switch whose turn it is, so if the sign is 'x' it should be 'o' and the other way around. - - ***Test your game*** Does your game work? Great, have fun playing the game! If not, use the ladybug button to debug your code. - You might have noticed one mistake in the code though, you can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! Go to the next tab to learn how to fix this problem. example_code: | ``` - # Paste your code from the previous adventure here - - # Add variables - game_over = _ - sign = _ - - # The game - {while} _ - choice = _ 'Player ' sign '_?' - field[choice] = _ - _ print_field - game_over = {ask} _ - {if} sign = 'o' - sign = _ - _ - sign = _ - ``` - tic_3: - name: Tic-Tac-Toe 3 - default_save_name: Tic - description: Play a game of Tic Tac Toe! + _ accions = "pica de mans", "pica de peus", "crida Hurra!" + _ {for} accio {in} accions + _ {for} i {in} {range} 1 {to} 2 + _ {print} "si ets feliç i ho saps" + _ {print} accio + _ {print} "si ets feliç i ho saps, i ho vols fer saber a tothom" + _ {print} "si ets feliç i ho saps" + _ {print} accio + ``` + songs_2: levels: - 16: - story_text: | - You might have noticed one mistake in the code you've made in the previous adventure. You can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! In this tab we'll fix that mistake. - - ### Exercise - ***Paste your code here*** Paste your code from the previous adventure here. - - ***Fix the mistake*** To fix the mistake we replace the line that says `field[choice] = sign`. This turns any spot that the player has chosen into their sign. - Go to the header that says 'Use this to fix the mistake' and finish the code. We first want to check if the chosen spot is still empty, so `if field[choice] = '.'`. If that is the case, you are allowed to take it. - Then we make an else command and print 'Sorry, this spot is already taken' if the spot is not empty. Lastly, we add a {sleep} command, so the players can actually read the text before it gets cleared again. - Now copy this piece of code and replace the line `field[choice] = sign` with this new piece of code. - - ***Play your game!*** Now the game should work properly! Good job! - The only flaw is that you can get a bit annoyed that the game keeps asking you if you've won yet. Do you want to fix that? Go to level 17 and we'll fix it! + 12: example_code: | ``` - # Paste your code here + {define} twinkle + {print} 'Twinkle' + {print} '...' - # Use this to fix the mistake - {if} _ = '.' - field[choice] = sign - {else} - {print} _ - _ + {call} twinkle + {print} 'Up above the world so high' + {print} 'Like a diamond in the sky' + {call} _ ``` turtle: - name: Turtle - default_save_name: Turtle - description: Make your own drawing levels: - 1: - story_text: | - You can also use Hedy to draw. By combining turns and lines, you can make a square or stairs! - - Using `{forward}` you draw a line forwards. The number behind it determines how far the turtle will walk. `{turn} {right}` turns a quarter turn in clockwise direction, `{turn} {left}` turns counter clockwise. - - If you want to go backwards, you use the `{forward}` command but with a negative number. So for example `{forward} -100` - example_code: | - ``` - {forward} 100 - {turn} {left} - ``` - story_text_2: | - ### Exercise - This is the start of a little staircase. Can you make it have 5 steps? - example_code_2: | - ``` - {forward} 20 - {turn} {right} - {forward} 20 - {turn} {left} - {forward} 20 - ``` 2: story_text: | In this level you can use variables to make the turtle interactive. For example you can ask the player how many steps the turtle must make. @@ -4724,63 +2319,7 @@ adventures: Use `{at} {random}` to choose a value from a list. ### Exercise Can you copy and paste lines 2 and 3 to create a longer random path? - example_code: | - ``` - angles {is} 10, 50, 90, 150, 250 - {turn} angles {at} {random} - {forward} 25 - ``` - 4: - story_text: | - In level 4 you have to use quotation marks with `{print}` and `{ask}`. Also when drawing! - example_code: | - ``` - {print} _ Drawing figures _ - angle {is} 90 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - ``` - story_text_2: | - You can also change the color of the lines with the command `{color}`. Check out the example. - You can also use the command `{color} {white}` to make 'invisible' lines. You could use these white lines to move the turtle anywhere in the screen before you start drawing. - example_code_2: | - ``` - {color} {white} - {forward} -80 - {color} {green} - {forward} 50 - {color} {yellow} - {forward} 50 - {color} {red} - {forward} 50 - ``` 5: - story_text: | - In level 5 you can make a choice with `{if}`. For example between different types of figures. - example_code: | - ``` - {print} 'Drawing Figures' - figure {is} {ask} 'Do you want a square or a triangle?' - {if} figure {is} triangle angle {is} 120 - {else} angle {is} 90 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - ``` - story_text_2: | - ### Exercise - Fill in the correct numbers in this code to get it to work. - After you've done that, you can try to add the option backwards. - - **Extra** Instead of using 'left' and 'right', remake the program with North, East, South and West. - This way you could add even more directions like Northeast and Southwest etc. example_code_2: | ``` direction {is} {ask} 'Do you want to go left, right, or straight ahead?' @@ -4788,29 +2327,6 @@ adventures: if direction is right turn _ forward 100 ``` - 6: - story_text: | - In this level you can use calculations to draw different figures. - You may have learned in school that turning a full circle is 360 degrees. If not, now you know! - That's why you also use 90 degrees for a square. 360 divided by 4 is 90. - Now that we can do math with Hedy, we can draw all the figures we want! - example_code: | - ``` - angles = {ask} 'How many angles do you want?' - angle = 360 / angles - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - ``` 8: story_text: | Now that we can repeat several lines, we can make figures more easily. @@ -4825,14 +2341,6 @@ adventures: story_text_2: | Also, we can now improve the program that draws different figures. Can you figure out how far the turtle has to turn here? Finish the code and you can draw any polygon you'd like! - example_code_2: | - ``` - figure = {ask} 'How many angles should I draw?' - angle = 360 / figure - {repeat} figure {times} - {turn} _ - {forward} _ - ``` 9: story_text: | Now that we can use a `{repeat}` inside a `{repeat}`, we can create more complex figures. @@ -4841,17 +2349,6 @@ adventures: This code creates three black triangles, change that into five pink squares. **(extra)** Create a figure of your own choosing consisting of at least two different shapes types. - example_code: | - ``` - {color} {black} - {repeat} 3 {times} - {repeat} 3 {times} - {forward} 10 - {turn} 120 - {color} {white} - {forward} 50 - {color} {black} - ``` 10: story_text: | In this level you can make the turtle draw a figure. @@ -4862,162 +2359,9 @@ adventures: **(extra)** can you change the spiral into another shape? Experiment with numbers for the turn! ### Exercise 2 The spiral is drawn outwards, make it go inwards? - example_code: | - ``` - {turn} 90 - distances = 10, 20, 30, 40, 50, 60 - {for} distance {in} distances - {forward} distance - ``` - 12: - story_text: | - We can use functions to draw more complex figures with less code. - ### Exercise 1 - Fill the function so that three squares are created. If you want the image to look nicer, you can make the lines between the squares white. - - ### Exercise 2 - The code can be made even shorter. Place the final lines into a `{repeat}` so the figure remains the same. - - ### Exercise 3 - Create your own drawing with different figures. - Change both the number of figures with the `{repeat}` and the shape of the figures in the `{define}` - example_code: | - ``` - {define} square - {repeat} 4 {times} - {turn} _ - {forward} _ - {call} square - {forward} 50 - {call} square - {forward} 50 - {call} square - ``` turtle_draw_it: - name: Draw it! - default_save_name: Draw it - description: Draw this picture with the turtle levels: - 1: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Rectangle - Square - Stairs -
- 2: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Arrow - Boat -
- 3: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Star - Arrow -
- 4: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Colored Star - Rainbow - Nested squares -
- example_code: | - **Extra** Up for a real challenge? Make sure that the colors of these figures are selected randomly, so that each time you run your programs they'll look differently! - - ``` - colors {is} red, orange, yellow, green, blue, purple, pink, brown, gray, black - color _ - ``` - 5: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Make only one code that lets the player decide which letter they'd like to see! And can you add even more letters? - -
- F - E - L -
- example_code: | - Hint: - ``` - chosen_letter {is} {ask} 'Which letter would you like to see? F, E or L?' - {if} _ - ``` - 6: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Let the player decide which color the square should be. - - ***Extra*** Can you make the letter of your own first name and the flag of your own country too? - -
- Square - Letters - Flag -
- example_code: | - Hint for the square: - ``` - chosen_color = {ask} _ - ``` - 7: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Hexagon - Triangle - Fan -
- 8: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - -
- Square (3) - Randomly colored star (5) - Randomly colored spiral (7) -
9: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - - **Extra** Give the player a choice which country they would like to see the flag of. - -
- Cross (7) - Randomly colored nested squares (8) - Flags -
example_code: | Hint for the nested squares: ``` @@ -5035,14 +2379,6 @@ adventures: color_3 = blue ``` 10: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Nested Hexagon - Traffic lights -
example_code: | Hint Nested Hexagon: ``` @@ -5058,47 +2394,6 @@ adventures: color _ {repeat} _ ``` - story_text_2: | - Christmas lights - example_code_2: | - Hint Christmas Lights: - - Start by moving to the left side of the screen with an invisible white line. Then hang up the Christmas lights! - ``` - {color} white - {turn} -90 - {forward} 300 - {turn} 90 - - colors = red, blue, yellow, purple, green, orange, pink - {for} chosen_color {in} colors - _ - ``` - 11: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Beehive (6) - Fan (5) - Snowflake (13) -
- example_code: | - Hint Beehive: - ``` - {for} amount_of_combs {in} {range} 1 {to} _ - {for} walls_of_one_comb {in} {range} 1 {to} _ - {forward} _ - {turn} _ - {forward} _ - {turn} _ - ``` - - Hint Fan: - Start out like the fan you made in level 7. Or take a peak at the hint for the beehive, because the codes are very similar. - - Hint Snowflake: Start by making one 'leg' and repeat it 6 times. 12: story_text: | ### Exercise @@ -5125,129 +2420,9 @@ adventures: {if} shape = 'square' {call} draw_a_square ``` - 13: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Street in different sizes - Colored street - Snow Storm - example_code: | - Hint Street in different sizes - ``` - {define} draw_a_house {with} size - _ - - {call} draw_a_house {with} 90 - {call} draw_a_house {with} 60 - {call} draw_a_house {with} 30 - ``` - - Hint Colored street - ``` - {define} draw_a_house {with} chosen_color - _ - ``` - - Hint Snow Storm - ``` - {define} draw_snowflake {with} length, color - _ - - numbers = 10, 20, 30 - colors = _ - - {for} i {in} {range} 1 {to} 5 - random_number = _ - random_color = _ - {call} draw_snowflake {with} random_number, random_color - {color} white - {turn} random_number * 5 - {forward} 80 - ``` - 14: - story_text: | - ### Exercise - Create a program that asks the player how many corners their figure should have and then creates that figure. - The figure in the image is the output when the player fills in 10. - -
- - -
- example_code: | - ``` - {define} calculate_degrees {with} amount_of_corners - _ 360 / amount_of_corners - - - {define} draw_figure {with} degrees - _ - {forward} 400/amount_of_corners - {turn} _ - - amount_of_corners = {ask} _ - degrees = {call} _ {with} _ - - {call} _ {with} - {call} _ {with} - ``` - 15: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Spiral - example_code: | - Spiral - ``` - distance = 5 - {while} distance < 200 - distance = distance + 5 - _ - ``` - story_text_2: | - Fan - example_code_2: | - Fan - ``` - {define} draw_a_square {with} side - _ - - i = 100 - {while} i > 1 - _ {with} i - _ - i = i - 3 - ``` - story_text_3: | - Star - example_code_3: | - Star - A star is usually drawn using 144-degree-turns. If you change this slightly to 143 degrees for example and repeat the pattern multiple times with a {while} loop you can make this figure. while_command: - name: '{while}' - default_save_name: while_command description: while - levels: - 15: - story_text: |- - We are going to learn a new loop, the `{while}` loop! We continue the loop as long as the statement is true. - So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. - If the correct answer is never given, the loop never ends! - example_code: | - ``` - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - ``` years: - name: New Year's - default_save_name: New Year's Countdown description: Countdown to the new year! levels: 11: diff --git a/content/adventures/cs.yaml b/content/adventures/cs.yaml index c162ea4b54e..61041f271c0 100644 --- a/content/adventures/cs.yaml +++ b/content/adventures/cs.yaml @@ -53,13 +53,6 @@ adventures: **Extra** Přidejte příkaz `{sleep}` do svého kódu, abyste zvýšili napětí ve svém příběhu. 3: - story_text: | - In level 3 you can make your story more fun. You can use randomness for any monster, animal or other obstacle, like this: - example_code: | - ``` - animals {is} 🦔, 🐿, 🦉, 🦇 - {print} They now hear the sound of an animals {at} {random} - ``` story_text_2: | The command `{add}` can also come in handy in your story. For example example_code_2: | @@ -72,35 +65,6 @@ adventures: ``` story_text_3: | This is an example of the `{remove}` command in your story - example_code_3: | - ``` - {print} His backpack got way too heavy. - {print} Inside were a bottle of water, a flashlight and a brick. - bag {is} water, flashlight, brick - dump {is} {ask} Which item should he dump? - {remove} dump {from} bag - ``` - 4: - story_text: | - ### Exercise - Copy the example code and finish it by adding quotation marks on the blanks in lines 1 and 2. - The blanks in line 3 and 4 should not be replaced by quotation marks, but a `{sleep}` and a `{clear}` command. Can you make it work? - - ### Exercise 2 - Go back to the previous level and copy your story code. Make the code work in this level by adding quotation marks in the right spots. - Mind: The variables in your own story should be outside of the quotation marks. Just like the second line of the example code. In that line the variable name is placed outside of the quotation marks. - example_code: | - ``` - name {is} {ask} _ What is your name? _ - {print} _ The main character is called _ name - _ - _ - {print} name _ is now going to walk in the woods _ - {print} name _ is a bit scared _ - animals {is} 🦔, 🐿, 🦉, 🦇 - {print} _ He hears the sound of a _ animals {at} {random} - {print} name _ is afraid this is a haunted forest _ - ``` 5: story_text: | In this level you can program different endings, which will make your story even more fun. @@ -130,12 +94,6 @@ adventures: ### Cvičení Přidejte opakování do svého vlastního příběhu. Vraťte se ke svým uloženým programům, vyberte svůj příběhový program z předchozí úrovně a najděte řádek obsahující `{print}` a opakujte ho! - example_code: | - ``` - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - ``` 8: story_text: | Na této úrovni můžete použít více řádků ve vašich `{if}` příkazech, tímto způsobem můžete vylepšit svůj šťastný nebo smutný konec! @@ -205,12 +163,6 @@ adventures: _ ``` 15: - story_text: | - Using the `{while}` loop can make your stories more interesting. For example, you can use `{while} game == 'on'` so you can play until the game is over. - Or you can use `{while} sword == 'lost'` so the player can't continue the game until they have found something. - - ### Exercise - The example code shows you how to use the `{while}` loop in a story. Now **think of your own scenario** in which the player has to find something before they can continue. example_code: | ``` keys = 'lost' @@ -226,113 +178,30 @@ adventures: {print} 'Nope they are not at the ' location {print} 'Now you can enter the house!' 18: - story_text: | - We are going to print another story, but now we have to use brackets with `{print}`. - - ### Exercise 1 - Create a story of at least 5 sentences. You don't have to use 'name' just yet. example_code: | ``` {print}('Vítejte v tomto příběhu!') ``` - story_text_2: | - ### Exercise 2 - We have already prepared an `{input}` for you. First, use the `name` variable in your story. - Then add a second `{ask}` and use that variable as well. - Tip: Remember the commas in a `{print}` between text and variables! - example_code_2: | - ``` - naam = {input}("What's your name?") - {print}('Welcome to this story!') - ``` add_remove_command: name: '{add} {to} & {remove} {from}' - default_save_name: add_remove_command description: introducing add to and remove from levels: 3: story_text: | ## Add to You can add items to the list with the `{add} {to_list}` command. To add an item to a list you can simply type: `{add} penguin {to} animals` or you can use the `{ask}` command like in the example code. - example_code: | - ``` - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - ``` - story_text_2: | - ## Remove from - If you can add items to a list, of course you can also take them off. This is done with the `{remove} {from}` command. - example_code_2: | - ``` - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - ``` story_text_3: | ### Exercise Try out the new commands in this virtual restaurant. Add the flavor the player is hpoing for to the list and remove the flavors they are allergic to. - example_code_3: | - ``` - {print} Mystery milkshake - flavors {is} strawberry, chocolate, vanilla - hope {is} {ask} What flavor are you hoping for? - _ - allergies {is} {ask} Are you allergic to any flavors? - _ - {print} You get a flavors {at} {random} milkshake - ``` and_or_command: - name: '{and} & {or}' - default_save_name: and or description: introducing and or - levels: - 13: - story_text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two `{if}`s but can use `{and}` and `{or}`. - - If you use `{and}`, both statements, left and right of the `{and}` need to be true. We can also use `{or}`. Then only one statement needs to be correct. - example_code: | - ``` - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - ``` ask_command: - name: '{ask}' - default_save_name: ask_command description: Introduction ask command levels: 1: - story_text: | - ## The ask command - Now that you can use the `{print}` command, you are ready to learn the next command: `{ask}`. With the `{ask}` command, you can ask a question. Check it out: - example_code: | - ``` - {print} Hello! - {ask} What is your name? - ``` story_text_2: | ## The echo command If you want the computer to repeat the answer, you can use the `{echo}` command. The answer will then be echoed back at the end of the sentence, so in this example after hello. - example_code_2: | - ``` - {print} Hello! - {ask} What is your name? - {echo} hello - ``` - story_text_3: | - ### Exercise - Try out the `{ask}` and `{echo}` commands. Firstly, fill in the blanks to make this program work. - Then ask 2 more questions using the `{ask}` command, after each `{ask}` use an `{echo}` to print the answer on the screen. - example_code_3: | - ``` - _ How are you doing? - _ - ``` 2: story_text: | ## Příkaz ask @@ -355,213 +224,7 @@ adventures: Nyní místo nastavování proměnných chceme, abyste proměnné učinili interaktivními, jak jsme to udělali v našem příkladu. Zkopírujte svůj kód z předchozího panelu a učiňte proměnné interaktivními pomocí příkazů `{ask}`. - example_code_2: | - ``` - favorite_animal {is} {ask} What is your favorite animal? - {print} I like favorite_animal - ``` - 18: - story_text: The final change we will need to make to get Python code is changing `{ask}` into `{input}`. - example_code: | - ``` - {print}('My name is Hedy!') - name = {input}('What is your name?') - {print}('So your name is ', name) - ``` - blackjack: - name: Blackjack - default_save_name: Blackjack - description: Try to get as close to 21 as you can - levels: - 17: - story_text: | - Blackjack is a simple game of cards in which you have to get as close to 21 points as possible. You get two cards. Each card is worth their numeral value, and the face cards (Jack, Queen and King) are worth 10 points. - The Ace is worth either 1 or 11 points (you can choose). The dealer, your opponent, also gets two cards. - If you want, you can get another card, and its points will be added to your total. The dealer can also choose to take another card. - But be careful not to get more than 21 points, because if you do, you lose! - The player who gets closest to 21, without going over it, wins! - - ### Exercise - In this adventure we code the first part of our Blackjack game. We'll create a function to calculate how many points a card is worth. - - ***Set the variables*** - Start by making a list of all the cards, from 2 to Ace. Next make a list of the face cards, so Jack, Queen and King. Then pick a random card from the list of cards to be card_1. - - ***Create a function to calculate the points*** - Create a function that calculates how many points a card is worth. - All the face cards are worth 10 points, the Ace is worth 11 and all the other cards are worth their numeral. - Return the variable `points` at the end of the function. - - ***Test the function*** - Test if your function is working properly. Finish the first print command by filling in which card you've drawn. Then finish the second line by calling the function with card_1. - Run the code a couple of times. Are you happy with the results? Great! Then you can remove the testing part and move on the the next tab! - example_code: | - ``` - {print} 'BLACKJACK' - - # Set these variables - cards = _ - face_cards = _ - card_1 = - - # Create a function to calculate the points - {define} calculate_points {with} card: - {if} card {in} face_cards: - points = _ - {elif} _ - _ - {else}: - _ - _ points - - # Test your function - {print} 'Your card is a ' _ - {print} 'That is worth ' _ ' points'. - ``` - blackjack_2: - name: Blackjack 2 - default_save_name: Blackjack_2 - description: Blackjack part 2 - levels: - 17: - story_text: | - ### Exercise - In this adventure we code the second part of our Blackjack game. - - ***Paste your code from the previous adventure*** - In the previous adventure you've started a list of variables and created a function to calculate how many points a card is worth. Copy your code and paste it here. Mind that you don't need the testing part, so if you haven't removed that yet, please do so now. - - ***Add more variables*** - You have already set the lists `cards` and `face_cards` and the variable `card_1`. Underneath those variables create 3 more variables: `card_2`, dealer_card_1` and `dealer_card_2`. These variables are all set to a random card from the list of cards. - - ***Add up points*** - To calculate how many points you have scored we call the function with card 1 and we do it again for card 2. Then we add both these scores together to get your total. - Do the same thing for the dealers points, but be sure to use the dealer's cards and not your own! - - ***2 Aces*** - You're doing great! Almost all scores can be calculated now. There is only one exception: 2 Aces. If you get 2 Aces, your total is 12 points and not 22 (because 22 points would be losing!). This of course also goes for the dealer. - - ***Show the score*** - Lastly, you want to tell the program to tell you which cards you have drawn and how many points that is. Then show which cards the dealer has and how many points they have. - - ***Continue in the next tab*** - Great! You have finished this part of the game! Copy your code and go to the next tab to learn how to ask for an extra card and to declare a winner. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add these variables to the list of variables - card_2 = _ - dealer_card_1 = _ - dealer_card_2 = _ - - # Add up your points - your_points_1 = {call} _ {with} card_1 - your_points_2 = _ - your_total = _ - - # Add up the dealers points - dealer_points_1 = _ - _ - _ - - # 2 Aces - {if} card_1 == 'Ace' {and} _ - your_total = 12 - {if} dealer_card_1 _ - dealer_total = _ - - # Show the score - {print} 'You have drawn a ' _ ' and a ' _ '. That is ' _ ' points' - {print} 'The dealer has drawn a ' _ ' and a ' _ '. That is ' _ ' points' - ``` - blackjack_3: - name: Blackjack 3 - default_save_name: Blackjack_3 - description: Blackjack part 3 - levels: - 17: - story_text: | - In the previous tabs you have learned how to draw 2 random cards for yourself and for the dealer and to calculate how many points you both got. - In this adventure we add the option to ask for an extra card for both you and the dealer. - - ### Exercise - ***Paste your code from the previous adventure*** Firstly, copy your code from the previous tab and paste it here. - - ***Extra card for you*** If you want, you can get an extra card to get your total as close to 21 as possible. First ask the player if they want an extra card. - If they do, pick a random card and print what they have drawn. If the card is not an Ace, you can call the function and add the points to your total. - In case the card is an Ace, you can't use the function, because the Ace can be either 1 point or 11 points, depending on how many points you already have earned. - If your total is less than 11, you want the ace to be 11 points (because this is closest to 21). So you add 11 points to your total. - If the total is more than or equal to 11, you want the ace to be 1 point (because you don't want more than 21 points). So you add 1 point to your total. - Lastly, print your new total of points. - - ***Extra card for the dealer*** The dealer can also get an extra card. The dealer doesn't need to be asked, because they always get an extra card if their total is less than 17. - Copy the 'Extra card for you code' and paste it in the dealers section. Then change it to fit the dealer picking an extra card and getting points added to their total. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Extra card for you - hit = {ask} _ - {if} hit == 'yes': - card_3 = _ - {print} _ - {if} card_3 _ 'Ace': - your_points_3 = _ - your_total = _ - {else}: - {if} your_total _ - _ - {else}: - _ - {print} _ - - # Extra card for the dealer - {if} dealer_total < 17 - _ - ``` - blackjack_4: - name: Blackjack 4 - default_save_name: Blackjack_4 - description: Blackjack part 4 - levels: - 17: - story_text: | - In the last 3 adventures you have alsmost created a working blackjack game! The only thing left to do is to decide a winner! - - ### Exercise - ***Paste your code from the previous adventure*** Start by pasting the code that you've made so far into your programming field. - - ***Decide a winner*** - Firstly, if you and the dealer have an equal amount of points, it's a draw. - Secondly, if the dealer has more than 21 points and you don't, you are the winner. - Thirdly, if both you and the dealer have less than 22 points, we have to see who came closest to 21. We do that by comparing who has the highest score. Is your total higher than the dealer's total, then you are the winner. If not, the dealer wins. - Lastly, in all other scenarios (e.g. you have more than 21 points and the dealer doesn't, or you both have more than 21 points) you are the loser. - - ***Enjoy the game!*** - Does your game work properly? Amazing! You have done a great job! Enjoy your game! - If it doesn't work right away, no worries, you might have made a mistake. Just keep calm and bebug your code using the ladybug button. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Decide a winner - {if} _ - {print} 'Its a draw! Play again!' - {elif} _ - {print} 'You win!' - {elif} _ : - {if} _: - {print} _ - {else}: - {print} _ - {else}: - _ - ``` calculator: - name: Calculator - default_save_name: Calculator - description: Create a calculator levels: 6: story_text: | @@ -605,59 +268,7 @@ adventures: ### Exercise 2 Give the player feedback when the enter an answer, like `{print} 'Correct!'` or `{print} 'Wrong! The correct answer is ' correct_answer`. - example_code: | - ``` - score = 0 - {repeat} 10 {times} - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct_answer = number_1 * number_2 - {print} 'What is ' number_1 ' times ' number_2 '?' - answer = {ask} 'Type your answer here...' - {print} 'Your answer is ' answer - {if} _ {is} _ - score = score + 1 - {print} 'Great job! Your score is... ' score ' out of 10!' - ``` - 10: - story_text: | - This calculator game helps you practise your tables of multiplication! - ### Exercise - Fill in the blanks. We want this program to ask the player these questions: - ``` - How much is 1 times 1? - How much is 1 times 2? - How much is 1 times 3? - How much is 2 times 1? - How much is 2 times 2? - How much is 2 times 3? - How much is 3 times 1? - How much is 3 times 2? - How much is 3 times 3? - _ - ``` - example_code: | - ``` - numbers = 1, 2, 3 - {for} _ - {for} _ - answer = {ask} _ - correct = number_1 * number_2 - {if} answer {is} correct - {print} 'Great job!' - {else} - {print} 'That is wrong. The right answer is ' correct - ``` 11: - story_text: | - With a `{for}` you can simplify tables of multiplication practise program. - - ### Exercise 1 - Improve the example code such that it prints a nice multiplication table:
"1 times 10 is 10", "2 times 10 is 20", etc. - - ### Exercise 2 - Go back to your level 10 multiplication code, and modify it so that it uses a `{for}` and `{range}`. example_code: | ``` number = 10 @@ -673,34 +284,7 @@ adventures: number2 = {ask} 'What is the second number?' answer = number1 + number2 {print} number1 ' plus ' number2 ' is ' answer - 13: - story_text: | - ### Exercise 1 - Let's make the practice program a bit harder. The player now has to answers two questions correctly. Fill out the blanks to complete the program. - - ### Exercise 2 - Sometimes, calculations have multiple correct answers. For example, 10 can be divided by 5 and by 2. So the question 'What number divides 10?' can be answered by 2 and by 5. - Ask for a calculation that has multiple correct answers, ask the player to answer it, and determine if it is correct using `{or}`. - Empty the programming field and create your own solution. - example_code: | - ``` - answer1 = {ask} 'What is 10 times 7?' - answer2 = {ask} 'What is 6 times 7?' - {if} _ _ _ _ _ _ _ - {print} _ - ``` 14: - story_text: | - In this adventure you will build a calculator that calculates your mean grade for you. If you get your calculator to work, you can move on to the next adventure, which allows you to add two extra features. - - ### Exercise 1 - Fill in the blanks to get the calculator to work. - * Start with the fourth line, add a question to figure out what grade the student got. - * In the fifth line you'll want to calculate the total of all grades, so the total = total + grade. - * Then we get to set the return value. We want to return the mean, so the total devided by the amount of tests (4). - * Lastly we finish the code by calling the function in line 8. - - Did you get it? Awesome! Would you like to add even more to your calculator? **This adventure continues in the next tab!** example_code: | ``` {define} calculate_mean_grade @@ -719,127 +303,11 @@ adventures: mean_grade = {call} _ {print} 'Your mean grade is ' mean_grade - 15: - story_text: | - You can add the `{while}` loop to the calculator game you've learned to make in a previous level. - This makes sure the player can't continue to the next question if they answer incorrectly. - - ### Exercise - Add the `{while}` loop in the function, ask the player what number_1 times number_2 is and print their answer. - Then `{call}` the function. - example_code: | - ``` - {define} new_question - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct = number_1 * number_2 - answer = 0 - _ - _ - _ - {print} 'Well done!' - - {print} 'Give 10 correct answers to win!' - {for} i {in} {range} 1 {to} 10 - _ - {print} 'You win!' - ``` - calculator_2: - name: Calculator 2 - default_save_name: Calculator 2 - description: Calculator 2 - levels: - 14: - story_text: | - ### Exercise 2 - **This is the second part of this adventure.** The adventure starts in the previous tab. - Of course, you don't always want to calculate the mean of 4 tests. You might want to calculate the mean of 10 tests or only 2... - We can fix this problem by adding the argument and variable 'amount_of_tests'. - * Start a new line on line 3. Set the amount_of_tests argument by asking the student how many tests they have made. - * Change the 4 in line 4 to the new argument amount_of_tests. - * Lastly, change the 4 in line 6 to amount_of_tests - - Try out your new program. Does it work? - - ### Exercise 3 - Did you want to make your program even better? Great! In the previous program you could only calculate the mean grade of 1 subject, but it would be better if you could calculate the mean grade for all subjects you want! - We won't tell you how to do it, but we will give you one tip: Start your code in line 1 with: define calculate_mean_grade with subject. - example_code: | - ``` - # Use your own code from the previous adventure. - ``` clear_command: - name: '{clear}' - default_save_name: clear_command description: clear command - levels: - 4: - story_text: | - Time for a new command! With `{clear}` you can clear all the text form your output screen. This way you can prevent your screen getting too full of text. - Beware! If you are using a `{clear}` command, you might need to use a `{sleep}` above it. Otherwise Hedy will clear your screen without giving you the time to read as you can see in the example! - example_code: | - ``` - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'wait for it...' - {sleep} 3 - {clear} - {print} 'SURPRISE!' - ``` debugging: - name: debugging - default_save_name: debugging - description: debugging adventure levels: - 1: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will show you code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} I love programming - Do you love programming too? - {echo} - {print} What are your hobbies? - {echo} Your hobbies are - ``` - 2: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - destination {ask} Where are you going on holidays? - {print} The flight to dstination leaves at 3 pm. - {ask} Did you check in your luggage yet? - {echo} - {print} Let me print your boarding pass for you. - {sleep} - Here you go! Have a nice trip! - ``` 3: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -853,80 +321,12 @@ adventures: tomorrows_movie {is} movie_choices {at} {random} I'll go get the popcorn! {print} ``` - 4: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Welcome to the online library! - {ask} What genre of books do you like? - {print} You like genre - author {is} {ask} 'Who's your favorite author?' - {print} 'author is your favorite author' - {print} Hmmm... i think you should try... books {at} {random} - ``` - 5: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} Welcome to Swimming Pool Hedy! - class {is} {ask} 'Are you here to join a class today?' - {if} class yes - {print} 'Great! You're joining a class! - {print} {else} 'You will not be joining a class' - discount {is} 'Do you have a discount code?' - {if} discount {is} yes - discount_answer {is} {ask} 'What's your discount code?' - discount_codes = Senior4231, Student8786, NewMember6709 - {if} discount_answer {is} {in} discount_cods - {print} 'That will be $3,50' - 'That will be $5,50' - {print} 'Have a nice swim!' - ``` - 6: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Vending machine' - chosen_product = {ask} 'Please select a product' - 1_dollar_products = coke orange juice water - 2_dollar_products = chocolate, cookie, museli bar - 3dollar_prodcuts = potato chips, beef jerky, banana bread - {if} chosen {is} {in} 1_dollar_products - price = 1 - {if} chosen_product {is} 2_dollar_products - price = 2 - {else} chosen_product {in} 3_dollar_products - price = 3 - amount_of_products = '{ask} How many of ' chosen_product would you like to have?' - total = price + amount_of_product - {print} 'That will be $' price 'please' - ``` 7: story_text: |- ### Exercise Surprise! This program looks more like an output than a code. And yet, we don't want you to just add `{print}` commands in front of each line. Fix this program to turn it into the nursery rhyme 'Brother John (Frère Jaques)' by using the {repeat} command of course! - example_code: | - **Warning! This code needs to be debugged!** - ``` - Are you sleeping? - Brother John! - Morning bells are ringing! - Ding, dang, dong! - ``` 8: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -949,9 +349,6 @@ adventures: {print} 'Thank you! Byebye!' ``` 9: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -974,9 +371,6 @@ adventures: price = amount * 6 {print} 'That will be 'price dollar' please' 10: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1025,9 +419,6 @@ adventures: print month i ``` 12: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1053,9 +444,6 @@ adventures: call greet_costumer ``` 13: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1085,9 +473,6 @@ adventures: print 'No problem!' ``` 14: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1134,9 +519,6 @@ adventures: else 'no problem' 15: - story_text: |- - ### Exercise - Debug this random children's story. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1171,10 +553,6 @@ adventures: print The End ``` 16: - story_text: |- - ### Exercise - Debug this code. Good luck! - Tip: Make sure that you only see your score once in the end. example_code: | **Warning! This code needs to be debugged!** ``` @@ -1193,9 +571,6 @@ adventures: ``` 17: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1228,9 +603,6 @@ adventures: print 'Thanks for ordering!' ``` 18: - story_text: |- - ### Exercise - Debug this Old MacDonald program from level 16. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1250,34 +622,10 @@ adventures: print 'everywhere a ' sound sound ``` default: - name: Introduction - default_save_name: intro description: Vysvětlení úrovně levels: 1: story_text: "V první úrovni můžeš používat příkazy `{print}`, `{ask}` a `{echo}`.\n Zapiš svůj kód do levého okna. Nebo stiskni žluté tlačítko v ukázce kódu, které kód zapíše za tebe.\nKód si vždy vyzkoušej pomocí zeleného tlačítka 'Spustit kód' pod levým programovým polem.\n\nMůžeš vypsat text na obrazovku užitím příkazu `{print}`. \n" - example_code: | - ``` - {print} Hello world! - ``` - 2: - story_text: | - Congratulations! You've reached level 2. Hopefully you've already made some awesome codes! - In the first level you might've notice that the `{echo}` command can only save one bit of information at a time. - For example in the restaurant adventure, you could echo what the costumer wanted to eat, or what they wanted to drink, but not both in one sentence. - - That changes in level 2. In level 2 you'll learn to work with variables, that allow you to save multiple pieces of information and print them in any place you want. - So let's go to the next tab! - example_code: | - **Warning! This code does not work!** - In Hedy commands will change sometimes. `{echo}` for example only works in level 1. In this level you'll learn a better way to echo answers back. - ``` - {print} Welcome at Hedy's - {ask} What would you like to eat? - {echo} So you want - {ask} what would you like to drink? - {echo} So you want - ``` 3: story_text: |- V úrovni 3 můžeš také vytvořit seznam. Počítač umí z tohoto seznamu vybrat náhodného člena, konkrétně pomocí příkazu `at random`. @@ -1352,20 +700,6 @@ adventures: {print} 'Hello everyone' {print} 'This is all repeated 5 times' ``` - 9: - story_text: | - Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... - Good news! In this level you will be allowed to put an {if} inside an {if}, or inside a {repeat} command. Putting a block of code inside another block of code is called nesting. ``` Putting a block of code inside another block of code is called nesting. - example_code: | - ``` - answer = {ask} 'Are you ready to learn something new?' - {if} answer {is} yes - {print} 'Great! You can learn to use the repeat command in the if command!' - {print} 'Hooray!' - {print} 'Hooray!' - {print} 'Hooray!' - {else} - {print} 'Maybe you should practice some more in the previous level' 10: story_text: | In this level we learn a new code called `for`. With `for` you can make a list and use all elements. @@ -1382,10 +716,6 @@ adventures: {for} animal {in} animals {print} 'I love ' animal ``` - 11: - story_text: | - You have reached level 11, you're doing great! In the higher levels, Hedy is focussing more and more on teaching you the programming language Python. - In Python there is no `{repeat}` command, but there is a command that works like {repeat}. Are you curious to find out how to say `{repeat}` in Python language? Quickly go on to find out! 12: story_text: Hedy doteď neumožňovala používat čísla s desetinami jako je 1.5, ale odteď už ano. Pozor, Hedy používá desetinnou tečku `.` namísto desetinné čárky. example_code: | @@ -1450,31 +780,13 @@ adventures: We arrived at real Python code! That means we need to use parentheses with {print} and {range} from now on. {print}('My name is ', naam) dice: - name: Dice - default_save_name: Dice - description: Make your own dice levels: 3: - story_text: | - In this level we can choose from a list. With that we can let the computer choose one side of the die. - Take a look at the games you have in your closet at home. - Are there games with a (special) die? You can also copy it with this code. - For example, the dice of the game Earthworms with the numbers 1 to 5 and an earthworm on it. - - ![Die of earthworms with 1 to 5 and an earthworm on it](https://cdn.jsdelivr.net/gh/felienne/hedy@24f19e9ac16c981517e7243120bc714912407eb5/coursedata/img/dobbelsteen.jpeg) example_code: | ``` choices {is} 1, 2, 3, 4, 5, earthworm {print} choices {at} {random} ``` - story_text_2: | - ### Exercise - The dice in the example above are dice for a specific game. Can you make normal dice? - Or other special dice from a different game? - example_code_2: | - ``` - choices {is} _ - ``` 4: story_text: | In this level we can make sentences with the die value in the sentence, with quotes of course. @@ -1531,33 +843,7 @@ adventures: {print} player ' throws ' choices {at} {random} {sleep} ``` - 15: - story_text: | - ### Exercise - In this level you can create a little game in which you'll have to throw 6 as fast as possible. - We have started the code, it's up to you to get the game to work! - - Firstly, add a `{while}` loop that checks if 6 has been thrown or not. - As long as you haven't thrown 6 already, throw the dice on a random number. - Print what the player has thrown. - Add a try to the amount of tries - Wait a second before you throw again, or - in case you've thrown a 6 - before the game ends. - example_code: | - ``` - options = 1, 2, 3, 4, 5, 6 - {print} 'Throw 6 as fast as you can!' - thrown = 0 - tries = 0 - _ - _ - _ - _ - _ - {print} 'Yes! You have thrown 6 in ' tries ' tries.' - ``` dishes: - name: Dishes? - default_save_name: Dishes description: Use the computer to see who does the dishes (Start at level 2) levels: 3: @@ -1588,13 +874,6 @@ adventures: Can you complete the code by filling the blanks? Every blank must be replaced with one word of symbol. Tip: Don't forget the quotation marks! - example_code: | - ``` - people {is} mom, dad, Emma, Sophie - {print} _ the dishes are done by _ - {sleep} - {print} people {at} _ - ``` 5: story_text: | With the `{if}` you can now have more fun with choice in the program. You can have your program respond to the choice that the computer has made. @@ -1608,20 +887,6 @@ adventures: {if} dishwasher {is} Sophie {print} _ too bad I have to do the dishes _ {else} {print} 'luckily no dishes because' _ 'is already washing up' ``` 6: - story_text: | - How often is everyone going to do the dishes? Is that fair? You can count it in this level. - example_code: | - ``` - people = mom, dad, Emma, Sophie - emma_washes = 0 - dishwasher = people {at} {random} - {print} 'The dishwasher is' dishwasher - {if} dishwasher {is} Emma emma_washes = emma_washes + 1 - {print} 'Emma will do the dishes this week' emma_washes 'times' - ``` - - Now you can copy lines 3 to 5 a few times (e.g. 7 times for a whole week) to calculate for a whole week again. - Do you make the code for the whole week? story_text_2: | If you are extremely unlucky the previous program might choose you to to the dishes for the whole week! That's not fair! To create a fairer system you can use the `{remove}` command to remove the chosen person from the list. This way you don't have to do the dishes again untill everybody has had a turn. @@ -1650,22 +915,10 @@ adventures: 10: story_text: | In this level you could make an even better dish washing shedule. - example_code: | - ``` - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - ``` elif_command: - name: '{elif}' - default_save_name: elif description: elif levels: 17: - story_text: | - In this level you can also use a new command: `{elif}`. `{elif}` is a combination of the keywords `{else}` and `{if}` and you need it when you want to make 3 (or more!) options. - Check it out! example_code: | ``` prices = ['1 million dollars', 'an apple pie', 'nothing'] @@ -1679,67 +932,14 @@ adventures: {print} 'Better luck next time..' ``` for_command: - name: '{for}' - default_save_name: for description: for command levels: - 10: - story_text: |- - ## For - In this level we learn a new code called `{for}`. With `{for}` you can make a list and use all elements. - `{for}` creates a block, like `{repeat}` and `{if}` so all lines in the block need to start with 4 spaces. - example_code: | - ``` - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - ``` - story_text_2: | - ### Exercise - Finish this code by adding `{for} action {in} actions` to line 2. - example_code_2: | - ``` - actions = clap your hands, stomp your feet, shout Hurray! - _ - {repeat} 2 {times} - {print} 'If youre happy and you know it, ' action - {sleep} 2 - {print} 'If youre happy and you know it, and you really want to show it' - {print} 'If youre happy and you know it, ' action - {sleep} 3 - ``` 11: story_text: |- In this level, we add a new form of the `{for}`. In earlier levels, we used `{for}` with a list, but we can also use `{for}` with numbers. We do that by adding a variable name, followed by `{in}` `{range}`. We then write the number to start at, `{to}` and the number to end at. Try the example to see what happens! In this level again, you will need to use indentations in lines below the `{for}` statements. - example_code: | - ``` - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - ``` - 17: - story_text: | - Now we are going to change indentation a little bit. Every time that we need an indentation, we need `:` at the line before the indentation. - example_code: | - ``` - {for} i {in} {range} 1 {to} 10: - {print} i - {print} 'Ready or not, here I come!' - ``` - 18: - story_text: | - Lastly, we'll turn `{for} i {in} {range} 1 to 5` into real Python code, like this: - example_code: | - ``` - {for} i {in} {range}(1,5): - {print} (i) - ``` fortune: - name: Fortune teller - default_save_name: Fortune Teller - description: Let Hedy predict the future levels: 1: story_text: | @@ -1790,12 +990,6 @@ adventures: ### Exercises Now, Hedy can only answer yes, no or maybe. Can you give Hedy more answer options, like 'definitely' or '{ask} again'. 4: - story_text: | - ### Exercise - We have removed all the quotation marks from this example code, can you add them in all the right places? - - ### Exercise 2 - Go back to the previous level and copy your fortune teller code. Make the code work in this level by adding quotation marks in the right spots. example_code: | ``` {print} 'Im Hedy the fortune teller!' @@ -1913,27 +1107,8 @@ adventures: {print} fortunes {at} {random} ``` functions: - name: functions - default_save_name: functions - description: functions levels: 12: - story_text: | - In this level you'll learn how to use **functions**. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. - To create a function, use `{define}` and give the function a name. Then put all the lines you want in the function in a indented block under the `{define}` line. - Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use {call} with the function's name to call it up! We don't have to type that block of code again. - - Check out this example code of a game of Twister. The function 'turn' contains a block of code that chooses which limb should go where. - - ### Exercise - Finish this code by setting the 2 variables chosen_limb and chosen_color. - Then, choose how many times you want to call the function to give the twister spinner a spin. - - ### Exercise 2 - Improve your code by adding a variable called 'people'. Use the variable to give all the players their own command in the game. - For example: 'Ahmed, right hand on green' or 'Jessica, left foot on yellow'. example_code: | ``` sides = 'left', 'right' @@ -1970,25 +1145,7 @@ adventures: I dreamed that my Bonnie is dead Can you program this verse in the same way as the example? - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - ``` 14: - story_text: | - In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. - You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - - For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - - ### Exercise - Finish this code. We have already made the variable new_price for you, you only need to set it. - You should finish the line of code by calling the function that calculates the new price. example_code: | ``` {define} calculate_new_price {with} amount, percentage @@ -2002,222 +1159,7 @@ adventures: new_price = _ calculate_new_price {with} old_price, _ {print} 'The new price is ' new_price ' dollar' ``` - 18: - story_text: | - Let's make functions the Pythons way! To define a function, we no longer use: - - `{define} name_function {with} argument_1, argument_2:` - - but we use: - - `{def} name_function(argument_1, argument_2):`. - - - If you don't want to use arguments, you just leave the space between the parantheses empty. - To call a function, we don't need the `{call}` command anymore. You just type the name of the function. - example_code: | - ``` - {def} calculate_score(answer, correct_answer): - {if} answer == correct_answer: - score = 1 - {elif} answer == '?': - score = 0 - {else}: - score = -1 - {return} score - - answer = {input} ('Where can you find the Eiffel Tower?') - correct_answer = 'Paris' - score = calculate_score(answer, correct_answer) - {print} ('Your score is... ', score) - ``` - guess_my_number: - name: Guess my number - default_save_name: guess my number - description: guess my number - levels: - 14: - story_text: | - In this level you can program the game 'Guess my number' - - ### Exercise - Fill in the correct symbols on the blanks to get the game to work. - example_code: | - ``` - {print} 'Guess my number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess _ number - {print} 'Lower!' - {if} guess _ number - {print} 'Higher!' - {if} guess _ number - {print} 'You win!' - game = 'over' - ``` - hangman: - name: Hangman - default_save_name: Hangman - description: Guess the word - levels: - 17: - story_text: | - In this adventure we program a game of hangman. First we make some preparations, then we program the game and in the third part we add a drawing with the turtle. - - ### Exercise - ***Set the variables*** In this game of hangman, Player 1 chooses an answer and Player 2 has to guess the letters in this answer. - To let the computer know all the letters in the word, we will turn the answer into a list of letters. We also do this with the guesses Player 2 makes. - We will start the game with 2 empty lists. We have made an empty list for the variable answer for you. Now make an empty list for guessed_letters as well. - Then we fill in how many mistakes were made. At the start of the game, this should be 0. - The variable `amount_letters` tells us how many letters are in the answer. Ask Player 1 to tell us how many letters their word has. - Lastly we tell the computer if the game is over. We use the variable `game_over` and set it to `False`. - - ***Choosing the answer*** We want Player 1 to be able to choose the answer. We'll ask them, as many times as necessary, what the next letter is. - Then we add that letter to the answer. Lastly, we add an empty _ to the list of guessed letters, so we get as many _s as there are letters in the answer. - - ***Player 2's turn*** - Tell Player 2 its their turn. Then tell Player 2 how many letters there are in the answer. Finally, print the list of `guessed_letters`. - - ***Go to the next tab*** Now that all the starting variables are set, we can start programming the game itself. Check out the next tab to learn how! - example_code: | - ``` - print 'Hangman!' - - # Set the variables - answer = [] - guessed_letters = _ - mistakes_made = _ - amount_letters = {ask} _ - _ = 'False' - - # Choosing the answer - {for} _ - letter = {ask} 'Player 1, what is letter ' i '?' - _ - {add} '_' {to} _ - - # Player 2 turn - print _ - print _ - print guessed_letters - ``` - hangman_2: - name: Hangman 2 - default_save_name: Hangman_2 - description: Hangman 2 - levels: - 17: - story_text: | - Now it's time to program the hangman game. - - ### Exercise - - ***Paste your code*** Copy your code from the previous tab and paste the code in the programming field. - - ***The game*** This games continues playing until Player 2 is game over. Fill in the while command accordingly. Now, Player 2 is allowed to guess a letter, so ask Player 2 to guess a letter. - We need to check if their answer is correct, so check if their `guess` is (somewhere) in the (list) `answer`. Then we let the computer figure out which of the letter(s) is the guess. We have already programmed that part for you. - Next we want to compliment the player for finding a correct letter and we want to print the list `guessed_letters`, so the player can see their progress. - - The next part we're going to program is what happens when the player has guessed all of the letters. So if their list of `guessed_letters` is the same as our list `answer`. - If the lists are the same, congratulate Player 2 with their victory and set the variable `game_over` to `True`. - - Next we'll program what happens when Player 2 guesses wrong (so the `{else}` command). First, tell the player that their guess was wrong. Then increase the `mistakes_made` variable by 1. - - For the last part we'll program what happens when Player 2 has made 10 mistakes. We'll print that Player 1 has won the game. Then we'll print the correct answer. And finally, we'll set our `game_over` variable to `True`, so the game stops. - - ***Go to the next tab*** Amazing work! Your game is playable, but wouldn't it be fun if the hangman was actually drawn when Player 2 makes a mistake..? - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - guess = _ - {if} _ - {for} i {in} {range} 1 {to} amount_letters: - if answer[i] == guess: - guessed_letters[i] = guess - {print} _ - {if} guessed_letters == _: - {print} _ - game_over = _ - {else}: - {print} _ - mistakes_made _ - {if} _ == 10: - {print} _ - {print} _ - _ - ``` - hangman_3: - name: Hangman 3 - default_save_name: Hangman_3 - description: Hangman 3 - levels: - 17: - story_text: | - In a game of hangman the mistakes are shown by drawing a part of the hangman each time a mistake has been made. - We now add those drawings with our turtle! - - ### Exercise - ***Create a function that draws the hangman*** Create a function that draws the hangman in 10 steps. We have already made step 1 for you. - - ***Test the function*** Test the function by calling the function with 10. If you are happy with the function, remove the line that calls the function for now. We will call the function when the player makes a mistake. - - ***Paste your hangman game under your function*** Go back to the previous tab and copy your hangman game. Paste the game underneath your function. - - ***Call the function when the player makes a mistake*** Under the line `mistakes_made = mistakes_made + 1` we will call the function. We want the turtle to take the same amount of steps as the player has made mistakes, so we call the function with `mistakes_made` as argument. - - ***Enjoy your game!*** -
- The hangman could look like this -
- example_code: | - ``` - # Create a function that draws the hangman - {define} draw_hangman {with} step: - {if} step == 1: - {color} white - {forward} -100 - {turn} 90 - {forward} -50 - {color} black - {forward} 100 - {forward} -50 - - {if} step == 2: - _ - # Paste your hangman game here - - ``` - harry_potter: - name: Harry Potter - default_save_name: Harry Potter - description: Harry Potter adventures - levels: - 10: - story_text: | - ### Exercise - We can also make a Harry Potter themed fortune teller. Fill in blanks such that 9 lines are printed. - **Extra** Change the theme of the fortune teller into something else, such as your favorite book, film or tv show. - example_code: | - ``` - houses = Gryffindor, Slytherin, Hufflepuff, Ravenclaw - subjects = potions, defence against the dark arts, charms, transfiguration - fears = Voldemort, spiders, failing your OWL test - names = Harry, Ron, Hermione - _ - _ {print} name ' is placed in ' houses {at} {random} - _ {print} name ' is great at ' subjects {at} {random} - _ {print} name 's greatest fear is ' fears {at} {random} - ``` haunted: - name: Haunted House - default_save_name: Haunted House description: escape from the haunted house levels: 1: @@ -2282,17 +1224,6 @@ adventures: In the previous levels you've made an introduction to your haunted house game, but as you might have noticed the story would always have a dreadful end. In this level you can make your story more interactive by changing the outcome of the game; sometimes you'll get eaten, sometimes you'll escape! Let Hedy decide randomly! - example_code: | - ``` - _ Escape from the haunted house! - _ There are 3 doors in front of you... - _ _ _ Which door do you choose? - _ You picked door ... choice - monsters _ a zombie, a vampire, NOTHING YOUVE ESCAPED - _ You see... - {sleep} - _ _ _ _ - ``` 4: story_text: | In this level you learn how to use quotation marks in your games. @@ -2378,188 +1309,16 @@ adventures: {if} player {is} alive {print} 'Great! You survived!' ``` - 14: - story_text: | - ### Exercise - In this level you can use the `<` and `>` symbol to introduce lives to your game. - Make sure the player loses a life when they come across the wrong monster and that the game stops if you have no lives left. - example_code: | - ``` - {print} 'Escape from the haunted house' - lives = 3 - doors = 1, 2, 3 - monsters = 'the wicked witch', 'a zombie', 'a sleeping 3 headed dog' - {for} i {in} {range} 1 {to} 10 - {if} lives _ - good_door = doors {at} {random} - monster = monsters {at} {random} - chosen_door = {ask} 'Which door do you choose?' - {if} good_door == chosen_door - {print} 'You have chosen the correct door' - {else} - {print} 'You see...' monster - {if} monster == 'a sleeping 3 headed dog' - {print} 'Pffieuw.... Its asleep' - {else} - {print} 'You lose one life' - lives = _ - {else} - {print} 'GAME OVER' - ``` - 16: - story_text: | - ### Exercise - This haunted house game uses the connection between the lists you can use in this level. - For example: all the properties that belong to the zombie are first in all the lists, witch second and vampire third. - Check out the code and fill in `weapons[i]`, `monsters[i]` , `bad_fate[i]`, `good_fate[i]`, `hint[i]` on the correct blanks to get the code to work! - example_code: | - ``` - numbers = [1, 2, 3] - i = numbers[{random}] - hint = ['growling', 'a cackling laugh', 'fluttering batwings'] - monsters = ['zombie', 'witch', 'vampire'] - bad_fate = ['Your brain is eaten', 'You are forever cursed', 'You are bitten'] - good_fate = ['You throw the ham. The zombie is distracted and starts eating it.', 'You set the curtains on fire. The witch flees out of fear for the fire', 'The vampire hates garlic and flees'] - weapons = ['ham', 'lighter', 'garlic'] - {print} 'You are standing in front of an old mansion' - {print} 'Something is not right here' - {print} 'You hear ' _ - {print} 'You are going to explore it' - {print} 'You enter the kitchen and see a lighter, a raw ham and a garlic.' - your_weapon = {ask} 'What do you bring with you?' - {print} 'With your ' your_weapon ' you enter the living room' - {print} 'There you find a ' _ - needed_weapon = _ - {if} your_weapon == needed_weapon - {print} 'You use your ' your_weapon - {print} _ - {print} 'YOU WIN!' - {else} - {print} 'You have chosen the wrong weapon...' - {print} _ - {print} 'GAME OVER' - ``` - hotel: - name: hotel - default_save_name: hotel - description: hotel - levels: - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, and you've learned how to combine it with an {ask}. - You might have wondered why you would use functions, because the functions in the example were only one line of code. - Now we will show you what a bigger function looks like and we will use multiple agruments now as well. You'll see how much better it is to use a function once the function gets bigger. - Here is an example of a function with arguments combined with {ask} commands. - example_code: | - ``` - {define} welcome_message {with} title, last_name, country, room_number - {print} 'Welcome to Hotel Hedy, ' title ' ' last_name - nice_trip {is} {ask} 'Did you have a nice trip from, ' country '?' - {if} nice_trip {is} 'yes' - {print} 'Lovely!' - {else} - {print} 'Sorry to hear that.' - {print} 'Hopefully you can take a nice rest in you room.' - {print} 'Your room number is ' room_number - - {print} 'Hello. Please fill in your information to check in.' - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - ``` - - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 if_command: - name: '{if} & {else}' - default_save_name: if_command description: Introducing the if command levels: - 5: - story_text: | - ## If... else.... - In level 5 there is something new, the `{if}`! With the `{if}` you can choose between two different options. - This code prints nice if you enter Hedy as a name, and boo! if you enter something else. - `{ask}` and `{print}` still work like they did in level 4. - example_code: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' {else} {print} 'boo!' - ``` - story_text_2: | - Sometimes code with an `{if}` gets really long and does not fit on the line well.
You may also divide the code over two lines, starting the second line at the `{else}` like this: - example_code_2: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - ``` - story_text_3: | - ### Exercise - Try to create your own code with `{if}` and `{else}`. You can use the example code if you want. - example_code_3: | - ``` - answer {is} {ask} '2 + 2 = ?' - _ _ _ 4 _ 'Great job!' - _ _ 'No 2 + 2 = 4' - ``` - 8: - story_text: | - ## If... Else... - You have learned to repeat a block of lines of code after a `{repeat}` command. - Now you can also use indentation to make blocks after a {if} or {else} command. - Check out the example code. - - ### Exercise - Add an {else} command to the example code. Make a block of line using indentation. You do this by starting each line with 4 spaces. - example_code: | - ``` - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {print} 'You can play on your computer!' - ``` 9: story_text: | In this level you can also put an {if} command inside another {if} command. - example_code: | - ``` - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - ``` in_command: - name: '{in}' - default_save_name: in_command description: Introducing the in command levels: 5: - story_text: | - ## Lists - When we want to check if something is in a list, we can now use the `{in}` command. - This code prints pretty! if you choose green or yellow, and meh otherwise. - example_code: | - ``` - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - ``` - story_text_2: | - ### Exercise - Finish the example code by filling in the blanks with commands that you've learned. - When you've finished the code, try to create a code of your own and use a question that you've thought of yourself. example_code_2: | ``` animals is dog, cow, sheep @@ -2568,62 +1327,21 @@ adventures: _ _ 'My favorite animals are dogs, cows and sheep' ``` is_command: - name: '{is}' - default_save_name: is_command description: introducing is command levels: 2: - story_text: | - ## Variables - You can name a word with `{is}`. This is called a **variable**. In this example we made a variable called name and a variable called age. You can use the word name anywhere in your code and it will be replaced by Hedy, like this: - example_code: | - ``` - name {is} Hedy - age {is} 15 - {print} name is age years old - ``` story_text_2: | ### Exercise Time to make your own variables! In the example code we made an example of the variable `favorite_animal`. In line 1 the variable is set, and in line 2 we haved used the variable in a print command. Firstly, finish our example by filling in your favorite animal on the blank. Then make at least 3 of these codes yourself. Pick a variable, and set the variable with the {is} command. Then use it with a {print} command, just like we did. - example_code_2: | - ``` - favorite_animal {is} _ - {print} I like favorite_animal - ``` - 6: - story_text: | - We also make a change in storing a word in a variable! You may now use `=` instead of `{is}` when we store a name or a number in a variable, like this: - example_code: | - ``` - name = Hedy - answer = 20 + 4 - ``` - 14: - story_text: | - We are going to learn more new items. You might know them already from mathematics, the `<` and `>`. - The `<` checks if the first number is smaller than the second, for example age `<` 12 checks if age is smaller than 12. - If you want to check if the first number is smaller or equal to the second, you can use `<=`, for example age `<=` 11. - The `>` checks if the first number is bigger than the second, for example points `>` 10 checks if points is larger than 10. - If you want to check if the first number is bigger or equal to the second, you can use `>=`, for example points `>=` 11. - You use these comparisons in an `{if}`, like this: - example_code: | + 14: + example_code: | ``` age = {ask} 'How old are you?' {if} age > 12 {print} 'You are older than I am!' ``` - story_text_2: | - From this level on, if you want to compare exactly, you can use two equal signs. This is what most programming languages do: - example_code_2: | - ``` - name = {ask} 'What is your name?' - {if} name == 'Hedy' - {print} 'You are cool!' - ``` - story_text_3: | - You can also compare if something is *not* equal to something else using `!=` like this: example_code_3: | ``` name = {ask} 'What is your name?' @@ -2636,9 +1354,7 @@ adventures: {else} {print} 'You are older than me!' language: - name: Language default_save_name: language - description: Practice words in a foreign language levels: 5: story_text: | @@ -2653,49 +1369,9 @@ adventures: {if} frog {is} grenouille {print} 'Super!' {else} {print} 'No, frog is grenouille' ``` - example_code: | - ``` - {print} 'Learn French!' - cat {is} {ask} '🐱' - {if} cat {is} chat {print} 'Terrific!' - {else} {print} 'No, cat is chat' - frog {is} {ask} '🐸' - {if} frog {is} grenouille {print} 'Super!' - {else} {print} 'No, frog is grenouille' - ``` - 16: - story_text: | - ### Exercise - Take a look at the example code. This is a program to practise French vocabulary. Now make your own program to practice your vocabulary in a new language. - If you don't know any other languages, you can use Google translate or you can use emojis and your native language. - example_code: | - ``` - french_words = ['bonjour', 'ordinateur', 'pomme de terre'] - translation = ['hello', 'computer', 'potato'] - score = 0 - {for} i {in} {range} 1 {to} 3 - answer = {ask} 'What does ' french_words[i] ' mean?' - correct = translation[i] - {if} answer == correct - {print} 'Correct!' - score = score + 1 - {else} - {print} 'Wrong, ' french_words[i] ' means ' translation[i] - {print} 'You gave ' score ' correct answers.' - ``` maths: - name: maths - default_save_name: maths - description: Introducing maths levels: 6: - story_text: | - In this level you learn something new: you can now also calculate. - - The plus is easy, you write it like with math: `5 + 5` for example. The minus also works fine, it is `5 - 5`. - - The times is a bit different, because there is no times symbol on your keyboard. Just search, there really isn't! - That is why we multiply with the asterisk above 8: `5 * 5`. Read that as "5 times 5" that helps you remember it best. example_code: | ``` {print} '5 plus 5 is ' 5 + 5 @@ -2703,17 +1379,6 @@ adventures: {print} '5 times 5 is ' 5 * 5 ``` 12: - story_text: |- - **Decimal numbers** - So far, Hedy did not allow for decimal numbers like 1.5, but now we do allow that. Note that computers use the `.` for decimal numbers. - example_code: | - ``` - {print} 'Two and a half plus two and a half is...' - {print} 2.5 + 2.5 - ``` - story_text_2: |- - **Maths with words** - In this level you can also do addition with words like this: example_code_2: | ``` a = 'Hello ' @@ -2723,9 +1388,7 @@ adventures: {print} 2.5 + 2.5 music: - name: music default_save_name: Hudba - description: Play a tune! levels: 1: story_text: |- @@ -2739,374 +1402,8 @@ adventures: ### Cvičení Vyzkoušejte si ukázkový kód a pak si s ním pohrajte! Dokážete vytvořit vlastní melodii? V další úrovni se naučíte, jak zahrát některé existující písně. - example_code: |- - ``` - {play} C4 - {play} D4 - {play} E4 - {play} F4 - {play} G4 - {play} A4 - {play} B4 - {play} C5 - ``` - 2: - story_text: | - ### Exercise - Finish the songs! We have started the codes for some melodies. - example_code: | - ``` - {print} Old Mac Donald had a farm - {play} C5 - {play} C5 - {play} C5 - {play} G4 - {play} A4 - {play} A4 - {play} G4 - ``` - story_text_2: As you can see, you can also use the `{sleep}` command to add a little pause in the song. - example_code_2: | - ``` - {print} Twinkle Twinkle Little Star - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} 1 - {play} F - {play} F - ``` - 3: - story_text: | - Create a random melody! - - ### Exercise - The example code creates a random melody, but it's very short and not many notes are used. - Add more notes to the list and create a longer melody by copying the last line a couple more times. - example_code: | - ``` - notes {is} A4, B4, C4 - {play} notes {at} {random} - {play} notes {at} {random} - {play} notes {at} {random} - ``` - 4: - story_text: | - Use the `{clear}` command to create a karaoke machine! - - ### Exercise - Finish the karaoke version of 'Mary had a little lamb'. - Then, create a karaoke version of any song you'd like! - example_code: | - ``` - {print} 'Mary had a little lamb' - {play} E - {play} D - {play} C - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Little lamb, little lamb' - {play} D - {play} D - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Mary had a little lamb' - {play} E - ``` - 5: - story_text: | - You don't always have to use the `{play}` command to play a whole song, sometimes you just want to play one note. - For example, if you want to make a quiz, you can play a happy high note if the answer is right and a sad low note if the answer is wrong. - - ### Exercise - Finish the first question by adding a line of code that plays a C3 note if the wrong answer is given. - Then think of 3 more questions to add to this quiz. - example_code: | - ``` - answer {is} {ask} 'What is the capital of Zimbabwe?' - {if} answer {is} Harare {play} C6 - _ - ``` 6: story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\n This calls for musical maths! Try out the example code a couple of times with different starting numbers. \nThen, see if you can compose a song using the numbers.\n" - example_code: | - ``` - number = {ask} 'Say a starting number between 1 and 67' - {print} number - {play} number - number = number + 1 - {print} number - {play} number - number = number + 1 - {print} number - {play} number - ``` - 7: - story_text: | - Using the `{repeat}` command can make your codes for melodies a lot shorter! - - ### Exercise - Finish the code for Twinkle Twinkle Little Star by using the `{repeat}`command. - Then go back to the songs you've made in the previous levels. Can you shorten those codes too? - example_code: | - ``` - {print} 'Twinkle Twinkle Little Star' - {repeat} 2 {times} {play} C4 - {repeat} 2 {times} {play} G4 - _ - ``` - 8: - story_text: | - Now that we can use the `{repeat}` command for multiple lines, we can make songs even more easily! - - ### Exercise - Finish the song of Brother John (Frère Jacques). Don't forget to use `{repeat}`! - example_code: | - ``` - {print} 'Brother John' - {repeat} 2 {times} - {play} C - {play} D - {play} E - {play} C - {repeat} 2 {times} - {play} E - {play} F - {play} G - {sleep} 1 - ``` - 9: - story_text: | - From this level on you can - among other things - use a {repeat} command inside a {repeat} command. - That makes songs like 'Happy birthday' even shorter! - - ### Exercise - Finish the song! - example_code: | - ``` - first_time = yes - {repeat} 2 {times} - {repeat} 2 {times} - {play} C - {play} D - {play} C - {if} first_time {is} yes - {play} F - {play} E - first_time {is} no - {else} - _ - ``` - 12: - story_text: | - Use functions in your songs! As you can see in the example code, you can make a function for each line of Twinkle Twinkle Little Star. Once you've programmed the first three lines, all you have to do is call the functions in the order you want them played in. - - ### Exercise - Finish the song of Twinkle Twinkle Little Star. - Then look back at all the songs you've programmed in the levels before, can you make those codes better and shorter using functions too? - example_code: | - ``` - {define} first_line - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} - - {define} second_line - {play} F - {play} F - {play} E - {play} E - {play} D - {play} D - {play} C - {sleep} - - {define} third_line - {play} G - {play} G - {play} F - {play} F - {play} E - {play} E - {play} D - {sleep} - - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - ``` - 13: - story_text: | - You can use a function with an argument for songs that have line that are almost the same, but slightly different each time. - One example is the song 'Yankee Doodle'. The first 4 notes of the first lines are the same, but each time they are followed by a different couple of notes. - - ### Exercise - Can you finish the song of Yankee Doodle? - Can you think of another song to program this way? - example_code: | - ``` - {print} 'Yankee Doodle' - {define} _ {with} note_1, note_2, note_3 - {play} C4 - {play} C4 - {play} D4 - {play} E4 - {play} _ - {play} _ - {play} _ - - {call} line_1 {with} 29, 31, 30 - {call} line_1 {with} 29, 28, 0 - {call} line_1 {with} 32, 31, 30 - - {play} C4 - {play} B3 - {play} G3 - {play} A3 - {play} B3 - {play} C4 - {play} C4 - ``` - 14: - story_text: | - You can program music for fun, but you can also use the musical notes to make something useful like a fire alarm! - - ### Exercise - Make sure the fire alarm rings when there is a fire! - example_code: | - ``` - {define} fire_alarm - {print} 'FIRE!' - note = 40 - {for} i {in} {range} 1 {to} 100 - {if} note _ 50 - note = note + 5 - {play} _ - {else} - note = 40 - - fire = {ask} 'Is there a fire?' - {if} fire _ 'yes' - {call} fire_alarm - ``` - 15: - story_text: | - **Warning** This adventure can become extremely annoying! - We can also use the {while} command to repeat a song forever. - - ### Exercise - Finish the never-ending song. - example_code: | - ``` - {define} song - {play} _ - - yes_or_no = {ask} 'Do you want to hear my never-ending song?' - {while} yes_or_no = 'yes' - {call} song - {print} '🥳' - ``` - 16: - story_text: | - Upgrade your Old MacDonald code! - - ### Exercise - Take your code from the 'Sing a Song' adventure and add musical notes to it! - You can make a function for each line in the song and call that function after the line is printed. - We defined the first line for you and called it in the code. Can you finish the whole song? - example_code: | - ``` - {define} line_1 - {for} i {in} {range} 1 {to} 3 - {play} G - {play} D - {for} i {in} {range} 1 {to} 2 - {play} E - {play} D - - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - for i in range 1 to 3 - animal = animals[i] - sound = sounds[i] - print 'Old MacDonald had a farm' - call line_1 - print 'E I E I O!' - _ - ``` - 17: - story_text: | - You can use the {elif} to create different options. - - ### Exercise - Firstly, add colons to get the code to work. - Then finish this code by adding at least 2 other songs for other moods. For example a happy song and an angry song. - example_code: | - ``` - {define} scary_song - {for} i {in} {range} 1 {to} 3 - {play} G - {play} E - {sleep} 2 - {for} i {in} {range} 1 {to} 3 - {play} F - {play} D - - mood = {ask} 'Which emotion are you feeling?' - {if} mood {is} 'fear' - {call} scary_song - {elif} _ - ``` - 18: - story_text: | - ### Exercise - Even in this last level of Hedy we can make some music! Be careful of all the syntax that is needed now. - Take a good look at how the functions are defined and called upon in the example code. - Finish the song! - example_code: | - ``` - {def} line_1(): - {for} i {in} {range}(1, 5): - {play} A - {play} D - {play} F - {play} A - - {def} line_2(): - {for} i {in} {range}(1, 5): - {play} G - {play} C - {play} E - {play} G - - {def} line_3(): - _ - - {print} ('The drunken sailor') - {print} ('What shall we do with the drunken sailor?') - line_1() - line_2() - line_3() - {print} ('Early in the morning') - ``` parrot: name: Papoušek default_save_name: Papoušek @@ -3162,15 +1459,6 @@ adventures: story_text: | In this level we have to use quotation marks with the commands `{ask}` and `{print}`. Can you complete the code by adding quotation marks? - example_code: | - ``` - words {is} squawk, Hedy - {print} _ Train your parrot! _ - new_word {is} {ask} _ Which word do you want to teach them? _ - {add} new_word {to_list} words - {print} _ 🧒 Say _ new_word _, Hedy!_ - {print} _ 🦜 _ words {at} {random} - ``` 5: story_text: | Reward your parrot {if} it says the correct word! @@ -3187,9 +1475,6 @@ adventures: {else} {print} '🧒 No, Hedy! Say ' new_word ``` piggybank: - name: Piggy Bank - default_save_name: Piggy Bank - description: Count your pocketmoney! levels: 12: story_text: | @@ -3205,10 +1490,6 @@ adventures: weeks = to_save / allowance {print} 'You can buy a ' wish ' in ' weeks ' weeks.' 14: - story_text: | - ### Exercise - In this level you can let Hedy tell you if you have saved up enough money! - Finish this code by filling in the blanks! example_code: | ``` _ calculate_budget with wish, money, allowance @@ -3228,45 +1509,7 @@ adventures: {call} calculate_budget with _, _, _ ``` pressit: - name: Key presses - default_save_name: Pressed - description: Try linking a keyboard key to a command! levels: - 5: - story_text: | - In this level there is another new keyword: `{pressed}`! - With `{pressed}` you can use keys on your keyboard to control what lines are used. - - ### Exercise - Look at the example and add one more line of code that reacts to a key press. - example_code: | - ``` - {print} 'Do you want a good (g) or bad (b) ending?' - {if} g {is} {pressed} {print} 'They lived happily ever after ❤' - {else} {print} 'The prince was eaten by a hippopotamus 😭' - ``` - story_text_2: | - You can also link turtle commands to keys. - - ### Exercise - Copy the lines a few times so you can create a larger drawing. - example_code_2: | - ``` - {if} y {is} {pressed} {forward} 15 - {else} {turn} 90 - ``` - 7: - story_text: | - Now that you have learned about `{repeat}`, we can press keys multiple times. - You can use it to make the turtle walk forward and turn. - - ### Exercise - The code you have seen in level 5 only checks the key once. Copy the example code and add a `{repeat}` to it, so that you can press the keys many times. - Use this code to draw something nice. - example_code: | - ``` - {if} x {is} {pressed} {forward} 15 {else} {turn} 90 - ``` 9: story_text: | Now that you know how to combine statements, you can create a touch type tool with `{pressed}`. @@ -3274,54 +1517,9 @@ adventures: ### Exercise Finish the code. Each time a random letter should be chosen, which you have to press. You get a point for a correct press, and and two points deduction for a wrong press. **(extra)** Clear the screen after each letter, and show the user how many points they have scored. - example_code: | - ``` - points = 0 - letters = a, b, c, d, e - {repeat} 10 {times} - letter = _ _ _ - {print} 'Press the letter ' letter - {if} letter {is} {pressed} - _ - _ - _ - ``` print_command: - name: '{print}' - default_save_name: print - description: Introduction print command levels: - 1: - story_text: | - ## The print command - You can print text to the screen using the `{print}` command. - example_code: | - ``` - {print} Hi there, programmer! - {print} Welcome to Hedy! - ``` - story_text_2: | - ### Exercise - In Hedy you will find exercises in every adventure. An exercise allows you to practise the new commands and concepts, and lets you give your own twist to the example codes. - In this exercise you will see a pink blank space. You have to fill something in the place of the blank space before the code can be run. - - Fill in the `{print}` command in the blank space and then add five more lines of code. Each line has to start with a `{print}` command. - Have fun! - example_code_2: | - ``` - _ Hello! - ``` 18: - story_text: |- - We arrived at real Python code! That means we need to use parentheses with `{print}` and `{range}` from now on. - It also means you can use Hedy code from this level in any Python environment as long as you use the English commands. If you haven't until now, you can switch the toggle in the commands menu to do so. - example_code: | - ``` - {print}('Hello!') - {for} i {in} {range}(1, 10): - {print}('This is line ', i) - ``` - story_text_2: If you want to print more than one item, you need to separate them by commas. example_code_2: | ``` temperature = 25 @@ -3329,158 +1527,13 @@ adventures: ``` {print}('My name is ', name) - quizmaster: - name: Quizmaster - default_save_name: Quizmaster - description: Make your own quiz! - levels: - 14: - story_text: | - ### Exercise - In this adventure you can make your own quiz! Fill in the blanks, add more questions and enjoy your own quiz! - You can make a quiz about anything you like: your hobby, your favorite animal, your favorite book or anything at all! - example_code: | - ``` - {print} 'Make your own quiz' - points_a = 0 - points_b = 0 - {print} 'Question' - {print} 'Answer option A' - {print} 'Answer option B' - answer = {ask} 'Which answer?' - {if} answer == 'A' - points_a = points_a + 1 - {if} answer == 'B' - points_b = points_b + 1 - {print} 'End of the quiz!' - {print} 'Lets see the results!' - {if} points_a > points_b - {print} 'You belong to the A club' - {if} points_b > points_a - {print} 'You belong to the B club' - ``` - quotation_marks: - name: '''quotation marks''' - default_save_name: quotation_marks - description: Introduction quotation marks - levels: - 4: - story_text: | - ## 'Quotation marks' - In level 4 `{ask}` and `{print}` have changed. - You must put text that you want to print between quotation marks. - This is useful, because now you can print all the words you want. Also the words you used to store something with `{is}`. - Most programming languages also use quotation marks when printing, so we are also getting a step closer to real programming! - example_code: | - ``` - {print} 'You need to use quotation marks from now on!' - answer {is} {ask} 'What do we need to use from now on?' - {print} 'We need to use ' answer - ``` - story_text_2: | - ## Contractions - Important! Mind that now that we're using quotation marks, Hedy will get confused when you use the apostrophe for contractions like I'm or What's. - Make sure to remove those apostrophes and change the spelling to I am or What is. - Check out the example code to see the wrong way of using apostrophes. - example_code_2: | - ``` - _ This is the wrong way of using apostrophes _ - {print} 'I'm babysitting my sister's kids' - {print} 'What's more fun than that?' - ``` - 12: - story_text: | - **All texts need to be in quotation marks** - For this level on you will also have to use quotation marks when storing a text with `=`: - example_code: | - ``` - name = 'Hedy the Robot' - {print} 'Hello ' name - ``` - story_text_2: | - **All items in lists need quotation marks too** - Lists are texts, so they need quotation marks too. Mind that each single item on the list has quotation marks. - This allows you to save two words as 1 item on the list, for example 'Black Widow'. - example_code_2: | - ``` - superheroes = 'Spiderman', 'Batman', 'Black Widow' - {print} superheroes {at} {random} - ``` - story_text_3: | - **All text after `{if}` comparisons need quotation marks too** - example_code_3: | - ``` - name = {ask} 'What is your name?' - {if} name = 'Hedy the Robot' - {print} 'Hi there!' - ``` - story_text_4: | - **Numbers don't need quotation marks** - For numbers, you do not use quotation marks in the `=`: - example_code_4: | - ``` - score = 25 - {print} 'You got ' score - ``` random_command: - name: '{random}' - default_save_name: random_command - description: introducing at random command levels: - 3: - story_text: | - ## At random - In this level you can make a list using the `{is}` command. You can let the computer choose a random item from that list. You do that with `{at} {random}`. - example_code: | - ``` - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - ``` - story_text_2: | - You can use the `{at} {random}` command in a sentence as well. - example_code_2: | - ``` - food {is} sandwich, slice of pizza, salad, burrito - {print} I am going to have a food {at} {random} for lunch. - ``` - story_text_3: | - ### Exercise - Try out the `{at} {random}` command by making your own gameshow (like the ones on tv) where you choose a door or suitcase and it contains a big price! - Can you do it? We have already put the first lines into the example code. - example_code_3: | - ``` - {print} The big gameshow! - {print} There are 3 suitcases in front of you... - chosen {is} {ask} Which suitcase do you choose? - prices {is} _ - _ - ``` 16: story_text: |- We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. For example: `friends[1]` is the first name on the list of friends, as you can see in the first part of the example code. The second part of the example code shows you that we can also match 2 lists using the variable i. - example_code: | - ``` - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - ``` - story_text_2: |- - Now that you've learned to use the brackets in lists, you can also start using the {at} {random} command in the Python way! - You simply type the name of your list with `[random]` behind it! - example_code_2: |- - ``` - fruit = ['apple', 'banana', 'cherry'] - {print} fruit[random] - ``` repeat_command: - name: '{repeat}' - default_save_name: repeat_command description: repeat command levels: 7: @@ -3490,23 +1543,6 @@ adventures: ### Exercise Play around with the repeat command. Can you make the happy birthday song in only 3 lines of code instead of 4 now? - example_code: | - ``` - {repeat} 3 {times} {print} 'Hedy is fun!' - ``` - 8: - story_text: | - ### Repeat commands and indentation - In this level you can repeat multiple lines of code with only 1 repeat command. - You do this by making a block of lines that you want to repeat. - The lines in this block will need **indentation** . - That means putting four spaces at the beginning of each line. You will also have to indent when you just want to create a block of one line. - example_code: | - ``` - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This is all repeated 5 times' - ``` 9: story_text: | Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... @@ -3519,50 +1555,15 @@ adventures: {print} 'Hooray!' {print} 'Hooray!' {print} 'Hooray!' - {else} - {print} 'Maybe you should practice some more in the previous level' - repeat_command_2: - name: '{repeat} 2' - default_save_name: repeat_command_2 - description: repeat command 2 - levels: - 7: - story_text: | - ## Repeat with other commands and with variables - You have practiced the `{repeat}` command in combination with the `{print}` command now, but did you know you could also use other commands with `{repeat}` ? - In this example code you can see that `{repeat}` can also be used with an `{ask}`, `{if}` or `{else}` command. - example_code: | - ``` - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - ``` - story_text_2: | - Another interesting thing you can so with the `{repeat}` command is using variables to set the amount of times something should be repeated. In the example code you can see that we first ask the person how old they are. - Then, in line 3, the question is repeated 'age' times. So we have used the variable 'age' with the `{repeat}` command. - example_code_2: | - ``` - {print} 'Yay! It is your birthday!' - age = {ask} 'How old are you now?' - {repeat} age {times} {print} 'Hip Hip Hurray!' - ``` - 8: - story_text: | - ### In the block or not? - In this level you have to think carefully which lines of code should be in the block and which shouldn't. - For example: If you want to sing the song *the muffin man*. You only want the line with 'the muffin man' to be repeated twice. - This means the last line shouldn't start with indentation as it doesn't belong to the block. - If you do start the last line with indentation the song will turn out wrong. - - ### Exercise - Each line in the example code starts with a blank. Remove the blanks and try to figure out which line need indentation and which don't to make the muffin man song. - example_code: | - ``` - _ {print} 'Do you know the muffin man?' - _ {repeat} 2 {times} - _ {print} 'The muffin man' - _ {print} 'Do you know the muffin man, who lives on Drury Lane?' - ``` + {else} + {print} 'Maybe you should practice some more in the previous level' + repeat_command_2: + description: repeat command 2 + levels: + 7: + story_text_2: | + Another interesting thing you can so with the `{repeat}` command is using variables to set the amount of times something should be repeated. In the example code you can see that we first ask the person how old they are. + Then, in line 3, the question is repeated 'age' times. So we have used the variable 'age' with the `{repeat}` command. restaurant: name: Restaurace default_save_name: Restaurace @@ -3601,10 +1602,6 @@ adventures: ### Exercise Can you make this code more elaborate? For example by adding drinks to the order? Or...? 3: - story_text: | - Having trouble to decide what you wanna have for dinner? You can let Hedy choose for you! - Simply add lists of your favorite (or least favorite) meals and Hedy can randomly choose your dinner. - You can also have a bit of fun, by letting Hedy choose the price for your dinner as well! What will you get? example_code: | ``` {print} Welcome to Hedy's Random Restaurant! @@ -3639,19 +1636,6 @@ adventures: ### Exercise 2 Go back to the previous level and copy your restaurant code. Make the code work in this level by adding quotation marks in the right spots and add some `{clear}` commands. - example_code: | - ``` - _ Add the quotation marks to this code _ - {print} Welcome to Restaurant Chez Hedy! - {print} Today we are serving pizza or lasagna. - food {is} {ask} What would you like to eat? - {print} Great choice! The food is my favorite! - topping {is} {ask} Would you like meat or veggies on that? - {print} food with topping is on its way! - drinks {is} {ask} What would you like to drink with that? - {print} Thank you for your order. - {print} Your food and drinks will be right there! - ``` 5: story_text: | In this level the {if} command allows you to {ask} your customers questions and give different responses to the answers. @@ -3711,24 +1695,6 @@ adventures: {repeat} people times food = {ask} 'What would you like to eat?' {print} 'Thanks for your order! Its coming right up!' ``` - 8: - story_text: | - In this level you can make your virtual restaurant more elaborate by repeating multiple lines of code. Like this: - - ### Exercise - This code can be expanded with more items on the menu, for example offering drinks, and/or multiple courses or desserts. Add at least one more item. - **Extra** Add even more items, as many options as you like! - example_code: | - ``` - {print} 'Welcome to Restaurant Chez Hedy!' - people = {ask} 'How many people will be joining us today?' - {print} 'Great!' - {repeat} people {times} - food = {ask} 'What would you like to order?' - {print} food - {print} 'Thank you for ordering!' - {print} 'Enjoy your meal!' - ``` 9: story_text: | In this level you can use nesting to make your restaurant more realistic and more fun! @@ -3828,22 +1794,6 @@ adventures: price = price - 3 {print} 'That will be ' price ' dollars' ``` - 15: - story_text: | - With the `{while}` you can make sure your costumers can keep adding orders until they are done. - - ### Exercise - Correctly add the `{while}` command to this code. - example_code: | - ``` - {print} 'Welcome at McHedy' - more = 'yes' - _ - order = {ask} 'What would you like to order?' - {print} order - more = {ask} 'Would you like to order anything else?' - {print} 'Thank you!' - ``` rock: name: Kámen, nůžky, papír default_save_name: Kámen @@ -3879,16 +1829,6 @@ adventures: {print} I choose choice ``` 3: - story_text: | - You can use the `{at} {random}` command to let the computer pick rock, paper or scissors! - - ### Exercise - Finish the code by using the `{at} {random}` command. - example_code: | - ``` - choices {is} rock, paper, scissors - {print} choices _ - ``` story_text_2: | ### Exercise Now you only have one player, so can you add a second player? @@ -3899,16 +1839,6 @@ adventures: {print} player 1 chooses... choices {at} {random} {print} player 2 _ ``` - 4: - story_text: | - In this level we can further program rock, paper, scissors. But if you want to add text, you have to use quotation marks here too. - ### Exercise - Fill in quotation marks on the blanks. Mind that the variable `choices` should be outside the quotes. - example_code: | - ``` - choices {is} rock, paper, scissors - {print} _The computer chooses..._ choices {at} {random} - ``` 5: story_text: | In this level we can determine who won. @@ -3974,9 +1904,6 @@ adventures: {print} 'The computer wins!' ``` 15: - story_text: | - ### Exercise - Play until you beat the computer! But first, finish the example code... example_code: | ``` won = 'no' @@ -3994,9 +1921,6 @@ adventures: {print} 'You win!' won = 'yes' rock_2: - name: Rock, paper, scissors 2 - default_save_name: rock_2 - description: Part 2 of rock, paper, scissors levels: 2: story_text: | @@ -4010,9 +1934,7 @@ adventures: {print} I choose choice ``` secret: - name: SuperSpy default_save_name: language - description: Make your own spy code levels: 12: story_text: | @@ -4035,164 +1957,14 @@ adventures: 13: story_text: | The code you made in the previous level can be made a lot easier in this one with the `{and}` command. - example_code: | - ``` - name = {ask} 'What is your name?' - password = {ask} 'What is your password?' - {if} name {is} 'Agent007' _ password {is} 'TOPSECRET' - {print} 'Go to the airport at 02.00' - {else} - {print} 'Go to the trainstation at 10.00' - ``` - simon: - name: Simon Says - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - Let's make a game of Simon Says! Simon Says is a memory game in which the player will be given a color. They have to repeat that color back. - If they get it right a color is added to the sequence, so they now have to remember 2 colors, then 3, then 4 etc. the game stops as soon as the player makes a mistake. - - ### Exercise - In this first part of the Simon Says adventure, we'll let the computer pick a random color and add it to a list. - - ***Make 2 lists*** First, make a list called `colors` and fill it with the colors red, yellow, green and blue. - Then make a list called `simon_sequence`. This list will be used as the answer. - At the start of the game this lists need to be empty. unfortunately, we can't create an empty list (yet), so we'll fill it with the words 'empty' and 'list' and we'll remove them from the list immediately. - - ***Create a function that adds a color to the sequence*** Now that we have an empty list called simon_sequence, we can start filling it with random colors. - We do that with a function, so we can call it everytime there's a new level in our game. Create a function called `add_random_color`. - Then create the variable random_color and set it to a random color. Next, add this random color to the simon_sequence. - - ***Create a function that shows the simon_sequence*** Start by naming the new function `show_simon_sequence` with `level` as an argument. Now we want to show as many colors as the level we are in (in level 1 you see 1 color, in level 2 you see 2 colors etc). - So we repeat `level` times, to print the `simon_sequence[i]`. Each time a color is shown, wait for 1 second and then clear the screen. - - ***Test your program*** Before you go to the next level, test if the functions are working by calling both of the functions. If they're working you should see a random color in your output screen. - Remove this testing part of your code, copy the code and continue to the next tab to learn more about the simon says game! - example_code: | - ``` - # Make 2 lists - colors = _ - _ = ['empty', 'list'] - {remove} _ {from} simon_sequence - {remove} _ - - # Create a function that adds a color - _ add_random_color - _ - {add} _ - - # Create a function that shows the simon_sequence - {define} _ - {for} i {in} {range} 1 {to} _ - {print} _ - _ - _ - - # Test your program - {call} _ - {call} show_simon_sequence {with} 1 - ``` - simon_2: - name: Simon Says 2 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - We'll continue with our Simon Says game! - - ### Exercise - ***Paste your code here*** Paste your code from the previous level here. Don't forget to remove the part that was just used for testing the functions. - - ***Create a function that creates the player_sequence*** The list `player_sequence` is used to capture the answers of the player. First we define the function with the argument level. - Next, we ask level times what the color is that they choose. We call that variable `answer`. Then we add the variable `answer` to the list player_sequence. - - ***Setting up the game*** Before we program the game in the next tab, we'll need some starting variables. First, we'll set the variable `level` to 1 and the variable `game_over` to False. - Then we make an introduction for the game. We'll print 'Welcome to Simon Says!' and clear the screen after 1 second. - - ***Continue to the next tab to finish the game!**** Don't forget to copy your code and take it with you to the next tab. - example_code: | - ``` - # Paste your code here - - - # Create a function that creates the player_sequence - {define} _ - {for} _ - _ 'What is color number ' i '?' - {add} answer {to} _ - - # Set up - level = _ - game_over = _ - {print} _ - _ 1 - _ - ``` - simon_3: - name: Simon Says 3 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - In this tab we'll program the game of Simon Says! - - ### Exercise - ***Paste your code*** Copy your code from the previous tab and paste it here. - - ***Program the game*** We start by making sure the game goes on while the game isn't over. Then we print what level the player is on, we use the variable level for that. We only show that for 1 second and then we clear the screen again. - Now, we have to create the empty list player_sequence. We've already programmed how to fill the list, with our function `player_sequence`, but we never made the list itself. To create the list we use the same trick as we did in the previous tab. - We'll make a list with the words 'empty' and 'list' on it, and then we remove both these words. Next, we'll call all of the 3 functions that we've created. - Lastly, we'll have to check if the player gave the correct answers (so if the player_sequence and the simon_sequence are the same). - If that's the case, we'll compliment the player. Wait for 1 second and increase the level with 1. - Did the player give the wrong answer, we'll tell them and end the game by setting game_over to 'True' - - ***Enjoy your game!*** Great job! Does your game not work? Use the ladybug button to debug your code! - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - {print} _ - _ - _ - _ = ['empty', 'list'] - {remove} _ - {remove} _ - {call} _ - {call} _ {with} _ - {call} _ {with} _ - {if} player_sequence == _ - _ - _ - _ - {else} - _ - game_over = _ - ``` sleep_command: - name: '{sleep}' - default_save_name: sleep_command description: introducing sleep command levels: 2: story_text: | ## The sleep command Another new command in this level is `{sleep}`, which pauses your program for a second. If you type a number behind the {sleep} command, the program pauses for that amount of seconds. - example_code: | - ``` - {print} My favorite colour is... - {sleep} 2 - {print} green! - ``` songs: - name: Sing a song! - default_save_name: Song - description: Print a song levels: 6: story_text: | @@ -4209,9 +1981,6 @@ adventures: ``` You can now repeat lines 2 to 9 as many times as you want by copying the lines. - story_text_2: | - This children's song counts down from 5 little monkeys to 1 monkey. - If you copy line 2 - 7 and paste it under the the code, you can sing the whole song! example_code_2: | ``` number = 6 @@ -4299,10 +2068,6 @@ adventures: Print the song Five little moneys jumping on the bed. Look up the text if you don't remember. **(extra)** Print the song Old MacDonald had a farm, and make sure all animals make a different sound, using an `{if}`. - example_code_2: | - ``` - monkeys = 5, 4, 3, 2, 1 - ``` 11: story_text: | In this level you can use the `{for} i {in} {range}` command to make songs that use counting. @@ -4331,298 +2096,57 @@ adventures: {print} '{if} youre happy and you know it' {print} action ``` - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, but did you know that you could combine them with {ask} commands as well? - In this example we have changed the 'My Bonnie' program and made it interactive. You are now asked where Bonnie is. - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is ' place - - chosen_place = {ask} 'Where do you want Bonnie to be?' - synonym = {ask} 'What is another word for that?' - - {call} song {with} chosen_place - {call} song {with} synonym - {call} song {with} chosen_place - ``` - 16: - story_text: | - In this level, you can program a song like OldMacDonald even more quickly. You can connect the right animal to the right sound by simply putting them in the same place in the list. - The Drunken Sailor is also quickly made in this level. You only need 8 lines for the entire song, check it out! - - ### Exercise - Complete the Old MacDonald song by setting the variable `animal` to `animals[i]` and `sound` to `sounds[i]`. - - ``` - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - {for} i {in} {range} 1 {to} 3 - animal = _ - sound = _ - {print} 'Old MacDonald had a farm' - {print} 'E I E I O!' - {print} 'and on that farm he had a ' animal - {print} 'E I E I O!' - {print} 'with a ' sound sound ' here' - {print} 'and a ' sound sound ' there' - {print} 'here a ' sound - {print} 'there a ' sound - {print} 'everywhere a ' sound sound - ``` - - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines - {for} i {in} {range} 1 {to} 3 - {print} line - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - example_code: | - ``` - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - {for} i {in} {range} 1 {to} 3 - animal = _ - sound = _ - {print} 'Old MacDonald had a farm' - {print} 'E I E I O!' - {print} 'and on that farm he had a ' animal - {print} 'E I E I O!' - {print} 'with a ' sound sound ' here' - {print} 'and a ' sound sound ' there' - {print} 'here a ' sound - {print} 'there a ' sound - {print} 'everywhere a ' sound sound - ``` - - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines - {for} i {in} {range} 1 {to} 3 - {print} line - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - 18: - story_text: | - In level 16 we made songs using lists. These programs however are no longer working properly in this level. The colons from level 17 and the brackets from level 18 still need to be added. - - ### Exercise 1 - The Drunken sailor song is given as sample code, but not yet working. - Can you make sure everything works again? To help you, we've put _ in the places of _some_ errors. - - ### Exercise 2 - Now also look up your Old MacDonald song from level 16, and correct it. - example_code: | - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines _ - {for} i {in} {range} 1 {to} 3 _ - {print} _ line _ - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - songs_2: - name: Sing a song! 2 - default_save_name: Song 2 - description: Sing a song 2 - levels: - 12: - story_text: | - Songs contain a lot of repetition. We can capture it with a function! - ### Exercise - Look at the example code with the function. Fill out the two lines so the full song is printed. - example_code: | - ``` - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} _ - ``` - 16: - story_text: | - ### Exercise - Finish the nursery rhyme! - example_code: | - ``` - number = ['one', 'two', 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'ten'] - object = ['on his drum', 'on his shoe', 'on his knee', 'on his door', 'on his hive', 'on his sticks', 'up in heaven', 'on his gate', 'on his vine', 'once again'] - - _ - {print} 'This old man' - {print} 'He played ' _ - {print} 'He played knick-knack ' _ - {print} 'With a knick-knack paddywhack' - {print} 'Give the dog a bone' - {print} 'This old man came rolling home' - {sleep} 8 - {clear} - ``` - story_text_2: | - ### Exersice 2 - Now create your own code for the nursery rhyme 'The wheels on the bus' on the same way! - example_code_2: | - ``` - object = ['wheels', 'doors', _] - movement = [ 'round and round', 'open and shut', _] - ``` - tic: - name: Tic-Tac-Toe - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - Let's program a game of tic-tac-toe! - - ### Exercise - In this adventure we'll start with creating an empty field. - - ***Create a list called field*** This list will be our playing field. This list is filled with 9 dots, since there are no x's and o's yet at the start of our game. - - ***Create a function that prints the field*** Firstly, clear the screen so the old playing fields will be removed. Then we print the first line of our Tic Tac Toe field. This line constists of the first 3 spots in our list field. - We have already programmed this line for you. Now finish the field by printing spot 4, 5, and 6 on the second row and spot 7, 8 and 9 in the third row. - - ***Call the function that prints the field*** Now call the function. -
- Run the code. Your output should look like this: -
- - ***Continue in the next tab*** In the next tab you'll learn how to program the game itself. - example_code: | - ``` - # Create a list called field - _ = ['.', '.', '.', '.', '.', '.', '.', '.', '.'] - - # Create a function that prints the field - {define} print_field - _ - {print} 'TIC TAC TOE' - {print} field[1] field[2] field[3] - _ - _ - - # Call the function - ``` - 17: - story_text: | - In the previous level you've learned how to make a tic-tac-toe game. The game works, but is quite annoying as it keeps asking you if you've won yet. - Now that we have the {elif} command, we can let the game decide if someone has won and it can stop asking us! - - ### Exercise - ***Paste your code*** Paste your code from the previous level here and make it level 17 proof. In this level you've learned to use a colon everytime you create a block of code. Please add the colons in the correct spots. - - ***Create a function that detects if someone's won*** We have started the function for you, paste it under the function `print_field` and finish the function. You can see that this first piece of code checks to see if spot 1, 2 and 3 are the same, because if they are you have 3 in a row. - It also checks if they are not a dot, because if they are, the line might have the same symbols on them, but that's just because it's still empty. - If all these conditions are met, the game is over and the winner is printed. - Finish this function with all possible ways to win. This means you have to make this for the other 2 rows, 3 columns and 2 diagonals. - If you've finished all the other options, the function should return the variable `game_over` so we can use it in our game. - - ***Call the function in the game*** Go to the line `game_over = {ask} 'Did you win?'` and change it to `game_over = {call} detect_winner {with} field, sign`. Now the function will check if there's a winner and the game doesn't need to keep asking anymore! - - ***Enjoy your game!*** Great job! You have finished the game! Enjoy playing it! - - example_code: | - ``` - # Paste your code here and make it level 17 proof - - # Create a function that detects if someone has won - {define} detect_winner {with} field, sign: - {if} field[1] == field[2] {and} field[2] == field[3] {and} field[1] != '.': - game_over = 'yes' - {print} 'Player ' sign 'wins!' - {elif}: - _ - {else}: - game_over = 'no' - {return} _ - ``` - tic_2: - name: Tic-Tac-Toe 2 - default_save_name: Tic - description: Zahrajte si hru Piškvorky! - levels: 16: story_text: | - In the previous adventure you've learned how to create a playing field. Now you'll learn how to create the game! + In this level, you can program a song like OldMacDonald even more quickly. You can connect the right animal to the right sound by simply putting them in the same place in the list. + The Drunken Sailor is also quickly made in this level. You only need 8 lines for the entire song, check it out! ### Exercise - ***Paste your code*** Start by pasting your code from the previous adventure here. - - ***Add variables*** Underneath your list called `field` we'll add 2 more variables that we'll need to program the game. - The variable `game_over` tells us if the game is over, and should be 'no' at the start of the game. - The variable `sign` tells us if it's the turn of player x or player o. Set the variable to 'x'. - - ***The game*** First use a {while} command, to make sure the game keeps on playing the variable while game_over is set to no. - During the game, we first ask the player which spot they choose. Then we change the field with the number they chose into their sign. - Then we print the field again and we ask the player if they've won yet. Lastly we want to switch whose turn it is, so if the sign is 'x' it should be 'o' and the other way around. + Complete the Old MacDonald song by setting the variable `animal` to `animals[i]` and `sound` to `sounds[i]`. - ***Test your game*** Does your game work? Great, have fun playing the game! If not, use the ladybug button to debug your code. - You might have noticed one mistake in the code though, you can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! Go to the next tab to learn how to fix this problem. - example_code: | ``` - # Paste your code from the previous adventure here - - # Add variables - game_over = _ - sign = _ + animals = ['pig', 'dog', 'cow'] + sounds = ['oink', 'woof', 'moo'] + {for} i {in} {range} 1 {to} 3 + animal = _ + sound = _ + {print} 'Old MacDonald had a farm' + {print} 'E I E I O!' + {print} 'and on that farm he had a ' animal + {print} 'E I E I O!' + {print} 'with a ' sound sound ' here' + {print} 'and a ' sound sound ' there' + {print} 'here a ' sound + {print} 'there a ' sound + {print} 'everywhere a ' sound sound + ``` - # The game - {while} _ - choice = _ 'Player ' sign '_?' - field[choice] = _ - _ print_field - game_over = {ask} _ - {if} sign = 'o' - sign = _ - _ - sign = _ ``` - tic_3: - name: Tic-Tac-Toe 3 - default_save_name: Tic - description: Play a game of Tic Tac Toe! + lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] + {for} line {in} lines + {for} i {in} {range} 1 {to} 3 + {print} line + {print} 'early in the morning' + {for} i {in} {range} 1 {to} 3 + {print} 'way hay and up she rises' + {print} 'early in the morning' + ``` + songs_2: levels: - 16: - story_text: | - You might have noticed one mistake in the code you've made in the previous adventure. You can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! In this tab we'll fix that mistake. - - ### Exercise - ***Paste your code here*** Paste your code from the previous adventure here. - - ***Fix the mistake*** To fix the mistake we replace the line that says `field[choice] = sign`. This turns any spot that the player has chosen into their sign. - Go to the header that says 'Use this to fix the mistake' and finish the code. We first want to check if the chosen spot is still empty, so `if field[choice] = '.'`. If that is the case, you are allowed to take it. - Then we make an else command and print 'Sorry, this spot is already taken' if the spot is not empty. Lastly, we add a {sleep} command, so the players can actually read the text before it gets cleared again. - Now copy this piece of code and replace the line `field[choice] = sign` with this new piece of code. - - ***Play your game!*** Now the game should work properly! Good job! - The only flaw is that you can get a bit annoyed that the game keeps asking you if you've won yet. Do you want to fix that? Go to level 17 and we'll fix it! + 12: example_code: | ``` - # Paste your code here + {define} twinkle + {print} 'Twinkle' + {print} '...' - # Use this to fix the mistake - {if} _ = '.' - field[choice] = sign - {else} - {print} _ - _ + {call} twinkle + {print} 'Up above the world so high' + {print} 'Like a diamond in the sky' + {call} _ ``` + tic_2: + description: Zahrajte si hru Piškvorky! turtle: name: Želva default_save_name: Želva @@ -4635,22 +2159,9 @@ adventures: Pomocí `{forward}` nakreslíte čáru dopředu. Číslo za ním určuje, jak daleko želva půjde. `{turn} {right}` otočí želvu o čtvrt otáčky ve směru hodinových ručiček, `{turn} {left}` otočí proti směru hodinových ručiček. Pokud chcete jít dozadu, použijete příkaz `{forward}` s negativním číslem. Například `{forward} -100` - example_code: | - ``` - {forward} 100 - {turn} {left} - ``` story_text_2: | ### Cvičení Toto je začátek malých schodů. Dokážete je rozšířit na 5 schodů? - example_code_2: | - ``` - {forward} 20 - {turn} {right} - {forward} 20 - {turn} {left} - {forward} 20 - ``` 2: story_text: | V této úrovni můžete použít proměnné, aby byla želva interaktivní. Například se můžete zeptat hráče, kolik kroků má želva udělat. @@ -4678,12 +2189,6 @@ adventures: story_text: | V této úrovni můžete použít příkaz `{at} {random}` s kreslící želvou. Náhodná hodnota způsobí, že želva půjde pokaždé jinou cestou. Použijte `{at} {random}` k výběru hodnotu ze seznamu. Můžete zkopírovat a vložit řádky 2 a 3 a vytvořit tak delší náhodnou cestu. - example_code: | - ``` - angles {is} 10, 50, 90, 150, 250 - {turn} angles {at} {random} - {forward} 25 - ``` 4: story_text: | Ve čtvrté úrovni musíte i při kreslení používat uvozovky s příkazy `{print}` a `{ask}`! @@ -4696,20 +2201,6 @@ adventures: {turn} angle {forward} 25 ``` - story_text_2: | - You can also change the color of the lines with the command `{color}`. Check out the example. - You can also use the command `{color} {white}` to make 'invisible' lines. You could use these white lines to move the turtle anywhere in the screen before you start drawing. - example_code_2: | - ``` - {color} {white} - {forward} -80 - {color} {green} - {forward} 50 - {color} {yellow} - {forward} 50 - {color} {red} - {forward} 50 - ``` 5: story_text: | V páté úrovni můžete provést volbu pomocí příkazu `{if}`. Například mezi různými typy obrazců. @@ -4728,13 +2219,6 @@ adventures: {turn} angle {forward} 25 ``` - story_text_2: | - ### Exercise - Fill in the correct numbers in this code to get it to work. - After you've done that, you can try to add the option backwards. - - **Extra** Instead of using 'left' and 'right', remake the program with North, East, South and West. - This way you could add even more directions like Northeast and Southwest etc. example_code_2: | ``` direction {is} {ask} 'Do you want to go left, right, or straight ahead?' @@ -4769,24 +2253,9 @@ adventures: story_text: | Nyní, když můžeme opakovat několik řádků, můžeme snadněji vytvářet obrazce. Úhel nastavíme pouze jednou a pak tuto proměnnou použijeme v příkazu `{repeat}`. - example_code: | - ``` - angle = 90 - {repeat} 4 {times} - {turn} angle - {forward} 50 - ``` story_text_2: | Nyní můžeme vylepšit program, který kreslí různé obrazce. Dokážete určit, kolikrát se musí želva otočit? Dokončete kód a nakreslete libovolný mnohoúhelník! - example_code_2: | - ``` - figure = {ask} 'How many angles should I draw?' - angle = 360 / figure - {repeat} figure {times} - {turn} _ - {forward} _ - ``` 9: story_text: | Now that we can use a `{repeat}` inside a `{repeat}`, we can create more complex figures. @@ -4795,17 +2264,6 @@ adventures: This code creates three black triangles, change that into five pink squares. **(extra)** Create a figure of your own choosing consisting of at least two different shapes types. - example_code: | - ``` - {color} {black} - {repeat} 3 {times} - {repeat} 3 {times} - {forward} 10 - {turn} 120 - {color} {white} - {forward} 50 - {color} {black} - ``` 10: story_text: | In this level you can make the turtle draw a figure. @@ -4816,162 +2274,9 @@ adventures: **(extra)** can you change the spiral into another shape? Experiment with numbers for the turn! ### Exercise 2 The spiral is drawn outwards, make it go inwards? - example_code: | - ``` - {turn} 90 - distances = 10, 20, 30, 40, 50, 60 - {for} distance {in} distances - {forward} distance - ``` - 12: - story_text: | - We can use functions to draw more complex figures with less code. - ### Exercise 1 - Fill the function so that three squares are created. If you want the image to look nicer, you can make the lines between the squares white. - - ### Exercise 2 - The code can be made even shorter. Place the final lines into a `{repeat}` so the figure remains the same. - - ### Exercise 3 - Create your own drawing with different figures. - Change both the number of figures with the `{repeat}` and the shape of the figures in the `{define}` - example_code: | - ``` - {define} square - {repeat} 4 {times} - {turn} _ - {forward} _ - {call} square - {forward} 50 - {call} square - {forward} 50 - {call} square - ``` turtle_draw_it: - name: Draw it! - default_save_name: Draw it - description: Draw this picture with the turtle levels: - 1: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Rectangle - Square - Stairs -
- 2: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Arrow - Boat -
- 3: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Star - Arrow -
- 4: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Colored Star - Rainbow - Nested squares -
- example_code: | - **Extra** Up for a real challenge? Make sure that the colors of these figures are selected randomly, so that each time you run your programs they'll look differently! - - ``` - colors {is} red, orange, yellow, green, blue, purple, pink, brown, gray, black - color _ - ``` - 5: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Make only one code that lets the player decide which letter they'd like to see! And can you add even more letters? - -
- F - E - L -
- example_code: | - Hint: - ``` - chosen_letter {is} {ask} 'Which letter would you like to see? F, E or L?' - {if} _ - ``` - 6: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Let the player decide which color the square should be. - - ***Extra*** Can you make the letter of your own first name and the flag of your own country too? - -
- Square - Letters - Flag -
- example_code: | - Hint for the square: - ``` - chosen_color = {ask} _ - ``` - 7: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Hexagon - Triangle - Fan -
- 8: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - -
- Square (3) - Randomly colored star (5) - Randomly colored spiral (7) -
9: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - - **Extra** Give the player a choice which country they would like to see the flag of. - -
- Cross (7) - Randomly colored nested squares (8) - Flags -
example_code: | Hint for the nested squares: ``` @@ -4989,14 +2294,6 @@ adventures: color_3 = blue ``` 10: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Nested Hexagon - Traffic lights -
example_code: | Hint Nested Hexagon: ``` @@ -5012,47 +2309,6 @@ adventures: color _ {repeat} _ ``` - story_text_2: | - Christmas lights - example_code_2: | - Hint Christmas Lights: - - Start by moving to the left side of the screen with an invisible white line. Then hang up the Christmas lights! - ``` - {color} white - {turn} -90 - {forward} 300 - {turn} 90 - - colors = red, blue, yellow, purple, green, orange, pink - {for} chosen_color {in} colors - _ - ``` - 11: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Beehive (6) - Fan (5) - Snowflake (13) -
- example_code: | - Hint Beehive: - ``` - {for} amount_of_combs {in} {range} 1 {to} _ - {for} walls_of_one_comb {in} {range} 1 {to} _ - {forward} _ - {turn} _ - {forward} _ - {turn} _ - ``` - - Hint Fan: - Start out like the fan you made in level 7. Or take a peak at the hint for the beehive, because the codes are very similar. - - Hint Snowflake: Start by making one 'leg' and repeat it 6 times. 12: story_text: | ### Exercise @@ -5079,129 +2335,9 @@ adventures: {if} shape = 'square' {call} draw_a_square ``` - 13: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Street in different sizes - Colored street - Snow Storm - example_code: | - Hint Street in different sizes - ``` - {define} draw_a_house {with} size - _ - - {call} draw_a_house {with} 90 - {call} draw_a_house {with} 60 - {call} draw_a_house {with} 30 - ``` - - Hint Colored street - ``` - {define} draw_a_house {with} chosen_color - _ - ``` - - Hint Snow Storm - ``` - {define} draw_snowflake {with} length, color - _ - - numbers = 10, 20, 30 - colors = _ - - {for} i {in} {range} 1 {to} 5 - random_number = _ - random_color = _ - {call} draw_snowflake {with} random_number, random_color - {color} white - {turn} random_number * 5 - {forward} 80 - ``` - 14: - story_text: | - ### Exercise - Create a program that asks the player how many corners their figure should have and then creates that figure. - The figure in the image is the output when the player fills in 10. - -
- - -
- example_code: | - ``` - {define} calculate_degrees {with} amount_of_corners - _ 360 / amount_of_corners - - - {define} draw_figure {with} degrees - _ - {forward} 400/amount_of_corners - {turn} _ - - amount_of_corners = {ask} _ - degrees = {call} _ {with} _ - - {call} _ {with} - {call} _ {with} - ``` - 15: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Spiral - example_code: | - Spiral - ``` - distance = 5 - {while} distance < 200 - distance = distance + 5 - _ - ``` - story_text_2: | - Fan - example_code_2: | - Fan - ``` - {define} draw_a_square {with} side - _ - - i = 100 - {while} i > 1 - _ {with} i - _ - i = i - 3 - ``` - story_text_3: | - Star - example_code_3: | - Star - A star is usually drawn using 144-degree-turns. If you change this slightly to 143 degrees for example and repeat the pattern multiple times with a {while} loop you can make this figure. while_command: - name: '{while}' - default_save_name: while_command description: while - levels: - 15: - story_text: |- - We are going to learn a new loop, the `{while}` loop! We continue the loop as long as the statement is true. - So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. - If the correct answer is never given, the loop never ends! - example_code: | - ``` - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - ``` years: - name: New Year's - default_save_name: New Year's Countdown description: Countdown to the new year! levels: 11: diff --git a/content/adventures/cy.yaml b/content/adventures/cy.yaml index 9f24d7a1583..c87b4a6347a 100644 --- a/content/adventures/cy.yaml +++ b/content/adventures/cy.yaml @@ -1,25 +1,7 @@ adventures: story: - name: Story - default_save_name: Story - description: Story levels: 1: - story_text: | - In level 1 you can make a story with a different main character that you enter yourself. - - In the first line, use `{ask}` and ask who the main character of the story will be. - - After that first line, start with `{print}` if the sentence needs to be printed. - You use `{echo}` if you want your main character to be at the end of the sentence. - example_code: | - ``` - {ask} The main character of this story is - {print} The main character is now going to walk in the forest - {echo} They're a bit scared, - {print} They hear crazy noises everywhere - {print} They're afraid this is a haunted forest - ``` story_text_2: | ### Exercise Can you make your own story in Hedy now by using `{print}` , `{ask}` and `{echo}`? @@ -33,15 +15,6 @@ adventures: ### Exercise Can you make a story using a variable yourself? Can you add even more variables? - example_code: |- - ``` - name {is} {ask} What is the name of the main character? - {print} name is now going to run in the woods - {print} name is a bit scared - {print} Suddenly she hears a crazy noise... - {sleep} - {print} name is afraid this is a haunted forest - ``` story_text_2: | ### Exercise Now it's time to add variables to your own story that you've made in the previous level. @@ -52,57 +25,11 @@ adventures: **Extra** Add a sleep command to your code to build up tension in your story. 3: - story_text: | - In level 3 you can make your story more fun. You can use randomness for any monster, animal or other obstacle, like this: - example_code: | - ``` - animals {is} 🦔, 🐿, 🦉, 🦇 - {print} They now hear the sound of an animals {at} {random} - ``` - story_text_2: | - The command `{add}` can also come in handy in your story. - example_code_2: | - ``` - {print} They hear a sound - animals {is} 🐿, 🦔, 🦇, 🦉 - animal {is} {ask} What do you think it is? - {add} animal {to_list} animals - {print} it was an animals {at} {random} - ``` story_text_3: | This is an example of the `{remove}` command in your story ### Exercise Can you use the 3 new commands `{at} {random}` , `{add} {to_list}` and `{remove} {from}` in your own story? - example_code_3: | - ``` - {print} His backpack got way too heavy. - {print} Inside were a bottle of water, a flashlight and a brick. - bag {is} water, flashlight, brick - dump {is} {ask} Which item should he dump? - {remove} dump {from} bag - ``` - 4: - story_text: | - ### Exercise - Copy the example code and finish it by adding quotation marks on the blanks in lines 1 and 2. - The blanks in line 3 and 4 should not be replaced by quotation marks, but a `{sleep}` and a `{clear}` command. Can you make it work? - - ### Exercise 2 - Go back to the previous level and copy your story code. Make the code work in this level by adding quotation marks in the right spots. - Mind: The variables in your own story should be outside of the quotation marks. Just like the second line of the example code. In that line the variable name is placed outside of the quotation marks. - example_code: | - ``` - name {is} {ask} _ What is your name? _ - {print} _ The main character is called _ name - _ - _ - {print} name _ is now going to walk in the woods _ - {print} name _ is a bit scared _ - animals {is} 🦔, 🐿, 🦉, 🦇 - {print} _ He hears the sound of a _ animals {at} {random} - {print} name _ is afraid this is a haunted forest _ - ``` 5: story_text: | In this level you can program different endings, which will make your story even more fun. @@ -117,15 +44,6 @@ adventures: - Bad Ending: The monster eats the princess You can also ensure that a name can be entered again. That works just like in the previous levels. You can combine that with an `{if}`, and then you have already made a whole program! - example_code: | - ``` - name {is} {ask} 'Who is walking in the forest?' - {print} name ' walks through the forest' - {print} name ' encounters a monster' - end {is} {ask} 'Would you like a good or a bad ending?' - {if} end {is} good {print} name ' takes the sword and the monster quickly runs away' - {else} {print} 'The monster eats ' name - ``` 7: story_text: | In a story, someone says words several times. For example, when someone calls for help or sings a song. @@ -133,12 +51,6 @@ adventures: ### Exercise Can you make your own story with repitition? - example_code: | - ``` - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - ``` 8: story_text: | In this level you can use multiple lines in your {if} commands, this way you can upgrade your happy or sad ending! @@ -232,369 +144,29 @@ adventures: {print} 'This could come in very handy' sword = 'found' ``` - 15: - story_text: | - Using the `{while}` loop can make your stories more interesting. For example, you can use `{while} game == 'on'` so you can play until the game is over. - Or you can use `{while} sword == 'lost'` so the player can't continue the game until they have found something. - - ### Exercise - The example code shows you how to use the `{while}` loop in a story. Now **think of your own scenario** in which the player has to find something before they can continue. - example_code: | - ``` - keys = 'lost' - {print} 'You are standing in your garden and you have lost your keys.' - {print} 'Where do you want to look for them?' - {print} 'You can choose: tree, flowerbed, rock, postbox' - {while} keys == 'lost' - location = {ask} 'Where do you want to look?' - {if} location == 'flowerbed' - {print} 'Here they are!' - keys = 'found' - {else} - {print} 'Nope they are not at the ' location - {print} 'Now you can enter the house!' - ``` - 18: - story_text: | - We are going to print another story, but now we have to use brackets with `{print}`. - - ### Exercise 1 - Create a story of at least 5 sentences. You don't have to use 'name' just yet. - example_code: | - ``` - {print}('Welcome to this story!') - ``` - story_text_2: | - ### Exercise 2 - We have already prepared an `{input}` for you. First, use the `name` variable in your story. - Then add a second `{ask}` and use that variable as well. - Tip: Remember the commas in a `{print}` between text and variables! - example_code_2: | - ``` - naam = {input}("What's your name?") - {print}('Welcome to this story!') - ``` add_remove_command: name: '{add} {to} & {remove} {from}' - default_save_name: add_remove_command description: introducing add to and remove from levels: 3: story_text: | ## Add to You can add items to the list with the `{add} {to_list}` command. To add an item to a list you can simply type: `{add} penguin {to} animals` or you can use the `{ask}` command like in the example code. - example_code: | - ``` - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - ``` - story_text_2: | - ## Remove from - If you can add items to a list, of course you can also take them off. This is done with the `{remove} {from}` command. - example_code_2: | - ``` - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - ``` story_text_3: | ### Exercise Try out the new commands in this virtual restaurant. Add the flavor the player is hpoing for to the list and remove the flavors they are allergic to. - example_code_3: | - ``` - {print} Mystery milkshake - flavors {is} strawberry, chocolate, vanilla - hope {is} {ask} What flavor are you hoping for? - _ - allergies {is} {ask} Are you allergic to any flavors? - _ - {print} You get a flavors {at} {random} milkshake - ``` and_or_command: - name: '{and} & {or}' - default_save_name: and or description: introducing and or - levels: - 13: - story_text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two `{if}`s but can use `{and}` and `{or}`. - - If you use `{and}`, both statements, left and right of the `{and}` need to be true. We can also use `{or}`. Then only one statement needs to be correct. - example_code: | - ``` - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - ``` ask_command: - name: '{ask}' - default_save_name: ask_command description: Introduction ask command levels: 1: - story_text: | - ## The ask command - Now that you can use the `{print}` command, you are ready to learn the next command: `{ask}`. With the `{ask}` command, you can ask a question. Check it out: - example_code: | - ``` - {print} Hello! - {ask} What is your name? - ``` story_text_2: | ## The echo command If you want the computer to repeat the answer, you can use the `{echo}` command. The answer will then be echoed back at the end of the sentence, so in this example after hello. - example_code_2: | - ``` - {print} Hello! - {ask} What is your name? - {echo} hello - ``` - story_text_3: | - ### Exercise - Try out the `{ask}` and `{echo}` commands. Firstly, fill in the blanks to make this program work. - Then ask 2 more questions using the `{ask}` command, after each `{ask}` use an `{echo}` to print the answer on the screen. - example_code_3: | - ``` - _ How are you doing? - _ - ``` - 2: - story_text: | - ## The ask command - Now that we can use **variables** in our codes, we no longer need the `{echo}` command. - We can use variables to store the answers to our questions and this way we can use the answer to multiple questions in our codes. - Check it out: - - This way your code is becoming interactive! - example_code: | - ``` - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - ``` - story_text_2: | - ### Exercise - In the previous tab you have practised with setting variables with the `{is}` command. - You have created at least 3 variables and used them with a print command. - Now, instead of setting the variables we want you to make the variables interactive, like we did in our example. - - Copy your code from the previous tab and make the variables interactive by using `{ask}` commands. - example_code_2: | - ``` - favorite_animal {is} {ask} What is your favorite animal? - {print} I like favorite_animal - ``` - 18: - story_text: The final change we will need to make to get Python code is changing `{ask}` into `{input}`. - example_code: | - ``` - {print}('My name is Hedy!') - name = {input}('What is your name?') - {print}('So your name is ', name) - ``` - blackjack: - name: Blackjack - default_save_name: Blackjack - description: Try to get as close to 21 as you can - levels: - 17: - story_text: | - Blackjack is a simple game of cards in which you have to get as close to 21 points as possible. You get two cards. Each card is worth their numeral value, and the face cards (Jack, Queen and King) are worth 10 points. - The Ace is worth either 1 or 11 points (you can choose). The dealer, your opponent, also gets two cards. - If you want, you can get another card, and its points will be added to your total. The dealer can also choose to take another card. - But be careful not to get more than 21 points, because if you do, you lose! - The player who gets closest to 21, without going over it, wins! - - ### Exercise - In this adventure we code the first part of our Blackjack game. We'll create a function to calculate how many points a card is worth. - - ***Set the variables*** - Start by making a list of all the cards, from 2 to Ace. Next make a list of the face cards, so Jack, Queen and King. Then pick a random card from the list of cards to be card_1. - - ***Create a function to calculate the points*** - Create a function that calculates how many points a card is worth. - All the face cards are worth 10 points, the Ace is worth 11 and all the other cards are worth their numeral. - Return the variable `points` at the end of the function. - - ***Test the function*** - Test if your function is working properly. Finish the first print command by filling in which card you've drawn. Then finish the second line by calling the function with card_1. - Run the code a couple of times. Are you happy with the results? Great! Then you can remove the testing part and move on the the next tab! - example_code: | - ``` - {print} 'BLACKJACK' - - # Set these variables - cards = _ - face_cards = _ - card_1 = - - # Create a function to calculate the points - {define} calculate_points {with} card: - {if} card {in} face_cards: - points = _ - {elif} _ - _ - {else}: - _ - _ points - - # Test your function - {print} 'Your card is a ' _ - {print} 'That is worth ' _ ' points'. - ``` - blackjack_2: - name: Blackjack 2 - default_save_name: Blackjack_2 - description: Blackjack part 2 - levels: - 17: - story_text: | - ### Exercise - In this adventure we code the second part of our Blackjack game. - - ***Paste your code from the previous adventure*** - In the previous adventure you've started a list of variables and created a function to calculate how many points a card is worth. Copy your code and paste it here. Mind that you don't need the testing part, so if you haven't removed that yet, please do so now. - - ***Add more variables*** - You have already set the lists `cards` and `face_cards` and the variable `card_1`. Underneath those variables create 3 more variables: `card_2`, dealer_card_1` and `dealer_card_2`. These variables are all set to a random card from the list of cards. - - ***Add up points*** - To calculate how many points you have scored we call the function with card 1 and we do it again for card 2. Then we add both these scores together to get your total. - Do the same thing for the dealers points, but be sure to use the dealer's cards and not your own! - - ***2 Aces*** - You're doing great! Almost all scores can be calculated now. There is only one exception: 2 Aces. If you get 2 Aces, your total is 12 points and not 22 (because 22 points would be losing!). This of course also goes for the dealer. - - ***Show the score*** - Lastly, you want to tell the program to tell you which cards you have drawn and how many points that is. Then show which cards the dealer has and how many points they have. - - ***Continue in the next tab*** - Great! You have finished this part of the game! Copy your code and go to the next tab to learn how to ask for an extra card and to declare a winner. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add these variables to the list of variables - card_2 = _ - dealer_card_1 = _ - dealer_card_2 = _ - - # Add up your points - your_points_1 = {call} _ {with} card_1 - your_points_2 = _ - your_total = _ - - # Add up the dealers points - dealer_points_1 = _ - _ - _ - - # 2 Aces - {if} card_1 == 'Ace' {and} _ - your_total = 12 - {if} dealer_card_1 _ - dealer_total = _ - - # Show the score - {print} 'You have drawn a ' _ ' and a ' _ '. That is ' _ ' points' - {print} 'The dealer has drawn a ' _ ' and a ' _ '. That is ' _ ' points' - ``` - blackjack_3: - name: Blackjack 3 - default_save_name: Blackjack_3 - description: Blackjack part 3 - levels: - 17: - story_text: | - In the previous tabs you have learned how to draw 2 random cards for yourself and for the dealer and to calculate how many points you both got. - In this adventure we add the option to ask for an extra card for both you and the dealer. - - ### Exercise - ***Paste your code from the previous adventure*** Firstly, copy your code from the previous tab and paste it here. - - ***Extra card for you*** If you want, you can get an extra card to get your total as close to 21 as possible. First ask the player if they want an extra card. - If they do, pick a random card and print what they have drawn. If the card is not an Ace, you can call the function and add the points to your total. - In case the card is an Ace, you can't use the function, because the Ace can be either 1 point or 11 points, depending on how many points you already have earned. - If your total is less than 11, you want the ace to be 11 points (because this is closest to 21). So you add 11 points to your total. - If the total is more than or equal to 11, you want the ace to be 1 point (because you don't want more than 21 points). So you add 1 point to your total. - Lastly, print your new total of points. - - ***Extra card for the dealer*** The dealer can also get an extra card. The dealer doesn't need to be asked, because they always get an extra card if their total is less than 17. - Copy the 'Extra card for you code' and paste it in the dealers section. Then change it to fit the dealer picking an extra card and getting points added to their total. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Extra card for you - hit = {ask} _ - {if} hit == 'yes': - card_3 = _ - {print} _ - {if} card_3 _ 'Ace': - your_points_3 = _ - your_total = _ - {else}: - {if} your_total _ - _ - {else}: - _ - {print} _ - - # Extra card for the dealer - {if} dealer_total < 17 - _ - ``` - blackjack_4: - name: Blackjack 4 - default_save_name: Blackjack_4 - description: Blackjack part 4 - levels: - 17: - story_text: | - In the last 3 adventures you have alsmost created a working blackjack game! The only thing left to do is to decide a winner! - - ### Exercise - ***Paste your code from the previous adventure*** Start by pasting the code that you've made so far into your programming field. - - ***Decide a winner*** - Firstly, if you and the dealer have an equal amount of points, it's a draw. - Secondly, if the dealer has more than 21 points and you don't, you are the winner. - Thirdly, if both you and the dealer have less than 22 points, we have to see who came closest to 21. We do that by comparing who has the highest score. Is your total higher than the dealer's total, then you are the winner. If not, the dealer wins. - Lastly, in all other scenarios (e.g. you have more than 21 points and the dealer doesn't, or you both have more than 21 points) you are the loser. - - ***Enjoy the game!*** - Does your game work properly? Amazing! You have done a great job! Enjoy your game! - If it doesn't work right away, no worries, you might have made a mistake. Just keep calm and bebug your code using the ladybug button. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Decide a winner - {if} _ - {print} 'Its a draw! Play again!' - {elif} _ - {print} 'You win!' - {elif} _ : - {if} _: - {print} _ - {else}: - {print} _ - {else}: - _ - ``` calculator: - name: Calculator - default_save_name: Calculator - description: Create a calculator levels: 6: - story_text: | - Now that you can do maths, you can make a calculator yourself! example_code: | ``` number_1 {is} {ask} 'Fill in the first number:' @@ -602,17 +174,6 @@ adventures: correct_answer = number_1 * number_2 {print} number_1 ' times ' number_2 ' is ' correct_answer ``` - story_text_2: | - ### Exercise - The calculator above will calculate the answer for you, but you can also make a program to test your own maths skills, like this: - Fill in the blanks to make it complete! - example_code_2: | - ``` - correct_answer = 11 * 27 - answer = {ask} 'How much is 11 times 27?' - {if} answer {is} _ {print} 'good job!' - {else} {print} 'Wrong! It was ' _ - ``` story_text_3: | You can also let the computer do random calculations on its own using {random}. example_code_3: | @@ -632,59 +193,7 @@ adventures: ### Exercise 2 Give the player feedback when the enter an answer, like `{print} 'Correct!'` or `{print} 'Wrong! The correct answer is ' correct_answer`. - example_code: | - ``` - score = 0 - {repeat} 10 {times} - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct_answer = number_1 * number_2 - {print} 'What is ' number_1 ' times ' number_2 '?' - answer = {ask} 'Type your answer here...' - {print} 'Your answer is ' answer - {if} _ {is} _ - score = score + 1 - {print} 'Great job! Your score is... ' score ' out of 10!' - ``` - 10: - story_text: | - This calculator game helps you practise your tables of multiplication! - ### Exercise - Fill in the blanks. We want this program to ask the player these questions: - ``` - How much is 1 times 1? - How much is 1 times 2? - How much is 1 times 3? - How much is 2 times 1? - How much is 2 times 2? - How much is 2 times 3? - How much is 3 times 1? - How much is 3 times 2? - How much is 3 times 3? - _ - ``` - example_code: | - ``` - numbers = 1, 2, 3 - {for} _ - {for} _ - answer = {ask} _ - correct = number_1 * number_2 - {if} answer {is} correct - {print} 'Great job!' - {else} - {print} 'That is wrong. The right answer is ' correct - ``` 11: - story_text: | - With a `{for}` you can simplify tables of multiplication practise program. - - ### Exercise 1 - Improve the example code such that it prints a nice multiplication table:
"1 times 10 is 10", "2 times 10 is 20", etc. - - ### Exercise 2 - Go back to your level 10 multiplication code, and modify it so that it uses a `{for}` and `{range}`. example_code: | ``` number = 10 @@ -702,41 +211,7 @@ adventures: Create a new mathematics practice program, but now use decimal numbers. Create a list of numbers, choose two to multiple and let the player answer. And of course you have to validate the answer! **(extra)** Increase the difficulty by adding lives: A player loses a life for a wrong answer and after three wrong answers the game ends. - example_code: | - ``` - number1 = {ask} 'What is the first number?' - number2 = {ask} 'What is the second number?' - answer = _ - {print} number1 ' plus ' number2 ' is ' _ - ``` - 13: - story_text: | - ### Exercise 1 - Let's make the practice program a bit harder. The player now has to answers two questions correctly. Fill out the blanks to complete the program. - - ### Exercise 2 - Sometimes, calculations have multiple correct answers. For example, 10 can be divided by 5 and by 2. So the question 'What number divides 10?' can be answered by 2 and by 5. - Ask for a calculation that has multiple correct answers, ask the player to answer it, and determine if it is correct using `{or}`. - Empty the programming field and create your own solution. - example_code: | - ``` - answer1 = {ask} 'What is 10 times 7?' - answer2 = {ask} 'What is 6 times 7?' - {if} _ _ _ _ _ _ _ - {print} _ - ``` 14: - story_text: | - In this adventure you will build a calculator that calculates your mean grade for you. If you get your calculator to work, you can move on to the next adventure, which allows you to add two extra features. - - ### Exercise 1 - Fill in the blanks to get the calculator to work. - * Start with the fourth line, add a question to figure out what grade the student got. - * In the fifth line you'll want to calculate the total of all grades, so the total = total + grade. - * Then we get to set the return value. We want to return the mean, so the total devided by the amount of tests (4). - * Lastly we finish the code by calling the function in line 8. - - Did you get it? Awesome! Would you like to add even more to your calculator? **This adventure continues in the next tab!** example_code: | ``` {define} calculate_mean_grade @@ -755,127 +230,11 @@ adventures: mean_grade = {call} _ {print} 'Your mean grade is ' mean_grade - 15: - story_text: | - You can add the `{while}` loop to the calculator game you've learned to make in a previous level. - This makes sure the player can't continue to the next question if they answer incorrectly. - - ### Exercise - Add the `{while}` loop in the function, ask the player what number_1 times number_2 is and print their answer. - Then `{call}` the function. - example_code: | - ``` - {define} new_question - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct = number_1 * number_2 - answer = 0 - _ - _ - _ - {print} 'Well done!' - - {print} 'Give 10 correct answers to win!' - {for} i {in} {range} 1 {to} 10 - _ - {print} 'You win!' - ``` - calculator_2: - name: Calculator 2 - default_save_name: Calculator 2 - description: Calculator 2 - levels: - 14: - story_text: | - ### Exercise 2 - **This is the second part of this adventure.** The adventure starts in the previous tab. - Of course, you don't always want to calculate the mean of 4 tests. You might want to calculate the mean of 10 tests or only 2... - We can fix this problem by adding the argument and variable 'amount_of_tests'. - * Start a new line on line 3. Set the amount_of_tests argument by asking the student how many tests they have made. - * Change the 4 in line 4 to the new argument amount_of_tests. - * Lastly, change the 4 in line 6 to amount_of_tests - - Try out your new program. Does it work? - - ### Exercise 3 - Did you want to make your program even better? Great! In the previous program you could only calculate the mean grade of 1 subject, but it would be better if you could calculate the mean grade for all subjects you want! - We won't tell you how to do it, but we will give you one tip: Start your code in line 1 with: define calculate_mean_grade with subject. - example_code: | - ``` - # Use your own code from the previous adventure. - ``` clear_command: - name: '{clear}' - default_save_name: clear_command description: clear command - levels: - 4: - story_text: | - Time for a new command! With `{clear}` you can clear all the text form your output screen. This way you can prevent your screen getting too full of text. - Beware! If you are using a `{clear}` command, you might need to use a `{sleep}` above it. Otherwise Hedy will clear your screen without giving you the time to read as you can see in the example! - example_code: | - ``` - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'wait for it...' - {sleep} 3 - {clear} - {print} 'SURPRISE!' - ``` debugging: - name: debugging - default_save_name: debugging - description: debugging adventure levels: - 1: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will show you code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} I love programming - Do you love programming too? - {echo} - {print} What are your hobbies? - {echo} Your hobbies are - ``` - 2: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - destination {ask} Where are you going on holidays? - {print} The flight to dstination leaves at 3 pm. - {ask} Did you check in your luggage yet? - {echo} - {print} Let me print your boarding pass for you. - {sleep} - Here you go! Have a nice trip! - ``` 3: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -889,80 +248,12 @@ adventures: tomorrows_movie {is} movie_choices {at} {random} I'll go get the popcorn! {print} ``` - 4: + 7: story_text: |- ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Welcome to the online library! - {ask} What genre of books do you like? - {print} You like genre - author {is} {ask} 'Who's your favorite author?' - {print} 'author is your favorite author' - {print} Hmmm... i think you should try... books {at} {random} - ``` - 5: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} Welcome to Swimming Pool Hedy! - class {is} {ask} 'Are you here to join a class today?' - {if} class yes - {print} 'Great! You're joining a class! - {print} {else} 'You will not be joining a class' - discount {is} 'Do you have a discount code?' - {if} discount {is} yes - discount_answer {is} {ask} 'What's your discount code?' - discount_codes = Senior4231, Student8786, NewMember6709 - {if} discount_answer {is} {in} discount_cods - {print} 'That will be $3,50' - 'That will be $5,50' - {print} 'Have a nice swim!' - ``` - 6: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Vending machine' - chosen_product = {ask} 'Please select a product' - 1_dollar_products = coke orange juice water - 2_dollar_products = chocolate, cookie, museli bar - 3dollar_prodcuts = potato chips, beef jerky, banana bread - {if} chosen {is} {in} 1_dollar_products - price = 1 - {if} chosen_product {is} 2_dollar_products - price = 2 - {else} chosen_product {in} 3_dollar_products - price = 3 - amount_of_products = '{ask} How many of ' chosen_product would you like to have?' - total = price + amount_of_product - {print} 'That will be $' price 'please' - ``` - 7: - story_text: |- - ### Exercise - Surprise! This program looks more like an output than a code. And yet, we don't want you to just add `{print}` commands in front of each line. - Fix this program to turn it into the nursery rhyme 'Brother John (Frère Jaques)' by using the {repeat} command of course! - example_code: | - **Warning! This code needs to be debugged!** - ``` - Are you sleeping? - Brother John! - Morning bells are ringing! - Ding, dang, dong! - ``` - 8: - story_text: |- - ### Exercise - Debug this code. Good luck! + Surprise! This program looks more like an output than a code. And yet, we don't want you to just add `{print}` commands in front of each line. + Fix this program to turn it into the nursery rhyme 'Brother John (Frère Jaques)' by using the {repeat} command of course! + 8: example_code: | **Warning! This code needs to be debugged!** ``` @@ -985,9 +276,6 @@ adventures: {print} 'Thank you! Byebye!' ``` 9: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1010,9 +298,6 @@ adventures: price = amount * 6 {print} 'That will be 'price dollar' please' 10: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1061,9 +346,6 @@ adventures: print month i ``` 12: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1089,9 +371,6 @@ adventures: call greet_costumer ``` 13: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1121,9 +400,6 @@ adventures: print 'No problem!' ``` 14: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1170,9 +446,6 @@ adventures: else 'no problem' 15: - story_text: |- - ### Exercise - Debug this random children's story. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1207,10 +480,6 @@ adventures: print The End ``` 16: - story_text: |- - ### Exercise - Debug this code. Good luck! - Tip: Make sure that you only see your score once in the end. example_code: | **Warning! This code needs to be debugged!** ``` @@ -1229,9 +498,6 @@ adventures: ``` 17: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1264,9 +530,6 @@ adventures: print 'Thanks for ordering!' ``` 18: - story_text: |- - ### Exercise - Debug this Old MacDonald program from level 16. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1287,33 +550,10 @@ adventures: ``` default: name: Cyflwyniad - default_save_name: intro description: Esboniad lefel levels: 1: story_text: "In Level 1 you can use the commands `{print}`, `{ask}` and `{echo}`.\n Type your code in the programming field. Or press the green button in the example code block, and the code will be typed for you!\nTry the code yourself with the green 'Run code' button under the programming field.\n\nYou can print text to the screen using the `{print}` command. \n" - example_code: | - ``` - {print} Hello world! - ``` - 2: - story_text: | - Congratulations! You've reached level 2. Hopefully you've already made some awesome codes! - In the first level you might've notice that the `{echo}` command can only save one bit of information at a time. - For example in the restaurant adventure, you could echo what the costumer wanted to eat, or what they wanted to drink, but not both in one sentence. - - That changes in level 2. In level 2 you'll learn to work with variables, that allow you to save multiple pieces of information and print them in any place you want. - So let's go to the next tab! - example_code: | - **Warning! This code does not work!** - In Hedy commands will change sometimes. `{echo}` for example only works in level 1. In this level you'll learn a better way to echo answers back. - ``` - {print} Welcome at Hedy's - {ask} What would you like to eat? - {echo} So you want - {ask} what would you like to drink? - {echo} So you want - ``` 3: story_text: | In level 3 you can make a list. You can let the computer choose something random from the list. You do that with `{at} {random}`. @@ -1389,20 +629,6 @@ adventures: {print} 'INTRUDER!' {print} 'You cannot use this computer!' ``` - 9: - story_text: | - Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... - Good news! In this level you will be allowed to put an {if} inside an {if}, or inside a {repeat} command. Putting a block of code inside another block of code is called nesting. ``` Putting a block of code inside another block of code is called nesting. - example_code: | - ``` - answer = {ask} 'Are you ready to learn something new?' - {if} answer {is} yes - {print} 'Great! You can learn to use the repeat command in the if command!' - {print} 'Hooray!' - {print} 'Hooray!' - {print} 'Hooray!' - {else} - {print} 'Maybe you should practice some more in the previous level' 10: story_text: |- In this level we learn a new code called `{for}`. With `{for}` you can make a list and use all elements. @@ -1413,10 +639,6 @@ adventures: {for} animal {in} animals {print} 'I love ' animal ``` - 11: - story_text: | - You have reached level 11, you're doing great! In the higher levels, Hedy is focussing more and more on teaching you the programming language Python. - In Python there is no `{repeat}` command, but there is a command that works like {repeat}. Are you curious to find out how to say `{repeat}` in Python language? Quickly go on to find out! 12: story_text: |- **Decimal numbers** @@ -1496,45 +718,14 @@ adventures: We arrived at real Python code! That means we need to use parentheses with {print} and {range} from now on. {print}('My name is ', name) dice: - name: Dice - default_save_name: Dice - description: Make your own dice levels: 3: - story_text: | - In this level we can choose from a list. With that we can let the computer choose one side of the die. - Take a look at the games you have in your closet at home. - Are there games with a (special) die? You can also copy it with this code. - For example, the dice of the game Earthworms with the numbers 1 to 5 and an earthworm on it. - - ![Die of earthworms with 1 to 5 and an earthworm on it](https://cdn.jsdelivr.net/gh/felienne/hedy@24f19e9ac16c981517e7243120bc714912407eb5/coursedata/img/dobbelsteen.jpeg) example_code: | ``` choices {is} 1, 2, 3, 4, 5, earthworm {print} You threw _ {at} {random} ``` - story_text_2: | - ### Exercise - The dice in the example above are dice for a specific game. Can you make normal dice? - Or other special dice from a different game? - example_code_2: | - ``` - choices {is} _ - ``` - 4: - story_text: | - In this level you can also create dice. But this time you can try it yourself, without an example code! - - ### Exercise - Make your own dice in this level. - Tip: If you have no idea how to make dice. Take a peek at your dice from the previous level, but don't forget to add quotation marks. 5: - story_text: | - We are going to add the `{if}` and `{else}` commands to our dice! - - ### Exercise - Complete the sample code so that the code says "You can stop throwing" once you have thrown an earthworm. It should say "You have to throw again" if you've thrown anything else. - **Extra** Maybe you want to recreate a die from a completely different game. That's fine too! Then make up your own reaction, e.g. 'yes' for 6 and 'pity' for something else. example_code: | ``` choices {is} 1, 2, 3, 4, 5, earthworm @@ -1568,48 +759,9 @@ adventures: ### Exercise Try to finish the sample code! **(extra)** Think of a game you know that involves a dice and program that using a `{repeat}`. - example_code: | - ``` - choices = 1, 2, 3, 4, 5, 6 - _ _ _ _ _ _ _ - ``` 10: story_text: "Is everybody taking too long throwing the dice? In this level you can let Hedy throw all the dice at once!\n\n### Exercise \nChange the names into names of your friends or family, and finish the code.\n" - example_code: | - ``` - players = Ann, John, Jesse - choices = 1, 2, 3, 4, 5, 6 - _ _ _ _ - {print} player ' throws ' choices {at} {random} - {sleep} - ``` - 15: - story_text: | - ### Exercise - In this level you can create a little game in which you'll have to throw 6 as fast as possible. - We have started the code, it's up to you to get the game to work! - - Firstly, add a `{while}` loop that checks if 6 has been thrown or not. - As long as you haven't thrown 6 already, throw the dice on a random number. - Print what the player has thrown. - Add a try to the amount of tries - Wait a second before you throw again, or - in case you've thrown a 6 - before the game ends. - example_code: | - ``` - options = 1, 2, 3, 4, 5, 6 - {print} 'Throw 6 as fast as you can!' - thrown = 0 - tries = 0 - _ - _ - _ - _ - _ - {print} 'Yes! You have thrown 6 in ' tries ' tries.' - ``` dishes: - name: Dishes? - default_save_name: Dishes description: Use the computer to see who does the dishes (Start at level 2) levels: 3: @@ -1632,13 +784,6 @@ adventures: Can you complete the code by filling the blanks? Every blank must be replaced with one word of symbol. Tip: Don't forget the quotation marks! - example_code: | - ``` - people {is} mom, dad, Emma, Sophie - {print} _ the dishes are done by _ - {sleep} - {print} people {at} _ - ``` 5: story_text: | With the `{if}` you can now have more fun with choice in the program. You can have your program respond to the choice that the computer has made. @@ -1647,20 +792,6 @@ adventures: Don't forget the quotes! example_code: "```\npeople {is} mom, dad, Emma, Sophie\ndishwasher {is} people {at} {random}\n{if} dishwasher {is} Sophie {print} _ too bad I have to do the dishes _ \n{else} {print} 'luckily no dishes because' _ 'is already washing up'\n```\n" 6: - story_text: | - How often is everyone going to do the dishes? Is that fair? You can count it in this level. - example_code: | - ``` - people = mom, dad, Emma, Sophie - emma_washes = 0 - dishwasher = people {at} {random} - {print} 'The dishwasher is' dishwasher - {if} dishwasher {is} Emma emma_washes = emma_washes + 1 - {print} 'Emma will do the dishes this week' emma_washes 'times' - ``` - - Now you can copy lines 3 to 5 a few times (e.g. 7 times for a whole week) to calculate for a whole week again. - Do you make the code for the whole week? story_text_2: | If you are extremely unlucky the previous program might choose you to to the dishes for the whole week! That's not fair! To create a fairer system you can use the `{remove}` command to remove the chosen person from the list. This way you don't have to do the dishes again untill everybody has had a turn. @@ -1697,14 +828,9 @@ adventures: {print} names {at} {random} ' does the dishes on ' day ``` elif_command: - name: '{elif}' - default_save_name: elif description: elif levels: 17: - story_text: | - In this level you can also use a new command: `{elif}`. `{elif}` is a combination of the keywords `{else}` and `{if}` and you need it when you want to make 3 (or more!) options. - Check it out! example_code: | ``` prices = ['1 million dollars', 'an apple pie', 'nothing'] @@ -1718,123 +844,20 @@ adventures: {print} 'Better luck next time..' ``` for_command: - name: '{for}' - default_save_name: for description: for command levels: - 10: - story_text: |- - ## For - In this level we learn a new code called `{for}`. With `{for}` you can make a list and use all elements. - `{for}` creates a block, like `{repeat}` and `{if}` so all lines in the block need to start with 4 spaces. - example_code: | - ``` - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - ``` - story_text_2: | - ### Exercise - Finish this code by adding `{for} action {in} actions` to line 2. - example_code_2: | - ``` - actions = clap your hands, stomp your feet, shout Hurray! - _ - {repeat} 2 {times} - {print} 'If youre happy and you know it, ' action - {sleep} 2 - {print} 'If youre happy and you know it, and you really want to show it' - {print} 'If youre happy and you know it, ' action - {sleep} 3 - ``` 11: story_text: |- In this level, we add a new form of the `{for}`. In earlier levels, we used `{for}` with a list, but we can also use `{for}` with numbers. We do that by adding a variable name, followed by `{in}` `{range}`. We then write the number to start at, `{to}` and the number to end at. Try the example to see what happens! In this level again, you will need to use indentations in lines below the `{for}` statements. - example_code: | - ``` - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - ``` - 17: - story_text: | - Now we are going to change indentation a little bit. Every time that we need an indentation, we need `:` at the line before the indentation. - example_code: | - ``` - {for} i {in} {range} 1 {to} 10: - {print} i - {print} 'Ready or not, here I come!' - ``` - 18: - story_text: | - Lastly, we'll turn `{for} i {in} {range} 1 to 5` into real Python code, like this: - example_code: | - ``` - {for} i {in} {range}(1,5): - {print} (i) - ``` fortune: - name: Fortune teller - default_save_name: Fortune Teller - description: Let Hedy predict the future levels: 1: - story_text: | - Have you ever been to a carnival and had your future predicted by a fortune teller? Or have you ever played with a magic eight ball? - Then you probably know that they can't really predict your future, but it's still fun to play! - - In the upcoming levels you can learn how to create your own fortune telling machine! - In level 1 you can start off easy by letting Hedy introduce herself as a fortune teller and let her `{echo}` the players' answers. - Like this: - example_code: | - ``` - _ Hello, I'm Hedy the fortune teller! - _ Who are you? - _ Let me take a look in my crystal ball - _ I see... I see... - _ Your name is - ``` story_text_2: | ### Exercise Copy the example code into your inputscreen and fill in the blanks to make the code work. **Extra** Change the code and let the fortune teller not only predict your name, but also your age, your favorite sports team or something else about yourself. - 3: - story_text: | - In the previous levels you've created your first fortune telling machine, but Hedy couldn't really predict anything, only `{echo}`. - In this level you can use a variable and the `{at} {random}` command to really let Hedy choose an answer for you. Check out this code for instance: - example_code: | - ``` - {print} I’m Hedy the fortune teller! - question {is} {ask} What do you want to know? - {print} This is what you want to know: question - answers {is} yes, no, maybe - {print} My crystal ball says... - {sleep} 2 - {print} answers {at} {random} - ``` - story_text_2: | - ### Exercise - Now, Hedy can only answer yes, no or maybe. Can you give Hedy more answer options, like 'definitely' or 'ask again'. - 4: - story_text: | - ### Exercise - We have removed all the quotation marks from this example code, can you add them in all the right places? - - ### Exercise 2 - Go back to the previous level and copy your fortune teller code. Make the code work in this level by adding quotation marks in the right spots. - example_code: | - ``` - _ Add the quotation marks to this code _ - {print} Im Hedy the fortune teller! - question {is} {ask} What do you want to know? - {print} This is your question: question - answers {is} yes, no, maybe - {print} My crystal ball says... - {sleep} 2 - {print} answers {at} {random} - ``` 5: story_text: | In this level you'll learn to (secretly) tip the odds in your favor, when using the fortune teller! @@ -1848,14 +871,6 @@ adventures: {if} person {is} Hedy {print} 'You will definitely win!🤩' {else} {print} 'Bad luck! Someone else will win!😭' ``` 6: - story_text: | - In this level you can use math in your predictions as a fortune teller. This allows you to make up (silly) formulas to calculate the future. - For example you could calculate how rich you'll get or how many kids you will have when you grow up. - - - - ### Exercise - Can you think of your own (silly) fortune telling machine? example_code: | ``` {print} 'I am Hedy the fortune teller!' @@ -1929,42 +944,9 @@ adventures: {print} name ' will get a ' pets {at} {random} ' as their pet.' {sleep} ``` - 12: - story_text: |- - From level 12 on, you will also have to use quotation marks in lists, before and after each item. - - ### Exercise - Add two predictions to the list - example_code: | - ``` - fortunes = 'you will slip on a banana peel', _ - {print} 'I will take a look in my crystal ball for your future.' - {print} 'I see... I see...' - {sleep} - {print} fortunes {at} {random} - ``` functions: - name: functions - default_save_name: functions - description: functions levels: 12: - story_text: | - In this level you'll learn how to use **functions**. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. - To create a function, use `{define}` and give the function a name. Then put all the lines you want in the function in a indented block under the `{define}` line. - Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use {call} with the function's name to call it up! We don't have to type that block of code again. - - Check out this example code of a game of Twister. The function 'turn' contains a block of code that chooses which limb should go where. - - ### Exercise - Finish this code by setting the 2 variables chosen_limb and chosen_color. - Then, choose how many times you want to call the function to give the twister spinner a spin. - - ### Exercise 2 - Improve your code by adding a variable called 'people'. Use the variable to give all the players their own command in the game. - For example: 'Ahmed, right hand on green' or 'Jessica, left foot on yellow'. example_code: | ``` sides = 'left', 'right' @@ -2001,25 +983,7 @@ adventures: I dreamed that my Bonnie is dead Can you program this verse in the same way as the example? - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - ``` 14: - story_text: | - In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. - You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - - For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - - ### Exercise - Finish this code. We have already made the variable new_price for you, you only need to set it. - You should finish the line of code by calling the function that calculates the new price. example_code: | ``` {define} calculate_new_price {with} amount, percentage @@ -2033,1116 +997,118 @@ adventures: new_price = _ calculate_new_price {with} old_price, _ {print} 'The new price is ' new_price ' dollar' ``` - 18: - story_text: | - Let's make functions the Pythons way! To define a function, we no longer use: - - `{define} name_function {with} argument_1, argument_2:` - - but we use: - - `{def} name_function(argument_1, argument_2):`. - - - If you don't want to use arguments, you just leave the space between the parantheses empty. - To call a function, we don't need the `{call}` command anymore. You just type the name of the function. + haunted: + levels: + 2: example_code: | ``` - {def} calculate_score(answer, correct_answer): - {if} answer == correct_answer: - score = 1 - {elif} answer == '?': - score = 0 - {else}: - score = -1 - {return} score - - answer = {input} ('Where can you find the Eiffel Tower?') - correct_answer = 'Paris' - score = calculate_score(answer, correct_answer) - {print} ('Your score is... ', score) - ``` - guess_my_number: - name: Guess my number - default_save_name: guess my number - description: guess my number + monster_1 {is} 👻 + monster_2 {is} 🤡 + monster_3 {is} 👶 + {print} You enter the haunted house. + {print} Suddenly you see a monster_1 + {print} You run into the other room, but a monster_2 is waiting there for you! + {print} Oh no! Quickly get to the kitchen. + {print} But as you enter monster_3 attacks you! + ``` + example_code_2: | + ``` + monster_1 {is} _ + monster_2 {is} _ + monster_3 {is} _ + {print} You enter the haunted house. + {print} Suddenly you see a monster_1 + {print} You run into the other room, but a monster_2 is waiting there for you! + {print} Oh no! Quickly get to the kitchen. + {print} But as you enter monster_3 attacks you! + ``` + 3: + story_text: | + In the previous levels you've made an introduction to your haunted house game, but as you might have noticed the story would always have a dreadful end. + In this level you can make your story more interactive by changing the outcome of the game; sometimes you'll get eaten, sometimes you'll escape! + Let Hedy decide randomly! + 11: + story_text: "In this level we've changed the `{for}` command so we can tell the player where they are. \n\n### Exercise 1\nFinish the program so the player knows which room they are in.\n\n### Exercise 2\nMake the program into an adventure by following these steps:\n\n1. Make a list of choices (like: fight or flight)\n2. Make sure the player can choose an option with `{ask}`\n3. Is answer correct? Then they may proceed to the next monster. Do they give a wrong answer? Let the player know with a `{print}`. \n\n **(extra)** If you make a wrong choice, a monster is still shown! How could you change that?\n" + if_command: + description: Introducing the if command levels: - 14: + 9: story_text: | - In this level you can program the game 'Guess my number' - - ### Exercise - Fill in the correct symbols on the blanks to get the game to work. - example_code: | + In this level you can also put an {if} command inside another {if} command. + in_command: + description: Introducing the in command + levels: + 5: + example_code_2: | ``` - {print} 'Guess my number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess _ number - {print} 'Lower!' - {if} guess _ number - {print} 'Higher!' - {if} guess _ number - {print} 'You win!' - game = 'over' + animals is dog, cow, sheep + answer is ask 'What is your favorite animal?' + _ answer _ animals _ 'Mine too!' + _ _ 'My favorite animals are dogs, cows and sheep' ``` - hangman: - name: Hangman - default_save_name: Hangman - description: Guess the word + is_command: + description: introducing is command levels: - 17: - story_text: | - In this adventure we program a game of hangman. First we make some preparations, then we program the game and in the third part we add a drawing with the turtle. - - ### Exercise - ***Set the variables*** In this game of hangman, Player 1 chooses an answer and Player 2 has to guess the letters in this answer. - To let the computer know all the letters in the word, we will turn the answer into a list of letters. We also do this with the guesses Player 2 makes. - We will start the game with 2 empty lists. We have made an empty list for the variable answer for you. Now make an empty list for guessed_letters as well. - Then we fill in how many mistakes were made. At the start of the game, this should be 0. - The variable `amount_letters` tells us how many letters are in the answer. Ask Player 1 to tell us how many letters their word has. - Lastly we tell the computer if the game is over. We use the variable `game_over` and set it to `False`. - - ***Choosing the answer*** We want Player 1 to be able to choose the answer. We'll ask them, as many times as necessary, what the next letter is. - Then we add that letter to the answer. Lastly, we add an empty _ to the list of guessed letters, so we get as many _s as there are letters in the answer. - - ***Player 2's turn*** - Tell Player 2 its their turn. Then tell Player 2 how many letters there are in the answer. Finally, print the list of `guessed_letters`. - - ***Go to the next tab*** Now that all the starting variables are set, we can start programming the game itself. Check out the next tab to learn how! - example_code: | - ``` - print 'Hangman!' - - # Set the variables - answer = [] - guessed_letters = _ - mistakes_made = _ - amount_letters = {ask} _ - _ = 'False' - - # Choosing the answer - {for} _ - letter = {ask} 'Player 1, what is letter ' i '?' - _ - {add} '_' {to} _ - - # Player 2 turn - print _ - print _ - print guessed_letters - ``` - hangman_2: - name: Hangman 2 - default_save_name: Hangman_2 - description: Hangman 2 - levels: - 17: - story_text: | - Now it's time to program the hangman game. - - ### Exercise - - ***Paste your code*** Copy your code from the previous tab and paste the code in the programming field. - - ***The game*** This games continues playing until Player 2 is game over. Fill in the while command accordingly. Now, Player 2 is allowed to guess a letter, so ask Player 2 to guess a letter. - We need to check if their answer is correct, so check if their `guess` is (somewhere) in the (list) `answer`. Then we let the computer figure out which of the letter(s) is the guess. We have already programmed that part for you. - Next we want to compliment the player for finding a correct letter and we want to print the list `guessed_letters`, so the player can see their progress. - - The next part we're going to program is what happens when the player has guessed all of the letters. So if their list of `guessed_letters` is the same as our list `answer`. - If the lists are the same, congratulate Player 2 with their victory and set the variable `game_over` to `True`. - - Next we'll program what happens when Player 2 guesses wrong (so the `{else}` command). First, tell the player that their guess was wrong. Then increase the `mistakes_made` variable by 1. - - For the last part we'll program what happens when Player 2 has made 10 mistakes. We'll print that Player 1 has won the game. Then we'll print the correct answer. And finally, we'll set our `game_over` variable to `True`, so the game stops. - - ***Go to the next tab*** Amazing work! Your game is playable, but wouldn't it be fun if the hangman was actually drawn when Player 2 makes a mistake..? - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - guess = _ - {if} _ - {for} i {in} {range} 1 {to} amount_letters: - if answer[i] == guess: - guessed_letters[i] = guess - {print} _ - {if} guessed_letters == _: - {print} _ - game_over = _ - {else}: - {print} _ - mistakes_made _ - {if} _ == 10: - {print} _ - {print} _ - _ - ``` - hangman_3: - name: Hangman 3 - default_save_name: Hangman_3 - description: Hangman 3 - levels: - 17: - story_text: | - In a game of hangman the mistakes are shown by drawing a part of the hangman each time a mistake has been made. - We now add those drawings with our turtle! - - ### Exercise - ***Create a function that draws the hangman*** Create a function that draws the hangman in 10 steps. We have already made step 1 for you. - - ***Test the function*** Test the function by calling the function with 10. If you are happy with the function, remove the line that calls the function for now. We will call the function when the player makes a mistake. - - ***Paste your hangman game under your function*** Go back to the previous tab and copy your hangman game. Paste the game underneath your function. - - ***Call the function when the player makes a mistake*** Under the line `mistakes_made = mistakes_made + 1` we will call the function. We want the turtle to take the same amount of steps as the player has made mistakes, so we call the function with `mistakes_made` as argument. - - ***Enjoy your game!*** -
- The hangman could look like this -
- example_code: | - ``` - # Create a function that draws the hangman - {define} draw_hangman {with} step: - {if} step == 1: - {color} white - {forward} -100 - {turn} 90 - {forward} -50 - {color} black - {forward} 100 - {forward} -50 - - {if} step == 2: - _ - # Paste your hangman game here - - ``` - harry_potter: - name: Harry Potter - default_save_name: Harry Potter - description: Harry Potter adventures - levels: - 10: - story_text: | - ### Exercise - We can also make a Harry Potter themed fortune teller. Fill in blanks such that 9 lines are printed. - **Extra** Change the theme of the fortune teller into something else, such as your favorite book, film or tv show. - example_code: | - ``` - houses = Gryffindor, Slytherin, Hufflepuff, Ravenclaw - subjects = potions, defence against the dark arts, charms, transfiguration - fears = Voldemort, spiders, failing your OWL test - names = Harry, Ron, Hermione - _ - _ {print} name ' is placed in ' houses {at} {random} - _ {print} name ' is great at ' subjects {at} {random} - _ {print} name 's greatest fear is ' fears {at} {random} - ``` - haunted: - name: Haunted House - default_save_name: Haunted House - description: Escape from the haunted house - levels: - 1: - story_text: | - In this adventure you are working towards making a game in which you have to escape from a haunted house by picking the correct door. - If you pick the right door you'll survive, but if not a terrible monster might... - - In level 1 we start our haunted house game by making up a scary story and ask the player what monster they'll see in the haunted house. - example_code: | - ``` - {print} How did I get here? - {print} I remember my friend telling me to go into the old mansion... - {print} and suddenly everything went black. - {print} But how did I end up on the floor...? - {print} My head hurts like Ive been hit by a baseball bat! - {print} What's that sound? - {print} Oh no! I feel like Im not alone in this house! - {print} I need to get out of here! - {print} There are 3 doors in front of me.. - {ask} Which door should i pick? - {echo} I choose door - {print} ...? - ``` - story_text_2: | - ### Exercise - Copy the example code to your input screen by clicking the yellow button. - Now finish the story by adding at least 5 lines of code. - Remember to start each line of codes with a `{print}` command. - 2: - story_text: | - In this haunted house you can choose your monsters with emojis. Of course you could also use words. - example_code: | - ``` - monster_1 {is} 👻 - monster_2 {is} 🤡 - monster_3 {is} 👶 - {print} You enter the haunted house. - {print} Suddenly you see a monster_1 - {print} You run into the other room, but a monster_2 is waiting there for you! - {print} Oh no! Quickly get to the kitchen. - {print} But as you enter monster_3 attacks you! - ``` - story_text_2: | - ### Exercise - In the example above the monsters are predetermined. So each time you run your code, the output is the same. - Can you add `{ask}` commands to make the haunted house interactive and have the players choose the monsters they come across? - example_code_2: | - ``` - monster_1 {is} _ - monster_2 {is} _ - monster_3 {is} _ - {print} You enter the haunted house. - {print} Suddenly you see a monster_1 - {print} You run into the other room, but a monster_2 is waiting there for you! - {print} Oh no! Quickly get to the kitchen. - {print} But as you enter monster_3 attacks you! - ``` - 3: - story_text: | - In the previous levels you've made an introduction to your haunted house game, but as you might have noticed the story would always have a dreadful end. - In this level you can make your story more interactive by changing the outcome of the game; sometimes you'll get eaten, sometimes you'll escape! - Let Hedy decide randomly! - example_code: | - ``` - _ Escape from the haunted house! - _ There are 3 doors in front of you... - _ _ _ Which door do you choose? - _ You picked door ... choice - monsters _ a zombie, a vampire, NOTHING YOUVE ESCAPED - _ You see... - {sleep} - _ _ _ _ - ``` - 4: - story_text: | - In this level you learn how to use quotation marks in your games. - - ### Exercise - Can you make your Haunted House level 4 proof? - - ### Exercise 2 - Go back to the previous level and copy your haunted house code. Make the code work in this level by adding quotation marks in the right spots. - example_code: | - ``` - _ Add quotation marks to this code _ - {print} Escape from the haunted house! - {print} There are 3 doors in front of you... - choice {is} {ask} Which door do you choose? - {print} You picked door ... choice - monsters {is} a zombie, a vampire, NOTHING YOUVE ESCAPED - {print} You see... - {sleep} - {print} monsters {at} {random} - ``` - 5: - story_text: | - Up until this level the haunted house game always asked the player to choose a door, but as you might have noticed, they didn't really have to answer correctly. - If the player filled in a completely random answer, the game would still work and the player might even win (despite not picking a door). - In this level you can only win the game by picking the same door Hedy picked randomly. - - ### Exercise - Can you find the 4 missing words to complete the code? - example_code: | - ``` - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you...' - doors {is} 1, 2, 3 - monsters {is} werewolf, mummy, vampire, zombie - chosen_door {is} {ask} 'Which door do you choose?' - {print} 'You chose door...' chosen_door - {sleep} - correct_door {is} doors {at} {random} - _ _ _ _ {print} 'Great! Youve escaped!' - {else} {print} 'Oh no! You are being eaten by a...' monsters {at} {random} - ``` - 9: - story_text: "In this level you can use nesting, which allows you to make the haunted house even more interactive!\n\n### Exercise\nNow it's very hard to win this game, can you make it easier to win?\nChange your code so it only has one wrong door and two correct doors instead of one correct door and two wrong ones? \nTip: This means changing the variable correct_door into wrong_door, and switching the `{if}` and `{else}` code.\nAnd of course you may also change the story and make it your own. Change the monsters or make it a happy game show where you get a gift!\n" - example_code: | - ``` - {print} 'Escape from the Haunted House!' - player = alive - doors = 1, 2, 3 - monsters = zombie, vampire, giant spider - {repeat} 3 {times} - {if} player {is} alive - correct_door {is} doors {at} {random} - {print} 'There are 3 doors in front of you...' - chosen_door = {ask} 'Which door do you choose?' - {if} chosen_door {is} correct_door - {print} 'No monsters here!' - {else} - {print} 'You are eaten by a ' monsters {at} {random} - player = dead - {else} - {print} 'GAME OVER' - {if} player {is} alive - {print} 'Great! You survived!' - ``` - 11: - story_text: "In this level we've changed the `{for}` command so we can tell the player where they are. \n\n### Exercise 1\nFinish the program so the player knows which room they are in.\n\n### Exercise 2\nMake the program into an adventure by following these steps:\n\n1. Make a list of choices (like: fight or flight)\n2. Make sure the player can choose an option with `{ask}`\n3. Is answer correct? Then they may proceed to the next monster. Do they give a wrong answer? Let the player know with a `{print}`. \n\n **(extra)** If you make a wrong choice, a monster is still shown! How could you change that?\n" - example_code: | - ``` - {print} 'Escape from the Haunted House!' - monsters = zombie, vampire, giant spider - _ - {print} 'Room ' i - monster = monsters {at} {random} - ``` - 14: - story_text: | - ### Exercise - In this level you can use the `<` and `>` symbol to introduce lives to your game. - Make sure the player loses a life when they come across the wrong monster and that the game stops if you have no lives left. - example_code: | - ``` - {print} 'Escape from the haunted house' - lives = 3 - doors = 1, 2, 3 - monsters = 'the wicked witch', 'a zombie', 'a sleeping 3 headed dog' - {for} i {in} {range} 1 {to} 10 - {if} lives _ - good_door = doors {at} {random} - monster = monsters {at} {random} - chosen_door = {ask} 'Which door do you choose?' - {if} good_door == chosen_door - {print} 'You have chosen the correct door' - {else} - {print} 'You see...' monster - {if} monster == 'a sleeping 3 headed dog' - {print} 'Pffieuw.... Its asleep' - {else} - {print} 'You lose one life' - lives = _ - {else} - {print} 'GAME OVER' - ``` - 16: - story_text: | - ### Exercise - This haunted house game uses the connection between the lists you can use in this level. - For example: all the properties that belong to the zombie are first in all the lists, witch second and vampire third. - Check out the code and fill in `weapons[i]`, `monsters[i]` , `bad_fate[i]`, `good_fate[i]`, `hint[i]` on the correct blanks to get the code to work! - example_code: | - ``` - numbers = [1, 2, 3] - i = numbers[{random}] - hint = ['growling', 'a cackling laugh', 'fluttering batwings'] - monsters = ['zombie', 'witch', 'vampire'] - bad_fate = ['Your brain is eaten', 'You are forever cursed', 'You are bitten'] - good_fate = ['You throw the ham. The zombie is distracted and starts eating it.', 'You set the curtains on fire. The witch flees out of fear for the fire', 'The vampire hates garlic and flees'] - weapons = ['ham', 'lighter', 'garlic'] - {print} 'You are standing in front of an old mansion' - {print} 'Something is not right here' - {print} 'You hear ' _ - {print} 'You are going to explore it' - {print} 'You enter the kitchen and see a lighter, a raw ham and a garlic.' - your_weapon = {ask} 'What do you bring with you?' - {print} 'With your ' your_weapon ' you enter the living room' - {print} 'There you find a ' _ - needed_weapon = _ - {if} your_weapon == needed_weapon - {print} 'You use your ' your_weapon - {print} _ - {print} 'YOU WIN!' - {else} - {print} 'You have chosen the wrong weapon...' - {print} _ - {print} 'GAME OVER' - ``` - hotel: - name: hotel - default_save_name: hotel - description: hotel - levels: - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, and you've learned how to combine it with an {ask}. - You might have wondered why you would use functions, because the functions in the example were only one line of code. - Now we will show you what a bigger function looks like and we will use multiple agruments now as well. You'll see how much better it is to use a function once the function gets bigger. - Here is an example of a function with arguments combined with {ask} commands. - example_code: | - ``` - {define} welcome_message {with} title, last_name, country, room_number - {print} 'Welcome to Hotel Hedy, ' title ' ' last_name - nice_trip {is} {ask} 'Did you have a nice trip from, ' country '?' - {if} nice_trip {is} 'yes' - {print} 'Lovely!' - {else} - {print} 'Sorry to hear that.' - {print} 'Hopefully you can take a nice rest in you room.' - {print} 'Your room number is ' room_number - - {print} 'Hello. Please fill in your information to check in.' - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - ``` - - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - if_command: - name: '{if} & {else}' - default_save_name: if_command - description: Introducing the if command - levels: - 5: - story_text: | - ## If... else.... - In level 5 there is something new, the `{if}`! With the `{if}` you can choose between two different options. - This code prints nice if you enter Hedy as a name, and boo! if you enter something else. - `{ask}` and `{print}` still work like they did in level 4. - example_code: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' {else} {print} 'boo!' - ``` - story_text_2: | - Sometimes code with an `{if}` gets really long and does not fit on the line well.
You may also divide the code over two lines, starting the second line at the `{else}` like this: - example_code_2: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - ``` - story_text_3: | - ### Exercise - Try to create your own code with `{if}` and `{else}`. You can use the example code if you want. - example_code_3: | - ``` - answer {is} {ask} '2 + 2 = ?' - _ _ _ 4 _ 'Great job!' - _ _ 'No 2 + 2 = 4' - ``` - 8: - story_text: | - ## If... Else... - You have learned to repeat a block of lines of code after a `{repeat}` command. - Now you can also use indentation to make blocks after a {if} or {else} command. - Check out the example code. - - ### Exercise - Add an {else} command to the example code. Make a block of line using indentation. You do this by starting each line with 4 spaces. - example_code: | - ``` - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {print} 'You can play on your computer!' - ``` - 9: - story_text: | - In this level you can also put an {if} command inside another {if} command. - example_code: | - ``` - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - ``` - in_command: - name: '{in}' - default_save_name: in_command - description: Introducing the in command - levels: - 5: - story_text: | - ## Lists - When we want to check if something is in a list, we can now use the `{in}` command. - This code prints pretty! if you choose green or yellow, and meh otherwise. - example_code: | - ``` - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - ``` - story_text_2: | - ### Exercise - Finish the example code by filling in the blanks with commands that you've learned. - When you've finished the code, try to create a code of your own and use a question that you've thought of yourself. - example_code_2: | - ``` - animals is dog, cow, sheep - answer is ask 'What is your favorite animal?' - _ answer _ animals _ 'Mine too!' - _ _ 'My favorite animals are dogs, cows and sheep' - ``` - is_command: - name: '{is}' - default_save_name: is_command - description: introducing is command - levels: - 2: - story_text: | - ## Variables - You can name a word with `{is}`. This is called a **variable**. In this example we made a variable called name and a variable called age. You can use the word name anywhere in your code and it will be replaced by Hedy, like this: - example_code: | - ``` - name {is} Hedy - age {is} 15 - {print} name is age years old - ``` - story_text_2: | + 2: + story_text_2: | ### Exercise Time to make your own variables! In the example code we made an example of the variable `favorite_animal`. In line 1 the variable is set, and in line 2 we haved used the variable in a print command. - Firstly, finish our example by filling in your favorite animal on the blank. Then make at least 3 of these codes yourself. Pick a variable, and set the variable with the {is} command. Then use it with a {print} command, just like we did. - example_code_2: | - ``` - favorite_animal {is} _ - {print} I like favorite_animal - ``` - 6: - story_text: | - We also make a change in storing a word in a variable! You may now use `=` instead of `{is}` when we store a name or a number in a variable, like this: - example_code: | - ``` - name = Hedy - answer = 20 + 4 - ``` - 14: - story_text: | - We are going to learn more new items. You might know them already from mathematics, the `<` and `>`. - The `<` checks if the first number is smaller than the second, for example age `<` 12 checks if age is smaller than 12. - If you want to check if the first number is smaller or equal to the second, you can use `<=`, for example age `<=` 11. - The `>` checks if the first number is bigger than the second, for example points `>` 10 checks if points is larger than 10. - If you want to check if the first number is bigger or equal to the second, you can use `>=`, for example points `>=` 11. - You use these comparisons in an `{if}`, like this: - example_code: | - ``` - age = {ask} 'How old are you?' - {if} age > 12 - {print} 'You are older than I am!' - ``` - story_text_2: | - From this level on, if you want to compare exactly, you can use two equal signs. This is what most programming languages do: - example_code_2: | - ``` - name = {ask} 'What is your name?' - {if} name == 'Hedy' - {print} 'You are cool!' - ``` - story_text_3: | - You can also compare if something is *not* equal to something else using `!=` like this: - example_code_3: | - ``` - name = {ask} 'What is your name?' - {if} name != 'Hedy' - {print} 'You are not Hedy' - ``` - - {if} age < 13 - {print} 'You are younger than me!' - {else} - {print} 'You are older than me!' - language: - name: Language - default_save_name: Language - description: Practice words in a foreign language - levels: - 5: - story_text: | - Make your own program to practice your vocabulary in a new language. - - ### Exercise - Can you make this program for a different language? Or can you add more words to the French one? - example_code: | - ``` - {print} 'Learn French!' - cat {is} {ask} '🐱' - {if} cat {is} chat {print} 'Terrific!' - {else} {print} 'No, cat is chat' - frog {is} {ask} '🐸' - {if} frog {is} grenouille {print} 'Super!' - {else} {print} 'No, frog is grenouille' - ``` - 16: - story_text: | - ### Exercise - Take a look at the example code. This is a program to practise French vocabulary. Now make your own program to practice your vocabulary in a new language. - If you don't know any other languages, you can use Google translate or you can use emojis and your native language. - example_code: | - ``` - french_words = ['bonjour', 'ordinateur', 'pomme de terre'] - translation = ['hello', 'computer', 'potato'] - score = 0 - {for} i {in} {range} 1 {to} 3 - answer = {ask} 'What does ' french_words[i] ' mean?' - correct = translation[i] - {if} answer == correct - {print} 'Correct!' - score = score + 1 - {else} - {print} 'Wrong, ' french_words[i] ' means ' translation[i] - {print} 'You gave ' score ' correct answers.' - ``` - maths: - name: maths - default_save_name: maths - description: Introducing maths - levels: - 6: - story_text: | - In this level you learn something new: you can now also calculate. - - The plus is easy, you write it like with math: `5 + 5` for example. The minus also works fine, it is `5 - 5`. - - The times is a bit different, because there is no times symbol on your keyboard. Just search, there really isn't! - That is why we multiply with the asterisk above 8: `5 * 5`. Read that as "5 times 5" that helps you remember it best. - example_code: | - ``` - {print} '5 plus 5 is ' 5 + 5 - {print} '5 minus 5 is ' 5 - 5 - {print} '5 times 5 is ' 5 * 5 - ``` - 12: - story_text: |- - **Decimal numbers** - So far, Hedy did not allow for decimal numbers like 1.5, but now we do allow that. Note that computers use the `.` for decimal numbers. - example_code: | - ``` - {print} 'Two and a half plus two and a half is...' - {print} 2.5 + 2.5 - ``` - story_text_2: |- - **Maths with words** - In this level you can also do addition with words like this: - example_code_2: | - ``` - a = 'Hello ' - b = 'world!' - {print} a + b - ``` - - {print} 2.5 + 2.5 - music: - name: music - default_save_name: music - description: Play a tune! - levels: - 1: - story_text: |- - In this level you'll learn how to use the `{play}` command to play a tune! - - Type `{play}` followed by the note you want to play. The scale goes C-D-E-F-G-A-B. - As you can see there are 7 different letters, but we can play more than just 7 notes. - Type a number between 1 and 10 behind the letter to choose the scale, for example after B4 comes C5. - C1 is the lowest note you can play, C10 is the highest. - - ### Exercise - Try out the example code and then play around with it! Can you create your own melody? - In the next level you'll learn how to play some existing songs. - example_code: |- - ``` - {play} C4 - {play} D4 - {play} E4 - {play} F4 - {play} G4 - {play} A4 - {play} B4 - {play} C5 - ``` - 2: - story_text: | - ### Exercise - Finish the songs! We have started the codes for some melodies. - example_code: | - ``` - {print} Old Mac Donald had a farm - {play} C5 - {play} C5 - {play} C5 - {play} G4 - {play} A4 - {play} A4 - {play} G4 - ``` - story_text_2: As you can see, you can also use the `{sleep}` command to add a little pause in the song. - example_code_2: | - ``` - {print} Twinkle Twinkle Little Star - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} 1 - {play} F - {play} F - ``` - 3: - story_text: | - Create a random melody! - - ### Exercise - The example code creates a random melody, but it's very short and not many notes are used. - Add more notes to the list and create a longer melody by copying the last line a couple more times. - example_code: | - ``` - notes {is} A4, B4, C4 - {play} notes {at} {random} - {play} notes {at} {random} - {play} notes {at} {random} - ``` - 4: - story_text: | - Use the `{clear}` command to create a karaoke machine! - - ### Exercise - Finish the karaoke version of 'Mary had a little lamb'. - Then, create a karaoke version of any song you'd like! - example_code: | - ``` - {print} 'Mary had a little lamb' - {play} E - {play} D - {play} C - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Little lamb, little lamb' - {play} D - {play} D - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Mary had a little lamb' - {play} E - ``` - 5: - story_text: | - You don't always have to use the `{play}` command to play a whole song, sometimes you just want to play one note. - For example, if you want to make a quiz, you can play a happy high note if the answer is right and a sad low note if the answer is wrong. - - ### Exercise - Finish the first question by adding a line of code that plays a C3 note if the wrong answer is given. - Then think of 3 more questions to add to this quiz. - example_code: | - ``` - answer {is} {ask} 'What is the capital of Zimbabwe?' - {if} answer {is} Harare {play} C6 - _ - ``` - 6: - story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\n This calls for musical maths! Try out the example code a couple of times with different starting numbers. \nThen, see if you can compose a song using the numbers.\n" - example_code: | - ``` - number = {ask} 'Say a starting number between 1 and 67' - {print} number - {play} number - number = number + 1 - {print} number - {play} number - number = number + 1 - {print} number - {play} number - ``` - 7: - story_text: | - Using the `{repeat}` command can make your codes for melodies a lot shorter! - - ### Exercise - Finish the code for Twinkle Twinkle Little Star by using the `{repeat}`command. - Then go back to the songs you've made in the previous levels. Can you shorten those codes too? - example_code: | - ``` - {print} 'Twinkle Twinkle Little Star' - {repeat} 2 {times} {play} C4 - {repeat} 2 {times} {play} G4 - _ - ``` - 8: - story_text: | - Now that we can use the `{repeat}` command for multiple lines, we can make songs even more easily! - - ### Exercise - Finish the song of Brother John (Frère Jacques). Don't forget to use `{repeat}`! - example_code: | - ``` - {print} 'Brother John' - {repeat} 2 {times} - {play} C - {play} D - {play} E - {play} C - {repeat} 2 {times} - {play} E - {play} F - {play} G - {sleep} 1 - ``` - 9: - story_text: | - From this level on you can - among other things - use a {repeat} command inside a {repeat} command. - That makes songs like 'Happy birthday' even shorter! - - ### Exercise - Finish the song! - example_code: | - ``` - first_time = yes - {repeat} 2 {times} - {repeat} 2 {times} - {play} C - {play} D - {play} C - {if} first_time {is} yes - {play} F - {play} E - first_time {is} no - {else} - _ - ``` - 12: - story_text: | - Use functions in your songs! As you can see in the example code, you can make a function for each line of Twinkle Twinkle Little Star. Once you've programmed the first three lines, all you have to do is call the functions in the order you want them played in. - - ### Exercise - Finish the song of Twinkle Twinkle Little Star. - Then look back at all the songs you've programmed in the levels before, can you make those codes better and shorter using functions too? - example_code: | - ``` - {define} first_line - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} - - {define} second_line - {play} F - {play} F - {play} E - {play} E - {play} D - {play} D - {play} C - {sleep} - - {define} third_line - {play} G - {play} G - {play} F - {play} F - {play} E - {play} E - {play} D - {sleep} - - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - ``` - 13: - story_text: | - You can use a function with an argument for songs that have line that are almost the same, but slightly different each time. - One example is the song 'Yankee Doodle'. The first 4 notes of the first lines are the same, but each time they are followed by a different couple of notes. - - ### Exercise - Can you finish the song of Yankee Doodle? - Can you think of another song to program this way? - example_code: | - ``` - {print} 'Yankee Doodle' - {define} _ {with} note_1, note_2, note_3 - {play} C4 - {play} C4 - {play} D4 - {play} E4 - {play} _ - {play} _ - {play} _ - - {call} line_1 {with} 29, 31, 30 - {call} line_1 {with} 29, 28, 0 - {call} line_1 {with} 32, 31, 30 - - {play} C4 - {play} B3 - {play} G3 - {play} A3 - {play} B3 - {play} C4 - {play} C4 - ``` - 14: - story_text: | - You can program music for fun, but you can also use the musical notes to make something useful like a fire alarm! - - ### Exercise - Make sure the fire alarm rings when there is a fire! + Firstly, finish our example by filling in your favorite animal on the blank. Then make at least 3 of these codes yourself. Pick a variable, and set the variable with the {is} command. Then use it with a {print} command, just like we did. + 14: example_code: | ``` - {define} fire_alarm - {print} 'FIRE!' - note = 40 - {for} i {in} {range} 1 {to} 100 - {if} note _ 50 - note = note + 5 - {play} _ - {else} - note = 40 - - fire = {ask} 'Is there a fire?' - {if} fire _ 'yes' - {call} fire_alarm - ``` - 15: - story_text: | - **Warning** This adventure can become extremely annoying! - We can also use the {while} command to repeat a song forever. - - ### Exercise - Finish the never-ending song. - example_code: | + age = {ask} 'How old are you?' + {if} age > 12 + {print} 'You are older than I am!' ``` - {define} song - {play} _ - - yes_or_no = {ask} 'Do you want to hear my never-ending song?' - {while} yes_or_no = 'yes' - {call} song - {print} '🥳' + example_code_3: | ``` - 16: - story_text: | - Upgrade your Old MacDonald code! - - ### Exercise - Take your code from the 'Sing a Song' adventure and add musical notes to it! - You can make a function for each line in the song and call that function after the line is printed. - We defined the first line for you and called it in the code. Can you finish the whole song? - example_code: | + name = {ask} 'What is your name?' + {if} name != 'Hedy' + {print} 'You are not Hedy' ``` - {define} line_1 - {for} i {in} {range} 1 {to} 3 - {play} G - {play} D - {for} i {in} {range} 1 {to} 2 - {play} E - {play} D - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - for i in range 1 to 3 - animal = animals[i] - sound = sounds[i] - print 'Old MacDonald had a farm' - call line_1 - print 'E I E I O!' - _ - ``` - 17: + {if} age < 13 + {print} 'You are younger than me!' + {else} + {print} 'You are older than me!' + language: + levels: + 5: story_text: | - You can use the {elif} to create different options. + Make your own program to practice your vocabulary in a new language. ### Exercise - Firstly, add colons to get the code to work. - Then finish this code by adding at least 2 other songs for other moods. For example a happy song and an angry song. + Can you make this program for a different language? Or can you add more words to the French one? + maths: + levels: + 6: example_code: | ``` - {define} scary_song - {for} i {in} {range} 1 {to} 3 - {play} G - {play} E - {sleep} 2 - {for} i {in} {range} 1 {to} 3 - {play} F - {play} D - - mood = {ask} 'Which emotion are you feeling?' - {if} mood {is} 'fear' - {call} scary_song - {elif} _ + {print} '5 plus 5 is ' 5 + 5 + {print} '5 minus 5 is ' 5 - 5 + {print} '5 times 5 is ' 5 * 5 ``` - 18: - story_text: | - ### Exercise - Even in this last level of Hedy we can make some music! Be careful of all the syntax that is needed now. - Take a good look at how the functions are defined and called upon in the example code. - Finish the song! - example_code: | + 12: + example_code_2: | ``` - {def} line_1(): - {for} i {in} {range}(1, 5): - {play} A - {play} D - {play} F - {play} A - - {def} line_2(): - {for} i {in} {range}(1, 5): - {play} G - {play} C - {play} E - {play} G - - {def} line_3(): - _ - - {print} ('The drunken sailor') - {print} ('What shall we do with the drunken sailor?') - line_1() - line_2() - line_3() - {print} ('Early in the morning') + a = 'Hello ' + b = 'world!' + {print} a + b ``` + + {print} 2.5 + 2.5 + music: + levels: + 6: + story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\n This calls for musical maths! Try out the example code a couple of times with different starting numbers. \nThen, see if you can compose a song using the numbers.\n" parrot: - name: Parrot - default_save_name: Parrot - description: Create your own online pet parrot that will copy you! levels: 1: - story_text: | - Create your own online pet parrot that will copy you! - example_code: | - ``` - {print} Im Hedy the parrot - {ask} whats your name? - {echo} - {echo} - ``` story_text_2: | ### Exercise Can you make the parrot ask a different question? Fill in the blanks in the example! - example_code_2: | - ``` - {print} Im Hedy the parrot - {ask} _ - {echo} - {echo} 2: story_text: | Create your own online pet parrot that will copy you! @@ -3177,35 +1143,11 @@ adventures: story_text: | In this level we have to use quotation marks with the commands `{ask}` and `{print}`. Can you complete the code by adding quotation marks? - example_code: | - ``` - words {is} squawk, Hedy - {print} _ Train your parrot! _ - new_word {is} {ask} _ Which word do you want to teach them? _ - {add} new_word {to_list} words - {print} _ 🧒 Say _ new_word _, Hedy!_ - {print} _ 🦜 _ words {at} {random} - ``` 5: story_text: | Reward your parrot if it says the correct word! Finish the code by filling in the 4 missing commands. - example_code: | - ``` - words {is} squawk, Hedy - {print} 'Train your parrot!' - new_word {is} {ask} 'Which word do you want to teach them?' - {add} new_word {to_list} words - said_word {is} words {at} {random} - {print} '🧒 Say ' new_word ', Hedy!' - {print} '🦜 ' said_word - _ said_word {is} new_word _ '🧒 Great job, Hedy! 🍪' - _ _ '🧒 No, Hedy! Say ' new_word - ``` piggybank: - name: Piggy Bank - default_save_name: Piggy Bank - description: Count your pocketmoney! levels: 12: story_text: | @@ -3214,22 +1156,7 @@ adventures: ### Exercise Finish the code to calculate how much money you have and how long you need to save up to buy what you want! **(extra)** Maybe you have already saved some money? Deduct that from the amount you will have to save up. - example_code: | - ``` - {print} 'The digital piggy bank' - wish = {ask} 'What would you like to buy?' - price = {ask} 'How much does that cost?' - saved = {ask} 'How much money have you saved already?' - allowance = {ask} 'How much pocket money do you get per week?' - to_save = price - saved - weeks = to_save / allowance - {print} 'You can buy a ' _ ' in ' _ ' weeks.' - ``` 14: - story_text: | - ### Exercise - In this level you can let Hedy tell you if you have saved up enough money! - Finish this code by filling in the blanks! example_code: | ``` _ calculate_budget with wish, money, allowance @@ -3249,45 +1176,7 @@ adventures: {call} calculate_budget with _, _, _ ``` pressit: - name: Key presses - default_save_name: Pressed - description: Try linking a keyboard key to a command! levels: - 5: - story_text: | - In this level there is another new keyword: `{pressed}`! - With `{pressed}` you can use keys on your keyboard to control what lines are used. - - ### Exercise - Look at the example and add one more line of code that reacts to a key press. - example_code: | - ``` - {print} 'Do you want a good (g) or bad (b) ending?' - {if} g {is} {pressed} {print} 'They lived happily ever after ❤' - {else} {print} 'The prince was eaten by a hippopotamus 😭' - ``` - story_text_2: | - You can also link turtle commands to keys. - - ### Exercise - Copy the lines a few times so you can create a larger drawing. - example_code_2: | - ``` - {if} y {is} {pressed} {forward} 15 - {else} {turn} 90 - ``` - 7: - story_text: | - Now that you have learned about `{repeat}`, we can press keys multiple times. - You can use it to make the turtle walk forward and turn. - - ### Exercise - The code you have seen in level 5 only checks the key once. Copy the example code and add a `{repeat}` to it, so that you can press the keys many times. - Use this code to draw something nice. - example_code: | - ``` - {if} x {is} {pressed} {forward} 15 {else} {turn} 90 - ``` 9: story_text: | Now that you know how to combine statements, you can create a touch type tool with `{pressed}`. @@ -3295,54 +1184,9 @@ adventures: ### Exercise Finish the code. Each time a random letter should be chosen, which you have to press. You get a point for a correct press, and and two points deduction for a wrong press. **(extra)** Clear the screen after each letter, and show the user how many points they have scored. - example_code: | - ``` - points = 0 - letters = a, b, c, d, e - {repeat} 10 {times} - letter = _ _ _ - {print} 'Press the letter ' letter - {if} letter {is} {pressed} - _ - _ - _ - ``` print_command: - name: '{print}' - default_save_name: print - description: Introduction print command levels: - 1: - story_text: | - ## The print command - You can print text to the screen using the `{print}` command. - example_code: | - ``` - {print} Hi there, programmer! - {print} Welcome to Hedy! - ``` - story_text_2: | - ### Exercise - In Hedy you will find exercises in every adventure. An exercise allows you to practise the new commands and concepts, and lets you give your own twist to the example codes. - In this exercise you will see a pink blank space. You have to fill something in the place of the blank space before the code can be run. - - Fill in the `{print}` command in the blank space and then add five more lines of code. Each line has to start with a `{print}` command. - Have fun! - example_code_2: | - ``` - _ Hello! - ``` 18: - story_text: |- - We arrived at real Python code! That means we need to use parentheses with `{print}` and `{range}` from now on. - It also means you can use Hedy code from this level in any Python environment as long as you use the English commands. If you haven't until now, you can switch the toggle in the commands menu to do so. - example_code: | - ``` - {print}('Hello!') - {for} i {in} {range}(1, 10): - {print}('This is line ', i) - ``` - story_text_2: If you want to print more than one item, you need to separate them by commas. example_code_2: | ``` temperature = 25 @@ -3350,158 +1194,13 @@ adventures: ``` {print}('My name is ', name) - quizmaster: - name: Quizmaster - default_save_name: Quizmaster - description: Make your own quiz! - levels: - 14: - story_text: | - ### Exercise - In this adventure you can make your own quiz! Fill in the blanks, add more questions and enjoy your own quiz! - You can make a quiz about anything you like: your hobby, your favorite animal, your favorite book or anything at all! - example_code: | - ``` - {print} 'Make your own quiz' - points_a = 0 - points_b = 0 - {print} 'Question' - {print} 'Answer option A' - {print} 'Answer option B' - answer = {ask} 'Which answer?' - {if} answer == 'A' - points_a = points_a + 1 - {if} answer == 'B' - points_b = points_b + 1 - {print} 'End of the quiz!' - {print} 'Lets see the results!' - {if} points_a > points_b - {print} 'You belong to the A club' - {if} points_b > points_a - {print} 'You belong to the B club' - ``` - quotation_marks: - name: '''quotation marks''' - default_save_name: quotation_marks - description: Introduction quotation marks - levels: - 4: - story_text: | - ## 'Quotation marks' - In level 4 `{ask}` and `{print}` have changed. - You must put text that you want to print between quotation marks. - This is useful, because now you can print all the words you want. Also the words you used to store something with `{is}`. - Most programming languages also use quotation marks when printing, so we are also getting a step closer to real programming! - example_code: | - ``` - {print} 'You need to use quotation marks from now on!' - answer {is} {ask} 'What do we need to use from now on?' - {print} 'We need to use ' answer - ``` - story_text_2: | - ## Contractions - Important! Mind that now that we're using quotation marks, Hedy will get confused when you use the apostrophe for contractions like I'm or What's. - Make sure to remove those apostrophes and change the spelling to I am or What is. - Check out the example code to see the wrong way of using apostrophes. - example_code_2: | - ``` - _ This is the wrong way of using apostrophes _ - {print} 'I'm babysitting my sister's kids' - {print} 'What's more fun than that?' - ``` - 12: - story_text: | - **All texts need to be in quotation marks** - For this level on you will also have to use quotation marks when storing a text with `=`: - example_code: | - ``` - name = 'Hedy the Robot' - {print} 'Hello ' name - ``` - story_text_2: | - **All items in lists need quotation marks too** - Lists are texts, so they need quotation marks too. Mind that each single item on the list has quotation marks. - This allows you to save two words as 1 item on the list, for example 'Black Widow'. - example_code_2: | - ``` - superheroes = 'Spiderman', 'Batman', 'Black Widow' - {print} superheroes {at} {random} - ``` - story_text_3: | - **All text after `{if}` comparisons need quotation marks too** - example_code_3: | - ``` - name = {ask} 'What is your name?' - {if} name = 'Hedy the Robot' - {print} 'Hi there!' - ``` - story_text_4: | - **Numbers don't need quotation marks** - For numbers, you do not use quotation marks in the `=`: - example_code_4: | - ``` - score = 25 - {print} 'You got ' score - ``` random_command: - name: '{random}' - default_save_name: random_command - description: introducing at random command levels: - 3: - story_text: | - ## At random - In this level you can make a list using the `{is}` command. You can let the computer choose a random item from that list. You do that with `{at} {random}`. - example_code: | - ``` - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - ``` - story_text_2: | - You can use the `{at} {random}` command in a sentence as well. - example_code_2: | - ``` - food {is} sandwich, slice of pizza, salad, burrito - {print} I am going to have a food {at} {random} for lunch. - ``` - story_text_3: | - ### Exercise - Try out the `{at} {random}` command by making your own gameshow (like the ones on tv) where you choose a door or suitcase and it contains a big price! - Can you do it? We have already put the first lines into the example code. - example_code_3: | - ``` - {print} The big gameshow! - {print} There are 3 suitcases in front of you... - chosen {is} {ask} Which suitcase do you choose? - prices {is} _ - _ - ``` 16: story_text: |- We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. For example: `friends[1]` is the first name on the list of friends, as you can see in the first part of the example code. The second part of the example code shows you that we can also match 2 lists using the variable i. - example_code: | - ``` - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - ``` - story_text_2: |- - Now that you've learned to use the brackets in lists, you can also start using the {at} {random} command in the Python way! - You simply type the name of your list with `[random]` behind it! - example_code_2: |- - ``` - fruit = ['apple', 'banana', 'cherry'] - {print} fruit[random] - ``` repeat_command: - name: '{repeat}' - default_save_name: repeat_command description: repeat command levels: 7: @@ -3511,23 +1210,6 @@ adventures: ### Exercise Play around with the repeat command. Can you make the happy birthday song in only 3 lines of code instead of 4 now? - example_code: | - ``` - {repeat} 3 {times} {print} 'Hedy is fun!' - ``` - 8: - story_text: | - ### Repeat commands and indentation - In this level you can repeat multiple lines of code with only 1 repeat command. - You do this by making a block of lines that you want to repeat. - The lines in this block will need **indentation** . - That means putting four spaces at the beginning of each line. You will also have to indent when you just want to create a block of one line. - example_code: | - ``` - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This is all repeated 5 times' - ``` 9: story_text: | Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... @@ -3543,121 +1225,14 @@ adventures: {else} {print} 'Maybe you should practice some more in the previous level' repeat_command_2: - name: '{repeat} 2' - default_save_name: repeat_command_2 description: repeat command 2 levels: 7: - story_text: | - ## Repeat with other commands and with variables - You have practiced the `{repeat}` command in combination with the `{print}` command now, but did you know you could also use other commands with `{repeat}` ? - In this example code you can see that `{repeat}` can also be used with an `{ask}`, `{if}` or `{else}` command. - example_code: | - ``` - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - ``` story_text_2: | Another interesting thing you can so with the `{repeat}` command is using variables to set the amount of times something should be repeated. In the example code you can see that we first ask the person how old they are. Then, in line 3, the question is repeated 'age' times. So we have used the variable 'age' with the `{repeat}` command. - example_code_2: | - ``` - {print} 'Yay! It is your birthday!' - age = {ask} 'How old are you now?' - {repeat} age {times} {print} 'Hip Hip Hurray!' - ``` - 8: - story_text: | - ### In the block or not? - In this level you have to think carefully which lines of code should be in the block and which shouldn't. - For example: If you want to sing the song *the muffin man*. You only want the line with 'the muffin man' to be repeated twice. - This means the last line shouldn't start with indentation as it doesn't belong to the block. - If you do start the last line with indentation the song will turn out wrong. - - ### Exercise - Each line in the example code starts with a blank. Remove the blanks and try to figure out which line need indentation and which don't to make the muffin man song. - example_code: | - ``` - _ {print} 'Do you know the muffin man?' - _ {repeat} 2 {times} - _ {print} 'The muffin man' - _ {print} 'Do you know the muffin man, who lives on Drury Lane?' - ``` restaurant: - name: Restaurant - default_save_name: Restaurant - description: Create your own virtual restaurant levels: - 1: - story_text: | - In level 1 you can make your own virtual restaurant and take your guests' orders. - story_text_2: | - ### Exercise - Copy the example code into your input screen by clicking the yellow button. - Firstly, fill in the correct command on the blanks to make to code work properly. - Then add at least 4 more lines of code to the restaurant program. - Ask the costumer what they would like to drink and ask if they want to pay with cash or card. - Lastly, think of a nice way to say goodbye to your costumer. - example_code_2: | - ``` - {print} Welcome to Hedy's restaurant 🍟 - _ What would you like to order? - {echo} So you would like to order - {print} Thank you for your order! - {print} It's on its way! - ``` - 2: - story_text: | - In level 2 you could expand your restaurant by using variables. In level 1 Hedy could only `{echo}` the order once and only remember the last thing that was ordered. - Now you can use variables and Hedy can remember both the food and the toppings! - example_code: | - ``` - {print} Welcome to Hedy's restaurant! - {print} Today we're serving pizza or lasagna. - food {is} {ask} What would you like to eat? - {print} Great choice! The food is my favorite! - topping {is} {ask} Would you like meat or veggies on that? - {print} food with topping is on its way! - ``` - story_text_2: | - ### Exercise - Copy your own restaurant code from to previous level to the input screen below. - Fix the code by replacing the `{ask}` and `{echo}` commands and using variables, like you've learned in this level. - - Now that your code is working again, it's time to add something more. - Look at the last line of the example code: `{print} food with topping is on its way!` - In this single line 2 variables have been used to create a summary of the order. - Now add your own summary of the food and drinks ordered by the customer. - - **Extra** Now that you've learned how to use variables, you can use as many variables in one line as you'd like. Can you add more variables to your code, like eat in or take-away, cash or card, with or without a straw etc.? - 3: - story_text: | - Having trouble to decide what you wanna have for dinner? You can let Hedy choose for you! - Simply add lists of your favorite (or least favorite) meals and Hedy can randomly choose your dinner. - You can also have a bit of fun, by letting Hedy choose the price for your dinner as well! What will you get? - example_code: | - ``` - dishes {is} spaghetti, brussels sprouts, hamburgers - {print} You will have dishes {at} {random} tonight! - prices {is} 1 euro, 10 euros, 100 euros - {print} That will be prices {at} {random} please. - ``` - story_text_2: | - ### Exercise - Now make your own version of the random restaurant. - Make a list of starts, mains, desserts, drinks and prices yourself. - Then use `{print}` and `{at} {random}` commands to tell the costumer what will be on their menu tonight. - example_code_2: | - ``` - {print} Welcome to your own random restaurant! - starters {is} _ - mains {is} _ - desserts {is} _ - drinks {is} _ - prices {is} _ - _ - ``` 4: story_text: | ### Exercise @@ -3665,19 +1240,6 @@ adventures: ### Exercise 2 Go back to the previous level and copy your restaurant code. Make the code work in this level by adding quotation marks in the right spots. - example_code: | - ``` - _ Add the quotation marks to this code _ - {print} Welcome to Restaurant Chez Hedy! - {print} Today we are serving pizza or lasagna. - food {is} {ask} What would you like to eat? - {print} Great choice! The food is my favorite! - topping {is} {ask} Would you like meat or veggies on that? - {print} food with topping is on its way! - drinks {is} {ask} What would you like to drink with that? - {print} Thank you for your order. - {print} Your food and drinks will be right there! - ``` 5: story_text: | In this level the `{if}` command allows you to `{ask}` your customers questions and give different responses to the answers. @@ -3701,21 +1263,6 @@ adventures: 6: story_text: | In this level you can use maths to calculate the total price of your customer's order, which can make your virtual restaurant more realistic. - example_code: | - You can make a simple restaurant code, like this: - ``` - {print} 'Welcome to Restaurant Chez Hedy' - {print} 'Here is our menu:' - {print} 'Our main courses are pizza, lasagne, or spaghetti' - main = {ask} 'Which main course would you like?' - price = 0 - {if} main {is} pizza price = 10 - {if} main {is} lasagne price = 12 - {if} main {is} spaghetti price = 8 - {print} 'You have ordered ' main - {print} 'That will be ' price ' dollars, please' - {print} 'Thank you, enjoy your meal!' - ``` 7: story_text: | In this level you've learned how to use the `{repeat}` command to repeat a line of code a certain amount of times. @@ -3724,65 +1271,9 @@ adventures: ### Exercise Can you complete the code? Hedy needs to repeat this question as many times as there are people. So if there are 5 people, the question needs to be asked 5 times. **(extra)** Expand your code with more questions, for example about drinks or sauce. - example_code: | - ``` - {print} 'Welcome to Restaurant Chez Hedy' - people = {ask} 'How many people are joining us today?' - ``` - 8: - story_text: | - In this level you can make your virtual restaurant more elaborate by repeating multiple lines of code. Like this: - - ### Exercise - This code can be expanded with more items on the menu, for example offering drinks, and/or multiple courses or desserts. Add at least one more item. - **Extra** Add even more items, as many options as you like! - example_code: | - ``` - {print} 'Welcome to Restaurant Chez Hedy!' - people = {ask} 'How many people will be joining us today?' - {print} 'Great!' - {repeat} people {times} - food = {ask} 'What would you like to order?' - {print} food - {print} 'Thank you for ordering!' - {print} 'Enjoy your meal!' - ``` 9: story_text: "In this level you can use nesting to make your restaurant more realistic and more fun!\n\n### Exercise\nThe indentation was removed in the example code. \nCan you figure out how much indentation each line needs in order for the code to work properly?\nIf the customer orders pizza, Hedy shouldn't ask what sauce the costumer wants.\n\n**(extra)** A restaurant does not stock all sauces. Make a list of available sauces and give a reply with each order whether you sell it.
\n**(extra)** Pizzas have toppings. Ask customers what they want.
\n**(extra)** Do customers want a drink? Ask them too!
\n" - example_code: | - ``` - {print} 'Welcome to Restaurant Chez Hedy!' - people = {ask} 'How many people will be joining us today?' - {print} 'Great!' - price = 0 - {repeat} people {times} - _ food = {ask} 'What would you like to order?' - _ {print} food - _ {if} food {is} fries - _ price = price + 3 - _ sauce = {ask} 'What kind of sauce would you like with your fries?' - _ {if} sauce {is} no - _ {print} 'no sauce' - _ {else} - _ price = price + 1 - _ {print} 'with ' sauce - _ {if} food {is} pizza - _ price = price + 4 - {print} 'That will be ' price ' dollar' - {print} 'Enjoy your meal!' - ``` 10: - story_text: | - In this level you'll learn how to easily ask orders for different courses. - - ### Exercise 1 - Finish the code with an `{ask}` on the blanks such that the customer is asked what they want to eat for each course. - example_code: "```\ncourses = appetizer, main course, dessert\n{for} course {in} courses\n {print} 'What is your order for ' course '?'\n _ \n _\n```\n" - story_text_2: | - ### Exercise - Of course, you could also order for multiple people! - Can you add the correct amount of indentation before each line to make the code work properly? - Tip: some lines don't need any indentation at all. example_code_2: | ``` _ courses = appetizer, main course, dessert @@ -3801,99 +1292,15 @@ adventures: Are you not sure how to go about this? Have a peek at your level 8 code. **(extra)** In level 9 the restaurant also used prices. You can add that here too! - example_code: | - ``` - {print} 'Welcome to Restaurant Hedy!' - people = {ask} 'For how many people would you like to order?' - {print} 'So you want to order for ' people ' people.' - {print} "Let's go!" - ``` 12: story_text: | From this level on you can use decimal numbers to make you menu more realistic. ### Exercise Can you think of a code to give your friends and family a 15% discount? - example_code: | - ``` - price = 0.0 - food = {ask} 'What would you like to order?' - drink = {ask} 'What would you like to drink?' - {if} food {is} 'hamburger' - price = price + 6.50 - {if} food {is} 'pizza' - price = price + 5.75 - {if} drink {is} 'water' - price = price + 1.20 - {if} drink {is} 'soda' - price = price + 2.35 - {print} 'That will be ' price ' dollar, please' - ``` - 13: - story_text: | - In this level you will learn new commands to extend your code even further. - - ### Exercise 1 - Place a `{and}` and a `{or}` in the logical place in the program. - - ### Exercise 2 - Expand your restaurant with at least one more `{and}` and one `{or}`. - For example, create a special discount coupon that only applies to pizza, or give your customer a free drink - with fries and pancakes. Or something completely different of course! - example_code: | - ``` - price = 10 - food = {ask} 'What would you like to eat?' - drinks = {ask} 'What would you like to drink?' - {if} food {is} 'sandwich' _ drinks {is} 'juice' - {print} 'That is our discount menu' - price = price - 3 - {if} drinks {is} 'water' _ drinks {is} 'juice' - {print} 'That is a healthy choice' - {print} 'That will be ' price ' dollars' - ``` - 15: - story_text: | - With the `{while}` you can make sure your costumers can keep adding orders until they are done. - - ### Exercise - Correctly add the `{while}` command to this code. - example_code: | - ``` - {print} 'Welcome at McHedy' - more = 'yes' - _ - order = {ask} 'What would you like to order?' - {print} order - more = {ask} 'Would you like to order anything else?' - {print} 'Thank you!' - ``` rock: - name: Rock, paper, scissors default_save_name: Rock - description: Make your own rock, paper, scissors game levels: - 1: - story_text: | - In level 1 you can start with a rock, paper, scissors game. - - With `{ask}` you can make a choice, and with `{echo}` you can repeat that choice. - example_code: | - ``` - {print} what do you choose? - {ask} choose from rock, paper or scissors - {echo} so your choice was: - ``` - story_text_2: | - ### Exercise - Instead of using words, you could also use emojis: ✊✋✌ - Can you create a code using emojis? - example_code_2: | - ``` - {print} what do you choose? - {ask} choose from _ - {echo} so your choice was: - ``` 2: story_text: | In this level you can practise using the variables, so that you can make the rock, paper, scissors game in the next level! @@ -3903,11 +1310,6 @@ adventures: {print} I choose _ ``` 3: - story_text: | - You can use the `{at} {random}` command to let the computer pick rock, paper or scissors! - - ### Exercise - Finish the code by using the `{at} {random}` command. example_code: | ``` choices {is} rock, paper, scissors @@ -3923,16 +1325,6 @@ adventures: {print} player 1 chooses... choices {at} {random} {print} player 2 _ ``` - 4: - story_text: | - In this level we can further program rock, paper, scissors. But if you want to add text, you have to use quotation marks here too. - ### Exercise - Fill in quotation marks on the blanks. Mind that the variable `choices` should be outside the quotes. - example_code: | - ``` - choices {is} rock, paper, scissors - {print} _The computer chooses..._ choices {at} {random} - ``` 5: story_text: | In this level we can determine who won. @@ -3985,47 +1377,7 @@ adventures: 13: story_text: | With the `{and}` command you can shorten your rock, paper, scissors code! Check out the example code below and try to finish it. - example_code: | - ``` - options = 'rock', 'paper', 'scissors' - your_choice = {ask} 'What do you choose?' - computer_choice = options {at} {random} - {print} 'You choose ' your_choice - {print} 'The computer chooses ' computer_choice - {if} computer_choice {is} your_choice - {print} 'Tie' - {if} computer_choice {is} 'rock' {and} your_choice {is} 'paper' - {print} 'You win!' - {if} computer_choice {is} 'rock' {and} your_choice {is} 'scissors' - {print} 'The computer wins!' - _ - ``` - 15: - story_text: | - ### Exercise - Play until you beat the computer! But first, finish the example code... - example_code: | - ``` - won = 'no' - options = 'rock', 'paper', 'scissors' - {while} won == 'no' - your_choice = {ask} 'What do you choose?' - computer_choice = options {at} {random} - {print} 'you chose ' your_choice - {print} 'the computer chose ' computer_choice - {if} computer_choice == your_choice - {print} 'Tie!' - {if} computer_choice == 'rock' {and} your_choice == 'scissors' - {print} 'You lose!' - {if} computer_choice == 'rock' {and} your_choice == 'paper' - {print} 'You win!' - won = 'yes' - _ - ``` rock_2: - name: Rock, paper, scissors 2 - default_save_name: rock_2 - description: Part 2 of rock, paper, scissors levels: 2: story_text: | @@ -4039,9 +1391,6 @@ adventures: {print} I choose choice ``` secret: - name: SuperSpy - default_save_name: SuperSpy - description: Make your own spy code levels: 12: story_text: | @@ -4067,187 +1416,16 @@ adventures: 13: story_text: | Can you fill in the right command on the blank? Mind: The superspy has to answer BOTH questions correctly, before they get the confidential information! - example_code: | - ``` - name = {ask} 'What is your name?' - password = {ask} 'What is your password?' - {if} name {is} 'Agent007' _ password {is} 'TOPSECRET' - {print} 'Go to the airport at 02.00' - {else} - {print} 'Go to the trainstation at 10.00' - ``` - simon: - name: Simon Says - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - Let's make a game of Simon Says! Simon Says is a memory game in which the player will be given a color. They have to repeat that color back. - If they get it right a color is added to the sequence, so they now have to remember 2 colors, then 3, then 4 etc. the game stops as soon as the player makes a mistake. - - ### Exercise - In this first part of the Simon Says adventure, we'll let the computer pick a random color and add it to a list. - - ***Make 2 lists*** First, make a list called `colors` and fill it with the colors red, yellow, green and blue. - Then make a list called `simon_sequence`. This list will be used as the answer. - At the start of the game this lists need to be empty. unfortunately, we can't create an empty list (yet), so we'll fill it with the words 'empty' and 'list' and we'll remove them from the list immediately. - - ***Create a function that adds a color to the sequence*** Now that we have an empty list called simon_sequence, we can start filling it with random colors. - We do that with a function, so we can call it everytime there's a new level in our game. Create a function called `add_random_color`. - Then create the variable random_color and set it to a random color. Next, add this random color to the simon_sequence. - - ***Create a function that shows the simon_sequence*** Start by naming the new function `show_simon_sequence` with `level` as an argument. Now we want to show as many colors as the level we are in (in level 1 you see 1 color, in level 2 you see 2 colors etc). - So we repeat `level` times, to print the `simon_sequence[i]`. Each time a color is shown, wait for 1 second and then clear the screen. - - ***Test your program*** Before you go to the next level, test if the functions are working by calling both of the functions. If they're working you should see a random color in your output screen. - Remove this testing part of your code, copy the code and continue to the next tab to learn more about the simon says game! - example_code: | - ``` - # Make 2 lists - colors = _ - _ = ['empty', 'list'] - {remove} _ {from} simon_sequence - {remove} _ - - # Create a function that adds a color - _ add_random_color - _ - {add} _ - - # Create a function that shows the simon_sequence - {define} _ - {for} i {in} {range} 1 {to} _ - {print} _ - _ - _ - - # Test your program - {call} _ - {call} show_simon_sequence {with} 1 - ``` - simon_2: - name: Simon Says 2 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - We'll continue with our Simon Says game! - - ### Exercise - ***Paste your code here*** Paste your code from the previous level here. Don't forget to remove the part that was just used for testing the functions. - - ***Create a function that creates the player_sequence*** The list `player_sequence` is used to capture the answers of the player. First we define the function with the argument level. - Next, we ask level times what the color is that they choose. We call that variable `answer`. Then we add the variable `answer` to the list player_sequence. - - ***Setting up the game*** Before we program the game in the next tab, we'll need some starting variables. First, we'll set the variable `level` to 1 and the variable `game_over` to False. - Then we make an introduction for the game. We'll print 'Welcome to Simon Says!' and clear the screen after 1 second. - - ***Continue to the next tab to finish the game!**** Don't forget to copy your code and take it with you to the next tab. - example_code: | - ``` - # Paste your code here - - - # Create a function that creates the player_sequence - {define} _ - {for} _ - _ 'What is color number ' i '?' - {add} answer {to} _ - - # Set up - level = _ - game_over = _ - {print} _ - _ 1 - _ - ``` - simon_3: - name: Simon Says 3 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - In this tab we'll program the game of Simon Says! - - ### Exercise - ***Paste your code*** Copy your code from the previous tab and paste it here. - - ***Program the game*** We start by making sure the game goes on while the game isn't over. Then we print what level the player is on, we use the variable level for that. We only show that for 1 second and then we clear the screen again. - Now, we have to create the empty list player_sequence. We've already programmed how to fill the list, with our function `player_sequence`, but we never made the list itself. To create the list we use the same trick as we did in the previous tab. - We'll make a list with the words 'empty' and 'list' on it, and then we remove both these words. Next, we'll call all of the 3 functions that we've created. - Lastly, we'll have to check if the player gave the correct answers (so if the player_sequence and the simon_sequence are the same). - If that's the case, we'll compliment the player. Wait for 1 second and increase the level with 1. - Did the player give the wrong answer, we'll tell them and end the game by setting game_over to 'True' - - ***Enjoy your game!*** Great job! Does your game not work? Use the ladybug button to debug your code! - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - {print} _ - _ - _ - _ = ['empty', 'list'] - {remove} _ - {remove} _ - {call} _ - {call} _ {with} _ - {call} _ {with} _ - {if} player_sequence == _ - _ - _ - _ - {else} - _ - game_over = _ - ``` sleep_command: - name: '{sleep}' - default_save_name: sleep_command description: introducing sleep command levels: 2: story_text: | ## The sleep command Another new command in this level is `{sleep}`, which pauses your program for a second. If you type a number behind the {sleep} command, the program pauses for that amount of seconds. - example_code: | - ``` - {print} My favorite colour is... - {sleep} 2 - {print} green! - ``` songs: - name: Sing a song! - default_save_name: Song - description: Print a song levels: 6: - story_text: | - Songs often contain a lot of repetition. Sometimes the repetition is also based on counting. - For example, in the well-known song 'Bottles of beer'. You can program that song with a little math. - - Tip: Use the read aloud function to let Hedy sing the song to you! - - ### Exercise - You can now repeat lines 2 to 7 as many times as you want by copying the lines. - example_code: | - ``` - verse = 99 - {print} verse ' bottles of beer on the wall' - {print} verse ' bottles of beer' - {print} 'Take one down, pass it around' - verse = verse - 1 - {print} verse ' bottles of beer on the wall' - {sleep} - ``` - story_text_2: | - This children's song counts down from 5 little monkeys to 1 monkey. - If you copy line 2 - 7 and paste it under the the code, you can sing the whole song! example_code_2: | ``` number = 6 @@ -4345,10 +1523,6 @@ adventures: Print the song Five little moneys jumping on the bed. Look up the text if you don't remember. **(extra)** Print the song Old MacDonald had a farm, and make sure all animals make a different sound, using an `{if}`. - example_code_2: | - ``` - monkeys = 5, 4, 3, 2, 1 - ``` 11: story_text: | In this level you can use the `{for} i {in} {range}` command to make songs that use counting, like the 5 little monkeys. @@ -4366,316 +1540,22 @@ adventures: {else} {print} 'NO MORE MONKEYS JUMPING ON THE BED!' ``` - 12: - story_text: | - In this song we can make it even easier to program 'if you're happy and you know it, clap your hands'. Because we can put all of the actions in a variable, check it out: - - ### Exercise - Can you add the right amount of indentation to each line to make the song play correctly? - Hint: Not all lines need indentation. - example_code: | - ``` - _ actions = 'clap your hands', 'stomp your feet', 'shout Hurray!' - _ {for} action {in} actions - _ {for} i {in} {range} 1 {to} 2 - _ {print} 'if youre happy and you know it' - _ {print} action - _ {print} 'if youre happy and you know it and you really want to show it' - _ {print} 'if youre happy and you know it' - _ {print} action - ``` - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, but did you know that you could combine them with {ask} commands as well? - In this example we have changed the 'My Bonnie' program and made it interactive. You are now asked where Bonnie is. - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is ' place - - chosen_place = {ask} 'Where do you want Bonnie to be?' - synonym = {ask} 'What is another word for that?' - - {call} song {with} chosen_place - {call} song {with} synonym - {call} song {with} chosen_place - ``` - 16: - story_text: | - In this level, you can program a song like OldMacDonald even more quickly. You can connect the right animal to the right sound by simply putting them in the same place in the list. - The Drunken Sailor is also quickly made in this level. You only need 8 lines for the entire song, check it out! - - ### Exercise - Complete the Old MacDonald song by setting the variable `animal` to `animals[i]` and `sound` to `sounds[i]`. - example_code: | - ``` - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - {for} i {in} {range} 1 {to} 3 - animal = _ - sound = _ - {print} 'Old MacDonald had a farm' - {print} 'E I E I O!' - {print} 'and on that farm he had a ' animal - {print} 'E I E I O!' - {print} 'with a ' sound sound ' here' - {print} 'and a ' sound sound ' there' - {print} 'here a ' sound - {print} 'there a ' sound - {print} 'everywhere a ' sound sound - ``` - - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines - {for} i {in} {range} 1 {to} 3 - {print} line - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - 18: - story_text: | - In level 16 we made songs using lists. These programs however are no longer working properly in this level. The colons from level 17 and the brackets from level 18 still need to be added. - - ### Exercise 1 - The Drunken sailor song is given as sample code, but not yet working. - Can you make sure everything works again? To help you, we've put _ in the places of _some_ errors. - - ### Exercise 2 - Now also look up your Old MacDonald song from level 16, and correct it. - example_code: | - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines _ - {for} i {in} {range} 1 {to} 3 _ - {print} _ line _ - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - songs_2: - name: Sing a song! 2 - default_save_name: Song 2 - description: Sing a song 2 - levels: - 12: - story_text: | - Songs contain a lot of repetition. We can capture it with a function! - ### Exercise - Look at the example code with the function. Fill out the two lines so the full song is printed. - example_code: | - ``` - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} _ - ``` - 16: - story_text: | - ### Exercise - Finish the nursery rhyme! - example_code: | - ``` - number = ['one', 'two', 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'ten'] - object = ['on his drum', 'on his shoe', 'on his knee', 'on his door', 'on his hive', 'on his sticks', 'up in heaven', 'on his gate', 'on his vine', 'once again'] - - _ - {print} 'This old man' - {print} 'He played ' _ - {print} 'He played knick-knack ' _ - {print} 'With a knick-knack paddywhack' - {print} 'Give the dog a bone' - {print} 'This old man came rolling home' - {sleep} 8 - {clear} - ``` - story_text_2: | - ### Exersice 2 - Now create your own code for the nursery rhyme 'The wheels on the bus' on the same way! - example_code_2: | - ``` - object = ['wheels', 'doors', _] - movement = [ 'round and round', 'open and shut', _] - ``` - tic: - name: Tic-Tac-Toe - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - Let's program a game of tic-tac-toe! - - ### Exercise - In this adventure we'll start with creating an empty field. - - ***Create a list called field*** This list will be our playing field. This list is filled with 9 dots, since there are no x's and o's yet at the start of our game. - - ***Create a function that prints the field*** Firstly, clear the screen so the old playing fields will be removed. Then we print the first line of our Tic Tac Toe field. This line constists of the first 3 spots in our list field. - We have already programmed this line for you. Now finish the field by printing spot 4, 5, and 6 on the second row and spot 7, 8 and 9 in the third row. - - ***Call the function that prints the field*** Now call the function. -
- Run the code. Your output should look like this: -
- - ***Continue in the next tab*** In the next tab you'll learn how to program the game itself. - example_code: | - ``` - # Create a list called field - _ = ['.', '.', '.', '.', '.', '.', '.', '.', '.'] - - # Create a function that prints the field - {define} print_field - _ - {print} 'TIC TAC TOE' - {print} field[1] field[2] field[3] - _ - _ - - # Call the function - ``` - 17: - story_text: | - In the previous level you've learned how to make a tic-tac-toe game. The game works, but is quite annoying as it keeps asking you if you've won yet. - Now that we have the {elif} command, we can let the game decide if someone has won and it can stop asking us! - - ### Exercise - ***Paste your code*** Paste your code from the previous level here and make it level 17 proof. In this level you've learned to use a colon everytime you create a block of code. Please add the colons in the correct spots. - - ***Create a function that detects if someone's won*** We have started the function for you, paste it under the function `print_field` and finish the function. You can see that this first piece of code checks to see if spot 1, 2 and 3 are the same, because if they are you have 3 in a row. - It also checks if they are not a dot, because if they are, the line might have the same symbols on them, but that's just because it's still empty. - If all these conditions are met, the game is over and the winner is printed. - Finish this function with all possible ways to win. This means you have to make this for the other 2 rows, 3 columns and 2 diagonals. - If you've finished all the other options, the function should return the variable `game_over` so we can use it in our game. - - ***Call the function in the game*** Go to the line `game_over = {ask} 'Did you win?'` and change it to `game_over = {call} detect_winner {with} field, sign`. Now the function will check if there's a winner and the game doesn't need to keep asking anymore! - - ***Enjoy your game!*** Great job! You have finished the game! Enjoy playing it! - - example_code: | - ``` - # Paste your code here and make it level 17 proof - - # Create a function that detects if someone has won - {define} detect_winner {with} field, sign: - {if} field[1] == field[2] {and} field[2] == field[3] {and} field[1] != '.': - game_over = 'yes' - {print} 'Player ' sign 'wins!' - {elif}: - _ - {else}: - game_over = 'no' - {return} _ - ``` - tic_2: - name: Tic-Tac-Toe 2 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - In the previous adventure you've learned how to create a playing field. Now you'll learn how to create the game! - - ### Exercise - ***Paste your code*** Start by pasting your code from the previous adventure here. - - ***Add variables*** Underneath your list called `field` we'll add 2 more variables that we'll need to program the game. - The variable `game_over` tells us if the game is over, and should be 'no' at the start of the game. - The variable `sign` tells us if it's the turn of player x or player o. Set the variable to 'x'. - - ***The game*** First use a {while} command, to make sure the game keeps on playing the variable while game_over is set to no. - During the game, we first ask the player which spot they choose. Then we change the field with the number they chose into their sign. - Then we print the field again and we ask the player if they've won yet. Lastly we want to switch whose turn it is, so if the sign is 'x' it should be 'o' and the other way around. - - ***Test your game*** Does your game work? Great, have fun playing the game! If not, use the ladybug button to debug your code. - You might have noticed one mistake in the code though, you can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! Go to the next tab to learn how to fix this problem. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add variables - game_over = _ - sign = _ - - # The game - {while} _ - choice = _ 'Player ' sign '_?' - field[choice] = _ - _ print_field - game_over = {ask} _ - {if} sign = 'o' - sign = _ - _ - sign = _ - ``` - tic_3: - name: Tic-Tac-Toe 3 - default_save_name: Tic - description: Play a game of Tic Tac Toe! + songs_2: levels: - 16: - story_text: | - You might have noticed one mistake in the code you've made in the previous adventure. You can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! In this tab we'll fix that mistake. - - ### Exercise - ***Paste your code here*** Paste your code from the previous adventure here. - - ***Fix the mistake*** To fix the mistake we replace the line that says `field[choice] = sign`. This turns any spot that the player has chosen into their sign. - Go to the header that says 'Use this to fix the mistake' and finish the code. We first want to check if the chosen spot is still empty, so `if field[choice] = '.'`. If that is the case, you are allowed to take it. - Then we make an else command and print 'Sorry, this spot is already taken' if the spot is not empty. Lastly, we add a {sleep} command, so the players can actually read the text before it gets cleared again. - Now copy this piece of code and replace the line `field[choice] = sign` with this new piece of code. - - ***Play your game!*** Now the game should work properly! Good job! - The only flaw is that you can get a bit annoyed that the game keeps asking you if you've won yet. Do you want to fix that? Go to level 17 and we'll fix it! + 12: example_code: | ``` - # Paste your code here + {define} twinkle + {print} 'Twinkle' + {print} '...' - # Use this to fix the mistake - {if} _ = '.' - field[choice] = sign - {else} - {print} _ - _ + {call} twinkle + {print} 'Up above the world so high' + {print} 'Like a diamond in the sky' + {call} _ ``` turtle: - name: Turtle - default_save_name: Turtle - description: Make your own drawing levels: - 1: - story_text: | - You can also use Hedy to draw. By combining turns and lines, you can make a square or stairs! - - Using `{forward}` you draw a line forwards. The number behind it determines how far the turtle will walk. `{turn} {right}` turns a quarter turn in clockwise direction, `{turn} {left}` turns counter clockwise. - - If you want to go backwards, you use the `{forward}` command but with a negative number. So for example `{forward} -100` - example_code: | - ``` - {forward} 100 - {turn} {left} - ``` - story_text_2: | - ### Exercise - This is the start of a little staircase. Can you make it have 5 steps? - example_code_2: | - ``` - {forward} 20 - {turn} {right} - {forward} 20 - {turn} {left} - {forward} 20 - ``` 2: story_text: | In this level you can use variables to make the turtle interactive. For example you can ask the player how many steps the turtle must make. @@ -4707,63 +1587,7 @@ adventures: Use `{at} {random}` to choose a value from a list. ### Exercise Can you copy and paste lines 2 and 3 to create a longer random path? - example_code: | - ``` - angles {is} 10, 50, 90, 150, 250 - {turn} angles {at} {random} - {forward} 25 - ``` - 4: - story_text: | - In level 4 you have to use quotation marks with `{print}` and `{ask}`. Also when drawing! - example_code: | - ``` - {print} _ Drawing figures _ - angle {is} 90 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - ``` - story_text_2: | - You can also change the color of the lines with the command `{color}`. Check out the example. - You can also use the command `{color} {white}` to make 'invisible' lines. You could use these white lines to move the turtle anywhere in the screen before you start drawing. - example_code_2: | - ``` - {color} {white} - {forward} -80 - {color} {green} - {forward} 50 - {color} {yellow} - {forward} 50 - {color} {red} - {forward} 50 - ``` 5: - story_text: | - In level 5 you can make a choice with `{if}`. For example between different types of figures. - example_code: | - ``` - {print} 'Drawing Figures' - figure {is} {ask} 'Do you want a square or a triangle?' - {if} figure {is} triangle angle {is} 120 - {else} angle {is} 90 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - ``` - story_text_2: | - ### Exercise - Fill in the correct numbers in this code to get it to work. - After you've done that, you can try to add the option backwards. - - **Extra** Instead of using 'left' and 'right', remake the program with North, East, South and West. - This way you could add even more directions like Northeast and Southwest etc. example_code_2: | ``` direction {is} {ask} 'Do you want to go left, right, or straight ahead?' @@ -4771,29 +1595,6 @@ adventures: if direction is right turn _ forward 100 ``` - 6: - story_text: | - In this level you can use calculations to draw different figures. - You may have learned in school that turning a full circle is 360 degrees. If not, now you know! - That's why you also use 90 degrees for a square. 360 divided by 4 is 90. - Now that we can do math with Hedy, we can draw all the figures we want! - example_code: | - ``` - angles = {ask} 'How many angles do you want?' - angle = 360 / angles - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - ``` 8: story_text: | Now that we can repeat several lines, we can make figures more easily. @@ -4808,14 +1609,6 @@ adventures: story_text_2: | Also, we can now improve the program that draws different figures. Can you figure out how far the turtle has to turn here? Finish the code and you can draw any polygon you'd like! - example_code_2: | - ``` - figure = {ask} 'How many angles should I draw?' - angle = 360 / figure - {repeat} figure {times} - {turn} _ - {forward} _ - ``` 9: story_text: | Now that we can use a `{repeat}` inside a `{repeat}`, we can create more complex figures. @@ -4824,17 +1617,6 @@ adventures: This code creates three black triangles, change that into five pink squares. **(extra)** Create a figure of your own choosing consisting of at least two different shapes types. - example_code: | - ``` - {color} {black} - {repeat} 3 {times} - {repeat} 3 {times} - {forward} 10 - {turn} 120 - {color} {white} - {forward} 50 - {color} {black} - ``` 10: story_text: | In this level you can make the turtle draw a figure. @@ -4845,162 +1627,9 @@ adventures: **(extra)** can you change the spiral into another shape? Experiment with numbers for the turn! ### Exercise 2 The spiral is drawn outwards, make it go inwards? - example_code: | - ``` - {turn} 90 - distances = 10, 20, 30, 40, 50, 60 - {for} distance {in} distances - {forward} distance - ``` - 12: - story_text: | - We can use functions to draw more complex figures with less code. - ### Exercise 1 - Fill the function so that three squares are created. If you want the image to look nicer, you can make the lines between the squares white. - - ### Exercise 2 - The code can be made even shorter. Place the final lines into a `{repeat}` so the figure remains the same. - - ### Exercise 3 - Create your own drawing with different figures. - Change both the number of figures with the `{repeat}` and the shape of the figures in the `{define}` - example_code: | - ``` - {define} square - {repeat} 4 {times} - {turn} _ - {forward} _ - {call} square - {forward} 50 - {call} square - {forward} 50 - {call} square - ``` turtle_draw_it: - name: Draw it! - default_save_name: Draw it - description: Draw this picture with the turtle levels: - 1: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Rectangle - Square - Stairs -
- 2: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Arrow - Boat -
- 3: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Star - Arrow -
- 4: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Colored Star - Rainbow - Nested squares -
- example_code: | - **Extra** Up for a real challenge? Make sure that the colors of these figures are selected randomly, so that each time you run your programs they'll look differently! - - ``` - colors {is} red, orange, yellow, green, blue, purple, pink, brown, gray, black - color _ - ``` - 5: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Make only one code that lets the player decide which letter they'd like to see! And can you add even more letters? - -
- F - E - L -
- example_code: | - Hint: - ``` - chosen_letter {is} {ask} 'Which letter would you like to see? F, E or L?' - {if} _ - ``` - 6: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Let the player decide which color the square should be. - - ***Extra*** Can you make the letter of your own first name and the flag of your own country too? - -
- Square - Letters - Flag -
- example_code: | - Hint for the square: - ``` - chosen_color = {ask} _ - ``` - 7: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Hexagon - Triangle - Fan -
- 8: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - -
- Square (3) - Randomly colored star (5) - Randomly colored spiral (7) -
9: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - - **Extra** Give the player a choice which country they would like to see the flag of. - -
- Cross (7) - Randomly colored nested squares (8) - Flags -
example_code: | Hint for the nested squares: ``` @@ -5018,14 +1647,6 @@ adventures: color_3 = blue ``` 10: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Nested Hexagon - Traffic lights -
example_code: | Hint Nested Hexagon: ``` @@ -5041,47 +1662,6 @@ adventures: color _ {repeat} _ ``` - story_text_2: | - Christmas lights - example_code_2: | - Hint Christmas Lights: - - Start by moving to the left side of the screen with an invisible white line. Then hang up the Christmas lights! - ``` - {color} white - {turn} -90 - {forward} 300 - {turn} 90 - - colors = red, blue, yellow, purple, green, orange, pink - {for} chosen_color {in} colors - _ - ``` - 11: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Beehive (6) - Fan (5) - Snowflake (13) -
- example_code: | - Hint Beehive: - ``` - {for} amount_of_combs {in} {range} 1 {to} _ - {for} walls_of_one_comb {in} {range} 1 {to} _ - {forward} _ - {turn} _ - {forward} _ - {turn} _ - ``` - - Hint Fan: - Start out like the fan you made in level 7. Or take a peak at the hint for the beehive, because the codes are very similar. - - Hint Snowflake: Start by making one 'leg' and repeat it 6 times. 12: story_text: | ### Exercise @@ -5108,137 +1688,11 @@ adventures: {if} shape = 'square' {call} draw_a_square ``` - 13: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Street in different sizes - Colored street - Snow Storm - example_code: | - Hint Street in different sizes - ``` - {define} draw_a_house {with} size - _ - - {call} draw_a_house {with} 90 - {call} draw_a_house {with} 60 - {call} draw_a_house {with} 30 - ``` - - Hint Colored street - ``` - {define} draw_a_house {with} chosen_color - _ - ``` - - Hint Snow Storm - ``` - {define} draw_snowflake {with} length, color - _ - - numbers = 10, 20, 30 - colors = _ - - {for} i {in} {range} 1 {to} 5 - random_number = _ - random_color = _ - {call} draw_snowflake {with} random_number, random_color - {color} white - {turn} random_number * 5 - {forward} 80 - ``` - 14: - story_text: | - ### Exercise - Create a program that asks the player how many corners their figure should have and then creates that figure. - The figure in the image is the output when the player fills in 10. - -
- - -
- example_code: | - ``` - {define} calculate_degrees {with} amount_of_corners - _ 360 / amount_of_corners - - - {define} draw_figure {with} degrees - _ - {forward} 400/amount_of_corners - {turn} _ - - amount_of_corners = {ask} _ - degrees = {call} _ {with} _ - - {call} _ {with} - {call} _ {with} - ``` - 15: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Spiral - example_code: | - Spiral - ``` - distance = 5 - {while} distance < 200 - distance = distance + 5 - _ - ``` - story_text_2: | - Fan - example_code_2: | - Fan - ``` - {define} draw_a_square {with} side - _ - - i = 100 - {while} i > 1 - _ {with} i - _ - i = i - 3 - ``` - story_text_3: | - Star - example_code_3: | - Star - A star is usually drawn using 144-degree-turns. If you change this slightly to 143 degrees for example and repeat the pattern multiple times with a {while} loop you can make this figure. while_command: - name: '{while}' - default_save_name: while_command description: while - levels: - 15: - story_text: |- - We are going to learn a new loop, the `{while}` loop! We continue the loop as long as the statement is true. - So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. - If the correct answer is never given, the loop never ends! - example_code: | - ``` - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - ``` years: - name: New Year's - default_save_name: New Year's Countdown - description: Countdown to the New Year! levels: 11: - story_text: | - In this level you can use the `{for}` number `{in}` `{range}` command to countdown to the New Year. - - ### Exercise - Fill in the blanks and make the code work! example_code: | ``` {for} number {in} {range} _ {to} _ diff --git a/content/adventures/da.yaml b/content/adventures/da.yaml index f700f5f9dbd..d81bafbf2dc 100644 --- a/content/adventures/da.yaml +++ b/content/adventures/da.yaml @@ -82,27 +82,6 @@ adventures: efterlad {is} {ask} Hvilken ting skal han efterlade? {remove} efterlad {from} taske ``` - 4: - story_text: | - ### Exercise - Copy the example code and finish it by adding quotation marks on the blanks in lines 1 and 2. - The blanks in line 3 and 4 should not be replaced by quotation marks, but a `{sleep}` and a `{clear}` command. Can you make it work? - - ### Exercise 2 - Go back to the previous level and copy your story code. Make the code work in this level by adding quotation marks in the right spots. - Mind: The variables in your own story should be outside of the quotation marks. Just like the second line of the example code. In that line the variable name is placed outside of the quotation marks. - example_code: | - ``` - name {is} {ask} _ What is your name? _ - {print} _ The main character is called _ name - _ - _ - {print} name _ is now going to walk in the woods _ - {print} name _ is a bit scared _ - animals {is} 🦔, 🐿, 🦉, 🦇 - {print} _ He hears the sound of a _ animals {at} {random} - {print} name _ is afraid this is a haunted forest _ - ``` 5: story_text: | På dette niveau kan du programmere forskellige slutninger, hvilket vil gøre din historie endnu sjovere. @@ -134,12 +113,6 @@ adventures: ### Opgave Tilføj en gentagelse til din egen historie. Gå tilbage til dine gemte programmer, vælg dit historieprogram fra niveau 6 og find en linje der indeholder {print} og gentag det! - example_code: | - ``` - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - ``` 8: story_text: | In this level you can use multiple lines in your {if} commands, this way you can upgrade your happy or sad ending! @@ -161,18 +134,6 @@ adventures: {print} 'The T-rex closes in and eats him in one big bite!🦖' ``` 9: - story_text: | - In this level you can use `{if}` and `{repeat}` commands inside other `{if}` and `{repeat}` commands. - This gives you many options and really helps you to make your story interactive. - - ### Exercise 1 - Finish the code so the `{if}` works correctly. - - ### Exercise 2 - Add an `{if}` and `{else}` for the part of the story where Robin goes home too. - - ### Exercise 3 - Go back to your level 8 story and use at least two `{if}`s inside another `{if}`. example_code: | ``` {print} 'Robin is walking downtown' @@ -189,12 +150,6 @@ adventures: {print} 'Robin goes home' ``` 10: - story_text: | - In this level you can use the {for} command in your story. In this way you could easily program the children's book 'Brown bear, Brown bear, what do you see'. - - ### Exercise - - Look at the story if you do not know it, and make sure it is printed as in the book. example_code: | ``` animals = red bird, black sheep, green frog, yellow duck, little child @@ -209,21 +164,12 @@ adventures: {print} 'I see all the animals looking at me!' ``` 12: - story_text: "In this level quotation marks will be needed to save multiple words in a variable.\n\n### Exercise\n\nFind a story from a previous level, any level is ok. Now make sure quotation marks are added in the right places." example_code: | ``` name = 'The Queen of England' {print} name ' was eating a piece of cake, when suddenly...' ``` 13: - story_text: | - By using the `{and}` and `{or}` commands, you can make your stories more versatile. You can ask two questions and respond to the combination of answers. - - ### Exercise 1 - Look at the example code and finish it. Then add at least 2 more `{if}` codes with `{and}` or `{or}`. - - ### Exercise 2 - Find a story from a previous level, and add one `{and}` or `{or}`. example_code: | ``` sword = 'lost' @@ -250,369 +196,38 @@ adventures: {print} 'This could come in very handy' sword = 'found' ``` - 15: - story_text: | - Using the `{while}` loop can make your stories more interesting. For example, you can use `{while} game == 'on'` so you can play until the game is over. - Or you can use `{while} sword == 'lost'` so the player can't continue the game until they have found something. - - ### Exercise - The example code shows you how to use the `{while}` loop in a story. Now **think of your own scenario** in which the player has to find something before they can continue. - example_code: | - ``` - keys = 'lost' - {print} 'You are standing in your garden and you have lost your keys.' - {print} 'Where do you want to look for them?' - {print} 'You can choose: tree, flowerbed, rock, postbox' - {while} keys == 'lost' - location = {ask} 'Where do you want to look?' - {if} location == 'flowerbed' - {print} 'Here they are!' - keys = 'found' - {else} - {print} 'Nope they are not at the ' location - {print} 'Now you can enter the house!' - ``` - 18: - story_text: | - We are going to print another story, but now we have to use brackets with `{print}`. - - ### Exercise 1 - Create a story of at least 5 sentences. You don't have to use 'name' just yet. - example_code: | - ``` - {print}('Welcome to this story!') - ``` - story_text_2: | - ### Exercise 2 - We have already prepared an `{input}` for you. First, use the `name` variable in your story. - Then add a second `{ask}` and use that variable as well. - Tip: Remember the commas in a `{print}` between text and variables! - example_code_2: | - ``` - naam = {input}("What's your name?") - {print}('Welcome to this story!') - ``` add_remove_command: name: '{add} {to} & {remove} {from}' - default_save_name: add_remove_command description: introducing add to and remove from levels: 3: - story_text: | - ## Add to - You can add items to the list with the `{add} {to_list}` command. To add an item to a list you can simply type: `{add} penguin {to_list} animals` or you can use the `{ask}` command like in the example code. - example_code: | - ``` - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - ``` - story_text_2: | - ## Remove from - If you can add items to a list, of course you can also take them off. This is done with the `{remove} {from}` command. - example_code_2: | - ``` - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - ``` story_text_3: | ### Exercise Try out the new commands in this virtual restaurant. Add the flavor the player is hpoing for to the list and remove the flavors they are allergic to. - example_code_3: | - ``` - {print} Mystery milkshake - flavors {is} strawberry, chocolate, vanilla - hope {is} {ask} What flavor are you hoping for? - _ - allergies {is} {ask} Are you allergic to any flavors? - _ - {print} You get a flavors {at} {random} milkshake - ``` and_or_command: - name: '{and} & {or}' - default_save_name: and or description: introducing and or - levels: - 13: - story_text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two `{if}`s but can use `{and}` and `{or}`. - - If you use `{and}`, both statements, left and right of the `{and}` need to be true. We can also use `{or}`. Then only one statement needs to be correct. - example_code: | - ``` - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - ``` ask_command: - name: '{ask}' - default_save_name: ask_command description: Introduction ask command levels: 1: - story_text: | - ## The ask command - Now that you can use the `{print}` command, you are ready to learn the next command: `{ask}`. With the `{ask}` command, you can ask a question. Check it out: - example_code: | - ``` - {print} Hello! - {ask} What is your name? - ``` story_text_2: | ## The echo command If you want the computer to repeat the answer, you can use the `{echo}` command. The answer will then be echoed back at the end of the sentence, so in this example after hello. - example_code_2: | - ``` - {print} Hello! - {ask} What is your name? - {echo} hello - ``` - story_text_3: | - ### Exercise - Try out the `{ask}` and `{echo}` commands. Firstly, fill in the blanks to make this program work. - Then ask 2 more questions using the `{ask}` command, after each `{ask}` use an `{echo}` to print the answer on the screen. - example_code_3: | - ``` - _ How are you doing? - _ - ``` 2: - story_text: | - ## The ask command - Now that we can use **variables** in our codes, we no longer need the `{echo}` command. - We can use variables to store the answers to our questions and this way we can use the answer to multiple questions in our codes. - Check it out: - - This way your code is becoming interactive! - example_code: | - ``` - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - ``` - story_text_2: | - ### Exercise - In the previous tab you have practised with setting variables with the `{is}` command. - You have created at least 3 variables and used them with a print command. - Now, instead of setting the variables we want you to make the variables interactive, like we did in our example. - - Copy your code from the previous tab and make the variables interactive by using `{ask}` commands. example_code_2: | ``` yndlingsdyr {is} {ask} Hvad er dit yndlingsdyr? {print} Jeg elsker yndlingsdyr ``` - 18: - story_text: The final change we will need to make to get Python code is changing `{ask}` into `{input}`. - example_code: | - ``` - {print}('My name is Hedy!') - name = {input}('What is your name?') - {print}('So your name is ', name) - ``` - blackjack: - name: Blackjack - default_save_name: Blackjack - description: Try to get as close to 21 as you can - levels: - 17: - story_text: | - Blackjack is a simple game of cards in which you have to get as close to 21 points as possible. You get two cards. Each card is worth their numeral value, and the face cards (Jack, Queen and King) are worth 10 points. - The Ace is worth either 1 or 11 points (you can choose). The dealer, your opponent, also gets two cards. - If you want, you can get another card, and its points will be added to your total. The dealer can also choose to take another card. - But be careful not to get more than 21 points, because if you do, you lose! - The player who gets closest to 21, without going over it, wins! - - ### Exercise - In this adventure we code the first part of our Blackjack game. We'll create a function to calculate how many points a card is worth. - - ***Set the variables*** - Start by making a list of all the cards, from 2 to Ace. Next make a list of the face cards, so Jack, Queen and King. Then pick a random card from the list of cards to be card_1. - - ***Create a function to calculate the points*** - Create a function that calculates how many points a card is worth. - All the face cards are worth 10 points, the Ace is worth 11 and all the other cards are worth their numeral. - Return the variable `points` at the end of the function. - - ***Test the function*** - Test if your function is working properly. Finish the first print command by filling in which card you've drawn. Then finish the second line by calling the function with card_1. - Run the code a couple of times. Are you happy with the results? Great! Then you can remove the testing part and move on the the next tab! - example_code: | - ``` - {print} 'BLACKJACK' - - # Set these variables - cards = _ - face_cards = _ - card_1 = - - # Create a function to calculate the points - {define} calculate_points {with} card: - {if} card {in} face_cards: - points = _ - {elif} _ - _ - {else}: - _ - _ points - - # Test your function - {print} 'Your card is a ' _ - {print} 'That is worth ' _ ' points'. - ``` blackjack_2: - name: Blackjack 2 - default_save_name: Blackjack_2 description: Blackjack del 2 - levels: - 17: - story_text: | - ### Exercise - In this adventure we code the second part of our Blackjack game. - - ***Paste your code from the previous adventure*** - In the previous adventure you've started a list of variables and created a function to calculate how many points a card is worth. Copy your code and paste it here. Mind that you don't need the testing part, so if you haven't removed that yet, please do so now. - - ***Add more variables*** - You have already set the lists `cards` and `face_cards` and the variable `card_1`. Underneath those variables create 3 more variables: `card_2`, dealer_card_1` and `dealer_card_2`. These variables are all set to a random card from the list of cards. - - ***Add up points*** - To calculate how many points you have scored we call the function with card 1 and we do it again for card 2. Then we add both these scores together to get your total. - Do the same thing for the dealers points, but be sure to use the dealer's cards and not your own! - - ***2 Aces*** - You're doing great! Almost all scores can be calculated now. There is only one exception: 2 Aces. If you get 2 Aces, your total is 12 points and not 22 (because 22 points would be losing!). This of course also goes for the dealer. - - ***Show the score*** - Lastly, you want to tell the program to tell you which cards you have drawn and how many points that is. Then show which cards the dealer has and how many points they have. - - ***Continue in the next tab*** - Great! You have finished this part of the game! Copy your code and go to the next tab to learn how to ask for an extra card and to declare a winner. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add these variables to the list of variables - card_2 = _ - dealer_card_1 = _ - dealer_card_2 = _ - - # Add up your points - your_points_1 = {call} _ {with} card_1 - your_points_2 = _ - your_total = _ - - # Add up the dealers points - dealer_points_1 = _ - _ - _ - - # 2 Aces - {if} card_1 == 'Ace' {and} _ - your_total = 12 - {if} dealer_card_1 _ - dealer_total = _ - - # Show the score - {print} 'You have drawn a ' _ ' and a ' _ '. That is ' _ ' points' - {print} 'The dealer has drawn a ' _ ' and a ' _ '. That is ' _ ' points' - ``` blackjack_3: - name: Blackjack 3 - default_save_name: Blackjack_3 description: Blackjack del 3 - levels: - 17: - story_text: | - In the previous tabs you have learned how to draw 2 random cards for yourself and for the dealer and to calculate how many points you both got. - In this adventure we add the option to ask for an extra card for both you and the dealer. - - ### Exercise - ***Paste your code from the previous adventure*** Firstly, copy your code from the previous tab and paste it here. - - ***Extra card for you*** If you want, you can get an extra card to get your total as close to 21 as possible. First ask the player if they want an extra card. - If they do, pick a random card and print what they have drawn. If the card is not an Ace, you can call the function and add the points to your total. - In case the card is an Ace, you can't use the function, because the Ace can be either 1 point or 11 points, depending on how many points you already have earned. - If your total is less than 11, you want the ace to be 11 points (because this is closest to 21). So you add 11 points to your total. - If the total is more than or equal to 11, you want the ace to be 1 point (because you don't want more than 21 points). So you add 1 point to your total. - Lastly, print your new total of points. - - ***Extra card for the dealer*** The dealer can also get an extra card. The dealer doesn't need to be asked, because they always get an extra card if their total is less than 17. - Copy the 'Extra card for you code' and paste it in the dealers section. Then change it to fit the dealer picking an extra card and getting points added to their total. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Extra card for you - hit = {ask} _ - {if} hit == 'yes': - card_3 = _ - {print} _ - {if} card_3 _ 'Ace': - your_points_3 = _ - your_total = _ - {else}: - {if} your_total _ - _ - {else}: - _ - {print} _ - - # Extra card for the dealer - {if} dealer_total < 17 - _ - ``` blackjack_4: - name: Blackjack 4 - default_save_name: Blackjack_4 description: Blackjack del 4 - levels: - 17: - story_text: | - In the last 3 adventures you have alsmost created a working blackjack game! The only thing left to do is to decide a winner! - - ### Exercise - ***Paste your code from the previous adventure*** Start by pasting the code that you've made so far into your programming field. - - ***Decide a winner*** - Firstly, if you and the dealer have an equal amount of points, it's a draw. - Secondly, if the dealer has more than 21 points and you don't, you are the winner. - Thirdly, if both you and the dealer have less than 22 points, we have to see who came closest to 21. We do that by comparing who has the highest score. Is your total higher than the dealer's total, then you are the winner. If not, the dealer wins. - Lastly, in all other scenarios (e.g. you have more than 21 points and the dealer doesn't, or you both have more than 21 points) you are the loser. - - ***Enjoy the game!*** - Does your game work properly? Amazing! You have done a great job! Enjoy your game! - If it doesn't work right away, no worries, you might have made a mistake. Just keep calm and bebug your code using the ladybug button. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Decide a winner - {if} _ - {print} 'Its a draw! Play again!' - {elif} _ - {print} 'You win!' - {elif} _ : - {if} _: - {print} _ - {else}: - {print} _ - {else}: - _ - ``` calculator: - name: Calculator - default_save_name: Calculator - description: Create a calculator levels: 6: - story_text: | - Now that you can do maths, you can make a calculator yourself! example_code: | ``` number_1 {is} {ask} 'Fill in the first number:' @@ -620,17 +235,6 @@ adventures: correct_answer = number_1 * number_2 {print} number_1 ' times ' number_2 ' is ' correct_answer ``` - story_text_2: | - ### Exercise - The calculator above will calculate the answer for you, but you can also make a program to test your own maths skills, like this: - Fill in the blanks to make it complete! - example_code_2: | - ``` - correct_answer = 11 * 27 - answer = {ask} 'How much is 11 times 27?' - {if} answer {is} _ {print} 'good job!' - {else} {print} 'Wrong! It was ' _ - ``` story_text_3: | You can also let the computer do random calculations on its own using {random}. example_code_3: | @@ -641,68 +245,7 @@ adventures: given_answer = 'What is ' number_1 ' times ' number_2 '?' {if} _ {else} _ - 9: - story_text: | - In a previous level, you've created a calculator. In this level, you can expand that code so it asks multiple questions. - - ### Exercise 1 - Can you finish line 10 to get the code to work? - - ### Exercise 2 - Give the player feedback when they enter an answer, like `{print} 'Correct!'` or `{print} 'Wrong! The correct answer is ' correct_answer`. - example_code: | - ``` - score = 0 - {repeat} 10 {times} - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct_answer = number_1 * number_2 - {print} 'What is ' number_1 ' times ' number_2 '?' - answer = {ask} 'Type your answer here...' - {print} 'Your answer is ' answer - {if} _ {is} _ - score = score + 1 - {print} 'Great job! Your score is... ' score ' out of 10!' - ``` - 10: - story_text: | - This calculator game helps you practise your tables of multiplication! - ### Exercise - Fill in the blanks. We want this program to ask the player these questions: - ``` - How much is 1 times 1? - How much is 1 times 2? - How much is 1 times 3? - How much is 2 times 1? - How much is 2 times 2? - How much is 2 times 3? - How much is 3 times 1? - How much is 3 times 2? - How much is 3 times 3? - _ - ``` - example_code: | - ``` - numbers = 1, 2, 3 - {for} _ - {for} _ - answer = {ask} _ - correct = number_1 * number_2 - {if} answer {is} correct - {print} 'Great job!' - {else} - {print} 'That is wrong. The right answer is ' correct - ``` 11: - story_text: | - With a `{for}` you can simplify tables of multiplication practise program. - - ### Exercise 1 - Improve the example code such that it prints a nice multiplication table:
"1 times 10 is 10", "2 times 10 is 20", etc. - - ### Exercise 2 - Go back to your level 10 multiplication code, and modify it so that it uses a `{for}` and `{range}`. example_code: | ``` number = 10 @@ -719,167 +262,15 @@ adventures: answer = _ {print} number1 ' plus ' number2 ' is ' answer ``` - 13: - story_text: | - ### Exercise 1 - Let's make the practice program a bit harder. The player now has to answers two questions correctly. Fill out the blanks to complete the program. - - ### Exercise 2 - Sometimes, calculations have multiple correct answers. For example, 10 can be divided by 5 and by 2. So the question 'What number divides 10?' can be answered by 2 and by 5. - Ask for a calculation that has multiple correct answers, ask the player to answer it, and determine if it is correct using `{or}`. - Empty the programming field and create your own solution. - example_code: | - ``` - answer1 = {ask} 'What is 10 times 7?' - answer2 = {ask} 'What is 6 times 7?' - {if} _ _ _ _ _ _ _ - {print} _ - ``` - 14: - story_text: | - In this adventure you will build a calculator that calculates your mean grade for you. If you get your calculator to work, you can move on to the next adventure, which allows you to add two extra features. - - ### Exercise 1 - Fill in the blanks to get the calculator to work. - * Start with the fourth line, add a question to figure out what grade the student got. - * In the fifth line you'll want to calculate the total of all grades, so the total = total + grade. - * Then we get to set the return value. We want to return the mean, so the total devided by the amount of tests (4). - * Lastly we finish the code by calling the function in line 8. - - Did you get it? Awesome! Would you like to add even more to your calculator? **This adventure continues in the next tab!** - example_code: | - ``` - {define} calculate_mean_grade - total = 0 - {for} i {in} {range} 1 {to} 4 - grade = {ask} _ - total = total + _ - {return} _ / 4 - - mean_grade = {call} _ - {print} 'Your mean grade is ' mean_grade - ``` - 15: - story_text: | - You can add the `{while}` loop to the calculator game you've learned to make in a previous level. - This makes sure the player can't continue to the next question if they answer incorrectly. - - ### Exercise - Add the `{while}` loop in the function, ask the player what number_1 times number_2 is and print their answer. - Then `{call}` the function. - example_code: | - ``` - {define} new_question - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct = number_1 * number_2 - answer = 0 - _ - _ - _ - {print} 'Well done!' - - {print} 'Give 10 correct answers to win!' - {for} i {in} {range} 1 {to} 10 - _ - {print} 'You win!' - ``` calculator_2: name: Lommeregner 2 default_save_name: Lommeregner 2 description: Lommeregner 2 - levels: - 14: - story_text: | - ### Exercise 2 - **This is the second part of this adventure.** The adventure starts in the previous tab. - Of course, you don't always want to calculate the mean of 4 tests. You might want to calculate the mean of 10 tests or only 2... - We can fix this problem by adding the argument and variable 'amount_of_tests'. - * Start a new line on line 3. Set the amount_of_tests argument by asking the student how many tests they have made. - * Change the 4 in line 4 to the new argument amount_of_tests. - * Lastly, change the 4 in line 6 to amount_of_tests - - Try out your new program. Does it work? - - ### Exercise 3 - Did you want to make your program even better? Great! In the previous program you could only calculate the mean grade of 1 subject, but it would be better if you could calculate the mean grade for all subjects you want! - We won't tell you how to do it, but we will give you one tip: Start your code in line 1 with: define calculate_mean_grade with subject. - example_code: | - ``` - # Use your own code from the previous adventure. - ``` clear_command: - name: '{clear}' - default_save_name: clear_command description: clear command - levels: - 4: - story_text: | - Time for a new command! With `{clear}` you can clear all the text form your output screen. This way you can prevent your screen getting too full of text. - Beware! If you are using a `{clear}` command, you might need to use a `{sleep}` above it. Otherwise Hedy will clear your screen without giving you the time to read as you can see in the example! - example_code: | - ``` - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'wait for it...' - {sleep} 3 - {clear} - {print} 'SURPRISE!' - ``` debugging: - name: debugging - default_save_name: debugging - description: debugging adventure levels: - 1: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will show you code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} I love programming - Do you love programming too? - {echo} - {print} What are your hobbies? - {echo} Your hobbies are - ``` - 2: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - destination {ask} Where are you going on holidays? - {print} The flight to dstination leaves at 3 pm. - {ask} Did you check in your luggage yet? - {echo} - {print} Let me print your boarding pass for you. - {sleep} - Here you go! Have a nice trip! - ``` 3: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -893,105 +284,12 @@ adventures: tomorrows_movie {is} movie_choices {at} {random} I'll go get the popcorn! {print} ``` - 4: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Welcome to the online library! - {ask} What genre of books do you like? - {print} You like genre - author {is} {ask} 'Who's your favorite author?' - {print} 'author is your favorite author' - {print} Hmmm... i think you should try... books {at} {random} - ``` - 5: + 7: story_text: |- ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} Welcome to Swimming Pool Hedy! - class {is} {ask} 'Are you here to join a class today?' - {if} class yes - {print} 'Great! You're joining a class! - {print} {else} 'You will not be joining a class' - discount {is} 'Do you have a discount code?' - {if} discount {is} yes - discount_answer {is} {ask} 'What's your discount code?' - discount_codes = Senior4231, Student8786, NewMember6709 - {if} discount_answer {is} {in} discount_cods - {print} 'That will be $3,50' - 'That will be $5,50' - {print} 'Have a nice swim!' - ``` - 6: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Vending machine' - chosen_product = {ask} 'Please select a product' - 1_dollar_products = coke orange juice water - 2_dollar_products = chocolate, cookie, museli bar - 3dollar_prodcuts = potato chips, beef jerky, banana bread - {if} chosen {is} {in} 1_dollar_products - price = 1 - {if} chosen_product {is} 2_dollar_products - price = 2 - {else} chosen_product {in} 3_dollar_products - price = 3 - amount_of_products = '{ask} How many of ' chosen_product would you like to have?' - total = price + amount_of_product - {print} 'That will be $' price 'please' - ``` - 7: - story_text: |- - ### Exercise - Surprise! This program looks more like an output than a code. And yet, we don't want you to just add `{print}` commands in front of each line. - Fix this program to turn it into the nursery rhyme 'Brother John (Frère Jaques)' by using the {repeat} command of course! - example_code: | - **Warning! This code needs to be debugged!** - ``` - Are you sleeping? - Brother John! - Morning bells are ringing! - Ding, dang, dong! - ``` - 8: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: |- - **Warning! This code needs to be debugged!** - ``` - {print} 'Welcome to Manicures and Pedicures by Hedy' - bodypart = {ask} 'Are you getting your fingernails or toenails done today? Or both?' - {if} bodyparts {is} both - {print} That will be $25' - price = 25 - {else} - {print} That will be $18' - price = 18 - color = {ask} What color would you like? - sparkles = {ask} 'Would you like some sparkles with that?' - {if} sparkles {is} yes - {print} 'We charge $3 extra for that' - price = price + 3 - {else} {print} 'No sparkles' {print} 'So no extra charge' - {sleep} 5 - {print} 'All done! That will be $' price ' please!' - {print} 'Thank you! Byebye!' - ``` - 9: - story_text: |- - ### Exercise - Debug this code. Good luck! + Surprise! This program looks more like an output than a code. And yet, we don't want you to just add `{print}` commands in front of each line. + Fix this program to turn it into the nursery rhyme 'Brother John (Frère Jaques)' by using the {repeat} command of course! + 9: example_code: | **Warning! This code needs to be debugged!** ``` @@ -1014,9 +312,6 @@ adventures: price = amount * 6 {print} 'That will be 'price dollar' please' 10: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1065,9 +360,6 @@ adventures: print month i ``` 12: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1093,9 +385,6 @@ adventures: call greet_costumer ``` 13: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1125,9 +414,6 @@ adventures: print 'No problem!' ``` 14: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1174,9 +460,6 @@ adventures: else 'no problem' 15: - story_text: |- - ### Exercise - Debug this random children's story. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1211,10 +494,6 @@ adventures: print The End ``` 16: - story_text: |- - ### Exercise - Debug this code. Good luck! - Tip: Make sure that you only see your score once in the end. example_code: | **Warning! This code needs to be debugged!** ``` @@ -1233,9 +512,6 @@ adventures: ``` 17: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1267,57 +543,12 @@ adventures: print 'Thanks for ordering!' ``` - 18: - story_text: |- - ### Exercise - Debug this Old MacDonald program from level 16. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - {for} i {in} {range} 1 {to} 3 - animal = animals[i] - sound = sounds[i] - {print} 'Old MacDonald had a farm' - {print} 'E I E I O!' - {print} 'and on that farm he had a ' animal - {print} 'E I E I O!' - {print} 'with a ' sound sound ' here' - {print} 'and a ' sound sound ' there' - {print} 'here a ' sound - {print} 'there a ' sound - {print} 'everywhere a ' sound sound - ``` default: name: Introduktion - default_save_name: intro description: Niveau forklaring levels: 1: story_text: "På niveau 1 kan do bruge kommandoerne `{print}`, `{ask}` og `{echo}`.\n Skriv din programkode i programmeringsfeltet. Eller tryk på den grønne knap i kodeeksemplet, og koden vil blive skrevet for dig!\nPrøv selv koden med den grønne 'Kør koden' knappen under programmeringsfeltet.\n\nDu kan printe tekst på skærmen ved at bruge `{print}` kommandoen. \n" - example_code: | - ``` - {print} Hello world! - ``` - 2: - story_text: | - Congratulations! You've reached level 2. Hopefully you've already made some awesome codes! - In the first level you might've notice that the `{echo}` command can only save one bit of information at a time. - For example in the restaurant adventure, you could echo what the costumer wanted to eat, or what they wanted to drink, but not both in one sentence. - - That changes in level 2. In level 2 you'll learn to work with variables, that allow you to save multiple pieces of information and print them in any place you want. - So let's go to the next tab! - example_code: | - **Warning! This code does not work!** - In Hedy commands will change sometimes. `{echo}` for example only works in level 1. In this level you'll learn a better way to echo answers back. - ``` - {print} Welcome at Hedy's - {ask} What would you like to eat? - {echo} So you want - {ask} what would you like to drink? - {echo} So you want - ``` 3: story_text: | På niveau 3 kan du lave en liste. Du kan lade computeren vælge noget tilfældigt fra listen. Det kan du gøre med `{at} {random}`. @@ -1414,10 +645,6 @@ adventures: {for} dyr {in} alle_dyr {print} 'Jeg elsker ' dyr ``` - 11: - story_text: | - You have reached level 11, you're doing great! In the higher levels, Hedy is focussing more and more on teaching you the programming language Python. - In Python there is no `{repeat}` command, but there is a command that works like {repeat}. Are you curious to find out how to say `{repeat}` in Python language? Quickly go on to find out! 12: story_text: |- **Kommatal** @@ -1561,11 +788,6 @@ adventures: ### Exercise Try to finish the sample code! **(extra)** Think of a game you know that involves a dice and program that using a `{repeat}.` - example_code: | - ``` - choices = 1, 2, 3, 4, 5, 6 - _ _ _ _ _ _ _ - ``` 10: story_text: | Is everybody taking too long throwing the dice? In this level you can let Hedy throw all the dice at once! @@ -1578,30 +800,6 @@ adventures: {print} player ' throws ' choices {at} {random} {sleep} ``` - 15: - story_text: | - ### Exercise - In this level you can create a little game in which you'll have to throw 6 as fast as possible. - We have started the code, it's up to you to get the game to work! - - Firstly, add a `{while}` loop that checks if 6 has been thrown or not. - As long as you haven't thrown 6 already, throw the dice on a random number. - Print what the player has thrown. - Add a try to the amount of tries - Wait a second before you throw again, or - in case you've thrown a 6 - before the game ends. - example_code: | - ``` - options = 1, 2, 3, 4, 5, 6 - {print} 'Throw 6 as fast as you can!' - thrown = 0 - tries = 0 - _ - _ - _ - _ - _ - {print} 'Yes! You have thrown 6 in ' tries ' tries.' - ``` dishes: name: Opvask? default_save_name: Opvask @@ -1695,14 +893,9 @@ adventures: {print} navne {at} {random} ' tager opvasken på ' day ``` elif_command: - name: '{elif}' - default_save_name: elif description: elif levels: 17: - story_text: | - In this level you can also use a new command: `{elif}`. `{elif}` is a combination of the keywords `{else}` and `{if}` and you need it when you want to make 3 (or more!) options. - Check it out! example_code: | ``` prices = ['1 million dollars', 'an apple pie', 'nothing'] @@ -1716,77 +909,10 @@ adventures: {print} 'Better luck next time..' ``` for_command: - name: '{for}' - default_save_name: for description: for command - levels: - 10: - story_text: |- - ## For - In this level we learn a new code called `{for}`. With `{for}` you can make a list and use all elements. - `{for}` creates a block, like `{repeat}` and `{if}` so all lines in the block need to start with 4 spaces. - example_code: | - ``` - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - ``` - story_text_2: | - ### Exercise - Finish this code by adding `{for} action {in} actions` to line 2. - example_code_2: | - ``` - actions = clap your hands, stomp your feet, shout Hurray! - _ - {repeat} 2 {times} - {print} 'If youre happy and you know it, ' action - {sleep} 2 - {print} 'If youre happy and you know it, and you really want to show it' - {print} 'If youre happy and you know it, ' action - {sleep} 3 - ``` - 11: - story_text: |- - In this level, we add a new form of the `{for}`. In earlier levels, we used `{for}` with a list, but we can also use `{for}` with numbers. - We do that by adding a variable name, followed by `{in}` `{range}`. We then write the number to start at, `{to}` and the number to end at. - - Try the example to see what happens! In this level again, you will need to use indentations in lines below the `{for}` statements. - example_code: | - ``` - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - ``` - 17: - story_text: | - Now we are going to change indentation a little bit. Every time that we need an indentation, we need `:` at the line before the indentation. - example_code: | - ``` - {for} i {in} {range} 1 {to} 10: - {print} i - {print} 'Ready or not, here I come!' - ``` - 18: - story_text: | - Lastly, we'll turn `{for} i {in} {range} 1 to 5` into real Python code, like this: - example_code: | - ``` - {for} i {in} {range}(1,5): - {print} (i) - ``` fortune: - name: Fortune teller - default_save_name: Fortune Teller - description: Let Hedy predict the future levels: 1: - story_text: | - Have you ever been to a carnival and had your future predicted by a fortune teller? Or have you ever played with a magic eight ball? - Then you probably know that they can't really predict your future, but it's still fun to play! - - In the upcoming levels you can learn how to create your own fortune telling machine! - In level 1 you can start off easy by letting Hedy introduce herself as a fortune teller and let her `{echo}` the players' answers. - Like this: example_code: | ``` {print} Hello, I'm Hedy the fortune teller! @@ -1800,41 +926,6 @@ adventures: Hedy now only tells you your name. Can you expand the code so that Hedy can predict more things about you? Obviously, Hedy isn't a very good fortune teller yet, as she can only repeat the answers that were given by the players! Take a look in level 2 to improve your fortune teller. - 3: - story_text: | - In the previous levels you've created your first fortune telling machine, but Hedy couldn't really predict anything, only `{echo}`. - In this level you can use a variable and the `{at} {random}` command to really let Hedy choose an answer for you. Check out this code for instance: - example_code: | - ``` - {print} I’m Hedy the fortune teller! - question {is} {ask} What do you want to know? - {print} This is what you want to know: question - answers {is} yes, no, maybe - {print} My crystal ball says... - {sleep} 2 - {print} answers {at} {random} - ``` - story_text_2: | - ### Exercise - Now, Hedy can only answer yes, no or maybe. Can you give Hedy more answer options, like 'definitely' or 'ask again'. - 4: - story_text: | - ### Exercise - We have removed all the quotation marks from this example code, can you add them in all the right places? - - ### Exercise 2 - Go back to the previous level and copy your fortune teller code. Make the code work in this level by adding quotation marks in the right spots. - example_code: | - ``` - _ Add the quotation marks to this code _ - {print} Im Hedy the fortune teller! - question {is} {ask} What do you want to know? - {print} This is your question: question - answers {is} yes, no, maybe - {print} My crystal ball says... - {sleep} 2 - {print} answers {at} {random} - ``` 5: story_text: | In this level you'll learn to (secretly) tip the odds in your favor, when using the fortune teller! @@ -1848,14 +939,6 @@ adventures: {if} person {is} Hedy {print} 'You will definitely win!🤩' {else} {print} 'Bad luck! Someone else will win!😭' ``` 6: - story_text: | - In this level you can use math in your predictions as a fortune teller. This allows you to make up (silly) formulas to calculate the future. - For example you could calculate how rich you'll get or how many kids you will have when you grow up. - - - - ### Exercise - Can you think of your own (silly) fortune telling machine? example_code: | ``` {print} 'I am Hedy the fortune teller!' @@ -1927,11 +1010,6 @@ adventures: {sleep} ``` 12: - story_text: |- - From level 12 on, you will also have to use quotation marks in lists, before and after each item. - - ### Exercise - Add two predictions to the list example_code: | ``` fortunes = 'you will slip on a banana peel', _ @@ -1946,22 +1024,6 @@ adventures: description: funktioner levels: 12: - story_text: | - In this level you'll learn how to use **functions**. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. - To create a function, use `{define}` and give the function a name. Then put all the lines you want in the function in a indented block under the `{define}` line. - Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use {call} with the function's name to call it up! We don't have to type that block of code again. - - Check out this example code of a game of Twister. The function 'turn' contains a block of code that chooses which limb should go where. - - ### Exercise - Finish this code by setting the 2 variables chosen_limb and chosen_color. - Then, choose how many times you want to call the function to give the twister spinner a spin. - - ### Exercise 2 - Improve your code by adding a variable called 'people'. Use the variable to give all the players their own command in the game. - For example: 'Ahmed, right hand on green' or 'Jessica, left foot on yellow'. example_code: | ``` sides = 'left', 'right' @@ -1979,46 +1041,7 @@ adventures: {call} turn {sleep} 2 ``` - 13: - story_text: | - Now that you've learned how to use functions, you'll learn how to use a function with an argument. - An **argument** is a variable that is used within a function. It is not used outside the function. - - For example in this code we've programmed the first verse of the song 'My Bonnie is over the ocean'. - In this example code the argument 'place' is used. Place is a variable that is only used in the function, so an argument. - To use 'place' we have placed `{with} place` after `{define} song`. - When the function is called, the computer will replace the argument 'place', with the piece of text after `{call} song {with}`. - - ### Exercise - The next verse of this song goes: - - ```not_hedy_code - Last night as I lay on my pillow - Last night as I lay on my bed - Last night as I lay on my pillow - I dreamed that my Bonnie is dead - ``` - - Can you program this verse in the same way as the example? - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - ``` 14: - story_text: | - In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. - You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - - For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - - ### Exercise - Finish this code. We have already made the variable new_price for you, you only need to set it. - You should finish the line of code by calling the function that calculates the new price. example_code: | ``` {define} calculate_new_price {with} amount, percentage @@ -2032,253 +1055,9 @@ adventures: new_price = _ calculate_new_price {with} old_price, _ {print} 'The new price is ' new_price ' dollar' ``` - 18: - story_text: | - Let's make functions the Pythons way! To define a function, we no longer use: - - `{define} name_function {with} argument_1, argument_2:` - - but we use: - - `{def} name_function(argument_1, argument_2):`. - - - If you don't want to use arguments, you just leave the space between the parantheses empty. - To call a function, we don't need the `{call}` command anymore. You just type the name of the function. - example_code: | - ``` - {def} calculate_score(answer, correct_answer): - {if} answer == correct_answer: - score = 1 - {elif} answer == '?': - score = 0 - {else}: - score = -1 - {return} score - - answer = {input} ('Where can you find the Eiffel Tower?') - correct_answer = 'Paris' - score = calculate_score(answer, correct_answer) - {print} ('Your score is... ', score) - ``` - guess_my_number: - name: Guess my number - default_save_name: guess my number - description: guess my number - levels: - 14: - story_text: | - In this level you can program the game 'Guess my number' - - ### Exercise - Fill in the correct symbols on the blanks to get the game to work. - example_code: | - ``` - {print} 'Guess my number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess _ number - {print} 'Lower!' - {if} guess _ number - {print} 'Higher!' - {if} guess _ number - {print} 'You win!' - game = 'over' - ``` - hangman: - name: Hangman - default_save_name: Hangman - description: Guess the word - levels: - 17: - story_text: | - In this adventure we program a game of hangman. First we make some preparations, then we program the game and in the third part we add a drawing with the turtle. - - ### Exercise - ***Set the variables*** In this game of hangman, Player 1 chooses an answer and Player 2 has to guess the letters in this answer. - To let the computer know all the letters in the word, we will turn the answer into a list of letters. We also do this with the guesses Player 2 makes. - We will start the game with 2 empty lists. We have made an empty list for the variable answer for you. Now make an empty list for guessed_letters as well. - Then we fill in how many mistakes were made. At the start of the game, this should be 0. - The variable `amount_letters` tells us how many letters are in the answer. Ask Player 1 to tell us how many letters their word has. - Lastly we tell the computer if the game is over. We use the variable `game_over` and set it to `False`. - - ***Choosing the answer*** We want Player 1 to be able to choose the answer. We'll ask them, as many times as necessary, what the next letter is. - Then we add that letter to the answer. Lastly, we add an empty _ to the list of guessed letters, so we get as many _s as there are letters in the answer. - - ***Player 2's turn*** - Tell Player 2 its their turn. Then tell Player 2 how many letters there are in the answer. Finally, print the list of `guessed_letters`. - - ***Go to the next tab*** Now that all the starting variables are set, we can start programming the game itself. Check out the next tab to learn how! - example_code: | - ``` - print 'Hangman!' - - # Set the variables - answer = [] - guessed_letters = _ - mistakes_made = _ - amount_letters = {ask} _ - _ = 'False' - - # Choosing the answer - {for} _ - letter = {ask} 'Player 1, what is letter ' i '?' - _ - {add} '_' {to} _ - - # Player 2 turn - print _ - print _ - print guessed_letters - ``` - hangman_2: - name: Hangman 2 - default_save_name: Hangman_2 - description: Hangman 2 - levels: - 17: - story_text: | - Now it's time to program the hangman game. - - ### Exercise - - ***Paste your code*** Copy your code from the previous tab and paste the code in the programming field. - - ***The game*** This games continues playing until Player 2 is game over. Fill in the while command accordingly. Now, Player 2 is allowed to guess a letter, so ask Player 2 to guess a letter. - We need to check if their answer is correct, so check if their `guess` is (somewhere) in the (list) `answer`. Then we let the computer figure out which of the letter(s) is the guess. We have already programmed that part for you. - Next we want to compliment the player for finding a correct letter and we want to print the list `guessed_letters`, so the player can see their progress. - - The next part we're going to program is what happens when the player has guessed all of the letters. So if their list of `guessed_letters` is the same as our list `answer`. - If the lists are the same, congratulate Player 2 with their victory and set the variable `game_over` to `True`. - - Next we'll program what happens when Player 2 guesses wrong (so the `{else}` command). First, tell the player that their guess was wrong. Then increase the `mistakes_made` variable by 1. - - For the last part we'll program what happens when Player 2 has made 10 mistakes. We'll print that Player 1 has won the game. Then we'll print the correct answer. And finally, we'll set our `game_over` variable to `True`, so the game stops. - - ***Go to the next tab*** Amazing work! Your game is playable, but wouldn't it be fun if the hangman was actually drawn when Player 2 makes a mistake..? - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - guess = _ - {if} _ - {for} i {in} {range} 1 {to} amount_letters: - if answer[i] == guess: - guessed_letters[i] = guess - {print} _ - {if} guessed_letters == _: - {print} _ - game_over = _ - {else}: - {print} _ - mistakes_made _ - {if} _ == 10: - {print} _ - {print} _ - _ - ``` - hangman_3: - name: Hangman 3 - default_save_name: Hangman_3 - description: Hangman 3 - levels: - 17: - story_text: | - In a game of hangman the mistakes are shown by drawing a part of the hangman each time a mistake has been made. - We now add those drawings with our turtle! - - ### Exercise - ***Create a function that draws the hangman*** Create a function that draws the hangman in 10 steps. We have already made step 1 for you. - - ***Test the function*** Test the function by calling the function with 10. If you are happy with the function, remove the line that calls the function for now. We will call the function when the player makes a mistake. - - ***Paste your hangman game under your function*** Go back to the previous tab and copy your hangman game. Paste the game underneath your function. - - ***Call the function when the player makes a mistake*** Under the line `mistakes_made = mistakes_made + 1` we will call the function. We want the turtle to take the same amount of steps as the player has made mistakes, so we call the function with `mistakes_made` as argument. - - ***Enjoy your game!*** -
- The hangman could look like this -
- example_code: | - ``` - # Create a function that draws the hangman - {define} draw_hangman {with} step: - {if} step == 1: - {color} white - {forward} -100 - {turn} 90 - {forward} -50 - {color} black - {forward} 100 - {forward} -50 - - {if} step == 2: - _ - # Paste your hangman game here - - ``` - harry_potter: - name: Harry Potter - default_save_name: Harry Potter - description: Harry Potter adventures - levels: - 10: - story_text: | - ### Exercise - We can also make a Harry Potter themed fortune teller. Fill in blanks such that 9 lines are printed. - **Extra** Change the theme of the fortune teller into something else, such as your favorite book, film or tv show. - example_code: | - ``` - houses = Gryffindor, Slytherin, Hufflepuff, Ravenclaw - subjects = potions, defence against the dark arts, charms, transfiguration - fears = Voldemort, spiders, failing your OWL test - names = Harry, Ron, Hermione - _ - _ {print} name ' is placed in ' houses {at} {random} - _ {print} name ' is great at ' subjects {at} {random} - _ {print} name 's greatest fear is ' fears {at} {random} - ``` haunted: - name: Haunted House - default_save_name: Haunted House - description: Escape from the haunted house levels: - 1: - story_text: | - In this adventure you are working towards making a game in which you have to escape from a haunted house by picking the correct door. - If you pick the right door you'll survive, but if not a terrible monster might... - - In level 1 we start our haunted house game by making up a scary story and ask the player what monster they'll see in the haunted house. - example_code: | - ``` - {print} How did I get here? - {print} I remember my friend telling me to go into the old mansion... - {print} and suddenly everything went black. - {print} But how did I end up on the floor...? - {print} My head hurts like Ive been hit by a baseball bat! - {print} What's that sound? - {print} Oh no! I feel like Im not alone in this house! - {print} I need to get out of here! - {print} There are 3 doors in front of me.. - {ask} Which door should i pick? - {echo} I choose door - {print} ...? - ``` - story_text_2: | - ### Exercise - Copy the example code to your input screen by clicking the yellow button. - Now finish the story by adding at least 5 lines of code. - Remember to start each line of codes with a `{print}` command. 2: - story_text: | - In this haunted house you can choose your monsters with emojis. Of course you could also use words. example_code: | ``` monster_1 {is} 👻 @@ -2290,10 +1069,6 @@ adventures: {print} Oh no! Quickly get to the kitchen. {print} But as you enter monster_3 attacks you! ``` - story_text_2: | - ### Exercise - In the example above the monsters are predetermined. So each time you run your code, the output is the same. - Can you add `{ask}` commands to make the haunted house interactive and have the players choose the monsters they come across? example_code_2: | ``` monster_1 {is} _ @@ -2310,26 +1085,7 @@ adventures: In the previous levels you've made an introduction to your haunted house game, but as you might have noticed the story would always have a dreadful end. In this level you can make your story more interactive by changing the outcome of the game; sometimes you'll get eaten, sometimes you'll escape! Let Hedy decide randomly! - example_code: | - ``` - _ Escape from the haunted house! - _ There are 3 doors in front of you... - _ _ _ Which door do you choose? - _ You picked door ... choice - monsters _ a zombie, a vampire, NOTHING YOUVE ESCAPED - _ You see... - {sleep} - _ _ _ _ - ``` 4: - story_text: | - In this level you learn how to use quotation marks in your games. - - ### Exercise - Can you make your Haunted House level 4 proof? - - ### Exercise 2 - Go back to the previous level and copy your haunted house code. Make the code work in this level by adding quotation marks in the right spots. example_code: | ``` {print} _ Escape from the haunted house! _ @@ -2341,63 +1097,12 @@ adventures: {sleep} {print} monsters {at} {random} ``` - 5: + 11: story_text: | - Up until this level the haunted house game always asked the player to choose a door, but as you might have noticed, they didn't really have to answer correctly. - If the player filled in a completely random answer, the game would still work and the player might even win (despite not picking a door). - In this level you can only win the game by picking the same door Hedy picked randomly. + In this level we've changed the repeat command and we've added a line to our haunted house that tells the player in which room they are. ### Exercise - Can you find the 4 missing words to complete the code? - example_code: | - ``` - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you...' - doors {is} 1, 2, 3 - monsters {is} werewolf, mummy, vampire, zombie - chosen_door {is} {ask} 'Which door do you choose?' - {print} 'You chose door...' chosen_door - {sleep} - correct_door {is} doors {at} {random} - _ _ _ _ {print} 'Great! Youve escaped!' - {else} {print} 'Oh no! You are being eaten by a...' monsters {at} {random} - ``` - 9: - story_text: | - In this level you can use nesting, which allows you to make the haunted house even more interactive! - - ### Exercise - Now it's very hard to win this game, can you make it easier to win? - Change your code so it only has one wrong door and two correct doors instead of one correct door and two wrong ones? - Tip: This means changing the variable correct_door into wrong_door, and switching the `{if}` and `{else}` code. - And of course you may also change the story and make it your own. Change the monsters or make it a happy game show where you get a gift! - example_code: | - ``` - {print} 'Escape from the Haunted House!' - player = alive - doors = 1, 2, 3 - monsters = zombie, vampire, giant spider - {repeat} 3 {times} - {if} player {is} alive - correct_door {is} doors {at} {random} - {print} 'There are 3 doors in front of you...' - chosen_door = {ask} 'Which door do you choose?' - {if} chosen_door {is} correct_door - {print} 'No monsters here!' - {else} - {print} 'You are eaten by a ' monsters {at} {random} - player = dead - {else} - {print} 'GAME OVER' - {if} player {is} alive - {print} 'Great! You survived!' - ``` - 11: - story_text: | - In this level we've changed the repeat command and we've added a line to our haunted house that tells the player in which room they are. - - ### Exercise - Finish the program with the correct line of code. Mind: There are 3 rooms that the player needs to survive before they win! + Finish the program with the correct line of code. Mind: There are 3 rooms that the player needs to survive before they win! example_code: | ``` {print} 'Escape from the Haunted House!' @@ -2420,188 +1125,16 @@ adventures: {if} player {is} alive {print} 'Great! You survived!' ``` - 14: - story_text: | - ### Exercise - In this level you can use the `<` and `>` symbol to introduce lives to your game. - Make sure the player loses a life when they come across the wrong monster and that the game stops if you have no lives left. - example_code: | - ``` - {print} 'Escape from the haunted house' - lives = 3 - doors = 1, 2, 3 - monsters = 'the wicked witch', 'a zombie', 'a sleeping 3 headed dog' - {for} i {in} {range} 1 {to} 10 - {if} lives _ - good_door = doors {at} {random} - monster = monsters {at} {random} - chosen_door = {ask} 'Which door do you choose?' - {if} good_door == chosen_door - {print} 'You have chosen the correct door' - {else} - {print} 'You see...' monster - {if} monster == 'a sleeping 3 headed dog' - {print} 'Pffieuw.... Its asleep' - {else} - {print} 'You lose one life' - lives = _ - {else} - {print} 'GAME OVER' - ``` - 16: - story_text: | - ### Exercise - This haunted house game uses the connection between the lists you can use in this level. - For example: all the properties that belong to the zombie are first in all the lists, witch second and vampire third. - Check out the code and fill in `weapons[i]`, `monsters[i]` , `bad_fate[i]`, `good_fate[i]`, `hint[i]` on the correct blanks to get the code to work! - example_code: | - ``` - numbers = [1, 2, 3] - i = numbers[{random}] - hint = ['growling', 'a cackling laugh', 'fluttering batwings'] - monsters = ['zombie', 'witch', 'vampire'] - bad_fate = ['Your brain is eaten', 'You are forever cursed', 'You are bitten'] - good_fate = ['You throw the ham. The zombie is distracted and starts eating it.', 'You set the curtains on fire. The witch flees out of fear for the fire', 'The vampire hates garlic and flees'] - weapons = ['ham', 'lighter', 'garlic'] - {print} 'You are standing in front of an old mansion' - {print} 'Something is not right here' - {print} 'You hear ' _ - {print} 'You are going to explore it' - {print} 'You enter the kitchen and see a lighter, a raw ham and a garlic.' - your_weapon = {ask} 'What do you bring with you?' - {print} 'With your ' your_weapon ' you enter the living room' - {print} 'There you find a ' _ - needed_weapon = _ - {if} your_weapon == needed_weapon - {print} 'You use your ' your_weapon - {print} _ - {print} 'YOU WIN!' - {else} - {print} 'You have chosen the wrong weapon...' - {print} _ - {print} 'GAME OVER' - ``` - hotel: - name: hotel - default_save_name: hotel - description: hotel - levels: - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, and you've learned how to combine it with an {ask}. - You might have wondered why you would use functions, because the functions in the example were only one line of code. - Now we will show you what a bigger function looks like and we will use multiple agruments now as well. You'll see how much better it is to use a function once the function gets bigger. - Here is an example of a function with arguments combined with {ask} commands. - example_code: | - ``` - {define} welcome_message {with} title, last_name, country, room_number - {print} 'Welcome to Hotel Hedy, ' title ' ' last_name - nice_trip {is} {ask} 'Did you have a nice trip from, ' country '?' - {if} nice_trip {is} 'yes' - {print} 'Lovely!' - {else} - {print} 'Sorry to hear that.' - {print} 'Hopefully you can take a nice rest in you room.' - {print} 'Your room number is ' room_number - - {print} 'Hello. Please fill in your information to check in.' - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - ``` - - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 if_command: - name: '{if} & {else}' - default_save_name: if_command description: Introducing the if command levels: - 5: - story_text: | - ## If... else.... - In level 5 there is something new, the `{if}`! With the `{if}` you can choose between two different options. - This code prints nice if you enter Hedy as a name, and boo! if you enter something else. - `{ask}` and `{print}` still work like they did in level 4. - example_code: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' {else} {print} 'boo!' - ``` - story_text_2: | - Sometimes code with an `{if}` gets really long and does not fit on the line well.
You may also divide the code over two lines, starting the second line at the `{else}` like this: - example_code_2: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - ``` - story_text_3: | - ### Exercise - Try to create your own code with `{if}` and `{else}`. You can use the example code if you want. - example_code_3: | - ``` - answer {is} {ask} '2 + 2 = ?' - _ _ _ 4 _ 'Great job!' - _ _ 'No 2 + 2 = 4' - ``` - 8: - story_text: | - ## If... Else... - You have learned to repeat a block of lines of code after a `{repeat}` command. - Now you can also use indentation to make blocks after a {if} or {else} command. - Check out the example code. - - ### Exercise - Add an {else} command to the example code. Make a block of line using indentation. You do this by starting each line with 4 spaces. - example_code: | - ``` - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {print} 'You can play on your computer!' - ``` 9: story_text: | In this level you can also put an {if} command inside another {if} command. - example_code: | - ``` - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - ``` in_command: - name: '{in}' - default_save_name: in_command description: Introducing the in command levels: 5: - story_text: | - ## Lists - When we want to check if something is in a list, we can now use the `{in}` command. - This code prints pretty! if you choose green or yellow, and meh otherwise. - example_code: | - ``` - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - ``` - story_text_2: | - ### Exercise - Finish the example code by filling in the blanks with commands that you've learned. - When you've finished the code, try to create a code of your own and use a question that you've thought of yourself. example_code_2: | ``` animals is dog, cow, sheep @@ -2610,62 +1143,27 @@ adventures: _ _ 'My favorite animals are dogs, cows and sheep' ``` is_command: - name: '{is}' - default_save_name: is_command description: introducing is command levels: 2: - story_text: | - ## Variables - You can name a word with `{is}`. This is called a **variable**. In this example we made a variable called name and a variable called age. You can use the word name anywhere in your code and it will be replaced by Hedy, like this: - example_code: | - ``` - name {is} Hedy - age {is} 15 - {print} name is age years old - ``` - story_text_2: | - ### Exercise - Time to make your own variables! - In the example code we made an example of the variable `favorite_animal`. In line 1 the variable is set, and in line 2 we used the variable in a `{print}` command. - Firstly, finish our example by filling in your favorite animal on the blank. Then make at least 3 of these codes yourself. Pick a variable, and set the variable with the `{is}` command. Then use it with a `{print}` command, just like we did. example_code_2: | ``` yndlingsdyr {is} _ {print} Jeg kan godt lide yndlingsdyr ``` 6: - story_text: | - We also make a change in storing a word in a variable! You may now use `=` instead of `{is}` when we store a name or a number in a variable, like this: example_code: | ``` navn = Hedy svar = 20 + 4 ``` 14: - story_text: | - We are going to learn more new items. You might know them already from mathematics, the `<` and `>`. - The `<` checks if the first number is smaller than the second, for example age `<` 12 checks if age is smaller than 12. - If you want to check if the first number is smaller or equal to the second, you can use `<=`, for example age `<=` 11. - The `>` checks if the first number is bigger than the second, for example points `>` 10 checks if points is larger than 10. - If you want to check if the first number is bigger or equal to the second, you can use `>=`, for example points `>=` 11. - You use these comparisons in an `{if}`, like this: example_code: | ``` age = {ask} 'How old are you?' {if} age > 12 {print} 'You are older than I am!' ``` - story_text_2: | - From this level on, if you want to compare exactly, you can use two equal signs. This is what most programming languages do: - example_code_2: | - ``` - name = {ask} 'What is your name?' - {if} name == 'Hedy' - {print} 'You are cool!' - ``` - story_text_3: | - You can also compare if something is *not* equal to something else using `!=` like this: example_code_3: | ``` name = {ask} 'What is your name?' @@ -2677,61 +1175,9 @@ adventures: {print} 'You are younger than me!' {else} {print} 'You are older than me!' - language: - name: Language - default_save_name: Language - description: Practice words in a foreign language - levels: - 5: - story_text: | - Make your own program to practice your vocabulary in a new language. - - ### Exercise - Make the code longer by adding at least 3 more words for the player to learn. - **Extra** Of course, you can choose to use a different language than French. You can change to code to any language you'd like to learn. - example_code: | - ``` - {print} 'Learn French!' - cat {is} {ask} '🐱' - {if} cat {is} chat {print} 'Terrific!' - {else} {print} 'No, cat is chat' - frog {is} {ask} '🐸' - {if} frog {is} grenouille {print} 'Super!' - {else} {print} 'No, frog is grenouille' - ``` - 16: - story_text: | - ### Exercise - Take a look at the example code. This is a program to practise French vocabulary. Now make your own program to practice your vocabulary in a new language. - If you don't know any other languages, you can use Google translate or you can use emojis and your native language. - example_code: | - ``` - french_words = ['bonjour', 'ordinateur', 'pomme de terre'] - translation = ['hello', 'computer', 'potato'] - score = 0 - {for} i {in} {range} 1 {to} 3 - answer = {ask} 'What does ' french_words[i] ' mean?' - correct = translation[i] - {if} answer == correct - {print} 'Correct!' - score = score + 1 - {else} - {print} 'Wrong, ' french_words[i] ' means ' translation[i] - {print} 'You gave ' score ' correct answers.' - ``` maths: - name: maths - default_save_name: maths - description: Introducing maths levels: 6: - story_text: | - In this level you learn something new: you can now also calculate. - - The plus is easy, you write it like with math: `5 + 5` for example. The minus also works fine, it is `5 - 5`. - - The times is a bit different, because there is no times symbol on your keyboard. Just search, there really isn't! - That is why we multiply with the asterisk above 8: `5 * 5`. Read that as "5 times 5" that helps you remember it best. example_code: | ``` {print} '5 plus 5 is ' 5 + 5 @@ -2739,17 +1185,6 @@ adventures: {print} '5 times 5 is ' 5 * 5 ``` 12: - story_text: |- - **Decimal numbers** - So far, Hedy did not allow for decimal numbers like 1.5, but now we do allow that. Note that computers use the `.` for decimal numbers. - example_code: | - ``` - {print} 'Two and a half plus two and a half is...' - {print} 2.5 + 2.5 - ``` - story_text_2: |- - **Maths with words** - In this level you can also do addition with words like this: example_code_2: | ``` a = 'Hello ' @@ -2758,417 +1193,8 @@ adventures: ``` {print} 2.5 + 2.5 - music: - name: music - default_save_name: music - description: Play a tune! - levels: - 1: - story_text: |- - In this level you'll learn how to use the `{play}` command to play a tune! - - Type `{play}` followed by the note you want to play. The scale goes C-D-E-F-G-A-B. - As you can see there are 7 different letters, but we can play more than just 7 notes. - Type a number between 1 and 10 behind the letter to choose the scale, for example after B4 comes C5. - C1 is the lowest note you can play, C10 is the highest. - - ### Exercise - Try out the example code and then play around with it! Can you create your own melody? - In the next level you'll learn how to play some existing songs. - example_code: |- - ``` - {play} C4 - {play} D4 - {play} E4 - {play} F4 - {play} G4 - {play} A4 - {play} B4 - {play} C5 - ``` - 2: - story_text: | - ### Exercise - Finish the songs! We have started the codes for some melodies. - example_code: | - ``` - {print} Old Mac Donald had a farm - {play} C5 - {play} C5 - {play} C5 - {play} G4 - {play} A4 - {play} A4 - {play} G4 - ``` - story_text_2: As you can see, you can also use the `{sleep}` command to add a little pause in the song. - example_code_2: | - ``` - {print} Twinkle Twinkle Little Star - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} 1 - {play} F - {play} F - ``` - 3: - story_text: | - Create a random melody! - - ### Exercise - The example code creates a random melody, but it's very short and not many notes are used. - Add more notes to the list and create a longer melody by copying the last line a couple more times. - example_code: | - ``` - notes {is} A4, B4, C4 - {play} notes {at} {random} - {play} notes {at} {random} - {play} notes {at} {random} - ``` - 4: - story_text: | - Use the `{clear}` command to create a karaoke machine! - - ### Exercise - Finish the karaoke version of 'Mary had a little lamb'. - Then, create a karaoke version of any song you'd like! - example_code: | - ``` - {print} 'Mary had a little lamb' - {play} E - {play} D - {play} C - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Little lamb, little lamb' - {play} D - {play} D - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Mary had a little lamb' - {play} E - ``` - 5: - story_text: | - You don't always have to use the `{play}` command to play a whole song, sometimes you just want to play one note. - For example, if you want to make a quiz, you can play a happy high note if the answer is right and a sad low note if the answer is wrong. - - ### Exercise - Finish the first question by adding a line of code that plays a C3 note if the wrong answer is given. - Then think of 3 more questions to add to this quiz. - example_code: | - ``` - answer {is} {ask} 'What is the capital of Zimbabwe?' - {if} answer {is} Harare {play} C6 - _ - ``` - 6: - story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\nThis calls for musical maths! Try out the example code a couple of times with different starting numbers.\nThen, see if you can compose a song using the numbers.\n" - example_code: | - ``` - number = {ask} 'Say a starting number between 1 and 67' - {print} number - {play} number - number = number + 1 - {print} number - {play} number - number = number + 1 - {print} number - {play} number - ``` - 7: - story_text: | - Using the `{repeat}` command can make your codes for melodies a lot shorter! - - ### Exercise - Finish the code for Twinkle Twinkle Little Star by using the `{repeat}`command. - Then go back to the songs you've made in the previous levels. Can you shorten those codes too? - example_code: | - ``` - {print} 'Twinkle Twinkle Little Star' - {repeat} 2 {times} {play} C4 - {repeat} 2 {times} {play} G4 - _ - ``` - 8: - story_text: | - Now that we can use the `{repeat}` command for multiple lines, we can make songs even more easily! - - ### Exercise - Finish the song of Brother John (Frère Jacques). Don't forget to use `{repeat}`! - example_code: | - ``` - {print} 'Brother John' - {repeat} 2 {times} - {play} C - {play} D - {play} E - {play} C - {repeat} 2 {times} - {play} E - {play} F - {play} G - {sleep} 1 - ``` - 9: - story_text: | - From this level on you can - among other things - use a {repeat} command inside a {repeat} command. - That makes songs like 'Happy birthday' even shorter! - - ### Exercise - Finish the song! - example_code: | - ``` - first_time = yes - {repeat} 2 {times} - {repeat} 2 {times} - {play} C - {play} D - {play} C - {if} first_time {is} yes - {play} F - {play} E - first_time {is} no - {else} - _ - ``` - 12: - story_text: | - Use functions in your songs! As you can see in the example code, you can make a function for each line of Twinkle Twinkle Little Star. Once you've programmed the first three lines, all you have to do is call the functions in the order you want them played in. - - ### Exercise - Finish the song of Twinkle Twinkle Little Star. - Then look back at all the songs you've programmed in the levels before, can you make those codes better and shorter using functions too? - example_code: | - ``` - {define} first_line - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} - - {define} second_line - {play} F - {play} F - {play} E - {play} E - {play} D - {play} D - {play} C - {sleep} - - {define} third_line - {play} G - {play} G - {play} F - {play} F - {play} E - {play} E - {play} D - {sleep} - - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - ``` - 13: - story_text: | - You can use a function with an argument for songs that have line that are almost the same, but slightly different each time. - One example is the song 'Yankee Doodle'. The first 4 notes of the first lines are the same, but each time they are followed by a different couple of notes. - - ### Exercise - Can you finish the song of Yankee Doodle? - Can you think of another song to program this way? - example_code: | - ``` - {print} 'Yankee Doodle' - {define} _ {with} note_1, note_2, note_3 - {play} C4 - {play} C4 - {play} D4 - {play} E4 - {play} _ - {play} _ - {play} _ - - {call} line_1 {with} 29, 31, 30 - {call} line_1 {with} 29, 28, 0 - {call} line_1 {with} 32, 31, 30 - - {play} C4 - {play} B3 - {play} G3 - {play} A3 - {play} B3 - {play} C4 - {play} C4 - ``` - 14: - story_text: | - You can program music for fun, but you can also use the musical notes to make something useful like a fire alarm! - - ### Exercise - Make sure the fire alarm rings when there is a fire! - example_code: | - ``` - {define} fire_alarm - {print} 'FIRE!' - note = 40 - {for} i {in} {range} 1 {to} 100 - {if} note _ 50 - note = note + 5 - {play} _ - {else} - note = 40 - - fire = {ask} 'Is there a fire?' - {if} fire _ 'yes' - {call} fire_alarm - ``` - 15: - story_text: | - **Warning** This adventure can become extremely annoying! - We can also use the {while} command to repeat a song forever. - - ### Exercise - Finish the never-ending song. - example_code: | - ``` - {define} song - {play} _ - - yes_or_no = {ask} 'Do you want to hear my never-ending song?' - {while} yes_or_no = 'yes' - {call} song - {print} '🥳' - ``` - 16: - story_text: | - Upgrade your Old MacDonald code! - - ### Exercise - Take your code from the 'Sing a Song' adventure and add musical notes to it! - You can make a function for each line in the song and call that function after the line is printed. - We defined the first line for you and called it in the code. Can you finish the whole song? - example_code: | - ``` - {define} line_1 - {for} i {in} {range} 1 {to} 3 - {play} G - {play} D - {for} i {in} {range} 1 {to} 2 - {play} E - {play} D - - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - for i in range 1 to 3 - animal = animals[i] - sound = sounds[i] - print 'Old MacDonald had a farm' - call line_1 - print 'E I E I O!' - _ - ``` - 17: - story_text: | - You can use the {elif} to create different options. - - ### Exercise - Firstly, add colons to get the code to work. - Then finish this code by adding at least 2 other songs for other moods. For example a happy song and an angry song. - example_code: | - ``` - {define} scary_song - {for} i {in} {range} 1 {to} 3 - {play} G - {play} E - {sleep} 2 - {for} i {in} {range} 1 {to} 3 - {play} F - {play} D - - mood = {ask} 'Which emotion are you feeling?' - {if} mood {is} 'fear' - {call} scary_song - {elif} _ - ``` - 18: - story_text: | - ### Exercise - Even in this last level of Hedy we can make some music! Be careful of all the syntax that is needed now. - Take a good look at how the functions are defined and called upon in the example code. - Finish the song! - example_code: | - ``` - {def} line_1(): - {for} i {in} {range}(1, 5): - {play} A - {play} D - {play} F - {play} A - - {def} line_2(): - {for} i {in} {range}(1, 5): - {play} G - {play} C - {play} E - {play} G - - {def} line_3(): - _ - - {print} ('The drunken sailor') - {print} ('What shall we do with the drunken sailor?') - line_1() - line_2() - line_3() - {print} ('Early in the morning') - ``` parrot: - name: Parrot - default_save_name: Parrot - description: Create your own online pet parrot that will copy you! levels: - 1: - story_text: | - Create your own online pet parrot that will copy you! - example_code: | - ``` - {print} Im Hedy the parrot - {ask} whats your name? - {echo} - {echo} - ``` - story_text_2: | - ### Exercise - Copy the example code to your input screen by clicking on the yellow button. - Make the parrot ask a different question. Fill in the blanks in the example! - **Extra** You can also let the parrot ask multiple questions. Type in some more lines of code beneath your own code. - example_code_2: | - ``` - {print} Im Hedy the parrot - {ask} _ - {echo} - {echo} 2: story_text: | Create your own online pet parrot that will copy you! @@ -3199,121 +1225,14 @@ adventures: {print} 🧒 Say new_word, Hedy! {print} 🦜 words {at} {random} ``` - 4: - story_text: | - In this level we have to use quotation marks with the commands `{ask}` and `{print}`. - ### Exercise - Complete the code by filling in quotation marks on the blanks. - example_code: | - ``` - words {is} squawk, Hedy - {print} _ Train your parrot! _ - new_word {is} {ask} _ Which word do you want to teach them? _ - {add} new_word {to_list} words - {print} _ 🧒 Say _ new_word _, Hedy!_ - {print} _ 🦜 _ words {at} {random} - ``` - 5: - story_text: | - Reward your parrot if it says the correct word! - - ### Exercise - Finish the code by filling in the 4 missing commands. - example_code: | - ``` - words {is} squawk, Hedy - {print} 'Train your parrot!' - new_word {is} {ask} 'Which word do you want to teach them?' - {add} new_word {to_list} words - said_word {is} words {at} {random} - {print} '🧒 Say ' new_word ', Hedy!' - {print} '🦜 ' said_word - _ said_word {is} new_word _ '🧒 Great job, Hedy! 🍪' - _ _ '🧒 No, Hedy! Say ' new_word - ``` piggybank: - name: Piggy Bank - default_save_name: Piggy Bank - description: Count your pocketmoney! levels: 12: story_text: | In this adventure you learn how to make a digital piggy bank. Finish the code to calculate how much money you have and how long you need to save up to buy what you want! - example_code: | - ``` - {print} 'The digital piggy bank' - wish = {ask} 'What would you like to buy?' - price = {ask} 'How much does that cost?' - saved = {ask} 'How much money have you saved already?' - allowance = {ask} 'How much pocket money do you get per week?' - to_save = price - saved - weeks = to_save / allowance - {print} 'You can buy a ' _ ' in ' _ ' weeks.' - ``` - 14: - story_text: | - ### Exercise - In this level you can let Hedy tell you if you have saved up enough money! - Finish this code by filling in the blanks! - example_code: | - ``` - _ calculate_budget {with} wish, money, allowance - to_save = wish - money - weeks = to_save / allowance - {if} wish _ money - {print} 'You need to save up some more!' - {print} 'Youll need ' weeks ' more weeks.' - {else} - {print} 'Great! You have enough' - {print} 'Lets go shopping!' - - money = {ask} 'How much money have you saved?' - wish = {ask} 'How much money do you need?' - allowance = {ask} 'How much pocket money do you get each week?' - - {call} _ - ``` pressit: - name: Key presses - default_save_name: Pressed - description: Try linking a keyboard key to a command! levels: - 5: - story_text: | - In this level there is another new keyword: `{pressed}`! - With `{pressed}` you can use keys on your keyboard to control what lines are used. - - ### Exercise - Look at the example and add one more line of code that reacts to a key press. - example_code: | - ``` - {print} 'Do you want a good (g) or bad (b) ending?' - {if} g {is} {pressed} {print} 'They lived happily ever after ❤' - {else} {print} 'The prince was eaten by a hippopotamus 😭' - ``` - story_text_2: | - You can also link turtle commands to keys. - - ### Exercise - Copy the lines a few times so you can create a larger drawing. - example_code_2: | - ``` - {if} y {is} {pressed} {forward} 15 - {else} {turn} 90 - ``` - 7: - story_text: | - Now that you have learned about `{repeat}`, we can press keys multiple times. - You can use it to make the turtle walk forward and turn. - - ### Exercise - The code you have seen in level 5 only checks the key once. Copy the example code and add a `{repeat}` to it, so that you can press the keys many times. - Use this code to draw something nice. - example_code: | - ``` - {if} x {is} {pressed} {forward} 15 {else} {turn} 90 - ``` 9: story_text: | Now that you know how to combine statements, you can create a touch type tool with `{pressed}`. @@ -3321,54 +1240,10 @@ adventures: ### Exercise Finish the code. Each time a random letter should be chosen, which you have to press. You get a point for a correct press, and and two points deduction for a wrong press. **(extra)** Clear the screen after each letter, and show the user how many points they have scored. - example_code: | - ``` - points = 0 - letters = a, b, c, d, e - {repeat} 10 {times} - letter = _ _ _ - {print} 'Press the letter ' letter - {if} letter {is} {pressed} - _ - _ - _ - ``` print_command: - name: '{print}' default_save_name: skriv - description: Introduction print command levels: - 1: - story_text: | - ## The print command - You can print text to the screen using the `{print}` command. - example_code: | - ``` - {print} Hi there, programmer! - {print} Welcome to Hedy! - ``` - story_text_2: | - ### Exercise - In Hedy you will find exercises in every adventure. An exercise allows you to practise the new commands and concepts, and lets you give your own twist to the example codes. - In this exercise you will see a pink blank space. You have to fill something in the place of the blank space before the code can be run. - - Fill in the `{print}` command in the blank space and then add five more lines of code. Each line has to start with a `{print}` command. - Have fun! - example_code_2: | - ``` - _ Hello! - ``` 18: - story_text: |- - We arrived at real Python code! That means we need to use parentheses with `{print}` and `{range}` from now on. - It also means you can use Hedy code from this level in any Python environment as long as you use the English commands. If you haven't until now, you can switch the toggle in the commands menu to do so. - example_code: | - ``` - {print}('Hello!') - {for} i {in} {range}(1, 10): - {print}('This is line ', i) - ``` - story_text_2: If you want to print more than one item, you need to separate them by commas. example_code_2: | ``` temperature = 25 @@ -3376,159 +1251,7 @@ adventures: ``` {print}('My name is ', name) - quizmaster: - name: Quizmaster - default_save_name: Quizmaster - description: Make your own quiz! - levels: - 14: - story_text: | - ### Exercise - In this adventure you can make your own quiz! Fill in the blanks, add more questions and enjoy your own quiz! - You can make a quiz about anything you like: your hobby, your favorite animal, your favorite book or anything at all! - example_code: | - ``` - {print} 'Make your own quiz' - points_a = 0 - points_b = 0 - {print} 'Question' - {print} 'Answer option A' - {print} 'Answer option B' - answer = {ask} 'Which answer?' - {if} answer == 'A' - points_a = points_a + 1 - {if} answer == 'B' - points_b = points_b + 1 - {print} 'End of the quiz!' - {print} 'Lets see the results!' - {if} points_a > points_b - {print} 'You belong to the A club' - {if} points_b > points_a - {print} 'You belong to the B club' - ``` - quotation_marks: - name: '''quotation marks''' - default_save_name: quotation_marks - description: Introduction quotation marks - levels: - 4: - story_text: | - ## 'Quotation marks' - In level 4 `{ask}` and `{print}` have changed. - You must put text that you want to print between quotation marks. - This is useful, because now you can print all the words you want. Also the words you used to store something with `{is}`. - Most programming languages also use quotation marks when printing, so we are also getting a step closer to real programming! - example_code: | - ``` - {print} 'You need to use quotation marks from now on!' - answer {is} {ask} 'What do we need to use from now on?' - {print} 'We need to use ' answer - ``` - story_text_2: | - ## Contractions - Important! Mind that now that we're using quotation marks, Hedy will get confused when you use the apostrophe for contractions like I'm or What's. - Make sure to remove those apostrophes and change the spelling to I am or What is. - Check out the example code to see the wrong way of using apostrophes. - example_code_2: | - ``` - _ This is the wrong way of using apostrophes _ - {print} 'I'm babysitting my sister's kids' - {print} 'What's more fun than that?' - ``` - 12: - story_text: | - **All texts need to be in quotation marks** - For this level on you will also have to use quotation marks when storing a text with `=`: - example_code: | - ``` - name = 'Hedy the Robot' - {print} 'Hello ' name - ``` - story_text_2: | - **All items in lists need quotation marks too** - Lists are texts, so they need quotation marks too. Mind that each single item on the list has quotation marks. - This allows you to save two words as 1 item on the list, for example 'Black Widow'. - example_code_2: | - ``` - superheroes = 'Spiderman', 'Batman', 'Black Widow' - {print} superheroes {at} {random} - ``` - story_text_3: | - **All text after `{if}` comparisons need quotation marks too** - example_code_3: | - ``` - name = {ask} 'What is your name?' - {if} name = 'Hedy the Robot' - {print} 'Hi there!' - ``` - story_text_4: | - **Numbers don't need quotation marks** - For numbers, you do not use quotation marks in the `=`: - example_code_4: | - ``` - score = 25 - {print} 'You got ' score - ``` - random_command: - name: '{random}' - default_save_name: random_command - description: introducing at random command - levels: - 3: - story_text: | - ## At random - In this level you can make a list using the `{is}` command. You can let the computer choose a random item from that list. You do that with `{at} {random}`. - example_code: | - ``` - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - ``` - story_text_2: | - You can use the `{at} {random}` command in a sentence as well. - example_code_2: | - ``` - food {is} sandwich, slice of pizza, salad, burrito - {print} I am going to have a food {at} {random} for lunch. - ``` - story_text_3: | - ### Exercise - Try out the `{at} {random}` command by making your own gameshow (like the ones on tv) where you choose a door or suitcase and it contains a big price! - Can you do it? We have already put the first lines into the example code. - example_code_3: | - ``` - {print} The big gameshow! - {print} There are 3 suitcases in front of you... - chosen {is} {ask} Which suitcase do you choose? - prices {is} _ - _ - ``` - 16: - story_text: |- - We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. - We use square brackets to point out a place in a list. For example: `friends[1]` is the first name on the list of friends, as you can see in the first part of the example code. - The second part of the example code shows you that we can also match 2 lists using the variable i. - example_code: | - ``` - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - ``` - story_text_2: |- - Now that you've learned to use the brackets in lists, you can also start using the {at} {random} command in the Python way! - You simply type the name of your list with `[random]` behind it! - example_code_2: |- - ``` - fruit = ['apple', 'banana', 'cherry'] - {print} fruit[random] - ``` repeat_command: - name: '{repeat}' - default_save_name: repeat_command description: repeat command levels: 7: @@ -3538,23 +1261,6 @@ adventures: ### Exercise Play around with the repeat command. Can you make the happy birthday song in only 3 lines of code instead of 4 now? - example_code: | - ``` - {repeat} 3 {times} {print} 'Hedy is fun!' - ``` - 8: - story_text: | - ### Repeat commands and indentation - In this level you can repeat multiple lines of code with only 1 repeat command. - You do this by making a block of lines that you want to repeat. - The lines in this block will need **indentation** . - That means putting four spaces at the beginning of each line. You will also have to indent when you just want to create a block of one line. - example_code: | - ``` - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This is all repeated 5 times' - ``` 9: story_text: | Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... @@ -3570,99 +1276,15 @@ adventures: {else} {print} 'Maybe you should practice some more in the previous level' repeat_command_2: - name: '{repeat} 2' - default_save_name: repeat_command_2 description: repeat command 2 levels: 7: - story_text: | - ## Repeat with other commands and with variables - You have practiced the `{repeat}` command in combination with the `{print}` command now, but did you know you could also use other commands with `{repeat}` ? - In this example code you can see that `{repeat}` can also be used with an `{ask}`, `{if}` or `{else}` command. - example_code: | - ``` - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - ``` story_text_2: | Another interesting thing you can so with the `{repeat}` command is using variables to set the amount of times something should be repeated. In the example code you can see that we first ask the person how old they are. Then, in line 3, the question is repeated 'age' times. So we have used the variable 'age' with the `{repeat}` command. - example_code_2: | - ``` - {print} 'Yay! It is your birthday!' - age = {ask} 'How old are you now?' - {repeat} age {times} {print} 'Hip Hip Hurray!' - ``` - 8: - story_text: | - ### In the block or not? - In this level you have to think carefully which lines of code should be in the block and which shouldn't. - For example: If you want to sing the song *the muffin man*. You only want the line with 'the muffin man' to be repeated twice. - This means the last line shouldn't start with indentation as it doesn't belong to the block. - If you do start the last line with indentation the song will turn out wrong. - - ### Exercise - Each line in the example code starts with a blank. Remove the blanks and try to figure out which line need indentation and which don't to make the muffin man song. - example_code: | - ``` - _ {print} 'Do you know the muffin man?' - _ {repeat} 2 {times} - _ {print} 'The muffin man' - _ {print} 'Do you know the muffin man, who lives on Drury Lane?' - ``` restaurant: - name: Restaurant - default_save_name: Restaurant - description: Create your own virtual restaurant levels: - 1: - story_text: | - In level 1 you can make your own virtual restaurant and take your guests' orders. - story_text_2: | - ### Exercise - Copy the example code into your input screen by clicking the yellow button. - Firstly, fill in the correct command on the blanks to make to code work properly. - Then add at least 4 more lines of code to the restaurant program. - Ask the costumer what they would like to drink and ask if they want to pay with cash or card. - Lastly, think of a nice way to say goodbye to your costumer. - example_code_2: | - ``` - {print} Welcome to Hedy's restaurant 🍟 - _ What would you like to order? - {echo} So you would like to order - {print} Thank you for your order! - {print} It's on its way! - ``` - 2: - story_text: | - In level 2 you could expand your restaurant by using variables. In level 1 Hedy could only `{echo}` the order once and only remember the last thing that was ordered. - Now you can use variables and Hedy can remember both the food and the toppings! - example_code: | - ``` - {print} Welcome to Hedy's restaurant! - {print} Today we're serving pizza or lasagna. - food {is} {ask} What would you like to eat? - {print} Great choice! The food is my favorite! - topping {is} {ask} Would you like meat or veggies on that? - {print} food with topping is on its way! - ``` - story_text_2: | - ### Exercise - Copy your own restaurant code from to previous level to the input screen below. - Fix the code by replacing the `{ask}` and `{echo}` commands and using variables, like you've learned in this level. - - Now that your code is working again, it's time to add something more. - Look at the last line of the example code: `{print} food with topping is on its way!` - In this single line 2 variables have been used to create a summary of the order. - Now add your own summary of the food and drinks ordered by the customer. - - **Extra** Now that you've learned how to use variables, you can use as many variables in one line as you'd like. Can you add more variables to your code, like eat in or take-away, cash or card, with or without a straw etc.? 3: - story_text: | - Having trouble to decide what you wanna have for dinner? You can let Hedy choose for you! - Simply add lists of your favorite (or least favorite) meals and Hedy can randomly choose your dinner. - You can also have a bit of fun, by letting Hedy choose the price for your dinner as well! What will you get? example_code: | ``` {print} Welcome to Hedy's Random Restaurant! @@ -3679,11 +1301,6 @@ adventures: {print} That will be: prices {at} {random} {print} Thank you and enjoy your meal! ``` - story_text_2: | - ### Exercise - Now make your own version of the random restaurant. - Make a list of starts, mains, desserts, drinks and prices yourself. - Then use `{print}` and `{at} {random}` commands to tell the costumer what will be on their menu tonight. example_code_2: | ``` {print} Mystery milkshake @@ -3696,19 +1313,6 @@ adventures: story_text: | ### Exercise Add the quotation marks to this code to make it work! Be careful: variables should not be in quotation marks. - example_code: | - ``` - _ Add the quotation marks to this code _ - {print} Welcome to Restaurant Chez Hedy! - {print} Today we are serving pizza or lasagna. - food {is} {ask} What would you like to eat? - {print} Great choice! The food is my favorite! - topping {is} {ask} Would you like meat or veggies on that? - {print} food with topping is on its way! - drinks {is} {ask} What would you like to drink with that? - {print} Thank you for your order. - {print} Your food and drinks will be right there! - ``` 5: story_text: | In this level the `{if}` command allows you to `{ask}` your customers questions and give different responses to the answers. @@ -3732,21 +1336,6 @@ adventures: 6: story_text: | In this level you can use maths to calculate the total price of your customer's order, which can make your virtual restaurant more realistic. - example_code: | - You can make a simple restaurant code, like this: - ``` - {print} 'Welcome to Restaurant Chez Hedy' - {print} 'Here is our menu:' - {print} 'Our main courses are pizza, lasagne, or spaghetti' - main = {ask} 'Which main course would you like?' - price = 0 - {if} main {is} pizza price = 10 - {if} main {is} lasagne price = 12 - {if} main {is} spaghetti price = 8 - {print} 'You have ordered ' main - {print} 'That will be ' price ' dollars, please' - {print} 'Thank you, enjoy your meal!' - ``` 7: story_text: | In this level you've learned how to use the `{repeat}` command to repeat a line of code a certain amount of times. @@ -3760,24 +1349,6 @@ adventures: {print} 'Welcome to Hedys restaurant!' people = {ask} 'How many people are joining us today?' ``` - 8: - story_text: | - In this level you can make your virtual restaurant more elaborate by repeating multiple lines of code. Like this: - - ### Exercise - This code can be expanded with more items on the menu, for example offering drinks, and/or multiple courses or desserts. Add at least one more item. - **Extra** Add even more items, as many options as you like! - example_code: | - ``` - {print} 'Welcome to Restaurant Chez Hedy!' - people = {ask} 'How many people will be joining us today?' - {print} 'Great!' - {repeat} people {times} - food = {ask} 'What would you like to order?' - {print} food - {print} 'Thank you for ordering!' - {print} 'Enjoy your meal!' - ``` 9: story_text: | In this level you can use nesting to make your restaurant more realistic and more fun! @@ -3811,11 +1382,6 @@ adventures: {print} 'Enjoy your meal!' ``` 10: - story_text: | - In this level you'll learn how to easily ask orders for different courses. - - ### Exercise 1 - Finish the code with an `{ask}` on the blanks such that the customer is asked what they want to eat for each course. example_code: | ``` courses = appetizer, main course, dessert @@ -3823,11 +1389,6 @@ adventures: food = {ask} 'What would you like to eat as your ' course '?' {print} food ' will be your ' course ``` - story_text_2: | - ### Exercise - Of course, you could also order for multiple people! - Can you add the correct amount of indentation before each line to make the code work properly? - Tip: some lines don't need any indentation at all. example_code_2: | ``` _ courses = appetizer, main course, dessert @@ -3881,16 +1442,6 @@ adventures: {print} 'That will be ' price ' dollar, please' ``` 13: - story_text: | - In this level you will learn new commands to extend your code even further. - - ### Exercise 1 - Place a `{and}` and a `{or}` in the logical place in the program. - - ### Exercise 2 - Expand your restaurant with at least one more `{and}` and one `{or}`. - For example, create a special discount coupon that only applies to pizza, or give your customer a free drink - with fries and pancakes. Or something completely different of course! example_code: | ``` price = 10 @@ -3901,65 +1452,16 @@ adventures: price = price - 3 {print} 'That will be ' price ' dollars' ``` - 15: - story_text: | - With the `{while}` you can make sure your costumers can keep adding orders until they are done. - - ### Exercise - Correctly add the `{while}` command to this code. - example_code: | - ``` - {print} 'Welcome at McHedy' - more = 'yes' - _ - order = {ask} 'What would you like to order?' - {print} order - more = {ask} 'Would you like to order anything else?' - {print} 'Thank you!' - ``` rock: - name: Rock, paper, scissors default_save_name: Rock - description: Make your own rock, paper, scissors game levels: - 1: - story_text: | - In level 1 you can start with a rock, paper, scissors game. - - With `{ask}` you can make a choice, and with `{echo}` you can repeat that choice. - example_code: | - ``` - {print} what do you choose? - {ask} choose from rock, paper or scissors - {echo} so your choice was: - ``` - story_text_2: | - ### Exercise - Instead of using words, you could also use emojis: ✊✋✌ - Can you create a code using emojis? - example_code_2: | - ``` - {print} what do you choose? - {ask} choose from _ - {echo} so your choice was: - ``` 2: - story_text: | - In this level you can practise using the variables, so that you can make the rock, paper, scissors game in the next level! - ### Exercise - Finish the code by filling in the **variable** on the blank. - This game is not very interactive, but no worries! In the next tab you'll learn how to use variables with the `{ask}` command to make your game interactive! example_code: | ``` _ {is} {ask} rock, paper, or scissors? {print} I choose _ ``` 3: - story_text: | - You can use the `{at} {random}` command to let the computer pick rock, paper or scissors! - - ### Exercise - Finish the code by using the `{at} {random}` command. example_code: | ``` choices {is} rock, paper, scissors @@ -3975,16 +1477,6 @@ adventures: {print} player 1 chooses... choices {at} {random} {print} player 2 _ ``` - 4: - story_text: | - In this level we can further program rock, paper, scissors. But if you want to add text, you have to use quotation marks here too. - ### Exercise - Fill in quotation marks on the blanks. Mind that the variable `choices` should be outside the quotes. - example_code: | - ``` - choices {is} rock, paper, scissors - {print} _The computer chooses..._ choices {at} {random} - ``` 5: story_text: | In this level we can determine who won. @@ -4007,22 +1499,6 @@ adventures: 9: story_text: | In this level you can program the whole rock, paper, scissors game by nesting the `{if}` commands. Can you finish the code? - example_code: | - ``` - choices = rock, paper, scissors - your_choice {is} {ask} 'What do you choose?' - {print} 'You choose ' your_choice - computer_choice {is} choices {at} {random} - {print} 'The computer chooses ' computer_choice - {if} computer_choice {is} your_choice - {print} 'Tie' - {if} computer_choice {is} rock - {if} your_choice {is} paper - {print} 'You win!' - {if} your_choice {is} scissors - {print} 'You lose!' - # finish this code - ``` 10: story_text: | Feeling too lazy to play the game yourself? Let Hedy play it for you! @@ -4034,53 +1510,7 @@ adventures: {for} player {in} players {print} player ' chooses ' choices {at} {random} ``` - 13: - story_text: | - With the `{and}` command you can shorten your rock, paper, scissors code! Check out the example code. - - ### Exercise - Finish the code such that a winner is always decided on. Run your code a few times to verify there is always a winner printed. - example_code: | - ``` - options = 'rock', 'paper', 'scissors' - your_choice = {ask} 'What do you choose?' - computer_choice = options {at} {random} - {print} 'You choose ' your_choice - {print} 'The computer chooses ' computer_choice - {if} computer_choice {is} your_choice - {print} 'Tie' - {if} computer_choice {is} 'rock' {and} your_choice {is} 'paper' - {print} 'You win!' - {if} computer_choice {is} 'rock' {and} your_choice {is} 'scissors' - {print} 'The computer wins!' - _ - ``` - 15: - story_text: | - ### Exercise - Play until you beat the computer! But first, finish the example code... - example_code: | - ``` - won = 'no' - options = 'rock', 'paper', 'scissors' - {while} won == 'no' - your_choice = {ask} 'What do you choose?' - computer_choice = options {at} {random} - {print} 'you chose ' your_choice - {print} 'the computer chose ' computer_choice - {if} computer_choice == your_choice - {print} 'Tie!' - {if} computer_choice == 'rock' {and} your_choice == 'scissors' - {print} 'You lose!' - {if} computer_choice == 'rock' {and} your_choice == 'paper' - {print} 'You win!' - won = 'yes' - _ - ``` rock_2: - name: Rock, paper, scissors 2 - default_save_name: rock_2 - description: Part 2 of rock, paper, scissors levels: 2: story_text: | @@ -4094,20 +1524,8 @@ adventures: {print} I choose choice ``` secret: - name: SuperSpy - default_save_name: SuperSpy - description: Make your own spy code levels: 12: - story_text: | - In this adventure you can create your own super spy code. Encode a message that only the right agent can decipher. - If the enemy tries to crack the code, they will get some false info to waste their time. - - ### Exercise 1 - Make your own secret code for your superspy and return both parts only to the real spy. - - ### Exercise 2 - Add a third component to the code, like a piece of clothing or an object. example_code: | ``` name = {ask} 'What is your name?' @@ -4125,523 +1543,56 @@ adventures: 13: story_text: | Can you fill in the right command on the blank? Mind: The superspy has to answer BOTH questions correctly, before they get the confidential information! - example_code: | - ``` - name = {ask} 'What is your name?' - password = {ask} 'What is your password?' - {if} name {is} 'Agent007' _ password {is} 'TOPSECRET' - {print} 'Go to the airport at 02.00' - {else} - {print} 'Go to the trainstation at 10.00' - ``` - simon: - name: Simon Says - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - Let's make a game of Simon Says! Simon Says is a memory game in which the player will be given a color. They have to repeat that color back. - If they get it right a color is added to the sequence, so they now have to remember 2 colors, then 3, then 4 etc. the game stops as soon as the player makes a mistake. - - ### Exercise - In this first part of the Simon Says adventure, we'll let the computer pick a random color and add it to a list. - - ***Make 2 lists*** First, make a list called `colors` and fill it with the colors red, yellow, green and blue. - Then make a list called `simon_sequence`. This list will be used as the answer. - At the start of the game this lists need to be empty. unfortunately, we can't create an empty list (yet), so we'll fill it with the words 'empty' and 'list' and we'll remove them from the list immediately. - - ***Create a function that adds a color to the sequence*** Now that we have an empty list called simon_sequence, we can start filling it with random colors. - We do that with a function, so we can call it everytime there's a new level in our game. Create a function called `add_random_color`. - Then create the variable random_color and set it to a random color. Next, add this random color to the simon_sequence. - - ***Create a function that shows the simon_sequence*** Start by naming the new function `show_simon_sequence` with `level` as an argument. Now we want to show as many colors as the level we are in (in level 1 you see 1 color, in level 2 you see 2 colors etc). - So we repeat `level` times, to print the `simon_sequence[i]`. Each time a color is shown, wait for 1 second and then clear the screen. - - ***Test your program*** Before you go to the next level, test if the functions are working by calling both of the functions. If they're working you should see a random color in your output screen. - Remove this testing part of your code, copy the code and continue to the next tab to learn more about the simon says game! - example_code: | - ``` - # Make 2 lists - colors = _ - _ = ['empty', 'list'] - {remove} _ {from} simon_sequence - {remove} _ - - # Create a function that adds a color - _ add_random_color - _ - {add} _ - - # Create a function that shows the simon_sequence - {define} _ - {for} i {in} {range} 1 {to} _ - {print} _ - _ - _ - - # Test your program - {call} _ - {call} show_simon_sequence {with} 1 - ``` - simon_2: - name: Simon Says 2 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - We'll continue with our Simon Says game! - - ### Exercise - ***Paste your code here*** Paste your code from the previous level here. Don't forget to remove the part that was just used for testing the functions. - - ***Create a function that creates the player_sequence*** The list `player_sequence` is used to capture the answers of the player. First we define the function with the argument level. - Next, we ask level times what the color is that they choose. We call that variable `answer`. Then we add the variable `answer` to the list player_sequence. - - ***Setting up the game*** Before we program the game in the next tab, we'll need some starting variables. First, we'll set the variable `level` to 1 and the variable `game_over` to False. - Then we make an introduction for the game. We'll print 'Welcome to Simon Says!' and clear the screen after 1 second. - - ***Continue to the next tab to finish the game!**** Don't forget to copy your code and take it with you to the next tab. - example_code: | - ``` - # Paste your code here - - - # Create a function that creates the player_sequence - {define} _ - {for} _ - _ 'What is color number ' i '?' - {add} answer {to} _ - - # Set up - level = _ - game_over = _ - {print} _ - _ 1 - _ - ``` - simon_3: - name: Simon Says 3 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - In this tab we'll program the game of Simon Says! - - ### Exercise - ***Paste your code*** Copy your code from the previous tab and paste it here. - - ***Program the game*** We start by making sure the game goes on while the game isn't over. Then we print what level the player is on, we use the variable level for that. We only show that for 1 second and then we clear the screen again. - Now, we have to create the empty list player_sequence. We've already programmed how to fill the list, with our function `player_sequence`, but we never made the list itself. To create the list we use the same trick as we did in the previous tab. - We'll make a list with the words 'empty' and 'list' on it, and then we remove both these words. Next, we'll call all of the 3 functions that we've created. - Lastly, we'll have to check if the player gave the correct answers (so if the player_sequence and the simon_sequence are the same). - If that's the case, we'll compliment the player. Wait for 1 second and increase the level with 1. - Did the player give the wrong answer, we'll tell them and end the game by setting game_over to 'True' - - ***Enjoy your game!*** Great job! Does your game not work? Use the ladybug button to debug your code! - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - {print} _ - _ - _ - _ = ['empty', 'list'] - {remove} _ - {remove} _ - {call} _ - {call} _ {with} _ - {call} _ {with} _ - {if} player_sequence == _ - _ - _ - _ - {else} - _ - game_over = _ - ``` sleep_command: - name: '{sleep}' - default_save_name: sleep_command description: introducing sleep command levels: 2: story_text: | ## The sleep command Another new command in this level is `{sleep}`, which pauses your program for a second. If you type a number behind the {sleep} command, the program pauses for that amount of seconds. - example_code: | - ``` - {print} My favorite colour is... - {sleep} 2 - {print} green! - ``` songs: - name: Sing a song! - default_save_name: Song - description: Print a song levels: - 6: - story_text: | - Songs often contain a lot of repetition. Sometimes the repetition is also based on counting. - For example, in the well-known song 'Bottles of beer'. You can program that song with a little math. - - Tip: Use the read aloud function to let Hedy sing the song to you! - - ### Exercise - You can now repeat lines 2 to 7 as many times as you want by copying the lines. - example_code: | - ``` - verse = 99 - {print} verse ' bottles of beer on the wall' - {print} verse ' bottles of beer' - {print} 'Take one down, pass it around' - verse = verse - 1 - {print} verse ' bottles of beer on the wall' - {sleep} - ``` - story_text_2: | - This children's song counts down from 5 little monkeys to 1 monkey. - If you copy line 2 - 7 and paste it under the the code, you can sing the whole song! - example_code_2: | - ``` - number = 6 - number = number - 1 - {print} number ' little monkeys jumping on the bed' - {print} 'One fell off and bumped his head' - {print} 'Mama called the doctor and the doctor said' - {print} 'NO MORE MONKEYS JUMPING ON THE BED!' - {sleep} - ``` - 7: - story_text: | - Songs often contain a lot of repetition. For example... Baby Shark! If you sing it, you keep singing the same thing: - - Baby Shark tututudutudu
- Baby Shark tututudutudu
- Baby Shark tututudutudu
- Baby Shark - - ### Exercise - You can print the song Baby Shark with a `{repeat}`? Finish the code by replacing the blanks? - **Extra** After Baby Shark you can of course also program other songs. There are many songs with repetition! - Can you think of one more song and print it? - example_code: | - ``` - {repeat} _ _ {print} 'Baby Shark tututudutudu' - {print} 'Baby Shark' - ``` 8: - story_text: | - In a previous level you've programmed the song 'Bottles of beer'. But without the `{repeat}` command, you had to copy the verses many times. - In this level you can repeat the song 99 times, just by adding one simple line! - - ### Exercise - Add the right command on the blanks and indent the code correctly. example_code: | ``` verse = 99 _ _ _ {print} verse ' bottles of beer on the wall' {print} verse ' bottles of beer' - {print} 'Take one down, pass it around' - verse = verse - 1 - {print} verse ' bottles of beer on the wall' - ``` - 10: - story_text: | - With `{for}` you can print make the whole baby shark song (including all the other sharks in the family) in only 6 lines! - - ### Exercise 1 - Can you make the baby shark code even shorter by using a `{for}` command? Finish the example code. - example_code: | - ``` - family = baby, mammy, daddy, grandma, grandpa - _ _ _ _ - {print} _ - ``` - story_text_2: | - ### Exercise 2 - Print the song Five little moneys jumping on the bed. Look up the text if you don't remember. - - **(extra)** Print the song Old MacDonald had a farm, and make sure all animals make a different sound, using an `{if}`. - example_code_2: | - ``` - monkeys = 5, 4, 3, 2, 1 - ``` - 11: - story_text: | - In this level you can use the `{for}` with `{range}` to make songs that use counting, like the 5 little monkeys. - - ### Exercise 1 - Fill in the blanks and make the code work! If you don't remember the song text, look it up yourself. - - ### Exercise 2 - The final line of the song is different from the others. Print this line inside the `{for}`, and use an `{if}` to make it work correctly. - example_code: | - ``` - _ monkeys _ _ 5 _ 1 - {print} monkeys ' little monkeys jumping on the bed' - _ - ``` - 12: - story_text: | - In this song we can make it even easier to program 'if you're happy and you know it, clap your hands'. Because we can put all of the actions in a variable, check it out: - - ### Exercise - Can you add the right amount of indentation to each line to make the song play correctly? - Hint: Not all lines need indentation. - example_code: | - ``` - _ actions = 'clap your hands', 'stomp your feet', 'shout Hurray!' - _ {for} action {in} actions - _ {for} i {in} {range} 1 {to} 2 - _ {print} 'if youre happy and you know it' - _ {print} action - _ {print} 'if youre happy and you know it and you really want to show it' - _ {print} 'if youre happy and you know it' - _ {print} action - ``` - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, but did you know that you could combine them with {ask} commands as well? - In this example we have changed the 'My Bonnie' program and made it interactive. You are now asked where Bonnie is. - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is ' place - - chosen_place = {ask} 'Where do you want Bonnie to be?' - synonym = {ask} 'What is another word for that?' - - {call} song {with} chosen_place - {call} song {with} synonym - {call} song {with} chosen_place - ``` - 16: - story_text: | - In this level, you can program a song like OldMacDonald even more quickly. You can connect the right animal to the right sound by simply putting them in the same place in the list. - The Drunken Sailor is also quickly made in this level. You only need 8 lines for the entire song, check it out! - - ### Exercise - Complete the Old MacDonald song by setting the variable `animal` to `animals[i]` and `sound` to `sounds[i]`. - example_code: "```\nalle_dyr = ['gris', 'hund', 'ko']\nlyde = ['øh', 'vuf', 'muh']\n{for} i {in} {range} 1 {to} 3\n dyr = alle_dyr[i]\n lyd = lyde[i]\n {print} 'Jens Hansen havde en bondegård'\n {print} 'ih ah ih ah oh!'\n {print} 'og på den gård der var en ' dyr\n {print} 'ih ah ih ah oh!'\n {print} 'Der var ' lyd lyd' her'\n {print} 'og ' lyd lyd' der'\n {print} lyde ' her'\n {print} lyde ' der'\n {print} 'alle steder ' lyde lyde\n```\n\n```\nlinjer = ['Hvad skal vi gøre med den fulde sømand', 'Smid ham i brummen til han vågner', 'Han skal klynges op i masten']\n{for} linje {in} linjer\n {for} i {in} {range} 1 {to} 3\n {print} linje \n {print} 'Tidligt om morgnen.'\n {for} i {in} {range} 1 {to} 3\n {print} 'Hu hej, se hun sejler'\n {print} 'Tidligt om morgnen.'\n```\n" - 18: - story_text: | - In level 16 we made songs using lists. These programs however are no longer working properly in this level. The colons from level 17 and the brackets from level 18 still need to be added. - - ### Exercise 1 - The Drunken sailor song is given as sample code, but not yet working. - Can you make sure everything works again? To help you, we've put _ in the places of _some_ errors. - - ### Exercise 2 - Now also look up your Old MacDonald song from level 16, and correct it. - example_code: | - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines _ - {for} i {in} {range} 1 {to} 3 _ - {print} _ line _ - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - songs_2: - name: Sing a song! 2 - default_save_name: Song 2 - description: Sing a song 2 - levels: - 12: - story_text: | - Songs contain a lot of repetition. We can capture it with a function! - ### Exercise - Look at the example code with the function. Fill out the two lines so the full song is printed. - example_code: | - ``` - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} _ - ``` - 16: - story_text: | - ### Exercise - Finish the nursery rhyme! - example_code: | - ``` - number = ['one', 'two', 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'ten'] - object = ['on his drum', 'on his shoe', 'on his knee', 'on his door', 'on his hive', 'on his sticks', 'up in heaven', 'on his gate', 'on his vine', 'once again'] - - _ - {print} 'This old man' - {print} 'He played ' _ - {print} 'He played knick-knack ' _ - {print} 'With a knick-knack paddywhack' - {print} 'Give the dog a bone' - {print} 'This old man came rolling home' - {sleep} 8 - {clear} - ``` - story_text_2: | - ### Exersice 2 - Now create your own code for the nursery rhyme 'The wheels on the bus' on the same way! - example_code_2: | - ``` - object = ['wheels', 'doors', _] - movement = [ 'round and round', 'open and shut', _] - ``` - tic: - name: Kryds og Bolle - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - Let's program a game of tic-tac-toe! - - ### Exercise - In this adventure we'll start with creating an empty field. - - ***Create a list called field*** This list will be our playing field. This list is filled with 9 dots, since there are no x's and o's yet at the start of our game. - - ***Create a function that prints the field*** Firstly, clear the screen so the old playing fields will be removed. Then we print the first line of our Tic Tac Toe field. This line constists of the first 3 spots in our list field. - We have already programmed this line for you. Now finish the field by printing spot 4, 5, and 6 on the second row and spot 7, 8 and 9 in the third row. - - ***Call the function that prints the field*** Now call the function. -
- Run the code. Your output should look like this: -
- - ***Continue in the next tab*** In the next tab you'll learn how to program the game itself. - example_code: | - ``` - # Create a list called field - _ = ['.', '.', '.', '.', '.', '.', '.', '.', '.'] - - # Create a function that prints the field - {define} print_field - _ - {print} 'TIC TAC TOE' - {print} field[1] field[2] field[3] - _ - _ - - # Call the function + {print} 'Take one down, pass it around' + verse = verse - 1 + {print} verse ' bottles of beer on the wall' ``` - 17: - story_text: | - In the previous level you've learned how to make a tic-tac-toe game. The game works, but is quite annoying as it keeps asking you if you've won yet. - Now that we have the {elif} command, we can let the game decide if someone has won and it can stop asking us! - - ### Exercise - ***Paste your code*** Paste your code from the previous level here and make it level 17 proof. In this level you've learned to use a colon everytime you create a block of code. Please add the colons in the correct spots. - - ***Create a function that detects if someone's won*** We have started the function for you, paste it under the function `print_field` and finish the function. You can see that this first piece of code checks to see if spot 1, 2 and 3 are the same, because if they are you have 3 in a row. - It also checks if they are not a dot, because if they are, the line might have the same symbols on them, but that's just because it's still empty. - If all these conditions are met, the game is over and the winner is printed. - Finish this function with all possible ways to win. This means you have to make this for the other 2 rows, 3 columns and 2 diagonals. - If you've finished all the other options, the function should return the variable `game_over` so we can use it in our game. - - ***Call the function in the game*** Go to the line `game_over = {ask} 'Did you win?'` and change it to `game_over = {call} detect_winner {with} field, sign`. Now the function will check if there's a winner and the game doesn't need to keep asking anymore! - - ***Enjoy your game!*** Great job! You have finished the game! Enjoy playing it! + 10: + story_text_2: | + ### Exercise 2 + Print the song Five little moneys jumping on the bed. Look up the text if you don't remember. + **(extra)** Print the song Old MacDonald had a farm, and make sure all animals make a different sound, using an `{if}`. + 16: + example_code: "```\nalle_dyr = ['gris', 'hund', 'ko']\nlyde = ['øh', 'vuf', 'muh']\n{for} i {in} {range} 1 {to} 3\n dyr = alle_dyr[i]\n lyd = lyde[i]\n {print} 'Jens Hansen havde en bondegård'\n {print} 'ih ah ih ah oh!'\n {print} 'og på den gård der var en ' dyr\n {print} 'ih ah ih ah oh!'\n {print} 'Der var ' lyd lyd' her'\n {print} 'og ' lyd lyd' der'\n {print} lyde ' her'\n {print} lyde ' der'\n {print} 'alle steder ' lyde lyde\n```\n\n```\nlinjer = ['Hvad skal vi gøre med den fulde sømand', 'Smid ham i brummen til han vågner', 'Han skal klynges op i masten']\n{for} linje {in} linjer\n {for} i {in} {range} 1 {to} 3\n {print} linje \n {print} 'Tidligt om morgnen.'\n {for} i {in} {range} 1 {to} 3\n {print} 'Hu hej, se hun sejler'\n {print} 'Tidligt om morgnen.'\n```\n" + songs_2: + levels: + 12: example_code: | ``` - # Paste your code here and make it level 17 proof + {define} twinkle + {print} 'Twinkle' + {print} '...' - # Create a function that detects if someone has won - {define} detect_winner {with} field, sign: - {if} field[1] == field[2] {and} field[2] == field[3] {and} field[1] != '.': - game_over = 'yes' - {print} 'Player ' sign 'wins!' - {elif}: - _ - {else}: - game_over = 'no' - {return} _ + {call} twinkle + {print} 'Up above the world so high' + {print} 'Like a diamond in the sky' + {call} _ ``` + tic: + name: Kryds og Bolle tic_2: name: Kryds og Bolle 2 default_save_name: KrydsBolle - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - In the previous adventure you've learned how to create a playing field. Now you'll learn how to create the game! - - ### Exercise - ***Paste your code*** Start by pasting your code from the previous adventure here. - - ***Add variables*** Underneath your list called `field` we'll add 2 more variables that we'll need to program the game. - The variable `game_over` tells us if the game is over, and should be 'no' at the start of the game. - The variable `sign` tells us if it's the turn of player x or player o. Set the variable to 'x'. - - ***The game*** First use a {while} command, to make sure the game keeps on playing the variable while game_over is set to no. - During the game, we first ask the player which spot they choose. Then we change the field with the number they chose into their sign. - Then we print the field again and we ask the player if they've won yet. Lastly we want to switch whose turn it is, so if the sign is 'x' it should be 'o' and the other way around. - - ***Test your game*** Does your game work? Great, have fun playing the game! If not, use the ladybug button to debug your code. - You might have noticed one mistake in the code though, you can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! Go to the next tab to learn how to fix this problem. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add variables - game_over = _ - sign = _ - - # The game - {while} _ - choice = _ 'Player ' sign '_?' - field[choice] = _ - _ print_field - game_over = {ask} _ - {if} sign = 'o' - sign = _ - _ - sign = _ - ``` tic_3: name: Kryds og Bolle 3 default_save_name: KrydsBolle - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - You might have noticed one mistake in the code you've made in the previous adventure. You can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! In this tab we'll fix that mistake. - - ### Exercise - ***Paste your code here*** Paste your code from the previous adventure here. - - ***Fix the mistake*** To fix the mistake we replace the line that says `field[choice] = sign`. This turns any spot that the player has chosen into their sign. - Go to the header that says 'Use this to fix the mistake' and finish the code. We first want to check if the chosen spot is still empty, so `if field[choice] = '.'`. If that is the case, you are allowed to take it. - Then we make an else command and print 'Sorry, this spot is already taken' if the spot is not empty. Lastly, we add a {sleep} command, so the players can actually read the text before it gets cleared again. - Now copy this piece of code and replace the line `field[choice] = sign` with this new piece of code. - - ***Play your game!*** Now the game should work properly! Good job! - The only flaw is that you can get a bit annoyed that the game keeps asking you if you've won yet. Do you want to fix that? Go to level 17 and we'll fix it! - example_code: | - ``` - # Paste your code here - - # Use this to fix the mistake - {if} _ = '.' - field[choice] = sign - {else} - {print} _ - _ - ``` turtle: name: Skildpadde default_save_name: Skildpadde @@ -4654,22 +1605,9 @@ adventures: Ved at bruge `{forward}` tegner du en streg fremad. Tallet bagefter bestemmer hvor langt skildpadden vil gå. `{turn} {right}` drejer en kvart omgang med uret, `{turn} {left}` drejer mod uret. Hvis du vil baglæns, bruger du `{forward}` kommandoen sammen med et negativt tal. For eksempel `{forward} -100` - example_code: | - ``` - {forward} 100 - {turn} {left} - ``` story_text_2: | ### Opgave Dette er starten på en lille trappe. Kan du lave den med 5 trin? - example_code_2: | - ``` - {forward} 20 - {turn} {right} - {forward} 20 - {turn} {left} - {forward} 20 - ``` 2: story_text: | På dette niveau kan du bruge variabler. For eksempel kan du spørge hvor mange skridt skildpadden skal tage. @@ -4722,17 +1660,6 @@ adventures: story_text_2: | Du kan også skifte farve på stregerne med kommandoen `{color}`. Se eksemplet. Du kan også bruge kommandoen `{color} {white}` til at lave 'usynlige' streger. Du kan bruge de hvide streger til at flytte skildpadden hvor som helst på skærmen før du begynder at tegne. - example_code_2: | - ``` - {color} {white} - {forward} -80 - {color} {green} - {forward} 50 - {color} {yellow} - {forward} 50 - {color} {red} - {forward} 50 - ``` 5: story_text: | På niveau 5 kan du lave et valg med `{if}`. For eksempel mellem forskellige typer figurer. @@ -4751,13 +1678,6 @@ adventures: {turn} vinkel {forward} 25 ``` - story_text_2: | - ### Exercise - Fill in the correct numbers in this code to get it to work. - After you've done that, you can try to add the option backwards. - - **Extra** Instead of using 'left' and 'right', remake the program with North, East, South and West. - This way you could add even more directions like Northeast and Southwest etc. example_code_2: | ``` direction {is} {ask} 'Do you want to go left, right, or straight ahead?' @@ -4816,208 +1736,9 @@ adventures: Denne kode skaber tre sorte trekanter og fem lyserøde firkanter. **(ekstra)** Lav en figur du selv vælger bestående af mindst to forskellige former. - example_code: | - ``` - {color} {black} - {repeat} 3 {times} - {repeat} 3 {times} - {forward} 10 - {turn} 120 - {color} {white} - {forward} 50 - {color} {black} - ``` - 10: - story_text: | - In this level you can make the turtle draw a figure. - The turtle will travel the distances in the list, one by one, making bigger and bigger steps. - ### Exercise 1 - Add a 90 degree turn in the loop, so that a spiral is drawn. - Add at least 5 numbers to the list, so the spiral grows larger. - **(extra)** can you change the spiral into another shape? Experiment with numbers for the turn! - ### Exercise 2 - The spiral is drawn outwards, make it go inwards? - example_code: | - ``` - {turn} 90 - distances = 10, 20, 30, 40, 50, 60 - {for} distance {in} distances - {forward} distance - ``` - 12: - story_text: | - We can use functions to draw more complex figures with less code. - ### Exercise 1 - Fill the function so that three squares are created. If you want the image to look nicer, you can make the lines between the squares white. - - ### Exercise 2 - The code can be made even shorter. Place the final lines into a `{repeat}` so the figure remains the same. - - ### Exercise 3 - Create your own drawing with different figures. - Change both the number of figures with the `{repeat}` and the shape of the figures in the `{define}` - example_code: | - ``` - {define} square - {repeat} 4 {times} - {turn} _ - {forward} _ - {call} square - {forward} 50 - {call} square - {forward} 50 - {call} square - ``` turtle_draw_it: - name: Draw it! - default_save_name: Draw it - description: Draw this picture with the turtle levels: - 1: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Rectangle - Square - Stairs -
- 2: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Arrow - Boat -
- 3: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Star - Arrow -
- 4: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Colored Star - Rainbow - Nested squares -
- example_code: | - **Extra** Up for a real challenge? Make sure that the colors of these figures are selected randomly, so that each time you run your programs they'll look differently! - - ``` - colors {is} red, orange, yellow, green, blue, purple, pink, brown, gray, black - color _ - ``` - 5: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Make only one code that lets the player decide which letter they'd like to see! And can you add even more letters? - -
- F - E - L -
- example_code: | - Hint: - ``` - chosen_letter {is} {ask} 'Which letter would you like to see? F, E or L?' - {if} _ - ``` - 6: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Let the player decide which color the square should be. - - ***Extra*** Can you make the letter of your own first name and the flag of your own country too? - -
- Square - Letters - Flag -
- example_code: | - Hint for the square: - ``` - chosen_color = {ask} _ - ``` - 7: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Hexagon - Triangle - Fan -
- 8: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - -
- Square (3) - Randomly colored star (5) - Randomly colored spiral (7) -
- 9: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - - **Extra** Give the player a choice which country they would like to see the flag of. - -
- Cross (7) - Randomly colored nested squares (8) - Flags -
- example_code: | - Hint for the nested squares: - ``` - colors = red, blue, orange, yellow, pink, purple, green, brown, black - distance = 120 - {repeat} 5 {times} - _ - ``` - Hint for the flags: - ``` - country = {ask} 'which country would you like to see the flag of?' - {if} country {is} 'the Netherlands' - color_1 = red - color_2 = white - color_3 = blue - ``` 10: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Nested Hexagon - Traffic lights -
example_code: | Hint Nested Hexagon: ``` @@ -5033,47 +1754,6 @@ adventures: color _ {repeat} _ ``` - story_text_2: | - Christmas lights - example_code_2: | - Hint Christmas Lights: - - Start by moving to the left side of the screen with an invisible white line. Then hang up the Christmas lights! - ``` - {color} white - {turn} -90 - {forward} 300 - {turn} 90 - - colors = red, blue, yellow, purple, green, orange, pink - {for} chosen_color {in} colors - _ - ``` - 11: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Beehive (6) - Fan (5) - Snowflake (13) -
- example_code: | - Hint Beehive: - ``` - {for} amount_of_combs {in} {range} 1 {to} _ - {for} walls_of_one_comb {in} {range} 1 {to} _ - {forward} _ - {turn} _ - {forward} _ - {turn} _ - ``` - - Hint Fan: - Start out like the fan you made in level 7. Or take a peak at the hint for the beehive, because the codes are very similar. - - Hint Snowflake: Start by making one 'leg' and repeat it 6 times. 12: story_text: | ### Exercise @@ -5100,137 +1780,12 @@ adventures: {if} shape = 'square' {call} draw_a_square ``` - 13: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Street in different sizes - Colored street - Snow Storm - example_code: | - Hint Street in different sizes - ``` - {define} draw_a_house {with} size - _ - - {call} draw_a_house {with} 90 - {call} draw_a_house {with} 60 - {call} draw_a_house {with} 30 - ``` - - Hint Colored street - ``` - {define} draw_a_house {with} chosen_color - _ - ``` - - Hint Snow Storm - ``` - {define} draw_snowflake {with} length, color - _ - - numbers = 10, 20, 30 - colors = _ - - {for} i {in} {range} 1 {to} 5 - random_number = _ - random_color = _ - {call} draw_snowflake {with} random_number, random_color - {color} white - {turn} random_number * 5 - {forward} 80 - ``` - 14: - story_text: | - ### Exercise - Create a program that asks the player how many corners their figure should have and then creates that figure. - The figure in the image is the output when the player fills in 10. - -
- - -
- example_code: | - ``` - {define} calculate_degrees {with} amount_of_corners - _ 360 / amount_of_corners - - - {define} draw_figure {with} degrees - _ - {forward} 400/amount_of_corners - {turn} _ - - amount_of_corners = {ask} _ - degrees = {call} _ {with} _ - - {call} _ {with} - {call} _ {with} - ``` - 15: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Spiral - example_code: | - Spiral - ``` - distance = 5 - {while} distance < 200 - distance = distance + 5 - _ - ``` - story_text_2: | - Fan - example_code_2: | - Fan - ``` - {define} draw_a_square {with} side - _ - - i = 100 - {while} i > 1 - _ {with} i - _ - i = i - 3 - ``` - story_text_3: | - Star - example_code_3: | - Star - A star is usually drawn using 144-degree-turns. If you change this slightly to 143 degrees for example and repeat the pattern multiple times with a {while} loop you can make this figure. while_command: - name: '{while}' - default_save_name: while_command description: while - levels: - 15: - story_text: |- - We are going to learn a new loop, the `{while}` loop! We continue the loop as long as the statement is true. - So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. - If the correct answer is never given, the loop never ends! - example_code: | - ``` - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - ``` years: - name: New Year's - default_save_name: New Year's Countdown description: Countdown to the new year! levels: 11: - story_text: | - In this level you can use the `{for}` number `{in}` `{range}` command to countdown to the New Year. - - ### Exercise - Fill in the blanks and make the code work! example_code: | ``` {for} _ {in} _ 10 {to} 1 diff --git a/content/adventures/de.yaml b/content/adventures/de.yaml index 961fd08277e..f5a30b86877 100644 --- a/content/adventures/de.yaml +++ b/content/adventures/de.yaml @@ -277,7 +277,6 @@ adventures: ``` add_remove_command: name: '{add} {to} & {remove} {from}' - default_save_name: add_remove_command description: Führt hinzufügen und entfernen ein levels: 3: @@ -315,8 +314,6 @@ adventures: {print} Du bekommst einen geschmacksrichtungen {at} {random} Milchshake ``` and_or_command: - name: '{and} & {or}' - default_save_name: and or description: introducing and or levels: 13: @@ -332,7 +329,6 @@ adventures: {print} 'Du bist die echte Hedy!' ``` ask_command: - name: '{ask}' default_save_name: frage_Befehl description: Einführung des {ask} Befehls levels: @@ -399,8 +395,6 @@ adventures: {print}('Aha, dein Name ist ', name) ``` blackjack: - name: Blackjack - default_save_name: Blackjack description: Versuche, so nah wie möglich an die 21 heran zu kommen levels: 17: @@ -449,8 +443,6 @@ adventures: {print} 'Sie zählt ' _ ' Punkte'. ``` blackjack_2: - name: Blackjack 2 - default_save_name: Blackjack_2 description: Blackjack Teil 2 levels: 17: @@ -506,8 +498,6 @@ adventures: {print} 'Der Geber hat ' _ ' und ' _ ' gezogen. Das sind ' _ ' Punkte' ``` blackjack_3: - name: Blackjack 3 - default_save_name: Blackjack_3 description: Blackjack Teil 3 levels: 17: @@ -551,8 +541,6 @@ adventures: _ ``` blackjack_4: - name: Blackjack 4 - default_save_name: Blackjack_4 description: Blackjack Teil 4 levels: 17: @@ -758,28 +746,8 @@ adventures: ### Exercise Add the `{while}` loop in the function, ask the player what number_1 times number_2 is and print their answer. Then `{call}` the function. - example_code: | - ``` - {define} new_question - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct = number_1 * number_2 - answer = 0 - _ - _ - _ - {print} 'Well done!' - - {print} 'Give 10 correct answers to win!' - {for} i {in} {range} 1 {to} 10 - _ - {print} 'You win!' - ``` calculator_2: name: Taschenrechner 2 - default_save_name: Calculator 2 - description: Calculator 2 levels: 14: story_text: | @@ -801,9 +769,6 @@ adventures: # Benutze deinen eigenen Code aus dem letzten Abenteuer. ``` clear_command: - name: '{clear}' - default_save_name: clear_command - description: '{clear} command' levels: 4: story_text: | @@ -823,9 +788,6 @@ adventures: {print} 'ÜBERRASCHUNG!' ``` debugging: - name: debugging - default_save_name: debugging - description: debugging adventure levels: 1: story_text: |- @@ -1575,30 +1537,6 @@ adventures: {print} Spieler ' würfelt ' Würfelseiten {at} {random} {sleep} ``` - 15: - story_text: | - ### Exercise - In this level you can create a little game in which you'll have to throw 6 as fast as possible. - We have started the code, it's up to you to get the game to work! - - Firstly, add a `{while}` loop that checks if 6 has been thrown or not. - As long as you haven't thrown 6 already, throw the dice on a random number. - Print what the player has thrown. - Add a try to the amount of tries - Wait a second before you throw again, or - in case you've thrown a 6 - before the game ends. - example_code: | - ``` - options = 1, 2, 3, 4, 5, 6 - {print} 'Throw 6 as fast as you can!' - thrown = 0 - tries = 0 - _ - _ - _ - _ - _ - {print} 'Yes! You have thrown 6 in ' tries ' tries.' - ``` dishes: name: Abwasch? default_save_name: Abwasch @@ -1703,28 +1641,12 @@ adventures: {print} namen {at} {random} ' ist mit dem Abwasch dran am ' tag ``` elif_command: - name: '{elif}' - default_save_name: elif - description: '{elif}' levels: 17: story_text: | In diesem Level kannst du auch einen neuen Befehl nutzen: `{elif}`. `{elif}` ist eine Kombination der Schlüsselwörter `{else}` und `{if}` und du brauchst es, wenn du 3 (oder mehr!) Optionen erstellen möchtest. Guck es dir jetzt an! - example_code: | - ``` - prizes = ['1 million dollars', 'an apple pie', 'nothing'] - your_prize = prizes[{random}] - {print} 'You win ' your_prize - {if} your_prize == '1 million dollars' : - {print} 'Yeah! You are rich!' - {elif} your_prize == 'an apple pie' : - {print} 'Lovely, an apple pie!' - {else}: - {print} 'Better luck next time..' - ``` for_command: - name: '{for}' default_save_name: für description: '{for} Befehl' levels: @@ -1778,11 +1700,6 @@ adventures: 18: story_text: | Zuletzt, machen wir aus `{for} i {in} {range} 1 to 5` so richtigen Python Code: - example_code: | - ``` - {for} i {in} {range}(1,5): - {print} (i) - ``` fortune: name: Wahrsagerin default_save_name: Wahrsagerin @@ -2007,15 +1924,6 @@ adventures: I dreamed that my Bonnie is dead Kannst Du diese Strophe so programmieren wie das Beispiel? - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - ``` 14: story_text: | Im letzten Level hast du gelernt, Funktionen zu erzeugen und mit Argumenten zu verwenden. Ein anderer wichtiger Nutzen einer Funktion ist, sie etwas für dich berechnen zu lassen. @@ -2069,9 +1977,6 @@ adventures: {print} ('Dein Punktestand ist... ', punkte) ``` guess_my_number: - name: Guess my number - default_save_name: guess my number - description: guess my number levels: 14: story_text: | @@ -2098,142 +2003,11 @@ adventures: ``` hangman: name: Galgenmännchen - default_save_name: Hangman - description: Guess the word - levels: - 17: - story_text: | - In this adventure we program a game of hangman. First we make some preparations, then we program the game and in the third part we add a drawing with the turtle. - - ### Exercise - ***Set the variables*** In this game of hangman, Player 1 chooses an answer and Player 2 has to guess the letters in this answer. - To let the computer know all the letters in the word, we will turn the answer into a list of letters. We also do this with the guesses Player 2 makes. - We will start the game with 2 empty lists. We have made an empty list for the variable answer for you. Now make an empty list for guessed_letters as well. - Then we fill in how many mistakes were made. At the start of the game, this should be 0. - The variable `amount_letters` tells us how many letters are in the answer. Ask Player 1 to tell us how many letters their word has. - Lastly we tell the computer if the game is over. We use the variable `game_over` and set it to `False`. - - ***Choosing the answer*** We want Player 1 to be able to choose the answer. We'll ask them, as many times as necessary, what the next letter is. - Then we add that letter to the answer. Lastly, we add an empty _ to the list of guessed letters, so we get as many _s as there are letters in the answer. - - ***Player 2's turn*** - Tell Player 2 its their turn. Then tell Player 2 how many letters there are in the answer. Finally, print the list of `guessed_letters`. - - ***Go to the next tab*** Now that all the starting variables are set, we can start programming the game itself. Check out the next tab to learn how! - example_code: | - ``` - print 'Hangman!' - - # Set the variables - answer = [] - guessed_letters = _ - mistakes_made = _ - amount_letters = {ask} _ - _ = 'False' - - # Choosing the answer - {for} _ - letter = {ask} 'Player 1, what is letter ' i '?' - _ - {add} '_' {to} _ - - # Player 2 turn - print _ - print _ - print guessed_letters - ``` hangman_2: name: Galgenmännchen 2 - default_save_name: Hangman_2 - description: Hangman 2 - levels: - 17: - story_text: | - Now it's time to program the hangman game. - - ### Exercise - - ***Paste your code*** Copy your code from the previous tab and paste the code in the programming field. - - ***The game*** This games continues playing until Player 2 is game over. Fill in the while command accordingly. Now, Player 2 is allowed to guess a letter, so ask Player 2 to guess a letter. - We need to check if their answer is correct, so check if their `guess` is (somewhere) in the (list) `answer`. Then we let the computer figure out which of the letter(s) is the guess. We have already programmed that part for you. - Next we want to compliment the player for finding a correct letter and we want to print the list `guessed_letters`, so the player can see their progress. - - The next part we're going to program is what happens when the player has guessed all of the letters. So if their list of `guessed_letters` is the same as our list `answer`. - If the lists are the same, congratulate Player 2 with their victory and set the variable `game_over` to `True`. - - Next we'll program what happens when Player 2 guesses wrong (so the `{else}` command). First, tell the player that their guess was wrong. Then increase the `mistakes_made` variable by 1. - - For the last part we'll program what happens when Player 2 has made 10 mistakes. We'll print that Player 1 has won the game. Then we'll print the correct answer. And finally, we'll set our `game_over` variable to `True`, so the game stops. - - ***Go to the next tab*** Amazing work! Your game is playable, but wouldn't it be fun if the hangman was actually drawn when Player 2 makes a mistake..? - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - guess = _ - {if} _ - {for} i {in} {range} 1 {to} amount_letters: - if answer[i] == guess: - guessed_letters[i] = guess - {print} _ - {if} guessed_letters == _: - {print} _ - game_over = _ - {else}: - {print} _ - mistakes_made _ - {if} _ == 10: - {print} _ - {print} _ - _ - ``` hangman_3: name: Galgenmännchen 3 - default_save_name: Hangman_3 - description: Hangman 3 - levels: - 17: - story_text: | - In a game of hangman the mistakes are shown by drawing a part of the hangman each time a mistake has been made. - We now add those drawings with our turtle! - - ### Exercise - ***Create a function that draws the hangman*** Create a function that draws the hangman in 10 steps. We have already made step 1 for you. - - ***Test the function*** Test the function by calling the function with 10. If you are happy with the function, remove the line that calls the function for now. We will call the function when the player makes a mistake. - - ***Paste your hangman game under your function*** Go back to the previous tab and copy your hangman game. Paste the game underneath your function. - - ***Call the function when the player makes a mistake*** Under the line `mistakes_made = mistakes_made + 1` we will call the function. We want the turtle to take the same amount of steps as the player has made mistakes, so we call the function with `mistakes_made` as argument. - - ***Enjoy your game!*** -
- The hangman could look like this -
- example_code: | - ``` - # Create a function that draws the hangman - {define} draw_hangman {with} step: - {if} step == 1: - {color} white - {forward} -100 - {turn} 90 - {forward} -50 - {color} black - {forward} 100 - {forward} -50 - - {if} step == 2: - _ - # Paste your hangman game here - - ``` harry_potter: - name: Harry Potter - default_save_name: Harry Potter description: Harry Potter Abenteuer levels: 10: @@ -2457,43 +2231,8 @@ adventures: {else} {print} 'GAME OVER' ``` - 16: - story_text: | - ### Exercise - This haunted house game uses the connection between the lists you can use in this level. - For example: all the properties that belong to the zombie are first in all the lists, witch second and vampire third. - Check out the code and fill in `weapons[i]`, `monsters[i]` , `bad_fate[i]`, `good_fate[i]`, `hint[i]` on the correct blanks to get the code to work! - example_code: | - ``` - numbers = [1, 2, 3] - i = numbers[{random}] - hint = ['growling', 'a cackling laugh', 'fluttering batwings'] - monsters = ['zombie', 'witch', 'vampire'] - bad_fate = ['Your brain is eaten', 'You are forever cursed', 'You are bitten'] - good_fate = ['You throw the ham. The zombie is distracted and starts eating it.', 'You set the curtains on fire. The witch flees out of fear for the fire', 'The vampire hates garlic and flees'] - weapons = ['ham', 'lighter', 'garlic'] - {print} 'You are standing in front of an old mansion' - {print} 'Something is not right here' - {print} 'You hear ' _ - {print} 'You are going to explore it' - {print} 'You enter the kitchen and see a lighter, a raw ham and a garlic.' - your_weapon = {ask} 'What do you bring with you?' - {print} 'With your ' your_weapon ' you enter the living room' - {print} 'There you find a ' _ - needed_weapon = _ - {if} your_weapon == needed_weapon - {print} 'You use your ' your_weapon - {print} _ - {print} 'YOU WIN!' - {else} - {print} 'You have chosen the wrong weapon...' - {print} _ - {print} 'GAME OVER' - ``` hotel: name: Hotel - default_save_name: hotel - description: hotel levels: 13: story_text: | @@ -2501,34 +2240,7 @@ adventures: Du hast dich vielleicht gefragt, warum du eine Funktion verwenden solltest, weil die Funktionen im Beispiel nur eine Zeile lange sind. Jetzt werden wir dir zeigen, wie größere Funktionen aussehen. Wir werden jetzt auch mehrere Argumente verwenden. Du wirst sehen, wie viel besser es ist, eine Funktion zu verwenden, wenn die Funktion größer wird. Hier ist ein Beispiel einer Funktion mit Argumenten, kombiniert mit dem {ask} Befehl. - example_code: | - ``` - {define} welcome_message {with} title, last_name, country, room_number - {print} 'Welcome to Hotel Hedy, ' title ' ' last_name - nice_trip {is} {ask} 'Did you have a nice trip from, ' country '?' - {if} nice_trip {is} 'yes' - {print} 'Lovely!' - {else} - {print} 'Sorry to hear that.' - {print} 'Hopefully you can take a nice rest in you room.' - {print} 'Your room number is ' room_number - - {print} 'Hello. Please fill in your information to check in.' - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - ``` - - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 if_command: - name: '{if} & {else}' - default_save_name: if_command description: Einführung des {if} Befehls levels: 5: @@ -2591,7 +2303,6 @@ adventures: {print} 'Du willst nicht weiter machen.' ``` in_command: - name: '{in}' default_save_name: in_Befehl description: Einführung des {in} Befehls levels: @@ -2619,7 +2330,6 @@ adventures: _ _ 'Meine Lieblingstiere sind Hunde, Kühe und Schafe' ``` is_command: - name: '{is}' default_save_name: ist_Befehl description: Einführung des {is}-Befehls levels: @@ -2659,19 +2369,6 @@ adventures: Das `>` prüft, ob die erste Zahl größer als die zweite ist, zum Beispiel punkte `>`10 prüft, ob punkte größer als 10 ist. Falls du prüfen willst ob die erste Zahl größer als oder gleich der zweiten ist, kannst du `>=`verwenden, zum Beispiel punkte `>=` 11. Benutze diese Vergleiche so in einem `{if}`: - example_code: | - ``` - age = {ask} 'How old are you?' - {if} age > 12 - {print} 'You are older than I am!' - ``` - ``` - age = {ask} 'How old are you?' - {if} age < 12 - {print} 'You are younger than me!' - {else} - {print} 'You are older than me!' - ``` story_text_2: | Ab diesem Level kannst du zwei Gleichheitszeichen verwenden, um etwas zu vergleichen. Das ist in den meisten Programmiersprachen so: example_code_2: | @@ -2710,26 +2407,6 @@ adventures: {if} Frosch {is} grenouille {print} 'Super!' {else} {print} 'Nein, Frosch heißt grenouille' ``` - 16: - story_text: | - ### Exercise - Take a look at the example code. This is a program to practise French vocabulary. Now make your own program to practice your vocabulary in a new language. - If you don't know any other languages, you can use Google translate or you can use emojis and your native language. - example_code: | - ``` - french_words = ['bonjour', 'ordinateur', 'pomme de terre'] - translation = ['hello', 'computer', 'potato'] - score = 0 - {for} i {in} {range} 1 {to} 3 - answer = {ask} 'What does ' french_words[i] ' mean?' - correct = translation[i] - {if} answer == correct - {print} 'Correct!' - score = score + 1 - {else} - {print} 'Wrong, ' french_words[i] ' means ' translation[i] - {print} 'You gave ' score ' correct answers.' - ``` maths: name: Mathe default_save_name: Mathe @@ -2786,47 +2463,11 @@ adventures: ### Übung Probier den Beispielcode aus und spiele damit herum! Kannst du deine eigene Melodie erzeugen? Im nächsten Level lernst du, wie man einige bereits existierende Lieder spielt. - example_code: |- - ``` - {play} C4 - {play} D4 - {play} E4 - {play} F4 - {play} G4 - {play} A4 - {play} B4 - {play} C5 - ``` 2: story_text: | ### Übung Beende die Lieder! Wir haben mit dem Code für einige Melodien begonnen. - example_code: | - ``` - {print} Old Mac Donald had a farm - {play} C5 - {play} C5 - {play} C5 - {play} G4 - {play} A4 - {play} A4 - {play} G4 - ``` story_text_2: Wie du siehst, kannst du den `{sleep}` Befehl auch nutzen, um eine kleine Pause im Lied einzubauen. - example_code_2: | - ``` - {print} Twinkle Twinkle Little Star - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} 1 - {play} F - {play} F - ``` 3: story_text: | Erfinde eine zufällige Melodie! @@ -2848,28 +2489,6 @@ adventures: ### Übung Vervollständige die Karaokeversion von 'Mary had a little lamb'. Dann schreibe eine Karaokeversion eines Lieds, das dir gefällt! - example_code: | - ``` - {print} 'Mary had a little lamb' - {play} E - {play} D - {play} C - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Little lamb, little lamb' - {play} D - {play} D - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Mary had a little lamb' - {play} E - ``` 5: story_text: | Du kannst den `{play}` Befehl nicht nur zu verwenden, um ein ganzes Lied zu spielen. Manchmal willst du nur eine einzelne Note spielen. @@ -2905,13 +2524,6 @@ adventures: ### Übung Vervollständige das Programm für Twinkle Twinkle Little Star mit dem `{repeat}`Befehl. Dann gehe nochmal zu den Liedern aus den vorherigen Levels. Kannst Du die Programme auch kürzer machen? - example_code: | - ``` - {print} 'Twinkle Twinkle Little Star' - {repeat} 2 {times} {play} C4 - {repeat} 2 {times} {play} G4 - _ - ``` 8: story_text: | Nachdem wir den `{repeat}`Befehl auch für mehrere Zeilen verwenden können, ist es noch leichter, Lieder zu schreiben! @@ -3008,30 +2620,6 @@ adventures: ### Übung Kannst du 'Yankee Doodle' vervollständigen? Fällt dir ein anderes Lied ein, das du so programmieren kannst? - example_code: | - ``` - {print} 'Yankee Doodle' - {define} _ {with} note_1, note_2, note_3 - {play} C4 - {play} C4 - {play} D4 - {play} E4 - {play} _ - {play} _ - {play} _ - - {call} line_1 {with} 29, 31, 30 - {call} line_1 {with} 29, 28, 0 - {call} line_1 {with} 32, 31, 30 - - {play} C4 - {play} B3 - {play} G3 - {play} A3 - {play} B3 - {play} C4 - {play} C4 - ``` 14: story_text: | Du kannst Musik zum Spass programmieren, aber du kannst die Noten auch verwenden, um etwas nützliches wie einen Feueralarm zu machen! @@ -3323,17 +2911,10 @@ adventures: ### Übung Der Code, den du in Level 5 gesehen hast, prüft die Taste nur einmal. Kopiere den Beispielcode und füge ein `{repeat}` hinzu, so dass du die Tasten mehrmals drücken kannst. Benutze diesen Code, um etwas Schönes zu zeichnen. - example_code: | - ``` - {if} x {is} {pressed} {forward} 15 {else} {turn} 90 - ``` 9: story_text: "Da du jetzt weißt wie man Befehle kombiniert, kannst du mit Hilfe von `{pressed}` ein Touch-Type-Tool erstellen. \n\n### Übung\nVervollständige den Code. Jedes Mal soll ein zufälliger Buchstabe ausgewählt werden. Diesen muss man drücken. Du bekommst einen Punkt für die richtige Taste und zwei Punkte Abzug für die falsche Taste.\n**(extra)** Lösche den Bildschirm nach jedem Buchstaben und zeige dem Benutzer, wie viele Punkte er erreicht hat.\n" example_code: "```\nPunkte = 0\nBuchstaben = a, b, c, d, e\n{repeat} 10 {times}\n Buchstabe = _ _ _ \n {print} 'Drück den Buchstaben ' Buchstabe\n {if} Buchstabe {is} {pressed}\n _\n _\n _\n```\n" print_command: - name: '{print}' - default_save_name: print - description: Introduction print command levels: 1: story_text: | @@ -3356,16 +2937,6 @@ adventures: _ Hallo! ``` 18: - story_text: |- - We arrived at real Python code! That means we need to use parentheses with `{print}` and `{range}` from now on. - It also means you can use Hedy code from this level in any Python environment as long as you use the English commands. If you haven't until now, you can switch the toggle in the commands menu to do so. - example_code: | - ``` - {print}('Hello!') - {for} i {in} {range}(1, 10): - {print}('This is line ', i) - ``` - story_text_2: If you want to print more than one item, you need to separate them by commas. example_code_2: | ``` temperature = 25 @@ -3405,8 +2976,6 @@ adventures: ``` quotation_marks: name: '''Anführungszeichen''' - default_save_name: quotation_marks - description: Introduction quotation marks levels: 4: story_text: | @@ -3421,17 +2990,6 @@ adventures: antwort {is} {ask} 'Was müssen wir ab jetzt benutzen?' {print} 'Wir müssen ' antwort ' benutzen' ``` - story_text_2: | - ## Contractions - Important! Mind that now that we're using quotation marks, Hedy will get confused when you use the apostrophe for contractions like I'm or What's. - Make sure to remove those apostrophes and change the spelling to I am or What is. - Check out the example code to see the wrong way of using apostrophes. - example_code_2: | - ``` - _ This is the wrong way of using apostrophes _ - {print} 'I'm babysitting my sister's kids' - {print} 'What's more fun than that?' - ``` 12: story_text: | **Alle Texte müssen in Anführungszeichen stehen** @@ -3467,7 +3025,6 @@ adventures: {print} 'Du hast ' punkte ``` random_command: - name: '{random}' default_save_name: zufällig-Befehl description: Einführung des an zufällig Befehls levels: @@ -3514,16 +3071,7 @@ adventures: {for} i {in} {range} 1 {to} 3 {print} freunde[i] 's Glückszahl ist ' glückszahl[i] ``` - story_text_2: |- - Now that you've learned to use the brackets in lists, you can also start using the {at} {random} command in the Python way! - You simply type the name of your list with `[random]` behind it! - example_code_2: |- - ``` - fruit = ['apple', 'banana', 'cherry'] - {print} fruit[random] - ``` repeat_command: - name: '{repeat}' default_save_name: wiederhole_Befehl description: '{repeat} Befehl' levels: @@ -3568,7 +3116,6 @@ adventures: {print} 'Pizza ist besser!' ``` repeat_command_2: - name: '{repeat} 2' default_save_name: wiederhole_Befehl_2 description: '{repeat} Befehl 2' levels: @@ -3610,8 +3157,6 @@ adventures: _ {print} 'Kennst du den Muffin Mann, der wohnt in Dury Lane.' ``` restaurant: - name: Restaurant - default_save_name: Restaurant description: Erstelle dein eigenes virtuelles Restaurant levels: 1: @@ -3886,11 +3431,6 @@ adventures: {print} 'Das kostet dann ' preis ' Euro' ``` 15: - story_text: | - With the `{while}` you can make sure your costumers can keep adding orders until they are done. - - ### Exercise - Correctly add the `{while}` command to this code. example_code: | ``` {print} 'Willkommen bei McHedy' @@ -4128,136 +3668,11 @@ adventures: ``` simon: name: Simon sagt - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - Let's make a game of Simon Says! Simon Says is a memory game in which the player will be given a color. They have to repeat that color back. - If they get it right a color is added to the sequence, so they now have to remember 2 colors, then 3, then 4 etc. the game stops as soon as the player makes a mistake. - - ### Exercise - In this first part of the Simon Says adventure, we'll let the computer pick a random color and add it to a list. - - ***Make 2 lists*** First, make a list called `colors` and fill it with the colors red, yellow, green and blue. - Then make a list called `simon_sequence`. This list will be used as the answer. - At the start of the game this lists need to be empty. unfortunately, we can't create an empty list (yet), so we'll fill it with the words 'empty' and 'list' and we'll remove them from the list immediately. - - ***Create a function that adds a color to the sequence*** Now that we have an empty list called simon_sequence, we can start filling it with random colors. - We do that with a function, so we can call it everytime there's a new level in our game. Create a function called `add_random_color`. - Then create the variable random_color and set it to a random color. Next, add this random color to the simon_sequence. - - ***Create a function that shows the simon_sequence*** Start by naming the new function `show_simon_sequence` with `level` as an argument. Now we want to show as many colors as the level we are in (in level 1 you see 1 color, in level 2 you see 2 colors etc). - So we repeat `level` times, to print the `simon_sequence[i]`. Each time a color is shown, wait for 1 second and then clear the screen. - - ***Test your program*** Before you go to the next level, test if the functions are working by calling both of the functions. If they're working you should see a random color in your output screen. - Remove this testing part of your code, copy the code and continue to the next tab to learn more about the simon says game! - example_code: | - ``` - # Make 2 lists - colors = _ - _ = ['empty', 'list'] - {remove} _ {from} simon_sequence - {remove} _ - - # Create a function that adds a color - _ add_random_color - _ - {add} _ - - # Create a function that shows the simon_sequence - {define} _ - {for} i {in} {range} 1 {to} _ - {print} _ - _ - _ - - # Test your program - {call} _ - {call} show_simon_sequence {with} 1 - ``` simon_2: name: Simon sagt 2 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - We'll continue with our Simon Says game! - - ### Exercise - ***Paste your code here*** Paste your code from the previous level here. Don't forget to remove the part that was just used for testing the functions. - - ***Create a function that creates the player_sequence*** The list `player_sequence` is used to capture the answers of the player. First we define the function with the argument level. - Next, we ask level times what the color is that they choose. We call that variable `answer`. Then we add the variable `answer` to the list player_sequence. - - ***Setting up the game*** Before we program the game in the next tab, we'll need some starting variables. First, we'll set the variable `level` to 1 and the variable `game_over` to False. - Then we make an introduction for the game. We'll print 'Welcome to Simon Says!' and clear the screen after 1 second. - - ***Continue to the next tab to finish the game!**** Don't forget to copy your code and take it with you to the next tab. - example_code: | - ``` - # Paste your code here - - - # Create a function that creates the player_sequence - {define} _ - {for} _ - _ 'What is color number ' i '?' - {add} answer {to} _ - - # Set up - level = _ - game_over = _ - {print} _ - _ 1 - _ - ``` simon_3: name: Simon sagt 3 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - In this tab we'll program the game of Simon Says! - - ### Exercise - ***Paste your code*** Copy your code from the previous tab and paste it here. - - ***Program the game*** We start by making sure the game goes on while the game isn't over. Then we print what level the player is on, we use the variable level for that. We only show that for 1 second and then we clear the screen again. - Now, we have to create the empty list player_sequence. We've already programmed how to fill the list, with our function `player_sequence`, but we never made the list itself. To create the list we use the same trick as we did in the previous tab. - We'll make a list with the words 'empty' and 'list' on it, and then we remove both these words. Next, we'll call all of the 3 functions that we've created. - Lastly, we'll have to check if the player gave the correct answers (so if the player_sequence and the simon_sequence are the same). - If that's the case, we'll compliment the player. Wait for 1 second and increase the level with 1. - Did the player give the wrong answer, we'll tell them and end the game by setting game_over to 'True' - - ***Enjoy your game!*** Great job! Does your game not work? Use the ladybug button to debug your code! - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - {print} _ - _ - _ - _ = ['empty', 'list'] - {remove} _ - {remove} _ - {call} _ - {call} _ {with} _ - {call} _ {with} _ - {if} player_sequence == _ - _ - _ - _ - {else} - _ - game_over = _ - ``` sleep_command: - name: '{sleep}' default_save_name: schlaf-Befehl description: Einführung des {sleep} Befehls levels: @@ -4275,7 +3690,6 @@ adventures: ``` songs: name: Singe ein Lied! - default_save_name: Song description: Gib einen Songtext aus levels: 6: @@ -4387,18 +3801,6 @@ adventures: story_text: | Im letzten Abenteuer hast du gelernt, wie du ein Argument in einer Funktion verwenden kannst. Aber wusstest du, dass du die Argumente auch mit dem {ask} Befehl kombinieren kannst? In diesem Beispiel haben wir das 'My Bonnie' Programm verändert und interaktiv gemacht. Jetzt kannst du fragen, wo Bonnie ist. - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is ' place - - chosen_place = {ask} 'Where do you want Bonnie to be?' - synonym = {ask} 'What is another word for that?' - - {call} song {with} chosen_place - {call} song {with} synonym - {call} song {with} chosen_place - ``` 16: story_text: | In diesem Level kannst Du 'Old MacDonald hat ne Farm' sogar noch schneller programmieren. Du kannst jedem Tier das richtige Geräusch zuordnen, indem Du sie an die selbe Stelle einer Liste speicherst. @@ -4454,8 +3856,6 @@ adventures: ``` songs_2: name: Singe ein Lied! 2 - default_save_name: Song 2 - description: Sing a song 2 levels: 12: story_text: | @@ -4477,177 +3877,6 @@ adventures: {call} _ {print} 'Aber nur meine Liebe Laterne nicht' ``` - 16: - story_text: | - ### Exercise - Finish the nursery rhyme! - example_code: | - ``` - number = ['one', 'two', 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'ten'] - object = ['on his drum', 'on his shoe', 'on his knee', 'on his door', 'on his hive', 'on his sticks', 'up in heaven', 'on his gate', 'on his vine', 'once again'] - - _ - {print} 'This old man' - {print} 'He played ' _ - {print} 'He played knick-knack ' _ - {print} 'With a knick-knack paddywhack' - {print} 'Give the dog a bone' - {print} 'This old man came rolling home' - {sleep} 8 - {clear} - ``` - story_text_2: | - ### Exersice 2 - Now create your own code for the nursery rhyme 'The wheels on the bus' on the same way! - example_code_2: | - ``` - object = ['wheels', 'doors', _] - movement = [ 'round and round', 'open and shut', _] - ``` - tic: - name: Tic-Tac-Toe - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - Let's program a game of tic-tac-toe! - - ### Exercise - In this adventure we'll start with creating an empty field. - - ***Create a list called field*** This list will be our playing field. This list is filled with 9 dots, since there are no x's and o's yet at the start of our game. - - ***Create a function that prints the field*** Firstly, clear the screen so the old playing fields will be removed. Then we print the first line of our Tic Tac Toe field. This line constists of the first 3 spots in our list field. - We have already programmed this line for you. Now finish the field by printing spot 4, 5, and 6 on the second row and spot 7, 8 and 9 in the third row. - - ***Call the function that prints the field*** Now call the function. -
- Run the code. Your output should look like this: -
- - ***Continue in the next tab*** In the next tab you'll learn how to program the game itself. - example_code: | - ``` - # Create a list called field - _ = ['.', '.', '.', '.', '.', '.', '.', '.', '.'] - - # Create a function that prints the field - {define} print_field - _ - {print} 'TIC TAC TOE' - {print} field[1] field[2] field[3] - _ - _ - - # Call the function - ``` - 17: - story_text: | - In the previous level you've learned how to make a tic-tac-toe game. The game works, but is quite annoying as it keeps asking you if you've won yet. - Now that we have the {elif} command, we can let the game decide if someone has won and it can stop asking us! - - ### Exercise - ***Paste your code*** Paste your code from the previous level here and make it level 17 proof. In this level you've learned to use a colon everytime you create a block of code. Please add the colons in the correct spots. - - ***Create a function that detects if someone's won*** We have started the function for you, paste it under the function `print_field` and finish the function. You can see that this first piece of code checks to see if spot 1, 2 and 3 are the same, because if they are you have 3 in a row. - It also checks if they are not a dot, because if they are, the line might have the same symbols on them, but that's just because it's still empty. - If all these conditions are met, the game is over and the winner is printed. - Finish this function with all possible ways to win. This means you have to make this for the other 2 rows, 3 columns and 2 diagonals. - If you've finished all the other options, the function should return the variable `game_over` so we can use it in our game. - - ***Call the function in the game*** Go to the line `game_over = {ask} 'Did you win?'` and change it to `game_over = {call} detect_winner {with} field, sign`. Now the function will check if there's a winner and the game doesn't need to keep asking anymore! - - ***Enjoy your game!*** Great job! You have finished the game! Enjoy playing it! - - example_code: | - ``` - # Paste your code here and make it level 17 proof - - # Create a function that detects if someone has won - {define} detect_winner {with} field, sign: - {if} field[1] == field[2] {and} field[2] == field[3] {and} field[1] != '.': - game_over = 'yes' - {print} 'Player ' sign 'wins!' - {elif}: - _ - {else}: - game_over = 'no' - {return} _ - ``` - tic_2: - name: Tic-Tac-Toe 2 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - In the previous adventure you've learned how to create a playing field. Now you'll learn how to create the game! - - ### Exercise - ***Paste your code*** Start by pasting your code from the previous adventure here. - - ***Add variables*** Underneath your list called `field` we'll add 2 more variables that we'll need to program the game. - The variable `game_over` tells us if the game is over, and should be 'no' at the start of the game. - The variable `sign` tells us if it's the turn of player x or player o. Set the variable to 'x'. - - ***The game*** First use a {while} command, to make sure the game keeps on playing the variable while game_over is set to no. - During the game, we first ask the player which spot they choose. Then we change the field with the number they chose into their sign. - Then we print the field again and we ask the player if they've won yet. Lastly we want to switch whose turn it is, so if the sign is 'x' it should be 'o' and the other way around. - - ***Test your game*** Does your game work? Great, have fun playing the game! If not, use the ladybug button to debug your code. - You might have noticed one mistake in the code though, you can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! Go to the next tab to learn how to fix this problem. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add variables - game_over = _ - sign = _ - - # The game - {while} _ - choice = _ 'Player ' sign '_?' - field[choice] = _ - _ print_field - game_over = {ask} _ - {if} sign = 'o' - sign = _ - _ - sign = _ - ``` - tic_3: - name: Tic-Tac-Toe 3 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - You might have noticed one mistake in the code you've made in the previous adventure. You can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! In this tab we'll fix that mistake. - - ### Exercise - ***Paste your code here*** Paste your code from the previous adventure here. - - ***Fix the mistake*** To fix the mistake we replace the line that says `field[choice] = sign`. This turns any spot that the player has chosen into their sign. - Go to the header that says 'Use this to fix the mistake' and finish the code. We first want to check if the chosen spot is still empty, so `if field[choice] = '.'`. If that is the case, you are allowed to take it. - Then we make an else command and print 'Sorry, this spot is already taken' if the spot is not empty. Lastly, we add a {sleep} command, so the players can actually read the text before it gets cleared again. - Now copy this piece of code and replace the line `field[choice] = sign` with this new piece of code. - - ***Play your game!*** Now the game should work properly! Good job! - The only flaw is that you can get a bit annoyed that the game keeps asking you if you've won yet. Do you want to fix that? Go to level 17 and we'll fix it! - example_code: | - ``` - # Paste your code here - - # Use this to fix the mistake - {if} _ = '.' - field[choice] = sign - {else} - {print} _ - _ - ``` turtle: name: Schildkröte default_save_name: Schildkröte @@ -4660,22 +3889,9 @@ adventures: Mit `{forward}` ziehst Du eine Linie vorwärts. Die Zahl dahinter legt fest, wie weit die Schildkröte wandert. Mit `{turn} {right}` ("drehe Dich nach rechts") macht sie eine Viertelumdrehung im Uhrzeigersinn, mit `{turn} {left}` ("drehe Dich nach links") entgegen dem Uhrzeigersinn. Wenn du zurück laufen möchtest, benutzt du den `{forward}`-Befehl mit einer negativen Zahl., wie zum Beispiel `{forward} -100`. - example_code: | - ``` - {forward} 100 - {turn} {left} - ``` story_text_2: | ### Übung Das ist der Anfang einer kleinen Treppe. Kannst Du sie so zeichnen, dass sie 5 Stufen hat? - example_code_2: | - ``` - {forward} 20 - {turn} {right} - {forward} 20 - {turn} {left} - {forward} 20 - ``` 2: story_text: | In diesen Level kann du Variablen nutzen, um die Schildkröte interaktiv zu machen. Du kannst zum Beispiel die Spieler fragen, wie viele Schritte die Schildkröte machen soll. @@ -4728,17 +3944,6 @@ adventures: story_text_2: | Du kannst auch die Farben der Linien mit dem Befehl `{color}` ändern. Sieh dir das Beispiel an. Du kannst auch den Befehl `{color} {white}` benutzen, um unsichtbare Linien zu ziehen. Du kannst diese weißen Linien nutzen, um die Schildkröte irgendwo auf dem Bildschirm hin zu bewegen bevor du zu malen anfängst. - example_code_2: | - ``` - {color} {white} - {forward} -80 - {color} {green} - {forward} 50 - {color} {yellow} - {forward} 50 - {color} {red} - {forward} 50 - ``` 5: story_text: | In Level 5 kannst Du mit dem Befehl `{if}` Entscheidungen treffen. Du kannst Dich zum Beispiel zwischen verschiedenen Formen entscheiden. @@ -4831,17 +4036,6 @@ adventures: Dieser Code erzeugt drei schwarze Dreiecke, ändere dies zu fünf pinken Quadraten. **Extra** Erstelle eine Figur deiner Wahl, die aus mindestens zwei verschiedenen Formtypen besteht. - example_code: | - ``` - {color} {black} - {repeat} 3 {times} - {repeat} 3 {times} - {forward} 10 - {turn} 120 - {color} {white} - {forward} 50 - {color} {black} - ``` 10: story_text: | In diesem Level kannst du die Schildkröte eine Figur zeichnen lassen. @@ -5218,24 +4412,7 @@ adventures: Stern Ein Star wird üblicherweise mit 144° Drehungen gezeichnet. Wenn du das zum Beispiel leicht in einen 143° Winkel abänderst und das Muster mehrfach mit einer {while} Schleife wiederholst, kannst du die gezeigte Figur zeichnen. while_command: - name: '{while}' - default_save_name: while_command description: while - levels: - 15: - story_text: |- - We are going to learn a new loop, the `{while}` loop! We continue the loop as long as the statement is true. - So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. - If the correct answer is never given, the loop never ends! - example_code: | - ``` - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - ``` years: name: Neujahr default_save_name: Neujahrs-Countdown diff --git a/content/adventures/el.yaml b/content/adventures/el.yaml index 34de00798d0..fce12456e36 100644 --- a/content/adventures/el.yaml +++ b/content/adventures/el.yaml @@ -62,35 +62,6 @@ adventures: ``` story_text_3: | This is an example of the `{remove}` command in your story - example_code_3: | - ``` - {print} His backpack got way too heavy. - {print} Inside were a bottle of water, a flashlight and a brick. - bag {is} water, flashlight, brick - dump {is} {ask} Which item should he dump? - {remove} dump {from} bag - ``` - 4: - story_text: | - ### Exercise - Copy the example code and finish it by adding quotation marks on the blanks in lines 1 and 2. - The blanks in line 3 and 4 should not be replaced by quotation marks, but a `{sleep}` and a `{clear}` command. Can you make it work? - - ### Exercise 2 - Go back to the previous level and copy your story code. Make the code work in this level by adding quotation marks in the right spots. - Mind: The variables in your own story should be outside of the quotation marks. Just like the second line of the example code. In that line the variable name is placed outside of the quotation marks. - example_code: | - ``` - name {is} {ask} _ What is your name? _ - {print} _ The main character is called _ name - _ - _ - {print} name _ is now going to walk in the woods _ - {print} name _ is a bit scared _ - animals {is} 🦔, 🐿, 🦉, 🦇 - {print} _ He hears the sound of a _ animals {at} {random} - {print} name _ is afraid this is a haunted forest _ - ``` 5: story_text: | Στο επίπεδο 4 μπορείς να κάνεις την ιστορία σου ακόμα πιο διασκεδαστική. Στο επίπεδο 4 μπορείς να προγραμματίσεις διαφορετικά φινάλε. @@ -123,17 +94,6 @@ adventures: 8: story_text: | In this level you can use multiple lines in your {if} commands, this way you can upgrade your happy or sad ending! - example_code: | - ``` - {print} 'OH NO! The T-rex is closing in!' - end = {ask} 'Do you want a happy or a sad ending?' - {if} end {is} happy - {print} 'Just in time Richard jumps back into the time machine!' - {print} _ - {else} - {print} 'Oh no! Richard is too slow...' - {print} _ - ``` 9: story_text: | In this level you can use nesting to put {if}, {repeat} or {for} commands inside other {if}, {repeat} or {for} commands. This gives you many options and really helps you to make your story interactive. @@ -155,7 +115,6 @@ adventures: 10: story_text: | In this level you can use the {for} command in your story. In this way you could easily program the children's book 'brown bear, brown bear, what do you see'. - example_code: "```\nanimals = _ , _ , _ \n{print} 'Brown bear, Brown bear'\n{print} 'What do you see?'\n```\n" 12: story_text: | In this level you can use the quotation marks to save multiple words in a variable. @@ -167,370 +126,26 @@ adventures: 13: story_text: | By using the `{and}` and `{or}` commands, you can shorten your stories. For example, check out the dragon story. - example_code: | - ``` - {print} 'Our hero is walking through the forest' - {print} 'The path splits two ways' - path = {ask} 'Which path should she choose?' - weapon = {ask} 'What weapon does she draw?' - {if} path {is} 'left' {and} weapon {is} 'sword' - _ - ``` - 15: - story_text: | - Using the `{while}` loop can make your stories more interesting. For example, you can use `{while} game == 'on'` so you can play until the game is over. - Or you can use `{while} sword == 'lost'` so the player can't continue the game until they have found something. - - ### Exercise - The example code shows you how to use the `{while}` loop in a story. Now **think of your own scenario** in which the player has to find something before they can continue. - example_code: | - ``` - keys = 'lost' - {print} 'You are standing in your garden and you have lost your keys.' - {print} 'Where do you want to look for them?' - {print} 'You can choose: tree, flowerbed, rock, postbox' - {while} keys == 'lost' - location = {ask} 'Where do you want to look?' - {if} location == 'flowerbed' - {print} 'Here they are!' - keys = 'found' - {else} - {print} 'Nope they are not at the ' location - {print} 'Now you can enter the house!' - ``` - 18: - story_text: | - We are going to print another story, but now we have to use brackets with `{print}`. - - ### Exercise 1 - Create a story of at least 5 sentences. You don't have to use 'name' just yet. - example_code: | - ``` - {print}('Welcome to this story!') - ``` - story_text_2: | - ### Exercise 2 - We have already prepared an `{input}` for you. First, use the `name` variable in your story. - Then add a second `{ask}` and use that variable as well. - Tip: Remember the commas in a `{print}` between text and variables! - example_code_2: | - ``` - naam = {input}("What's your name?") - {print}('Welcome to this story!') - ``` add_remove_command: name: '{add} {to} & {remove} {from}' - default_save_name: add_remove_command description: introducing add to and remove from levels: 3: story_text: | ## Add to You can add items to the list with the `{add} {to_list}` command. To add an item to a list you can simply type: `{add} penguin {to} animals` or you can use the `{ask}` command like in the example code. - example_code: | - ``` - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - ``` - story_text_2: | - ## Remove from - If you can add items to a list, of course you can also take them off. This is done with the `{remove} {from}` command. - example_code_2: | - ``` - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - ``` story_text_3: | ### Exercise Try out the new commands in this virtual restaurant. Add the flavor the player is hpoing for to the list and remove the flavors they are allergic to. - example_code_3: | - ``` - {print} Mystery milkshake - flavors {is} strawberry, chocolate, vanilla - hope {is} {ask} What flavor are you hoping for? - _ - allergies {is} {ask} Are you allergic to any flavors? - _ - {print} You get a flavors {at} {random} milkshake - ``` and_or_command: - name: '{and} & {or}' - default_save_name: and or description: introducing and or - levels: - 13: - story_text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two `{if}`s but can use `{and}` and `{or}`. - - If you use `{and}`, both statements, left and right of the `{and}` need to be true. We can also use `{or}`. Then only one statement needs to be correct. - example_code: | - ``` - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - ``` ask_command: - name: '{ask}' - default_save_name: ask_command description: Introduction ask command levels: 1: - story_text: | - ## The ask command - Now that you can use the `{print}` command, you are ready to learn the next command: `{ask}`. With the `{ask}` command, you can ask a question. Check it out: - example_code: | - ``` - {print} Hello! - {ask} What is your name? - ``` story_text_2: | ## The echo command If you want the computer to repeat the answer, you can use the `{echo}` command. The answer will then be echoed back at the end of the sentence, so in this example after hello. - example_code_2: | - ``` - {print} Hello! - {ask} What is your name? - {echo} hello - ``` - story_text_3: | - ### Exercise - Try out the `{ask}` and `{echo}` commands. Firstly, fill in the blanks to make this program work. - Then ask 2 more questions using the `{ask}` command, after each `{ask}` use an `{echo}` to print the answer on the screen. - example_code_3: | - ``` - _ How are you doing? - _ - ``` - 2: - story_text: | - ## The ask command - Now that we can use **variables** in our codes, we no longer need the `{echo}` command. - We can use variables to store the answers to our questions and this way we can use the answer to multiple questions in our codes. - Check it out: - - This way your code is becoming interactive! - example_code: | - ``` - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - ``` - story_text_2: | - ### Exercise - In the previous tab you have practised with setting variables with the `{is}` command. - You have created at least 3 variables and used them with a print command. - Now, instead of setting the variables we want you to make the variables interactive, like we did in our example. - - Copy your code from the previous tab and make the variables interactive by using `{ask}` commands. - example_code_2: | - ``` - favorite_animal {is} {ask} What is your favorite animal? - {print} I like favorite_animal - ``` - 18: - story_text: The final change we will need to make to get Python code is changing `{ask}` into `{input}`. - example_code: | - ``` - {print}('My name is Hedy!') - name = {input}('What is your name?') - {print}('So your name is ', name) - ``` - blackjack: - name: Blackjack - default_save_name: Blackjack - description: Try to get as close to 21 as you can - levels: - 17: - story_text: | - Blackjack is a simple game of cards in which you have to get as close to 21 points as possible. You get two cards. Each card is worth their numeral value, and the face cards (Jack, Queen and King) are worth 10 points. - The Ace is worth either 1 or 11 points (you can choose). The dealer, your opponent, also gets two cards. - If you want, you can get another card, and its points will be added to your total. The dealer can also choose to take another card. - But be careful not to get more than 21 points, because if you do, you lose! - The player who gets closest to 21, without going over it, wins! - - ### Exercise - In this adventure we code the first part of our Blackjack game. We'll create a function to calculate how many points a card is worth. - - ***Set the variables*** - Start by making a list of all the cards, from 2 to Ace. Next make a list of the face cards, so Jack, Queen and King. Then pick a random card from the list of cards to be card_1. - - ***Create a function to calculate the points*** - Create a function that calculates how many points a card is worth. - All the face cards are worth 10 points, the Ace is worth 11 and all the other cards are worth their numeral. - Return the variable `points` at the end of the function. - - ***Test the function*** - Test if your function is working properly. Finish the first print command by filling in which card you've drawn. Then finish the second line by calling the function with card_1. - Run the code a couple of times. Are you happy with the results? Great! Then you can remove the testing part and move on the the next tab! - example_code: | - ``` - {print} 'BLACKJACK' - - # Set these variables - cards = _ - face_cards = _ - card_1 = - - # Create a function to calculate the points - {define} calculate_points {with} card: - {if} card {in} face_cards: - points = _ - {elif} _ - _ - {else}: - _ - _ points - - # Test your function - {print} 'Your card is a ' _ - {print} 'That is worth ' _ ' points'. - ``` - blackjack_2: - name: Blackjack 2 - default_save_name: Blackjack_2 - description: Blackjack part 2 - levels: - 17: - story_text: | - ### Exercise - In this adventure we code the second part of our Blackjack game. - - ***Paste your code from the previous adventure*** - In the previous adventure you've started a list of variables and created a function to calculate how many points a card is worth. Copy your code and paste it here. Mind that you don't need the testing part, so if you haven't removed that yet, please do so now. - - ***Add more variables*** - You have already set the lists `cards` and `face_cards` and the variable `card_1`. Underneath those variables create 3 more variables: `card_2`, dealer_card_1` and `dealer_card_2`. These variables are all set to a random card from the list of cards. - - ***Add up points*** - To calculate how many points you have scored we call the function with card 1 and we do it again for card 2. Then we add both these scores together to get your total. - Do the same thing for the dealers points, but be sure to use the dealer's cards and not your own! - - ***2 Aces*** - You're doing great! Almost all scores can be calculated now. There is only one exception: 2 Aces. If you get 2 Aces, your total is 12 points and not 22 (because 22 points would be losing!). This of course also goes for the dealer. - - ***Show the score*** - Lastly, you want to tell the program to tell you which cards you have drawn and how many points that is. Then show which cards the dealer has and how many points they have. - - ***Continue in the next tab*** - Great! You have finished this part of the game! Copy your code and go to the next tab to learn how to ask for an extra card and to declare a winner. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add these variables to the list of variables - card_2 = _ - dealer_card_1 = _ - dealer_card_2 = _ - - # Add up your points - your_points_1 = {call} _ {with} card_1 - your_points_2 = _ - your_total = _ - - # Add up the dealers points - dealer_points_1 = _ - _ - _ - - # 2 Aces - {if} card_1 == 'Ace' {and} _ - your_total = 12 - {if} dealer_card_1 _ - dealer_total = _ - - # Show the score - {print} 'You have drawn a ' _ ' and a ' _ '. That is ' _ ' points' - {print} 'The dealer has drawn a ' _ ' and a ' _ '. That is ' _ ' points' - ``` - blackjack_3: - name: Blackjack 3 - default_save_name: Blackjack_3 - description: Blackjack part 3 - levels: - 17: - story_text: | - In the previous tabs you have learned how to draw 2 random cards for yourself and for the dealer and to calculate how many points you both got. - In this adventure we add the option to ask for an extra card for both you and the dealer. - - ### Exercise - ***Paste your code from the previous adventure*** Firstly, copy your code from the previous tab and paste it here. - - ***Extra card for you*** If you want, you can get an extra card to get your total as close to 21 as possible. First ask the player if they want an extra card. - If they do, pick a random card and print what they have drawn. If the card is not an Ace, you can call the function and add the points to your total. - In case the card is an Ace, you can't use the function, because the Ace can be either 1 point or 11 points, depending on how many points you already have earned. - If your total is less than 11, you want the ace to be 11 points (because this is closest to 21). So you add 11 points to your total. - If the total is more than or equal to 11, you want the ace to be 1 point (because you don't want more than 21 points). So you add 1 point to your total. - Lastly, print your new total of points. - - ***Extra card for the dealer*** The dealer can also get an extra card. The dealer doesn't need to be asked, because they always get an extra card if their total is less than 17. - Copy the 'Extra card for you code' and paste it in the dealers section. Then change it to fit the dealer picking an extra card and getting points added to their total. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Extra card for you - hit = {ask} _ - {if} hit == 'yes': - card_3 = _ - {print} _ - {if} card_3 _ 'Ace': - your_points_3 = _ - your_total = _ - {else}: - {if} your_total _ - _ - {else}: - _ - {print} _ - - # Extra card for the dealer - {if} dealer_total < 17 - _ - ``` - blackjack_4: - name: Blackjack 4 - default_save_name: Blackjack_4 - description: Blackjack part 4 - levels: - 17: - story_text: | - In the last 3 adventures you have alsmost created a working blackjack game! The only thing left to do is to decide a winner! - - ### Exercise - ***Paste your code from the previous adventure*** Start by pasting the code that you've made so far into your programming field. - - ***Decide a winner*** - Firstly, if you and the dealer have an equal amount of points, it's a draw. - Secondly, if the dealer has more than 21 points and you don't, you are the winner. - Thirdly, if both you and the dealer have less than 22 points, we have to see who came closest to 21. We do that by comparing who has the highest score. Is your total higher than the dealer's total, then you are the winner. If not, the dealer wins. - Lastly, in all other scenarios (e.g. you have more than 21 points and the dealer doesn't, or you both have more than 21 points) you are the loser. - - ***Enjoy the game!*** - Does your game work properly? Amazing! You have done a great job! Enjoy your game! - If it doesn't work right away, no worries, you might have made a mistake. Just keep calm and bebug your code using the ladybug button. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Decide a winner - {if} _ - {print} 'Its a draw! Play again!' - {elif} _ - {print} 'You win!' - {elif} _ : - {if} _: - {print} _ - {else}: - {print} _ - {else}: - _ - ``` calculator: name: Αριθμομηχανή default_save_name: Αριθμομηχανή @@ -580,59 +195,7 @@ adventures: ### Exercise 2 Give the player feedback when the enter an answer, like `{print} 'Correct!'` or `{print} 'Wrong! The correct answer is ' correct_answer`. - example_code: | - ``` - score = 0 - {repeat} 10 {times} - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct_answer = number_1 * number_2 - {print} 'What is ' number_1 ' times ' number_2 '?' - answer = {ask} 'Type your answer here...' - {print} 'Your answer is ' answer - {if} _ {is} _ - score = score + 1 - {print} 'Great job! Your score is... ' score ' out of 10!' - ``` - 10: - story_text: | - This calculator game helps you practise your tables of multiplication! - ### Exercise - Fill in the blanks. We want this program to ask the player these questions: - ``` - How much is 1 times 1? - How much is 1 times 2? - How much is 1 times 3? - How much is 2 times 1? - How much is 2 times 2? - How much is 2 times 3? - How much is 3 times 1? - How much is 3 times 2? - How much is 3 times 3? - _ - ``` - example_code: | - ``` - numbers = 1, 2, 3 - {for} _ - {for} _ - answer = {ask} _ - correct = number_1 * number_2 - {if} answer {is} correct - {print} 'Great job!' - {else} - {print} 'That is wrong. The right answer is ' correct - ``` 11: - story_text: | - With a `{for}` you can simplify tables of multiplication practise program. - - ### Exercise 1 - Improve the example code such that it prints a nice multiplication table:
"1 times 10 is 10", "2 times 10 is 20", etc. - - ### Exercise 2 - Go back to your level 10 multiplication code, and modify it so that it uses a `{for}` and `{range}`. example_code: | ``` number = 10 @@ -642,41 +205,7 @@ adventures: 12: story_text: | Now you can make a calculator that works for decimal numbers. - example_code: | - ``` - number1 = {ask} 'What is the first number?' - number2 = {ask} 'What is the second number?' - answer = _ - {print} number1 ' plus ' number2 ' is ' _ - ``` - 13: - story_text: | - ### Exercise 1 - Let's make the practice program a bit harder. The player now has to answers two questions correctly. Fill out the blanks to complete the program. - - ### Exercise 2 - Sometimes, calculations have multiple correct answers. For example, 10 can be divided by 5 and by 2. So the question 'What number divides 10?' can be answered by 2 and by 5. - Ask for a calculation that has multiple correct answers, ask the player to answer it, and determine if it is correct using `{or}`. - Empty the programming field and create your own solution. - example_code: | - ``` - answer1 = {ask} 'What is 10 times 7?' - answer2 = {ask} 'What is 6 times 7?' - {if} _ _ _ _ _ _ _ - {print} _ - ``` 14: - story_text: | - In this adventure you will build a calculator that calculates your mean grade for you. If you get your calculator to work, you can move on to the next adventure, which allows you to add two extra features. - - ### Exercise 1 - Fill in the blanks to get the calculator to work. - * Start with the fourth line, add a question to figure out what grade the student got. - * In the fifth line you'll want to calculate the total of all grades, so the total = total + grade. - * Then we get to set the return value. We want to return the mean, so the total devided by the amount of tests (4). - * Lastly we finish the code by calling the function in line 8. - - Did you get it? Awesome! Would you like to add even more to your calculator? **This adventure continues in the next tab!** example_code: | ``` {define} calculate_mean_grade @@ -695,127 +224,11 @@ adventures: mean_grade = {call} _ {print} 'Your mean grade is ' mean_grade - 15: - story_text: | - You can add the `{while}` loop to the calculator game you've learned to make in a previous level. - This makes sure the player can't continue to the next question if they answer incorrectly. - - ### Exercise - Add the `{while}` loop in the function, ask the player what number_1 times number_2 is and print their answer. - Then `{call}` the function. - example_code: | - ``` - {define} new_question - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct = number_1 * number_2 - answer = 0 - _ - _ - _ - {print} 'Well done!' - - {print} 'Give 10 correct answers to win!' - {for} i {in} {range} 1 {to} 10 - _ - {print} 'You win!' - ``` - calculator_2: - name: Calculator 2 - default_save_name: Calculator 2 - description: Calculator 2 - levels: - 14: - story_text: | - ### Exercise 2 - **This is the second part of this adventure.** The adventure starts in the previous tab. - Of course, you don't always want to calculate the mean of 4 tests. You might want to calculate the mean of 10 tests or only 2... - We can fix this problem by adding the argument and variable 'amount_of_tests'. - * Start a new line on line 3. Set the amount_of_tests argument by asking the student how many tests they have made. - * Change the 4 in line 4 to the new argument amount_of_tests. - * Lastly, change the 4 in line 6 to amount_of_tests - - Try out your new program. Does it work? - - ### Exercise 3 - Did you want to make your program even better? Great! In the previous program you could only calculate the mean grade of 1 subject, but it would be better if you could calculate the mean grade for all subjects you want! - We won't tell you how to do it, but we will give you one tip: Start your code in line 1 with: define calculate_mean_grade with subject. - example_code: | - ``` - # Use your own code from the previous adventure. - ``` clear_command: - name: '{clear}' - default_save_name: clear_command description: clear command - levels: - 4: - story_text: | - Time for a new command! With `{clear}` you can clear all the text form your output screen. This way you can prevent your screen getting too full of text. - Beware! If you are using a `{clear}` command, you might need to use a `{sleep}` above it. Otherwise Hedy will clear your screen without giving you the time to read as you can see in the example! - example_code: | - ``` - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'wait for it...' - {sleep} 3 - {clear} - {print} 'SURPRISE!' - ``` debugging: - name: debugging - default_save_name: debugging - description: debugging adventure levels: - 1: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will show you code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} I love programming - Do you love programming too? - {echo} - {print} What are your hobbies? - {echo} Your hobbies are - ``` - 2: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - destination {ask} Where are you going on holidays? - {print} The flight to dstination leaves at 3 pm. - {ask} Did you check in your luggage yet? - {echo} - {print} Let me print your boarding pass for you. - {sleep} - Here you go! Have a nice trip! - ``` 3: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -829,80 +242,12 @@ adventures: tomorrows_movie {is} movie_choices {at} {random} I'll go get the popcorn! {print} ``` - 4: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Welcome to the online library! - {ask} What genre of books do you like? - {print} You like genre - author {is} {ask} 'Who's your favorite author?' - {print} 'author is your favorite author' - {print} Hmmm... i think you should try... books {at} {random} - ``` - 5: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} Welcome to Swimming Pool Hedy! - class {is} {ask} 'Are you here to join a class today?' - {if} class yes - {print} 'Great! You're joining a class! - {print} {else} 'You will not be joining a class' - discount {is} 'Do you have a discount code?' - {if} discount {is} yes - discount_answer {is} {ask} 'What's your discount code?' - discount_codes = Senior4231, Student8786, NewMember6709 - {if} discount_answer {is} {in} discount_cods - {print} 'That will be $3,50' - 'That will be $5,50' - {print} 'Have a nice swim!' - ``` - 6: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Vending machine' - chosen_product = {ask} 'Please select a product' - 1_dollar_products = coke orange juice water - 2_dollar_products = chocolate, cookie, museli bar - 3dollar_prodcuts = potato chips, beef jerky, banana bread - {if} chosen {is} {in} 1_dollar_products - price = 1 - {if} chosen_product {is} 2_dollar_products - price = 2 - {else} chosen_product {in} 3_dollar_products - price = 3 - amount_of_products = '{ask} How many of ' chosen_product would you like to have?' - total = price + amount_of_product - {print} 'That will be $' price 'please' - ``` 7: story_text: |- ### Exercise Surprise! This program looks more like an output than a code. And yet, we don't want you to just add `{print}` commands in front of each line. Fix this program to turn it into the nursery rhyme 'Brother John (Frère Jaques)' by using the {repeat} command of course! - example_code: | - **Warning! This code needs to be debugged!** - ``` - Are you sleeping? - Brother John! - Morning bells are ringing! - Ding, dang, dong! - ``` 8: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -925,9 +270,6 @@ adventures: {print} 'Thank you! Byebye!' ``` 9: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -950,9 +292,6 @@ adventures: price = amount * 6 {print} 'That will be 'price dollar' please' 10: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1001,9 +340,6 @@ adventures: print month i ``` 12: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1029,9 +365,6 @@ adventures: call greet_costumer ``` 13: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1061,9 +394,6 @@ adventures: print 'No problem!' ``` 14: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1110,9 +440,6 @@ adventures: else 'no problem' 15: - story_text: |- - ### Exercise - Debug this random children's story. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1147,10 +474,6 @@ adventures: print The End ``` 16: - story_text: |- - ### Exercise - Debug this code. Good luck! - Tip: Make sure that you only see your score once in the end. example_code: | **Warning! This code needs to be debugged!** ``` @@ -1169,9 +492,6 @@ adventures: ``` 17: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1204,9 +524,6 @@ adventures: print 'Thanks for ordering!' ``` 18: - story_text: |- - ### Exercise - Debug this Old MacDonald program from level 16. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1226,34 +543,9 @@ adventures: print 'everywhere a ' sound sound ``` default: - name: Introduction - default_save_name: intro - description: Level explanation levels: 1: story_text: "Καλωσήρθες στη Hedy! Στο επίπεδο 1 μπορείς να χρησιμοποιήσεις τις εντολές `{print}`, `{ask}` και`{echo}`.\n\nΓια παράδειγμα, μπορείς να εμφανίσεις κείμενο στην οθόνη χρησιμοποιώντας την `{print}`. Μπορείς να δεις ένα παράδειγμα \nμε απόσπασμα κώδικα στα αριστερά.\n\nΠάτησε το πράσινο κουμπί και ο κώδικας θα πληκτρολογηθεί για σένα.\nΔοκίμασε και εσύ τον κώδικα πατώντας το πράσινο κουμπί 'Εκτέλεσε κώδικα' κάτω από το αριστερό προγραμματιστικό πεδίο.\n" - example_code: | - ``` - {print} Hello world! - ``` - 2: - story_text: | - Congratulations! You've reached level 2. Hopefully you've already made some awesome codes! - In the first level you might've notice that the `{echo}` command can only save one bit of information at a time. - For example in the restaurant adventure, you could echo what the costumer wanted to eat, or what they wanted to drink, but not both in one sentence. - - That changes in level 2. In level 2 you'll learn to work with variables, that allow you to save multiple pieces of information and print them in any place you want. - So let's go to the next tab! - example_code: | - **Warning! This code does not work!** - In Hedy commands will change sometimes. `{echo}` for example only works in level 1. In this level you'll learn a better way to echo answers back. - ``` - {print} Welcome at Hedy's - {ask} What would you like to eat? - {echo} So you want - {ask} what would you like to drink? - {echo} So you want - ``` 3: story_text: | Στο επίπεδο 3 μπορείς να δημιουργήσεις μια λίστα. Μπορείς να αφήσεις τον υπολογιστή να επιλέξει κάτι τυχαία από τη λίστα. Αυτό γίνεται με τη χρήση της `at random`. @@ -1346,10 +638,6 @@ adventures: for animal in animals print 'I love ' animal ``` - 11: - story_text: | - You have reached level 11, you're doing great! In the higher levels, Hedy is focussing more and more on teaching you the programming language Python. - In Python there is no `{repeat}` command, but there is a command that works like {repeat}. Are you curious to find out how to say `{repeat}` in Python language? Quickly go on to find out! 12: story_text: "Μέχρι τώρα η Hedy δενεπέτρεπε δεκαδικούς αριθμούς όπως 1.5, αλλά δεν θα το επιτρέψουμε πλέον. Σημείωσε ότι οι υπολογιστές χρησιμοποιούν το `.` για τους δεκαδικούς αριθμούς.\n\nΑπό αυτό το επίπεδο και μετά πρέπει να χρησιμοποιείς τα εισαγωγικά όταν αποθηκεύεις κείμενο με `=`:\n\nΟι λίστες είναι κείμενα, άρα θέλουν επίσης εισαγωγικά. Πρόσεξε ότι κάθε στοιχείο στη λίστα έχει εισαγωγικά. \nΑυτό σου επιτρέπει να αποθηκέυσεις δυο λέξεις ως ένα στοιχείο, πχ 'Black Widow'.\n\n\nΓια τους αριθμούς, δεν χρησιμοποιούνται εισαγωγικά στο `=`/\n" example_code: |- @@ -1411,14 +699,6 @@ adventures: ![Ζάρια με αριθμούς 1 έως 5 και ένα σκουληκάκι](https://cdn.jsdelivr.net/gh/felienne/hedy@24f19e9ac16c981517e7243120bc714912407eb5/coursedata/img/dobbelsteen.jpeg) example_code: "```\nchoices is 1, 2, 3, 4, 5, σκουληκάκι\nprint choices at random\n```\n\nΔοκίμασες να κάνεις μια πρόταση χρησιμοποιώντας τη λέξη choices; \n\nΔηλαδή, `print Επέλεξα από τις choices`. Αν δεν το έχεις κάνει ήδη, πήγαινε να το δοκιμάσεις! \n\nΘα δεις ότι δε δουλεύει σωστά. H Hedy θα πει: Επέλεξα από τις [1, 2, 3, 4, 5, σκουληκάκι]. To Επίπεδο 3 έχει μια λύση για αυτό.\n" - story_text_2: | - ### Exercise - The dice in the example above are dice for a specific game. Can you make normal dice? - Or other special dice from a different game? - example_code_2: | - ``` - choices {is} _ - ``` 4: story_text: | Στο επίπεδο 3 μπορούμε να φτιάξουμε προτάσεις με την τιμή του ζαριού μέσα στην πρόταση, φυσικά μέσα σε εισαγωγικά. @@ -1473,38 +753,6 @@ adventures: 10: story_text: | Is everybody taking too long throwing the dice? In this level you can let Hedy throw all the dice at once! - example_code: | - ``` - players = Ann, John, Jesse - choices = 1, 2, 3, 4, 5, 6 - _ _ _ _ - {print} player ' throws ' choices {at} {random} - {sleep} - ``` - 15: - story_text: | - ### Exercise - In this level you can create a little game in which you'll have to throw 6 as fast as possible. - We have started the code, it's up to you to get the game to work! - - Firstly, add a `{while}` loop that checks if 6 has been thrown or not. - As long as you haven't thrown 6 already, throw the dice on a random number. - Print what the player has thrown. - Add a try to the amount of tries - Wait a second before you throw again, or - in case you've thrown a 6 - before the game ends. - example_code: | - ``` - options = 1, 2, 3, 4, 5, 6 - {print} 'Throw 6 as fast as you can!' - thrown = 0 - tries = 0 - _ - _ - _ - _ - _ - {print} 'Yes! You have thrown 6 in ' tries ' tries.' - ``` dishes: name: Ποιός πρέπει να πλύνει τα πιάτα default_save_name: πιάτα @@ -1556,18 +804,6 @@ adventures: Τώρα θα πρέπει να κάνεις πολλή αντιγραφή και επικόλληση, έτσι; Αυτό θα το διορθώσουμε στο επίπεδο 7. Αυτό το επίπεδο είναι το τέλος της περιπέτειας του πλυσίματος! Όμως υπάρχουν πολλές ακόμα περιπέτειες να ακολουθήσεις σε άλλα επίπεδα, όπως το κομπιουτεράκι, μια διαδραστική ιστορία και ένα πιο περίπλοκο παιχνίδι. - example_code: | - ``` - people = mom, dad, Emma, Sophie - emma_washes = 0 - dishwasher = people {at} {random} - {print} 'The dishwasher is' dishwasher - {if} dishwasher {is} Emma emma_washes = emma_washes + 1 - {print} 'Emma will do the dishes this week' emma_washes 'times' - ``` - - Now you can copy lines 3 to 5 a few times (e.g. 7 times for a whole week) to calculate for a whole week again. - Do you make the code for the whole week? story_text_2: | If you are extremely unlucky the previous program might choose you to to the dishes for the whole week! That's not fair! To create a fairer system you can use the `{remove}` command to remove the chosen person from the list. This way you don't have to do the dishes again untill everybody has had a turn. @@ -1594,22 +830,10 @@ adventures: 10: story_text: | In this level you could make an even better dish washing shedule. - example_code: | - ``` - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - ``` elif_command: - name: '{elif}' - default_save_name: elif description: elif levels: 17: - story_text: | - In this level you can also use a new command: `{elif}`. `{elif}` is a combination of the keywords `{else}` and `{if}` and you need it when you want to make 3 (or more!) options. - Check it out! example_code: | ``` prices = ['1 million dollars', 'an apple pie', 'nothing'] @@ -1623,67 +847,14 @@ adventures: {print} 'Better luck next time..' ``` for_command: - name: '{for}' - default_save_name: for description: for command levels: - 10: - story_text: |- - ## For - In this level we learn a new code called `{for}`. With `{for}` you can make a list and use all elements. - `{for}` creates a block, like `{repeat}` and `{if}` so all lines in the block need to start with 4 spaces. - example_code: | - ``` - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - ``` - story_text_2: | - ### Exercise - Finish this code by adding `{for} action {in} actions` to line 2. - example_code_2: | - ``` - actions = clap your hands, stomp your feet, shout Hurray! - _ - {repeat} 2 {times} - {print} 'If youre happy and you know it, ' action - {sleep} 2 - {print} 'If youre happy and you know it, and you really want to show it' - {print} 'If youre happy and you know it, ' action - {sleep} 3 - ``` 11: story_text: |- In this level, we add a new form of the `{for}`. In earlier levels, we used `{for}` with a list, but we can also use `{for}` with numbers. We do that by adding a variable name, followed by `{in}` `{range}`. We then write the number to start at, `{to}` and the number to end at. Try the example to see what happens! In this level again, you will need to use indentations in lines below the `{for}` statements. - example_code: | - ``` - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - ``` - 17: - story_text: | - Now we are going to change indentation a little bit. Every time that we need an indentation, we need `:` at the line before the indentation. - example_code: | - ``` - {for} i {in} {range} 1 {to} 10: - {print} i - {print} 'Ready or not, here I come!' - ``` - 18: - story_text: | - Lastly, we'll turn `{for} i {in} {range} 1 to 5` into real Python code, like this: - example_code: | - ``` - {for} i {in} {range}(1,5): - {print} (i) - ``` fortune: - name: Fortune teller - default_save_name: Fortune Teller - description: Let Hedy predict the future levels: 1: story_text: | @@ -1693,14 +864,6 @@ adventures: In the upcoming levels you can learn how to create your own fortune telling machine! In level 1 you can start off easy by letting Hedy introduce herself as a fortune teller and let her {echo} the players' answers. Like this: - example_code: | - ``` - _ Hello, I'm Hedy the fortune teller! - _ Who are you? - _ Let me take a look in my crystal ball - _ I see... I see... - _ Your name is - ``` story_text_2: | ### Exercise Hedy now only tells you your name. Can you expand the code so that Hedy can predict more things about you? @@ -1710,80 +873,21 @@ adventures: story_text: | In the previous levels you've created your first fortune telling machine, but Hedy couldn't really predict anything, only {echo}. In this level you can use a variable and the `{at} {random}` command to really let Hedy choose an answer for you. Check out this code for instance: - example_code: | - ``` - {print} I’m Hedy the fortune teller! - question {is} {ask} What do you want to know? - {print} This is what you want to know: question - answers {is} yes, no, maybe - {print} My crystal ball says... - {sleep} 2 - {print} answers {at} {random} - ``` story_text_2: | ### Exercises Now, Hedy can only answer yes, no or maybe. Can you give Hedy more answer options, like 'definitely' or '{ask} again'. - 4: - story_text: | - ### Exercise - We have removed all the quotation marks from this example code, can you add them in all the right places? - - ### Exercise 2 - Go back to the previous level and copy your fortune teller code. Make the code work in this level by adding quotation marks in the right spots. - example_code: | - ``` - _ Add the quotation marks to this code _ - {print} Im Hedy the fortune teller! - question {is} {ask} What do you want to know? - {print} This is your question: question - answers {is} yes, no, maybe - {print} My crystal ball says... - {sleep} 2 - {print} answers {at} {random} - ``` 5: story_text: | In this level you'll learn to (secretly) tip the odds in your favor, when using the fortune teller! By using `{if}` and `{else}` you can make sure that you will always get a good fotune, while other people might not. Check out this example to find out how. - example_code: | - ``` - friends {is} Jordan, Lucy, Dave - {print} 'I can predict if you will win the lottery tomorrow!' - person {is} {ask} 'Who are you?' - good_answer {is} Hurray! You win!, You will definitely win!, We have a winner! - bad_answer {is} Bad luck! Try again!, Another person will win, You lose! - {if} person {in} friends {print} good_answer {at} {random} - {else} {print} bad_answer {at} {random} - ``` 6: story_text: | In this level you can use math in your predictions as a fortune teller. This allows you to make up (silly) formulas to calculate the future. For example you could calculate how rich you'll get or how many kids you will have when you grow up. - example_code: | - ``` - {print} 'I am Hedy the fortune teller!' - {print} 'I can predict how many kids youll get when you grow up!' - age = {ask} 'How old are you?' - siblings = {ask} 'How many siblings do you have?' - length = {ask} 'How tall are you in centimetres?' - kids = length / age - kids = kids - siblings - {print} 'You will get ...' - {sleep} - {print} kids ' kids!' - ``` 7: story_text: | In this level you can use the `{repeat}` command to make your machine tell multiple fortunes at once. - example_code: | - ``` - {print} 'I have a flower with magic petals' - {print} 'If you pick the petals the flower will tell you if your crush loves you back' - amount = {ask} 'How many petals do you want to pick?' - options = they love you, they love you not - _ _ _ _ options {at} {random} - ``` 8: story_text: | In the previous levels you've learned how to use repeat to make the fortune teller answer 3 questions in a row, but we had a problem with printing the questions. @@ -1803,51 +907,12 @@ adventures: 10: story_text: | In this level you'll learn how to program the game MASH (mansion, apartement, shack, house). In this game you can predict for all the players at once, what their future will look like. - example_code: | - ``` - houses = mansion, apartment, shack, house - loves = nobody, a royal, their neighbour, their true love - pets = dog, cat, elephant - names = Jenna, Ryan, Jim - _ - {print} name ' lives in a ' houses {at} {random} - {print} name ' will marry ' loves {at} {random} - {print} name ' will get a ' pets {at} {random} ' as their pet.' - {sleep} - ``` 12: story_text: | In this level you can make your fortunes multiple words. Like in this example below: - example_code: | - ``` - fortunes = 'you will slip on a banana peel', _ - {print} 'I will take a look in my crystal ball for your future.' - {print} 'I see... I see...' - {sleep} - {print} fortunes {at} {random} - ``` functions: - name: functions - default_save_name: functions - description: functions levels: 12: - story_text: | - In this level you'll learn how to use **functions**. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. - To create a function, use `{define}` and give the function a name. Then put all the lines you want in the function in a indented block under the `{define}` line. - Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use {call} with the function's name to call it up! We don't have to type that block of code again. - - Check out this example code of a game of Twister. The function 'turn' contains a block of code that chooses which limb should go where. - - ### Exercise - Finish this code by setting the 2 variables chosen_limb and chosen_color. - Then, choose how many times you want to call the function to give the twister spinner a spin. - - ### Exercise 2 - Improve your code by adding a variable called 'people'. Use the variable to give all the players their own command in the game. - For example: 'Ahmed, right hand on green' or 'Jessica, left foot on yellow'. example_code: | ``` sides = 'left', 'right' @@ -1884,25 +949,7 @@ adventures: I dreamed that my Bonnie is dead Can you program this verse in the same way as the example? - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - ``` 14: - story_text: | - In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. - You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - - For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - - ### Exercise - Finish this code. We have already made the variable new_price for you, you only need to set it. - You should finish the line of code by calling the function that calculates the new price. example_code: | ``` {define} calculate_new_price {with} amount, percentage @@ -1916,223 +963,7 @@ adventures: new_price = _ calculate_new_price {with} old_price, _ {print} 'The new price is ' new_price ' dollar' ``` - 18: - story_text: | - Let's make functions the Pythons way! To define a function, we no longer use: - - `{define} name_function {with} argument_1, argument_2:` - - but we use: - - `{def} name_function(argument_1, argument_2):`. - - - If you don't want to use arguments, you just leave the space between the parantheses empty. - To call a function, we don't need the `{call}` command anymore. You just type the name of the function. - example_code: | - ``` - {def} calculate_score(answer, correct_answer): - {if} answer == correct_answer: - score = 1 - {elif} answer == '?': - score = 0 - {else}: - score = -1 - {return} score - - answer = {input} ('Where can you find the Eiffel Tower?') - correct_answer = 'Paris' - score = calculate_score(answer, correct_answer) - {print} ('Your score is... ', score) - ``` - guess_my_number: - name: Guess my number - default_save_name: guess my number - description: guess my number - levels: - 14: - story_text: | - In this level you can program the game 'Guess my number' - - ### Exercise - Fill in the correct symbols on the blanks to get the game to work. - example_code: | - ``` - {print} 'Guess my number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess _ number - {print} 'Lower!' - {if} guess _ number - {print} 'Higher!' - {if} guess _ number - {print} 'You win!' - game = 'over' - ``` - hangman: - name: Hangman - default_save_name: Hangman - description: Guess the word - levels: - 17: - story_text: | - In this adventure we program a game of hangman. First we make some preparations, then we program the game and in the third part we add a drawing with the turtle. - - ### Exercise - ***Set the variables*** In this game of hangman, Player 1 chooses an answer and Player 2 has to guess the letters in this answer. - To let the computer know all the letters in the word, we will turn the answer into a list of letters. We also do this with the guesses Player 2 makes. - We will start the game with 2 empty lists. We have made an empty list for the variable answer for you. Now make an empty list for guessed_letters as well. - Then we fill in how many mistakes were made. At the start of the game, this should be 0. - The variable `amount_letters` tells us how many letters are in the answer. Ask Player 1 to tell us how many letters their word has. - Lastly we tell the computer if the game is over. We use the variable `game_over` and set it to `False`. - - ***Choosing the answer*** We want Player 1 to be able to choose the answer. We'll ask them, as many times as necessary, what the next letter is. - Then we add that letter to the answer. Lastly, we add an empty _ to the list of guessed letters, so we get as many _s as there are letters in the answer. - - ***Player 2's turn*** - Tell Player 2 its their turn. Then tell Player 2 how many letters there are in the answer. Finally, print the list of `guessed_letters`. - - ***Go to the next tab*** Now that all the starting variables are set, we can start programming the game itself. Check out the next tab to learn how! - example_code: | - ``` - print 'Hangman!' - - # Set the variables - answer = [] - guessed_letters = _ - mistakes_made = _ - amount_letters = {ask} _ - _ = 'False' - - # Choosing the answer - {for} _ - letter = {ask} 'Player 1, what is letter ' i '?' - _ - {add} '_' {to} _ - - # Player 2 turn - print _ - print _ - print guessed_letters - ``` - hangman_2: - name: Hangman 2 - default_save_name: Hangman_2 - description: Hangman 2 - levels: - 17: - story_text: | - Now it's time to program the hangman game. - - ### Exercise - - ***Paste your code*** Copy your code from the previous tab and paste the code in the programming field. - - ***The game*** This games continues playing until Player 2 is game over. Fill in the while command accordingly. Now, Player 2 is allowed to guess a letter, so ask Player 2 to guess a letter. - We need to check if their answer is correct, so check if their `guess` is (somewhere) in the (list) `answer`. Then we let the computer figure out which of the letter(s) is the guess. We have already programmed that part for you. - Next we want to compliment the player for finding a correct letter and we want to print the list `guessed_letters`, so the player can see their progress. - - The next part we're going to program is what happens when the player has guessed all of the letters. So if their list of `guessed_letters` is the same as our list `answer`. - If the lists are the same, congratulate Player 2 with their victory and set the variable `game_over` to `True`. - - Next we'll program what happens when Player 2 guesses wrong (so the `{else}` command). First, tell the player that their guess was wrong. Then increase the `mistakes_made` variable by 1. - - For the last part we'll program what happens when Player 2 has made 10 mistakes. We'll print that Player 1 has won the game. Then we'll print the correct answer. And finally, we'll set our `game_over` variable to `True`, so the game stops. - - ***Go to the next tab*** Amazing work! Your game is playable, but wouldn't it be fun if the hangman was actually drawn when Player 2 makes a mistake..? - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - guess = _ - {if} _ - {for} i {in} {range} 1 {to} amount_letters: - if answer[i] == guess: - guessed_letters[i] = guess - {print} _ - {if} guessed_letters == _: - {print} _ - game_over = _ - {else}: - {print} _ - mistakes_made _ - {if} _ == 10: - {print} _ - {print} _ - _ - ``` - hangman_3: - name: Hangman 3 - default_save_name: Hangman_3 - description: Hangman 3 - levels: - 17: - story_text: | - In a game of hangman the mistakes are shown by drawing a part of the hangman each time a mistake has been made. - We now add those drawings with our turtle! - - ### Exercise - ***Create a function that draws the hangman*** Create a function that draws the hangman in 10 steps. We have already made step 1 for you. - - ***Test the function*** Test the function by calling the function with 10. If you are happy with the function, remove the line that calls the function for now. We will call the function when the player makes a mistake. - - ***Paste your hangman game under your function*** Go back to the previous tab and copy your hangman game. Paste the game underneath your function. - - ***Call the function when the player makes a mistake*** Under the line `mistakes_made = mistakes_made + 1` we will call the function. We want the turtle to take the same amount of steps as the player has made mistakes, so we call the function with `mistakes_made` as argument. - - ***Enjoy your game!*** -
- The hangman could look like this -
- example_code: | - ``` - # Create a function that draws the hangman - {define} draw_hangman {with} step: - {if} step == 1: - {color} white - {forward} -100 - {turn} 90 - {forward} -50 - {color} black - {forward} 100 - {forward} -50 - - {if} step == 2: - _ - # Paste your hangman game here - - ``` - harry_potter: - name: Harry Potter - default_save_name: Harry Potter - description: Harry Potter adventures - levels: - 10: - story_text: | - ### Exercise - We can also make a Harry Potter themed fortune teller. Fill in blanks such that 9 lines are printed. - **Extra** Change the theme of the fortune teller into something else, such as your favorite book, film or tv show. - example_code: | - ``` - houses = Gryffindor, Slytherin, Hufflepuff, Ravenclaw - subjects = potions, defence against the dark arts, charms, transfiguration - fears = Voldemort, spiders, failing your OWL test - names = Harry, Ron, Hermione - _ - _ {print} name ' is placed in ' houses {at} {random} - _ {print} name ' is great at ' subjects {at} {random} - _ {print} name 's greatest fear is ' fears {at} {random} - ``` haunted: - name: Haunted House - default_save_name: Haunted House - description: Escape from the haunted house levels: 1: story_text: | @@ -2140,26 +971,9 @@ adventures: If you pick the right door you'll survive, but {if} not a terrible monster might... In level 1 we start our haunted house game by making up a scary story and {ask} the player what monster they'll see in the haunted house. - example_code: | - ``` - {print} How did I get here? - {print} I remember my friend telling me to go into the old mansion... - {print} and suddenly everything went black. - {print} But how did I end up on the floor...? - {print} My head hurts like Ive been hit by a baseball bat! - {print} What's that sound? - {print} Oh no! I feel like Im not alone in this house! - {print} I need to get out of here! - {print} There are 3 doors in front of me.. - {ask} Which door should i pick? - {echo} I choose door - {print} ...? - ``` story_text_2: | Can you finish the scary story? Or make up your own haunted house story? 2: - story_text: | - In this haunted house you can choose your monsters with emojis. Of course you could also use words. example_code: | ``` monster_1 {is} 👻 @@ -2171,10 +985,6 @@ adventures: {print} Oh no! Quickly get to the kitchen. {print} But as you enter monster_3 attacks you! ``` - story_text_2: | - ### Exercise - In the example above the monsters are predetermined. So each time you run your code, the output is the same. - Can you add `{ask}` commands to make the haunted house interactive and have the players choose the monsters they come across? example_code_2: | ``` monster_1 {is} _ @@ -2191,17 +1001,6 @@ adventures: In the previous levels you've made an introduction to your haunted house game, but as you might have noticed the story would always have a dreadful end. In this level you can make your story more interactive by changing the outcome of the game; sometimes you'll get eaten, sometimes you'll escape! Let Hedy decide randomly! - example_code: | - ``` - _ Escape from the haunted house! - _ There are 3 doors in front of you... - _ _ _ Which door do you choose? - _ You picked door ... choice - monsters _ a zombie, a vampire, NOTHING YOUVE ESCAPED - _ You see... - {sleep} - _ _ _ _ - ``` 4: story_text: | In this level you learn how to use quotation marks in your games. @@ -2241,27 +1040,6 @@ adventures: Now it's very hard to win this game, can you make it easier to win? For example by only having 1 wrong door and 2 correct doors instead of 1 correct door and 2 wrong ones? - example_code: | - ``` - {print} 'Escape from the Haunted House!' - player = alive - doors = 1, 2, 3 - monsters = zombie, vampire, giant spider - {repeat} 3 {times} - {if} player {is} alive - correct_door {is} doors {at} {random} - {print} 'There are 3 doors in front of you...' - chosen_door = {ask} 'Which door do you choose?' - {if} chosen_door {is} correct_door - {print} 'No monsters here!' - {else} - {print} 'You are eaten by a ' monsters {at} {random} - player = dead - {else} - {print} 'GAME OVER' - {if} player {is} alive - {print} 'Great! You survived!' - ``` 11: story_text: | In this level we've changed the repeat command and we've added a line to our haunted house that tells the player in which room they are. @@ -2287,252 +1065,39 @@ adventures: {if} player {is} alive {print} 'Great! You survived!' ``` - 14: + if_command: + description: Introducing the if command + levels: + 9: story_text: | - ### Exercise - In this level you can use the `<` and `>` symbol to introduce lives to your game. - Make sure the player loses a life when they come across the wrong monster and that the game stops if you have no lives left. - example_code: | + In this level you can also put an {if} command inside another {if} command. + in_command: + description: Introducing the in command + levels: + 5: + example_code_2: | ``` - {print} 'Escape from the haunted house' - lives = 3 - doors = 1, 2, 3 - monsters = 'the wicked witch', 'a zombie', 'a sleeping 3 headed dog' - {for} i {in} {range} 1 {to} 10 - {if} lives _ - good_door = doors {at} {random} - monster = monsters {at} {random} - chosen_door = {ask} 'Which door do you choose?' - {if} good_door == chosen_door - {print} 'You have chosen the correct door' - {else} - {print} 'You see...' monster - {if} monster == 'a sleeping 3 headed dog' - {print} 'Pffieuw.... Its asleep' - {else} - {print} 'You lose one life' - lives = _ - {else} - {print} 'GAME OVER' + animals is dog, cow, sheep + answer is ask 'What is your favorite animal?' + _ answer _ animals _ 'Mine too!' + _ _ 'My favorite animals are dogs, cows and sheep' ``` - 16: - story_text: | + is_command: + description: introducing is command + levels: + 2: + story_text_2: | ### Exercise - This haunted house game uses the connection between the lists you can use in this level. - For example: all the properties that belong to the zombie are first in all the lists, witch second and vampire third. - Check out the code and fill in `weapons[i]`, `monsters[i]` , `bad_fate[i]`, `good_fate[i]`, `hint[i]` on the correct blanks to get the code to work! - example_code: | - ``` - numbers = [1, 2, 3] - i = numbers[{random}] - hint = ['growling', 'a cackling laugh', 'fluttering batwings'] - monsters = ['zombie', 'witch', 'vampire'] - bad_fate = ['Your brain is eaten', 'You are forever cursed', 'You are bitten'] - good_fate = ['You throw the ham. The zombie is distracted and starts eating it.', 'You set the curtains on fire. The witch flees out of fear for the fire', 'The vampire hates garlic and flees'] - weapons = ['ham', 'lighter', 'garlic'] - {print} 'You are standing in front of an old mansion' - {print} 'Something is not right here' - {print} 'You hear ' _ - {print} 'You are going to explore it' - {print} 'You enter the kitchen and see a lighter, a raw ham and a garlic.' - your_weapon = {ask} 'What do you bring with you?' - {print} 'With your ' your_weapon ' you enter the living room' - {print} 'There you find a ' _ - needed_weapon = _ - {if} your_weapon == needed_weapon - {print} 'You use your ' your_weapon - {print} _ - {print} 'YOU WIN!' - {else} - {print} 'You have chosen the wrong weapon...' - {print} _ - {print} 'GAME OVER' - ``` - hotel: - name: hotel - default_save_name: hotel - description: hotel - levels: - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, and you've learned how to combine it with an {ask}. - You might have wondered why you would use functions, because the functions in the example were only one line of code. - Now we will show you what a bigger function looks like and we will use multiple agruments now as well. You'll see how much better it is to use a function once the function gets bigger. - Here is an example of a function with arguments combined with {ask} commands. - example_code: | - ``` - {define} welcome_message {with} title, last_name, country, room_number - {print} 'Welcome to Hotel Hedy, ' title ' ' last_name - nice_trip {is} {ask} 'Did you have a nice trip from, ' country '?' - {if} nice_trip {is} 'yes' - {print} 'Lovely!' - {else} - {print} 'Sorry to hear that.' - {print} 'Hopefully you can take a nice rest in you room.' - {print} 'Your room number is ' room_number - - {print} 'Hello. Please fill in your information to check in.' - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - ``` - - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - if_command: - name: '{if} & {else}' - default_save_name: if_command - description: Introducing the if command - levels: - 5: - story_text: | - ## If... else.... - In level 5 there is something new, the `{if}`! With the `{if}` you can choose between two different options. - This code prints nice if you enter Hedy as a name, and boo! if you enter something else. - `{ask}` and `{print}` still work like they did in level 4. - example_code: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' {else} {print} 'boo!' - ``` - story_text_2: | - Sometimes code with an `{if}` gets really long and does not fit on the line well.
You may also divide the code over two lines, starting the second line at the `{else}` like this: - example_code_2: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - ``` - story_text_3: | - ### Exercise - Try to create your own code with `{if}` and `{else}`. You can use the example code if you want. - example_code_3: | - ``` - answer {is} {ask} '2 + 2 = ?' - _ _ _ 4 _ 'Great job!' - _ _ 'No 2 + 2 = 4' - ``` - 8: - story_text: | - ## If... Else... - You have learned to repeat a block of lines of code after a `{repeat}` command. - Now you can also use indentation to make blocks after a {if} or {else} command. - Check out the example code. - - ### Exercise - Add an {else} command to the example code. Make a block of line using indentation. You do this by starting each line with 4 spaces. - example_code: | - ``` - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {print} 'You can play on your computer!' - ``` - 9: - story_text: | - In this level you can also put an {if} command inside another {if} command. - example_code: | - ``` - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - ``` - in_command: - name: '{in}' - default_save_name: in_command - description: Introducing the in command - levels: - 5: - story_text: | - ## Lists - When we want to check if something is in a list, we can now use the `{in}` command. - This code prints pretty! if you choose green or yellow, and meh otherwise. - example_code: | - ``` - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - ``` - story_text_2: | - ### Exercise - Finish the example code by filling in the blanks with commands that you've learned. - When you've finished the code, try to create a code of your own and use a question that you've thought of yourself. - example_code_2: | - ``` - animals is dog, cow, sheep - answer is ask 'What is your favorite animal?' - _ answer _ animals _ 'Mine too!' - _ _ 'My favorite animals are dogs, cows and sheep' - ``` - is_command: - name: '{is}' - default_save_name: is_command - description: introducing is command - levels: - 2: - story_text: | - ## Variables - You can name a word with `{is}`. This is called a **variable**. In this example we made a variable called name and a variable called age. You can use the word name anywhere in your code and it will be replaced by Hedy, like this: - example_code: | - ``` - name {is} Hedy - age {is} 15 - {print} name is age years old - ``` - story_text_2: | - ### Exercise - Time to make your own variables! - In the example code we made an example of the variable `favorite_animal`. In line 1 the variable is set, and in line 2 we haved used the variable in a print command. - Firstly, finish our example by filling in your favorite animal on the blank. Then make at least 3 of these codes yourself. Pick a variable, and set the variable with the {is} command. Then use it with a {print} command, just like we did. - example_code_2: | - ``` - favorite_animal {is} _ - {print} I like favorite_animal - ``` - 6: - story_text: | - We also make a change in storing a word in a variable! You may now use `=` instead of `{is}` when we store a name or a number in a variable, like this: - example_code: | - ``` - name = Hedy - answer = 20 + 4 - ``` - 14: - story_text: | - We are going to learn more new items. You might know them already from mathematics, the `<` and `>`. - The `<` checks if the first number is smaller than the second, for example age `<` 12 checks if age is smaller than 12. - If you want to check if the first number is smaller or equal to the second, you can use `<=`, for example age `<=` 11. - The `>` checks if the first number is bigger than the second, for example points `>` 10 checks if points is larger than 10. - If you want to check if the first number is bigger or equal to the second, you can use `>=`, for example points `>=` 11. - You use these comparisons in an `{if}`, like this: + Time to make your own variables! + In the example code we made an example of the variable `favorite_animal`. In line 1 the variable is set, and in line 2 we haved used the variable in a print command. + Firstly, finish our example by filling in your favorite animal on the blank. Then make at least 3 of these codes yourself. Pick a variable, and set the variable with the {is} command. Then use it with a {print} command, just like we did. + 14: example_code: | ``` age = {ask} 'How old are you?' {if} age > 12 {print} 'You are older than I am!' ``` - story_text_2: | - From this level on, if you want to compare exactly, you can use two equal signs. This is what most programming languages do: - example_code_2: | - ``` - name = {ask} 'What is your name?' - {if} name == 'Hedy' - {print} 'You are cool!' - ``` - story_text_3: | - You can also compare if something is *not* equal to something else using `!=` like this: example_code_3: | ``` name = {ask} 'What is your name?' @@ -2545,56 +1110,13 @@ adventures: {else} {print} 'You are older than me!' language: - name: Language - default_save_name: Language - description: Practice words in a foreign language levels: 5: story_text: | Make your own program to practice your vocabulary in a new language. - example_code: | - ``` - {print} 'Learn French!' - cat {is} {ask} '🐱' - {if} cat {is} chat {print} 'Terrific!' - {else} {print} 'No, cat is chat' - frog {is} {ask} '🐸' - {if} frog {is} grenouille {print} 'Super!' - {else} {print} 'No, frog is grenouille' - ``` - 16: - story_text: | - ### Exercise - Take a look at the example code. This is a program to practise French vocabulary. Now make your own program to practice your vocabulary in a new language. - If you don't know any other languages, you can use Google translate or you can use emojis and your native language. - example_code: | - ``` - french_words = ['bonjour', 'ordinateur', 'pomme de terre'] - translation = ['hello', 'computer', 'potato'] - score = 0 - {for} i {in} {range} 1 {to} 3 - answer = {ask} 'What does ' french_words[i] ' mean?' - correct = translation[i] - {if} answer == correct - {print} 'Correct!' - score = score + 1 - {else} - {print} 'Wrong, ' french_words[i] ' means ' translation[i] - {print} 'You gave ' score ' correct answers.' - ``` maths: - name: maths - default_save_name: maths - description: Introducing maths levels: 6: - story_text: | - In this level you learn something new: you can now also calculate. - - The plus is easy, you write it like with math: `5 + 5` for example. The minus also works fine, it is `5 - 5`. - - The times is a bit different, because there is no times symbol on your keyboard. Just search, there really isn't! - That is why we multiply with the asterisk above 8: `5 * 5`. Read that as "5 times 5" that helps you remember it best. example_code: | ``` {print} '5 plus 5 is ' 5 + 5 @@ -2602,17 +1124,6 @@ adventures: {print} '5 times 5 is ' 5 * 5 ``` 12: - story_text: |- - **Decimal numbers** - So far, Hedy did not allow for decimal numbers like 1.5, but now we do allow that. Note that computers use the `.` for decimal numbers. - example_code: | - ``` - {print} 'Two and a half plus two and a half is...' - {print} 2.5 + 2.5 - ``` - story_text_2: |- - **Maths with words** - In this level you can also do addition with words like this: example_code_2: | ``` a = 'Hello ' @@ -2622,494 +1133,37 @@ adventures: {print} 2.5 + 2.5 music: - name: music - default_save_name: music - description: Play a tune! levels: - 1: - story_text: |- - In this level you'll learn how to use the `{play}` command to play a tune! - - Type `{play}` followed by the note you want to play. The scale goes C-D-E-F-G-A-B. - As you can see there are 7 different letters, but we can play more than just 7 notes. - Type a number between 1 and 10 behind the letter to choose the scale, for example after B4 comes C5. - C1 is the lowest note you can play, C10 is the highest. - - ### Exercise - Try out the example code and then play around with it! Can you create your own melody? - In the next level you'll learn how to play some existing songs. - example_code: |- - ``` - {play} C4 - {play} D4 - {play} E4 - {play} F4 - {play} G4 - {play} A4 - {play} B4 - {play} C5 - ``` - 2: - story_text: | - ### Exercise - Finish the songs! We have started the codes for some melodies. - example_code: | - ``` - {print} Old Mac Donald had a farm - {play} C5 - {play} C5 - {play} C5 - {play} G4 - {play} A4 - {play} A4 - {play} G4 - ``` - story_text_2: As you can see, you can also use the `{sleep}` command to add a little pause in the song. - example_code_2: | - ``` - {print} Twinkle Twinkle Little Star - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} 1 - {play} F - {play} F - ``` - 3: - story_text: | - Create a random melody! - - ### Exercise - The example code creates a random melody, but it's very short and not many notes are used. - Add more notes to the list and create a longer melody by copying the last line a couple more times. - example_code: | - ``` - notes {is} A4, B4, C4 - {play} notes {at} {random} - {play} notes {at} {random} - {play} notes {at} {random} - ``` - 4: - story_text: | - Use the `{clear}` command to create a karaoke machine! - - ### Exercise - Finish the karaoke version of 'Mary had a little lamb'. - Then, create a karaoke version of any song you'd like! - example_code: | - ``` - {print} 'Mary had a little lamb' - {play} E - {play} D - {play} C - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Little lamb, little lamb' - {play} D - {play} D - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Mary had a little lamb' - {play} E - ``` - 5: - story_text: | - You don't always have to use the `{play}` command to play a whole song, sometimes you just want to play one note. - For example, if you want to make a quiz, you can play a happy high note if the answer is right and a sad low note if the answer is wrong. - - ### Exercise - Finish the first question by adding a line of code that plays a C3 note if the wrong answer is given. - Then think of 3 more questions to add to this quiz. - example_code: | - ``` - answer {is} {ask} 'What is the capital of Zimbabwe?' - {if} answer {is} Harare {play} C6 - _ - ``` 6: story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\n This calls for musical maths! Try out the example code a couple of times with different starting numbers. \nThen, see if you can compose a song using the numbers.\n" - example_code: | - ``` - number = {ask} 'Say a starting number between 1 and 67' - {print} number - {play} number - number = number + 1 - {print} number - {play} number - number = number + 1 - {print} number - {play} number - ``` - 7: - story_text: | - Using the `{repeat}` command can make your codes for melodies a lot shorter! - - ### Exercise - Finish the code for Twinkle Twinkle Little Star by using the `{repeat}`command. - Then go back to the songs you've made in the previous levels. Can you shorten those codes too? - example_code: | - ``` - {print} 'Twinkle Twinkle Little Star' - {repeat} 2 {times} {play} C4 - {repeat} 2 {times} {play} G4 - _ - ``` - 8: - story_text: | - Now that we can use the `{repeat}` command for multiple lines, we can make songs even more easily! - - ### Exercise - Finish the song of Brother John (Frère Jacques). Don't forget to use `{repeat}`! - example_code: | - ``` - {print} 'Brother John' - {repeat} 2 {times} - {play} C - {play} D - {play} E - {play} C - {repeat} 2 {times} - {play} E - {play} F - {play} G - {sleep} 1 - ``` - 9: - story_text: | - From this level on you can - among other things - use a {repeat} command inside a {repeat} command. - That makes songs like 'Happy birthday' even shorter! - - ### Exercise - Finish the song! - example_code: | - ``` - first_time = yes - {repeat} 2 {times} - {repeat} 2 {times} - {play} C - {play} D - {play} C - {if} first_time {is} yes - {play} F - {play} E - first_time {is} no - {else} - _ - ``` - 12: - story_text: | - Use functions in your songs! As you can see in the example code, you can make a function for each line of Twinkle Twinkle Little Star. Once you've programmed the first three lines, all you have to do is call the functions in the order you want them played in. - - ### Exercise - Finish the song of Twinkle Twinkle Little Star. - Then look back at all the songs you've programmed in the levels before, can you make those codes better and shorter using functions too? - example_code: | - ``` - {define} first_line - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} - - {define} second_line - {play} F - {play} F - {play} E - {play} E - {play} D - {play} D - {play} C - {sleep} - - {define} third_line - {play} G - {play} G - {play} F - {play} F - {play} E - {play} E - {play} D - {sleep} - - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - ``` - 13: - story_text: | - You can use a function with an argument for songs that have line that are almost the same, but slightly different each time. - One example is the song 'Yankee Doodle'. The first 4 notes of the first lines are the same, but each time they are followed by a different couple of notes. - - ### Exercise - Can you finish the song of Yankee Doodle? - Can you think of another song to program this way? - example_code: | - ``` - {print} 'Yankee Doodle' - {define} _ {with} note_1, note_2, note_3 - {play} C4 - {play} C4 - {play} D4 - {play} E4 - {play} _ - {play} _ - {play} _ - - {call} line_1 {with} 29, 31, 30 - {call} line_1 {with} 29, 28, 0 - {call} line_1 {with} 32, 31, 30 - - {play} C4 - {play} B3 - {play} G3 - {play} A3 - {play} B3 - {play} C4 - {play} C4 - ``` - 14: - story_text: | - You can program music for fun, but you can also use the musical notes to make something useful like a fire alarm! - - ### Exercise - Make sure the fire alarm rings when there is a fire! - example_code: | - ``` - {define} fire_alarm - {print} 'FIRE!' - note = 40 - {for} i {in} {range} 1 {to} 100 - {if} note _ 50 - note = note + 5 - {play} _ - {else} - note = 40 - - fire = {ask} 'Is there a fire?' - {if} fire _ 'yes' - {call} fire_alarm - ``` - 15: - story_text: | - **Warning** This adventure can become extremely annoying! - We can also use the {while} command to repeat a song forever. - - ### Exercise - Finish the never-ending song. - example_code: | - ``` - {define} song - {play} _ - - yes_or_no = {ask} 'Do you want to hear my never-ending song?' - {while} yes_or_no = 'yes' - {call} song - {print} '🥳' - ``` - 16: - story_text: | - Upgrade your Old MacDonald code! - - ### Exercise - Take your code from the 'Sing a Song' adventure and add musical notes to it! - You can make a function for each line in the song and call that function after the line is printed. - We defined the first line for you and called it in the code. Can you finish the whole song? - example_code: | - ``` - {define} line_1 - {for} i {in} {range} 1 {to} 3 - {play} G - {play} D - {for} i {in} {range} 1 {to} 2 - {play} E - {play} D - - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - for i in range 1 to 3 - animal = animals[i] - sound = sounds[i] - print 'Old MacDonald had a farm' - call line_1 - print 'E I E I O!' - _ - ``` - 17: - story_text: | - You can use the {elif} to create different options. - - ### Exercise - Firstly, add colons to get the code to work. - Then finish this code by adding at least 2 other songs for other moods. For example a happy song and an angry song. - example_code: | - ``` - {define} scary_song - {for} i {in} {range} 1 {to} 3 - {play} G - {play} E - {sleep} 2 - {for} i {in} {range} 1 {to} 3 - {play} F - {play} D - - mood = {ask} 'Which emotion are you feeling?' - {if} mood {is} 'fear' - {call} scary_song - {elif} _ - ``` - 18: - story_text: | - ### Exercise - Even in this last level of Hedy we can make some music! Be careful of all the syntax that is needed now. - Take a good look at how the functions are defined and called upon in the example code. - Finish the song! - example_code: | - ``` - {def} line_1(): - {for} i {in} {range}(1, 5): - {play} A - {play} D - {play} F - {play} A - - {def} line_2(): - {for} i {in} {range}(1, 5): - {play} G - {play} C - {play} E - {play} G - - {def} line_3(): - _ - - {print} ('The drunken sailor') - {print} ('What shall we do with the drunken sailor?') - line_1() - line_2() - line_3() - {print} ('Early in the morning') - ``` parrot: - name: Parrot - default_save_name: Parrot - description: Create your own online pet parrot that will copy you! levels: 1: - story_text: | - Create your own online pet parrot that will copy you! - example_code: | - ``` - {print} Im Hedy the parrot - {ask} whats your name? - {echo} - {echo} - ``` story_text_2: | ### Exercise Can you make the parrot ask a different question? Fill in the blanks in the example! - example_code_2: | - ``` - {print} Im Hedy the parrot - {ask} _ - {echo} - {echo} 2: story_text: | Create your own online pet parrot that will copy you! - example_code: | - ``` - {print} Im Hedy the parrot - name _ _ what is your name? - {print} name - _ - {print} squawk - _ - {print} name - ``` story_text_2: | ### Exercise You can use variables to make the parrot say more than only your name. Can you complete this code? 3: story_text: | Teach your parrot a new word with `{add}`. - example_code: | - ``` - words {is} squawk, Hedy - {print} Train your parrot! - new_word {is} {ask} Which word do you want to teach them? - _ new_word _ words - {print} 🧒 Say new_word, Hedy! - {print} 🦜 words {at} {random} - ``` 4: story_text: | In this level we have to use quotation marks with the commands `{ask}` and `{print}`. Can you complete the code by adding quotation marks? - example_code: | - ``` - words {is} squawk, Hedy - {print} _ Train your parrot! _ - new_word {is} {ask} _ Which word do you want to teach them? _ - {add} new_word {to_list} words - {print} _ 🧒 Say _ new_word _, Hedy!_ - {print} _ 🦜 _ words {at} {random} - ``` 5: story_text: | Reward your parrot {if} it says the correct word! - example_code: | - ``` - words {is} squawk, Hedy - {print} 'Train your parrot!' - new_word {is} {ask} 'Which word do you want to teach them?' - {add} new_word {to_list} words - said_word {is} words {at} {random} - {print} '🧒 Say ' new_word ', Hedy!' - {print} '🦜 ' said_word - _ said_word {is} new_word _ '🧒 Great job, Hedy! 🍪' - _ _ '🧒 No, Hedy! Say ' new_word - ``` piggybank: - name: Piggy Bank - default_save_name: Piggy Bank - description: Count your pocketmoney! levels: 12: story_text: | In this adventure you learn how to make a digital piggy bank, to calculate how much money you have and how long you need to save up to buy what you want! - example_code: | - ``` - {print} 'The digital piggy bank' - wish = {ask} 'What would you like to buy?' - price = {ask} 'How much does that cost?' - saved = {ask} 'How much money have you saved already?' - allowance = {ask} 'How much pocket money do you get per week?' - to_save = price - saved - weeks = to_save / allowance - {print} 'You can buy a ' _ ' in ' _ ' weeks.' - ``` 14: - story_text: | - ### Exercise - In this level you can let Hedy tell you if you have saved up enough money! - Finish this code by filling in the blanks! example_code: | ``` _ calculate_budget with wish, money, allowance @@ -3129,45 +1183,7 @@ adventures: {call} calculate_budget with _, _, _ ``` pressit: - name: Key presses - default_save_name: Pressed - description: Try linking a keyboard key to a command! levels: - 5: - story_text: | - In this level there is another new keyword: `{pressed}`! - With `{pressed}` you can use keys on your keyboard to control what lines are used. - - ### Exercise - Look at the example and add one more line of code that reacts to a key press. - example_code: | - ``` - {print} 'Do you want a good (g) or bad (b) ending?' - {if} g {is} {pressed} {print} 'They lived happily ever after ❤' - {else} {print} 'The prince was eaten by a hippopotamus 😭' - ``` - story_text_2: | - You can also link turtle commands to keys. - - ### Exercise - Copy the lines a few times so you can create a larger drawing. - example_code_2: | - ``` - {if} y {is} {pressed} {forward} 15 - {else} {turn} 90 - ``` - 7: - story_text: | - Now that you have learned about `{repeat}`, we can press keys multiple times. - You can use it to make the turtle walk forward and turn. - - ### Exercise - The code you have seen in level 5 only checks the key once. Copy the example code and add a `{repeat}` to it, so that you can press the keys many times. - Use this code to draw something nice. - example_code: | - ``` - {if} x {is} {pressed} {forward} 15 {else} {turn} 90 - ``` 9: story_text: | Now that you know how to combine statements, you can create a touch type tool with `{pressed}`. @@ -3175,54 +1191,9 @@ adventures: ### Exercise Finish the code. Each time a random letter should be chosen, which you have to press. You get a point for a correct press, and and two points deduction for a wrong press. **(extra)** Clear the screen after each letter, and show the user how many points they have scored. - example_code: | - ``` - points = 0 - letters = a, b, c, d, e - {repeat} 10 {times} - letter = _ _ _ - {print} 'Press the letter ' letter - {if} letter {is} {pressed} - _ - _ - _ - ``` print_command: - name: '{print}' - default_save_name: print - description: Introduction print command levels: - 1: - story_text: | - ## The print command - You can print text to the screen using the `{print}` command. - example_code: | - ``` - {print} Hi there, programmer! - {print} Welcome to Hedy! - ``` - story_text_2: | - ### Exercise - In Hedy you will find exercises in every adventure. An exercise allows you to practise the new commands and concepts, and lets you give your own twist to the example codes. - In this exercise you will see a pink blank space. You have to fill something in the place of the blank space before the code can be run. - - Fill in the `{print}` command in the blank space and then add five more lines of code. Each line has to start with a `{print}` command. - Have fun! - example_code_2: | - ``` - _ Hello! - ``` 18: - story_text: |- - We arrived at real Python code! That means we need to use parentheses with `{print}` and `{range}` from now on. - It also means you can use Hedy code from this level in any Python environment as long as you use the English commands. If you haven't until now, you can switch the toggle in the commands menu to do so. - example_code: | - ``` - {print}('Hello!') - {for} i {in} {range}(1, 10): - {print}('This is line ', i) - ``` - story_text_2: If you want to print more than one item, you need to separate them by commas. example_code_2: | ``` temperature = 25 @@ -3230,184 +1201,22 @@ adventures: ``` {print}('My name is ', name) - quizmaster: - name: Quizmaster - default_save_name: Quizmaster - description: Make your own quiz! - levels: - 14: - story_text: | - ### Exercise - In this adventure you can make your own quiz! Fill in the blanks, add more questions and enjoy your own quiz! - You can make a quiz about anything you like: your hobby, your favorite animal, your favorite book or anything at all! - example_code: | - ``` - {print} 'Make your own quiz' - points_a = 0 - points_b = 0 - {print} 'Question' - {print} 'Answer option A' - {print} 'Answer option B' - answer = {ask} 'Which answer?' - {if} answer == 'A' - points_a = points_a + 1 - {if} answer == 'B' - points_b = points_b + 1 - {print} 'End of the quiz!' - {print} 'Lets see the results!' - {if} points_a > points_b - {print} 'You belong to the A club' - {if} points_b > points_a - {print} 'You belong to the B club' - ``` - quotation_marks: - name: '''quotation marks''' - default_save_name: quotation_marks - description: Introduction quotation marks - levels: - 4: - story_text: | - ## 'Quotation marks' - In level 4 `{ask}` and `{print}` have changed. - You must put text that you want to print between quotation marks. - This is useful, because now you can print all the words you want. Also the words you used to store something with `{is}`. - Most programming languages also use quotation marks when printing, so we are also getting a step closer to real programming! - example_code: | - ``` - {print} 'You need to use quotation marks from now on!' - answer {is} {ask} 'What do we need to use from now on?' - {print} 'We need to use ' answer - ``` - story_text_2: | - ## Contractions - Important! Mind that now that we're using quotation marks, Hedy will get confused when you use the apostrophe for contractions like I'm or What's. - Make sure to remove those apostrophes and change the spelling to I am or What is. - Check out the example code to see the wrong way of using apostrophes. - example_code_2: | - ``` - _ This is the wrong way of using apostrophes _ - {print} 'I'm babysitting my sister's kids' - {print} 'What's more fun than that?' - ``` - 12: - story_text: | - **All texts need to be in quotation marks** - For this level on you will also have to use quotation marks when storing a text with `=`: - example_code: | - ``` - name = 'Hedy the Robot' - {print} 'Hello ' name - ``` - story_text_2: | - **All items in lists need quotation marks too** - Lists are texts, so they need quotation marks too. Mind that each single item on the list has quotation marks. - This allows you to save two words as 1 item on the list, for example 'Black Widow'. - example_code_2: | - ``` - superheroes = 'Spiderman', 'Batman', 'Black Widow' - {print} superheroes {at} {random} - ``` - story_text_3: | - **All text after `{if}` comparisons need quotation marks too** - example_code_3: | - ``` - name = {ask} 'What is your name?' - {if} name = 'Hedy the Robot' - {print} 'Hi there!' - ``` - story_text_4: | - **Numbers don't need quotation marks** - For numbers, you do not use quotation marks in the `=`: - example_code_4: | - ``` - score = 25 - {print} 'You got ' score - ``` random_command: - name: '{random}' - default_save_name: random_command - description: introducing at random command levels: - 3: - story_text: | - ## At random - In this level you can make a list using the `{is}` command. You can let the computer choose a random item from that list. You do that with `{at} {random}`. - example_code: | - ``` - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - ``` - story_text_2: | - You can use the `{at} {random}` command in a sentence as well. - example_code_2: | - ``` - food {is} sandwich, slice of pizza, salad, burrito - {print} I am going to have a food {at} {random} for lunch. - ``` - story_text_3: | - ### Exercise - Try out the `{at} {random}` command by making your own gameshow (like the ones on tv) where you choose a door or suitcase and it contains a big price! - Can you do it? We have already put the first lines into the example code. - example_code_3: | - ``` - {print} The big gameshow! - {print} There are 3 suitcases in front of you... - chosen {is} {ask} Which suitcase do you choose? - prices {is} _ - _ - ``` 16: story_text: |- We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. For example: `friends[1]` is the first name on the list of friends, as you can see in the first part of the example code. The second part of the example code shows you that we can also match 2 lists using the variable i. - example_code: | - ``` - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - ``` - story_text_2: |- - Now that you've learned to use the brackets in lists, you can also start using the {at} {random} command in the Python way! - You simply type the name of your list with `[random]` behind it! - example_code_2: |- - ``` - fruit = ['apple', 'banana', 'cherry'] - {print} fruit[random] - ``` repeat_command: - name: '{repeat}' - default_save_name: repeat_command description: repeat command levels: 7: story_text: | ## Repeat! Repeat! Repeat! Level 7 adds the `{repeat}` command. `{repeat}` can be used to execute one line of code multiple times. Like this: - - ### Exercise - Play around with the repeat command. Can you make the happy birthday song in only 3 lines of code instead of 4 now? - example_code: | - ``` - {repeat} 3 {times} {print} 'Hedy is fun!' - ``` - 8: - story_text: | - ### Repeat commands and indentation - In this level you can repeat multiple lines of code with only 1 repeat command. - You do this by making a block of lines that you want to repeat. - The lines in this block will need **indentation** . - That means putting four spaces at the beginning of each line. You will also have to indent when you just want to create a block of one line. - example_code: | - ``` - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This is all repeated 5 times' - ``` + + ### Exercise + Play around with the repeat command. Can you make the happy birthday song in only 3 lines of code instead of 4 now? 9: story_text: | Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... @@ -3423,47 +1232,12 @@ adventures: {else} {print} 'Maybe you should practice some more in the previous level' repeat_command_2: - name: '{repeat} 2' - default_save_name: repeat_command_2 description: repeat command 2 levels: 7: - story_text: | - ## Repeat with other commands and with variables - You have practiced the `{repeat}` command in combination with the `{print}` command now, but did you know you could also use other commands with `{repeat}` ? - In this example code you can see that `{repeat}` can also be used with an `{ask}`, `{if}` or `{else}` command. - example_code: | - ``` - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - ``` story_text_2: | Another interesting thing you can so with the `{repeat}` command is using variables to set the amount of times something should be repeated. In the example code you can see that we first ask the person how old they are. Then, in line 3, the question is repeated 'age' times. So we have used the variable 'age' with the `{repeat}` command. - example_code_2: | - ``` - {print} 'Yay! It is your birthday!' - age = {ask} 'How old are you now?' - {repeat} age {times} {print} 'Hip Hip Hurray!' - ``` - 8: - story_text: | - ### In the block or not? - In this level you have to think carefully which lines of code should be in the block and which shouldn't. - For example: If you want to sing the song *the muffin man*. You only want the line with 'the muffin man' to be repeated twice. - This means the last line shouldn't start with indentation as it doesn't belong to the block. - If you do start the last line with indentation the song will turn out wrong. - - ### Exercise - Each line in the example code starts with a blank. Remove the blanks and try to figure out which line need indentation and which don't to make the muffin man song. - example_code: | - ``` - _ {print} 'Do you know the muffin man?' - _ {repeat} 2 {times} - _ {print} 'The muffin man' - _ {print} 'Do you know the muffin man, who lives on Drury Lane?' - ``` restaurant: name: Εστιατόριο default_save_name: Εστιατόριο @@ -3533,30 +1307,10 @@ adventures: ### Exercise 2 Go back to the previous level and copy your restaurant code. Make the code work in this level by adding quotation marks in the right spots and add some `{clear}` commands. - example_code: | - ``` - _ Add the quotation marks to this code _ - {print} Welcome to Restaurant Chez Hedy! - {print} Today we are serving pizza or lasagna. - food {is} {ask} What would you like to eat? - {print} Great choice! The food is my favorite! - topping {is} {ask} Would you like meat or veggies on that? - {print} food with topping is on its way! - drinks {is} {ask} What would you like to drink with that? - {print} Thank you for your order. - {print} Your food and drinks will be right there! - ``` 5: story_text: | In this level the {if} command allows you to {ask} your customers questions and give different responses to the answers. In the example below, you see that you can {ask} the customer {if} they want to hear the specials and Hedy can respond accordingly. - example_code: | - ``` - drinks_in_stock {is} water, lemonade, cola, orange juice - drink {is} {ask} 'What would you like to drink?' - {if} drink {in} drinks_in_stock {print} 'One ' drink 'coming up!' - {else} {print} 'Sorry, we do not sell that' - ``` 6: story_text: | In this level you can use maths to calculate the total price of your customer's order, which can make your virtual restaurant more realistic. @@ -3586,60 +1340,14 @@ adventures: {repeat} people times food = {ask} 'What would you like to eat?' {print} 'Thanks for your order! Its coming right up!' ``` - 8: - story_text: | - In this level you can make your virtual restaurant more elaborate by repeating multiple lines of code. Like this: - - ### Exercise - This code can be expanded with more items on the menu, for example offering drinks, and/or multiple courses or desserts. Add at least one more item. - **Extra** Add even more items, as many options as you like! - example_code: | - ``` - {print} 'Welcome to Restaurant Chez Hedy!' - people = {ask} 'How many people will be joining us today?' - {print} 'Great!' - {repeat} people {times} - food = {ask} 'What would you like to order?' - {print} food - {print} 'Thank you for ordering!' - {print} 'Enjoy your meal!' - ``` 9: story_text: | In this level you can use nesting to make your restaurant more realistic and more fun! For example you would {ask} for sauce {if} somebody orders fries, but you wouldn't {if} someone orders pizza! Check out the example, and try this at your own virtual restaurant! - example_code: | - ``` - {print} 'Welcome to Restaurant Chez Hedy!' - people = {ask} 'How many people will be joining us today?' - {print} 'Great!' - price = 0 - {repeat} people {times} - _ food = {ask} 'What would you like to order?' - _ {print} food - _ {if} food {is} fries - _ price = price + 3 - _ sauce = {ask} 'What kind of sauce would you like with your fries?' - _ {if} sauce {is} no - _ {print} 'no sauce' - _ {else} - _ price = price + 1 - _ {print} 'with ' sauce - _ {if} food {is} pizza - _ price = price + 4 - {print} 'That will be ' price ' dollar' - {print} 'Enjoy your meal!' - ``` 10: story_text: | In this level you'll learn how to easily {ask} your guests' orders in a short code. - example_code: "```\ncourses = appetizer, main course, dessert\n{for} course {in} courses\n {print} 'What is your order for ' course '?'\n _ \n _\n```\n" - story_text_2: | - ### Exercise - Of course, you could also order for multiple people! - Can you add the correct amount of indentation before each line to make the code work properly? - Tip: some lines don't need any indentation at all. example_code_2: | ``` courses = appetizer, main course, dessert @@ -3652,31 +1360,9 @@ adventures: 11: story_text: | We can use the `{for} i {in} {range} 1 {to} 5` to {print} the orders from multiple customers in an orderly manner. - example_code: | - ``` - {print} 'Welcome to Restaurant Hedy!' - people = {ask} 'For how many people would you like to order?' - {print} 'So you want to order for ' people ' people.' - {print} "Let's go!" - ``` 12: story_text: | From this level on you can use decimal numbers to make you menu more realistic. - example_code: | - ``` - price = 0.0 - food = {ask} 'What would you like to order?' - drink = {ask} 'What would you like to drink?' - {if} food {is} 'hamburger' - price = price + 6.50 - {if} food {is} 'pizza' - price = price + 5.75 - {if} drink {is} 'water' - price = price + 1.20 - {if} drink {is} 'soda' - price = price + 2.35 - {print} 'That will be ' price ' dollar, please' - ``` 13: story_text: | In this level we can use the new commands to upgrade our restaurant. @@ -3691,22 +1377,6 @@ adventures: price = price - 3 {print} 'That will be ' price ' dollars' ``` - 15: - story_text: | - With the `{while}` you can make sure your costumers can keep adding orders until they are done. - - ### Exercise - Correctly add the `{while}` command to this code. - example_code: | - ``` - {print} 'Welcome at McHedy' - more = 'yes' - _ - order = {ask} 'What would you like to order?' - {print} order - more = {ask} 'Would you like to order anything else?' - {print} 'Thank you!' - ``` rock: name: Πέτρα, ψαλίδι, χαρτί default_save_name: Πέτρα @@ -3718,24 +1388,9 @@ adventures: Με την `ask` μπορείς να κάνεις μια επιλογή, και με την `echo` μπορείς να επαναλάβεις αυτήν την επιλογή. example_code: "```\nprint τί επιλέγεις;\nask επίλεξε ανάμεσα σε πέτρα, ψαλίδι ή χαρτί\necho ώστε η επιλογή σου είναι: \n```\n\nΗ απλή επανάληψη είναι φυσικά κάπως βαρετή επειδή ο υπολογιστής δεν επιλέγει τίποτα. Θα φτιάξουμε κάτι τέτοιο αργότερα.\n" - story_text_2: | - ### Exercise - Instead of using words, you could also use emojis: ✊✋✌ - Can you create a code using emojis? - example_code_2: | - ``` - {print} what do you choose? - {ask} choose from _ - {echo} so your choice was: - ``` 2: story_text: | In this level you can practise using the variables, so that you can make the rock, paper, scissors game in the next level! - example_code: |- - ``` - choice {is} rock - {print} I choose _ - ``` 3: story_text: "Στο επίπεδο 2 μπορούμε να εισάγουμε λίστες και να επιλέξουμε πράγματα από αυτές. \n\nΑρχικά θα φτιάξεις μια λίστα με την `is`. Ύστερα μπορείς να αφήσεις τον υπολογιστή να επιλέξει κάτι από τη λίστα με την `at random` (τυχαία).\n\nΓια παράδειγμα, μπορείς να αφήσεις τον υπολογιστή να επιλέξει ανάμεσα σε πέτρα, ψαλίδι και χαρτί.\n" example_code: | @@ -3756,16 +1411,6 @@ adventures: {print} player 1 chooses... choices {at} {random} {print} player 2 _ ``` - 4: - story_text: | - In this level we can further program rock, paper, scissors. But if you want to add text, you have to use quotation marks here too. - ### Exercise - Fill in quotation marks on the blanks. Mind that the variable `choices` should be outside the quotes. - example_code: | - ``` - choices {is} rock, paper, scissors - {print} _The computer chooses..._ choices {at} {random} - ``` 5: story_text: | Στο επίπεδο 4 μπορούμε να αποφασίσουμε ποιός θα κερδίσει. Για αυτό θα χρειαστούμε τον νέο κώδικα `if`. @@ -3806,56 +1451,10 @@ adventures: 10: story_text: | Feeling too lazy to play the game yourself? Let Hedy play it for you! - example_code: | - ``` - choices = _ - players = _ - {for} _ - ``` 13: story_text: | With the `{and}` command you can shorten your rock, paper, scissors code! Check out the example code below and try to finish it. - example_code: | - ``` - options = 'rock', 'paper', 'scissors' - your_choice = {ask} 'What do you choose?' - computer_choice = options {at} {random} - {print} 'You choose ' your_choice - {print} 'The computer chooses ' computer_choice - {if} computer_choice {is} your_choice - {print} 'Tie' - {if} computer_choice {is} 'rock' {and} your_choice {is} 'paper' - {print} 'You win!' - {if} computer_choice {is} 'rock' {and} your_choice {is} 'scissors' - {print} 'The computer wins!' - _ - ``` - 15: - story_text: | - ### Exercise - Play until you beat the computer! But first, finish the example code... - example_code: | - ``` - won = 'no' - options = 'rock', 'paper', 'scissors' - {while} won == 'no' - your_choice = {ask} 'What do you choose?' - computer_choice = options {at} {random} - {print} 'you chose ' your_choice - {print} 'the computer chose ' computer_choice - {if} computer_choice == your_choice - {print} 'Tie!' - {if} computer_choice == 'rock' {and} your_choice == 'scissors' - {print} 'You lose!' - {if} computer_choice == 'rock' {and} your_choice == 'paper' - {print} 'You win!' - won = 'yes' - _ - ``` rock_2: - name: Rock, paper, scissors 2 - default_save_name: rock_2 - description: Part 2 of rock, paper, scissors levels: 2: story_text: | @@ -3869,9 +1468,7 @@ adventures: {print} I choose choice ``` secret: - name: SuperSpy default_save_name: language - description: Make your own spy code levels: 12: story_text: | @@ -3894,160 +1491,13 @@ adventures: 13: story_text: | The code you made in the previous level can be made a lot easier in this one with the `{and}` command. - example_code: | - ``` - name = {ask} 'What is your name?' - password = {ask} 'What is your password?' - {if} name {is} 'Agent007' _ password {is} 'TOPSECRET' - {print} 'Go to the airport at 02.00' - {else} - {print} 'Go to the trainstation at 10.00' - ``` - simon: - name: Simon Says - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - Let's make a game of Simon Says! Simon Says is a memory game in which the player will be given a color. They have to repeat that color back. - If they get it right a color is added to the sequence, so they now have to remember 2 colors, then 3, then 4 etc. the game stops as soon as the player makes a mistake. - - ### Exercise - In this first part of the Simon Says adventure, we'll let the computer pick a random color and add it to a list. - - ***Make 2 lists*** First, make a list called `colors` and fill it with the colors red, yellow, green and blue. - Then make a list called `simon_sequence`. This list will be used as the answer. - At the start of the game this lists need to be empty. unfortunately, we can't create an empty list (yet), so we'll fill it with the words 'empty' and 'list' and we'll remove them from the list immediately. - - ***Create a function that adds a color to the sequence*** Now that we have an empty list called simon_sequence, we can start filling it with random colors. - We do that with a function, so we can call it everytime there's a new level in our game. Create a function called `add_random_color`. - Then create the variable random_color and set it to a random color. Next, add this random color to the simon_sequence. - - ***Create a function that shows the simon_sequence*** Start by naming the new function `show_simon_sequence` with `level` as an argument. Now we want to show as many colors as the level we are in (in level 1 you see 1 color, in level 2 you see 2 colors etc). - So we repeat `level` times, to print the `simon_sequence[i]`. Each time a color is shown, wait for 1 second and then clear the screen. - - ***Test your program*** Before you go to the next level, test if the functions are working by calling both of the functions. If they're working you should see a random color in your output screen. - Remove this testing part of your code, copy the code and continue to the next tab to learn more about the simon says game! - example_code: | - ``` - # Make 2 lists - colors = _ - _ = ['empty', 'list'] - {remove} _ {from} simon_sequence - {remove} _ - - # Create a function that adds a color - _ add_random_color - _ - {add} _ - - # Create a function that shows the simon_sequence - {define} _ - {for} i {in} {range} 1 {to} _ - {print} _ - _ - _ - - # Test your program - {call} _ - {call} show_simon_sequence {with} 1 - ``` - simon_2: - name: Simon Says 2 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - We'll continue with our Simon Says game! - - ### Exercise - ***Paste your code here*** Paste your code from the previous level here. Don't forget to remove the part that was just used for testing the functions. - - ***Create a function that creates the player_sequence*** The list `player_sequence` is used to capture the answers of the player. First we define the function with the argument level. - Next, we ask level times what the color is that they choose. We call that variable `answer`. Then we add the variable `answer` to the list player_sequence. - - ***Setting up the game*** Before we program the game in the next tab, we'll need some starting variables. First, we'll set the variable `level` to 1 and the variable `game_over` to False. - Then we make an introduction for the game. We'll print 'Welcome to Simon Says!' and clear the screen after 1 second. - - ***Continue to the next tab to finish the game!**** Don't forget to copy your code and take it with you to the next tab. - example_code: | - ``` - # Paste your code here - - - # Create a function that creates the player_sequence - {define} _ - {for} _ - _ 'What is color number ' i '?' - {add} answer {to} _ - - # Set up - level = _ - game_over = _ - {print} _ - _ 1 - _ - ``` - simon_3: - name: Simon Says 3 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - In this tab we'll program the game of Simon Says! - - ### Exercise - ***Paste your code*** Copy your code from the previous tab and paste it here. - - ***Program the game*** We start by making sure the game goes on while the game isn't over. Then we print what level the player is on, we use the variable level for that. We only show that for 1 second and then we clear the screen again. - Now, we have to create the empty list player_sequence. We've already programmed how to fill the list, with our function `player_sequence`, but we never made the list itself. To create the list we use the same trick as we did in the previous tab. - We'll make a list with the words 'empty' and 'list' on it, and then we remove both these words. Next, we'll call all of the 3 functions that we've created. - Lastly, we'll have to check if the player gave the correct answers (so if the player_sequence and the simon_sequence are the same). - If that's the case, we'll compliment the player. Wait for 1 second and increase the level with 1. - Did the player give the wrong answer, we'll tell them and end the game by setting game_over to 'True' - - ***Enjoy your game!*** Great job! Does your game not work? Use the ladybug button to debug your code! - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - {print} _ - _ - _ - _ = ['empty', 'list'] - {remove} _ - {remove} _ - {call} _ - {call} _ {with} _ - {call} _ {with} _ - {if} player_sequence == _ - _ - _ - _ - {else} - _ - game_over = _ - ``` sleep_command: - name: '{sleep}' - default_save_name: sleep_command description: introducing sleep command levels: 2: story_text: | ## The sleep command Another new command in this level is `{sleep}`, which pauses your program for a second. If you type a number behind the {sleep} command, the program pauses for that amount of seconds. - example_code: | - ``` - {print} My favorite colour is... - {sleep} 2 - {print} green! - ``` songs: name: Τραγούδα ένα τραγούδι! default_save_name: τραγούδι @@ -4075,9 +1525,6 @@ adventures: * repeat 3 times print 'Μωρό Καρχαρίας Τουτουρουτουτου' Όμως όπως θα δείτε σε αυτό το μάθημα, κάποιες φορές θέλεις να επαναλάβεις αρκετές γραμμές μαζί. Αυτό μπορεί να γίνει με αποκοπή και επικόλληση, όμως αυτό απαιτεί αρκετή δουλειά. Στο επίπεδο 7 θα μάθες πώς να το κάνεις αυτό εύκολα. - story_text_2: | - This children's song counts down from 5 little monkeys to 1 monkey. - If you copy line 2 - 7 and paste it under the the code, you can sing the whole song! example_code_2: | ``` number = 6 @@ -4108,16 +1555,6 @@ adventures: 8: story_text: | In a previous level you've programmed the song 'Bottles of beer'. You made one verse and then had to copy the verses 99 times. In level 7 you can repeat the song 99 times, just by adding one simple line! - example_code: | - ``` - verse = 99 - _ 99 {times} - {print} verse ' bottles of beer on the wall' - {print} verse ' bottles of beer' - {print} 'Take one down, pass it around' - verse = verse - 1 - {print} verse ' bottles of beer on the wall' - ``` 10: story_text: | In this level you can easily make the childrens' song 'Five little monkeys'. Can you make the last chorus? @@ -4165,10 +1602,6 @@ adventures: Print the song Five little moneys jumping on the bed. Look up the text if you don't remember. **(extra)** Print the song Old MacDonald had a farm, and make sure all animals make a different sound, using an `{if}`. - example_code_2: | - ``` - monkeys = 5, 4, 3, 2, 1 - ``` 11: story_text: | In this level you can use the `{for} i {in} {range}` command to make songs that use counting. @@ -4178,317 +1611,31 @@ adventures: {print} i ' little monkeys jumping on the bed' {print} 'One fell off and bumped his head' {print} 'Mama called the doctor and the doctor said' - {if} i {is} 1 - {print} 'PUT THOSE MONKEYS RIGHT TO BED!' - {else} - {print} 'NO MORE MONKEYS JUMPING ON THE BED!' - ``` - 12: - story_text: | - In this song we can make it even easier to program '{if} you're happy and you know it, clap your hands'. Because we can put all of the actions in a variable, check it out: - example_code: | - ``` - _ actions = 'clap your hands', 'stomp your feet', 'shout Hurray!' - _ {for} action {in} actions - _ {for} i {in} {range} 1 {to} 2 - _ {print} 'if youre happy and you know it' - _ {print} action - _ {print} 'if youre happy and you know it and you really want to show it' - _ {print} 'if youre happy and you know it' - _ {print} action - ``` - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, but did you know that you could combine them with {ask} commands as well? - In this example we have changed the 'My Bonnie' program and made it interactive. You are now asked where Bonnie is. - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is ' place - - chosen_place = {ask} 'Where do you want Bonnie to be?' - synonym = {ask} 'What is another word for that?' - - {call} song {with} chosen_place - {call} song {with} synonym - {call} song {with} chosen_place - ``` - 16: - story_text: | - In this level, you can program a song like OldMacDonald even more quickly. You can connect the right animal to the right sound by simply putting them in the same place in the list. - The Drunken Sailor is also quickly made in this level. You only need 8 lines for the entire song, check it out! - - ### Exercise - Complete the Old MacDonald song by setting the variable `animal` to `animals[i]` and `sound` to `sounds[i]`. - example_code: | - ``` - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - {for} i {in} {range} 1 {to} 3 - animal = _ - sound = _ - {print} 'Old MacDonald had a farm' - {print} 'E I E I O!' - {print} 'and on that farm he had a ' animal - {print} 'E I E I O!' - {print} 'with a ' sound sound ' here' - {print} 'and a ' sound sound ' there' - {print} 'here a ' sound - {print} 'there a ' sound - {print} 'everywhere a ' sound sound - ``` - - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines - {for} i {in} {range} 1 {to} 3 - {print} line - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - 18: - story_text: | - In level 16 we made songs using lists. These programs however are no longer working properly in this level. The colons from level 17 and the brackets from level 18 still need to be added. - - ### Exercise 1 - The Drunken sailor song is given as sample code, but not yet working. - Can you make sure everything works again? To help you, we've put _ in the places of _some_ errors. - - ### Exercise 2 - Now also look up your Old MacDonald song from level 16, and correct it. - example_code: | - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines _ - {for} i {in} {range} 1 {to} 3 _ - {print} _ line _ - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - songs_2: - name: Sing a song! 2 - default_save_name: Song 2 - description: Sing a song 2 - levels: - 12: - story_text: | - Songs contain a lot of repetition. We can capture it with a function! - ### Exercise - Look at the example code with the function. Fill out the two lines so the full song is printed. - example_code: | - ``` - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} _ - ``` - 16: - story_text: | - ### Exercise - Finish the nursery rhyme! - example_code: | - ``` - number = ['one', 'two', 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'ten'] - object = ['on his drum', 'on his shoe', 'on his knee', 'on his door', 'on his hive', 'on his sticks', 'up in heaven', 'on his gate', 'on his vine', 'once again'] - - _ - {print} 'This old man' - {print} 'He played ' _ - {print} 'He played knick-knack ' _ - {print} 'With a knick-knack paddywhack' - {print} 'Give the dog a bone' - {print} 'This old man came rolling home' - {sleep} 8 - {clear} - ``` - story_text_2: | - ### Exersice 2 - Now create your own code for the nursery rhyme 'The wheels on the bus' on the same way! - example_code_2: | - ``` - object = ['wheels', 'doors', _] - movement = [ 'round and round', 'open and shut', _] - ``` - tic: - name: Tic-Tac-Toe - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - Let's program a game of tic-tac-toe! - - ### Exercise - In this adventure we'll start with creating an empty field. - - ***Create a list called field*** This list will be our playing field. This list is filled with 9 dots, since there are no x's and o's yet at the start of our game. - - ***Create a function that prints the field*** Firstly, clear the screen so the old playing fields will be removed. Then we print the first line of our Tic Tac Toe field. This line constists of the first 3 spots in our list field. - We have already programmed this line for you. Now finish the field by printing spot 4, 5, and 6 on the second row and spot 7, 8 and 9 in the third row. - - ***Call the function that prints the field*** Now call the function. -
- Run the code. Your output should look like this: -
- - ***Continue in the next tab*** In the next tab you'll learn how to program the game itself. - example_code: | - ``` - # Create a list called field - _ = ['.', '.', '.', '.', '.', '.', '.', '.', '.'] - - # Create a function that prints the field - {define} print_field - _ - {print} 'TIC TAC TOE' - {print} field[1] field[2] field[3] - _ - _ - - # Call the function - ``` - 17: - story_text: | - In the previous level you've learned how to make a tic-tac-toe game. The game works, but is quite annoying as it keeps asking you if you've won yet. - Now that we have the {elif} command, we can let the game decide if someone has won and it can stop asking us! - - ### Exercise - ***Paste your code*** Paste your code from the previous level here and make it level 17 proof. In this level you've learned to use a colon everytime you create a block of code. Please add the colons in the correct spots. - - ***Create a function that detects if someone's won*** We have started the function for you, paste it under the function `print_field` and finish the function. You can see that this first piece of code checks to see if spot 1, 2 and 3 are the same, because if they are you have 3 in a row. - It also checks if they are not a dot, because if they are, the line might have the same symbols on them, but that's just because it's still empty. - If all these conditions are met, the game is over and the winner is printed. - Finish this function with all possible ways to win. This means you have to make this for the other 2 rows, 3 columns and 2 diagonals. - If you've finished all the other options, the function should return the variable `game_over` so we can use it in our game. - - ***Call the function in the game*** Go to the line `game_over = {ask} 'Did you win?'` and change it to `game_over = {call} detect_winner {with} field, sign`. Now the function will check if there's a winner and the game doesn't need to keep asking anymore! - - ***Enjoy your game!*** Great job! You have finished the game! Enjoy playing it! - - example_code: | - ``` - # Paste your code here and make it level 17 proof - - # Create a function that detects if someone has won - {define} detect_winner {with} field, sign: - {if} field[1] == field[2] {and} field[2] == field[3] {and} field[1] != '.': - game_over = 'yes' - {print} 'Player ' sign 'wins!' - {elif}: - _ - {else}: - game_over = 'no' - {return} _ - ``` - tic_2: - name: Tic-Tac-Toe 2 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - In the previous adventure you've learned how to create a playing field. Now you'll learn how to create the game! - - ### Exercise - ***Paste your code*** Start by pasting your code from the previous adventure here. - - ***Add variables*** Underneath your list called `field` we'll add 2 more variables that we'll need to program the game. - The variable `game_over` tells us if the game is over, and should be 'no' at the start of the game. - The variable `sign` tells us if it's the turn of player x or player o. Set the variable to 'x'. - - ***The game*** First use a {while} command, to make sure the game keeps on playing the variable while game_over is set to no. - During the game, we first ask the player which spot they choose. Then we change the field with the number they chose into their sign. - Then we print the field again and we ask the player if they've won yet. Lastly we want to switch whose turn it is, so if the sign is 'x' it should be 'o' and the other way around. - - ***Test your game*** Does your game work? Great, have fun playing the game! If not, use the ladybug button to debug your code. - You might have noticed one mistake in the code though, you can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! Go to the next tab to learn how to fix this problem. - example_code: | + {if} i {is} 1 + {print} 'PUT THOSE MONKEYS RIGHT TO BED!' + {else} + {print} 'NO MORE MONKEYS JUMPING ON THE BED!' ``` - # Paste your code from the previous adventure here - - # Add variables - game_over = _ - sign = _ - - # The game - {while} _ - choice = _ 'Player ' sign '_?' - field[choice] = _ - _ print_field - game_over = {ask} _ - {if} sign = 'o' - sign = _ - _ - sign = _ - ``` - tic_3: - name: Tic-Tac-Toe 3 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: + 12: story_text: | - You might have noticed one mistake in the code you've made in the previous adventure. You can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! In this tab we'll fix that mistake. - - ### Exercise - ***Paste your code here*** Paste your code from the previous adventure here. - - ***Fix the mistake*** To fix the mistake we replace the line that says `field[choice] = sign`. This turns any spot that the player has chosen into their sign. - Go to the header that says 'Use this to fix the mistake' and finish the code. We first want to check if the chosen spot is still empty, so `if field[choice] = '.'`. If that is the case, you are allowed to take it. - Then we make an else command and print 'Sorry, this spot is already taken' if the spot is not empty. Lastly, we add a {sleep} command, so the players can actually read the text before it gets cleared again. - Now copy this piece of code and replace the line `field[choice] = sign` with this new piece of code. - - ***Play your game!*** Now the game should work properly! Good job! - The only flaw is that you can get a bit annoyed that the game keeps asking you if you've won yet. Do you want to fix that? Go to level 17 and we'll fix it! + In this song we can make it even easier to program '{if} you're happy and you know it, clap your hands'. Because we can put all of the actions in a variable, check it out: + songs_2: + levels: + 12: example_code: | ``` - # Paste your code here + {define} twinkle + {print} 'Twinkle' + {print} '...' - # Use this to fix the mistake - {if} _ = '.' - field[choice] = sign - {else} - {print} _ - _ + {call} twinkle + {print} 'Up above the world so high' + {print} 'Like a diamond in the sky' + {call} _ ``` turtle: - name: Turtle default_save_name: turtle - description: Make your own drawing levels: - 1: - story_text: | - You can also use Hedy to draw. By combining turns and lines, you can make a square or stairs! - - Using `{forward}` you draw a line forwards. The number behind it determines how far the turtle will walk. `{turn} {right}` turns a quarter turn in clockwise direction, `{turn} {left}` turns counter clockwise. - - If you want to go backwards, you use the `{forward}` command but with a negative number. So for example `{forward} -100` - example_code: | - ``` - {forward} 100 - {turn} {left} - ``` - story_text_2: | - ### Exercise - This is the start of a little staircase. Can you make it have 5 steps? - example_code_2: | - ``` - {forward} 20 - {turn} {right} - {forward} 20 - {turn} {left} - {forward} 20 - ``` 2: story_text: | In level 1 the turtle could only turn left or right. That is a bit boring! @@ -4520,63 +1667,7 @@ adventures: story_text: | In this level you can use use `{random}` with the drawing turtle. A random choice makes the turtle walk a different path each time. Use `{at} {random}` to choose a value from a list. You can copy and paste lines 2 and 3 to create a longer random path. - example_code: | - ``` - angles {is} 10, 50, 90, 150, 250 - {turn} angles {at} {random} - {forward} 25 - ``` - 4: - story_text: | - In level 4 you have to use quotation marks with `{print}` and `{ask}`. Also when drawing! - example_code: | - ``` - {print} _ Drawing figures _ - angle {is} 90 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - ``` - story_text_2: | - You can also change the color of the lines with the command `{color}`. Check out the example. - You can also use the command `{color} {white}` to make 'invisible' lines. You could use these white lines to move the turtle anywhere in the screen before you start drawing. - example_code_2: | - ``` - {color} {white} - {forward} -80 - {color} {green} - {forward} 50 - {color} {yellow} - {forward} 50 - {color} {red} - {forward} 50 - ``` 5: - story_text: | - In level 5 you can make a choice with `{if}`. For example between different types of figures. - example_code: | - ``` - {print} 'Drawing Figures' - figure {is} {ask} 'Do you want a square or a triangle?' - {if} figure {is} triangle angle {is} 120 - {else} angle {is} 90 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - ``` - story_text_2: | - ### Exercise - Fill in the correct numbers in this code to get it to work. - After you've done that, you can try to add the option backwards. - - **Extra** Instead of using 'left' and 'right', remake the program with North, East, South and West. - This way you could add even more directions like Northeast and Southwest etc. example_code_2: | ``` direction {is} {ask} 'Do you want to go left, right, or straight ahead?' @@ -4584,51 +1675,13 @@ adventures: if direction is right turn _ forward 100 ``` - 6: - story_text: | - In this level you can use calculations to draw different figures. - You may have learned in school that turning a full circle is 360 degrees. If not, now you know! - That's why you also use 90 degrees for a square. 360 divided by 4 is 90. - Now that we can do math with Hedy, we can draw all the figures we want! - example_code: | - ``` - angles = {ask} 'How many angles do you want?' - angle = 360 / angles - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - ``` 8: story_text: | Now that we can repeat several lines, we can make figures more easily. We only have to set the angle once and then use that variable in the `{repeat}`. - example_code: | - ``` - angle = 90 - {repeat} 4 {times} - {turn} angle - {forward} 50 - ``` story_text_2: | Also, we can now improve the program that draws different figures. Can you figure out how far the turtle has to turn here? Finish the code and you can draw any polygon you'd like! - example_code_2: | - ``` - figure = {ask} 'How many angles should I draw?' - angle = 360 / figure - {repeat} figure {times} - {turn} _ - {forward} _ - ``` 9: story_text: | Now that we can use a `{repeat}` inside a `{repeat}`, we can create more complex figures. @@ -4637,17 +1690,6 @@ adventures: This code creates three black triangles, change that into five pink squares. **(extra)** Create a figure of your own choosing consisting of at least two different shapes types. - example_code: | - ``` - {color} {black} - {repeat} 3 {times} - {repeat} 3 {times} - {forward} 10 - {turn} 120 - {color} {white} - {forward} 50 - {color} {black} - ``` 10: story_text: | In this level you can make the turtle draw a figure. @@ -4658,162 +1700,9 @@ adventures: **(extra)** can you change the spiral into another shape? Experiment with numbers for the turn! ### Exercise 2 The spiral is drawn outwards, make it go inwards? - example_code: | - ``` - {turn} 90 - distances = 10, 20, 30, 40, 50, 60 - {for} distance {in} distances - {forward} distance - ``` - 12: - story_text: | - We can use functions to draw more complex figures with less code. - ### Exercise 1 - Fill the function so that three squares are created. If you want the image to look nicer, you can make the lines between the squares white. - - ### Exercise 2 - The code can be made even shorter. Place the final lines into a `{repeat}` so the figure remains the same. - - ### Exercise 3 - Create your own drawing with different figures. - Change both the number of figures with the `{repeat}` and the shape of the figures in the `{define}` - example_code: | - ``` - {define} square - {repeat} 4 {times} - {turn} _ - {forward} _ - {call} square - {forward} 50 - {call} square - {forward} 50 - {call} square - ``` turtle_draw_it: - name: Draw it! - default_save_name: Draw it - description: Draw this picture with the turtle levels: - 1: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Rectangle - Square - Stairs -
- 2: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Arrow - Boat -
- 3: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Star - Arrow -
- 4: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Colored Star - Rainbow - Nested squares -
- example_code: | - **Extra** Up for a real challenge? Make sure that the colors of these figures are selected randomly, so that each time you run your programs they'll look differently! - - ``` - colors {is} red, orange, yellow, green, blue, purple, pink, brown, gray, black - color _ - ``` - 5: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Make only one code that lets the player decide which letter they'd like to see! And can you add even more letters? - -
- F - E - L -
- example_code: | - Hint: - ``` - chosen_letter {is} {ask} 'Which letter would you like to see? F, E or L?' - {if} _ - ``` - 6: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Let the player decide which color the square should be. - - ***Extra*** Can you make the letter of your own first name and the flag of your own country too? - -
- Square - Letters - Flag -
- example_code: | - Hint for the square: - ``` - chosen_color = {ask} _ - ``` - 7: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Hexagon - Triangle - Fan -
- 8: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - -
- Square (3) - Randomly colored star (5) - Randomly colored spiral (7) -
9: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - - **Extra** Give the player a choice which country they would like to see the flag of. - -
- Cross (7) - Randomly colored nested squares (8) - Flags -
example_code: | Hint for the nested squares: ``` @@ -4831,14 +1720,6 @@ adventures: color_3 = blue ``` 10: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Nested Hexagon - Traffic lights -
example_code: | Hint Nested Hexagon: ``` @@ -4854,47 +1735,6 @@ adventures: color _ {repeat} _ ``` - story_text_2: | - Christmas lights - example_code_2: | - Hint Christmas Lights: - - Start by moving to the left side of the screen with an invisible white line. Then hang up the Christmas lights! - ``` - {color} white - {turn} -90 - {forward} 300 - {turn} 90 - - colors = red, blue, yellow, purple, green, orange, pink - {for} chosen_color {in} colors - _ - ``` - 11: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Beehive (6) - Fan (5) - Snowflake (13) -
- example_code: | - Hint Beehive: - ``` - {for} amount_of_combs {in} {range} 1 {to} _ - {for} walls_of_one_comb {in} {range} 1 {to} _ - {forward} _ - {turn} _ - {forward} _ - {turn} _ - ``` - - Hint Fan: - Start out like the fan you made in level 7. Or take a peak at the hint for the beehive, because the codes are very similar. - - Hint Snowflake: Start by making one 'leg' and repeat it 6 times. 12: story_text: | ### Exercise @@ -4921,129 +1761,9 @@ adventures: {if} shape = 'square' {call} draw_a_square ``` - 13: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Street in different sizes - Colored street - Snow Storm - example_code: | - Hint Street in different sizes - ``` - {define} draw_a_house {with} size - _ - - {call} draw_a_house {with} 90 - {call} draw_a_house {with} 60 - {call} draw_a_house {with} 30 - ``` - - Hint Colored street - ``` - {define} draw_a_house {with} chosen_color - _ - ``` - - Hint Snow Storm - ``` - {define} draw_snowflake {with} length, color - _ - - numbers = 10, 20, 30 - colors = _ - - {for} i {in} {range} 1 {to} 5 - random_number = _ - random_color = _ - {call} draw_snowflake {with} random_number, random_color - {color} white - {turn} random_number * 5 - {forward} 80 - ``` - 14: - story_text: | - ### Exercise - Create a program that asks the player how many corners their figure should have and then creates that figure. - The figure in the image is the output when the player fills in 10. - -
- - -
- example_code: | - ``` - {define} calculate_degrees {with} amount_of_corners - _ 360 / amount_of_corners - - - {define} draw_figure {with} degrees - _ - {forward} 400/amount_of_corners - {turn} _ - - amount_of_corners = {ask} _ - degrees = {call} _ {with} _ - - {call} _ {with} - {call} _ {with} - ``` - 15: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Spiral - example_code: | - Spiral - ``` - distance = 5 - {while} distance < 200 - distance = distance + 5 - _ - ``` - story_text_2: | - Fan - example_code_2: | - Fan - ``` - {define} draw_a_square {with} side - _ - - i = 100 - {while} i > 1 - _ {with} i - _ - i = i - 3 - ``` - story_text_3: | - Star - example_code_3: | - Star - A star is usually drawn using 144-degree-turns. If you change this slightly to 143 degrees for example and repeat the pattern multiple times with a {while} loop you can make this figure. while_command: - name: '{while}' - default_save_name: while_command description: while - levels: - 15: - story_text: |- - We are going to learn a new loop, the `{while}` loop! We continue the loop as long as the statement is true. - So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. - If the correct answer is never given, the loop never ends! - example_code: | - ``` - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - ``` years: - name: New Year's - default_save_name: New Year's Countdown description: Countdown to the new year! levels: 11: diff --git a/content/adventures/eo.yaml b/content/adventures/eo.yaml index 05dac2d308b..0babd08e1fc 100644 --- a/content/adventures/eo.yaml +++ b/content/adventures/eo.yaml @@ -80,27 +80,6 @@ adventures: forĵetoto {is} {ask} Kiun li forĵetu? {remove} forĵetoto {from} sako ``` - 4: - story_text: | - ### Exercise - Copy the example code and finish it by adding quotation marks on the blanks in lines 1 and 2. - The blanks in line 3 and 4 should not be replaced by quotation marks, but a `{sleep}` and a `{clear}` command. Can you make it work? - - ### Exercise 2 - Go back to the previous level and copy your story code. Make the code work in this level by adding quotation marks in the right spots. - Mind: The variables in your own story should be outside of the quotation marks. Just like the second line of the example code. In that line the variable name is placed outside of the quotation marks. - example_code: | - ``` - name {is} {ask} _ What is your name? _ - {print} _ The main character is called _ name - _ - _ - {print} name _ is now going to walk in the woods _ - {print} name _ is a bit scared _ - animals {is} 🦔, 🐿, 🦉, 🦇 - {print} _ He hears the sound of a _ animals {at} {random} - {print} name _ is afraid this is a haunted forest _ - ``` 5: story_text: | En ĉi tiu nivelo vi povas programi malsamajn finaĵojn, kiuj faros vian rakonton eĉ pli amuza. @@ -242,149 +221,26 @@ adventures: {print} 'Ne, ĝi ne estas ĉe la ' loko {print} 'Nun vi povas eniri la domon!' ``` - 18: - story_text: | - We are going to print another story, but now we have to use brackets with `{print}`. - - ### Exercise 1 - Create a story of at least 5 sentences. You don't have to use 'name' just yet. - example_code: | - ``` - {print}('Welcome to this story!') - ``` - story_text_2: | - ### Exercise 2 - We have already prepared an `{input}` for you. First, use the `name` variable in your story. - Then add a second `{ask}` and use that variable as well. - Tip: Remember the commas in a `{print}` between text and variables! - example_code_2: | - ``` - naam = {input}("What's your name?") - {print}('Welcome to this story!') - ``` add_remove_command: name: '{add} {to} & {remove} {from}' - default_save_name: add_remove_command description: introducing add to and remove from levels: 3: story_text: | ## Add to You can add items to the list with the `{add} {to_list}` command. To add an item to a list you can simply type: `{add} penguin {to} animals` or you can use the `{ask}` command like in the example code. - example_code: | - ``` - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - ``` - story_text_2: | - ## Remove from - If you can add items to a list, of course you can also take them off. This is done with the `{remove} {from}` command. - example_code_2: | - ``` - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - ``` story_text_3: | ### Exercise Try out the new commands in this virtual restaurant. Add the flavor the player is hpoing for to the list and remove the flavors they are allergic to. - example_code_3: | - ``` - {print} Mystery milkshake - flavors {is} strawberry, chocolate, vanilla - hope {is} {ask} What flavor are you hoping for? - _ - allergies {is} {ask} Are you allergic to any flavors? - _ - {print} You get a flavors {at} {random} milkshake - ``` and_or_command: - name: '{and} & {or}' - default_save_name: and or description: introducing and or - levels: - 13: - story_text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two `{if}`s but can use `{and}` and `{or}`. - - If you use `{and}`, both statements, left and right of the `{and}` need to be true. We can also use `{or}`. Then only one statement needs to be correct. - example_code: | - ``` - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - ``` ask_command: - name: '{ask}' - default_save_name: ask_command description: Introduction ask command levels: 1: - story_text: | - ## The ask command - Now that you can use the `{print}` command, you are ready to learn the next command: `{ask}`. With the `{ask}` command, you can ask a question. Check it out: - example_code: | - ``` - {print} Hello! - {ask} What is your name? - ``` story_text_2: | ## The echo command If you want the computer to repeat the answer, you can use the `{echo}` command. The answer will then be echoed back at the end of the sentence, so in this example after hello. - example_code_2: | - ``` - {print} Hello! - {ask} What is your name? - {echo} hello - ``` - story_text_3: | - ### Exercise - Try out the `{ask}` and `{echo}` commands. Firstly, fill in the blanks to make this program work. - Then ask 2 more questions using the `{ask}` command, after each `{ask}` use an `{echo}` to print the answer on the screen. - example_code_3: | - ``` - _ How are you doing? - _ - ``` - 2: - story_text: | - ## The ask command - Now that we can use **variables** in our codes, we no longer need the `{echo}` command. - We can use variables to store the answers to our questions and this way we can use the answer to multiple questions in our codes. - Check it out: - - This way your code is becoming interactive! - example_code: | - ``` - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - ``` - story_text_2: | - ### Exercise - In the previous tab you have practised with setting variables with the `{is}` command. - You have created at least 3 variables and used them with a print command. - Now, instead of setting the variables we want you to make the variables interactive, like we did in our example. - - Copy your code from the previous tab and make the variables interactive by using `{ask}` commands. - example_code_2: | - ``` - favorite_animal {is} {ask} What is your favorite animal? - {print} I like favorite_animal - ``` - 18: - story_text: The final change we will need to make to get Python code is changing `{ask}` into `{input}`. - example_code: | - ``` - {print}('My name is Hedy!') - name = {input}('What is your name?') - {print}('So your name is ', name) - ``` blackjack: name: Nigra fanto default_save_name: Nigra fanto @@ -412,169 +268,6 @@ adventures: ***Test the function*** Test if your function is working properly. Finish the first print command by filling in which card you've drawn. Then finish the second line by calling the function with card_1. Run the code a couple of times. Are you happy with the results? Great! Then you can remove the testing part and move on the the next tab! - example_code: | - ``` - {print} 'BLACKJACK' - - # Set these variables - cards = _ - face_cards = _ - card_1 = - - # Create a function to calculate the points - {define} calculate_points {with} card: - {if} card {in} face_cards: - points = _ - {elif} _ - _ - {else}: - _ - _ points - - # Test your function - {print} 'Your card is a ' _ - {print} 'That is worth ' _ ' points'. - ``` - blackjack_2: - name: Blackjack 2 - default_save_name: Blackjack_2 - description: Blackjack part 2 - levels: - 17: - story_text: | - ### Exercise - In this adventure we code the second part of our Blackjack game. - - ***Paste your code from the previous adventure*** - In the previous adventure you've started a list of variables and created a function to calculate how many points a card is worth. Copy your code and paste it here. Mind that you don't need the testing part, so if you haven't removed that yet, please do so now. - - ***Add more variables*** - You have already set the lists `cards` and `face_cards` and the variable `card_1`. Underneath those variables create 3 more variables: `card_2`, dealer_card_1` and `dealer_card_2`. These variables are all set to a random card from the list of cards. - - ***Add up points*** - To calculate how many points you have scored we call the function with card 1 and we do it again for card 2. Then we add both these scores together to get your total. - Do the same thing for the dealers points, but be sure to use the dealer's cards and not your own! - - ***2 Aces*** - You're doing great! Almost all scores can be calculated now. There is only one exception: 2 Aces. If you get 2 Aces, your total is 12 points and not 22 (because 22 points would be losing!). This of course also goes for the dealer. - - ***Show the score*** - Lastly, you want to tell the program to tell you which cards you have drawn and how many points that is. Then show which cards the dealer has and how many points they have. - - ***Continue in the next tab*** - Great! You have finished this part of the game! Copy your code and go to the next tab to learn how to ask for an extra card and to declare a winner. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add these variables to the list of variables - card_2 = _ - dealer_card_1 = _ - dealer_card_2 = _ - - # Add up your points - your_points_1 = {call} _ {with} card_1 - your_points_2 = _ - your_total = _ - - # Add up the dealers points - dealer_points_1 = _ - _ - _ - - # 2 Aces - {if} card_1 == 'Ace' {and} _ - your_total = 12 - {if} dealer_card_1 _ - dealer_total = _ - - # Show the score - {print} 'You have drawn a ' _ ' and a ' _ '. That is ' _ ' points' - {print} 'The dealer has drawn a ' _ ' and a ' _ '. That is ' _ ' points' - ``` - blackjack_3: - name: Blackjack 3 - default_save_name: Blackjack_3 - description: Blackjack part 3 - levels: - 17: - story_text: | - In the previous tabs you have learned how to draw 2 random cards for yourself and for the dealer and to calculate how many points you both got. - In this adventure we add the option to ask for an extra card for both you and the dealer. - - ### Exercise - ***Paste your code from the previous adventure*** Firstly, copy your code from the previous tab and paste it here. - - ***Extra card for you*** If you want, you can get an extra card to get your total as close to 21 as possible. First ask the player if they want an extra card. - If they do, pick a random card and print what they have drawn. If the card is not an Ace, you can call the function and add the points to your total. - In case the card is an Ace, you can't use the function, because the Ace can be either 1 point or 11 points, depending on how many points you already have earned. - If your total is less than 11, you want the ace to be 11 points (because this is closest to 21). So you add 11 points to your total. - If the total is more than or equal to 11, you want the ace to be 1 point (because you don't want more than 21 points). So you add 1 point to your total. - Lastly, print your new total of points. - - ***Extra card for the dealer*** The dealer can also get an extra card. The dealer doesn't need to be asked, because they always get an extra card if their total is less than 17. - Copy the 'Extra card for you code' and paste it in the dealers section. Then change it to fit the dealer picking an extra card and getting points added to their total. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Extra card for you - hit = {ask} _ - {if} hit == 'yes': - card_3 = _ - {print} _ - {if} card_3 _ 'Ace': - your_points_3 = _ - your_total = _ - {else}: - {if} your_total _ - _ - {else}: - _ - {print} _ - - # Extra card for the dealer - {if} dealer_total < 17 - _ - ``` - blackjack_4: - name: Blackjack 4 - default_save_name: Blackjack_4 - description: Blackjack part 4 - levels: - 17: - story_text: | - In the last 3 adventures you have alsmost created a working blackjack game! The only thing left to do is to decide a winner! - - ### Exercise - ***Paste your code from the previous adventure*** Start by pasting the code that you've made so far into your programming field. - - ***Decide a winner*** - Firstly, if you and the dealer have an equal amount of points, it's a draw. - Secondly, if the dealer has more than 21 points and you don't, you are the winner. - Thirdly, if both you and the dealer have less than 22 points, we have to see who came closest to 21. We do that by comparing who has the highest score. Is your total higher than the dealer's total, then you are the winner. If not, the dealer wins. - Lastly, in all other scenarios (e.g. you have more than 21 points and the dealer doesn't, or you both have more than 21 points) you are the loser. - - ***Enjoy the game!*** - Does your game work properly? Amazing! You have done a great job! Enjoy your game! - If it doesn't work right away, no worries, you might have made a mistake. Just keep calm and bebug your code using the ladybug button. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Decide a winner - {if} _ - {print} 'Its a draw! Play again!' - {elif} _ - {print} 'You win!' - {elif} _ : - {if} _: - {print} _ - {else}: - {print} _ - {else}: - _ - ``` calculator: name: Kalkulilo default_save_name: Kalkulilo @@ -632,44 +325,7 @@ adventures: poentaro = poentaro + 1 {print} 'Bonege! Jen via poentaro: ' poentaro '/10!' ``` - 10: - story_text: | - This calculator game helps you practise your tables of multiplication! - ### Exercise - Fill in the blanks. We want this program to ask the player these questions: - ``` - How much is 1 times 1? - How much is 1 times 2? - How much is 1 times 3? - How much is 2 times 1? - How much is 2 times 2? - How much is 2 times 3? - How much is 3 times 1? - How much is 3 times 2? - How much is 3 times 3? - _ - ``` - example_code: | - ``` - numbers = 1, 2, 3 - {for} _ - {for} _ - answer = {ask} _ - correct = number_1 * number_2 - {if} answer {is} correct - {print} 'Great job!' - {else} - {print} 'That is wrong. The right answer is ' correct - ``` 11: - story_text: | - With a `{for}` you can simplify tables of multiplication practise program. - - ### Exercise 1 - Improve the example code such that it prints a nice multiplication table:
"1 times 10 is 10", "2 times 10 is 20", etc. - - ### Exercise 2 - Go back to your level 10 multiplication code, and modify it so that it uses a `{for}` and `{range}`. example_code: | ``` number = 10 @@ -686,34 +342,7 @@ adventures: respondo = nombro1 + nombro2 {print} nombro1 ' plus ' nombro2 ' estas ' respondo ``` - 13: - story_text: | - ### Exercise 1 - Let's make the practice program a bit harder. The player now has to answers two questions correctly. Fill out the blanks to complete the program. - - ### Exercise 2 - Sometimes, calculations have multiple correct answers. For example, 10 can be divided by 5 and by 2. So the question 'What number divides 10?' can be answered by 2 and by 5. - Ask for a calculation that has multiple correct answers, ask the player to answer it, and determine if it is correct using `{or}`. - Empty the programming field and create your own solution. - example_code: | - ``` - answer1 = {ask} 'What is 10 times 7?' - answer2 = {ask} 'What is 6 times 7?' - {if} _ _ _ _ _ _ _ - {print} _ - ``` 14: - story_text: | - In this adventure you will build a calculator that calculates your mean grade for you. If you get your calculator to work, you can move on to the next adventure, which allows you to add two extra features. - - ### Exercise 1 - Fill in the blanks to get the calculator to work. - * Start with the fourth line, add a question to figure out what grade the student got. - * In the fifth line you'll want to calculate the total of all grades, so the total = total + grade. - * Then we get to set the return value. We want to return the mean, so the total devided by the amount of tests (4). - * Lastly we finish the code by calling the function in line 8. - - Did you get it? Awesome! Would you like to add even more to your calculator? **This adventure continues in the next tab!** example_code: | ``` {define} calculate_mean_grade @@ -732,127 +361,11 @@ adventures: mean_grade = {call} _ {print} 'Your mean grade is ' mean_grade - 15: - story_text: | - You can add the `{while}` loop to the calculator game you've learned to make in a previous level. - This makes sure the player can't continue to the next question if they answer incorrectly. - - ### Exercise - Add the `{while}` loop in the function, ask the player what number_1 times number_2 is and print their answer. - Then `{call}` the function. - example_code: | - ``` - {define} new_question - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct = number_1 * number_2 - answer = 0 - _ - _ - _ - {print} 'Well done!' - - {print} 'Give 10 correct answers to win!' - {for} i {in} {range} 1 {to} 10 - _ - {print} 'You win!' - ``` - calculator_2: - name: Calculator 2 - default_save_name: Calculator 2 - description: Calculator 2 - levels: - 14: - story_text: | - ### Exercise 2 - **This is the second part of this adventure.** The adventure starts in the previous tab. - Of course, you don't always want to calculate the mean of 4 tests. You might want to calculate the mean of 10 tests or only 2... - We can fix this problem by adding the argument and variable 'amount_of_tests'. - * Start a new line on line 3. Set the amount_of_tests argument by asking the student how many tests they have made. - * Change the 4 in line 4 to the new argument amount_of_tests. - * Lastly, change the 4 in line 6 to amount_of_tests - - Try out your new program. Does it work? - - ### Exercise 3 - Did you want to make your program even better? Great! In the previous program you could only calculate the mean grade of 1 subject, but it would be better if you could calculate the mean grade for all subjects you want! - We won't tell you how to do it, but we will give you one tip: Start your code in line 1 with: define calculate_mean_grade with subject. - example_code: | - ``` - # Use your own code from the previous adventure. - ``` clear_command: - name: '{clear}' - default_save_name: clear_command description: clear command - levels: - 4: - story_text: | - Time for a new command! With `{clear}` you can clear all the text form your output screen. This way you can prevent your screen getting too full of text. - Beware! If you are using a `{clear}` command, you might need to use a `{sleep}` above it. Otherwise Hedy will clear your screen without giving you the time to read as you can see in the example! - example_code: | - ``` - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'wait for it...' - {sleep} 3 - {clear} - {print} 'SURPRISE!' - ``` debugging: - name: debugging - default_save_name: debugging - description: debugging adventure levels: - 1: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will show you code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} I love programming - Do you love programming too? - {echo} - {print} What are your hobbies? - {echo} Your hobbies are - ``` - 2: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - destination {ask} Where are you going on holidays? - {print} The flight to dstination leaves at 3 pm. - {ask} Did you check in your luggage yet? - {echo} - {print} Let me print your boarding pass for you. - {sleep} - Here you go! Have a nice trip! - ``` 3: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -866,80 +379,12 @@ adventures: tomorrows_movie {is} movie_choices {at} {random} I'll go get the popcorn! {print} ``` - 4: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Welcome to the online library! - {ask} What genre of books do you like? - {print} You like genre - author {is} {ask} 'Who's your favorite author?' - {print} 'author is your favorite author' - {print} Hmmm... i think you should try... books {at} {random} - ``` - 5: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} Welcome to Swimming Pool Hedy! - class {is} {ask} 'Are you here to join a class today?' - {if} class yes - {print} 'Great! You're joining a class! - {print} {else} 'You will not be joining a class' - discount {is} 'Do you have a discount code?' - {if} discount {is} yes - discount_answer {is} {ask} 'What's your discount code?' - discount_codes = Senior4231, Student8786, NewMember6709 - {if} discount_answer {is} {in} discount_cods - {print} 'That will be $3,50' - 'That will be $5,50' - {print} 'Have a nice swim!' - ``` - 6: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Vending machine' - chosen_product = {ask} 'Please select a product' - 1_dollar_products = coke orange juice water - 2_dollar_products = chocolate, cookie, museli bar - 3dollar_prodcuts = potato chips, beef jerky, banana bread - {if} chosen {is} {in} 1_dollar_products - price = 1 - {if} chosen_product {is} 2_dollar_products - price = 2 - {else} chosen_product {in} 3_dollar_products - price = 3 - amount_of_products = '{ask} How many of ' chosen_product would you like to have?' - total = price + amount_of_product - {print} 'That will be $' price 'please' - ``` 7: story_text: |- ### Exercise Surprise! This program looks more like an output than a code. And yet, we don't want you to just add `{print}` commands in front of each line. Fix this program to turn it into the nursery rhyme 'Brother John (Frère Jaques)' by using the {repeat} command of course! - example_code: | - **Warning! This code needs to be debugged!** - ``` - Are you sleeping? - Brother John! - Morning bells are ringing! - Ding, dang, dong! - ``` 8: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -962,9 +407,6 @@ adventures: {print} 'Thank you! Byebye!' ``` 9: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -987,9 +429,6 @@ adventures: price = amount * 6 {print} 'That will be 'price dollar' please' 10: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1038,9 +477,6 @@ adventures: print month i ``` 12: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1066,9 +502,6 @@ adventures: call greet_costumer ``` 13: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1098,9 +531,6 @@ adventures: print 'No problem!' ``` 14: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1147,9 +577,6 @@ adventures: else 'no problem' 15: - story_text: |- - ### Exercise - Debug this random children's story. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1184,10 +611,6 @@ adventures: print The End ``` 16: - story_text: |- - ### Exercise - Debug this code. Good luck! - Tip: Make sure that you only see your score once in the end. example_code: | **Warning! This code needs to be debugged!** ``` @@ -1206,9 +629,6 @@ adventures: ``` 17: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1241,9 +661,6 @@ adventures: print 'Thanks for ordering!' ``` 18: - story_text: |- - ### Exercise - Debug this Old MacDonald program from level 16. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1274,28 +691,6 @@ adventures: Provu mem la kodon per la verda butono «Ruli kodon» sub la programa kampo. Vi povas presi tekston al la ekrano per la komando `{print}`. - example_code: | - ``` - {print} Hello world! - ``` - 2: - story_text: | - Congratulations! You've reached level 2. Hopefully you've already made some awesome codes! - In the first level you might've notice that the `{echo}` command can only save one bit of information at a time. - For example in the restaurant adventure, you could echo what the costumer wanted to eat, or what they wanted to drink, but not both in one sentence. - - That changes in level 2. In level 2 you'll learn to work with variables, that allow you to save multiple pieces of information and print them in any place you want. - So let's go to the next tab! - example_code: | - **Warning! This code does not work!** - In Hedy commands will change sometimes. `{echo}` for example only works in level 1. In this level you'll learn a better way to echo answers back. - ``` - {print} Welcome at Hedy's - {ask} What would you like to eat? - {echo} So you want - {ask} what would you like to drink? - {echo} So you want - ``` 3: story_text: | En Nivelo 3, oni povas fari liston. Oni povas lasi la komputilon elekti hazardaĵon el la listo. Oni faras tion per `{at} {random}`. @@ -1392,10 +787,6 @@ adventures: {for} besto {in} bestoj {print} 'Mi amas ' besto 'n' ``` - 11: - story_text: | - You have reached level 11, you're doing great! In the higher levels, Hedy is focussing more and more on teaching you the programming language Python. - In Python there is no `{repeat}` command, but there is a command that works like {repeat}. Are you curious to find out how to say `{repeat}` in Python language? Quickly go on to find out! 12: story_text: |- **Decimalaj frakcioj** @@ -1487,14 +878,6 @@ adventures: elektoj {is} 1, 2, 3, 4, 5, lumbriko {print} elektoj {at} {random} ``` - story_text_2: | - ### Exercise - The dice in the example above are dice for a specific game. Can you make normal dice? - Or other special dice from a different game? - example_code_2: | - ``` - choices {is} _ - ``` 4: story_text: | En ĉi tiu nivelo ni povas fari frazojn kun la die valoro en la frazo, kun citaĵoj kompreneble. @@ -1551,30 +934,6 @@ adventures: {print} 'La rezulto de la ĵeto de ' ludanto ' estas ' elektoj {at} {random} {sleep} ``` - 15: - story_text: | - ### Exercise - In this level you can create a little game in which you'll have to throw 6 as fast as possible. - We have started the code, it's up to you to get the game to work! - - Firstly, add a `{while}` loop that checks if 6 has been thrown or not. - As long as you haven't thrown 6 already, throw the dice on a random number. - Print what the player has thrown. - Add a try to the amount of tries - Wait a second before you throw again, or - in case you've thrown a 6 - before the game ends. - example_code: | - ``` - options = 1, 2, 3, 4, 5, 6 - {print} 'Throw 6 as fast as you can!' - thrown = 0 - tries = 0 - _ - _ - _ - _ - _ - {print} 'Yes! You have thrown 6 in ' tries ' tries.' - ``` dishes: name: Lavi telerojn? default_save_name: Telerlavado @@ -1670,14 +1029,9 @@ adventures: {print} nomoj {at} {random} ' lavas telerojn je ' tago ``` elif_command: - name: '{elif}' - default_save_name: elif description: elif levels: 17: - story_text: | - In this level you can also use a new command: `{elif}`. `{elif}` is a combination of the keywords `{else}` and `{if}` and you need it when you want to make 3 (or more!) options. - Check it out! example_code: | ``` prices = ['1 million dollars', 'an apple pie', 'nothing'] @@ -1691,63 +1045,13 @@ adventures: {print} 'Better luck next time..' ``` for_command: - name: '{for}' - default_save_name: for description: for command levels: - 10: - story_text: |- - ## For - In this level we learn a new code called `{for}`. With `{for}` you can make a list and use all elements. - `{for}` creates a block, like `{repeat}` and `{if}` so all lines in the block need to start with 4 spaces. - example_code: | - ``` - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - ``` - story_text_2: | - ### Exercise - Finish this code by adding `{for} action {in} actions` to line 2. - example_code_2: | - ``` - actions = clap your hands, stomp your feet, shout Hurray! - _ - {repeat} 2 {times} - {print} 'If youre happy and you know it, ' action - {sleep} 2 - {print} 'If youre happy and you know it, and you really want to show it' - {print} 'If youre happy and you know it, ' action - {sleep} 3 - ``` 11: story_text: |- In this level, we add a new form of the `{for}`. In earlier levels, we used `{for}` with a list, but we can also use `{for}` with numbers. We do that by adding a variable name, followed by `{in}` `{range}`. We then write the number to start at, `{to}` and the number to end at. Try the example to see what happens! In this level again, you will need to use indentations in lines below the `{for}` statements. - example_code: | - ``` - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - ``` - 17: - story_text: | - Now we are going to change indentation a little bit. Every time that we need an indentation, we need `:` at the line before the indentation. - example_code: | - ``` - {for} i {in} {range} 1 {to} 10: - {print} i - {print} 'Ready or not, here I come!' - ``` - 18: - story_text: | - Lastly, we'll turn `{for} i {in} {range} 1 to 5` into real Python code, like this: - example_code: | - ``` - {for} i {in} {range}(1,5): - {print} (i) - ``` fortune: name: Aŭguristo default_save_name: Aŭguristo @@ -1791,24 +1095,6 @@ adventures: ``` story_text_2: | Nun, Hedy povas respondi nur «jes», «ne» aŭ «eble». Ĉu vi povas doni al Hedy pliajn eblajn respondojn, kiel «certe» aŭ «demandu denove»? - 4: - story_text: | - ### Exercise - We have removed all the quotation marks from this example code, can you add them in all the right places? - - ### Exercise 2 - Go back to the previous level and copy your fortune teller code. Make the code work in this level by adding quotation marks in the right spots. - example_code: | - ``` - _ Add the quotation marks to this code _ - {print} Im Hedy the fortune teller! - question {is} {ask} What do you want to know? - {print} This is your question: question - answers {is} yes, no, maybe - {print} My crystal ball says... - {sleep} 2 - {print} answers {at} {random} - ``` 5: story_text: | In this level you'll learn to (secretly) tip the odds in your favor, when using the fortune teller! @@ -1905,27 +1191,8 @@ adventures: {print} fortunes {at} {random} ``` functions: - name: functions - default_save_name: functions - description: functions levels: 12: - story_text: | - In this level you'll learn how to use **functions**. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. - To create a function, use `{define}` and give the function a name. Then put all the lines you want in the function in a indented block under the `{define}` line. - Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use {call} with the function's name to call it up! We don't have to type that block of code again. - - Check out this example code of a game of Twister. The function 'turn' contains a block of code that chooses which limb should go where. - - ### Exercise - Finish this code by setting the 2 variables chosen_limb and chosen_color. - Then, choose how many times you want to call the function to give the twister spinner a spin. - - ### Exercise 2 - Improve your code by adding a variable called 'people'. Use the variable to give all the players their own command in the game. - For example: 'Ahmed, right hand on green' or 'Jessica, left foot on yellow'. example_code: | ``` sides = 'left', 'right' @@ -1962,25 +1229,7 @@ adventures: I dreamed that my Bonnie is dead Can you program this verse in the same way as the example? - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - ``` 14: - story_text: | - In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. - You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - - For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - - ### Exercise - Finish this code. We have already made the variable new_price for you, you only need to set it. - You should finish the line of code by calling the function that calculates the new price. example_code: | ``` {define} calculate_new_price {with} amount, percentage @@ -1994,219 +1243,6 @@ adventures: new_price = _ calculate_new_price {with} old_price, _ {print} 'The new price is ' new_price ' dollar' ``` - 18: - story_text: | - Let's make functions the Pythons way! To define a function, we no longer use: - - `{define} name_function {with} argument_1, argument_2:` - - but we use: - - `{def} name_function(argument_1, argument_2):`. - - - If you don't want to use arguments, you just leave the space between the parantheses empty. - To call a function, we don't need the `{call}` command anymore. You just type the name of the function. - example_code: | - ``` - {def} calculate_score(answer, correct_answer): - {if} answer == correct_answer: - score = 1 - {elif} answer == '?': - score = 0 - {else}: - score = -1 - {return} score - - answer = {input} ('Where can you find the Eiffel Tower?') - correct_answer = 'Paris' - score = calculate_score(answer, correct_answer) - {print} ('Your score is... ', score) - ``` - guess_my_number: - name: Guess my number - default_save_name: guess my number - description: guess my number - levels: - 14: - story_text: | - In this level you can program the game 'Guess my number' - - ### Exercise - Fill in the correct symbols on the blanks to get the game to work. - example_code: | - ``` - {print} 'Guess my number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess _ number - {print} 'Lower!' - {if} guess _ number - {print} 'Higher!' - {if} guess _ number - {print} 'You win!' - game = 'over' - ``` - hangman: - name: Hangman - default_save_name: Hangman - description: Guess the word - levels: - 17: - story_text: | - In this adventure we program a game of hangman. First we make some preparations, then we program the game and in the third part we add a drawing with the turtle. - - ### Exercise - ***Set the variables*** In this game of hangman, Player 1 chooses an answer and Player 2 has to guess the letters in this answer. - To let the computer know all the letters in the word, we will turn the answer into a list of letters. We also do this with the guesses Player 2 makes. - We will start the game with 2 empty lists. We have made an empty list for the variable answer for you. Now make an empty list for guessed_letters as well. - Then we fill in how many mistakes were made. At the start of the game, this should be 0. - The variable `amount_letters` tells us how many letters are in the answer. Ask Player 1 to tell us how many letters their word has. - Lastly we tell the computer if the game is over. We use the variable `game_over` and set it to `False`. - - ***Choosing the answer*** We want Player 1 to be able to choose the answer. We'll ask them, as many times as necessary, what the next letter is. - Then we add that letter to the answer. Lastly, we add an empty _ to the list of guessed letters, so we get as many _s as there are letters in the answer. - - ***Player 2's turn*** - Tell Player 2 its their turn. Then tell Player 2 how many letters there are in the answer. Finally, print the list of `guessed_letters`. - - ***Go to the next tab*** Now that all the starting variables are set, we can start programming the game itself. Check out the next tab to learn how! - example_code: | - ``` - print 'Hangman!' - - # Set the variables - answer = [] - guessed_letters = _ - mistakes_made = _ - amount_letters = {ask} _ - _ = 'False' - - # Choosing the answer - {for} _ - letter = {ask} 'Player 1, what is letter ' i '?' - _ - {add} '_' {to} _ - - # Player 2 turn - print _ - print _ - print guessed_letters - ``` - hangman_2: - name: Hangman 2 - default_save_name: Hangman_2 - description: Hangman 2 - levels: - 17: - story_text: | - Now it's time to program the hangman game. - - ### Exercise - - ***Paste your code*** Copy your code from the previous tab and paste the code in the programming field. - - ***The game*** This games continues playing until Player 2 is game over. Fill in the while command accordingly. Now, Player 2 is allowed to guess a letter, so ask Player 2 to guess a letter. - We need to check if their answer is correct, so check if their `guess` is (somewhere) in the (list) `answer`. Then we let the computer figure out which of the letter(s) is the guess. We have already programmed that part for you. - Next we want to compliment the player for finding a correct letter and we want to print the list `guessed_letters`, so the player can see their progress. - - The next part we're going to program is what happens when the player has guessed all of the letters. So if their list of `guessed_letters` is the same as our list `answer`. - If the lists are the same, congratulate Player 2 with their victory and set the variable `game_over` to `True`. - - Next we'll program what happens when Player 2 guesses wrong (so the `{else}` command). First, tell the player that their guess was wrong. Then increase the `mistakes_made` variable by 1. - - For the last part we'll program what happens when Player 2 has made 10 mistakes. We'll print that Player 1 has won the game. Then we'll print the correct answer. And finally, we'll set our `game_over` variable to `True`, so the game stops. - - ***Go to the next tab*** Amazing work! Your game is playable, but wouldn't it be fun if the hangman was actually drawn when Player 2 makes a mistake..? - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - guess = _ - {if} _ - {for} i {in} {range} 1 {to} amount_letters: - if answer[i] == guess: - guessed_letters[i] = guess - {print} _ - {if} guessed_letters == _: - {print} _ - game_over = _ - {else}: - {print} _ - mistakes_made _ - {if} _ == 10: - {print} _ - {print} _ - _ - ``` - hangman_3: - name: Hangman 3 - default_save_name: Hangman_3 - description: Hangman 3 - levels: - 17: - story_text: | - In a game of hangman the mistakes are shown by drawing a part of the hangman each time a mistake has been made. - We now add those drawings with our turtle! - - ### Exercise - ***Create a function that draws the hangman*** Create a function that draws the hangman in 10 steps. We have already made step 1 for you. - - ***Test the function*** Test the function by calling the function with 10. If you are happy with the function, remove the line that calls the function for now. We will call the function when the player makes a mistake. - - ***Paste your hangman game under your function*** Go back to the previous tab and copy your hangman game. Paste the game underneath your function. - - ***Call the function when the player makes a mistake*** Under the line `mistakes_made = mistakes_made + 1` we will call the function. We want the turtle to take the same amount of steps as the player has made mistakes, so we call the function with `mistakes_made` as argument. - - ***Enjoy your game!*** -
- The hangman could look like this -
- example_code: | - ``` - # Create a function that draws the hangman - {define} draw_hangman {with} step: - {if} step == 1: - {color} white - {forward} -100 - {turn} 90 - {forward} -50 - {color} black - {forward} 100 - {forward} -50 - - {if} step == 2: - _ - # Paste your hangman game here - - ``` - harry_potter: - name: Harry Potter - default_save_name: Harry Potter - description: Harry Potter adventures - levels: - 10: - story_text: | - ### Exercise - We can also make a Harry Potter themed fortune teller. Fill in blanks such that 9 lines are printed. - **Extra** Change the theme of the fortune teller into something else, such as your favorite book, film or tv show. - example_code: | - ``` - houses = Gryffindor, Slytherin, Hufflepuff, Ravenclaw - subjects = potions, defence against the dark arts, charms, transfiguration - fears = Voldemort, spiders, failing your OWL test - names = Harry, Ron, Hermione - _ - _ {print} name ' is placed in ' houses {at} {random} - _ {print} name ' is great at ' subjects {at} {random} - _ {print} name 's greatest fear is ' fears {at} {random} - ``` haunted: name: Hantata domo default_save_name: Hantata domo @@ -2249,10 +1285,6 @@ adventures: {print} Ho ne! Rapidu al la kuirejo. {print} Sed dum vi eniras monstro_3 atakas vin! ``` - story_text_2: | - ### Exercise - In the example above the monsters are predetermined. So each time you run your code, the output is the same. - Can you add `{ask}` commands to make the haunted house interactive and have the players choose the monsters they come across? example_code_2: | ``` monster_1 {is} _ @@ -2269,17 +1301,6 @@ adventures: In the previous levels you've made an introduction to your haunted house game, but as you might have noticed the story would always have a dreadful end. In this level you can make your story more interactive by changing the outcome of the game; sometimes you'll get eaten, sometimes you'll escape! Let Hedy decide randomly! - example_code: | - ``` - _ Escape from the haunted house! - _ There are 3 doors in front of you... - _ _ _ Which door do you choose? - _ You picked door ... choice - monsters _ a zombie, a vampire, NOTHING YOUVE ESCAPED - _ You see... - {sleep} - _ _ _ _ - ``` 4: story_text: | En ĉi tiu nivelo vi lernas kiel uzi citilojn en viaj ludoj. @@ -2366,188 +1387,16 @@ adventures: {if} ludanto {is} vivanta {print} 'Bonege! Vi pretervivis!' ``` - 14: - story_text: | - ### Exercise - In this level you can use the `<` and `>` symbol to introduce lives to your game. - Make sure the player loses a life when they come across the wrong monster and that the game stops if you have no lives left. - example_code: | - ``` - {print} 'Escape from the haunted house' - lives = 3 - doors = 1, 2, 3 - monsters = 'the wicked witch', 'a zombie', 'a sleeping 3 headed dog' - {for} i {in} {range} 1 {to} 10 - {if} lives _ - good_door = doors {at} {random} - monster = monsters {at} {random} - chosen_door = {ask} 'Which door do you choose?' - {if} good_door == chosen_door - {print} 'You have chosen the correct door' - {else} - {print} 'You see...' monster - {if} monster == 'a sleeping 3 headed dog' - {print} 'Pffieuw.... Its asleep' - {else} - {print} 'You lose one life' - lives = _ - {else} - {print} 'GAME OVER' - ``` - 16: - story_text: | - ### Exercise - This haunted house game uses the connection between the lists you can use in this level. - For example: all the properties that belong to the zombie are first in all the lists, witch second and vampire third. - Check out the code and fill in `weapons[i]`, `monsters[i]` , `bad_fate[i]`, `good_fate[i]`, `hint[i]` on the correct blanks to get the code to work! - example_code: | - ``` - numbers = [1, 2, 3] - i = numbers[{random}] - hint = ['growling', 'a cackling laugh', 'fluttering batwings'] - monsters = ['zombie', 'witch', 'vampire'] - bad_fate = ['Your brain is eaten', 'You are forever cursed', 'You are bitten'] - good_fate = ['You throw the ham. The zombie is distracted and starts eating it.', 'You set the curtains on fire. The witch flees out of fear for the fire', 'The vampire hates garlic and flees'] - weapons = ['ham', 'lighter', 'garlic'] - {print} 'You are standing in front of an old mansion' - {print} 'Something is not right here' - {print} 'You hear ' _ - {print} 'You are going to explore it' - {print} 'You enter the kitchen and see a lighter, a raw ham and a garlic.' - your_weapon = {ask} 'What do you bring with you?' - {print} 'With your ' your_weapon ' you enter the living room' - {print} 'There you find a ' _ - needed_weapon = _ - {if} your_weapon == needed_weapon - {print} 'You use your ' your_weapon - {print} _ - {print} 'YOU WIN!' - {else} - {print} 'You have chosen the wrong weapon...' - {print} _ - {print} 'GAME OVER' - ``` - hotel: - name: hotel - default_save_name: hotel - description: hotel - levels: - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, and you've learned how to combine it with an {ask}. - You might have wondered why you would use functions, because the functions in the example were only one line of code. - Now we will show you what a bigger function looks like and we will use multiple agruments now as well. You'll see how much better it is to use a function once the function gets bigger. - Here is an example of a function with arguments combined with {ask} commands. - example_code: | - ``` - {define} welcome_message {with} title, last_name, country, room_number - {print} 'Welcome to Hotel Hedy, ' title ' ' last_name - nice_trip {is} {ask} 'Did you have a nice trip from, ' country '?' - {if} nice_trip {is} 'yes' - {print} 'Lovely!' - {else} - {print} 'Sorry to hear that.' - {print} 'Hopefully you can take a nice rest in you room.' - {print} 'Your room number is ' room_number - - {print} 'Hello. Please fill in your information to check in.' - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - ``` - - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 if_command: - name: '{if} & {else}' - default_save_name: if_command description: Introducing the if command levels: - 5: - story_text: | - ## If... else.... - In level 5 there is something new, the `{if}`! With the `{if}` you can choose between two different options. - This code prints nice if you enter Hedy as a name, and boo! if you enter something else. - `{ask}` and `{print}` still work like they did in level 4. - example_code: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' {else} {print} 'boo!' - ``` - story_text_2: | - Sometimes code with an `{if}` gets really long and does not fit on the line well.
You may also divide the code over two lines, starting the second line at the `{else}` like this: - example_code_2: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - ``` - story_text_3: | - ### Exercise - Try to create your own code with `{if}` and `{else}`. You can use the example code if you want. - example_code_3: | - ``` - answer {is} {ask} '2 + 2 = ?' - _ _ _ 4 _ 'Great job!' - _ _ 'No 2 + 2 = 4' - ``` - 8: - story_text: | - ## If... Else... - You have learned to repeat a block of lines of code after a `{repeat}` command. - Now you can also use indentation to make blocks after a {if} or {else} command. - Check out the example code. - - ### Exercise - Add an {else} command to the example code. Make a block of line using indentation. You do this by starting each line with 4 spaces. - example_code: | - ``` - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {print} 'You can play on your computer!' - ``` 9: story_text: | In this level you can also put an {if} command inside another {if} command. - example_code: | - ``` - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - ``` in_command: - name: '{in}' - default_save_name: in_command description: Introducing the in command levels: 5: - story_text: | - ## Lists - When we want to check if something is in a list, we can now use the `{in}` command. - This code prints pretty! if you choose green or yellow, and meh otherwise. - example_code: | - ``` - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - ``` - story_text_2: | - ### Exercise - Finish the example code by filling in the blanks with commands that you've learned. - When you've finished the code, try to create a code of your own and use a question that you've thought of yourself. example_code_2: | ``` animals is dog, cow, sheep @@ -2556,62 +1405,21 @@ adventures: _ _ 'My favorite animals are dogs, cows and sheep' ``` is_command: - name: '{is}' - default_save_name: is_command description: introducing is command levels: 2: - story_text: | - ## Variables - You can name a word with `{is}`. This is called a **variable**. In this example we made a variable called name and a variable called age. You can use the word name anywhere in your code and it will be replaced by Hedy, like this: - example_code: | - ``` - name {is} Hedy - age {is} 15 - {print} name is age years old - ``` story_text_2: | ### Exercise Time to make your own variables! In the example code we made an example of the variable `favorite_animal`. In line 1 the variable is set, and in line 2 we haved used the variable in a print command. Firstly, finish our example by filling in your favorite animal on the blank. Then make at least 3 of these codes yourself. Pick a variable, and set the variable with the {is} command. Then use it with a {print} command, just like we did. - example_code_2: | - ``` - favorite_animal {is} _ - {print} I like favorite_animal - ``` - 6: - story_text: | - We also make a change in storing a word in a variable! You may now use `=` instead of `{is}` when we store a name or a number in a variable, like this: - example_code: | - ``` - name = Hedy - answer = 20 + 4 - ``` 14: - story_text: | - We are going to learn more new items. You might know them already from mathematics, the `<` and `>`. - The `<` checks if the first number is smaller than the second, for example age `<` 12 checks if age is smaller than 12. - If you want to check if the first number is smaller or equal to the second, you can use `<=`, for example age `<=` 11. - The `>` checks if the first number is bigger than the second, for example points `>` 10 checks if points is larger than 10. - If you want to check if the first number is bigger or equal to the second, you can use `>=`, for example points `>=` 11. - You use these comparisons in an `{if}`, like this: example_code: | ``` age = {ask} 'How old are you?' {if} age > 12 {print} 'You are older than I am!' ``` - story_text_2: | - From this level on, if you want to compare exactly, you can use two equal signs. This is what most programming languages do: - example_code_2: | - ``` - name = {ask} 'What is your name?' - {if} name == 'Hedy' - {print} 'You are cool!' - ``` - story_text_3: | - You can also compare if something is *not* equal to something else using `!=` like this: example_code_3: | ``` name = {ask} 'What is your name?' @@ -2642,10 +1450,6 @@ adventures: {else} {print} 'Ne, rano estas grenouille' ``` 16: - story_text: | - ### Exercise - Take a look at the example code. This is a program to practise French vocabulary. Now make your own program to practice your vocabulary in a new language. - If you don't know any other languages, you can use Google translate or you can use emojis and your native language. example_code: | ``` francaj_vortoj = ['bonjour', 'ordinateur', 'pomme de terre'] @@ -2662,18 +1466,8 @@ adventures: {print} 'Vi respondis ' poentaro ' fojojn ĝuste.' ``` maths: - name: maths - default_save_name: maths - description: Introducing maths levels: 6: - story_text: | - In this level you learn something new: you can now also calculate. - - The plus is easy, you write it like with math: `5 + 5` for example. The minus also works fine, it is `5 - 5`. - - The times is a bit different, because there is no times symbol on your keyboard. Just search, there really isn't! - That is why we multiply with the asterisk above 8: `5 * 5`. Read that as "5 times 5" that helps you remember it best. example_code: | ``` {print} '5 plus 5 is ' 5 + 5 @@ -2681,17 +1475,6 @@ adventures: {print} '5 times 5 is ' 5 * 5 ``` 12: - story_text: |- - **Decimal numbers** - So far, Hedy did not allow for decimal numbers like 1.5, but now we do allow that. Note that computers use the `.` for decimal numbers. - example_code: | - ``` - {print} 'Two and a half plus two and a half is...' - {print} 2.5 + 2.5 - ``` - story_text_2: |- - **Maths with words** - In this level you can also do addition with words like this: example_code_2: | ``` a = 'Hello ' @@ -2701,430 +1484,43 @@ adventures: {print} 2.5 + 2.5 music: - name: music - default_save_name: music - description: Play a tune! + levels: + 6: + story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\n This calls for musical maths! Try out the example code a couple of times with different starting numbers. \nThen, see if you can compose a song using the numbers.\n" + parrot: + name: Papago + default_save_name: Papago + description: Kreu vian propran Interretan dorlotpapagon, kiu kopios vin! levels: 1: - story_text: |- - In this level you'll learn how to use the `{play}` command to play a tune! - - Type `{play}` followed by the note you want to play. The scale goes C-D-E-F-G-A-B. - As you can see there are 7 different letters, but we can play more than just 7 notes. - Type a number between 1 and 10 behind the letter to choose the scale, for example after B4 comes C5. - C1 is the lowest note you can play, C10 is the highest. - - ### Exercise - Try out the example code and then play around with it! Can you create your own melody? - In the next level you'll learn how to play some existing songs. - example_code: |- + story_text: | + Kreu vian propran Interretan dorlotpapagon, kiu kopios vin! + example_code: | ``` - {play} C4 - {play} D4 - {play} E4 - {play} F4 - {play} G4 - {play} A4 - {play} B4 - {play} C5 + {print} Mi estas Hedy la papago + {ask} kio estas via nomo? + {echo} + {echo} ``` + story_text_2: | + ### Exercise + Can you make the parrot ask a different question? Fill in the blanks in the example! 2: story_text: | - ### Exercise - Finish the songs! We have started the codes for some melodies. + Kreu vian propran Interretan dorlotpapagon, kiu kopios vin! example_code: | ``` - {print} Old Mac Donald had a farm - {play} C5 - {play} C5 - {play} C5 - {play} G4 - {play} A4 - {play} A4 - {play} G4 - ``` - story_text_2: As you can see, you can also use the `{sleep}` command to add a little pause in the song. - example_code_2: | - ``` - {print} Twinkle Twinkle Little Star - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} 1 - {play} F - {play} F + {print} Mi estas Hedy la papago + nomo {is} {ask} kio estas via nomo? + {print} nomo + {sleep} + {print} grak + {sleep} + {print} nomo ``` - 3: - story_text: | - Create a random melody! - - ### Exercise - The example code creates a random melody, but it's very short and not many notes are used. - Add more notes to the list and create a longer melody by copying the last line a couple more times. - example_code: | - ``` - notes {is} A4, B4, C4 - {play} notes {at} {random} - {play} notes {at} {random} - {play} notes {at} {random} - ``` - 4: - story_text: | - Use the `{clear}` command to create a karaoke machine! - - ### Exercise - Finish the karaoke version of 'Mary had a little lamb'. - Then, create a karaoke version of any song you'd like! - example_code: | - ``` - {print} 'Mary had a little lamb' - {play} E - {play} D - {play} C - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Little lamb, little lamb' - {play} D - {play} D - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Mary had a little lamb' - {play} E - ``` - 5: - story_text: | - You don't always have to use the `{play}` command to play a whole song, sometimes you just want to play one note. - For example, if you want to make a quiz, you can play a happy high note if the answer is right and a sad low note if the answer is wrong. - - ### Exercise - Finish the first question by adding a line of code that plays a C3 note if the wrong answer is given. - Then think of 3 more questions to add to this quiz. - example_code: | - ``` - answer {is} {ask} 'What is the capital of Zimbabwe?' - {if} answer {is} Harare {play} C6 - _ - ``` - 6: - story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\n This calls for musical maths! Try out the example code a couple of times with different starting numbers. \nThen, see if you can compose a song using the numbers.\n" - example_code: | - ``` - number = {ask} 'Say a starting number between 1 and 67' - {print} number - {play} number - number = number + 1 - {print} number - {play} number - number = number + 1 - {print} number - {play} number - ``` - 7: - story_text: | - Using the `{repeat}` command can make your codes for melodies a lot shorter! - - ### Exercise - Finish the code for Twinkle Twinkle Little Star by using the `{repeat}`command. - Then go back to the songs you've made in the previous levels. Can you shorten those codes too? - example_code: | - ``` - {print} 'Twinkle Twinkle Little Star' - {repeat} 2 {times} {play} C4 - {repeat} 2 {times} {play} G4 - _ - ``` - 8: - story_text: | - Now that we can use the `{repeat}` command for multiple lines, we can make songs even more easily! - - ### Exercise - Finish the song of Brother John (Frère Jacques). Don't forget to use `{repeat}`! - example_code: | - ``` - {print} 'Brother John' - {repeat} 2 {times} - {play} C - {play} D - {play} E - {play} C - {repeat} 2 {times} - {play} E - {play} F - {play} G - {sleep} 1 - ``` - 9: - story_text: | - From this level on you can - among other things - use a {repeat} command inside a {repeat} command. - That makes songs like 'Happy birthday' even shorter! - - ### Exercise - Finish the song! - example_code: | - ``` - first_time = yes - {repeat} 2 {times} - {repeat} 2 {times} - {play} C - {play} D - {play} C - {if} first_time {is} yes - {play} F - {play} E - first_time {is} no - {else} - _ - ``` - 12: - story_text: | - Use functions in your songs! As you can see in the example code, you can make a function for each line of Twinkle Twinkle Little Star. Once you've programmed the first three lines, all you have to do is call the functions in the order you want them played in. - - ### Exercise - Finish the song of Twinkle Twinkle Little Star. - Then look back at all the songs you've programmed in the levels before, can you make those codes better and shorter using functions too? - example_code: | - ``` - {define} first_line - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} - - {define} second_line - {play} F - {play} F - {play} E - {play} E - {play} D - {play} D - {play} C - {sleep} - - {define} third_line - {play} G - {play} G - {play} F - {play} F - {play} E - {play} E - {play} D - {sleep} - - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - ``` - 13: - story_text: | - You can use a function with an argument for songs that have line that are almost the same, but slightly different each time. - One example is the song 'Yankee Doodle'. The first 4 notes of the first lines are the same, but each time they are followed by a different couple of notes. - - ### Exercise - Can you finish the song of Yankee Doodle? - Can you think of another song to program this way? - example_code: | - ``` - {print} 'Yankee Doodle' - {define} _ {with} note_1, note_2, note_3 - {play} C4 - {play} C4 - {play} D4 - {play} E4 - {play} _ - {play} _ - {play} _ - - {call} line_1 {with} 29, 31, 30 - {call} line_1 {with} 29, 28, 0 - {call} line_1 {with} 32, 31, 30 - - {play} C4 - {play} B3 - {play} G3 - {play} A3 - {play} B3 - {play} C4 - {play} C4 - ``` - 14: - story_text: | - You can program music for fun, but you can also use the musical notes to make something useful like a fire alarm! - - ### Exercise - Make sure the fire alarm rings when there is a fire! - example_code: | - ``` - {define} fire_alarm - {print} 'FIRE!' - note = 40 - {for} i {in} {range} 1 {to} 100 - {if} note _ 50 - note = note + 5 - {play} _ - {else} - note = 40 - - fire = {ask} 'Is there a fire?' - {if} fire _ 'yes' - {call} fire_alarm - ``` - 15: - story_text: | - **Warning** This adventure can become extremely annoying! - We can also use the {while} command to repeat a song forever. - - ### Exercise - Finish the never-ending song. - example_code: | - ``` - {define} song - {play} _ - - yes_or_no = {ask} 'Do you want to hear my never-ending song?' - {while} yes_or_no = 'yes' - {call} song - {print} '🥳' - ``` - 16: - story_text: | - Upgrade your Old MacDonald code! - - ### Exercise - Take your code from the 'Sing a Song' adventure and add musical notes to it! - You can make a function for each line in the song and call that function after the line is printed. - We defined the first line for you and called it in the code. Can you finish the whole song? - example_code: | - ``` - {define} line_1 - {for} i {in} {range} 1 {to} 3 - {play} G - {play} D - {for} i {in} {range} 1 {to} 2 - {play} E - {play} D - - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - for i in range 1 to 3 - animal = animals[i] - sound = sounds[i] - print 'Old MacDonald had a farm' - call line_1 - print 'E I E I O!' - _ - ``` - 17: - story_text: | - You can use the {elif} to create different options. - - ### Exercise - Firstly, add colons to get the code to work. - Then finish this code by adding at least 2 other songs for other moods. For example a happy song and an angry song. - example_code: | - ``` - {define} scary_song - {for} i {in} {range} 1 {to} 3 - {play} G - {play} E - {sleep} 2 - {for} i {in} {range} 1 {to} 3 - {play} F - {play} D - - mood = {ask} 'Which emotion are you feeling?' - {if} mood {is} 'fear' - {call} scary_song - {elif} _ - ``` - 18: - story_text: | - ### Exercise - Even in this last level of Hedy we can make some music! Be careful of all the syntax that is needed now. - Take a good look at how the functions are defined and called upon in the example code. - Finish the song! - example_code: | - ``` - {def} line_1(): - {for} i {in} {range}(1, 5): - {play} A - {play} D - {play} F - {play} A - - {def} line_2(): - {for} i {in} {range}(1, 5): - {play} G - {play} C - {play} E - {play} G - - {def} line_3(): - _ - - {print} ('The drunken sailor') - {print} ('What shall we do with the drunken sailor?') - line_1() - line_2() - line_3() - {print} ('Early in the morning') - ``` - parrot: - name: Papago - default_save_name: Papago - description: Kreu vian propran Interretan dorlotpapagon, kiu kopios vin! - levels: - 1: - story_text: | - Kreu vian propran Interretan dorlotpapagon, kiu kopios vin! - example_code: | - ``` - {print} Mi estas Hedy la papago - {ask} kio estas via nomo? - {echo} - {echo} - ``` - story_text_2: | - ### Exercise - Can you make the parrot ask a different question? Fill in the blanks in the example! - example_code_2: | - ``` - {print} Im Hedy the parrot - {ask} _ - {echo} - {echo} - 2: - story_text: | - Kreu vian propran Interretan dorlotpapagon, kiu kopios vin! - example_code: | - ``` - {print} Mi estas Hedy la papago - nomo {is} {ask} kio estas via nomo? - {print} nomo - {sleep} - {print} grak - {sleep} - {print} nomo - ``` - story_text_2: | - ### Exercise - You can use variables to make the parrot say more than only your name. Can you complete this code? + story_text_2: | + ### Exercise + You can use variables to make the parrot say more than only your name. Can you complete this code? 3: story_text: | Instruu al via papago novan vorton per `{add}`. @@ -3141,15 +1537,6 @@ adventures: story_text: | In this level we have to use quotation marks with the commands `{ask}` and `{print}`. Can you complete the code by adding quotation marks? - example_code: | - ``` - words {is} squawk, Hedy - {print} _ Train your parrot! _ - new_word {is} {ask} _ Which word do you want to teach them? _ - {add} new_word {to_list} words - {print} _ 🧒 Say _ new_word _, Hedy!_ - {print} _ 🦜 _ words {at} {random} - ``` 5: story_text: | Rekompencu vian papagon, se ĝi diras la ĝustan vorton! @@ -3185,10 +1572,6 @@ adventures: {print} 'You can buy a ' wish ' in ' weeks ' weeks.' ``` 14: - story_text: | - ### Exercise - In this level you can let Hedy tell you if you have saved up enough money! - Finish this code by filling in the blanks! example_code: | ``` _ calculate_budget with wish, money, allowance @@ -3208,45 +1591,7 @@ adventures: {call} calculate_budget with _, _, _ ``` pressit: - name: Key presses - default_save_name: Pressed - description: Try linking a keyboard key to a command! levels: - 5: - story_text: | - In this level there is another new keyword: `{pressed}`! - With `{pressed}` you can use keys on your keyboard to control what lines are used. - - ### Exercise - Look at the example and add one more line of code that reacts to a key press. - example_code: | - ``` - {print} 'Do you want a good (g) or bad (b) ending?' - {if} g {is} {pressed} {print} 'They lived happily ever after ❤' - {else} {print} 'The prince was eaten by a hippopotamus 😭' - ``` - story_text_2: | - You can also link turtle commands to keys. - - ### Exercise - Copy the lines a few times so you can create a larger drawing. - example_code_2: | - ``` - {if} y {is} {pressed} {forward} 15 - {else} {turn} 90 - ``` - 7: - story_text: | - Now that you have learned about `{repeat}`, we can press keys multiple times. - You can use it to make the turtle walk forward and turn. - - ### Exercise - The code you have seen in level 5 only checks the key once. Copy the example code and add a `{repeat}` to it, so that you can press the keys many times. - Use this code to draw something nice. - example_code: | - ``` - {if} x {is} {pressed} {forward} 15 {else} {turn} 90 - ``` 9: story_text: | Now that you know how to combine statements, you can create a touch type tool with `{pressed}`. @@ -3254,54 +1599,9 @@ adventures: ### Exercise Finish the code. Each time a random letter should be chosen, which you have to press. You get a point for a correct press, and and two points deduction for a wrong press. **(extra)** Clear the screen after each letter, and show the user how many points they have scored. - example_code: | - ``` - points = 0 - letters = a, b, c, d, e - {repeat} 10 {times} - letter = _ _ _ - {print} 'Press the letter ' letter - {if} letter {is} {pressed} - _ - _ - _ - ``` print_command: - name: '{print}' - default_save_name: print - description: Introduction print command levels: - 1: - story_text: | - ## The print command - You can print text to the screen using the `{print}` command. - example_code: | - ``` - {print} Hi there, programmer! - {print} Welcome to Hedy! - ``` - story_text_2: | - ### Exercise - In Hedy you will find exercises in every adventure. An exercise allows you to practise the new commands and concepts, and lets you give your own twist to the example codes. - In this exercise you will see a pink blank space. You have to fill something in the place of the blank space before the code can be run. - - Fill in the `{print}` command in the blank space and then add five more lines of code. Each line has to start with a `{print}` command. - Have fun! - example_code_2: | - ``` - _ Hello! - ``` 18: - story_text: |- - We arrived at real Python code! That means we need to use parentheses with `{print}` and `{range}` from now on. - It also means you can use Hedy code from this level in any Python environment as long as you use the English commands. If you haven't until now, you can switch the toggle in the commands menu to do so. - example_code: | - ``` - {print}('Hello!') - {for} i {in} {range}(1, 10): - {print}('This is line ', i) - ``` - story_text_2: If you want to print more than one item, you need to separate them by commas. example_code_2: | ``` temperature = 25 @@ -3338,128 +1638,13 @@ adventures: {if} poentoj_b > poentoj_a {print} 'Vi apartenas al la B-klubo' ``` - quotation_marks: - name: '''quotation marks''' - default_save_name: quotation_marks - description: Introduction quotation marks - levels: - 4: - story_text: | - ## 'Quotation marks' - In level 4 `{ask}` and `{print}` have changed. - You must put text that you want to print between quotation marks. - This is useful, because now you can print all the words you want. Also the words you used to store something with `{is}`. - Most programming languages also use quotation marks when printing, so we are also getting a step closer to real programming! - example_code: | - ``` - {print} 'You need to use quotation marks from now on!' - answer {is} {ask} 'What do we need to use from now on?' - {print} 'We need to use ' answer - ``` - story_text_2: | - ## Contractions - Important! Mind that now that we're using quotation marks, Hedy will get confused when you use the apostrophe for contractions like I'm or What's. - Make sure to remove those apostrophes and change the spelling to I am or What is. - Check out the example code to see the wrong way of using apostrophes. - example_code_2: | - ``` - _ This is the wrong way of using apostrophes _ - {print} 'I'm babysitting my sister's kids' - {print} 'What's more fun than that?' - ``` - 12: - story_text: | - **All texts need to be in quotation marks** - For this level on you will also have to use quotation marks when storing a text with `=`: - example_code: | - ``` - name = 'Hedy the Robot' - {print} 'Hello ' name - ``` - story_text_2: | - **All items in lists need quotation marks too** - Lists are texts, so they need quotation marks too. Mind that each single item on the list has quotation marks. - This allows you to save two words as 1 item on the list, for example 'Black Widow'. - example_code_2: | - ``` - superheroes = 'Spiderman', 'Batman', 'Black Widow' - {print} superheroes {at} {random} - ``` - story_text_3: | - **All text after `{if}` comparisons need quotation marks too** - example_code_3: | - ``` - name = {ask} 'What is your name?' - {if} name = 'Hedy the Robot' - {print} 'Hi there!' - ``` - story_text_4: | - **Numbers don't need quotation marks** - For numbers, you do not use quotation marks in the `=`: - example_code_4: | - ``` - score = 25 - {print} 'You got ' score - ``` random_command: - name: '{random}' - default_save_name: random_command - description: introducing at random command levels: - 3: - story_text: | - ## At random - In this level you can make a list using the `{is}` command. You can let the computer choose a random item from that list. You do that with `{at} {random}`. - example_code: | - ``` - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - ``` - story_text_2: | - You can use the `{at} {random}` command in a sentence as well. - example_code_2: | - ``` - food {is} sandwich, slice of pizza, salad, burrito - {print} I am going to have a food {at} {random} for lunch. - ``` - story_text_3: | - ### Exercise - Try out the `{at} {random}` command by making your own gameshow (like the ones on tv) where you choose a door or suitcase and it contains a big price! - Can you do it? We have already put the first lines into the example code. - example_code_3: | - ``` - {print} The big gameshow! - {print} There are 3 suitcases in front of you... - chosen {is} {ask} Which suitcase do you choose? - prices {is} _ - _ - ``` 16: story_text: |- We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. For example: `friends[1]` is the first name on the list of friends, as you can see in the first part of the example code. The second part of the example code shows you that we can also match 2 lists using the variable i. - example_code: | - ``` - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - ``` - story_text_2: |- - Now that you've learned to use the brackets in lists, you can also start using the {at} {random} command in the Python way! - You simply type the name of your list with `[random]` behind it! - example_code_2: |- - ``` - fruit = ['apple', 'banana', 'cherry'] - {print} fruit[random] - ``` repeat_command: - name: '{repeat}' - default_save_name: repeat_command description: repeat command levels: 7: @@ -3469,23 +1654,6 @@ adventures: ### Exercise Play around with the repeat command. Can you make the happy birthday song in only 3 lines of code instead of 4 now? - example_code: | - ``` - {repeat} 3 {times} {print} 'Hedy is fun!' - ``` - 8: - story_text: | - ### Repeat commands and indentation - In this level you can repeat multiple lines of code with only 1 repeat command. - You do this by making a block of lines that you want to repeat. - The lines in this block will need **indentation** . - That means putting four spaces at the beginning of each line. You will also have to indent when you just want to create a block of one line. - example_code: | - ``` - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This is all repeated 5 times' - ``` 9: story_text: | Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... @@ -3501,47 +1669,12 @@ adventures: {else} {print} 'Maybe you should practice some more in the previous level' repeat_command_2: - name: '{repeat} 2' - default_save_name: repeat_command_2 description: repeat command 2 levels: 7: - story_text: | - ## Repeat with other commands and with variables - You have practiced the `{repeat}` command in combination with the `{print}` command now, but did you know you could also use other commands with `{repeat}` ? - In this example code you can see that `{repeat}` can also be used with an `{ask}`, `{if}` or `{else}` command. - example_code: | - ``` - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - ``` story_text_2: | Another interesting thing you can so with the `{repeat}` command is using variables to set the amount of times something should be repeated. In the example code you can see that we first ask the person how old they are. Then, in line 3, the question is repeated 'age' times. So we have used the variable 'age' with the `{repeat}` command. - example_code_2: | - ``` - {print} 'Yay! It is your birthday!' - age = {ask} 'How old are you now?' - {repeat} age {times} {print} 'Hip Hip Hurray!' - ``` - 8: - story_text: | - ### In the block or not? - In this level you have to think carefully which lines of code should be in the block and which shouldn't. - For example: If you want to sing the song *the muffin man*. You only want the line with 'the muffin man' to be repeated twice. - This means the last line shouldn't start with indentation as it doesn't belong to the block. - If you do start the last line with indentation the song will turn out wrong. - - ### Exercise - Each line in the example code starts with a blank. Remove the blanks and try to figure out which line need indentation and which don't to make the muffin man song. - example_code: | - ``` - _ {print} 'Do you know the muffin man?' - _ {repeat} 2 {times} - _ {print} 'The muffin man' - _ {print} 'Do you know the muffin man, who lives on Drury Lane?' - ``` restaurant: name: Restoracio default_save_name: Restoracio @@ -3681,24 +1814,6 @@ adventures: {repeat} homoj {times} manĝaĵo = {ask} 'Kion vi volas manĝi?' {print} 'Dankon pro via mendo! La manĝaĵo baldaŭ venos!' ``` - 8: - story_text: | - In this level you can make your virtual restaurant more elaborate by repeating multiple lines of code. Like this: - - ### Exercise - This code can be expanded with more items on the menu, for example offering drinks, and/or multiple courses or desserts. Add at least one more item. - **Extra** Add even more items, as many options as you like! - example_code: | - ``` - {print} 'Welcome to Restaurant Chez Hedy!' - people = {ask} 'How many people will be joining us today?' - {print} 'Great!' - {repeat} people {times} - food = {ask} 'What would you like to order?' - {print} food - {print} 'Thank you for ordering!' - {print} 'Enjoy your meal!' - ``` 9: story_text: | In this level you can use nesting to make your restaurant more realistic and more fun! @@ -3831,16 +1946,6 @@ adventures: {echo} do via elekto estis: ``` Anstataŭ vortoj, vi ankaŭ povus uzi vinjetosignojn kompreneble: ✊✋✌ - story_text_2: | - ### Exercise - Instead of using words, you could also use emojis: ✊✋✌ - Can you create a code using emojis? - example_code_2: | - ``` - {print} what do you choose? - {ask} choose from _ - {echo} so your choice was: - ``` 2: story_text: | En ĉi tiu nivelo, vi povas praktiki uzi la variablojn, por ke vi povu fari la ludon de roko, papero kaj tondilo en la sekva nivelo! @@ -3869,16 +1974,6 @@ adventures: {print} player 1 chooses... choices {at} {random} {print} player 2 _ ``` - 4: - story_text: | - In this level we can further program rock, paper, scissors. But if you want to add text, you have to use quotation marks here too. - ### Exercise - Fill in quotation marks on the blanks. Mind that the variable `choices` should be outside the quotes. - example_code: | - ``` - choices {is} rock, paper, scissors - {print} _The computer chooses..._ choices {at} {random} - ``` 5: story_text: | En ĉi tiu nivelo ni povas determini kiu venkis. @@ -3966,9 +2061,6 @@ adventures: gajnis = 'jes' ``` rock_2: - name: Rock, paper, scissors 2 - default_save_name: rock_2 - description: Part 2 of rock, paper, scissors levels: 2: story_text: | @@ -4016,151 +2108,13 @@ adventures: {else} {print} 'Iru al la stacidomo je la 10a horo' ``` - simon: - name: Simon Says - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - Let's make a game of Simon Says! Simon Says is a memory game in which the player will be given a color. They have to repeat that color back. - If they get it right a color is added to the sequence, so they now have to remember 2 colors, then 3, then 4 etc. the game stops as soon as the player makes a mistake. - - ### Exercise - In this first part of the Simon Says adventure, we'll let the computer pick a random color and add it to a list. - - ***Make 2 lists*** First, make a list called `colors` and fill it with the colors red, yellow, green and blue. - Then make a list called `simon_sequence`. This list will be used as the answer. - At the start of the game this lists need to be empty. unfortunately, we can't create an empty list (yet), so we'll fill it with the words 'empty' and 'list' and we'll remove them from the list immediately. - - ***Create a function that adds a color to the sequence*** Now that we have an empty list called simon_sequence, we can start filling it with random colors. - We do that with a function, so we can call it everytime there's a new level in our game. Create a function called `add_random_color`. - Then create the variable random_color and set it to a random color. Next, add this random color to the simon_sequence. - - ***Create a function that shows the simon_sequence*** Start by naming the new function `show_simon_sequence` with `level` as an argument. Now we want to show as many colors as the level we are in (in level 1 you see 1 color, in level 2 you see 2 colors etc). - So we repeat `level` times, to print the `simon_sequence[i]`. Each time a color is shown, wait for 1 second and then clear the screen. - - ***Test your program*** Before you go to the next level, test if the functions are working by calling both of the functions. If they're working you should see a random color in your output screen. - Remove this testing part of your code, copy the code and continue to the next tab to learn more about the simon says game! - example_code: | - ``` - # Make 2 lists - colors = _ - _ = ['empty', 'list'] - {remove} _ {from} simon_sequence - {remove} _ - - # Create a function that adds a color - _ add_random_color - _ - {add} _ - - # Create a function that shows the simon_sequence - {define} _ - {for} i {in} {range} 1 {to} _ - {print} _ - _ - _ - - # Test your program - {call} _ - {call} show_simon_sequence {with} 1 - ``` - simon_2: - name: Simon Says 2 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - We'll continue with our Simon Says game! - - ### Exercise - ***Paste your code here*** Paste your code from the previous level here. Don't forget to remove the part that was just used for testing the functions. - - ***Create a function that creates the player_sequence*** The list `player_sequence` is used to capture the answers of the player. First we define the function with the argument level. - Next, we ask level times what the color is that they choose. We call that variable `answer`. Then we add the variable `answer` to the list player_sequence. - - ***Setting up the game*** Before we program the game in the next tab, we'll need some starting variables. First, we'll set the variable `level` to 1 and the variable `game_over` to False. - Then we make an introduction for the game. We'll print 'Welcome to Simon Says!' and clear the screen after 1 second. - - ***Continue to the next tab to finish the game!**** Don't forget to copy your code and take it with you to the next tab. - example_code: | - ``` - # Paste your code here - - - # Create a function that creates the player_sequence - {define} _ - {for} _ - _ 'What is color number ' i '?' - {add} answer {to} _ - - # Set up - level = _ - game_over = _ - {print} _ - _ 1 - _ - ``` - simon_3: - name: Simon Says 3 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - In this tab we'll program the game of Simon Says! - - ### Exercise - ***Paste your code*** Copy your code from the previous tab and paste it here. - - ***Program the game*** We start by making sure the game goes on while the game isn't over. Then we print what level the player is on, we use the variable level for that. We only show that for 1 second and then we clear the screen again. - Now, we have to create the empty list player_sequence. We've already programmed how to fill the list, with our function `player_sequence`, but we never made the list itself. To create the list we use the same trick as we did in the previous tab. - We'll make a list with the words 'empty' and 'list' on it, and then we remove both these words. Next, we'll call all of the 3 functions that we've created. - Lastly, we'll have to check if the player gave the correct answers (so if the player_sequence and the simon_sequence are the same). - If that's the case, we'll compliment the player. Wait for 1 second and increase the level with 1. - Did the player give the wrong answer, we'll tell them and end the game by setting game_over to 'True' - - ***Enjoy your game!*** Great job! Does your game not work? Use the ladybug button to debug your code! - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - {print} _ - _ - _ - _ = ['empty', 'list'] - {remove} _ - {remove} _ - {call} _ - {call} _ {with} _ - {call} _ {with} _ - {if} player_sequence == _ - _ - _ - _ - {else} - _ - game_over = _ - ``` sleep_command: - name: '{sleep}' - default_save_name: sleep_command description: introducing sleep command levels: 2: story_text: | ## The sleep command Another new command in this level is `{sleep}`, which pauses your program for a second. If you type a number behind the {sleep} command, the program pauses for that amount of seconds. - example_code: | - ``` - {print} My favorite colour is... - {sleep} 2 - {print} green! - ``` songs: name: Kantu! default_save_name: Kanto @@ -4181,9 +2135,6 @@ adventures: ``` Vi nun povas ripeti liniojn 2 ĝis 6 tiom da fojoj, kiom vi volas, kopiante la liniojn. - story_text_2: | - This children's song counts down from 5 little monkeys to 1 monkey. - If you copy line 2 - 7 and paste it under the the code, you can sing the whole song! example_code_2: | ``` number = 6 @@ -4271,10 +2222,6 @@ adventures: Print the song Five little moneys jumping on the bed. Look up the text if you don't remember. **(extra)** Print the song Old MacDonald had a farm, and make sure all animals make a different sound, using an `{if}`. - example_code_2: | - ``` - monkeys = 5, 4, 3, 2, 1 - ``` 11: story_text: | En ĉi tiu nivelo, oni povas uzi la komandon `{for} i {in} {range}` por fari kantojn, kiuj uzas kalkuladon. @@ -4303,22 +2250,6 @@ adventures: {print} 'se vi feliĉas kaj scias tion' {print} ago ``` - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, but did you know that you could combine them with {ask} commands as well? - In this example we have changed the 'My Bonnie' program and made it interactive. You are now asked where Bonnie is. - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is ' place - - chosen_place = {ask} 'Where do you want Bonnie to be?' - synonym = {ask} 'What is another word for that?' - - {call} song {with} chosen_place - {call} song {with} synonym - {call} song {with} chosen_place - ``` 16: story_text: | En ĉi tiu nivelo, vi povas programi kanton kiel OldMacDonald eĉ pli rapide. Vi povas konekti la ĝustan beston al la ĝusta sono simple metante ilin en la sama loko en la listo. @@ -4342,46 +2273,18 @@ adventures: ``` ``` - linioj = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} linio {in} linioj - {for} i {in} {range} 1 {to} 3 - {print} linio - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - 18: - story_text: | - In level 16 we made songs using lists. These programs however are no longer working properly in this level. The colons from level 17 and the brackets from level 18 still need to be added. - - ### Exercise 1 - The Drunken sailor song is given as sample code, but not yet working. - Can you make sure everything works again? To help you, we've put _ in the places of _some_ errors. - - ### Exercise 2 - Now also look up your Old MacDonald song from level 16, and correct it. - example_code: | - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines _ - {for} i {in} {range} 1 {to} 3 _ - {print} _ line _ + linioj = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] + {for} linio {in} linioj + {for} i {in} {range} 1 {to} 3 + {print} linio {print} 'early in the morning' {for} i {in} {range} 1 {to} 3 {print} 'way hay and up she rises' {print} 'early in the morning' ``` songs_2: - name: Sing a song! 2 - default_save_name: Song 2 - description: Sing a song 2 levels: 12: - story_text: | - Songs contain a lot of repetition. We can capture it with a function! - ### Exercise - Look at the example code with the function. Fill out the two lines so the full song is printed. example_code: | ``` {define} twinkle @@ -4393,177 +2296,6 @@ adventures: {print} 'Like a diamond in the sky' {call} _ ``` - 16: - story_text: | - ### Exercise - Finish the nursery rhyme! - example_code: | - ``` - number = ['one', 'two', 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'ten'] - object = ['on his drum', 'on his shoe', 'on his knee', 'on his door', 'on his hive', 'on his sticks', 'up in heaven', 'on his gate', 'on his vine', 'once again'] - - _ - {print} 'This old man' - {print} 'He played ' _ - {print} 'He played knick-knack ' _ - {print} 'With a knick-knack paddywhack' - {print} 'Give the dog a bone' - {print} 'This old man came rolling home' - {sleep} 8 - {clear} - ``` - story_text_2: | - ### Exersice 2 - Now create your own code for the nursery rhyme 'The wheels on the bus' on the same way! - example_code_2: | - ``` - object = ['wheels', 'doors', _] - movement = [ 'round and round', 'open and shut', _] - ``` - tic: - name: Tic-Tac-Toe - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - Let's program a game of tic-tac-toe! - - ### Exercise - In this adventure we'll start with creating an empty field. - - ***Create a list called field*** This list will be our playing field. This list is filled with 9 dots, since there are no x's and o's yet at the start of our game. - - ***Create a function that prints the field*** Firstly, clear the screen so the old playing fields will be removed. Then we print the first line of our Tic Tac Toe field. This line constists of the first 3 spots in our list field. - We have already programmed this line for you. Now finish the field by printing spot 4, 5, and 6 on the second row and spot 7, 8 and 9 in the third row. - - ***Call the function that prints the field*** Now call the function. -
- Run the code. Your output should look like this: -
- - ***Continue in the next tab*** In the next tab you'll learn how to program the game itself. - example_code: | - ``` - # Create a list called field - _ = ['.', '.', '.', '.', '.', '.', '.', '.', '.'] - - # Create a function that prints the field - {define} print_field - _ - {print} 'TIC TAC TOE' - {print} field[1] field[2] field[3] - _ - _ - - # Call the function - ``` - 17: - story_text: | - In the previous level you've learned how to make a tic-tac-toe game. The game works, but is quite annoying as it keeps asking you if you've won yet. - Now that we have the {elif} command, we can let the game decide if someone has won and it can stop asking us! - - ### Exercise - ***Paste your code*** Paste your code from the previous level here and make it level 17 proof. In this level you've learned to use a colon everytime you create a block of code. Please add the colons in the correct spots. - - ***Create a function that detects if someone's won*** We have started the function for you, paste it under the function `print_field` and finish the function. You can see that this first piece of code checks to see if spot 1, 2 and 3 are the same, because if they are you have 3 in a row. - It also checks if they are not a dot, because if they are, the line might have the same symbols on them, but that's just because it's still empty. - If all these conditions are met, the game is over and the winner is printed. - Finish this function with all possible ways to win. This means you have to make this for the other 2 rows, 3 columns and 2 diagonals. - If you've finished all the other options, the function should return the variable `game_over` so we can use it in our game. - - ***Call the function in the game*** Go to the line `game_over = {ask} 'Did you win?'` and change it to `game_over = {call} detect_winner {with} field, sign`. Now the function will check if there's a winner and the game doesn't need to keep asking anymore! - - ***Enjoy your game!*** Great job! You have finished the game! Enjoy playing it! - - example_code: | - ``` - # Paste your code here and make it level 17 proof - - # Create a function that detects if someone has won - {define} detect_winner {with} field, sign: - {if} field[1] == field[2] {and} field[2] == field[3] {and} field[1] != '.': - game_over = 'yes' - {print} 'Player ' sign 'wins!' - {elif}: - _ - {else}: - game_over = 'no' - {return} _ - ``` - tic_2: - name: Tic-Tac-Toe 2 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - In the previous adventure you've learned how to create a playing field. Now you'll learn how to create the game! - - ### Exercise - ***Paste your code*** Start by pasting your code from the previous adventure here. - - ***Add variables*** Underneath your list called `field` we'll add 2 more variables that we'll need to program the game. - The variable `game_over` tells us if the game is over, and should be 'no' at the start of the game. - The variable `sign` tells us if it's the turn of player x or player o. Set the variable to 'x'. - - ***The game*** First use a {while} command, to make sure the game keeps on playing the variable while game_over is set to no. - During the game, we first ask the player which spot they choose. Then we change the field with the number they chose into their sign. - Then we print the field again and we ask the player if they've won yet. Lastly we want to switch whose turn it is, so if the sign is 'x' it should be 'o' and the other way around. - - ***Test your game*** Does your game work? Great, have fun playing the game! If not, use the ladybug button to debug your code. - You might have noticed one mistake in the code though, you can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! Go to the next tab to learn how to fix this problem. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add variables - game_over = _ - sign = _ - - # The game - {while} _ - choice = _ 'Player ' sign '_?' - field[choice] = _ - _ print_field - game_over = {ask} _ - {if} sign = 'o' - sign = _ - _ - sign = _ - ``` - tic_3: - name: Tic-Tac-Toe 3 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - You might have noticed one mistake in the code you've made in the previous adventure. You can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! In this tab we'll fix that mistake. - - ### Exercise - ***Paste your code here*** Paste your code from the previous adventure here. - - ***Fix the mistake*** To fix the mistake we replace the line that says `field[choice] = sign`. This turns any spot that the player has chosen into their sign. - Go to the header that says 'Use this to fix the mistake' and finish the code. We first want to check if the chosen spot is still empty, so `if field[choice] = '.'`. If that is the case, you are allowed to take it. - Then we make an else command and print 'Sorry, this spot is already taken' if the spot is not empty. Lastly, we add a {sleep} command, so the players can actually read the text before it gets cleared again. - Now copy this piece of code and replace the line `field[choice] = sign` with this new piece of code. - - ***Play your game!*** Now the game should work properly! Good job! - The only flaw is that you can get a bit annoyed that the game keeps asking you if you've won yet. Do you want to fix that? Go to level 17 and we'll fix it! - example_code: | - ``` - # Paste your code here - - # Use this to fix the mistake - {if} _ = '.' - field[choice] = sign - {else} - {print} _ - _ - ``` turtle: name: Testudo default_save_name: Testudo @@ -4575,22 +2307,9 @@ adventures: Per `{forward}` oni desegnas linion antaŭen. La nombro malantaŭ ĝi determinas kiom longe la testudo marŝos. `{turn} {right}` turnas la testudon kvaronturnon horloĝdirekte; `{turn} {left}`{left}` turnas la testudon kontraŭhorloĝe. Se vi volas iri malantaŭen, uzu la komandon `{forward}` kun negativa nombro. Do ekzemple, `{forward} -100` - example_code: | - ``` - {forward} 100 - {turn} {left} - ``` story_text_2: | ### Exercise Jen la komenco de eta ŝtuparo. Ĉu vi povas igi ĝin havi 5 ŝtupojn? - example_code_2: | - ``` - {forward} 20 - {turn} {right} - {forward} 20 - {turn} {left} - {forward} 20 - ``` 2: story_text: | En ĉi tiu nivelo vi povas uzi variablojn por fari la testudon interaga. Ekzemple vi povas demandi al la ludanto kiom da paŝoj devas fari la testudo. @@ -4636,20 +2355,6 @@ adventures: {turn} angulo {forward} 25 ``` - story_text_2: | - You can also change the color of the lines with the command `{color}`. Check out the example. - You can also use the command `{color} {white}` to make 'invisible' lines. You could use these white lines to move the turtle anywhere in the screen before you start drawing. - example_code_2: | - ``` - {color} {white} - {forward} -80 - {color} {green} - {forward} 50 - {color} {yellow} - {forward} 50 - {color} {red} - {forward} 50 - ``` 5: story_text: | En Nivelo 5, oni povas fari elekton per `{if}`. Ekzemple, inter diversaj specoj de figuroj. @@ -4668,13 +2373,6 @@ adventures: {turn} angulo {forward} 25 ``` - story_text_2: | - ### Exercise - Fill in the correct numbers in this code to get it to work. - After you've done that, you can try to add the option backwards. - - **Extra** Instead of using 'left' and 'right', remake the program with North, East, South and West. - This way you could add even more directions like Northeast and Southwest etc. example_code_2: | ``` direction {is} {ask} 'Do you want to go left, right, or straight ahead?' @@ -4728,17 +2426,6 @@ adventures: This code creates three black triangles, change that into five pink squares. **(extra)** Create a figure of your own choosing consisting of at least two different shapes types. - example_code: | - ``` - {color} {black} - {repeat} 3 {times} - {repeat} 3 {times} - {forward} 10 - {turn} 120 - {color} {white} - {forward} 50 - {color} {black} - ``` 10: story_text: | In this level you can make the turtle draw a figure. @@ -4749,162 +2436,9 @@ adventures: **(extra)** can you change the spiral into another shape? Experiment with numbers for the turn! ### Exercise 2 The spiral is drawn outwards, make it go inwards? - example_code: | - ``` - {turn} 90 - distances = 10, 20, 30, 40, 50, 60 - {for} distance {in} distances - {forward} distance - ``` - 12: - story_text: | - We can use functions to draw more complex figures with less code. - ### Exercise 1 - Fill the function so that three squares are created. If you want the image to look nicer, you can make the lines between the squares white. - - ### Exercise 2 - The code can be made even shorter. Place the final lines into a `{repeat}` so the figure remains the same. - - ### Exercise 3 - Create your own drawing with different figures. - Change both the number of figures with the `{repeat}` and the shape of the figures in the `{define}` - example_code: | - ``` - {define} square - {repeat} 4 {times} - {turn} _ - {forward} _ - {call} square - {forward} 50 - {call} square - {forward} 50 - {call} square - ``` turtle_draw_it: - name: Draw it! - default_save_name: Draw it - description: Draw this picture with the turtle levels: - 1: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Rectangle - Square - Stairs -
- 2: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Arrow - Boat -
- 3: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Star - Arrow -
- 4: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Colored Star - Rainbow - Nested squares -
- example_code: | - **Extra** Up for a real challenge? Make sure that the colors of these figures are selected randomly, so that each time you run your programs they'll look differently! - - ``` - colors {is} red, orange, yellow, green, blue, purple, pink, brown, gray, black - color _ - ``` - 5: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Make only one code that lets the player decide which letter they'd like to see! And can you add even more letters? - -
- F - E - L -
- example_code: | - Hint: - ``` - chosen_letter {is} {ask} 'Which letter would you like to see? F, E or L?' - {if} _ - ``` - 6: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Let the player decide which color the square should be. - - ***Extra*** Can you make the letter of your own first name and the flag of your own country too? - -
- Square - Letters - Flag -
- example_code: | - Hint for the square: - ``` - chosen_color = {ask} _ - ``` - 7: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Hexagon - Triangle - Fan -
- 8: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - -
- Square (3) - Randomly colored star (5) - Randomly colored spiral (7) -
9: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - - **Extra** Give the player a choice which country they would like to see the flag of. - -
- Cross (7) - Randomly colored nested squares (8) - Flags -
example_code: | Hint for the nested squares: ``` @@ -4922,14 +2456,6 @@ adventures: color_3 = blue ``` 10: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Nested Hexagon - Traffic lights -
example_code: | Hint Nested Hexagon: ``` @@ -4945,47 +2471,6 @@ adventures: color _ {repeat} _ ``` - story_text_2: | - Christmas lights - example_code_2: | - Hint Christmas Lights: - - Start by moving to the left side of the screen with an invisible white line. Then hang up the Christmas lights! - ``` - {color} white - {turn} -90 - {forward} 300 - {turn} 90 - - colors = red, blue, yellow, purple, green, orange, pink - {for} chosen_color {in} colors - _ - ``` - 11: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Beehive (6) - Fan (5) - Snowflake (13) -
- example_code: | - Hint Beehive: - ``` - {for} amount_of_combs {in} {range} 1 {to} _ - {for} walls_of_one_comb {in} {range} 1 {to} _ - {forward} _ - {turn} _ - {forward} _ - {turn} _ - ``` - - Hint Fan: - Start out like the fan you made in level 7. Or take a peak at the hint for the beehive, because the codes are very similar. - - Hint Snowflake: Start by making one 'leg' and repeat it 6 times. 12: story_text: | ### Exercise @@ -5012,129 +2497,9 @@ adventures: {if} shape = 'square' {call} draw_a_square ``` - 13: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Street in different sizes - Colored street - Snow Storm - example_code: | - Hint Street in different sizes - ``` - {define} draw_a_house {with} size - _ - - {call} draw_a_house {with} 90 - {call} draw_a_house {with} 60 - {call} draw_a_house {with} 30 - ``` - - Hint Colored street - ``` - {define} draw_a_house {with} chosen_color - _ - ``` - - Hint Snow Storm - ``` - {define} draw_snowflake {with} length, color - _ - - numbers = 10, 20, 30 - colors = _ - - {for} i {in} {range} 1 {to} 5 - random_number = _ - random_color = _ - {call} draw_snowflake {with} random_number, random_color - {color} white - {turn} random_number * 5 - {forward} 80 - ``` - 14: - story_text: | - ### Exercise - Create a program that asks the player how many corners their figure should have and then creates that figure. - The figure in the image is the output when the player fills in 10. - -
- - -
- example_code: | - ``` - {define} calculate_degrees {with} amount_of_corners - _ 360 / amount_of_corners - - - {define} draw_figure {with} degrees - _ - {forward} 400/amount_of_corners - {turn} _ - - amount_of_corners = {ask} _ - degrees = {call} _ {with} _ - - {call} _ {with} - {call} _ {with} - ``` - 15: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Spiral - example_code: | - Spiral - ``` - distance = 5 - {while} distance < 200 - distance = distance + 5 - _ - ``` - story_text_2: | - Fan - example_code_2: | - Fan - ``` - {define} draw_a_square {with} side - _ - - i = 100 - {while} i > 1 - _ {with} i - _ - i = i - 3 - ``` - story_text_3: | - Star - example_code_3: | - Star - A star is usually drawn using 144-degree-turns. If you change this slightly to 143 degrees for example and repeat the pattern multiple times with a {while} loop you can make this figure. while_command: - name: '{while}' - default_save_name: while_command description: while - levels: - 15: - story_text: |- - We are going to learn a new loop, the `{while}` loop! We continue the loop as long as the statement is true. - So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. - If the correct answer is never given, the loop never ends! - example_code: | - ``` - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - ``` years: - name: New Year's - default_save_name: New Year's Countdown description: Countdown to the new year! levels: 11: diff --git a/content/adventures/es.yaml b/content/adventures/es.yaml index ad5fb5fbd87..3c1c48497f8 100644 --- a/content/adventures/es.yaml +++ b/content/adventures/es.yaml @@ -306,7 +306,6 @@ adventures: {print} Recibe un batido de sabores {at} {random} ``` and_or_command: - name: '{and} & {or}' default_save_name: y o description: introduciendo {and} y {or} levels: @@ -323,7 +322,6 @@ adventures: {print} '¡Tú eres el verdadero Hedy!' ``` ask_command: - name: '{ask}' default_save_name: comando_preguntar description: Introducción al comando {ask} levels: @@ -389,196 +387,6 @@ adventures: nombre = {input}('¿Cómo te llamas?') {print}('Así que te llamas ', nombre) ``` - blackjack: - name: Blackjack - default_save_name: Blackjack - description: Try to get as close to 21 as you can - levels: - 17: - story_text: | - Blackjack is a simple game of cards in which you have to get as close to 21 points as possible. You get two cards. Each card is worth their numeral value, and the face cards (Jack, Queen and King) are worth 10 points. - The Ace is worth either 1 or 11 points (you can choose). The dealer, your opponent, also gets two cards. - If you want, you can get another card, and its points will be added to your total. The dealer can also choose to take another card. - But be careful not to get more than 21 points, because if you do, you lose! - The player who gets closest to 21, without going over it, wins! - - ### Exercise - In this adventure we code the first part of our Blackjack game. We'll create a function to calculate how many points a card is worth. - - ***Set the variables*** - Start by making a list of all the cards, from 2 to Ace. Next make a list of the face cards, so Jack, Queen and King. Then pick a random card from the list of cards to be card_1. - - ***Create a function to calculate the points*** - Create a function that calculates how many points a card is worth. - All the face cards are worth 10 points, the Ace is worth 11 and all the other cards are worth their numeral. - Return the variable `points` at the end of the function. - - ***Test the function*** - Test if your function is working properly. Finish the first print command by filling in which card you've drawn. Then finish the second line by calling the function with card_1. - Run the code a couple of times. Are you happy with the results? Great! Then you can remove the testing part and move on the the next tab! - example_code: | - ``` - {print} 'BLACKJACK' - - # Set these variables - cards = _ - face_cards = _ - card_1 = - - # Create a function to calculate the points - {define} calculate_points {with} card: - {if} card {in} face_cards: - points = _ - {elif} _ - _ - {else}: - _ - _ points - - # Test your function - {print} 'Your card is a ' _ - {print} 'That is worth ' _ ' points'. - ``` - blackjack_2: - name: Blackjack 2 - default_save_name: Blackjack_2 - description: Blackjack part 2 - levels: - 17: - story_text: | - ### Exercise - In this adventure we code the second part of our Blackjack game. - - ***Paste your code from the previous adventure*** - In the previous adventure you've started a list of variables and created a function to calculate how many points a card is worth. Copy your code and paste it here. Mind that you don't need the testing part, so if you haven't removed that yet, please do so now. - - ***Add more variables*** - You have already set the lists `cards` and `face_cards` and the variable `card_1`. Underneath those variables create 3 more variables: `card_2`, dealer_card_1` and `dealer_card_2`. These variables are all set to a random card from the list of cards. - - ***Add up points*** - To calculate how many points you have scored we call the function with card 1 and we do it again for card 2. Then we add both these scores together to get your total. - Do the same thing for the dealers points, but be sure to use the dealer's cards and not your own! - - ***2 Aces*** - You're doing great! Almost all scores can be calculated now. There is only one exception: 2 Aces. If you get 2 Aces, your total is 12 points and not 22 (because 22 points would be losing!). This of course also goes for the dealer. - - ***Show the score*** - Lastly, you want to tell the program to tell you which cards you have drawn and how many points that is. Then show which cards the dealer has and how many points they have. - - ***Continue in the next tab*** - Great! You have finished this part of the game! Copy your code and go to the next tab to learn how to ask for an extra card and to declare a winner. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add these variables to the list of variables - card_2 = _ - dealer_card_1 = _ - dealer_card_2 = _ - - # Add up your points - your_points_1 = {call} _ {with} card_1 - your_points_2 = _ - your_total = _ - - # Add up the dealers points - dealer_points_1 = _ - _ - _ - - # 2 Aces - {if} card_1 == 'Ace' {and} _ - your_total = 12 - {if} dealer_card_1 _ - dealer_total = _ - - # Show the score - {print} 'You have drawn a ' _ ' and a ' _ '. That is ' _ ' points' - {print} 'The dealer has drawn a ' _ ' and a ' _ '. That is ' _ ' points' - ``` - blackjack_3: - name: Blackjack 3 - default_save_name: Blackjack_3 - description: Blackjack part 3 - levels: - 17: - story_text: | - In the previous tabs you have learned how to draw 2 random cards for yourself and for the dealer and to calculate how many points you both got. - In this adventure we add the option to ask for an extra card for both you and the dealer. - - ### Exercise - ***Paste your code from the previous adventure*** Firstly, copy your code from the previous tab and paste it here. - - ***Extra card for you*** If you want, you can get an extra card to get your total as close to 21 as possible. First ask the player if they want an extra card. - If they do, pick a random card and print what they have drawn. If the card is not an Ace, you can call the function and add the points to your total. - In case the card is an Ace, you can't use the function, because the Ace can be either 1 point or 11 points, depending on how many points you already have earned. - If your total is less than 11, you want the ace to be 11 points (because this is closest to 21). So you add 11 points to your total. - If the total is more than or equal to 11, you want the ace to be 1 point (because you don't want more than 21 points). So you add 1 point to your total. - Lastly, print your new total of points. - - ***Extra card for the dealer*** The dealer can also get an extra card. The dealer doesn't need to be asked, because they always get an extra card if their total is less than 17. - Copy the 'Extra card for you code' and paste it in the dealers section. Then change it to fit the dealer picking an extra card and getting points added to their total. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Extra card for you - hit = {ask} _ - {if} hit == 'yes': - card_3 = _ - {print} _ - {if} card_3 _ 'Ace': - your_points_3 = _ - your_total = _ - {else}: - {if} your_total _ - _ - {else}: - _ - {print} _ - - # Extra card for the dealer - {if} dealer_total < 17 - _ - ``` - blackjack_4: - name: Blackjack 4 - default_save_name: Blackjack_4 - description: Blackjack part 4 - levels: - 17: - story_text: | - In the last 3 adventures you have alsmost created a working blackjack game! The only thing left to do is to decide a winner! - - ### Exercise - ***Paste your code from the previous adventure*** Start by pasting the code that you've made so far into your programming field. - - ***Decide a winner*** - Firstly, if you and the dealer have an equal amount of points, it's a draw. - Secondly, if the dealer has more than 21 points and you don't, you are the winner. - Thirdly, if both you and the dealer have less than 22 points, we have to see who came closest to 21. We do that by comparing who has the highest score. Is your total higher than the dealer's total, then you are the winner. If not, the dealer wins. - Lastly, in all other scenarios (e.g. you have more than 21 points and the dealer doesn't, or you both have more than 21 points) you are the loser. - - ***Enjoy the game!*** - Does your game work properly? Amazing! You have done a great job! Enjoy your game! - If it doesn't work right away, no worries, you might have made a mistake. Just keep calm and bebug your code using the ladybug button. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Decide a winner - {if} _ - {print} 'Its a draw! Play again!' - {elif} _ - {print} 'You win!' - {elif} _ : - {if} _: - {print} _ - {else}: - {print} _ - {else}: - _ - ``` calculator: name: Calculadora default_save_name: Calculadora @@ -607,16 +415,6 @@ adventures: ``` story_text_3: | **Extra** También puedes dejar que el ordenador haga productos aleatorios por sí mismo usando `{random}`. - example_code_3: |- - ``` - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = _ - number_2 = _ - correct_answer = number_1 * number_2 - given_answer = {ask} 'What is ' number_1 ' times ' number_2 '?' - {if} _ - {else} _ - ``` 9: story_text: | En el nivel anterior creaste una calculadora. En este nivel puedes ampliar el código para que haga varias preguntas. @@ -627,35 +425,6 @@ adventures: ### Ejercicio 2 Dale al jugador información cuando introduzcan una pregunta, por ejemplo `{print}` '¡Correcto!' o `{print}` '¡Incorrecto! La respuesta correcta es ' respuesta_correcta example_code: "```\npuntuación = 0\n{repeat} 10 {times}\n números = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10\n número_1 = números {at} {random}\n número_2 = números {at} {random}\n respuesta_correcta = numero_1 * numero_2\n {print} '¿Cuánto es 'número_1' multiplicado por 'número_2'?'\n respuesta = {ask} 'Escriba su respuesta aquí...'\n {print} 'Tu respuesta es ' respuesta\n {if}_{is}_ \n puntuación = puntuación + 1\n{print} '¡Buen trabajo! Tu puntuación es... 'puntuación' sobre 10!'\n```\n" - 10: - story_text: | - This calculator game helps you practise your tables of multiplication! - ### Exercise - Fill in the blanks. We want this program to ask the player these questions: - ``` - How much is 1 times 1? - How much is 1 times 2? - How much is 1 times 3? - How much is 2 times 1? - How much is 2 times 2? - How much is 2 times 3? - How much is 3 times 1? - How much is 3 times 2? - How much is 3 times 3? - _ - ``` - example_code: | - ``` - numbers = 1, 2, 3 - {for} _ - {for} _ - answer = {ask} _ - correct = number_1 * number_2 - {if} answer {is} correct - {print} 'Great job!' - {else} - {print} 'That is wrong. The right answer is ' correct - ``` 11: story_text: | Con `{for}` puedes simplificar programas de práctica de las tablas de multiplicación. @@ -706,17 +475,6 @@ adventures: {print} _ ``` 14: - story_text: | - In this adventure you will build a calculator that calculates your mean grade for you. If you get your calculator to work, you can move on to the next adventure, which allows you to add two extra features. - - ### Exercise 1 - Fill in the blanks to get the calculator to work. - * Start with the fourth line, add a question to figure out what grade the student got. - * In the fifth line you'll want to calculate the total of all grades, so the total = total + grade. - * Then we get to set the return value. We want to return the mean, so the total devided by the amount of tests (4). - * Lastly we finish the code by calling the function in line 8. - - Did you get it? Awesome! Would you like to add even more to your calculator? **This adventure continues in the next tab!** example_code: | ``` {define} calcular_nota_media @@ -737,50 +495,7 @@ adventures: ### Exercise Add the `{while}` loop in the function, ask the player what number_1 times number_2 is and print their answer. Then `{call}` the function. - example_code: | - ``` - {define} new_question - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct = number_1 * number_2 - answer = 0 - _ - _ - _ - {print} 'Well done!' - - {print} 'Give 10 correct answers to win!' - {for} i {in} {range} 1 {to} 10 - _ - {print} 'You win!' - ``` - calculator_2: - name: Calculator 2 - default_save_name: Calculator 2 - description: Calculator 2 - levels: - 14: - story_text: | - ### Exercise 2 - **This is the second part of this adventure.** The adventure starts in the previous tab. - Of course, you don't always want to calculate the mean of 4 tests. You might want to calculate the mean of 10 tests or only 2... - We can fix this problem by adding the argument and variable 'amount_of_tests'. - * Start a new line on line 3. Set the amount_of_tests argument by asking the student how many tests they have made. - * Change the 4 in line 4 to the new argument amount_of_tests. - * Lastly, change the 4 in line 6 to amount_of_tests - - Try out your new program. Does it work? - - ### Exercise 3 - Did you want to make your program even better? Great! In the previous program you could only calculate the mean grade of 1 subject, but it would be better if you could calculate the mean grade for all subjects you want! - We won't tell you how to do it, but we will give you one tip: Start your code in line 1 with: define calculate_mean_grade with subject. - example_code: | - ``` - # Use your own code from the previous adventure. - ``` clear_command: - name: '{clear}' default_save_name: comando_limpiar description: Comando {clear} levels: @@ -902,24 +617,6 @@ adventures: story_text: |- ### Ejercicio Depura este código. ¡Buena suerte! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Vending machine' - chosen_product = {ask} 'Please select a product' - 1_dollar_products = coke orange juice water - 2_dollar_products = chocolate, cookie, museli bar - 3dollar_prodcuts = potato chips, beef jerky, banana bread - {if} chosen {is} {in} 1_dollar_products - price = 1 - {if} chosen_product {is} 2_dollar_products - price = 2 - {else} chosen_product {in} 3_dollar_products - price = 3 - amount_of_products = '{ask} How many of ' chosen_product would you like to have?' - total = price + amount_of_product - {print} 'That will be $' price 'please' - ``` 7: story_text: |- ### Ejercicio @@ -1238,7 +935,6 @@ adventures: ``` default: name: Introducción - default_save_name: intro description: Explicación del nivel levels: 1: @@ -1563,30 +1259,6 @@ adventures: {print} jugador ' tiró un ' opciones {at} {random} {sleep} ``` - 15: - story_text: | - ### Exercise - In this level you can create a little game in which you'll have to throw 6 as fast as possible. - We have started the code, it's up to you to get the game to work! - - Firstly, add a `{while}` loop that checks if 6 has been thrown or not. - As long as you haven't thrown 6 already, throw the dice on a random number. - Print what the player has thrown. - Add a try to the amount of tries - Wait a second before you throw again, or - in case you've thrown a 6 - before the game ends. - example_code: | - ``` - options = 1, 2, 3, 4, 5, 6 - {print} 'Throw 6 as fast as you can!' - thrown = 0 - tries = 0 - _ - _ - _ - _ - _ - {print} 'Yes! You have thrown 6 in ' tries ' tries.' - ``` dishes: name: ¿Platos? default_save_name: Platos @@ -1671,9 +1343,7 @@ adventures: {print} nombres {at} {random} ' Hará los platos el ' día ``` elif_command: - name: '{elif}' default_save_name: sinosi - description: '{elif}' levels: 17: story_text: | @@ -1692,7 +1362,6 @@ adventures: {print} 'Más suerte la próxima vez..' ``` for_command: - name: '{for}' default_save_name: para description: comando {for} levels: @@ -1707,20 +1376,6 @@ adventures: {for} animal {in} animales {print} 'Yo amo ' animal ``` - story_text_2: | - ### Exercise - Finish this code by adding `{for} action {in} actions` to line 2. - example_code_2: | - ``` - actions = clap your hands, stomp your feet, shout Hurray! - _ - {repeat} 2 {times} - {print} 'If youre happy and you know it, ' action - {sleep} 2 - {print} 'If youre happy and you know it, and you really want to show it' - {print} 'If youre happy and you know it, ' action - {sleep} 3 - ``` 11: story_text: |- En este nivel, añadimos una nueva forma del `{for}`. En niveles anteriores, usamos `{for}` con una lista, pero también podemos usar `{for}` con números. @@ -1742,14 +1397,6 @@ adventures: {print} i {print} '¡Preparado o no, allá voy!' ``` - 18: - story_text: | - Lastly, we'll turn `{for} i {in} {range} 1 to 5` into real Python code, like this: - example_code: | - ``` - {for} i {in} {range}(1,5): - {print} (i) - ``` fortune: name: El adivino default_save_name: El adivino @@ -2004,35 +1651,6 @@ adventures: nuevo_precio = _ calcular_nuevo_precio {with} precio_anterior, _ {print} 'El nuevo precio es ' nuevo_precio ' dólares' ``` - 18: - story_text: | - Let's make functions the Pythons way! To define a function, we no longer use: - - `{define} name_function {with} argument_1, argument_2:` - - but we use: - - `{def} name_function(argument_1, argument_2):`. - - - If you don't want to use arguments, you just leave the space between the parantheses empty. - To call a function, we don't need the `{call}` command anymore. You just type the name of the function. - example_code: | - ``` - {def} calculate_score(answer, correct_answer): - {if} answer == correct_answer: - score = 1 - {elif} answer == '?': - score = 0 - {else}: - score = -1 - {return} score - - answer = {input} ('Where can you find the Eiffel Tower?') - correct_answer = 'Paris' - score = calculate_score(answer, correct_answer) - {print} ('Your score is... ', score) - ``` guess_my_number: name: Adivina mi número default_save_name: adivina mi número @@ -2061,144 +1679,7 @@ adventures: {print} '¡Ganaste!' juego = 'terminado' ``` - hangman: - name: Hangman - default_save_name: Hangman - description: Guess the word - levels: - 17: - story_text: | - In this adventure we program a game of hangman. First we make some preparations, then we program the game and in the third part we add a drawing with the turtle. - - ### Exercise - ***Set the variables*** In this game of hangman, Player 1 chooses an answer and Player 2 has to guess the letters in this answer. - To let the computer know all the letters in the word, we will turn the answer into a list of letters. We also do this with the guesses Player 2 makes. - We will start the game with 2 empty lists. We have made an empty list for the variable answer for you. Now make an empty list for guessed_letters as well. - Then we fill in how many mistakes were made. At the start of the game, this should be 0. - The variable `amount_letters` tells us how many letters are in the answer. Ask Player 1 to tell us how many letters their word has. - Lastly we tell the computer if the game is over. We use the variable `game_over` and set it to `False`. - - ***Choosing the answer*** We want Player 1 to be able to choose the answer. We'll ask them, as many times as necessary, what the next letter is. - Then we add that letter to the answer. Lastly, we add an empty _ to the list of guessed letters, so we get as many _s as there are letters in the answer. - - ***Player 2's turn*** - Tell Player 2 its their turn. Then tell Player 2 how many letters there are in the answer. Finally, print the list of `guessed_letters`. - - ***Go to the next tab*** Now that all the starting variables are set, we can start programming the game itself. Check out the next tab to learn how! - example_code: | - ``` - print 'Hangman!' - - # Set the variables - answer = [] - guessed_letters = _ - mistakes_made = _ - amount_letters = {ask} _ - _ = 'False' - - # Choosing the answer - {for} _ - letter = {ask} 'Player 1, what is letter ' i '?' - _ - {add} '_' {to} _ - - # Player 2 turn - print _ - print _ - print guessed_letters - ``` - hangman_2: - name: Hangman 2 - default_save_name: Hangman_2 - description: Hangman 2 - levels: - 17: - story_text: | - Now it's time to program the hangman game. - - ### Exercise - - ***Paste your code*** Copy your code from the previous tab and paste the code in the programming field. - - ***The game*** This games continues playing until Player 2 is game over. Fill in the while command accordingly. Now, Player 2 is allowed to guess a letter, so ask Player 2 to guess a letter. - We need to check if their answer is correct, so check if their `guess` is (somewhere) in the (list) `answer`. Then we let the computer figure out which of the letter(s) is the guess. We have already programmed that part for you. - Next we want to compliment the player for finding a correct letter and we want to print the list `guessed_letters`, so the player can see their progress. - - The next part we're going to program is what happens when the player has guessed all of the letters. So if their list of `guessed_letters` is the same as our list `answer`. - If the lists are the same, congratulate Player 2 with their victory and set the variable `game_over` to `True`. - - Next we'll program what happens when Player 2 guesses wrong (so the `{else}` command). First, tell the player that their guess was wrong. Then increase the `mistakes_made` variable by 1. - - For the last part we'll program what happens when Player 2 has made 10 mistakes. We'll print that Player 1 has won the game. Then we'll print the correct answer. And finally, we'll set our `game_over` variable to `True`, so the game stops. - - ***Go to the next tab*** Amazing work! Your game is playable, but wouldn't it be fun if the hangman was actually drawn when Player 2 makes a mistake..? - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - guess = _ - {if} _ - {for} i {in} {range} 1 {to} amount_letters: - if answer[i] == guess: - guessed_letters[i] = guess - {print} _ - {if} guessed_letters == _: - {print} _ - game_over = _ - {else}: - {print} _ - mistakes_made _ - {if} _ == 10: - {print} _ - {print} _ - _ - ``` - hangman_3: - name: Hangman 3 - default_save_name: Hangman_3 - description: Hangman 3 - levels: - 17: - story_text: | - In a game of hangman the mistakes are shown by drawing a part of the hangman each time a mistake has been made. - We now add those drawings with our turtle! - - ### Exercise - ***Create a function that draws the hangman*** Create a function that draws the hangman in 10 steps. We have already made step 1 for you. - - ***Test the function*** Test the function by calling the function with 10. If you are happy with the function, remove the line that calls the function for now. We will call the function when the player makes a mistake. - - ***Paste your hangman game under your function*** Go back to the previous tab and copy your hangman game. Paste the game underneath your function. - - ***Call the function when the player makes a mistake*** Under the line `mistakes_made = mistakes_made + 1` we will call the function. We want the turtle to take the same amount of steps as the player has made mistakes, so we call the function with `mistakes_made` as argument. - - ***Enjoy your game!*** -
- The hangman could look like this -
- example_code: | - ``` - # Create a function that draws the hangman - {define} draw_hangman {with} step: - {if} step == 1: - {color} white - {forward} -100 - {turn} 90 - {forward} -50 - {color} black - {forward} 100 - {forward} -50 - - {if} step == 2: - _ - # Paste your hangman game here - - ``` harry_potter: - name: Harry Potter - default_save_name: Harry Potter description: Aventuras de Harry Potter levels: 10: @@ -2383,105 +1864,7 @@ adventures: {print} '¡Habitación ' i monstruo = monstruos {at} {random} ``` - 14: - story_text: | - ### Exercise - In this level you can use the `<` and `>` symbol to introduce lives to your game. - Make sure the player loses a life when they come across the wrong monster and that the game stops if you have no lives left. - example_code: | - ``` - {print} 'Escape from the haunted house' - lives = 3 - doors = 1, 2, 3 - monsters = 'the wicked witch', 'a zombie', 'a sleeping 3 headed dog' - {for} i {in} {range} 1 {to} 10 - {if} lives _ - good_door = doors {at} {random} - monster = monsters {at} {random} - chosen_door = {ask} 'Which door do you choose?' - {if} good_door == chosen_door - {print} 'You have chosen the correct door' - {else} - {print} 'You see...' monster - {if} monster == 'a sleeping 3 headed dog' - {print} 'Pffieuw.... Its asleep' - {else} - {print} 'You lose one life' - lives = _ - {else} - {print} 'GAME OVER' - ``` - 16: - story_text: | - ### Exercise - This haunted house game uses the connection between the lists you can use in this level. - For example: all the properties that belong to the zombie are first in all the lists, witch second and vampire third. - Check out the code and fill in `weapons[i]`, `monsters[i]` , `bad_fate[i]`, `good_fate[i]`, `hint[i]` on the correct blanks to get the code to work! - example_code: | - ``` - numbers = [1, 2, 3] - i = numbers[{random}] - hint = ['growling', 'a cackling laugh', 'fluttering batwings'] - monsters = ['zombie', 'witch', 'vampire'] - bad_fate = ['Your brain is eaten', 'You are forever cursed', 'You are bitten'] - good_fate = ['You throw the ham. The zombie is distracted and starts eating it.', 'You set the curtains on fire. The witch flees out of fear for the fire', 'The vampire hates garlic and flees'] - weapons = ['ham', 'lighter', 'garlic'] - {print} 'You are standing in front of an old mansion' - {print} 'Something is not right here' - {print} 'You hear ' _ - {print} 'You are going to explore it' - {print} 'You enter the kitchen and see a lighter, a raw ham and a garlic.' - your_weapon = {ask} 'What do you bring with you?' - {print} 'With your ' your_weapon ' you enter the living room' - {print} 'There you find a ' _ - needed_weapon = _ - {if} your_weapon == needed_weapon - {print} 'You use your ' your_weapon - {print} _ - {print} 'YOU WIN!' - {else} - {print} 'You have chosen the wrong weapon...' - {print} _ - {print} 'GAME OVER' - ``` - hotel: - name: hotel - default_save_name: hotel - description: hotel - levels: - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, and you've learned how to combine it with an {ask}. - You might have wondered why you would use functions, because the functions in the example were only one line of code. - Now we will show you what a bigger function looks like and we will use multiple agruments now as well. You'll see how much better it is to use a function once the function gets bigger. - Here is an example of a function with arguments combined with {ask} commands. - example_code: | - ``` - {define} welcome_message {with} title, last_name, country, room_number - {print} 'Welcome to Hotel Hedy, ' title ' ' last_name - nice_trip {is} {ask} 'Did you have a nice trip from, ' country '?' - {if} nice_trip {is} 'yes' - {print} 'Lovely!' - {else} - {print} 'Sorry to hear that.' - {print} 'Hopefully you can take a nice rest in you room.' - {print} 'Your room number is ' room_number - - {print} 'Hello. Please fill in your information to check in.' - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - ``` - - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 if_command: - name: '{if} & {else}' default_save_name: comando_si description: Introducción al comando {if} levels: @@ -2545,7 +1928,6 @@ adventures: {print} 'No deseas continuar' ``` in_command: - name: '{in}' default_save_name: comando_en description: Introducción al comando {in} levels: @@ -2573,7 +1955,6 @@ adventures: _ _ 'Mis animales preferidos son perros, vacas y ovejas' ``` is_command: - name: '{is}' default_save_name: comando_es description: introducción al comando {is} levels: @@ -2665,10 +2046,6 @@ adventures: {else} {print} 'No, rana es granillo' ``` 16: - story_text: | - ### Exercise - Take a look at the example code. This is a program to practise French vocabulary. Now make your own program to practice your vocabulary in a new language. - If you don't know any other languages, you can use Google translate or you can use emojis and your native language. example_code: | ``` palabras_francesas = ['bonjour', 'ordinateur', 'pomme de terre'] @@ -2713,9 +2090,6 @@ adventures: {print} 'Dos y media más dos y medio es...' {print} 2.5 + 2.5 ``` - story_text_2: |- - **Maths with words** - In this level you can also do addition with words like this: example_code_2: | ``` a = '¡Hola ' @@ -2727,29 +2101,6 @@ adventures: default_save_name: música description: ¡Toca una nota! levels: - 1: - story_text: |- - In this level you'll learn how to use the `{play}` command to play a tune! - - Type `{play}` followed by the note you want to play. The scale goes C-D-E-F-G-A-B. - As you can see there are 7 different letters, but we can play more than just 7 notes. - Type a number between 1 and 10 behind the letter to choose the scale, for example after B4 comes C5. - C1 is the lowest note you can play, C10 is the highest. - - ### Exercise - Try out the example code and then play around with it! Can you create your own melody? - In the next level you'll learn how to play some existing songs. - example_code: |- - ``` - {play} C4 - {play} D4 - {play} E4 - {play} F4 - {play} G4 - {play} A4 - {play} B4 - {play} C5 - ``` 2: story_text: | ### Exercise @@ -2795,12 +2146,6 @@ adventures: {play} notas {at} {random} ``` 4: - story_text: | - Use the `{clear}` command to create a karaoke machine! - - ### Exercise - Finish the karaoke version of 'Mary had a little lamb'. - Then, create a karaoke version of any song you'd like! example_code: | ``` {print} 'Mary tenía un corderito' @@ -2907,90 +2252,7 @@ adventures: {else} _ ``` - 12: - story_text: | - Use functions in your songs! As you can see in the example code, you can make a function for each line of Twinkle Twinkle Little Star. Once you've programmed the first three lines, all you have to do is call the functions in the order you want them played in. - - ### Exercise - Finish the song of Twinkle Twinkle Little Star. - Then look back at all the songs you've programmed in the levels before, can you make those codes better and shorter using functions too? - example_code: | - ``` - {define} first_line - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} - - {define} second_line - {play} F - {play} F - {play} E - {play} E - {play} D - {play} D - {play} C - {sleep} - - {define} third_line - {play} G - {play} G - {play} F - {play} F - {play} E - {play} E - {play} D - {sleep} - - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - ``` - 13: - story_text: | - You can use a function with an argument for songs that have line that are almost the same, but slightly different each time. - One example is the song 'Yankee Doodle'. The first 4 notes of the first lines are the same, but each time they are followed by a different couple of notes. - - ### Exercise - Can you finish the song of Yankee Doodle? - Can you think of another song to program this way? - example_code: | - ``` - {print} 'Yankee Doodle' - {define} _ {with} note_1, note_2, note_3 - {play} C4 - {play} C4 - {play} D4 - {play} E4 - {play} _ - {play} _ - {play} _ - - {call} line_1 {with} 29, 31, 30 - {call} line_1 {with} 29, 28, 0 - {call} line_1 {with} 32, 31, 30 - - {play} C4 - {play} B3 - {play} G3 - {play} A3 - {play} B3 - {play} C4 - {play} C4 - ``` 14: - story_text: | - You can program music for fun, but you can also use the musical notes to make something useful like a fire alarm! - - ### Exercise - Make sure the fire alarm rings when there is a fire! example_code: | ``` {define} alarma_incendios @@ -3007,106 +2269,6 @@ adventures: {if} fuego _ 'sí' {call} alarma_incendios ``` - 15: - story_text: | - **Warning** This adventure can become extremely annoying! - We can also use the {while} command to repeat a song forever. - - ### Exercise - Finish the never-ending song. - example_code: | - ``` - {define} song - {play} _ - - yes_or_no = {ask} 'Do you want to hear my never-ending song?' - {while} yes_or_no = 'yes' - {call} song - {print} '🥳' - ``` - 16: - story_text: | - Upgrade your Old MacDonald code! - - ### Exercise - Take your code from the 'Sing a Song' adventure and add musical notes to it! - You can make a function for each line in the song and call that function after the line is printed. - We defined the first line for you and called it in the code. Can you finish the whole song? - example_code: | - ``` - {define} line_1 - {for} i {in} {range} 1 {to} 3 - {play} G - {play} D - {for} i {in} {range} 1 {to} 2 - {play} E - {play} D - - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - for i in range 1 to 3 - animal = animals[i] - sound = sounds[i] - print 'Old MacDonald had a farm' - call line_1 - print 'E I E I O!' - _ - ``` - 17: - story_text: | - You can use the {elif} to create different options. - - ### Exercise - Firstly, add colons to get the code to work. - Then finish this code by adding at least 2 other songs for other moods. For example a happy song and an angry song. - example_code: | - ``` - {define} scary_song - {for} i {in} {range} 1 {to} 3 - {play} G - {play} E - {sleep} 2 - {for} i {in} {range} 1 {to} 3 - {play} F - {play} D - - mood = {ask} 'Which emotion are you feeling?' - {if} mood {is} 'fear' - {call} scary_song - {elif} _ - ``` - 18: - story_text: | - ### Exercise - Even in this last level of Hedy we can make some music! Be careful of all the syntax that is needed now. - Take a good look at how the functions are defined and called upon in the example code. - Finish the song! - example_code: | - ``` - {def} line_1(): - {for} i {in} {range}(1, 5): - {play} A - {play} D - {play} F - {play} A - - {def} line_2(): - {for} i {in} {range}(1, 5): - {play} G - {play} C - {play} E - {play} G - - {def} line_3(): - _ - - {print} ('The drunken sailor') - {print} ('What shall we do with the drunken sailor?') - line_1() - line_2() - line_3() - {print} ('Early in the morning') - ``` parrot: name: Loro default_save_name: Loro @@ -3222,29 +2384,6 @@ adventures: semanas = a_ahorrar / paga {print} 'Podrás comprar un ' _ ' en ' _ ' semanas.' ``` - 14: - story_text: | - ### Exercise - In this level you can let Hedy tell you if you have saved up enough money! - Finish this code by filling in the blanks! - example_code: | - ``` - _ calculate_budget {with} wish, money, allowance - to_save = wish - money - weeks = to_save / allowance - {if} wish _ money - {print} 'You need to save up some more!' - {print} 'Youll need ' weeks ' more weeks.' - {else} - {print} 'Great! You have enough' - {print} 'Lets go shopping!' - - money = {ask} 'How much money have you saved?' - wish = {ask} 'How much money do you need?' - allowance = {ask} 'How much pocket money do you get each week?' - - {call} _ - ``` pressit: name: Presiónalo default_save_name: Presionado @@ -3268,11 +2407,6 @@ adventures: ### Desafío Copia las líneas varias veces para que así puedas hacer un dibujo más grande. - example_code_2: | - ``` - {if} y {is} {pressed} {forward} 15 - {else} {turn} 90 - ``` 7: story_text: | Ahora que ya has aprendido acerca de `{repeat}`, podemos presionar las teclas múltiples veces. @@ -3281,10 +2415,6 @@ adventures: ### Ejercicio El código que viste en el nivel 5 solamente comprueba la tecla una sola vez. Copia el código de ejemplo y agrégale un `{repeat}`, así podrás presionar la tecla múltiples veces. Usa este código para dibujar algo bonito. - example_code: | - ``` - {if} x {is} {pressed} {forward} 15 {else} {turn} 90 - ``` 9: story_text: | Ahora que sabes como combinar sentencias, puedes crear una herramienta de mecanografía con `{pressed}` @@ -3305,7 +2435,6 @@ adventures: _ ``` print_command: - name: '{print}' default_save_name: imprimir description: Introducción al comando imprimir levels: @@ -3443,7 +2572,6 @@ adventures: {print} 'Obtuviste ' puntuación ``` random_command: - name: '{random}' default_save_name: comando_aleatorio description: introducción al comando aleatorio levels: @@ -3475,32 +2603,7 @@ adventures: premios {is} _ _ ``` - 16: - story_text: |- - We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. - We use square brackets to point out a place in a list. For example: `friends[1]` is the first name on the list of friends, as you can see in the first part of the example code. - The second part of the example code shows you that we can also match 2 lists using the variable i. - example_code: | - ``` - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - ``` - story_text_2: |- - Now that you've learned to use the brackets in lists, you can also start using the {at} {random} command in the Python way! - You simply type the name of your list with `[random]` behind it! - example_code_2: |- - ``` - fruit = ['apple', 'banana', 'cherry'] - {print} fruit[random] - ``` repeat_command: - name: '{repeat}' default_save_name: comando_repetir description: Comando {repeat} levels: @@ -3545,7 +2648,6 @@ adventures: {print} 'la pizza es mejor' ``` repeat_command_2: - name: '{repeat} 2' default_save_name: comando_repetir_2 description: '{repeat} comando 2' levels: @@ -3939,11 +3041,6 @@ adventures: En este nivel podemos programar el juego de piedra, papel, tijera. Pero si quieres añadir texto, aquí también tienes que usar comillas. ### Exercise Fill in quotation marks on the blanks. Mind that the variable `choices` should be outside the quotes. - example_code: | - ``` - choices {is} rock, paper, scissors - {print} _The computer chooses..._ choices {at} {random} - ``` 5: story_text: | En este nivel podemos determinar si es un empate o no. Para ello necesitas el nuevo código `{if}`. @@ -4099,138 +3196,7 @@ adventures: {else} {print} 'Ve a la estación de tren a las 10.00' ``` - simon: - name: Simon Says - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - Let's make a game of Simon Says! Simon Says is a memory game in which the player will be given a color. They have to repeat that color back. - If they get it right a color is added to the sequence, so they now have to remember 2 colors, then 3, then 4 etc. the game stops as soon as the player makes a mistake. - - ### Exercise - In this first part of the Simon Says adventure, we'll let the computer pick a random color and add it to a list. - - ***Make 2 lists*** First, make a list called `colors` and fill it with the colors red, yellow, green and blue. - Then make a list called `simon_sequence`. This list will be used as the answer. - At the start of the game this lists need to be empty. unfortunately, we can't create an empty list (yet), so we'll fill it with the words 'empty' and 'list' and we'll remove them from the list immediately. - - ***Create a function that adds a color to the sequence*** Now that we have an empty list called simon_sequence, we can start filling it with random colors. - We do that with a function, so we can call it everytime there's a new level in our game. Create a function called `add_random_color`. - Then create the variable random_color and set it to a random color. Next, add this random color to the simon_sequence. - - ***Create a function that shows the simon_sequence*** Start by naming the new function `show_simon_sequence` with `level` as an argument. Now we want to show as many colors as the level we are in (in level 1 you see 1 color, in level 2 you see 2 colors etc). - So we repeat `level` times, to print the `simon_sequence[i]`. Each time a color is shown, wait for 1 second and then clear the screen. - - ***Test your program*** Before you go to the next level, test if the functions are working by calling both of the functions. If they're working you should see a random color in your output screen. - Remove this testing part of your code, copy the code and continue to the next tab to learn more about the simon says game! - example_code: | - ``` - # Make 2 lists - colors = _ - _ = ['empty', 'list'] - {remove} _ {from} simon_sequence - {remove} _ - - # Create a function that adds a color - _ add_random_color - _ - {add} _ - - # Create a function that shows the simon_sequence - {define} _ - {for} i {in} {range} 1 {to} _ - {print} _ - _ - _ - - # Test your program - {call} _ - {call} show_simon_sequence {with} 1 - ``` - simon_2: - name: Simon Says 2 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - We'll continue with our Simon Says game! - - ### Exercise - ***Paste your code here*** Paste your code from the previous level here. Don't forget to remove the part that was just used for testing the functions. - - ***Create a function that creates the player_sequence*** The list `player_sequence` is used to capture the answers of the player. First we define the function with the argument level. - Next, we ask level times what the color is that they choose. We call that variable `answer`. Then we add the variable `answer` to the list player_sequence. - - ***Setting up the game*** Before we program the game in the next tab, we'll need some starting variables. First, we'll set the variable `level` to 1 and the variable `game_over` to False. - Then we make an introduction for the game. We'll print 'Welcome to Simon Says!' and clear the screen after 1 second. - - ***Continue to the next tab to finish the game!**** Don't forget to copy your code and take it with you to the next tab. - example_code: | - ``` - # Paste your code here - - - # Create a function that creates the player_sequence - {define} _ - {for} _ - _ 'What is color number ' i '?' - {add} answer {to} _ - - # Set up - level = _ - game_over = _ - {print} _ - _ 1 - _ - ``` - simon_3: - name: Simon Says 3 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - In this tab we'll program the game of Simon Says! - - ### Exercise - ***Paste your code*** Copy your code from the previous tab and paste it here. - - ***Program the game*** We start by making sure the game goes on while the game isn't over. Then we print what level the player is on, we use the variable level for that. We only show that for 1 second and then we clear the screen again. - Now, we have to create the empty list player_sequence. We've already programmed how to fill the list, with our function `player_sequence`, but we never made the list itself. To create the list we use the same trick as we did in the previous tab. - We'll make a list with the words 'empty' and 'list' on it, and then we remove both these words. Next, we'll call all of the 3 functions that we've created. - Lastly, we'll have to check if the player gave the correct answers (so if the player_sequence and the simon_sequence are the same). - If that's the case, we'll compliment the player. Wait for 1 second and increase the level with 1. - Did the player give the wrong answer, we'll tell them and end the game by setting game_over to 'True' - - ***Enjoy your game!*** Great job! Does your game not work? Use the ladybug button to debug your code! - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - {print} _ - _ - _ - _ = ['empty', 'list'] - {remove} _ - {remove} _ - {call} _ - {call} _ {with} _ - {call} _ {with} _ - {if} player_sequence == _ - _ - _ - _ - {else} - _ - game_over = _ - ``` sleep_command: - name: '{sleep}' default_save_name: comando_dormir description: introducción al comando {sleep} levels: @@ -4296,11 +3262,6 @@ adventures: Puedes acortar Baby Shark con un `{repeat}`. Acaba el código rellenando los espacios vacíos. **Extra** Tras Baby Shark puedes, por supuesto, programar otras canciones. ¡Hay muchas con repetición! ¿Puedes pensar en alguna y programarla también? - example_code: | - ``` - {repeat} _ _ {print} 'Baby Shark tututudutudu' - {print} 'Baby Shark' - ``` 8: story_text: | En un nivel anterior programamos la canción de los elefantes. Pero sin el comando `{repeat}` tuvimos que copiar los versos muchas veces. @@ -4367,22 +3328,6 @@ adventures: _ {print} 'si estás feliz y lo sabes' _ {print} acción ``` - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, but did you know that you could combine them with {ask} commands as well? - In this example we have changed the 'My Bonnie' program and made it interactive. You are now asked where Bonnie is. - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is ' place - - chosen_place = {ask} 'Where do you want Bonnie to be?' - synonym = {ask} 'What is another word for that?' - - {call} song {with} chosen_place - {call} song {with} synonym - {call} song {with} chosen_place - ``` 16: story_text: | En este nivel puedes programar una canción como OldMacDonald incluso más rápido. Puedes conectar el animal correcto con el sonido correcto simplemente poniéndolos en el mismo lugar en la lista. @@ -4430,15 +3375,8 @@ adventures: Ahora también busca tu canción de Old MacDonald del nivel 16, y corrígela. example_code: "```\nlíneas = ['Qué haremos con el marinero borracho', 'Afeitarle el vientre con una navaja oxidada', 'Meterlo en un barco largo hasta que esté sobrio']\n{for} línea {in} líneas _ \n {for} i {in} {range} 1 {to} 3 _ \n {print} _ línea _ \n {print} 'pronto por la mañana'\n {for} i {in} {range} 1 {to} 3\n {print} 'Ella se levanta de un camino de heno'\n {print} 'pronto por la mañana'\n```\n" songs_2: - name: Sing a song! 2 - default_save_name: Song 2 - description: Sing a song 2 levels: 12: - story_text: | - Songs contain a lot of repetition. We can capture it with a function! - ### Exercise - Look at the example code with the function. Fill out the two lines so the full song is printed. example_code: | ``` {define} twinkle @@ -4450,177 +3388,6 @@ adventures: {print} 'Como un diamante en el cielo' {call} _ ``` - 16: - story_text: | - ### Exercise - Finish the nursery rhyme! - example_code: | - ``` - number = ['one', 'two', 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'ten'] - object = ['on his drum', 'on his shoe', 'on his knee', 'on his door', 'on his hive', 'on his sticks', 'up in heaven', 'on his gate', 'on his vine', 'once again'] - - _ - {print} 'This old man' - {print} 'He played ' _ - {print} 'He played knick-knack ' _ - {print} 'With a knick-knack paddywhack' - {print} 'Give the dog a bone' - {print} 'This old man came rolling home' - {sleep} 8 - {clear} - ``` - story_text_2: | - ### Exersice 2 - Now create your own code for the nursery rhyme 'The wheels on the bus' on the same way! - example_code_2: | - ``` - object = ['wheels', 'doors', _] - movement = [ 'round and round', 'open and shut', _] - ``` - tic: - name: Tic-Tac-Toe - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - Let's program a game of tic-tac-toe! - - ### Exercise - In this adventure we'll start with creating an empty field. - - ***Create a list called field*** This list will be our playing field. This list is filled with 9 dots, since there are no x's and o's yet at the start of our game. - - ***Create a function that prints the field*** Firstly, clear the screen so the old playing fields will be removed. Then we print the first line of our Tic Tac Toe field. This line constists of the first 3 spots in our list field. - We have already programmed this line for you. Now finish the field by printing spot 4, 5, and 6 on the second row and spot 7, 8 and 9 in the third row. - - ***Call the function that prints the field*** Now call the function. -
- Run the code. Your output should look like this: -
- - ***Continue in the next tab*** In the next tab you'll learn how to program the game itself. - example_code: | - ``` - # Create a list called field - _ = ['.', '.', '.', '.', '.', '.', '.', '.', '.'] - - # Create a function that prints the field - {define} print_field - _ - {print} 'TIC TAC TOE' - {print} field[1] field[2] field[3] - _ - _ - - # Call the function - ``` - 17: - story_text: | - In the previous level you've learned how to make a tic-tac-toe game. The game works, but is quite annoying as it keeps asking you if you've won yet. - Now that we have the {elif} command, we can let the game decide if someone has won and it can stop asking us! - - ### Exercise - ***Paste your code*** Paste your code from the previous level here and make it level 17 proof. In this level you've learned to use a colon everytime you create a block of code. Please add the colons in the correct spots. - - ***Create a function that detects if someone's won*** We have started the function for you, paste it under the function `print_field` and finish the function. You can see that this first piece of code checks to see if spot 1, 2 and 3 are the same, because if they are you have 3 in a row. - It also checks if they are not a dot, because if they are, the line might have the same symbols on them, but that's just because it's still empty. - If all these conditions are met, the game is over and the winner is printed. - Finish this function with all possible ways to win. This means you have to make this for the other 2 rows, 3 columns and 2 diagonals. - If you've finished all the other options, the function should return the variable `game_over` so we can use it in our game. - - ***Call the function in the game*** Go to the line `game_over = {ask} 'Did you win?'` and change it to `game_over = {call} detect_winner {with} field, sign`. Now the function will check if there's a winner and the game doesn't need to keep asking anymore! - - ***Enjoy your game!*** Great job! You have finished the game! Enjoy playing it! - - example_code: | - ``` - # Paste your code here and make it level 17 proof - - # Create a function that detects if someone has won - {define} detect_winner {with} field, sign: - {if} field[1] == field[2] {and} field[2] == field[3] {and} field[1] != '.': - game_over = 'yes' - {print} 'Player ' sign 'wins!' - {elif}: - _ - {else}: - game_over = 'no' - {return} _ - ``` - tic_2: - name: Tic-Tac-Toe 2 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - In the previous adventure you've learned how to create a playing field. Now you'll learn how to create the game! - - ### Exercise - ***Paste your code*** Start by pasting your code from the previous adventure here. - - ***Add variables*** Underneath your list called `field` we'll add 2 more variables that we'll need to program the game. - The variable `game_over` tells us if the game is over, and should be 'no' at the start of the game. - The variable `sign` tells us if it's the turn of player x or player o. Set the variable to 'x'. - - ***The game*** First use a {while} command, to make sure the game keeps on playing the variable while game_over is set to no. - During the game, we first ask the player which spot they choose. Then we change the field with the number they chose into their sign. - Then we print the field again and we ask the player if they've won yet. Lastly we want to switch whose turn it is, so if the sign is 'x' it should be 'o' and the other way around. - - ***Test your game*** Does your game work? Great, have fun playing the game! If not, use the ladybug button to debug your code. - You might have noticed one mistake in the code though, you can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! Go to the next tab to learn how to fix this problem. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add variables - game_over = _ - sign = _ - - # The game - {while} _ - choice = _ 'Player ' sign '_?' - field[choice] = _ - _ print_field - game_over = {ask} _ - {if} sign = 'o' - sign = _ - _ - sign = _ - ``` - tic_3: - name: Tic-Tac-Toe 3 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - You might have noticed one mistake in the code you've made in the previous adventure. You can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! In this tab we'll fix that mistake. - - ### Exercise - ***Paste your code here*** Paste your code from the previous adventure here. - - ***Fix the mistake*** To fix the mistake we replace the line that says `field[choice] = sign`. This turns any spot that the player has chosen into their sign. - Go to the header that says 'Use this to fix the mistake' and finish the code. We first want to check if the chosen spot is still empty, so `if field[choice] = '.'`. If that is the case, you are allowed to take it. - Then we make an else command and print 'Sorry, this spot is already taken' if the spot is not empty. Lastly, we add a {sleep} command, so the players can actually read the text before it gets cleared again. - Now copy this piece of code and replace the line `field[choice] = sign` with this new piece of code. - - ***Play your game!*** Now the game should work properly! Good job! - The only flaw is that you can get a bit annoyed that the game keeps asking you if you've won yet. Do you want to fix that? Go to level 17 and we'll fix it! - example_code: | - ``` - # Paste your code here - - # Use this to fix the mistake - {if} _ = '.' - field[choice] = sign - {else} - {print} _ - _ - ``` turtle: name: La tortuga default_save_name: Tortuga @@ -4633,22 +3400,9 @@ adventures: Usando `{forward}` dibujas una línea hacia adelante. El numero detrás del comando determina qué tan lejos caminará la tortuga. `{turn} {right}` gira un cuarto de vuelta en el sentido de las agujas del reloj, `{turn} {left}` gira en sentido contrario a las agujas del reloj. Si quieres ir hacia atrás, puedes utilizar el comando `{forward}` pero con un número negativo. Por ejemplo `{forward} -100` - example_code: | - ``` - {forward} 100 - {turn} {left} - ``` story_text_2: | ### Ejercicio Este es el principio de una pequeña escalera, ¿Puedes hacer 5 escalones más? - example_code_2: | - ``` - {forward} 20 - {turn} {right} - {forward} 20 - {turn} {left} - {forward} 20 - ``` 2: story_text: | En el nivel 1 la tortuga sólo podía girar a izquierda o derecha. ¡Eso es un poco aburrido! @@ -4661,14 +3415,6 @@ adventures: **Extra** Cambia la letra por una letra diferente, como la primera de tu nombre. También puede hacer varias letras, estableciendo el color a `{color}` `{white}` entre ellas. - example_code: | - ``` - {forward} 20 - {turn} 90 - {forward} 20 - {turn} 180 - {forward} 100 - ``` story_text_2: | Puedes usar variables para en la tortuga `turn`. @@ -4712,17 +3458,6 @@ adventures: story_text_2: | También puedes cambiar los colores de las líneas con el comando `{color}`. Mira el ejemplo. Puedes utilizar el comando `{color} {white}` para hacer líneas "invisibles". Puedes usar estas líneas blancas para mover la tortuga done quieras en la pantalla antes de empezar a dibujar. - example_code_2: | - ``` - {color} {white} - {forward} -80 - {color} {green} - {forward} 50 - {color} {yellow} - {forward} 50 - {color} {red} - {forward} 50 - ``` 5: story_text: | En nivel 5 puede elegir con `{if}`. Por ejemplo, entre diferentes tipos de figuras. @@ -4808,17 +3543,6 @@ adventures: Este código crea tres triángulos negros, cámbialo a cinco cuadrados rosados. **Extra** Crea una figura de tu elección que consista de al menos dos tipos diferentes de formas. - example_code: | - ``` - {color} {black} - {repeat} 3 {times} - {repeat} 3 {times} - {forward} 10 - {turn} 120 - {color} {white} - {forward} 50 - {color} {black} - ``` 10: story_text: | En este nivel puedes hacer que la tortuga dibuje una figura. @@ -5135,7 +3859,6 @@ adventures: {turn} número_aleatorio * 5 {forward} 80 ``` - 14: story_text: | ### Ejercicio @@ -5197,9 +3920,7 @@ adventures: Estrella Una estrella se suele dibujar usando ángulos de 144 grados. Si por ejemplo lo cambias ligeramente a 143 grados y repites el patrón varias veces con un bucle {while} puedes hacer esta figura. while_command: - name: '{while}' default_save_name: comando_mientras - description: '{while}' levels: 15: story_text: |- diff --git a/content/adventures/et.yaml b/content/adventures/et.yaml index 28fc8237f4b..f19892de0dd 100644 --- a/content/adventures/et.yaml +++ b/content/adventures/et.yaml @@ -1,8 +1,5 @@ adventures: story: - name: Story - default_save_name: Story - description: Story levels: 1: story_text: | @@ -28,21 +25,6 @@ adventures: ### Exercise Can you make your own story in Hedy now by using `{print}` , `{ask}` and `{echo}`? 2: - story_text: | - In level 2 you can make your story more fun. Your main character's name can now be anywhere in the sentence. - - You do have to program a little bit extra for that. You must now name your main character first. - - You can then put that name anywhere in a sentence. - example_code: |- - ``` - name {is} {ask} What is the name of the main character? - {print} name is now going to run in the woods - {print} name is a bit scared - {print} Suddenly she hears a crazy noise... - {sleep} - {print} name is afraid this is a haunted forest - ``` story_text_2: | ### Exercise Now it's time to add variables to your own story that you've made in the previous level. @@ -53,15 +35,6 @@ adventures: **Extra** Add a sleep command to your code to build up tension in your story. 3: - story_text: | - In level 3 you can make your story more fun. You can use randomness for any monster, animal or other obstacle, like this: - example_code: | - ``` - animals {is} 🦔, 🐿, 🦉, 🦇 - {print} They now hear the sound of an animals {at} {random} - ``` - story_text_2: | - The command `{add}` can also come in handy in your story. example_code_2: | ``` {print} He hears a sound @@ -72,35 +45,6 @@ adventures: ``` story_text_3: | This is an example of the `{remove}` command in your story - example_code_3: | - ``` - {print} His backpack got way too heavy. - {print} Inside were a bottle of water, a flashlight and a brick. - bag {is} water, flashlight, brick - dump {is} {ask} Which item should he dump? - {remove} dump {from} bag - ``` - 4: - story_text: | - ### Exercise - Copy the example code and finish it by adding quotation marks on the blanks in lines 1 and 2. - The blanks in line 3 and 4 should not be replaced by quotation marks, but a `{sleep}` and a `{clear}` command. Can you make it work? - - ### Exercise 2 - Go back to the previous level and copy your story code. Make the code work in this level by adding quotation marks in the right spots. - Mind: The variables in your own story should be outside of the quotation marks. Just like the second line of the example code. In that line the variable name is placed outside of the quotation marks. - example_code: | - ``` - name {is} {ask} _ What is your name? _ - {print} _ The main character is called _ name - _ - _ - {print} name _ is now going to walk in the woods _ - {print} name _ is a bit scared _ - animals {is} 🦔, 🐿, 🦉, 🦇 - {print} _ He hears the sound of a _ animals {at} {random} - {print} name _ is afraid this is a haunted forest _ - ``` 5: story_text: | In this level you can program different endings, which will make your story even more fun. @@ -127,12 +71,6 @@ adventures: story_text: | In a story, someone says words several times. For example, when someone calls for help or sings a song. You can put such repetitions in your story, in this level with `{repeat}`. - example_code: | - ``` - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - ``` 8: story_text: | In this level you can use multiple lines in your {if} commands, this way you can upgrade your happy or sad ending! @@ -220,365 +158,27 @@ adventures: {print} 'This could come in very handy' sword = 'found' ``` - 15: - story_text: | - Using the `{while}` loop can make your stories more interesting. For example, you can use `{while} game == 'on'` so you can play until the game is over. - Or you can use `{while} sword == 'lost'` so the player can't continue the game until they have found something. - - ### Exercise - The example code shows you how to use the `{while}` loop in a story. Now **think of your own scenario** in which the player has to find something before they can continue. - example_code: | - ``` - keys = 'lost' - {print} 'You are standing in your garden and you have lost your keys.' - {print} 'Where do you want to look for them?' - {print} 'You can choose: tree, flowerbed, rock, postbox' - {while} keys == 'lost' - location = {ask} 'Where do you want to look?' - {if} location == 'flowerbed' - {print} 'Here they are!' - keys = 'found' - {else} - {print} 'Nope they are not at the ' location - {print} 'Now you can enter the house!' - ``` - 18: - story_text: | - We are going to print another story, but now we have to use brackets with `{print}`. - - ### Exercise 1 - Create a story of at least 5 sentences. You don't have to use 'name' just yet. - example_code: | - ``` - {print}('Welcome to this story!') - ``` - story_text_2: | - ### Exercise 2 - We have already prepared an `{input}` for you. First, use the `name` variable in your story. - Then add a second `{ask}` and use that variable as well. - Tip: Remember the commas in a `{print}` between text and variables! - example_code_2: | - ``` - naam = {input}("What's your name?") - {print}('Welcome to this story!') - ``` add_remove_command: name: '{add} {to} & {remove} {from}' - default_save_name: add_remove_command description: introducing add to and remove from levels: 3: story_text: | ## Add to You can add items to the list with the `{add} {to_list}` command. To add an item to a list you can simply type: `{add} penguin {to} animals` or you can use the `{ask}` command like in the example code. - example_code: | - ``` - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - ``` - story_text_2: | - ## Remove from - If you can add items to a list, of course you can also take them off. This is done with the `{remove} {from}` command. - example_code_2: | - ``` - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - ``` story_text_3: | ### Exercise Try out the new commands in this virtual restaurant. Add the flavor the player is hpoing for to the list and remove the flavors they are allergic to. - example_code_3: | - ``` - {print} Mystery milkshake - flavors {is} strawberry, chocolate, vanilla - hope {is} {ask} What flavor are you hoping for? - _ - allergies {is} {ask} Are you allergic to any flavors? - _ - {print} You get a flavors {at} {random} milkshake - ``` and_or_command: - name: '{and} & {or}' - default_save_name: and or description: introducing and or - levels: - 13: - story_text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two `{if}`s but can use `{and}` and `{or}`. - - If you use `{and}`, both statements, left and right of the `{and}` need to be true. We can also use `{or}`. Then only one statement needs to be correct. - example_code: | - ``` - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - ``` ask_command: - name: '{ask}' - default_save_name: ask_command description: Introduction ask command levels: 1: - story_text: | - ## The ask command - Now that you can use the `{print}` command, you are ready to learn the next command: `{ask}`. With the `{ask}` command, you can ask a question. Check it out: - example_code: | - ``` - {print} Hello! - {ask} What is your name? - ``` story_text_2: | ## The echo command If you want the computer to repeat the answer, you can use the `{echo}` command. The answer will then be echoed back at the end of the sentence, so in this example after hello. - example_code_2: | - ``` - {print} Hello! - {ask} What is your name? - {echo} hello - ``` - story_text_3: | - ### Exercise - Try out the `{ask}` and `{echo}` commands. Firstly, fill in the blanks to make this program work. - Then ask 2 more questions using the `{ask}` command, after each `{ask}` use an `{echo}` to print the answer on the screen. - example_code_3: | - ``` - _ How are you doing? - _ - ``` - 2: - story_text: | - ## The ask command - Now that we can use **variables** in our codes, we no longer need the `{echo}` command. - We can use variables to store the answers to our questions and this way we can use the answer to multiple questions in our codes. - Check it out: - - This way your code is becoming interactive! - example_code: | - ``` - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - ``` - story_text_2: | - ### Exercise - In the previous tab you have practised with setting variables with the `{is}` command. - You have created at least 3 variables and used them with a print command. - Now, instead of setting the variables we want you to make the variables interactive, like we did in our example. - - Copy your code from the previous tab and make the variables interactive by using `{ask}` commands. - example_code_2: | - ``` - favorite_animal {is} {ask} What is your favorite animal? - {print} I like favorite_animal - ``` - 18: - story_text: The final change we will need to make to get Python code is changing `{ask}` into `{input}`. - example_code: | - ``` - {print}('My name is Hedy!') - name = {input}('What is your name?') - {print}('So your name is ', name) - ``` - blackjack: - name: Blackjack - default_save_name: Blackjack - description: Try to get as close to 21 as you can - levels: - 17: - story_text: | - Blackjack is a simple game of cards in which you have to get as close to 21 points as possible. You get two cards. Each card is worth their numeral value, and the face cards (Jack, Queen and King) are worth 10 points. - The Ace is worth either 1 or 11 points (you can choose). The dealer, your opponent, also gets two cards. - If you want, you can get another card, and its points will be added to your total. The dealer can also choose to take another card. - But be careful not to get more than 21 points, because if you do, you lose! - The player who gets closest to 21, without going over it, wins! - - ### Exercise - In this adventure we code the first part of our Blackjack game. We'll create a function to calculate how many points a card is worth. - - ***Set the variables*** - Start by making a list of all the cards, from 2 to Ace. Next make a list of the face cards, so Jack, Queen and King. Then pick a random card from the list of cards to be card_1. - - ***Create a function to calculate the points*** - Create a function that calculates how many points a card is worth. - All the face cards are worth 10 points, the Ace is worth 11 and all the other cards are worth their numeral. - Return the variable `points` at the end of the function. - - ***Test the function*** - Test if your function is working properly. Finish the first print command by filling in which card you've drawn. Then finish the second line by calling the function with card_1. - Run the code a couple of times. Are you happy with the results? Great! Then you can remove the testing part and move on the the next tab! - example_code: | - ``` - {print} 'BLACKJACK' - - # Set these variables - cards = _ - face_cards = _ - card_1 = - - # Create a function to calculate the points - {define} calculate_points {with} card: - {if} card {in} face_cards: - points = _ - {elif} _ - _ - {else}: - _ - _ points - - # Test your function - {print} 'Your card is a ' _ - {print} 'That is worth ' _ ' points'. - ``` - blackjack_2: - name: Blackjack 2 - default_save_name: Blackjack_2 - description: Blackjack part 2 - levels: - 17: - story_text: | - ### Exercise - In this adventure we code the second part of our Blackjack game. - - ***Paste your code from the previous adventure*** - In the previous adventure you've started a list of variables and created a function to calculate how many points a card is worth. Copy your code and paste it here. Mind that you don't need the testing part, so if you haven't removed that yet, please do so now. - - ***Add more variables*** - You have already set the lists `cards` and `face_cards` and the variable `card_1`. Underneath those variables create 3 more variables: `card_2`, dealer_card_1` and `dealer_card_2`. These variables are all set to a random card from the list of cards. - - ***Add up points*** - To calculate how many points you have scored we call the function with card 1 and we do it again for card 2. Then we add both these scores together to get your total. - Do the same thing for the dealers points, but be sure to use the dealer's cards and not your own! - - ***2 Aces*** - You're doing great! Almost all scores can be calculated now. There is only one exception: 2 Aces. If you get 2 Aces, your total is 12 points and not 22 (because 22 points would be losing!). This of course also goes for the dealer. - - ***Show the score*** - Lastly, you want to tell the program to tell you which cards you have drawn and how many points that is. Then show which cards the dealer has and how many points they have. - - ***Continue in the next tab*** - Great! You have finished this part of the game! Copy your code and go to the next tab to learn how to ask for an extra card and to declare a winner. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add these variables to the list of variables - card_2 = _ - dealer_card_1 = _ - dealer_card_2 = _ - - # Add up your points - your_points_1 = {call} _ {with} card_1 - your_points_2 = _ - your_total = _ - - # Add up the dealers points - dealer_points_1 = _ - _ - _ - - # 2 Aces - {if} card_1 == 'Ace' {and} _ - your_total = 12 - {if} dealer_card_1 _ - dealer_total = _ - - # Show the score - {print} 'You have drawn a ' _ ' and a ' _ '. That is ' _ ' points' - {print} 'The dealer has drawn a ' _ ' and a ' _ '. That is ' _ ' points' - ``` - blackjack_3: - name: Blackjack 3 - default_save_name: Blackjack_3 - description: Blackjack part 3 - levels: - 17: - story_text: | - In the previous tabs you have learned how to draw 2 random cards for yourself and for the dealer and to calculate how many points you both got. - In this adventure we add the option to ask for an extra card for both you and the dealer. - - ### Exercise - ***Paste your code from the previous adventure*** Firstly, copy your code from the previous tab and paste it here. - - ***Extra card for you*** If you want, you can get an extra card to get your total as close to 21 as possible. First ask the player if they want an extra card. - If they do, pick a random card and print what they have drawn. If the card is not an Ace, you can call the function and add the points to your total. - In case the card is an Ace, you can't use the function, because the Ace can be either 1 point or 11 points, depending on how many points you already have earned. - If your total is less than 11, you want the ace to be 11 points (because this is closest to 21). So you add 11 points to your total. - If the total is more than or equal to 11, you want the ace to be 1 point (because you don't want more than 21 points). So you add 1 point to your total. - Lastly, print your new total of points. - - ***Extra card for the dealer*** The dealer can also get an extra card. The dealer doesn't need to be asked, because they always get an extra card if their total is less than 17. - Copy the 'Extra card for you code' and paste it in the dealers section. Then change it to fit the dealer picking an extra card and getting points added to their total. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Extra card for you - hit = {ask} _ - {if} hit == 'yes': - card_3 = _ - {print} _ - {if} card_3 _ 'Ace': - your_points_3 = _ - your_total = _ - {else}: - {if} your_total _ - _ - {else}: - _ - {print} _ - - # Extra card for the dealer - {if} dealer_total < 17 - _ - ``` - blackjack_4: - name: Blackjack 4 - default_save_name: Blackjack_4 - description: Blackjack part 4 - levels: - 17: - story_text: | - In the last 3 adventures you have alsmost created a working blackjack game! The only thing left to do is to decide a winner! - - ### Exercise - ***Paste your code from the previous adventure*** Start by pasting the code that you've made so far into your programming field. - - ***Decide a winner*** - Firstly, if you and the dealer have an equal amount of points, it's a draw. - Secondly, if the dealer has more than 21 points and you don't, you are the winner. - Thirdly, if both you and the dealer have less than 22 points, we have to see who came closest to 21. We do that by comparing who has the highest score. Is your total higher than the dealer's total, then you are the winner. If not, the dealer wins. - Lastly, in all other scenarios (e.g. you have more than 21 points and the dealer doesn't, or you both have more than 21 points) you are the loser. - - ***Enjoy the game!*** - Does your game work properly? Amazing! You have done a great job! Enjoy your game! - If it doesn't work right away, no worries, you might have made a mistake. Just keep calm and bebug your code using the ladybug button. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Decide a winner - {if} _ - {print} 'Its a draw! Play again!' - {elif} _ - {print} 'You win!' - {elif} _ : - {if} _: - {print} _ - {else}: - {print} _ - {else}: - _ - ``` calculator: - name: Calculator - default_save_name: Calculator - description: Create a calculator levels: 6: story_text: | @@ -622,59 +222,7 @@ adventures: ### Exercise 2 Give the player feedback when the enter an answer, like `{print} 'Correct!'` or `{print} 'Wrong! The correct answer is ' correct_answer`. - example_code: | - ``` - score = 0 - {repeat} 10 {times} - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct_answer = number_1 * number_2 - {print} 'What is ' number_1 ' times ' number_2 '?' - answer = {ask} 'Type your answer here...' - {print} 'Your answer is ' answer - {if} _ {is} _ - score = score + 1 - {print} 'Great job! Your score is... ' score ' out of 10!' - ``` - 10: - story_text: | - This calculator game helps you practise your tables of multiplication! - ### Exercise - Fill in the blanks. We want this program to ask the player these questions: - ``` - How much is 1 times 1? - How much is 1 times 2? - How much is 1 times 3? - How much is 2 times 1? - How much is 2 times 2? - How much is 2 times 3? - How much is 3 times 1? - How much is 3 times 2? - How much is 3 times 3? - _ - ``` - example_code: | - ``` - numbers = 1, 2, 3 - {for} _ - {for} _ - answer = {ask} _ - correct = number_1 * number_2 - {if} answer {is} correct - {print} 'Great job!' - {else} - {print} 'That is wrong. The right answer is ' correct - ``` 11: - story_text: | - With a `{for}` you can simplify tables of multiplication practise program. - - ### Exercise 1 - Improve the example code such that it prints a nice multiplication table:
"1 times 10 is 10", "2 times 10 is 20", etc. - - ### Exercise 2 - Go back to your level 10 multiplication code, and modify it so that it uses a `{for}` and `{range}`. example_code: | ``` number = 10 @@ -691,34 +239,7 @@ adventures: answer = number1 + number2 {print} number1 ' plus ' number2 ' is ' answer ``` - 13: - story_text: | - ### Exercise 1 - Let's make the practice program a bit harder. The player now has to answers two questions correctly. Fill out the blanks to complete the program. - - ### Exercise 2 - Sometimes, calculations have multiple correct answers. For example, 10 can be divided by 5 and by 2. So the question 'What number divides 10?' can be answered by 2 and by 5. - Ask for a calculation that has multiple correct answers, ask the player to answer it, and determine if it is correct using `{or}`. - Empty the programming field and create your own solution. - example_code: | - ``` - answer1 = {ask} 'What is 10 times 7?' - answer2 = {ask} 'What is 6 times 7?' - {if} _ _ _ _ _ _ _ - {print} _ - ``` 14: - story_text: | - In this adventure you will build a calculator that calculates your mean grade for you. If you get your calculator to work, you can move on to the next adventure, which allows you to add two extra features. - - ### Exercise 1 - Fill in the blanks to get the calculator to work. - * Start with the fourth line, add a question to figure out what grade the student got. - * In the fifth line you'll want to calculate the total of all grades, so the total = total + grade. - * Then we get to set the return value. We want to return the mean, so the total devided by the amount of tests (4). - * Lastly we finish the code by calling the function in line 8. - - Did you get it? Awesome! Would you like to add even more to your calculator? **This adventure continues in the next tab!** example_code: | ``` {define} calculate_mean_grade @@ -737,127 +258,11 @@ adventures: mean_grade = {call} _ {print} 'Your mean grade is ' mean_grade - 15: - story_text: | - You can add the `{while}` loop to the calculator game you've learned to make in a previous level. - This makes sure the player can't continue to the next question if they answer incorrectly. - - ### Exercise - Add the `{while}` loop in the function, ask the player what number_1 times number_2 is and print their answer. - Then `{call}` the function. - example_code: | - ``` - {define} new_question - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct = number_1 * number_2 - answer = 0 - _ - _ - _ - {print} 'Well done!' - - {print} 'Give 10 correct answers to win!' - {for} i {in} {range} 1 {to} 10 - _ - {print} 'You win!' - ``` - calculator_2: - name: Calculator 2 - default_save_name: Calculator 2 - description: Calculator 2 - levels: - 14: - story_text: | - ### Exercise 2 - **This is the second part of this adventure.** The adventure starts in the previous tab. - Of course, you don't always want to calculate the mean of 4 tests. You might want to calculate the mean of 10 tests or only 2... - We can fix this problem by adding the argument and variable 'amount_of_tests'. - * Start a new line on line 3. Set the amount_of_tests argument by asking the student how many tests they have made. - * Change the 4 in line 4 to the new argument amount_of_tests. - * Lastly, change the 4 in line 6 to amount_of_tests - - Try out your new program. Does it work? - - ### Exercise 3 - Did you want to make your program even better? Great! In the previous program you could only calculate the mean grade of 1 subject, but it would be better if you could calculate the mean grade for all subjects you want! - We won't tell you how to do it, but we will give you one tip: Start your code in line 1 with: define calculate_mean_grade with subject. - example_code: | - ``` - # Use your own code from the previous adventure. - ``` clear_command: - name: '{clear}' - default_save_name: clear_command description: clear command - levels: - 4: - story_text: | - Time for a new command! With `{clear}` you can clear all the text form your output screen. This way you can prevent your screen getting too full of text. - Beware! If you are using a `{clear}` command, you might need to use a `{sleep}` above it. Otherwise Hedy will clear your screen without giving you the time to read as you can see in the example! - example_code: | - ``` - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'wait for it...' - {sleep} 3 - {clear} - {print} 'SURPRISE!' - ``` debugging: - name: debugging - default_save_name: debugging - description: debugging adventure levels: - 1: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will show you code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} I love programming - Do you love programming too? - {echo} - {print} What are your hobbies? - {echo} Your hobbies are - ``` - 2: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - destination {ask} Where are you going on holidays? - {print} The flight to dstination leaves at 3 pm. - {ask} Did you check in your luggage yet? - {echo} - {print} Let me print your boarding pass for you. - {sleep} - Here you go! Have a nice trip! - ``` 3: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -871,80 +276,12 @@ adventures: tomorrows_movie {is} movie_choices {at} {random} I'll go get the popcorn! {print} ``` - 4: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Welcome to the online library! - {ask} What genre of books do you like? - {print} You like genre - author {is} {ask} 'Who's your favorite author?' - {print} 'author is your favorite author' - {print} Hmmm... i think you should try... books {at} {random} - ``` - 5: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} Welcome to Swimming Pool Hedy! - class {is} {ask} 'Are you here to join a class today?' - {if} class yes - {print} 'Great! You're joining a class! - {print} {else} 'You will not be joining a class' - discount {is} 'Do you have a discount code?' - {if} discount {is} yes - discount_answer {is} {ask} 'What's your discount code?' - discount_codes = Senior4231, Student8786, NewMember6709 - {if} discount_answer {is} {in} discount_cods - {print} 'That will be $3,50' - 'That will be $5,50' - {print} 'Have a nice swim!' - ``` - 6: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Vending machine' - chosen_product = {ask} 'Please select a product' - 1_dollar_products = coke orange juice water - 2_dollar_products = chocolate, cookie, museli bar - 3dollar_prodcuts = potato chips, beef jerky, banana bread - {if} chosen {is} {in} 1_dollar_products - price = 1 - {if} chosen_product {is} 2_dollar_products - price = 2 - {else} chosen_product {in} 3_dollar_products - price = 3 - amount_of_products = '{ask} How many of ' chosen_product would you like to have?' - total = price + amount_of_product - {print} 'That will be $' price 'please' - ``` 7: story_text: |- ### Exercise Surprise! This program looks more like an output than a code. And yet, we don't want you to just add `{print}` commands in front of each line. Fix this program to turn it into the nursery rhyme 'Brother John (Frère Jaques)' by using the {repeat} command of course! - example_code: | - **Warning! This code needs to be debugged!** - ``` - Are you sleeping? - Brother John! - Morning bells are ringing! - Ding, dang, dong! - ``` - 8: - story_text: |- - ### Exercise - Debug this code. Good luck! + 8: example_code: | **Warning! This code needs to be debugged!** ``` @@ -967,9 +304,6 @@ adventures: {print} 'Thank you! Byebye!' ``` 9: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -992,9 +326,6 @@ adventures: price = amount * 6 {print} 'That will be 'price dollar' please' 10: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1043,9 +374,6 @@ adventures: print month i ``` 12: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1071,9 +399,6 @@ adventures: call greet_costumer ``` 13: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1103,9 +428,6 @@ adventures: print 'No problem!' ``` 14: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1152,9 +474,6 @@ adventures: else 'no problem' 15: - story_text: |- - ### Exercise - Debug this random children's story. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1189,10 +508,6 @@ adventures: print The End ``` 16: - story_text: |- - ### Exercise - Debug this code. Good luck! - Tip: Make sure that you only see your score once in the end. example_code: | **Warning! This code needs to be debugged!** ``` @@ -1211,9 +526,6 @@ adventures: ``` 17: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1246,9 +558,6 @@ adventures: print 'Thanks for ordering!' ``` 18: - story_text: |- - ### Exercise - Debug this Old MacDonald program from level 16. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1279,28 +588,6 @@ adventures: Käivita kood kasutades rohelist 'Käivita kood' nuppu programmeerimisvälja all. `{print}` käsk kuvab teksti ekraanile. - example_code: | - ``` - {print} Hello world! - ``` - 2: - story_text: | - Congratulations! You've reached level 2. Hopefully you've already made some awesome codes! - In the first level you might've notice that the `{echo}` command can only save one bit of information at a time. - For example in the restaurant adventure, you could echo what the costumer wanted to eat, or what they wanted to drink, but not both in one sentence. - - That changes in level 2. In level 2 you'll learn to work with variables, that allow you to save multiple pieces of information and print them in any place you want. - So let's go to the next tab! - example_code: | - **Warning! This code does not work!** - In Hedy commands will change sometimes. `{echo}` for example only works in level 1. In this level you'll learn a better way to echo answers back. - ``` - {print} Welcome at Hedy's - {ask} What would you like to eat? - {echo} So you want - {ask} what would you like to drink? - {echo} So you want - ``` 3: story_text: | Kolmandal tasemel saad sa listi koostada. Sa saad lasta arvutil juhusliku elemendi listist välja valida. Seda saad sa teha kasutades `{at} {random}`. @@ -1376,20 +663,6 @@ adventures: {print} 'SISSETUNGIJA!' {print} 'Sa ei saa seda arvutit kasutada!' ``` - 9: - story_text: | - Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... - Good news! In this level you will be allowed to put an {if} inside an {if}, or inside a {repeat} command. Putting a block of code inside another block of code is called nesting. ``` Putting a block of code inside another block of code is called nesting. - example_code: | - ``` - answer = {ask} 'Are you ready to learn something new?' - {if} answer {is} yes - {print} 'Great! You can learn to use the repeat command in the if command!' - {print} 'Hooray!' - {print} 'Hooray!' - {print} 'Hooray!' - {else} - {print} 'Maybe you should practice some more in the previous level' 10: story_text: |- In this level we learn a new code called `{for}`. With `{for}` you can make a list and use all elements. @@ -1400,10 +673,6 @@ adventures: {for} animal {in} animals {print} 'I love ' animal ``` - 11: - story_text: | - You have reached level 11, you're doing great! In the higher levels, Hedy is focussing more and more on teaching you the programming language Python. - In Python there is no `{repeat}` command, but there is a command that works like {repeat}. Are you curious to find out how to say `{repeat}` in Python language? Quickly go on to find out! 12: story_text: |- **Decimal numbers** @@ -1483,31 +752,13 @@ adventures: We arrived at real Python code! That means we need to use parentheses with {print} and {range} from now on. {print}('My name is ', naam) dice: - name: Dice - default_save_name: Dice - description: Make your own dice levels: 3: - story_text: | - In this level we can choose from a list. With that we can let the computer choose one side of the die. - Take a look at the games you have in your closet at home. - Are there games with a (special) die? You can also copy it with this code. - For example, the dice of the game Earthworms with the numbers 1 to 5 and an earthworm on it. - - ![Die of earthworms with 1 to 5 and an earthworm on it](https://cdn.jsdelivr.net/gh/felienne/hedy@24f19e9ac16c981517e7243120bc714912407eb5/coursedata/img/dobbelsteen.jpeg) example_code: | ``` choices {is} 1, 2, 3, 4, 5, earthworm {print} choices {at} {random} ``` - story_text_2: | - ### Exercise - The dice in the example above are dice for a specific game. Can you make normal dice? - Or other special dice from a different game? - example_code_2: | - ``` - choices {is} _ - ``` 4: story_text: | In this level we can make sentences with the die value in the sentence, with quotes of course. @@ -1564,33 +815,7 @@ adventures: {print} player ' throws ' choices {at} {random} {sleep} ``` - 15: - story_text: | - ### Exercise - In this level you can create a little game in which you'll have to throw 6 as fast as possible. - We have started the code, it's up to you to get the game to work! - - Firstly, add a `{while}` loop that checks if 6 has been thrown or not. - As long as you haven't thrown 6 already, throw the dice on a random number. - Print what the player has thrown. - Add a try to the amount of tries - Wait a second before you throw again, or - in case you've thrown a 6 - before the game ends. - example_code: | - ``` - options = 1, 2, 3, 4, 5, 6 - {print} 'Throw 6 as fast as you can!' - thrown = 0 - tries = 0 - _ - _ - _ - _ - _ - {print} 'Yes! You have thrown 6 in ' tries ' tries.' - ``` dishes: - name: Dishes? - default_save_name: Dishes description: Use the computer to see who does the dishes (Start at level 2) levels: 3: @@ -1613,13 +838,6 @@ adventures: Can you complete the code by filling the blanks? Every blank must be replaced with one word of symbol. Tip: Don't forget the quotation marks! - example_code: | - ``` - people {is} mom, dad, Emma, Sophie - {print} _ the dishes are done by _ - {sleep} - {print} people {at} _ - ``` 5: story_text: | With the `{if}` you can now have more fun with choice in the program. You can have your program respond to the choice that the computer has made. @@ -1633,20 +851,6 @@ adventures: {if} dishwasher {is} Sophie {print} _ too bad I have to do the dishes _ {else} {print} 'luckily no dishes because' _ 'is already washing up' ``` 6: - story_text: | - How often is everyone going to do the dishes? Is that fair? You can count it in this level. - example_code: | - ``` - people = mom, dad, Emma, Sophie - emma_washes = 0 - dishwasher = people {at} {random} - {print} 'The dishwasher is' dishwasher - {if} dishwasher {is} Emma emma_washes = emma_washes + 1 - {print} 'Emma will do the dishes this week' emma_washes 'times' - ``` - - Now you can copy lines 3 to 5 a few times (e.g. 7 times for a whole week) to calculate for a whole week again. - Do you make the code for the whole week? story_text_2: | If you are extremely unlucky the previous program might choose you to to the dishes for the whole week! That's not fair! To create a fairer system you can use the `{remove}` command to remove the chosen person from the list. This way you don't have to do the dishes again untill everybody has had a turn. @@ -1675,22 +879,10 @@ adventures: 10: story_text: | In this level you could make an even better dish washing shedule. - example_code: | - ``` - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - ``` elif_command: - name: '{elif}' - default_save_name: elif description: elif levels: 17: - story_text: | - In this level you can also use a new command: `{elif}`. `{elif}` is a combination of the keywords `{else}` and `{if}` and you need it when you want to make 3 (or more!) options. - Check it out! example_code: | ``` prices = ['1 million dollars', 'an apple pie', 'nothing'] @@ -1704,67 +896,14 @@ adventures: {print} 'Better luck next time..' ``` for_command: - name: '{for}' - default_save_name: for description: for command levels: - 10: - story_text: |- - ## For - In this level we learn a new code called `{for}`. With `{for}` you can make a list and use all elements. - `{for}` creates a block, like `{repeat}` and `{if}` so all lines in the block need to start with 4 spaces. - example_code: | - ``` - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - ``` - story_text_2: | - ### Exercise - Finish this code by adding `{for} action {in} actions` to line 2. - example_code_2: | - ``` - actions = clap your hands, stomp your feet, shout Hurray! - _ - {repeat} 2 {times} - {print} 'If youre happy and you know it, ' action - {sleep} 2 - {print} 'If youre happy and you know it, and you really want to show it' - {print} 'If youre happy and you know it, ' action - {sleep} 3 - ``` 11: story_text: |- In this level, we add a new form of the `{for}`. In earlier levels, we used `{for}` with a list, but we can also use `{for}` with numbers. We do that by adding a variable name, followed by `{in}` `{range}`. We then write the number to start at, `{to}` and the number to end at. Try the example to see what happens! In this level again, you will need to use indentations in lines below the `{for}` statements. - example_code: | - ``` - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - ``` - 17: - story_text: | - Now we are going to change indentation a little bit. Every time that we need an indentation, we need `:` at the line before the indentation. - example_code: | - ``` - {for} i {in} {range} 1 {to} 10: - {print} i - {print} 'Ready or not, here I come!' - ``` - 18: - story_text: | - Lastly, we'll turn `{for} i {in} {range} 1 to 5` into real Python code, like this: - example_code: | - ``` - {for} i {in} {range}(1,5): - {print} (i) - ``` fortune: - name: Fortune teller - default_save_name: Fortune Teller - description: Let Hedy predict the future levels: 1: story_text: | @@ -1806,12 +945,6 @@ adventures: ### Exercises Now, Hedy can only answer yes, no or maybe. Can you give Hedy more answer options, like 'definitely' or '{ask} again'. 4: - story_text: | - ### Exercise - We have removed all the quotation marks from this example code, can you add them in all the right places? - - ### Exercise 2 - Go back to the previous level and copy your fortune teller code. Make the code work in this level by adding quotation marks in the right spots. example_code: | ``` {print} 'Im Hedy the fortune teller!' @@ -1918,27 +1051,8 @@ adventures: {print} fortunes {at} {random} ``` functions: - name: functions - default_save_name: functions - description: functions levels: 12: - story_text: | - In this level you'll learn how to use **functions**. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. - To create a function, use `{define}` and give the function a name. Then put all the lines you want in the function in a indented block under the `{define}` line. - Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use {call} with the function's name to call it up! We don't have to type that block of code again. - - Check out this example code of a game of Twister. The function 'turn' contains a block of code that chooses which limb should go where. - - ### Exercise - Finish this code by setting the 2 variables chosen_limb and chosen_color. - Then, choose how many times you want to call the function to give the twister spinner a spin. - - ### Exercise 2 - Improve your code by adding a variable called 'people'. Use the variable to give all the players their own command in the game. - For example: 'Ahmed, right hand on green' or 'Jessica, left foot on yellow'. example_code: | ``` sides = 'left', 'right' @@ -1975,25 +1089,7 @@ adventures: I dreamed that my Bonnie is dead Can you program this verse in the same way as the example? - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - ``` 14: - story_text: | - In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. - You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - - For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - - ### Exercise - Finish this code. We have already made the variable new_price for you, you only need to set it. - You should finish the line of code by calling the function that calculates the new price. example_code: | ``` {define} calculate_new_price {with} amount, percentage @@ -2007,223 +1103,7 @@ adventures: new_price = _ calculate_new_price {with} old_price, _ {print} 'The new price is ' new_price ' dollar' ``` - 18: - story_text: | - Let's make functions the Pythons way! To define a function, we no longer use: - - `{define} name_function {with} argument_1, argument_2:` - - but we use: - - `{def} name_function(argument_1, argument_2):`. - - - If you don't want to use arguments, you just leave the space between the parantheses empty. - To call a function, we don't need the `{call}` command anymore. You just type the name of the function. - example_code: | - ``` - {def} calculate_score(answer, correct_answer): - {if} answer == correct_answer: - score = 1 - {elif} answer == '?': - score = 0 - {else}: - score = -1 - {return} score - - answer = {input} ('Where can you find the Eiffel Tower?') - correct_answer = 'Paris' - score = calculate_score(answer, correct_answer) - {print} ('Your score is... ', score) - ``` - guess_my_number: - name: Guess my number - default_save_name: guess my number - description: guess my number - levels: - 14: - story_text: | - In this level you can program the game 'Guess my number' - - ### Exercise - Fill in the correct symbols on the blanks to get the game to work. - example_code: | - ``` - {print} 'Guess my number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess _ number - {print} 'Lower!' - {if} guess _ number - {print} 'Higher!' - {if} guess _ number - {print} 'You win!' - game = 'over' - ``` - hangman: - name: Hangman - default_save_name: Hangman - description: Guess the word - levels: - 17: - story_text: | - In this adventure we program a game of hangman. First we make some preparations, then we program the game and in the third part we add a drawing with the turtle. - - ### Exercise - ***Set the variables*** In this game of hangman, Player 1 chooses an answer and Player 2 has to guess the letters in this answer. - To let the computer know all the letters in the word, we will turn the answer into a list of letters. We also do this with the guesses Player 2 makes. - We will start the game with 2 empty lists. We have made an empty list for the variable answer for you. Now make an empty list for guessed_letters as well. - Then we fill in how many mistakes were made. At the start of the game, this should be 0. - The variable `amount_letters` tells us how many letters are in the answer. Ask Player 1 to tell us how many letters their word has. - Lastly we tell the computer if the game is over. We use the variable `game_over` and set it to `False`. - - ***Choosing the answer*** We want Player 1 to be able to choose the answer. We'll ask them, as many times as necessary, what the next letter is. - Then we add that letter to the answer. Lastly, we add an empty _ to the list of guessed letters, so we get as many _s as there are letters in the answer. - - ***Player 2's turn*** - Tell Player 2 its their turn. Then tell Player 2 how many letters there are in the answer. Finally, print the list of `guessed_letters`. - - ***Go to the next tab*** Now that all the starting variables are set, we can start programming the game itself. Check out the next tab to learn how! - example_code: | - ``` - print 'Hangman!' - - # Set the variables - answer = [] - guessed_letters = _ - mistakes_made = _ - amount_letters = {ask} _ - _ = 'False' - - # Choosing the answer - {for} _ - letter = {ask} 'Player 1, what is letter ' i '?' - _ - {add} '_' {to} _ - - # Player 2 turn - print _ - print _ - print guessed_letters - ``` - hangman_2: - name: Hangman 2 - default_save_name: Hangman_2 - description: Hangman 2 - levels: - 17: - story_text: | - Now it's time to program the hangman game. - - ### Exercise - - ***Paste your code*** Copy your code from the previous tab and paste the code in the programming field. - - ***The game*** This games continues playing until Player 2 is game over. Fill in the while command accordingly. Now, Player 2 is allowed to guess a letter, so ask Player 2 to guess a letter. - We need to check if their answer is correct, so check if their `guess` is (somewhere) in the (list) `answer`. Then we let the computer figure out which of the letter(s) is the guess. We have already programmed that part for you. - Next we want to compliment the player for finding a correct letter and we want to print the list `guessed_letters`, so the player can see their progress. - - The next part we're going to program is what happens when the player has guessed all of the letters. So if their list of `guessed_letters` is the same as our list `answer`. - If the lists are the same, congratulate Player 2 with their victory and set the variable `game_over` to `True`. - - Next we'll program what happens when Player 2 guesses wrong (so the `{else}` command). First, tell the player that their guess was wrong. Then increase the `mistakes_made` variable by 1. - - For the last part we'll program what happens when Player 2 has made 10 mistakes. We'll print that Player 1 has won the game. Then we'll print the correct answer. And finally, we'll set our `game_over` variable to `True`, so the game stops. - - ***Go to the next tab*** Amazing work! Your game is playable, but wouldn't it be fun if the hangman was actually drawn when Player 2 makes a mistake..? - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - guess = _ - {if} _ - {for} i {in} {range} 1 {to} amount_letters: - if answer[i] == guess: - guessed_letters[i] = guess - {print} _ - {if} guessed_letters == _: - {print} _ - game_over = _ - {else}: - {print} _ - mistakes_made _ - {if} _ == 10: - {print} _ - {print} _ - _ - ``` - hangman_3: - name: Hangman 3 - default_save_name: Hangman_3 - description: Hangman 3 - levels: - 17: - story_text: | - In a game of hangman the mistakes are shown by drawing a part of the hangman each time a mistake has been made. - We now add those drawings with our turtle! - - ### Exercise - ***Create a function that draws the hangman*** Create a function that draws the hangman in 10 steps. We have already made step 1 for you. - - ***Test the function*** Test the function by calling the function with 10. If you are happy with the function, remove the line that calls the function for now. We will call the function when the player makes a mistake. - - ***Paste your hangman game under your function*** Go back to the previous tab and copy your hangman game. Paste the game underneath your function. - - ***Call the function when the player makes a mistake*** Under the line `mistakes_made = mistakes_made + 1` we will call the function. We want the turtle to take the same amount of steps as the player has made mistakes, so we call the function with `mistakes_made` as argument. - - ***Enjoy your game!*** -
- The hangman could look like this -
- example_code: | - ``` - # Create a function that draws the hangman - {define} draw_hangman {with} step: - {if} step == 1: - {color} white - {forward} -100 - {turn} 90 - {forward} -50 - {color} black - {forward} 100 - {forward} -50 - - {if} step == 2: - _ - # Paste your hangman game here - - ``` - harry_potter: - name: Harry Potter - default_save_name: Harry Potter - description: Harry Potter adventures - levels: - 10: - story_text: | - ### Exercise - We can also make a Harry Potter themed fortune teller. Fill in blanks such that 9 lines are printed. - **Extra** Change the theme of the fortune teller into something else, such as your favorite book, film or tv show. - example_code: | - ``` - houses = Gryffindor, Slytherin, Hufflepuff, Ravenclaw - subjects = potions, defence against the dark arts, charms, transfiguration - fears = Voldemort, spiders, failing your OWL test - names = Harry, Ron, Hermione - _ - _ {print} name ' is placed in ' houses {at} {random} - _ {print} name ' is great at ' subjects {at} {random} - _ {print} name 's greatest fear is ' fears {at} {random} - ``` haunted: - name: Haunted House - default_save_name: Haunted House - description: Escape from the haunted house levels: 1: story_text: | @@ -2231,27 +1111,10 @@ adventures: If you pick the right door you'll survive, but {if} not a terrible monster might... In level 1 we start our haunted house game by making up a scary story and {ask} the player what monster they'll see in the haunted house. - example_code: | - ``` - {print} How did I get here? - {print} I remember my friend telling me to go into the old mansion... - {print} and suddenly everything went black. - {print} But how did I end up on the floor...? - {print} My head hurts like Ive been hit by a baseball bat! - {print} What's that sound? - {print} Oh no! I feel like Im not alone in this house! - {print} I need to get out of here! - {print} There are 3 doors in front of me.. - {ask} Which door should i pick? - {echo} I choose door - {print} ...? - ``` story_text_2: | ### Exercise Can you finish the scary story? Or make up your own haunted house story? 2: - story_text: | - In this haunted house you can choose your monsters with emojis. Of course you could also use words. example_code: | ``` monster_1 {is} 👻 @@ -2263,10 +1126,6 @@ adventures: {print} Oh no! Quickly get to the kitchen. {print} But as you enter monster_3 attacks you! ``` - story_text_2: | - ### Exercise - In the example above the monsters are predetermined. So each time you run your code, the output is the same. - Can you add `{ask}` commands to make the haunted house interactive and have the players choose the monsters they come across? example_code_2: | ``` monster_1 {is} _ @@ -2283,17 +1142,6 @@ adventures: In the previous levels you've made an introduction to your haunted house game, but as you might have noticed the story would always have a dreadful end. In this level you can make your story more interactive by changing the outcome of the game; sometimes you'll get eaten, sometimes you'll escape! Let Hedy decide randomly! - example_code: | - ``` - _ Escape from the haunted house! - _ There are 3 doors in front of you... - _ _ _ Which door do you choose? - _ You picked door ... choice - monsters _ a zombie, a vampire, NOTHING YOUVE ESCAPED - _ You see... - {sleep} - _ _ _ _ - ``` 4: story_text: | In this level you learn how to use quotation marks in your games. @@ -2334,27 +1182,6 @@ adventures: ### Exercise Now it's very hard to win this game, can you make it easier to win? For example by only having 1 wrong door and 2 correct doors instead of 1 correct door and 2 wrong ones? - example_code: | - ``` - {print} 'Escape from the Haunted House!' - player = alive - doors = 1, 2, 3 - monsters = zombie, vampire, giant spider - {repeat} 3 {times} - {if} player {is} alive - correct_door {is} doors {at} {random} - {print} 'There are 3 doors in front of you...' - chosen_door = {ask} 'Which door do you choose?' - {if} chosen_door {is} correct_door - {print} 'No monsters here!' - {else} - {print} 'You are eaten by a ' monsters {at} {random} - player = dead - {else} - {print} 'GAME OVER' - {if} player {is} alive - {print} 'Great! You survived!' - ``` 11: story_text: | In this level we've changed the repeat command and we've added a line to our haunted house that tells the player in which room they are. @@ -2380,252 +1207,39 @@ adventures: {if} player {is} alive {print} 'Great! You survived!' ``` - 14: + if_command: + description: Introducing the if command + levels: + 9: story_text: | - ### Exercise - In this level you can use the `<` and `>` symbol to introduce lives to your game. - Make sure the player loses a life when they come across the wrong monster and that the game stops if you have no lives left. - example_code: | + In this level you can also put an {if} command inside another {if} command. + in_command: + description: Introducing the in command + levels: + 5: + example_code_2: | ``` - {print} 'Escape from the haunted house' - lives = 3 - doors = 1, 2, 3 - monsters = 'the wicked witch', 'a zombie', 'a sleeping 3 headed dog' - {for} i {in} {range} 1 {to} 10 - {if} lives _ - good_door = doors {at} {random} - monster = monsters {at} {random} - chosen_door = {ask} 'Which door do you choose?' - {if} good_door == chosen_door - {print} 'You have chosen the correct door' - {else} - {print} 'You see...' monster - {if} monster == 'a sleeping 3 headed dog' - {print} 'Pffieuw.... Its asleep' - {else} - {print} 'You lose one life' - lives = _ - {else} - {print} 'GAME OVER' - ``` - 16: - story_text: | - ### Exercise - This haunted house game uses the connection between the lists you can use in this level. - For example: all the properties that belong to the zombie are first in all the lists, witch second and vampire third. - Check out the code and fill in `weapons[i]`, `monsters[i]` , `bad_fate[i]`, `good_fate[i]`, `hint[i]` on the correct blanks to get the code to work! - example_code: | - ``` - numbers = [1, 2, 3] - i = numbers[{random}] - hint = ['growling', 'a cackling laugh', 'fluttering batwings'] - monsters = ['zombie', 'witch', 'vampire'] - bad_fate = ['Your brain is eaten', 'You are forever cursed', 'You are bitten'] - good_fate = ['You throw the ham. The zombie is distracted and starts eating it.', 'You set the curtains on fire. The witch flees out of fear for the fire', 'The vampire hates garlic and flees'] - weapons = ['ham', 'lighter', 'garlic'] - {print} 'You are standing in front of an old mansion' - {print} 'Something is not right here' - {print} 'You hear ' _ - {print} 'You are going to explore it' - {print} 'You enter the kitchen and see a lighter, a raw ham and a garlic.' - your_weapon = {ask} 'What do you bring with you?' - {print} 'With your ' your_weapon ' you enter the living room' - {print} 'There you find a ' _ - needed_weapon = _ - {if} your_weapon == needed_weapon - {print} 'You use your ' your_weapon - {print} _ - {print} 'YOU WIN!' - {else} - {print} 'You have chosen the wrong weapon...' - {print} _ - {print} 'GAME OVER' - ``` - hotel: - name: hotel - default_save_name: hotel - description: hotel - levels: - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, and you've learned how to combine it with an {ask}. - You might have wondered why you would use functions, because the functions in the example were only one line of code. - Now we will show you what a bigger function looks like and we will use multiple agruments now as well. You'll see how much better it is to use a function once the function gets bigger. - Here is an example of a function with arguments combined with {ask} commands. - example_code: | - ``` - {define} welcome_message {with} title, last_name, country, room_number - {print} 'Welcome to Hotel Hedy, ' title ' ' last_name - nice_trip {is} {ask} 'Did you have a nice trip from, ' country '?' - {if} nice_trip {is} 'yes' - {print} 'Lovely!' - {else} - {print} 'Sorry to hear that.' - {print} 'Hopefully you can take a nice rest in you room.' - {print} 'Your room number is ' room_number - - {print} 'Hello. Please fill in your information to check in.' - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - ``` - - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - if_command: - name: '{if} & {else}' - default_save_name: if_command - description: Introducing the if command - levels: - 5: - story_text: | - ## If... else.... - In level 5 there is something new, the `{if}`! With the `{if}` you can choose between two different options. - This code prints nice if you enter Hedy as a name, and boo! if you enter something else. - `{ask}` and `{print}` still work like they did in level 4. - example_code: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' {else} {print} 'boo!' - ``` - story_text_2: | - Sometimes code with an `{if}` gets really long and does not fit on the line well.
You may also divide the code over two lines, starting the second line at the `{else}` like this: - example_code_2: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - ``` - story_text_3: | - ### Exercise - Try to create your own code with `{if}` and `{else}`. You can use the example code if you want. - example_code_3: | - ``` - answer {is} {ask} '2 + 2 = ?' - _ _ _ 4 _ 'Great job!' - _ _ 'No 2 + 2 = 4' - ``` - 8: - story_text: | - ## If... Else... - You have learned to repeat a block of lines of code after a `{repeat}` command. - Now you can also use indentation to make blocks after a {if} or {else} command. - Check out the example code. - - ### Exercise - Add an {else} command to the example code. Make a block of line using indentation. You do this by starting each line with 4 spaces. - example_code: | - ``` - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {print} 'You can play on your computer!' - ``` - 9: - story_text: | - In this level you can also put an {if} command inside another {if} command. - example_code: | - ``` - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - ``` - in_command: - name: '{in}' - default_save_name: in_command - description: Introducing the in command - levels: - 5: - story_text: | - ## Lists - When we want to check if something is in a list, we can now use the `{in}` command. - This code prints pretty! if you choose green or yellow, and meh otherwise. - example_code: | - ``` - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - ``` - story_text_2: | - ### Exercise - Finish the example code by filling in the blanks with commands that you've learned. - When you've finished the code, try to create a code of your own and use a question that you've thought of yourself. - example_code_2: | - ``` - animals is dog, cow, sheep - answer is ask 'What is your favorite animal?' - _ answer _ animals _ 'Mine too!' - _ _ 'My favorite animals are dogs, cows and sheep' + animals is dog, cow, sheep + answer is ask 'What is your favorite animal?' + _ answer _ animals _ 'Mine too!' + _ _ 'My favorite animals are dogs, cows and sheep' ``` is_command: - name: '{is}' - default_save_name: is_command description: introducing is command levels: 2: - story_text: | - ## Variables - You can name a word with `{is}`. This is called a **variable**. In this example we made a variable called name and a variable called age. You can use the word name anywhere in your code and it will be replaced by Hedy, like this: - example_code: | - ``` - name {is} Hedy - age {is} 15 - {print} name is age years old - ``` story_text_2: | ### Exercise Time to make your own variables! In the example code we made an example of the variable `favorite_animal`. In line 1 the variable is set, and in line 2 we haved used the variable in a print command. Firstly, finish our example by filling in your favorite animal on the blank. Then make at least 3 of these codes yourself. Pick a variable, and set the variable with the {is} command. Then use it with a {print} command, just like we did. - example_code_2: | - ``` - favorite_animal {is} _ - {print} I like favorite_animal - ``` - 6: - story_text: | - We also make a change in storing a word in a variable! You may now use `=` instead of `{is}` when we store a name or a number in a variable, like this: - example_code: | - ``` - name = Hedy - answer = 20 + 4 - ``` 14: - story_text: | - We are going to learn more new items. You might know them already from mathematics, the `<` and `>`. - The `<` checks if the first number is smaller than the second, for example age `<` 12 checks if age is smaller than 12. - If you want to check if the first number is smaller or equal to the second, you can use `<=`, for example age `<=` 11. - The `>` checks if the first number is bigger than the second, for example points `>` 10 checks if points is larger than 10. - If you want to check if the first number is bigger or equal to the second, you can use `>=`, for example points `>=` 11. - You use these comparisons in an `{if}`, like this: example_code: | ``` age = {ask} 'How old are you?' {if} age > 12 {print} 'You are older than I am!' ``` - story_text_2: | - From this level on, if you want to compare exactly, you can use two equal signs. This is what most programming languages do: - example_code_2: | - ``` - name = {ask} 'What is your name?' - {if} name == 'Hedy' - {print} 'You are cool!' - ``` - story_text_3: | - You can also compare if something is *not* equal to something else using `!=` like this: example_code_3: | ``` name = {ask} 'What is your name?' @@ -2638,56 +1252,13 @@ adventures: {else} {print} 'You are older than me!' language: - name: Language - default_save_name: Language - description: Practice words in a foreign language levels: 5: story_text: | Make your own program to practice your vocabulary in a new language. - example_code: | - ``` - {print} 'Learn French!' - cat {is} {ask} '🐱' - {if} cat {is} chat {print} 'Terrific!' - {else} {print} 'No, cat is chat' - frog {is} {ask} '🐸' - {if} frog {is} grenouille {print} 'Super!' - {else} {print} 'No, frog is grenouille' - ``` - 16: - story_text: | - ### Exercise - Take a look at the example code. This is a program to practise French vocabulary. Now make your own program to practice your vocabulary in a new language. - If you don't know any other languages, you can use Google translate or you can use emojis and your native language. - example_code: | - ``` - french_words = ['bonjour', 'ordinateur', 'pomme de terre'] - translation = ['hello', 'computer', 'potato'] - score = 0 - {for} i {in} {range} 1 {to} 3 - answer = {ask} 'What does ' french_words[i] ' mean?' - correct = translation[i] - {if} answer == correct - {print} 'Correct!' - score = score + 1 - {else} - {print} 'Wrong, ' french_words[i] ' means ' translation[i] - {print} 'You gave ' score ' correct answers.' - ``` maths: - name: maths - default_save_name: maths - description: Introducing maths levels: 6: - story_text: | - In this level you learn something new: you can now also calculate. - - The plus is easy, you write it like with math: `5 + 5` for example. The minus also works fine, it is `5 - 5`. - - The times is a bit different, because there is no times symbol on your keyboard. Just search, there really isn't! - That is why we multiply with the asterisk above 8: `5 * 5`. Read that as "5 times 5" that helps you remember it best. example_code: | ``` {print} '5 plus 5 is ' 5 + 5 @@ -2695,17 +1266,6 @@ adventures: {print} '5 times 5 is ' 5 * 5 ``` 12: - story_text: |- - **Decimal numbers** - So far, Hedy did not allow for decimal numbers like 1.5, but now we do allow that. Note that computers use the `.` for decimal numbers. - example_code: | - ``` - {print} 'Two and a half plus two and a half is...' - {print} 2.5 + 2.5 - ``` - story_text_2: |- - **Maths with words** - In this level you can also do addition with words like this: example_code_2: | ``` a = 'Hello ' @@ -2715,414 +1275,15 @@ adventures: {print} 2.5 + 2.5 music: - name: music - default_save_name: music - description: Play a tune! levels: - 1: - story_text: |- - In this level you'll learn how to use the `{play}` command to play a tune! - - Type `{play}` followed by the note you want to play. The scale goes C-D-E-F-G-A-B. - As you can see there are 7 different letters, but we can play more than just 7 notes. - Type a number between 1 and 10 behind the letter to choose the scale, for example after B4 comes C5. - C1 is the lowest note you can play, C10 is the highest. - - ### Exercise - Try out the example code and then play around with it! Can you create your own melody? - In the next level you'll learn how to play some existing songs. - example_code: |- - ``` - {play} C4 - {play} D4 - {play} E4 - {play} F4 - {play} G4 - {play} A4 - {play} B4 - {play} C5 - ``` - 2: - story_text: | - ### Exercise - Finish the songs! We have started the codes for some melodies. - example_code: | - ``` - {print} Old Mac Donald had a farm - {play} C5 - {play} C5 - {play} C5 - {play} G4 - {play} A4 - {play} A4 - {play} G4 - ``` - story_text_2: As you can see, you can also use the `{sleep}` command to add a little pause in the song. - example_code_2: | - ``` - {print} Twinkle Twinkle Little Star - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} 1 - {play} F - {play} F - ``` - 3: - story_text: | - Create a random melody! - - ### Exercise - The example code creates a random melody, but it's very short and not many notes are used. - Add more notes to the list and create a longer melody by copying the last line a couple more times. - example_code: | - ``` - notes {is} A4, B4, C4 - {play} notes {at} {random} - {play} notes {at} {random} - {play} notes {at} {random} - ``` - 4: - story_text: | - Use the `{clear}` command to create a karaoke machine! - - ### Exercise - Finish the karaoke version of 'Mary had a little lamb'. - Then, create a karaoke version of any song you'd like! - example_code: | - ``` - {print} 'Mary had a little lamb' - {play} E - {play} D - {play} C - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Little lamb, little lamb' - {play} D - {play} D - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Mary had a little lamb' - {play} E - ``` - 5: - story_text: | - You don't always have to use the `{play}` command to play a whole song, sometimes you just want to play one note. - For example, if you want to make a quiz, you can play a happy high note if the answer is right and a sad low note if the answer is wrong. - - ### Exercise - Finish the first question by adding a line of code that plays a C3 note if the wrong answer is given. - Then think of 3 more questions to add to this quiz. - example_code: | - ``` - answer {is} {ask} 'What is the capital of Zimbabwe?' - {if} answer {is} Harare {play} C6 - _ - ``` 6: story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\n This calls for musical maths! Try out the example code a couple of times with different starting numbers. \nThen, see if you can compose a song using the numbers.\n" - example_code: | - ``` - number = {ask} 'Say a starting number between 1 and 67' - {print} number - {play} number - number = number + 1 - {print} number - {play} number - number = number + 1 - {print} number - {play} number - ``` - 7: - story_text: | - Using the `{repeat}` command can make your codes for melodies a lot shorter! - - ### Exercise - Finish the code for Twinkle Twinkle Little Star by using the `{repeat}`command. - Then go back to the songs you've made in the previous levels. Can you shorten those codes too? - example_code: | - ``` - {print} 'Twinkle Twinkle Little Star' - {repeat} 2 {times} {play} C4 - {repeat} 2 {times} {play} G4 - _ - ``` - 8: - story_text: | - Now that we can use the `{repeat}` command for multiple lines, we can make songs even more easily! - - ### Exercise - Finish the song of Brother John (Frère Jacques). Don't forget to use `{repeat}`! - example_code: | - ``` - {print} 'Brother John' - {repeat} 2 {times} - {play} C - {play} D - {play} E - {play} C - {repeat} 2 {times} - {play} E - {play} F - {play} G - {sleep} 1 - ``` - 9: - story_text: | - From this level on you can - among other things - use a {repeat} command inside a {repeat} command. - That makes songs like 'Happy birthday' even shorter! - - ### Exercise - Finish the song! - example_code: | - ``` - first_time = yes - {repeat} 2 {times} - {repeat} 2 {times} - {play} C - {play} D - {play} C - {if} first_time {is} yes - {play} F - {play} E - first_time {is} no - {else} - _ - ``` - 12: - story_text: | - Use functions in your songs! As you can see in the example code, you can make a function for each line of Twinkle Twinkle Little Star. Once you've programmed the first three lines, all you have to do is call the functions in the order you want them played in. - - ### Exercise - Finish the song of Twinkle Twinkle Little Star. - Then look back at all the songs you've programmed in the levels before, can you make those codes better and shorter using functions too? - example_code: | - ``` - {define} first_line - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} - - {define} second_line - {play} F - {play} F - {play} E - {play} E - {play} D - {play} D - {play} C - {sleep} - - {define} third_line - {play} G - {play} G - {play} F - {play} F - {play} E - {play} E - {play} D - {sleep} - - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - ``` - 13: - story_text: | - You can use a function with an argument for songs that have line that are almost the same, but slightly different each time. - One example is the song 'Yankee Doodle'. The first 4 notes of the first lines are the same, but each time they are followed by a different couple of notes. - - ### Exercise - Can you finish the song of Yankee Doodle? - Can you think of another song to program this way? - example_code: | - ``` - {print} 'Yankee Doodle' - {define} _ {with} note_1, note_2, note_3 - {play} C4 - {play} C4 - {play} D4 - {play} E4 - {play} _ - {play} _ - {play} _ - - {call} line_1 {with} 29, 31, 30 - {call} line_1 {with} 29, 28, 0 - {call} line_1 {with} 32, 31, 30 - - {play} C4 - {play} B3 - {play} G3 - {play} A3 - {play} B3 - {play} C4 - {play} C4 - ``` - 14: - story_text: | - You can program music for fun, but you can also use the musical notes to make something useful like a fire alarm! - - ### Exercise - Make sure the fire alarm rings when there is a fire! - example_code: | - ``` - {define} fire_alarm - {print} 'FIRE!' - note = 40 - {for} i {in} {range} 1 {to} 100 - {if} note _ 50 - note = note + 5 - {play} _ - {else} - note = 40 - - fire = {ask} 'Is there a fire?' - {if} fire _ 'yes' - {call} fire_alarm - ``` - 15: - story_text: | - **Warning** This adventure can become extremely annoying! - We can also use the {while} command to repeat a song forever. - - ### Exercise - Finish the never-ending song. - example_code: | - ``` - {define} song - {play} _ - - yes_or_no = {ask} 'Do you want to hear my never-ending song?' - {while} yes_or_no = 'yes' - {call} song - {print} '🥳' - ``` - 16: - story_text: | - Upgrade your Old MacDonald code! - - ### Exercise - Take your code from the 'Sing a Song' adventure and add musical notes to it! - You can make a function for each line in the song and call that function after the line is printed. - We defined the first line for you and called it in the code. Can you finish the whole song? - example_code: | - ``` - {define} line_1 - {for} i {in} {range} 1 {to} 3 - {play} G - {play} D - {for} i {in} {range} 1 {to} 2 - {play} E - {play} D - - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - for i in range 1 to 3 - animal = animals[i] - sound = sounds[i] - print 'Old MacDonald had a farm' - call line_1 - print 'E I E I O!' - _ - ``` - 17: - story_text: | - You can use the {elif} to create different options. - - ### Exercise - Firstly, add colons to get the code to work. - Then finish this code by adding at least 2 other songs for other moods. For example a happy song and an angry song. - example_code: | - ``` - {define} scary_song - {for} i {in} {range} 1 {to} 3 - {play} G - {play} E - {sleep} 2 - {for} i {in} {range} 1 {to} 3 - {play} F - {play} D - - mood = {ask} 'Which emotion are you feeling?' - {if} mood {is} 'fear' - {call} scary_song - {elif} _ - ``` - 18: - story_text: | - ### Exercise - Even in this last level of Hedy we can make some music! Be careful of all the syntax that is needed now. - Take a good look at how the functions are defined and called upon in the example code. - Finish the song! - example_code: | - ``` - {def} line_1(): - {for} i {in} {range}(1, 5): - {play} A - {play} D - {play} F - {play} A - - {def} line_2(): - {for} i {in} {range}(1, 5): - {play} G - {play} C - {play} E - {play} G - - {def} line_3(): - _ - - {print} ('The drunken sailor') - {print} ('What shall we do with the drunken sailor?') - line_1() - line_2() - line_3() - {print} ('Early in the morning') - ``` parrot: - name: Parrot - default_save_name: Parrot - description: Create your own online pet parrot that will copy you! levels: 1: - story_text: | - Create your own online pet parrot that will copy you! - example_code: | - ``` - {print} Im Hedy the parrot - {ask} whats your name? - {echo} - {echo} - ``` story_text_2: | ### Exercise Can you make the parrot ask a different question? Fill in the blanks in the example! - example_code_2: | - ``` - {print} Im Hedy the parrot - {ask} _ - {echo} - {echo} 2: story_text: | Create your own online pet parrot that will copy you! @@ -3146,15 +1307,6 @@ adventures: story_text: | In this level we have to use quotation marks with the commands `{ask}` and `{print}`. Can you complete the code by adding quotation marks? - example_code: | - ``` - words {is} squawk, Hedy - {print} _ Train your parrot! _ - new_word {is} {ask} _ Which word do you want to teach them? _ - {add} new_word {to_list} words - {print} _ 🧒 Say _ new_word _, Hedy!_ - {print} _ 🦜 _ words {at} {random} - ``` 5: story_text: | Premeeri oma papagoid, {if} ta ütleb õige sõna! @@ -3171,9 +1323,6 @@ adventures: {else} {print} '🧒 No, Hedy! Say ' new_word ``` piggybank: - name: Piggy Bank - default_save_name: Piggy Bank - description: Count your pocketmoney! levels: 12: story_text: | @@ -3190,10 +1339,6 @@ adventures: {print} 'You can buy a ' wish ' in ' weeks ' weeks.' ``` 14: - story_text: | - ### Exercise - In this level you can let Hedy tell you if you have saved up enough money! - Finish this code by filling in the blanks! example_code: | ``` _ calculate_budget with wish, money, allowance @@ -3213,45 +1358,7 @@ adventures: {call} calculate_budget with _, _, _ ``` pressit: - name: Key presses - default_save_name: Pressed - description: Try linking a keyboard key to a command! levels: - 5: - story_text: | - In this level there is another new keyword: `{pressed}`! - With `{pressed}` you can use keys on your keyboard to control what lines are used. - - ### Exercise - Look at the example and add one more line of code that reacts to a key press. - example_code: | - ``` - {print} 'Do you want a good (g) or bad (b) ending?' - {if} g {is} {pressed} {print} 'They lived happily ever after ❤' - {else} {print} 'The prince was eaten by a hippopotamus 😭' - ``` - story_text_2: | - You can also link turtle commands to keys. - - ### Exercise - Copy the lines a few times so you can create a larger drawing. - example_code_2: | - ``` - {if} y {is} {pressed} {forward} 15 - {else} {turn} 90 - ``` - 7: - story_text: | - Now that you have learned about `{repeat}`, we can press keys multiple times. - You can use it to make the turtle walk forward and turn. - - ### Exercise - The code you have seen in level 5 only checks the key once. Copy the example code and add a `{repeat}` to it, so that you can press the keys many times. - Use this code to draw something nice. - example_code: | - ``` - {if} x {is} {pressed} {forward} 15 {else} {turn} 90 - ``` 9: story_text: | Now that you know how to combine statements, you can create a touch type tool with `{pressed}`. @@ -3259,54 +1366,9 @@ adventures: ### Exercise Finish the code. Each time a random letter should be chosen, which you have to press. You get a point for a correct press, and and two points deduction for a wrong press. **(extra)** Clear the screen after each letter, and show the user how many points they have scored. - example_code: | - ``` - points = 0 - letters = a, b, c, d, e - {repeat} 10 {times} - letter = _ _ _ - {print} 'Press the letter ' letter - {if} letter {is} {pressed} - _ - _ - _ - ``` print_command: - name: '{print}' - default_save_name: print - description: Introduction print command levels: - 1: - story_text: | - ## The print command - You can print text to the screen using the `{print}` command. - example_code: | - ``` - {print} Hi there, programmer! - {print} Welcome to Hedy! - ``` - story_text_2: | - ### Exercise - In Hedy you will find exercises in every adventure. An exercise allows you to practise the new commands and concepts, and lets you give your own twist to the example codes. - In this exercise you will see a pink blank space. You have to fill something in the place of the blank space before the code can be run. - - Fill in the `{print}` command in the blank space and then add five more lines of code. Each line has to start with a `{print}` command. - Have fun! - example_code_2: | - ``` - _ Hello! - ``` 18: - story_text: |- - We arrived at real Python code! That means we need to use parentheses with `{print}` and `{range}` from now on. - It also means you can use Hedy code from this level in any Python environment as long as you use the English commands. If you haven't until now, you can switch the toggle in the commands menu to do so. - example_code: | - ``` - {print}('Hello!') - {for} i {in} {range}(1, 10): - {print}('This is line ', i) - ``` - story_text_2: If you want to print more than one item, you need to separate them by commas. example_code_2: | ``` temperature = 25 @@ -3314,184 +1376,22 @@ adventures: ``` {print}('My name is ', name) - quizmaster: - name: Quizmaster - default_save_name: Quizmaster - description: Make your own quiz! - levels: - 14: - story_text: | - ### Exercise - In this adventure you can make your own quiz! Fill in the blanks, add more questions and enjoy your own quiz! - You can make a quiz about anything you like: your hobby, your favorite animal, your favorite book or anything at all! - example_code: | - ``` - {print} 'Make your own quiz' - points_a = 0 - points_b = 0 - {print} 'Question' - {print} 'Answer option A' - {print} 'Answer option B' - answer = {ask} 'Which answer?' - {if} answer == 'A' - points_a = points_a + 1 - {if} answer == 'B' - points_b = points_b + 1 - {print} 'End of the quiz!' - {print} 'Lets see the results!' - {if} points_a > points_b - {print} 'You belong to the A club' - {if} points_b > points_a - {print} 'You belong to the B club' - ``` - quotation_marks: - name: '''quotation marks''' - default_save_name: quotation_marks - description: Introduction quotation marks - levels: - 4: - story_text: | - ## 'Quotation marks' - In level 4 `{ask}` and `{print}` have changed. - You must put text that you want to print between quotation marks. - This is useful, because now you can print all the words you want. Also the words you used to store something with `{is}`. - Most programming languages also use quotation marks when printing, so we are also getting a step closer to real programming! - example_code: | - ``` - {print} 'You need to use quotation marks from now on!' - answer {is} {ask} 'What do we need to use from now on?' - {print} 'We need to use ' answer - ``` - story_text_2: | - ## Contractions - Important! Mind that now that we're using quotation marks, Hedy will get confused when you use the apostrophe for contractions like I'm or What's. - Make sure to remove those apostrophes and change the spelling to I am or What is. - Check out the example code to see the wrong way of using apostrophes. - example_code_2: | - ``` - _ This is the wrong way of using apostrophes _ - {print} 'I'm babysitting my sister's kids' - {print} 'What's more fun than that?' - ``` - 12: - story_text: | - **All texts need to be in quotation marks** - For this level on you will also have to use quotation marks when storing a text with `=`: - example_code: | - ``` - name = 'Hedy the Robot' - {print} 'Hello ' name - ``` - story_text_2: | - **All items in lists need quotation marks too** - Lists are texts, so they need quotation marks too. Mind that each single item on the list has quotation marks. - This allows you to save two words as 1 item on the list, for example 'Black Widow'. - example_code_2: | - ``` - superheroes = 'Spiderman', 'Batman', 'Black Widow' - {print} superheroes {at} {random} - ``` - story_text_3: | - **All text after `{if}` comparisons need quotation marks too** - example_code_3: | - ``` - name = {ask} 'What is your name?' - {if} name = 'Hedy the Robot' - {print} 'Hi there!' - ``` - story_text_4: | - **Numbers don't need quotation marks** - For numbers, you do not use quotation marks in the `=`: - example_code_4: | - ``` - score = 25 - {print} 'You got ' score - ``` random_command: - name: '{random}' - default_save_name: random_command - description: introducing at random command levels: - 3: - story_text: | - ## At random - In this level you can make a list using the `{is}` command. You can let the computer choose a random item from that list. You do that with `{at} {random}`. - example_code: | - ``` - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - ``` - story_text_2: | - You can use the `{at} {random}` command in a sentence as well. - example_code_2: | - ``` - food {is} sandwich, slice of pizza, salad, burrito - {print} I am going to have a food {at} {random} for lunch. - ``` - story_text_3: | - ### Exercise - Try out the `{at} {random}` command by making your own gameshow (like the ones on tv) where you choose a door or suitcase and it contains a big price! - Can you do it? We have already put the first lines into the example code. - example_code_3: | - ``` - {print} The big gameshow! - {print} There are 3 suitcases in front of you... - chosen {is} {ask} Which suitcase do you choose? - prices {is} _ - _ - ``` 16: story_text: |- We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. For example: `friends[1]` is the first name on the list of friends, as you can see in the first part of the example code. The second part of the example code shows you that we can also match 2 lists using the variable i. - example_code: | - ``` - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - ``` - story_text_2: |- - Now that you've learned to use the brackets in lists, you can also start using the {at} {random} command in the Python way! - You simply type the name of your list with `[random]` behind it! - example_code_2: |- - ``` - fruit = ['apple', 'banana', 'cherry'] - {print} fruit[random] - ``` repeat_command: - name: '{repeat}' - default_save_name: repeat_command description: repeat command levels: 7: story_text: | - ## Repeat! Repeat! Repeat! - Level 7 adds the `{repeat}` command. `{repeat}` can be used to execute one line of code multiple times. Like this: - - ### Exercise - Play around with the repeat command. Can you make the happy birthday song in only 3 lines of code instead of 4 now? - example_code: | - ``` - {repeat} 3 {times} {print} 'Hedy is fun!' - ``` - 8: - story_text: | - ### Repeat commands and indentation - In this level you can repeat multiple lines of code with only 1 repeat command. - You do this by making a block of lines that you want to repeat. - The lines in this block will need **indentation** . - That means putting four spaces at the beginning of each line. You will also have to indent when you just want to create a block of one line. - example_code: | - ``` - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This is all repeated 5 times' - ``` + ## Repeat! Repeat! Repeat! + Level 7 adds the `{repeat}` command. `{repeat}` can be used to execute one line of code multiple times. Like this: + + ### Exercise + Play around with the repeat command. Can you make the happy birthday song in only 3 lines of code instead of 4 now? 9: story_text: | Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... @@ -3507,66 +1407,18 @@ adventures: {else} {print} 'Maybe you should practice some more in the previous level' repeat_command_2: - name: '{repeat} 2' - default_save_name: repeat_command_2 description: repeat command 2 levels: 7: - story_text: | - ## Repeat with other commands and with variables - You have practiced the `{repeat}` command in combination with the `{print}` command now, but did you know you could also use other commands with `{repeat}` ? - In this example code you can see that `{repeat}` can also be used with an `{ask}`, `{if}` or `{else}` command. - example_code: | - ``` - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - ``` story_text_2: | Another interesting thing you can so with the `{repeat}` command is using variables to set the amount of times something should be repeated. In the example code you can see that we first ask the person how old they are. Then, in line 3, the question is repeated 'age' times. So we have used the variable 'age' with the `{repeat}` command. - example_code_2: | - ``` - {print} 'Yay! It is your birthday!' - age = {ask} 'How old are you now?' - {repeat} age {times} {print} 'Hip Hip Hurray!' - ``` - 8: - story_text: | - ### In the block or not? - In this level you have to think carefully which lines of code should be in the block and which shouldn't. - For example: If you want to sing the song *the muffin man*. You only want the line with 'the muffin man' to be repeated twice. - This means the last line shouldn't start with indentation as it doesn't belong to the block. - If you do start the last line with indentation the song will turn out wrong. - - ### Exercise - Each line in the example code starts with a blank. Remove the blanks and try to figure out which line need indentation and which don't to make the muffin man song. - example_code: | - ``` - _ {print} 'Do you know the muffin man?' - _ {repeat} 2 {times} - _ {print} 'The muffin man' - _ {print} 'Do you know the muffin man, who lives on Drury Lane?' - ``` restaurant: - name: Restaurant - default_save_name: Restaurant - description: Create your own virtual restaurant levels: 1: - story_text: | - In level 1 you can make your own virtual restaurant and take your guests' orders. story_text_2: | ### Exercise Can you think of more lines to add to your restaurant code? For example, can you {ask} the guests what they'd like to drink, tell them the price, or wish them a pleasant meal? - example_code_2: | - ``` - {print} Welcome to Hedy's restaurant 🍟 - _ What would you like to order? - {echo} So you would like to order - {print} Thank you for your order! - {print} It's on its way! - ``` 2: story_text: | In level 2 you could expand your restaurant by using variables. In level 1 Hedy could only {echo} the order once and only remember the last thing that was ordered. @@ -3587,10 +1439,6 @@ adventures: ### Exercise Can you make this code more elaborate? For example by adding drinks to the order? Or...? 3: - story_text: | - Having trouble to decide what you wanna have for dinner? You can let Hedy choose for you! - Simply add lists of your favorite (or least favorite) meals and Hedy can randomly choose your dinner. - You can also have a bit of fun, by letting Hedy choose the price for your dinner as well! What will you get? example_code: | ``` {print} Welcome to Hedy's Random Restaurant! @@ -3625,19 +1473,6 @@ adventures: ### Exercise 2 Go back to the previous level and copy your restaurant code. Make the code work in this level by adding quotation marks in the right spots and add some `{clear}` commands. - example_code: | - ``` - _ Add the quotation marks to this code _ - {print} Welcome to Restaurant Chez Hedy! - {print} Today we are serving pizza or lasagna. - food {is} {ask} What would you like to eat? - {print} Great choice! The food is my favorite! - topping {is} {ask} Would you like meat or veggies on that? - {print} food with topping is on its way! - drinks {is} {ask} What would you like to drink with that? - {print} Thank you for your order. - {print} Your food and drinks will be right there! - ``` 5: story_text: | In this level the {if} command allows you to {ask} your customers questions and give different responses to the answers. @@ -3687,24 +1522,6 @@ adventures: {repeat} people times food = {ask} 'What would you like to eat?' {print} 'Thanks for your order! Its coming right up!' ``` - 8: - story_text: | - In this level you can make your virtual restaurant more elaborate by repeating multiple lines of code. Like this: - - ### Exercise - This code can be expanded with more items on the menu, for example offering drinks, and/or multiple courses or desserts. Add at least one more item. - **Extra** Add even more items, as many options as you like! - example_code: | - ``` - {print} 'Welcome to Restaurant Chez Hedy!' - people = {ask} 'How many people will be joining us today?' - {print} 'Great!' - {repeat} people {times} - food = {ask} 'What would you like to order?' - {print} food - {print} 'Thank you for ordering!' - {print} 'Enjoy your meal!' - ``` 9: story_text: | In this level you can use nesting to make your restaurant more realistic and more fun! @@ -3804,48 +1621,9 @@ adventures: price = price - 3 {print} 'That will be ' price ' dollars' ``` - 15: - story_text: | - With the `{while}` you can make sure your costumers can keep adding orders until they are done. - - ### Exercise - Correctly add the `{while}` command to this code. - example_code: | - ``` - {print} 'Welcome at McHedy' - more = 'yes' - _ - order = {ask} 'What would you like to order?' - {print} order - more = {ask} 'Would you like to order anything else?' - {print} 'Thank you!' - ``` rock: - name: Rock, paper, scissors default_save_name: Rock - description: Make your own rock, paper, scissors game levels: - 1: - story_text: | - In level 1 you can start with a rock, paper, scissors game. - - With `{ask}` you can make a choice, and with `{echo}` you can repeat that choice. - example_code: | - ``` - {print} what do you choose? - {ask} choose from rock, paper or scissors - {echo} so your choice was: - ``` - story_text_2: | - ### Exercise - Instead of using words, you could also use emojis: ✊✋✌ - Can you create a code using emojis? - example_code_2: | - ``` - {print} what do you choose? - {ask} choose from _ - {echo} so your choice was: - ``` 2: story_text: | In this level you can practise using the variables, so that you can make the rock, paper, scissors game in the next level! @@ -3855,16 +1633,6 @@ adventures: {print} I choose choice ``` 3: - story_text: | - You can use the `{at} {random}` command to let the computer pick rock, paper or scissors! - - ### Exercise - Finish the code by using the `{at} {random}` command. - example_code: | - ``` - choices {is} rock, paper, scissors - {print} choices _ - ``` story_text_2: | ### Exercise Now you only have one player, so can you add a second player? @@ -3875,16 +1643,6 @@ adventures: {print} player 1 chooses... choices {at} {random} {print} player 2 _ ``` - 4: - story_text: | - In this level we can further program rock, paper, scissors. But if you want to add text, you have to use quotation marks here too. - ### Exercise - Fill in quotation marks on the blanks. Mind that the variable `choices` should be outside the quotes. - example_code: | - ``` - choices {is} rock, paper, scissors - {print} _The computer chooses..._ choices {at} {random} - ``` 5: story_text: | In this level we can determine who won. @@ -3951,9 +1709,6 @@ adventures: {print} 'The computer wins!' ``` 15: - story_text: | - ### Exercise - Play until you beat the computer! But first, finish the example code... example_code: | ``` won = 'no' @@ -3972,9 +1727,6 @@ adventures: won = 'yes' ``` rock_2: - name: Rock, paper, scissors 2 - default_save_name: rock_2 - description: Part 2 of rock, paper, scissors levels: 2: story_text: | @@ -3988,9 +1740,6 @@ adventures: {print} I choose choice ``` secret: - name: SuperSpy - default_save_name: SuperSpy - description: Make your own spy code levels: 12: story_text: | @@ -4013,164 +1762,14 @@ adventures: 13: story_text: | The code you made in the previous level can be made a lot easier in this one with the `{and}` command. - example_code: | - ``` - name = {ask} 'What is your name?' - password = {ask} 'What is your password?' - {if} name {is} 'Agent007' _ password {is} 'TOPSECRET' - {print} 'Go to the airport at 02.00' - {else} - {print} 'Go to the trainstation at 10.00' - ``` - simon: - name: Simon Says - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - Let's make a game of Simon Says! Simon Says is a memory game in which the player will be given a color. They have to repeat that color back. - If they get it right a color is added to the sequence, so they now have to remember 2 colors, then 3, then 4 etc. the game stops as soon as the player makes a mistake. - - ### Exercise - In this first part of the Simon Says adventure, we'll let the computer pick a random color and add it to a list. - - ***Make 2 lists*** First, make a list called `colors` and fill it with the colors red, yellow, green and blue. - Then make a list called `simon_sequence`. This list will be used as the answer. - At the start of the game this lists need to be empty. unfortunately, we can't create an empty list (yet), so we'll fill it with the words 'empty' and 'list' and we'll remove them from the list immediately. - - ***Create a function that adds a color to the sequence*** Now that we have an empty list called simon_sequence, we can start filling it with random colors. - We do that with a function, so we can call it everytime there's a new level in our game. Create a function called `add_random_color`. - Then create the variable random_color and set it to a random color. Next, add this random color to the simon_sequence. - - ***Create a function that shows the simon_sequence*** Start by naming the new function `show_simon_sequence` with `level` as an argument. Now we want to show as many colors as the level we are in (in level 1 you see 1 color, in level 2 you see 2 colors etc). - So we repeat `level` times, to print the `simon_sequence[i]`. Each time a color is shown, wait for 1 second and then clear the screen. - - ***Test your program*** Before you go to the next level, test if the functions are working by calling both of the functions. If they're working you should see a random color in your output screen. - Remove this testing part of your code, copy the code and continue to the next tab to learn more about the simon says game! - example_code: | - ``` - # Make 2 lists - colors = _ - _ = ['empty', 'list'] - {remove} _ {from} simon_sequence - {remove} _ - - # Create a function that adds a color - _ add_random_color - _ - {add} _ - - # Create a function that shows the simon_sequence - {define} _ - {for} i {in} {range} 1 {to} _ - {print} _ - _ - _ - - # Test your program - {call} _ - {call} show_simon_sequence {with} 1 - ``` - simon_2: - name: Simon Says 2 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - We'll continue with our Simon Says game! - - ### Exercise - ***Paste your code here*** Paste your code from the previous level here. Don't forget to remove the part that was just used for testing the functions. - - ***Create a function that creates the player_sequence*** The list `player_sequence` is used to capture the answers of the player. First we define the function with the argument level. - Next, we ask level times what the color is that they choose. We call that variable `answer`. Then we add the variable `answer` to the list player_sequence. - - ***Setting up the game*** Before we program the game in the next tab, we'll need some starting variables. First, we'll set the variable `level` to 1 and the variable `game_over` to False. - Then we make an introduction for the game. We'll print 'Welcome to Simon Says!' and clear the screen after 1 second. - - ***Continue to the next tab to finish the game!**** Don't forget to copy your code and take it with you to the next tab. - example_code: | - ``` - # Paste your code here - - - # Create a function that creates the player_sequence - {define} _ - {for} _ - _ 'What is color number ' i '?' - {add} answer {to} _ - - # Set up - level = _ - game_over = _ - {print} _ - _ 1 - _ - ``` - simon_3: - name: Simon Says 3 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - In this tab we'll program the game of Simon Says! - - ### Exercise - ***Paste your code*** Copy your code from the previous tab and paste it here. - - ***Program the game*** We start by making sure the game goes on while the game isn't over. Then we print what level the player is on, we use the variable level for that. We only show that for 1 second and then we clear the screen again. - Now, we have to create the empty list player_sequence. We've already programmed how to fill the list, with our function `player_sequence`, but we never made the list itself. To create the list we use the same trick as we did in the previous tab. - We'll make a list with the words 'empty' and 'list' on it, and then we remove both these words. Next, we'll call all of the 3 functions that we've created. - Lastly, we'll have to check if the player gave the correct answers (so if the player_sequence and the simon_sequence are the same). - If that's the case, we'll compliment the player. Wait for 1 second and increase the level with 1. - Did the player give the wrong answer, we'll tell them and end the game by setting game_over to 'True' - - ***Enjoy your game!*** Great job! Does your game not work? Use the ladybug button to debug your code! - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - {print} _ - _ - _ - _ = ['empty', 'list'] - {remove} _ - {remove} _ - {call} _ - {call} _ {with} _ - {call} _ {with} _ - {if} player_sequence == _ - _ - _ - _ - {else} - _ - game_over = _ - ``` sleep_command: - name: '{sleep}' - default_save_name: sleep_command description: introducing sleep command levels: 2: story_text: | ## The sleep command Another new command in this level is `{sleep}`, which pauses your program for a second. If you type a number behind the {sleep} command, the program pauses for that amount of seconds. - example_code: | - ``` - {print} My favorite colour is... - {sleep} 2 - {print} green! - ``` songs: - name: Sing a song! - default_save_name: Song - description: Print a song levels: 6: story_text: | @@ -4187,9 +1786,6 @@ adventures: ``` You can now repeat lines 2 to 9 as many times as you want by copying the lines. - story_text_2: | - This children's song counts down from 5 little monkeys to 1 monkey. - If you copy line 2 - 7 and paste it under the the code, you can sing the whole song! example_code_2: | ``` number = 6 @@ -4277,10 +1873,6 @@ adventures: Print the song Five little moneys jumping on the bed. Look up the text if you don't remember. **(extra)** Print the song Old MacDonald had a farm, and make sure all animals make a different sound, using an `{if}`. - example_code_2: | - ``` - monkeys = 5, 4, 3, 2, 1 - ``` 11: story_text: | In this level you can use the `{for} i {in} {range}` command to make songs that use counting. @@ -4292,295 +1884,24 @@ adventures: {print} 'Mama called the doctor and the doctor said' {if} i {is} 1 {print} 'PUT THOSE MONKEYS RIGHT TO BED!' - {else} - {print} 'NO MORE MONKEYS JUMPING ON THE BED!' - ``` - 12: - story_text: | - In this song we can make it even easier to program 'if you're happy and you know it, clap your hands'. Because we can put all of the actions in a variable, check it out: - - ### Exercise - Can you add the right amount of indentation to each line to make the song play correctly? - Hint: Not all lines need indentation. - example_code: | - ``` - _ actions = 'clap your hands', 'stomp your feet', 'shout Hurray!' - _ {for} action {in} actions - _ {for} i {in} {range} 1 {to} 2 - _ {print} 'if youre happy and you know it' - _ {print} action - _ {print} 'if youre happy and you know it and you really want to show it' - _ {print} 'if youre happy and you know it' - _ {print} action - ``` - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, but did you know that you could combine them with {ask} commands as well? - In this example we have changed the 'My Bonnie' program and made it interactive. You are now asked where Bonnie is. - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is ' place - - chosen_place = {ask} 'Where do you want Bonnie to be?' - synonym = {ask} 'What is another word for that?' - - {call} song {with} chosen_place - {call} song {with} synonym - {call} song {with} chosen_place - ``` - 16: - story_text: | - In this level, you can program a song like OldMacDonald even more quickly. You can connect the right animal to the right sound by simply putting them in the same place in the list. - The Drunken Sailor is also quickly made in this level. You only need 8 lines for the entire song, check it out! - - ### Exercise - Complete the Old MacDonald song by setting the variable `animal` to `animals[i]` and `sound` to `sounds[i]`. - example_code: | - ``` - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - {for} i {in} {range} 1 {to} 3 - animal = _ - sound = _ - {print} 'Old MacDonald had a farm' - {print} 'E I E I O!' - {print} 'and on that farm he had a ' animal - {print} 'E I E I O!' - {print} 'with a ' sound sound ' here' - {print} 'and a ' sound sound ' there' - {print} 'here a ' sound - {print} 'there a ' sound - {print} 'everywhere a ' sound sound - ``` - - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines - {for} i {in} {range} 1 {to} 3 - {print} line - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - 18: - story_text: | - In level 16 we made songs using lists. These programs however are no longer working properly in this level. The colons from level 17 and the brackets from level 18 still need to be added. - - ### Exercise 1 - The Drunken sailor song is given as sample code, but not yet working. - Can you make sure everything works again? To help you, we've put _ in the places of _some_ errors. - - ### Exercise 2 - Now also look up your Old MacDonald song from level 16, and correct it. - example_code: | - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines _ - {for} i {in} {range} 1 {to} 3 _ - {print} _ line _ - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - songs_2: - name: Sing a song! 2 - default_save_name: Song 2 - description: Sing a song 2 - levels: - 12: - story_text: | - Songs contain a lot of repetition. We can capture it with a function! - ### Exercise - Look at the example code with the function. Fill out the two lines so the full song is printed. - example_code: | - ``` - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} _ - ``` - 16: - story_text: | - ### Exercise - Finish the nursery rhyme! - example_code: | - ``` - number = ['one', 'two', 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'ten'] - object = ['on his drum', 'on his shoe', 'on his knee', 'on his door', 'on his hive', 'on his sticks', 'up in heaven', 'on his gate', 'on his vine', 'once again'] - - _ - {print} 'This old man' - {print} 'He played ' _ - {print} 'He played knick-knack ' _ - {print} 'With a knick-knack paddywhack' - {print} 'Give the dog a bone' - {print} 'This old man came rolling home' - {sleep} 8 - {clear} - ``` - story_text_2: | - ### Exersice 2 - Now create your own code for the nursery rhyme 'The wheels on the bus' on the same way! - example_code_2: | - ``` - object = ['wheels', 'doors', _] - movement = [ 'round and round', 'open and shut', _] - ``` - tic: - name: Tic-Tac-Toe - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - Let's program a game of tic-tac-toe! - - ### Exercise - In this adventure we'll start with creating an empty field. - - ***Create a list called field*** This list will be our playing field. This list is filled with 9 dots, since there are no x's and o's yet at the start of our game. - - ***Create a function that prints the field*** Firstly, clear the screen so the old playing fields will be removed. Then we print the first line of our Tic Tac Toe field. This line constists of the first 3 spots in our list field. - We have already programmed this line for you. Now finish the field by printing spot 4, 5, and 6 on the second row and spot 7, 8 and 9 in the third row. - - ***Call the function that prints the field*** Now call the function. -
- Run the code. Your output should look like this: -
- - ***Continue in the next tab*** In the next tab you'll learn how to program the game itself. - example_code: | - ``` - # Create a list called field - _ = ['.', '.', '.', '.', '.', '.', '.', '.', '.'] - - # Create a function that prints the field - {define} print_field - _ - {print} 'TIC TAC TOE' - {print} field[1] field[2] field[3] - _ - _ - - # Call the function - ``` - 17: - story_text: | - In the previous level you've learned how to make a tic-tac-toe game. The game works, but is quite annoying as it keeps asking you if you've won yet. - Now that we have the {elif} command, we can let the game decide if someone has won and it can stop asking us! - - ### Exercise - ***Paste your code*** Paste your code from the previous level here and make it level 17 proof. In this level you've learned to use a colon everytime you create a block of code. Please add the colons in the correct spots. - - ***Create a function that detects if someone's won*** We have started the function for you, paste it under the function `print_field` and finish the function. You can see that this first piece of code checks to see if spot 1, 2 and 3 are the same, because if they are you have 3 in a row. - It also checks if they are not a dot, because if they are, the line might have the same symbols on them, but that's just because it's still empty. - If all these conditions are met, the game is over and the winner is printed. - Finish this function with all possible ways to win. This means you have to make this for the other 2 rows, 3 columns and 2 diagonals. - If you've finished all the other options, the function should return the variable `game_over` so we can use it in our game. - - ***Call the function in the game*** Go to the line `game_over = {ask} 'Did you win?'` and change it to `game_over = {call} detect_winner {with} field, sign`. Now the function will check if there's a winner and the game doesn't need to keep asking anymore! - - ***Enjoy your game!*** Great job! You have finished the game! Enjoy playing it! - - example_code: | - ``` - # Paste your code here and make it level 17 proof - - # Create a function that detects if someone has won - {define} detect_winner {with} field, sign: - {if} field[1] == field[2] {and} field[2] == field[3] {and} field[1] != '.': - game_over = 'yes' - {print} 'Player ' sign 'wins!' - {elif}: - _ - {else}: - game_over = 'no' - {return} _ - ``` - tic_2: - name: Tic-Tac-Toe 2 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - In the previous adventure you've learned how to create a playing field. Now you'll learn how to create the game! - - ### Exercise - ***Paste your code*** Start by pasting your code from the previous adventure here. - - ***Add variables*** Underneath your list called `field` we'll add 2 more variables that we'll need to program the game. - The variable `game_over` tells us if the game is over, and should be 'no' at the start of the game. - The variable `sign` tells us if it's the turn of player x or player o. Set the variable to 'x'. - - ***The game*** First use a {while} command, to make sure the game keeps on playing the variable while game_over is set to no. - During the game, we first ask the player which spot they choose. Then we change the field with the number they chose into their sign. - Then we print the field again and we ask the player if they've won yet. Lastly we want to switch whose turn it is, so if the sign is 'x' it should be 'o' and the other way around. - - ***Test your game*** Does your game work? Great, have fun playing the game! If not, use the ladybug button to debug your code. - You might have noticed one mistake in the code though, you can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! Go to the next tab to learn how to fix this problem. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add variables - game_over = _ - sign = _ - - # The game - {while} _ - choice = _ 'Player ' sign '_?' - field[choice] = _ - _ print_field - game_over = {ask} _ - {if} sign = 'o' - sign = _ - _ - sign = _ - ``` - tic_3: - name: Tic-Tac-Toe 3 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - You might have noticed one mistake in the code you've made in the previous adventure. You can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! In this tab we'll fix that mistake. - - ### Exercise - ***Paste your code here*** Paste your code from the previous adventure here. - - ***Fix the mistake*** To fix the mistake we replace the line that says `field[choice] = sign`. This turns any spot that the player has chosen into their sign. - Go to the header that says 'Use this to fix the mistake' and finish the code. We first want to check if the chosen spot is still empty, so `if field[choice] = '.'`. If that is the case, you are allowed to take it. - Then we make an else command and print 'Sorry, this spot is already taken' if the spot is not empty. Lastly, we add a {sleep} command, so the players can actually read the text before it gets cleared again. - Now copy this piece of code and replace the line `field[choice] = sign` with this new piece of code. - - ***Play your game!*** Now the game should work properly! Good job! - The only flaw is that you can get a bit annoyed that the game keeps asking you if you've won yet. Do you want to fix that? Go to level 17 and we'll fix it! + {else} + {print} 'NO MORE MONKEYS JUMPING ON THE BED!' + ``` + songs_2: + levels: + 12: example_code: | ``` - # Paste your code here + {define} twinkle + {print} 'Twinkle' + {print} '...' - # Use this to fix the mistake - {if} _ = '.' - field[choice] = sign - {else} - {print} _ - _ + {call} twinkle + {print} 'Up above the world so high' + {print} 'Like a diamond in the sky' + {call} _ ``` turtle: - name: Turtle - default_save_name: Turtle - description: Make your own drawing levels: 1: story_text: | @@ -4588,60 +1909,6 @@ adventures: Using `{forward}` you draw a line forwards. The number behind it determines how far the turtle will walk. `{turn} {right}` turns a quarter turn in clockwise direction, `{turn} {left}` turns counter clockwise. If you want to go backwards, you use the `{forward}` command but with a negative number. So for example `{forward} -100` - example_code: | - ``` - {forward} 100 - {turn} {left} - ``` - story_text_2: | - ### Exercise - This is the start of a little staircase. Can you make it have 5 steps? - example_code_2: | - ``` - {forward} 20 - {turn} {right} - {forward} 20 - {turn} {left} - {forward} 20 - ``` - 2: - story_text: | - In level 1 the turtle could only turn left or right. That is a bit boring! - In level 2 he can point his nose in all directions. - - Use 90 degrees to turn a quarter, 180 to turn half, and a full circle is 360 degrees. - - ### Exercise - This code now creates the letter T. Can you change it to make the letter B? - - **Extra** Change the letter into a different letter, like the first one of your name. - You can also make multiple letters, by setting the color to `{color}` `{white}` in between. - - example_code: | - ``` - {forward} 20 - {turn} 90 - {forward} 20 - {turn} 180 - {forward} 100 - ``` - story_text_2: | - You can use variables to in the turtle `turn`. - - ### Exercise - Change the code such that it creates a triangle. Hint: you only have to change the code in one place. - - example_code_2: | - ``` - {print} Drawing figures - angle {is} 90 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - ``` 3: story_text: | In this level you can use use `{at} {random}` with the drawing turtle. A random choice makes the turtle walk a different path each time. @@ -4653,8 +1920,6 @@ adventures: {forward} 25 ``` 4: - story_text: | - In level 4 you have to use quotation marks with `{print}` and `{ask}`. Also when drawing! example_code: | ``` {print} 'Drawing figures' @@ -4664,45 +1929,7 @@ adventures: {turn} angle {forward} 25 ``` - story_text_2: | - You can also change the color of the lines with the command `{color}`. Check out the example. - You can also use the command `{color} {white}` to make 'invisible' lines. You could use these white lines to move the turtle anywhere in the screen before you start drawing. - example_code_2: | - ``` - {color} {white} - {forward} -80 - {color} {green} - {forward} 50 - {color} {yellow} - {forward} 50 - {color} {red} - {forward} 50 - ``` 5: - story_text: | - In level 5 you can make a choice with `{if}`. For example between different types of figures. - example_code: | - ``` - {print} 'Drawing Figures' - figure {is} {ask} 'Do you want a square or a triangle?' - {if} figure {is} triangle angle {is} 120 - {else} angle {is} 90 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - ``` - story_text_2: | - ### Exercise - Fill in the correct numbers in this code to get it to work. - After you've done that, you can try to add the option backwards. - - **Extra** Instead of using 'left' and 'right', remake the program with North, East, South and West. - This way you could add even more directions like Northeast and Southwest etc. example_code_2: | ``` direction {is} {ask} 'Do you want to go left, right, or straight ahead?' @@ -4710,29 +1937,6 @@ adventures: if direction is right turn _ forward 100 ``` - 6: - story_text: | - In this level you can use calculations to draw different figures. - You may have learned in school that turning a full circle is 360 degrees. If not, now you know! - That's why you also use 90 degrees for a square. 360 divided by 4 is 90. - Now that we can do math with Hedy, we can draw all the figures we want! - example_code: | - ``` - angles = {ask} 'How many angles do you want?' - angle = 360 / angles - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - ``` 8: story_text: | Now that we can repeat several lines, we can make figures more easily. @@ -4747,14 +1951,6 @@ adventures: story_text_2: | Also, we can now improve the program that draws different figures. Can you figure out how far the turtle has to turn here? Finish the code and you can draw any polygon you'd like! - example_code_2: | - ``` - figure = {ask} 'How many angles should I draw?' - angle = 360 / figure - {repeat} figure {times} - {turn} _ - {forward} _ - ``` 9: story_text: | Now that we can use a `{repeat}` inside a `{repeat}`, we can create more complex figures. @@ -4763,17 +1959,6 @@ adventures: This code creates three black triangles, change that into five pink squares. **(extra)** Create a figure of your own choosing consisting of at least two different shapes types. - example_code: | - ``` - {color} {black} - {repeat} 3 {times} - {repeat} 3 {times} - {forward} 10 - {turn} 120 - {color} {white} - {forward} 50 - {color} {black} - ``` 10: story_text: | In this level you can make the turtle draw a figure. @@ -4784,162 +1969,9 @@ adventures: **(extra)** can you change the spiral into another shape? Experiment with numbers for the turn! ### Exercise 2 The spiral is drawn outwards, make it go inwards? - example_code: | - ``` - {turn} 90 - distances = 10, 20, 30, 40, 50, 60 - {for} distance {in} distances - {forward} distance - ``` - 12: - story_text: | - We can use functions to draw more complex figures with less code. - ### Exercise 1 - Fill the function so that three squares are created. If you want the image to look nicer, you can make the lines between the squares white. - - ### Exercise 2 - The code can be made even shorter. Place the final lines into a `{repeat}` so the figure remains the same. - - ### Exercise 3 - Create your own drawing with different figures. - Change both the number of figures with the `{repeat}` and the shape of the figures in the `{define}` - example_code: | - ``` - {define} square - {repeat} 4 {times} - {turn} _ - {forward} _ - {call} square - {forward} 50 - {call} square - {forward} 50 - {call} square - ``` turtle_draw_it: - name: Draw it! - default_save_name: Draw it - description: Draw this picture with the turtle levels: - 1: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Rectangle - Square - Stairs -
- 2: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Arrow - Boat -
- 3: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Star - Arrow -
- 4: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Colored Star - Rainbow - Nested squares -
- example_code: | - **Extra** Up for a real challenge? Make sure that the colors of these figures are selected randomly, so that each time you run your programs they'll look differently! - - ``` - colors {is} red, orange, yellow, green, blue, purple, pink, brown, gray, black - color _ - ``` - 5: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Make only one code that lets the player decide which letter they'd like to see! And can you add even more letters? - -
- F - E - L -
- example_code: | - Hint: - ``` - chosen_letter {is} {ask} 'Which letter would you like to see? F, E or L?' - {if} _ - ``` - 6: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Let the player decide which color the square should be. - - ***Extra*** Can you make the letter of your own first name and the flag of your own country too? - -
- Square - Letters - Flag -
- example_code: | - Hint for the square: - ``` - chosen_color = {ask} _ - ``` - 7: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Hexagon - Triangle - Fan -
- 8: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - -
- Square (3) - Randomly colored star (5) - Randomly colored spiral (7) -
9: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - - **Extra** Give the player a choice which country they would like to see the flag of. - -
- Cross (7) - Randomly colored nested squares (8) - Flags -
example_code: | Hint for the nested squares: ``` @@ -4957,14 +1989,6 @@ adventures: color_3 = blue ``` 10: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Nested Hexagon - Traffic lights -
example_code: | Hint Nested Hexagon: ``` @@ -4980,47 +2004,6 @@ adventures: color _ {repeat} _ ``` - story_text_2: | - Christmas lights - example_code_2: | - Hint Christmas Lights: - - Start by moving to the left side of the screen with an invisible white line. Then hang up the Christmas lights! - ``` - {color} white - {turn} -90 - {forward} 300 - {turn} 90 - - colors = red, blue, yellow, purple, green, orange, pink - {for} chosen_color {in} colors - _ - ``` - 11: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Beehive (6) - Fan (5) - Snowflake (13) -
- example_code: | - Hint Beehive: - ``` - {for} amount_of_combs {in} {range} 1 {to} _ - {for} walls_of_one_comb {in} {range} 1 {to} _ - {forward} _ - {turn} _ - {forward} _ - {turn} _ - ``` - - Hint Fan: - Start out like the fan you made in level 7. Or take a peak at the hint for the beehive, because the codes are very similar. - - Hint Snowflake: Start by making one 'leg' and repeat it 6 times. 12: story_text: | ### Exercise @@ -5047,129 +2030,9 @@ adventures: {if} shape = 'square' {call} draw_a_square ``` - 13: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Street in different sizes - Colored street - Snow Storm - example_code: | - Hint Street in different sizes - ``` - {define} draw_a_house {with} size - _ - - {call} draw_a_house {with} 90 - {call} draw_a_house {with} 60 - {call} draw_a_house {with} 30 - ``` - - Hint Colored street - ``` - {define} draw_a_house {with} chosen_color - _ - ``` - - Hint Snow Storm - ``` - {define} draw_snowflake {with} length, color - _ - - numbers = 10, 20, 30 - colors = _ - - {for} i {in} {range} 1 {to} 5 - random_number = _ - random_color = _ - {call} draw_snowflake {with} random_number, random_color - {color} white - {turn} random_number * 5 - {forward} 80 - ``` - 14: - story_text: | - ### Exercise - Create a program that asks the player how many corners their figure should have and then creates that figure. - The figure in the image is the output when the player fills in 10. - -
- - -
- example_code: | - ``` - {define} calculate_degrees {with} amount_of_corners - _ 360 / amount_of_corners - - - {define} draw_figure {with} degrees - _ - {forward} 400/amount_of_corners - {turn} _ - - amount_of_corners = {ask} _ - degrees = {call} _ {with} _ - - {call} _ {with} - {call} _ {with} - ``` - 15: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Spiral - example_code: | - Spiral - ``` - distance = 5 - {while} distance < 200 - distance = distance + 5 - _ - ``` - story_text_2: | - Fan - example_code_2: | - Fan - ``` - {define} draw_a_square {with} side - _ - - i = 100 - {while} i > 1 - _ {with} i - _ - i = i - 3 - ``` - story_text_3: | - Star - example_code_3: | - Star - A star is usually drawn using 144-degree-turns. If you change this slightly to 143 degrees for example and repeat the pattern multiple times with a {while} loop you can make this figure. while_command: - name: '{while}' - default_save_name: while_command description: while - levels: - 15: - story_text: |- - We are going to learn a new loop, the `{while}` loop! We continue the loop as long as the statement is true. - So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. - If the correct answer is never given, the loop never ends! - example_code: | - ``` - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - ``` years: - name: New Year's - default_save_name: New Year's Countdown description: Countdown to the new year! levels: 11: diff --git a/content/adventures/fa.yaml b/content/adventures/fa.yaml index 999dd7e41ed..1a44f4a5398 100644 --- a/content/adventures/fa.yaml +++ b/content/adventures/fa.yaml @@ -1,8 +1,5 @@ adventures: story: - name: Story - default_save_name: Story - description: Story levels: 1: story_text: | @@ -11,33 +8,10 @@ adventures: In the first line, use `{ask}` and ask who the main character in your story will be. After that first line, start with `{print}` {if} the sentence needs to be printed. You use `{echo}` {if} you want your main character to be at the end of the sentence. - example_code: | - ``` - {ask} The main character of this story is - {print} The main character is now going to walk in the forest - {echo} They're a bit scared, - {print} They hear crazy noises everywhere - {print} They're afraid this is a haunted forest - ``` story_text_2: | ### Exercise Can you make your own story in Hedy now by using `{print}` , `{ask}` and `{echo}`? 2: - story_text: | - In level 2 you can make your story more fun. Your main character's name can now be anywhere in the sentence. - - You do have to program a little bit extra for that. You must now name your main character first. - - You can then put that name anywhere in a sentence. - example_code: |- - ``` - name {is} {ask} What is the name of the main character? - {print} name is now going to run in the woods - {print} name is a bit scared - {print} Suddenly she hears a crazy noise... - {sleep} - {print} name is afraid this is a haunted forest - ``` story_text_2: | ### Exercise Now it's time to add variables to your own story that you've made in the previous level. @@ -48,15 +22,6 @@ adventures: **Extra** Add a sleep command to your code to build up tension in your story. 3: - story_text: | - In level 3 you can make your story more fun. You can use randomness for any monster, animal or other obstacle, like this: - example_code: | - ``` - animals {is} 🦔, 🐿, 🦉, 🦇 - {print} They now hear the sound of an animals {at} {random} - ``` - story_text_2: | - The command `{add}` can also come in handy in your story. example_code_2: | ``` {print} He hears a sound @@ -67,35 +32,6 @@ adventures: ``` story_text_3: | This is an example of the `{remove}` command in your story - example_code_3: | - ``` - {print} His backpack got way too heavy. - {print} Inside were a bottle of water, a flashlight and a brick. - bag {is} water, flashlight, brick - dump {is} {ask} Which item should he dump? - {remove} dump {from} bag - ``` - 4: - story_text: | - ### Exercise - Copy the example code and finish it by adding quotation marks on the blanks in lines 1 and 2. - The blanks in line 3 and 4 should not be replaced by quotation marks, but a `{sleep}` and a `{clear}` command. Can you make it work? - - ### Exercise 2 - Go back to the previous level and copy your story code. Make the code work in this level by adding quotation marks in the right spots. - Mind: The variables in your own story should be outside of the quotation marks. Just like the second line of the example code. In that line the variable name is placed outside of the quotation marks. - example_code: | - ``` - name {is} {ask} _ What is your name? _ - {print} _ The main character is called _ name - _ - _ - {print} name _ is now going to walk in the woods _ - {print} name _ is a bit scared _ - animals {is} 🦔, 🐿, 🦉, 🦇 - {print} _ He hears the sound of a _ animals {at} {random} - {print} name _ is afraid this is a haunted forest _ - ``` 5: story_text: | In this level you can program different endings, which will make your story even more fun. @@ -122,12 +58,6 @@ adventures: story_text: | In a story, someone says words several times. For example, when someone calls for help or sings a song. You can put such repetitions in your story, in this level with `{repeat}`. - example_code: | - ``` - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - ``` 8: story_text: | In this level you can use multiple lines in your {if} commands, this way you can upgrade your happy or sad ending! @@ -216,365 +146,27 @@ adventures: {print} 'This could come in very handy' sword = 'found' ``` - 15: - story_text: | - Using the `{while}` loop can make your stories more interesting. For example, you can use `{while} game == 'on'` so you can play until the game is over. - Or you can use `{while} sword == 'lost'` so the player can't continue the game until they have found something. - - ### Exercise - The example code shows you how to use the `{while}` loop in a story. Now **think of your own scenario** in which the player has to find something before they can continue. - example_code: | - ``` - keys = 'lost' - {print} 'You are standing in your garden and you have lost your keys.' - {print} 'Where do you want to look for them?' - {print} 'You can choose: tree, flowerbed, rock, postbox' - {while} keys == 'lost' - location = {ask} 'Where do you want to look?' - {if} location == 'flowerbed' - {print} 'Here they are!' - keys = 'found' - {else} - {print} 'Nope they are not at the ' location - {print} 'Now you can enter the house!' - ``` - 18: - story_text: | - We are going to print another story, but now we have to use brackets with `{print}`. - - ### Exercise 1 - Create a story of at least 5 sentences. You don't have to use 'name' just yet. - example_code: | - ``` - {print}('Welcome to this story!') - ``` - story_text_2: | - ### Exercise 2 - We have already prepared an `{input}` for you. First, use the `name` variable in your story. - Then add a second `{ask}` and use that variable as well. - Tip: Remember the commas in a `{print}` between text and variables! - example_code_2: | - ``` - naam = {input}("What's your name?") - {print}('Welcome to this story!') - ``` add_remove_command: name: '{add} {to} & {remove} {from}' - default_save_name: add_remove_command description: introducing add to and remove from levels: 3: story_text: | ## Add to You can add items to the list with the `{add} {to_list}` command. To add an item to a list you can simply type: `{add} penguin {to} animals` or you can use the `{ask}` command like in the example code. - example_code: | - ``` - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - ``` - story_text_2: | - ## Remove from - If you can add items to a list, of course you can also take them off. This is done with the `{remove} {from}` command. - example_code_2: | - ``` - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - ``` story_text_3: | ### Exercise Try out the new commands in this virtual restaurant. Add the flavor the player is hpoing for to the list and remove the flavors they are allergic to. - example_code_3: | - ``` - {print} Mystery milkshake - flavors {is} strawberry, chocolate, vanilla - hope {is} {ask} What flavor are you hoping for? - _ - allergies {is} {ask} Are you allergic to any flavors? - _ - {print} You get a flavors {at} {random} milkshake - ``` and_or_command: - name: '{and} & {or}' - default_save_name: and or description: introducing and or - levels: - 13: - story_text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two `{if}`s but can use `{and}` and `{or}`. - - If you use `{and}`, both statements, left and right of the `{and}` need to be true. We can also use `{or}`. Then only one statement needs to be correct. - example_code: | - ``` - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - ``` ask_command: - name: '{ask}' - default_save_name: ask_command description: Introduction ask command levels: 1: - story_text: | - ## The ask command - Now that you can use the `{print}` command, you are ready to learn the next command: `{ask}`. With the `{ask}` command, you can ask a question. Check it out: - example_code: | - ``` - {print} Hello! - {ask} What is your name? - ``` story_text_2: | ## The echo command If you want the computer to repeat the answer, you can use the `{echo}` command. The answer will then be echoed back at the end of the sentence, so in this example after hello. - example_code_2: | - ``` - {print} Hello! - {ask} What is your name? - {echo} hello - ``` - story_text_3: | - ### Exercise - Try out the `{ask}` and `{echo}` commands. Firstly, fill in the blanks to make this program work. - Then ask 2 more questions using the `{ask}` command, after each `{ask}` use an `{echo}` to print the answer on the screen. - example_code_3: | - ``` - _ How are you doing? - _ - ``` - 2: - story_text: | - ## The ask command - Now that we can use **variables** in our codes, we no longer need the `{echo}` command. - We can use variables to store the answers to our questions and this way we can use the answer to multiple questions in our codes. - Check it out: - - This way your code is becoming interactive! - example_code: | - ``` - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - ``` - story_text_2: | - ### Exercise - In the previous tab you have practised with setting variables with the `{is}` command. - You have created at least 3 variables and used them with a print command. - Now, instead of setting the variables we want you to make the variables interactive, like we did in our example. - - Copy your code from the previous tab and make the variables interactive by using `{ask}` commands. - example_code_2: | - ``` - favorite_animal {is} {ask} What is your favorite animal? - {print} I like favorite_animal - ``` - 18: - story_text: The final change we will need to make to get Python code is changing `{ask}` into `{input}`. - example_code: | - ``` - {print}('My name is Hedy!') - name = {input}('What is your name?') - {print}('So your name is ', name) - ``` - blackjack: - name: Blackjack - default_save_name: Blackjack - description: Try to get as close to 21 as you can - levels: - 17: - story_text: | - Blackjack is a simple game of cards in which you have to get as close to 21 points as possible. You get two cards. Each card is worth their numeral value, and the face cards (Jack, Queen and King) are worth 10 points. - The Ace is worth either 1 or 11 points (you can choose). The dealer, your opponent, also gets two cards. - If you want, you can get another card, and its points will be added to your total. The dealer can also choose to take another card. - But be careful not to get more than 21 points, because if you do, you lose! - The player who gets closest to 21, without going over it, wins! - - ### Exercise - In this adventure we code the first part of our Blackjack game. We'll create a function to calculate how many points a card is worth. - - ***Set the variables*** - Start by making a list of all the cards, from 2 to Ace. Next make a list of the face cards, so Jack, Queen and King. Then pick a random card from the list of cards to be card_1. - - ***Create a function to calculate the points*** - Create a function that calculates how many points a card is worth. - All the face cards are worth 10 points, the Ace is worth 11 and all the other cards are worth their numeral. - Return the variable `points` at the end of the function. - - ***Test the function*** - Test if your function is working properly. Finish the first print command by filling in which card you've drawn. Then finish the second line by calling the function with card_1. - Run the code a couple of times. Are you happy with the results? Great! Then you can remove the testing part and move on the the next tab! - example_code: | - ``` - {print} 'BLACKJACK' - - # Set these variables - cards = _ - face_cards = _ - card_1 = - - # Create a function to calculate the points - {define} calculate_points {with} card: - {if} card {in} face_cards: - points = _ - {elif} _ - _ - {else}: - _ - _ points - - # Test your function - {print} 'Your card is a ' _ - {print} 'That is worth ' _ ' points'. - ``` - blackjack_2: - name: Blackjack 2 - default_save_name: Blackjack_2 - description: Blackjack part 2 - levels: - 17: - story_text: | - ### Exercise - In this adventure we code the second part of our Blackjack game. - - ***Paste your code from the previous adventure*** - In the previous adventure you've started a list of variables and created a function to calculate how many points a card is worth. Copy your code and paste it here. Mind that you don't need the testing part, so if you haven't removed that yet, please do so now. - - ***Add more variables*** - You have already set the lists `cards` and `face_cards` and the variable `card_1`. Underneath those variables create 3 more variables: `card_2`, dealer_card_1` and `dealer_card_2`. These variables are all set to a random card from the list of cards. - - ***Add up points*** - To calculate how many points you have scored we call the function with card 1 and we do it again for card 2. Then we add both these scores together to get your total. - Do the same thing for the dealers points, but be sure to use the dealer's cards and not your own! - - ***2 Aces*** - You're doing great! Almost all scores can be calculated now. There is only one exception: 2 Aces. If you get 2 Aces, your total is 12 points and not 22 (because 22 points would be losing!). This of course also goes for the dealer. - - ***Show the score*** - Lastly, you want to tell the program to tell you which cards you have drawn and how many points that is. Then show which cards the dealer has and how many points they have. - - ***Continue in the next tab*** - Great! You have finished this part of the game! Copy your code and go to the next tab to learn how to ask for an extra card and to declare a winner. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add these variables to the list of variables - card_2 = _ - dealer_card_1 = _ - dealer_card_2 = _ - - # Add up your points - your_points_1 = {call} _ {with} card_1 - your_points_2 = _ - your_total = _ - - # Add up the dealers points - dealer_points_1 = _ - _ - _ - - # 2 Aces - {if} card_1 == 'Ace' {and} _ - your_total = 12 - {if} dealer_card_1 _ - dealer_total = _ - - # Show the score - {print} 'You have drawn a ' _ ' and a ' _ '. That is ' _ ' points' - {print} 'The dealer has drawn a ' _ ' and a ' _ '. That is ' _ ' points' - ``` - blackjack_3: - name: Blackjack 3 - default_save_name: Blackjack_3 - description: Blackjack part 3 - levels: - 17: - story_text: | - In the previous tabs you have learned how to draw 2 random cards for yourself and for the dealer and to calculate how many points you both got. - In this adventure we add the option to ask for an extra card for both you and the dealer. - - ### Exercise - ***Paste your code from the previous adventure*** Firstly, copy your code from the previous tab and paste it here. - - ***Extra card for you*** If you want, you can get an extra card to get your total as close to 21 as possible. First ask the player if they want an extra card. - If they do, pick a random card and print what they have drawn. If the card is not an Ace, you can call the function and add the points to your total. - In case the card is an Ace, you can't use the function, because the Ace can be either 1 point or 11 points, depending on how many points you already have earned. - If your total is less than 11, you want the ace to be 11 points (because this is closest to 21). So you add 11 points to your total. - If the total is more than or equal to 11, you want the ace to be 1 point (because you don't want more than 21 points). So you add 1 point to your total. - Lastly, print your new total of points. - - ***Extra card for the dealer*** The dealer can also get an extra card. The dealer doesn't need to be asked, because they always get an extra card if their total is less than 17. - Copy the 'Extra card for you code' and paste it in the dealers section. Then change it to fit the dealer picking an extra card and getting points added to their total. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Extra card for you - hit = {ask} _ - {if} hit == 'yes': - card_3 = _ - {print} _ - {if} card_3 _ 'Ace': - your_points_3 = _ - your_total = _ - {else}: - {if} your_total _ - _ - {else}: - _ - {print} _ - - # Extra card for the dealer - {if} dealer_total < 17 - _ - ``` - blackjack_4: - name: Blackjack 4 - default_save_name: Blackjack_4 - description: Blackjack part 4 - levels: - 17: - story_text: | - In the last 3 adventures you have alsmost created a working blackjack game! The only thing left to do is to decide a winner! - - ### Exercise - ***Paste your code from the previous adventure*** Start by pasting the code that you've made so far into your programming field. - - ***Decide a winner*** - Firstly, if you and the dealer have an equal amount of points, it's a draw. - Secondly, if the dealer has more than 21 points and you don't, you are the winner. - Thirdly, if both you and the dealer have less than 22 points, we have to see who came closest to 21. We do that by comparing who has the highest score. Is your total higher than the dealer's total, then you are the winner. If not, the dealer wins. - Lastly, in all other scenarios (e.g. you have more than 21 points and the dealer doesn't, or you both have more than 21 points) you are the loser. - - ***Enjoy the game!*** - Does your game work properly? Amazing! You have done a great job! Enjoy your game! - If it doesn't work right away, no worries, you might have made a mistake. Just keep calm and bebug your code using the ladybug button. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Decide a winner - {if} _ - {print} 'Its a draw! Play again!' - {elif} _ - {print} 'You win!' - {elif} _ : - {if} _: - {print} _ - {else}: - {print} _ - {else}: - _ - ``` calculator: - name: Calculator - default_save_name: Calculator - description: Create a calculator levels: 6: story_text: | @@ -618,59 +210,7 @@ adventures: ### Exercise 2 Give the player feedback when the enter an answer, like `{print} 'Correct!'` or `{print} 'Wrong! The correct answer is ' correct_answer`. - example_code: | - ``` - score = 0 - {repeat} 10 {times} - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct_answer = number_1 * number_2 - {print} 'What is ' number_1 ' times ' number_2 '?' - answer = {ask} 'Type your answer here...' - {print} 'Your answer is ' answer - {if} _ {is} _ - score = score + 1 - {print} 'Great job! Your score is... ' score ' out of 10!' - ``` - 10: - story_text: | - This calculator game helps you practise your tables of multiplication! - ### Exercise - Fill in the blanks. We want this program to ask the player these questions: - ``` - How much is 1 times 1? - How much is 1 times 2? - How much is 1 times 3? - How much is 2 times 1? - How much is 2 times 2? - How much is 2 times 3? - How much is 3 times 1? - How much is 3 times 2? - How much is 3 times 3? - _ - ``` - example_code: | - ``` - numbers = 1, 2, 3 - {for} _ - {for} _ - answer = {ask} _ - correct = number_1 * number_2 - {if} answer {is} correct - {print} 'Great job!' - {else} - {print} 'That is wrong. The right answer is ' correct - ``` 11: - story_text: | - With a `{for}` you can simplify tables of multiplication practise program. - - ### Exercise 1 - Improve the example code such that it prints a nice multiplication table:
"1 times 10 is 10", "2 times 10 is 20", etc. - - ### Exercise 2 - Go back to your level 10 multiplication code, and modify it so that it uses a `{for}` and `{range}`. example_code: | ``` number = 10 @@ -687,34 +227,7 @@ adventures: answer = number1 + number2 {print} number1 ' plus ' number2 ' is ' answer ``` - 13: - story_text: | - ### Exercise 1 - Let's make the practice program a bit harder. The player now has to answers two questions correctly. Fill out the blanks to complete the program. - - ### Exercise 2 - Sometimes, calculations have multiple correct answers. For example, 10 can be divided by 5 and by 2. So the question 'What number divides 10?' can be answered by 2 and by 5. - Ask for a calculation that has multiple correct answers, ask the player to answer it, and determine if it is correct using `{or}`. - Empty the programming field and create your own solution. - example_code: | - ``` - answer1 = {ask} 'What is 10 times 7?' - answer2 = {ask} 'What is 6 times 7?' - {if} _ _ _ _ _ _ _ - {print} _ - ``` 14: - story_text: | - In this adventure you will build a calculator that calculates your mean grade for you. If you get your calculator to work, you can move on to the next adventure, which allows you to add two extra features. - - ### Exercise 1 - Fill in the blanks to get the calculator to work. - * Start with the fourth line, add a question to figure out what grade the student got. - * In the fifth line you'll want to calculate the total of all grades, so the total = total + grade. - * Then we get to set the return value. We want to return the mean, so the total devided by the amount of tests (4). - * Lastly we finish the code by calling the function in line 8. - - Did you get it? Awesome! Would you like to add even more to your calculator? **This adventure continues in the next tab!** example_code: | ``` {define} calculate_mean_grade @@ -733,127 +246,11 @@ adventures: mean_grade = {call} _ {print} 'Your mean grade is ' mean_grade - 15: - story_text: | - You can add the `{while}` loop to the calculator game you've learned to make in a previous level. - This makes sure the player can't continue to the next question if they answer incorrectly. - - ### Exercise - Add the `{while}` loop in the function, ask the player what number_1 times number_2 is and print their answer. - Then `{call}` the function. - example_code: | - ``` - {define} new_question - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct = number_1 * number_2 - answer = 0 - _ - _ - _ - {print} 'Well done!' - - {print} 'Give 10 correct answers to win!' - {for} i {in} {range} 1 {to} 10 - _ - {print} 'You win!' - ``` - calculator_2: - name: Calculator 2 - default_save_name: Calculator 2 - description: Calculator 2 - levels: - 14: - story_text: | - ### Exercise 2 - **This is the second part of this adventure.** The adventure starts in the previous tab. - Of course, you don't always want to calculate the mean of 4 tests. You might want to calculate the mean of 10 tests or only 2... - We can fix this problem by adding the argument and variable 'amount_of_tests'. - * Start a new line on line 3. Set the amount_of_tests argument by asking the student how many tests they have made. - * Change the 4 in line 4 to the new argument amount_of_tests. - * Lastly, change the 4 in line 6 to amount_of_tests - - Try out your new program. Does it work? - - ### Exercise 3 - Did you want to make your program even better? Great! In the previous program you could only calculate the mean grade of 1 subject, but it would be better if you could calculate the mean grade for all subjects you want! - We won't tell you how to do it, but we will give you one tip: Start your code in line 1 with: define calculate_mean_grade with subject. - example_code: | - ``` - # Use your own code from the previous adventure. - ``` clear_command: - name: '{clear}' - default_save_name: clear_command description: clear command - levels: - 4: - story_text: | - Time for a new command! With `{clear}` you can clear all the text form your output screen. This way you can prevent your screen getting too full of text. - Beware! If you are using a `{clear}` command, you might need to use a `{sleep}` above it. Otherwise Hedy will clear your screen without giving you the time to read as you can see in the example! - example_code: | - ``` - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'wait for it...' - {sleep} 3 - {clear} - {print} 'SURPRISE!' - ``` debugging: - name: debugging - default_save_name: debugging - description: debugging adventure levels: - 1: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will show you code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} I love programming - Do you love programming too? - {echo} - {print} What are your hobbies? - {echo} Your hobbies are - ``` - 2: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - destination {ask} Where are you going on holidays? - {print} The flight to dstination leaves at 3 pm. - {ask} Did you check in your luggage yet? - {echo} - {print} Let me print your boarding pass for you. - {sleep} - Here you go! Have a nice trip! - ``` 3: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -867,80 +264,12 @@ adventures: tomorrows_movie {is} movie_choices {at} {random} I'll go get the popcorn! {print} ``` - 4: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Welcome to the online library! - {ask} What genre of books do you like? - {print} You like genre - author {is} {ask} 'Who's your favorite author?' - {print} 'author is your favorite author' - {print} Hmmm... i think you should try... books {at} {random} - ``` - 5: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} Welcome to Swimming Pool Hedy! - class {is} {ask} 'Are you here to join a class today?' - {if} class yes - {print} 'Great! You're joining a class! - {print} {else} 'You will not be joining a class' - discount {is} 'Do you have a discount code?' - {if} discount {is} yes - discount_answer {is} {ask} 'What's your discount code?' - discount_codes = Senior4231, Student8786, NewMember6709 - {if} discount_answer {is} {in} discount_cods - {print} 'That will be $3,50' - 'That will be $5,50' - {print} 'Have a nice swim!' - ``` - 6: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Vending machine' - chosen_product = {ask} 'Please select a product' - 1_dollar_products = coke orange juice water - 2_dollar_products = chocolate, cookie, museli bar - 3dollar_prodcuts = potato chips, beef jerky, banana bread - {if} chosen {is} {in} 1_dollar_products - price = 1 - {if} chosen_product {is} 2_dollar_products - price = 2 - {else} chosen_product {in} 3_dollar_products - price = 3 - amount_of_products = '{ask} How many of ' chosen_product would you like to have?' - total = price + amount_of_product - {print} 'That will be $' price 'please' - ``` 7: story_text: |- ### Exercise Surprise! This program looks more like an output than a code. And yet, we don't want you to just add `{print}` commands in front of each line. Fix this program to turn it into the nursery rhyme 'Brother John (Frère Jaques)' by using the {repeat} command of course! - example_code: | - **Warning! This code needs to be debugged!** - ``` - Are you sleeping? - Brother John! - Morning bells are ringing! - Ding, dang, dong! - ``` - 8: - story_text: |- - ### Exercise - Debug this code. Good luck! + 8: example_code: | **Warning! This code needs to be debugged!** ``` @@ -963,9 +292,6 @@ adventures: {print} 'Thank you! Byebye!' ``` 9: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -988,9 +314,6 @@ adventures: price = amount * 6 {print} 'That will be 'price dollar' please' 10: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1039,9 +362,6 @@ adventures: print month i ``` 12: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1067,9 +387,6 @@ adventures: call greet_costumer ``` 13: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1099,9 +416,6 @@ adventures: print 'No problem!' ``` 14: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1148,9 +462,6 @@ adventures: else 'no problem' 15: - story_text: |- - ### Exercise - Debug this random children's story. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1185,10 +496,6 @@ adventures: print The End ``` 16: - story_text: |- - ### Exercise - Debug this code. Good luck! - Tip: Make sure that you only see your score once in the end. example_code: | **Warning! This code needs to be debugged!** ``` @@ -1207,9 +514,6 @@ adventures: ``` 17: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1242,9 +546,6 @@ adventures: print 'Thanks for ordering!' ``` 18: - story_text: |- - ### Exercise - Debug this Old MacDonald program from level 16. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1275,28 +576,6 @@ adventures: خودت، کدت رو با فشردن دکمه «اجرای کد»، زیر بخش «برنامه‌نویسی» اجرا کن. می‌تونی با دستور `{print}` یک متن رو روی صفحه چاپ کنی. - example_code: | - ``` - {print} Hello world! - ``` - 2: - story_text: | - Congratulations! You've reached level 2. Hopefully you've already made some awesome codes! - In the first level you might've notice that the `{echo}` command can only save one bit of information at a time. - For example in the restaurant adventure, you could echo what the costumer wanted to eat, or what they wanted to drink, but not both in one sentence. - - That changes in level 2. In level 2 you'll learn to work with variables, that allow you to save multiple pieces of information and print them in any place you want. - So let's go to the next tab! - example_code: | - **Warning! This code does not work!** - In Hedy commands will change sometimes. `{echo}` for example only works in level 1. In this level you'll learn a better way to echo answers back. - ``` - {print} Welcome at Hedy's - {ask} What would you like to eat? - {echo} So you want - {ask} what would you like to drink? - {echo} So you want - ``` 3: story_text: | در سطح 3 شما میتوانید یک لیست بسازید. . می توانید اجازه بدهید که کامپیوتر برای شما یک لیست بسازد شما این کا را با`{at} {random}`انجام می دهید. @@ -1360,20 +639,6 @@ adventures: {print} 'Hello everyone' {print} 'This is all repeated 5 times' ``` - 9: - story_text: | - Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... - Good news! In this level you will be allowed to put an {if} inside an {if}, or inside a {repeat} command. Putting a block of code inside another block of code is called nesting. ``` Putting a block of code inside another block of code is called nesting. - example_code: | - ``` - answer = {ask} 'Are you ready to learn something new?' - {if} answer {is} yes - {print} 'Great! You can learn to use the repeat command in the if command!' - {print} 'Hooray!' - {print} 'Hooray!' - {print} 'Hooray!' - {else} - {print} 'Maybe you should practice some more in the previous level' 10: story_text: | In this level we learn a new code called `{for}`. With `{for}` you can make a list and use all elements. @@ -1384,10 +649,6 @@ adventures: {for} animal {in} animals {print} 'I love ' animal ``` - 11: - story_text: | - You have reached level 11, you're doing great! In the higher levels, Hedy is focussing more and more on teaching you the programming language Python. - In Python there is no `{repeat}` command, but there is a command that works like {repeat}. Are you curious to find out how to say `{repeat}` in Python language? Quickly go on to find out! 12: story_text: | **Decimal numbers** @@ -1478,31 +739,13 @@ adventures: {print}('My name is ', naam) dice: - name: Dice - default_save_name: Dice - description: Make your own dice levels: 3: - story_text: | - In this level we can choose from a list. With that we can let the computer choose one side of the die. - Take a look at the games you have in your closet at home. - Are there games with a (special) die? You can also copy it with this code. - For example, the dice of the game Earthworms with the numbers 1 to 5 and an earthworm on it. - - ![Die of earthworms with 1 to 5 and an earthworm on it](https://cdn.jsdelivr.net/gh/felienne/hedy@24f19e9ac16c981517e7243120bc714912407eb5/coursedata/img/dobbelsteen.jpeg) example_code: | ``` choices {is} 1, 2, 3, 4, 5, earthworm {print} choices {at} {random} ``` - story_text_2: | - ### Exercise - The dice in the example above are dice for a specific game. Can you make normal dice? - Or other special dice from a different game? - example_code_2: | - ``` - choices {is} _ - ``` 4: story_text: | In this level we can make sentences with the die value in the sentence, with quotes of course. @@ -1559,33 +802,7 @@ adventures: {print} player ' throws ' choices {at} {random} {sleep} ``` - 15: - story_text: | - ### Exercise - In this level you can create a little game in which you'll have to throw 6 as fast as possible. - We have started the code, it's up to you to get the game to work! - - Firstly, add a `{while}` loop that checks if 6 has been thrown or not. - As long as you haven't thrown 6 already, throw the dice on a random number. - Print what the player has thrown. - Add a try to the amount of tries - Wait a second before you throw again, or - in case you've thrown a 6 - before the game ends. - example_code: | - ``` - options = 1, 2, 3, 4, 5, 6 - {print} 'Throw 6 as fast as you can!' - thrown = 0 - tries = 0 - _ - _ - _ - _ - _ - {print} 'Yes! You have thrown 6 in ' tries ' tries.' - ``` dishes: - name: Dishes? - default_save_name: Dishes description: Use the computer to see who does the dishes (Start at level 2) levels: 3: @@ -1608,13 +825,6 @@ adventures: Can you complete the code by filling the blanks? Every blank must be replaced with one word of symbol. Tip: Don't forget the quotation marks! - example_code: | - ``` - people {is} mom, dad, Emma, Sophie - {print} _ the dishes are done by _ - {sleep} - {print} people {at} _ - ``` 5: story_text: | With the `{if}` you can now have more fun with choice in the program. You can have your program respond to the choice that the computer has made. @@ -1628,20 +838,6 @@ adventures: {if} dishwasher {is} Sophie {print} _ too bad I have to do the dishes _ {else} {print} 'luckily no dishes because' _ 'is already washing up' ``` 6: - story_text: | - How often is everyone going to do the dishes? Is that fair? You can count it in this level. - example_code: | - ``` - people = mom, dad, Emma, Sophie - emma_washes = 0 - dishwasher = people {at} {random} - {print} 'The dishwasher is' dishwasher - {if} dishwasher {is} Emma emma_washes = emma_washes + 1 - {print} 'Emma will do the dishes this week' emma_washes 'times' - ``` - - Now you can copy lines 3 to 5 a few times (e.g. 7 times for a whole week) to calculate for a whole week again. - Do you make the code for the whole week? story_text_2: | If you are extremely unlucky the previous program might choose you to to the dishes for the whole week! That's not fair! To create a fairer system you can use the `{remove}` command to remove the chosen person from the list. This way you don't have to do the dishes again untill everybody has had a turn. @@ -1670,22 +866,10 @@ adventures: 10: story_text: | In this level you could make an even better dish washing shedule. - example_code: | - ``` - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - ``` elif_command: - name: '{elif}' - default_save_name: elif description: elif levels: 17: - story_text: | - In this level you can also use a new command: `{elif}`. `{elif}` is a combination of the keywords `{else}` and `{if}` and you need it when you want to make 3 (or more!) options. - Check it out! example_code: | ``` prices = ['1 million dollars', 'an apple pie', 'nothing'] @@ -1699,67 +883,14 @@ adventures: {print} 'Better luck next time..' ``` for_command: - name: '{for}' - default_save_name: for description: for command levels: - 10: - story_text: |- - ## For - In this level we learn a new code called `{for}`. With `{for}` you can make a list and use all elements. - `{for}` creates a block, like `{repeat}` and `{if}` so all lines in the block need to start with 4 spaces. - example_code: | - ``` - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - ``` - story_text_2: | - ### Exercise - Finish this code by adding `{for} action {in} actions` to line 2. - example_code_2: | - ``` - actions = clap your hands, stomp your feet, shout Hurray! - _ - {repeat} 2 {times} - {print} 'If youre happy and you know it, ' action - {sleep} 2 - {print} 'If youre happy and you know it, and you really want to show it' - {print} 'If youre happy and you know it, ' action - {sleep} 3 - ``` 11: story_text: |- In this level, we add a new form of the `{for}`. In earlier levels, we used `{for}` with a list, but we can also use `{for}` with numbers. We do that by adding a variable name, followed by `{in}` `{range}`. We then write the number to start at, `{to}` and the number to end at. Try the example to see what happens! In this level again, you will need to use indentations in lines below the `{for}` statements. - example_code: | - ``` - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - ``` - 17: - story_text: | - Now we are going to change indentation a little bit. Every time that we need an indentation, we need `:` at the line before the indentation. - example_code: | - ``` - {for} i {in} {range} 1 {to} 10: - {print} i - {print} 'Ready or not, here I come!' - ``` - 18: - story_text: | - Lastly, we'll turn `{for} i {in} {range} 1 to 5` into real Python code, like this: - example_code: | - ``` - {for} i {in} {range}(1,5): - {print} (i) - ``` fortune: - name: Fortune teller - default_save_name: Fortune Teller - description: Let Hedy predict the future levels: 1: story_text: | @@ -1801,12 +932,6 @@ adventures: ### Exercises Now, Hedy can only answer yes, no or maybe. Can you give Hedy more answer options, like 'definitely' or '{ask} again'. 4: - story_text: | - ### Exercise - We have removed all the quotation marks from this example code, can you add them in all the right places? - - ### Exercise 2 - Go back to the previous level and copy your fortune teller code. Make the code work in this level by adding quotation marks in the right spots. example_code: | ``` {print} 'Im Hedy the fortune teller!' @@ -1913,27 +1038,8 @@ adventures: {print} fortunes {at} {random} ``` functions: - name: functions - default_save_name: functions - description: functions levels: 12: - story_text: | - In this level you'll learn how to use **functions**. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. - To create a function, use `{define}` and give the function a name. Then put all the lines you want in the function in a indented block under the `{define}` line. - Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use {call} with the function's name to call it up! We don't have to type that block of code again. - - Check out this example code of a game of Twister. The function 'turn' contains a block of code that chooses which limb should go where. - - ### Exercise - Finish this code by setting the 2 variables chosen_limb and chosen_color. - Then, choose how many times you want to call the function to give the twister spinner a spin. - - ### Exercise 2 - Improve your code by adding a variable called 'people'. Use the variable to give all the players their own command in the game. - For example: 'Ahmed, right hand on green' or 'Jessica, left foot on yellow'. example_code: | ``` sides = 'left', 'right' @@ -1970,25 +1076,7 @@ adventures: I dreamed that my Bonnie is dead Can you program this verse in the same way as the example? - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - ``` 14: - story_text: | - In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. - You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - - For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - - ### Exercise - Finish this code. We have already made the variable new_price for you, you only need to set it. - You should finish the line of code by calling the function that calculates the new price. example_code: | ``` {define} calculate_new_price {with} amount, percentage @@ -2002,222 +1090,7 @@ adventures: new_price = _ calculate_new_price {with} old_price, _ {print} 'The new price is ' new_price ' dollar' ``` - 18: - story_text: | - Let's make functions the Pythons way! To define a function, we no longer use: - - `{define} name_function {with} argument_1, argument_2:` - - but we use: - - `{def} name_function(argument_1, argument_2):`. - - - If you don't want to use arguments, you just leave the space between the parantheses empty. - To call a function, we don't need the `{call}` command anymore. You just type the name of the function. - example_code: | - ``` - {def} calculate_score(answer, correct_answer): - {if} answer == correct_answer: - score = 1 - {elif} answer == '?': - score = 0 - {else}: - score = -1 - {return} score - - answer = {input} ('Where can you find the Eiffel Tower?') - correct_answer = 'Paris' - score = calculate_score(answer, correct_answer) - {print} ('Your score is... ', score) - ``` - guess_my_number: - name: Guess my number - default_save_name: guess my number - description: guess my number - levels: - 14: - story_text: | - In this level you can program the game 'Guess my number' - - ### Exercise - Fill in the correct symbols on the blanks to get the game to work. - example_code: | - ``` - {print} 'Guess my number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess _ number - {print} 'Lower!' - {if} guess _ number - {print} 'Higher!' - {if} guess _ number - {print} 'You win!' - game = 'over' - ``` - hangman: - name: Hangman - default_save_name: Hangman - description: Guess the word - levels: - 17: - story_text: | - In this adventure we program a game of hangman. First we make some preparations, then we program the game and in the third part we add a drawing with the turtle. - - ### Exercise - ***Set the variables*** In this game of hangman, Player 1 chooses an answer and Player 2 has to guess the letters in this answer. - To let the computer know all the letters in the word, we will turn the answer into a list of letters. We also do this with the guesses Player 2 makes. - We will start the game with 2 empty lists. We have made an empty list for the variable answer for you. Now make an empty list for guessed_letters as well. - Then we fill in how many mistakes were made. At the start of the game, this should be 0. - The variable `amount_letters` tells us how many letters are in the answer. Ask Player 1 to tell us how many letters their word has. - Lastly we tell the computer if the game is over. We use the variable `game_over` and set it to `False`. - - ***Choosing the answer*** We want Player 1 to be able to choose the answer. We'll ask them, as many times as necessary, what the next letter is. - Then we add that letter to the answer. Lastly, we add an empty _ to the list of guessed letters, so we get as many _s as there are letters in the answer. - - ***Player 2's turn*** - Tell Player 2 its their turn. Then tell Player 2 how many letters there are in the answer. Finally, print the list of `guessed_letters`. - - ***Go to the next tab*** Now that all the starting variables are set, we can start programming the game itself. Check out the next tab to learn how! - example_code: | - ``` - print 'Hangman!' - - # Set the variables - answer = [] - guessed_letters = _ - mistakes_made = _ - amount_letters = {ask} _ - _ = 'False' - - # Choosing the answer - {for} _ - letter = {ask} 'Player 1, what is letter ' i '?' - _ - {add} '_' {to} _ - - # Player 2 turn - print _ - print _ - print guessed_letters - ``` - hangman_2: - name: Hangman 2 - default_save_name: Hangman_2 - description: Hangman 2 - levels: - 17: - story_text: | - Now it's time to program the hangman game. - - ### Exercise - - ***Paste your code*** Copy your code from the previous tab and paste the code in the programming field. - - ***The game*** This games continues playing until Player 2 is game over. Fill in the while command accordingly. Now, Player 2 is allowed to guess a letter, so ask Player 2 to guess a letter. - We need to check if their answer is correct, so check if their `guess` is (somewhere) in the (list) `answer`. Then we let the computer figure out which of the letter(s) is the guess. We have already programmed that part for you. - Next we want to compliment the player for finding a correct letter and we want to print the list `guessed_letters`, so the player can see their progress. - - The next part we're going to program is what happens when the player has guessed all of the letters. So if their list of `guessed_letters` is the same as our list `answer`. - If the lists are the same, congratulate Player 2 with their victory and set the variable `game_over` to `True`. - - Next we'll program what happens when Player 2 guesses wrong (so the `{else}` command). First, tell the player that their guess was wrong. Then increase the `mistakes_made` variable by 1. - - For the last part we'll program what happens when Player 2 has made 10 mistakes. We'll print that Player 1 has won the game. Then we'll print the correct answer. And finally, we'll set our `game_over` variable to `True`, so the game stops. - - ***Go to the next tab*** Amazing work! Your game is playable, but wouldn't it be fun if the hangman was actually drawn when Player 2 makes a mistake..? - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - guess = _ - {if} _ - {for} i {in} {range} 1 {to} amount_letters: - if answer[i] == guess: - guessed_letters[i] = guess - {print} _ - {if} guessed_letters == _: - {print} _ - game_over = _ - {else}: - {print} _ - mistakes_made _ - {if} _ == 10: - {print} _ - {print} _ - _ - ``` - hangman_3: - name: Hangman 3 - default_save_name: Hangman_3 - description: Hangman 3 - levels: - 17: - story_text: | - In a game of hangman the mistakes are shown by drawing a part of the hangman each time a mistake has been made. - We now add those drawings with our turtle! - - ### Exercise - ***Create a function that draws the hangman*** Create a function that draws the hangman in 10 steps. We have already made step 1 for you. - - ***Test the function*** Test the function by calling the function with 10. If you are happy with the function, remove the line that calls the function for now. We will call the function when the player makes a mistake. - - ***Paste your hangman game under your function*** Go back to the previous tab and copy your hangman game. Paste the game underneath your function. - - ***Call the function when the player makes a mistake*** Under the line `mistakes_made = mistakes_made + 1` we will call the function. We want the turtle to take the same amount of steps as the player has made mistakes, so we call the function with `mistakes_made` as argument. - - ***Enjoy your game!*** -
- The hangman could look like this -
- example_code: | - ``` - # Create a function that draws the hangman - {define} draw_hangman {with} step: - {if} step == 1: - {color} white - {forward} -100 - {turn} 90 - {forward} -50 - {color} black - {forward} 100 - {forward} -50 - - {if} step == 2: - _ - # Paste your hangman game here - - ``` - harry_potter: - name: Harry Potter - default_save_name: Harry Potter - description: Harry Potter adventures - levels: - 10: - story_text: | - ### Exercise - We can also make a Harry Potter themed fortune teller. Fill in blanks such that 9 lines are printed. - **Extra** Change the theme of the fortune teller into something else, such as your favorite book, film or tv show. - example_code: | - ``` - houses = Gryffindor, Slytherin, Hufflepuff, Ravenclaw - subjects = potions, defence against the dark arts, charms, transfiguration - fears = Voldemort, spiders, failing your OWL test - names = Harry, Ron, Hermione - _ - _ {print} name ' is placed in ' houses {at} {random} - _ {print} name ' is great at ' subjects {at} {random} - _ {print} name 's greatest fear is ' fears {at} {random} - ``` haunted: - name: Haunted House - default_save_name: Haunted House description: escape from the haunted house levels: 1: @@ -2226,27 +1099,10 @@ adventures: If you pick the right door you'll survive, but {if} not a terrible monster might... In level 1 we start our haunted house game by making up a scary story and {ask} the player what monster they'll see in the haunted house. - example_code: | - ``` - {print} How did I get here? - {print} I remember my friend telling me to go into the old mansion... - {print} and suddenly everything went black. - {print} But how did I end up on the floor...? - {print} My head hurts like Ive been hit by a baseball bat! - {print} What's that sound? - {print} Oh no! I feel like Im not alone in this house! - {print} I need to get out of here! - {print} There are 3 doors in front of me.. - {ask} Which door should i pick? - {echo} I choose door - {print} ...? - ``` story_text_2: | ### Exercise Can you finish the scary story? Or make up your own haunted house story? 2: - story_text: | - In this haunted house you can choose your monsters with emojis. Of course you could also use words. example_code: | ``` monster_1 {is} 👻 @@ -2258,10 +1114,6 @@ adventures: {print} Oh no! Quickly get to the kitchen. {print} But as you enter monster_3 attacks you! ``` - story_text_2: | - ### Exercise - In the example above the monsters are predetermined. So each time you run your code, the output is the same. - Can you add `{ask}` commands to make the haunted house interactive and have the players choose the monsters they come across? example_code_2: | ``` monster_1 {is} _ @@ -2278,17 +1130,6 @@ adventures: In the previous levels you've made an introduction to your haunted house game, but as you might have noticed the story would always have a dreadful end. In this level you can make your story more interactive by changing the outcome of the game; sometimes you'll get eaten, sometimes you'll escape! Let Hedy decide randomly! - example_code: | - ``` - _ Escape from the haunted house! - _ There are 3 doors in front of you... - _ _ _ Which door do you choose? - _ You picked door ... choice - monsters _ a zombie, a vampire, NOTHING YOUVE ESCAPED - _ You see... - {sleep} - _ _ _ _ - ``` 4: story_text: | In this level you learn how to use quotation marks in your games. @@ -2329,27 +1170,6 @@ adventures: ### Exercise Now it's very hard to win this game, can you make it easier to win? For example by only having 1 wrong door and 2 correct doors instead of 1 correct door en 2 wrong ones? - example_code: | - ``` - {print} 'Escape from the Haunted House!' - player = alive - doors = 1, 2, 3 - monsters = zombie, vampire, giant spider - {repeat} 3 {times} - {if} player {is} alive - correct_door {is} doors {at} {random} - {print} 'There are 3 doors in front of you...' - chosen_door = {ask} 'Which door do you choose?' - {if} chosen_door {is} correct_door - {print} 'No monsters here!' - {else} - {print} 'You are eaten by a ' monsters {at} {random} - player = dead - {else} - {print} 'GAME OVER' - {if} player {is} alive - {print} 'Great! You survived!' - ``` 11: story_text: | In this level we've changed the repeat command and we've added a line to our haunted house that tells the player in which room they are. @@ -2375,252 +1195,39 @@ adventures: {if} player {is} alive {print} 'Great! You survived!' ``` - 14: + if_command: + description: Introducing the if command + levels: + 9: story_text: | - ### Exercise - In this level you can use the `<` and `>` symbol to introduce lives to your game. - Make sure the player loses a life when they come across the wrong monster and that the game stops if you have no lives left. - example_code: | + In this level you can also put an {if} command inside another {if} command. + in_command: + description: Introducing the in command + levels: + 5: + example_code_2: | ``` - {print} 'Escape from the haunted house' - lives = 3 - doors = 1, 2, 3 - monsters = 'the wicked witch', 'a zombie', 'a sleeping 3 headed dog' - {for} i {in} {range} 1 {to} 10 - {if} lives _ - good_door = doors {at} {random} - monster = monsters {at} {random} - chosen_door = {ask} 'Which door do you choose?' - {if} good_door == chosen_door - {print} 'You have chosen the correct door' - {else} - {print} 'You see...' monster - {if} monster == 'a sleeping 3 headed dog' - {print} 'Pffieuw.... Its asleep' - {else} - {print} 'You lose one life' - lives = _ - {else} - {print} 'GAME OVER' - ``` - 16: - story_text: | - ### Exercise - This haunted house game uses the connection between the lists you can use in this level. - For example: all the properties that belong to the zombie are first in all the lists, witch second and vampire third. - Check out the code and fill in `weapons[i]`, `monsters[i]` , `bad_fate[i]`, `good_fate[i]`, `hint[i]` on the correct blanks to get the code to work! - example_code: | - ``` - numbers = [1, 2, 3] - i = numbers[{random}] - hint = ['growling', 'a cackling laugh', 'fluttering batwings'] - monsters = ['zombie', 'witch', 'vampire'] - bad_fate = ['Your brain is eaten', 'You are forever cursed', 'You are bitten'] - good_fate = ['You throw the ham. The zombie is distracted and starts eating it.', 'You set the curtains on fire. The witch flees out of fear for the fire', 'The vampire hates garlic and flees'] - weapons = ['ham', 'lighter', 'garlic'] - {print} 'You are standing in front of an old mansion' - {print} 'Something is not right here' - {print} 'You hear ' _ - {print} 'You are going to explore it' - {print} 'You enter the kitchen and see a lighter, a raw ham and a garlic.' - your_weapon = {ask} 'What do you bring with you?' - {print} 'With your ' your_weapon ' you enter the living room' - {print} 'There you find a ' _ - needed_weapon = _ - {if} your_weapon == needed_weapon - {print} 'You use your ' your_weapon - {print} _ - {print} 'YOU WIN!' - {else} - {print} 'You have chosen the wrong weapon...' - {print} _ - {print} 'GAME OVER' - ``` - hotel: - name: hotel - default_save_name: hotel - description: hotel - levels: - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, and you've learned how to combine it with an {ask}. - You might have wondered why you would use functions, because the functions in the example were only one line of code. - Now we will show you what a bigger function looks like and we will use multiple agruments now as well. You'll see how much better it is to use a function once the function gets bigger. - Here is an example of a function with arguments combined with {ask} commands. - example_code: | - ``` - {define} welcome_message {with} title, last_name, country, room_number - {print} 'Welcome to Hotel Hedy, ' title ' ' last_name - nice_trip {is} {ask} 'Did you have a nice trip from, ' country '?' - {if} nice_trip {is} 'yes' - {print} 'Lovely!' - {else} - {print} 'Sorry to hear that.' - {print} 'Hopefully you can take a nice rest in you room.' - {print} 'Your room number is ' room_number - - {print} 'Hello. Please fill in your information to check in.' - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - ``` - - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - if_command: - name: '{if} & {else}' - default_save_name: if_command - description: Introducing the if command - levels: - 5: - story_text: | - ## If... else.... - In level 5 there is something new, the `{if}`! With the `{if}` you can choose between two different options. - This code prints nice if you enter Hedy as a name, and boo! if you enter something else. - `{ask}` and `{print}` still work like they did in level 4. - example_code: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' {else} {print} 'boo!' - ``` - story_text_2: | - Sometimes code with an `{if}` gets really long and does not fit on the line well.
You may also divide the code over two lines, starting the second line at the `{else}` like this: - example_code_2: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - ``` - story_text_3: | - ### Exercise - Try to create your own code with `{if}` and `{else}`. You can use the example code if you want. - example_code_3: | - ``` - answer {is} {ask} '2 + 2 = ?' - _ _ _ 4 _ 'Great job!' - _ _ 'No 2 + 2 = 4' - ``` - 8: - story_text: | - ## If... Else... - You have learned to repeat a block of lines of code after a `{repeat}` command. - Now you can also use indentation to make blocks after a {if} or {else} command. - Check out the example code. - - ### Exercise - Add an {else} command to the example code. Make a block of line using indentation. You do this by starting each line with 4 spaces. - example_code: | - ``` - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {print} 'You can play on your computer!' - ``` - 9: - story_text: | - In this level you can also put an {if} command inside another {if} command. - example_code: | - ``` - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - ``` - in_command: - name: '{in}' - default_save_name: in_command - description: Introducing the in command - levels: - 5: - story_text: | - ## Lists - When we want to check if something is in a list, we can now use the `{in}` command. - This code prints pretty! if you choose green or yellow, and meh otherwise. - example_code: | - ``` - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - ``` - story_text_2: | - ### Exercise - Finish the example code by filling in the blanks with commands that you've learned. - When you've finished the code, try to create a code of your own and use a question that you've thought of yourself. - example_code_2: | - ``` - animals is dog, cow, sheep - answer is ask 'What is your favorite animal?' - _ answer _ animals _ 'Mine too!' - _ _ 'My favorite animals are dogs, cows and sheep' + animals is dog, cow, sheep + answer is ask 'What is your favorite animal?' + _ answer _ animals _ 'Mine too!' + _ _ 'My favorite animals are dogs, cows and sheep' ``` is_command: - name: '{is}' - default_save_name: is_command description: introducing is command levels: 2: - story_text: | - ## Variables - You can name a word with `{is}`. This is called a **variable**. In this example we made a variable called name and a variable called age. You can use the word name anywhere in your code and it will be replaced by Hedy, like this: - example_code: | - ``` - name {is} Hedy - age {is} 15 - {print} name is age years old - ``` story_text_2: | ### Exercise Time to make your own variables! In the example code we made an example of the variable `favorite_animal`. In line 1 the variable is set, and in line 2 we haved used the variable in a print command. Firstly, finish our example by filling in your favorite animal on the blank. Then make at least 3 of these codes yourself. Pick a variable, and set the variable with the {is} command. Then use it with a {print} command, just like we did. - example_code_2: | - ``` - favorite_animal {is} _ - {print} I like favorite_animal - ``` - 6: - story_text: | - We also make a change in storing a word in a variable! You may now use `=` instead of `{is}` when we store a name or a number in a variable, like this: - example_code: | - ``` - name = Hedy - answer = 20 + 4 - ``` 14: - story_text: | - We are going to learn more new items. You might know them already from mathematics, the `<` and `>`. - The `<` checks if the first number is smaller than the second, for example age `<` 12 checks if age is smaller than 12. - If you want to check if the first number is smaller or equal to the second, you can use `<=`, for example age `<=` 11. - The `>` checks if the first number is bigger than the second, for example points `>` 10 checks if points is larger than 10. - If you want to check if the first number is bigger or equal to the second, you can use `>=`, for example points `>=` 11. - You use these comparisons in an `{if}`, like this: example_code: | ``` age = {ask} 'How old are you?' {if} age > 12 {print} 'You are older than I am!' ``` - story_text_2: | - From this level on, if you want to compare exactly, you can use two equal signs. This is what most programming languages do: - example_code_2: | - ``` - name = {ask} 'What is your name?' - {if} name == 'Hedy' - {print} 'You are cool!' - ``` - story_text_3: | - You can also compare if something is *not* equal to something else using `!=` like this: example_code_3: | ``` name = {ask} 'What is your name?' @@ -2633,56 +1240,14 @@ adventures: {else} {print} 'You are older than me!' language: - name: Language default_save_name: language - description: Practice words in a foreign language levels: 5: story_text: | Make your own program to practice your vocabulary in a new language. - example_code: | - ``` - {print} 'Learn French!' - cat {is} {ask} '🐱' - {if} cat {is} chat {print} 'Terrific!' - {else} {print} 'No, cat is chat' - frog {is} {ask} '🐸' - {if} frog {is} grenouille {print} 'Super!' - {else} {print} 'No, frog is grenouille' - ``` - 16: - story_text: | - ### Exercise - Take a look at the example code. This is a program to practise French vocabulary. Now make your own program to practice your vocabulary in a new language. - If you don't know any other languages, you can use Google translate or you can use emojis and your native language. - example_code: | - ``` - french_words = ['bonjour', 'ordinateur', 'pomme de terre'] - translation = ['hello', 'computer', 'potato'] - score = 0 - {for} i {in} {range} 1 {to} 3 - answer = {ask} 'What does ' french_words[i] ' mean?' - correct = translation[i] - {if} answer == correct - {print} 'Correct!' - score = score + 1 - {else} - {print} 'Wrong, ' french_words[i] ' means ' translation[i] - {print} 'You gave ' score ' correct answers.' - ``` maths: - name: maths - default_save_name: maths - description: Introducing maths levels: 6: - story_text: | - In this level you learn something new: you can now also calculate. - - The plus is easy, you write it like with math: `5 + 5` for example. The minus also works fine, it is `5 - 5`. - - The times is a bit different, because there is no times symbol on your keyboard. Just search, there really isn't! - That is why we multiply with the asterisk above 8: `5 * 5`. Read that as "5 times 5" that helps you remember it best. example_code: | ``` {print} '5 plus 5 is ' 5 + 5 @@ -2690,17 +1255,6 @@ adventures: {print} '5 times 5 is ' 5 * 5 ``` 12: - story_text: |- - **Decimal numbers** - So far, Hedy did not allow for decimal numbers like 1.5, but now we do allow that. Note that computers use the `.` for decimal numbers. - example_code: | - ``` - {print} 'Two and a half plus two and a half is...' - {print} 2.5 + 2.5 - ``` - story_text_2: |- - **Maths with words** - In this level you can also do addition with words like this: example_code_2: | ``` a = 'Hello ' @@ -2710,414 +1264,15 @@ adventures: {print} 2.5 + 2.5 music: - name: music - default_save_name: music - description: Play a tune! levels: - 1: - story_text: |- - In this level you'll learn how to use the `{play}` command to play a tune! - - Type `{play}` followed by the note you want to play. The scale goes C-D-E-F-G-A-B. - As you can see there are 7 different letters, but we can play more than just 7 notes. - Type a number between 1 and 10 behind the letter to choose the scale, for example after B4 comes C5. - C1 is the lowest note you can play, C10 is the highest. - - ### Exercise - Try out the example code and then play around with it! Can you create your own melody? - In the next level you'll learn how to play some existing songs. - example_code: |- - ``` - {play} C4 - {play} D4 - {play} E4 - {play} F4 - {play} G4 - {play} A4 - {play} B4 - {play} C5 - ``` - 2: - story_text: | - ### Exercise - Finish the songs! We have started the codes for some melodies. - example_code: | - ``` - {print} Old Mac Donald had a farm - {play} C5 - {play} C5 - {play} C5 - {play} G4 - {play} A4 - {play} A4 - {play} G4 - ``` - story_text_2: As you can see, you can also use the `{sleep}` command to add a little pause in the song. - example_code_2: | - ``` - {print} Twinkle Twinkle Little Star - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} 1 - {play} F - {play} F - ``` - 3: - story_text: | - Create a random melody! - - ### Exercise - The example code creates a random melody, but it's very short and not many notes are used. - Add more notes to the list and create a longer melody by copying the last line a couple more times. - example_code: | - ``` - notes {is} A4, B4, C4 - {play} notes {at} {random} - {play} notes {at} {random} - {play} notes {at} {random} - ``` - 4: - story_text: | - Use the `{clear}` command to create a karaoke machine! - - ### Exercise - Finish the karaoke version of 'Mary had a little lamb'. - Then, create a karaoke version of any song you'd like! - example_code: | - ``` - {print} 'Mary had a little lamb' - {play} E - {play} D - {play} C - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Little lamb, little lamb' - {play} D - {play} D - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Mary had a little lamb' - {play} E - ``` - 5: - story_text: | - You don't always have to use the `{play}` command to play a whole song, sometimes you just want to play one note. - For example, if you want to make a quiz, you can play a happy high note if the answer is right and a sad low note if the answer is wrong. - - ### Exercise - Finish the first question by adding a line of code that plays a C3 note if the wrong answer is given. - Then think of 3 more questions to add to this quiz. - example_code: | - ``` - answer {is} {ask} 'What is the capital of Zimbabwe?' - {if} answer {is} Harare {play} C6 - _ - ``` 6: story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\n This calls for musical maths! Try out the example code a couple of times with different starting numbers. \nThen, see if you can compose a song using the numbers.\n" - example_code: | - ``` - number = {ask} 'Say a starting number between 1 and 67' - {print} number - {play} number - number = number + 1 - {print} number - {play} number - number = number + 1 - {print} number - {play} number - ``` - 7: - story_text: | - Using the `{repeat}` command can make your codes for melodies a lot shorter! - - ### Exercise - Finish the code for Twinkle Twinkle Little Star by using the `{repeat}`command. - Then go back to the songs you've made in the previous levels. Can you shorten those codes too? - example_code: | - ``` - {print} 'Twinkle Twinkle Little Star' - {repeat} 2 {times} {play} C4 - {repeat} 2 {times} {play} G4 - _ - ``` - 8: - story_text: | - Now that we can use the `{repeat}` command for multiple lines, we can make songs even more easily! - - ### Exercise - Finish the song of Brother John (Frère Jacques). Don't forget to use `{repeat}`! - example_code: | - ``` - {print} 'Brother John' - {repeat} 2 {times} - {play} C - {play} D - {play} E - {play} C - {repeat} 2 {times} - {play} E - {play} F - {play} G - {sleep} 1 - ``` - 9: - story_text: | - From this level on you can - among other things - use a {repeat} command inside a {repeat} command. - That makes songs like 'Happy birthday' even shorter! - - ### Exercise - Finish the song! - example_code: | - ``` - first_time = yes - {repeat} 2 {times} - {repeat} 2 {times} - {play} C - {play} D - {play} C - {if} first_time {is} yes - {play} F - {play} E - first_time {is} no - {else} - _ - ``` - 12: - story_text: | - Use functions in your songs! As you can see in the example code, you can make a function for each line of Twinkle Twinkle Little Star. Once you've programmed the first three lines, all you have to do is call the functions in the order you want them played in. - - ### Exercise - Finish the song of Twinkle Twinkle Little Star. - Then look back at all the songs you've programmed in the levels before, can you make those codes better and shorter using functions too? - example_code: | - ``` - {define} first_line - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} - - {define} second_line - {play} F - {play} F - {play} E - {play} E - {play} D - {play} D - {play} C - {sleep} - - {define} third_line - {play} G - {play} G - {play} F - {play} F - {play} E - {play} E - {play} D - {sleep} - - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - ``` - 13: - story_text: | - You can use a function with an argument for songs that have line that are almost the same, but slightly different each time. - One example is the song 'Yankee Doodle'. The first 4 notes of the first lines are the same, but each time they are followed by a different couple of notes. - - ### Exercise - Can you finish the song of Yankee Doodle? - Can you think of another song to program this way? - example_code: | - ``` - {print} 'Yankee Doodle' - {define} _ {with} note_1, note_2, note_3 - {play} C4 - {play} C4 - {play} D4 - {play} E4 - {play} _ - {play} _ - {play} _ - - {call} line_1 {with} 29, 31, 30 - {call} line_1 {with} 29, 28, 0 - {call} line_1 {with} 32, 31, 30 - - {play} C4 - {play} B3 - {play} G3 - {play} A3 - {play} B3 - {play} C4 - {play} C4 - ``` - 14: - story_text: | - You can program music for fun, but you can also use the musical notes to make something useful like a fire alarm! - - ### Exercise - Make sure the fire alarm rings when there is a fire! - example_code: | - ``` - {define} fire_alarm - {print} 'FIRE!' - note = 40 - {for} i {in} {range} 1 {to} 100 - {if} note _ 50 - note = note + 5 - {play} _ - {else} - note = 40 - - fire = {ask} 'Is there a fire?' - {if} fire _ 'yes' - {call} fire_alarm - ``` - 15: - story_text: | - **Warning** This adventure can become extremely annoying! - We can also use the {while} command to repeat a song forever. - - ### Exercise - Finish the never-ending song. - example_code: | - ``` - {define} song - {play} _ - - yes_or_no = {ask} 'Do you want to hear my never-ending song?' - {while} yes_or_no = 'yes' - {call} song - {print} '🥳' - ``` - 16: - story_text: | - Upgrade your Old MacDonald code! - - ### Exercise - Take your code from the 'Sing a Song' adventure and add musical notes to it! - You can make a function for each line in the song and call that function after the line is printed. - We defined the first line for you and called it in the code. Can you finish the whole song? - example_code: | - ``` - {define} line_1 - {for} i {in} {range} 1 {to} 3 - {play} G - {play} D - {for} i {in} {range} 1 {to} 2 - {play} E - {play} D - - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - for i in range 1 to 3 - animal = animals[i] - sound = sounds[i] - print 'Old MacDonald had a farm' - call line_1 - print 'E I E I O!' - _ - ``` - 17: - story_text: | - You can use the {elif} to create different options. - - ### Exercise - Firstly, add colons to get the code to work. - Then finish this code by adding at least 2 other songs for other moods. For example a happy song and an angry song. - example_code: | - ``` - {define} scary_song - {for} i {in} {range} 1 {to} 3 - {play} G - {play} E - {sleep} 2 - {for} i {in} {range} 1 {to} 3 - {play} F - {play} D - - mood = {ask} 'Which emotion are you feeling?' - {if} mood {is} 'fear' - {call} scary_song - {elif} _ - ``` - 18: - story_text: | - ### Exercise - Even in this last level of Hedy we can make some music! Be careful of all the syntax that is needed now. - Take a good look at how the functions are defined and called upon in the example code. - Finish the song! - example_code: | - ``` - {def} line_1(): - {for} i {in} {range}(1, 5): - {play} A - {play} D - {play} F - {play} A - - {def} line_2(): - {for} i {in} {range}(1, 5): - {play} G - {play} C - {play} E - {play} G - - {def} line_3(): - _ - - {print} ('The drunken sailor') - {print} ('What shall we do with the drunken sailor?') - line_1() - line_2() - line_3() - {print} ('Early in the morning') - ``` parrot: - name: Parrot - default_save_name: Parrot - description: Create your own online pet parrot that will copy you! levels: 1: - story_text: | - Create your own online pet parrot that will copy you! - example_code: | - ``` - {print} Im Hedy the parrot - {ask} whats your name? - {echo} - {echo} - ``` story_text_2: | ### Exercise Can you make the parrot ask a different question? Fill in the blanks in the example! - example_code_2: | - ``` - {print} Im Hedy the parrot - {ask} _ - {echo} - {echo} 2: story_text: | Create your own online pet parrot that will copy you! @@ -3150,15 +1305,6 @@ adventures: story_text: | In this level we have to use quotation marks with the commands `{ask}` and `{print}`. Can you complete the code by adding quotation marks? - example_code: | - ``` - words {is} squawk, Hedy - {print} _ Train your parrot! _ - new_word {is} {ask} _ Which word do you want to teach them? _ - {add} new_word {to_list} words - {print} _ 🧒 Say _ new_word _, Hedy!_ - {print} _ 🦜 _ words {at} {random} - ``` 5: story_text: | Reward your parrot {if} it says the correct word! @@ -3175,9 +1321,6 @@ adventures: {else} {print} '🧒 No, Hedy! Say ' new_word ``` piggybank: - name: Piggy Bank - default_save_name: Piggy Bank - description: Count your pocketmoney! levels: 12: story_text: | @@ -3194,10 +1337,6 @@ adventures: {print} 'You can buy a ' wish ' in ' weeks ' weeks.' ``` 14: - story_text: | - ### Exercise - In this level you can let Hedy tell you if you have saved up enough money! - Finish this code by filling in the blanks! example_code: | ``` _ calculate_budget with wish, money, allowance @@ -3217,45 +1356,7 @@ adventures: {call} calculate_budget with _, _, _ ``` pressit: - name: Key presses - default_save_name: Pressed - description: Try linking a keyboard key to a command! levels: - 5: - story_text: | - In this level there is another new keyword: `{pressed}`! - With `{pressed}` you can use keys on your keyboard to control what lines are used. - - ### Exercise - Look at the example and add one more line of code that reacts to a key press. - example_code: | - ``` - {print} 'Do you want a good (g) or bad (b) ending?' - {if} g {is} {pressed} {print} 'They lived happily ever after ❤' - {else} {print} 'The prince was eaten by a hippopotamus 😭' - ``` - story_text_2: | - You can also link turtle commands to keys. - - ### Exercise - Copy the lines a few times so you can create a larger drawing. - example_code_2: | - ``` - {if} y {is} {pressed} {forward} 15 - {else} {turn} 90 - ``` - 7: - story_text: | - Now that you have learned about `{repeat}`, we can press keys multiple times. - You can use it to make the turtle walk forward and turn. - - ### Exercise - The code you have seen in level 5 only checks the key once. Copy the example code and add a `{repeat}` to it, so that you can press the keys many times. - Use this code to draw something nice. - example_code: | - ``` - {if} x {is} {pressed} {forward} 15 {else} {turn} 90 - ``` 9: story_text: | Now that you know how to combine statements, you can create a touch type tool with `{pressed}`. @@ -3263,54 +1364,9 @@ adventures: ### Exercise Finish the code. Each time a random letter should be chosen, which you have to press. You get a point for a correct press, and and two points deduction for a wrong press. **(extra)** Clear the screen after each letter, and show the user how many points they have scored. - example_code: | - ``` - points = 0 - letters = a, b, c, d, e - {repeat} 10 {times} - letter = _ _ _ - {print} 'Press the letter ' letter - {if} letter {is} {pressed} - _ - _ - _ - ``` print_command: - name: '{print}' - default_save_name: print - description: Introduction print command levels: - 1: - story_text: | - ## The print command - You can print text to the screen using the `{print}` command. - example_code: | - ``` - {print} Hi there, programmer! - {print} Welcome to Hedy! - ``` - story_text_2: | - ### Exercise - In Hedy you will find exercises in every adventure. An exercise allows you to practise the new commands and concepts, and lets you give your own twist to the example codes. - In this exercise you will see a pink blank space. You have to fill something in the place of the blank space before the code can be run. - - Fill in the `{print}` command in the blank space and then add five more lines of code. Each line has to start with a `{print}` command. - Have fun! - example_code_2: | - ``` - _ Hello! - ``` 18: - story_text: |- - We arrived at real Python code! That means we need to use parentheses with `{print}` and `{range}` from now on. - It also means you can use Hedy code from this level in any Python environment as long as you use the English commands. If you haven't until now, you can switch the toggle in the commands menu to do so. - example_code: | - ``` - {print}('Hello!') - {for} i {in} {range}(1, 10): - {print}('This is line ', i) - ``` - story_text_2: If you want to print more than one item, you need to separate them by commas. example_code_2: | ``` temperature = 25 @@ -3318,158 +1374,13 @@ adventures: ``` {print}('My name is ', name) - quizmaster: - name: Quizmaster - default_save_name: Quizmaster - description: Make your own quiz! - levels: - 14: - story_text: | - ### Exercise - In this adventure you can make your own quiz! Fill in the blanks, add more questions and enjoy your own quiz! - You can make a quiz about anything you like: your hobby, your favorite animal, your favorite book or anything at all! - example_code: | - ``` - {print} 'Make your own quiz' - points_a = 0 - points_b = 0 - {print} 'Question' - {print} 'Answer option A' - {print} 'Answer option B' - answer = {ask} 'Which answer?' - {if} answer == 'A' - points_a = points_a + 1 - {if} answer == 'B' - points_b = points_b + 1 - {print} 'End of the quiz!' - {print} 'Lets see the results!' - {if} points_a > points_b - {print} 'You belong to the A club' - {if} points_b > points_a - {print} 'You belong to the B club' - ``` - quotation_marks: - name: '''quotation marks''' - default_save_name: quotation_marks - description: Introduction quotation marks - levels: - 4: - story_text: | - ## 'Quotation marks' - In level 4 `{ask}` and `{print}` have changed. - You must put text that you want to print between quotation marks. - This is useful, because now you can print all the words you want. Also the words you used to store something with `{is}`. - Most programming languages also use quotation marks when printing, so we are also getting a step closer to real programming! - example_code: | - ``` - {print} 'You need to use quotation marks from now on!' - answer {is} {ask} 'What do we need to use from now on?' - {print} 'We need to use ' answer - ``` - story_text_2: | - ## Contractions - Important! Mind that now that we're using quotation marks, Hedy will get confused when you use the apostrophe for contractions like I'm or What's. - Make sure to remove those apostrophes and change the spelling to I am or What is. - Check out the example code to see the wrong way of using apostrophes. - example_code_2: | - ``` - _ This is the wrong way of using apostrophes _ - {print} 'I'm babysitting my sister's kids' - {print} 'What's more fun than that?' - ``` - 12: - story_text: | - **All texts need to be in quotation marks** - For this level on you will also have to use quotation marks when storing a text with `=`: - example_code: | - ``` - name = 'Hedy the Robot' - {print} 'Hello ' name - ``` - story_text_2: | - **All items in lists need quotation marks too** - Lists are texts, so they need quotation marks too. Mind that each single item on the list has quotation marks. - This allows you to save two words as 1 item on the list, for example 'Black Widow'. - example_code_2: | - ``` - superheroes = 'Spiderman', 'Batman', 'Black Widow' - {print} superheroes {at} {random} - ``` - story_text_3: | - **All text after `{if}` comparisons need quotation marks too** - example_code_3: | - ``` - name = {ask} 'What is your name?' - {if} name = 'Hedy the Robot' - {print} 'Hi there!' - ``` - story_text_4: | - **Numbers don't need quotation marks** - For numbers, you do not use quotation marks in the `=`: - example_code_4: | - ``` - score = 25 - {print} 'You got ' score - ``` random_command: - name: '{random}' - default_save_name: random_command - description: introducing at random command - levels: - 3: - story_text: | - ## At random - In this level you can make a list using the `{is}` command. You can let the computer choose a random item from that list. You do that with `{at} {random}`. - example_code: | - ``` - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - ``` - story_text_2: | - You can use the `{at} {random}` command in a sentence as well. - example_code_2: | - ``` - food {is} sandwich, slice of pizza, salad, burrito - {print} I am going to have a food {at} {random} for lunch. - ``` - story_text_3: | - ### Exercise - Try out the `{at} {random}` command by making your own gameshow (like the ones on tv) where you choose a door or suitcase and it contains a big price! - Can you do it? We have already put the first lines into the example code. - example_code_3: | - ``` - {print} The big gameshow! - {print} There are 3 suitcases in front of you... - chosen {is} {ask} Which suitcase do you choose? - prices {is} _ - _ - ``` - 16: - story_text: |- - We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. - We use square brackets to point out a place in a list. For example: `friends[1]` is the first name on the list of friends, as you can see in the first part of the example code. The second part of the example code shows you that we can also match 2 lists using the variable i. - example_code: | - ``` - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - ``` - story_text_2: |- - Now that you've learned to use the brackets in lists, you can also start using the {at} {random} command in the Python way! - You simply type the name of your list with `[random]` behind it! - example_code_2: |- - ``` - fruit = ['apple', 'banana', 'cherry'] - {print} fruit[random] - ``` + levels: + 16: + story_text: |- + We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. + We use square brackets to point out a place in a list. For example: `friends[1]` is the first name on the list of friends, as you can see in the first part of the example code. The second part of the example code shows you that we can also match 2 lists using the variable i. repeat_command: - name: '{repeat}' - default_save_name: repeat_command description: repeat command levels: 7: @@ -3479,23 +1390,6 @@ adventures: ### Exercise Play around with the repeat command. Can you make the happy birthday song in only 3 lines of code instead of 4 now? - example_code: | - ``` - {repeat} 3 {times} {print} 'Hedy is fun!' - ``` - 8: - story_text: | - ### Repeat commands and indentation - In this level you can repeat multiple lines of code with only 1 repeat command. - You do this by making a block of lines that you want to repeat. - The lines in this block will need **indentation** . - That means putting four spaces at the beginning of each line. You will also have to indent when you just want to create a block of one line. - example_code: | - ``` - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This is all repeated 5 times' - ``` 9: story_text: | Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... @@ -3511,66 +1405,18 @@ adventures: {else} {print} 'Maybe you should practice some more in the previous level' repeat_command_2: - name: '{repeat} 2' - default_save_name: repeat_command_2 description: repeat command 2 levels: 7: - story_text: | - ## Repeat with other commands and with variables - You have practiced the `{repeat}` command in combination with the `{print}` command now, but did you know you could also use other commands with `{repeat}` ? - In this example code you can see that `{repeat}` can also be used with an `{ask}`, `{if}` or `{else}` command. - example_code: | - ``` - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - ``` story_text_2: | Another interesting thing you can so with the `{repeat}` command is using variables to set the amount of times something should be repeated. In the example code you can see that we first ask the person how old they are. Then, in line 3, the question is repeated 'age' times. So we have used the variable 'age' with the `{repeat}` command. - example_code_2: | - ``` - {print} 'Yay! It is your birthday!' - age = {ask} 'How old are you now?' - {repeat} age {times} {print} 'Hip Hip Hurray!' - ``` - 8: - story_text: | - ### In the block or not? - In this level you have to think carefully which lines of code should be in the block and which shouldn't. - For example: If you want to sing the song *the muffin man*. You only want the line with 'the muffin man' to be repeated twice. - This means the last line shouldn't start with indentation as it doesn't belong to the block. - If you do start the last line with indentation the song will turn out wrong. - - ### Exercise - Each line in the example code starts with a blank. Remove the blanks and try to figure out which line need indentation and which don't to make the muffin man song. - example_code: | - ``` - _ {print} 'Do you know the muffin man?' - _ {repeat} 2 {times} - _ {print} 'The muffin man' - _ {print} 'Do you know the muffin man, who lives on Drury Lane?' - ``` restaurant: - name: Restaurant - default_save_name: Restaurant - description: Create your own virtual restaurant levels: 1: - story_text: | - In level 1 you can make your own virtual restaurant and take your guests' orders. story_text_2: | ### Exercise Can you think of more lines to add to your restaurant code? For example, can you {ask} the guests what they'd like to drink, tell them the price, or wish them a pleasant meal? - example_code_2: | - ``` - {print} Welcome to Hedy's restaurant 🍟 - _ What would you like to order? - {echo} So you would like to order - {print} Thank you for your order! - {print} It's on its way! - ``` 2: story_text: | In level 2 you could expand your restaurant by using variables. In level 1 Hedy could only {echo} the order once and only remember the last thing that was ordered. @@ -3591,10 +1437,6 @@ adventures: ### Exercise Can you make this code more elaborate? For example by adding drinks to the order? Or...? 3: - story_text: | - Having trouble to decide what you wanna have for dinner? You can let Hedy choose for you! - Simply add lists of your favorite (or least favorite) meals and Hedy can randomly choose your dinner. - You can also have a bit of fun, by letting Hedy choose the price for your dinner as well! What will you get? example_code: | ``` {print} Welcome to Hedy's Random Restaurant! @@ -3629,19 +1471,6 @@ adventures: ### Exercise 2 Go back to the previous level and copy your restaurant code. Make the code work in this level by adding quotation marks in the right spots and add some `{clear}` commands. - example_code: | - ``` - _ Add the quotation marks to this code _ - {print} Welcome to Restaurant Chez Hedy! - {print} Today we are serving pizza or lasagna. - food {is} {ask} What would you like to eat? - {print} Great choice! The food is my favorite! - topping {is} {ask} Would you like meat or veggies on that? - {print} food with topping is on its way! - drinks {is} {ask} What would you like to drink with that? - {print} Thank you for your order. - {print} Your food and drinks will be right there! - ``` 5: story_text: | In this level the {if} command allows you to {ask} your customers questions and give different responses to the answers. @@ -3691,24 +1520,6 @@ adventures: {repeat} people times food = {ask} 'What would you like to eat?' {print} 'Thanks for your order! Its coming right up!' ``` - 8: - story_text: | - In this level you can make your virtual restaurant more elaborate by repeating multiple lines of code. Like this: - - ### Exercise - This code can be expanded with more items on the menu, for example offering drinks, and/or multiple courses or desserts. Add at least one more item. - **Extra** Add even more items, as many options as you like! - example_code: | - ``` - {print} 'Welcome to Restaurant Chez Hedy!' - people = {ask} 'How many people will be joining us today?' - {print} 'Great!' - {repeat} people {times} - food = {ask} 'What would you like to order?' - {print} food - {print} 'Thank you for ordering!' - {print} 'Enjoy your meal!' - ``` 9: story_text: | In this level you can use nesting to make your restaurant more realistic and more fun! @@ -3808,48 +1619,9 @@ adventures: price = price - 3 {print} 'That will be ' price ' dollars' ``` - 15: - story_text: | - With the `{while}` you can make sure your costumers can keep adding orders until they are done. - - ### Exercise - Correctly add the `{while}` command to this code. - example_code: | - ``` - {print} 'Welcome at McHedy' - more = 'yes' - _ - order = {ask} 'What would you like to order?' - {print} order - more = {ask} 'Would you like to order anything else?' - {print} 'Thank you!' - ``` rock: - name: Rock, paper, scissors default_save_name: Rock - description: Make your own rock, paper, scissors game levels: - 1: - story_text: | - In level 1 you can start with a rock, paper, scissors game. - - With `{ask}` you can make a choice, and with `{echo}` you can repeat that choice. - example_code: | - ``` - {print} what do you choose? - {ask} choose from rock, paper or scissors - {echo} so your choice was: - ``` - story_text_2: | - ### Exercise - Instead of using words, you could also use emojis: ✊✋✌ - Can you create a code using emojis? - example_code_2: | - ``` - {print} what do you choose? - {ask} choose from _ - {echo} so your choice was: - ``` 2: story_text: | In this level you can practise using the variables, so that you can make the rock, paper, scissors game in the next level! @@ -3859,16 +1631,6 @@ adventures: {print} I choose choice ``` 3: - story_text: | - You can use the `{at} {random}` command to let the computer pick rock, paper or scissors! - - ### Exercise - Finish the code by using the `{at} {random}` command. - example_code: | - ``` - choices {is} rock, paper, scissors - {print} choices _ - ``` story_text_2: | ### Exercise Now you only have one player, so can you add a second player? @@ -3879,16 +1641,6 @@ adventures: {print} player 1 chooses... choices {at} {random} {print} player 2 _ ``` - 4: - story_text: | - In this level we can further program rock, paper, scissors. But if you want to add text, you have to use quotation marks here too. - ### Exercise - Fill in quotation marks on the blanks. Mind that the variable `choices` should be outside the quotes. - example_code: | - ``` - choices {is} rock, paper, scissors - {print} _The computer chooses..._ choices {at} {random} - ``` 5: story_text: | In this level we can determine who won. @@ -3954,9 +1706,6 @@ adventures: {print} 'The computer wins!' ``` 15: - story_text: | - ### Exercise - Play until you beat the computer! But first, finish the example code... example_code: | ``` won = 'no' @@ -3975,9 +1724,6 @@ adventures: won = 'yes' ``` rock_2: - name: Rock, paper, scissors 2 - default_save_name: rock_2 - description: Part 2 of rock, paper, scissors levels: 2: story_text: | @@ -3991,9 +1737,7 @@ adventures: {print} I choose choice ``` secret: - name: SuperSpy default_save_name: language - description: Make your own spy code levels: 12: story_text: | @@ -4016,164 +1760,14 @@ adventures: 13: story_text: | The code you made in the previous level can be made a lot easier in this one with the `{and}` command. - example_code: | - ``` - name = {ask} 'What is your name?' - password = {ask} 'What is your password?' - {if} name {is} 'Agent007' _ password {is} 'TOPSECRET' - {print} 'Go to the airport at 02.00' - {else} - {print} 'Go to the trainstation at 10.00' - ``` - simon: - name: Simon Says - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - Let's make a game of Simon Says! Simon Says is a memory game in which the player will be given a color. They have to repeat that color back. - If they get it right a color is added to the sequence, so they now have to remember 2 colors, then 3, then 4 etc. the game stops as soon as the player makes a mistake. - - ### Exercise - In this first part of the Simon Says adventure, we'll let the computer pick a random color and add it to a list. - - ***Make 2 lists*** First, make a list called `colors` and fill it with the colors red, yellow, green and blue. - Then make a list called `simon_sequence`. This list will be used as the answer. - At the start of the game this lists need to be empty. unfortunately, we can't create an empty list (yet), so we'll fill it with the words 'empty' and 'list' and we'll remove them from the list immediately. - - ***Create a function that adds a color to the sequence*** Now that we have an empty list called simon_sequence, we can start filling it with random colors. - We do that with a function, so we can call it everytime there's a new level in our game. Create a function called `add_random_color`. - Then create the variable random_color and set it to a random color. Next, add this random color to the simon_sequence. - - ***Create a function that shows the simon_sequence*** Start by naming the new function `show_simon_sequence` with `level` as an argument. Now we want to show as many colors as the level we are in (in level 1 you see 1 color, in level 2 you see 2 colors etc). - So we repeat `level` times, to print the `simon_sequence[i]`. Each time a color is shown, wait for 1 second and then clear the screen. - - ***Test your program*** Before you go to the next level, test if the functions are working by calling both of the functions. If they're working you should see a random color in your output screen. - Remove this testing part of your code, copy the code and continue to the next tab to learn more about the simon says game! - example_code: | - ``` - # Make 2 lists - colors = _ - _ = ['empty', 'list'] - {remove} _ {from} simon_sequence - {remove} _ - - # Create a function that adds a color - _ add_random_color - _ - {add} _ - - # Create a function that shows the simon_sequence - {define} _ - {for} i {in} {range} 1 {to} _ - {print} _ - _ - _ - - # Test your program - {call} _ - {call} show_simon_sequence {with} 1 - ``` - simon_2: - name: Simon Says 2 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - We'll continue with our Simon Says game! - - ### Exercise - ***Paste your code here*** Paste your code from the previous level here. Don't forget to remove the part that was just used for testing the functions. - - ***Create a function that creates the player_sequence*** The list `player_sequence` is used to capture the answers of the player. First we define the function with the argument level. - Next, we ask level times what the color is that they choose. We call that variable `answer`. Then we add the variable `answer` to the list player_sequence. - - ***Setting up the game*** Before we program the game in the next tab, we'll need some starting variables. First, we'll set the variable `level` to 1 and the variable `game_over` to False. - Then we make an introduction for the game. We'll print 'Welcome to Simon Says!' and clear the screen after 1 second. - - ***Continue to the next tab to finish the game!**** Don't forget to copy your code and take it with you to the next tab. - example_code: | - ``` - # Paste your code here - - - # Create a function that creates the player_sequence - {define} _ - {for} _ - _ 'What is color number ' i '?' - {add} answer {to} _ - - # Set up - level = _ - game_over = _ - {print} _ - _ 1 - _ - ``` - simon_3: - name: Simon Says 3 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - In this tab we'll program the game of Simon Says! - - ### Exercise - ***Paste your code*** Copy your code from the previous tab and paste it here. - - ***Program the game*** We start by making sure the game goes on while the game isn't over. Then we print what level the player is on, we use the variable level for that. We only show that for 1 second and then we clear the screen again. - Now, we have to create the empty list player_sequence. We've already programmed how to fill the list, with our function `player_sequence`, but we never made the list itself. To create the list we use the same trick as we did in the previous tab. - We'll make a list with the words 'empty' and 'list' on it, and then we remove both these words. Next, we'll call all of the 3 functions that we've created. - Lastly, we'll have to check if the player gave the correct answers (so if the player_sequence and the simon_sequence are the same). - If that's the case, we'll compliment the player. Wait for 1 second and increase the level with 1. - Did the player give the wrong answer, we'll tell them and end the game by setting game_over to 'True' - - ***Enjoy your game!*** Great job! Does your game not work? Use the ladybug button to debug your code! - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - {print} _ - _ - _ - _ = ['empty', 'list'] - {remove} _ - {remove} _ - {call} _ - {call} _ {with} _ - {call} _ {with} _ - {if} player_sequence == _ - _ - _ - _ - {else} - _ - game_over = _ - ``` sleep_command: - name: '{sleep}' - default_save_name: sleep_command description: introducing sleep command levels: 2: story_text: | ## The sleep command Another new command in this level is `{sleep}`, which pauses your program for a second. If you type a number behind the {sleep} command, the program pauses for that amount of seconds. - example_code: | - ``` - {print} My favorite colour is... - {sleep} 2 - {print} green! - ``` songs: - name: Sing a song! - default_save_name: Song - description: Print a song levels: 6: story_text: | @@ -4190,9 +1784,6 @@ adventures: ``` You can now repeat lines 2 to 9 as many times as you want by copying the lines. - story_text_2: | - This children's song counts down from 5 little monkeys to 1 monkey. - If you copy line 2 - 7 and paste it under the the code, you can sing the whole song! example_code_2: | ``` number = 6 @@ -4280,10 +1871,6 @@ adventures: Print the song Five little moneys jumping on the bed. Look up the text if you don't remember. **(extra)** Print the song Old MacDonald had a farm, and make sure all animals make a different sound, using an `{if}`. - example_code_2: | - ``` - monkeys = 5, 4, 3, 2, 1 - ``` 11: story_text: | In this level you can use the `{for} i {in} {range}` command to make songs that use counting. @@ -4297,311 +1884,43 @@ adventures: {print} 'PUT THOSE MONKEYS RIGHT TO BED!' {else} {print} 'NO MORE MONKEYS JUMPING ON THE BED!' - ``` - 12: - story_text: | - In this song we can make it even easier to program '{if} you're happy and you know it, clap your hands'. Because we can put all of the actions in a variable, check it out: - example_code: | - ``` - actions = 'clap your hands', 'stomp your feet', 'shout Hurray!' - {for} action {in} actions - {for} i {in} {range} 1 {to} 2 - {print} '{if} youre happy and you know it' - {print} action - {print} '{if} youre happy and you know it and you really want to show it' - {print} '{if} youre happy and you know it' - {print} action - ``` - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, but did you know that you could combine them with {ask} commands as well? - In this example we have changed the 'My Bonnie' program and made it interactive. You are now asked where Bonnie is. - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is ' place - - chosen_place = {ask} 'Where do you want Bonnie to be?' - synonym = {ask} 'What is another word for that?' - - {call} song {with} chosen_place - {call} song {with} synonym - {call} song {with} chosen_place - ``` - 16: - story_text: | - In this level, you can program a song like OldMacDonald even more quickly. You can connect the right animal to the right sound by simply putting them in the same place in the list. - The Drunken Sailor is also quickly made in this level. You only need 8 lines for the entire song, check it out! - - ### Exercise - Complete the Old MacDonald song by setting the variable `animal` to `animals[i]` and `sound` to `sounds[i]`. - example_code: | - ``` - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - {for} i {in} {range} 1 {to} 3 - animal = _ - sound = _ - {print} 'Old MacDonald had a farm' - {print} 'E I E I O!' - {print} 'and on that farm he had a ' animal - {print} 'E I E I O!' - {print} 'with a ' sound sound ' here' - {print} 'and a ' sound sound ' there' - {print} 'here a ' sound - {print} 'there a ' sound - {print} 'everywhere a ' sound sound - ``` - - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines - {for} i {in} {range} 1 {to} 3 - {print} line - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - 18: - story_text: | - In level 16 we made songs using lists. These programs however are no longer working properly in this level. The colons from level 17 and the brackets from level 18 still need to be added. - - ### Exercise 1 - The Drunken sailor song is given as sample code, but not yet working. - Can you make sure everything works again? To help you, we've put _ in the places of _some_ errors. - - ### Exercise 2 - Now also look up your Old MacDonald song from level 16, and correct it. - example_code: | - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines _ - {for} i {in} {range} 1 {to} 3 _ - {print} _ line _ - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - songs_2: - name: Sing a song! 2 - default_save_name: Song 2 - description: Sing a song 2 - levels: - 12: - story_text: | - Songs contain a lot of repetition. We can capture it with a function! - ### Exercise - Look at the example code with the function. Fill out the two lines so the full song is printed. - example_code: | - ``` - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} _ - ``` - 16: - story_text: | - ### Exercise - Finish the nursery rhyme! - example_code: | - ``` - number = ['one', 'two', 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'ten'] - object = ['on his drum', 'on his shoe', 'on his knee', 'on his door', 'on his hive', 'on his sticks', 'up in heaven', 'on his gate', 'on his vine', 'once again'] - - _ - {print} 'This old man' - {print} 'He played ' _ - {print} 'He played knick-knack ' _ - {print} 'With a knick-knack paddywhack' - {print} 'Give the dog a bone' - {print} 'This old man came rolling home' - {sleep} 8 - {clear} - ``` - story_text_2: | - ### Exersice 2 - Now create your own code for the nursery rhyme 'The wheels on the bus' on the same way! - example_code_2: | - ``` - object = ['wheels', 'doors', _] - movement = [ 'round and round', 'open and shut', _] - ``` - tic: - name: Tic-Tac-Toe - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - Let's program a game of tic-tac-toe! - - ### Exercise - In this adventure we'll start with creating an empty field. - - ***Create a list called field*** This list will be our playing field. This list is filled with 9 dots, since there are no x's and o's yet at the start of our game. - - ***Create a function that prints the field*** Firstly, clear the screen so the old playing fields will be removed. Then we print the first line of our Tic Tac Toe field. This line constists of the first 3 spots in our list field. - We have already programmed this line for you. Now finish the field by printing spot 4, 5, and 6 on the second row and spot 7, 8 and 9 in the third row. - - ***Call the function that prints the field*** Now call the function. -
- Run the code. Your output should look like this: -
- - ***Continue in the next tab*** In the next tab you'll learn how to program the game itself. - example_code: | - ``` - # Create a list called field - _ = ['.', '.', '.', '.', '.', '.', '.', '.', '.'] - - # Create a function that prints the field - {define} print_field - _ - {print} 'TIC TAC TOE' - {print} field[1] field[2] field[3] - _ - _ - - # Call the function - ``` - 17: - story_text: | - In the previous level you've learned how to make a tic-tac-toe game. The game works, but is quite annoying as it keeps asking you if you've won yet. - Now that we have the {elif} command, we can let the game decide if someone has won and it can stop asking us! - - ### Exercise - ***Paste your code*** Paste your code from the previous level here and make it level 17 proof. In this level you've learned to use a colon everytime you create a block of code. Please add the colons in the correct spots. - - ***Create a function that detects if someone's won*** We have started the function for you, paste it under the function `print_field` and finish the function. You can see that this first piece of code checks to see if spot 1, 2 and 3 are the same, because if they are you have 3 in a row. - It also checks if they are not a dot, because if they are, the line might have the same symbols on them, but that's just because it's still empty. - If all these conditions are met, the game is over and the winner is printed. - Finish this function with all possible ways to win. This means you have to make this for the other 2 rows, 3 columns and 2 diagonals. - If you've finished all the other options, the function should return the variable `game_over` so we can use it in our game. - - ***Call the function in the game*** Go to the line `game_over = {ask} 'Did you win?'` and change it to `game_over = {call} detect_winner {with} field, sign`. Now the function will check if there's a winner and the game doesn't need to keep asking anymore! - - ***Enjoy your game!*** Great job! You have finished the game! Enjoy playing it! - - example_code: | - ``` - # Paste your code here and make it level 17 proof - - # Create a function that detects if someone has won - {define} detect_winner {with} field, sign: - {if} field[1] == field[2] {and} field[2] == field[3] {and} field[1] != '.': - game_over = 'yes' - {print} 'Player ' sign 'wins!' - {elif}: - _ - {else}: - game_over = 'no' - {return} _ - ``` - tic_2: - name: Tic-Tac-Toe 2 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: + ``` + 12: story_text: | - In the previous adventure you've learned how to create a playing field. Now you'll learn how to create the game! - - ### Exercise - ***Paste your code*** Start by pasting your code from the previous adventure here. - - ***Add variables*** Underneath your list called `field` we'll add 2 more variables that we'll need to program the game. - The variable `game_over` tells us if the game is over, and should be 'no' at the start of the game. - The variable `sign` tells us if it's the turn of player x or player o. Set the variable to 'x'. - - ***The game*** First use a {while} command, to make sure the game keeps on playing the variable while game_over is set to no. - During the game, we first ask the player which spot they choose. Then we change the field with the number they chose into their sign. - Then we print the field again and we ask the player if they've won yet. Lastly we want to switch whose turn it is, so if the sign is 'x' it should be 'o' and the other way around. - - ***Test your game*** Does your game work? Great, have fun playing the game! If not, use the ladybug button to debug your code. - You might have noticed one mistake in the code though, you can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! Go to the next tab to learn how to fix this problem. + In this song we can make it even easier to program '{if} you're happy and you know it, clap your hands'. Because we can put all of the actions in a variable, check it out: example_code: | ``` - # Paste your code from the previous adventure here - - # Add variables - game_over = _ - sign = _ - - # The game - {while} _ - choice = _ 'Player ' sign '_?' - field[choice] = _ - _ print_field - game_over = {ask} _ - {if} sign = 'o' - sign = _ - _ - sign = _ - ``` - tic_3: - name: Tic-Tac-Toe 3 - default_save_name: Tic - description: Play a game of Tic Tac Toe! + actions = 'clap your hands', 'stomp your feet', 'shout Hurray!' + {for} action {in} actions + {for} i {in} {range} 1 {to} 2 + {print} '{if} youre happy and you know it' + {print} action + {print} '{if} youre happy and you know it and you really want to show it' + {print} '{if} youre happy and you know it' + {print} action + ``` + songs_2: levels: - 16: - story_text: | - You might have noticed one mistake in the code you've made in the previous adventure. You can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! In this tab we'll fix that mistake. - - ### Exercise - ***Paste your code here*** Paste your code from the previous adventure here. - - ***Fix the mistake*** To fix the mistake we replace the line that says `field[choice] = sign`. This turns any spot that the player has chosen into their sign. - Go to the header that says 'Use this to fix the mistake' and finish the code. We first want to check if the chosen spot is still empty, so `if field[choice] = '.'`. If that is the case, you are allowed to take it. - Then we make an else command and print 'Sorry, this spot is already taken' if the spot is not empty. Lastly, we add a {sleep} command, so the players can actually read the text before it gets cleared again. - Now copy this piece of code and replace the line `field[choice] = sign` with this new piece of code. - - ***Play your game!*** Now the game should work properly! Good job! - The only flaw is that you can get a bit annoyed that the game keeps asking you if you've won yet. Do you want to fix that? Go to level 17 and we'll fix it! + 12: example_code: | ``` - # Paste your code here + {define} twinkle + {print} 'Twinkle' + {print} '...' - # Use this to fix the mistake - {if} _ = '.' - field[choice] = sign - {else} - {print} _ - _ + {call} twinkle + {print} 'Up above the world so high' + {print} 'Like a diamond in the sky' + {call} _ ``` turtle: - name: Turtle default_save_name: turtle - description: Make your own drawing levels: 1: story_text: | You can also use Hedy to draw. By combining turns and lines, you can make a square or stairs! Using `{forward}` you draw a line forwards. The number behind it determines how far the turtle will walk. `{turn} {right}` turns a quarter turn in clockwise direction, `{turn} {left}` turns counter clockwise. - example_code: | - ``` - {forward} 100 - {turn} {left} - ``` - story_text_2: | - ### Exercise - This is the start of a little staircase. Can you make it have 5 steps? - example_code_2: | - ``` - {forward} 20 - {turn} {right} - {forward} 20 - {turn} {left} - {forward} 20 - ``` 2: story_text: | In level 1 the turtle could only turn left or right. That is a bit boring! @@ -4633,15 +1952,7 @@ adventures: story_text: | In this level you can use use `{at} {random}` with the drawing turtle. A random choice makes the turtle walk a different path each time. Use `{at} {random}` to choose a value from a list. You can copy and paste lines 2 and 3 to create a longer random path. - example_code: | - ``` - angles {is} 10, 50, 90, 150, 250 - {turn} angles {at} {random} - {forward} 25 - ``` 4: - story_text: | - In level 4 you have to use quotation marks with `{print}` and `{ask}`. Also when drawing! example_code: | ``` {print} 'Drawing figures' @@ -4651,45 +1962,7 @@ adventures: {turn} angle {forward} 25 ``` - story_text_2: | - You can also change the color of the lines with the command `{color}`. Check out the example. - You can also use the command `{color} {white}` to make 'invisible' lines. You could use these white lines to move the turtle anywhere in the screen before you start drawing. - example_code_2: | - ``` - {color} {white} - {forward} -80 - {color} {green} - {forward} 50 - {color} {yellow} - {forward} 50 - {color} {red} - {forward} 50 - ``` 5: - story_text: | - In level 5 you can make a choice with `{if}`. For example between different types of figures. - example_code: | - ``` - {print} 'Drawing Figures' - figure {is} {ask} 'Do you want a square or a triangle?' - {if} figure {is} triangle angle {is} 120 - {else} angle {is} 90 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - ``` - story_text_2: | - ### Exercise - Fill in the correct numbers in this code to get it to work. - After you've done that, you can try to add the option backwards. - - **Extra** Instead of using 'left' and 'right', remake the program with North, East, South and West. - This way you could add even more directions like Northeast and Southwest etc. example_code_2: | ``` direction {is} {ask} 'Do you want to go left, right, or straight ahead?' @@ -4697,29 +1970,6 @@ adventures: if direction is right turn _ forward 100 ``` - 6: - story_text: | - In this level you can use calculations to draw different figures. - You may have learned in school that turning a full circle is 360 degrees. If not, now you know! - That's why you also use 90 degrees for a square. 360 divided by 4 is 90. - Now that we can do math with Hedy, we can draw all the figures we want! - example_code: | - ``` - angles = {ask} 'How many angles do you want?' - angle = 360 / angles - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - ``` 8: story_text: | Now that we can repeat several lines, we can make figures more easily. @@ -4734,14 +1984,6 @@ adventures: story_text_2: | Also, we can now improve the program that draws different figures. Can you figure out how far the turtle has to turn here? Finish the code and you can draw any polygon you'd like! - example_code_2: | - ``` - figure = {ask} 'How many angles should I draw?' - angle = 360 / figure - {repeat} figure {times} - {turn} _ - {forward} _ - ``` 9: story_text: | Now that we can use a `{repeat}` inside a `{repeat}`, we can create more complex figures. @@ -4750,17 +1992,6 @@ adventures: This code creates three black triangles, change that into five pink squares. **(extra)** Create a figure of your own choosing consisting of at least two different shapes types. - example_code: | - ``` - {color} {black} - {repeat} 3 {times} - {repeat} 3 {times} - {forward} 10 - {turn} 120 - {color} {white} - {forward} 50 - {color} {black} - ``` 10: story_text: | In this level you can make the turtle draw a figure. @@ -4771,162 +2002,9 @@ adventures: **(extra)** can you change the spiral into another shape? Experiment with numbers for the turn! ### Exercise 2 The spiral is drawn outwards, make it go inwards? - example_code: | - ``` - {turn} 90 - distances = 10, 20, 30, 40, 50, 60 - {for} distance {in} distances - {forward} distance - ``` - 12: - story_text: | - We can use functions to draw more complex figures with less code. - ### Exercise 1 - Fill the function so that three squares are created. If you want the image to look nicer, you can make the lines between the squares white. - - ### Exercise 2 - The code can be made even shorter. Place the final lines into a `{repeat}` so the figure remains the same. - - ### Exercise 3 - Create your own drawing with different figures. - Change both the number of figures with the `{repeat}` and the shape of the figures in the `{define}` - example_code: | - ``` - {define} square - {repeat} 4 {times} - {turn} _ - {forward} _ - {call} square - {forward} 50 - {call} square - {forward} 50 - {call} square - ``` turtle_draw_it: - name: Draw it! - default_save_name: Draw it - description: Draw this picture with the turtle levels: - 1: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Rectangle - Square - Stairs -
- 2: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Arrow - Boat -
- 3: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Star - Arrow -
- 4: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Colored Star - Rainbow - Nested squares -
- example_code: | - **Extra** Up for a real challenge? Make sure that the colors of these figures are selected randomly, so that each time you run your programs they'll look differently! - - ``` - colors {is} red, orange, yellow, green, blue, purple, pink, brown, gray, black - color _ - ``` - 5: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Make only one code that lets the player decide which letter they'd like to see! And can you add even more letters? - -
- F - E - L -
- example_code: | - Hint: - ``` - chosen_letter {is} {ask} 'Which letter would you like to see? F, E or L?' - {if} _ - ``` - 6: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Let the player decide which color the square should be. - - ***Extra*** Can you make the letter of your own first name and the flag of your own country too? - -
- Square - Letters - Flag -
- example_code: | - Hint for the square: - ``` - chosen_color = {ask} _ - ``` - 7: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Hexagon - Triangle - Fan -
- 8: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - -
- Square (3) - Randomly colored star (5) - Randomly colored spiral (7) -
9: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - - **Extra** Give the player a choice which country they would like to see the flag of. - -
- Cross (7) - Randomly colored nested squares (8) - Flags -
example_code: | Hint for the nested squares: ``` @@ -4944,14 +2022,6 @@ adventures: color_3 = blue ``` 10: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Nested Hexagon - Traffic lights -
example_code: | Hint Nested Hexagon: ``` @@ -4967,47 +2037,6 @@ adventures: color _ {repeat} _ ``` - story_text_2: | - Christmas lights - example_code_2: | - Hint Christmas Lights: - - Start by moving to the left side of the screen with an invisible white line. Then hang up the Christmas lights! - ``` - {color} white - {turn} -90 - {forward} 300 - {turn} 90 - - colors = red, blue, yellow, purple, green, orange, pink - {for} chosen_color {in} colors - _ - ``` - 11: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Beehive (6) - Fan (5) - Snowflake (13) -
- example_code: | - Hint Beehive: - ``` - {for} amount_of_combs {in} {range} 1 {to} _ - {for} walls_of_one_comb {in} {range} 1 {to} _ - {forward} _ - {turn} _ - {forward} _ - {turn} _ - ``` - - Hint Fan: - Start out like the fan you made in level 7. Or take a peak at the hint for the beehive, because the codes are very similar. - - Hint Snowflake: Start by making one 'leg' and repeat it 6 times. 12: story_text: | ### Exercise @@ -5034,129 +2063,9 @@ adventures: {if} shape = 'square' {call} draw_a_square ``` - 13: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Street in different sizes - Colored street - Snow Storm - example_code: | - Hint Street in different sizes - ``` - {define} draw_a_house {with} size - _ - - {call} draw_a_house {with} 90 - {call} draw_a_house {with} 60 - {call} draw_a_house {with} 30 - ``` - - Hint Colored street - ``` - {define} draw_a_house {with} chosen_color - _ - ``` - - Hint Snow Storm - ``` - {define} draw_snowflake {with} length, color - _ - - numbers = 10, 20, 30 - colors = _ - - {for} i {in} {range} 1 {to} 5 - random_number = _ - random_color = _ - {call} draw_snowflake {with} random_number, random_color - {color} white - {turn} random_number * 5 - {forward} 80 - ``` - 14: - story_text: | - ### Exercise - Create a program that asks the player how many corners their figure should have and then creates that figure. - The figure in the image is the output when the player fills in 10. - -
- - -
- example_code: | - ``` - {define} calculate_degrees {with} amount_of_corners - _ 360 / amount_of_corners - - - {define} draw_figure {with} degrees - _ - {forward} 400/amount_of_corners - {turn} _ - - amount_of_corners = {ask} _ - degrees = {call} _ {with} _ - - {call} _ {with} - {call} _ {with} - ``` - 15: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Spiral - example_code: | - Spiral - ``` - distance = 5 - {while} distance < 200 - distance = distance + 5 - _ - ``` - story_text_2: | - Fan - example_code_2: | - Fan - ``` - {define} draw_a_square {with} side - _ - - i = 100 - {while} i > 1 - _ {with} i - _ - i = i - 3 - ``` - story_text_3: | - Star - example_code_3: | - Star - A star is usually drawn using 144-degree-turns. If you change this slightly to 143 degrees for example and repeat the pattern multiple times with a {while} loop you can make this figure. while_command: - name: '{while}' - default_save_name: while_command description: while - levels: - 15: - story_text: |- - We are going to learn a new loop, the `{while}` loop! We continue the loop as long as the statement is true. - So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. - If the correct answer is never given, the loop never ends! - example_code: | - ``` - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - ``` years: - name: New Year's - default_save_name: New Year's Countdown description: Countdown to the new year! levels: 11: diff --git a/content/adventures/fi.yaml b/content/adventures/fi.yaml index dd1fb7d0445..897c2377514 100644 --- a/content/adventures/fi.yaml +++ b/content/adventures/fi.yaml @@ -277,325 +277,27 @@ adventures: ``` add_remove_command: name: '{add} {to} & {remove} {from}' - default_save_name: add_remove_command description: introducing add to and remove from levels: 3: story_text: | ## Add to You can add items to the list with the `{add} {to_list}` command. To add an item to a list you can simply type: `{add} penguin {to} animals` or you can use the `{ask}` command like in the example code. - example_code: | - ``` - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - ``` - story_text_2: | - ## Remove from - If you can add items to a list, of course you can also take them off. This is done with the `{remove} {from}` command. - example_code_2: | - ``` - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - ``` story_text_3: | ### Exercise Try out the new commands in this virtual restaurant. Add the flavor the player is hpoing for to the list and remove the flavors they are allergic to. - example_code_3: | - ``` - {print} Mystery milkshake - flavors {is} strawberry, chocolate, vanilla - hope {is} {ask} What flavor are you hoping for? - _ - allergies {is} {ask} Are you allergic to any flavors? - _ - {print} You get a flavors {at} {random} milkshake - ``` and_or_command: - name: '{and} & {or}' - default_save_name: and or description: introducing and or - levels: - 13: - story_text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two `{if}`s but can use `{and}` and `{or}`. - - If you use `{and}`, both statements, left and right of the `{and}` need to be true. We can also use `{or}`. Then only one statement needs to be correct. - example_code: | - ``` - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - ``` ask_command: - name: '{ask}' - default_save_name: ask_command description: Introduction ask command levels: 1: - story_text: | - ## The ask command - Now that you can use the `{print}` command, you are ready to learn the next command: `{ask}`. With the `{ask}` command, you can ask a question. Check it out: - example_code: | - ``` - {print} Hello! - {ask} What is your name? - ``` story_text_2: | ## The echo command If you want the computer to repeat the answer, you can use the `{echo}` command. The answer will then be echoed back at the end of the sentence, so in this example after hello. - example_code_2: | - ``` - {print} Hello! - {ask} What is your name? - {echo} hello - ``` - story_text_3: | - ### Exercise - Try out the `{ask}` and `{echo}` commands. Firstly, fill in the blanks to make this program work. - Then ask 2 more questions using the `{ask}` command, after each `{ask}` use an `{echo}` to print the answer on the screen. - example_code_3: | - ``` - _ How are you doing? - _ - ``` - 2: - story_text: | - ## The ask command - Now that we can use **variables** in our codes, we no longer need the `{echo}` command. - We can use variables to store the answers to our questions and this way we can use the answer to multiple questions in our codes. - Check it out: - - This way your code is becoming interactive! - example_code: | - ``` - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - ``` - story_text_2: | - ### Exercise - In the previous tab you have practised with setting variables with the `{is}` command. - You have created at least 3 variables and used them with a print command. - Now, instead of setting the variables we want you to make the variables interactive, like we did in our example. - - Copy your code from the previous tab and make the variables interactive by using `{ask}` commands. - example_code_2: | - ``` - favorite_animal {is} {ask} What is your favorite animal? - {print} I like favorite_animal - ``` - 18: - story_text: The final change we will need to make to get Python code is changing `{ask}` into `{input}`. - example_code: | - ``` - {print}('My name is Hedy!') - name = {input}('What is your name?') - {print}('So your name is ', name) - ``` - blackjack: - name: Blackjack - default_save_name: Blackjack - description: Try to get as close to 21 as you can - levels: - 17: - story_text: | - Blackjack is a simple game of cards in which you have to get as close to 21 points as possible. You get two cards. Each card is worth their numeral value, and the face cards (Jack, Queen and King) are worth 10 points. - The Ace is worth either 1 or 11 points (you can choose). The dealer, your opponent, also gets two cards. - If you want, you can get another card, and its points will be added to your total. The dealer can also choose to take another card. - But be careful not to get more than 21 points, because if you do, you lose! - The player who gets closest to 21, without going over it, wins! - - ### Exercise - In this adventure we code the first part of our Blackjack game. We'll create a function to calculate how many points a card is worth. - - ***Set the variables*** - Start by making a list of all the cards, from 2 to Ace. Next make a list of the face cards, so Jack, Queen and King. Then pick a random card from the list of cards to be card_1. - - ***Create a function to calculate the points*** - Create a function that calculates how many points a card is worth. - All the face cards are worth 10 points, the Ace is worth 11 and all the other cards are worth their numeral. - Return the variable `points` at the end of the function. - - ***Test the function*** - Test if your function is working properly. Finish the first print command by filling in which card you've drawn. Then finish the second line by calling the function with card_1. - Run the code a couple of times. Are you happy with the results? Great! Then you can remove the testing part and move on the the next tab! - example_code: | - ``` - {print} 'BLACKJACK' - - # Set these variables - cards = _ - face_cards = _ - card_1 = - - # Create a function to calculate the points - {define} calculate_points {with} card: - {if} card {in} face_cards: - points = _ - {elif} _ - _ - {else}: - _ - _ points - - # Test your function - {print} 'Your card is a ' _ - {print} 'That is worth ' _ ' points'. - ``` - blackjack_2: - name: Blackjack 2 - default_save_name: Blackjack_2 - description: Blackjack part 2 - levels: - 17: - story_text: | - ### Exercise - In this adventure we code the second part of our Blackjack game. - - ***Paste your code from the previous adventure*** - In the previous adventure you've started a list of variables and created a function to calculate how many points a card is worth. Copy your code and paste it here. Mind that you don't need the testing part, so if you haven't removed that yet, please do so now. - - ***Add more variables*** - You have already set the lists `cards` and `face_cards` and the variable `card_1`. Underneath those variables create 3 more variables: `card_2`, dealer_card_1` and `dealer_card_2`. These variables are all set to a random card from the list of cards. - - ***Add up points*** - To calculate how many points you have scored we call the function with card 1 and we do it again for card 2. Then we add both these scores together to get your total. - Do the same thing for the dealers points, but be sure to use the dealer's cards and not your own! - - ***2 Aces*** - You're doing great! Almost all scores can be calculated now. There is only one exception: 2 Aces. If you get 2 Aces, your total is 12 points and not 22 (because 22 points would be losing!). This of course also goes for the dealer. - - ***Show the score*** - Lastly, you want to tell the program to tell you which cards you have drawn and how many points that is. Then show which cards the dealer has and how many points they have. - - ***Continue in the next tab*** - Great! You have finished this part of the game! Copy your code and go to the next tab to learn how to ask for an extra card and to declare a winner. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add these variables to the list of variables - card_2 = _ - dealer_card_1 = _ - dealer_card_2 = _ - - # Add up your points - your_points_1 = {call} _ {with} card_1 - your_points_2 = _ - your_total = _ - - # Add up the dealers points - dealer_points_1 = _ - _ - _ - - # 2 Aces - {if} card_1 == 'Ace' {and} _ - your_total = 12 - {if} dealer_card_1 _ - dealer_total = _ - - # Show the score - {print} 'You have drawn a ' _ ' and a ' _ '. That is ' _ ' points' - {print} 'The dealer has drawn a ' _ ' and a ' _ '. That is ' _ ' points' - ``` - blackjack_3: - name: Blackjack 3 - default_save_name: Blackjack_3 - description: Blackjack part 3 - levels: - 17: - story_text: | - In the previous tabs you have learned how to draw 2 random cards for yourself and for the dealer and to calculate how many points you both got. - In this adventure we add the option to ask for an extra card for both you and the dealer. - - ### Exercise - ***Paste your code from the previous adventure*** Firstly, copy your code from the previous tab and paste it here. - - ***Extra card for you*** If you want, you can get an extra card to get your total as close to 21 as possible. First ask the player if they want an extra card. - If they do, pick a random card and print what they have drawn. If the card is not an Ace, you can call the function and add the points to your total. - In case the card is an Ace, you can't use the function, because the Ace can be either 1 point or 11 points, depending on how many points you already have earned. - If your total is less than 11, you want the ace to be 11 points (because this is closest to 21). So you add 11 points to your total. - If the total is more than or equal to 11, you want the ace to be 1 point (because you don't want more than 21 points). So you add 1 point to your total. - Lastly, print your new total of points. - - ***Extra card for the dealer*** The dealer can also get an extra card. The dealer doesn't need to be asked, because they always get an extra card if their total is less than 17. - Copy the 'Extra card for you code' and paste it in the dealers section. Then change it to fit the dealer picking an extra card and getting points added to their total. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Extra card for you - hit = {ask} _ - {if} hit == 'yes': - card_3 = _ - {print} _ - {if} card_3 _ 'Ace': - your_points_3 = _ - your_total = _ - {else}: - {if} your_total _ - _ - {else}: - _ - {print} _ - - # Extra card for the dealer - {if} dealer_total < 17 - _ - ``` - blackjack_4: - name: Blackjack 4 - default_save_name: Blackjack_4 - description: Blackjack part 4 - levels: - 17: - story_text: | - In the last 3 adventures you have alsmost created a working blackjack game! The only thing left to do is to decide a winner! - - ### Exercise - ***Paste your code from the previous adventure*** Start by pasting the code that you've made so far into your programming field. - - ***Decide a winner*** - Firstly, if you and the dealer have an equal amount of points, it's a draw. - Secondly, if the dealer has more than 21 points and you don't, you are the winner. - Thirdly, if both you and the dealer have less than 22 points, we have to see who came closest to 21. We do that by comparing who has the highest score. Is your total higher than the dealer's total, then you are the winner. If not, the dealer wins. - Lastly, in all other scenarios (e.g. you have more than 21 points and the dealer doesn't, or you both have more than 21 points) you are the loser. - - ***Enjoy the game!*** - Does your game work properly? Amazing! You have done a great job! Enjoy your game! - If it doesn't work right away, no worries, you might have made a mistake. Just keep calm and bebug your code using the ladybug button. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Decide a winner - {if} _ - {print} 'Its a draw! Play again!' - {elif} _ - {print} 'You win!' - {elif} _ : - {if} _: - {print} _ - {else}: - {print} _ - {else}: - _ - ``` calculator: - name: Calculator - default_save_name: Calculator - description: Create a calculator levels: 6: - story_text: | - Now that you can do maths, you can make a calculator yourself! example_code: | ``` number_1 {is} {ask} 'Fill in the first number:' @@ -603,17 +305,6 @@ adventures: correct_answer = number_1 * number_2 {print} number_1 ' times ' number_2 ' is ' correct_answer ``` - story_text_2: | - ### Exercise - The calculator above will calculate the answer for you, but you can also make a program to test your own maths skills, like this: - Fill in the blanks to make it complete! - example_code_2: | - ``` - correct_answer = 11 * 27 - answer = {ask} 'How much is 11 times 27?' - {if} answer {is} _ {print} 'good job!' - {else} {print} 'Wrong! It was ' _ - ``` story_text_3: | You can also let the computer do random calculations on its own using {random}. example_code_3: | @@ -633,59 +324,7 @@ adventures: ### Exercise 2 Give the player feedback when the enter an answer, like `{print} 'Correct!'` or `{print} 'Wrong! The correct answer is ' correct_answer`. - example_code: | - ``` - score = 0 - {repeat} 10 {times} - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct_answer = number_1 * number_2 - {print} 'What is ' number_1 ' times ' number_2 '?' - answer = {ask} 'Type your answer here...' - {print} 'Your answer is ' answer - {if} _ {is} _ - score = score + 1 - {print} 'Great job! Your score is... ' score ' out of 10!' - ``` - 10: - story_text: | - This calculator game helps you practise your tables of multiplication! - ### Exercise - Fill in the blanks. We want this program to ask the player these questions: - ``` - How much is 1 times 1? - How much is 1 times 2? - How much is 1 times 3? - How much is 2 times 1? - How much is 2 times 2? - How much is 2 times 3? - How much is 3 times 1? - How much is 3 times 2? - How much is 3 times 3? - _ - ``` - example_code: | - ``` - numbers = 1, 2, 3 - {for} _ - {for} _ - answer = {ask} _ - correct = number_1 * number_2 - {if} answer {is} correct - {print} 'Great job!' - {else} - {print} 'That is wrong. The right answer is ' correct - ``` 11: - story_text: | - With a `{for}` you can simplify tables of multiplication practise program. - - ### Exercise 1 - Improve the example code such that it prints a nice multiplication table:
"1 times 10 is 10", "2 times 10 is 20", etc. - - ### Exercise 2 - Go back to your level 10 multiplication code, and modify it so that it uses a `{for}` and `{range}`. example_code: | ``` number = 10 @@ -702,34 +341,7 @@ adventures: answer = _ {print} number1 ' plus ' number2 ' is ' answer ``` - 13: - story_text: | - ### Exercise 1 - Let's make the practice program a bit harder. The player now has to answers two questions correctly. Fill out the blanks to complete the program. - - ### Exercise 2 - Sometimes, calculations have multiple correct answers. For example, 10 can be divided by 5 and by 2. So the question 'What number divides 10?' can be answered by 2 and by 5. - Ask for a calculation that has multiple correct answers, ask the player to answer it, and determine if it is correct using `{or}`. - Empty the programming field and create your own solution. - example_code: | - ``` - answer1 = {ask} 'What is 10 times 7?' - answer2 = {ask} 'What is 6 times 7?' - {if} _ _ _ _ _ _ _ - {print} _ - ``` 14: - story_text: | - In this adventure you will build a calculator that calculates your mean grade for you. If you get your calculator to work, you can move on to the next adventure, which allows you to add two extra features. - - ### Exercise 1 - Fill in the blanks to get the calculator to work. - * Start with the fourth line, add a question to figure out what grade the student got. - * In the fifth line you'll want to calculate the total of all grades, so the total = total + grade. - * Then we get to set the return value. We want to return the mean, so the total devided by the amount of tests (4). - * Lastly we finish the code by calling the function in line 8. - - Did you get it? Awesome! Would you like to add even more to your calculator? **This adventure continues in the next tab!** example_code: | ``` {define} calculate_mean_grade @@ -748,127 +360,11 @@ adventures: mean_grade = {call} _ {print} 'Your mean grade is ' mean_grade - 15: - story_text: | - You can add the `{while}` loop to the calculator game you've learned to make in a previous level. - This makes sure the player can't continue to the next question if they answer incorrectly. - - ### Exercise - Add the `{while}` loop in the function, ask the player what number_1 times number_2 is and print their answer. - Then `{call}` the function. - example_code: | - ``` - {define} new_question - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct = number_1 * number_2 - answer = 0 - _ - _ - _ - {print} 'Well done!' - - {print} 'Give 10 correct answers to win!' - {for} i {in} {range} 1 {to} 10 - _ - {print} 'You win!' - ``` - calculator_2: - name: Calculator 2 - default_save_name: Calculator 2 - description: Calculator 2 - levels: - 14: - story_text: | - ### Exercise 2 - **This is the second part of this adventure.** The adventure starts in the previous tab. - Of course, you don't always want to calculate the mean of 4 tests. You might want to calculate the mean of 10 tests or only 2... - We can fix this problem by adding the argument and variable 'amount_of_tests'. - * Start a new line on line 3. Set the amount_of_tests argument by asking the student how many tests they have made. - * Change the 4 in line 4 to the new argument amount_of_tests. - * Lastly, change the 4 in line 6 to amount_of_tests - - Try out your new program. Does it work? - - ### Exercise 3 - Did you want to make your program even better? Great! In the previous program you could only calculate the mean grade of 1 subject, but it would be better if you could calculate the mean grade for all subjects you want! - We won't tell you how to do it, but we will give you one tip: Start your code in line 1 with: define calculate_mean_grade with subject. - example_code: | - ``` - # Use your own code from the previous adventure. - ``` clear_command: - name: '{clear}' - default_save_name: clear_command description: clear command - levels: - 4: - story_text: | - Time for a new command! With `{clear}` you can clear all the text form your output screen. This way you can prevent your screen getting too full of text. - Beware! If you are using a `{clear}` command, you might need to use a `{sleep}` above it. Otherwise Hedy will clear your screen without giving you the time to read as you can see in the example! - example_code: | - ``` - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'wait for it...' - {sleep} 3 - {clear} - {print} 'SURPRISE!' - ``` debugging: - name: debugging - default_save_name: debugging - description: debugging adventure levels: - 1: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will show you code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} I love programming - Do you love programming too? - {echo} - {print} What are your hobbies? - {echo} Your hobbies are - ``` - 2: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - destination {ask} Where are you going on holidays? - {print} The flight to dstination leaves at 3 pm. - {ask} Did you check in your luggage yet? - {echo} - {print} Let me print your boarding pass for you. - {sleep} - Here you go! Have a nice trip! - ``` 3: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -882,80 +378,12 @@ adventures: tomorrows_movie {is} movie_choices {at} {random} I'll go get the popcorn! {print} ``` - 4: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Welcome to the online library! - {ask} What genre of books do you like? - {print} You like genre - author {is} {ask} 'Who's your favorite author?' - {print} 'author is your favorite author' - {print} Hmmm... i think you should try... books {at} {random} - ``` - 5: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} Welcome to Swimming Pool Hedy! - class {is} {ask} 'Are you here to join a class today?' - {if} class yes - {print} 'Great! You're joining a class! - {print} {else} 'You will not be joining a class' - discount {is} 'Do you have a discount code?' - {if} discount {is} yes - discount_answer {is} {ask} 'What's your discount code?' - discount_codes = Senior4231, Student8786, NewMember6709 - {if} discount_answer {is} {in} discount_cods - {print} 'That will be $3,50' - 'That will be $5,50' - {print} 'Have a nice swim!' - ``` - 6: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Vending machine' - chosen_product = {ask} 'Please select a product' - 1_dollar_products = coke orange juice water - 2_dollar_products = chocolate, cookie, museli bar - 3dollar_prodcuts = potato chips, beef jerky, banana bread - {if} chosen {is} {in} 1_dollar_products - price = 1 - {if} chosen_product {is} 2_dollar_products - price = 2 - {else} chosen_product {in} 3_dollar_products - price = 3 - amount_of_products = '{ask} How many of ' chosen_product would you like to have?' - total = price + amount_of_product - {print} 'That will be $' price 'please' - ``` 7: story_text: |- ### Exercise Surprise! This program looks more like an output than a code. And yet, we don't want you to just add `{print}` commands in front of each line. Fix this program to turn it into the nursery rhyme 'Brother John (Frère Jaques)' by using the {repeat} command of course! - example_code: | - **Warning! This code needs to be debugged!** - ``` - Are you sleeping? - Brother John! - Morning bells are ringing! - Ding, dang, dong! - ``` 8: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -978,9 +406,6 @@ adventures: {print} 'Thank you! Byebye!' ``` 9: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1003,9 +428,6 @@ adventures: price = amount * 6 {print} 'That will be 'price dollar' please' 10: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1054,9 +476,6 @@ adventures: print month i ``` 12: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1082,9 +501,6 @@ adventures: call greet_costumer ``` 13: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1114,9 +530,6 @@ adventures: print 'No problem!' ``` 14: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1163,9 +576,6 @@ adventures: else 'no problem' 15: - story_text: |- - ### Exercise - Debug this random children's story. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1200,10 +610,6 @@ adventures: print The End ``` 16: - story_text: |- - ### Exercise - Debug this code. Good luck! - Tip: Make sure that you only see your score once in the end. example_code: | **Warning! This code needs to be debugged!** ``` @@ -1222,9 +628,6 @@ adventures: ``` 17: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1257,9 +660,6 @@ adventures: print 'Thanks for ordering!' ``` 18: - story_text: |- - ### Exercise - Debug this Old MacDonald program from level 16. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1280,33 +680,10 @@ adventures: ``` default: name: Johdanto - default_save_name: intro description: Tason selitys levels: 1: story_text: "Tasolla 1 voit käyttää komentoja `{print}`, `{ask}` ja `{echo}`.\n Kirjoita koodisi ohjelmointikenttään. Voit myös painaa vihreää painiketta esimerkkikoodilohkossa, niin koodi kirjoitetaan puolestasi!\nKokeile koodia itse ohjelmointikentän alla olevalla vihreällä \"Suorita koodi\" -painikkeella.\n \nVoit tulostaa tekstiä näytölle komennolla `{print}`. \n" - example_code: | - ``` - {print} Hello world! - ``` - 2: - story_text: | - Congratulations! You've reached level 2. Hopefully you've already made some awesome codes! - In the first level you might've notice that the `{echo}` command can only save one bit of information at a time. - For example in the restaurant adventure, you could echo what the costumer wanted to eat, or what they wanted to drink, but not both in one sentence. - - That changes in level 2. In level 2 you'll learn to work with variables, that allow you to save multiple pieces of information and print them in any place you want. - So let's go to the next tab! - example_code: | - **Warning! This code does not work!** - In Hedy commands will change sometimes. `{echo}` for example only works in level 1. In this level you'll learn a better way to echo answers back. - ``` - {print} Welcome at Hedy's - {ask} What would you like to eat? - {echo} So you want - {ask} what would you like to drink? - {echo} So you want - ``` 3: story_text: | Tasolla 3 voit tehdä listan. Voit antaa tietokoneen valita satunnaisen asian listalta. Voit tehdä sen komennolla `{at} {random}`. @@ -1403,10 +780,6 @@ adventures: {for} elukka {in} elukat {print} 'Rakastan ' elukka ``` - 11: - story_text: | - You have reached level 11, you're doing great! In the higher levels, Hedy is focussing more and more on teaching you the programming language Python. - In Python there is no `{repeat}` command, but there is a command that works like {repeat}. Are you curious to find out how to say `{repeat}` in Python language? Quickly go on to find out! 12: story_text: |- **Desimaaliluvut** @@ -1486,31 +859,13 @@ adventures: We arrived at real Python code! That means we need to use parentheses with {print} and {range} from now on. {print}('My name is ', name) dice: - name: Dice - default_save_name: Dice - description: Make your own dice levels: 3: - story_text: | - In this level we can choose from a list. With that we can let the computer choose one side of the die. - Take a look at the games you have in your closet at home. - Are there games with a (special) die? You can also copy it with this code. - For example, the dice of the game Earthworms with the numbers 1 to 5 and an earthworm on it. - - ![Die of earthworms with 1 to 5 and an earthworm on it](https://cdn.jsdelivr.net/gh/felienne/hedy@24f19e9ac16c981517e7243120bc714912407eb5/coursedata/img/dobbelsteen.jpeg) example_code: | ``` choices {is} 1, 2, 3, 4, 5, earthworm {print} choices {at} {random} ``` - story_text_2: | - ### Exercise - The dice in the example above are dice for a specific game. Can you make normal dice? - Or other special dice from a different game? - example_code_2: | - ``` - choices {is} _ - ``` 4: story_text: | In this level we can make sentences with the die value in the sentence, with quotes of course. @@ -1570,33 +925,7 @@ adventures: {print} player ' throws ' choices {at} {random} {sleep} ``` - 15: - story_text: | - ### Exercise - In this level you can create a little game in which you'll have to throw 6 as fast as possible. - We have started the code, it's up to you to get the game to work! - - Firstly, add a `{while}` loop that checks if 6 has been thrown or not. - As long as you haven't thrown 6 already, throw the dice on a random number. - Print what the player has thrown. - Add a try to the amount of tries - Wait a second before you throw again, or - in case you've thrown a 6 - before the game ends. - example_code: | - ``` - options = 1, 2, 3, 4, 5, 6 - {print} 'Throw 6 as fast as you can!' - thrown = 0 - tries = 0 - _ - _ - _ - _ - _ - {print} 'Yes! You have thrown 6 in ' tries ' tries.' - ``` dishes: - name: Dishes? - default_save_name: Dishes description: Use the computer to see who does the dishes (Start at level 2) levels: 3: @@ -1619,13 +948,6 @@ adventures: Can you complete the code by filling the blanks? Every blank must be replaced with one word of symbol. Tip: Don't forget the quotation marks! - example_code: | - ``` - people {is} mom, dad, Emma, Sophie - {print} _ the dishes are done by _ - {sleep} - {print} people {at} _ - ``` 5: story_text: | With the `{if}` you can now have more fun with choice in the program. You can have your program respond to the choice that the computer has made. @@ -1634,20 +956,6 @@ adventures: Don't forget the quotes! example_code: "```\npeople {is} mom, dad, Emma, Sophie\ndishwasher {is} people {at} {random}\n{if} dishwasher {is} Sophie {print} _ too bad I have to do the dishes _ \n{else} {print} 'luckily no dishes because' _ 'is already washing up'\n```\n" 6: - story_text: | - How often is everyone going to do the dishes? Is that fair? You can count it in this level. - example_code: | - ``` - people = mom, dad, Emma, Sophie - emma_washes = 0 - dishwasher = people {at} {random} - {print} 'The dishwasher is' dishwasher - {if} dishwasher {is} Emma emma_washes = emma_washes + 1 - {print} 'Emma will do the dishes this week' emma_washes 'times' - ``` - - Now you can copy lines 3 to 5 a few times (e.g. 7 times for a whole week) to calculate for a whole week again. - Do you make the code for the whole week? story_text_2: | If you are extremely unlucky the previous program might choose you to to the dishes for the whole week! That's not fair! To create a fairer system you can use the `{remove}` command to remove the chosen person from the list. This way you don't have to do the dishes again untill everybody has had a turn. @@ -1684,14 +992,9 @@ adventures: {print} names {at} {random} ' does the dishes on ' day ``` elif_command: - name: '{elif}' - default_save_name: elif description: elif levels: 17: - story_text: | - In this level you can also use a new command: `{elif}`. `{elif}` is a combination of the keywords `{else}` and `{if}` and you need it when you want to make 3 (or more!) options. - Check it out! example_code: | ``` prices = ['1 million dollars', 'an apple pie', 'nothing'] @@ -1705,68 +1008,15 @@ adventures: {print} 'Better luck next time..' ``` for_command: - name: '{for}' - default_save_name: for description: for command levels: - 10: - story_text: |- - ## For - In this level we learn a new code called `{for}`. With `{for}` you can make a list and use all elements. - `{for}` creates a block, like `{repeat}` and `{if}` so all lines in the block need to start with 4 spaces. - example_code: | - ``` - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - ``` - story_text_2: | - ### Exercise - Finish this code by adding `{for} action {in} actions` to line 2. - example_code_2: | - ``` - actions = clap your hands, stomp your feet, shout Hurray! - _ - {repeat} 2 {times} - {print} 'If youre happy and you know it, ' action - {sleep} 2 - {print} 'If youre happy and you know it, and you really want to show it' - {print} 'If youre happy and you know it, ' action - {sleep} 3 - ``` 11: story_text: |- Tällä tasolla lisäämme uuden muodon kohteelle `{for}`. Aikaisemmilla tasoilla käytimme `{for} luetteloiden kanssa, mutta voimme käyttää `{for}` myös numeroiden kanssa. Teemme sen lisäämällä muuttujanimen, jota seuraa `{in}` `{range}`. Kirjoitamme sitten numeron, josta aloitetaan `{to}` ja numeron, johon lopetetaan. Kokeile esimerkkiä, niin näet mitä tapahtuu! Tällä tasolla sinun on taas käytettävä sisennyksiä `{for}` -lauseiden alapuolisilla riveillä. - example_code: | - ``` - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - ``` - 17: - story_text: | - Now we are going to change indentation a little bit. Every time that we need an indentation, we need `:` at the line before the indentation. - example_code: | - ``` - {for} i {in} {range} 1 {to} 10: - {print} i - {print} 'Ready or not, here I come!' - ``` - 18: - story_text: | - Lastly, we'll turn `{for} i {in} {range} 1 to 5` into real Python code, like this: - example_code: | - ``` - {for} i {in} {range}(1,5): - {print} (i) - ``` fortune: - name: Fortune teller - default_save_name: Fortune Teller - description: Let Hedy predict the future levels: 1: story_text: | @@ -1793,37 +1043,6 @@ adventures: story_text: | In the previous levels you've created your first fortune telling machine, but Hedy couldn't really predict anything, only {echo}. In this level you can use a variable and the `{at} {random}` command to really let Hedy choose an answer for you. Check out this code for instance: - example_code: | - ``` - {print} I’m Hedy the fortune teller! - question {is} {ask} What do you want to know? - {print} This is what you want to know: question - answers {is} yes, no, maybe - {print} My crystal ball says... - {sleep} 2 - {print} answers {at} {random} - ``` - story_text_2: | - ### Exercise - Now, Hedy can only answer yes, no or maybe. Can you give Hedy more answer options, like 'definitely' or 'ask again'. - 4: - story_text: | - ### Exercise - We have removed all the quotation marks from this example code, can you add them in all the right places? - - ### Exercise 2 - Go back to the previous level and copy your fortune teller code. Make the code work in this level by adding quotation marks in the right spots. - example_code: | - ``` - _ Add the quotation marks to this code _ - {print} Im Hedy the fortune teller! - question {is} {ask} What do you want to know? - {print} This is your question: question - answers {is} yes, no, maybe - {print} My crystal ball says... - {sleep} 2 - {print} answers {at} {random} - ``` 5: story_text: | In this level you'll learn to (secretly) tip the odds in your favor, when using the fortune teller! @@ -1837,14 +1056,6 @@ adventures: {if} person {is} Hedy {print} 'You will definitely win!🤩' {else} {print} 'Bad luck! Someone else will win!😭' ``` 6: - story_text: | - In this level you can use math in your predictions as a fortune teller. This allows you to make up (silly) formulas to calculate the future. - For example you could calculate how rich you'll get or how many kids you will have when you grow up. - - - - ### Exercise - Can you think of your own (silly) fortune telling machine? example_code: | ``` {print} 'I am Hedy the fortune teller!' @@ -1873,14 +1084,6 @@ adventures: 7: story_text: | In this level you can use the `{repeat}` command to make your machine tell multiple fortunes at once. - example_code: | - ``` - {print} 'I have a flower with magic petals' - {print} 'If you pick the petals the flower will tell you if your crush loves you back' - amount = {ask} 'How many petals do you want to pick?' - options = they love you, they love you not - _ _ _ _ options {at} {random} - ``` 8: story_text: | In the previous levels you've learned how to use `{repeat}` to make the fortune teller answer 3 questions in a row, but we had a problem with printing the questions. @@ -1927,27 +1130,8 @@ adventures: {print} fortunes {at} {random} ``` functions: - name: functions - default_save_name: functions - description: functions levels: 12: - story_text: | - In this level you'll learn how to use **functions**. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. - To create a function, use `{define}` and give the function a name. Then put all the lines you want in the function in a indented block under the `{define}` line. - Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use {call} with the function's name to call it up! We don't have to type that block of code again. - - Check out this example code of a game of Twister. The function 'turn' contains a block of code that chooses which limb should go where. - - ### Exercise - Finish this code by setting the 2 variables chosen_limb and chosen_color. - Then, choose how many times you want to call the function to give the twister spinner a spin. - - ### Exercise 2 - Improve your code by adding a variable called 'people'. Use the variable to give all the players their own command in the game. - For example: 'Ahmed, right hand on green' or 'Jessica, left foot on yellow'. example_code: | ``` sides = 'left', 'right' @@ -1984,25 +1168,7 @@ adventures: I dreamed that my Bonnie is dead Can you program this verse in the same way as the example? - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - ``` 14: - story_text: | - In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. - You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - - For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - - ### Exercise - Finish this code. We have already made the variable new_price for you, you only need to set it. - You should finish the line of code by calling the function that calculates the new price. example_code: | ``` {define} calculate_new_price {with} amount, percentage @@ -2016,251 +1182,13 @@ adventures: new_price = _ calculate_new_price {with} old_price, _ {print} 'The new price is ' new_price ' dollar' ``` - 18: - story_text: | - Let's make functions the Pythons way! To define a function, we no longer use: - - `{define} name_function {with} argument_1, argument_2:` - - but we use: - - `{def} name_function(argument_1, argument_2):`. - - - If you don't want to use arguments, you just leave the space between the parantheses empty. - To call a function, we don't need the `{call}` command anymore. You just type the name of the function. - example_code: | - ``` - {def} calculate_score(answer, correct_answer): - {if} answer == correct_answer: - score = 1 - {elif} answer == '?': - score = 0 - {else}: - score = -1 - {return} score - - answer = {input} ('Where can you find the Eiffel Tower?') - correct_answer = 'Paris' - score = calculate_score(answer, correct_answer) - {print} ('Your score is... ', score) - ``` - guess_my_number: - name: Guess my number - default_save_name: guess my number - description: guess my number - levels: - 14: - story_text: | - In this level you can program the game 'Guess my number' - - ### Exercise - Fill in the correct symbols on the blanks to get the game to work. - example_code: | - ``` - {print} 'Guess my number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess _ number - {print} 'Lower!' - {if} guess _ number - {print} 'Higher!' - {if} guess _ number - {print} 'You win!' - game = 'over' - ``` - hangman: - name: Hangman - default_save_name: Hangman - description: Guess the word - levels: - 17: - story_text: | - In this adventure we program a game of hangman. First we make some preparations, then we program the game and in the third part we add a drawing with the turtle. - - ### Exercise - ***Set the variables*** In this game of hangman, Player 1 chooses an answer and Player 2 has to guess the letters in this answer. - To let the computer know all the letters in the word, we will turn the answer into a list of letters. We also do this with the guesses Player 2 makes. - We will start the game with 2 empty lists. We have made an empty list for the variable answer for you. Now make an empty list for guessed_letters as well. - Then we fill in how many mistakes were made. At the start of the game, this should be 0. - The variable `amount_letters` tells us how many letters are in the answer. Ask Player 1 to tell us how many letters their word has. - Lastly we tell the computer if the game is over. We use the variable `game_over` and set it to `False`. - - ***Choosing the answer*** We want Player 1 to be able to choose the answer. We'll ask them, as many times as necessary, what the next letter is. - Then we add that letter to the answer. Lastly, we add an empty _ to the list of guessed letters, so we get as many _s as there are letters in the answer. - - ***Player 2's turn*** - Tell Player 2 its their turn. Then tell Player 2 how many letters there are in the answer. Finally, print the list of `guessed_letters`. - - ***Go to the next tab*** Now that all the starting variables are set, we can start programming the game itself. Check out the next tab to learn how! - example_code: | - ``` - print 'Hangman!' - - # Set the variables - answer = [] - guessed_letters = _ - mistakes_made = _ - amount_letters = {ask} _ - _ = 'False' - - # Choosing the answer - {for} _ - letter = {ask} 'Player 1, what is letter ' i '?' - _ - {add} '_' {to} _ - - # Player 2 turn - print _ - print _ - print guessed_letters - ``` - hangman_2: - name: Hangman 2 - default_save_name: Hangman_2 - description: Hangman 2 - levels: - 17: - story_text: | - Now it's time to program the hangman game. - - ### Exercise - - ***Paste your code*** Copy your code from the previous tab and paste the code in the programming field. - - ***The game*** This games continues playing until Player 2 is game over. Fill in the while command accordingly. Now, Player 2 is allowed to guess a letter, so ask Player 2 to guess a letter. - We need to check if their answer is correct, so check if their `guess` is (somewhere) in the (list) `answer`. Then we let the computer figure out which of the letter(s) is the guess. We have already programmed that part for you. - Next we want to compliment the player for finding a correct letter and we want to print the list `guessed_letters`, so the player can see their progress. - - The next part we're going to program is what happens when the player has guessed all of the letters. So if their list of `guessed_letters` is the same as our list `answer`. - If the lists are the same, congratulate Player 2 with their victory and set the variable `game_over` to `True`. - - Next we'll program what happens when Player 2 guesses wrong (so the `{else}` command). First, tell the player that their guess was wrong. Then increase the `mistakes_made` variable by 1. - - For the last part we'll program what happens when Player 2 has made 10 mistakes. We'll print that Player 1 has won the game. Then we'll print the correct answer. And finally, we'll set our `game_over` variable to `True`, so the game stops. - - ***Go to the next tab*** Amazing work! Your game is playable, but wouldn't it be fun if the hangman was actually drawn when Player 2 makes a mistake..? - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - guess = _ - {if} _ - {for} i {in} {range} 1 {to} amount_letters: - if answer[i] == guess: - guessed_letters[i] = guess - {print} _ - {if} guessed_letters == _: - {print} _ - game_over = _ - {else}: - {print} _ - mistakes_made _ - {if} _ == 10: - {print} _ - {print} _ - _ - ``` - hangman_3: - name: Hangman 3 - default_save_name: Hangman_3 - description: Hangman 3 - levels: - 17: - story_text: | - In a game of hangman the mistakes are shown by drawing a part of the hangman each time a mistake has been made. - We now add those drawings with our turtle! - - ### Exercise - ***Create a function that draws the hangman*** Create a function that draws the hangman in 10 steps. We have already made step 1 for you. - - ***Test the function*** Test the function by calling the function with 10. If you are happy with the function, remove the line that calls the function for now. We will call the function when the player makes a mistake. - - ***Paste your hangman game under your function*** Go back to the previous tab and copy your hangman game. Paste the game underneath your function. - - ***Call the function when the player makes a mistake*** Under the line `mistakes_made = mistakes_made + 1` we will call the function. We want the turtle to take the same amount of steps as the player has made mistakes, so we call the function with `mistakes_made` as argument. - - ***Enjoy your game!*** -
- The hangman could look like this -
- example_code: | - ``` - # Create a function that draws the hangman - {define} draw_hangman {with} step: - {if} step == 1: - {color} white - {forward} -100 - {turn} 90 - {forward} -50 - {color} black - {forward} 100 - {forward} -50 - - {if} step == 2: - _ - # Paste your hangman game here - - ``` - harry_potter: - name: Harry Potter - default_save_name: Harry Potter - description: Harry Potter adventures - levels: - 10: - story_text: | - ### Exercise - We can also make a Harry Potter themed fortune teller. Fill in blanks such that 9 lines are printed. - **Extra** Change the theme of the fortune teller into something else, such as your favorite book, film or tv show. - example_code: | - ``` - houses = Gryffindor, Slytherin, Hufflepuff, Ravenclaw - subjects = potions, defence against the dark arts, charms, transfiguration - fears = Voldemort, spiders, failing your OWL test - names = Harry, Ron, Hermione - _ - _ {print} name ' is placed in ' houses {at} {random} - _ {print} name ' is great at ' subjects {at} {random} - _ {print} name 's greatest fear is ' fears {at} {random} - ``` haunted: - name: Haunted House - default_save_name: Haunted House - description: Escape from the haunted house levels: 1: - story_text: | - In this adventure you are working towards making a game in which you have to escape from a haunted house by picking the correct door. - If you pick the right door you'll survive, but if not a terrible monster might... - - In level 1 we start our haunted house game by making up a scary story and ask the player what monster they'll see in the haunted house. - example_code: | - ``` - {print} How did I get here? - {print} I remember my friend telling me to go into the old mansion... - {print} and suddenly everything went black. - {print} But how did I end up on the floor...? - {print} My head hurts like Ive been hit by a baseball bat! - {print} What's that sound? - {print} Oh no! I feel like Im not alone in this house! - {print} I need to get out of here! - {print} There are 3 doors in front of me.. - {ask} Which door should i pick? - {echo} I choose door - {print} ...? - ``` story_text_2: | ### Exercise Can you finish the scary story? Or make up your own haunted house story? 2: - story_text: | - In this haunted house you can choose your monsters with emojis. Of course you could also use words. example_code: | ``` monster_1 {is} 👻 @@ -2272,10 +1200,6 @@ adventures: {print} Oh no! Quickly get to the kitchen. {print} But as you enter monster_3 attacks you! ``` - story_text_2: | - ### Exercise - In the example above the monsters are predetermined. So each time you run your code, the output is the same. - Can you add `{ask}` commands to make the haunted house interactive and have the players choose the monsters they come across? example_code_2: | ``` monster_1 {is} _ @@ -2292,17 +1216,6 @@ adventures: In the previous levels you've made an introduction to your haunted house game, but as you might have noticed the story would always have a dreadful end. In this level you can make your story more interactive by changing the outcome of the game; sometimes you'll get eaten, sometimes you'll escape! Let Hedy decide randomly! - example_code: | - ``` - _ Escape from the haunted house! - _ There are 3 doors in front of you... - _ _ _ Which door do you choose? - _ You picked door ... choice - monsters _ a zombie, a vampire, NOTHING YOUVE ESCAPED - _ You see... - {sleep} - _ _ _ _ - ``` 4: story_text: | In this level you learn how to use quotation marks in your games. @@ -2318,27 +1231,6 @@ adventures: {sleep} {print} monsters {at} {random} ``` - 5: - story_text: | - Up until this level the haunted house game always asked the player to choose a door, but as you might have noticed, they didn't really have to answer correctly. - If the player filled in a completely random answer, the game would still work and the player might even win (despite not picking a door). - In this level you can only win the game by picking the same door Hedy picked randomly. - - ### Exercise - Can you find the 4 missing words to complete the code? - example_code: | - ``` - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you...' - doors {is} 1, 2, 3 - monsters {is} werewolf, mummy, vampire, zombie - chosen_door {is} {ask} 'Which door do you choose?' - {print} 'You chose door...' chosen_door - {sleep} - correct_door {is} doors {at} {random} - _ _ _ _ {print} 'Great! Youve escaped!' - {else} {print} 'Oh no! You are being eaten by a...' monsters {at} {random} - ``` 9: story_text: | In this level you can use nesting, which allows you to make the haunted house even more interactive! @@ -2346,27 +1238,6 @@ adventures: ### Exercise Now it's very hard to win this game, can you make it easier to win? For example by only having 1 wrong door and 2 correct doors instead of 1 correct door and 2 wrong ones? - example_code: | - ``` - {print} 'Escape from the Haunted House!' - player = alive - doors = 1, 2, 3 - monsters = zombie, vampire, giant spider - {repeat} 3 {times} - {if} player {is} alive - correct_door {is} doors {at} {random} - {print} 'There are 3 doors in front of you...' - chosen_door = {ask} 'Which door do you choose?' - {if} chosen_door {is} correct_door - {print} 'No monsters here!' - {else} - {print} 'You are eaten by a ' monsters {at} {random} - player = dead - {else} - {print} 'GAME OVER' - {if} player {is} alive - {print} 'Great! You survived!' - ``` 11: story_text: | In this level we've changed the repeat command and we've added a line to our haunted house that tells the player in which room they are. @@ -2395,257 +1266,44 @@ adventures: {if} player {is} alive {print} 'Great! You survived!' ``` - 14: + if_command: + description: Introducing the if command + levels: + 9: story_text: | - ### Exercise - In this level you can use the `<` and `>` symbol to introduce lives to your game. - Make sure the player loses a life when they come across the wrong monster and that the game stops if you have no lives left. - example_code: | + In this level you can also put an {if} command inside another {if} command. + in_command: + description: Introducing the in command + levels: + 5: + example_code_2: | ``` - {print} 'Escape from the haunted house' - lives = 3 - doors = 1, 2, 3 - monsters = 'the wicked witch', 'a zombie', 'a sleeping 3 headed dog' - {for} i {in} {range} 1 {to} 10 - {if} lives _ - good_door = doors {at} {random} - monster = monsters {at} {random} - chosen_door = {ask} 'Which door do you choose?' - {if} good_door == chosen_door - {print} 'You have chosen the correct door' - {else} - {print} 'You see...' monster - {if} monster == 'a sleeping 3 headed dog' - {print} 'Pffieuw.... Its asleep' - {else} - {print} 'You lose one life' - lives = _ - {else} - {print} 'GAME OVER' + animals is dog, cow, sheep + answer is ask 'What is your favorite animal?' + _ answer _ animals _ 'Mine too!' + _ _ 'My favorite animals are dogs, cows and sheep' ``` - 16: - story_text: | + is_command: + description: introducing is command + levels: + 2: + story_text_2: | ### Exercise - This haunted house game uses the connection between the lists you can use in this level. - For example: all the properties that belong to the zombie are first in all the lists, witch second and vampire third. - Check out the code and fill in `weapons[i]`, `monsters[i]` , `bad_fate[i]`, `good_fate[i]`, `hint[i]` on the correct blanks to get the code to work! + Time to make your own variables! + In the example code we made an example of the variable `favorite_animal`. In line 1 the variable is set, and in line 2 we haved used the variable in a print command. + Firstly, finish our example by filling in your favorite animal on the blank. Then make at least 3 of these codes yourself. Pick a variable, and set the variable with the {is} command. Then use it with a {print} command, just like we did. + 14: example_code: | ``` - numbers = [1, 2, 3] - i = numbers[{random}] - hint = ['growling', 'a cackling laugh', 'fluttering batwings'] - monsters = ['zombie', 'witch', 'vampire'] - bad_fate = ['Your brain is eaten', 'You are forever cursed', 'You are bitten'] - good_fate = ['You throw the ham. The zombie is distracted and starts eating it.', 'You set the curtains on fire. The witch flees out of fear for the fire', 'The vampire hates garlic and flees'] - weapons = ['ham', 'lighter', 'garlic'] - {print} 'You are standing in front of an old mansion' - {print} 'Something is not right here' - {print} 'You hear ' _ - {print} 'You are going to explore it' - {print} 'You enter the kitchen and see a lighter, a raw ham and a garlic.' - your_weapon = {ask} 'What do you bring with you?' - {print} 'With your ' your_weapon ' you enter the living room' - {print} 'There you find a ' _ - needed_weapon = _ - {if} your_weapon == needed_weapon - {print} 'You use your ' your_weapon - {print} _ - {print} 'YOU WIN!' - {else} - {print} 'You have chosen the wrong weapon...' - {print} _ - {print} 'GAME OVER' + age = {ask} 'How old are you?' + {if} age > 12 + {print} 'You are older than I am!' ``` - hotel: - name: hotel - default_save_name: hotel - description: hotel - levels: - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, and you've learned how to combine it with an {ask}. - You might have wondered why you would use functions, because the functions in the example were only one line of code. - Now we will show you what a bigger function looks like and we will use multiple agruments now as well. You'll see how much better it is to use a function once the function gets bigger. - Here is an example of a function with arguments combined with {ask} commands. - example_code: | + example_code_3: | ``` - {define} welcome_message {with} title, last_name, country, room_number - {print} 'Welcome to Hotel Hedy, ' title ' ' last_name - nice_trip {is} {ask} 'Did you have a nice trip from, ' country '?' - {if} nice_trip {is} 'yes' - {print} 'Lovely!' - {else} - {print} 'Sorry to hear that.' - {print} 'Hopefully you can take a nice rest in you room.' - {print} 'Your room number is ' room_number - - {print} 'Hello. Please fill in your information to check in.' - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - ``` - - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - if_command: - name: '{if} & {else}' - default_save_name: if_command - description: Introducing the if command - levels: - 5: - story_text: | - ## If... else.... - In level 5 there is something new, the `{if}`! With the `{if}` you can choose between two different options. - This code prints nice if you enter Hedy as a name, and boo! if you enter something else. - `{ask}` and `{print}` still work like they did in level 4. - example_code: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' {else} {print} 'boo!' - ``` - story_text_2: | - Sometimes code with an `{if}` gets really long and does not fit on the line well.
You may also divide the code over two lines, starting the second line at the `{else}` like this: - example_code_2: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - ``` - story_text_3: | - ### Exercise - Try to create your own code with `{if}` and `{else}`. You can use the example code if you want. - example_code_3: | - ``` - answer {is} {ask} '2 + 2 = ?' - _ _ _ 4 _ 'Great job!' - _ _ 'No 2 + 2 = 4' - ``` - 8: - story_text: | - ## If... Else... - You have learned to repeat a block of lines of code after a `{repeat}` command. - Now you can also use indentation to make blocks after a {if} or {else} command. - Check out the example code. - - ### Exercise - Add an {else} command to the example code. Make a block of line using indentation. You do this by starting each line with 4 spaces. - example_code: | - ``` - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {print} 'You can play on your computer!' - ``` - 9: - story_text: | - In this level you can also put an {if} command inside another {if} command. - example_code: | - ``` - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - ``` - in_command: - name: '{in}' - default_save_name: in_command - description: Introducing the in command - levels: - 5: - story_text: | - ## Lists - When we want to check if something is in a list, we can now use the `{in}` command. - This code prints pretty! if you choose green or yellow, and meh otherwise. - example_code: | - ``` - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - ``` - story_text_2: | - ### Exercise - Finish the example code by filling in the blanks with commands that you've learned. - When you've finished the code, try to create a code of your own and use a question that you've thought of yourself. - example_code_2: | - ``` - animals is dog, cow, sheep - answer is ask 'What is your favorite animal?' - _ answer _ animals _ 'Mine too!' - _ _ 'My favorite animals are dogs, cows and sheep' - ``` - is_command: - name: '{is}' - default_save_name: is_command - description: introducing is command - levels: - 2: - story_text: | - ## Variables - You can name a word with `{is}`. This is called a **variable**. In this example we made a variable called name and a variable called age. You can use the word name anywhere in your code and it will be replaced by Hedy, like this: - example_code: | - ``` - name {is} Hedy - age {is} 15 - {print} name is age years old - ``` - story_text_2: | - ### Exercise - Time to make your own variables! - In the example code we made an example of the variable `favorite_animal`. In line 1 the variable is set, and in line 2 we haved used the variable in a print command. - Firstly, finish our example by filling in your favorite animal on the blank. Then make at least 3 of these codes yourself. Pick a variable, and set the variable with the {is} command. Then use it with a {print} command, just like we did. - example_code_2: | - ``` - favorite_animal {is} _ - {print} I like favorite_animal - ``` - 6: - story_text: | - We also make a change in storing a word in a variable! You may now use `=` instead of `{is}` when we store a name or a number in a variable, like this: - example_code: | - ``` - name = Hedy - answer = 20 + 4 - ``` - 14: - story_text: | - We are going to learn more new items. You might know them already from mathematics, the `<` and `>`. - The `<` checks if the first number is smaller than the second, for example age `<` 12 checks if age is smaller than 12. - If you want to check if the first number is smaller or equal to the second, you can use `<=`, for example age `<=` 11. - The `>` checks if the first number is bigger than the second, for example points `>` 10 checks if points is larger than 10. - If you want to check if the first number is bigger or equal to the second, you can use `>=`, for example points `>=` 11. - You use these comparisons in an `{if}`, like this: - example_code: | - ``` - age = {ask} 'How old are you?' - {if} age > 12 - {print} 'You are older than I am!' - ``` - story_text_2: | - From this level on, if you want to compare exactly, you can use two equal signs. This is what most programming languages do: - example_code_2: | - ``` - name = {ask} 'What is your name?' - {if} name == 'Hedy' - {print} 'You are cool!' - ``` - story_text_3: | - You can also compare if something is *not* equal to something else using `!=` like this: - example_code_3: | - ``` - name = {ask} 'What is your name?' - {if} name != 'Hedy' - {print} 'You are not Hedy' + name = {ask} 'What is your name?' + {if} name != 'Hedy' + {print} 'You are not Hedy' ``` {if} age < 13 @@ -2653,9 +1311,6 @@ adventures: {else} {print} 'You are older than me!' language: - name: Language - default_save_name: Language - description: Practice words in a foreign language levels: 5: story_text: | @@ -2663,49 +1318,9 @@ adventures: ### Exercise Can you make this program for a different language? Or can you add more words to the French one? - example_code: | - ``` - {print} 'Learn French!' - cat {is} {ask} '🐱' - {if} cat {is} chat {print} 'Terrific!' - {else} {print} 'No, cat is chat' - frog {is} {ask} '🐸' - {if} frog {is} grenouille {print} 'Super!' - {else} {print} 'No, frog is grenouille' - ``` - 16: - story_text: | - ### Exercise - Take a look at the example code. This is a program to practise French vocabulary. Now make your own program to practice your vocabulary in a new language. - If you don't know any other languages, you can use Google translate or you can use emojis and your native language. - example_code: | - ``` - french_words = ['bonjour', 'ordinateur', 'pomme de terre'] - translation = ['hello', 'computer', 'potato'] - score = 0 - {for} i {in} {range} 1 {to} 3 - answer = {ask} 'What does ' french_words[i] ' mean?' - correct = translation[i] - {if} answer == correct - {print} 'Correct!' - score = score + 1 - {else} - {print} 'Wrong, ' french_words[i] ' means ' translation[i] - {print} 'You gave ' score ' correct answers.' - ``` maths: - name: maths - default_save_name: maths - description: Introducing maths levels: 6: - story_text: | - In this level you learn something new: you can now also calculate. - - The plus is easy, you write it like with math: `5 + 5` for example. The minus also works fine, it is `5 - 5`. - - The times is a bit different, because there is no times symbol on your keyboard. Just search, there really isn't! - That is why we multiply with the asterisk above 8: `5 * 5`. Read that as "5 times 5" that helps you remember it best. example_code: | ``` {print} '5 plus 5 is ' 5 + 5 @@ -2713,17 +1328,6 @@ adventures: {print} '5 times 5 is ' 5 * 5 ``` 12: - story_text: |- - **Decimal numbers** - So far, Hedy did not allow for decimal numbers like 1.5, but now we do allow that. Note that computers use the `.` for decimal numbers. - example_code: | - ``` - {print} 'Two and a half plus two and a half is...' - {print} 2.5 + 2.5 - ``` - story_text_2: |- - **Maths with words** - In this level you can also do addition with words like this: example_code_2: | ``` a = 'Hello ' @@ -2733,414 +1337,15 @@ adventures: {print} 2.5 + 2.5 music: - name: music - default_save_name: music - description: Play a tune! levels: - 1: - story_text: |- - In this level you'll learn how to use the `{play}` command to play a tune! - - Type `{play}` followed by the note you want to play. The scale goes C-D-E-F-G-A-B. - As you can see there are 7 different letters, but we can play more than just 7 notes. - Type a number between 1 and 10 behind the letter to choose the scale, for example after B4 comes C5. - C1 is the lowest note you can play, C10 is the highest. - - ### Exercise - Try out the example code and then play around with it! Can you create your own melody? - In the next level you'll learn how to play some existing songs. - example_code: |- - ``` - {play} C4 - {play} D4 - {play} E4 - {play} F4 - {play} G4 - {play} A4 - {play} B4 - {play} C5 - ``` - 2: - story_text: | - ### Exercise - Finish the songs! We have started the codes for some melodies. - example_code: | - ``` - {print} Old Mac Donald had a farm - {play} C5 - {play} C5 - {play} C5 - {play} G4 - {play} A4 - {play} A4 - {play} G4 - ``` - story_text_2: As you can see, you can also use the `{sleep}` command to add a little pause in the song. - example_code_2: | - ``` - {print} Twinkle Twinkle Little Star - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} 1 - {play} F - {play} F - ``` - 3: - story_text: | - Create a random melody! - - ### Exercise - The example code creates a random melody, but it's very short and not many notes are used. - Add more notes to the list and create a longer melody by copying the last line a couple more times. - example_code: | - ``` - notes {is} A4, B4, C4 - {play} notes {at} {random} - {play} notes {at} {random} - {play} notes {at} {random} - ``` - 4: - story_text: | - Use the `{clear}` command to create a karaoke machine! - - ### Exercise - Finish the karaoke version of 'Mary had a little lamb'. - Then, create a karaoke version of any song you'd like! - example_code: | - ``` - {print} 'Mary had a little lamb' - {play} E - {play} D - {play} C - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Little lamb, little lamb' - {play} D - {play} D - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Mary had a little lamb' - {play} E - ``` - 5: - story_text: | - You don't always have to use the `{play}` command to play a whole song, sometimes you just want to play one note. - For example, if you want to make a quiz, you can play a happy high note if the answer is right and a sad low note if the answer is wrong. - - ### Exercise - Finish the first question by adding a line of code that plays a C3 note if the wrong answer is given. - Then think of 3 more questions to add to this quiz. - example_code: | - ``` - answer {is} {ask} 'What is the capital of Zimbabwe?' - {if} answer {is} Harare {play} C6 - _ - ``` 6: story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\n This calls for musical maths! Try out the example code a couple of times with different starting numbers. \nThen, see if you can compose a song using the numbers.\n" - example_code: | - ``` - number = {ask} 'Say a starting number between 1 and 67' - {print} number - {play} number - number = number + 1 - {print} number - {play} number - number = number + 1 - {print} number - {play} number - ``` - 7: - story_text: | - Using the `{repeat}` command can make your codes for melodies a lot shorter! - - ### Exercise - Finish the code for Twinkle Twinkle Little Star by using the `{repeat}`command. - Then go back to the songs you've made in the previous levels. Can you shorten those codes too? - example_code: | - ``` - {print} 'Twinkle Twinkle Little Star' - {repeat} 2 {times} {play} C4 - {repeat} 2 {times} {play} G4 - _ - ``` - 8: - story_text: | - Now that we can use the `{repeat}` command for multiple lines, we can make songs even more easily! - - ### Exercise - Finish the song of Brother John (Frère Jacques). Don't forget to use `{repeat}`! - example_code: | - ``` - {print} 'Brother John' - {repeat} 2 {times} - {play} C - {play} D - {play} E - {play} C - {repeat} 2 {times} - {play} E - {play} F - {play} G - {sleep} 1 - ``` - 9: - story_text: | - From this level on you can - among other things - use a {repeat} command inside a {repeat} command. - That makes songs like 'Happy birthday' even shorter! - - ### Exercise - Finish the song! - example_code: | - ``` - first_time = yes - {repeat} 2 {times} - {repeat} 2 {times} - {play} C - {play} D - {play} C - {if} first_time {is} yes - {play} F - {play} E - first_time {is} no - {else} - _ - ``` - 12: - story_text: | - Use functions in your songs! As you can see in the example code, you can make a function for each line of Twinkle Twinkle Little Star. Once you've programmed the first three lines, all you have to do is call the functions in the order you want them played in. - - ### Exercise - Finish the song of Twinkle Twinkle Little Star. - Then look back at all the songs you've programmed in the levels before, can you make those codes better and shorter using functions too? - example_code: | - ``` - {define} first_line - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} - - {define} second_line - {play} F - {play} F - {play} E - {play} E - {play} D - {play} D - {play} C - {sleep} - - {define} third_line - {play} G - {play} G - {play} F - {play} F - {play} E - {play} E - {play} D - {sleep} - - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - ``` - 13: - story_text: | - You can use a function with an argument for songs that have line that are almost the same, but slightly different each time. - One example is the song 'Yankee Doodle'. The first 4 notes of the first lines are the same, but each time they are followed by a different couple of notes. - - ### Exercise - Can you finish the song of Yankee Doodle? - Can you think of another song to program this way? - example_code: | - ``` - {print} 'Yankee Doodle' - {define} _ {with} note_1, note_2, note_3 - {play} C4 - {play} C4 - {play} D4 - {play} E4 - {play} _ - {play} _ - {play} _ - - {call} line_1 {with} 29, 31, 30 - {call} line_1 {with} 29, 28, 0 - {call} line_1 {with} 32, 31, 30 - - {play} C4 - {play} B3 - {play} G3 - {play} A3 - {play} B3 - {play} C4 - {play} C4 - ``` - 14: - story_text: | - You can program music for fun, but you can also use the musical notes to make something useful like a fire alarm! - - ### Exercise - Make sure the fire alarm rings when there is a fire! - example_code: | - ``` - {define} fire_alarm - {print} 'FIRE!' - note = 40 - {for} i {in} {range} 1 {to} 100 - {if} note _ 50 - note = note + 5 - {play} _ - {else} - note = 40 - - fire = {ask} 'Is there a fire?' - {if} fire _ 'yes' - {call} fire_alarm - ``` - 15: - story_text: | - **Warning** This adventure can become extremely annoying! - We can also use the {while} command to repeat a song forever. - - ### Exercise - Finish the never-ending song. - example_code: | - ``` - {define} song - {play} _ - - yes_or_no = {ask} 'Do you want to hear my never-ending song?' - {while} yes_or_no = 'yes' - {call} song - {print} '🥳' - ``` - 16: - story_text: | - Upgrade your Old MacDonald code! - - ### Exercise - Take your code from the 'Sing a Song' adventure and add musical notes to it! - You can make a function for each line in the song and call that function after the line is printed. - We defined the first line for you and called it in the code. Can you finish the whole song? - example_code: | - ``` - {define} line_1 - {for} i {in} {range} 1 {to} 3 - {play} G - {play} D - {for} i {in} {range} 1 {to} 2 - {play} E - {play} D - - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - for i in range 1 to 3 - animal = animals[i] - sound = sounds[i] - print 'Old MacDonald had a farm' - call line_1 - print 'E I E I O!' - _ - ``` - 17: - story_text: | - You can use the {elif} to create different options. - - ### Exercise - Firstly, add colons to get the code to work. - Then finish this code by adding at least 2 other songs for other moods. For example a happy song and an angry song. - example_code: | - ``` - {define} scary_song - {for} i {in} {range} 1 {to} 3 - {play} G - {play} E - {sleep} 2 - {for} i {in} {range} 1 {to} 3 - {play} F - {play} D - - mood = {ask} 'Which emotion are you feeling?' - {if} mood {is} 'fear' - {call} scary_song - {elif} _ - ``` - 18: - story_text: | - ### Exercise - Even in this last level of Hedy we can make some music! Be careful of all the syntax that is needed now. - Take a good look at how the functions are defined and called upon in the example code. - Finish the song! - example_code: | - ``` - {def} line_1(): - {for} i {in} {range}(1, 5): - {play} A - {play} D - {play} F - {play} A - - {def} line_2(): - {for} i {in} {range}(1, 5): - {play} G - {play} C - {play} E - {play} G - - {def} line_3(): - _ - - {print} ('The drunken sailor') - {print} ('What shall we do with the drunken sailor?') - line_1() - line_2() - line_3() - {print} ('Early in the morning') - ``` parrot: - name: Parrot - default_save_name: Parrot - description: Create your own online pet parrot that will copy you! levels: 1: - story_text: | - Create your own online pet parrot that will copy you! - example_code: | - ``` - {print} Im Hedy the parrot - {ask} whats your name? - {echo} - {echo} - ``` story_text_2: | ### Exercise Can you make the parrot ask a different question? Fill in the blanks in the example! - example_code_2: | - ``` - {print} Im Hedy the parrot - {ask} _ - {echo} - {echo} 2: story_text: | Create your own online pet parrot that will copy you! @@ -3175,56 +1380,17 @@ adventures: story_text: | In this level we have to use quotation marks with the commands `{ask}` and `{print}`. Can you complete the code by adding quotation marks? - example_code: | - ``` - words {is} squawk, Hedy - {print} _ Train your parrot! _ - new_word {is} {ask} _ Which word do you want to teach them? _ - {add} new_word {to_list} words - {print} _ 🧒 Say _ new_word _, Hedy!_ - {print} _ 🦜 _ words {at} {random} - ``` 5: story_text: | Reward your parrot if it says the correct word! Finish the code by filling in the 4 missing commands. - example_code: | - ``` - words {is} squawk, Hedy - {print} 'Train your parrot!' - new_word {is} {ask} 'Which word do you want to teach them?' - {add} new_word {to_list} words - said_word {is} words {at} {random} - {print} '🧒 Say ' new_word ', Hedy!' - {print} '🦜 ' said_word - _ said_word {is} new_word _ '🧒 Great job, Hedy! 🍪' - _ _ '🧒 No, Hedy! Say ' new_word - ``` piggybank: - name: Piggy Bank - default_save_name: Piggy Bank - description: Count your pocketmoney! levels: 12: story_text: | In this adventure you learn how to make a digital piggy bank. Finish the code to calculate how much money you have and how long you need to save up to buy what you want! - example_code: | - ``` - {print} 'The digital piggy bank' - wish = {ask} 'What would you like to buy?' - price = {ask} 'How much does that cost?' - saved = {ask} 'How much money have you saved already?' - allowance = {ask} 'How much pocket money do you get per week?' - to_save = price - saved - weeks = to_save / allowance - {print} 'You can buy a ' _ ' in ' _ ' weeks.' - ``` 14: - story_text: | - ### Exercise - In this level you can let Hedy tell you if you have saved up enough money! - Finish this code by filling in the blanks! example_code: | ``` _ calculate_budget with wish, money, allowance @@ -3244,45 +1410,7 @@ adventures: {call} calculate_budget with _, _, _ ``` pressit: - name: Key presses - default_save_name: Pressed - description: Try linking a keyboard key to a command! levels: - 5: - story_text: | - In this level there is another new keyword: `{pressed}`! - With `{pressed}` you can use keys on your keyboard to control what lines are used. - - ### Exercise - Look at the example and add one more line of code that reacts to a key press. - example_code: | - ``` - {print} 'Do you want a good (g) or bad (b) ending?' - {if} g {is} {pressed} {print} 'They lived happily ever after ❤' - {else} {print} 'The prince was eaten by a hippopotamus 😭' - ``` - story_text_2: | - You can also link turtle commands to keys. - - ### Exercise - Copy the lines a few times so you can create a larger drawing. - example_code_2: | - ``` - {if} y {is} {pressed} {forward} 15 - {else} {turn} 90 - ``` - 7: - story_text: | - Now that you have learned about `{repeat}`, we can press keys multiple times. - You can use it to make the turtle walk forward and turn. - - ### Exercise - The code you have seen in level 5 only checks the key once. Copy the example code and add a `{repeat}` to it, so that you can press the keys many times. - Use this code to draw something nice. - example_code: | - ``` - {if} x {is} {pressed} {forward} 15 {else} {turn} 90 - ``` 9: story_text: | Now that you know how to combine statements, you can create a touch type tool with `{pressed}`. @@ -3290,54 +1418,9 @@ adventures: ### Exercise Finish the code. Each time a random letter should be chosen, which you have to press. You get a point for a correct press, and and two points deduction for a wrong press. **(extra)** Clear the screen after each letter, and show the user how many points they have scored. - example_code: | - ``` - points = 0 - letters = a, b, c, d, e - {repeat} 10 {times} - letter = _ _ _ - {print} 'Press the letter ' letter - {if} letter {is} {pressed} - _ - _ - _ - ``` print_command: - name: '{print}' - default_save_name: print - description: Introduction print command levels: - 1: - story_text: | - ## The print command - You can print text to the screen using the `{print}` command. - example_code: | - ``` - {print} Hi there, programmer! - {print} Welcome to Hedy! - ``` - story_text_2: | - ### Exercise - In Hedy you will find exercises in every adventure. An exercise allows you to practise the new commands and concepts, and lets you give your own twist to the example codes. - In this exercise you will see a pink blank space. You have to fill something in the place of the blank space before the code can be run. - - Fill in the `{print}` command in the blank space and then add five more lines of code. Each line has to start with a `{print}` command. - Have fun! - example_code_2: | - ``` - _ Hello! - ``` 18: - story_text: |- - We arrived at real Python code! That means we need to use parentheses with `{print}` and `{range}` from now on. - It also means you can use Hedy code from this level in any Python environment as long as you use the English commands. If you haven't until now, you can switch the toggle in the commands menu to do so. - example_code: | - ``` - {print}('Hello!') - {for} i {in} {range}(1, 10): - {print}('This is line ', i) - ``` - story_text_2: If you want to print more than one item, you need to separate them by commas. example_code_2: | ``` temperature = 25 @@ -3345,158 +1428,13 @@ adventures: ``` {print}('My name is ', name) - quizmaster: - name: Quizmaster - default_save_name: Quizmaster - description: Make your own quiz! - levels: - 14: - story_text: | - ### Exercise - In this adventure you can make your own quiz! Fill in the blanks, add more questions and enjoy your own quiz! - You can make a quiz about anything you like: your hobby, your favorite animal, your favorite book or anything at all! - example_code: | - ``` - {print} 'Make your own quiz' - points_a = 0 - points_b = 0 - {print} 'Question' - {print} 'Answer option A' - {print} 'Answer option B' - answer = {ask} 'Which answer?' - {if} answer == 'A' - points_a = points_a + 1 - {if} answer == 'B' - points_b = points_b + 1 - {print} 'End of the quiz!' - {print} 'Lets see the results!' - {if} points_a > points_b - {print} 'You belong to the A club' - {if} points_b > points_a - {print} 'You belong to the B club' - ``` - quotation_marks: - name: '''quotation marks''' - default_save_name: quotation_marks - description: Introduction quotation marks - levels: - 4: - story_text: | - ## 'Quotation marks' - In level 4 `{ask}` and `{print}` have changed. - You must put text that you want to print between quotation marks. - This is useful, because now you can print all the words you want. Also the words you used to store something with `{is}`. - Most programming languages also use quotation marks when printing, so we are also getting a step closer to real programming! - example_code: | - ``` - {print} 'You need to use quotation marks from now on!' - answer {is} {ask} 'What do we need to use from now on?' - {print} 'We need to use ' answer - ``` - story_text_2: | - ## Contractions - Important! Mind that now that we're using quotation marks, Hedy will get confused when you use the apostrophe for contractions like I'm or What's. - Make sure to remove those apostrophes and change the spelling to I am or What is. - Check out the example code to see the wrong way of using apostrophes. - example_code_2: | - ``` - _ This is the wrong way of using apostrophes _ - {print} 'I'm babysitting my sister's kids' - {print} 'What's more fun than that?' - ``` - 12: - story_text: | - **All texts need to be in quotation marks** - For this level on you will also have to use quotation marks when storing a text with `=`: - example_code: | - ``` - name = 'Hedy the Robot' - {print} 'Hello ' name - ``` - story_text_2: | - **All items in lists need quotation marks too** - Lists are texts, so they need quotation marks too. Mind that each single item on the list has quotation marks. - This allows you to save two words as 1 item on the list, for example 'Black Widow'. - example_code_2: | - ``` - superheroes = 'Spiderman', 'Batman', 'Black Widow' - {print} superheroes {at} {random} - ``` - story_text_3: | - **All text after `{if}` comparisons need quotation marks too** - example_code_3: | - ``` - name = {ask} 'What is your name?' - {if} name = 'Hedy the Robot' - {print} 'Hi there!' - ``` - story_text_4: | - **Numbers don't need quotation marks** - For numbers, you do not use quotation marks in the `=`: - example_code_4: | - ``` - score = 25 - {print} 'You got ' score - ``` random_command: - name: '{random}' - default_save_name: random_command - description: introducing at random command levels: - 3: - story_text: | - ## At random - In this level you can make a list using the `{is}` command. You can let the computer choose a random item from that list. You do that with `{at} {random}`. - example_code: | - ``` - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - ``` - story_text_2: | - You can use the `{at} {random}` command in a sentence as well. - example_code_2: | - ``` - food {is} sandwich, slice of pizza, salad, burrito - {print} I am going to have a food {at} {random} for lunch. - ``` - story_text_3: | - ### Exercise - Try out the `{at} {random}` command by making your own gameshow (like the ones on tv) where you choose a door or suitcase and it contains a big price! - Can you do it? We have already put the first lines into the example code. - example_code_3: | - ``` - {print} The big gameshow! - {print} There are 3 suitcases in front of you... - chosen {is} {ask} Which suitcase do you choose? - prices {is} _ - _ - ``` 16: story_text: |- We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. For example: `friends[1]` is the first name on the list of friends, as you can see in the first part of the example code. The second part of the example code shows you that we can also match 2 lists using the variable i. - example_code: | - ``` - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - ``` - story_text_2: |- - Now that you've learned to use the brackets in lists, you can also start using the {at} {random} command in the Python way! - You simply type the name of your list with `[random]` behind it! - example_code_2: |- - ``` - fruit = ['apple', 'banana', 'cherry'] - {print} fruit[random] - ``` repeat_command: - name: '{repeat}' - default_save_name: repeat_command description: repeat command levels: 7: @@ -3506,23 +1444,6 @@ adventures: ### Exercise Play around with the repeat command. Can you make the happy birthday song in only 3 lines of code instead of 4 now? - example_code: | - ``` - {repeat} 3 {times} {print} 'Hedy is fun!' - ``` - 8: - story_text: | - ### Repeat commands and indentation - In this level you can repeat multiple lines of code with only 1 repeat command. - You do this by making a block of lines that you want to repeat. - The lines in this block will need **indentation** . - That means putting four spaces at the beginning of each line. You will also have to indent when you just want to create a block of one line. - example_code: | - ``` - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This is all repeated 5 times' - ``` 9: story_text: | Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... @@ -3538,55 +1459,15 @@ adventures: {else} {print} 'Maybe you should practice some more in the previous level' repeat_command_2: - name: '{repeat} 2' - default_save_name: repeat_command_2 description: repeat command 2 levels: 7: - story_text: | - ## Repeat with other commands and with variables - You have practiced the `{repeat}` command in combination with the `{print}` command now, but did you know you could also use other commands with `{repeat}` ? - In this example code you can see that `{repeat}` can also be used with an `{ask}`, `{if}` or `{else}` command. - example_code: | - ``` - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - ``` story_text_2: | Another interesting thing you can so with the `{repeat}` command is using variables to set the amount of times something should be repeated. In the example code you can see that we first ask the person how old they are. Then, in line 3, the question is repeated 'age' times. So we have used the variable 'age' with the `{repeat}` command. - example_code_2: | - ``` - {print} 'Yay! It is your birthday!' - age = {ask} 'How old are you now?' - {repeat} age {times} {print} 'Hip Hip Hurray!' - ``` - 8: - story_text: | - ### In the block or not? - In this level you have to think carefully which lines of code should be in the block and which shouldn't. - For example: If you want to sing the song *the muffin man*. You only want the line with 'the muffin man' to be repeated twice. - This means the last line shouldn't start with indentation as it doesn't belong to the block. - If you do start the last line with indentation the song will turn out wrong. - - ### Exercise - Each line in the example code starts with a blank. Remove the blanks and try to figure out which line need indentation and which don't to make the muffin man song. - example_code: | - ``` - _ {print} 'Do you know the muffin man?' - _ {repeat} 2 {times} - _ {print} 'The muffin man' - _ {print} 'Do you know the muffin man, who lives on Drury Lane?' - ``` restaurant: - name: Restaurant - default_save_name: Restaurant - description: Create your own virtual restaurant levels: 1: - story_text: | - In level 1 you can make your own virtual restaurant and take your guests' orders. story_text_2: | ### Exercise Can you think of more lines to add to your restaurant code? For example, can you {ask} the guests what they'd like to drink, tell them the price, or wish them a pleasant meal? @@ -3602,15 +1483,6 @@ adventures: story_text: | In level 2 you could expand your restaurant by using variables. In level 1 Hedy could only {echo} the order once and only remember the last thing that was ordered. Now you can use variables and Hedy can remember both the food and the toppings! - example_code: | - ``` - {print} Welcome to Hedy's restaurant! - {print} Today we're serving pizza or lasagna. - food {is} {ask} What would you like to eat? - {print} Great choice! The food is my favorite! - topping {is} {ask} Would you like meat or veggies on that? - {print} food with topping is on its way! - ``` story_text_2: | ### Exercise Can you make this code more elaborate? For example by adding drinks to the order? Or...? @@ -3687,21 +1559,6 @@ adventures: 6: story_text: | In this level you can use maths to calculate the total price of your customer's order, which can make your virtual restaurant more realistic. - example_code: | - You can make a simple restaurant code, like this: - ``` - {print} 'Welcome to Restaurant Chez Hedy' - {print} 'Here is our menu:' - {print} 'Our main courses are pizza, lasagne, or spaghetti' - main = {ask} 'Which main course would you like?' - price = 0 - {if} main {is} pizza price = 10 - {if} main {is} lasagne price = 12 - {if} main {is} spaghetti price = 8 - {print} 'You have ordered ' main - {print} 'That will be ' price ' dollars, please' - {print} 'Thank you, enjoy your meal!' - ``` 7: story_text: | In this level you've learned how to use the `{repeat}` command to repeat a line of code a certain amount of times. @@ -3716,24 +1573,6 @@ adventures: {repeat} _ {times} food = {ask} 'What would you like to eat?' {print} 'Thanks for your order! Its coming right up!' ``` - 8: - story_text: | - In this level you can make your virtual restaurant more elaborate by repeating multiple lines of code. Like this: - - ### Exercise - This code can be expanded with more items on the menu, for example offering drinks, and/or multiple courses or desserts. Add at least one more item. - **Extra** Add even more items, as many options as you like! - example_code: | - ``` - {print} 'Welcome to Restaurant Chez Hedy!' - people = {ask} 'How many people will be joining us today?' - {print} 'Great!' - {repeat} people {times} - food = {ask} 'What would you like to order?' - {print} food - {print} 'Thank you for ordering!' - {print} 'Enjoy your meal!' - ``` 9: story_text: | In this level you can use nesting to make your restaurant more realistic and more fun! @@ -3839,56 +1678,17 @@ adventures: We use `{and}` to see {if} two things are both the case. example_code: | ``` - price = 10 - food = {ask} 'What would you like to eat?' - drinks = {ask} 'What would you like to drink?' - {if} food {is} 'sandwich' {and} drinks {is} 'juice' - {print} 'Thats our discount menu' - price = price - 3 - {print} 'That will be ' price ' dollars' - ``` - 15: - story_text: | - With the `{while}` you can make sure your costumers can keep adding orders until they are done. - - ### Exercise - Correctly add the `{while}` command to this code. - example_code: | - ``` - {print} 'Welcome at McHedy' - more = 'yes' - _ - order = {ask} 'What would you like to order?' - {print} order - more = {ask} 'Would you like to order anything else?' - {print} 'Thank you!' - ``` - rock: - name: Rock, paper, scissors - default_save_name: Rock - description: Make your own rock, paper, scissors game - levels: - 1: - story_text: | - In level 1 you can start with a rock, paper, scissors game. - - With `{ask}` you can make a choice, and with `{echo}` you can repeat that choice. - example_code: | - ``` - {print} what do you choose? - {ask} choose from rock, paper or scissors - {echo} so your choice was: - ``` - story_text_2: | - ### Exercise - Instead of using words, you could also use emojis: ✊✋✌ - Can you create a code using emojis? - example_code_2: | - ``` - {print} what do you choose? - {ask} choose from _ - {echo} so your choice was: + price = 10 + food = {ask} 'What would you like to eat?' + drinks = {ask} 'What would you like to drink?' + {if} food {is} 'sandwich' {and} drinks {is} 'juice' + {print} 'Thats our discount menu' + price = price - 3 + {print} 'That will be ' price ' dollars' ``` + rock: + default_save_name: Rock + levels: 2: story_text: | In this level you can practise using the variables, so that you can make the rock, paper, scissors game in the next level! @@ -3898,11 +1698,6 @@ adventures: {print} I choose _ ``` 3: - story_text: | - You can use the `{at} {random}` command to let the computer pick rock, paper or scissors! - - ### Exercise - Finish the code by using the `{at} {random}` command. example_code: | ``` choices {is} rock, paper, scissors @@ -3918,16 +1713,6 @@ adventures: {print} player 1 chooses... choices {at} {random} {print} player 2 _ ``` - 4: - story_text: | - In this level we can further program rock, paper, scissors. But if you want to add text, you have to use quotation marks here too. - ### Exercise - Fill in quotation marks on the blanks. Mind that the variable `choices` should be outside the quotes. - example_code: | - ``` - choices {is} rock, paper, scissors - {print} _The computer chooses..._ choices {at} {random} - ``` 5: story_text: | In this level we can determine who won. @@ -3980,47 +1765,7 @@ adventures: 13: story_text: | With the `{and}` command you can shorten your rock, paper, scissors code! Check out the example code below and try to finish it. - example_code: | - ``` - options = 'rock', 'paper', 'scissors' - your_choice = {ask} 'What do you choose?' - computer_choice = options {at} {random} - {print} 'You choose ' your_choice - {print} 'The computer chooses ' computer_choice - {if} computer_choice {is} your_choice - {print} 'Tie' - {if} computer_choice {is} 'rock' {and} your_choice {is} 'paper' - {print} 'You win!' - {if} computer_choice {is} 'rock' {and} your_choice {is} 'scissors' - {print} 'The computer wins!' - _ - ``` - 15: - story_text: | - ### Exercise - Play until you beat the computer! But first, finish the example code... - example_code: | - ``` - won = 'no' - options = 'rock', 'paper', 'scissors' - {while} won == 'no' - your_choice = {ask} 'What do you choose?' - computer_choice = options {at} {random} - {print} 'you chose ' your_choice - {print} 'the computer chose ' computer_choice - {if} computer_choice == your_choice - {print} 'Tie!' - {if} computer_choice == 'rock' {and} your_choice == 'scissors' - {print} 'You lose!' - {if} computer_choice == 'rock' {and} your_choice == 'paper' - {print} 'You win!' - won = 'yes' - _ - ``` rock_2: - name: Rock, paper, scissors 2 - default_save_name: rock_2 - description: Part 2 of rock, paper, scissors levels: 2: story_text: | @@ -4034,9 +1779,6 @@ adventures: {print} I choose choice ``` secret: - name: SuperSpy - default_save_name: SuperSpy - description: Make your own spy code levels: 12: story_text: | @@ -4062,187 +1804,16 @@ adventures: 13: story_text: | Can you fill in the right command on the blank? Mind: The superspy has to answer BOTH questions correctly, before they get the confidential information! - example_code: | - ``` - name = {ask} 'What is your name?' - password = {ask} 'What is your password?' - {if} name {is} 'Agent007' _ password {is} 'TOPSECRET' - {print} 'Go to the airport at 02.00' - {else} - {print} 'Go to the trainstation at 10.00' - ``` - simon: - name: Simon Says - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - Let's make a game of Simon Says! Simon Says is a memory game in which the player will be given a color. They have to repeat that color back. - If they get it right a color is added to the sequence, so they now have to remember 2 colors, then 3, then 4 etc. the game stops as soon as the player makes a mistake. - - ### Exercise - In this first part of the Simon Says adventure, we'll let the computer pick a random color and add it to a list. - - ***Make 2 lists*** First, make a list called `colors` and fill it with the colors red, yellow, green and blue. - Then make a list called `simon_sequence`. This list will be used as the answer. - At the start of the game this lists need to be empty. unfortunately, we can't create an empty list (yet), so we'll fill it with the words 'empty' and 'list' and we'll remove them from the list immediately. - - ***Create a function that adds a color to the sequence*** Now that we have an empty list called simon_sequence, we can start filling it with random colors. - We do that with a function, so we can call it everytime there's a new level in our game. Create a function called `add_random_color`. - Then create the variable random_color and set it to a random color. Next, add this random color to the simon_sequence. - - ***Create a function that shows the simon_sequence*** Start by naming the new function `show_simon_sequence` with `level` as an argument. Now we want to show as many colors as the level we are in (in level 1 you see 1 color, in level 2 you see 2 colors etc). - So we repeat `level` times, to print the `simon_sequence[i]`. Each time a color is shown, wait for 1 second and then clear the screen. - - ***Test your program*** Before you go to the next level, test if the functions are working by calling both of the functions. If they're working you should see a random color in your output screen. - Remove this testing part of your code, copy the code and continue to the next tab to learn more about the simon says game! - example_code: | - ``` - # Make 2 lists - colors = _ - _ = ['empty', 'list'] - {remove} _ {from} simon_sequence - {remove} _ - - # Create a function that adds a color - _ add_random_color - _ - {add} _ - - # Create a function that shows the simon_sequence - {define} _ - {for} i {in} {range} 1 {to} _ - {print} _ - _ - _ - - # Test your program - {call} _ - {call} show_simon_sequence {with} 1 - ``` - simon_2: - name: Simon Says 2 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - We'll continue with our Simon Says game! - - ### Exercise - ***Paste your code here*** Paste your code from the previous level here. Don't forget to remove the part that was just used for testing the functions. - - ***Create a function that creates the player_sequence*** The list `player_sequence` is used to capture the answers of the player. First we define the function with the argument level. - Next, we ask level times what the color is that they choose. We call that variable `answer`. Then we add the variable `answer` to the list player_sequence. - - ***Setting up the game*** Before we program the game in the next tab, we'll need some starting variables. First, we'll set the variable `level` to 1 and the variable `game_over` to False. - Then we make an introduction for the game. We'll print 'Welcome to Simon Says!' and clear the screen after 1 second. - - ***Continue to the next tab to finish the game!**** Don't forget to copy your code and take it with you to the next tab. - example_code: | - ``` - # Paste your code here - - - # Create a function that creates the player_sequence - {define} _ - {for} _ - _ 'What is color number ' i '?' - {add} answer {to} _ - - # Set up - level = _ - game_over = _ - {print} _ - _ 1 - _ - ``` - simon_3: - name: Simon Says 3 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - In this tab we'll program the game of Simon Says! - - ### Exercise - ***Paste your code*** Copy your code from the previous tab and paste it here. - - ***Program the game*** We start by making sure the game goes on while the game isn't over. Then we print what level the player is on, we use the variable level for that. We only show that for 1 second and then we clear the screen again. - Now, we have to create the empty list player_sequence. We've already programmed how to fill the list, with our function `player_sequence`, but we never made the list itself. To create the list we use the same trick as we did in the previous tab. - We'll make a list with the words 'empty' and 'list' on it, and then we remove both these words. Next, we'll call all of the 3 functions that we've created. - Lastly, we'll have to check if the player gave the correct answers (so if the player_sequence and the simon_sequence are the same). - If that's the case, we'll compliment the player. Wait for 1 second and increase the level with 1. - Did the player give the wrong answer, we'll tell them and end the game by setting game_over to 'True' - - ***Enjoy your game!*** Great job! Does your game not work? Use the ladybug button to debug your code! - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - {print} _ - _ - _ - _ = ['empty', 'list'] - {remove} _ - {remove} _ - {call} _ - {call} _ {with} _ - {call} _ {with} _ - {if} player_sequence == _ - _ - _ - _ - {else} - _ - game_over = _ - ``` sleep_command: - name: '{sleep}' - default_save_name: sleep_command description: introducing sleep command levels: 2: story_text: | ## The sleep command Another new command in this level is `{sleep}`, which pauses your program for a second. If you type a number behind the {sleep} command, the program pauses for that amount of seconds. - example_code: | - ``` - {print} My favorite colour is... - {sleep} 2 - {print} green! - ``` songs: - name: Sing a song! - default_save_name: Song - description: Print a song levels: 6: - story_text: | - Songs often contain a lot of repetition. Sometimes the repetition is also based on counting. - For example, in the well-known song 'Bottles of beer'. You can program that song with a little math. - - Tip: Use the read aloud function to let Hedy sing the song to you! - - ### Exercise - You can now repeat lines 2 to 7 as many times as you want by copying the lines. - example_code: | - ``` - verse = 99 - {print} verse ' bottles of beer on the wall' - {print} verse ' bottles of beer' - {print} 'Take one down, pass it around' - verse = verse - 1 - {print} verse ' bottles of beer on the wall' - {sleep} - ``` - story_text_2: | - This children's song counts down from 5 little monkeys to 1 monkey. - If you copy line 2 - 7 and paste it under the the code, you can sing the whole song! example_code_2: | ``` number = 6 @@ -4340,337 +1911,39 @@ adventures: Print the song Five little moneys jumping on the bed. Look up the text if you don't remember. **(extra)** Print the song Old MacDonald had a farm, and make sure all animals make a different sound, using an `{if}`. - example_code_2: | - ``` - monkeys = 5, 4, 3, 2, 1 - ``` 11: story_text: | - In this level you can use the `{for} i {in} {range}` command to make songs that use counting, like the 5 little monkeys. - - ### Exercise - Fill in the blanks and make the code work! - example_code: | - ``` - _ _ _ _ 5 _ 1 - {print} i ' little monkeys jumping on the bed' - {print} 'One fell off and bumped his head' - {print} 'Mama called the doctor and the doctor said' - {if} i {is} 1 - {print} 'PUT THOSE MONKEYS RIGHT TO BED!' - {else} - {print} 'NO MORE MONKEYS JUMPING ON THE BED!' - ``` - 12: - story_text: | - In this song we can make it even easier to program 'if you're happy and you know it, clap your hands'. Because we can put all of the actions in a variable, check it out: - - ### Exercise - Can you add the right amount of indentation to each line to make the song play correctly? - Hint: Not all lines need indentation. - example_code: | - ``` - _ actions = 'clap your hands', 'stomp your feet', 'shout Hurray!' - _ {for} action {in} actions - _ {for} i {in} {range} 1 {to} 2 - _ {print} 'if youre happy and you know it' - _ {print} action - _ {print} 'if youre happy and you know it and you really want to show it' - _ {print} 'if youre happy and you know it' - _ {print} action - ``` - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, but did you know that you could combine them with {ask} commands as well? - In this example we have changed the 'My Bonnie' program and made it interactive. You are now asked where Bonnie is. - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is ' place - - chosen_place = {ask} 'Where do you want Bonnie to be?' - synonym = {ask} 'What is another word for that?' - - {call} song {with} chosen_place - {call} song {with} synonym - {call} song {with} chosen_place - ``` - 16: - story_text: | - In this level, you can program a song like OldMacDonald even more quickly. You can connect the right animal to the right sound by simply putting them in the same place in the list. - The Drunken Sailor is also quickly made in this level. You only need 8 lines for the entire song, check it out! - - ### Exercise - Complete the Old MacDonald song by setting the variable `animal` to `animals[i]` and `sound` to `sounds[i]`. - example_code: | - ``` - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - {for} i {in} {range} 1 {to} 3 - animal = _ - sound = _ - {print} 'Old MacDonald had a farm' - {print} 'E I E I O!' - {print} 'and on that farm he had a ' animal - {print} 'E I E I O!' - {print} 'with a ' sound sound ' here' - {print} 'and a ' sound sound ' there' - {print} 'here a ' sound - {print} 'there a ' sound - {print} 'everywhere a ' sound sound - ``` - - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines - {for} i {in} {range} 1 {to} 3 - {print} line - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - 18: - story_text: | - In level 16 we made songs using lists. These programs however are no longer working properly in this level. The colons from level 17 and the brackets from level 18 still need to be added. - - ### Exercise 1 - The Drunken sailor song is given as sample code, but not yet working. - Can you make sure everything works again? To help you, we've put _ in the places of _some_ errors. - - ### Exercise 2 - Now also look up your Old MacDonald song from level 16, and correct it. - example_code: | - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines _ - {for} i {in} {range} 1 {to} 3 _ - {print} _ line _ - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - songs_2: - name: Sing a song! 2 - default_save_name: Song 2 - description: Sing a song 2 - levels: - 12: - story_text: | - Songs contain a lot of repetition. We can capture it with a function! - ### Exercise - Look at the example code with the function. Fill out the two lines so the full song is printed. - example_code: | - ``` - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} _ - ``` - 16: - story_text: | - ### Exercise - Finish the nursery rhyme! - example_code: | - ``` - number = ['one', 'two', 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'ten'] - object = ['on his drum', 'on his shoe', 'on his knee', 'on his door', 'on his hive', 'on his sticks', 'up in heaven', 'on his gate', 'on his vine', 'once again'] - - _ - {print} 'This old man' - {print} 'He played ' _ - {print} 'He played knick-knack ' _ - {print} 'With a knick-knack paddywhack' - {print} 'Give the dog a bone' - {print} 'This old man came rolling home' - {sleep} 8 - {clear} - ``` - story_text_2: | - ### Exersice 2 - Now create your own code for the nursery rhyme 'The wheels on the bus' on the same way! - example_code_2: | - ``` - object = ['wheels', 'doors', _] - movement = [ 'round and round', 'open and shut', _] - ``` - tic: - name: Tic-Tac-Toe - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - Let's program a game of tic-tac-toe! - - ### Exercise - In this adventure we'll start with creating an empty field. - - ***Create a list called field*** This list will be our playing field. This list is filled with 9 dots, since there are no x's and o's yet at the start of our game. - - ***Create a function that prints the field*** Firstly, clear the screen so the old playing fields will be removed. Then we print the first line of our Tic Tac Toe field. This line constists of the first 3 spots in our list field. - We have already programmed this line for you. Now finish the field by printing spot 4, 5, and 6 on the second row and spot 7, 8 and 9 in the third row. - - ***Call the function that prints the field*** Now call the function. -
- Run the code. Your output should look like this: -
- - ***Continue in the next tab*** In the next tab you'll learn how to program the game itself. - example_code: | - ``` - # Create a list called field - _ = ['.', '.', '.', '.', '.', '.', '.', '.', '.'] - - # Create a function that prints the field - {define} print_field - _ - {print} 'TIC TAC TOE' - {print} field[1] field[2] field[3] - _ - _ - - # Call the function - ``` - 17: - story_text: | - In the previous level you've learned how to make a tic-tac-toe game. The game works, but is quite annoying as it keeps asking you if you've won yet. - Now that we have the {elif} command, we can let the game decide if someone has won and it can stop asking us! - - ### Exercise - ***Paste your code*** Paste your code from the previous level here and make it level 17 proof. In this level you've learned to use a colon everytime you create a block of code. Please add the colons in the correct spots. - - ***Create a function that detects if someone's won*** We have started the function for you, paste it under the function `print_field` and finish the function. You can see that this first piece of code checks to see if spot 1, 2 and 3 are the same, because if they are you have 3 in a row. - It also checks if they are not a dot, because if they are, the line might have the same symbols on them, but that's just because it's still empty. - If all these conditions are met, the game is over and the winner is printed. - Finish this function with all possible ways to win. This means you have to make this for the other 2 rows, 3 columns and 2 diagonals. - If you've finished all the other options, the function should return the variable `game_over` so we can use it in our game. - - ***Call the function in the game*** Go to the line `game_over = {ask} 'Did you win?'` and change it to `game_over = {call} detect_winner {with} field, sign`. Now the function will check if there's a winner and the game doesn't need to keep asking anymore! - - ***Enjoy your game!*** Great job! You have finished the game! Enjoy playing it! - - example_code: | - ``` - # Paste your code here and make it level 17 proof - - # Create a function that detects if someone has won - {define} detect_winner {with} field, sign: - {if} field[1] == field[2] {and} field[2] == field[3] {and} field[1] != '.': - game_over = 'yes' - {print} 'Player ' sign 'wins!' - {elif}: - _ - {else}: - game_over = 'no' - {return} _ - ``` - tic_2: - name: Tic-Tac-Toe 2 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - In the previous adventure you've learned how to create a playing field. Now you'll learn how to create the game! - - ### Exercise - ***Paste your code*** Start by pasting your code from the previous adventure here. - - ***Add variables*** Underneath your list called `field` we'll add 2 more variables that we'll need to program the game. - The variable `game_over` tells us if the game is over, and should be 'no' at the start of the game. - The variable `sign` tells us if it's the turn of player x or player o. Set the variable to 'x'. - - ***The game*** First use a {while} command, to make sure the game keeps on playing the variable while game_over is set to no. - During the game, we first ask the player which spot they choose. Then we change the field with the number they chose into their sign. - Then we print the field again and we ask the player if they've won yet. Lastly we want to switch whose turn it is, so if the sign is 'x' it should be 'o' and the other way around. - - ***Test your game*** Does your game work? Great, have fun playing the game! If not, use the ladybug button to debug your code. - You might have noticed one mistake in the code though, you can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! Go to the next tab to learn how to fix this problem. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add variables - game_over = _ - sign = _ - - # The game - {while} _ - choice = _ 'Player ' sign '_?' - field[choice] = _ - _ print_field - game_over = {ask} _ - {if} sign = 'o' - sign = _ - _ - sign = _ - ``` - tic_3: - name: Tic-Tac-Toe 3 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - You might have noticed one mistake in the code you've made in the previous adventure. You can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! In this tab we'll fix that mistake. - - ### Exercise - ***Paste your code here*** Paste your code from the previous adventure here. - - ***Fix the mistake*** To fix the mistake we replace the line that says `field[choice] = sign`. This turns any spot that the player has chosen into their sign. - Go to the header that says 'Use this to fix the mistake' and finish the code. We first want to check if the chosen spot is still empty, so `if field[choice] = '.'`. If that is the case, you are allowed to take it. - Then we make an else command and print 'Sorry, this spot is already taken' if the spot is not empty. Lastly, we add a {sleep} command, so the players can actually read the text before it gets cleared again. - Now copy this piece of code and replace the line `field[choice] = sign` with this new piece of code. - - ***Play your game!*** Now the game should work properly! Good job! - The only flaw is that you can get a bit annoyed that the game keeps asking you if you've won yet. Do you want to fix that? Go to level 17 and we'll fix it! - example_code: | - ``` - # Paste your code here - - # Use this to fix the mistake - {if} _ = '.' - field[choice] = sign - {else} - {print} _ - _ - ``` - turtle: - name: Turtle - default_save_name: Turtle - description: Make your own drawing - levels: - 1: - story_text: | - You can also use Hedy to draw. By combining turns and lines, you can make a square or stairs! - - Using `{forward}` you draw a line forwards. The number behind it determines how far the turtle will walk. `{turn} {right}` turns a quarter turn in clockwise direction, `{turn} {left}` turns counter clockwise. + In this level you can use the `{for} i {in} {range}` command to make songs that use counting, like the 5 little monkeys. - If you want to go backwards, you use the `{forward}` command but with a negative number. So for example `{forward} -100` + ### Exercise + Fill in the blanks and make the code work! example_code: | ``` - {forward} 100 - {turn} {left} + _ _ _ _ 5 _ 1 + {print} i ' little monkeys jumping on the bed' + {print} 'One fell off and bumped his head' + {print} 'Mama called the doctor and the doctor said' + {if} i {is} 1 + {print} 'PUT THOSE MONKEYS RIGHT TO BED!' + {else} + {print} 'NO MORE MONKEYS JUMPING ON THE BED!' ``` - story_text_2: | - ### Exercise - This is the start of a little staircase. Can you make it have 5 steps? - example_code_2: | + songs_2: + levels: + 12: + example_code: | ``` - {forward} 20 - {turn} {right} - {forward} 20 - {turn} {left} - {forward} 20 + {define} twinkle + {print} 'Twinkle' + {print} '...' + + {call} twinkle + {print} 'Up above the world so high' + {print} 'Like a diamond in the sky' + {call} _ ``` + turtle: + levels: 2: story_text: | In this level you can use variables to make the turtle interactive. For example you can ask the player how many steps the turtle must make. @@ -4702,63 +1975,7 @@ adventures: Use `{at} {random}` to choose a value from a list. ### Exercise Can you copy and paste lines 2 and 3 to create a longer random path? - example_code: | - ``` - angles {is} 10, 50, 90, 150, 250 - {turn} angles {at} {random} - {forward} 25 - ``` - 4: - story_text: | - In level 4 you have to use quotation marks with `{print}` and `{ask}`. Also when drawing! - example_code: | - ``` - {print} _ Drawing figures _ - angle {is} 90 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - ``` - story_text_2: | - You can also change the color of the lines with the command `{color}`. Check out the example. - You can also use the command `{color} {white}` to make 'invisible' lines. You could use these white lines to move the turtle anywhere in the screen before you start drawing. - example_code_2: | - ``` - {color} {white} - {forward} -80 - {color} {green} - {forward} 50 - {color} {yellow} - {forward} 50 - {color} {red} - {forward} 50 - ``` 5: - story_text: | - In level 5 you can make a choice with `{if}`. For example between different types of figures. - example_code: | - ``` - {print} 'Drawing Figures' - figure {is} {ask} 'Do you want a square or a triangle?' - {if} figure {is} triangle angle {is} 120 - {else} angle {is} 90 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - ``` - story_text_2: | - ### Exercise - Fill in the correct numbers in this code to get it to work. - After you've done that, you can try to add the option backwards. - - **Extra** Instead of using 'left' and 'right', remake the program with North, East, South and West. - This way you could add even more directions like Northeast and Southwest etc. example_code_2: | ``` direction {is} {ask} 'Do you want to go left, right, or straight ahead?' @@ -4766,29 +1983,6 @@ adventures: if direction is right turn _ forward 100 ``` - 6: - story_text: | - In this level you can use calculations to draw different figures. - You may have learned in school that turning a full circle is 360 degrees. If not, now you know! - That's why you also use 90 degrees for a square. 360 divided by 4 is 90. - Now that we can do math with Hedy, we can draw all the figures we want! - example_code: | - ``` - angles = {ask} 'How many angles do you want?' - angle = 360 / angles - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - ``` 8: story_text: | Now that we can repeat several lines, we can make figures more easily. @@ -4803,14 +1997,6 @@ adventures: story_text_2: | Also, we can now improve the program that draws different figures. Can you figure out how far the turtle has to turn here? Finish the code and you can draw any polygon you'd like! - example_code_2: | - ``` - figure = {ask} 'How many angles should I draw?' - angle = 360 / figure - {repeat} figure {times} - {turn} _ - {forward} _ - ``` 9: story_text: | Now that we can use a `{repeat}` inside a `{repeat}`, we can create more complex figures. @@ -4819,17 +2005,6 @@ adventures: This code creates three black triangles, change that into five pink squares. **(extra)** Create a figure of your own choosing consisting of at least two different shapes types. - example_code: | - ``` - {color} {black} - {repeat} 3 {times} - {repeat} 3 {times} - {forward} 10 - {turn} 120 - {color} {white} - {forward} 50 - {color} {black} - ``` 10: story_text: | In this level you can make the turtle draw a figure. @@ -4840,162 +2015,9 @@ adventures: **(extra)** can you change the spiral into another shape? Experiment with numbers for the turn! ### Exercise 2 The spiral is drawn outwards, make it go inwards? - example_code: | - ``` - {turn} 90 - distances = 10, 20, 30, 40, 50, 60 - {for} distance {in} distances - {forward} distance - ``` - 12: - story_text: | - We can use functions to draw more complex figures with less code. - ### Exercise 1 - Fill the function so that three squares are created. If you want the image to look nicer, you can make the lines between the squares white. - - ### Exercise 2 - The code can be made even shorter. Place the final lines into a `{repeat}` so the figure remains the same. - - ### Exercise 3 - Create your own drawing with different figures. - Change both the number of figures with the `{repeat}` and the shape of the figures in the `{define}` - example_code: | - ``` - {define} square - {repeat} 4 {times} - {turn} _ - {forward} _ - {call} square - {forward} 50 - {call} square - {forward} 50 - {call} square - ``` turtle_draw_it: - name: Draw it! - default_save_name: Draw it - description: Draw this picture with the turtle levels: - 1: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Rectangle - Square - Stairs -
- 2: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Arrow - Boat -
- 3: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Star - Arrow -
- 4: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Colored Star - Rainbow - Nested squares -
- example_code: | - **Extra** Up for a real challenge? Make sure that the colors of these figures are selected randomly, so that each time you run your programs they'll look differently! - - ``` - colors {is} red, orange, yellow, green, blue, purple, pink, brown, gray, black - color _ - ``` - 5: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Make only one code that lets the player decide which letter they'd like to see! And can you add even more letters? - -
- F - E - L -
- example_code: | - Hint: - ``` - chosen_letter {is} {ask} 'Which letter would you like to see? F, E or L?' - {if} _ - ``` - 6: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Let the player decide which color the square should be. - - ***Extra*** Can you make the letter of your own first name and the flag of your own country too? - -
- Square - Letters - Flag -
- example_code: | - Hint for the square: - ``` - chosen_color = {ask} _ - ``` - 7: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Hexagon - Triangle - Fan -
- 8: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - -
- Square (3) - Randomly colored star (5) - Randomly colored spiral (7) -
9: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - - **Extra** Give the player a choice which country they would like to see the flag of. - -
- Cross (7) - Randomly colored nested squares (8) - Flags -
example_code: | Hint for the nested squares: ``` @@ -5013,14 +2035,6 @@ adventures: color_3 = blue ``` 10: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Nested Hexagon - Traffic lights -
example_code: | Hint Nested Hexagon: ``` @@ -5036,47 +2050,6 @@ adventures: color _ {repeat} _ ``` - story_text_2: | - Christmas lights - example_code_2: | - Hint Christmas Lights: - - Start by moving to the left side of the screen with an invisible white line. Then hang up the Christmas lights! - ``` - {color} white - {turn} -90 - {forward} 300 - {turn} 90 - - colors = red, blue, yellow, purple, green, orange, pink - {for} chosen_color {in} colors - _ - ``` - 11: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Beehive (6) - Fan (5) - Snowflake (13) -
- example_code: | - Hint Beehive: - ``` - {for} amount_of_combs {in} {range} 1 {to} _ - {for} walls_of_one_comb {in} {range} 1 {to} _ - {forward} _ - {turn} _ - {forward} _ - {turn} _ - ``` - - Hint Fan: - Start out like the fan you made in level 7. Or take a peak at the hint for the beehive, because the codes are very similar. - - Hint Snowflake: Start by making one 'leg' and repeat it 6 times. 12: story_text: | ### Exercise @@ -5103,129 +2076,9 @@ adventures: {if} shape = 'square' {call} draw_a_square ``` - 13: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Street in different sizes - Colored street - Snow Storm - example_code: | - Hint Street in different sizes - ``` - {define} draw_a_house {with} size - _ - - {call} draw_a_house {with} 90 - {call} draw_a_house {with} 60 - {call} draw_a_house {with} 30 - ``` - - Hint Colored street - ``` - {define} draw_a_house {with} chosen_color - _ - ``` - - Hint Snow Storm - ``` - {define} draw_snowflake {with} length, color - _ - - numbers = 10, 20, 30 - colors = _ - - {for} i {in} {range} 1 {to} 5 - random_number = _ - random_color = _ - {call} draw_snowflake {with} random_number, random_color - {color} white - {turn} random_number * 5 - {forward} 80 - ``` - 14: - story_text: | - ### Exercise - Create a program that asks the player how many corners their figure should have and then creates that figure. - The figure in the image is the output when the player fills in 10. - -
- - -
- example_code: | - ``` - {define} calculate_degrees {with} amount_of_corners - _ 360 / amount_of_corners - - - {define} draw_figure {with} degrees - _ - {forward} 400/amount_of_corners - {turn} _ - - amount_of_corners = {ask} _ - degrees = {call} _ {with} _ - - {call} _ {with} - {call} _ {with} - ``` - 15: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Spiral - example_code: | - Spiral - ``` - distance = 5 - {while} distance < 200 - distance = distance + 5 - _ - ``` - story_text_2: | - Fan - example_code_2: | - Fan - ``` - {define} draw_a_square {with} side - _ - - i = 100 - {while} i > 1 - _ {with} i - _ - i = i - 3 - ``` - story_text_3: | - Star - example_code_3: | - Star - A star is usually drawn using 144-degree-turns. If you change this slightly to 143 degrees for example and repeat the pattern multiple times with a {while} loop you can make this figure. while_command: - name: '{while}' - default_save_name: while_command description: while - levels: - 15: - story_text: |- - We are going to learn a new loop, the `{while}` loop! We continue the loop as long as the statement is true. - So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. - If the correct answer is never given, the loop never ends! - example_code: | - ``` - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - ``` years: - name: New Year's - default_save_name: New Year's Countdown description: Countdown to the new year! levels: 11: diff --git a/content/adventures/fr.yaml b/content/adventures/fr.yaml index aa09cadf354..05d58ee6263 100644 --- a/content/adventures/fr.yaml +++ b/content/adventures/fr.yaml @@ -1,7 +1,6 @@ adventures: story: name: Histoire - default_save_name: Story description: Histoire levels: 1: @@ -233,12 +232,6 @@ adventures: _ ``` 15: - story_text: | - Using the `{while}` loop can make your stories more interesting. For example, you can use `{while} game == 'on'` so you can play until the game is over. - Or you can use `{while} sword == 'lost'` so the player can't continue the game until they have found something. - - ### Exercise - The example code shows you how to use the `{while}` loop in a story. Now **think of your own scenario** in which the player has to find something before they can continue. example_code: | ``` keys = 'lost' @@ -275,8 +268,6 @@ adventures: {print}('Bienvenue dans cette histoire!') ``` add_remove_command: - name: '{add} {to_list} & {remove} {from}' - default_save_name: add_remove_command description: Introduction {add} {to_list} et {remove} {from} levels: 3: @@ -314,7 +305,6 @@ adventures: {print} Voici un milkshake parfums {at} {random} ``` and_or_command: - name: '{and} & {or}' default_save_name: et ou description: Introduction de {and} et {or} levels: @@ -331,8 +321,6 @@ adventures: {print} "Tu es la vraie Hedy !" ``` ask_command: - name: '{ask}' - default_save_name: ask_command description: Introduction à la commande {ask} levels: 1: @@ -397,196 +385,6 @@ adventures: nom = {input}("quel est ton nom ?") {print}("Ainsi ton nom est ", nom) ``` - blackjack: - name: Blackjack - default_save_name: Blackjack - description: Try to get as close to 21 as you can - levels: - 17: - story_text: | - Blackjack is a simple game of cards in which you have to get as close to 21 points as possible. You get two cards. Each card is worth their numeral value, and the face cards (Jack, Queen and King) are worth 10 points. - The Ace is worth either 1 or 11 points (you can choose). The dealer, your opponent, also gets two cards. - If you want, you can get another card, and its points will be added to your total. The dealer can also choose to take another card. - But be careful not to get more than 21 points, because if you do, you lose! - The player who gets closest to 21, without going over it, wins! - - ### Exercise - In this adventure we code the first part of our Blackjack game. We'll create a function to calculate how many points a card is worth. - - ***Set the variables*** - Start by making a list of all the cards, from 2 to Ace. Next make a list of the face cards, so Jack, Queen and King. Then pick a random card from the list of cards to be card_1. - - ***Create a function to calculate the points*** - Create a function that calculates how many points a card is worth. - All the face cards are worth 10 points, the Ace is worth 11 and all the other cards are worth their numeral. - Return the variable `points` at the end of the function. - - ***Test the function*** - Test if your function is working properly. Finish the first print command by filling in which card you've drawn. Then finish the second line by calling the function with card_1. - Run the code a couple of times. Are you happy with the results? Great! Then you can remove the testing part and move on the the next tab! - example_code: | - ``` - {print} 'BLACKJACK' - - # Set these variables - cards = _ - face_cards = _ - card_1 = - - # Create a function to calculate the points - {define} calculate_points {with} card: - {if} card {in} face_cards: - points = _ - {elif} _ - _ - {else}: - _ - _ points - - # Test your function - {print} 'Your card is a ' _ - {print} 'That is worth ' _ ' points'. - ``` - blackjack_2: - name: Blackjack 2 - default_save_name: Blackjack_2 - description: Blackjack part 2 - levels: - 17: - story_text: | - ### Exercise - In this adventure we code the second part of our Blackjack game. - - ***Paste your code from the previous adventure*** - In the previous adventure you've started a list of variables and created a function to calculate how many points a card is worth. Copy your code and paste it here. Mind that you don't need the testing part, so if you haven't removed that yet, please do so now. - - ***Add more variables*** - You have already set the lists `cards` and `face_cards` and the variable `card_1`. Underneath those variables create 3 more variables: `card_2`, dealer_card_1` and `dealer_card_2`. These variables are all set to a random card from the list of cards. - - ***Add up points*** - To calculate how many points you have scored we call the function with card 1 and we do it again for card 2. Then we add both these scores together to get your total. - Do the same thing for the dealers points, but be sure to use the dealer's cards and not your own! - - ***2 Aces*** - You're doing great! Almost all scores can be calculated now. There is only one exception: 2 Aces. If you get 2 Aces, your total is 12 points and not 22 (because 22 points would be losing!). This of course also goes for the dealer. - - ***Show the score*** - Lastly, you want to tell the program to tell you which cards you have drawn and how many points that is. Then show which cards the dealer has and how many points they have. - - ***Continue in the next tab*** - Great! You have finished this part of the game! Copy your code and go to the next tab to learn how to ask for an extra card and to declare a winner. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add these variables to the list of variables - card_2 = _ - dealer_card_1 = _ - dealer_card_2 = _ - - # Add up your points - your_points_1 = {call} _ {with} card_1 - your_points_2 = _ - your_total = _ - - # Add up the dealers points - dealer_points_1 = _ - _ - _ - - # 2 Aces - {if} card_1 == 'Ace' {and} _ - your_total = 12 - {if} dealer_card_1 _ - dealer_total = _ - - # Show the score - {print} 'You have drawn a ' _ ' and a ' _ '. That is ' _ ' points' - {print} 'The dealer has drawn a ' _ ' and a ' _ '. That is ' _ ' points' - ``` - blackjack_3: - name: Blackjack 3 - default_save_name: Blackjack_3 - description: Blackjack part 3 - levels: - 17: - story_text: | - In the previous tabs you have learned how to draw 2 random cards for yourself and for the dealer and to calculate how many points you both got. - In this adventure we add the option to ask for an extra card for both you and the dealer. - - ### Exercise - ***Paste your code from the previous adventure*** Firstly, copy your code from the previous tab and paste it here. - - ***Extra card for you*** If you want, you can get an extra card to get your total as close to 21 as possible. First ask the player if they want an extra card. - If they do, pick a random card and print what they have drawn. If the card is not an Ace, you can call the function and add the points to your total. - In case the card is an Ace, you can't use the function, because the Ace can be either 1 point or 11 points, depending on how many points you already have earned. - If your total is less than 11, you want the ace to be 11 points (because this is closest to 21). So you add 11 points to your total. - If the total is more than or equal to 11, you want the ace to be 1 point (because you don't want more than 21 points). So you add 1 point to your total. - Lastly, print your new total of points. - - ***Extra card for the dealer*** The dealer can also get an extra card. The dealer doesn't need to be asked, because they always get an extra card if their total is less than 17. - Copy the 'Extra card for you code' and paste it in the dealers section. Then change it to fit the dealer picking an extra card and getting points added to their total. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Extra card for you - hit = {ask} _ - {if} hit == 'yes': - card_3 = _ - {print} _ - {if} card_3 _ 'Ace': - your_points_3 = _ - your_total = _ - {else}: - {if} your_total _ - _ - {else}: - _ - {print} _ - - # Extra card for the dealer - {if} dealer_total < 17 - _ - ``` - blackjack_4: - name: Blackjack 4 - default_save_name: Blackjack_4 - description: Blackjack part 4 - levels: - 17: - story_text: | - In the last 3 adventures you have alsmost created a working blackjack game! The only thing left to do is to decide a winner! - - ### Exercise - ***Paste your code from the previous adventure*** Start by pasting the code that you've made so far into your programming field. - - ***Decide a winner*** - Firstly, if you and the dealer have an equal amount of points, it's a draw. - Secondly, if the dealer has more than 21 points and you don't, you are the winner. - Thirdly, if both you and the dealer have less than 22 points, we have to see who came closest to 21. We do that by comparing who has the highest score. Is your total higher than the dealer's total, then you are the winner. If not, the dealer wins. - Lastly, in all other scenarios (e.g. you have more than 21 points and the dealer doesn't, or you both have more than 21 points) you are the loser. - - ***Enjoy the game!*** - Does your game work properly? Amazing! You have done a great job! Enjoy your game! - If it doesn't work right away, no worries, you might have made a mistake. Just keep calm and bebug your code using the ladybug button. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Decide a winner - {if} _ - {print} 'Its a draw! Play again!' - {elif} _ - {print} 'You win!' - {elif} _ : - {if} _: - {print} _ - {else}: - {print} _ - {else}: - _ - ``` calculator: name: Calculatrice default_save_name: Calculatrice @@ -649,35 +447,6 @@ adventures: score = score + 1 {print} "Bon travail ! Ton score est… " score " sur 10 !" ``` - 10: - story_text: | - This calculator game helps you practise your tables of multiplication! - ### Exercise - Fill in the blanks. We want this program to ask the player these questions: - ``` - How much is 1 times 1? - How much is 1 times 2? - How much is 1 times 3? - How much is 2 times 1? - How much is 2 times 2? - How much is 2 times 3? - How much is 3 times 1? - How much is 3 times 2? - How much is 3 times 3? - _ - ``` - example_code: | - ``` - numbers = 1, 2, 3 - {for} _ - {for} _ - answer = {ask} _ - correct = number_1 * number_2 - {if} answer {is} correct - {print} 'Great job!' - {else} - {print} 'That is wrong. The right answer is ' correct - ``` 11: story_text: | Avec un `{for}` tu peux simplifier le programme pour apprendre les tables de multiplications. @@ -751,32 +520,6 @@ adventures: note_moyenne = {call} _ {print} 'Ta note moyenne est ' note_moyenne ``` - 15: - story_text: | - You can add the `{while}` loop to the calculator game you've learned to make in a previous level. - This makes sure the player can't continue to the next question if they answer incorrectly. - - ### Exercise - Add the `{while}` loop in the function, ask the player what number_1 times number_2 is and print their answer. - Then `{call}` the function. - example_code: | - ``` - {define} new_question - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct = number_1 * number_2 - answer = 0 - _ - _ - _ - {print} 'Well done!' - - {print} 'Give 10 correct answers to win!' - {for} i {in} {range} 1 {to} 10 - _ - {print} 'You win!' - ``` calculator_2: name: Calculatrice 2 default_save_name: Calculatrice 2 @@ -802,8 +545,6 @@ adventures: # Utilise ton code de l'aventure précédente. ``` clear_command: - name: '{clear}' - default_save_name: clear_command description: La commande {clear} levels: 4: @@ -1085,7 +826,8 @@ adventures: story_text: |- ### Exercice Déboguez ce code. Bonne chance ! - example_code: "**Attention ! Ce code doit être débogué !**\n```\n{define}recommender_un_film {with} nom\n films_d_action == \"Piège de cristal\", \"Fast and Furious\", \"Inglorious Bastards\"\n films_romantiques = \"Love Actually\", \"Les Pages de notre amour\", \"Titanic\"\n comédies = \"Mr Bean\" \"Barbie\"\"Deadpool\"\n films_enfants = \"Les Minions\", \"Paddington\", \"Encanto\"\n {if} nom {is} \"Camila\" {or} name {is} \"Emmanuel\"\n film_recommandé = films_enfants {at} {random}\n {if} nom {is} \"Pedro\" {or} \"Gabrielle\"\n humeur = {ask} \"De quelle humeur êtes-vous ?\"\n {if} humeur {is} \"energique\"\n film_recommandé = comédies {at} {random}\n {if} humeur {is} \"romantique\"\n film_recommandé = films_romantiques\n {if} humeur {is} \"joyeuse\"\n film_recommandé = comédies {at} {random}\n\n{print} \"Je recommande \" film_recommandé \" à \" nom\n\nnom = {ask} \"Qui regarde ?\"\nrecommendation = {ask} \"Voulez-vous une recommandation ?\"\n{if} recommendation {is} \"oui\"\n{print} recommender_un_film {with} nom\n{else}\n{print} \"Pas de problème !\"\n```\n" + example_code: "**Attention ! Ce code doit être débogué !**\n```\n{define}recommender_un_film {with} nom\n films_d_action == \"Piège de cristal\", \"Fast and Furious\", \"Inglorious Bastards\"\n films_romantiques = \"Love Actually\", \"Les Pages de notre amour\", \"Titanic\"\n comédies = \"Mr Bean\" \"Barbie\"\"Deadpool\"\n films_enfants = \"Les Minions\", \"Paddington\", \"Encanto\"\n {if} nom {is} \"Camila\" {or} name {is} \"Emmanuel\"\n film_recommandé = films_enfants {at} {random}\n {if} nom {is} \"Pedro\" {or} \"Gabrielle\"\n humeur = {ask} \"De quelle humeur êtes-vous ?\"\n {if} humeur {is} \"energique\"\n film_recommandé = comédies {at} {random}\n {if} humeur {is} \"romantique\"\n film_recommandé = films_romantiques\n {if} humeur {is} \"joyeuse\"\n film_recommandé = comédies {at} {random}\n\n{print} \"Je recommande \" film_recommandé \" à \" nom\n\nnom = {ask} \"Qui regarde ?\"\nrecommendation + = {ask} \"Voulez-vous une recommandation ?\"\n{if} recommendation {is} \"oui\"\n{print} recommender_un_film {with} nom\n{else}\n{print} \"Pas de problème !\"\n```\n" 14: story_text: |- ### Exercice @@ -1230,9 +972,6 @@ adventures: print 'Thanks for ordering!' ``` 18: - story_text: |- - ### Exercise - Debug this Old MacDonald program from level 16. Good luck! example_code: | **Attention ! Ce code doit être débuggé !** ``` @@ -1252,8 +991,6 @@ adventures: print 'everywhere a ' sound sound ``` default: - name: Introduction - default_save_name: intro description: Explication du niveau levels: 1: @@ -1583,30 +1320,6 @@ adventures: {print} joueur " obtient un " choix {at} {random} {sleep} ``` - 15: - story_text: | - ### Exercise - In this level you can create a little game in which you'll have to throw 6 as fast as possible. - We have started the code, it's up to you to get the game to work! - - Firstly, add a `{while}` loop that checks if 6 has been thrown or not. - As long as you haven't thrown 6 already, throw the dice on a random number. - Print what the player has thrown. - Add a try to the amount of tries - Wait a second before you throw again, or - in case you've thrown a 6 - before the game ends. - example_code: | - ``` - options = 1, 2, 3, 4, 5, 6 - {print} 'Throw 6 as fast as you can!' - thrown = 0 - tries = 0 - _ - _ - _ - _ - _ - {print} 'Yes! You have thrown 6 in ' tries ' tries.' - ``` dishes: name: Vaisselle ? default_save_name: Vaisselle @@ -1711,14 +1424,8 @@ adventures: {print} jour ", la vaisselle sera faite par " noms {at} {random} ``` elif_command: - name: '{elif}' - default_save_name: elif - description: '{elif}' levels: 17: - story_text: | - In this level you can also use a new command: `{elif}`. `{elif}` is a combination of the keywords `{else}` and `{if}` and you need it when you want to make 3 (or more!) options. - Check it out! example_code: | ``` prix = ["1 million d'euros", "une tarte aux pommes", "rien"] @@ -1732,7 +1439,6 @@ adventures: {print} "Plus de chance la prochaine fois.." ``` for_command: - name: '{for}' default_save_name: pour description: La commande {for} levels: @@ -1747,20 +1453,6 @@ adventures: {for} animal {in} animaux {print} "J'aime les " animal ``` - story_text_2: | - ### Exercise - Finish this code by adding `{for} action {in} actions` to line 2. - example_code_2: | - ``` - actions = clap your hands, stomp your feet, shout Hurray! - _ - {repeat} 2 {times} - {print} 'If youre happy and you know it, ' action - {sleep} 2 - {print} 'If youre happy and you know it, and you really want to show it' - {print} 'If youre happy and you know it, ' action - {sleep} 3 - ``` 11: story_text: |- À ce niveau, nous ajoutons une nouvelle forme pour le `{for}`. Aux niveaux précédents, nous avons utilisé `{for}` avec une liste, mais nous pouvons aussi utiliser `{for}` avec des nombres. @@ -1782,14 +1474,6 @@ adventures: {print} i {print} "Caché ou pas, j'arrive !" ``` - 18: - story_text: | - Lastly, we'll turn `{for} i {in} {range} 1 to 5` into real Python code, like this: - example_code: | - ``` - {for} i {in} {range}(1,5): - {print} (i) - ``` fortune: name: La voyante default_save_name: La voyante @@ -2026,15 +1710,6 @@ adventures: {call} chanson {with} "ocean" ``` 14: - story_text: | - In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. - You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - - For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - - ### Exercise - Finish this code. We have already made the variable new_price for you, you only need to set it. - You should finish the line of code by calling the function that calculates the new price. example_code: | ``` {define} calculate_new_price {with} amount, percentage @@ -2048,35 +1723,6 @@ adventures: new_price = _ calculate_new_price {with} old_price, _ {print} 'The new price is ' new_price ' dollar' ``` - 18: - story_text: | - Let's make functions the Pythons way! To define a function, we no longer use: - - `{define} name_function {with} argument_1, argument_2:` - - but we use: - - `{def} name_function(argument_1, argument_2):`. - - - If you don't want to use arguments, you just leave the space between the parantheses empty. - To call a function, we don't need the `{call}` command anymore. You just type the name of the function. - example_code: | - ``` - {def} calculate_score(answer, correct_answer): - {if} answer == correct_answer: - score = 1 - {elif} answer == '?': - score = 0 - {else}: - score = -1 - {return} score - - answer = {input} ('Where can you find the Eiffel Tower?') - correct_answer = 'Paris' - score = calculate_score(answer, correct_answer) - {print} ('Your score is... ', score) - ``` guess_my_number: name: Devine le nombre default_save_name: devine le nombre @@ -2105,144 +1751,7 @@ adventures: {print} "C'est gagné !" jeu = "fini" ``` - hangman: - name: Hangman - default_save_name: Hangman - description: Guess the word - levels: - 17: - story_text: | - In this adventure we program a game of hangman. First we make some preparations, then we program the game and in the third part we add a drawing with the turtle. - - ### Exercise - ***Set the variables*** In this game of hangman, Player 1 chooses an answer and Player 2 has to guess the letters in this answer. - To let the computer know all the letters in the word, we will turn the answer into a list of letters. We also do this with the guesses Player 2 makes. - We will start the game with 2 empty lists. We have made an empty list for the variable answer for you. Now make an empty list for guessed_letters as well. - Then we fill in how many mistakes were made. At the start of the game, this should be 0. - The variable `amount_letters` tells us how many letters are in the answer. Ask Player 1 to tell us how many letters their word has. - Lastly we tell the computer if the game is over. We use the variable `game_over` and set it to `False`. - - ***Choosing the answer*** We want Player 1 to be able to choose the answer. We'll ask them, as many times as necessary, what the next letter is. - Then we add that letter to the answer. Lastly, we add an empty _ to the list of guessed letters, so we get as many _s as there are letters in the answer. - - ***Player 2's turn*** - Tell Player 2 its their turn. Then tell Player 2 how many letters there are in the answer. Finally, print the list of `guessed_letters`. - - ***Go to the next tab*** Now that all the starting variables are set, we can start programming the game itself. Check out the next tab to learn how! - example_code: | - ``` - print 'Hangman!' - - # Set the variables - answer = [] - guessed_letters = _ - mistakes_made = _ - amount_letters = {ask} _ - _ = 'False' - - # Choosing the answer - {for} _ - letter = {ask} 'Player 1, what is letter ' i '?' - _ - {add} '_' {to} _ - - # Player 2 turn - print _ - print _ - print guessed_letters - ``` - hangman_2: - name: Hangman 2 - default_save_name: Hangman_2 - description: Hangman 2 - levels: - 17: - story_text: | - Now it's time to program the hangman game. - - ### Exercise - - ***Paste your code*** Copy your code from the previous tab and paste the code in the programming field. - - ***The game*** This games continues playing until Player 2 is game over. Fill in the while command accordingly. Now, Player 2 is allowed to guess a letter, so ask Player 2 to guess a letter. - We need to check if their answer is correct, so check if their `guess` is (somewhere) in the (list) `answer`. Then we let the computer figure out which of the letter(s) is the guess. We have already programmed that part for you. - Next we want to compliment the player for finding a correct letter and we want to print the list `guessed_letters`, so the player can see their progress. - - The next part we're going to program is what happens when the player has guessed all of the letters. So if their list of `guessed_letters` is the same as our list `answer`. - If the lists are the same, congratulate Player 2 with their victory and set the variable `game_over` to `True`. - - Next we'll program what happens when Player 2 guesses wrong (so the `{else}` command). First, tell the player that their guess was wrong. Then increase the `mistakes_made` variable by 1. - - For the last part we'll program what happens when Player 2 has made 10 mistakes. We'll print that Player 1 has won the game. Then we'll print the correct answer. And finally, we'll set our `game_over` variable to `True`, so the game stops. - - ***Go to the next tab*** Amazing work! Your game is playable, but wouldn't it be fun if the hangman was actually drawn when Player 2 makes a mistake..? - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - guess = _ - {if} _ - {for} i {in} {range} 1 {to} amount_letters: - if answer[i] == guess: - guessed_letters[i] = guess - {print} _ - {if} guessed_letters == _: - {print} _ - game_over = _ - {else}: - {print} _ - mistakes_made _ - {if} _ == 10: - {print} _ - {print} _ - _ - ``` - hangman_3: - name: Hangman 3 - default_save_name: Hangman_3 - description: Hangman 3 - levels: - 17: - story_text: | - In a game of hangman the mistakes are shown by drawing a part of the hangman each time a mistake has been made. - We now add those drawings with our turtle! - - ### Exercise - ***Create a function that draws the hangman*** Create a function that draws the hangman in 10 steps. We have already made step 1 for you. - - ***Test the function*** Test the function by calling the function with 10. If you are happy with the function, remove the line that calls the function for now. We will call the function when the player makes a mistake. - - ***Paste your hangman game under your function*** Go back to the previous tab and copy your hangman game. Paste the game underneath your function. - - ***Call the function when the player makes a mistake*** Under the line `mistakes_made = mistakes_made + 1` we will call the function. We want the turtle to take the same amount of steps as the player has made mistakes, so we call the function with `mistakes_made` as argument. - - ***Enjoy your game!*** -
- The hangman could look like this -
- example_code: | - ``` - # Create a function that draws the hangman - {define} draw_hangman {with} step: - {if} step == 1: - {color} white - {forward} -100 - {turn} 90 - {forward} -50 - {color} black - {forward} 100 - {forward} -50 - - {if} step == 2: - _ - # Paste your hangman game here - - ``` harry_potter: - name: Harry Potter - default_save_name: Harry Potter description: Les aventures d'Harry Potter levels: 10: @@ -2437,67 +1946,6 @@ adventures: {print} "Pièce " i monstre = monstres {at} {random} ``` - 14: - story_text: | - ### Exercise - In this level you can use the `<` and `>` symbol to introduce lives to your game. - Make sure the player loses a life when they come across the wrong monster and that the game stops if you have no lives left. - example_code: | - ``` - {print} 'Escape from the haunted house' - lives = 3 - doors = 1, 2, 3 - monsters = 'the wicked witch', 'a zombie', 'a sleeping 3 headed dog' - {for} i {in} {range} 1 {to} 10 - {if} lives _ - good_door = doors {at} {random} - monster = monsters {at} {random} - chosen_door = {ask} 'Which door do you choose?' - {if} good_door == chosen_door - {print} 'You have chosen the correct door' - {else} - {print} 'You see...' monster - {if} monster == 'a sleeping 3 headed dog' - {print} 'Pffieuw.... Its asleep' - {else} - {print} 'You lose one life' - lives = _ - {else} - {print} 'GAME OVER' - ``` - 16: - story_text: | - ### Exercise - This haunted house game uses the connection between the lists you can use in this level. - For example: all the properties that belong to the zombie are first in all the lists, witch second and vampire third. - Check out the code and fill in `weapons[i]`, `monsters[i]` , `bad_fate[i]`, `good_fate[i]`, `hint[i]` on the correct blanks to get the code to work! - example_code: | - ``` - numbers = [1, 2, 3] - i = numbers[{random}] - hint = ['growling', 'a cackling laugh', 'fluttering batwings'] - monsters = ['zombie', 'witch', 'vampire'] - bad_fate = ['Your brain is eaten', 'You are forever cursed', 'You are bitten'] - good_fate = ['You throw the ham. The zombie is distracted and starts eating it.', 'You set the curtains on fire. The witch flees out of fear for the fire', 'The vampire hates garlic and flees'] - weapons = ['ham', 'lighter', 'garlic'] - {print} 'You are standing in front of an old mansion' - {print} 'Something is not right here' - {print} 'You hear ' _ - {print} 'You are going to explore it' - {print} 'You enter the kitchen and see a lighter, a raw ham and a garlic.' - your_weapon = {ask} 'What do you bring with you?' - {print} 'With your ' your_weapon ' you enter the living room' - {print} 'There you find a ' _ - needed_weapon = _ - {if} your_weapon == needed_weapon - {print} 'You use your ' your_weapon - {print} _ - {print} 'YOU WIN!' - {else} - {print} 'You have chosen the wrong weapon...' - {print} _ - {print} 'GAME OVER' - ``` hotel: name: hôtel default_save_name: hôtel @@ -2509,34 +1957,7 @@ adventures: Vous vous êtes peut-être demandé pourquoi vous utiliseriez des fonctions, car les fonctions de l'exemple ne représentaient qu'une seule ligne de code. Nous allons maintenant vous montrer à quoi ressemble une fonction plus grande et nous utiliserons également plusieurs arguments. Vous verrez à quel point il est préférable d’utiliser une fonction une fois qu’elle devient plus grande. Voici un exemple de fonction avec des arguments combinés avec des commandes {ask}. - example_code: | - ``` - {define} welcome_message {with} title, last_name, country, room_number - {print} 'Welcome to Hotel Hedy, ' title ' ' last_name - nice_trip {is} {ask} 'Did you have a nice trip from, ' country '?' - {if} nice_trip {is} 'yes' - {print} 'Lovely!' - {else} - {print} 'Sorry to hear that.' - {print} 'Hopefully you can take a nice rest in you room.' - {print} 'Your room number is ' room_number - - {print} 'Hello. Please fill in your information to check in.' - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - ``` - - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 if_command: - name: '{if} & {else}' - default_save_name: if_command description: Introduction à la commande `{if}` levels: 5: @@ -2600,8 +2021,6 @@ adventures: {print} "Tu ne veux pas continuer" ``` in_command: - name: '{in}' - default_save_name: in_command description: Introduction de la commande `{in}` levels: 5: @@ -2632,7 +2051,6 @@ adventures: {if} couleur_préférée {in} jolies_couleurs {print} "jolie !" {else} {print} "bof" is_command: - name: '{is}' default_save_name: command_est description: Introduction de la commande {is} levels: @@ -2672,19 +2090,6 @@ adventures: Le `>` vérifie si le premier nombre est plus grand que le second, par exemple, points `>` 10 vérifie si points est plus grand que 10. Si tu veux vérifier si le premier nombre est plus grand ou égal au second, tu peux utiliser `>=`. Par exemple points `>=` 11. Ces comparaisons s'utilisent avec `{if}`, comme ceci : - example_code: | - ``` - age = {ask} 'How old are you?' - {if} age > 12 - {print} 'You are older than I am!' - ``` - ``` - age = {ask} 'How old are you?' - {if} age < 12 - {print} 'You are younger than me!' - {else} - {print} 'You are older than me!' - ``` story_text_2: | A parti de ce niveau et pour les suivants, si tu veux comparer l'égalité, tu dois utiliser deux fois le signe égale. C'est ainsi que font la plupart des langages de programmation. example_code_2: | @@ -2703,7 +2108,6 @@ adventures: ``` language: name: Langage - default_save_name: Language description: Pratique des mots dans une langue étrangère levels: 5: @@ -2724,39 +2128,10 @@ adventures: {if} réponse2 {is} frog {print} "Super !" {else} {print} "Non, grenouille se dit frog" ``` - 16: - story_text: | - ### Exercise - Take a look at the example code. This is a program to practise French vocabulary. Now make your own program to practice your vocabulary in a new language. - If you don't know any other languages, you can use Google translate or you can use emojis and your native language. - example_code: | - ``` - french_words = ['bonjour', 'ordinateur', 'pomme de terre'] - translation = ['hello', 'computer', 'potato'] - score = 0 - {for} i {in} {range} 1 {to} 3 - answer = {ask} 'What does ' french_words[i] ' mean?' - correct = translation[i] - {if} answer == correct - {print} 'Correct!' - score = score + 1 - {else} - {print} 'Wrong, ' french_words[i] ' means ' translation[i] - {print} 'You gave ' score ' correct answers.' - ``` maths: - name: maths - default_save_name: maths description: Introduction des maths levels: 6: - story_text: | - In this level you learn something new: you can now also calculate. - - The plus is easy, you write it like with math: `5 + 5` for example. The minus also works fine, it is `5 - 5`. - - The times is a bit different, because there is no times symbol on your keyboard. Just search, there really isn't! - That is why we multiply with the asterisk above 8: `5 * 5`. Read that as "5 times 5" that helps you remember it best. example_code: | ``` {print} "5 plus 5 fait " 5 + 5 @@ -2787,59 +2162,11 @@ adventures: default_save_name: musique description: Jouez un morceau ! levels: - 1: - story_text: |- - In this level you'll learn how to use the `{play}` command to play a tune! - - Type `{play}` followed by the note you want to play. The scale goes C-D-E-F-G-A-B. - As you can see there are 7 different letters, but we can play more than just 7 notes. - Type a number between 1 and 10 behind the letter to choose the scale, for example after B4 comes C5. - C1 is the lowest note you can play, C10 is the highest. - - ### Exercise - Try out the example code and then play around with it! Can you create your own melody? - In the next level you'll learn how to play some existing songs. - example_code: |- - ``` - {play} C4 - {play} D4 - {play} E4 - {play} F4 - {play} G4 - {play} A4 - {play} B4 - {play} C5 - ``` 2: story_text: | ### Exercise Terminez les chansons ! Nous avons commencé les codes pour certaines mélodies. - example_code: | - ``` - {print} Old Mac Donald had a farm - {play} C5 - {play} C5 - {play} C5 - {play} G4 - {play} A4 - {play} A4 - {play} G4 - ``` story_text_2: Comme vous pouvez le voir, vous pouvez également utiliser la commande `{sleep}` pour ajouter une petite pause dans la chanson. - example_code_2: | - ``` - {print} Twinkle Twinkle Little Star - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} 1 - {play} F - {play} F - ``` 3: story_text: | Créez une mélodie aléatoire ! @@ -2847,334 +2174,21 @@ adventures: ### Exercice L'exemple de code crée une mélodie aléatoire, mais elle est très courte et peu de notes sont utilisées. Ajoutez plus de notes à la liste et créez une mélodie plus longue en copiant la dernière ligne plusieurs fois. - example_code: | - ``` - notes {is} A4, B4, C4 - {play} notes {at} {random} - {play} notes {at} {random} - {play} notes {at} {random} - ``` - 4: - story_text: | - Use the `{clear}` command to create a karaoke machine! - - ### Exercise - Finish the karaoke version of 'Mary had a little lamb'. - Then, create a karaoke version of any song you'd like! - example_code: | - ``` - {print} 'Mary had a little lamb' - {play} E - {play} D - {play} C - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Little lamb, little lamb' - {play} D - {play} D - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Mary had a little lamb' - {play} E - ``` 5: - story_text: | - You don't always have to use the `{play}` command to play a whole song, sometimes you just want to play one note. - For example, if you want to make a quiz, you can play a happy high note if the answer is right and a sad low note if the answer is wrong. - - ### Exercise - Finish the first question by adding a line of code that plays a C3 note if the wrong answer is given. - Then think of 3 more questions to add to this quiz. example_code: | ``` réponse {is} {ask} "Quelle est la capital du Zimbabwe ?" {if} réponse {is} Harare {play} C6 _ ``` - 6: - story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\nThis calls for musical maths! Try out the example code a couple of times with different starting numbers.\nThen, see if you can compose a song using the numbers.\n" - example_code: | - ``` - number = {ask} 'Say a starting number between 1 and 67' - {print} number - {play} number - number = number + 1 - {print} number - {play} number - number = number + 1 - {print} number - {play} number - ``` - 7: + parrot: + name: Perroquet + default_save_name: Perroquet + description: Crée ton propre perroquet en ligne qui te copiera ! + levels: + 1: story_text: | - Using the `{repeat}` command can make your codes for melodies a lot shorter! - - ### Exercise - Finish the code for Twinkle Twinkle Little Star by using the `{repeat}`command. - Then go back to the songs you've made in the previous levels. Can you shorten those codes too? - example_code: | - ``` - {print} 'Twinkle Twinkle Little Star' - {repeat} 2 {times} {play} C4 - {repeat} 2 {times} {play} G4 - _ - ``` - 8: - story_text: | - Now that we can use the `{repeat}` command for multiple lines, we can make songs even more easily! - - ### Exercise - Finish the song of Brother John (Frère Jacques). Don't forget to use `{repeat}`! - example_code: | - ``` - {print} 'Brother John' - {repeat} 2 {times} - {play} C - {play} D - {play} E - {play} C - {repeat} 2 {times} - {play} E - {play} F - {play} G - {sleep} 1 - ``` - 9: - story_text: | - From this level on you can - among other things - use a {repeat} command inside a {repeat} command. - That makes songs like 'Happy birthday' even shorter! - - ### Exercise - Finish the song! - example_code: | - ``` - first_time = yes - {repeat} 2 {times} - {repeat} 2 {times} - {play} C - {play} D - {play} C - {if} first_time {is} yes - {play} F - {play} E - first_time {is} no - {else} - _ - ``` - 12: - story_text: | - Use functions in your songs! As you can see in the example code, you can make a function for each line of Twinkle Twinkle Little Star. Once you've programmed the first three lines, all you have to do is call the functions in the order you want them played in. - - ### Exercise - Finish the song of Twinkle Twinkle Little Star. - Then look back at all the songs you've programmed in the levels before, can you make those codes better and shorter using functions too? - example_code: | - ``` - {define} first_line - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} - - {define} second_line - {play} F - {play} F - {play} E - {play} E - {play} D - {play} D - {play} C - {sleep} - - {define} third_line - {play} G - {play} G - {play} F - {play} F - {play} E - {play} E - {play} D - {sleep} - - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - ``` - 13: - story_text: | - You can use a function with an argument for songs that have line that are almost the same, but slightly different each time. - One example is the song 'Yankee Doodle'. The first 4 notes of the first lines are the same, but each time they are followed by a different couple of notes. - - ### Exercise - Can you finish the song of Yankee Doodle? - Can you think of another song to program this way? - example_code: | - ``` - {print} 'Yankee Doodle' - {define} _ {with} note_1, note_2, note_3 - {play} C4 - {play} C4 - {play} D4 - {play} E4 - {play} _ - {play} _ - {play} _ - - {call} line_1 {with} 29, 31, 30 - {call} line_1 {with} 29, 28, 0 - {call} line_1 {with} 32, 31, 30 - - {play} C4 - {play} B3 - {play} G3 - {play} A3 - {play} B3 - {play} C4 - {play} C4 - ``` - 14: - story_text: | - You can program music for fun, but you can also use the musical notes to make something useful like a fire alarm! - - ### Exercise - Make sure the fire alarm rings when there is a fire! - example_code: | - ``` - {define} fire_alarm - {print} 'FIRE!' - note = 40 - {for} i {in} {range} 1 {to} 100 - {if} note _ 50 - note = note + 5 - {play} _ - {else} - note = 40 - - fire = {ask} 'Is there a fire?' - {if} fire _ 'yes' - {call} fire_alarm - ``` - 15: - story_text: | - **Warning** This adventure can become extremely annoying! - We can also use the {while} command to repeat a song forever. - - ### Exercise - Finish the never-ending song. - example_code: | - ``` - {define} song - {play} _ - - yes_or_no = {ask} 'Do you want to hear my never-ending song?' - {while} yes_or_no = 'yes' - {call} song - {print} '🥳' - ``` - 16: - story_text: | - Upgrade your Old MacDonald code! - - ### Exercise - Take your code from the 'Sing a Song' adventure and add musical notes to it! - You can make a function for each line in the song and call that function after the line is printed. - We defined the first line for you and called it in the code. Can you finish the whole song? - example_code: | - ``` - {define} line_1 - {for} i {in} {range} 1 {to} 3 - {play} G - {play} D - {for} i {in} {range} 1 {to} 2 - {play} E - {play} D - - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - for i in range 1 to 3 - animal = animals[i] - sound = sounds[i] - print 'Old MacDonald had a farm' - call line_1 - print 'E I E I O!' - _ - ``` - 17: - story_text: | - You can use the {elif} to create different options. - - ### Exercise - Firstly, add colons to get the code to work. - Then finish this code by adding at least 2 other songs for other moods. For example a happy song and an angry song. - example_code: | - ``` - {define} scary_song - {for} i {in} {range} 1 {to} 3 - {play} G - {play} E - {sleep} 2 - {for} i {in} {range} 1 {to} 3 - {play} F - {play} D - - mood = {ask} 'Which emotion are you feeling?' - {if} mood {is} 'fear' - {call} scary_song - {elif} _ - ``` - 18: - story_text: | - ### Exercise - Even in this last level of Hedy we can make some music! Be careful of all the syntax that is needed now. - Take a good look at how the functions are defined and called upon in the example code. - Finish the song! - example_code: | - ``` - {def} line_1(): - {for} i {in} {range}(1, 5): - {play} A - {play} D - {play} F - {play} A - - {def} line_2(): - {for} i {in} {range}(1, 5): - {play} G - {play} C - {play} E - {play} G - - {def} line_3(): - _ - - {print} ('The drunken sailor') - {print} ('What shall we do with the drunken sailor?') - line_1() - line_2() - line_3() - {print} ('Early in the morning') - ``` - parrot: - name: Perroquet - default_save_name: Perroquet - description: Crée ton propre perroquet en ligne qui te copiera ! - levels: - 1: - story_text: | - Crée ton propre perroquet en ligne qui te copiera ! + Crée ton propre perroquet en ligne qui te copiera ! example_code: | ``` {print} Je suis Hedy le perroquet @@ -3285,10 +2299,6 @@ adventures: {print} "Tu pourras acheter " _ " dans " _ " semaines." ``` 14: - story_text: | - ### Exercise - In this level you can let Hedy tell you if you have saved up enough money! - Finish this code by filling in the blanks! example_code: | ``` _ calculate_budget with wish, money, allowance @@ -3330,21 +2340,12 @@ adventures: ### Exercice Copie les lignes plusieurs fois pour créer une image plus grande. - example_code_2: | - ``` - {if} y {is} {pressed} {forward} 15 - {else} {turn} 90 - ``` 7: story_text: | Maintenant que tu sais tout sur le `{repeat}`, nous pouvons appuyer sur les touches plusieurs fois. ### Exercice Le code que tu as vu au niveau 5 ne détecte la touche qu'une seule fois. Copie l'exemple et ajoute-lui un `{repeat}` pour que tu puisses appuyer sur les touches plusieurs fois. - example_code: | - ``` - {if} x {is} {pressed} {forward} 15 {else} {turn} 90 - ``` 9: story_text: | Maintenant que tu sais comment combiner les éléments, tu peux créer un jeu tactile avec `{pressed}`. @@ -3365,7 +2366,6 @@ adventures: _ ``` print_command: - name: '{print}' default_save_name: affiche description: Introduction à la commande affiche levels: @@ -3410,38 +2410,9 @@ adventures: {print}("Mon nom est ", nom) ``` quizmaster: - name: Quizmaster - default_save_name: Quizmaster description: Fabrique ton propre quiz ! - levels: - 14: - story_text: | - ### Exercise - In this adventure you can make your own quiz! Fill in the blanks, add more questions and enjoy your own quiz! - You can make a quiz about anything you like: your hobby, your favorite animal, your favorite book or anything at all! - example_code: | - ``` - {print} 'Make your own quiz' - points_a = 0 - points_b = 0 - {print} 'Question' - {print} 'Answer option A' - {print} 'Answer option B' - answer = {ask} 'Which answer?' - {if} answer == 'A' - points_a = points_a + 1 - {if} answer == 'B' - points_b = points_b + 1 - {print} 'End of the quiz!' - {print} 'Lets see the results!' - {if} points_a > points_b - {print} 'You belong to the A club' - {if} points_b > points_a - {print} 'You belong to the B club' - ``` quotation_marks: name: '"Les guillemets"' - default_save_name: quotation_marks description: Introduction des guillemets levels: 4: @@ -3505,8 +2476,6 @@ adventures: {print} "Tu as eu " score " points" ``` random_command: - name: '{random}' - default_save_name: random_command description: Introduction de la commande `{at} {random}` levels: 3: @@ -3538,32 +2507,12 @@ adventures: _ ``` 16: - story_text: |- - We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. - We use square brackets to point out a place in a list. For example: `friends[1]` is the first name on the list of friends, as you can see in the first part of the example code. - The second part of the example code shows you that we can also match 2 lists using the variable i. - example_code: | - ``` - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - ``` - story_text_2: |- - Now that you've learned to use the brackets in lists, you can also start using the {at} {random} command in the Python way! - You simply type the name of your list with `[random]` behind it! example_code_2: |- ``` fruit = ["pomme", "banane", "cerise"] {print} fruit[random] ``` repeat_command: - name: '{repeat}' - default_save_name: repeat_command description: la commande répète levels: 7: @@ -3614,8 +2563,6 @@ adventures: {else} {print} "La pizza c'est meilleur" repeat_command_2: - name: '{repeat} 2' - default_save_name: repeat_command_2 description: repeat command 2 levels: 7: @@ -3662,8 +2609,6 @@ adventures: {print} "Cette ligne aussi…" {print} "mais celle-ci ne le sera pas !" restaurant: - name: Restaurant - default_save_name: Restaurant description: Crée ton propre restaurant virtuel levels: 1: @@ -3950,26 +2895,9 @@ adventures: {print} "Cette boisson est bonne pour la santé" {print} "Ça vous fera " prix " euros" ``` - 15: - story_text: | - With the `{while}` you can make sure your costumers can keep adding orders until they are done. - - ### Exercise - Correctly add the `{while}` command to this code. - example_code: | - ``` - {print} 'Welcome at McHedy' - more = 'yes' - _ - order = {ask} 'What would you like to order?' - {print} order - more = {ask} 'Would you like to order anything else?' - {print} 'Thank you!' - ``` rock: name: Pierre, papier, ciseaux default_save_name: Rock - description: Make your own rock, paper, scissors game levels: 1: story_text: | @@ -4027,11 +2955,6 @@ adventures: À ce niveau nous pouvons continuer le programme pierre, papier, ciseaux. Mais si tu veux ajouter du texte, tu dois utiliser les guillemets ici aussi. ### Exercise Fill in quotation marks on the blanks. Mind that the variable `choices` should be outside the quotes. - example_code: | - ``` - choices {is} rock, paper, scissors - {print} _The computer chooses..._ choices {at} {random} - ``` 5: story_text: | À ce niveau, nous pouvons déterminer s'il y a égalité ou non. En utilisant le nouveau `{if}` évidemment ! @@ -4109,9 +3032,6 @@ adventures: _ ``` 15: - story_text: | - ### Exercise - Play until you beat the computer! But first, finish the example code... example_code: | ``` won = 'no' @@ -4131,8 +3051,6 @@ adventures: ``` rock_2: name: Pierre, papier, ciseaux 2 - default_save_name: rock_2 - description: Part 2 of rock, paper, scissors levels: 2: story_text: | @@ -4192,139 +3110,7 @@ adventures: {else} {print} 'Rendez vous à la gare à 10 h 00' ``` - simon: - name: Simon Says - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - Let's make a game of Simon Says! Simon Says is a memory game in which the player will be given a color. They have to repeat that color back. - If they get it right a color is added to the sequence, so they now have to remember 2 colors, then 3, then 4 etc. the game stops as soon as the player makes a mistake. - - ### Exercise - In this first part of the Simon Says adventure, we'll let the computer pick a random color and add it to a list. - - ***Make 2 lists*** First, make a list called `colors` and fill it with the colors red, yellow, green and blue. - Then make a list called `simon_sequence`. This list will be used as the answer. - At the start of the game this lists need to be empty. unfortunately, we can't create an empty list (yet), so we'll fill it with the words 'empty' and 'list' and we'll remove them from the list immediately. - - ***Create a function that adds a color to the sequence*** Now that we have an empty list called simon_sequence, we can start filling it with random colors. - We do that with a function, so we can call it everytime there's a new level in our game. Create a function called `add_random_color`. - Then create the variable random_color and set it to a random color. Next, add this random color to the simon_sequence. - - ***Create a function that shows the simon_sequence*** Start by naming the new function `show_simon_sequence` with `level` as an argument. Now we want to show as many colors as the level we are in (in level 1 you see 1 color, in level 2 you see 2 colors etc). - So we repeat `level` times, to print the `simon_sequence[i]`. Each time a color is shown, wait for 1 second and then clear the screen. - - ***Test your program*** Before you go to the next level, test if the functions are working by calling both of the functions. If they're working you should see a random color in your output screen. - Remove this testing part of your code, copy the code and continue to the next tab to learn more about the simon says game! - example_code: | - ``` - # Make 2 lists - colors = _ - _ = ['empty', 'list'] - {remove} _ {from} simon_sequence - {remove} _ - - # Create a function that adds a color - _ add_random_color - _ - {add} _ - - # Create a function that shows the simon_sequence - {define} _ - {for} i {in} {range} 1 {to} _ - {print} _ - _ - _ - - # Test your program - {call} _ - {call} show_simon_sequence {with} 1 - ``` - simon_2: - name: Simon Says 2 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - We'll continue with our Simon Says game! - - ### Exercise - ***Paste your code here*** Paste your code from the previous level here. Don't forget to remove the part that was just used for testing the functions. - - ***Create a function that creates the player_sequence*** The list `player_sequence` is used to capture the answers of the player. First we define the function with the argument level. - Next, we ask level times what the color is that they choose. We call that variable `answer`. Then we add the variable `answer` to the list player_sequence. - - ***Setting up the game*** Before we program the game in the next tab, we'll need some starting variables. First, we'll set the variable `level` to 1 and the variable `game_over` to False. - Then we make an introduction for the game. We'll print 'Welcome to Simon Says!' and clear the screen after 1 second. - - ***Continue to the next tab to finish the game!**** Don't forget to copy your code and take it with you to the next tab. - example_code: | - ``` - # Paste your code here - - - # Create a function that creates the player_sequence - {define} _ - {for} _ - _ 'What is color number ' i '?' - {add} answer {to} _ - - # Set up - level = _ - game_over = _ - {print} _ - _ 1 - _ - ``` - simon_3: - name: Simon Says 3 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - In this tab we'll program the game of Simon Says! - - ### Exercise - ***Paste your code*** Copy your code from the previous tab and paste it here. - - ***Program the game*** We start by making sure the game goes on while the game isn't over. Then we print what level the player is on, we use the variable level for that. We only show that for 1 second and then we clear the screen again. - Now, we have to create the empty list player_sequence. We've already programmed how to fill the list, with our function `player_sequence`, but we never made the list itself. To create the list we use the same trick as we did in the previous tab. - We'll make a list with the words 'empty' and 'list' on it, and then we remove both these words. Next, we'll call all of the 3 functions that we've created. - Lastly, we'll have to check if the player gave the correct answers (so if the player_sequence and the simon_sequence are the same). - If that's the case, we'll compliment the player. Wait for 1 second and increase the level with 1. - Did the player give the wrong answer, we'll tell them and end the game by setting game_over to 'True' - - ***Enjoy your game!*** Great job! Does your game not work? Use the ladybug button to debug your code! - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - {print} _ - _ - _ - _ = ['empty', 'list'] - {remove} _ - {remove} _ - {call} _ - {call} _ {with} _ - {call} _ {with} _ - {if} player_sequence == _ - _ - _ - _ - {else} - _ - game_over = _ - ``` sleep_command: - name: '{sleep}' - default_save_name: sleep_command description: Introduction à la commande pour endormir levels: 2: @@ -4468,57 +3254,6 @@ adventures: _ {print} "si tu as de la joie au coeur" _ {print} action ``` - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, but did you know that you could combine them with {ask} commands as well? - In this example we have changed the 'My Bonnie' program and made it interactive. You are now asked where Bonnie is. - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is ' place - - chosen_place = {ask} 'Where do you want Bonnie to be?' - synonym = {ask} 'What is another word for that?' - - {call} song {with} chosen_place - {call} song {with} synonym - {call} song {with} chosen_place - ``` - 16: - story_text: | - In this level, you can program a song like OldMacDonald even more quickly. You can connect the right animal to the right sound by simply putting them in the same place in the list. - The Drunken Sailor is also quickly made in this level. You only need 8 lines for the entire song, check it out! - - ### Exercise - Complete the Old MacDonald song by setting the variable `animal` to `animals[i]` and `sound` to `sounds[i]`. - example_code: | - ``` - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - {for} i {in} {range} 1 {to} 3 - animal = _ - sound = _ - {print} 'Old MacDonald had a farm' - {print} 'E I E I O!' - {print} 'and on that farm he had a ' animal - {print} 'E I E I O!' - {print} 'with a ' sound sound ' here' - {print} 'and a ' sound sound ' there' - {print} 'here a ' sound - {print} 'there a ' sound - {print} 'everywhere a ' sound sound - ``` - - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines - {for} i {in} {range} 1 {to} 3 - {print} line - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` 18: story_text: | In level 16 we made songs using lists. These programs however are no longer working properly in this level. The colons from level 17 and the brackets from level 18 still need to be added. @@ -4529,17 +3264,6 @@ adventures: ### Exercice 2 Now also look up your Old MacDonald song from level 16, and correct it. - example_code: | - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines _ - {for} i {in} {range} 1 {to} 3 _ - {print} _ line _ - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` songs_2: name: Chante une chanson ! 2 default_save_name: Chanson 2 @@ -4561,177 +3285,6 @@ adventures: {print} "Comme un diamant dans le ciel." {call} _ ``` - 16: - story_text: | - ### Exercise - Finish the nursery rhyme! - example_code: | - ``` - number = ['one', 'two', 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'ten'] - object = ['on his drum', 'on his shoe', 'on his knee', 'on his door', 'on his hive', 'on his sticks', 'up in heaven', 'on his gate', 'on his vine', 'once again'] - - _ - {print} 'This old man' - {print} 'He played ' _ - {print} 'He played knick-knack ' _ - {print} 'With a knick-knack paddywhack' - {print} 'Give the dog a bone' - {print} 'This old man came rolling home' - {sleep} 8 - {clear} - ``` - story_text_2: | - ### Exersice 2 - Now create your own code for the nursery rhyme 'The wheels on the bus' on the same way! - example_code_2: | - ``` - object = ['wheels', 'doors', _] - movement = [ 'round and round', 'open and shut', _] - ``` - tic: - name: Tic-Tac-Toe - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - Let's program a game of tic-tac-toe! - - ### Exercise - In this adventure we'll start with creating an empty field. - - ***Create a list called field*** This list will be our playing field. This list is filled with 9 dots, since there are no x's and o's yet at the start of our game. - - ***Create a function that prints the field*** Firstly, clear the screen so the old playing fields will be removed. Then we print the first line of our Tic Tac Toe field. This line constists of the first 3 spots in our list field. - We have already programmed this line for you. Now finish the field by printing spot 4, 5, and 6 on the second row and spot 7, 8 and 9 in the third row. - - ***Call the function that prints the field*** Now call the function. -
- Run the code. Your output should look like this: -
- - ***Continue in the next tab*** In the next tab you'll learn how to program the game itself. - example_code: | - ``` - # Create a list called field - _ = ['.', '.', '.', '.', '.', '.', '.', '.', '.'] - - # Create a function that prints the field - {define} print_field - _ - {print} 'TIC TAC TOE' - {print} field[1] field[2] field[3] - _ - _ - - # Call the function - ``` - 17: - story_text: | - In the previous level you've learned how to make a tic-tac-toe game. The game works, but is quite annoying as it keeps asking you if you've won yet. - Now that we have the {elif} command, we can let the game decide if someone has won and it can stop asking us! - - ### Exercise - ***Paste your code*** Paste your code from the previous level here and make it level 17 proof. In this level you've learned to use a colon everytime you create a block of code. Please add the colons in the correct spots. - - ***Create a function that detects if someone's won*** We have started the function for you, paste it under the function `print_field` and finish the function. You can see that this first piece of code checks to see if spot 1, 2 and 3 are the same, because if they are you have 3 in a row. - It also checks if they are not a dot, because if they are, the line might have the same symbols on them, but that's just because it's still empty. - If all these conditions are met, the game is over and the winner is printed. - Finish this function with all possible ways to win. This means you have to make this for the other 2 rows, 3 columns and 2 diagonals. - If you've finished all the other options, the function should return the variable `game_over` so we can use it in our game. - - ***Call the function in the game*** Go to the line `game_over = {ask} 'Did you win?'` and change it to `game_over = {call} detect_winner {with} field, sign`. Now the function will check if there's a winner and the game doesn't need to keep asking anymore! - - ***Enjoy your game!*** Great job! You have finished the game! Enjoy playing it! - - example_code: | - ``` - # Paste your code here and make it level 17 proof - - # Create a function that detects if someone has won - {define} detect_winner {with} field, sign: - {if} field[1] == field[2] {and} field[2] == field[3] {and} field[1] != '.': - game_over = 'yes' - {print} 'Player ' sign 'wins!' - {elif}: - _ - {else}: - game_over = 'no' - {return} _ - ``` - tic_2: - name: Tic-Tac-Toe 2 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - In the previous adventure you've learned how to create a playing field. Now you'll learn how to create the game! - - ### Exercise - ***Paste your code*** Start by pasting your code from the previous adventure here. - - ***Add variables*** Underneath your list called `field` we'll add 2 more variables that we'll need to program the game. - The variable `game_over` tells us if the game is over, and should be 'no' at the start of the game. - The variable `sign` tells us if it's the turn of player x or player o. Set the variable to 'x'. - - ***The game*** First use a {while} command, to make sure the game keeps on playing the variable while game_over is set to no. - During the game, we first ask the player which spot they choose. Then we change the field with the number they chose into their sign. - Then we print the field again and we ask the player if they've won yet. Lastly we want to switch whose turn it is, so if the sign is 'x' it should be 'o' and the other way around. - - ***Test your game*** Does your game work? Great, have fun playing the game! If not, use the ladybug button to debug your code. - You might have noticed one mistake in the code though, you can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! Go to the next tab to learn how to fix this problem. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add variables - game_over = _ - sign = _ - - # The game - {while} _ - choice = _ 'Player ' sign '_?' - field[choice] = _ - _ print_field - game_over = {ask} _ - {if} sign = 'o' - sign = _ - _ - sign = _ - ``` - tic_3: - name: Tic-Tac-Toe 3 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - You might have noticed one mistake in the code you've made in the previous adventure. You can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! In this tab we'll fix that mistake. - - ### Exercise - ***Paste your code here*** Paste your code from the previous adventure here. - - ***Fix the mistake*** To fix the mistake we replace the line that says `field[choice] = sign`. This turns any spot that the player has chosen into their sign. - Go to the header that says 'Use this to fix the mistake' and finish the code. We first want to check if the chosen spot is still empty, so `if field[choice] = '.'`. If that is the case, you are allowed to take it. - Then we make an else command and print 'Sorry, this spot is already taken' if the spot is not empty. Lastly, we add a {sleep} command, so the players can actually read the text before it gets cleared again. - Now copy this piece of code and replace the line `field[choice] = sign` with this new piece of code. - - ***Play your game!*** Now the game should work properly! Good job! - The only flaw is that you can get a bit annoyed that the game keeps asking you if you've won yet. Do you want to fix that? Go to level 17 and we'll fix it! - example_code: | - ``` - # Paste your code here - - # Use this to fix the mistake - {if} _ = '.' - field[choice] = sign - {else} - {print} _ - _ - ``` turtle: name: Tortue default_save_name: Tortue @@ -4744,22 +3297,9 @@ adventures: En utilisant `{forward}` tu traces une ligne vers l'avant. Le nombre écrit après détermine la distance que va parcourir la tortue. `{turn} {right}` tourne d'un quart de tour dans le sens des aiguilles d'une montre, `{turn} {left}` tourne dans le sens inverse des aiguilles d'une montre. Si tu veux reculer, tu utilises quand même la commande `{forward}`, mais avec un nombre négatif. Par exemple `{forward} -100` - example_code: | - ``` - {forward} 100 - {turn} {left} - ``` story_text_2: | ### Exercice Ceci est le début d'un petit escalier. Peux-tu lui dessiner 5 marches ? - example_code_2: | - ``` - {forward} 20 - {turn} {right} - {forward} 20 - {turn} {left} - {forward} 20 - ``` 2: story_text: | À ce niveau, tu peux utiliser des variables pour rendre la tortue interactive. Par exemple, tu peux demander au joueur de combien de pas la tortue doit avancer. @@ -4791,12 +3331,6 @@ adventures: Utilise `{at} {random}` pour choisir une valeur dans une liste. ### Exercice Peux-tu copier-coller les lignes 2 et 3 pour créer un chemin aléatoire plus long ? - example_code: | - ``` - angles {is} 10, 50, 90, 150, 250 - {turn} angles {at} {random} - {forward} 25 - ``` 4: story_text: | Au niveau 4 tu dois utiliser les guillemets avec `{print}` et `{ask}`. Aussi quand tu dessines ! @@ -4812,17 +3346,6 @@ adventures: story_text_2: | Tu peux aussi changer la couleur des lignes avec la commande `{color}`. Jette un œil à l'exemple. Quand tu utilises la commande `{color} {white}` pour dessiner, les lignes sont « invisibles ». Astuce : utilise le blanc pour déplacer la tortue où tu veux à l'écran avant de commencer à dessiner. - example_code_2: | - ``` - {color} {white} - {forward} -80 - {color} {green} - {forward} 50 - {color} {yellow} - {forward} 50 - {color} {red} - {forward} 50 - ``` 5: story_text: | Au niveau 5 tu peux faire un choix avec `{if}`. Par exemple entre différent type de formes. @@ -4915,17 +3438,6 @@ adventures: Ce code dessine trois triangles noirs, change ça en 5 carrés roses. **Bonus** Crée un dessin de ton choix à partir d'au moins deux types de forme. - example_code: | - ``` - {color} {black} - {repeat} 3 {times} - {repeat} 3 {times} - {forward} 10 - {turn} 120 - {color} {white} - {forward} 50 - {color} {black} - ``` 10: story_text: | À ce niveau, tu peux faire dessiner une forme à la tortue. @@ -4936,13 +3448,6 @@ adventures: **(bonus)** peux-tu transformer la spirale en une autre forme ? Fais des expériences en utilisant les nombres pour les tournants ! ### Exercice 2 La spirale est dessinée vers l'extérieur, fais-la se dessiner vers l'intérieur. - example_code: | - ``` - {turn} 90 - distances = 10, 20, 30, 40, 50, 60 - {for} distance {in} distances - {forward} distance - ``` 12: story_text: | Nous pouvons utiliser les fonctions pour dessiner des formes plus complexes avec moins de code. @@ -5031,12 +3536,6 @@ adventures: E L - example_code: | - Hint: - ``` - chosen_letter {is} {ask} 'Which letter would you like to see? F, E or L?' - {if} _ - ``` 6: story_text: | ### Exercice @@ -5242,33 +3741,6 @@ adventures: {turn} longueur_au_hasard * 5 {forward} 80 ``` - 14: - story_text: | - ### Exercise - Create a program that asks the player how many corners their figure should have and then creates that figure. - The figure in the image is the output when the player fills in 10. - -
- - -
- example_code: | - ``` - {define} calculate_degrees {with} amount_of_corners - _ 360 / amount_of_corners - - - {define} draw_figure {with} degrees - _ - {forward} 400/amount_of_corners - {turn} _ - - amount_of_corners = {ask} _ - degrees = {call} _ {with} _ - - {call} _ {with} - {call} _ {with} - ``` 15: story_text: | ### Exercice @@ -5299,13 +3771,7 @@ adventures: ``` story_text_3: | Étoile - example_code_3: | - Star - A star is usually drawn using 144-degree-turns. If you change this slightly to 143 degrees for example and repeat the pattern multiple times with a {while} loop you can make this figure. while_command: - name: '{while}' - default_save_name: while_command - description: '{while}' levels: 15: story_text: |- diff --git a/content/adventures/fr_CA.yaml b/content/adventures/fr_CA.yaml index 66ef544ead5..13c579bd073 100644 --- a/content/adventures/fr_CA.yaml +++ b/content/adventures/fr_CA.yaml @@ -233,12 +233,6 @@ adventures: _ ``` 15: - story_text: | - Using the `{while}` loop can make your stories more interesting. For example, you can use `{while} game == 'on'` so you can play until the game is over. - Or you can use `{while} sword == 'lost'` so the player can't continue the game until they have found something. - - ### Exercise - The example code shows you how to use the `{while}` loop in a story. Now **think of your own scenario** in which the player has to find something before they can continue. example_code: | ``` keys = 'lost' @@ -275,8 +269,6 @@ adventures: {print}('Bienvenue dans cette histoire!') ``` add_remove_command: - name: '{add} {to_list} & {remove} {from}' - default_save_name: add_remove_command description: Introduction {add} {to_list} et {remove} {from} levels: 3: @@ -314,7 +306,6 @@ adventures: {print} Voici un milkshake parfums {at} {random} ``` and_or_command: - name: '{and} & {or}' default_save_name: et ou description: Introduction de {and} et {or} levels: @@ -331,8 +322,6 @@ adventures: {print} "Tu es la vraie Hedy !" ``` ask_command: - name: '{ask}' - default_save_name: ask_command description: Introduction à la commande {ask} levels: 1: @@ -397,196 +386,6 @@ adventures: nom = {input}("quel est ton nom ?") {print}("Ainsi ton nom est ", nom) ``` - blackjack: - name: Blackjack - default_save_name: Blackjack - description: Try to get as close to 21 as you can - levels: - 17: - story_text: | - Blackjack is a simple game of cards in which you have to get as close to 21 points as possible. You get two cards. Each card is worth their numeral value, and the face cards (Jack, Queen and King) are worth 10 points. - The Ace is worth either 1 or 11 points (you can choose). The dealer, your opponent, also gets two cards. - If you want, you can get another card, and its points will be added to your total. The dealer can also choose to take another card. - But be careful not to get more than 21 points, because if you do, you lose! - The player who gets closest to 21, without going over it, wins! - - ### Exercise - In this adventure we code the first part of our Blackjack game. We'll create a function to calculate how many points a card is worth. - - ***Set the variables*** - Start by making a list of all the cards, from 2 to Ace. Next make a list of the face cards, so Jack, Queen and King. Then pick a random card from the list of cards to be card_1. - - ***Create a function to calculate the points*** - Create a function that calculates how many points a card is worth. - All the face cards are worth 10 points, the Ace is worth 11 and all the other cards are worth their numeral. - Return the variable `points` at the end of the function. - - ***Test the function*** - Test if your function is working properly. Finish the first print command by filling in which card you've drawn. Then finish the second line by calling the function with card_1. - Run the code a couple of times. Are you happy with the results? Great! Then you can remove the testing part and move on the the next tab! - example_code: | - ``` - {print} 'BLACKJACK' - - # Set these variables - cards = _ - face_cards = _ - card_1 = - - # Create a function to calculate the points - {define} calculate_points {with} card: - {if} card {in} face_cards: - points = _ - {elif} _ - _ - {else}: - _ - _ points - - # Test your function - {print} 'Your card is a ' _ - {print} 'That is worth ' _ ' points'. - ``` - blackjack_2: - name: Blackjack 2 - default_save_name: Blackjack_2 - description: Blackjack part 2 - levels: - 17: - story_text: | - ### Exercise - In this adventure we code the second part of our Blackjack game. - - ***Paste your code from the previous adventure*** - In the previous adventure you've started a list of variables and created a function to calculate how many points a card is worth. Copy your code and paste it here. Mind that you don't need the testing part, so if you haven't removed that yet, please do so now. - - ***Add more variables*** - You have already set the lists `cards` and `face_cards` and the variable `card_1`. Underneath those variables create 3 more variables: `card_2`, dealer_card_1` and `dealer_card_2`. These variables are all set to a random card from the list of cards. - - ***Add up points*** - To calculate how many points you have scored we call the function with card 1 and we do it again for card 2. Then we add both these scores together to get your total. - Do the same thing for the dealers points, but be sure to use the dealer's cards and not your own! - - ***2 Aces*** - You're doing great! Almost all scores can be calculated now. There is only one exception: 2 Aces. If you get 2 Aces, your total is 12 points and not 22 (because 22 points would be losing!). This of course also goes for the dealer. - - ***Show the score*** - Lastly, you want to tell the program to tell you which cards you have drawn and how many points that is. Then show which cards the dealer has and how many points they have. - - ***Continue in the next tab*** - Great! You have finished this part of the game! Copy your code and go to the next tab to learn how to ask for an extra card and to declare a winner. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add these variables to the list of variables - card_2 = _ - dealer_card_1 = _ - dealer_card_2 = _ - - # Add up your points - your_points_1 = {call} _ {with} card_1 - your_points_2 = _ - your_total = _ - - # Add up the dealers points - dealer_points_1 = _ - _ - _ - - # 2 Aces - {if} card_1 == 'Ace' {and} _ - your_total = 12 - {if} dealer_card_1 _ - dealer_total = _ - - # Show the score - {print} 'You have drawn a ' _ ' and a ' _ '. That is ' _ ' points' - {print} 'The dealer has drawn a ' _ ' and a ' _ '. That is ' _ ' points' - ``` - blackjack_3: - name: Blackjack 3 - default_save_name: Blackjack_3 - description: Blackjack part 3 - levels: - 17: - story_text: | - In the previous tabs you have learned how to draw 2 random cards for yourself and for the dealer and to calculate how many points you both got. - In this adventure we add the option to ask for an extra card for both you and the dealer. - - ### Exercise - ***Paste your code from the previous adventure*** Firstly, copy your code from the previous tab and paste it here. - - ***Extra card for you*** If you want, you can get an extra card to get your total as close to 21 as possible. First ask the player if they want an extra card. - If they do, pick a random card and print what they have drawn. If the card is not an Ace, you can call the function and add the points to your total. - In case the card is an Ace, you can't use the function, because the Ace can be either 1 point or 11 points, depending on how many points you already have earned. - If your total is less than 11, you want the ace to be 11 points (because this is closest to 21). So you add 11 points to your total. - If the total is more than or equal to 11, you want the ace to be 1 point (because you don't want more than 21 points). So you add 1 point to your total. - Lastly, print your new total of points. - - ***Extra card for the dealer*** The dealer can also get an extra card. The dealer doesn't need to be asked, because they always get an extra card if their total is less than 17. - Copy the 'Extra card for you code' and paste it in the dealers section. Then change it to fit the dealer picking an extra card and getting points added to their total. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Extra card for you - hit = {ask} _ - {if} hit == 'yes': - card_3 = _ - {print} _ - {if} card_3 _ 'Ace': - your_points_3 = _ - your_total = _ - {else}: - {if} your_total _ - _ - {else}: - _ - {print} _ - - # Extra card for the dealer - {if} dealer_total < 17 - _ - ``` - blackjack_4: - name: Blackjack 4 - default_save_name: Blackjack_4 - description: Blackjack part 4 - levels: - 17: - story_text: | - In the last 3 adventures you have alsmost created a working blackjack game! The only thing left to do is to decide a winner! - - ### Exercise - ***Paste your code from the previous adventure*** Start by pasting the code that you've made so far into your programming field. - - ***Decide a winner*** - Firstly, if you and the dealer have an equal amount of points, it's a draw. - Secondly, if the dealer has more than 21 points and you don't, you are the winner. - Thirdly, if both you and the dealer have less than 22 points, we have to see who came closest to 21. We do that by comparing who has the highest score. Is your total higher than the dealer's total, then you are the winner. If not, the dealer wins. - Lastly, in all other scenarios (e.g. you have more than 21 points and the dealer doesn't, or you both have more than 21 points) you are the loser. - - ***Enjoy the game!*** - Does your game work properly? Amazing! You have done a great job! Enjoy your game! - If it doesn't work right away, no worries, you might have made a mistake. Just keep calm and bebug your code using the ladybug button. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Decide a winner - {if} _ - {print} 'Its a draw! Play again!' - {elif} _ - {print} 'You win!' - {elif} _ : - {if} _: - {print} _ - {else}: - {print} _ - {else}: - _ - ``` calculator: name: Calculatrice default_save_name: Calculatrice @@ -649,35 +448,6 @@ adventures: score = score + 1 {print} "Bon travail ! Ton score est… " score " sur 10 !" ``` - 10: - story_text: | - This calculator game helps you practise your tables of multiplication! - ### Exercise - Fill in the blanks. We want this program to ask the player these questions: - ``` - How much is 1 times 1? - How much is 1 times 2? - How much is 1 times 3? - How much is 2 times 1? - How much is 2 times 2? - How much is 2 times 3? - How much is 3 times 1? - How much is 3 times 2? - How much is 3 times 3? - _ - ``` - example_code: | - ``` - numbers = 1, 2, 3 - {for} _ - {for} _ - answer = {ask} _ - correct = number_1 * number_2 - {if} answer {is} correct - {print} 'Great job!' - {else} - {print} 'That is wrong. The right answer is ' correct - ``` 11: story_text: | Avec un `{for}` tu peux simplifier le programme pour apprendre les tables de multiplications. @@ -756,32 +526,6 @@ adventures: {print} 'You win!' game = 'over' ``` - 15: - story_text: | - You can add the `{while}` loop to the calculator game you've learned to make in a previous level. - This makes sure the player can't continue to the next question if they answer incorrectly. - - ### Exercise - Add the `{while}` loop in the function, ask the player what number_1 times number_2 is and print their answer. - Then `{call}` the function. - example_code: | - ``` - {define} new_question - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct = number_1 * number_2 - answer = 0 - _ - _ - _ - {print} 'Well done!' - - {print} 'Give 10 correct answers to win!' - {for} i {in} {range} 1 {to} 10 - _ - {print} 'You win!' - ``` calculator_2: name: Calculatrice 2 default_save_name: Calculatrice 2 @@ -807,8 +551,6 @@ adventures: # Utilise ton code de l'aventure précédente. ``` clear_command: - name: '{clear}' - default_save_name: clear_command description: La commande {clear} levels: 4: @@ -1090,7 +832,8 @@ adventures: story_text: |- ### Exercice Déboguez ce code. Bonne chance ! - example_code: "**Attention ! Ce code doit être débogué !**\n```\n{define}movie_recommendation {with} name\n\taction_movies == 'Die Hard', 'Fast and Furious', 'Inglorious Bastards'\n\tromance_movies = 'Love Actually', 'The Notebook', 'Titanic'\n\tcomedy_movies = 'Mr Bean' 'Barbie''Deadpool'\n\tkids_movies = 'Minions', 'Paddington', 'Encanto'\n\t{if} name {is} 'Camila' {or} name {is} 'Manuel'\n\t\trecommended_movie = kids_movie {at} {random}\n\t{if} name {is} 'Pedro' {or} 'Gabriella'\n\t\tmood = {ask} 'What you in the mood for?'\n\t{if} mood {is} 'action'\n\t\trecommended_movie = comedy_movies {at} {random}\n\t{if} mood {is} 'romance'\n\t\trecommended_movie = romance_movies\n\t{if} mood {is} 'comedy'\n\t\trecommended_movie = comedy_movies {at} {random}\n\n{print} 'Je recommande ' recommended_movie ' pour ' name\n\nname = {ask} 'Qui regarde ?'\nrecommendation = {ask} 'Voulez-vous une recommandation?'\n{if} recommendation {is} 'yes'\n\t{print} movie_recommendation {with} name\n{else}\n\t{print} 'Pas de problème!'\n```\n" + example_code: "**Attention ! Ce code doit être débogué !**\n```\n{define}movie_recommendation {with} name\n\taction_movies == 'Die Hard', 'Fast and Furious', 'Inglorious Bastards'\n\tromance_movies = 'Love Actually', 'The Notebook', 'Titanic'\n\tcomedy_movies = 'Mr Bean' 'Barbie''Deadpool'\n\tkids_movies = 'Minions', 'Paddington', 'Encanto'\n\t{if} name {is} 'Camila' {or} name {is} 'Manuel'\n\t\trecommended_movie = kids_movie {at} {random}\n\t{if} name {is} 'Pedro' {or} 'Gabriella'\n\t\tmood = {ask} 'What you in the mood for?'\n\t{if} mood {is} 'action'\n\t\trecommended_movie = comedy_movies {at} {random}\n\t{if} mood {is} 'romance'\n\t\trecommended_movie = romance_movies\n\t{if} mood {is} 'comedy'\n\t\trecommended_movie = comedy_movies {at} {random}\n\n{print} 'Je recommande ' recommended_movie ' pour ' name\n\nname = {ask} 'Qui regarde ?'\nrecommendation = {ask} 'Voulez-vous une recommandation?'\n{if} recommendation {is} 'yes'\n\t{print} movie_recommendation {with} name\n + {else}\n\t{print} 'Pas de problème!'\n```\n" 14: story_text: |- ### Exercice @@ -1235,9 +978,6 @@ adventures: print 'Thanks for ordering!' ``` 18: - story_text: |- - ### Exercise - Debug this Old MacDonald program from level 16. Good luck! example_code: | **Attention ! Ce code doit être débuggé !** ``` @@ -1257,8 +997,6 @@ adventures: print 'everywhere a ' sound sound ``` default: - name: Introduction - default_save_name: intro description: Explication du niveau levels: 1: @@ -1588,30 +1326,6 @@ adventures: {print} joueur " obtient un " choix {at} {random} {sleep} ``` - 15: - story_text: | - ### Exercise - In this level you can create a little game in which you'll have to throw 6 as fast as possible. - We have started the code, it's up to you to get the game to work! - - Firstly, add a `{while}` loop that checks if 6 has been thrown or not. - As long as you haven't thrown 6 already, throw the dice on a random number. - Print what the player has thrown. - Add a try to the amount of tries - Wait a second before you throw again, or - in case you've thrown a 6 - before the game ends. - example_code: | - ``` - options = 1, 2, 3, 4, 5, 6 - {print} 'Throw 6 as fast as you can!' - thrown = 0 - tries = 0 - _ - _ - _ - _ - _ - {print} 'Yes! You have thrown 6 in ' tries ' tries.' - ``` dishes: name: Vaisselle ? default_save_name: Vaisselle @@ -1716,14 +1430,8 @@ adventures: {print} jour ", la vaisselle sera faite par " noms {at} {random} ``` elif_command: - name: '{elif}' - default_save_name: elif - description: '{elif}' levels: 17: - story_text: | - In this level you can also use a new command: `{elif}`. `{elif}` is a combination of the keywords `{else}` and `{if}` and you need it when you want to make 3 (or more!) options. - Check it out! example_code: | ``` prix = ["1 million d'euros", "une tarte aux pommes", "rien"] @@ -1737,7 +1445,6 @@ adventures: {print} "Plus de chance la prochaine fois.." ``` for_command: - name: '{for}' default_save_name: pour description: La commande {for} levels: @@ -1752,20 +1459,6 @@ adventures: {for} animal {in} animaux {print} "J'aime les " animal ``` - story_text_2: | - ### Exercise - Finish this code by adding `{for} action {in} actions` to line 2. - example_code_2: | - ``` - actions = clap your hands, stomp your feet, shout Hurray! - _ - {repeat} 2 {times} - {print} 'If youre happy and you know it, ' action - {sleep} 2 - {print} 'If youre happy and you know it, and you really want to show it' - {print} 'If youre happy and you know it, ' action - {sleep} 3 - ``` 11: story_text: |- À ce niveau, nous ajoutons une nouvelle forme pour le `{for}`. Aux niveaux précédents, nous avons utilisé `{for}` avec une liste, mais nous pouvons aussi utiliser `{for}` avec des nombres. @@ -1787,14 +1480,6 @@ adventures: {print} i {print} "Caché ou pas, j'arrive !" ``` - 18: - story_text: | - Lastly, we'll turn `{for} i {in} {range} 1 to 5` into real Python code, like this: - example_code: | - ``` - {for} i {in} {range}(1,5): - {print} (i) - ``` fortune: name: La voyante default_save_name: La voyante @@ -2029,15 +1714,6 @@ adventures: {call} chanson {with} "ocean" ``` 14: - story_text: | - In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. - You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - - For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - - ### Exercise - Finish this code. We have already made the variable new_price for you, you only need to set it. - You should finish the line of code by calling the function that calculates the new price. example_code: | ``` {define} calculate_new_price {with} amount, percentage @@ -2051,35 +1727,6 @@ adventures: new_price = _ calculate_new_price {with} old_price, _ {print} 'The new price is ' new_price ' dollar' ``` - 18: - story_text: | - Let's make functions the Pythons way! To define a function, we no longer use: - - `{define} name_function {with} argument_1, argument_2:` - - but we use: - - `{def} name_function(argument_1, argument_2):`. - - - If you don't want to use arguments, you just leave the space between the parantheses empty. - To call a function, we don't need the `{call}` command anymore. You just type the name of the function. - example_code: | - ``` - {def} calculate_score(answer, correct_answer): - {if} answer == correct_answer: - score = 1 - {elif} answer == '?': - score = 0 - {else}: - score = -1 - {return} score - - answer = {input} ('Where can you find the Eiffel Tower?') - correct_answer = 'Paris' - score = calculate_score(answer, correct_answer) - {print} ('Your score is... ', score) - ``` guess_my_number: name: Devine le nombre default_save_name: devine le nombre @@ -2108,144 +1755,7 @@ adventures: {print} "C'est gagné !" jeu = "fini" ``` - hangman: - name: Hangman - default_save_name: Hangman - description: Guess the word - levels: - 17: - story_text: | - In this adventure we program a game of hangman. First we make some preparations, then we program the game and in the third part we add a drawing with the turtle. - - ### Exercise - ***Set the variables*** In this game of hangman, Player 1 chooses an answer and Player 2 has to guess the letters in this answer. - To let the computer know all the letters in the word, we will turn the answer into a list of letters. We also do this with the guesses Player 2 makes. - We will start the game with 2 empty lists. We have made an empty list for the variable answer for you. Now make an empty list for guessed_letters as well. - Then we fill in how many mistakes were made. At the start of the game, this should be 0. - The variable `amount_letters` tells us how many letters are in the answer. Ask Player 1 to tell us how many letters their word has. - Lastly we tell the computer if the game is over. We use the variable `game_over` and set it to `False`. - - ***Choosing the answer*** We want Player 1 to be able to choose the answer. We'll ask them, as many times as necessary, what the next letter is. - Then we add that letter to the answer. Lastly, we add an empty _ to the list of guessed letters, so we get as many _s as there are letters in the answer. - - ***Player 2's turn*** - Tell Player 2 its their turn. Then tell Player 2 how many letters there are in the answer. Finally, print the list of `guessed_letters`. - - ***Go to the next tab*** Now that all the starting variables are set, we can start programming the game itself. Check out the next tab to learn how! - example_code: | - ``` - print 'Hangman!' - - # Set the variables - answer = [] - guessed_letters = _ - mistakes_made = _ - amount_letters = {ask} _ - _ = 'False' - - # Choosing the answer - {for} _ - letter = {ask} 'Player 1, what is letter ' i '?' - _ - {add} '_' {to} _ - - # Player 2 turn - print _ - print _ - print guessed_letters - ``` - hangman_2: - name: Hangman 2 - default_save_name: Hangman_2 - description: Hangman 2 - levels: - 17: - story_text: | - Now it's time to program the hangman game. - - ### Exercise - - ***Paste your code*** Copy your code from the previous tab and paste the code in the programming field. - - ***The game*** This games continues playing until Player 2 is game over. Fill in the while command accordingly. Now, Player 2 is allowed to guess a letter, so ask Player 2 to guess a letter. - We need to check if their answer is correct, so check if their `guess` is (somewhere) in the (list) `answer`. Then we let the computer figure out which of the letter(s) is the guess. We have already programmed that part for you. - Next we want to compliment the player for finding a correct letter and we want to print the list `guessed_letters`, so the player can see their progress. - - The next part we're going to program is what happens when the player has guessed all of the letters. So if their list of `guessed_letters` is the same as our list `answer`. - If the lists are the same, congratulate Player 2 with their victory and set the variable `game_over` to `True`. - - Next we'll program what happens when Player 2 guesses wrong (so the `{else}` command). First, tell the player that their guess was wrong. Then increase the `mistakes_made` variable by 1. - - For the last part we'll program what happens when Player 2 has made 10 mistakes. We'll print that Player 1 has won the game. Then we'll print the correct answer. And finally, we'll set our `game_over` variable to `True`, so the game stops. - - ***Go to the next tab*** Amazing work! Your game is playable, but wouldn't it be fun if the hangman was actually drawn when Player 2 makes a mistake..? - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - guess = _ - {if} _ - {for} i {in} {range} 1 {to} amount_letters: - if answer[i] == guess: - guessed_letters[i] = guess - {print} _ - {if} guessed_letters == _: - {print} _ - game_over = _ - {else}: - {print} _ - mistakes_made _ - {if} _ == 10: - {print} _ - {print} _ - _ - ``` - hangman_3: - name: Hangman 3 - default_save_name: Hangman_3 - description: Hangman 3 - levels: - 17: - story_text: | - In a game of hangman the mistakes are shown by drawing a part of the hangman each time a mistake has been made. - We now add those drawings with our turtle! - - ### Exercise - ***Create a function that draws the hangman*** Create a function that draws the hangman in 10 steps. We have already made step 1 for you. - - ***Test the function*** Test the function by calling the function with 10. If you are happy with the function, remove the line that calls the function for now. We will call the function when the player makes a mistake. - - ***Paste your hangman game under your function*** Go back to the previous tab and copy your hangman game. Paste the game underneath your function. - - ***Call the function when the player makes a mistake*** Under the line `mistakes_made = mistakes_made + 1` we will call the function. We want the turtle to take the same amount of steps as the player has made mistakes, so we call the function with `mistakes_made` as argument. - - ***Enjoy your game!*** -
- The hangman could look like this -
- example_code: | - ``` - # Create a function that draws the hangman - {define} draw_hangman {with} step: - {if} step == 1: - {color} white - {forward} -100 - {turn} 90 - {forward} -50 - {color} black - {forward} 100 - {forward} -50 - - {if} step == 2: - _ - # Paste your hangman game here - - ``` harry_potter: - name: Harry Potter - default_save_name: Harry Potter description: Les aventures d'Harry Potter levels: 10: @@ -2440,67 +1950,6 @@ adventures: {print} "Pièce " i monstre = monstres {at} {random} ``` - 14: - story_text: | - ### Exercise - In this level you can use the `<` and `>` symbol to introduce lives to your game. - Make sure the player loses a life when they come across the wrong monster and that the game stops if you have no lives left. - example_code: | - ``` - {print} 'Escape from the haunted house' - lives = 3 - doors = 1, 2, 3 - monsters = 'the wicked witch', 'a zombie', 'a sleeping 3 headed dog' - {for} i {in} {range} 1 {to} 10 - {if} lives _ - good_door = doors {at} {random} - monster = monsters {at} {random} - chosen_door = {ask} 'Which door do you choose?' - {if} good_door == chosen_door - {print} 'You have chosen the correct door' - {else} - {print} 'You see...' monster - {if} monster == 'a sleeping 3 headed dog' - {print} 'Pffieuw.... Its asleep' - {else} - {print} 'You lose one life' - lives = _ - {else} - {print} 'GAME OVER' - ``` - 16: - story_text: | - ### Exercise - This haunted house game uses the connection between the lists you can use in this level. - For example: all the properties that belong to the zombie are first in all the lists, witch second and vampire third. - Check out the code and fill in `weapons[i]`, `monsters[i]` , `bad_fate[i]`, `good_fate[i]`, `hint[i]` on the correct blanks to get the code to work! - example_code: | - ``` - numbers = [1, 2, 3] - i = numbers[{random}] - hint = ['growling', 'a cackling laugh', 'fluttering batwings'] - monsters = ['zombie', 'witch', 'vampire'] - bad_fate = ['Your brain is eaten', 'You are forever cursed', 'You are bitten'] - good_fate = ['You throw the ham. The zombie is distracted and starts eating it.', 'You set the curtains on fire. The witch flees out of fear for the fire', 'The vampire hates garlic and flees'] - weapons = ['ham', 'lighter', 'garlic'] - {print} 'You are standing in front of an old mansion' - {print} 'Something is not right here' - {print} 'You hear ' _ - {print} 'You are going to explore it' - {print} 'You enter the kitchen and see a lighter, a raw ham and a garlic.' - your_weapon = {ask} 'What do you bring with you?' - {print} 'With your ' your_weapon ' you enter the living room' - {print} 'There you find a ' _ - needed_weapon = _ - {if} your_weapon == needed_weapon - {print} 'You use your ' your_weapon - {print} _ - {print} 'YOU WIN!' - {else} - {print} 'You have chosen the wrong weapon...' - {print} _ - {print} 'GAME OVER' - ``` hotel: name: hôtel default_save_name: hôtel @@ -2512,34 +1961,7 @@ adventures: Vous vous êtes peut-être demandé pourquoi vous utiliseriez des fonctions, car les fonctions de l'exemple ne représentaient qu'une seule ligne de code. Nous allons maintenant vous montrer à quoi ressemble une fonction plus grande et nous utiliserons également plusieurs arguments. Vous verrez à quel point il est préférable d’utiliser une fonction une fois qu’elle devient plus grande. Voici un exemple de fonction avec des arguments combinés avec des commandes {ask}. - example_code: | - ``` - {define} welcome_message {with} title, last_name, country, room_number - {print} 'Welcome to Hotel Hedy, ' title ' ' last_name - nice_trip {is} {ask} 'Did you have a nice trip from, ' country '?' - {if} nice_trip {is} 'yes' - {print} 'Lovely!' - {else} - {print} 'Sorry to hear that.' - {print} 'Hopefully you can take a nice rest in you room.' - {print} 'Your room number is ' room_number - - {print} 'Hello. Please fill in your information to check in.' - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - ``` - - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 if_command: - name: '{if} & {else}' - default_save_name: if_command description: Introduction à la commande `{if}` levels: 5: @@ -2603,8 +2025,6 @@ adventures: {print} "Tu ne veux pas continuer" ``` in_command: - name: '{in}' - default_save_name: in_command description: Introduction de la commande `{in}` levels: 5: @@ -2635,7 +2055,6 @@ adventures: {if} couleur_préférée {in} jolies_couleurs {print} "jolie !" {else} {print} "bof" is_command: - name: '{is}' default_save_name: command_est description: Introduction de la commande {is} levels: @@ -2699,7 +2118,6 @@ adventures: ``` language: name: Langage - default_save_name: Language description: Pratique des mots dans une langue étrangère levels: 5: @@ -2720,39 +2138,10 @@ adventures: {if} réponse2 {is} frog {print} "Super !" {else} {print} "Non, grenouille se dit frog" ``` - 16: - story_text: | - ### Exercise - Take a look at the example code. This is a program to practise French vocabulary. Now make your own program to practice your vocabulary in a new language. - If you don't know any other languages, you can use Google translate or you can use emojis and your native language. - example_code: | - ``` - french_words = ['bonjour', 'ordinateur', 'pomme de terre'] - translation = ['hello', 'computer', 'potato'] - score = 0 - {for} i {in} {range} 1 {to} 3 - answer = {ask} 'What does ' french_words[i] ' mean?' - correct = translation[i] - {if} answer == correct - {print} 'Correct!' - score = score + 1 - {else} - {print} 'Wrong, ' french_words[i] ' means ' translation[i] - {print} 'You gave ' score ' correct answers.' - ``` maths: - name: maths - default_save_name: maths description: Introduction des maths levels: 6: - story_text: | - In this level you learn something new: you can now also calculate. - - The plus is easy, you write it like with math: `5 + 5` for example. The minus also works fine, it is `5 - 5`. - - The times is a bit different, because there is no times symbol on your keyboard. Just search, there really isn't! - That is why we multiply with the asterisk above 8: `5 * 5`. Read that as "5 times 5" that helps you remember it best. example_code: | ``` {print} "5 plus 5 fait " 5 + 5 @@ -2783,59 +2172,11 @@ adventures: default_save_name: musique description: Jouez un morceau ! levels: - 1: - story_text: |- - In this level you'll learn how to use the `{play}` command to play a tune! - - Type `{play}` followed by the note you want to play. The scale goes C-D-E-F-G-A-B. - As you can see there are 7 different letters, but we can play more than just 7 notes. - Type a number between 1 and 10 behind the letter to choose the scale, for example after B4 comes C5. - C1 is the lowest note you can play, C10 is the highest. - - ### Exercise - Try out the example code and then play around with it! Can you create your own melody? - In the next level you'll learn how to play some existing songs. - example_code: |- - ``` - {play} C4 - {play} D4 - {play} E4 - {play} F4 - {play} G4 - {play} A4 - {play} B4 - {play} C5 - ``` 2: story_text: | ### Exercise Terminez les chansons ! Nous avons commencé les codes pour certaines mélodies. - example_code: | - ``` - {print} Old Mac Donald had a farm - {play} C5 - {play} C5 - {play} C5 - {play} G4 - {play} A4 - {play} A4 - {play} G4 - ``` story_text_2: Comme vous pouvez le voir, vous pouvez également utiliser la commande `{sleep}` pour ajouter une petite pause dans la chanson. - example_code_2: | - ``` - {print} Twinkle Twinkle Little Star - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} 1 - {play} F - {play} F - ``` 3: story_text: | Créez une mélodie aléatoire ! @@ -2843,354 +2184,36 @@ adventures: ### Exercice L'exemple de code crée une mélodie aléatoire, mais elle est très courte et peu de notes sont utilisées. Ajoutez plus de notes à la liste et créez une mélodie plus longue en copiant la dernière ligne plusieurs fois. + 6: + story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\n This calls for musical maths! Try out the example code a couple of times with different starting numbers. \nThen, see if you can compose a song using the numbers.\n" + parrot: + name: Perroquet + default_save_name: Perroquet + description: Crée ton propre perroquet en ligne qui te copiera ! + levels: + 1: + story_text: | + Crée ton propre perroquet en ligne qui te copiera ! example_code: | ``` - notes {is} A4, B4, C4 - {play} notes {at} {random} - {play} notes {at} {random} - {play} notes {at} {random} + {print} Je suis Hedy le perroquet + {ask} quel est ton nom ? + {echo} + {echo} ``` - 4: - story_text: | - Use the `{clear}` command to create a karaoke machine! + story_text_2: | + ### Exercice + Copie l'exemple de code dans la zone de programmation en cliquant sur le bouton jaune. + Fais poser au perroquet une question différente en écrivant quelque chose dans l'espace vide de l'exemple ! - ### Exercise - Finish the karaoke version of 'Mary had a little lamb'. - Then, create a karaoke version of any song you'd like! - example_code: | - ``` - {print} 'Mary had a little lamb' - {play} E - {play} D - {play} C - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Little lamb, little lamb' - {play} D - {play} D - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Mary had a little lamb' - {play} E + **Bonus** Tu peux aussi faire poser plusieurs questions au perroquet. Écris plusieurs autres lignes de code à la suite de ce que tu as déjà écrit. + example_code_2: | ``` - 5: - story_text: | - You don't always have to use the `{play}` command to play a whole song, sometimes you just want to play one note. - For example, if you want to make a quiz, you can play a happy high note if the answer is right and a sad low note if the answer is wrong. - - ### Exercise - Finish the first question by adding a line of code that plays a C3 note if the wrong answer is given. - Then think of 3 more questions to add to this quiz. - example_code: | - ``` - answer {is} {ask} 'What is the capital of Zimbabwe?' - {if} answer {is} Harare {play} C6 - _ - ``` - 6: - story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\n This calls for musical maths! Try out the example code a couple of times with different starting numbers. \nThen, see if you can compose a song using the numbers.\n" - example_code: | - ``` - number = {ask} 'Say a starting number between 1 and 67' - {print} number - {play} number - number = number + 1 - {print} number - {play} number - number = number + 1 - {print} number - {play} number - ``` - 7: - story_text: | - Using the `{repeat}` command can make your codes for melodies a lot shorter! - - ### Exercise - Finish the code for Twinkle Twinkle Little Star by using the `{repeat}`command. - Then go back to the songs you've made in the previous levels. Can you shorten those codes too? - example_code: | - ``` - {print} 'Twinkle Twinkle Little Star' - {repeat} 2 {times} {play} C4 - {repeat} 2 {times} {play} G4 - _ - ``` - 8: - story_text: | - Now that we can use the `{repeat}` command for multiple lines, we can make songs even more easily! - - ### Exercise - Finish the song of Brother John (Frère Jacques). Don't forget to use `{repeat}`! - example_code: | - ``` - {print} 'Brother John' - {repeat} 2 {times} - {play} C - {play} D - {play} E - {play} C - {repeat} 2 {times} - {play} E - {play} F - {play} G - {sleep} 1 - ``` - 9: - story_text: | - From this level on you can - among other things - use a {repeat} command inside a {repeat} command. - That makes songs like 'Happy birthday' even shorter! - - ### Exercise - Finish the song! - example_code: | - ``` - first_time = yes - {repeat} 2 {times} - {repeat} 2 {times} - {play} C - {play} D - {play} C - {if} first_time {is} yes - {play} F - {play} E - first_time {is} no - {else} - _ - ``` - 12: - story_text: | - Use functions in your songs! As you can see in the example code, you can make a function for each line of Twinkle Twinkle Little Star. Once you've programmed the first three lines, all you have to do is call the functions in the order you want them played in. - - ### Exercise - Finish the song of Twinkle Twinkle Little Star. - Then look back at all the songs you've programmed in the levels before, can you make those codes better and shorter using functions too? - example_code: | - ``` - {define} first_line - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} - - {define} second_line - {play} F - {play} F - {play} E - {play} E - {play} D - {play} D - {play} C - {sleep} - - {define} third_line - {play} G - {play} G - {play} F - {play} F - {play} E - {play} E - {play} D - {sleep} - - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - ``` - 13: - story_text: | - You can use a function with an argument for songs that have line that are almost the same, but slightly different each time. - One example is the song 'Yankee Doodle'. The first 4 notes of the first lines are the same, but each time they are followed by a different couple of notes. - - ### Exercise - Can you finish the song of Yankee Doodle? - Can you think of another song to program this way? - example_code: | - ``` - {print} 'Yankee Doodle' - {define} _ {with} note_1, note_2, note_3 - {play} C4 - {play} C4 - {play} D4 - {play} E4 - {play} _ - {play} _ - {play} _ - - {call} line_1 {with} 29, 31, 30 - {call} line_1 {with} 29, 28, 0 - {call} line_1 {with} 32, 31, 30 - - {play} C4 - {play} B3 - {play} G3 - {play} A3 - {play} B3 - {play} C4 - {play} C4 - ``` - 14: - story_text: | - You can program music for fun, but you can also use the musical notes to make something useful like a fire alarm! - - ### Exercise - Make sure the fire alarm rings when there is a fire! - example_code: | - ``` - {define} fire_alarm - {print} 'FIRE!' - note = 40 - {for} i {in} {range} 1 {to} 100 - {if} note _ 50 - note = note + 5 - {play} _ - {else} - note = 40 - - fire = {ask} 'Is there a fire?' - {if} fire _ 'yes' - {call} fire_alarm - ``` - 15: - story_text: | - **Warning** This adventure can become extremely annoying! - We can also use the {while} command to repeat a song forever. - - ### Exercise - Finish the never-ending song. - example_code: | - ``` - {define} song - {play} _ - - yes_or_no = {ask} 'Do you want to hear my never-ending song?' - {while} yes_or_no = 'yes' - {call} song - {print} '🥳' - ``` - 16: - story_text: | - Upgrade your Old MacDonald code! - - ### Exercise - Take your code from the 'Sing a Song' adventure and add musical notes to it! - You can make a function for each line in the song and call that function after the line is printed. - We defined the first line for you and called it in the code. Can you finish the whole song? - example_code: | - ``` - {define} line_1 - {for} i {in} {range} 1 {to} 3 - {play} G - {play} D - {for} i {in} {range} 1 {to} 2 - {play} E - {play} D - - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - for i in range 1 to 3 - animal = animals[i] - sound = sounds[i] - print 'Old MacDonald had a farm' - call line_1 - print 'E I E I O!' - _ - ``` - 17: - story_text: | - You can use the {elif} to create different options. - - ### Exercise - Firstly, add colons to get the code to work. - Then finish this code by adding at least 2 other songs for other moods. For example a happy song and an angry song. - example_code: | - ``` - {define} scary_song - {for} i {in} {range} 1 {to} 3 - {play} G - {play} E - {sleep} 2 - {for} i {in} {range} 1 {to} 3 - {play} F - {play} D - - mood = {ask} 'Which emotion are you feeling?' - {if} mood {is} 'fear' - {call} scary_song - {elif} _ - ``` - 18: - story_text: | - ### Exercise - Even in this last level of Hedy we can make some music! Be careful of all the syntax that is needed now. - Take a good look at how the functions are defined and called upon in the example code. - Finish the song! - example_code: | - ``` - {def} line_1(): - {for} i {in} {range}(1, 5): - {play} A - {play} D - {play} F - {play} A - - {def} line_2(): - {for} i {in} {range}(1, 5): - {play} G - {play} C - {play} E - {play} G - - {def} line_3(): - _ - - {print} ('The drunken sailor') - {print} ('What shall we do with the drunken sailor?') - line_1() - line_2() - line_3() - {print} ('Early in the morning') - ``` - parrot: - name: Perroquet - default_save_name: Perroquet - description: Crée ton propre perroquet en ligne qui te copiera ! - levels: - 1: - story_text: | - Crée ton propre perroquet en ligne qui te copiera ! - example_code: | - ``` - {print} Je suis Hedy le perroquet - {ask} quel est ton nom ? - {echo} - {echo} - ``` - story_text_2: | - ### Exercice - Copie l'exemple de code dans la zone de programmation en cliquant sur le bouton jaune. - Fais poser au perroquet une question différente en écrivant quelque chose dans l'espace vide de l'exemple ! - - **Bonus** Tu peux aussi faire poser plusieurs questions au perroquet. Écris plusieurs autres lignes de code à la suite de ce que tu as déjà écrit. - example_code_2: | - ``` - {print} Je suis Hedy le perroquet - {ask} _ - {echo} - {echo} - 2: + {print} Je suis Hedy le perroquet + {ask} _ + {echo} + {echo} + 2: story_text: | Au niveau précédent, tu as fait un perroquet qui te répétait. À ce niveau, nous allons faire un perroquet interactif, en utilisant une variable et la commande `{ask}`. Nous allons aussi rendre le perroquet plus vivant en ajoutant des commandes `{sleep}` après les choses qu'il dit. @@ -3281,10 +2304,6 @@ adventures: {print} "Tu pourras acheter " _ " dans " _ " semaines." ``` 14: - story_text: | - ### Exercise - In this level you can let Hedy tell you if you have saved up enough money! - Finish this code by filling in the blanks! example_code: | ``` _ calculate_budget with wish, money, allowance @@ -3305,8 +2324,6 @@ adventures: ``` pressit: name: Presse une touche - default_save_name: Pressed - description: Try linking a keyboard key to a command! levels: 5: story_text: | @@ -3326,21 +2343,12 @@ adventures: ### Exercice Copie les lignes plusieurs fois pour créer une image plus grande. - example_code_2: | - ``` - {if} y {is} {pressed} {forward} 15 - {else} {turn} 90 - ``` 7: story_text: | Maintenant que tu sais tout sur le `{repeat}`, nous pouvons appuyer sur les touches plusieurs fois. ### Exercice Le code que tu as vu au niveau 5 ne détecte la touche qu'une seule fois. Copie l'exemple et ajoute-lui un `{repeat}` pour que tu puisses appuyer sur les touches plusieurs fois. - example_code: | - ``` - {if} x {is} {pressed} {forward} 15 {else} {turn} 90 - ``` 9: story_text: | Maintenant que tu sais comment combiner les éléments, tu peux créer un jeu tactile avec `{pressed}`. @@ -3361,7 +2369,6 @@ adventures: _ ``` print_command: - name: '{print}' default_save_name: affiche description: Introduction à la commande affiche levels: @@ -3401,39 +2408,8 @@ adventures: temperature = 25 {print}("Il fait ", temperature, " degrés dehors") ``` - quizmaster: - name: Quizmaster - default_save_name: Quizmaster - description: Make your own quiz! - levels: - 14: - story_text: | - ### Exercise - In this adventure you can make your own quiz! Fill in the blanks, add more questions and enjoy your own quiz! - You can make a quiz about anything you like: your hobby, your favorite animal, your favorite book or anything at all! - example_code: | - ``` - {print} 'Make your own quiz' - points_a = 0 - points_b = 0 - {print} 'Question' - {print} 'Answer option A' - {print} 'Answer option B' - answer = {ask} 'Which answer?' - {if} answer == 'A' - points_a = points_a + 1 - {if} answer == 'B' - points_b = points_b + 1 - {print} 'End of the quiz!' - {print} 'Lets see the results!' - {if} points_a > points_b - {print} 'You belong to the A club' - {if} points_b > points_a - {print} 'You belong to the B club' - ``` quotation_marks: name: '"Les guillemets"' - default_save_name: quotation_marks description: Introduction des guillemets levels: 4: @@ -3497,8 +2473,6 @@ adventures: {print} "Tu as eu " score " points" ``` random_command: - name: '{random}' - default_save_name: random_command description: Introduction de la commande `{at} {random}` levels: 3: @@ -3530,32 +2504,12 @@ adventures: _ ``` 16: - story_text: |- - We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. - We use square brackets to point out a place in a list. For example: `friends[1]` is the first name on the list of friends, as you can see in the first part of the example code. - The second part of the example code shows you that we can also match 2 lists using the variable i. - example_code: | - ``` - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - ``` - story_text_2: |- - Now that you've learned to use the brackets in lists, you can also start using the {at} {random} command in the Python way! - You simply type the name of your list with `[random]` behind it! example_code_2: |- ``` fruit = ["pomme", "banane", "cerise"] {print} fruit[random] ``` repeat_command: - name: '{repeat}' - default_save_name: repeat_command description: la commande répète levels: 7: @@ -3606,8 +2560,6 @@ adventures: {else} {print} "La pizza c'est meilleur" repeat_command_2: - name: '{repeat} 2' - default_save_name: repeat_command_2 description: repeat command 2 levels: 7: @@ -3654,8 +2606,6 @@ adventures: {print} "Cette ligne aussi…" {print} "mais celle-ci ne le sera pas !" restaurant: - name: Restaurant - default_save_name: Restaurant description: Crée ton propre restaurant virtuel levels: 1: @@ -3934,26 +2884,9 @@ adventures: price = price - 3 {print} 'That will be ' price ' dollars' ``` - 15: - story_text: | - With the `{while}` you can make sure your costumers can keep adding orders until they are done. - - ### Exercise - Correctly add the `{while}` command to this code. - example_code: | - ``` - {print} 'Welcome at McHedy' - more = 'yes' - _ - order = {ask} 'What would you like to order?' - {print} order - more = {ask} 'Would you like to order anything else?' - {print} 'Thank you!' - ``` rock: name: Pierre, papier, ciseaux default_save_name: Rock - description: Make your own rock, paper, scissors game levels: 1: story_text: | @@ -4011,11 +2944,6 @@ adventures: À ce niveau nous pouvons continuer le programme pierre, papier, ciseaux. Mais si tu veux ajouter du texte, tu dois utiliser les guillemets ici aussi. ### Exercise Fill in quotation marks on the blanks. Mind that the variable `choices` should be outside the quotes. - example_code: | - ``` - choices {is} rock, paper, scissors - {print} _The computer chooses..._ choices {at} {random} - ``` 5: story_text: | À ce niveau, nous pouvons déterminer s'il y a égalité ou non. En utilisant le nouveau `{if}` évidemment ! @@ -4089,9 +3017,6 @@ adventures: {print} 'The computer wins!' ``` 15: - story_text: | - ### Exercise - Play until you beat the computer! But first, finish the example code... example_code: | ``` won = 'no' @@ -4111,8 +3036,6 @@ adventures: ``` rock_2: name: Pierre, papier, ciseaux 2 - default_save_name: rock_2 - description: Part 2 of rock, paper, scissors levels: 2: story_text: | @@ -4172,139 +3095,7 @@ adventures: {else} {print} 'Rendez vous à la gare à 10 h 00' ``` - simon: - name: Simon Says - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - Let's make a game of Simon Says! Simon Says is a memory game in which the player will be given a color. They have to repeat that color back. - If they get it right a color is added to the sequence, so they now have to remember 2 colors, then 3, then 4 etc. the game stops as soon as the player makes a mistake. - - ### Exercise - In this first part of the Simon Says adventure, we'll let the computer pick a random color and add it to a list. - - ***Make 2 lists*** First, make a list called `colors` and fill it with the colors red, yellow, green and blue. - Then make a list called `simon_sequence`. This list will be used as the answer. - At the start of the game this lists need to be empty. unfortunately, we can't create an empty list (yet), so we'll fill it with the words 'empty' and 'list' and we'll remove them from the list immediately. - - ***Create a function that adds a color to the sequence*** Now that we have an empty list called simon_sequence, we can start filling it with random colors. - We do that with a function, so we can call it everytime there's a new level in our game. Create a function called `add_random_color`. - Then create the variable random_color and set it to a random color. Next, add this random color to the simon_sequence. - - ***Create a function that shows the simon_sequence*** Start by naming the new function `show_simon_sequence` with `level` as an argument. Now we want to show as many colors as the level we are in (in level 1 you see 1 color, in level 2 you see 2 colors etc). - So we repeat `level` times, to print the `simon_sequence[i]`. Each time a color is shown, wait for 1 second and then clear the screen. - - ***Test your program*** Before you go to the next level, test if the functions are working by calling both of the functions. If they're working you should see a random color in your output screen. - Remove this testing part of your code, copy the code and continue to the next tab to learn more about the simon says game! - example_code: | - ``` - # Make 2 lists - colors = _ - _ = ['empty', 'list'] - {remove} _ {from} simon_sequence - {remove} _ - - # Create a function that adds a color - _ add_random_color - _ - {add} _ - - # Create a function that shows the simon_sequence - {define} _ - {for} i {in} {range} 1 {to} _ - {print} _ - _ - _ - - # Test your program - {call} _ - {call} show_simon_sequence {with} 1 - ``` - simon_2: - name: Simon Says 2 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - We'll continue with our Simon Says game! - - ### Exercise - ***Paste your code here*** Paste your code from the previous level here. Don't forget to remove the part that was just used for testing the functions. - - ***Create a function that creates the player_sequence*** The list `player_sequence` is used to capture the answers of the player. First we define the function with the argument level. - Next, we ask level times what the color is that they choose. We call that variable `answer`. Then we add the variable `answer` to the list player_sequence. - - ***Setting up the game*** Before we program the game in the next tab, we'll need some starting variables. First, we'll set the variable `level` to 1 and the variable `game_over` to False. - Then we make an introduction for the game. We'll print 'Welcome to Simon Says!' and clear the screen after 1 second. - - ***Continue to the next tab to finish the game!**** Don't forget to copy your code and take it with you to the next tab. - example_code: | - ``` - # Paste your code here - - - # Create a function that creates the player_sequence - {define} _ - {for} _ - _ 'What is color number ' i '?' - {add} answer {to} _ - - # Set up - level = _ - game_over = _ - {print} _ - _ 1 - _ - ``` - simon_3: - name: Simon Says 3 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - In this tab we'll program the game of Simon Says! - - ### Exercise - ***Paste your code*** Copy your code from the previous tab and paste it here. - - ***Program the game*** We start by making sure the game goes on while the game isn't over. Then we print what level the player is on, we use the variable level for that. We only show that for 1 second and then we clear the screen again. - Now, we have to create the empty list player_sequence. We've already programmed how to fill the list, with our function `player_sequence`, but we never made the list itself. To create the list we use the same trick as we did in the previous tab. - We'll make a list with the words 'empty' and 'list' on it, and then we remove both these words. Next, we'll call all of the 3 functions that we've created. - Lastly, we'll have to check if the player gave the correct answers (so if the player_sequence and the simon_sequence are the same). - If that's the case, we'll compliment the player. Wait for 1 second and increase the level with 1. - Did the player give the wrong answer, we'll tell them and end the game by setting game_over to 'True' - - ***Enjoy your game!*** Great job! Does your game not work? Use the ladybug button to debug your code! - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - {print} _ - _ - _ - _ = ['empty', 'list'] - {remove} _ - {remove} _ - {call} _ - {call} _ {with} _ - {call} _ {with} _ - {if} player_sequence == _ - _ - _ - _ - {else} - _ - game_over = _ - ``` sleep_command: - name: '{sleep}' - default_save_name: sleep_command description: Introduction à la commande pour endormir levels: 2: @@ -4448,57 +3239,6 @@ adventures: _ {print} "si tu as de la joie au coeur" _ {print} action ``` - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, but did you know that you could combine them with {ask} commands as well? - In this example we have changed the 'My Bonnie' program and made it interactive. You are now asked where Bonnie is. - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is ' place - - chosen_place = {ask} 'Where do you want Bonnie to be?' - synonym = {ask} 'What is another word for that?' - - {call} song {with} chosen_place - {call} song {with} synonym - {call} song {with} chosen_place - ``` - 16: - story_text: | - In this level, you can program a song like OldMacDonald even more quickly. You can connect the right animal to the right sound by simply putting them in the same place in the list. - The Drunken Sailor is also quickly made in this level. You only need 8 lines for the entire song, check it out! - - ### Exercise - Complete the Old MacDonald song by setting the variable `animal` to `animals[i]` and `sound` to `sounds[i]`. - example_code: | - ``` - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - {for} i {in} {range} 1 {to} 3 - animal = _ - sound = _ - {print} 'Old MacDonald had a farm' - {print} 'E I E I O!' - {print} 'and on that farm he had a ' animal - {print} 'E I E I O!' - {print} 'with a ' sound sound ' here' - {print} 'and a ' sound sound ' there' - {print} 'here a ' sound - {print} 'there a ' sound - {print} 'everywhere a ' sound sound - ``` - - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines - {for} i {in} {range} 1 {to} 3 - {print} line - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` 18: story_text: | In level 16 we made songs using lists. These programs however are no longer working properly in this level. The colons from level 17 and the brackets from level 18 still need to be added. @@ -4509,17 +3249,6 @@ adventures: ### Exercice 2 Now also look up your Old MacDonald song from level 16, and correct it. - example_code: | - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines _ - {for} i {in} {range} 1 {to} 3 _ - {print} _ line _ - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` songs_2: name: Chante une chanson ! 2 default_save_name: Chanson 2 @@ -4541,177 +3270,6 @@ adventures: {print} "Comme un diamant dans le ciel." {call} _ ``` - 16: - story_text: | - ### Exercise - Finish the nursery rhyme! - example_code: | - ``` - number = ['one', 'two', 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'ten'] - object = ['on his drum', 'on his shoe', 'on his knee', 'on his door', 'on his hive', 'on his sticks', 'up in heaven', 'on his gate', 'on his vine', 'once again'] - - _ - {print} 'This old man' - {print} 'He played ' _ - {print} 'He played knick-knack ' _ - {print} 'With a knick-knack paddywhack' - {print} 'Give the dog a bone' - {print} 'This old man came rolling home' - {sleep} 8 - {clear} - ``` - story_text_2: | - ### Exersice 2 - Now create your own code for the nursery rhyme 'The wheels on the bus' on the same way! - example_code_2: | - ``` - object = ['wheels', 'doors', _] - movement = [ 'round and round', 'open and shut', _] - ``` - tic: - name: Tic-Tac-Toe - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - Let's program a game of tic-tac-toe! - - ### Exercise - In this adventure we'll start with creating an empty field. - - ***Create a list called field*** This list will be our playing field. This list is filled with 9 dots, since there are no x's and o's yet at the start of our game. - - ***Create a function that prints the field*** Firstly, clear the screen so the old playing fields will be removed. Then we print the first line of our Tic Tac Toe field. This line constists of the first 3 spots in our list field. - We have already programmed this line for you. Now finish the field by printing spot 4, 5, and 6 on the second row and spot 7, 8 and 9 in the third row. - - ***Call the function that prints the field*** Now call the function. -
- Run the code. Your output should look like this: -
- - ***Continue in the next tab*** In the next tab you'll learn how to program the game itself. - example_code: | - ``` - # Create a list called field - _ = ['.', '.', '.', '.', '.', '.', '.', '.', '.'] - - # Create a function that prints the field - {define} print_field - _ - {print} 'TIC TAC TOE' - {print} field[1] field[2] field[3] - _ - _ - - # Call the function - ``` - 17: - story_text: | - In the previous level you've learned how to make a tic-tac-toe game. The game works, but is quite annoying as it keeps asking you if you've won yet. - Now that we have the {elif} command, we can let the game decide if someone has won and it can stop asking us! - - ### Exercise - ***Paste your code*** Paste your code from the previous level here and make it level 17 proof. In this level you've learned to use a colon everytime you create a block of code. Please add the colons in the correct spots. - - ***Create a function that detects if someone's won*** We have started the function for you, paste it under the function `print_field` and finish the function. You can see that this first piece of code checks to see if spot 1, 2 and 3 are the same, because if they are you have 3 in a row. - It also checks if they are not a dot, because if they are, the line might have the same symbols on them, but that's just because it's still empty. - If all these conditions are met, the game is over and the winner is printed. - Finish this function with all possible ways to win. This means you have to make this for the other 2 rows, 3 columns and 2 diagonals. - If you've finished all the other options, the function should return the variable `game_over` so we can use it in our game. - - ***Call the function in the game*** Go to the line `game_over = {ask} 'Did you win?'` and change it to `game_over = {call} detect_winner {with} field, sign`. Now the function will check if there's a winner and the game doesn't need to keep asking anymore! - - ***Enjoy your game!*** Great job! You have finished the game! Enjoy playing it! - - example_code: | - ``` - # Paste your code here and make it level 17 proof - - # Create a function that detects if someone has won - {define} detect_winner {with} field, sign: - {if} field[1] == field[2] {and} field[2] == field[3] {and} field[1] != '.': - game_over = 'yes' - {print} 'Player ' sign 'wins!' - {elif}: - _ - {else}: - game_over = 'no' - {return} _ - ``` - tic_2: - name: Tic-Tac-Toe 2 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - In the previous adventure you've learned how to create a playing field. Now you'll learn how to create the game! - - ### Exercise - ***Paste your code*** Start by pasting your code from the previous adventure here. - - ***Add variables*** Underneath your list called `field` we'll add 2 more variables that we'll need to program the game. - The variable `game_over` tells us if the game is over, and should be 'no' at the start of the game. - The variable `sign` tells us if it's the turn of player x or player o. Set the variable to 'x'. - - ***The game*** First use a {while} command, to make sure the game keeps on playing the variable while game_over is set to no. - During the game, we first ask the player which spot they choose. Then we change the field with the number they chose into their sign. - Then we print the field again and we ask the player if they've won yet. Lastly we want to switch whose turn it is, so if the sign is 'x' it should be 'o' and the other way around. - - ***Test your game*** Does your game work? Great, have fun playing the game! If not, use the ladybug button to debug your code. - You might have noticed one mistake in the code though, you can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! Go to the next tab to learn how to fix this problem. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add variables - game_over = _ - sign = _ - - # The game - {while} _ - choice = _ 'Player ' sign '_?' - field[choice] = _ - _ print_field - game_over = {ask} _ - {if} sign = 'o' - sign = _ - _ - sign = _ - ``` - tic_3: - name: Tic-Tac-Toe 3 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - You might have noticed one mistake in the code you've made in the previous adventure. You can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! In this tab we'll fix that mistake. - - ### Exercise - ***Paste your code here*** Paste your code from the previous adventure here. - - ***Fix the mistake*** To fix the mistake we replace the line that says `field[choice] = sign`. This turns any spot that the player has chosen into their sign. - Go to the header that says 'Use this to fix the mistake' and finish the code. We first want to check if the chosen spot is still empty, so `if field[choice] = '.'`. If that is the case, you are allowed to take it. - Then we make an else command and print 'Sorry, this spot is already taken' if the spot is not empty. Lastly, we add a {sleep} command, so the players can actually read the text before it gets cleared again. - Now copy this piece of code and replace the line `field[choice] = sign` with this new piece of code. - - ***Play your game!*** Now the game should work properly! Good job! - The only flaw is that you can get a bit annoyed that the game keeps asking you if you've won yet. Do you want to fix that? Go to level 17 and we'll fix it! - example_code: | - ``` - # Paste your code here - - # Use this to fix the mistake - {if} _ = '.' - field[choice] = sign - {else} - {print} _ - _ - ``` turtle: name: Tortue default_save_name: Tortue @@ -4724,22 +3282,9 @@ adventures: En utilisant `{forward}` tu traces une ligne vers l'avant. Le nombre écrit après détermine la distance que va parcourir la tortue. `{turn} {right}` tourne d'un quart de tour dans le sens des aiguilles d'une montre, `{turn} {left}` tourne dans le sens inverse des aiguilles d'une montre. Si tu veux reculer, tu utilises quand même la commande `{forward}`, mais avec un nombre négatif. Par exemple `{forward} -100` - example_code: | - ``` - {forward} 100 - {turn} {left} - ``` story_text_2: | ### Exercice Ceci est le début d'un petit escalier. Peux-tu lui dessiner 5 marches ? - example_code_2: | - ``` - {forward} 20 - {turn} {right} - {forward} 20 - {turn} {left} - {forward} 20 - ``` 2: story_text: | À ce niveau, tu peux utiliser des variables pour rendre la tortue interactive. Par exemple, tu peux demander au joueur de combien de pas la tortue doit avancer. @@ -4771,12 +3316,6 @@ adventures: Utilise `{at} {random}` pour choisir une valeur dans une liste. ### Exercice Peux-tu copier-coller les lignes 2 et 3 pour créer un chemin aléatoire plus long ? - example_code: | - ``` - angles {is} 10, 50, 90, 150, 250 - {turn} angles {at} {random} - {forward} 25 - ``` 4: story_text: | Au niveau 4 tu dois utiliser les guillemets avec `{print}` et `{ask}`. Aussi quand tu dessines ! @@ -4792,17 +3331,6 @@ adventures: story_text_2: | Tu peux aussi changer la couleur des lignes avec la commande `{color}`. Jette un œil à l'exemple. Quand tu utilises la commande `{color} {white}` pour dessiner, les lignes sont « invisibles ». Astuce : utilise le blanc pour déplacer la tortue où tu veux à l'écran avant de commencer à dessiner. - example_code_2: | - ``` - {color} {white} - {forward} -80 - {color} {green} - {forward} 50 - {color} {yellow} - {forward} 50 - {color} {red} - {forward} 50 - ``` 5: story_text: | Au niveau 5 tu peux faire un choix avec `{if}`. Par exemple entre différent type de formes. @@ -4895,17 +3423,6 @@ adventures: Ce code dessine trois triangles noirs, change ça en 5 carrés roses. **Bonus** Crée un dessin de ton choix à partir d'au moins deux types de forme. - example_code: | - ``` - {color} {black} - {repeat} 3 {times} - {repeat} 3 {times} - {forward} 10 - {turn} 120 - {color} {white} - {forward} 50 - {color} {black} - ``` 10: story_text: | À ce niveau, tu peux faire dessiner une forme à la tortue. @@ -4916,13 +3433,6 @@ adventures: **(bonus)** peux-tu transformer la spirale en une autre forme ? Fais des expériences en utilisant les nombres pour les tournants ! ### Exercice 2 La spirale est dessinée vers l'extérieur, fais-la se dessiner vers l'intérieur. - example_code: | - ``` - {turn} 90 - distances = 10, 20, 30, 40, 50, 60 - {for} distance {in} distances - {forward} distance - ``` 12: story_text: | Nous pouvons utiliser les fonctions pour dessiner des formes plus complexes avec moins de code. @@ -4992,13 +3502,6 @@ adventures: Rainbow Nested squares - example_code: | - **Extra** Up for a real challenge? Make sure that the colors of these figures are selected randomly, so that each time you run your programs they'll look differently! - - ``` - colors {is} red, orange, yellow, green, blue, purple, pink, brown, gray, black - color _ - ``` 5: story_text: | ### Exercice @@ -5011,12 +3514,6 @@ adventures: E L - example_code: | - Hint: - ``` - chosen_letter {is} {ask} 'Which letter would you like to see? F, E or L?' - {if} _ - ``` 6: story_text: | ### Exercice @@ -5031,11 +3528,6 @@ adventures: Letters Flag - example_code: | - Hint for the square: - ``` - chosen_color = {ask} _ - ``` 7: story_text: | ### Exercice @@ -5187,102 +3679,13 @@ adventures: Street in different sizes Colored street Snow Storm - example_code: | - Hint Street in different sizes - ``` - {define} draw_a_house {with} size - _ - - {call} draw_a_house {with} 90 - {call} draw_a_house {with} 60 - {call} draw_a_house {with} 30 - ``` - - Hint Colored street - ``` - {define} draw_a_house {with} chosen_color - _ - ``` - - Hint Snow Storm - ``` - {define} draw_snowflake {with} length, color - _ - - numbers = 10, 20, 30 - colors = _ - - {for} i {in} {range} 1 {to} 5 - random_number = _ - random_color = _ - {call} draw_snowflake {with} random_number, random_color - {color} white - {turn} random_number * 5 - {forward} 80 - ``` - 14: - story_text: | - ### Exercise - Create a program that asks the player how many corners their figure should have and then creates that figure. - The figure in the image is the output when the player fills in 10. - -
- - -
- example_code: | - ``` - {define} calculate_degrees {with} amount_of_corners - _ 360 / amount_of_corners - - - {define} draw_figure {with} degrees - _ - {forward} 400/amount_of_corners - {turn} _ - - amount_of_corners = {ask} _ - degrees = {call} _ {with} _ - - {call} _ {with} - {call} _ {with} - ``` 15: story_text: | ### Exercice Refait les dessins avec la tortue ! Spiral - example_code: | - Spiral - ``` - distance = 5 - {while} distance < 200 - distance = distance + 5 - _ - ``` - story_text_2: | - Fan - example_code_2: | - Fan - ``` - {define} draw_a_square {with} side - _ - - i = 100 - {while} i > 1 - _ {with} i - _ - i = i - 3 - ``` - story_text_3: | - Star - example_code_3: | - Star - A star is usually drawn using 144-degree-turns. If you change this slightly to 143 degrees for example and repeat the pattern multiple times with a {while} loop you can make this figure. while_command: - name: '{while}' - default_save_name: while_command description: tant que levels: 15: @@ -5304,7 +3707,6 @@ adventures: {print} "Une réponse correcte a été donnée" years: name: Nouvel an - default_save_name: New Year's Countdown description: Countdown to the new year! levels: 11: diff --git a/content/adventures/fy.yaml b/content/adventures/fy.yaml index 860a2439de8..d2f422d983b 100644 --- a/content/adventures/fy.yaml +++ b/content/adventures/fy.yaml @@ -1,8 +1,5 @@ adventures: story: - name: Story - default_save_name: Story - description: Story levels: 1: story_text: | @@ -11,33 +8,10 @@ adventures: In the first line, use `{ask}` and ask who the main character in your story will be. After that first line, start with `{print}` {if} the sentence needs to be printed. You use `{echo}` {if} you want your main character to be at the end of the sentence. - example_code: | - ``` - {ask} The main character of this story is - {print} The main character is now going to walk in the forest - {echo} They're a bit scared, - {print} They hear crazy noises everywhere - {print} They're afraid this is a haunted forest - ``` story_text_2: | ### Exercise Can you make your own story in Hedy now by using `{print}` , `{ask}` and `{echo}`? 2: - story_text: | - In level 2 you can make your story more fun. Your main character's name can now be anywhere in the sentence. - - You do have to program a little bit extra for that. You must now name your main character first. - - You can then put that name anywhere in a sentence. - example_code: |- - ``` - name {is} {ask} What is the name of the main character? - {print} name is now going to run in the woods - {print} name is a bit scared - {print} Suddenly she hears a crazy noise... - {sleep} - {print} name is afraid this is a haunted forest - ``` story_text_2: | ### Exercise Now it's time to add variables to your own story that you've made in the previous level. @@ -48,54 +22,10 @@ adventures: **Extra** Add a sleep command to your code to build up tension in your story. 3: - story_text: | - In level 3 you can make your story more fun. You can use randomness for any monster, animal or other obstacle, like this: - example_code: | - ``` - animals {is} 🦔, 🐿, 🦉, 🦇 - {print} They now hear the sound of an animals {at} {random} - ``` story_text_2: | The command `{add}` can also come in handy in your story. For example - example_code_2: | - ``` - {print} They hear a sound - animals {is} 🐿, 🦔, 🦇, 🦉 - animal {is} {ask} What do you think it is? - {add} animal {to_list} animals - {print} it was an animals {at} {random} - ``` story_text_3: | This is an example of the `{remove}` command in your story - example_code_3: | - ``` - {print} His backpack got way too heavy. - {print} Inside were a bottle of water, a flashlight and a brick. - bag {is} water, flashlight, brick - dump {is} {ask} Which item should he dump? - {remove} dump {from} bag - ``` - 4: - story_text: | - ### Exercise - Copy the example code and finish it by adding quotation marks on the blanks in lines 1 and 2. - The blanks in line 3 and 4 should not be replaced by quotation marks, but a `{sleep}` and a `{clear}` command. Can you make it work? - - ### Exercise 2 - Go back to the previous level and copy your story code. Make the code work in this level by adding quotation marks in the right spots. - Mind: The variables in your own story should be outside of the quotation marks. Just like the second line of the example code. In that line the variable name is placed outside of the quotation marks. - example_code: | - ``` - name {is} {ask} _ What is your name? _ - {print} _ The main character is called _ name - _ - _ - {print} name _ is now going to walk in the woods _ - {print} name _ is a bit scared _ - animals {is} 🦔, 🐿, 🦉, 🦇 - {print} _ He hears the sound of a _ animals {at} {random} - {print} name _ is afraid this is a haunted forest _ - ``` 5: story_text: | In this level you can program different endings, which will make your story even more fun. @@ -122,12 +52,6 @@ adventures: story_text: | In a story, someone says words several times. For example, when someone calls for help or sings a song. You can put such repetitions in your story, in this level with `{repeat}`. - example_code: | - ``` - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - ``` 8: story_text: | In this level you can use multiple lines in your {if} commands, this way you can upgrade your happy or sad ending! @@ -217,12 +141,6 @@ adventures: sword = 'found' ``` 15: - story_text: | - Using the `{while}` loop can make your stories more interesting. For example, you can use `{while} game == 'on'` so you can play until the game is over. - Or you can use `{while} sword == 'lost'` so the player can't continue the game until they have found something. - - ### Exercise - The example code shows you how to use the `{while}` loop in a story. Now **think of your own scenario** in which the player has to find something before they can continue. example_code: | ``` keys = 'lost' @@ -237,343 +155,27 @@ adventures: {else} {print} 'Nope they are not at the ' location {print} 'Now you can enter the house!' - 18: - story_text: | - We are going to print another story, but now we have to use brackets with `{print}`. - - ### Exercise 1 - Create a story of at least 5 sentences. You don't have to use 'name' just yet. - example_code: | - ``` - {print}('Welcome to this story!') - ``` - story_text_2: | - ### Exercise 2 - We have already prepared an `{input}` for you. First, use the `name` variable in your story. - Then add a second `{ask}` and use that variable as well. - Tip: Remember the commas in a `{print}` between text and variables! - example_code_2: | - ``` - naam = {input}("What's your name?") - {print}('Welcome to this story!') - ``` add_remove_command: name: '{add} {to} & {remove} {from}' - default_save_name: add_remove_command description: introducing add to and remove from levels: 3: story_text: | ## Add to You can add items to the list with the `{add} {to_list}` command. To add an item to a list you can simply type: `{add} penguin {to} animals` or you can use the `{ask}` command like in the example code. - example_code: | - ``` - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - ``` - story_text_2: | - ## Remove from - If you can add items to a list, of course you can also take them off. This is done with the `{remove} {from}` command. - example_code_2: | - ``` - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - ``` story_text_3: | ### Exercise Try out the new commands in this virtual restaurant. Add the flavor the player is hpoing for to the list and remove the flavors they are allergic to. - example_code_3: | - ``` - {print} Mystery milkshake - flavors {is} strawberry, chocolate, vanilla - hope {is} {ask} What flavor are you hoping for? - _ - allergies {is} {ask} Are you allergic to any flavors? - _ - {print} You get a flavors {at} {random} milkshake - ``` and_or_command: - name: '{and} & {or}' - default_save_name: and or description: introducing and or - levels: - 13: - story_text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two `{if}`s but can use `{and}` and `{or}`. - - If you use `{and}`, both statements, left and right of the `{and}` need to be true. We can also use `{or}`. Then only one statement needs to be correct. - example_code: | - ``` - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - ``` ask_command: - name: '{ask}' - default_save_name: ask_command description: Introduction ask command levels: 1: - story_text: | - ## The ask command - Now that you can use the `{print}` command, you are ready to learn the next command: `{ask}`. With the `{ask}` command, you can ask a question. Check it out: - example_code: | - ``` - {print} Hello! - {ask} What is your name? - ``` story_text_2: | ## The echo command If you want the computer to repeat the answer, you can use the `{echo}` command. The answer will then be echoed back at the end of the sentence, so in this example after hello. - example_code_2: | - ``` - {print} Hello! - {ask} What is your name? - {echo} hello - ``` - story_text_3: | - ### Exercise - Try out the `{ask}` and `{echo}` commands. Firstly, fill in the blanks to make this program work. - Then ask 2 more questions using the `{ask}` command, after each `{ask}` use an `{echo}` to print the answer on the screen. - example_code_3: | - ``` - _ How are you doing? - _ - ``` - 2: - story_text: | - ## The ask command - Now that we can use **variables** in our codes, we no longer need the `{echo}` command. - We can use variables to store the answers to our questions and this way we can use the answer to multiple questions in our codes. - Check it out: - - This way your code is becoming interactive! - example_code: | - ``` - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - ``` - story_text_2: | - ### Exercise - In the previous tab you have practised with setting variables with the `{is}` command. - You have created at least 3 variables and used them with a print command. - Now, instead of setting the variables we want you to make the variables interactive, like we did in our example. - - Copy your code from the previous tab and make the variables interactive by using `{ask}` commands. - example_code_2: | - ``` - favorite_animal {is} {ask} What is your favorite animal? - {print} I like favorite_animal - ``` - 18: - story_text: The final change we will need to make to get Python code is changing `{ask}` into `{input}`. - example_code: | - ``` - {print}('My name is Hedy!') - name = {input}('What is your name?') - {print}('So your name is ', name) - ``` - blackjack: - name: Blackjack - default_save_name: Blackjack - description: Try to get as close to 21 as you can - levels: - 17: - story_text: | - Blackjack is a simple game of cards in which you have to get as close to 21 points as possible. You get two cards. Each card is worth their numeral value, and the face cards (Jack, Queen and King) are worth 10 points. - The Ace is worth either 1 or 11 points (you can choose). The dealer, your opponent, also gets two cards. - If you want, you can get another card, and its points will be added to your total. The dealer can also choose to take another card. - But be careful not to get more than 21 points, because if you do, you lose! - The player who gets closest to 21, without going over it, wins! - - ### Exercise - In this adventure we code the first part of our Blackjack game. We'll create a function to calculate how many points a card is worth. - - ***Set the variables*** - Start by making a list of all the cards, from 2 to Ace. Next make a list of the face cards, so Jack, Queen and King. Then pick a random card from the list of cards to be card_1. - - ***Create a function to calculate the points*** - Create a function that calculates how many points a card is worth. - All the face cards are worth 10 points, the Ace is worth 11 and all the other cards are worth their numeral. - Return the variable `points` at the end of the function. - - ***Test the function*** - Test if your function is working properly. Finish the first print command by filling in which card you've drawn. Then finish the second line by calling the function with card_1. - Run the code a couple of times. Are you happy with the results? Great! Then you can remove the testing part and move on the the next tab! - example_code: | - ``` - {print} 'BLACKJACK' - - # Set these variables - cards = _ - face_cards = _ - card_1 = - - # Create a function to calculate the points - {define} calculate_points {with} card: - {if} card {in} face_cards: - points = _ - {elif} _ - _ - {else}: - _ - _ points - - # Test your function - {print} 'Your card is a ' _ - {print} 'That is worth ' _ ' points'. - ``` - blackjack_2: - name: Blackjack 2 - default_save_name: Blackjack_2 - description: Blackjack part 2 - levels: - 17: - story_text: | - ### Exercise - In this adventure we code the second part of our Blackjack game. - - ***Paste your code from the previous adventure*** - In the previous adventure you've started a list of variables and created a function to calculate how many points a card is worth. Copy your code and paste it here. Mind that you don't need the testing part, so if you haven't removed that yet, please do so now. - - ***Add more variables*** - You have already set the lists `cards` and `face_cards` and the variable `card_1`. Underneath those variables create 3 more variables: `card_2`, dealer_card_1` and `dealer_card_2`. These variables are all set to a random card from the list of cards. - - ***Add up points*** - To calculate how many points you have scored we call the function with card 1 and we do it again for card 2. Then we add both these scores together to get your total. - Do the same thing for the dealers points, but be sure to use the dealer's cards and not your own! - - ***2 Aces*** - You're doing great! Almost all scores can be calculated now. There is only one exception: 2 Aces. If you get 2 Aces, your total is 12 points and not 22 (because 22 points would be losing!). This of course also goes for the dealer. - - ***Show the score*** - Lastly, you want to tell the program to tell you which cards you have drawn and how many points that is. Then show which cards the dealer has and how many points they have. - - ***Continue in the next tab*** - Great! You have finished this part of the game! Copy your code and go to the next tab to learn how to ask for an extra card and to declare a winner. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add these variables to the list of variables - card_2 = _ - dealer_card_1 = _ - dealer_card_2 = _ - - # Add up your points - your_points_1 = {call} _ {with} card_1 - your_points_2 = _ - your_total = _ - - # Add up the dealers points - dealer_points_1 = _ - _ - _ - - # 2 Aces - {if} card_1 == 'Ace' {and} _ - your_total = 12 - {if} dealer_card_1 _ - dealer_total = _ - - # Show the score - {print} 'You have drawn a ' _ ' and a ' _ '. That is ' _ ' points' - {print} 'The dealer has drawn a ' _ ' and a ' _ '. That is ' _ ' points' - ``` - blackjack_3: - name: Blackjack 3 - default_save_name: Blackjack_3 - description: Blackjack part 3 - levels: - 17: - story_text: | - In the previous tabs you have learned how to draw 2 random cards for yourself and for the dealer and to calculate how many points you both got. - In this adventure we add the option to ask for an extra card for both you and the dealer. - - ### Exercise - ***Paste your code from the previous adventure*** Firstly, copy your code from the previous tab and paste it here. - - ***Extra card for you*** If you want, you can get an extra card to get your total as close to 21 as possible. First ask the player if they want an extra card. - If they do, pick a random card and print what they have drawn. If the card is not an Ace, you can call the function and add the points to your total. - In case the card is an Ace, you can't use the function, because the Ace can be either 1 point or 11 points, depending on how many points you already have earned. - If your total is less than 11, you want the ace to be 11 points (because this is closest to 21). So you add 11 points to your total. - If the total is more than or equal to 11, you want the ace to be 1 point (because you don't want more than 21 points). So you add 1 point to your total. - Lastly, print your new total of points. - - ***Extra card for the dealer*** The dealer can also get an extra card. The dealer doesn't need to be asked, because they always get an extra card if their total is less than 17. - Copy the 'Extra card for you code' and paste it in the dealers section. Then change it to fit the dealer picking an extra card and getting points added to their total. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Extra card for you - hit = {ask} _ - {if} hit == 'yes': - card_3 = _ - {print} _ - {if} card_3 _ 'Ace': - your_points_3 = _ - your_total = _ - {else}: - {if} your_total _ - _ - {else}: - _ - {print} _ - - # Extra card for the dealer - {if} dealer_total < 17 - _ - ``` - blackjack_4: - name: Blackjack 4 - default_save_name: Blackjack_4 - description: Blackjack part 4 - levels: - 17: - story_text: | - In the last 3 adventures you have alsmost created a working blackjack game! The only thing left to do is to decide a winner! - - ### Exercise - ***Paste your code from the previous adventure*** Start by pasting the code that you've made so far into your programming field. - - ***Decide a winner*** - Firstly, if you and the dealer have an equal amount of points, it's a draw. - Secondly, if the dealer has more than 21 points and you don't, you are the winner. - Thirdly, if both you and the dealer have less than 22 points, we have to see who came closest to 21. We do that by comparing who has the highest score. Is your total higher than the dealer's total, then you are the winner. If not, the dealer wins. - Lastly, in all other scenarios (e.g. you have more than 21 points and the dealer doesn't, or you both have more than 21 points) you are the loser. - - ***Enjoy the game!*** - Does your game work properly? Amazing! You have done a great job! Enjoy your game! - If it doesn't work right away, no worries, you might have made a mistake. Just keep calm and bebug your code using the ladybug button. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Decide a winner - {if} _ - {print} 'Its a draw! Play again!' - {elif} _ - {print} 'You win!' - {elif} _ : - {if} _: - {print} _ - {else}: - {print} _ - {else}: - _ - ``` calculator: - name: Calculator - default_save_name: Calculator - description: Create a calculator levels: 6: story_text: | @@ -617,59 +219,7 @@ adventures: ### Exercise 2 Give the player feedback when the enter an answer, like `{print} 'Correct!'` or `{print} 'Wrong! The correct answer is ' correct_answer`. - example_code: | - ``` - score = 0 - {repeat} 10 {times} - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct_answer = number_1 * number_2 - {print} 'What is ' number_1 ' times ' number_2 '?' - answer = {ask} 'Type your answer here...' - {print} 'Your answer is ' answer - {if} _ {is} _ - score = score + 1 - {print} 'Great job! Your score is... ' score ' out of 10!' - ``` - 10: - story_text: | - This calculator game helps you practise your tables of multiplication! - ### Exercise - Fill in the blanks. We want this program to ask the player these questions: - ``` - How much is 1 times 1? - How much is 1 times 2? - How much is 1 times 3? - How much is 2 times 1? - How much is 2 times 2? - How much is 2 times 3? - How much is 3 times 1? - How much is 3 times 2? - How much is 3 times 3? - _ - ``` - example_code: | - ``` - numbers = 1, 2, 3 - {for} _ - {for} _ - answer = {ask} _ - correct = number_1 * number_2 - {if} answer {is} correct - {print} 'Great job!' - {else} - {print} 'That is wrong. The right answer is ' correct - ``` 11: - story_text: | - With a `{for}` you can simplify tables of multiplication practise program. - - ### Exercise 1 - Improve the example code such that it prints a nice multiplication table:
"1 times 10 is 10", "2 times 10 is 20", etc. - - ### Exercise 2 - Go back to your level 10 multiplication code, and modify it so that it uses a `{for}` and `{range}`. example_code: | ``` number = 10 @@ -685,34 +235,7 @@ adventures: number2 = {ask} 'What is the second number?' answer = number1 + number2 {print} number1 ' plus ' number2 ' is ' answer - 13: - story_text: | - ### Exercise 1 - Let's make the practice program a bit harder. The player now has to answers two questions correctly. Fill out the blanks to complete the program. - - ### Exercise 2 - Sometimes, calculations have multiple correct answers. For example, 10 can be divided by 5 and by 2. So the question 'What number divides 10?' can be answered by 2 and by 5. - Ask for a calculation that has multiple correct answers, ask the player to answer it, and determine if it is correct using `{or}`. - Empty the programming field and create your own solution. - example_code: | - ``` - answer1 = {ask} 'What is 10 times 7?' - answer2 = {ask} 'What is 6 times 7?' - {if} _ _ _ _ _ _ _ - {print} _ - ``` 14: - story_text: | - In this adventure you will build a calculator that calculates your mean grade for you. If you get your calculator to work, you can move on to the next adventure, which allows you to add two extra features. - - ### Exercise 1 - Fill in the blanks to get the calculator to work. - * Start with the fourth line, add a question to figure out what grade the student got. - * In the fifth line you'll want to calculate the total of all grades, so the total = total + grade. - * Then we get to set the return value. We want to return the mean, so the total devided by the amount of tests (4). - * Lastly we finish the code by calling the function in line 8. - - Did you get it? Awesome! Would you like to add even more to your calculator? **This adventure continues in the next tab!** example_code: | ``` {define} calculate_mean_grade @@ -731,127 +254,11 @@ adventures: mean_grade = {call} _ {print} 'Your mean grade is ' mean_grade - 15: - story_text: | - You can add the `{while}` loop to the calculator game you've learned to make in a previous level. - This makes sure the player can't continue to the next question if they answer incorrectly. - - ### Exercise - Add the `{while}` loop in the function, ask the player what number_1 times number_2 is and print their answer. - Then `{call}` the function. - example_code: | - ``` - {define} new_question - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct = number_1 * number_2 - answer = 0 - _ - _ - _ - {print} 'Well done!' - - {print} 'Give 10 correct answers to win!' - {for} i {in} {range} 1 {to} 10 - _ - {print} 'You win!' - ``` - calculator_2: - name: Calculator 2 - default_save_name: Calculator 2 - description: Calculator 2 - levels: - 14: - story_text: | - ### Exercise 2 - **This is the second part of this adventure.** The adventure starts in the previous tab. - Of course, you don't always want to calculate the mean of 4 tests. You might want to calculate the mean of 10 tests or only 2... - We can fix this problem by adding the argument and variable 'amount_of_tests'. - * Start a new line on line 3. Set the amount_of_tests argument by asking the student how many tests they have made. - * Change the 4 in line 4 to the new argument amount_of_tests. - * Lastly, change the 4 in line 6 to amount_of_tests - - Try out your new program. Does it work? - - ### Exercise 3 - Did you want to make your program even better? Great! In the previous program you could only calculate the mean grade of 1 subject, but it would be better if you could calculate the mean grade for all subjects you want! - We won't tell you how to do it, but we will give you one tip: Start your code in line 1 with: define calculate_mean_grade with subject. - example_code: | - ``` - # Use your own code from the previous adventure. - ``` clear_command: - name: '{clear}' - default_save_name: clear_command description: clear command - levels: - 4: - story_text: | - Time for a new command! With `{clear}` you can clear all the text form your output screen. This way you can prevent your screen getting too full of text. - Beware! If you are using a `{clear}` command, you might need to use a `{sleep}` above it. Otherwise Hedy will clear your screen without giving you the time to read as you can see in the example! - example_code: | - ``` - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'wait for it...' - {sleep} 3 - {clear} - {print} 'SURPRISE!' - ``` debugging: - name: debugging - default_save_name: debugging - description: debugging adventure levels: - 1: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will show you code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} I love programming - Do you love programming too? - {echo} - {print} What are your hobbies? - {echo} Your hobbies are - ``` - 2: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - destination {ask} Where are you going on holidays? - {print} The flight to dstination leaves at 3 pm. - {ask} Did you check in your luggage yet? - {echo} - {print} Let me print your boarding pass for you. - {sleep} - Here you go! Have a nice trip! - ``` 3: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -865,80 +272,12 @@ adventures: tomorrows_movie {is} movie_choices {at} {random} I'll go get the popcorn! {print} ``` - 4: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Welcome to the online library! - {ask} What genre of books do you like? - {print} You like genre - author {is} {ask} 'Who's your favorite author?' - {print} 'author is your favorite author' - {print} Hmmm... i think you should try... books {at} {random} - ``` - 5: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} Welcome to Swimming Pool Hedy! - class {is} {ask} 'Are you here to join a class today?' - {if} class yes - {print} 'Great! You're joining a class! - {print} {else} 'You will not be joining a class' - discount {is} 'Do you have a discount code?' - {if} discount {is} yes - discount_answer {is} {ask} 'What's your discount code?' - discount_codes = Senior4231, Student8786, NewMember6709 - {if} discount_answer {is} {in} discount_cods - {print} 'That will be $3,50' - 'That will be $5,50' - {print} 'Have a nice swim!' - ``` - 6: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Vending machine' - chosen_product = {ask} 'Please select a product' - 1_dollar_products = coke orange juice water - 2_dollar_products = chocolate, cookie, museli bar - 3dollar_prodcuts = potato chips, beef jerky, banana bread - {if} chosen {is} {in} 1_dollar_products - price = 1 - {if} chosen_product {is} 2_dollar_products - price = 2 - {else} chosen_product {in} 3_dollar_products - price = 3 - amount_of_products = '{ask} How many of ' chosen_product would you like to have?' - total = price + amount_of_product - {print} 'That will be $' price 'please' - ``` 7: story_text: |- ### Exercise Surprise! This program looks more like an output than a code. And yet, we don't want you to just add `{print}` commands in front of each line. Fix this program to turn it into the nursery rhyme 'Brother John (Frère Jaques)' by using the {repeat} command of course! - example_code: | - **Warning! This code needs to be debugged!** - ``` - Are you sleeping? - Brother John! - Morning bells are ringing! - Ding, dang, dong! - ``` - 8: - story_text: |- - ### Exercise - Debug this code. Good luck! + 8: example_code: | **Warning! This code needs to be debugged!** ``` @@ -961,9 +300,6 @@ adventures: {print} 'Thank you! Byebye!' ``` 9: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -986,9 +322,6 @@ adventures: price = amount * 6 {print} 'That will be 'price dollar' please' 10: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1037,9 +370,6 @@ adventures: print month i ``` 12: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1065,9 +395,6 @@ adventures: call greet_costumer ``` 13: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1097,9 +424,6 @@ adventures: print 'No problem!' ``` 14: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1146,9 +470,6 @@ adventures: else 'no problem' 15: - story_text: |- - ### Exercise - Debug this random children's story. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1183,10 +504,6 @@ adventures: print The End ``` 16: - story_text: |- - ### Exercise - Debug this code. Good luck! - Tip: Make sure that you only see your score once in the end. example_code: | **Warning! This code needs to be debugged!** ``` @@ -1205,9 +522,6 @@ adventures: ``` 17: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1240,9 +554,6 @@ adventures: print 'Thanks for ordering!' ``` 18: - story_text: |- - ### Exercise - Debug this Old MacDonald program from level 16. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1262,9 +573,6 @@ adventures: print 'everywhere a ' sound sound ``` default: - name: Introduction - default_save_name: intro - description: Level explanation levels: 1: story_text: | @@ -1281,24 +589,6 @@ adventures: ``` {print} Hallo wrâld! ``` - 2: - story_text: | - Congratulations! You've reached level 2. Hopefully you've already made some awesome codes! - In the first level you might've notice that the `{echo}` command can only save one bit of information at a time. - For example in the restaurant adventure, you could echo what the costumer wanted to eat, or what they wanted to drink, but not both in one sentence. - - That changes in level 2. In level 2 you'll learn to work with variables, that allow you to save multiple pieces of information and print them in any place you want. - So let's go to the next tab! - example_code: | - **Warning! This code does not work!** - In Hedy commands will change sometimes. `{echo}` for example only works in level 1. In this level you'll learn a better way to echo answers back. - ``` - {print} Welcome at Hedy's - {ask} What would you like to eat? - {echo} So you want - {ask} what would you like to drink? - {echo} So you want - ``` 3: story_text: | Yn level 3 kinst ek in list meitsje. Ut de list kinst dan eat willekeurichs kieze. Dat dochst mei `at random` (sprek út: et ren-dum). @@ -1399,20 +689,6 @@ adventures: {print} 'Hello everyone' {print} 'This is all repeated 5 times' ``` - 9: - story_text: | - Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... - Good news! In this level you will be allowed to put an {if} inside an {if}, or inside a {repeat} command. Putting a block of code inside another block of code is called nesting. ``` Putting a block of code inside another block of code is called nesting. - example_code: | - ``` - answer = {ask} 'Are you ready to learn something new?' - {if} answer {is} yes - {print} 'Great! You can learn to use the repeat command in the if command!' - {print} 'Hooray!' - {print} 'Hooray!' - {print} 'Hooray!' - {else} - {print} 'Maybe you should practice some more in the previous level' 10: story_text: | In dit level leren we een nieuwe code, de code `for`. Met `for` kun je alle dingen in een lijstje gebruiken. @@ -1429,10 +705,6 @@ adventures: {for} animal {in} animals {print} 'I love ' animal ``` - 11: - story_text: | - You have reached level 11, you're doing great! In the higher levels, Hedy is focussing more and more on teaching you the programming language Python. - In Python there is no `{repeat}` command, but there is a command that works like {repeat}. Are you curious to find out how to say `{repeat}` in Python language? Quickly go on to find out! 12: story_text: | So far, Hedy did not allow for decimal numbers like 1.5, but now we do allow that. Note that cmputers use the . for decimal numbers. @@ -1511,31 +783,13 @@ adventures: We arrived at real Python code! That means we need to use parentheses with {print} and {range} from now on. {print}('My name is ', naam) dice: - name: Dice - default_save_name: Dice - description: Make your own dice levels: 3: - story_text: | - In this level we can choose from a list. With that we can let the computer choose one side of the die. - Take a look at the games you have in your closet at home. - Are there games with a (special) die? You can also copy it with this code. - For example, the dice of the game Earthworms with the numbers 1 to 5 and an earthworm on it. - - ![Die of earthworms with 1 to 5 and an earthworm on it](https://cdn.jsdelivr.net/gh/felienne/hedy@24f19e9ac16c981517e7243120bc714912407eb5/coursedata/img/dobbelsteen.jpeg) example_code: | ``` choices {is} 1, 2, 3, 4, 5, earthworm {print} choices {at} {random} ``` - story_text_2: | - ### Exercise - The dice in the example above are dice for a specific game. Can you make normal dice? - Or other special dice from a different game? - example_code_2: | - ``` - choices {is} _ - ``` 4: story_text: | In this level we can make sentences with the die value in the sentence, with quotes of course. @@ -1592,33 +846,7 @@ adventures: {print} player ' throws ' choices {at} {random} {sleep} ``` - 15: - story_text: | - ### Exercise - In this level you can create a little game in which you'll have to throw 6 as fast as possible. - We have started the code, it's up to you to get the game to work! - - Firstly, add a `{while}` loop that checks if 6 has been thrown or not. - As long as you haven't thrown 6 already, throw the dice on a random number. - Print what the player has thrown. - Add a try to the amount of tries - Wait a second before you throw again, or - in case you've thrown a 6 - before the game ends. - example_code: | - ``` - options = 1, 2, 3, 4, 5, 6 - {print} 'Throw 6 as fast as you can!' - thrown = 0 - tries = 0 - _ - _ - _ - _ - _ - {print} 'Yes! You have thrown 6 in ' tries ' tries.' - ``` dishes: - name: Dishes? - default_save_name: Dishes description: Use the computer to see who does the dishes (Start at level 2) levels: 3: @@ -1649,13 +877,6 @@ adventures: Can you complete the code by filling the blanks? Every blank must be replaced with one word of symbol. Tip: Don't forget the quotation marks! - example_code: | - ``` - people {is} mom, dad, Emma, Sophie - {print} _ the dishes are done by _ - {sleep} - {print} people {at} _ - ``` 5: story_text: | With the `{if}` you can now have more fun with choice in the program. You can have your program respond to the choice that the computer has made. @@ -1669,20 +890,6 @@ adventures: {if} dishwasher {is} Sophie {print} _ too bad I have to do the dishes _ {else} {print} 'luckily no dishes because' _ 'is already washing up' ``` 6: - story_text: | - How often is everyone going to do the dishes? Is that fair? You can count it in this level. - example_code: | - ``` - people = mom, dad, Emma, Sophie - emma_washes = 0 - dishwasher = people {at} {random} - {print} 'The dishwasher is' dishwasher - {if} dishwasher {is} Emma emma_washes = emma_washes + 1 - {print} 'Emma will do the dishes this week' emma_washes 'times' - ``` - - Now you can copy lines 3 to 5 a few times (e.g. 7 times for a whole week) to calculate for a whole week again. - Do you make the code for the whole week? story_text_2: | If you are extremely unlucky the previous program might choose you to to the dishes for the whole week! That's not fair! To create a fairer system you can use the `{remove}` command to remove the chosen person from the list. This way you don't have to do the dishes again untill everybody has had a turn. @@ -1711,22 +918,10 @@ adventures: 10: story_text: | In this level you could make an even better dish washing shedule. - example_code: | - ``` - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - ``` elif_command: - name: '{elif}' - default_save_name: elif description: elif levels: 17: - story_text: | - In this level you can also use a new command: `{elif}`. `{elif}` is a combination of the keywords `{else}` and `{if}` and you need it when you want to make 3 (or more!) options. - Check it out! example_code: | ``` prices = ['1 million dollars', 'an apple pie', 'nothing'] @@ -1740,67 +935,14 @@ adventures: {print} 'Better luck next time..' ``` for_command: - name: '{for}' - default_save_name: for description: for command levels: - 10: - story_text: |- - ## For - In this level we learn a new code called `{for}`. With `{for}` you can make a list and use all elements. - `{for}` creates a block, like `{repeat}` and `{if}` so all lines in the block need to start with 4 spaces. - example_code: | - ``` - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - ``` - story_text_2: | - ### Exercise - Finish this code by adding `{for} action {in} actions` to line 2. - example_code_2: | - ``` - actions = clap your hands, stomp your feet, shout Hurray! - _ - {repeat} 2 {times} - {print} 'If youre happy and you know it, ' action - {sleep} 2 - {print} 'If youre happy and you know it, and you really want to show it' - {print} 'If youre happy and you know it, ' action - {sleep} 3 - ``` 11: story_text: |- In this level, we add a new form of the `{for}`. In earlier levels, we used `{for}` with a list, but we can also use `{for}` with numbers. We do that by adding a variable name, followed by `{in}` `{range}`. We then write the number to start at, `{to}` and the number to end at. Try the example to see what happens! In this level again, you will need to use indentations in lines below the `{for}` statements. - example_code: | - ``` - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - ``` - 17: - story_text: | - Now we are going to change indentation a little bit. Every time that we need an indentation, we need `:` at the line before the indentation. - example_code: | - ``` - {for} i {in} {range} 1 {to} 10: - {print} i - {print} 'Ready or not, here I come!' - ``` - 18: - story_text: | - Lastly, we'll turn `{for} i {in} {range} 1 to 5` into real Python code, like this: - example_code: | - ``` - {for} i {in} {range}(1,5): - {print} (i) - ``` fortune: - name: Fortune teller - default_save_name: Fortune Teller - description: Let Hedy predict the future levels: 1: story_text: | @@ -1851,12 +993,6 @@ adventures: ### Exercises Now, Hedy can only answer yes, no or maybe. Can you give Hedy more answer options, like 'definitely' or '{ask} again'. 4: - story_text: | - ### Exercise - We have removed all the quotation marks from this example code, can you add them in all the right places? - - ### Exercise 2 - Go back to the previous level and copy your fortune teller code. Make the code work in this level by adding quotation marks in the right spots. example_code: | ``` {print} 'Im Hedy the fortune teller!' @@ -1974,27 +1110,8 @@ adventures: {print} fortunes {at} {random} ``` functions: - name: functions - default_save_name: functions - description: functions levels: 12: - story_text: | - In this level you'll learn how to use **functions**. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. - To create a function, use `{define}` and give the function a name. Then put all the lines you want in the function in a indented block under the `{define}` line. - Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use {call} with the function's name to call it up! We don't have to type that block of code again. - - Check out this example code of a game of Twister. The function 'turn' contains a block of code that chooses which limb should go where. - - ### Exercise - Finish this code by setting the 2 variables chosen_limb and chosen_color. - Then, choose how many times you want to call the function to give the twister spinner a spin. - - ### Exercise 2 - Improve your code by adding a variable called 'people'. Use the variable to give all the players their own command in the game. - For example: 'Ahmed, right hand on green' or 'Jessica, left foot on yellow'. example_code: | ``` sides = 'left', 'right' @@ -2031,25 +1148,7 @@ adventures: I dreamed that my Bonnie is dead Can you program this verse in the same way as the example? - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - ``` 14: - story_text: | - In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. - You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - - For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - - ### Exercise - Finish this code. We have already made the variable new_price for you, you only need to set it. - You should finish the line of code by calling the function that calculates the new price. example_code: | ``` {define} calculate_new_price {with} amount, percentage @@ -2063,222 +1162,7 @@ adventures: new_price = _ calculate_new_price {with} old_price, _ {print} 'The new price is ' new_price ' dollar' ``` - 18: - story_text: | - Let's make functions the Pythons way! To define a function, we no longer use: - - `{define} name_function {with} argument_1, argument_2:` - - but we use: - - `{def} name_function(argument_1, argument_2):`. - - - If you don't want to use arguments, you just leave the space between the parantheses empty. - To call a function, we don't need the `{call}` command anymore. You just type the name of the function. - example_code: | - ``` - {def} calculate_score(answer, correct_answer): - {if} answer == correct_answer: - score = 1 - {elif} answer == '?': - score = 0 - {else}: - score = -1 - {return} score - - answer = {input} ('Where can you find the Eiffel Tower?') - correct_answer = 'Paris' - score = calculate_score(answer, correct_answer) - {print} ('Your score is... ', score) - ``` - guess_my_number: - name: Guess my number - default_save_name: guess my number - description: guess my number - levels: - 14: - story_text: | - In this level you can program the game 'Guess my number' - - ### Exercise - Fill in the correct symbols on the blanks to get the game to work. - example_code: | - ``` - {print} 'Guess my number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess _ number - {print} 'Lower!' - {if} guess _ number - {print} 'Higher!' - {if} guess _ number - {print} 'You win!' - game = 'over' - ``` - hangman: - name: Hangman - default_save_name: Hangman - description: Guess the word - levels: - 17: - story_text: | - In this adventure we program a game of hangman. First we make some preparations, then we program the game and in the third part we add a drawing with the turtle. - - ### Exercise - ***Set the variables*** In this game of hangman, Player 1 chooses an answer and Player 2 has to guess the letters in this answer. - To let the computer know all the letters in the word, we will turn the answer into a list of letters. We also do this with the guesses Player 2 makes. - We will start the game with 2 empty lists. We have made an empty list for the variable answer for you. Now make an empty list for guessed_letters as well. - Then we fill in how many mistakes were made. At the start of the game, this should be 0. - The variable `amount_letters` tells us how many letters are in the answer. Ask Player 1 to tell us how many letters their word has. - Lastly we tell the computer if the game is over. We use the variable `game_over` and set it to `False`. - - ***Choosing the answer*** We want Player 1 to be able to choose the answer. We'll ask them, as many times as necessary, what the next letter is. - Then we add that letter to the answer. Lastly, we add an empty _ to the list of guessed letters, so we get as many _s as there are letters in the answer. - - ***Player 2's turn*** - Tell Player 2 its their turn. Then tell Player 2 how many letters there are in the answer. Finally, print the list of `guessed_letters`. - - ***Go to the next tab*** Now that all the starting variables are set, we can start programming the game itself. Check out the next tab to learn how! - example_code: | - ``` - print 'Hangman!' - - # Set the variables - answer = [] - guessed_letters = _ - mistakes_made = _ - amount_letters = {ask} _ - _ = 'False' - - # Choosing the answer - {for} _ - letter = {ask} 'Player 1, what is letter ' i '?' - _ - {add} '_' {to} _ - - # Player 2 turn - print _ - print _ - print guessed_letters - ``` - hangman_2: - name: Hangman 2 - default_save_name: Hangman_2 - description: Hangman 2 - levels: - 17: - story_text: | - Now it's time to program the hangman game. - - ### Exercise - - ***Paste your code*** Copy your code from the previous tab and paste the code in the programming field. - - ***The game*** This games continues playing until Player 2 is game over. Fill in the while command accordingly. Now, Player 2 is allowed to guess a letter, so ask Player 2 to guess a letter. - We need to check if their answer is correct, so check if their `guess` is (somewhere) in the (list) `answer`. Then we let the computer figure out which of the letter(s) is the guess. We have already programmed that part for you. - Next we want to compliment the player for finding a correct letter and we want to print the list `guessed_letters`, so the player can see their progress. - - The next part we're going to program is what happens when the player has guessed all of the letters. So if their list of `guessed_letters` is the same as our list `answer`. - If the lists are the same, congratulate Player 2 with their victory and set the variable `game_over` to `True`. - - Next we'll program what happens when Player 2 guesses wrong (so the `{else}` command). First, tell the player that their guess was wrong. Then increase the `mistakes_made` variable by 1. - - For the last part we'll program what happens when Player 2 has made 10 mistakes. We'll print that Player 1 has won the game. Then we'll print the correct answer. And finally, we'll set our `game_over` variable to `True`, so the game stops. - - ***Go to the next tab*** Amazing work! Your game is playable, but wouldn't it be fun if the hangman was actually drawn when Player 2 makes a mistake..? - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - guess = _ - {if} _ - {for} i {in} {range} 1 {to} amount_letters: - if answer[i] == guess: - guessed_letters[i] = guess - {print} _ - {if} guessed_letters == _: - {print} _ - game_over = _ - {else}: - {print} _ - mistakes_made _ - {if} _ == 10: - {print} _ - {print} _ - _ - ``` - hangman_3: - name: Hangman 3 - default_save_name: Hangman_3 - description: Hangman 3 - levels: - 17: - story_text: | - In a game of hangman the mistakes are shown by drawing a part of the hangman each time a mistake has been made. - We now add those drawings with our turtle! - - ### Exercise - ***Create a function that draws the hangman*** Create a function that draws the hangman in 10 steps. We have already made step 1 for you. - - ***Test the function*** Test the function by calling the function with 10. If you are happy with the function, remove the line that calls the function for now. We will call the function when the player makes a mistake. - - ***Paste your hangman game under your function*** Go back to the previous tab and copy your hangman game. Paste the game underneath your function. - - ***Call the function when the player makes a mistake*** Under the line `mistakes_made = mistakes_made + 1` we will call the function. We want the turtle to take the same amount of steps as the player has made mistakes, so we call the function with `mistakes_made` as argument. - - ***Enjoy your game!*** -
- The hangman could look like this -
- example_code: | - ``` - # Create a function that draws the hangman - {define} draw_hangman {with} step: - {if} step == 1: - {color} white - {forward} -100 - {turn} 90 - {forward} -50 - {color} black - {forward} 100 - {forward} -50 - - {if} step == 2: - _ - # Paste your hangman game here - - ``` - harry_potter: - name: Harry Potter - default_save_name: Harry Potter - description: Harry Potter adventures - levels: - 10: - story_text: | - ### Exercise - We can also make a Harry Potter themed fortune teller. Fill in blanks such that 9 lines are printed. - **Extra** Change the theme of the fortune teller into something else, such as your favorite book, film or tv show. - example_code: | - ``` - houses = Gryffindor, Slytherin, Hufflepuff, Ravenclaw - subjects = potions, defence against the dark arts, charms, transfiguration - fears = Voldemort, spiders, failing your OWL test - names = Harry, Ron, Hermione - _ - _ {print} name ' is placed in ' houses {at} {random} - _ {print} name ' is great at ' subjects {at} {random} - _ {print} name 's greatest fear is ' fears {at} {random} - ``` haunted: - name: Haunted House - default_save_name: Haunted House description: escape from the haunted house levels: 1: @@ -2287,21 +1171,6 @@ adventures: If you pick the right door you'll survive, but {if} not a terrible monster might... In level 1 we start our haunted house game by making up a scary story and {ask} the player what monster they'll see in the haunted house. - example_code: | - ``` - {print} How did I get here? - {print} I remember my friend telling me to go into the old mansion... - {print} and suddenly everything went black. - {print} But how did I end up on the floor...? - {print} My head hurts like Ive been hit by a baseball bat! - {print} What's that sound? - {print} Oh no! I feel like Im not alone in this house! - {print} I need to get out of here! - {print} There are 3 doors in front of me.. - {ask} Which door should i pick? - {echo} I choose door - {print} ...? - ``` story_text_2: | ### Exercise Can you finish the scary story? Or make up your own haunted house story? @@ -2330,10 +1199,6 @@ adventures: {print} Oh no! Quickly get to the kitchen. {print} But as you enter monster_3 attacks you! ``` - story_text_2: | - ### Exercise - In the example above the monsters are predetermined. So each time you run your code, the output is the same. - Can you add `{ask}` commands to make the haunted house interactive and have the players choose the monsters they come across? example_code_2: | ``` monster_1 {is} _ @@ -2350,17 +1215,6 @@ adventures: In the previous levels you've made an introduction to your haunted house game, but as you might have noticed the story would always have a dreadful end. In this level you can make your story more interactive by changing the outcome of the game; sometimes you'll get eaten, sometimes you'll escape! Let Hedy decide randomly! - example_code: | - ``` - _ Escape from the haunted house! - _ There are 3 doors in front of you... - _ _ _ Which door do you choose? - _ You picked door ... choice - monsters _ a zombie, a vampire, NOTHING YOUVE ESCAPED - _ You see... - {sleep} - _ _ _ _ - ``` 4: story_text: | In this level you learn how to use quotation marks in your games. @@ -2446,257 +1300,44 @@ adventures: {if} player {is} alive {print} 'Great! You survived!' ``` - 14: + if_command: + description: Introducing the if command + levels: + 9: story_text: | - ### Exercise - In this level you can use the `<` and `>` symbol to introduce lives to your game. - Make sure the player loses a life when they come across the wrong monster and that the game stops if you have no lives left. - example_code: | + In this level you can also put an {if} command inside another {if} command. + in_command: + description: Introducing the in command + levels: + 5: + example_code_2: | ``` - {print} 'Escape from the haunted house' - lives = 3 - doors = 1, 2, 3 - monsters = 'the wicked witch', 'a zombie', 'a sleeping 3 headed dog' - {for} i {in} {range} 1 {to} 10 - {if} lives _ - good_door = doors {at} {random} - monster = monsters {at} {random} - chosen_door = {ask} 'Which door do you choose?' - {if} good_door == chosen_door - {print} 'You have chosen the correct door' - {else} - {print} 'You see...' monster - {if} monster == 'a sleeping 3 headed dog' - {print} 'Pffieuw.... Its asleep' - {else} - {print} 'You lose one life' - lives = _ - {else} - {print} 'GAME OVER' + animals is dog, cow, sheep + answer is ask 'What is your favorite animal?' + _ answer _ animals _ 'Mine too!' + _ _ 'My favorite animals are dogs, cows and sheep' ``` - 16: - story_text: | + is_command: + description: introducing is command + levels: + 2: + story_text_2: | ### Exercise - This haunted house game uses the connection between the lists you can use in this level. - For example: all the properties that belong to the zombie are first in all the lists, witch second and vampire third. - Check out the code and fill in `weapons[i]`, `monsters[i]` , `bad_fate[i]`, `good_fate[i]`, `hint[i]` on the correct blanks to get the code to work! + Time to make your own variables! + In the example code we made an example of the variable `favorite_animal`. In line 1 the variable is set, and in line 2 we haved used the variable in a print command. + Firstly, finish our example by filling in your favorite animal on the blank. Then make at least 3 of these codes yourself. Pick a variable, and set the variable with the {is} command. Then use it with a {print} command, just like we did. + 14: example_code: | ``` - numbers = [1, 2, 3] - i = numbers[{random}] - hint = ['growling', 'a cackling laugh', 'fluttering batwings'] - monsters = ['zombie', 'witch', 'vampire'] - bad_fate = ['Your brain is eaten', 'You are forever cursed', 'You are bitten'] - good_fate = ['You throw the ham. The zombie is distracted and starts eating it.', 'You set the curtains on fire. The witch flees out of fear for the fire', 'The vampire hates garlic and flees'] - weapons = ['ham', 'lighter', 'garlic'] - {print} 'You are standing in front of an old mansion' - {print} 'Something is not right here' - {print} 'You hear ' _ - {print} 'You are going to explore it' - {print} 'You enter the kitchen and see a lighter, a raw ham and a garlic.' - your_weapon = {ask} 'What do you bring with you?' - {print} 'With your ' your_weapon ' you enter the living room' - {print} 'There you find a ' _ - needed_weapon = _ - {if} your_weapon == needed_weapon - {print} 'You use your ' your_weapon - {print} _ - {print} 'YOU WIN!' - {else} - {print} 'You have chosen the wrong weapon...' - {print} _ - {print} 'GAME OVER' - ``` - hotel: - name: hotel - default_save_name: hotel - description: hotel - levels: - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, and you've learned how to combine it with an {ask}. - You might have wondered why you would use functions, because the functions in the example were only one line of code. - Now we will show you what a bigger function looks like and we will use multiple agruments now as well. You'll see how much better it is to use a function once the function gets bigger. - Here is an example of a function with arguments combined with {ask} commands. - example_code: | + age = {ask} 'How old are you?' + {if} age > 12 + {print} 'You are older than I am!' ``` - {define} welcome_message {with} title, last_name, country, room_number - {print} 'Welcome to Hotel Hedy, ' title ' ' last_name - nice_trip {is} {ask} 'Did you have a nice trip from, ' country '?' - {if} nice_trip {is} 'yes' - {print} 'Lovely!' - {else} - {print} 'Sorry to hear that.' - {print} 'Hopefully you can take a nice rest in you room.' - {print} 'Your room number is ' room_number - - {print} 'Hello. Please fill in your information to check in.' - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - ``` - - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - if_command: - name: '{if} & {else}' - default_save_name: if_command - description: Introducing the if command - levels: - 5: - story_text: | - ## If... else.... - In level 5 there is something new, the `{if}`! With the `{if}` you can choose between two different options. - This code prints nice if you enter Hedy as a name, and boo! if you enter something else. - `{ask}` and `{print}` still work like they did in level 4. - example_code: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' {else} {print} 'boo!' - ``` - story_text_2: | - Sometimes code with an `{if}` gets really long and does not fit on the line well.
You may also divide the code over two lines, starting the second line at the `{else}` like this: - example_code_2: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - ``` - story_text_3: | - ### Exercise - Try to create your own code with `{if}` and `{else}`. You can use the example code if you want. - example_code_3: | - ``` - answer {is} {ask} '2 + 2 = ?' - _ _ _ 4 _ 'Great job!' - _ _ 'No 2 + 2 = 4' - ``` - 8: - story_text: | - ## If... Else... - You have learned to repeat a block of lines of code after a `{repeat}` command. - Now you can also use indentation to make blocks after a {if} or {else} command. - Check out the example code. - - ### Exercise - Add an {else} command to the example code. Make a block of line using indentation. You do this by starting each line with 4 spaces. - example_code: | - ``` - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {print} 'You can play on your computer!' - ``` - 9: - story_text: | - In this level you can also put an {if} command inside another {if} command. - example_code: | - ``` - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - ``` - in_command: - name: '{in}' - default_save_name: in_command - description: Introducing the in command - levels: - 5: - story_text: | - ## Lists - When we want to check if something is in a list, we can now use the `{in}` command. - This code prints pretty! if you choose green or yellow, and meh otherwise. - example_code: | - ``` - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - ``` - story_text_2: | - ### Exercise - Finish the example code by filling in the blanks with commands that you've learned. - When you've finished the code, try to create a code of your own and use a question that you've thought of yourself. - example_code_2: | - ``` - animals is dog, cow, sheep - answer is ask 'What is your favorite animal?' - _ answer _ animals _ 'Mine too!' - _ _ 'My favorite animals are dogs, cows and sheep' - ``` - is_command: - name: '{is}' - default_save_name: is_command - description: introducing is command - levels: - 2: - story_text: | - ## Variables - You can name a word with `{is}`. This is called a **variable**. In this example we made a variable called name and a variable called age. You can use the word name anywhere in your code and it will be replaced by Hedy, like this: - example_code: | - ``` - name {is} Hedy - age {is} 15 - {print} name is age years old - ``` - story_text_2: | - ### Exercise - Time to make your own variables! - In the example code we made an example of the variable `favorite_animal`. In line 1 the variable is set, and in line 2 we haved used the variable in a print command. - Firstly, finish our example by filling in your favorite animal on the blank. Then make at least 3 of these codes yourself. Pick a variable, and set the variable with the {is} command. Then use it with a {print} command, just like we did. - example_code_2: | - ``` - favorite_animal {is} _ - {print} I like favorite_animal - ``` - 6: - story_text: | - We also make a change in storing a word in a variable! You may now use `=` instead of `{is}` when we store a name or a number in a variable, like this: - example_code: | - ``` - name = Hedy - answer = 20 + 4 - ``` - 14: - story_text: | - We are going to learn more new items. You might know them already from mathematics, the `<` and `>`. - The `<` checks if the first number is smaller than the second, for example age `<` 12 checks if age is smaller than 12. - If you want to check if the first number is smaller or equal to the second, you can use `<=`, for example age `<=` 11. - The `>` checks if the first number is bigger than the second, for example points `>` 10 checks if points is larger than 10. - If you want to check if the first number is bigger or equal to the second, you can use `>=`, for example points `>=` 11. - You use these comparisons in an `{if}`, like this: - example_code: | - ``` - age = {ask} 'How old are you?' - {if} age > 12 - {print} 'You are older than I am!' - ``` - story_text_2: | - From this level on, if you want to compare exactly, you can use two equal signs. This is what most programming languages do: - example_code_2: | - ``` - name = {ask} 'What is your name?' - {if} name == 'Hedy' - {print} 'You are cool!' - ``` - story_text_3: | - You can also compare if something is *not* equal to something else using `!=` like this: - example_code_3: | - ``` - name = {ask} 'What is your name?' - {if} name != 'Hedy' - {print} 'You are not Hedy' + example_code_3: | + ``` + name = {ask} 'What is your name?' + {if} name != 'Hedy' + {print} 'You are not Hedy' ``` {if} age < 13 @@ -2704,9 +1345,7 @@ adventures: {else} {print} 'You are older than me!' language: - name: Language default_save_name: language - description: Practice words in a foreign language levels: 5: story_text: | @@ -2721,49 +1360,9 @@ adventures: {if} frog {is} grenouille {print} 'Super!' {else} {print} 'No, frog is grenouille' ``` - example_code: | - ``` - {print} 'Learn French!' - cat {is} {ask} '🐱' - {if} cat {is} chat {print} 'Terrific!' - {else} {print} 'No, cat is chat' - frog {is} {ask} '🐸' - {if} frog {is} grenouille {print} 'Super!' - {else} {print} 'No, frog is grenouille' - ``` - 16: - story_text: | - ### Exercise - Take a look at the example code. This is a program to practise French vocabulary. Now make your own program to practice your vocabulary in a new language. - If you don't know any other languages, you can use Google translate or you can use emojis and your native language. - example_code: | - ``` - french_words = ['bonjour', 'ordinateur', 'pomme de terre'] - translation = ['hello', 'computer', 'potato'] - score = 0 - {for} i {in} {range} 1 {to} 3 - answer = {ask} 'What does ' french_words[i] ' mean?' - correct = translation[i] - {if} answer == correct - {print} 'Correct!' - score = score + 1 - {else} - {print} 'Wrong, ' french_words[i] ' means ' translation[i] - {print} 'You gave ' score ' correct answers.' - ``` maths: - name: maths - default_save_name: maths - description: Introducing maths levels: 6: - story_text: | - In this level you learn something new: you can now also calculate. - - The plus is easy, you write it like with math: `5 + 5` for example. The minus also works fine, it is `5 - 5`. - - The times is a bit different, because there is no times symbol on your keyboard. Just search, there really isn't! - That is why we multiply with the asterisk above 8: `5 * 5`. Read that as "5 times 5" that helps you remember it best. example_code: | ``` {print} '5 plus 5 is ' 5 + 5 @@ -2771,17 +1370,6 @@ adventures: {print} '5 times 5 is ' 5 * 5 ``` 12: - story_text: |- - **Decimal numbers** - So far, Hedy did not allow for decimal numbers like 1.5, but now we do allow that. Note that computers use the `.` for decimal numbers. - example_code: | - ``` - {print} 'Two and a half plus two and a half is...' - {print} 2.5 + 2.5 - ``` - story_text_2: |- - **Maths with words** - In this level you can also do addition with words like this: example_code_2: | ``` a = 'Hello ' @@ -2791,414 +1379,15 @@ adventures: {print} 2.5 + 2.5 music: - name: music - default_save_name: music - description: Play a tune! levels: - 1: - story_text: |- - In this level you'll learn how to use the `{play}` command to play a tune! - - Type `{play}` followed by the note you want to play. The scale goes C-D-E-F-G-A-B. - As you can see there are 7 different letters, but we can play more than just 7 notes. - Type a number between 1 and 10 behind the letter to choose the scale, for example after B4 comes C5. - C1 is the lowest note you can play, C10 is the highest. - - ### Exercise - Try out the example code and then play around with it! Can you create your own melody? - In the next level you'll learn how to play some existing songs. - example_code: |- - ``` - {play} C4 - {play} D4 - {play} E4 - {play} F4 - {play} G4 - {play} A4 - {play} B4 - {play} C5 - ``` - 2: - story_text: | - ### Exercise - Finish the songs! We have started the codes for some melodies. - example_code: | - ``` - {print} Old Mac Donald had a farm - {play} C5 - {play} C5 - {play} C5 - {play} G4 - {play} A4 - {play} A4 - {play} G4 - ``` - story_text_2: As you can see, you can also use the `{sleep}` command to add a little pause in the song. - example_code_2: | - ``` - {print} Twinkle Twinkle Little Star - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} 1 - {play} F - {play} F - ``` - 3: - story_text: | - Create a random melody! - - ### Exercise - The example code creates a random melody, but it's very short and not many notes are used. - Add more notes to the list and create a longer melody by copying the last line a couple more times. - example_code: | - ``` - notes {is} A4, B4, C4 - {play} notes {at} {random} - {play} notes {at} {random} - {play} notes {at} {random} - ``` - 4: - story_text: | - Use the `{clear}` command to create a karaoke machine! - - ### Exercise - Finish the karaoke version of 'Mary had a little lamb'. - Then, create a karaoke version of any song you'd like! - example_code: | - ``` - {print} 'Mary had a little lamb' - {play} E - {play} D - {play} C - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Little lamb, little lamb' - {play} D - {play} D - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Mary had a little lamb' - {play} E - ``` - 5: - story_text: | - You don't always have to use the `{play}` command to play a whole song, sometimes you just want to play one note. - For example, if you want to make a quiz, you can play a happy high note if the answer is right and a sad low note if the answer is wrong. - - ### Exercise - Finish the first question by adding a line of code that plays a C3 note if the wrong answer is given. - Then think of 3 more questions to add to this quiz. - example_code: | - ``` - answer {is} {ask} 'What is the capital of Zimbabwe?' - {if} answer {is} Harare {play} C6 - _ - ``` 6: story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\n This calls for musical maths! Try out the example code a couple of times with different starting numbers. \nThen, see if you can compose a song using the numbers.\n" - example_code: | - ``` - number = {ask} 'Say a starting number between 1 and 67' - {print} number - {play} number - number = number + 1 - {print} number - {play} number - number = number + 1 - {print} number - {play} number - ``` - 7: - story_text: | - Using the `{repeat}` command can make your codes for melodies a lot shorter! - - ### Exercise - Finish the code for Twinkle Twinkle Little Star by using the `{repeat}`command. - Then go back to the songs you've made in the previous levels. Can you shorten those codes too? - example_code: | - ``` - {print} 'Twinkle Twinkle Little Star' - {repeat} 2 {times} {play} C4 - {repeat} 2 {times} {play} G4 - _ - ``` - 8: - story_text: | - Now that we can use the `{repeat}` command for multiple lines, we can make songs even more easily! - - ### Exercise - Finish the song of Brother John (Frère Jacques). Don't forget to use `{repeat}`! - example_code: | - ``` - {print} 'Brother John' - {repeat} 2 {times} - {play} C - {play} D - {play} E - {play} C - {repeat} 2 {times} - {play} E - {play} F - {play} G - {sleep} 1 - ``` - 9: - story_text: | - From this level on you can - among other things - use a {repeat} command inside a {repeat} command. - That makes songs like 'Happy birthday' even shorter! - - ### Exercise - Finish the song! - example_code: | - ``` - first_time = yes - {repeat} 2 {times} - {repeat} 2 {times} - {play} C - {play} D - {play} C - {if} first_time {is} yes - {play} F - {play} E - first_time {is} no - {else} - _ - ``` - 12: - story_text: | - Use functions in your songs! As you can see in the example code, you can make a function for each line of Twinkle Twinkle Little Star. Once you've programmed the first three lines, all you have to do is call the functions in the order you want them played in. - - ### Exercise - Finish the song of Twinkle Twinkle Little Star. - Then look back at all the songs you've programmed in the levels before, can you make those codes better and shorter using functions too? - example_code: | - ``` - {define} first_line - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} - - {define} second_line - {play} F - {play} F - {play} E - {play} E - {play} D - {play} D - {play} C - {sleep} - - {define} third_line - {play} G - {play} G - {play} F - {play} F - {play} E - {play} E - {play} D - {sleep} - - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - ``` - 13: - story_text: | - You can use a function with an argument for songs that have line that are almost the same, but slightly different each time. - One example is the song 'Yankee Doodle'. The first 4 notes of the first lines are the same, but each time they are followed by a different couple of notes. - - ### Exercise - Can you finish the song of Yankee Doodle? - Can you think of another song to program this way? - example_code: | - ``` - {print} 'Yankee Doodle' - {define} _ {with} note_1, note_2, note_3 - {play} C4 - {play} C4 - {play} D4 - {play} E4 - {play} _ - {play} _ - {play} _ - - {call} line_1 {with} 29, 31, 30 - {call} line_1 {with} 29, 28, 0 - {call} line_1 {with} 32, 31, 30 - - {play} C4 - {play} B3 - {play} G3 - {play} A3 - {play} B3 - {play} C4 - {play} C4 - ``` - 14: - story_text: | - You can program music for fun, but you can also use the musical notes to make something useful like a fire alarm! - - ### Exercise - Make sure the fire alarm rings when there is a fire! - example_code: | - ``` - {define} fire_alarm - {print} 'FIRE!' - note = 40 - {for} i {in} {range} 1 {to} 100 - {if} note _ 50 - note = note + 5 - {play} _ - {else} - note = 40 - - fire = {ask} 'Is there a fire?' - {if} fire _ 'yes' - {call} fire_alarm - ``` - 15: - story_text: | - **Warning** This adventure can become extremely annoying! - We can also use the {while} command to repeat a song forever. - - ### Exercise - Finish the never-ending song. - example_code: | - ``` - {define} song - {play} _ - - yes_or_no = {ask} 'Do you want to hear my never-ending song?' - {while} yes_or_no = 'yes' - {call} song - {print} '🥳' - ``` - 16: - story_text: | - Upgrade your Old MacDonald code! - - ### Exercise - Take your code from the 'Sing a Song' adventure and add musical notes to it! - You can make a function for each line in the song and call that function after the line is printed. - We defined the first line for you and called it in the code. Can you finish the whole song? - example_code: | - ``` - {define} line_1 - {for} i {in} {range} 1 {to} 3 - {play} G - {play} D - {for} i {in} {range} 1 {to} 2 - {play} E - {play} D - - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - for i in range 1 to 3 - animal = animals[i] - sound = sounds[i] - print 'Old MacDonald had a farm' - call line_1 - print 'E I E I O!' - _ - ``` - 17: - story_text: | - You can use the {elif} to create different options. - - ### Exercise - Firstly, add colons to get the code to work. - Then finish this code by adding at least 2 other songs for other moods. For example a happy song and an angry song. - example_code: | - ``` - {define} scary_song - {for} i {in} {range} 1 {to} 3 - {play} G - {play} E - {sleep} 2 - {for} i {in} {range} 1 {to} 3 - {play} F - {play} D - - mood = {ask} 'Which emotion are you feeling?' - {if} mood {is} 'fear' - {call} scary_song - {elif} _ - ``` - 18: - story_text: | - ### Exercise - Even in this last level of Hedy we can make some music! Be careful of all the syntax that is needed now. - Take a good look at how the functions are defined and called upon in the example code. - Finish the song! - example_code: | - ``` - {def} line_1(): - {for} i {in} {range}(1, 5): - {play} A - {play} D - {play} F - {play} A - - {def} line_2(): - {for} i {in} {range}(1, 5): - {play} G - {play} C - {play} E - {play} G - - {def} line_3(): - _ - - {print} ('The drunken sailor') - {print} ('What shall we do with the drunken sailor?') - line_1() - line_2() - line_3() - {print} ('Early in the morning') - ``` parrot: - name: Parrot - default_save_name: Parrot - description: Create your own online pet parrot that will copy you! levels: 1: - story_text: | - Create your own online pet parrot that will copy you! - example_code: | - ``` - {print} Im Hedy the parrot - {ask} whats your name? - {echo} - {echo} - ``` story_text_2: | ### Exercise Can you make the parrot ask a different question? Fill in the blanks in the example! - example_code_2: | - ``` - {print} Im Hedy the parrot - {ask} _ - {echo} - {echo} 2: story_text: | Create your own online pet parrot that will copy you! @@ -3231,15 +1420,6 @@ adventures: story_text: | In this level we have to use quotation marks with the commands `{ask}` and `{print}`. Can you complete the code by adding quotation marks? - example_code: | - ``` - words {is} squawk, Hedy - {print} _ Train your parrot! _ - new_word {is} {ask} _ Which word do you want to teach them? _ - {add} new_word {to_list} words - {print} _ 🧒 Say _ new_word _, Hedy!_ - {print} _ 🦜 _ words {at} {random} - ``` 5: story_text: | Reward your parrot {if} it says the correct word! @@ -3256,9 +1436,6 @@ adventures: {else} {print} '🧒 No, Hedy! Say ' new_word ``` piggybank: - name: Piggy Bank - default_save_name: Piggy Bank - description: Count your pocketmoney! levels: 12: story_text: | @@ -3274,10 +1451,6 @@ adventures: weeks = to_save / allowance {print} 'You can buy a ' wish ' in ' weeks ' weeks.' 14: - story_text: | - ### Exercise - In this level you can let Hedy tell you if you have saved up enough money! - Finish this code by filling in the blanks! example_code: | ``` _ calculate_budget with wish, money, allowance @@ -3297,45 +1470,7 @@ adventures: {call} calculate_budget with _, _, _ ``` pressit: - name: Key presses - default_save_name: Pressed - description: Try linking a keyboard key to a command! levels: - 5: - story_text: | - In this level there is another new keyword: `{pressed}`! - With `{pressed}` you can use keys on your keyboard to control what lines are used. - - ### Exercise - Look at the example and add one more line of code that reacts to a key press. - example_code: | - ``` - {print} 'Do you want a good (g) or bad (b) ending?' - {if} g {is} {pressed} {print} 'They lived happily ever after ❤' - {else} {print} 'The prince was eaten by a hippopotamus 😭' - ``` - story_text_2: | - You can also link turtle commands to keys. - - ### Exercise - Copy the lines a few times so you can create a larger drawing. - example_code_2: | - ``` - {if} y {is} {pressed} {forward} 15 - {else} {turn} 90 - ``` - 7: - story_text: | - Now that you have learned about `{repeat}`, we can press keys multiple times. - You can use it to make the turtle walk forward and turn. - - ### Exercise - The code you have seen in level 5 only checks the key once. Copy the example code and add a `{repeat}` to it, so that you can press the keys many times. - Use this code to draw something nice. - example_code: | - ``` - {if} x {is} {pressed} {forward} 15 {else} {turn} 90 - ``` 9: story_text: | Now that you know how to combine statements, you can create a touch type tool with `{pressed}`. @@ -3343,54 +1478,9 @@ adventures: ### Exercise Finish the code. Each time a random letter should be chosen, which you have to press. You get a point for a correct press, and and two points deduction for a wrong press. **(extra)** Clear the screen after each letter, and show the user how many points they have scored. - example_code: | - ``` - points = 0 - letters = a, b, c, d, e - {repeat} 10 {times} - letter = _ _ _ - {print} 'Press the letter ' letter - {if} letter {is} {pressed} - _ - _ - _ - ``` print_command: - name: '{print}' - default_save_name: print - description: Introduction print command levels: - 1: - story_text: | - ## The print command - You can print text to the screen using the `{print}` command. - example_code: | - ``` - {print} Hi there, programmer! - {print} Welcome to Hedy! - ``` - story_text_2: | - ### Exercise - In Hedy you will find exercises in every adventure. An exercise allows you to practise the new commands and concepts, and lets you give your own twist to the example codes. - In this exercise you will see a pink blank space. You have to fill something in the place of the blank space before the code can be run. - - Fill in the `{print}` command in the blank space and then add five more lines of code. Each line has to start with a `{print}` command. - Have fun! - example_code_2: | - ``` - _ Hello! - ``` 18: - story_text: |- - We arrived at real Python code! That means we need to use parentheses with `{print}` and `{range}` from now on. - It also means you can use Hedy code from this level in any Python environment as long as you use the English commands. If you haven't until now, you can switch the toggle in the commands menu to do so. - example_code: | - ``` - {print}('Hello!') - {for} i {in} {range}(1, 10): - {print}('This is line ', i) - ``` - story_text_2: If you want to print more than one item, you need to separate them by commas. example_code_2: | ``` temperature = 25 @@ -3398,158 +1488,13 @@ adventures: ``` {print}('My name is ', name) - quizmaster: - name: Quizmaster - default_save_name: Quizmaster - description: Make your own quiz! - levels: - 14: - story_text: | - ### Exercise - In this adventure you can make your own quiz! Fill in the blanks, add more questions and enjoy your own quiz! - You can make a quiz about anything you like: your hobby, your favorite animal, your favorite book or anything at all! - example_code: | - ``` - {print} 'Make your own quiz' - points_a = 0 - points_b = 0 - {print} 'Question' - {print} 'Answer option A' - {print} 'Answer option B' - answer = {ask} 'Which answer?' - {if} answer == 'A' - points_a = points_a + 1 - {if} answer == 'B' - points_b = points_b + 1 - {print} 'End of the quiz!' - {print} 'Lets see the results!' - {if} points_a > points_b - {print} 'You belong to the A club' - {if} points_b > points_a - {print} 'You belong to the B club' - ``` - quotation_marks: - name: '''quotation marks''' - default_save_name: quotation_marks - description: Introduction quotation marks - levels: - 4: - story_text: | - ## 'Quotation marks' - In level 4 `{ask}` and `{print}` have changed. - You must put text that you want to print between quotation marks. - This is useful, because now you can print all the words you want. Also the words you used to store something with `{is}`. - Most programming languages also use quotation marks when printing, so we are also getting a step closer to real programming! - example_code: | - ``` - {print} 'You need to use quotation marks from now on!' - answer {is} {ask} 'What do we need to use from now on?' - {print} 'We need to use ' answer - ``` - story_text_2: | - ## Contractions - Important! Mind that now that we're using quotation marks, Hedy will get confused when you use the apostrophe for contractions like I'm or What's. - Make sure to remove those apostrophes and change the spelling to I am or What is. - Check out the example code to see the wrong way of using apostrophes. - example_code_2: | - ``` - _ This is the wrong way of using apostrophes _ - {print} 'I'm babysitting my sister's kids' - {print} 'What's more fun than that?' - ``` - 12: - story_text: | - **All texts need to be in quotation marks** - For this level on you will also have to use quotation marks when storing a text with `=`: - example_code: | - ``` - name = 'Hedy the Robot' - {print} 'Hello ' name - ``` - story_text_2: | - **All items in lists need quotation marks too** - Lists are texts, so they need quotation marks too. Mind that each single item on the list has quotation marks. - This allows you to save two words as 1 item on the list, for example 'Black Widow'. - example_code_2: | - ``` - superheroes = 'Spiderman', 'Batman', 'Black Widow' - {print} superheroes {at} {random} - ``` - story_text_3: | - **All text after `{if}` comparisons need quotation marks too** - example_code_3: | - ``` - name = {ask} 'What is your name?' - {if} name = 'Hedy the Robot' - {print} 'Hi there!' - ``` - story_text_4: | - **Numbers don't need quotation marks** - For numbers, you do not use quotation marks in the `=`: - example_code_4: | - ``` - score = 25 - {print} 'You got ' score - ``` random_command: - name: '{random}' - default_save_name: random_command - description: introducing at random command levels: - 3: - story_text: | - ## At random - In this level you can make a list using the `{is}` command. You can let the computer choose a random item from that list. You do that with `{at} {random}`. - example_code: | - ``` - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - ``` - story_text_2: | - You can use the `{at} {random}` command in a sentence as well. - example_code_2: | - ``` - food {is} sandwich, slice of pizza, salad, burrito - {print} I am going to have a food {at} {random} for lunch. - ``` - story_text_3: | - ### Exercise - Try out the `{at} {random}` command by making your own gameshow (like the ones on tv) where you choose a door or suitcase and it contains a big price! - Can you do it? We have already put the first lines into the example code. - example_code_3: | - ``` - {print} The big gameshow! - {print} There are 3 suitcases in front of you... - chosen {is} {ask} Which suitcase do you choose? - prices {is} _ - _ - ``` 16: story_text: |- We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. For example: `friends[1]` is the first name on the list of friends, as you can see in the first part of the example code. The second part of the example code shows you that we can also match 2 lists using the variable i. - example_code: | - ``` - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - ``` - story_text_2: |- - Now that you've learned to use the brackets in lists, you can also start using the {at} {random} command in the Python way! - You simply type the name of your list with `[random]` behind it! - example_code_2: |- - ``` - fruit = ['apple', 'banana', 'cherry'] - {print} fruit[random] - ``` repeat_command: - name: '{repeat}' - default_save_name: repeat_command description: repeat command levels: 7: @@ -3559,23 +1504,6 @@ adventures: ### Exercise Play around with the repeat command. Can you make the happy birthday song in only 3 lines of code instead of 4 now? - example_code: | - ``` - {repeat} 3 {times} {print} 'Hedy is fun!' - ``` - 8: - story_text: | - ### Repeat commands and indentation - In this level you can repeat multiple lines of code with only 1 repeat command. - You do this by making a block of lines that you want to repeat. - The lines in this block will need **indentation** . - That means putting four spaces at the beginning of each line. You will also have to indent when you just want to create a block of one line. - example_code: | - ``` - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This is all repeated 5 times' - ``` 9: story_text: | Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... @@ -3591,66 +1519,18 @@ adventures: {else} {print} 'Maybe you should practice some more in the previous level' repeat_command_2: - name: '{repeat} 2' - default_save_name: repeat_command_2 description: repeat command 2 levels: 7: - story_text: | - ## Repeat with other commands and with variables - You have practiced the `{repeat}` command in combination with the `{print}` command now, but did you know you could also use other commands with `{repeat}` ? - In this example code you can see that `{repeat}` can also be used with an `{ask}`, `{if}` or `{else}` command. - example_code: | - ``` - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - ``` story_text_2: | Another interesting thing you can so with the `{repeat}` command is using variables to set the amount of times something should be repeated. In the example code you can see that we first ask the person how old they are. Then, in line 3, the question is repeated 'age' times. So we have used the variable 'age' with the `{repeat}` command. - example_code_2: | - ``` - {print} 'Yay! It is your birthday!' - age = {ask} 'How old are you now?' - {repeat} age {times} {print} 'Hip Hip Hurray!' - ``` - 8: - story_text: | - ### In the block or not? - In this level you have to think carefully which lines of code should be in the block and which shouldn't. - For example: If you want to sing the song *the muffin man*. You only want the line with 'the muffin man' to be repeated twice. - This means the last line shouldn't start with indentation as it doesn't belong to the block. - If you do start the last line with indentation the song will turn out wrong. - - ### Exercise - Each line in the example code starts with a blank. Remove the blanks and try to figure out which line need indentation and which don't to make the muffin man song. - example_code: | - ``` - _ {print} 'Do you know the muffin man?' - _ {repeat} 2 {times} - _ {print} 'The muffin man' - _ {print} 'Do you know the muffin man, who lives on Drury Lane?' - ``` restaurant: - name: Restaurant - default_save_name: Restaurant - description: Create your own virtual restaurant levels: 1: - story_text: | - In level 1 you can make your own virtual restaurant and take your guests' orders. story_text_2: | ### Exercise Can you think of more lines to add to your restaurant code? For example, can you {ask} the guests what they'd like to drink, tell them the price, or wish them a pleasant meal? - example_code_2: | - ``` - {print} Welcome to Hedy's restaurant 🍟 - _ What would you like to order? - {echo} So you would like to order - {print} Thank you for your order! - {print} It's on its way! - ``` 2: story_text: | In level 2 you could expand your restaurant by using variables. In level 1 Hedy could only {echo} the order once and only remember the last thing that was ordered. @@ -3671,10 +1551,6 @@ adventures: ### Exercise Can you make this code more elaborate? For example by adding drinks to the order? Or...? 3: - story_text: | - Having trouble to decide what you wanna have for dinner? You can let Hedy choose for you! - Simply add lists of your favorite (or least favorite) meals and Hedy can randomly choose your dinner. - You can also have a bit of fun, by letting Hedy choose the price for your dinner as well! What will you get? example_code: | ``` {print} Welcome to Hedy's Random Restaurant! @@ -3709,19 +1585,6 @@ adventures: ### Exercise 2 Go back to the previous level and copy your restaurant code. Make the code work in this level by adding quotation marks in the right spots and add some `{clear}` commands. - example_code: | - ``` - _ Add the quotation marks to this code _ - {print} Welcome to Restaurant Chez Hedy! - {print} Today we are serving pizza or lasagna. - food {is} {ask} What would you like to eat? - {print} Great choice! The food is my favorite! - topping {is} {ask} Would you like meat or veggies on that? - {print} food with topping is on its way! - drinks {is} {ask} What would you like to drink with that? - {print} Thank you for your order. - {print} Your food and drinks will be right there! - ``` 5: story_text: | In this level the {if} command allows you to {ask} your customers questions and give different responses to the answers. @@ -3781,24 +1644,6 @@ adventures: {repeat} people times food = {ask} 'What would you like to eat?' {print} 'Thanks for your order! Its coming right up!' ``` - 8: - story_text: | - In this level you can make your virtual restaurant more elaborate by repeating multiple lines of code. Like this: - - ### Exercise - This code can be expanded with more items on the menu, for example offering drinks, and/or multiple courses or desserts. Add at least one more item. - **Extra** Add even more items, as many options as you like! - example_code: | - ``` - {print} 'Welcome to Restaurant Chez Hedy!' - people = {ask} 'How many people will be joining us today?' - {print} 'Great!' - {repeat} people {times} - food = {ask} 'What would you like to order?' - {print} food - {print} 'Thank you for ordering!' - {print} 'Enjoy your meal!' - ``` 9: story_text: | In this level you can use nesting to make your restaurant more realistic and more fun! @@ -3898,48 +1743,9 @@ adventures: price = price - 3 {print} 'That will be ' price ' dollars' ``` - 15: - story_text: | - With the `{while}` you can make sure your costumers can keep adding orders until they are done. - - ### Exercise - Correctly add the `{while}` command to this code. - example_code: | - ``` - {print} 'Welcome at McHedy' - more = 'yes' - _ - order = {ask} 'What would you like to order?' - {print} order - more = {ask} 'Would you like to order anything else?' - {print} 'Thank you!' - ``` rock: - name: Rock, paper, scissors default_save_name: Rock - description: Make your own rock, paper, scissors game levels: - 1: - story_text: | - In level 1 you can start with a rock, paper, scissors game. - - With `{ask}` you can make a choice, and with `{echo}` you can repeat that choice. - example_code: | - ``` - {print} what do you choose? - {ask} choose from rock, paper or scissors - {echo} so your choice was: - ``` - story_text_2: | - ### Exercise - Instead of using words, you could also use emojis: ✊✋✌ - Can you create a code using emojis? - example_code_2: | - ``` - {print} what do you choose? - {ask} choose from _ - {echo} so your choice was: - ``` 2: story_text: | In this level you can practise using the variables, so that you can make the rock, paper, scissors game in the next level! @@ -3949,16 +1755,6 @@ adventures: {print} I choose choice ``` 3: - story_text: | - You can use the `{at} {random}` command to let the computer pick rock, paper or scissors! - - ### Exercise - Finish the code by using the `{at} {random}` command. - example_code: | - ``` - choices {is} rock, paper, scissors - {print} choices _ - ``` story_text_2: | ### Exercise Now you only have one player, so can you add a second player? @@ -3969,16 +1765,6 @@ adventures: {print} player 1 chooses... choices {at} {random} {print} player 2 _ ``` - 4: - story_text: | - In this level we can further program rock, paper, scissors. But if you want to add text, you have to use quotation marks here too. - ### Exercise - Fill in quotation marks on the blanks. Mind that the variable `choices` should be outside the quotes. - example_code: | - ``` - choices {is} rock, paper, scissors - {print} _The computer chooses..._ choices {at} {random} - ``` 5: story_text: | In this level we can determine who won. @@ -4045,9 +1831,6 @@ adventures: {print} 'The computer wins!' ``` 15: - story_text: | - ### Exercise - Play until you beat the computer! But first, finish the example code... example_code: | ``` won = 'no' @@ -4065,9 +1848,6 @@ adventures: {print} 'You win!' won = 'yes' rock_2: - name: Rock, paper, scissors 2 - default_save_name: rock_2 - description: Part 2 of rock, paper, scissors levels: 2: story_text: | @@ -4081,9 +1861,7 @@ adventures: {print} I choose choice ``` secret: - name: SuperSpy default_save_name: language - description: Make your own spy code levels: 12: story_text: | @@ -4106,164 +1884,14 @@ adventures: 13: story_text: | The code you made in the previous level can be made a lot easier in this one with the `{and}` command. - example_code: | - ``` - name = {ask} 'What is your name?' - password = {ask} 'What is your password?' - {if} name {is} 'Agent007' _ password {is} 'TOPSECRET' - {print} 'Go to the airport at 02.00' - {else} - {print} 'Go to the trainstation at 10.00' - ``` - simon: - name: Simon Says - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - Let's make a game of Simon Says! Simon Says is a memory game in which the player will be given a color. They have to repeat that color back. - If they get it right a color is added to the sequence, so they now have to remember 2 colors, then 3, then 4 etc. the game stops as soon as the player makes a mistake. - - ### Exercise - In this first part of the Simon Says adventure, we'll let the computer pick a random color and add it to a list. - - ***Make 2 lists*** First, make a list called `colors` and fill it with the colors red, yellow, green and blue. - Then make a list called `simon_sequence`. This list will be used as the answer. - At the start of the game this lists need to be empty. unfortunately, we can't create an empty list (yet), so we'll fill it with the words 'empty' and 'list' and we'll remove them from the list immediately. - - ***Create a function that adds a color to the sequence*** Now that we have an empty list called simon_sequence, we can start filling it with random colors. - We do that with a function, so we can call it everytime there's a new level in our game. Create a function called `add_random_color`. - Then create the variable random_color and set it to a random color. Next, add this random color to the simon_sequence. - - ***Create a function that shows the simon_sequence*** Start by naming the new function `show_simon_sequence` with `level` as an argument. Now we want to show as many colors as the level we are in (in level 1 you see 1 color, in level 2 you see 2 colors etc). - So we repeat `level` times, to print the `simon_sequence[i]`. Each time a color is shown, wait for 1 second and then clear the screen. - - ***Test your program*** Before you go to the next level, test if the functions are working by calling both of the functions. If they're working you should see a random color in your output screen. - Remove this testing part of your code, copy the code and continue to the next tab to learn more about the simon says game! - example_code: | - ``` - # Make 2 lists - colors = _ - _ = ['empty', 'list'] - {remove} _ {from} simon_sequence - {remove} _ - - # Create a function that adds a color - _ add_random_color - _ - {add} _ - - # Create a function that shows the simon_sequence - {define} _ - {for} i {in} {range} 1 {to} _ - {print} _ - _ - _ - - # Test your program - {call} _ - {call} show_simon_sequence {with} 1 - ``` - simon_2: - name: Simon Says 2 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - We'll continue with our Simon Says game! - - ### Exercise - ***Paste your code here*** Paste your code from the previous level here. Don't forget to remove the part that was just used for testing the functions. - - ***Create a function that creates the player_sequence*** The list `player_sequence` is used to capture the answers of the player. First we define the function with the argument level. - Next, we ask level times what the color is that they choose. We call that variable `answer`. Then we add the variable `answer` to the list player_sequence. - - ***Setting up the game*** Before we program the game in the next tab, we'll need some starting variables. First, we'll set the variable `level` to 1 and the variable `game_over` to False. - Then we make an introduction for the game. We'll print 'Welcome to Simon Says!' and clear the screen after 1 second. - - ***Continue to the next tab to finish the game!**** Don't forget to copy your code and take it with you to the next tab. - example_code: | - ``` - # Paste your code here - - - # Create a function that creates the player_sequence - {define} _ - {for} _ - _ 'What is color number ' i '?' - {add} answer {to} _ - - # Set up - level = _ - game_over = _ - {print} _ - _ 1 - _ - ``` - simon_3: - name: Simon Says 3 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - In this tab we'll program the game of Simon Says! - - ### Exercise - ***Paste your code*** Copy your code from the previous tab and paste it here. - - ***Program the game*** We start by making sure the game goes on while the game isn't over. Then we print what level the player is on, we use the variable level for that. We only show that for 1 second and then we clear the screen again. - Now, we have to create the empty list player_sequence. We've already programmed how to fill the list, with our function `player_sequence`, but we never made the list itself. To create the list we use the same trick as we did in the previous tab. - We'll make a list with the words 'empty' and 'list' on it, and then we remove both these words. Next, we'll call all of the 3 functions that we've created. - Lastly, we'll have to check if the player gave the correct answers (so if the player_sequence and the simon_sequence are the same). - If that's the case, we'll compliment the player. Wait for 1 second and increase the level with 1. - Did the player give the wrong answer, we'll tell them and end the game by setting game_over to 'True' - - ***Enjoy your game!*** Great job! Does your game not work? Use the ladybug button to debug your code! - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - {print} _ - _ - _ - _ = ['empty', 'list'] - {remove} _ - {remove} _ - {call} _ - {call} _ {with} _ - {call} _ {with} _ - {if} player_sequence == _ - _ - _ - _ - {else} - _ - game_over = _ - ``` sleep_command: - name: '{sleep}' - default_save_name: sleep_command description: introducing sleep command levels: 2: story_text: | ## The sleep command Another new command in this level is `{sleep}`, which pauses your program for a second. If you type a number behind the {sleep} command, the program pauses for that amount of seconds. - example_code: | - ``` - {print} My favorite colour is... - {sleep} 2 - {print} green! - ``` songs: - name: Sing a song! - default_save_name: Song - description: Print a song levels: 6: story_text: | @@ -4280,9 +1908,6 @@ adventures: ``` You can now repeat lines 2 to 9 as many times as you want by copying the lines. - story_text_2: | - This children's song counts down from 5 little monkeys to 1 monkey. - If you copy line 2 - 7 and paste it under the the code, you can sing the whole song! example_code_2: | ``` number = 6 @@ -4370,10 +1995,6 @@ adventures: Print the song Five little moneys jumping on the bed. Look up the text if you don't remember. **(extra)** Print the song Old MacDonald had a farm, and make sure all animals make a different sound, using an `{if}`. - example_code_2: | - ``` - monkeys = 5, 4, 3, 2, 1 - ``` 11: story_text: | In this level you can use the `{for} i {in} {range}` command to make songs that use counting. @@ -4401,317 +2022,64 @@ adventures: {print} '{if} youre happy and you know it and you really want to show it' {print} '{if} youre happy and you know it' {print} action - ``` - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, but did you know that you could combine them with {ask} commands as well? - In this example we have changed the 'My Bonnie' program and made it interactive. You are now asked where Bonnie is. - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is ' place - - chosen_place = {ask} 'Where do you want Bonnie to be?' - synonym = {ask} 'What is another word for that?' - - {call} song {with} chosen_place - {call} song {with} synonym - {call} song {with} chosen_place - ``` - 16: - story_text: | - In this level, you can program a song like OldMacDonald even more quickly. You can connect the right animal to the right sound by simply putting them in the same place in the list. - The Drunken Sailor is also quickly made in this level. You only need 8 lines for the entire song, check it out! - - ### Exercise - Complete the Old MacDonald song by setting the variable `animal` to `animals[i]` and `sound` to `sounds[i]`. - - ``` - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - {for} i {in} {range} 1 {to} 3 - animal = _ - sound = _ - {print} 'Old MacDonald had a farm' - {print} 'E I E I O!' - {print} 'and on that farm he had a ' animal - {print} 'E I E I O!' - {print} 'with a ' sound sound ' here' - {print} 'and a ' sound sound ' there' - {print} 'here a ' sound - {print} 'there a ' sound - {print} 'everywhere a ' sound sound - ``` - - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines - {for} i {in} {range} 1 {to} 3 - {print} line - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - example_code: | - ``` - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - {for} i {in} {range} 1 {to} 3 - animal = _ - sound = _ - {print} 'Old MacDonald had a farm' - {print} 'E I E I O!' - {print} 'and on that farm he had a ' animal - {print} 'E I E I O!' - {print} 'with a ' sound sound ' here' - {print} 'and a ' sound sound ' there' - {print} 'here a ' sound - {print} 'there a ' sound - {print} 'everywhere a ' sound sound - ``` - - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines - {for} i {in} {range} 1 {to} 3 - {print} line - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - 18: - story_text: | - In level 16 we made songs using lists. These programs however are no longer working properly in this level. The colons from level 17 and the brackets from level 18 still need to be added. - - ### Exercise 1 - The Drunken sailor song is given as sample code, but not yet working. - Can you make sure everything works again? To help you, we've put _ in the places of _some_ errors. - - ### Exercise 2 - Now also look up your Old MacDonald song from level 16, and correct it. - example_code: | - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines _ - {for} i {in} {range} 1 {to} 3 _ - {print} _ line _ - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - songs_2: - name: Sing a song! 2 - default_save_name: Song 2 - description: Sing a song 2 - levels: - 12: - story_text: | - Songs contain a lot of repetition. We can capture it with a function! - ### Exercise - Look at the example code with the function. Fill out the two lines so the full song is printed. - example_code: | - ``` - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} _ - ``` - 16: - story_text: | - ### Exercise - Finish the nursery rhyme! - example_code: | - ``` - number = ['one', 'two', 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'ten'] - object = ['on his drum', 'on his shoe', 'on his knee', 'on his door', 'on his hive', 'on his sticks', 'up in heaven', 'on his gate', 'on his vine', 'once again'] - - _ - {print} 'This old man' - {print} 'He played ' _ - {print} 'He played knick-knack ' _ - {print} 'With a knick-knack paddywhack' - {print} 'Give the dog a bone' - {print} 'This old man came rolling home' - {sleep} 8 - {clear} - ``` - story_text_2: | - ### Exersice 2 - Now create your own code for the nursery rhyme 'The wheels on the bus' on the same way! - example_code_2: | - ``` - object = ['wheels', 'doors', _] - movement = [ 'round and round', 'open and shut', _] - ``` - tic: - name: Tic-Tac-Toe - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - Let's program a game of tic-tac-toe! - - ### Exercise - In this adventure we'll start with creating an empty field. - - ***Create a list called field*** This list will be our playing field. This list is filled with 9 dots, since there are no x's and o's yet at the start of our game. - - ***Create a function that prints the field*** Firstly, clear the screen so the old playing fields will be removed. Then we print the first line of our Tic Tac Toe field. This line constists of the first 3 spots in our list field. - We have already programmed this line for you. Now finish the field by printing spot 4, 5, and 6 on the second row and spot 7, 8 and 9 in the third row. - - ***Call the function that prints the field*** Now call the function. -
- Run the code. Your output should look like this: -
- - ***Continue in the next tab*** In the next tab you'll learn how to program the game itself. - example_code: | - ``` - # Create a list called field - _ = ['.', '.', '.', '.', '.', '.', '.', '.', '.'] - - # Create a function that prints the field - {define} print_field - _ - {print} 'TIC TAC TOE' - {print} field[1] field[2] field[3] - _ - _ - - # Call the function - ``` - 17: - story_text: | - In the previous level you've learned how to make a tic-tac-toe game. The game works, but is quite annoying as it keeps asking you if you've won yet. - Now that we have the {elif} command, we can let the game decide if someone has won and it can stop asking us! - - ### Exercise - ***Paste your code*** Paste your code from the previous level here and make it level 17 proof. In this level you've learned to use a colon everytime you create a block of code. Please add the colons in the correct spots. - - ***Create a function that detects if someone's won*** We have started the function for you, paste it under the function `print_field` and finish the function. You can see that this first piece of code checks to see if spot 1, 2 and 3 are the same, because if they are you have 3 in a row. - It also checks if they are not a dot, because if they are, the line might have the same symbols on them, but that's just because it's still empty. - If all these conditions are met, the game is over and the winner is printed. - Finish this function with all possible ways to win. This means you have to make this for the other 2 rows, 3 columns and 2 diagonals. - If you've finished all the other options, the function should return the variable `game_over` so we can use it in our game. - - ***Call the function in the game*** Go to the line `game_over = {ask} 'Did you win?'` and change it to `game_over = {call} detect_winner {with} field, sign`. Now the function will check if there's a winner and the game doesn't need to keep asking anymore! - - ***Enjoy your game!*** Great job! You have finished the game! Enjoy playing it! - - example_code: | - ``` - # Paste your code here and make it level 17 proof - - # Create a function that detects if someone has won - {define} detect_winner {with} field, sign: - {if} field[1] == field[2] {and} field[2] == field[3] {and} field[1] != '.': - game_over = 'yes' - {print} 'Player ' sign 'wins!' - {elif}: - _ - {else}: - game_over = 'no' - {return} _ - ``` - tic_2: - name: Tic-Tac-Toe 2 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - In the previous adventure you've learned how to create a playing field. Now you'll learn how to create the game! - - ### Exercise - ***Paste your code*** Start by pasting your code from the previous adventure here. - - ***Add variables*** Underneath your list called `field` we'll add 2 more variables that we'll need to program the game. - The variable `game_over` tells us if the game is over, and should be 'no' at the start of the game. - The variable `sign` tells us if it's the turn of player x or player o. Set the variable to 'x'. - - ***The game*** First use a {while} command, to make sure the game keeps on playing the variable while game_over is set to no. - During the game, we first ask the player which spot they choose. Then we change the field with the number they chose into their sign. - Then we print the field again and we ask the player if they've won yet. Lastly we want to switch whose turn it is, so if the sign is 'x' it should be 'o' and the other way around. - - ***Test your game*** Does your game work? Great, have fun playing the game! If not, use the ladybug button to debug your code. - You might have noticed one mistake in the code though, you can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! Go to the next tab to learn how to fix this problem. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add variables - game_over = _ - sign = _ - - # The game - {while} _ - choice = _ 'Player ' sign '_?' - field[choice] = _ - _ print_field - game_over = {ask} _ - {if} sign = 'o' - sign = _ - _ - sign = _ - ``` - tic_3: - name: Tic-Tac-Toe 3 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: + ``` 16: story_text: | - You might have noticed one mistake in the code you've made in the previous adventure. You can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! In this tab we'll fix that mistake. + In this level, you can program a song like OldMacDonald even more quickly. You can connect the right animal to the right sound by simply putting them in the same place in the list. + The Drunken Sailor is also quickly made in this level. You only need 8 lines for the entire song, check it out! ### Exercise - ***Paste your code here*** Paste your code from the previous adventure here. + Complete the Old MacDonald song by setting the variable `animal` to `animals[i]` and `sound` to `sounds[i]`. - ***Fix the mistake*** To fix the mistake we replace the line that says `field[choice] = sign`. This turns any spot that the player has chosen into their sign. - Go to the header that says 'Use this to fix the mistake' and finish the code. We first want to check if the chosen spot is still empty, so `if field[choice] = '.'`. If that is the case, you are allowed to take it. - Then we make an else command and print 'Sorry, this spot is already taken' if the spot is not empty. Lastly, we add a {sleep} command, so the players can actually read the text before it gets cleared again. - Now copy this piece of code and replace the line `field[choice] = sign` with this new piece of code. + ``` + animals = ['pig', 'dog', 'cow'] + sounds = ['oink', 'woof', 'moo'] + {for} i {in} {range} 1 {to} 3 + animal = _ + sound = _ + {print} 'Old MacDonald had a farm' + {print} 'E I E I O!' + {print} 'and on that farm he had a ' animal + {print} 'E I E I O!' + {print} 'with a ' sound sound ' here' + {print} 'and a ' sound sound ' there' + {print} 'here a ' sound + {print} 'there a ' sound + {print} 'everywhere a ' sound sound + ``` - ***Play your game!*** Now the game should work properly! Good job! - The only flaw is that you can get a bit annoyed that the game keeps asking you if you've won yet. Do you want to fix that? Go to level 17 and we'll fix it! + ``` + lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] + {for} line {in} lines + {for} i {in} {range} 1 {to} 3 + {print} line + {print} 'early in the morning' + {for} i {in} {range} 1 {to} 3 + {print} 'way hay and up she rises' + {print} 'early in the morning' + ``` + songs_2: + levels: + 12: example_code: | ``` - # Paste your code here + {define} twinkle + {print} 'Twinkle' + {print} '...' - # Use this to fix the mistake - {if} _ = '.' - field[choice] = sign - {else} - {print} _ - _ + {call} twinkle + {print} 'Up above the world so high' + {print} 'Like a diamond in the sky' + {call} _ ``` turtle: - name: Turtle default_save_name: turtle - description: Make your own drawing levels: 1: story_text: | In level 1 you can also use Hedy to draw. By combining turns and lines, you can make a square or a stair! Using `{forward}` you draw a line forwards. The number behind it determines how far the turtle will walk. `{turn} right` turns a quarter turn in clockwise direction, `{turn} left` turns counter clockwise. - example_code: | - ``` - {forward} 100 - {turn} {left} - ``` - story_text_2: | - ### Exercise - This is the start of a little staircase. Can you make it have 5 steps? example_code_2: | ``` {turn} {right} @@ -4750,15 +2118,7 @@ adventures: story_text: | In this level you can use use `{random}` with the drawing turtle. A random choice makes the turtle walk a different path each time. Use `{at} {random}` to choose a value from a list. You can copy and paste lines 2 and 3 to create a longer random path. - example_code: | - ``` - angles {is} 10, 50, 90, 150, 250 - {turn} angles {at} {random} - {forward} 25 - ``` 4: - story_text: | - In level 4 you have to use quotation marks with `{print}` and `{ask}`. Also when drawing! example_code: | ``` {print} 'Drawing figures' @@ -4768,45 +2128,7 @@ adventures: {turn} angle {forward} 25 ``` - story_text_2: | - You can also change the color of the lines with the command `{color}`. Check out the example. - You can also use the command `{color} {white}` to make 'invisible' lines. You could use these white lines to move the turtle anywhere in the screen before you start drawing. - example_code_2: | - ``` - {color} {white} - {forward} -80 - {color} {green} - {forward} 50 - {color} {yellow} - {forward} 50 - {color} {red} - {forward} 50 - ``` 5: - story_text: | - In level 5 you can make a choice with `{if}`. For example between different types of figures. - example_code: | - ``` - {print} 'Drawing Figures' - figure {is} {ask} 'Do you want a square or a triangle?' - {if} figure {is} triangle angle {is} 120 - {else} angle {is} 90 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - ``` - story_text_2: | - ### Exercise - Fill in the correct numbers in this code to get it to work. - After you've done that, you can try to add the option backwards. - - **Extra** Instead of using 'left' and 'right', remake the program with North, East, South and West. - This way you could add even more directions like Northeast and Southwest etc. example_code_2: | ``` direction {is} {ask} 'Do you want to go left, right, or straight ahead?' @@ -4814,29 +2136,6 @@ adventures: if direction is right turn _ forward 100 ``` - 6: - story_text: | - In this level you can use calculations to draw different figures. - You may have learned in school that turning a full circle is 360 degrees. If not, now you know! - That's why you also use 90 degrees for a square. 360 divided by 4 is 90. - Now that we can do math with Hedy, we can draw all the figures we want! - example_code: | - ``` - angles = {ask} 'How many angles do you want?' - angle = 360 / angles - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - ``` 8: story_text: | Now that we can repeat several lines, we can make figures more easily. @@ -4851,14 +2150,6 @@ adventures: story_text_2: | Also, we can now improve the program that draws different figures. Can you figure out how far the turtle has to turn here? Finish the code and you can draw any polygon you'd like! - example_code_2: | - ``` - figure = {ask} 'How many angles should I draw?' - angle = 360 / figure - {repeat} figure {times} - {turn} _ - {forward} _ - ``` 9: story_text: | Now that we can use a `{repeat}` inside a `{repeat}`, we can create more complex figures. @@ -4867,17 +2158,6 @@ adventures: This code creates three black triangles, change that into five pink squares. **(extra)** Create a figure of your own choosing consisting of at least two different shapes types. - example_code: | - ``` - {color} {black} - {repeat} 3 {times} - {repeat} 3 {times} - {forward} 10 - {turn} 120 - {color} {white} - {forward} 50 - {color} {black} - ``` 10: story_text: | In this level you can make the turtle draw a figure. @@ -4888,162 +2168,9 @@ adventures: **(extra)** can you change the spiral into another shape? Experiment with numbers for the turn! ### Exercise 2 The spiral is drawn outwards, make it go inwards? - example_code: | - ``` - {turn} 90 - distances = 10, 20, 30, 40, 50, 60 - {for} distance {in} distances - {forward} distance - ``` - 12: - story_text: | - We can use functions to draw more complex figures with less code. - ### Exercise 1 - Fill the function so that three squares are created. If you want the image to look nicer, you can make the lines between the squares white. - - ### Exercise 2 - The code can be made even shorter. Place the final lines into a `{repeat}` so the figure remains the same. - - ### Exercise 3 - Create your own drawing with different figures. - Change both the number of figures with the `{repeat}` and the shape of the figures in the `{define}` - example_code: | - ``` - {define} square - {repeat} 4 {times} - {turn} _ - {forward} _ - {call} square - {forward} 50 - {call} square - {forward} 50 - {call} square - ``` turtle_draw_it: - name: Draw it! - default_save_name: Draw it - description: Draw this picture with the turtle levels: - 1: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Rectangle - Square - Stairs -
- 2: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Arrow - Boat -
- 3: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Star - Arrow -
- 4: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Colored Star - Rainbow - Nested squares -
- example_code: | - **Extra** Up for a real challenge? Make sure that the colors of these figures are selected randomly, so that each time you run your programs they'll look differently! - - ``` - colors {is} red, orange, yellow, green, blue, purple, pink, brown, gray, black - color _ - ``` - 5: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Make only one code that lets the player decide which letter they'd like to see! And can you add even more letters? - -
- F - E - L -
- example_code: | - Hint: - ``` - chosen_letter {is} {ask} 'Which letter would you like to see? F, E or L?' - {if} _ - ``` - 6: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Let the player decide which color the square should be. - - ***Extra*** Can you make the letter of your own first name and the flag of your own country too? - -
- Square - Letters - Flag -
- example_code: | - Hint for the square: - ``` - chosen_color = {ask} _ - ``` - 7: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Hexagon - Triangle - Fan -
- 8: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - -
- Square (3) - Randomly colored star (5) - Randomly colored spiral (7) -
9: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - - **Extra** Give the player a choice which country they would like to see the flag of. - -
- Cross (7) - Randomly colored nested squares (8) - Flags -
example_code: | Hint for the nested squares: ``` @@ -5061,14 +2188,6 @@ adventures: color_3 = blue ``` 10: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Nested Hexagon - Traffic lights -
example_code: | Hint Nested Hexagon: ``` @@ -5084,47 +2203,6 @@ adventures: color _ {repeat} _ ``` - story_text_2: | - Christmas lights - example_code_2: | - Hint Christmas Lights: - - Start by moving to the left side of the screen with an invisible white line. Then hang up the Christmas lights! - ``` - {color} white - {turn} -90 - {forward} 300 - {turn} 90 - - colors = red, blue, yellow, purple, green, orange, pink - {for} chosen_color {in} colors - _ - ``` - 11: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Beehive (6) - Fan (5) - Snowflake (13) -
- example_code: | - Hint Beehive: - ``` - {for} amount_of_combs {in} {range} 1 {to} _ - {for} walls_of_one_comb {in} {range} 1 {to} _ - {forward} _ - {turn} _ - {forward} _ - {turn} _ - ``` - - Hint Fan: - Start out like the fan you made in level 7. Or take a peak at the hint for the beehive, because the codes are very similar. - - Hint Snowflake: Start by making one 'leg' and repeat it 6 times. 12: story_text: | ### Exercise @@ -5151,129 +2229,9 @@ adventures: {if} shape = 'square' {call} draw_a_square ``` - 13: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Street in different sizes - Colored street - Snow Storm - example_code: | - Hint Street in different sizes - ``` - {define} draw_a_house {with} size - _ - - {call} draw_a_house {with} 90 - {call} draw_a_house {with} 60 - {call} draw_a_house {with} 30 - ``` - - Hint Colored street - ``` - {define} draw_a_house {with} chosen_color - _ - ``` - - Hint Snow Storm - ``` - {define} draw_snowflake {with} length, color - _ - - numbers = 10, 20, 30 - colors = _ - - {for} i {in} {range} 1 {to} 5 - random_number = _ - random_color = _ - {call} draw_snowflake {with} random_number, random_color - {color} white - {turn} random_number * 5 - {forward} 80 - ``` - 14: - story_text: | - ### Exercise - Create a program that asks the player how many corners their figure should have and then creates that figure. - The figure in the image is the output when the player fills in 10. - -
- - -
- example_code: | - ``` - {define} calculate_degrees {with} amount_of_corners - _ 360 / amount_of_corners - - - {define} draw_figure {with} degrees - _ - {forward} 400/amount_of_corners - {turn} _ - - amount_of_corners = {ask} _ - degrees = {call} _ {with} _ - - {call} _ {with} - {call} _ {with} - ``` - 15: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Spiral - example_code: | - Spiral - ``` - distance = 5 - {while} distance < 200 - distance = distance + 5 - _ - ``` - story_text_2: | - Fan - example_code_2: | - Fan - ``` - {define} draw_a_square {with} side - _ - - i = 100 - {while} i > 1 - _ {with} i - _ - i = i - 3 - ``` - story_text_3: | - Star - example_code_3: | - Star - A star is usually drawn using 144-degree-turns. If you change this slightly to 143 degrees for example and repeat the pattern multiple times with a {while} loop you can make this figure. while_command: - name: '{while}' - default_save_name: while_command description: while - levels: - 15: - story_text: |- - We are going to learn a new loop, the `{while}` loop! We continue the loop as long as the statement is true. - So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. - If the correct answer is never given, the loop never ends! - example_code: | - ``` - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - ``` years: - name: New Year's - default_save_name: New Year's Countdown description: Countdown to the new year! levels: 11: diff --git a/content/adventures/he.yaml b/content/adventures/he.yaml index 4c939c58565..bb306e46454 100644 --- a/content/adventures/he.yaml +++ b/content/adventures/he.yaml @@ -57,11 +57,6 @@ adventures: 3: story_text: | בשלב 3 תוכל להפוך את הסיפור שלך למהנה יותר. תוכל להשתמש באקראיות עבור כל מפלצת, חיה או מכשול אחר, כמו זה: - example_code: | - ``` - animals {is} 🦔, 🐿, 🦉, 🦇 - {print} They now hear the sound of an animals {at} {random} - ``` story_text_2: | גם הפקודה `{add}` יכולה לעזור לך בסיפור שלך. example_code_2: | @@ -242,365 +237,28 @@ adventures: {print} 'This could come in very handy' sword = 'found' ``` - 15: - story_text: | - Using the `{while}` loop can make your stories more interesting. For example, you can use `{while} game == 'on'` so you can play until the game is over. - Or you can use `{while} sword == 'lost'` so the player can't continue the game until they have found something. - - ### Exercise - The example code shows you how to use the `{while}` loop in a story. Now **think of your own scenario** in which the player has to find something before they can continue. - example_code: | - ``` - keys = 'lost' - {print} 'You are standing in your garden and you have lost your keys.' - {print} 'Where do you want to look for them?' - {print} 'You can choose: tree, flowerbed, rock, postbox' - {while} keys == 'lost' - location = {ask} 'Where do you want to look?' - {if} location == 'flowerbed' - {print} 'Here they are!' - keys = 'found' - {else} - {print} 'Nope they are not at the ' location - {print} 'Now you can enter the house!' - ``` - 18: - story_text: | - We are going to print another story, but now we have to use brackets with `{print}`. - - ### Exercise 1 - Create a story of at least 5 sentences. You don't have to use 'name' just yet. - example_code: | - ``` - {print}('Welcome to this story!') - ``` - story_text_2: | - ### Exercise 2 - We have already prepared an `{input}` for you. First, use the `name` variable in your story. - Then add a second `{ask}` and use that variable as well. - Tip: Remember the commas in a `{print}` between text and variables! - example_code_2: | - ``` - naam = {input}("What's your name?") - {print}('Welcome to this story!') - ``` add_remove_command: name: '{add} {to} & {remove} {from}' - default_save_name: add_remove_command description: introducing add to and remove from levels: 3: story_text: | ## Add to You can add items to the list with the `{add} {to_list}` command. To add an item to a list you can simply type: `{add} penguin {to} animals` or you can use the `{ask}` command like in the example code. - example_code: | - ``` - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - ``` - story_text_2: | - ## Remove from - If you can add items to a list, of course you can also take them off. This is done with the `{remove} {from}` command. - example_code_2: | - ``` - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - ``` story_text_3: | ### Exercise Try out the new commands in this virtual restaurant. Add the flavor the player is hpoing for to the list and remove the flavors they are allergic to. - example_code_3: | - ``` - {print} Mystery milkshake - flavors {is} strawberry, chocolate, vanilla - hope {is} {ask} What flavor are you hoping for? - _ - allergies {is} {ask} Are you allergic to any flavors? - _ - {print} You get a flavors {at} {random} milkshake - ``` and_or_command: - name: '{and} & {or}' default_save_name: ו או description: הצגת {and} ו {or} - levels: - 13: - story_text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two `{if}`s but can use `{and}` and `{or}`. - - If you use `{and}`, both statements, left and right of the `{and}` need to be true. We can also use `{or}`. Then only one statement needs to be correct. - example_code: | - ``` - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - ``` ask_command: - name: '{ask}' - default_save_name: ask_command description: הצגת הפקודה {ask} levels: 1: - story_text: | - ## The ask command - Now that you can use the `{print}` command, you are ready to learn the next command: `{ask}`. With the `{ask}` command, you can ask a question. Check it out: - example_code: | - ``` - {print} Hello! - {ask} What is your name? - ``` story_text_2: | ## The echo command If you want the computer to repeat the answer, you can use the `{echo}` command. The answer will then be echoed back at the end of the sentence, so in this example after hello. - example_code_2: | - ``` - {print} Hello! - {ask} What is your name? - {echo} hello - ``` - story_text_3: | - ### Exercise - Try out the `{ask}` and `{echo}` commands. Firstly, fill in the blanks to make this program work. - Then ask 2 more questions using the `{ask}` command, after each `{ask}` use an `{echo}` to print the answer on the screen. - example_code_3: | - ``` - _ How are you doing? - _ - ``` - 2: - story_text: | - ## The ask command - Now that we can use **variables** in our codes, we no longer need the `{echo}` command. - We can use variables to store the answers to our questions and this way we can use the answer to multiple questions in our codes. - Check it out: - - This way your code is becoming interactive! - example_code: | - ``` - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - ``` - story_text_2: | - ### Exercise - In the previous tab you have practised with setting variables with the `{is}` command. - You have created at least 3 variables and used them with a print command. - Now, instead of setting the variables we want you to make the variables interactive, like we did in our example. - - Copy your code from the previous tab and make the variables interactive by using `{ask}` commands. - example_code_2: | - ``` - favorite_animal {is} {ask} What is your favorite animal? - {print} I like favorite_animal - ``` - 18: - story_text: The final change we will need to make to get Python code is changing `{ask}` into `{input}`. - example_code: | - ``` - {print}('My name is Hedy!') - name = {input}('What is your name?') - {print}('So your name is ', name) - ``` - blackjack: - name: Blackjack - default_save_name: Blackjack - description: Try to get as close to 21 as you can - levels: - 17: - story_text: | - Blackjack is a simple game of cards in which you have to get as close to 21 points as possible. You get two cards. Each card is worth their numeral value, and the face cards (Jack, Queen and King) are worth 10 points. - The Ace is worth either 1 or 11 points (you can choose). The dealer, your opponent, also gets two cards. - If you want, you can get another card, and its points will be added to your total. The dealer can also choose to take another card. - But be careful not to get more than 21 points, because if you do, you lose! - The player who gets closest to 21, without going over it, wins! - - ### Exercise - In this adventure we code the first part of our Blackjack game. We'll create a function to calculate how many points a card is worth. - - ***Set the variables*** - Start by making a list of all the cards, from 2 to Ace. Next make a list of the face cards, so Jack, Queen and King. Then pick a random card from the list of cards to be card_1. - - ***Create a function to calculate the points*** - Create a function that calculates how many points a card is worth. - All the face cards are worth 10 points, the Ace is worth 11 and all the other cards are worth their numeral. - Return the variable `points` at the end of the function. - - ***Test the function*** - Test if your function is working properly. Finish the first print command by filling in which card you've drawn. Then finish the second line by calling the function with card_1. - Run the code a couple of times. Are you happy with the results? Great! Then you can remove the testing part and move on the the next tab! - example_code: | - ``` - {print} 'BLACKJACK' - - # Set these variables - cards = _ - face_cards = _ - card_1 = - - # Create a function to calculate the points - {define} calculate_points {with} card: - {if} card {in} face_cards: - points = _ - {elif} _ - _ - {else}: - _ - _ points - - # Test your function - {print} 'Your card is a ' _ - {print} 'That is worth ' _ ' points'. - ``` - blackjack_2: - name: Blackjack 2 - default_save_name: Blackjack_2 - description: Blackjack part 2 - levels: - 17: - story_text: | - ### Exercise - In this adventure we code the second part of our Blackjack game. - - ***Paste your code from the previous adventure*** - In the previous adventure you've started a list of variables and created a function to calculate how many points a card is worth. Copy your code and paste it here. Mind that you don't need the testing part, so if you haven't removed that yet, please do so now. - - ***Add more variables*** - You have already set the lists `cards` and `face_cards` and the variable `card_1`. Underneath those variables create 3 more variables: `card_2`, dealer_card_1` and `dealer_card_2`. These variables are all set to a random card from the list of cards. - - ***Add up points*** - To calculate how many points you have scored we call the function with card 1 and we do it again for card 2. Then we add both these scores together to get your total. - Do the same thing for the dealers points, but be sure to use the dealer's cards and not your own! - - ***2 Aces*** - You're doing great! Almost all scores can be calculated now. There is only one exception: 2 Aces. If you get 2 Aces, your total is 12 points and not 22 (because 22 points would be losing!). This of course also goes for the dealer. - - ***Show the score*** - Lastly, you want to tell the program to tell you which cards you have drawn and how many points that is. Then show which cards the dealer has and how many points they have. - - ***Continue in the next tab*** - Great! You have finished this part of the game! Copy your code and go to the next tab to learn how to ask for an extra card and to declare a winner. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add these variables to the list of variables - card_2 = _ - dealer_card_1 = _ - dealer_card_2 = _ - - # Add up your points - your_points_1 = {call} _ {with} card_1 - your_points_2 = _ - your_total = _ - - # Add up the dealers points - dealer_points_1 = _ - _ - _ - - # 2 Aces - {if} card_1 == 'Ace' {and} _ - your_total = 12 - {if} dealer_card_1 _ - dealer_total = _ - - # Show the score - {print} 'You have drawn a ' _ ' and a ' _ '. That is ' _ ' points' - {print} 'The dealer has drawn a ' _ ' and a ' _ '. That is ' _ ' points' - ``` - blackjack_3: - name: Blackjack 3 - default_save_name: Blackjack_3 - description: Blackjack part 3 - levels: - 17: - story_text: | - In the previous tabs you have learned how to draw 2 random cards for yourself and for the dealer and to calculate how many points you both got. - In this adventure we add the option to ask for an extra card for both you and the dealer. - - ### Exercise - ***Paste your code from the previous adventure*** Firstly, copy your code from the previous tab and paste it here. - - ***Extra card for you*** If you want, you can get an extra card to get your total as close to 21 as possible. First ask the player if they want an extra card. - If they do, pick a random card and print what they have drawn. If the card is not an Ace, you can call the function and add the points to your total. - In case the card is an Ace, you can't use the function, because the Ace can be either 1 point or 11 points, depending on how many points you already have earned. - If your total is less than 11, you want the ace to be 11 points (because this is closest to 21). So you add 11 points to your total. - If the total is more than or equal to 11, you want the ace to be 1 point (because you don't want more than 21 points). So you add 1 point to your total. - Lastly, print your new total of points. - - ***Extra card for the dealer*** The dealer can also get an extra card. The dealer doesn't need to be asked, because they always get an extra card if their total is less than 17. - Copy the 'Extra card for you code' and paste it in the dealers section. Then change it to fit the dealer picking an extra card and getting points added to their total. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Extra card for you - hit = {ask} _ - {if} hit == 'yes': - card_3 = _ - {print} _ - {if} card_3 _ 'Ace': - your_points_3 = _ - your_total = _ - {else}: - {if} your_total _ - _ - {else}: - _ - {print} _ - - # Extra card for the dealer - {if} dealer_total < 17 - _ - ``` - blackjack_4: - name: Blackjack 4 - default_save_name: Blackjack_4 - description: Blackjack part 4 - levels: - 17: - story_text: | - In the last 3 adventures you have alsmost created a working blackjack game! The only thing left to do is to decide a winner! - - ### Exercise - ***Paste your code from the previous adventure*** Start by pasting the code that you've made so far into your programming field. - - ***Decide a winner*** - Firstly, if you and the dealer have an equal amount of points, it's a draw. - Secondly, if the dealer has more than 21 points and you don't, you are the winner. - Thirdly, if both you and the dealer have less than 22 points, we have to see who came closest to 21. We do that by comparing who has the highest score. Is your total higher than the dealer's total, then you are the winner. If not, the dealer wins. - Lastly, in all other scenarios (e.g. you have more than 21 points and the dealer doesn't, or you both have more than 21 points) you are the loser. - - ***Enjoy the game!*** - Does your game work properly? Amazing! You have done a great job! Enjoy your game! - If it doesn't work right away, no worries, you might have made a mistake. Just keep calm and bebug your code using the ladybug button. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Decide a winner - {if} _ - {print} 'Its a draw! Play again!' - {elif} _ - {print} 'You win!' - {elif} _ : - {if} _: - {print} _ - {else}: - {print} _ - {else}: - _ - ``` calculator: - name: Calculator - default_save_name: Calculator - description: Create a calculator levels: 6: story_text: | @@ -644,59 +302,7 @@ adventures: ### Exercise 2 Give the player feedback when the enter an answer, like `{print} 'Correct!'` or `{print} 'Wrong! The correct answer is ' correct_answer`. - example_code: | - ``` - score = 0 - {repeat} 10 {times} - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct_answer = number_1 * number_2 - {print} 'What is ' number_1 ' times ' number_2 '?' - answer = {ask} 'Type your answer here...' - {print} 'Your answer is ' answer - {if} _ {is} _ - score = score + 1 - {print} 'Great job! Your score is... ' score ' out of 10!' - ``` - 10: - story_text: | - This calculator game helps you practise your tables of multiplication! - ### Exercise - Fill in the blanks. We want this program to ask the player these questions: - ``` - How much is 1 times 1? - How much is 1 times 2? - How much is 1 times 3? - How much is 2 times 1? - How much is 2 times 2? - How much is 2 times 3? - How much is 3 times 1? - How much is 3 times 2? - How much is 3 times 3? - _ - ``` - example_code: | - ``` - numbers = 1, 2, 3 - {for} _ - {for} _ - answer = {ask} _ - correct = number_1 * number_2 - {if} answer {is} correct - {print} 'Great job!' - {else} - {print} 'That is wrong. The right answer is ' correct - ``` 11: - story_text: | - With a `{for}` you can simplify tables of multiplication practise program. - - ### Exercise 1 - Improve the example code such that it prints a nice multiplication table:
"1 times 10 is 10", "2 times 10 is 20", etc. - - ### Exercise 2 - Go back to your level 10 multiplication code, and modify it so that it uses a `{for}` and `{range}`. example_code: | ``` number = 10 @@ -713,34 +319,7 @@ adventures: answer = number1 + number2 {print} number1 ' plus ' number2 ' is ' answer ``` - 13: - story_text: | - ### Exercise 1 - Let's make the practice program a bit harder. The player now has to answers two questions correctly. Fill out the blanks to complete the program. - - ### Exercise 2 - Sometimes, calculations have multiple correct answers. For example, 10 can be divided by 5 and by 2. So the question 'What number divides 10?' can be answered by 2 and by 5. - Ask for a calculation that has multiple correct answers, ask the player to answer it, and determine if it is correct using `{or}`. - Empty the programming field and create your own solution. - example_code: | - ``` - answer1 = {ask} 'What is 10 times 7?' - answer2 = {ask} 'What is 6 times 7?' - {if} _ _ _ _ _ _ _ - {print} _ - ``` 14: - story_text: | - In this adventure you will build a calculator that calculates your mean grade for you. If you get your calculator to work, you can move on to the next adventure, which allows you to add two extra features. - - ### Exercise 1 - Fill in the blanks to get the calculator to work. - * Start with the fourth line, add a question to figure out what grade the student got. - * In the fifth line you'll want to calculate the total of all grades, so the total = total + grade. - * Then we get to set the return value. We want to return the mean, so the total devided by the amount of tests (4). - * Lastly we finish the code by calling the function in line 8. - - Did you get it? Awesome! Would you like to add even more to your calculator? **This adventure continues in the next tab!** example_code: | ``` {define} calculate_mean_grade @@ -759,127 +338,11 @@ adventures: mean_grade = {call} _ {print} 'Your mean grade is ' mean_grade - 15: - story_text: | - You can add the `{while}` loop to the calculator game you've learned to make in a previous level. - This makes sure the player can't continue to the next question if they answer incorrectly. - - ### Exercise - Add the `{while}` loop in the function, ask the player what number_1 times number_2 is and print their answer. - Then `{call}` the function. - example_code: | - ``` - {define} new_question - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct = number_1 * number_2 - answer = 0 - _ - _ - _ - {print} 'Well done!' - - {print} 'Give 10 correct answers to win!' - {for} i {in} {range} 1 {to} 10 - _ - {print} 'You win!' - ``` - calculator_2: - name: Calculator 2 - default_save_name: Calculator 2 - description: Calculator 2 - levels: - 14: - story_text: | - ### Exercise 2 - **This is the second part of this adventure.** The adventure starts in the previous tab. - Of course, you don't always want to calculate the mean of 4 tests. You might want to calculate the mean of 10 tests or only 2... - We can fix this problem by adding the argument and variable 'amount_of_tests'. - * Start a new line on line 3. Set the amount_of_tests argument by asking the student how many tests they have made. - * Change the 4 in line 4 to the new argument amount_of_tests. - * Lastly, change the 4 in line 6 to amount_of_tests - - Try out your new program. Does it work? - - ### Exercise 3 - Did you want to make your program even better? Great! In the previous program you could only calculate the mean grade of 1 subject, but it would be better if you could calculate the mean grade for all subjects you want! - We won't tell you how to do it, but we will give you one tip: Start your code in line 1 with: define calculate_mean_grade with subject. - example_code: | - ``` - # Use your own code from the previous adventure. - ``` clear_command: - name: '{clear}' - default_save_name: clear_command description: clear command - levels: - 4: - story_text: | - Time for a new command! With `{clear}` you can clear all the text form your output screen. This way you can prevent your screen getting too full of text. - Beware! If you are using a `{clear}` command, you might need to use a `{sleep}` above it. Otherwise Hedy will clear your screen without giving you the time to read as you can see in the example! - example_code: | - ``` - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'wait for it...' - {sleep} 3 - {clear} - {print} 'SURPRISE!' - ``` debugging: - name: debugging - default_save_name: debugging - description: debugging adventure levels: - 1: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will show you code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} I love programming - Do you love programming too? - {echo} - {print} What are your hobbies? - {echo} Your hobbies are - ``` - 2: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - destination {ask} Where are you going on holidays? - {print} The flight to dstination leaves at 3 pm. - {ask} Did you check in your luggage yet? - {echo} - {print} Let me print your boarding pass for you. - {sleep} - Here you go! Have a nice trip! - ``` 3: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -893,80 +356,12 @@ adventures: tomorrows_movie {is} movie_choices {at} {random} I'll go get the popcorn! {print} ``` - 4: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Welcome to the online library! - {ask} What genre of books do you like? - {print} You like genre - author {is} {ask} 'Who's your favorite author?' - {print} 'author is your favorite author' - {print} Hmmm... i think you should try... books {at} {random} - ``` - 5: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} Welcome to Swimming Pool Hedy! - class {is} {ask} 'Are you here to join a class today?' - {if} class yes - {print} 'Great! You're joining a class! - {print} {else} 'You will not be joining a class' - discount {is} 'Do you have a discount code?' - {if} discount {is} yes - discount_answer {is} {ask} 'What's your discount code?' - discount_codes = Senior4231, Student8786, NewMember6709 - {if} discount_answer {is} {in} discount_cods - {print} 'That will be $3,50' - 'That will be $5,50' - {print} 'Have a nice swim!' - ``` - 6: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Vending machine' - chosen_product = {ask} 'Please select a product' - 1_dollar_products = coke orange juice water - 2_dollar_products = chocolate, cookie, museli bar - 3dollar_prodcuts = potato chips, beef jerky, banana bread - {if} chosen {is} {in} 1_dollar_products - price = 1 - {if} chosen_product {is} 2_dollar_products - price = 2 - {else} chosen_product {in} 3_dollar_products - price = 3 - amount_of_products = '{ask} How many of ' chosen_product would you like to have?' - total = price + amount_of_product - {print} 'That will be $' price 'please' - ``` 7: story_text: |- ### Exercise Surprise! This program looks more like an output than a code. And yet, we don't want you to just add `{print}` commands in front of each line. Fix this program to turn it into the nursery rhyme 'Brother John (Frère Jaques)' by using the {repeat} command of course! - example_code: | - **Warning! This code needs to be debugged!** - ``` - Are you sleeping? - Brother John! - Morning bells are ringing! - Ding, dang, dong! - ``` 8: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -989,9 +384,6 @@ adventures: {print} 'Thank you! Byebye!' ``` 9: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1014,9 +406,6 @@ adventures: price = amount * 6 {print} 'That will be 'price dollar' please' 10: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1065,9 +454,6 @@ adventures: print month i ``` 12: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1093,9 +479,6 @@ adventures: call greet_costumer ``` 13: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1125,9 +508,6 @@ adventures: print 'No problem!' ``` 14: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1174,9 +554,6 @@ adventures: else 'no problem' 15: - story_text: |- - ### Exercise - Debug this random children's story. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1211,10 +588,6 @@ adventures: print The End ``` 16: - story_text: |- - ### Exercise - Debug this code. Good luck! - Tip: Make sure that you only see your score once in the end. example_code: | **Warning! This code needs to be debugged!** ``` @@ -1233,9 +606,6 @@ adventures: ``` 17: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1268,9 +638,6 @@ adventures: print 'Thanks for ordering!' ``` 18: - story_text: |- - ### Exercise - Debug this Old MacDonald program from level 16. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1296,28 +663,6 @@ adventures: levels: 1: story_text: "בשלב 1 תוכלו להשתמש בפקודות `{print}`, `{ask}` ו-`{echo}`.\n הקלידו את הקוד שלכם בשדה התכנות. או לחצו על הכפתור הירוק בבלוק הקוד לדוגמה, והקוד יוקלד עבורכם!\nנסו את הקוד בעצמכם בעזרת הכפתור הירוק 'הרץ קוד' מתחת לשדה התכנות.\n\nתוכלו להדפיס טקסט למסך בעזרת הפקודה `{print}`. \n" - example_code: | - ``` - {print} Hello world! - ``` - 2: - story_text: | - Congratulations! You've reached level 2. Hopefully you've already made some awesome codes! - In the first level you might've notice that the `{echo}` command can only save one bit of information at a time. - For example in the restaurant adventure, you could echo what the costumer wanted to eat, or what they wanted to drink, but not both in one sentence. - - That changes in level 2. In level 2 you'll learn to work with variables, that allow you to save multiple pieces of information and print them in any place you want. - So let's go to the next tab! - example_code: | - **Warning! This code does not work!** - In Hedy commands will change sometimes. `{echo}` for example only works in level 1. In this level you'll learn a better way to echo answers back. - ``` - {print} Welcome at Hedy's - {ask} What would you like to eat? - {echo} So you want - {ask} what would you like to drink? - {echo} So you want - ``` 3: story_text: | בשלב 3 תוכלו ליצור רשימה. תוכלו לתת למחשב לבחור משהו באופן אקראי מתוך הרשימה. ניתן לעשות זאת בעזרת הפקודה `{at} {random}`. @@ -1414,10 +759,6 @@ adventures: {for} חיה {in} חיות {print} 'אני אוהבת ' חיה ``` - 11: - story_text: | - You have reached level 11, you're doing great! In the higher levels, Hedy is focussing more and more on teaching you the programming language Python. - In Python there is no `{repeat}` command, but there is a command that works like {repeat}. Are you curious to find out how to say `{repeat}` in Python language? Quickly go on to find out! 12: story_text: |- **מספרים עשרוניים** @@ -1495,31 +836,13 @@ adventures: We arrived at real Python code! That means we need to use parentheses with {print} and {range} from now on. {print}('My name is ', name) dice: - name: Dice - default_save_name: Dice - description: Make your own dice levels: 3: - story_text: | - In this level we can choose from a list. With that we can let the computer choose one side of the die. - Take a look at the games you have in your closet at home. - Are there games with a (special) die? You can also copy it with this code. - For example, the dice of the game Earthworms with the numbers 1 to 5 and an earthworm on it. - - ![Die of earthworms with 1 to 5 and an earthworm on it](https://cdn.jsdelivr.net/gh/felienne/hedy@24f19e9ac16c981517e7243120bc714912407eb5/coursedata/img/dobbelsteen.jpeg) example_code: | ``` choices {is} 1, 2, 3, 4, 5, earthworm {print} choices {at} {random} ``` - story_text_2: | - ### Exercise - The dice in the example above are dice for a specific game. Can you make normal dice? - Or other special dice from a different game? - example_code_2: | - ``` - choices {is} _ - ``` 4: story_text: | In this level we can make sentences with the die value in the sentence, with quotes of course. @@ -1576,33 +899,7 @@ adventures: {print} player ' throws ' choices {at} {random} {sleep} ``` - 15: - story_text: | - ### Exercise - In this level you can create a little game in which you'll have to throw 6 as fast as possible. - We have started the code, it's up to you to get the game to work! - - Firstly, add a `{while}` loop that checks if 6 has been thrown or not. - As long as you haven't thrown 6 already, throw the dice on a random number. - Print what the player has thrown. - Add a try to the amount of tries - Wait a second before you throw again, or - in case you've thrown a 6 - before the game ends. - example_code: | - ``` - options = 1, 2, 3, 4, 5, 6 - {print} 'Throw 6 as fast as you can!' - thrown = 0 - tries = 0 - _ - _ - _ - _ - _ - {print} 'Yes! You have thrown 6 in ' tries ' tries.' - ``` dishes: - name: Dishes? - default_save_name: Dishes description: Use the computer to see who does the dishes (Start at level 2) levels: 3: @@ -1625,13 +922,6 @@ adventures: Can you complete the code by filling the blanks? Every blank must be replaced with one word of symbol. Tip: Don't forget the quotation marks! - example_code: | - ``` - people {is} mom, dad, Emma, Sophie - {print} _ the dishes are done by _ - {sleep} - {print} people {at} _ - ``` 5: story_text: | With the `{if}` you can now have more fun with choice in the program. You can have your program respond to the choice that the computer has made. @@ -1645,20 +935,6 @@ adventures: {if} dishwasher {is} Sophie {print} _ too bad I have to do the dishes _ {else} {print} 'luckily no dishes because' _ 'is already washing up' ``` 6: - story_text: | - How often is everyone going to do the dishes? Is that fair? You can count it in this level. - example_code: | - ``` - people = mom, dad, Emma, Sophie - emma_washes = 0 - dishwasher = people {at} {random} - {print} 'The dishwasher is' dishwasher - {if} dishwasher {is} Emma emma_washes = emma_washes + 1 - {print} 'Emma will do the dishes this week' emma_washes 'times' - ``` - - Now you can copy lines 3 to 5 a few times (e.g. 7 times for a whole week) to calculate for a whole week again. - Do you make the code for the whole week? story_text_2: | If you are extremely unlucky the previous program might choose you to to the dishes for the whole week! That's not fair! To create a fairer system you can use the `{remove}` command to remove the chosen person from the list. This way you don't have to do the dishes again untill everybody has had a turn. @@ -1687,22 +963,10 @@ adventures: 10: story_text: | In this level you could make an even better dish washing shedule. - example_code: | - ``` - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - ``` elif_command: - name: '{elif}' - default_save_name: elif description: elif levels: 17: - story_text: | - In this level you can also use a new command: `{elif}`. `{elif}` is a combination of the keywords `{else}` and `{if}` and you need it when you want to make 3 (or more!) options. - Check it out! example_code: | ``` prices = ['1 million dollars', 'an apple pie', 'nothing'] @@ -1716,67 +980,14 @@ adventures: {print} 'Better luck next time..' ``` for_command: - name: '{for}' - default_save_name: for description: for command levels: - 10: - story_text: |- - ## For - In this level we learn a new code called `{for}`. With `{for}` you can make a list and use all elements. - `{for}` creates a block, like `{repeat}` and `{if}` so all lines in the block need to start with 4 spaces. - example_code: | - ``` - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - ``` - story_text_2: | - ### Exercise - Finish this code by adding `{for} action {in} actions` to line 2. - example_code_2: | - ``` - actions = clap your hands, stomp your feet, shout Hurray! - _ - {repeat} 2 {times} - {print} 'If youre happy and you know it, ' action - {sleep} 2 - {print} 'If youre happy and you know it, and you really want to show it' - {print} 'If youre happy and you know it, ' action - {sleep} 3 - ``` 11: story_text: |- In this level, we add a new form of the `{for}`. In earlier levels, we used `{for}` with a list, but we can also use `{for}` with numbers. We do that by adding a variable name, followed by `{in}` `{range}`. We then write the number to start at, `{to}` and the number to end at. Try the example to see what happens! In this level again, you will need to use indentations in lines below the `{for}` statements. - example_code: | - ``` - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - ``` - 17: - story_text: | - Now we are going to change indentation a little bit. Every time that we need an indentation, we need `:` at the line before the indentation. - example_code: | - ``` - {for} i {in} {range} 1 {to} 10: - {print} i - {print} 'Ready or not, here I come!' - ``` - 18: - story_text: | - Lastly, we'll turn `{for} i {in} {range} 1 to 5` into real Python code, like this: - example_code: | - ``` - {for} i {in} {range}(1,5): - {print} (i) - ``` fortune: - name: Fortune teller - default_save_name: Fortune Teller - description: Let Hedy predict the future levels: 1: story_text: | @@ -1803,26 +1014,10 @@ adventures: story_text: | In the previous levels you've created your first fortune telling machine, but Hedy couldn't really predict anything, only {echo}. In this level you can use a variable and the `{at} {random}` command to really let Hedy choose an answer for you. Check out this code for instance: - example_code: | - ``` - {print} I’m Hedy the fortune teller! - question {is} {ask} What do you want to know? - {print} This is what you want to know: question - answers {is} yes, no, maybe - {print} My crystal ball says... - {sleep} 2 - {print} answers {at} {random} - ``` story_text_2: | ### Exercises Now, Hedy can only answer yes, no or maybe. Can you give Hedy more answer options, like 'definitely' or '{ask} again'. 4: - story_text: | - ### Exercise - We have removed all the quotation marks from this example code, can you add them in all the right places? - - ### Exercise 2 - Go back to the previous level and copy your fortune teller code. Make the code work in this level by adding quotation marks in the right spots. example_code: | ``` {print} 'Im Hedy the fortune teller!' @@ -1929,27 +1124,8 @@ adventures: {print} fortunes {at} {random} ``` functions: - name: functions - default_save_name: functions - description: functions levels: 12: - story_text: | - In this level you'll learn how to use **functions**. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. - To create a function, use `{define}` and give the function a name. Then put all the lines you want in the function in a indented block under the `{define}` line. - Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use {call} with the function's name to call it up! We don't have to type that block of code again. - - Check out this example code of a game of Twister. The function 'turn' contains a block of code that chooses which limb should go where. - - ### Exercise - Finish this code by setting the 2 variables chosen_limb and chosen_color. - Then, choose how many times you want to call the function to give the twister spinner a spin. - - ### Exercise 2 - Improve your code by adding a variable called 'people'. Use the variable to give all the players their own command in the game. - For example: 'Ahmed, right hand on green' or 'Jessica, left foot on yellow'. example_code: | ``` sides = 'left', 'right' @@ -1986,25 +1162,7 @@ adventures: I dreamed that my Bonnie is dead Can you program this verse in the same way as the example? - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - ``` 14: - story_text: | - In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. - You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - - For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - - ### Exercise - Finish this code. We have already made the variable new_price for you, you only need to set it. - You should finish the line of code by calling the function that calculates the new price. example_code: | ``` {define} calculate_new_price {with} amount, percentage @@ -2018,223 +1176,7 @@ adventures: new_price = _ calculate_new_price {with} old_price, _ {print} 'The new price is ' new_price ' dollar' ``` - 18: - story_text: | - Let's make functions the Pythons way! To define a function, we no longer use: - - `{define} name_function {with} argument_1, argument_2:` - - but we use: - - `{def} name_function(argument_1, argument_2):`. - - - If you don't want to use arguments, you just leave the space between the parantheses empty. - To call a function, we don't need the `{call}` command anymore. You just type the name of the function. - example_code: | - ``` - {def} calculate_score(answer, correct_answer): - {if} answer == correct_answer: - score = 1 - {elif} answer == '?': - score = 0 - {else}: - score = -1 - {return} score - - answer = {input} ('Where can you find the Eiffel Tower?') - correct_answer = 'Paris' - score = calculate_score(answer, correct_answer) - {print} ('Your score is... ', score) - ``` - guess_my_number: - name: Guess my number - default_save_name: guess my number - description: guess my number - levels: - 14: - story_text: | - In this level you can program the game 'Guess my number' - - ### Exercise - Fill in the correct symbols on the blanks to get the game to work. - example_code: | - ``` - {print} 'Guess my number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess _ number - {print} 'Lower!' - {if} guess _ number - {print} 'Higher!' - {if} guess _ number - {print} 'You win!' - game = 'over' - ``` - hangman: - name: Hangman - default_save_name: Hangman - description: Guess the word - levels: - 17: - story_text: | - In this adventure we program a game of hangman. First we make some preparations, then we program the game and in the third part we add a drawing with the turtle. - - ### Exercise - ***Set the variables*** In this game of hangman, Player 1 chooses an answer and Player 2 has to guess the letters in this answer. - To let the computer know all the letters in the word, we will turn the answer into a list of letters. We also do this with the guesses Player 2 makes. - We will start the game with 2 empty lists. We have made an empty list for the variable answer for you. Now make an empty list for guessed_letters as well. - Then we fill in how many mistakes were made. At the start of the game, this should be 0. - The variable `amount_letters` tells us how many letters are in the answer. Ask Player 1 to tell us how many letters their word has. - Lastly we tell the computer if the game is over. We use the variable `game_over` and set it to `False`. - - ***Choosing the answer*** We want Player 1 to be able to choose the answer. We'll ask them, as many times as necessary, what the next letter is. - Then we add that letter to the answer. Lastly, we add an empty _ to the list of guessed letters, so we get as many _s as there are letters in the answer. - - ***Player 2's turn*** - Tell Player 2 its their turn. Then tell Player 2 how many letters there are in the answer. Finally, print the list of `guessed_letters`. - - ***Go to the next tab*** Now that all the starting variables are set, we can start programming the game itself. Check out the next tab to learn how! - example_code: | - ``` - print 'Hangman!' - - # Set the variables - answer = [] - guessed_letters = _ - mistakes_made = _ - amount_letters = {ask} _ - _ = 'False' - - # Choosing the answer - {for} _ - letter = {ask} 'Player 1, what is letter ' i '?' - _ - {add} '_' {to} _ - - # Player 2 turn - print _ - print _ - print guessed_letters - ``` - hangman_2: - name: Hangman 2 - default_save_name: Hangman_2 - description: Hangman 2 - levels: - 17: - story_text: | - Now it's time to program the hangman game. - - ### Exercise - - ***Paste your code*** Copy your code from the previous tab and paste the code in the programming field. - - ***The game*** This games continues playing until Player 2 is game over. Fill in the while command accordingly. Now, Player 2 is allowed to guess a letter, so ask Player 2 to guess a letter. - We need to check if their answer is correct, so check if their `guess` is (somewhere) in the (list) `answer`. Then we let the computer figure out which of the letter(s) is the guess. We have already programmed that part for you. - Next we want to compliment the player for finding a correct letter and we want to print the list `guessed_letters`, so the player can see their progress. - - The next part we're going to program is what happens when the player has guessed all of the letters. So if their list of `guessed_letters` is the same as our list `answer`. - If the lists are the same, congratulate Player 2 with their victory and set the variable `game_over` to `True`. - - Next we'll program what happens when Player 2 guesses wrong (so the `{else}` command). First, tell the player that their guess was wrong. Then increase the `mistakes_made` variable by 1. - - For the last part we'll program what happens when Player 2 has made 10 mistakes. We'll print that Player 1 has won the game. Then we'll print the correct answer. And finally, we'll set our `game_over` variable to `True`, so the game stops. - - ***Go to the next tab*** Amazing work! Your game is playable, but wouldn't it be fun if the hangman was actually drawn when Player 2 makes a mistake..? - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - guess = _ - {if} _ - {for} i {in} {range} 1 {to} amount_letters: - if answer[i] == guess: - guessed_letters[i] = guess - {print} _ - {if} guessed_letters == _: - {print} _ - game_over = _ - {else}: - {print} _ - mistakes_made _ - {if} _ == 10: - {print} _ - {print} _ - _ - ``` - hangman_3: - name: Hangman 3 - default_save_name: Hangman_3 - description: Hangman 3 - levels: - 17: - story_text: | - In a game of hangman the mistakes are shown by drawing a part of the hangman each time a mistake has been made. - We now add those drawings with our turtle! - - ### Exercise - ***Create a function that draws the hangman*** Create a function that draws the hangman in 10 steps. We have already made step 1 for you. - - ***Test the function*** Test the function by calling the function with 10. If you are happy with the function, remove the line that calls the function for now. We will call the function when the player makes a mistake. - - ***Paste your hangman game under your function*** Go back to the previous tab and copy your hangman game. Paste the game underneath your function. - - ***Call the function when the player makes a mistake*** Under the line `mistakes_made = mistakes_made + 1` we will call the function. We want the turtle to take the same amount of steps as the player has made mistakes, so we call the function with `mistakes_made` as argument. - - ***Enjoy your game!*** -
- The hangman could look like this -
- example_code: | - ``` - # Create a function that draws the hangman - {define} draw_hangman {with} step: - {if} step == 1: - {color} white - {forward} -100 - {turn} 90 - {forward} -50 - {color} black - {forward} 100 - {forward} -50 - - {if} step == 2: - _ - # Paste your hangman game here - - ``` - harry_potter: - name: Harry Potter - default_save_name: Harry Potter - description: Harry Potter adventures - levels: - 10: - story_text: | - ### Exercise - We can also make a Harry Potter themed fortune teller. Fill in blanks such that 9 lines are printed. - **Extra** Change the theme of the fortune teller into something else, such as your favorite book, film or tv show. - example_code: | - ``` - houses = Gryffindor, Slytherin, Hufflepuff, Ravenclaw - subjects = potions, defence against the dark arts, charms, transfiguration - fears = Voldemort, spiders, failing your OWL test - names = Harry, Ron, Hermione - _ - _ {print} name ' is placed in ' houses {at} {random} - _ {print} name ' is great at ' subjects {at} {random} - _ {print} name 's greatest fear is ' fears {at} {random} - ``` haunted: - name: Haunted House - default_save_name: Haunted House - description: Escape from the haunted house levels: 1: story_text: | @@ -2242,27 +1184,10 @@ adventures: If you pick the right door you'll survive, but {if} not a terrible monster might... In level 1 we start our haunted house game by making up a scary story and {ask} the player what monster they'll see in the haunted house. - example_code: | - ``` - {print} How did I get here? - {print} I remember my friend telling me to go into the old mansion... - {print} and suddenly everything went black. - {print} But how did I end up on the floor...? - {print} My head hurts like Ive been hit by a baseball bat! - {print} What's that sound? - {print} Oh no! I feel like Im not alone in this house! - {print} I need to get out of here! - {print} There are 3 doors in front of me.. - {ask} Which door should i pick? - {echo} I choose door - {print} ...? - ``` story_text_2: | ### Exercise Can you finish the scary story? Or make up your own haunted house story? 2: - story_text: | - In this haunted house you can choose your monsters with emojis. Of course you could also use words. example_code: | ``` monster_1 {is} 👻 @@ -2274,10 +1199,6 @@ adventures: {print} Oh no! Quickly get to the kitchen. {print} But as you enter monster_3 attacks you! ``` - story_text_2: | - ### Exercise - In the example above the monsters are predetermined. So each time you run your code, the output is the same. - Can you add `{ask}` commands to make the haunted house interactive and have the players choose the monsters they come across? example_code_2: | ``` monster_1 {is} _ @@ -2294,17 +1215,6 @@ adventures: In the previous levels you've made an introduction to your haunted house game, but as you might have noticed the story would always have a dreadful end. In this level you can make your story more interactive by changing the outcome of the game; sometimes you'll get eaten, sometimes you'll escape! Let Hedy decide randomly! - example_code: | - ``` - _ Escape from the haunted house! - _ There are 3 doors in front of you... - _ _ _ Which door do you choose? - _ You picked door ... choice - monsters _ a zombie, a vampire, NOTHING YOUVE ESCAPED - _ You see... - {sleep} - _ _ _ _ - ``` 4: story_text: | In this level you learn how to use quotation marks in your games. @@ -2345,27 +1255,6 @@ adventures: ### Exercise Now it's very hard to win this game, can you make it easier to win? For example by only having 1 wrong door and 2 correct doors instead of 1 correct door and 2 wrong ones? - example_code: | - ``` - {print} 'Escape from the Haunted House!' - player = alive - doors = 1, 2, 3 - monsters = zombie, vampire, giant spider - {repeat} 3 {times} - {if} player {is} alive - correct_door {is} doors {at} {random} - {print} 'There are 3 doors in front of you...' - chosen_door = {ask} 'Which door do you choose?' - {if} chosen_door {is} correct_door - {print} 'No monsters here!' - {else} - {print} 'You are eaten by a ' monsters {at} {random} - player = dead - {else} - {print} 'GAME OVER' - {if} player {is} alive - {print} 'Great! You survived!' - ``` 11: story_text: | In this level we've changed the repeat command and we've added a line to our haunted house that tells the player in which room they are. @@ -2391,314 +1280,58 @@ adventures: {if} player {is} alive {print} 'Great! You survived!' ``` - 14: + if_command: + description: Introducing the if command + levels: + 9: story_text: | - ### Exercise - In this level you can use the `<` and `>` symbol to introduce lives to your game. - Make sure the player loses a life when they come across the wrong monster and that the game stops if you have no lives left. - example_code: | + In this level you can also put an {if} command inside another {if} command. + in_command: + description: Introducing the in command + levels: + 5: + example_code_2: | ``` - {print} 'Escape from the haunted house' - lives = 3 - doors = 1, 2, 3 - monsters = 'the wicked witch', 'a zombie', 'a sleeping 3 headed dog' - {for} i {in} {range} 1 {to} 10 - {if} lives _ - good_door = doors {at} {random} - monster = monsters {at} {random} - chosen_door = {ask} 'Which door do you choose?' - {if} good_door == chosen_door - {print} 'You have chosen the correct door' - {else} - {print} 'You see...' monster - {if} monster == 'a sleeping 3 headed dog' - {print} 'Pffieuw.... Its asleep' - {else} - {print} 'You lose one life' - lives = _ - {else} - {print} 'GAME OVER' + animals is dog, cow, sheep + answer is ask 'What is your favorite animal?' + _ answer _ animals _ 'Mine too!' + _ _ 'My favorite animals are dogs, cows and sheep' ``` - 16: - story_text: | + is_command: + description: introducing is command + levels: + 2: + story_text_2: | ### Exercise - This haunted house game uses the connection between the lists you can use in this level. - For example: all the properties that belong to the zombie are first in all the lists, witch second and vampire third. - Check out the code and fill in `weapons[i]`, `monsters[i]` , `bad_fate[i]`, `good_fate[i]`, `hint[i]` on the correct blanks to get the code to work! + Time to make your own variables! + In the example code we made an example of the variable `favorite_animal`. In line 1 the variable is set, and in line 2 we haved used the variable in a print command. + Firstly, finish our example by filling in your favorite animal on the blank. Then make at least 3 of these codes yourself. Pick a variable, and set the variable with the {is} command. Then use it with a {print} command, just like we did. + 14: example_code: | ``` - numbers = [1, 2, 3] - i = numbers[{random}] - hint = ['growling', 'a cackling laugh', 'fluttering batwings'] - monsters = ['zombie', 'witch', 'vampire'] - bad_fate = ['Your brain is eaten', 'You are forever cursed', 'You are bitten'] - good_fate = ['You throw the ham. The zombie is distracted and starts eating it.', 'You set the curtains on fire. The witch flees out of fear for the fire', 'The vampire hates garlic and flees'] - weapons = ['ham', 'lighter', 'garlic'] - {print} 'You are standing in front of an old mansion' - {print} 'Something is not right here' - {print} 'You hear ' _ - {print} 'You are going to explore it' - {print} 'You enter the kitchen and see a lighter, a raw ham and a garlic.' - your_weapon = {ask} 'What do you bring with you?' - {print} 'With your ' your_weapon ' you enter the living room' - {print} 'There you find a ' _ - needed_weapon = _ - {if} your_weapon == needed_weapon - {print} 'You use your ' your_weapon - {print} _ - {print} 'YOU WIN!' - {else} - {print} 'You have chosen the wrong weapon...' - {print} _ - {print} 'GAME OVER' + age = {ask} 'How old are you?' + {if} age > 12 + {print} 'You are older than I am!' ``` - hotel: - name: hotel - default_save_name: hotel - description: hotel - levels: - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, and you've learned how to combine it with an {ask}. - You might have wondered why you would use functions, because the functions in the example were only one line of code. - Now we will show you what a bigger function looks like and we will use multiple agruments now as well. You'll see how much better it is to use a function once the function gets bigger. - Here is an example of a function with arguments combined with {ask} commands. - example_code: | + example_code_3: | ``` - {define} welcome_message {with} title, last_name, country, room_number - {print} 'Welcome to Hotel Hedy, ' title ' ' last_name - nice_trip {is} {ask} 'Did you have a nice trip from, ' country '?' - {if} nice_trip {is} 'yes' - {print} 'Lovely!' - {else} - {print} 'Sorry to hear that.' - {print} 'Hopefully you can take a nice rest in you room.' - {print} 'Your room number is ' room_number - - {print} 'Hello. Please fill in your information to check in.' - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 + name = {ask} 'What is your name?' + {if} name != 'Hedy' + {print} 'You are not Hedy' ``` - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - if_command: - name: '{if} & {else}' - default_save_name: if_command - description: Introducing the if command - levels: - 5: - story_text: | - ## If... else.... - In level 5 there is something new, the `{if}`! With the `{if}` you can choose between two different options. - This code prints nice if you enter Hedy as a name, and boo! if you enter something else. - `{ask}` and `{print}` still work like they did in level 4. - example_code: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' {else} {print} 'boo!' - ``` - story_text_2: | - Sometimes code with an `{if}` gets really long and does not fit on the line well.
You may also divide the code over two lines, starting the second line at the `{else}` like this: - example_code_2: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - ``` - story_text_3: | - ### Exercise - Try to create your own code with `{if}` and `{else}`. You can use the example code if you want. - example_code_3: | - ``` - answer {is} {ask} '2 + 2 = ?' - _ _ _ 4 _ 'Great job!' - _ _ 'No 2 + 2 = 4' - ``` - 8: - story_text: | - ## If... Else... - You have learned to repeat a block of lines of code after a `{repeat}` command. - Now you can also use indentation to make blocks after a {if} or {else} command. - Check out the example code. - - ### Exercise - Add an {else} command to the example code. Make a block of line using indentation. You do this by starting each line with 4 spaces. - example_code: | - ``` - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {print} 'You can play on your computer!' - ``` - 9: - story_text: | - In this level you can also put an {if} command inside another {if} command. - example_code: | - ``` - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - ``` - in_command: - name: '{in}' - default_save_name: in_command - description: Introducing the in command - levels: - 5: - story_text: | - ## Lists - When we want to check if something is in a list, we can now use the `{in}` command. - This code prints pretty! if you choose green or yellow, and meh otherwise. - example_code: | - ``` - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - ``` - story_text_2: | - ### Exercise - Finish the example code by filling in the blanks with commands that you've learned. - When you've finished the code, try to create a code of your own and use a question that you've thought of yourself. - example_code_2: | - ``` - animals is dog, cow, sheep - answer is ask 'What is your favorite animal?' - _ answer _ animals _ 'Mine too!' - _ _ 'My favorite animals are dogs, cows and sheep' - ``` - is_command: - name: '{is}' - default_save_name: is_command - description: introducing is command - levels: - 2: - story_text: | - ## Variables - You can name a word with `{is}`. This is called a **variable**. In this example we made a variable called name and a variable called age. You can use the word name anywhere in your code and it will be replaced by Hedy, like this: - example_code: | - ``` - name {is} Hedy - age {is} 15 - {print} name is age years old - ``` - story_text_2: | - ### Exercise - Time to make your own variables! - In the example code we made an example of the variable `favorite_animal`. In line 1 the variable is set, and in line 2 we haved used the variable in a print command. - Firstly, finish our example by filling in your favorite animal on the blank. Then make at least 3 of these codes yourself. Pick a variable, and set the variable with the {is} command. Then use it with a {print} command, just like we did. - example_code_2: | - ``` - favorite_animal {is} _ - {print} I like favorite_animal - ``` - 6: - story_text: | - We also make a change in storing a word in a variable! You may now use `=` instead of `{is}` when we store a name or a number in a variable, like this: - example_code: | - ``` - name = Hedy - answer = 20 + 4 - ``` - 14: - story_text: | - We are going to learn more new items. You might know them already from mathematics, the `<` and `>`. - The `<` checks if the first number is smaller than the second, for example age `<` 12 checks if age is smaller than 12. - If you want to check if the first number is smaller or equal to the second, you can use `<=`, for example age `<=` 11. - The `>` checks if the first number is bigger than the second, for example points `>` 10 checks if points is larger than 10. - If you want to check if the first number is bigger or equal to the second, you can use `>=`, for example points `>=` 11. - You use these comparisons in an `{if}`, like this: - example_code: | - ``` - age = {ask} 'How old are you?' - {if} age > 12 - {print} 'You are older than I am!' - ``` - story_text_2: | - From this level on, if you want to compare exactly, you can use two equal signs. This is what most programming languages do: - example_code_2: | - ``` - name = {ask} 'What is your name?' - {if} name == 'Hedy' - {print} 'You are cool!' - ``` - story_text_3: | - You can also compare if something is *not* equal to something else using `!=` like this: - example_code_3: | - ``` - name = {ask} 'What is your name?' - {if} name != 'Hedy' - {print} 'You are not Hedy' - ``` - - {if} age < 13 - {print} 'You are younger than me!' - {else} - {print} 'You are older than me!' - language: - name: Language - default_save_name: Language - description: Practice words in a foreign language + {if} age < 13 + {print} 'You are younger than me!' + {else} + {print} 'You are older than me!' + language: levels: 5: story_text: | Make your own program to practice your vocabulary in a new language. - example_code: | - ``` - {print} 'Learn French!' - cat {is} {ask} '🐱' - {if} cat {is} chat {print} 'Terrific!' - {else} {print} 'No, cat is chat' - frog {is} {ask} '🐸' - {if} frog {is} grenouille {print} 'Super!' - {else} {print} 'No, frog is grenouille' - ``` - 16: - story_text: | - ### Exercise - Take a look at the example code. This is a program to practise French vocabulary. Now make your own program to practice your vocabulary in a new language. - If you don't know any other languages, you can use Google translate or you can use emojis and your native language. - example_code: | - ``` - french_words = ['bonjour', 'ordinateur', 'pomme de terre'] - translation = ['hello', 'computer', 'potato'] - score = 0 - {for} i {in} {range} 1 {to} 3 - answer = {ask} 'What does ' french_words[i] ' mean?' - correct = translation[i] - {if} answer == correct - {print} 'Correct!' - score = score + 1 - {else} - {print} 'Wrong, ' french_words[i] ' means ' translation[i] - {print} 'You gave ' score ' correct answers.' - ``` maths: - name: maths - default_save_name: maths - description: Introducing maths levels: 6: - story_text: | - In this level you learn something new: you can now also calculate. - - The plus is easy, you write it like with math: `5 + 5` for example. The minus also works fine, it is `5 - 5`. - - The times is a bit different, because there is no times symbol on your keyboard. Just search, there really isn't! - That is why we multiply with the asterisk above 8: `5 * 5`. Read that as "5 times 5" that helps you remember it best. example_code: | ``` {print} '5 plus 5 is ' 5 + 5 @@ -2706,17 +1339,6 @@ adventures: {print} '5 times 5 is ' 5 * 5 ``` 12: - story_text: |- - **Decimal numbers** - So far, Hedy did not allow for decimal numbers like 1.5, but now we do allow that. Note that computers use the `.` for decimal numbers. - example_code: | - ``` - {print} 'Two and a half plus two and a half is...' - {print} 2.5 + 2.5 - ``` - story_text_2: |- - **Maths with words** - In this level you can also do addition with words like this: example_code_2: | ``` a = 'Hello ' @@ -2726,390 +1348,9 @@ adventures: {print} 2.5 + 2.5 music: - name: music - default_save_name: music - description: Play a tune! levels: - 1: - story_text: |- - In this level you'll learn how to use the `{play}` command to play a tune! - - Type `{play}` followed by the note you want to play. The scale goes C-D-E-F-G-A-B. - As you can see there are 7 different letters, but we can play more than just 7 notes. - Type a number between 1 and 10 behind the letter to choose the scale, for example after B4 comes C5. - C1 is the lowest note you can play, C10 is the highest. - - ### Exercise - Try out the example code and then play around with it! Can you create your own melody? - In the next level you'll learn how to play some existing songs. - example_code: |- - ``` - {play} C4 - {play} D4 - {play} E4 - {play} F4 - {play} G4 - {play} A4 - {play} B4 - {play} C5 - ``` - 2: - story_text: | - ### Exercise - Finish the songs! We have started the codes for some melodies. - example_code: | - ``` - {print} Old Mac Donald had a farm - {play} C5 - {play} C5 - {play} C5 - {play} G4 - {play} A4 - {play} A4 - {play} G4 - ``` - story_text_2: As you can see, you can also use the `{sleep}` command to add a little pause in the song. - example_code_2: | - ``` - {print} Twinkle Twinkle Little Star - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} 1 - {play} F - {play} F - ``` - 3: - story_text: | - Create a random melody! - - ### Exercise - The example code creates a random melody, but it's very short and not many notes are used. - Add more notes to the list and create a longer melody by copying the last line a couple more times. - example_code: | - ``` - notes {is} A4, B4, C4 - {play} notes {at} {random} - {play} notes {at} {random} - {play} notes {at} {random} - ``` - 4: - story_text: | - Use the `{clear}` command to create a karaoke machine! - - ### Exercise - Finish the karaoke version of 'Mary had a little lamb'. - Then, create a karaoke version of any song you'd like! - example_code: | - ``` - {print} 'Mary had a little lamb' - {play} E - {play} D - {play} C - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Little lamb, little lamb' - {play} D - {play} D - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Mary had a little lamb' - {play} E - ``` - 5: - story_text: | - You don't always have to use the `{play}` command to play a whole song, sometimes you just want to play one note. - For example, if you want to make a quiz, you can play a happy high note if the answer is right and a sad low note if the answer is wrong. - - ### Exercise - Finish the first question by adding a line of code that plays a C3 note if the wrong answer is given. - Then think of 3 more questions to add to this quiz. - example_code: | - ``` - answer {is} {ask} 'What is the capital of Zimbabwe?' - {if} answer {is} Harare {play} C6 - _ - ``` 6: story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\n This calls for musical maths! Try out the example code a couple of times with different starting numbers. \nThen, see if you can compose a song using the numbers.\n" - example_code: | - ``` - number = {ask} 'Say a starting number between 1 and 67' - {print} number - {play} number - number = number + 1 - {print} number - {play} number - number = number + 1 - {print} number - {play} number - ``` - 7: - story_text: | - Using the `{repeat}` command can make your codes for melodies a lot shorter! - - ### Exercise - Finish the code for Twinkle Twinkle Little Star by using the `{repeat}`command. - Then go back to the songs you've made in the previous levels. Can you shorten those codes too? - example_code: | - ``` - {print} 'Twinkle Twinkle Little Star' - {repeat} 2 {times} {play} C4 - {repeat} 2 {times} {play} G4 - _ - ``` - 8: - story_text: | - Now that we can use the `{repeat}` command for multiple lines, we can make songs even more easily! - - ### Exercise - Finish the song of Brother John (Frère Jacques). Don't forget to use `{repeat}`! - example_code: | - ``` - {print} 'Brother John' - {repeat} 2 {times} - {play} C - {play} D - {play} E - {play} C - {repeat} 2 {times} - {play} E - {play} F - {play} G - {sleep} 1 - ``` - 9: - story_text: | - From this level on you can - among other things - use a {repeat} command inside a {repeat} command. - That makes songs like 'Happy birthday' even shorter! - - ### Exercise - Finish the song! - example_code: | - ``` - first_time = yes - {repeat} 2 {times} - {repeat} 2 {times} - {play} C - {play} D - {play} C - {if} first_time {is} yes - {play} F - {play} E - first_time {is} no - {else} - _ - ``` - 12: - story_text: | - Use functions in your songs! As you can see in the example code, you can make a function for each line of Twinkle Twinkle Little Star. Once you've programmed the first three lines, all you have to do is call the functions in the order you want them played in. - - ### Exercise - Finish the song of Twinkle Twinkle Little Star. - Then look back at all the songs you've programmed in the levels before, can you make those codes better and shorter using functions too? - example_code: | - ``` - {define} first_line - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} - - {define} second_line - {play} F - {play} F - {play} E - {play} E - {play} D - {play} D - {play} C - {sleep} - - {define} third_line - {play} G - {play} G - {play} F - {play} F - {play} E - {play} E - {play} D - {sleep} - - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - ``` - 13: - story_text: | - You can use a function with an argument for songs that have line that are almost the same, but slightly different each time. - One example is the song 'Yankee Doodle'. The first 4 notes of the first lines are the same, but each time they are followed by a different couple of notes. - - ### Exercise - Can you finish the song of Yankee Doodle? - Can you think of another song to program this way? - example_code: | - ``` - {print} 'Yankee Doodle' - {define} _ {with} note_1, note_2, note_3 - {play} C4 - {play} C4 - {play} D4 - {play} E4 - {play} _ - {play} _ - {play} _ - - {call} line_1 {with} 29, 31, 30 - {call} line_1 {with} 29, 28, 0 - {call} line_1 {with} 32, 31, 30 - - {play} C4 - {play} B3 - {play} G3 - {play} A3 - {play} B3 - {play} C4 - {play} C4 - ``` - 14: - story_text: | - You can program music for fun, but you can also use the musical notes to make something useful like a fire alarm! - - ### Exercise - Make sure the fire alarm rings when there is a fire! - example_code: | - ``` - {define} fire_alarm - {print} 'FIRE!' - note = 40 - {for} i {in} {range} 1 {to} 100 - {if} note _ 50 - note = note + 5 - {play} _ - {else} - note = 40 - - fire = {ask} 'Is there a fire?' - {if} fire _ 'yes' - {call} fire_alarm - ``` - 15: - story_text: | - **Warning** This adventure can become extremely annoying! - We can also use the {while} command to repeat a song forever. - - ### Exercise - Finish the never-ending song. - example_code: | - ``` - {define} song - {play} _ - - yes_or_no = {ask} 'Do you want to hear my never-ending song?' - {while} yes_or_no = 'yes' - {call} song - {print} '🥳' - ``` - 16: - story_text: | - Upgrade your Old MacDonald code! - - ### Exercise - Take your code from the 'Sing a Song' adventure and add musical notes to it! - You can make a function for each line in the song and call that function after the line is printed. - We defined the first line for you and called it in the code. Can you finish the whole song? - example_code: | - ``` - {define} line_1 - {for} i {in} {range} 1 {to} 3 - {play} G - {play} D - {for} i {in} {range} 1 {to} 2 - {play} E - {play} D - - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - for i in range 1 to 3 - animal = animals[i] - sound = sounds[i] - print 'Old MacDonald had a farm' - call line_1 - print 'E I E I O!' - _ - ``` - 17: - story_text: | - You can use the {elif} to create different options. - - ### Exercise - Firstly, add colons to get the code to work. - Then finish this code by adding at least 2 other songs for other moods. For example a happy song and an angry song. - example_code: | - ``` - {define} scary_song - {for} i {in} {range} 1 {to} 3 - {play} G - {play} E - {sleep} 2 - {for} i {in} {range} 1 {to} 3 - {play} F - {play} D - - mood = {ask} 'Which emotion are you feeling?' - {if} mood {is} 'fear' - {call} scary_song - {elif} _ - ``` - 18: - story_text: | - ### Exercise - Even in this last level of Hedy we can make some music! Be careful of all the syntax that is needed now. - Take a good look at how the functions are defined and called upon in the example code. - Finish the song! - example_code: | - ``` - {def} line_1(): - {for} i {in} {range}(1, 5): - {play} A - {play} D - {play} F - {play} A - - {def} line_2(): - {for} i {in} {range}(1, 5): - {play} G - {play} C - {play} E - {play} G - - {def} line_3(): - _ - - {print} ('The drunken sailor') - {print} ('What shall we do with the drunken sailor?') - line_1() - line_2() - line_3() - {print} ('Early in the morning') - ``` parrot: name: תוכי default_save_name: תוכי @@ -3128,12 +1369,6 @@ adventures: story_text_2: | ### Exercise Can you make the parrot ask a different question? Fill in the blanks in the example! - example_code_2: | - ``` - {print} Im Hedy the parrot - {ask} _ - {echo} - {echo} 2: story_text: | צרו תוכי מחמד שיחקה אתכם.ן! @@ -3166,15 +1401,6 @@ adventures: story_text: | In this level we have to use quotation marks with the commands `{ask}` and `{print}`. Can you complete the code by adding quotation marks? - example_code: | - ``` - words {is} squawk, Hedy - {print} _ Train your parrot! _ - new_word {is} {ask} _ Which word do you want to teach them? _ - {add} new_word {to_list} words - {print} _ 🧒 Say _ new_word _, Hedy!_ - {print} _ 🦜 _ words {at} {random} - ``` 5: story_text: | תנו פרס לתוכי שלכם אם הוא אומר את המילה הנכונה! @@ -3191,9 +1417,6 @@ adventures: {else} {print} '🧒 לא, הֶדִי! תגידי ' מילה_חדשה ``` piggybank: - name: Piggy Bank - default_save_name: Piggy Bank - description: Count your pocketmoney! levels: 12: story_text: | @@ -3210,10 +1433,6 @@ adventures: {print} 'You can buy a ' wish ' in ' weeks ' weeks.' ``` 14: - story_text: | - ### Exercise - In this level you can let Hedy tell you if you have saved up enough money! - Finish this code by filling in the blanks! example_code: | ``` _ calculate_budget with wish, money, allowance @@ -3233,45 +1452,7 @@ adventures: {call} calculate_budget with _, _, _ ``` pressit: - name: Key presses - default_save_name: Pressed - description: Try linking a keyboard key to a command! levels: - 5: - story_text: | - In this level there is another new keyword: `{pressed}`! - With `{pressed}` you can use keys on your keyboard to control what lines are used. - - ### Exercise - Look at the example and add one more line of code that reacts to a key press. - example_code: | - ``` - {print} 'Do you want a good (g) or bad (b) ending?' - {if} g {is} {pressed} {print} 'They lived happily ever after ❤' - {else} {print} 'The prince was eaten by a hippopotamus 😭' - ``` - story_text_2: | - You can also link turtle commands to keys. - - ### Exercise - Copy the lines a few times so you can create a larger drawing. - example_code_2: | - ``` - {if} y {is} {pressed} {forward} 15 - {else} {turn} 90 - ``` - 7: - story_text: | - Now that you have learned about `{repeat}`, we can press keys multiple times. - You can use it to make the turtle walk forward and turn. - - ### Exercise - The code you have seen in level 5 only checks the key once. Copy the example code and add a `{repeat}` to it, so that you can press the keys many times. - Use this code to draw something nice. - example_code: | - ``` - {if} x {is} {pressed} {forward} 15 {else} {turn} 90 - ``` 9: story_text: | Now that you know how to combine statements, you can create a touch type tool with `{pressed}`. @@ -3279,54 +1460,9 @@ adventures: ### Exercise Finish the code. Each time a random letter should be chosen, which you have to press. You get a point for a correct press, and and two points deduction for a wrong press. **(extra)** Clear the screen after each letter, and show the user how many points they have scored. - example_code: | - ``` - points = 0 - letters = a, b, c, d, e - {repeat} 10 {times} - letter = _ _ _ - {print} 'Press the letter ' letter - {if} letter {is} {pressed} - _ - _ - _ - ``` print_command: - name: '{print}' - default_save_name: print - description: Introduction print command levels: - 1: - story_text: | - ## The print command - You can print text to the screen using the `{print}` command. - example_code: | - ``` - {print} Hi there, programmer! - {print} Welcome to Hedy! - ``` - story_text_2: | - ### Exercise - In Hedy you will find exercises in every adventure. An exercise allows you to practise the new commands and concepts, and lets you give your own twist to the example codes. - In this exercise you will see a pink blank space. You have to fill something in the place of the blank space before the code can be run. - - Fill in the `{print}` command in the blank space and then add five more lines of code. Each line has to start with a `{print}` command. - Have fun! - example_code_2: | - ``` - _ Hello! - ``` 18: - story_text: |- - We arrived at real Python code! That means we need to use parentheses with `{print}` and `{range}` from now on. - It also means you can use Hedy code from this level in any Python environment as long as you use the English commands. If you haven't until now, you can switch the toggle in the commands menu to do so. - example_code: | - ``` - {print}('Hello!') - {for} i {in} {range}(1, 10): - {print}('This is line ', i) - ``` - story_text_2: If you want to print more than one item, you need to separate them by commas. example_code_2: | ``` temperature = 25 @@ -3334,158 +1470,13 @@ adventures: ``` {print}('My name is ', name) - quizmaster: - name: Quizmaster - default_save_name: Quizmaster - description: Make your own quiz! - levels: - 14: - story_text: | - ### Exercise - In this adventure you can make your own quiz! Fill in the blanks, add more questions and enjoy your own quiz! - You can make a quiz about anything you like: your hobby, your favorite animal, your favorite book or anything at all! - example_code: | - ``` - {print} 'Make your own quiz' - points_a = 0 - points_b = 0 - {print} 'Question' - {print} 'Answer option A' - {print} 'Answer option B' - answer = {ask} 'Which answer?' - {if} answer == 'A' - points_a = points_a + 1 - {if} answer == 'B' - points_b = points_b + 1 - {print} 'End of the quiz!' - {print} 'Lets see the results!' - {if} points_a > points_b - {print} 'You belong to the A club' - {if} points_b > points_a - {print} 'You belong to the B club' - ``` - quotation_marks: - name: '''quotation marks''' - default_save_name: quotation_marks - description: Introduction quotation marks - levels: - 4: - story_text: | - ## 'Quotation marks' - In level 4 `{ask}` and `{print}` have changed. - You must put text that you want to print between quotation marks. - This is useful, because now you can print all the words you want. Also the words you used to store something with `{is}`. - Most programming languages also use quotation marks when printing, so we are also getting a step closer to real programming! - example_code: | - ``` - {print} 'You need to use quotation marks from now on!' - answer {is} {ask} 'What do we need to use from now on?' - {print} 'We need to use ' answer - ``` - story_text_2: | - ## Contractions - Important! Mind that now that we're using quotation marks, Hedy will get confused when you use the apostrophe for contractions like I'm or What's. - Make sure to remove those apostrophes and change the spelling to I am or What is. - Check out the example code to see the wrong way of using apostrophes. - example_code_2: | - ``` - _ This is the wrong way of using apostrophes _ - {print} 'I'm babysitting my sister's kids' - {print} 'What's more fun than that?' - ``` - 12: - story_text: | - **All texts need to be in quotation marks** - For this level on you will also have to use quotation marks when storing a text with `=`: - example_code: | - ``` - name = 'Hedy the Robot' - {print} 'Hello ' name - ``` - story_text_2: | - **All items in lists need quotation marks too** - Lists are texts, so they need quotation marks too. Mind that each single item on the list has quotation marks. - This allows you to save two words as 1 item on the list, for example 'Black Widow'. - example_code_2: | - ``` - superheroes = 'Spiderman', 'Batman', 'Black Widow' - {print} superheroes {at} {random} - ``` - story_text_3: | - **All text after `{if}` comparisons need quotation marks too** - example_code_3: | - ``` - name = {ask} 'What is your name?' - {if} name = 'Hedy the Robot' - {print} 'Hi there!' - ``` - story_text_4: | - **Numbers don't need quotation marks** - For numbers, you do not use quotation marks in the `=`: - example_code_4: | - ``` - score = 25 - {print} 'You got ' score - ``` random_command: - name: '{random}' - default_save_name: random_command - description: introducing at random command - levels: - 3: - story_text: | - ## At random - In this level you can make a list using the `{is}` command. You can let the computer choose a random item from that list. You do that with `{at} {random}`. - example_code: | - ``` - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - ``` - story_text_2: | - You can use the `{at} {random}` command in a sentence as well. - example_code_2: | - ``` - food {is} sandwich, slice of pizza, salad, burrito - {print} I am going to have a food {at} {random} for lunch. - ``` - story_text_3: | - ### Exercise - Try out the `{at} {random}` command by making your own gameshow (like the ones on tv) where you choose a door or suitcase and it contains a big price! - Can you do it? We have already put the first lines into the example code. - example_code_3: | - ``` - {print} The big gameshow! - {print} There are 3 suitcases in front of you... - chosen {is} {ask} Which suitcase do you choose? - prices {is} _ - _ - ``` + levels: 16: story_text: |- We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. For example: `friends[1]` is the first name on the list of friends, as you can see in the first part of the example code. The second part of the example code shows you that we can also match 2 lists using the variable i. - example_code: | - ``` - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - ``` - story_text_2: |- - Now that you've learned to use the brackets in lists, you can also start using the {at} {random} command in the Python way! - You simply type the name of your list with `[random]` behind it! - example_code_2: |- - ``` - fruit = ['apple', 'banana', 'cherry'] - {print} fruit[random] - ``` repeat_command: - name: '{repeat}' - default_save_name: repeat_command description: repeat command levels: 7: @@ -3495,23 +1486,6 @@ adventures: ### Exercise Play around with the repeat command. Can you make the happy birthday song in only 3 lines of code instead of 4 now? - example_code: | - ``` - {repeat} 3 {times} {print} 'Hedy is fun!' - ``` - 8: - story_text: | - ### Repeat commands and indentation - In this level you can repeat multiple lines of code with only 1 repeat command. - You do this by making a block of lines that you want to repeat. - The lines in this block will need **indentation** . - That means putting four spaces at the beginning of each line. You will also have to indent when you just want to create a block of one line. - example_code: | - ``` - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This is all repeated 5 times' - ``` 9: story_text: | Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... @@ -3527,55 +1501,15 @@ adventures: {else} {print} 'Maybe you should practice some more in the previous level' repeat_command_2: - name: '{repeat} 2' - default_save_name: repeat_command_2 description: repeat command 2 levels: 7: - story_text: | - ## Repeat with other commands and with variables - You have practiced the `{repeat}` command in combination with the `{print}` command now, but did you know you could also use other commands with `{repeat}` ? - In this example code you can see that `{repeat}` can also be used with an `{ask}`, `{if}` or `{else}` command. - example_code: | - ``` - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - ``` story_text_2: | Another interesting thing you can so with the `{repeat}` command is using variables to set the amount of times something should be repeated. In the example code you can see that we first ask the person how old they are. Then, in line 3, the question is repeated 'age' times. So we have used the variable 'age' with the `{repeat}` command. - example_code_2: | - ``` - {print} 'Yay! It is your birthday!' - age = {ask} 'How old are you now?' - {repeat} age {times} {print} 'Hip Hip Hurray!' - ``` - 8: - story_text: | - ### In the block or not? - In this level you have to think carefully which lines of code should be in the block and which shouldn't. - For example: If you want to sing the song *the muffin man*. You only want the line with 'the muffin man' to be repeated twice. - This means the last line shouldn't start with indentation as it doesn't belong to the block. - If you do start the last line with indentation the song will turn out wrong. - - ### Exercise - Each line in the example code starts with a blank. Remove the blanks and try to figure out which line need indentation and which don't to make the muffin man song. - example_code: | - ``` - _ {print} 'Do you know the muffin man?' - _ {repeat} 2 {times} - _ {print} 'The muffin man' - _ {print} 'Do you know the muffin man, who lives on Drury Lane?' - ``` restaurant: - name: Restaurant - default_save_name: Restaurant - description: Create your own virtual restaurant levels: 1: - story_text: | - In level 1 you can make your own virtual restaurant and take your guests' orders. story_text_2: | ### Exercise Can you think of more lines to add to your restaurant code? For example, can you {ask} the guests what they'd like to drink, tell them the price, or wish them a pleasant meal? @@ -3607,10 +1541,6 @@ adventures: ### Exercise Can you make this code more elaborate? For example by adding drinks to the order? Or...? 3: - story_text: | - Having trouble to decide what you wanna have for dinner? You can let Hedy choose for you! - Simply add lists of your favorite (or least favorite) meals and Hedy can randomly choose your dinner. - You can also have a bit of fun, by letting Hedy choose the price for your dinner as well! What will you get? example_code: | ``` {print} Welcome to Hedy's Random Restaurant! @@ -3645,19 +1575,6 @@ adventures: ### Exercise 2 Go back to the previous level and copy your restaurant code. Make the code work in this level by adding quotation marks in the right spots and add some `{clear}` commands. - example_code: | - ``` - _ Add the quotation marks to this code _ - {print} Welcome to Restaurant Chez Hedy! - {print} Today we are serving pizza or lasagna. - food {is} {ask} What would you like to eat? - {print} Great choice! The food is my favorite! - topping {is} {ask} Would you like meat or veggies on that? - {print} food with topping is on its way! - drinks {is} {ask} What would you like to drink with that? - {print} Thank you for your order. - {print} Your food and drinks will be right there! - ``` 5: story_text: | In this level the {if} command allows you to {ask} your customers questions and give different responses to the answers. @@ -3681,21 +1598,6 @@ adventures: 6: story_text: | In this level you can use maths to calculate the total price of your customer's order, which can make your virtual restaurant more realistic. - example_code: | - You can make a simple restaurant code, like this: - ``` - {print} 'Welcome to Restaurant Chez Hedy' - {print} 'Here is our menu:' - {print} 'Our main courses are pizza, lasagne, or spaghetti' - main = {ask} 'Which main course would you like?' - price = 0 - {if} main {is} pizza price = 10 - {if} main {is} lasagne price = 12 - {if} main {is} spaghetti price = 8 - {print} 'You have ordered ' main - {print} 'That will be ' price ' dollars, please' - {print} 'Thank you, enjoy your meal!' - ``` 7: story_text: | In this level you've learned how to use the {repeat} command to repeat a line of code a certain amount of times. @@ -3707,24 +1609,6 @@ adventures: {repeat} people times food = {ask} 'What would you like to eat?' {print} 'Thanks for your order! Its coming right up!' ``` - 8: - story_text: | - In this level you can make your virtual restaurant more elaborate by repeating multiple lines of code. Like this: - - ### Exercise - This code can be expanded with more items on the menu, for example offering drinks, and/or multiple courses or desserts. Add at least one more item. - **Extra** Add even more items, as many options as you like! - example_code: | - ``` - {print} 'Welcome to Restaurant Chez Hedy!' - people = {ask} 'How many people will be joining us today?' - {print} 'Great!' - {repeat} people {times} - food = {ask} 'What would you like to order?' - {print} food - {print} 'Thank you for ordering!' - {print} 'Enjoy your meal!' - ``` 9: story_text: | In this level you can use nesting to make your restaurant more realistic and more fun! @@ -3762,11 +1646,6 @@ adventures: food = {ask} 'What would you like to eat as your ' course '?' {print} food ' will be your ' course ``` - story_text_2: | - ### Exercise - Of course, you could also order for multiple people! - Can you add the correct amount of indentation before each line to make the code work properly? - Tip: some lines don't need any indentation at all. example_code_2: | ``` courses = appetizer, main course, dessert @@ -3827,32 +1706,10 @@ adventures: price = price - 3 {print} 'That will be ' price ' dollars' ``` - 15: - story_text: | - With the `{while}` you can make sure your costumers can keep adding orders until they are done. - - ### Exercise - Correctly add the `{while}` command to this code. - example_code: | - ``` - {print} 'Welcome at McHedy' - more = 'yes' - _ - order = {ask} 'What would you like to order?' - {print} order - more = {ask} 'Would you like to order anything else?' - {print} 'Thank you!' - ``` rock: - name: Rock, paper, scissors default_save_name: Rock - description: Make your own rock, paper, scissors game levels: 1: - story_text: | - In level 1 you can start with a rock, paper, scissors game. - - With `{ask}` you can make a choice, and with `{echo}` you can repeat that choice. example_code: | ``` {print} what do you choose? @@ -3860,16 +1717,6 @@ adventures: {echo} so your choice was: ``` Instead of using words, you could also use emojis of course: ✊✋✌ - story_text_2: | - ### Exercise - Instead of using words, you could also use emojis: ✊✋✌ - Can you create a code using emojis? - example_code_2: | - ``` - {print} what do you choose? - {ask} choose from _ - {echo} so your choice was: - ``` 2: story_text: | In this level you can practise using the variables, so that you can make the rock, paper, scissors game in the next level! @@ -3879,11 +1726,6 @@ adventures: {print} I choose choice ``` 3: - story_text: | - You can use the `{at} {random}` command to let the computer pick rock, paper or scissors! - - ### Exercise - Finish the code by using the `{at} {random}` command. example_code: | ``` choices {is} rock, paper, scissors @@ -3899,16 +1741,6 @@ adventures: {print} player 1 chooses... choices {at} {random} {print} player 2 _ ``` - 4: - story_text: | - In this level we can further program rock, paper, scissors. But if you want to add text, you have to use quotation marks here too. - ### Exercise - Fill in quotation marks on the blanks. Mind that the variable `choices` should be outside the quotes. - example_code: | - ``` - choices {is} rock, paper, scissors - {print} _The computer chooses..._ choices {at} {random} - ``` 5: story_text: | In this level we can determine who won. @@ -3975,9 +1807,6 @@ adventures: {print} 'The computer wins!' ``` 15: - story_text: | - ### Exercise - Play until you beat the computer! But first, finish the example code... example_code: | ``` won = 'no' @@ -3996,9 +1825,6 @@ adventures: won = 'yes' ``` rock_2: - name: Rock, paper, scissors 2 - default_save_name: rock_2 - description: Part 2 of rock, paper, scissors levels: 2: story_text: | @@ -4012,9 +1838,6 @@ adventures: {print} I choose choice ``` secret: - name: SuperSpy - default_save_name: SuperSpy - description: Make your own spy code levels: 12: story_text: | @@ -4037,164 +1860,14 @@ adventures: 13: story_text: | The code you made in the previous level can be made a lot easier in this one with the `{and}` command. - example_code: | - ``` - name = {ask} 'What is your name?' - password = {ask} 'What is your password?' - {if} name {is} 'Agent007' _ password {is} 'TOPSECRET' - {print} 'Go to the airport at 02.00' - {else} - {print} 'Go to the trainstation at 10.00' - ``` - simon: - name: Simon Says - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - Let's make a game of Simon Says! Simon Says is a memory game in which the player will be given a color. They have to repeat that color back. - If they get it right a color is added to the sequence, so they now have to remember 2 colors, then 3, then 4 etc. the game stops as soon as the player makes a mistake. - - ### Exercise - In this first part of the Simon Says adventure, we'll let the computer pick a random color and add it to a list. - - ***Make 2 lists*** First, make a list called `colors` and fill it with the colors red, yellow, green and blue. - Then make a list called `simon_sequence`. This list will be used as the answer. - At the start of the game this lists need to be empty. unfortunately, we can't create an empty list (yet), so we'll fill it with the words 'empty' and 'list' and we'll remove them from the list immediately. - - ***Create a function that adds a color to the sequence*** Now that we have an empty list called simon_sequence, we can start filling it with random colors. - We do that with a function, so we can call it everytime there's a new level in our game. Create a function called `add_random_color`. - Then create the variable random_color and set it to a random color. Next, add this random color to the simon_sequence. - - ***Create a function that shows the simon_sequence*** Start by naming the new function `show_simon_sequence` with `level` as an argument. Now we want to show as many colors as the level we are in (in level 1 you see 1 color, in level 2 you see 2 colors etc). - So we repeat `level` times, to print the `simon_sequence[i]`. Each time a color is shown, wait for 1 second and then clear the screen. - - ***Test your program*** Before you go to the next level, test if the functions are working by calling both of the functions. If they're working you should see a random color in your output screen. - Remove this testing part of your code, copy the code and continue to the next tab to learn more about the simon says game! - example_code: | - ``` - # Make 2 lists - colors = _ - _ = ['empty', 'list'] - {remove} _ {from} simon_sequence - {remove} _ - - # Create a function that adds a color - _ add_random_color - _ - {add} _ - - # Create a function that shows the simon_sequence - {define} _ - {for} i {in} {range} 1 {to} _ - {print} _ - _ - _ - - # Test your program - {call} _ - {call} show_simon_sequence {with} 1 - ``` - simon_2: - name: Simon Says 2 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - We'll continue with our Simon Says game! - - ### Exercise - ***Paste your code here*** Paste your code from the previous level here. Don't forget to remove the part that was just used for testing the functions. - - ***Create a function that creates the player_sequence*** The list `player_sequence` is used to capture the answers of the player. First we define the function with the argument level. - Next, we ask level times what the color is that they choose. We call that variable `answer`. Then we add the variable `answer` to the list player_sequence. - - ***Setting up the game*** Before we program the game in the next tab, we'll need some starting variables. First, we'll set the variable `level` to 1 and the variable `game_over` to False. - Then we make an introduction for the game. We'll print 'Welcome to Simon Says!' and clear the screen after 1 second. - - ***Continue to the next tab to finish the game!**** Don't forget to copy your code and take it with you to the next tab. - example_code: | - ``` - # Paste your code here - - - # Create a function that creates the player_sequence - {define} _ - {for} _ - _ 'What is color number ' i '?' - {add} answer {to} _ - - # Set up - level = _ - game_over = _ - {print} _ - _ 1 - _ - ``` - simon_3: - name: Simon Says 3 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - In this tab we'll program the game of Simon Says! - - ### Exercise - ***Paste your code*** Copy your code from the previous tab and paste it here. - - ***Program the game*** We start by making sure the game goes on while the game isn't over. Then we print what level the player is on, we use the variable level for that. We only show that for 1 second and then we clear the screen again. - Now, we have to create the empty list player_sequence. We've already programmed how to fill the list, with our function `player_sequence`, but we never made the list itself. To create the list we use the same trick as we did in the previous tab. - We'll make a list with the words 'empty' and 'list' on it, and then we remove both these words. Next, we'll call all of the 3 functions that we've created. - Lastly, we'll have to check if the player gave the correct answers (so if the player_sequence and the simon_sequence are the same). - If that's the case, we'll compliment the player. Wait for 1 second and increase the level with 1. - Did the player give the wrong answer, we'll tell them and end the game by setting game_over to 'True' - - ***Enjoy your game!*** Great job! Does your game not work? Use the ladybug button to debug your code! - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - {print} _ - _ - _ - _ = ['empty', 'list'] - {remove} _ - {remove} _ - {call} _ - {call} _ {with} _ - {call} _ {with} _ - {if} player_sequence == _ - _ - _ - _ - {else} - _ - game_over = _ - ``` sleep_command: - name: '{sleep}' - default_save_name: sleep_command description: introducing sleep command levels: 2: story_text: | ## The sleep command Another new command in this level is `{sleep}`, which pauses your program for a second. If you type a number behind the {sleep} command, the program pauses for that amount of seconds. - example_code: | - ``` - {print} My favorite colour is... - {sleep} 2 - {print} green! - ``` songs: - name: Sing a song! - default_save_name: Song - description: Print a song levels: 6: story_text: | @@ -4211,9 +1884,6 @@ adventures: ``` You can now repeat lines 2 to 9 as many times as you want by copying the lines. - story_text_2: | - This children's song counts down from 5 little monkeys to 1 monkey. - If you copy line 2 - 7 and paste it under the the code, you can sing the whole song! example_code_2: | ``` number = 6 @@ -4301,10 +1971,6 @@ adventures: Print the song Five little moneys jumping on the bed. Look up the text if you don't remember. **(extra)** Print the song Old MacDonald had a farm, and make sure all animals make a different sound, using an `{if}`. - example_code_2: | - ``` - monkeys = 5, 4, 3, 2, 1 - ``` 11: story_text: | In this level you can use the `{for} i {in} {range}` command to make songs that use counting. @@ -4318,293 +1984,22 @@ adventures: {print} 'PUT THOSE MONKEYS RIGHT TO BED!' {else} {print} 'NO MORE MONKEYS JUMPING ON THE BED!' - ``` - 12: - story_text: | - In this song we can make it even easier to program 'if you're happy and you know it, clap your hands'. Because we can put all of the actions in a variable, check it out: - - ### Exercise - Can you add the right amount of indentation to each line to make the song play correctly? - Hint: Not all lines need indentation. - example_code: | - ``` - _ actions = 'clap your hands', 'stomp your feet', 'shout Hurray!' - _ {for} action {in} actions - _ {for} i {in} {range} 1 {to} 2 - _ {print} 'if youre happy and you know it' - _ {print} action - _ {print} 'if youre happy and you know it and you really want to show it' - _ {print} 'if youre happy and you know it' - _ {print} action - ``` - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, but did you know that you could combine them with {ask} commands as well? - In this example we have changed the 'My Bonnie' program and made it interactive. You are now asked where Bonnie is. - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is ' place - - chosen_place = {ask} 'Where do you want Bonnie to be?' - synonym = {ask} 'What is another word for that?' - - {call} song {with} chosen_place - {call} song {with} synonym - {call} song {with} chosen_place - ``` - 16: - story_text: | - In this level, you can program a song like OldMacDonald even more quickly. You can connect the right animal to the right sound by simply putting them in the same place in the list. - The Drunken Sailor is also quickly made in this level. You only need 8 lines for the entire song, check it out! - - ### Exercise - Complete the Old MacDonald song by setting the variable `animal` to `animals[i]` and `sound` to `sounds[i]`. - example_code: | - ``` - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - {for} i {in} {range} 1 {to} 3 - animal = _ - sound = _ - {print} 'Old MacDonald had a farm' - {print} 'E I E I O!' - {print} 'and on that farm he had a ' animal - {print} 'E I E I O!' - {print} 'with a ' sound sound ' here' - {print} 'and a ' sound sound ' there' - {print} 'here a ' sound - {print} 'there a ' sound - {print} 'everywhere a ' sound sound - ``` - - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines - {for} i {in} {range} 1 {to} 3 - {print} line - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - 18: - story_text: | - In level 16 we made songs using lists. These programs however are no longer working properly in this level. The colons from level 17 and the brackets from level 18 still need to be added. - - ### Exercise 1 - The Drunken sailor song is given as sample code, but not yet working. - Can you make sure everything works again? To help you, we've put _ in the places of _some_ errors. - - ### Exercise 2 - Now also look up your Old MacDonald song from level 16, and correct it. - example_code: | - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines _ - {for} i {in} {range} 1 {to} 3 _ - {print} _ line _ - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - songs_2: - name: Sing a song! 2 - default_save_name: Song 2 - description: Sing a song 2 - levels: - 12: - story_text: | - Songs contain a lot of repetition. We can capture it with a function! - ### Exercise - Look at the example code with the function. Fill out the two lines so the full song is printed. - example_code: | - ``` - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} _ - ``` - 16: - story_text: | - ### Exercise - Finish the nursery rhyme! - example_code: | - ``` - number = ['one', 'two', 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'ten'] - object = ['on his drum', 'on his shoe', 'on his knee', 'on his door', 'on his hive', 'on his sticks', 'up in heaven', 'on his gate', 'on his vine', 'once again'] - - _ - {print} 'This old man' - {print} 'He played ' _ - {print} 'He played knick-knack ' _ - {print} 'With a knick-knack paddywhack' - {print} 'Give the dog a bone' - {print} 'This old man came rolling home' - {sleep} 8 - {clear} - ``` - story_text_2: | - ### Exersice 2 - Now create your own code for the nursery rhyme 'The wheels on the bus' on the same way! - example_code_2: | - ``` - object = ['wheels', 'doors', _] - movement = [ 'round and round', 'open and shut', _] - ``` - tic: - name: Tic-Tac-Toe - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - Let's program a game of tic-tac-toe! - - ### Exercise - In this adventure we'll start with creating an empty field. - - ***Create a list called field*** This list will be our playing field. This list is filled with 9 dots, since there are no x's and o's yet at the start of our game. - - ***Create a function that prints the field*** Firstly, clear the screen so the old playing fields will be removed. Then we print the first line of our Tic Tac Toe field. This line constists of the first 3 spots in our list field. - We have already programmed this line for you. Now finish the field by printing spot 4, 5, and 6 on the second row and spot 7, 8 and 9 in the third row. - - ***Call the function that prints the field*** Now call the function. -
- Run the code. Your output should look like this: -
- - ***Continue in the next tab*** In the next tab you'll learn how to program the game itself. - example_code: | - ``` - # Create a list called field - _ = ['.', '.', '.', '.', '.', '.', '.', '.', '.'] - - # Create a function that prints the field - {define} print_field - _ - {print} 'TIC TAC TOE' - {print} field[1] field[2] field[3] - _ - _ - - # Call the function - ``` - 17: - story_text: | - In the previous level you've learned how to make a tic-tac-toe game. The game works, but is quite annoying as it keeps asking you if you've won yet. - Now that we have the {elif} command, we can let the game decide if someone has won and it can stop asking us! - - ### Exercise - ***Paste your code*** Paste your code from the previous level here and make it level 17 proof. In this level you've learned to use a colon everytime you create a block of code. Please add the colons in the correct spots. - - ***Create a function that detects if someone's won*** We have started the function for you, paste it under the function `print_field` and finish the function. You can see that this first piece of code checks to see if spot 1, 2 and 3 are the same, because if they are you have 3 in a row. - It also checks if they are not a dot, because if they are, the line might have the same symbols on them, but that's just because it's still empty. - If all these conditions are met, the game is over and the winner is printed. - Finish this function with all possible ways to win. This means you have to make this for the other 2 rows, 3 columns and 2 diagonals. - If you've finished all the other options, the function should return the variable `game_over` so we can use it in our game. - - ***Call the function in the game*** Go to the line `game_over = {ask} 'Did you win?'` and change it to `game_over = {call} detect_winner {with} field, sign`. Now the function will check if there's a winner and the game doesn't need to keep asking anymore! - - ***Enjoy your game!*** Great job! You have finished the game! Enjoy playing it! - - example_code: | - ``` - # Paste your code here and make it level 17 proof - - # Create a function that detects if someone has won - {define} detect_winner {with} field, sign: - {if} field[1] == field[2] {and} field[2] == field[3] {and} field[1] != '.': - game_over = 'yes' - {print} 'Player ' sign 'wins!' - {elif}: - _ - {else}: - game_over = 'no' - {return} _ - ``` - tic_2: - name: Tic-Tac-Toe 2 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - In the previous adventure you've learned how to create a playing field. Now you'll learn how to create the game! - - ### Exercise - ***Paste your code*** Start by pasting your code from the previous adventure here. - - ***Add variables*** Underneath your list called `field` we'll add 2 more variables that we'll need to program the game. - The variable `game_over` tells us if the game is over, and should be 'no' at the start of the game. - The variable `sign` tells us if it's the turn of player x or player o. Set the variable to 'x'. - - ***The game*** First use a {while} command, to make sure the game keeps on playing the variable while game_over is set to no. - During the game, we first ask the player which spot they choose. Then we change the field with the number they chose into their sign. - Then we print the field again and we ask the player if they've won yet. Lastly we want to switch whose turn it is, so if the sign is 'x' it should be 'o' and the other way around. - - ***Test your game*** Does your game work? Great, have fun playing the game! If not, use the ladybug button to debug your code. - You might have noticed one mistake in the code though, you can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! Go to the next tab to learn how to fix this problem. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add variables - game_over = _ - sign = _ - - # The game - {while} _ - choice = _ 'Player ' sign '_?' - field[choice] = _ - _ print_field - game_over = {ask} _ - {if} sign = 'o' - sign = _ - _ - sign = _ - ``` - tic_3: - name: Tic-Tac-Toe 3 - default_save_name: Tic - description: Play a game of Tic Tac Toe! + ``` + songs_2: levels: - 16: - story_text: | - You might have noticed one mistake in the code you've made in the previous adventure. You can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! In this tab we'll fix that mistake. - - ### Exercise - ***Paste your code here*** Paste your code from the previous adventure here. - - ***Fix the mistake*** To fix the mistake we replace the line that says `field[choice] = sign`. This turns any spot that the player has chosen into their sign. - Go to the header that says 'Use this to fix the mistake' and finish the code. We first want to check if the chosen spot is still empty, so `if field[choice] = '.'`. If that is the case, you are allowed to take it. - Then we make an else command and print 'Sorry, this spot is already taken' if the spot is not empty. Lastly, we add a {sleep} command, so the players can actually read the text before it gets cleared again. - Now copy this piece of code and replace the line `field[choice] = sign` with this new piece of code. - - ***Play your game!*** Now the game should work properly! Good job! - The only flaw is that you can get a bit annoyed that the game keeps asking you if you've won yet. Do you want to fix that? Go to level 17 and we'll fix it! + 12: example_code: | ``` - # Paste your code here + {define} twinkle + {print} 'Twinkle' + {print} '...' - # Use this to fix the mistake - {if} _ = '.' - field[choice] = sign - {else} - {print} _ - _ + {call} twinkle + {print} 'Up above the world so high' + {print} 'Like a diamond in the sky' + {call} _ ``` turtle: - name: Turtle - default_save_name: Turtle - description: Make your own drawing levels: 1: story_text: | @@ -4612,73 +2007,11 @@ adventures: Using `{forward}` you draw a line forwards. The number behind it determines how far the turtle will walk. `{turn} {right}` turns a quarter turn in clockwise direction, `{turn} {left}` turns counter clockwise. If you want to go backwards, you use the `{forward}` command but with a negative number. So for example `{forward} -100` - example_code: | - ``` - {forward} 100 - {turn} {left} - ``` - story_text_2: | - ### Exercise - This is the start of a little staircase. Can you make it have 5 steps? - example_code_2: | - ``` - {forward} 20 - {turn} {right} - {forward} 20 - {turn} {left} - {forward} 20 - ``` - 2: - story_text: | - In level 1 the turtle could only turn left or right. That is a bit boring! - In level 2 he can point his nose in all directions. - - Use 90 degrees to turn a quarter, 180 to turn half, and a full circle is 360 degrees. - - ### Exercise - This code now creates the letter T. Can you change it to make the letter B? - - **Extra** Change the letter into a different letter, like the first one of your name. - You can also make multiple letters, by setting the color to `{color}` `{white}` in between. - - example_code: | - ``` - {forward} 20 - {turn} 90 - {forward} 20 - {turn} 180 - {forward} 100 - ``` - story_text_2: | - You can use variables to in the turtle `turn`. - - ### Exercise - Change the code such that it creates a triangle. Hint: you only have to change the code in one place. - - example_code_2: | - ``` - {print} Drawing figures - angle {is} 90 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - ``` 3: story_text: | In this level you can use use `{at} {random}` with the drawing turtle. A random choice makes the turtle walk a different path each time. Use `{at} {random}` to choose a value from a list. You can copy and paste lines 2 and 3 to create a longer random path. - example_code: | - ``` - angles {is} 10, 50, 90, 150, 250 - {turn} angles {at} {random} - {forward} 25 - ``` 4: - story_text: | - In level 4 you have to use quotation marks with `{print}` and `{ask}`. Also when drawing! example_code: | ``` {print} 'Drawing figures' @@ -4688,45 +2021,7 @@ adventures: {turn} angle {forward} 25 ``` - story_text_2: | - You can also change the color of the lines with the command `{color}`. Check out the example. - You can also use the command `{color} {white}` to make 'invisible' lines. You could use these white lines to move the turtle anywhere in the screen before you start drawing. - example_code_2: | - ``` - {color} {white} - {forward} -80 - {color} {green} - {forward} 50 - {color} {yellow} - {forward} 50 - {color} {red} - {forward} 50 - ``` 5: - story_text: | - In level 5 you can make a choice with `{if}`. For example between different types of figures. - example_code: | - ``` - {print} 'Drawing Figures' - figure {is} {ask} 'Do you want a square or a triangle?' - {if} figure {is} triangle angle {is} 120 - {else} angle {is} 90 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - ``` - story_text_2: | - ### Exercise - Fill in the correct numbers in this code to get it to work. - After you've done that, you can try to add the option backwards. - - **Extra** Instead of using 'left' and 'right', remake the program with North, East, South and West. - This way you could add even more directions like Northeast and Southwest etc. example_code_2: | ``` direction {is} {ask} 'Do you want to go left, right, or straight ahead?' @@ -4734,29 +2029,6 @@ adventures: if direction is right turn _ forward 100 ``` - 6: - story_text: | - In this level you can use calculations to draw different figures. - You may have learned in school that turning a full circle is 360 degrees. If not, now you know! - That's why you also use 90 degrees for a square. 360 divided by 4 is 90. - Now that we can do math with Hedy, we can draw all the figures we want! - example_code: | - ``` - angles = {ask} 'How many angles do you want?' - angle = 360 / angles - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - ``` 8: story_text: | Now that we can repeat several lines, we can make figures more easily. @@ -4771,14 +2043,6 @@ adventures: story_text_2: | Also, we can now improve the program that draws different figures. Can you figure out how far the turtle has to turn here? Finish the code and you can draw any polygon you'd like! - example_code_2: | - ``` - figure = {ask} 'How many angles should I draw?' - angle = 360 / figure - {repeat} figure {times} - {turn} _ - {forward} _ - ``` 9: story_text: | Now that we can use a `{repeat}` inside a `{repeat}`, we can create more complex figures. @@ -4787,17 +2051,6 @@ adventures: This code creates three black triangles, change that into five pink squares. **(extra)** Create a figure of your own choosing consisting of at least two different shapes types. - example_code: | - ``` - {color} {black} - {repeat} 3 {times} - {repeat} 3 {times} - {forward} 10 - {turn} 120 - {color} {white} - {forward} 50 - {color} {black} - ``` 10: story_text: | In this level you can make the turtle draw a figure. @@ -4808,162 +2061,9 @@ adventures: **(extra)** can you change the spiral into another shape? Experiment with numbers for the turn! ### Exercise 2 The spiral is drawn outwards, make it go inwards? - example_code: | - ``` - {turn} 90 - distances = 10, 20, 30, 40, 50, 60 - {for} distance {in} distances - {forward} distance - ``` - 12: - story_text: | - We can use functions to draw more complex figures with less code. - ### Exercise 1 - Fill the function so that three squares are created. If you want the image to look nicer, you can make the lines between the squares white. - - ### Exercise 2 - The code can be made even shorter. Place the final lines into a `{repeat}` so the figure remains the same. - - ### Exercise 3 - Create your own drawing with different figures. - Change both the number of figures with the `{repeat}` and the shape of the figures in the `{define}` - example_code: | - ``` - {define} square - {repeat} 4 {times} - {turn} _ - {forward} _ - {call} square - {forward} 50 - {call} square - {forward} 50 - {call} square - ``` turtle_draw_it: - name: Draw it! - default_save_name: Draw it - description: Draw this picture with the turtle levels: - 1: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Rectangle - Square - Stairs -
- 2: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Arrow - Boat -
- 3: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Star - Arrow -
- 4: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Colored Star - Rainbow - Nested squares -
- example_code: | - **Extra** Up for a real challenge? Make sure that the colors of these figures are selected randomly, so that each time you run your programs they'll look differently! - - ``` - colors {is} red, orange, yellow, green, blue, purple, pink, brown, gray, black - color _ - ``` - 5: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Make only one code that lets the player decide which letter they'd like to see! And can you add even more letters? - -
- F - E - L -
- example_code: | - Hint: - ``` - chosen_letter {is} {ask} 'Which letter would you like to see? F, E or L?' - {if} _ - ``` - 6: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Let the player decide which color the square should be. - - ***Extra*** Can you make the letter of your own first name and the flag of your own country too? - -
- Square - Letters - Flag -
- example_code: | - Hint for the square: - ``` - chosen_color = {ask} _ - ``` - 7: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Hexagon - Triangle - Fan -
- 8: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - -
- Square (3) - Randomly colored star (5) - Randomly colored spiral (7) -
9: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - - **Extra** Give the player a choice which country they would like to see the flag of. - -
- Cross (7) - Randomly colored nested squares (8) - Flags -
example_code: | Hint for the nested squares: ``` @@ -4981,14 +2081,6 @@ adventures: color_3 = blue ``` 10: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Nested Hexagon - Traffic lights -
example_code: | Hint Nested Hexagon: ``` @@ -5004,47 +2096,6 @@ adventures: color _ {repeat} _ ``` - story_text_2: | - Christmas lights - example_code_2: | - Hint Christmas Lights: - - Start by moving to the left side of the screen with an invisible white line. Then hang up the Christmas lights! - ``` - {color} white - {turn} -90 - {forward} 300 - {turn} 90 - - colors = red, blue, yellow, purple, green, orange, pink - {for} chosen_color {in} colors - _ - ``` - 11: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Beehive (6) - Fan (5) - Snowflake (13) -
- example_code: | - Hint Beehive: - ``` - {for} amount_of_combs {in} {range} 1 {to} _ - {for} walls_of_one_comb {in} {range} 1 {to} _ - {forward} _ - {turn} _ - {forward} _ - {turn} _ - ``` - - Hint Fan: - Start out like the fan you made in level 7. Or take a peak at the hint for the beehive, because the codes are very similar. - - Hint Snowflake: Start by making one 'leg' and repeat it 6 times. 12: story_text: | ### Exercise @@ -5071,129 +2122,9 @@ adventures: {if} shape = 'square' {call} draw_a_square ``` - 13: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Street in different sizes - Colored street - Snow Storm - example_code: | - Hint Street in different sizes - ``` - {define} draw_a_house {with} size - _ - - {call} draw_a_house {with} 90 - {call} draw_a_house {with} 60 - {call} draw_a_house {with} 30 - ``` - - Hint Colored street - ``` - {define} draw_a_house {with} chosen_color - _ - ``` - - Hint Snow Storm - ``` - {define} draw_snowflake {with} length, color - _ - - numbers = 10, 20, 30 - colors = _ - - {for} i {in} {range} 1 {to} 5 - random_number = _ - random_color = _ - {call} draw_snowflake {with} random_number, random_color - {color} white - {turn} random_number * 5 - {forward} 80 - ``` - 14: - story_text: | - ### Exercise - Create a program that asks the player how many corners their figure should have and then creates that figure. - The figure in the image is the output when the player fills in 10. - -
- - -
- example_code: | - ``` - {define} calculate_degrees {with} amount_of_corners - _ 360 / amount_of_corners - - - {define} draw_figure {with} degrees - _ - {forward} 400/amount_of_corners - {turn} _ - - amount_of_corners = {ask} _ - degrees = {call} _ {with} _ - - {call} _ {with} - {call} _ {with} - ``` - 15: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Spiral - example_code: | - Spiral - ``` - distance = 5 - {while} distance < 200 - distance = distance + 5 - _ - ``` - story_text_2: | - Fan - example_code_2: | - Fan - ``` - {define} draw_a_square {with} side - _ - - i = 100 - {while} i > 1 - _ {with} i - _ - i = i - 3 - ``` - story_text_3: | - Star - example_code_3: | - Star - A star is usually drawn using 144-degree-turns. If you change this slightly to 143 degrees for example and repeat the pattern multiple times with a {while} loop you can make this figure. while_command: - name: '{while}' - default_save_name: while_command description: while - levels: - 15: - story_text: |- - We are going to learn a new loop, the `{while}` loop! We continue the loop as long as the statement is true. - So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. - If the correct answer is never given, the loop never ends! - example_code: | - ``` - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - ``` years: - name: New Year's - default_save_name: New Year's Countdown description: Countdown to the new year! levels: 11: diff --git a/content/adventures/hi.yaml b/content/adventures/hi.yaml index c51db35bdce..83b32babb09 100644 --- a/content/adventures/hi.yaml +++ b/content/adventures/hi.yaml @@ -243,68 +243,18 @@ adventures: {print} 'नहीं, वे ' स्थान ' पर नहीं हैं' {print} 'अब आप घर में प्रवेश कर सकते हैं!' ``` - 18: - story_text: | - We are going to print another story, but now we have to use brackets with `{print}`. - - ### Exercise 1 - Create a story of at least 5 sentences. You don't have to use 'name' just yet. - example_code: | - ``` - {print}('Welcome to this story!') - ``` - story_text_2: | - ### Exercise 2 - We have already prepared an `{input}` for you. First, use the `name` variable in your story. - Then add a second `{ask}` and use that variable as well. - Tip: Remember the commas in a `{print}` between text and variables! - example_code_2: | - ``` - naam = {input}("What's your name?") - {print}('Welcome to this story!') - ``` add_remove_command: name: '{add} {to} & {remove} {from}' - default_save_name: add_remove_command description: introducing add to and remove from levels: 3: story_text: | ## Add to You can add items to the list with the `{add} {to_list}` command. To add an item to a list you can simply type: `{add} penguin {to} animals` or you can use the `{ask}` command like in the example code. - example_code: | - ``` - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - ``` - story_text_2: | - ## Remove from - If you can add items to a list, of course you can also take them off. This is done with the `{remove} {from}` command. - example_code_2: | - ``` - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - ``` story_text_3: | ### Exercise Try out the new commands in this virtual restaurant. Add the flavor the player is hpoing for to the list and remove the flavors they are allergic to. - example_code_3: | - ``` - {print} Mystery milkshake - flavors {is} strawberry, chocolate, vanilla - hope {is} {ask} What flavor are you hoping for? - _ - allergies {is} {ask} Are you allergic to any flavors? - _ - {print} You get a flavors {at} {random} milkshake - ``` and_or_command: - name: '{and} & {or}' - default_save_name: and or description: introducing and or levels: 13: @@ -312,274 +262,20 @@ adventures: We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two `{if}`s but can use `{and}` and `{or}`. If you use `{and}`, both statements, left and right of the `{and}` need to be true. We can also use `{or}`. Then only one statement needs to be correct। - example_code: | - ``` - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - ``` ask_command: - name: '{ask}' - default_save_name: ask_command description: Introduction ask command levels: 1: - story_text: | - ## The ask command - Now that you can use the `{print}` command, you are ready to learn the next command: `{ask}`. With the `{ask}` command, you can ask a question. Check it out: - example_code: | - ``` - {print} Hello! - {ask} What is your name? - ``` story_text_2: | ## The echo command If you want the computer to repeat the answer, you can use the `{echo}` command. The answer will then be echoed back at the end of the sentence, so in this example after hello. - example_code_2: | - ``` - {print} Hello! - {ask} What is your name? - {echo} hello - ``` - story_text_3: | - ### Exercise - Try out the `{ask}` and `{echo}` commands. Firstly, fill in the blanks to make this program work. - Then ask 2 more questions using the `{ask}` command, after each `{ask}` use an `{echo}` to print the answer on the screen. - example_code_3: | - ``` - _ How are you doing? - _ - ``` 2: - story_text: | - ## The ask command - Now that we can use **variables** in our codes, we no longer need the `{echo}` command. - We can use variables to store the answers to our questions and this way we can use the answer to multiple questions in our codes. - Check it out: - - This way your code is becoming interactive! - example_code: | - ``` - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - ``` - story_text_2: | - ### Exercise - In the previous tab you have practised with setting variables with the `{is}` command. - You have created at least 3 variables and used them with a print command. - Now, instead of setting the variables we want you to make the variables interactive, like we did in our example. - - Copy your code from the previous tab and make the variables interactive by using `{ask}` commands. example_code_2: | ``` favorite_animal is ask What is your favorite animal? print I like favorite_animal ``` - 18: - story_text: The final change we will need to make to get Python code is changing `{ask}` into `{input}`. - example_code: | - ``` - {print}('My name is Hedy!') - name = {input}('What is your name?') - {print}('So your name is ', name) - ``` - blackjack: - name: Blackjack - default_save_name: Blackjack - description: Try to get as close to 21 as you can - levels: - 17: - story_text: | - Blackjack is a simple game of cards in which you have to get as close to 21 points as possible. You get two cards. Each card is worth their numeral value, and the face cards (Jack, Queen and King) are worth 10 points. - The Ace is worth either 1 or 11 points (you can choose). The dealer, your opponent, also gets two cards. - If you want, you can get another card, and its points will be added to your total. The dealer can also choose to take another card. - But be careful not to get more than 21 points, because if you do, you lose! - The player who gets closest to 21, without going over it, wins! - - ### Exercise - In this adventure we code the first part of our Blackjack game. We'll create a function to calculate how many points a card is worth. - - ***Set the variables*** - Start by making a list of all the cards, from 2 to Ace. Next make a list of the face cards, so Jack, Queen and King. Then pick a random card from the list of cards to be card_1. - - ***Create a function to calculate the points*** - Create a function that calculates how many points a card is worth. - All the face cards are worth 10 points, the Ace is worth 11 and all the other cards are worth their numeral. - Return the variable `points` at the end of the function. - - ***Test the function*** - Test if your function is working properly. Finish the first print command by filling in which card you've drawn. Then finish the second line by calling the function with card_1. - Run the code a couple of times. Are you happy with the results? Great! Then you can remove the testing part and move on the the next tab! - example_code: | - ``` - {print} 'BLACKJACK' - - # Set these variables - cards = _ - face_cards = _ - card_1 = - - # Create a function to calculate the points - {define} calculate_points {with} card: - {if} card {in} face_cards: - points = _ - {elif} _ - _ - {else}: - _ - _ points - - # Test your function - {print} 'Your card is a ' _ - {print} 'That is worth ' _ ' points'. - ``` - blackjack_2: - name: Blackjack 2 - default_save_name: Blackjack_2 - description: Blackjack part 2 - levels: - 17: - story_text: | - ### Exercise - In this adventure we code the second part of our Blackjack game. - - ***Paste your code from the previous adventure*** - In the previous adventure you've started a list of variables and created a function to calculate how many points a card is worth. Copy your code and paste it here. Mind that you don't need the testing part, so if you haven't removed that yet, please do so now. - - ***Add more variables*** - You have already set the lists `cards` and `face_cards` and the variable `card_1`. Underneath those variables create 3 more variables: `card_2`, dealer_card_1` and `dealer_card_2`. These variables are all set to a random card from the list of cards. - - ***Add up points*** - To calculate how many points you have scored we call the function with card 1 and we do it again for card 2. Then we add both these scores together to get your total. - Do the same thing for the dealers points, but be sure to use the dealer's cards and not your own! - - ***2 Aces*** - You're doing great! Almost all scores can be calculated now. There is only one exception: 2 Aces. If you get 2 Aces, your total is 12 points and not 22 (because 22 points would be losing!). This of course also goes for the dealer. - - ***Show the score*** - Lastly, you want to tell the program to tell you which cards you have drawn and how many points that is. Then show which cards the dealer has and how many points they have. - - ***Continue in the next tab*** - Great! You have finished this part of the game! Copy your code and go to the next tab to learn how to ask for an extra card and to declare a winner. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add these variables to the list of variables - card_2 = _ - dealer_card_1 = _ - dealer_card_2 = _ - - # Add up your points - your_points_1 = {call} _ {with} card_1 - your_points_2 = _ - your_total = _ - - # Add up the dealers points - dealer_points_1 = _ - _ - _ - - # 2 Aces - {if} card_1 == 'Ace' {and} _ - your_total = 12 - {if} dealer_card_1 _ - dealer_total = _ - - # Show the score - {print} 'You have drawn a ' _ ' and a ' _ '. That is ' _ ' points' - {print} 'The dealer has drawn a ' _ ' and a ' _ '. That is ' _ ' points' - ``` - blackjack_3: - name: Blackjack 3 - default_save_name: Blackjack_3 - description: Blackjack part 3 - levels: - 17: - story_text: | - In the previous tabs you have learned how to draw 2 random cards for yourself and for the dealer and to calculate how many points you both got. - In this adventure we add the option to ask for an extra card for both you and the dealer. - - ### Exercise - ***Paste your code from the previous adventure*** Firstly, copy your code from the previous tab and paste it here. - - ***Extra card for you*** If you want, you can get an extra card to get your total as close to 21 as possible. First ask the player if they want an extra card. - If they do, pick a random card and print what they have drawn. If the card is not an Ace, you can call the function and add the points to your total. - In case the card is an Ace, you can't use the function, because the Ace can be either 1 point or 11 points, depending on how many points you already have earned. - If your total is less than 11, you want the ace to be 11 points (because this is closest to 21). So you add 11 points to your total. - If the total is more than or equal to 11, you want the ace to be 1 point (because you don't want more than 21 points). So you add 1 point to your total. - Lastly, print your new total of points. - - ***Extra card for the dealer*** The dealer can also get an extra card. The dealer doesn't need to be asked, because they always get an extra card if their total is less than 17. - Copy the 'Extra card for you code' and paste it in the dealers section. Then change it to fit the dealer picking an extra card and getting points added to their total. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Extra card for you - hit = {ask} _ - {if} hit == 'yes': - card_3 = _ - {print} _ - {if} card_3 _ 'Ace': - your_points_3 = _ - your_total = _ - {else}: - {if} your_total _ - _ - {else}: - _ - {print} _ - - # Extra card for the dealer - {if} dealer_total < 17 - _ - ``` - blackjack_4: - name: Blackjack 4 - default_save_name: Blackjack_4 - description: Blackjack part 4 - levels: - 17: - story_text: | - In the last 3 adventures you have alsmost created a working blackjack game! The only thing left to do is to decide a winner! - - ### Exercise - ***Paste your code from the previous adventure*** Start by pasting the code that you've made so far into your programming field. - - ***Decide a winner*** - Firstly, if you and the dealer have an equal amount of points, it's a draw. - Secondly, if the dealer has more than 21 points and you don't, you are the winner. - Thirdly, if both you and the dealer have less than 22 points, we have to see who came closest to 21. We do that by comparing who has the highest score. Is your total higher than the dealer's total, then you are the winner. If not, the dealer wins. - Lastly, in all other scenarios (e.g. you have more than 21 points and the dealer doesn't, or you both have more than 21 points) you are the loser. - - ***Enjoy the game!*** - Does your game work properly? Amazing! You have done a great job! Enjoy your game! - If it doesn't work right away, no worries, you might have made a mistake. Just keep calm and bebug your code using the ladybug button. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Decide a winner - {if} _ - {print} 'Its a draw! Play again!' - {elif} _ - {print} 'You win!' - {elif} _ : - {if} _: - {print} _ - {else}: - {print} _ - {else}: - _ - ``` calculator: - name: Calculator - default_save_name: Calculator - description: Create a calculator levels: 6: story_text: | @@ -623,59 +319,7 @@ adventures: ### Exercise 2 Give the player feedback when the enter an answer, like `{print} 'Correct!'` or `{print} 'Wrong! The correct answer is ' correct_answer`. - example_code: | - ``` - score = 0 - {repeat} 10 {times} - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct_answer = number_1 * number_2 - {print} 'What is ' number_1 ' times ' number_2 '?' - answer = {ask} 'Type your answer here...' - {print} 'Your answer is ' answer - {if} _ {is} _ - score = score + 1 - {print} 'Great job! Your score is... ' score ' out of 10!' - ``` - 10: - story_text: | - This calculator game helps you practise your tables of multiplication! - ### Exercise - Fill in the blanks. We want this program to ask the player these questions: - ``` - How much is 1 times 1? - How much is 1 times 2? - How much is 1 times 3? - How much is 2 times 1? - How much is 2 times 2? - How much is 2 times 3? - How much is 3 times 1? - How much is 3 times 2? - How much is 3 times 3? - _ - ``` - example_code: | - ``` - numbers = 1, 2, 3 - {for} _ - {for} _ - answer = {ask} _ - correct = number_1 * number_2 - {if} answer {is} correct - {print} 'Great job!' - {else} - {print} 'That is wrong. The right answer is ' correct - ``` 11: - story_text: | - With a `{for}` you can simplify tables of multiplication practise program. - - ### Exercise 1 - Improve the example code such that it prints a nice multiplication table:
"1 times 10 is 10", "2 times 10 is 20", etc. - - ### Exercise 2 - Go back to your level 10 multiplication code, and modify it so that it uses a `{for}` and `{range}`. example_code: | ``` number = 10 @@ -691,34 +335,7 @@ adventures: number2 = {ask} 'What is the second number?' answer = number1 + number2 {print} number1 ' plus ' number2 ' is ' answer - 13: - story_text: | - ### Exercise 1 - Let's make the practice program a bit harder. The player now has to answers two questions correctly. Fill out the blanks to complete the program. - - ### Exercise 2 - Sometimes, calculations have multiple correct answers. For example, 10 can be divided by 5 and by 2. So the question 'What number divides 10?' can be answered by 2 and by 5. - Ask for a calculation that has multiple correct answers, ask the player to answer it, and determine if it is correct using `{or}`. - Empty the programming field and create your own solution. - example_code: | - ``` - answer1 = {ask} 'What is 10 times 7?' - answer2 = {ask} 'What is 6 times 7?' - {if} _ _ _ _ _ _ _ - {print} _ - ``` 14: - story_text: | - In this adventure you will build a calculator that calculates your mean grade for you. If you get your calculator to work, you can move on to the next adventure, which allows you to add two extra features. - - ### Exercise 1 - Fill in the blanks to get the calculator to work. - * Start with the fourth line, add a question to figure out what grade the student got. - * In the fifth line you'll want to calculate the total of all grades, so the total = total + grade. - * Then we get to set the return value. We want to return the mean, so the total devided by the amount of tests (4). - * Lastly we finish the code by calling the function in line 8. - - Did you get it? Awesome! Would you like to add even more to your calculator? **This adventure continues in the next tab!** example_code: | ``` {define} calculate_mean_grade @@ -737,127 +354,11 @@ adventures: mean_grade = {call} _ {print} 'Your mean grade is ' mean_grade - 15: - story_text: | - You can add the `{while}` loop to the calculator game you've learned to make in a previous level. - This makes sure the player can't continue to the next question if they answer incorrectly. - - ### Exercise - Add the `{while}` loop in the function, ask the player what number_1 times number_2 is and print their answer. - Then `{call}` the function. - example_code: | - ``` - {define} new_question - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct = number_1 * number_2 - answer = 0 - _ - _ - _ - {print} 'Well done!' - - {print} 'Give 10 correct answers to win!' - {for} i {in} {range} 1 {to} 10 - _ - {print} 'You win!' - ``` - calculator_2: - name: Calculator 2 - default_save_name: Calculator 2 - description: Calculator 2 - levels: - 14: - story_text: | - ### Exercise 2 - **This is the second part of this adventure.** The adventure starts in the previous tab. - Of course, you don't always want to calculate the mean of 4 tests. You might want to calculate the mean of 10 tests or only 2... - We can fix this problem by adding the argument and variable 'amount_of_tests'. - * Start a new line on line 3. Set the amount_of_tests argument by asking the student how many tests they have made. - * Change the 4 in line 4 to the new argument amount_of_tests. - * Lastly, change the 4 in line 6 to amount_of_tests - - Try out your new program. Does it work? - - ### Exercise 3 - Did you want to make your program even better? Great! In the previous program you could only calculate the mean grade of 1 subject, but it would be better if you could calculate the mean grade for all subjects you want! - We won't tell you how to do it, but we will give you one tip: Start your code in line 1 with: define calculate_mean_grade with subject. - example_code: | - ``` - # Use your own code from the previous adventure. - ``` clear_command: - name: '{clear}' - default_save_name: clear_command description: clear command - levels: - 4: - story_text: | - Time for a new command! With `{clear}` you can clear all the text form your output screen. This way you can prevent your screen getting too full of text. - Beware! If you are using a `{clear}` command, you might need to use a `{sleep}` above it. Otherwise Hedy will clear your screen without giving you the time to read as you can see in the example! - example_code: | - ``` - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'wait for it...' - {sleep} 3 - {clear} - {print} 'SURPRISE!' - ``` debugging: - name: debugging - default_save_name: debugging - description: debugging adventure levels: - 1: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will show you code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} I love programming - Do you love programming too? - {echo} - {print} What are your hobbies? - {echo} Your hobbies are - ``` - 2: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - destination {ask} Where are you going on holidays? - {print} The flight to dstination leaves at 3 pm. - {ask} Did you check in your luggage yet? - {echo} - {print} Let me print your boarding pass for you. - {sleep} - Here you go! Have a nice trip! - ``` 3: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -871,80 +372,12 @@ adventures: tomorrows_movie {is} movie_choices {at} {random} I'll go get the popcorn! {print} ``` - 4: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Welcome to the online library! - {ask} What genre of books do you like? - {print} You like genre - author {is} {ask} 'Who's your favorite author?' - {print} 'author is your favorite author' - {print} Hmmm... i think you should try... books {at} {random} - ``` - 5: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} Welcome to Swimming Pool Hedy! - class {is} {ask} 'Are you here to join a class today?' - {if} class yes - {print} 'Great! You're joining a class! - {print} {else} 'You will not be joining a class' - discount {is} 'Do you have a discount code?' - {if} discount {is} yes - discount_answer {is} {ask} 'What's your discount code?' - discount_codes = Senior4231, Student8786, NewMember6709 - {if} discount_answer {is} {in} discount_cods - {print} 'That will be $3,50' - 'That will be $5,50' - {print} 'Have a nice swim!' - ``` - 6: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Vending machine' - chosen_product = {ask} 'Please select a product' - 1_dollar_products = coke orange juice water - 2_dollar_products = chocolate, cookie, museli bar - 3dollar_prodcuts = potato chips, beef jerky, banana bread - {if} chosen {is} {in} 1_dollar_products - price = 1 - {if} chosen_product {is} 2_dollar_products - price = 2 - {else} chosen_product {in} 3_dollar_products - price = 3 - amount_of_products = '{ask} How many of ' chosen_product would you like to have?' - total = price + amount_of_product - {print} 'That will be $' price 'please' - ``` 7: story_text: |- ### Exercise Surprise! This program looks more like an output than a code. And yet, we don't want you to just add `{print}` commands in front of each line. Fix this program to turn it into the nursery rhyme 'Brother John (Frère Jaques)' by using the {repeat} command of course! - example_code: | - **Warning! This code needs to be debugged!** - ``` - Are you sleeping? - Brother John! - Morning bells are ringing! - Ding, dang, dong! - ``` 8: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -967,9 +400,6 @@ adventures: {print} 'Thank you! Byebye!' ``` 9: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -992,9 +422,6 @@ adventures: price = amount * 6 {print} 'That will be 'price dollar' please' 10: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1043,9 +470,6 @@ adventures: print month i ``` 12: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1071,9 +495,6 @@ adventures: call greet_costumer ``` 13: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1103,9 +524,6 @@ adventures: print 'No problem!' ``` 14: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1152,9 +570,6 @@ adventures: else 'no problem' 15: - story_text: |- - ### Exercise - Debug this random children's story. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1211,9 +626,6 @@ adventures: ``` 17: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1246,9 +658,6 @@ adventures: print 'Thanks for ordering!' ``` 18: - story_text: |- - ### Exercise - Debug this Old MacDonald program from level 16. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1268,8 +677,6 @@ adventures: print 'everywhere a ' sound sound ``` default: - name: Introduction - default_save_name: intro description: स्तर स्पष्टीकरण levels: 1: @@ -1280,28 +687,6 @@ adventures: कोड ब्लॉक में हरा बटन दबाएं, और कोड आपके लिए टाइप हो जाएगा! प्रोग्रामिंग फील्ड के नीचे हरे 'रन कोड' बटन के साथ कोड को स्वयं आज़माएं। - example_code: | - ``` - {print} Hello world! - ``` - 2: - story_text: | - Congratulations! You've reached level 2. Hopefully you've already made some awesome codes! - In the first level you might've notice that the `{echo}` command can only save one bit of information at a time. - For example in the restaurant adventure, you could echo what the costumer wanted to eat, or what they wanted to drink, but not both in one sentence. - - That changes in level 2. In level 2 you'll learn to work with variables, that allow you to save multiple pieces of information and print them in any place you want. - So let's go to the next tab! - example_code: | - **Warning! This code does not work!** - In Hedy commands will change sometimes. `{echo}` for example only works in level 1. In this level you'll learn a better way to echo answers back. - ``` - {print} Welcome at Hedy's - {ask} What would you like to eat? - {echo} So you want - {ask} what would you like to drink? - {echo} So you want - ``` 3: story_text: |- स्तर 3 में आप एक सूची भी बना सकते हैं। आप कंप्यूटर को सूची से कुछ यादृच्छिक चुनने दे सकते हैं। आप इसे `at random` के साथ करते हैं। @@ -1415,10 +800,6 @@ adventures: {for} जानवर {in} जानवरों {print} 'मुझे पसंद है ' जानवर ``` - 11: - story_text: | - You have reached level 11, you're doing great! In the higher levels, Hedy is focussing more and more on teaching you the programming language Python. - In Python there is no `{repeat}` command, but there is a command that works like {repeat}. Are you curious to find out how to say `{repeat}` in Python language? Quickly go on to find out! 12: story_text: | अब तक, हेडी ने 1.5 जैसी दशमलव संख्याओं की अनुमति नहीं दी थी, लेकिन अब हम इसकी अनुमति देते हैं। ध्यान दें कि कंप्यूटर दशमलव संख्याओं के लिए `.` का उपयोग करते हैं। @@ -1487,31 +868,13 @@ adventures: We arrived at real Python code! That means we need to use parentheses with {print} and {range} from now on. {print}('My name is ', naam) dice: - name: Dice - default_save_name: Dice - description: Make your own dice levels: 3: - story_text: | - In this level we can choose from a list. With that we can let the computer choose one side of the die. - Take a look at the games you have in your closet at home. - Are there games with a (special) die? You can also copy it with this code. - For example, the dice of the game Earthworms with the numbers 1 to 5 and an earthworm on it. - - ![Die of earthworms with 1 to 5 and an earthworm on it](https://cdn.jsdelivr.net/gh/felienne/hedy@24f19e9ac16c981517e7243120bc714912407eb5/coursedata/img/dobbelsteen.jpeg) example_code: | ``` choices {is} 1, 2, 3, 4, 5, earthworm {print} choices {at} {random} ``` - story_text_2: | - ### Exercise - The dice in the example above are dice for a specific game. Can you make normal dice? - Or other special dice from a different game? - example_code_2: | - ``` - choices {is} _ - ``` 4: story_text: | In this level we can make sentences with the die value in the sentence, with quotes of course. @@ -1568,33 +931,7 @@ adventures: {print} player ' throws ' choices {at} {random} {sleep} ``` - 15: - story_text: | - ### Exercise - In this level you can create a little game in which you'll have to throw 6 as fast as possible. - We have started the code, it's up to you to get the game to work! - - Firstly, add a `{while}` loop that checks if 6 has been thrown or not. - As long as you haven't thrown 6 already, throw the dice on a random number. - Print what the player has thrown. - Add a try to the amount of tries - Wait a second before you throw again, or - in case you've thrown a 6 - before the game ends. - example_code: | - ``` - options = 1, 2, 3, 4, 5, 6 - {print} 'Throw 6 as fast as you can!' - thrown = 0 - tries = 0 - _ - _ - _ - _ - _ - {print} 'Yes! You have thrown 6 in ' tries ' tries.' - ``` dishes: - name: Dishes? - default_save_name: Dishes description: Use the computer to see who does the dishes (Start at level 2) levels: 3: @@ -1625,13 +962,6 @@ adventures: Can you complete the code by filling the blanks? Every blank must be replaced with one word of symbol. Tip: Don't forget the quotation marks! - example_code: | - ``` - people {is} mom, dad, Emma, Sophie - {print} _ the dishes are done by _ - {sleep} - {print} people {at} _ - ``` 5: story_text: | With the `{if}` you can now have more fun with choice in the program. You can have your program respond to the choice that the computer has made. @@ -1645,20 +975,6 @@ adventures: {if} dishwasher {is} Sophie {print} _ too bad I have to do the dishes _ {else} {print} 'luckily no dishes because' _ 'is already washing up' ``` 6: - story_text: | - How often is everyone going to do the dishes? Is that fair? You can count it in this level. - example_code: | - ``` - people = mom, dad, Emma, Sophie - emma_washes = 0 - dishwasher = people {at} {random} - {print} 'The dishwasher is' dishwasher - {if} dishwasher {is} Emma emma_washes = emma_washes + 1 - {print} 'Emma will do the dishes this week' emma_washes 'times' - ``` - - Now you can copy lines 3 to 5 a few times (e.g. 7 times for a whole week) to calculate for a whole week again. - Do you make the code for the whole week? story_text_2: | If you are extremely unlucky the previous program might choose you to to the dishes for the whole week! That's not fair! To create a fairer system you can use the `{remove}` command to remove the chosen person from the list. This way you don't have to do the dishes again untill everybody has had a turn. @@ -1687,22 +1003,10 @@ adventures: 10: story_text: | In this level you could make an even better dish washing shedule. - example_code: | - ``` - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - ``` elif_command: - name: '{elif}' - default_save_name: elif description: elif levels: 17: - story_text: | - In this level you can also use a new command: `{elif}`. `{elif}` is a combination of the keywords `{else}` and `{if}` and you need it when you want to make 3 (or more!) options. - Check it out! example_code: | ``` prices = ['1 million dollars', 'an apple pie', 'nothing'] @@ -1716,8 +1020,6 @@ adventures: {print} 'Better luck next time..' ``` for_command: - name: '{for}' - default_save_name: for description: for command levels: 10: @@ -1725,58 +1027,12 @@ adventures: ## For In this level we learn a new code called `{for}`. With `{for}` you can make a list and use all elements. `{for}` creates a block, like `{repeat}` and `{if}` so all lines in the block need to start with 4 spaces। - example_code: | - ``` - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - ``` - story_text_2: | - ### Exercise - Finish this code by adding `{for} action {in} actions` to line 2. - example_code_2: | - ``` - actions = clap your hands, stomp your feet, shout Hurray! - _ - {repeat} 2 {times} - {print} 'If youre happy and you know it, ' action - {sleep} 2 - {print} 'If youre happy and you know it, and you really want to show it' - {print} 'If youre happy and you know it, ' action - {sleep} 3 - ``` 11: story_text: |- In this level, we add a new form of the `{for}`. In earlier levels, we used `{for}` with a list, but we can also use `{for}` with numbers. We do that by adding a variable name, followed by `{in}` `{range}`. We then write the number to start at, `{to}` and the number to end at. Try the example to see what happens! In this level again, you will need to use indentations in lines below the `{for}` statements. - example_code: | - ``` - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - ``` - 17: - story_text: | - Now we are going to change indentation a little bit. Every time that we need an indentation, we need `:` at the line before the indentation. - example_code: | - ``` - {for} i {in} {range} 1 {to} 10: - {print} i - {print} 'Ready or not, here I come!' - ``` - 18: - story_text: | - Lastly, we'll turn `{for} i {in} {range} 1 to 5` into real Python code, like this: - example_code: | - ``` - {for} i {in} {range}(1,5): - {print} (i) - ``` fortune: - name: Fortune teller - default_save_name: Fortune Teller - description: Let Hedy predict the future levels: 1: story_text: | @@ -1825,12 +1081,6 @@ adventures: ### Exercises Now, Hedy can only answer yes, no or maybe. Can you give Hedy more answer options, like 'definitely' or '{ask} again'. 4: - story_text: | - ### Exercise - We have removed all the quotation marks from this example code, can you add them in all the right places? - - ### Exercise 2 - Go back to the previous level and copy your fortune teller code. Make the code work in this level by adding quotation marks in the right spots. example_code: | ``` {print} 'Im Hedy the fortune teller!' @@ -1947,27 +1197,8 @@ adventures: {print} fortunes {at} {random} ``` functions: - name: functions - default_save_name: functions - description: functions levels: 12: - story_text: | - In this level you'll learn how to use **functions**. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. - To create a function, use `{define}` and give the function a name. Then put all the lines you want in the function in a indented block under the `{define}` line. - Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use {call} with the function's name to call it up! We don't have to type that block of code again. - - Check out this example code of a game of Twister. The function 'turn' contains a block of code that chooses which limb should go where. - - ### Exercise - Finish this code by setting the 2 variables chosen_limb and chosen_color. - Then, choose how many times you want to call the function to give the twister spinner a spin. - - ### Exercise 2 - Improve your code by adding a variable called 'people'. Use the variable to give all the players their own command in the game. - For example: 'Ahmed, right hand on green' or 'Jessica, left foot on yellow'. example_code: | ``` sides = 'left', 'right' @@ -2004,25 +1235,7 @@ adventures: I dreamed that my Bonnie is dead Can you program this verse in the same way as the example? - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - ``` 14: - story_text: | - In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. - You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - - For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - - ### Exercise - Finish this code. We have already made the variable new_price for you, you only need to set it. - You should finish the line of code by calling the function that calculates the new price. example_code: | ``` {define} calculate_new_price {with} amount, percentage @@ -2036,223 +1249,7 @@ adventures: new_price = _ calculate_new_price {with} old_price, _ {print} 'The new price is ' new_price ' dollar' ``` - 18: - story_text: | - Let's make functions the Pythons way! To define a function, we no longer use: - - `{define} name_function {with} argument_1, argument_2:` - - but we use: - - `{def} name_function(argument_1, argument_2):`. - - - If you don't want to use arguments, you just leave the space between the parantheses empty. - To call a function, we don't need the `{call}` command anymore. You just type the name of the function. - example_code: | - ``` - {def} calculate_score(answer, correct_answer): - {if} answer == correct_answer: - score = 1 - {elif} answer == '?': - score = 0 - {else}: - score = -1 - {return} score - - answer = {input} ('Where can you find the Eiffel Tower?') - correct_answer = 'Paris' - score = calculate_score(answer, correct_answer) - {print} ('Your score is... ', score) - ``` - guess_my_number: - name: Guess my number - default_save_name: guess my number - description: guess my number - levels: - 14: - story_text: | - In this level you can program the game 'Guess my number' - - ### Exercise - Fill in the correct symbols on the blanks to get the game to work. - example_code: | - ``` - {print} 'Guess my number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess _ number - {print} 'Lower!' - {if} guess _ number - {print} 'Higher!' - {if} guess _ number - {print} 'You win!' - game = 'over' - ``` - hangman: - name: Hangman - default_save_name: Hangman - description: Guess the word - levels: - 17: - story_text: | - In this adventure we program a game of hangman. First we make some preparations, then we program the game and in the third part we add a drawing with the turtle. - - ### Exercise - ***Set the variables*** In this game of hangman, Player 1 chooses an answer and Player 2 has to guess the letters in this answer. - To let the computer know all the letters in the word, we will turn the answer into a list of letters. We also do this with the guesses Player 2 makes. - We will start the game with 2 empty lists. We have made an empty list for the variable answer for you. Now make an empty list for guessed_letters as well. - Then we fill in how many mistakes were made. At the start of the game, this should be 0. - The variable `amount_letters` tells us how many letters are in the answer. Ask Player 1 to tell us how many letters their word has. - Lastly we tell the computer if the game is over. We use the variable `game_over` and set it to `False`. - - ***Choosing the answer*** We want Player 1 to be able to choose the answer. We'll ask them, as many times as necessary, what the next letter is. - Then we add that letter to the answer. Lastly, we add an empty _ to the list of guessed letters, so we get as many _s as there are letters in the answer. - - ***Player 2's turn*** - Tell Player 2 its their turn. Then tell Player 2 how many letters there are in the answer. Finally, print the list of `guessed_letters`. - - ***Go to the next tab*** Now that all the starting variables are set, we can start programming the game itself. Check out the next tab to learn how! - example_code: | - ``` - print 'Hangman!' - - # Set the variables - answer = [] - guessed_letters = _ - mistakes_made = _ - amount_letters = {ask} _ - _ = 'False' - - # Choosing the answer - {for} _ - letter = {ask} 'Player 1, what is letter ' i '?' - _ - {add} '_' {to} _ - - # Player 2 turn - print _ - print _ - print guessed_letters - ``` - hangman_2: - name: Hangman 2 - default_save_name: Hangman_2 - description: Hangman 2 - levels: - 17: - story_text: | - Now it's time to program the hangman game. - - ### Exercise - - ***Paste your code*** Copy your code from the previous tab and paste the code in the programming field. - - ***The game*** This games continues playing until Player 2 is game over. Fill in the while command accordingly. Now, Player 2 is allowed to guess a letter, so ask Player 2 to guess a letter. - We need to check if their answer is correct, so check if their `guess` is (somewhere) in the (list) `answer`. Then we let the computer figure out which of the letter(s) is the guess. We have already programmed that part for you. - Next we want to compliment the player for finding a correct letter and we want to print the list `guessed_letters`, so the player can see their progress. - - The next part we're going to program is what happens when the player has guessed all of the letters. So if their list of `guessed_letters` is the same as our list `answer`. - If the lists are the same, congratulate Player 2 with their victory and set the variable `game_over` to `True`. - - Next we'll program what happens when Player 2 guesses wrong (so the `{else}` command). First, tell the player that their guess was wrong. Then increase the `mistakes_made` variable by 1. - - For the last part we'll program what happens when Player 2 has made 10 mistakes. We'll print that Player 1 has won the game. Then we'll print the correct answer. And finally, we'll set our `game_over` variable to `True`, so the game stops. - - ***Go to the next tab*** Amazing work! Your game is playable, but wouldn't it be fun if the hangman was actually drawn when Player 2 makes a mistake..? - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - guess = _ - {if} _ - {for} i {in} {range} 1 {to} amount_letters: - if answer[i] == guess: - guessed_letters[i] = guess - {print} _ - {if} guessed_letters == _: - {print} _ - game_over = _ - {else}: - {print} _ - mistakes_made _ - {if} _ == 10: - {print} _ - {print} _ - _ - ``` - hangman_3: - name: Hangman 3 - default_save_name: Hangman_3 - description: Hangman 3 - levels: - 17: - story_text: | - In a game of hangman the mistakes are shown by drawing a part of the hangman each time a mistake has been made. - We now add those drawings with our turtle! - - ### Exercise - ***Create a function that draws the hangman*** Create a function that draws the hangman in 10 steps. We have already made step 1 for you. - - ***Test the function*** Test the function by calling the function with 10. If you are happy with the function, remove the line that calls the function for now. We will call the function when the player makes a mistake. - - ***Paste your hangman game under your function*** Go back to the previous tab and copy your hangman game. Paste the game underneath your function. - - ***Call the function when the player makes a mistake*** Under the line `mistakes_made = mistakes_made + 1` we will call the function. We want the turtle to take the same amount of steps as the player has made mistakes, so we call the function with `mistakes_made` as argument. - - ***Enjoy your game!*** -
- The hangman could look like this -
- example_code: | - ``` - # Create a function that draws the hangman - {define} draw_hangman {with} step: - {if} step == 1: - {color} white - {forward} -100 - {turn} 90 - {forward} -50 - {color} black - {forward} 100 - {forward} -50 - - {if} step == 2: - _ - # Paste your hangman game here - - ``` - harry_potter: - name: Harry Potter - default_save_name: Harry Potter - description: Harry Potter adventures - levels: - 10: - story_text: | - ### Exercise - We can also make a Harry Potter themed fortune teller. Fill in blanks such that 9 lines are printed. - **Extra** Change the theme of the fortune teller into something else, such as your favorite book, film or tv show. - example_code: | - ``` - houses = Gryffindor, Slytherin, Hufflepuff, Ravenclaw - subjects = potions, defence against the dark arts, charms, transfiguration - fears = Voldemort, spiders, failing your OWL test - names = Harry, Ron, Hermione - _ - _ {print} name ' is placed in ' houses {at} {random} - _ {print} name ' is great at ' subjects {at} {random} - _ {print} name 's greatest fear is ' fears {at} {random} - ``` haunted: - name: Haunted House - default_save_name: Haunted House - description: Escape from the haunted house levels: 1: story_text: | @@ -2260,26 +1257,9 @@ adventures: If you pick the right door you'll survive, but {if} not a terrible monster might... In level 1 we start our haunted house game by making up a scary story and {ask} the player what monster they'll see in the haunted house. - example_code: | - ``` - {print} How did I get here? - {print} I remember my friend telling me to go into the old mansion... - {print} and suddenly everything went black. - {print} But how did I end up on the floor...? - {print} My head hurts like Ive been hit by a baseball bat! - {print} What's that sound? - {print} Oh no! I feel like Im not alone in this house! - {print} I need to get out of here! - {print} There are 3 doors in front of me.. - {ask} Which door should i pick? - {echo} I choose door - {print} ...? - ``` story_text_2: | Can you finish the scary story? Or make up your own haunted house story? 2: - story_text: | - In this haunted house you can choose your monsters with emojis. Of course you could also use words. example_code: | ``` monster_1 {is} 👻 @@ -2291,10 +1271,6 @@ adventures: {print} Oh no! Quickly get to the kitchen. {print} But as you enter monster_3 attacks you! ``` - story_text_2: | - ### Exercise - In the example above the monsters are predetermined. So each time you run your code, the output is the same. - Can you add `{ask}` commands to make the haunted house interactive and have the players choose the monsters they come across? example_code_2: | ``` monster_1 {is} _ @@ -2311,17 +1287,6 @@ adventures: In the previous levels you've made an introduction to your haunted house game, but as you might have noticed the story would always have a dreadful end. In this level you can make your story more interactive by changing the outcome of the game; sometimes you'll get eaten, sometimes you'll escape! Let Hedy decide randomly! - example_code: | - ``` - _ Escape from the haunted house! - _ There are 3 doors in front of you... - _ _ _ Which door do you choose? - _ You picked door ... choice - monsters _ a zombie, a vampire, NOTHING YOUVE ESCAPED - _ You see... - {sleep} - _ _ _ _ - ``` 4: story_text: | In this level you learn how to use quotation marks in your games. @@ -2361,27 +1326,6 @@ adventures: Now it's very hard to win this game, can you make it easier to win? For example by only having 1 wrong door and 2 correct doors instead of 1 correct door and 2 wrong ones? - example_code: | - ``` - {print} 'Escape from the Haunted House!' - player = alive - doors = 1, 2, 3 - monsters = zombie, vampire, giant spider - {repeat} 3 {times} - {if} player {is} alive - correct_door {is} doors {at} {random} - {print} 'There are 3 doors in front of you...' - chosen_door = {ask} 'Which door do you choose?' - {if} chosen_door {is} correct_door - {print} 'No monsters here!' - {else} - {print} 'You are eaten by a ' monsters {at} {random} - player = dead - {else} - {print} 'GAME OVER' - {if} player {is} alive - {print} 'Great! You survived!' - ``` 11: story_text: | In this level we've changed the repeat command and we've added a line to our haunted house that tells the player in which room they are. @@ -2407,188 +1351,16 @@ adventures: {if} player {is} alive {print} 'Great! You survived!' ``` - 14: - story_text: | - ### Exercise - In this level you can use the `<` and `>` symbol to introduce lives to your game. - Make sure the player loses a life when they come across the wrong monster and that the game stops if you have no lives left. - example_code: | - ``` - {print} 'Escape from the haunted house' - lives = 3 - doors = 1, 2, 3 - monsters = 'the wicked witch', 'a zombie', 'a sleeping 3 headed dog' - {for} i {in} {range} 1 {to} 10 - {if} lives _ - good_door = doors {at} {random} - monster = monsters {at} {random} - chosen_door = {ask} 'Which door do you choose?' - {if} good_door == chosen_door - {print} 'You have chosen the correct door' - {else} - {print} 'You see...' monster - {if} monster == 'a sleeping 3 headed dog' - {print} 'Pffieuw.... Its asleep' - {else} - {print} 'You lose one life' - lives = _ - {else} - {print} 'GAME OVER' - ``` - 16: - story_text: | - ### Exercise - This haunted house game uses the connection between the lists you can use in this level. - For example: all the properties that belong to the zombie are first in all the lists, witch second and vampire third. - Check out the code and fill in `weapons[i]`, `monsters[i]` , `bad_fate[i]`, `good_fate[i]`, `hint[i]` on the correct blanks to get the code to work! - example_code: | - ``` - numbers = [1, 2, 3] - i = numbers[{random}] - hint = ['growling', 'a cackling laugh', 'fluttering batwings'] - monsters = ['zombie', 'witch', 'vampire'] - bad_fate = ['Your brain is eaten', 'You are forever cursed', 'You are bitten'] - good_fate = ['You throw the ham. The zombie is distracted and starts eating it.', 'You set the curtains on fire. The witch flees out of fear for the fire', 'The vampire hates garlic and flees'] - weapons = ['ham', 'lighter', 'garlic'] - {print} 'You are standing in front of an old mansion' - {print} 'Something is not right here' - {print} 'You hear ' _ - {print} 'You are going to explore it' - {print} 'You enter the kitchen and see a lighter, a raw ham and a garlic.' - your_weapon = {ask} 'What do you bring with you?' - {print} 'With your ' your_weapon ' you enter the living room' - {print} 'There you find a ' _ - needed_weapon = _ - {if} your_weapon == needed_weapon - {print} 'You use your ' your_weapon - {print} _ - {print} 'YOU WIN!' - {else} - {print} 'You have chosen the wrong weapon...' - {print} _ - {print} 'GAME OVER' - ``` - hotel: - name: hotel - default_save_name: hotel - description: hotel - levels: - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, and you've learned how to combine it with an {ask}. - You might have wondered why you would use functions, because the functions in the example were only one line of code. - Now we will show you what a bigger function looks like and we will use multiple agruments now as well. You'll see how much better it is to use a function once the function gets bigger. - Here is an example of a function with arguments combined with {ask} commands. - example_code: | - ``` - {define} welcome_message {with} title, last_name, country, room_number - {print} 'Welcome to Hotel Hedy, ' title ' ' last_name - nice_trip {is} {ask} 'Did you have a nice trip from, ' country '?' - {if} nice_trip {is} 'yes' - {print} 'Lovely!' - {else} - {print} 'Sorry to hear that.' - {print} 'Hopefully you can take a nice rest in you room.' - {print} 'Your room number is ' room_number - - {print} 'Hello. Please fill in your information to check in.' - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - ``` - - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 if_command: - name: '{if} & {else}' - default_save_name: if_command description: Introducing the if command levels: - 5: - story_text: | - ## If... else.... - In level 5 there is something new, the `{if}`! With the `{if}` you can choose between two different options. - This code prints nice if you enter Hedy as a name, and boo! if you enter something else. - `{ask}` and `{print}` still work like they did in level 4. - example_code: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' {else} {print} 'boo!' - ``` - story_text_2: | - Sometimes code with an `{if}` gets really long and does not fit on the line well.
You may also divide the code over two lines, starting the second line at the `{else}` like this: - example_code_2: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - ``` - story_text_3: | - ### Exercise - Try to create your own code with `{if}` and `{else}`. You can use the example code if you want. - example_code_3: | - ``` - answer {is} {ask} '2 + 2 = ?' - _ _ _ 4 _ 'Great job!' - _ _ 'No 2 + 2 = 4' - ``` - 8: - story_text: | - ## If... Else... - You have learned to repeat a block of lines of code after a `{repeat}` command. - Now you can also use indentation to make blocks after a {if} or {else} command. - Check out the example code. - - ### Exercise - Add an {else} command to the example code. Make a block of line using indentation. You do this by starting each line with 4 spaces. - example_code: | - ``` - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {print} 'You can play on your computer!' - ``` 9: story_text: | In this level you can also put an {if} command inside another {if} command. - example_code: | - ``` - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - ``` in_command: - name: '{in}' - default_save_name: in_command description: Introducing the in command levels: 5: - story_text: | - ## Lists - When we want to check if something is in a list, we can now use the `{in}` command. - This code prints pretty! if you choose green or yellow, and meh otherwise. - example_code: | - ``` - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - ``` - story_text_2: | - ### Exercise - Finish the example code by filling in the blanks with commands that you've learned. - When you've finished the code, try to create a code of your own and use a question that you've thought of yourself. example_code_2: | ``` animals is dog, cow, sheep @@ -2597,62 +1369,21 @@ adventures: _ _ 'My favorite animals are dogs, cows and sheep' ``` is_command: - name: '{is}' - default_save_name: is_command description: introducing is command levels: 2: - story_text: | - ## Variables - You can name a word with `{is}`. This is called a **variable**. In this example we made a variable called name and a variable called age. You can use the word name anywhere in your code and it will be replaced by Hedy, like this: - example_code: | - ``` - name {is} Hedy - age {is} 15 - {print} name is age years old - ``` story_text_2: | ### Exercise Time to make your own variables! In the example code we made an example of the variable `favorite_animal`. In line 1 the variable is set, and in line 2 we haved used the variable in a print command. Firstly, finish our example by filling in your favorite animal on the blank. Then make at least 3 of these codes yourself. Pick a variable, and set the variable with the {is} command. Then use it with a {print} command, just like we did. - example_code_2: | - ``` - favorite_animal {is} _ - {print} I like favorite_animal - ``` - 6: - story_text: | - We also make a change in storing a word in a variable! You may now use `=` instead of `{is}` when we store a name or a number in a variable, like this: - example_code: | - ``` - name = Hedy - answer = 20 + 4 - ``` 14: - story_text: | - We are going to learn more new items. You might know them already from mathematics, the `<` and `>`. - The `<` checks if the first number is smaller than the second, for example age `<` 12 checks if age is smaller than 12. - If you want to check if the first number is smaller or equal to the second, you can use `<=`, for example age `<=` 11. - The `>` checks if the first number is bigger than the second, for example points `>` 10 checks if points is larger than 10. - If you want to check if the first number is bigger or equal to the second, you can use `>=`, for example points `>=` 11. - You use these comparisons in an `{if}`, like this: example_code: | ``` age = {ask} 'How old are you?' {if} age > 12 {print} 'You are older than I am!' ``` - story_text_2: | - From this level on, if you want to compare exactly, you can use two equal signs. This is what most programming languages do: - example_code_2: | - ``` - name = {ask} 'What is your name?' - {if} name == 'Hedy' - {print} 'You are cool!' - ``` - story_text_3: | - You can also compare if something is *not* equal to something else using `!=` like this: example_code_3: | ``` name = {ask} 'What is your name?' @@ -2665,56 +1396,13 @@ adventures: {else} {print} 'You are older than me!' language: - name: Language - default_save_name: Language - description: Practice words in a foreign language levels: 5: story_text: | Make your own program to practice your vocabulary in a new language. - example_code: | - ``` - {print} 'Learn French!' - cat {is} {ask} '🐱' - {if} cat {is} chat {print} 'Terrific!' - {else} {print} 'No, cat is chat' - frog {is} {ask} '🐸' - {if} frog {is} grenouille {print} 'Super!' - {else} {print} 'No, frog is grenouille' - ``` - 16: - story_text: | - ### Exercise - Take a look at the example code. This is a program to practise French vocabulary. Now make your own program to practice your vocabulary in a new language. - If you don't know any other languages, you can use Google translate or you can use emojis and your native language. - example_code: | - ``` - french_words = ['bonjour', 'ordinateur', 'pomme de terre'] - translation = ['hello', 'computer', 'potato'] - score = 0 - {for} i {in} {range} 1 {to} 3 - answer = {ask} 'What does ' french_words[i] ' mean?' - correct = translation[i] - {if} answer == correct - {print} 'Correct!' - score = score + 1 - {else} - {print} 'Wrong, ' french_words[i] ' means ' translation[i] - {print} 'You gave ' score ' correct answers.' - ``` - maths: - name: maths - default_save_name: maths - description: Introducing maths - levels: - 6: - story_text: | - In this level you learn something new: you can now also calculate. - - The plus is easy, you write it like with math: `5 + 5` for example. The minus also works fine, it is `5 - 5`. - - The times is a bit different, because there is no times symbol on your keyboard. Just search, there really isn't! - That is why we multiply with the asterisk above 8: `5 * 5`. Read that as "5 times 5" that helps you remember it best. + maths: + levels: + 6: example_code: | ``` {print} '5 plus 5 is ' 5 + 5 @@ -2725,14 +1413,6 @@ adventures: story_text: |- **Decimal numbers** So far, Hedy did not allow for decimal numbers like 1.5, but now we do allow that. Note that computers use the `.` for decimal numbers। - example_code: | - ``` - {print} 'Two and a half plus two and a half is...' - {print} 2.5 + 2.5 - ``` - story_text_2: |- - **Maths with words** - In this level you can also do addition with words like this: example_code_2: | ``` a = 'Hello ' @@ -2742,9 +1422,6 @@ adventures: {print} 2.5 + 2.5 music: - name: music - default_save_name: music - description: Play a tune! levels: 1: story_text: |- @@ -2758,398 +1435,22 @@ adventures: ### Exercise Try out the example code and then play around with it! Can you create your own melody? In the next level you'll learn how to play some existing songs। - example_code: |- - ``` - {play} C4 - {play} D4 - {play} E4 - {play} F4 - {play} G4 - {play} A4 - {play} B4 - {play} C5 - ``` 2: story_text: | ### Exercise Finish the songs! We have started the codes for some melodies। - example_code: | - ``` - {print} Old Mac Donald had a farm - {play} C5 - {play} C5 - {play} C5 - {play} G4 - {play} A4 - {play} A4 - {play} G4 - ``` story_text_2: As you can see, you can also use the `{sleep}` command to add a little pause in the song। - example_code_2: | - ``` - {print} Twinkle Twinkle Little Star - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} 1 - {play} F - {play} F - ``` - 3: - story_text: | - Create a random melody! - - ### Exercise - The example code creates a random melody, but it's very short and not many notes are used. - Add more notes to the list and create a longer melody by copying the last line a couple more times. - example_code: | - ``` - notes {is} A4, B4, C4 - {play} notes {at} {random} - {play} notes {at} {random} - {play} notes {at} {random} - ``` - 4: - story_text: | - Use the `{clear}` command to create a karaoke machine! - - ### Exercise - Finish the karaoke version of 'Mary had a little lamb'. - Then, create a karaoke version of any song you'd like! - example_code: | - ``` - {print} 'Mary had a little lamb' - {play} E - {play} D - {play} C - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Little lamb, little lamb' - {play} D - {play} D - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Mary had a little lamb' - {play} E - ``` - 5: - story_text: | - You don't always have to use the `{play}` command to play a whole song, sometimes you just want to play one note. - For example, if you want to make a quiz, you can play a happy high note if the answer is right and a sad low note if the answer is wrong. - - ### Exercise - Finish the first question by adding a line of code that plays a C3 note if the wrong answer is given. - Then think of 3 more questions to add to this quiz. - example_code: | - ``` - answer {is} {ask} 'What is the capital of Zimbabwe?' - {if} answer {is} Harare {play} C6 - _ - ``` 6: story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\n This calls for musical maths! Try out the example code a couple of times with different starting numbers. \nThen, see if you can compose a song using the numbers.\n" - example_code: | - ``` - number = {ask} 'Say a starting number between 1 and 67' - {print} number - {play} number - number = number + 1 - {print} number - {play} number - number = number + 1 - {print} number - {play} number - ``` - 7: - story_text: | - Using the `{repeat}` command can make your codes for melodies a lot shorter! - - ### Exercise - Finish the code for Twinkle Twinkle Little Star by using the `{repeat}`command. - Then go back to the songs you've made in the previous levels. Can you shorten those codes too? - example_code: | - ``` - {print} 'Twinkle Twinkle Little Star' - {repeat} 2 {times} {play} C4 - {repeat} 2 {times} {play} G4 - _ - ``` - 8: - story_text: | - Now that we can use the `{repeat}` command for multiple lines, we can make songs even more easily! - - ### Exercise - Finish the song of Brother John (Frère Jacques). Don't forget to use `{repeat}`! - example_code: | - ``` - {print} 'Brother John' - {repeat} 2 {times} - {play} C - {play} D - {play} E - {play} C - {repeat} 2 {times} - {play} E - {play} F - {play} G - {sleep} 1 - ``` - 9: - story_text: | - From this level on you can - among other things - use a {repeat} command inside a {repeat} command. - That makes songs like 'Happy birthday' even shorter! - - ### Exercise - Finish the song! - example_code: | - ``` - first_time = yes - {repeat} 2 {times} - {repeat} 2 {times} - {play} C - {play} D - {play} C - {if} first_time {is} yes - {play} F - {play} E - first_time {is} no - {else} - _ - ``` - 12: - story_text: | - Use functions in your songs! As you can see in the example code, you can make a function for each line of Twinkle Twinkle Little Star. Once you've programmed the first three lines, all you have to do is call the functions in the order you want them played in. - - ### Exercise - Finish the song of Twinkle Twinkle Little Star. - Then look back at all the songs you've programmed in the levels before, can you make those codes better and shorter using functions too? - example_code: | - ``` - {define} first_line - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} - - {define} second_line - {play} F - {play} F - {play} E - {play} E - {play} D - {play} D - {play} C - {sleep} - - {define} third_line - {play} G - {play} G - {play} F - {play} F - {play} E - {play} E - {play} D - {sleep} - - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - ``` - 13: - story_text: | - You can use a function with an argument for songs that have line that are almost the same, but slightly different each time. - One example is the song 'Yankee Doodle'. The first 4 notes of the first lines are the same, but each time they are followed by a different couple of notes. - - ### Exercise - Can you finish the song of Yankee Doodle? - Can you think of another song to program this way? - example_code: | - ``` - {print} 'Yankee Doodle' - {define} _ {with} note_1, note_2, note_3 - {play} C4 - {play} C4 - {play} D4 - {play} E4 - {play} _ - {play} _ - {play} _ - - {call} line_1 {with} 29, 31, 30 - {call} line_1 {with} 29, 28, 0 - {call} line_1 {with} 32, 31, 30 - - {play} C4 - {play} B3 - {play} G3 - {play} A3 - {play} B3 - {play} C4 - {play} C4 - ``` - 14: - story_text: | - You can program music for fun, but you can also use the musical notes to make something useful like a fire alarm! - - ### Exercise - Make sure the fire alarm rings when there is a fire! - example_code: | - ``` - {define} fire_alarm - {print} 'FIRE!' - note = 40 - {for} i {in} {range} 1 {to} 100 - {if} note _ 50 - note = note + 5 - {play} _ - {else} - note = 40 - - fire = {ask} 'Is there a fire?' - {if} fire _ 'yes' - {call} fire_alarm - ``` - 15: - story_text: | - **Warning** This adventure can become extremely annoying! - We can also use the {while} command to repeat a song forever. - - ### Exercise - Finish the never-ending song. - example_code: | - ``` - {define} song - {play} _ - - yes_or_no = {ask} 'Do you want to hear my never-ending song?' - {while} yes_or_no = 'yes' - {call} song - {print} '🥳' - ``` - 16: - story_text: | - Upgrade your Old MacDonald code! - - ### Exercise - Take your code from the 'Sing a Song' adventure and add musical notes to it! - You can make a function for each line in the song and call that function after the line is printed. - We defined the first line for you and called it in the code. Can you finish the whole song? - example_code: | - ``` - {define} line_1 - {for} i {in} {range} 1 {to} 3 - {play} G - {play} D - {for} i {in} {range} 1 {to} 2 - {play} E - {play} D - - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - for i in range 1 to 3 - animal = animals[i] - sound = sounds[i] - print 'Old MacDonald had a farm' - call line_1 - print 'E I E I O!' - _ - ``` - 17: - story_text: | - You can use the {elif} to create different options. - - ### Exercise - Firstly, add colons to get the code to work. - Then finish this code by adding at least 2 other songs for other moods. For example a happy song and an angry song. - example_code: | - ``` - {define} scary_song - {for} i {in} {range} 1 {to} 3 - {play} G - {play} E - {sleep} 2 - {for} i {in} {range} 1 {to} 3 - {play} F - {play} D - - mood = {ask} 'Which emotion are you feeling?' - {if} mood {is} 'fear' - {call} scary_song - {elif} _ - ``` - 18: - story_text: | - ### Exercise - Even in this last level of Hedy we can make some music! Be careful of all the syntax that is needed now. - Take a good look at how the functions are defined and called upon in the example code. - Finish the song! - example_code: | - ``` - {def} line_1(): - {for} i {in} {range}(1, 5): - {play} A - {play} D - {play} F - {play} A - - {def} line_2(): - {for} i {in} {range}(1, 5): - {play} G - {play} C - {play} E - {play} G - - {def} line_3(): - _ - - {print} ('The drunken sailor') - {print} ('What shall we do with the drunken sailor?') - line_1() - line_2() - line_3() - {print} ('Early in the morning') - ``` parrot: name: तोता default_save_name: तोता description: अपना खुद का ऑनलाइन पालतू तोता बनाएं जो आपकी नकल करेगा! levels: 1: - story_text: | - Create your own online pet parrot that will copy you! - example_code: | - ``` - {print} Im Hedy the parrot - {ask} whats your name? - {echo} - {echo} - ``` story_text_2: | ### Exercise Can you make the parrot ask a different question? Fill in the blanks in the example! - example_code_2: | - ``` - {print} Im Hedy the parrot - {ask} _ - {echo} - {echo} 2: story_text: | Create your own online pet parrot that will copy you! @@ -3182,15 +1483,6 @@ adventures: story_text: | In this level we have to use quotation marks with the commands `{ask}` and `{print}`. Can you complete the code by adding quotation marks? - example_code: | - ``` - words {is} squawk, Hedy - {print} _ Train your parrot! _ - new_word {is} {ask} _ Which word do you want to teach them? _ - {add} new_word {to_list} words - {print} _ 🧒 Say _ new_word _, Hedy!_ - {print} _ 🦜 _ words {at} {random} - ``` 5: story_text: | Reward your parrot {if} it says the correct word! @@ -3207,9 +1499,6 @@ adventures: {else} {print} '🧒 No, Hedy! Say ' new_word ``` piggybank: - name: Piggy Bank - default_save_name: Piggy Bank - description: Count your pocketmoney! levels: 12: story_text: | @@ -3225,10 +1514,6 @@ adventures: weeks = to_save / allowance {print} 'You can buy a ' wish ' in ' weeks ' weeks.' 14: - story_text: | - ### Exercise - In this level you can let Hedy tell you if you have saved up enough money! - Finish this code by filling in the blanks! example_code: | ``` _ calculate_budget with wish, money, allowance @@ -3248,45 +1533,7 @@ adventures: {call} calculate_budget with _, _, _ ``` pressit: - name: Key presses - default_save_name: Pressed - description: Try linking a keyboard key to a command! levels: - 5: - story_text: | - In this level there is another new keyword: `{pressed}`! - With `{pressed}` you can use keys on your keyboard to control what lines are used. - - ### Exercise - Look at the example and add one more line of code that reacts to a key press. - example_code: | - ``` - {print} 'Do you want a good (g) or bad (b) ending?' - {if} g {is} {pressed} {print} 'They lived happily ever after ❤' - {else} {print} 'The prince was eaten by a hippopotamus 😭' - ``` - story_text_2: | - You can also link turtle commands to keys. - - ### Exercise - Copy the lines a few times so you can create a larger drawing. - example_code_2: | - ``` - {if} y {is} {pressed} {forward} 15 - {else} {turn} 90 - ``` - 7: - story_text: | - Now that you have learned about `{repeat}`, we can press keys multiple times. - You can use it to make the turtle walk forward and turn. - - ### Exercise - The code you have seen in level 5 only checks the key once. Copy the example code and add a `{repeat}` to it, so that you can press the keys many times. - Use this code to draw something nice. - example_code: | - ``` - {if} x {is} {pressed} {forward} 15 {else} {turn} 90 - ``` 9: story_text: | Now that you know how to combine statements, you can create a touch type tool with `{pressed}`. @@ -3294,53 +1541,12 @@ adventures: ### Exercise Finish the code. Each time a random letter should be chosen, which you have to press. You get a point for a correct press, and and two points deduction for a wrong press. **(extra)** Clear the screen after each letter, and show the user how many points they have scored. - example_code: | - ``` - points = 0 - letters = a, b, c, d, e - {repeat} 10 {times} - letter = _ _ _ - {print} 'Press the letter ' letter - {if} letter {is} {pressed} - _ - _ - _ - ``` print_command: - name: '{print}' - default_save_name: print - description: Introduction print command levels: - 1: - story_text: | - ## The print command - You can print text to the screen using the `{print}` command. - example_code: | - ``` - {print} Hi there, programmer! - {print} Welcome to Hedy! - ``` - story_text_2: | - ### Exercise - In Hedy you will find exercises in every adventure. An exercise allows you to practise the new commands and concepts, and lets you give your own twist to the example codes. - In this exercise you will see a pink blank space. You have to fill something in the place of the blank space before the code can be run. - - Fill in the `{print}` command in the blank space and then add five more lines of code. Each line has to start with a `{print}` command. - Have fun! - example_code_2: | - ``` - _ Hello! - ``` 18: story_text: |- We arrived at real Python code! That means we need to use parentheses with `{print}` and `{range}` from now on. It also means you can use Hedy code from this level in any Python environment as long as you use the English commands. If you haven't until now, you can switch the toggle in the commands menu to do so। - example_code: | - ``` - {print}('Hello!') - {for} i {in} {range}(1, 10): - {print}('This is line ', i) - ``` story_text_2: If you want to print more than one item, you need to separate them by commas। example_code_2: | ``` @@ -3349,158 +1555,13 @@ adventures: ``` {print}('My name is ', name) - quizmaster: - name: Quizmaster - default_save_name: Quizmaster - description: Make your own quiz! - levels: - 14: - story_text: | - ### Exercise - In this adventure you can make your own quiz! Fill in the blanks, add more questions and enjoy your own quiz! - You can make a quiz about anything you like: your hobby, your favorite animal, your favorite book or anything at all! - example_code: | - ``` - {print} 'Make your own quiz' - points_a = 0 - points_b = 0 - {print} 'Question' - {print} 'Answer option A' - {print} 'Answer option B' - answer = {ask} 'Which answer?' - {if} answer == 'A' - points_a = points_a + 1 - {if} answer == 'B' - points_b = points_b + 1 - {print} 'End of the quiz!' - {print} 'Lets see the results!' - {if} points_a > points_b - {print} 'You belong to the A club' - {if} points_b > points_a - {print} 'You belong to the B club' - ``` - quotation_marks: - name: '''quotation marks''' - default_save_name: quotation_marks - description: Introduction quotation marks - levels: - 4: - story_text: | - ## 'Quotation marks' - In level 4 `{ask}` and `{print}` have changed. - You must put text that you want to print between quotation marks. - This is useful, because now you can print all the words you want. Also the words you used to store something with `{is}`. - Most programming languages also use quotation marks when printing, so we are also getting a step closer to real programming! - example_code: | - ``` - {print} 'You need to use quotation marks from now on!' - answer {is} {ask} 'What do we need to use from now on?' - {print} 'We need to use ' answer - ``` - story_text_2: | - ## Contractions - Important! Mind that now that we're using quotation marks, Hedy will get confused when you use the apostrophe for contractions like I'm or What's. - Make sure to remove those apostrophes and change the spelling to I am or What is. - Check out the example code to see the wrong way of using apostrophes. - example_code_2: | - ``` - _ This is the wrong way of using apostrophes _ - {print} 'I'm babysitting my sister's kids' - {print} 'What's more fun than that?' - ``` - 12: - story_text: | - **All texts need to be in quotation marks** - For this level on you will also have to use quotation marks when storing a text with `=`: - example_code: | - ``` - name = 'Hedy the Robot' - {print} 'Hello ' name - ``` - story_text_2: | - **All items in lists need quotation marks too** - Lists are texts, so they need quotation marks too. Mind that each single item on the list has quotation marks. - This allows you to save two words as 1 item on the list, for example 'Black Widow'. - example_code_2: | - ``` - superheroes = 'Spiderman', 'Batman', 'Black Widow' - {print} superheroes {at} {random} - ``` - story_text_3: | - **All text after `{if}` comparisons need quotation marks too** - example_code_3: | - ``` - name = {ask} 'What is your name?' - {if} name = 'Hedy the Robot' - {print} 'Hi there!' - ``` - story_text_4: | - **Numbers don't need quotation marks** - For numbers, you do not use quotation marks in the `=`: - example_code_4: | - ``` - score = 25 - {print} 'You got ' score - ``` random_command: - name: '{random}' - default_save_name: random_command - description: introducing at random command levels: - 3: - story_text: | - ## At random - In this level you can make a list using the `{is}` command. You can let the computer choose a random item from that list. You do that with `{at} {random}`. - example_code: | - ``` - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - ``` - story_text_2: | - You can use the `{at} {random}` command in a sentence as well. - example_code_2: | - ``` - food {is} sandwich, slice of pizza, salad, burrito - {print} I am going to have a food {at} {random} for lunch. - ``` - story_text_3: | - ### Exercise - Try out the `{at} {random}` command by making your own gameshow (like the ones on tv) where you choose a door or suitcase and it contains a big price! - Can you do it? We have already put the first lines into the example code. - example_code_3: | - ``` - {print} The big gameshow! - {print} There are 3 suitcases in front of you... - chosen {is} {ask} Which suitcase do you choose? - prices {is} _ - _ - ``` - 16: - story_text: |- - We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. - We use square brackets to point out a place in a list. The {at} {random} command can not be used anymore। - example_code: | - ``` - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - ``` - story_text_2: |- - Now that you've learned to use the brackets in lists, you can also start using the {at} {random} command in the Python way! - You simply type the name of your list with `[random]` behind it! - example_code_2: |- - ``` - fruit = ['apple', 'banana', 'cherry'] - {print} fruit[random] - ``` + 16: + story_text: |- + We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. + We use square brackets to point out a place in a list. The {at} {random} command can not be used anymore। repeat_command: - name: '{repeat}' - default_save_name: repeat_command description: repeat command levels: 7: @@ -3510,23 +1571,6 @@ adventures: ### Exercise Play around with the repeat command. Can you make the happy birthday song in only 3 lines of code instead of 4 now? - example_code: | - ``` - {repeat} 3 {times} {print} 'Hedy is fun!' - ``` - 8: - story_text: | - ### Repeat commands and indentation - In this level you can repeat multiple lines of code with only 1 repeat command. - You do this by making a block of lines that you want to repeat. - The lines in this block will need **indentation** . - That means putting four spaces at the beginning of each line. You will also have to indent when you just want to create a block of one line. - example_code: | - ``` - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This is all repeated 5 times' - ``` 9: story_text: | Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... @@ -3542,55 +1586,15 @@ adventures: {else} {print} 'Maybe you should practice some more in the previous level' repeat_command_2: - name: '{repeat} 2' - default_save_name: repeat_command_2 description: repeat command 2 levels: 7: - story_text: | - ## Repeat with other commands and with variables - You have practiced the `{repeat}` command in combination with the `{print}` command now, but did you know you could also use other commands with `{repeat}` ? - In this example code you can see that `{repeat}` can also be used with an `{ask}`, `{if}` or `{else}` command. - example_code: | - ``` - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - ``` story_text_2: | Another interesting thing you can so with the `{repeat}` command is using variables to set the amount of times something should be repeated. In the example code you can see that we first ask the person how old they are. Then, in line 3, the question is repeated 'age' times. So we have used the variable 'age' with the `{repeat}` command. - example_code_2: | - ``` - {print} 'Yay! It is your birthday!' - age = {ask} 'How old are you now?' - {repeat} age {times} {print} 'Hip Hip Hurray!' - ``` - 8: - story_text: | - ### In the block or not? - In this level you have to think carefully which lines of code should be in the block and which shouldn't. - For example: If you want to sing the song *the muffin man*. You only want the line with 'the muffin man' to be repeated twice. - This means the last line shouldn't start with indentation as it doesn't belong to the block. - If you do start the last line with indentation the song will turn out wrong. - - ### Exercise - Each line in the example code starts with a blank. Remove the blanks and try to figure out which line need indentation and which don't to make the muffin man song. - example_code: | - ``` - _ {print} 'Do you know the muffin man?' - _ {repeat} 2 {times} - _ {print} 'The muffin man' - _ {print} 'Do you know the muffin man, who lives on Drury Lane?' - ``` restaurant: - name: Restaurant - default_save_name: Restaurant - description: Create your own virtual restaurant levels: 1: - story_text: | - In level 1 you can make your own virtual restaurant and take your guests' orders. story_text_2: | Can you think of more lines to add to your restaurant code? For example, can you {ask} the guests what they'd like to drink, tell them the price, or wish them a pleasant meal? example_code_2: | @@ -3621,10 +1625,6 @@ adventures: ### Exercise Can you make this code more elaborate? For example by adding drinks to the order? Or...? 3: - story_text: | - Having trouble to decide what you wanna have for dinner? You can let Hedy choose for you! - Simply add lists of your favorite (or least favorite) meals and Hedy can randomly choose your dinner. - You can also have a bit of fun, by letting Hedy choose the price for your dinner as well! What will you get? example_code: | ``` {print} Welcome to Hedy's Random Restaurant! @@ -3659,19 +1659,6 @@ adventures: ### Exercise 2 Go back to the previous level and copy your restaurant code. Make the code work in this level by adding quotation marks in the right spots and add some `{clear}` commands. - example_code: | - ``` - _ Add the quotation marks to this code _ - {print} Welcome to Restaurant Chez Hedy! - {print} Today we are serving pizza or lasagna. - food {is} {ask} What would you like to eat? - {print} Great choice! The food is my favorite! - topping {is} {ask} Would you like meat or veggies on that? - {print} food with topping is on its way! - drinks {is} {ask} What would you like to drink with that? - {print} Thank you for your order. - {print} Your food and drinks will be right there! - ``` 5: story_text: | In this level the {if} command allows you to {ask} your customers questions and give different responses to the answers. @@ -3695,21 +1682,6 @@ adventures: 6: story_text: | In this level you can use maths to calculate the total price of your customer's order, which can make your virtual restaurant more realistic. - example_code: | - You can make a simple restaurant code, like this: - ``` - {print} 'Welcome to Restaurant Chez Hedy' - {print} 'Here is our menu:' - {print} 'Our main courses are pizza, lasagne, or spaghetti' - main = {ask} 'Which main course would you like?' - price = 0 - {if} main {is} pizza price = 10 - {if} main {is} lasagne price = 12 - {if} main {is} spaghetti price = 8 - {print} 'You have ordered ' main - {print} 'That will be ' price ' dollars, please' - {print} 'Thank you, enjoy your meal!' - ``` 7: story_text: | In this level you've learned how to use the {repeat} command to repeat a line of code a certain amount of times. @@ -3721,24 +1693,6 @@ adventures: {repeat} people times food = {ask} 'What would you like to eat?' {print} 'Thanks for your order! Its coming right up!' ``` - 8: - story_text: | - In this level you can make your virtual restaurant more elaborate by repeating multiple lines of code. Like this: - - ### Exercise - This code can be expanded with more items on the menu, for example offering drinks, and/or multiple courses or desserts. Add at least one more item. - **Extra** Add even more items, as many options as you like! - example_code: | - ``` - {print} 'Welcome to Restaurant Chez Hedy!' - people = {ask} 'How many people will be joining us today?' - {print} 'Great!' - {repeat} people {times} - food = {ask} 'What would you like to order?' - {print} food - {print} 'Thank you for ordering!' - {print} 'Enjoy your meal!' - ``` 9: story_text: | In this level you can use nesting to make your restaurant more realistic and more fun! @@ -3776,11 +1730,6 @@ adventures: food = {ask} 'What would you like to eat as your ' course '?' {print} food ' will be your ' course ``` - story_text_2: | - ### Exercise - Of course, you could also order for multiple people! - Can you add the correct amount of indentation before each line to make the code work properly? - Tip: some lines don't need any indentation at all. example_code_2: | ``` courses = appetizer, main course, dessert @@ -3841,32 +1790,10 @@ adventures: price = price - 3 {print} 'That will be ' price ' dollars' ``` - 15: - story_text: | - With the `{while}` you can make sure your costumers can keep adding orders until they are done. - - ### Exercise - Correctly add the `{while}` command to this code. - example_code: | - ``` - {print} 'Welcome at McHedy' - more = 'yes' - _ - order = {ask} 'What would you like to order?' - {print} order - more = {ask} 'Would you like to order anything else?' - {print} 'Thank you!' - ``` rock: - name: Rock, paper, scissors default_save_name: Rock - description: Make your own rock, paper, scissors game levels: 1: - story_text: | - In level 1 you can start with a rock, paper, scissors game. - - With `{ask}` you can make a choice, and with `{echo}` you can repeat that choice. example_code: | ``` {print} what do you choose? @@ -3874,16 +1801,6 @@ adventures: {echo} so your choice was: ``` Instead of using words, you could also use emojis of course: ✊✋✌ - story_text_2: | - ### Exercise - Instead of using words, you could also use emojis: ✊✋✌ - Can you create a code using emojis? - example_code_2: | - ``` - {print} what do you choose? - {ask} choose from _ - {echo} so your choice was: - ``` 2: story_text: | In this level you can practise using the variables, so that you can make the rock, paper, scissors game in the next level! @@ -3893,11 +1810,6 @@ adventures: {print} I choose choice ``` 3: - story_text: | - You can use the `{at} {random}` command to let the computer pick rock, paper or scissors! - - ### Exercise - Finish the code by using the `{at} {random}` command. example_code: | ``` choices {is} rock, paper, scissors @@ -3913,16 +1825,6 @@ adventures: {print} player 1 chooses... choices {at} {random} {print} player 2 _ ``` - 4: - story_text: | - In this level we can further program rock, paper, scissors. But if you want to add text, you have to use quotation marks here too. - ### Exercise - Fill in quotation marks on the blanks. Mind that the variable `choices` should be outside the quotes. - example_code: | - ``` - choices {is} rock, paper, scissors - {print} _The computer chooses..._ choices {at} {random} - ``` 5: story_text: | In this level we can determine who won. @@ -3989,9 +1891,6 @@ adventures: {print} 'The computer wins!' ``` 15: - story_text: | - ### Exercise - Play until you beat the computer! But first, finish the example code... example_code: | ``` won = 'no' @@ -4009,9 +1908,6 @@ adventures: {print} 'You win!' won = 'yes' rock_2: - name: Rock, paper, scissors 2 - default_save_name: rock_2 - description: Part 2 of rock, paper, scissors levels: 2: story_text: | @@ -4025,9 +1921,7 @@ adventures: {print} I choose choice ``` secret: - name: SuperSpy default_save_name: language - description: Make your own spy code levels: 12: story_text: | @@ -4050,164 +1944,14 @@ adventures: 13: story_text: | The code you made in the previous level can be made a lot easier in this one with the `{and}` command. - example_code: | - ``` - name = {ask} 'What is your name?' - password = {ask} 'What is your password?' - {if} name {is} 'Agent007' _ password {is} 'TOPSECRET' - {print} 'Go to the airport at 02.00' - {else} - {print} 'Go to the trainstation at 10.00' - ``` - simon: - name: Simon Says - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - Let's make a game of Simon Says! Simon Says is a memory game in which the player will be given a color. They have to repeat that color back. - If they get it right a color is added to the sequence, so they now have to remember 2 colors, then 3, then 4 etc. the game stops as soon as the player makes a mistake. - - ### Exercise - In this first part of the Simon Says adventure, we'll let the computer pick a random color and add it to a list. - - ***Make 2 lists*** First, make a list called `colors` and fill it with the colors red, yellow, green and blue. - Then make a list called `simon_sequence`. This list will be used as the answer. - At the start of the game this lists need to be empty. unfortunately, we can't create an empty list (yet), so we'll fill it with the words 'empty' and 'list' and we'll remove them from the list immediately. - - ***Create a function that adds a color to the sequence*** Now that we have an empty list called simon_sequence, we can start filling it with random colors. - We do that with a function, so we can call it everytime there's a new level in our game. Create a function called `add_random_color`. - Then create the variable random_color and set it to a random color. Next, add this random color to the simon_sequence. - - ***Create a function that shows the simon_sequence*** Start by naming the new function `show_simon_sequence` with `level` as an argument. Now we want to show as many colors as the level we are in (in level 1 you see 1 color, in level 2 you see 2 colors etc). - So we repeat `level` times, to print the `simon_sequence[i]`. Each time a color is shown, wait for 1 second and then clear the screen. - - ***Test your program*** Before you go to the next level, test if the functions are working by calling both of the functions. If they're working you should see a random color in your output screen. - Remove this testing part of your code, copy the code and continue to the next tab to learn more about the simon says game! - example_code: | - ``` - # Make 2 lists - colors = _ - _ = ['empty', 'list'] - {remove} _ {from} simon_sequence - {remove} _ - - # Create a function that adds a color - _ add_random_color - _ - {add} _ - - # Create a function that shows the simon_sequence - {define} _ - {for} i {in} {range} 1 {to} _ - {print} _ - _ - _ - - # Test your program - {call} _ - {call} show_simon_sequence {with} 1 - ``` - simon_2: - name: Simon Says 2 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - We'll continue with our Simon Says game! - - ### Exercise - ***Paste your code here*** Paste your code from the previous level here. Don't forget to remove the part that was just used for testing the functions. - - ***Create a function that creates the player_sequence*** The list `player_sequence` is used to capture the answers of the player. First we define the function with the argument level. - Next, we ask level times what the color is that they choose. We call that variable `answer`. Then we add the variable `answer` to the list player_sequence. - - ***Setting up the game*** Before we program the game in the next tab, we'll need some starting variables. First, we'll set the variable `level` to 1 and the variable `game_over` to False. - Then we make an introduction for the game. We'll print 'Welcome to Simon Says!' and clear the screen after 1 second. - - ***Continue to the next tab to finish the game!**** Don't forget to copy your code and take it with you to the next tab. - example_code: | - ``` - # Paste your code here - - - # Create a function that creates the player_sequence - {define} _ - {for} _ - _ 'What is color number ' i '?' - {add} answer {to} _ - - # Set up - level = _ - game_over = _ - {print} _ - _ 1 - _ - ``` - simon_3: - name: Simon Says 3 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - In this tab we'll program the game of Simon Says! - - ### Exercise - ***Paste your code*** Copy your code from the previous tab and paste it here. - - ***Program the game*** We start by making sure the game goes on while the game isn't over. Then we print what level the player is on, we use the variable level for that. We only show that for 1 second and then we clear the screen again. - Now, we have to create the empty list player_sequence. We've already programmed how to fill the list, with our function `player_sequence`, but we never made the list itself. To create the list we use the same trick as we did in the previous tab. - We'll make a list with the words 'empty' and 'list' on it, and then we remove both these words. Next, we'll call all of the 3 functions that we've created. - Lastly, we'll have to check if the player gave the correct answers (so if the player_sequence and the simon_sequence are the same). - If that's the case, we'll compliment the player. Wait for 1 second and increase the level with 1. - Did the player give the wrong answer, we'll tell them and end the game by setting game_over to 'True' - - ***Enjoy your game!*** Great job! Does your game not work? Use the ladybug button to debug your code! - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - {print} _ - _ - _ - _ = ['empty', 'list'] - {remove} _ - {remove} _ - {call} _ - {call} _ {with} _ - {call} _ {with} _ - {if} player_sequence == _ - _ - _ - _ - {else} - _ - game_over = _ - ``` sleep_command: - name: '{sleep}' - default_save_name: sleep_command description: introducing sleep command levels: 2: story_text: | ## The sleep command Another new command in this level is `{sleep}`, which pauses your program for a second. If you type a number behind the {sleep} command, the program pauses for that amount of seconds. - example_code: | - ``` - {print} My favorite colour is... - {sleep} 2 - {print} green! - ``` songs: - name: Sing a song! - default_save_name: Song - description: Print a song levels: 6: story_text: | @@ -4224,9 +1968,6 @@ adventures: ``` You can now repeat lines 2 to 9 as many times as you want by copying the lines. - story_text_2: | - This children's song counts down from 5 little monkeys to 1 monkey. - If you copy line 2 - 7 and paste it under the the code, you can sing the whole song! example_code_2: | ``` number = 6 @@ -4310,336 +2051,46 @@ adventures: {print} 'everywhere a ' sound sound ``` story_text_2: | - ### Exercise 2 - Print the song Five little moneys jumping on the bed. Look up the text if you don't remember. - - **(extra)** Print the song Old MacDonald had a farm, and make sure all animals make a different sound, using an `{if}`. - example_code_2: | - ``` - monkeys = 5, 4, 3, 2, 1 - ``` - 11: - story_text: | - In this level you can use the `{for} i {in} {range}` command to make songs that use counting. - example_code: | - ``` - {for} i {in} {range} 5 {to} 1 - {print} i ' little monkeys jumping on the bed' - {print} 'One fell off and bumped his head' - {print} 'Mama called the doctor and the doctor said' - {if} i {is} 1 - {print} 'PUT THOSE MONKEYS RIGHT TO BED!' - {else} - {print} 'NO MORE MONKEYS JUMPING ON THE BED!' - ``` - 12: - story_text: | - In this song we can make it even easier to program 'if you're happy and you know it, clap your hands'. Because we can put all of the actions in a variable, check it out: - - ### Exercise - Can you add the right amount of indentation to each line to make the song play correctly? - Hint: Not all lines need indentation. - example_code: | - ``` - _ actions = 'clap your hands', 'stomp your feet', 'shout Hurray!' - _ {for} action {in} actions - _ {for} i {in} {range} 1 {to} 2 - _ {print} 'if youre happy and you know it' - _ {print} action - _ {print} 'if youre happy and you know it and you really want to show it' - _ {print} 'if youre happy and you know it' - _ {print} action - ``` - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, but did you know that you could combine them with {ask} commands as well? - In this example we have changed the 'My Bonnie' program and made it interactive. You are now asked where Bonnie is. - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is ' place - - chosen_place = {ask} 'Where do you want Bonnie to be?' - synonym = {ask} 'What is another word for that?' - - {call} song {with} chosen_place - {call} song {with} synonym - {call} song {with} chosen_place - ``` - 16: - story_text: | - In this level, you can program a song like OldMacDonald even more quickly. You can connect the right animal to the right sound by simply putting them in the same place in the list. - The Drunken Sailor is also quickly made in this level. You only need 8 lines for the entire song, check it out! - - ### Exercise - Complete the Old MacDonald song by setting the variable `animal` to `animals[i]` and `sound` to `sounds[i]`. - example_code: | - ``` - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - {for} i {in} {range} 1 {to} 3 - animal = _ - sound = _ - {print} 'Old MacDonald had a farm' - {print} 'E I E I O!' - {print} 'and on that farm he had a ' animal - {print} 'E I E I O!' - {print} 'with a ' sound sound ' here' - {print} 'and a ' sound sound ' there' - {print} 'here a ' sound - {print} 'there a ' sound - {print} 'everywhere a ' sound sound - ``` - - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines - {for} i {in} {range} 1 {to} 3 - {print} line - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - 18: - story_text: | - In level 16 we made songs using lists. These programs however are no longer working properly in this level. The colons from level 17 and the brackets from level 18 still need to be added. - - ### Exercise 1 - The Drunken sailor song is given as sample code, but not yet working. - Can you make sure everything works again? To help you, we've put _ in the places of _some_ errors. - - ### Exercise 2 - Now also look up your Old MacDonald song from level 16, and correct it. - example_code: | - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines _ - {for} i {in} {range} 1 {to} 3 _ - {print} _ line _ - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - songs_2: - name: Sing a song! 2 - default_save_name: Song 2 - description: Sing a song 2 - levels: - 12: - story_text: | - Songs contain a lot of repetition. We can capture it with a function! - ### Exercise - Look at the example code with the function. Fill out the two lines so the full song is printed. - example_code: | - ``` - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} _ - ``` - 16: - story_text: | - ### Exercise - Finish the nursery rhyme! - example_code: | - ``` - number = ['one', 'two', 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'ten'] - object = ['on his drum', 'on his shoe', 'on his knee', 'on his door', 'on his hive', 'on his sticks', 'up in heaven', 'on his gate', 'on his vine', 'once again'] - - _ - {print} 'This old man' - {print} 'He played ' _ - {print} 'He played knick-knack ' _ - {print} 'With a knick-knack paddywhack' - {print} 'Give the dog a bone' - {print} 'This old man came rolling home' - {sleep} 8 - {clear} - ``` - story_text_2: | - ### Exersice 2 - Now create your own code for the nursery rhyme 'The wheels on the bus' on the same way! - example_code_2: | - ``` - object = ['wheels', 'doors', _] - movement = [ 'round and round', 'open and shut', _] - ``` - tic: - name: Tic-Tac-Toe - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - Let's program a game of tic-tac-toe! - - ### Exercise - In this adventure we'll start with creating an empty field. - - ***Create a list called field*** This list will be our playing field. This list is filled with 9 dots, since there are no x's and o's yet at the start of our game. - - ***Create a function that prints the field*** Firstly, clear the screen so the old playing fields will be removed. Then we print the first line of our Tic Tac Toe field. This line constists of the first 3 spots in our list field. - We have already programmed this line for you. Now finish the field by printing spot 4, 5, and 6 on the second row and spot 7, 8 and 9 in the third row. - - ***Call the function that prints the field*** Now call the function. -
- Run the code. Your output should look like this: -
- - ***Continue in the next tab*** In the next tab you'll learn how to program the game itself. - example_code: | - ``` - # Create a list called field - _ = ['.', '.', '.', '.', '.', '.', '.', '.', '.'] - - # Create a function that prints the field - {define} print_field - _ - {print} 'TIC TAC TOE' - {print} field[1] field[2] field[3] - _ - _ - - # Call the function - ``` - 17: - story_text: | - In the previous level you've learned how to make a tic-tac-toe game. The game works, but is quite annoying as it keeps asking you if you've won yet. - Now that we have the {elif} command, we can let the game decide if someone has won and it can stop asking us! - - ### Exercise - ***Paste your code*** Paste your code from the previous level here and make it level 17 proof. In this level you've learned to use a colon everytime you create a block of code. Please add the colons in the correct spots. - - ***Create a function that detects if someone's won*** We have started the function for you, paste it under the function `print_field` and finish the function. You can see that this first piece of code checks to see if spot 1, 2 and 3 are the same, because if they are you have 3 in a row. - It also checks if they are not a dot, because if they are, the line might have the same symbols on them, but that's just because it's still empty. - If all these conditions are met, the game is over and the winner is printed. - Finish this function with all possible ways to win. This means you have to make this for the other 2 rows, 3 columns and 2 diagonals. - If you've finished all the other options, the function should return the variable `game_over` so we can use it in our game. - - ***Call the function in the game*** Go to the line `game_over = {ask} 'Did you win?'` and change it to `game_over = {call} detect_winner {with} field, sign`. Now the function will check if there's a winner and the game doesn't need to keep asking anymore! - - ***Enjoy your game!*** Great job! You have finished the game! Enjoy playing it! - - example_code: | - ``` - # Paste your code here and make it level 17 proof + ### Exercise 2 + Print the song Five little moneys jumping on the bed. Look up the text if you don't remember. - # Create a function that detects if someone has won - {define} detect_winner {with} field, sign: - {if} field[1] == field[2] {and} field[2] == field[3] {and} field[1] != '.': - game_over = 'yes' - {print} 'Player ' sign 'wins!' - {elif}: - _ - {else}: - game_over = 'no' - {return} _ - ``` - tic_2: - name: Tic-Tac-Toe 2 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: + **(extra)** Print the song Old MacDonald had a farm, and make sure all animals make a different sound, using an `{if}`. + 11: story_text: | - In the previous adventure you've learned how to create a playing field. Now you'll learn how to create the game! - - ### Exercise - ***Paste your code*** Start by pasting your code from the previous adventure here. - - ***Add variables*** Underneath your list called `field` we'll add 2 more variables that we'll need to program the game. - The variable `game_over` tells us if the game is over, and should be 'no' at the start of the game. - The variable `sign` tells us if it's the turn of player x or player o. Set the variable to 'x'. - - ***The game*** First use a {while} command, to make sure the game keeps on playing the variable while game_over is set to no. - During the game, we first ask the player which spot they choose. Then we change the field with the number they chose into their sign. - Then we print the field again and we ask the player if they've won yet. Lastly we want to switch whose turn it is, so if the sign is 'x' it should be 'o' and the other way around. - - ***Test your game*** Does your game work? Great, have fun playing the game! If not, use the ladybug button to debug your code. - You might have noticed one mistake in the code though, you can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! Go to the next tab to learn how to fix this problem. + In this level you can use the `{for} i {in} {range}` command to make songs that use counting. example_code: | ``` - # Paste your code from the previous adventure here - - # Add variables - game_over = _ - sign = _ - - # The game - {while} _ - choice = _ 'Player ' sign '_?' - field[choice] = _ - _ print_field - game_over = {ask} _ - {if} sign = 'o' - sign = _ - _ - sign = _ - ``` - tic_3: - name: Tic-Tac-Toe 3 - default_save_name: Tic - description: Play a game of Tic Tac Toe! + {for} i {in} {range} 5 {to} 1 + {print} i ' little monkeys jumping on the bed' + {print} 'One fell off and bumped his head' + {print} 'Mama called the doctor and the doctor said' + {if} i {is} 1 + {print} 'PUT THOSE MONKEYS RIGHT TO BED!' + {else} + {print} 'NO MORE MONKEYS JUMPING ON THE BED!' + ``` + songs_2: levels: - 16: - story_text: | - You might have noticed one mistake in the code you've made in the previous adventure. You can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! In this tab we'll fix that mistake. - - ### Exercise - ***Paste your code here*** Paste your code from the previous adventure here. - - ***Fix the mistake*** To fix the mistake we replace the line that says `field[choice] = sign`. This turns any spot that the player has chosen into their sign. - Go to the header that says 'Use this to fix the mistake' and finish the code. We first want to check if the chosen spot is still empty, so `if field[choice] = '.'`. If that is the case, you are allowed to take it. - Then we make an else command and print 'Sorry, this spot is already taken' if the spot is not empty. Lastly, we add a {sleep} command, so the players can actually read the text before it gets cleared again. - Now copy this piece of code and replace the line `field[choice] = sign` with this new piece of code. - - ***Play your game!*** Now the game should work properly! Good job! - The only flaw is that you can get a bit annoyed that the game keeps asking you if you've won yet. Do you want to fix that? Go to level 17 and we'll fix it! + 12: example_code: | ``` - # Paste your code here + {define} twinkle + {print} 'Twinkle' + {print} '...' - # Use this to fix the mistake - {if} _ = '.' - field[choice] = sign - {else} - {print} _ - _ + {call} twinkle + {print} 'Up above the world so high' + {print} 'Like a diamond in the sky' + {call} _ ``` turtle: - name: Turtle default_save_name: turtle - description: Make your own drawing levels: 1: story_text: | In level 1 you can also use Hedy to draw. By combining turns and lines, you can make a square or a stair! Using `{forward}` you draw a line forwards. The number behind it determines how far the turtle will walk. `{turn} right` turns a quarter turn in clockwise direction, `{turn} left` turns counter clockwise. - example_code: | - ``` - {forward} 100 - {turn} {left} - ``` - story_text_2: | - ### Exercise - This is the start of a little staircase. Can you make it have 5 steps? - example_code_2: | - ``` - {forward} 20 - {turn} {right} - {forward} 20 - {turn} {left} - {forward} 20 - ``` 2: story_text: | In level 1 the turtle could only turn left or right. That is a bit boring! @@ -4675,15 +2126,7 @@ adventures: story_text: | In this level you can use use `{random}` with the drawing turtle. A random choice makes the turtle walk a different path each time. Use `{at} {random}` to choose a value from a list. You can copy and paste lines 2 and 3 to create a longer random path. - example_code: | - ``` - angles {is} 10, 50, 90, 150, 250 - {turn} angles {at} {random} - {forward} 25 - ``` 4: - story_text: | - In level 4 you have to use quotation marks with `{print}` and `{ask}`. Also when drawing! example_code: | ``` {print} 'Drawing figures' @@ -4693,45 +2136,7 @@ adventures: {turn} angle {forward} 25 ``` - story_text_2: | - You can also change the color of the lines with the command `{color}`. Check out the example. - You can also use the command `{color} {white}` to make 'invisible' lines. You could use these white lines to move the turtle anywhere in the screen before you start drawing. - example_code_2: | - ``` - {color} {white} - {forward} -80 - {color} {green} - {forward} 50 - {color} {yellow} - {forward} 50 - {color} {red} - {forward} 50 - ``` 5: - story_text: | - In level 5 you can make a choice with `{if}`. For example between different types of figures. - example_code: | - ``` - {print} 'Drawing Figures' - figure {is} {ask} 'Do you want a square or a triangle?' - {if} figure {is} triangle angle {is} 120 - {else} angle {is} 90 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - ``` - story_text_2: | - ### Exercise - Fill in the correct numbers in this code to get it to work. - After you've done that, you can try to add the option backwards. - - **Extra** Instead of using 'left' and 'right', remake the program with North, East, South and West. - This way you could add even more directions like Northeast and Southwest etc. example_code_2: | ``` direction {is} {ask} 'Do you want to go left, right, or straight ahead?' @@ -4739,29 +2144,6 @@ adventures: if direction is right turn _ forward 100 ``` - 6: - story_text: | - In this level you can use calculations to draw different figures. - You may have learned in school that turning a full circle is 360 degrees. If not, now you know! - That's why you also use 90 degrees for a square. 360 divided by 4 is 90. - Now that we can do math with Hedy, we can draw all the figures we want! - example_code: | - ``` - angles = {ask} 'How many angles do you want?' - angle = 360 / angles - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - ``` 8: story_text: | Now that we can repeat several lines, we can make figures more easily. @@ -4776,14 +2158,6 @@ adventures: story_text_2: | Also, we can now improve the program that draws different figures. Can you figure out how far the turtle has to turn here? Finish the code and you can draw any polygon you'd like! - example_code_2: | - ``` - figure = {ask} 'How many angles should I draw?' - angle = 360 / figure - {repeat} figure {times} - {turn} _ - {forward} _ - ``` 9: story_text: | Now that we can use a `{repeat}` inside a `{repeat}`, we can create more complex figures. @@ -4792,17 +2166,6 @@ adventures: This code creates three black triangles, change that into five pink squares. **(extra)** Create a figure of your own choosing consisting of at least two different shapes types. - example_code: | - ``` - {color} {black} - {repeat} 3 {times} - {repeat} 3 {times} - {forward} 10 - {turn} 120 - {color} {white} - {forward} 50 - {color} {black} - ``` 10: story_text: | In this level you can make the turtle draw a figure. @@ -4813,162 +2176,9 @@ adventures: **(extra)** can you change the spiral into another shape? Experiment with numbers for the turn! ### Exercise 2 The spiral is drawn outwards, make it go inwards? - example_code: | - ``` - {turn} 90 - distances = 10, 20, 30, 40, 50, 60 - {for} distance {in} distances - {forward} distance - ``` - 12: - story_text: | - We can use functions to draw more complex figures with less code. - ### Exercise 1 - Fill the function so that three squares are created. If you want the image to look nicer, you can make the lines between the squares white. - - ### Exercise 2 - The code can be made even shorter. Place the final lines into a `{repeat}` so the figure remains the same. - - ### Exercise 3 - Create your own drawing with different figures. - Change both the number of figures with the `{repeat}` and the shape of the figures in the `{define}` - example_code: | - ``` - {define} square - {repeat} 4 {times} - {turn} _ - {forward} _ - {call} square - {forward} 50 - {call} square - {forward} 50 - {call} square - ``` turtle_draw_it: - name: Draw it! - default_save_name: Draw it - description: Draw this picture with the turtle levels: - 1: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Rectangle - Square - Stairs -
- 2: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Arrow - Boat -
- 3: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Star - Arrow -
- 4: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Colored Star - Rainbow - Nested squares -
- example_code: | - **Extra** Up for a real challenge? Make sure that the colors of these figures are selected randomly, so that each time you run your programs they'll look differently! - - ``` - colors {is} red, orange, yellow, green, blue, purple, pink, brown, gray, black - color _ - ``` - 5: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Make only one code that lets the player decide which letter they'd like to see! And can you add even more letters? - -
- F - E - L -
- example_code: | - Hint: - ``` - chosen_letter {is} {ask} 'Which letter would you like to see? F, E or L?' - {if} _ - ``` - 6: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Let the player decide which color the square should be. - - ***Extra*** Can you make the letter of your own first name and the flag of your own country too? - -
- Square - Letters - Flag -
- example_code: | - Hint for the square: - ``` - chosen_color = {ask} _ - ``` - 7: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Hexagon - Triangle - Fan -
- 8: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - -
- Square (3) - Randomly colored star (5) - Randomly colored spiral (7) -
9: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - - **Extra** Give the player a choice which country they would like to see the flag of. - -
- Cross (7) - Randomly colored nested squares (8) - Flags -
example_code: | Hint for the nested squares: ``` @@ -4986,14 +2196,6 @@ adventures: color_3 = blue ``` 10: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Nested Hexagon - Traffic lights -
example_code: | Hint Nested Hexagon: ``` @@ -5009,47 +2211,6 @@ adventures: color _ {repeat} _ ``` - story_text_2: | - Christmas lights - example_code_2: | - Hint Christmas Lights: - - Start by moving to the left side of the screen with an invisible white line. Then hang up the Christmas lights! - ``` - {color} white - {turn} -90 - {forward} 300 - {turn} 90 - - colors = red, blue, yellow, purple, green, orange, pink - {for} chosen_color {in} colors - _ - ``` - 11: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Beehive (6) - Fan (5) - Snowflake (13) -
- example_code: | - Hint Beehive: - ``` - {for} amount_of_combs {in} {range} 1 {to} _ - {for} walls_of_one_comb {in} {range} 1 {to} _ - {forward} _ - {turn} _ - {forward} _ - {turn} _ - ``` - - Hint Fan: - Start out like the fan you made in level 7. Or take a peak at the hint for the beehive, because the codes are very similar. - - Hint Snowflake: Start by making one 'leg' and repeat it 6 times. 12: story_text: | ### Exercise @@ -5076,129 +2237,9 @@ adventures: {if} shape = 'square' {call} draw_a_square ``` - 13: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Street in different sizes - Colored street - Snow Storm - example_code: | - Hint Street in different sizes - ``` - {define} draw_a_house {with} size - _ - - {call} draw_a_house {with} 90 - {call} draw_a_house {with} 60 - {call} draw_a_house {with} 30 - ``` - - Hint Colored street - ``` - {define} draw_a_house {with} chosen_color - _ - ``` - - Hint Snow Storm - ``` - {define} draw_snowflake {with} length, color - _ - - numbers = 10, 20, 30 - colors = _ - - {for} i {in} {range} 1 {to} 5 - random_number = _ - random_color = _ - {call} draw_snowflake {with} random_number, random_color - {color} white - {turn} random_number * 5 - {forward} 80 - ``` - 14: - story_text: | - ### Exercise - Create a program that asks the player how many corners their figure should have and then creates that figure. - The figure in the image is the output when the player fills in 10. - -
- - -
- example_code: | - ``` - {define} calculate_degrees {with} amount_of_corners - _ 360 / amount_of_corners - - - {define} draw_figure {with} degrees - _ - {forward} 400/amount_of_corners - {turn} _ - - amount_of_corners = {ask} _ - degrees = {call} _ {with} _ - - {call} _ {with} - {call} _ {with} - ``` - 15: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Spiral - example_code: | - Spiral - ``` - distance = 5 - {while} distance < 200 - distance = distance + 5 - _ - ``` - story_text_2: | - Fan - example_code_2: | - Fan - ``` - {define} draw_a_square {with} side - _ - - i = 100 - {while} i > 1 - _ {with} i - _ - i = i - 3 - ``` - story_text_3: | - Star - example_code_3: | - Star - A star is usually drawn using 144-degree-turns. If you change this slightly to 143 degrees for example and repeat the pattern multiple times with a {while} loop you can make this figure. while_command: - name: '{while}' - default_save_name: while_command description: while - levels: - 15: - story_text: |- - We are going to learn a new loop, the `{while}` loop! We continue the loop as long as the statement is true. - So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. - If the correct answer is never given, the loop never ends! - example_code: | - ``` - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - ``` years: - name: New Year's - default_save_name: New Year's Countdown description: Countdown to the new year! levels: 11: diff --git a/content/adventures/hr.yaml b/content/adventures/hr.yaml index 5f67e46284d..682e6770bd8 100644 --- a/content/adventures/hr.yaml +++ b/content/adventures/hr.yaml @@ -1,1094 +1,12 @@ adventures: - story: - levels: - 3: - example_code: "```\nanimals {is} 🦔, 🐿, 🦉, 🦇\n{print} They now hear the sound of an animals {at} {random}\n```\n" - example_code_2: "```\n{print} They hear a sound\nanimals {is} 🐿, 🦔, 🦇, 🦉\nanimal {is} {ask} What do you think it is?\n{add} animal {to_list} animals\n{print} it was an animals {at} {random}\n```\n" - example_code_3: "```\n{print} His backpack got way too heavy.\n{print} Inside were a bottle of water, a flashlight and a brick.\nbag {is} water, flashlight, brick\ndump {is} {ask} Which item should he dump?\n{remove} dump {from} bag\n```\n" - story_text: "In level 3 you can make your story more fun. You can use randomness for any monster, animal or other obstacle, like this:\n" - story_text_2: "The command `{add}` can also come in handy in your story.\n" - story_text_3: "This is an example of the `{remove}` command in your story\n\n### Exercise\nCopy your story from the previous levels into this level.\nIn this level you've learned 3 new commands `{at} {random}` , `{add} {to_list}` and `{remove} {from}`.\nAdd new lines of code to your story, so that all of the new commands are featured at least once in your story.\n" - 8: - example_code: "```\n{print} 'OH NO! The T-rex is closing in!'\nend = {ask} 'Do you want a happy or a sad ending?'\n{if} end {is} happy\n {print} 'Just in time Richard jumps back into the time machine!'\n {print} _\n{else}\n {print} 'Oh no! Richard is too slow...'\n {print} _\n```\n" - story_text: "In this level you can use multiple lines in your `{if}` commands, this way you can upgrade your happy or sad ending!\n\n### Exercise 1\nThe example code shows two different endings; one where the characters jump in a time machine and one where they do not.\nComplete the blanks with at least one sentence per ending.\n**Extra** Make the story longer. What happens in the story? You can also add a second `{ask}` with different options.\n\n### Exercise 2\nGo back to your saved programs, choose your story program from level 5. Now write a good and a bad ending of at least three lines long each!\n" - 13: - story_text: "By using the `{and}` and `{or}` commands, you can make your stories more versatile. You can ask two questions and respond to the combination of answers.\n\n### Exercise 1\nLook at the example code and finish it. Then add at least 2 more `{if}` codes with `{and}` or `{or}`.\n\n### Exercise 2\nFind a story from a previous level, and add one `{and}` or `{or}`.\n" - example_code: "```\n{print} 'Our hero is walking through the forest'\n{print} 'The path splits two ways'\npath = {ask} 'Which path should she choose?'\nweapon = {ask} 'What weapon does she draw?'\n{if} path {is} 'left' {and} weapon {is} 'sword'\n _\n```\n" - 15: - story_text: "Using the `{while}` loop can make your stories more interesting. For example, you can use `{while} game == 'on'` so you can play until the game is over.\nOr you can use `{while} sword == 'lost'` so the player can't continue the game until they have found something.\n\n### Exercise\nThe example code shows you how to use the `{while}` loop in a story. Now **think of your own scenario** in which the player has to find something before they can continue.\n" - example_code: "```\nkeys = 'lost'\n{print} 'You are standing in your garden and you have lost your keys.'\n{print} 'Where do you want to look for them?'\n{print} 'You can choose: tree, flowerbed, rock, postbox'\n{while} keys == 'lost'\n location = {ask} 'Where do you want to look?'\n {if} location == 'flowerbed'\n {print} 'Here they are!'\n keys = 'found'\n {else}\n {print} 'Nope they are not at the ' location\n{print} 'Now you can enter the house!'\n```\n" - 18: - story_text: "We are going to print another story, but now we have to use brackets with `{print}`.\n\n### Exercise 1\nCreate a story of at least 5 sentences. You don't have to use 'name' just yet.\n" - story_text_2: "### Exercise 2\nWe have already prepared an `{input}` for you. First, use the `name` variable in your story.\nThen add a second `{ask}` and use that variable as well.\nTip: Remember the commas in a `{print}` between text and variables!\n" - example_code: "```\n{print}('Welcome to this story!')\n```\n" - example_code_2: "```\nnaam = {input}(\"What's your name?\")\n{print}('Welcome to this story!')\n```\n" - 2: - story_text: "In level 2 you can make your story more fun. Your main character's name can now be anywhere in the sentence.\n\nYou do have to program a little bit extra for that. You must now name your main character first.\n\nYou can then put that name anywhere in a sentence.\n" - story_text_2: "### Exercise\nNow it's time to add variables to your own story that you've made in the previous level.\nGo to 'My programs', look for your level 1 story adventure and copy the code. Paste the code in your input screen in this level.\n\nThis code won't work in this level, because you have not used variables yet.\nChange the `{ask}` commands and `{echo}` commands in your code to the correct form that you've learned in this level.\n\n**Extra** Add a `{sleep}` command to your code to build up tension in your story.\n" - example_code: "```\nname {is} {ask} What is the name of the main character?\n{print} name is now going to run in the woods\n{print} name is a bit scared\n{print} Suddenly she hears a crazy noise...\n{sleep}\n{print} name is afraid this is a haunted forest\n```" - 9: - story_text: "In this level you can use `{if}` and `{repeat}` commands inside other `{if}` and `{repeat}` commands. \nThis gives you many options and really helps you to make your story interactive.\n\n### Exercise 1\nFinish the code so the `{if}` works correctly.\n\n### Exercise 2\nAdd an `{if}` and `{else}` for the part of the story where Robin goes home too.\n\n### Exercise 3\nGo back to your level 8 story and use at least two `{if}`s inside another `{if}`.\n" - example_code: "```\n{print} 'Robin is walking downtown'\nlocation = {ask} 'Is Robin going into a shop, or does she go home?'\n{if} location {is} shop\n {print} 'She enters the shop.'\n {print} 'Robin sees an interesting looking book'\n book = {ask} 'Does Robin buy the book?'\n {if} book {is} yes\n _ {print} 'Robin buys the book and goes home'\n _ {else}\n _ {print} 'Robin leaves the shop and goes home'\n{else}\n {print} 'Robin goes home'\n```\n" - 1: - story_text: "In level 1 you can make a story with a different main character that you enter yourself.\n\nIn the first line, use `{ask}` and ask who the main character of the story will be.\n\nAfter that first line, start with `{print}` if the sentence needs to be printed.\nYou use `{echo}` if you want your main character to be at the end of the sentence.\n" - example_code: "```\n{ask} The main character of this story is\n{print} The main character is now going to walk in the forest\n{echo} They're a bit scared,\n{print} They hear crazy noises everywhere\n{print} They're afraid this is a haunted forest\n```\n" - story_text_2: "### Exercise\nNow create your own story of at least 6 lines of code.\nThis story cannot be the same as the example code.\nUse at least one `{ask}` and one `{echo}` command.\nYou can make it about any topic you like.\nIf you can't think of a topic, use one of our choices: going to the movies, a sports match or a day at the zoo.\n" - 5: - story_text: "In this level you can program different endings, which will make your story even more fun.\nIn the example code you can see how to make 2 different endings.\n\n### Exercise 1\nWrite a new short story of at least 6 lines of code about a topic of your choosing.\nNo inspiration? Choose one of these topics: a superhero, a boring school day, stranded on a desert island.\n\nNow give the player a change to choose a happy or a bad end, just like in the example code.\nProgram both the endings.\n\n### Exercise 2\nCopy the story you've created in your own story adventure in the previous levels.\nFind a way to add at least 2 `{if}` and `{else}` commands to your story.\nThis can be with a happy or bad ending, but you can also try to find other ways to incoporate the commands.\n" - example_code: "```\nname {is} {ask} 'Who is walking in the forest?'\n{print} name ' walks through the forest'\n{print} name ' encounters a monster'\nend {is} {ask} 'Would you like a good or a bad ending?'\n{if} end {is} good {print} name ' takes the sword and the monster quickly runs away'\n{else} {print} 'The monster eats ' name\n```\n" - 4: - example_code: "```\nname {is} {ask} _ What is your name? _\n{print} _ The main character is called _ name\n_\n_\n{print} name _ is now going to walk in the woods _\n{print} name _ is a bit scared _\nanimals {is} 🦔, 🐿, 🦉, 🦇\n{print} _ He hears the sound of a _ animals {at} {random}\n{print} name _ is afraid this is a haunted forest _\n```\n" - story_text: "### Exercise\nCopy the example code and finish it by adding quotation marks on the blanks in lines 1 and 2.\nThe blanks in line 3 and 4 should not be replaced by quotation marks, but a `{sleep}` and a `{clear}` command. Can you make it work?\n\n### Exercise 2\nGo back to the previous level and copy your story code. Make the code work in this level by adding quotation marks in the right spots.\nMind: The variables in your own story should be outside of the quotation marks. Just like the second line of the example code. In that line the variable name is placed outside of the quotation marks.\n" - 7: - story_text: "In a story, someone says words several times. For example, when someone calls for help or sings a song.\nYou can put such repetitions in your story, in this level with `{repeat}`.\n\n### Exercise\nAdd repetition to your own story. Go back to your saved programs, choose your story program from a previous level and\nfind a line containing `{print}` and repeat it!\n" - example_code: "```\n{print} 'The prince kept calling for help'\n{repeat} 5 {times} {print} 'Help!'\n{print} 'Why is nobody helping me?'\n```\n" - 12: - story_text: "In this level quotation marks will be needed to save multiple words in a variable.\n\n### Exercise\n\nFind a story from a previous level, any level is ok. Now make sure quotation marks are added in the right places." - example_code: "```\nname = 'The Queen of England'\n{print} name ' was eating a piece of cake, when suddenly…'\n```\n" - 10: - example_code: "```\nanimals = _ , _ , _ \n{print} 'Brown bear, Brown bear'\n{print} 'What do you see?'\n```\n" - story_text: "In this level you can use the {for} command in your story. In this way you could easily program the children's book 'Brown bear, Brown bear, what do you see'.\n\n### Exercise\n\nLook at the story if you do not know it, and make sure it is printed as in the book.\n" - name: Story - description: Story - default_save_name: Story - ask_command: - levels: - 1: - story_text_3: "### Exercise\nTry out the `{ask}` and `{echo}` commands. Firstly, fill in the blanks to make this program work.\nThen ask 2 more questions using the `{ask}` command, after each `{ask}` use an `{echo}` to print the answer on the screen.\n" - story_text: "## The ask command\nNow that you can use the `{print}` command, you are ready to learn the next command: `{ask}`. With the `{ask}` command, you can ask a question. Check it out:\n" - example_code_3: "```\n_ How are you doing?\n_\n```\n" - example_code_2: "```\n{print} Hello!\n{ask} What is your name?\n{echo} hello\n```\n" - example_code: "```\n{print} Hello!\n{ask} What is your name?\n```\n" - story_text_2: "## The `{echo}` command\nIf you want the computer to repeat the answer back to you, you can use the `{echo}` command. The answer will be echoed back at the end of the sentence, so in this example after hello.\n" - 2: - example_code_2: "```\nfavorite_animal {is} {ask} What is your favorite animal?\n{print} I like favorite_animal\n```\n" - story_text_2: "### Exercise\nIn the previous tab you have practised with setting variables with the `{is}` command.\nYou have created at least 3 variables and used them with a print command.\nNow, instead of setting the variables we want you to make the variables interactive, like we did in our example.\n\nCopy your code from the previous tab and make the variables interactive by using `{ask}` commands.\n" - example_code: "```\nname {is} {ask} What is your name?\n{print} Hello name\nage {is} {ask} How old are you?\n{print} name is age years old.\n```\n" - story_text: "## The ask command\nNow that we can use **variables** in our codes, we no longer need the `{echo}` command.\nWe can use variables to store the answers to our questions and this way we can use the answer to multiple questions in our codes.\nCheck it out:\n\nThis way your code is becoming interactive!\n" - 18: - story_text: The final change we will need to make to get Python code is changing `{ask}` into `{input}`. - example_code: "```\n{print}('My name is Hedy!')\nname = {input}('What is your name?')\n{print}('So your name is ', name)\n```\n" - description: Introduction {ask} command - name: '{ask}' - default_save_name: ask_command - blackjack: - description: Try to get as close to 21 as you can - default_save_name: Blackjack - levels: - 17: - story_text: "Blackjack is a simple game of cards in which you have to get as close to 21 points as possible. You get two cards. Each card is worth their numeral value, and the face cards (Jack, Queen and King) are worth 10 points.\nThe Ace is worth either 1 or 11 points (you can choose). The dealer, your opponent, also gets two cards.\nIf you want, you can get another card, and its points will be added to your total. The dealer can also choose to take another card.\nBut be careful not to get more than 21 points, because if you do, you lose!\nThe player who gets closest to 21, without going over it, wins!\n\n### Exercise\nIn this adventure we code the first part of our Blackjack game. We'll create a function to calculate how many points a card is worth.\n\n***Set the variables***\nStart by making a list of all the cards, from 2 to Ace. Next make a list of the face cards, so Jack, Queen and King. Then pick a random card from the list of cards to be card_1.\n\n***Create a function to calculate the points***\nCreate a function that calculates how many points a card is worth.\nAll the face cards are worth 10 points, the Ace is worth 11 and all the other cards are worth their numeral.\nReturn the variable `points` at the end of the function.\n\n***Test the function***\nTest if your function is working properly. Finish the first print command by filling in which card you've drawn. Then finish the second line by calling the function with card_1.\nRun the code a couple of times. Are you happy with the results? Great! Then you can remove the testing part and move on the the next tab!\n" - example_code: "```\n{print} 'BLACKJACK'\n\n# Set these variables\ncards = _\nface_cards = _\ncard_1 =\n\n# Create a function to calculate the points\n{define} calculate_points {with} card:\n {if} card {in} face_cards:\n points = _\n {elif} _\n _\n {else}:\n _\n _ points\n\n# Test your function\n{print} 'Your card is a ' _\n{print} 'That is worth ' _ ' points'.\n```\n" - name: Blackjack - blackjack_2: - description: Blackjack part 2 - levels: - 17: - story_text: "### Exercise\nIn this adventure we code the second part of our Blackjack game.\n\n***Paste your code from the previous adventure***\nIn the previous adventure you've started a list of variables and created a function to calculate how many points a card is worth. Copy your code and paste it here. Mind that you don't need the testing part, so if you haven't removed that yet, please do so now.\n\n***Add more variables***\nYou have already set the lists `cards` and `face_cards` and the variable `card_1`. Underneath those variables create 3 more variables: `card_2`, dealer_card_1` and `dealer_card_2`. These variables are all set to a random card from the list of cards.\n\n***Add up points***\nTo calculate how many points you have scored we call the function with card 1 and we do it again for card 2. Then we add both these scores together to get your total.\nDo the same thing for the dealers points, but be sure to use the dealer's cards and not your own!\n\n***2 Aces***\nYou're doing great! Almost all scores can be calculated now. There is only one exception: 2 Aces. If you get 2 Aces, your total is 12 points and not 22 (because 22 points would be losing!). This of course also goes for the dealer.\n\n***Show the score***\nLastly, you want to tell the program to tell you which cards you have drawn and how many points that is. Then show which cards the dealer has and how many points they have.\n\n***Continue in the next tab***\nGreat! You have finished this part of the game! Copy your code and go to the next tab to learn how to ask for an extra card and to declare a winner.\n" - example_code: "```\n# Paste your code from the previous adventure here\n\n# Add these variables to the list of variables\ncard_2 = _\ndealer_card_1 = _\ndealer_card_2 = _\n\n# Add up your points\nyour_points_1 = {call} _ {with} card_1\nyour_points_2 = _\nyour_total = _\n\n# Add up the dealers points\ndealer_points_1 = _\n_\n_\n\n# 2 Aces\n{if} card_1 == 'Ace' {and} _\n your_total = 12\n{if} dealer_card_1 _\n dealer_total = _\n\n# Show the score\n{print} 'You have drawn a ' _ ' and a ' _ '. That is ' _ ' points'\n{print} 'The dealer has drawn a ' _ ' and a ' _ '. That is ' _ ' points'\n```\n" - default_save_name: Blackjack_2 - name: Blackjack 2 - blackjack_4: - description: Blackjack part 4 - default_save_name: Blackjack_4 - name: Blackjack 4 - levels: - 17: - example_code: "```\n# Paste your code from the previous adventure here\n\n# Decide a winner\n{if} _\n {print} 'Its a draw! Play again!'\n{elif} _\n {print} 'You win!'\n{elif} _ :\n {if} _:\n {print} _\n {else}:\n {print} _\n{else}:\n _\n```\n" - story_text: "In the last 3 adventures you have alsmost created a working blackjack game! The only thing left to do is to decide a winner!\n\n### Exercise\n***Paste your code from the previous adventure*** Start by pasting the code that you've made so far into your programming field.\n\n***Decide a winner***\nFirstly, if you and the dealer have an equal amount of points, it's a draw.\nSecondly, if the dealer has more than 21 points and you don't, you are the winner.\nThirdly, if both you and the dealer have less than 22 points, we have to see who came closest to 21. We do that by comparing who has the highest score. Is your total higher than the dealer's total, then you are the winner. If not, the dealer wins.\nLastly, in all other scenarios (e.g. you have more than 21 points and the dealer doesn't, or you both have more than 21 points) you are the loser.\n\n***Enjoy the game!***\nDoes your game work properly? Amazing! You have done a great job! Enjoy your game!\nIf it doesn't work right away, no worries, you might have made a mistake. Just keep calm and bebug your code using the ladybug button.\n" - calculator: - name: Calculator - default_save_name: Calculator - levels: - 6: - story_text: "Now that you can do maths, you can make a calculator yourself!\n" - example_code_3: "```\nnumbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10\nnumber_1 = _\nnumber_2 = _\ncorrect_answer = number_1 * number_2\ngiven_answer = {ask} 'What is ' number_1 ' times ' number_2 '?'\n{if} _\n{else} _\n```" - story_text_2: "### Exercise\nThe calculator above will calculate the answer for you, but you can also make a program to test your own maths skills, like this:\nFill in the blanks to make it complete!\n" - example_code: "```\nnumber_1 = {ask} 'Fill in the first number:'\nnumber_2 = {ask} 'Fill in the second number:'\ncorrect_answer = number_1 * number_2\n{print} number_1 ' times ' number_2 ' is ' correct_answer\n```\n" - example_code_2: "```\ncorrect_answer = 11 * 27\nanswer = {ask} 'How much is 11 times 27?'\n{if} answer {is} _ {print} 'good job!'\n{else} {print} 'Wrong! It was ' _\n```\n" - story_text_3: "**Extra** You can also let the computer do random products on its own using `{random}`.\n" - 13: - example_code: "```\nanswer1 = {ask} 'What is 10 times 7?'\nanswer2 = {ask} 'What is 6 times 7?'\n{if} _ _ _ _ _ _ _\n {print} _\n```\n" - story_text: "### Exercise 1\nLet's make the practice program a bit harder. The player now has to answers two questions correctly. Fill out the blanks to complete the program.\n\n### Exercise 2\nSometimes, calculations have multiple correct answers. For example, 10 can be divided by 5 and by 2. So the question 'What number divides 10?' can be answered by 2 and by 5.\nAsk for a calculation that has multiple correct answers, ask the player to answer it, and determine if it is correct using `{or}`.\nEmpty the programming field and create your own solution.\n" - 14: - example_code: "```\n{define} calculate_mean_grade\n total = 0\n {for} i {in} {range} 1 {to} 4\n grade = {ask} _\n total = total + _\n {return} _ / 4\n\nmean_grade = {call} _\n{print} 'Your mean grade is ' mean_grade\n```\n" - story_text: "In this adventure you will build a calculator that calculates your mean grade for you. If you get your calculator to work, you can move on to the next adventure, which allows you to add two extra features.\n\n### Exercise 1\nFill in the blanks to get the calculator to work.\n* Start with the fourth line, add a question to figure out what grade the student got.\n* In the fifth line you'll want to calculate the total of all grades, so the total = total + grade.\n* Then we get to set the return value. We want to return the mean, so the total devided by the amount of tests (4).\n* Lastly we finish the code by calling the function in line 8.\n\nDid you get it? Awesome! Would you like to add even more to your calculator? **This adventure continues in the next tab!**\n" - 9: - story_text: "In a previous level, you've created a calculator. In this level, you can expand that code so it asks multiple questions.\n\n### Exercise 1\nCan you finish line 10 to get the code to work?\n\n### Exercise 2\nGive the player feedback when they enter an answer, like `{print} 'Correct!'` or `{print} 'Wrong! The correct answer is ' correct_answer`.\n" - example_code: "```\nscore = 0\n{repeat} 10 {times}\n numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10\n number_1 = numbers {at} {random}\n number_2 = numbers {at} {random}\n correct_answer = number_1 * number_2\n {print} 'What is ' number_1 ' times ' number_2 '?'\n answer = {ask} 'Type your answer here...'\n {print} 'Your answer is ' answer\n {if} _ {is} _\n score = score + 1\n{print} 'Great job! Your score is... ' score ' out of 10!'\n```\n" - 10: - example_code: "```\nnumbers = 1, 2, 3\n{for} _\n {for} _\n answer = {ask} _\n correct = number_1 * number_2\n {if} answer {is} correct\n {print} 'Great job!'\n {else}\n {print} 'That is wrong. The right answer is ' correct\n```\n" - story_text: "This calculator game helps you practise your tables of multiplication!\n### Exercise\nFill in the blanks. We want this program to ask the player these questions:\n```\nHow much is 1 times 1?\nHow much is 1 times 2?\nHow much is 1 times 3?\nHow much is 2 times 1?\nHow much is 2 times 2?\nHow much is 2 times 3?\nHow much is 3 times 1?\nHow much is 3 times 2?\nHow much is 3 times 3?\n_\n```\n" - 12: - story_text: "In this level, you can make a calculator that works for decimal numbers.\n\n### Exercise 1\nFill out the blanks to complete the calculator. Remember to use a period and not a comma for decimal numbers.\n\n### Exercise 2\nCreate a new mathematics practice program, but now use decimal numbers.\nCreate a list of numbers, choose two to multiple and let the player answer.\nAnd of course you have to validate the answer! **Extra** Increase the difficulty by adding lives: A player loses a life for a wrong answer and after three wrong answers the game ends.\n" - example_code: "```\nnumber1 = {ask} 'What is the first number?'\nnumber2 = {ask} 'What is the second number?'\nanswer = _\n{print} number1 ' plus ' number2 ' is ' _\n```\n" - 15: - example_code: "```\n{define} new_question\n numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10\n number_1 = numbers {at} {random}\n number_2 = numbers {at} {random}\n correct = number_1 * number_2\n answer = 0\n _\n _\n _\n {print} 'Well done!'\n\n{print} 'Give 10 correct answers to win!'\n{for} i {in} {range} 1 {to} 10\n _\n{print} 'You win!'\n```\n" - story_text: "You can add the `{while}` loop to the calculator game you've learned to make in a previous level.\nThis makes sure the player can't continue to the next question if they answer incorrectly.\n\n### Exercise\nAdd the `{while}` loop in the function, ask the player what number_1 times number_2 is and print their answer.\nThen `{call}` the function.\n" - 11: - story_text: "With a `{for}` you can simplify tables of multiplication practise program.\n\n### Exercise 1\nImprove the example code such that it prints a nice multiplication table:
\"1 times 10 is 10\", \"2 times 10 is 20\", etc.\n\n### Exercise 2\nGo back to your level 10 multiplication code, and modify it so that it uses a `{for}` and `{range}`.\n" - example_code: "```\nnumber = 10\n{for} i {in} {range} 1 {to} 10\n {print} i * number\n```\n" - description: Create a calculator - clear_command: - default_save_name: clear_command - description: '{clear} command' - levels: - 4: - example_code: "```\n{print} '3'\n{clear}\n{print} '2'\n{clear}\n{print} '1'\n{clear}\n{print} 'wait for it...'\n{sleep} 3\n{clear}\n{print} 'SURPRISE!'\n```\n" - story_text: "Time for a new command! With `{clear}` you can clear all the text form your output screen. This way you can prevent your screen getting too full of text.\nBeware! If you are using a `{clear}` command, you might need to use a `{sleep}` above it. Otherwise Hedy will clear your screen without giving you the time to read as you can see in the example!\n" - name: '{clear}' - debugging: - default_save_name: debugging - levels: - 8: - story_text: "### Exercise\nDebug this code. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\n{print} 'Welcome to Manicures and Pedicures by Hedy'\nbodypart = {ask} 'Are you getting your fingernails or toenails done today? Or both?'\n{if} bodyparts {is} both\n {print} That will be $25'\n price = 25\n {else}\n {print} That will be $18'\n price = 18\ncolor = {ask} What color would you like?\nsparkles = {ask} 'Would you like some sparkles with that?'\n{if} sparkles {is} yes\n {print} 'We charge $3 extra for that'\nprice = price + 3\n{else} {print} 'No sparkles' {print} 'So no extra charge'\n{sleep} 5\n{print} 'All done! That will be $' price ' please!'\n{print} 'Thank you! Byebye!'\n```" - 9: - story_text: "### Exercise\nDebug this code. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\n{print} 'Welcome to our sandwich shop'\namount 'How many sandwiches would you like to buy?'\n{repeat} amount {times}\n{ask} {is} {ask} 'What kind or bread would you like your sandwich to be?'\ntypes_of_bread {is} white, wheat, rye, garlic, gluten free\n{if} chosen_bread in types_of_bread\n{print} 'Lovely!'\n{else}\n'I'm sorry we don't sell that'\ntopping {is} {ask} 'What kind of topping would you like?'\nsauce {is} {ask} 'What kind of sauce would you like?'\n{print} One chosen_bread with topping and sauce.\nprice = amount * 6\n{print} 'That will be 'price dollar' please'\n```\n" - 10: - story_text: "### Exercise\nDebug this code. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\nnames = Muad Hasan Samira Noura\nactivities = fly a kite, go swimming, go hiking, catch tan in the sun\n{for} name {is} names\n{print} At the beach name loves to activity {at} {random}\n```\n" - 12: - story_text: "### Exercise\nDebug this code. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\n{define} greet\ngreetings = 'Hello', 'Hi there', 'Goodevening'\n {print} greetings {at} {random}\n\n{define} take_order\n food = {ask} 'What would you like to eat?'\n {print} 'One food'\n drink = 'What would you like to drink?'\n {print} 'One ' drink\n more = {ask} 'Would you like anything else?'\n {if} more {is} 'no'\n {print} 'Alright'\n {else}\n {print} 'And ' more\n{print} 'Thank you'\n\n{print} 'Welcome to our restaurant'\npeople = {ask} 'How many people are in your party tonight?'\n{for} i {in} {range} 0 {to} people\n {call} greet_costumer\n```\n" - 13: - story_text: "### Exercise\nDebug this code. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\n{define}movie_recommendation {with} name\n action_movies == 'Die Hard', 'Fast and Furious', 'Inglorious Bastards'\n romance_movies = 'Love Actually', 'The Notebook', 'Titanic'\n comedy_movies = 'Mr Bean' 'Barbie''Deadpool'\n kids_movies = 'Minions', 'Paddington', 'Encanto'\n {if} name {is} 'Camila' {or} name {is} 'Manuel'\n recommended_movie = kids_movie {at} {random}\n {if} name {is} 'Pedro' {or} 'Gabriella'\n mood = {ask} 'What you in the mood for?'\n {if} mood {is} 'action'\n recommended_movie = comedy_movies {at} {random}\n {if} mood {is} 'romance'\n recommended_movie = romance_movies\n {if} mood {is} 'comedy'\n recommended_movie = comedy_movies {at} {random}\n\n{print} 'I would recommend ' recommended_movie ' for ' name\n\nname = {ask} 'Who is watching?'\nrecommendation = {ask} 'Would you like a recommendation?'\n{if} recommendaion {is} 'yes'\n{print} movie_recommendation {with} name\n{else}\n{print} 'No problem!'\n```\n" - 14: - story_text: "### Exercise\nDebug this code. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\n{define} calculate_heartbeat\n {print} 'Press your fingertips gently against the side of your neck'\n {print} '(just under your jawline)'\n {print} 'Count the number of beats you feel for 15 seconds'\n beats == {ask} 'How many beats do you feel in 15 seconds?'\n heartbeat = beats*4\n {print} 'Your heartbeat is ' heartbeat\n {if} heartbeat >= 60 {or} heartbeat <= 100\n {print} 'Your heartbeat seems fine'\n {else}\n {if} heartbeat > 60\n {print} 'Your heartbeat seems to be too low'\n {if} heartbeat < 100\n {print} 'Your heartbeat seems to be too high'\n {print} 'You might want to contact a medical professional'\n\nmeasure_heartbeat = {ask} 'Would you like to measure your heartbeat?'\n{if} measure_heartbeat = 'yes'\n {call} measure_heartbeat\n{else}\n 'no problem'\n```\n" - 15: - story_text: "### Exercise\nDebug this random children's story. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\nnames = 'Tanya', 'Romy', 'Kayla', 'Aldrin', 'Ali'\nverbs='walking', 'skipping', 'cycling', 'driving', 'running'\nlocations = 'on a mountaintop', 'in the supermarket', 'to the swimming pool'\nhiding_spots = 'behind a tree', under a table', in a box'\nsounds = 'a trumpet', 'a car crash', 'thunder'\ncauses_of_noise = 'a television', 'a kid with firecrackers', 'a magic elephant', 'a dream'\n\nchosen_ name = names {at} {random}\nchosen_verb = verbs {at} {random}\nchosen_location = 'locations {at} {random}'\nchosen_sounds = noises {at} {random}\nchosen_spot = hiding_spots {random}\nchosen_causes = causes_of_noise {at} {random}\n\n{print} chosen_name ' was ' chosen_verb ' ' chosen_location\n{print} 'when they suddenly heard a sound like ' sounds {at} {random}\n{print} chosen_name ' looked around, but they couldn't discover where the noise came from'\n{print} chosen_name ' hid ' chosen_spot'\n{print} 'They tried to look around, but couldn't see anything from there'\nhidden = 'yes'\n{while} hidden = 'yes'\n {print} chosen_name 'still didn't see anything'\nanswer = {ask} 'does ' chosen_name ' move from their hiding spot?'\n {if} answer = 'yes'\n hidden == 'no'\n{print} 'chosen_name moved from' chosen_spot\n{print} 'And then they saw it was just' chosen_cause\n{print} chosen_name 'laughed and went on with their day'\n{print} The End\n```\n" - 16: - story_text: "### Exercise\nDebug this code. Good luck!\nTip: Make sure that you only see your score once in the end." - example_code: "**Warning! This code needs to be debugged!**\n```\ncountry = ['The Netherlands', 'Poland', 'Turkey', 'Zimbabwe', 'Thailand', 'Brasil', 'Peru', 'Australia', 'India', 'Romania' ]\ncapitals = 'Amsterdam', 'Warshaw' 'Istanbul', 'Harare', 'Bangkok', 'Brasilia', 'Lima', 'Canberra', 'New Delhi', 'Bucharest'\nscore = 0\n{for} i {in} {range} 0 {to} 10\n answer = {ask} 'What's the capital of ' countries[i]\n correct = capital[i]\n {if} answer = correct\n {print} 'Correct!'\n score = score + 1\n {else}\n {print} 'Wrong,' capitals[i] 'in the capital of' countries[i]\n {print} 'You scored ' score ' out of 10'\n\n```\n" - 17: - story_text: "### Exercise\nDebug this code. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\n{define} food_order\n toppings = {ask} 'pepperoni, tuna, veggie or cheese?'\n size = {ask} 'big, medium or small?'\n number_of_pizza = {ask} 'How many these pizzas would you like?'\n\n {print} 'YOU ORDERED'\n {print} number_of_pizzas ' size ' topping ' pizza'\n\n{define} drinks_order\n drink = {ask} 'water, coke, icetea, lemonade or coffee?'\n number_of_drinks = {ask} 'How many of these drinks would you like?'\n\n {print} 'YOU ORDERED'\n {print} number_of_drinks ' ' drink\n\n'Welcome to Hedy pizza'\nmore_food = {ask} 'Would you like to order a pizza?'\n{while} more_food = 'yes'\n {return} food_order\n more_food = {ask} 'Would you like to order a pizza?'\nmore_drinks = {ask} 'Would you like to order some drinks?'\n{while} more_drinks == 'yes'\n {call} drink_order\n more_drinks == {ask} 'Would you like to order more drinks?'\n\n\n{print} 'Thanks for ordering!'\n```\n" - 11: - story_text: "### Exercise\nDebug this calendar program. The output of this program is supposed to look like a list of dates.\nFor example:\n\n```\nHedy calendar\nHere are all the days of November\nNovember 1\nNovember 2\nNovember 3\n```\nAnd so on.\n\nMind that you have to test your code extra carefully for the month February, because the amount of days in this month changes in leap years." - example_code: "**Warning! This code needs to be debugged!**\n```\n{print} 'Hedy calendar'\nmonths_with_31 days = January, March, May, July, September, October, December\nmonths_with_30_days = April, June, August, November\nmonth = {ask} 'Which month would you like to see?'\n{if} month {in} months_with_31_days\n days = 31\n {if} month {in} months_with30_days\n days = 30\n{if} month = February\n leap_years = 2020, 2024, 2028, 2036, 2040, 2044, 2028\n year = {ask} 'What year is it?'\n{if} year {in} leap_years\n days = 29\n{else}\n days = 28\n\n{print} 'Here are all the days of ' moth\n{for} i {in} {range} 1 {to} days\n {print} month i\n```\n" - 2: - example_code: "**Warning! This code needs to be debugged!**\n```\ndestination {ask} Where are you going on holidays?\n{print} The flight to dstination leaves at 3 pm.\n{ask} Did you check in your luggage yet?\n{echo}\n{print} Let me print your boarding pass for you.\n{sleep}\nHere you go! Have a nice trip!\n```\n" - story_text: "Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code.\nThat means that in these debugging adventures, we will give you a code that does not work yet.\nYou will have to figure out what's wrong and correct the mistakes.\n\n### Exercise\nDebug this code. Good luck!" - 4: - story_text: "### Exercise\nDebug this code. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\n{print} 'Welcome to the online library!\n{ask} What genre of books do you like?\n{print} You like genre\nauthor {is} {ask} 'Who's your favorite author?'\n{print} 'author is your favorite author'\n{print} Hmmm... i think you should try... books {at} {random}\n```\n" - 5: - story_text: "### Exercise\nDebug this code. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\n{print} Welcome to Swimming Pool Hedy!\nclass {is} {ask} 'Are you here to join a class today?'\n{if} class yes\n{print} 'Great! You're joining a class!\n{print} {else} 'You will not be joining a class'\ndiscount {is} 'Do you have a discount code?'\n{if} discount {is} yes\ndiscount_answer {is} {ask} 'What's your discount code?'\ndiscount_codes = Senior4231, Student8786, NewMember6709\n{if} discount_answer {is} {in} discount_cods\n{print} 'That will be $3,50'\n'That will be $5,50'\n{print} 'Have a nice swim!'\n```\n" - 1: - story_text: "Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code.\nThat means that in these debugging adventures, we will show you code that does not work yet.\nYou will have to figure out what's wrong and correct the mistakes.\n\n### Exercise\nDebug this code. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\n{print} I love programming\nDo you love programming too?\n{echo}\n{print} What are your hobbies?\n{echo} Your hobbies are\n```\n" - 18: - story_text: "### Exercise\nDebug this Old MacDonald program from level 16. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\nanimals = ['pig', 'dog', 'cow']\nsounds = ['oink', 'woof', 'moo']\n{for} i {in} {range} 1 {to} 3\n animal = animals[i]\n sound = sounds[i]\n {print} 'Old MacDonald had a farm'\n {print} 'E I E I O!'\n {print} 'and on that farm he had a ' animal\n {print} 'E I E I O!'\n {print} 'with a ' sound sound ' here'\n {print} 'and a ' sound sound ' there'\n {print} 'here a ' sound\n {print} 'there a ' sound\n {print} 'everywhere a ' sound sound\n```\n" - 7: - example_code: "**Warning! This code needs to be debugged!**\n```\nAre you sleeping?\nBrother John!\nMorning bells are ringing!\nDing, dang, dong!\n```\n" - story_text: "### Exercise\nSurprise! This program looks more like an output than a code. And yet, we don't want you to just add `{print}` commands in front of each line.\nFix this program to turn it into the nursery rhyme 'Brother John (Frère Jacques)' by using the {repeat} command of course!" - 3: - example_code: "**Warning! This code needs to be debugged!**\n```\nmovie_choices {is} dracula, fast and furious, home alone, barbie\nchosen_movie {is} movies {at} {random}\n{print} Tonight we will watch chosen _movies\nlike {ask} Do you like that movie?\n{print} Tomorrow we will watch something else.\n{add} chosen_movie {to_list} movie_choices\n{print} Tomorrow we will watch tomorrows_movie\ntomorrows_movie {is} movie_choices {at} {random}\nI'll go get the popcorn! {print}\n```\n" - story_text: "Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code.\nThat means that in these debugging adventures, we will give you a code that does not work yet.\nYou will have to figure out what's wrong and correct the mistakes.\n\n### Exercise\nDebug this code. Good luck!" - 6: - example_code: "**Warning! This code needs to be debugged!**\n```\n{print} 'Vending machine'\nchosen_product = {ask} 'Please select a product'\n1_dollar_products = coke orange juice water\n2_dollar_products = chocolate, cookie, museli bar\n3dollar_prodcuts = potato chips, beef jerky, banana bread\n{if} chosen {is} {in} 1_dollar_products\nprice = 1\n{if} chosen_product {is} 2_dollar_products\nprice = 2\n{else} chosen_product {in} 3_dollar_products\nprice = 3\namount_of_products = '{ask} How many of ' chosen_product would you like to have?'\ntotal = price + amount_of_product\n{print} 'That will be $' price 'please'\n```\n" - story_text: "### Exercise\nDebug this code. Good luck!" - description: debugging adventure - name: debugging - calculator_2: - name: Calculator 2 - levels: - 14: - story_text: "### Exercise 2\n**This is the second part of this adventure.** The adventure starts in the previous tab.\nOf course, you don't always want to calculate the mean of 4 tests. You might want to calculate the mean of 10 tests or only 2...\nWe can fix this problem by adding the argument and variable 'amount_of_tests'.\n* Start a new line on line 3. Set the amount_of_tests argument by asking the student how many tests they have made.\n* Change the 4 in line 4 to the new argument amount_of_tests.\n* Lastly, change the 4 in line 6 to amount_of_tests\n\nTry out your new program. Does it work?\n\n### Exercise 3\nDid you want to make your program even better? Great! In the previous program you could only calculate the mean grade of 1 subject, but it would be better if you could calculate the mean grade for all subjects you want!\nWe won't tell you how to do it, but we will give you one tip: Start your code in line 1 with: define calculate_mean_grade with subject.\n" - example_code: "```\n# Use your own code from the previous adventure.\n```\n" - default_save_name: Calculator 2 - description: Calculator 2 - default: - default_save_name: intro - levels: - 1: - example_code: "```\n{print} Hello world!\n```\n" - story_text: "Welcome to Hedy! Here you can learn how to program step by step.\n\nTry the code yourself! The yellow button copies the example code to your programming field.\nThen push the green 'Run code' button under the programming field to run the code.\n\nReady? Then go to the next tab to learn how to make your own codes!\n" - 16: - story_text: "In this level we will grow a bit more towards real Python code. You will also learn how to match two lists together.\nThis way you can program a code in which the correct animal is matched to the right sound.\nBecause the two codes below... Are obviously nonsense!\n" - example_code: "```\nanimals = 'chicken', 'horse', 'cow'\nsounds = 'cluck', 'neigh', 'moo'\n{for} animal {in} animals\n {print} 'A ' animal ' says ' sounds {at} {random}\n```\nYou could also try to make it work this way, but....\n```\nanimals = 'chicken', 'horse', 'cow'\nsounds = 'cluck', 'neigh', 'moo'\n{for} animal {in} animals\n {for} sound {in} sounds\n {print} 'A ' animal ' says ' sound\n```\nNote: These codes will not work like this in this level. Head to the next tab to see which parts you need to correct." - 10: - example_code: "```\n{repeat} 2 {times}\n {print} 'if youre happy and you know it clap your hands'\n{print} 'if youre happy and you know it and you really want to show it'\n{print} 'if youre happy and you know it clap your hands'\n```\n" - story_text: "You're doing great! In the previous levels we still faced a small problem. You have learned to repeat lines, but what if you'd want to slightly change the line.\nFor example if you want to sing the song 'if you're happy and you know it'. It would look like this:\n\nIf you'd also want the next verse 'stomp your feet', and the next one, and the next one, you'd have to change the code completely.\nIn this level you'll learn the `{for}` command, which allows you to make a list of actions and repeat the code with another action each time!\nPlease take a look!\n" - 12: - story_text: "Maybe you have tried using decimal numbers in your restaurant adventure. If you did, you probably noticed that Hedy didn't understand them yet and always rounded off.\nFrom this level on you can use decimal numbers.\n" - example_code: "```\nburger = 5\ndrink = 2\ntotal = burger + drink\nprint 'You have ordered a burger and a drink'\nprint 'That costs ' total ' dollars please'\n```\n" - 15: - story_text: "In this game below a code has been made to make sure the player can play on as long as they want...\nBut the code is ineffective and way too long. Also, what if the player wants to play 101 games instead of 100?\nYou can't play to infinity?\nIn this level you will learn a command that makes all of this a lot easier!\n" - example_code: "```\ngame = 'on'\n{for} i {in} {range} 1 {to} 100\n {if} game == 'on'\n answer = {ask} 'Do you want to continue?'\n {if} answer == 'no'\n game = 'over'\n {if} answer == 'yes'\n {print} 'Ok we will continue'\n```\n" - 6: - example_code: "```\nfood_price {is} 0\ndrink_price {is} 0\ntotal_price {is} 0\n{print} 'Welcome to McHedy'\norder {is} {ask} 'What would you like to eat?'\n{if} order {is} hamburger food_price {is} 5\n{if} order {is} fries food_price {is} 2\ndrink {is} {ask} 'What would you like to drink?'\n{if} drink {is} water drink_price {is} 0\n{else} drink_price {is} 3\ntotal_price {is} food_price + drink_price\n{print} 'That will be ' total_price ' dollars, please'\n```\n" - story_text: "In the previous level you have practiced with `{ask}` and `{if}`. For example you can ask guests what they would like to eat.\nWhat you can't yet do though, is calculate the price for everyone's dinner.\n\nThis level makes it possible to use addition, subtraction and multiplication in your programs. This way you can calculate the prices in your restaurant, but you could also add a secret code to give your friends and family a discount.\nAnother option in this level is programming your own maths game, for your little brother or sister to practice their multiplications.\nGo see for yourself!\n" - 7: - story_text: "Great job! You've reached the next level, which means you have practiced with `{if}` and `{else}`. You have probably noticed that your codes are getting longer and longer.\nFor example if you want to program 'Happy Birthday'.\n\nThat's a lot of code for mainly the same words over and over again. Luckily in the next tab you'll learn a solution with the `{repeat}` command, that allows you to repeat a line of code multiple times.\n" - example_code: "```\n{print} 'happy birthday to you'\n{print} 'happy birthday to you'\n{print} 'happy birthday dear Hedy'\n{print} 'happy birthday to you'\n```\n" - 13: - example_code: "```\nusername = {ask} 'What is your username?'\npassword = {ask} 'What is your password?'\n{if} username {is} 'Hedy'\n {if} password {is} 'secret'\n {print} 'Welcome Hedy!'\n {else}\n {print} 'Access denied'\n{else}\n {print} 'Access denied!'\n```\n" - story_text: "In the previous levels you've learned how to put two `{if}`commands inside each other. This works fine, but it does give you very long and unhandy codes like this one:\n\nIn this system you have to give both the correct username and the correct password.\nIn this level you will learn the `{and}` command that will make this code a lot shorter and more understandable!\nCheck it out!\n" - 11: - story_text: "You have reached level 11, you're doing great! In the higher levels, Hedy is focussing more and more on teaching you the programming language Python.\nIn Python there is no `{repeat}` command, but there is a command that works like {repeat}. Are you curious to find out how to say `{repeat}` in Python language? Quickly go on to find out!\n" - 3: - story_text: "In the previous level you've learned what a variable is and how you can use it to make your adventures more interactive.\nBut... that's not the only thing you can do with variables! You can also use variables to make lists.\nAnd you can even let Hedy pick a random word out of a list, which allows you to make real games!\nTake a quick look at the next tab!\n" - 9: - example_code: "```\nanswer = {ask} 'Are you ready to learn something new?'\n{if} answer {is} yes\n {print} 'Great! You can learn to use the repeat command in the if command!'\n {print} 'Hooray!'\n {print} 'Hooray!'\n {print} 'Hooray!'\n{else}\n {print} 'Maybe you should practice some more in the previous level'\n" - story_text: "Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two...\nGood news! In this level you will be allowed to put an {if} inside an {if}, or inside a {repeat} command. Putting a block of code inside another block of code is called nesting. ``` Putting a block of code inside another block of code is called nesting.\n" - 2: - story_text: "Congratulations! You've reached level 2. Hopefully you've already made some awesome codes!\nIn the first level you might've notice that the `{echo}` command can only save one bit of information at a time.\nFor example in the restaurant adventure, you could echo what the costumer wanted to eat, or what they wanted to drink, but not both in one sentence.\n\nThat changes in level 2. In level 2 you'll learn to work with variables, that allow you to save multiple pieces of information and print them in any place you want.\nSo let's go to the next tab!\n" - example_code: "**Warning! This code does not work!**\nIn Hedy commands will change sometimes. `{echo}` for example only works in level 1. In this level you'll learn a better way to echo answers back.\n```\n{print} Welcome at Hedy's\n{ask} What would you like to eat?\n{echo} So you want\n{ask} what would you like to drink?\n{echo} So you want\n```\n" - 4: - story_text: "In the previous levels you've been practising with variables, but you may have come across this problem.\nYou might have tried to run a code like this:\n\nOf course you wanted to print\n\n`My name is Sophie`\n\nbut Hedy prints\n\n`My Sophie is Sophie`.\n\nIn this level this problem is fixed by using quotation marks.\n" - example_code: "```\nname {is} Sophie\n{print} My name is name\n```\n" - 8: - example_code: "```\n{repeat} 5 {times} {print} 'In the next tab you can repeat multiple lines of code at once!'\n```\n" - story_text: "Now you've learned how to repeat one single line of code. This comes in handy, but it's not always enough. Sometimes you want to repeat multiple lines at once.\nThis level allows you to group a couple of lines of code, and repeat that little group of lines all at once!\n" - 14: - story_text: "With the example code you can calculate if you've passed a subject at school (so, a grade of six or higher).\nYou can see this code is extremely inefficient, due to the very long code in line 5.\nAll the different grades from 1 to 5 had to be programmed separately. Lucky for you, in this level you'll learn how to do this without this extremely long code!\n" - example_code: "```\nfirst_grade = {ask} 'What score did you get on your first test?'\nsecond_grade = {ask} 'What score did you get on your second test?'\nadded = first_grade + second_grade\nmean_grade = added / 2\n{if} mean_grade = 1 {or} mean_grade = 2 {or} mean_grade = 3 {or} mean_grade = 4 {or} mean_grade = 5\n {print} 'Oh no! You have failed the subject...'\n{else}\n {print} 'Great! You have passed the subject!'\n```\n" - 17: - story_text: "Now we are going to change indentation a little bit. Every time that we need an indentation, we need `:` at the line before the indentation.\n\nIn this level you can also use a new command: `{elif}`. `{elif}` is short for ``{else} {if}`` and you need it when you want to make 3 (or more!) options.\nCheck it out!\n" - 5: - example_code: "```\npassword {is} {ask} 'What is the correct password?'\n```\n" - story_text: "In the previous levels you've already learned to use `{at} {random}` which made your games different every time you ran the code.\nBut it's not really interactive, the player doesn't have any influence on what happens in the game.\n\nIn this level you'll learn the `{if}` command, that allows you to give different responses in your program. This way you can program a secret password for your computer for example.\nSo let's go to next tab for the new command!\n" - 18: - story_text: "Congratulations! You have reached the last level of Hedy! The code you have created here can be copied to real Python environments like replit or PyCharm, and you can continue learning there!\nNote however that Python can only read English commands, so if you have been using other languages, you will need to switch to English now.\n" - name: Introduction - description: Level explanation - dishes: - name: Dishes? - levels: - 10: - example_code: "```\ndays = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday\nnames = mom, dad, Emma, Sophie\n{for} day {in} days\n {print} names {at} {random} ' does the dishes on ' day\n```\n" - story_text: "In this level you can make a schedule for the whole week in an easy way!\n\n### Exercise\nAdd a second chore, such as vacuuming or tidying up, and make sure it is also divided for the whole week.\n
**Extra** The program is not fair, you can be unlucky and wash up all week. How could you make the program more fair?\n" - 4: - example_code: "```\npeople {is} mom, dad, Emma, Sophie\n{print} _ the dishes are done by _\n{sleep}\n{print} people {at} _\n```\n" - story_text: "With quotation marks you can make your dishwashing program even better.\n\n### Exercise\nFirst, fill in right symbols or commands on the blanks to make this example program work.\nDid you get it? Great! Now copy your own code from the previous level and make it work in this level by adding quotation marks in the right spots.\n" - 5: - story_text: "With the `{if}` you can now have more fun with choice in the program. You can have your program respond to the choice that the computer has made.\n### Exercise\nCan you finish the code so that it prints 'too bad' when it is your turn and otherwise 'yes!'?\nDon't forget the quotes!\n" - example_code: "```\npeople {is} mom, dad, Emma, Sophie\ndishwasher {is} people {at} {random}\n_ dishwasher {is} Sophie {print} _ too bad I have to do the dishes _\n_ {print} 'luckily no dishes because ' _ ' is already washing up'\n```\n" - 6: - example_code_2: "```\npeople = mom, dad, Emma, Sophie\ndishwasher = people {at} {random}\n{print} 'Monday the dishes are done by: ' dishwasher\n{remove} dishwasher {from} people\ndishwasher = people {at} {random}\n{print} 'Tuesday the dishes are done by: ' dishwasher\n{remove} dishwasher {from} people\n```\n" - example_code: "```\npeople = mom, dad, Emma, Sophie\nemma_washes = 0\ndishwasher = people {at} {random}\n{print} 'The dishwasher is' dishwasher\n{if} dishwasher {is} Emma emma_washes = emma_washes + 1\n{print} 'Emma will do the dishes this week' emma_washes 'times'\n```\n\nNow you can copy lines 3 to 5 a few times (e.g. 7 times for a whole week) to calculate for a whole week again.\nDo you make the code for the whole week?\n" - story_text_2: "If you are extremely unlucky the previous program might choose you to do the dishes for the whole week! That's not fair!\nTo create a fairer system you can use the `{remove}` command to remove the chosen person from the list. This way you don't have to do the dishes again until everybody has had a turn.\n\nMonday and Tuesday are ready for you! Can you add the rest of the week?\nAnd… can you come up with a solution for when your list is empty?\n" - story_text: "How often is everyone going to do the dishes? Is that fair? You can count it in this level.\n" - 3: - story_text_2: "### Exercise\nMake your own version of the dishwasher program. Firstly make a list of your family members.\nThen think of a task that needs to be done, and let the computer decide who has to do the task with the `{at} {random}` command.\n\n**Extra** Don't feel like doing the dishes yourself? Hack the program by removing your name from the list with the `{remove}` `{from}` command.\n" - example_code: "```\npeople {is} mom, dad, Emma, Sophie\n{print} people {at} {random} has to do the dishes\n```\n" - story_text: "Do you always disagree at home about who should wash the dishes or change the litter box today?\nThen you can let the computer choose very fairly. You can program that in this level!\n" - 7: - story_text: "With the `{repeat}` you can repeat pieces of code. You can use this to calculate who will be washing dishes for multiple days!\n### Exercise\nUse the `{repeat}` command to decide on who needs to wash the dishes for an entire week. Each blank needs to be filled with one command or number!\n**Extra** Can you think of other tasks in the house? Adapt the code so it decides on three household chores. Do not forget to print what tasks it concerns!\n" - example_code: "```\npeople = mom, dad, Emma, Sophie\n{repeat} _ _ {print} 'Dishwashing will be done by ' _ _ _\n```\n" - description: Use the computer to see who does the dishes - default_save_name: Dishes - elif_command: - name: '{elif}' - description: '{elif}' - levels: - 17: - story_text: "In this level you can also use a new command: `{elif}`. `{elif}` is a combination of the keywords `{else}` and `{if}` and you need it when you want to make 3 (or more!) options.\nCheck it out!\n" - example_code: "```\nprizes = ['1 million dollars', 'an apple pie', 'nothing']\nyour_prize = prizes[{random}]\n{print} 'You win ' your_prize\n{if} your_prize == '1 million dollars' :\n {print} 'Yeah! You are rich!'\n{elif} your_prize == 'an apple pie' :\n {print} 'Lovely, an apple pie!'\n{else}:\n {print} 'Better luck next time..'\n```\n" - default_save_name: elif - for_command: - default_save_name: for - name: '{for}' - levels: - 18: - story_text: "Lastly, we'll turn `{for} i {in} {range} 1 to 5` into real Python code, like this:\n" - example_code: "```\n{for} i {in} {range}(1,5):\n {print} (i)\n```\n" - 10: - story_text_2: "### Exercise\nFinish this code by adding `{for} action {in} actions` to line 2.\n" - example_code_2: "```\nactions = clap your hands, stomp your feet, shout Hurray!\n_\n {repeat} 2 {times}\n {print} 'If youre happy and you know it, ' action\n {sleep} 2\n {print} 'If youre happy and you know it, and you really want to show it'\n {print} 'If youre happy and you know it, ' action\n {sleep} 3\n```\n" - example_code: "```\nanimals = dog, cat, blobfish\n{for} animal {in} animals\n {print} 'I love ' animal\n```\n" - story_text: "## For\nIn this level we learn a new code called `{for}`. With `{for}` you can make a list and use all elements.\n`{for}` creates a block, like `{repeat}` and `{if}` so all lines in the block need to start with 4 spaces." - 11: - example_code: "```\n{for} counter {in} {range} 1 {to} 10\n {print} counter\n{print} 'Ready or not. Here I come!'\n```\n" - story_text: "In this level, we add a new form of the `{for}`. In earlier levels, we used `{for}` with a list, but we can also use `{for}` with numbers.\nWe do that by adding a variable name, followed by `{in}` `{range}`. We then write the number to start at, `{to}` and the number to end at.\n\nTry the example to see what happens! In this level again, you will need to use indentations in lines below the `{for}` statements." - 17: - story_text: "Now we are going to change indentation a little bit. Every time that we need an indentation, we need `:` at the line before the indentation.\n" - example_code: "```\n{for} i {in} {range} 1 {to} 10:\n {print} i\n{print} 'Ready or not, here I come!'\n```\n" - description: '{for} command' - functions: - name: functions - description: functions - default_save_name: functions - levels: - 14: - example_code: "```\n{define} calculate_new_price {with} amount, percentage\n percentage = percentage / 100\n discount_amount = amount * percentage\n {return} amount - discount_amount\n\nold_price = {ask} 'How much is on the price tag?'\ndiscount = {ask} 'What percentage is the discount?'\n\nnew_price = _ calculate_new_price {with} old_price, _\n{print} 'The new price is ' new_price ' dollar'\n```\n" - story_text: "In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you.\nYou can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**.\n\nFor example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value.\n\n### Exercise\nFinish this code. We have already made the variable new_price for you, you only need to set it.\nYou should finish the line of code by calling the function that calculates the new price.\n" - 12: - story_text: "In this level you'll learn how to use **functions**. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again.\nTo create a function, use `{define}` and give the function a name. Then put all the lines you want in the function in a indented block under the `{define}` line.\nLeave one empty line in your code to make it look nice and neat. Great job! You have created a function!\n\nNow, whenever we need that block of code, we just use {call} with the function's name to call it up! We don't have to type that block of code again.\n\nCheck out this example code of a game of Twister. The function 'turn' contains a block of code that chooses which limb should go where.\n\n### Exercise\nFinish this code by setting the 2 variables chosen_limb and chosen_color.\nThen, choose how many times you want to call the function to give the twister spinner a spin.\n\n### Exercise 2\nImprove your code by adding a variable called 'people'. Use the variable to give all the players their own command in the game.\nFor example: 'Ahmed, right hand on green' or 'Jessica, left foot on yellow'.\n" - example_code: "```\nsides = 'left', 'right'\nlimbs = 'hand', 'foot'\ncolors = 'red', 'blue', 'green', 'yellow'\n\n{define} turn\n chosen_side = sides {at} {random}\n chosen_limb = limbs _\n chosen_color = colors _\n {print} chosen_side ' ' chosen_limb ' on ' chosen_color\n\n{print} 'Lets play a game of Twister!'\n{for} i {in} {range} 1 {to} _\n {call} turn\n {sleep} 2\n```\n" - 13: - story_text: "Now that you've learned how to use functions, you'll learn how to use a function with an argument.\nAn **argument** is a variable that is used within a function. It is not used outside the function.\n\nFor example in this code we've programmed the first verse of the song 'My Bonnie is over the ocean'.\nIn this example code the argument 'place' is used. Place is a variable that is only used in the function, so an argument.\nTo use 'place' we have placed `{with} place` after `{define} song`.\nWhen the function is called, the computer will replace the argument 'place', with the piece of text after `{call} song {with}`.\n\n### Exercise\nThe next verse of this song goes:\n\n```not_hedy_code\nLast night as I lay on my pillow\nLast night as I lay on my bed\nLast night as I lay on my pillow\nI dreamed that my Bonnie is dead\n```\n\nCan you program this verse in the same way as the example?\n" - example_code: "```\n{define} song {with} place\n {print} 'My Bonnie is over the ' place\n\n{call} song {with} 'ocean'\n{call} song {with} 'sea'\n{call} song {with} 'ocean'\n```\n" - 18: - story_text: "Let's make functions the Pythons way! To define a function, we no longer use:\n\n`{define} name_function {with} argument_1, argument_2:`\n\nbut we use:\n\n`{def} name_function(argument_1, argument_2):`.\n\n\nIf you don't want to use arguments, you just leave the space between the parantheses empty.\nTo call a function, we don't need the `{call}` command anymore. You just type the name of the function.\n" - example_code: "```\n{def} calculate_score(answer, correct_answer):\n {if} answer == correct_answer:\n score = 1\n {elif} answer == '?':\n score = 0\n {else}:\n score = -1\n {return} score\n\nanswer = {input} ('Where can you find the Eiffel Tower?')\ncorrect_answer = 'Paris'\nscore = calculate_score(answer, correct_answer)\n{print} ('Your score is... ', score)\n```\n" - guess_my_number: - description: guess my number - levels: - 14: - example_code: "```\n{print} 'Guess my number'\nnumbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10\nnumber = numbers {at} {random}\ngame = 'on'\n{for} i {in} {range} 1 {to} 10\n {if} game == 'on'\n guess = {ask} 'Which number do you think it is?'\n {if} guess _ number\n {print} 'Lower!'\n {if} guess _ number\n {print} 'Higher!'\n {if} guess _ number\n {print} 'You win!'\n game = 'over'\n```\n" - story_text: "In this level you can program the game 'Guess my number'\n\n### Exercise\nFill in the correct symbols on the blanks to get the game to work.\n" - name: Guess my number - default_save_name: guess my number - hangman_3: - default_save_name: Hangman_3 - levels: - 17: - example_code: "```\n# Create a function that draws the hangman\n{define} draw_hangman {with} step:\n {if} step == 1:\n {color} white\n {forward} -100\n {turn} 90\n {forward} -50\n {color} black\n {forward} 100\n {forward} -50\n\n {if} step == 2:\n _\n# Paste your hangman game here\n\n```\n" - story_text: "In a game of hangman the mistakes are shown by drawing a part of the hangman each time a mistake has been made.\nWe now add those drawings with our turtle!\n\n### Exercise\n***Create a function that draws the hangman*** Create a function that draws the hangman in 10 steps. We have already made step 1 for you.\n\n***Test the function*** Test the function by calling the function with 10. If you are happy with the function, remove the line that calls the function for now. We will call the function when the player makes a mistake.\n\n***Paste your hangman game under your function*** Go back to the previous tab and copy your hangman game. Paste the game underneath your function.\n\n***Call the function when the player makes a mistake*** Under the line `mistakes_made = mistakes_made + 1` we will call the function. We want the turtle to take the same amount of steps as the player has made mistakes, so we call the function with `mistakes_made` as argument.\n\n***Enjoy your game!***\n
\n The hangman could look like this \n
\n" - description: Hangman 3 - name: Hangman 3 - hangman: - default_save_name: Hangman - description: Guess the word - levels: - 17: - example_code: "```\nprint 'Hangman!'\n\n# Set the variables\nanswer = []\nguessed_letters = _\nmistakes_made = _\namount_letters = {ask} _\n_ = 'False'\n\n# Choosing the answer\n{for} _\n letter = {ask} 'Player 1, what is letter ' i '?'\n _\n {add} '_' {to} _\n\n# Player 2 turn\nprint _\nprint _\nprint guessed_letters\n```\n" - story_text: "In this adventure we program a game of hangman. First we make some preparations, then we program the game and in the third part we add a drawing with the turtle.\n\n### Exercise\n***Set the variables*** In this game of hangman, Player 1 chooses an answer and Player 2 has to guess the letters in this answer.\nTo let the computer know all the letters in the word, we will turn the answer into a list of letters. We also do this with the guesses Player 2 makes.\nWe will start the game with 2 empty lists. We have made an empty list for the variable answer for you. Now make an empty list for guessed_letters as well.\nThen we fill in how many mistakes were made. At the start of the game, this should be 0.\nThe variable `amount_letters` tells us how many letters are in the answer. Ask Player 1 to tell us how many letters their word has.\nLastly we tell the computer if the game is over. We use the variable `game_over` and set it to `False`.\n\n***Choosing the answer*** We want Player 1 to be able to choose the answer. We'll ask them, as many times as necessary, what the next letter is.\nThen we add that letter to the answer. Lastly, we add an empty _ to the list of guessed letters, so we get as many _s as there are letters in the answer.\n\n***Player 2's turn***\nTell Player 2 its their turn. Then tell Player 2 how many letters there are in the answer. Finally, print the list of `guessed_letters`.\n\n***Go to the next tab*** Now that all the starting variables are set, we can start programming the game itself. Check out the next tab to learn how!\n" - name: Hangman - haunted: - description: Escape from the haunted house - levels: - 9: - story_text: "In this level you can use nesting, which allows you to make the haunted house even more interactive!\n\n### Exercise\nNow it's very hard to win this game, can you make it easier to win?\nChange your code so it only has one wrong door and two correct doors instead of one correct door and two wrong ones? \nTip: This means changing the variable correct_door into wrong_door, and switching the `{if}` and `{else}` code.\nAnd of course you may also change the story and make it your own. Change the monsters or make it a happy game show where you get a gift!\n" - example_code: "```\n{print} 'Escape from the Haunted House!'\nplayer = alive\ndoors = 1, 2, 3\nmonsters = zombie, vampire, giant spider\n{repeat} 3 {times}\n {if} player {is} alive\n correct_door {is} doors {at} {random}\n {print} 'There are 3 doors in front of you...'\n chosen_door = {ask} 'Which door do you choose?'\n {if} chosen_door {is} correct_door\n {print} 'No monsters here!'\n {else}\n {print} 'You are eaten by a ' monsters {at} {random}\n player = dead\n {else}\n {print} 'GAME OVER'\n{if} player {is} alive\n {print} 'Great! You survived!'\n```\n" - 14: - example_code: "```\n{print} 'Escape from the haunted house'\nlives = 3\ndoors = 1, 2, 3\nmonsters = 'the wicked witch', 'a zombie', 'a sleeping 3 headed dog'\n{for} i {in} {range} 1 {to} 10\n {if} lives _\n good_door = doors {at} {random}\n monster = monsters {at} {random}\n chosen_door = {ask} 'Which door do you choose?'\n {if} good_door == chosen_door\n {print} 'You have chosen the correct door'\n {else}\n {print} 'You see...' monster\n {if} monster == 'a sleeping 3 headed dog'\n {print} 'Pffieuw.... Its asleep'\n {else}\n {print} 'You lose one life'\n lives = _\n {else}\n {print} 'GAME OVER'\n```\n" - story_text: "### Exercise\nIn this level you can use the `<` and `>` symbol to introduce lives to your game.\nMake sure the player loses a life when they come across the wrong monster and that the game stops if you have no lives left.\n" - 5: - example_code: "```\n{print} 'Escape from the haunted house!'\n{print} 'There are 3 doors in front of you...'\ndoors {is} 1, 2, 3\nmonsters {is} werewolf, mummy, vampire, zombie\nchosen_door {is} {ask} 'Which door do you choose?'\n{print} 'You chose door...' chosen_door\n{sleep}\ncorrect_door {is} doors {at} {random}\n_ _ _ _ {print} 'Great! Youve escaped!'\n{else} {print} 'Oh no! You are being eaten by a...' monsters {at} {random}\n```\n" - story_text: "Up until this level the haunted house game always asked the player to choose a door, but as you might have noticed, they didn't really have to answer correctly.\nIf the player filled in a completely random answer, the game would still work and the player might even win (despite not picking a door).\nIn this level you can only win the game by picking the same door Hedy picked randomly.\n\n### Exercise\nCan you find the 4 missing words to complete the code?\n" - 1: - story_text: "In this adventure you are working towards making a game in which you have to escape from a haunted house by picking the correct door.\nIf you pick the right door you'll survive, but if not a terrible monster might...\n\nIn level 1 we start our haunted house game by making up a scary story and ask the player what monster they'll see in the haunted house.\n" - example_code: "```\n{print} How did I get here?\n{print} I remember my friend telling me to go into the old mansion...\n{print} and suddenly everything went black.\n{print} But how did I end up on the floor...?\n{print} My head hurts like Ive been hit by a baseball bat!\n{print} What's that sound?\n{print} Oh no! I feel like Im not alone in this house!\n{print} I need to get out of here!\n{print} There are 3 doors in front of me..\n{ask} Which door should i pick?\n{echo} I choose door\n{print} ...?\n```\n" - story_text_2: "### Exercise\nCopy the example code to your input screen by clicking the yellow button.\nNow finish the story by adding at least 5 lines of code.\nRemember to start each line of codes with a `{print}` command.\n" - 11: - story_text: "In this level we've changed the `{for}` command so we can tell the player where they are. \n\n### Exercise 1\nFinish the program so the player knows which room they are in.\n\n### Exercise 2\nMake the program into an adventure by following these steps:\n\n1. Make a list of choices (like: fight or flight)\n2. Make sure the player can choose an option with `{ask}`\n3. Is answer correct? Then they may proceed to the next monster. Do they give a wrong answer? Let the player know with a `{print}`. \n\n**Extra** If you make a wrong choice, a monster is still shown! How could you change that?\n" - example_code: "```\n{print} 'Escape from the Haunted House!'\nmonsters = zombie, vampire, giant spider\n_\n {print} 'Room ' i\n monster = monsters {at} {random}\n```\n" - 16: - story_text: "### Exercise\nThis haunted house game uses the connection between the lists you can use in this level.\nFor example: all the properties that belong to the zombie are first in all the lists, witch second and vampire third.\nCheck out the code and fill in `weapons[i]`, `monsters[i]` , `bad_fate[i]`, `good_fate[i]`, `hint[i]` on the correct blanks to get the code to work!\n" - example_code: "```\nnumbers = [1, 2, 3]\ni = numbers[{random}]\nhint = ['growling', 'a cackling laugh', 'fluttering batwings']\nmonsters = ['zombie', 'witch', 'vampire']\nbad_fate = ['Your brain is eaten', 'You are forever cursed', 'You are bitten']\ngood_fate = ['You throw the ham. The zombie is distracted and starts eating it.', 'You set the curtains on fire. The witch flees out of fear for the fire', 'The vampire hates garlic and flees']\nweapons = ['ham', 'lighter', 'garlic']\n{print} 'You are standing in front of an old mansion'\n{print} 'Something is not right here'\n{print} 'You hear ' _\n{print} 'You are going to explore it'\n{print} 'You enter the kitchen and see a lighter, a raw ham and a garlic.'\nyour_weapon = {ask} 'What do you bring with you?'\n{print} 'With your ' your_weapon ' you enter the living room'\n{print} 'There you find a ' _\nneeded_weapon = _\n{if} your_weapon == needed_weapon\n {print} 'You use your ' your_weapon\n {print} _\n {print} 'YOU WIN!'\n{else}\n {print} 'You have chosen the wrong weapon...'\n {print} _\n {print} 'GAME OVER'\n```\n" - 3: - example_code: "```\n_ Escape from the haunted house!\n_ There are 3 doors in front of you...\n_ _ _ Which door do you choose?\n_ You picked door ... choice\nmonsters _ a zombie, a vampire, NOTHING YOUVE ESCAPED\n_ You see...\n{sleep}\n_ _ _ _\n```\n" - story_text: "In the previous levels you've made an introduction to your haunted house game, but as you might have noticed the story would always have a dreadful end.\nIn this level you can make your story more interactive by changing the outcome of the game; sometimes you'll get eaten, sometimes you'll escape!\nLet Hedy decide randomly!\n\n### Exercise\nCopy the example codes and fill in the blanks to make it work!\n\n**Extra** This story is pretty straight forward, maybe you can spook it up a bit by adding a more exciting story.\nAlso you have very limited outcomes right now, there are only 3 options of what's behind the doors. Maybe you can think of more monsters to add to the list!\n" - 2: - story_text_2: "### Exercise\nIn the example above the monsters are predetermined. So each time you run your code, the output is the same.\nCan you add `{ask}` commands to make the haunted house interactive and have the players choose the monsters they come across?\n" - example_code_2: "```\nmonster_1 {is} _\nmonster_2 {is} _\nmonster_3 {is} _\n{print} You enter the haunted house.\n{print} Suddenly you see a monster_1\n{print} You run into the other room...\n{print} But a monster_2 is waiting there for you!\n{print} Oh no! Quickly get to the kitchen.\n{print} But as you enter monster_3 attacks you!\n```\n" - example_code: "```\nmonster_1 {is} 👻\nmonster_2 {is} 🤡\nmonster_3 {is} 👶\n{print} You enter the haunted house.\n{print} Suddenly you see a monster_1\n{print} You run into the other room...\n{print} But a monster_2 is waiting there for you!\n{print} Oh no! Quickly get to the kitchen.\n{print} But as you enter monster_3 attacks you!\n```\n" - story_text: "In this haunted house you can choose your monsters with emojis. Of course you could also use words.\n" - 4: - example_code: "```\n_ Add quotation marks to this code _\n{print} Escape from the haunted house!\n{print} There are 3 doors in front of you...\nchoice {is} {ask} Which door do you choose?\n{print} You picked door ... choice\nmonsters {is} a zombie, a vampire, NOTHING YOUVE ESCAPED\n{print} You see...\n{sleep}\n{print} monsters {at} {random}\n ```\n" - story_text: "In this level you learn how to use quotation marks in your games.\n\n### Exercise\nCan you make your Haunted House level 4 proof?\n\n### Exercise 2\nGo back to the previous level and copy your haunted house code. Make the code work in this level by adding quotation marks in the right spots.\n" - default_save_name: Haunted House - name: Haunted House - hotel: - description: hotel - default_save_name: hotel - levels: - 13: - example_code: "```\n{define} welcome_message {with} title, last_name, country, room_number\n {print} 'Welcome to Hotel Hedy, ' title ' ' last_name\n nice_trip {is} {ask} 'Did you have a nice trip from, ' country '?'\n {if} nice_trip {is} 'yes'\n {print} 'Lovely!'\n {else}\n {print} 'Sorry to hear that.'\n {print} 'Hopefully you can take a nice rest in you room.'\n {print} 'Your room number is ' room_number\n\n{print} 'Hello. Please fill in your information to check in.'\ntitle = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?'\nname = {ask} 'What is you last name?'\nhomecountry = {ask} 'What country do you come from?'\n\n{call} welcome_message {with} title, name, homecountry, 105\n```\n\ntitle = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?'\nname = {ask} 'What is you last name?'\nhomecountry = {ask} 'What country do you come from?'\n\n{call} welcome_message {with} title, name, homecountry, 105\n" - story_text: "In the previous adventure you have learned how to use an argument in a function, and you've learned how to combine it with an {ask}.\nYou might have wondered why you would use functions, because the functions in the example were only one line of code.\nNow we will show you what a bigger function looks like and we will use multiple agruments now as well. You'll see how much better it is to use a function once the function gets bigger.\nHere is an example of a function with arguments combined with {ask} commands.\n" - name: hotel - in_command: - levels: - 5: - example_code_2: "```\nanimals {is} dog, cow, sheep\nanswer {is} {ask} 'What is your favorite animal?'\n_ answer _ animals _ 'Mine too!'\n_ _ 'My favorite animals are dogs, cows and sheep'\n```\n" - story_text_2: "### Exercise\nFinish the example code by filling in the blanks with commands that you've learned.\nWhen you've finished the code, try to create a code of your own and use a question that you've thought of yourself.\n" - story_text: "## Lists\nWhen we want to check if something is in a list, we can now use the `{in}` command.\nThis code prints pretty! if you choose green or yellow, and meh otherwise.\n" - example_code: "```\npretty_colors {is} green, yellow\nfavorite_color {is} {ask} 'What is your favorite color?'\n{if} favorite_color {in} pretty_colors {print} 'pretty!'\n{else} {print} 'meh'\n```\n" - description: Introducing the {in} command - name: '{in}' - default_save_name: in_command - is_command: - name: '{is}' - levels: - 2: - example_code_2: "```\nfavorite_animal {is} _\n{print} I like favorite_animal\n```\n" - story_text: "## Variables\nYou can name a word with `{is}`. This is called a **variable**. In this example we made a variable called name and a variable called age. You can use the word name anywhere in your code and it will be replaced by Hedy, like this:\n" - story_text_2: "### Exercise\nTime to make your own variables!\nIn the example code we made an example of the variable `favorite_animal`. In line 1 the variable is set, and in line 2 we used the variable in a `{print}` command.\nFirstly, finish our example by filling in your favorite animal on the blank. Then make at least 3 of these codes yourself. Pick a variable, and set the variable with the `{is}` command. Then use it with a `{print}` command, just like we did.\n" - example_code: "```\nname {is} Hedy\nage {is} 15\n{print} name is age years old\n```\n" - 6: - story_text: "We also make a change in storing a word in a variable! You may now use `=` instead of `{is}` when we store a name or a number in a variable, like this:\n" - example_code: "```\nname = Hedy\nanswer = 20 + 4\n```\n" - 14: - story_text_3: "You can also compare if something is *not* equal to something else using `!=` like this:\n" - example_code_2: "```\nname = {ask} 'What is your name?'\n{if} name == 'Hedy'\n {print} 'You are cool!'\n```\n" - story_text: "We are going to learn more new items. You might know them already from mathematics, the `<` and `>`.\nThe `<` checks if the first number is smaller than the second, for example age `<` 12 checks if age is smaller than 12.\nIf you want to check if the first number is smaller or equal to the second, you can use `<=`, for example age `<=` 11.\nThe `>` checks if the first number is bigger than the second, for example points `>` 10 checks if points is larger than 10.\nIf you want to check if the first number is bigger or equal to the second, you can use `>=`, for example points `>=` 11.\nYou use these comparisons in an `{if}`, like this:\n" - example_code_3: "```\nname = {ask} 'What is your name?'\n{if} name != 'Hedy'\n {print} 'You are not Hedy'\n```\n" - example_code: "```\nage = {ask} 'How old are you?'\n{if} age > 12\n {print} 'You are older than I am!'\n```\n```\nage = {ask} 'How old are you?'\n{if} age < 12\n {print} 'You are younger than me!'\n{else}\n {print} 'You are older than me!'\n```\n" - story_text_2: "From this level on, if you want to compare exactly, you can use two equal signs. This is what most programming languages do:\n" - default_save_name: is_command - description: introducing {is} command - music: - default_save_name: music - levels: - 1: - example_code: "```\n{play} C4\n{play} D4\n{play} E4\n{play} F4\n{play} G4\n{play} A4\n{play} B4\n{play} C5\n```" - story_text: "In this level you'll learn how to use the `{play}` command to play a tune!\n\nType `{play}` followed by the note you want to play. The scale goes C-D-E-F-G-A-B.\nAs you can see there are 7 different letters, but we can play more than just 7 notes.\nType a number between 1 and 10 behind the letter to choose the scale, for example after B4 comes C5.\nC1 is the lowest note you can play, C10 is the highest.\n\n### Exercise\nTry out the example code and then play around with it! Can you create your own melody?\nIn the next level you'll learn how to play some existing songs." - 7: - example_code: "```\n{print} 'Twinkle Twinkle Little Star'\n{repeat} 2 {times} {play} C4\n{repeat} 2 {times} {play} G4\n_\n```\n" - story_text: "Using the `{repeat}` command can make your codes for melodies a lot shorter!\n\n### Exercise\nFinish the code for Twinkle Twinkle Little Star by using the `{repeat}`command.\nThen go back to the songs you've made in the previous levels. Can you shorten those codes too?\n" - 6: - example_code: "```\nnumber = {ask} 'Say a starting number between 1 and 67'\n{print} number\n{play} number\nnumber = number + 1\n{print} number\n{play} number\nnumber = number + 1\n{print} number\n{play} number\n```\n" - story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\nThis calls for musical maths! Try out the example code a couple of times with different starting numbers.\nThen, see if you can compose a song using the numbers.\n" - 9: - story_text: "From this level on you can - among other things - use a {repeat} command inside a {repeat} command.\nThat makes songs like 'Happy birthday' even shorter!\n\n### Exercise\nFinish the song!\n" - example_code: "```\nfirst_time = yes\n{repeat} 2 {times}\n {repeat} 2 {times}\n {play} C\n {play} D\n {play} C\n {if} first_time {is} yes\n {play} F\n {play} E\n first_time {is} no\n {else}\n _\n```\n" - 4: - example_code: "```\n{print} 'Mary had a little lamb'\n{play} E\n{play} D\n{play} C\n{play} D\n{play} E\n{play} E\n{play} E\n{clear}\n{print} 'Little lamb, little lamb'\n{play} D\n{play} D\n{play} D\n{play} E\n{play} E\n{play} E\n{clear}\n{print} 'Mary had a little lamb'\n{play} E\n```\n" - story_text: "Use the `{clear}` command to create a karaoke machine!\n\n### Exercise\nFinish the karaoke version of 'Mary had a little lamb'.\nThen, create a karaoke version of any song you'd like!\n" - 3: - example_code: "```\nnotes {is} A4, B4, C4\n{play} notes {at} {random}\n{play} notes {at} {random}\n{play} notes {at} {random}\n```\n" - story_text: "Create a random melody!\n\n### Exercise\nThe example code creates a random melody, but it's very short and not many notes are used.\nAdd more notes to the list and create a longer melody by copying the last line a couple more times.\n" - 13: - example_code: "```\n{print} 'Yankee Doodle'\n{define} _ {with} note_1, note_2, note_3\n {play} C4\n {play} C4\n {play} D4\n {play} E4\n {play} _\n {play} _\n {play} _\n\n{call} line_1 {with} 29, 31, 30\n{call} line_1 {with} 29, 28, 0\n{call} line_1 {with} 32, 31, 30\n\n{play} C4\n{play} B3\n{play} G3\n{play} A3\n{play} B3\n{play} C4\n{play} C4\n```\n" - story_text: "You can use a function with an argument for songs that have line that are almost the same, but slightly different each time.\nOne example is the song 'Yankee Doodle'. The first 4 notes of the first lines are the same, but each time they are followed by a different couple of notes.\n\n### Exercise\nCan you finish the song of Yankee Doodle?\nCan you think of another song to program this way?\n" - 14: - story_text: "You can program music for fun, but you can also use the musical notes to make something useful like a fire alarm!\n\n### Exercise\nMake sure the fire alarm rings when there is a fire!\n" - example_code: "```\n{define} fire_alarm\n {print} 'FIRE!'\n note = 40\n {for} i {in} {range} 1 {to} 100\n {if} note _ 50\n note = note + 5\n {play} _\n {else}\n note = 40\n\nfire = {ask} 'Is there a fire?'\n{if} fire _ 'yes'\n {call} fire_alarm\n```\n" - 5: - story_text: "You don't always have to use the `{play}` command to play a whole song, sometimes you just want to play one note.\nFor example, if you want to make a quiz, you can play a happy high note if the answer is right and a sad low note if the answer is wrong.\n\n### Exercise\nFinish the first question by adding a line of code that plays a C3 note if the wrong answer is given.\nThen think of 3 more questions to add to this quiz.\n" - example_code: "```\nanswer {is} {ask} 'What is the capital of Zimbabwe?'\n{if} answer {is} Harare {play} C6\n_\n```\n" - 2: - story_text_2: As you can see, you can also use the `{sleep}` command to add a little pause in the song. - example_code_2: "```\n{print} Twinkle Twinkle Little Star\n{play} C\n{play} C\n{play} G\n{play} G\n{play} A\n{play} A\n{play} G\n{sleep} 1\n{play} F\n{play} F\n```\n" - example_code: "```\n{print} Old Mac Donald had a farm\n{play} C5\n{play} C5\n{play} C5\n{play} G4\n{play} A4\n{play} A4\n{play} G4\n```\n" - story_text: "### Exercise\nFinish the songs! We have started the codes for some melodies.\n" - 17: - story_text: "You can use the {elif} to create different options.\n\n### Exercise\nFirstly, add colons to get the code to work.\nThen finish this code by adding at least 2 other songs for other moods. For example a happy song and an angry song.\n" - example_code: "```\n{define} scary_song\n {for} i {in} {range} 1 {to} 3\n {play} G\n {play} E\n {sleep} 2\n {for} i {in} {range} 1 {to} 3\n {play} F\n {play} D\n\nmood = {ask} 'Which emotion are you feeling?'\n{if} mood {is} 'fear'\n {call} scary_song\n{elif} _\n```\n" - 18: - story_text: "### Exercise\nEven in this last level of Hedy we can make some music! Be careful of all the syntax that is needed now.\nTake a good look at how the functions are defined and called upon in the example code.\nFinish the song!\n" - example_code: "```\n{def} line_1():\n {for} i {in} {range}(1, 5):\n {play} A\n {play} D\n {play} F\n {play} A\n\n{def} line_2():\n {for} i {in} {range}(1, 5):\n {play} G\n {play} C\n {play} E\n {play} G\n\n{def} line_3():\n_\n\n{print} ('The drunken sailor')\n{print} ('What shall we do with the drunken sailor?')\nline_1()\nline_2()\nline_3()\n{print} ('Early in the morning')\n```\n" - 15: - example_code: "```\n{define} song\n {play} _\n\nyes_or_no = {ask} 'Do you want to hear my never-ending song?'\n{while} yes_or_no = 'yes'\n {call} song\n {print} '🥳'\n```\n" - story_text: "**Warning** This adventure can become extremely annoying!\nWe can also use the {while} command to repeat a song forever.\n\n### Exercise\nFinish the never-ending song.\n" - 8: - example_code: "```\n{print} 'Brother John'\n{repeat} 2 {times}\n {play} C\n {play} D\n {play} E\n {play} C\n{repeat} 2 {times}\n {play} E\n {play} F\n {play} G\n {sleep} 1\n```\n" - story_text: "Now that we can use the `{repeat}` command for multiple lines, we can make songs even more easily!\n\n### Exercise\nFinish the song of Brother John (Frère Jacques). Don't forget to use `{repeat}`!\n" - 16: - story_text: "Upgrade your Old MacDonald code!\n\n### Exercise\nTake your code from the 'Sing a Song' adventure and add musical notes to it!\nYou can make a function for each line in the song and call that function after the line is printed.\nWe defined the first line for you and called it in the code. Can you finish the whole song?\n" - example_code: "```\n{define} line_1\n {for} i {in} {range} 1 {to} 3\n {play} G\n {play} D\n {for} i {in} {range} 1 {to} 2\n {play} E\n {play} D\n\nanimals = ['pig', 'dog', 'cow']\nsounds = ['oink', 'woof', 'moo']\nfor i in range 1 to 3\n animal = animals[i]\n sound = sounds[i]\n print 'Old MacDonald had a farm'\n call line_1\n print 'E I E I O!'\n _\n```\n" - 12: - story_text: "Use functions in your songs! As you can see in the example code, you can make a function for each line of Twinkle Twinkle Little Star. Once you've programmed the first three lines, all you have to do is call the functions in the order you want them played in.\n\n### Exercise\nFinish the song of Twinkle Twinkle Little Star.\nThen look back at all the songs you've programmed in the levels before, can you make those codes better and shorter using functions too?\n" - example_code: "```\n{define} first_line\n {play} C\n {play} C\n {play} G\n {play} G\n {play} A\n {play} A\n {play} G\n {sleep}\n\n{define} second_line\n {play} F\n {play} F\n {play} E\n {play} E\n {play} D\n {play} D\n {play} C\n {sleep}\n\n{define} third_line\n {play} G\n {play} G\n {play} F\n {play} F\n {play} E\n {play} E\n {play} D\n {sleep}\n\n{call} _\n{call} _\n{call} _\n{call} _\n{call} _\n{call} _\n```\n" - name: music - description: Play a tune! - maths: - name: maths - levels: - 12: - story_text_2: "**Maths with words**\nIn this level you can also do addition with words like this:" - example_code_2: "```\na = 'Hello '\nb = 'world!'\n{print} a + b\n```\n" - story_text: "**Decimal numbers**\nSo far, Hedy did not allow for decimal numbers like 1.5, but now we do allow that. Note that computers use the `.` for decimal numbers." - example_code: "```\n{print} 'Two and a half plus two and a half is...'\n{print} 2.5 + 2.5\n```\n" - 6: - story_text: "In this level you learn something new: you can now also calculate.\n\nThe plus is easy, you write it like with math: `5 + 5` for example. The minus also works fine, it is `5 - 5`.\n\nThe times is a bit different, because there is no times symbol on your keyboard. Just search, there really isn't!\nThat is why we multiply with the asterisk above 8: `5 * 5`. Read that as \"5 times 5\" that helps you remember it best.\n" - example_code: "```\n{print} '5 plus 5 is ' 5 + 5\n{print} '5 minus 5 is ' 5 - 5\n{print} '5 times 5 is ' 5 * 5\n{print} '5 divided by 5 is ' 5 / 5\n```\n" - default_save_name: maths - description: Introducing maths - parrot: - levels: - 1: - example_code: "```\n{print} Im Hedy the parrot\n{ask} whats your name?\n{echo}\n{echo}\n```\n" - story_text_2: "### Exercise\nCopy the example code to your input screen by clicking on the yellow button.\nMake the parrot ask a different question. Fill in the blanks in the example!\n**Extra** You can also let the parrot ask multiple questions. Type in some more lines of code beneath your own code.\n" - story_text: "Create your own online pet parrot that will copy you!\n" - example_code_2: "```\n{print} Im Hedy the parrot\n{ask} _\n{echo}\n{echo}\n" - 3: - story_text: "Teach your parrot a new word with `{add}`.\n### Exercise\nCan you add the `{add} {to_list}` command to get the code to work?\n" - example_code: "```\nwords {is} squawk, Hedy\n{print} Train your parrot!\nnew_word {is} {ask} Which word do you want to teach them?\n_ new_word _ words\n{print} 🧒 Say new_word, Hedy!\n{print} 🦜 words {at} {random}\n```\n" - 2: - story_text_2: "### Exercise\nFirstly, finish line 2 with an `{is}` and an `{ask}` command.\nThen fill in a `{sleep}` command on line 4 and 6 to let the parrot stay quiet for a little bit.\n\n**Extra** Can you make the parrot ask for more then only your name by adding more lines of code?\n" - story_text: "In the previous level you've made a parrot that will repeat after you. In this level we'll make the parrot interactive using a variable and `{ask}` command.\nWe will also make the parrot more life-like by adding `{sleep}` commands after something is said.\n" - example_code: "```\n{print} Im Hedy the parrot\nname _ _ what is your name?\n{print} name\n_\n{print} squawk\n_\n{print} name\n```\n" - 4: - story_text: "In this level we have to use quotation marks with the commands `{ask}` and `{print}`.\n### Exercise\nComplete the code by filling in quotation marks on the blanks.\n" - example_code: "```\nwords {is} squawk, Hedy\n{print} _ Train your parrot! _\nnew_word {is} {ask} _ Which word do you want to teach them? _\n{add} new_word {to_list} words\n{print} _ 🧒 Say _ new_word _, Hedy!_\n{print} _ 🦜 _ words {at} {random}\n```\n" - 5: - story_text: "Reward your parrot if it says the correct word!\n\n### Exercise\nFinish the code by filling in the 4 missing commands.\n" - example_code: "```\nwords {is} squawk, Hedy\n{print} 'Train your parrot!'\nnew_word {is} {ask} 'Which word do you want to teach them?'\n{add} new_word {to_list} words\nsaid_word {is} words {at} {random}\n{print} '🧒 Say ' new_word ', Hedy!'\n{print} '🦜 ' said_word\n_ said_word {is} new_word _ '🧒 Great job, Hedy! 🍪'\n_ _ '🧒 No, Hedy! Say ' new_word\n```\n" - name: Parrot - description: Create your own online pet parrot that will copy you! - default_save_name: Parrot - pressit: - name: Key presses - default_save_name: Pressed - levels: - 7: - example_code: "```\n{if} x {is} {pressed} {forward} 15 {else} {turn} 90\n```\n" - story_text: "Now that you have learned about `{repeat}`, we can press keys multiple times.\nYou can use it to make the turtle walk forward and turn.\n\n### Exercise\nThe code you have seen in level 5 only checks the key once. Copy the example code and add a `{repeat}` to it, so that you can press the keys many times.\nUse this code to draw something nice.\n" - 5: - story_text_2: "You can also link turtle commands to keys.\n\n### Exercise\nCopy the lines a few times so you can create a larger drawing.\n" - story_text: "In this level there is another new keyword: `{pressed}`!\nWith `{pressed}` you can use keys on your keyboard to control what lines are used.\n\n### Exercise\nLook at the example and add one more line of code that reacts to a key press.\n" - example_code: "```\n{print} 'Do you want a good (g) or bad (b) ending?'\n{if} g {is} {pressed} {print} 'They lived happily ever after ❤'\n{else} {print} 'The prince was eaten by a hippopotamus 😭'\n```\n" - example_code_2: "```\n{if} y {is} {pressed} {forward} 15\n{else} {turn} 90\n```\n" - 9: - example_code: "```\npoints = 0\nletters = a, b, c, d, e\n{repeat} 10 {times}\n letter = _ _ _\n {print} 'Press the letter ' letter\n {if} letter {is} {pressed}\n _\n _\n _\n```\n" - story_text: "Now that you know how to combine statements, you can create a touch type tool with `{pressed}`.\n\n### Exercise\nFinish the code. Each time a random letter should be chosen, which you have to press. You get a point for a correct press, and and two points deduction for a wrong press.\n**Extra** Clear the screen after each letter, and show the user how many points they have scored.\n" - description: Try linking a keyboard key to a command! - piggybank: - name: Piggy Bank - levels: - 14: - example_code: "```\n_ calculate_budget {with} wish, money, allowance\n to_save = wish - money\n weeks = to_save / allowance\n {if} wish _ money\n {print} 'You need to save up some more!'\n {print} 'Youll need ' weeks ' more weeks.'\n {else}\n {print} 'Great! You have enough'\n {print} 'Lets go shopping!'\n\nmoney = {ask} 'How much money have you saved?'\nwish = {ask} 'How much money do you need?'\nallowance = {ask} 'How much pocket money do you get each week?'\n\n{call} _\n```\n" - story_text: "### Exercise\nIn this level you can let Hedy tell you if you have saved up enough money!\nFinish this code by filling in the blanks!\n" - 12: - example_code: "```\n{print} 'The digital piggy bank'\nwish = {ask} 'What would you like to buy?'\nprice = {ask} 'How much does that cost?'\nsaved = {ask} 'How much money have you saved already?'\nallowance = {ask} 'How much pocket money do you get per week?'\nto_save = price - saved\nweeks = to_save / allowance\n{print} 'You can buy a ' _ ' in ' _ ' weeks.'\n```\n" - story_text: "In this adventure you learn how to make a digital piggy bank.\n\n### Exercise\nFinish the code to calculate how much money you have and how long you need to save up to buy what you want!\n**Extra** Maybe you have already saved some money? Deduct that from the amount you will have to save up.\n" - description: Count your pocketmoney! - default_save_name: Piggy Bank - quotation_marks: - default_save_name: quotation_marks - levels: - 4: - story_text_2: "## Contractions\nImportant! Mind that now that we're using quotation marks, Hedy will get confused when you use the apostrophe for contractions like I'm or What's.\nMake sure to remove those apostrophes and change the spelling to I am or What is.\nCheck out the example code to see the wrong way of using apostrophes.\n" - example_code: "```\n{print} 'You need to use quotation marks from now on!'\nanswer {is} {ask} 'What do we need to use from now on?'\n{print} 'We need to use ' answer\n```\n" - story_text: "## 'Quotation marks'\nIn level 4 `{ask}` and `{print}` have changed.\nYou must put text that you want to print between quotation marks.\nThis is useful, because now you can print all the words you want. Also the words you used to store something with `{is}`.\nMost programming languages also use quotation marks when printing, so we are also getting a step closer to real programming!\n" - example_code_2: "```\n_ This is the wrong way of using apostrophes _\n{print} 'I'm babysitting my sister's kids'\n{print} 'What's more fun than that?'\n```\n" - 12: - story_text_4: "**Numbers don't need quotation marks**\nFor numbers, you do not use quotation marks in the `=`:\n" - example_code: "```\nname = 'Hedy the Robot'\n{print} 'Hello ' name\n```\n" - example_code_4: "```\nscore = 25\n{print} 'You got ' score\n```\n" - example_code_2: "```\nsuperheroes = 'Spiderman', 'Batman', 'Black Widow'\n{print} superheroes {at} {random}\n```\n" - story_text: "**All texts need to be in quotation marks**\nFor this level on you will also have to use quotation marks when storing a text with `=`:\n" - story_text_3: "**All text after `{if}` comparisons need quotation marks too**\n" - example_code_3: "```\nname = {ask} 'What is your name?'\n{if} name = 'Hedy the Robot'\n {print} 'Hi there!'\n```\n" - story_text_2: "**All items in lists need quotation marks too**\nLists are texts, so they need quotation marks too. Mind that each single item on the list has quotation marks.\nThis allows you to save two words as 1 item on the list, for example 'Black Widow'.\n" - description: Introduction quotation marks - name: "'quotation marks'" - repeat_command: - description: '{repeat} command' - levels: - 9: - story_text: "Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an `{if}` or `{repeat}` command. \nBut you can't yet combine the two...\n\nGood news! In this level you will be allowed to put an `{if}` inside an `{if}`, `{repeat}` inside a `{repeat}` command and in eachother.\nGive it a try!\n" - example_code: "```\n{repeat} 3 {times}\n order = {ask} 'What would you like to order?'\n {if} order {is} pizza\n {print} 'Yammie'\n {else}\n {print} 'pizza is better!'\n```\n" - 7: - example_code: "```\n{repeat} 3 {times} {print} 'Hedy is fun!'\n```\n" - story_text: "## Repeat! Repeat! Repeat!\nLevel 7 adds the `{repeat}` command. `{repeat}` can be used to execute one line of code multiple times. Like this:\n\n### Exercise\nPlay around with the `{repeat}` command. Can you make the happy birthday song in only 3 lines of code instead of 4 now?\n" - 8: - example_code: "```\n{repeat} 5 {times}\n {print} 'Hello everyone'\n {print} 'This is all repeated 5 times'\n```\n" - story_text: "### Repeat commands and indentation\nIn this level you can repeat multiple lines of code with only 1 repeat command.\nYou do this by making a block of lines that you want to repeat.\nThe lines in this block will need **indentation** .\nThat means putting four spaces at the beginning of each line. You will also have to indent when you just want to create a block of one line.\n" - name: '{repeat}' - default_save_name: repeat_command - restaurant: - levels: - 1: - story_text: "In level 1 you can make your own virtual restaurant and take your guests' orders.\n" - example_code_2: "```\n{print} Welcome to Hedy's restaurant 🍟\n_ What would you like to order?\n{echo} So you would like to order\n{print} Thank you for your order!\n{print} It's on its way!\n```\n" - story_text_2: "### Exercise\nCopy the example code into your input screen by clicking the yellow button.\nFirstly, fill in the correct command on the blanks to make to code work properly.\nThen add at least 4 more lines of code to the restaurant program.\nAsk the costumer what they would like to drink and ask if they want to pay with cash or card.\nLastly, think of a nice way to say goodbye to your costumer.\n" - 3: - story_text_2: "### Exercise\nNow make your own version of the random restaurant.\nMake a list of starts, mains, desserts, drinks and prices yourself.\nThen use `{print}` and `{at} {random}` commands to tell the costumer what will be on their menu tonight.\n" - example_code: "```\ndishes {is} spaghetti, brussels sprouts, hamburgers\n{print} You will have dishes {at} {random} tonight!\nprices {is} 1 euro, 10 euros, 100 euros\n{print} That will be prices {at} {random} please.\n```\n" - story_text: "Having trouble to decide what you wanna have for dinner? You can let Hedy choose for you!\nSimply add lists of your favorite (or least favorite) meals and Hedy can randomly choose your dinner.\nYou can also have a bit of fun, by letting Hedy choose the price for your dinner as well! What will you get?\n" - example_code_2: "```\n{print} Welcome to your own random restaurant!\nstarters {is} _\nmains {is} _\ndesserts {is} _\ndrinks {is} _\nprices {is} _\n_\n```\n" - 7: - example_code: "```\n{print} 'Welcome to Restaurant Chez Hedy'\npeople = {ask} 'How many people are joining us today?'\n```\n" - story_text: "In this level you've learned how to use the `{repeat}` command to repeat a line of code a certain amount of times.\nYou can use that in your restaurant to `{ask}` multiple people what they'd like to eat.\n\n### Exercise\nCan you complete the code? Hedy needs to repeat this question as many times as there are people. So if there are 5 people, the question needs to be asked 5 times.\n**Extra** Expand your code with more questions, for example about drinks or sauce.\n" - 10: - story_text: "In this level you'll learn how to easily ask orders for different courses.\n\n### Exercise 1\nFinish the code with an `{ask}` on the blanks such that the customer is asked what they want to eat for each course.\n" - example_code_2: "```\n_ courses = appetizer, main course, dessert\n_ names = Timon, Ono\n_ {for} name {in} names\n_ {for} course {in} courses\n_ food = {ask} name ', what would you like to eat as your ' course '?'\n_ {print} name ' orders ' food ' as their ' course\n```\n" - story_text_2: "### Exercise\nOf course, you could also order for multiple people!\nCan you add the correct amount of indentation before each line to make the code work properly?\nTip: some lines don't need any indentation at all.\n" - example_code: "```\ncourses = appetizer, main course, dessert\n{for} course {in} courses\n {print} 'What is your order for ' course '?'\n _ \n _\n```\n" - 11: - example_code: "```\n{print} 'Welcome to Restaurant Hedy!'\npeople = {ask} 'For how many people would you like to order?'\n{print} 'So you want to order for ' people ' people.'\n{print} \"Let's go!\"\n```\n" - story_text: "We can use the `{for}` with `{range}` to print the orders from multiple customers in an orderly manner.\n\n### Exercise\nFinish the restaurant code, so that you can ask for the order of multiple people. Print the order number each time: 'Order 1', 'Order 2', etc.\nAre you not sure how to go about this? Have a peek at your level 8 code.\n\n**Extra** In level 9 the restaurant also used prices. You can add that here too!\n" - 12: - example_code: "```\nprice = 0.0\nfood = {ask} 'What would you like to order?'\ndrink = {ask} 'What would you like to drink?'\n{if} food {is} 'hamburger'\n price = price + 6.50\n{if} food {is} 'pizza'\n price = price + 5.75\n{if} drink {is} 'water'\n price = price + 1.20\n{if} drink {is} 'soda'\n price = price + 2.35\n{print} 'That will be ' price ' dollar, please'\n```\n" - story_text: "From this level on, you can use decimal numbers to make your menu more realistic.\n\n### Exercise\nCan you think of a code to give your friends and family a 15% discount?\n" - 15: - story_text: "With the `{while}` you can make sure your costumers can keep adding orders until they are done.\n\n### Exercise\nCorrectly add the `{while}` command to this code.\n" - example_code: "```\n{print} 'Welcome at McHedy'\nmore = 'yes'\n_\n order = {ask} 'What would you like to order?'\n {print} order\n more = {ask} 'Would you like to order anything else?'\n{print} 'Thank you!'\n```\n" - 2: - story_text_2: "### Exercise\nCopy your own restaurant code from to previous level to the input screen below.\nFix the code by replacing the `{ask}` and `{echo}` commands and using variables, like you've learned in this level.\n\nNow that your code is working again, it's time to add something more.\nLook at the last line of the example code: `{print} food with topping is on its way!`\nIn this single line 2 variables have been used to create a summary of the order.\nNow add your own summary of the food and drinks ordered by the customer.\n\n**Extra** Now that you've learned how to use variables, you can use as many variables in one line as you'd like. Can you add more variables to your code, like eat in or take-away, cash or card, with or without a straw etc.?\n" - story_text: "In level 2 you could expand your restaurant by using variables. In level 1 Hedy could only `{echo}` the order once and only remember the last thing that was ordered.\nNow you can use variables and Hedy can remember both the food and the toppings!\n" - example_code: "```\n{print} Welcome to Hedy's restaurant!\n{print} Today we're serving pizza or lasagna.\nfood {is} {ask} What would you like to eat?\n{print} Great choice! The food is my favorite!\ntopping {is} {ask} Would you like meat or veggies on that?\n{print} food with topping is on its way!\n```\n" - 4: - story_text: "In the restaurant you have to use quotation marks too when using the `{print}` or `{ask}` command.\n\n### Exercise\nAdd the quotation marks to this code to make it work! Be careful: variables should not be in quotation marks.\nThen, use the `{clear}` command to only show one line at a time in your output screen.\n\n### Exercise 2\nGo back to the previous level and copy your restaurant code. Make the code work in this level by adding quotation marks in the right spots and add some `{clear}` commands.\n" - example_code: "```\n_ Add the quotation marks to this code _\n{print} Welcome to Restaurant Chez Hedy!\n{print} Today we are serving pizza or lasagna.\nfood {is} {ask} What would you like to eat?\n{print} Great choice! The food is my favorite!\ntopping {is} {ask} Would you like meat or veggies on that?\n{print} food with topping is on its way!\ndrinks {is} {ask} What would you like to drink with that?\n{print} Thank you for your order.\n{print} Your food and drinks will be right there!\n```\n" - 6: - example_code: "You can make a simple restaurant code, like this:\n```\n{print} 'Welcome to Restaurant Chez Hedy'\n{print} 'Here is our menu:'\n{print} 'Our main courses are pizza, lasagne, or spaghetti'\nmain = {ask} 'Which main course would you like?'\nprice = 0\n{if} main {is} pizza price = 10\n{if} main {is} lasagne price = 12\n{if} main {is} spaghetti price = 8\n{print} 'You have ordered ' main\n{print} 'That will be ' price ' dollars, please'\n{print} 'Thank you, enjoy your meal!'\n```\n" - story_text: "In this level you can use maths to calculate the total price of your customer's order, which can make your virtual restaurant more realistic.\nBut you can also add many more things to your virtual restaurant, for example more courses.\n\n### Exercise\nYou can add many more things to your virtual restaurant. For example, can you...\n- ask how many people are coming and multiply the price by that amount?\n- add another course?\n- give people a discount when they enter a (secret) couponcode?\n- add a children's menu?\n- think of other fun things to add?\n" - 5: - story_text: "### Exercise\nThe example code shows how you could program that you've run out of a menu item in your restaurant.\nCopy your own restaurant code from the previous levels. Create a problem in your restaurant and code it, like the example code did.\nFor instance, you could also run out of a menu item, or you don't take credit cards, or the ice cream machine is broken.\n\n**Extra** Have you programmed the problem and programmed appropriate responses? Then try to add more `{if}` and `{else}` commands into your code.\nTry to add an `{if}` after every `{ask}` command in your code to make the code as interactive as possible!\n" - example_code: "```\ndrinks_in_stock {is} water, lemonade, cola, orange juice\ndrink {is} {ask} 'What would you like to drink?'\n{if} drink {in} drinks_in_stock {print} 'One ' drink 'coming up!'\n{else} {print} 'Sorry, we do not sell that'\n```\n" - 13: - story_text: "In this level you will learn new commands to extend your code even further.\n\n### Exercise 1\nPlace a `{and}` and a `{or}` in the logical place in the program.\n\n### Exercise 2\nExpand your restaurant with at least one more `{and}` and one `{or}`.\nFor example, create a special discount coupon that only applies to pizza, or give your customer a free drink\nwith fries and pancakes. Or something completely different of course!\n" - example_code: "```\nprice = 10\nfood = {ask} 'What would you like to eat?'\ndrinks = {ask} 'What would you like to drink?'\n{if} food {is} 'sandwich' _ drinks {is} 'juice'\n {print} 'That is our discount menu'\n price = price - 3\n{if} drinks {is} 'water' _ drinks {is} 'juice'\n {print} 'That is a healthy choice'\n{print} 'That will be ' price ' dollars'\n```\n" - 9: - story_text: "In this level you can use nesting to make your restaurant more realistic and more fun!\n\n### Exercise\nThe indentation was removed in the example code. \nCan you figure out how much indentation each line needs in order for the code to work properly?\nIf the customer orders pizza, Hedy shouldn't ask what sauce the costumer wants.\n\n**Extra** A restaurant does not stock all sauces. Make a list of available sauces and give a reply with each order whether you sell it.
\n**Extra** Pizzas have toppings. Ask customers what they want.
\n**Extra** Do customers want a drink? Ask them too!
\n" - example_code: "```\n{print} 'Welcome to Restaurant Chez Hedy!'\npeople = {ask} 'How many people will be joining us today?'\n{print} 'Great!'\nprice = 0\n{repeat} people {times}\n_ food = {ask} 'What would you like to order?'\n_ {print} food\n_ {if} food {is} fries\n_ price = price + 3\n_ sauce = {ask} 'What kind of sauce would you like with your fries?'\n_ {if} sauce {is} no\n_ {print} 'no sauce'\n_ {else}\n_ price = price + 1\n_ {print} 'with ' sauce\n_ {if} food {is} pizza\n_ price = price + 4\n{print} 'That will be ' price ' dollar'\n{print} 'Enjoy your meal!'\n```\n" - 8: - story_text: "In this level you can make your virtual restaurant more elaborate by repeating multiple lines of code. Like this:\n\n### Exercise\nThis code can be expanded with more items on the menu, for example offering drinks, and/or multiple courses or desserts. Add at least one more item.\n**Extra** Add even more items, as many options as you like!\n" - example_code: "```\n{print} 'Welcome to Restaurant Chez Hedy!'\npeople = {ask} 'How many people will be joining us today?'\n{print} 'Great!'\n{repeat} people {times}\n food = {ask} 'What would you like to order?'\n {print} food\n{print} 'Thank you for ordering!'\n{print} 'Enjoy your meal!'\n```\n" - description: Create your own virtual restaurant - name: Restaurant - default_save_name: Restaurant - repeat_command_2: - name: '{repeat} 2' - levels: - 8: - example_code: "```\n_ {print} 'Do you know the muffin man?'\n_ {repeat} 2 {times}\n_ {print} 'The muffin man'\n_ {print} 'Do you know the muffin man, who lives on Drury Lane?'\n```\n" - story_text: "### In the block or not?\nIn this level you have to think carefully which lines of code should be in the block and which shouldn't.\nFor example: If you want to sing the song *the muffin man*. You only want the line with 'the muffin man' to be repeated twice.\nThis means the last line shouldn't start with indentation as it doesn't belong to the block.\nIf you do start the last line with indentation the song will turn out wrong.\n\n### Exercise\nEach line in the example code starts with a blank. Remove the blanks and try to figure out which line need indentation and which don't to make the muffin man song.\n" - 7: - story_text_2: "Another interesting thing you can do with the `{repeat}` command is using variables to set the amount of times something should be repeated. In the example code you can see that we first ask the person how old they are.\nThen, in line 3, the question is repeated 'age' times. So we have used the variable 'age' with the `{repeat}` command.\n" - example_code_2: "```\n{print} 'Yay! It is your birthday!'\nage = {ask} 'How old are you now?'\n{repeat} age {times} {print} 'Hip Hip Hurray!'\n```\n" - story_text: "## Repeat with other commands and with variables\nYou have practiced the `{repeat}` command in combination with the `{print}` command now, but did you know you could also use other commands with `{repeat}` ?\nIn this example code you can see that `{repeat}` can also be used with an `{ask}`, `{if}` or `{else}` command.\n" - example_code: "```\n{repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?'\n{if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!'\n{else} {repeat} 3 {times} {print} 'You have learned something new!'\n```\n" - default_save_name: repeat_command_2 - description: '{repeat} command 2' rock: - name: Rock, paper, scissors - default_save_name: Rock_2 - description: Make your own rock, paper, scissors game levels: - 1: - example_code_2: "```\n{print} what do you choose?\n{ask} choose from _\n{echo} so your choice was:\n```\n" - story_text_2: "### Exercise\nInstead of using words, you could also use emojis: ✊✋✌\nCan you create a code using emojis?\n" - example_code: "```\n{print} what do you choose?\n{ask} choose from rock, paper or scissors\n{echo} so your choice was:\n```\n" - story_text: "In level 1 you can start with a rock, paper, scissors game.\n\nWith `{ask}` you can make a choice, and with `{echo}` you can repeat that choice.\n" - 3: - story_text: "You can use the `{at} {random}` command to let the computer pick rock, paper or scissors!\n\n### Exercise\nFinish the code by using the `{at} {random}` command.\n" - example_code_2: "```\nchoices {is} rock, paper, scissors\nplayer_1 {is} {ask} Name of player 1:\n_\n```\n" - story_text_2: "**Extra** Make a two player game. Firstly ask the two players to fill in their names. Then let the computer randomly pick their choices.\n" - example_code: "```\nchoices {is} rock, paper, scissors\n{print} choices _\n```\n" - 5: - story_text: "In this level we can determine whether it's a tie or not. For that you need the new `{if}` code.\n\n### Exercise\nFinish the code by filling in the blanks:\n* Let the computer pick a random option\n* Ask the player what they want to choose\n* Fill in the correct variables in line 4 and 5\n* Finish line 6 so that Hedy can check whether it's a tie or not.\n" - example_code: "```\noptions {is} rock, paper, scissors\ncomputer_choice {is} _\nchoice {is} _\n{print} 'you chose ' _\n{print} 'computer chose ' _\n{if} _ {is} _ {print} 'tie!' {else} {print} 'no tie'\n```\n\nFill in the correct code on the blanks to see if it is a draw.\n" - 10: - example_code: "```\nchoices = _\nplayers = _\n{for} _\n```\n" - story_text: "### Exercise\nIn the previous levels you have often made your own rock paper scissors game. Can you finish the code and use the `{for}` command properly to get the game to work?\n" 2: story_text: "In this level you can practise using the variables, so that you can make the rock, paper, scissors game in the next level!\n### Exercise\nFinish the code by filling in the **variable** on the blanks.\nThis game is not very interactive, but no worries! In the next tab you'll learn how to use variables with the `{ask}` command to make your game interactive!\n" - example_code: "```\nchoice {is} rock\n{print} I choose _\n```" - 15: - story_text: "### Exercise\nPlay until you beat the computer! But first, finish the example code...\n" - example_code: "```\nwon = 'no'\noptions = 'rock', 'paper', 'scissors'\n{while} won == 'no'\n your_choice = {ask} 'What do you choose?'\n computer_choice = options {at} {random}\n {print} 'you chose ' your_choice\n {print} 'the computer chose ' computer_choice\n {if} computer_choice == your_choice\n {print} 'Tie!'\n {if} computer_choice == 'rock' {and} your_choice == 'scissors'\n {print} 'You lose!'\n {if} computer_choice == 'rock' {and} your_choice == 'paper'\n {print} 'You win!'\n won = 'yes'\n_\n```\n" - 9: - example_code: "```\nchoices = rock, paper, scissors\nyour_choice {is} {ask} 'What do you choose?'\n{print} 'You choose ' your_choice\ncomputer_choice {is} choices {at} {random}\n{print} 'The computer chooses ' computer_choice\n{if} computer_choice {is} your_choice\n {print} 'Tie'\n{if} computer_choice {is} rock\n {if} your_choice {is} paper\n {print} 'You win!'\n {if} your_choice {is} scissors\n {print} 'You lose!'\n# finish this code\n```\n" - story_text: "In this level you can program the whole rock, paper, scissors game by nesting the `{if}` commands. \n\n### Exercise\nCan you finish the code? The program must tell who has won for every combination.\n\n**Extra** Want to play more than one game? Expand the code so that you can play multiple rounds. You can even use an `{ask}` to ask the user how many rounds they want to play.\n" - 13: - story_text: "With the `{and}` command you can shorten your rock, paper, scissors code! Check out the example code.\n\n### Exercise\nFinish the code such that a winner is always decided on. Run your code a few times to verify there is always a winner printed.\n" - example_code: "```\noptions = 'rock', 'paper', 'scissors'\nyour_choice = {ask} 'What do you choose?'\ncomputer_choice = options {at} {random}\n{print} 'You choose ' your_choice\n{print} 'The computer chooses ' computer_choice\n{if} computer_choice {is} your_choice\n {print} 'Tie'\n{if} computer_choice {is} 'rock' {and} your_choice {is} 'paper'\n {print} 'You win!'\n{if} computer_choice {is} 'rock' {and} your_choice {is} 'scissors'\n {print} 'The computer wins!'\n_\n```\n" - 4: - story_text: "In this level we can further program rock, paper, scissors. But if you want to add text, you have to use quotation marks here too.\n### Exercise\nFill in quotation marks on the blanks. Mind that the variable `choices` should be outside the quotes.\n" - example_code: "```\nchoices {is} rock, paper, scissors\n{print} _The computer chooses..._ choices {at} {random}\n```\n" - simon_2: - default_save_name: Simon - name: Simon Says 2 - levels: - 16: - story_text: "We'll continue with our Simon Says game!\n\n### Exercise\n***Paste your code here*** Paste your code from the previous level here. Don't forget to remove the part that was just used for testing the functions.\n\n***Create a function that creates the player_sequence*** The list `player_sequence` is used to capture the answers of the player. First we define the function with the argument level.\nNext, we ask level times what the color is that they choose. We call that variable `answer`. Then we add the variable `answer` to the list player_sequence.\n\n***Setting up the game*** Before we program the game in the next tab, we'll need some starting variables. First, we'll set the variable `level` to 1 and the variable `game_over` to False.\nThen we make an introduction for the game. We'll print 'Welcome to Simon Says!' and clear the screen after 1 second.\n\n***Continue to the next tab to finish the game!**** Don't forget to copy your code and take it with you to the next tab.\n" - example_code: "```\n# Paste your code here\n\n\n# Create a function that creates the player_sequence\n{define} _\n {for} _\n _ 'What is color number ' i '?'\n {add} answer {to} _\n\n# Set up\nlevel = _\ngame_over = _\n{print} _\n_ 1\n_\n```\n" - description: Make a game of Simon Says - simon: - description: Make a game of Simon Says - levels: - 16: - story_text: "Let's make a game of Simon Says! Simon Says is a memory game in which the player will be given a color. They have to repeat that color back.\nIf they get it right a color is added to the sequence, so they now have to remember 2 colors, then 3, then 4 etc. the game stops as soon as the player makes a mistake.\n\n### Exercise\nIn this first part of the Simon Says adventure, we'll let the computer pick a random color and add it to a list.\n\n***Make 2 lists*** First, make a list called `colors` and fill it with the colors red, yellow, green and blue.\nThen make a list called `simon_sequence`. This list will be used as the answer.\nAt the start of the game this lists need to be empty. unfortunately, we can't create an empty list (yet), so we'll fill it with the words 'empty' and 'list' and we'll remove them from the list immediately.\n\n***Create a function that adds a color to the sequence*** Now that we have an empty list called simon_sequence, we can start filling it with random colors.\nWe do that with a function, so we can call it everytime there's a new level in our game. Create a function called `add_random_color`.\nThen create the variable random_color and set it to a random color. Next, add this random color to the simon_sequence.\n\n***Create a function that shows the simon_sequence*** Start by naming the new function `show_simon_sequence` with `level` as an argument. Now we want to show as many colors as the level we are in (in level 1 you see 1 color, in level 2 you see 2 colors etc).\nSo we repeat `level` times, to print the `simon_sequence[i]`. Each time a color is shown, wait for 1 second and then clear the screen.\n\n***Test your program*** Before you go to the next level, test if the functions are working by calling both of the functions. If they're working you should see a random color in your output screen.\nRemove this testing part of your code, copy the code and continue to the next tab to learn more about the simon says game!\n" - example_code: "```\n# Make 2 lists\ncolors = _\n_ = ['empty', 'list']\n{remove} _ {from} simon_sequence\n{remove} _\n\n# Create a function that adds a color\n_ add_random_color\n _\n {add} _\n\n# Create a function that shows the simon_sequence\n{define} _\n {for} i {in} {range} 1 {to} _\n {print} _\n _\n _\n\n# Test your program\n{call} _\n{call} show_simon_sequence {with} 1\n```\n" - name: Simon Says - default_save_name: Simon - simon_3: - default_save_name: Simon - name: Simon Says 3 - levels: - 16: - example_code: "```\n# Paste your code here\n\n# The game\n{while} game_over _\n {print} _\n _\n _\n _ = ['empty', 'list']\n {remove} _\n {remove} _\n {call} _\n {call} _ {with} _\n {call} _ {with} _\n {if} player_sequence == _\n _\n _\n _\n {else}\n _\n game_over = _\n```\n" - story_text: "In this tab we'll program the game of Simon Says!\n\n### Exercise\n***Paste your code*** Copy your code from the previous tab and paste it here.\n\n***Program the game*** We start by making sure the game goes on while the game isn't over. Then we print what level the player is on, we use the variable level for that. We only show that for 1 second and then we clear the screen again.\nNow, we have to create the empty list player_sequence. We've already programmed how to fill the list, with our function `player_sequence`, but we never made the list itself. To create the list we use the same trick as we did in the previous tab.\nWe'll make a list with the words 'empty' and 'list' on it, and then we remove both these words. Next, we'll call all of the 3 functions that we've created.\nLastly, we'll have to check if the player gave the correct answers (so if the player_sequence and the simon_sequence are the same).\nIf that's the case, we'll compliment the player. Wait for 1 second and increase the level with 1.\nDid the player give the wrong answer, we'll tell them and end the game by setting game_over to 'True'\n\n***Enjoy your game!*** Great job! Does your game not work? Use the ladybug button to debug your code!\n" - description: Make a game of Simon Says - songs: - name: Sing a song! - levels: - 11: - example_code: "```\n_ monkeys _ _ 5 _ 1\n {print} monkeys ' little monkeys jumping on the bed'\n _\n```\n" - story_text: "In this level you can use the `{for}` with `{range}` to make songs that use counting, like the 5 little monkeys.\n\n### Exercise 1\nFill in the blanks and make the code work! If you don't remember the song text, look it up yourself.\n\n### Exercise 2\nThe final line of the song is different from the others. Print this line inside the `{for}`, and use an `{if}` to make it work correctly.\n" - 10: - example_code_2: "```\nmonkeys = 5, 4, 3, 2, 1\n```\n" - example_code: "```\nfamily = baby, mammy, daddy, grandma, grandpa\n_ _ _ _ \n {print} _\n```\n" - story_text: "With `{for}` you can print make the whole baby shark song (including all the other sharks in the family) in only 6 lines!\n\n### Exercise 1\nCan you make the baby shark code even shorter by using a `{for}` command? Finish the example code.\n" - story_text_2: "### Exercise 2\nPrint the song Five little moneys jumping on the bed. Look up the text if you don't remember.\n\n**Extra** Print the song Old MacDonald had a farm, and make sure all animals make a different sound, using an `{if}`.\n" - 18: - example_code: "```\nlines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober']\n{for} line {in} lines _\n {for} i {in} {range} 1 {to} 3 _\n {print} _ line _\n {print} 'early in the morning'\n {for} i {in} {range} 1 {to} 3\n {print} 'way hay and up she rises'\n {print} 'early in the morning'\n```\n" - story_text: "In level 16 we made songs using lists. These programs however are no longer working properly in this level. The colons from level 17 and the brackets from level 18 still need to be added.\n\n### Exercise 1\nThe Drunken sailor song is given as sample code, but not yet working.\nCan you make sure everything works again? To help you, we've put _ in the places of _some_ errors.\n\n### Exercise 2\nNow also look up your Old MacDonald song from level 16, and correct it.\n" - 6: - story_text_2: "This children's song counts down from 5 little monkeys to 1 monkey.\nIf you copy line 2 - 7 and paste it under the the code, you can sing the whole song!\n" - example_code_2: "```\nnumber = 6\nnumber = number - 1\n{print} number ' little monkeys jumping on the bed'\n{print} 'One fell off and bumped his head'\n{print} 'Mama called the doctor and the doctor said'\n{print} 'NO MORE MONKEYS JUMPING ON THE BED!'\n{sleep}\n```\n" - example_code: "```\nverse = 99\n{print} verse ' bottles of beer on the wall'\n{print} verse ' bottles of beer'\n{print} 'Take one down, pass it around'\nverse = verse - 1\n{print} verse ' bottles of beer on the wall'\n{sleep}\n```\n" - story_text: "Songs often contain a lot of repetition. Sometimes the repetition is also based on counting.\nFor example, in the well-known song 'Bottles of beer'. You can program that song with a little math.\n\nTip: Use the read aloud function to let Hedy sing the song to you!\n\n### Exercise\nYou can now repeat lines 2 to 7 as many times as you want by copying the lines.\n" - 8: - example_code: "```\nverse = 99\n_ 99 {times}\n{print} verse ' bottles of beer on the wall'\n{print} verse ' bottles of beer'\n{print} 'Take one down, pass it around'\nverse = verse - 1\n{print} verse ' bottles of beer on the wall'\n```\n" - story_text: "In a previous level you've programmed the song 'Bottles of beer'. But without the `{repeat}` command, you had to copy the verses many times.\nIn this level you can repeat the song 99 times, just by adding one simple line!\n\n### Exercise\nAdd the right command on the blanks and indent the code correctly.\n" - 13: - story_text: "In the previous adventure you have learned how to use an argument in a function, but did you know that you could combine them with {ask} commands as well?\nIn this example we have changed the 'My Bonnie' program and made it interactive. You are now asked where Bonnie is.\n" - example_code: "```\n{define} song {with} place\n {print} 'My Bonnie is ' place\n\nchosen_place = {ask} 'Where do you want Bonnie to be?'\nsynonym = {ask} 'What is another word for that?'\n\n{call} song {with} chosen_place\n{call} song {with} synonym\n{call} song {with} chosen_place\n```\n" - 16: - story_text: "In this level, you can program a song like OldMacDonald even more quickly. You can connect the right animal to the right sound by simply putting them in the same place in the list.\nThe Drunken Sailor is also quickly made in this level. You only need 8 lines for the entire song, check it out!\n\n### Exercise\nComplete the Old MacDonald song by setting the variable `animal` to `animals[i]` and `sound` to `sounds[i]`.\n" - example_code: "```\nanimals = ['pig', 'dog', 'cow']\nsounds = ['oink', 'woof', 'moo']\n{for} i {in} {range} 1 {to} 3\n animal = _\n sound = _\n {print} 'Old MacDonald had a farm'\n {print} 'E I E I O!'\n {print} 'and on that farm he had a ' animal\n {print} 'E I E I O!'\n {print} 'with a ' sound sound ' here'\n {print} 'and a ' sound sound ' there'\n {print} 'here a ' sound\n {print} 'there a ' sound\n {print} 'everywhere a ' sound sound\n```\n\n```\nlines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober']\n{for} line {in} lines\n {for} i {in} {range} 1 {to} 3\n {print} line\n {print} 'early in the morning'\n {for} i {in} {range} 1 {to} 3\n {print} 'way hay and up she rises'\n {print} 'early in the morning'\n```\n" - 7: - example_code: "```\n{repeat} _ _ {print} 'Baby Shark tututudutudu'\n{print} 'Baby Shark'\n```\n" - story_text: "Songs often contain a lot of repetition. For example... Baby Shark! If you sing it, you keep singing the same thing:\n\nBaby Shark tututudutudu
\nBaby Shark tututudutudu
\nBaby Shark tututudutudu
\nBaby Shark\n\n### Exercise\nYou can print the song Baby Shark with a `{repeat}`? Finish the code by replacing the blanks?\n**Extra** After Baby Shark you can of course also program other songs. There are many songs with repetition!\nCan you think of one more song and print it?\n" - 12: - example_code: "```\n_ actions = 'clap your hands', 'stomp your feet', 'shout Hurray!'\n_ {for} action {in} actions\n_ {for} i {in} {range} 1 {to} 2\n_ {print} 'if youre happy and you know it'\n_ {print} action\n_ {print} 'if youre happy and you know it and you really want to show it'\n_ {print} 'if youre happy and you know it'\n_ {print} action\n```\n" - story_text: "In this song we can make it even easier to program 'if you're happy and you know it, clap your hands'. Because we can put all of the actions in a variable, check it out:\n\n### Exercise\nCan you add the right amount of indentation to each line to make the song play correctly?\nHint: Not all lines need indentation.\n" - default_save_name: Song - description: Print a song - songs_2: - description: Sing a song 2 - levels: - 16: - story_text_2: "### Exersice 2\nNow create your own code for the nursery rhyme 'The wheels on the bus' on the same way!\n" - example_code: "```\nnumber = ['one', 'two', 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'ten']\nobject = ['on his drum', 'on his shoe', 'on his knee', 'on his door', 'on his hive', 'on his sticks', 'up in heaven', 'on his gate', 'on his vine', 'once again']\n\n_\n {print} 'This old man'\n {print} 'He played ' _\n {print} 'He played knick-knack ' _\n {print} 'With a knick-knack paddywhack'\n {print} 'Give the dog a bone'\n {print} 'This old man came rolling home'\n {sleep} 8\n {clear}\n```\n" - story_text: "### Exercise\nFinish the nursery rhyme!\n" - example_code_2: "```\nobject = ['wheels', 'doors', _]\nmovement = [ 'round and round', 'open and shut', _]\n```\n" - 12: - example_code: "```\n{define} twinkle\n {print} 'Twinkle'\n {print} _\n\n{call} twinkle\n{print} 'Up above the world so high'\n{print} 'Like a diamond in the sky'\n{call} _\n```\n" - story_text: "Songs contain a lot of repetition. We can capture it with a function!\n### Exercise\nLook at the example code with the function. Fill out the two lines so the full song is printed.\n" - default_save_name: Song 2 - name: Sing a song! 2 - tic: - default_save_name: Tic - description: Play a game of Tic Tac Toe! - name: Tic-Tac-Toe - levels: - 17: - example_code: "```\n# Paste your code here and make it level 17 proof\n\n# Create a function that detects if someone has won\n{define} detect_winner {with} field, sign:\n {if} field[1] == field[2] {and} field[2] == field[3] {and} field[1] != '.':\n game_over = 'yes'\n {print} 'Player ' sign 'wins!'\n {elif}:\n _\n {else}:\n game_over = 'no'\n{return} _\n```\n" - story_text: "In the previous level you've learned how to make a tic-tac-toe game. The game works, but is quite annoying as it keeps asking you if you've won yet.\nNow that we have the {elif} command, we can let the game decide if someone has won and it can stop asking us!\n\n### Exercise\n***Paste your code*** Paste your code from the previous level here and make it level 17 proof. In this level you've learned to use a colon everytime you create a block of code. Please add the colons in the correct spots.\n\n***Create a function that detects if someone's won*** We have started the function for you, paste it under the function `print_field` and finish the function. You can see that this first piece of code checks to see if spot 1, 2 and 3 are the same, because if they are you have 3 in a row.\nIt also checks if they are not a dot, because if they are, the line might have the same symbols on them, but that's just because it's still empty.\nIf all these conditions are met, the game is over and the winner is printed.\nFinish this function with all possible ways to win. This means you have to make this for the other 2 rows, 3 columns and 2 diagonals.\nIf you've finished all the other options, the function should return the variable `game_over` so we can use it in our game.\n\n***Call the function in the game*** Go to the line `game_over = {ask} 'Did you win?'` and change it to `game_over = {call} detect_winner {with} field, sign`. Now the function will check if there's a winner and the game doesn't need to keep asking anymore!\n\n***Enjoy your game!*** Great job! You have finished the game! Enjoy playing it!\n" - 16: - example_code: "```\n# Create a list called field\n_ = ['.', '.', '.', '.', '.', '.', '.', '.', '.']\n\n# Create a function that prints the field\n{define} print_field\n _\n {print} 'TIC TAC TOE'\n {print} field[1] field[2] field[3]\n _\n _\n\n# Call the function\n```\n" - story_text: "Let's program a game of tic-tac-toe!\n\n### Exercise\nIn this adventure we'll start with creating an empty field.\n\n***Create a list called field*** This list will be our playing field. This list is filled with 9 dots, since there are no x's and o's yet at the start of our game.\n\n***Create a function that prints the field*** Firstly, clear the screen so the old playing fields will be removed. Then we print the first line of our Tic Tac Toe field. This line constists of the first 3 spots in our list field.\nWe have already programmed this line for you. Now finish the field by printing spot 4, 5, and 6 on the second row and spot 7, 8 and 9 in the third row.\n\n***Call the function that prints the field*** Now call the function.\n
\n Run the code. Your output should look like this: \n
\n\n***Continue in the next tab*** In the next tab you'll learn how to program the game itself.\n" - tic_2: - default_save_name: Tic - description: Play a game of Tic Tac Toe! - name: Tic-Tac-Toe 2 - levels: - 16: - example_code: "```\n# Paste your code from the previous adventure here\n\n# Add variables\ngame_over = _\nsign = _\n\n# The game\n{while} _\n choice = _ 'Player ' sign '_?'\n field[choice] = _\n _ print_field\n game_over = {ask} _\n {if} sign = 'o'\n sign = _\n _\n sign = _\n```\n" - story_text: "In the previous adventure you've learned how to create a playing field. Now you'll learn how to create the game!\n\n### Exercise\n***Paste your code*** Start by pasting your code from the previous adventure here.\n\n***Add variables*** Underneath your list called `field` we'll add 2 more variables that we'll need to program the game.\nThe variable `game_over` tells us if the game is over, and should be 'no' at the start of the game.\nThe variable `sign` tells us if it's the turn of player x or player o. Set the variable to 'x'.\n\n***The game*** First use a {while} command, to make sure the game keeps on playing the variable while game_over is set to no.\nDuring the game, we first ask the player which spot they choose. Then we change the field with the number they chose into their sign.\nThen we print the field again and we ask the player if they've won yet. Lastly we want to switch whose turn it is, so if the sign is 'x' it should be 'o' and the other way around.\n\n***Test your game*** Does your game work? Great, have fun playing the game! If not, use the ladybug button to debug your code.\nYou might have noticed one mistake in the code though, you can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot.\nThat's not fair! Go to the next tab to learn how to fix this problem.\n" turtle: levels: - 1: - example_code_2: "```\n{forward} 20\n{turn} {right}\n{forward} 20\n{turn} {left}\n{forward} 20\n```\n" - example_code: "```\n{forward} 100\n{turn} {left}\n```\n" - story_text: "You can also use Hedy to draw. By combining turns and lines, you can make a square or stairs!\n\nUsing `{forward}` you draw a line forwards. The number behind it determines how far the turtle will walk. `{turn} {right}` turns a quarter turn in clockwise direction, `{turn} {left}` turns counter clockwise.\n\nIf you want to go backwards, you use the `{forward}` command but with a negative number. So for example `{forward} -100`\n" - story_text_2: "### Exercise\nThis is the start of a little staircase. Can you make it have 5 steps?\n" 2: example_code: "```\nanswer {is} {ask} How many steps should the turtle make?\n{forward} answer\n```\n" example_code_2: "```\n{print} Drawing figures\nangle {is} 90\n{turn} angle\n{forward} 25\n{turn} angle\n{forward} 25\n```\n" story_text: "In this level you can use variables to make the turtle interactive. For example you can ask the player how many steps the turtle must make.\n" story_text_2: "Also, in level 1 the turtle could only turn left or right. That is a bit boring!\nIn level 2 he can point his nose in all directions.\n\nUse 90 to turn a quarter. We call this degrees. A full turn is 360 degrees.\n\n### Exercise\nCan you make a figure with this code? Maybe a triangle or a circle?\n" - 5: - story_text_2: "### Exercise\nFill in the correct numbers in this code to get it to work.\nAfter you've done that, you can try to add the option backwards.\n\n**Extra** Instead of using 'left' and 'right', remake the program with North, East, South and West.\nThis way you could add even more directions like Northeast and Southwest etc.\n" - story_text: "In level 5 you can make a choice with `{if}`. For example between different types of figures.\n" - example_code_2: "```\ndirection {is} {ask} 'Do you want to go left, right, or straight ahead?'\n{if} direction {is} left {turn} _\n{if} direction {is} right {turn} _\n{forward} 100\n```\n" - example_code: "```\n{print} 'Drawing Figures'\nfigure {is} {ask} 'Do you want a square or a triangle?'\n{if} figure {is} triangle angle {is} 120\n{else} angle {is} 90\n{turn} angle\n{forward} 25\n{turn} angle\n{forward} 25\n{turn} angle\n{forward} 25\n{turn} angle\n{forward} 25\n```\n" - 4: - story_text: "In level 4 you have to use quotation marks with `{print}` and `{ask}`. Also when drawing!\n" - example_code: "```\n{print} _ Drawing figures _\nangle {is} 90\n{turn} angle\n{forward} 25\n{turn} angle\n{forward} 25\n```\n" - example_code_2: "```\n{color} {white}\n{forward} -80\n{color} {green}\n{forward} 50\n{color} {yellow}\n{forward} 50\n{color} {red}\n{forward} 50\n```\n" - story_text_2: "You can also change the color of the lines with the command `{color}`. Check out the example.\nYou can also use the command `{color} {white}` to make 'invisible' lines. You could use these white lines to move the turtle anywhere in the screen before you start drawing.\n" - 12: - example_code: "```\n{define} square\n {repeat} 4 {times}\n {turn} _\n {forward} _\n{call} square\n{forward} 50\n{call} square\n{forward} 50\n{call} square\n```\n" - story_text: "We can use functions to draw more complex figures with less code.\n### Exercise 1\nFill the function so that three squares are created. If you want the image to look nicer, you can make the lines between the squares white.\n\n### Exercise 2\nThe code can be made even shorter. Place the final lines into a `{repeat}` so the figure remains the same.\n\n### Exercise 3\nCreate your own drawing with different figures.\nChange both the number of figures with the `{repeat}` and the shape of the figures in the `{define}`\n" - 9: - story_text: "Now that we can use a `{repeat}` inside a `{repeat}`, we can create more complex figures.\n\n### Exercise 1\nThis code creates three black triangles, change that into five pink squares.\n\n **Extra** Create a figure of your own choosing consisting of at least two different shapes types.\n" - example_code: "```\n{color} {black}\n{repeat} 3 {times}\n {repeat} 3 {times}\n {forward} 10\n {turn} 120\n {color} {white}\n {forward} 50\n {color} {black}\n```\n" - 8: - story_text_2: "**Extra** We can now improve the program that draws different figures. Finish the code and you can draw any polygon you'd like!\n" - story_text: "Now that we can repeat several lines, we can make figures more easily.\nWe only have to set the angle once and then use that variable in the `{repeat}`.\n\n### Exercise 1\nThe example code creates a square. Change the code so that it create another figure, such as a triangle or a hexagon. \nThis requires a change to two lines of code.\nTip: An entire circle is 360 degrees.\n\n### Exercise 2\nNow create a drawing consisting of at least two polygons.\n" - example_code_2: "```\nfigure = {ask} 'How many angles should I draw?'\nangle = 360 / figure\n{repeat} figure {times}\n {turn} _\n {forward} _\n```\n" - example_code: "```\nangle = 90\n{repeat} 4 {times}\n {turn} angle\n {forward} 50\n```\n" - 3: - story_text: "In this level you can use `{at} {random}` with the drawing turtle. A random choice makes the turtle walk a different path each time.\nUse `{at} {random}` to choose a value from a list.\n### Exercise\nCan you copy and paste lines 2 and 3 to create a longer random path?\n" - example_code: "```\nangles {is} 10, 50, 90, 150, 250\n{turn} angles {at} {random}\n{forward} 25\n```\n" - 6: - example_code: "```\nangles = {ask} 'How many angles do you want?'\nangle = 360 / angles\n{forward} 50\n{turn} angle\n{forward} 50\n{turn} angle\n{forward} 50\n{turn} angle\n{forward} 50\n{turn} angle\n{forward} 50\n{turn} angle\n{forward} 50\n{turn} angle\n```\n" - story_text: "In this level you can use calculations to draw different figures.\nYou may have learned in school that turning a full circle is 360 degrees. If not, now you know!\nThat's why you also use 90 degrees for a square. 360 divided by 4 is 90.\nNow that we can do math with Hedy, we can draw all the figures we want!\n" - 10: - example_code: "```\n{turn} 90\ndistances = 10, 20, 30, 40, 50, 60\n{for} distance {in} distances\n {forward} distance\n```\n" - story_text: "In this level you can make the turtle draw a figure.\nThe turtle will travel the distances in the list, one by one, making bigger and bigger steps.\n### Exercise 1\nAdd a 90 degree turn in the loop, so that a spiral is drawn.\nAdd at least 5 numbers to the list, so the spiral grows larger.\n**(extra)** can you change the spiral into another shape? Experiment with numbers for the turn!\n### Exercise 2\nThe spiral is drawn outwards, make it go inwards?\n" - name: Turtle - description: Make your own drawing - default_save_name: Turtle - tic_3: - name: Tic-Tac-Toe 3 - levels: - 16: - story_text: "You might have noticed one mistake in the code you've made in the previous adventure. You can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot.\nThat's not fair! In this tab we'll fix that mistake.\n\n### Exercise\n***Paste your code here*** Paste your code from the previous adventure here.\n\n***Fix the mistake*** To fix the mistake we replace the line that says `field[choice] = sign`. This turns any spot that the player has chosen into their sign.\nGo to the header that says 'Use this to fix the mistake' and finish the code. We first want to check if the chosen spot is still empty, so `if field[choice] = '.'`. If that is the case, you are allowed to take it.\nThen we make an else command and print 'Sorry, this spot is already taken' if the spot is not empty. Lastly, we add a {sleep} command, so the players can actually read the text before it gets cleared again.\nNow copy this piece of code and replace the line `field[choice] = sign` with this new piece of code.\n\n***Play your game!*** Now the game should work properly! Good job!\nThe only flaw is that you can get a bit annoyed that the game keeps asking you if you've won yet. Do you want to fix that? Go to level 17 and we'll fix it!\n" - example_code: "```\n# Paste your code here\n\n# Use this to fix the mistake\n{if} _ = '.'\n field[choice] = sign\n{else}\n {print} _\n _\n```\n" - default_save_name: Tic - description: Play a game of Tic Tac Toe! - turtle_draw_it: - name: Draw it! - levels: - 10: - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n
\nNested Hexagon \nTraffic lights \n
\n" - story_text_2: "Christmas lights \n" - example_code_2: "Hint Christmas Lights:\n\nStart by moving to the left side of the screen with an invisible white line. Then hang up the Christmas lights!\n```\n{color} white\n{turn} -90\n{forward} 300\n{turn} 90\n\ncolors = red, blue, yellow, purple, green, orange, pink\n{for} chosen_color {in} colors\n_\n```\n" - example_code: "Hint Nested Hexagon:\n```\ndistances = 100, 80, 60, 40, 20\n{for} distance {in} distances\n_\n```\n\nHint Traffic Lights:\n```\ncolors = red, yellow, green\n{for} chosen_color {in} colors\n {color} _\n {repeat} _\n```\n" - 15: - story_text_2: "Fan \n" - story_text_3: "Star \n" - example_code: "Spiral\n```\ndistance = 5\n{while} distance < 200\n distance = distance + 5\n _\n```\n" - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\nSpiral \n" - example_code_3: "Star\nA star is usually drawn using 144-degree-turns. If you change this slightly to 143 degrees for example and repeat the pattern multiple times with a {while} loop you can make this figure.\n" - example_code_2: "Fan\n```\n{define} draw_a_square {with} side\n_\n\ni = 100\n{while} i > 1\n _ {with} i\n _\n i = i - 3\n```\n" - 2: - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n
\nTriangle \nArrow \nBoat \n
\n" - 9: - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n**Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines?\n\n**Extra** Give the player a choice which country they would like to see the flag of.\n\n
\nCross (7) \nRandomly colored nested squares (8) \nFlags \n
\n" - example_code: "Hint for the nested squares:\n```\ncolors = red, blue, orange, yellow, pink, purple, green, brown, black\ndistance = 120\n{repeat} 5 {times}\n_\n```\nHint for the flags:\n```\ncountry = {ask} 'which country would you like to see the flag of?'\n{if} country {is} 'the Netherlands'\n color_1 = red\n color_2 = white\n color_3 = blue\n```\n" - 5: - example_code: "Hint:\n```\nchosen_letter {is} {ask} 'Which letter would you like to see? F, E or L?'\n{if} _\n```\n" - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n**Extra** Make only one code that lets the player decide which letter they'd like to see! And can you add even more letters?\n\n
\nF \nE \nL \n
\n" - 14: - example_code: "```\n{define} calculate_degrees {with} amount_of_corners\n _ 360 / amount_of_corners\n\n\n{define} draw_figure {with} degrees\n _\n {forward} 400/amount_of_corners\n {turn} _\n\namount_of_corners = {ask} _\ndegrees = {call} _ {with} _\n\n{call} _ {with}\n{call} _ {with}\n```\n" - story_text: "### Exercise\nCreate a program that asks the player how many corners their figure should have and then creates that figure.\nThe figure in the image is the output when the player fills in 10.\n\n
\n \n \n
\n" - 7: - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n
\nHexagon \nTriangle \nFan \n
\n" - 6: - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n**Extra** Let the player decide which color the square should be.\n\n***Extra*** Can you make the letter of your own first name and the flag of your own country too?\n\n
\nSquare \nLetters \nFlag \n
\n" - example_code: "Hint for the square:\n```\nchosen_color = {ask} _\n```\n" - 13: - example_code: "Hint Street in different sizes\n```\n{define} draw_a_house {with} size\n_\n\n{call} draw_a_house {with} 90\n{call} draw_a_house {with} 60\n{call} draw_a_house {with} 30\n```\n\nHint Colored street\n```\n{define} draw_a_house {with} chosen_color\n_\n```\n\nHint Snow Storm\n```\n{define} draw_snowflake {with} length, color\n _\n\nnumbers = 10, 20, 30\ncolors = _\n\n{for} i {in} {range} 1 {to} 5\n random_number = _\n random_color = _\n {call} draw_snowflake {with} random_number, random_color\n {color} white\n {turn} random_number * 5\n {forward} 80\n```\n" - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\nStreet in different sizes \nColored street \nSnow Storm \n" - 12: - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\nFirstly, define a function **for each shape** you want to use on the bracelet. Then, add the shapes to the bracelet like this:\n\nBracelet Designing program \n" - example_code: "Hint Bracelet Designing program\n```\n{define} draw_a_square\n_\n\n{color} white\n{turn} -90\n{forward} 300\n{turn} 180\n\n{for} i {in} {range} 1 {to} 5\n {color} gray\n {forward} 100\n shape = {ask} 'What kind of shape would you like next on the bracelet?'\n chosen_color = {ask} 'In which color?'\n {color} chosen_color\n {if} shape = 'square'\n {call} draw_a_square\n```\n" - 4: - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n
\nColored Star \nRainbow \nNested squares \n
\n" - example_code: "**Extra** Up for a real challenge? Make sure that the colors of these figures are selected randomly, so that each time you run your programs they'll look differently!\n\n```\ncolors {is} red, orange, yellow, green, blue, purple, pink, brown, gray, black\ncolor _\n```\n" - 8: - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n**Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines?\n\n
\nSquare (3) \nRandomly colored star (5) \nRandomly colored spiral (7) \n
\n" - 11: - example_code: "Hint Beehive:\n```\n{for} amount_of_combs {in} {range} 1 {to} _\n {for} walls_of_one_comb {in} {range} 1 {to} _\n {forward} _\n {turn} _\n {forward} _\n {turn} _\n```\n\nHint Fan:\nStart out like the fan you made in level 7. Or take a peak at the hint for the beehive, because the codes are very similar.\n\nHint Snowflake: Start by making one 'leg' and repeat it 6 times.\n" - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n
\nBeehive (6) \nFan (5) \nSnowflake (13) \n
\n" - 3: - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n
\nTriangle \nStar \nArrow \n
\n" - 1: - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n
\n Rectangle \n Square \n Stairs\n
\n" - description: Draw this picture with the turtle - default_save_name: Draw it - while_command: - name: '{while}' - levels: - 15: - story_text: "We are going to learn a new loop, the `{while}` loop! We continue the loop as long as the statement is true.\nSo don't forget to change the value in the loop.\n\nIn the example code, we continue until a correct answer has been given.\nIf the correct answer is never given, the loop never ends!" - example_code: "```\nanswer = 0\n{while} answer != 25\n answer = {ask} 'What is 5 times 5?'\n{print} 'A correct answer has been given'\n```\n" - description: '{while}' - default_save_name: while_command - years: - default_save_name: New Year's Countdown - levels: - 11: - example_code: "```\n{for} number {in} {range} _ {to} _\n {print} number\n {sleep}\n{print} 'Happy New Year!'\n```\n" - story_text: "In this level you can use the `{for}` number `{in}` `{range}` command to countdown to the New Year.\n\n### Exercise\nFill in the blanks and make the code work!\n" - description: Countdown to the New Year! - name: New Year's - fortune: - levels: - 1: - story_text: "Have you ever been to a carnival and had your future predicted by a fortune teller? Or have you ever played with a magic eight ball?\nThen you probably know that they can't really predict your future, but it's still fun to play!\n\nIn the upcoming levels you can learn how to create your own fortune telling machine!\nIn level 1 you can start off easy by letting Hedy introduce herself as a fortune teller and let her `{echo}` the players' answers.\nLike this:\n" - example_code: "```\n_ Hello, I'm Hedy the fortune teller!\n_ Who are you?\n_ Let me take a look in my crystal ball\n_ I see... I see...\n_ Your name is\n```\n" - story_text_2: "### Exercise\nCopy the example code into your input screen and fill in the blanks to make the code work.\n**Extra** Change the code and let the fortune teller not only predict your name, but also your age, your favorite sports team or something else about yourself.\n" - 10: - story_text: "In this level you'll learn how to program the game MASH (mansion, apartment, shack, house). In this game you can predict for all the players at once, what their future will look like.\n\n### Exercise\nFil in the blanks by using the new command that you've learned this level.\n" - example_code: "```\nhouses = mansion, apartment, shack, house\nloves = nobody, a royal, their neighbour, their true love\npets = dog, cat, elephant\nnames = Jenna, Ryan, Jim\n_\n {print} name ' lives in a ' houses {at} {random}\n {print} name ' will marry ' loves {at} {random}\n {print} name ' will get a ' pets {at} {random} ' as their pet.'\n {sleep}\n```\n" - 6: - example_code: "```\n{print} 'I am Hedy the fortune teller!'\n{print} 'I can predict how many kids youll get when you grow up!'\nage = {ask} 'How old are you?'\nsiblings = {ask} 'How many siblings do you have?'\nlength = {ask} 'How tall are you in centimetres?'\nkids = length / age\nkids = kids - siblings\n{print} 'You will get ...'\n{sleep}\n{print} kids ' kids!'\n```\n" - story_text: "In this level you can use math in your predictions as a fortune teller. This allows you to make up (silly) formulas to calculate the future.\nFor example you could calculate how rich you'll get or how many kids you will have when you grow up.\n\n\n\n### Exercise\nCan you think of your own (silly) fortune telling machine?\n" - 3: - story_text_2: "### Exercise\nNow, Hedy can only answer yes, no or maybe. Can you give Hedy more answer options, like 'definitely' or 'ask again'.\n" - story_text: "In the previous levels you've created your first fortune telling machine, but Hedy couldn't really predict anything, only `{echo}`.\nIn this level you can use a variable and the `{at} {random}` command to really let Hedy choose an answer for you. Check out this code for instance:\n" - example_code: "```\n{print} I’m Hedy the fortune teller!\nquestion {is} {ask} What do you want to know?\n{print} This is what you want to know: question\nanswers {is} yes, no, maybe\n{print} My crystal ball says...\n{sleep} 2\n{print} answers {at} {random}\n```\n" - 5: - example_code: "```\nfriends {is} Jordan, Lucy, Dave\n{print} 'I can predict if you will win the lottery tomorrow!'\nperson {is} {ask} 'Who are you?'\ngood_answer {is} Hurray! You win!, You will definitely win!, We have a winner!\nbad_answer {is} Bad luck! Try again!, Another person will win, You lose!\n{if} person {in} friends {print} good_answer {at} {random}\n{else} {print} bad_answer {at} {random}\n```\n" - story_text: "### Exercise\nIn the example code you see how to make a fortune teller program that allows you to tip the odds in your favor. This cheating program always tells you that you will win the lottery, but your friends will never win.\n\nUse this to make your own program, be creative! For example you could create a code that predicts that:\n* your favorite sports team will beat all the competitors!\n* your favorite movie will be chosen for movie night!\n* you win tickets to your favorite show!\n* you are the fairest of them all, like Snow White's magic mirror.\nLet your imagination do the work!\n\nYour program has to exist of at least 10 lines of code and need to have at least one `{if}` and `{else}` command.\n" - 12: - story_text: "From level 12 on, you will also have to use quotation marks in lists, before and after each item.\n\n### Exercise\nAdd two predictions to the list" - example_code: "```\nfortunes = 'you will slip on a banana peel', _\n{print} 'I will take a look in my crystal ball for your future.'\n{print} 'I see... I see...'\n{sleep}\n{print} fortunes {at} {random}\n```\n" - 4: - example_code: "```\n_ Add the quotation marks to this code _\n{print} Im Hedy the fortune teller!\nquestion {is} {ask} What do you want to know?\n{print} This is your question: question\nanswers {is} yes, no, maybe\n{print} My crystal ball says...\n{sleep} 2\n{print} answers {at} {random}\n```\n" - story_text: "### Exercise\nWe have removed all the quotation marks from this example code, can you add them in all the right places?\n\n### Exercise 2\nGo back to the previous level and copy your fortune teller code. Make the code work in this level by adding quotation marks in the right spots.\n" - 8: - example_code: "```\n{print} 'I am Hedy the fortune teller!'\n{print} 'You can ask me 3 questions.'\nanswers = yes, no, maybe\n_ _ _\n question = {ask} 'What do you want to know?'\n {print} question\n {sleep}\n {print} 'My crystal ball says... ' answers {at} {random}\n```\n" - story_text: "In the next example you can have your fortune teller ask multiple questions and also print them!\n\n### Exercise\nCan you fill in right command on the blanks?\n" - 7: - story_text: "### Exercise\nFinish this program that tells you if your crush loves you back or not.\n" - example_code: "```\n{print} 'I have a flower with magic petals'\n{print} 'If you pick the petals the flower will tell you if your crush loves you back'\namount = {ask} 'How many petals do you want to pick?'\noptions = they love you, they love you not\n_ _ _ _ options {at} {random}\n```\n" - default_save_name: Fortune Teller - description: Let Hedy predict the future - name: Fortune teller - dice: - levels: - 6: - story_text: "You can also make an Earthworm die again in this, but now you can also calculate how many points have been rolled.\nYou may know that the worm counts 5 points for Earthworms. Now after a roll you can immediately calculate how many points you have thrown.\nThis is the code to calculate points for one die:\n\n### Exercise\nCan you make the code so that you get the total score for 8 dice? To do that, you have to copy and paste some lines of the code.\n" - example_code: "```\nchoices = 1, 2, 3, 4, 5, earthworm\npoints = 0\nthrow = choices {at} {random}\n{print} 'you threw ' throw\n{if} throw {is} earthworm points = points + 5 {else} points = points + throw\n{print} 'those are ' points ' points'\n```\n" - example_code_2: "Did you manage to calculate the score for 8 dice? That required a lot of copy and pasting, right? We are going to make that easier in level 7!\n" - 7: - example_code: "```\nchoices = 1, 2, 3, 4, 5, 6\n_ _ _ _ _ _ _\n```\n" - story_text: "You can also make a dice again in this level. With the `{repeat}` code you can easily roll a whole hand of dice.\n\n### Exercise\nTry to finish the sample code! **Extra** Think of a game you know that involves a dice and program that using a `{repeat}`.\n" - 3: - story_text_2: "### Exercise\nThe dice in the example above are dice for a specific game. Can you make normal dice?\nOr other special dice from a different game?\n" - example_code_2: "```\nchoices {is} _\n```\n" - example_code: "```\nchoices {is} 1, 2, 3, 4, 5, earthworm\n{print} You threw _ {at} {random} !\n```\n" - story_text: "In this level we can choose from a list. With that we can let the computer choose one side of the die.\nTake a look at the games you have in your closet at home.\nAre there games with a (special) die? You can also copy it with this code.\nFor example, the dice of the game Earthworms with the numbers 1 to 5 and an earthworm on it.\n\n![Die of earthworms with 1 to 5 and an earthworm on it](https://cdn.jsdelivr.net/gh/felienne/hedy@24f19e9ac16c981517e7243120bc714912407eb5/coursedata/img/dobbelsteen.jpeg)\n" - 15: - example_code: "```\noptions = 1, 2, 3, 4, 5, 6\n{print} 'Throw 6 as fast as you can!'\nthrown = 0\ntries = 0\n_\n_\n_\n_\n_\n{print} 'Yes! You have thrown 6 in ' tries ' tries.'\n```\n" - story_text: "### Exercise\nIn this level you can create a little game in which you'll have to throw 6 as fast as possible.\nWe have started the code, it's up to you to get the game to work!\n\nFirstly, add a `{while}` loop that checks if 6 has been thrown or not.\nAs long as you haven't thrown 6 already, throw the dice on a random number.\nPrint what the player has thrown.\nAdd a try to the amount of tries\nWait a second before you throw again, or - in case you've thrown a 6 - before the game ends.\n" - 10: - story_text: "### Exercise\nIs everybody taking too long throwing the dice? In this level you can let Hedy throw all the dice at once!\nChange the names into names of your friends or family, and finish the code.\n" - example_code: "```\nplayers = Ann, John, Jesse\nchoices = 1, 2, 3, 4, 5, 6\n_ _ _ _\n {print} player ' throws ' choices {at} {random}\n {sleep}\n```\n" - 4: - story_text: "In this level you can also create dice. But this time you can try it yourself, without an example code!\n\n### Exercise\nMake your own dice in this level.\nTip: If you have no idea how to make dice. Take a peek at your dice from the previous level, but don't forget to add quotation marks.\n" - 5: - example_code: "```\nchoices {is} 1, 2, 3, 4, 5, earthworm\nthrow {is} choices {at} {random}\n{print} 'you have thrown ' throw\n_ throw {is} earthworm {print} 'You can stop throwing.'\n_ {print} 'You have to throw it again!'\n```\n" - story_text: "We are going to add the `{if}` and `{else}` commands to our dice!\n\n### Exercise\nComplete the sample code so that the code says \"You can stop throwing\" once you have thrown an earthworm. It should say \"You have to throw again\" if you've thrown anything else.\n**Extra** Maybe you want to recreate a die from a completely different game. That's fine too! Then make up your own reaction, e.g. 'yes' for 6 and 'pity' for something else.\n" - default_save_name: Dice - name: Dice - description: Make your own dice - random_command: - levels: - 3: - story_text_3: "### Exercise\nTry out the `{at} {random}` command by making your own gameshow (like the ones on tv) where you choose a door or suitcase and it contains a big price!\nCan you do it? We have already put the first lines into the example code.\n" - story_text: "## At random\nIn this level you can make a list using the `{is}` command. You can let the computer choose a random item from that list. You do that with `{at} {random}`.\n" - example_code: "```\nanimals {is} dogs, cats, kangaroos\n{print} animals {at} {random}\n```\n" - story_text_2: "You can use the `{at} {random}` command in a sentence as well.\n" - example_code_2: "```\nfood {is} sandwich, slice of pizza, salad, burrito\n{print} I am going to have a food {at} {random} for lunch.\n```\n" - example_code_3: "```\n{print} The big gameshow!\n{print} There are 3 suitcases in front of you...\nchosen {is} {ask} Which suitcase do you choose?\nprices {is} _\n_\n```\n" - 16: - story_text: "We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels.\nWe use square brackets to point out a place in a list. For example: `friends[1]` is the first name on the list of friends, as you can see in the first part of the example code.\nThe second part of the example code shows you that we can also match 2 lists using the variable i." - story_text_2: "Now that you've learned to use the brackets in lists, you can also start using the {at} {random} command in the Python way!\nYou simply type the name of your list with `[random]` behind it!" - example_code: "```\nfriends = ['Ahmed', 'Ben', 'Cayden']\n{print} friends[1] ' is the first friend on the list.'\n{print} friends[2] ' is the second friend on the list.'\n{print} friends[3] ' is the third friend on the list.'\n#now we will match 2 lists using the variable i\nlucky_numbers = [15, 18, 6]\n{for} i {in} {range} 1 {to} 3\n {print} friends[i] 's lucky number is ' lucky_numbers[i]\n```\n" - example_code_2: "```\nfruit = ['apple', 'banana', 'cherry']\n{print} fruit[random]\n```" - name: '{random}' - default_save_name: random_command - description: introducing at random command - harry_potter: - levels: - 10: - story_text: "### Exercise\nWe can also make a Harry Potter themed fortune teller. Fill in blanks such that 9 lines are printed.\n**Extra** Change the theme of the fortune teller into something else, such as your favorite book, film or tv show.\n" - example_code: "```\nhouses = Gryffindor, Slytherin, Hufflepuff, Ravenclaw\nsubjects = potions, defence against the dark arts, charms, transfiguration\nfears = Voldemort, spiders, failing your OWL test\nnames = Harry, Ron, Hermione\n_\n_ {print} name ' is placed in ' houses {at} {random}\n_ {print} name ' is great at ' subjects {at} {random}\n_ {print} name 's greatest fear is ' fears {at} {random}\n```\n" - default_save_name: Harry Potter - name: Harry Potter - description: Harry Potter adventures - add_remove_command: - levels: - 3: - example_code_3: "```\n{print} Mystery milkshake\nflavors {is} strawberry, chocolate, vanilla\nhope {is} {ask} What flavor are you hoping for?\n_\nallergies {is} {ask} Are you allergic to any flavors?\n_\n{print} You get a flavors {at} {random} milkshake\n```\n" - story_text_3: "### Exercise\nTry out the new commands in this virtual restaurant. Add the flavor the player is hoping for to the list and remove the flavors they are allergic to.\n" - example_code: "```\nanimals {is} dog, cat, kangaroo\nlike {is} {ask} What is your favorite animal?\n{add} like {to_list} animals\n{print} I choose animals {at} {random}\n```\n" - example_code_2: "```\nanimals {is} dog, cat, kangaroo\ndislike {is} {ask} What animal do you not like?\n{remove} dislike {from} animals\n{print} I choose animals {at} {random}\n```\n" - story_text: "## Add to\nYou can add items to the list with the `{add} {to_list}` command. To add an item to a list you can simply type: `{add} penguin {to_list} animals` or you can use the `{ask}` command like in the example code.\n" - story_text_2: "## Remove from\nIf you can add items to a list, of course you can also take them off. This is done with the `{remove} {from}` command.\n" - description: introducing {add} {to_list} and {remove} {from} - default_save_name: add_remove_command - name: '{add} {to_list} & {remove} {from}' - and_or_command: - name: '{and} & {or}' - default_save_name: and or - levels: - 13: - example_code: "```\nname = {ask} 'what is your name?'\nage = {ask} 'what is your age?'\n{if} name {is} 'Hedy' {and} age {is} 2\n {print} 'You are the real Hedy!'\n```\n" - story_text: "We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two `{if}`s but can use `{and}` and `{or}`.\n\nIf you use `{and}`, both statements, left and right of the `{and}` need to be true. We can also use `{or}`. Then only one statement needs to be correct." - description: introducing {and} & {or} - secret: - levels: - 13: - story_text: "We can simplify the superspy code with `{and}`, such that we only need one `{if}`.\n\n### Exercise 1\nComplete the code by filling the right command on the blank. Tip: The superspy has to answer BOTH questions correctly, before they get the confidential information!\n\n### Exercise 2\nWe want to confuse the enemy even more! Create a list with fake answers and select one at random when a wrong answer is given.\n" - example_code: "```\nname = {ask} 'What is your name?'\npassword = {ask} 'What is your password?'\n{if} name {is} 'Agent007' _ password {is} 'TOPSECRET'\n {print} 'Go to the airport at 02.00'\n{else}\n {print} 'Go to the trainstation at 10.00'\n ```\n" - 12: - story_text: "In this adventure you can create your own super spy code. Encode a message that only the right agent can decipher.\nIf the enemy tries to crack the code, they will get some false info to waste their time.\n\n### Exercise 1\nMake your own secret code for your superspy and return both parts only to the real spy.\n\n### Exercise 2\nAdd a third component to the code, like a piece of clothing or an object.\n" - example_code: "```\nname = {ask} 'What is your name?'\n{if} name {is} _\n a = 'Go to the airport '\n{else}\n a = 'Go to the trainstation '\npassword = {ask} 'What is the password?'\n{if} password {is} _\n b = 'tomorrow at 02.00'\n{else}\n b = 'today at 10.00'\n{print} _ _ _\n```\n" - description: Make your own spy code - default_save_name: SuperSpy - name: SuperSpy - language: - description: Practice words in a foreign language - levels: - 5: - story_text: "Make your own program to practice your vocabulary in a new language.\n\n### Exercise\nMake the code longer by adding at least 3 more words for the player to learn.\n**Extra** Of course, you can choose to use a different language than French. You can change to code to any language you'd like to learn.\n" - example_code: "```\n{print} 'Learn French!'\ncat {is} {ask} '🐱'\n{if} cat {is} chat {print} 'Terrific!'\n{else} {print} 'No, cat is chat'\nfrog {is} {ask} '🐸'\n{if} frog {is} grenouille {print} 'Super!'\n{else} {print} 'No, frog is grenouille'\n```\n" - 16: - story_text: "### Exercise\nTake a look at the example code. This is a program to practise French vocabulary. Now make your own program to practice your vocabulary in a new language.\nIf you don't know any other languages, you can use Google translate or you can use emojis and your native language.\n" - example_code: "```\nfrench_words = ['bonjour', 'ordinateur', 'pomme de terre']\ntranslation = ['hello', 'computer', 'potato']\nscore = 0\n{for} i {in} {range} 1 {to} 3\n answer = {ask} 'What does ' french_words[i] ' mean?'\n correct = translation[i]\n {if} answer == correct\n {print} 'Correct!'\n score = score + 1\n {else}\n {print} 'Wrong, ' french_words[i] ' means ' translation[i]\n{print} 'You gave ' score ' correct answers.'\n```\n" - name: Language - default_save_name: Language - sleep_command: - levels: - 2: - example_code: "```\n{print} My favorite colour is...\n{sleep} 2\n{print} green!\n```\n" - story_text: "Another new command in this level is `{sleep}`, which pauses your program for a second. If you type a number behind the {sleep} command, the program pauses for that amount of seconds.\n\n### Exercise\nPractise this new command by making a code of your own in which you use the {sleep} command at least 3 times. With each {sleep} command the pausing time should differ.\n" - name: '{sleep}' - description: introducing {sleep} command - default_save_name: sleep_command - rock_2: - levels: - 2: - example_code: "```\nchoice {is} _\n{print} I choose choice\n```\n" - story_text: "Now that you have learned how to use the `{ask}` command, you can make your rock, paper, scissors code interactive too!\n\n### Exercise\nMake the rock, paper, scissors code interactive by adding the `{ask}` command and a question to your rock, paper, scissors code.\n" - description: Part 2 of rock, paper, scissors - name: Rock, paper, scissors 2 - default_save_name: rock_2 - print_command: - levels: - 18: - example_code: "```\n{print}('Hello!')\n{for} i {in} {range}(1, 10):\n {print}('This is line ', i)\n```\n" - example_code_2: "```\ntemperature = 25\n{print}('It is ', temperature, ' degrees outside')\n```\n```\nname = 'Hedy'\n{print}('My name is ', name)\n```\n" - story_text_2: If you want to print more than one item, you need to separate them by commas. - story_text: "We arrived at real Python code! That means we need to use parentheses with `{print}` and `{range}` from now on.\nIt also means you can use Hedy code from this level in any Python environment as long as you use the English commands. If you haven't until now, you can switch the toggle in the commands menu to do so." - 1: - example_code_2: "```\n_ Hello!\n```\n" - example_code: "```\n{print} Hi there, programmer!\n{print} Welcome to Hedy!\n```\n" - story_text: "## The print command\nYou can print text to the screen using the `{print}` command.\n" - story_text_2: "### Exercise\nIn Hedy you will find exercises in every adventure. An exercise allows you to practise the new commands and concepts, and lets you give your own twist to the example codes.\nIn this exercise you will see a pink blank space. You have to fill something in the place of the blank space before the code can be run.\n\nFill in the `{print}` command in the blank space and then add five more lines of code. Each line has to start with a `{print}` command.\nHave fun!\n" - description: Introduction print command - name: '{print}' - default_save_name: print - if_command: - levels: - 5: - story_text: "## If... else....\nIn level 5 there is something new, the `{if}`! With the `{if}` you can choose between two different options.\nThis code prints nice if you enter Hedy as a name, and boo! if you enter something else.\n`{ask}` and `{print}` still work like they did in level 4.\n" - example_code_3: "```\nanswer {is} {ask} '2 + 2 = ?'\n_ _ _ 4 _ 'Great job!'\n_ _ 'No 2 + 2 = 4'\n```\n" - story_text_2: "Sometimes code with an `{if}` gets really long and does not fit on the line well.
You may also divide the code over two lines, starting the second line at the `{else}` like this:\n" - example_code: "```\nname {is} {ask} 'what is your name?'\n{if} name {is} Hedy {print} 'nice' {else} {print} 'boo!'\n```\n" - story_text_3: "### Exercise\nTry to create your own code with `{if}` and `{else}`. You can use the example code if you want.\n" - example_code_2: "```\nname {is} {ask} 'what is your name?'\n{if} name {is} Hedy {print} 'nice'\n{else} {print} 'boo!'\n```\n" - 9: - story_text: "In this level you can also put an `{if}` command inside another `{if}` command.\n" - example_code: "```\ncontinue = {ask} 'Do you want to continue?'\n{if} continue = yes\n sure = {ask} 'Are you sure?'\n {if} sure {is} yes\n {print} 'We will continue'\n {else}\n {print} 'You are not sure'\n{else}\n {print} 'You do not want to continue'\n```\n" - 8: - story_text: "## If... Else...\nYou have learned to repeat a block of lines of code after a `{repeat}` command.\nNow you can also use indentation to make blocks after a {if} or {else} command.\nCheck out the example code.\n\n### Exercise\nAdd an {else} command to the example code. Make a block of line using indentation. You do this by starting each line with 4 spaces.\n" - example_code: "```\nname = {ask} 'What is your name?'\n{if} name {is} Hedy\n {print} 'Welcome Hedy'\n {print} 'You can play on your computer!'\n```\n" - name: '{if} & {else}' - default_save_name: if_command - description: Introducing the {if} command - hangman_2: - levels: - 17: - story_text: "Now it's time to program the hangman game.\n\n### Exercise\n\n***Paste your code*** Copy your code from the previous tab and paste the code in the programming field.\n\n***The game*** This games continues playing until Player 2 is game over. Fill in the while command accordingly. Now, Player 2 is allowed to guess a letter, so ask Player 2 to guess a letter.\nWe need to check if their answer is correct, so check if their `guess` is (somewhere) in the (list) `answer`. Then we let the computer figure out which of the letter(s) is the guess. We have already programmed that part for you.\nNext we want to compliment the player for finding a correct letter and we want to print the list `guessed_letters`, so the player can see their progress.\n\nThe next part we're going to program is what happens when the player has guessed all of the letters. So if their list of `guessed_letters` is the same as our list `answer`.\nIf the lists are the same, congratulate Player 2 with their victory and set the variable `game_over` to `True`.\n\nNext we'll program what happens when Player 2 guesses wrong (so the `{else}` command). First, tell the player that their guess was wrong. Then increase the `mistakes_made` variable by 1.\n\nFor the last part we'll program what happens when Player 2 has made 10 mistakes. We'll print that Player 1 has won the game. Then we'll print the correct answer. And finally, we'll set our `game_over` variable to `True`, so the game stops.\n\n***Go to the next tab*** Amazing work! Your game is playable, but wouldn't it be fun if the hangman was actually drawn when Player 2 makes a mistake..?\n" - example_code: "```\n# Paste your code here\n\n# The game\n{while} game_over _\n guess = _\n {if} _\n {for} i {in} {range} 1 {to} amount_letters:\n if answer[i] == guess:\n guessed_letters[i] = guess\n {print} _\n {if} guessed_letters == _:\n {print} _\n game_over = _\n {else}:\n {print} _\n mistakes_made _\n {if} _ == 10:\n {print} _\n {print} _\n _\n```\n" - default_save_name: Hangman_2 - name: Hangman 2 - description: Hangman 2 - blackjack_3: - levels: - 17: - story_text: "In the previous tabs you have learned how to draw 2 random cards for yourself and for the dealer and to calculate how many points you both got.\nIn this adventure we add the option to ask for an extra card for both you and the dealer.\n\n### Exercise\n***Paste your code from the previous adventure*** Firstly, copy your code from the previous tab and paste it here.\n\n***Extra card for you*** If you want, you can get an extra card to get your total as close to 21 as possible. First ask the player if they want an extra card.\nIf they do, pick a random card and print what they have drawn. If the card is not an Ace, you can call the function and add the points to your total.\nIn case the card is an Ace, you can't use the function, because the Ace can be either 1 point or 11 points, depending on how many points you already have earned.\nIf your total is less than 11, you want the ace to be 11 points (because this is closest to 21). So you add 11 points to your total.\nIf the total is more than or equal to 11, you want the ace to be 1 point (because you don't want more than 21 points). So you add 1 point to your total.\nLastly, print your new total of points.\n\n***Extra card for the dealer*** The dealer can also get an extra card. The dealer doesn't need to be asked, because they always get an extra card if their total is less than 17.\nCopy the 'Extra card for you code' and paste it in the dealers section. Then change it to fit the dealer picking an extra card and getting points added to their total.\n" - example_code: "```\n# Paste your code from the previous adventure here\n\n# Extra card for you\nhit = {ask} _\n{if} hit == 'yes':\n card_3 = _\n {print} _\n {if} card_3 _ 'Ace':\n your_points_3 = _\n your_total = _\n {else}:\n {if} your_total _\n _\n {else}:\n _\n {print} _\n\n# Extra card for the dealer\n{if} dealer_total < 17\n_\n```\n" - description: Blackjack part 3 - default_save_name: Blackjack_3 - name: Blackjack 3 - quizmaster: - levels: - 14: - story_text: "### Exercise\nIn this adventure you can make your own quiz! Fill in the blanks, add more questions and enjoy your own quiz!\nYou can make a quiz about anything you like: your hobby, your favorite animal, your favorite book or anything at all!\n" - example_code: "```\n{print} 'Make your own quiz'\npoints_a = 0\npoints_b = 0\n{print} 'Question'\n{print} 'Answer option A'\n{print} 'Answer option B'\nanswer = {ask} 'Which answer?'\n{if} answer == 'A'\n points_a = points_a + 1\n{if} answer == 'B'\n points_b = points_b + 1\n{print} 'End of the quiz!'\n{print} 'Lets see the results!'\n{if} points_a > points_b\n {print} 'You belong to the A club'\n{if} points_b > points_a\n {print} 'You belong to the B club'\n```\n" - name: Quizmaster - default_save_name: Quizmaster - description: Make your own quiz! diff --git a/content/adventures/hu.yaml b/content/adventures/hu.yaml index a8d8b56f423..ce52f648045 100644 --- a/content/adventures/hu.yaml +++ b/content/adventures/hu.yaml @@ -58,45 +58,8 @@ adventures: ``` story_text_2: | The command `{add}` can also come in handy in your story. For example - example_code_2: | - ``` - {print} They hear a sound - animals {is} 🐿, 🦔, 🦇, 🦉 - animal {is} {ask} What do you think it is? - {add} animal {to_list} animals - {print} it was an animals {at} {random} - ``` story_text_3: | This is an example of the `{remove}` command in your story - example_code_3: | - ``` - {print} His backpack got way too heavy. - {print} Inside were a bottle of water, a flashlight and a brick. - bag {is} water, flashlight, brick - dump {is} {ask} Which item should he dump? - {remove} dump {from} bag - ``` - 4: - story_text: | - ### Exercise - Copy the example code and finish it by adding quotation marks on the blanks in lines 1 and 2. - The blanks in line 3 and 4 should not be replaced by quotation marks, but a `{sleep}` and a `{clear}` command. Can you make it work? - - ### Exercise 2 - Go back to the previous level and copy your story code. Make the code work in this level by adding quotation marks in the right spots. - Mind: The variables in your own story should be outside of the quotation marks. Just like the second line of the example code. In that line the variable name is placed outside of the quotation marks. - example_code: | - ``` - name {is} {ask} _ What is your name? _ - {print} _ The main character is called _ name - _ - _ - {print} name _ is now going to walk in the woods _ - {print} name _ is a bit scared _ - animals {is} 🦔, 🐿, 🦉, 🦇 - {print} _ He hears the sound of a _ animals {at} {random} - {print} name _ is afraid this is a haunted forest _ - ``` 5: story_text: |- Amit a 4. szinten megtehetsz, az még szórakoztatóbbá varázsolja történetedet. A 4. @@ -215,12 +178,6 @@ adventures: sword = 'found' ``` 15: - story_text: | - Using the `{while}` loop can make your stories more interesting. For example, you can use `{while} game == 'on'` so you can play until the game is over. - Or you can use `{while} sword == 'lost'` so the player can't continue the game until they have found something. - - ### Exercise - The example code shows you how to use the `{while}` loop in a story. Now **think of your own scenario** in which the player has to find something before they can continue. example_code: | ``` keys = 'lost' @@ -235,339 +192,26 @@ adventures: {else} {print} 'Nope they are not at the ' location {print} 'Now you can enter the house!' - 18: - story_text: | - We are going to print another story, but now we have to use brackets with `{print}`. - - ### Exercise 1 - Create a story of at least 5 sentences. You don't have to use 'name' just yet. - example_code: | - ``` - {print}('Welcome to this story!') - ``` - story_text_2: | - ### Exercise 2 - We have already prepared an `{input}` for you. First, use the `name` variable in your story. - Then add a second `{ask}` and use that variable as well. - Tip: Remember the commas in a `{print}` between text and variables! - example_code_2: | - ``` - naam = {input}("What's your name?") - {print}('Welcome to this story!') - ``` add_remove_command: name: '{add} {to} & {remove} {from}' - default_save_name: add_remove_command description: introducing add to and remove from levels: 3: story_text: | ## Add to You can add items to the list with the `{add} {to_list}` command. To add an item to a list you can simply type: `{add} penguin {to} animals` or you can use the `{ask}` command like in the example code. - example_code: | - ``` - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - ``` - story_text_2: | - ## Remove from - If you can add items to a list, of course you can also take them off. This is done with the `{remove} {from}` command. - example_code_2: | - ``` - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - ``` story_text_3: | ### Exercise Try out the new commands in this virtual restaurant. Add the flavor the player is hpoing for to the list and remove the flavors they are allergic to. - example_code_3: | - ``` - {print} Mystery milkshake - flavors {is} strawberry, chocolate, vanilla - hope {is} {ask} What flavor are you hoping for? - _ - allergies {is} {ask} Are you allergic to any flavors? - _ - {print} You get a flavors {at} {random} milkshake - ``` and_or_command: - name: '{and} & {or}' - default_save_name: and or description: introducing and or - levels: - 13: - story_text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two `{if}`s but can use `{and}` and `{or}`. - - If you use `{and}`, both statements, left and right of the `{and}` need to be true. We can also use `{or}`. Then only one statement needs to be correct. - example_code: | - ``` - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - ``` ask_command: - name: '{ask}' - default_save_name: ask_command description: Introduction ask command levels: 1: - story_text: | - ## The ask command - Now that you can use the `{print}` command, you are ready to learn the next command: `{ask}`. With the `{ask}` command, you can ask a question. Check it out: - example_code: | - ``` - {print} Hello! - {ask} What is your name? - ``` story_text_2: | ## The echo command If you want the computer to repeat the answer, you can use the `{echo}` command. The answer will then be echoed back at the end of the sentence, so in this example after hello. - example_code_2: | - ``` - {print} Hello! - {ask} What is your name? - {echo} hello - ``` - story_text_3: | - ### Exercise - Try out the `{ask}` and `{echo}` commands. Firstly, fill in the blanks to make this program work. - Then ask 2 more questions using the `{ask}` command, after each `{ask}` use an `{echo}` to print the answer on the screen. - example_code_3: | - ``` - _ How are you doing? - _ - ``` - 2: - story_text: | - ## The ask command - Now that we can use **variables** in our codes, we no longer need the `{echo}` command. - We can use variables to store the answers to our questions and this way we can use the answer to multiple questions in our codes. - Check it out: - - This way your code is becoming interactive! - example_code: | - ``` - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - ``` - story_text_2: | - ### Exercise - In the previous tab you have practised with setting variables with the `{is}` command. - You have created at least 3 variables and used them with a print command. - Now, instead of setting the variables we want you to make the variables interactive, like we did in our example. - - Copy your code from the previous tab and make the variables interactive by using `{ask}` commands. - example_code_2: | - ``` - favorite_animal {is} {ask} What is your favorite animal? - {print} I like favorite_animal - ``` - 18: - story_text: The final change we will need to make to get Python code is changing `{ask}` into `{input}`. - example_code: | - ``` - {print}('My name is Hedy!') - name = {input}('What is your name?') - {print}('So your name is ', name) - ``` - blackjack: - name: Blackjack - default_save_name: Blackjack - description: Try to get as close to 21 as you can - levels: - 17: - story_text: | - Blackjack is a simple game of cards in which you have to get as close to 21 points as possible. You get two cards. Each card is worth their numeral value, and the face cards (Jack, Queen and King) are worth 10 points. - The Ace is worth either 1 or 11 points (you can choose). The dealer, your opponent, also gets two cards. - If you want, you can get another card, and its points will be added to your total. The dealer can also choose to take another card. - But be careful not to get more than 21 points, because if you do, you lose! - The player who gets closest to 21, without going over it, wins! - - ### Exercise - In this adventure we code the first part of our Blackjack game. We'll create a function to calculate how many points a card is worth. - - ***Set the variables*** - Start by making a list of all the cards, from 2 to Ace. Next make a list of the face cards, so Jack, Queen and King. Then pick a random card from the list of cards to be card_1. - - ***Create a function to calculate the points*** - Create a function that calculates how many points a card is worth. - All the face cards are worth 10 points, the Ace is worth 11 and all the other cards are worth their numeral. - Return the variable `points` at the end of the function. - - ***Test the function*** - Test if your function is working properly. Finish the first print command by filling in which card you've drawn. Then finish the second line by calling the function with card_1. - Run the code a couple of times. Are you happy with the results? Great! Then you can remove the testing part and move on the the next tab! - example_code: | - ``` - {print} 'BLACKJACK' - - # Set these variables - cards = _ - face_cards = _ - card_1 = - - # Create a function to calculate the points - {define} calculate_points {with} card: - {if} card {in} face_cards: - points = _ - {elif} _ - _ - {else}: - _ - _ points - - # Test your function - {print} 'Your card is a ' _ - {print} 'That is worth ' _ ' points'. - ``` - blackjack_2: - name: Blackjack 2 - default_save_name: Blackjack_2 - description: Blackjack part 2 - levels: - 17: - story_text: | - ### Exercise - In this adventure we code the second part of our Blackjack game. - - ***Paste your code from the previous adventure*** - In the previous adventure you've started a list of variables and created a function to calculate how many points a card is worth. Copy your code and paste it here. Mind that you don't need the testing part, so if you haven't removed that yet, please do so now. - - ***Add more variables*** - You have already set the lists `cards` and `face_cards` and the variable `card_1`. Underneath those variables create 3 more variables: `card_2`, dealer_card_1` and `dealer_card_2`. These variables are all set to a random card from the list of cards. - - ***Add up points*** - To calculate how many points you have scored we call the function with card 1 and we do it again for card 2. Then we add both these scores together to get your total. - Do the same thing for the dealers points, but be sure to use the dealer's cards and not your own! - - ***2 Aces*** - You're doing great! Almost all scores can be calculated now. There is only one exception: 2 Aces. If you get 2 Aces, your total is 12 points and not 22 (because 22 points would be losing!). This of course also goes for the dealer. - - ***Show the score*** - Lastly, you want to tell the program to tell you which cards you have drawn and how many points that is. Then show which cards the dealer has and how many points they have. - - ***Continue in the next tab*** - Great! You have finished this part of the game! Copy your code and go to the next tab to learn how to ask for an extra card and to declare a winner. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add these variables to the list of variables - card_2 = _ - dealer_card_1 = _ - dealer_card_2 = _ - - # Add up your points - your_points_1 = {call} _ {with} card_1 - your_points_2 = _ - your_total = _ - - # Add up the dealers points - dealer_points_1 = _ - _ - _ - - # 2 Aces - {if} card_1 == 'Ace' {and} _ - your_total = 12 - {if} dealer_card_1 _ - dealer_total = _ - - # Show the score - {print} 'You have drawn a ' _ ' and a ' _ '. That is ' _ ' points' - {print} 'The dealer has drawn a ' _ ' and a ' _ '. That is ' _ ' points' - ``` - blackjack_3: - name: Blackjack 3 - default_save_name: Blackjack_3 - description: Blackjack part 3 - levels: - 17: - story_text: | - In the previous tabs you have learned how to draw 2 random cards for yourself and for the dealer and to calculate how many points you both got. - In this adventure we add the option to ask for an extra card for both you and the dealer. - - ### Exercise - ***Paste your code from the previous adventure*** Firstly, copy your code from the previous tab and paste it here. - - ***Extra card for you*** If you want, you can get an extra card to get your total as close to 21 as possible. First ask the player if they want an extra card. - If they do, pick a random card and print what they have drawn. If the card is not an Ace, you can call the function and add the points to your total. - In case the card is an Ace, you can't use the function, because the Ace can be either 1 point or 11 points, depending on how many points you already have earned. - If your total is less than 11, you want the ace to be 11 points (because this is closest to 21). So you add 11 points to your total. - If the total is more than or equal to 11, you want the ace to be 1 point (because you don't want more than 21 points). So you add 1 point to your total. - Lastly, print your new total of points. - - ***Extra card for the dealer*** The dealer can also get an extra card. The dealer doesn't need to be asked, because they always get an extra card if their total is less than 17. - Copy the 'Extra card for you code' and paste it in the dealers section. Then change it to fit the dealer picking an extra card and getting points added to their total. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Extra card for you - hit = {ask} _ - {if} hit == 'yes': - card_3 = _ - {print} _ - {if} card_3 _ 'Ace': - your_points_3 = _ - your_total = _ - {else}: - {if} your_total _ - _ - {else}: - _ - {print} _ - - # Extra card for the dealer - {if} dealer_total < 17 - _ - ``` - blackjack_4: - name: Blackjack 4 - default_save_name: Blackjack_4 - description: Blackjack part 4 - levels: - 17: - story_text: | - In the last 3 adventures you have alsmost created a working blackjack game! The only thing left to do is to decide a winner! - - ### Exercise - ***Paste your code from the previous adventure*** Start by pasting the code that you've made so far into your programming field. - - ***Decide a winner*** - Firstly, if you and the dealer have an equal amount of points, it's a draw. - Secondly, if the dealer has more than 21 points and you don't, you are the winner. - Thirdly, if both you and the dealer have less than 22 points, we have to see who came closest to 21. We do that by comparing who has the highest score. Is your total higher than the dealer's total, then you are the winner. If not, the dealer wins. - Lastly, in all other scenarios (e.g. you have more than 21 points and the dealer doesn't, or you both have more than 21 points) you are the loser. - - ***Enjoy the game!*** - Does your game work properly? Amazing! You have done a great job! Enjoy your game! - If it doesn't work right away, no worries, you might have made a mistake. Just keep calm and bebug your code using the ladybug button. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Decide a winner - {if} _ - {print} 'Its a draw! Play again!' - {elif} _ - {print} 'You win!' - {elif} _ : - {if} _: - {print} _ - {else}: - {print} _ - {else}: - _ - ``` calculator: name: Számológép default_save_name: Számológép @@ -626,44 +270,7 @@ adventures: pontszam = pontszam + 1 print 'Szép munka! A pontszámod... ' pontszam ' a 10-ből!' ``` - 10: - story_text: | - This calculator game helps you practise your tables of multiplication! - ### Exercise - Fill in the blanks. We want this program to ask the player these questions: - ``` - How much is 1 times 1? - How much is 1 times 2? - How much is 1 times 3? - How much is 2 times 1? - How much is 2 times 2? - How much is 2 times 3? - How much is 3 times 1? - How much is 3 times 2? - How much is 3 times 3? - _ - ``` - example_code: | - ``` - numbers = 1, 2, 3 - {for} _ - {for} _ - answer = {ask} _ - correct = number_1 * number_2 - {if} answer {is} correct - {print} 'Great job!' - {else} - {print} 'That is wrong. The right answer is ' correct - ``` 11: - story_text: | - With a `{for}` you can simplify tables of multiplication practise program. - - ### Exercise 1 - Improve the example code such that it prints a nice multiplication table:
"1 times 10 is 10", "2 times 10 is 20", etc. - - ### Exercise 2 - Go back to your level 10 multiplication code, and modify it so that it uses a `{for}` and `{range}`. example_code: | ``` number = 10 @@ -679,34 +286,7 @@ adventures: number2 = {ask} 'What is the second number?' answer = number1 + number2 {print} number1 ' plus ' number2 ' is ' answer - 13: - story_text: | - ### Exercise 1 - Let's make the practice program a bit harder. The player now has to answers two questions correctly. Fill out the blanks to complete the program. - - ### Exercise 2 - Sometimes, calculations have multiple correct answers. For example, 10 can be divided by 5 and by 2. So the question 'What number divides 10?' can be answered by 2 and by 5. - Ask for a calculation that has multiple correct answers, ask the player to answer it, and determine if it is correct using `{or}`. - Empty the programming field and create your own solution. - example_code: | - ``` - answer1 = {ask} 'What is 10 times 7?' - answer2 = {ask} 'What is 6 times 7?' - {if} _ _ _ _ _ _ _ - {print} _ - ``` 14: - story_text: | - In this adventure you will build a calculator that calculates your mean grade for you. If you get your calculator to work, you can move on to the next adventure, which allows you to add two extra features. - - ### Exercise 1 - Fill in the blanks to get the calculator to work. - * Start with the fourth line, add a question to figure out what grade the student got. - * In the fifth line you'll want to calculate the total of all grades, so the total = total + grade. - * Then we get to set the return value. We want to return the mean, so the total devided by the amount of tests (4). - * Lastly we finish the code by calling the function in line 8. - - Did you get it? Awesome! Would you like to add even more to your calculator? **This adventure continues in the next tab!** example_code: | ``` {define} calculate_mean_grade @@ -725,127 +305,11 @@ adventures: mean_grade = {call} _ {print} 'Your mean grade is ' mean_grade - 15: - story_text: | - You can add the `{while}` loop to the calculator game you've learned to make in a previous level. - This makes sure the player can't continue to the next question if they answer incorrectly. - - ### Exercise - Add the `{while}` loop in the function, ask the player what number_1 times number_2 is and print their answer. - Then `{call}` the function. - example_code: | - ``` - {define} new_question - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct = number_1 * number_2 - answer = 0 - _ - _ - _ - {print} 'Well done!' - - {print} 'Give 10 correct answers to win!' - {for} i {in} {range} 1 {to} 10 - _ - {print} 'You win!' - ``` - calculator_2: - name: Calculator 2 - default_save_name: Calculator 2 - description: Calculator 2 - levels: - 14: - story_text: | - ### Exercise 2 - **This is the second part of this adventure.** The adventure starts in the previous tab. - Of course, you don't always want to calculate the mean of 4 tests. You might want to calculate the mean of 10 tests or only 2... - We can fix this problem by adding the argument and variable 'amount_of_tests'. - * Start a new line on line 3. Set the amount_of_tests argument by asking the student how many tests they have made. - * Change the 4 in line 4 to the new argument amount_of_tests. - * Lastly, change the 4 in line 6 to amount_of_tests - - Try out your new program. Does it work? - - ### Exercise 3 - Did you want to make your program even better? Great! In the previous program you could only calculate the mean grade of 1 subject, but it would be better if you could calculate the mean grade for all subjects you want! - We won't tell you how to do it, but we will give you one tip: Start your code in line 1 with: define calculate_mean_grade with subject. - example_code: | - ``` - # Use your own code from the previous adventure. - ``` clear_command: - name: '{clear}' - default_save_name: clear_command description: clear command - levels: - 4: - story_text: | - Time for a new command! With `{clear}` you can clear all the text form your output screen. This way you can prevent your screen getting too full of text. - Beware! If you are using a `{clear}` command, you might need to use a `{sleep}` above it. Otherwise Hedy will clear your screen without giving you the time to read as you can see in the example! - example_code: | - ``` - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'wait for it...' - {sleep} 3 - {clear} - {print} 'SURPRISE!' - ``` debugging: - name: debugging - default_save_name: debugging - description: debugging adventure levels: - 1: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will show you code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} I love programming - Do you love programming too? - {echo} - {print} What are your hobbies? - {echo} Your hobbies are - ``` - 2: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - destination {ask} Where are you going on holidays? - {print} The flight to dstination leaves at 3 pm. - {ask} Did you check in your luggage yet? - {echo} - {print} Let me print your boarding pass for you. - {sleep} - Here you go! Have a nice trip! - ``` 3: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -859,80 +323,12 @@ adventures: tomorrows_movie {is} movie_choices {at} {random} I'll go get the popcorn! {print} ``` - 4: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Welcome to the online library! - {ask} What genre of books do you like? - {print} You like genre - author {is} {ask} 'Who's your favorite author?' - {print} 'author is your favorite author' - {print} Hmmm... i think you should try... books {at} {random} - ``` - 5: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} Welcome to Swimming Pool Hedy! - class {is} {ask} 'Are you here to join a class today?' - {if} class yes - {print} 'Great! You're joining a class! - {print} {else} 'You will not be joining a class' - discount {is} 'Do you have a discount code?' - {if} discount {is} yes - discount_answer {is} {ask} 'What's your discount code?' - discount_codes = Senior4231, Student8786, NewMember6709 - {if} discount_answer {is} {in} discount_cods - {print} 'That will be $3,50' - 'That will be $5,50' - {print} 'Have a nice swim!' - ``` - 6: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Vending machine' - chosen_product = {ask} 'Please select a product' - 1_dollar_products = coke orange juice water - 2_dollar_products = chocolate, cookie, museli bar - 3dollar_prodcuts = potato chips, beef jerky, banana bread - {if} chosen {is} {in} 1_dollar_products - price = 1 - {if} chosen_product {is} 2_dollar_products - price = 2 - {else} chosen_product {in} 3_dollar_products - price = 3 - amount_of_products = '{ask} How many of ' chosen_product would you like to have?' - total = price + amount_of_product - {print} 'That will be $' price 'please' - ``` 7: story_text: |- ### Exercise Surprise! This program looks more like an output than a code. And yet, we don't want you to just add `{print}` commands in front of each line. Fix this program to turn it into the nursery rhyme 'Brother John (Frère Jaques)' by using the {repeat} command of course! - example_code: | - **Warning! This code needs to be debugged!** - ``` - Are you sleeping? - Brother John! - Morning bells are ringing! - Ding, dang, dong! - ``` 8: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -955,9 +351,6 @@ adventures: {print} 'Thank you! Byebye!' ``` 9: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -980,9 +373,6 @@ adventures: price = amount * 6 {print} 'That will be 'price dollar' please' 10: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1031,9 +421,6 @@ adventures: print month i ``` 12: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1059,9 +446,6 @@ adventures: call greet_costumer ``` 13: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1091,9 +475,6 @@ adventures: print 'No problem!' ``` 14: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1140,9 +521,6 @@ adventures: else 'no problem' 15: - story_text: |- - ### Exercise - Debug this random children's story. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1177,10 +555,6 @@ adventures: print The End ``` 16: - story_text: |- - ### Exercise - Debug this code. Good luck! - Tip: Make sure that you only see your score once in the end. example_code: | **Warning! This code needs to be debugged!** ``` @@ -1199,9 +573,6 @@ adventures: ``` 17: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1234,9 +605,6 @@ adventures: print 'Thanks for ordering!' ``` 18: - story_text: |- - ### Exercise - Debug this Old MacDonald program from level 16. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1257,33 +625,10 @@ adventures: ``` default: name: Bevezető - default_save_name: intro description: Szint magyarázat levels: 1: story_text: "Az első szinten a `{print}`, `{ask}` és `{echo}` parancsokat használhatod.\nÍrd a kódodat a programozási ablakba, vagy nyomd meg a gombot a példa programok mellett, hogy bemásold!\nPróbáld ki a kódot a zöld 'Kód futtatása' gomb megnyomásával a programozási ablak alatt!\n\nSzöveget írhatsz a képernyőre a `{print}` paranccsal. \n" - example_code: | - ``` - {print} Hello world! - ``` - 2: - story_text: | - Congratulations! You've reached level 2. Hopefully you've already made some awesome codes! - In the first level you might've notice that the `{echo}` command can only save one bit of information at a time. - For example in the restaurant adventure, you could echo what the costumer wanted to eat, or what they wanted to drink, but not both in one sentence. - - That changes in level 2. In level 2 you'll learn to work with variables, that allow you to save multiple pieces of information and print them in any place you want. - So let's go to the next tab! - example_code: | - **Warning! This code does not work!** - In Hedy commands will change sometimes. `{echo}` for example only works in level 1. In this level you'll learn a better way to echo answers back. - ``` - {print} Welcome at Hedy's - {ask} What would you like to eat? - {echo} So you want - {ask} what would you like to drink? - {echo} So you want - ``` 3: story_text: | A 3. szinten készíthetsz listát is. Kérheted a számítógépet, hogy véletlenszerűen válasszon valamit a listából. Ezt a `{at} {random}` paranccsal teheted meg. @@ -1386,10 +731,6 @@ adventures: {for} állat {in} állatok {print} 'Szép ' állat ``` - 11: - story_text: | - You have reached level 11, you're doing great! In the higher levels, Hedy is focussing more and more on teaching you the programming language Python. - In Python there is no `{repeat}` command, but there is a command that works like {repeat}. Are you curious to find out how to say `{repeat}` in Python language? Quickly go on to find out! 12: story_text: |- **Tizedes törtek** @@ -1484,14 +825,6 @@ adventures: dobasok is 1, 2, 3, 4, 5, giliszta print dobasok at random ``` - story_text_2: | - ### Exercise - The dice in the example above are dice for a specific game. Can you make normal dice? - Or other special dice from a different game? - example_code_2: | - ``` - choices {is} _ - ``` 4: story_text: |- A 3. szinten mondatokat készíthetünk a változó értékével, természetesen idézőjelekkel. @@ -1556,30 +889,6 @@ adventures: {print} player ' throws ' choices {at} {random} {sleep} ``` - 15: - story_text: | - ### Exercise - In this level you can create a little game in which you'll have to throw 6 as fast as possible. - We have started the code, it's up to you to get the game to work! - - Firstly, add a `{while}` loop that checks if 6 has been thrown or not. - As long as you haven't thrown 6 already, throw the dice on a random number. - Print what the player has thrown. - Add a try to the amount of tries - Wait a second before you throw again, or - in case you've thrown a 6 - before the game ends. - example_code: | - ``` - options = 1, 2, 3, 4, 5, 6 - {print} 'Throw 6 as fast as you can!' - thrown = 0 - tries = 0 - _ - _ - _ - _ - _ - {print} 'Yes! You have thrown 6 in ' tries ' tries.' - ``` dishes: name: Ki mosogat? default_save_name: mosogat @@ -1680,22 +989,10 @@ adventures: 10: story_text: | In this level you could make an even better dish washing shedule. - example_code: | - ``` - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - ``` elif_command: - name: '{elif}' - default_save_name: elif description: elif levels: 17: - story_text: | - In this level you can also use a new command: `{elif}`. `{elif}` is a combination of the keywords `{else}` and `{if}` and you need it when you want to make 3 (or more!) options. - Check it out! example_code: | ``` prices = ['1 million dollars', 'an apple pie', 'nothing'] @@ -1709,63 +1006,13 @@ adventures: {print} 'Better luck next time..' ``` for_command: - name: '{for}' - default_save_name: for description: for command levels: - 10: - story_text: |- - ## For - In this level we learn a new code called `{for}`. With `{for}` you can make a list and use all elements. - `{for}` creates a block, like `{repeat}` and `{if}` so all lines in the block need to start with 4 spaces. - example_code: | - ``` - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - ``` - story_text_2: | - ### Exercise - Finish this code by adding `{for} action {in} actions` to line 2. - example_code_2: | - ``` - actions = clap your hands, stomp your feet, shout Hurray! - _ - {repeat} 2 {times} - {print} 'If youre happy and you know it, ' action - {sleep} 2 - {print} 'If youre happy and you know it, and you really want to show it' - {print} 'If youre happy and you know it, ' action - {sleep} 3 - ``` 11: story_text: |- In this level, we add a new form of the `{for}`. In earlier levels, we used `{for}` with a list, but we can also use `{for}` with numbers. We do that by adding a variable name, followed by `{in}` `{range}`. We then write the number to start at, `{to}` and the number to end at. Try the example to see what happens! In this level again, you will need to use indentations in lines below the `{for}` statements. - example_code: | - ``` - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - ``` - 17: - story_text: | - Now we are going to change indentation a little bit. Every time that we need an indentation, we need `:` at the line before the indentation. - example_code: | - ``` - {for} i {in} {range} 1 {to} 10: - {print} i - {print} 'Ready or not, here I come!' - ``` - 18: - story_text: | - Lastly, we'll turn `{for} i {in} {range} 1 to 5` into real Python code, like this: - example_code: | - ``` - {for} i {in} {range}(1,5): - {print} (i) - ``` fortune: name: Jósnő default_save_name: Jósnő @@ -1814,24 +1061,6 @@ adventures: story_text_2: | ### Exercises Now, Hedy can only answer yes, no or maybe. Can you give Hedy more answer options, like 'definitely' or '{ask} again'. - 4: - story_text: | - ### Exercise - We have removed all the quotation marks from this example code, can you add them in all the right places? - - ### Exercise 2 - Go back to the previous level and copy your fortune teller code. Make the code work in this level by adding quotation marks in the right spots. - example_code: | - ``` - _ Add the quotation marks to this code _ - {print} Im Hedy the fortune teller! - question {is} {ask} What do you want to know? - {print} This is your question: question - answers {is} yes, no, maybe - {print} My crystal ball says... - {sleep} 2 - {print} answers {at} {random} - ``` 5: story_text: |- A 4. szinten megtanulod (titokban) az esélyeket a magad javára billenteni a jósnő használata során! @@ -1945,27 +1174,8 @@ adventures: {print} fortunes {at} {random} ``` functions: - name: functions - default_save_name: functions - description: functions levels: 12: - story_text: | - In this level you'll learn how to use **functions**. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. - To create a function, use `{define}` and give the function a name. Then put all the lines you want in the function in a indented block under the `{define}` line. - Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use {call} with the function's name to call it up! We don't have to type that block of code again. - - Check out this example code of a game of Twister. The function 'turn' contains a block of code that chooses which limb should go where. - - ### Exercise - Finish this code by setting the 2 variables chosen_limb and chosen_color. - Then, choose how many times you want to call the function to give the twister spinner a spin. - - ### Exercise 2 - Improve your code by adding a variable called 'people'. Use the variable to give all the players their own command in the game. - For example: 'Ahmed, right hand on green' or 'Jessica, left foot on yellow'. example_code: | ``` sides = 'left', 'right' @@ -2002,25 +1212,7 @@ adventures: I dreamed that my Bonnie is dead Can you program this verse in the same way as the example? - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - ``` 14: - story_text: | - In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. - You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - - For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - - ### Exercise - Finish this code. We have already made the variable new_price for you, you only need to set it. - You should finish the line of code by calling the function that calculates the new price. example_code: | ``` {define} calculate_new_price {with} amount, percentage @@ -2034,219 +1226,6 @@ adventures: new_price = _ calculate_new_price {with} old_price, _ {print} 'The new price is ' new_price ' dollar' ``` - 18: - story_text: | - Let's make functions the Pythons way! To define a function, we no longer use: - - `{define} name_function {with} argument_1, argument_2:` - - but we use: - - `{def} name_function(argument_1, argument_2):`. - - - If you don't want to use arguments, you just leave the space between the parantheses empty. - To call a function, we don't need the `{call}` command anymore. You just type the name of the function. - example_code: | - ``` - {def} calculate_score(answer, correct_answer): - {if} answer == correct_answer: - score = 1 - {elif} answer == '?': - score = 0 - {else}: - score = -1 - {return} score - - answer = {input} ('Where can you find the Eiffel Tower?') - correct_answer = 'Paris' - score = calculate_score(answer, correct_answer) - {print} ('Your score is... ', score) - ``` - guess_my_number: - name: Guess my number - default_save_name: guess my number - description: guess my number - levels: - 14: - story_text: | - In this level you can program the game 'Guess my number' - - ### Exercise - Fill in the correct symbols on the blanks to get the game to work. - example_code: | - ``` - {print} 'Guess my number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess _ number - {print} 'Lower!' - {if} guess _ number - {print} 'Higher!' - {if} guess _ number - {print} 'You win!' - game = 'over' - ``` - hangman: - name: Hangman - default_save_name: Hangman - description: Guess the word - levels: - 17: - story_text: | - In this adventure we program a game of hangman. First we make some preparations, then we program the game and in the third part we add a drawing with the turtle. - - ### Exercise - ***Set the variables*** In this game of hangman, Player 1 chooses an answer and Player 2 has to guess the letters in this answer. - To let the computer know all the letters in the word, we will turn the answer into a list of letters. We also do this with the guesses Player 2 makes. - We will start the game with 2 empty lists. We have made an empty list for the variable answer for you. Now make an empty list for guessed_letters as well. - Then we fill in how many mistakes were made. At the start of the game, this should be 0. - The variable `amount_letters` tells us how many letters are in the answer. Ask Player 1 to tell us how many letters their word has. - Lastly we tell the computer if the game is over. We use the variable `game_over` and set it to `False`. - - ***Choosing the answer*** We want Player 1 to be able to choose the answer. We'll ask them, as many times as necessary, what the next letter is. - Then we add that letter to the answer. Lastly, we add an empty _ to the list of guessed letters, so we get as many _s as there are letters in the answer. - - ***Player 2's turn*** - Tell Player 2 its their turn. Then tell Player 2 how many letters there are in the answer. Finally, print the list of `guessed_letters`. - - ***Go to the next tab*** Now that all the starting variables are set, we can start programming the game itself. Check out the next tab to learn how! - example_code: | - ``` - print 'Hangman!' - - # Set the variables - answer = [] - guessed_letters = _ - mistakes_made = _ - amount_letters = {ask} _ - _ = 'False' - - # Choosing the answer - {for} _ - letter = {ask} 'Player 1, what is letter ' i '?' - _ - {add} '_' {to} _ - - # Player 2 turn - print _ - print _ - print guessed_letters - ``` - hangman_2: - name: Hangman 2 - default_save_name: Hangman_2 - description: Hangman 2 - levels: - 17: - story_text: | - Now it's time to program the hangman game. - - ### Exercise - - ***Paste your code*** Copy your code from the previous tab and paste the code in the programming field. - - ***The game*** This games continues playing until Player 2 is game over. Fill in the while command accordingly. Now, Player 2 is allowed to guess a letter, so ask Player 2 to guess a letter. - We need to check if their answer is correct, so check if their `guess` is (somewhere) in the (list) `answer`. Then we let the computer figure out which of the letter(s) is the guess. We have already programmed that part for you. - Next we want to compliment the player for finding a correct letter and we want to print the list `guessed_letters`, so the player can see their progress. - - The next part we're going to program is what happens when the player has guessed all of the letters. So if their list of `guessed_letters` is the same as our list `answer`. - If the lists are the same, congratulate Player 2 with their victory and set the variable `game_over` to `True`. - - Next we'll program what happens when Player 2 guesses wrong (so the `{else}` command). First, tell the player that their guess was wrong. Then increase the `mistakes_made` variable by 1. - - For the last part we'll program what happens when Player 2 has made 10 mistakes. We'll print that Player 1 has won the game. Then we'll print the correct answer. And finally, we'll set our `game_over` variable to `True`, so the game stops. - - ***Go to the next tab*** Amazing work! Your game is playable, but wouldn't it be fun if the hangman was actually drawn when Player 2 makes a mistake..? - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - guess = _ - {if} _ - {for} i {in} {range} 1 {to} amount_letters: - if answer[i] == guess: - guessed_letters[i] = guess - {print} _ - {if} guessed_letters == _: - {print} _ - game_over = _ - {else}: - {print} _ - mistakes_made _ - {if} _ == 10: - {print} _ - {print} _ - _ - ``` - hangman_3: - name: Hangman 3 - default_save_name: Hangman_3 - description: Hangman 3 - levels: - 17: - story_text: | - In a game of hangman the mistakes are shown by drawing a part of the hangman each time a mistake has been made. - We now add those drawings with our turtle! - - ### Exercise - ***Create a function that draws the hangman*** Create a function that draws the hangman in 10 steps. We have already made step 1 for you. - - ***Test the function*** Test the function by calling the function with 10. If you are happy with the function, remove the line that calls the function for now. We will call the function when the player makes a mistake. - - ***Paste your hangman game under your function*** Go back to the previous tab and copy your hangman game. Paste the game underneath your function. - - ***Call the function when the player makes a mistake*** Under the line `mistakes_made = mistakes_made + 1` we will call the function. We want the turtle to take the same amount of steps as the player has made mistakes, so we call the function with `mistakes_made` as argument. - - ***Enjoy your game!*** -
- The hangman could look like this -
- example_code: | - ``` - # Create a function that draws the hangman - {define} draw_hangman {with} step: - {if} step == 1: - {color} white - {forward} -100 - {turn} 90 - {forward} -50 - {color} black - {forward} 100 - {forward} -50 - - {if} step == 2: - _ - # Paste your hangman game here - - ``` - harry_potter: - name: Harry Potter - default_save_name: Harry Potter - description: Harry Potter adventures - levels: - 10: - story_text: | - ### Exercise - We can also make a Harry Potter themed fortune teller. Fill in blanks such that 9 lines are printed. - **Extra** Change the theme of the fortune teller into something else, such as your favorite book, film or tv show. - example_code: | - ``` - houses = Gryffindor, Slytherin, Hufflepuff, Ravenclaw - subjects = potions, defence against the dark arts, charms, transfiguration - fears = Voldemort, spiders, failing your OWL test - names = Harry, Ron, Hermione - _ - _ {print} name ' is placed in ' houses {at} {random} - _ {print} name ' is great at ' subjects {at} {random} - _ {print} name 's greatest fear is ' fears {at} {random} - ``` haunted: name: Kísértetház default_save_name: Kísértetház @@ -2278,8 +1257,6 @@ adventures: ### Exercise Can you finish the scary story? Or make up your own haunted house story? 2: - story_text: | - In this haunted house you can choose your monsters with emojis. Of course you could also use words. example_code: | ``` monster_1 {is} 👻 @@ -2291,10 +1268,6 @@ adventures: {print} Oh no! Quickly get to the kitchen. {print} But as you enter monster_3 attacks you! ``` - story_text_2: | - ### Exercise - In the example above the monsters are predetermined. So each time you run your code, the output is the same. - Can you add `{ask}` commands to make the haunted house interactive and have the players choose the monsters they come across? example_code_2: | ``` monster_1 {is} _ @@ -2318,17 +1291,6 @@ adventures: Végezetül szeretnénk egy kihívást küldeni Neked, hogy változtasd meg ezt a játékot olyan játékműsorrá (mint amilyenek a tévében vannak), ahol a játékosok ajtót vagy bőröndöt választanak, és valamelyik nagy díjat tartalmaz! Meg tudod csinálni? - example_code: | - ``` - _ Escape from the haunted house! - _ There are 3 doors in front of you... - _ _ _ Which door do you choose? - _ You picked door ... choice - monsters _ a zombie, a vampire, NOTHING YOUVE ESCAPED - _ You see... - {sleep} - _ _ _ _ - ``` 4: story_text: |- A 3. szinten megtanulod használni az idézőjeleket a játékaidban. @@ -2411,188 +1373,16 @@ adventures: if jatekos is elo print 'Nagyszerű! Túlélted!' ``` - 14: - story_text: | - ### Exercise - In this level you can use the `<` and `>` symbol to introduce lives to your game. - Make sure the player loses a life when they come across the wrong monster and that the game stops if you have no lives left. - example_code: | - ``` - {print} 'Escape from the haunted house' - lives = 3 - doors = 1, 2, 3 - monsters = 'the wicked witch', 'a zombie', 'a sleeping 3 headed dog' - {for} i {in} {range} 1 {to} 10 - {if} lives _ - good_door = doors {at} {random} - monster = monsters {at} {random} - chosen_door = {ask} 'Which door do you choose?' - {if} good_door == chosen_door - {print} 'You have chosen the correct door' - {else} - {print} 'You see...' monster - {if} monster == 'a sleeping 3 headed dog' - {print} 'Pffieuw.... Its asleep' - {else} - {print} 'You lose one life' - lives = _ - {else} - {print} 'GAME OVER' - ``` - 16: - story_text: | - ### Exercise - This haunted house game uses the connection between the lists you can use in this level. - For example: all the properties that belong to the zombie are first in all the lists, witch second and vampire third. - Check out the code and fill in `weapons[i]`, `monsters[i]` , `bad_fate[i]`, `good_fate[i]`, `hint[i]` on the correct blanks to get the code to work! - example_code: | - ``` - numbers = [1, 2, 3] - i = numbers[{random}] - hint = ['growling', 'a cackling laugh', 'fluttering batwings'] - monsters = ['zombie', 'witch', 'vampire'] - bad_fate = ['Your brain is eaten', 'You are forever cursed', 'You are bitten'] - good_fate = ['You throw the ham. The zombie is distracted and starts eating it.', 'You set the curtains on fire. The witch flees out of fear for the fire', 'The vampire hates garlic and flees'] - weapons = ['ham', 'lighter', 'garlic'] - {print} 'You are standing in front of an old mansion' - {print} 'Something is not right here' - {print} 'You hear ' _ - {print} 'You are going to explore it' - {print} 'You enter the kitchen and see a lighter, a raw ham and a garlic.' - your_weapon = {ask} 'What do you bring with you?' - {print} 'With your ' your_weapon ' you enter the living room' - {print} 'There you find a ' _ - needed_weapon = _ - {if} your_weapon == needed_weapon - {print} 'You use your ' your_weapon - {print} _ - {print} 'YOU WIN!' - {else} - {print} 'You have chosen the wrong weapon...' - {print} _ - {print} 'GAME OVER' - ``` - hotel: - name: hotel - default_save_name: hotel - description: hotel - levels: - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, and you've learned how to combine it with an {ask}. - You might have wondered why you would use functions, because the functions in the example were only one line of code. - Now we will show you what a bigger function looks like and we will use multiple agruments now as well. You'll see how much better it is to use a function once the function gets bigger. - Here is an example of a function with arguments combined with {ask} commands. - example_code: | - ``` - {define} welcome_message {with} title, last_name, country, room_number - {print} 'Welcome to Hotel Hedy, ' title ' ' last_name - nice_trip {is} {ask} 'Did you have a nice trip from, ' country '?' - {if} nice_trip {is} 'yes' - {print} 'Lovely!' - {else} - {print} 'Sorry to hear that.' - {print} 'Hopefully you can take a nice rest in you room.' - {print} 'Your room number is ' room_number - - {print} 'Hello. Please fill in your information to check in.' - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - ``` - - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 if_command: - name: '{if} & {else}' - default_save_name: if_command description: Introducing the if command levels: - 5: - story_text: | - ## If... else.... - In level 5 there is something new, the `{if}`! With the `{if}` you can choose between two different options. - This code prints nice if you enter Hedy as a name, and boo! if you enter something else. - `{ask}` and `{print}` still work like they did in level 4. - example_code: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' {else} {print} 'boo!' - ``` - story_text_2: | - Sometimes code with an `{if}` gets really long and does not fit on the line well.
You may also divide the code over two lines, starting the second line at the `{else}` like this: - example_code_2: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - ``` - story_text_3: | - ### Exercise - Try to create your own code with `{if}` and `{else}`. You can use the example code if you want. - example_code_3: | - ``` - answer {is} {ask} '2 + 2 = ?' - _ _ _ 4 _ 'Great job!' - _ _ 'No 2 + 2 = 4' - ``` - 8: - story_text: | - ## If... Else... - You have learned to repeat a block of lines of code after a `{repeat}` command. - Now you can also use indentation to make blocks after a {if} or {else} command. - Check out the example code. - - ### Exercise - Add an {else} command to the example code. Make a block of line using indentation. You do this by starting each line with 4 spaces. - example_code: | - ``` - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {print} 'You can play on your computer!' - ``` 9: story_text: | In this level you can also put an {if} command inside another {if} command. - example_code: | - ``` - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - ``` in_command: - name: '{in}' - default_save_name: in_command description: Introducing the in command levels: 5: - story_text: | - ## Lists - When we want to check if something is in a list, we can now use the `{in}` command. - This code prints pretty! if you choose green or yellow, and meh otherwise. - example_code: | - ``` - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - ``` - story_text_2: | - ### Exercise - Finish the example code by filling in the blanks with commands that you've learned. - When you've finished the code, try to create a code of your own and use a question that you've thought of yourself. example_code_2: | ``` animals is dog, cow, sheep @@ -2601,62 +1391,21 @@ adventures: _ _ 'My favorite animals are dogs, cows and sheep' ``` is_command: - name: '{is}' - default_save_name: is_command description: introducing is command levels: 2: - story_text: | - ## Variables - You can name a word with `{is}`. This is called a **variable**. In this example we made a variable called name and a variable called age. You can use the word name anywhere in your code and it will be replaced by Hedy, like this: - example_code: | - ``` - name {is} Hedy - age {is} 15 - {print} name is age years old - ``` story_text_2: | ### Exercise Time to make your own variables! In the example code we made an example of the variable `favorite_animal`. In line 1 the variable is set, and in line 2 we haved used the variable in a print command. Firstly, finish our example by filling in your favorite animal on the blank. Then make at least 3 of these codes yourself. Pick a variable, and set the variable with the {is} command. Then use it with a {print} command, just like we did. - example_code_2: | - ``` - favorite_animal {is} _ - {print} I like favorite_animal - ``` - 6: - story_text: | - We also make a change in storing a word in a variable! You may now use `=` instead of `{is}` when we store a name or a number in a variable, like this: - example_code: | - ``` - name = Hedy - answer = 20 + 4 - ``` 14: - story_text: | - We are going to learn more new items. You might know them already from mathematics, the `<` and `>`. - The `<` checks if the first number is smaller than the second, for example age `<` 12 checks if age is smaller than 12. - If you want to check if the first number is smaller or equal to the second, you can use `<=`, for example age `<=` 11. - The `>` checks if the first number is bigger than the second, for example points `>` 10 checks if points is larger than 10. - If you want to check if the first number is bigger or equal to the second, you can use `>=`, for example points `>=` 11. - You use these comparisons in an `{if}`, like this: example_code: | ``` age = {ask} 'How old are you?' {if} age > 12 {print} 'You are older than I am!' ``` - story_text_2: | - From this level on, if you want to compare exactly, you can use two equal signs. This is what most programming languages do: - example_code_2: | - ``` - name = {ask} 'What is your name?' - {if} name == 'Hedy' - {print} 'You are cool!' - ``` - story_text_3: | - You can also compare if something is *not* equal to something else using `!=` like this: example_code_3: | ``` name = {ask} 'What is your name?' @@ -2669,56 +1418,13 @@ adventures: {else} {print} 'You are older than me!' language: - name: Language - default_save_name: Language - description: Practice words in a foreign language levels: 5: story_text: | Make your own program to practice your vocabulary in a new language. - example_code: | - ``` - {print} 'Learn French!' - cat {is} {ask} '🐱' - {if} cat {is} chat {print} 'Terrific!' - {else} {print} 'No, cat is chat' - frog {is} {ask} '🐸' - {if} frog {is} grenouille {print} 'Super!' - {else} {print} 'No, frog is grenouille' - ``` - 16: - story_text: | - ### Exercise - Take a look at the example code. This is a program to practise French vocabulary. Now make your own program to practice your vocabulary in a new language. - If you don't know any other languages, you can use Google translate or you can use emojis and your native language. - example_code: | - ``` - french_words = ['bonjour', 'ordinateur', 'pomme de terre'] - translation = ['hello', 'computer', 'potato'] - score = 0 - {for} i {in} {range} 1 {to} 3 - answer = {ask} 'What does ' french_words[i] ' mean?' - correct = translation[i] - {if} answer == correct - {print} 'Correct!' - score = score + 1 - {else} - {print} 'Wrong, ' french_words[i] ' means ' translation[i] - {print} 'You gave ' score ' correct answers.' - ``` maths: - name: maths - default_save_name: maths - description: Introducing maths levels: 6: - story_text: | - In this level you learn something new: you can now also calculate. - - The plus is easy, you write it like with math: `5 + 5` for example. The minus also works fine, it is `5 - 5`. - - The times is a bit different, because there is no times symbol on your keyboard. Just search, there really isn't! - That is why we multiply with the asterisk above 8: `5 * 5`. Read that as "5 times 5" that helps you remember it best. example_code: | ``` {print} '5 plus 5 is ' 5 + 5 @@ -2726,18 +1432,7 @@ adventures: {print} '5 times 5 is ' 5 * 5 ``` 12: - story_text: |- - **Decimal numbers** - So far, Hedy did not allow for decimal numbers like 1.5, but now we do allow that. Note that computers use the `.` for decimal numbers. - example_code: | - ``` - {print} 'Two and a half plus two and a half is...' - {print} 2.5 + 2.5 - ``` - story_text_2: |- - **Maths with words** - In this level you can also do addition with words like this: - example_code_2: | + example_code_2: | ``` a = 'Hello ' b = 'world!' @@ -2746,414 +1441,15 @@ adventures: {print} 2.5 + 2.5 music: - name: music - default_save_name: music - description: Play a tune! levels: - 1: - story_text: |- - In this level you'll learn how to use the `{play}` command to play a tune! - - Type `{play}` followed by the note you want to play. The scale goes C-D-E-F-G-A-B. - As you can see there are 7 different letters, but we can play more than just 7 notes. - Type a number between 1 and 10 behind the letter to choose the scale, for example after B4 comes C5. - C1 is the lowest note you can play, C10 is the highest. - - ### Exercise - Try out the example code and then play around with it! Can you create your own melody? - In the next level you'll learn how to play some existing songs. - example_code: |- - ``` - {play} C4 - {play} D4 - {play} E4 - {play} F4 - {play} G4 - {play} A4 - {play} B4 - {play} C5 - ``` - 2: - story_text: | - ### Exercise - Finish the songs! We have started the codes for some melodies. - example_code: | - ``` - {print} Old Mac Donald had a farm - {play} C5 - {play} C5 - {play} C5 - {play} G4 - {play} A4 - {play} A4 - {play} G4 - ``` - story_text_2: As you can see, you can also use the `{sleep}` command to add a little pause in the song. - example_code_2: | - ``` - {print} Twinkle Twinkle Little Star - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} 1 - {play} F - {play} F - ``` - 3: - story_text: | - Create a random melody! - - ### Exercise - The example code creates a random melody, but it's very short and not many notes are used. - Add more notes to the list and create a longer melody by copying the last line a couple more times. - example_code: | - ``` - notes {is} A4, B4, C4 - {play} notes {at} {random} - {play} notes {at} {random} - {play} notes {at} {random} - ``` - 4: - story_text: | - Use the `{clear}` command to create a karaoke machine! - - ### Exercise - Finish the karaoke version of 'Mary had a little lamb'. - Then, create a karaoke version of any song you'd like! - example_code: | - ``` - {print} 'Mary had a little lamb' - {play} E - {play} D - {play} C - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Little lamb, little lamb' - {play} D - {play} D - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Mary had a little lamb' - {play} E - ``` - 5: - story_text: | - You don't always have to use the `{play}` command to play a whole song, sometimes you just want to play one note. - For example, if you want to make a quiz, you can play a happy high note if the answer is right and a sad low note if the answer is wrong. - - ### Exercise - Finish the first question by adding a line of code that plays a C3 note if the wrong answer is given. - Then think of 3 more questions to add to this quiz. - example_code: | - ``` - answer {is} {ask} 'What is the capital of Zimbabwe?' - {if} answer {is} Harare {play} C6 - _ - ``` 6: story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\n This calls for musical maths! Try out the example code a couple of times with different starting numbers. \nThen, see if you can compose a song using the numbers.\n" - example_code: | - ``` - number = {ask} 'Say a starting number between 1 and 67' - {print} number - {play} number - number = number + 1 - {print} number - {play} number - number = number + 1 - {print} number - {play} number - ``` - 7: - story_text: | - Using the `{repeat}` command can make your codes for melodies a lot shorter! - - ### Exercise - Finish the code for Twinkle Twinkle Little Star by using the `{repeat}`command. - Then go back to the songs you've made in the previous levels. Can you shorten those codes too? - example_code: | - ``` - {print} 'Twinkle Twinkle Little Star' - {repeat} 2 {times} {play} C4 - {repeat} 2 {times} {play} G4 - _ - ``` - 8: - story_text: | - Now that we can use the `{repeat}` command for multiple lines, we can make songs even more easily! - - ### Exercise - Finish the song of Brother John (Frère Jacques). Don't forget to use `{repeat}`! - example_code: | - ``` - {print} 'Brother John' - {repeat} 2 {times} - {play} C - {play} D - {play} E - {play} C - {repeat} 2 {times} - {play} E - {play} F - {play} G - {sleep} 1 - ``` - 9: - story_text: | - From this level on you can - among other things - use a {repeat} command inside a {repeat} command. - That makes songs like 'Happy birthday' even shorter! - - ### Exercise - Finish the song! - example_code: | - ``` - first_time = yes - {repeat} 2 {times} - {repeat} 2 {times} - {play} C - {play} D - {play} C - {if} first_time {is} yes - {play} F - {play} E - first_time {is} no - {else} - _ - ``` - 12: - story_text: | - Use functions in your songs! As you can see in the example code, you can make a function for each line of Twinkle Twinkle Little Star. Once you've programmed the first three lines, all you have to do is call the functions in the order you want them played in. - - ### Exercise - Finish the song of Twinkle Twinkle Little Star. - Then look back at all the songs you've programmed in the levels before, can you make those codes better and shorter using functions too? - example_code: | - ``` - {define} first_line - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} - - {define} second_line - {play} F - {play} F - {play} E - {play} E - {play} D - {play} D - {play} C - {sleep} - - {define} third_line - {play} G - {play} G - {play} F - {play} F - {play} E - {play} E - {play} D - {sleep} - - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - ``` - 13: - story_text: | - You can use a function with an argument for songs that have line that are almost the same, but slightly different each time. - One example is the song 'Yankee Doodle'. The first 4 notes of the first lines are the same, but each time they are followed by a different couple of notes. - - ### Exercise - Can you finish the song of Yankee Doodle? - Can you think of another song to program this way? - example_code: | - ``` - {print} 'Yankee Doodle' - {define} _ {with} note_1, note_2, note_3 - {play} C4 - {play} C4 - {play} D4 - {play} E4 - {play} _ - {play} _ - {play} _ - - {call} line_1 {with} 29, 31, 30 - {call} line_1 {with} 29, 28, 0 - {call} line_1 {with} 32, 31, 30 - - {play} C4 - {play} B3 - {play} G3 - {play} A3 - {play} B3 - {play} C4 - {play} C4 - ``` - 14: - story_text: | - You can program music for fun, but you can also use the musical notes to make something useful like a fire alarm! - - ### Exercise - Make sure the fire alarm rings when there is a fire! - example_code: | - ``` - {define} fire_alarm - {print} 'FIRE!' - note = 40 - {for} i {in} {range} 1 {to} 100 - {if} note _ 50 - note = note + 5 - {play} _ - {else} - note = 40 - - fire = {ask} 'Is there a fire?' - {if} fire _ 'yes' - {call} fire_alarm - ``` - 15: - story_text: | - **Warning** This adventure can become extremely annoying! - We can also use the {while} command to repeat a song forever. - - ### Exercise - Finish the never-ending song. - example_code: | - ``` - {define} song - {play} _ - - yes_or_no = {ask} 'Do you want to hear my never-ending song?' - {while} yes_or_no = 'yes' - {call} song - {print} '🥳' - ``` - 16: - story_text: | - Upgrade your Old MacDonald code! - - ### Exercise - Take your code from the 'Sing a Song' adventure and add musical notes to it! - You can make a function for each line in the song and call that function after the line is printed. - We defined the first line for you and called it in the code. Can you finish the whole song? - example_code: | - ``` - {define} line_1 - {for} i {in} {range} 1 {to} 3 - {play} G - {play} D - {for} i {in} {range} 1 {to} 2 - {play} E - {play} D - - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - for i in range 1 to 3 - animal = animals[i] - sound = sounds[i] - print 'Old MacDonald had a farm' - call line_1 - print 'E I E I O!' - _ - ``` - 17: - story_text: | - You can use the {elif} to create different options. - - ### Exercise - Firstly, add colons to get the code to work. - Then finish this code by adding at least 2 other songs for other moods. For example a happy song and an angry song. - example_code: | - ``` - {define} scary_song - {for} i {in} {range} 1 {to} 3 - {play} G - {play} E - {sleep} 2 - {for} i {in} {range} 1 {to} 3 - {play} F - {play} D - - mood = {ask} 'Which emotion are you feeling?' - {if} mood {is} 'fear' - {call} scary_song - {elif} _ - ``` - 18: - story_text: | - ### Exercise - Even in this last level of Hedy we can make some music! Be careful of all the syntax that is needed now. - Take a good look at how the functions are defined and called upon in the example code. - Finish the song! - example_code: | - ``` - {def} line_1(): - {for} i {in} {range}(1, 5): - {play} A - {play} D - {play} F - {play} A - - {def} line_2(): - {for} i {in} {range}(1, 5): - {play} G - {play} C - {play} E - {play} G - - {def} line_3(): - _ - - {print} ('The drunken sailor') - {print} ('What shall we do with the drunken sailor?') - line_1() - line_2() - line_3() - {print} ('Early in the morning') - ``` parrot: - name: Parrot - default_save_name: Parrot - description: Create your own online pet parrot that will copy you! levels: 1: - story_text: | - Create your own online pet parrot that will copy you! - example_code: | - ``` - {print} Im Hedy the parrot - {ask} whats your name? - {echo} - {echo} - ``` story_text_2: | ### Exercise Can you make the parrot ask a different question? Fill in the blanks in the example! - example_code_2: | - ``` - {print} Im Hedy the parrot - {ask} _ - {echo} - {echo} 2: story_text: | Create your own online pet parrot that will copy you! @@ -3186,15 +1482,6 @@ adventures: story_text: | In this level we have to use quotation marks with the commands `{ask}` and `{print}`. Can you complete the code by adding quotation marks? - example_code: | - ``` - words {is} squawk, Hedy - {print} _ Train your parrot! _ - new_word {is} {ask} _ Which word do you want to teach them? _ - {add} new_word {to_list} words - {print} _ 🧒 Say _ new_word _, Hedy!_ - {print} _ 🦜 _ words {at} {random} - ``` 5: story_text: | Reward your parrot {if} it says the correct word! @@ -3211,9 +1498,6 @@ adventures: {else} {print} '🧒 No, Hedy! Say ' new_word ``` piggybank: - name: Piggy Bank - default_save_name: Piggy Bank - description: Count your pocketmoney! levels: 12: story_text: | @@ -3229,10 +1513,6 @@ adventures: weeks = to_save / allowance {print} 'You can buy a ' wish ' in ' weeks ' weeks.' 14: - story_text: | - ### Exercise - In this level you can let Hedy tell you if you have saved up enough money! - Finish this code by filling in the blanks! example_code: | ``` _ calculate_budget with wish, money, allowance @@ -3252,45 +1532,7 @@ adventures: {call} calculate_budget with _, _, _ ``` pressit: - name: Key presses - default_save_name: Pressed - description: Try linking a keyboard key to a command! levels: - 5: - story_text: | - In this level there is another new keyword: `{pressed}`! - With `{pressed}` you can use keys on your keyboard to control what lines are used. - - ### Exercise - Look at the example and add one more line of code that reacts to a key press. - example_code: | - ``` - {print} 'Do you want a good (g) or bad (b) ending?' - {if} g {is} {pressed} {print} 'They lived happily ever after ❤' - {else} {print} 'The prince was eaten by a hippopotamus 😭' - ``` - story_text_2: | - You can also link turtle commands to keys. - - ### Exercise - Copy the lines a few times so you can create a larger drawing. - example_code_2: | - ``` - {if} y {is} {pressed} {forward} 15 - {else} {turn} 90 - ``` - 7: - story_text: | - Now that you have learned about `{repeat}`, we can press keys multiple times. - You can use it to make the turtle walk forward and turn. - - ### Exercise - The code you have seen in level 5 only checks the key once. Copy the example code and add a `{repeat}` to it, so that you can press the keys many times. - Use this code to draw something nice. - example_code: | - ``` - {if} x {is} {pressed} {forward} 15 {else} {turn} 90 - ``` 9: story_text: | Now that you know how to combine statements, you can create a touch type tool with `{pressed}`. @@ -3298,54 +1540,9 @@ adventures: ### Exercise Finish the code. Each time a random letter should be chosen, which you have to press. You get a point for a correct press, and and two points deduction for a wrong press. **(extra)** Clear the screen after each letter, and show the user how many points they have scored. - example_code: | - ``` - points = 0 - letters = a, b, c, d, e - {repeat} 10 {times} - letter = _ _ _ - {print} 'Press the letter ' letter - {if} letter {is} {pressed} - _ - _ - _ - ``` print_command: - name: '{print}' - default_save_name: print - description: Introduction print command levels: - 1: - story_text: | - ## The print command - You can print text to the screen using the `{print}` command. - example_code: | - ``` - {print} Hi there, programmer! - {print} Welcome to Hedy! - ``` - story_text_2: | - ### Exercise - In Hedy you will find exercises in every adventure. An exercise allows you to practise the new commands and concepts, and lets you give your own twist to the example codes. - In this exercise you will see a pink blank space. You have to fill something in the place of the blank space before the code can be run. - - Fill in the `{print}` command in the blank space and then add five more lines of code. Each line has to start with a `{print}` command. - Have fun! - example_code_2: | - ``` - _ Hello! - ``` 18: - story_text: |- - We arrived at real Python code! That means we need to use parentheses with `{print}` and `{range}` from now on. - It also means you can use Hedy code from this level in any Python environment as long as you use the English commands. If you haven't until now, you can switch the toggle in the commands menu to do so. - example_code: | - ``` - {print}('Hello!') - {for} i {in} {range}(1, 10): - {print}('This is line ', i) - ``` - story_text_2: If you want to print more than one item, you need to separate them by commas. example_code_2: | ``` temperature = 25 @@ -3353,158 +1550,13 @@ adventures: ``` {print}('My name is ', name) - quizmaster: - name: Quizmaster - default_save_name: Quizmaster - description: Make your own quiz! - levels: - 14: - story_text: | - ### Exercise - In this adventure you can make your own quiz! Fill in the blanks, add more questions and enjoy your own quiz! - You can make a quiz about anything you like: your hobby, your favorite animal, your favorite book or anything at all! - example_code: | - ``` - {print} 'Make your own quiz' - points_a = 0 - points_b = 0 - {print} 'Question' - {print} 'Answer option A' - {print} 'Answer option B' - answer = {ask} 'Which answer?' - {if} answer == 'A' - points_a = points_a + 1 - {if} answer == 'B' - points_b = points_b + 1 - {print} 'End of the quiz!' - {print} 'Lets see the results!' - {if} points_a > points_b - {print} 'You belong to the A club' - {if} points_b > points_a - {print} 'You belong to the B club' - ``` - quotation_marks: - name: '''quotation marks''' - default_save_name: quotation_marks - description: Introduction quotation marks - levels: - 4: - story_text: | - ## 'Quotation marks' - In level 4 `{ask}` and `{print}` have changed. - You must put text that you want to print between quotation marks. - This is useful, because now you can print all the words you want. Also the words you used to store something with `{is}`. - Most programming languages also use quotation marks when printing, so we are also getting a step closer to real programming! - example_code: | - ``` - {print} 'You need to use quotation marks from now on!' - answer {is} {ask} 'What do we need to use from now on?' - {print} 'We need to use ' answer - ``` - story_text_2: | - ## Contractions - Important! Mind that now that we're using quotation marks, Hedy will get confused when you use the apostrophe for contractions like I'm or What's. - Make sure to remove those apostrophes and change the spelling to I am or What is. - Check out the example code to see the wrong way of using apostrophes. - example_code_2: | - ``` - _ This is the wrong way of using apostrophes _ - {print} 'I'm babysitting my sister's kids' - {print} 'What's more fun than that?' - ``` - 12: - story_text: | - **All texts need to be in quotation marks** - For this level on you will also have to use quotation marks when storing a text with `=`: - example_code: | - ``` - name = 'Hedy the Robot' - {print} 'Hello ' name - ``` - story_text_2: | - **All items in lists need quotation marks too** - Lists are texts, so they need quotation marks too. Mind that each single item on the list has quotation marks. - This allows you to save two words as 1 item on the list, for example 'Black Widow'. - example_code_2: | - ``` - superheroes = 'Spiderman', 'Batman', 'Black Widow' - {print} superheroes {at} {random} - ``` - story_text_3: | - **All text after `{if}` comparisons need quotation marks too** - example_code_3: | - ``` - name = {ask} 'What is your name?' - {if} name = 'Hedy the Robot' - {print} 'Hi there!' - ``` - story_text_4: | - **Numbers don't need quotation marks** - For numbers, you do not use quotation marks in the `=`: - example_code_4: | - ``` - score = 25 - {print} 'You got ' score - ``` random_command: - name: '{random}' - default_save_name: random_command - description: introducing at random command levels: - 3: - story_text: | - ## At random - In this level you can make a list using the `{is}` command. You can let the computer choose a random item from that list. You do that with `{at} {random}`. - example_code: | - ``` - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - ``` - story_text_2: | - You can use the `{at} {random}` command in a sentence as well. - example_code_2: | - ``` - food {is} sandwich, slice of pizza, salad, burrito - {print} I am going to have a food {at} {random} for lunch. - ``` - story_text_3: | - ### Exercise - Try out the `{at} {random}` command by making your own gameshow (like the ones on tv) where you choose a door or suitcase and it contains a big price! - Can you do it? We have already put the first lines into the example code. - example_code_3: | - ``` - {print} The big gameshow! - {print} There are 3 suitcases in front of you... - chosen {is} {ask} Which suitcase do you choose? - prices {is} _ - _ - ``` 16: story_text: |- We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. For example: `friends[1]` is the first name on the list of friends, as you can see in the first part of the example code. The second part of the example code shows you that we can also match 2 lists using the variable i. - example_code: | - ``` - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - ``` - story_text_2: |- - Now that you've learned to use the brackets in lists, you can also start using the {at} {random} command in the Python way! - You simply type the name of your list with `[random]` behind it! - example_code_2: |- - ``` - fruit = ['apple', 'banana', 'cherry'] - {print} fruit[random] - ``` repeat_command: - name: '{repeat}' - default_save_name: repeat_command description: repeat command levels: 7: @@ -3514,23 +1566,6 @@ adventures: ### Exercise Play around with the repeat command. Can you make the happy birthday song in only 3 lines of code instead of 4 now? - example_code: | - ``` - {repeat} 3 {times} {print} 'Hedy is fun!' - ``` - 8: - story_text: | - ### Repeat commands and indentation - In this level you can repeat multiple lines of code with only 1 repeat command. - You do this by making a block of lines that you want to repeat. - The lines in this block will need **indentation** . - That means putting four spaces at the beginning of each line. You will also have to indent when you just want to create a block of one line. - example_code: | - ``` - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This is all repeated 5 times' - ``` 9: story_text: | Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... @@ -3546,47 +1581,12 @@ adventures: {else} {print} 'Maybe you should practice some more in the previous level' repeat_command_2: - name: '{repeat} 2' - default_save_name: repeat_command_2 description: repeat command 2 levels: 7: - story_text: | - ## Repeat with other commands and with variables - You have practiced the `{repeat}` command in combination with the `{print}` command now, but did you know you could also use other commands with `{repeat}` ? - In this example code you can see that `{repeat}` can also be used with an `{ask}`, `{if}` or `{else}` command. - example_code: | - ``` - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - ``` story_text_2: | Another interesting thing you can so with the `{repeat}` command is using variables to set the amount of times something should be repeated. In the example code you can see that we first ask the person how old they are. Then, in line 3, the question is repeated 'age' times. So we have used the variable 'age' with the `{repeat}` command. - example_code_2: | - ``` - {print} 'Yay! It is your birthday!' - age = {ask} 'How old are you now?' - {repeat} age {times} {print} 'Hip Hip Hurray!' - ``` - 8: - story_text: | - ### In the block or not? - In this level you have to think carefully which lines of code should be in the block and which shouldn't. - For example: If you want to sing the song *the muffin man*. You only want the line with 'the muffin man' to be repeated twice. - This means the last line shouldn't start with indentation as it doesn't belong to the block. - If you do start the last line with indentation the song will turn out wrong. - - ### Exercise - Each line in the example code starts with a blank. Remove the blanks and try to figure out which line need indentation and which don't to make the muffin man song. - example_code: | - ``` - _ {print} 'Do you know the muffin man?' - _ {repeat} 2 {times} - _ {print} 'The muffin man' - _ {print} 'Do you know the muffin man, who lives on Drury Lane?' - ``` restaurant: name: Étterem default_save_name: Étterem @@ -3746,24 +1746,6 @@ adventures: repeat emberek times food is ask 'Mit szeretnél ennit?' print 'Köszönjük megrendelésedet! Mindjárt jön!' ``` - 8: - story_text: | - In this level you can make your virtual restaurant more elaborate by repeating multiple lines of code. Like this: - - ### Exercise - This code can be expanded with more items on the menu, for example offering drinks, and/or multiple courses or desserts. Add at least one more item. - **Extra** Add even more items, as many options as you like! - example_code: | - ``` - {print} 'Welcome to Restaurant Chez Hedy!' - people = {ask} 'How many people will be joining us today?' - {print} 'Great!' - {repeat} people {times} - food = {ask} 'What would you like to order?' - {print} food - {print} 'Thank you for ordering!' - {print} 'Enjoy your meal!' - ``` 9: story_text: |- A 7. szinten több sor kód megismétlésével bonyolultabbá teheted virtuális éttermedet. Mint ez: @@ -3858,22 +1840,6 @@ adventures: price = price - 3 {print} 'That will be ' price ' dollars' ``` - 15: - story_text: | - With the `{while}` you can make sure your costumers can keep adding orders until they are done. - - ### Exercise - Correctly add the `{while}` command to this code. - example_code: | - ``` - {print} 'Welcome at McHedy' - more = 'yes' - _ - order = {ask} 'What would you like to order?' - {print} order - more = {ask} 'Would you like to order anything else?' - {print} 'Thank you!' - ``` rock: name: Kő, papír, olló default_save_name: Kő @@ -3892,16 +1858,6 @@ adventures: ask Válassz kő, papír és olló közül echo ez volt a választásod: ``` - story_text_2: | - ### Exercise - Instead of using words, you could also use emojis: ✊✋✌ - Can you create a code using emojis? - example_code_2: | - ``` - {print} what do you choose? - {ask} choose from _ - {echo} so your choice was: - ``` 2: story_text: | In this level you can practise using the variables, so that you can make the rock, paper, scissors game in the next level! @@ -3940,16 +1896,6 @@ adventures: {print} player 1 chooses... choices {at} {random} {print} player 2 _ ``` - 4: - story_text: | - In this level we can further program rock, paper, scissors. But if you want to add text, you have to use quotation marks here too. - ### Exercise - Fill in quotation marks on the blanks. Mind that the variable `choices` should be outside the quotes. - example_code: | - ``` - choices {is} rock, paper, scissors - {print} _The computer chooses..._ choices {at} {random} - ``` 5: story_text: |- A 4. szinten meghatározhatjuk, hogy ki nyert. @@ -4017,9 +1963,6 @@ adventures: {print} 'The computer wins!' ``` 15: - story_text: | - ### Exercise - Play until you beat the computer! But first, finish the example code... example_code: | ``` won = 'no' @@ -4037,9 +1980,6 @@ adventures: {print} 'You win!' won = 'yes' rock_2: - name: Rock, paper, scissors 2 - default_save_name: rock_2 - description: Part 2 of rock, paper, scissors levels: 2: story_text: | @@ -4053,9 +1993,7 @@ adventures: {print} I choose choice ``` secret: - name: SuperSpy default_save_name: language - description: Make your own spy code levels: 12: story_text: | @@ -4078,160 +2016,13 @@ adventures: 13: story_text: | The code you made in the previous level can be made a lot easier in this one with the `{and}` command. - example_code: | - ``` - name = {ask} 'What is your name?' - password = {ask} 'What is your password?' - {if} name {is} 'Agent007' _ password {is} 'TOPSECRET' - {print} 'Go to the airport at 02.00' - {else} - {print} 'Go to the trainstation at 10.00' - ``` - simon: - name: Simon Says - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - Let's make a game of Simon Says! Simon Says is a memory game in which the player will be given a color. They have to repeat that color back. - If they get it right a color is added to the sequence, so they now have to remember 2 colors, then 3, then 4 etc. the game stops as soon as the player makes a mistake. - - ### Exercise - In this first part of the Simon Says adventure, we'll let the computer pick a random color and add it to a list. - - ***Make 2 lists*** First, make a list called `colors` and fill it with the colors red, yellow, green and blue. - Then make a list called `simon_sequence`. This list will be used as the answer. - At the start of the game this lists need to be empty. unfortunately, we can't create an empty list (yet), so we'll fill it with the words 'empty' and 'list' and we'll remove them from the list immediately. - - ***Create a function that adds a color to the sequence*** Now that we have an empty list called simon_sequence, we can start filling it with random colors. - We do that with a function, so we can call it everytime there's a new level in our game. Create a function called `add_random_color`. - Then create the variable random_color and set it to a random color. Next, add this random color to the simon_sequence. - - ***Create a function that shows the simon_sequence*** Start by naming the new function `show_simon_sequence` with `level` as an argument. Now we want to show as many colors as the level we are in (in level 1 you see 1 color, in level 2 you see 2 colors etc). - So we repeat `level` times, to print the `simon_sequence[i]`. Each time a color is shown, wait for 1 second and then clear the screen. - - ***Test your program*** Before you go to the next level, test if the functions are working by calling both of the functions. If they're working you should see a random color in your output screen. - Remove this testing part of your code, copy the code and continue to the next tab to learn more about the simon says game! - example_code: | - ``` - # Make 2 lists - colors = _ - _ = ['empty', 'list'] - {remove} _ {from} simon_sequence - {remove} _ - - # Create a function that adds a color - _ add_random_color - _ - {add} _ - - # Create a function that shows the simon_sequence - {define} _ - {for} i {in} {range} 1 {to} _ - {print} _ - _ - _ - - # Test your program - {call} _ - {call} show_simon_sequence {with} 1 - ``` - simon_2: - name: Simon Says 2 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - We'll continue with our Simon Says game! - - ### Exercise - ***Paste your code here*** Paste your code from the previous level here. Don't forget to remove the part that was just used for testing the functions. - - ***Create a function that creates the player_sequence*** The list `player_sequence` is used to capture the answers of the player. First we define the function with the argument level. - Next, we ask level times what the color is that they choose. We call that variable `answer`. Then we add the variable `answer` to the list player_sequence. - - ***Setting up the game*** Before we program the game in the next tab, we'll need some starting variables. First, we'll set the variable `level` to 1 and the variable `game_over` to False. - Then we make an introduction for the game. We'll print 'Welcome to Simon Says!' and clear the screen after 1 second. - - ***Continue to the next tab to finish the game!**** Don't forget to copy your code and take it with you to the next tab. - example_code: | - ``` - # Paste your code here - - - # Create a function that creates the player_sequence - {define} _ - {for} _ - _ 'What is color number ' i '?' - {add} answer {to} _ - - # Set up - level = _ - game_over = _ - {print} _ - _ 1 - _ - ``` - simon_3: - name: Simon Says 3 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - In this tab we'll program the game of Simon Says! - - ### Exercise - ***Paste your code*** Copy your code from the previous tab and paste it here. - - ***Program the game*** We start by making sure the game goes on while the game isn't over. Then we print what level the player is on, we use the variable level for that. We only show that for 1 second and then we clear the screen again. - Now, we have to create the empty list player_sequence. We've already programmed how to fill the list, with our function `player_sequence`, but we never made the list itself. To create the list we use the same trick as we did in the previous tab. - We'll make a list with the words 'empty' and 'list' on it, and then we remove both these words. Next, we'll call all of the 3 functions that we've created. - Lastly, we'll have to check if the player gave the correct answers (so if the player_sequence and the simon_sequence are the same). - If that's the case, we'll compliment the player. Wait for 1 second and increase the level with 1. - Did the player give the wrong answer, we'll tell them and end the game by setting game_over to 'True' - - ***Enjoy your game!*** Great job! Does your game not work? Use the ladybug button to debug your code! - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - {print} _ - _ - _ - _ = ['empty', 'list'] - {remove} _ - {remove} _ - {call} _ - {call} _ {with} _ - {call} _ {with} _ - {if} player_sequence == _ - _ - _ - _ - {else} - _ - game_over = _ - ``` sleep_command: - name: '{sleep}' - default_save_name: sleep_command description: introducing sleep command levels: 2: story_text: | ## The sleep command Another new command in this level is `{sleep}`, which pauses your program for a second. If you type a number behind the {sleep} command, the program pauses for that amount of seconds. - example_code: | - ``` - {print} My favorite colour is... - {sleep} 2 - {print} green! - ``` songs: name: Énekelj egy dalt! default_save_name: Dal @@ -4259,9 +2050,6 @@ adventures: verssor = verssor - 1 print verssor ' üveg sör a falon' ``` - story_text_2: | - This children's song counts down from 5 little monkeys to 1 monkey. - If you copy line 2 - 7 and paste it under the the code, you can sing the whole song! example_code_2: | ``` number = 6 @@ -4347,10 +2135,6 @@ adventures: Print the song Five little moneys jumping on the bed. Look up the text if you don't remember. **(extra)** Print the song Old MacDonald had a farm, and make sure all animals make a different sound, using an `{if}`. - example_code_2: | - ``` - monkeys = 5, 4, 3, 2, 1 - ``` 11: story_text: | In this level you can use the `{for} i {in} {range}` command to make songs that use counting. @@ -4366,101 +2150,22 @@ adventures: {print} 'NO MORE MONKEYS JUMPING ON THE BED!' ``` 12: - story_text: | - In this song we can make it even easier to program '{if} you're happy and you know it, clap your hands'. Because we can put all of the actions in a variable, check it out: - example_code: | - ``` - actions = 'clap your hands', 'stomp your feet', 'shout Hurray!' - {for} action {in} actions - {for} i {in} {range} 1 {to} 2 - {print} '{if} youre happy and you know it' - {print} action - {print} '{if} youre happy and you know it and you really want to show it' - {print} '{if} youre happy and you know it' - {print} action - ``` - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, but did you know that you could combine them with {ask} commands as well? - In this example we have changed the 'My Bonnie' program and made it interactive. You are now asked where Bonnie is. - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is ' place - - chosen_place = {ask} 'Where do you want Bonnie to be?' - synonym = {ask} 'What is another word for that?' - - {call} song {with} chosen_place - {call} song {with} synonym - {call} song {with} chosen_place - ``` - 16: - story_text: | - In this level, you can program a song like OldMacDonald even more quickly. You can connect the right animal to the right sound by simply putting them in the same place in the list. - The Drunken Sailor is also quickly made in this level. You only need 8 lines for the entire song, check it out! - - ### Exercise - Complete the Old MacDonald song by setting the variable `animal` to `animals[i]` and `sound` to `sounds[i]`. - example_code: | - ``` - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - {for} i {in} {range} 1 {to} 3 - animal = _ - sound = _ - {print} 'Old MacDonald had a farm' - {print} 'E I E I O!' - {print} 'and on that farm he had a ' animal - {print} 'E I E I O!' - {print} 'with a ' sound sound ' here' - {print} 'and a ' sound sound ' there' - {print} 'here a ' sound - {print} 'there a ' sound - {print} 'everywhere a ' sound sound - ``` - - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines - {for} i {in} {range} 1 {to} 3 - {print} line - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - 18: - story_text: | - In level 16 we made songs using lists. These programs however are no longer working properly in this level. The colons from level 17 and the brackets from level 18 still need to be added. - - ### Exercise 1 - The Drunken sailor song is given as sample code, but not yet working. - Can you make sure everything works again? To help you, we've put _ in the places of _some_ errors. - - ### Exercise 2 - Now also look up your Old MacDonald song from level 16, and correct it. + story_text: | + In this song we can make it even easier to program '{if} you're happy and you know it, clap your hands'. Because we can put all of the actions in a variable, check it out: example_code: | ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines _ - {for} i {in} {range} 1 {to} 3 _ - {print} _ line _ - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' + actions = 'clap your hands', 'stomp your feet', 'shout Hurray!' + {for} action {in} actions + {for} i {in} {range} 1 {to} 2 + {print} '{if} youre happy and you know it' + {print} action + {print} '{if} youre happy and you know it and you really want to show it' + {print} '{if} youre happy and you know it' + {print} action ``` songs_2: - name: Sing a song! 2 - default_save_name: Song 2 - description: Sing a song 2 levels: 12: - story_text: | - Songs contain a lot of repetition. We can capture it with a function! - ### Exercise - Look at the example code with the function. Fill out the two lines so the full song is printed. example_code: | ``` {define} twinkle @@ -4472,177 +2177,6 @@ adventures: {print} 'Like a diamond in the sky' {call} _ ``` - 16: - story_text: | - ### Exercise - Finish the nursery rhyme! - example_code: | - ``` - number = ['one', 'two', 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'ten'] - object = ['on his drum', 'on his shoe', 'on his knee', 'on his door', 'on his hive', 'on his sticks', 'up in heaven', 'on his gate', 'on his vine', 'once again'] - - _ - {print} 'This old man' - {print} 'He played ' _ - {print} 'He played knick-knack ' _ - {print} 'With a knick-knack paddywhack' - {print} 'Give the dog a bone' - {print} 'This old man came rolling home' - {sleep} 8 - {clear} - ``` - story_text_2: | - ### Exersice 2 - Now create your own code for the nursery rhyme 'The wheels on the bus' on the same way! - example_code_2: | - ``` - object = ['wheels', 'doors', _] - movement = [ 'round and round', 'open and shut', _] - ``` - tic: - name: Tic-Tac-Toe - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - Let's program a game of tic-tac-toe! - - ### Exercise - In this adventure we'll start with creating an empty field. - - ***Create a list called field*** This list will be our playing field. This list is filled with 9 dots, since there are no x's and o's yet at the start of our game. - - ***Create a function that prints the field*** Firstly, clear the screen so the old playing fields will be removed. Then we print the first line of our Tic Tac Toe field. This line constists of the first 3 spots in our list field. - We have already programmed this line for you. Now finish the field by printing spot 4, 5, and 6 on the second row and spot 7, 8 and 9 in the third row. - - ***Call the function that prints the field*** Now call the function. -
- Run the code. Your output should look like this: -
- - ***Continue in the next tab*** In the next tab you'll learn how to program the game itself. - example_code: | - ``` - # Create a list called field - _ = ['.', '.', '.', '.', '.', '.', '.', '.', '.'] - - # Create a function that prints the field - {define} print_field - _ - {print} 'TIC TAC TOE' - {print} field[1] field[2] field[3] - _ - _ - - # Call the function - ``` - 17: - story_text: | - In the previous level you've learned how to make a tic-tac-toe game. The game works, but is quite annoying as it keeps asking you if you've won yet. - Now that we have the {elif} command, we can let the game decide if someone has won and it can stop asking us! - - ### Exercise - ***Paste your code*** Paste your code from the previous level here and make it level 17 proof. In this level you've learned to use a colon everytime you create a block of code. Please add the colons in the correct spots. - - ***Create a function that detects if someone's won*** We have started the function for you, paste it under the function `print_field` and finish the function. You can see that this first piece of code checks to see if spot 1, 2 and 3 are the same, because if they are you have 3 in a row. - It also checks if they are not a dot, because if they are, the line might have the same symbols on them, but that's just because it's still empty. - If all these conditions are met, the game is over and the winner is printed. - Finish this function with all possible ways to win. This means you have to make this for the other 2 rows, 3 columns and 2 diagonals. - If you've finished all the other options, the function should return the variable `game_over` so we can use it in our game. - - ***Call the function in the game*** Go to the line `game_over = {ask} 'Did you win?'` and change it to `game_over = {call} detect_winner {with} field, sign`. Now the function will check if there's a winner and the game doesn't need to keep asking anymore! - - ***Enjoy your game!*** Great job! You have finished the game! Enjoy playing it! - - example_code: | - ``` - # Paste your code here and make it level 17 proof - - # Create a function that detects if someone has won - {define} detect_winner {with} field, sign: - {if} field[1] == field[2] {and} field[2] == field[3] {and} field[1] != '.': - game_over = 'yes' - {print} 'Player ' sign 'wins!' - {elif}: - _ - {else}: - game_over = 'no' - {return} _ - ``` - tic_2: - name: Tic-Tac-Toe 2 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - In the previous adventure you've learned how to create a playing field. Now you'll learn how to create the game! - - ### Exercise - ***Paste your code*** Start by pasting your code from the previous adventure here. - - ***Add variables*** Underneath your list called `field` we'll add 2 more variables that we'll need to program the game. - The variable `game_over` tells us if the game is over, and should be 'no' at the start of the game. - The variable `sign` tells us if it's the turn of player x or player o. Set the variable to 'x'. - - ***The game*** First use a {while} command, to make sure the game keeps on playing the variable while game_over is set to no. - During the game, we first ask the player which spot they choose. Then we change the field with the number they chose into their sign. - Then we print the field again and we ask the player if they've won yet. Lastly we want to switch whose turn it is, so if the sign is 'x' it should be 'o' and the other way around. - - ***Test your game*** Does your game work? Great, have fun playing the game! If not, use the ladybug button to debug your code. - You might have noticed one mistake in the code though, you can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! Go to the next tab to learn how to fix this problem. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add variables - game_over = _ - sign = _ - - # The game - {while} _ - choice = _ 'Player ' sign '_?' - field[choice] = _ - _ print_field - game_over = {ask} _ - {if} sign = 'o' - sign = _ - _ - sign = _ - ``` - tic_3: - name: Tic-Tac-Toe 3 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - You might have noticed one mistake in the code you've made in the previous adventure. You can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! In this tab we'll fix that mistake. - - ### Exercise - ***Paste your code here*** Paste your code from the previous adventure here. - - ***Fix the mistake*** To fix the mistake we replace the line that says `field[choice] = sign`. This turns any spot that the player has chosen into their sign. - Go to the header that says 'Use this to fix the mistake' and finish the code. We first want to check if the chosen spot is still empty, so `if field[choice] = '.'`. If that is the case, you are allowed to take it. - Then we make an else command and print 'Sorry, this spot is already taken' if the spot is not empty. Lastly, we add a {sleep} command, so the players can actually read the text before it gets cleared again. - Now copy this piece of code and replace the line `field[choice] = sign` with this new piece of code. - - ***Play your game!*** Now the game should work properly! Good job! - The only flaw is that you can get a bit annoyed that the game keeps asking you if you've won yet. Do you want to fix that? Go to level 17 and we'll fix it! - example_code: | - ``` - # Paste your code here - - # Use this to fix the mistake - {if} _ = '.' - field[choice] = sign - {else} - {print} _ - _ - ``` turtle: name: Teknős default_save_name: teknős @@ -4653,22 +2187,9 @@ adventures: Az 1. szinten Hedy segítségével rajzolhatsz is. A fordulatok és vonalak kombinálásával négyzetet vagy lépcsőt készíthetsz! Az "előre" segítségével húzhatsz egy vonalat előre. A mögötte lévő szám határozza meg, hogy a teknős mennyit fog gyalogolni. "jobbra fordul" negyed fordulatot forgat az óramutató járásával megegyező irányba, "balra fordul" az óramutató járásával ellentétes irányba fordul - example_code: | - ``` - {forward} 100 - {turn} {left} - ``` story_text_2: | ### Exercise Ez egy kis lépcső kezdete. El tudod érni az 5 lépést? - example_code_2: | - ``` - {forward} 20 - {turn} {right} - {forward} 20 - {turn} {left} - {forward} 20 - ``` 2: story_text: |- Az 1. szinten a teknős csak balra vagy jobbra tudott fordulni. Ez egy kicsit unalmas! @@ -4720,20 +2241,6 @@ adventures: tavolsag is ask 'Milyen messze menjen?' forward tavolsag ``` - story_text_2: | - You can also change the color of the lines with the command `{color}`. Check out the example. - You can also use the command `{color} {white}` to make 'invisible' lines. You could use these white lines to move the turtle anywhere in the screen before you start drawing. - example_code_2: | - ``` - {color} {white} - {forward} -80 - {color} {green} - {forward} 50 - {color} {yellow} - {forward} 50 - {color} {red} - {forward} 50 - ``` 5: story_text: A 4. szinten választást hozhatsz létre az `if` utasítással. Például választhatsz különböző típusú alakzatok között. example_code: |- @@ -4750,13 +2257,6 @@ adventures: turn szog forward 25 ``` - story_text_2: | - ### Exercise - Fill in the correct numbers in this code to get it to work. - After you've done that, you can try to add the option backwards. - - **Extra** Instead of using 'left' and 'right', remake the program with North, East, South and West. - This way you could add even more directions like Northeast and Southwest etc. example_code_2: | ``` direction {is} {ask} 'Do you want to go left, right, or straight ahead?' @@ -4814,17 +2314,6 @@ adventures: This code creates three black triangles, change that into five pink squares. **(extra)** Create a figure of your own choosing consisting of at least two different shapes types. - example_code: | - ``` - {color} {black} - {repeat} 3 {times} - {repeat} 3 {times} - {forward} 10 - {turn} 120 - {color} {white} - {forward} 50 - {color} {black} - ``` 10: story_text: | In this level you can make the turtle draw a figure. @@ -4835,162 +2324,9 @@ adventures: **(extra)** can you change the spiral into another shape? Experiment with numbers for the turn! ### Exercise 2 The spiral is drawn outwards, make it go inwards? - example_code: | - ``` - {turn} 90 - distances = 10, 20, 30, 40, 50, 60 - {for} distance {in} distances - {forward} distance - ``` - 12: - story_text: | - We can use functions to draw more complex figures with less code. - ### Exercise 1 - Fill the function so that three squares are created. If you want the image to look nicer, you can make the lines between the squares white. - - ### Exercise 2 - The code can be made even shorter. Place the final lines into a `{repeat}` so the figure remains the same. - - ### Exercise 3 - Create your own drawing with different figures. - Change both the number of figures with the `{repeat}` and the shape of the figures in the `{define}` - example_code: | - ``` - {define} square - {repeat} 4 {times} - {turn} _ - {forward} _ - {call} square - {forward} 50 - {call} square - {forward} 50 - {call} square - ``` turtle_draw_it: - name: Draw it! - default_save_name: Draw it - description: Draw this picture with the turtle levels: - 1: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Rectangle - Square - Stairs -
- 2: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Arrow - Boat -
- 3: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Star - Arrow -
- 4: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Colored Star - Rainbow - Nested squares -
- example_code: | - **Extra** Up for a real challenge? Make sure that the colors of these figures are selected randomly, so that each time you run your programs they'll look differently! - - ``` - colors {is} red, orange, yellow, green, blue, purple, pink, brown, gray, black - color _ - ``` - 5: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Make only one code that lets the player decide which letter they'd like to see! And can you add even more letters? - -
- F - E - L -
- example_code: | - Hint: - ``` - chosen_letter {is} {ask} 'Which letter would you like to see? F, E or L?' - {if} _ - ``` - 6: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Let the player decide which color the square should be. - - ***Extra*** Can you make the letter of your own first name and the flag of your own country too? - -
- Square - Letters - Flag -
- example_code: | - Hint for the square: - ``` - chosen_color = {ask} _ - ``` - 7: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Hexagon - Triangle - Fan -
- 8: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - -
- Square (3) - Randomly colored star (5) - Randomly colored spiral (7) -
9: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - - **Extra** Give the player a choice which country they would like to see the flag of. - -
- Cross (7) - Randomly colored nested squares (8) - Flags -
example_code: | Hint for the nested squares: ``` @@ -5008,14 +2344,6 @@ adventures: color_3 = blue ``` 10: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Nested Hexagon - Traffic lights -
example_code: | Hint Nested Hexagon: ``` @@ -5031,47 +2359,6 @@ adventures: color _ {repeat} _ ``` - story_text_2: | - Christmas lights - example_code_2: | - Hint Christmas Lights: - - Start by moving to the left side of the screen with an invisible white line. Then hang up the Christmas lights! - ``` - {color} white - {turn} -90 - {forward} 300 - {turn} 90 - - colors = red, blue, yellow, purple, green, orange, pink - {for} chosen_color {in} colors - _ - ``` - 11: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Beehive (6) - Fan (5) - Snowflake (13) -
- example_code: | - Hint Beehive: - ``` - {for} amount_of_combs {in} {range} 1 {to} _ - {for} walls_of_one_comb {in} {range} 1 {to} _ - {forward} _ - {turn} _ - {forward} _ - {turn} _ - ``` - - Hint Fan: - Start out like the fan you made in level 7. Or take a peak at the hint for the beehive, because the codes are very similar. - - Hint Snowflake: Start by making one 'leg' and repeat it 6 times. 12: story_text: | ### Exercise @@ -5098,129 +2385,9 @@ adventures: {if} shape = 'square' {call} draw_a_square ``` - 13: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Street in different sizes - Colored street - Snow Storm - example_code: | - Hint Street in different sizes - ``` - {define} draw_a_house {with} size - _ - - {call} draw_a_house {with} 90 - {call} draw_a_house {with} 60 - {call} draw_a_house {with} 30 - ``` - - Hint Colored street - ``` - {define} draw_a_house {with} chosen_color - _ - ``` - - Hint Snow Storm - ``` - {define} draw_snowflake {with} length, color - _ - - numbers = 10, 20, 30 - colors = _ - - {for} i {in} {range} 1 {to} 5 - random_number = _ - random_color = _ - {call} draw_snowflake {with} random_number, random_color - {color} white - {turn} random_number * 5 - {forward} 80 - ``` - 14: - story_text: | - ### Exercise - Create a program that asks the player how many corners their figure should have and then creates that figure. - The figure in the image is the output when the player fills in 10. - -
- - -
- example_code: | - ``` - {define} calculate_degrees {with} amount_of_corners - _ 360 / amount_of_corners - - - {define} draw_figure {with} degrees - _ - {forward} 400/amount_of_corners - {turn} _ - - amount_of_corners = {ask} _ - degrees = {call} _ {with} _ - - {call} _ {with} - {call} _ {with} - ``` - 15: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Spiral - example_code: | - Spiral - ``` - distance = 5 - {while} distance < 200 - distance = distance + 5 - _ - ``` - story_text_2: | - Fan - example_code_2: | - Fan - ``` - {define} draw_a_square {with} side - _ - - i = 100 - {while} i > 1 - _ {with} i - _ - i = i - 3 - ``` - story_text_3: | - Star - example_code_3: | - Star - A star is usually drawn using 144-degree-turns. If you change this slightly to 143 degrees for example and repeat the pattern multiple times with a {while} loop you can make this figure. while_command: - name: '{while}' - default_save_name: while_command description: while - levels: - 15: - story_text: |- - We are going to learn a new loop, the `{while}` loop! We continue the loop as long as the statement is true. - So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. - If the correct answer is never given, the loop never ends! - example_code: | - ``` - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - ``` years: - name: New Year's - default_save_name: New Year's Countdown description: Countdown to the new year! levels: 11: diff --git a/content/adventures/ia.yaml b/content/adventures/ia.yaml index 4b8e4b9c078..5d144a49130 100644 --- a/content/adventures/ia.yaml +++ b/content/adventures/ia.yaml @@ -1,5023 +1,280 @@ adventures: story: - name: Story - default_save_name: Story - description: Story levels: - 1: - story_text: | - In level 1 you can make a story with a different main character that you enter yourself. - - In the first line, use `{ask}` and ask who the main character of the story will be. - - After that first line, start with `{print}` if the sentence needs to be printed. - You use `{echo}` if you want your main character to be at the end of the sentence. - example_code: | - ``` - {ask} The main character of this story is - {print} The main character is now going to walk in the forest - {echo} They're a bit scared, - {print} They hear crazy noises everywhere - {print} They're afraid this is a haunted forest - ``` - story_text_2: | - ### Exercise - Now create your own story of at least 6 lines of code. - This story cannot be the same as the example code. - Use at least one `{ask}` and one `{echo}` command. - You can make it about any topic you like. - If you can't think of a topic, use one of our choices: going to the movies, a sports match or a day at the zoo. - 2: - story_text: | - In level 2 you can make your story more fun. Your main character's name can now be anywhere in the sentence. - - You do have to program a little bit extra for that. You must now name your main character first. - - You can then put that name anywhere in a sentence. - example_code: |- - ``` - name {is} {ask} What is the name of the main character? - {print} name is now going to run in the woods - {print} name is a bit scared - {print} Suddenly she hears a crazy noise... - {sleep} - {print} name is afraid this is a haunted forest - ``` - story_text_2: | - ### Exercise - Now it's time to add variables to your own story that you've made in the previous level. - Go to 'My programs', look for your level 1 story adventure and copy the code. Paste the code in your input screen in this level. - - This code won't work in this level, because you have not used variables yet. - Change the `{ask}` commands and `{echo}` commands in your code to the correct form that you've learned in this level. - - **Extra** Add a `{sleep}` command to your code to build up tension in your story. - 3: - story_text: | - In level 3 you can make your story more fun. You can use randomness for any monster, animal or other obstacle, like this: - example_code: | - ``` - animals {is} 🦔, 🐿, 🦉, 🦇 - {print} They now hear the sound of an animals {at} {random} - ``` - story_text_2: | - The command `{add}` can also come in handy in your story. - example_code_2: | - ``` - {print} They hear a sound - animals {is} 🐿, 🦔, 🦇, 🦉 - animal {is} {ask} What do you think it is? - {add} animal {to_list} animals - {print} it was an animals {at} {random} - ``` - story_text_3: | - This is an example of the `{remove}` command in your story - - ### Exercise - Copy your story from the previous levels into this level. - In this level you've learned 3 new commands `{at} {random}` , `{add} {to_list}` and `{remove} {from}`. - Add new lines of code to your story, so that all of the new commands are featured at least once in your story. - example_code_3: | - ``` - {print} His backpack got way too heavy. - {print} Inside were a bottle of water, a flashlight and a brick. - bag {is} water, flashlight, brick - dump {is} {ask} Which item should he dump? - {remove} dump {from} bag - ``` - 4: - story_text: | - ### Exercise - Copy the example code and finish it by adding quotation marks on the blanks in lines 1 and 2. - The blanks in line 3 and 4 should not be replaced by quotation marks, but a `{sleep}` and a `{clear}` command. Can you make it work? - - ### Exercise 2 - Go back to the previous level and copy your story code. Make the code work in this level by adding quotation marks in the right spots. - Mind: The variables in your own story should be outside of the quotation marks. Just like the second line of the example code. In that line the variable name is placed outside of the quotation marks. - example_code: | - ``` - name {is} {ask} _ What is your name? _ - {print} _ The main character is called _ name - _ - _ - {print} name _ is now going to walk in the woods _ - {print} name _ is a bit scared _ - animals {is} 🦔, 🐿, 🦉, 🦇 - {print} _ He hears the sound of a _ animals {at} {random} - {print} name _ is afraid this is a haunted forest _ - ``` - 5: - story_text: | - In this level you can program different endings, which will make your story even more fun. - In the example code you can see how to make 2 different endings. - - ### Exercise 1 - Write a new short story of at least 6 lines of code about a topic of your choosing. - No inspiration? Choose one of these topics: a superhero, a boring school day, stranded on a desert island. - - Now give the player a change to choose a happy or a bad end, just like in the example code. - Program both the endings. - - ### Exercise 2 - Copy the story you've created in your own story adventure in the previous levels. - Find a way to add at least 2 `{if}` and `{else}` commands to your story. - This can be with a happy or bad ending, but you can also try to find other ways to incoporate the commands. - example_code: | - ``` - name {is} {ask} 'Who is walking in the forest?' - {print} name ' walks through the forest' - {print} name ' encounters a monster' - end {is} {ask} 'Would you like a good or a bad ending?' - {if} end {is} good {print} name ' takes the sword and the monster quickly runs away' - {else} {print} 'The monster eats ' name - ``` - 7: - story_text: | - In a story, someone says words several times. For example, when someone calls for help or sings a song. - You can put such repetitions in your story, in this level with `{repeat}`. - - ### Exercise - Add repetition to your own story. Go back to your saved programs, choose your story program from a previous level and - find a line containing `{print}` and repeat it! - example_code: | - ``` - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - ``` - 8: - story_text: | - In this level you can use multiple lines in your `{if}` commands, this way you can upgrade your happy or sad ending! - - ### Exercise 1 - The example code shows two different endings; one where the characters jump in a time machine and one where they do not. - Complete the blanks with at least one sentence per ending. - **Extra** Make the story longer. What happens in the story? You can also add a second `{ask}` with different options. - - ### Exercise 2 - Go back to your saved programs, choose your story program from level 5. Now write a good and a bad ending of at least three lines long each! - example_code: | - ``` - {print} 'OH NO! The T-rex is closing in!' - end = {ask} 'Do you want a happy or a sad ending?' - {if} end {is} happy - {print} 'Just in time Richard jumps back into the time machine!' - {print} _ - {else} - {print} 'Oh no! Richard is too slow...' - {print} _ - ``` - 9: - story_text: "In this level you can use `{if}` and `{repeat}` commands inside other `{if}` and `{repeat}` commands. \nThis gives you many options and really helps you to make your story interactive.\n\n### Exercise 1\nFinish the code so the `{if}` works correctly.\n\n### Exercise 2\nAdd an `{if}` and `{else}` for the part of the story where Robin goes home too.\n\n### Exercise 3\nGo back to your level 8 story and use at least two `{if}`s inside another `{if}`.\n" - example_code: | - ``` - {print} 'Robin is walking downtown' - location = {ask} 'Is Robin going into a shop, or does she go home?' - {if} location {is} shop - {print} 'She enters the shop.' - {print} 'Robin sees an interesting looking book' - book = {ask} 'Does Robin buy the book?' - {if} book {is} yes - _ {print} 'Robin buys the book and goes home' - _ {else} - _ {print} 'Robin leaves the shop and goes home' - {else} - {print} 'Robin goes home' - ``` - 10: - story_text: | - In this level you can use the {for} command in your story. In this way you could easily program the children's book 'Brown bear, Brown bear, what do you see'. - - ### Exercise - - Look at the story if you do not know it, and make sure it is printed as in the book. - example_code: "```\nanimals = _ , _ , _ \n{print} 'Brown bear, Brown bear'\n{print} 'What do you see?'\n```\n" 12: - story_text: |- - In this level quotation marks will be needed to save multiple words in a variable. - - ### Exercise - - Find a story from a previous level, any level is ok. Now make sure quotation marks are added in the right places. example_code: | ``` name = 'The Queen of England' {print} name ' was eating a piece of cake, when suddenly...' ``` - 13: + calculator: + levels: + 9: story_text: | - By using the `{and}` and `{or}` commands, you can make your stories more versatile. You can ask two questions and respond to the combination of answers. + In a previous level you've created a calculator, in this level you can expand that code so it asks multiple questions. ### Exercise 1 - Look at the example code and finish it. Then add at least 2 more `{if}` codes with `{and}` or `{or}`. + Can you finish line 10 to get the code to work? ### Exercise 2 - Find a story from a previous level, and add one `{and}` or `{or}`. + Give the player feedback when the enter an answer, like `{print} 'Correct!'` or `{print} 'Wrong! The correct answer is ' correct_answer`. + 14: example_code: | ``` - {print} 'Our hero is walking through the forest' - {print} 'The path splits two ways' - path = {ask} 'Which path should she choose?' - weapon = {ask} 'What weapon does she draw?' - {if} path {is} 'left' {and} weapon {is} 'sword' - _ - ``` - 15: - story_text: | - Using the `{while}` loop can make your stories more interesting. For example, you can use `{while} game == 'on'` so you can play until the game is over. - Or you can use `{while} sword == 'lost'` so the player can't continue the game until they have found something. + {define} calculate_mean_grade + total = 0 + {for} i {in} {range} 1 {to} 4 + grade = {ask} _ + total = total + _ + return _ / 4 - ### Exercise - The example code shows you how to use the `{while}` loop in a story. Now **think of your own scenario** in which the player has to find something before they can continue. - example_code: | - ``` - keys = 'lost' - {print} 'You are standing in your garden and you have lost your keys.' - {print} 'Where do you want to look for them?' - {print} 'You can choose: tree, flowerbed, rock, postbox' - {while} keys == 'lost' - location = {ask} 'Where do you want to look?' - {if} location == 'flowerbed' - {print} 'Here they are!' - keys = 'found' - {else} - {print} 'Nope they are not at the ' location - {print} 'Now you can enter the house!' + mean_grade = {call} _ + {print} 'Your mean grade is ' mean_grade ``` - 18: - story_text: | - We are going to print another story, but now we have to use brackets with `{print}`. - ### Exercise 1 - Create a story of at least 5 sentences. You don't have to use 'name' just yet. - example_code: | - ``` - {print}('Welcome to this story!') - ``` - story_text_2: | - ### Exercise 2 - We have already prepared an `{input}` for you. First, use the `name` variable in your story. - Then add a second `{ask}` and use that variable as well. - Tip: Remember the commas in a `{print}` between text and variables! - example_code_2: | - ``` - naam = {input}("What's your name?") - {print}('Welcome to this story!') - ``` - add_remove_command: - name: '{add} {to_list} & {remove} {from}' - default_save_name: add_remove_command - description: introducing {add} {to_list} and {remove} {from} - levels: - 3: - story_text: | - ## Add to - You can add items to the list with the `{add} {to_list}` command. To add an item to a list you can simply type: `{add} penguin {to_list} animals` or you can use the `{ask}` command like in the example code. - example_code: | - ``` - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - ``` - story_text_2: | - ## Remove from - If you can add items to a list, of course you can also take them off. This is done with the `{remove} {from}` command. - example_code_2: | - ``` - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - ``` - story_text_3: | - ### Exercise - Try out the new commands in this virtual restaurant. Add the flavor the player is hoping for to the list and remove the flavors they are allergic to. - example_code_3: | - ``` - {print} Mystery milkshake - flavors {is} strawberry, chocolate, vanilla - hope {is} {ask} What flavor are you hoping for? - _ - allergies {is} {ask} Are you allergic to any flavors? - _ - {print} You get a flavors {at} {random} milkshake - ``` - and_or_command: - name: '{and} & {or}' - default_save_name: and or - description: introducing {and} & {or} - levels: - 13: - story_text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two `{if}`s but can use `{and}` and `{or}`. + total = total + _ + return _ / 4 - If you use `{and}`, both statements, left and right of the `{and}` need to be true. We can also use `{or}`. Then only one statement needs to be correct. - example_code: | - ``` - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - ``` - ask_command: - name: '{ask}' - default_save_name: ask_command - description: Introduction {ask} command + mean_grade = {call} _ + {print} 'Your mean grade is ' mean_grade + default: levels: - 1: - story_text: | - ## The ask command - Now that you can use the `{print}` command, you are ready to learn the next command: `{ask}`. With the `{ask}` command, you can ask a question. Check it out: - example_code: | - ``` - {print} Hello! - {ask} What is your name? - ``` - story_text_2: | - ## The `{echo}` command - If you want the computer to repeat the answer back to you, you can use the `{echo}` command. The answer will be echoed back at the end of the sentence, so in this example after hello. - example_code_2: | - ``` - {print} Hello! - {ask} What is your name? - {echo} hello - ``` - story_text_3: | - ### Exercise - Try out the `{ask}` and `{echo}` commands. Firstly, fill in the blanks to make this program work. - Then ask 2 more questions using the `{ask}` command, after each `{ask}` use an `{echo}` to print the answer on the screen. - example_code_3: | - ``` - _ How are you doing? - _ - ``` - 2: + 6: story_text: | - ## The ask command - Now that we can use **variables** in our codes, we no longer need the `{echo}` command. - We can use variables to store the answers to our questions and this way we can use the answer to multiple questions in our codes. - Check it out: + In the previous level you have practiced with `{ask}` and `{if}`. For example you can ask guests what they would like to eat. + What you can't yet do though, is calculate the price for everyone's dinner. - This way your code is becoming interactive! - example_code: | - ``` - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - ``` - story_text_2: | - ### Exercise - In the previous tab you have practised with setting variables with the `{is}` command. - You have created at least 3 variables and used them with a print command. - Now, instead of setting the variables we want you to make the variables interactive, like we did in our example. + In the previous level you have practiced with `{ask}` and `{if}`. For example you can ask guests what they would like to eat. + What you can't yet do though, is calculate the price for everyone's dinner. - Copy your code from the previous tab and make the variables interactive by using `{ask}` commands. - example_code_2: | - ``` - favorite_animal {is} {ask} What is your favorite animal? - {print} I like favorite_animal - ``` - 18: - story_text: The final change we will need to make to get Python code is changing `{ask}` into `{input}`. - example_code: | - ``` - {print}('My name is Hedy!') - name = {input}('What is your name?') - {print}('So your name is ', name) - ``` - blackjack: - name: Blackjack - default_save_name: Blackjack - description: Try to get as close to 21 as you can - levels: - 17: + This level makes it possible to use addition, subtraction and multiplication in your programs. This way you can calculate the prices in your restaurant, but you could also add a secret code to give your friends and family a discount. + Another option in this level is programming your own maths game, for your little brother or sister to practice their multiplications. + Go see for yourself! + 9: story_text: | - Blackjack is a simple game of cards in which you have to get as close to 21 points as possible. You get two cards. Each card is worth their numeral value, and the face cards (Jack, Queen and King) are worth 10 points. - The Ace is worth either 1 or 11 points (you can choose). The dealer, your opponent, also gets two cards. - If you want, you can get another card, and its points will be added to your total. The dealer can also choose to take another card. - But be careful not to get more than 21 points, because if you do, you lose! - The player who gets closest to 21, without going over it, wins! - - ### Exercise - In this adventure we code the first part of our Blackjack game. We'll create a function to calculate how many points a card is worth. - - ***Set the variables*** - Start by making a list of all the cards, from 2 to Ace. Next make a list of the face cards, so Jack, Queen and King. Then pick a random card from the list of cards to be card_1. - - ***Create a function to calculate the points*** - Create a function that calculates how many points a card is worth. - All the face cards are worth 10 points, the Ace is worth 11 and all the other cards are worth their numeral. - Return the variable `points` at the end of the function. - - ***Test the function*** - Test if your function is working properly. Finish the first print command by filling in which card you've drawn. Then finish the second line by calling the function with card_1. - Run the code a couple of times. Are you happy with the results? Great! Then you can remove the testing part and move on the the next tab! - example_code: | - ``` - {print} 'BLACKJACK' - - # Set these variables - cards = _ - face_cards = _ - card_1 = - - # Create a function to calculate the points - {define} calculate_points {with} card: - {if} card {in} face_cards: - points = _ - {elif} _ - _ - {else}: - _ - _ points - - # Test your function - {print} 'Your card is a ' _ - {print} 'That is worth ' _ ' points'. - ``` - blackjack_2: - name: Blackjack 2 - default_save_name: Blackjack_2 - description: Blackjack part 2 - levels: + Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... + Good news! In this level you will be allowed to put an {if} inside an {if}, or inside a {repeat} command. Putting a block of code inside another block of code is called nesting. ``` 17: story_text: | - ### Exercise - In this adventure we code the second part of our Blackjack game. - - ***Paste your code from the previous adventure*** - In the previous adventure you've started a list of variables and created a function to calculate how many points a card is worth. Copy your code and paste it here. Mind that you don't need the testing part, so if you haven't removed that yet, please do so now. - - ***Add more variables*** - You have already set the lists `cards` and `face_cards` and the variable `card_1`. Underneath those variables create 3 more variables: `card_2`, dealer_card_1` and `dealer_card_2`. These variables are all set to a random card from the list of cards. - - ***Add up points*** - To calculate how many points you have scored we call the function with card 1 and we do it again for card 2. Then we add both these scores together to get your total. - Do the same thing for the dealers points, but be sure to use the dealer's cards and not your own! - - ***2 Aces*** - You're doing great! Almost all scores can be calculated now. There is only one exception: 2 Aces. If you get 2 Aces, your total is 12 points and not 22 (because 22 points would be losing!). This of course also goes for the dealer. - - ***Show the score*** - Lastly, you want to tell the program to tell you which cards you have drawn and how many points that is. Then show which cards the dealer has and how many points they have. + Now we are going to change indentation a little bit. Every time that we need an indentation, we need `:` at the line before the indentation. - ***Continue in the next tab*** - Great! You have finished this part of the game! Copy your code and go to the next tab to learn how to ask for an extra card and to declare a winner. + In this level you can also use a new command: `{elif}`. `{elif}` is short for `{else} {if}` and you need it when you want to make 3 (or more!) options. + Check it out! + functions: + levels: + 12: example_code: | ``` - # Paste your code from the previous adventure here - - # Add these variables to the list of variables - card_2 = _ - dealer_card_1 = _ - dealer_card_2 = _ - - # Add up your points - your_points_1 = {call} _ {with} card_1 - your_points_2 = _ - your_total = _ - - # Add up the dealers points - dealer_points_1 = _ - _ - _ + sides = 'left', 'right' + limbs = 'hand', 'foot' + colors = 'red', 'blue', 'green', 'yellow' - # 2 Aces - {if} card_1 == 'Ace' {and} _ - your_total = 12 - {if} dealer_card_1 _ - dealer_total = _ + {define} turn + chosen_side = sides {at} {random} + chosen_limb = limbs _ + chosen_color = colors _ + {print} chosen_side ' ' chosen_limb ' on ' chosen_color - # Show the score - {print} 'You have drawn a ' _ ' and a ' _ '. That is ' _ ' points' - {print} 'The dealer has drawn a ' _ ' and a ' _ '. That is ' _ ' points' + {print} 'Lets play a game of Twister!' + {for} i {in} {range} 1 to _ + {call} turn + {sleep} 2 ``` - blackjack_3: - name: Blackjack 3 - default_save_name: Blackjack_3 - description: Blackjack part 3 - levels: - 17: + 13: story_text: | - In the previous tabs you have learned how to draw 2 random cards for yourself and for the dealer and to calculate how many points you both got. - In this adventure we add the option to ask for an extra card for both you and the dealer. + Now that you've learned how to use functions, you'll learn how to use a function with an argument. + An **argument** is a variable that is used within a function. It is not used outside the function. + + For example in this code we've programmed the first verse of the song 'My Bonnie is over the ocean'. + In this example code the argument `place` is used. Place is a variable that is only used in the function, so an argument. + To use `place` we have programmed the line `define song with place`. + When the function is called, computer will replace the argument `place`, with the piece of text after `call song with`. ### Exercise - ***Paste your code from the previous adventure*** Firstly, copy your code from the previous tab and paste it here. + The next verse of this song goes: - ***Extra card for you*** If you want, you can get an extra card to get your total as close to 21 as possible. First ask the player if they want an extra card. - If they do, pick a random card and print what they have drawn. If the card is not an Ace, you can call the function and add the points to your total. - In case the card is an Ace, you can't use the function, because the Ace can be either 1 point or 11 points, depending on how many points you already have earned. - If your total is less than 11, you want the ace to be 11 points (because this is closest to 21). So you add 11 points to your total. - If the total is more than or equal to 11, you want the ace to be 1 point (because you don't want more than 21 points). So you add 1 point to your total. - Lastly, print your new total of points. + Last night as I lay on my pillow + Last night as I lay on my bed + Last night as I lay on my pillow + I dreamed that my Bonnie is dead - ***Extra card for the dealer*** The dealer can also get an extra card. The dealer doesn't need to be asked, because they always get an extra card if their total is less than 17. - Copy the 'Extra card for you code' and paste it in the dealers section. Then change it to fit the dealer picking an extra card and getting points added to their total. + Can you program this verse in the same way as the example? + 14: example_code: | ``` - # Paste your code from the previous adventure here + {define} calculate_new_price {with} amount, percentage + percentage = percentage / 100 + discount_amount = amount * percentage + return amount - discount_amount - # Extra card for you - hit = {ask} _ - {if} hit == 'yes': - card_3 = _ - {print} _ - {if} card_3 _ 'Ace': - your_points_3 = _ - your_total = _ - {else}: - {if} your_total _ - _ - {else}: - _ - {print} _ + old_price = {ask} 'How much is on the price tag?' + discount = {ask} 'What percentage is the discount?' - # Extra card for the dealer - {if} dealer_total < 17 - _ + new_price = _ calculate_new_price {with} old_price, _ + {print} 'The new price is ' new_price ' dollar' ``` - blackjack_4: - name: Blackjack 4 - default_save_name: Blackjack_4 - description: Blackjack part 4 + is_command: levels: - 17: - story_text: | - In the last 3 adventures you have alsmost created a working blackjack game! The only thing left to do is to decide a winner! - - ### Exercise - ***Paste your code from the previous adventure*** Start by pasting the code that you've made so far into your programming field. - - ***Decide a winner*** - Firstly, if you and the dealer have an equal amount of points, it's a draw. - Secondly, if the dealer has more than 21 points and you don't, you are the winner. - Thirdly, if both you and the dealer have less than 22 points, we have to see who came closest to 21. We do that by comparing who has the highest score. Is your total higher than the dealer's total, then you are the winner. If not, the dealer wins. - Lastly, in all other scenarios (e.g. you have more than 21 points and the dealer doesn't, or you both have more than 21 points) you are the loser. - - ***Enjoy the game!*** - Does your game work properly? Amazing! You have done a great job! Enjoy your game! - If it doesn't work right away, no worries, you might have made a mistake. Just keep calm and bebug your code using the ladybug button. + 14: example_code: | ``` - # Paste your code from the previous adventure here - - # Decide a winner - {if} _ - {print} 'Its a draw! Play again!' - {elif} _ - {print} 'You win!' - {elif} _ : - {if} _: - {print} _ - {else}: - {print} _ - {else}: - _ + age = {ask} 'How old are you?' + {if} age > 12 + {print} 'You are older than I am!' ``` - calculator: - name: Calculator - default_save_name: Calculator - description: Create a calculator - levels: - 6: - story_text: | - Now that you can do maths, you can make a calculator yourself! - example_code: | - ``` - number_1 = {ask} 'Fill in the first number:' - number_2 = {ask} 'Fill in the second number:' - correct_answer = number_1 * number_2 - {print} number_1 ' times ' number_2 ' is ' correct_answer - ``` - story_text_2: | - ### Exercise - The calculator above will calculate the answer for you, but you can also make a program to test your own maths skills, like this: - Fill in the blanks to make it complete! - example_code_2: | - ``` - correct_answer = 11 * 27 - answer = {ask} 'How much is 11 times 27?' - {if} answer {is} _ {print} 'good job!' - {else} {print} 'Wrong! It was ' _ - ``` - story_text_3: | - **Extra** You can also let the computer do random products on its own using `{random}`. - example_code_3: |- - ``` - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = _ - number_2 = _ - correct_answer = number_1 * number_2 - given_answer = {ask} 'What is ' number_1 ' times ' number_2 '?' - {if} _ - {else} _ - ``` - 9: - story_text: | - In a previous level you've created a calculator, in this level you can expand that code so it asks multiple questions. - - ### Exercise 1 - Can you finish line 10 to get the code to work? - - ### Exercise 2 - Give the player feedback when the enter an answer, like `{print} 'Correct!'` or `{print} 'Wrong! The correct answer is ' correct_answer`. - example_code: | - ``` - score = 0 - {repeat} 10 {times} - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct_answer = number_1 * number_2 - {print} 'What is ' number_1 ' times ' number_2 '?' - answer = {ask} 'Type your answer here...' - {print} 'Your answer is ' answer - {if} _ {is} _ - score = score + 1 - {print} 'Great job! Your score is... ' score ' out of 10!' - ``` - 10: - story_text: | - This calculator game helps you practise your tables of multiplication! - ### Exercise - Fill in the blanks. We want this program to ask the player these questions: - ``` - How much is 1 times 1? - How much is 1 times 2? - How much is 1 times 3? - How much is 2 times 1? - How much is 2 times 2? - How much is 2 times 3? - How much is 3 times 1? - How much is 3 times 2? - How much is 3 times 3? - _ - ``` - example_code: | - ``` - numbers = 1, 2, 3 - {for} _ - {for} _ - answer = {ask} _ - correct = number_1 * number_2 - {if} answer {is} correct - {print} 'Great job!' - {else} - {print} 'That is wrong. The right answer is ' correct - ``` - 11: - story_text: | - With a `{for}` you can simplify tables of multiplication practise program. - - ### Exercise 1 - Improve the example code such that it prints a nice multiplication table:
"1 times 10 is 10", "2 times 10 is 20", etc. - - ### Exercise 2 - Go back to your level 10 multiplication code, and modify it so that it uses a `{for}` and `{range}`. - example_code: | - ``` - number = 10 - {for} i {in} {range} 1 {to} 10 - {print} i * number - ``` - 12: - story_text: | - In this level, you can make a calculator that works for decimal numbers. - - ### Exercise 1 - Fill out the blanks to complete the calculator. Remember to use a period and not a comma for decimal numbers. - - ### Exercise 2 - Create a new mathematics practice program, but now use decimal numbers. - Create a list of numbers, choose two to multiple and let the player answer. - And of course you have to validate the answer! **Extra** Increase the difficulty by adding lives: A player loses a life for a wrong answer and after three wrong answers the game ends. - example_code: | - ``` - number1 = {ask} 'What is the first number?' - number2 = {ask} 'What is the second number?' - answer = _ - {print} number1 ' plus ' number2 ' is ' _ - ``` - 13: - story_text: | - ### Exercise 1 - Let's make the practice program a bit harder. The player now has to answers two questions correctly. Fill out the blanks to complete the program. - - ### Exercise 2 - Sometimes, calculations have multiple correct answers. For example, 10 can be divided by 5 and by 2. So the question 'What number divides 10?' can be answered by 2 and by 5. - Ask for a calculation that has multiple correct answers, ask the player to answer it, and determine if it is correct using `{or}`. - Empty the programming field and create your own solution. - example_code: | - ``` - answer1 = {ask} 'What is 10 times 7?' - answer2 = {ask} 'What is 6 times 7?' - {if} _ _ _ _ _ _ _ - {print} _ - ``` - 14: - story_text: | - In this adventure you will build a calculator that calculates your mean grade for you. If you get your calculator to work, you can move on to the next adventure, which allows you to add two extra features. - - ### Exercise 1 - Fill in the blanks to get the calculator to work. - * Start with the fourth line, add a question to figure out what grade the student got. - * In the fifth line you'll want to calculate the total of all grades, so the total = total + grade. - * Then we get to set the return value. We want to return the mean, so the total devided by the amount of tests (4). - * Lastly we finish the code by calling the function in line 8. - - Did you get it? Awesome! Would you like to add even more to your calculator? **This adventure continues in the next tab!** - example_code: | - ``` - {define} calculate_mean_grade - total = 0 - {for} i {in} {range} 1 {to} 4 - grade = {ask} _ - total = total + _ - return _ / 4 - - mean_grade = {call} _ - {print} 'Your mean grade is ' mean_grade - ``` - - total = total + _ - return _ / 4 - - mean_grade = {call} _ - {print} 'Your mean grade is ' mean_grade - 15: - story_text: | - You can add the `{while}` loop to the calculator game you've learned to make in a previous level. - This makes sure the player can't continue to the next question if they answer incorrectly. - - ### Exercise - Add the `{while}` loop in the function, ask the player what number_1 times number_2 is and print their answer. - Then `{call}` the function. - example_code: | - ``` - {define} new_question - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct = number_1 * number_2 - answer = 0 - _ - _ - _ - {print} 'Well done!' - - {print} 'Give 10 correct answers to win!' - {for} i {in} {range} 1 {to} 10 - _ - {print} 'You win!' - ``` - calculator_2: - name: Calculator 2 - default_save_name: Calculator 2 - description: Calculator 2 - levels: - 14: - story_text: | - ### Exercise 2 - **This is the second part of this adventure.** The adventure starts in the previous tab. - Of course, you don't always want to calculate the mean of 4 tests. You might want to calculate the mean of 10 tests or only 2... - We can fix this problem by adding the argument and variable 'amount_of_tests'. - * Start a new line on line 3. Set the amount_of_tests argument by asking the student how many tests they have made. - * Change the 4 in line 4 to the new argument amount_of_tests. - * Lastly, change the 4 in line 6 to amount_of_tests - - Try out your new program. Does it work? - - ### Exercise 3 - Did you want to make your program even better? Great! In the previous program you could only calculate the mean grade of 1 subject, but it would be better if you could calculate the mean grade for all subjects you want! - We won't tell you how to do it, but we will give you one tip: Start your code in line 1 with: define calculate_mean_grade with subject. - example_code: | - ``` - # Use your own code from the previous adventure. - ``` - clear_command: - name: '{clear}' - default_save_name: clear_command - description: '{clear} command' - levels: - 4: - story_text: | - Time for a new command! With `{clear}` you can clear all the text form your output screen. This way you can prevent your screen getting too full of text. - Beware! If you are using a `{clear}` command, you might need to use a `{sleep}` above it. Otherwise Hedy will clear your screen without giving you the time to read as you can see in the example! - example_code: | - ``` - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'wait for it...' - {sleep} 3 - {clear} - {print} 'SURPRISE!' - ``` - debugging: - name: debugging - default_save_name: debugging - description: debugging adventure - levels: - 1: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will show you code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} I love programming - Do you love programming too? - {echo} - {print} What are your hobbies? - {echo} Your hobbies are - ``` - 2: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - destination {ask} Where are you going on holidays? - {print} The flight to dstination leaves at 3 pm. - {ask} Did you check in your luggage yet? - {echo} - {print} Let me print your boarding pass for you. - {sleep} - Here you go! Have a nice trip! - ``` - 3: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - movie_choices {is} dracula, fast and furious, home alone, barbie - chosen_movie {is} movies {at} {random} - {print} Tonight we will watch chosen _movies - like {ask} Do you like that movie? - {print} Tomorrow we will watch something else. - {add} chosen_movie {to_list} movie_choices - {print} Tomorrow we will watch tomorrows_movie - tomorrows_movie {is} movie_choices {at} {random} - I'll go get the popcorn! {print} - ``` - 4: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Welcome to the online library! - {ask} What genre of books do you like? - {print} You like genre - author {is} {ask} 'Who's your favorite author?' - {print} 'author is your favorite author' - {print} Hmmm... i think you should try... books {at} {random} - ``` - 5: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} Welcome to Swimming Pool Hedy! - class {is} {ask} 'Are you here to join a class today?' - {if} class yes - {print} 'Great! You're joining a class! - {print} {else} 'You will not be joining a class' - discount {is} 'Do you have a discount code?' - {if} discount {is} yes - discount_answer {is} {ask} 'What's your discount code?' - discount_codes = Senior4231, Student8786, NewMember6709 - {if} discount_answer {is} {in} discount_cods - {print} 'That will be $3,50' - 'That will be $5,50' - {print} 'Have a nice swim!' - ``` - 6: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Vending machine' - chosen_product = {ask} 'Please select a product' - 1_dollar_products = coke orange juice water - 2_dollar_products = chocolate, cookie, museli bar - 3dollar_prodcuts = potato chips, beef jerky, banana bread - {if} chosen {is} {in} 1_dollar_products - price = 1 - {if} chosen_product {is} 2_dollar_products - price = 2 - {else} chosen_product {in} 3_dollar_products - price = 3 - amount_of_products = '{ask} How many of ' chosen_product would you like to have?' - total = price + amount_of_product - {print} 'That will be $' price 'please' - ``` - 7: - story_text: |- - ### Exercise - Surprise! This program looks more like an output than a code. And yet, we don't want you to just add `{print}` commands in front of each line. - Fix this program to turn it into the nursery rhyme 'Brother John (Frère Jacques)' by using the {repeat} command of course! - example_code: | - **Warning! This code needs to be debugged!** - ``` - Are you sleeping? - Brother John! - Morning bells are ringing! - Ding, dang, dong! - ``` - 8: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: |- - **Warning! This code needs to be debugged!** - ``` - {print} 'Welcome to Manicures and Pedicures by Hedy' - bodypart = {ask} 'Are you getting your fingernails or toenails done today? Or both?' - {if} bodyparts {is} both - {print} That will be $25' - price = 25 - {else} - {print} That will be $18' - price = 18 - color = {ask} What color would you like? - sparkles = {ask} 'Would you like some sparkles with that?' - {if} sparkles {is} yes - {print} 'We charge $3 extra for that' - price = price + 3 - {else} {print} 'No sparkles' {print} 'So no extra charge' - {sleep} 5 - {print} 'All done! That will be $' price ' please!' - {print} 'Thank you! Byebye!' - ``` - 9: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Welcome to our sandwich shop' - amount 'How many sandwiches would you like to buy?' - {repeat} amount {times} - {ask} {is} {ask} 'What kind or bread would you like your sandwich to be?' - types_of_bread {is} white, wheat, rye, garlic, gluten free - {if} chosen_bread in types_of_bread - {print} 'Lovely!' - {else} - 'I'm sorry we don't sell that' - topping {is} {ask} 'What kind of topping would you like?' - sauce {is} {ask} 'What kind of sauce would you like?' - {print} One chosen_bread with topping and sauce. - price = amount * 6 - {print} 'That will be 'price dollar' please' - ``` - 10: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - names = Muad Hasan Samira Noura - activities = fly a kite, go swimming, go hiking, catch tan in the sun - {for} name {is} names - {print} At the beach name loves to activity {at} {random} - ``` - 11: - story_text: |- - ### Exercise - Debug this calendar program. The output of this program is supposed to look like a list of dates. - For example: - - ``` - Hedy calendar - Here are all the days of November - November 1 - November 2 - November 3 - ``` - And so on. - - Mind that you have to test your code extra carefully for the month February, because the amount of days in this month changes in leap years. - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Hedy calendar' - months_with_31 days = January, March, May, July, September, October, December - months_with_30_days = April, June, August, November - month = {ask} 'Which month would you like to see?' - {if} month {in} months_with_31_days - days = 31 - {if} month {in} months_with30_days - days = 30 - {if} month = February - leap_years = 2020, 2024, 2028, 2036, 2040, 2044, 2028 - year = {ask} 'What year is it?' - {if} year {in} leap_years - days = 29 - {else} - days = 28 - - {print} 'Here are all the days of ' moth - {for} i {in} {range} 1 {to} days - {print} month i - ``` - 12: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {define} greet - greetings = 'Hello', 'Hi there', 'Goodevening' - {print} greetings {at} {random} - - {define} take_order - food = {ask} 'What would you like to eat?' - {print} 'One food' - drink = 'What would you like to drink?' - {print} 'One ' drink - more = {ask} 'Would you like anything else?' - {if} more {is} 'no' - {print} 'Alright' - {else} - {print} 'And ' more - {print} 'Thank you' - - {print} 'Welcome to our restaurant' - people = {ask} 'How many people are in your party tonight?' - {for} i {in} {range} 0 {to} people - {call} greet_costumer - ``` - 13: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {define}movie_recommendation {with} name - action_movies == 'Die Hard', 'Fast and Furious', 'Inglorious Bastards' - romance_movies = 'Love Actually', 'The Notebook', 'Titanic' - comedy_movies = 'Mr Bean' 'Barbie''Deadpool' - kids_movies = 'Minions', 'Paddington', 'Encanto' - {if} name {is} 'Camila' {or} name {is} 'Manuel' - recommended_movie = kids_movie {at} {random} - {if} name {is} 'Pedro' {or} 'Gabriella' - mood = {ask} 'What you in the mood for?' - {if} mood {is} 'action' - recommended_movie = comedy_movies {at} {random} - {if} mood {is} 'romance' - recommended_movie = romance_movies - {if} mood {is} 'comedy' - recommended_movie = comedy_movies {at} {random} - - {print} 'I would recommend ' recommended_movie ' for ' name - - name = {ask} 'Who is watching?' - recommendation = {ask} 'Would you like a recommendation?' - {if} recommendaion {is} 'yes' - {print} movie_recommendation {with} name - {else} - {print} 'No problem!' - ``` - 14: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {define} calculate_heartbeat - {print} 'Press your fingertips gently against the side of your neck' - {print} '(just under your jawline)' - {print} 'Count the number of beats you feel for 15 seconds' - beats == {ask} 'How many beats do you feel in 15 seconds?' - heartbeat = beats*4 - {print} 'Your heartbeat is ' heartbeat - {if} heartbeat >= 60 {or} heartbeat <= 100 - {print} 'Your heartbeat seems fine' - {else} - {if} heartbeat > 60 - {print} 'Your heartbeat seems to be too low' - {if} heartbeat < 100 - {print} 'Your heartbeat seems to be too high' - {print} 'You might want to contact a medical professional' - - measure_heartbeat = {ask} 'Would you like to measure your heartbeat?' - {if} measure_heartbeat = 'yes' - {call} measure_heartbeat - {else} - 'no problem' - ``` - 15: - story_text: |- - ### Exercise - Debug this random children's story. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - names = 'Tanya', 'Romy', 'Kayla', 'Aldrin', 'Ali' - verbs='walking', 'skipping', 'cycling', 'driving', 'running' - locations = 'on a mountaintop', 'in the supermarket', 'to the swimming pool' - hiding_spots = 'behind a tree', under a table', in a box' - sounds = 'a trumpet', 'a car crash', 'thunder' - causes_of_noise = 'a television', 'a kid with firecrackers', 'a magic elephant', 'a dream' - - chosen_ name = names {at} {random} - chosen_verb = verbs {at} {random} - chosen_location = 'locations {at} {random}' - chosen_sounds = noises {at} {random} - chosen_spot = hiding_spots {random} - chosen_causes = causes_of_noise {at} {random} - - {print} chosen_name ' was ' chosen_verb ' ' chosen_location - {print} 'when they suddenly heard a sound like ' sounds {at} {random} - {print} chosen_name ' looked around, but they couldn't discover where the noise came from' - {print} chosen_name ' hid ' chosen_spot' - {print} 'They tried to look around, but couldn't see anything from there' - hidden = 'yes' - {while} hidden = 'yes' - {print} chosen_name 'still didn't see anything' - answer = {ask} 'does ' chosen_name ' move from their hiding spot?' - {if} answer = 'yes' - hidden == 'no' - {print} 'chosen_name moved from' chosen_spot - {print} 'And then they saw it was just' chosen_cause - {print} chosen_name 'laughed and went on with their day' - {print} The End - ``` - 16: - story_text: |- - ### Exercise - Debug this code. Good luck! - Tip: Make sure that you only see your score once in the end. - example_code: | - **Warning! This code needs to be debugged!** - ``` - country = ['The Netherlands', 'Poland', 'Turkey', 'Zimbabwe', 'Thailand', 'Brasil', 'Peru', 'Australia', 'India', 'Romania' ] - capitals = 'Amsterdam', 'Warshaw' 'Istanbul', 'Harare', 'Bangkok', 'Brasilia', 'Lima', 'Canberra', 'New Delhi', 'Bucharest' - score = 0 - {for} i {in} {range} 0 {to} 10 - answer = {ask} 'What's the capital of ' countries[i] - correct = capital[i] - {if} answer = correct - {print} 'Correct!' - score = score + 1 - {else} - {print} 'Wrong,' capitals[i] 'in the capital of' countries[i] - {print} 'You scored ' score ' out of 10' - - ``` - 17: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {define} food_order - toppings = {ask} 'pepperoni, tuna, veggie or cheese?' - size = {ask} 'big, medium or small?' - number_of_pizza = {ask} 'How many these pizzas would you like?' - - {print} 'YOU ORDERED' - {print} number_of_pizzas ' size ' topping ' pizza' - - {define} drinks_order - drink = {ask} 'water, coke, icetea, lemonade or coffee?' - number_of_drinks = {ask} 'How many of these drinks would you like?' - - {print} 'YOU ORDERED' - {print} number_of_drinks ' ' drink - - 'Welcome to Hedy pizza' - more_food = {ask} 'Would you like to order a pizza?' - {while} more_food = 'yes' - {return} food_order - more_food = {ask} 'Would you like to order a pizza?' - more_drinks = {ask} 'Would you like to order some drinks?' - {while} more_drinks == 'yes' - {call} drink_order - more_drinks == {ask} 'Would you like to order more drinks?' - - - {print} 'Thanks for ordering!' - ``` - 18: - story_text: |- - ### Exercise - Debug this Old MacDonald program from level 16. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - {for} i {in} {range} 1 {to} 3 - animal = animals[i] - sound = sounds[i] - {print} 'Old MacDonald had a farm' - {print} 'E I E I O!' - {print} 'and on that farm he had a ' animal - {print} 'E I E I O!' - {print} 'with a ' sound sound ' here' - {print} 'and a ' sound sound ' there' - {print} 'here a ' sound - {print} 'there a ' sound - {print} 'everywhere a ' sound sound - ``` - default: - name: Introduction - default_save_name: intro - description: Level explanation - levels: - 1: - story_text: | - Welcome to Hedy! Here you can learn how to program step by step. - - Try the code yourself! The yellow button copies the example code to your programming field. - Then push the green 'Run code' button under the programming field to run the code. - - Ready? Then go to the next tab to learn how to make your own codes! - example_code: | - ``` - {print} Hello world! - ``` - 2: - story_text: | - Congratulations! You've reached level 2. Hopefully you've already made some awesome codes! - In the first level you might've notice that the `{echo}` command can only save one bit of information at a time. - For example in the restaurant adventure, you could echo what the costumer wanted to eat, or what they wanted to drink, but not both in one sentence. - - That changes in level 2. In level 2 you'll learn to work with variables, that allow you to save multiple pieces of information and print them in any place you want. - So let's go to the next tab! - example_code: | - **Warning! This code does not work!** - In Hedy commands will change sometimes. `{echo}` for example only works in level 1. In this level you'll learn a better way to echo answers back. - ``` - {print} Welcome at Hedy's - {ask} What would you like to eat? - {echo} So you want - {ask} what would you like to drink? - {echo} So you want - ``` - 3: - story_text: | - In the previous level you've learned what a variable is and how you can use it to make your adventures more interactive. - But... that's not the only thing you can do with variables! You can also use variables to make lists. - And you can even let Hedy pick a random word out of a list, which allows you to make real games! - Take a quick look at the next tab! - 4: - story_text: | - In the previous levels you've been practising with variables, but you may have come across this problem. - You might have tried to run a code like this: - - Of course you wanted to print - - `My name is Sophie` - - but Hedy prints - - `My Sophie is Sophie`. - - In this level this problem is fixed by using quotation marks. - example_code: | - ``` - name {is} Sophie - {print} My name is name - ``` - 5: - story_text: | - In the previous levels you've already learned to use `{at} {random}` which made your games different every time you ran the code. - But it's not really interactive, the player doesn't have any influence on what happens in the game. - - In this level you'll learn the `{if}` command, that allows you to give different responses in your program. This way you can program a secret password for your computer for example. - So let's go to next tab for the new command! - example_code: | - ``` - password {is} {ask} 'What is the correct password?' - ``` - 6: - story_text: | - In the previous level you have practiced with `{ask}` and `{if}`. For example you can ask guests what they would like to eat. - What you can't yet do though, is calculate the price for everyone's dinner. - - In the previous level you have practiced with `{ask}` and `{if}`. For example you can ask guests what they would like to eat. - What you can't yet do though, is calculate the price for everyone's dinner. - - This level makes it possible to use addition, subtraction and multiplication in your programs. This way you can calculate the prices in your restaurant, but you could also add a secret code to give your friends and family a discount. - Another option in this level is programming your own maths game, for your little brother or sister to practice their multiplications. - Go see for yourself! - example_code: | - ``` - food_price {is} 0 - drink_price {is} 0 - total_price {is} 0 - {print} 'Welcome to McHedy' - order {is} {ask} 'What would you like to eat?' - {if} order {is} hamburger food_price {is} 5 - {if} order {is} fries food_price {is} 2 - drink {is} {ask} 'What would you like to drink?' - {if} drink {is} water drink_price {is} 0 - {else} drink_price {is} 3 - total_price {is} food_price + drink_price - {print} 'That will be ' total_price ' dollars, please' - ``` - 7: - story_text: | - Great job! You've reached the next level, which means you have practiced with `{if}` and `{else}`. You have probably noticed that your codes are getting longer and longer. - For example if you want to program 'Happy Birthday'. - - That's a lot of code for mainly the same words over and over again. Luckily in the next tab you'll learn a solution with the `{repeat}` command, that allows you to repeat a line of code multiple times. - example_code: | - ``` - {print} 'happy birthday to you' - {print} 'happy birthday to you' - {print} 'happy birthday dear Hedy' - {print} 'happy birthday to you' - ``` - 8: - story_text: | - Now you've learned how to repeat one single line of code. This comes in handy, but it's not always enough. Sometimes you want to repeat multiple lines at once. - This level allows you to group a couple of lines of code, and repeat that little group of lines all at once! - example_code: | - ``` - {repeat} 5 {times} {print} 'In the next tab you can repeat multiple lines of code at once!' - ``` - 9: - story_text: | - Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... - Good news! In this level you will be allowed to put an {if} inside an {if}, or inside a {repeat} command. Putting a block of code inside another block of code is called nesting. ``` - example_code: | - ``` - answer = {ask} 'Are you ready to learn something new?' - {if} answer {is} yes - {print} 'Great! You can learn to use the repeat command in the if command!' - {print} 'Hooray!' - {print} 'Hooray!' - {print} 'Hooray!' - {else} - {print} 'Maybe you should practice some more in the previous level' - 10: - story_text: | - You're doing great! In the previous levels we still faced a small problem. You have learned to repeat lines, but what if you'd want to slightly change the line. - For example if you want to sing the song 'if you're happy and you know it'. It would look like this: - - If you'd also want the next verse 'stomp your feet', and the next one, and the next one, you'd have to change the code completely. - In this level you'll learn the `{for}` command, which allows you to make a list of actions and repeat the code with another action each time! - Please take a look! - example_code: | - ``` - {repeat} 2 {times} - {print} 'if youre happy and you know it clap your hands' - {print} 'if youre happy and you know it and you really want to show it' - {print} 'if youre happy and you know it clap your hands' - ``` - 11: - story_text: | - You have reached level 11, you're doing great! In the higher levels, Hedy is focussing more and more on teaching you the programming language Python. - In Python there is no `{repeat}` command, but there is a command that works like {repeat}. Are you curious to find out how to say `{repeat}` in Python language? Quickly go on to find out! - 12: - story_text: | - Maybe you have tried using decimal numbers in your restaurant adventure. If you did, you probably noticed that Hedy didn't understand them yet and always rounded off. - From this level on you can use decimal numbers. - example_code: | - ``` - burger = 5 - drink = 2 - total = burger + drink - print 'You have ordered a burger and a drink' - print 'That costs ' total ' dollars please' - ``` - 13: - story_text: | - In the previous levels you've learned how to put two `{if}`commands inside each other. This works fine, but it does give you very long and unhandy codes like this one: - - In this system you have to give both the correct username and the correct password. - In this level you will learn the `{and}` command that will make this code a lot shorter and more understandable! - Check it out! - example_code: | - ``` - username = {ask} 'What is your username?' - password = {ask} 'What is your password?' - {if} username {is} 'Hedy' - {if} password {is} 'secret' - {print} 'Welcome Hedy!' - {else} - {print} 'Access denied' - {else} - {print} 'Access denied!' - ``` - 14: - story_text: | - With the example code you can calculate if you've passed a subject at school (so, a grade of six or higher). - You can see this code is extremely inefficient, due to the very long code in line 5. - All the different grades from 1 to 5 had to be programmed separately. Lucky for you, in this level you'll learn how to do this without this extremely long code! - example_code: | - ``` - first_grade = {ask} 'What score did you get on your first test?' - second_grade = {ask} 'What score did you get on your second test?' - added = first_grade + second_grade - mean_grade = added / 2 - {if} mean_grade = 1 {or} mean_grade = 2 {or} mean_grade = 3 {or} mean_grade = 4 {or} mean_grade = 5 - {print} 'Oh no! You have failed the subject...' - {else} - {print} 'Great! You have passed the subject!' - ``` - 15: - story_text: | - In this game below a code has been made to make sure the player can play on as long as they want... - But the code is ineffective and way too long. Also, what if the player wants to play 101 games instead of 100? - You can't play to infinity? - In this level you will learn a command that makes all of this a lot easier! - example_code: | - ``` - game = 'on' - {for} i {in} {range} 1 {to} 100 - {if} game == 'on' - answer = {ask} 'Do you want to continue?' - {if} answer == 'no' - game = 'over' - {if} answer == 'yes' - {print} 'Ok we will continue' - ``` - 16: - story_text: | - In this level we will grow a bit more towards real Python code. You will also learn how to match two lists together. - This way you can program a code in which the correct animal is matched to the right sound. - Because the two codes below... Are obviously nonsense! - example_code: |- - ``` - animals = 'chicken', 'horse', 'cow' - sounds = 'cluck', 'neigh', 'moo' - {for} animal {in} animals - {print} 'A ' animal ' says ' sounds {at} {random} - ``` - You could also try to make it work this way, but.... - ``` - animals = 'chicken', 'horse', 'cow' - sounds = 'cluck', 'neigh', 'moo' - {for} animal {in} animals - {for} sound {in} sounds - {print} 'A ' animal ' says ' sound - ``` - Note: These codes will not work like this in this level. Head to the next tab to see which parts you need to correct. - 17: - story_text: | - Now we are going to change indentation a little bit. Every time that we need an indentation, we need `:` at the line before the indentation. - - In this level you can also use a new command: `{elif}`. `{elif}` is short for `{else} {if}` and you need it when you want to make 3 (or more!) options. - Check it out! - 18: - story_text: | - Congratulations! You have reached the last level of Hedy! The code you have created here can be copied to real Python environments like replit or PyCharm, and you can continue learning there! - Note however that Python can only read English commands, so if you have been using other languages, you will need to switch to English now. - dice: - name: Dice - default_save_name: Dice - description: Make your own dice - levels: - 3: - story_text: | - In this level we can choose from a list. With that we can let the computer choose one side of the die. - Take a look at the games you have in your closet at home. - Are there games with a (special) die? You can also copy it with this code. - For example, the dice of the game Earthworms with the numbers 1 to 5 and an earthworm on it. - - ![Die of earthworms with 1 to 5 and an earthworm on it](https://cdn.jsdelivr.net/gh/felienne/hedy@24f19e9ac16c981517e7243120bc714912407eb5/coursedata/img/dobbelsteen.jpeg) - example_code: | - ``` - choices {is} 1, 2, 3, 4, 5, earthworm - {print} You threw _ {at} {random} ! - ``` - story_text_2: | - ### Exercise - The dice in the example above are dice for a specific game. Can you make normal dice? - Or other special dice from a different game? - example_code_2: | - ``` - choices {is} _ - ``` - 4: - story_text: | - In this level you can also create dice. But this time you can try it yourself, without an example code! - - ### Exercise - Make your own dice in this level. - Tip: If you have no idea how to make dice. Take a peek at your dice from the previous level, but don't forget to add quotation marks. - 5: - story_text: | - We are going to add the `{if}` and `{else}` commands to our dice! - - ### Exercise - Complete the sample code so that the code says "You can stop throwing" once you have thrown an earthworm. It should say "You have to throw again" if you've thrown anything else. - **Extra** Maybe you want to recreate a die from a completely different game. That's fine too! Then make up your own reaction, e.g. 'yes' for 6 and 'pity' for something else. - example_code: | - ``` - choices {is} 1, 2, 3, 4, 5, earthworm - throw {is} choices {at} {random} - {print} 'you have thrown ' throw - _ throw {is} earthworm {print} 'You can stop throwing.' - _ {print} 'You have to throw it again!' - ``` - 6: - story_text: | - You can also make an Earthworm die again in this, but now you can also calculate how many points have been rolled. - You may know that the worm counts 5 points for Earthworms. Now after a roll you can immediately calculate how many points you have thrown. - This is the code to calculate points for one die: - - ### Exercise - Can you make the code so that you get the total score for 8 dice? To do that, you have to copy and paste some lines of the code. - example_code: | - ``` - choices = 1, 2, 3, 4, 5, earthworm - points = 0 - throw = choices {at} {random} - {print} 'you threw ' throw - {if} throw {is} earthworm points = points + 5 {else} points = points + throw - {print} 'those are ' points ' points' - ``` - example_code_2: | - Did you manage to calculate the score for 8 dice? That required a lot of copy and pasting, right? We are going to make that easier in level 7! - 7: - story_text: | - You can also make a dice again in this level. With the `{repeat}` code you can easily roll a whole hand of dice. - - ### Exercise - Try to finish the sample code! **Extra** Think of a game you know that involves a dice and program that using a `{repeat}`. - example_code: | - ``` - choices = 1, 2, 3, 4, 5, 6 - _ _ _ _ _ _ _ - ``` - 10: - story_text: | - ### Exercise - Is everybody taking too long throwing the dice? In this level you can let Hedy throw all the dice at once! - Change the names into names of your friends or family, and finish the code. - example_code: | - ``` - players = Ann, John, Jesse - choices = 1, 2, 3, 4, 5, 6 - _ _ _ _ - {print} player ' throws ' choices {at} {random} - {sleep} - ``` - 15: - story_text: | - ### Exercise - In this level you can create a little game in which you'll have to throw 6 as fast as possible. - We have started the code, it's up to you to get the game to work! - - Firstly, add a `{while}` loop that checks if 6 has been thrown or not. - As long as you haven't thrown 6 already, throw the dice on a random number. - Print what the player has thrown. - Add a try to the amount of tries - Wait a second before you throw again, or - in case you've thrown a 6 - before the game ends. - example_code: | - ``` - options = 1, 2, 3, 4, 5, 6 - {print} 'Throw 6 as fast as you can!' - thrown = 0 - tries = 0 - _ - _ - _ - _ - _ - {print} 'Yes! You have thrown 6 in ' tries ' tries.' - ``` - dishes: - name: Dishes? - default_save_name: Dishes - description: Use the computer to see who does the dishes - levels: - 3: - story_text: | - Do you always disagree at home about who should wash the dishes or change the litter box today? - Then you can let the computer choose very fairly. You can program that in this level! - example_code: | - ``` - people {is} mom, dad, Emma, Sophie - {print} people {at} {random} has to do the dishes - ``` - story_text_2: | - ### Exercise - Make your own version of the dishwasher program. Firstly make a list of your family members. - Then think of a task that needs to be done, and let the computer decide who has to do the task with the `{at} {random}` command. - - **Extra** Don't feel like doing the dishes yourself? Hack the program by removing your name from the list with the `{remove}` `{from}` command. - 4: - story_text: | - With quotation marks you can make your dishwashing program even better. - - ### Exercise - First, fill in right symbols or commands on the blanks to make this example program work. - Did you get it? Great! Now copy your own code from the previous level and make it work in this level by adding quotation marks in the right spots. - example_code: | - ``` - people {is} mom, dad, Emma, Sophie - {print} _ the dishes are done by _ - {sleep} - {print} people {at} _ - ``` - 5: - story_text: | - With the `{if}` you can now have more fun with choice in the program. You can have your program respond to the choice that the computer has made. - ### Exercise - Can you finish the code so that it prints 'too bad' when it is your turn and otherwise 'yes!'? - Don't forget the quotes! - example_code: | - ``` - people {is} mom, dad, Emma, Sophie - dishwasher {is} people {at} {random} - _ dishwasher {is} Sophie {print} _ too bad I have to do the dishes _ - _ {print} 'luckily no dishes because ' _ ' is already washing up' - ``` - 6: - story_text: | - How often is everyone going to do the dishes? Is that fair? You can count it in this level. - example_code: | - ``` - people = mom, dad, Emma, Sophie - emma_washes = 0 - dishwasher = people {at} {random} - {print} 'The dishwasher is' dishwasher - {if} dishwasher {is} Emma emma_washes = emma_washes + 1 - {print} 'Emma will do the dishes this week' emma_washes 'times' - ``` - - Now you can copy lines 3 to 5 a few times (e.g. 7 times for a whole week) to calculate for a whole week again. - Do you make the code for the whole week? - story_text_2: | - If you are extremely unlucky the previous program might choose you to do the dishes for the whole week! That's not fair! - To create a fairer system you can use the `{remove}` command to remove the chosen person from the list. This way you don't have to do the dishes again until everybody has had a turn. - - Monday and Tuesday are ready for you! Can you add the rest of the week? - And… can you come up with a solution for when your list is empty? - example_code_2: | - ``` - people = mom, dad, Emma, Sophie - dishwasher = people {at} {random} - {print} 'Monday the dishes are done by: ' dishwasher - {remove} dishwasher {from} people - dishwasher = people {at} {random} - {print} 'Tuesday the dishes are done by: ' dishwasher - {remove} dishwasher {from} people - ``` - 7: - story_text: | - With the `{repeat}` you can repeat pieces of code. You can use this to calculate who will be washing dishes for multiple days! - ### Exercise - Use the `{repeat}` command to decide on who needs to wash the dishes for an entire week. Each blank needs to be filled with one command or number! - **Extra** Can you think of other tasks in the house? Adapt the code so it decides on three household chores. Do not forget to print what tasks it concerns! - example_code: | - ``` - people = mom, dad, Emma, Sophie - {repeat} _ _ {print} 'Dishwashing will be done by ' _ _ _ - ``` - 10: - story_text: | - In this level you can make a schedule for the whole week in an easy way! - - ### Exercise - Add a second chore, such as vacuuming or tidying up, and make sure it is also divided for the whole week. -
**Extra** The program is not fair, you can be unlucky and wash up all week. How could you make the program more fair? - example_code: | - ``` - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - ``` - elif_command: - name: '{elif}' - default_save_name: elif - description: '{elif}' - levels: - 17: - story_text: | - In this level you can also use a new command: `{elif}`. `{elif}` is a combination of the keywords `{else}` and `{if}` and you need it when you want to make 3 (or more!) options. - Check it out! - example_code: | - ``` - prizes = ['1 million dollars', 'an apple pie', 'nothing'] - your_prize = prizes[{random}] - {print} 'You win ' your_prize - {if} your_prize == '1 million dollars' : - {print} 'Yeah! You are rich!' - {elif} your_prize == 'an apple pie' : - {print} 'Lovely, an apple pie!' - {else}: - {print} 'Better luck next time..' - ``` - for_command: - name: '{for}' - default_save_name: for - description: '{for} command' - levels: - 10: - story_text: |- - ## For - In this level we learn a new code called `{for}`. With `{for}` you can make a list and use all elements. - `{for}` creates a block, like `{repeat}` and `{if}` so all lines in the block need to start with 4 spaces. - example_code: | - ``` - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - ``` - story_text_2: | - ### Exercise - Finish this code by adding `{for} action {in} actions` to line 2. - example_code_2: | - ``` - actions = clap your hands, stomp your feet, shout Hurray! - _ - {repeat} 2 {times} - {print} 'If youre happy and you know it, ' action - {sleep} 2 - {print} 'If youre happy and you know it, and you really want to show it' - {print} 'If youre happy and you know it, ' action - {sleep} 3 - ``` - 11: - story_text: |- - In this level, we add a new form of the `{for}`. In earlier levels, we used `{for}` with a list, but we can also use `{for}` with numbers. - We do that by adding a variable name, followed by `{in}` `{range}`. We then write the number to start at, `{to}` and the number to end at. - - Try the example to see what happens! In this level again, you will need to use indentations in lines below the `{for}` statements. - example_code: | - ``` - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - ``` - 17: - story_text: | - Now we are going to change indentation a little bit. Every time that we need an indentation, we need `:` at the line before the indentation. - example_code: | - ``` - {for} i {in} {range} 1 {to} 10: - {print} i - {print} 'Ready or not, here I come!' - ``` - 18: - story_text: | - Lastly, we'll turn `{for} i {in} {range} 1 to 5` into real Python code, like this: - example_code: | - ``` - {for} i {in} {range}(1,5): - {print} (i) - ``` - fortune: - name: Fortune teller - default_save_name: Fortune Teller - description: Let Hedy predict the future - levels: - 1: - story_text: | - Have you ever been to a carnival and had your future predicted by a fortune teller? Or have you ever played with a magic eight ball? - Then you probably know that they can't really predict your future, but it's still fun to play! - - In the upcoming levels you can learn how to create your own fortune telling machine! - In level 1 you can start off easy by letting Hedy introduce herself as a fortune teller and let her `{echo}` the players' answers. - Like this: - example_code: | - ``` - _ Hello, I'm Hedy the fortune teller! - _ Who are you? - _ Let me take a look in my crystal ball - _ I see... I see... - _ Your name is - ``` - story_text_2: | - ### Exercise - Copy the example code into your input screen and fill in the blanks to make the code work. - **Extra** Change the code and let the fortune teller not only predict your name, but also your age, your favorite sports team or something else about yourself. - 3: - story_text: | - In the previous levels you've created your first fortune telling machine, but Hedy couldn't really predict anything, only `{echo}`. - In this level you can use a variable and the `{at} {random}` command to really let Hedy choose an answer for you. Check out this code for instance: - example_code: | - ``` - {print} I’m Hedy the fortune teller! - question {is} {ask} What do you want to know? - {print} This is what you want to know: question - answers {is} yes, no, maybe - {print} My crystal ball says... - {sleep} 2 - {print} answers {at} {random} - ``` - story_text_2: | - ### Exercise - Now, Hedy can only answer yes, no or maybe. Can you give Hedy more answer options, like 'definitely' or 'ask again'. - 4: - story_text: | - ### Exercise - We have removed all the quotation marks from this example code, can you add them in all the right places? - - ### Exercise 2 - Go back to the previous level and copy your fortune teller code. Make the code work in this level by adding quotation marks in the right spots. - example_code: | - ``` - _ Add the quotation marks to this code _ - {print} Im Hedy the fortune teller! - question {is} {ask} What do you want to know? - {print} This is your question: question - answers {is} yes, no, maybe - {print} My crystal ball says... - {sleep} 2 - {print} answers {at} {random} - ``` - 5: - story_text: | - ### Exercise - In the example code you see how to make a fortune teller program that allows you to tip the odds in your favor. This cheating program always tells you that you will win the lottery, but your friends will never win. - - Use this to make your own program, be creative! For example you could create a code that predicts that: - * your favorite sports team will beat all the competitors! - * your favorite movie will be chosen for movie night! - * you win tickets to your favorite show! - * you are the fairest of them all, like Snow White's magic mirror. - Let your imagination do the work! - - Your program has to exist of at least 10 lines of code and need to have at least one `{if}` and `{else}` command. - example_code: | - ``` - friends {is} Jordan, Lucy, Dave - {print} 'I can predict if you will win the lottery tomorrow!' - person {is} {ask} 'Who are you?' - good_answer {is} Hurray! You win!, You will definitely win!, We have a winner! - bad_answer {is} Bad luck! Try again!, Another person will win, You lose! - {if} person {in} friends {print} good_answer {at} {random} - {else} {print} bad_answer {at} {random} - ``` - 6: - story_text: | - In this level you can use math in your predictions as a fortune teller. This allows you to make up (silly) formulas to calculate the future. - For example you could calculate how rich you'll get or how many kids you will have when you grow up. - - - - ### Exercise - Can you think of your own (silly) fortune telling machine? - example_code: | - ``` - {print} 'I am Hedy the fortune teller!' - {print} 'I can predict how many kids youll get when you grow up!' - age = {ask} 'How old are you?' - siblings = {ask} 'How many siblings do you have?' - length = {ask} 'How tall are you in centimetres?' - kids = length / age - kids = kids - siblings - {print} 'You will get ...' - {sleep} - {print} kids ' kids!' - ``` - 7: - story_text: | - ### Exercise - Finish this program that tells you if your crush loves you back or not. - example_code: | - ``` - {print} 'I have a flower with magic petals' - {print} 'If you pick the petals the flower will tell you if your crush loves you back' - amount = {ask} 'How many petals do you want to pick?' - options = they love you, they love you not - _ _ _ _ options {at} {random} - ``` - 8: - story_text: | - In the next example you can have your fortune teller ask multiple questions and also print them! - - ### Exercise - Can you fill in right command on the blanks? - example_code: | - ``` - {print} 'I am Hedy the fortune teller!' - {print} 'You can ask me 3 questions.' - answers = yes, no, maybe - _ _ _ - question = {ask} 'What do you want to know?' - {print} question - {sleep} - {print} 'My crystal ball says... ' answers {at} {random} - ``` - 10: - story_text: | - In this level you'll learn how to program the game MASH (mansion, apartment, shack, house). In this game you can predict for all the players at once, what their future will look like. - - ### Exercise - Fil in the blanks by using the new command that you've learned this level. - example_code: | - ``` - houses = mansion, apartment, shack, house - loves = nobody, a royal, their neighbour, their true love - pets = dog, cat, elephant - names = Jenna, Ryan, Jim - _ - {print} name ' lives in a ' houses {at} {random} - {print} name ' will marry ' loves {at} {random} - {print} name ' will get a ' pets {at} {random} ' as their pet.' - {sleep} - ``` - 12: - story_text: |- - From level 12 on, you will also have to use quotation marks in lists, before and after each item. - - ### Exercise - Add two predictions to the list - example_code: | - ``` - fortunes = 'you will slip on a banana peel', _ - {print} 'I will take a look in my crystal ball for your future.' - {print} 'I see... I see...' - {sleep} - {print} fortunes {at} {random} - ``` - functions: - name: functions - default_save_name: functions - description: functions - levels: - 12: - story_text: | - In this level you'll learn how to use **functions**. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. - To create a function, use `{define}` and give the function a name. Then put all the lines you want in the function in a indented block under the `{define}` line. - Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use {call} with the function's name to call it up! We don't have to type that block of code again. - - Check out this example code of a game of Twister. The function 'turn' contains a block of code that chooses which limb should go where. - - ### Exercise - Finish this code by setting the 2 variables chosen_limb and chosen_color. - Then, choose how many times you want to call the function to give the twister spinner a spin. - - ### Exercise 2 - Improve your code by adding a variable called 'people'. Use the variable to give all the players their own command in the game. - For example: 'Ahmed, right hand on green' or 'Jessica, left foot on yellow'. - example_code: | - ``` - sides = 'left', 'right' - limbs = 'hand', 'foot' - colors = 'red', 'blue', 'green', 'yellow' - - {define} turn - chosen_side = sides {at} {random} - chosen_limb = limbs _ - chosen_color = colors _ - {print} chosen_side ' ' chosen_limb ' on ' chosen_color - - {print} 'Lets play a game of Twister!' - {for} i {in} {range} 1 to _ - {call} turn - {sleep} 2 - ``` - 13: - story_text: | - Now that you've learned how to use functions, you'll learn how to use a function with an argument. - An **argument** is a variable that is used within a function. It is not used outside the function. - - For example in this code we've programmed the first verse of the song 'My Bonnie is over the ocean'. - In this example code the argument `place` is used. Place is a variable that is only used in the function, so an argument. - To use `place` we have programmed the line `define song with place`. - When the function is called, computer will replace the argument `place`, with the piece of text after `call song with`. - - ### Exercise - The next verse of this song goes: - - Last night as I lay on my pillow - Last night as I lay on my bed - Last night as I lay on my pillow - I dreamed that my Bonnie is dead - - Can you program this verse in the same way as the example? - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - ``` - 14: - story_text: | - In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. - You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - - For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - - ### Exercise - Finish this code. We have already made the variable new_price for you, you only need to set it. - You should finish the line of code by calling the function that calculates the new price. - example_code: | - ``` - {define} calculate_new_price {with} amount, percentage - percentage = percentage / 100 - discount_amount = amount * percentage - return amount - discount_amount - - old_price = {ask} 'How much is on the price tag?' - discount = {ask} 'What percentage is the discount?' - - new_price = _ calculate_new_price {with} old_price, _ - {print} 'The new price is ' new_price ' dollar' - ``` - 18: - story_text: | - Let's make functions the Pythons way! To define a function, we no longer use: - - `{define} name_function {with} argument_1, argument_2:` - - but we use: - - `{def} name_function(argument_1, argument_2):`. - - - If you don't want to use arguments, you just leave the space between the parantheses empty. - To call a function, we don't need the `{call}` command anymore. You just type the name of the function. - example_code: | - ``` - {def} calculate_score(answer, correct_answer): - {if} answer == correct_answer: - score = 1 - {elif} answer == '?': - score = 0 - {else}: - score = -1 - {return} score - - answer = {input} ('Where can you find the Eiffel Tower?') - correct_answer = 'Paris' - score = calculate_score(answer, correct_answer) - {print} ('Your score is... ', score) - ``` - guess_my_number: - name: Guess my number - default_save_name: guess my number - description: guess my number - levels: - 14: - story_text: | - In this level you can program the game 'Guess my number' - - ### Exercise - Fill in the correct symbols on the blanks to get the game to work. - example_code: | - ``` - {print} 'Guess my number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess _ number - {print} 'Lower!' - {if} guess _ number - {print} 'Higher!' - {if} guess _ number - {print} 'You win!' - game = 'over' - ``` - hangman: - name: Hangman - default_save_name: Hangman - description: Guess the word - levels: - 17: - story_text: | - In this adventure we program a game of hangman. First we make some preparations, then we program the game and in the third part we add a drawing with the turtle. - - ### Exercise - ***Set the variables*** In this game of hangman, Player 1 chooses an answer and Player 2 has to guess the letters in this answer. - To let the computer know all the letters in the word, we will turn the answer into a list of letters. We also do this with the guesses Player 2 makes. - We will start the game with 2 empty lists. We have made an empty list for the variable answer for you. Now make an empty list for guessed_letters as well. - Then we fill in how many mistakes were made. At the start of the game, this should be 0. - The variable `amount_letters` tells us how many letters are in the answer. Ask Player 1 to tell us how many letters their word has. - Lastly we tell the computer if the game is over. We use the variable `game_over` and set it to `False`. - - ***Choosing the answer*** We want Player 1 to be able to choose the answer. We'll ask them, as many times as necessary, what the next letter is. - Then we add that letter to the answer. Lastly, we add an empty _ to the list of guessed letters, so we get as many _s as there are letters in the answer. - - ***Player 2's turn*** - Tell Player 2 its their turn. Then tell Player 2 how many letters there are in the answer. Finally, print the list of `guessed_letters`. - - ***Go to the next tab*** Now that all the starting variables are set, we can start programming the game itself. Check out the next tab to learn how! - example_code: | - ``` - print 'Hangman!' - - # Set the variables - answer = [] - guessed_letters = _ - mistakes_made = _ - amount_letters = {ask} _ - _ = 'False' - - # Choosing the answer - {for} _ - letter = {ask} 'Player 1, what is letter ' i '?' - _ - {add} '_' {to} _ - - # Player 2 turn - print _ - print _ - print guessed_letters - ``` - hangman_2: - name: Hangman 2 - default_save_name: Hangman_2 - description: Hangman 2 - levels: - 17: - story_text: | - Now it's time to program the hangman game. - - ### Exercise - - ***Paste your code*** Copy your code from the previous tab and paste the code in the programming field. - - ***The game*** This games continues playing until Player 2 is game over. Fill in the while command accordingly. Now, Player 2 is allowed to guess a letter, so ask Player 2 to guess a letter. - We need to check if their answer is correct, so check if their `guess` is (somewhere) in the (list) `answer`. Then we let the computer figure out which of the letter(s) is the guess. We have already programmed that part for you. - Next we want to compliment the player for finding a correct letter and we want to print the list `guessed_letters`, so the player can see their progress. - - The next part we're going to program is what happens when the player has guessed all of the letters. So if their list of `guessed_letters` is the same as our list `answer`. - If the lists are the same, congratulate Player 2 with their victory and set the variable `game_over` to `True`. - - Next we'll program what happens when Player 2 guesses wrong (so the `{else}` command). First, tell the player that their guess was wrong. Then increase the `mistakes_made` variable by 1. - - For the last part we'll program what happens when Player 2 has made 10 mistakes. We'll print that Player 1 has won the game. Then we'll print the correct answer. And finally, we'll set our `game_over` variable to `True`, so the game stops. - - ***Go to the next tab*** Amazing work! Your game is playable, but wouldn't it be fun if the hangman was actually drawn when Player 2 makes a mistake..? - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - guess = _ - {if} _ - {for} i {in} {range} 1 {to} amount_letters: - if answer[i] == guess: - guessed_letters[i] = guess - {print} _ - {if} guessed_letters == _: - {print} _ - game_over = _ - {else}: - {print} _ - mistakes_made _ - {if} _ == 10: - {print} _ - {print} _ - _ - ``` - hangman_3: - name: Hangman 3 - default_save_name: Hangman_3 - description: Hangman 3 - levels: - 17: - story_text: | - In a game of hangman the mistakes are shown by drawing a part of the hangman each time a mistake has been made. - We now add those drawings with our turtle! - - ### Exercise - ***Create a function that draws the hangman*** Create a function that draws the hangman in 10 steps. We have already made step 1 for you. - - ***Test the function*** Test the function by calling the function with 10. If you are happy with the function, remove the line that calls the function for now. We will call the function when the player makes a mistake. - - ***Paste your hangman game under your function*** Go back to the previous tab and copy your hangman game. Paste the game underneath your function. - - ***Call the function when the player makes a mistake*** Under the line `mistakes_made = mistakes_made + 1` we will call the function. We want the turtle to take the same amount of steps as the player has made mistakes, so we call the function with `mistakes_made` as argument. - - ***Enjoy your game!*** -
- The hangman could look like this -
- example_code: | - ``` - # Create a function that draws the hangman - {define} draw_hangman {with} step: - {if} step == 1: - {color} white - {forward} -100 - {turn} 90 - {forward} -50 - {color} black - {forward} 100 - {forward} -50 - - {if} step == 2: - _ - # Paste your hangman game here - - ``` - harry_potter: - name: Harry Potter - default_save_name: Harry Potter - description: Harry Potter adventures - levels: - 10: - story_text: | - ### Exercise - We can also make a Harry Potter themed fortune teller. Fill in blanks such that 9 lines are printed. - **Extra** Change the theme of the fortune teller into something else, such as your favorite book, film or tv show. - example_code: | - ``` - houses = Gryffindor, Slytherin, Hufflepuff, Ravenclaw - subjects = potions, defence against the dark arts, charms, transfiguration - fears = Voldemort, spiders, failing your OWL test - names = Harry, Ron, Hermione - _ - _ {print} name ' is placed in ' houses {at} {random} - _ {print} name ' is great at ' subjects {at} {random} - _ {print} name 's greatest fear is ' fears {at} {random} - ``` - haunted: - name: Haunted House - default_save_name: Haunted House - description: Escape from the haunted house - levels: - 1: - story_text: | - In this adventure you are working towards making a game in which you have to escape from a haunted house by picking the correct door. - If you pick the right door you'll survive, but if not a terrible monster might... - - In level 1 we start our haunted house game by making up a scary story and ask the player what monster they'll see in the haunted house. - example_code: | - ``` - {print} How did I get here? - {print} I remember my friend telling me to go into the old mansion... - {print} and suddenly everything went black. - {print} But how did I end up on the floor...? - {print} My head hurts like Ive been hit by a baseball bat! - {print} What's that sound? - {print} Oh no! I feel like Im not alone in this house! - {print} I need to get out of here! - {print} There are 3 doors in front of me.. - {ask} Which door should i pick? - {echo} I choose door - {print} ...? - ``` - story_text_2: | - ### Exercise - Copy the example code to your input screen by clicking the yellow button. - Now finish the story by adding at least 5 lines of code. - Remember to start each line of codes with a `{print}` command. - 2: - story_text: | - In this haunted house you can choose your monsters with emojis. Of course you could also use words. - example_code: | - ``` - monster_1 {is} 👻 - monster_2 {is} 🤡 - monster_3 {is} 👶 - {print} You enter the haunted house. - {print} Suddenly you see a monster_1 - {print} You run into the other room... - {print} But a monster_2 is waiting there for you! - {print} Oh no! Quickly get to the kitchen. - {print} But as you enter monster_3 attacks you! - ``` - story_text_2: | - ### Exercise - In the example above the monsters are predetermined. So each time you run your code, the output is the same. - Can you add `{ask}` commands to make the haunted house interactive and have the players choose the monsters they come across? - example_code_2: | - ``` - monster_1 {is} _ - monster_2 {is} _ - monster_3 {is} _ - {print} You enter the haunted house. - {print} Suddenly you see a monster_1 - {print} You run into the other room... - {print} But a monster_2 is waiting there for you! - {print} Oh no! Quickly get to the kitchen. - {print} But as you enter monster_3 attacks you! - ``` - 3: - story_text: | - In the previous levels you've made an introduction to your haunted house game, but as you might have noticed the story would always have a dreadful end. - In this level you can make your story more interactive by changing the outcome of the game; sometimes you'll get eaten, sometimes you'll escape! - Let Hedy decide randomly! - - ### Exercise - Copy the example codes and fill in the blanks to make it work! - - **Extra** This story is pretty straight forward, maybe you can spook it up a bit by adding a more exciting story. - Also you have very limited outcomes right now, there are only 3 options of what's behind the doors. Maybe you can think of more monsters to add to the list! - example_code: | - ``` - _ Escape from the haunted house! - _ There are 3 doors in front of you... - _ _ _ Which door do you choose? - _ You picked door ... choice - monsters _ a zombie, a vampire, NOTHING YOUVE ESCAPED - _ You see... - {sleep} - _ _ _ _ - ``` - 4: - story_text: | - In this level you learn how to use quotation marks in your games. - - ### Exercise - Can you make your Haunted House level 4 proof? - - ### Exercise 2 - Go back to the previous level and copy your haunted house code. Make the code work in this level by adding quotation marks in the right spots. - example_code: | - ``` - _ Add quotation marks to this code _ - {print} Escape from the haunted house! - {print} There are 3 doors in front of you... - choice {is} {ask} Which door do you choose? - {print} You picked door ... choice - monsters {is} a zombie, a vampire, NOTHING YOUVE ESCAPED - {print} You see... - {sleep} - {print} monsters {at} {random} - ``` - 5: - story_text: | - Up until this level the haunted house game always asked the player to choose a door, but as you might have noticed, they didn't really have to answer correctly. - If the player filled in a completely random answer, the game would still work and the player might even win (despite not picking a door). - In this level you can only win the game by picking the same door Hedy picked randomly. - - ### Exercise - Can you find the 4 missing words to complete the code? - example_code: | - ``` - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you...' - doors {is} 1, 2, 3 - monsters {is} werewolf, mummy, vampire, zombie - chosen_door {is} {ask} 'Which door do you choose?' - {print} 'You chose door...' chosen_door - {sleep} - correct_door {is} doors {at} {random} - _ _ _ _ {print} 'Great! Youve escaped!' - {else} {print} 'Oh no! You are being eaten by a...' monsters {at} {random} - ``` - 9: - story_text: "In this level you can use nesting, which allows you to make the haunted house even more interactive!\n\n### Exercise\nNow it's very hard to win this game, can you make it easier to win?\nChange your code so it only has one wrong door and two correct doors instead of one correct door and two wrong ones? \nTip: This means changing the variable correct_door into wrong_door, and switching the `{if}` and `{else}` code.\nAnd of course you may also change the story and make it your own. Change the monsters or make it a happy game show where you get a gift!\n" - example_code: | - ``` - {print} 'Escape from the Haunted House!' - player = alive - doors = 1, 2, 3 - monsters = zombie, vampire, giant spider - {repeat} 3 {times} - {if} player {is} alive - correct_door {is} doors {at} {random} - {print} 'There are 3 doors in front of you...' - chosen_door = {ask} 'Which door do you choose?' - {if} chosen_door {is} correct_door - {print} 'No monsters here!' - {else} - {print} 'You are eaten by a ' monsters {at} {random} - player = dead - {else} - {print} 'GAME OVER' - {if} player {is} alive - {print} 'Great! You survived!' - ``` - 11: - story_text: "In this level we've changed the `{for}` command so we can tell the player where they are. \n\n### Exercise 1\nFinish the program so the player knows which room they are in.\n\n### Exercise 2\nMake the program into an adventure by following these steps:\n\n1. Make a list of choices (like: fight or flight)\n2. Make sure the player can choose an option with `{ask}`\n3. Is answer correct? Then they may proceed to the next monster. Do they give a wrong answer? Let the player know with a `{print}`. \n\n**Extra** If you make a wrong choice, a monster is still shown! How could you change that?\n" - example_code: | - ``` - {print} 'Escape from the Haunted House!' - monsters = zombie, vampire, giant spider - _ - {print} 'Room ' i - monster = monsters {at} {random} - ``` - 14: - story_text: | - ### Exercise - In this level you can use the `<` and `>` symbol to introduce lives to your game. - Make sure the player loses a life when they come across the wrong monster and that the game stops if you have no lives left. - example_code: | - ``` - {print} 'Escape from the haunted house' - lives = 3 - doors = 1, 2, 3 - monsters = 'the wicked witch', 'a zombie', 'a sleeping 3 headed dog' - {for} i {in} {range} 1 {to} 10 - {if} lives _ - good_door = doors {at} {random} - monster = monsters {at} {random} - chosen_door = {ask} 'Which door do you choose?' - {if} good_door == chosen_door - {print} 'You have chosen the correct door' - {else} - {print} 'You see...' monster - {if} monster == 'a sleeping 3 headed dog' - {print} 'Pffieuw.... Its asleep' - {else} - {print} 'You lose one life' - lives = _ - {else} - {print} 'GAME OVER' - ``` - 16: - story_text: | - ### Exercise - This haunted house game uses the connection between the lists you can use in this level. - For example: all the properties that belong to the zombie are first in all the lists, witch second and vampire third. - Check out the code and fill in `weapons[i]`, `monsters[i]` , `bad_fate[i]`, `good_fate[i]`, `hint[i]` on the correct blanks to get the code to work! - example_code: | - ``` - numbers = [1, 2, 3] - i = numbers[{random}] - hint = ['growling', 'a cackling laugh', 'fluttering batwings'] - monsters = ['zombie', 'witch', 'vampire'] - bad_fate = ['Your brain is eaten', 'You are forever cursed', 'You are bitten'] - good_fate = ['You throw the ham. The zombie is distracted and starts eating it.', 'You set the curtains on fire. The witch flees out of fear for the fire', 'The vampire hates garlic and flees'] - weapons = ['ham', 'lighter', 'garlic'] - {print} 'You are standing in front of an old mansion' - {print} 'Something is not right here' - {print} 'You hear ' _ - {print} 'You are going to explore it' - {print} 'You enter the kitchen and see a lighter, a raw ham and a garlic.' - your_weapon = {ask} 'What do you bring with you?' - {print} 'With your ' your_weapon ' you enter the living room' - {print} 'There you find a ' _ - needed_weapon = _ - {if} your_weapon == needed_weapon - {print} 'You use your ' your_weapon - {print} _ - {print} 'YOU WIN!' - {else} - {print} 'You have chosen the wrong weapon...' - {print} _ - {print} 'GAME OVER' - ``` - hotel: - name: hotel - default_save_name: hotel - description: hotel - levels: - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, and you've learned how to combine it with an {ask}. - You might have wondered why you would use functions, because the functions in the example were only one line of code. - Now we will show you what a bigger function looks like and we will use multiple agruments now as well. You'll see how much better it is to use a function once the function gets bigger. - Here is an example of a function with arguments combined with {ask} commands. - example_code: | - ``` - {define} welcome_message {with} title, last_name, country, room_number - {print} 'Welcome to Hotel Hedy, ' title ' ' last_name - nice_trip {is} {ask} 'Did you have a nice trip from, ' country '?' - {if} nice_trip {is} 'yes' - {print} 'Lovely!' - {else} - {print} 'Sorry to hear that.' - {print} 'Hopefully you can take a nice rest in you room.' - {print} 'Your room number is ' room_number - - {print} 'Hello. Please fill in your information to check in.' - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - ``` - - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - if_command: - name: '{if} & {else}' - default_save_name: if_command - description: Introducing the {if} command - levels: - 5: - story_text: | - ## If... else.... - In level 5 there is something new, the `{if}`! With the `{if}` you can choose between two different options. - This code prints nice if you enter Hedy as a name, and boo! if you enter something else. - `{ask}` and `{print}` still work like they did in level 4. - example_code: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' {else} {print} 'boo!' - ``` - story_text_2: | - Sometimes code with an `{if}` gets really long and does not fit on the line well.
You may also divide the code over two lines, starting the second line at the `{else}` like this: - example_code_2: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - ``` - story_text_3: | - ### Exercise - Try to create your own code with `{if}` and `{else}`. You can use the example code if you want. - example_code_3: | - ``` - answer {is} {ask} '2 + 2 = ?' - _ _ _ 4 _ 'Great job!' - _ _ 'No 2 + 2 = 4' - ``` - 8: - story_text: | - ## If... Else... - You have learned to repeat a block of lines of code after a `{repeat}` command. - Now you can also use indentation to make blocks after a {if} or {else} command. - Check out the example code. - - ### Exercise - Add an {else} command to the example code. Make a block of line using indentation. You do this by starting each line with 4 spaces. - example_code: | - ``` - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {print} 'You can play on your computer!' - ``` - 9: - story_text: | - In this level you can also put an `{if}` command inside another `{if}` command. - example_code: | - ``` - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - ``` - in_command: - name: '{in}' - default_save_name: in_command - description: Introducing the {in} command - levels: - 5: - story_text: | - ## Lists - When we want to check if something is in a list, we can now use the `{in}` command. - This code prints pretty! if you choose green or yellow, and meh otherwise. - example_code: | - ``` - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - ``` - story_text_2: | - ### Exercise - Finish the example code by filling in the blanks with commands that you've learned. - When you've finished the code, try to create a code of your own and use a question that you've thought of yourself. - example_code_2: | - ``` - animals {is} dog, cow, sheep - answer {is} {ask} 'What is your favorite animal?' - _ answer _ animals _ 'Mine too!' - _ _ 'My favorite animals are dogs, cows and sheep' - ``` - is_command: - name: '{is}' - default_save_name: is_command - description: introducing {is} command - levels: - 2: - story_text: | - ## Variables - You can name a word with `{is}`. This is called a **variable**. In this example we made a variable called name and a variable called age. You can use the word name anywhere in your code and it will be replaced by Hedy, like this: - example_code: | - ``` - name {is} Hedy - age {is} 15 - {print} name is age years old - ``` - story_text_2: | - ### Exercise - Time to make your own variables! - In the example code we made an example of the variable `favorite_animal`. In line 1 the variable is set, and in line 2 we used the variable in a `{print}` command. - Firstly, finish our example by filling in your favorite animal on the blank. Then make at least 3 of these codes yourself. Pick a variable, and set the variable with the `{is}` command. Then use it with a `{print}` command, just like we did. - example_code_2: | - ``` - favorite_animal {is} _ - {print} I like favorite_animal - ``` - 6: - story_text: | - We also make a change in storing a word in a variable! You may now use `=` instead of `{is}` when we store a name or a number in a variable, like this: - example_code: | - ``` - name = Hedy - answer = 20 + 4 - ``` - 14: - story_text: | - We are going to learn more new items. You might know them already from mathematics, the `<` and `>`. - The `<` checks if the first number is smaller than the second, for example age `<` 12 checks if age is smaller than 12. - If you want to check if the first number is smaller or equal to the second, you can use `<=`, for example age `<=` 11. - The `>` checks if the first number is bigger than the second, for example points `>` 10 checks if points is larger than 10. - If you want to check if the first number is bigger or equal to the second, you can use `>=`, for example points `>=` 11. - You use these comparisons in an `{if}`, like this: - example_code: | - ``` - age = {ask} 'How old are you?' - {if} age > 12 - {print} 'You are older than I am!' - ``` - story_text_2: | - From this level on, if you want to compare exactly, you can use two equal signs. This is what most programming languages do: - example_code_2: | - ``` - name = {ask} 'What is your name?' - {if} name == 'Hedy' - {print} 'You are cool!' - ``` - story_text_3: | - You can also compare if something is *not* equal to something else using `!=` like this: - example_code_3: | - ``` - name = {ask} 'What is your name?' - {if} name != 'Hedy' - {print} 'You are not Hedy' - ``` - - {if} age < 13 - {print} 'You are younger than me!' - {else} - {print} 'You are older than me!' - language: - name: Language - default_save_name: Language - description: Practice words in a foreign language - levels: - 5: - story_text: | - Make your own program to practice your vocabulary in a new language. - - ### Exercise - Make the code longer by adding at least 3 more words for the player to learn. - **Extra** Of course, you can choose to use a different language than French. You can change to code to any language you'd like to learn. - example_code: | - ``` - {print} 'Learn French!' - cat {is} {ask} '🐱' - {if} cat {is} chat {print} 'Terrific!' - {else} {print} 'No, cat is chat' - frog {is} {ask} '🐸' - {if} frog {is} grenouille {print} 'Super!' - {else} {print} 'No, frog is grenouille' - ``` - 16: - story_text: | - ### Exercise - Take a look at the example code. This is a program to practise French vocabulary. Now make your own program to practice your vocabulary in a new language. - If you don't know any other languages, you can use Google translate or you can use emojis and your native language. - example_code: | - ``` - french_words = ['bonjour', 'ordinateur', 'pomme de terre'] - translation = ['hello', 'computer', 'potato'] - score = 0 - {for} i {in} {range} 1 {to} 3 - answer = {ask} 'What does ' french_words[i] ' mean?' - correct = translation[i] - {if} answer == correct - {print} 'Correct!' - score = score + 1 - {else} - {print} 'Wrong, ' french_words[i] ' means ' translation[i] - {print} 'You gave ' score ' correct answers.' - ``` - maths: - name: maths - default_save_name: maths - description: Introducing maths - levels: - 6: - story_text: | - In this level you learn something new: you can now also calculate. - - The plus is easy, you write it like with math: `5 + 5` for example. The minus also works fine, it is `5 - 5`. - - The times is a bit different, because there is no times symbol on your keyboard. Just search, there really isn't! - That is why we multiply with the asterisk above 8: `5 * 5`. Read that as "5 times 5" that helps you remember it best. - example_code: | - ``` - {print} '5 plus 5 is ' 5 + 5 - {print} '5 minus 5 is ' 5 - 5 - {print} '5 times 5 is ' 5 * 5 - {print} '5 divided by 5 is ' 5 / 5 - ``` - 12: - story_text: |- - **Decimal numbers** - So far, Hedy did not allow for decimal numbers like 1.5, but now we do allow that. Note that computers use the `.` for decimal numbers. - example_code: | - ``` - {print} 'Two and a half plus two and a half is...' - {print} 2.5 + 2.5 - ``` - story_text_2: |- - **Maths with words** - In this level you can also do addition with words like this: - example_code_2: | - ``` - a = 'Hello ' - b = 'world!' - {print} a + b - ``` - - {print} 2.5 + 2.5 - music: - name: music - default_save_name: music - description: Play a tune! - levels: - 1: - story_text: |- - In this level you'll learn how to use the `{play}` command to play a tune! - - Type `{play}` followed by the note you want to play. The scale goes C-D-E-F-G-A-B. - As you can see there are 7 different letters, but we can play more than just 7 notes. - Type a number between 1 and 10 behind the letter to choose the scale, for example after B4 comes C5. - C1 is the lowest note you can play, C10 is the highest. - - ### Exercise - Try out the example code and then play around with it! Can you create your own melody? - In the next level you'll learn how to play some existing songs. - example_code: |- - ``` - {play} C4 - {play} D4 - {play} E4 - {play} F4 - {play} G4 - {play} A4 - {play} B4 - {play} C5 - ``` - 2: - story_text: | - ### Exercise - Finish the songs! We have started the codes for some melodies. - example_code: | - ``` - {print} Old Mac Donald had a farm - {play} C5 - {play} C5 - {play} C5 - {play} G4 - {play} A4 - {play} A4 - {play} G4 - ``` - story_text_2: As you can see, you can also use the `{sleep}` command to add a little pause in the song. - example_code_2: | - ``` - {print} Twinkle Twinkle Little Star - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} 1 - {play} F - {play} F - ``` - 3: - story_text: | - Create a random melody! - - ### Exercise - The example code creates a random melody, but it's very short and not many notes are used. - Add more notes to the list and create a longer melody by copying the last line a couple more times. - example_code: | - ``` - notes {is} A4, B4, C4 - {play} notes {at} {random} - {play} notes {at} {random} - {play} notes {at} {random} - ``` - 4: - story_text: | - Use the `{clear}` command to create a karaoke machine! - - ### Exercise - Finish the karaoke version of 'Mary had a little lamb'. - Then, create a karaoke version of any song you'd like! - example_code: | - ``` - {print} 'Mary had a little lamb' - {play} E - {play} D - {play} C - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Little lamb, little lamb' - {play} D - {play} D - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Mary had a little lamb' - {play} E - ``` - 5: - story_text: | - You don't always have to use the `{play}` command to play a whole song, sometimes you just want to play one note. - For example, if you want to make a quiz, you can play a happy high note if the answer is right and a sad low note if the answer is wrong. - - ### Exercise - Finish the first question by adding a line of code that plays a C3 note if the wrong answer is given. - Then think of 3 more questions to add to this quiz. - example_code: | - ``` - answer {is} {ask} 'What is the capital of Zimbabwe?' - {if} answer {is} Harare {play} C6 - _ - ``` - 6: - story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\n This calls for musical maths! Try out the example code a couple of times with different starting numbers. \nThen, see if you can compose a song using the numbers.\n" - example_code: | - ``` - number = {ask} 'Say a starting number between 1 and 67' - {print} number - {play} number - number = number + 1 - {print} number - {play} number - number = number + 1 - {print} number - {play} number - ``` - 7: - story_text: | - Using the `{repeat}` command can make your codes for melodies a lot shorter! - - ### Exercise - Finish the code for Twinkle Twinkle Little Star by using the `{repeat}`command. - Then go back to the songs you've made in the previous levels. Can you shorten those codes too? - example_code: | - ``` - {print} 'Twinkle Twinkle Little Star' - {repeat} 2 {times} {play} C4 - {repeat} 2 {times} {play} G4 - _ - ``` - 8: - story_text: | - Now that we can use the `{repeat}` command for multiple lines, we can make songs even more easily! - - ### Exercise - Finish the song of Brother John (Frère Jacques). Don't forget to use `{repeat}`! - example_code: | - ``` - {print} 'Brother John' - {repeat} 2 {times} - {play} C - {play} D - {play} E - {play} C - {repeat} 2 {times} - {play} E - {play} F - {play} G - {sleep} 1 - ``` - 9: - story_text: | - From this level on you can - among other things - use a {repeat} command inside a {repeat} command. - That makes songs like 'Happy birthday' even shorter! - - ### Exercise - Finish the song! - example_code: | - ``` - first_time = yes - {repeat} 2 {times} - {repeat} 2 {times} - {play} C - {play} D - {play} C - {if} first_time {is} yes - {play} F - {play} E - first_time {is} no - {else} - _ - ``` - 12: - story_text: | - Use functions in your songs! As you can see in the example code, you can make a function for each line of Twinkle Twinkle Little Star. Once you've programmed the first three lines, all you have to do is call the functions in the order you want them played in. - - ### Exercise - Finish the song of Twinkle Twinkle Little Star. - Then look back at all the songs you've programmed in the levels before, can you make those codes better and shorter using functions too? - example_code: | - ``` - {define} first_line - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} - - {define} second_line - {play} F - {play} F - {play} E - {play} E - {play} D - {play} D - {play} C - {sleep} - - {define} third_line - {play} G - {play} G - {play} F - {play} F - {play} E - {play} E - {play} D - {sleep} - - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - ``` - 13: - story_text: | - You can use a function with an argument for songs that have line that are almost the same, but slightly different each time. - One example is the song 'Yankee Doodle'. The first 4 notes of the first lines are the same, but each time they are followed by a different couple of notes. - - ### Exercise - Can you finish the song of Yankee Doodle? - Can you think of another song to program this way? - example_code: | - ``` - {print} 'Yankee Doodle' - {define} _ {with} note_1, note_2, note_3 - {play} C4 - {play} C4 - {play} D4 - {play} E4 - {play} _ - {play} _ - {play} _ - - {call} line_1 {with} 29, 31, 30 - {call} line_1 {with} 29, 28, 0 - {call} line_1 {with} 32, 31, 30 - - {play} C4 - {play} B3 - {play} G3 - {play} A3 - {play} B3 - {play} C4 - {play} C4 - ``` - 14: - story_text: | - You can program music for fun, but you can also use the musical notes to make something useful like a fire alarm! - - ### Exercise - Make sure the fire alarm rings when there is a fire! - example_code: | - ``` - {define} fire_alarm - {print} 'FIRE!' - note = 40 - {for} i {in} {range} 1 {to} 100 - {if} note _ 50 - note = note + 5 - {play} _ - {else} - note = 40 - - fire = {ask} 'Is there a fire?' - {if} fire _ 'yes' - {call} fire_alarm - ``` - 15: - story_text: | - **Warning** This adventure can become extremely annoying! - We can also use the {while} command to repeat a song forever. - - ### Exercise - Finish the never-ending song. - example_code: | - ``` - {define} song - {play} _ - - yes_or_no = {ask} 'Do you want to hear my never-ending song?' - {while} yes_or_no = 'yes' - {call} song - {print} '🥳' - ``` - 16: - story_text: | - Upgrade your Old MacDonald code! - - ### Exercise - Take your code from the 'Sing a Song' adventure and add musical notes to it! - You can make a function for each line in the song and call that function after the line is printed. - We defined the first line for you and called it in the code. Can you finish the whole song? - example_code: | - ``` - {define} line_1 - {for} i {in} {range} 1 {to} 3 - {play} G - {play} D - {for} i {in} {range} 1 {to} 2 - {play} E - {play} D - - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - for i in range 1 to 3 - animal = animals[i] - sound = sounds[i] - print 'Old MacDonald had a farm' - call line_1 - print 'E I E I O!' - _ - ``` - 17: - story_text: | - You can use the {elif} to create different options. - - ### Exercise - Firstly, add colons to get the code to work. - Then finish this code by adding at least 2 other songs for other moods. For example a happy song and an angry song. - example_code: | - ``` - {define} scary_song - {for} i {in} {range} 1 {to} 3 - {play} G - {play} E - {sleep} 2 - {for} i {in} {range} 1 {to} 3 - {play} F - {play} D - - mood = {ask} 'Which emotion are you feeling?' - {if} mood {is} 'fear' - {call} scary_song - {elif} _ - ``` - 18: - story_text: | - ### Exercise - Even in this last level of Hedy we can make some music! Be careful of all the syntax that is needed now. - Take a good look at how the functions are defined and called upon in the example code. - Finish the song! - example_code: | - ``` - {def} line_1(): - {for} i {in} {range}(1, 5): - {play} A - {play} D - {play} F - {play} A - - {def} line_2(): - {for} i {in} {range}(1, 5): - {play} G - {play} C - {play} E - {play} G - - {def} line_3(): - _ - - {print} ('The drunken sailor') - {print} ('What shall we do with the drunken sailor?') - line_1() - line_2() - line_3() - {print} ('Early in the morning') - ``` - parrot: - name: Parrot - default_save_name: Parrot - description: Create your own online pet parrot that will copy you! - levels: - 1: - story_text: | - Create your own online pet parrot that will copy you! - example_code: | - ``` - {print} Im Hedy the parrot - {ask} whats your name? - {echo} - {echo} - ``` - story_text_2: | - ### Exercise - Copy the example code to your input screen by clicking on the yellow button. - Make the parrot ask a different question. Fill in the blanks in the example! - **Extra** You can also let the parrot ask multiple questions. Type in some more lines of code beneath your own code. - example_code_2: | - ``` - {print} Im Hedy the parrot - {ask} _ - {echo} - {echo} - 2: - story_text: | - In the previous level you've made a parrot that will repeat after you. In this level we'll make the parrot interactive using a variable and `{ask}` command. - We will also make the parrot more life-like by adding `{sleep}` commands after something is said. - example_code: | - ``` - {print} Im Hedy the parrot - name _ _ what is your name? - {print} name - _ - {print} squawk - _ - {print} name - ``` - story_text_2: | - ### Exercise - Firstly, finish line 2 with an `{is}` and an `{ask}` command. - Then fill in a `{sleep}` command on line 4 and 6 to let the parrot stay quiet for a little bit. - - **Extra** Can you make the parrot ask for more then only your name by adding more lines of code? - 3: - story_text: | - Teach your parrot a new word with `{add}`. - ### Exercise - Can you add the `{add} {to_list}` command to get the code to work? - example_code: | - ``` - words {is} squawk, Hedy - {print} Train your parrot! - new_word {is} {ask} Which word do you want to teach them? - _ new_word _ words - {print} 🧒 Say new_word, Hedy! - {print} 🦜 words {at} {random} - ``` - 4: - story_text: | - In this level we have to use quotation marks with the commands `{ask}` and `{print}`. - ### Exercise - Complete the code by filling in quotation marks on the blanks. - example_code: | - ``` - words {is} squawk, Hedy - {print} _ Train your parrot! _ - new_word {is} {ask} _ Which word do you want to teach them? _ - {add} new_word {to_list} words - {print} _ 🧒 Say _ new_word _, Hedy!_ - {print} _ 🦜 _ words {at} {random} - ``` - 5: - story_text: | - Reward your parrot if it says the correct word! - - ### Exercise - Finish the code by filling in the 4 missing commands. - example_code: | - ``` - words {is} squawk, Hedy - {print} 'Train your parrot!' - new_word {is} {ask} 'Which word do you want to teach them?' - {add} new_word {to_list} words - said_word {is} words {at} {random} - {print} '🧒 Say ' new_word ', Hedy!' - {print} '🦜 ' said_word - _ said_word {is} new_word _ '🧒 Great job, Hedy! 🍪' - _ _ '🧒 No, Hedy! Say ' new_word - ``` - piggybank: - name: Piggy Bank - default_save_name: Piggy Bank - description: Count your pocketmoney! - levels: - 12: - story_text: | - In this adventure you learn how to make a digital piggy bank. - - ### Exercise - Finish the code to calculate how much money you have and how long you need to save up to buy what you want! - **Extra** Maybe you have already saved some money? Deduct that from the amount you will have to save up. - example_code: | - ``` - {print} 'The digital piggy bank' - wish = {ask} 'What would you like to buy?' - price = {ask} 'How much does that cost?' - saved = {ask} 'How much money have you saved already?' - allowance = {ask} 'How much pocket money do you get per week?' - to_save = price - saved - weeks = to_save / allowance - {print} 'You can buy a ' _ ' in ' _ ' weeks.' - ``` - 14: - story_text: | - ### Exercise - In this level you can let Hedy tell you if you have saved up enough money! - Finish this code by filling in the blanks! - example_code: | - ``` - _ calculate_budget {with} wish, money, allowance - to_save = wish - money - weeks = to_save / allowance - {if} wish _ money - {print} 'You need to save up some more!' - {print} 'Youll need ' weeks ' more weeks.' - {else} - {print} 'Great! You have enough' - {print} 'Lets go shopping!' - - money = {ask} 'How much money have you saved?' - wish = {ask} 'How much money do you need?' - allowance = {ask} 'How much pocket money do you get each week?' - - {call} _ - ``` - pressit: - name: Key presses - default_save_name: Pressed - description: Try linking a keyboard key to a command! - levels: - 5: - story_text: | - In this level there is another new keyword: `{pressed}`! - With `{pressed}` you can use keys on your keyboard to control what lines are used. - - ### Exercise - Look at the example and add one more line of code that reacts to a key press. - example_code: | - ``` - {print} 'Do you want a good (g) or bad (b) ending?' - {if} g {is} {pressed} {print} 'They lived happily ever after ❤' - {else} {print} 'The prince was eaten by a hippopotamus 😭' - ``` - story_text_2: | - You can also link turtle commands to keys. - - ### Exercise - Copy the lines a few times so you can create a larger drawing. - example_code_2: | - ``` - {if} y {is} {pressed} {forward} 15 - {else} {turn} 90 - ``` - 7: - story_text: | - Now that you have learned about `{repeat}`, we can press keys multiple times. - You can use it to make the turtle walk forward and turn. - - ### Exercise - The code you have seen in level 5 only checks the key once. Copy the example code and add a `{repeat}` to it, so that you can press the keys many times. - Use this code to draw something nice. - example_code: | - ``` - {if} x {is} {pressed} {forward} 15 {else} {turn} 90 - ``` - 9: - story_text: | - Now that you know how to combine statements, you can create a touch type tool with `{pressed}`. - - ### Exercise - Finish the code. Each time a random letter should be chosen, which you have to press. You get a point for a correct press, and and two points deduction for a wrong press. - **Extra** Clear the screen after each letter, and show the user how many points they have scored. - example_code: | - ``` - points = 0 - letters = a, b, c, d, e - {repeat} 10 {times} - letter = _ _ _ - {print} 'Press the letter ' letter - {if} letter {is} {pressed} - _ - _ - _ - ``` - print_command: - name: '{print}' - default_save_name: print - description: Introduction print command - levels: - 1: - story_text: | - ## The print command - You can print text to the screen using the `{print}` command. - example_code: | - ``` - {print} Hi there, programmer! - {print} Welcome to Hedy! - ``` - story_text_2: | - ### Exercise - In Hedy you will find exercises in every adventure. An exercise allows you to practise the new commands and concepts, and lets you give your own twist to the example codes. - In this exercise you will see a pink blank space. You have to fill something in the place of the blank space before the code can be run. - - Fill in the `{print}` command in the blank space and then add five more lines of code. Each line has to start with a `{print}` command. - Have fun! - example_code_2: | - ``` - _ Hello! - ``` - 18: - story_text: |- - We arrived at real Python code! That means we need to use parentheses with `{print}` and `{range}` from now on. - It also means you can use Hedy code from this level in any Python environment as long as you use the English commands. If you haven't until now, you can switch the toggle in the commands menu to do so. - example_code: | - ``` - {print}('Hello!') - {for} i {in} {range}(1, 10): - {print}('This is line ', i) - ``` - story_text_2: If you want to print more than one item, you need to separate them by commas. - example_code_2: | - ``` - temperature = 25 - {print}('It is ', temperature, ' degrees outside') - ``` - - {print}('My name is ', name) - quizmaster: - name: Quizmaster - default_save_name: Quizmaster - description: Make your own quiz! - levels: - 14: - story_text: | - ### Exercise - In this adventure you can make your own quiz! Fill in the blanks, add more questions and enjoy your own quiz! - You can make a quiz about anything you like: your hobby, your favorite animal, your favorite book or anything at all! - example_code: | - ``` - {print} 'Make your own quiz' - points_a = 0 - points_b = 0 - {print} 'Question' - {print} 'Answer option A' - {print} 'Answer option B' - answer = {ask} 'Which answer?' - {if} answer == 'A' - points_a = points_a + 1 - {if} answer == 'B' - points_b = points_b + 1 - {print} 'End of the quiz!' - {print} 'Lets see the results!' - {if} points_a > points_b - {print} 'You belong to the A club' - {if} points_b > points_a - {print} 'You belong to the B club' - ``` - quotation_marks: - name: '''quotation marks''' - default_save_name: quotation_marks - description: Introduction quotation marks - levels: - 4: - story_text: | - ## 'Quotation marks' - In level 4 `{ask}` and `{print}` have changed. - You must put text that you want to print between quotation marks. - This is useful, because now you can print all the words you want. Also the words you used to store something with `{is}`. - Most programming languages also use quotation marks when printing, so we are also getting a step closer to real programming! - example_code: | - ``` - {print} 'You need to use quotation marks from now on!' - answer {is} {ask} 'What do we need to use from now on?' - {print} 'We need to use ' answer - ``` - story_text_2: | - ## Contractions - Important! Mind that now that we're using quotation marks, Hedy will get confused when you use the apostrophe for contractions like I'm or What's. - Make sure to remove those apostrophes and change the spelling to I am or What is. - Check out the example code to see the wrong way of using apostrophes. - example_code_2: | - ``` - _ This is the wrong way of using apostrophes _ - {print} 'I'm babysitting my sister's kids' - {print} 'What's more fun than that?' - ``` - 12: - story_text: | - **All texts need to be in quotation marks** - For this level on you will also have to use quotation marks when storing a text with `=`: - example_code: | - ``` - name = 'Hedy the Robot' - {print} 'Hello ' name - ``` - story_text_2: | - **All items in lists need quotation marks too** - Lists are texts, so they need quotation marks too. Mind that each single item on the list has quotation marks. - This allows you to save two words as 1 item on the list, for example 'Black Widow'. - example_code_2: | - ``` - superheroes = 'Spiderman', 'Batman', 'Black Widow' - {print} superheroes {at} {random} - ``` - story_text_3: | - **All text after `{if}` comparisons need quotation marks too** - example_code_3: | - ``` - name = {ask} 'What is your name?' - {if} name = 'Hedy the Robot' - {print} 'Hi there!' - ``` - story_text_4: | - **Numbers don't need quotation marks** - For numbers, you do not use quotation marks in the `=`: - example_code_4: | - ``` - score = 25 - {print} 'You got ' score - ``` - random_command: - name: '{random}' - default_save_name: random_command - description: introducing at random command - levels: - 3: - story_text: | - ## At random - In this level you can make a list using the `{is}` command. You can let the computer choose a random item from that list. You do that with `{at} {random}`. - example_code: | - ``` - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - ``` - story_text_2: | - You can use the `{at} {random}` command in a sentence as well. - example_code_2: | - ``` - food {is} sandwich, slice of pizza, salad, burrito - {print} I am going to have a food {at} {random} for lunch. - ``` - story_text_3: | - ### Exercise - Try out the `{at} {random}` command by making your own gameshow (like the ones on tv) where you choose a door or suitcase and it contains a big price! - Can you do it? We have already put the first lines into the example code. - example_code_3: | - ``` - {print} The big gameshow! - {print} There are 3 suitcases in front of you... - chosen {is} {ask} Which suitcase do you choose? - prices {is} _ - _ - ``` - 16: - story_text: |- - We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. - We use square brackets to point out a place in a list. For example: `friends[1]` is the first name on the list of friends, as you can see in the first part of the example code. - The second part of the example code shows you that we can also match 2 lists using the variable i. - example_code: | - ``` - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - ``` - story_text_2: |- - Now that you've learned to use the brackets in lists, you can also start using the {at} {random} command in the Python way! - You simply type the name of your list with `[random]` behind it! - example_code_2: |- - ``` - fruit = ['apple', 'banana', 'cherry'] - {print} fruit[random] - ``` - repeat_command: - name: '{repeat}' - default_save_name: repeat_command - description: '{repeat} command' - levels: - 7: - story_text: | - ## Repeat! Repeat! Repeat! - Level 7 adds the `{repeat}` command. `{repeat}` can be used to execute one line of code multiple times. Like this: - - ### Exercise - Play around with the repeat command. Can you make the happy birthday song in only 3 lines of code instead of 4 now? - example_code: | - ``` - {repeat} 3 {times} {print} 'Hedy is fun!' - ``` - 8: - story_text: | - ### Repeat commands and indentation - In this level you can repeat multiple lines of code with only 1 repeat command. - You do this by making a block of lines that you want to repeat. - The lines in this block will need **indentation** . - That means putting four spaces at the beginning of each line. You will also have to indent when you just want to create a block of one line. - example_code: | - ``` - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This is all repeated 5 times' - ``` - 9: - story_text: | - Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... - Good news! In this level you will be allowed to put an {if} inside an {if}, or inside a {repeat} command. Putting a block of code inside another block of code is called nesting. ``` Putting a block of code inside another block of code is called nesting. - example_code: | - ``` - answer = {ask} 'Are you ready to learn something new?' - {if} answer {is} yes - {print} 'Great! You can learn to use the repeat command in the if command!' - {print} 'Hooray!' - {print} 'Hooray!' - {print} 'Hooray!' - {else} - {print} 'Maybe you should practice some more in the previous level' - repeat_command_2: - name: '{repeat} 2' - default_save_name: repeat_command_2 - description: '{repeat} command 2' - levels: - 7: - story_text: | - ## Repeat with other commands and with variables - You have practiced the `{repeat}` command in combination with the `{print}` command now, but did you know you could also use other commands with `{repeat}` ? - In this example code you can see that `{repeat}` can also be used with an `{ask}`, `{if}` or `{else}` command. - example_code: | - ``` - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - ``` - story_text_2: | - Another interesting thing you can do with the `{repeat}` command is using variables to set the amount of times something should be repeated. In the example code you can see that we first ask the person how old they are. - Then, in line 3, the question is repeated 'age' times. So we have used the variable 'age' with the `{repeat}` command. - example_code_2: | - ``` - {print} 'Yay! It is your birthday!' - age = {ask} 'How old are you now?' - {repeat} age {times} {print} 'Hip Hip Hurray!' - ``` - 8: - story_text: | - ### In the block or not? - In this level you have to think carefully which lines of code should be in the block and which shouldn't. - For example: If you want to sing the song *the muffin man*. You only want the line with 'the muffin man' to be repeated twice. - This means the last line shouldn't start with indentation as it doesn't belong to the block. - If you do start the last line with indentation the song will turn out wrong. - - ### Exercise - Each line in the example code starts with a blank. Remove the blanks and try to figure out which line need indentation and which don't to make the muffin man song. - example_code: | - ``` - _ {print} 'Do you know the muffin man?' - _ {repeat} 2 {times} - _ {print} 'The muffin man' - _ {print} 'Do you know the muffin man, who lives on Drury Lane?' - ``` - restaurant: - name: Restaurant - default_save_name: Restaurant - description: Create your own virtual restaurant - levels: - 1: - story_text: | - In level 1 you can make your own virtual restaurant and take your guests' orders. - story_text_2: | - ### Exercise - Copy the example code into your input screen by clicking the yellow button. - Firstly, fill in the correct command on the blanks to make to code work properly. - Then add at least 4 more lines of code to the restaurant program. - Ask the costumer what they would like to drink and ask if they want to pay with cash or card. - Lastly, think of a nice way to say goodbye to your costumer. - example_code_2: | - ``` - {print} Welcome to Hedy's restaurant 🍟 - _ What would you like to order? - {echo} So you would like to order - {print} Thank you for your order! - {print} It's on its way! - ``` - 2: - story_text: | - In level 2 you could expand your restaurant by using variables. In level 1 Hedy could only `{echo}` the order once and only remember the last thing that was ordered. - Now you can use variables and Hedy can remember both the food and the toppings! - example_code: | - ``` - {print} Welcome to Hedy's restaurant! - {print} Today we're serving pizza or lasagna. - food {is} {ask} What would you like to eat? - {print} Great choice! The food is my favorite! - topping {is} {ask} Would you like meat or veggies on that? - {print} food with topping is on its way! - ``` - story_text_2: | - ### Exercise - Copy your own restaurant code from to previous level to the input screen below. - Fix the code by replacing the `{ask}` and `{echo}` commands and using variables, like you've learned in this level. - - Now that your code is working again, it's time to add something more. - Look at the last line of the example code: `{print} food with topping is on its way!` - In this single line 2 variables have been used to create a summary of the order. - Now add your own summary of the food and drinks ordered by the customer. - - **Extra** Now that you've learned how to use variables, you can use as many variables in one line as you'd like. Can you add more variables to your code, like eat in or take-away, cash or card, with or without a straw etc.? - 3: - story_text: | - Having trouble to decide what you wanna have for dinner? You can let Hedy choose for you! - Simply add lists of your favorite (or least favorite) meals and Hedy can randomly choose your dinner. - You can also have a bit of fun, by letting Hedy choose the price for your dinner as well! What will you get? - example_code: | - ``` - dishes {is} spaghetti, brussels sprouts, hamburgers - {print} You will have dishes {at} {random} tonight! - prices {is} 1 euro, 10 euros, 100 euros - {print} That will be prices {at} {random} please. - ``` - story_text_2: | - ### Exercise - Now make your own version of the random restaurant. - Make a list of starts, mains, desserts, drinks and prices yourself. - Then use `{print}` and `{at} {random}` commands to tell the costumer what will be on their menu tonight. - example_code_2: | - ``` - {print} Welcome to your own random restaurant! - starters {is} _ - mains {is} _ - desserts {is} _ - drinks {is} _ - prices {is} _ - _ - ``` - 4: - story_text: | - ### Exercise - Add the quotation marks to this code to make it work! Be careful: variables should not be in quotation marks. - Then, use the `{clear}` command to only show one line at a time in your output screen. - - ### Exercise 2 - Go back to the previous level and copy your restaurant code. Make the code work in this level by adding quotation marks in the right spots and add some `{clear}` commands. - example_code: | - ``` - _ Add the quotation marks to this code _ - {print} Welcome to Restaurant Chez Hedy! - {print} Today we are serving pizza or lasagna. - food {is} {ask} What would you like to eat? - {print} Great choice! The food is my favorite! - topping {is} {ask} Would you like meat or veggies on that? - {print} food with topping is on its way! - drinks {is} {ask} What would you like to drink with that? - {print} Thank you for your order. - {print} Your food and drinks will be right there! - ``` - 5: - story_text: | - ### Exercise - The example code shows how you could program that you've run out of a menu item in your restaurant. - Copy your own restaurant code from the previous levels. Create a problem in your restaurant and code it, like the example code did. - For instance, you could also run out of a menu item, or you don't take credit cards, or the ice cream machine is broken. - - **Extra** Have you programmed the problem and programmed appropriate responses? Then try to add more `{if}` and `{else}` commands into your code. - Try to add an `{if}` after every `{ask}` command in your code to make the code as interactive as possible! - example_code: | - ``` - drinks_in_stock {is} water, lemonade, cola, orange juice - drink {is} {ask} 'What would you like to drink?' - {if} drink {in} drinks_in_stock {print} 'One ' drink 'coming up!' - {else} {print} 'Sorry, we do not sell that' - ``` - 6: - story_text: | - In this level you can use maths to calculate the total price of your customer's order, which can make your virtual restaurant more realistic. - But you can also add many more things to your virtual restaurant, for example more courses. - - ### Exercise - You can add many more things to your virtual restaurant. For example, can you... - - ask how many people are coming and multiply the price by that amount? - - add another course? - - give people a discount when they enter a (secret) couponcode? - - add a children's menu? - - think of other fun things to add? - example_code: | - You can make a simple restaurant code, like this: - ``` - {print} 'Welcome to Restaurant Chez Hedy' - {print} 'Here is our menu:' - {print} 'Our main courses are pizza, lasagne, or spaghetti' - main = {ask} 'Which main course would you like?' - price = 0 - {if} main {is} pizza price = 10 - {if} main {is} lasagne price = 12 - {if} main {is} spaghetti price = 8 - {print} 'You have ordered ' main - {print} 'That will be ' price ' dollars, please' - {print} 'Thank you, enjoy your meal!' - ``` - 7: - story_text: | - In this level you've learned how to use the `{repeat}` command to repeat a line of code a certain amount of times. - You can use that in your restaurant to `{ask}` multiple people what they'd like to eat. - - ### Exercise - Can you complete the code? Hedy needs to repeat this question as many times as there are people. So if there are 5 people, the question needs to be asked 5 times. - **Extra** Expand your code with more questions, for example about drinks or sauce. - example_code: | - ``` - {print} 'Welcome to Restaurant Chez Hedy' - people = {ask} 'How many people are joining us today?' - ``` - 8: - story_text: | - In this level you can make your virtual restaurant more elaborate by repeating multiple lines of code. Like this: - - ### Exercise - This code can be expanded with more items on the menu, for example offering drinks, and/or multiple courses or desserts. Add at least one more item. - **Extra** Add even more items, as many options as you like! - example_code: | - ``` - {print} 'Welcome to Restaurant Chez Hedy!' - people = {ask} 'How many people will be joining us today?' - {print} 'Great!' - {repeat} people {times} - food = {ask} 'What would you like to order?' - {print} food - {print} 'Thank you for ordering!' - {print} 'Enjoy your meal!' - ``` - 9: - story_text: "In this level you can use nesting to make your restaurant more realistic and more fun!\n\n### Exercise\nThe indentation was removed in the example code. \nCan you figure out how much indentation each line needs in order for the code to work properly?\nIf the customer orders pizza, Hedy shouldn't ask what sauce the costumer wants.\n\n**Extra** A restaurant does not stock all sauces. Make a list of available sauces and give a reply with each order whether you sell it.
\n**Extra** Pizzas have toppings. Ask customers what they want.
\n**Extra** Do customers want a drink? Ask them too!
\n" - example_code: | - ``` - {print} 'Welcome to Restaurant Chez Hedy!' - people = {ask} 'How many people will be joining us today?' - {print} 'Great!' - price = 0 - {repeat} people {times} - _ food = {ask} 'What would you like to order?' - _ {print} food - _ {if} food {is} fries - _ price = price + 3 - _ sauce = {ask} 'What kind of sauce would you like with your fries?' - _ {if} sauce {is} no - _ {print} 'no sauce' - _ {else} - _ price = price + 1 - _ {print} 'with ' sauce - _ {if} food {is} pizza - _ price = price + 4 - {print} 'That will be ' price ' dollar' - {print} 'Enjoy your meal!' - ``` - 10: - story_text: | - In this level you'll learn how to easily ask orders for different courses. - - ### Exercise 1 - Finish the code with an `{ask}` on the blanks such that the customer is asked what they want to eat for each course. - example_code: "```\ncourses = appetizer, main course, dessert\n{for} course {in} courses\n {print} 'What is your order for ' course '?'\n _ \n _\n```\n" - story_text_2: | - ### Exercise - Of course, you could also order for multiple people! - Can you add the correct amount of indentation before each line to make the code work properly? - Tip: some lines don't need any indentation at all. - example_code_2: | - ``` - _ courses = appetizer, main course, dessert - _ names = Timon, Ono - _ {for} name {in} names - _ {for} course {in} courses - _ food = {ask} name ', what would you like to eat as your ' course '?' - _ {print} name ' orders ' food ' as their ' course - ``` - 11: - story_text: | - We can use the `{for}` with `{range}` to print the orders from multiple customers in an orderly manner. - - ### Exercise - Finish the restaurant code, so that you can ask for the order of multiple people. Print the order number each time: 'Order 1', 'Order 2', etc. - Are you not sure how to go about this? Have a peek at your level 8 code. - - **Extra** In level 9 the restaurant also used prices. You can add that here too! - example_code: | - ``` - {print} 'Welcome to Restaurant Hedy!' - people = {ask} 'For how many people would you like to order?' - {print} 'So you want to order for ' people ' people.' - {print} "Let's go!" - ``` - 12: - story_text: | - From this level on you can use decimal numbers to make you menu more realistic. - - ### Exercise - Can you think of a code to give your friends and family a 15% discount? - example_code: | - ``` - price = 0.0 - food = {ask} 'What would you like to order?' - drink = {ask} 'What would you like to drink?' - {if} food {is} 'hamburger' - price = price + 6.50 - {if} food {is} 'pizza' - price = price + 5.75 - {if} drink {is} 'water' - price = price + 1.20 - {if} drink {is} 'soda' - price = price + 2.35 - {print} 'That will be ' price ' dollar, please' - ``` - 13: - story_text: | - In this level you will learn new commands to extend your code even further. - - ### Exercise 1 - Place a `{and}` and a `{or}` in the logical place in the program. - - ### Exercise 2 - Expand your restaurant with at least one more `{and}` and one `{or}`. - For example, create a special discount coupon that only applies to pizza, or give your customer a free drink - with fries and pancakes. Or something completely different of course! - example_code: | - ``` - price = 10 - food = {ask} 'What would you like to eat?' - drinks = {ask} 'What would you like to drink?' - {if} food {is} 'sandwich' _ drinks {is} 'juice' - {print} 'That is our discount menu' - price = price - 3 - {if} drinks {is} 'water' _ drinks {is} 'juice' - {print} 'That is a healthy choice' - {print} 'That will be ' price ' dollars' - ``` - 15: - story_text: | - With the `{while}` you can make sure your costumers can keep adding orders until they are done. - - ### Exercise - Correctly add the `{while}` command to this code. - example_code: | - ``` - {print} 'Welcome at McHedy' - more = 'yes' - _ - order = {ask} 'What would you like to order?' - {print} order - more = {ask} 'Would you like to order anything else?' - {print} 'Thank you!' - ``` - rock: - name: Rock, paper, scissors - default_save_name: Rock_2 - description: Make your own rock, paper, scissors game - levels: - 1: - story_text: | - In level 1 you can start with a rock, paper, scissors game. - - With `{ask}` you can make a choice, and with `{echo}` you can repeat that choice. - example_code: | - ``` - {print} what do you choose? - {ask} choose from rock, paper or scissors - {echo} so your choice was: - ``` - story_text_2: | - ### Exercise - Instead of using words, you could also use emojis: ✊✋✌ - Can you create a code using emojis? - example_code_2: | - ``` - {print} what do you choose? - {ask} choose from _ - {echo} so your choice was: - ``` - 2: - story_text: | - In this level you can practise using the variables, so that you can make the rock, paper, scissors game in the next level! - ### Exercise - Finish the code by filling in the **variable** on the blanks. - This game is not very interactive, but no worries! In the next tab you'll learn how to use variables with the `{ask}` command to make your game interactive! - example_code: |- - ``` - choice {is} rock - {print} I choose _ - ``` - 3: - story_text: | - You can use the `{at} {random}` command to let the computer pick rock, paper or scissors! - - ### Exercise - Finish the code by using the `{at} {random}` command. - example_code: | - ``` - choices {is} rock, paper, scissors - {print} choices _ - ``` - story_text_2: | - **Extra** Make a two player game. Firstly ask the two players to fill in their names. Then let the computer randomly pick their choices. - example_code_2: | - ``` - choices {is} rock, paper, scissors - player_1 {is} {ask} Name of player 1: - _ - ``` - 4: - story_text: | - In this level we can further program rock, paper, scissors. But if you want to add text, you have to use quotation marks here too. - ### Exercise - Fill in quotation marks on the blanks. Mind that the variable `choices` should be outside the quotes. - example_code: | - ``` - choices {is} rock, paper, scissors - {print} _The computer chooses..._ choices {at} {random} - ``` - 5: - story_text: | - In this level we can determine whether it's a tie or not. For that you need the new `{if}` code. - - ### Exercise - Finish the code by filling in the blanks: - * Let the computer pick a random option - * Ask the player what they want to choose - * Fill in the correct variables in line 4 and 5 - * Finish line 6 so that Hedy can check whether it's a tie or not. - example_code: | - ``` - options {is} rock, paper, scissors - computer_choice {is} _ - choice {is} _ - {print} 'you chose ' _ - {print} 'computer chose ' _ - {if} _ {is} _ {print} 'tie!' {else} {print} 'no tie' - ``` - - Fill in the correct code on the blanks to see if it is a draw. - 9: - story_text: "In this level you can program the whole rock, paper, scissors game by nesting the `{if}` commands. \n\n### Exercise\nCan you finish the code? The program must tell who has won for every combination.\n\n**Extra** Want to play more than one game? Expand the code so that you can play multiple rounds. You can even use an `{ask}` to ask the user how many rounds they want to play.\n" - example_code: | - ``` - choices = rock, paper, scissors - your_choice {is} {ask} 'What do you choose?' - {print} 'You choose ' your_choice - computer_choice {is} choices {at} {random} - {print} 'The computer chooses ' computer_choice - {if} computer_choice {is} your_choice - {print} 'Tie' - {if} computer_choice {is} rock - {if} your_choice {is} paper - {print} 'You win!' - {if} your_choice {is} scissors - {print} 'You lose!' - # finish this code - ``` - 10: - story_text: | - ### Exercise - In the previous levels you have often made your own rock paper scissors game. Can you finish the code and use the `{for}` command properly to get the game to work? - example_code: | - ``` - choices = _ - players = _ - {for} _ - ``` - 13: - story_text: | - With the `{and}` command you can shorten your rock, paper, scissors code! Check out the example code. - - ### Exercise - Finish the code such that a winner is always decided on. Run your code a few times to verify there is always a winner printed. - example_code: | - ``` - options = 'rock', 'paper', 'scissors' - your_choice = {ask} 'What do you choose?' - computer_choice = options {at} {random} - {print} 'You choose ' your_choice - {print} 'The computer chooses ' computer_choice - {if} computer_choice {is} your_choice - {print} 'Tie' - {if} computer_choice {is} 'rock' {and} your_choice {is} 'paper' - {print} 'You win!' - {if} computer_choice {is} 'rock' {and} your_choice {is} 'scissors' - {print} 'The computer wins!' - _ - ``` - 15: - story_text: | - ### Exercise - Play until you beat the computer! But first, finish the example code... - example_code: | - ``` - won = 'no' - options = 'rock', 'paper', 'scissors' - {while} won == 'no' - your_choice = {ask} 'What do you choose?' - computer_choice = options {at} {random} - {print} 'you chose ' your_choice - {print} 'the computer chose ' computer_choice - {if} computer_choice == your_choice - {print} 'Tie!' - {if} computer_choice == 'rock' {and} your_choice == 'scissors' - {print} 'You lose!' - {if} computer_choice == 'rock' {and} your_choice == 'paper' - {print} 'You win!' - won = 'yes' - _ - ``` - rock_2: - name: Rock, paper, scissors 2 - default_save_name: rock_2 - description: Part 2 of rock, paper, scissors - levels: - 2: - story_text: | - Now that you have learned how to use the `{ask}` command, you can make your rock, paper, scissors code interactive too! - - ### Exercise - Make the rock, paper, scissors code interactive by adding the `{ask}` command and a question to your rock, paper, scissors code. - example_code: | - ``` - choice {is} _ - {print} I choose choice - ``` - secret: - name: SuperSpy - default_save_name: SuperSpy - description: Make your own spy code - levels: - 12: - story_text: | - In this adventure you can create your own super spy code. Encode a message that only the right agent can decipher. - If the enemy tries to crack the code, they will get some false info to waste their time. - - ### Exercise 1 - Make your own secret code for your superspy and return both parts only to the real spy. - - ### Exercise 2 - Add a third component to the code, like a piece of clothing or an object. - example_code: | - ``` - name = {ask} 'What is your name?' - {if} name {is} '_' - a = 'Go to the airport ' - {else} - a = 'Go to the trainstation ' - password = {ask} 'What is the password?' - {if} password {is} _ - b = 'tomorrow at 02.00' - {else} - b = 'today at 10.00' - {print} _ _ _ - ``` - 13: - story_text: | - We can simplify the superspy code with `{and}`, such that we only need one `{if}`. - - ### Exercise 1 - Complete the code by filling the right command on the blank. Tip: The superspy has to answer BOTH questions correctly, before they get the confidential information! - - ### Exercise 2 - We want confuse the enemy even more! Create a list with fake answers and select one at random when a wrong answer is given. - example_code: | - ``` - name = {ask} 'What is your name?' - password = {ask} 'What is your password?' - {if} name {is} 'Agent007' _ password {is} 'TOPSECRET' - {print} 'Go to the airport at 02.00' - {else} - {print} 'Go to the trainstation at 10.00' - ``` - simon: - name: Simon Says - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - Let's make a game of Simon Says! Simon Says is a memory game in which the player will be given a color. They have to repeat that color back. - If they get it right a color is added to the sequence, so they now have to remember 2 colors, then 3, then 4 etc. the game stops as soon as the player makes a mistake. - - ### Exercise - In this first part of the Simon Says adventure, we'll let the computer pick a random color and add it to a list. - - ***Make 2 lists*** First, make a list called `colors` and fill it with the colors red, yellow, green and blue. - Then make a list called `simon_sequence`. This list will be used as the answer. - At the start of the game this lists need to be empty. unfortunately, we can't create an empty list (yet), so we'll fill it with the words 'empty' and 'list' and we'll remove them from the list immediately. - - ***Create a function that adds a color to the sequence*** Now that we have an empty list called simon_sequence, we can start filling it with random colors. - We do that with a function, so we can call it everytime there's a new level in our game. Create a function called `add_random_color`. - Then create the variable random_color and set it to a random color. Next, add this random color to the simon_sequence. - - ***Create a function that shows the simon_sequence*** Start by naming the new function `show_simon_sequence` with `level` as an argument. Now we want to show as many colors as the level we are in (in level 1 you see 1 color, in level 2 you see 2 colors etc). - So we repeat `level` times, to print the `simon_sequence[i]`. Each time a color is shown, wait for 1 second and then clear the screen. - - ***Test your program*** Before you go to the next level, test if the functions are working by calling both of the functions. If they're working you should see a random color in your output screen. - Remove this testing part of your code, copy the code and continue to the next tab to learn more about the simon says game! - example_code: | - ``` - # Make 2 lists - colors = _ - _ = ['empty', 'list'] - {remove} _ {from} simon_sequence - {remove} _ - - # Create a function that adds a color - _ add_random_color - _ - {add} _ - - # Create a function that shows the simon_sequence - {define} _ - {for} i {in} {range} 1 {to} _ - {print} _ - _ - _ - - # Test your program - {call} _ - {call} show_simon_sequence {with} 1 - ``` - simon_2: - name: Simon Says 2 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - We'll continue with our Simon Says game! - - ### Exercise - ***Paste your code here*** Paste your code from the previous level here. Don't forget to remove the part that was just used for testing the functions. - - ***Create a function that creates the player_sequence*** The list `player_sequence` is used to capture the answers of the player. First we define the function with the argument level. - Next, we ask level times what the color is that they choose. We call that variable `answer`. Then we add the variable `answer` to the list player_sequence. - - ***Setting up the game*** Before we program the game in the next tab, we'll need some starting variables. First, we'll set the variable `level` to 1 and the variable `game_over` to False. - Then we make an introduction for the game. We'll print 'Welcome to Simon Says!' and clear the screen after 1 second. - - ***Continue to the next tab to finish the game!**** Don't forget to copy your code and take it with you to the next tab. - example_code: | - ``` - # Paste your code here - - - # Create a function that creates the player_sequence - {define} _ - {for} _ - _ 'What is color number ' i '?' - {add} answer {to} _ - - # Set up - level = _ - game_over = _ - {print} _ - _ 1 - _ - ``` - simon_3: - name: Simon Says 3 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - In this tab we'll program the game of Simon Says! - - ### Exercise - ***Paste your code*** Copy your code from the previous tab and paste it here. - - ***Program the game*** We start by making sure the game goes on while the game isn't over. Then we print what level the player is on, we use the variable level for that. We only show that for 1 second and then we clear the screen again. - Now, we have to create the empty list player_sequence. We've already programmed how to fill the list, with our function `player_sequence`, but we never made the list itself. To create the list we use the same trick as we did in the previous tab. - We'll make a list with the words 'empty' and 'list' on it, and then we remove both these words. Next, we'll call all of the 3 functions that we've created. - Lastly, we'll have to check if the player gave the correct answers (so if the player_sequence and the simon_sequence are the same). - If that's the case, we'll compliment the player. Wait for 1 second and increase the level with 1. - Did the player give the wrong answer, we'll tell them and end the game by setting game_over to 'True' - - ***Enjoy your game!*** Great job! Does your game not work? Use the ladybug button to debug your code! - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - {print} _ - _ - _ - _ = ['empty', 'list'] - {remove} _ - {remove} _ - {call} _ - {call} _ {with} _ - {call} _ {with} _ - {if} player_sequence == _ - _ - _ - _ - {else} - _ - game_over = _ - ``` - sleep_command: - name: '{sleep}' - default_save_name: sleep_command - description: introducing {sleep} command - levels: - 2: - story_text: | - Another new command in this level is `{sleep}`, which pauses your program for a second. If you type a number behind the {sleep} command, the program pauses for that amount of seconds. - - ### Exercise - Practise this new command by making a code of your own in which you use the {sleep} command at least 3 times. With each {sleep} command the pausing time should differ. - example_code: | - ``` - {print} My favorite colour is... - {sleep} 2 - {print} green! - ``` - songs: - name: Sing a song! - default_save_name: Song - description: Print a song - levels: - 6: - story_text: | - Songs often contain a lot of repetition. Sometimes the repetition is also based on counting. - For example, in the well-known song 'Bottles of beer'. You can program that song with a little math. - - Tip: Use the read aloud function to let Hedy sing the song to you! - - ### Exercise - You can now repeat lines 2 to 7 as many times as you want by copying the lines. - example_code: | - ``` - verse = 99 - {print} verse ' bottles of beer on the wall' - {print} verse ' bottles of beer' - {print} 'Take one down, pass it around' - verse = verse - 1 - {print} verse ' bottles of beer on the wall' - {sleep} - ``` - story_text_2: | - This children's song counts down from 5 little monkeys to 1 monkey. - If you copy line 2 - 7 and paste it under the the code, you can sing the whole song! - example_code_2: | - ``` - number = 6 - number = number - 1 - {print} number ' little monkeys jumping on the bed' - {print} 'One fell off and bumped his head' - {print} 'Mama called the doctor and the doctor said' - {print} 'NO MORE MONKEYS JUMPING ON THE BED!' - {sleep} - ``` - 7: - story_text: | - Songs often contain a lot of repetition. For example... Baby Shark! If you sing it, you keep singing the same thing: - - Baby Shark tututudutudu
- Baby Shark tututudutudu
- Baby Shark tututudutudu
- Baby Shark - - ### Exercise - You can print the song Baby Shark with a `{repeat}`? Finish the code by replacing the blanks? - **Extra** After Baby Shark you can of course also program other songs. There are many songs with repetition! - Can you think of one more song and print it? - example_code: | - ``` - {repeat} _ _ {print} 'Baby Shark tututudutudu' - {print} 'Baby Shark' - ``` - 8: - story_text: | - In a previous level you've programmed the song 'Bottles of beer'. But without the `{repeat}` command, you had to copy the verses many times. - In this level you can repeat the song 99 times, just by adding one simple line! - - ### Exercise - Add the right command on the blanks and indent the code correctly. - example_code: | - ``` - verse = 99 - _ 99 {times} - {print} verse ' bottles of beer on the wall' - {print} verse ' bottles of beer' - {print} 'Take one down, pass it around' - verse = verse - 1 - {print} verse ' bottles of beer on the wall' - ``` - 10: - story_text: | - With `{for}` you can print make the whole baby shark song (including all the other sharks in the family) in only 6 lines! - - ### Exercise 1 - Can you make the baby shark code even shorter by using a `{for}` command? Finish the example code. - example_code: "```\nfamily = baby, mammy, daddy, grandma, grandpa\n_ _ _ _ \n {print} _\n```\n" - story_text_2: | - ### Exercise 2 - Print the song Five little moneys jumping on the bed. Look up the text if you don't remember. - - **Extra** Print the song Old MacDonald had a farm, and make sure all animals make a different sound, using an `{if}`. - example_code_2: | - ``` - monkeys = 5, 4, 3, 2, 1 - ``` - 11: - story_text: | - In this level you can use the `{for}` with `{range}` to make songs that use counting, like the 5 little monkeys. - - ### Exercise 1 - Fill in the blanks and make the code work! If you don't remember the song text, look it up yourself. - - ### Exercise 2 - The final line of the song is different from the others. Print this line inside the `{for}`, and use an `{if}` to make it work correctly. - example_code: | - ``` - _ monkeys _ _ 5 _ 1 - {print} monkeys ' little monkeys jumping on the bed' - _ - ``` - 12: - story_text: | - In this song we can make it even easier to program 'if you're happy and you know it, clap your hands'. Because we can put all of the actions in a variable, check it out: - - ### Exercise - Can you add the right amount of indentation to each line to make the song play correctly? - Hint: Not all lines need indentation. - example_code: | - ``` - _ actions = 'clap your hands', 'stomp your feet', 'shout Hurray!' - _ {for} action {in} actions - _ {for} i {in} {range} 1 {to} 2 - _ {print} 'if youre happy and you know it' - _ {print} action - _ {print} 'if youre happy and you know it and you really want to show it' - _ {print} 'if youre happy and you know it' - _ {print} action - ``` - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, but did you know that you could combine them with {ask} commands as well? - In this example we have changed the 'My Bonnie' program and made it interactive. You are now asked where Bonnie is. - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is ' place - - chosen_place = {ask} 'Where do you want Bonnie to be?' - synonym = {ask} 'What is another word for that?' - - {call} song {with} chosen_place - {call} song {with} synonym - {call} song {with} chosen_place - ``` - 16: - story_text: | - In this level, you can program a song like OldMacDonald even more quickly. You can connect the right animal to the right sound by simply putting them in the same place in the list. - The Drunken Sailor is also quickly made in this level. You only need 8 lines for the entire song, check it out! - - ### Exercise - Complete the Old MacDonald song by setting the variable `animal` to `animals[i]` and `sound` to `sounds[i]`. - example_code: | - ``` - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - {for} i {in} {range} 1 {to} 3 - animal = _ - sound = _ - {print} 'Old MacDonald had a farm' - {print} 'E I E I O!' - {print} 'and on that farm he had a ' animal - {print} 'E I E I O!' - {print} 'with a ' sound sound ' here' - {print} 'and a ' sound sound ' there' - {print} 'here a ' sound - {print} 'there a ' sound - {print} 'everywhere a ' sound sound - ``` - - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines - {for} i {in} {range} 1 {to} 3 - {print} line - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - 18: - story_text: | - In level 16 we made songs using lists. These programs however are no longer working properly in this level. The colons from level 17 and the brackets from level 18 still need to be added. - - ### Exercise 1 - The Drunken sailor song is given as sample code, but not yet working. - Can you make sure everything works again? To help you, we've put _ in the places of _some_ errors. - - ### Exercise 2 - Now also look up your Old MacDonald song from level 16, and correct it. - example_code: | - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines _ - {for} i {in} {range} 1 {to} 3 _ - {print} _ line _ - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - songs_2: - name: Sing a song! 2 - default_save_name: Song 2 - description: Sing a song 2 - levels: - 12: - story_text: | - Songs contain a lot of repetition. We can capture it with a function! - ### Exercise - Look at the example code with the function. Fill out the two lines so the full song is printed. - example_code: | - ``` - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} _ - ``` - 16: - story_text: | - ### Exercise - Finish the nursery rhyme! - example_code: | - ``` - number = ['one', 'two', 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'ten'] - object = ['on his drum', 'on his shoe', 'on his knee', 'on his door', 'on his hive', 'on his sticks', 'up in heaven', 'on his gate', 'on his vine', 'once again'] - - _ - {print} 'This old man' - {print} 'He played ' _ - {print} 'He played knick-knack ' _ - {print} 'With a knick-knack paddywhack' - {print} 'Give the dog a bone' - {print} 'This old man came rolling home' - {sleep} 8 - {clear} - ``` - story_text_2: | - ### Exersice 2 - Now create your own code for the nursery rhyme 'The wheels on the bus' on the same way! - example_code_2: | - ``` - object = ['wheels', 'doors', _] - movement = [ 'round and round', 'open and shut', _] - ``` - tic: - name: Tic-Tac-Toe - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - Let's program a game of tic-tac-toe! - - ### Exercise - In this adventure we'll start with creating an empty field. - - ***Create a list called field*** This list will be our playing field. This list is filled with 9 dots, since there are no x's and o's yet at the start of our game. - - ***Create a function that prints the field*** Firstly, clear the screen so the old playing fields will be removed. Then we print the first line of our Tic Tac Toe field. This line constists of the first 3 spots in our list field. - We have already programmed this line for you. Now finish the field by printing spot 4, 5, and 6 on the second row and spot 7, 8 and 9 in the third row. - - ***Call the function that prints the field*** Now call the function. -
- Run the code. Your output should look like this: -
- - ***Continue in the next tab*** In the next tab you'll learn how to program the game itself. - example_code: | - ``` - # Create a list called field - _ = ['.', '.', '.', '.', '.', '.', '.', '.', '.'] - - # Create a function that prints the field - {define} print_field - _ - {print} 'TIC TAC TOE' - {print} field[1] field[2] field[3] - _ - _ - - # Call the function - ``` - 17: - story_text: | - In the previous level you've learned how to make a tic-tac-toe game. The game works, but is quite annoying as it keeps asking you if you've won yet. - Now that we have the {elif} command, we can let the game decide if someone has won and it can stop asking us! - - ### Exercise - ***Paste your code*** Paste your code from the previous level here and make it level 17 proof. In this level you've learned to use a colon everytime you create a block of code. Please add the colons in the correct spots. - - ***Create a function that detects if someone's won*** We have started the function for you, paste it under the function `print_field` and finish the function. You can see that this first piece of code checks to see if spot 1, 2 and 3 are the same, because if they are you have 3 in a row. - It also checks if they are not a dot, because if they are, the line might have the same symbols on them, but that's just because it's still empty. - If all these conditions are met, the game is over and the winner is printed. - Finish this function with all possible ways to win. This means you have to make this for the other 2 rows, 3 columns and 2 diagonals. - If you've finished all the other options, the function should return the variable `game_over` so we can use it in our game. - - ***Call the function in the game*** Go to the line `game_over = {ask} 'Did you win?'` and change it to `game_over = {call} detect_winner {with} field, sign`. Now the function will check if there's a winner and the game doesn't need to keep asking anymore! - - ***Enjoy your game!*** Great job! You have finished the game! Enjoy playing it! - - example_code: | - ``` - # Paste your code here and make it level 17 proof - - # Create a function that detects if someone has won - {define} detect_winner {with} field, sign: - {if} field[1] == field[2] {and} field[2] == field[3] {and} field[1] != '.': - game_over = 'yes' - {print} 'Player ' sign 'wins!' - {elif}: - _ - {else}: - game_over = 'no' - {return} _ - ``` - tic_2: - name: Tic-Tac-Toe 2 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - In the previous adventure you've learned how to create a playing field. Now you'll learn how to create the game! - - ### Exercise - ***Paste your code*** Start by pasting your code from the previous adventure here. - - ***Add variables*** Underneath your list called `field` we'll add 2 more variables that we'll need to program the game. - The variable `game_over` tells us if the game is over, and should be 'no' at the start of the game. - The variable `sign` tells us if it's the turn of player x or player o. Set the variable to 'x'. - - ***The game*** First use a {while} command, to make sure the game keeps on playing the variable while game_over is set to no. - During the game, we first ask the player which spot they choose. Then we change the field with the number they chose into their sign. - Then we print the field again and we ask the player if they've won yet. Lastly we want to switch whose turn it is, so if the sign is 'x' it should be 'o' and the other way around. - - ***Test your game*** Does your game work? Great, have fun playing the game! If not, use the ladybug button to debug your code. - You might have noticed one mistake in the code though, you can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! Go to the next tab to learn how to fix this problem. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add variables - game_over = _ - sign = _ - - # The game - {while} _ - choice = _ 'Player ' sign '_?' - field[choice] = _ - _ print_field - game_over = {ask} _ - {if} sign = 'o' - sign = _ - _ - sign = _ + example_code_3: | ``` - tic_3: - name: Tic-Tac-Toe 3 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - You might have noticed one mistake in the code you've made in the previous adventure. You can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! In this tab we'll fix that mistake. - - ### Exercise - ***Paste your code here*** Paste your code from the previous adventure here. - - ***Fix the mistake*** To fix the mistake we replace the line that says `field[choice] = sign`. This turns any spot that the player has chosen into their sign. - Go to the header that says 'Use this to fix the mistake' and finish the code. We first want to check if the chosen spot is still empty, so `if field[choice] = '.'`. If that is the case, you are allowed to take it. - Then we make an else command and print 'Sorry, this spot is already taken' if the spot is not empty. Lastly, we add a {sleep} command, so the players can actually read the text before it gets cleared again. - Now copy this piece of code and replace the line `field[choice] = sign` with this new piece of code. - - ***Play your game!*** Now the game should work properly! Good job! - The only flaw is that you can get a bit annoyed that the game keeps asking you if you've won yet. Do you want to fix that? Go to level 17 and we'll fix it! - example_code: | + name = {ask} 'What is your name?' + {if} name != 'Hedy' + {print} 'You are not Hedy' ``` - # Paste your code here - # Use this to fix the mistake - {if} _ = '.' - field[choice] = sign + {if} age < 13 + {print} 'You are younger than me!' {else} - {print} _ - _ - ``` - turtle: - name: Turtle - default_save_name: Turtle - description: Make your own drawing - levels: - 1: - story_text: | - You can also use Hedy to draw. By combining turns and lines, you can make a square or stairs! - - Using `{forward}` you draw a line forwards. The number behind it determines how far the turtle will walk. `{turn} {right}` turns a quarter turn in clockwise direction, `{turn} {left}` turns counter clockwise. - - If you want to go backwards, you use the `{forward}` command but with a negative number. So for example `{forward} -100` - example_code: | - ``` - {forward} 100 - {turn} {left} - ``` - story_text_2: | - ### Exercise - This is the start of a little staircase. Can you make it have 5 steps? - example_code_2: | - ``` - {forward} 20 - {turn} {right} - {forward} 20 - {turn} {left} - {forward} 20 - ``` - 2: - story_text: | - In this level you can use variables to make the turtle interactive. For example you can ask the player how many steps the turtle must make. - example_code: | - ``` - answer {is} {ask} How many steps should the turtle make? - {forward} answer - ``` - story_text_2: | - Also, in level 1 the turtle could only turn left or right. That is a bit boring! - In level 2 he can point his nose in all directions. - - Use 90 to turn a quarter. We call this degrees. A full turn is 360 degrees. - - ### Exercise - Can you make a figure with this code? Maybe a triangle or a circle? - example_code_2: | - ``` - {print} Drawing figures - angle {is} 90 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - ``` - 3: - story_text: | - In this level you can use `{at} {random}` with the drawing turtle. A random choice makes the turtle walk a different path each time. - Use `{at} {random}` to choose a value from a list. - ### Exercise - Can you copy and paste lines 2 and 3 to create a longer random path? - example_code: | - ``` - angles {is} 10, 50, 90, 150, 250 - {turn} angles {at} {random} - {forward} 25 - ``` - 4: - story_text: | - In level 4 you have to use quotation marks with `{print}` and `{ask}`. Also when drawing! - example_code: | - ``` - {print} _ Drawing figures _ - angle {is} 90 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - ``` - story_text_2: | - You can also change the color of the lines with the command `{color}`. Check out the example. - You can also use the command `{color} {white}` to make 'invisible' lines. You could use these white lines to move the turtle anywhere in the screen before you start drawing. - example_code_2: | - ``` - {color} {white} - {forward} -80 - {color} {green} - {forward} 50 - {color} {yellow} - {forward} 50 - {color} {red} - {forward} 50 - ``` - 5: - story_text: | - In level 5 you can make a choice with `{if}`. For example between different types of figures. - example_code: | - ``` - {print} 'Drawing Figures' - figure {is} {ask} 'Do you want a square or a triangle?' - {if} figure {is} triangle angle {is} 120 - {else} angle {is} 90 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - ``` - story_text_2: | - ### Exercise - Fill in the correct numbers in this code to get it to work. - After you've done that, you can try to add the option backwards. - - **Extra** Instead of using 'left' and 'right', remake the program with North, East, South and West. - This way you could add even more directions like Northeast and Southwest etc. - example_code_2: | - ``` - direction {is} {ask} 'Do you want to go left, right, or straight ahead?' - {if} direction {is} left {turn} _ - {if} direction {is} right {turn} _ - {forward} 100 - ``` - 6: - story_text: | - In this level you can use calculations to draw different figures. - You may have learned in school that turning a full circle is 360 degrees. If not, now you know! - That's why you also use 90 degrees for a square. 360 divided by 4 is 90. - Now that we can do math with Hedy, we can draw all the figures we want! - example_code: | - ``` - angles = {ask} 'How many angles do you want?' - angle = 360 / angles - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - ``` - 8: - story_text: "Now that we can repeat several lines, we can make figures more easily.\nWe only have to set the angle once and then use that variable in the `{repeat}`.\n\n### Exercise 1\nThe example code creates a square. Change the code so that it create another figure, such as a triangle or a hexagon. \nThis requires a change to two lines of code.\nTip: An entire circle is 360 degrees.\n\n### Exercise 2\nNow create a drawing consisting of at least two polygons.\n" - example_code: | - ``` - angle = 90 - {repeat} 4 {times} - {turn} angle - {forward} 50 - ``` - story_text_2: | - **Extra** We can now improve the program that draws different figures. Finish the code and you can draw any polygon you'd like! + {print} 'You are older than me!' + maths: + levels: + 12: example_code_2: | ``` - figure = {ask} 'How many angles should I draw?' - angle = 360 / figure - {repeat} figure {times} - {turn} _ - {forward} _ + a = 'Hello ' + b = 'world!' + {print} a + b ``` - 9: - story_text: | - Now that we can use a `{repeat}` inside a `{repeat}`, we can create more complex figures. - ### Exercise 1 - This code creates three black triangles, change that into five pink squares. - - **Extra** Create a figure of your own choosing consisting of at least two different shapes types. - example_code: | - ``` - {color} {black} - {repeat} 3 {times} - {repeat} 3 {times} - {forward} 10 - {turn} 120 - {color} {white} - {forward} 50 - {color} {black} - ``` - 10: - story_text: | - In this level you can make the turtle draw a figure. - The turtle will travel the distances in the list, one by one, making bigger and bigger steps. - ### Exercise 1 - Add a 90 degree turn in the loop, so that a spiral is drawn. - Add at least 5 numbers to the list, so the spiral grows larger. - **(extra)** can you change the spiral into another shape? Experiment with numbers for the turn! - ### Exercise 2 - The spiral is drawn outwards, make it go inwards? - example_code: | + {print} 2.5 + 2.5 + music: + levels: + 6: + story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\n This calls for musical maths! Try out the example code a couple of times with different starting numbers. \nThen, see if you can compose a song using the numbers.\n" + print_command: + levels: + 18: + example_code_2: | ``` - {turn} 90 - distances = 10, 20, 30, 40, 50, 60 - {for} distance {in} distances - {forward} distance + temperature = 25 + {print}('It is ', temperature, ' degrees outside') ``` - 12: - story_text: | - We can use functions to draw more complex figures with less code. - ### Exercise 1 - Fill the function so that three squares are created. If you want the image to look nicer, you can make the lines between the squares white. - ### Exercise 2 - The code can be made even shorter. Place the final lines into a `{repeat}` so the figure remains the same. + {print}('My name is ', name) + repeat_command: + levels: + 7: + story_text: | + ## Repeat! Repeat! Repeat! + Level 7 adds the `{repeat}` command. `{repeat}` can be used to execute one line of code multiple times. Like this: - ### Exercise 3 - Create your own drawing with different figures. - Change both the number of figures with the `{repeat}` and the shape of the figures in the `{define}` + ### Exercise + Play around with the repeat command. Can you make the happy birthday song in only 3 lines of code instead of 4 now? + 9: + story_text: | + Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... + Good news! In this level you will be allowed to put an {if} inside an {if}, or inside a {repeat} command. Putting a block of code inside another block of code is called nesting. ``` Putting a block of code inside another block of code is called nesting. example_code: | ``` - {define} square - {repeat} 4 {times} - {turn} _ - {forward} _ - {call} square - {forward} 50 - {call} square - {forward} 50 - {call} square - ``` - turtle_draw_it: - name: Draw it! - default_save_name: Draw it - description: Draw this picture with the turtle + answer = {ask} 'Are you ready to learn something new?' + {if} answer {is} yes + {print} 'Great! You can learn to use the repeat command in the if command!' + {print} 'Hooray!' + {print} 'Hooray!' + {print} 'Hooray!' + {else} + {print} 'Maybe you should practice some more in the previous level' + restaurant: levels: - 1: + 4: story_text: | ### Exercise - Recreate the drawings with the turtle! + Add the quotation marks to this code to make it work! Be careful: variables should not be in quotation marks. + Then, use the `{clear}` command to only show one line at a time in your output screen. -
- Rectangle - Square - Stairs -
- 2: + ### Exercise 2 + Go back to the previous level and copy your restaurant code. Make the code work in this level by adding quotation marks in the right spots and add some `{clear}` commands. + 12: story_text: | - ### Exercise - Recreate the drawings with the turtle! + From this level on you can use decimal numbers to make you menu more realistic. -
- Triangle - Arrow - Boat -
- 3: - story_text: | ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Star - Arrow -
- 4: + Can you think of a code to give your friends and family a 15% discount? + rock: + levels: + 2: story_text: | + In this level you can practise using the variables, so that you can make the rock, paper, scissors game in the next level! ### Exercise - Recreate the drawings with the turtle! - -
- Colored Star - Rainbow - Nested squares -
+ Finish the code by filling in the **variable** on the blanks. + This game is not very interactive, but no worries! In the next tab you'll learn how to use variables with the `{ask}` command to make your game interactive! + secret: + levels: + 12: example_code: | - **Extra** Up for a real challenge? Make sure that the colors of these figures are selected randomly, so that each time you run your programs they'll look differently! - ``` - colors {is} red, orange, yellow, green, blue, purple, pink, brown, gray, black - color _ + name = {ask} 'What is your name?' + {if} name {is} '_' + a = 'Go to the airport ' + {else} + a = 'Go to the trainstation ' + password = {ask} 'What is the password?' + {if} password {is} _ + b = 'tomorrow at 02.00' + {else} + b = 'today at 10.00' + {print} _ _ _ ``` - 5: + 13: story_text: | - ### Exercise - Recreate the drawings with the turtle! + We can simplify the superspy code with `{and}`, such that we only need one `{if}`. - **Extra** Make only one code that lets the player decide which letter they'd like to see! And can you add even more letters? + ### Exercise 1 + Complete the code by filling the right command on the blank. Tip: The superspy has to answer BOTH questions correctly, before they get the confidential information! -
- F - E - L -
+ ### Exercise 2 + We want confuse the enemy even more! Create a list with fake answers and select one at random when a wrong answer is given. + songs_2: + levels: + 12: example_code: | - Hint: ``` - chosen_letter {is} {ask} 'Which letter would you like to see? F, E or L?' - {if} _ + {define} twinkle + {print} 'Twinkle' + {print} '...' + + {call} twinkle + {print} 'Up above the world so high' + {print} 'Like a diamond in the sky' + {call} _ ``` - 6: + turtle: + levels: + 2: story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Let the player decide which color the square should be. - - ***Extra*** Can you make the letter of your own first name and the flag of your own country too? - -
- Square - Letters - Flag -
+ In this level you can use variables to make the turtle interactive. For example you can ask the player how many steps the turtle must make. example_code: | - Hint for the square: ``` - chosen_color = {ask} _ + answer {is} {ask} How many steps should the turtle make? + {forward} answer ``` - 7: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Hexagon - Triangle - Fan -
- 8: - story_text: | - ### Exercise - Recreate the drawings with the turtle! + story_text_2: | + Also, in level 1 the turtle could only turn left or right. That is a bit boring! + In level 2 he can point his nose in all directions. - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? + Use 90 to turn a quarter. We call this degrees. A full turn is 360 degrees. -
- Square (3) - Randomly colored star (5) - Randomly colored spiral (7) -
- 9: - story_text: | ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - - **Extra** Give the player a choice which country they would like to see the flag of. - -
- Cross (7) - Randomly colored nested squares (8) - Flags -
+ Can you make a figure with this code? Maybe a triangle or a circle? + example_code_2: | + ``` + {print} Drawing figures + angle {is} 90 + {turn} angle + {forward} 25 + {turn} angle + {forward} 25 + ``` + turtle_draw_it: + levels: + 9: example_code: | Hint for the nested squares: ``` @@ -5034,71 +291,6 @@ adventures: color_2 = white color_3 = blue ``` - 10: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Nested Hexagon - Traffic lights -
- example_code: | - Hint Nested Hexagon: - ``` - distances = 100, 80, 60, 40, 20 - {for} distance {in} distances - _ - ``` - - Hint Traffic Lights: - ``` - colors = red, yellow, green - {for} chosen_color {in} colors - {color} _ - {repeat} _ - ``` - story_text_2: | - Christmas lights - example_code_2: | - Hint Christmas Lights: - - Start by moving to the left side of the screen with an invisible white line. Then hang up the Christmas lights! - ``` - {color} white - {turn} -90 - {forward} 300 - {turn} 90 - - colors = red, blue, yellow, purple, green, orange, pink - {for} chosen_color {in} colors - _ - ``` - 11: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Beehive (6) - Fan (5) - Snowflake (13) -
- example_code: | - Hint Beehive: - ``` - {for} amount_of_combs {in} {range} 1 {to} _ - {for} walls_of_one_comb {in} {range} 1 {to} _ - {forward} _ - {turn} _ - {forward} _ - {turn} _ - ``` - - Hint Fan: - Start out like the fan you made in level 7. Or take a peak at the hint for the beehive, because the codes are very similar. - - Hint Snowflake: Start by making one 'leg' and repeat it 6 times. 12: story_text: | ### Exercise @@ -5125,141 +317,3 @@ adventures: {if} shape = 'square' {call} draw_a_square ``` - 13: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Street in different sizes - Colored street - Snow Storm - example_code: | - Hint Street in different sizes - ``` - {define} draw_a_house {with} size - _ - - {call} draw_a_house {with} 90 - {call} draw_a_house {with} 60 - {call} draw_a_house {with} 30 - ``` - - Hint Colored street - ``` - {define} draw_a_house {with} chosen_color - _ - ``` - - Hint Snow Storm - ``` - {define} draw_snowflake {with} length, color - _ - - numbers = 10, 20, 30 - colors = _ - - {for} i {in} {range} 1 {to} 5 - random_number = _ - random_color = _ - {call} draw_snowflake {with} random_number, random_color - {color} white - {turn} random_number * 5 - {forward} 80 - ``` - 14: - story_text: | - ### Exercise - Create a program that asks the player how many corners their figure should have and then creates that figure. - The figure in the image is the output when the player fills in 10. - -
- - -
- example_code: | - ``` - {define} calculate_degrees {with} amount_of_corners - _ 360 / amount_of_corners - - - {define} draw_figure {with} degrees - _ - {forward} 400/amount_of_corners - {turn} _ - - amount_of_corners = {ask} _ - degrees = {call} _ {with} _ - - {call} _ {with} - {call} _ {with} - ``` - 15: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Spiral - example_code: | - Spiral - ``` - distance = 5 - {while} distance < 200 - distance = distance + 5 - _ - ``` - story_text_2: | - Fan - example_code_2: | - Fan - ``` - {define} draw_a_square {with} side - _ - - i = 100 - {while} i > 1 - _ {with} i - _ - i = i - 3 - ``` - story_text_3: | - Star - example_code_3: | - Star - A star is usually drawn using 144-degree-turns. If you change this slightly to 143 degrees for example and repeat the pattern multiple times with a {while} loop you can make this figure. - while_command: - name: '{while}' - default_save_name: while_command - description: '{while}' - levels: - 15: - story_text: |- - We are going to learn a new loop, the `{while}` loop! We continue the loop as long as the statement is true. - So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. - If the correct answer is never given, the loop never ends! - example_code: | - ``` - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - ``` - years: - name: New Year's - default_save_name: New Year's Countdown - description: Countdown to the New Year! - levels: - 11: - story_text: | - In this level you can use the `{for}` number `{in}` `{range}` command to countdown to the New Year. - - ### Exercise - Fill in the blanks and make the code work! - example_code: | - ``` - {for} number {in} {range} _ {to} _ - {print} number - {sleep} - {print} 'Happy New Year!' - ``` diff --git a/content/adventures/iba.yaml b/content/adventures/iba.yaml index 04b7affb185..66188941007 100644 --- a/content/adventures/iba.yaml +++ b/content/adventures/iba.yaml @@ -1,1094 +1,42 @@ adventures: - story: - levels: - 2: - story_text: "In level 2 you can make your story more fun. Your main character's name can now be anywhere in the sentence.\n\nYou do have to program a little bit extra for that. You must now name your main character first.\n\nYou can then put that name anywhere in a sentence.\n" - story_text_2: "### Exercise\nNow it's time to add variables to your own story that you've made in the previous level.\nGo to 'My programs', look for your level 1 story adventure and copy the code. Paste the code in your input screen in this level.\n\nThis code won't work in this level, because you have not used variables yet.\nChange the `{ask}` commands and `{echo}` commands in your code to the correct form that you've learned in this level.\n\n**Extra** Add a `{sleep}` command to your code to build up tension in your story.\n" - example_code: "```\nname {is} {ask} What is the name of the main character?\n{print} name is now going to run in the woods\n{print} name is a bit scared\n{print} Suddenly she hears a crazy noise...\n{sleep}\n{print} name is afraid this is a haunted forest\n```" - 1: - story_text: "In level 1 you can make a story with a different main character that you enter yourself.\n\nIn the first line, use `{ask}` and ask who the main character of the story will be.\n\nAfter that first line, start with `{print}` if the sentence needs to be printed.\nYou use `{echo}` if you want your main character to be at the end of the sentence.\n" - example_code: "```\n{ask} The main character of this story is\n{print} The main character is now going to walk in the forest\n{echo} They're a bit scared,\n{print} They hear crazy noises everywhere\n{print} They're afraid this is a haunted forest\n```\n" - story_text_2: "### Exercise\nNow create your own story of at least 6 lines of code.\nThis story cannot be the same as the example code.\nUse at least one `{ask}` and one `{echo}` command.\nYou can make it about any topic you like.\nIf you can't think of a topic, use one of our choices: going to the movies, a sports match or a day at the zoo.\n" - 3: - example_code_2: "```\n{print} They hear a sound\nanimals {is} 🐿, 🦔, 🦇, 🦉\nanimal {is} {ask} What do you think it is?\n{add} animal {to_list} animals\n{print} it was an animals {at} {random}\n```\n" - example_code: "```\nanimals {is} 🦔, 🐿, 🦉, 🦇\n{print} They now hear the sound of an animals {at} {random}\n```\n" - example_code_3: "```\n{print} His backpack got way too heavy.\n{print} Inside were a bottle of water, a flashlight and a brick.\nbag {is} water, flashlight, brick\ndump {is} {ask} Which item should he dump?\n{remove} dump {from} bag\n```\n" - story_text: "In level 3 you can make your story more fun. You can use randomness for any monster, animal or other obstacle, like this:\n" - story_text_2: "The command `{add}` can also come in handy in your story.\n" - story_text_3: "This is an example of the `{remove}` command in your story\n\n### Exercise\nCopy your story from the previous levels into this level.\nIn this level you've learned 3 new commands `{at} {random}` , `{add} {to_list}` and `{remove} {from}`.\nAdd new lines of code to your story, so that all of the new commands are featured at least once in your story.\n" - 18: - story_text: "We are going to print another story, but now we have to use brackets with `{print}`.\n\n### Exercise 1\nCreate a story of at least 5 sentences. You don't have to use 'name' just yet.\n" - story_text_2: "### Exercise 2\nWe have already prepared an `{input}` for you. First, use the `name` variable in your story.\nThen add a second `{ask}` and use that variable as well.\nTip: Remember the commas in a `{print}` between text and variables!\n" - example_code: "```\n{print}('Welcome to this story!')\n```\n" - example_code_2: "```\nnaam = {input}(\"What's your name?\")\n{print}('Welcome to this story!')\n```\n" - 9: - story_text: "In this level you can use `{if}` and `{repeat}` commands inside other `{if}` and `{repeat}` commands. \nThis gives you many options and really helps you to make your story interactive.\n\n### Exercise 1\nFinish the code so the `{if}` works correctly.\n\n### Exercise 2\nAdd an `{if}` and `{else}` for the part of the story where Robin goes home too.\n\n### Exercise 3\nGo back to your level 8 story and use at least two `{if}`s inside another `{if}`.\n" - example_code: "```\n{print} 'Robin is walking downtown'\nlocation = {ask} 'Is Robin going into a shop, or does she go home?'\n{if} location {is} shop\n {print} 'She enters the shop.'\n {print} 'Robin sees an interesting looking book'\n book = {ask} 'Does Robin buy the book?'\n {if} book {is} yes\n _ {print} 'Robin buys the book and goes home'\n _ {else}\n _ {print} 'Robin leaves the shop and goes home'\n{else}\n {print} 'Robin goes home'\n```\n" - 5: - story_text: "In this level you can program different endings, which will make your story even more fun.\nIn the example code you can see how to make 2 different endings.\n\n### Exercise 1\nWrite a new short story of at least 6 lines of code about a topic of your choosing.\nNo inspiration? Choose one of these topics: a superhero, a boring school day, stranded on a desert island.\n\nNow give the player a change to choose a happy or a bad end, just like in the example code.\nProgram both the endings.\n\n### Exercise 2\nCopy the story you've created in your own story adventure in the previous levels.\nFind a way to add at least 2 `{if}` and `{else}` commands to your story.\nThis can be with a happy or bad ending, but you can also try to find other ways to incoporate the commands.\n" - example_code: "```\nname {is} {ask} 'Who is walking in the forest?'\n{print} name ' walks through the forest'\n{print} name ' encounters a monster'\nend {is} {ask} 'Would you like a good or a bad ending?'\n{if} end {is} good {print} name ' takes the sword and the monster quickly runs away'\n{else} {print} 'The monster eats ' name\n```\n" - 8: - story_text: "In this level you can use multiple lines in your `{if}` commands, this way you can upgrade your happy or sad ending!\n\n### Exercise 1\nThe example code shows two different endings; one where the characters jump in a time machine and one where they do not.\nComplete the blanks with at least one sentence per ending.\n**Extra** Make the story longer. What happens in the story? You can also add a second `{ask}` with different options.\n\n### Exercise 2\nGo back to your saved programs, choose your story program from level 5. Now write a good and a bad ending of at least three lines long each!\n" - example_code: "```\n{print} 'OH NO! The T-rex is closing in!'\nend = {ask} 'Do you want a happy or a sad ending?'\n{if} end {is} happy\n {print} 'Just in time Richard jumps back into the time machine!'\n {print} _\n{else}\n {print} 'Oh no! Richard is too slow...'\n {print} _\n```\n" - 4: - example_code: "```\nname {is} {ask} _ What is your name? _\n{print} _ The main character is called _ name\n_\n_\n{print} name _ is now going to walk in the woods _\n{print} name _ is a bit scared _\nanimals {is} 🦔, 🐿, 🦉, 🦇\n{print} _ He hears the sound of a _ animals {at} {random}\n{print} name _ is afraid this is a haunted forest _\n```\n" - story_text: "### Exercise\nCopy the example code and finish it by adding quotation marks on the blanks in lines 1 and 2.\nThe blanks in line 3 and 4 should not be replaced by quotation marks, but a `{sleep}` and a `{clear}` command. Can you make it work?\n\n### Exercise 2\nGo back to the previous level and copy your story code. Make the code work in this level by adding quotation marks in the right spots.\nMind: The variables in your own story should be outside of the quotation marks. Just like the second line of the example code. In that line the variable name is placed outside of the quotation marks.\n" - 7: - story_text: "In a story, someone says words several times. For example, when someone calls for help or sings a song.\nYou can put such repetitions in your story, in this level with `{repeat}`.\n\n### Exercise\nAdd repetition to your own story. Go back to your saved programs, choose your story program from a previous level and\nfind a line containing `{print}` and repeat it!\n" - example_code: "```\n{print} 'The prince kept calling for help'\n{repeat} 5 {times} {print} 'Help!'\n{print} 'Why is nobody helping me?'\n```\n" - 12: - story_text: "In this level quotation marks will be needed to save multiple words in a variable.\n\n### Exercise\n\nFind a story from a previous level, any level is ok. Now make sure quotation marks are added in the right places." - example_code: "```\nname = 'The Queen of England'\n{print} name ' was eating a piece of cake, when suddenly…'\n```\n" - 13: - story_text: "By using the `{and}` and `{or}` commands, you can make your stories more versatile. You can ask two questions and respond to the combination of answers.\n\n### Exercise 1\nLook at the example code and finish it. Then add at least 2 more `{if}` codes with `{and}` or `{or}`.\n\n### Exercise 2\nFind a story from a previous level, and add one `{and}` or `{or}`.\n" - example_code: "```\n{print} 'Our hero is walking through the forest'\n{print} 'The path splits two ways'\npath = {ask} 'Which path should she choose?'\nweapon = {ask} 'What weapon does she draw?'\n{if} path {is} 'left' {and} weapon {is} 'sword'\n _\n```\n" - 10: - example_code: "```\nanimals = _ , _ , _ \n{print} 'Brown bear, Brown bear'\n{print} 'What do you see?'\n```\n" - story_text: "In this level you can use the {for} command in your story. In this way you could easily program the children's book 'Brown bear, Brown bear, what do you see'.\n\n### Exercise\n\nLook at the story if you do not know it, and make sure it is printed as in the book.\n" - 15: - story_text: "Using the `{while}` loop can make your stories more interesting. For example, you can use `{while} game == 'on'` so you can play until the game is over.\nOr you can use `{while} sword == 'lost'` so the player can't continue the game until they have found something.\n\n### Exercise\nThe example code shows you how to use the `{while}` loop in a story. Now **think of your own scenario** in which the player has to find something before they can continue.\n" - example_code: "```\nkeys = 'lost'\n{print} 'You are standing in your garden and you have lost your keys.'\n{print} 'Where do you want to look for them?'\n{print} 'You can choose: tree, flowerbed, rock, postbox'\n{while} keys == 'lost'\n location = {ask} 'Where do you want to look?'\n {if} location == 'flowerbed'\n {print} 'Here they are!'\n keys = 'found'\n {else}\n {print} 'Nope they are not at the ' location\n{print} 'Now you can enter the house!'\n```\n" - name: Story - description: Story - default_save_name: Story - ask_command: - description: Introduction {ask} command - levels: - 1: - story_text_3: "### Exercise\nTry out the `{ask}` and `{echo}` commands. Firstly, fill in the blanks to make this program work.\nThen ask 2 more questions using the `{ask}` command, after each `{ask}` use an `{echo}` to print the answer on the screen.\n" - story_text: "## The ask command\nNow that you can use the `{print}` command, you are ready to learn the next command: `{ask}`. With the `{ask}` command, you can ask a question. Check it out:\n" - example_code_3: "```\n_ How are you doing?\n_\n```\n" - example_code_2: "```\n{print} Hello!\n{ask} What is your name?\n{echo} hello\n```\n" - example_code: "```\n{print} Hello!\n{ask} What is your name?\n```\n" - story_text_2: "## The `{echo}` command\nIf you want the computer to repeat the answer back to you, you can use the `{echo}` command. The answer will be echoed back at the end of the sentence, so in this example after hello.\n" - 2: - example_code_2: "```\nfavorite_animal {is} {ask} What is your favorite animal?\n{print} I like favorite_animal\n```\n" - story_text_2: "### Exercise\nIn the previous tab you have practised with setting variables with the `{is}` command.\nYou have created at least 3 variables and used them with a print command.\nNow, instead of setting the variables we want you to make the variables interactive, like we did in our example.\n\nCopy your code from the previous tab and make the variables interactive by using `{ask}` commands.\n" - example_code: "```\nname {is} {ask} What is your name?\n{print} Hello name\nage {is} {ask} How old are you?\n{print} name is age years old.\n```\n" - story_text: "## The ask command\nNow that we can use **variables** in our codes, we no longer need the `{echo}` command.\nWe can use variables to store the answers to our questions and this way we can use the answer to multiple questions in our codes.\nCheck it out:\n\nThis way your code is becoming interactive!\n" - 18: - story_text: The final change we will need to make to get Python code is changing `{ask}` into `{input}`. - example_code: "```\n{print}('My name is Hedy!')\nname = {input}('What is your name?')\n{print}('So your name is ', name)\n```\n" - name: '{ask}' - default_save_name: ask_command - blackjack: - description: Try to get as close to 21 as you can - default_save_name: Blackjack - levels: - 17: - story_text: "Blackjack is a simple game of cards in which you have to get as close to 21 points as possible. You get two cards. Each card is worth their numeral value, and the face cards (Jack, Queen and King) are worth 10 points.\nThe Ace is worth either 1 or 11 points (you can choose). The dealer, your opponent, also gets two cards.\nIf you want, you can get another card, and its points will be added to your total. The dealer can also choose to take another card.\nBut be careful not to get more than 21 points, because if you do, you lose!\nThe player who gets closest to 21, without going over it, wins!\n\n### Exercise\nIn this adventure we code the first part of our Blackjack game. We'll create a function to calculate how many points a card is worth.\n\n***Set the variables***\nStart by making a list of all the cards, from 2 to Ace. Next make a list of the face cards, so Jack, Queen and King. Then pick a random card from the list of cards to be card_1.\n\n***Create a function to calculate the points***\nCreate a function that calculates how many points a card is worth.\nAll the face cards are worth 10 points, the Ace is worth 11 and all the other cards are worth their numeral.\nReturn the variable `points` at the end of the function.\n\n***Test the function***\nTest if your function is working properly. Finish the first print command by filling in which card you've drawn. Then finish the second line by calling the function with card_1.\nRun the code a couple of times. Are you happy with the results? Great! Then you can remove the testing part and move on the the next tab!\n" - example_code: "```\n{print} 'BLACKJACK'\n\n# Set these variables\ncards = _\nface_cards = _\ncard_1 =\n\n# Create a function to calculate the points\n{define} calculate_points {with} card:\n {if} card {in} face_cards:\n points = _\n {elif} _\n _\n {else}:\n _\n _ points\n\n# Test your function\n{print} 'Your card is a ' _\n{print} 'That is worth ' _ ' points'.\n```\n" - name: Blackjack - blackjack_2: - description: Blackjack part 2 - levels: - 17: - story_text: "### Exercise\nIn this adventure we code the second part of our Blackjack game.\n\n***Paste your code from the previous adventure***\nIn the previous adventure you've started a list of variables and created a function to calculate how many points a card is worth. Copy your code and paste it here. Mind that you don't need the testing part, so if you haven't removed that yet, please do so now.\n\n***Add more variables***\nYou have already set the lists `cards` and `face_cards` and the variable `card_1`. Underneath those variables create 3 more variables: `card_2`, dealer_card_1` and `dealer_card_2`. These variables are all set to a random card from the list of cards.\n\n***Add up points***\nTo calculate how many points you have scored we call the function with card 1 and we do it again for card 2. Then we add both these scores together to get your total.\nDo the same thing for the dealers points, but be sure to use the dealer's cards and not your own!\n\n***2 Aces***\nYou're doing great! Almost all scores can be calculated now. There is only one exception: 2 Aces. If you get 2 Aces, your total is 12 points and not 22 (because 22 points would be losing!). This of course also goes for the dealer.\n\n***Show the score***\nLastly, you want to tell the program to tell you which cards you have drawn and how many points that is. Then show which cards the dealer has and how many points they have.\n\n***Continue in the next tab***\nGreat! You have finished this part of the game! Copy your code and go to the next tab to learn how to ask for an extra card and to declare a winner.\n" - example_code: "```\n# Paste your code from the previous adventure here\n\n# Add these variables to the list of variables\ncard_2 = _\ndealer_card_1 = _\ndealer_card_2 = _\n\n# Add up your points\nyour_points_1 = {call} _ {with} card_1\nyour_points_2 = _\nyour_total = _\n\n# Add up the dealers points\ndealer_points_1 = _\n_\n_\n\n# 2 Aces\n{if} card_1 == 'Ace' {and} _\n your_total = 12\n{if} dealer_card_1 _\n dealer_total = _\n\n# Show the score\n{print} 'You have drawn a ' _ ' and a ' _ '. That is ' _ ' points'\n{print} 'The dealer has drawn a ' _ ' and a ' _ '. That is ' _ ' points'\n```\n" - default_save_name: Blackjack_2 - name: Blackjack 2 - blackjack_3: - description: Blackjack part 3 - levels: - 17: - story_text: "In the previous tabs you have learned how to draw 2 random cards for yourself and for the dealer and to calculate how many points you both got.\nIn this adventure we add the option to ask for an extra card for both you and the dealer.\n\n### Exercise\n***Paste your code from the previous adventure*** Firstly, copy your code from the previous tab and paste it here.\n\n***Extra card for you*** If you want, you can get an extra card to get your total as close to 21 as possible. First ask the player if they want an extra card.\nIf they do, pick a random card and print what they have drawn. If the card is not an Ace, you can call the function and add the points to your total.\nIn case the card is an Ace, you can't use the function, because the Ace can be either 1 point or 11 points, depending on how many points you already have earned.\nIf your total is less than 11, you want the ace to be 11 points (because this is closest to 21). So you add 11 points to your total.\nIf the total is more than or equal to 11, you want the ace to be 1 point (because you don't want more than 21 points). So you add 1 point to your total.\nLastly, print your new total of points.\n\n***Extra card for the dealer*** The dealer can also get an extra card. The dealer doesn't need to be asked, because they always get an extra card if their total is less than 17.\nCopy the 'Extra card for you code' and paste it in the dealers section. Then change it to fit the dealer picking an extra card and getting points added to their total.\n" - example_code: "```\n# Paste your code from the previous adventure here\n\n# Extra card for you\nhit = {ask} _\n{if} hit == 'yes':\n card_3 = _\n {print} _\n {if} card_3 _ 'Ace':\n your_points_3 = _\n your_total = _\n {else}:\n {if} your_total _\n _\n {else}:\n _\n {print} _\n\n# Extra card for the dealer\n{if} dealer_total < 17\n_\n```\n" - default_save_name: Blackjack_3 - name: Blackjack 3 calculator: - name: Calculator levels: - 11: - story_text: "With a `{for}` you can simplify tables of multiplication practise program.\n\n### Exercise 1\nImprove the example code such that it prints a nice multiplication table:
\"1 times 10 is 10\", \"2 times 10 is 20\", etc.\n\n### Exercise 2\nGo back to your level 10 multiplication code, and modify it so that it uses a `{for}` and `{range}`.\n" - example_code: "```\nnumber = 10\n{for} i {in} {range} 1 {to} 10\n {print} i * number\n```\n" 14: example_code: "```\n{define} calculate_mean_grade\n total = 0\n {for} i {in} {range} 1 {to} 4\n grade = {ask} _\n total = total + _\n return _ / 4\n\nmean_grade = {call} _\n{print} 'Your mean grade is ' mean_grade\n```\n\n total = total + _\n return _ / 4\n\nmean_grade = {call} _\n{print} 'Your mean grade is ' mean_grade\n" - story_text: "In this adventure you will build a calculator that calculates your mean grade for you. If you get your calculator to work, you can move on to the next adventure, which allows you to add two extra features.\n\n### Exercise 1\nFill in the blanks to get the calculator to work.\n* Start with the fourth line, add a question to figure out what grade the student got.\n* In the fifth line you'll want to calculate the total of all grades, so the total = total + grade.\n* Then we get to set the return value. We want to return the mean, so the total devided by the amount of tests (4).\n* Lastly we finish the code by calling the function in line 8.\n\nDid you get it? Awesome! Would you like to add even more to your calculator? **This adventure continues in the next tab!**\n" 9: story_text: "In a previous level you've created a calculator, in this level you can expand that code so it asks multiple questions.\n\n### Exercise 1\nCan you finish line 10 to get the code to work?\n\n### Exercise 2\nGive the player feedback when they enter an answer, like `{print} 'Correct!'` or `{print} 'Wrong! The correct answer is ' correct_answer`.\n" - example_code: "```\nscore = 0\n{repeat} 10 {times}\n numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10\n number_1 = numbers {at} {random}\n number_2 = numbers {at} {random}\n correct_answer = number_1 * number_2\n {print} 'What is ' number_1 ' times ' number_2 '?'\n answer = {ask} 'Type your answer here...'\n {print} 'Your answer is ' answer\n {if} _ {is} _\n score = score + 1\n{print} 'Great job! Your score is... ' score ' out of 10!'\n```\n" - 10: - example_code: "```\nnumbers = 1, 2, 3\n{for} _\n {for} _\n answer = {ask} _\n correct = number_1 * number_2\n {if} answer {is} correct\n {print} 'Great job!'\n {else}\n {print} 'That is wrong. The right answer is ' correct\n```\n" - story_text: "This calculator game helps you practise your tables of multiplication!\n### Exercise\nFill in the blanks. We want this program to ask the player these questions:\n```\nHow much is 1 times 1?\nHow much is 1 times 2?\nHow much is 1 times 3?\nHow much is 2 times 1?\nHow much is 2 times 2?\nHow much is 2 times 3?\nHow much is 3 times 1?\nHow much is 3 times 2?\nHow much is 3 times 3?\n_\n```\n" - 13: - story_text: "### Exercise 1\nLet's make the practice program a bit harder. The player now has to answers two questions correctly. Fill out the blanks to complete the program.\n\n### Exercise 2\nSometimes, calculations have multiple correct answers. For example, 10 can be divided by 5 and by 2. So the question 'What number divides 10?' can be answered by 2 and by 5.\nAsk for a calculation that has multiple correct answers, ask the player to answer it, and determine if it is correct using `{or}`.\nEmpty the programming field and create your own solution.\n" - example_code: "```\nanswer1 = {ask} 'What is 10 times 7?'\nanswer2 = {ask} 'What is 6 times 7?'\n{if} _ _ _ _ _ _ _\n {print} _\n```\n" - 12: - story_text: "In this level, you can make a calculator that works for decimal numbers.\n\n### Exercise 1\nFill out the blanks to complete the calculator. Remember to use a period and not a comma for decimal numbers.\n\n### Exercise 2\nCreate a new mathematics practice program, but now use decimal numbers.\nCreate a list of numbers, choose two to multiple and let the player answer.\nAnd of course you have to validate the answer! **Extra** Increase the difficulty by adding lives: A player loses a life for a wrong answer and after three wrong answers the game ends.\n" - example_code: "```\nnumber1 = {ask} 'What is the first number?'\nnumber2 = {ask} 'What is the second number?'\nanswer = _\n{print} number1 ' plus ' number2 ' is ' _\n```\n" - 6: - example_code_3: "```\nnumbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10\nnumber_1 = _\nnumber_2 = _\ncorrect_answer = number_1 * number_2\ngiven_answer = {ask} 'What is ' number_1 ' times ' number_2 '?'\n{if} _\n{else} _\n```" - story_text_2: "### Exercise\nThe calculator above will calculate the answer for you, but you can also make a program to test your own maths skills, like this:\nFill in the blanks to make it complete!\n" - story_text: "Now that you can do maths, you can make a calculator yourself!\n" - example_code: "```\nnumber_1 = {ask} 'Fill in the first number:'\nnumber_2 = {ask} 'Fill in the second number:'\ncorrect_answer = number_1 * number_2\n{print} number_1 ' times ' number_2 ' is ' correct_answer\n```\n" - example_code_2: "```\ncorrect_answer = 11 * 27\nanswer = {ask} 'How much is 11 times 27?'\n{if} answer {is} _ {print} 'good job!'\n{else} {print} 'Wrong! It was ' _\n```\n" - story_text_3: "**Extra** You can also let the computer do random products on its own using `{random}`.\n" - 15: - example_code: "```\n{define} new_question\n numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10\n number_1 = numbers {at} {random}\n number_2 = numbers {at} {random}\n correct = number_1 * number_2\n answer = 0\n _\n _\n _\n {print} 'Well done!'\n\n{print} 'Give 10 correct answers to win!'\n{for} i {in} {range} 1 {to} 10\n _\n{print} 'You win!'\n```\n" - story_text: "You can add the `{while}` loop to the calculator game you've learned to make in a previous level.\nThis makes sure the player can't continue to the next question if they answer incorrectly.\n\n### Exercise\nAdd the `{while}` loop in the function, ask the player what number_1 times number_2 is and print their answer.\nThen `{call}` the function.\n" - default_save_name: Calculator - description: Create a calculator - debugging: - levels: - 2: - example_code: "**Warning! This code needs to be debugged!**\n```\ndestination {ask} Where are you going on holidays?\n{print} The flight to dstination leaves at 3 pm.\n{ask} Did you check in your luggage yet?\n{echo}\n{print} Let me print your boarding pass for you.\n{sleep}\nHere you go! Have a nice trip!\n```\n" - story_text: "Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code.\nThat means that in these debugging adventures, we will give you a code that does not work yet.\nYou will have to figure out what's wrong and correct the mistakes.\n\n### Exercise\nDebug this code. Good luck!" - 4: - story_text: "### Exercise\nDebug this code. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\n{print} 'Welcome to the online library!\n{ask} What genre of books do you like?\n{print} You like genre\nauthor {is} {ask} 'Who's your favorite author?'\n{print} 'author is your favorite author'\n{print} Hmmm... i think you should try... books {at} {random}\n```\n" - 5: - story_text: "### Exercise\nDebug this code. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\n{print} Welcome to Swimming Pool Hedy!\nclass {is} {ask} 'Are you here to join a class today?'\n{if} class yes\n{print} 'Great! You're joining a class!\n{print} {else} 'You will not be joining a class'\ndiscount {is} 'Do you have a discount code?'\n{if} discount {is} yes\ndiscount_answer {is} {ask} 'What's your discount code?'\ndiscount_codes = Senior4231, Student8786, NewMember6709\n{if} discount_answer {is} {in} discount_cods\n{print} 'That will be $3,50'\n'That will be $5,50'\n{print} 'Have a nice swim!'\n```\n" - 7: - example_code: "**Warning! This code needs to be debugged!**\n```\nAre you sleeping?\nBrother John!\nMorning bells are ringing!\nDing, dang, dong!\n```\n" - story_text: "### Exercise\nSurprise! This program looks more like an output than a code. And yet, we don't want you to just add `{print}` commands in front of each line.\nFix this program to turn it into the nursery rhyme 'Brother John (Frère Jacques)' by using the {repeat} command of course!" - 8: - story_text: "### Exercise\nDebug this code. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\n{print} 'Welcome to Manicures and Pedicures by Hedy'\nbodypart = {ask} 'Are you getting your fingernails or toenails done today? Or both?'\n{if} bodyparts {is} both\n {print} That will be $25'\n price = 25\n {else}\n {print} That will be $18'\n price = 18\ncolor = {ask} What color would you like?\nsparkles = {ask} 'Would you like some sparkles with that?'\n{if} sparkles {is} yes\n {print} 'We charge $3 extra for that'\nprice = price + 3\n{else} {print} 'No sparkles' {print} 'So no extra charge'\n{sleep} 5\n{print} 'All done! That will be $' price ' please!'\n{print} 'Thank you! Byebye!'\n```" - 10: - story_text: "### Exercise\nDebug this code. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\nnames = Muad Hasan Samira Noura\nactivities = fly a kite, go swimming, go hiking, catch tan in the sun\n{for} name {is} names\n{print} At the beach name loves to activity {at} {random}\n```\n" - 18: - story_text: "### Exercise\nDebug this Old MacDonald program from level 16. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\nanimals = ['pig', 'dog', 'cow']\nsounds = ['oink', 'woof', 'moo']\n{for} i {in} {range} 1 {to} 3\n animal = animals[i]\n sound = sounds[i]\n {print} 'Old MacDonald had a farm'\n {print} 'E I E I O!'\n {print} 'and on that farm he had a ' animal\n {print} 'E I E I O!'\n {print} 'with a ' sound sound ' here'\n {print} 'and a ' sound sound ' there'\n {print} 'here a ' sound\n {print} 'there a ' sound\n {print} 'everywhere a ' sound sound\n```\n" - 16: - story_text: "### Exercise\nDebug this code. Good luck!\nTip: Make sure that you only see your score once in the end." - example_code: "**Warning! This code needs to be debugged!**\n```\ncountry = ['The Netherlands', 'Poland', 'Turkey', 'Zimbabwe', 'Thailand', 'Brasil', 'Peru', 'Australia', 'India', 'Romania' ]\ncapitals = 'Amsterdam', 'Warshaw' 'Istanbul', 'Harare', 'Bangkok', 'Brasilia', 'Lima', 'Canberra', 'New Delhi', 'Bucharest'\nscore = 0\n{for} i {in} {range} 0 {to} 10\n answer = {ask} 'What's the capital of ' countries[i]\n correct = capital[i]\n {if} answer = correct\n {print} 'Correct!'\n score = score + 1\n {else}\n {print} 'Wrong,' capitals[i] 'in the capital of' countries[i]\n {print} 'You scored ' score ' out of 10'\n\n```\n" - 11: - story_text: "### Exercise\nDebug this calendar program. The output of this program is supposed to look like a list of dates.\nFor example:\n\n```\nHedy calendar\nHere are all the days of November\nNovember 1\nNovember 2\nNovember 3\n```\nAnd so on.\n\nMind that you have to test your code extra carefully for the month February, because the amount of days in this month changes in leap years." - example_code: "**Warning! This code needs to be debugged!**\n```\n{print} 'Hedy calendar'\nmonths_with_31 days = January, March, May, July, September, October, December\nmonths_with_30_days = April, June, August, November\nmonth = {ask} 'Which month would you like to see?'\n{if} month {in} months_with_31_days\n days = 31\n {if} month {in} months_with30_days\n days = 30\n{if} month = February\n leap_years = 2020, 2024, 2028, 2036, 2040, 2044, 2028\n year = {ask} 'What year is it?'\n{if} year {in} leap_years\n days = 29\n{else}\n days = 28\n\n{print} 'Here are all the days of ' moth\n{for} i {in} {range} 1 {to} days\n {print} month i\n```\n" - 15: - example_code: "**Warning! This code needs to be debugged!**\n```\nnames = 'Tanya', 'Romy', 'Kayla', 'Aldrin', 'Ali'\nverbs='walking', 'skipping', 'cycling', 'driving', 'running'\nlocations = 'on a mountaintop', 'in the supermarket', 'to the swimming pool'\nhiding_spots = 'behind a tree', under a table', in a box'\nsounds = 'a trumpet', 'a car crash', 'thunder'\ncauses_of_noise = 'a television', 'a kid with firecrackers', 'a magic elephant', 'a dream'\n\nchosen_ name = names {at} {random}\nchosen_verb = verbs {at} {random}\nchosen_location = 'locations {at} {random}'\nchosen_sounds = noises {at} {random}\nchosen_spot = hiding_spots {random}\nchosen_causes = causes_of_noise {at} {random}\n\n{print} chosen_name ' was ' chosen_verb ' ' chosen_location\n{print} 'when they suddenly heard a sound like ' sounds {at} {random}\n{print} chosen_name ' looked around, but they couldn't discover where the noise came from'\n{print} chosen_name ' hid ' chosen_spot'\n{print} 'They tried to look around, but couldn't see anything from there'\nhidden = 'yes'\n{while} hidden = 'yes'\n {print} chosen_name 'still didn't see anything'\nanswer = {ask} 'does ' chosen_name ' move from their hiding spot?'\n {if} answer = 'yes'\n hidden == 'no'\n{print} 'chosen_name moved from' chosen_spot\n{print} 'And then they saw it was just' chosen_cause\n{print} chosen_name 'laughed and went on with their day'\n{print} The End\n```\n" - story_text: "### Exercise\nDebug this random children's story. Good luck!" - 17: - example_code: "**Warning! This code needs to be debugged!**\n```\n{define} food_order\n toppings = {ask} 'pepperoni, tuna, veggie or cheese?'\n size = {ask} 'big, medium or small?'\n number_of_pizza = {ask} 'How many these pizzas would you like?'\n\n {print} 'YOU ORDERED'\n {print} number_of_pizzas ' size ' topping ' pizza'\n\n{define} drinks_order\n drink = {ask} 'water, coke, icetea, lemonade or coffee?'\n number_of_drinks = {ask} 'How many of these drinks would you like?'\n\n {print} 'YOU ORDERED'\n {print} number_of_drinks ' ' drink\n\n'Welcome to Hedy pizza'\nmore_food = {ask} 'Would you like to order a pizza?'\n{while} more_food = 'yes'\n {return} food_order\n more_food = {ask} 'Would you like to order a pizza?'\nmore_drinks = {ask} 'Would you like to order some drinks?'\n{while} more_drinks == 'yes'\n {call} drink_order\n more_drinks == {ask} 'Would you like to order more drinks?'\n\n\n{print} 'Thanks for ordering!'\n```\n" - story_text: "### Exercise\nDebug this code. Good luck!" - 14: - example_code: "**Warning! This code needs to be debugged!**\n```\n{define} calculate_heartbeat\n {print} 'Press your fingertips gently against the side of your neck'\n {print} '(just under your jawline)'\n {print} 'Count the number of beats you feel for 15 seconds'\n beats == {ask} 'How many beats do you feel in 15 seconds?'\n heartbeat = beats*4\n {print} 'Your heartbeat is ' heartbeat\n {if} heartbeat >= 60 {or} heartbeat <= 100\n {print} 'Your heartbeat seems fine'\n {else}\n {if} heartbeat > 60\n {print} 'Your heartbeat seems to be too low'\n {if} heartbeat < 100\n {print} 'Your heartbeat seems to be too high'\n {print} 'You might want to contact a medical professional'\n\nmeasure_heartbeat = {ask} 'Would you like to measure your heartbeat?'\n{if} measure_heartbeat = 'yes'\n {call} measure_heartbeat\n{else}\n 'no problem'\n```\n" - story_text: "### Exercise\nDebug this code. Good luck!" - 12: - story_text: "### Exercise\nDebug this code. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\n{define} greet\ngreetings = 'Hello', 'Hi there', 'Goodevening'\n {print} greetings {at} {random}\n\n{define} take_order\n food = {ask} 'What would you like to eat?'\n {print} 'One food'\n drink = 'What would you like to drink?'\n {print} 'One ' drink\n more = {ask} 'Would you like anything else?'\n {if} more {is} 'no'\n {print} 'Alright'\n {else}\n {print} 'And ' more\n{print} 'Thank you'\n\n{print} 'Welcome to our restaurant'\npeople = {ask} 'How many people are in your party tonight?'\n{for} i {in} {range} 0 {to} people\n {call} greet_costumer\n```\n" - 13: - example_code: "**Warning! This code needs to be debugged!**\n```\n{define}movie_recommendation {with} name\n action_movies == 'Die Hard', 'Fast and Furious', 'Inglorious Bastards'\n romance_movies = 'Love Actually', 'The Notebook', 'Titanic'\n comedy_movies = 'Mr Bean' 'Barbie''Deadpool'\n kids_movies = 'Minions', 'Paddington', 'Encanto'\n {if} name {is} 'Camila' {or} name {is} 'Manuel'\n recommended_movie = kids_movie {at} {random}\n {if} name {is} 'Pedro' {or} 'Gabriella'\n mood = {ask} 'What you in the mood for?'\n {if} mood {is} 'action'\n recommended_movie = comedy_movies {at} {random}\n {if} mood {is} 'romance'\n recommended_movie = romance_movies\n {if} mood {is} 'comedy'\n recommended_movie = comedy_movies {at} {random}\n\n{print} 'I would recommend ' recommended_movie ' for ' name\n\nname = {ask} 'Who is watching?'\nrecommendation = {ask} 'Would you like a recommendation?'\n{if} recommendaion {is} 'yes'\n{print} movie_recommendation {with} name\n{else}\n{print} 'No problem!'\n```\n" - story_text: "### Exercise\nDebug this code. Good luck!" - 1: - story_text: "Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code.\nThat means that in these debugging adventures, we will show you code that does not work yet.\nYou will have to figure out what's wrong and correct the mistakes.\n\n### Exercise\nDebug this code. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\n{print} I love programming\nDo you love programming too?\n{echo}\n{print} What are your hobbies?\n{echo} Your hobbies are\n```\n" - 3: - example_code: "**Warning! This code needs to be debugged!**\n```\nmovie_choices {is} dracula, fast and furious, home alone, barbie\nchosen_movie {is} movies {at} {random}\n{print} Tonight we will watch chosen _movies\nlike {ask} Do you like that movie?\n{print} Tomorrow we will watch something else.\n{add} chosen_movie {to_list} movie_choices\n{print} Tomorrow we will watch tomorrows_movie\ntomorrows_movie {is} movie_choices {at} {random}\nI'll go get the popcorn! {print}\n```\n" - story_text: "Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code.\nThat means that in these debugging adventures, we will give you a code that does not work yet.\nYou will have to figure out what's wrong and correct the mistakes.\n\n### Exercise\nDebug this code. Good luck!" - 9: - story_text: "### Exercise\nDebug this code. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\n{print} 'Welcome to our sandwich shop'\namount 'How many sandwiches would you like to buy?'\n{repeat} amount {times}\n{ask} {is} {ask} 'What kind or bread would you like your sandwich to be?'\ntypes_of_bread {is} white, wheat, rye, garlic, gluten free\n{if} chosen_bread in types_of_bread\n{print} 'Lovely!'\n{else}\n'I'm sorry we don't sell that'\ntopping {is} {ask} 'What kind of topping would you like?'\nsauce {is} {ask} 'What kind of sauce would you like?'\n{print} One chosen_bread with topping and sauce.\nprice = amount * 6\n{print} 'That will be 'price dollar' please'\n```\n" - 6: - example_code: "**Warning! This code needs to be debugged!**\n```\n{print} 'Vending machine'\nchosen_product = {ask} 'Please select a product'\n1_dollar_products = coke orange juice water\n2_dollar_products = chocolate, cookie, museli bar\n3dollar_prodcuts = potato chips, beef jerky, banana bread\n{if} chosen {is} {in} 1_dollar_products\nprice = 1\n{if} chosen_product {is} 2_dollar_products\nprice = 2\n{else} chosen_product {in} 3_dollar_products\nprice = 3\namount_of_products = '{ask} How many of ' chosen_product would you like to have?'\ntotal = price + amount_of_product\n{print} 'That will be $' price 'please'\n```\n" - story_text: "### Exercise\nDebug this code. Good luck!" - default_save_name: debugging - description: debugging adventure - name: debugging - default: - default_save_name: intro - name: Introduction - description: Level explanation - levels: - 1: - story_text: "Welcome to Hedy! Here you can learn how to program step by step.\n\nTry the code yourself! The yellow button copies the example code to your programming field.\nThen push the green 'Run code' button under the programming field to run the code.\n\nReady? Then go to the next tab to learn how to make your own codes!\n" - example_code: "```\n{print} Hello world!\n```\n" - 4: - story_text: "In the previous levels you've been practising with variables, but you may have come across this problem.\nYou might have tried to run a code like this:\n\nOf course you wanted to print\n\n`My name is Sophie`\n\nbut Hedy prints\n\n`My Sophie is Sophie`.\n\nIn this level this problem is fixed by using quotation marks.\n" - example_code: "```\nname {is} Sophie\n{print} My name is name\n```\n" - 6: - example_code: "```\nfood_price {is} 0\ndrink_price {is} 0\ntotal_price {is} 0\n{print} 'Welcome to McHedy'\norder {is} {ask} 'What would you like to eat?'\n{if} order {is} hamburger food_price {is} 5\n{if} order {is} fries food_price {is} 2\ndrink {is} {ask} 'What would you like to drink?'\n{if} drink {is} water drink_price {is} 0\n{else} drink_price {is} 3\ntotal_price {is} food_price + drink_price\n{print} 'That will be ' total_price ' dollars, please'\n```\n" - story_text: "In the previous level you have practiced with `{ask}` and `{if}`. For example you can ask guests what they would like to eat.\nWhat you can't yet do though, is calculate the price for everyone's dinner.\n\nThis level makes it possible to use addition, subtraction and multiplication in your programs. This way you can calculate the prices in your restaurant, but you could also add a secret code to give your friends and family a discount.\nAnother option in this level is programming your own maths game, for your little brother or sister to practice their multiplications.\nGo see for yourself!\n" - 7: - story_text: "Great job! You've reached the next level, which means you have practiced with `{if}` and `{else}`. You have probably noticed that your codes are getting longer and longer.\nFor example if you want to program 'Happy Birthday'.\n\nThat's a lot of code for mainly the same words over and over again. Luckily in the next tab you'll learn a solution with the `{repeat}` command, that allows you to repeat a line of code multiple times.\n" - example_code: "```\n{print} 'happy birthday to you'\n{print} 'happy birthday to you'\n{print} 'happy birthday dear Hedy'\n{print} 'happy birthday to you'\n```\n" - 16: - story_text: "In this level we will grow a bit more towards real Python code. You will also learn how to match two lists together.\nThis way you can program a code in which the correct animal is matched to the right sound.\nBecause the two codes below... Are obviously nonsense!\n" - example_code: "```\nanimals = 'chicken', 'horse', 'cow'\nsounds = 'cluck', 'neigh', 'moo'\n{for} animal {in} animals\n {print} 'A ' animal ' says ' sounds {at} {random}\n```\nYou could also try to make it work this way, but....\n```\nanimals = 'chicken', 'horse', 'cow'\nsounds = 'cluck', 'neigh', 'moo'\n{for} animal {in} animals\n {for} sound {in} sounds\n {print} 'A ' animal ' says ' sound\n```\nNote: These codes will not work like this in this level. Head to the next tab to see which parts you need to correct." - 10: - example_code: "```\n{repeat} 2 {times}\n {print} 'if youre happy and you know it clap your hands'\n{print} 'if youre happy and you know it and you really want to show it'\n{print} 'if youre happy and you know it clap your hands'\n```\n" - story_text: "You're doing great! In the previous levels we still faced a small problem. You have learned to repeat lines, but what if you'd want to slightly change the line.\nFor example if you want to sing the song 'if you're happy and you know it'. It would look like this:\n\nIf you'd also want the next verse 'stomp your feet', and the next one, and the next one, you'd have to change the code completely.\nIn this level you'll learn the `{for}` command, which allows you to make a list of actions and repeat the code with another action each time!\nPlease take a look!\n" - 12: - story_text: "Maybe you have tried using decimal numbers in your restaurant adventure. If you did, you probably noticed that Hedy didn't understand them yet and always rounded off.\nFrom this level on you can use decimal numbers.\n" - example_code: "```\nburger = 5\ndrink = 2\ntotal = burger + drink\nprint 'You have ordered a burger and a drink'\nprint 'That costs ' total ' dollars please'\n```\n" - 15: - story_text: "In this game below a code has been made to make sure the player can play on as long as they want...\nBut the code is ineffective and way too long. Also, what if the player wants to play 101 games instead of 100?\nYou can't play to infinity?\nIn this level you will learn a command that makes all of this a lot easier!\n" - example_code: "```\ngame = 'on'\n{for} i {in} {range} 1 {to} 100\n {if} game == 'on'\n answer = {ask} 'Do you want to continue?'\n {if} answer == 'no'\n game = 'over'\n {if} answer == 'yes'\n {print} 'Ok we will continue'\n```\n" - 13: - example_code: "```\nusername = {ask} 'What is your username?'\npassword = {ask} 'What is your password?'\n{if} username {is} 'Hedy'\n {if} password {is} 'secret'\n {print} 'Welcome Hedy!'\n {else}\n {print} 'Access denied'\n{else}\n {print} 'Access denied!'\n```\n" - story_text: "In the previous levels you've learned how to put two `{if}`commands inside each other. This works fine, but it does give you very long and unhandy codes like this one:\n\nIn this system you have to give both the correct username and the correct password.\nIn this level you will learn the `{and}` command that will make this code a lot shorter and more understandable!\nCheck it out!\n" - 11: - story_text: "You have reached level 11, you're doing great! In the higher levels, Hedy is focussing more and more on teaching you the programming language Python.\nIn Python there is no `{repeat}` command, but there is a command that works like {repeat}. Are you curious to find out how to say `{repeat}` in Python language? Quickly go on to find out!\n" - 3: - story_text: "In the previous level you've learned what a variable is and how you can use it to make your adventures more interactive.\nBut... that's not the only thing you can do with variables! You can also use variables to make lists.\nAnd you can even let Hedy pick a random word out of a list, which allows you to make real games!\nTake a quick look at the next tab!\n" - 9: - example_code: "```\nanswer = {ask} 'Are you ready to learn something new?'\n{if} answer {is} yes\n {print} 'Great! You can learn to use the repeat command in the if command!'\n {print} 'Hooray!'\n {print} 'Hooray!'\n {print} 'Hooray!'\n{else}\n {print} 'Maybe you should practice some more in the previous level'\n" - story_text: "Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two...\nGood news! In this level you will be allowed to put an {if} inside an {if}, or inside a {repeat} command. Putting a block of code inside another block of code is called nesting. ``` Putting a block of code inside another block of code is called nesting.\n" - 2: - story_text: "Congratulations! You've reached level 2. Hopefully you've already made some awesome codes!\nIn the first level you might've notice that the `{echo}` command can only save one bit of information at a time.\nFor example in the restaurant adventure, you could echo what the costumer wanted to eat, or what they wanted to drink, but not both in one sentence.\n\nThat changes in level 2. In level 2 you'll learn to work with variables, that allow you to save multiple pieces of information and print them in any place you want.\nSo let's go to the next tab!\n" - example_code: "**Warning! This code does not work!**\nIn Hedy commands will change sometimes. `{echo}` for example only works in level 1. In this level you'll learn a better way to echo answers back.\n```\n{print} Welcome at Hedy's\n{ask} What would you like to eat?\n{echo} So you want\n{ask} what would you like to drink?\n{echo} So you want\n```\n" - 8: - example_code: "```\n{repeat} 5 {times} {print} 'In the next tab you can repeat multiple lines of code at once!'\n```\n" - story_text: "Now you've learned how to repeat one single line of code. This comes in handy, but it's not always enough. Sometimes you want to repeat multiple lines at once.\nThis level allows you to group a couple of lines of code, and repeat that little group of lines all at once!\n" - 14: - story_text: "With the example code you can calculate if you've passed a subject at school (so, a grade of six or higher).\nYou can see this code is extremely inefficient, due to the very long code in line 5.\nAll the different grades from 1 to 5 had to be programmed separately. Lucky for you, in this level you'll learn how to do this without this extremely long code!\n" - example_code: "```\nfirst_grade = {ask} 'What score did you get on your first test?'\nsecond_grade = {ask} 'What score did you get on your second test?'\nadded = first_grade + second_grade\nmean_grade = added / 2\n{if} mean_grade = 1 {or} mean_grade = 2 {or} mean_grade = 3 {or} mean_grade = 4 {or} mean_grade = 5\n {print} 'Oh no! You have failed the subject...'\n{else}\n {print} 'Great! You have passed the subject!'\n```\n" - 17: - story_text: "Now we are going to change indentation a little bit. Every time that we need an indentation, we need `:` at the line before the indentation.\n\nIn this level you can also use a new command: `{elif}`. `{elif}` is short for ``{else} {if}`` and you need it when you want to make 3 (or more!) options.\nCheck it out!\n" - 5: - example_code: "```\npassword {is} {ask} 'What is the correct password?'\n```\n" - story_text: "In the previous levels you've already learned to use `{at} {random}` which made your games different every time you ran the code.\nBut it's not really interactive, the player doesn't have any influence on what happens in the game.\n\nIn this level you'll learn the `{if}` command, that allows you to give different responses in your program. This way you can program a secret password for your computer for example.\nSo let's go to next tab for the new command!\n" - 18: - story_text: "Congratulations! You have reached the last level of Hedy! The code you have created here can be copied to real Python environments like replit or PyCharm, and you can continue learning there!\nNote however that Python can only read English commands, so if you have been using other languages, you will need to switch to English now.\n" - dice: - default_save_name: Dice - name: Dice - levels: - 3: - story_text_2: "### Exercise\nThe dice in the example above are dice for a specific game. Can you make normal dice?\nOr other special dice from a different game?\n" - example_code_2: "```\nchoices {is} _\n```\n" - example_code: "```\nchoices {is} 1, 2, 3, 4, 5, earthworm\n{print} You threw _ {at} {random} !\n```\n" - story_text: "In this level we can choose from a list. With that we can let the computer choose one side of the die.\nTake a look at the games you have in your closet at home.\nAre there games with a (special) die? You can also copy it with this code.\nFor example, the dice of the game Earthworms with the numbers 1 to 5 and an earthworm on it.\n\n![Die of earthworms with 1 to 5 and an earthworm on it](https://cdn.jsdelivr.net/gh/felienne/hedy@24f19e9ac16c981517e7243120bc714912407eb5/coursedata/img/dobbelsteen.jpeg)\n" - 4: - story_text: "In this level you can also create dice. But this time you can try it yourself, without an example code!\n\n### Exercise\nMake your own dice in this level.\nTip: If you have no idea how to make dice. Take a peek at your dice from the previous level, but don't forget to add quotation marks.\n" - 5: - story_text: "We are going to add the `{if}` and `{else}` commands to our dice!\n\n### Exercise\nComplete the sample code so that the code says \"You can stop throwing\" once you have thrown an earthworm. It should say \"You have to throw again\" if you've thrown anything else.\n**Extra** Maybe you want to recreate a die from a completely different game. That's fine too! Then make up your own reaction, e.g. 'yes' for 6 and 'pity' for something else.\n" - example_code: "```\nchoices {is} 1, 2, 3, 4, 5, earthworm\nthrow {is} choices {at} {random}\n{print} 'you have thrown ' throw\n_ throw {is} earthworm {print} 'You can stop throwing.'\n_ {print} 'You have to throw it again!'\n```\n" - 6: - story_text: "You can also make an Earthworm die again in this, but now you can also calculate how many points have been rolled.\nYou may know that the worm counts 5 points for Earthworms. Now after a roll you can immediately calculate how many points you have thrown.\nThis is the code to calculate points for one die:\n\n### Exercise\nCan you make the code so that you get the total score for 8 dice? To do that, you have to copy and paste some lines of the code.\n" - example_code: "```\nchoices = 1, 2, 3, 4, 5, earthworm\npoints = 0\nthrow = choices {at} {random}\n{print} 'you threw ' throw\n{if} throw {is} earthworm points = points + 5 {else} points = points + throw\n{print} 'those are ' points ' points'\n```\n" - example_code_2: "Did you manage to calculate the score for 8 dice? That required a lot of copy and pasting, right? We are going to make that easier in level 7!\n" - 7: - example_code: "```\nchoices = 1, 2, 3, 4, 5, 6\n_ _ _ _ _ _ _\n```\n" - story_text: "You can also make a dice again in this level. With the `{repeat}` code you can easily roll a whole hand of dice.\n\n### Exercise\nTry to finish the sample code! **Extra** Think of a game you know that involves a dice and program that using a `{repeat}`.\n" - 15: - example_code: "```\noptions = 1, 2, 3, 4, 5, 6\n{print} 'Throw 6 as fast as you can!'\nthrown = 0\ntries = 0\n_\n_\n_\n_\n_\n{print} 'Yes! You have thrown 6 in ' tries ' tries.'\n```\n" - story_text: "### Exercise\nIn this level you can create a little game in which you'll have to throw 6 as fast as possible.\nWe have started the code, it's up to you to get the game to work!\n\nFirstly, add a `{while}` loop that checks if 6 has been thrown or not.\nAs long as you haven't thrown 6 already, throw the dice on a random number.\nPrint what the player has thrown.\nAdd a try to the amount of tries\nWait a second before you throw again, or - in case you've thrown a 6 - before the game ends.\n" - 10: - story_text: "### Exercise\nIs everybody taking too long throwing the dice? In this level you can let Hedy throw all the dice at once!\nChange the names into names of your friends or family, and finish the code.\n" - example_code: "```\nplayers = Ann, John, Jesse\nchoices = 1, 2, 3, 4, 5, 6\n_ _ _ _\n {print} player ' throws ' choices {at} {random}\n {sleep}\n```\n" - description: Make your own dice - elif_command: - description: '{elif}' - levels: - 17: - story_text: "In this level you can also use a new command: `{elif}`. `{elif}` is a combination of the keywords `{else}` and `{if}` and you need it when you want to make 3 (or more!) options.\nCheck it out!\n" - example_code: "```\nprizes = ['1 million dollars', 'an apple pie', 'nothing']\nyour_prize = prizes[{random}]\n{print} 'You win ' your_prize\n{if} your_prize == '1 million dollars' :\n {print} 'Yeah! You are rich!'\n{elif} your_prize == 'an apple pie' :\n {print} 'Lovely, an apple pie!'\n{else}:\n {print} 'Better luck next time..'\n```\n" - name: '{elif}' - default_save_name: elif - for_command: - default_save_name: for - name: '{for}' - levels: - 10: - story_text_2: "### Exercise\nFinish this code by adding `{for} action {in} actions` to line 2.\n" - example_code_2: "```\nactions = clap your hands, stomp your feet, shout Hurray!\n_\n {repeat} 2 {times}\n {print} 'If youre happy and you know it, ' action\n {sleep} 2\n {print} 'If youre happy and you know it, and you really want to show it'\n {print} 'If youre happy and you know it, ' action\n {sleep} 3\n```\n" - example_code: "```\nanimals = dog, cat, blobfish\n{for} animal {in} animals\n {print} 'I love ' animal\n```\n" - story_text: "## For\nIn this level we learn a new code called `{for}`. With `{for}` you can make a list and use all elements.\n`{for}` creates a block, like `{repeat}` and `{if}` so all lines in the block need to start with 4 spaces." - 11: - example_code: "```\n{for} counter {in} {range} 1 {to} 10\n {print} counter\n{print} 'Ready or not. Here I come!'\n```\n" - story_text: "In this level, we add a new form of the `{for}`. In earlier levels, we used `{for}` with a list, but we can also use `{for}` with numbers.\nWe do that by adding a variable name, followed by `{in}` `{range}`. We then write the number to start at, `{to}` and the number to end at.\n\nTry the example to see what happens! In this level again, you will need to use indentations in lines below the `{for}` statements." - 17: - story_text: "Now we are going to change indentation a little bit. Every time that we need an indentation, we need `:` at the line before the indentation.\n" - example_code: "```\n{for} i {in} {range} 1 {to} 10:\n {print} i\n{print} 'Ready or not, here I come!'\n```\n" - 18: - example_code: "```\n{for} i {in} {range}(1,5):\n {print} (i)\n```\n" - story_text: "Lastly, we'll turn `{for} i {in} {range} 1 to 5` into real Python code, like this:\n" - description: '{for} command' - fortune: - levels: - 7: - story_text: "### Exercise\nFinish this program that tells you if your crush loves you back or not.\n" - example_code: "```\n{print} 'I have a flower with magic petals'\n{print} 'If you pick the petals the flower will tell you if your crush loves you back'\namount = {ask} 'How many petals do you want to pick?'\noptions = they love you, they love you not\n_ _ _ _ options {at} {random}\n```\n" - 12: - story_text: "From level 12 on, you will also have to use quotation marks in lists, before and after each item.\n\n### Exercise\nAdd two predictions to the list" - example_code: "```\nfortunes = 'you will slip on a banana peel', _\n{print} 'I will take a look in my crystal ball for your future.'\n{print} 'I see... I see...'\n{sleep}\n{print} fortunes {at} {random}\n```\n" - 1: - story_text: "Have you ever been to a carnival and had your future predicted by a fortune teller? Or have you ever played with a magic eight ball?\nThen you probably know that they can't really predict your future, but it's still fun to play!\n\nIn the upcoming levels you can learn how to create your own fortune telling machine!\nIn level 1 you can start off easy by letting Hedy introduce herself as a fortune teller and let her `{echo}` the players' answers.\nLike this:\n" - example_code: "```\n_ Hello, I'm Hedy the fortune teller!\n_ Who are you?\n_ Let me take a look in my crystal ball\n_ I see... I see...\n_ Your name is\n```\n" - story_text_2: "### Exercise\nCopy the example code into your input screen and fill in the blanks to make the code work.\n**Extra** Change the code and let the fortune teller not only predict your name, but also your age, your favorite sports team or something else about yourself.\n" - 10: - story_text: "In this level you'll learn how to program the game MASH (mansion, apartment, shack, house). In this game you can predict for all the players at once, what their future will look like.\n\n### Exercise\nFil in the blanks by using the new command that you've learned this level.\n" - example_code: "```\nhouses = mansion, apartment, shack, house\nloves = nobody, a royal, their neighbour, their true love\npets = dog, cat, elephant\nnames = Jenna, Ryan, Jim\n_\n {print} name ' lives in a ' houses {at} {random}\n {print} name ' will marry ' loves {at} {random}\n {print} name ' will get a ' pets {at} {random} ' as their pet.'\n {sleep}\n```\n" - 6: - example_code: "```\n{print} 'I am Hedy the fortune teller!'\n{print} 'I can predict how many kids youll get when you grow up!'\nage = {ask} 'How old are you?'\nsiblings = {ask} 'How many siblings do you have?'\nlength = {ask} 'How tall are you in centimetres?'\nkids = length / age\nkids = kids - siblings\n{print} 'You will get ...'\n{sleep}\n{print} kids ' kids!'\n```\n" - story_text: "In this level you can use math in your predictions as a fortune teller. This allows you to make up (silly) formulas to calculate the future.\nFor example you could calculate how rich you'll get or how many kids you will have when you grow up.\n\n\n\n### Exercise\nCan you think of your own (silly) fortune telling machine?\n" - 3: - story_text_2: "### Exercise\nNow, Hedy can only answer yes, no or maybe. Can you give Hedy more answer options, like 'definitely' or 'ask again'.\n" - story_text: "In the previous levels you've created your first fortune telling machine, but Hedy couldn't really predict anything, only `{echo}`.\nIn this level you can use a variable and the `{at} {random}` command to really let Hedy choose an answer for you. Check out this code for instance:\n" - example_code: "```\n{print} I’m Hedy the fortune teller!\nquestion {is} {ask} What do you want to know?\n{print} This is what you want to know: question\nanswers {is} yes, no, maybe\n{print} My crystal ball says...\n{sleep} 2\n{print} answers {at} {random}\n```\n" - 5: - example_code: "```\nfriends {is} Jordan, Lucy, Dave\n{print} 'I can predict if you will win the lottery tomorrow!'\nperson {is} {ask} 'Who are you?'\ngood_answer {is} Hurray! You win!, You will definitely win!, We have a winner!\nbad_answer {is} Bad luck! Try again!, Another person will win, You lose!\n{if} person {in} friends {print} good_answer {at} {random}\n{else} {print} bad_answer {at} {random}\n```\n" - story_text: "### Exercise\nIn the example code you see how to make a fortune teller program that allows you to tip the odds in your favor. This cheating program always tells you that you will win the lottery, but your friends will never win.\n\nUse this to make your own program, be creative! For example you could create a code that predicts that:\n* your favorite sports team will beat all the competitors!\n* your favorite movie will be chosen for movie night!\n* you win tickets to your favorite show!\n* you are the fairest of them all, like Snow White's magic mirror.\nLet your imagination do the work!\n\nYour program has to exist of at least 10 lines of code and need to have at least one `{if}` and `{else}` command.\n" - 4: - example_code: "```\n_ Add the quotation marks to this code _\n{print} Im Hedy the fortune teller!\nquestion {is} {ask} What do you want to know?\n{print} This is your question: question\nanswers {is} yes, no, maybe\n{print} My crystal ball says...\n{sleep} 2\n{print} answers {at} {random}\n```\n" - story_text: "### Exercise\nWe have removed all the quotation marks from this example code, can you add them in all the right places?\n\n### Exercise 2\nGo back to the previous level and copy your fortune teller code. Make the code work in this level by adding quotation marks in the right spots.\n" - 8: - example_code: "```\n{print} 'I am Hedy the fortune teller!'\n{print} 'You can ask me 3 questions.'\nanswers = yes, no, maybe\n_ _ _\n question = {ask} 'What do you want to know?'\n {print} question\n {sleep}\n {print} 'My crystal ball says... ' answers {at} {random}\n```\n" - story_text: "In the next example you can have your fortune teller ask multiple questions and also print them!\n\n### Exercise\nCan you fill in right command on the blanks?\n" - default_save_name: Fortune Teller - description: Let Hedy predict the future - name: Fortune teller functions: - name: functions - description: functions - default_save_name: functions levels: 12: example_code: "```\nsides = 'left', 'right'\nlimbs = 'hand', 'foot'\ncolors = 'red', 'blue', 'green', 'yellow'\n\n{define} turn\n chosen_side = sides {at} {random}\n chosen_limb = limbs _\n chosen_color = colors _\n {print} chosen_side ' ' chosen_limb ' on ' chosen_color\n\n{print} 'Lets play a game of Twister!'\n{for} i {in} {range} 1 to _\n {call} turn\n {sleep} 2\n```\n" - story_text: "In this level you'll learn how to use **functions**. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again.\nTo create a function, use `{define}` and give the function a name. Then put all the lines you want in the function in a indented block under the `{define}` line.\nLeave one empty line in your code to make it look nice and neat. Great job! You have created a function!\n\nNow, whenever we need that block of code, we just use {call} with the function's name to call it up! We don't have to type that block of code again.\n\nCheck out this example code of a game of Twister. The function 'turn' contains a block of code that chooses which limb should go where.\n\n### Exercise\nFinish this code by setting the 2 variables chosen_limb and chosen_color.\nThen, choose how many times you want to call the function to give the twister spinner a spin.\n\n### Exercise 2\nImprove your code by adding a variable called 'people'. Use the variable to give all the players their own command in the game.\nFor example: 'Ahmed, right hand on green' or 'Jessica, left foot on yellow'.\n" 14: example_code: "```\n{define} calculate_new_price {with} amount, percentage\n percentage = percentage / 100\n discount_amount = amount * percentage\n return amount - discount_amount\n\nold_price = {ask} 'How much is on the price tag?'\ndiscount = {ask} 'What percentage is the discount?'\n\nnew_price = _ calculate_new_price {with} old_price, _\n{print} 'The new price is ' new_price ' dollar'\n```\n" - story_text: "In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you.\nYou can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**.\n\nFor example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value.\n\n### Exercise\nFinish this code. We have already made the variable new_price for you, you only need to set it.\nYou should finish the line of code by calling the function that calculates the new price.\n" 13: story_text: "Now that you've learned how to use functions, you'll learn how to use a function with an argument.\nAn **argument** is a variable that is used within a function. It is not used outside the function.\n\nFor example in this code we've programmed the first verse of the song 'My Bonnie is over the ocean'.\nIn this example code the argument 'place' is used. Place is a variable that is only used in the function, so an argument.\nTo use 'place' we have placed `{with} place` after `{define} song` .\nWhen the function is called, computer will replace the argument 'place', with the piece of text after `{call} song {with}`.\n\n### Exercise\nThe next verse of this song goes:\n\n```not_hedy_code\nLast night as I lay on my pillow\nLast night as I lay on my bed\nLast night as I lay on my pillow\nI dreamed that my Bonnie is dead\n```\n\nCan you program this verse in the same way as the example?\n" - example_code: "```\n{define} song {with} place\n {print} 'My Bonnie is over the ' place\n\n{call} song {with} 'ocean'\n{call} song {with} 'sea'\n{call} song {with} 'ocean'\n```\n" - 18: - example_code: "```\n{def} calculate_score(answer, correct_answer):\n {if} answer == correct_answer:\n score = 1\n {elif} answer == '?':\n score = 0\n {else}:\n score = -1\n {return} score\n\nanswer = {input} ('Where can you find the Eiffel Tower?')\ncorrect_answer = 'Paris'\nscore = calculate_score(answer, correct_answer)\n{print} ('Your score is... ', score)\n```\n" - story_text: "Let's make functions the Pythons way! To define a function, we no longer use:\n\n`{define} name_function {with} argument_1, argument_2:`\n\nbut we use:\n\n`{def} name_function(argument_1, argument_2):`.\n\n\nIf you don't want to use arguments, you just leave the space between the parantheses empty.\nTo call a function, we don't need the `{call}` command anymore. You just type the name of the function.\n" - guess_my_number: - description: guess my number - levels: - 14: - example_code: "```\n{print} 'Guess my number'\nnumbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10\nnumber = numbers {at} {random}\ngame = 'on'\n{for} i {in} {range} 1 {to} 10\n {if} game == 'on'\n guess = {ask} 'Which number do you think it is?'\n {if} guess _ number\n {print} 'Lower!'\n {if} guess _ number\n {print} 'Higher!'\n {if} guess _ number\n {print} 'You win!'\n game = 'over'\n```\n" - story_text: "In this level you can program the game 'Guess my number'\n\n### Exercise\nFill in the correct symbols on the blanks to get the game to work.\n" - name: Guess my number - default_save_name: guess my number - hangman: - default_save_name: Hangman - description: Guess the word - name: Hangman - levels: - 17: - example_code: "```\nprint 'Hangman!'\n\n# Set the variables\nanswer = []\nguessed_letters = _\nmistakes_made = _\namount_letters = {ask} _\n_ = 'False'\n\n# Choosing the answer\n{for} _\n letter = {ask} 'Player 1, what is letter ' i '?'\n _\n {add} '_' {to} _\n\n# Player 2 turn\nprint _\nprint _\nprint guessed_letters\n```\n" - story_text: "In this adventure we program a game of hangman. First we make some preparations, then we program the game and in the third part we add a drawing with the turtle.\n\n### Exercise\n***Set the variables*** In this game of hangman, Player 1 chooses an answer and Player 2 has to guess the letters in this answer.\nTo let the computer know all the letters in the word, we will turn the answer into a list of letters. We also do this with the guesses Player 2 makes.\nWe will start the game with 2 empty lists. We have made an empty list for the variable answer for you. Now make an empty list for guessed_letters as well.\nThen we fill in how many mistakes were made. At the start of the game, this should be 0.\nThe variable `amount_letters` tells us how many letters are in the answer. Ask Player 1 to tell us how many letters their word has.\nLastly we tell the computer if the game is over. We use the variable `game_over` and set it to `False`.\n\n***Choosing the answer*** We want Player 1 to be able to choose the answer. We'll ask them, as many times as necessary, what the next letter is.\nThen we add that letter to the answer. Lastly, we add an empty _ to the list of guessed letters, so we get as many _s as there are letters in the answer.\n\n***Player 2's turn***\nTell Player 2 its their turn. Then tell Player 2 how many letters there are in the answer. Finally, print the list of `guessed_letters`.\n\n***Go to the next tab*** Now that all the starting variables are set, we can start programming the game itself. Check out the next tab to learn how!\n" - hangman_2: - default_save_name: Hangman_2 - description: Hangman 2 - levels: - 17: - story_text: "Now it's time to program the hangman game.\n\n### Exercise\n\n***Paste your code*** Copy your code from the previous tab and paste the code in the programming field.\n\n***The game*** This games continues playing until Player 2 is game over. Fill in the while command accordingly. Now, Player 2 is allowed to guess a letter, so ask Player 2 to guess a letter.\nWe need to check if their answer is correct, so check if their `guess` is (somewhere) in the (list) `answer`. Then we let the computer figure out which of the letter(s) is the guess. We have already programmed that part for you.\nNext we want to compliment the player for finding a correct letter and we want to print the list `guessed_letters`, so the player can see their progress.\n\nThe next part we're going to program is what happens when the player has guessed all of the letters. So if their list of `guessed_letters` is the same as our list `answer`.\nIf the lists are the same, congratulate Player 2 with their victory and set the variable `game_over` to `True`.\n\nNext we'll program what happens when Player 2 guesses wrong (so the `{else}` command). First, tell the player that their guess was wrong. Then increase the `mistakes_made` variable by 1.\n\nFor the last part we'll program what happens when Player 2 has made 10 mistakes. We'll print that Player 1 has won the game. Then we'll print the correct answer. And finally, we'll set our `game_over` variable to `True`, so the game stops.\n\n***Go to the next tab*** Amazing work! Your game is playable, but wouldn't it be fun if the hangman was actually drawn when Player 2 makes a mistake..?\n" - example_code: "```\n# Paste your code here\n\n# The game\n{while} game_over _\n guess = _\n {if} _\n {for} i {in} {range} 1 {to} amount_letters:\n if answer[i] == guess:\n guessed_letters[i] = guess\n {print} _\n {if} guessed_letters == _:\n {print} _\n game_over = _\n {else}:\n {print} _\n mistakes_made _\n {if} _ == 10:\n {print} _\n {print} _\n _\n```\n" - name: Hangman 2 - hangman_3: - default_save_name: Hangman_3 - levels: - 17: - example_code: "```\n# Create a function that draws the hangman\n{define} draw_hangman {with} step:\n {if} step == 1:\n {color} white\n {forward} -100\n {turn} 90\n {forward} -50\n {color} black\n {forward} 100\n {forward} -50\n\n {if} step == 2:\n _\n# Paste your hangman game here\n\n```\n" - story_text: "In a game of hangman the mistakes are shown by drawing a part of the hangman each time a mistake has been made.\nWe now add those drawings with our turtle!\n\n### Exercise\n***Create a function that draws the hangman*** Create a function that draws the hangman in 10 steps. We have already made step 1 for you.\n\n***Test the function*** Test the function by calling the function with 10. If you are happy with the function, remove the line that calls the function for now. We will call the function when the player makes a mistake.\n\n***Paste your hangman game under your function*** Go back to the previous tab and copy your hangman game. Paste the game underneath your function.\n\n***Call the function when the player makes a mistake*** Under the line `mistakes_made = mistakes_made + 1` we will call the function. We want the turtle to take the same amount of steps as the player has made mistakes, so we call the function with `mistakes_made` as argument.\n\n***Enjoy your game!***\n
\n The hangman could look like this \n
\n" - description: Hangman 3 - name: Hangman 3 - harry_potter: - default_save_name: Harry Potter - name: Harry Potter - levels: - 10: - story_text: "### Exercise\nWe can also make a Harry Potter themed fortune teller. Fill in blanks such that 9 lines are printed.\n**Extra** Change the theme of the fortune teller into something else, such as your favorite book, film or tv show.\n" - example_code: "```\nhouses = Gryffindor, Slytherin, Hufflepuff, Ravenclaw\nsubjects = potions, defence against the dark arts, charms, transfiguration\nfears = Voldemort, spiders, failing your OWL test\nnames = Harry, Ron, Hermione\n_\n_ {print} name ' is placed in ' houses {at} {random}\n_ {print} name ' is great at ' subjects {at} {random}\n_ {print} name 's greatest fear is ' fears {at} {random}\n```\n" - description: Harry Potter adventures - haunted: - description: Escape from the haunted house - default_save_name: Haunted House - levels: - 11: - example_code: "```\n{print} 'Escape from the Haunted House!'\nmonsters = zombie, vampire, giant spider\n_\n {print} 'Room ' i\n monster = monsters {at} {random}\n```\n" - story_text: "In this level we've changed the `{for}` command so we can tell the player where they are. \n\n### Exercise 1\nFinish the program so the player knows which room they are in.\n\n### Exercise 2\nMake the program into an adventure by following these steps:\n\n1. Make a list of choices (like: fight or flight)\n2. Make sure the player can choose an option with `{ask}`\n3. Is answer correct? Then they may proceed to the next monster. Do they give a wrong answer? Let the player know with a `{print}`. \n\n**Extra** If you make a wrong choice, a monster is still shown! How could you change that?\n" - 9: - story_text: "In this level you can use nesting, which allows you to make the haunted house even more interactive!\n\n### Exercise\nNow it's very hard to win this game, can you make it easier to win?\nChange your code so it only has one wrong door and two correct doors instead of one correct door and two wrong ones? \nTip: This means changing the variable correct_door into wrong_door, and switching the `{if}` and `{else}` code.\nAnd of course you may also change the story and make it your own. Change the monsters or make it a happy game show where you get a gift!\n" - example_code: "```\n{print} 'Escape from the Haunted House!'\nplayer = alive\ndoors = 1, 2, 3\nmonsters = zombie, vampire, giant spider\n{repeat} 3 {times}\n {if} player {is} alive\n correct_door {is} doors {at} {random}\n {print} 'There are 3 doors in front of you...'\n chosen_door = {ask} 'Which door do you choose?'\n {if} chosen_door {is} correct_door\n {print} 'No monsters here!'\n {else}\n {print} 'You are eaten by a ' monsters {at} {random}\n player = dead\n {else}\n {print} 'GAME OVER'\n{if} player {is} alive\n {print} 'Great! You survived!'\n```\n" - 14: - example_code: "```\n{print} 'Escape from the haunted house'\nlives = 3\ndoors = 1, 2, 3\nmonsters = 'the wicked witch', 'a zombie', 'a sleeping 3 headed dog'\n{for} i {in} {range} 1 {to} 10\n {if} lives _\n good_door = doors {at} {random}\n monster = monsters {at} {random}\n chosen_door = {ask} 'Which door do you choose?'\n {if} good_door == chosen_door\n {print} 'You have chosen the correct door'\n {else}\n {print} 'You see...' monster\n {if} monster == 'a sleeping 3 headed dog'\n {print} 'Pffieuw.... Its asleep'\n {else}\n {print} 'You lose one life'\n lives = _\n {else}\n {print} 'GAME OVER'\n```\n" - story_text: "### Exercise\nIn this level you can use the `<` and `>` symbol to introduce lives to your game.\nMake sure the player loses a life when they come across the wrong monster and that the game stops if you have no lives left.\n" - 5: - example_code: "```\n{print} 'Escape from the haunted house!'\n{print} 'There are 3 doors in front of you...'\ndoors {is} 1, 2, 3\nmonsters {is} werewolf, mummy, vampire, zombie\nchosen_door {is} {ask} 'Which door do you choose?'\n{print} 'You chose door...' chosen_door\n{sleep}\ncorrect_door {is} doors {at} {random}\n_ _ _ _ {print} 'Great! Youve escaped!'\n{else} {print} 'Oh no! You are being eaten by a...' monsters {at} {random}\n```\n" - story_text: "Up until this level the haunted house game always asked the player to choose a door, but as you might have noticed, they didn't really have to answer correctly.\nIf the player filled in a completely random answer, the game would still work and the player might even win (despite not picking a door).\nIn this level you can only win the game by picking the same door Hedy picked randomly.\n\n### Exercise\nCan you find the 4 missing words to complete the code?\n" - 1: - story_text: "In this adventure you are working towards making a game in which you have to escape from a haunted house by picking the correct door.\nIf you pick the right door you'll survive, but if not a terrible monster might...\n\nIn level 1 we start our haunted house game by making up a scary story and ask the player what monster they'll see in the haunted house.\n" - example_code: "```\n{print} How did I get here?\n{print} I remember my friend telling me to go into the old mansion...\n{print} and suddenly everything went black.\n{print} But how did I end up on the floor...?\n{print} My head hurts like Ive been hit by a baseball bat!\n{print} What's that sound?\n{print} Oh no! I feel like Im not alone in this house!\n{print} I need to get out of here!\n{print} There are 3 doors in front of me..\n{ask} Which door should i pick?\n{echo} I choose door\n{print} ...?\n```\n" - story_text_2: "### Exercise\nCopy the example code to your input screen by clicking the yellow button.\nNow finish the story by adding at least 5 lines of code.\nRemember to start each line of codes with a `{print}` command.\n" - 16: - story_text: "### Exercise\nThis haunted house game uses the connection between the lists you can use in this level.\nFor example: all the properties that belong to the zombie are first in all the lists, witch second and vampire third.\nCheck out the code and fill in `weapons[i]`, `monsters[i]` , `bad_fate[i]`, `good_fate[i]`, `hint[i]` on the correct blanks to get the code to work!\n" - example_code: "```\nnumbers = [1, 2, 3]\ni = numbers[{random}]\nhint = ['growling', 'a cackling laugh', 'fluttering batwings']\nmonsters = ['zombie', 'witch', 'vampire']\nbad_fate = ['Your brain is eaten', 'You are forever cursed', 'You are bitten']\ngood_fate = ['You throw the ham. The zombie is distracted and starts eating it.', 'You set the curtains on fire. The witch flees out of fear for the fire', 'The vampire hates garlic and flees']\nweapons = ['ham', 'lighter', 'garlic']\n{print} 'You are standing in front of an old mansion'\n{print} 'Something is not right here'\n{print} 'You hear ' _\n{print} 'You are going to explore it'\n{print} 'You enter the kitchen and see a lighter, a raw ham and a garlic.'\nyour_weapon = {ask} 'What do you bring with you?'\n{print} 'With your ' your_weapon ' you enter the living room'\n{print} 'There you find a ' _\nneeded_weapon = _\n{if} your_weapon == needed_weapon\n {print} 'You use your ' your_weapon\n {print} _\n {print} 'YOU WIN!'\n{else}\n {print} 'You have chosen the wrong weapon...'\n {print} _\n {print} 'GAME OVER'\n```\n" - 3: - example_code: "```\n_ Escape from the haunted house!\n_ There are 3 doors in front of you...\n_ _ _ Which door do you choose?\n_ You picked door ... choice\nmonsters _ a zombie, a vampire, NOTHING YOUVE ESCAPED\n_ You see...\n{sleep}\n_ _ _ _\n```\n" - story_text: "In the previous levels you've made an introduction to your haunted house game, but as you might have noticed the story would always have a dreadful end.\nIn this level you can make your story more interactive by changing the outcome of the game; sometimes you'll get eaten, sometimes you'll escape!\nLet Hedy decide randomly!\n\n### Exercise\nCopy the example codes and fill in the blanks to make it work!\n\n**Extra** This story is pretty straight forward, maybe you can spook it up a bit by adding a more exciting story.\nAlso you have very limited outcomes right now, there are only 3 options of what's behind the doors. Maybe you can think of more monsters to add to the list!\n" - 2: - story_text_2: "### Exercise\nIn the example above the monsters are predetermined. So each time you run your code, the output is the same.\nCan you add `{ask}` commands to make the haunted house interactive and have the players choose the monsters they come across?\n" - example_code_2: "```\nmonster_1 {is} _\nmonster_2 {is} _\nmonster_3 {is} _\n{print} You enter the haunted house.\n{print} Suddenly you see a monster_1\n{print} You run into the other room...\n{print} But a monster_2 is waiting there for you!\n{print} Oh no! Quickly get to the kitchen.\n{print} But as you enter monster_3 attacks you!\n```\n" - example_code: "```\nmonster_1 {is} 👻\nmonster_2 {is} 🤡\nmonster_3 {is} 👶\n{print} You enter the haunted house.\n{print} Suddenly you see a monster_1\n{print} You run into the other room...\n{print} But a monster_2 is waiting there for you!\n{print} Oh no! Quickly get to the kitchen.\n{print} But as you enter monster_3 attacks you!\n```\n" - story_text: "In this haunted house you can choose your monsters with emojis. Of course you could also use words.\n" - 4: - example_code: "```\n_ Add quotation marks to this code _\n{print} Escape from the haunted house!\n{print} There are 3 doors in front of you...\nchoice {is} {ask} Which door do you choose?\n{print} You picked door ... choice\nmonsters {is} a zombie, a vampire, NOTHING YOUVE ESCAPED\n{print} You see...\n{sleep}\n{print} monsters {at} {random}\n ```\n" - story_text: "In this level you learn how to use quotation marks in your games.\n\n### Exercise\nCan you make your Haunted House level 4 proof?\n\n### Exercise 2\nGo back to the previous level and copy your haunted house code. Make the code work in this level by adding quotation marks in the right spots.\n" - name: Haunted House - hotel: - description: hotel - default_save_name: hotel - levels: - 13: - example_code: "```\n{define} welcome_message {with} title, last_name, country, room_number\n {print} 'Welcome to Hotel Hedy, ' title ' ' last_name\n nice_trip {is} {ask} 'Did you have a nice trip from, ' country '?'\n {if} nice_trip {is} 'yes'\n {print} 'Lovely!'\n {else}\n {print} 'Sorry to hear that.'\n {print} 'Hopefully you can take a nice rest in you room.'\n {print} 'Your room number is ' room_number\n\n{print} 'Hello. Please fill in your information to check in.'\ntitle = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?'\nname = {ask} 'What is you last name?'\nhomecountry = {ask} 'What country do you come from?'\n\n{call} welcome_message {with} title, name, homecountry, 105\n```\n\ntitle = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?'\nname = {ask} 'What is you last name?'\nhomecountry = {ask} 'What country do you come from?'\n\n{call} welcome_message {with} title, name, homecountry, 105\n" - story_text: "In the previous adventure you have learned how to use an argument in a function, and you've learned how to combine it with an {ask}.\nYou might have wondered why you would use functions, because the functions in the example were only one line of code.\nNow we will show you what a bigger function looks like and we will use multiple agruments now as well. You'll see how much better it is to use a function once the function gets bigger.\nHere is an example of a function with arguments combined with {ask} commands.\n" - name: hotel - is_command: - default_save_name: is_command - levels: - 2: - story_text: "## Variables\nYou can name a word with `{is}`. This is called a **variable**. In this example we made a variable called name and a variable called age. You can use the word name anywhere in your code and it will be replaced by Hedy, like this:\n" - example_code_2: "```\nfavorite_animal {is} _\n{print} I like favorite_animal\n```\n" - story_text_2: "### Exercise\nTime to make your own variables!\nIn the example code we made an example of the variable `favorite_animal`. In line 1 the variable is set, and in line 2 we used the variable in a `{print}` command.\nFirstly, finish our example by filling in your favorite animal on the blank. Then make at least 3 of these codes yourself. Pick a variable, and set the variable with the `{is}` command. Then use it with a `{print}` command, just like we did.\n" - example_code: "```\nname {is} Hedy\nage {is} 15\n{print} name is age years old\n```\n" - 6: - story_text: "We also make a change in storing a word in a variable! You may now use `=` instead of `{is}` when we store a name or a number in a variable, like this:\n" - example_code: "```\nname = Hedy\nanswer = 20 + 4\n```\n" - 14: - story_text_3: "You can also compare if something is *not* equal to something else using `!=` like this:\n" - example_code_2: "```\nname = {ask} 'What is your name?'\n{if} name == 'Hedy'\n {print} 'You are cool!'\n```\n" - story_text: "We are going to learn more new items. You might know them already from mathematics, the `<` and `>`.\nThe `<` checks if the first number is smaller than the second, for example age `<` 12 checks if age is smaller than 12.\nIf you want to check if the first number is smaller or equal to the second, you can use `<=`, for example age `<=` 11.\nThe `>` checks if the first number is bigger than the second, for example points `>` 10 checks if points is larger than 10.\nIf you want to check if the first number is bigger or equal to the second, you can use `>=`, for example points `>=` 11.\nYou use these comparisons in an `{if}`, like this:\n" - example_code_3: "```\nname = {ask} 'What is your name?'\n{if} name != 'Hedy'\n {print} 'You are not Hedy'\n```\n" - example_code: "```\nage = {ask} 'How old are you?'\n{if} age > 12\n {print} 'You are older than I am!'\n```\n```\nage = {ask} 'How old are you?'\n{if} age < 12\n {print} 'You are younger than me!'\n{else}\n {print} 'You are older than me!'\n```\n" - story_text_2: "From this level on, if you want to compare exactly, you can use two equal signs. This is what most programming languages do:\n" - description: introducing {is} command - name: '{is}' - language: - description: Practice words in a foreign language - name: Language - levels: - 5: - story_text: "Make your own program to practice your vocabulary in a new language.\n\n### Exercise\nMake the code longer by adding at least 3 more words for the player to learn.\n**Extra** Of course, you can choose to use a different language than French. You can change to code to any language you'd like to learn.\n" - example_code: "```\n{print} 'Learn French!'\ncat {is} {ask} '🐱'\n{if} cat {is} chat {print} 'Terrific!'\n{else} {print} 'No, cat is chat'\nfrog {is} {ask} '🐸'\n{if} frog {is} grenouille {print} 'Super!'\n{else} {print} 'No, frog is grenouille'\n```\n" - 16: - story_text: "### Exercise\nTake a look at the example code. This is a program to practise French vocabulary. Now make your own program to practice your vocabulary in a new language.\nIf you don't know any other languages, you can use Google translate or you can use emojis and your native language.\n" - example_code: "```\nfrench_words = ['bonjour', 'ordinateur', 'pomme de terre']\ntranslation = ['hello', 'computer', 'potato']\nscore = 0\n{for} i {in} {range} 1 {to} 3\n answer = {ask} 'What does ' french_words[i] ' mean?'\n correct = translation[i]\n {if} answer == correct\n {print} 'Correct!'\n score = score + 1\n {else}\n {print} 'Wrong, ' french_words[i] ' means ' translation[i]\n{print} 'You gave ' score ' correct answers.'\n```\n" - default_save_name: Language music: - default_save_name: music levels: - 7: - example_code: "```\n{print} 'Twinkle Twinkle Little Star'\n{repeat} 2 {times} {play} C4\n{repeat} 2 {times} {play} G4\n_\n```\n" - story_text: "Using the `{repeat}` command can make your codes for melodies a lot shorter!\n\n### Exercise\nFinish the code for Twinkle Twinkle Little Star by using the `{repeat}`command.\nThen go back to the songs you've made in the previous levels. Can you shorten those codes too?\n" 6: - example_code: "```\nnumber = {ask} 'Say a starting number between 1 and 67'\n{print} number\n{play} number\nnumber = number + 1\n{print} number\n{play} number\nnumber = number + 1\n{print} number\n{play} number\n```\n" story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\n This calls for musical maths! Try out the example code a couple of times with different starting numbers. \nThen, see if you can compose a song using the numbers.\n" - 9: - story_text: "From this level on you can - among other things - use a {repeat} command inside a {repeat} command.\nThat makes songs like 'Happy birthday' even shorter!\n\n### Exercise\nFinish the song!\n" - example_code: "```\nfirst_time = yes\n{repeat} 2 {times}\n {repeat} 2 {times}\n {play} C\n {play} D\n {play} C\n {if} first_time {is} yes\n {play} F\n {play} E\n first_time {is} no\n {else}\n _\n```\n" - 4: - example_code: "```\n{print} 'Mary had a little lamb'\n{play} E\n{play} D\n{play} C\n{play} D\n{play} E\n{play} E\n{play} E\n{clear}\n{print} 'Little lamb, little lamb'\n{play} D\n{play} D\n{play} D\n{play} E\n{play} E\n{play} E\n{clear}\n{print} 'Mary had a little lamb'\n{play} E\n```\n" - story_text: "Use the `{clear}` command to create a karaoke machine!\n\n### Exercise\nFinish the karaoke version of 'Mary had a little lamb'.\nThen, create a karaoke version of any song you'd like!\n" - 3: - example_code: "```\nnotes {is} A4, B4, C4\n{play} notes {at} {random}\n{play} notes {at} {random}\n{play} notes {at} {random}\n```\n" - story_text: "Create a random melody!\n\n### Exercise\nThe example code creates a random melody, but it's very short and not many notes are used.\nAdd more notes to the list and create a longer melody by copying the last line a couple more times.\n" - 13: - example_code: "```\n{print} 'Yankee Doodle'\n{define} _ {with} note_1, note_2, note_3\n {play} C4\n {play} C4\n {play} D4\n {play} E4\n {play} _\n {play} _\n {play} _\n\n{call} line_1 {with} 29, 31, 30\n{call} line_1 {with} 29, 28, 0\n{call} line_1 {with} 32, 31, 30\n\n{play} C4\n{play} B3\n{play} G3\n{play} A3\n{play} B3\n{play} C4\n{play} C4\n```\n" - story_text: "You can use a function with an argument for songs that have line that are almost the same, but slightly different each time.\nOne example is the song 'Yankee Doodle'. The first 4 notes of the first lines are the same, but each time they are followed by a different couple of notes.\n\n### Exercise\nCan you finish the song of Yankee Doodle?\nCan you think of another song to program this way?\n" - 14: - story_text: "You can program music for fun, but you can also use the musical notes to make something useful like a fire alarm!\n\n### Exercise\nMake sure the fire alarm rings when there is a fire!\n" - example_code: "```\n{define} fire_alarm\n {print} 'FIRE!'\n note = 40\n {for} i {in} {range} 1 {to} 100\n {if} note _ 50\n note = note + 5\n {play} _\n {else}\n note = 40\n\nfire = {ask} 'Is there a fire?'\n{if} fire _ 'yes'\n {call} fire_alarm\n```\n" - 5: - story_text: "You don't always have to use the `{play}` command to play a whole song, sometimes you just want to play one note.\nFor example, if you want to make a quiz, you can play a happy high note if the answer is right and a sad low note if the answer is wrong.\n\n### Exercise\nFinish the first question by adding a line of code that plays a C3 note if the wrong answer is given.\nThen think of 3 more questions to add to this quiz.\n" - example_code: "```\nanswer {is} {ask} 'What is the capital of Zimbabwe?'\n{if} answer {is} Harare {play} C6\n_\n```\n" - 2: - story_text_2: As you can see, you can also use the `{sleep}` command to add a little pause in the song. - example_code_2: "```\n{print} Twinkle Twinkle Little Star\n{play} C\n{play} C\n{play} G\n{play} G\n{play} A\n{play} A\n{play} G\n{sleep} 1\n{play} F\n{play} F\n```\n" - example_code: "```\n{print} Old Mac Donald had a farm\n{play} C5\n{play} C5\n{play} C5\n{play} G4\n{play} A4\n{play} A4\n{play} G4\n```\n" - story_text: "### Exercise\nFinish the songs! We have started the codes for some melodies.\n" - 1: - story_text: "In this level you'll learn how to use the `{play}` command to play a tune!\n\nType `{play}` followed by the note you want to play. The scale goes C-D-E-F-G-A-B.\nAs you can see there are 7 different letters, but we can play more than just 7 notes.\nType a number between 1 and 10 behind the letter to choose the scale, for example after B4 comes C5.\nC1 is the lowest note you can play, C10 is the highest.\n\n### Exercise\nTry out the example code and then play around with it! Can you create your own melody?\nIn the next level you'll learn how to play some existing songs." - example_code: "```\n{play} C4\n{play} D4\n{play} E4\n{play} F4\n{play} G4\n{play} A4\n{play} B4\n{play} C5\n```" - 17: - story_text: "You can use the {elif} to create different options.\n\n### Exercise\nFirstly, add colons to get the code to work.\nThen finish this code by adding at least 2 other songs for other moods. For example a happy song and an angry song.\n" - example_code: "```\n{define} scary_song\n {for} i {in} {range} 1 {to} 3\n {play} G\n {play} E\n {sleep} 2\n {for} i {in} {range} 1 {to} 3\n {play} F\n {play} D\n\nmood = {ask} 'Which emotion are you feeling?'\n{if} mood {is} 'fear'\n {call} scary_song\n{elif} _\n```\n" - 18: - story_text: "### Exercise\nEven in this last level of Hedy we can make some music! Be careful of all the syntax that is needed now.\nTake a good look at how the functions are defined and called upon in the example code.\nFinish the song!\n" - example_code: "```\n{def} line_1():\n {for} i {in} {range}(1, 5):\n {play} A\n {play} D\n {play} F\n {play} A\n\n{def} line_2():\n {for} i {in} {range}(1, 5):\n {play} G\n {play} C\n {play} E\n {play} G\n\n{def} line_3():\n_\n\n{print} ('The drunken sailor')\n{print} ('What shall we do with the drunken sailor?')\nline_1()\nline_2()\nline_3()\n{print} ('Early in the morning')\n```\n" - 15: - example_code: "```\n{define} song\n {play} _\n\nyes_or_no = {ask} 'Do you want to hear my never-ending song?'\n{while} yes_or_no = 'yes'\n {call} song\n {print} '🥳'\n```\n" - story_text: "**Warning** This adventure can become extremely annoying!\nWe can also use the {while} command to repeat a song forever.\n\n### Exercise\nFinish the never-ending song.\n" - 8: - example_code: "```\n{print} 'Brother John'\n{repeat} 2 {times}\n {play} C\n {play} D\n {play} E\n {play} C\n{repeat} 2 {times}\n {play} E\n {play} F\n {play} G\n {sleep} 1\n```\n" - story_text: "Now that we can use the `{repeat}` command for multiple lines, we can make songs even more easily!\n\n### Exercise\nFinish the song of Brother John (Frère Jacques). Don't forget to use `{repeat}`!\n" - 16: - story_text: "Upgrade your Old MacDonald code!\n\n### Exercise\nTake your code from the 'Sing a Song' adventure and add musical notes to it!\nYou can make a function for each line in the song and call that function after the line is printed.\nWe defined the first line for you and called it in the code. Can you finish the whole song?\n" - example_code: "```\n{define} line_1\n {for} i {in} {range} 1 {to} 3\n {play} G\n {play} D\n {for} i {in} {range} 1 {to} 2\n {play} E\n {play} D\n\nanimals = ['pig', 'dog', 'cow']\nsounds = ['oink', 'woof', 'moo']\nfor i in range 1 to 3\n animal = animals[i]\n sound = sounds[i]\n print 'Old MacDonald had a farm'\n call line_1\n print 'E I E I O!'\n _\n```\n" - 12: - story_text: "Use functions in your songs! As you can see in the example code, you can make a function for each line of Twinkle Twinkle Little Star. Once you've programmed the first three lines, all you have to do is call the functions in the order you want them played in.\n\n### Exercise\nFinish the song of Twinkle Twinkle Little Star.\nThen look back at all the songs you've programmed in the levels before, can you make those codes better and shorter using functions too?\n" - example_code: "```\n{define} first_line\n {play} C\n {play} C\n {play} G\n {play} G\n {play} A\n {play} A\n {play} G\n {sleep}\n\n{define} second_line\n {play} F\n {play} F\n {play} E\n {play} E\n {play} D\n {play} D\n {play} C\n {sleep}\n\n{define} third_line\n {play} G\n {play} G\n {play} F\n {play} F\n {play} E\n {play} E\n {play} D\n {sleep}\n\n{call} _\n{call} _\n{call} _\n{call} _\n{call} _\n{call} _\n```\n" - name: music - description: Play a tune! - parrot: - levels: - 1: - example_code: "```\n{print} Im Hedy the parrot\n{ask} whats your name?\n{echo}\n{echo}\n```\n" - story_text_2: "### Exercise\nCopy the example code to your input screen by clicking on the yellow button.\nMake the parrot ask a different question. Fill in the blanks in the example!\n**Extra** You can also let the parrot ask multiple questions. Type in some more lines of code beneath your own code.\n" - story_text: "Create your own online pet parrot that will copy you!\n" - example_code_2: "```\n{print} Im Hedy the parrot\n{ask} _\n{echo}\n{echo}\n" - 2: - story_text_2: "### Exercise\nFirstly, finish line 2 with an `{is}` and an `{ask}` command.\nThen fill in a `{sleep}` command on line 4 and 6 to let the parrot stay quiet for a little bit.\n\n**Extra** Can you make the parrot ask for more then only your name by adding more lines of code?\n" - story_text: "In the previous level you've made a parrot that will repeat after you. In this level we'll make the parrot interactive using a variable and `{ask}` command.\nWe will also make the parrot more life-like by adding `{sleep}` commands after something is said.\n" - example_code: "```\n{print} Im Hedy the parrot\nname _ _ what is your name?\n{print} name\n_\n{print} squawk\n_\n{print} name\n```\n" - 3: - story_text: "Teach your parrot a new word with `{add}`.\n### Exercise\nCan you add the `{add} {to_list}` command to get the code to work?\n" - example_code: "```\nwords {is} squawk, Hedy\n{print} Train your parrot!\nnew_word {is} {ask} Which word do you want to teach them?\n_ new_word _ words\n{print} 🧒 Say new_word, Hedy!\n{print} 🦜 words {at} {random}\n```\n" - 4: - story_text: "In this level we have to use quotation marks with the commands `{ask}` and `{print}`.\n### Exercise\nComplete the code by filling in quotation marks on the blanks.\n" - example_code: "```\nwords {is} squawk, Hedy\n{print} _ Train your parrot! _\nnew_word {is} {ask} _ Which word do you want to teach them? _\n{add} new_word {to_list} words\n{print} _ 🧒 Say _ new_word _, Hedy!_\n{print} _ 🦜 _ words {at} {random}\n```\n" - 5: - story_text: "Reward your parrot if it says the correct word!\n\n### Exercise\nFinish the code by filling in the 4 missing commands.\n" - example_code: "```\nwords {is} squawk, Hedy\n{print} 'Train your parrot!'\nnew_word {is} {ask} 'Which word do you want to teach them?'\n{add} new_word {to_list} words\nsaid_word {is} words {at} {random}\n{print} '🧒 Say ' new_word ', Hedy!'\n{print} '🦜 ' said_word\n_ said_word {is} new_word _ '🧒 Great job, Hedy! 🍪'\n_ _ '🧒 No, Hedy! Say ' new_word\n```\n" - description: Create your own online pet parrot that will copy you! - name: Parrot - default_save_name: Parrot - pressit: - name: Key presses - default_save_name: Pressed - levels: - 7: - example_code: "```\n{if} x {is} {pressed} {forward} 15 {else} {turn} 90\n```\n" - story_text: "Now that you have learned about `{repeat}`, we can press keys multiple times.\nYou can use it to make the turtle walk forward and turn.\n\n### Exercise\nThe code you have seen in level 5 only checks the key once. Copy the example code and add a `{repeat}` to it, so that you can press the keys many times.\nUse this code to draw something nice.\n" - 5: - story_text_2: "You can also link turtle commands to keys.\n\n### Exercise\nCopy the lines a few times so you can create a larger drawing.\n" - story_text: "In this level there is another new keyword: `{pressed}`!\nWith `{pressed}` you can use keys on your keyboard to control what lines are used.\n\n### Exercise\nLook at the example and add one more line of code that reacts to a key press.\n" - example_code: "```\n{print} 'Do you want a good (g) or bad (b) ending?'\n{if} g {is} {pressed} {print} 'They lived happily ever after ❤'\n{else} {print} 'The prince was eaten by a hippopotamus 😭'\n```\n" - example_code_2: "```\n{if} y {is} {pressed} {forward} 15\n{else} {turn} 90\n```\n" - 9: - example_code: "```\npoints = 0\nletters = a, b, c, d, e\n{repeat} 10 {times}\n letter = _ _ _\n {print} 'Press the letter ' letter\n {if} letter {is} {pressed}\n _\n _\n _\n```\n" - story_text: "Now that you know how to combine statements, you can create a touch type tool with `{pressed}`.\n\n### Exercise\nFinish the code. Each time a random letter should be chosen, which you have to press. You get a point for a correct press, and and two points deduction for a wrong press.\n**Extra** Clear the screen after each letter, and show the user how many points they have scored.\n" - description: Try linking a keyboard key to a command! - quotation_marks: - default_save_name: quotation_marks - levels: - 4: - story_text_2: "## Contractions\nImportant! Mind that now that we're using quotation marks, Hedy will get confused when you use the apostrophe for contractions like I'm or What's.\nMake sure to remove those apostrophes and change the spelling to I am or What is.\nCheck out the example code to see the wrong way of using apostrophes.\n" - example_code: "```\n{print} 'You need to use quotation marks from now on!'\nanswer {is} {ask} 'What do we need to use from now on?'\n{print} 'We need to use ' answer\n```\n" - story_text: "## 'Quotation marks'\nIn level 4 `{ask}` and `{print}` have changed.\nYou must put text that you want to print between quotation marks.\nThis is useful, because now you can print all the words you want. Also the words you used to store something with `{is}`.\nMost programming languages also use quotation marks when printing, so we are also getting a step closer to real programming!\n" - example_code_2: "```\n_ This is the wrong way of using apostrophes _\n{print} 'I'm babysitting my sister's kids'\n{print} 'What's more fun than that?'\n```\n" - 12: - story_text_4: "**Numbers don't need quotation marks**\nFor numbers, you do not use quotation marks in the `=`:\n" - example_code: "```\nname = 'Hedy the Robot'\n{print} 'Hello ' name\n```\n" - example_code_4: "```\nscore = 25\n{print} 'You got ' score\n```\n" - example_code_2: "```\nsuperheroes = 'Spiderman', 'Batman', 'Black Widow'\n{print} superheroes {at} {random}\n```\n" - story_text: "**All texts need to be in quotation marks**\nFor this level on you will also have to use quotation marks when storing a text with `=`:\n" - story_text_3: "**All text after `{if}` comparisons need quotation marks too**\n" - example_code_3: "```\nname = {ask} 'What is your name?'\n{if} name = 'Hedy the Robot'\n {print} 'Hi there!'\n```\n" - story_text_2: "**All items in lists need quotation marks too**\nLists are texts, so they need quotation marks too. Mind that each single item on the list has quotation marks.\nThis allows you to save two words as 1 item on the list, for example 'Black Widow'.\n" - description: Introduction quotation marks - name: "'quotation marks'" - restaurant: - levels: - 1: - story_text: "In level 1 you can make your own virtual restaurant and take your guests' orders.\n" - example_code_2: "```\n{print} Welcome to Hedy's restaurant 🍟\n_ What would you like to order?\n{echo} So you would like to order\n{print} Thank you for your order!\n{print} It's on its way!\n```\n" - story_text_2: "### Exercise\nCopy the example code into your input screen by clicking the yellow button.\nFirstly, fill in the correct command on the blanks to make to code work properly.\nThen add at least 4 more lines of code to the restaurant program.\nAsk the costumer what they would like to drink and ask if they want to pay with cash or card.\nLastly, think of a nice way to say goodbye to your costumer.\n" - 3: - example_code_2: "```\n{print} Welcome to your own random restaurant!\nstarters {is} _\nmains {is} _\ndesserts {is} _\ndrinks {is} _\nprices {is} _\n_\n```\n" - story_text_2: "### Exercise\nNow make your own version of the random restaurant.\nMake a list of starts, mains, desserts, drinks and prices yourself.\nThen use `{print}` and `{at} {random}` commands to tell the costumer what will be on their menu tonight.\n" - example_code: "```\ndishes {is} spaghetti, brussels sprouts, hamburgers\n{print} You will have dishes {at} {random} tonight!\nprices {is} 1 euro, 10 euros, 100 euros\n{print} That will be prices {at} {random} please.\n```\n" - story_text: "Having trouble to decide what you wanna have for dinner? You can let Hedy choose for you!\nSimply add lists of your favorite (or least favorite) meals and Hedy can randomly choose your dinner.\nYou can also have a bit of fun, by letting Hedy choose the price for your dinner as well! What will you get?\n" - 10: - story_text: "In this level you'll learn how to easily ask orders for different courses.\n\n### Exercise 1\nFinish the code with an `{ask}` on the blanks such that the customer is asked what they want to eat for each course.\n" - example_code_2: "```\n_ courses = appetizer, main course, dessert\n_ names = Timon, Ono\n_ {for} name {in} names\n_ {for} course {in} courses\n_ food = {ask} name ', what would you like to eat as your ' course '?'\n_ {print} name ' orders ' food ' as their ' course\n```\n" - story_text_2: "### Exercise\nOf course, you could also order for multiple people!\nCan you add the correct amount of indentation before each line to make the code work properly?\nTip: some lines don't need any indentation at all.\n" - example_code: "```\ncourses = appetizer, main course, dessert\n{for} course {in} courses\n {print} 'What is your order for ' course '?'\n _ \n _\n```\n" - 15: - story_text: "With the `{while}` you can make sure your costumers can keep adding orders until they are done.\n\n### Exercise\nCorrectly add the `{while}` command to this code.\n" - example_code: "```\n{print} 'Welcome at McHedy'\nmore = 'yes'\n_\n order = {ask} 'What would you like to order?'\n {print} order\n more = {ask} 'Would you like to order anything else?'\n{print} 'Thank you!'\n```\n" - 2: - story_text_2: "### Exercise\nCopy your own restaurant code from to previous level to the input screen below.\nFix the code by replacing the `{ask}` and `{echo}` commands and using variables, like you've learned in this level.\n\nNow that your code is working again, it's time to add something more.\nLook at the last line of the example code: `{print} food with topping is on its way!`\nIn this single line 2 variables have been used to create a summary of the order.\nNow add your own summary of the food and drinks ordered by the customer.\n\n**Extra** Now that you've learned how to use variables, you can use as many variables in one line as you'd like. Can you add more variables to your code, like eat in or take-away, cash or card, with or without a straw etc.?\n" - story_text: "In level 2 you could expand your restaurant by using variables. In level 1 Hedy could only `{echo}` the order once and only remember the last thing that was ordered.\nNow you can use variables and Hedy can remember both the food and the toppings!\n" - example_code: "```\n{print} Welcome to Hedy's restaurant!\n{print} Today we're serving pizza or lasagna.\nfood {is} {ask} What would you like to eat?\n{print} Great choice! The food is my favorite!\ntopping {is} {ask} Would you like meat or veggies on that?\n{print} food with topping is on its way!\n```\n" - 7: - story_text: "In this level you've learned how to use the `{repeat}` command to repeat a line of code a certain amount of times.\nYou can use that in your restaurant to `{ask}` multiple people what they'd like to eat.\n\n### Exercise\nCan you complete the code? Hedy needs to repeat this question as many times as there are people. So if there are 5 people, the question needs to be asked 5 times.\n**Extra** Expand your code with more questions, for example about drinks or sauce.\n" - example_code: "```\n{print} 'Welcome to Restaurant Chez Hedy'\npeople = {ask} 'How many people are joining us today?'\n```\n" - 4: - story_text: "In the restaurant you have to use quotation marks too when using the `{print}` or `{ask}` command.\n\n### Exercise\nAdd the quotation marks to this code to make it work! Be careful: variables should not be in quotation marks.\nThen, use the `{clear}` command to only show one line at a time in your output screen.\n\n### Exercise 2\nGo back to the previous level and copy your restaurant code. Make the code work in this level by adding quotation marks in the right spots and add some `{clear}` commands.\n" - example_code: "```\n_ Add the quotation marks to this code _\n{print} Welcome to Restaurant Chez Hedy!\n{print} Today we are serving pizza or lasagna.\nfood {is} {ask} What would you like to eat?\n{print} Great choice! The food is my favorite!\ntopping {is} {ask} Would you like meat or veggies on that?\n{print} food with topping is on its way!\ndrinks {is} {ask} What would you like to drink with that?\n{print} Thank you for your order.\n{print} Your food and drinks will be right there!\n```\n" - 6: - example_code: "You can make a simple restaurant code, like this:\n```\n{print} 'Welcome to Restaurant Chez Hedy'\n{print} 'Here is our menu:'\n{print} 'Our main courses are pizza, lasagne, or spaghetti'\nmain = {ask} 'Which main course would you like?'\nprice = 0\n{if} main {is} pizza price = 10\n{if} main {is} lasagne price = 12\n{if} main {is} spaghetti price = 8\n{print} 'You have ordered ' main\n{print} 'That will be ' price ' dollars, please'\n{print} 'Thank you, enjoy your meal!'\n```\n" - story_text: "In this level you can use maths to calculate the total price of your customer's order, which can make your virtual restaurant more realistic.\nBut you can also add many more things to your virtual restaurant, for example more courses.\n\n### Exercise\nYou can add many more things to your virtual restaurant. For example, can you...\n- ask how many people are coming and multiply the price by that amount?\n- add another course?\n- give people a discount when they enter a (secret) couponcode?\n- add a children's menu?\n- think of other fun things to add?\n" - 12: - example_code: "```\nprice = 0.0\nfood = {ask} 'What would you like to order?'\ndrink = {ask} 'What would you like to drink?'\n{if} food {is} 'hamburger'\n price = price + 6.50\n{if} food {is} 'pizza'\n price = price + 5.75\n{if} drink {is} 'water'\n price = price + 1.20\n{if} drink {is} 'soda'\n price = price + 2.35\n{print} 'That will be ' price ' dollar, please'\n```\n" - story_text: "From this level on, you can use decimal numbers to make your menu more realistic.\n\n### Exercise\nCan you think of a code to give your friends and family a 15% discount?\n" - 11: - example_code: "```\n{print} 'Welcome to Restaurant Hedy!'\npeople = {ask} 'For how many people would you like to order?'\n{print} 'So you want to order for ' people ' people.'\n{print} \"Let's go!\"\n```\n" - story_text: "We can use the `{for}` with `{range}` to print the orders from multiple customers in an orderly manner.\n\n### Exercise\nFinish the restaurant code, so that you can ask for the order of multiple people. Print the order number each time: 'Order 1', 'Order 2', etc.\nAre you not sure how to go about this? Have a peek at your level 8 code.\n\n**Extra** In level 9 the restaurant also used prices. You can add that here too!\n" - 5: - story_text: "### Exercise\nThe example code shows how you could program that you've run out of a menu item in your restaurant.\nCopy your own restaurant code from the previous levels. Create a problem in your restaurant and code it, like the example code did.\nFor instance, you could also run out of a menu item, or you don't take credit cards, or the ice cream machine is broken.\n\n**Extra** Have you programmed the problem and programmed appropriate responses? Then try to add more `{if}` and `{else}` commands into your code.\nTry to add an `{if}` after every `{ask}` command in your code to make the code as interactive as possible!\n" - example_code: "```\ndrinks_in_stock {is} water, lemonade, cola, orange juice\ndrink {is} {ask} 'What would you like to drink?'\n{if} drink {in} drinks_in_stock {print} 'One ' drink 'coming up!'\n{else} {print} 'Sorry, we do not sell that'\n```\n" - 13: - story_text: "In this level you will learn new commands to extend your code even further.\n\n### Exercise 1\nPlace a `{and}` and a `{or}` in the logical place in the program.\n\n### Exercise 2\nExpand your restaurant with at least one more `{and}` and one `{or}`.\nFor example, create a special discount coupon that only applies to pizza, or give your customer a free drink\nwith fries and pancakes. Or something completely different of course!\n" - example_code: "```\nprice = 10\nfood = {ask} 'What would you like to eat?'\ndrinks = {ask} 'What would you like to drink?'\n{if} food {is} 'sandwich' _ drinks {is} 'juice'\n {print} 'That is our discount menu'\n price = price - 3\n{if} drinks {is} 'water' _ drinks {is} 'juice'\n {print} 'That is a healthy choice'\n{print} 'That will be ' price ' dollars'\n```\n" - 9: - story_text: "In this level you can use nesting to make your restaurant more realistic and more fun!\n\n### Exercise\nThe indentation was removed in the example code. \nCan you figure out how much indentation each line needs in order for the code to work properly?\nIf the customer orders pizza, Hedy shouldn't ask what sauce the costumer wants.\n\n**Extra** A restaurant does not stock all sauces. Make a list of available sauces and give a reply with each order whether you sell it.
\n**Extra** Pizzas have toppings. Ask customers what they want.
\n**Extra** Do customers want a drink? Ask them too!
\n" - example_code: "```\n{print} 'Welcome to Restaurant Chez Hedy!'\npeople = {ask} 'How many people will be joining us today?'\n{print} 'Great!'\nprice = 0\n{repeat} people {times}\n_ food = {ask} 'What would you like to order?'\n_ {print} food\n_ {if} food {is} fries\n_ price = price + 3\n_ sauce = {ask} 'What kind of sauce would you like with your fries?'\n_ {if} sauce {is} no\n_ {print} 'no sauce'\n_ {else}\n_ price = price + 1\n_ {print} 'with ' sauce\n_ {if} food {is} pizza\n_ price = price + 4\n{print} 'That will be ' price ' dollar'\n{print} 'Enjoy your meal!'\n```\n" - 8: - story_text: "In this level you can make your virtual restaurant more elaborate by repeating multiple lines of code. Like this:\n\n### Exercise\nThis code can be expanded with more items on the menu, for example offering drinks, and/or multiple courses or desserts. Add at least one more item.\n**Extra** Add even more items, as many options as you like!\n" - example_code: "```\n{print} 'Welcome to Restaurant Chez Hedy!'\npeople = {ask} 'How many people will be joining us today?'\n{print} 'Great!'\n{repeat} people {times}\n food = {ask} 'What would you like to order?'\n {print} food\n{print} 'Thank you for ordering!'\n{print} 'Enjoy your meal!'\n```\n" - name: Restaurant - description: Create your own virtual restaurant - default_save_name: Restaurant - repeat_command_2: - name: '{repeat} 2' - levels: - 8: - example_code: "```\n_ {print} 'Do you know the muffin man?'\n_ {repeat} 2 {times}\n_ {print} 'The muffin man'\n_ {print} 'Do you know the muffin man, who lives on Drury Lane?'\n```\n" - story_text: "### In the block or not?\nIn this level you have to think carefully which lines of code should be in the block and which shouldn't.\nFor example: If you want to sing the song *the muffin man*. You only want the line with 'the muffin man' to be repeated twice.\nThis means the last line shouldn't start with indentation as it doesn't belong to the block.\nIf you do start the last line with indentation the song will turn out wrong.\n\n### Exercise\nEach line in the example code starts with a blank. Remove the blanks and try to figure out which line need indentation and which don't to make the muffin man song.\n" - 7: - story_text_2: "Another interesting thing you can do with the `{repeat}` command is using variables to set the amount of times something should be repeated. In the example code you can see that we first ask the person how old they are.\nThen, in line 3, the question is repeated 'age' times. So we have used the variable 'age' with the `{repeat}` command.\n" - example_code_2: "```\n{print} 'Yay! It is your birthday!'\nage = {ask} 'How old are you now?'\n{repeat} age {times} {print} 'Hip Hip Hurray!'\n```\n" - story_text: "## Repeat with other commands and with variables\nYou have practiced the `{repeat}` command in combination with the `{print}` command now, but did you know you could also use other commands with `{repeat}` ?\nIn this example code you can see that `{repeat}` can also be used with an `{ask}`, `{if}` or `{else}` command.\n" - example_code: "```\n{repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?'\n{if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!'\n{else} {repeat} 3 {times} {print} 'You have learned something new!'\n```\n" - default_save_name: repeat_command_2 - description: '{repeat} command 2' rock: - name: Rock, paper, scissors levels: - 3: - example_code: "```\nchoices {is} rock, paper, scissors\n{print} choices _\n```\n" - example_code_2: "```\nchoices {is} rock, paper, scissors\nplayer_1 {is} {ask} Name of player 1:\n_\n```\n" - story_text: "You can use the `{at} {random}` command to let the computer pick rock, paper or scissors!\n\n### Exercise\nFinish the code by using the `{at} {random}` command.\n" - story_text_2: "**Extra** Make a two player game. Firstly ask the two players to fill in their names. Then let the computer randomly pick their choices.\n" 2: story_text: "In this level you can practise using the variables, so that you can make the rock, paper, scissors game in the next level!\n### Exercise\nFinish the code by filling in the **variable** on the blanks.\nThis game is not very interactive, but no worries! In the next tab you'll learn how to use variables with the `{ask}` command to make your game interactive!\n" - example_code: "```\nchoice {is} rock\n{print} I choose _\n```" - 1: - example_code_2: "```\n{print} what do you choose?\n{ask} choose from _\n{echo} so your choice was:\n```\n" - story_text_2: "### Exercise\nInstead of using words, you could also use emojis: ✊✋✌\nCan you create a code using emojis?\n" - example_code: "```\n{print} what do you choose?\n{ask} choose from rock, paper or scissors\n{echo} so your choice was:\n```\n" - story_text: "In level 1 you can start with a rock, paper, scissors game.\n\nWith `{ask}` you can make a choice, and with `{echo}` you can repeat that choice.\n" - 15: - story_text: "### Exercise\nPlay until you beat the computer! But first, finish the example code...\n" - example_code: "```\nwon = 'no'\noptions = 'rock', 'paper', 'scissors'\n{while} won == 'no'\n your_choice = {ask} 'What do you choose?'\n computer_choice = options {at} {random}\n {print} 'you chose ' your_choice\n {print} 'the computer chose ' computer_choice\n {if} computer_choice == your_choice\n {print} 'Tie!'\n {if} computer_choice == 'rock' {and} your_choice == 'scissors'\n {print} 'You lose!'\n {if} computer_choice == 'rock' {and} your_choice == 'paper'\n {print} 'You win!'\n won = 'yes'\n_\n```\n" - 5: - story_text: "In this level we can determine whether it's a tie or not. For that you need the new `{if}` code.\n\n### Exercise\nFinish the code by filling in the blanks:\n* Let the computer pick a random option\n* Ask the player what they want to choose\n* Fill in the correct variables in line 4 and 5\n* Finish line 6 so that Hedy can check whether it's a tie or not.\n" - example_code: "```\noptions {is} rock, paper, scissors\ncomputer_choice {is} _\nchoice {is} _\n{print} 'you chose ' _\n{print} 'computer chose ' _\n{if} _ {is} _ {print} 'tie!' {else} {print} 'no tie'\n```\n\nFill in the correct code on the blanks to see if it is a draw.\n" - 9: - example_code: "```\nchoices = rock, paper, scissors\nyour_choice {is} {ask} 'What do you choose?'\n{print} 'You choose ' your_choice\ncomputer_choice {is} choices {at} {random}\n{print} 'The computer chooses ' computer_choice\n{if} computer_choice {is} your_choice\n {print} 'Tie'\n{if} computer_choice {is} rock\n {if} your_choice {is} paper\n {print} 'You win!'\n {if} your_choice {is} scissors\n {print} 'You lose!'\n# finish this code\n```\n" - story_text: "In this level you can program the whole rock, paper, scissors game by nesting the `{if}` commands. \n\n### Exercise\nCan you finish the code? The program must tell who has won for every combination.\n\n**Extra** Want to play more than one game? Expand the code so that you can play multiple rounds. You can even use an `{ask}` to ask the user how many rounds they want to play.\n" - 13: - story_text: "With the `{and}` command you can shorten your rock, paper, scissors code! Check out the example code.\n\n### Exercise\nFinish the code such that a winner is always decided on. Run your code a few times to verify there is always a winner printed.\n" - example_code: "```\noptions = 'rock', 'paper', 'scissors'\nyour_choice = {ask} 'What do you choose?'\ncomputer_choice = options {at} {random}\n{print} 'You choose ' your_choice\n{print} 'The computer chooses ' computer_choice\n{if} computer_choice {is} your_choice\n {print} 'Tie'\n{if} computer_choice {is} 'rock' {and} your_choice {is} 'paper'\n {print} 'You win!'\n{if} computer_choice {is} 'rock' {and} your_choice {is} 'scissors'\n {print} 'The computer wins!'\n_\n```\n" - 10: - story_text: "### Exercise\nIn the previous levels you have often made your own rock paper scissors game. Can you finish the code and use the `{for}` command properly to get the game to work?\n" - example_code: "```\nchoices = _\nplayers = _\n{for} _\n```\n" - 4: - story_text: "In this level we can further program rock, paper, scissors. But if you want to add text, you have to use quotation marks here too.\n### Exercise\nFill in quotation marks on the blanks. Mind that the variable `choices` should be outside the quotes.\n" - example_code: "```\nchoices {is} rock, paper, scissors\n{print} _The computer chooses..._ choices {at} {random}\n```\n" - default_save_name: Rock_2 - description: Make your own rock, paper, scissors game - simon_2: - default_save_name: Simon - name: Simon Says 2 - levels: - 16: - story_text: "We'll continue with our Simon Says game!\n\n### Exercise\n***Paste your code here*** Paste your code from the previous level here. Don't forget to remove the part that was just used for testing the functions.\n\n***Create a function that creates the player_sequence*** The list `player_sequence` is used to capture the answers of the player. First we define the function with the argument level.\nNext, we ask level times what the color is that they choose. We call that variable `answer`. Then we add the variable `answer` to the list player_sequence.\n\n***Setting up the game*** Before we program the game in the next tab, we'll need some starting variables. First, we'll set the variable `level` to 1 and the variable `game_over` to False.\nThen we make an introduction for the game. We'll print 'Welcome to Simon Says!' and clear the screen after 1 second.\n\n***Continue to the next tab to finish the game!**** Don't forget to copy your code and take it with you to the next tab.\n" - example_code: "```\n# Paste your code here\n\n\n# Create a function that creates the player_sequence\n{define} _\n {for} _\n _ 'What is color number ' i '?'\n {add} answer {to} _\n\n# Set up\nlevel = _\ngame_over = _\n{print} _\n_ 1\n_\n```\n" - description: Make a game of Simon Says - simon: - description: Make a game of Simon Says - levels: - 16: - story_text: "Let's make a game of Simon Says! Simon Says is a memory game in which the player will be given a color. They have to repeat that color back.\nIf they get it right a color is added to the sequence, so they now have to remember 2 colors, then 3, then 4 etc. the game stops as soon as the player makes a mistake.\n\n### Exercise\nIn this first part of the Simon Says adventure, we'll let the computer pick a random color and add it to a list.\n\n***Make 2 lists*** First, make a list called `colors` and fill it with the colors red, yellow, green and blue.\nThen make a list called `simon_sequence`. This list will be used as the answer.\nAt the start of the game this lists need to be empty. unfortunately, we can't create an empty list (yet), so we'll fill it with the words 'empty' and 'list' and we'll remove them from the list immediately.\n\n***Create a function that adds a color to the sequence*** Now that we have an empty list called simon_sequence, we can start filling it with random colors.\nWe do that with a function, so we can call it everytime there's a new level in our game. Create a function called `add_random_color`.\nThen create the variable random_color and set it to a random color. Next, add this random color to the simon_sequence.\n\n***Create a function that shows the simon_sequence*** Start by naming the new function `show_simon_sequence` with `level` as an argument. Now we want to show as many colors as the level we are in (in level 1 you see 1 color, in level 2 you see 2 colors etc).\nSo we repeat `level` times, to print the `simon_sequence[i]`. Each time a color is shown, wait for 1 second and then clear the screen.\n\n***Test your program*** Before you go to the next level, test if the functions are working by calling both of the functions. If they're working you should see a random color in your output screen.\nRemove this testing part of your code, copy the code and continue to the next tab to learn more about the simon says game!\n" - example_code: "```\n# Make 2 lists\ncolors = _\n_ = ['empty', 'list']\n{remove} _ {from} simon_sequence\n{remove} _\n\n# Create a function that adds a color\n_ add_random_color\n _\n {add} _\n\n# Create a function that shows the simon_sequence\n{define} _\n {for} i {in} {range} 1 {to} _\n {print} _\n _\n _\n\n# Test your program\n{call} _\n{call} show_simon_sequence {with} 1\n```\n" - name: Simon Says - default_save_name: Simon - rock_2: - levels: - 2: - example_code: "```\nchoice {is} _\n{print} I choose choice\n```\n" - story_text: "Now that you have learned how to use the `{ask}` command, you can make your rock, paper, scissors code interactive too!\n\n### Exercise\nMake the rock, paper, scissors code interactive by adding the `{ask}` command and a question to your rock, paper, scissors code.\n" - description: Part 2 of rock, paper, scissors - name: Rock, paper, scissors 2 - default_save_name: rock_2 - sleep_command: - levels: - 2: - example_code: "```\n{print} My favorite colour is...\n{sleep} 2\n{print} green!\n```\n" - story_text: "Another new command in this level is `{sleep}`, which pauses your program for a second. If you type a number behind the {sleep} command, the program pauses for that amount of seconds.\n\n### Exercise\nPractise this new command by making a code of your own in which you use the {sleep} command at least 3 times. With each {sleep} command the pausing time should differ.\n" - name: '{sleep}' - description: introducing {sleep} command - default_save_name: sleep_command - songs: - levels: - 8: - example_code: "```\nverse = 99\n_ 99 {times}\n{print} verse ' bottles of beer on the wall'\n{print} verse ' bottles of beer'\n{print} 'Take one down, pass it around'\nverse = verse - 1\n{print} verse ' bottles of beer on the wall'\n```\n" - story_text: "In a previous level you've programmed the song 'Bottles of beer'. But without the `{repeat}` command, you had to copy the verses many times.\nIn this level you can repeat the song 99 times, just by adding one simple line!\n\n### Exercise\nAdd the right command on the blanks and indent the code correctly.\n" - 18: - example_code: "```\nlines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober']\n{for} line {in} lines _\n {for} i {in} {range} 1 {to} 3 _\n {print} _ line _\n {print} 'early in the morning'\n {for} i {in} {range} 1 {to} 3\n {print} 'way hay and up she rises'\n {print} 'early in the morning'\n```\n" - story_text: "In level 16 we made songs using lists. These programs however are no longer working properly in this level. The colons from level 17 and the brackets from level 18 still need to be added.\n\n### Exercise 1\nThe Drunken sailor song is given as sample code, but not yet working.\nCan you make sure everything works again? To help you, we've put _ in the places of _some_ errors.\n\n### Exercise 2\nNow also look up your Old MacDonald song from level 16, and correct it.\n" - 6: - story_text_2: "This children's song counts down from 5 little monkeys to 1 monkey.\nIf you copy line 2 - 7 and paste it under the the code, you can sing the whole song!\n" - example_code_2: "```\nnumber = 6\nnumber = number - 1\n{print} number ' little monkeys jumping on the bed'\n{print} 'One fell off and bumped his head'\n{print} 'Mama called the doctor and the doctor said'\n{print} 'NO MORE MONKEYS JUMPING ON THE BED!'\n{sleep}\n```\n" - example_code: "```\nverse = 99\n{print} verse ' bottles of beer on the wall'\n{print} verse ' bottles of beer'\n{print} 'Take one down, pass it around'\nverse = verse - 1\n{print} verse ' bottles of beer on the wall'\n{sleep}\n```\n" - story_text: "Songs often contain a lot of repetition. Sometimes the repetition is also based on counting.\nFor example, in the well-known song 'Bottles of beer'. You can program that song with a little math.\n\nTip: Use the read aloud function to let Hedy sing the song to you!\n\n### Exercise\nYou can now repeat lines 2 to 7 as many times as you want by copying the lines.\n" - 11: - example_code: "```\n_ monkeys _ _ 5 _ 1\n {print} monkeys ' little monkeys jumping on the bed'\n _\n```\n" - story_text: "In this level you can use the `{for}` with `{range}` to make songs that use counting, like the 5 little monkeys.\n\n### Exercise 1\nFill in the blanks and make the code work! If you don't remember the song text, look it up yourself.\n\n### Exercise 2\nThe final line of the song is different from the others. Print this line inside the `{for}`, and use an `{if}` to make it work correctly.\n" - 13: - story_text: "In the previous adventure you have learned how to use an argument in a function, but did you know that you could combine them with {ask} commands as well?\nIn this example we have changed the 'My Bonnie' program and made it interactive. You are now asked where Bonnie is.\n" - example_code: "```\n{define} song {with} place\n {print} 'My Bonnie is ' place\n\nchosen_place = {ask} 'Where do you want Bonnie to be?'\nsynonym = {ask} 'What is another word for that?'\n\n{call} song {with} chosen_place\n{call} song {with} synonym\n{call} song {with} chosen_place\n```\n" - 10: - example_code: "```\nfamily = baby, mammy, daddy, grandma, grandpa\n_ _ _ _ \n {print} _\n```\n" - example_code_2: "```\nmonkeys = 5, 4, 3, 2, 1\n```\n" - story_text: "With `{for}` you can print make the whole baby shark song (including all the other sharks in the family) in only 6 lines!\n\n### Exercise 1\nCan you make the baby shark code even shorter by using a `{for}` command? Finish the example code.\n" - story_text_2: "### Exercise 2\nPrint the song Five little moneys jumping on the bed. Look up the text if you don't remember.\n\n**Extra** Print the song Old MacDonald had a farm, and make sure all animals make a different sound, using an `{if}`.\n" - 16: - story_text: "In this level, you can program a song like OldMacDonald even more quickly. You can connect the right animal to the right sound by simply putting them in the same place in the list.\nThe Drunken Sailor is also quickly made in this level. You only need 8 lines for the entire song, check it out!\n\n### Exercise\nComplete the Old MacDonald song by setting the variable `animal` to `animals[i]` and `sound` to `sounds[i]`.\n" - example_code: "```\nanimals = ['pig', 'dog', 'cow']\nsounds = ['oink', 'woof', 'moo']\n{for} i {in} {range} 1 {to} 3\n animal = _\n sound = _\n {print} 'Old MacDonald had a farm'\n {print} 'E I E I O!'\n {print} 'and on that farm he had a ' animal\n {print} 'E I E I O!'\n {print} 'with a ' sound sound ' here'\n {print} 'and a ' sound sound ' there'\n {print} 'here a ' sound\n {print} 'there a ' sound\n {print} 'everywhere a ' sound sound\n```\n\n```\nlines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober']\n{for} line {in} lines\n {for} i {in} {range} 1 {to} 3\n {print} line\n {print} 'early in the morning'\n {for} i {in} {range} 1 {to} 3\n {print} 'way hay and up she rises'\n {print} 'early in the morning'\n```\n" - 7: - example_code: "```\n{repeat} _ _ {print} 'Baby Shark tututudutudu'\n{print} 'Baby Shark'\n```\n" - story_text: "Songs often contain a lot of repetition. For example... Baby Shark! If you sing it, you keep singing the same thing:\n\nBaby Shark tututudutudu
\nBaby Shark tututudutudu
\nBaby Shark tututudutudu
\nBaby Shark\n\n### Exercise\nYou can print the song Baby Shark with a `{repeat}`? Finish the code by replacing the blanks?\n**Extra** After Baby Shark you can of course also program other songs. There are many songs with repetition!\nCan you think of one more song and print it?\n" - 12: - example_code: "```\n_ actions = 'clap your hands', 'stomp your feet', 'shout Hurray!'\n_ {for} action {in} actions\n_ {for} i {in} {range} 1 {to} 2\n_ {print} 'if youre happy and you know it'\n_ {print} action\n_ {print} 'if youre happy and you know it and you really want to show it'\n_ {print} 'if youre happy and you know it'\n_ {print} action\n```\n" - story_text: "In this song we can make it even easier to program 'if you're happy and you know it, clap your hands'. Because we can put all of the actions in a variable, check it out:\n\n### Exercise\nCan you add the right amount of indentation to each line to make the song play correctly?\nHint: Not all lines need indentation.\n" - name: Sing a song! - default_save_name: Song - description: Print a song - songs_2: - description: Sing a song 2 - levels: - 16: - story_text_2: "### Exersice 2\nNow create your own code for the nursery rhyme 'The wheels on the bus' on the same way!\n" - example_code: "```\nnumber = ['one', 'two', 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'ten']\nobject = ['on his drum', 'on his shoe', 'on his knee', 'on his door', 'on his hive', 'on his sticks', 'up in heaven', 'on his gate', 'on his vine', 'once again']\n\n_\n {print} 'This old man'\n {print} 'He played ' _\n {print} 'He played knick-knack ' _\n {print} 'With a knick-knack paddywhack'\n {print} 'Give the dog a bone'\n {print} 'This old man came rolling home'\n {sleep} 8\n {clear}\n```\n" - story_text: "### Exercise\nFinish the nursery rhyme!\n" - example_code_2: "```\nobject = ['wheels', 'doors', _]\nmovement = [ 'round and round', 'open and shut', _]\n```\n" - 12: - example_code: "```\n{define} twinkle\n {print} 'Twinkle'\n {print} _\n\n{call} twinkle\n{print} 'Up above the world so high'\n{print} 'Like a diamond in the sky'\n{call} _\n```\n" - story_text: "Songs contain a lot of repetition. We can capture it with a function!\n### Exercise\nLook at the example code with the function. Fill out the two lines so the full song is printed.\n" - default_save_name: Song 2 - name: Sing a song! 2 turtle: - name: Turtle levels: - 5: - story_text_2: "### Exercise\nFill in the correct numbers in this code to get it to work.\nAfter you've done that, you can try to add the option backwards.\n\n**Extra** Instead of using 'left' and 'right', remake the program with North, East, South and West.\nThis way you could add even more directions like Northeast and Southwest etc.\n" - example_code_2: "```\ndirection {is} {ask} 'Do you want to go left, right, or straight ahead?'\n{if} direction {is} left {turn} _\n{if} direction {is} right {turn} _\n{forward} 100\n```\n" - story_text: "In level 5 you can make a choice with `{if}`. For example between different types of figures.\n" - example_code: "```\n{print} 'Drawing Figures'\nfigure {is} {ask} 'Do you want a square or a triangle?'\n{if} figure {is} triangle angle {is} 120\n{else} angle {is} 90\n{turn} angle\n{forward} 25\n{turn} angle\n{forward} 25\n{turn} angle\n{forward} 25\n{turn} angle\n{forward} 25\n```\n" - 1: - example_code_2: "```\n{forward} 20\n{turn} {right}\n{forward} 20\n{turn} {left}\n{forward} 20\n```\n" - example_code: "```\n{forward} 100\n{turn} {left}\n```\n" - story_text: "You can also use Hedy to draw. By combining turns and lines, you can make a square or stairs!\n\nUsing `{forward}` you draw a line forwards. The number behind it determines how far the turtle will walk. `{turn} {right}` turns a quarter turn in clockwise direction, `{turn} {left}` turns counter clockwise.\n\nIf you want to go backwards, you use the `{forward}` command but with a negative number. So for example `{forward} -100`\n" - story_text_2: "### Exercise\nThis is the start of a little staircase. Can you make it have 5 steps?\n" - 8: - story_text: "Now that we can repeat several lines, we can make figures more easily.\nWe only have to set the angle once and then use that variable in the `{repeat}`.\n\n### Exercise 1\nThe example code creates a square. Change the code so that it create another figure, such as a triangle or a hexagon. \nThis requires a change to two lines of code.\nTip: An entire circle is 360 degrees.\n\n### Exercise 2\nNow create a drawing consisting of at least two polygons.\n" - story_text_2: "**Extra** We can now improve the program that draws different figures. Finish the code and you can draw any polygon you'd like!\n" - example_code_2: "```\nfigure = {ask} 'How many angles should I draw?'\nangle = 360 / figure\n{repeat} figure {times}\n {turn} _\n {forward} _\n```\n" - example_code: "```\nangle = 90\n{repeat} 4 {times}\n {turn} angle\n {forward} 50\n```\n" - 4: - story_text: "In level 4 you have to use quotation marks with `{print}` and `{ask}`. Also when drawing!\n" - example_code: "```\n{print} _ Drawing figures _\nangle {is} 90\n{turn} angle\n{forward} 25\n{turn} angle\n{forward} 25\n```\n" - example_code_2: "```\n{color} {white}\n{forward} -80\n{color} {green}\n{forward} 50\n{color} {yellow}\n{forward} 50\n{color} {red}\n{forward} 50\n```\n" - story_text_2: "You can also change the color of the lines with the command `{color}`. Check out the example.\nYou can also use the command `{color} {white}` to make 'invisible' lines. You could use these white lines to move the turtle anywhere in the screen before you start drawing.\n" 2: example_code: "```\nanswer {is} {ask} How many steps should the turtle make?\n{forward} answer\n```\n" example_code_2: "```\n{print} Drawing figures\nangle {is} 90\n{turn} angle\n{forward} 25\n{turn} angle\n{forward} 25\n```\n" story_text: "In this level you can use variables to make the turtle interactive. For example you can ask the player how many steps the turtle must make.\n" story_text_2: "Also, in level 1 the turtle could only turn left or right. That is a bit boring!\nIn level 2 he can point his nose in all directions.\n\nUse 90 to turn a quarter. We call this degrees. A full turn is 360 degrees.\n\n### Exercise\nCan you make a figure with this code? Maybe a triangle or a circle?\n" - 12: - example_code: "```\n{define} square\n {repeat} 4 {times}\n {turn} _\n {forward} _\n{call} square\n{forward} 50\n{call} square\n{forward} 50\n{call} square\n```\n" - story_text: "We can use functions to draw more complex figures with less code.\n### Exercise 1\nFill the function so that three squares are created. If you want the image to look nicer, you can make the lines between the squares white.\n\n### Exercise 2\nThe code can be made even shorter. Place the final lines into a `{repeat}` so the figure remains the same.\n\n### Exercise 3\nCreate your own drawing with different figures.\nChange both the number of figures with the `{repeat}` and the shape of the figures in the `{define}`\n" - 9: - story_text: "Now that we can use a `{repeat}` inside a `{repeat}`, we can create more complex figures.\n\n### Exercise 1\nThis code creates three black triangles, change that into five pink squares.\n\n **Extra** Create a figure of your own choosing consisting of at least two different shapes types.\n" - example_code: "```\n{color} {black}\n{repeat} 3 {times}\n {repeat} 3 {times}\n {forward} 10\n {turn} 120\n {color} {white}\n {forward} 50\n {color} {black}\n```\n" - 3: - story_text: "In this level you can use `{at} {random}` with the drawing turtle. A random choice makes the turtle walk a different path each time.\nUse `{at} {random}` to choose a value from a list.\n### Exercise\nCan you copy and paste lines 2 and 3 to create a longer random path?\n" - example_code: "```\nangles {is} 10, 50, 90, 150, 250\n{turn} angles {at} {random}\n{forward} 25\n```\n" - 6: - example_code: "```\nangles = {ask} 'How many angles do you want?'\nangle = 360 / angles\n{forward} 50\n{turn} angle\n{forward} 50\n{turn} angle\n{forward} 50\n{turn} angle\n{forward} 50\n{turn} angle\n{forward} 50\n{turn} angle\n{forward} 50\n{turn} angle\n```\n" - story_text: "In this level you can use calculations to draw different figures.\nYou may have learned in school that turning a full circle is 360 degrees. If not, now you know!\nThat's why you also use 90 degrees for a square. 360 divided by 4 is 90.\nNow that we can do math with Hedy, we can draw all the figures we want!\n" - 10: - example_code: "```\n{turn} 90\ndistances = 10, 20, 30, 40, 50, 60\n{for} distance {in} distances\n {forward} distance\n```\n" - story_text: "In this level you can make the turtle draw a figure.\nThe turtle will travel the distances in the list, one by one, making bigger and bigger steps.\n### Exercise 1\nAdd a 90 degree turn in the loop, so that a spiral is drawn.\nAdd at least 5 numbers to the list, so the spiral grows larger.\n**(extra)** can you change the spiral into another shape? Experiment with numbers for the turn!\n### Exercise 2\nThe spiral is drawn outwards, make it go inwards?\n" - description: Make your own drawing - default_save_name: Turtle turtle_draw_it: - name: Draw it! - default_save_name: Draw it levels: - 5: - example_code: "Hint:\n```\nchosen_letter {is} {ask} 'Which letter would you like to see? F, E or L?'\n{if} _\n```\n" - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n**Extra** Make only one code that lets the player decide which letter they'd like to see! And can you add even more letters?\n\n
\nF \nE \nL \n
\n" - 15: - story_text_2: "Fan \n" - story_text_3: "Star \n" - example_code: "Spiral\n```\ndistance = 5\n{while} distance < 200\n distance = distance + 5\n _\n```\n" - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\nSpiral \n" - example_code_3: "Star\nA star is usually drawn using 144-degree-turns. If you change this slightly to 143 degrees for example and repeat the pattern multiple times with a {while} loop you can make this figure.\n" - example_code_2: "Fan\n```\n{define} draw_a_square {with} side\n_\n\ni = 100\n{while} i > 1\n _ {with} i\n _\n i = i - 3\n```\n" - 2: - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n
\nTriangle \nArrow \nBoat \n
\n" - 10: - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n
\nNested Hexagon \nTraffic lights \n
\n" - story_text_2: "Christmas lights \n" - example_code_2: "Hint Christmas Lights:\n\nStart by moving to the left side of the screen with an invisible white line. Then hang up the Christmas lights!\n```\n{color} white\n{turn} -90\n{forward} 300\n{turn} 90\n\ncolors = red, blue, yellow, purple, green, orange, pink\n{for} chosen_color {in} colors\n_\n```\n" - example_code: "Hint Nested Hexagon:\n```\ndistances = 100, 80, 60, 40, 20\n{for} distance {in} distances\n_\n```\n\nHint Traffic Lights:\n```\ncolors = red, yellow, green\n{for} chosen_color {in} colors\n {color} _\n {repeat} _\n```\n" 9: - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n**Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines?\n\n**Extra** Give the player a choice which country they would like to see the flag of.\n\n
\nCross (7) \nRandomly colored nested squares (8) \nFlags \n
\n" example_code: "Hint for the nested squares:\n```\ncolors = red, blue, orange, yellow, pink, purple, green, brown, black\ndistance = 120\nrepeat 5 times\n_\n```\nHint for the flags:\n```\ncountry = ask 'which country would you like to see the flag of?'\nif country is 'the Netherlands'\n color_1 = red\n color_2 = white\n color_3 = blue\n```\n" - 14: - example_code: "```\n{define} calculate_degrees {with} amount_of_corners\n _ 360 / amount_of_corners\n\n\n{define} draw_figure {with} degrees\n _\n {forward} 400/amount_of_corners\n {turn} _\n\namount_of_corners = {ask} _\ndegrees = {call} _ {with} _\n\n{call} _ {with}\n{call} _ {with}\n```\n" - story_text: "### Exercise\nCreate a program that asks the player how many corners their figure should have and then creates that figure.\nThe figure in the image is the output when the player fills in 10.\n\n
\n \n \n
\n" - 7: - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n
\nHexagon \nTriangle \nFan \n
\n" - 6: - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n**Extra** Let the player decide which color the square should be.\n\n***Extra*** Can you make the letter of your own first name and the flag of your own country too?\n\n
\nSquare \nLetters \nFlag \n
\n" - example_code: "Hint for the square:\n```\nchosen_color = {ask} _\n```\n" - 13: - example_code: "Hint Street in different sizes\n```\n{define} draw_a_house {with} size\n_\n\n{call} draw_a_house {with} 90\n{call} draw_a_house {with} 60\n{call} draw_a_house {with} 30\n```\n\nHint Colored street\n```\n{define} draw_a_house {with} chosen_color\n_\n```\n\nHint Snow Storm\n```\n{define} draw_snowflake {with} length, color\n _\n\nnumbers = 10, 20, 30\ncolors = _\n\n{for} i {in} {range} 1 {to} 5\n random_number = _\n random_color = _\n {call} draw_snowflake {with} random_number, random_color\n {color} white\n {turn} random_number * 5\n {forward} 80\n```\n" - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\nStreet in different sizes \nColored street \nSnow Storm \n" - 12: - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\nFirstly, define a function **for each shape** you want to use on the bracelet. Then, add the shapes to the bracelet like this:\n\nBracelet Designing program \n" - example_code: "Hint Bracelet Designing program\n```\n{define} draw_a_square\n_\n\n{color} white\n{turn} -90\n{forward} 300\n{turn} 180\n\n{for} i {in} {range} 1 {to} 5\n {color} gray\n {forward} 100\n shape = {ask} 'What kind of shape would you like next on the bracelet?'\n chosen_color = {ask} 'In which color?'\n {color} chosen_color\n {if} shape = 'square'\n {call} draw_a_square\n```\n" - 4: - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n
\nColored Star \nRainbow \nNested squares \n
\n" - example_code: "**Extra** Up for a real challenge? Make sure that the colors of these figures are selected randomly, so that each time you run your programs they'll look differently!\n\n```\ncolors {is} red, orange, yellow, green, blue, purple, pink, brown, gray, black\ncolor _\n```\n" - 8: - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n**Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines?\n\n
\nSquare (3) \nRandomly colored star (5) \nRandomly colored spiral (7) \n
\n" - 11: - example_code: "Hint Beehive:\n```\n{for} amount_of_combs {in} {range} 1 {to} _\n {for} walls_of_one_comb {in} {range} 1 {to} _\n {forward} _\n {turn} _\n {forward} _\n {turn} _\n```\n\nHint Fan:\nStart out like the fan you made in level 7. Or take a peak at the hint for the beehive, because the codes are very similar.\n\nHint Snowflake: Start by making one 'leg' and repeat it 6 times.\n" - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n
\nBeehive (6) \nFan (5) \nSnowflake (13) \n
\n" - 3: - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n
\nTriangle \nStar \nArrow \n
\n" - 1: - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n
\n Rectangle \n Square \n Stairs\n
\n" - description: Draw this picture with the turtle - while_command: - name: '{while}' - levels: - 15: - story_text: "We are going to learn a new loop, the `{while}` loop! We continue the loop as long as the statement is true.\nSo don't forget to change the value in the loop.\n\nIn the example code, we continue until a correct answer has been given.\nIf the correct answer is never given, the loop never ends!" - example_code: "```\nanswer = 0\n{while} answer != 25\n answer = {ask} 'What is 5 times 5?'\n{print} 'A correct answer has been given'\n```\n" - description: '{while}' - default_save_name: while_command - years: - default_save_name: New Year's Countdown - levels: - 11: - example_code: "```\n{for} number {in} {range} _ {to} _\n {print} number\n {sleep}\n{print} 'Happy New Year!'\n```\n" - story_text: "In this level you can use the `{for}` number `{in}` `{range}` command to countdown to the New Year.\n\n### Exercise\nFill in the blanks and make the code work!\n" - description: Countdown to the New Year! - name: New Year's - dishes: - levels: - 10: - example_code: "```\ndays = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday\nnames = mom, dad, Emma, Sophie\n{for} day {in} days\n {print} names {at} {random} ' does the dishes on ' day\n```\n" - story_text: "In this level you can make a schedule for the whole week in an easy way!\n\n### Exercise\nAdd a second chore, such as vacuuming or tidying up, and make sure it is also divided for the whole week.\n
**Extra** The program is not fair, you can be unlucky and wash up all week. How could you make the program more fair?\n" - 5: - story_text: "With the `{if}` you can now have more fun with choice in the program. You can have your program respond to the choice that the computer has made.\n### Exercise\nCan you finish the code so that it prints 'too bad' when it is your turn and otherwise 'yes!'?\nDon't forget the quotes!\n" - example_code: "```\npeople {is} mom, dad, Emma, Sophie\ndishwasher {is} people {at} {random}\n_ dishwasher {is} Sophie {print} _ too bad I have to do the dishes _\n_ {print} 'luckily no dishes because ' _ ' is already washing up'\n```\n" - 6: - example_code_2: "```\npeople = mom, dad, Emma, Sophie\ndishwasher = people {at} {random}\n{print} 'Monday the dishes are done by: ' dishwasher\n{remove} dishwasher {from} people\ndishwasher = people {at} {random}\n{print} 'Tuesday the dishes are done by: ' dishwasher\n{remove} dishwasher {from} people\n```\n" - example_code: "```\npeople = mom, dad, Emma, Sophie\nemma_washes = 0\ndishwasher = people {at} {random}\n{print} 'The dishwasher is' dishwasher\n{if} dishwasher {is} Emma emma_washes = emma_washes + 1\n{print} 'Emma will do the dishes this week' emma_washes 'times'\n```\n\nNow you can copy lines 3 to 5 a few times (e.g. 7 times for a whole week) to calculate for a whole week again.\nDo you make the code for the whole week?\n" - story_text_2: "If you are extremely unlucky the previous program might choose you to do the dishes for the whole week! That's not fair!\nTo create a fairer system you can use the `{remove}` command to remove the chosen person from the list. This way you don't have to do the dishes again until everybody has had a turn.\n\nMonday and Tuesday are ready for you! Can you add the rest of the week?\nAnd… can you come up with a solution for when your list is empty?\n" - story_text: "How often is everyone going to do the dishes? Is that fair? You can count it in this level.\n" - 4: - example_code: "```\npeople {is} mom, dad, Emma, Sophie\n{print} _ the dishes are done by _\n{sleep}\n{print} people {at} _\n```\n" - story_text: "With quotation marks you can make your dishwashing program even better.\n\n### Exercise\nFirst, fill in right symbols or commands on the blanks to make this example program work.\nDid you get it? Great! Now copy your own code from the previous level and make it work in this level by adding quotation marks in the right spots.\n" - 3: - story_text_2: "### Exercise\nMake your own version of the dishwasher program. Firstly make a list of your family members.\nThen think of a task that needs to be done, and let the computer decide who has to do the task with the `{at} {random}` command.\n\n**Extra** Don't feel like doing the dishes yourself? Hack the program by removing your name from the list with the `{remove}` `{from}` command.\n" - example_code: "```\npeople {is} mom, dad, Emma, Sophie\n{print} people {at} {random} has to do the dishes\n```\n" - story_text: "Do you always disagree at home about who should wash the dishes or change the litter box today?\nThen you can let the computer choose very fairly. You can program that in this level!\n" - 7: - story_text: "With the `{repeat}` you can repeat pieces of code. You can use this to calculate who will be washing dishes for multiple days!\n### Exercise\nUse the `{repeat}` command to decide on who needs to wash the dishes for an entire week. Each blank needs to be filled with one command or number!\n**Extra** Can you think of other tasks in the house? Adapt the code so it decides on three household chores. Do not forget to print what tasks it concerns!\n" - example_code: "```\npeople = mom, dad, Emma, Sophie\n{repeat} _ _ {print} 'Dishwashing will be done by ' _ _ _\n```\n" - name: Dishes? - description: Use the computer to see who does the dishes - default_save_name: Dishes - random_command: - levels: - 3: - story_text_3: "### Exercise\nTry out the `{at} {random}` command by making your own gameshow (like the ones on tv) where you choose a door or suitcase and it contains a big price!\nCan you do it? We have already put the first lines into the example code.\n" - story_text: "## At random\nIn this level you can make a list using the `{is}` command. You can let the computer choose a random item from that list. You do that with `{at} {random}`.\n" - example_code: "```\nanimals {is} dogs, cats, kangaroos\n{print} animals {at} {random}\n```\n" - story_text_2: "You can use the `{at} {random}` command in a sentence as well.\n" - example_code_2: "```\nfood {is} sandwich, slice of pizza, salad, burrito\n{print} I am going to have a food {at} {random} for lunch.\n```\n" - example_code_3: "```\n{print} The big gameshow!\n{print} There are 3 suitcases in front of you...\nchosen {is} {ask} Which suitcase do you choose?\nprices {is} _\n_\n```\n" - 16: - story_text: "We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels.\nWe use square brackets to point out a place in a list. For example: `friends[1]` is the first name on the list of friends, as you can see in the first part of the example code.\nThe second part of the example code shows you that we can also match 2 lists using the variable i." - story_text_2: "Now that you've learned to use the brackets in lists, you can also start using the {at} {random} command in the Python way!\nYou simply type the name of your list with `[random]` behind it!" - example_code: "```\nfriends = ['Ahmed', 'Ben', 'Cayden']\n{print} friends[1] ' is the first friend on the list.'\n{print} friends[2] ' is the second friend on the list.'\n{print} friends[3] ' is the third friend on the list.'\n#now we will match 2 lists using the variable i\nlucky_numbers = [15, 18, 6]\n{for} i {in} {range} 1 {to} 3\n {print} friends[i] 's lucky number is ' lucky_numbers[i]\n```\n" - example_code_2: "```\nfruit = ['apple', 'banana', 'cherry']\n{print} fruit[random]\n```" - name: '{random}' - default_save_name: random_command - description: introducing at random command - clear_command: - default_save_name: clear_command - description: '{clear} command' - levels: - 4: - example_code: "```\n{print} '3'\n{clear}\n{print} '2'\n{clear}\n{print} '1'\n{clear}\n{print} 'wait for it...'\n{sleep} 3\n{clear}\n{print} 'SURPRISE!'\n```\n" - story_text: "Time for a new command! With `{clear}` you can clear all the text form your output screen. This way you can prevent your screen getting too full of text.\nBeware! If you are using a `{clear}` command, you might need to use a `{sleep}` above it. Otherwise Hedy will clear your screen without giving you the time to read as you can see in the example!\n" - name: '{clear}' - add_remove_command: - levels: - 3: - example_code_3: "```\n{print} Mystery milkshake\nflavors {is} strawberry, chocolate, vanilla\nhope {is} {ask} What flavor are you hoping for?\n_\nallergies {is} {ask} Are you allergic to any flavors?\n_\n{print} You get a flavors {at} {random} milkshake\n```\n" - story_text_3: "### Exercise\nTry out the new commands in this virtual restaurant. Add the flavor the player is hoping for to the list and remove the flavors they are allergic to.\n" - example_code: "```\nanimals {is} dog, cat, kangaroo\nlike {is} {ask} What is your favorite animal?\n{add} like {to_list} animals\n{print} I choose animals {at} {random}\n```\n" - example_code_2: "```\nanimals {is} dog, cat, kangaroo\ndislike {is} {ask} What animal do you not like?\n{remove} dislike {from} animals\n{print} I choose animals {at} {random}\n```\n" - story_text: "## Add to\nYou can add items to the list with the `{add} {to_list}` command. To add an item to a list you can simply type: `{add} penguin {to_list} animals` or you can use the `{ask}` command like in the example code.\n" - story_text_2: "## Remove from\nIf you can add items to a list, of course you can also take them off. This is done with the `{remove} {from}` command.\n" - description: introducing {add} {to_list} and {remove} {from} - default_save_name: add_remove_command - name: '{add} {to_list} & {remove} {from}' - and_or_command: - name: '{and} & {or}' - default_save_name: and or - levels: - 13: - example_code: "```\nname = {ask} 'what is your name?'\nage = {ask} 'what is your age?'\n{if} name {is} 'Hedy' {and} age {is} 2\n {print} 'You are the real Hedy!'\n```\n" - story_text: "We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two `{if}`s but can use `{and}` and `{or}`.\n\nIf you use `{and}`, both statements, left and right of the `{and}` need to be true. We can also use `{or}`. Then only one statement needs to be correct." - description: introducing {and} & {or} - secret: - levels: - 13: - story_text: "We can simplify the superspy code with `{and}`, such that we only need one `{if}`.\n\n### Exercise 1\nComplete the code by filling the right command on the blank. Tip: The superspy has to answer BOTH questions correctly, before they get the confidential information!\n\n### Exercise 2\nWe want to confuse the enemy even more! Create a list with fake answers and select one at random when a wrong answer is given.\n" - example_code: "```\nname = {ask} 'What is your name?'\npassword = {ask} 'What is your password?'\n{if} name {is} 'Agent007' _ password {is} 'TOPSECRET'\n {print} 'Go to the airport at 02.00'\n{else}\n {print} 'Go to the trainstation at 10.00'\n ```\n" - 12: - story_text: "In this adventure you can create your own super spy code. Encode a message that only the right agent can decipher.\nIf the enemy tries to crack the code, they will get some false info to waste their time.\n\n### Exercise 1\nMake your own secret code for your superspy and return both parts only to the real spy.\n\n### Exercise 2\nAdd a third component to the code, like a piece of clothing or an object.\n" - example_code: "```\nname = {ask} 'What is your name?'\n{if} name {is} _\n a = 'Go to the airport '\n{else}\n a = 'Go to the trainstation '\npassword = {ask} 'What is the password?'\n{if} password {is} _\n b = 'tomorrow at 02.00'\n{else}\n b = 'today at 10.00'\n{print} _ _ _\n```\n" - description: Make your own spy code - default_save_name: SuperSpy - name: SuperSpy tic: - default_save_name: Tic levels: 17: - example_code: "```\nsign = 'x'\nopen_spots = [1, 2, 3, 4, 5, 6, 7, 8, 9]\ngame = 'on'\nspot_1 = '.'\nspot_2 = '.'\nspot_3 = '.'\nspot_4 = '.'\nspot_5 = '.'\nspot_6 = '.'\nspot_7 = '.'\nspot_8 = '.'\nspot_9 = '.'\n{print} 'TIC TAC TOE!'\n{print} spot_1 spot_2 spot_3\n{print} spot_4 spot_5 spot_6\n{print} spot_7 spot_8 spot_9\n{print} ' '\n{while} game != 'over':\n choice = {ask} 'Player ' sign ', which spot?'\n {if} choice {in} open_spots:\n {remove} choice {from} open_spots\n {if} choice == 1:\n spot_1 = sign\n {if} choice == 2:\n spot_2 = sign\n {if} choice == 3:\n spot_3 = sign\n {if} choice == 4:\n spot_4 = sign\n {if} choice == 5:\n spot_5 = sign\n {if} choice == 6:\n spot_6 = sign\n {if} choice == 7:\n spot_7 = sign\n {if} choice == 8:\n spot_8 = sign\n {if} choice == 9:\n spot_9 = sign\n {else}:\n {print} 'That spot was already taken'\n {print} spot_1 spot_2 spot_3\n {print} spot_4 spot_5 spot_6\n {print} spot_7 spot_8 spot_9\n {print} ' '\n {if} spot_1 == spot_2 {and} spot_2 == spot_3 {and} spot_1 != '.':\n {print} 'Player ' sign ' wins!'\n game = 'over'\n {elif} spot_4 == spot_5 {and} spot_5 == spot_6 {and} spot_4 != '.':\n {print} 'Player ' sign ' wins!'\n game = 'over'\n {elif} spot_7 == spot_8 {and} spot_8 == spot_9 {and} spot_7 != '.':\n {print} 'Player ' sign ' wins!'\n game = 'over'\n {elif} spot_1 == spot_4 {and} spot_4 == spot_7 {and} spot_1 != '.':\n {print} 'Player ' sign ' wins!'\n game = 'over'\n {elif} spot_2 == spot_5 {and} spot_5 == spot_8 {and} spot_2 != '.':\n {print} 'Player ' sign ' wins!'\n game = 'over'\n {elif} spot_3 == spot_6 {and} spot_6 == spot_9 {and} spot_3 != '.':\n {print} 'Player ' sign ' wins!'\n game = 'over'\n {elif} spot_1 == spot_5 {and} spot_5 == spot_9 {and} spot_1 != '.':\n {print} 'Player ' sign ' wins!'\n game = 'over'\n {elif} spot_3 == spot_5 {and} spot_5 == spot_7 {and} spot_3 != '.':\n {print} 'Player ' sign ' wins!'\n game = 'over'\n {else}:\n {if} sign == 'x':\n sign = 'o'\n {else}:\n sign = 'x'\n```\n" + example_code: "```\nsign = 'x'\nopen_spots = [1, 2, 3, 4, 5, 6, 7, 8, 9]\ngame = 'on'\nspot_1 = '.'\nspot_2 = '.'\nspot_3 = '.'\nspot_4 = '.'\nspot_5 = '.'\nspot_6 = '.'\nspot_7 = '.'\nspot_8 = '.'\nspot_9 = '.'\n{print} 'TIC TAC TOE!'\n{print} spot_1 spot_2 spot_3\n{print} spot_4 spot_5 spot_6\n{print} spot_7 spot_8 spot_9\n{print} ' '\n{while} game != 'over':\n choice = {ask} 'Player ' sign ', which spot?'\n {if} choice {in} open_spots:\n {remove} choice {from} open_spots\n {if} choice == 1:\n spot_1 = sign\n {if} choice == 2:\n spot_2 = sign\n {if} choice == 3:\n spot_3 = sign\n {if} choice == 4:\n spot_4 = sign\n {if} choice == 5:\n spot_5 = sign\n {if} choice == 6:\n spot_6 = sign\n {if} choice == 7:\n spot_7 = sign\n {if} choice == 8:\n spot_8 = sign\n {if} choice == 9:\n spot_9 = sign\n {else}:\n\ + \ {print} 'That spot was already taken'\n {print} spot_1 spot_2 spot_3\n {print} spot_4 spot_5 spot_6\n {print} spot_7 spot_8 spot_9\n {print} ' '\n {if} spot_1 == spot_2 {and} spot_2 == spot_3 {and} spot_1 != '.':\n {print} 'Player ' sign ' wins!'\n game = 'over'\n {elif} spot_4 == spot_5 {and} spot_5 == spot_6 {and} spot_4 != '.':\n {print} 'Player ' sign ' wins!'\n game = 'over'\n {elif} spot_7 == spot_8 {and} spot_8 == spot_9 {and} spot_7 != '.':\n {print} 'Player ' sign ' wins!'\n game = 'over'\n {elif} spot_1 == spot_4 {and} spot_4 == spot_7 {and} spot_1 != '.':\n {print} 'Player ' sign ' wins!'\n game = 'over'\n {elif} spot_2 == spot_5 {and} spot_5 == spot_8 {and} spot_2 != '.':\n {print} 'Player ' sign ' wins!'\n game = 'over'\n {elif} spot_3 == spot_6 {and} spot_6 == spot_9 {and} spot_3 != '.':\n {print} 'Player ' sign ' wins!'\n game = 'over'\n\ + \ {elif} spot_1 == spot_5 {and} spot_5 == spot_9 {and} spot_1 != '.':\n {print} 'Player ' sign ' wins!'\n game = 'over'\n {elif} spot_3 == spot_5 {and} spot_5 == spot_7 {and} spot_3 != '.':\n {print} 'Player ' sign ' wins!'\n game = 'over'\n {else}:\n {if} sign == 'x':\n sign = 'o'\n {else}:\n sign = 'x'\n```\n" story_text: "In the previous levels the tic tac toe game had an annoying feature. After every move, you had to fill in yourself if you had won or not.\nThis made the game playable, but also quite slow. In this level we have learned the `{elif}` command, that could solve that problem.\nTo use the `{elif}` to let Hedy check whether or not a player has won is fun, but it also requires a fair amount of extra lines.\n\nIn the example code you see that we added the requirements to win (3 spots in a row horizontally, vertically or diagonally).\nYou can find them in line 46 to 69. You can see that each time the requirement is met (so if a player has won) the variable game is set to 'over'.\nThis means that the `{while}` loop will be stopped and the game ends.\n" - 16: - example_code: "```\n# Create a list called field\n_ = ['.', '.', '.', '.', '.', '.', '.', '.', '.']\n\n# Create a function that prints the field\n{define} print_field\n _\n {print} 'TIC TAC TOE'\n {print} field[1] field[2] field[3]\n _\n _\n\n# Call the function\n```\n" - story_text: "Let's program a game of tic-tac-toe!\n\n### Exercise\nIn this adventure we'll start with creating an empty field.\n\n***Create a list called field*** This list will be our playing field. This list is filled with 9 dots, since there are no x's and o's yet at the start of our game.\n\n***Create a function that prints the field*** Firstly, clear the screen so the old playing fields will be removed. Then we print the first line of our Tic Tac Toe field. This line constists of the first 3 spots in our list field.\nWe have already programmed this line for you. Now finish the field by printing spot 4, 5, and 6 on the second row and spot 7, 8 and 9 in the third row.\n\n***Call the function that prints the field*** Now call the function.\n
\n Run the code. Your output should look like this: \n
\n\n***Continue in the next tab*** In the next tab you'll learn how to program the game itself.\n" - description: Play a game of Tic Tac Toe! name: Tic Tac Toe - repeat_command: - levels: - 9: - story_text: "Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an `{if}` or `{repeat}` command. \nBut you can't yet combine the two...\n\nGood news! In this level you will be allowed to put an `{if}` inside an `{if}`, `{repeat}` inside a `{repeat}` command and in eachother.\nGive it a try!\n" - example_code: "```\n{repeat} 3 {times}\n order = {ask} 'What would you like to order?'\n {if} order {is} pizza\n {print} 'Yammie'\n {else}\n {print} 'pizza is better!'\n```\n" - 7: - example_code: "```\n{repeat} 3 {times} {print} 'Hedy is fun!'\n```\n" - story_text: "## Repeat! Repeat! Repeat!\nLevel 7 adds the `{repeat}` command. `{repeat}` can be used to execute one line of code multiple times. Like this:\n\n### Exercise\nPlay around with the `{repeat}` command. Can you make the happy birthday song in only 3 lines of code instead of 4 now?\n" - 8: - example_code: "```\n{repeat} 5 {times}\n {print} 'Hello everyone'\n {print} 'This is all repeated 5 times'\n```\n" - story_text: "### Repeat commands and indentation\nIn this level you can repeat multiple lines of code with only 1 repeat command.\nYou do this by making a block of lines that you want to repeat.\nThe lines in this block will need **indentation** .\nThat means putting four spaces at the beginning of each line. You will also have to indent when you just want to create a block of one line.\n" - description: '{repeat} command' - name: '{repeat}' - default_save_name: repeat_command - maths: - name: maths - levels: - 6: - story_text: "In this level you learn something new: you can now also calculate.\n\nThe plus is easy, you write it like with math: `5 + 5` for example. The minus also works fine, it is `5 - 5`.\n\nThe times is a bit different, because there is no times symbol on your keyboard. Just search, there really isn't!\nThat is why we multiply with the asterisk above 8: `5 * 5`. Read that as \"5 times 5\" that helps you remember it best.\n" - example_code: "```\n{print} '5 plus 5 is ' 5 + 5\n{print} '5 minus 5 is ' 5 - 5\n{print} '5 times 5 is ' 5 * 5\n{print} '5 divided by 5 is ' 5 / 5\n```\n" - 12: - story_text_2: "**Maths with words**\nIn this level you can also do addition with words like this:" - example_code_2: "```\na = 'Hello '\nb = 'world!'\n{print} a + b\n```\n" - story_text: "**Decimal numbers**\nSo far, Hedy did not allow for decimal numbers like 1.5, but now we do allow that. Note that computers use the `.` for decimal numbers." - example_code: "```\n{print} 'Two and a half plus two and a half is...'\n{print} 2.5 + 2.5\n```\n" - default_save_name: maths - description: Introducing maths - calculator_2: - levels: - 14: - story_text: "### Exercise 2\n**This is the second part of this adventure.** The adventure starts in the previous tab.\nOf course, you don't always want to calculate the mean of 4 tests. You might want to calculate the mean of 10 tests or only 2...\nWe can fix this problem by adding the argument and variable 'amount_of_tests'.\n* Start a new line on line 3. Set the amount_of_tests argument by asking the student how many tests they have made.\n* Change the 4 in line 4 to the new argument amount_of_tests.\n* Lastly, change the 4 in line 6 to amount_of_tests\n\nTry out your new program. Does it work?\n\n### Exercise 3\nDid you want to make your program even better? Great! In the previous program you could only calculate the mean grade of 1 subject, but it would be better if you could calculate the mean grade for all subjects you want!\nWe won't tell you how to do it, but we will give you one tip: Start your code in line 1 with: define calculate_mean_grade with subject.\n" - example_code: "```\n# Use your own code from the previous adventure.\n```\n" - name: Calculator 2 - default_save_name: Calculator 2 - description: Calculator 2 - blackjack_4: - description: Blackjack part 4 - levels: - 17: - example_code: "```\n# Paste your code from the previous adventure here\n\n# Decide a winner\n{if} _\n {print} 'Its a draw! Play again!'\n{elif} _\n {print} 'You win!'\n{elif} _ :\n {if} _:\n {print} _\n {else}:\n {print} _\n{else}:\n _\n```\n" - story_text: "In the last 3 adventures you have alsmost created a working blackjack game! The only thing left to do is to decide a winner!\n\n### Exercise\n***Paste your code from the previous adventure*** Start by pasting the code that you've made so far into your programming field.\n\n***Decide a winner***\nFirstly, if you and the dealer have an equal amount of points, it's a draw.\nSecondly, if the dealer has more than 21 points and you don't, you are the winner.\nThirdly, if both you and the dealer have less than 22 points, we have to see who came closest to 21. We do that by comparing who has the highest score. Is your total higher than the dealer's total, then you are the winner. If not, the dealer wins.\nLastly, in all other scenarios (e.g. you have more than 21 points and the dealer doesn't, or you both have more than 21 points) you are the loser.\n\n***Enjoy the game!***\nDoes your game work properly? Amazing! You have done a great job! Enjoy your game!\nIf it doesn't work right away, no worries, you might have made a mistake. Just keep calm and bebug your code using the ladybug button.\n" - default_save_name: Blackjack_4 - name: Blackjack 4 - simon_3: - default_save_name: Simon - name: Simon Says 3 - levels: - 16: - example_code: "```\n# Paste your code here\n\n# The game\n{while} game_over _\n {print} _\n _\n _\n _ = ['empty', 'list']\n {remove} _\n {remove} _\n {call} _\n {call} _ {with} _\n {call} _ {with} _\n {if} player_sequence == _\n _\n _\n _\n {else}\n _\n game_over = _\n```\n" - story_text: "In this tab we'll program the game of Simon Says!\n\n### Exercise\n***Paste your code*** Copy your code from the previous tab and paste it here.\n\n***Program the game*** We start by making sure the game goes on while the game isn't over. Then we print what level the player is on, we use the variable level for that. We only show that for 1 second and then we clear the screen again.\nNow, we have to create the empty list player_sequence. We've already programmed how to fill the list, with our function `player_sequence`, but we never made the list itself. To create the list we use the same trick as we did in the previous tab.\nWe'll make a list with the words 'empty' and 'list' on it, and then we remove both these words. Next, we'll call all of the 3 functions that we've created.\nLastly, we'll have to check if the player gave the correct answers (so if the player_sequence and the simon_sequence are the same).\nIf that's the case, we'll compliment the player. Wait for 1 second and increase the level with 1.\nDid the player give the wrong answer, we'll tell them and end the game by setting game_over to 'True'\n\n***Enjoy your game!*** Great job! Does your game not work? Use the ladybug button to debug your code!\n" - description: Make a game of Simon Says - print_command: - levels: - 18: - example_code: "```\n{print}('Hello!')\n{for} i {in} {range}(1, 10):\n {print}('This is line ', i)\n```\n" - example_code_2: "```\ntemperature = 25\n{print}('It is ', temperature, ' degrees outside')\n```\n```\nname = 'Hedy'\n{print}('My name is ', name)\n```\n" - story_text_2: If you want to print more than one item, you need to separate them by commas. - story_text: "We arrived at real Python code! That means we need to use parentheses with `{print}` and `{range}` from now on.\nIt also means you can use Hedy code from this level in any Python environment as long as you use the English commands. If you haven't until now, you can switch the toggle in the commands menu to do so." - 1: - example_code_2: "```\n_ Hello!\n```\n" - example_code: "```\n{print} Hi there, programmer!\n{print} Welcome to Hedy!\n```\n" - story_text: "## The print command\nYou can print text to the screen using the `{print}` command.\n" - story_text_2: "### Exercise\nIn Hedy you will find exercises in every adventure. An exercise allows you to practise the new commands and concepts, and lets you give your own twist to the example codes.\nIn this exercise you will see a pink blank space. You have to fill something in the place of the blank space before the code can be run.\n\nFill in the `{print}` command in the blank space and then add five more lines of code. Each line has to start with a `{print}` command.\nHave fun!\n" - description: Introduction print command - name: '{print}' - default_save_name: print - in_command: - levels: - 5: - example_code_2: "```\nanimals {is} dog, cow, sheep\nanswer {is} {ask} 'What is your favorite animal?'\n_ answer _ animals _ 'Mine too!'\n_ _ 'My favorite animals are dogs, cows and sheep'\n```\n" - story_text: "## Lists\nWhen we want to check if something is in a list, we can now use the `{in}` command.\nThis code prints pretty! if you choose green or yellow, and meh otherwise.\n" - example_code: "```\npretty_colors {is} green, yellow\nfavorite_color {is} {ask} 'What is your favorite color?'\n{if} favorite_color {in} pretty_colors {print} 'pretty!'\n{else} {print} 'meh'\n```\n" - story_text_2: "### Exercise\nFinish the example code by filling in the blanks with commands that you've learned.\nWhen you've finished the code, try to create a code of your own and use a question that you've thought of yourself.\n" - description: Introducing the {in} command - name: '{in}' - default_save_name: in_command - if_command: - levels: - 5: - story_text: "## If... else....\nIn level 5 there is something new, the `{if}`! With the `{if}` you can choose between two different options.\nThis code prints nice if you enter Hedy as a name, and boo! if you enter something else.\n`{ask}` and `{print}` still work like they did in level 4.\n" - example_code_3: "```\nanswer {is} {ask} '2 + 2 = ?'\n_ _ _ 4 _ 'Great job!'\n_ _ 'No 2 + 2 = 4'\n```\n" - story_text_2: "Sometimes code with an `{if}` gets really long and does not fit on the line well.
You may also divide the code over two lines, starting the second line at the `{else}` like this:\n" - example_code: "```\nname {is} {ask} 'what is your name?'\n{if} name {is} Hedy {print} 'nice' {else} {print} 'boo!'\n```\n" - story_text_3: "### Exercise\nTry to create your own code with `{if}` and `{else}`. You can use the example code if you want.\n" - example_code_2: "```\nname {is} {ask} 'what is your name?'\n{if} name {is} Hedy {print} 'nice'\n{else} {print} 'boo!'\n```\n" - 9: - story_text: "In this level you can also put an `{if}` command inside another `{if}` command.\n" - example_code: "```\ncontinue = {ask} 'Do you want to continue?'\n{if} continue = yes\n sure = {ask} 'Are you sure?'\n {if} sure {is} yes\n {print} 'We will continue'\n {else}\n {print} 'You are not sure'\n{else}\n {print} 'You do not want to continue'\n```\n" - 8: - story_text: "## If... Else...\nYou have learned to repeat a block of lines of code after a `{repeat}` command.\nNow you can also use indentation to make blocks after a {if} or {else} command.\nCheck out the example code.\n\n### Exercise\nAdd an {else} command to the example code. Make a block of line using indentation. You do this by starting each line with 4 spaces.\n" - example_code: "```\nname = {ask} 'What is your name?'\n{if} name {is} Hedy\n {print} 'Welcome Hedy'\n {print} 'You can play on your computer!'\n```\n" - name: '{if} & {else}' - default_save_name: if_command - description: Introducing the {if} command - piggybank: - levels: - 14: - example_code: "```\n_ calculate_budget {with} wish, money, allowance\n to_save = wish - money\n weeks = to_save / allowance\n {if} wish _ money\n {print} 'You need to save up some more!'\n {print} 'Youll need ' weeks ' more weeks.'\n {else}\n {print} 'Great! You have enough'\n {print} 'Lets go shopping!'\n\nmoney = {ask} 'How much money have you saved?'\nwish = {ask} 'How much money do you need?'\nallowance = {ask} 'How much pocket money do you get each week?'\n\n{call} _\n```\n" - story_text: "### Exercise\nIn this level you can let Hedy tell you if you have saved up enough money!\nFinish this code by filling in the blanks!\n" - 12: - example_code: "```\n{print} 'The digital piggy bank'\nwish = {ask} 'What would you like to buy?'\nprice = {ask} 'How much does that cost?'\nsaved = {ask} 'How much money have you saved already?'\nallowance = {ask} 'How much pocket money do you get per week?'\nto_save = price - saved\nweeks = to_save / allowance\n{print} 'You can buy a ' _ ' in ' _ ' weeks.'\n```\n" - story_text: "In this adventure you learn how to make a digital piggy bank.\n\n### Exercise\nFinish the code to calculate how much money you have and how long you need to save up to buy what you want!\n**Extra** Maybe you have already saved some money? Deduct that from the amount you will have to save up.\n" - description: Count your pocketmoney! - name: Piggy Bank - default_save_name: Piggy Bank - quizmaster: - levels: - 14: - story_text: "### Exercise\nIn this adventure you can make your own quiz! Fill in the blanks, add more questions and enjoy your own quiz!\nYou can make a quiz about anything you like: your hobby, your favorite animal, your favorite book or anything at all!\n" - example_code: "```\n{print} 'Make your own quiz'\npoints_a = 0\npoints_b = 0\n{print} 'Question'\n{print} 'Answer option A'\n{print} 'Answer option B'\nanswer = {ask} 'Which answer?'\n{if} answer == 'A'\n points_a = points_a + 1\n{if} answer == 'B'\n points_b = points_b + 1\n{print} 'End of the quiz!'\n{print} 'Lets see the results!'\n{if} points_a > points_b\n {print} 'You belong to the A club'\n{if} points_b > points_a\n {print} 'You belong to the B club'\n```\n" - name: Quizmaster - default_save_name: Quizmaster - description: Make your own quiz! - tic_2: - description: Play a game of Tic Tac Toe! - levels: - 16: - example_code: "```\n# Paste your code from the previous adventure here\n\n# Add variables\ngame_over = _\nsign = _\n\n# The game\n{while} _\n choice = _ 'Player ' sign '_?'\n field[choice] = _\n _ print_field\n game_over = {ask} _\n {if} sign = 'o'\n sign = _\n _\n sign = _\n```\n" - story_text: "In the previous adventure you've learned how to create a playing field. Now you'll learn how to create the game!\n\n### Exercise\n***Paste your code*** Start by pasting your code from the previous adventure here.\n\n***Add variables*** Underneath your list called `field` we'll add 2 more variables that we'll need to program the game.\nThe variable `game_over` tells us if the game is over, and should be 'no' at the start of the game.\nThe variable `sign` tells us if it's the turn of player x or player o. Set the variable to 'x'.\n\n***The game*** First use a {while} command, to make sure the game keeps on playing the variable while game_over is set to no.\nDuring the game, we first ask the player which spot they choose. Then we change the field with the number they chose into their sign.\nThen we print the field again and we ask the player if they've won yet. Lastly we want to switch whose turn it is, so if the sign is 'x' it should be 'o' and the other way around.\n\n***Test your game*** Does your game work? Great, have fun playing the game! If not, use the ladybug button to debug your code.\nYou might have noticed one mistake in the code though, you can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot.\nThat's not fair! Go to the next tab to learn how to fix this problem.\n" - default_save_name: Tic - name: Tic-Tac-Toe 2 - tic_3: - levels: - 16: - story_text: "You might have noticed one mistake in the code you've made in the previous adventure. You can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot.\nThat's not fair! In this tab we'll fix that mistake.\n\n### Exercise\n***Paste your code here*** Paste your code from the previous adventure here.\n\n***Fix the mistake*** To fix the mistake we replace the line that says `field[choice] = sign`. This turns any spot that the player has chosen into their sign.\nGo to the header that says 'Use this to fix the mistake' and finish the code. We first want to check if the chosen spot is still empty, so `if field[choice] = '.'`. If that is the case, you are allowed to take it.\nThen we make an else command and print 'Sorry, this spot is already taken' if the spot is not empty. Lastly, we add a {sleep} command, so the players can actually read the text before it gets cleared again.\nNow copy this piece of code and replace the line `field[choice] = sign` with this new piece of code.\n\n***Play your game!*** Now the game should work properly! Good job!\nThe only flaw is that you can get a bit annoyed that the game keeps asking you if you've won yet. Do you want to fix that? Go to level 17 and we'll fix it!\n" - example_code: "```\n# Paste your code here\n\n# Use this to fix the mistake\n{if} _ = '.'\n field[choice] = sign\n{else}\n {print} _\n _\n```\n" - name: Tic-Tac-Toe 3 - default_save_name: Tic - description: Play a game of Tic Tac Toe! diff --git a/content/adventures/id.yaml b/content/adventures/id.yaml index 0a64539dd3e..2c035c455ab 100644 --- a/content/adventures/id.yaml +++ b/content/adventures/id.yaml @@ -53,11 +53,6 @@ adventures: hewan is burung, landak, armadilo print Dia sekarang mendengar suara seekor hewan at random ``` - example_code: | - ``` - animals {is} 🦔, 🐿, 🦉, 🦇 - {print} They now hear the sound of an animals {at} {random} - ``` story_text_2: | The command `{add}` can also come in handy in your story. For example example_code_2: | @@ -75,14 +70,6 @@ adventures: Salin cerita Anda dari level sebelumnya ke level ini. Di level ini Anda telah mempelajari 3 perintah baru `{at} {random}` , `{add} {to_list}` dan `{remove} {from}`. Tambahkan baris kode baru ke cerita Anda, sehingga semua perintah baru ditampilkan setidaknya sekali dalam cerita Anda. - example_code_3: | - ``` - {print} His backpack got way too heavy. - {print} Inside were a bottle of water, a flashlight and a brick. - bag {is} water, flashlight, brick - dump {is} {ask} Which item should he dump? - {remove} dump {from} bag - ``` 4: story_text: | ### Latihan @@ -141,16 +128,6 @@ adventures: print 'Kenapa tidak ada seorangpun yang menolongku?' ``` 8: - story_text: | - In this level you can use multiple lines in your `{if}` commands, this way you can upgrade your happy or sad ending! - - ### Exercise 1 - The example code shows two different endings; one where the characters jump in a time machine and one where they do not. - Complete the blanks with at least one sentence per ending. - **Extra** Make the story longer. What happens in the story? You can also add a second `{ask}` with different options. - - ### Exercise 2 - Go back to your saved programs, choose your story program from level 5. Now write a good and a bad ending of at least three lines long each! example_code: | ``` {print} 'OH TIDAK! T-rex mendekat!' @@ -214,12 +191,6 @@ adventures: _ ``` 15: - story_text: | - Using the `{while}` loop can make your stories more interesting. For example, you can use `{while} game == 'on'` so you can play until the game is over. - Or you can use `{while} sword == 'lost'` so the player can't continue the game until they have found something. - - ### Exercise - The example code shows you how to use the `{while}` loop in a story. Now **think of your own scenario** in which the player has to find something before they can continue. example_code: | ``` keys = 'lost' @@ -235,11 +206,6 @@ adventures: {print} 'Nope they are not at the ' location {print} 'Now you can enter the house!' 18: - story_text: | - We are going to print another story, but now we have to use brackets with `{print}`. - - ### Exercise 1 - Create a story of at least 5 sentences. You don't have to use 'name' just yet. example_code: | ``` {print}('Selamat datang di cerita ini!') @@ -294,7 +260,6 @@ adventures: {print} Anda mendapatkan milkshake rasa {at} {random} ``` and_or_command: - name: '{and} & {or}' default_save_name: dan atau description: memperkenalkan dan atau levels: @@ -311,7 +276,6 @@ adventures: {print} 'Kamu adalah Hedy yang asli!' ``` ask_command: - name: '{ask}' default_save_name: tanya_perintah description: Pendahuluan menanyakan perintah levels: @@ -369,204 +333,6 @@ adventures: favorit_animals {is} {ask} Apa hewan favoritmu? {print} Saya suka binatang_favorit ``` - 18: - story_text: The final change we will need to make to get Python code is changing `{ask}` into `{input}`. - example_code: | - ``` - {print}('My name is Hedy!') - name = {input}('What is your name?') - {print}('So your name is ', name) - ``` - blackjack: - name: Blackjack - default_save_name: Blackjack - description: Try to get as close to 21 as you can - levels: - 17: - story_text: | - Blackjack is a simple game of cards in which you have to get as close to 21 points as possible. You get two cards. Each card is worth their numeral value, and the face cards (Jack, Queen and King) are worth 10 points. - The Ace is worth either 1 or 11 points (you can choose). The dealer, your opponent, also gets two cards. - If you want, you can get another card, and its points will be added to your total. The dealer can also choose to take another card. - But be careful not to get more than 21 points, because if you do, you lose! - The player who gets closest to 21, without going over it, wins! - - ### Exercise - In this adventure we code the first part of our Blackjack game. We'll create a function to calculate how many points a card is worth. - - ***Set the variables*** - Start by making a list of all the cards, from 2 to Ace. Next make a list of the face cards, so Jack, Queen and King. Then pick a random card from the list of cards to be card_1. - - ***Create a function to calculate the points*** - Create a function that calculates how many points a card is worth. - All the face cards are worth 10 points, the Ace is worth 11 and all the other cards are worth their numeral. - Return the variable `points` at the end of the function. - - ***Test the function*** - Test if your function is working properly. Finish the first print command by filling in which card you've drawn. Then finish the second line by calling the function with card_1. - Run the code a couple of times. Are you happy with the results? Great! Then you can remove the testing part and move on the the next tab! - example_code: | - ``` - {print} 'BLACKJACK' - - # Set these variables - cards = _ - face_cards = _ - card_1 = - - # Create a function to calculate the points - {define} calculate_points {with} card: - {if} card {in} face_cards: - points = _ - {elif} _ - _ - {else}: - _ - _ points - - # Test your function - {print} 'Your card is a ' _ - {print} 'That is worth ' _ ' points'. - ``` - blackjack_2: - name: Blackjack 2 - default_save_name: Blackjack_2 - description: Blackjack part 2 - levels: - 17: - story_text: | - ### Exercise - In this adventure we code the second part of our Blackjack game. - - ***Paste your code from the previous adventure*** - In the previous adventure you've started a list of variables and created a function to calculate how many points a card is worth. Copy your code and paste it here. Mind that you don't need the testing part, so if you haven't removed that yet, please do so now. - - ***Add more variables*** - You have already set the lists `cards` and `face_cards` and the variable `card_1`. Underneath those variables create 3 more variables: `card_2`, dealer_card_1` and `dealer_card_2`. These variables are all set to a random card from the list of cards. - - ***Add up points*** - To calculate how many points you have scored we call the function with card 1 and we do it again for card 2. Then we add both these scores together to get your total. - Do the same thing for the dealers points, but be sure to use the dealer's cards and not your own! - - ***2 Aces*** - You're doing great! Almost all scores can be calculated now. There is only one exception: 2 Aces. If you get 2 Aces, your total is 12 points and not 22 (because 22 points would be losing!). This of course also goes for the dealer. - - ***Show the score*** - Lastly, you want to tell the program to tell you which cards you have drawn and how many points that is. Then show which cards the dealer has and how many points they have. - - ***Continue in the next tab*** - Great! You have finished this part of the game! Copy your code and go to the next tab to learn how to ask for an extra card and to declare a winner. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add these variables to the list of variables - card_2 = _ - dealer_card_1 = _ - dealer_card_2 = _ - - # Add up your points - your_points_1 = {call} _ {with} card_1 - your_points_2 = _ - your_total = _ - - # Add up the dealers points - dealer_points_1 = _ - _ - _ - - # 2 Aces - {if} card_1 == 'Ace' {and} _ - your_total = 12 - {if} dealer_card_1 _ - dealer_total = _ - - # Show the score - {print} 'You have drawn a ' _ ' and a ' _ '. That is ' _ ' points' - {print} 'The dealer has drawn a ' _ ' and a ' _ '. That is ' _ ' points' - ``` - blackjack_3: - name: Blackjack 3 - default_save_name: Blackjack_3 - description: Blackjack part 3 - levels: - 17: - story_text: | - In the previous tabs you have learned how to draw 2 random cards for yourself and for the dealer and to calculate how many points you both got. - In this adventure we add the option to ask for an extra card for both you and the dealer. - - ### Exercise - ***Paste your code from the previous adventure*** Firstly, copy your code from the previous tab and paste it here. - - ***Extra card for you*** If you want, you can get an extra card to get your total as close to 21 as possible. First ask the player if they want an extra card. - If they do, pick a random card and print what they have drawn. If the card is not an Ace, you can call the function and add the points to your total. - In case the card is an Ace, you can't use the function, because the Ace can be either 1 point or 11 points, depending on how many points you already have earned. - If your total is less than 11, you want the ace to be 11 points (because this is closest to 21). So you add 11 points to your total. - If the total is more than or equal to 11, you want the ace to be 1 point (because you don't want more than 21 points). So you add 1 point to your total. - Lastly, print your new total of points. - - ***Extra card for the dealer*** The dealer can also get an extra card. The dealer doesn't need to be asked, because they always get an extra card if their total is less than 17. - Copy the 'Extra card for you code' and paste it in the dealers section. Then change it to fit the dealer picking an extra card and getting points added to their total. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Extra card for you - hit = {ask} _ - {if} hit == 'yes': - card_3 = _ - {print} _ - {if} card_3 _ 'Ace': - your_points_3 = _ - your_total = _ - {else}: - {if} your_total _ - _ - {else}: - _ - {print} _ - - # Extra card for the dealer - {if} dealer_total < 17 - _ - ``` - blackjack_4: - name: Blackjack 4 - default_save_name: Blackjack_4 - description: Blackjack part 4 - levels: - 17: - story_text: | - In the last 3 adventures you have alsmost created a working blackjack game! The only thing left to do is to decide a winner! - - ### Exercise - ***Paste your code from the previous adventure*** Start by pasting the code that you've made so far into your programming field. - - ***Decide a winner*** - Firstly, if you and the dealer have an equal amount of points, it's a draw. - Secondly, if the dealer has more than 21 points and you don't, you are the winner. - Thirdly, if both you and the dealer have less than 22 points, we have to see who came closest to 21. We do that by comparing who has the highest score. Is your total higher than the dealer's total, then you are the winner. If not, the dealer wins. - Lastly, in all other scenarios (e.g. you have more than 21 points and the dealer doesn't, or you both have more than 21 points) you are the loser. - - ***Enjoy the game!*** - Does your game work properly? Amazing! You have done a great job! Enjoy your game! - If it doesn't work right away, no worries, you might have made a mistake. Just keep calm and bebug your code using the ladybug button. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Decide a winner - {if} _ - {print} 'Its a draw! Play again!' - {elif} _ - {print} 'You win!' - {elif} _ : - {if} _: - {print} _ - {else}: - {print} _ - {else}: - _ - ``` calculator: name: Kalkulator default_save_name: kalkulator @@ -625,44 +391,7 @@ adventures: skor = skor + 1 {print} 'Kerja bagus! Skor Anda adalah... 'skor' dari 10!' ``` - 10: - story_text: | - This calculator game helps you practise your tables of multiplication! - ### Exercise - Fill in the blanks. We want this program to ask the player these questions: - ``` - How much is 1 times 1? - How much is 1 times 2? - How much is 1 times 3? - How much is 2 times 1? - How much is 2 times 2? - How much is 2 times 3? - How much is 3 times 1? - How much is 3 times 2? - How much is 3 times 3? - _ - ``` - example_code: | - ``` - numbers = 1, 2, 3 - {for} _ - {for} _ - answer = {ask} _ - correct = number_1 * number_2 - {if} answer {is} correct - {print} 'Great job!' - {else} - {print} 'That is wrong. The right answer is ' correct - ``` 11: - story_text: | - With a `{for}` you can simplify tables of multiplication practise program. - - ### Exercise 1 - Improve the example code such that it prints a nice multiplication table:
"1 times 10 is 10", "2 times 10 is 20", etc. - - ### Exercise 2 - Go back to your level 10 multiplication code, and modify it so that it uses a `{for}` and `{range}`. example_code: | ``` nomor = 10 @@ -704,17 +433,6 @@ adventures: {print} _ ``` 14: - story_text: | - In this adventure you will build a calculator that calculates your mean grade for you. If you get your calculator to work, you can move on to the next adventure, which allows you to add two extra features. - - ### Exercise 1 - Fill in the blanks to get the calculator to work. - * Start with the fourth line, add a question to figure out what grade the student got. - * In the fifth line you'll want to calculate the total of all grades, so the total = total + grade. - * Then we get to set the return value. We want to return the mean, so the total devided by the amount of tests (4). - * Lastly we finish the code by calling the function in line 8. - - Did you get it? Awesome! Would you like to add even more to your calculator? **This adventure continues in the next tab!** example_code: | ``` {define} calculate_mean_grade @@ -733,58 +451,7 @@ adventures: mean_grade = {call} _ {print} 'Your mean grade is ' mean_grade - 15: - story_text: | - You can add the `{while}` loop to the calculator game you've learned to make in a previous level. - This makes sure the player can't continue to the next question if they answer incorrectly. - - ### Exercise - Add the `{while}` loop in the function, ask the player what number_1 times number_2 is and print their answer. - Then `{call}` the function. - example_code: | - ``` - {define} new_question - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct = number_1 * number_2 - answer = 0 - _ - _ - _ - {print} 'Well done!' - - {print} 'Give 10 correct answers to win!' - {for} i {in} {range} 1 {to} 10 - _ - {print} 'You win!' - ``` - calculator_2: - name: Calculator 2 - default_save_name: Calculator 2 - description: Calculator 2 - levels: - 14: - story_text: | - ### Exercise 2 - **This is the second part of this adventure.** The adventure starts in the previous tab. - Of course, you don't always want to calculate the mean of 4 tests. You might want to calculate the mean of 10 tests or only 2... - We can fix this problem by adding the argument and variable 'amount_of_tests'. - * Start a new line on line 3. Set the amount_of_tests argument by asking the student how many tests they have made. - * Change the 4 in line 4 to the new argument amount_of_tests. - * Lastly, change the 4 in line 6 to amount_of_tests - - Try out your new program. Does it work? - - ### Exercise 3 - Did you want to make your program even better? Great! In the previous program you could only calculate the mean grade of 1 subject, but it would be better if you could calculate the mean grade for all subjects you want! - We won't tell you how to do it, but we will give you one tip: Start your code in line 1 with: define calculate_mean_grade with subject. - example_code: | - ``` - # Use your own code from the previous adventure. - ``` clear_command: - name: '{clear}' default_save_name: perintah_jelas description: perintah yang jelas levels: @@ -1072,9 +739,6 @@ adventures: hubungi salam_pelanggan ``` 13: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1104,9 +768,6 @@ adventures: print 'No problem!' ``` 14: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1153,9 +814,6 @@ adventures: else 'no problem' 15: - story_text: |- - ### Exercise - Debug this random children's story. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1190,10 +848,6 @@ adventures: print The End ``` 16: - story_text: |- - ### Exercise - Debug this code. Good luck! - Tip: Make sure that you only see your score once in the end. example_code: | **Warning! This code needs to be debugged!** ``` @@ -1212,9 +866,6 @@ adventures: ``` 17: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1247,9 +898,6 @@ adventures: print 'Thanks for ordering!' ``` 18: - story_text: |- - ### Exercise - Debug this Old MacDonald program from level 16. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1270,33 +918,10 @@ adventures: ``` default: name: Pengantar - default_save_name: intro description: Penjelasan level levels: 1: story_text: "Pada level 1 kamu dapat menggunakan perintah `{print}`, `{ask}` dan `{echo}`.\nTulis kodingan kamu di bagian tampilan kode. Atau tekan tombol hijau di contoh kode, dan kode akan dituliskan sendiri!\nCoba jalankan kodenya dengan menekan tombol 'Run code' di bawah tampilan kode.\n\nAnda dapat print text di tampilan dengan menggunakan perintah `{print}` . \n" - example_code: | - ``` - {print} Hello world! - ``` - 2: - story_text: | - Congratulations! You've reached level 2. Hopefully you've already made some awesome codes! - In the first level you might've notice that the `{echo}` command can only save one bit of information at a time. - For example in the restaurant adventure, you could echo what the costumer wanted to eat, or what they wanted to drink, but not both in one sentence. - - That changes in level 2. In level 2 you'll learn to work with variables, that allow you to save multiple pieces of information and print them in any place you want. - So let's go to the next tab! - example_code: | - **Warning! This code does not work!** - In Hedy commands will change sometimes. `{echo}` for example only works in level 1. In this level you'll learn a better way to echo answers back. - ``` - {print} Welcome at Hedy's - {ask} What would you like to eat? - {echo} So you want - {ask} what would you like to drink? - {echo} So you want - ``` 3: story_text: |- Pada level 3 kamu juga dapat membuat list. Kamu dapat meminta komputer memilih sesuatu secara acak dari list tersebut. Kamu dapat melakukan itu dengan `at random`. @@ -1422,10 +1047,6 @@ adventures: {for} animal {in} animals {print} 'I love ' animal ``` - 11: - story_text: | - You have reached level 11, you're doing great! In the higher levels, Hedy is focussing more and more on teaching you the programming language Python. - In Python there is no `{repeat}` command, but there is a command that works like {repeat}. Are you curious to find out how to say `{repeat}` in Python language? Quickly go on to find out! 12: story_text: |- **Angka Desimal** @@ -1511,14 +1132,6 @@ adventures: pilihan is 1, 2, 3, 4, 5, cacing print pilihan at random ``` - story_text_2: | - ### Exercise - The dice in the example above are dice for a specific game. Can you make normal dice? - Or other special dice from a different game? - example_code_2: | - ``` - choices {is} _ - ``` 4: story_text: |- Pada level 3 kita dapat membuat kalimat-kalimat dengan nilai dadu didalamnya, menggunakan tanda kutip satu tentunya. @@ -1581,30 +1194,6 @@ adventures: {print} player ' throws ' choices {at} {random} {sleep} ``` - 15: - story_text: | - ### Exercise - In this level you can create a little game in which you'll have to throw 6 as fast as possible. - We have started the code, it's up to you to get the game to work! - - Firstly, add a `{while}` loop that checks if 6 has been thrown or not. - As long as you haven't thrown 6 already, throw the dice on a random number. - Print what the player has thrown. - Add a try to the amount of tries - Wait a second before you throw again, or - in case you've thrown a 6 - before the game ends. - example_code: | - ``` - options = 1, 2, 3, 4, 5, 6 - {print} 'Throw 6 as fast as you can!' - thrown = 0 - tries = 0 - _ - _ - _ - _ - _ - {print} 'Yes! You have thrown 6 in ' tries ' tries.' - ``` dishes: name: Cuci piring? default_save_name: Piring @@ -1687,22 +1276,10 @@ adventures: 10: story_text: | In this level you could make an even better dish washing shedule. - example_code: | - ``` - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - ``` elif_command: - name: '{elif}' - default_save_name: elif description: elif levels: 17: - story_text: | - In this level you can also use a new command: `{elif}`. `{elif}` is a combination of the keywords `{else}` and `{if}` and you need it when you want to make 3 (or more!) options. - Check it out! example_code: | ``` prices = ['1 million dollars', 'an apple pie', 'nothing'] @@ -1716,63 +1293,13 @@ adventures: {print} 'Better luck next time..' ``` for_command: - name: '{for}' - default_save_name: for description: for command levels: - 10: - story_text: |- - ## For - In this level we learn a new code called `{for}`. With `{for}` you can make a list and use all elements. - `{for}` creates a block, like `{repeat}` and `{if}` so all lines in the block need to start with 4 spaces. - example_code: | - ``` - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - ``` - story_text_2: | - ### Exercise - Finish this code by adding `{for} action {in} actions` to line 2. - example_code_2: | - ``` - actions = clap your hands, stomp your feet, shout Hurray! - _ - {repeat} 2 {times} - {print} 'If youre happy and you know it, ' action - {sleep} 2 - {print} 'If youre happy and you know it, and you really want to show it' - {print} 'If youre happy and you know it, ' action - {sleep} 3 - ``` 11: story_text: |- In this level, we add a new form of the `{for}`. In earlier levels, we used `{for}` with a list, but we can also use `{for}` with numbers. We do that by adding a variable name, followed by `{in}` `{range}`. We then write the number to start at, `{to}` and the number to end at. Try the example to see what happens! In this level again, you will need to use indentations in lines below the `{for}` statements. - example_code: | - ``` - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - ``` - 17: - story_text: | - Now we are going to change indentation a little bit. Every time that we need an indentation, we need `:` at the line before the indentation. - example_code: | - ``` - {for} i {in} {range} 1 {to} 10: - {print} i - {print} 'Ready or not, here I come!' - ``` - 18: - story_text: | - Lastly, we'll turn `{for} i {in} {range} 1 to 5` into real Python code, like this: - example_code: | - ``` - {for} i {in} {range}(1,5): - {print} (i) - ``` fortune: name: Peramal default_save_name: peramal @@ -1810,24 +1337,6 @@ adventures: story_text_2: | ### Exercises Now, Hedy can only answer yes, no or maybe. Can you give Hedy more answer options, like 'definitely' or '{ask} again'. - 4: - story_text: | - ### Exercise - We have removed all the quotation marks from this example code, can you add them in all the right places? - - ### Exercise 2 - Go back to the previous level and copy your fortune teller code. Make the code work in this level by adding quotation marks in the right spots. - example_code: | - ``` - _ Add the quotation marks to this code _ - {print} Im Hedy the fortune teller! - question {is} {ask} What do you want to know? - {print} This is your question: question - answers {is} yes, no, maybe - {print} My crystal ball says... - {sleep} 2 - {print} answers {at} {random} - ``` 5: story_text: |- Pada level 4 kamu akan belajar untuk membuat kemungkinan jawabannya sesuai dengan keinginanmu, ketika menggunakan jasa sang peramal! @@ -1871,7 +1380,8 @@ adventures: ``` 7: story_text: Pada level 6 kamu dapat menggunakan perintah `repeat` untuk membuat mesin kamu meramal beberapa kali - example_code: "```\nprint 'Aku Hedy sang peramal!'\nprint 'Kamu dapat bertanya 3 pertanyaan!'\nrepeat 3 times pertanyaan is ask 'Apa yang ingin kamu tahu?'\njawaban {is} ya, tidak, mungkin\nrepeat 3 times print 'Bola kristal saya mengatakan... 'jawaban {at} {random}\n```\n\nSeperti yang kamu lihat, pertanyaan-pertanyaan yang diberikan tidak ditampilkan pada contoh. Ini karena variabel 'pertanyaan' telah diulang tiga kali.\nSetiap kali pemain memberikan pertanyaan baru, Hedy menimpa pertanyaan sebelumnya. \nArtinya kamu tidak bisa menanyakan dengan cara seperti ini.\n\nDengan menggunakan tiga variabel (misal 'pertanyaan1', 'pertanyaan2' dan 'pertanyaan3') kamu dapat memecahkan masalah ini dan menampilkan semua pertanyaan.\nIni berarti kamu hanya dapat menggunakan perintah `repeat` untuk jawaban. Kamu harus menanyakan dan menampilkan semua pertanyaan secara terpisah.\nDapatkah kamu melakukannya?\n\nPada level 7 tampilan perintah `repeat` akan berubah, memungkinkan kamu untuk mengulang beberapa baris sekaligus.\n" + example_code: "```\nprint 'Aku Hedy sang peramal!'\nprint 'Kamu dapat bertanya 3 pertanyaan!'\nrepeat 3 times pertanyaan is ask 'Apa yang ingin kamu tahu?'\njawaban {is} ya, tidak, mungkin\nrepeat 3 times print 'Bola kristal saya mengatakan... 'jawaban {at} {random}\n```\n\nSeperti yang kamu lihat, pertanyaan-pertanyaan yang diberikan tidak ditampilkan pada contoh. Ini karena variabel 'pertanyaan' telah diulang tiga kali.\nSetiap kali pemain memberikan pertanyaan baru, Hedy menimpa pertanyaan sebelumnya. \nArtinya kamu tidak bisa menanyakan dengan cara seperti ini.\n\nDengan menggunakan tiga variabel (misal 'pertanyaan1', 'pertanyaan2' dan 'pertanyaan3') kamu dapat memecahkan masalah ini dan menampilkan semua pertanyaan.\nIni berarti kamu hanya dapat menggunakan perintah `repeat` untuk jawaban. Kamu harus menanyakan dan menampilkan semua pertanyaan secara terpisah.\nDapatkah kamu melakukannya?\n\nPada level 7 tampilan perintah `repeat` akan berubah, memungkinkan kamu untuk + mengulang beberapa baris sekaligus.\n" 8: story_text: |- Pada level 5 kamu telah belajar bagaimana menggunakan perintah `repeat` untuk membuat sang peramal menjawab tiga pertanyaan sekaligus, namun kita masih tidak bisa menampilkan pertanyaan-pertanyaannya sekaligus. @@ -1914,27 +1424,8 @@ adventures: {print} fortunes {at} {random} ``` functions: - name: functions - default_save_name: functions - description: functions levels: 12: - story_text: | - In this level you'll learn how to use **functions**. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. - To create a function, use `{define}` and give the function a name. Then put all the lines you want in the function in a indented block under the `{define}` line. - Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use {call} with the function's name to call it up! We don't have to type that block of code again. - - Check out this example code of a game of Twister. The function 'turn' contains a block of code that chooses which limb should go where. - - ### Exercise - Finish this code by setting the 2 variables chosen_limb and chosen_color. - Then, choose how many times you want to call the function to give the twister spinner a spin. - - ### Exercise 2 - Improve your code by adding a variable called 'people'. Use the variable to give all the players their own command in the game. - For example: 'Ahmed, right hand on green' or 'Jessica, left foot on yellow'. example_code: | ``` sides = 'left', 'right' @@ -1971,25 +1462,7 @@ adventures: I dreamed that my Bonnie is dead Can you program this verse in the same way as the example? - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - ``` 14: - story_text: | - In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. - You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - - For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - - ### Exercise - Finish this code. We have already made the variable new_price for you, you only need to set it. - You should finish the line of code by calling the function that calculates the new price. example_code: | ``` {define} calculate_new_price {with} amount, percentage @@ -2003,248 +1476,35 @@ adventures: new_price = _ calculate_new_price {with} old_price, _ {print} 'The new price is ' new_price ' dollar' ``` - 18: - story_text: | - Let's make functions the Pythons way! To define a function, we no longer use: - - `{define} name_function {with} argument_1, argument_2:` - - but we use: - - `{def} name_function(argument_1, argument_2):`. - - - If you don't want to use arguments, you just leave the space between the parantheses empty. - To call a function, we don't need the `{call}` command anymore. You just type the name of the function. - example_code: | - ``` - {def} calculate_score(answer, correct_answer): - {if} answer == correct_answer: - score = 1 - {elif} answer == '?': - score = 0 - {else}: - score = -1 - {return} score - - answer = {input} ('Where can you find the Eiffel Tower?') - correct_answer = 'Paris' - score = calculate_score(answer, correct_answer) - {print} ('Your score is... ', score) - ``` - guess_my_number: - name: Guess my number - default_save_name: guess my number - description: guess my number + haunted: + name: Rumah berhantu + default_save_name: rumahhantu + description: Keluar dari rumah berhantu levels: - 14: - story_text: | - In this level you can program the game 'Guess my number' + 1: + story_text: |- + Pada petualangan ini kamu akan membuat permainan dimana kamu harus keluar dari sebuah rumah berhantu dengan cara memilih pintu yang benar. + Jika kamu memilih pintu yang benar kamu akan bertahan hidup, tapi kalau tidak seekor monster akan... + Pada level 1 kita memulai permainan rumah berhantu dengan membuat cerita menyeramkan dan menanyakan monster apa yang pemain akan lihat di rumah berhantu. + example_code: "```\nprint Kenapa aku ada disini?\nprint Aku ingat temanku menyarankan untuk tidak ke rumah besar tua itu...\nprint dan tiba-tiba semuanya menjadi gelap.\nprint Tapi bagaimana caranya aku tergeletak di lantai...?\nprint Kepalaku sakit seperti telah dipukul dengan tongkat pemukul basebal!\nprint Suara apa itu?\nprint Oh tidak! Aku merasa kalau aku tidak sendiri di rumah ini!\nprint Aku perlu keluar dari sini!\nprint Ada 3 pintu didepanku...\n{ask} Pintu mana yang harus kupilih?\necho Aku memilih pintu \nprint ...?\n ```\n\nDapatkah kamu menyelesaikan cerita menyeramkan ini dengan menanyakan monster apa yang akan muncul? Atau membuat cerita rumah berhantu milik kamu sendiri?\n" + story_text_2: | ### Exercise - Fill in the correct symbols on the blanks to get the game to work. - example_code: | - ``` - {print} 'Guess my number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess _ number - {print} 'Lower!' - {if} guess _ number - {print} 'Higher!' - {if} guess _ number - {print} 'You win!' - game = 'over' - ``` - hangman: - name: Hangman - default_save_name: Hangman - description: Guess the word - levels: - 17: + Can you finish the scary story? Or make up your own haunted house story? + 2: story_text: | - In this adventure we program a game of hangman. First we make some preparations, then we program the game and in the third part we add a drawing with the turtle. - - ### Exercise - ***Set the variables*** In this game of hangman, Player 1 chooses an answer and Player 2 has to guess the letters in this answer. - To let the computer know all the letters in the word, we will turn the answer into a list of letters. We also do this with the guesses Player 2 makes. - We will start the game with 2 empty lists. We have made an empty list for the variable answer for you. Now make an empty list for guessed_letters as well. - Then we fill in how many mistakes were made. At the start of the game, this should be 0. - The variable `amount_letters` tells us how many letters are in the answer. Ask Player 1 to tell us how many letters their word has. - Lastly we tell the computer if the game is over. We use the variable `game_over` and set it to `False`. - - ***Choosing the answer*** We want Player 1 to be able to choose the answer. We'll ask them, as many times as necessary, what the next letter is. - Then we add that letter to the answer. Lastly, we add an empty _ to the list of guessed letters, so we get as many _s as there are letters in the answer. - - ***Player 2's turn*** - Tell Player 2 its their turn. Then tell Player 2 how many letters there are in the answer. Finally, print the list of `guessed_letters`. + In this haunted house you can choose your monsters with emojis. Of course you could also use words. - ***Go to the next tab*** Now that all the starting variables are set, we can start programming the game itself. Check out the next tab to learn how! - example_code: | - ``` - print 'Hangman!' - - # Set the variables - answer = [] - guessed_letters = _ - mistakes_made = _ - amount_letters = {ask} _ - _ = 'False' - - # Choosing the answer - {for} _ - letter = {ask} 'Player 1, what is letter ' i '?' - _ - {add} '_' {to} _ - - # Player 2 turn - print _ - print _ - print guessed_letters - ``` - hangman_2: - name: Hangman 2 - default_save_name: Hangman_2 - description: Hangman 2 - levels: - 17: - story_text: | - Now it's time to program the hangman game. - - ### Exercise - - ***Paste your code*** Copy your code from the previous tab and paste the code in the programming field. - - ***The game*** This games continues playing until Player 2 is game over. Fill in the while command accordingly. Now, Player 2 is allowed to guess a letter, so ask Player 2 to guess a letter. - We need to check if their answer is correct, so check if their `guess` is (somewhere) in the (list) `answer`. Then we let the computer figure out which of the letter(s) is the guess. We have already programmed that part for you. - Next we want to compliment the player for finding a correct letter and we want to print the list `guessed_letters`, so the player can see their progress. - - The next part we're going to program is what happens when the player has guessed all of the letters. So if their list of `guessed_letters` is the same as our list `answer`. - If the lists are the same, congratulate Player 2 with their victory and set the variable `game_over` to `True`. - - Next we'll program what happens when Player 2 guesses wrong (so the `{else}` command). First, tell the player that their guess was wrong. Then increase the `mistakes_made` variable by 1. - - For the last part we'll program what happens when Player 2 has made 10 mistakes. We'll print that Player 1 has won the game. Then we'll print the correct answer. And finally, we'll set our `game_over` variable to `True`, so the game stops. - - ***Go to the next tab*** Amazing work! Your game is playable, but wouldn't it be fun if the hangman was actually drawn when Player 2 makes a mistake..? - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - guess = _ - {if} _ - {for} i {in} {range} 1 {to} amount_letters: - if answer[i] == guess: - guessed_letters[i] = guess - {print} _ - {if} guessed_letters == _: - {print} _ - game_over = _ - {else}: - {print} _ - mistakes_made _ - {if} _ == 10: - {print} _ - {print} _ - _ - ``` - hangman_3: - name: Hangman 3 - default_save_name: Hangman_3 - description: Hangman 3 - levels: - 17: - story_text: | - In a game of hangman the mistakes are shown by drawing a part of the hangman each time a mistake has been made. - We now add those drawings with our turtle! - - ### Exercise - ***Create a function that draws the hangman*** Create a function that draws the hangman in 10 steps. We have already made step 1 for you. - - ***Test the function*** Test the function by calling the function with 10. If you are happy with the function, remove the line that calls the function for now. We will call the function when the player makes a mistake. - - ***Paste your hangman game under your function*** Go back to the previous tab and copy your hangman game. Paste the game underneath your function. - - ***Call the function when the player makes a mistake*** Under the line `mistakes_made = mistakes_made + 1` we will call the function. We want the turtle to take the same amount of steps as the player has made mistakes, so we call the function with `mistakes_made` as argument. - - ***Enjoy your game!*** -
- The hangman could look like this -
- example_code: | - ``` - # Create a function that draws the hangman - {define} draw_hangman {with} step: - {if} step == 1: - {color} white - {forward} -100 - {turn} 90 - {forward} -50 - {color} black - {forward} 100 - {forward} -50 - - {if} step == 2: - _ - # Paste your hangman game here - - ``` - harry_potter: - name: Harry Potter - default_save_name: Harry Potter - description: Harry Potter adventures - levels: - 10: - story_text: | - ### Exercise - We can also make a Harry Potter themed fortune teller. Fill in blanks such that 9 lines are printed. - **Extra** Change the theme of the fortune teller into something else, such as your favorite book, film or tv show. - example_code: | - ``` - houses = Gryffindor, Slytherin, Hufflepuff, Ravenclaw - subjects = potions, defence against the dark arts, charms, transfiguration - fears = Voldemort, spiders, failing your OWL test - names = Harry, Ron, Hermione - _ - _ {print} name ' is placed in ' houses {at} {random} - _ {print} name ' is great at ' subjects {at} {random} - _ {print} name 's greatest fear is ' fears {at} {random} - ``` - haunted: - name: Rumah berhantu - default_save_name: rumahhantu - description: Keluar dari rumah berhantu - levels: - 1: - story_text: |- - Pada petualangan ini kamu akan membuat permainan dimana kamu harus keluar dari sebuah rumah berhantu dengan cara memilih pintu yang benar. - Jika kamu memilih pintu yang benar kamu akan bertahan hidup, tapi kalau tidak seekor monster akan... - - Pada level 1 kita memulai permainan rumah berhantu dengan membuat cerita menyeramkan dan menanyakan monster apa yang pemain akan lihat di rumah berhantu. - example_code: "```\nprint Kenapa aku ada disini?\nprint Aku ingat temanku menyarankan untuk tidak ke rumah besar tua itu...\nprint dan tiba-tiba semuanya menjadi gelap.\nprint Tapi bagaimana caranya aku tergeletak di lantai...?\nprint Kepalaku sakit seperti telah dipukul dengan tongkat pemukul basebal!\nprint Suara apa itu?\nprint Oh tidak! Aku merasa kalau aku tidak sendiri di rumah ini!\nprint Aku perlu keluar dari sini!\nprint Ada 3 pintu didepanku...\n{ask} Pintu mana yang harus kupilih?\necho Aku memilih pintu \nprint ...?\n ```\n\nDapatkah kamu menyelesaikan cerita menyeramkan ini dengan menanyakan monster apa yang akan muncul? Atau membuat cerita rumah berhantu milik kamu sendiri?\n" - story_text_2: | - ### Exercise - Can you finish the scary story? Or make up your own haunted house story? - 2: - story_text: | - In this haunted house you can choose your monsters with emojis. Of course you could also use words. - - ``` - monster1 {is} 👻 - monster2 {is} 🤡 - monster3 {is} 👶 - {print} You enter the haunted house. - {print} Suddenly you see a monster1 - {print} You run into the other room, but a monster2 is waiting there for you! - {print} Oh no! Quickly get to the kitchen. - {print} But as you enter monster3 attacks you! - ``` + ``` + monster1 {is} 👻 + monster2 {is} 🤡 + monster3 {is} 👶 + {print} You enter the haunted house. + {print} Suddenly you see a monster1 + {print} You run into the other room, but a monster2 is waiting there for you! + {print} Oh no! Quickly get to the kitchen. + {print} But as you enter monster3 attacks you! + ``` example_code: | ``` monster_1 {is} 👻 @@ -2256,10 +1516,6 @@ adventures: {print} Oh no! Quickly get to the kitchen. {print} But as you enter monster_3 attacks you! ``` - story_text_2: | - ### Exercise - In the example above the monsters are predetermined. So each time you run your code, the output is the same. - Can you add `{ask}` commands to make the haunted house interactive and have the players choose the monsters they come across? example_code_2: | ``` monster_1 {is} _ @@ -2276,17 +1532,6 @@ adventures: Pada level 1 kamu telah membuat pendahuluan tentang permainan rumah berhantu kamu, tapi seperti yang mungkin sudah kamu ketahui, ceritanya selalu memiliki akhir yang mengerikan. Pada level 2 kamu bisa membuat ceritanya lebih interaktif dengan mengganti akhir dari permainan; kadang kamu akan dimakan monster; kadang kamu akan berhasil kabur! Biarkan Hedy menentukannya secara acak! - example_code: | - ``` - _ Escape from the haunted house! - _ There are 3 doors in front of you... - _ _ _ Which door do you choose? - _ You picked door ... choice - monsters _ a zombie, a vampire, NOTHING YOUVE ESCAPED - _ You see... - {sleep} - _ _ _ _ - ``` 4: story_text: |- Pada level 3 kamu belajar bagaimana menggunakan tanda kutip satu di permainan kamu. @@ -2369,188 +1614,16 @@ adventures: if pemain is hidup print 'Bagus! Kamu berhasil bertahan hidup!' ``` - 14: - story_text: | - ### Exercise - In this level you can use the `<` and `>` symbol to introduce lives to your game. - Make sure the player loses a life when they come across the wrong monster and that the game stops if you have no lives left. - example_code: | - ``` - {print} 'Escape from the haunted house' - lives = 3 - doors = 1, 2, 3 - monsters = 'the wicked witch', 'a zombie', 'a sleeping 3 headed dog' - {for} i {in} {range} 1 {to} 10 - {if} lives _ - good_door = doors {at} {random} - monster = monsters {at} {random} - chosen_door = {ask} 'Which door do you choose?' - {if} good_door == chosen_door - {print} 'You have chosen the correct door' - {else} - {print} 'You see...' monster - {if} monster == 'a sleeping 3 headed dog' - {print} 'Pffieuw.... Its asleep' - {else} - {print} 'You lose one life' - lives = _ - {else} - {print} 'GAME OVER' - ``` - 16: - story_text: | - ### Exercise - This haunted house game uses the connection between the lists you can use in this level. - For example: all the properties that belong to the zombie are first in all the lists, witch second and vampire third. - Check out the code and fill in `weapons[i]`, `monsters[i]` , `bad_fate[i]`, `good_fate[i]`, `hint[i]` on the correct blanks to get the code to work! - example_code: | - ``` - numbers = [1, 2, 3] - i = numbers[{random}] - hint = ['growling', 'a cackling laugh', 'fluttering batwings'] - monsters = ['zombie', 'witch', 'vampire'] - bad_fate = ['Your brain is eaten', 'You are forever cursed', 'You are bitten'] - good_fate = ['You throw the ham. The zombie is distracted and starts eating it.', 'You set the curtains on fire. The witch flees out of fear for the fire', 'The vampire hates garlic and flees'] - weapons = ['ham', 'lighter', 'garlic'] - {print} 'You are standing in front of an old mansion' - {print} 'Something is not right here' - {print} 'You hear ' _ - {print} 'You are going to explore it' - {print} 'You enter the kitchen and see a lighter, a raw ham and a garlic.' - your_weapon = {ask} 'What do you bring with you?' - {print} 'With your ' your_weapon ' you enter the living room' - {print} 'There you find a ' _ - needed_weapon = _ - {if} your_weapon == needed_weapon - {print} 'You use your ' your_weapon - {print} _ - {print} 'YOU WIN!' - {else} - {print} 'You have chosen the wrong weapon...' - {print} _ - {print} 'GAME OVER' - ``` - hotel: - name: hotel - default_save_name: hotel - description: hotel - levels: - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, and you've learned how to combine it with an {ask}. - You might have wondered why you would use functions, because the functions in the example were only one line of code. - Now we will show you what a bigger function looks like and we will use multiple agruments now as well. You'll see how much better it is to use a function once the function gets bigger. - Here is an example of a function with arguments combined with {ask} commands. - example_code: | - ``` - {define} welcome_message {with} title, last_name, country, room_number - {print} 'Welcome to Hotel Hedy, ' title ' ' last_name - nice_trip {is} {ask} 'Did you have a nice trip from, ' country '?' - {if} nice_trip {is} 'yes' - {print} 'Lovely!' - {else} - {print} 'Sorry to hear that.' - {print} 'Hopefully you can take a nice rest in you room.' - {print} 'Your room number is ' room_number - - {print} 'Hello. Please fill in your information to check in.' - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - ``` - - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 if_command: - name: '{if} & {else}' - default_save_name: if_command description: Introducing the if command levels: - 5: - story_text: | - ## If... else.... - In level 5 there is something new, the `{if}`! With the `{if}` you can choose between two different options. - This code prints nice if you enter Hedy as a name, and boo! if you enter something else. - `{ask}` and `{print}` still work like they did in level 4. - example_code: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' {else} {print} 'boo!' - ``` - story_text_2: | - Sometimes code with an `{if}` gets really long and does not fit on the line well.
You may also divide the code over two lines, starting the second line at the `{else}` like this: - example_code_2: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - ``` - story_text_3: | - ### Exercise - Try to create your own code with `{if}` and `{else}`. You can use the example code if you want. - example_code_3: | - ``` - answer {is} {ask} '2 + 2 = ?' - _ _ _ 4 _ 'Great job!' - _ _ 'No 2 + 2 = 4' - ``` - 8: - story_text: | - ## If... Else... - You have learned to repeat a block of lines of code after a `{repeat}` command. - Now you can also use indentation to make blocks after a {if} or {else} command. - Check out the example code. - - ### Exercise - Add an {else} command to the example code. Make a block of line using indentation. You do this by starting each line with 4 spaces. - example_code: | - ``` - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {print} 'You can play on your computer!' - ``` 9: story_text: | In this level you can also put an {if} command inside another {if} command. - example_code: | - ``` - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - ``` in_command: - name: '{in}' - default_save_name: in_command description: Introducing the in command levels: 5: - story_text: | - ## Lists - When we want to check if something is in a list, we can now use the `{in}` command. - This code prints pretty! if you choose green or yellow, and meh otherwise. - example_code: | - ``` - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - ``` - story_text_2: | - ### Exercise - Finish the example code by filling in the blanks with commands that you've learned. - When you've finished the code, try to create a code of your own and use a question that you've thought of yourself. example_code_2: | ``` animals is dog, cow, sheep @@ -2559,62 +1632,21 @@ adventures: _ _ 'My favorite animals are dogs, cows and sheep' ``` is_command: - name: '{is}' - default_save_name: is_command description: introducing is command levels: 2: - story_text: | - ## Variables - You can name a word with `{is}`. This is called a **variable**. In this example we made a variable called name and a variable called age. You can use the word name anywhere in your code and it will be replaced by Hedy, like this: - example_code: | - ``` - name {is} Hedy - age {is} 15 - {print} name is age years old - ``` story_text_2: | ### Exercise Time to make your own variables! In the example code we made an example of the variable `favorite_animal`. In line 1 the variable is set, and in line 2 we haved used the variable in a print command. Firstly, finish our example by filling in your favorite animal on the blank. Then make at least 3 of these codes yourself. Pick a variable, and set the variable with the {is} command. Then use it with a {print} command, just like we did. - example_code_2: | - ``` - favorite_animal {is} _ - {print} I like favorite_animal - ``` - 6: - story_text: | - We also make a change in storing a word in a variable! You may now use `=` instead of `{is}` when we store a name or a number in a variable, like this: - example_code: | - ``` - name = Hedy - answer = 20 + 4 - ``` 14: - story_text: | - We are going to learn more new items. You might know them already from mathematics, the `<` and `>`. - The `<` checks if the first number is smaller than the second, for example age `<` 12 checks if age is smaller than 12. - If you want to check if the first number is smaller or equal to the second, you can use `<=`, for example age `<=` 11. - The `>` checks if the first number is bigger than the second, for example points `>` 10 checks if points is larger than 10. - If you want to check if the first number is bigger or equal to the second, you can use `>=`, for example points `>=` 11. - You use these comparisons in an `{if}`, like this: example_code: | ``` age = {ask} 'How old are you?' {if} age > 12 {print} 'You are older than I am!' ``` - story_text_2: | - From this level on, if you want to compare exactly, you can use two equal signs. This is what most programming languages do: - example_code_2: | - ``` - name = {ask} 'What is your name?' - {if} name == 'Hedy' - {print} 'You are cool!' - ``` - story_text_3: | - You can also compare if something is *not* equal to something else using `!=` like this: example_code_3: | ``` name = {ask} 'What is your name?' @@ -2627,9 +1659,7 @@ adventures: {else} {print} 'You are older than me!' language: - name: Language default_save_name: language - description: Practice words in a foreign language levels: 5: story_text: | @@ -2644,49 +1674,9 @@ adventures: {if} frog {is} grenouille {print} 'Super!' {else} {print} 'No, frog is grenouille' ``` - example_code: | - ``` - {print} 'Learn French!' - cat {is} {ask} '🐱' - {if} cat {is} chat {print} 'Terrific!' - {else} {print} 'No, cat is chat' - frog {is} {ask} '🐸' - {if} frog {is} grenouille {print} 'Super!' - {else} {print} 'No, frog is grenouille' - ``` - 16: - story_text: | - ### Exercise - Take a look at the example code. This is a program to practise French vocabulary. Now make your own program to practice your vocabulary in a new language. - If you don't know any other languages, you can use Google translate or you can use emojis and your native language. - example_code: | - ``` - french_words = ['bonjour', 'ordinateur', 'pomme de terre'] - translation = ['hello', 'computer', 'potato'] - score = 0 - {for} i {in} {range} 1 {to} 3 - answer = {ask} 'What does ' french_words[i] ' mean?' - correct = translation[i] - {if} answer == correct - {print} 'Correct!' - score = score + 1 - {else} - {print} 'Wrong, ' french_words[i] ' means ' translation[i] - {print} 'You gave ' score ' correct answers.' - ``` maths: - name: maths - default_save_name: maths - description: Introducing maths levels: 6: - story_text: | - In this level you learn something new: you can now also calculate. - - The plus is easy, you write it like with math: `5 + 5` for example. The minus also works fine, it is `5 - 5`. - - The times is a bit different, because there is no times symbol on your keyboard. Just search, there really isn't! - That is why we multiply with the asterisk above 8: `5 * 5`. Read that as "5 times 5" that helps you remember it best. example_code: | ``` {print} '5 plus 5 is ' 5 + 5 @@ -2694,17 +1684,6 @@ adventures: {print} '5 times 5 is ' 5 * 5 ``` 12: - story_text: |- - **Decimal numbers** - So far, Hedy did not allow for decimal numbers like 1.5, but now we do allow that. Note that computers use the `.` for decimal numbers. - example_code: | - ``` - {print} 'Two and a half plus two and a half is...' - {print} 2.5 + 2.5 - ``` - story_text_2: |- - **Maths with words** - In this level you can also do addition with words like this: example_code_2: | ``` a = 'Hello ' @@ -2714,414 +1693,15 @@ adventures: {print} 2.5 + 2.5 music: - name: music - default_save_name: music - description: Play a tune! levels: - 1: - story_text: |- - In this level you'll learn how to use the `{play}` command to play a tune! - - Type `{play}` followed by the note you want to play. The scale goes C-D-E-F-G-A-B. - As you can see there are 7 different letters, but we can play more than just 7 notes. - Type a number between 1 and 10 behind the letter to choose the scale, for example after B4 comes C5. - C1 is the lowest note you can play, C10 is the highest. - - ### Exercise - Try out the example code and then play around with it! Can you create your own melody? - In the next level you'll learn how to play some existing songs. - example_code: |- - ``` - {play} C4 - {play} D4 - {play} E4 - {play} F4 - {play} G4 - {play} A4 - {play} B4 - {play} C5 - ``` - 2: - story_text: | - ### Exercise - Finish the songs! We have started the codes for some melodies. - example_code: | - ``` - {print} Old Mac Donald had a farm - {play} C5 - {play} C5 - {play} C5 - {play} G4 - {play} A4 - {play} A4 - {play} G4 - ``` - story_text_2: As you can see, you can also use the `{sleep}` command to add a little pause in the song. - example_code_2: | - ``` - {print} Twinkle Twinkle Little Star - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} 1 - {play} F - {play} F - ``` - 3: - story_text: | - Create a random melody! - - ### Exercise - The example code creates a random melody, but it's very short and not many notes are used. - Add more notes to the list and create a longer melody by copying the last line a couple more times. - example_code: | - ``` - notes {is} A4, B4, C4 - {play} notes {at} {random} - {play} notes {at} {random} - {play} notes {at} {random} - ``` - 4: - story_text: | - Use the `{clear}` command to create a karaoke machine! - - ### Exercise - Finish the karaoke version of 'Mary had a little lamb'. - Then, create a karaoke version of any song you'd like! - example_code: | - ``` - {print} 'Mary had a little lamb' - {play} E - {play} D - {play} C - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Little lamb, little lamb' - {play} D - {play} D - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Mary had a little lamb' - {play} E - ``` - 5: - story_text: | - You don't always have to use the `{play}` command to play a whole song, sometimes you just want to play one note. - For example, if you want to make a quiz, you can play a happy high note if the answer is right and a sad low note if the answer is wrong. - - ### Exercise - Finish the first question by adding a line of code that plays a C3 note if the wrong answer is given. - Then think of 3 more questions to add to this quiz. - example_code: | - ``` - answer {is} {ask} 'What is the capital of Zimbabwe?' - {if} answer {is} Harare {play} C6 - _ - ``` 6: story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\n This calls for musical maths! Try out the example code a couple of times with different starting numbers. \nThen, see if you can compose a song using the numbers.\n" - example_code: | - ``` - number = {ask} 'Say a starting number between 1 and 67' - {print} number - {play} number - number = number + 1 - {print} number - {play} number - number = number + 1 - {print} number - {play} number - ``` - 7: - story_text: | - Using the `{repeat}` command can make your codes for melodies a lot shorter! - - ### Exercise - Finish the code for Twinkle Twinkle Little Star by using the `{repeat}`command. - Then go back to the songs you've made in the previous levels. Can you shorten those codes too? - example_code: | - ``` - {print} 'Twinkle Twinkle Little Star' - {repeat} 2 {times} {play} C4 - {repeat} 2 {times} {play} G4 - _ - ``` - 8: - story_text: | - Now that we can use the `{repeat}` command for multiple lines, we can make songs even more easily! - - ### Exercise - Finish the song of Brother John (Frère Jacques). Don't forget to use `{repeat}`! - example_code: | - ``` - {print} 'Brother John' - {repeat} 2 {times} - {play} C - {play} D - {play} E - {play} C - {repeat} 2 {times} - {play} E - {play} F - {play} G - {sleep} 1 - ``` - 9: - story_text: | - From this level on you can - among other things - use a {repeat} command inside a {repeat} command. - That makes songs like 'Happy birthday' even shorter! - - ### Exercise - Finish the song! - example_code: | - ``` - first_time = yes - {repeat} 2 {times} - {repeat} 2 {times} - {play} C - {play} D - {play} C - {if} first_time {is} yes - {play} F - {play} E - first_time {is} no - {else} - _ - ``` - 12: - story_text: | - Use functions in your songs! As you can see in the example code, you can make a function for each line of Twinkle Twinkle Little Star. Once you've programmed the first three lines, all you have to do is call the functions in the order you want them played in. - - ### Exercise - Finish the song of Twinkle Twinkle Little Star. - Then look back at all the songs you've programmed in the levels before, can you make those codes better and shorter using functions too? - example_code: | - ``` - {define} first_line - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} - - {define} second_line - {play} F - {play} F - {play} E - {play} E - {play} D - {play} D - {play} C - {sleep} - - {define} third_line - {play} G - {play} G - {play} F - {play} F - {play} E - {play} E - {play} D - {sleep} - - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - ``` - 13: - story_text: | - You can use a function with an argument for songs that have line that are almost the same, but slightly different each time. - One example is the song 'Yankee Doodle'. The first 4 notes of the first lines are the same, but each time they are followed by a different couple of notes. - - ### Exercise - Can you finish the song of Yankee Doodle? - Can you think of another song to program this way? - example_code: | - ``` - {print} 'Yankee Doodle' - {define} _ {with} note_1, note_2, note_3 - {play} C4 - {play} C4 - {play} D4 - {play} E4 - {play} _ - {play} _ - {play} _ - - {call} line_1 {with} 29, 31, 30 - {call} line_1 {with} 29, 28, 0 - {call} line_1 {with} 32, 31, 30 - - {play} C4 - {play} B3 - {play} G3 - {play} A3 - {play} B3 - {play} C4 - {play} C4 - ``` - 14: - story_text: | - You can program music for fun, but you can also use the musical notes to make something useful like a fire alarm! - - ### Exercise - Make sure the fire alarm rings when there is a fire! - example_code: | - ``` - {define} fire_alarm - {print} 'FIRE!' - note = 40 - {for} i {in} {range} 1 {to} 100 - {if} note _ 50 - note = note + 5 - {play} _ - {else} - note = 40 - - fire = {ask} 'Is there a fire?' - {if} fire _ 'yes' - {call} fire_alarm - ``` - 15: - story_text: | - **Warning** This adventure can become extremely annoying! - We can also use the {while} command to repeat a song forever. - - ### Exercise - Finish the never-ending song. - example_code: | - ``` - {define} song - {play} _ - - yes_or_no = {ask} 'Do you want to hear my never-ending song?' - {while} yes_or_no = 'yes' - {call} song - {print} '🥳' - ``` - 16: - story_text: | - Upgrade your Old MacDonald code! - - ### Exercise - Take your code from the 'Sing a Song' adventure and add musical notes to it! - You can make a function for each line in the song and call that function after the line is printed. - We defined the first line for you and called it in the code. Can you finish the whole song? - example_code: | - ``` - {define} line_1 - {for} i {in} {range} 1 {to} 3 - {play} G - {play} D - {for} i {in} {range} 1 {to} 2 - {play} E - {play} D - - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - for i in range 1 to 3 - animal = animals[i] - sound = sounds[i] - print 'Old MacDonald had a farm' - call line_1 - print 'E I E I O!' - _ - ``` - 17: - story_text: | - You can use the {elif} to create different options. - - ### Exercise - Firstly, add colons to get the code to work. - Then finish this code by adding at least 2 other songs for other moods. For example a happy song and an angry song. - example_code: | - ``` - {define} scary_song - {for} i {in} {range} 1 {to} 3 - {play} G - {play} E - {sleep} 2 - {for} i {in} {range} 1 {to} 3 - {play} F - {play} D - - mood = {ask} 'Which emotion are you feeling?' - {if} mood {is} 'fear' - {call} scary_song - {elif} _ - ``` - 18: - story_text: | - ### Exercise - Even in this last level of Hedy we can make some music! Be careful of all the syntax that is needed now. - Take a good look at how the functions are defined and called upon in the example code. - Finish the song! - example_code: | - ``` - {def} line_1(): - {for} i {in} {range}(1, 5): - {play} A - {play} D - {play} F - {play} A - - {def} line_2(): - {for} i {in} {range}(1, 5): - {play} G - {play} C - {play} E - {play} G - - {def} line_3(): - _ - - {print} ('The drunken sailor') - {print} ('What shall we do with the drunken sailor?') - line_1() - line_2() - line_3() - {print} ('Early in the morning') - ``` parrot: - name: Parrot - default_save_name: Parrot - description: Create your own online pet parrot that will copy you! levels: 1: - story_text: | - Create your own online pet parrot that will copy you! - example_code: | - ``` - {print} Im Hedy the parrot - {ask} whats your name? - {echo} - {echo} - ``` story_text_2: | ### Exercise Can you make the parrot ask a different question? Fill in the blanks in the example! - example_code_2: | - ``` - {print} Im Hedy the parrot - {ask} _ - {echo} - {echo} 2: story_text: | Create your own online pet parrot that will copy you! @@ -3154,15 +1734,6 @@ adventures: story_text: | In this level we have to use quotation marks with the commands `{ask}` and `{print}`. Can you complete the code by adding quotation marks? - example_code: | - ``` - words {is} squawk, Hedy - {print} _ Train your parrot! _ - new_word {is} {ask} _ Which word do you want to teach them? _ - {add} new_word {to_list} words - {print} _ 🧒 Say _ new_word _, Hedy!_ - {print} _ 🦜 _ words {at} {random} - ``` 5: story_text: | Reward your parrot {if} it says the correct word! @@ -3179,9 +1750,6 @@ adventures: _ _ '🧒 Tidak, Hedy! Ucapkan 'kata_baru ``` piggybank: - name: Piggy Bank - default_save_name: Piggy Bank - description: Count your pocketmoney! levels: 12: story_text: | @@ -3197,10 +1765,6 @@ adventures: weeks = to_save / allowance {print} 'You can buy a ' wish ' in ' weeks ' weeks.' 14: - story_text: | - ### Exercise - In this level you can let Hedy tell you if you have saved up enough money! - Finish this code by filling in the blanks! example_code: | ``` _ hitung_anggaran {with} keinginan, uang, tunjangan @@ -3216,263 +1780,35 @@ adventures: uang = {ask} 'Berapa banyak uang yang sudah kamu tabung?' harapan = {ask} 'Berapa banyak uang yang Anda perlukan?' tunjangan = {ask} 'Berapa uang jajan yang anda dapat setiap minggunya?' - - {call} _ - ``` - pressit: - name: Key presses - default_save_name: Pressed - description: Try linking a keyboard key to a command! - levels: - 5: - story_text: | - In this level there is another new keyword: `{pressed}`! - With `{pressed}` you can use keys on your keyboard to control what lines are used. - - ### Exercise - Look at the example and add one more line of code that reacts to a key press. - example_code: | - ``` - {print} 'Do you want a good (g) or bad (b) ending?' - {if} g {is} {pressed} {print} 'They lived happily ever after ❤' - {else} {print} 'The prince was eaten by a hippopotamus 😭' - ``` - story_text_2: | - You can also link turtle commands to keys. - - ### Exercise - Copy the lines a few times so you can create a larger drawing. - example_code_2: | - ``` - {if} y {is} {pressed} {forward} 15 - {else} {turn} 90 - ``` - 7: - story_text: | - Now that you have learned about `{repeat}`, we can press keys multiple times. - You can use it to make the turtle walk forward and turn. - - ### Exercise - The code you have seen in level 5 only checks the key once. Copy the example code and add a `{repeat}` to it, so that you can press the keys many times. - Use this code to draw something nice. - example_code: | - ``` - {if} x {is} {pressed} {forward} 15 {else} {turn} 90 - ``` - 9: - story_text: | - Now that you know how to combine statements, you can create a touch type tool with `{pressed}`. - - ### Exercise - Finish the code. Each time a random letter should be chosen, which you have to press. You get a point for a correct press, and and two points deduction for a wrong press. - **(extra)** Clear the screen after each letter, and show the user how many points they have scored. - example_code: | - ``` - points = 0 - letters = a, b, c, d, e - {repeat} 10 {times} - letter = _ _ _ - {print} 'Press the letter ' letter - {if} letter {is} {pressed} - _ - _ - _ - ``` - print_command: - name: '{print}' - default_save_name: print - description: Introduction print command - levels: - 1: - story_text: | - ## The print command - You can print text to the screen using the `{print}` command. - example_code: | - ``` - {print} Hi there, programmer! - {print} Welcome to Hedy! - ``` - story_text_2: | - ### Exercise - In Hedy you will find exercises in every adventure. An exercise allows you to practise the new commands and concepts, and lets you give your own twist to the example codes. - In this exercise you will see a pink blank space. You have to fill something in the place of the blank space before the code can be run. - - Fill in the `{print}` command in the blank space and then add five more lines of code. Each line has to start with a `{print}` command. - Have fun! - example_code_2: | - ``` - _ Hello! - ``` - 18: - story_text: |- - We arrived at real Python code! That means we need to use parentheses with `{print}` and `{range}` from now on. - It also means you can use Hedy code from this level in any Python environment as long as you use the English commands. If you haven't until now, you can switch the toggle in the commands menu to do so. - example_code: | - ``` - {print}('Hello!') - {for} i {in} {range}(1, 10): - {print}('This is line ', i) - ``` - story_text_2: If you want to print more than one item, you need to separate them by commas. - example_code_2: | - ``` - temperature = 25 - {print}('It is ', temperature, ' degrees outside') - ``` - - {print}('My name is ', name) - quizmaster: - name: Quizmaster - default_save_name: Quizmaster - description: Make your own quiz! - levels: - 14: - story_text: | - ### Exercise - In this adventure you can make your own quiz! Fill in the blanks, add more questions and enjoy your own quiz! - You can make a quiz about anything you like: your hobby, your favorite animal, your favorite book or anything at all! - example_code: | - ``` - {print} 'Make your own quiz' - points_a = 0 - points_b = 0 - {print} 'Question' - {print} 'Answer option A' - {print} 'Answer option B' - answer = {ask} 'Which answer?' - {if} answer == 'A' - points_a = points_a + 1 - {if} answer == 'B' - points_b = points_b + 1 - {print} 'End of the quiz!' - {print} 'Lets see the results!' - {if} points_a > points_b - {print} 'You belong to the A club' - {if} points_b > points_a - {print} 'You belong to the B club' - ``` - quotation_marks: - name: '''quotation marks''' - default_save_name: quotation_marks - description: Introduction quotation marks - levels: - 4: - story_text: | - ## 'Quotation marks' - In level 4 `{ask}` and `{print}` have changed. - You must put text that you want to print between quotation marks. - This is useful, because now you can print all the words you want. Also the words you used to store something with `{is}`. - Most programming languages also use quotation marks when printing, so we are also getting a step closer to real programming! - example_code: | - ``` - {print} 'You need to use quotation marks from now on!' - answer {is} {ask} 'What do we need to use from now on?' - {print} 'We need to use ' answer - ``` - story_text_2: | - ## Contractions - Important! Mind that now that we're using quotation marks, Hedy will get confused when you use the apostrophe for contractions like I'm or What's. - Make sure to remove those apostrophes and change the spelling to I am or What is. - Check out the example code to see the wrong way of using apostrophes. - example_code_2: | - ``` - _ This is the wrong way of using apostrophes _ - {print} 'I'm babysitting my sister's kids' - {print} 'What's more fun than that?' - ``` - 12: - story_text: | - **All texts need to be in quotation marks** - For this level on you will also have to use quotation marks when storing a text with `=`: - example_code: | - ``` - name = 'Hedy the Robot' - {print} 'Hello ' name - ``` - story_text_2: | - **All items in lists need quotation marks too** - Lists are texts, so they need quotation marks too. Mind that each single item on the list has quotation marks. - This allows you to save two words as 1 item on the list, for example 'Black Widow'. - example_code_2: | - ``` - superheroes = 'Spiderman', 'Batman', 'Black Widow' - {print} superheroes {at} {random} - ``` - story_text_3: | - **All text after `{if}` comparisons need quotation marks too** - example_code_3: | - ``` - name = {ask} 'What is your name?' - {if} name = 'Hedy the Robot' - {print} 'Hi there!' - ``` - story_text_4: | - **Numbers don't need quotation marks** - For numbers, you do not use quotation marks in the `=`: - example_code_4: | - ``` - score = 25 - {print} 'You got ' score - ``` - random_command: - name: '{random}' - default_save_name: random_command - description: introducing at random command - levels: - 3: - story_text: | - ## At random - In this level you can make a list using the `{is}` command. You can let the computer choose a random item from that list. You do that with `{at} {random}`. - example_code: | - ``` - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - ``` - story_text_2: | - You can use the `{at} {random}` command in a sentence as well. - example_code_2: | - ``` - food {is} sandwich, slice of pizza, salad, burrito - {print} I am going to have a food {at} {random} for lunch. + + {call} _ ``` - story_text_3: | + pressit: + levels: + 9: + story_text: | + Now that you know how to combine statements, you can create a touch type tool with `{pressed}`. + ### Exercise - Try out the `{at} {random}` command by making your own gameshow (like the ones on tv) where you choose a door or suitcase and it contains a big price! - Can you do it? We have already put the first lines into the example code. - example_code_3: | + Finish the code. Each time a random letter should be chosen, which you have to press. You get a point for a correct press, and and two points deduction for a wrong press. + **(extra)** Clear the screen after each letter, and show the user how many points they have scored. + print_command: + levels: + 18: + example_code_2: | ``` - {print} The big gameshow! - {print} There are 3 suitcases in front of you... - chosen {is} {ask} Which suitcase do you choose? - prices {is} _ - _ + temperature = 25 + {print}('It is ', temperature, ' degrees outside') ``` + + {print}('My name is ', name) + random_command: + levels: 16: story_text: |- We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. For example: `friends[1]` is the first name on the list of friends, as you can see in the first part of the example code. The second part of the example code shows you that we can also match 2 lists using the variable i. - example_code: | - ``` - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - ``` - story_text_2: |- - Now that you've learned to use the brackets in lists, you can also start using the {at} {random} command in the Python way! - You simply type the name of your list with `[random]` behind it! - example_code_2: |- - ``` - fruit = ['apple', 'banana', 'cherry'] - {print} fruit[random] - ``` repeat_command: - name: '{repeat}' - default_save_name: repeat_command description: repeat command levels: 7: @@ -3482,23 +1818,6 @@ adventures: ### Exercise Play around with the repeat command. Can you make the happy birthday song in only 3 lines of code instead of 4 now? - example_code: | - ``` - {repeat} 3 {times} {print} 'Hedy is fun!' - ``` - 8: - story_text: | - ### Repeat commands and indentation - In this level you can repeat multiple lines of code with only 1 repeat command. - You do this by making a block of lines that you want to repeat. - The lines in this block will need **indentation** . - That means putting four spaces at the beginning of each line. You will also have to indent when you just want to create a block of one line. - example_code: | - ``` - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This is all repeated 5 times' - ``` 9: story_text: | Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... @@ -3514,47 +1833,12 @@ adventures: {else} {print} 'Maybe you should practice some more in the previous level' repeat_command_2: - name: '{repeat} 2' - default_save_name: repeat_command_2 description: repeat command 2 levels: 7: - story_text: | - ## Repeat with other commands and with variables - You have practiced the `{repeat}` command in combination with the `{print}` command now, but did you know you could also use other commands with `{repeat}` ? - In this example code you can see that `{repeat}` can also be used with an `{ask}`, `{if}` or `{else}` command. - example_code: | - ``` - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - ``` story_text_2: | Another interesting thing you can so with the `{repeat}` command is using variables to set the amount of times something should be repeated. In the example code you can see that we first ask the person how old they are. Then, in line 3, the question is repeated 'age' times. So we have used the variable 'age' with the `{repeat}` command. - example_code_2: | - ``` - {print} 'Yay! It is your birthday!' - age = {ask} 'How old are you now?' - {repeat} age {times} {print} 'Hip Hip Hurray!' - ``` - 8: - story_text: | - ### In the block or not? - In this level you have to think carefully which lines of code should be in the block and which shouldn't. - For example: If you want to sing the song *the muffin man*. You only want the line with 'the muffin man' to be repeated twice. - This means the last line shouldn't start with indentation as it doesn't belong to the block. - If you do start the last line with indentation the song will turn out wrong. - - ### Exercise - Each line in the example code starts with a blank. Remove the blanks and try to figure out which line need indentation and which don't to make the muffin man song. - example_code: | - ``` - _ {print} 'Do you know the muffin man?' - _ {repeat} 2 {times} - _ {print} 'The muffin man' - _ {print} 'Do you know the muffin man, who lives on Drury Lane?' - ``` restaurant: name: Rumah makan default_save_name: rumahmakan @@ -3708,24 +1992,6 @@ adventures: {repeat} people times food = {ask} 'What would you like to eat?' {print} 'Thanks for your order! Its coming right up!' ``` - 8: - story_text: | - In this level you can make your virtual restaurant more elaborate by repeating multiple lines of code. Like this: - - ### Exercise - This code can be expanded with more items on the menu, for example offering drinks, and/or multiple courses or desserts. Add at least one more item. - **Extra** Add even more items, as many options as you like! - example_code: | - ``` - {print} 'Welcome to Restaurant Chez Hedy!' - people = {ask} 'How many people will be joining us today?' - {print} 'Great!' - {repeat} people {times} - food = {ask} 'What would you like to order?' - {print} food - {print} 'Thank you for ordering!' - {print} 'Enjoy your meal!' - ``` 9: story_text: |- Pada level 7 kamu bisa membuat rumah makan virtual kamu lebih detil dengan mengulang beberapa baris kode. Seperti ini: @@ -3793,14 +2059,6 @@ adventures: {print} name ' orders ' food ' as their ' course ``` 11: - story_text: | - We can use the `{for}` with `{range}` to print the orders from multiple customers in an orderly manner. - - ### Exercise - Finish the restaurant code, so that you can ask for the order of multiple people. Print the order number each time: 'Order 1', 'Order 2', etc. - Are you not sure how to go about this? Have a peek at your level 8 code. - - **Extra** In level 9 the restaurant also used prices. You can add that here too! example_code: | ``` print 'Selamat datang di rumah makan Hedy!' @@ -3849,22 +2107,6 @@ adventures: price = price - 3 {print} 'That will be ' price ' dollars' ``` - 15: - story_text: | - With the `{while}` you can make sure your costumers can keep adding orders until they are done. - - ### Exercise - Correctly add the `{while}` command to this code. - example_code: | - ``` - {print} 'Welcome at McHedy' - more = 'yes' - _ - order = {ask} 'What would you like to order?' - {print} order - more = {ask} 'Would you like to order anything else?' - {print} 'Thank you!' - ``` rock: name: Batu, gunting, kertas default_save_name: Batu @@ -3876,16 +2118,6 @@ adventures: Dengan perintah `ask` kamu bisa mengambil salah satu pilihan, dan dengan `echo` kamu bisa menampilkan pilihan tersebut. example_code: "```\nprint apa yang kamu pilih?\nask pilih dari batu, gunting, atau kertas\necho jadi pilhan kamu adalah: \n```\n" - story_text_2: | - ### Exercise - Instead of using words, you could also use emojis: ✊✋✌ - Can you create a code using emojis? - example_code_2: | - ``` - {print} what do you choose? - {ask} choose from _ - {echo} so your choice was: - ``` 2: story_text: | In this level you can practise using the variables, so that you can make the rock, paper, scissors game in the next level! @@ -3918,16 +2150,6 @@ adventures: {print} player 1 chooses... choices {at} {random} {print} player 2 _ ``` - 4: - story_text: | - In this level we can further program rock, paper, scissors. But if you want to add text, you have to use quotation marks here too. - ### Exercise - Fill in quotation marks on the blanks. Mind that the variable `choices` should be outside the quotes. - example_code: | - ``` - choices {is} rock, paper, scissors - {print} _The computer chooses..._ choices {at} {random} - ``` 5: story_text: "Pada level 4 kamu bisa menentukan siapa yang menang. \nUntuk hal itu, kamu memerlukan perintah `if`\n\nSimpan pilihan kamu dengan sebuah nama favoritmu dan pilihan komputer dengan nama pilihan komputer.\nLalu kamu bisa menggunakan `if` untuk melihat apakah kedua pilihan tersebut sama atau berbeda.\nDapatkah kamu menyelesaikan kode ini?" example_code: "```\npilihan is batu, gunting, kertas\npil_komputer is _\n pil_kamu is ask Apa yang kamu pilih?\nprint 'kamu memilih ' _\nprint 'komputer memilih ' _\nif _ is _ print 'seri' else print 'tidak seri'\nif pil_kamu is batu and pil_komputer is kertas print 'komputer menang'\n```\n\nPertama-tama, kamu perlu mengisi kotak kosong yang tersedia dengan kode yang benar untuk melihat apakah hasil permainan seri. \n" @@ -3978,9 +2200,6 @@ adventures: {print} 'The computer wins!' ``` 15: - story_text: | - ### Exercise - Play until you beat the computer! But first, finish the example code... example_code: | ``` won = 'no' @@ -3998,9 +2217,6 @@ adventures: {print} 'You win!' won = 'yes' rock_2: - name: Rock, paper, scissors 2 - default_save_name: rock_2 - description: Part 2 of rock, paper, scissors levels: 2: story_text: | @@ -4014,9 +2230,7 @@ adventures: {print} I choose choice ``` secret: - name: SuperSpy default_save_name: language - description: Make your own spy code levels: 12: story_text: | @@ -4039,160 +2253,13 @@ adventures: 13: story_text: | The code you made in the previous level can be made a lot easier in this one with the `{and}` command. - example_code: | - ``` - name = {ask} 'What is your name?' - password = {ask} 'What is your password?' - {if} name {is} 'Agent007' _ password {is} 'TOPSECRET' - {print} 'Go to the airport at 02.00' - {else} - {print} 'Go to the trainstation at 10.00' - ``` - simon: - name: Simon Says - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - Let's make a game of Simon Says! Simon Says is a memory game in which the player will be given a color. They have to repeat that color back. - If they get it right a color is added to the sequence, so they now have to remember 2 colors, then 3, then 4 etc. the game stops as soon as the player makes a mistake. - - ### Exercise - In this first part of the Simon Says adventure, we'll let the computer pick a random color and add it to a list. - - ***Make 2 lists*** First, make a list called `colors` and fill it with the colors red, yellow, green and blue. - Then make a list called `simon_sequence`. This list will be used as the answer. - At the start of the game this lists need to be empty. unfortunately, we can't create an empty list (yet), so we'll fill it with the words 'empty' and 'list' and we'll remove them from the list immediately. - - ***Create a function that adds a color to the sequence*** Now that we have an empty list called simon_sequence, we can start filling it with random colors. - We do that with a function, so we can call it everytime there's a new level in our game. Create a function called `add_random_color`. - Then create the variable random_color and set it to a random color. Next, add this random color to the simon_sequence. - - ***Create a function that shows the simon_sequence*** Start by naming the new function `show_simon_sequence` with `level` as an argument. Now we want to show as many colors as the level we are in (in level 1 you see 1 color, in level 2 you see 2 colors etc). - So we repeat `level` times, to print the `simon_sequence[i]`. Each time a color is shown, wait for 1 second and then clear the screen. - - ***Test your program*** Before you go to the next level, test if the functions are working by calling both of the functions. If they're working you should see a random color in your output screen. - Remove this testing part of your code, copy the code and continue to the next tab to learn more about the simon says game! - example_code: | - ``` - # Make 2 lists - colors = _ - _ = ['empty', 'list'] - {remove} _ {from} simon_sequence - {remove} _ - - # Create a function that adds a color - _ add_random_color - _ - {add} _ - - # Create a function that shows the simon_sequence - {define} _ - {for} i {in} {range} 1 {to} _ - {print} _ - _ - _ - - # Test your program - {call} _ - {call} show_simon_sequence {with} 1 - ``` - simon_2: - name: Simon Says 2 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - We'll continue with our Simon Says game! - - ### Exercise - ***Paste your code here*** Paste your code from the previous level here. Don't forget to remove the part that was just used for testing the functions. - - ***Create a function that creates the player_sequence*** The list `player_sequence` is used to capture the answers of the player. First we define the function with the argument level. - Next, we ask level times what the color is that they choose. We call that variable `answer`. Then we add the variable `answer` to the list player_sequence. - - ***Setting up the game*** Before we program the game in the next tab, we'll need some starting variables. First, we'll set the variable `level` to 1 and the variable `game_over` to False. - Then we make an introduction for the game. We'll print 'Welcome to Simon Says!' and clear the screen after 1 second. - - ***Continue to the next tab to finish the game!**** Don't forget to copy your code and take it with you to the next tab. - example_code: | - ``` - # Paste your code here - - - # Create a function that creates the player_sequence - {define} _ - {for} _ - _ 'What is color number ' i '?' - {add} answer {to} _ - - # Set up - level = _ - game_over = _ - {print} _ - _ 1 - _ - ``` - simon_3: - name: Simon Says 3 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - In this tab we'll program the game of Simon Says! - - ### Exercise - ***Paste your code*** Copy your code from the previous tab and paste it here. - - ***Program the game*** We start by making sure the game goes on while the game isn't over. Then we print what level the player is on, we use the variable level for that. We only show that for 1 second and then we clear the screen again. - Now, we have to create the empty list player_sequence. We've already programmed how to fill the list, with our function `player_sequence`, but we never made the list itself. To create the list we use the same trick as we did in the previous tab. - We'll make a list with the words 'empty' and 'list' on it, and then we remove both these words. Next, we'll call all of the 3 functions that we've created. - Lastly, we'll have to check if the player gave the correct answers (so if the player_sequence and the simon_sequence are the same). - If that's the case, we'll compliment the player. Wait for 1 second and increase the level with 1. - Did the player give the wrong answer, we'll tell them and end the game by setting game_over to 'True' - - ***Enjoy your game!*** Great job! Does your game not work? Use the ladybug button to debug your code! - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - {print} _ - _ - _ - _ = ['empty', 'list'] - {remove} _ - {remove} _ - {call} _ - {call} _ {with} _ - {call} _ {with} _ - {if} player_sequence == _ - _ - _ - _ - {else} - _ - game_over = _ - ``` sleep_command: - name: '{sleep}' - default_save_name: sleep_command description: introducing sleep command levels: 2: story_text: | ## The sleep command Another new command in this level is `{sleep}`, which pauses your program for a second. If you type a number behind the {sleep} command, the program pauses for that amount of seconds. - example_code: | - ``` - {print} My favorite colour is... - {sleep} 2 - {print} green! - ``` songs: name: Nyanyikan sebuah lagu! default_save_name: Lagu @@ -4215,9 +2282,6 @@ adventures: ``` Setelah Baby Shark, kamu juga dapat membuat program untuk menyanyikan lagu lain. Ada banyak lagu yang mengulang-ulang kalimat. - story_text_2: | - This children's song counts down from 5 little monkeys to 1 monkey. - If you copy line 2 - 7 and paste it under the the code, you can sing the whole song! example_code_2: | ``` number = 6 @@ -4268,309 +2332,62 @@ adventures: example_code: | ``` keluarga = bayi, ibu, ayah, nenek, kakek - _ _ _ _ - {print} _ - ``` - story_text_2: | - ### Exercise 2 - Print the song Five little moneys jumping on the bed. Look up the text if you don't remember. - - **(extra)** Print the song Old MacDonald had a farm, and make sure all animals make a different sound, using an `{if}`. - example_code_2: | - ``` - monkeys = 5, 4, 3, 2, 1 - ``` - 11: - story_text: | - In this level you can use the `{for} i {in} {range}` command to make songs that use counting. - example_code: | - ``` - {for} i {in} {range} 5 {to} 1 - {print} i ' little monkeys jumping on the bed' - {print} 'One fell off and bumped his head' - {print} 'Mama called the doctor and the doctor said' - {if} i {is} 1 - {print} 'PUT THOSE MONKEYS RIGHT TO BED!' - {else} - {print} 'NO MORE MONKEYS JUMPING ON THE BED!' - ``` - 12: - story_text: | - In this song we can make it even easier to program '{if} you're happy and you know it, clap your hands'. Because we can put all of the actions in a variable, check it out: - example_code: | - ``` - actions = 'clap your hands', 'stomp your feet', 'shout Hurray!' - {for} action {in} actions - {for} i {in} {range} 1 {to} 2 - {print} '{if} youre happy and you know it' - {print} action - {print} '{if} youre happy and you know it and you really want to show it' - {print} '{if} youre happy and you know it' - {print} action - ``` - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, but did you know that you could combine them with {ask} commands as well? - In this example we have changed the 'My Bonnie' program and made it interactive. You are now asked where Bonnie is. - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is ' place - - chosen_place = {ask} 'Where do you want Bonnie to be?' - synonym = {ask} 'What is another word for that?' - - {call} song {with} chosen_place - {call} song {with} synonym - {call} song {with} chosen_place - ``` - 16: - story_text: | - Di level ini, Anda dapat memprogram lagu seperti OldMacDonald dengan lebih cepat. Anda dapat menghubungkan hewan yang tepat dengan suara yang tepat hanya dengan menempatkannya di tempat yang sama dalam daftar. - Pelaut Mabuk juga dengan cepat dibuat di level ini. Anda hanya membutuhkan 8 baris untuk keseluruhan lagu, lihatlah! - - ### Latihan - Selesaikan lagu Old MacDonald dengan mengatur variabel `animal` menjadi `animals[i]` dan `sound` menjadi `sounds[i]`. - example_code: | - ``` - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - {for} i {in} {range} 1 {to} 3 - animal = _ - sound = _ - {print} 'Old MacDonald had a farm' - {print} 'E I E I O!' - {print} 'and on that farm he had a ' animal - {print} 'E I E I O!' - {print} 'with a ' sound sound ' here' - {print} 'and a ' sound sound ' there' - {print} 'here a ' sound - {print} 'there a ' sound - {print} 'everywhere a ' sound sound - ``` - - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines - {for} i {in} {range} 1 {to} 3 - {print} line - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - 18: - story_text: | - In level 16 we made songs using lists. These programs however are no longer working properly in this level. The colons from level 17 and the brackets from level 18 still need to be added. - - ### Exercise 1 - The Drunken sailor song is given as sample code, but not yet working. - Can you make sure everything works again? To help you, we've put _ in the places of _some_ errors. - - ### Exercise 2 - Now also look up your Old MacDonald song from level 16, and correct it. - example_code: | - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines _ - {for} i {in} {range} 1 {to} 3 _ - {print} _ line _ - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - songs_2: - name: Sing a song! 2 - default_save_name: Song 2 - description: Sing a song 2 - levels: - 12: - story_text: | - Songs contain a lot of repetition. We can capture it with a function! - ### Exercise - Look at the example code with the function. Fill out the two lines so the full song is printed. - example_code: | - ``` - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} _ - ``` - 16: - story_text: | - ### Exercise - Finish the nursery rhyme! - example_code: | - ``` - number = ['one', 'two', 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'ten'] - object = ['on his drum', 'on his shoe', 'on his knee', 'on his door', 'on his hive', 'on his sticks', 'up in heaven', 'on his gate', 'on his vine', 'once again'] - - _ - {print} 'This old man' - {print} 'He played ' _ - {print} 'He played knick-knack ' _ - {print} 'With a knick-knack paddywhack' - {print} 'Give the dog a bone' - {print} 'This old man came rolling home' - {sleep} 8 - {clear} - ``` - story_text_2: | - ### Exersice 2 - Now create your own code for the nursery rhyme 'The wheels on the bus' on the same way! - example_code_2: | - ``` - object = ['wheels', 'doors', _] - movement = [ 'round and round', 'open and shut', _] - ``` - tic: - name: Tic-Tac-Toe - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - Let's program a game of tic-tac-toe! - - ### Exercise - In this adventure we'll start with creating an empty field. - - ***Create a list called field*** This list will be our playing field. This list is filled with 9 dots, since there are no x's and o's yet at the start of our game. - - ***Create a function that prints the field*** Firstly, clear the screen so the old playing fields will be removed. Then we print the first line of our Tic Tac Toe field. This line constists of the first 3 spots in our list field. - We have already programmed this line for you. Now finish the field by printing spot 4, 5, and 6 on the second row and spot 7, 8 and 9 in the third row. - - ***Call the function that prints the field*** Now call the function. -
- Run the code. Your output should look like this: -
- - ***Continue in the next tab*** In the next tab you'll learn how to program the game itself. - example_code: | + _ _ _ _ + {print} _ ``` - # Create a list called field - _ = ['.', '.', '.', '.', '.', '.', '.', '.', '.'] - - # Create a function that prints the field - {define} print_field - _ - {print} 'TIC TAC TOE' - {print} field[1] field[2] field[3] - _ - _ + story_text_2: | + ### Exercise 2 + Print the song Five little moneys jumping on the bed. Look up the text if you don't remember. - # Call the function - ``` - 17: + **(extra)** Print the song Old MacDonald had a farm, and make sure all animals make a different sound, using an `{if}`. + 11: story_text: | - In the previous level you've learned how to make a tic-tac-toe game. The game works, but is quite annoying as it keeps asking you if you've won yet. - Now that we have the {elif} command, we can let the game decide if someone has won and it can stop asking us! - - ### Exercise - ***Paste your code*** Paste your code from the previous level here and make it level 17 proof. In this level you've learned to use a colon everytime you create a block of code. Please add the colons in the correct spots. - - ***Create a function that detects if someone's won*** We have started the function for you, paste it under the function `print_field` and finish the function. You can see that this first piece of code checks to see if spot 1, 2 and 3 are the same, because if they are you have 3 in a row. - It also checks if they are not a dot, because if they are, the line might have the same symbols on them, but that's just because it's still empty. - If all these conditions are met, the game is over and the winner is printed. - Finish this function with all possible ways to win. This means you have to make this for the other 2 rows, 3 columns and 2 diagonals. - If you've finished all the other options, the function should return the variable `game_over` so we can use it in our game. - - ***Call the function in the game*** Go to the line `game_over = {ask} 'Did you win?'` and change it to `game_over = {call} detect_winner {with} field, sign`. Now the function will check if there's a winner and the game doesn't need to keep asking anymore! - - ***Enjoy your game!*** Great job! You have finished the game! Enjoy playing it! - + In this level you can use the `{for} i {in} {range}` command to make songs that use counting. example_code: | ``` - # Paste your code here and make it level 17 proof - - # Create a function that detects if someone has won - {define} detect_winner {with} field, sign: - {if} field[1] == field[2] {and} field[2] == field[3] {and} field[1] != '.': - game_over = 'yes' - {print} 'Player ' sign 'wins!' - {elif}: - _ - {else}: - game_over = 'no' - {return} _ - ``` - tic_2: - name: Tic-Tac-Toe 2 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: + {for} i {in} {range} 5 {to} 1 + {print} i ' little monkeys jumping on the bed' + {print} 'One fell off and bumped his head' + {print} 'Mama called the doctor and the doctor said' + {if} i {is} 1 + {print} 'PUT THOSE MONKEYS RIGHT TO BED!' + {else} + {print} 'NO MORE MONKEYS JUMPING ON THE BED!' + ``` + 12: story_text: | - In the previous adventure you've learned how to create a playing field. Now you'll learn how to create the game! - - ### Exercise - ***Paste your code*** Start by pasting your code from the previous adventure here. - - ***Add variables*** Underneath your list called `field` we'll add 2 more variables that we'll need to program the game. - The variable `game_over` tells us if the game is over, and should be 'no' at the start of the game. - The variable `sign` tells us if it's the turn of player x or player o. Set the variable to 'x'. - - ***The game*** First use a {while} command, to make sure the game keeps on playing the variable while game_over is set to no. - During the game, we first ask the player which spot they choose. Then we change the field with the number they chose into their sign. - Then we print the field again and we ask the player if they've won yet. Lastly we want to switch whose turn it is, so if the sign is 'x' it should be 'o' and the other way around. - - ***Test your game*** Does your game work? Great, have fun playing the game! If not, use the ladybug button to debug your code. - You might have noticed one mistake in the code though, you can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! Go to the next tab to learn how to fix this problem. + In this song we can make it even easier to program '{if} you're happy and you know it, clap your hands'. Because we can put all of the actions in a variable, check it out: example_code: | ``` - # Paste your code from the previous adventure here - - # Add variables - game_over = _ - sign = _ - - # The game - {while} _ - choice = _ 'Player ' sign '_?' - field[choice] = _ - _ print_field - game_over = {ask} _ - {if} sign = 'o' - sign = _ - _ - sign = _ + actions = 'clap your hands', 'stomp your feet', 'shout Hurray!' + {for} action {in} actions + {for} i {in} {range} 1 {to} 2 + {print} '{if} youre happy and you know it' + {print} action + {print} '{if} youre happy and you know it and you really want to show it' + {print} '{if} youre happy and you know it' + {print} action ``` - tic_3: - name: Tic-Tac-Toe 3 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: 16: story_text: | - You might have noticed one mistake in the code you've made in the previous adventure. You can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! In this tab we'll fix that mistake. - - ### Exercise - ***Paste your code here*** Paste your code from the previous adventure here. - - ***Fix the mistake*** To fix the mistake we replace the line that says `field[choice] = sign`. This turns any spot that the player has chosen into their sign. - Go to the header that says 'Use this to fix the mistake' and finish the code. We first want to check if the chosen spot is still empty, so `if field[choice] = '.'`. If that is the case, you are allowed to take it. - Then we make an else command and print 'Sorry, this spot is already taken' if the spot is not empty. Lastly, we add a {sleep} command, so the players can actually read the text before it gets cleared again. - Now copy this piece of code and replace the line `field[choice] = sign` with this new piece of code. + Di level ini, Anda dapat memprogram lagu seperti OldMacDonald dengan lebih cepat. Anda dapat menghubungkan hewan yang tepat dengan suara yang tepat hanya dengan menempatkannya di tempat yang sama dalam daftar. + Pelaut Mabuk juga dengan cepat dibuat di level ini. Anda hanya membutuhkan 8 baris untuk keseluruhan lagu, lihatlah! - ***Play your game!*** Now the game should work properly! Good job! - The only flaw is that you can get a bit annoyed that the game keeps asking you if you've won yet. Do you want to fix that? Go to level 17 and we'll fix it! + ### Latihan + Selesaikan lagu Old MacDonald dengan mengatur variabel `animal` menjadi `animals[i]` dan `sound` menjadi `sounds[i]`. + songs_2: + levels: + 12: example_code: | ``` - # Paste your code here + {define} twinkle + {print} 'Twinkle' + {print} '...' - # Use this to fix the mistake - {if} _ = '.' - field[choice] = sign - {else} - {print} _ - _ + {call} twinkle + {print} 'Up above the world so high' + {print} 'Like a diamond in the sky' + {call} _ ``` turtle: name: Kura-kura @@ -4582,22 +2399,9 @@ adventures: Pada level 1 kamu juga dapat menggunakan Hedy untuk menggambar. Dengan cara menggabungkan belokan dan garis, kamu bisa membuat kotak atau tangga! Gunakan `forward` untuk membentuk garis lurus kedepan. Angka dibelakangnya menyatakan seberapa jauh kura-kura kamu akan bergerak. `turn right` membuat kura-kura menghadap kanan searah jarum jam. `turn left` membuat kura-kura menghadap kiri berlawanan arah jarum jam. - example_code: | - ``` - {forward} 100 - {turn} {left} - ``` story_text_2: | ### Exercise Ini merupakan awal dari gambar sebuah tangga kecil. Dapatkan kamu membuatnya memiliki lima anak tangga? - example_code_2: | - ``` - {forward} 20 - {turn} {right} - {forward} 20 - {turn} {left} - {forward} 20 - ``` 2: story_text: |- Pada level 1 sang kura-kura hanya bisa menghadap kiri dan kanan. Itu cukup membosankan! @@ -4649,20 +2453,6 @@ adventures: turn sudut forward 25 ``` - story_text_2: | - You can also change the color of the lines with the command `{color}`. Check out the example. - You can also use the command `{color} {white}` to make 'invisible' lines. You could use these white lines to move the turtle anywhere in the screen before you start drawing. - example_code_2: | - ``` - {color} {white} - {forward} -80 - {color} {green} - {forward} 50 - {color} {yellow} - {forward} 50 - {color} {red} - {forward} 50 - ``` 5: story_text: 'Pada level 4 kita akan mengambil sebuah pilihan dengan `if`. Sebagai contoh: mengambil satu dari kumpulan bentuk.' example_code: | @@ -4678,13 +2468,6 @@ adventures: {forward} 25 {turn} sudut {forward} 25 - story_text_2: | - ### Exercise - Fill in the correct numbers in this code to get it to work. - After you've done that, you can try to add the option backwards. - - **Extra** Instead of using 'left' and 'right', remake the program with North, East, South and West. - This way you could add even more directions like Northeast and Southwest etc. example_code_2: | ``` direction {is} {ask} 'Do you want to go left, right, or straight ahead?' @@ -4736,17 +2519,6 @@ adventures: This code creates three black triangles, change that into five pink squares. **(extra)** Create a figure of your own choosing consisting of at least two different shapes types. - example_code: | - ``` - {color} {black} - {repeat} 3 {times} - {repeat} 3 {times} - {forward} 10 - {turn} 120 - {color} {white} - {forward} 50 - {color} {black} - ``` 10: story_text: | In this level you can make the turtle draw a figure. @@ -4757,162 +2529,9 @@ adventures: **(extra)** can you change the spiral into another shape? Experiment with numbers for the turn! ### Exercise 2 The spiral is drawn outwards, make it go inwards? - example_code: | - ``` - {turn} 90 - distances = 10, 20, 30, 40, 50, 60 - {for} distance {in} distances - {forward} distance - ``` - 12: - story_text: | - We can use functions to draw more complex figures with less code. - ### Exercise 1 - Fill the function so that three squares are created. If you want the image to look nicer, you can make the lines between the squares white. - - ### Exercise 2 - The code can be made even shorter. Place the final lines into a `{repeat}` so the figure remains the same. - - ### Exercise 3 - Create your own drawing with different figures. - Change both the number of figures with the `{repeat}` and the shape of the figures in the `{define}` - example_code: | - ``` - {define} square - {repeat} 4 {times} - {turn} _ - {forward} _ - {call} square - {forward} 50 - {call} square - {forward} 50 - {call} square - ``` turtle_draw_it: - name: Draw it! - default_save_name: Draw it - description: Draw this picture with the turtle levels: - 1: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Rectangle - Square - Stairs -
- 2: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Arrow - Boat -
- 3: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Star - Arrow -
- 4: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Colored Star - Rainbow - Nested squares -
- example_code: | - **Extra** Up for a real challenge? Make sure that the colors of these figures are selected randomly, so that each time you run your programs they'll look differently! - - ``` - colors {is} red, orange, yellow, green, blue, purple, pink, brown, gray, black - color _ - ``` - 5: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Make only one code that lets the player decide which letter they'd like to see! And can you add even more letters? - -
- F - E - L -
- example_code: | - Hint: - ``` - chosen_letter {is} {ask} 'Which letter would you like to see? F, E or L?' - {if} _ - ``` - 6: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Let the player decide which color the square should be. - - ***Extra*** Can you make the letter of your own first name and the flag of your own country too? - -
- Square - Letters - Flag -
- example_code: | - Hint for the square: - ``` - chosen_color = {ask} _ - ``` - 7: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Hexagon - Triangle - Fan -
- 8: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - -
- Square (3) - Randomly colored star (5) - Randomly colored spiral (7) -
9: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - - **Extra** Give the player a choice which country they would like to see the flag of. - -
- Cross (7) - Randomly colored nested squares (8) - Flags -
example_code: | Hint for the nested squares: ``` @@ -4930,14 +2549,6 @@ adventures: color_3 = blue ``` 10: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Nested Hexagon - Traffic lights -
example_code: | Hint Nested Hexagon: ``` @@ -4953,47 +2564,6 @@ adventures: color _ {repeat} _ ``` - story_text_2: | - Christmas lights - example_code_2: | - Hint Christmas Lights: - - Start by moving to the left side of the screen with an invisible white line. Then hang up the Christmas lights! - ``` - {color} white - {turn} -90 - {forward} 300 - {turn} 90 - - colors = red, blue, yellow, purple, green, orange, pink - {for} chosen_color {in} colors - _ - ``` - 11: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Beehive (6) - Fan (5) - Snowflake (13) -
- example_code: | - Hint Beehive: - ``` - {for} amount_of_combs {in} {range} 1 {to} _ - {for} walls_of_one_comb {in} {range} 1 {to} _ - {forward} _ - {turn} _ - {forward} _ - {turn} _ - ``` - - Hint Fan: - Start out like the fan you made in level 7. Or take a peak at the hint for the beehive, because the codes are very similar. - - Hint Snowflake: Start by making one 'leg' and repeat it 6 times. 12: story_text: | ### Exercise @@ -5020,129 +2590,9 @@ adventures: {if} shape = 'square' {call} draw_a_square ``` - 13: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Street in different sizes - Colored street - Snow Storm - example_code: | - Hint Street in different sizes - ``` - {define} draw_a_house {with} size - _ - - {call} draw_a_house {with} 90 - {call} draw_a_house {with} 60 - {call} draw_a_house {with} 30 - ``` - - Hint Colored street - ``` - {define} draw_a_house {with} chosen_color - _ - ``` - - Hint Snow Storm - ``` - {define} draw_snowflake {with} length, color - _ - - numbers = 10, 20, 30 - colors = _ - - {for} i {in} {range} 1 {to} 5 - random_number = _ - random_color = _ - {call} draw_snowflake {with} random_number, random_color - {color} white - {turn} random_number * 5 - {forward} 80 - ``` - 14: - story_text: | - ### Exercise - Create a program that asks the player how many corners their figure should have and then creates that figure. - The figure in the image is the output when the player fills in 10. - -
- - -
- example_code: | - ``` - {define} calculate_degrees {with} amount_of_corners - _ 360 / amount_of_corners - - - {define} draw_figure {with} degrees - _ - {forward} 400/amount_of_corners - {turn} _ - - amount_of_corners = {ask} _ - degrees = {call} _ {with} _ - - {call} _ {with} - {call} _ {with} - ``` - 15: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Spiral - example_code: | - Spiral - ``` - distance = 5 - {while} distance < 200 - distance = distance + 5 - _ - ``` - story_text_2: | - Fan - example_code_2: | - Fan - ``` - {define} draw_a_square {with} side - _ - - i = 100 - {while} i > 1 - _ {with} i - _ - i = i - 3 - ``` - story_text_3: | - Star - example_code_3: | - Star - A star is usually drawn using 144-degree-turns. If you change this slightly to 143 degrees for example and repeat the pattern multiple times with a {while} loop you can make this figure. while_command: - name: '{while}' - default_save_name: while_command description: while - levels: - 15: - story_text: |- - We are going to learn a new loop, the `{while}` loop! We continue the loop as long as the statement is true. - So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. - If the correct answer is never given, the loop never ends! - example_code: | - ``` - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - ``` years: - name: New Year's - default_save_name: New Year's Countdown description: Countdown to the new year! levels: 11: diff --git a/content/adventures/it.yaml b/content/adventures/it.yaml index 05e9507d73e..d66eb70784f 100644 --- a/content/adventures/it.yaml +++ b/content/adventures/it.yaml @@ -34,15 +34,6 @@ adventures: Devi programmare un po' di più per quello. Ora devi prima nominare il tuo personaggio principale. Puoi quindi inserire quel nome ovunque in una frase. - example_code: |- - ``` - name {is} {ask} What is the name of the main character? - {print} name is now going to run in the woods - {print} name is a bit scared - {print} Suddenly she hears a crazy noise... - {sleep} - {print} name is afraid this is a haunted forest - ``` story_text_2: | ### Esercizio Ora è il momento di aggiungere variabili alla tua storia che hai creato nel livello precedente. @@ -55,21 +46,6 @@ adventures: 3: story_text: | Nel livello 3 puoi rendere la tua storia più divertente. Puoi usare la casualità per qualsiasi mostro, animale o ostacolo, in questo modo: - example_code: | - ``` - animals {is} 🦔, 🐿, 🦉, 🦇 - {print} They now hear the sound of an animals {at} {random} - ``` - story_text_2: | - The command `{add}` can also come in handy in your story. - example_code_2: | - ``` - {print} They hear a sound - animals {is} 🐿, 🦔, 🦇, 🦉 - animal {is} {ask} What do you think it is? - {add} animal {to_list} animals - {print} it was an animals {at} {random} - ``` story_text_3: | Questo è un esempio del comando `{remove}` nella tua storia @@ -77,14 +53,6 @@ adventures: Copia la tua storia dai livelli precedenti a questo livello. In questo livello hai imparato 3 nuovi comandi `{at} {random}`, `{add} {to_list}` e `{remove} {from}`. Aggiungi nuove righe di codice alla tua storia, in modo che tutti i nuovi comandi siano presenti almeno una volta nella tua storia. - example_code_3: | - ``` - {print} His backpack got way too heavy. - {print} Inside were a bottle of water, a flashlight and a brick. - bag {is} water, flashlight, brick - dump {is} {ask} Which item should he dump? - {remove} dump {from} bag - ``` 4: story_text: | ### Esercizio @@ -139,12 +107,6 @@ adventures: ### Esercizio Aggiungi ripetizione alla tua storia. Torna ai programmi salvati, scegli il programma della storia dal livello precedente e trova una riga contenente `{print}` e ripetila! - example_code: | - ``` - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - ``` 8: story_text: | In questo livello puoi utilizzare più righe nei comandi `{if}`, in questo modo puoi migliorare il tuo lieto fine o il tuo triste finale! @@ -215,11 +177,6 @@ adventures: ### Esercizio Trova una storia da un livello precedente, qualsiasi livello è ok. Ora assicurati che le virgolette siano aggiunte nei posti giusti. - example_code: | - ``` - name = 'The Queen of England' - {print} name ' was eating a piece of cake, when suddenly…' - ``` 13: story_text: | Utilizzando i comandi `{and}` e `{or}` puoi rendere le tue storie più versatili. Puoi porre due domande e rispondere alla combinazione di risposte. @@ -238,34 +195,7 @@ adventures: {if} percorso {is} 'sinistra' {and} arma {is} 'spada' _ ``` - 15: - story_text: | - Using the `{while}` loop can make your stories more interesting. For example, you can use `{while} game == 'on'` so you can play until the game is over. - Or you can use `{while} sword == 'lost'` so the player can't continue the game until they have found something. - - ### Exercise - The example code shows you how to use the `{while}` loop in a story. Now **think of your own scenario** in which the player has to find something before they can continue. - example_code: | - ``` - keys = 'lost' - {print} 'You are standing in your garden and you have lost your keys.' - {print} 'Where do you want to look for them?' - {print} 'You can choose: tree, flowerbed, rock, postbox' - {while} keys == 'lost' - location = {ask} 'Where do you want to look?' - {if} location == 'flowerbed' - {print} 'Here they are!' - keys = 'found' - {else} - {print} 'Nope they are not at the ' location - {print} 'Now you can enter the house!' - ``` 18: - story_text: | - We are going to print another story, but now we have to use brackets with `{print}`. - - ### Exercise 1 - Create a story of at least 5 sentences. You don't have to use 'name' just yet. example_code: | ``` {print}('Benvenuti in questa storia!') @@ -281,7 +211,6 @@ adventures: {print}('Benvenuti in questa storia!') ``` add_remove_command: - name: '{add} {to_list} & {remove} {from}' default_save_name: aggiungi_rimuovi_comando description: introducendo {add} {to_list} e {remove} {from} levels: @@ -320,7 +249,6 @@ adventures: {print} Ottieni un milkshake con il sapore di {at} {random} ``` and_or_command: - name: '{and} & {or}' default_save_name: e o description: Introducendo {and} e {or} levels: @@ -337,8 +265,6 @@ adventures: {print} 'Tu sei la vera Hedy!' ``` ask_command: - name: '{ask}' - default_save_name: ask_command description: Introduzione comando {ask} levels: 1: @@ -395,14 +321,6 @@ adventures: animale_preferito {is} {ask} Qual è il tuo animale preferito? {print} Mi piacciono gli animale_preferito ``` - 18: - story_text: The final change we will need to make to get Python code is changing `{ask}` into `{input}`. - example_code: | - ``` - {print}('My name is Hedy!') - name = {input}('What is your name?') - {print}('So your name is ', name) - ``` blackjack: name: Jack nero default_save_name: Jack nero @@ -430,169 +348,6 @@ adventures: ***Test the function*** Test if your function is working properly. Finish the first print command by filling in which card you've drawn. Then finish the second line by calling the function with card_1. Run the code a couple of times. Are you happy with the results? Great! Then you can remove the testing part and move on the the next tab! - example_code: | - ``` - {print} 'BLACKJACK' - - # Set these variables - cards = _ - face_cards = _ - card_1 = - - # Create a function to calculate the points - {define} calculate_points {with} card: - {if} card {in} face_cards: - points = _ - {elif} _ - _ - {else}: - _ - _ points - - # Test your function - {print} 'Your card is a ' _ - {print} 'That is worth ' _ ' points'. - ``` - blackjack_2: - name: Blackjack 2 - default_save_name: Blackjack_2 - description: Blackjack part 2 - levels: - 17: - story_text: | - ### Exercise - In this adventure we code the second part of our Blackjack game. - - ***Paste your code from the previous adventure*** - In the previous adventure you've started a list of variables and created a function to calculate how many points a card is worth. Copy your code and paste it here. Mind that you don't need the testing part, so if you haven't removed that yet, please do so now. - - ***Add more variables*** - You have already set the lists `cards` and `face_cards` and the variable `card_1`. Underneath those variables create 3 more variables: `card_2`, dealer_card_1` and `dealer_card_2`. These variables are all set to a random card from the list of cards. - - ***Add up points*** - To calculate how many points you have scored we call the function with card 1 and we do it again for card 2. Then we add both these scores together to get your total. - Do the same thing for the dealers points, but be sure to use the dealer's cards and not your own! - - ***2 Aces*** - You're doing great! Almost all scores can be calculated now. There is only one exception: 2 Aces. If you get 2 Aces, your total is 12 points and not 22 (because 22 points would be losing!). This of course also goes for the dealer. - - ***Show the score*** - Lastly, you want to tell the program to tell you which cards you have drawn and how many points that is. Then show which cards the dealer has and how many points they have. - - ***Continue in the next tab*** - Great! You have finished this part of the game! Copy your code and go to the next tab to learn how to ask for an extra card and to declare a winner. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add these variables to the list of variables - card_2 = _ - dealer_card_1 = _ - dealer_card_2 = _ - - # Add up your points - your_points_1 = {call} _ {with} card_1 - your_points_2 = _ - your_total = _ - - # Add up the dealers points - dealer_points_1 = _ - _ - _ - - # 2 Aces - {if} card_1 == 'Ace' {and} _ - your_total = 12 - {if} dealer_card_1 _ - dealer_total = _ - - # Show the score - {print} 'You have drawn a ' _ ' and a ' _ '. That is ' _ ' points' - {print} 'The dealer has drawn a ' _ ' and a ' _ '. That is ' _ ' points' - ``` - blackjack_3: - name: Blackjack 3 - default_save_name: Blackjack_3 - description: Blackjack part 3 - levels: - 17: - story_text: | - In the previous tabs you have learned how to draw 2 random cards for yourself and for the dealer and to calculate how many points you both got. - In this adventure we add the option to ask for an extra card for both you and the dealer. - - ### Exercise - ***Paste your code from the previous adventure*** Firstly, copy your code from the previous tab and paste it here. - - ***Extra card for you*** If you want, you can get an extra card to get your total as close to 21 as possible. First ask the player if they want an extra card. - If they do, pick a random card and print what they have drawn. If the card is not an Ace, you can call the function and add the points to your total. - In case the card is an Ace, you can't use the function, because the Ace can be either 1 point or 11 points, depending on how many points you already have earned. - If your total is less than 11, you want the ace to be 11 points (because this is closest to 21). So you add 11 points to your total. - If the total is more than or equal to 11, you want the ace to be 1 point (because you don't want more than 21 points). So you add 1 point to your total. - Lastly, print your new total of points. - - ***Extra card for the dealer*** The dealer can also get an extra card. The dealer doesn't need to be asked, because they always get an extra card if their total is less than 17. - Copy the 'Extra card for you code' and paste it in the dealers section. Then change it to fit the dealer picking an extra card and getting points added to their total. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Extra card for you - hit = {ask} _ - {if} hit == 'yes': - card_3 = _ - {print} _ - {if} card_3 _ 'Ace': - your_points_3 = _ - your_total = _ - {else}: - {if} your_total _ - _ - {else}: - _ - {print} _ - - # Extra card for the dealer - {if} dealer_total < 17 - _ - ``` - blackjack_4: - name: Blackjack 4 - default_save_name: Blackjack_4 - description: Blackjack part 4 - levels: - 17: - story_text: | - In the last 3 adventures you have alsmost created a working blackjack game! The only thing left to do is to decide a winner! - - ### Exercise - ***Paste your code from the previous adventure*** Start by pasting the code that you've made so far into your programming field. - - ***Decide a winner*** - Firstly, if you and the dealer have an equal amount of points, it's a draw. - Secondly, if the dealer has more than 21 points and you don't, you are the winner. - Thirdly, if both you and the dealer have less than 22 points, we have to see who came closest to 21. We do that by comparing who has the highest score. Is your total higher than the dealer's total, then you are the winner. If not, the dealer wins. - Lastly, in all other scenarios (e.g. you have more than 21 points and the dealer doesn't, or you both have more than 21 points) you are the loser. - - ***Enjoy the game!*** - Does your game work properly? Amazing! You have done a great job! Enjoy your game! - If it doesn't work right away, no worries, you might have made a mistake. Just keep calm and bebug your code using the ladybug button. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Decide a winner - {if} _ - {print} 'Its a draw! Play again!' - {elif} _ - {print} 'You win!' - {elif} _ : - {if} _: - {print} _ - {else}: - {print} _ - {else}: - _ - ``` calculator: name: Calcolatore default_save_name: Calcolatrice @@ -621,16 +376,6 @@ adventures: ``` story_text_3: | **Extra** Puoi anche lasciare che il computer esegua prodotti casuali da solo utilizzando `{random}`. - example_code_3: |- - ``` - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = _ - number_2 = _ - correct_answer = number_1 * number_2 - given_answer = {ask} 'What is ' number_1 ' times ' number_2 '?' - {if} _ - {else} _ - ``` 9: story_text: | Nel livello 6 hai creato una calcolatrice, in questo livello puoi espandere quel codice in modo che ponga più domande. @@ -672,21 +417,6 @@ adventures: {else} {print} 'Questo è sbagliato. La risposta giusta è ' corretto ``` - 11: - story_text: | - With a `{for}` you can simplify tables of multiplication practise program. - - ### Exercise 1 - Improve the example code such that it prints a nice multiplication table:
"1 times 10 is 10", "2 times 10 is 20", etc. - - ### Exercise 2 - Go back to your level 10 multiplication code, and modify it so that it uses a `{for}` and `{range}`. - example_code: | - ``` - number = 10 - {for} i {in} {range} 1 {to} 10 - {print} i * number - ``` 12: story_text: | In questo livello puoi creare una calcolatrice che funzioni con i numeri decimali. @@ -705,34 +435,7 @@ adventures: risposta = _ {print} numero1' più 'numero2' è '_ ``` - 13: - story_text: | - ### Exercise 1 - Let's make the practice program a bit harder. The player now has to answers two questions correctly. Fill out the blanks to complete the program. - - ### Exercise 2 - Sometimes, calculations have multiple correct answers. For example, 10 can be divided by 5 and by 2. So the question 'What number divides 10?' can be answered by 2 and by 5. - Ask for a calculation that has multiple correct answers, ask the player to answer it, and determine if it is correct using `{or}`. - Empty the programming field and create your own solution. - example_code: | - ``` - answer1 = {ask} 'What is 10 times 7?' - answer2 = {ask} 'What is 6 times 7?' - {if} _ _ _ _ _ _ _ - {print} _ - ``` 14: - story_text: | - In this adventure you will build a calculator that calculates your mean grade for you. If you get your calculator to work, you can move on to the next adventure, which allows you to add two extra features. - - ### Exercise 1 - Fill in the blanks to get the calculator to work. - * Start with the fourth line, add a question to figure out what grade the student got. - * In the fifth line you'll want to calculate the total of all grades, so the total = total + grade. - * Then we get to set the return value. We want to return the mean, so the total devided by the amount of tests (4). - * Lastly we finish the code by calling the function in line 8. - - Did you get it? Awesome! Would you like to add even more to your calculator? **This adventure continues in the next tab!** example_code: | ``` {define} calculate_mean_grade @@ -759,57 +462,10 @@ adventures: ### Exercise Add the `{while}` loop in the function, ask the player what number_1 times number_2 is and print their answer. Then `{call}` the function. - example_code: | - ``` - {define} new_question - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct = number_1 * number_2 - answer = 0 - _ - _ - _ - {print} 'Well done!' - - {print} 'Give 10 correct answers to win!' - {for} i {in} {range} 1 {to} 10 - _ - {print} 'You win!' - ``` - calculator_2: - name: Calculator 2 - default_save_name: Calculator 2 - description: Calculator 2 - levels: - 14: - story_text: | - ### Exercise 2 - **This is the second part of this adventure.** The adventure starts in the previous tab. - Of course, you don't always want to calculate the mean of 4 tests. You might want to calculate the mean of 10 tests or only 2... - We can fix this problem by adding the argument and variable 'amount_of_tests'. - * Start a new line on line 3. Set the amount_of_tests argument by asking the student how many tests they have made. - * Change the 4 in line 4 to the new argument amount_of_tests. - * Lastly, change the 4 in line 6 to amount_of_tests - - Try out your new program. Does it work? - - ### Exercise 3 - Did you want to make your program even better? Great! In the previous program you could only calculate the mean grade of 1 subject, but it would be better if you could calculate the mean grade for all subjects you want! - We won't tell you how to do it, but we will give you one tip: Start your code in line 1 with: define calculate_mean_grade with subject. - example_code: | - ``` - # Use your own code from the previous adventure. - ``` clear_command: - name: '{clear}' - default_save_name: clear_command description: clear command levels: 4: - story_text: | - Time for a new command! With `{clear}` you can clear all the text form your output screen. This way you can prevent your screen getting too full of text. - Beware! If you are using a `{clear}` command, you might need to use a `{sleep}` above it. Otherwise Hedy will clear your screen without giving you the time to read as you can see in the example! example_code: | ``` {print} '3' @@ -824,54 +480,8 @@ adventures: {print} 'SORPRESA' ``` debugging: - name: debugging - default_save_name: debugging - description: debugging adventure levels: - 1: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will show you code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} I love programming - Do you love programming too? - {echo} - {print} What are your hobbies? - {echo} Your hobbies are - ``` - 2: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - destination {ask} Where are you going on holidays? - {print} The flight to dstination leaves at 3 pm. - {ask} Did you check in your luggage yet? - {echo} - {print} Let me print your boarding pass for you. - {sleep} - Here you go! Have a nice trip! - ``` 3: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -885,105 +495,12 @@ adventures: tomorrows_movie {is} movie_choices {at} {random} I'll go get the popcorn! {print} ``` - 4: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Welcome to the online library! - {ask} What genre of books do you like? - {print} You like genre - author {is} {ask} 'Who's your favorite author?' - {print} 'author is your favorite author' - {print} Hmmm... i think you should try... books {at} {random} - ``` - 5: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} Welcome to Swimming Pool Hedy! - class {is} {ask} 'Are you here to join a class today?' - {if} class yes - {print} 'Great! You're joining a class! - {print} {else} 'You will not be joining a class' - discount {is} 'Do you have a discount code?' - {if} discount {is} yes - discount_answer {is} {ask} 'What's your discount code?' - discount_codes = Senior4231, Student8786, NewMember6709 - {if} discount_answer {is} {in} discount_cods - {print} 'That will be $3,50' - 'That will be $5,50' - {print} 'Have a nice swim!' - ``` - 6: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Vending machine' - chosen_product = {ask} 'Please select a product' - 1_dollar_products = coke orange juice water - 2_dollar_products = chocolate, cookie, museli bar - 3dollar_prodcuts = potato chips, beef jerky, banana bread - {if} chosen {is} {in} 1_dollar_products - price = 1 - {if} chosen_product {is} 2_dollar_products - price = 2 - {else} chosen_product {in} 3_dollar_products - price = 3 - amount_of_products = '{ask} How many of ' chosen_product would you like to have?' - total = price + amount_of_product - {print} 'That will be $' price 'please' - ``` 7: story_text: |- ### Exercise Surprise! This program looks more like an output than a code. And yet, we don't want you to just add `{print}` commands in front of each line. Fix this program to turn it into the nursery rhyme 'Brother John (Frère Jaques)' by using the {repeat} command of course! - example_code: | - **Warning! This code needs to be debugged!** - ``` - Are you sleeping? - Brother John! - Morning bells are ringing! - Ding, dang, dong! - ``` - 8: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: |- - **Warning! This code needs to be debugged!** - ``` - {print} 'Welcome to Manicures and Pedicures by Hedy' - bodypart = {ask} 'Are you getting your fingernails or toenails done today? Or both?' - {if} bodyparts {is} both - {print} That will be $25' - price = 25 - {else} - {print} That will be $18' - price = 18 - color = {ask} What color would you like? - sparkles = {ask} 'Would you like some sparkles with that?' - {if} sparkles {is} yes - {print} 'We charge $3 extra for that' - price = price + 3 - {else} {print} 'No sparkles' {print} 'So no extra charge' - {sleep} 5 - {print} 'All done! That will be $' price ' please!' - {print} 'Thank you! Byebye!' - ``` 9: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1004,18 +521,6 @@ adventures: ``` price = amount * 6 {print} 'That will be 'price dollar' please' - 10: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - names = Muad Hasan Samira Noura - activities = fly a kite, go swimming, go hiking, catch tan in the sun - {for} name {is} names - {print} At the beach name loves to activity {at} {random} - ``` 11: story_text: |- ### Exercise @@ -1056,9 +561,6 @@ adventures: print month i ``` 12: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1084,9 +586,6 @@ adventures: call greet_costumer ``` 13: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1116,9 +615,6 @@ adventures: print 'No problem!' ``` 14: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1165,9 +661,6 @@ adventures: else 'no problem' 15: - story_text: |- - ### Exercise - Debug this random children's story. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1202,10 +695,6 @@ adventures: print The End ``` 16: - story_text: |- - ### Exercise - Debug this code. Good luck! - Tip: Make sure that you only see your score once in the end. example_code: | **Warning! This code needs to be debugged!** ``` @@ -1224,9 +713,6 @@ adventures: ``` 17: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1259,9 +745,6 @@ adventures: print 'Thanks for ordering!' ``` 18: - story_text: |- - ### Exercise - Debug this Old MacDonald program from level 16. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1282,7 +765,6 @@ adventures: ``` default: name: Introduzione - default_save_name: intro description: Spiegazione del livello levels: 1: @@ -1409,20 +891,6 @@ adventures: {print} 'INTRUSO!' {print} 'Non puoi usare questo computer!' ``` - 9: - story_text: | - Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... - Good news! In this level you will be allowed to put an {if} inside an {if}, or inside a {repeat} command. Putting a block of code inside another block of code is called nesting. ``` Putting a block of code inside another block of code is called nesting. - example_code: | - ``` - answer = {ask} 'Are you ready to learn something new?' - {if} answer {is} yes - {print} 'Great! You can learn to use the repeat command in the if command!' - {print} 'Hooray!' - {print} 'Hooray!' - {print} 'Hooray!' - {else} - {print} 'Maybe you should practice some more in the previous level' 10: story_text: | This calculator game helps you practise your tables of multiplication! @@ -1452,10 +920,6 @@ adventures: {else} {print} 'That is wrong. The right answer is ' correct ``` - 11: - story_text: | - You have reached level 11, you're doing great! In the higher levels, Hedy is focussing more and more on teaching you the programming language Python. - In Python there is no `{repeat}` command, but there is a command that works like {repeat}. Are you curious to find out how to say `{repeat}` in Python language? Quickly go on to find out! 12: story_text: | Forse hai provato a utilizzare i numeri decimali nella tua avventura al ristorante. Se lo hai fatto, probabilmente avrai notato che Hedy non li capiva ancora e completava sempre. @@ -1547,31 +1011,13 @@ adventures: {print}('Mi chiamo ', nome) dice: - name: Dice - default_save_name: Dice - description: Make your own dice levels: 3: - story_text: | - In this level we can choose from a list. With that we can let the computer choose one side of the die. - Take a look at the games you have in your closet at home. - Are there games with a (special) die? You can also copy it with this code. - For example, the dice of the game Earthworms with the numbers 1 to 5 and an earthworm on it. - - ![Die of earthworms with 1 to 5 and an earthworm on it](https://cdn.jsdelivr.net/gh/felienne/hedy@24f19e9ac16c981517e7243120bc714912407eb5/coursedata/img/dobbelsteen.jpeg) example_code: | ``` choices {is} 1, 2, 3, 4, 5, earthworm {print} choices {at} {random} ``` - story_text_2: | - ### Exercise - The dice in the example above are dice for a specific game. Can you make normal dice? - Or other special dice from a different game? - example_code_2: | - ``` - choices {is} _ - ``` 4: story_text: | In questo livello puoi anche creare dadi. Ma questa volta puoi provarlo tu stesso, senza un codice di esempio! @@ -1635,30 +1081,6 @@ adventures: {print} player ' throws ' choices {at} {random} {sleep} ``` - 15: - story_text: | - ### Exercise - In this level you can create a little game in which you'll have to throw 6 as fast as possible. - We have started the code, it's up to you to get the game to work! - - Firstly, add a `{while}` loop that checks if 6 has been thrown or not. - As long as you haven't thrown 6 already, throw the dice on a random number. - Print what the player has thrown. - Add a try to the amount of tries - Wait a second before you throw again, or - in case you've thrown a 6 - before the game ends. - example_code: | - ``` - options = 1, 2, 3, 4, 5, 6 - {print} 'Throw 6 as fast as you can!' - thrown = 0 - tries = 0 - _ - _ - _ - _ - _ - {print} 'Yes! You have thrown 6 in ' tries ' tries.' - ``` dishes: name: Piatti? default_save_name: Piatti @@ -1686,13 +1108,6 @@ adventures: ### Esercizio Innanzitutto, inserisci i simboli o i comandi corretti negli spazi vuoti per far funzionare questo programma di esempio. L'hai preso? Grande! Ora copia il tuo codice dal livello precedente e fallo funzionare in questo livello aggiungendo virgolette nei punti giusti. - example_code: | - ``` - people {is} mom, dad, Emma, Sophie - {print} _ the dishes are done by _ - {sleep} - {print} people {at} _ - ``` 5: story_text: | Con `{if}` ora puoi divertirti di più con la scelta nel programma. Puoi fare in modo che il tuo programma risponda alla scelta fatta dal computer. @@ -1706,20 +1121,6 @@ adventures: {if} dishwasher {is} Sophie {print} _ too bad I have to do the dishes _ {else} {print} 'luckily no dishes because' _ 'is already washing up' ``` 6: - story_text: | - How often is everyone going to do the dishes? Is that fair? You can count it in this level. - example_code: | - ``` - people = mom, dad, Emma, Sophie - emma_washes = 0 - dishwasher = people {at} {random} - {print} 'The dishwasher is' dishwasher - {if} dishwasher {is} Emma emma_washes = emma_washes + 1 - {print} 'Emma will do the dishes this week' emma_washes 'times' - ``` - - Now you can copy lines 3 to 5 a few times (e.g. 7 times for a whole week) to calculate for a whole week again. - Do you make the code for the whole week? story_text_2: | If you are extremely unlucky the previous program might choose you to to the dishes for the whole week! That's not fair! To create a fairer system you can use the `{remove}` command to remove the chosen person from the list. This way you don't have to do the dishes again untill everybody has had a turn. @@ -1748,22 +1149,10 @@ adventures: 10: story_text: | In this level you could make an even better dish washing shedule. - example_code: | - ``` - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - ``` elif_command: - name: '{elif}' - default_save_name: elif description: elif levels: 17: - story_text: | - In this level you can also use a new command: `{elif}`. `{elif}` is a combination of the keywords `{else}` and `{if}` and you need it when you want to make 3 (or more!) options. - Check it out! example_code: | ``` prices = ['1 million dollars', 'an apple pie', 'nothing'] @@ -1777,68 +1166,16 @@ adventures: {print} 'Better luck next time..' ``` for_command: - name: '{for}' - default_save_name: for description: for command levels: - 10: - story_text: |- - ## For - In this level we learn a new code called `{for}`. With `{for}` you can make a list and use all elements. - `{for}` creates a block, like `{repeat}` and `{if}` so all lines in the block need to start with 4 spaces. - example_code: | - ``` - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - ``` - story_text_2: | - ### Exercise - Finish this code by adding `{for} action {in} actions` to line 2. - example_code_2: | - ``` - actions = clap your hands, stomp your feet, shout Hurray! - _ - {repeat} 2 {times} - {print} 'If youre happy and you know it, ' action - {sleep} 2 - {print} 'If youre happy and you know it, and you really want to show it' - {print} 'If youre happy and you know it, ' action - {sleep} 3 - ``` 11: story_text: |- In questo livello aggiungiamo una nuova forma di `{for}`. Nei livelli precedenti usavamo `{for}` con un elenco, ma possiamo anche usare `{for}` con i numeri. Lo facciamo aggiungendo un nome di variabile, seguito da `{in}` `{range}`. Scriviamo quindi il numero da cui iniziare, `{to}`e il numero da cui terminare. Prova l'esempio per vedere cosa succede! Anche in questo livello, dovrai utilizzare i rientri nelle righe sotto le istruzioni `{for}`. - example_code: | - ``` - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - ``` - 17: - story_text: | - Now we are going to change indentation a little bit. Every time that we need an indentation, we need `:` at the line before the indentation. - example_code: | - ``` - {for} i {in} {range} 1 {to} 10: - {print} i - {print} 'Ready or not, here I come!' - ``` - 18: - story_text: | - Lastly, we'll turn `{for} i {in} {range} 1 to 5` into real Python code, like this: - example_code: | - ``` - {for} i {in} {range}(1,5): - {print} (i) - ``` fortune: name: Indovino - default_save_name: Fortune Teller - description: Let Hedy predict the future levels: 1: story_text: | @@ -1864,25 +1201,9 @@ adventures: story_text: | In the previous levels you've created your first fortune telling machine, but Hedy couldn't really predict anything, only {echo}. In this level you can use a variable and the `{at} {random}` command to really let Hedy choose an answer for you. Check out this code for instance: - example_code: | - ``` - {print} I’m Hedy the fortune teller! - question {is} {ask} What do you want to know? - {print} This is what you want to know: question - answers {is} yes, no, maybe - {print} My crystal ball says... - {sleep} 2 - {print} answers {at} {random} - ``` story_text_2: | Now, Hedy can only answer yes, no or maybe. Can you give Hedy more answer options, like 'definitely' or '{ask} again'. 4: - story_text: | - ### Exercise - We have removed all the quotation marks from this example code, can you add them in all the right places? - - ### Exercise 2 - Go back to the previous level and copy your fortune teller code. Make the code work in this level by adding quotation marks in the right spots. example_code: | ``` {print} 'Im Hedy the fortune teller!' @@ -1992,27 +1313,8 @@ adventures: {print} fortunes {at} {random} ``` functions: - name: functions - default_save_name: functions - description: functions levels: 12: - story_text: | - In this level you'll learn how to use **functions**. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. - To create a function, use `{define}` and give the function a name. Then put all the lines you want in the function in a indented block under the `{define}` line. - Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use {call} with the function's name to call it up! We don't have to type that block of code again. - - Check out this example code of a game of Twister. The function 'turn' contains a block of code that chooses which limb should go where. - - ### Exercise - Finish this code by setting the 2 variables chosen_limb and chosen_color. - Then, choose how many times you want to call the function to give the twister spinner a spin. - - ### Exercise 2 - Improve your code by adding a variable called 'people'. Use the variable to give all the players their own command in the game. - For example: 'Ahmed, right hand on green' or 'Jessica, left foot on yellow'. example_code: | ``` sides = 'left', 'right' @@ -2049,25 +1351,7 @@ adventures: I dreamed that my Bonnie is dead Can you program this verse in the same way as the example? - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - ``` 14: - story_text: | - In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. - You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - - For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - - ### Exercise - Finish this code. We have already made the variable new_price for you, you only need to set it. - You should finish the line of code by calling the function that calculates the new price. example_code: | ``` {define} calculate_new_price {with} amount, percentage @@ -2081,219 +1365,6 @@ adventures: new_price = _ calculate_new_price {with} old_price, _ {print} 'The new price is ' new_price ' dollar' ``` - 18: - story_text: | - Let's make functions the Pythons way! To define a function, we no longer use: - - `{define} name_function {with} argument_1, argument_2:` - - but we use: - - `{def} name_function(argument_1, argument_2):`. - - - If you don't want to use arguments, you just leave the space between the parantheses empty. - To call a function, we don't need the `{call}` command anymore. You just type the name of the function. - example_code: | - ``` - {def} calculate_score(answer, correct_answer): - {if} answer == correct_answer: - score = 1 - {elif} answer == '?': - score = 0 - {else}: - score = -1 - {return} score - - answer = {input} ('Where can you find the Eiffel Tower?') - correct_answer = 'Paris' - score = calculate_score(answer, correct_answer) - {print} ('Your score is... ', score) - ``` - guess_my_number: - name: Guess my number - default_save_name: guess my number - description: guess my number - levels: - 14: - story_text: | - In this level you can program the game 'Guess my number' - - ### Exercise - Fill in the correct symbols on the blanks to get the game to work. - example_code: | - ``` - {print} 'Guess my number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess _ number - {print} 'Lower!' - {if} guess _ number - {print} 'Higher!' - {if} guess _ number - {print} 'You win!' - game = 'over' - ``` - hangman: - name: Hangman - default_save_name: Hangman - description: Guess the word - levels: - 17: - story_text: | - In this adventure we program a game of hangman. First we make some preparations, then we program the game and in the third part we add a drawing with the turtle. - - ### Exercise - ***Set the variables*** In this game of hangman, Player 1 chooses an answer and Player 2 has to guess the letters in this answer. - To let the computer know all the letters in the word, we will turn the answer into a list of letters. We also do this with the guesses Player 2 makes. - We will start the game with 2 empty lists. We have made an empty list for the variable answer for you. Now make an empty list for guessed_letters as well. - Then we fill in how many mistakes were made. At the start of the game, this should be 0. - The variable `amount_letters` tells us how many letters are in the answer. Ask Player 1 to tell us how many letters their word has. - Lastly we tell the computer if the game is over. We use the variable `game_over` and set it to `False`. - - ***Choosing the answer*** We want Player 1 to be able to choose the answer. We'll ask them, as many times as necessary, what the next letter is. - Then we add that letter to the answer. Lastly, we add an empty _ to the list of guessed letters, so we get as many _s as there are letters in the answer. - - ***Player 2's turn*** - Tell Player 2 its their turn. Then tell Player 2 how many letters there are in the answer. Finally, print the list of `guessed_letters`. - - ***Go to the next tab*** Now that all the starting variables are set, we can start programming the game itself. Check out the next tab to learn how! - example_code: | - ``` - print 'Hangman!' - - # Set the variables - answer = [] - guessed_letters = _ - mistakes_made = _ - amount_letters = {ask} _ - _ = 'False' - - # Choosing the answer - {for} _ - letter = {ask} 'Player 1, what is letter ' i '?' - _ - {add} '_' {to} _ - - # Player 2 turn - print _ - print _ - print guessed_letters - ``` - hangman_2: - name: Hangman 2 - default_save_name: Hangman_2 - description: Hangman 2 - levels: - 17: - story_text: | - Now it's time to program the hangman game. - - ### Exercise - - ***Paste your code*** Copy your code from the previous tab and paste the code in the programming field. - - ***The game*** This games continues playing until Player 2 is game over. Fill in the while command accordingly. Now, Player 2 is allowed to guess a letter, so ask Player 2 to guess a letter. - We need to check if their answer is correct, so check if their `guess` is (somewhere) in the (list) `answer`. Then we let the computer figure out which of the letter(s) is the guess. We have already programmed that part for you. - Next we want to compliment the player for finding a correct letter and we want to print the list `guessed_letters`, so the player can see their progress. - - The next part we're going to program is what happens when the player has guessed all of the letters. So if their list of `guessed_letters` is the same as our list `answer`. - If the lists are the same, congratulate Player 2 with their victory and set the variable `game_over` to `True`. - - Next we'll program what happens when Player 2 guesses wrong (so the `{else}` command). First, tell the player that their guess was wrong. Then increase the `mistakes_made` variable by 1. - - For the last part we'll program what happens when Player 2 has made 10 mistakes. We'll print that Player 1 has won the game. Then we'll print the correct answer. And finally, we'll set our `game_over` variable to `True`, so the game stops. - - ***Go to the next tab*** Amazing work! Your game is playable, but wouldn't it be fun if the hangman was actually drawn when Player 2 makes a mistake..? - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - guess = _ - {if} _ - {for} i {in} {range} 1 {to} amount_letters: - if answer[i] == guess: - guessed_letters[i] = guess - {print} _ - {if} guessed_letters == _: - {print} _ - game_over = _ - {else}: - {print} _ - mistakes_made _ - {if} _ == 10: - {print} _ - {print} _ - _ - ``` - hangman_3: - name: Hangman 3 - default_save_name: Hangman_3 - description: Hangman 3 - levels: - 17: - story_text: | - In a game of hangman the mistakes are shown by drawing a part of the hangman each time a mistake has been made. - We now add those drawings with our turtle! - - ### Exercise - ***Create a function that draws the hangman*** Create a function that draws the hangman in 10 steps. We have already made step 1 for you. - - ***Test the function*** Test the function by calling the function with 10. If you are happy with the function, remove the line that calls the function for now. We will call the function when the player makes a mistake. - - ***Paste your hangman game under your function*** Go back to the previous tab and copy your hangman game. Paste the game underneath your function. - - ***Call the function when the player makes a mistake*** Under the line `mistakes_made = mistakes_made + 1` we will call the function. We want the turtle to take the same amount of steps as the player has made mistakes, so we call the function with `mistakes_made` as argument. - - ***Enjoy your game!*** -
- The hangman could look like this -
- example_code: | - ``` - # Create a function that draws the hangman - {define} draw_hangman {with} step: - {if} step == 1: - {color} white - {forward} -100 - {turn} 90 - {forward} -50 - {color} black - {forward} 100 - {forward} -50 - - {if} step == 2: - _ - # Paste your hangman game here - - ``` - harry_potter: - name: Harry Potter - default_save_name: Harry Potter - description: Harry Potter adventures - levels: - 10: - story_text: | - ### Exercise - We can also make a Harry Potter themed fortune teller. Fill in blanks such that 9 lines are printed. - **Extra** Change the theme of the fortune teller into something else, such as your favorite book, film or tv show. - example_code: | - ``` - houses = Gryffindor, Slytherin, Hufflepuff, Ravenclaw - subjects = potions, defence against the dark arts, charms, transfiguration - fears = Voldemort, spiders, failing your OWL test - names = Harry, Ron, Hermione - _ - _ {print} name ' is placed in ' houses {at} {random} - _ {print} name ' is great at ' subjects {at} {random} - _ {print} name 's greatest fear is ' fears {at} {random} - ``` haunted: name: Casa stregata default_save_name: Casa stregata @@ -2305,26 +1376,9 @@ adventures: If you pick the right door you'll survive, but {if} not a terrible monster might... In level 1 we start our haunted house game by making up a scary story and {ask} the player what monster they'll see in the haunted house. - example_code: | - ``` - {print} How did I get here? - {print} I remember my friend telling me to go into the old mansion... - {print} and suddenly everything went black. - {print} But how did I end up on the floor...? - {print} My head hurts like Ive been hit by a baseball bat! - {print} What's that sound? - {print} Oh no! I feel like Im not alone in this house! - {print} I need to get out of here! - {print} There are 3 doors in front of me.. - {ask} Which door should i pick? - {echo} I choose door - {print} ...? - ``` story_text_2: | Can you finish the scary story? Or make up your own haunted house story? 2: - story_text: | - In this haunted house you can choose your monsters with emojis. Of course you could also use words. example_code: | ``` monster_1 {is} 👻 @@ -2336,10 +1390,6 @@ adventures: {print} Oh no! Quickly get to the kitchen. {print} But as you enter monster_3 attacks you! ``` - story_text_2: | - ### Exercise - In the example above the monsters are predetermined. So each time you run your code, the output is the same. - Can you add `{ask}` commands to make the haunted house interactive and have the players choose the monsters they come across? example_code_2: | ``` monster_1 {is} _ @@ -2356,17 +1406,6 @@ adventures: In the previous levels you've made an introduction to your haunted house game, but as you might have noticed the story would always have a dreadful end. In this level you can make your story more interactive by changing the outcome of the game; sometimes you'll get eaten, sometimes you'll escape! Let Hedy decide randomly! - example_code: | - ``` - _ Escape from the haunted house! - _ There are 3 doors in front of you... - _ _ _ Which door do you choose? - _ You picked door ... choice - monsters _ a zombie, a vampire, NOTHING YOUVE ESCAPED - _ You see... - {sleep} - _ _ _ _ - ``` 4: story_text: | In this level you learn how to use quotation marks in your games. @@ -2406,27 +1445,6 @@ adventures: Now it's very hard to win this game, can you make it easier to win? For example by only having 1 wrong door and 2 correct doors instead of 1 correct door and 2 wrong ones? - example_code: | - ``` - {print} 'Escape from the Haunted House!' - player = alive - doors = 1, 2, 3 - monsters = zombie, vampire, giant spider - {repeat} 3 {times} - {if} player {is} alive - correct_door {is} doors {at} {random} - {print} 'There are 3 doors in front of you...' - chosen_door = {ask} 'Which door do you choose?' - {if} chosen_door {is} correct_door - {print} 'No monsters here!' - {else} - {print} 'You are eaten by a ' monsters {at} {random} - player = dead - {else} - {print} 'GAME OVER' - {if} player {is} alive - {print} 'Great! You survived!' - ``` 11: story_text: | In this level we've changed the repeat command and we've added a line to our haunted house that tells the player in which room they are. @@ -2452,188 +1470,16 @@ adventures: {if} player {is} alive {print} 'Great! You survived!' ``` - 14: - story_text: | - ### Exercise - In this level you can use the `<` and `>` symbol to introduce lives to your game. - Make sure the player loses a life when they come across the wrong monster and that the game stops if you have no lives left. - example_code: | - ``` - {print} 'Escape from the haunted house' - lives = 3 - doors = 1, 2, 3 - monsters = 'the wicked witch', 'a zombie', 'a sleeping 3 headed dog' - {for} i {in} {range} 1 {to} 10 - {if} lives _ - good_door = doors {at} {random} - monster = monsters {at} {random} - chosen_door = {ask} 'Which door do you choose?' - {if} good_door == chosen_door - {print} 'You have chosen the correct door' - {else} - {print} 'You see...' monster - {if} monster == 'a sleeping 3 headed dog' - {print} 'Pffieuw.... Its asleep' - {else} - {print} 'You lose one life' - lives = _ - {else} - {print} 'GAME OVER' - ``` - 16: - story_text: | - ### Exercise - This haunted house game uses the connection between the lists you can use in this level. - For example: all the properties that belong to the zombie are first in all the lists, witch second and vampire third. - Check out the code and fill in `weapons[i]`, `monsters[i]` , `bad_fate[i]`, `good_fate[i]`, `hint[i]` on the correct blanks to get the code to work! - example_code: | - ``` - numbers = [1, 2, 3] - i = numbers[{random}] - hint = ['growling', 'a cackling laugh', 'fluttering batwings'] - monsters = ['zombie', 'witch', 'vampire'] - bad_fate = ['Your brain is eaten', 'You are forever cursed', 'You are bitten'] - good_fate = ['You throw the ham. The zombie is distracted and starts eating it.', 'You set the curtains on fire. The witch flees out of fear for the fire', 'The vampire hates garlic and flees'] - weapons = ['ham', 'lighter', 'garlic'] - {print} 'You are standing in front of an old mansion' - {print} 'Something is not right here' - {print} 'You hear ' _ - {print} 'You are going to explore it' - {print} 'You enter the kitchen and see a lighter, a raw ham and a garlic.' - your_weapon = {ask} 'What do you bring with you?' - {print} 'With your ' your_weapon ' you enter the living room' - {print} 'There you find a ' _ - needed_weapon = _ - {if} your_weapon == needed_weapon - {print} 'You use your ' your_weapon - {print} _ - {print} 'YOU WIN!' - {else} - {print} 'You have chosen the wrong weapon...' - {print} _ - {print} 'GAME OVER' - ``` - hotel: - name: hotel - default_save_name: hotel - description: hotel - levels: - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, and you've learned how to combine it with an {ask}. - You might have wondered why you would use functions, because the functions in the example were only one line of code. - Now we will show you what a bigger function looks like and we will use multiple agruments now as well. You'll see how much better it is to use a function once the function gets bigger. - Here is an example of a function with arguments combined with {ask} commands. - example_code: | - ``` - {define} welcome_message {with} title, last_name, country, room_number - {print} 'Welcome to Hotel Hedy, ' title ' ' last_name - nice_trip {is} {ask} 'Did you have a nice trip from, ' country '?' - {if} nice_trip {is} 'yes' - {print} 'Lovely!' - {else} - {print} 'Sorry to hear that.' - {print} 'Hopefully you can take a nice rest in you room.' - {print} 'Your room number is ' room_number - - {print} 'Hello. Please fill in your information to check in.' - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - ``` - - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 if_command: - name: '{if} & {else}' - default_save_name: if_command description: Introducing the if command levels: - 5: - story_text: | - ## If... else.... - In level 5 there is something new, the `{if}`! With the `{if}` you can choose between two different options. - This code prints nice if you enter Hedy as a name, and boo! if you enter something else. - `{ask}` and `{print}` still work like they did in level 4. - example_code: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' {else} {print} 'boo!' - ``` - story_text_2: | - Sometimes code with an `{if}` gets really long and does not fit on the line well.
You may also divide the code over two lines, starting the second line at the `{else}` like this: - example_code_2: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - ``` - story_text_3: | - ### Exercise - Try to create your own code with `{if}` and `{else}`. You can use the example code if you want. - example_code_3: | - ``` - answer {is} {ask} '2 + 2 = ?' - _ _ _ 4 _ 'Great job!' - _ _ 'No 2 + 2 = 4' - ``` - 8: - story_text: | - ## If... Else... - You have learned to repeat a block of lines of code after a `{repeat}` command. - Now you can also use indentation to make blocks after a {if} or {else} command. - Check out the example code. - - ### Exercise - Add an {else} command to the example code. Make a block of line using indentation. You do this by starting each line with 4 spaces. - example_code: | - ``` - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {print} 'You can play on your computer!' - ``` 9: story_text: | In this level you can also put an {if} command inside another {if} command. - example_code: | - ``` - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - ``` in_command: - name: '{in}' - default_save_name: in_command description: Introducing the in command levels: 5: - story_text: | - ## Lists - When we want to check if something is in a list, we can now use the `{in}` command. - This code prints pretty! if you choose green or yellow, and meh otherwise. - example_code: | - ``` - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - ``` - story_text_2: | - ### Exercise - Finish the example code by filling in the blanks with commands that you've learned. - When you've finished the code, try to create a code of your own and use a question that you've thought of yourself. example_code_2: | ``` animals is dog, cow, sheep @@ -2642,62 +1488,21 @@ adventures: _ _ 'My favorite animals are dogs, cows and sheep' ``` is_command: - name: '{is}' - default_save_name: is_command description: introducing is command levels: 2: - story_text: | - ## Variables - You can name a word with `{is}`. This is called a **variable**. In this example we made a variable called name and a variable called age. You can use the word name anywhere in your code and it will be replaced by Hedy, like this: - example_code: | - ``` - name {is} Hedy - age {is} 15 - {print} name is age years old - ``` story_text_2: | ### Exercise Time to make your own variables! In the example code we made an example of the variable `favorite_animal`. In line 1 the variable is set, and in line 2 we haved used the variable in a print command. Firstly, finish our example by filling in your favorite animal on the blank. Then make at least 3 of these codes yourself. Pick a variable, and set the variable with the {is} command. Then use it with a {print} command, just like we did. - example_code_2: | - ``` - favorite_animal {is} _ - {print} I like favorite_animal - ``` - 6: - story_text: | - We also make a change in storing a word in a variable! You may now use `=` instead of `{is}` when we store a name or a number in a variable, like this: - example_code: | - ``` - name = Hedy - answer = 20 + 4 - ``` 14: - story_text: | - We are going to learn more new items. You might know them already from mathematics, the `<` and `>`. - The `<` checks if the first number is smaller than the second, for example age `<` 12 checks if age is smaller than 12. - If you want to check if the first number is smaller or equal to the second, you can use `<=`, for example age `<=` 11. - The `>` checks if the first number is bigger than the second, for example points `>` 10 checks if points is larger than 10. - If you want to check if the first number is bigger or equal to the second, you can use `>=`, for example points `>=` 11. - You use these comparisons in an `{if}`, like this: example_code: | ``` age = {ask} 'How old are you?' {if} age > 12 {print} 'You are older than I am!' ``` - story_text_2: | - From this level on, if you want to compare exactly, you can use two equal signs. This is what most programming languages do: - example_code_2: | - ``` - name = {ask} 'What is your name?' - {if} name == 'Hedy' - {print} 'You are cool!' - ``` - story_text_3: | - You can also compare if something is *not* equal to something else using `!=` like this: example_code_3: | ``` name = {ask} 'What is your name?' @@ -2711,55 +1516,13 @@ adventures: {print} 'You are older than me!' language: name: Lingua - default_save_name: Language - description: Practice words in a foreign language levels: 5: story_text: | Make your own program to practice your vocabulary in a new language. - example_code: | - ``` - {print} 'Learn French!' - cat {is} {ask} '🐱' - {if} cat {is} chat {print} 'Terrific!' - {else} {print} 'No, cat is chat' - frog {is} {ask} '🐸' - {if} frog {is} grenouille {print} 'Super!' - {else} {print} 'No, frog is grenouille' - ``` - 16: - story_text: | - ### Exercise - Take a look at the example code. This is a program to practise French vocabulary. Now make your own program to practice your vocabulary in a new language. - If you don't know any other languages, you can use Google translate or you can use emojis and your native language. - example_code: | - ``` - french_words = ['bonjour', 'ordinateur', 'pomme de terre'] - translation = ['hello', 'computer', 'potato'] - score = 0 - {for} i {in} {range} 1 {to} 3 - answer = {ask} 'What does ' french_words[i] ' mean?' - correct = translation[i] - {if} answer == correct - {print} 'Correct!' - score = score + 1 - {else} - {print} 'Wrong, ' french_words[i] ' means ' translation[i] - {print} 'You gave ' score ' correct answers.' - ``` maths: - name: maths - default_save_name: maths - description: Introducing maths levels: 6: - story_text: | - In this level you learn something new: you can now also calculate. - - The plus is easy, you write it like with math: `5 + 5` for example. The minus also works fine, it is `5 - 5`. - - The times is a bit different, because there is no times symbol on your keyboard. Just search, there really isn't! - That is why we multiply with the asterisk above 8: `5 * 5`. Read that as "5 times 5" that helps you remember it best. example_code: | ``` {print} '5 plus 5 is ' 5 + 5 @@ -2767,17 +1530,6 @@ adventures: {print} '5 times 5 is ' 5 * 5 ``` 12: - story_text: |- - **Decimal numbers** - So far, Hedy did not allow for decimal numbers like 1.5, but now we do allow that. Note that computers use the `.` for decimal numbers. - example_code: | - ``` - {print} 'Two and a half plus two and a half is...' - {print} 2.5 + 2.5 - ``` - story_text_2: |- - **Maths with words** - In this level you can also do addition with words like this: example_code_2: | ``` a = 'Hello ' @@ -2787,390 +1539,9 @@ adventures: {print} 2.5 + 2.5 music: - name: music - default_save_name: music - description: Play a tune! levels: - 1: - story_text: |- - In this level you'll learn how to use the `{play}` command to play a tune! - - Type `{play}` followed by the note you want to play. The scale goes C-D-E-F-G-A-B. - As you can see there are 7 different letters, but we can play more than just 7 notes. - Type a number between 1 and 10 behind the letter to choose the scale, for example after B4 comes C5. - C1 is the lowest note you can play, C10 is the highest. - - ### Exercise - Try out the example code and then play around with it! Can you create your own melody? - In the next level you'll learn how to play some existing songs. - example_code: |- - ``` - {play} C4 - {play} D4 - {play} E4 - {play} F4 - {play} G4 - {play} A4 - {play} B4 - {play} C5 - ``` - 2: - story_text: | - ### Exercise - Finish the songs! We have started the codes for some melodies. - example_code: | - ``` - {print} Old Mac Donald had a farm - {play} C5 - {play} C5 - {play} C5 - {play} G4 - {play} A4 - {play} A4 - {play} G4 - ``` - story_text_2: As you can see, you can also use the `{sleep}` command to add a little pause in the song. - example_code_2: | - ``` - {print} Twinkle Twinkle Little Star - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} 1 - {play} F - {play} F - ``` - 3: - story_text: | - Create a random melody! - - ### Exercise - The example code creates a random melody, but it's very short and not many notes are used. - Add more notes to the list and create a longer melody by copying the last line a couple more times. - example_code: | - ``` - notes {is} A4, B4, C4 - {play} notes {at} {random} - {play} notes {at} {random} - {play} notes {at} {random} - ``` - 4: - story_text: | - Use the `{clear}` command to create a karaoke machine! - - ### Exercise - Finish the karaoke version of 'Mary had a little lamb'. - Then, create a karaoke version of any song you'd like! - example_code: | - ``` - {print} 'Mary had a little lamb' - {play} E - {play} D - {play} C - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Little lamb, little lamb' - {play} D - {play} D - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Mary had a little lamb' - {play} E - ``` - 5: - story_text: | - You don't always have to use the `{play}` command to play a whole song, sometimes you just want to play one note. - For example, if you want to make a quiz, you can play a happy high note if the answer is right and a sad low note if the answer is wrong. - - ### Exercise - Finish the first question by adding a line of code that plays a C3 note if the wrong answer is given. - Then think of 3 more questions to add to this quiz. - example_code: | - ``` - answer {is} {ask} 'What is the capital of Zimbabwe?' - {if} answer {is} Harare {play} C6 - _ - ``` 6: story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\n This calls for musical maths! Try out the example code a couple of times with different starting numbers. \nThen, see if you can compose a song using the numbers.\n" - example_code: | - ``` - number = {ask} 'Say a starting number between 1 and 67' - {print} number - {play} number - number = number + 1 - {print} number - {play} number - number = number + 1 - {print} number - {play} number - ``` - 7: - story_text: | - Using the `{repeat}` command can make your codes for melodies a lot shorter! - - ### Exercise - Finish the code for Twinkle Twinkle Little Star by using the `{repeat}`command. - Then go back to the songs you've made in the previous levels. Can you shorten those codes too? - example_code: | - ``` - {print} 'Twinkle Twinkle Little Star' - {repeat} 2 {times} {play} C4 - {repeat} 2 {times} {play} G4 - _ - ``` - 8: - story_text: | - Now that we can use the `{repeat}` command for multiple lines, we can make songs even more easily! - - ### Exercise - Finish the song of Brother John (Frère Jacques). Don't forget to use `{repeat}`! - example_code: | - ``` - {print} 'Brother John' - {repeat} 2 {times} - {play} C - {play} D - {play} E - {play} C - {repeat} 2 {times} - {play} E - {play} F - {play} G - {sleep} 1 - ``` - 9: - story_text: | - From this level on you can - among other things - use a {repeat} command inside a {repeat} command. - That makes songs like 'Happy birthday' even shorter! - - ### Exercise - Finish the song! - example_code: | - ``` - first_time = yes - {repeat} 2 {times} - {repeat} 2 {times} - {play} C - {play} D - {play} C - {if} first_time {is} yes - {play} F - {play} E - first_time {is} no - {else} - _ - ``` - 12: - story_text: | - Use functions in your songs! As you can see in the example code, you can make a function for each line of Twinkle Twinkle Little Star. Once you've programmed the first three lines, all you have to do is call the functions in the order you want them played in. - - ### Exercise - Finish the song of Twinkle Twinkle Little Star. - Then look back at all the songs you've programmed in the levels before, can you make those codes better and shorter using functions too? - example_code: | - ``` - {define} first_line - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} - - {define} second_line - {play} F - {play} F - {play} E - {play} E - {play} D - {play} D - {play} C - {sleep} - - {define} third_line - {play} G - {play} G - {play} F - {play} F - {play} E - {play} E - {play} D - {sleep} - - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - ``` - 13: - story_text: | - You can use a function with an argument for songs that have line that are almost the same, but slightly different each time. - One example is the song 'Yankee Doodle'. The first 4 notes of the first lines are the same, but each time they are followed by a different couple of notes. - - ### Exercise - Can you finish the song of Yankee Doodle? - Can you think of another song to program this way? - example_code: | - ``` - {print} 'Yankee Doodle' - {define} _ {with} note_1, note_2, note_3 - {play} C4 - {play} C4 - {play} D4 - {play} E4 - {play} _ - {play} _ - {play} _ - - {call} line_1 {with} 29, 31, 30 - {call} line_1 {with} 29, 28, 0 - {call} line_1 {with} 32, 31, 30 - - {play} C4 - {play} B3 - {play} G3 - {play} A3 - {play} B3 - {play} C4 - {play} C4 - ``` - 14: - story_text: | - You can program music for fun, but you can also use the musical notes to make something useful like a fire alarm! - - ### Exercise - Make sure the fire alarm rings when there is a fire! - example_code: | - ``` - {define} fire_alarm - {print} 'FIRE!' - note = 40 - {for} i {in} {range} 1 {to} 100 - {if} note _ 50 - note = note + 5 - {play} _ - {else} - note = 40 - - fire = {ask} 'Is there a fire?' - {if} fire _ 'yes' - {call} fire_alarm - ``` - 15: - story_text: | - **Warning** This adventure can become extremely annoying! - We can also use the {while} command to repeat a song forever. - - ### Exercise - Finish the never-ending song. - example_code: | - ``` - {define} song - {play} _ - - yes_or_no = {ask} 'Do you want to hear my never-ending song?' - {while} yes_or_no = 'yes' - {call} song - {print} '🥳' - ``` - 16: - story_text: | - Upgrade your Old MacDonald code! - - ### Exercise - Take your code from the 'Sing a Song' adventure and add musical notes to it! - You can make a function for each line in the song and call that function after the line is printed. - We defined the first line for you and called it in the code. Can you finish the whole song? - example_code: | - ``` - {define} line_1 - {for} i {in} {range} 1 {to} 3 - {play} G - {play} D - {for} i {in} {range} 1 {to} 2 - {play} E - {play} D - - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - for i in range 1 to 3 - animal = animals[i] - sound = sounds[i] - print 'Old MacDonald had a farm' - call line_1 - print 'E I E I O!' - _ - ``` - 17: - story_text: | - You can use the {elif} to create different options. - - ### Exercise - Firstly, add colons to get the code to work. - Then finish this code by adding at least 2 other songs for other moods. For example a happy song and an angry song. - example_code: | - ``` - {define} scary_song - {for} i {in} {range} 1 {to} 3 - {play} G - {play} E - {sleep} 2 - {for} i {in} {range} 1 {to} 3 - {play} F - {play} D - - mood = {ask} 'Which emotion are you feeling?' - {if} mood {is} 'fear' - {call} scary_song - {elif} _ - ``` - 18: - story_text: | - ### Exercise - Even in this last level of Hedy we can make some music! Be careful of all the syntax that is needed now. - Take a good look at how the functions are defined and called upon in the example code. - Finish the song! - example_code: | - ``` - {def} line_1(): - {for} i {in} {range}(1, 5): - {play} A - {play} D - {play} F - {play} A - - {def} line_2(): - {for} i {in} {range}(1, 5): - {play} G - {play} C - {play} E - {play} G - - {def} line_3(): - _ - - {print} ('The drunken sailor') - {print} ('What shall we do with the drunken sailor?') - line_1() - line_2() - line_3() - {print} ('Early in the morning') - ``` parrot: name: Pappagallo default_save_name: Pappagallo @@ -3229,15 +1600,6 @@ adventures: story_text: | In this level we have to use quotation marks with the commands `{ask}` and `{print}`. Can you complete the code by adding quotation marks? - example_code: | - ``` - words {is} squawk, Hedy - {print} _ Train your parrot! _ - new_word {is} {ask} _ Which word do you want to teach them? _ - {add} new_word {to_list} words - {print} _ 🧒 Say _ new_word _, Hedy!_ - {print} _ 🦜 _ words {at} {random} - ``` 5: story_text: | Premia il tuo pappagallo se ({if}) dice la parola giusta. @@ -3254,9 +1616,6 @@ adventures: _ _ '🧒 No, Hedy! Pronuncia "nuova_parola". ``` piggybank: - name: Piggy Bank - default_save_name: Piggy Bank - description: Count your pocketmoney! levels: 12: story_text: | @@ -3273,10 +1632,6 @@ adventures: {print} 'You can buy a ' wish ' in ' weeks ' weeks.' ``` 14: - story_text: | - ### Exercise - In this level you can let Hedy tell you if you have saved up enough money! - Finish this code by filling in the blanks! example_code: | ``` _ calculate_budget with wish, money, allowance @@ -3296,45 +1651,7 @@ adventures: {call} calculate_budget with _, _, _ ``` pressit: - name: Key presses - default_save_name: Pressed - description: Try linking a keyboard key to a command! levels: - 5: - story_text: | - In this level there is another new keyword: `{pressed}`! - With `{pressed}` you can use keys on your keyboard to control what lines are used. - - ### Exercise - Look at the example and add one more line of code that reacts to a key press. - example_code: | - ``` - {print} 'Do you want a good (g) or bad (b) ending?' - {if} g {is} {pressed} {print} 'They lived happily ever after ❤' - {else} {print} 'The prince was eaten by a hippopotamus 😭' - ``` - story_text_2: | - You can also link turtle commands to keys. - - ### Exercise - Copy the lines a few times so you can create a larger drawing. - example_code_2: | - ``` - {if} y {is} {pressed} {forward} 15 - {else} {turn} 90 - ``` - 7: - story_text: | - Now that you have learned about `{repeat}`, we can press keys multiple times. - You can use it to make the turtle walk forward and turn. - - ### Exercise - The code you have seen in level 5 only checks the key once. Copy the example code and add a `{repeat}` to it, so that you can press the keys many times. - Use this code to draw something nice. - example_code: | - ``` - {if} x {is} {pressed} {forward} 15 {else} {turn} 90 - ``` 9: story_text: | Now that you know how to combine statements, you can create a touch type tool with `{pressed}`. @@ -3342,32 +1659,12 @@ adventures: ### Exercise Finish the code. Each time a random letter should be chosen, which you have to press. You get a point for a correct press, and and two points deduction for a wrong press. **(extra)** Clear the screen after each letter, and show the user how many points they have scored. - example_code: | - ``` - points = 0 - letters = a, b, c, d, e - {repeat} 10 {times} - letter = _ _ _ - {print} 'Press the letter ' letter - {if} letter {is} {pressed} - _ - _ - _ - ``` print_command: - name: '{print}' - default_save_name: print - description: Introduction print command levels: 1: story_text: | ## Il comando `{print}` Puoi scrivere del testo sullo schermo usando il comando `{print}`. - example_code: | - ``` - {print} Hi there, programmer! - {print} Welcome to Hedy! - ``` story_text_2: | ### Esercizio In Hedy troverai esercizi in ogni avventura. Un esercizio ti permettere di fare pratica con i nuovi comandi e concetti, e ti consente di dare il tuo tocco personalizzato al codice di esempio. @@ -3375,21 +1672,7 @@ adventures: Riempi il comando `{print}` nello spazio bianco e aggiungi cinque linee di codice aggiuntive. Ogni linea di codice deve iniziare con un comando `{print}`. Buon divertimento! - example_code_2: | - ``` - _ Hello! - ``` 18: - story_text: |- - We arrived at real Python code! That means we need to use parentheses with `{print}` and `{range}` from now on. - It also means you can use Hedy code from this level in any Python environment as long as you use the English commands. If you haven't until now, you can switch the toggle in the commands menu to do so. - example_code: | - ``` - {print}('Hello!') - {for} i {in} {range}(1, 10): - {print}('This is line ', i) - ``` - story_text_2: If you want to print more than one item, you need to separate them by commas. example_code_2: | ``` temperature = 25 @@ -3398,157 +1681,14 @@ adventures: {print}('My name is ', name) quizmaster: - name: Quizmaster - default_save_name: Quizmaster description: Crea il tuo quiz! - levels: - 14: - story_text: | - ### Exercise - In this adventure you can make your own quiz! Fill in the blanks, add more questions and enjoy your own quiz! - You can make a quiz about anything you like: your hobby, your favorite animal, your favorite book or anything at all! - example_code: | - ``` - {print} 'Make your own quiz' - points_a = 0 - points_b = 0 - {print} 'Question' - {print} 'Answer option A' - {print} 'Answer option B' - answer = {ask} 'Which answer?' - {if} answer == 'A' - points_a = points_a + 1 - {if} answer == 'B' - points_b = points_b + 1 - {print} 'End of the quiz!' - {print} 'Lets see the results!' - {if} points_a > points_b - {print} 'You belong to the A club' - {if} points_b > points_a - {print} 'You belong to the B club' - ``` - quotation_marks: - name: '''quotation marks''' - default_save_name: quotation_marks - description: Introduction quotation marks - levels: - 4: - story_text: | - ## 'Quotation marks' - In level 4 `{ask}` and `{print}` have changed. - You must put text that you want to print between quotation marks. - This is useful, because now you can print all the words you want. Also the words you used to store something with `{is}`. - Most programming languages also use quotation marks when printing, so we are also getting a step closer to real programming! - example_code: | - ``` - {print} 'You need to use quotation marks from now on!' - answer {is} {ask} 'What do we need to use from now on?' - {print} 'We need to use ' answer - ``` - story_text_2: | - ## Contractions - Important! Mind that now that we're using quotation marks, Hedy will get confused when you use the apostrophe for contractions like I'm or What's. - Make sure to remove those apostrophes and change the spelling to I am or What is. - Check out the example code to see the wrong way of using apostrophes. - example_code_2: | - ``` - _ This is the wrong way of using apostrophes _ - {print} 'I'm babysitting my sister's kids' - {print} 'What's more fun than that?' - ``` - 12: - story_text: | - **All texts need to be in quotation marks** - For this level on you will also have to use quotation marks when storing a text with `=`: - example_code: | - ``` - name = 'Hedy the Robot' - {print} 'Hello ' name - ``` - story_text_2: | - **All items in lists need quotation marks too** - Lists are texts, so they need quotation marks too. Mind that each single item on the list has quotation marks. - This allows you to save two words as 1 item on the list, for example 'Black Widow'. - example_code_2: | - ``` - superheroes = 'Spiderman', 'Batman', 'Black Widow' - {print} superheroes {at} {random} - ``` - story_text_3: | - **All text after `{if}` comparisons need quotation marks too** - example_code_3: | - ``` - name = {ask} 'What is your name?' - {if} name = 'Hedy the Robot' - {print} 'Hi there!' - ``` - story_text_4: | - **Numbers don't need quotation marks** - For numbers, you do not use quotation marks in the `=`: - example_code_4: | - ``` - score = 25 - {print} 'You got ' score - ``` random_command: - name: '{random}' - default_save_name: random_command - description: introducing at random command levels: - 3: - story_text: | - ## At random - In this level you can make a list using the `{is}` command. You can let the computer choose a random item from that list. You do that with `{at} {random}`. - example_code: | - ``` - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - ``` - story_text_2: | - You can use the `{at} {random}` command in a sentence as well. - example_code_2: | - ``` - food {is} sandwich, slice of pizza, salad, burrito - {print} I am going to have a food {at} {random} for lunch. - ``` - story_text_3: | - ### Exercise - Try out the `{at} {random}` command by making your own gameshow (like the ones on tv) where you choose a door or suitcase and it contains a big price! - Can you do it? We have already put the first lines into the example code. - example_code_3: | - ``` - {print} The big gameshow! - {print} There are 3 suitcases in front of you... - chosen {is} {ask} Which suitcase do you choose? - prices {is} _ - _ - ``` 16: story_text: |- We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. For example: `friends[1]` is the first name on the list of friends, as you can see in the first part of the example code. The second part of the example code shows you that we can also match 2 lists using the variable i. - example_code: | - ``` - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - ``` - story_text_2: |- - Now that you've learned to use the brackets in lists, you can also start using the {at} {random} command in the Python way! - You simply type the name of your list with `[random]` behind it! - example_code_2: |- - ``` - fruit = ['apple', 'banana', 'cherry'] - {print} fruit[random] - ``` repeat_command: - name: '{repeat}' - default_save_name: repeat_command description: repeat command levels: 7: @@ -3558,23 +1698,6 @@ adventures: ### Exercise Play around with the repeat command. Can you make the happy birthday song in only 3 lines of code instead of 4 now? - example_code: | - ``` - {repeat} 3 {times} {print} 'Hedy is fun!' - ``` - 8: - story_text: | - ### Repeat commands and indentation - In this level you can repeat multiple lines of code with only 1 repeat command. - You do this by making a block of lines that you want to repeat. - The lines in this block will need **indentation** . - That means putting four spaces at the beginning of each line. You will also have to indent when you just want to create a block of one line. - example_code: | - ``` - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This is all repeated 5 times' - ``` 9: story_text: | Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... @@ -3590,55 +1713,17 @@ adventures: {else} {print} 'Maybe you should practice some more in the previous level' repeat_command_2: - name: '{repeat} 2' - default_save_name: repeat_command_2 description: repeat command 2 levels: 7: - story_text: | - ## Repeat with other commands and with variables - You have practiced the `{repeat}` command in combination with the `{print}` command now, but did you know you could also use other commands with `{repeat}` ? - In this example code you can see that `{repeat}` can also be used with an `{ask}`, `{if}` or `{else}` command. - example_code: | - ``` - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - ``` story_text_2: | Another interesting thing you can so with the `{repeat}` command is using variables to set the amount of times something should be repeated. In the example code you can see that we first ask the person how old they are. Then, in line 3, the question is repeated 'age' times. So we have used the variable 'age' with the `{repeat}` command. - example_code_2: | - ``` - {print} 'Yay! It is your birthday!' - age = {ask} 'How old are you now?' - {repeat} age {times} {print} 'Hip Hip Hurray!' - ``` - 8: - story_text: | - ### In the block or not? - In this level you have to think carefully which lines of code should be in the block and which shouldn't. - For example: If you want to sing the song *the muffin man*. You only want the line with 'the muffin man' to be repeated twice. - This means the last line shouldn't start with indentation as it doesn't belong to the block. - If you do start the last line with indentation the song will turn out wrong. - - ### Exercise - Each line in the example code starts with a blank. Remove the blanks and try to figure out which line need indentation and which don't to make the muffin man song. - example_code: | - ``` - _ {print} 'Do you know the muffin man?' - _ {repeat} 2 {times} - _ {print} 'The muffin man' - _ {print} 'Do you know the muffin man, who lives on Drury Lane?' - ``` restaurant: - name: Restaurant default_save_name: Ristorante description: Crea il tuo ristorante virtuale levels: 1: - story_text: | - In level 1 you can make your own virtual restaurant and take your guests' orders. story_text_2: | Can you think of more lines to add to your restaurant code? For example, can you {ask} the guests what they'd like to drink, tell them the price, or wish them a pleasant meal? example_code_2: | @@ -3669,10 +1754,6 @@ adventures: ### Exercise Can you make this code more elaborate? For example by adding drinks to the order? Or...? 3: - story_text: | - Having trouble to decide what you wanna have for dinner? You can let Hedy choose for you! - Simply add lists of your favorite (or least favorite) meals and Hedy can randomly choose your dinner. - You can also have a bit of fun, by letting Hedy choose the price for your dinner as well! What will you get? example_code: | ``` {print} Welcome to Hedy's Random Restaurant! @@ -3707,19 +1788,6 @@ adventures: ### Exercise 2 Go back to the previous level and copy your restaurant code. Make the code work in this level by adding quotation marks in the right spots and add some `{clear}` commands. - example_code: | - ``` - _ Add the quotation marks to this code _ - {print} Welcome to Restaurant Chez Hedy! - {print} Today we are serving pizza or lasagna. - food {is} {ask} What would you like to eat? - {print} Great choice! The food is my favorite! - topping {is} {ask} Would you like meat or veggies on that? - {print} food with topping is on its way! - drinks {is} {ask} What would you like to drink with that? - {print} Thank you for your order. - {print} Your food and drinks will be right there! - ``` 5: story_text: | In this level the {if} command allows you to {ask} your customers questions and give different responses to the answers. @@ -3743,21 +1811,6 @@ adventures: 6: story_text: | In this level you can use maths to calculate the total price of your customer's order, which can make your virtual restaurant more realistic. - example_code: | - You can make a simple restaurant code, like this: - ``` - {print} 'Welcome to Restaurant Chez Hedy' - {print} 'Here is our menu:' - {print} 'Our main courses are pizza, lasagne, or spaghetti' - main = {ask} 'Which main course would you like?' - price = 0 - {if} main {is} pizza price = 10 - {if} main {is} lasagne price = 12 - {if} main {is} spaghetti price = 8 - {print} 'You have ordered ' main - {print} 'That will be ' price ' dollars, please' - {print} 'Thank you, enjoy your meal!' - ``` 7: story_text: | In this level you've learned how to use the {repeat} command to repeat a line of code a certain amount of times. @@ -3769,24 +1822,6 @@ adventures: {repeat} people times food = {ask} 'What would you like to eat?' {print} 'Thanks for your order! Its coming right up!' ``` - 8: - story_text: | - In this level you can make your virtual restaurant more elaborate by repeating multiple lines of code. Like this: - - ### Exercise - This code can be expanded with more items on the menu, for example offering drinks, and/or multiple courses or desserts. Add at least one more item. - **Extra** Add even more items, as many options as you like! - example_code: | - ``` - {print} 'Welcome to Restaurant Chez Hedy!' - people = {ask} 'How many people will be joining us today?' - {print} 'Great!' - {repeat} people {times} - food = {ask} 'What would you like to order?' - {print} food - {print} 'Thank you for ordering!' - {print} 'Enjoy your meal!' - ``` 9: story_text: | In this level you can use nesting to make your restaurant more realistic and more fun! @@ -3824,11 +1859,6 @@ adventures: food = {ask} 'What would you like to eat as your ' course '?' {print} food ' will be your ' course ``` - story_text_2: | - ### Exercise - Of course, you could also order for multiple people! - Can you add the correct amount of indentation before each line to make the code work properly? - Tip: some lines don't need any indentation at all. example_code_2: | ``` courses = appetizer, main course, dessert @@ -3880,32 +1910,11 @@ adventures: price = price - 3 {print} 'That will be ' price ' dollars' ``` - 15: - story_text: | - With the `{while}` you can make sure your costumers can keep adding orders until they are done. - - ### Exercise - Correctly add the `{while}` command to this code. - example_code: | - ``` - {print} 'Welcome at McHedy' - more = 'yes' - _ - order = {ask} 'What would you like to order?' - {print} order - more = {ask} 'Would you like to order anything else?' - {print} 'Thank you!' - ``` rock: name: Sasso, carta, forbice default_save_name: Rock - description: Make your own rock, paper, scissors game levels: 1: - story_text: | - In level 1 you can start with a rock, paper, scissors game. - - With `{ask}` you can make a choice, and with `{echo}` you can repeat that choice. example_code: | ``` {print} what do you choose? @@ -3913,16 +1922,6 @@ adventures: {echo} so your choice was: ``` Instead of using words, you could also use emojis of course: ✊✋✌ - story_text_2: | - ### Exercise - Instead of using words, you could also use emojis: ✊✋✌ - Can you create a code using emojis? - example_code_2: | - ``` - {print} what do you choose? - {ask} choose from _ - {echo} so your choice was: - ``` 2: story_text: | In this level you can practise using the variables, so that you can make the rock, paper, scissors game in the next level! @@ -3932,11 +1931,6 @@ adventures: {print} Scelgo _ ``` 3: - story_text: | - You can use the `{at} {random}` command to let the computer pick rock, paper or scissors! - - ### Exercise - Finish the code by using the `{at} {random}` command. example_code: | ``` choices {is} rock, paper, scissors @@ -3952,16 +1946,6 @@ adventures: {print} player 1 chooses... choices {at} {random} {print} player 2 _ ``` - 4: - story_text: | - In this level we can further program rock, paper, scissors. But if you want to add text, you have to use quotation marks here too. - ### Exercise - Fill in quotation marks on the blanks. Mind that the variable `choices` should be outside the quotes. - example_code: | - ``` - choices {is} rock, paper, scissors - {print} _The computer chooses..._ choices {at} {random} - ``` 5: story_text: | In this level we can determine who won. @@ -4028,9 +2012,6 @@ adventures: {print} 'The computer wins!' ``` 15: - story_text: | - ### Exercise - Play until you beat the computer! But first, finish the example code... example_code: | ``` won = 'no' @@ -4049,9 +2030,6 @@ adventures: won = 'yes' ``` rock_2: - name: Rock, paper, scissors 2 - default_save_name: rock_2 - description: Part 2 of rock, paper, scissors levels: 2: story_text: | @@ -4065,9 +2043,6 @@ adventures: {print} I choose choice ``` secret: - name: SuperSpy - default_save_name: SuperSpy - description: Make your own spy code levels: 12: story_text: | @@ -4090,164 +2065,15 @@ adventures: 13: story_text: | The code you made in the previous level can be made a lot easier in this one with the `{and}` command. - example_code: | - ``` - name = {ask} 'What is your name?' - password = {ask} 'What is your password?' - {if} name {is} 'Agent007' _ password {is} 'TOPSECRET' - {print} 'Go to the airport at 02.00' - {else} - {print} 'Go to the trainstation at 10.00' - ``` - simon: - name: Simon Says - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - Let's make a game of Simon Says! Simon Says is a memory game in which the player will be given a color. They have to repeat that color back. - If they get it right a color is added to the sequence, so they now have to remember 2 colors, then 3, then 4 etc. the game stops as soon as the player makes a mistake. - - ### Exercise - In this first part of the Simon Says adventure, we'll let the computer pick a random color and add it to a list. - - ***Make 2 lists*** First, make a list called `colors` and fill it with the colors red, yellow, green and blue. - Then make a list called `simon_sequence`. This list will be used as the answer. - At the start of the game this lists need to be empty. unfortunately, we can't create an empty list (yet), so we'll fill it with the words 'empty' and 'list' and we'll remove them from the list immediately. - - ***Create a function that adds a color to the sequence*** Now that we have an empty list called simon_sequence, we can start filling it with random colors. - We do that with a function, so we can call it everytime there's a new level in our game. Create a function called `add_random_color`. - Then create the variable random_color and set it to a random color. Next, add this random color to the simon_sequence. - - ***Create a function that shows the simon_sequence*** Start by naming the new function `show_simon_sequence` with `level` as an argument. Now we want to show as many colors as the level we are in (in level 1 you see 1 color, in level 2 you see 2 colors etc). - So we repeat `level` times, to print the `simon_sequence[i]`. Each time a color is shown, wait for 1 second and then clear the screen. - - ***Test your program*** Before you go to the next level, test if the functions are working by calling both of the functions. If they're working you should see a random color in your output screen. - Remove this testing part of your code, copy the code and continue to the next tab to learn more about the simon says game! - example_code: | - ``` - # Make 2 lists - colors = _ - _ = ['empty', 'list'] - {remove} _ {from} simon_sequence - {remove} _ - - # Create a function that adds a color - _ add_random_color - _ - {add} _ - - # Create a function that shows the simon_sequence - {define} _ - {for} i {in} {range} 1 {to} _ - {print} _ - _ - _ - - # Test your program - {call} _ - {call} show_simon_sequence {with} 1 - ``` - simon_2: - name: Simon Says 2 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - We'll continue with our Simon Says game! - - ### Exercise - ***Paste your code here*** Paste your code from the previous level here. Don't forget to remove the part that was just used for testing the functions. - - ***Create a function that creates the player_sequence*** The list `player_sequence` is used to capture the answers of the player. First we define the function with the argument level. - Next, we ask level times what the color is that they choose. We call that variable `answer`. Then we add the variable `answer` to the list player_sequence. - - ***Setting up the game*** Before we program the game in the next tab, we'll need some starting variables. First, we'll set the variable `level` to 1 and the variable `game_over` to False. - Then we make an introduction for the game. We'll print 'Welcome to Simon Says!' and clear the screen after 1 second. - - ***Continue to the next tab to finish the game!**** Don't forget to copy your code and take it with you to the next tab. - example_code: | - ``` - # Paste your code here - - - # Create a function that creates the player_sequence - {define} _ - {for} _ - _ 'What is color number ' i '?' - {add} answer {to} _ - - # Set up - level = _ - game_over = _ - {print} _ - _ 1 - _ - ``` - simon_3: - name: Simon Says 3 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - In this tab we'll program the game of Simon Says! - - ### Exercise - ***Paste your code*** Copy your code from the previous tab and paste it here. - - ***Program the game*** We start by making sure the game goes on while the game isn't over. Then we print what level the player is on, we use the variable level for that. We only show that for 1 second and then we clear the screen again. - Now, we have to create the empty list player_sequence. We've already programmed how to fill the list, with our function `player_sequence`, but we never made the list itself. To create the list we use the same trick as we did in the previous tab. - We'll make a list with the words 'empty' and 'list' on it, and then we remove both these words. Next, we'll call all of the 3 functions that we've created. - Lastly, we'll have to check if the player gave the correct answers (so if the player_sequence and the simon_sequence are the same). - If that's the case, we'll compliment the player. Wait for 1 second and increase the level with 1. - Did the player give the wrong answer, we'll tell them and end the game by setting game_over to 'True' - - ***Enjoy your game!*** Great job! Does your game not work? Use the ladybug button to debug your code! - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - {print} _ - _ - _ - _ = ['empty', 'list'] - {remove} _ - {remove} _ - {call} _ - {call} _ {with} _ - {call} _ {with} _ - {if} player_sequence == _ - _ - _ - _ - {else} - _ - game_over = _ - ``` sleep_command: - name: '{sleep}' - default_save_name: sleep_command description: introducing sleep command levels: 2: story_text: | ## The sleep command Another new command in this level is `{sleep}`, which pauses your program for a second. If you type a number behind the {sleep} command, the program pauses for that amount of seconds. - example_code: | - ``` - {print} My favorite colour is... - {sleep} 2 - {print} green! - ``` songs: name: Canta una canzone! - default_save_name: Song - description: Print a song levels: 6: story_text: | @@ -4264,9 +2090,6 @@ adventures: ``` You can now repeat lines 2 to 9 as many times as you want by copying the lines. - story_text_2: | - This children's song counts down from 5 little monkeys to 1 monkey. - If you copy line 2 - 7 and paste it under the the code, you can sing the whole song! example_code_2: | ``` number = 6 @@ -4323,10 +2146,6 @@ adventures: Print the song Five little moneys jumping on the bed. Look up the text if you don't remember. **(extra)** Print the song Old MacDonald had a farm, and make sure all animals make a different sound, using an `{if}`. - example_code_2: | - ``` - monkeys = 5, 4, 3, 2, 1 - ``` 11: story_text: | In this level you can use the `{for} i {in} {range}` command to make songs that use counting. @@ -4341,106 +2160,9 @@ adventures: {else} {print} 'NO MORE MONKEYS JUMPING ON THE BED!' ``` - 12: - story_text: | - In this song we can make it even easier to program 'if you're happy and you know it, clap your hands'. Because we can put all of the actions in a variable, check it out: - - ### Exercise - Can you add the right amount of indentation to each line to make the song play correctly? - Hint: Not all lines need indentation. - example_code: | - ``` - _ actions = 'clap your hands', 'stomp your feet', 'shout Hurray!' - _ {for} action {in} actions - _ {for} i {in} {range} 1 {to} 2 - _ {print} 'if youre happy and you know it' - _ {print} action - _ {print} 'if youre happy and you know it and you really want to show it' - _ {print} 'if youre happy and you know it' - _ {print} action - ``` - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, but did you know that you could combine them with {ask} commands as well? - In this example we have changed the 'My Bonnie' program and made it interactive. You are now asked where Bonnie is. - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is ' place - - chosen_place = {ask} 'Where do you want Bonnie to be?' - synonym = {ask} 'What is another word for that?' - - {call} song {with} chosen_place - {call} song {with} synonym - {call} song {with} chosen_place - ``` - 16: - story_text: | - In this level, you can program a song like OldMacDonald even more quickly. You can connect the right animal to the right sound by simply putting them in the same place in the list. - The Drunken Sailor is also quickly made in this level. You only need 8 lines for the entire song, check it out! - - ### Exercise - Complete the Old MacDonald song by setting the variable `animal` to `animals[i]` and `sound` to `sounds[i]`. - example_code: | - ``` - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - {for} i {in} {range} 1 {to} 3 - animal = _ - sound = _ - {print} 'Old MacDonald had a farm' - {print} 'E I E I O!' - {print} 'and on that farm he had a ' animal - {print} 'E I E I O!' - {print} 'with a ' sound sound ' here' - {print} 'and a ' sound sound ' there' - {print} 'here a ' sound - {print} 'there a ' sound - {print} 'everywhere a ' sound sound - ``` - - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines - {for} i {in} {range} 1 {to} 3 - {print} line - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - 18: - story_text: | - In level 16 we made songs using lists. These programs however are no longer working properly in this level. The colons from level 17 and the brackets from level 18 still need to be added. - - ### Exercise 1 - The Drunken sailor song is given as sample code, but not yet working. - Can you make sure everything works again? To help you, we've put _ in the places of _some_ errors. - - ### Exercise 2 - Now also look up your Old MacDonald song from level 16, and correct it. - example_code: | - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines _ - {for} i {in} {range} 1 {to} 3 _ - {print} _ line _ - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` songs_2: - name: Sing a song! 2 - default_save_name: Song 2 - description: Sing a song 2 levels: 12: - story_text: | - Songs contain a lot of repetition. We can capture it with a function! - ### Exercise - Look at the example code with the function. Fill out the two lines so the full song is printed. example_code: | ``` {define} twinkle @@ -4452,181 +2174,8 @@ adventures: {print} 'Like a diamond in the sky' {call} _ ``` - 16: - story_text: | - ### Exercise - Finish the nursery rhyme! - example_code: | - ``` - number = ['one', 'two', 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'ten'] - object = ['on his drum', 'on his shoe', 'on his knee', 'on his door', 'on his hive', 'on his sticks', 'up in heaven', 'on his gate', 'on his vine', 'once again'] - - _ - {print} 'This old man' - {print} 'He played ' _ - {print} 'He played knick-knack ' _ - {print} 'With a knick-knack paddywhack' - {print} 'Give the dog a bone' - {print} 'This old man came rolling home' - {sleep} 8 - {clear} - ``` - story_text_2: | - ### Exersice 2 - Now create your own code for the nursery rhyme 'The wheels on the bus' on the same way! - example_code_2: | - ``` - object = ['wheels', 'doors', _] - movement = [ 'round and round', 'open and shut', _] - ``` - tic: - name: Tic-Tac-Toe - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - Let's program a game of tic-tac-toe! - - ### Exercise - In this adventure we'll start with creating an empty field. - - ***Create a list called field*** This list will be our playing field. This list is filled with 9 dots, since there are no x's and o's yet at the start of our game. - - ***Create a function that prints the field*** Firstly, clear the screen so the old playing fields will be removed. Then we print the first line of our Tic Tac Toe field. This line constists of the first 3 spots in our list field. - We have already programmed this line for you. Now finish the field by printing spot 4, 5, and 6 on the second row and spot 7, 8 and 9 in the third row. - - ***Call the function that prints the field*** Now call the function. -
- Run the code. Your output should look like this: -
- - ***Continue in the next tab*** In the next tab you'll learn how to program the game itself. - example_code: | - ``` - # Create a list called field - _ = ['.', '.', '.', '.', '.', '.', '.', '.', '.'] - - # Create a function that prints the field - {define} print_field - _ - {print} 'TIC TAC TOE' - {print} field[1] field[2] field[3] - _ - _ - - # Call the function - ``` - 17: - story_text: | - In the previous level you've learned how to make a tic-tac-toe game. The game works, but is quite annoying as it keeps asking you if you've won yet. - Now that we have the {elif} command, we can let the game decide if someone has won and it can stop asking us! - - ### Exercise - ***Paste your code*** Paste your code from the previous level here and make it level 17 proof. In this level you've learned to use a colon everytime you create a block of code. Please add the colons in the correct spots. - - ***Create a function that detects if someone's won*** We have started the function for you, paste it under the function `print_field` and finish the function. You can see that this first piece of code checks to see if spot 1, 2 and 3 are the same, because if they are you have 3 in a row. - It also checks if they are not a dot, because if they are, the line might have the same symbols on them, but that's just because it's still empty. - If all these conditions are met, the game is over and the winner is printed. - Finish this function with all possible ways to win. This means you have to make this for the other 2 rows, 3 columns and 2 diagonals. - If you've finished all the other options, the function should return the variable `game_over` so we can use it in our game. - - ***Call the function in the game*** Go to the line `game_over = {ask} 'Did you win?'` and change it to `game_over = {call} detect_winner {with} field, sign`. Now the function will check if there's a winner and the game doesn't need to keep asking anymore! - - ***Enjoy your game!*** Great job! You have finished the game! Enjoy playing it! - - example_code: | - ``` - # Paste your code here and make it level 17 proof - - # Create a function that detects if someone has won - {define} detect_winner {with} field, sign: - {if} field[1] == field[2] {and} field[2] == field[3] {and} field[1] != '.': - game_over = 'yes' - {print} 'Player ' sign 'wins!' - {elif}: - _ - {else}: - game_over = 'no' - {return} _ - ``` - tic_2: - name: Tic-Tac-Toe 2 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - In the previous adventure you've learned how to create a playing field. Now you'll learn how to create the game! - - ### Exercise - ***Paste your code*** Start by pasting your code from the previous adventure here. - - ***Add variables*** Underneath your list called `field` we'll add 2 more variables that we'll need to program the game. - The variable `game_over` tells us if the game is over, and should be 'no' at the start of the game. - The variable `sign` tells us if it's the turn of player x or player o. Set the variable to 'x'. - - ***The game*** First use a {while} command, to make sure the game keeps on playing the variable while game_over is set to no. - During the game, we first ask the player which spot they choose. Then we change the field with the number they chose into their sign. - Then we print the field again and we ask the player if they've won yet. Lastly we want to switch whose turn it is, so if the sign is 'x' it should be 'o' and the other way around. - - ***Test your game*** Does your game work? Great, have fun playing the game! If not, use the ladybug button to debug your code. - You might have noticed one mistake in the code though, you can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! Go to the next tab to learn how to fix this problem. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add variables - game_over = _ - sign = _ - - # The game - {while} _ - choice = _ 'Player ' sign '_?' - field[choice] = _ - _ print_field - game_over = {ask} _ - {if} sign = 'o' - sign = _ - _ - sign = _ - ``` - tic_3: - name: Tic-Tac-Toe 3 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - You might have noticed one mistake in the code you've made in the previous adventure. You can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! In this tab we'll fix that mistake. - - ### Exercise - ***Paste your code here*** Paste your code from the previous adventure here. - - ***Fix the mistake*** To fix the mistake we replace the line that says `field[choice] = sign`. This turns any spot that the player has chosen into their sign. - Go to the header that says 'Use this to fix the mistake' and finish the code. We first want to check if the chosen spot is still empty, so `if field[choice] = '.'`. If that is the case, you are allowed to take it. - Then we make an else command and print 'Sorry, this spot is already taken' if the spot is not empty. Lastly, we add a {sleep} command, so the players can actually read the text before it gets cleared again. - Now copy this piece of code and replace the line `field[choice] = sign` with this new piece of code. - - ***Play your game!*** Now the game should work properly! Good job! - The only flaw is that you can get a bit annoyed that the game keeps asking you if you've won yet. Do you want to fix that? Go to level 17 and we'll fix it! - example_code: | - ``` - # Paste your code here - - # Use this to fix the mistake - {if} _ = '.' - field[choice] = sign - {else} - {print} _ - _ - ``` turtle: - name: Turtle default_save_name: Tartaruga - description: Make your own drawing levels: 1: story_text: | @@ -4634,75 +2183,13 @@ adventures: Using `{forward}` you draw a line forwards. The number behind it determines how far the turtle will walk. `{turn} {right}` turns a quarter turn in clockwise direction, `{turn} {left}` turns counter clockwise. If you want to go backwards, you use the `{forward}` command but with a negative number. So for example `{forward} -100` - example_code: | - ``` - {forward} 100 - {turn} {left} - ``` - story_text_2: | - ### Exercise - This is the start of a little staircase. Can you make it have 5 steps? - example_code_2: | - ``` - {forward} 20 - {turn} {right} - {forward} 20 - {turn} {left} - {forward} 20 - ``` - 2: - story_text: | - In level 1 the turtle could only turn left or right. That is a bit boring! - In level 2 he can point his nose in all directions. - - Use 90 degrees to turn a quarter, 180 to turn half, and a full circle is 360 degrees. - - ### Exercise - This code now creates the letter T. Can you change it to make the letter B? - - **Extra** Change the letter into a different letter, like the first one of your name. - You can also make multiple letters, by setting the color to `{color}` `{white}` in between. - - example_code: | - ``` - {forward} 20 - {turn} 90 - {forward} 20 - {turn} 180 - {forward} 100 - ``` - story_text_2: | - You can use variables to in the turtle `turn`. - - ### Exercise - Change the code such that it creates a triangle. Hint: you only have to change the code in one place. - - example_code_2: | - ``` - {print} Drawing figures - angle {is} 90 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - ``` 3: story_text: | In questo livello puoi usare `{at} {random}` con la tartaruga che disegna. Una scelta casuale fa sì che la tartaruga percorra ogni volta un percorso diverso. Utilizza `{at} {random}` per scegliere un valore da un elenco. ### Esercizio Puoi copiare e incollare le righe 2 e 3 per creare un percorso casuale più lungo? - example_code: | - ``` - angles {is} 10, 50, 90, 150, 250 - {turn} angles {at} {random} - {forward} 25 - ``` 4: - story_text: | - In level 4 you have to use quotation marks with `{print}` and `{ask}`. Also when drawing! example_code: | ``` {print} 'Drawing figures' @@ -4712,45 +2199,7 @@ adventures: {turn} angle {forward} 25 ``` - story_text_2: | - You can also change the color of the lines with the command `{color}`. Check out the example. - You can also use the command `{color} {white}` to make 'invisible' lines. You could use these white lines to move the turtle anywhere in the screen before you start drawing. - example_code_2: | - ``` - {color} {white} - {forward} -80 - {color} {green} - {forward} 50 - {color} {yellow} - {forward} 50 - {color} {red} - {forward} 50 - ``` 5: - story_text: | - In level 5 you can make a choice with `{if}`. For example between different types of figures. - example_code: | - ``` - {print} 'Drawing Figures' - figure {is} {ask} 'Do you want a square or a triangle?' - {if} figure {is} triangle angle {is} 120 - {else} angle {is} 90 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - ``` - story_text_2: | - ### Exercise - Fill in the correct numbers in this code to get it to work. - After you've done that, you can try to add the option backwards. - - **Extra** Instead of using 'left' and 'right', remake the program with North, East, South and West. - This way you could add even more directions like Northeast and Southwest etc. example_code_2: | ``` direction {is} {ask} 'Do you want to go left, right, or straight ahead?' @@ -4758,29 +2207,6 @@ adventures: if direction is right turn _ forward 100 ``` - 6: - story_text: | - In this level you can use calculations to draw different figures. - You may have learned in school that turning a full circle is 360 degrees. If not, now you know! - That's why you also use 90 degrees for a square. 360 divided by 4 is 90. - Now that we can do math with Hedy, we can draw all the figures we want! - example_code: | - ``` - angles = {ask} 'How many angles do you want?' - angle = 360 / angles - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - ``` 8: story_text: | Now that we can repeat several lines, we can make figures more easily. @@ -4795,14 +2221,6 @@ adventures: story_text_2: | Also, we can now improve the program that draws different figures. Can you figure out how far the turtle has to turn here? Finish the code and you can draw any polygon you'd like! - example_code_2: | - ``` - figure = {ask} 'How many angles should I draw?' - angle = 360 / figure - {repeat} figure {times} - {turn} _ - {forward} _ - ``` 9: story_text: | Now that we can use a `{repeat}` inside a `{repeat}`, we can create more complex figures. @@ -4811,17 +2229,6 @@ adventures: This code creates three black triangles, change that into five pink squares. **(extra)** Create a figure of your own choosing consisting of at least two different shapes types. - example_code: | - ``` - {color} {black} - {repeat} 3 {times} - {repeat} 3 {times} - {forward} 10 - {turn} 120 - {color} {white} - {forward} 50 - {color} {black} - ``` 10: story_text: | In this level you can make the turtle draw a figure. @@ -4832,162 +2239,9 @@ adventures: **(extra)** can you change the spiral into another shape? Experiment with numbers for the turn! ### Exercise 2 The spiral is drawn outwards, make it go inwards? - example_code: | - ``` - {turn} 90 - distances = 10, 20, 30, 40, 50, 60 - {for} distance {in} distances - {forward} distance - ``` - 12: - story_text: | - We can use functions to draw more complex figures with less code. - ### Exercise 1 - Fill the function so that three squares are created. If you want the image to look nicer, you can make the lines between the squares white. - - ### Exercise 2 - The code can be made even shorter. Place the final lines into a `{repeat}` so the figure remains the same. - - ### Exercise 3 - Create your own drawing with different figures. - Change both the number of figures with the `{repeat}` and the shape of the figures in the `{define}` - example_code: | - ``` - {define} square - {repeat} 4 {times} - {turn} _ - {forward} _ - {call} square - {forward} 50 - {call} square - {forward} 50 - {call} square - ``` turtle_draw_it: - name: Draw it! - default_save_name: Draw it - description: Draw this picture with the turtle levels: - 1: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Rectangle - Square - Stairs -
- 2: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Arrow - Boat -
- 3: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Star - Arrow -
- 4: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Colored Star - Rainbow - Nested squares -
- example_code: | - **Extra** Up for a real challenge? Make sure that the colors of these figures are selected randomly, so that each time you run your programs they'll look differently! - - ``` - colors {is} red, orange, yellow, green, blue, purple, pink, brown, gray, black - color _ - ``` - 5: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Make only one code that lets the player decide which letter they'd like to see! And can you add even more letters? - -
- F - E - L -
- example_code: | - Hint: - ``` - chosen_letter {is} {ask} 'Which letter would you like to see? F, E or L?' - {if} _ - ``` - 6: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Let the player decide which color the square should be. - - ***Extra*** Can you make the letter of your own first name and the flag of your own country too? - -
- Square - Letters - Flag -
- example_code: | - Hint for the square: - ``` - chosen_color = {ask} _ - ``` - 7: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Hexagon - Triangle - Fan -
- 8: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - -
- Square (3) - Randomly colored star (5) - Randomly colored spiral (7) -
9: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - - **Extra** Give the player a choice which country they would like to see the flag of. - -
- Cross (7) - Randomly colored nested squares (8) - Flags -
example_code: | Hint for the nested squares: ``` @@ -5005,14 +2259,6 @@ adventures: color_3 = blue ``` 10: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Nested Hexagon - Traffic lights -
example_code: | Hint Nested Hexagon: ``` @@ -5028,47 +2274,6 @@ adventures: color _ {repeat} _ ``` - story_text_2: | - Christmas lights - example_code_2: | - Hint Christmas Lights: - - Start by moving to the left side of the screen with an invisible white line. Then hang up the Christmas lights! - ``` - {color} white - {turn} -90 - {forward} 300 - {turn} 90 - - colors = red, blue, yellow, purple, green, orange, pink - {for} chosen_color {in} colors - _ - ``` - 11: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Beehive (6) - Fan (5) - Snowflake (13) -
- example_code: | - Hint Beehive: - ``` - {for} amount_of_combs {in} {range} 1 {to} _ - {for} walls_of_one_comb {in} {range} 1 {to} _ - {forward} _ - {turn} _ - {forward} _ - {turn} _ - ``` - - Hint Fan: - Start out like the fan you made in level 7. Or take a peak at the hint for the beehive, because the codes are very similar. - - Hint Snowflake: Start by making one 'leg' and repeat it 6 times. 12: story_text: | ### Exercise @@ -5095,110 +2300,7 @@ adventures: {if} shape = 'square' {call} draw_a_square ``` - 13: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Street in different sizes - Colored street - Snow Storm - example_code: | - Hint Street in different sizes - ``` - {define} draw_a_house {with} size - _ - - {call} draw_a_house {with} 90 - {call} draw_a_house {with} 60 - {call} draw_a_house {with} 30 - ``` - - Hint Colored street - ``` - {define} draw_a_house {with} chosen_color - _ - ``` - - Hint Snow Storm - ``` - {define} draw_snowflake {with} length, color - _ - - numbers = 10, 20, 30 - colors = _ - - {for} i {in} {range} 1 {to} 5 - random_number = _ - random_color = _ - {call} draw_snowflake {with} random_number, random_color - {color} white - {turn} random_number * 5 - {forward} 80 - ``` - 14: - story_text: | - ### Exercise - Create a program that asks the player how many corners their figure should have and then creates that figure. - The figure in the image is the output when the player fills in 10. - -
- - -
- example_code: | - ``` - {define} calculate_degrees {with} amount_of_corners - _ 360 / amount_of_corners - - - {define} draw_figure {with} degrees - _ - {forward} 400/amount_of_corners - {turn} _ - - amount_of_corners = {ask} _ - degrees = {call} _ {with} _ - - {call} _ {with} - {call} _ {with} - ``` - 15: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Spiral - example_code: | - Spiral - ``` - distance = 5 - {while} distance < 200 - distance = distance + 5 - _ - ``` - story_text_2: | - Fan - example_code_2: | - Fan - ``` - {define} draw_a_square {with} side - _ - - i = 100 - {while} i > 1 - _ {with} i - _ - i = i - 3 - ``` - story_text_3: | - Star - example_code_3: | - Star - A star is usually drawn using 144-degree-turns. If you change this slightly to 143 degrees for example and repeat the pattern multiple times with a {while} loop you can make this figure. while_command: - name: '{while}' - default_save_name: while_command description: while levels: 15: diff --git a/content/adventures/ja.yaml b/content/adventures/ja.yaml index d02e1ba66ab..083601c436f 100644 --- a/content/adventures/ja.yaml +++ b/content/adventures/ja.yaml @@ -5,40 +5,10 @@ adventures: description: 物語 levels: 1: - story_text: | - In level 1 you can make a story with a different main character that you enter yourself. - - In the first line, use `{ask}` and ask who the main character of the story will be. - - After that first line, start with `{print}` if the sentence needs to be printed. - You use `{echo}` if you want your main character to be at the end of the sentence. - example_code: | - ``` - {ask} The main character of this story is - {print} The main character is now going to walk in the forest - {echo} They're a bit scared, - {print} They hear crazy noises everywhere - {print} They're afraid this is a haunted forest - ``` story_text_2: | ### Exercise Can you make your own story in Hedy now by using `{print}` , `{ask}` and `{echo}`? 2: - story_text: | - In level 2 you can make your story more fun. Your main character's name can now be anywhere in the sentence. - - You do have to program a little bit extra for that. You must now name your main character first. - - You can then put that name anywhere in a sentence. - example_code: |- - ``` - name {is} {ask} What is the name of the main character? - {print} name is now going to run in the woods - {print} name is a bit scared - {print} Suddenly she hears a crazy noise... - {sleep} - {print} name is afraid this is a haunted forest - ``` story_text_2: | ### Exercise Now it's time to add variables to your own story that you've made in the previous level. @@ -49,15 +19,6 @@ adventures: **Extra** Add a sleep command to your code to build up tension in your story. 3: - story_text: | - In level 3 you can make your story more fun. You can use randomness for any monster, animal or other obstacle, like this: - example_code: | - ``` - animals {is} 🦔, 🐿, 🦉, 🦇 - {print} They now hear the sound of an animals {at} {random} - ``` - story_text_2: | - The command `{add}` can also come in handy in your story. example_code_2: | ``` {print} He hears a sound @@ -68,35 +29,6 @@ adventures: ``` story_text_3: | This is an example of the `{remove}` command in your story - example_code_3: | - ``` - {print} His backpack got way too heavy. - {print} Inside were a bottle of water, a flashlight and a brick. - bag {is} water, flashlight, brick - dump {is} {ask} Which item should he dump? - {remove} dump {from} bag - ``` - 4: - story_text: | - ### Exercise - Copy the example code and finish it by adding quotation marks on the blanks in lines 1 and 2. - The blanks in line 3 and 4 should not be replaced by quotation marks, but a `{sleep}` and a `{clear}` command. Can you make it work? - - ### Exercise 2 - Go back to the previous level and copy your story code. Make the code work in this level by adding quotation marks in the right spots. - Mind: The variables in your own story should be outside of the quotation marks. Just like the second line of the example code. In that line the variable name is placed outside of the quotation marks. - example_code: | - ``` - name {is} {ask} _ What is your name? _ - {print} _ The main character is called _ name - _ - _ - {print} name _ is now going to walk in the woods _ - {print} name _ is a bit scared _ - animals {is} 🦔, 🐿, 🦉, 🦇 - {print} _ He hears the sound of a _ animals {at} {random} - {print} name _ is afraid this is a haunted forest _ - ``` 5: story_text: | In this level you can program different endings, which will make your story even more fun. @@ -123,12 +55,6 @@ adventures: story_text: | In a story, someone says words several times. For example, when someone calls for help or sings a song. You can put such repetitions in your story, in this level with `{repeat}`. - example_code: | - ``` - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - ``` 8: story_text: | In this level you can use multiple lines in your {if} commands, this way you can upgrade your happy or sad ending! @@ -216,365 +142,27 @@ adventures: {print} 'This could come in very handy' sword = 'found' ``` - 15: - story_text: | - Using the `{while}` loop can make your stories more interesting. For example, you can use `{while} game == 'on'` so you can play until the game is over. - Or you can use `{while} sword == 'lost'` so the player can't continue the game until they have found something. - - ### Exercise - The example code shows you how to use the `{while}` loop in a story. Now **think of your own scenario** in which the player has to find something before they can continue. - example_code: | - ``` - keys = 'lost' - {print} 'You are standing in your garden and you have lost your keys.' - {print} 'Where do you want to look for them?' - {print} 'You can choose: tree, flowerbed, rock, postbox' - {while} keys == 'lost' - location = {ask} 'Where do you want to look?' - {if} location == 'flowerbed' - {print} 'Here they are!' - keys = 'found' - {else} - {print} 'Nope they are not at the ' location - {print} 'Now you can enter the house!' - ``` - 18: - story_text: | - We are going to print another story, but now we have to use brackets with `{print}`. - - ### Exercise 1 - Create a story of at least 5 sentences. You don't have to use 'name' just yet. - example_code: | - ``` - {print}('Welcome to this story!') - ``` - story_text_2: | - ### Exercise 2 - We have already prepared an `{input}` for you. First, use the `name` variable in your story. - Then add a second `{ask}` and use that variable as well. - Tip: Remember the commas in a `{print}` between text and variables! - example_code_2: | - ``` - naam = {input}("What's your name?") - {print}('Welcome to this story!') - ``` add_remove_command: name: '{add} {to} & {remove} {from}' - default_save_name: add_remove_command description: introducing add to and remove from levels: 3: story_text: | ## Add to You can add items to the list with the `{add} {to_list}` command. To add an item to a list you can simply type: `{add} penguin {to} animals` or you can use the `{ask}` command like in the example code. - example_code: | - ``` - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - ``` - story_text_2: | - ## Remove from - If you can add items to a list, of course you can also take them off. This is done with the `{remove} {from}` command. - example_code_2: | - ``` - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - ``` story_text_3: | ### Exercise Try out the new commands in this virtual restaurant. Add the flavor the player is hpoing for to the list and remove the flavors they are allergic to. - example_code_3: | - ``` - {print} Mystery milkshake - flavors {is} strawberry, chocolate, vanilla - hope {is} {ask} What flavor are you hoping for? - _ - allergies {is} {ask} Are you allergic to any flavors? - _ - {print} You get a flavors {at} {random} milkshake - ``` and_or_command: - name: '{and} & {or}' - default_save_name: and or description: introducing and or - levels: - 13: - story_text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two `{if}`s but can use `{and}` and `{or}`. - - If you use `{and}`, both statements, left and right of the `{and}` need to be true. We can also use `{or}`. Then only one statement needs to be correct. - example_code: | - ``` - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - ``` ask_command: - name: '{ask}' - default_save_name: ask_command description: Introduction ask command levels: 1: - story_text: | - ## The ask command - Now that you can use the `{print}` command, you are ready to learn the next command: `{ask}`. With the `{ask}` command, you can ask a question. Check it out: - example_code: | - ``` - {print} Hello! - {ask} What is your name? - ``` story_text_2: | ## The echo command If you want the computer to repeat the answer, you can use the `{echo}` command. The answer will then be echoed back at the end of the sentence, so in this example after hello. - example_code_2: | - ``` - {print} Hello! - {ask} What is your name? - {echo} hello - ``` - story_text_3: | - ### Exercise - Try out the `{ask}` and `{echo}` commands. Firstly, fill in the blanks to make this program work. - Then ask 2 more questions using the `{ask}` command, after each `{ask}` use an `{echo}` to print the answer on the screen. - example_code_3: | - ``` - _ How are you doing? - _ - ``` - 2: - story_text: | - ## The ask command - Now that we can use **variables** in our codes, we no longer need the `{echo}` command. - We can use variables to store the answers to our questions and this way we can use the answer to multiple questions in our codes. - Check it out: - - This way your code is becoming interactive! - example_code: | - ``` - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - ``` - story_text_2: | - ### Exercise - In the previous tab you have practised with setting variables with the `{is}` command. - You have created at least 3 variables and used them with a print command. - Now, instead of setting the variables we want you to make the variables interactive, like we did in our example. - - Copy your code from the previous tab and make the variables interactive by using `{ask}` commands. - example_code_2: | - ``` - favorite_animal {is} {ask} What is your favorite animal? - {print} I like favorite_animal - ``` - 18: - story_text: The final change we will need to make to get Python code is changing `{ask}` into `{input}`. - example_code: | - ``` - {print}('My name is Hedy!') - name = {input}('What is your name?') - {print}('So your name is ', name) - ``` - blackjack: - name: Blackjack - default_save_name: Blackjack - description: Try to get as close to 21 as you can - levels: - 17: - story_text: | - Blackjack is a simple game of cards in which you have to get as close to 21 points as possible. You get two cards. Each card is worth their numeral value, and the face cards (Jack, Queen and King) are worth 10 points. - The Ace is worth either 1 or 11 points (you can choose). The dealer, your opponent, also gets two cards. - If you want, you can get another card, and its points will be added to your total. The dealer can also choose to take another card. - But be careful not to get more than 21 points, because if you do, you lose! - The player who gets closest to 21, without going over it, wins! - - ### Exercise - In this adventure we code the first part of our Blackjack game. We'll create a function to calculate how many points a card is worth. - - ***Set the variables*** - Start by making a list of all the cards, from 2 to Ace. Next make a list of the face cards, so Jack, Queen and King. Then pick a random card from the list of cards to be card_1. - - ***Create a function to calculate the points*** - Create a function that calculates how many points a card is worth. - All the face cards are worth 10 points, the Ace is worth 11 and all the other cards are worth their numeral. - Return the variable `points` at the end of the function. - - ***Test the function*** - Test if your function is working properly. Finish the first print command by filling in which card you've drawn. Then finish the second line by calling the function with card_1. - Run the code a couple of times. Are you happy with the results? Great! Then you can remove the testing part and move on the the next tab! - example_code: | - ``` - {print} 'BLACKJACK' - - # Set these variables - cards = _ - face_cards = _ - card_1 = - - # Create a function to calculate the points - {define} calculate_points {with} card: - {if} card {in} face_cards: - points = _ - {elif} _ - _ - {else}: - _ - _ points - - # Test your function - {print} 'Your card is a ' _ - {print} 'That is worth ' _ ' points'. - ``` - blackjack_2: - name: Blackjack 2 - default_save_name: Blackjack_2 - description: Blackjack part 2 - levels: - 17: - story_text: | - ### Exercise - In this adventure we code the second part of our Blackjack game. - - ***Paste your code from the previous adventure*** - In the previous adventure you've started a list of variables and created a function to calculate how many points a card is worth. Copy your code and paste it here. Mind that you don't need the testing part, so if you haven't removed that yet, please do so now. - - ***Add more variables*** - You have already set the lists `cards` and `face_cards` and the variable `card_1`. Underneath those variables create 3 more variables: `card_2`, dealer_card_1` and `dealer_card_2`. These variables are all set to a random card from the list of cards. - - ***Add up points*** - To calculate how many points you have scored we call the function with card 1 and we do it again for card 2. Then we add both these scores together to get your total. - Do the same thing for the dealers points, but be sure to use the dealer's cards and not your own! - - ***2 Aces*** - You're doing great! Almost all scores can be calculated now. There is only one exception: 2 Aces. If you get 2 Aces, your total is 12 points and not 22 (because 22 points would be losing!). This of course also goes for the dealer. - - ***Show the score*** - Lastly, you want to tell the program to tell you which cards you have drawn and how many points that is. Then show which cards the dealer has and how many points they have. - - ***Continue in the next tab*** - Great! You have finished this part of the game! Copy your code and go to the next tab to learn how to ask for an extra card and to declare a winner. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add these variables to the list of variables - card_2 = _ - dealer_card_1 = _ - dealer_card_2 = _ - - # Add up your points - your_points_1 = {call} _ {with} card_1 - your_points_2 = _ - your_total = _ - - # Add up the dealers points - dealer_points_1 = _ - _ - _ - - # 2 Aces - {if} card_1 == 'Ace' {and} _ - your_total = 12 - {if} dealer_card_1 _ - dealer_total = _ - - # Show the score - {print} 'You have drawn a ' _ ' and a ' _ '. That is ' _ ' points' - {print} 'The dealer has drawn a ' _ ' and a ' _ '. That is ' _ ' points' - ``` - blackjack_3: - name: Blackjack 3 - default_save_name: Blackjack_3 - description: Blackjack part 3 - levels: - 17: - story_text: | - In the previous tabs you have learned how to draw 2 random cards for yourself and for the dealer and to calculate how many points you both got. - In this adventure we add the option to ask for an extra card for both you and the dealer. - - ### Exercise - ***Paste your code from the previous adventure*** Firstly, copy your code from the previous tab and paste it here. - - ***Extra card for you*** If you want, you can get an extra card to get your total as close to 21 as possible. First ask the player if they want an extra card. - If they do, pick a random card and print what they have drawn. If the card is not an Ace, you can call the function and add the points to your total. - In case the card is an Ace, you can't use the function, because the Ace can be either 1 point or 11 points, depending on how many points you already have earned. - If your total is less than 11, you want the ace to be 11 points (because this is closest to 21). So you add 11 points to your total. - If the total is more than or equal to 11, you want the ace to be 1 point (because you don't want more than 21 points). So you add 1 point to your total. - Lastly, print your new total of points. - - ***Extra card for the dealer*** The dealer can also get an extra card. The dealer doesn't need to be asked, because they always get an extra card if their total is less than 17. - Copy the 'Extra card for you code' and paste it in the dealers section. Then change it to fit the dealer picking an extra card and getting points added to their total. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Extra card for you - hit = {ask} _ - {if} hit == 'yes': - card_3 = _ - {print} _ - {if} card_3 _ 'Ace': - your_points_3 = _ - your_total = _ - {else}: - {if} your_total _ - _ - {else}: - _ - {print} _ - - # Extra card for the dealer - {if} dealer_total < 17 - _ - ``` - blackjack_4: - name: Blackjack 4 - default_save_name: Blackjack_4 - description: Blackjack part 4 - levels: - 17: - story_text: | - In the last 3 adventures you have alsmost created a working blackjack game! The only thing left to do is to decide a winner! - - ### Exercise - ***Paste your code from the previous adventure*** Start by pasting the code that you've made so far into your programming field. - - ***Decide a winner*** - Firstly, if you and the dealer have an equal amount of points, it's a draw. - Secondly, if the dealer has more than 21 points and you don't, you are the winner. - Thirdly, if both you and the dealer have less than 22 points, we have to see who came closest to 21. We do that by comparing who has the highest score. Is your total higher than the dealer's total, then you are the winner. If not, the dealer wins. - Lastly, in all other scenarios (e.g. you have more than 21 points and the dealer doesn't, or you both have more than 21 points) you are the loser. - - ***Enjoy the game!*** - Does your game work properly? Amazing! You have done a great job! Enjoy your game! - If it doesn't work right away, no worries, you might have made a mistake. Just keep calm and bebug your code using the ladybug button. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Decide a winner - {if} _ - {print} 'Its a draw! Play again!' - {elif} _ - {print} 'You win!' - {elif} _ : - {if} _: - {print} _ - {else}: - {print} _ - {else}: - _ - ``` calculator: - name: Calculator - default_save_name: Calculator - description: Create a calculator levels: 6: story_text: | @@ -618,59 +206,7 @@ adventures: ### Exercise 2 Give the player feedback when the enter an answer, like `{print} 'Correct!'` or `{print} 'Wrong! The correct answer is ' correct_answer`. - example_code: | - ``` - score = 0 - {repeat} 10 {times} - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct_answer = number_1 * number_2 - {print} 'What is ' number_1 ' times ' number_2 '?' - answer = {ask} 'Type your answer here...' - {print} 'Your answer is ' answer - {if} _ {is} _ - score = score + 1 - {print} 'Great job! Your score is... ' score ' out of 10!' - ``` - 10: - story_text: | - This calculator game helps you practise your tables of multiplication! - ### Exercise - Fill in the blanks. We want this program to ask the player these questions: - ``` - How much is 1 times 1? - How much is 1 times 2? - How much is 1 times 3? - How much is 2 times 1? - How much is 2 times 2? - How much is 2 times 3? - How much is 3 times 1? - How much is 3 times 2? - How much is 3 times 3? - _ - ``` - example_code: | - ``` - numbers = 1, 2, 3 - {for} _ - {for} _ - answer = {ask} _ - correct = number_1 * number_2 - {if} answer {is} correct - {print} 'Great job!' - {else} - {print} 'That is wrong. The right answer is ' correct - ``` 11: - story_text: | - With a `{for}` you can simplify tables of multiplication practise program. - - ### Exercise 1 - Improve the example code such that it prints a nice multiplication table:
"1 times 10 is 10", "2 times 10 is 20", etc. - - ### Exercise 2 - Go back to your level 10 multiplication code, and modify it so that it uses a `{for}` and `{range}`. example_code: | ``` number = 10 @@ -687,34 +223,7 @@ adventures: answer = number1 + number2 {print} number1 ' plus ' number2 ' is ' answer ``` - 13: - story_text: | - ### Exercise 1 - Let's make the practice program a bit harder. The player now has to answers two questions correctly. Fill out the blanks to complete the program. - - ### Exercise 2 - Sometimes, calculations have multiple correct answers. For example, 10 can be divided by 5 and by 2. So the question 'What number divides 10?' can be answered by 2 and by 5. - Ask for a calculation that has multiple correct answers, ask the player to answer it, and determine if it is correct using `{or}`. - Empty the programming field and create your own solution. - example_code: | - ``` - answer1 = {ask} 'What is 10 times 7?' - answer2 = {ask} 'What is 6 times 7?' - {if} _ _ _ _ _ _ _ - {print} _ - ``` 14: - story_text: | - In this adventure you will build a calculator that calculates your mean grade for you. If you get your calculator to work, you can move on to the next adventure, which allows you to add two extra features. - - ### Exercise 1 - Fill in the blanks to get the calculator to work. - * Start with the fourth line, add a question to figure out what grade the student got. - * In the fifth line you'll want to calculate the total of all grades, so the total = total + grade. - * Then we get to set the return value. We want to return the mean, so the total devided by the amount of tests (4). - * Lastly we finish the code by calling the function in line 8. - - Did you get it? Awesome! Would you like to add even more to your calculator? **This adventure continues in the next tab!** example_code: | ``` {define} calculate_mean_grade @@ -733,127 +242,11 @@ adventures: mean_grade = {call} _ {print} 'Your mean grade is ' mean_grade - 15: - story_text: | - You can add the `{while}` loop to the calculator game you've learned to make in a previous level. - This makes sure the player can't continue to the next question if they answer incorrectly. - - ### Exercise - Add the `{while}` loop in the function, ask the player what number_1 times number_2 is and print their answer. - Then `{call}` the function. - example_code: | - ``` - {define} new_question - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct = number_1 * number_2 - answer = 0 - _ - _ - _ - {print} 'Well done!' - - {print} 'Give 10 correct answers to win!' - {for} i {in} {range} 1 {to} 10 - _ - {print} 'You win!' - ``` - calculator_2: - name: Calculator 2 - default_save_name: Calculator 2 - description: Calculator 2 - levels: - 14: - story_text: | - ### Exercise 2 - **This is the second part of this adventure.** The adventure starts in the previous tab. - Of course, you don't always want to calculate the mean of 4 tests. You might want to calculate the mean of 10 tests or only 2... - We can fix this problem by adding the argument and variable 'amount_of_tests'. - * Start a new line on line 3. Set the amount_of_tests argument by asking the student how many tests they have made. - * Change the 4 in line 4 to the new argument amount_of_tests. - * Lastly, change the 4 in line 6 to amount_of_tests - - Try out your new program. Does it work? - - ### Exercise 3 - Did you want to make your program even better? Great! In the previous program you could only calculate the mean grade of 1 subject, but it would be better if you could calculate the mean grade for all subjects you want! - We won't tell you how to do it, but we will give you one tip: Start your code in line 1 with: define calculate_mean_grade with subject. - example_code: | - ``` - # Use your own code from the previous adventure. - ``` clear_command: - name: '{clear}' - default_save_name: clear_command description: clear command - levels: - 4: - story_text: | - Time for a new command! With `{clear}` you can clear all the text form your output screen. This way you can prevent your screen getting too full of text. - Beware! If you are using a `{clear}` command, you might need to use a `{sleep}` above it. Otherwise Hedy will clear your screen without giving you the time to read as you can see in the example! - example_code: | - ``` - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'wait for it...' - {sleep} 3 - {clear} - {print} 'SURPRISE!' - ``` debugging: - name: debugging - default_save_name: debugging - description: debugging adventure levels: - 1: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will show you code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} I love programming - Do you love programming too? - {echo} - {print} What are your hobbies? - {echo} Your hobbies are - ``` - 2: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - destination {ask} Where are you going on holidays? - {print} The flight to dstination leaves at 3 pm. - {ask} Did you check in your luggage yet? - {echo} - {print} Let me print your boarding pass for you. - {sleep} - Here you go! Have a nice trip! - ``` 3: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -867,80 +260,12 @@ adventures: tomorrows_movie {is} movie_choices {at} {random} I'll go get the popcorn! {print} ``` - 4: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Welcome to the online library! - {ask} What genre of books do you like? - {print} You like genre - author {is} {ask} 'Who's your favorite author?' - {print} 'author is your favorite author' - {print} Hmmm... i think you should try... books {at} {random} - ``` - 5: + 7: story_text: |- ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} Welcome to Swimming Pool Hedy! - class {is} {ask} 'Are you here to join a class today?' - {if} class yes - {print} 'Great! You're joining a class! - {print} {else} 'You will not be joining a class' - discount {is} 'Do you have a discount code?' - {if} discount {is} yes - discount_answer {is} {ask} 'What's your discount code?' - discount_codes = Senior4231, Student8786, NewMember6709 - {if} discount_answer {is} {in} discount_cods - {print} 'That will be $3,50' - 'That will be $5,50' - {print} 'Have a nice swim!' - ``` - 6: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Vending machine' - chosen_product = {ask} 'Please select a product' - 1_dollar_products = coke orange juice water - 2_dollar_products = chocolate, cookie, museli bar - 3dollar_prodcuts = potato chips, beef jerky, banana bread - {if} chosen {is} {in} 1_dollar_products - price = 1 - {if} chosen_product {is} 2_dollar_products - price = 2 - {else} chosen_product {in} 3_dollar_products - price = 3 - amount_of_products = '{ask} How many of ' chosen_product would you like to have?' - total = price + amount_of_product - {print} 'That will be $' price 'please' - ``` - 7: - story_text: |- - ### Exercise - Surprise! This program looks more like an output than a code. And yet, we don't want you to just add `{print}` commands in front of each line. - Fix this program to turn it into the nursery rhyme 'Brother John (Frère Jaques)' by using the {repeat} command of course! - example_code: | - **Warning! This code needs to be debugged!** - ``` - Are you sleeping? - Brother John! - Morning bells are ringing! - Ding, dang, dong! - ``` - 8: - story_text: |- - ### Exercise - Debug this code. Good luck! + Surprise! This program looks more like an output than a code. And yet, we don't want you to just add `{print}` commands in front of each line. + Fix this program to turn it into the nursery rhyme 'Brother John (Frère Jaques)' by using the {repeat} command of course! + 8: example_code: | **Warning! This code needs to be debugged!** ``` @@ -963,9 +288,6 @@ adventures: {print} 'Thank you! Byebye!' ``` 9: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -988,9 +310,6 @@ adventures: price = amount * 6 {print} 'That will be 'price dollar' please' 10: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1039,9 +358,6 @@ adventures: print month i ``` 12: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1067,9 +383,6 @@ adventures: call greet_costumer ``` 13: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1099,9 +412,6 @@ adventures: print 'No problem!' ``` 14: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1148,9 +458,6 @@ adventures: else 'no problem' 15: - story_text: |- - ### Exercise - Debug this random children's story. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1185,10 +492,6 @@ adventures: print The End ``` 16: - story_text: |- - ### Exercise - Debug this code. Good luck! - Tip: Make sure that you only see your score once in the end. example_code: | **Warning! This code needs to be debugged!** ``` @@ -1207,9 +510,6 @@ adventures: ``` 17: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1242,9 +542,6 @@ adventures: print 'Thanks for ordering!' ``` 18: - story_text: |- - ### Exercise - Debug this Old MacDonald program from level 16. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1265,7 +562,6 @@ adventures: ``` default: name: はじめに - default_save_name: intro description: レベルの説明 levels: 1: @@ -1275,28 +571,6 @@ adventures: Try the code yourself with the green 'Run code' button under the programming field. You can print text to the screen using the `{print}` command. - example_code: | - ``` - {print} Hello world! - ``` - 2: - story_text: | - Congratulations! You've reached level 2. Hopefully you've already made some awesome codes! - In the first level you might've notice that the `{echo}` command can only save one bit of information at a time. - For example in the restaurant adventure, you could echo what the costumer wanted to eat, or what they wanted to drink, but not both in one sentence. - - That changes in level 2. In level 2 you'll learn to work with variables, that allow you to save multiple pieces of information and print them in any place you want. - So let's go to the next tab! - example_code: | - **Warning! This code does not work!** - In Hedy commands will change sometimes. `{echo}` for example only works in level 1. In this level you'll learn a better way to echo answers back. - ``` - {print} Welcome at Hedy's - {ask} What would you like to eat? - {echo} So you want - {ask} what would you like to drink? - {echo} So you want - ``` 3: story_text: | In level 3 you can make a list. You can let the computer choose something random from the list. You do that with `{at} {random}`. @@ -1360,20 +634,6 @@ adventures: {print} 'Hello everyone' {print} 'This is all repeated 5 times' ``` - 9: - story_text: | - Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... - Good news! In this level you will be allowed to put an {if} inside an {if}, or inside a {repeat} command. Putting a block of code inside another block of code is called nesting. ``` Putting a block of code inside another block of code is called nesting. - example_code: | - ``` - answer = {ask} 'Are you ready to learn something new?' - {if} answer {is} yes - {print} 'Great! You can learn to use the repeat command in the if command!' - {print} 'Hooray!' - {print} 'Hooray!' - {print} 'Hooray!' - {else} - {print} 'Maybe you should practice some more in the previous level' 10: story_text: |- In this level we learn a new code called `{for}`. With `{for}` you can make a list and use all elements. @@ -1384,10 +644,6 @@ adventures: {for} animal {in} animals {print} 'I love ' animal ``` - 11: - story_text: | - You have reached level 11, you're doing great! In the higher levels, Hedy is focussing more and more on teaching you the programming language Python. - In Python there is no `{repeat}` command, but there is a command that works like {repeat}. Are you curious to find out how to say `{repeat}` in Python language? Quickly go on to find out! 12: story_text: |- **Decimal numbers** @@ -1467,31 +723,13 @@ adventures: We arrived at real Python code! That means we need to use parentheses with {print} and {range} from now on. {print}('My name is ', naam) dice: - name: Dice - default_save_name: Dice - description: Make your own dice levels: 3: - story_text: | - In this level we can choose from a list. With that we can let the computer choose one side of the die. - Take a look at the games you have in your closet at home. - Are there games with a (special) die? You can also copy it with this code. - For example, the dice of the game Earthworms with the numbers 1 to 5 and an earthworm on it. - - ![Die of earthworms with 1 to 5 and an earthworm on it](https://cdn.jsdelivr.net/gh/felienne/hedy@24f19e9ac16c981517e7243120bc714912407eb5/coursedata/img/dobbelsteen.jpeg) example_code: | ``` choices {is} 1, 2, 3, 4, 5, earthworm {print} choices {at} {random} ``` - story_text_2: | - ### Exercise - The dice in the example above are dice for a specific game. Can you make normal dice? - Or other special dice from a different game? - example_code_2: | - ``` - choices {is} _ - ``` 4: story_text: | In this level we can make sentences with the die value in the sentence, with quotes of course. @@ -1548,33 +786,7 @@ adventures: {print} player ' throws ' choices {at} {random} {sleep} ``` - 15: - story_text: | - ### Exercise - In this level you can create a little game in which you'll have to throw 6 as fast as possible. - We have started the code, it's up to you to get the game to work! - - Firstly, add a `{while}` loop that checks if 6 has been thrown or not. - As long as you haven't thrown 6 already, throw the dice on a random number. - Print what the player has thrown. - Add a try to the amount of tries - Wait a second before you throw again, or - in case you've thrown a 6 - before the game ends. - example_code: | - ``` - options = 1, 2, 3, 4, 5, 6 - {print} 'Throw 6 as fast as you can!' - thrown = 0 - tries = 0 - _ - _ - _ - _ - _ - {print} 'Yes! You have thrown 6 in ' tries ' tries.' - ``` dishes: - name: Dishes? - default_save_name: Dishes description: Use the computer to see who does the dishes (Start at level 2) levels: 3: @@ -1597,13 +809,6 @@ adventures: Can you complete the code by filling the blanks? Every blank must be replaced with one word of symbol. Tip: Don't forget the quotation marks! - example_code: | - ``` - people {is} mom, dad, Emma, Sophie - {print} _ the dishes are done by _ - {sleep} - {print} people {at} _ - ``` 5: story_text: | With the `{if}` you can now have more fun with choice in the program. You can have your program respond to the choice that the computer has made. @@ -1617,20 +822,6 @@ adventures: {if} dishwasher {is} Sophie {print} _ too bad I have to do the dishes _ {else} {print} 'luckily no dishes because' _ 'is already washing up' ``` 6: - story_text: | - How often is everyone going to do the dishes? Is that fair? You can count it in this level. - example_code: | - ``` - people = mom, dad, Emma, Sophie - emma_washes = 0 - dishwasher = people {at} {random} - {print} 'The dishwasher is' dishwasher - {if} dishwasher {is} Emma emma_washes = emma_washes + 1 - {print} 'Emma will do the dishes this week' emma_washes 'times' - ``` - - Now you can copy lines 3 to 5 a few times (e.g. 7 times for a whole week) to calculate for a whole week again. - Do you make the code for the whole week? story_text_2: | If you are extremely unlucky the previous program might choose you to to the dishes for the whole week! That's not fair! To create a fairer system you can use the `{remove}` command to remove the chosen person from the list. This way you don't have to do the dishes again untill everybody has had a turn. @@ -1659,22 +850,10 @@ adventures: 10: story_text: | In this level you could make an even better dish washing shedule. - example_code: | - ``` - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - ``` elif_command: - name: '{elif}' - default_save_name: elif description: elif levels: 17: - story_text: | - In this level you can also use a new command: `{elif}`. `{elif}` is a combination of the keywords `{else}` and `{if}` and you need it when you want to make 3 (or more!) options. - Check it out! example_code: | ``` prices = ['1 million dollars', 'an apple pie', 'nothing'] @@ -1688,67 +867,14 @@ adventures: {print} 'Better luck next time..' ``` for_command: - name: '{for}' - default_save_name: for description: for command levels: - 10: - story_text: |- - ## For - In this level we learn a new code called `{for}`. With `{for}` you can make a list and use all elements. - `{for}` creates a block, like `{repeat}` and `{if}` so all lines in the block need to start with 4 spaces. - example_code: | - ``` - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - ``` - story_text_2: | - ### Exercise - Finish this code by adding `{for} action {in} actions` to line 2. - example_code_2: | - ``` - actions = clap your hands, stomp your feet, shout Hurray! - _ - {repeat} 2 {times} - {print} 'If youre happy and you know it, ' action - {sleep} 2 - {print} 'If youre happy and you know it, and you really want to show it' - {print} 'If youre happy and you know it, ' action - {sleep} 3 - ``` 11: story_text: |- In this level, we add a new form of the `{for}`. In earlier levels, we used `{for}` with a list, but we can also use `{for}` with numbers. We do that by adding a variable name, followed by `{in}` `{range}`. We then write the number to start at, `{to}` and the number to end at. Try the example to see what happens! In this level again, you will need to use indentations in lines below the `{for}` statements. - example_code: | - ``` - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - ``` - 17: - story_text: | - Now we are going to change indentation a little bit. Every time that we need an indentation, we need `:` at the line before the indentation. - example_code: | - ``` - {for} i {in} {range} 1 {to} 10: - {print} i - {print} 'Ready or not, here I come!' - ``` - 18: - story_text: | - Lastly, we'll turn `{for} i {in} {range} 1 to 5` into real Python code, like this: - example_code: | - ``` - {for} i {in} {range}(1,5): - {print} (i) - ``` fortune: - name: Fortune teller - default_save_name: Fortune Teller - description: Let Hedy predict the future levels: 1: story_text: | @@ -1775,26 +901,10 @@ adventures: story_text: | In the previous levels you've created your first fortune telling machine, but Hedy couldn't really predict anything, only {echo}. In this level you can use a variable and the `{at} {random}` command to really let Hedy choose an answer for you. Check out this code for instance: - example_code: | - ``` - {print} I’m Hedy the fortune teller! - question {is} {ask} What do you want to know? - {print} This is what you want to know: question - answers {is} yes, no, maybe - {print} My crystal ball says... - {sleep} 2 - {print} answers {at} {random} - ``` story_text_2: | ### Exercises Now, Hedy can only answer yes, no or maybe. Can you give Hedy more answer options, like 'definitely' or '{ask} again'. 4: - story_text: | - ### Exercise - We have removed all the quotation marks from this example code, can you add them in all the right places? - - ### Exercise 2 - Go back to the previous level and copy your fortune teller code. Make the code work in this level by adding quotation marks in the right spots. example_code: | ``` {print} 'Im Hedy the fortune teller!' @@ -1901,27 +1011,8 @@ adventures: {print} fortunes {at} {random} ``` functions: - name: functions - default_save_name: functions - description: functions levels: 12: - story_text: | - In this level you'll learn how to use **functions**. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. - To create a function, use `{define}` and give the function a name. Then put all the lines you want in the function in a indented block under the `{define}` line. - Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use {call} with the function's name to call it up! We don't have to type that block of code again. - - Check out this example code of a game of Twister. The function 'turn' contains a block of code that chooses which limb should go where. - - ### Exercise - Finish this code by setting the 2 variables chosen_limb and chosen_color. - Then, choose how many times you want to call the function to give the twister spinner a spin. - - ### Exercise 2 - Improve your code by adding a variable called 'people'. Use the variable to give all the players their own command in the game. - For example: 'Ahmed, right hand on green' or 'Jessica, left foot on yellow'. example_code: | ``` sides = 'left', 'right' @@ -1958,25 +1049,7 @@ adventures: I dreamed that my Bonnie is dead Can you program this verse in the same way as the example? - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - ``` 14: - story_text: | - In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. - You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - - For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - - ### Exercise - Finish this code. We have already made the variable new_price for you, you only need to set it. - You should finish the line of code by calling the function that calculates the new price. example_code: | ``` {define} calculate_new_price {with} amount, percentage @@ -1990,223 +1063,7 @@ adventures: new_price = _ calculate_new_price {with} old_price, _ {print} 'The new price is ' new_price ' dollar' ``` - 18: - story_text: | - Let's make functions the Pythons way! To define a function, we no longer use: - - `{define} name_function {with} argument_1, argument_2:` - - but we use: - - `{def} name_function(argument_1, argument_2):`. - - - If you don't want to use arguments, you just leave the space between the parantheses empty. - To call a function, we don't need the `{call}` command anymore. You just type the name of the function. - example_code: | - ``` - {def} calculate_score(answer, correct_answer): - {if} answer == correct_answer: - score = 1 - {elif} answer == '?': - score = 0 - {else}: - score = -1 - {return} score - - answer = {input} ('Where can you find the Eiffel Tower?') - correct_answer = 'Paris' - score = calculate_score(answer, correct_answer) - {print} ('Your score is... ', score) - ``` - guess_my_number: - name: Guess my number - default_save_name: guess my number - description: guess my number - levels: - 14: - story_text: | - In this level you can program the game 'Guess my number' - - ### Exercise - Fill in the correct symbols on the blanks to get the game to work. - example_code: | - ``` - {print} 'Guess my number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess _ number - {print} 'Lower!' - {if} guess _ number - {print} 'Higher!' - {if} guess _ number - {print} 'You win!' - game = 'over' - ``` - hangman: - name: Hangman - default_save_name: Hangman - description: Guess the word - levels: - 17: - story_text: | - In this adventure we program a game of hangman. First we make some preparations, then we program the game and in the third part we add a drawing with the turtle. - - ### Exercise - ***Set the variables*** In this game of hangman, Player 1 chooses an answer and Player 2 has to guess the letters in this answer. - To let the computer know all the letters in the word, we will turn the answer into a list of letters. We also do this with the guesses Player 2 makes. - We will start the game with 2 empty lists. We have made an empty list for the variable answer for you. Now make an empty list for guessed_letters as well. - Then we fill in how many mistakes were made. At the start of the game, this should be 0. - The variable `amount_letters` tells us how many letters are in the answer. Ask Player 1 to tell us how many letters their word has. - Lastly we tell the computer if the game is over. We use the variable `game_over` and set it to `False`. - - ***Choosing the answer*** We want Player 1 to be able to choose the answer. We'll ask them, as many times as necessary, what the next letter is. - Then we add that letter to the answer. Lastly, we add an empty _ to the list of guessed letters, so we get as many _s as there are letters in the answer. - - ***Player 2's turn*** - Tell Player 2 its their turn. Then tell Player 2 how many letters there are in the answer. Finally, print the list of `guessed_letters`. - - ***Go to the next tab*** Now that all the starting variables are set, we can start programming the game itself. Check out the next tab to learn how! - example_code: | - ``` - print 'Hangman!' - - # Set the variables - answer = [] - guessed_letters = _ - mistakes_made = _ - amount_letters = {ask} _ - _ = 'False' - - # Choosing the answer - {for} _ - letter = {ask} 'Player 1, what is letter ' i '?' - _ - {add} '_' {to} _ - - # Player 2 turn - print _ - print _ - print guessed_letters - ``` - hangman_2: - name: Hangman 2 - default_save_name: Hangman_2 - description: Hangman 2 - levels: - 17: - story_text: | - Now it's time to program the hangman game. - - ### Exercise - - ***Paste your code*** Copy your code from the previous tab and paste the code in the programming field. - - ***The game*** This games continues playing until Player 2 is game over. Fill in the while command accordingly. Now, Player 2 is allowed to guess a letter, so ask Player 2 to guess a letter. - We need to check if their answer is correct, so check if their `guess` is (somewhere) in the (list) `answer`. Then we let the computer figure out which of the letter(s) is the guess. We have already programmed that part for you. - Next we want to compliment the player for finding a correct letter and we want to print the list `guessed_letters`, so the player can see their progress. - - The next part we're going to program is what happens when the player has guessed all of the letters. So if their list of `guessed_letters` is the same as our list `answer`. - If the lists are the same, congratulate Player 2 with their victory and set the variable `game_over` to `True`. - - Next we'll program what happens when Player 2 guesses wrong (so the `{else}` command). First, tell the player that their guess was wrong. Then increase the `mistakes_made` variable by 1. - - For the last part we'll program what happens when Player 2 has made 10 mistakes. We'll print that Player 1 has won the game. Then we'll print the correct answer. And finally, we'll set our `game_over` variable to `True`, so the game stops. - - ***Go to the next tab*** Amazing work! Your game is playable, but wouldn't it be fun if the hangman was actually drawn when Player 2 makes a mistake..? - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - guess = _ - {if} _ - {for} i {in} {range} 1 {to} amount_letters: - if answer[i] == guess: - guessed_letters[i] = guess - {print} _ - {if} guessed_letters == _: - {print} _ - game_over = _ - {else}: - {print} _ - mistakes_made _ - {if} _ == 10: - {print} _ - {print} _ - _ - ``` - hangman_3: - name: Hangman 3 - default_save_name: Hangman_3 - description: Hangman 3 - levels: - 17: - story_text: | - In a game of hangman the mistakes are shown by drawing a part of the hangman each time a mistake has been made. - We now add those drawings with our turtle! - - ### Exercise - ***Create a function that draws the hangman*** Create a function that draws the hangman in 10 steps. We have already made step 1 for you. - - ***Test the function*** Test the function by calling the function with 10. If you are happy with the function, remove the line that calls the function for now. We will call the function when the player makes a mistake. - - ***Paste your hangman game under your function*** Go back to the previous tab and copy your hangman game. Paste the game underneath your function. - - ***Call the function when the player makes a mistake*** Under the line `mistakes_made = mistakes_made + 1` we will call the function. We want the turtle to take the same amount of steps as the player has made mistakes, so we call the function with `mistakes_made` as argument. - - ***Enjoy your game!*** -
- The hangman could look like this -
- example_code: | - ``` - # Create a function that draws the hangman - {define} draw_hangman {with} step: - {if} step == 1: - {color} white - {forward} -100 - {turn} 90 - {forward} -50 - {color} black - {forward} 100 - {forward} -50 - - {if} step == 2: - _ - # Paste your hangman game here - - ``` - harry_potter: - name: Harry Potter - default_save_name: Harry Potter - description: Harry Potter adventures - levels: - 10: - story_text: | - ### Exercise - We can also make a Harry Potter themed fortune teller. Fill in blanks such that 9 lines are printed. - **Extra** Change the theme of the fortune teller into something else, such as your favorite book, film or tv show. - example_code: | - ``` - houses = Gryffindor, Slytherin, Hufflepuff, Ravenclaw - subjects = potions, defence against the dark arts, charms, transfiguration - fears = Voldemort, spiders, failing your OWL test - names = Harry, Ron, Hermione - _ - _ {print} name ' is placed in ' houses {at} {random} - _ {print} name ' is great at ' subjects {at} {random} - _ {print} name 's greatest fear is ' fears {at} {random} - ``` haunted: - name: Haunted House - default_save_name: Haunted House - description: Escape from the haunted house levels: 1: story_text: | @@ -2214,27 +1071,10 @@ adventures: If you pick the right door you'll survive, but {if} not a terrible monster might... In level 1 we start our haunted house game by making up a scary story and {ask} the player what monster they'll see in the haunted house. - example_code: | - ``` - {print} How did I get here? - {print} I remember my friend telling me to go into the old mansion... - {print} and suddenly everything went black. - {print} But how did I end up on the floor...? - {print} My head hurts like Ive been hit by a baseball bat! - {print} What's that sound? - {print} Oh no! I feel like Im not alone in this house! - {print} I need to get out of here! - {print} There are 3 doors in front of me.. - {ask} Which door should i pick? - {echo} I choose door - {print} ...? - ``` story_text_2: | ### Exercise Can you finish the scary story? Or make up your own haunted house story? 2: - story_text: | - In this haunted house you can choose your monsters with emojis. Of course you could also use words. example_code: | ``` monster_1 {is} 👻 @@ -2246,10 +1086,6 @@ adventures: {print} Oh no! Quickly get to the kitchen. {print} But as you enter monster_3 attacks you! ``` - story_text_2: | - ### Exercise - In the example above the monsters are predetermined. So each time you run your code, the output is the same. - Can you add `{ask}` commands to make the haunted house interactive and have the players choose the monsters they come across? example_code_2: | ``` monster_1 {is} _ @@ -2266,17 +1102,6 @@ adventures: In the previous levels you've made an introduction to your haunted house game, but as you might have noticed the story would always have a dreadful end. In this level you can make your story more interactive by changing the outcome of the game; sometimes you'll get eaten, sometimes you'll escape! Let Hedy decide randomly! - example_code: | - ``` - _ Escape from the haunted house! - _ There are 3 doors in front of you... - _ _ _ Which door do you choose? - _ You picked door ... choice - monsters _ a zombie, a vampire, NOTHING YOUVE ESCAPED - _ You see... - {sleep} - _ _ _ _ - ``` 4: story_text: | In this level you learn how to use quotation marks in your games. @@ -2317,27 +1142,6 @@ adventures: ### Exercise Now it's very hard to win this game, can you make it easier to win? For example by only having 1 wrong door and 2 correct doors instead of 1 correct door and 2 wrong ones? - example_code: | - ``` - {print} 'Escape from the Haunted House!' - player = alive - doors = 1, 2, 3 - monsters = zombie, vampire, giant spider - {repeat} 3 {times} - {if} player {is} alive - correct_door {is} doors {at} {random} - {print} 'There are 3 doors in front of you...' - chosen_door = {ask} 'Which door do you choose?' - {if} chosen_door {is} correct_door - {print} 'No monsters here!' - {else} - {print} 'You are eaten by a ' monsters {at} {random} - player = dead - {else} - {print} 'GAME OVER' - {if} player {is} alive - {print} 'Great! You survived!' - ``` 11: story_text: | In this level we've changed the repeat command and we've added a line to our haunted house that tells the player in which room they are. @@ -2363,188 +1167,16 @@ adventures: {if} player {is} alive {print} 'Great! You survived!' ``` - 14: - story_text: | - ### Exercise - In this level you can use the `<` and `>` symbol to introduce lives to your game. - Make sure the player loses a life when they come across the wrong monster and that the game stops if you have no lives left. - example_code: | - ``` - {print} 'Escape from the haunted house' - lives = 3 - doors = 1, 2, 3 - monsters = 'the wicked witch', 'a zombie', 'a sleeping 3 headed dog' - {for} i {in} {range} 1 {to} 10 - {if} lives _ - good_door = doors {at} {random} - monster = monsters {at} {random} - chosen_door = {ask} 'Which door do you choose?' - {if} good_door == chosen_door - {print} 'You have chosen the correct door' - {else} - {print} 'You see...' monster - {if} monster == 'a sleeping 3 headed dog' - {print} 'Pffieuw.... Its asleep' - {else} - {print} 'You lose one life' - lives = _ - {else} - {print} 'GAME OVER' - ``` - 16: - story_text: | - ### Exercise - This haunted house game uses the connection between the lists you can use in this level. - For example: all the properties that belong to the zombie are first in all the lists, witch second and vampire third. - Check out the code and fill in `weapons[i]`, `monsters[i]` , `bad_fate[i]`, `good_fate[i]`, `hint[i]` on the correct blanks to get the code to work! - example_code: | - ``` - numbers = [1, 2, 3] - i = numbers[{random}] - hint = ['growling', 'a cackling laugh', 'fluttering batwings'] - monsters = ['zombie', 'witch', 'vampire'] - bad_fate = ['Your brain is eaten', 'You are forever cursed', 'You are bitten'] - good_fate = ['You throw the ham. The zombie is distracted and starts eating it.', 'You set the curtains on fire. The witch flees out of fear for the fire', 'The vampire hates garlic and flees'] - weapons = ['ham', 'lighter', 'garlic'] - {print} 'You are standing in front of an old mansion' - {print} 'Something is not right here' - {print} 'You hear ' _ - {print} 'You are going to explore it' - {print} 'You enter the kitchen and see a lighter, a raw ham and a garlic.' - your_weapon = {ask} 'What do you bring with you?' - {print} 'With your ' your_weapon ' you enter the living room' - {print} 'There you find a ' _ - needed_weapon = _ - {if} your_weapon == needed_weapon - {print} 'You use your ' your_weapon - {print} _ - {print} 'YOU WIN!' - {else} - {print} 'You have chosen the wrong weapon...' - {print} _ - {print} 'GAME OVER' - ``` - hotel: - name: hotel - default_save_name: hotel - description: hotel - levels: - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, and you've learned how to combine it with an {ask}. - You might have wondered why you would use functions, because the functions in the example were only one line of code. - Now we will show you what a bigger function looks like and we will use multiple agruments now as well. You'll see how much better it is to use a function once the function gets bigger. - Here is an example of a function with arguments combined with {ask} commands. - example_code: | - ``` - {define} welcome_message {with} title, last_name, country, room_number - {print} 'Welcome to Hotel Hedy, ' title ' ' last_name - nice_trip {is} {ask} 'Did you have a nice trip from, ' country '?' - {if} nice_trip {is} 'yes' - {print} 'Lovely!' - {else} - {print} 'Sorry to hear that.' - {print} 'Hopefully you can take a nice rest in you room.' - {print} 'Your room number is ' room_number - - {print} 'Hello. Please fill in your information to check in.' - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - ``` - - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 if_command: - name: '{if} & {else}' - default_save_name: if_command description: Introducing the if command levels: - 5: - story_text: | - ## If... else.... - In level 5 there is something new, the `{if}`! With the `{if}` you can choose between two different options. - This code prints nice if you enter Hedy as a name, and boo! if you enter something else. - `{ask}` and `{print}` still work like they did in level 4. - example_code: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' {else} {print} 'boo!' - ``` - story_text_2: | - Sometimes code with an `{if}` gets really long and does not fit on the line well.
You may also divide the code over two lines, starting the second line at the `{else}` like this: - example_code_2: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - ``` - story_text_3: | - ### Exercise - Try to create your own code with `{if}` and `{else}`. You can use the example code if you want. - example_code_3: | - ``` - answer {is} {ask} '2 + 2 = ?' - _ _ _ 4 _ 'Great job!' - _ _ 'No 2 + 2 = 4' - ``` - 8: - story_text: | - ## If... Else... - You have learned to repeat a block of lines of code after a `{repeat}` command. - Now you can also use indentation to make blocks after a {if} or {else} command. - Check out the example code. - - ### Exercise - Add an {else} command to the example code. Make a block of line using indentation. You do this by starting each line with 4 spaces. - example_code: | - ``` - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {print} 'You can play on your computer!' - ``` 9: story_text: | In this level you can also put an {if} command inside another {if} command. - example_code: | - ``` - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - ``` in_command: - name: '{in}' - default_save_name: in_command description: Introducing the in command levels: 5: - story_text: | - ## Lists - When we want to check if something is in a list, we can now use the `{in}` command. - This code prints pretty! if you choose green or yellow, and meh otherwise. - example_code: | - ``` - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - ``` - story_text_2: | - ### Exercise - Finish the example code by filling in the blanks with commands that you've learned. - When you've finished the code, try to create a code of your own and use a question that you've thought of yourself. example_code_2: | ``` animals is dog, cow, sheep @@ -2553,62 +1185,21 @@ adventures: _ _ 'My favorite animals are dogs, cows and sheep' ``` is_command: - name: '{is}' - default_save_name: is_command description: introducing is command levels: 2: - story_text: | - ## Variables - You can name a word with `{is}`. This is called a **variable**. In this example we made a variable called name and a variable called age. You can use the word name anywhere in your code and it will be replaced by Hedy, like this: - example_code: | - ``` - name {is} Hedy - age {is} 15 - {print} name is age years old - ``` story_text_2: | ### Exercise Time to make your own variables! In the example code we made an example of the variable `favorite_animal`. In line 1 the variable is set, and in line 2 we haved used the variable in a print command. Firstly, finish our example by filling in your favorite animal on the blank. Then make at least 3 of these codes yourself. Pick a variable, and set the variable with the {is} command. Then use it with a {print} command, just like we did. - example_code_2: | - ``` - favorite_animal {is} _ - {print} I like favorite_animal - ``` - 6: - story_text: | - We also make a change in storing a word in a variable! You may now use `=` instead of `{is}` when we store a name or a number in a variable, like this: - example_code: | - ``` - name = Hedy - answer = 20 + 4 - ``` 14: - story_text: | - We are going to learn more new items. You might know them already from mathematics, the `<` and `>`. - The `<` checks if the first number is smaller than the second, for example age `<` 12 checks if age is smaller than 12. - If you want to check if the first number is smaller or equal to the second, you can use `<=`, for example age `<=` 11. - The `>` checks if the first number is bigger than the second, for example points `>` 10 checks if points is larger than 10. - If you want to check if the first number is bigger or equal to the second, you can use `>=`, for example points `>=` 11. - You use these comparisons in an `{if}`, like this: example_code: | ``` age = {ask} 'How old are you?' {if} age > 12 {print} 'You are older than I am!' ``` - story_text_2: | - From this level on, if you want to compare exactly, you can use two equal signs. This is what most programming languages do: - example_code_2: | - ``` - name = {ask} 'What is your name?' - {if} name == 'Hedy' - {print} 'You are cool!' - ``` - story_text_3: | - You can also compare if something is *not* equal to something else using `!=` like this: example_code_3: | ``` name = {ask} 'What is your name?' @@ -2621,56 +1212,13 @@ adventures: {else} {print} 'You are older than me!' language: - name: Language - default_save_name: Language - description: Practice words in a foreign language levels: 5: story_text: | Make your own program to practice your vocabulary in a new language. - example_code: | - ``` - {print} 'Learn French!' - cat {is} {ask} '🐱' - {if} cat {is} chat {print} 'Terrific!' - {else} {print} 'No, cat is chat' - frog {is} {ask} '🐸' - {if} frog {is} grenouille {print} 'Super!' - {else} {print} 'No, frog is grenouille' - ``` - 16: - story_text: | - ### Exercise - Take a look at the example code. This is a program to practise French vocabulary. Now make your own program to practice your vocabulary in a new language. - If you don't know any other languages, you can use Google translate or you can use emojis and your native language. - example_code: | - ``` - french_words = ['bonjour', 'ordinateur', 'pomme de terre'] - translation = ['hello', 'computer', 'potato'] - score = 0 - {for} i {in} {range} 1 {to} 3 - answer = {ask} 'What does ' french_words[i] ' mean?' - correct = translation[i] - {if} answer == correct - {print} 'Correct!' - score = score + 1 - {else} - {print} 'Wrong, ' french_words[i] ' means ' translation[i] - {print} 'You gave ' score ' correct answers.' - ``` maths: - name: maths - default_save_name: maths - description: Introducing maths levels: 6: - story_text: | - In this level you learn something new: you can now also calculate. - - The plus is easy, you write it like with math: `5 + 5` for example. The minus also works fine, it is `5 - 5`. - - The times is a bit different, because there is no times symbol on your keyboard. Just search, there really isn't! - That is why we multiply with the asterisk above 8: `5 * 5`. Read that as "5 times 5" that helps you remember it best. example_code: | ``` {print} '5 plus 5 is ' 5 + 5 @@ -2678,17 +1226,6 @@ adventures: {print} '5 times 5 is ' 5 * 5 ``` 12: - story_text: |- - **Decimal numbers** - So far, Hedy did not allow for decimal numbers like 1.5, but now we do allow that. Note that computers use the `.` for decimal numbers. - example_code: | - ``` - {print} 'Two and a half plus two and a half is...' - {print} 2.5 + 2.5 - ``` - story_text_2: |- - **Maths with words** - In this level you can also do addition with words like this: example_code_2: | ``` a = 'Hello ' @@ -2698,405 +1235,12 @@ adventures: {print} 2.5 + 2.5 music: - name: music - default_save_name: music - description: Play a tune! levels: - 1: - story_text: |- - In this level you'll learn how to use the `{play}` command to play a tune! - - Type `{play}` followed by the note you want to play. The scale goes C-D-E-F-G-A-B. - As you can see there are 7 different letters, but we can play more than just 7 notes. - Type a number between 1 and 10 behind the letter to choose the scale, for example after B4 comes C5. - C1 is the lowest note you can play, C10 is the highest. - - ### Exercise - Try out the example code and then play around with it! Can you create your own melody? - In the next level you'll learn how to play some existing songs. - example_code: |- - ``` - {play} C4 - {play} D4 - {play} E4 - {play} F4 - {play} G4 - {play} A4 - {play} B4 - {play} C5 - ``` - 2: - story_text: | - ### Exercise - Finish the songs! We have started the codes for some melodies. - example_code: | - ``` - {print} Old Mac Donald had a farm - {play} C5 - {play} C5 - {play} C5 - {play} G4 - {play} A4 - {play} A4 - {play} G4 - ``` - story_text_2: As you can see, you can also use the `{sleep}` command to add a little pause in the song. - example_code_2: | - ``` - {print} Twinkle Twinkle Little Star - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} 1 - {play} F - {play} F - ``` - 3: - story_text: | - Create a random melody! - - ### Exercise - The example code creates a random melody, but it's very short and not many notes are used. - Add more notes to the list and create a longer melody by copying the last line a couple more times. - example_code: | - ``` - notes {is} A4, B4, C4 - {play} notes {at} {random} - {play} notes {at} {random} - {play} notes {at} {random} - ``` - 4: - story_text: | - Use the `{clear}` command to create a karaoke machine! - - ### Exercise - Finish the karaoke version of 'Mary had a little lamb'. - Then, create a karaoke version of any song you'd like! - example_code: | - ``` - {print} 'Mary had a little lamb' - {play} E - {play} D - {play} C - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Little lamb, little lamb' - {play} D - {play} D - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Mary had a little lamb' - {play} E - ``` - 5: - story_text: | - You don't always have to use the `{play}` command to play a whole song, sometimes you just want to play one note. - For example, if you want to make a quiz, you can play a happy high note if the answer is right and a sad low note if the answer is wrong. - - ### Exercise - Finish the first question by adding a line of code that plays a C3 note if the wrong answer is given. - Then think of 3 more questions to add to this quiz. - example_code: | - ``` - answer {is} {ask} 'What is the capital of Zimbabwe?' - {if} answer {is} Harare {play} C6 - _ - ``` 6: story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\n This calls for musical maths! Try out the example code a couple of times with different starting numbers. \nThen, see if you can compose a song using the numbers.\n" - example_code: | - ``` - number = {ask} 'Say a starting number between 1 and 67' - {print} number - {play} number - number = number + 1 - {print} number - {play} number - number = number + 1 - {print} number - {play} number - ``` - 7: - story_text: | - Using the `{repeat}` command can make your codes for melodies a lot shorter! - - ### Exercise - Finish the code for Twinkle Twinkle Little Star by using the `{repeat}`command. - Then go back to the songs you've made in the previous levels. Can you shorten those codes too? - example_code: | - ``` - {print} 'Twinkle Twinkle Little Star' - {repeat} 2 {times} {play} C4 - {repeat} 2 {times} {play} G4 - _ - ``` - 8: - story_text: | - Now that we can use the `{repeat}` command for multiple lines, we can make songs even more easily! - - ### Exercise - Finish the song of Brother John (Frère Jacques). Don't forget to use `{repeat}`! - example_code: | - ``` - {print} 'Brother John' - {repeat} 2 {times} - {play} C - {play} D - {play} E - {play} C - {repeat} 2 {times} - {play} E - {play} F - {play} G - {sleep} 1 - ``` - 9: - story_text: | - From this level on you can - among other things - use a {repeat} command inside a {repeat} command. - That makes songs like 'Happy birthday' even shorter! - - ### Exercise - Finish the song! - example_code: | - ``` - first_time = yes - {repeat} 2 {times} - {repeat} 2 {times} - {play} C - {play} D - {play} C - {if} first_time {is} yes - {play} F - {play} E - first_time {is} no - {else} - _ - ``` - 12: - story_text: | - Use functions in your songs! As you can see in the example code, you can make a function for each line of Twinkle Twinkle Little Star. Once you've programmed the first three lines, all you have to do is call the functions in the order you want them played in. - - ### Exercise - Finish the song of Twinkle Twinkle Little Star. - Then look back at all the songs you've programmed in the levels before, can you make those codes better and shorter using functions too? - example_code: | - ``` - {define} first_line - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} - - {define} second_line - {play} F - {play} F - {play} E - {play} E - {play} D - {play} D - {play} C - {sleep} - - {define} third_line - {play} G - {play} G - {play} F - {play} F - {play} E - {play} E - {play} D - {sleep} - - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - ``` - 13: - story_text: | - You can use a function with an argument for songs that have line that are almost the same, but slightly different each time. - One example is the song 'Yankee Doodle'. The first 4 notes of the first lines are the same, but each time they are followed by a different couple of notes. - - ### Exercise - Can you finish the song of Yankee Doodle? - Can you think of another song to program this way? - example_code: | - ``` - {print} 'Yankee Doodle' - {define} _ {with} note_1, note_2, note_3 - {play} C4 - {play} C4 - {play} D4 - {play} E4 - {play} _ - {play} _ - {play} _ - - {call} line_1 {with} 29, 31, 30 - {call} line_1 {with} 29, 28, 0 - {call} line_1 {with} 32, 31, 30 - - {play} C4 - {play} B3 - {play} G3 - {play} A3 - {play} B3 - {play} C4 - {play} C4 - ``` - 14: - story_text: | - You can program music for fun, but you can also use the musical notes to make something useful like a fire alarm! - - ### Exercise - Make sure the fire alarm rings when there is a fire! - example_code: | - ``` - {define} fire_alarm - {print} 'FIRE!' - note = 40 - {for} i {in} {range} 1 {to} 100 - {if} note _ 50 - note = note + 5 - {play} _ - {else} - note = 40 - - fire = {ask} 'Is there a fire?' - {if} fire _ 'yes' - {call} fire_alarm - ``` - 15: - story_text: | - **Warning** This adventure can become extremely annoying! - We can also use the {while} command to repeat a song forever. - - ### Exercise - Finish the never-ending song. - example_code: | - ``` - {define} song - {play} _ - - yes_or_no = {ask} 'Do you want to hear my never-ending song?' - {while} yes_or_no = 'yes' - {call} song - {print} '🥳' - ``` - 16: - story_text: | - Upgrade your Old MacDonald code! - - ### Exercise - Take your code from the 'Sing a Song' adventure and add musical notes to it! - You can make a function for each line in the song and call that function after the line is printed. - We defined the first line for you and called it in the code. Can you finish the whole song? - example_code: | - ``` - {define} line_1 - {for} i {in} {range} 1 {to} 3 - {play} G - {play} D - {for} i {in} {range} 1 {to} 2 - {play} E - {play} D - - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - for i in range 1 to 3 - animal = animals[i] - sound = sounds[i] - print 'Old MacDonald had a farm' - call line_1 - print 'E I E I O!' - _ - ``` - 17: - story_text: | - You can use the {elif} to create different options. - - ### Exercise - Firstly, add colons to get the code to work. - Then finish this code by adding at least 2 other songs for other moods. For example a happy song and an angry song. - example_code: | - ``` - {define} scary_song - {for} i {in} {range} 1 {to} 3 - {play} G - {play} E - {sleep} 2 - {for} i {in} {range} 1 {to} 3 - {play} F - {play} D - - mood = {ask} 'Which emotion are you feeling?' - {if} mood {is} 'fear' - {call} scary_song - {elif} _ - ``` - 18: - story_text: | - ### Exercise - Even in this last level of Hedy we can make some music! Be careful of all the syntax that is needed now. - Take a good look at how the functions are defined and called upon in the example code. - Finish the song! - example_code: | - ``` - {def} line_1(): - {for} i {in} {range}(1, 5): - {play} A - {play} D - {play} F - {play} A - - {def} line_2(): - {for} i {in} {range}(1, 5): - {play} G - {play} C - {play} E - {play} G - - {def} line_3(): - _ - - {print} ('The drunken sailor') - {print} ('What shall we do with the drunken sailor?') - line_1() - line_2() - line_3() - {print} ('Early in the morning') - ``` parrot: - name: Parrot - default_save_name: Parrot - description: Create your own online pet parrot that will copy you! levels: 1: - story_text: | - Create your own online pet parrot that will copy you! - example_code: | - ``` - {print} Im Hedy the parrot - {ask} whats your name? - {echo} - {echo} - ``` story_text_2: | ### Exercise Can you make the parrot ask a different question? Fill in the blanks in the example! @@ -3139,15 +1283,6 @@ adventures: story_text: | In this level we have to use quotation marks with the commands `{ask}` and `{print}`. Can you complete the code by adding quotation marks? - example_code: | - ``` - words {is} squawk, Hedy - {print} _ Train your parrot! _ - new_word {is} {ask} _ Which word do you want to teach them? _ - {add} new_word {to_list} words - {print} _ 🧒 Say _ new_word _, Hedy!_ - {print} _ 🦜 _ words {at} {random} - ``` 5: story_text: | Reward your parrot {if} it says the correct word! @@ -3164,9 +1299,6 @@ adventures: {else} {print} '🧒 No, Hedy! Say ' new_word ``` piggybank: - name: Piggy Bank - default_save_name: Piggy Bank - description: Count your pocketmoney! levels: 12: story_text: | @@ -3183,10 +1315,6 @@ adventures: {print} 'You can buy a ' wish ' in ' weeks ' weeks.' ``` 14: - story_text: | - ### Exercise - In this level you can let Hedy tell you if you have saved up enough money! - Finish this code by filling in the blanks! example_code: | ``` _ calculate_budget with wish, money, allowance @@ -3206,45 +1334,7 @@ adventures: {call} calculate_budget with _, _, _ ``` pressit: - name: Key presses - default_save_name: Pressed - description: Try linking a keyboard key to a command! levels: - 5: - story_text: | - In this level there is another new keyword: `{pressed}`! - With `{pressed}` you can use keys on your keyboard to control what lines are used. - - ### Exercise - Look at the example and add one more line of code that reacts to a key press. - example_code: | - ``` - {print} 'Do you want a good (g) or bad (b) ending?' - {if} g {is} {pressed} {print} 'They lived happily ever after ❤' - {else} {print} 'The prince was eaten by a hippopotamus 😭' - ``` - story_text_2: | - You can also link turtle commands to keys. - - ### Exercise - Copy the lines a few times so you can create a larger drawing. - example_code_2: | - ``` - {if} y {is} {pressed} {forward} 15 - {else} {turn} 90 - ``` - 7: - story_text: | - Now that you have learned about `{repeat}`, we can press keys multiple times. - You can use it to make the turtle walk forward and turn. - - ### Exercise - The code you have seen in level 5 only checks the key once. Copy the example code and add a `{repeat}` to it, so that you can press the keys many times. - Use this code to draw something nice. - example_code: | - ``` - {if} x {is} {pressed} {forward} 15 {else} {turn} 90 - ``` 9: story_text: | Now that you know how to combine statements, you can create a touch type tool with `{pressed}`. @@ -3252,54 +1342,9 @@ adventures: ### Exercise Finish the code. Each time a random letter should be chosen, which you have to press. You get a point for a correct press, and and two points deduction for a wrong press. **(extra)** Clear the screen after each letter, and show the user how many points they have scored. - example_code: | - ``` - points = 0 - letters = a, b, c, d, e - {repeat} 10 {times} - letter = _ _ _ - {print} 'Press the letter ' letter - {if} letter {is} {pressed} - _ - _ - _ - ``` print_command: - name: '{print}' - default_save_name: print - description: Introduction print command levels: - 1: - story_text: | - ## The print command - You can print text to the screen using the `{print}` command. - example_code: | - ``` - {print} Hi there, programmer! - {print} Welcome to Hedy! - ``` - story_text_2: | - ### Exercise - In Hedy you will find exercises in every adventure. An exercise allows you to practise the new commands and concepts, and lets you give your own twist to the example codes. - In this exercise you will see a pink blank space. You have to fill something in the place of the blank space before the code can be run. - - Fill in the `{print}` command in the blank space and then add five more lines of code. Each line has to start with a `{print}` command. - Have fun! - example_code_2: | - ``` - _ Hello! - ``` 18: - story_text: |- - We arrived at real Python code! That means we need to use parentheses with `{print}` and `{range}` from now on. - It also means you can use Hedy code from this level in any Python environment as long as you use the English commands. If you haven't until now, you can switch the toggle in the commands menu to do so. - example_code: | - ``` - {print}('Hello!') - {for} i {in} {range}(1, 10): - {print}('This is line ', i) - ``` - story_text_2: If you want to print more than one item, you need to separate them by commas. example_code_2: | ``` temperature = 25 @@ -3307,158 +1352,13 @@ adventures: ``` {print}('My name is ', name) - quizmaster: - name: Quizmaster - default_save_name: Quizmaster - description: Make your own quiz! - levels: - 14: - story_text: | - ### Exercise - In this adventure you can make your own quiz! Fill in the blanks, add more questions and enjoy your own quiz! - You can make a quiz about anything you like: your hobby, your favorite animal, your favorite book or anything at all! - example_code: | - ``` - {print} 'Make your own quiz' - points_a = 0 - points_b = 0 - {print} 'Question' - {print} 'Answer option A' - {print} 'Answer option B' - answer = {ask} 'Which answer?' - {if} answer == 'A' - points_a = points_a + 1 - {if} answer == 'B' - points_b = points_b + 1 - {print} 'End of the quiz!' - {print} 'Lets see the results!' - {if} points_a > points_b - {print} 'You belong to the A club' - {if} points_b > points_a - {print} 'You belong to the B club' - ``` - quotation_marks: - name: '''quotation marks''' - default_save_name: quotation_marks - description: Introduction quotation marks - levels: - 4: - story_text: | - ## 'Quotation marks' - In level 4 `{ask}` and `{print}` have changed. - You must put text that you want to print between quotation marks. - This is useful, because now you can print all the words you want. Also the words you used to store something with `{is}`. - Most programming languages also use quotation marks when printing, so we are also getting a step closer to real programming! - example_code: | - ``` - {print} 'You need to use quotation marks from now on!' - answer {is} {ask} 'What do we need to use from now on?' - {print} 'We need to use ' answer - ``` - story_text_2: | - ## Contractions - Important! Mind that now that we're using quotation marks, Hedy will get confused when you use the apostrophe for contractions like I'm or What's. - Make sure to remove those apostrophes and change the spelling to I am or What is. - Check out the example code to see the wrong way of using apostrophes. - example_code_2: | - ``` - _ This is the wrong way of using apostrophes _ - {print} 'I'm babysitting my sister's kids' - {print} 'What's more fun than that?' - ``` - 12: - story_text: | - **All texts need to be in quotation marks** - For this level on you will also have to use quotation marks when storing a text with `=`: - example_code: | - ``` - name = 'Hedy the Robot' - {print} 'Hello ' name - ``` - story_text_2: | - **All items in lists need quotation marks too** - Lists are texts, so they need quotation marks too. Mind that each single item on the list has quotation marks. - This allows you to save two words as 1 item on the list, for example 'Black Widow'. - example_code_2: | - ``` - superheroes = 'Spiderman', 'Batman', 'Black Widow' - {print} superheroes {at} {random} - ``` - story_text_3: | - **All text after `{if}` comparisons need quotation marks too** - example_code_3: | - ``` - name = {ask} 'What is your name?' - {if} name = 'Hedy the Robot' - {print} 'Hi there!' - ``` - story_text_4: | - **Numbers don't need quotation marks** - For numbers, you do not use quotation marks in the `=`: - example_code_4: | - ``` - score = 25 - {print} 'You got ' score - ``` random_command: - name: '{random}' - default_save_name: random_command - description: introducing at random command levels: - 3: - story_text: | - ## At random - In this level you can make a list using the `{is}` command. You can let the computer choose a random item from that list. You do that with `{at} {random}`. - example_code: | - ``` - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - ``` - story_text_2: | - You can use the `{at} {random}` command in a sentence as well. - example_code_2: | - ``` - food {is} sandwich, slice of pizza, salad, burrito - {print} I am going to have a food {at} {random} for lunch. - ``` - story_text_3: | - ### Exercise - Try out the `{at} {random}` command by making your own gameshow (like the ones on tv) where you choose a door or suitcase and it contains a big price! - Can you do it? We have already put the first lines into the example code. - example_code_3: | - ``` - {print} The big gameshow! - {print} There are 3 suitcases in front of you... - chosen {is} {ask} Which suitcase do you choose? - prices {is} _ - _ - ``` 16: story_text: |- We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. For example: `friends[1]` is the first name on the list of friends, as you can see in the first part of the example code. The second part of the example code shows you that we can also match 2 lists using the variable i. - example_code: | - ``` - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - ``` - story_text_2: |- - Now that you've learned to use the brackets in lists, you can also start using the {at} {random} command in the Python way! - You simply type the name of your list with `[random]` behind it! - example_code_2: |- - ``` - fruit = ['apple', 'banana', 'cherry'] - {print} fruit[random] - ``` repeat_command: - name: '{repeat}' - default_save_name: repeat_command description: repeat command levels: 7: @@ -3468,23 +1368,6 @@ adventures: ### Exercise Play around with the repeat command. Can you make the happy birthday song in only 3 lines of code instead of 4 now? - example_code: | - ``` - {repeat} 3 {times} {print} 'Hedy is fun!' - ``` - 8: - story_text: | - ### Repeat commands and indentation - In this level you can repeat multiple lines of code with only 1 repeat command. - You do this by making a block of lines that you want to repeat. - The lines in this block will need **indentation** . - That means putting four spaces at the beginning of each line. You will also have to indent when you just want to create a block of one line. - example_code: | - ``` - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This is all repeated 5 times' - ``` 9: story_text: | Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... @@ -3500,55 +1383,15 @@ adventures: {else} {print} 'Maybe you should practice some more in the previous level' repeat_command_2: - name: '{repeat} 2' - default_save_name: repeat_command_2 description: repeat command 2 levels: 7: - story_text: | - ## Repeat with other commands and with variables - You have practiced the `{repeat}` command in combination with the `{print}` command now, but did you know you could also use other commands with `{repeat}` ? - In this example code you can see that `{repeat}` can also be used with an `{ask}`, `{if}` or `{else}` command. - example_code: | - ``` - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - ``` story_text_2: | Another interesting thing you can so with the `{repeat}` command is using variables to set the amount of times something should be repeated. In the example code you can see that we first ask the person how old they are. Then, in line 3, the question is repeated 'age' times. So we have used the variable 'age' with the `{repeat}` command. - example_code_2: | - ``` - {print} 'Yay! It is your birthday!' - age = {ask} 'How old are you now?' - {repeat} age {times} {print} 'Hip Hip Hurray!' - ``` - 8: - story_text: | - ### In the block or not? - In this level you have to think carefully which lines of code should be in the block and which shouldn't. - For example: If you want to sing the song *the muffin man*. You only want the line with 'the muffin man' to be repeated twice. - This means the last line shouldn't start with indentation as it doesn't belong to the block. - If you do start the last line with indentation the song will turn out wrong. - - ### Exercise - Each line in the example code starts with a blank. Remove the blanks and try to figure out which line need indentation and which don't to make the muffin man song. - example_code: | - ``` - _ {print} 'Do you know the muffin man?' - _ {repeat} 2 {times} - _ {print} 'The muffin man' - _ {print} 'Do you know the muffin man, who lives on Drury Lane?' - ``` restaurant: - name: Restaurant - default_save_name: Restaurant - description: Create your own virtual restaurant levels: 1: - story_text: | - In level 1 you can make your own virtual restaurant and take your guests' orders. story_text_2: | ### Exercise Can you think of more lines to add to your restaurant code? For example, can you {ask} the guests what they'd like to drink, tell them the price, or wish them a pleasant meal? @@ -3580,10 +1423,6 @@ adventures: ### Exercise Can you make this code more elaborate? For example by adding drinks to the order? Or...? 3: - story_text: | - Having trouble to decide what you wanna have for dinner? You can let Hedy choose for you! - Simply add lists of your favorite (or least favorite) meals and Hedy can randomly choose your dinner. - You can also have a bit of fun, by letting Hedy choose the price for your dinner as well! What will you get? example_code: | ``` {print} Welcome to Hedy's Random Restaurant! @@ -3618,19 +1457,6 @@ adventures: ### Exercise 2 Go back to the previous level and copy your restaurant code. Make the code work in this level by adding quotation marks in the right spots and add some `{clear}` commands. - example_code: | - ``` - _ Add the quotation marks to this code _ - {print} Welcome to Restaurant Chez Hedy! - {print} Today we are serving pizza or lasagna. - food {is} {ask} What would you like to eat? - {print} Great choice! The food is my favorite! - topping {is} {ask} Would you like meat or veggies on that? - {print} food with topping is on its way! - drinks {is} {ask} What would you like to drink with that? - {print} Thank you for your order. - {print} Your food and drinks will be right there! - ``` 5: story_text: | In this level the {if} command allows you to {ask} your customers questions and give different responses to the answers. @@ -3654,21 +1480,6 @@ adventures: 6: story_text: | In this level you can use maths to calculate the total price of your customer's order, which can make your virtual restaurant more realistic. - example_code: | - You can make a simple restaurant code, like this: - ``` - {print} 'Welcome to Restaurant Chez Hedy' - {print} 'Here is our menu:' - {print} 'Our main courses are pizza, lasagne, or spaghetti' - main = {ask} 'Which main course would you like?' - price = 0 - {if} main {is} pizza price = 10 - {if} main {is} lasagne price = 12 - {if} main {is} spaghetti price = 8 - {print} 'You have ordered ' main - {print} 'That will be ' price ' dollars, please' - {print} 'Thank you, enjoy your meal!' - ``` 7: story_text: | In this level you've learned how to use the {repeat} command to repeat a line of code a certain amount of times. @@ -3680,24 +1491,6 @@ adventures: {repeat} people times food = {ask} 'What would you like to eat?' {print} 'Thanks for your order! Its coming right up!' ``` - 8: - story_text: | - In this level you can make your virtual restaurant more elaborate by repeating multiple lines of code. Like this: - - ### Exercise - This code can be expanded with more items on the menu, for example offering drinks, and/or multiple courses or desserts. Add at least one more item. - **Extra** Add even more items, as many options as you like! - example_code: | - ``` - {print} 'Welcome to Restaurant Chez Hedy!' - people = {ask} 'How many people will be joining us today?' - {print} 'Great!' - {repeat} people {times} - food = {ask} 'What would you like to order?' - {print} food - {print} 'Thank you for ordering!' - {print} 'Enjoy your meal!' - ``` 9: story_text: | In this level you can use nesting to make your restaurant more realistic and more fun! @@ -3735,11 +1528,6 @@ adventures: food = {ask} 'What would you like to eat as your ' course '?' {print} food ' will be your ' course ``` - story_text_2: | - ### Exercise - Of course, you could also order for multiple people! - Can you add the correct amount of indentation before each line to make the code work properly? - Tip: some lines don't need any indentation at all. example_code_2: | ``` courses = appetizer, main course, dessert @@ -3800,32 +1588,10 @@ adventures: price = price - 3 {print} 'That will be ' price ' dollars' ``` - 15: - story_text: | - With the `{while}` you can make sure your costumers can keep adding orders until they are done. - - ### Exercise - Correctly add the `{while}` command to this code. - example_code: | - ``` - {print} 'Welcome at McHedy' - more = 'yes' - _ - order = {ask} 'What would you like to order?' - {print} order - more = {ask} 'Would you like to order anything else?' - {print} 'Thank you!' - ``` rock: - name: Rock, paper, scissors default_save_name: Rock - description: Make your own rock, paper, scissors game levels: 1: - story_text: | - In level 1 you can start with a rock, paper, scissors game. - - With `{ask}` you can make a choice, and with `{echo}` you can repeat that choice. example_code: | ``` {print} what do you choose? @@ -3833,16 +1599,6 @@ adventures: {echo} so your choice was: ``` Instead of using words, you could also use emojis of course: ✊✋✌ - story_text_2: | - ### Exercise - Instead of using words, you could also use emojis: ✊✋✌ - Can you create a code using emojis? - example_code_2: | - ``` - {print} what do you choose? - {ask} choose from _ - {echo} so your choice was: - ``` 2: story_text: | In this level you can practise using the variables, so that you can make the rock, paper, scissors game in the next level! @@ -3852,11 +1608,6 @@ adventures: {print} I choose choice ``` 3: - story_text: | - You can use the `{at} {random}` command to let the computer pick rock, paper or scissors! - - ### Exercise - Finish the code by using the `{at} {random}` command. example_code: | ``` choices {is} rock, paper, scissors @@ -3872,16 +1623,6 @@ adventures: {print} player 1 chooses... choices {at} {random} {print} player 2 _ ``` - 4: - story_text: | - In this level we can further program rock, paper, scissors. But if you want to add text, you have to use quotation marks here too. - ### Exercise - Fill in quotation marks on the blanks. Mind that the variable `choices` should be outside the quotes. - example_code: | - ``` - choices {is} rock, paper, scissors - {print} _The computer chooses..._ choices {at} {random} - ``` 5: story_text: | In this level we can determine who won. @@ -3948,9 +1689,6 @@ adventures: {print} 'The computer wins!' ``` 15: - story_text: | - ### Exercise - Play until you beat the computer! But first, finish the example code... example_code: | ``` won = 'no' @@ -3969,9 +1707,6 @@ adventures: won = 'yes' ``` rock_2: - name: Rock, paper, scissors 2 - default_save_name: rock_2 - description: Part 2 of rock, paper, scissors levels: 2: story_text: | @@ -3985,9 +1720,6 @@ adventures: {print} I choose choice ``` secret: - name: SuperSpy - default_save_name: SuperSpy - description: Make your own spy code levels: 12: story_text: | @@ -4010,164 +1742,14 @@ adventures: 13: story_text: | The code you made in the previous level can be made a lot easier in this one with the `{and}` command. - example_code: | - ``` - name = {ask} 'What is your name?' - password = {ask} 'What is your password?' - {if} name {is} 'Agent007' _ password {is} 'TOPSECRET' - {print} 'Go to the airport at 02.00' - {else} - {print} 'Go to the trainstation at 10.00' - ``` - simon: - name: Simon Says - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - Let's make a game of Simon Says! Simon Says is a memory game in which the player will be given a color. They have to repeat that color back. - If they get it right a color is added to the sequence, so they now have to remember 2 colors, then 3, then 4 etc. the game stops as soon as the player makes a mistake. - - ### Exercise - In this first part of the Simon Says adventure, we'll let the computer pick a random color and add it to a list. - - ***Make 2 lists*** First, make a list called `colors` and fill it with the colors red, yellow, green and blue. - Then make a list called `simon_sequence`. This list will be used as the answer. - At the start of the game this lists need to be empty. unfortunately, we can't create an empty list (yet), so we'll fill it with the words 'empty' and 'list' and we'll remove them from the list immediately. - - ***Create a function that adds a color to the sequence*** Now that we have an empty list called simon_sequence, we can start filling it with random colors. - We do that with a function, so we can call it everytime there's a new level in our game. Create a function called `add_random_color`. - Then create the variable random_color and set it to a random color. Next, add this random color to the simon_sequence. - - ***Create a function that shows the simon_sequence*** Start by naming the new function `show_simon_sequence` with `level` as an argument. Now we want to show as many colors as the level we are in (in level 1 you see 1 color, in level 2 you see 2 colors etc). - So we repeat `level` times, to print the `simon_sequence[i]`. Each time a color is shown, wait for 1 second and then clear the screen. - - ***Test your program*** Before you go to the next level, test if the functions are working by calling both of the functions. If they're working you should see a random color in your output screen. - Remove this testing part of your code, copy the code and continue to the next tab to learn more about the simon says game! - example_code: | - ``` - # Make 2 lists - colors = _ - _ = ['empty', 'list'] - {remove} _ {from} simon_sequence - {remove} _ - - # Create a function that adds a color - _ add_random_color - _ - {add} _ - - # Create a function that shows the simon_sequence - {define} _ - {for} i {in} {range} 1 {to} _ - {print} _ - _ - _ - - # Test your program - {call} _ - {call} show_simon_sequence {with} 1 - ``` - simon_2: - name: Simon Says 2 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - We'll continue with our Simon Says game! - - ### Exercise - ***Paste your code here*** Paste your code from the previous level here. Don't forget to remove the part that was just used for testing the functions. - - ***Create a function that creates the player_sequence*** The list `player_sequence` is used to capture the answers of the player. First we define the function with the argument level. - Next, we ask level times what the color is that they choose. We call that variable `answer`. Then we add the variable `answer` to the list player_sequence. - - ***Setting up the game*** Before we program the game in the next tab, we'll need some starting variables. First, we'll set the variable `level` to 1 and the variable `game_over` to False. - Then we make an introduction for the game. We'll print 'Welcome to Simon Says!' and clear the screen after 1 second. - - ***Continue to the next tab to finish the game!**** Don't forget to copy your code and take it with you to the next tab. - example_code: | - ``` - # Paste your code here - - - # Create a function that creates the player_sequence - {define} _ - {for} _ - _ 'What is color number ' i '?' - {add} answer {to} _ - - # Set up - level = _ - game_over = _ - {print} _ - _ 1 - _ - ``` - simon_3: - name: Simon Says 3 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - In this tab we'll program the game of Simon Says! - - ### Exercise - ***Paste your code*** Copy your code from the previous tab and paste it here. - - ***Program the game*** We start by making sure the game goes on while the game isn't over. Then we print what level the player is on, we use the variable level for that. We only show that for 1 second and then we clear the screen again. - Now, we have to create the empty list player_sequence. We've already programmed how to fill the list, with our function `player_sequence`, but we never made the list itself. To create the list we use the same trick as we did in the previous tab. - We'll make a list with the words 'empty' and 'list' on it, and then we remove both these words. Next, we'll call all of the 3 functions that we've created. - Lastly, we'll have to check if the player gave the correct answers (so if the player_sequence and the simon_sequence are the same). - If that's the case, we'll compliment the player. Wait for 1 second and increase the level with 1. - Did the player give the wrong answer, we'll tell them and end the game by setting game_over to 'True' - - ***Enjoy your game!*** Great job! Does your game not work? Use the ladybug button to debug your code! - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - {print} _ - _ - _ - _ = ['empty', 'list'] - {remove} _ - {remove} _ - {call} _ - {call} _ {with} _ - {call} _ {with} _ - {if} player_sequence == _ - _ - _ - _ - {else} - _ - game_over = _ - ``` sleep_command: - name: '{sleep}' - default_save_name: sleep_command description: introducing sleep command levels: 2: story_text: | ## The sleep command Another new command in this level is `{sleep}`, which pauses your program for a second. If you type a number behind the {sleep} command, the program pauses for that amount of seconds. - example_code: | - ``` - {print} My favorite colour is... - {sleep} 2 - {print} green! - ``` songs: - name: Sing a song! - default_save_name: Song - description: Print a song levels: 6: story_text: | @@ -4184,9 +1766,6 @@ adventures: ``` You can now repeat lines 2 to 9 as many times as you want by copying the lines. - story_text_2: | - This children's song counts down from 5 little monkeys to 1 monkey. - If you copy line 2 - 7 and paste it under the the code, you can sing the whole song! example_code_2: | ``` number = 6 @@ -4274,10 +1853,6 @@ adventures: Print the song Five little moneys jumping on the bed. Look up the text if you don't remember. **(extra)** Print the song Old MacDonald had a farm, and make sure all animals make a different sound, using an `{if}`. - example_code_2: | - ``` - monkeys = 5, 4, 3, 2, 1 - ``` 11: story_text: | In this level you can use the `{for} i {in} {range}` command to make songs that use counting. @@ -4292,292 +1867,21 @@ adventures: {else} {print} 'NO MORE MONKEYS JUMPING ON THE BED!' ``` - 12: - story_text: | - In this song we can make it even easier to program 'if you're happy and you know it, clap your hands'. Because we can put all of the actions in a variable, check it out: - - ### Exercise - Can you add the right amount of indentation to each line to make the song play correctly? - Hint: Not all lines need indentation. - example_code: | - ``` - _ actions = 'clap your hands', 'stomp your feet', 'shout Hurray!' - _ {for} action {in} actions - _ {for} i {in} {range} 1 {to} 2 - _ {print} 'if youre happy and you know it' - _ {print} action - _ {print} 'if youre happy and you know it and you really want to show it' - _ {print} 'if youre happy and you know it' - _ {print} action - ``` - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, but did you know that you could combine them with {ask} commands as well? - In this example we have changed the 'My Bonnie' program and made it interactive. You are now asked where Bonnie is. - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is ' place - - chosen_place = {ask} 'Where do you want Bonnie to be?' - synonym = {ask} 'What is another word for that?' - - {call} song {with} chosen_place - {call} song {with} synonym - {call} song {with} chosen_place - ``` - 16: - story_text: | - In this level, you can program a song like OldMacDonald even more quickly. You can connect the right animal to the right sound by simply putting them in the same place in the list. - The Drunken Sailor is also quickly made in this level. You only need 8 lines for the entire song, check it out! - - ### Exercise - Complete the Old MacDonald song by setting the variable `animal` to `animals[i]` and `sound` to `sounds[i]`. - example_code: | - ``` - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - {for} i {in} {range} 1 {to} 3 - animal = _ - sound = _ - {print} 'Old MacDonald had a farm' - {print} 'E I E I O!' - {print} 'and on that farm he had a ' animal - {print} 'E I E I O!' - {print} 'with a ' sound sound ' here' - {print} 'and a ' sound sound ' there' - {print} 'here a ' sound - {print} 'there a ' sound - {print} 'everywhere a ' sound sound - ``` - - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines - {for} i {in} {range} 1 {to} 3 - {print} line - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - 18: - story_text: | - In level 16 we made songs using lists. These programs however are no longer working properly in this level. The colons from level 17 and the brackets from level 18 still need to be added. - - ### Exercise 1 - The Drunken sailor song is given as sample code, but not yet working. - Can you make sure everything works again? To help you, we've put _ in the places of _some_ errors. - - ### Exercise 2 - Now also look up your Old MacDonald song from level 16, and correct it. - example_code: | - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines _ - {for} i {in} {range} 1 {to} 3 _ - {print} _ line _ - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` songs_2: - name: Sing a song! 2 - default_save_name: Song 2 - description: Sing a song 2 - levels: - 12: - story_text: | - Songs contain a lot of repetition. We can capture it with a function! - ### Exercise - Look at the example code with the function. Fill out the two lines so the full song is printed. - example_code: | - ``` - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} _ - ``` - 16: - story_text: | - ### Exercise - Finish the nursery rhyme! - example_code: | - ``` - number = ['one', 'two', 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'ten'] - object = ['on his drum', 'on his shoe', 'on his knee', 'on his door', 'on his hive', 'on his sticks', 'up in heaven', 'on his gate', 'on his vine', 'once again'] - - _ - {print} 'This old man' - {print} 'He played ' _ - {print} 'He played knick-knack ' _ - {print} 'With a knick-knack paddywhack' - {print} 'Give the dog a bone' - {print} 'This old man came rolling home' - {sleep} 8 - {clear} - ``` - story_text_2: | - ### Exersice 2 - Now create your own code for the nursery rhyme 'The wheels on the bus' on the same way! - example_code_2: | - ``` - object = ['wheels', 'doors', _] - movement = [ 'round and round', 'open and shut', _] - ``` - tic: - name: Tic-Tac-Toe - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - Let's program a game of tic-tac-toe! - - ### Exercise - In this adventure we'll start with creating an empty field. - - ***Create a list called field*** This list will be our playing field. This list is filled with 9 dots, since there are no x's and o's yet at the start of our game. - - ***Create a function that prints the field*** Firstly, clear the screen so the old playing fields will be removed. Then we print the first line of our Tic Tac Toe field. This line constists of the first 3 spots in our list field. - We have already programmed this line for you. Now finish the field by printing spot 4, 5, and 6 on the second row and spot 7, 8 and 9 in the third row. - - ***Call the function that prints the field*** Now call the function. -
- Run the code. Your output should look like this: -
- - ***Continue in the next tab*** In the next tab you'll learn how to program the game itself. - example_code: | - ``` - # Create a list called field - _ = ['.', '.', '.', '.', '.', '.', '.', '.', '.'] - - # Create a function that prints the field - {define} print_field - _ - {print} 'TIC TAC TOE' - {print} field[1] field[2] field[3] - _ - _ - - # Call the function - ``` - 17: - story_text: | - In the previous level you've learned how to make a tic-tac-toe game. The game works, but is quite annoying as it keeps asking you if you've won yet. - Now that we have the {elif} command, we can let the game decide if someone has won and it can stop asking us! - - ### Exercise - ***Paste your code*** Paste your code from the previous level here and make it level 17 proof. In this level you've learned to use a colon everytime you create a block of code. Please add the colons in the correct spots. - - ***Create a function that detects if someone's won*** We have started the function for you, paste it under the function `print_field` and finish the function. You can see that this first piece of code checks to see if spot 1, 2 and 3 are the same, because if they are you have 3 in a row. - It also checks if they are not a dot, because if they are, the line might have the same symbols on them, but that's just because it's still empty. - If all these conditions are met, the game is over and the winner is printed. - Finish this function with all possible ways to win. This means you have to make this for the other 2 rows, 3 columns and 2 diagonals. - If you've finished all the other options, the function should return the variable `game_over` so we can use it in our game. - - ***Call the function in the game*** Go to the line `game_over = {ask} 'Did you win?'` and change it to `game_over = {call} detect_winner {with} field, sign`. Now the function will check if there's a winner and the game doesn't need to keep asking anymore! - - ***Enjoy your game!*** Great job! You have finished the game! Enjoy playing it! - - example_code: | - ``` - # Paste your code here and make it level 17 proof - - # Create a function that detects if someone has won - {define} detect_winner {with} field, sign: - {if} field[1] == field[2] {and} field[2] == field[3] {and} field[1] != '.': - game_over = 'yes' - {print} 'Player ' sign 'wins!' - {elif}: - _ - {else}: - game_over = 'no' - {return} _ - ``` - tic_2: - name: Tic-Tac-Toe 2 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - In the previous adventure you've learned how to create a playing field. Now you'll learn how to create the game! - - ### Exercise - ***Paste your code*** Start by pasting your code from the previous adventure here. - - ***Add variables*** Underneath your list called `field` we'll add 2 more variables that we'll need to program the game. - The variable `game_over` tells us if the game is over, and should be 'no' at the start of the game. - The variable `sign` tells us if it's the turn of player x or player o. Set the variable to 'x'. - - ***The game*** First use a {while} command, to make sure the game keeps on playing the variable while game_over is set to no. - During the game, we first ask the player which spot they choose. Then we change the field with the number they chose into their sign. - Then we print the field again and we ask the player if they've won yet. Lastly we want to switch whose turn it is, so if the sign is 'x' it should be 'o' and the other way around. - - ***Test your game*** Does your game work? Great, have fun playing the game! If not, use the ladybug button to debug your code. - You might have noticed one mistake in the code though, you can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! Go to the next tab to learn how to fix this problem. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add variables - game_over = _ - sign = _ - - # The game - {while} _ - choice = _ 'Player ' sign '_?' - field[choice] = _ - _ print_field - game_over = {ask} _ - {if} sign = 'o' - sign = _ - _ - sign = _ - ``` - tic_3: - name: Tic-Tac-Toe 3 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - You might have noticed one mistake in the code you've made in the previous adventure. You can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! In this tab we'll fix that mistake. - - ### Exercise - ***Paste your code here*** Paste your code from the previous adventure here. - - ***Fix the mistake*** To fix the mistake we replace the line that says `field[choice] = sign`. This turns any spot that the player has chosen into their sign. - Go to the header that says 'Use this to fix the mistake' and finish the code. We first want to check if the chosen spot is still empty, so `if field[choice] = '.'`. If that is the case, you are allowed to take it. - Then we make an else command and print 'Sorry, this spot is already taken' if the spot is not empty. Lastly, we add a {sleep} command, so the players can actually read the text before it gets cleared again. - Now copy this piece of code and replace the line `field[choice] = sign` with this new piece of code. - - ***Play your game!*** Now the game should work properly! Good job! - The only flaw is that you can get a bit annoyed that the game keeps asking you if you've won yet. Do you want to fix that? Go to level 17 and we'll fix it! + levels: + 12: example_code: | ``` - # Paste your code here + {define} twinkle + {print} 'Twinkle' + {print} '...' - # Use this to fix the mistake - {if} _ = '.' - field[choice] = sign - {else} - {print} _ - _ + {call} twinkle + {print} 'Up above the world so high' + {print} 'Like a diamond in the sky' + {call} _ ``` turtle: - name: Turtle - default_save_name: Turtle - description: Make your own drawing levels: 1: story_text: | @@ -4585,73 +1889,11 @@ adventures: Using `{forward}` you draw a line forwards. The number behind it determines how far the turtle will walk. `{turn} {right}` turns a quarter turn in clockwise direction, `{turn} {left}` turns counter clockwise. If you want to go backwards, you use the `{forward}` command but with a negative number. So for example `{forward} -100` - example_code: | - ``` - {forward} 100 - {turn} {left} - ``` - story_text_2: | - ### Exercise - This is the start of a little staircase. Can you make it have 5 steps? - example_code_2: | - ``` - {forward} 20 - {turn} {right} - {forward} 20 - {turn} {left} - {forward} 20 - ``` - 2: - story_text: | - In level 1 the turtle could only turn left or right. That is a bit boring! - In level 2 he can point his nose in all directions. - - Use 90 degrees to turn a quarter, 180 to turn half, and a full circle is 360 degrees. - - ### Exercise - This code now creates the letter T. Can you change it to make the letter B? - - **Extra** Change the letter into a different letter, like the first one of your name. - You can also make multiple letters, by setting the color to `{color}` `{white}` in between. - - example_code: | - ``` - {forward} 20 - {turn} 90 - {forward} 20 - {turn} 180 - {forward} 100 - ``` - story_text_2: | - You can use variables to in the turtle `turn`. - - ### Exercise - Change the code such that it creates a triangle. Hint: you only have to change the code in one place. - - example_code_2: | - ``` - {print} Drawing figures - angle {is} 90 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - ``` 3: story_text: | In this level you can use use `{at} {random}` with the drawing turtle. A random choice makes the turtle walk a different path each time. Use `{at} {random}` to choose a value from a list. You can copy and paste lines 2 and 3 to create a longer random path. - example_code: | - ``` - angles {is} 10, 50, 90, 150, 250 - {turn} angles {at} {random} - {forward} 25 - ``` 4: - story_text: | - In level 4 you have to use quotation marks with `{print}` and `{ask}`. Also when drawing! example_code: | ``` {print} 'Drawing figures' @@ -4661,45 +1903,7 @@ adventures: {turn} angle {forward} 25 ``` - story_text_2: | - You can also change the color of the lines with the command `{color}`. Check out the example. - You can also use the command `{color} {white}` to make 'invisible' lines. You could use these white lines to move the turtle anywhere in the screen before you start drawing. - example_code_2: | - ``` - {color} {white} - {forward} -80 - {color} {green} - {forward} 50 - {color} {yellow} - {forward} 50 - {color} {red} - {forward} 50 - ``` 5: - story_text: | - In level 5 you can make a choice with `{if}`. For example between different types of figures. - example_code: | - ``` - {print} 'Drawing Figures' - figure {is} {ask} 'Do you want a square or a triangle?' - {if} figure {is} triangle angle {is} 120 - {else} angle {is} 90 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - ``` - story_text_2: | - ### Exercise - Fill in the correct numbers in this code to get it to work. - After you've done that, you can try to add the option backwards. - - **Extra** Instead of using 'left' and 'right', remake the program with North, East, South and West. - This way you could add even more directions like Northeast and Southwest etc. example_code_2: | ``` direction {is} {ask} 'Do you want to go left, right, or straight ahead?' @@ -4707,29 +1911,6 @@ adventures: if direction is right turn _ forward 100 ``` - 6: - story_text: | - In this level you can use calculations to draw different figures. - You may have learned in school that turning a full circle is 360 degrees. If not, now you know! - That's why you also use 90 degrees for a square. 360 divided by 4 is 90. - Now that we can do math with Hedy, we can draw all the figures we want! - example_code: | - ``` - angles = {ask} 'How many angles do you want?' - angle = 360 / angles - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - ``` 8: story_text: | Now that we can repeat several lines, we can make figures more easily. @@ -4744,14 +1925,6 @@ adventures: story_text_2: | Also, we can now improve the program that draws different figures. Can you figure out how far the turtle has to turn here? Finish the code and you can draw any polygon you'd like! - example_code_2: | - ``` - figure = {ask} 'How many angles should I draw?' - angle = 360 / figure - {repeat} figure {times} - {turn} _ - {forward} _ - ``` 9: story_text: | Now that we can use a `{repeat}` inside a `{repeat}`, we can create more complex figures. @@ -4760,17 +1933,6 @@ adventures: This code creates three black triangles, change that into five pink squares. **(extra)** Create a figure of your own choosing consisting of at least two different shapes types. - example_code: | - ``` - {color} {black} - {repeat} 3 {times} - {repeat} 3 {times} - {forward} 10 - {turn} 120 - {color} {white} - {forward} 50 - {color} {black} - ``` 10: story_text: | In this level you can make the turtle draw a figure. @@ -4781,162 +1943,9 @@ adventures: **(extra)** can you change the spiral into another shape? Experiment with numbers for the turn! ### Exercise 2 The spiral is drawn outwards, make it go inwards? - example_code: | - ``` - {turn} 90 - distances = 10, 20, 30, 40, 50, 60 - {for} distance {in} distances - {forward} distance - ``` - 12: - story_text: | - We can use functions to draw more complex figures with less code. - ### Exercise 1 - Fill the function so that three squares are created. If you want the image to look nicer, you can make the lines between the squares white. - - ### Exercise 2 - The code can be made even shorter. Place the final lines into a `{repeat}` so the figure remains the same. - - ### Exercise 3 - Create your own drawing with different figures. - Change both the number of figures with the `{repeat}` and the shape of the figures in the `{define}` - example_code: | - ``` - {define} square - {repeat} 4 {times} - {turn} _ - {forward} _ - {call} square - {forward} 50 - {call} square - {forward} 50 - {call} square - ``` turtle_draw_it: - name: Draw it! - default_save_name: Draw it - description: Draw this picture with the turtle levels: - 1: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Rectangle - Square - Stairs -
- 2: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Arrow - Boat -
- 3: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Star - Arrow -
- 4: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Colored Star - Rainbow - Nested squares -
- example_code: | - **Extra** Up for a real challenge? Make sure that the colors of these figures are selected randomly, so that each time you run your programs they'll look differently! - - ``` - colors {is} red, orange, yellow, green, blue, purple, pink, brown, gray, black - color _ - ``` - 5: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Make only one code that lets the player decide which letter they'd like to see! And can you add even more letters? - -
- F - E - L -
- example_code: | - Hint: - ``` - chosen_letter {is} {ask} 'Which letter would you like to see? F, E or L?' - {if} _ - ``` - 6: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Let the player decide which color the square should be. - - ***Extra*** Can you make the letter of your own first name and the flag of your own country too? - -
- Square - Letters - Flag -
- example_code: | - Hint for the square: - ``` - chosen_color = {ask} _ - ``` - 7: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Hexagon - Triangle - Fan -
- 8: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - -
- Square (3) - Randomly colored star (5) - Randomly colored spiral (7) -
9: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - - **Extra** Give the player a choice which country they would like to see the flag of. - -
- Cross (7) - Randomly colored nested squares (8) - Flags -
example_code: | Hint for the nested squares: ``` @@ -4954,14 +1963,6 @@ adventures: color_3 = blue ``` 10: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Nested Hexagon - Traffic lights -
example_code: | Hint Nested Hexagon: ``` @@ -4977,47 +1978,6 @@ adventures: color _ {repeat} _ ``` - story_text_2: | - Christmas lights - example_code_2: | - Hint Christmas Lights: - - Start by moving to the left side of the screen with an invisible white line. Then hang up the Christmas lights! - ``` - {color} white - {turn} -90 - {forward} 300 - {turn} 90 - - colors = red, blue, yellow, purple, green, orange, pink - {for} chosen_color {in} colors - _ - ``` - 11: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Beehive (6) - Fan (5) - Snowflake (13) -
- example_code: | - Hint Beehive: - ``` - {for} amount_of_combs {in} {range} 1 {to} _ - {for} walls_of_one_comb {in} {range} 1 {to} _ - {forward} _ - {turn} _ - {forward} _ - {turn} _ - ``` - - Hint Fan: - Start out like the fan you made in level 7. Or take a peak at the hint for the beehive, because the codes are very similar. - - Hint Snowflake: Start by making one 'leg' and repeat it 6 times. 12: story_text: | ### Exercise @@ -5044,129 +2004,9 @@ adventures: {if} shape = 'square' {call} draw_a_square ``` - 13: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Street in different sizes - Colored street - Snow Storm - example_code: | - Hint Street in different sizes - ``` - {define} draw_a_house {with} size - _ - - {call} draw_a_house {with} 90 - {call} draw_a_house {with} 60 - {call} draw_a_house {with} 30 - ``` - - Hint Colored street - ``` - {define} draw_a_house {with} chosen_color - _ - ``` - - Hint Snow Storm - ``` - {define} draw_snowflake {with} length, color - _ - - numbers = 10, 20, 30 - colors = _ - - {for} i {in} {range} 1 {to} 5 - random_number = _ - random_color = _ - {call} draw_snowflake {with} random_number, random_color - {color} white - {turn} random_number * 5 - {forward} 80 - ``` - 14: - story_text: | - ### Exercise - Create a program that asks the player how many corners their figure should have and then creates that figure. - The figure in the image is the output when the player fills in 10. - -
- - -
- example_code: | - ``` - {define} calculate_degrees {with} amount_of_corners - _ 360 / amount_of_corners - - - {define} draw_figure {with} degrees - _ - {forward} 400/amount_of_corners - {turn} _ - - amount_of_corners = {ask} _ - degrees = {call} _ {with} _ - - {call} _ {with} - {call} _ {with} - ``` - 15: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Spiral - example_code: | - Spiral - ``` - distance = 5 - {while} distance < 200 - distance = distance + 5 - _ - ``` - story_text_2: | - Fan - example_code_2: | - Fan - ``` - {define} draw_a_square {with} side - _ - - i = 100 - {while} i > 1 - _ {with} i - _ - i = i - 3 - ``` - story_text_3: | - Star - example_code_3: | - Star - A star is usually drawn using 144-degree-turns. If you change this slightly to 143 degrees for example and repeat the pattern multiple times with a {while} loop you can make this figure. while_command: - name: '{while}' - default_save_name: while_command description: while - levels: - 15: - story_text: |- - We are going to learn a new loop, the `{while}` loop! We continue the loop as long as the statement is true. - So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. - If the correct answer is never given, the loop never ends! - example_code: | - ``` - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - ``` years: - name: New Year's - default_save_name: New Year's Countdown description: Countdown to the new year! levels: 11: diff --git a/content/adventures/kab.yaml b/content/adventures/kab.yaml index 4fac3dce84e..0967ef424bc 100644 --- a/content/adventures/kab.yaml +++ b/content/adventures/kab.yaml @@ -1,5284 +1 @@ -adventures: - story: - name: Story - default_save_name: Story - description: Story - levels: - 1: - story_text: | - In level 1 you can make a story with a different main character that you enter yourself. - - In the first line, use `{ask}` and ask who the main character of the story will be. - - After that first line, start with `{print}` if the sentence needs to be printed. - You use `{echo}` if you want your main character to be at the end of the sentence. - example_code: | - ``` - {ask} The main character of this story is - {print} The main character is now going to walk in the forest - {echo} They're a bit scared, - {print} They hear crazy noises everywhere - {print} They're afraid this is a haunted forest - ``` - story_text_2: | - ### Exercise - Now create your own story of at least 6 lines of code. - This story cannot be the same as the example code. - Use at least one `{ask}` and one `{echo}` command. - You can make it about any topic you like. - If you can't think of a topic, use one of our choices: going to the movies, a sports match or a day at the zoo. - 2: - story_text: | - In level 2 you can make your story more fun. Your main character's name can now be anywhere in the sentence. - - You do have to program a little bit extra for that. You must now name your main character first. - - You can then put that name anywhere in a sentence. - example_code: |- - ``` - name {is} {ask} What is the name of the main character? - {print} name is now going to run in the woods - {print} name is a bit scared - {print} Suddenly she hears a crazy noise... - {sleep} - {print} name is afraid this is a haunted forest - ``` - story_text_2: | - ### Exercise - Now it's time to add variables to your own story that you've made in the previous level. - Go to 'My programs', look for your level 1 story adventure and copy the code. Paste the code in your input screen in this level. - - This code won't work in this level, because you have not used variables yet. - Change the `{ask}` commands and `{echo}` commands in your code to the correct form that you've learned in this level. - - **Extra** Add a `{sleep}` command to your code to build up tension in your story. - 3: - story_text: | - In level 3 you can make your story more fun. You can use randomness for any monster, animal or other obstacle, like this: - example_code: | - ``` - animals {is} 🦔, 🐿, 🦉, 🦇 - {print} They now hear the sound of an animals {at} {random} - ``` - story_text_2: | - The command `{add}` can also come in handy in your story. - example_code_2: | - ``` - {print} They hear a sound - animals {is} 🐿, 🦔, 🦇, 🦉 - animal {is} {ask} What do you think it is? - {add} animal {to_list} animals - {print} it was an animals {at} {random} - ``` - story_text_3: | - This is an example of the `{remove}` command in your story - - ### Exercise - Copy your story from the previous levels into this level. - In this level you've learned 3 new commands `{at} {random}` , `{add} {to_list}` and `{remove} {from}`. - Add new lines of code to your story, so that all of the new commands are featured at least once in your story. - example_code_3: | - ``` - {print} His backpack got way too heavy. - {print} Inside were a bottle of water, a flashlight and a brick. - bag {is} water, flashlight, brick - dump {is} {ask} Which item should he dump? - {remove} dump {from} bag - ``` - 4: - story_text: | - ### Exercise - Copy the example code and finish it by adding quotation marks on the blanks in lines 1 and 2. - The blanks in line 3 and 4 should not be replaced by quotation marks, but a `{sleep}` and a `{clear}` command. Can you make it work? - - ### Exercise 2 - Go back to the previous level and copy your story code. Make the code work in this level by adding quotation marks in the right spots. - Mind: The variables in your own story should be outside of the quotation marks. Just like the second line of the example code. In that line the variable name is placed outside of the quotation marks. - example_code: | - ``` - name {is} {ask} _ What is your name? _ - {print} _ The main character is called _ name - _ - _ - {print} name _ is now going to walk in the woods _ - {print} name _ is a bit scared _ - animals {is} 🦔, 🐿, 🦉, 🦇 - {print} _ He hears the sound of a _ animals {at} {random} - {print} name _ is afraid this is a haunted forest _ - ``` - 5: - story_text: | - In this level you can program different endings, which will make your story even more fun. - In the example code you can see how to make 2 different endings. - - ### Exercise 1 - Write a new short story of at least 6 lines of code about a topic of your choosing. - No inspiration? Choose one of these topics: a superhero, a boring school day, stranded on a desert island. - - Now give the player a change to choose a happy or a bad end, just like in the example code. - Program both the endings. - - ### Exercise 2 - Copy the story you've created in your own story adventure in the previous levels. - Find a way to add at least 2 `{if}` and `{else}` commands to your story. - This can be with a happy or bad ending, but you can also try to find other ways to incoporate the commands. - example_code: | - ``` - name {is} {ask} 'Who is walking in the forest?' - {print} name ' walks through the forest' - {print} name ' encounters a monster' - end {is} {ask} 'Would you like a good or a bad ending?' - {if} end {is} good {print} name ' takes the sword and the monster quickly runs away' - {else} {print} 'The monster eats ' name - ``` - 7: - story_text: | - In a story, someone says words several times. For example, when someone calls for help or sings a song. - You can put such repetitions in your story, in this level with `{repeat}`. - - ### Exercise - Add repetition to your own story. Go back to your saved programs, choose your story program from a previous level and - find a line containing `{print}` and repeat it! - example_code: | - ``` - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - ``` - 8: - story_text: | - In this level you can use multiple lines in your `{if}` commands, this way you can upgrade your happy or sad ending! - - ### Exercise 1 - The example code shows two different endings; one where the characters jump in a time machine and one where they do not. - Complete the blanks with at least one sentence per ending. - **Extra** Make the story longer. What happens in the story? You can also add a second `{ask}` with different options. - - ### Exercise 2 - Go back to your saved programs, choose your story program from level 5. Now write a good and a bad ending of at least three lines long each! - example_code: | - ``` - {print} 'OH NO! The T-rex is closing in!' - end = {ask} 'Do you want a happy or a sad ending?' - {if} end {is} happy - {print} 'Just in time Richard jumps back into the time machine!' - {print} _ - {else} - {print} 'Oh no! Richard is too slow...' - {print} _ - ``` - 9: - story_text: "In this level you can use `{if}` and `{repeat}` commands inside other `{if}` and `{repeat}` commands. \nThis gives you many options and really helps you to make your story interactive.\n\n### Exercise 1\nFinish the code so the `{if}` works correctly.\n\n### Exercise 2\nAdd an `{if}` and `{else}` for the part of the story where Robin goes home too.\n\n### Exercise 3\nGo back to your level 8 story and use at least two `{if}`s inside another `{if}`.\n" - example_code: | - ``` - {print} 'Robin is walking downtown' - location = {ask} 'Is Robin going into a shop, or does she go home?' - {if} location {is} shop - {print} 'She enters the shop.' - {print} 'Robin sees an interesting looking book' - book = {ask} 'Does Robin buy the book?' - {if} book {is} yes - _ {print} 'Robin buys the book and goes home' - _ {else} - _ {print} 'Robin leaves the shop and goes home' - {else} - {print} 'Robin goes home' - ``` - 10: - story_text: | - In this level you can use the {for} command in your story. In this way you could easily program the children's book 'Brown bear, Brown bear, what do you see'. - - ### Exercise - - Look at the story if you do not know it, and make sure it is printed as in the book. - example_code: "```\nanimals = _ , _ , _ \n{print} 'Brown bear, Brown bear'\n{print} 'What do you see?'\n```\n" - 12: - story_text: |- - In this level quotation marks will be needed to save multiple words in a variable. - - ### Exercise - - Find a story from a previous level, any level is ok. Now make sure quotation marks are added in the right places. - example_code: | - ``` - name = 'The Queen of England' - {print} name ' was eating a piece of cake, when suddenly…' - ``` - 13: - story_text: | - By using the `{and}` and `{or}` commands, you can make your stories more versatile. You can ask two questions and respond to the combination of answers. - - ### Exercise 1 - Look at the example code and finish it. Then add at least 2 more `{if}` codes with `{and}` or `{or}`. - - ### Exercise 2 - Find a story from a previous level, and add one `{and}` or `{or}`. - example_code: | - ``` - {print} 'Our hero is walking through the forest' - {print} 'The path splits two ways' - path = {ask} 'Which path should she choose?' - weapon = {ask} 'What weapon does she draw?' - {if} path {is} 'left' {and} weapon {is} 'sword' - _ - ``` - 15: - story_text: | - Using the `{while}` loop can make your stories more interesting. For example, you can use `{while} game == 'on'` so you can play until the game is over. - Or you can use `{while} sword == 'lost'` so the player can't continue the game until they have found something. - - ### Exercise - The example code shows you how to use the `{while}` loop in a story. Now **think of your own scenario** in which the player has to find something before they can continue. - example_code: | - ``` - keys = 'lost' - {print} 'You are standing in your garden and you have lost your keys.' - {print} 'Where do you want to look for them?' - {print} 'You can choose: tree, flowerbed, rock, postbox' - {while} keys == 'lost' - location = {ask} 'Where do you want to look?' - {if} location == 'flowerbed' - {print} 'Here they are!' - keys = 'found' - {else} - {print} 'Nope they are not at the ' location - {print} 'Now you can enter the house!' - ``` - 18: - story_text: | - We are going to print another story, but now we have to use brackets with `{print}`. - - ### Exercise 1 - Create a story of at least 5 sentences. You don't have to use 'name' just yet. - example_code: | - ``` - {print}('Welcome to this story!') - ``` - story_text_2: | - ### Exercise 2 - We have already prepared an `{input}` for you. First, use the `name` variable in your story. - Then add a second `{ask}` and use that variable as well. - Tip: Remember the commas in a `{print}` between text and variables! - example_code_2: | - ``` - naam = {input}("What's your name?") - {print}('Welcome to this story!') - ``` - add_remove_command: - name: '{add} {to_list} & {remove} {from}' - default_save_name: add_remove_command - description: introducing {add} {to_list} and {remove} {from} - levels: - 3: - story_text: | - ## Add to - You can add items to the list with the `{add} {to_list}` command. To add an item to a list you can simply type: `{add} penguin {to_list} animals` or you can use the `{ask}` command like in the example code. - example_code: | - ``` - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - ``` - story_text_2: | - ## Remove from - If you can add items to a list, of course you can also take them off. This is done with the `{remove} {from}` command. - example_code_2: | - ``` - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - ``` - story_text_3: | - ### Exercise - Try out the new commands in this virtual restaurant. Add the flavor the player is hoping for to the list and remove the flavors they are allergic to. - example_code_3: | - ``` - {print} Mystery milkshake - flavors {is} strawberry, chocolate, vanilla - hope {is} {ask} What flavor are you hoping for? - _ - allergies {is} {ask} Are you allergic to any flavors? - _ - {print} You get a flavors {at} {random} milkshake - ``` - and_or_command: - name: '{and} & {or}' - default_save_name: and or - description: introducing {and} & {or} - levels: - 13: - story_text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two `{if}`s but can use `{and}` and `{or}`. - - If you use `{and}`, both statements, left and right of the `{and}` need to be true. We can also use `{or}`. Then only one statement needs to be correct. - example_code: | - ``` - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - ``` - ask_command: - name: '{ask}' - default_save_name: ask_command - description: Introduction {ask} command - levels: - 1: - story_text: | - ## The ask command - Now that you can use the `{print}` command, you are ready to learn the next command: `{ask}`. With the `{ask}` command, you can ask a question. Check it out: - example_code: | - ``` - {print} Hello! - {ask} What is your name? - ``` - story_text_2: | - ## The `{echo}` command - If you want the computer to repeat the answer back to you, you can use the `{echo}` command. The answer will be echoed back at the end of the sentence, so in this example after hello. - example_code_2: | - ``` - {print} Hello! - {ask} What is your name? - {echo} hello - ``` - story_text_3: | - ### Exercise - Try out the `{ask}` and `{echo}` commands. Firstly, fill in the blanks to make this program work. - Then ask 2 more questions using the `{ask}` command, after each `{ask}` use an `{echo}` to print the answer on the screen. - example_code_3: | - ``` - _ How are you doing? - _ - ``` - 2: - story_text: | - ## The ask command - Now that we can use **variables** in our codes, we no longer need the `{echo}` command. - We can use variables to store the answers to our questions and this way we can use the answer to multiple questions in our codes. - Check it out: - - This way your code is becoming interactive! - example_code: | - ``` - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - ``` - story_text_2: | - ### Exercise - In the previous tab you have practised with setting variables with the `{is}` command. - You have created at least 3 variables and used them with a print command. - Now, instead of setting the variables we want you to make the variables interactive, like we did in our example. - - Copy your code from the previous tab and make the variables interactive by using `{ask}` commands. - example_code_2: | - ``` - favorite_animal {is} {ask} What is your favorite animal? - {print} I like favorite_animal - ``` - 18: - story_text: The final change we will need to make to get Python code is changing `{ask}` into `{input}`. - example_code: | - ``` - {print}('My name is Hedy!') - name = {input}('What is your name?') - {print}('So your name is ', name) - ``` - blackjack: - name: Blackjack - default_save_name: Blackjack - description: Try to get as close to 21 as you can - levels: - 17: - story_text: | - Blackjack is a simple game of cards in which you have to get as close to 21 points as possible. You get two cards. Each card is worth their numeral value, and the face cards (Jack, Queen and King) are worth 10 points. - The Ace is worth either 1 or 11 points (you can choose). The dealer, your opponent, also gets two cards. - If you want, you can get another card, and its points will be added to your total. The dealer can also choose to take another card. - But be careful not to get more than 21 points, because if you do, you lose! - The player who gets closest to 21, without going over it, wins! - - ### Exercise - In this adventure we code the first part of our Blackjack game. We'll create a function to calculate how many points a card is worth. - - ***Set the variables*** - Start by making a list of all the cards, from 2 to Ace. Next make a list of the face cards, so Jack, Queen and King. Then pick a random card from the list of cards to be card_1. - - ***Create a function to calculate the points*** - Create a function that calculates how many points a card is worth. - All the face cards are worth 10 points, the Ace is worth 11 and all the other cards are worth their numeral. - Return the variable `points` at the end of the function. - - ***Test the function*** - Test if your function is working properly. Finish the first print command by filling in which card you've drawn. Then finish the second line by calling the function with card_1. - Run the code a couple of times. Are you happy with the results? Great! Then you can remove the testing part and move on the the next tab! - example_code: | - ``` - {print} 'BLACKJACK' - - # Set these variables - cards = _ - face_cards = _ - card_1 = - - # Create a function to calculate the points - {define} calculate_points {with} card: - {if} card {in} face_cards: - points = _ - {elif} _ - _ - {else}: - _ - _ points - - # Test your function - {print} 'Your card is a ' _ - {print} 'That is worth ' _ ' points'. - ``` - blackjack_2: - name: Blackjack 2 - default_save_name: Blackjack_2 - description: Blackjack part 2 - levels: - 17: - story_text: | - ### Exercise - In this adventure we code the second part of our Blackjack game. - - ***Paste your code from the previous adventure*** - In the previous adventure you've started a list of variables and created a function to calculate how many points a card is worth. Copy your code and paste it here. Mind that you don't need the testing part, so if you haven't removed that yet, please do so now. - - ***Add more variables*** - You have already set the lists `cards` and `face_cards` and the variable `card_1`. Underneath those variables create 3 more variables: `card_2`, dealer_card_1` and `dealer_card_2`. These variables are all set to a random card from the list of cards. - - ***Add up points*** - To calculate how many points you have scored we call the function with card 1 and we do it again for card 2. Then we add both these scores together to get your total. - Do the same thing for the dealers points, but be sure to use the dealer's cards and not your own! - - ***2 Aces*** - You're doing great! Almost all scores can be calculated now. There is only one exception: 2 Aces. If you get 2 Aces, your total is 12 points and not 22 (because 22 points would be losing!). This of course also goes for the dealer. - - ***Show the score*** - Lastly, you want to tell the program to tell you which cards you have drawn and how many points that is. Then show which cards the dealer has and how many points they have. - - ***Continue in the next tab*** - Great! You have finished this part of the game! Copy your code and go to the next tab to learn how to ask for an extra card and to declare a winner. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add these variables to the list of variables - card_2 = _ - dealer_card_1 = _ - dealer_card_2 = _ - - # Add up your points - your_points_1 = {call} _ {with} card_1 - your_points_2 = _ - your_total = _ - - # Add up the dealers points - dealer_points_1 = _ - _ - _ - - # 2 Aces - {if} card_1 == 'Ace' {and} _ - your_total = 12 - {if} dealer_card_1 _ - dealer_total = _ - - # Show the score - {print} 'You have drawn a ' _ ' and a ' _ '. That is ' _ ' points' - {print} 'The dealer has drawn a ' _ ' and a ' _ '. That is ' _ ' points' - ``` - blackjack_3: - name: Blackjack 3 - default_save_name: Blackjack_3 - description: Blackjack part 3 - levels: - 17: - story_text: | - In the previous tabs you have learned how to draw 2 random cards for yourself and for the dealer and to calculate how many points you both got. - In this adventure we add the option to ask for an extra card for both you and the dealer. - - ### Exercise - ***Paste your code from the previous adventure*** Firstly, copy your code from the previous tab and paste it here. - - ***Extra card for you*** If you want, you can get an extra card to get your total as close to 21 as possible. First ask the player if they want an extra card. - If they do, pick a random card and print what they have drawn. If the card is not an Ace, you can call the function and add the points to your total. - In case the card is an Ace, you can't use the function, because the Ace can be either 1 point or 11 points, depending on how many points you already have earned. - If your total is less than 11, you want the ace to be 11 points (because this is closest to 21). So you add 11 points to your total. - If the total is more than or equal to 11, you want the ace to be 1 point (because you don't want more than 21 points). So you add 1 point to your total. - Lastly, print your new total of points. - - ***Extra card for the dealer*** The dealer can also get an extra card. The dealer doesn't need to be asked, because they always get an extra card if their total is less than 17. - Copy the 'Extra card for you code' and paste it in the dealers section. Then change it to fit the dealer picking an extra card and getting points added to their total. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Extra card for you - hit = {ask} _ - {if} hit == 'yes': - card_3 = _ - {print} _ - {if} card_3 _ 'Ace': - your_points_3 = _ - your_total = _ - {else}: - {if} your_total _ - _ - {else}: - _ - {print} _ - - # Extra card for the dealer - {if} dealer_total < 17 - _ - ``` - blackjack_4: - name: Blackjack 4 - default_save_name: Blackjack_4 - description: Blackjack part 4 - levels: - 17: - story_text: | - In the last 3 adventures you have alsmost created a working blackjack game! The only thing left to do is to decide a winner! - - ### Exercise - ***Paste your code from the previous adventure*** Start by pasting the code that you've made so far into your programming field. - - ***Decide a winner*** - Firstly, if you and the dealer have an equal amount of points, it's a draw. - Secondly, if the dealer has more than 21 points and you don't, you are the winner. - Thirdly, if both you and the dealer have less than 22 points, we have to see who came closest to 21. We do that by comparing who has the highest score. Is your total higher than the dealer's total, then you are the winner. If not, the dealer wins. - Lastly, in all other scenarios (e.g. you have more than 21 points and the dealer doesn't, or you both have more than 21 points) you are the loser. - - ***Enjoy the game!*** - Does your game work properly? Amazing! You have done a great job! Enjoy your game! - If it doesn't work right away, no worries, you might have made a mistake. Just keep calm and bebug your code using the ladybug button. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Decide a winner - {if} _ - {print} 'Its a draw! Play again!' - {elif} _ - {print} 'You win!' - {elif} _ : - {if} _: - {print} _ - {else}: - {print} _ - {else}: - _ - ``` - calculator: - name: Calculator - default_save_name: Calculator - description: Create a calculator - levels: - 6: - story_text: | - Now that you can do maths, you can make a calculator yourself! - example_code: | - ``` - number_1 = {ask} 'Fill in the first number:' - number_2 = {ask} 'Fill in the second number:' - correct_answer = number_1 * number_2 - {print} number_1 ' times ' number_2 ' is ' correct_answer - ``` - story_text_2: | - ### Exercise - The calculator above will calculate the answer for you, but you can also make a program to test your own maths skills, like this: - Fill in the blanks to make it complete! - example_code_2: | - ``` - correct_answer = 11 * 27 - answer = {ask} 'How much is 11 times 27?' - {if} answer {is} _ {print} 'good job!' - {else} {print} 'Wrong! It was ' _ - ``` - story_text_3: | - **Extra** You can also let the computer do random products on its own using `{random}`. - example_code_3: |- - ``` - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = _ - number_2 = _ - correct_answer = number_1 * number_2 - given_answer = {ask} 'What is ' number_1 ' times ' number_2 '?' - {if} _ - {else} _ - ``` - 9: - story_text: | - In a previous level, you've created a calculator. In this level, you can expand that code so it asks multiple questions. - - ### Exercise 1 - Can you finish line 10 to get the code to work? - - ### Exercise 2 - Give the player feedback when they enter an answer, like `{print} 'Correct!'` or `{print} 'Wrong! The correct answer is ' correct_answer`. - example_code: | - ``` - score = 0 - {repeat} 10 {times} - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct_answer = number_1 * number_2 - {print} 'What is ' number_1 ' times ' number_2 '?' - answer = {ask} 'Type your answer here...' - {print} 'Your answer is ' answer - {if} _ {is} _ - score = score + 1 - {print} 'Great job! Your score is... ' score ' out of 10!' - ``` - 10: - story_text: | - This calculator game helps you practise your tables of multiplication! - ### Exercise - Fill in the blanks. We want this program to ask the player these questions: - ``` - How much is 1 times 1? - How much is 1 times 2? - How much is 1 times 3? - How much is 2 times 1? - How much is 2 times 2? - How much is 2 times 3? - How much is 3 times 1? - How much is 3 times 2? - How much is 3 times 3? - _ - ``` - example_code: | - ``` - numbers = 1, 2, 3 - {for} _ - {for} _ - answer = {ask} _ - correct = number_1 * number_2 - {if} answer {is} correct - {print} 'Great job!' - {else} - {print} 'That is wrong. The right answer is ' correct - ``` - 11: - story_text: | - With a `{for}` you can simplify tables of multiplication practise program. - - ### Exercise 1 - Improve the example code such that it prints a nice multiplication table:
"1 times 10 is 10", "2 times 10 is 20", etc. - - ### Exercise 2 - Go back to your level 10 multiplication code, and modify it so that it uses a `{for}` and `{range}`. - example_code: | - ``` - number = 10 - {for} i {in} {range} 1 {to} 10 - {print} i * number - ``` - 12: - story_text: | - In this level, you can make a calculator that works for decimal numbers. - - ### Exercise 1 - Fill out the blanks to complete the calculator. Remember to use a period and not a comma for decimal numbers. - - ### Exercise 2 - Create a new mathematics practice program, but now use decimal numbers. - Create a list of numbers, choose two to multiple and let the player answer. - And of course you have to validate the answer! **Extra** Increase the difficulty by adding lives: A player loses a life for a wrong answer and after three wrong answers the game ends. - example_code: | - ``` - number1 = {ask} 'What is the first number?' - number2 = {ask} 'What is the second number?' - answer = _ - {print} number1 ' plus ' number2 ' is ' _ - ``` - 13: - story_text: | - ### Exercise 1 - Let's make the practice program a bit harder. The player now has to answers two questions correctly. Fill out the blanks to complete the program. - - ### Exercise 2 - Sometimes, calculations have multiple correct answers. For example, 10 can be divided by 5 and by 2. So the question 'What number divides 10?' can be answered by 2 and by 5. - Ask for a calculation that has multiple correct answers, ask the player to answer it, and determine if it is correct using `{or}`. - Empty the programming field and create your own solution. - example_code: | - ``` - answer1 = {ask} 'What is 10 times 7?' - answer2 = {ask} 'What is 6 times 7?' - {if} _ _ _ _ _ _ _ - {print} _ - ``` - 14: - story_text: | - In this adventure you will build a calculator that calculates your mean grade for you. If you get your calculator to work, you can move on to the next adventure, which allows you to add two extra features. - - ### Exercise 1 - Fill in the blanks to get the calculator to work. - * Start with the fourth line, add a question to figure out what grade the student got. - * In the fifth line you'll want to calculate the total of all grades, so the total = total + grade. - * Then we get to set the return value. We want to return the mean, so the total devided by the amount of tests (4). - * Lastly we finish the code by calling the function in line 8. - - Did you get it? Awesome! Would you like to add even more to your calculator? **This adventure continues in the next tab!** - example_code: | - ``` - {define} calculate_mean_grade - total = 0 - {for} i {in} {range} 1 {to} 4 - grade = {ask} _ - total = total + _ - {return} _ / 4 - - mean_grade = {call} _ - {print} 'Your mean grade is ' mean_grade - ``` - 15: - story_text: | - You can add the `{while}` loop to the calculator game you've learned to make in a previous level. - This makes sure the player can't continue to the next question if they answer incorrectly. - - ### Exercise - Add the `{while}` loop in the function, ask the player what number_1 times number_2 is and print their answer. - Then `{call}` the function. - example_code: | - ``` - {define} new_question - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct = number_1 * number_2 - answer = 0 - _ - _ - _ - {print} 'Well done!' - - {print} 'Give 10 correct answers to win!' - {for} i {in} {range} 1 {to} 10 - _ - {print} 'You win!' - ``` - calculator_2: - name: Calculator 2 - default_save_name: Calculator 2 - description: Calculator 2 - levels: - 14: - story_text: | - ### Exercise 2 - **This is the second part of this adventure.** The adventure starts in the previous tab. - Of course, you don't always want to calculate the mean of 4 tests. You might want to calculate the mean of 10 tests or only 2... - We can fix this problem by adding the argument and variable 'amount_of_tests'. - * Start a new line on line 3. Set the amount_of_tests argument by asking the student how many tests they have made. - * Change the 4 in line 4 to the new argument amount_of_tests. - * Lastly, change the 4 in line 6 to amount_of_tests - - Try out your new program. Does it work? - - ### Exercise 3 - Did you want to make your program even better? Great! In the previous program you could only calculate the mean grade of 1 subject, but it would be better if you could calculate the mean grade for all subjects you want! - We won't tell you how to do it, but we will give you one tip: Start your code in line 1 with: define calculate_mean_grade with subject. - example_code: | - ``` - # Use your own code from the previous adventure. - ``` - clear_command: - name: '{clear}' - default_save_name: clear_command - description: '{clear} command' - levels: - 4: - story_text: | - Time for a new command! With `{clear}` you can clear all the text form your output screen. This way you can prevent your screen getting too full of text. - Beware! If you are using a `{clear}` command, you might need to use a `{sleep}` above it. Otherwise Hedy will clear your screen without giving you the time to read as you can see in the example! - example_code: | - ``` - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'wait for it...' - {sleep} 3 - {clear} - {print} 'SURPRISE!' - ``` - debugging: - name: debugging - default_save_name: debugging - description: debugging adventure - levels: - 1: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will show you code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} I love programming - Do you love programming too? - {echo} - {print} What are your hobbies? - {echo} Your hobbies are - ``` - 2: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - destination {ask} Where are you going on holidays? - {print} The flight to dstination leaves at 3 pm. - {ask} Did you check in your luggage yet? - {echo} - {print} Let me print your boarding pass for you. - {sleep} - Here you go! Have a nice trip! - ``` - 3: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - movie_choices {is} dracula, fast and furious, home alone, barbie - chosen_movie {is} movies {at} {random} - {print} Tonight we will watch chosen _movies - like {ask} Do you like that movie? - {print} Tomorrow we will watch something else. - {add} chosen_movie {to_list} movie_choices - {print} Tomorrow we will watch tomorrows_movie - tomorrows_movie {is} movie_choices {at} {random} - I'll go get the popcorn! {print} - ``` - 4: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Welcome to the online library! - {ask} What genre of books do you like? - {print} You like genre - author {is} {ask} 'Who's your favorite author?' - {print} 'author is your favorite author' - {print} Hmmm... i think you should try... books {at} {random} - ``` - 5: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} Welcome to Swimming Pool Hedy! - class {is} {ask} 'Are you here to join a class today?' - {if} class yes - {print} 'Great! You're joining a class! - {print} {else} 'You will not be joining a class' - discount {is} 'Do you have a discount code?' - {if} discount {is} yes - discount_answer {is} {ask} 'What's your discount code?' - discount_codes = Senior4231, Student8786, NewMember6709 - {if} discount_answer {is} {in} discount_cods - {print} 'That will be $3,50' - 'That will be $5,50' - {print} 'Have a nice swim!' - ``` - 6: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Vending machine' - chosen_product = {ask} 'Please select a product' - 1_dollar_products = coke orange juice water - 2_dollar_products = chocolate, cookie, museli bar - 3dollar_prodcuts = potato chips, beef jerky, banana bread - {if} chosen {is} {in} 1_dollar_products - price = 1 - {if} chosen_product {is} 2_dollar_products - price = 2 - {else} chosen_product {in} 3_dollar_products - price = 3 - amount_of_products = '{ask} How many of ' chosen_product would you like to have?' - total = price + amount_of_product - {print} 'That will be $' price 'please' - ``` - 7: - story_text: |- - ### Exercise - Surprise! This program looks more like an output than a code. And yet, we don't want you to just add `{print}` commands in front of each line. - Fix this program to turn it into the nursery rhyme 'Brother John (Frère Jacques)' by using the {repeat} command of course! - example_code: | - **Warning! This code needs to be debugged!** - ``` - Are you sleeping? - Brother John! - Morning bells are ringing! - Ding, dang, dong! - ``` - 8: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: |- - **Warning! This code needs to be debugged!** - ``` - {print} 'Welcome to Manicures and Pedicures by Hedy' - bodypart = {ask} 'Are you getting your fingernails or toenails done today? Or both?' - {if} bodyparts {is} both - {print} That will be $25' - price = 25 - {else} - {print} That will be $18' - price = 18 - color = {ask} What color would you like? - sparkles = {ask} 'Would you like some sparkles with that?' - {if} sparkles {is} yes - {print} 'We charge $3 extra for that' - price = price + 3 - {else} {print} 'No sparkles' {print} 'So no extra charge' - {sleep} 5 - {print} 'All done! That will be $' price ' please!' - {print} 'Thank you! Byebye!' - ``` - 9: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Welcome to our sandwich shop' - amount 'How many sandwiches would you like to buy?' - {repeat} amount {times} - {ask} {is} {ask} 'What kind or bread would you like your sandwich to be?' - types_of_bread {is} white, wheat, rye, garlic, gluten free - {if} chosen_bread in types_of_bread - {print} 'Lovely!' - {else} - 'I'm sorry we don't sell that' - topping {is} {ask} 'What kind of topping would you like?' - sauce {is} {ask} 'What kind of sauce would you like?' - {print} One chosen_bread with topping and sauce. - price = amount * 6 - {print} 'That will be 'price dollar' please' - ``` - 10: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - names = Muad Hasan Samira Noura - activities = fly a kite, go swimming, go hiking, catch tan in the sun - {for} name {is} names - {print} At the beach name loves to activity {at} {random} - ``` - 11: - story_text: |- - ### Exercise - Debug this calendar program. The output of this program is supposed to look like a list of dates. - For example: - - ``` - Hedy calendar - Here are all the days of November - November 1 - November 2 - November 3 - ``` - And so on. - - Mind that you have to test your code extra carefully for the month February, because the amount of days in this month changes in leap years. - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Hedy calendar' - months_with_31 days = January, March, May, July, September, October, December - months_with_30_days = April, June, August, November - month = {ask} 'Which month would you like to see?' - {if} month {in} months_with_31_days - days = 31 - {if} month {in} months_with30_days - days = 30 - {if} month = February - leap_years = 2020, 2024, 2028, 2036, 2040, 2044, 2028 - year = {ask} 'What year is it?' - {if} year {in} leap_years - days = 29 - {else} - days = 28 - - {print} 'Here are all the days of ' moth - {for} i {in} {range} 1 {to} days - {print} month i - ``` - 12: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {define} greet - greetings = 'Hello', 'Hi there', 'Goodevening' - {print} greetings {at} {random} - - {define} take_order - food = {ask} 'What would you like to eat?' - {print} 'One food' - drink = 'What would you like to drink?' - {print} 'One ' drink - more = {ask} 'Would you like anything else?' - {if} more {is} 'no' - {print} 'Alright' - {else} - {print} 'And ' more - {print} 'Thank you' - - {print} 'Welcome to our restaurant' - people = {ask} 'How many people are in your party tonight?' - {for} i {in} {range} 0 {to} people - {call} greet_costumer - ``` - 13: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {define}movie_recommendation {with} name - action_movies == 'Die Hard', 'Fast and Furious', 'Inglorious Bastards' - romance_movies = 'Love Actually', 'The Notebook', 'Titanic' - comedy_movies = 'Mr Bean' 'Barbie''Deadpool' - kids_movies = 'Minions', 'Paddington', 'Encanto' - {if} name {is} 'Camila' {or} name {is} 'Manuel' - recommended_movie = kids_movie {at} {random} - {if} name {is} 'Pedro' {or} 'Gabriella' - mood = {ask} 'What you in the mood for?' - {if} mood {is} 'action' - recommended_movie = comedy_movies {at} {random} - {if} mood {is} 'romance' - recommended_movie = romance_movies - {if} mood {is} 'comedy' - recommended_movie = comedy_movies {at} {random} - - {print} 'I would recommend ' recommended_movie ' for ' name - - name = {ask} 'Who is watching?' - recommendation = {ask} 'Would you like a recommendation?' - {if} recommendaion {is} 'yes' - {print} movie_recommendation {with} name - {else} - {print} 'No problem!' - ``` - 14: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {define} calculate_heartbeat - {print} 'Press your fingertips gently against the side of your neck' - {print} '(just under your jawline)' - {print} 'Count the number of beats you feel for 15 seconds' - beats == {ask} 'How many beats do you feel in 15 seconds?' - heartbeat = beats*4 - {print} 'Your heartbeat is ' heartbeat - {if} heartbeat >= 60 {or} heartbeat <= 100 - {print} 'Your heartbeat seems fine' - {else} - {if} heartbeat > 60 - {print} 'Your heartbeat seems to be too low' - {if} heartbeat < 100 - {print} 'Your heartbeat seems to be too high' - {print} 'You might want to contact a medical professional' - - measure_heartbeat = {ask} 'Would you like to measure your heartbeat?' - {if} measure_heartbeat = 'yes' - {call} measure_heartbeat - {else} - 'no problem' - ``` - 15: - story_text: |- - ### Exercise - Debug this random children's story. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - names = 'Tanya', 'Romy', 'Kayla', 'Aldrin', 'Ali' - verbs='walking', 'skipping', 'cycling', 'driving', 'running' - locations = 'on a mountaintop', 'in the supermarket', 'to the swimming pool' - hiding_spots = 'behind a tree', under a table', in a box' - sounds = 'a trumpet', 'a car crash', 'thunder' - causes_of_noise = 'a television', 'a kid with firecrackers', 'a magic elephant', 'a dream' - - chosen_ name = names {at} {random} - chosen_verb = verbs {at} {random} - chosen_location = 'locations {at} {random}' - chosen_sounds = noises {at} {random} - chosen_spot = hiding_spots {random} - chosen_causes = causes_of_noise {at} {random} - - {print} chosen_name ' was ' chosen_verb ' ' chosen_location - {print} 'when they suddenly heard a sound like ' sounds {at} {random} - {print} chosen_name ' looked around, but they couldn't discover where the noise came from' - {print} chosen_name ' hid ' chosen_spot' - {print} 'They tried to look around, but couldn't see anything from there' - hidden = 'yes' - {while} hidden = 'yes' - {print} chosen_name 'still didn't see anything' - answer = {ask} 'does ' chosen_name ' move from their hiding spot?' - {if} answer = 'yes' - hidden == 'no' - {print} 'chosen_name moved from' chosen_spot - {print} 'And then they saw it was just' chosen_cause - {print} chosen_name 'laughed and went on with their day' - {print} The End - ``` - 16: - story_text: |- - ### Exercise - Debug this code. Good luck! - Tip: Make sure that you only see your score once in the end. - example_code: | - **Warning! This code needs to be debugged!** - ``` - country = ['The Netherlands', 'Poland', 'Turkey', 'Zimbabwe', 'Thailand', 'Brasil', 'Peru', 'Australia', 'India', 'Romania' ] - capitals = 'Amsterdam', 'Warshaw' 'Istanbul', 'Harare', 'Bangkok', 'Brasilia', 'Lima', 'Canberra', 'New Delhi', 'Bucharest' - score = 0 - {for} i {in} {range} 0 {to} 10 - answer = {ask} 'What's the capital of ' countries[i] - correct = capital[i] - {if} answer = correct - {print} 'Correct!' - score = score + 1 - {else} - {print} 'Wrong,' capitals[i] 'in the capital of' countries[i] - {print} 'You scored ' score ' out of 10' - - ``` - 17: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {define} food_order - toppings = {ask} 'pepperoni, tuna, veggie or cheese?' - size = {ask} 'big, medium or small?' - number_of_pizza = {ask} 'How many these pizzas would you like?' - - {print} 'YOU ORDERED' - {print} number_of_pizzas ' size ' topping ' pizza' - - {define} drinks_order - drink = {ask} 'water, coke, icetea, lemonade or coffee?' - number_of_drinks = {ask} 'How many of these drinks would you like?' - - {print} 'YOU ORDERED' - {print} number_of_drinks ' ' drink - - 'Welcome to Hedy pizza' - more_food = {ask} 'Would you like to order a pizza?' - {while} more_food = 'yes' - {return} food_order - more_food = {ask} 'Would you like to order a pizza?' - more_drinks = {ask} 'Would you like to order some drinks?' - {while} more_drinks == 'yes' - {call} drink_order - more_drinks == {ask} 'Would you like to order more drinks?' - - - {print} 'Thanks for ordering!' - ``` - 18: - story_text: |- - ### Exercise - Debug this Old MacDonald program from level 16. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - {for} i {in} {range} 1 {to} 3 - animal = animals[i] - sound = sounds[i] - {print} 'Old MacDonald had a farm' - {print} 'E I E I O!' - {print} 'and on that farm he had a ' animal - {print} 'E I E I O!' - {print} 'with a ' sound sound ' here' - {print} 'and a ' sound sound ' there' - {print} 'here a ' sound - {print} 'there a ' sound - {print} 'everywhere a ' sound sound - ``` - default: - name: Introduction - default_save_name: intro - description: Level explanation - levels: - 1: - story_text: | - Welcome to Hedy! Here you can learn how to program step by step. - - Try the code yourself! The yellow button copies the example code to your programming field. - Then push the green 'Run code' button under the programming field to run the code. - - Ready? Then go to the next tab to learn how to make your own codes! - example_code: | - ``` - {print} Hello world! - ``` - 2: - story_text: | - Congratulations! You've reached level 2. Hopefully you've already made some awesome codes! - In the first level you might've notice that the `{echo}` command can only save one bit of information at a time. - For example in the restaurant adventure, you could echo what the costumer wanted to eat, or what they wanted to drink, but not both in one sentence. - - That changes in level 2. In level 2 you'll learn to work with variables, that allow you to save multiple pieces of information and print them in any place you want. - So let's go to the next tab! - example_code: | - **Warning! This code does not work!** - In Hedy commands will change sometimes. `{echo}` for example only works in level 1. In this level you'll learn a better way to echo answers back. - ``` - {print} Welcome at Hedy's - {ask} What would you like to eat? - {echo} So you want - {ask} what would you like to drink? - {echo} So you want - ``` - 3: - story_text: | - In the previous level you've learned what a variable is and how you can use it to make your adventures more interactive. - But... that's not the only thing you can do with variables! You can also use variables to make lists. - And you can even let Hedy pick a random word out of a list, which allows you to make real games! - Take a quick look at the next tab! - 4: - story_text: | - In the previous levels you've been practising with variables, but you may have come across this problem. - You might have tried to run a code like this: - - Of course you wanted to print - - `My name is Sophie` - - but Hedy prints - - `My Sophie is Sophie`. - - In this level this problem is fixed by using quotation marks. - example_code: | - ``` - name {is} Sophie - {print} My name is name - ``` - 5: - story_text: | - In the previous levels you've already learned to use `{at} {random}` which made your games different every time you ran the code. - But it's not really interactive, the player doesn't have any influence on what happens in the game. - - In this level you'll learn the `{if}` command, that allows you to give different responses in your program. This way you can program a secret password for your computer for example. - So let's go to next tab for the new command! - example_code: | - ``` - password {is} {ask} 'What is the correct password?' - ``` - 6: - story_text: | - In the previous level you have practiced with `{ask}` and `{if}`. For example you can ask guests what they would like to eat. - What you can't yet do though, is calculate the price for everyone's dinner. - - This level makes it possible to use addition, subtraction and multiplication in your programs. This way you can calculate the prices in your restaurant, but you could also add a secret code to give your friends and family a discount. - Another option in this level is programming your own maths game, for your little brother or sister to practice their multiplications. - Go see for yourself! - example_code: | - ``` - food_price {is} 0 - drink_price {is} 0 - total_price {is} 0 - {print} 'Welcome to McHedy' - order {is} {ask} 'What would you like to eat?' - {if} order {is} hamburger food_price {is} 5 - {if} order {is} fries food_price {is} 2 - drink {is} {ask} 'What would you like to drink?' - {if} drink {is} water drink_price {is} 0 - {else} drink_price {is} 3 - total_price {is} food_price + drink_price - {print} 'That will be ' total_price ' dollars, please' - ``` - 7: - story_text: | - Great job! You've reached the next level, which means you have practiced with `{if}` and `{else}`. You have probably noticed that your codes are getting longer and longer. - For example if you want to program 'Happy Birthday'. - - That's a lot of code for mainly the same words over and over again. Luckily in the next tab you'll learn a solution with the `{repeat}` command, that allows you to repeat a line of code multiple times. - example_code: | - ``` - {print} 'happy birthday to you' - {print} 'happy birthday to you' - {print} 'happy birthday dear Hedy' - {print} 'happy birthday to you' - ``` - 8: - story_text: | - Now you've learned how to repeat one single line of code. This comes in handy, but it's not always enough. Sometimes you want to repeat multiple lines at once. - This level allows you to group a couple of lines of code, and repeat that little group of lines all at once! - example_code: | - ``` - {repeat} 5 {times} {print} 'In the next tab you can repeat multiple lines of code at once!' - ``` - 9: - story_text: | - Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... - Good news! In this level you will be allowed to put an {if} inside an {if}, or inside a {repeat} command. Putting a block of code inside another block of code is called nesting. ``` Putting a block of code inside another block of code is called nesting. - example_code: | - ``` - answer = {ask} 'Are you ready to learn something new?' - {if} answer {is} yes - {print} 'Great! You can learn to use the repeat command in the if command!' - {print} 'Hooray!' - {print} 'Hooray!' - {print} 'Hooray!' - {else} - {print} 'Maybe you should practice some more in the previous level' - 10: - story_text: | - You're doing great! In the previous levels we still faced a small problem. You have learned to repeat lines, but what if you'd want to slightly change the line. - For example if you want to sing the song 'if you're happy and you know it'. It would look like this: - - If you'd also want the next verse 'stomp your feet', and the next one, and the next one, you'd have to change the code completely. - In this level you'll learn the `{for}` command, which allows you to make a list of actions and repeat the code with another action each time! - Please take a look! - example_code: | - ``` - {repeat} 2 {times} - {print} 'if youre happy and you know it clap your hands' - {print} 'if youre happy and you know it and you really want to show it' - {print} 'if youre happy and you know it clap your hands' - ``` - 11: - story_text: | - You have reached level 11, you're doing great! In the higher levels, Hedy is focussing more and more on teaching you the programming language Python. - In Python there is no `{repeat}` command, but there is a command that works like {repeat}. Are you curious to find out how to say `{repeat}` in Python language? Quickly go on to find out! - 12: - story_text: | - Maybe you have tried using decimal numbers in your restaurant adventure. If you did, you probably noticed that Hedy didn't understand them yet and always rounded off. - From this level on you can use decimal numbers. - example_code: | - ``` - burger = 5 - drink = 2 - total = burger + drink - print 'You have ordered a burger and a drink' - print 'That costs ' total ' dollars please' - ``` - 13: - story_text: | - In the previous levels you've learned how to put two `{if}`commands inside each other. This works fine, but it does give you very long and unhandy codes like this one: - - In this system you have to give both the correct username and the correct password. - In this level you will learn the `{and}` command that will make this code a lot shorter and more understandable! - Check it out! - example_code: | - ``` - username = {ask} 'What is your username?' - password = {ask} 'What is your password?' - {if} username {is} 'Hedy' - {if} password {is} 'secret' - {print} 'Welcome Hedy!' - {else} - {print} 'Access denied' - {else} - {print} 'Access denied!' - ``` - 14: - story_text: | - With the example code you can calculate if you've passed a subject at school (so, a grade of six or higher). - You can see this code is extremely inefficient, due to the very long code in line 5. - All the different grades from 1 to 5 had to be programmed separately. Lucky for you, in this level you'll learn how to do this without this extremely long code! - example_code: | - ``` - first_grade = {ask} 'What score did you get on your first test?' - second_grade = {ask} 'What score did you get on your second test?' - added = first_grade + second_grade - mean_grade = added / 2 - {if} mean_grade = 1 {or} mean_grade = 2 {or} mean_grade = 3 {or} mean_grade = 4 {or} mean_grade = 5 - {print} 'Oh no! You have failed the subject...' - {else} - {print} 'Great! You have passed the subject!' - ``` - 15: - story_text: | - In this game below a code has been made to make sure the player can play on as long as they want... - But the code is ineffective and way too long. Also, what if the player wants to play 101 games instead of 100? - You can't play to infinity? - In this level you will learn a command that makes all of this a lot easier! - example_code: | - ``` - game = 'on' - {for} i {in} {range} 1 {to} 100 - {if} game == 'on' - answer = {ask} 'Do you want to continue?' - {if} answer == 'no' - game = 'over' - {if} answer == 'yes' - {print} 'Ok we will continue' - ``` - 16: - story_text: | - In this level we will grow a bit more towards real Python code. You will also learn how to match two lists together. - This way you can program a code in which the correct animal is matched to the right sound. - Because the two codes below... Are obviously nonsense! - example_code: |- - ``` - animals = 'chicken', 'horse', 'cow' - sounds = 'cluck', 'neigh', 'moo' - {for} animal {in} animals - {print} 'A ' animal ' says ' sounds {at} {random} - ``` - You could also try to make it work this way, but.... - ``` - animals = 'chicken', 'horse', 'cow' - sounds = 'cluck', 'neigh', 'moo' - {for} animal {in} animals - {for} sound {in} sounds - {print} 'A ' animal ' says ' sound - ``` - Note: These codes will not work like this in this level. Head to the next tab to see which parts you need to correct. - 17: - story_text: | - Now we are going to change indentation a little bit. Every time that we need an indentation, we need `:` at the line before the indentation. - - In this level you can also use a new command: `{elif}`. `{elif}` is short for ``{else} {if}`` and you need it when you want to make 3 (or more!) options. - Check it out! - 18: - story_text: | - Congratulations! You have reached the last level of Hedy! The code you have created here can be copied to real Python environments like replit or PyCharm, and you can continue learning there! - Note however that Python can only read English commands, so if you have been using other languages, you will need to switch to English now. - dice: - name: Dice - default_save_name: Dice - description: Make your own dice - levels: - 3: - story_text: | - In this level we can choose from a list. With that we can let the computer choose one side of the die. - Take a look at the games you have in your closet at home. - Are there games with a (special) die? You can also copy it with this code. - For example, the dice of the game Earthworms with the numbers 1 to 5 and an earthworm on it. - - ![Die of earthworms with 1 to 5 and an earthworm on it](https://cdn.jsdelivr.net/gh/felienne/hedy@24f19e9ac16c981517e7243120bc714912407eb5/coursedata/img/dobbelsteen.jpeg) - example_code: | - ``` - choices {is} 1, 2, 3, 4, 5, earthworm - {print} You threw _ {at} {random} ! - ``` - story_text_2: | - ### Exercise - The dice in the example above are dice for a specific game. Can you make normal dice? - Or other special dice from a different game? - example_code_2: | - ``` - choices {is} _ - ``` - 4: - story_text: | - In this level you can also create dice. But this time you can try it yourself, without an example code! - - ### Exercise - Make your own dice in this level. - Tip: If you have no idea how to make dice. Take a peek at your dice from the previous level, but don't forget to add quotation marks. - 5: - story_text: | - We are going to add the `{if}` and `{else}` commands to our dice! - - ### Exercise - Complete the sample code so that the code says "You can stop throwing" once you have thrown an earthworm. It should say "You have to throw again" if you've thrown anything else. - **Extra** Maybe you want to recreate a die from a completely different game. That's fine too! Then make up your own reaction, e.g. 'yes' for 6 and 'pity' for something else. - example_code: | - ``` - choices {is} 1, 2, 3, 4, 5, earthworm - throw {is} choices {at} {random} - {print} 'you have thrown ' throw - _ throw {is} earthworm {print} 'You can stop throwing.' - _ {print} 'You have to throw it again!' - ``` - 6: - story_text: | - You can also make an Earthworm die again in this, but now you can also calculate how many points have been rolled. - You may know that the worm counts 5 points for Earthworms. Now after a roll you can immediately calculate how many points you have thrown. - This is the code to calculate points for one die: - - ### Exercise - Can you make the code so that you get the total score for 8 dice? To do that, you have to copy and paste some lines of the code. - example_code: | - ``` - choices = 1, 2, 3, 4, 5, earthworm - points = 0 - throw = choices {at} {random} - {print} 'you threw ' throw - {if} throw {is} earthworm points = points + 5 {else} points = points + throw - {print} 'those are ' points ' points' - ``` - example_code_2: | - Did you manage to calculate the score for 8 dice? That required a lot of copy and pasting, right? We are going to make that easier in level 7! - 7: - story_text: | - You can also make a dice again in this level. With the `{repeat}` code you can easily roll a whole hand of dice. - - ### Exercise - Try to finish the sample code! **Extra** Think of a game you know that involves a dice and program that using a `{repeat}`. - example_code: | - ``` - choices = 1, 2, 3, 4, 5, 6 - _ _ _ _ _ _ _ - ``` - 10: - story_text: | - ### Exercise - Is everybody taking too long throwing the dice? In this level you can let Hedy throw all the dice at once! - Change the names into names of your friends or family, and finish the code. - example_code: | - ``` - players = Ann, John, Jesse - choices = 1, 2, 3, 4, 5, 6 - _ _ _ _ - {print} player ' throws ' choices {at} {random} - {sleep} - ``` - 15: - story_text: | - ### Exercise - In this level you can create a little game in which you'll have to throw 6 as fast as possible. - We have started the code, it's up to you to get the game to work! - - Firstly, add a `{while}` loop that checks if 6 has been thrown or not. - As long as you haven't thrown 6 already, throw the dice on a random number. - Print what the player has thrown. - Add a try to the amount of tries - Wait a second before you throw again, or - in case you've thrown a 6 - before the game ends. - example_code: | - ``` - options = 1, 2, 3, 4, 5, 6 - {print} 'Throw 6 as fast as you can!' - thrown = 0 - tries = 0 - _ - _ - _ - _ - _ - {print} 'Yes! You have thrown 6 in ' tries ' tries.' - ``` - dishes: - name: Dishes? - default_save_name: Dishes - description: Use the computer to see who does the dishes - levels: - 3: - story_text: | - Do you always disagree at home about who should wash the dishes or change the litter box today? - Then you can let the computer choose very fairly. You can program that in this level! - example_code: | - ``` - people {is} mom, dad, Emma, Sophie - {print} people {at} {random} has to do the dishes - ``` - story_text_2: | - ### Exercise - Make your own version of the dishwasher program. Firstly make a list of your family members. - Then think of a task that needs to be done, and let the computer decide who has to do the task with the `{at} {random}` command. - - **Extra** Don't feel like doing the dishes yourself? Hack the program by removing your name from the list with the `{remove}` `{from}` command. - 4: - story_text: | - With quotation marks you can make your dishwashing program even better. - - ### Exercise - First, fill in right symbols or commands on the blanks to make this example program work. - Did you get it? Great! Now copy your own code from the previous level and make it work in this level by adding quotation marks in the right spots. - example_code: | - ``` - people {is} mom, dad, Emma, Sophie - {print} _ the dishes are done by _ - {sleep} - {print} people {at} _ - ``` - 5: - story_text: | - With the `{if}` you can now have more fun with choice in the program. You can have your program respond to the choice that the computer has made. - ### Exercise - Can you finish the code so that it prints 'too bad' when it is your turn and otherwise 'yes!'? - Don't forget the quotes! - example_code: | - ``` - people {is} mom, dad, Emma, Sophie - dishwasher {is} people {at} {random} - _ dishwasher {is} Sophie {print} _ too bad I have to do the dishes _ - _ {print} 'luckily no dishes because ' _ ' is already washing up' - ``` - 6: - story_text: | - How often is everyone going to do the dishes? Is that fair? You can count it in this level. - example_code: | - ``` - people = mom, dad, Emma, Sophie - emma_washes = 0 - dishwasher = people {at} {random} - {print} 'The dishwasher is' dishwasher - {if} dishwasher {is} Emma emma_washes = emma_washes + 1 - {print} 'Emma will do the dishes this week' emma_washes 'times' - ``` - - Now you can copy lines 3 to 5 a few times (e.g. 7 times for a whole week) to calculate for a whole week again. - Do you make the code for the whole week? - story_text_2: | - If you are extremely unlucky the previous program might choose you to do the dishes for the whole week! That's not fair! - To create a fairer system you can use the `{remove}` command to remove the chosen person from the list. This way you don't have to do the dishes again until everybody has had a turn. - - Monday and Tuesday are ready for you! Can you add the rest of the week? - And… can you come up with a solution for when your list is empty? - example_code_2: | - ``` - people = mom, dad, Emma, Sophie - dishwasher = people {at} {random} - {print} 'Monday the dishes are done by: ' dishwasher - {remove} dishwasher {from} people - dishwasher = people {at} {random} - {print} 'Tuesday the dishes are done by: ' dishwasher - {remove} dishwasher {from} people - ``` - 7: - story_text: | - With the `{repeat}` you can repeat pieces of code. You can use this to calculate who will be washing dishes for multiple days! - ### Exercise - Use the `{repeat}` command to decide on who needs to wash the dishes for an entire week. Each blank needs to be filled with one command or number! - **Extra** Can you think of other tasks in the house? Adapt the code so it decides on three household chores. Do not forget to print what tasks it concerns! - example_code: | - ``` - people = mom, dad, Emma, Sophie - {repeat} _ _ {print} 'Dishwashing will be done by ' _ _ _ - ``` - 10: - story_text: | - In this level you can make a schedule for the whole week in an easy way! - - ### Exercise - Add a second chore, such as vacuuming or tidying up, and make sure it is also divided for the whole week. -
**Extra** The program is not fair, you can be unlucky and wash up all week. How could you make the program more fair? - example_code: | - ``` - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - ``` - elif_command: - name: '{elif}' - default_save_name: elif - description: '{elif}' - levels: - 17: - story_text: | - In this level you can also use a new command: `{elif}`. `{elif}` is a combination of the keywords `{else}` and `{if}` and you need it when you want to make 3 (or more!) options. - Check it out! - example_code: | - ``` - prizes = ['1 million dollars', 'an apple pie', 'nothing'] - your_prize = prizes[{random}] - {print} 'You win ' your_prize - {if} your_prize == '1 million dollars' : - {print} 'Yeah! You are rich!' - {elif} your_prize == 'an apple pie' : - {print} 'Lovely, an apple pie!' - {else}: - {print} 'Better luck next time..' - ``` - for_command: - name: '{for}' - default_save_name: for - description: '{for} command' - levels: - 10: - story_text: |- - ## For - In this level we learn a new code called `{for}`. With `{for}` you can make a list and use all elements. - `{for}` creates a block, like `{repeat}` and `{if}` so all lines in the block need to start with 4 spaces. - example_code: | - ``` - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - ``` - story_text_2: | - ### Exercise - Finish this code by adding `{for} action {in} actions` to line 2. - example_code_2: | - ``` - actions = clap your hands, stomp your feet, shout Hurray! - _ - {repeat} 2 {times} - {print} 'If youre happy and you know it, ' action - {sleep} 2 - {print} 'If youre happy and you know it, and you really want to show it' - {print} 'If youre happy and you know it, ' action - {sleep} 3 - ``` - 11: - story_text: |- - In this level, we add a new form of the `{for}`. In earlier levels, we used `{for}` with a list, but we can also use `{for}` with numbers. - We do that by adding a variable name, followed by `{in}` `{range}`. We then write the number to start at, `{to}` and the number to end at. - - Try the example to see what happens! In this level again, you will need to use indentations in lines below the `{for}` statements. - example_code: | - ``` - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - ``` - 17: - story_text: | - Now we are going to change indentation a little bit. Every time that we need an indentation, we need `:` at the line before the indentation. - example_code: | - ``` - {for} i {in} {range} 1 {to} 10: - {print} i - {print} 'Ready or not, here I come!' - ``` - 18: - story_text: | - Lastly, we'll turn `{for} i {in} {range} 1 to 5` into real Python code, like this: - example_code: | - ``` - {for} i {in} {range}(1,5): - {print} (i) - ``` - fortune: - name: Fortune teller - default_save_name: Fortune Teller - description: Let Hedy predict the future - levels: - 1: - story_text: | - Have you ever been to a carnival and had your future predicted by a fortune teller? Or have you ever played with a magic eight ball? - Then you probably know that they can't really predict your future, but it's still fun to play! - - In the upcoming levels you can learn how to create your own fortune telling machine! - In level 1 you can start off easy by letting Hedy introduce herself as a fortune teller and let her `{echo}` the players' answers. - Like this: - example_code: | - ``` - _ Hello, I'm Hedy the fortune teller! - _ Who are you? - _ Let me take a look in my crystal ball - _ I see... I see... - _ Your name is - ``` - story_text_2: | - ### Exercise - Copy the example code into your input screen and fill in the blanks to make the code work. - **Extra** Change the code and let the fortune teller not only predict your name, but also your age, your favorite sports team or something else about yourself. - 3: - story_text: | - In the previous levels you've created your first fortune telling machine, but Hedy couldn't really predict anything, only `{echo}`. - In this level you can use a variable and the `{at} {random}` command to really let Hedy choose an answer for you. Check out this code for instance: - example_code: | - ``` - {print} I’m Hedy the fortune teller! - question {is} {ask} What do you want to know? - {print} This is what you want to know: question - answers {is} yes, no, maybe - {print} My crystal ball says... - {sleep} 2 - {print} answers {at} {random} - ``` - story_text_2: | - ### Exercise - Now, Hedy can only answer yes, no or maybe. Can you give Hedy more answer options, like 'definitely' or 'ask again'. - 4: - story_text: | - ### Exercise - We have removed all the quotation marks from this example code, can you add them in all the right places? - - ### Exercise 2 - Go back to the previous level and copy your fortune teller code. Make the code work in this level by adding quotation marks in the right spots. - example_code: | - ``` - _ Add the quotation marks to this code _ - {print} Im Hedy the fortune teller! - question {is} {ask} What do you want to know? - {print} This is your question: question - answers {is} yes, no, maybe - {print} My crystal ball says... - {sleep} 2 - {print} answers {at} {random} - ``` - 5: - story_text: | - ### Exercise - In the example code you see how to make a fortune teller program that allows you to tip the odds in your favor. This cheating program always tells you that you will win the lottery, but your friends will never win. - - Use this to make your own program, be creative! For example you could create a code that predicts that: - * your favorite sports team will beat all the competitors! - * your favorite movie will be chosen for movie night! - * you win tickets to your favorite show! - * you are the fairest of them all, like Snow White's magic mirror. - Let your imagination do the work! - - Your program has to exist of at least 10 lines of code and need to have at least one `{if}` and `{else}` command. - example_code: | - ``` - friends {is} Jordan, Lucy, Dave - {print} 'I can predict if you will win the lottery tomorrow!' - person {is} {ask} 'Who are you?' - good_answer {is} Hurray! You win!, You will definitely win!, We have a winner! - bad_answer {is} Bad luck! Try again!, Another person will win, You lose! - {if} person {in} friends {print} good_answer {at} {random} - {else} {print} bad_answer {at} {random} - ``` - 6: - story_text: | - In this level you can use math in your predictions as a fortune teller. This allows you to make up (silly) formulas to calculate the future. - For example you could calculate how rich you'll get or how many kids you will have when you grow up. - - - - ### Exercise - Can you think of your own (silly) fortune telling machine? - example_code: | - ``` - {print} 'I am Hedy the fortune teller!' - {print} 'I can predict how many kids youll get when you grow up!' - age = {ask} 'How old are you?' - siblings = {ask} 'How many siblings do you have?' - length = {ask} 'How tall are you in centimetres?' - kids = length / age - kids = kids - siblings - {print} 'You will get ...' - {sleep} - {print} kids ' kids!' - ``` - 7: - story_text: | - ### Exercise - Finish this program that tells you if your crush loves you back or not. - example_code: | - ``` - {print} 'I have a flower with magic petals' - {print} 'If you pick the petals the flower will tell you if your crush loves you back' - amount = {ask} 'How many petals do you want to pick?' - options = they love you, they love you not - _ _ _ _ options {at} {random} - ``` - 8: - story_text: | - In the next example you can have your fortune teller ask multiple questions and also print them! - - ### Exercise - Can you fill in right command on the blanks? - example_code: | - ``` - {print} 'I am Hedy the fortune teller!' - {print} 'You can ask me 3 questions.' - answers = yes, no, maybe - _ _ _ - question = {ask} 'What do you want to know?' - {print} question - {sleep} - {print} 'My crystal ball says... ' answers {at} {random} - ``` - 10: - story_text: | - In this level you'll learn how to program the game MASH (mansion, apartment, shack, house). In this game you can predict for all the players at once, what their future will look like. - - ### Exercise - Fil in the blanks by using the new command that you've learned this level. - example_code: | - ``` - houses = mansion, apartment, shack, house - loves = nobody, a royal, their neighbour, their true love - pets = dog, cat, elephant - names = Jenna, Ryan, Jim - _ - {print} name ' lives in a ' houses {at} {random} - {print} name ' will marry ' loves {at} {random} - {print} name ' will get a ' pets {at} {random} ' as their pet.' - {sleep} - ``` - 12: - story_text: |- - From level 12 on, you will also have to use quotation marks in lists, before and after each item. - - ### Exercise - Add two predictions to the list - example_code: | - ``` - fortunes = 'you will slip on a banana peel', _ - {print} 'I will take a look in my crystal ball for your future.' - {print} 'I see... I see...' - {sleep} - {print} fortunes {at} {random} - ``` - functions: - name: functions - default_save_name: functions - description: functions - levels: - 12: - story_text: | - In this level you'll learn how to use **functions**. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. - To create a function, use `{define}` and give the function a name. Then put all the lines you want in the function in a indented block under the `{define}` line. - Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use {call} with the function's name to call it up! We don't have to type that block of code again. - - Check out this example code of a game of Twister. The function 'turn' contains a block of code that chooses which limb should go where. - - ### Exercise - Finish this code by setting the 2 variables chosen_limb and chosen_color. - Then, choose how many times you want to call the function to give the twister spinner a spin. - - ### Exercise 2 - Improve your code by adding a variable called 'people'. Use the variable to give all the players their own command in the game. - For example: 'Ahmed, right hand on green' or 'Jessica, left foot on yellow'. - example_code: | - ``` - sides = 'left', 'right' - limbs = 'hand', 'foot' - colors = 'red', 'blue', 'green', 'yellow' - - {define} turn - chosen_side = sides {at} {random} - chosen_limb = limbs _ - chosen_color = colors _ - {print} chosen_side ' ' chosen_limb ' on ' chosen_color - - {print} 'Lets play a game of Twister!' - {for} i {in} {range} 1 {to} _ - {call} turn - {sleep} 2 - ``` - 13: - story_text: | - Now that you've learned how to use functions, you'll learn how to use a function with an argument. - An **argument** is a variable that is used within a function. It is not used outside the function. - - For example in this code we've programmed the first verse of the song 'My Bonnie is over the ocean'. - In this example code the argument 'place' is used. Place is a variable that is only used in the function, so an argument. - To use 'place' we have placed `{with} place` after `{define} song`. - When the function is called, the computer will replace the argument 'place', with the piece of text after `{call} song {with}`. - - ### Exercise - The next verse of this song goes: - - ```not_hedy_code - Last night as I lay on my pillow - Last night as I lay on my bed - Last night as I lay on my pillow - I dreamed that my Bonnie is dead - ``` - - Can you program this verse in the same way as the example? - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - ``` - 14: - story_text: | - In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. - You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - - For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - - ### Exercise - Finish this code. We have already made the variable new_price for you, you only need to set it. - You should finish the line of code by calling the function that calculates the new price. - example_code: | - ``` - {define} calculate_new_price {with} amount, percentage - percentage = percentage / 100 - discount_amount = amount * percentage - {return} amount - discount_amount - - old_price = {ask} 'How much is on the price tag?' - discount = {ask} 'What percentage is the discount?' - - new_price = _ calculate_new_price {with} old_price, _ - {print} 'The new price is ' new_price ' dollar' - ``` - 18: - story_text: | - Let's make functions the Pythons way! To define a function, we no longer use: - - `{define} name_function {with} argument_1, argument_2:` - - but we use: - - `{def} name_function(argument_1, argument_2):`. - - - If you don't want to use arguments, you just leave the space between the parantheses empty. - To call a function, we don't need the `{call}` command anymore. You just type the name of the function. - example_code: | - ``` - {def} calculate_score(answer, correct_answer): - {if} answer == correct_answer: - score = 1 - {elif} answer == '?': - score = 0 - {else}: - score = -1 - {return} score - - answer = {input} ('Where can you find the Eiffel Tower?') - correct_answer = 'Paris' - score = calculate_score(answer, correct_answer) - {print} ('Your score is... ', score) - ``` - guess_my_number: - name: Guess my number - default_save_name: guess my number - description: guess my number - levels: - 14: - story_text: | - In this level you can program the game 'Guess my number' - - ### Exercise - Fill in the correct symbols on the blanks to get the game to work. - example_code: | - ``` - {print} 'Guess my number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess _ number - {print} 'Lower!' - {if} guess _ number - {print} 'Higher!' - {if} guess _ number - {print} 'You win!' - game = 'over' - ``` - hangman: - name: Hangman - default_save_name: Hangman - description: Guess the word - levels: - 17: - story_text: | - In this adventure we program a game of hangman. First we make some preparations, then we program the game and in the third part we add a drawing with the turtle. - - ### Exercise - ***Set the variables*** In this game of hangman, Player 1 chooses an answer and Player 2 has to guess the letters in this answer. - To let the computer know all the letters in the word, we will turn the answer into a list of letters. We also do this with the guesses Player 2 makes. - We will start the game with 2 empty lists. We have made an empty list for the variable answer for you. Now make an empty list for guessed_letters as well. - Then we fill in how many mistakes were made. At the start of the game, this should be 0. - The variable `amount_letters` tells us how many letters are in the answer. Ask Player 1 to tell us how many letters their word has. - Lastly we tell the computer if the game is over. We use the variable `game_over` and set it to `False`. - - ***Choosing the answer*** We want Player 1 to be able to choose the answer. We'll ask them, as many times as necessary, what the next letter is. - Then we add that letter to the answer. Lastly, we add an empty _ to the list of guessed letters, so we get as many _s as there are letters in the answer. - - ***Player 2's turn*** - Tell Player 2 its their turn. Then tell Player 2 how many letters there are in the answer. Finally, print the list of `guessed_letters`. - - ***Go to the next tab*** Now that all the starting variables are set, we can start programming the game itself. Check out the next tab to learn how! - example_code: | - ``` - print 'Hangman!' - - # Set the variables - answer = [] - guessed_letters = _ - mistakes_made = _ - amount_letters = {ask} _ - _ = 'False' - - # Choosing the answer - {for} _ - letter = {ask} 'Player 1, what is letter ' i '?' - _ - {add} '_' {to} _ - - # Player 2 turn - print _ - print _ - print guessed_letters - ``` - hangman_2: - name: Hangman 2 - default_save_name: Hangman_2 - description: Hangman 2 - levels: - 17: - story_text: | - Now it's time to program the hangman game. - - ### Exercise - - ***Paste your code*** Copy your code from the previous tab and paste the code in the programming field. - - ***The game*** This games continues playing until Player 2 is game over. Fill in the while command accordingly. Now, Player 2 is allowed to guess a letter, so ask Player 2 to guess a letter. - We need to check if their answer is correct, so check if their `guess` is (somewhere) in the (list) `answer`. Then we let the computer figure out which of the letter(s) is the guess. We have already programmed that part for you. - Next we want to compliment the player for finding a correct letter and we want to print the list `guessed_letters`, so the player can see their progress. - - The next part we're going to program is what happens when the player has guessed all of the letters. So if their list of `guessed_letters` is the same as our list `answer`. - If the lists are the same, congratulate Player 2 with their victory and set the variable `game_over` to `True`. - - Next we'll program what happens when Player 2 guesses wrong (so the `{else}` command). First, tell the player that their guess was wrong. Then increase the `mistakes_made` variable by 1. - - For the last part we'll program what happens when Player 2 has made 10 mistakes. We'll print that Player 1 has won the game. Then we'll print the correct answer. And finally, we'll set our `game_over` variable to `True`, so the game stops. - - ***Go to the next tab*** Amazing work! Your game is playable, but wouldn't it be fun if the hangman was actually drawn when Player 2 makes a mistake..? - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - guess = _ - {if} _ - {for} i {in} {range} 1 {to} amount_letters: - if answer[i] == guess: - guessed_letters[i] = guess - {print} _ - {if} guessed_letters == _: - {print} _ - game_over = _ - {else}: - {print} _ - mistakes_made _ - {if} _ == 10: - {print} _ - {print} _ - _ - ``` - hangman_3: - name: Hangman 3 - default_save_name: Hangman_3 - description: Hangman 3 - levels: - 17: - story_text: | - In a game of hangman the mistakes are shown by drawing a part of the hangman each time a mistake has been made. - We now add those drawings with our turtle! - - ### Exercise - ***Create a function that draws the hangman*** Create a function that draws the hangman in 10 steps. We have already made step 1 for you. - - ***Test the function*** Test the function by calling the function with 10. If you are happy with the function, remove the line that calls the function for now. We will call the function when the player makes a mistake. - - ***Paste your hangman game under your function*** Go back to the previous tab and copy your hangman game. Paste the game underneath your function. - - ***Call the function when the player makes a mistake*** Under the line `mistakes_made = mistakes_made + 1` we will call the function. We want the turtle to take the same amount of steps as the player has made mistakes, so we call the function with `mistakes_made` as argument. - - ***Enjoy your game!*** -
- The hangman could look like this -
- example_code: | - ``` - # Create a function that draws the hangman - {define} draw_hangman {with} step: - {if} step == 1: - {color} white - {forward} -100 - {turn} 90 - {forward} -50 - {color} black - {forward} 100 - {forward} -50 - - {if} step == 2: - _ - # Paste your hangman game here - - ``` - harry_potter: - name: Harry Potter - default_save_name: Harry Potter - description: Harry Potter adventures - levels: - 10: - story_text: | - ### Exercise - We can also make a Harry Potter themed fortune teller. Fill in blanks such that 9 lines are printed. - **Extra** Change the theme of the fortune teller into something else, such as your favorite book, film or tv show. - example_code: | - ``` - houses = Gryffindor, Slytherin, Hufflepuff, Ravenclaw - subjects = potions, defence against the dark arts, charms, transfiguration - fears = Voldemort, spiders, failing your OWL test - names = Harry, Ron, Hermione - _ - _ {print} name ' is placed in ' houses {at} {random} - _ {print} name ' is great at ' subjects {at} {random} - _ {print} name 's greatest fear is ' fears {at} {random} - ``` - haunted: - name: Haunted House - default_save_name: Haunted House - description: Escape from the haunted house - levels: - 1: - story_text: | - In this adventure you are working towards making a game in which you have to escape from a haunted house by picking the correct door. - If you pick the right door you'll survive, but if not a terrible monster might... - - In level 1 we start our haunted house game by making up a scary story and ask the player what monster they'll see in the haunted house. - example_code: | - ``` - {print} How did I get here? - {print} I remember my friend telling me to go into the old mansion... - {print} and suddenly everything went black. - {print} But how did I end up on the floor...? - {print} My head hurts like Ive been hit by a baseball bat! - {print} What's that sound? - {print} Oh no! I feel like Im not alone in this house! - {print} I need to get out of here! - {print} There are 3 doors in front of me.. - {ask} Which door should i pick? - {echo} I choose door - {print} ...? - ``` - story_text_2: | - ### Exercise - Copy the example code to your input screen by clicking the yellow button. - Now finish the story by adding at least 5 lines of code. - Remember to start each line of codes with a `{print}` command. - 2: - story_text: | - In this haunted house you can choose your monsters with emojis. Of course you could also use words. - example_code: | - ``` - monster_1 {is} 👻 - monster_2 {is} 🤡 - monster_3 {is} 👶 - {print} You enter the haunted house. - {print} Suddenly you see a monster_1 - {print} You run into the other room... - {print} But a monster_2 is waiting there for you! - {print} Oh no! Quickly get to the kitchen. - {print} But as you enter monster_3 attacks you! - ``` - story_text_2: | - ### Exercise - In the example above the monsters are predetermined. So each time you run your code, the output is the same. - Can you add `{ask}` commands to make the haunted house interactive and have the players choose the monsters they come across? - example_code_2: | - ``` - monster_1 {is} _ - monster_2 {is} _ - monster_3 {is} _ - {print} You enter the haunted house. - {print} Suddenly you see a monster_1 - {print} You run into the other room... - {print} But a monster_2 is waiting there for you! - {print} Oh no! Quickly get to the kitchen. - {print} But as you enter monster_3 attacks you! - ``` - 3: - story_text: | - In the previous levels you've made an introduction to your haunted house game, but as you might have noticed the story would always have a dreadful end. - In this level you can make your story more interactive by changing the outcome of the game; sometimes you'll get eaten, sometimes you'll escape! - Let Hedy decide randomly! - - ### Exercise - Copy the example codes and fill in the blanks to make it work! - - **Extra** This story is pretty straight forward, maybe you can spook it up a bit by adding a more exciting story. - Also you have very limited outcomes right now, there are only 3 options of what's behind the doors. Maybe you can think of more monsters to add to the list! - example_code: | - ``` - _ Escape from the haunted house! - _ There are 3 doors in front of you... - _ _ _ Which door do you choose? - _ You picked door ... choice - monsters _ a zombie, a vampire, NOTHING YOUVE ESCAPED - _ You see... - {sleep} - _ _ _ _ - ``` - 4: - story_text: | - In this level you learn how to use quotation marks in your games. - - ### Exercise - Can you make your Haunted House level 4 proof? - - ### Exercise 2 - Go back to the previous level and copy your haunted house code. Make the code work in this level by adding quotation marks in the right spots. - example_code: | - ``` - _ Add quotation marks to this code _ - {print} Escape from the haunted house! - {print} There are 3 doors in front of you... - choice {is} {ask} Which door do you choose? - {print} You picked door ... choice - monsters {is} a zombie, a vampire, NOTHING YOUVE ESCAPED - {print} You see... - {sleep} - {print} monsters {at} {random} - ``` - 5: - story_text: | - Up until this level the haunted house game always asked the player to choose a door, but as you might have noticed, they didn't really have to answer correctly. - If the player filled in a completely random answer, the game would still work and the player might even win (despite not picking a door). - In this level you can only win the game by picking the same door Hedy picked randomly. - - ### Exercise - Can you find the 4 missing words to complete the code? - example_code: | - ``` - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you...' - doors {is} 1, 2, 3 - monsters {is} werewolf, mummy, vampire, zombie - chosen_door {is} {ask} 'Which door do you choose?' - {print} 'You chose door...' chosen_door - {sleep} - correct_door {is} doors {at} {random} - _ _ _ _ {print} 'Great! Youve escaped!' - {else} {print} 'Oh no! You are being eaten by a...' monsters {at} {random} - ``` - 9: - story_text: "In this level you can use nesting, which allows you to make the haunted house even more interactive!\n\n### Exercise\nNow it's very hard to win this game, can you make it easier to win?\nChange your code so it only has one wrong door and two correct doors instead of one correct door and two wrong ones? \nTip: This means changing the variable correct_door into wrong_door, and switching the `{if}` and `{else}` code.\nAnd of course you may also change the story and make it your own. Change the monsters or make it a happy game show where you get a gift!\n" - example_code: | - ``` - {print} 'Escape from the Haunted House!' - player = alive - doors = 1, 2, 3 - monsters = zombie, vampire, giant spider - {repeat} 3 {times} - {if} player {is} alive - correct_door {is} doors {at} {random} - {print} 'There are 3 doors in front of you...' - chosen_door = {ask} 'Which door do you choose?' - {if} chosen_door {is} correct_door - {print} 'No monsters here!' - {else} - {print} 'You are eaten by a ' monsters {at} {random} - player = dead - {else} - {print} 'GAME OVER' - {if} player {is} alive - {print} 'Great! You survived!' - ``` - 11: - story_text: "In this level we've changed the `{for}` command so we can tell the player where they are. \n\n### Exercise 1\nFinish the program so the player knows which room they are in.\n\n### Exercise 2\nMake the program into an adventure by following these steps:\n\n1. Make a list of choices (like: fight or flight)\n2. Make sure the player can choose an option with `{ask}`\n3. Is answer correct? Then they may proceed to the next monster. Do they give a wrong answer? Let the player know with a `{print}`. \n\n**Extra** If you make a wrong choice, a monster is still shown! How could you change that?\n" - example_code: | - ``` - {print} 'Escape from the Haunted House!' - monsters = zombie, vampire, giant spider - _ - {print} 'Room ' i - monster = monsters {at} {random} - ``` - 14: - story_text: | - ### Exercise - In this level you can use the `<` and `>` symbol to introduce lives to your game. - Make sure the player loses a life when they come across the wrong monster and that the game stops if you have no lives left. - example_code: | - ``` - {print} 'Escape from the haunted house' - lives = 3 - doors = 1, 2, 3 - monsters = 'the wicked witch', 'a zombie', 'a sleeping 3 headed dog' - {for} i {in} {range} 1 {to} 10 - {if} lives _ - good_door = doors {at} {random} - monster = monsters {at} {random} - chosen_door = {ask} 'Which door do you choose?' - {if} good_door == chosen_door - {print} 'You have chosen the correct door' - {else} - {print} 'You see...' monster - {if} monster == 'a sleeping 3 headed dog' - {print} 'Pffieuw.... Its asleep' - {else} - {print} 'You lose one life' - lives = _ - {else} - {print} 'GAME OVER' - ``` - 16: - story_text: | - ### Exercise - This haunted house game uses the connection between the lists you can use in this level. - For example: all the properties that belong to the zombie are first in all the lists, witch second and vampire third. - Check out the code and fill in `weapons[i]`, `monsters[i]` , `bad_fate[i]`, `good_fate[i]`, `hint[i]` on the correct blanks to get the code to work! - example_code: | - ``` - numbers = [1, 2, 3] - i = numbers[{random}] - hint = ['growling', 'a cackling laugh', 'fluttering batwings'] - monsters = ['zombie', 'witch', 'vampire'] - bad_fate = ['Your brain is eaten', 'You are forever cursed', 'You are bitten'] - good_fate = ['You throw the ham. The zombie is distracted and starts eating it.', 'You set the curtains on fire. The witch flees out of fear for the fire', 'The vampire hates garlic and flees'] - weapons = ['ham', 'lighter', 'garlic'] - {print} 'You are standing in front of an old mansion' - {print} 'Something is not right here' - {print} 'You hear ' _ - {print} 'You are going to explore it' - {print} 'You enter the kitchen and see a lighter, a raw ham and a garlic.' - your_weapon = {ask} 'What do you bring with you?' - {print} 'With your ' your_weapon ' you enter the living room' - {print} 'There you find a ' _ - needed_weapon = _ - {if} your_weapon == needed_weapon - {print} 'You use your ' your_weapon - {print} _ - {print} 'YOU WIN!' - {else} - {print} 'You have chosen the wrong weapon...' - {print} _ - {print} 'GAME OVER' - ``` - hotel: - name: hotel - default_save_name: hotel - description: hotel - levels: - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, and you've learned how to combine it with an {ask}. - You might have wondered why you would use functions, because the functions in the example were only one line of code. - Now we will show you what a bigger function looks like and we will use multiple agruments now as well. You'll see how much better it is to use a function once the function gets bigger. - Here is an example of a function with arguments combined with {ask} commands. - example_code: | - ``` - {define} welcome_message {with} title, last_name, country, room_number - {print} 'Welcome to Hotel Hedy, ' title ' ' last_name - nice_trip {is} {ask} 'Did you have a nice trip from, ' country '?' - {if} nice_trip {is} 'yes' - {print} 'Lovely!' - {else} - {print} 'Sorry to hear that.' - {print} 'Hopefully you can take a nice rest in you room.' - {print} 'Your room number is ' room_number - - {print} 'Hello. Please fill in your information to check in.' - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - ``` - - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - if_command: - name: '{if} & {else}' - default_save_name: if_command - description: Introducing the {if} command - levels: - 5: - story_text: | - ## If... else.... - In level 5 there is something new, the `{if}`! With the `{if}` you can choose between two different options. - This code prints nice if you enter Hedy as a name, and boo! if you enter something else. - `{ask}` and `{print}` still work like they did in level 4. - example_code: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' {else} {print} 'boo!' - ``` - story_text_2: | - Sometimes code with an `{if}` gets really long and does not fit on the line well.
You may also divide the code over two lines, starting the second line at the `{else}` like this: - example_code_2: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - ``` - story_text_3: | - ### Exercise - Try to create your own code with `{if}` and `{else}`. You can use the example code if you want. - example_code_3: | - ``` - answer {is} {ask} '2 + 2 = ?' - _ _ _ 4 _ 'Great job!' - _ _ 'No 2 + 2 = 4' - ``` - 8: - story_text: | - ## If... Else... - You have learned to repeat a block of lines of code after a `{repeat}` command. - Now you can also use indentation to make blocks after a {if} or {else} command. - Check out the example code. - - ### Exercise - Add an {else} command to the example code. Make a block of line using indentation. You do this by starting each line with 4 spaces. - example_code: | - ``` - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {print} 'You can play on your computer!' - ``` - 9: - story_text: | - In this level you can also put an `{if}` command inside another `{if}` command. - example_code: | - ``` - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - ``` - in_command: - name: '{in}' - default_save_name: in_command - description: Introducing the {in} command - levels: - 5: - story_text: | - ## Lists - When we want to check if something is in a list, we can now use the `{in}` command. - This code prints pretty! if you choose green or yellow, and meh otherwise. - example_code: | - ``` - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - ``` - story_text_2: | - ### Exercise - Finish the example code by filling in the blanks with commands that you've learned. - When you've finished the code, try to create a code of your own and use a question that you've thought of yourself. - example_code_2: | - ``` - animals {is} dog, cow, sheep - answer {is} {ask} 'What is your favorite animal?' - _ answer _ animals _ 'Mine too!' - _ _ 'My favorite animals are dogs, cows and sheep' - ``` - is_command: - name: '{is}' - default_save_name: is_command - description: introducing {is} command - levels: - 2: - story_text: | - ## Variables - You can name a word with `{is}`. This is called a **variable**. In this example we made a variable called name and a variable called age. You can use the word name anywhere in your code and it will be replaced by Hedy, like this: - example_code: | - ``` - name {is} Hedy - age {is} 15 - {print} name is age years old - ``` - story_text_2: | - ### Exercise - Time to make your own variables! - In the example code we made an example of the variable `favorite_animal`. In line 1 the variable is set, and in line 2 we used the variable in a `{print}` command. - Firstly, finish our example by filling in your favorite animal on the blank. Then make at least 3 of these codes yourself. Pick a variable, and set the variable with the `{is}` command. Then use it with a `{print}` command, just like we did. - example_code_2: | - ``` - favorite_animal {is} _ - {print} I like favorite_animal - ``` - 6: - story_text: | - We also make a change in storing a word in a variable! You may now use `=` instead of `{is}` when we store a name or a number in a variable, like this: - example_code: | - ``` - name = Hedy - answer = 20 + 4 - ``` - 14: - story_text: | - We are going to learn more new items. You might know them already from mathematics, the `<` and `>`. - The `<` checks if the first number is smaller than the second, for example age `<` 12 checks if age is smaller than 12. - If you want to check if the first number is smaller or equal to the second, you can use `<=`, for example age `<=` 11. - The `>` checks if the first number is bigger than the second, for example points `>` 10 checks if points is larger than 10. - If you want to check if the first number is bigger or equal to the second, you can use `>=`, for example points `>=` 11. - You use these comparisons in an `{if}`, like this: - example_code: | - ``` - age = {ask} 'How old are you?' - {if} age > 12 - {print} 'You are older than I am!' - ``` - ``` - age = {ask} 'How old are you?' - {if} age < 12 - {print} 'You are younger than me!' - {else} - {print} 'You are older than me!' - ``` - story_text_2: | - From this level on, if you want to compare exactly, you can use two equal signs. This is what most programming languages do: - example_code_2: | - ``` - name = {ask} 'What is your name?' - {if} name == 'Hedy' - {print} 'You are cool!' - ``` - story_text_3: | - You can also compare if something is *not* equal to something else using `!=` like this: - example_code_3: | - ``` - name = {ask} 'What is your name?' - {if} name != 'Hedy' - {print} 'You are not Hedy' - ``` - language: - name: Language - default_save_name: Language - description: Practice words in a foreign language - levels: - 5: - story_text: | - Make your own program to practice your vocabulary in a new language. - - ### Exercise - Make the code longer by adding at least 3 more words for the player to learn. - **Extra** Of course, you can choose to use a different language than French. You can change to code to any language you'd like to learn. - example_code: | - ``` - {print} 'Learn French!' - cat {is} {ask} '🐱' - {if} cat {is} chat {print} 'Terrific!' - {else} {print} 'No, cat is chat' - frog {is} {ask} '🐸' - {if} frog {is} grenouille {print} 'Super!' - {else} {print} 'No, frog is grenouille' - ``` - 16: - story_text: | - ### Exercise - Take a look at the example code. This is a program to practise French vocabulary. Now make your own program to practice your vocabulary in a new language. - If you don't know any other languages, you can use Google translate or you can use emojis and your native language. - example_code: | - ``` - french_words = ['bonjour', 'ordinateur', 'pomme de terre'] - translation = ['hello', 'computer', 'potato'] - score = 0 - {for} i {in} {range} 1 {to} 3 - answer = {ask} 'What does ' french_words[i] ' mean?' - correct = translation[i] - {if} answer == correct - {print} 'Correct!' - score = score + 1 - {else} - {print} 'Wrong, ' french_words[i] ' means ' translation[i] - {print} 'You gave ' score ' correct answers.' - ``` - maths: - name: maths - default_save_name: maths - description: Introducing maths - levels: - 6: - story_text: | - In this level you learn something new: you can now also calculate. - - The plus is easy, you write it like with math: `5 + 5` for example. The minus also works fine, it is `5 - 5`. - - The times is a bit different, because there is no times symbol on your keyboard. Just search, there really isn't! - That is why we multiply with the asterisk above 8: `5 * 5`. Read that as "5 times 5" that helps you remember it best. - example_code: | - ``` - {print} '5 plus 5 is ' 5 + 5 - {print} '5 minus 5 is ' 5 - 5 - {print} '5 times 5 is ' 5 * 5 - {print} '5 divided by 5 is ' 5 / 5 - ``` - 12: - story_text: |- - **Decimal numbers** - So far, Hedy did not allow for decimal numbers like 1.5, but now we do allow that. Note that computers use the `.` for decimal numbers. - example_code: | - ``` - {print} 'Two and a half plus two and a half is...' - {print} 2.5 + 2.5 - ``` - story_text_2: |- - **Maths with words** - In this level you can also do addition with words like this: - example_code_2: | - ``` - a = 'Hello ' - b = 'world!' - {print} a + b - ``` - music: - name: music - default_save_name: music - description: Play a tune! - levels: - 1: - story_text: |- - In this level you'll learn how to use the `{play}` command to play a tune! - - Type `{play}` followed by the note you want to play. The scale goes C-D-E-F-G-A-B. - As you can see there are 7 different letters, but we can play more than just 7 notes. - Type a number between 1 and 10 behind the letter to choose the scale, for example after B4 comes C5. - C1 is the lowest note you can play, C10 is the highest. - - ### Exercise - Try out the example code and then play around with it! Can you create your own melody? - In the next level you'll learn how to play some existing songs. - example_code: |- - ``` - {play} C4 - {play} D4 - {play} E4 - {play} F4 - {play} G4 - {play} A4 - {play} B4 - {play} C5 - ``` - 2: - story_text: | - ### Exercise - Finish the songs! We have started the codes for some melodies. - example_code: | - ``` - {print} Old Mac Donald had a farm - {play} C5 - {play} C5 - {play} C5 - {play} G4 - {play} A4 - {play} A4 - {play} G4 - ``` - story_text_2: As you can see, you can also use the `{sleep}` command to add a little pause in the song. - example_code_2: | - ``` - {print} Twinkle Twinkle Little Star - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} 1 - {play} F - {play} F - ``` - 3: - story_text: | - Create a random melody! - - ### Exercise - The example code creates a random melody, but it's very short and not many notes are used. - Add more notes to the list and create a longer melody by copying the last line a couple more times. - example_code: | - ``` - notes {is} A4, B4, C4 - {play} notes {at} {random} - {play} notes {at} {random} - {play} notes {at} {random} - ``` - 4: - story_text: | - Use the `{clear}` command to create a karaoke machine! - - ### Exercise - Finish the karaoke version of 'Mary had a little lamb'. - Then, create a karaoke version of any song you'd like! - example_code: | - ``` - {print} 'Mary had a little lamb' - {play} E - {play} D - {play} C - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Little lamb, little lamb' - {play} D - {play} D - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Mary had a little lamb' - {play} E - ``` - 5: - story_text: | - You don't always have to use the `{play}` command to play a whole song, sometimes you just want to play one note. - For example, if you want to make a quiz, you can play a happy high note if the answer is right and a sad low note if the answer is wrong. - - ### Exercise - Finish the first question by adding a line of code that plays a C3 note if the wrong answer is given. - Then think of 3 more questions to add to this quiz. - example_code: | - ``` - answer {is} {ask} 'What is the capital of Zimbabwe?' - {if} answer {is} Harare {play} C6 - _ - ``` - 6: - story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\nThis calls for musical maths! Try out the example code a couple of times with different starting numbers.\nThen, see if you can compose a song using the numbers.\n" - example_code: | - ``` - number = {ask} 'Say a starting number between 1 and 67' - {print} number - {play} number - number = number + 1 - {print} number - {play} number - number = number + 1 - {print} number - {play} number - ``` - 7: - story_text: | - Using the `{repeat}` command can make your codes for melodies a lot shorter! - - ### Exercise - Finish the code for Twinkle Twinkle Little Star by using the `{repeat}`command. - Then go back to the songs you've made in the previous levels. Can you shorten those codes too? - example_code: | - ``` - {print} 'Twinkle Twinkle Little Star' - {repeat} 2 {times} {play} C4 - {repeat} 2 {times} {play} G4 - _ - ``` - 8: - story_text: | - Now that we can use the `{repeat}` command for multiple lines, we can make songs even more easily! - - ### Exercise - Finish the song of Brother John (Frère Jacques). Don't forget to use `{repeat}`! - example_code: | - ``` - {print} 'Brother John' - {repeat} 2 {times} - {play} C - {play} D - {play} E - {play} C - {repeat} 2 {times} - {play} E - {play} F - {play} G - {sleep} 1 - ``` - 9: - story_text: | - From this level on you can - among other things - use a {repeat} command inside a {repeat} command. - That makes songs like 'Happy birthday' even shorter! - - ### Exercise - Finish the song! - example_code: | - ``` - first_time = yes - {repeat} 2 {times} - {repeat} 2 {times} - {play} C - {play} D - {play} C - {if} first_time {is} yes - {play} F - {play} E - first_time {is} no - {else} - _ - ``` - 12: - story_text: | - Use functions in your songs! As you can see in the example code, you can make a function for each line of Twinkle Twinkle Little Star. Once you've programmed the first three lines, all you have to do is call the functions in the order you want them played in. - - ### Exercise - Finish the song of Twinkle Twinkle Little Star. - Then look back at all the songs you've programmed in the levels before, can you make those codes better and shorter using functions too? - example_code: | - ``` - {define} first_line - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} - - {define} second_line - {play} F - {play} F - {play} E - {play} E - {play} D - {play} D - {play} C - {sleep} - - {define} third_line - {play} G - {play} G - {play} F - {play} F - {play} E - {play} E - {play} D - {sleep} - - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - ``` - 13: - story_text: | - You can use a function with an argument for songs that have line that are almost the same, but slightly different each time. - One example is the song 'Yankee Doodle'. The first 4 notes of the first lines are the same, but each time they are followed by a different couple of notes. - - ### Exercise - Can you finish the song of Yankee Doodle? - Can you think of another song to program this way? - example_code: | - ``` - {print} 'Yankee Doodle' - {define} _ {with} note_1, note_2, note_3 - {play} C4 - {play} C4 - {play} D4 - {play} E4 - {play} _ - {play} _ - {play} _ - - {call} line_1 {with} 29, 31, 30 - {call} line_1 {with} 29, 28, 0 - {call} line_1 {with} 32, 31, 30 - - {play} C4 - {play} B3 - {play} G3 - {play} A3 - {play} B3 - {play} C4 - {play} C4 - ``` - 14: - story_text: | - You can program music for fun, but you can also use the musical notes to make something useful like a fire alarm! - - ### Exercise - Make sure the fire alarm rings when there is a fire! - example_code: | - ``` - {define} fire_alarm - {print} 'FIRE!' - note = 40 - {for} i {in} {range} 1 {to} 100 - {if} note _ 50 - note = note + 5 - {play} _ - {else} - note = 40 - - fire = {ask} 'Is there a fire?' - {if} fire _ 'yes' - {call} fire_alarm - ``` - 15: - story_text: | - **Warning** This adventure can become extremely annoying! - We can also use the {while} command to repeat a song forever. - - ### Exercise - Finish the never-ending song. - example_code: | - ``` - {define} song - {play} _ - - yes_or_no = {ask} 'Do you want to hear my never-ending song?' - {while} yes_or_no = 'yes' - {call} song - {print} '🥳' - ``` - 16: - story_text: | - Upgrade your Old MacDonald code! - - ### Exercise - Take your code from the 'Sing a Song' adventure and add musical notes to it! - You can make a function for each line in the song and call that function after the line is printed. - We defined the first line for you and called it in the code. Can you finish the whole song? - example_code: | - ``` - {define} line_1 - {for} i {in} {range} 1 {to} 3 - {play} G - {play} D - {for} i {in} {range} 1 {to} 2 - {play} E - {play} D - - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - for i in range 1 to 3 - animal = animals[i] - sound = sounds[i] - print 'Old MacDonald had a farm' - call line_1 - print 'E I E I O!' - _ - ``` - 17: - story_text: | - You can use the {elif} to create different options. - - ### Exercise - Firstly, add colons to get the code to work. - Then finish this code by adding at least 2 other songs for other moods. For example a happy song and an angry song. - example_code: | - ``` - {define} scary_song - {for} i {in} {range} 1 {to} 3 - {play} G - {play} E - {sleep} 2 - {for} i {in} {range} 1 {to} 3 - {play} F - {play} D - - mood = {ask} 'Which emotion are you feeling?' - {if} mood {is} 'fear' - {call} scary_song - {elif} _ - ``` - 18: - story_text: | - ### Exercise - Even in this last level of Hedy we can make some music! Be careful of all the syntax that is needed now. - Take a good look at how the functions are defined and called upon in the example code. - Finish the song! - example_code: | - ``` - {def} line_1(): - {for} i {in} {range}(1, 5): - {play} A - {play} D - {play} F - {play} A - - {def} line_2(): - {for} i {in} {range}(1, 5): - {play} G - {play} C - {play} E - {play} G - - {def} line_3(): - _ - - {print} ('The drunken sailor') - {print} ('What shall we do with the drunken sailor?') - line_1() - line_2() - line_3() - {print} ('Early in the morning') - ``` - parrot: - name: Parrot - default_save_name: Parrot - description: Create your own online pet parrot that will copy you! - levels: - 1: - story_text: | - Create your own online pet parrot that will copy you! - example_code: | - ``` - {print} Im Hedy the parrot - {ask} whats your name? - {echo} - {echo} - ``` - story_text_2: | - ### Exercise - Copy the example code to your input screen by clicking on the yellow button. - Make the parrot ask a different question. Fill in the blanks in the example! - **Extra** You can also let the parrot ask multiple questions. Type in some more lines of code beneath your own code. - example_code_2: | - ``` - {print} Im Hedy the parrot - {ask} _ - {echo} - {echo} - 2: - story_text: | - In the previous level you've made a parrot that will repeat after you. In this level we'll make the parrot interactive using a variable and `{ask}` command. - We will also make the parrot more life-like by adding `{sleep}` commands after something is said. - example_code: | - ``` - {print} Im Hedy the parrot - name _ _ what is your name? - {print} name - _ - {print} squawk - _ - {print} name - ``` - story_text_2: | - ### Exercise - Firstly, finish line 2 with an `{is}` and an `{ask}` command. - Then fill in a `{sleep}` command on line 4 and 6 to let the parrot stay quiet for a little bit. - - **Extra** Can you make the parrot ask for more then only your name by adding more lines of code? - 3: - story_text: | - Teach your parrot a new word with `{add}`. - ### Exercise - Can you add the `{add} {to_list}` command to get the code to work? - example_code: | - ``` - words {is} squawk, Hedy - {print} Train your parrot! - new_word {is} {ask} Which word do you want to teach them? - _ new_word _ words - {print} 🧒 Say new_word, Hedy! - {print} 🦜 words {at} {random} - ``` - 4: - story_text: | - In this level we have to use quotation marks with the commands `{ask}` and `{print}`. - ### Exercise - Complete the code by filling in quotation marks on the blanks. - example_code: | - ``` - words {is} squawk, Hedy - {print} _ Train your parrot! _ - new_word {is} {ask} _ Which word do you want to teach them? _ - {add} new_word {to_list} words - {print} _ 🧒 Say _ new_word _, Hedy!_ - {print} _ 🦜 _ words {at} {random} - ``` - 5: - story_text: | - Reward your parrot if it says the correct word! - - ### Exercise - Finish the code by filling in the 4 missing commands. - example_code: | - ``` - words {is} squawk, Hedy - {print} 'Train your parrot!' - new_word {is} {ask} 'Which word do you want to teach them?' - {add} new_word {to_list} words - said_word {is} words {at} {random} - {print} '🧒 Say ' new_word ', Hedy!' - {print} '🦜 ' said_word - _ said_word {is} new_word _ '🧒 Great job, Hedy! 🍪' - _ _ '🧒 No, Hedy! Say ' new_word - ``` - piggybank: - name: Piggy Bank - default_save_name: Piggy Bank - description: Count your pocketmoney! - levels: - 12: - story_text: | - In this adventure you learn how to make a digital piggy bank. - - ### Exercise - Finish the code to calculate how much money you have and how long you need to save up to buy what you want! - **Extra** Maybe you have already saved some money? Deduct that from the amount you will have to save up. - example_code: | - ``` - {print} 'The digital piggy bank' - wish = {ask} 'What would you like to buy?' - price = {ask} 'How much does that cost?' - saved = {ask} 'How much money have you saved already?' - allowance = {ask} 'How much pocket money do you get per week?' - to_save = price - saved - weeks = to_save / allowance - {print} 'You can buy a ' _ ' in ' _ ' weeks.' - ``` - 14: - story_text: | - ### Exercise - In this level you can let Hedy tell you if you have saved up enough money! - Finish this code by filling in the blanks! - example_code: | - ``` - _ calculate_budget {with} wish, money, allowance - to_save = wish - money - weeks = to_save / allowance - {if} wish _ money - {print} 'You need to save up some more!' - {print} 'Youll need ' weeks ' more weeks.' - {else} - {print} 'Great! You have enough' - {print} 'Lets go shopping!' - - money = {ask} 'How much money have you saved?' - wish = {ask} 'How much money do you need?' - allowance = {ask} 'How much pocket money do you get each week?' - - {call} _ - ``` - pressit: - name: Key presses - default_save_name: Pressed - description: Try linking a keyboard key to a command! - levels: - 5: - story_text: | - In this level there is another new keyword: `{pressed}`! - With `{pressed}` you can use keys on your keyboard to control what lines are used. - - ### Exercise - Look at the example and add one more line of code that reacts to a key press. - example_code: | - ``` - {print} 'Do you want a good (g) or bad (b) ending?' - {if} g {is} {pressed} {print} 'They lived happily ever after ❤' - {else} {print} 'The prince was eaten by a hippopotamus 😭' - ``` - story_text_2: | - You can also link turtle commands to keys. - - ### Exercise - Copy the lines a few times so you can create a larger drawing. - example_code_2: | - ``` - {if} y {is} {pressed} {forward} 15 - {else} {turn} 90 - ``` - 7: - story_text: | - Now that you have learned about `{repeat}`, we can press keys multiple times. - You can use it to make the turtle walk forward and turn. - - ### Exercise - The code you have seen in level 5 only checks the key once. Copy the example code and add a `{repeat}` to it, so that you can press the keys many times. - Use this code to draw something nice. - example_code: | - ``` - {if} x {is} {pressed} {forward} 15 {else} {turn} 90 - ``` - 9: - story_text: | - Now that you know how to combine statements, you can create a touch type tool with `{pressed}`. - - ### Exercise - Finish the code. Each time a random letter should be chosen, which you have to press. You get a point for a correct press, and and two points deduction for a wrong press. - **Extra** Clear the screen after each letter, and show the user how many points they have scored. - example_code: | - ``` - points = 0 - letters = a, b, c, d, e - {repeat} 10 {times} - letter = _ _ _ - {print} 'Press the letter ' letter - {if} letter {is} {pressed} - _ - _ - _ - ``` - print_command: - name: '{print}' - default_save_name: print - description: Introduction print command - levels: - 1: - story_text: | - ## The print command - You can print text to the screen using the `{print}` command. - example_code: | - ``` - {print} Hi there, programmer! - {print} Welcome to Hedy! - ``` - story_text_2: | - ### Exercise - In Hedy you will find exercises in every adventure. An exercise allows you to practise the new commands and concepts, and lets you give your own twist to the example codes. - In this exercise you will see a pink blank space. You have to fill something in the place of the blank space before the code can be run. - - Fill in the `{print}` command in the blank space and then add five more lines of code. Each line has to start with a `{print}` command. - Have fun! - example_code_2: | - ``` - _ Hello! - ``` - 18: - story_text: |- - We arrived at real Python code! That means we need to use parentheses with `{print}` and `{range}` from now on. - It also means you can use Hedy code from this level in any Python environment as long as you use the English commands. If you haven't until now, you can switch the toggle in the commands menu to do so. - example_code: | - ``` - {print}('Hello!') - {for} i {in} {range}(1, 10): - {print}('This is line ', i) - ``` - story_text_2: If you want to print more than one item, you need to separate them by commas. - example_code_2: | - ``` - temperature = 25 - {print}('It is ', temperature, ' degrees outside') - ``` - ``` - name = 'Hedy' - {print}('My name is ', name) - ``` - quizmaster: - name: Quizmaster - default_save_name: Quizmaster - description: Make your own quiz! - levels: - 14: - story_text: | - ### Exercise - In this adventure you can make your own quiz! Fill in the blanks, add more questions and enjoy your own quiz! - You can make a quiz about anything you like: your hobby, your favorite animal, your favorite book or anything at all! - example_code: | - ``` - {print} 'Make your own quiz' - points_a = 0 - points_b = 0 - {print} 'Question' - {print} 'Answer option A' - {print} 'Answer option B' - answer = {ask} 'Which answer?' - {if} answer == 'A' - points_a = points_a + 1 - {if} answer == 'B' - points_b = points_b + 1 - {print} 'End of the quiz!' - {print} 'Lets see the results!' - {if} points_a > points_b - {print} 'You belong to the A club' - {if} points_b > points_a - {print} 'You belong to the B club' - ``` - quotation_marks: - name: '''quotation marks''' - default_save_name: quotation_marks - description: Introduction quotation marks - levels: - 4: - story_text: | - ## 'Quotation marks' - In level 4 `{ask}` and `{print}` have changed. - You must put text that you want to print between quotation marks. - This is useful, because now you can print all the words you want. Also the words you used to store something with `{is}`. - Most programming languages also use quotation marks when printing, so we are also getting a step closer to real programming! - example_code: | - ``` - {print} 'You need to use quotation marks from now on!' - answer {is} {ask} 'What do we need to use from now on?' - {print} 'We need to use ' answer - ``` - story_text_2: | - ## Contractions - Important! Mind that now that we're using quotation marks, Hedy will get confused when you use the apostrophe for contractions like I'm or What's. - Make sure to remove those apostrophes and change the spelling to I am or What is. - Check out the example code to see the wrong way of using apostrophes. - example_code_2: | - ``` - _ This is the wrong way of using apostrophes _ - {print} 'I'm babysitting my sister's kids' - {print} 'What's more fun than that?' - ``` - 12: - story_text: | - **All texts need to be in quotation marks** - For this level on you will also have to use quotation marks when storing a text with `=`: - example_code: | - ``` - name = 'Hedy the Robot' - {print} 'Hello ' name - ``` - story_text_2: | - **All items in lists need quotation marks too** - Lists are texts, so they need quotation marks too. Mind that each single item on the list has quotation marks. - This allows you to save two words as 1 item on the list, for example 'Black Widow'. - example_code_2: | - ``` - superheroes = 'Spiderman', 'Batman', 'Black Widow' - {print} superheroes {at} {random} - ``` - story_text_3: | - **All text after `{if}` comparisons need quotation marks too** - example_code_3: | - ``` - name = {ask} 'What is your name?' - {if} name = 'Hedy the Robot' - {print} 'Hi there!' - ``` - story_text_4: | - **Numbers don't need quotation marks** - For numbers, you do not use quotation marks in the `=`: - example_code_4: | - ``` - score = 25 - {print} 'You got ' score - ``` - random_command: - name: '{random}' - default_save_name: random_command - description: introducing at random command - levels: - 3: - story_text: | - ## At random - In this level you can make a list using the `{is}` command. You can let the computer choose a random item from that list. You do that with `{at} {random}`. - example_code: | - ``` - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - ``` - story_text_2: | - You can use the `{at} {random}` command in a sentence as well. - example_code_2: | - ``` - food {is} sandwich, slice of pizza, salad, burrito - {print} I am going to have a food {at} {random} for lunch. - ``` - story_text_3: | - ### Exercise - Try out the `{at} {random}` command by making your own gameshow (like the ones on tv) where you choose a door or suitcase and it contains a big price! - Can you do it? We have already put the first lines into the example code. - example_code_3: | - ``` - {print} The big gameshow! - {print} There are 3 suitcases in front of you... - chosen {is} {ask} Which suitcase do you choose? - prices {is} _ - _ - ``` - 16: - story_text: |- - We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. - We use square brackets to point out a place in a list. For example: `friends[1]` is the first name on the list of friends, as you can see in the first part of the example code. - The second part of the example code shows you that we can also match 2 lists using the variable i. - example_code: | - ``` - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - ``` - story_text_2: |- - Now that you've learned to use the brackets in lists, you can also start using the {at} {random} command in the Python way! - You simply type the name of your list with `[random]` behind it! - example_code_2: |- - ``` - fruit = ['apple', 'banana', 'cherry'] - {print} fruit[random] - ``` - repeat_command: - name: '{repeat}' - default_save_name: repeat_command - description: '{repeat} command' - levels: - 7: - story_text: | - ## Repeat! Repeat! Repeat! - Level 7 adds the `{repeat}` command. `{repeat}` can be used to execute one line of code multiple times. Like this: - - ### Exercise - Play around with the `{repeat}` command. Can you make the happy birthday song in only 3 lines of code instead of 4 now? - example_code: | - ``` - {repeat} 3 {times} {print} 'Hedy is fun!' - ``` - 8: - story_text: | - ### Repeat commands and indentation - In this level you can repeat multiple lines of code with only 1 repeat command. - You do this by making a block of lines that you want to repeat. - The lines in this block will need **indentation** . - That means putting four spaces at the beginning of each line. You will also have to indent when you just want to create a block of one line. - example_code: | - ``` - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This is all repeated 5 times' - ``` - 9: - story_text: | - Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an `{if}` or `{repeat}` command. - But you can't yet combine the two... - - Good news! In this level you will be allowed to put an `{if}` inside an `{if}`, `{repeat}` inside a `{repeat}` command and in eachother. - Give it a try! - example_code: | - ``` - {repeat} 3 {times} - order = {ask} 'What would you like to order?' - {if} order {is} pizza - {print} 'Yammie' - {else} - {print} 'pizza is better!' - ``` - repeat_command_2: - name: '{repeat} 2' - default_save_name: repeat_command_2 - description: '{repeat} command 2' - levels: - 7: - story_text: | - ## Repeat with other commands and with variables - You have practiced the `{repeat}` command in combination with the `{print}` command now, but did you know you could also use other commands with `{repeat}` ? - In this example code you can see that `{repeat}` can also be used with an `{ask}`, `{if}` or `{else}` command. - example_code: | - ``` - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - ``` - story_text_2: | - Another interesting thing you can do with the `{repeat}` command is using variables to set the amount of times something should be repeated. In the example code you can see that we first ask the person how old they are. - Then, in line 3, the question is repeated 'age' times. So we have used the variable 'age' with the `{repeat}` command. - example_code_2: | - ``` - {print} 'Yay! It is your birthday!' - age = {ask} 'How old are you now?' - {repeat} age {times} {print} 'Hip Hip Hurray!' - ``` - 8: - story_text: | - ### In the block or not? - In this level you have to think carefully which lines of code should be in the block and which shouldn't. - For example: If you want to sing the song *the muffin man*. You only want the line with 'the muffin man' to be repeated twice. - This means the last line shouldn't start with indentation as it doesn't belong to the block. - If you do start the last line with indentation the song will turn out wrong. - - ### Exercise - Each line in the example code starts with a blank. Remove the blanks and try to figure out which line need indentation and which don't to make the muffin man song. - example_code: | - ``` - _ {print} 'Do you know the muffin man?' - _ {repeat} 2 {times} - _ {print} 'The muffin man' - _ {print} 'Do you know the muffin man, who lives on Drury Lane?' - ``` - restaurant: - name: Restaurant - default_save_name: Restaurant - description: Create your own virtual restaurant - levels: - 1: - story_text: | - In level 1 you can make your own virtual restaurant and take your guests' orders. - story_text_2: | - ### Exercise - Copy the example code into your input screen by clicking the yellow button. - Firstly, fill in the correct command on the blanks to make to code work properly. - Then add at least 4 more lines of code to the restaurant program. - Ask the costumer what they would like to drink and ask if they want to pay with cash or card. - Lastly, think of a nice way to say goodbye to your costumer. - example_code_2: | - ``` - {print} Welcome to Hedy's restaurant 🍟 - _ What would you like to order? - {echo} So you would like to order - {print} Thank you for your order! - {print} It's on its way! - ``` - 2: - story_text: | - In level 2 you could expand your restaurant by using variables. In level 1 Hedy could only `{echo}` the order once and only remember the last thing that was ordered. - Now you can use variables and Hedy can remember both the food and the toppings! - example_code: | - ``` - {print} Welcome to Hedy's restaurant! - {print} Today we're serving pizza or lasagna. - food {is} {ask} What would you like to eat? - {print} Great choice! The food is my favorite! - topping {is} {ask} Would you like meat or veggies on that? - {print} food with topping is on its way! - ``` - story_text_2: | - ### Exercise - Copy your own restaurant code from to previous level to the input screen below. - Fix the code by replacing the `{ask}` and `{echo}` commands and using variables, like you've learned in this level. - - Now that your code is working again, it's time to add something more. - Look at the last line of the example code: `{print} food with topping is on its way!` - In this single line 2 variables have been used to create a summary of the order. - Now add your own summary of the food and drinks ordered by the customer. - - **Extra** Now that you've learned how to use variables, you can use as many variables in one line as you'd like. Can you add more variables to your code, like eat in or take-away, cash or card, with or without a straw etc.? - 3: - story_text: | - Having trouble to decide what you wanna have for dinner? You can let Hedy choose for you! - Simply add lists of your favorite (or least favorite) meals and Hedy can randomly choose your dinner. - You can also have a bit of fun, by letting Hedy choose the price for your dinner as well! What will you get? - example_code: | - ``` - dishes {is} spaghetti, brussels sprouts, hamburgers - {print} You will have dishes {at} {random} tonight! - prices {is} 1 euro, 10 euros, 100 euros - {print} That will be prices {at} {random} please. - ``` - story_text_2: | - ### Exercise - Now make your own version of the random restaurant. - Make a list of starts, mains, desserts, drinks and prices yourself. - Then use `{print}` and `{at} {random}` commands to tell the costumer what will be on their menu tonight. - example_code_2: | - ``` - {print} Welcome to your own random restaurant! - starters {is} _ - mains {is} _ - desserts {is} _ - drinks {is} _ - prices {is} _ - _ - ``` - 4: - story_text: | - In the restaurant you have to use quotation marks too when using the `{print}` or `{ask}` command. - - ### Exercise - Add the quotation marks to this code to make it work! Be careful: variables should not be in quotation marks. - Then, use the `{clear}` command to only show one line at a time in your output screen. - - ### Exercise 2 - Go back to the previous level and copy your restaurant code. Make the code work in this level by adding quotation marks in the right spots and add some `{clear}` commands. - example_code: | - ``` - _ Add the quotation marks to this code _ - {print} Welcome to Restaurant Chez Hedy! - {print} Today we are serving pizza or lasagna. - food {is} {ask} What would you like to eat? - {print} Great choice! The food is my favorite! - topping {is} {ask} Would you like meat or veggies on that? - {print} food with topping is on its way! - drinks {is} {ask} What would you like to drink with that? - {print} Thank you for your order. - {print} Your food and drinks will be right there! - ``` - 5: - story_text: | - ### Exercise - The example code shows how you could program that you've run out of a menu item in your restaurant. - Copy your own restaurant code from the previous levels. Create a problem in your restaurant and code it, like the example code did. - For instance, you could also run out of a menu item, or you don't take credit cards, or the ice cream machine is broken. - - **Extra** Have you programmed the problem and programmed appropriate responses? Then try to add more `{if}` and `{else}` commands into your code. - Try to add an `{if}` after every `{ask}` command in your code to make the code as interactive as possible! - example_code: | - ``` - drinks_in_stock {is} water, lemonade, cola, orange juice - drink {is} {ask} 'What would you like to drink?' - {if} drink {in} drinks_in_stock {print} 'One ' drink 'coming up!' - {else} {print} 'Sorry, we do not sell that' - ``` - 6: - story_text: | - In this level you can use maths to calculate the total price of your customer's order, which can make your virtual restaurant more realistic. - But you can also add many more things to your virtual restaurant, for example more courses. - - ### Exercise - You can add many more things to your virtual restaurant. For example, can you... - - ask how many people are coming and multiply the price by that amount? - - add another course? - - give people a discount when they enter a (secret) couponcode? - - add a children's menu? - - think of other fun things to add? - example_code: | - You can make a simple restaurant code, like this: - ``` - {print} 'Welcome to Restaurant Chez Hedy' - {print} 'Here is our menu:' - {print} 'Our main courses are pizza, lasagne, or spaghetti' - main = {ask} 'Which main course would you like?' - price = 0 - {if} main {is} pizza price = 10 - {if} main {is} lasagne price = 12 - {if} main {is} spaghetti price = 8 - {print} 'You have ordered ' main - {print} 'That will be ' price ' dollars, please' - {print} 'Thank you, enjoy your meal!' - ``` - 7: - story_text: | - In this level you've learned how to use the `{repeat}` command to repeat a line of code a certain amount of times. - You can use that in your restaurant to `{ask}` multiple people what they'd like to eat. - - ### Exercise - Can you complete the code? Hedy needs to repeat this question as many times as there are people. So if there are 5 people, the question needs to be asked 5 times. - **Extra** Expand your code with more questions, for example about drinks or sauce. - example_code: | - ``` - {print} 'Welcome to Restaurant Chez Hedy' - people = {ask} 'How many people are joining us today?' - ``` - 8: - story_text: | - In this level you can make your virtual restaurant more elaborate by repeating multiple lines of code. Like this: - - ### Exercise - This code can be expanded with more items on the menu, for example offering drinks, and/or multiple courses or desserts. Add at least one more item. - **Extra** Add even more items, as many options as you like! - example_code: | - ``` - {print} 'Welcome to Restaurant Chez Hedy!' - people = {ask} 'How many people will be joining us today?' - {print} 'Great!' - {repeat} people {times} - food = {ask} 'What would you like to order?' - {print} food - {print} 'Thank you for ordering!' - {print} 'Enjoy your meal!' - ``` - 9: - story_text: "In this level you can use nesting to make your restaurant more realistic and more fun!\n\n### Exercise\nThe indentation was removed in the example code. \nCan you figure out how much indentation each line needs in order for the code to work properly?\nIf the customer orders pizza, Hedy shouldn't ask what sauce the costumer wants.\n\n**Extra** A restaurant does not stock all sauces. Make a list of available sauces and give a reply with each order whether you sell it.
\n**Extra** Pizzas have toppings. Ask customers what they want.
\n**Extra** Do customers want a drink? Ask them too!
\n" - example_code: | - ``` - {print} 'Welcome to Restaurant Chez Hedy!' - people = {ask} 'How many people will be joining us today?' - {print} 'Great!' - price = 0 - {repeat} people {times} - _ food = {ask} 'What would you like to order?' - _ {print} food - _ {if} food {is} fries - _ price = price + 3 - _ sauce = {ask} 'What kind of sauce would you like with your fries?' - _ {if} sauce {is} no - _ {print} 'no sauce' - _ {else} - _ price = price + 1 - _ {print} 'with ' sauce - _ {if} food {is} pizza - _ price = price + 4 - {print} 'That will be ' price ' dollar' - {print} 'Enjoy your meal!' - ``` - 10: - story_text: | - In this level you'll learn how to easily ask orders for different courses. - - ### Exercise 1 - Finish the code with an `{ask}` on the blanks such that the customer is asked what they want to eat for each course. - example_code: "```\ncourses = appetizer, main course, dessert\n{for} course {in} courses\n {print} 'What is your order for ' course '?'\n _ \n _\n```\n" - story_text_2: | - ### Exercise - Of course, you could also order for multiple people! - Can you add the correct amount of indentation before each line to make the code work properly? - Tip: some lines don't need any indentation at all. - example_code_2: | - ``` - _ courses = appetizer, main course, dessert - _ names = Timon, Ono - _ {for} name {in} names - _ {for} course {in} courses - _ food = {ask} name ', what would you like to eat as your ' course '?' - _ {print} name ' orders ' food ' as their ' course - ``` - 11: - story_text: | - We can use the `{for}` with `{range}` to print the orders from multiple customers in an orderly manner. - - ### Exercise - Finish the restaurant code, so that you can ask for the order of multiple people. Print the order number each time: 'Order 1', 'Order 2', etc. - Are you not sure how to go about this? Have a peek at your level 8 code. - - **Extra** In level 9 the restaurant also used prices. You can add that here too! - example_code: | - ``` - {print} 'Welcome to Restaurant Hedy!' - people = {ask} 'For how many people would you like to order?' - {print} 'So you want to order for ' people ' people.' - {print} "Let's go!" - ``` - 12: - story_text: | - From this level on, you can use decimal numbers to make your menu more realistic. - - ### Exercise - Can you think of a code to give your friends and family a 15% discount? - example_code: | - ``` - price = 0.0 - food = {ask} 'What would you like to order?' - drink = {ask} 'What would you like to drink?' - {if} food {is} 'hamburger' - price = price + 6.50 - {if} food {is} 'pizza' - price = price + 5.75 - {if} drink {is} 'water' - price = price + 1.20 - {if} drink {is} 'soda' - price = price + 2.35 - {print} 'That will be ' price ' dollar, please' - ``` - 13: - story_text: | - In this level you will learn new commands to extend your code even further. - - ### Exercise 1 - Place a `{and}` and a `{or}` in the logical place in the program. - - ### Exercise 2 - Expand your restaurant with at least one more `{and}` and one `{or}`. - For example, create a special discount coupon that only applies to pizza, or give your customer a free drink - with fries and pancakes. Or something completely different of course! - example_code: | - ``` - price = 10 - food = {ask} 'What would you like to eat?' - drinks = {ask} 'What would you like to drink?' - {if} food {is} 'sandwich' _ drinks {is} 'juice' - {print} 'That is our discount menu' - price = price - 3 - {if} drinks {is} 'water' _ drinks {is} 'juice' - {print} 'That is a healthy choice' - {print} 'That will be ' price ' dollars' - ``` - 15: - story_text: | - With the `{while}` you can make sure your costumers can keep adding orders until they are done. - - ### Exercise - Correctly add the `{while}` command to this code. - example_code: | - ``` - {print} 'Welcome at McHedy' - more = 'yes' - _ - order = {ask} 'What would you like to order?' - {print} order - more = {ask} 'Would you like to order anything else?' - {print} 'Thank you!' - ``` - rock: - name: Rock, paper, scissors - default_save_name: Rock_2 - description: Make your own rock, paper, scissors game - levels: - 1: - story_text: | - In level 1 you can start with a rock, paper, scissors game. - - With `{ask}` you can make a choice, and with `{echo}` you can repeat that choice. - example_code: | - ``` - {print} what do you choose? - {ask} choose from rock, paper or scissors - {echo} so your choice was: - ``` - story_text_2: | - ### Exercise - Instead of using words, you could also use emojis: ✊✋✌ - Can you create a code using emojis? - example_code_2: | - ``` - {print} what do you choose? - {ask} choose from _ - {echo} so your choice was: - ``` - 2: - story_text: | - In this level you can practise using the variables, so that you can make the rock, paper, scissors game in the next level! - ### Exercise - Finish the code by filling in the **variable** on the blank. - This game is not very interactive, but no worries! In the next tab you'll learn how to use variables with the `{ask}` command to make your game interactive! - example_code: |- - ``` - choice {is} rock - {print} I choose _ - ``` - 3: - story_text: | - You can use the `{at} {random}` command to let the computer pick rock, paper or scissors! - - ### Exercise - Finish the code by using the `{at} {random}` command. - example_code: | - ``` - choices {is} rock, paper, scissors - {print} choices _ - ``` - story_text_2: | - **Extra** Make a two player game. Firstly ask the two players to fill in their names. Then let the computer randomly pick their choices. - example_code_2: | - ``` - choices {is} rock, paper, scissors - player_1 {is} {ask} Name of player 1: - _ - ``` - 4: - story_text: | - In this level we can further program rock, paper, scissors. But if you want to add text, you have to use quotation marks here too. - ### Exercise - Fill in quotation marks on the blanks. Mind that the variable `choices` should be outside the quotes. - example_code: | - ``` - choices {is} rock, paper, scissors - {print} _The computer chooses..._ choices {at} {random} - ``` - 5: - story_text: | - In this level we can determine whether it's a tie or not. For that you need the new `{if}` code. - - ### Exercise - Finish the code by filling in the blanks: - * Let the computer pick a random option - * Ask the player what they want to choose - * Fill in the correct variables in line 4 and 5 - * Finish line 6 so that Hedy can check whether it's a tie or not. - example_code: | - ``` - options {is} rock, paper, scissors - computer_choice {is} _ - choice {is} _ - {print} 'you chose ' _ - {print} 'computer chose ' _ - {if} _ {is} _ {print} 'tie!' {else} {print} 'no tie' - ``` - - Fill in the correct code on the blanks to see if it is a draw. - 9: - story_text: "In this level you can program the whole rock, paper, scissors game by nesting the `{if}` commands. \n\n### Exercise\nCan you finish the code? The program must tell who has won for every combination.\n\n**Extra** Want to play more than one game? Expand the code so that you can play multiple rounds. You can even use an `{ask}` to ask the user how many rounds they want to play.\n" - example_code: | - ``` - choices = rock, paper, scissors - your_choice {is} {ask} 'What do you choose?' - {print} 'You choose ' your_choice - computer_choice {is} choices {at} {random} - {print} 'The computer chooses ' computer_choice - {if} computer_choice {is} your_choice - {print} 'Tie' - {if} computer_choice {is} rock - {if} your_choice {is} paper - {print} 'You win!' - {if} your_choice {is} scissors - {print} 'You lose!' - # finish this code - ``` - 10: - story_text: | - ### Exercise - In the previous levels you have often made your own rock paper scissors game. Can you finish the code and use the `{for}` command properly to get the game to work? - example_code: | - ``` - choices = _ - players = _ - {for} _ - ``` - 13: - story_text: | - With the `{and}` command you can shorten your rock, paper, scissors code! Check out the example code. - - ### Exercise - Finish the code such that a winner is always decided on. Run your code a few times to verify there is always a winner printed. - example_code: | - ``` - options = 'rock', 'paper', 'scissors' - your_choice = {ask} 'What do you choose?' - computer_choice = options {at} {random} - {print} 'You choose ' your_choice - {print} 'The computer chooses ' computer_choice - {if} computer_choice {is} your_choice - {print} 'Tie' - {if} computer_choice {is} 'rock' {and} your_choice {is} 'paper' - {print} 'You win!' - {if} computer_choice {is} 'rock' {and} your_choice {is} 'scissors' - {print} 'The computer wins!' - _ - ``` - 15: - story_text: | - ### Exercise - Play until you beat the computer! But first, finish the example code... - example_code: | - ``` - won = 'no' - options = 'rock', 'paper', 'scissors' - {while} won == 'no' - your_choice = {ask} 'What do you choose?' - computer_choice = options {at} {random} - {print} 'you chose ' your_choice - {print} 'the computer chose ' computer_choice - {if} computer_choice == your_choice - {print} 'Tie!' - {if} computer_choice == 'rock' {and} your_choice == 'scissors' - {print} 'You lose!' - {if} computer_choice == 'rock' {and} your_choice == 'paper' - {print} 'You win!' - won = 'yes' - _ - ``` - rock_2: - name: Rock, paper, scissors 2 - default_save_name: rock_2 - description: Part 2 of rock, paper, scissors - levels: - 2: - story_text: | - Now that you have learned how to use the `{ask}` command, you can make your rock, paper, scissors code interactive too! - - ### Exercise - Make the rock, paper, scissors code interactive by adding the `{ask}` command and a question to your rock, paper, scissors code. - example_code: | - ``` - choice {is} _ - {print} I choose choice - ``` - secret: - name: SuperSpy - default_save_name: SuperSpy - description: Make your own spy code - levels: - 12: - story_text: | - In this adventure you can create your own super spy code. Encode a message that only the right agent can decipher. - If the enemy tries to crack the code, they will get some false info to waste their time. - - ### Exercise 1 - Make your own secret code for your superspy and return both parts only to the real spy. - - ### Exercise 2 - Add a third component to the code, like a piece of clothing or an object. - example_code: | - ``` - name = {ask} 'What is your name?' - {if} name {is} _ - a = 'Go to the airport ' - {else} - a = 'Go to the trainstation ' - password = {ask} 'What is the password?' - {if} password {is} _ - b = 'tomorrow at 02.00' - {else} - b = 'today at 10.00' - {print} _ _ _ - ``` - 13: - story_text: | - We can simplify the superspy code with `{and}`, such that we only need one `{if}`. - - ### Exercise 1 - Complete the code by filling the right command on the blank. Tip: The superspy has to answer BOTH questions correctly, before they get the confidential information! - - ### Exercise 2 - We want to confuse the enemy even more! Create a list with fake answers and select one at random when a wrong answer is given. - example_code: | - ``` - name = {ask} 'What is your name?' - password = {ask} 'What is your password?' - {if} name {is} 'Agent007' _ password {is} 'TOPSECRET' - {print} 'Go to the airport at 02.00' - {else} - {print} 'Go to the trainstation at 10.00' - ``` - simon: - name: Simon Says - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - Let's make a game of Simon Says! Simon Says is a memory game in which the player will be given a color. They have to repeat that color back. - If they get it right a color is added to the sequence, so they now have to remember 2 colors, then 3, then 4 etc. the game stops as soon as the player makes a mistake. - - ### Exercise - In this first part of the Simon Says adventure, we'll let the computer pick a random color and add it to a list. - - ***Make 2 lists*** First, make a list called `colors` and fill it with the colors red, yellow, green and blue. - Then make a list called `simon_sequence`. This list will be used as the answer. - At the start of the game this lists need to be empty. unfortunately, we can't create an empty list (yet), so we'll fill it with the words 'empty' and 'list' and we'll remove them from the list immediately. - - ***Create a function that adds a color to the sequence*** Now that we have an empty list called simon_sequence, we can start filling it with random colors. - We do that with a function, so we can call it everytime there's a new level in our game. Create a function called `add_random_color`. - Then create the variable random_color and set it to a random color. Next, add this random color to the simon_sequence. - - ***Create a function that shows the simon_sequence*** Start by naming the new function `show_simon_sequence` with `level` as an argument. Now we want to show as many colors as the level we are in (in level 1 you see 1 color, in level 2 you see 2 colors etc). - So we repeat `level` times, to print the `simon_sequence[i]`. Each time a color is shown, wait for 1 second and then clear the screen. - - ***Test your program*** Before you go to the next level, test if the functions are working by calling both of the functions. If they're working you should see a random color in your output screen. - Remove this testing part of your code, copy the code and continue to the next tab to learn more about the simon says game! - example_code: | - ``` - # Make 2 lists - colors = _ - _ = ['empty', 'list'] - {remove} _ {from} simon_sequence - {remove} _ - - # Create a function that adds a color - _ add_random_color - _ - {add} _ - - # Create a function that shows the simon_sequence - {define} _ - {for} i {in} {range} 1 {to} _ - {print} _ - _ - _ - - # Test your program - {call} _ - {call} show_simon_sequence {with} 1 - ``` - simon_2: - name: Simon Says 2 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - We'll continue with our Simon Says game! - - ### Exercise - ***Paste your code here*** Paste your code from the previous level here. Don't forget to remove the part that was just used for testing the functions. - - ***Create a function that creates the player_sequence*** The list `player_sequence` is used to capture the answers of the player. First we define the function with the argument level. - Next, we ask level times what the color is that they choose. We call that variable `answer`. Then we add the variable `answer` to the list player_sequence. - - ***Setting up the game*** Before we program the game in the next tab, we'll need some starting variables. First, we'll set the variable `level` to 1 and the variable `game_over` to False. - Then we make an introduction for the game. We'll print 'Welcome to Simon Says!' and clear the screen after 1 second. - - ***Continue to the next tab to finish the game!**** Don't forget to copy your code and take it with you to the next tab. - example_code: | - ``` - # Paste your code here - - - # Create a function that creates the player_sequence - {define} _ - {for} _ - _ 'What is color number ' i '?' - {add} answer {to} _ - - # Set up - level = _ - game_over = _ - {print} _ - _ 1 - _ - ``` - simon_3: - name: Simon Says 3 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - In this tab we'll program the game of Simon Says! - - ### Exercise - ***Paste your code*** Copy your code from the previous tab and paste it here. - - ***Program the game*** We start by making sure the game goes on while the game isn't over. Then we print what level the player is on, we use the variable level for that. We only show that for 1 second and then we clear the screen again. - Now, we have to create the empty list player_sequence. We've already programmed how to fill the list, with our function `player_sequence`, but we never made the list itself. To create the list we use the same trick as we did in the previous tab. - We'll make a list with the words 'empty' and 'list' on it, and then we remove both these words. Next, we'll call all of the 3 functions that we've created. - Lastly, we'll have to check if the player gave the correct answers (so if the player_sequence and the simon_sequence are the same). - If that's the case, we'll compliment the player. Wait for 1 second and increase the level with 1. - Did the player give the wrong answer, we'll tell them and end the game by setting game_over to 'True' - - ***Enjoy your game!*** Great job! Does your game not work? Use the ladybug button to debug your code! - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - {print} _ - _ - _ - _ = ['empty', 'list'] - {remove} _ - {remove} _ - {call} _ - {call} _ {with} _ - {call} _ {with} _ - {if} player_sequence == _ - _ - _ - _ - {else} - _ - game_over = _ - ``` - sleep_command: - name: '{sleep}' - default_save_name: sleep_command - description: introducing {sleep} command - levels: - 2: - story_text: | - Another new command in this level is `{sleep}`, which pauses your program for a second. If you type a number behind the {sleep} command, the program pauses for that amount of seconds. - - ### Exercise - Practise this new command by making a code of your own in which you use the {sleep} command at least 3 times. With each {sleep} command the pausing time should differ. - example_code: | - ``` - {print} My favorite colour is... - {sleep} 2 - {print} green! - ``` - songs: - name: Sing a song! - default_save_name: Song - description: Print a song - levels: - 6: - story_text: | - Songs often contain a lot of repetition. Sometimes the repetition is also based on counting. - For example, in the well-known song 'Bottles of beer'. You can program that song with a little math. - - Tip: Use the read aloud function to let Hedy sing the song to you! - - ### Exercise - You can now repeat lines 2 to 7 as many times as you want by copying the lines. - example_code: | - ``` - verse = 99 - {print} verse ' bottles of beer on the wall' - {print} verse ' bottles of beer' - {print} 'Take one down, pass it around' - verse = verse - 1 - {print} verse ' bottles of beer on the wall' - {sleep} - ``` - story_text_2: | - This children's song counts down from 5 little monkeys to 1 monkey. - If you copy line 2 - 7 and paste it under the the code, you can sing the whole song! - example_code_2: | - ``` - number = 6 - number = number - 1 - {print} number ' little monkeys jumping on the bed' - {print} 'One fell off and bumped his head' - {print} 'Mama called the doctor and the doctor said' - {print} 'NO MORE MONKEYS JUMPING ON THE BED!' - {sleep} - ``` - 7: - story_text: | - Songs often contain a lot of repetition. For example... Baby Shark! If you sing it, you keep singing the same thing: - - Baby Shark tututudutudu
- Baby Shark tututudutudu
- Baby Shark tututudutudu
- Baby Shark - - ### Exercise - You can print the song Baby Shark with a `{repeat}`? Finish the code by replacing the blanks? - **Extra** After Baby Shark you can of course also program other songs. There are many songs with repetition! - Can you think of one more song and print it? - example_code: | - ``` - {repeat} _ _ {print} 'Baby Shark tututudutudu' - {print} 'Baby Shark' - ``` - 8: - story_text: | - In a previous level you've programmed the song 'Bottles of beer'. But without the `{repeat}` command, you had to copy the verses many times. - In this level you can repeat the song 99 times, just by adding one simple line! - - ### Exercise - Add the right command on the blanks and indent the code correctly. - example_code: | - ``` - verse = 99 - _ 99 {times} - {print} verse ' bottles of beer on the wall' - {print} verse ' bottles of beer' - {print} 'Take one down, pass it around' - verse = verse - 1 - {print} verse ' bottles of beer on the wall' - ``` - 10: - story_text: | - With `{for}` you can print make the whole baby shark song (including all the other sharks in the family) in only 6 lines! - - ### Exercise 1 - Can you make the baby shark code even shorter by using a `{for}` command? Finish the example code. - example_code: "```\nfamily = baby, mammy, daddy, grandma, grandpa\n_ _ _ _ \n {print} _\n```\n" - story_text_2: | - ### Exercise 2 - Print the song Five little moneys jumping on the bed. Look up the text if you don't remember. - - **Extra** Print the song Old MacDonald had a farm, and make sure all animals make a different sound, using an `{if}`. - example_code_2: | - ``` - monkeys = 5, 4, 3, 2, 1 - ``` - 11: - story_text: | - In this level you can use the `{for}` with `{range}` to make songs that use counting, like the 5 little monkeys. - - ### Exercise 1 - Fill in the blanks and make the code work! If you don't remember the song text, look it up yourself. - - ### Exercise 2 - The final line of the song is different from the others. Print this line inside the `{for}`, and use an `{if}` to make it work correctly. - example_code: | - ``` - _ monkeys _ _ 5 _ 1 - {print} monkeys ' little monkeys jumping on the bed' - _ - ``` - 12: - story_text: | - In this song we can make it even easier to program 'if you're happy and you know it, clap your hands'. Because we can put all of the actions in a variable, check it out: - - ### Exercise - Can you add the right amount of indentation to each line to make the song play correctly? - Hint: Not all lines need indentation. - example_code: | - ``` - _ actions = 'clap your hands', 'stomp your feet', 'shout Hurray!' - _ {for} action {in} actions - _ {for} i {in} {range} 1 {to} 2 - _ {print} 'if youre happy and you know it' - _ {print} action - _ {print} 'if youre happy and you know it and you really want to show it' - _ {print} 'if youre happy and you know it' - _ {print} action - ``` - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, but did you know that you could combine them with {ask} commands as well? - In this example we have changed the 'My Bonnie' program and made it interactive. You are now asked where Bonnie is. - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is ' place - - chosen_place = {ask} 'Where do you want Bonnie to be?' - synonym = {ask} 'What is another word for that?' - - {call} song {with} chosen_place - {call} song {with} synonym - {call} song {with} chosen_place - ``` - 16: - story_text: | - In this level, you can program a song like OldMacDonald even more quickly. You can connect the right animal to the right sound by simply putting them in the same place in the list. - The Drunken Sailor is also quickly made in this level. You only need 8 lines for the entire song, check it out! - - ### Exercise - Complete the Old MacDonald song by setting the variable `animal` to `animals[i]` and `sound` to `sounds[i]`. - example_code: | - ``` - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - {for} i {in} {range} 1 {to} 3 - animal = _ - sound = _ - {print} 'Old MacDonald had a farm' - {print} 'E I E I O!' - {print} 'and on that farm he had a ' animal - {print} 'E I E I O!' - {print} 'with a ' sound sound ' here' - {print} 'and a ' sound sound ' there' - {print} 'here a ' sound - {print} 'there a ' sound - {print} 'everywhere a ' sound sound - ``` - - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines - {for} i {in} {range} 1 {to} 3 - {print} line - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - 18: - story_text: | - In level 16 we made songs using lists. These programs however are no longer working properly in this level. The colons from level 17 and the brackets from level 18 still need to be added. - - ### Exercise 1 - The Drunken sailor song is given as sample code, but not yet working. - Can you make sure everything works again? To help you, we've put _ in the places of _some_ errors. - - ### Exercise 2 - Now also look up your Old MacDonald song from level 16, and correct it. - example_code: | - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines _ - {for} i {in} {range} 1 {to} 3 _ - {print} _ line _ - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - songs_2: - name: Sing a song! 2 - default_save_name: Song 2 - description: Sing a song 2 - levels: - 12: - story_text: | - Songs contain a lot of repetition. We can capture it with a function! - ### Exercise - Look at the example code with the function. Fill out the two lines so the full song is printed. - example_code: | - ``` - {define} twinkle - {print} 'Twinkle' - {print} _ - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} _ - ``` - 16: - story_text: | - ### Exercise - Finish the nursery rhyme! - example_code: | - ``` - number = ['one', 'two', 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'ten'] - object = ['on his drum', 'on his shoe', 'on his knee', 'on his door', 'on his hive', 'on his sticks', 'up in heaven', 'on his gate', 'on his vine', 'once again'] - - _ - {print} 'This old man' - {print} 'He played ' _ - {print} 'He played knick-knack ' _ - {print} 'With a knick-knack paddywhack' - {print} 'Give the dog a bone' - {print} 'This old man came rolling home' - {sleep} 8 - {clear} - ``` - story_text_2: | - ### Exersice 2 - Now create your own code for the nursery rhyme 'The wheels on the bus' on the same way! - example_code_2: | - ``` - object = ['wheels', 'doors', _] - movement = [ 'round and round', 'open and shut', _] - ``` - tic: - name: Tic-Tac-Toe - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - Let's program a game of tic-tac-toe! - - ### Exercise - In this adventure we'll start with creating an empty field. - - ***Create a list called field*** This list will be our playing field. This list is filled with 9 dots, since there are no x's and o's yet at the start of our game. - - ***Create a function that prints the field*** Firstly, clear the screen so the old playing fields will be removed. Then we print the first line of our Tic Tac Toe field. This line constists of the first 3 spots in our list field. - We have already programmed this line for you. Now finish the field by printing spot 4, 5, and 6 on the second row and spot 7, 8 and 9 in the third row. - - ***Call the function that prints the field*** Now call the function. -
- Run the code. Your output should look like this: -
- - ***Continue in the next tab*** In the next tab you'll learn how to program the game itself. - example_code: | - ``` - # Create a list called field - _ = ['.', '.', '.', '.', '.', '.', '.', '.', '.'] - - # Create a function that prints the field - {define} print_field - _ - {print} 'TIC TAC TOE' - {print} field[1] field[2] field[3] - _ - _ - - # Call the function - ``` - 17: - story_text: | - In the previous level you've learned how to make a tic-tac-toe game. The game works, but is quite annoying as it keeps asking you if you've won yet. - Now that we have the {elif} command, we can let the game decide if someone has won and it can stop asking us! - - ### Exercise - ***Paste your code*** Paste your code from the previous level here and make it level 17 proof. In this level you've learned to use a colon everytime you create a block of code. Please add the colons in the correct spots. - - ***Create a function that detects if someone's won*** We have started the function for you, paste it under the function `print_field` and finish the function. You can see that this first piece of code checks to see if spot 1, 2 and 3 are the same, because if they are you have 3 in a row. - It also checks if they are not a dot, because if they are, the line might have the same symbols on them, but that's just because it's still empty. - If all these conditions are met, the game is over and the winner is printed. - Finish this function with all possible ways to win. This means you have to make this for the other 2 rows, 3 columns and 2 diagonals. - If you've finished all the other options, the function should return the variable `game_over` so we can use it in our game. - - ***Call the function in the game*** Go to the line `game_over = {ask} 'Did you win?'` and change it to `game_over = {call} detect_winner {with} field, sign`. Now the function will check if there's a winner and the game doesn't need to keep asking anymore! - - ***Enjoy your game!*** Great job! You have finished the game! Enjoy playing it! - - example_code: | - ``` - # Paste your code here and make it level 17 proof - - # Create a function that detects if someone has won - {define} detect_winner {with} field, sign: - {if} field[1] == field[2] {and} field[2] == field[3] {and} field[1] != '.': - game_over = 'yes' - {print} 'Player ' sign 'wins!' - {elif}: - _ - {else}: - game_over = 'no' - {return} _ - ``` - tic_2: - name: Tic-Tac-Toe 2 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - In the previous adventure you've learned how to create a playing field. Now you'll learn how to create the game! - - ### Exercise - ***Paste your code*** Start by pasting your code from the previous adventure here. - - ***Add variables*** Underneath your list called `field` we'll add 2 more variables that we'll need to program the game. - The variable `game_over` tells us if the game is over, and should be 'no' at the start of the game. - The variable `sign` tells us if it's the turn of player x or player o. Set the variable to 'x'. - - ***The game*** First use a {while} command, to make sure the game keeps on playing the variable while game_over is set to no. - During the game, we first ask the player which spot they choose. Then we change the field with the number they chose into their sign. - Then we print the field again and we ask the player if they've won yet. Lastly we want to switch whose turn it is, so if the sign is 'x' it should be 'o' and the other way around. - - ***Test your game*** Does your game work? Great, have fun playing the game! If not, use the ladybug button to debug your code. - You might have noticed one mistake in the code though, you can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! Go to the next tab to learn how to fix this problem. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add variables - game_over = _ - sign = _ - - # The game - {while} _ - choice = _ 'Player ' sign '_?' - field[choice] = _ - _ print_field - game_over = {ask} _ - {if} sign = 'o' - sign = _ - _ - sign = _ - ``` - tic_3: - name: Tic-Tac-Toe 3 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - You might have noticed one mistake in the code you've made in the previous adventure. You can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! In this tab we'll fix that mistake. - - ### Exercise - ***Paste your code here*** Paste your code from the previous adventure here. - - ***Fix the mistake*** To fix the mistake we replace the line that says `field[choice] = sign`. This turns any spot that the player has chosen into their sign. - Go to the header that says 'Use this to fix the mistake' and finish the code. We first want to check if the chosen spot is still empty, so `if field[choice] = '.'`. If that is the case, you are allowed to take it. - Then we make an else command and print 'Sorry, this spot is already taken' if the spot is not empty. Lastly, we add a {sleep} command, so the players can actually read the text before it gets cleared again. - Now copy this piece of code and replace the line `field[choice] = sign` with this new piece of code. - - ***Play your game!*** Now the game should work properly! Good job! - The only flaw is that you can get a bit annoyed that the game keeps asking you if you've won yet. Do you want to fix that? Go to level 17 and we'll fix it! - example_code: | - ``` - # Paste your code here - - # Use this to fix the mistake - {if} _ = '.' - field[choice] = sign - {else} - {print} _ - _ - ``` - turtle: - name: Turtle - default_save_name: Turtle - description: Make your own drawing - levels: - 1: - story_text: | - You can also use Hedy to draw. By combining turns and lines, you can make a square or stairs! - - Using `{forward}` you draw a line forwards. The number behind it determines how far the turtle will walk. `{turn} {right}` turns a quarter turn in clockwise direction, `{turn} {left}` turns counter clockwise. - - If you want to go backwards, you use the `{forward}` command but with a negative number. So for example `{forward} -100` - example_code: | - ``` - {forward} 100 - {turn} {left} - ``` - story_text_2: | - ### Exercise - This is the start of a little staircase. Can you make it have 5 steps? - example_code_2: | - ``` - {forward} 20 - {turn} {right} - {forward} 20 - {turn} {left} - {forward} 20 - ``` - 2: - story_text: | - In level 1 the turtle could only turn left or right. That is a bit boring! - In level 2 he can point his nose in all directions. - - Use 90 degrees to turn a quarter, 180 to turn half, and a full circle is 360 degrees. - - ### Exercise - This code now creates the letter T. Can you change it to make the letter B? - - **Extra** Change the letter into a different letter, like the first one of your name. - You can also make multiple letters, by setting the color to `{color}` `{white}` in between. - - example_code: | - ``` - {forward} 20 - {turn} 90 - {forward} 20 - {turn} 180 - {forward} 100 - ``` - story_text_2: | - You can use variables to in the turtle `turn`. - - ### Exercise - Change the code such that it creates a triangle. Hint: you only have to change the code in one place. - - example_code_2: | - ``` - {print} Drawing figures - angle {is} 90 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - ``` - 3: - story_text: | - In this level you can use `{at} {random}` with the drawing turtle. A random choice makes the turtle walk a different path each time. - Use `{at} {random}` to choose a value from a list. - ### Exercise - Can you copy and paste lines 2 and 3 to create a longer random path? - example_code: | - ``` - angles {is} 10, 50, 90, 150, 250 - {turn} angles {at} {random} - {forward} 25 - ``` - 4: - story_text: | - In level 4 you have to use quotation marks with `{print}` and `{ask}`. Also when drawing! - example_code: | - ``` - {print} _ Drawing figures _ - angle {is} 90 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - ``` - story_text_2: | - You can also change the color of the lines with the command `{color}`. Check out the example. - You can also use the command `{color} {white}` to make 'invisible' lines. You could use these white lines to move the turtle anywhere in the screen before you start drawing. - example_code_2: | - ``` - {color} {white} - {forward} -80 - {color} {green} - {forward} 50 - {color} {yellow} - {forward} 50 - {color} {red} - {forward} 50 - ``` - 5: - story_text: | - In level 5 you can make a choice with `{if}`. For example between different types of figures. - example_code: | - ``` - {print} 'Drawing Figures' - figure {is} {ask} 'Do you want a square or a triangle?' - {if} figure {is} triangle angle {is} 120 - {else} angle {is} 90 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - ``` - story_text_2: | - ### Exercise - Fill in the correct numbers in this code to get it to work. - After you've done that, you can try to add the option backwards. - - **Extra** Instead of using 'left' and 'right', remake the program with North, East, South and West. - This way you could add even more directions like Northeast and Southwest etc. - example_code_2: | - ``` - direction {is} {ask} 'Do you want to go left, right, or straight ahead?' - {if} direction {is} left {turn} _ - {if} direction {is} right {turn} _ - {forward} 100 - ``` - 6: - story_text: | - In this level you can use calculations to draw different figures. - You may have learned in school that turning a full circle is 360 degrees. If not, now you know! - That's why you also use 90 degrees for a square. 360 divided by 4 is 90. - Now that we can do math with Hedy, we can draw all the figures we want! - example_code: | - ``` - angles = {ask} 'How many angles do you want?' - angle = 360 / angles - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - ``` - 8: - story_text: "Now that we can repeat several lines, we can make figures more easily.\nWe only have to set the angle once and then use that variable in the `{repeat}`.\n\n### Exercise 1\nThe example code creates a square. Change the code so that it create another figure, such as a triangle or a hexagon. \nThis requires a change to two lines of code.\nTip: An entire circle is 360 degrees.\n\n### Exercise 2\nNow create a drawing consisting of at least two polygons.\n" - example_code: | - ``` - angle = 90 - {repeat} 4 {times} - {turn} angle - {forward} 50 - ``` - story_text_2: | - **Extra** We can now improve the program that draws different figures. Finish the code and you can draw any polygon you'd like! - example_code_2: | - ``` - figure = {ask} 'How many angles should I draw?' - angle = 360 / figure - {repeat} figure {times} - {turn} _ - {forward} _ - ``` - 9: - story_text: | - Now that we can use a `{repeat}` inside a `{repeat}`, we can create more complex figures. - - ### Exercise 1 - This code creates three black triangles, change that into five pink squares. - - **Extra** Create a figure of your own choosing consisting of at least two different shapes types. - example_code: | - ``` - {color} {black} - {repeat} 3 {times} - {repeat} 3 {times} - {forward} 10 - {turn} 120 - {color} {white} - {forward} 50 - {color} {black} - ``` - 10: - story_text: | - In this level you can make the turtle draw a figure. - The turtle will travel the distances in the list, one by one, making bigger and bigger steps. - ### Exercise 1 - Add a 90 degree turn in the loop, so that a spiral is drawn. - Add at least 5 numbers to the list, so the spiral grows larger. - **(extra)** can you change the spiral into another shape? Experiment with numbers for the turn! - ### Exercise 2 - The spiral is drawn outwards, make it go inwards? - example_code: | - ``` - {turn} 90 - distances = 10, 20, 30, 40, 50, 60 - {for} distance {in} distances - {forward} distance - ``` - 12: - story_text: | - We can use functions to draw more complex figures with less code. - ### Exercise 1 - Fill the function so that three squares are created. If you want the image to look nicer, you can make the lines between the squares white. - - ### Exercise 2 - The code can be made even shorter. Place the final lines into a `{repeat}` so the figure remains the same. - - ### Exercise 3 - Create your own drawing with different figures. - Change both the number of figures with the `{repeat}` and the shape of the figures in the `{define}` - example_code: | - ``` - {define} square - {repeat} 4 {times} - {turn} _ - {forward} _ - {call} square - {forward} 50 - {call} square - {forward} 50 - {call} square - ``` - turtle_draw_it: - name: Draw it! - default_save_name: Draw it - description: Draw this picture with the turtle - levels: - 1: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Rectangle - Square - Stairs -
- example_code: '' - 2: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Arrow - Boat -
- example_code: '' - 3: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Star - Arrow -
- example_code: '' - 4: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Colored Star - Rainbow - Nested squares -
- example_code: | - **Extra** Up for a real challenge? Make sure that the colors of these figures are selected randomly, so that each time you run your programs they'll look differently! - - ``` - colors {is} red, orange, yellow, green, blue, purple, pink, brown, gray, black - color _ - ``` - 5: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Make only one code that lets the player decide which letter they'd like to see! And can you add even more letters? - -
- F - E - L -
- example_code: | - Hint: - ``` - chosen_letter {is} {ask} 'Which letter would you like to see? F, E or L?' - {if} _ - ``` - 6: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Let the player decide which color the square should be. - - ***Extra*** Can you make the letter of your own first name and the flag of your own country too? - -
- Square - Letters - Flag -
- example_code: | - Hint for the square: - ``` - chosen_color = {ask} _ - ``` - 7: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Hexagon - Triangle - Fan -
- example_code: '' - 8: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - -
- Square (3) - Randomly colored star (5) - Randomly colored spiral (7) -
- example_code: '' - 9: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - - **Extra** Give the player a choice which country they would like to see the flag of. - -
- Cross (7) - Randomly colored nested squares (8) - Flags -
- example_code: | - Hint for the nested squares: - ``` - colors = red, blue, orange, yellow, pink, purple, green, brown, black - distance = 120 - {repeat} 5 {times} - _ - ``` - Hint for the flags: - ``` - country = {ask} 'which country would you like to see the flag of?' - {if} country {is} 'the Netherlands' - color_1 = red - color_2 = white - color_3 = blue - ``` - 10: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Nested Hexagon - Traffic lights -
- example_code: | - Hint Nested Hexagon: - ``` - distances = 100, 80, 60, 40, 20 - {for} distance {in} distances - _ - ``` - - Hint Traffic Lights: - ``` - colors = red, yellow, green - {for} chosen_color {in} colors - {color} _ - {repeat} _ - ``` - story_text_2: | - Christmas lights - example_code_2: | - Hint Christmas Lights: - - Start by moving to the left side of the screen with an invisible white line. Then hang up the Christmas lights! - ``` - {color} white - {turn} -90 - {forward} 300 - {turn} 90 - - colors = red, blue, yellow, purple, green, orange, pink - {for} chosen_color {in} colors - _ - ``` - 11: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Beehive (6) - Fan (5) - Snowflake (13) -
- example_code: | - Hint Beehive: - ``` - {for} amount_of_combs {in} {range} 1 {to} _ - {for} walls_of_one_comb {in} {range} 1 {to} _ - {forward} _ - {turn} _ - {forward} _ - {turn} _ - ``` - - Hint Fan: - Start out like the fan you made in level 7. Or take a peak at the hint for the beehive, because the codes are very similar. - - Hint Snowflake: Start by making one 'leg' and repeat it 6 times. - 12: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Firstly, define a function **for each shape** you want to use on the bracelet. Then, add the shapes to the bracelet like this: - - Bracelet Designing program - example_code: | - Hint Bracelet Designing program - ``` - {define} draw_a_square - _ - - {color} white - {turn} -90 - {forward} 300 - {turn} 180 - - {for} i {in} {range} 1 {to} 5 - {color} gray - {forward} 100 - shape = {ask} 'What kind of shape would you like next on the bracelet?' - chosen_color = {ask} 'In which color?' - {color} chosen_color - {if} shape = 'square' - {call} draw_a_square - ``` - 13: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Street in different sizes - Colored street - Snow Storm - example_code: | - Hint Street in different sizes - ``` - {define} draw_a_house {with} size - _ - - {call} draw_a_house {with} 90 - {call} draw_a_house {with} 60 - {call} draw_a_house {with} 30 - ``` - - Hint Colored street - ``` - {define} draw_a_house {with} chosen_color - _ - ``` - - Hint Snow Storm - ``` - {define} draw_snowflake {with} length, color - _ - - numbers = 10, 20, 30 - colors = _ - - {for} i {in} {range} 1 {to} 5 - random_number = _ - random_color = _ - {call} draw_snowflake {with} random_number, random_color - {color} white - {turn} random_number * 5 - {forward} 80 - ``` - 14: - story_text: | - ### Exercise - Create a program that asks the player how many corners their figure should have and then creates that figure. - The figure in the image is the output when the player fills in 10. - -
- - -
- example_code: | - ``` - {define} calculate_degrees {with} amount_of_corners - _ 360 / amount_of_corners - - - {define} draw_figure {with} degrees - _ - {forward} 400/amount_of_corners - {turn} _ - - amount_of_corners = {ask} _ - degrees = {call} _ {with} _ - - {call} _ {with} - {call} _ {with} - ``` - 15: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Spiral - example_code: | - Spiral - ``` - distance = 5 - {while} distance < 200 - distance = distance + 5 - _ - ``` - story_text_2: | - Fan - example_code_2: | - Fan - ``` - {define} draw_a_square {with} side - _ - - i = 100 - {while} i > 1 - _ {with} i - _ - i = i - 3 - ``` - story_text_3: | - Star - example_code_3: | - Star - A star is usually drawn using 144-degree-turns. If you change this slightly to 143 degrees for example and repeat the pattern multiple times with a {while} loop you can make this figure. - while_command: - name: '{while}' - default_save_name: while_command - description: '{while}' - levels: - 15: - story_text: |- - We are going to learn a new loop, the `{while}` loop! We continue the loop as long as the statement is true. - So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. - If the correct answer is never given, the loop never ends! - example_code: | - ``` - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - ``` - years: - name: New Year's - default_save_name: New Year's Countdown - description: Countdown to the New Year! - levels: - 11: - story_text: | - In this level you can use the `{for}` number `{in}` `{range}` command to countdown to the New Year. - - ### Exercise - Fill in the blanks and make the code work! - example_code: | - ``` - {for} number {in} {range} _ {to} _ - {print} number - {sleep} - {print} 'Happy New Year!' - ``` +{} diff --git a/content/adventures/kmr.yaml b/content/adventures/kmr.yaml index 0b77f4ebd2b..8dd24eb5808 100644 --- a/content/adventures/kmr.yaml +++ b/content/adventures/kmr.yaml @@ -1,48 +1,7 @@ adventures: story: - name: Story - default_save_name: Story - description: Story levels: - 1: - story_text: | - In level 1 you can make a story with a different main character that you enter yourself. - - In the first line, use `{ask}` and ask who the main character of the story will be. - - After that first line, start with `{print}` if the sentence needs to be printed. - You use `{echo}` if you want your main character to be at the end of the sentence. - example_code: | - ``` - {ask} The main character of this story is - {print} The main character is now going to walk in the forest - {echo} They're a bit scared, - {print} They hear crazy noises everywhere - {print} They're afraid this is a haunted forest - ``` - story_text_2: | - ### Exercise - Now create your own story of at least 6 lines of code. - This story cannot be the same as the example code. - Use at least one `{ask}` and one `{echo}` command. - You can make it about any topic you like. - If you can't think of a topic, use one of our choices: going to the movies, a sports match or a day at the zoo. 2: - story_text: | - In level 2 you can make your story more fun. Your main character's name can now be anywhere in the sentence. - - You do have to program a little bit extra for that. You must now name your main character first. - - You can then put that name anywhere in a sentence. - example_code: |- - ``` - name {is} {ask} What is the name of the main character? - {print} name is now going to run in the woods - {print} name is a bit scared - {print} Suddenly she hears a crazy noise... - {sleep} - {print} name is afraid this is a haunted forest - ``` story_text_2: | ### Exercise Now it's time to add variables to your own story that you've made in the previous level. @@ -52,136 +11,9 @@ adventures: Change the `{ask}` commands and `{echo}` commands in your code to the correct form that you've learned in this level. **Extra** Add a sleep command to your code to build up tension in your story. - 3: - story_text: | - In level 3 you can make your story more fun. You can use randomness for any monster, animal or other obstacle, like this: - example_code: | - ``` - animals {is} 🦔, 🐿, 🦉, 🦇 - {print} They now hear the sound of an animals {at} {random} - ``` - story_text_2: | - The command `{add}` can also come in handy in your story. - example_code_2: | - ``` - {print} They hear a sound - animals {is} 🐿, 🦔, 🦇, 🦉 - animal {is} {ask} What do you think it is? - {add} animal {to_list} animals - {print} it was an animals {at} {random} - ``` - story_text_3: | - This is an example of the `{remove}` command in your story - - ### Exercise - Copy your story from the previous levels into this level. - In this level you've learned 3 new commands `{at} {random}` , `{add} {to_list}` and `{remove} {from}`. - Add new lines of code to your story, so that all of the new commands are featured at least once in your story. - example_code_3: | - ``` - {print} His backpack got way too heavy. - {print} Inside were a bottle of water, a flashlight and a brick. - bag {is} water, flashlight, brick - dump {is} {ask} Which item should he dump? - {remove} dump {from} bag - ``` - 4: - story_text: | - ### Exercise - Copy the example code and finish it by adding quotation marks on the blanks in lines 1 and 2. - The blanks in line 3 and 4 should not be replaced by quotation marks, but a `{sleep}` and a `{clear}` command. Can you make it work? - - ### Exercise 2 - Go back to the previous level and copy your story code. Make the code work in this level by adding quotation marks in the right spots. - Mind: The variables in your own story should be outside of the quotation marks. Just like the second line of the example code. In that line the variable name is placed outside of the quotation marks. - example_code: | - ``` - name {is} {ask} _ What is your name? _ - {print} _ The main character is called _ name - _ - _ - {print} name _ is now going to walk in the woods _ - {print} name _ is a bit scared _ - animals {is} 🦔, 🐿, 🦉, 🦇 - {print} _ He hears the sound of a _ animals {at} {random} - {print} name _ is afraid this is a haunted forest _ - ``` - 5: - story_text: | - In this level you can program different endings, which will make your story even more fun. - In the example code you can see how to make 2 different endings. - - ### Exercise 1 - Write a new short story of at least 6 lines of code about a topic of your choosing. - No inspiration? Choose one of these topics: a superhero, a boring school day, stranded on a desert island. - - Now give the player a change to choose a happy or a bad end, just like in the example code. - Program both the endings. - - ### Exercise 2 - Copy the story you've created in your own story adventure in the previous levels. - Find a way to add at least 2 `{if}` and `{else}` commands to your story. - This can be with a happy or bad ending, but you can also try to find other ways to incoporate the commands. - example_code: | - ``` - name {is} {ask} 'Who is walking in the forest?' - {print} name ' walks through the forest' - {print} name ' encounters a monster' - end {is} {ask} 'Would you like a good or a bad ending?' - {if} end {is} good {print} name ' takes the sword and the monster quickly runs away' - {else} {print} 'The monster eats ' name - ``` - 7: - story_text: | - In a story, someone says words several times. For example, when someone calls for help or sings a song. - You can put such repetitions in your story, in this level with `{repeat}`. - - ### Exercise - Add repetition to your own story. Go back to your saved programs, choose your story program from a previous level and - find a line containing `{print}` and repeat it! - example_code: | - ``` - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - ``` 8: story_text: "In this level you can use multiple lines in your {if} commands, this way you can upgrade your happy or sad ending!\n\n### Exercise 1\nThe example code shows two different endings; one where the characters jump in a time machine and one where they do not.\nComplete the blanks with at least one sentence per ending. \n**(extra)** Make the story longer. What happens in the story? You can also add a second `{ask}` with different options.\n \n### Exercise 2\nGo back to your saved programs, choose your story program from level 5. Now write a good and a bad ending of at least three lines long each! \n" - example_code: | - ``` - {print} 'OH NO! The T-rex is closing in!' - end = {ask} 'Do you want a happy or a sad ending?' - {if} end {is} happy - {print} 'Just in time Richard jumps back into the time machine!' - {print} _ - {else} - {print} 'Oh no! Richard is too slow...' - {print} _ - ``` - 9: - story_text: "In this level you can use `{if}` and `{repeat}` commands inside other `{if}` and `{repeat}` commands. \nThis gives you many options and really helps you to make your story interactive.\n\n### Exercise 1\nFinish the code so the `{if}` works correctly.\n\n### Exercise 2\nAdd an `{if}` and `{else}` for the part of the story where Robin goes home too.\n\n### Exercise 3\nGo back to your level 8 story and use at least two `{if}`s inside another `{if}`.\n" - example_code: | - ``` - {print} 'Robin is walking downtown' - location = {ask} 'Is Robin going into a shop, or does she go home?' - {if} location {is} shop - {print} 'She enters the shop.' - {print} 'Robin sees an interesting looking book' - book = {ask} 'Does Robin buy the book?' - {if} book {is} yes - _ {print} 'Robin buys the book and goes home' - _ {else} - _ {print} 'Robin leaves the shop and goes home' - {else} - {print} 'Robin goes home' - ``` 10: - story_text: | - In this level you can use the {for} command in your story. In this way you could easily program the children's book 'Brown bear, Brown bear, what do you see'. - - ### Exercise - - Look at the story if you do not know it, and make sure it is printed as in the book. example_code: "```\nanimals = _ , _ , _ \n{print} 'Brown bear, Brown bear'\n {print} 'What do you see?'\n```\n" 12: story_text: In this level you can use the quotation marks to save multiple words in a variable. @@ -222,369 +54,29 @@ adventures: {print} 'This could come in very handy' sword = 'found' ``` - 15: - story_text: | - Using the `{while}` loop can make your stories more interesting. For example, you can use `{while} game == 'on'` so you can play until the game is over. - Or you can use `{while} sword == 'lost'` so the player can't continue the game until they have found something. - - ### Exercise - The example code shows you how to use the `{while}` loop in a story. Now **think of your own scenario** in which the player has to find something before they can continue. - example_code: | - ``` - keys = 'lost' - {print} 'You are standing in your garden and you have lost your keys.' - {print} 'Where do you want to look for them?' - {print} 'You can choose: tree, flowerbed, rock, postbox' - {while} keys == 'lost' - location = {ask} 'Where do you want to look?' - {if} location == 'flowerbed' - {print} 'Here they are!' - keys = 'found' - {else} - {print} 'Nope they are not at the ' location - {print} 'Now you can enter the house!' - ``` - 18: - story_text: | - We are going to print another story, but now we have to use brackets with `{print}`. - - ### Exercise 1 - Create a story of at least 5 sentences. You don't have to use 'name' just yet. - example_code: | - ``` - {print}('Welcome to this story!') - ``` - story_text_2: | - ### Exercise 2 - We have already prepared an `{input}` for you. First, use the `name` variable in your story. - Then add a second `{ask}` and use that variable as well. - Tip: Remember the commas in a `{print}` between text and variables! - example_code_2: | - ``` - naam = {input}("What's your name?") - {print}('Welcome to this story!') - ``` add_remove_command: name: '{add} {to} & {remove} {from}' - default_save_name: add_remove_command description: introducing add to and remove from levels: 3: story_text: | ## Add to You can add items to the list with the `{add} {to_list}` command. To add an item to a list you can simply type: `{add} penguin {to} animals` or you can use the `{ask}` command like in the example code. - example_code: | - ``` - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - ``` - story_text_2: | - ## Remove from - If you can add items to a list, of course you can also take them off. This is done with the `{remove} {from}` command. - example_code_2: | - ``` - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - ``` story_text_3: | ### Exercise Try out the new commands in this virtual restaurant. Add the flavor the player is hpoing for to the list and remove the flavors they are allergic to. - example_code_3: | - ``` - {print} Mystery milkshake - flavors {is} strawberry, chocolate, vanilla - hope {is} {ask} What flavor are you hoping for? - _ - allergies {is} {ask} Are you allergic to any flavors? - _ - {print} You get a flavors {at} {random} milkshake - ``` and_or_command: - name: '{and} & {or}' - default_save_name: and or description: introducing and or - levels: - 13: - story_text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two `{if}`s but can use `{and}` and `{or}`. - - If you use `{and}`, both statements, left and right of the `{and}` need to be true. We can also use `{or}`. Then only one statement needs to be correct. - example_code: | - ``` - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - ``` ask_command: - name: '{ask}' - default_save_name: ask_command description: Introduction ask command levels: 1: - story_text: | - ## The ask command - Now that you can use the `{print}` command, you are ready to learn the next command: `{ask}`. With the `{ask}` command, you can ask a question. Check it out: - example_code: | - ``` - {print} Hello! - {ask} What is your name? - ``` story_text_2: | ## The echo command If you want the computer to repeat the answer, you can use the `{echo}` command. The answer will then be echoed back at the end of the sentence, so in this example after hello. - example_code_2: | - ``` - {print} Hello! - {ask} What is your name? - {echo} hello - ``` - story_text_3: | - ### Exercise - Try out the `{ask}` and `{echo}` commands. Firstly, fill in the blanks to make this program work. - Then ask 2 more questions using the `{ask}` command, after each `{ask}` use an `{echo}` to print the answer on the screen. - example_code_3: | - ``` - _ How are you doing? - _ - ``` - 2: - story_text: | - ## The ask command - Now that we can use **variables** in our codes, we no longer need the `{echo}` command. - We can use variables to store the answers to our questions and this way we can use the answer to multiple questions in our codes. - Check it out: - - This way your code is becoming interactive! - example_code: | - ``` - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - ``` - story_text_2: | - ### Exercise - In the previous tab you have practised with setting variables with the `{is}` command. - You have created at least 3 variables and used them with a print command. - Now, instead of setting the variables we want you to make the variables interactive, like we did in our example. - - Copy your code from the previous tab and make the variables interactive by using `{ask}` commands. - example_code_2: | - ``` - favorite_animal {is} {ask} What is your favorite animal? - {print} I like favorite_animal - ``` - 18: - story_text: The final change we will need to make to get Python code is changing `{ask}` into `{input}`. - example_code: | - ``` - {print}('My name is Hedy!') - name = {input}('What is your name?') - {print}('So your name is ', name) - ``` - blackjack: - name: Blackjack - default_save_name: Blackjack - description: Try to get as close to 21 as you can - levels: - 17: - story_text: | - Blackjack is a simple game of cards in which you have to get as close to 21 points as possible. You get two cards. Each card is worth their numeral value, and the face cards (Jack, Queen and King) are worth 10 points. - The Ace is worth either 1 or 11 points (you can choose). The dealer, your opponent, also gets two cards. - If you want, you can get another card, and its points will be added to your total. The dealer can also choose to take another card. - But be careful not to get more than 21 points, because if you do, you lose! - The player who gets closest to 21, without going over it, wins! - - ### Exercise - In this adventure we code the first part of our Blackjack game. We'll create a function to calculate how many points a card is worth. - - ***Set the variables*** - Start by making a list of all the cards, from 2 to Ace. Next make a list of the face cards, so Jack, Queen and King. Then pick a random card from the list of cards to be card_1. - - ***Create a function to calculate the points*** - Create a function that calculates how many points a card is worth. - All the face cards are worth 10 points, the Ace is worth 11 and all the other cards are worth their numeral. - Return the variable `points` at the end of the function. - - ***Test the function*** - Test if your function is working properly. Finish the first print command by filling in which card you've drawn. Then finish the second line by calling the function with card_1. - Run the code a couple of times. Are you happy with the results? Great! Then you can remove the testing part and move on the the next tab! - example_code: | - ``` - {print} 'BLACKJACK' - - # Set these variables - cards = _ - face_cards = _ - card_1 = - - # Create a function to calculate the points - {define} calculate_points {with} card: - {if} card {in} face_cards: - points = _ - {elif} _ - _ - {else}: - _ - _ points - - # Test your function - {print} 'Your card is a ' _ - {print} 'That is worth ' _ ' points'. - ``` - blackjack_2: - name: Blackjack 2 - default_save_name: Blackjack_2 - description: Blackjack part 2 - levels: - 17: - story_text: | - ### Exercise - In this adventure we code the second part of our Blackjack game. - - ***Paste your code from the previous adventure*** - In the previous adventure you've started a list of variables and created a function to calculate how many points a card is worth. Copy your code and paste it here. Mind that you don't need the testing part, so if you haven't removed that yet, please do so now. - - ***Add more variables*** - You have already set the lists `cards` and `face_cards` and the variable `card_1`. Underneath those variables create 3 more variables: `card_2`, dealer_card_1` and `dealer_card_2`. These variables are all set to a random card from the list of cards. - - ***Add up points*** - To calculate how many points you have scored we call the function with card 1 and we do it again for card 2. Then we add both these scores together to get your total. - Do the same thing for the dealers points, but be sure to use the dealer's cards and not your own! - - ***2 Aces*** - You're doing great! Almost all scores can be calculated now. There is only one exception: 2 Aces. If you get 2 Aces, your total is 12 points and not 22 (because 22 points would be losing!). This of course also goes for the dealer. - - ***Show the score*** - Lastly, you want to tell the program to tell you which cards you have drawn and how many points that is. Then show which cards the dealer has and how many points they have. - - ***Continue in the next tab*** - Great! You have finished this part of the game! Copy your code and go to the next tab to learn how to ask for an extra card and to declare a winner. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add these variables to the list of variables - card_2 = _ - dealer_card_1 = _ - dealer_card_2 = _ - - # Add up your points - your_points_1 = {call} _ {with} card_1 - your_points_2 = _ - your_total = _ - - # Add up the dealers points - dealer_points_1 = _ - _ - _ - - # 2 Aces - {if} card_1 == 'Ace' {and} _ - your_total = 12 - {if} dealer_card_1 _ - dealer_total = _ - - # Show the score - {print} 'You have drawn a ' _ ' and a ' _ '. That is ' _ ' points' - {print} 'The dealer has drawn a ' _ ' and a ' _ '. That is ' _ ' points' - ``` - blackjack_3: - name: Blackjack 3 - default_save_name: Blackjack_3 - description: Blackjack part 3 - levels: - 17: - story_text: | - In the previous tabs you have learned how to draw 2 random cards for yourself and for the dealer and to calculate how many points you both got. - In this adventure we add the option to ask for an extra card for both you and the dealer. - - ### Exercise - ***Paste your code from the previous adventure*** Firstly, copy your code from the previous tab and paste it here. - - ***Extra card for you*** If you want, you can get an extra card to get your total as close to 21 as possible. First ask the player if they want an extra card. - If they do, pick a random card and print what they have drawn. If the card is not an Ace, you can call the function and add the points to your total. - In case the card is an Ace, you can't use the function, because the Ace can be either 1 point or 11 points, depending on how many points you already have earned. - If your total is less than 11, you want the ace to be 11 points (because this is closest to 21). So you add 11 points to your total. - If the total is more than or equal to 11, you want the ace to be 1 point (because you don't want more than 21 points). So you add 1 point to your total. - Lastly, print your new total of points. - - ***Extra card for the dealer*** The dealer can also get an extra card. The dealer doesn't need to be asked, because they always get an extra card if their total is less than 17. - Copy the 'Extra card for you code' and paste it in the dealers section. Then change it to fit the dealer picking an extra card and getting points added to their total. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Extra card for you - hit = {ask} _ - {if} hit == 'yes': - card_3 = _ - {print} _ - {if} card_3 _ 'Ace': - your_points_3 = _ - your_total = _ - {else}: - {if} your_total _ - _ - {else}: - _ - {print} _ - - # Extra card for the dealer - {if} dealer_total < 17 - _ - ``` - blackjack_4: - name: Blackjack 4 - default_save_name: Blackjack_4 - description: Blackjack part 4 - levels: - 17: - story_text: | - In the last 3 adventures you have alsmost created a working blackjack game! The only thing left to do is to decide a winner! - - ### Exercise - ***Paste your code from the previous adventure*** Start by pasting the code that you've made so far into your programming field. - - ***Decide a winner*** - Firstly, if you and the dealer have an equal amount of points, it's a draw. - Secondly, if the dealer has more than 21 points and you don't, you are the winner. - Thirdly, if both you and the dealer have less than 22 points, we have to see who came closest to 21. We do that by comparing who has the highest score. Is your total higher than the dealer's total, then you are the winner. If not, the dealer wins. - Lastly, in all other scenarios (e.g. you have more than 21 points and the dealer doesn't, or you both have more than 21 points) you are the loser. - - ***Enjoy the game!*** - Does your game work properly? Amazing! You have done a great job! Enjoy your game! - If it doesn't work right away, no worries, you might have made a mistake. Just keep calm and bebug your code using the ladybug button. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Decide a winner - {if} _ - {print} 'Its a draw! Play again!' - {elif} _ - {print} 'You win!' - {elif} _ : - {if} _: - {print} _ - {else}: - {print} _ - {else}: - _ - ``` calculator: - name: Calculator - default_save_name: Calculator - description: Create a calculator levels: 6: - story_text: | - Now that you can do maths, you can make a calculator yourself! example_code: | ``` number_1 {is} {ask} 'Fill in the first number:' @@ -592,17 +84,6 @@ adventures: correct_answer = number_1 * number_2 {print} number_1 ' times ' number_2 ' is ' correct_answer ``` - story_text_2: | - ### Exercise - The calculator above will calculate the answer for you, but you can also make a program to test your own maths skills, like this: - Fill in the blanks to make it complete! - example_code_2: | - ``` - correct_answer = 11 * 27 - answer = {ask} 'How much is 11 times 27?' - {if} answer {is} _ {print} 'good job!' - {else} {print} 'Wrong! It was ' _ - ``` story_text_3: | You can also let the computer do random calculations on its own using {random}. example_code_3: | @@ -622,59 +103,7 @@ adventures: ### Exercise 2 Give the player feedback when the enter an answer, like `{print} 'Correct!'` or `{print} 'Wrong! The correct answer is ' correct_answer`. - example_code: | - ``` - score = 0 - {repeat} 10 {times} - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct_answer = number_1 * number_2 - {print} 'What is ' number_1 ' times ' number_2 '?' - answer = {ask} 'Type your answer here...' - {print} 'Your answer is ' answer - {if} _ {is} _ - score = score + 1 - {print} 'Great job! Your score is... ' score ' out of 10!' - ``` - 10: - story_text: | - This calculator game helps you practise your tables of multiplication! - ### Exercise - Fill in the blanks. We want this program to ask the player these questions: - ``` - How much is 1 times 1? - How much is 1 times 2? - How much is 1 times 3? - How much is 2 times 1? - How much is 2 times 2? - How much is 2 times 3? - How much is 3 times 1? - How much is 3 times 2? - How much is 3 times 3? - _ - ``` - example_code: | - ``` - numbers = 1, 2, 3 - {for} _ - {for} _ - answer = {ask} _ - correct = number_1 * number_2 - {if} answer {is} correct - {print} 'Great job!' - {else} - {print} 'That is wrong. The right answer is ' correct - ``` 11: - story_text: | - With a `{for}` you can simplify tables of multiplication practise program. - - ### Exercise 1 - Improve the example code such that it prints a nice multiplication table:
"1 times 10 is 10", "2 times 10 is 20", etc. - - ### Exercise 2 - Go back to your level 10 multiplication code, and modify it so that it uses a `{for}` and `{range}`. example_code: | ``` number = 10 @@ -691,34 +120,7 @@ adventures: answer = _ {print} number1 ' plus ' number2 ' is ' answer ``` - 13: - story_text: | - ### Exercise 1 - Let's make the practice program a bit harder. The player now has to answers two questions correctly. Fill out the blanks to complete the program. - - ### Exercise 2 - Sometimes, calculations have multiple correct answers. For example, 10 can be divided by 5 and by 2. So the question 'What number divides 10?' can be answered by 2 and by 5. - Ask for a calculation that has multiple correct answers, ask the player to answer it, and determine if it is correct using `{or}`. - Empty the programming field and create your own solution. - example_code: | - ``` - answer1 = {ask} 'What is 10 times 7?' - answer2 = {ask} 'What is 6 times 7?' - {if} _ _ _ _ _ _ _ - {print} _ - ``` 14: - story_text: | - In this adventure you will build a calculator that calculates your mean grade for you. If you get your calculator to work, you can move on to the next adventure, which allows you to add two extra features. - - ### Exercise 1 - Fill in the blanks to get the calculator to work. - * Start with the fourth line, add a question to figure out what grade the student got. - * In the fifth line you'll want to calculate the total of all grades, so the total = total + grade. - * Then we get to set the return value. We want to return the mean, so the total devided by the amount of tests (4). - * Lastly we finish the code by calling the function in line 8. - - Did you get it? Awesome! Would you like to add even more to your calculator? **This adventure continues in the next tab!** example_code: | ``` {define} calculate_mean_grade @@ -737,129 +139,13 @@ adventures: mean_grade = {call} _ {print} 'Your mean grade is ' mean_grade - 15: - story_text: | - You can add the `{while}` loop to the calculator game you've learned to make in a previous level. - This makes sure the player can't continue to the next question if they answer incorrectly. - - ### Exercise - Add the `{while}` loop in the function, ask the player what number_1 times number_2 is and print their answer. - Then `{call}` the function. - example_code: | - ``` - {define} new_question - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct = number_1 * number_2 - answer = 0 - _ - _ - _ - {print} 'Well done!' - - {print} 'Give 10 correct answers to win!' - {for} i {in} {range} 1 {to} 10 - _ - {print} 'You win!' - ``` - calculator_2: - name: Calculator 2 - default_save_name: Calculator 2 - description: Calculator 2 - levels: - 14: - story_text: | - ### Exercise 2 - **This is the second part of this adventure.** The adventure starts in the previous tab. - Of course, you don't always want to calculate the mean of 4 tests. You might want to calculate the mean of 10 tests or only 2... - We can fix this problem by adding the argument and variable 'amount_of_tests'. - * Start a new line on line 3. Set the amount_of_tests argument by asking the student how many tests they have made. - * Change the 4 in line 4 to the new argument amount_of_tests. - * Lastly, change the 4 in line 6 to amount_of_tests - - Try out your new program. Does it work? - - ### Exercise 3 - Did you want to make your program even better? Great! In the previous program you could only calculate the mean grade of 1 subject, but it would be better if you could calculate the mean grade for all subjects you want! - We won't tell you how to do it, but we will give you one tip: Start your code in line 1 with: define calculate_mean_grade with subject. - example_code: | - ``` - # Use your own code from the previous adventure. - ``` clear_command: - name: '{clear}' - default_save_name: clear_command description: clear command + debugging: levels: - 4: - story_text: | - Time for a new command! With `{clear}` you can clear all the text form your output screen. This way you can prevent your screen getting too full of text. - Beware! If you are using a `{clear}` command, you might need to use a `{sleep}` above it. Otherwise Hedy will clear your screen without giving you the time to read as you can see in the example! + 3: example_code: | - ``` - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'wait for it...' - {sleep} 3 - {clear} - {print} 'SURPRISE!' - ``` - debugging: - name: debugging - default_save_name: debugging - description: debugging adventure - levels: - 1: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will show you code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} I love programming - Do you love programming too? - {echo} - {print} What are your hobbies? - {echo} Your hobbies are - ``` - 2: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - destination {ask} Where are you going on holidays? - {print} The flight to dstination leaves at 3 pm. - {ask} Did you check in your luggage yet? - {echo} - {print} Let me print your boarding pass for you. - {sleep} - Here you go! Have a nice trip! - ``` - 3: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** + **Warning! This code needs to be debugged!** ``` movie_choices {is} dracula, fast and furious, home alone, barbie chosen_movie {is} movies {at} {random} @@ -871,80 +157,12 @@ adventures: tomorrows_movie {is} movie_choices {at} {random} I'll go get the popcorn! {print} ``` - 4: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Welcome to the online library! - {ask} What genre of books do you like? - {print} You like genre - author {is} {ask} 'Who's your favorite author?' - {print} 'author is your favorite author' - {print} Hmmm... i think you should try... books {at} {random} - ``` - 5: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} Welcome to Swimming Pool Hedy! - class {is} {ask} 'Are you here to join a class today?' - {if} class yes - {print} 'Great! You're joining a class! - {print} {else} 'You will not be joining a class' - discount {is} 'Do you have a discount code?' - {if} discount {is} yes - discount_answer {is} {ask} 'What's your discount code?' - discount_codes = Senior4231, Student8786, NewMember6709 - {if} discount_answer {is} {in} discount_cods - {print} 'That will be $3,50' - 'That will be $5,50' - {print} 'Have a nice swim!' - ``` - 6: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Vending machine' - chosen_product = {ask} 'Please select a product' - 1_dollar_products = coke orange juice water - 2_dollar_products = chocolate, cookie, museli bar - 3dollar_prodcuts = potato chips, beef jerky, banana bread - {if} chosen {is} {in} 1_dollar_products - price = 1 - {if} chosen_product {is} 2_dollar_products - price = 2 - {else} chosen_product {in} 3_dollar_products - price = 3 - amount_of_products = '{ask} How many of ' chosen_product would you like to have?' - total = price + amount_of_product - {print} 'That will be $' price 'please' - ``` 7: story_text: |- ### Exercise Surprise! This program looks more like an output than a code. And yet, we don't want you to just add `{print}` commands in front of each line. Fix this program to turn it into the nursery rhyme 'Brother John (Frère Jaques)' by using the {repeat} command of course! - example_code: | - **Warning! This code needs to be debugged!** - ``` - Are you sleeping? - Brother John! - Morning bells are ringing! - Ding, dang, dong! - ``` 8: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -967,9 +185,6 @@ adventures: {print} 'Thank you! Byebye!' ``` 9: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -992,9 +207,6 @@ adventures: price = amount * 6 {print} 'That will be 'price dollar' please' 10: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1043,9 +255,6 @@ adventures: print month i ``` 12: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1071,9 +280,6 @@ adventures: call greet_costumer ``` 13: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1103,9 +309,6 @@ adventures: print 'No problem!' ``` 14: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1152,9 +355,6 @@ adventures: else 'no problem' 15: - story_text: |- - ### Exercise - Debug this random children's story. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1189,10 +389,6 @@ adventures: print The End ``` 16: - story_text: |- - ### Exercise - Debug this code. Good luck! - Tip: Make sure that you only see your score once in the end. example_code: | **Warning! This code needs to be debugged!** ``` @@ -1211,9 +407,6 @@ adventures: ``` 17: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1246,9 +439,6 @@ adventures: print 'Thanks for ordering!' ``` 18: - story_text: |- - ### Exercise - Debug this Old MacDonald program from level 16. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1269,7 +459,6 @@ adventures: ``` default: name: Pêşkêş - default_save_name: intro description: Ravekirina astê levels: 1: @@ -1280,28 +469,6 @@ adventures: Bi bişkoja kesk 'Run code' di binê qada bernamekirinê de kodê biceribînin. Hûn dikarin nivîsê li ser ekranê bi karanîna `{print}` çap bikin Amade ne? Ew cax biçin tabloya din da ku emrê xweya yekem fêr bibin . ! - example_code: | - ``` - {print} Hello world! - ``` - 2: - story_text: | - Congratulations! You've reached level 2. Hopefully you've already made some awesome codes! - In the first level you might've notice that the `{echo}` command can only save one bit of information at a time. - For example in the restaurant adventure, you could echo what the costumer wanted to eat, or what they wanted to drink, but not both in one sentence. - - That changes in level 2. In level 2 you'll learn to work with variables, that allow you to save multiple pieces of information and print them in any place you want. - So let's go to the next tab! - example_code: | - **Warning! This code does not work!** - In Hedy commands will change sometimes. `{echo}` for example only works in level 1. In this level you'll learn a better way to echo answers back. - ``` - {print} Welcome at Hedy's - {ask} What would you like to eat? - {echo} So you want - {ask} what would you like to drink? - {echo} So you want - ``` 3: story_text: | In level 3 you can make a list. You can let the computer choose something random from the list. You do that with `{at} {random}`. @@ -1374,20 +541,6 @@ adventures: {print} 'INTRUDER!' {print} 'You cannot use this computer!' ``` - 9: - story_text: | - Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... - Good news! In this level you will be allowed to put an {if} inside an {if}, or inside a {repeat} command. Putting a block of code inside another block of code is called nesting. ``` Putting a block of code inside another block of code is called nesting. - example_code: | - ``` - answer = {ask} 'Are you ready to learn something new?' - {if} answer {is} yes - {print} 'Great! You can learn to use the repeat command in the if command!' - {print} 'Hooray!' - {print} 'Hooray!' - {print} 'Hooray!' - {else} - {print} 'Maybe you should practice some more in the previous level' 10: story_text: |- In this level we learn a new code called `{for}`. With `{for}` you can make a list and use all elements. @@ -1398,10 +551,6 @@ adventures: {for} animal {in} animals {print} 'I love ' animal ``` - 11: - story_text: | - You have reached level 11, you're doing great! In the higher levels, Hedy is focussing more and more on teaching you the programming language Python. - In Python there is no `{repeat}` command, but there is a command that works like {repeat}. Are you curious to find out how to say `{repeat}` in Python language? Quickly go on to find out! 12: story_text: |- **Decimal numbers** @@ -1483,38 +632,13 @@ adventures: {print}('My name is ', name) dice: - name: Dice - default_save_name: Dice - description: Make your own dice levels: 3: - story_text: | - In this level we can choose from a list. With that we can let the computer choose one side of the die. - Take a look at the games you have in your closet at home. - Are there games with a (special) die? You can also copy it with this code. - For example, the dice of the game Earthworms with the numbers 1 to 5 and an earthworm on it. - - ![Die of earthworms with 1 to 5 and an earthworm on it](https://cdn.jsdelivr.net/gh/felienne/hedy@24f19e9ac16c981517e7243120bc714912407eb5/coursedata/img/dobbelsteen.jpeg) example_code: | ``` choices {is} 1, 2, 3, 4, 5, earthworm {print} You threw _ {at} {random} ``` - story_text_2: | - ### Exercise - The dice in the example above are dice for a specific game. Can you make normal dice? - Or other special dice from a different game? - example_code_2: | - ``` - choices {is} _ - ``` - 4: - story_text: | - In this level you can also create dice. But this time you can try it yourself, without an example code! - - ### Exercise - Make your own dice in this level. - Tip: If you have no idea how to make dice. Take a peek at your dice from the previous level, but don't forget to add quotation marks. 5: story_text: | You can also make a die again in this level using the `{if}`. @@ -1553,79 +677,10 @@ adventures: ### Exercise Try to finish the sample code! **(extra)** Think of a game you know that involves a dice and program that using a `{repeat}`. - example_code: | - ``` - choices = 1, 2, 3, 4, 5, 6 - _ _ _ _ _ _ _ - ``` 10: story_text: "Is everybody taking too long throwing the dice? In this level you can let Hedy throw all the dice at once!\n\n### Exercise \nChange the names into names of your friends or family, and finish the code.\n" - example_code: | - ``` - players = Ann, John, Jesse - choices = 1, 2, 3, 4, 5, 6 - _ _ _ _ - {print} player ' throws ' choices {at} {random} - {sleep} - ``` - 15: - story_text: | - ### Exercise - In this level you can create a little game in which you'll have to throw 6 as fast as possible. - We have started the code, it's up to you to get the game to work! - - Firstly, add a `{while}` loop that checks if 6 has been thrown or not. - As long as you haven't thrown 6 already, throw the dice on a random number. - Print what the player has thrown. - Add a try to the amount of tries - Wait a second before you throw again, or - in case you've thrown a 6 - before the game ends. - example_code: | - ``` - options = 1, 2, 3, 4, 5, 6 - {print} 'Throw 6 as fast as you can!' - thrown = 0 - tries = 0 - _ - _ - _ - _ - _ - {print} 'Yes! You have thrown 6 in ' tries ' tries.' - ``` dishes: - name: Dishes? - default_save_name: Dishes - description: Use the computer to see who does the dishes levels: - 3: - story_text: | - Do you always disagree at home about who should wash the dishes or change the litter box today? - Then you can let the computer choose very fairly. You can program that in this level! - example_code: | - ``` - people {is} mom, dad, Emma, Sophie - {print} people {at} {random} has to do the dishes - ``` - story_text_2: | - ### Exercise - Make your own version of the dishwasher program. Firstly make a list of your family members. - Then think of a task that needs to be done, and let the computer decide who has to do the task with the `{at} {random}` command. - - **Extra** Don't feel like doing the dishes yourself? Hack the program by removing your name from the list with the `{remove}` `{from}` command. - 4: - story_text: | - With quotation marks you can make your dishwashing program even better. - - ### Exercise - First, fill in right symbols or commands on the blanks to make this example program work. - Did you get it? Great! Now copy your own code from the previous level and make it work in this level by adding quotation marks in the right spots. - example_code: | - ``` - people {is} mom, dad, Emma, Sophie - {print} _ the dishes are done by _ - {sleep} - {print} people {at} _ - ``` 5: story_text: | With the `{if}` you can now have more fun with choice in the program. You can have your program respond to the choice that the computer has made. @@ -1634,20 +689,6 @@ adventures: Don't forget the quotes! example_code: "```\npeople {is} mom, dad, Emma, Sophie\ndishwasher {is} people {at} {random}\n{if} dishwasher {is} Sophie {print} _ too bad I have to do the dishes _ \n{else} {print} 'luckily no dishes because' _ 'is already washing up'\n```\n" 6: - story_text: | - How often is everyone going to do the dishes? Is that fair? You can count it in this level. - example_code: | - ``` - people = mom, dad, Emma, Sophie - emma_washes = 0 - dishwasher = people {at} {random} - {print} 'The dishwasher is' dishwasher - {if} dishwasher {is} Emma emma_washes = emma_washes + 1 - {print} 'Emma will do the dishes this week' emma_washes 'times' - ``` - - Now you can copy lines 3 to 5 a few times (e.g. 7 times for a whole week) to calculate for a whole week again. - Do you make the code for the whole week? story_text_2: | If you are extremely unlucky the previous program might choose you to to the dishes for the whole week! That's not fair! To create a fairer system you can use the `{remove}` command to remove the chosen person from the list. This way you don't have to do the dishes again untill everybody has had a turn. @@ -1671,11 +712,6 @@ adventures: ### Exercise Use the `{repeat}` command to decide on who needs to wash the dishes for an entire week. Each blank needs to be filled with one command or number! **(extra)** Can you think of other tasks in the house? Adapt the code so it decides on three household chores. Do not forget to print what tasks it concerns! - example_code: | - ``` - people = mom, dad, Emma, Sophie - {repeat} _ _ {print} 'Dishwashing will be done by ' _ _ _ - ``` 10: story_text: | In this level you can make a schedule for the whole week in an easy way! @@ -1683,22 +719,10 @@ adventures: ### Exercise Add a second chore, such as vacuuming or tidying up, and make sure it is also divided for the whole week.
**(extra)** The program is not fair, you can be unlucky and wash up all week. How could you make the program more fair? - example_code: | - ``` - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - ``` elif_command: - name: '{elif}' - default_save_name: elif description: elif levels: 17: - story_text: | - In this level you can also use a new command: `{elif}`. `{elif}` is a combination of the keywords `{else}` and `{if}` and you need it when you want to make 3 (or more!) options. - Check it out! example_code: | ``` prices = ['1 million dollars', 'an apple pie', 'nothing'] @@ -1712,67 +736,14 @@ adventures: {print} 'Better luck next time..' ``` for_command: - name: '{for}' - default_save_name: for description: for command levels: - 10: - story_text: |- - ## For - In this level we learn a new code called `{for}`. With `{for}` you can make a list and use all elements. - `{for}` creates a block, like `{repeat}` and `{if}` so all lines in the block need to start with 4 spaces. - example_code: | - ``` - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - ``` - story_text_2: | - ### Exercise - Finish this code by adding `{for} action {in} actions` to line 2. - example_code_2: | - ``` - actions = clap your hands, stomp your feet, shout Hurray! - _ - {repeat} 2 {times} - {print} 'If youre happy and you know it, ' action - {sleep} 2 - {print} 'If youre happy and you know it, and you really want to show it' - {print} 'If youre happy and you know it, ' action - {sleep} 3 - ``` 11: story_text: |- In this level, we add a new form of the `{for}`. In earlier levels, we used `{for}` with a list, but we can also use `{for}` with numbers. We do that by adding a variable name, followed by `{in}` `{range}`. We then write the number to start at, `{to}` and the number to end at. Try the example to see what happens! In this level again, you will need to use indentations in lines below the `{for}` statements. - example_code: | - ``` - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - ``` - 17: - story_text: | - Now we are going to change indentation a little bit. Every time that we need an indentation, we need `:` at the line before the indentation. - example_code: | - ``` - {for} i {in} {range} 1 {to} 10: - {print} i - {print} 'Ready or not, here I come!' - ``` - 18: - story_text: | - Lastly, we'll turn `{for} i {in} {range} 1 to 5` into real Python code, like this: - example_code: | - ``` - {for} i {in} {range}(1,5): - {print} (i) - ``` fortune: - name: Fortune teller - default_save_name: Fortune Teller - description: Let Hedy predict the future levels: 1: story_text: | @@ -1782,14 +753,6 @@ adventures: In the upcoming levels you can learn how to create your own fortune telling machine! In level 1 you can start off easy by letting Hedy introduce herself as a fortune teller and let her {echo} the players' answers. Like this: - example_code: | - ``` - _ Hello, I'm Hedy the fortune teller! - _ Who are you? - _ Let me take a look in my crystal ball - _ I see... I see... - _ Your name is - ``` story_text_2: | ### Exercise Copy the example code into your inputscreen and fill in the blanks to make the code work. @@ -1798,37 +761,6 @@ adventures: story_text: | In the previous levels you've created your first fortune telling machine, but Hedy couldn't really predict anything, only {echo}. In this level you can use a variable and the `{at} {random}` command to really let Hedy choose an answer for you. Check out this code for instance: - example_code: | - ``` - {print} I’m Hedy the fortune teller! - question {is} {ask} What do you want to know? - {print} This is what you want to know: question - answers {is} yes, no, maybe - {print} My crystal ball says... - {sleep} 2 - {print} answers {at} {random} - ``` - story_text_2: | - ### Exercise - Now, Hedy can only answer yes, no or maybe. Can you give Hedy more answer options, like 'definitely' or 'ask again'. - 4: - story_text: | - ### Exercise - We have removed all the quotation marks from this example code, can you add them in all the right places? - - ### Exercise 2 - Go back to the previous level and copy your fortune teller code. Make the code work in this level by adding quotation marks in the right spots. - example_code: | - ``` - _ Add the quotation marks to this code _ - {print} Im Hedy the fortune teller! - question {is} {ask} What do you want to know? - {print} This is your question: question - answers {is} yes, no, maybe - {print} My crystal ball says... - {sleep} 2 - {print} answers {at} {random} - ``` 5: story_text: | In this level you'll learn to (secretly) tip the odds in your favor, when using the fortune teller! @@ -1842,14 +774,6 @@ adventures: {if} person {is} Hedy {print} 'You will definitely win!🤩' {else} {print} 'Bad luck! Someone else will win!😭' ``` 6: - story_text: | - In this level you can use math in your predictions as a fortune teller. This allows you to make up (silly) formulas to calculate the future. - For example you could calculate how rich you'll get or how many kids you will have when you grow up. - - - - ### Exercise - Can you think of your own (silly) fortune telling machine? example_code: | ``` {print} 'I am Hedy the fortune teller!' @@ -1935,27 +859,8 @@ adventures: {print} fortunes {at} {random} ``` functions: - name: functions - default_save_name: functions - description: functions levels: 12: - story_text: | - In this level you'll learn how to use **functions**. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. - To create a function, use `{define}` and give the function a name. Then put all the lines you want in the function in a indented block under the `{define}` line. - Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use {call} with the function's name to call it up! We don't have to type that block of code again. - - Check out this example code of a game of Twister. The function 'turn' contains a block of code that chooses which limb should go where. - - ### Exercise - Finish this code by setting the 2 variables chosen_limb and chosen_color. - Then, choose how many times you want to call the function to give the twister spinner a spin. - - ### Exercise 2 - Improve your code by adding a variable called 'people'. Use the variable to give all the players their own command in the game. - For example: 'Ahmed, right hand on green' or 'Jessica, left foot on yellow'. example_code: | ``` sides = 'left', 'right' @@ -1992,25 +897,7 @@ adventures: I dreamed that my Bonnie is dead Can you program this verse in the same way as the example? - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - ``` 14: - story_text: | - In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. - You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - - For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - - ### Exercise - Finish this code. We have already made the variable new_price for you, you only need to set it. - You should finish the line of code by calling the function that calculates the new price. example_code: | ``` {define} calculate_new_price {with} amount, percentage @@ -2024,268 +911,20 @@ adventures: new_price = _ calculate_new_price {with} old_price, _ {print} 'The new price is ' new_price ' dollar' ``` - 18: - story_text: | - Let's make functions the Pythons way! To define a function, we no longer use: - - `{define} name_function {with} argument_1, argument_2:` - - but we use: - - `{def} name_function(argument_1, argument_2):`. - - - If you don't want to use arguments, you just leave the space between the parantheses empty. - To call a function, we don't need the `{call}` command anymore. You just type the name of the function. - example_code: | - ``` - {def} calculate_score(answer, correct_answer): - {if} answer == correct_answer: - score = 1 - {elif} answer == '?': - score = 0 - {else}: - score = -1 - {return} score - - answer = {input} ('Where can you find the Eiffel Tower?') - correct_answer = 'Paris' - score = calculate_score(answer, correct_answer) - {print} ('Your score is... ', score) - ``` - guess_my_number: - name: Guess my number - default_save_name: guess my number - description: guess my number + haunted: levels: - 14: - story_text: | - In this level you can program the game 'Guess my number' - - ### Exercise - Fill in the correct symbols on the blanks to get the game to work. + 2: example_code: | ``` - {print} 'Guess my number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess _ number - {print} 'Lower!' - {if} guess _ number - {print} 'Higher!' - {if} guess _ number - {print} 'You win!' - game = 'over' + monster_1 {is} 👻 + monster_2 {is} 🤡 + monster_3 {is} 👶 + {print} You enter the haunted house. + {print} Suddenly you see a monster_1 + {print} You run into the other room, but a monster_2 is waiting there for you! + {print} Oh no! Quickly get to the kitchen. + {print} But as you enter monster_3 attacks you! ``` - hangman: - name: Hangman - default_save_name: Hangman - description: Guess the word - levels: - 17: - story_text: | - In this adventure we program a game of hangman. First we make some preparations, then we program the game and in the third part we add a drawing with the turtle. - - ### Exercise - ***Set the variables*** In this game of hangman, Player 1 chooses an answer and Player 2 has to guess the letters in this answer. - To let the computer know all the letters in the word, we will turn the answer into a list of letters. We also do this with the guesses Player 2 makes. - We will start the game with 2 empty lists. We have made an empty list for the variable answer for you. Now make an empty list for guessed_letters as well. - Then we fill in how many mistakes were made. At the start of the game, this should be 0. - The variable `amount_letters` tells us how many letters are in the answer. Ask Player 1 to tell us how many letters their word has. - Lastly we tell the computer if the game is over. We use the variable `game_over` and set it to `False`. - - ***Choosing the answer*** We want Player 1 to be able to choose the answer. We'll ask them, as many times as necessary, what the next letter is. - Then we add that letter to the answer. Lastly, we add an empty _ to the list of guessed letters, so we get as many _s as there are letters in the answer. - - ***Player 2's turn*** - Tell Player 2 its their turn. Then tell Player 2 how many letters there are in the answer. Finally, print the list of `guessed_letters`. - - ***Go to the next tab*** Now that all the starting variables are set, we can start programming the game itself. Check out the next tab to learn how! - example_code: | - ``` - print 'Hangman!' - - # Set the variables - answer = [] - guessed_letters = _ - mistakes_made = _ - amount_letters = {ask} _ - _ = 'False' - - # Choosing the answer - {for} _ - letter = {ask} 'Player 1, what is letter ' i '?' - _ - {add} '_' {to} _ - - # Player 2 turn - print _ - print _ - print guessed_letters - ``` - hangman_2: - name: Hangman 2 - default_save_name: Hangman_2 - description: Hangman 2 - levels: - 17: - story_text: | - Now it's time to program the hangman game. - - ### Exercise - - ***Paste your code*** Copy your code from the previous tab and paste the code in the programming field. - - ***The game*** This games continues playing until Player 2 is game over. Fill in the while command accordingly. Now, Player 2 is allowed to guess a letter, so ask Player 2 to guess a letter. - We need to check if their answer is correct, so check if their `guess` is (somewhere) in the (list) `answer`. Then we let the computer figure out which of the letter(s) is the guess. We have already programmed that part for you. - Next we want to compliment the player for finding a correct letter and we want to print the list `guessed_letters`, so the player can see their progress. - - The next part we're going to program is what happens when the player has guessed all of the letters. So if their list of `guessed_letters` is the same as our list `answer`. - If the lists are the same, congratulate Player 2 with their victory and set the variable `game_over` to `True`. - - Next we'll program what happens when Player 2 guesses wrong (so the `{else}` command). First, tell the player that their guess was wrong. Then increase the `mistakes_made` variable by 1. - - For the last part we'll program what happens when Player 2 has made 10 mistakes. We'll print that Player 1 has won the game. Then we'll print the correct answer. And finally, we'll set our `game_over` variable to `True`, so the game stops. - - ***Go to the next tab*** Amazing work! Your game is playable, but wouldn't it be fun if the hangman was actually drawn when Player 2 makes a mistake..? - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - guess = _ - {if} _ - {for} i {in} {range} 1 {to} amount_letters: - if answer[i] == guess: - guessed_letters[i] = guess - {print} _ - {if} guessed_letters == _: - {print} _ - game_over = _ - {else}: - {print} _ - mistakes_made _ - {if} _ == 10: - {print} _ - {print} _ - _ - ``` - hangman_3: - name: Hangman 3 - default_save_name: Hangman_3 - description: Hangman 3 - levels: - 17: - story_text: | - In a game of hangman the mistakes are shown by drawing a part of the hangman each time a mistake has been made. - We now add those drawings with our turtle! - - ### Exercise - ***Create a function that draws the hangman*** Create a function that draws the hangman in 10 steps. We have already made step 1 for you. - - ***Test the function*** Test the function by calling the function with 10. If you are happy with the function, remove the line that calls the function for now. We will call the function when the player makes a mistake. - - ***Paste your hangman game under your function*** Go back to the previous tab and copy your hangman game. Paste the game underneath your function. - - ***Call the function when the player makes a mistake*** Under the line `mistakes_made = mistakes_made + 1` we will call the function. We want the turtle to take the same amount of steps as the player has made mistakes, so we call the function with `mistakes_made` as argument. - - ***Enjoy your game!*** -
- The hangman could look like this -
- example_code: | - ``` - # Create a function that draws the hangman - {define} draw_hangman {with} step: - {if} step == 1: - {color} white - {forward} -100 - {turn} 90 - {forward} -50 - {color} black - {forward} 100 - {forward} -50 - - {if} step == 2: - _ - # Paste your hangman game here - - ``` - harry_potter: - name: Harry Potter - default_save_name: Harry Potter - description: Harry Potter adventures - levels: - 10: - story_text: | - ### Exercise - We can also make a Harry Potter themed fortune teller. Fill in blanks such that 9 lines are printed. - **Extra** Change the theme of the fortune teller into something else, such as your favorite book, film or tv show. - example_code: | - ``` - houses = Gryffindor, Slytherin, Hufflepuff, Ravenclaw - subjects = potions, defence against the dark arts, charms, transfiguration - fears = Voldemort, spiders, failing your OWL test - names = Harry, Ron, Hermione - _ - _ {print} name ' is placed in ' houses {at} {random} - _ {print} name ' is great at ' subjects {at} {random} - _ {print} name 's greatest fear is ' fears {at} {random} - ``` - haunted: - name: Haunted House - default_save_name: Haunted House - description: Escape from the haunted house - levels: - 1: - story_text: | - In this adventure you are working towards making a game in which you have to escape from a haunted house by picking the correct door. - If you pick the right door you'll survive, but if not a terrible monster might... - - In level 1 we start our haunted house game by making up a scary story and ask the player what monster they'll see in the haunted house. - example_code: | - ``` - {print} How did I get here? - {print} I remember my friend telling me to go into the old mansion... - {print} and suddenly everything went black. - {print} But how did I end up on the floor...? - {print} My head hurts like Ive been hit by a baseball bat! - {print} What's that sound? - {print} Oh no! I feel like Im not alone in this house! - {print} I need to get out of here! - {print} There are 3 doors in front of me.. - {ask} Which door should i pick? - {echo} I choose door - {print} ...? - ``` - story_text_2: | - ### Exercise - Copy the example code to your input screen by clicking the yellow button. - Now finish the story by adding at least 5 lines of code. - Remember to start each line of codes with a `{print}` command. - 2: - story_text: | - In this haunted house you can choose your monsters with emojis. Of course you could also use words. - example_code: | - ``` - monster_1 {is} 👻 - monster_2 {is} 🤡 - monster_3 {is} 👶 - {print} You enter the haunted house. - {print} Suddenly you see a monster_1 - {print} You run into the other room, but a monster_2 is waiting there for you! - {print} Oh no! Quickly get to the kitchen. - {print} But as you enter monster_3 attacks you! - ``` - story_text_2: | - ### Exercise - In the example above the monsters are predetermined. So each time you run your code, the output is the same. - Can you add `{ask}` commands to make the haunted house interactive and have the players choose the monsters they come across? example_code_2: | ``` monster_1 {is} _ @@ -2302,274 +941,18 @@ adventures: In the previous levels you've made an introduction to your haunted house game, but as you might have noticed the story would always have a dreadful end. In this level you can make your story more interactive by changing the outcome of the game; sometimes you'll get eaten, sometimes you'll escape! Let Hedy decide randomly! - example_code: | - ``` - _ Escape from the haunted house! - _ There are 3 doors in front of you... - _ _ _ Which door do you choose? - _ You picked door ... choice - monsters _ a zombie, a vampire, NOTHING YOUVE ESCAPED - _ You see... - {sleep} - _ _ _ _ - ``` - 4: - story_text: | - In this level you learn how to use quotation marks in your games. - - ### Exercise - Can you make your Haunted House level 4 proof? - - ### Exercise 2 - Go back to the previous level and copy your haunted house code. Make the code work in this level by adding quotation marks in the right spots. - example_code: | - ``` - _ Add quotation marks to this code _ - {print} Escape from the haunted house! - {print} There are 3 doors in front of you... - choice {is} {ask} Which door do you choose? - {print} You picked door ... choice - monsters {is} a zombie, a vampire, NOTHING YOUVE ESCAPED - {print} You see... - {sleep} - {print} monsters {at} {random} - ``` - 5: - story_text: | - Up until this level the haunted house game always asked the player to choose a door, but as you might have noticed, they didn't really have to answer correctly. - If the player filled in a completely random answer, the game would still work and the player might even win (despite not picking a door). - In this level you can only win the game by picking the same door Hedy picked randomly. - - ### Exercise - Can you find the 4 missing words to complete the code? - example_code: | - ``` - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you...' - doors {is} 1, 2, 3 - monsters {is} werewolf, mummy, vampire, zombie - chosen_door {is} {ask} 'Which door do you choose?' - {print} 'You chose door...' chosen_door - {sleep} - correct_door {is} doors {at} {random} - _ _ _ _ {print} 'Great! Youve escaped!' - {else} {print} 'Oh no! You are being eaten by a...' monsters {at} {random} - ``` - 9: - story_text: "In this level you can use nesting, which allows you to make the haunted house even more interactive!\n\n### Exercise\nNow it's very hard to win this game, can you make it easier to win?\nChange your code so it only has one wrong door and two correct doors instead of one correct door and two wrong ones? \nTip: This means changing the variable correct_door into wrong_door, and switching the `{if}` and `{else}` code.\nAnd of course you may also change the story and make it your own. Change the monsters or make it a happy game show where you get a gift!\n" - example_code: | - ``` - {print} 'Escape from the Haunted House!' - player = alive - doors = 1, 2, 3 - monsters = zombie, vampire, giant spider - {repeat} 3 {times} - {if} player {is} alive - correct_door {is} doors {at} {random} - {print} 'There are 3 doors in front of you...' - chosen_door = {ask} 'Which door do you choose?' - {if} chosen_door {is} correct_door - {print} 'No monsters here!' - {else} - {print} 'You are eaten by a ' monsters {at} {random} - player = dead - {else} - {print} 'GAME OVER' - {if} player {is} alive - {print} 'Great! You survived!' - ``` 11: story_text: "In this level we've changed the `{for}` command so we can tell the player where they are. \n\n### Exercise 1\nFinish the program so the player knows which room they are in.\n\n### Exercise 2\nMake the program into an adventure by following these steps:\n\n1. Make a list of choices (like: fight or flight)\n2. Make sure the player can choose an option with `{ask}`\n3. Is answer correct? Then they may proceed to the next monster. Do they give a wrong answer? Let the player know with a `{print}`. \n\n **(extra)** If you make a wrong choice, a monster is still shown! How could you change that?\n" - example_code: | - ``` - {print} 'Escape from the Haunted House!' - monsters = zombie, vampire, giant spider - _ - {print} 'Room ' i - monster = monsters {at} {random} - ``` - 14: - story_text: | - ### Exercise - In this level you can use the `<` and `>` symbol to introduce lives to your game. - Make sure the player loses a life when they come across the wrong monster and that the game stops if you have no lives left. - example_code: | - ``` - {print} 'Escape from the haunted house' - lives = 3 - doors = 1, 2, 3 - monsters = 'the wicked witch', 'a zombie', 'a sleeping 3 headed dog' - {for} i {in} {range} 1 {to} 10 - {if} lives _ - good_door = doors {at} {random} - monster = monsters {at} {random} - chosen_door = {ask} 'Which door do you choose?' - {if} good_door == chosen_door - {print} 'You have chosen the correct door' - {else} - {print} 'You see...' monster - {if} monster == 'a sleeping 3 headed dog' - {print} 'Pffieuw.... Its asleep' - {else} - {print} 'You lose one life' - lives = _ - {else} - {print} 'GAME OVER' - ``` - 16: - story_text: | - ### Exercise - This haunted house game uses the connection between the lists you can use in this level. - For example: all the properties that belong to the zombie are first in all the lists, witch second and vampire third. - Check out the code and fill in `weapons[i]`, `monsters[i]` , `bad_fate[i]`, `good_fate[i]`, `hint[i]` on the correct blanks to get the code to work! - example_code: | - ``` - numbers = [1, 2, 3] - i = numbers[{random}] - hint = ['growling', 'a cackling laugh', 'fluttering batwings'] - monsters = ['zombie', 'witch', 'vampire'] - bad_fate = ['Your brain is eaten', 'You are forever cursed', 'You are bitten'] - good_fate = ['You throw the ham. The zombie is distracted and starts eating it.', 'You set the curtains on fire. The witch flees out of fear for the fire', 'The vampire hates garlic and flees'] - weapons = ['ham', 'lighter', 'garlic'] - {print} 'You are standing in front of an old mansion' - {print} 'Something is not right here' - {print} 'You hear ' _ - {print} 'You are going to explore it' - {print} 'You enter the kitchen and see a lighter, a raw ham and a garlic.' - your_weapon = {ask} 'What do you bring with you?' - {print} 'With your ' your_weapon ' you enter the living room' - {print} 'There you find a ' _ - needed_weapon = _ - {if} your_weapon == needed_weapon - {print} 'You use your ' your_weapon - {print} _ - {print} 'YOU WIN!' - {else} - {print} 'You have chosen the wrong weapon...' - {print} _ - {print} 'GAME OVER' - ``` - hotel: - name: hotel - default_save_name: hotel - description: hotel - levels: - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, and you've learned how to combine it with an {ask}. - You might have wondered why you would use functions, because the functions in the example were only one line of code. - Now we will show you what a bigger function looks like and we will use multiple agruments now as well. You'll see how much better it is to use a function once the function gets bigger. - Here is an example of a function with arguments combined with {ask} commands. - example_code: | - ``` - {define} welcome_message {with} title, last_name, country, room_number - {print} 'Welcome to Hotel Hedy, ' title ' ' last_name - nice_trip {is} {ask} 'Did you have a nice trip from, ' country '?' - {if} nice_trip {is} 'yes' - {print} 'Lovely!' - {else} - {print} 'Sorry to hear that.' - {print} 'Hopefully you can take a nice rest in you room.' - {print} 'Your room number is ' room_number - - {print} 'Hello. Please fill in your information to check in.' - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - ``` - - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 if_command: - name: '{if} & {else}' - default_save_name: if_command description: Introducing the if command levels: - 5: - story_text: | - ## If... else.... - In level 5 there is something new, the `{if}`! With the `{if}` you can choose between two different options. - This code prints nice if you enter Hedy as a name, and boo! if you enter something else. - `{ask}` and `{print}` still work like they did in level 4. - example_code: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' {else} {print} 'boo!' - ``` - story_text_2: | - Sometimes code with an `{if}` gets really long and does not fit on the line well.
You may also divide the code over two lines, starting the second line at the `{else}` like this: - example_code_2: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - ``` - story_text_3: | - ### Exercise - Try to create your own code with `{if}` and `{else}`. You can use the example code if you want. - example_code_3: | - ``` - answer {is} {ask} '2 + 2 = ?' - _ _ _ 4 _ 'Great job!' - _ _ 'No 2 + 2 = 4' - ``` - 8: - story_text: | - ## If... Else... - You have learned to repeat a block of lines of code after a `{repeat}` command. - Now you can also use indentation to make blocks after a {if} or {else} command. - Check out the example code. - - ### Exercise - Add an {else} command to the example code. Make a block of line using indentation. You do this by starting each line with 4 spaces. - example_code: | - ``` - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {print} 'You can play on your computer!' - ``` 9: story_text: | In this level you can also put an {if} command inside another {if} command. - example_code: | - ``` - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - ``` in_command: - name: '{in}' - default_save_name: in_command description: Introducing the in command levels: 5: - story_text: | - ## Lists - When we want to check if something is in a list, we can now use the `{in}` command. - This code prints pretty! if you choose green or yellow, and meh otherwise. - example_code: | - ``` - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - ``` - story_text_2: | - ### Exercise - Finish the example code by filling in the blanks with commands that you've learned. - When you've finished the code, try to create a code of your own and use a question that you've thought of yourself. example_code_2: | ``` animals is dog, cow, sheep @@ -2578,565 +961,56 @@ adventures: _ _ 'My favorite animals are dogs, cows and sheep' ``` is_command: - name: '{is}' - default_save_name: is_command description: introducing is command levels: - 2: - story_text: | - ## Variables - You can name a word with `{is}`. This is called a **variable**. In this example we made a variable called name and a variable called age. You can use the word name anywhere in your code and it will be replaced by Hedy, like this: - example_code: | - ``` - name {is} Hedy - age {is} 15 - {print} name is age years old - ``` - story_text_2: | - ### Exercise - Time to make your own variables! - In the example code we made an example of the variable `favorite_animal`. In line 1 the variable is set, and in line 2 we haved used the variable in a print command. - Firstly, finish our example by filling in your favorite animal on the blank. Then make at least 3 of these codes yourself. Pick a variable, and set the variable with the {is} command. Then use it with a {print} command, just like we did. - example_code_2: | - ``` - favorite_animal {is} _ - {print} I like favorite_animal - ``` - 6: - story_text: | - We also make a change in storing a word in a variable! You may now use `=` instead of `{is}` when we store a name or a number in a variable, like this: - example_code: | - ``` - name = Hedy - answer = 20 + 4 - ``` - 14: - story_text: | - We are going to learn more new items. You might know them already from mathematics, the `<` and `>`. - The `<` checks if the first number is smaller than the second, for example age `<` 12 checks if age is smaller than 12. - If you want to check if the first number is smaller or equal to the second, you can use `<=`, for example age `<=` 11. - The `>` checks if the first number is bigger than the second, for example points `>` 10 checks if points is larger than 10. - If you want to check if the first number is bigger or equal to the second, you can use `>=`, for example points `>=` 11. - You use these comparisons in an `{if}`, like this: - example_code: | - ``` - age = {ask} 'How old are you?' - {if} age > 12 - {print} 'You are older than I am!' - ``` - story_text_2: | - From this level on, if you want to compare exactly, you can use two equal signs. This is what most programming languages do: - example_code_2: | - ``` - name = {ask} 'What is your name?' - {if} name == 'Hedy' - {print} 'You are cool!' - ``` - story_text_3: | - You can also compare if something is *not* equal to something else using `!=` like this: - example_code_3: | - ``` - name = {ask} 'What is your name?' - {if} name != 'Hedy' - {print} 'You are not Hedy' - ``` - - {if} age < 13 - {print} 'You are younger than me!' - {else} - {print} 'You are older than me!' - language: - name: Language - default_save_name: Language - description: Practice words in a foreign language - levels: - 5: - story_text: | - Make your own program to practice your vocabulary in a new language. - - ### Exercise - Make the code longer by adding at least 3 more words for the player to learn. - **Extra** Of course, you can choose to use a different language than French. You can change to code to any language you'd like to learn. - example_code: | - ``` - {print} 'Learn French!' - cat {is} {ask} '🐱' - {if} cat {is} chat {print} 'Terrific!' - {else} {print} 'No, cat is chat' - frog {is} {ask} '🐸' - {if} frog {is} grenouille {print} 'Super!' - {else} {print} 'No, frog is grenouille' - ``` - 16: - story_text: | - ### Exercise - Take a look at the example code. This is a program to practise French vocabulary. Now make your own program to practice your vocabulary in a new language. - If you don't know any other languages, you can use Google translate or you can use emojis and your native language. - example_code: | - ``` - french_words = ['bonjour', 'ordinateur', 'pomme de terre'] - translation = ['hello', 'computer', 'potato'] - score = 0 - {for} i {in} {range} 1 {to} 3 - answer = {ask} 'What does ' french_words[i] ' mean?' - correct = translation[i] - {if} answer == correct - {print} 'Correct!' - score = score + 1 - {else} - {print} 'Wrong, ' french_words[i] ' means ' translation[i] - {print} 'You gave ' score ' correct answers.' - ``` - maths: - name: maths - default_save_name: maths - description: Introducing maths - levels: - 6: - story_text: | - In this level you learn something new: you can now also calculate. - - The plus is easy, you write it like with math: `5 + 5` for example. The minus also works fine, it is `5 - 5`. - - The times is a bit different, because there is no times symbol on your keyboard. Just search, there really isn't! - That is why we multiply with the asterisk above 8: `5 * 5`. Read that as "5 times 5" that helps you remember it best. - example_code: | - ``` - {print} '5 plus 5 is ' 5 + 5 - {print} '5 minus 5 is ' 5 - 5 - {print} '5 times 5 is ' 5 * 5 - ``` - 12: - story_text: |- - **Decimal numbers** - So far, Hedy did not allow for decimal numbers like 1.5, but now we do allow that. Note that computers use the `.` for decimal numbers. - example_code: | - ``` - {print} 'Two and a half plus two and a half is...' - {print} 2.5 + 2.5 - ``` - story_text_2: |- - **Maths with words** - In this level you can also do addition with words like this: - example_code_2: | - ``` - a = 'Hello ' - b = 'world!' - {print} a + b - ``` - - {print} 2.5 + 2.5 - music: - name: music - default_save_name: music - description: Play a tune! - levels: - 1: - story_text: |- - In this level you'll learn how to use the `{play}` command to play a tune! - - Type `{play}` followed by the note you want to play. The scale goes C-D-E-F-G-A-B. - As you can see there are 7 different letters, but we can play more than just 7 notes. - Type a number between 1 and 10 behind the letter to choose the scale, for example after B4 comes C5. - C1 is the lowest note you can play, C10 is the highest. - - ### Exercise - Try out the example code and then play around with it! Can you create your own melody? - In the next level you'll learn how to play some existing songs. - example_code: |- - ``` - {play} C4 - {play} D4 - {play} E4 - {play} F4 - {play} G4 - {play} A4 - {play} B4 - {play} C5 - ``` - 2: - story_text: | - ### Exercise - Finish the songs! We have started the codes for some melodies. - example_code: | - ``` - {print} Old Mac Donald had a farm - {play} C5 - {play} C5 - {play} C5 - {play} G4 - {play} A4 - {play} A4 - {play} G4 - ``` - story_text_2: As you can see, you can also use the `{sleep}` command to add a little pause in the song. - example_code_2: | - ``` - {print} Twinkle Twinkle Little Star - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} 1 - {play} F - {play} F - ``` - 3: - story_text: | - Create a random melody! - - ### Exercise - The example code creates a random melody, but it's very short and not many notes are used. - Add more notes to the list and create a longer melody by copying the last line a couple more times. - example_code: | - ``` - notes {is} A4, B4, C4 - {play} notes {at} {random} - {play} notes {at} {random} - {play} notes {at} {random} - ``` - 4: - story_text: | - Use the `{clear}` command to create a karaoke machine! - - ### Exercise - Finish the karaoke version of 'Mary had a little lamb'. - Then, create a karaoke version of any song you'd like! - example_code: | - ``` - {print} 'Mary had a little lamb' - {play} E - {play} D - {play} C - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Little lamb, little lamb' - {play} D - {play} D - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Mary had a little lamb' - {play} E - ``` - 5: - story_text: | - You don't always have to use the `{play}` command to play a whole song, sometimes you just want to play one note. - For example, if you want to make a quiz, you can play a happy high note if the answer is right and a sad low note if the answer is wrong. - - ### Exercise - Finish the first question by adding a line of code that plays a C3 note if the wrong answer is given. - Then think of 3 more questions to add to this quiz. - example_code: | - ``` - answer {is} {ask} 'What is the capital of Zimbabwe?' - {if} answer {is} Harare {play} C6 - _ - ``` - 6: - story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\n This calls for musical maths! Try out the example code a couple of times with different starting numbers. \nThen, see if you can compose a song using the numbers.\n" - example_code: | - ``` - number = {ask} 'Say a starting number between 1 and 67' - {print} number - {play} number - number = number + 1 - {print} number - {play} number - number = number + 1 - {print} number - {play} number - ``` - 7: - story_text: | - Using the `{repeat}` command can make your codes for melodies a lot shorter! - - ### Exercise - Finish the code for Twinkle Twinkle Little Star by using the `{repeat}`command. - Then go back to the songs you've made in the previous levels. Can you shorten those codes too? - example_code: | - ``` - {print} 'Twinkle Twinkle Little Star' - {repeat} 2 {times} {play} C4 - {repeat} 2 {times} {play} G4 - _ - ``` - 8: - story_text: | - Now that we can use the `{repeat}` command for multiple lines, we can make songs even more easily! - - ### Exercise - Finish the song of Brother John (Frère Jacques). Don't forget to use `{repeat}`! - example_code: | - ``` - {print} 'Brother John' - {repeat} 2 {times} - {play} C - {play} D - {play} E - {play} C - {repeat} 2 {times} - {play} E - {play} F - {play} G - {sleep} 1 - ``` - 9: - story_text: | - From this level on you can - among other things - use a {repeat} command inside a {repeat} command. - That makes songs like 'Happy birthday' even shorter! - - ### Exercise - Finish the song! - example_code: | - ``` - first_time = yes - {repeat} 2 {times} - {repeat} 2 {times} - {play} C - {play} D - {play} C - {if} first_time {is} yes - {play} F - {play} E - first_time {is} no - {else} - _ - ``` - 12: - story_text: | - Use functions in your songs! As you can see in the example code, you can make a function for each line of Twinkle Twinkle Little Star. Once you've programmed the first three lines, all you have to do is call the functions in the order you want them played in. - - ### Exercise - Finish the song of Twinkle Twinkle Little Star. - Then look back at all the songs you've programmed in the levels before, can you make those codes better and shorter using functions too? - example_code: | - ``` - {define} first_line - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} - - {define} second_line - {play} F - {play} F - {play} E - {play} E - {play} D - {play} D - {play} C - {sleep} - - {define} third_line - {play} G - {play} G - {play} F - {play} F - {play} E - {play} E - {play} D - {sleep} - - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - ``` - 13: - story_text: | - You can use a function with an argument for songs that have line that are almost the same, but slightly different each time. - One example is the song 'Yankee Doodle'. The first 4 notes of the first lines are the same, but each time they are followed by a different couple of notes. - - ### Exercise - Can you finish the song of Yankee Doodle? - Can you think of another song to program this way? - example_code: | - ``` - {print} 'Yankee Doodle' - {define} _ {with} note_1, note_2, note_3 - {play} C4 - {play} C4 - {play} D4 - {play} E4 - {play} _ - {play} _ - {play} _ - - {call} line_1 {with} 29, 31, 30 - {call} line_1 {with} 29, 28, 0 - {call} line_1 {with} 32, 31, 30 - - {play} C4 - {play} B3 - {play} G3 - {play} A3 - {play} B3 - {play} C4 - {play} C4 - ``` - 14: - story_text: | - You can program music for fun, but you can also use the musical notes to make something useful like a fire alarm! - - ### Exercise - Make sure the fire alarm rings when there is a fire! - example_code: | - ``` - {define} fire_alarm - {print} 'FIRE!' - note = 40 - {for} i {in} {range} 1 {to} 100 - {if} note _ 50 - note = note + 5 - {play} _ - {else} - note = 40 - - fire = {ask} 'Is there a fire?' - {if} fire _ 'yes' - {call} fire_alarm - ``` - 15: - story_text: | - **Warning** This adventure can become extremely annoying! - We can also use the {while} command to repeat a song forever. - - ### Exercise - Finish the never-ending song. - example_code: | - ``` - {define} song - {play} _ - - yes_or_no = {ask} 'Do you want to hear my never-ending song?' - {while} yes_or_no = 'yes' - {call} song - {print} '🥳' - ``` - 16: - story_text: | - Upgrade your Old MacDonald code! - - ### Exercise - Take your code from the 'Sing a Song' adventure and add musical notes to it! - You can make a function for each line in the song and call that function after the line is printed. - We defined the first line for you and called it in the code. Can you finish the whole song? - example_code: | - ``` - {define} line_1 - {for} i {in} {range} 1 {to} 3 - {play} G - {play} D - {for} i {in} {range} 1 {to} 2 - {play} E - {play} D - - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - for i in range 1 to 3 - animal = animals[i] - sound = sounds[i] - print 'Old MacDonald had a farm' - call line_1 - print 'E I E I O!' - _ - ``` - 17: - story_text: | - You can use the {elif} to create different options. - + 2: + story_text_2: | ### Exercise - Firstly, add colons to get the code to work. - Then finish this code by adding at least 2 other songs for other moods. For example a happy song and an angry song. + Time to make your own variables! + In the example code we made an example of the variable `favorite_animal`. In line 1 the variable is set, and in line 2 we haved used the variable in a print command. + Firstly, finish our example by filling in your favorite animal on the blank. Then make at least 3 of these codes yourself. Pick a variable, and set the variable with the {is} command. Then use it with a {print} command, just like we did. + 14: example_code: | ``` - {define} scary_song - {for} i {in} {range} 1 {to} 3 - {play} G - {play} E - {sleep} 2 - {for} i {in} {range} 1 {to} 3 - {play} F - {play} D - - mood = {ask} 'Which emotion are you feeling?' - {if} mood {is} 'fear' - {call} scary_song - {elif} _ + age = {ask} 'How old are you?' + {if} age > 12 + {print} 'You are older than I am!' ``` - 18: - story_text: | - ### Exercise - Even in this last level of Hedy we can make some music! Be careful of all the syntax that is needed now. - Take a good look at how the functions are defined and called upon in the example code. - Finish the song! - example_code: | + example_code_3: | ``` - {def} line_1(): - {for} i {in} {range}(1, 5): - {play} A - {play} D - {play} F - {play} A - - {def} line_2(): - {for} i {in} {range}(1, 5): - {play} G - {play} C - {play} E - {play} G - - {def} line_3(): - _ - - {print} ('The drunken sailor') - {print} ('What shall we do with the drunken sailor?') - line_1() - line_2() - line_3() - {print} ('Early in the morning') + name = {ask} 'What is your name?' + {if} name != 'Hedy' + {print} 'You are not Hedy' ``` - parrot: - name: Parrot - default_save_name: Parrot - description: Create your own online pet parrot that will copy you! + + {if} age < 13 + {print} 'You are younger than me!' + {else} + {print} 'You are older than me!' + maths: levels: - 1: - story_text: | - Create your own online pet parrot that will copy you! + 6: example_code: | ``` - {print} Im Hedy the parrot - {ask} whats your name? - {echo} - {echo} + {print} '5 plus 5 is ' 5 + 5 + {print} '5 minus 5 is ' 5 - 5 + {print} '5 times 5 is ' 5 * 5 ``` - story_text_2: | - ### Exercise - Copy the example code to your input screen by clicking on the yellow button. - Make the parrot ask a different question. Fill in the blanks in the example! - **Extra** You can also let the parrot ask multiple questions. Type in some more lines of code beneath your own code. + 12: example_code_2: | ``` - {print} Im Hedy the parrot - {ask} _ - {echo} - {echo} + a = 'Hello ' + b = 'world!' + {print} a + b + ``` + + {print} 2.5 + 2.5 + music: + levels: + 6: + story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\n This calls for musical maths! Try out the example code a couple of times with different starting numbers. \nThen, see if you can compose a song using the numbers.\n" + parrot: + levels: 2: story_text: | Create your own online pet parrot that will copy you! @@ -3167,61 +1041,17 @@ adventures: {print} 🧒 Say new_word, Hedy! {print} 🦜 words {at} {random} ``` - 4: - story_text: | - In this level we have to use quotation marks with the commands `{ask}` and `{print}`. - ### Exercise - Complete the code by filling in quotation marks on the blanks. - example_code: | - ``` - words {is} squawk, Hedy - {print} _ Train your parrot! _ - new_word {is} {ask} _ Which word do you want to teach them? _ - {add} new_word {to_list} words - {print} _ 🧒 Say _ new_word _, Hedy!_ - {print} _ 🦜 _ words {at} {random} - ``` 5: story_text: | Reward your parrot if it says the correct word! Finish the code by filling in the 4 missing commands. - example_code: | - ``` - words {is} squawk, Hedy - {print} 'Train your parrot!' - new_word {is} {ask} 'Which word do you want to teach them?' - {add} new_word {to_list} words - said_word {is} words {at} {random} - {print} '🧒 Say ' new_word ', Hedy!' - {print} '🦜 ' said_word - _ said_word {is} new_word _ '🧒 Great job, Hedy! 🍪' - _ _ '🧒 No, Hedy! Say ' new_word - ``` piggybank: - name: Piggy Bank - default_save_name: Piggy Bank - description: Count your pocketmoney! levels: 12: story_text: | In this adventure you learn how to make a digital piggy bank. Finish the code to calculate how much money you have and how long you need to save up to buy what you want! - example_code: | - ``` - {print} 'The digital piggy bank' - wish = {ask} 'What would you like to buy?' - price = {ask} 'How much does that cost?' - saved = {ask} 'How much money have you saved already?' - allowance = {ask} 'How much pocket money do you get per week?' - to_save = price - saved - weeks = to_save / allowance - {print} 'You can buy a ' _ ' in ' _ ' weeks.' - ``` 14: - story_text: | - ### Exercise - In this level you can let Hedy tell you if you have saved up enough money! - Finish this code by filling in the blanks! example_code: | ``` _ calculate_budget with wish, money, allowance @@ -3241,45 +1071,7 @@ adventures: {call} calculate_budget with _, _, _ ``` pressit: - name: Key presses - default_save_name: Pressed - description: Try linking a keyboard key to a command! levels: - 5: - story_text: | - In this level there is another new keyword: `{pressed}`! - With `{pressed}` you can use keys on your keyboard to control what lines are used. - - ### Exercise - Look at the example and add one more line of code that reacts to a key press. - example_code: | - ``` - {print} 'Do you want a good (g) or bad (b) ending?' - {if} g {is} {pressed} {print} 'They lived happily ever after ❤' - {else} {print} 'The prince was eaten by a hippopotamus 😭' - ``` - story_text_2: | - You can also link turtle commands to keys. - - ### Exercise - Copy the lines a few times so you can create a larger drawing. - example_code_2: | - ``` - {if} y {is} {pressed} {forward} 15 - {else} {turn} 90 - ``` - 7: - story_text: | - Now that you have learned about `{repeat}`, we can press keys multiple times. - You can use it to make the turtle walk forward and turn. - - ### Exercise - The code you have seen in level 5 only checks the key once. Copy the example code and add a `{repeat}` to it, so that you can press the keys many times. - Use this code to draw something nice. - example_code: | - ``` - {if} x {is} {pressed} {forward} 15 {else} {turn} 90 - ``` 9: story_text: | Now that you know how to combine statements, you can create a touch type tool with `{pressed}`. @@ -3287,54 +1079,9 @@ adventures: ### Exercise Finish the code. Each time a random letter should be chosen, which you have to press. You get a point for a correct press, and and two points deduction for a wrong press. **(extra)** Clear the screen after each letter, and show the user how many points they have scored. - example_code: | - ``` - points = 0 - letters = a, b, c, d, e - {repeat} 10 {times} - letter = _ _ _ - {print} 'Press the letter ' letter - {if} letter {is} {pressed} - _ - _ - _ - ``` print_command: - name: '{print}' - default_save_name: print - description: Introduction print command levels: - 1: - story_text: | - ## The print command - You can print text to the screen using the `{print}` command. - example_code: | - ``` - {print} Hi there, programmer! - {print} Welcome to Hedy! - ``` - story_text_2: | - ### Exercise - In Hedy you will find exercises in every adventure. An exercise allows you to practise the new commands and concepts, and lets you give your own twist to the example codes. - In this exercise you will see a pink blank space. You have to fill something in the place of the blank space before the code can be run. - - Fill in the `{print}` command in the blank space and then add five more lines of code. Each line has to start with a `{print}` command. - Have fun! - example_code_2: | - ``` - _ Hello! - ``` 18: - story_text: |- - We arrived at real Python code! That means we need to use parentheses with `{print}` and `{range}` from now on. - It also means you can use Hedy code from this level in any Python environment as long as you use the English commands. If you haven't until now, you can switch the toggle in the commands menu to do so. - example_code: | - ``` - {print}('Hello!') - {for} i {in} {range}(1, 10): - {print}('This is line ', i) - ``` - story_text_2: If you want to print more than one item, you need to separate them by commas. example_code_2: | ``` temperature = 25 @@ -3342,158 +1089,13 @@ adventures: ``` {print}('My name is ', name) - quizmaster: - name: Quizmaster - default_save_name: Quizmaster - description: Make your own quiz! - levels: - 14: - story_text: | - ### Exercise - In this adventure you can make your own quiz! Fill in the blanks, add more questions and enjoy your own quiz! - You can make a quiz about anything you like: your hobby, your favorite animal, your favorite book or anything at all! - example_code: | - ``` - {print} 'Make your own quiz' - points_a = 0 - points_b = 0 - {print} 'Question' - {print} 'Answer option A' - {print} 'Answer option B' - answer = {ask} 'Which answer?' - {if} answer == 'A' - points_a = points_a + 1 - {if} answer == 'B' - points_b = points_b + 1 - {print} 'End of the quiz!' - {print} 'Lets see the results!' - {if} points_a > points_b - {print} 'You belong to the A club' - {if} points_b > points_a - {print} 'You belong to the B club' - ``` - quotation_marks: - name: '''quotation marks''' - default_save_name: quotation_marks - description: Introduction quotation marks - levels: - 4: - story_text: | - ## 'Quotation marks' - In level 4 `{ask}` and `{print}` have changed. - You must put text that you want to print between quotation marks. - This is useful, because now you can print all the words you want. Also the words you used to store something with `{is}`. - Most programming languages also use quotation marks when printing, so we are also getting a step closer to real programming! - example_code: | - ``` - {print} 'You need to use quotation marks from now on!' - answer {is} {ask} 'What do we need to use from now on?' - {print} 'We need to use ' answer - ``` - story_text_2: | - ## Contractions - Important! Mind that now that we're using quotation marks, Hedy will get confused when you use the apostrophe for contractions like I'm or What's. - Make sure to remove those apostrophes and change the spelling to I am or What is. - Check out the example code to see the wrong way of using apostrophes. - example_code_2: | - ``` - _ This is the wrong way of using apostrophes _ - {print} 'I'm babysitting my sister's kids' - {print} 'What's more fun than that?' - ``` - 12: - story_text: | - **All texts need to be in quotation marks** - For this level on you will also have to use quotation marks when storing a text with `=`: - example_code: | - ``` - name = 'Hedy the Robot' - {print} 'Hello ' name - ``` - story_text_2: | - **All items in lists need quotation marks too** - Lists are texts, so they need quotation marks too. Mind that each single item on the list has quotation marks. - This allows you to save two words as 1 item on the list, for example 'Black Widow'. - example_code_2: | - ``` - superheroes = 'Spiderman', 'Batman', 'Black Widow' - {print} superheroes {at} {random} - ``` - story_text_3: | - **All text after `{if}` comparisons need quotation marks too** - example_code_3: | - ``` - name = {ask} 'What is your name?' - {if} name = 'Hedy the Robot' - {print} 'Hi there!' - ``` - story_text_4: | - **Numbers don't need quotation marks** - For numbers, you do not use quotation marks in the `=`: - example_code_4: | - ``` - score = 25 - {print} 'You got ' score - ``` random_command: - name: '{random}' - default_save_name: random_command - description: introducing at random command levels: - 3: - story_text: | - ## At random - In this level you can make a list using the `{is}` command. You can let the computer choose a random item from that list. You do that with `{at} {random}`. - example_code: | - ``` - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - ``` - story_text_2: | - You can use the `{at} {random}` command in a sentence as well. - example_code_2: | - ``` - food {is} sandwich, slice of pizza, salad, burrito - {print} I am going to have a food {at} {random} for lunch. - ``` - story_text_3: | - ### Exercise - Try out the `{at} {random}` command by making your own gameshow (like the ones on tv) where you choose a door or suitcase and it contains a big price! - Can you do it? We have already put the first lines into the example code. - example_code_3: | - ``` - {print} The big gameshow! - {print} There are 3 suitcases in front of you... - chosen {is} {ask} Which suitcase do you choose? - prices {is} _ - _ - ``` 16: story_text: |- We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. For example: `friends[1]` is the first name on the list of friends, as you can see in the first part of the example code. The second part of the example code shows you that we can also match 2 lists using the variable i. - example_code: | - ``` - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - ``` - story_text_2: |- - Now that you've learned to use the brackets in lists, you can also start using the {at} {random} command in the Python way! - You simply type the name of your list with `[random]` behind it! - example_code_2: |- - ``` - fruit = ['apple', 'banana', 'cherry'] - {print} fruit[random] - ``` repeat_command: - name: '{repeat}' - default_save_name: repeat_command description: repeat command levels: 7: @@ -3503,23 +1105,6 @@ adventures: ### Exercise Play around with the repeat command. Can you make the happy birthday song in only 3 lines of code instead of 4 now? - example_code: | - ``` - {repeat} 3 {times} {print} 'Hedy is fun!' - ``` - 8: - story_text: | - ### Repeat commands and indentation - In this level you can repeat multiple lines of code with only 1 repeat command. - You do this by making a block of lines that you want to repeat. - The lines in this block will need **indentation** . - That means putting four spaces at the beginning of each line. You will also have to indent when you just want to create a block of one line. - example_code: | - ``` - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This is all repeated 5 times' - ``` 9: story_text: | Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... @@ -3535,121 +1120,18 @@ adventures: {else} {print} 'Maybe you should practice some more in the previous level' repeat_command_2: - name: '{repeat} 2' - default_save_name: repeat_command_2 description: repeat command 2 levels: 7: - story_text: | - ## Repeat with other commands and with variables - You have practiced the `{repeat}` command in combination with the `{print}` command now, but did you know you could also use other commands with `{repeat}` ? - In this example code you can see that `{repeat}` can also be used with an `{ask}`, `{if}` or `{else}` command. - example_code: | - ``` - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - ``` story_text_2: | Another interesting thing you can so with the `{repeat}` command is using variables to set the amount of times something should be repeated. In the example code you can see that we first ask the person how old they are. Then, in line 3, the question is repeated 'age' times. So we have used the variable 'age' with the `{repeat}` command. - example_code_2: | - ``` - {print} 'Yay! It is your birthday!' - age = {ask} 'How old are you now?' - {repeat} age {times} {print} 'Hip Hip Hurray!' - ``` - 8: - story_text: | - ### In the block or not? - In this level you have to think carefully which lines of code should be in the block and which shouldn't. - For example: If you want to sing the song *the muffin man*. You only want the line with 'the muffin man' to be repeated twice. - This means the last line shouldn't start with indentation as it doesn't belong to the block. - If you do start the last line with indentation the song will turn out wrong. - - ### Exercise - Each line in the example code starts with a blank. Remove the blanks and try to figure out which line need indentation and which don't to make the muffin man song. - example_code: | - ``` - _ {print} 'Do you know the muffin man?' - _ {repeat} 2 {times} - _ {print} 'The muffin man' - _ {print} 'Do you know the muffin man, who lives on Drury Lane?' - ``` restaurant: - name: Restaurant - default_save_name: Restaurant - description: Create your own virtual restaurant levels: - 1: - story_text: | - In level 1 you can make your own virtual restaurant and take your guests' orders. - story_text_2: | - ### Exercise - Copy the example code into your input screen by clicking the yellow button. - Firstly, fill in the correct command on the blanks to make to code work properly. - Then add at least 4 more lines of code to the restaurant program. - Ask the costumer what they would like to drink and ask if they want to pay with cash or card. - Lastly, think of a nice way to say goodbye to your costumer. - example_code_2: | - ``` - {print} Welcome to Hedy's restaurant 🍟 - _ What would you like to order? - {echo} So you would like to order - {print} Thank you for your order! - {print} It's on its way! - ``` 2: story_text: | In level 2 you could expand your restaurant by using variables. In level 1 Hedy could only {echo} the order once and only remember the last thing that was ordered. Now you can use variables and Hedy can remember both the food and the toppings! - example_code: | - ``` - {print} Welcome to Hedy's restaurant! - {print} Today we're serving pizza or lasagna. - food {is} {ask} What would you like to eat? - {print} Great choice! The food is my favorite! - topping {is} {ask} Would you like meat or veggies on that? - {print} food with topping is on its way! - ``` - story_text_2: | - ### Exercise - Copy your own restaurant code from to previous level to the input screen below. - Fix the code by replacing the `{ask}` and `{echo}` commands and using variables, like you've learned in this level. - - Now that your code is working again, it's time to add something more. - Look at the last line of the example code: `{print} food with topping is on its way!` - In this single line 2 variables have been used to create a summary of the order. - Now add your own summary of the food and drinks ordered by the customer. - - **Extra** Now that you've learned how to use variables, you can use as many variables in one line as you'd like. Can you add more variables to your code, like eat in or take-away, cash or card, with or without a straw etc.? - 3: - story_text: | - Having trouble to decide what you wanna have for dinner? You can let Hedy choose for you! - Simply add lists of your favorite (or least favorite) meals and Hedy can randomly choose your dinner. - You can also have a bit of fun, by letting Hedy choose the price for your dinner as well! What will you get? - example_code: | - ``` - dishes {is} spaghetti, brussels sprouts, hamburgers - {print} You will have dishes {at} {random} tonight! - prices {is} 1 euro, 10 euros, 100 euros - {print} That will be prices {at} {random} please. - ``` - story_text_2: | - ### Exercise - Now make your own version of the random restaurant. - Make a list of starts, mains, desserts, drinks and prices yourself. - Then use `{print}` and `{at} {random}` commands to tell the costumer what will be on their menu tonight. - example_code_2: | - ``` - {print} Welcome to your own random restaurant! - starters {is} _ - mains {is} _ - desserts {is} _ - drinks {is} _ - prices {is} _ - _ - ``` 4: story_text: | ### Exercise @@ -3657,19 +1139,6 @@ adventures: ### Exercise 2 Go back to the previous level and copy your restaurant code. Make the code work in this level by adding quotation marks in the right spots. - example_code: | - ``` - _ Add the quotation marks to this code _ - {print} Welcome to Restaurant Chez Hedy! - {print} Today we are serving pizza or lasagna. - food {is} {ask} What would you like to eat? - {print} Great choice! The food is my favorite! - topping {is} {ask} Would you like meat or veggies on that? - {print} food with topping is on its way! - drinks {is} {ask} What would you like to drink with that? - {print} Thank you for your order. - {print} Your food and drinks will be right there! - ``` 5: story_text: | In this level the `{if}` command allows you to `{ask}` your customers questions and give different responses to the answers. @@ -3693,21 +1162,6 @@ adventures: 6: story_text: | In this level you can use maths to calculate the total price of your customer's order, which can make your virtual restaurant more realistic. - example_code: | - You can make a simple restaurant code, like this: - ``` - {print} 'Welcome to Restaurant Chez Hedy' - {print} 'Here is our menu:' - {print} 'Our main courses are pizza, lasagne, or spaghetti' - main = {ask} 'Which main course would you like?' - price = 0 - {if} main {is} pizza price = 10 - {if} main {is} lasagne price = 12 - {if} main {is} spaghetti price = 8 - {print} 'You have ordered ' main - {print} 'That will be ' price ' dollars, please' - {print} 'Thank you, enjoy your meal!' - ``` 7: story_text: | In this level you've learned how to use the `{repeat}` command to repeat a line of code a certain amount of times. @@ -3716,65 +1170,9 @@ adventures: ### Exercise Can you complete the code? Hedy needs to repeat this question as many times as there are people. So if there are 5 people, the question needs to be asked 5 times. **(extra)** Expand your code with more questions, for example about drinks or sauce. - example_code: | - ``` - {print} 'Welcome to Restaurant Chez Hedy' - people = {ask} 'How many people are joining us today?' - ``` - 8: - story_text: | - In this level you can make your virtual restaurant more elaborate by repeating multiple lines of code. Like this: - - ### Exercise - This code can be expanded with more items on the menu, for example offering drinks, and/or multiple courses or desserts. Add at least one more item. - **Extra** Add even more items, as many options as you like! - example_code: | - ``` - {print} 'Welcome to Restaurant Chez Hedy!' - people = {ask} 'How many people will be joining us today?' - {print} 'Great!' - {repeat} people {times} - food = {ask} 'What would you like to order?' - {print} food - {print} 'Thank you for ordering!' - {print} 'Enjoy your meal!' - ``` 9: story_text: "In this level you can use nesting to make your restaurant more realistic and more fun!\n\n### Exercise\nThe indentation was removed in the example code. \nCan you figure out how much indentation each line needs in order for the code to work properly?\nIf the customer orders pizza, Hedy shouldn't ask what sauce the costumer wants.\n\n**(extra)** A restaurant does not stock all sauces. Make a list of available sauces and give a reply with each order whether you sell it.
\n**(extra)** Pizzas have toppings. Ask customers what they want.
\n**(extra)** Do customers want a drink? Ask them too!
\n" - example_code: | - ``` - {print} 'Welcome to Restaurant Chez Hedy!' - people = {ask} 'How many people will be joining us today?' - {print} 'Great!' - price = 0 - {repeat} people {times} - _ food = {ask} 'What would you like to order?' - _ {print} food - _ {if} food {is} fries - _ price = price + 3 - _ sauce = {ask} 'What kind of sauce would you like with your fries?' - _ {if} sauce {is} no - _ {print} 'no sauce' - _ {else} - _ price = price + 1 - _ {print} 'with ' sauce - _ {if} food {is} pizza - _ price = price + 4 - {print} 'That will be ' price ' dollar' - {print} 'Enjoy your meal!' - ``` 10: - story_text: | - In this level you'll learn how to easily ask orders for different courses. - - ### Exercise 1 - Finish the code with an `{ask}` on the blanks such that the customer is asked what they want to eat for each course. - example_code: "```\ncourses = appetizer, main course, dessert\n{for} course {in} courses\n {print} 'What is your order for ' course '?'\n _ \n _\n```\n" - story_text_2: | - ### Exercise - Of course, you could also order for multiple people! - Can you add the correct amount of indentation before each line to make the code work properly? - Tip: some lines don't need any indentation at all. example_code_2: | ``` _ courses = appetizer, main course, dessert @@ -3791,36 +1189,14 @@ adventures: ### Exercise Finish the restaurant code, so that you can ask for the order of multiple people. Print the order number each time: 'Order 1', 'Order 2', etc. Are you not sure how to go about this? Have a peek at your level 8 code. - - **(extra)** In level 9 the restaurant also used prices. You can add that here too! - example_code: | - ``` - {print} 'Welcome to Restaurant Hedy!' - people = {ask} 'For how many people would you like to order?' - {print} 'So you want to order for ' people ' people.' - {print} "Let's go!" - ``` + + **(extra)** In level 9 the restaurant also used prices. You can add that here too! 12: story_text: | From this level on you can use decimal numbers to make you menu more realistic. ### Exercise Can you think of a code to give your friends and family a 15% discount? - example_code: | - ``` - price = 0.0 - food = {ask} 'What would you like to order?' - drink = {ask} 'What would you like to drink?' - {if} food {is} 'hamburger' - price = price + 6.50 - {if} food {is} 'pizza' - price = price + 5.75 - {if} drink {is} 'water' - price = price + 1.20 - {if} drink {is} 'soda' - price = price + 2.35 - {print} 'That will be ' price ' dollar, please' - ``` 13: story_text: | In this level we can use the new commands to upgrade our restaurant. @@ -3840,48 +1216,9 @@ adventures: {print} 'What a healthy choice!' {print} 'That will be ' price ' dollars' ``` - 15: - story_text: | - With the `{while}` you can make sure your costumers can keep adding orders until they are done. - - ### Exercise - Correctly add the `{while}` command to this code. - example_code: | - ``` - {print} 'Welcome at McHedy' - more = 'yes' - _ - order = {ask} 'What would you like to order?' - {print} order - more = {ask} 'Would you like to order anything else?' - {print} 'Thank you!' - ``` rock: - name: Rock, paper, scissors default_save_name: Rock - description: Make your own rock, paper, scissors game levels: - 1: - story_text: | - In level 1 you can start with a rock, paper, scissors game. - - With `{ask}` you can make a choice, and with `{echo}` you can repeat that choice. - example_code: | - ``` - {print} what do you choose? - {ask} choose from rock, paper or scissors - {echo} so your choice was: - ``` - story_text_2: | - ### Exercise - Instead of using words, you could also use emojis: ✊✋✌ - Can you create a code using emojis? - example_code_2: | - ``` - {print} what do you choose? - {ask} choose from _ - {echo} so your choice was: - ``` 2: story_text: | In this level you can practise using the variables, so that you can make the rock, paper, scissors game in the next level! @@ -3891,11 +1228,6 @@ adventures: {print} I choose _ ``` 3: - story_text: | - You can use the `{at} {random}` command to let the computer pick rock, paper or scissors! - - ### Exercise - Finish the code by using the `{at} {random}` command. example_code: | ``` choices {is} rock, paper, scissors @@ -3913,16 +1245,6 @@ adventures: {print} player 1 chooses... choices {at} {random} {print} player 2 _ ``` - 4: - story_text: | - In this level we can further program rock, paper, scissors. But if you want to add text, you have to use quotation marks here too. - ### Exercise - Fill in quotation marks on the blanks. Mind that the variable `choices` should be outside the quotes. - example_code: | - ``` - choices {is} rock, paper, scissors - {print} _The computer chooses..._ choices {at} {random} - ``` 5: story_text: | In this level we can determine who won. @@ -3982,47 +1304,7 @@ adventures: 13: story_text: | With the `{and}` command you can shorten your rock, paper, scissors code! Check out the example code below and try to finish it. - example_code: | - ``` - options = 'rock', 'paper', 'scissors' - your_choice = {ask} 'What do you choose?' - computer_choice = options {at} {random} - {print} 'You choose ' your_choice - {print} 'The computer chooses ' computer_choice - {if} computer_choice {is} your_choice - {print} 'Tie' - {if} computer_choice {is} 'rock' {and} your_choice {is} 'paper' - {print} 'You win!' - {if} computer_choice {is} 'rock' {and} your_choice {is} 'scissors' - {print} 'The computer wins!' - _ - ``` - 15: - story_text: | - ### Exercise - Play until you beat the computer! But first, finish the example code... - example_code: | - ``` - won = 'no' - options = 'rock', 'paper', 'scissors' - {while} won == 'no' - your_choice = {ask} 'What do you choose?' - computer_choice = options {at} {random} - {print} 'you chose ' your_choice - {print} 'the computer chose ' computer_choice - {if} computer_choice == your_choice - {print} 'Tie!' - {if} computer_choice == 'rock' {and} your_choice == 'scissors' - {print} 'You lose!' - {if} computer_choice == 'rock' {and} your_choice == 'paper' - {print} 'You win!' - won = 'yes' - _ - ``` rock_2: - name: Rock, paper, scissors 2 - default_save_name: rock_2 - description: Part 2 of rock, paper, scissors levels: 2: story_text: | @@ -4036,9 +1318,6 @@ adventures: {print} I choose choice ``` secret: - name: SuperSpy - default_save_name: SuperSpy - description: Make your own spy code levels: 12: story_text: | @@ -4064,573 +1343,37 @@ adventures: 13: story_text: | Can you fill in the right command on the blank? Mind: The superspy has to answer BOTH questions correctly, before they get the confidential information! - example_code: | - ``` - name = {ask} 'What is your name?' - password = {ask} 'What is your password?' - {if} name {is} 'Agent007' _ password {is} 'TOPSECRET' - {print} 'Go to the airport at 02.00' - {else} - {print} 'Go to the trainstation at 10.00' - ``` - simon: - name: Simon Says - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - Let's make a game of Simon Says! Simon Says is a memory game in which the player will be given a color. They have to repeat that color back. - If they get it right a color is added to the sequence, so they now have to remember 2 colors, then 3, then 4 etc. the game stops as soon as the player makes a mistake. - - ### Exercise - In this first part of the Simon Says adventure, we'll let the computer pick a random color and add it to a list. - - ***Make 2 lists*** First, make a list called `colors` and fill it with the colors red, yellow, green and blue. - Then make a list called `simon_sequence`. This list will be used as the answer. - At the start of the game this lists need to be empty. unfortunately, we can't create an empty list (yet), so we'll fill it with the words 'empty' and 'list' and we'll remove them from the list immediately. - - ***Create a function that adds a color to the sequence*** Now that we have an empty list called simon_sequence, we can start filling it with random colors. - We do that with a function, so we can call it everytime there's a new level in our game. Create a function called `add_random_color`. - Then create the variable random_color and set it to a random color. Next, add this random color to the simon_sequence. - - ***Create a function that shows the simon_sequence*** Start by naming the new function `show_simon_sequence` with `level` as an argument. Now we want to show as many colors as the level we are in (in level 1 you see 1 color, in level 2 you see 2 colors etc). - So we repeat `level` times, to print the `simon_sequence[i]`. Each time a color is shown, wait for 1 second and then clear the screen. - - ***Test your program*** Before you go to the next level, test if the functions are working by calling both of the functions. If they're working you should see a random color in your output screen. - Remove this testing part of your code, copy the code and continue to the next tab to learn more about the simon says game! - example_code: | - ``` - # Make 2 lists - colors = _ - _ = ['empty', 'list'] - {remove} _ {from} simon_sequence - {remove} _ - - # Create a function that adds a color - _ add_random_color - _ - {add} _ - - # Create a function that shows the simon_sequence - {define} _ - {for} i {in} {range} 1 {to} _ - {print} _ - _ - _ - - # Test your program - {call} _ - {call} show_simon_sequence {with} 1 - ``` - simon_2: - name: Simon Says 2 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - We'll continue with our Simon Says game! - - ### Exercise - ***Paste your code here*** Paste your code from the previous level here. Don't forget to remove the part that was just used for testing the functions. - - ***Create a function that creates the player_sequence*** The list `player_sequence` is used to capture the answers of the player. First we define the function with the argument level. - Next, we ask level times what the color is that they choose. We call that variable `answer`. Then we add the variable `answer` to the list player_sequence. - - ***Setting up the game*** Before we program the game in the next tab, we'll need some starting variables. First, we'll set the variable `level` to 1 and the variable `game_over` to False. - Then we make an introduction for the game. We'll print 'Welcome to Simon Says!' and clear the screen after 1 second. - - ***Continue to the next tab to finish the game!**** Don't forget to copy your code and take it with you to the next tab. - example_code: | - ``` - # Paste your code here - - - # Create a function that creates the player_sequence - {define} _ - {for} _ - _ 'What is color number ' i '?' - {add} answer {to} _ - - # Set up - level = _ - game_over = _ - {print} _ - _ 1 - _ - ``` - simon_3: - name: Simon Says 3 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - In this tab we'll program the game of Simon Says! - - ### Exercise - ***Paste your code*** Copy your code from the previous tab and paste it here. - - ***Program the game*** We start by making sure the game goes on while the game isn't over. Then we print what level the player is on, we use the variable level for that. We only show that for 1 second and then we clear the screen again. - Now, we have to create the empty list player_sequence. We've already programmed how to fill the list, with our function `player_sequence`, but we never made the list itself. To create the list we use the same trick as we did in the previous tab. - We'll make a list with the words 'empty' and 'list' on it, and then we remove both these words. Next, we'll call all of the 3 functions that we've created. - Lastly, we'll have to check if the player gave the correct answers (so if the player_sequence and the simon_sequence are the same). - If that's the case, we'll compliment the player. Wait for 1 second and increase the level with 1. - Did the player give the wrong answer, we'll tell them and end the game by setting game_over to 'True' - - ***Enjoy your game!*** Great job! Does your game not work? Use the ladybug button to debug your code! - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - {print} _ - _ - _ - _ = ['empty', 'list'] - {remove} _ - {remove} _ - {call} _ - {call} _ {with} _ - {call} _ {with} _ - {if} player_sequence == _ - _ - _ - _ - {else} - _ - game_over = _ - ``` sleep_command: - name: '{sleep}' - default_save_name: sleep_command description: introducing sleep command levels: 2: story_text: | ## The sleep command Another new command in this level is `{sleep}`, which pauses your program for a second. If you type a number behind the {sleep} command, the program pauses for that amount of seconds. - example_code: | - ``` - {print} My favorite colour is... - {sleep} 2 - {print} green! - ``` songs: - name: Sing a song! - default_save_name: Song - description: Print a song levels: - 6: - story_text: | - Songs often contain a lot of repetition. Sometimes the repetition is also based on counting. - For example, in the well-known song 'Bottles of beer'. You can program that song with a little math. - - Tip: Use the read aloud function to let Hedy sing the song to you! - - ### Exercise - You can now repeat lines 2 to 7 as many times as you want by copying the lines. - example_code: | - ``` - verse = 99 - {print} verse ' bottles of beer on the wall' - {print} verse ' bottles of beer' - {print} 'Take one down, pass it around' - verse = verse - 1 - {print} verse ' bottles of beer on the wall' - {sleep} - ``` - story_text_2: | - This children's song counts down from 5 little monkeys to 1 monkey. - If you copy line 2 - 7 and paste it under the the code, you can sing the whole song! - example_code_2: | - ``` - number = 6 - number = number - 1 - {print} number ' little monkeys jumping on the bed' - {print} 'One fell off and bumped his head' - {print} 'Mama called the doctor and the doctor said' - {print} 'NO MORE MONKEYS JUMPING ON THE BED!' - {sleep} - ``` - 7: - story_text: | - Songs often contain a lot of repetition. For example... Baby Shark! If you sing it, you keep singing the same thing: - - Baby Shark tututudutudu
- Baby Shark tututudutudu
- Baby Shark tututudutudu
- Baby Shark - - ### Exercise - You can print the song Baby Shark with a `{repeat}`? Finish the code by replacing the blanks? - **Extra** After Baby Shark you can of course also program other songs. There are many songs with repetition! - Can you think of one more song and print it? - example_code: | - ``` - {repeat} _ _ {print} 'Baby Shark tututudutudu' - {print} 'Baby Shark' - ``` - 8: - story_text: | - In a previous level you've programmed the song 'Bottles of beer'. But without the `{repeat}` command, you had to copy the verses many times. - In this level you can repeat the song 99 times, just by adding one simple line! - - ### Exercise - Add the right command on the blanks and indent the code correctly. - example_code: | - ``` - verse = 99 - _ 99 {times} - {print} verse ' bottles of beer on the wall' - {print} verse ' bottles of beer' - {print} 'Take one down, pass it around' - verse = verse - 1 - {print} verse ' bottles of beer on the wall' - ``` 10: - story_text: | - With `{for}` you can print make the whole baby shark song (including all the other sharks in the family) in only 6 lines! - - ### Exercise 1 - Can you make the baby shark code even shorter by using a `{for}` command? Finish the example code. - example_code: "```\nfamily = baby, mammy, daddy, grandma, grandpa\n_ _ _ _ \n {print} _\n```\n" story_text_2: | ### Exercise 2 Print the song Five little moneys jumping on the bed. Look up the text if you don't remember. - **(extra)** Print the song Old MacDonald had a farm, and make sure all animals make a different sound, using an `{if}`. - example_code_2: | - ``` - monkeys = 5, 4, 3, 2, 1 - ``` - 11: - story_text: | - In this level you can use the `{for}` with `{range}` to make songs that use counting, like the 5 little monkeys. - - ### Exercise 1 - Fill in the blanks and make the code work! If you don't remember the song text, look it up yourself. - - ### Exercise 2 - The final line of the song is different from the others. Print this line inside the `{for}`, and use an `{if}` to make it work correctly. - example_code: | - ``` - _ monkeys _ _ 5 _ 1 - {print} monkeys ' little monkeys jumping on the bed' - _ - ``` - 12: - story_text: | - In this song we can make it even easier to program 'if you're happy and you know it, clap your hands'. Because we can put all of the actions in a variable, check it out: - - ### Exercise - Can you add the right amount of indentation to each line to make the song play correctly? - Hint: Not all lines need indentation. - example_code: | - ``` - _ actions = 'clap your hands', 'stomp your feet', 'shout Hurray!' - _ {for} action {in} actions - _ {for} i {in} {range} 1 {to} 2 - _ {print} 'if youre happy and you know it' - _ {print} action - _ {print} 'if youre happy and you know it and you really want to show it' - _ {print} 'if youre happy and you know it' - _ {print} action - ``` - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, but did you know that you could combine them with {ask} commands as well? - In this example we have changed the 'My Bonnie' program and made it interactive. You are now asked where Bonnie is. - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is ' place - - chosen_place = {ask} 'Where do you want Bonnie to be?' - synonym = {ask} 'What is another word for that?' - - {call} song {with} chosen_place - {call} song {with} synonym - {call} song {with} chosen_place - ``` - 16: - story_text: | - In this level, you can program a song like OldMacDonald even more quickly. You can connect the right animal to the right sound by simply putting them in the same place in the list. - The Drunken Sailor is also quickly made in this level. You only need 8 lines for the entire song, check it out! - - ### Exercise - Complete the Old MacDonald song by setting the variable `animal` to `animals[i]` and `sound` to `sounds[i]`. - example_code: | - ``` - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - {for} i {in} {range} 1 {to} 3 - animal = _ - sound = _ - {print} 'Old MacDonald had a farm' - {print} 'E I E I O!' - {print} 'and on that farm he had a ' animal - {print} 'E I E I O!' - {print} 'with a ' sound sound ' here' - {print} 'and a ' sound sound ' there' - {print} 'here a ' sound - {print} 'there a ' sound - {print} 'everywhere a ' sound sound - ``` - - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines - {for} i {in} {range} 1 {to} 3 - {print} line - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - 18: - story_text: | - In level 16 we made songs using lists. These programs however are no longer working properly in this level. The colons from level 17 and the brackets from level 18 still need to be added. - - ### Exercise 1 - The Drunken sailor song is given as sample code, but not yet working. - Can you make sure everything works again? To help you, we've put _ in the places of _some_ errors. - - ### Exercise 2 - Now also look up your Old MacDonald song from level 16, and correct it. - example_code: | - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines _ - {for} i {in} {range} 1 {to} 3 _ - {print} _ line _ - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - songs_2: - name: Sing a song! 2 - default_save_name: Song 2 - description: Sing a song 2 - levels: - 12: - story_text: | - Songs contain a lot of repetition. We can capture it with a function! - ### Exercise - Look at the example code with the function. Fill out the two lines so the full song is printed. - example_code: | - ``` - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} _ - ``` - 16: - story_text: | - ### Exercise - Finish the nursery rhyme! - example_code: | - ``` - number = ['one', 'two', 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'ten'] - object = ['on his drum', 'on his shoe', 'on his knee', 'on his door', 'on his hive', 'on his sticks', 'up in heaven', 'on his gate', 'on his vine', 'once again'] - - _ - {print} 'This old man' - {print} 'He played ' _ - {print} 'He played knick-knack ' _ - {print} 'With a knick-knack paddywhack' - {print} 'Give the dog a bone' - {print} 'This old man came rolling home' - {sleep} 8 - {clear} - ``` - story_text_2: | - ### Exersice 2 - Now create your own code for the nursery rhyme 'The wheels on the bus' on the same way! - example_code_2: | - ``` - object = ['wheels', 'doors', _] - movement = [ 'round and round', 'open and shut', _] - ``` - tic: - name: Tic-Tac-Toe - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - Let's program a game of tic-tac-toe! - - ### Exercise - In this adventure we'll start with creating an empty field. - - ***Create a list called field*** This list will be our playing field. This list is filled with 9 dots, since there are no x's and o's yet at the start of our game. - - ***Create a function that prints the field*** Firstly, clear the screen so the old playing fields will be removed. Then we print the first line of our Tic Tac Toe field. This line constists of the first 3 spots in our list field. - We have already programmed this line for you. Now finish the field by printing spot 4, 5, and 6 on the second row and spot 7, 8 and 9 in the third row. - - ***Call the function that prints the field*** Now call the function. -
- Run the code. Your output should look like this: -
- - ***Continue in the next tab*** In the next tab you'll learn how to program the game itself. - example_code: | - ``` - # Create a list called field - _ = ['.', '.', '.', '.', '.', '.', '.', '.', '.'] - - # Create a function that prints the field - {define} print_field - _ - {print} 'TIC TAC TOE' - {print} field[1] field[2] field[3] - _ - _ - - # Call the function - ``` - 17: - story_text: | - In the previous level you've learned how to make a tic-tac-toe game. The game works, but is quite annoying as it keeps asking you if you've won yet. - Now that we have the {elif} command, we can let the game decide if someone has won and it can stop asking us! - - ### Exercise - ***Paste your code*** Paste your code from the previous level here and make it level 17 proof. In this level you've learned to use a colon everytime you create a block of code. Please add the colons in the correct spots. - - ***Create a function that detects if someone's won*** We have started the function for you, paste it under the function `print_field` and finish the function. You can see that this first piece of code checks to see if spot 1, 2 and 3 are the same, because if they are you have 3 in a row. - It also checks if they are not a dot, because if they are, the line might have the same symbols on them, but that's just because it's still empty. - If all these conditions are met, the game is over and the winner is printed. - Finish this function with all possible ways to win. This means you have to make this for the other 2 rows, 3 columns and 2 diagonals. - If you've finished all the other options, the function should return the variable `game_over` so we can use it in our game. - - ***Call the function in the game*** Go to the line `game_over = {ask} 'Did you win?'` and change it to `game_over = {call} detect_winner {with} field, sign`. Now the function will check if there's a winner and the game doesn't need to keep asking anymore! - - ***Enjoy your game!*** Great job! You have finished the game! Enjoy playing it! - - example_code: | - ``` - # Paste your code here and make it level 17 proof - - # Create a function that detects if someone has won - {define} detect_winner {with} field, sign: - {if} field[1] == field[2] {and} field[2] == field[3] {and} field[1] != '.': - game_over = 'yes' - {print} 'Player ' sign 'wins!' - {elif}: - _ - {else}: - game_over = 'no' - {return} _ - ``` - tic_2: - name: Tic-Tac-Toe 2 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - In the previous adventure you've learned how to create a playing field. Now you'll learn how to create the game! - - ### Exercise - ***Paste your code*** Start by pasting your code from the previous adventure here. - - ***Add variables*** Underneath your list called `field` we'll add 2 more variables that we'll need to program the game. - The variable `game_over` tells us if the game is over, and should be 'no' at the start of the game. - The variable `sign` tells us if it's the turn of player x or player o. Set the variable to 'x'. - - ***The game*** First use a {while} command, to make sure the game keeps on playing the variable while game_over is set to no. - During the game, we first ask the player which spot they choose. Then we change the field with the number they chose into their sign. - Then we print the field again and we ask the player if they've won yet. Lastly we want to switch whose turn it is, so if the sign is 'x' it should be 'o' and the other way around. - - ***Test your game*** Does your game work? Great, have fun playing the game! If not, use the ladybug button to debug your code. - You might have noticed one mistake in the code though, you can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! Go to the next tab to learn how to fix this problem. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add variables - game_over = _ - sign = _ - - # The game - {while} _ - choice = _ 'Player ' sign '_?' - field[choice] = _ - _ print_field - game_over = {ask} _ - {if} sign = 'o' - sign = _ - _ - sign = _ - ``` - tic_3: - name: Tic-Tac-Toe 3 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - You might have noticed one mistake in the code you've made in the previous adventure. You can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! In this tab we'll fix that mistake. - - ### Exercise - ***Paste your code here*** Paste your code from the previous adventure here. - - ***Fix the mistake*** To fix the mistake we replace the line that says `field[choice] = sign`. This turns any spot that the player has chosen into their sign. - Go to the header that says 'Use this to fix the mistake' and finish the code. We first want to check if the chosen spot is still empty, so `if field[choice] = '.'`. If that is the case, you are allowed to take it. - Then we make an else command and print 'Sorry, this spot is already taken' if the spot is not empty. Lastly, we add a {sleep} command, so the players can actually read the text before it gets cleared again. - Now copy this piece of code and replace the line `field[choice] = sign` with this new piece of code. - - ***Play your game!*** Now the game should work properly! Good job! - The only flaw is that you can get a bit annoyed that the game keeps asking you if you've won yet. Do you want to fix that? Go to level 17 and we'll fix it! + **(extra)** Print the song Old MacDonald had a farm, and make sure all animals make a different sound, using an `{if}`. + songs_2: + levels: + 12: example_code: | ``` - # Paste your code here + {define} twinkle + {print} 'Twinkle' + {print} '...' - # Use this to fix the mistake - {if} _ = '.' - field[choice] = sign - {else} - {print} _ - _ + {call} twinkle + {print} 'Up above the world so high' + {print} 'Like a diamond in the sky' + {call} _ ``` turtle: - name: Turtle - default_save_name: Turtle - description: Make your own drawing levels: - 1: - story_text: | - You can also use Hedy to draw. By combining turns and lines, you can make a square or stairs! - - Using `{forward}` you draw a line forwards. The number behind it determines how far the turtle will walk. `{turn} {right}` turns a quarter turn in clockwise direction, `{turn} {left}` turns counter clockwise. - - If you want to go backwards, you use the `{forward}` command but with a negative number. So for example `{forward} -100` - example_code: | - ``` - {forward} 100 - {turn} {left} - ``` - story_text_2: | - ### Exercise - This is the start of a little staircase. Can you make it have 5 steps? - example_code_2: | - ``` - {forward} 20 - {turn} {right} - {forward} 20 - {turn} {left} - {forward} 20 - ``` 2: story_text: | In this level you can use variables to make the turtle interactive. For example you can ask the player how many steps the turtle must make. @@ -4656,69 +1399,7 @@ adventures: {turn} angle {forward} 25 ``` - 3: - story_text: | - In this level you can use `{at} {random}` with the drawing turtle. A random choice makes the turtle walk a different path each time. - Use `{at} {random}` to choose a value from a list. - ### Exercise - Can you copy and paste lines 2 and 3 to create a longer random path? - example_code: | - ``` - angles {is} 10, 50, 90, 150, 250 - {turn} angles {at} {random} - {forward} 25 - ``` - 4: - story_text: | - In level 4 you have to use quotation marks with `{print}` and `{ask}`. Also when drawing! - example_code: | - ``` - {print} _ Drawing figures _ - angle {is} 90 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - ``` - story_text_2: | - You can also change the color of the lines with the command `{color}`. Check out the example. - You can also use the command `{color} {white}` to make 'invisible' lines. You could use these white lines to move the turtle anywhere in the screen before you start drawing. - example_code_2: | - ``` - {color} {white} - {forward} -80 - {color} {green} - {forward} 50 - {color} {yellow} - {forward} 50 - {color} {red} - {forward} 50 - ``` 5: - story_text: | - In level 5 you can make a choice with `{if}`. For example between different types of figures. - example_code: | - ``` - {print} 'Drawing Figures' - figure {is} {ask} 'Do you want a square or a triangle?' - {if} figure {is} triangle angle {is} 120 - {else} angle {is} 90 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - ``` - story_text_2: | - ### Exercise - Fill in the correct numbers in this code to get it to work. - After you've done that, you can try to add the option backwards. - - **Extra** Instead of using 'left' and 'right', remake the program with North, East, South and West. - This way you could add even more directions like Northeast and Southwest etc. example_code_2: | ``` direction {is} {ask} 'Do you want to go left, right, or straight ahead?' @@ -4726,48 +1407,9 @@ adventures: if direction is right turn _ forward 100 ``` - 6: - story_text: | - In this level you can use calculations to draw different figures. - You may have learned in school that turning a full circle is 360 degrees. If not, now you know! - That's why you also use 90 degrees for a square. 360 divided by 4 is 90. - Now that we can do math with Hedy, we can draw all the figures we want! - example_code: | - ``` - angles = {ask} 'How many angles do you want?' - angle = 360 / angles - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - ``` 8: - story_text: "Now that we can repeat several lines, we can make figures more easily.\nWe only have to set the angle once and then use that variable in the `{repeat}`.\n\n### Exercise 1\nThe example code creates a square. Change the code so that it create another figure, such as a triangle or a hexagon. \nThis requires a change to two lines of code.\nTip: An entire circle is 360 degrees.\n\n### Exercise 2\nNow create a drawing consisting of at least two polygons.\n" - example_code: | - ``` - angle = 90 - {repeat} 4 {times} - {turn} angle - {forward} 50 - ``` story_text_2: | **(extra)** We can now improve the program that draws different figures. Finish the code and you can draw any polygon you'd like! - example_code_2: | - ``` - figure = {ask} 'How many angles should I draw?' - angle = 360 / figure - {repeat} figure {times} - {turn} _ - {forward} _ - ``` 9: story_text: | Now that we can use a `{repeat}` inside a `{repeat}`, we can create more complex figures. @@ -4776,17 +1418,6 @@ adventures: This code creates three black triangles, change that into five pink squares. **(extra)** Create a figure of your own choosing consisting of at least two different shapes types. - example_code: | - ``` - {color} {black} - {repeat} 3 {times} - {repeat} 3 {times} - {forward} 10 - {turn} 120 - {color} {white} - {forward} 50 - {color} {black} - ``` 10: story_text: | In this level you can make the turtle draw a figure. @@ -4797,162 +1428,9 @@ adventures: **(extra)** can you change the spiral into another shape? Experiment with numbers for the turn! ### Exercise 2 The spiral is drawn outwards, make it go inwards? - example_code: | - ``` - {turn} 90 - distances = 10, 20, 30, 40, 50, 60 - {for} distance {in} distances - {forward} distance - ``` - 12: - story_text: | - We can use functions to draw more complex figures with less code. - ### Exercise 1 - Fill the function so that three squares are created. If you want the image to look nicer, you can make the lines between the squares white. - - ### Exercise 2 - The code can be made even shorter. Place the final lines into a `{repeat}` so the figure remains the same. - - ### Exercise 3 - Create your own drawing with different figures. - Change both the number of figures with the `{repeat}` and the shape of the figures in the `{define}` - example_code: | - ``` - {define} square - {repeat} 4 {times} - {turn} _ - {forward} _ - {call} square - {forward} 50 - {call} square - {forward} 50 - {call} square - ``` turtle_draw_it: - name: Draw it! - default_save_name: Draw it - description: Draw this picture with the turtle levels: - 1: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Rectangle - Square - Stairs -
- 2: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Arrow - Boat -
- 3: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Star - Arrow -
- 4: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Colored Star - Rainbow - Nested squares -
- example_code: | - **Extra** Up for a real challenge? Make sure that the colors of these figures are selected randomly, so that each time you run your programs they'll look differently! - - ``` - colors {is} red, orange, yellow, green, blue, purple, pink, brown, gray, black - color _ - ``` - 5: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Make only one code that lets the player decide which letter they'd like to see! And can you add even more letters? - -
- F - E - L -
- example_code: | - Hint: - ``` - chosen_letter {is} {ask} 'Which letter would you like to see? F, E or L?' - {if} _ - ``` - 6: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Let the player decide which color the square should be. - - ***Extra*** Can you make the letter of your own first name and the flag of your own country too? - -
- Square - Letters - Flag -
- example_code: | - Hint for the square: - ``` - chosen_color = {ask} _ - ``` - 7: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Hexagon - Triangle - Fan -
- 8: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - -
- Square (3) - Randomly colored star (5) - Randomly colored spiral (7) -
9: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - - **Extra** Give the player a choice which country they would like to see the flag of. - -
- Cross (7) - Randomly colored nested squares (8) - Flags -
example_code: | Hint for the nested squares: ``` @@ -4970,14 +1448,6 @@ adventures: color_3 = blue ``` 10: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Nested Hexagon - Traffic lights -
example_code: | Hint Nested Hexagon: ``` @@ -4993,47 +1463,6 @@ adventures: color _ {repeat} _ ``` - story_text_2: | - Christmas lights - example_code_2: | - Hint Christmas Lights: - - Start by moving to the left side of the screen with an invisible white line. Then hang up the Christmas lights! - ``` - {color} white - {turn} -90 - {forward} 300 - {turn} 90 - - colors = red, blue, yellow, purple, green, orange, pink - {for} chosen_color {in} colors - _ - ``` - 11: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Beehive (6) - Fan (5) - Snowflake (13) -
- example_code: | - Hint Beehive: - ``` - {for} amount_of_combs {in} {range} 1 {to} _ - {for} walls_of_one_comb {in} {range} 1 {to} _ - {forward} _ - {turn} _ - {forward} _ - {turn} _ - ``` - - Hint Fan: - Start out like the fan you made in level 7. Or take a peak at the hint for the beehive, because the codes are very similar. - - Hint Snowflake: Start by making one 'leg' and repeat it 6 times. 12: story_text: | ### Exercise @@ -5060,137 +1489,11 @@ adventures: {if} shape = 'square' {call} draw_a_square ``` - 13: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Street in different sizes - Colored street - Snow Storm - example_code: | - Hint Street in different sizes - ``` - {define} draw_a_house {with} size - _ - - {call} draw_a_house {with} 90 - {call} draw_a_house {with} 60 - {call} draw_a_house {with} 30 - ``` - - Hint Colored street - ``` - {define} draw_a_house {with} chosen_color - _ - ``` - - Hint Snow Storm - ``` - {define} draw_snowflake {with} length, color - _ - - numbers = 10, 20, 30 - colors = _ - - {for} i {in} {range} 1 {to} 5 - random_number = _ - random_color = _ - {call} draw_snowflake {with} random_number, random_color - {color} white - {turn} random_number * 5 - {forward} 80 - ``` - 14: - story_text: | - ### Exercise - Create a program that asks the player how many corners their figure should have and then creates that figure. - The figure in the image is the output when the player fills in 10. - -
- - -
- example_code: | - ``` - {define} calculate_degrees {with} amount_of_corners - _ 360 / amount_of_corners - - - {define} draw_figure {with} degrees - _ - {forward} 400/amount_of_corners - {turn} _ - - amount_of_corners = {ask} _ - degrees = {call} _ {with} _ - - {call} _ {with} - {call} _ {with} - ``` - 15: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Spiral - example_code: | - Spiral - ``` - distance = 5 - {while} distance < 200 - distance = distance + 5 - _ - ``` - story_text_2: | - Fan - example_code_2: | - Fan - ``` - {define} draw_a_square {with} side - _ - - i = 100 - {while} i > 1 - _ {with} i - _ - i = i - 3 - ``` - story_text_3: | - Star - example_code_3: | - Star - A star is usually drawn using 144-degree-turns. If you change this slightly to 143 degrees for example and repeat the pattern multiple times with a {while} loop you can make this figure. while_command: - name: '{while}' - default_save_name: while_command description: while - levels: - 15: - story_text: |- - We are going to learn a new loop, the `{while}` loop! We continue the loop as long as the statement is true. - So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. - If the correct answer is never given, the loop never ends! - example_code: | - ``` - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - ``` years: - name: New Year's - default_save_name: New Year's Countdown - description: Countdown to the New Year! levels: 11: - story_text: | - In this level you can use the `{for}` number `{in}` `{range}` command to countdown to the New Year. - - ### Exercise - Fill in the blanks and make the code work! example_code: | ``` {for} number {in} {range} _ {to} _ diff --git a/content/adventures/ko.yaml b/content/adventures/ko.yaml index 49f96bec9d5..1542a7fc0b9 100644 --- a/content/adventures/ko.yaml +++ b/content/adventures/ko.yaml @@ -5,21 +5,6 @@ adventures: description: 스토리 levels: 1: - story_text: | - In level 1 you can make a story with a different main character that you enter yourself. - - In the first line, use `{ask}` and ask who the main character of the story will be. - - After that first line, start with `{print}` if the sentence needs to be printed. - You use `{echo}` if you want your main character to be at the end of the sentence. - example_code: | - ``` - {ask} The main character of this story is - {print} The main character is now going to walk in the forest - {echo} They're a bit scared, - {print} They hear crazy noises everywhere - {print} They're afraid this is a haunted forest - ``` story_text_2: | ### 연습문제 이제 최소 6줄의 코드로 된 자신만의 이야기를 만들어 보세요. @@ -28,21 +13,6 @@ adventures: 당신은 당신이 좋아하는 어떤 주제에 대해서도 그것을 만들 수 있다. 주제가 생각나지 않는다면, 우리가 선택한 것 중 하나를 이용해 보세요: 영화를 보러 가거나, 스포츠 경기를 하거나, 동물원에서 하루를 보내거나. 2: - story_text: | - In level 2 you can make your story more fun. Your main character's name can now be anywhere in the sentence. - - You do have to program a little bit extra for that. You must now name your main character first. - - You can then put that name anywhere in a sentence. - example_code: |- - ``` - name {is} {ask} What is the name of the main character? - {print} name is now going to run in the woods - {print} name is a bit scared - {print} Suddenly she hears a crazy noise... - {sleep} - {print} name is afraid this is a haunted forest - ``` story_text_2: | ### 연습문제 이제 이전 레벨에서 만들었던 자신의 스토리에 변수를 추가해야 할 때입니다. @@ -55,11 +25,6 @@ adventures: 3: story_text: | 레벨 3 에서 더 재미있게 만들 수 있습니다.괴물, 동물 또는 다른 장애에 대한 랜덤성을 사용할 수 있습니다. - example_code: | - ``` - animals {is} 🦔, 🐿, 🦉, 🦇 - {print} They now hear the sound of an animals {at} {random} - ``` story_text_2: | `{add}`라는 명령어는 당신의 스토리에도 도움이 될 것이다. example_code_2: | @@ -77,14 +42,6 @@ adventures: 이전 레벨에서 이 레벨로 스토리를 복사합니다. 이 레벨에서는 `{at} {random}`, `{add} {to_list}` 및 `{remove} {from}` 명령 3개를 새로 배웠습니다. 스토리에 새 코드 줄을 추가하여 모든 새 명령이 스토리에 한 번 이상 포함되도록 합니다. - example_code_3: | - ``` - {print} His backpack got way too heavy. - {print} Inside were a bottle of water, a flashlight and a brick. - bag {is} water, flashlight, brick - dump {is} {ask} Which item should he dump? - {remove} dump {from} bag - ``` 4: story_text: | ### 연습문제1 @@ -94,18 +51,6 @@ adventures: ### 연습문제2 이전 레벨로 돌아가서 스토리 코드를 복사하세요. 올바른 자리에 따옴표를 추가하여 코드가 이 레벨에서 작동하도록 하세요. 주의: 당신 자신의 스토리에 나오는 변수들은 따옴표 밖에 있어야 한다. 예제 코드의 두 번째 줄처럼. 그 줄에서 변수 이름은 따옴표 밖에 놓여 있다. - example_code: | - ``` - name {is} {ask} _ What is your name? _ - {print} _ The main character is called _ name - _ - _ - {print} name _ is now going to walk in the woods _ - {print} name _ is a bit scared _ - animals {is} 🦔, 🐿, 🦉, 🦇 - {print} _ He hears the sound of a _ animals {at} {random} - {print} name _ is afraid this is a haunted forest _ - ``` 5: story_text: | 이 레벨에서 다른 엔딩을 프로그래밍할 수 있으므로 스토리가 더욱 재미있을 것입니다. @@ -139,12 +84,6 @@ adventures: ### 연습문제 자신의 스토리를 반복해 보세요. 저장된 프로그램으로 돌아가서 6레벨에서 자신의 이야기 프로그램을 선택하고 `{print}`가 포함된 행을 찾아서 반복합니다! - example_code: | - ``` - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - ``` 8: story_text: | 이 레벨에서는 `{if}` 명령에 여러 줄을 사용할 수 있으며, 이렇게 하면 해피엔딩이나 새드엔딩을 업그레이드할 수 있습니다! @@ -156,17 +95,6 @@ adventures: ### ### 연습문제 2 저장된 프로그램으로 돌아가서 5단계에서 스토리 프로그램을 선택하세요. 이제 각각 최소 세 줄의 좋은 결말과 나쁜 결말을 쓰세요! - example_code: | - ``` - {print} 'OH NO! The T-rex is closing in!' - end = {ask} 'Do you want a happy or a sad ending?' - {if} end {is} happy - {print} 'Just in time Richard jumps back into the time machine!' - {print} _ - {else} - {print} 'Oh no! Richard is too slow...' - {print} _ - ``` 9: story_text: "이 레벨에서는 다른 `{if}` 및 `{repeat}` 명령어 내에서 {if} 및 {repeat} 명령어를 사용할 수 있습니다. \n이것은 여러분에게 많은 선택권을 주고 여러분의 이야기를 상호작용적으로 만드는 데 정말로 도움을 줍니다.\n\n ### 연습문제 1\n코드를 완료하여 `{if}`가 올바르게 작동하도록 하십시오.\n\n### 연습문제 2\n로빈이 집에 가는 스토리의 부분도 `{if}`와 `{else}`를 붙인다.\n\n### 연습문제 3\n레벨 8 스토리로 돌아가서 다른 `{if}` 안에 최소한 두 개의 `{if}`을 사용합니다.\n" example_code: | @@ -213,114 +141,32 @@ adventures: ### 연습문제 2 이전 레벨의 이야기를 찾고 `{and}` 또는 `{or}` 중 하나를 추가한다. - example_code: | - ``` - {print} 'Our hero is walking through the forest' - {print} 'The path splits two ways' - path = {ask} 'Which path should she choose?' - weapon = {ask} 'What weapon does she draw?' - {if} path {is} 'left' {and} weapon {is} 'sword' - _ - ``` - 15: - story_text: | - Using the `{while}` loop can make your stories more interesting. For example, you can use `{while} game == 'on'` so you can play until the game is over. - Or you can use `{while} sword == 'lost'` so the player can't continue the game until they have found something. - - ### Exercise - The example code shows you how to use the `{while}` loop in a story. Now **think of your own scenario** in which the player has to find something before they can continue. - example_code: | - ``` - keys = 'lost' - {print} 'You are standing in your garden and you have lost your keys.' - {print} 'Where do you want to look for them?' - {print} 'You can choose: tree, flowerbed, rock, postbox' - {while} keys == 'lost' - location = {ask} 'Where do you want to look?' - {if} location == 'flowerbed' - {print} 'Here they are!' - keys = 'found' - {else} - {print} 'Nope they are not at the ' location - {print} 'Now you can enter the house!' - ``` 18: story_text: | 다른 이야기를 인쇄할 건데 이제는 `{print}`가 붙은 괄호를 써야 해요. ### ### 연습문제 1 최소 5문장 이상의 이야기를 만들어 보세요. 아직 '이름'을 사용하지 않아도 됩니다. - example_code: | - ``` - {print}('Welcome to this story!') - ``` story_text_2: | ### 연습문제 2 우리는 이미 당신을 위해 `{input}`을 준비했습니다. 먼저 당신의 이야기에 `name` 변수를 사용하세요. 그런 다음 두 번째 `{ask}`를 추가하고 그 변수도 사용합니다. 팁: 텍스트와 변수 사이의 `{print}`에 있는 쉼표를 기억하세요! - example_code_2: | - ``` - naam = {input}("What's your name?") - {print}('Welcome to this story!') - ``` add_remove_command: name: '{add} {to} & {remove} {from}' - default_save_name: add_remove_command description: introducing add to and remove from levels: 3: story_text: "## Add to \n`{add} {to_list}` 명령을 사용하여 항목을 목록에 추가할 수 있습니다. 항목을 목록에 추가하려면 간단히 `{add} penguin {to} animals`를 입력하거나 예제 코드처럼 `{ask}` 명령을 사용합니다.\n" - example_code: | - ``` - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - ``` story_text_2: | ## Remove from 목록에 항목을 추가할 수 있다면 당연히 항목을 삭제할 수도 있다. 이는 `{remove} {from}` 명령으로 완료된다. - example_code_2: | - ``` - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - ``` story_text_3: | ### Exercise 이 가상 레스토랑에서 새로운 명령어를 사용해 보십시오. 플레이어가 원하는 맛을 목록에 추가하고 알레르기가 있는 맛을 제거하십시오. - example_code_3: | - ``` - {print} Mystery milkshake - flavors {is} strawberry, chocolate, vanilla - hope {is} {ask} What flavor are you hoping for? - _ - allergies {is} {ask} Are you allergic to any flavors? - _ - {print} You get a flavors {at} {random} milkshake - ``` and_or_command: - name: '{and} & {or}' - default_save_name: and or description: introducing and or - levels: - 13: - story_text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two `{if}`s but can use `{and}` and `{or}`. - - If you use `{and}`, both statements, left and right of the `{and}` need to be true. We can also use `{or}`. Then only one statement needs to be correct. - example_code: | - ``` - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - ``` ask_command: - name: '{ask}' - default_save_name: ask_command description: Introduction ask command levels: 1: @@ -358,13 +204,6 @@ adventures: 확인해보세요: 이런 식으로 코드가 상호작용하고 있어요! - example_code: | - ``` - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - ``` story_text_2: | ### 연습문제 이전 탭에서 `{is}` 명령으로 변수를 설정하는 연습을 했습니다. @@ -372,19 +211,8 @@ adventures: 이제 예제에서 했던 것처럼 변수를 설정하는 대신 변수를 상호작용적으로 만들기를 바랍니다. 이전 탭에서 코드를 복사하고 `{ask}` 명령을 사용하여 변수를 상호작용시킵니다. - example_code_2: | - ``` - favorite_animal {is} {ask} What is your favorite animal? - {print} I like favorite_animal - ``` 18: story_text: 파이썬 코드를 얻기 위해 우리가 해야 할 마지막 변화는 `{ask}`를 `{input}`으로 바꾸는 것이다. - example_code: | - ``` - {print}('My name is Hedy!') - name = {input}('What is your name?') - {print}('So your name is ', name) - ``` blackjack: name: 블랙잭 default_save_name: 블랙잭 @@ -412,173 +240,7 @@ adventures: ***Test the function*** Test if your function is working properly. Finish the first print command by filling in which card you've drawn. Then finish the second line by calling the function with card_1. Run the code a couple of times. Are you happy with the results? Great! Then you can remove the testing part and move on the the next tab! - example_code: | - ``` - {print} 'BLACKJACK' - - # Set these variables - cards = _ - face_cards = _ - card_1 = - - # Create a function to calculate the points - {define} calculate_points {with} card: - {if} card {in} face_cards: - points = _ - {elif} _ - _ - {else}: - _ - _ points - - # Test your function - {print} 'Your card is a ' _ - {print} 'That is worth ' _ ' points'. - ``` - blackjack_2: - name: Blackjack 2 - default_save_name: Blackjack_2 - description: Blackjack part 2 - levels: - 17: - story_text: | - ### Exercise - In this adventure we code the second part of our Blackjack game. - - ***Paste your code from the previous adventure*** - In the previous adventure you've started a list of variables and created a function to calculate how many points a card is worth. Copy your code and paste it here. Mind that you don't need the testing part, so if you haven't removed that yet, please do so now. - - ***Add more variables*** - You have already set the lists `cards` and `face_cards` and the variable `card_1`. Underneath those variables create 3 more variables: `card_2`, dealer_card_1` and `dealer_card_2`. These variables are all set to a random card from the list of cards. - - ***Add up points*** - To calculate how many points you have scored we call the function with card 1 and we do it again for card 2. Then we add both these scores together to get your total. - Do the same thing for the dealers points, but be sure to use the dealer's cards and not your own! - - ***2 Aces*** - You're doing great! Almost all scores can be calculated now. There is only one exception: 2 Aces. If you get 2 Aces, your total is 12 points and not 22 (because 22 points would be losing!). This of course also goes for the dealer. - - ***Show the score*** - Lastly, you want to tell the program to tell you which cards you have drawn and how many points that is. Then show which cards the dealer has and how many points they have. - - ***Continue in the next tab*** - Great! You have finished this part of the game! Copy your code and go to the next tab to learn how to ask for an extra card and to declare a winner. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add these variables to the list of variables - card_2 = _ - dealer_card_1 = _ - dealer_card_2 = _ - - # Add up your points - your_points_1 = {call} _ {with} card_1 - your_points_2 = _ - your_total = _ - - # Add up the dealers points - dealer_points_1 = _ - _ - _ - - # 2 Aces - {if} card_1 == 'Ace' {and} _ - your_total = 12 - {if} dealer_card_1 _ - dealer_total = _ - - # Show the score - {print} 'You have drawn a ' _ ' and a ' _ '. That is ' _ ' points' - {print} 'The dealer has drawn a ' _ ' and a ' _ '. That is ' _ ' points' - ``` - blackjack_3: - name: Blackjack 3 - default_save_name: Blackjack_3 - description: Blackjack part 3 - levels: - 17: - story_text: | - In the previous tabs you have learned how to draw 2 random cards for yourself and for the dealer and to calculate how many points you both got. - In this adventure we add the option to ask for an extra card for both you and the dealer. - - ### Exercise - ***Paste your code from the previous adventure*** Firstly, copy your code from the previous tab and paste it here. - - ***Extra card for you*** If you want, you can get an extra card to get your total as close to 21 as possible. First ask the player if they want an extra card. - If they do, pick a random card and print what they have drawn. If the card is not an Ace, you can call the function and add the points to your total. - In case the card is an Ace, you can't use the function, because the Ace can be either 1 point or 11 points, depending on how many points you already have earned. - If your total is less than 11, you want the ace to be 11 points (because this is closest to 21). So you add 11 points to your total. - If the total is more than or equal to 11, you want the ace to be 1 point (because you don't want more than 21 points). So you add 1 point to your total. - Lastly, print your new total of points. - - ***Extra card for the dealer*** The dealer can also get an extra card. The dealer doesn't need to be asked, because they always get an extra card if their total is less than 17. - Copy the 'Extra card for you code' and paste it in the dealers section. Then change it to fit the dealer picking an extra card and getting points added to their total. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Extra card for you - hit = {ask} _ - {if} hit == 'yes': - card_3 = _ - {print} _ - {if} card_3 _ 'Ace': - your_points_3 = _ - your_total = _ - {else}: - {if} your_total _ - _ - {else}: - _ - {print} _ - - # Extra card for the dealer - {if} dealer_total < 17 - _ - ``` - blackjack_4: - name: Blackjack 4 - default_save_name: Blackjack_4 - description: Blackjack part 4 - levels: - 17: - story_text: | - In the last 3 adventures you have alsmost created a working blackjack game! The only thing left to do is to decide a winner! - - ### Exercise - ***Paste your code from the previous adventure*** Start by pasting the code that you've made so far into your programming field. - - ***Decide a winner*** - Firstly, if you and the dealer have an equal amount of points, it's a draw. - Secondly, if the dealer has more than 21 points and you don't, you are the winner. - Thirdly, if both you and the dealer have less than 22 points, we have to see who came closest to 21. We do that by comparing who has the highest score. Is your total higher than the dealer's total, then you are the winner. If not, the dealer wins. - Lastly, in all other scenarios (e.g. you have more than 21 points and the dealer doesn't, or you both have more than 21 points) you are the loser. - - ***Enjoy the game!*** - Does your game work properly? Amazing! You have done a great job! Enjoy your game! - If it doesn't work right away, no worries, you might have made a mistake. Just keep calm and bebug your code using the ladybug button. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Decide a winner - {if} _ - {print} 'Its a draw! Play again!' - {elif} _ - {print} 'You win!' - {elif} _ : - {if} _: - {print} _ - {else}: - {print} _ - {else}: - _ - ``` calculator: - name: Calculator - default_save_name: Calculator - description: Create a calculator levels: 6: story_text: | @@ -594,13 +256,6 @@ adventures: ### 연습문제 The calculator above will calculate the answer for you, but you can also make a program to test your own maths skills, like this: Fill in the blanks to make it complete! - example_code_2: | - ``` - correct_answer = 11 * 27 - answer = {ask} 'How much is 11 times 27?' - {if} answer {is} _ {print} 'good job!' - {else} {print} 'Wrong! It was ' _ - ``` story_text_3: | **Extra** You can also let the computer do random sums on its own using `{random}`. example_code_3: | @@ -635,35 +290,6 @@ adventures: score = score + 1 {print} 'Great job! Your score is... ' score ' out of 10!' ``` - 10: - story_text: | - This calculator game helps you practise your tables of multiplication! - ### Exercise - Fill in the blanks. We want this program to ask the player these questions: - ``` - How much is 1 times 1? - How much is 1 times 2? - How much is 1 times 3? - How much is 2 times 1? - How much is 2 times 2? - How much is 2 times 3? - How much is 3 times 1? - How much is 3 times 2? - How much is 3 times 3? - _ - ``` - example_code: | - ``` - numbers = 1, 2, 3 - {for} _ - {for} _ - answer = {ask} _ - correct = number_1 * number_2 - {if} answer {is} correct - {print} 'Great job!' - {else} - {print} 'That is wrong. The right answer is ' correct - ``` 11: story_text: | With a `{for}` you can simplify tables of multiplication practise program. @@ -706,25 +332,7 @@ adventures: Sometimes, calculations have multiple correct answers. For example, 10 can be divided by 5 and by 2. So the question 'What number divides 10?' can be answered by 2 and by 5. Ask for a calculation that has multiple correct answers, ask the player to answer it, and determine if it is correct using `{or}`. Empty the programming field and create your own solution. - example_code: | - ``` - answer1 = {ask} 'What is 10 times 7?' - answer2 = {ask} 'What is 6 times 7?' - {if} _ _ _ _ _ _ _ - {print} _ - ``` 14: - story_text: | - In this adventure you will build a calculator that calculates your mean grade for you. If you get your calculator to work, you can move on to the next adventure, which allows you to add two extra features. - - ### Exercise 1 - Fill in the blanks to get the calculator to work. - * Start with the fourth line, add a question to figure out what grade the student got. - * In the fifth line you'll want to calculate the total of all grades, so the total = total + grade. - * Then we get to set the return value. We want to return the mean, so the total devided by the amount of tests (4). - * Lastly we finish the code by calling the function in line 8. - - Did you get it? Awesome! Would you like to add even more to your calculator? **This adventure continues in the next tab!** example_code: | ``` {define} calculate_mean_grade @@ -751,51 +359,7 @@ adventures: ### Exercise Add the `{while}` loop in the function, ask the player what number_1 times number_2 is and print their answer. Then `{call}` the function. - example_code: | - ``` - {define} new_question - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct = number_1 * number_2 - answer = 0 - _ - _ - _ - {print} 'Well done!' - - {print} 'Give 10 correct answers to win!' - {for} i {in} {range} 1 {to} 10 - _ - {print} 'You win!' - ``` - calculator_2: - name: Calculator 2 - default_save_name: Calculator 2 - description: Calculator 2 - levels: - 14: - story_text: | - ### Exercise 2 - **This is the second part of this adventure.** The adventure starts in the previous tab. - Of course, you don't always want to calculate the mean of 4 tests. You might want to calculate the mean of 10 tests or only 2... - We can fix this problem by adding the argument and variable 'amount_of_tests'. - * Start a new line on line 3. Set the amount_of_tests argument by asking the student how many tests they have made. - * Change the 4 in line 4 to the new argument amount_of_tests. - * Lastly, change the 4 in line 6 to amount_of_tests - - Try out your new program. Does it work? - - ### Exercise 3 - Did you want to make your program even better? Great! In the previous program you could only calculate the mean grade of 1 subject, but it would be better if you could calculate the mean grade for all subjects you want! - We won't tell you how to do it, but we will give you one tip: Start your code in line 1 with: define calculate_mean_grade with subject. - example_code: | - ``` - # Use your own code from the previous adventure. - ``` clear_command: - name: '{clear}' - default_save_name: clear_command description: clear 명령어 levels: 4: @@ -816,54 +380,8 @@ adventures: {print} '서프라이즈!' ``` debugging: - name: debugging - default_save_name: debugging - description: debugging adventure levels: - 1: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will show you code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} I love programming - Do you love programming too? - {echo} - {print} What are your hobbies? - {echo} Your hobbies are - ``` - 2: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - destination {ask} Where are you going on holidays? - {print} The flight to dstination leaves at 3 pm. - {ask} Did you check in your luggage yet? - {echo} - {print} Let me print your boarding pass for you. - {sleep} - Here you go! Have a nice trip! - ``` 3: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -877,80 +395,12 @@ adventures: tomorrows_movie {is} movie_choices {at} {random} I'll go get the popcorn! {print} ``` - 4: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Welcome to the online library! - {ask} What genre of books do you like? - {print} You like genre - author {is} {ask} 'Who's your favorite author?' - {print} 'author is your favorite author' - {print} Hmmm... i think you should try... books {at} {random} - ``` - 5: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} Welcome to Swimming Pool Hedy! - class {is} {ask} 'Are you here to join a class today?' - {if} class yes - {print} 'Great! You're joining a class! - {print} {else} 'You will not be joining a class' - discount {is} 'Do you have a discount code?' - {if} discount {is} yes - discount_answer {is} {ask} 'What's your discount code?' - discount_codes = Senior4231, Student8786, NewMember6709 - {if} discount_answer {is} {in} discount_cods - {print} 'That will be $3,50' - 'That will be $5,50' - {print} 'Have a nice swim!' - ``` - 6: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Vending machine' - chosen_product = {ask} 'Please select a product' - 1_dollar_products = coke orange juice water - 2_dollar_products = chocolate, cookie, museli bar - 3dollar_prodcuts = potato chips, beef jerky, banana bread - {if} chosen {is} {in} 1_dollar_products - price = 1 - {if} chosen_product {is} 2_dollar_products - price = 2 - {else} chosen_product {in} 3_dollar_products - price = 3 - amount_of_products = '{ask} How many of ' chosen_product would you like to have?' - total = price + amount_of_product - {print} 'That will be $' price 'please' - ``` 7: story_text: |- ### Exercise Surprise! This program looks more like an output than a code. And yet, we don't want you to just add `{print}` commands in front of each line. Fix this program to turn it into the nursery rhyme 'Brother John (Frère Jaques)' by using the {repeat} command of course! - example_code: | - **Warning! This code needs to be debugged!** - ``` - Are you sleeping? - Brother John! - Morning bells are ringing! - Ding, dang, dong! - ``` 8: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -973,9 +423,6 @@ adventures: {print} 'Thank you! Byebye!' ``` 9: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -998,9 +445,6 @@ adventures: price = amount * 6 {print} 'That will be 'price dollar' please' 10: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1049,9 +493,6 @@ adventures: print month i ``` 12: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1077,9 +518,6 @@ adventures: call greet_costumer ``` 13: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1109,9 +547,6 @@ adventures: print 'No problem!' ``` 14: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1158,9 +593,6 @@ adventures: else 'no problem' 15: - story_text: |- - ### Exercise - Debug this random children's story. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1195,10 +627,6 @@ adventures: print The End ``` 16: - story_text: |- - ### Exercise - Debug this code. Good luck! - Tip: Make sure that you only see your score once in the end. example_code: | **Warning! This code needs to be debugged!** ``` @@ -1217,9 +645,6 @@ adventures: ``` 17: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1252,9 +677,6 @@ adventures: print 'Thanks for ordering!' ``` 18: - story_text: |- - ### Exercise - Debug this Old MacDonald program from level 16. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1285,28 +707,6 @@ adventures: 프로그래밍 필드 아래에 있는 녹색 '코드 실행' 버튼으로 직접 코드를 사용해 보십시오. 준비되셨나요? 출력 결과를 확인하셨다면 이후 다음 탭으로 가셔서 첫 번째 명령어를 배우세요! - example_code: | - ``` - {print} Hello world! - ``` - 2: - story_text: | - Congratulations! You've reached level 2. Hopefully you've already made some awesome codes! - In the first level you might've notice that the `{echo}` command can only save one bit of information at a time. - For example in the restaurant adventure, you could echo what the costumer wanted to eat, or what they wanted to drink, but not both in one sentence. - - That changes in level 2. In level 2 you'll learn to work with variables, that allow you to save multiple pieces of information and print them in any place you want. - So let's go to the next tab! - example_code: | - **Warning! This code does not work!** - In Hedy commands will change sometimes. `{echo}` for example only works in level 1. In this level you'll learn a better way to echo answers back. - ``` - {print} Welcome at Hedy's - {ask} What would you like to eat? - {echo} So you want - {ask} what would you like to drink? - {echo} So you want - ``` 3: story_text: | 이전 레벨에서는 변수가 무엇인지와 이를 사용하여 모험을 보다 상호 작용적으로 만들 수 있는 방법에 대해 배웠습니다. @@ -1327,11 +727,6 @@ adventures: `My Sophie is Sophie`. 이 레벨에서는 따옴표를 사용하여 이 문제를 해결합니다. - example_code: | - ``` - name {is} Sophie - {print} My name is name - ``` 5: story_text: | 이전 레벨에서는 코드를 실행할 때마다 게임이 달라지는 `{at} {random}`을 사용하는 법을 이미 배웠습니다. @@ -1372,21 +767,10 @@ adventures: 예를 들어 'Happy Birthday'를 프로그래밍하고 싶다면. 이는 주로 같은 단어를 몇 번이고 반복해서 사용할 수 있는 많은 코드이다. 다행히도 다음 탭에서는 코드의 한 줄을 여러 번 반복할 수 있는 `{repeat}` 명령어를 사용한 해를 배울 수 있다. - example_code: | - ``` - {print} 'happy birthday to you' - {print} 'happy birthday to you' - {print} 'happy birthday dear Hedy' - {print} 'happy birthday to you' - ``` 8: story_text: | 이제 여러분은 한 줄의 코드를 반복하는 방법에 대해 배웠습니다. 이것은 유용하지만, 항상 충분하지는 않습니다. 때때로 여러분은 한 번에 여러 줄을 반복하고 싶어합니다. 이 레벨을 사용하면 몇 줄의 코드를 그룹화할 수 있고, 그 작은 줄 그룹을 한 번에 반복할 수 있습니다! - example_code: | - ``` - {repeat} 5 {times} {print} 'In the next tab you can repeat multiple lines of code at once!' - ``` 9: story_text: | 잘했어요! 다른 새 레벨에 도달했어요! 이전 레벨에서는 {if} 또는 {repeat} 명령어에서 여러 줄의 코드를 사용하는 법을 배웠지만 아직 둘을 결합할 수는 없어요... @@ -1409,13 +793,6 @@ adventures: 다음 절 '발을 구르다', 다음 절 '발을 구르다', 다음 절 '발을 구르다'도 원한다면 코드를 완전히 바꿔야 할 것이다. 이 레벨에서는 동작 목록을 만들고 매번 다른 동작으로 코드를 반복할 수 있는 `{for}` 명령어를 배울 것입니다! 한번 봐주세요! - example_code: | - ``` - {repeat} 2 {times} - {print} 'if youre happy and you know it clap your hands' - {print} 'if youre happy and you know it and you really want to show it' - {print} 'if youre happy and you know it clap your hands' - ``` 11: story_text: | 당신은 레벨 11에 도달했고, 잘하고 있어요! 상위 레벨에서는 Hedy가 점점 더 당신에게 파이썬 프로그래밍 언어를 가르치는데 집중하고 있습니다. @@ -1424,14 +801,6 @@ adventures: story_text: | 아마 독자 분은 레스토랑 모험에서 십진법 숫자들을 사용해 보셨을 겁니다. 만약 사용했다면, 독자 분은 Hedy가 십진법 숫자들을 아직 이해하지 못하고 항상 반올림했다는 것을 알아차렸을 거예요. 이 레벨부터는 십진수를 사용할 수 있습니다. - example_code: | - ``` - burger = 5 - drink = 2 - total = burger + drink - print 'You have ordered a burger and a drink' - print 'That costs ' total ' dollars please' - ``` 13: story_text: | 이전 레벨에서 여러분은 두 `{if}` 명령어를 서로 안에 넣는 방법을 배웠습니다. 이것은 잘 작동하지만, 이것과 같이 매우 길고 다루기 힘든 코드를 제공합니다: @@ -1439,51 +808,17 @@ adventures: 이 시스템에서는 올바른 사용자 이름과 올바른 비밀 암호를 모두 제공해야 합니다. 이 레벨에서 당신은 이 코드를 훨씬 더 짧고 이해하기 쉽게 만드는 `{and}`명령어를 배울 것이다! 한번 봐봐! - example_code: | - ``` - username = {ask} 'What is your username?' - password = {ask} 'What is your password?' - {if} username {is} 'Hedy' - {if} password {is} 'secret' - {print} 'Welcome Hedy!' - {else} - {print} 'Access denied' - {else} - {print} 'Access denied!' - ``` 14: story_text: | 아래 프로그램으로 학교에서 한 과목(즉, 6등급 이상)을 통과했는지 계산할 수 있다. 이 코드는 5번 행의 코드가 매우 길기 때문에 매우 비효율적이라는 것을 알 수 있다. 1등급부터 5등급까지 모든 다른 등급들은 따로따로 프로그래밍이 되어야만 했다. 운이 좋네요, 이 레벨에서 이 극도로 긴 코드 없이 이것을 하는 방법을 배울 수 있을 거예요! - example_code: | - ``` - first_grade = {ask} 'What score did you get on your first test?' - second_grade = {ask} 'What score did you get on your second test?' - added = first_grade + second_grade - mean_grade = added / 2 - {if} mean_grade = 1 {or} mean_grade = 2 {or} mean_grade = 3 {or} mean_grade = 4 {or} mean_grade = 5 - {print} 'Oh no! You have failed the subject...' - {else} - {print} 'Great! You have passed the subject!' - ``` 15: story_text: | 아래 게임에서는 플레이어가 원하는 만큼 플레이할 수 있도록 코드가 만들어졌다... 하지만 이 코드는 효과가 없고 너무 깁니다. 또한, 게임을 하는 사람이 100 게임 대신 101 게임을 하고 싶다면 어떻게 할까요? 무한대로 못 놀아? 이 레벨에서는 이 모든 것을 훨씬 쉽게 만드는 명령어를 배우게 될 것입니다! - example_code: | - ``` - game = 'on' - {for} i {in} {range} 1 {to} 100 - {if} game == 'on' - answer = {ask} 'Do you want to continue?' - {if} answer == 'no' - game = 'over' - {if} answer == 'yes' - {print} 'Ok we will continue' - ``` 16: story_text: | 이 레벨에서 우리는 실제 파이썬 코드를 향해 조금 더 성장할 것이다. 두 개의 목록을 함께 맞추는 방법도 배울 것이다. @@ -1512,18 +847,8 @@ adventures: 축하합니다! Hedy의 마지막 레벨에 도달했습니다! 여기서 만든 코드를 레플릿이나 파이참과 같은 실제 파이썬 환경에 복사할 수 있고, 거기서 계속 배울 수 있습니다! 참고로 파이썬은 영어 명령어만 읽을 수 있기 때문에 다른 언어를 사용해 왔다면 지금은 영어로 전환해야 한다. dice: - name: Dice - default_save_name: Dice - description: Make your own dice levels: 3: - story_text: | - In this level we can choose from a list. With that we can let the computer choose one side of the die. - Take a look at the games you have in your closet at home. - Are there games with a (special) die? You can also copy it with this code. - For example, the dice of the game Earthworms with the numbers 1 to 5 and an earthworm on it. - - ![Die of earthworms with 1 to 5 and an earthworm on it](https://cdn.jsdelivr.net/gh/felienne/hedy@24f19e9ac16c981517e7243120bc714912407eb5/coursedata/img/dobbelsteen.jpeg) example_code: | ``` choices {is} 1, 2, 3, 4, 5, earthworm @@ -1533,10 +858,6 @@ adventures: ### 연습문제 The dice in the example above are dice for a specific game. Can you make normal dice? Or other special dice from a different game? - example_code_2: | - ``` - choices {is} _ - ``` 4: story_text: | In this level you can also create dice. But this time you can try it yourself, without an example code! @@ -1551,14 +872,6 @@ adventures: ### 연습문제 Complete the sample code so that the code says "You can stop throwing" once you have thrown an earthworm. It should say "You have to throw again" if you've thrown anything else. **Extra** Maybe you want to recreate a die from a completely different game. That's fine too! Then make up your own reaction, e.g. 'yes' for 6 and 'pity' for something else. - example_code: | - ``` - choices {is} 1, 2, 3, 4, 5, earthworm - throw {is} choices {at} {random} - {print} 'you have thrown ' throw - _ throw {is} earthworm {print} 'You can stop throwing.' - _ {print} 'You have to throw it again!' - ``` 6: story_text: | You can also make an Earthworm die again in this, but now you can also calculate how many points have been rolled. @@ -1567,15 +880,6 @@ adventures: ### 연습문제 Can you make the code so that you get the total score for 8 dice? To do that, you have to cut and paste some lines of the code. - example_code: | - ``` - choices = 1, 2, 3, 4, 5, earthworm - points = 0 - throw = choices {at} {random} - {print} 'you threw ' throw - {if} throw {is} earthworm points = points + 5 {else} points = points + throw - {print} 'those are ' points ' points' - ``` example_code_2: | Did you manage to calculate the score for 8 dice? That required a lot of cutting and pasting, right? We are going to make that easier in level 7! 7: @@ -1584,57 +888,15 @@ adventures: ### 연습문제 Try to finish the sample code! **Extra** Think of a game you know that involves a dice and program that using a `{repeat}`. - example_code: | - ``` - choices = 1, 2, 3, 4, 5, 6 - _ _ _ _ _ _ _ - ``` 10: story_text: | ### 연습문제 Is everybody taking too long throwing the dice? In this level you can let Hedy throw all the dice at once! Change the names into names of your friends or family, and finish the code. - example_code: | - ``` - players = Ann, John, Jesse - choices = 1, 2, 3, 4, 5, 6 - _ _ _ _ - {print} player ' throws ' choices {at} {random} - {sleep} - ``` - 15: - story_text: | - ### Exercise - In this level you can create a little game in which you'll have to throw 6 as fast as possible. - We have started the code, it's up to you to get the game to work! - - Firstly, add a `{while}` loop that checks if 6 has been thrown or not. - As long as you haven't thrown 6 already, throw the dice on a random number. - Print what the player has thrown. - Add a try to the amount of tries - Wait a second before you throw again, or - in case you've thrown a 6 - before the game ends. - example_code: | - ``` - options = 1, 2, 3, 4, 5, 6 - {print} 'Throw 6 as fast as you can!' - thrown = 0 - tries = 0 - _ - _ - _ - _ - _ - {print} 'Yes! You have thrown 6 in ' tries ' tries.' - ``` dishes: - name: Dishes? - default_save_name: Dishes description: Use the computer to see who does the dishes (Start at level 2) levels: 3: - story_text: | - Do you always disagree at home about who should wash the dishes or change the litter box today? - Then you can let the computer choose very fairly. You can program that in this level! example_code: | ``` people {is} mom, dad, Emma, Sophie @@ -1653,57 +915,21 @@ adventures: ### 연습문제 First, fill in right symbols or commands on the blanks to make this example program work. Did you get it? Great! Now copy your own code from the previous level and make it work in this level by adding quotation marks in the right spots. - example_code: | - ``` - people {is} mom, dad, Emma, Sophie - {print} _ the dishes are done by _ - {sleep} - {print} people {at} _ - ``` 5: story_text: | With the `{if}` you can now have more fun with choice in the program. You can have your program respond to the choice that the computer has made. ### 연습문제 Can you finish the code so that it prints 'too bad' when it is your turn and otherwise 'yes!'? Don't forget the quotes! - example_code: | - ``` - people {is} mom, dad, Emma, Sophie - dishwasher {is} people {at} {random} - _ dishwasher {is} Sophie {print} _ too bad I have to do the dishes _ - _ {print} 'luckily no dishes because ' _ ' is already washing up' - ``` 6: story_text: | 얼마나 자주 설거지를 할까요? 공평한가요? 이 정도면 계산할 수 있어요. - example_code: | - ``` - people = mom, dad, Emma, Sophie - emma_washes = 0 - dishwasher = people {at} {random} - {print} 'The dishwasher is' dishwasher - {if} dishwasher {is} Emma emma_washes = emma_washes + 1 - {print} 'Emma will do the dishes this week' emma_washes 'times' - ``` - - Now you can copy lines 3 to 5 a few times (e.g. 7 times for a whole week) to calculate for a whole week again. - Do you make the code for the whole week? story_text_2: | If you are extremely unlucky the previous program might choose you to to the dishes for the whole week! That's not fair! To create a fairer system you can use the `{remove}` command to remove the chosen person from the list. This way you don't have to do the dishes again untill everybody has had a turn. Monday and tuesday are ready for you! Can you add the rest of the week? And... can you come up with a solution for when your list is empty? - example_code_2: | - ``` - people = mom, dad, Emma, Sophie - dishwasher = people {at} {random} - {print} 'Monday the dishes are done by: ' dishwasher - {remove} dishwasher {from} people - dishwasher = people {at} {random} - {print} 'Tuesday the dishes are done by: ' dishwasher - {remove} dishwasher {from} people - ``` 7: story_text: | With the `{repeat}` you can repeat pieces of code. You can use this to calculate who will be washing dishes for multiple days! @@ -1722,16 +948,7 @@ adventures: ### 연습문제 Add a second chore, such as vacuuming or tidying up, and make sure it is also divided for the whole week.
**Extra** The program is not fair, you can be unlucky and wash up all week. How could you make the program more fair? - example_code: | - ``` - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - ``` elif_command: - name: '{elif}' - default_save_name: elif description: elif levels: 17: @@ -1751,8 +968,6 @@ adventures: {print} '다음 기회를..' ``` for_command: - name: '{for}' - default_save_name: for description: for 명령어 levels: 10: @@ -1760,58 +975,17 @@ adventures: ## For 이 레벨에서 우리는 `{for}`라는 새로운 코드를 배운다. `{for}`를 사용하면 목록을 만들고 모든 요소를 사용할 수 있다. `{for}`는 `{repeat}`와 `{if}`와 같은 블록을 생성하므로 블록의 모든 행은 4개의 공백으로 시작해야 한다. - example_code: | - ``` - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - ``` - story_text_2: | - ### Exercise - Finish this code by adding `{for} action {in} actions` to line 2. - example_code_2: | - ``` - actions = clap your hands, stomp your feet, shout Hurray! - _ - {repeat} 2 {times} - {print} 'If youre happy and you know it, ' action - {sleep} 2 - {print} 'If youre happy and you know it, and you really want to show it' - {print} 'If youre happy and you know it, ' action - {sleep} 3 - ``` 11: story_text: |- In this level, we add a new form of the `{for}`. In earlier levels, we used `{for}` with a list, but we can also use `{for}` with numbers. We do that by adding a variable name, followed by `{in}` `{range}`. We then write the number to start at, `{to}` and the number to end at. Try the example to see what happens! In this level again, you will need to use indentations in lines below the `{for}` statements. - example_code: | - ``` - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - ``` 17: story_text: | 이제 들여쓰기를 조금 바꿀 것이다. 들여쓰기가 필요할 때마다 우리는 들여쓰기 앞 줄에 `:`가 필요하다. - example_code: | - ``` - {for} i {in} {range} 1 {to} 10: - {print} i - {print} 'Ready or not, here I come!' - ``` - 18: - story_text: | - Lastly, we'll turn `{for} i {in} {range} 1 to 5` into real Python code, like this: - example_code: | - ``` - {for} i {in} {range}(1,5): - {print} (i) - ``` fortune: name: 예언가 default_save_name: 예언가 - description: Let Hedy predict the future levels: 1: story_text: | @@ -1821,53 +995,14 @@ adventures: 다음 레벨에서 여러분은 여러분만의 점치는 기계를 만드는 방법을 배울 수 있습니다! 레벨 1에서는 Hedy가 자신을 점쟁이라고 소개하고 선수들의 대답을 `{echo}`하게 하면 쉽게 시작할 수 있다. 이런 식으로: - example_code: | - ``` - _ Hello, I'm Hedy the fortune teller! - _ Who are you? - _ Let me take a look in my crystal ball - _ I see... I see... - _ Your name is - ``` story_text_2: | ### 연습문제 예제 코드를 입력 화면에 복사하고 빈칸을 입력하면 코드가 작동합니다. **추가** 코드를 바꿔서 점쟁이가 당신의 이름뿐만 아니라 당신의 나이, 당신이 좋아하는 스포츠 팀, 또는 당신 자신에 관한 다른 것들도 예측할 수 있도록 하세요. 3: - story_text: | - In the previous levels you've created your first fortune telling machine, but Hedy couldn't really predict anything, only `{echo}`. - In this level you can use a variable and the `{at} {random}` command to really let Hedy choose an answer for you. Check out this code for instance: - example_code: | - ``` - {print} I’m Hedy the fortune teller! - question {is} {ask} What do you want to know? - {print} This is what you want to know: question - answers {is} yes, no, maybe - {print} My crystal ball says... - {sleep} 2 - {print} answers {at} {random} - ``` story_text_2: | ### 연습문제 Now, Hedy can only answer yes, no or maybe. Can you give Hedy more answer options, like 'definitely' or 'ask again'. - 4: - story_text: | - ### Exercise - We have removed all the quotation marks from this example code, can you add them in all the right places? - - ### Exercise 2 - Go back to the previous level and copy your fortune teller code. Make the code work in this level by adding quotation marks in the right spots. - example_code: | - ``` - _ Add the quotation marks to this code _ - {print} Im Hedy the fortune teller! - question {is} {ask} What do you want to know? - {print} This is your question: question - answers {is} yes, no, maybe - {print} My crystal ball says... - {sleep} 2 - {print} answers {at} {random} - ``` 5: story_text: | ### 연습문제 @@ -1881,16 +1016,6 @@ adventures: Let your imagination do the work! Your program has to exist of at least 10 lines of code and need to have at least one `{if}` and `{else}` command. - example_code: | - ``` - friends {is} Jordan, Lucy, Dave - {print} 'I can predict if you will win the lottery tomorrow!' - person {is} {ask} 'Who are you?' - good_answer {is} Hurray! You win!, You will definitely win!, We have a winner! - bad_answer {is} Bad luck! Try again!, Another person will win, You lose! - {if} person {in} friends {print} good_answer {at} {random} - {else} {print} bad_answer {at} {random} - ``` 6: story_text: | In this level you can use math in your predictions as a fortune teller. This allows you to make up (silly) formulas to calculate the future. @@ -1900,31 +1025,10 @@ adventures: ### 연습문제 Can you think of your own (silly) fortune telling machine? - example_code: | - ``` - {print} 'I am Hedy the fortune teller!' - {print} 'I can predict how many kids youll get when you grow up!' - age = {ask} 'How old are you?' - siblings = {ask} 'How many siblings do you have?' - length = {ask} 'How tall are you in centimetres?' - kids = length / age - kids = kids - siblings - {print} 'You will get ...' - {sleep} - {print} kids ' kids!' - ``` 7: story_text: | ### 연습문제 Finish this program that tells you if your crush loves you back or not. - example_code: | - ``` - {print} 'I have a flower with magic petals' - {print} 'If you pick the petals the flower will tell you if your crush loves you back' - amount = {ask} 'How many petals do you want to pick?' - options = they love you, they love you not - _ _ _ _ options {at} {random} - ``` 8: story_text: | In the next example you can have your fortune teller ask multiple questions and also print them! @@ -1948,18 +1052,6 @@ adventures: ### 연습문제 Fil in the blanks by using the new command that you've learned this level. - example_code: | - ``` - houses = mansion, apartment, shack, house - loves = nobody, a royal, their neighbour, their true love - pets = dog, cat, elephant - names = Jenna, Ryan, Jim - _ - {print} name ' lives in a ' houses {at} {random} - {print} name ' will marry ' loves {at} {random} - {print} name ' will get a ' pets {at} {random} ' as their pet.' - {sleep} - ``` 12: story_text: |- From level 12 on, you will also have to use quotation marks in lists, before and after each item. @@ -1975,27 +1067,8 @@ adventures: {print} fortunes {at} {random} ``` functions: - name: functions - default_save_name: functions - description: functions levels: 12: - story_text: | - In this level you'll learn how to use **functions**. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. - To create a function, use `{define}` and give the function a name. Then put all the lines you want in the function in a indented block under the `{define}` line. - Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use {call} with the function's name to call it up! We don't have to type that block of code again. - - Check out this example code of a game of Twister. The function 'turn' contains a block of code that chooses which limb should go where. - - ### Exercise - Finish this code by setting the 2 variables chosen_limb and chosen_color. - Then, choose how many times you want to call the function to give the twister spinner a spin. - - ### Exercise 2 - Improve your code by adding a variable called 'people'. Use the variable to give all the players their own command in the game. - For example: 'Ahmed, right hand on green' or 'Jessica, left foot on yellow'. example_code: | ``` sides = 'left', 'right' @@ -2032,25 +1105,7 @@ adventures: I dreamed that my Bonnie is dead Can you program this verse in the same way as the example? - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - ``` 14: - story_text: | - In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. - You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - - For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - - ### Exercise - Finish this code. We have already made the variable new_price for you, you only need to set it. - You should finish the line of code by calling the function that calculates the new price. example_code: | ``` {define} calculate_new_price {with} amount, percentage @@ -2063,224 +1118,17 @@ adventures: new_price = _ calculate_new_price {with} old_price, _ {print} 'The new price is ' new_price ' dollar' - ``` - 18: - story_text: | - Let's make functions the Pythons way! To define a function, we no longer use: - - `{define} name_function {with} argument_1, argument_2:` - - but we use: - - `{def} name_function(argument_1, argument_2):`. - - - If you don't want to use arguments, you just leave the space between the parantheses empty. - To call a function, we don't need the `{call}` command anymore. You just type the name of the function. - example_code: | - ``` - {def} calculate_score(answer, correct_answer): - {if} answer == correct_answer: - score = 1 - {elif} answer == '?': - score = 0 - {else}: - score = -1 - {return} score - - answer = {input} ('Where can you find the Eiffel Tower?') - correct_answer = 'Paris' - score = calculate_score(answer, correct_answer) - {print} ('Your score is... ', score) - ``` - guess_my_number: - name: Guess my number - default_save_name: guess my number - description: guess my number - levels: - 14: - story_text: | - In this level you can program the game 'Guess my number' - - ### Exercise - Fill in the correct symbols on the blanks to get the game to work. - example_code: | - ``` - {print} 'Guess my number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess _ number - {print} 'Lower!' - {if} guess _ number - {print} 'Higher!' - {if} guess _ number - {print} 'You win!' - game = 'over' - ``` - hangman: - name: Hangman - default_save_name: Hangman - description: Guess the word - levels: - 17: - story_text: | - In this adventure we program a game of hangman. First we make some preparations, then we program the game and in the third part we add a drawing with the turtle. - - ### Exercise - ***Set the variables*** In this game of hangman, Player 1 chooses an answer and Player 2 has to guess the letters in this answer. - To let the computer know all the letters in the word, we will turn the answer into a list of letters. We also do this with the guesses Player 2 makes. - We will start the game with 2 empty lists. We have made an empty list for the variable answer for you. Now make an empty list for guessed_letters as well. - Then we fill in how many mistakes were made. At the start of the game, this should be 0. - The variable `amount_letters` tells us how many letters are in the answer. Ask Player 1 to tell us how many letters their word has. - Lastly we tell the computer if the game is over. We use the variable `game_over` and set it to `False`. - - ***Choosing the answer*** We want Player 1 to be able to choose the answer. We'll ask them, as many times as necessary, what the next letter is. - Then we add that letter to the answer. Lastly, we add an empty _ to the list of guessed letters, so we get as many _s as there are letters in the answer. - - ***Player 2's turn*** - Tell Player 2 its their turn. Then tell Player 2 how many letters there are in the answer. Finally, print the list of `guessed_letters`. - - ***Go to the next tab*** Now that all the starting variables are set, we can start programming the game itself. Check out the next tab to learn how! - example_code: | - ``` - print 'Hangman!' - - # Set the variables - answer = [] - guessed_letters = _ - mistakes_made = _ - amount_letters = {ask} _ - _ = 'False' - - # Choosing the answer - {for} _ - letter = {ask} 'Player 1, what is letter ' i '?' - _ - {add} '_' {to} _ - - # Player 2 turn - print _ - print _ - print guessed_letters - ``` - hangman_2: - name: Hangman 2 - default_save_name: Hangman_2 - description: Hangman 2 - levels: - 17: - story_text: | - Now it's time to program the hangman game. - - ### Exercise - - ***Paste your code*** Copy your code from the previous tab and paste the code in the programming field. - - ***The game*** This games continues playing until Player 2 is game over. Fill in the while command accordingly. Now, Player 2 is allowed to guess a letter, so ask Player 2 to guess a letter. - We need to check if their answer is correct, so check if their `guess` is (somewhere) in the (list) `answer`. Then we let the computer figure out which of the letter(s) is the guess. We have already programmed that part for you. - Next we want to compliment the player for finding a correct letter and we want to print the list `guessed_letters`, so the player can see their progress. - - The next part we're going to program is what happens when the player has guessed all of the letters. So if their list of `guessed_letters` is the same as our list `answer`. - If the lists are the same, congratulate Player 2 with their victory and set the variable `game_over` to `True`. - - Next we'll program what happens when Player 2 guesses wrong (so the `{else}` command). First, tell the player that their guess was wrong. Then increase the `mistakes_made` variable by 1. - - For the last part we'll program what happens when Player 2 has made 10 mistakes. We'll print that Player 1 has won the game. Then we'll print the correct answer. And finally, we'll set our `game_over` variable to `True`, so the game stops. - - ***Go to the next tab*** Amazing work! Your game is playable, but wouldn't it be fun if the hangman was actually drawn when Player 2 makes a mistake..? - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - guess = _ - {if} _ - {for} i {in} {range} 1 {to} amount_letters: - if answer[i] == guess: - guessed_letters[i] = guess - {print} _ - {if} guessed_letters == _: - {print} _ - game_over = _ - {else}: - {print} _ - mistakes_made _ - {if} _ == 10: - {print} _ - {print} _ - _ - ``` - hangman_3: - name: Hangman 3 - default_save_name: Hangman_3 - description: Hangman 3 - levels: - 17: - story_text: | - In a game of hangman the mistakes are shown by drawing a part of the hangman each time a mistake has been made. - We now add those drawings with our turtle! - - ### Exercise - ***Create a function that draws the hangman*** Create a function that draws the hangman in 10 steps. We have already made step 1 for you. - - ***Test the function*** Test the function by calling the function with 10. If you are happy with the function, remove the line that calls the function for now. We will call the function when the player makes a mistake. - - ***Paste your hangman game under your function*** Go back to the previous tab and copy your hangman game. Paste the game underneath your function. - - ***Call the function when the player makes a mistake*** Under the line `mistakes_made = mistakes_made + 1` we will call the function. We want the turtle to take the same amount of steps as the player has made mistakes, so we call the function with `mistakes_made` as argument. - - ***Enjoy your game!*** -
- The hangman could look like this -
- example_code: | - ``` - # Create a function that draws the hangman - {define} draw_hangman {with} step: - {if} step == 1: - {color} white - {forward} -100 - {turn} 90 - {forward} -50 - {color} black - {forward} 100 - {forward} -50 - - {if} step == 2: - _ - # Paste your hangman game here - ``` harry_potter: - name: Harry Potter - default_save_name: Harry Potter - description: Harry Potter adventures levels: 10: story_text: | ### 연습문제 We can also make a Harry Potter themed fortune teller. Fill in blanks such that 9 lines are printed. **Extra** Change the theme of the fortune teller into something else, such as your favorite book, film or tv show. - example_code: | - ``` - houses = Gryffindor, Slytherin, Hufflepuff, Ravenclaw - subjects = potions, defence against the dark arts, charms, transfiguration - fears = Voldemort, spiders, failing your OWL test - names = Harry, Ron, Hermione - _ - _ {print} name ' is placed in ' houses {at} {random} - _ {print} name ' is great at ' subjects {at} {random} - _ {print} name 's greatest fear is ' fears {at} {random} - ``` haunted: name: 유령의 집 default_save_name: 유령의 집 - description: Escape from the haunted house levels: 1: story_text: | @@ -2288,21 +1136,6 @@ adventures: 오른쪽 문을 선택하면 살아남겠지만, 끔찍한 괴물이 아니라면... 레벨 1에서는 무서운 이야기를 지어내는 것으로 유령의 집 게임을 시작하고 플레이어에게 유령의 집에서 어떤 괴물을 보게 될지 물어봅니다. - example_code: | - ``` - {print} How did I get here? - {print} I remember my friend telling me to go into the old mansion... - {print} and suddenly everything went black. - {print} But how did I end up on the floor...? - {print} My head hurts like Ive been hit by a baseball bat! - {print} What's that sound? - {print} Oh no! I feel like Im not alone in this house! - {print} I need to get out of here! - {print} There are 3 doors in front of me.. - {ask} Which door should i pick? - {echo} I choose door - {print} ...? - ``` story_text_2: | ### 연습문제 Copy the example code to your input screen by clicking the yellow button. @@ -2311,34 +1144,10 @@ adventures: 2: story_text: | 이 유령이 나오는 집에서는 이모지로 몬스터를 고를 수 있습니다. 물론 단어도 사용할 수 있습니다. - example_code: | - ``` - monster_1 {is} 👻 - monster_2 {is} 🤡 - monster_3 {is} 👶 - {print} You enter the haunted house. - {print} Suddenly you see a monster_1 - {print} You run into the other room... - {print} But a monster_2 is waiting there for you! - {print} Oh no! Quickly get to the kitchen. - {print} But as you enter monster_3 attacks you! - ``` story_text_2: | ### 연습문제 In the example above the monsters are predetermined. So each time you run your code, the output is the same. Can you add `{ask}` commands to make the haunted house interactive and have the players choose the monsters they come across? - example_code_2: | - ``` - monster_1 {is} _ - monster_2 {is} _ - monster_3 {is} _ - {print} You enter the haunted house. - {print} Suddenly you see a monster_1 - {print} You run into the other room... - {print} But a monster_2 is waiting there for you! - {print} Oh no! Quickly get to the kitchen. - {print} But as you enter monster_3 attacks you! - ``` 3: story_text: | In the previous levels you've made an introduction to your haunted house game, but as you might have noticed the story would always have a dreadful end. @@ -2350,17 +1159,6 @@ adventures: **Extra** This story is pretty straight forward, maybe you can spook it up a bit by adding a more exciting story. Also you have very limited outcomes right now, there are only 3 options of what's behind the doors. Maybe you can think of more monsters to add to the list! - example_code: | - ``` - _ Escape from the haunted house! - _ There are 3 doors in front of you... - _ _ _ Which door do you choose? - _ You picked door ... choice - monsters _ a zombie, a vampire, NOTHING YOUVE ESCAPED - _ You see... - {sleep} - _ _ _ _ - ``` 4: story_text: | In this level you learn how to use quotation marks in your games. @@ -2370,18 +1168,6 @@ adventures: ### 연습문제 2 Go back to the previous level and copy your haunted house code. Make the code work in this level by adding quotation marks in the right spots. - example_code: | - ``` - _ Add quotation marks to this code _ - {print} Escape from the haunted house! - {print} There are 3 doors in front of you... - choice {is} {ask} Which door do you choose? - {print} You picked door ... choice - monsters {is} a zombie, a vampire, NOTHING YOUVE ESCAPED - {print} You see... - {sleep} - {print} monsters {at} {random} - ``` 5: story_text: | Up until this level the haunted house game always asked the player to choose a door, but as you might have noticed, they didn't really have to answer correctly. @@ -2390,152 +1176,11 @@ adventures: ### 연습문제 Can you find the 4 missing words to complete the code? - example_code: | - ``` - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you...' - doors {is} 1, 2, 3 - monsters {is} werewolf, mummy, vampire, zombie - chosen_door {is} {ask} 'Which door do you choose?' - {print} 'You chose door...' chosen_door - {sleep} - correct_door {is} doors {at} {random} - _ _ _ _ {print} 'Great! Youve escaped!' - {else} {print} 'Oh no! You are being eaten by a...' monsters {at} {random} - ``` 9: story_text: "In this level you can use nesting, which allows you to make the haunted house even more interactive!\n\n### 연습문제\nNow it's very hard to win this game, can you make it easier to win?\nChange your code so it only has one wrong door and two correct doors instead of one correct door and two wrong ones? \nTip: This means changing the variable correct_door into wrong_door, and switching the `{if}` and `{else}` code.\nAnd of course you may also change the story and make it your own. Change the monsters or make it a happy game show where you get a gift!\n" - example_code: | - ``` - {print} 'Escape from the Haunted House!' - player = alive - doors = 1, 2, 3 - monsters = zombie, vampire, giant spider - {repeat} 3 {times} - {if} player {is} alive - correct_door {is} doors {at} {random} - {print} 'There are 3 doors in front of you...' - chosen_door = {ask} 'Which door do you choose?' - {if} chosen_door {is} correct_door - {print} 'No monsters here!' - {else} - {print} 'You are eaten by a ' monsters {at} {random} - player = dead - {else} - {print} 'GAME OVER' - {if} player {is} alive - {print} 'Great! You survived!' - ``` 11: story_text: "In this level we've changed the `{for}` command so we can tell the player where they are. \n\n### 연습문제 1\nFinish the program so the player knows which room they are in.\n\n### 연습문제 2\nMake the program into an adventure by following these steps:\n\n1. Make a list of choices (like: fight or flight)\n 2. Make sure the player can choose an option with `{ask}`\n3. Is answer correct? Then they may proceed to the next monster. Do they give a wrong answer? Let the player know with a `{print}`. \n\n**Extra** If you make a wrong choice, a monster is still shown! How could you change that?\n" - example_code: | - ``` - {print} 'Escape from the Haunted House!' - monsters = zombie, vampire, giant spider - _ - {print} 'Room ' i - monster = monsters {at} {random} - ``` - 14: - story_text: | - ### Exercise - In this level you can use the `<` and `>` symbol to introduce lives to your game. - Make sure the player loses a life when they come across the wrong monster and that the game stops if you have no lives left. - example_code: | - ``` - {print} 'Escape from the haunted house' - lives = 3 - doors = 1, 2, 3 - monsters = 'the wicked witch', 'a zombie', 'a sleeping 3 headed dog' - {for} i {in} {range} 1 {to} 10 - {if} lives _ - good_door = doors {at} {random} - monster = monsters {at} {random} - chosen_door = {ask} 'Which door do you choose?' - {if} good_door == chosen_door - {print} 'You have chosen the correct door' - {else} - {print} 'You see...' monster - {if} monster == 'a sleeping 3 headed dog' - {print} 'Pffieuw.... Its asleep' - {else} - {print} 'You lose one life' - lives = _ - {else} - {print} 'GAME OVER' - ``` - 16: - story_text: | - ### Exercise - This haunted house game uses the connection between the lists you can use in this level. - For example: all the properties that belong to the zombie are first in all the lists, witch second and vampire third. - Check out the code and fill in `weapons[i]`, `monsters[i]` , `bad_fate[i]`, `good_fate[i]`, `hint[i]` on the correct blanks to get the code to work! - example_code: | - ``` - numbers = [1, 2, 3] - i = numbers[{random}] - hint = ['growling', 'a cackling laugh', 'fluttering batwings'] - monsters = ['zombie', 'witch', 'vampire'] - bad_fate = ['Your brain is eaten', 'You are forever cursed', 'You are bitten'] - good_fate = ['You throw the ham. The zombie is distracted and starts eating it.', 'You set the curtains on fire. The witch flees out of fear for the fire', 'The vampire hates garlic and flees'] - weapons = ['ham', 'lighter', 'garlic'] - {print} 'You are standing in front of an old mansion' - {print} 'Something is not right here' - {print} 'You hear ' _ - {print} 'You are going to explore it' - {print} 'You enter the kitchen and see a lighter, a raw ham and a garlic.' - your_weapon = {ask} 'What do you bring with you?' - {print} 'With your ' your_weapon ' you enter the living room' - {print} 'There you find a ' _ - needed_weapon = _ - {if} your_weapon == needed_weapon - {print} 'You use your ' your_weapon - {print} _ - {print} 'YOU WIN!' - {else} - {print} 'You have chosen the wrong weapon...' - {print} _ - {print} 'GAME OVER' - ``` - hotel: - name: hotel - default_save_name: hotel - description: hotel - levels: - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, and you've learned how to combine it with an {ask}. - You might have wondered why you would use functions, because the functions in the example were only one line of code. - Now we will show you what a bigger function looks like and we will use multiple agruments now as well. You'll see how much better it is to use a function once the function gets bigger. - Here is an example of a function with arguments combined with {ask} commands. - example_code: | - ``` - {define} welcome_message {with} title, last_name, country, room_number - {print} 'Welcome to Hotel Hedy, ' title ' ' last_name - nice_trip {is} {ask} 'Did you have a nice trip from, ' country '?' - {if} nice_trip {is} 'yes' - {print} 'Lovely!' - {else} - {print} 'Sorry to hear that.' - {print} 'Hopefully you can take a nice rest in you room.' - {print} 'Your room number is ' room_number - - {print} 'Hello. Please fill in your information to check in.' - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - ``` - - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 if_command: - name: '{if} & {else}' - default_save_name: if_command description: Introducing the if command levels: 5: @@ -2544,28 +1189,11 @@ adventures: 레벨 5에는 새로운 것인 {if}가 있다! `{if}`을(를) 사용하면 두 개의 다른 옵션 중에서 선택할 수 있다. 이 코드는 이름으로 Hedy를 입력하면 인쇄가 잘 되고, 다른 이름으로 입력하면 야유. `{ask}`와 `{print}`는 여전히 레벨 4와 같이 작동한다. - example_code: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' {else} {print} 'boo!' - ``` story_text_2: | `{if}`인 코드가 정말 길어져서 행에 잘 맞지 않을 때도 있다.
코드를 두 줄에 걸쳐 나눌 수도 있는데, 두 번째 줄은 다음과 같이 `{else}`에서 시작한다: - example_code_2: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - ``` story_text_3: | ### 연습 문제 `{if}`와 `{else}`로 자신만의 코드를 만들어 보자. 원한다면 예제 코드를 사용할 수 있다. - example_code_3: | - ``` - answer {is} {ask} '2 + 2 = ?' - _ _ _ 4 _ 'Great job!' - _ _ 'No 2 + 2 = 4' - ``` 8: story_text: | ## If... Else... @@ -2575,31 +1203,10 @@ adventures: ### 연습 문제 예제 코드에 {else} 명령어를 추가합니다. 들여쓰기를 사용하여 선 블록을 만듭니다. 이것은 각 선을 4개의 공백으로 시작하여 수행합니다. - example_code: | - ``` - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {print} 'You can play on your computer!' - ``` 9: story_text: | In this level you can also put an {if} command inside another {if} command. - example_code: | - ``` - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - ``` in_command: - name: '{in}' - default_save_name: in_command description: Introducing the in command levels: 5: @@ -2607,13 +1214,6 @@ adventures: ## Lists 목록에 있는 것이 있는지 확인하고 싶을 때는 이제 `{in}` 명령을 사용할 수 있다. 이 코드는 예쁘게 인쇄됩니다! 녹색이나 노란색을 선택하면, 나는 그렇지 않으면 인쇄됩니다. - example_code: | - ``` - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - ``` story_text_2: | ### 연습문제 배운 명령어를 빈칸에 채워 예제 코드를 완성합니다. @@ -2626,38 +1226,17 @@ adventures: _ _ 'My favorite animals are dogs, cows and sheep' ``` is_command: - name: '{is}' - default_save_name: is_command description: introducing is command levels: 2: story_text: | ## Variables 단어의 이름은 `{is}`로 지을 수 있다. 이를 **variable**라고 한다. 이 예제에서 name이라는 변수와 age라는 변수를 만들었다. name이라는 단어는 코드 어디에서나 사용할 수 있으며 다음과 같이 Hedy로 대체된다: - example_code: | - ``` - name {is} Hedy - age {is} 15 - {print} name is age years old - ``` story_text_2: | ### 연습문제 변수를 직접 만들어 볼 시간! 예제 코드에서 우리는 `favorite_animal` 변수의 예를 만들었다. 1행에서 변수가 설정되어 있고, 2행에서 우리는 인쇄 명령에 변수를 사용했다. 먼저 빈칸에 가장 좋아하는 동물을 채우는 것으로 예제를 끝내라. 그런 다음 적어도 3개의 코드를 직접 만들어라. 변수를 골라서, {is} 명령어로 변수를 설정한다. 그런 다음 우리가 했던 것처럼 {print} 명령어로 사용한다. - example_code_2: | - ``` - favorite_animal {is} _ - {print} I like favorite_animal - ``` - 6: - story_text: | - We also make a change in storing a word in a variable! You may now use `=` instead of `{is}` when we store a name or a number in a variable, like this: - example_code: | - ``` - name = Hedy - answer = 20 + 4 - ``` 14: story_text: | 우리는 새로운 것들을 더 배울 거예요. 여러분은 수학, `<`와 `>`에서 이미 알고 있을 거예요. @@ -2674,12 +1253,6 @@ adventures: ``` story_text_2: | 이 레벨부터는 정확하게 비교하고 싶다면 두 개의 등호를 사용할 수 있다. 대부분의 프로그래밍 언어는 다음과 같이 한다: - example_code_2: | - ``` - name = {ask} 'What is your name?' - {if} name == 'Hedy' - {print} 'You are cool!' - ``` story_text_3: | 다음과 같이 `!=`을 사용하여 어떤 것이 다른 것과 *not* 같은지 비교할 수도 있습니다: example_code_3: | @@ -2694,9 +1267,6 @@ adventures: {else} {print} 'You are older than me!' language: - name: Language - default_save_name: Language - description: Practice words in a foreign language levels: 5: story_text: | @@ -2705,49 +1275,9 @@ adventures: ### 연습문제 Make the code longer by adding at least 3 more words for the player to learn. **Extra** Of course, you can choose to use a different language than French. You can change to code to any language you'd like to learn. - example_code: | - ``` - {print} 'Learn French!' - cat {is} {ask} '🐱' - {if} cat {is} chat {print} 'Terrific!' - {else} {print} 'No, cat is chat' - frog {is} {ask} '🐸' - {if} frog {is} grenouille {print} 'Super!' - {else} {print} 'No, frog is grenouille' - ``` - 16: - story_text: | - ### Exercise - Take a look at the example code. This is a program to practise French vocabulary. Now make your own program to practice your vocabulary in a new language. - If you don't know any other languages, you can use Google translate or you can use emojis and your native language. - example_code: | - ``` - french_words = ['bonjour', 'ordinateur', 'pomme de terre'] - translation = ['hello', 'computer', 'potato'] - score = 0 - {for} i {in} {range} 1 {to} 3 - answer = {ask} 'What does ' french_words[i] ' mean?' - correct = translation[i] - {if} answer == correct - {print} 'Correct!' - score = score + 1 - {else} - {print} 'Wrong, ' french_words[i] ' means ' translation[i] - {print} 'You gave ' score ' correct answers.' - ``` maths: - name: maths - default_save_name: maths - description: Introducing maths levels: 6: - story_text: | - In this level you learn something new: you can now also calculate. - - The plus is easy, you write it like with math: `5 + 5` for example. The minus also works fine, it is `5 - 5`. - - The times is a bit different, because there is no times symbol on your keyboard. Just search, there really isn't! - That is why we multiply with the asterisk above 8: `5 * 5`. Read that as "5 times 5" that helps you remember it best. example_code: | ``` {print} '5 plus 5 is ' 5 + 5 @@ -2755,17 +1285,6 @@ adventures: {print} '5 times 5 is ' 5 * 5 ``` 12: - story_text: |- - **Decimal numbers** - So far, Hedy did not allow for decimal numbers like 1.5, but now we do allow that. Note that computers use the `.` for decimal numbers. - example_code: | - ``` - {print} 'Two and a half plus two and a half is...' - {print} 2.5 + 2.5 - ``` - story_text_2: |- - **Maths with words** - In this level you can also do addition with words like this: example_code_2: | ``` a = 'Hello ' @@ -2775,390 +1294,9 @@ adventures: {print} 2.5 + 2.5 music: - name: music - default_save_name: music - description: Play a tune! levels: - 1: - story_text: |- - In this level you'll learn how to use the `{play}` command to play a tune! - - Type `{play}` followed by the note you want to play. The scale goes C-D-E-F-G-A-B. - As you can see there are 7 different letters, but we can play more than just 7 notes. - Type a number between 1 and 10 behind the letter to choose the scale, for example after B4 comes C5. - C1 is the lowest note you can play, C10 is the highest. - - ### Exercise - Try out the example code and then play around with it! Can you create your own melody? - In the next level you'll learn how to play some existing songs. - example_code: |- - ``` - {play} C4 - {play} D4 - {play} E4 - {play} F4 - {play} G4 - {play} A4 - {play} B4 - {play} C5 - ``` - 2: - story_text: | - ### Exercise - Finish the songs! We have started the codes for some melodies. - example_code: | - ``` - {print} Old Mac Donald had a farm - {play} C5 - {play} C5 - {play} C5 - {play} G4 - {play} A4 - {play} A4 - {play} G4 - ``` - story_text_2: As you can see, you can also use the `{sleep}` command to add a little pause in the song. - example_code_2: | - ``` - {print} Twinkle Twinkle Little Star - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} 1 - {play} F - {play} F - ``` - 3: - story_text: | - Create a random melody! - - ### Exercise - The example code creates a random melody, but it's very short and not many notes are used. - Add more notes to the list and create a longer melody by copying the last line a couple more times. - example_code: | - ``` - notes {is} A4, B4, C4 - {play} notes {at} {random} - {play} notes {at} {random} - {play} notes {at} {random} - ``` - 4: - story_text: | - Use the `{clear}` command to create a karaoke machine! - - ### Exercise - Finish the karaoke version of 'Mary had a little lamb'. - Then, create a karaoke version of any song you'd like! - example_code: | - ``` - {print} 'Mary had a little lamb' - {play} E - {play} D - {play} C - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Little lamb, little lamb' - {play} D - {play} D - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Mary had a little lamb' - {play} E - ``` - 5: - story_text: | - You don't always have to use the `{play}` command to play a whole song, sometimes you just want to play one note. - For example, if you want to make a quiz, you can play a happy high note if the answer is right and a sad low note if the answer is wrong. - - ### Exercise - Finish the first question by adding a line of code that plays a C3 note if the wrong answer is given. - Then think of 3 more questions to add to this quiz. - example_code: | - ``` - answer {is} {ask} 'What is the capital of Zimbabwe?' - {if} answer {is} Harare {play} C6 - _ - ``` 6: story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\n This calls for musical maths! Try out the example code a couple of times with different starting numbers. \nThen, see if you can compose a song using the numbers.\n" - example_code: | - ``` - number = {ask} 'Say a starting number between 1 and 67' - {print} number - {play} number - number = number + 1 - {print} number - {play} number - number = number + 1 - {print} number - {play} number - ``` - 7: - story_text: | - Using the `{repeat}` command can make your codes for melodies a lot shorter! - - ### Exercise - Finish the code for Twinkle Twinkle Little Star by using the `{repeat}`command. - Then go back to the songs you've made in the previous levels. Can you shorten those codes too? - example_code: | - ``` - {print} 'Twinkle Twinkle Little Star' - {repeat} 2 {times} {play} C4 - {repeat} 2 {times} {play} G4 - _ - ``` - 8: - story_text: | - Now that we can use the `{repeat}` command for multiple lines, we can make songs even more easily! - - ### Exercise - Finish the song of Brother John (Frère Jacques). Don't forget to use `{repeat}`! - example_code: | - ``` - {print} 'Brother John' - {repeat} 2 {times} - {play} C - {play} D - {play} E - {play} C - {repeat} 2 {times} - {play} E - {play} F - {play} G - {sleep} 1 - ``` - 9: - story_text: | - From this level on you can - among other things - use a {repeat} command inside a {repeat} command. - That makes songs like 'Happy birthday' even shorter! - - ### Exercise - Finish the song! - example_code: | - ``` - first_time = yes - {repeat} 2 {times} - {repeat} 2 {times} - {play} C - {play} D - {play} C - {if} first_time {is} yes - {play} F - {play} E - first_time {is} no - {else} - _ - ``` - 12: - story_text: | - Use functions in your songs! As you can see in the example code, you can make a function for each line of Twinkle Twinkle Little Star. Once you've programmed the first three lines, all you have to do is call the functions in the order you want them played in. - - ### Exercise - Finish the song of Twinkle Twinkle Little Star. - Then look back at all the songs you've programmed in the levels before, can you make those codes better and shorter using functions too? - example_code: | - ``` - {define} first_line - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} - - {define} second_line - {play} F - {play} F - {play} E - {play} E - {play} D - {play} D - {play} C - {sleep} - - {define} third_line - {play} G - {play} G - {play} F - {play} F - {play} E - {play} E - {play} D - {sleep} - - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - ``` - 13: - story_text: | - You can use a function with an argument for songs that have line that are almost the same, but slightly different each time. - One example is the song 'Yankee Doodle'. The first 4 notes of the first lines are the same, but each time they are followed by a different couple of notes. - - ### Exercise - Can you finish the song of Yankee Doodle? - Can you think of another song to program this way? - example_code: | - ``` - {print} 'Yankee Doodle' - {define} _ {with} note_1, note_2, note_3 - {play} C4 - {play} C4 - {play} D4 - {play} E4 - {play} _ - {play} _ - {play} _ - - {call} line_1 {with} 29, 31, 30 - {call} line_1 {with} 29, 28, 0 - {call} line_1 {with} 32, 31, 30 - - {play} C4 - {play} B3 - {play} G3 - {play} A3 - {play} B3 - {play} C4 - {play} C4 - ``` - 14: - story_text: | - You can program music for fun, but you can also use the musical notes to make something useful like a fire alarm! - - ### Exercise - Make sure the fire alarm rings when there is a fire! - example_code: | - ``` - {define} fire_alarm - {print} 'FIRE!' - note = 40 - {for} i {in} {range} 1 {to} 100 - {if} note _ 50 - note = note + 5 - {play} _ - {else} - note = 40 - - fire = {ask} 'Is there a fire?' - {if} fire _ 'yes' - {call} fire_alarm - ``` - 15: - story_text: | - **Warning** This adventure can become extremely annoying! - We can also use the {while} command to repeat a song forever. - - ### Exercise - Finish the never-ending song. - example_code: | - ``` - {define} song - {play} _ - - yes_or_no = {ask} 'Do you want to hear my never-ending song?' - {while} yes_or_no = 'yes' - {call} song - {print} '🥳' - ``` - 16: - story_text: | - Upgrade your Old MacDonald code! - - ### Exercise - Take your code from the 'Sing a Song' adventure and add musical notes to it! - You can make a function for each line in the song and call that function after the line is printed. - We defined the first line for you and called it in the code. Can you finish the whole song? - example_code: | - ``` - {define} line_1 - {for} i {in} {range} 1 {to} 3 - {play} G - {play} D - {for} i {in} {range} 1 {to} 2 - {play} E - {play} D - - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - for i in range 1 to 3 - animal = animals[i] - sound = sounds[i] - print 'Old MacDonald had a farm' - call line_1 - print 'E I E I O!' - _ - ``` - 17: - story_text: | - You can use the {elif} to create different options. - - ### Exercise - Firstly, add colons to get the code to work. - Then finish this code by adding at least 2 other songs for other moods. For example a happy song and an angry song. - example_code: | - ``` - {define} scary_song - {for} i {in} {range} 1 {to} 3 - {play} G - {play} E - {sleep} 2 - {for} i {in} {range} 1 {to} 3 - {play} F - {play} D - - mood = {ask} 'Which emotion are you feeling?' - {if} mood {is} 'fear' - {call} scary_song - {elif} _ - ``` - 18: - story_text: | - ### Exercise - Even in this last level of Hedy we can make some music! Be careful of all the syntax that is needed now. - Take a good look at how the functions are defined and called upon in the example code. - Finish the song! - example_code: | - ``` - {def} line_1(): - {for} i {in} {range}(1, 5): - {play} A - {play} D - {play} F - {play} A - - {def} line_2(): - {for} i {in} {range}(1, 5): - {play} G - {play} C - {play} E - {play} G - - {def} line_3(): - _ - - {print} ('The drunken sailor') - {print} ('What shall we do with the drunken sailor?') - line_1() - line_2() - line_3() - {print} ('Early in the morning') - ``` parrot: name: 앵무새 default_save_name: 앵무새 @@ -3167,38 +1305,12 @@ adventures: 1: story_text: | 당신을 따라 할 당신만의 온라인 애완 앵무새를 만들어 보세요! - example_code: | - ``` - {print} Im Hedy the parrot - {ask} whats your name? - {echo} - {echo} - ``` story_text_2: | ### 연습문제 노란색 버튼을 클릭하여 예제 코드를 입력 화면에 복사합니다. 앵무새가 다른 질문을 하도록 하세요. 예제에서 빈칸을 채우세요! **추가** 앵무새가 여러 질문을 하도록 할 수도 있습니다. 자신의 코드 아래에 몇 줄의 코드를 더 입력하세요. - example_code_2: | - ``` - {print} Im Hedy the parrot - {ask} _ - {echo} - {echo} 2: - story_text: | - In the previous level you've made a parrot that will repeat after you. In this level we'll make the parrot interactive using a variable and `{ask}` command. - We will also make the parrot more life-like by adding `{sleep}` commands after something is said. - example_code: | - ``` - {print} Im Hedy the parrot - name _ _ what is your name? - {print} name - _ - {print} squawk - _ - {print} name - ``` story_text_2: | ### 연습문제 먼저 `{is}`와 `{ask}` 명령으로 2번 행을 마칩니다. @@ -3210,51 +1322,18 @@ adventures: 앵무새에게 `{add}`로 새로운 단어를 가르쳐라. ### 연습문제 코드를 작동시키기 위해 `{add} {to_list}` 명령을 추가할 수 있습니까? - example_code: | - ``` - words {is} squawk, Hedy - {print} Train your parrot! - new_word {is} {ask} Which word do you want to teach them? - _ new_word _ words - {print} 🧒 Say new_word, Hedy! - {print} 🦜 words {at} {random} - ``` 4: story_text: | 이 레벨에서 우리는 `{ask}`와 `{print}` 명령어가 있는 따옴표를 사용해야 한다. ### 연습문제 빈칸에 따옴표를 기입하여 코드를 완성한다. - example_code: | - ``` - words {is} squawk, Hedy - {print} _ Train your parrot! _ - new_word {is} {ask} _ Which word do you want to teach them? _ - {add} new_word {to_list} words - {print} _ 🧒 Say _ new_word _, Hedy!_ - {print} _ 🦜 _ words {at} {random} - ``` 5: story_text: | 앵무새가 정확한 단어를 말하면 보상을 해주세요! ### 연습문제 누락된 명령어 4개를 입력하여 코드를 마무리합니다. - example_code: | - ``` - words {is} squawk, Hedy - {print} 'Train your parrot!' - new_word {is} {ask} 'Which word do you want to teach them?' - {add} new_word {to_list} words - said_word {is} words {at} {random} - {print} '🧒 Say ' new_word ', Hedy!' - {print} '🦜 ' said_word - _ said_word {is} new_word _ '🧒 Great job, Hedy! 🍪' - _ _ '🧒 No, Hedy! Say ' new_word - ``` piggybank: - name: Piggy Bank - default_save_name: Piggy Bank - description: Count your pocketmoney! levels: 12: story_text: | @@ -3275,10 +1354,6 @@ adventures: {print} 'You can buy a ' wish ' in ' weeks ' weeks.' ``` 14: - story_text: | - ### Exercise - In this level you can let Hedy tell you if you have saved up enough money! - Finish this code by filling in the blanks! example_code: | ``` _ calculate_budget with wish, money, allowance @@ -3298,9 +1373,6 @@ adventures: {call} calculate_budget with _, _, _ ``` pressit: - name: Key presses - default_save_name: Pressed - description: Try linking a keyboard key to a command! levels: 5: story_text: | @@ -3309,22 +1381,11 @@ adventures: ### 연습문제 Look at the example and add one more line of code that reacts to a key press. - example_code: | - ``` - {print} 'Do you want a good (g) or bad (b) ending?' - {if} g {is} {pressed} {print} 'They lived happily ever after ❤' - {else} {print} 'The prince was eaten by a hippopotamus 😭' - ``` story_text_2: | You can also link turtle commands to keys. ### 연습문제 Copy the lines a few times so you can create a larger drawing. - example_code_2: | - ``` - {if} y {is} {pressed} {forward} 15 - {else} {turn} 90 - ``` 7: story_text: | Now that you have learned about `{repeat}`, we can press keys multiple times. @@ -3333,10 +1394,6 @@ adventures: ### 연습문제 The code you have seen in level 5 only checks the key once. Copy the example code and add a `{repeat}` to it, so that you can press the keys many times. Use this code to draw something nice. - example_code: | - ``` - {if} x {is} {pressed} {forward} 15 {else} {turn} 90 - ``` 9: story_text: | Now that you know how to combine statements, you can create a touch type tool with `{pressed}`. @@ -3344,22 +1401,7 @@ adventures: ### 연습문제 Finish the code. Each time a random letter should be chosen, which you have to press. You get a point for a correct press, and and two points deduction for a wrong press. **Extra** Clear the screen after each letter, and show the user how many points they have scored. - example_code: | - ``` - points = 0 - letters = a, b, c, d, e - {repeat} 10 {times} - letter = _ _ _ - {print} 'Press the letter ' letter - {if} letter {is} {pressed} - _ - _ - _ - ``` print_command: - name: '{print}' - default_save_name: print - description: Introduction print command levels: 1: story_text: | @@ -3385,12 +1427,6 @@ adventures: story_text: |- 진짜 파이썬 코드에 도착했어! 이제부터는 `{print}`와 `{range}`가 있는 괄호를 써야 한다는 얘기다. 영어 명령어만 사용하면 파이썬 환경에서 이 레벨의 Hedy 코드를 사용할 수 있다는 의미도 있다. 지금까지 사용하지 않았다면 명령어 메뉴의 토글을 전환하여 사용할 수 있다. - example_code: | - ``` - {print}('Hello!') - {for} i {in} {range}(1, 10): - {print}('This is line ', i) - ``` story_text_2: 두 개 이상의 항목을 인쇄하려면 쉼표,으로 구분해야 합니다. example_code_2: | ``` @@ -3399,40 +1435,8 @@ adventures: ``` {print}('My name is ', name) - quizmaster: - name: Quizmaster - default_save_name: Quizmaster - description: Make your own quiz! - levels: - 14: - story_text: | - ### Exercise - In this adventure you can make your own quiz! Fill in the blanks, add more questions and enjoy your own quiz! - You can make a quiz about anything you like: your hobby, your favorite animal, your favorite book or anything at all! - example_code: | - ``` - {print} 'Make your own quiz' - points_a = 0 - points_b = 0 - {print} 'Question' - {print} 'Answer option A' - {print} 'Answer option B' - answer = {ask} 'Which answer?' - {if} answer == 'A' - points_a = points_a + 1 - {if} answer == 'B' - points_b = points_b + 1 - {print} 'End of the quiz!' - {print} 'Lets see the results!' - {if} points_a > points_b - {print} 'You belong to the A club' - {if} points_b > points_a - {print} 'You belong to the B club' - ``` quotation_marks: name: '''따옴표''' - default_save_name: quotation_marks - description: Introduction quotation marks levels: 4: story_text: | @@ -3441,116 +1445,28 @@ adventures: 따옴표 사이에 인쇄할 텍스트를 넣어야 합니다. 이제 원하는 단어를 모두 인쇄할 수 있기 때문에 유용합니다. 또한 `{is}`과(와) 함께 저장할 때 사용한 단어도 있습니다. 대부분의 프로그래밍 언어도 인쇄할 때 따옴표를 사용하기 때문에 실제 프로그래밍에 한 걸음 더 다가가고 있습니다! - example_code: | - ``` - {print} 'You need to use quotation marks from now on!' - answer {is} {ask} 'What do we need to use from now on?' - {print} 'We need to use ' answer - ``` story_text_2: | ## Contractions 중요해요! 이제 따옴표를 사용하게 되었으니, Hedy는 따옴표'를 I'm이나 What's처럼 수축할 때 혼동할 거예요. 아포스트로피를 제거하고 철자를 I 또는 What is로 변경해야 합니다. 아포스트로피를 사용하는 잘못된 방법을 알아보려면 예제 코드를 확인하십시오. - example_code_2: | - ``` - _ This is the wrong way of using apostrophes _ - {print} 'I'm babysitting my sister's kids' - {print} 'What's more fun than that?' - ``` - 12: - story_text: | - **All texts need to be in quotation marks** - For this level on you will also have to use quotation marks when storing a text with `=`: - example_code: | - ``` - name = 'Hedy the Robot' - {print} 'Hello ' name - ``` - story_text_2: | - **All items in lists need quotation marks too** - Lists are texts, so they need quotation marks too. Mind that each single item on the list has quotation marks. - This allows you to save two words as 1 item on the list, for example 'Black Widow'. - example_code_2: | - ``` - superheroes = 'Spiderman', 'Batman', 'Black Widow' - {print} superheroes {at} {random} - ``` - story_text_3: | - **All text after `{if}` comparisons need quotation marks too** - example_code_3: | - ``` - name = {ask} 'What is your name?' - {if} name = 'Hedy the Robot' - {print} 'Hi there!' - ``` - story_text_4: | - **Numbers don't need quotation marks** - For numbers, you do not use quotation marks in the `=`: - example_code_4: | - ``` - score = 25 - {print} 'You got ' score - ``` random_command: - name: '{random}' - default_save_name: random_command - description: introducing at random command levels: 3: story_text: | ## At random 이 레벨에서 당신은 `{is}` 명령을 사용하여 목록을 만들 수 있다. 당신은 컴퓨터로 하여금 그 목록에서 임의의 항목을 선택하게 할 수 있다. 당신은 `{at} {random}`로 그렇게 할 수 있다. - example_code: | - ``` - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - ``` story_text_2: | 문장에서도 `{at} {random}` 명령을 사용할 수 있습니다. - example_code_2: | - ``` - food {is} sandwich, slice of pizza, salad, burrito - {print} I am going to have a food {at} {random} for lunch. - ``` story_text_3: | ### 연습 문제 문이나 여행가방을 고르는 게임쇼(TV에 나오는 것처럼)를 만들어 `{at} {random}` 명령어를 사용해 보세요. 가격이 엄청나요! 할 수 있겠어? 우리는 이미 예제 코드에 첫 줄을 넣었다. - example_code_3: | - ``` - {print} The big gameshow! - {print} There are 3 suitcases in front of you... - chosen {is} {ask} Which suitcase do you choose? - prices {is} _ - _ - ``` 16: story_text: |- 우리는 파이썬 방식으로 목록을 만들고, 목록 주변에 대괄호를 둘 것이다! 우리는 또한 이전 레벨에서 배운 것처럼 각 항목의 주변에 따옴표를 유지한다. 우리는 대괄호를 사용하여 목록의 한 자리를 가리킨다. {at} {random} 명령은 더 이상 사용할 수 없다. - example_code: | - ``` - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - ``` - story_text_2: |- - Now that you've learned to use the brackets in lists, you can also start using the {at} {random} command in the Python way! - You simply type the name of your list with `[random]` behind it! - example_code_2: |- - ``` - fruit = ['apple', 'banana', 'cherry'] - {print} fruit[random] - ``` repeat_command: - name: '{repeat}' - default_save_name: repeat_command description: repeat 명령어 levels: 7: @@ -3560,10 +1476,6 @@ adventures: ### ### 연습문제 반복 명령으로 장난을 치세요. 생일 축하 노래를 지금 4줄이 아닌 3줄의 코드로 만들 수 있나요? - example_code: | - ``` - {repeat} 3 {times} {print} 'Hedy is fun!' - ``` 8: story_text: | ### Repeat commands and indentation @@ -3571,12 +1483,6 @@ adventures: 이것은 반복하고 싶은 선들의 블록을 만들어서 하는 것이다. 이 블록의 줄에는 **indentation**가 필요합니다. 그것은 각 줄의 시작에 4칸을 넣는 것을 의미한다. 한 줄로 된 블록을 만들고 싶을 때도 들여쓰기를 해야 한다. - example_code: | - ``` - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This is all repeated 5 times' - ``` 9: story_text: | Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... @@ -3592,8 +1498,6 @@ adventures: {else} {print} 'Maybe you should practice some more in the previous level' repeat_command_2: - name: '{repeat} 2' - default_save_name: repeat_command_2 description: repeat 명령어 2 levels: 7: @@ -3601,21 +1505,9 @@ adventures: ## Repeat with other commands and with variables 지금은 `{print}` 명령어와 함께 `{repeat}` 명령어를 연습했는데, `{repeat}`으로 다른 명령어도 사용할 수 있다는 사실을 알고 있었나요? 이 예제 코드에서 '{repeat}'는 `{ask}`, `{if}` 또는 `{else}` 명령어로도 사용할 수 있음을 알 수 있습니다. - example_code: | - ``` - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - ``` story_text_2: | Another interesting thing you can so with the `{repeat}` command is using variables to set the amount of times something should be repeated. In the example code you can see that we first ask the person how old they are. Then, in line 3, the question is repeated 'age' times. So we have used the variable 'age' with the `{repeat}` command. - example_code_2: | - ``` - {print} 'Yay! It is your birthday!' - age = {ask} 'How old are you now?' - {repeat} age {times} {print} 'Hip Hip Hurray!' - ``` 8: story_text: | ### In the block or not? @@ -3626,17 +1518,9 @@ adventures: ## 연습운동 예제 코드의 각 줄은 빈칸으로 시작한다. 빈칸을 제거하고 어떤 줄은 들여쓰기가 필요하고 어떤 줄은 머핀 맨 노래가 되지 않는지 알아낸다. - example_code: | - ``` - _ {print} 'Do you know the muffin man?' - _ {repeat} 2 {times} - _ {print} 'The muffin man' - _ {print} 'Do you know the muffin man, who lives on Drury Lane?' - ``` restaurant: name: 식당 default_save_name: 식당 - description: Create your own virtual restaurant levels: 1: story_text: | @@ -3648,27 +1532,7 @@ adventures: 그러면 식당 프로그램에 최소 4줄의 코드를 추가해주세요. 고객에게 무엇을 마시고 싶은지 물어보고 현금이나 카드로 지불하고 싶은지 물어봅니다. 마지막으로 고객과 작별할 수 있는 좋은 방법을 생각해 보세요. - example_code_2: | - ``` - {print} Welcome to Hedy's restaurant 🍟 - _ What would you like to order? - {echo} So you would like to order - {print} Thank you for your order! - {print} It's on its way! - ``` 2: - story_text: | - In level 2 you could expand your restaurant by using variables. In level 1 Hedy could only `{echo}` the order once and only remember the last thing that was ordered. - Now you can use variables and Hedy can remember both the food and the toppings! - example_code: | - ``` - {print} Welcome to Hedy's restaurant! - {print} Today we're serving pizza or lasagna. - food {is} {ask} What would you like to eat? - {print} Great choice! The food is my favorite! - topping {is} {ask} Would you like meat or veggies on that? - {print} food with topping is on its way! - ``` story_text_2: | ### 연습문제 Copy your own restaurant code from to previous level to the input screen below. @@ -3681,32 +1545,11 @@ adventures: **Extra** Now that you've learned how to use variables, you can use as many variables in one line as you'd like. Can you add more variables to your code, like eat in or take-away, cash or card, with or without a straw etc.? 3: - story_text: | - Having trouble to decide what you wanna have for dinner? You can let Hedy choose for you! - Simply add lists of your favorite (or least favorite) meals and Hedy can randomly choose your dinner. - You can also have a bit of fun, by letting Hedy choose the price for your dinner as well! What will you get? - example_code: | - ``` - dishes {is} spaghetti, brussels sprouts, hamburgers - {print} You will have dishes {at} {random} tonight! - prices {is} 1 euro, 10 euros, 100 euros - {print} That will be prices {at} {random} please. - ``` story_text_2: | ### 연습문제 Now make your own version of the random restaurant. Make a list of starts, mains, desserts, drinks and prices yourself. Then use `{print}` and `{at} {random}` commands to tell the costumer what will be on their menu tonight. - example_code_2: | - ``` - {print} Welcome to your own random restaurant! - starters {is} _ - mains {is} _ - desserts {is} _ - drinks {is} _ - prices {is} _ - _ - ``` 4: story_text: | ### 연습문제 @@ -3715,19 +1558,6 @@ adventures: ### 연습문제 2 Go back to the previous level and copy your restaurant code. Make the code work in this level by adding quotation marks in the right spots and add some `{clear}` commands. - example_code: | - ``` - _ Add the quotation marks to this code _ - {print} Welcome to Restaurant Chez Hedy! - {print} Today we are serving pizza or lasagna. - food {is} {ask} What would you like to eat? - {print} Great choice! The food is my favorite! - topping {is} {ask} Would you like meat or veggies on that? - {print} food with topping is on its way! - drinks {is} {ask} What would you like to drink with that? - {print} Thank you for your order. - {print} Your food and drinks will be right there! - ``` 5: story_text: | ### 연습문제 @@ -3737,13 +1567,6 @@ adventures: **Extra** Have you programmed the problem and programmed appropriate responses? Then try to add more `{if}` and `{else}` commands into your code. Try to add an `{if}` after every `{ask}` command in your code to make the code as interactive as possible! - example_code: | - ``` - drinks_in_stock {is} water, lemonade, cola, orange juice - drink {is} {ask} 'What would you like to drink?' - {if} drink {in} drinks_in_stock {print} 'One ' drink 'coming up!' - {else} {print} 'Sorry, we do not sell that' - ``` 6: story_text: | In this level you can use maths to calculate the total price of your customer's order, which can make your virtual restaurant more realistic. @@ -3756,21 +1579,6 @@ adventures: - give people a discount when they enter a (secret) couponcode? - add a children's menu? - think of other fun things to add? - example_code: | - You can make a simple restaurant code, like this: - ``` - {print} 'Welcome to Restaurant Chez Hedy' - {print} 'Here is our menu:' - {print} 'Our main courses are pizza, lasagne, or spaghetti' - main = {ask} 'Which main course would you like?' - price = 0 - {if} main {is} pizza price = 10 - {if} main {is} lasagne price = 12 - {if} main {is} spaghetti price = 8 - {print} 'You have ordered ' main - {print} 'That will be ' price ' dollars, please' - {print} 'Thank you, enjoy your meal!' - ``` 7: story_text: | 이 레벨에서는 코드의 한 줄을 일정 시간 반복하기 위해 `{repeat}` 명령을 사용하는 방법을 배웠습니다. @@ -3779,11 +1587,6 @@ adventures: ### 연습문제 코드를 완성할 수 있나요? Hedy는 이 질문을 사람 수만큼 반복해야 합니다. 그래서 만약에 5명이면 5번 질문을 해야 합니다. **추가** 음료나 소스와 같은 더 많은 질문으로 코드를 확장합니다. - example_code: | - ``` - {print} 'Welcome to Restaurant Chez Hedy' - people = {ask} 'How many people are joining us today?' - ``` 8: story_text: | 이 레벨에서 당신은 여러 줄의 코드를 반복함으로써 가상 식당을 더 정교하게 만들 수 있다. 다음과 같이: @@ -3804,35 +1607,12 @@ adventures: ``` 9: story_text: "In this level you can use nesting to make your restaurant more realistic and more fun!\n\n### 연습문제\nThe indentation was removed in the example code. \nCan you figure out how much indentation each line needs in order for the code to work properly?\nIf the customer orders pizza, Hedy shouldn't ask what sauce the costumer wants.\n\n**Extra** A restaurant does not stock all sauces. Make a list of available sauces and give a reply with each order whether you sell it.
\n**Extra** Pizzas have toppings. Ask customers what they want.
\n**Extra** Do customers want a drink? Ask them too!
\n" - example_code: | - ``` - {print} 'Welcome to Restaurant Chez Hedy!' - people = {ask} 'How many people will be joining us today?' - {print} 'Great!' - price = 0 - {repeat} people {times} - _ food = {ask} 'What would you like to order?' - _ {print} food - _ {if} food {is} fries - _ price = price + 3 - _ sauce = {ask} 'What kind of sauce would you like with your fries?' - _ {if} sauce {is} no - _ {print} 'no sauce' - _ {else} - _ price = price + 1 - _ {print} 'with ' sauce - _ {if} food {is} pizza - _ price = price + 4 - {print} 'That will be ' price ' dollar' - {print} 'Enjoy your meal!' - ``` 10: story_text: | In this level you'll learn how to easily ask orders for different courses. ### 연습문제 1 Finish the code with an `{ask}` on the blanks such that the customer is asked what they want to eat for each course. - example_code: "```\ncourses = appetizer, main course, dessert\n{for} course {in} courses\n {print} 'What is your order for ' course '?'\n _ \n _\n```\n" story_text_2: | ### 연습문제 Of course, you could also order for multiple people! @@ -3856,13 +1636,6 @@ adventures: Are you not sure how to go about this? Have a peek at your level 8 code. **Extra** In level 9 the restaurant also used prices. You can add that here too! - example_code: | - ``` - {print} 'Welcome to Restaurant Hedy!' - people = {ask} 'For how many people would you like to order?' - {print} 'So you want to order for ' people ' people.' - {print} "Let's go!" - ``` 12: story_text: | From this level on you can use decimal numbers to make you menu more realistic. @@ -3895,34 +1668,12 @@ adventures: Expand your restaurant with at least one more `{and}` and one `{or}`. For example, create a special discount coupon that only applies to pizza, or give your customer a free drink with fries and pancakes. Or something completely different of course! - example_code: | - ``` - price = 10 - food = {ask} 'What would you like to eat?' - drinks = {ask} 'What would you like to drink?' - {if} food {is} 'sandwich' _ drinks {is} 'juice' - {print} 'That is our discount menu' - price = price - 3 - {if} drinks {is} 'water' _ drinks {is} 'juice' - {print} 'That is a healthy choice' - {print} 'That will be ' price ' dollars' - ``` 15: story_text: | `{while}`를 사용하면 고객이 주문이 완료될 때까지 주문을 계속 추가할 수 있습니다. ### Exercise Correctly add the `{while}` command to this code. - example_code: | - ``` - {print} 'Welcome at McHedy' - more = 'yes' - _ - order = {ask} 'What would you like to order?' - {print} order - more = {ask} 'Would you like to order anything else?' - {print} 'Thank you!' - ``` rock: name: 가위바위보 default_save_name: Rock @@ -3933,22 +1684,10 @@ adventures: 1단계에서는 가위바위보 게임으로 시작할 수 있습니다. `{ask}`를 사용하면 선택을 할 수 있고, `{echo}`를 사용하면 선택을 반복할 수 있습니다. - example_code: | - ``` - {print} what do you choose? - {ask} choose from rock, paper or scissors - {echo} so your choice was: - ``` story_text_2: | ### 연습문제 Instead of using words, you could also use emojis: ✊✋✌ Can you create a code using emojis? - example_code_2: | - ``` - {print} what do you choose? - {ask} choose from _ - {echo} so your choice was: - ``` 2: story_text: | In this level you can practise using the variables, so that you can make the rock, paper, scissors game in the next level! @@ -3966,29 +1705,8 @@ adventures: ### 연습문제 Finish the code by using the `{at} {random}` command. - example_code: | - ``` - choices {is} rock, paper, scissors - {print} choices _ - ``` story_text_2: | **추가** 두 플레이어가 게임을 하도록 하세요. 먼저 두 플레이어에게 이름을 입력해달라고 요청하고 컴퓨터가 임의로 선택하도록 하세요. - example_code_2: | - ``` - choices {is} rock, paper, scissors - player_1 {is} {ask} Name of player 1: - _ - ``` - 4: - story_text: | - In this level we can further program rock, paper, scissors. But if you want to add text, you have to use quotation marks here too. - ### Exercise - Fill in quotation marks on the blanks. Mind that the variable `choices` should be outside the quotes. - example_code: | - ``` - choices {is} rock, paper, scissors - {print} _The computer chooses..._ choices {at} {random} - ``` 5: story_text: | In this level we can determine whether it's a tie or not. For that you need the new `{if}` code. @@ -4032,59 +1750,17 @@ adventures: story_text: | ### 연습문제 In the previous levels you have often made your own rock paper scissors game. Can you finish the code and use the {for} command properly to get the game to work? - example_code: | - ``` - choices = _ - players = _ - {for} _ - ``` 13: story_text: | With the `{and}` command you can shorten your rock, paper, scissors code! Check out the example code. ### 연습문제 Finish the code such that a winner is always decided on. Run your code a few times to verify there is always a winner printed. - example_code: | - ``` - options = 'rock', 'paper', 'scissors' - your_choice = {ask} 'What do you choose?' - computer_choice = options {at} {random} - {print} 'You choose ' your_choice - {print} 'The computer chooses ' computer_choice - {if} computer_choice {is} your_choice - {print} 'Tie' - {if} computer_choice {is} 'rock' {and} your_choice {is} 'paper' - {print} 'You win!' - {if} computer_choice {is} 'rock' {and} your_choice {is} 'scissors' - {print} 'The computer wins!' - _ - ``` 15: story_text: | ### 연습문제 컴퓨터를 이길 때까지 게임을 해! 하지만 일단 예제 코드를 완성하고... - example_code: | - ``` - won = 'no' - options = 'rock', 'paper', 'scissors' - {while} won == 'no' - your_choice = {ask} 'What do you choose?' - computer_choice = options {at} {random} - {print} 'you chose ' your_choice - {print} 'the computer chose ' computer_choice - {if} computer_choice == your_choice - {print} 'Tie!' - {if} computer_choice == 'rock' {and} your_choice == 'scissors' - {print} 'You lose!' - {if} computer_choice == 'rock' {and} your_choice == 'paper' - {print} 'You win!' - won = 'yes' - _ - ``` rock_2: - name: Rock, paper, scissors 2 - default_save_name: rock_2 - description: Part 2 of rock, paper, scissors levels: 2: story_text: | @@ -4098,9 +1774,6 @@ adventures: {print} I choose choice ``` secret: - name: SuperSpy - default_save_name: SuperSpy - description: Make your own spy code levels: 12: story_text: | @@ -4135,162 +1808,12 @@ adventures: ### 연습문제 2 We want confuse the enemy even more! Create a list with fake answers and select one at random when a wrong answer is given. - example_code: | - ``` - name = {ask} 'What is your name?' - password = {ask} 'What is your password?' - {if} name {is} 'Agent007' _ password {is} 'TOPSECRET' - {print} 'Go to the airport at 02.00' - {else} - {print} 'Go to the trainstation at 10.00' - ``` - simon: - name: Simon Says - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - Let's make a game of Simon Says! Simon Says is a memory game in which the player will be given a color. They have to repeat that color back. - If they get it right a color is added to the sequence, so they now have to remember 2 colors, then 3, then 4 etc. the game stops as soon as the player makes a mistake. - - ### Exercise - In this first part of the Simon Says adventure, we'll let the computer pick a random color and add it to a list. - - ***Make 2 lists*** First, make a list called `colors` and fill it with the colors red, yellow, green and blue. - Then make a list called `simon_sequence`. This list will be used as the answer. - At the start of the game this lists need to be empty. unfortunately, we can't create an empty list (yet), so we'll fill it with the words 'empty' and 'list' and we'll remove them from the list immediately. - - ***Create a function that adds a color to the sequence*** Now that we have an empty list called simon_sequence, we can start filling it with random colors. - We do that with a function, so we can call it everytime there's a new level in our game. Create a function called `add_random_color`. - Then create the variable random_color and set it to a random color. Next, add this random color to the simon_sequence. - - ***Create a function that shows the simon_sequence*** Start by naming the new function `show_simon_sequence` with `level` as an argument. Now we want to show as many colors as the level we are in (in level 1 you see 1 color, in level 2 you see 2 colors etc). - So we repeat `level` times, to print the `simon_sequence[i]`. Each time a color is shown, wait for 1 second and then clear the screen. - - ***Test your program*** Before you go to the next level, test if the functions are working by calling both of the functions. If they're working you should see a random color in your output screen. - Remove this testing part of your code, copy the code and continue to the next tab to learn more about the simon says game! - example_code: | - ``` - # Make 2 lists - colors = _ - _ = ['empty', 'list'] - {remove} _ {from} simon_sequence - {remove} _ - - # Create a function that adds a color - _ add_random_color - _ - {add} _ - - # Create a function that shows the simon_sequence - {define} _ - {for} i {in} {range} 1 {to} _ - {print} _ - _ - _ - - # Test your program - {call} _ - {call} show_simon_sequence {with} 1 - ``` - simon_2: - name: Simon Says 2 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - We'll continue with our Simon Says game! - - ### Exercise - ***Paste your code here*** Paste your code from the previous level here. Don't forget to remove the part that was just used for testing the functions. - - ***Create a function that creates the player_sequence*** The list `player_sequence` is used to capture the answers of the player. First we define the function with the argument level. - Next, we ask level times what the color is that they choose. We call that variable `answer`. Then we add the variable `answer` to the list player_sequence. - - ***Setting up the game*** Before we program the game in the next tab, we'll need some starting variables. First, we'll set the variable `level` to 1 and the variable `game_over` to False. - Then we make an introduction for the game. We'll print 'Welcome to Simon Says!' and clear the screen after 1 second. - - ***Continue to the next tab to finish the game!**** Don't forget to copy your code and take it with you to the next tab. - example_code: | - ``` - # Paste your code here - - - # Create a function that creates the player_sequence - {define} _ - {for} _ - _ 'What is color number ' i '?' - {add} answer {to} _ - - # Set up - level = _ - game_over = _ - {print} _ - _ 1 - _ - ``` - simon_3: - name: Simon Says 3 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - In this tab we'll program the game of Simon Says! - - ### Exercise - ***Paste your code*** Copy your code from the previous tab and paste it here. - - ***Program the game*** We start by making sure the game goes on while the game isn't over. Then we print what level the player is on, we use the variable level for that. We only show that for 1 second and then we clear the screen again. - Now, we have to create the empty list player_sequence. We've already programmed how to fill the list, with our function `player_sequence`, but we never made the list itself. To create the list we use the same trick as we did in the previous tab. - We'll make a list with the words 'empty' and 'list' on it, and then we remove both these words. Next, we'll call all of the 3 functions that we've created. - Lastly, we'll have to check if the player gave the correct answers (so if the player_sequence and the simon_sequence are the same). - If that's the case, we'll compliment the player. Wait for 1 second and increase the level with 1. - Did the player give the wrong answer, we'll tell them and end the game by setting game_over to 'True' - - ***Enjoy your game!*** Great job! Does your game not work? Use the ladybug button to debug your code! - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - {print} _ - _ - _ - _ = ['empty', 'list'] - {remove} _ - {remove} _ - {call} _ - {call} _ {with} _ - {call} _ {with} _ - {if} player_sequence == _ - _ - _ - _ - {else} - _ - game_over = _ - ``` sleep_command: - name: '{sleep}' - default_save_name: sleep_command description: introducing sleep command levels: 2: story_text: "이 레벨의 또 다른 새로운 명령어는 `{sleep}`으로 프로그램을 잠시 일시 중지한다. {sleep} 명령 뒤에 숫자를 입력하면 해당 시간 동안 프로그램이 일시 중지된다. \n\n### 연습 문제\n{sleep} 명령어를 적어도 3번 사용하는 자신만의 코드를 만들어 이 새로운 명령어를 연습한다. {sleep} 명령어마다 일시 중지 시간이 달라야 한다.\n" - example_code: | - ``` - {print} My favorite colour is... - {sleep} 2 - {print} green! - ``` songs: - name: Sing a song! - default_save_name: Song - description: Print a song levels: 6: story_text: | @@ -4301,29 +1824,6 @@ adventures: ### 연습문제 You can now repeat lines 2 to 7 as many times as you want by copying the lines. - example_code: | - ``` - verse = 99 - {print} verse ' bottles of beer on the wall' - {print} verse ' bottles of beer' - {print} 'Take one down, pass it around' - verse = verse - 1 - {print} verse ' bottles of beer on the wall' - {sleep} - ``` - story_text_2: | - This children's song counts down from 5 little monkeys to 1 monkey. - If you copy line 2 - 7 and paste it under the the code, you can sing the whole song! - example_code_2: | - ``` - number = 6 - number = number - 1 - {print} number ' little monkeys jumping on the bed' - {print} 'One fell off and bumped his head' - {print} 'Mama called the doctor and the doctor said' - {print} 'NO MORE MONKEYS JUMPING ON THE BED!' - {sleep} - ``` 7: story_text: | Songs often contain a lot of repetition. For example... Baby Shark! If you sing it, you keep singing the same thing: @@ -4337,11 +1837,6 @@ adventures: You can print the song Baby Shark with a `{repeat}`? Finish the code by replacing the blanks? **Extra** After Baby Shark you can of course also program other songs. There are many songs with repetition! Can you think of one more song and print it? - example_code: | - ``` - {repeat} _ _ {print} 'Baby Shark tututudutudu' - {print} 'Baby Shark' - ``` 8: story_text: | In a previous level you've programmed the song 'Bottles of beer'. But without the `{repeat}` command, you had to copy the verses many times. @@ -4349,32 +1844,17 @@ adventures: ### 연습문제 Add the right command on the blanks and indent the code correctly. - example_code: | - ``` - verse = 99 - _ 99 {times} - {print} verse ' bottles of beer on the wall' - {print} verse ' bottles of beer' - {print} 'Take one down, pass it around' - verse = verse - 1 - {print} verse ' bottles of beer on the wall' - ``` 10: story_text: | With `{for}` you can print make the whole baby shark song (including all the other sharks in the family) in only 6 lines! ### 연습문제 1 Can you make the baby shark code even shorter by using a `{for}` command? Finish the example code. - example_code: "```\nfamily = baby, mammy, daddy, grandma, grandpa\n_ _ _ _ \n {print} _\n```\n" story_text_2: | ### 연습문제 2 Print the song Five little moneys jumping on the bed. Look up the text if you don't remember. **Extra** Print the song Old MacDonald had a farm, and make sure all animals make a different sound, using an `{if}`. - example_code_2: | - ``` - monkeys = 5, 4, 3, 2, 1 - ``` 11: story_text: | In this level you can use the `{for}` with `{range}` to make songs that use counting, like the 5 little monkeys. @@ -4384,12 +1864,6 @@ adventures: ### 연습문제 2 The final line of the song is different from the others. Print this line inside the `{for}`, and use an `{if}` to make it work correctly. - example_code: | - ``` - _ monkeys _ _ 5 _ 1 - {print} monkeys ' little monkeys jumping on the bed' - _ - ``` 12: story_text: | In this song we can make it even easier to program 'if you're happy and you know it, clap your hands'. Because we can put all of the actions in a variable, check it out: @@ -4408,57 +1882,6 @@ adventures: {print} 'if youre happy and you know it' {print} action ``` - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, but did you know that you could combine them with {ask} commands as well? - In this example we have changed the 'My Bonnie' program and made it interactive. You are now asked where Bonnie is. - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is ' place - - chosen_place = {ask} 'Where do you want Bonnie to be?' - synonym = {ask} 'What is another word for that?' - - {call} song {with} chosen_place - {call} song {with} synonym - {call} song {with} chosen_place - ``` - 16: - story_text: | - In this level, you can program a song like OldMacDonald even more quickly. You can connect the right animal to the right sound by simply putting them in the same place in the list. - The Drunken Sailor is also quickly made in this level. You only need 8 lines for the entire song, check it out! - - ### Exercise - Complete the Old MacDonald song by setting the variable `animal` to `animals[i]` and `sound` to `sounds[i]`. - example_code: | - ``` - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - {for} i {in} {range} 1 {to} 3 - animal = _ - sound = _ - {print} 'Old MacDonald had a farm' - {print} 'E I E I O!' - {print} 'and on that farm he had a ' animal - {print} 'E I E I O!' - {print} 'with a ' sound sound ' here' - {print} 'and a ' sound sound ' there' - {print} 'here a ' sound - {print} 'there a ' sound - {print} 'everywhere a ' sound sound - ``` - - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines - {for} i {in} {range} 1 {to} 3 - {print} line - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` 18: story_text: | In level 16 we made songs using lists. These programs however are no longer working properly in this level. The colons from level 17 and the brackets from level 18 still need to be added. @@ -4469,27 +1892,9 @@ adventures: ### 연습문제 2 Now also look up your Old MacDonald song from level 16, and correct it. - example_code: | - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines _ - {for} i {in} {range} 1 {to} 3 _ - {print} _ line _ - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` songs_2: - name: Sing a song! 2 - default_save_name: Song 2 - description: Sing a song 2 levels: 12: - story_text: | - Songs contain a lot of repetition. We can capture it with a function! - ### Exercise - Look at the example code with the function. Fill out the two lines so the full song is printed. example_code: | ``` {define} twinkle @@ -4501,181 +1906,9 @@ adventures: {print} 'Like a diamond in the sky' {call} _ ``` - 16: - story_text: | - ### Exercise - Finish the nursery rhyme! - example_code: | - ``` - number = ['one', 'two', 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'ten'] - object = ['on his drum', 'on his shoe', 'on his knee', 'on his door', 'on his hive', 'on his sticks', 'up in heaven', 'on his gate', 'on his vine', 'once again'] - - _ - {print} 'This old man' - {print} 'He played ' _ - {print} 'He played knick-knack ' _ - {print} 'With a knick-knack paddywhack' - {print} 'Give the dog a bone' - {print} 'This old man came rolling home' - {sleep} 8 - {clear} - ``` - story_text_2: | - ### Exersice 2 - Now create your own code for the nursery rhyme 'The wheels on the bus' on the same way! - example_code_2: | - ``` - object = ['wheels', 'doors', _] - movement = [ 'round and round', 'open and shut', _] - ``` - tic: - name: Tic-Tac-Toe - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - Let's program a game of tic-tac-toe! - - ### Exercise - In this adventure we'll start with creating an empty field. - - ***Create a list called field*** This list will be our playing field. This list is filled with 9 dots, since there are no x's and o's yet at the start of our game. - - ***Create a function that prints the field*** Firstly, clear the screen so the old playing fields will be removed. Then we print the first line of our Tic Tac Toe field. This line constists of the first 3 spots in our list field. - We have already programmed this line for you. Now finish the field by printing spot 4, 5, and 6 on the second row and spot 7, 8 and 9 in the third row. - - ***Call the function that prints the field*** Now call the function. -
- Run the code. Your output should look like this: -
- - ***Continue in the next tab*** In the next tab you'll learn how to program the game itself. - example_code: | - ``` - # Create a list called field - _ = ['.', '.', '.', '.', '.', '.', '.', '.', '.'] - - # Create a function that prints the field - {define} print_field - _ - {print} 'TIC TAC TOE' - {print} field[1] field[2] field[3] - _ - _ - - # Call the function - ``` - 17: - story_text: | - In the previous level you've learned how to make a tic-tac-toe game. The game works, but is quite annoying as it keeps asking you if you've won yet. - Now that we have the {elif} command, we can let the game decide if someone has won and it can stop asking us! - - ### Exercise - ***Paste your code*** Paste your code from the previous level here and make it level 17 proof. In this level you've learned to use a colon everytime you create a block of code. Please add the colons in the correct spots. - - ***Create a function that detects if someone's won*** We have started the function for you, paste it under the function `print_field` and finish the function. You can see that this first piece of code checks to see if spot 1, 2 and 3 are the same, because if they are you have 3 in a row. - It also checks if they are not a dot, because if they are, the line might have the same symbols on them, but that's just because it's still empty. - If all these conditions are met, the game is over and the winner is printed. - Finish this function with all possible ways to win. This means you have to make this for the other 2 rows, 3 columns and 2 diagonals. - If you've finished all the other options, the function should return the variable `game_over` so we can use it in our game. - - ***Call the function in the game*** Go to the line `game_over = {ask} 'Did you win?'` and change it to `game_over = {call} detect_winner {with} field, sign`. Now the function will check if there's a winner and the game doesn't need to keep asking anymore! - - ***Enjoy your game!*** Great job! You have finished the game! Enjoy playing it! - - example_code: | - ``` - # Paste your code here and make it level 17 proof - - # Create a function that detects if someone has won - {define} detect_winner {with} field, sign: - {if} field[1] == field[2] {and} field[2] == field[3] {and} field[1] != '.': - game_over = 'yes' - {print} 'Player ' sign 'wins!' - {elif}: - _ - {else}: - game_over = 'no' - {return} _ - ``` - tic_2: - name: Tic-Tac-Toe 2 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - In the previous adventure you've learned how to create a playing field. Now you'll learn how to create the game! - - ### Exercise - ***Paste your code*** Start by pasting your code from the previous adventure here. - - ***Add variables*** Underneath your list called `field` we'll add 2 more variables that we'll need to program the game. - The variable `game_over` tells us if the game is over, and should be 'no' at the start of the game. - The variable `sign` tells us if it's the turn of player x or player o. Set the variable to 'x'. - - ***The game*** First use a {while} command, to make sure the game keeps on playing the variable while game_over is set to no. - During the game, we first ask the player which spot they choose. Then we change the field with the number they chose into their sign. - Then we print the field again and we ask the player if they've won yet. Lastly we want to switch whose turn it is, so if the sign is 'x' it should be 'o' and the other way around. - - ***Test your game*** Does your game work? Great, have fun playing the game! If not, use the ladybug button to debug your code. - You might have noticed one mistake in the code though, you can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! Go to the next tab to learn how to fix this problem. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add variables - game_over = _ - sign = _ - - # The game - {while} _ - choice = _ 'Player ' sign '_?' - field[choice] = _ - _ print_field - game_over = {ask} _ - {if} sign = 'o' - sign = _ - _ - sign = _ - ``` - tic_3: - name: Tic-Tac-Toe 3 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - You might have noticed one mistake in the code you've made in the previous adventure. You can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! In this tab we'll fix that mistake. - - ### Exercise - ***Paste your code here*** Paste your code from the previous adventure here. - - ***Fix the mistake*** To fix the mistake we replace the line that says `field[choice] = sign`. This turns any spot that the player has chosen into their sign. - Go to the header that says 'Use this to fix the mistake' and finish the code. We first want to check if the chosen spot is still empty, so `if field[choice] = '.'`. If that is the case, you are allowed to take it. - Then we make an else command and print 'Sorry, this spot is already taken' if the spot is not empty. Lastly, we add a {sleep} command, so the players can actually read the text before it gets cleared again. - Now copy this piece of code and replace the line `field[choice] = sign` with this new piece of code. - - ***Play your game!*** Now the game should work properly! Good job! - The only flaw is that you can get a bit annoyed that the game keeps asking you if you've won yet. Do you want to fix that? Go to level 17 and we'll fix it! - example_code: | - ``` - # Paste your code here - - # Use this to fix the mistake - {if} _ = '.' - field[choice] = sign - {else} - {print} _ - _ - ``` turtle: name: 거북이 default_save_name: 거북이 - description: Make your own drawing levels: 1: story_text: | @@ -4684,22 +1917,9 @@ adventures: `{forward}`을 사용하면 앞으로 선을 그립니다. 뒤에 있는 숫자에 따라 거북이가 걸어갈 거리가 결정됩니다.`{turn} {right}`는 시계 방향으로 1/4회전, `{turn} {left}`는 시계 반대 방향으로 회전합니다. 뒤로 가려면 `{forward}` 명령을 사용하지만 음수가 됩니다. 따라서 예를 들어 `{forward} -100` - example_code: | - ``` - {forward} 100 - {turn} {left} - ``` story_text_2: | ### 연습문제 작은 시작 단계입니다. 계단을 5개로 만들 수 있나요? - example_code_2: | - ``` - {forward} 20 - {turn} {right} - {forward} 20 - {turn} {left} - {forward} 20 - ``` 2: story_text: | 이 레벨에서 변수를 사용하여 거북이가 상호작용하도록 만들 수 있다. 예를 들어 플레이어에게 거북이가 몇 걸음을 걸어야 하는지 물어볼 수 있다. @@ -4731,15 +1951,7 @@ adventures: Use `{at} {random}` to choose a value from a list. ### 연습문제 Can you copy and paste lines 2 and 3 to create a longer random path? - example_code: | - ``` - angles {is} 10, 50, 90, 150, 250 - {turn} angles {at} {random} - {forward} 25 - ``` 4: - story_text: | - In level 4 you have to use quotation marks with `{print}` and `{ask}`. Also when drawing! example_code: | ``` {print} 'Drawing figures' @@ -4749,38 +1961,7 @@ adventures: {turn} angle {forward} 25 ``` - story_text_2: | - You can also change the color of the lines with the command `{color}`. Check out the example. - You can also use the command `{color} {white}` to make 'invisible' lines. You could use these white lines to move the turtle anywhere in the screen before you start drawing. - example_code_2: | - ``` - {color} {white} - {forward} -80 - {color} {green} - {forward} 50 - {color} {yellow} - {forward} 50 - {color} {red} - {forward} 50 - ``` 5: - story_text: | - In level 5 you can make a choice with `{if}`. For example between different types of figures. - example_code: | - ``` - {print} 'Drawing Figures' - figure {is} {ask} 'Do you want a square or a triangle?' - {if} figure {is} triangle angle {is} 120 - {else} angle {is} 90 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - ``` story_text_2: | ### 연습문제 Fill in the correct numbers in this code to get it to work. @@ -4788,36 +1969,6 @@ adventures: **Extra** Instead of using 'left' and 'right', remake the program with North, East, South and West. This way you could add even more directions like Northeast and Southwest etc. - example_code_2: | - ``` - direction {is} {ask} 'Do you want to go left, right, or straight ahead?' - {if} direction {is} left {turn} _ - {if} direction {is} right {turn} _ - {forward} 100 - ``` - 6: - story_text: | - In this level you can use calculations to draw different figures. - You may have learned in school that turning a full circle is 360 degrees. If not, now you know! - That's why you also use 90 degrees for a square. 360 divided by 4 is 90. - Now that we can do math with Hedy, we can draw all the figures we want! - example_code: | - ``` - angles = {ask} 'How many angles do you want?' - angle = 360 / angles - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - ``` 8: story_text: "Now that we can repeat several lines, we can make figures more easily.\nWe only have to set the angle once and then use that variable in the `{repeat}`.\n\n### 연습문제 1\nThe example code creates a square. Change the code so that it create another figure, such as a triangle or a hexagon. \nThis requires a change to two lines of code.\nTip: An entire circle is 360 degrees.\n\n### 연습문제 2\nNow create a drawing consisting of at least two polygons.\n" example_code: | @@ -4829,14 +1980,6 @@ adventures: ``` story_text_2: | **Extra** 다양한 도형을 그리는 프로그램을 개선할 수 있습니다. 코드를 완성하면 원하는 다각형을 그릴 수 있습니다! - example_code_2: | - ``` - figure = {ask} 'How many angles should I draw?' - angle = 360 / figure - {repeat} figure {times} - {turn} _ - {forward} _ - ``` 9: story_text: | Now that we can use a `{repeat}` inside a `{repeat}`, we can create more complex figures. @@ -4845,17 +1988,6 @@ adventures: This code creates three black triangles, change that into five pink squares. **Extra** Create a figure of your own choosing consisting of at least two different shapes types. - example_code: | - ``` - {color} {black} - {repeat} 3 {times} - {repeat} 3 {times} - {forward} 10 - {turn} 120 - {color} {white} - {forward} 50 - {color} {black} - ``` 10: story_text: | In this level you can make the turtle draw a figure. @@ -4866,162 +1998,9 @@ adventures: **(extra)** can you change the spiral into another shape? Experiment with numbers for the turn! ### Exercise 2 The spiral is drawn outwards, make it go inwards? - example_code: | - ``` - {turn} 90 - distances = 10, 20, 30, 40, 50, 60 - {for} distance {in} distances - {forward} distance - ``` - 12: - story_text: | - We can use functions to draw more complex figures with less code. - ### Exercise 1 - Fill the function so that three squares are created. If you want the image to look nicer, you can make the lines between the squares white. - - ### Exercise 2 - The code can be made even shorter. Place the final lines into a `{repeat}` so the figure remains the same. - - ### Exercise 3 - Create your own drawing with different figures. - Change both the number of figures with the `{repeat}` and the shape of the figures in the `{define}` - example_code: | - ``` - {define} square - {repeat} 4 {times} - {turn} _ - {forward} _ - {call} square - {forward} 50 - {call} square - {forward} 50 - {call} square - ``` turtle_draw_it: - name: Draw it! - default_save_name: Draw it - description: Draw this picture with the turtle levels: - 1: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Rectangle - Square - Stairs -
- 2: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Arrow - Boat -
- 3: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Star - Arrow -
- 4: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Colored Star - Rainbow - Nested squares -
- example_code: | - **Extra** Up for a real challenge? Make sure that the colors of these figures are selected randomly, so that each time you run your programs they'll look differently! - - ``` - colors {is} red, orange, yellow, green, blue, purple, pink, brown, gray, black - color _ - ``` - 5: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Make only one code that lets the player decide which letter they'd like to see! And can you add even more letters? - -
- F - E - L -
- example_code: | - Hint: - ``` - chosen_letter {is} {ask} 'Which letter would you like to see? F, E or L?' - {if} _ - ``` - 6: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Let the player decide which color the square should be. - - ***Extra*** Can you make the letter of your own first name and the flag of your own country too? - -
- Square - Letters - Flag -
- example_code: | - Hint for the square: - ``` - chosen_color = {ask} _ - ``` - 7: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Hexagon - Triangle - Fan -
- 8: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - -
- Square (3) - Randomly colored star (5) - Randomly colored spiral (7) -
9: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - - **Extra** Give the player a choice which country they would like to see the flag of. - -
- Cross (7) - Randomly colored nested squares (8) - Flags -
example_code: | Hint for the nested squares: ``` @@ -5039,14 +2018,6 @@ adventures: color_3 = blue ``` 10: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Nested Hexagon - Traffic lights -
example_code: | Hint Nested Hexagon: ``` @@ -5062,47 +2033,6 @@ adventures: color _ {repeat} _ ``` - story_text_2: | - Christmas lights - example_code_2: | - Hint Christmas Lights: - - Start by moving to the left side of the screen with an invisible white line. Then hang up the Christmas lights! - ``` - {color} white - {turn} -90 - {forward} 300 - {turn} 90 - - colors = red, blue, yellow, purple, green, orange, pink - {for} chosen_color {in} colors - _ - ``` - 11: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Beehive (6) - Fan (5) - Snowflake (13) -
- example_code: | - Hint Beehive: - ``` - {for} amount_of_combs {in} {range} 1 {to} _ - {for} walls_of_one_comb {in} {range} 1 {to} _ - {forward} _ - {turn} _ - {forward} _ - {turn} _ - ``` - - Hint Fan: - Start out like the fan you made in level 7. Or take a peak at the hint for the beehive, because the codes are very similar. - - Hint Snowflake: Start by making one 'leg' and repeat it 6 times. 12: story_text: | ### Exercise @@ -5129,129 +2059,9 @@ adventures: {if} shape = 'square' {call} draw_a_square ``` - 13: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Street in different sizes - Colored street - Snow Storm - example_code: | - Hint Street in different sizes - ``` - {define} draw_a_house {with} size - _ - - {call} draw_a_house {with} 90 - {call} draw_a_house {with} 60 - {call} draw_a_house {with} 30 - ``` - - Hint Colored street - ``` - {define} draw_a_house {with} chosen_color - _ - ``` - - Hint Snow Storm - ``` - {define} draw_snowflake {with} length, color - _ - - numbers = 10, 20, 30 - colors = _ - - {for} i {in} {range} 1 {to} 5 - random_number = _ - random_color = _ - {call} draw_snowflake {with} random_number, random_color - {color} white - {turn} random_number * 5 - {forward} 80 - ``` - 14: - story_text: | - ### Exercise - Create a program that asks the player how many corners their figure should have and then creates that figure. - The figure in the image is the output when the player fills in 10. - -
- - -
- example_code: | - ``` - {define} calculate_degrees {with} amount_of_corners - _ 360 / amount_of_corners - - - {define} draw_figure {with} degrees - _ - {forward} 400/amount_of_corners - {turn} _ - - amount_of_corners = {ask} _ - degrees = {call} _ {with} _ - - {call} _ {with} - {call} _ {with} - ``` - 15: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Spiral - example_code: | - Spiral - ``` - distance = 5 - {while} distance < 200 - distance = distance + 5 - _ - ``` - story_text_2: | - Fan - example_code_2: | - Fan - ``` - {define} draw_a_square {with} side - _ - - i = 100 - {while} i > 1 - _ {with} i - _ - i = i - 3 - ``` - story_text_3: | - Star - example_code_3: | - Star - A star is usually drawn using 144-degree-turns. If you change this slightly to 143 degrees for example and repeat the pattern multiple times with a {while} loop you can make this figure. while_command: - name: '{while}' - default_save_name: while_command description: while - levels: - 15: - story_text: |- - We are going to learn a new loop, the `{while}` loop! We continue the loop as long as the statement is true. - So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. - If the correct answer is never given, the loop never ends! - example_code: | - ``` - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - ``` years: - name: New Year's - default_save_name: New Year's Countdown description: Countdown to the new year! levels: 11: diff --git a/content/adventures/mi.yaml b/content/adventures/mi.yaml index e9e1e39dfd2..7e6befb6a3d 100644 --- a/content/adventures/mi.yaml +++ b/content/adventures/mi.yaml @@ -1,4724 +1,624 @@ adventures: story: - name: Story - default_save_name: Story - description: Story levels: - 1: - story_text: | - In level 1 you can make a story with a different main character that you enter yourself. - - In the first line, use `{ask}` and ask who the main character of the story will be. - - After that first line, start with `{print}` if the sentence needs to be printed. - You use `{echo}` if you want your main character to be at the end of the sentence. + 12: example_code: | ``` - {ask} The main character of this story is - {print} The main character is now going to walk in the forest - {echo} They're a bit scared, - {print} They hear crazy noises everywhere - {print} They're afraid this is a haunted forest - ``` - story_text_2: | - ### Exercise - Now create your own story of at least 6 lines of code. - This story cannot be the same as the example code. - Use at least one `{ask}` and one `{echo}` command. - You can make it about any topic you like. - If you can't think of a topic, use one of our choices: going to the movies, a sports match or a day at the zoo. - 2: - story_text: | - In level 2 you can make your story more fun. Your main character's name can now be anywhere in the sentence. - - You do have to program a little bit extra for that. You must now name your main character first. - - You can then put that name anywhere in a sentence. - example_code: |- - ``` - name {is} {ask} What is the name of the main character? - {print} name is now going to run in the woods - {print} name is a bit scared - {print} Suddenly she hears a crazy noise... - {sleep} - {print} name is afraid this is a haunted forest + name = 'The Queen of England' + {print} name ' was eating a piece of cake, when suddenly...' ``` - story_text_2: | - ### Exercise - Now it's time to add variables to your own story that you've made in the previous level. - Go to 'My programs', look for your level 1 story adventure and copy the code. Paste the code in your input screen in this level. - - This code won't work in this level, because you have not used variables yet. - Change the `{ask}` commands and `{echo}` commands in your code to the correct form that you've learned in this level. - - **Extra** Add a `{sleep}` command to your code to build up tension in your story. + add_remove_command: + name: '{add} {to} & {remove} {from}' + description: introducing add to and remove from + levels: 3: story_text: | - In level 3 you can make your story more fun. You can use randomness for any monster, animal or other obstacle, like this: - example_code: | - ``` - animals {is} 🦔, 🐿, 🦉, 🦇 - {print} They now hear the sound of an animals {at} {random} - ``` - story_text_2: | - The command `{add}` can also come in handy in your story. - example_code_2: | - ``` - {print} They hear a sound - animals {is} 🐿, 🦔, 🦇, 🦉 - animal {is} {ask} What do you think it is? - {add} animal {to_list} animals - {print} it was an animals {at} {random} - ``` - story_text_3: | - This is an example of the `{remove}` command in your story - - ### Exercise - Copy your story from the previous levels into this level. - In this level you've learned 3 new commands `{at} {random}` , `{add} {to_list}` and `{remove} {from}`. - Add new lines of code to your story, so that all of the new commands are featured at least once in your story. - example_code_3: | - ``` - {print} His backpack got way too heavy. - {print} Inside were a bottle of water, a flashlight and a brick. - bag {is} water, flashlight, brick - dump {is} {ask} Which item should he dump? - {remove} dump {from} bag - ``` - 4: - story_text: | - ### Exercise - Copy the example code and finish it by adding quotation marks on the blanks in lines 1 and 2. - The blanks in line 3 and 4 should not be replaced by quotation marks, but a `{sleep}` and a `{clear}` command. Can you make it work? - - ### Exercise 2 - Go back to the previous level and copy your story code. Make the code work in this level by adding quotation marks in the right spots. - Mind: The variables in your own story should be outside of the quotation marks. Just like the second line of the example code. In that line the variable name is placed outside of the quotation marks. - example_code: | - ``` - name {is} {ask} _ What is your name? _ - {print} _ The main character is called _ name - _ - _ - {print} name _ is now going to walk in the woods _ - {print} name _ is a bit scared _ - animals {is} 🦔, 🐿, 🦉, 🦇 - {print} _ He hears the sound of a _ animals {at} {random} - {print} name _ is afraid this is a haunted forest _ - ``` - 5: + ## Add to + You can add items to the list with the `{add} {to_list}` command. To add an item to a list you can simply type: `{add} penguin {to} animals` or you can use the `{ask}` command like in the example code. + and_or_command: + description: introducing and or + ask_command: + description: Introduction ask command + calculator: + levels: + 9: story_text: | - In this level you can program different endings, which will make your story even more fun. - In the example code you can see how to make 2 different endings. + In a previous level you've created a calculator, in this level you can expand that code so it asks multiple questions. ### Exercise 1 - Write a new short story of at least 6 lines of code about a topic of your choosing. - No inspiration? Choose one of these topics: a superhero, a boring school day, stranded on a desert island. - - Now give the player a change to choose a happy or a bad end, just like in the example code. - Program both the endings. + Can you finish line 10 to get the code to work? ### Exercise 2 - Copy the story you've created in your own story adventure in the previous levels. - Find a way to add at least 2 `{if}` and `{else}` commands to your story. - This can be with a happy or bad ending, but you can also try to find other ways to incoporate the commands. + Give the player feedback when the enter an answer, like `{print} 'Correct!'` or `{print} 'Wrong! The correct answer is ' correct_answer`. + 14: example_code: | ``` - name {is} {ask} 'Who is walking in the forest?' - {print} name ' walks through the forest' - {print} name ' encounters a monster' - end {is} {ask} 'Would you like a good or a bad ending?' - {if} end {is} good {print} name ' takes the sword and the monster quickly runs away' - {else} {print} 'The monster eats ' name + {define} calculate_mean_grade + total = 0 + {for} i {in} {range} 1 {to} 4 + grade = {ask} _ + total = total + _ + return _ / 4 + + mean_grade = {call} _ + {print} 'Your mean grade is ' mean_grade ``` - 7: - story_text: | - In a story, someone says words several times. For example, when someone calls for help or sings a song. - You can put such repetitions in your story, in this level with `{repeat}`. - ### Exercise - Add repetition to your own story. Go back to your saved programs, choose your story program from a previous level and - find a line containing `{print}` and repeat it! + total = total + _ + return _ / 4 + + mean_grade = {call} _ + {print} 'Your mean grade is ' mean_grade + clear_command: + description: clear command + debugging: + levels: + 3: example_code: | + **Warning! This code needs to be debugged!** ``` - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' + movie_choices {is} dracula, fast and furious, home alone, barbie + chosen_movie {is} movies {at} {random} + {print} Tonight we will watch chosen _movies + like {ask} Do you like that movie? + {print} Tomorrow we will watch something else. + {add} chosen_movie {to} movie_choices + {print} Tomorrow we will watch tomorrows_movie + tomorrows_movie {is} movie_choices {at} {random} + I'll go get the popcorn! {print} ``` 8: - story_text: | - In this level you can use multiple lines in your `{if}` commands, this way you can upgrade your happy or sad ending! - - ### Exercise 1 - The example code shows two different endings; one where the characters jump in a time machine and one where they do not. - Complete the blanks with at least one sentence per ending. - **Extra** Make the story longer. What happens in the story? You can also add a second `{ask}` with different options. - - ### Exercise 2 - Go back to your saved programs, choose your story program from level 5. Now write a good and a bad ending of at least three lines long each! example_code: | + **Warning! This code needs to be debugged!** ``` - {print} 'OH NO! The T-rex is closing in!' - end = {ask} 'Do you want a happy or a sad ending?' - {if} end {is} happy - {print} 'Just in time Richard jumps back into the time machine!' - {print} _ - {else} - {print} 'Oh no! Richard is too slow...' - {print} _ + {print} 'Welcome to Manicures and Pedicures by Hedy' + bodypart = {ask} 'Are you getting your fingernails or toenails done today? Or both?' + {if} bodyparts {is} both + {print} That will be $25' + price = 25 + {else} + {print} That will be $18' + price = 18 + color = {ask} What color would you like? + sparkles = {ask} 'Would you like some sparkles with that?' + {if} sparkles {is} yes + {print} 'We charge $3 extra for that' + price = price + 3 + {else} {print} 'No sparkles' {print} 'So no extra charge' + {sleep} 5 + {print} 'All done! That will be $' price ' please!' + {print} 'Thank you! Byebye!' ``` 9: - story_text: "In this level you can use `{if}` and `{repeat}` commands inside other `{if}` and `{repeat}` commands. \nThis gives you many options and really helps you to make your story interactive.\n\n### Exercise 1\nFinish the code so the `{if}` works correctly.\n\n### Exercise 2\nAdd an `{if}` and `{else}` for the part of the story where Robin goes home too.\n\n### Exercise 3\nGo back to your level 8 story and use at least two `{if}`s inside another `{if}`.\n" example_code: | + **Warning! This code needs to be debugged!** ``` - {print} 'Robin is walking downtown' - location = {ask} 'Is Robin going into a shop, or does she go home?' - {if} location {is} shop - {print} 'She enters the shop.' - {print} 'Robin sees an interesting looking book' - book = {ask} 'Does Robin buy the book?' - {if} book {is} yes - _ {print} 'Robin buys the book and goes home' - _ {else} - _ {print} 'Robin leaves the shop and goes home' + {print} 'Welcome to our sandwich shop' + amount 'How many sandwiches would you like to buy?' + {repeat} amount {times} + {ask} {is} {ask} 'What kind or bread would you like your sandwich to be?' + types_of_bread {is} white, wheat, rye, garlic, gluten free + {if} chosen_bread in types_of_bread + {print} 'Lovely!' {else} - {print} 'Robin goes home' + 'I'm sorry we don't sell that' + topping {is} {ask} 'What kind of topping would you like?' + sauce {is} {ask} 'What kind of sauce would you like?' + {print} One chosen_bread with topping and sauce. + price = amount * 6 + {print} 'That will be 'price dollar' please' ``` - 10: - story_text: | - In this level you can use the {for} command in your story. In this way you could easily program the children's book 'Brown bear, Brown bear, what do you see'. - - ### Exercise - Look at the story if you do not know it, and make sure it is printed as in the book. - example_code: "```\nanimals = _ , _ , _ \n{print} 'Brown bear, Brown bear'\n{print} 'What do you see?'\n```\n" - 12: + price = amount * 6 + {print} 'That will be 'price dollar' please' + 11: story_text: |- - In this level quotation marks will be needed to save multiple words in a variable. - ### Exercise + Debug this calender program. The output of this program is supposed to look like a list of dates. + For example: - Find a story from a previous level, any level is ok. Now make sure quotation marks are added in the right places. - example_code: | ``` - name = 'The Queen of England' - {print} name ' was eating a piece of cake, when suddenly...' + Hedy calender + Here are all the days of November + November 1 + November 2 + November 3 ``` - 13: - story_text: | - By using the `{and}` and `{or}` commands, you can make your stories more versatile. You can ask two questions and respond to the combination of answers. - - ### Exercise 1 - Look at the example code and finish it. Then add at least 2 more `{if}` codes with `{and}` or `{or}`. + And so on. - ### Exercise 2 - Find a story from a previous level, and add one `{and}` or `{or}`. + Mind that you have to test your code extra carefully for the month February, because the amount of days in this month changes in leap years. example_code: | + **Warning! This code needs to be debugged!** ``` - {print} 'Our hero is walking through the forest' - {print} 'The path splits two ways' - path = {ask} 'Which path should she choose?' - weapon = {ask} 'What weapon does she draw?' - {if} path {is} 'left' {and} weapon {is} 'sword' - _ - ``` - 15: - story_text: | - Using the `{while}` loop can make your stories more interesting. For example, you can use `{while} game == 'on'` so you can play until the game is over. - Or you can use `{while} sword == 'lost'` so the player can't continue the game until they have found something. + print 'Hedy calender' + months_with_31 days = January, March, May, July, September, October, December + months_with_30_days = April, June, August, November + month = ask 'Which month would you like to see?' + if month in months_with_31_days + days = 31 + if month in months_with30_days + days = 30 + if month = February + leap_years = 2020, 2024, 2028, 2036, 2040, 2044, 2028 + year = ask 'What year is it?' + if year in leap_years + days = 29 + else + days = 28 - ### Exercise - The example code shows you how to use the `{while}` loop in a story. Now **think of your own scenario** in which the player has to find something before they can continue. - example_code: | - ``` - keys = 'lost' - {print} 'You are standing in your garden and you have lost your keys.' - {print} 'Where do you want to look for them?' - {print} 'You can choose: tree, flowerbed, rock, postbox' - {while} keys == 'lost' - location = {ask} 'Where do you want to look?' - {if} location == 'flowerbed' - {print} 'Here they are!' - keys = 'found' - {else} - {print} 'Nope they are not at the ' location - {print} 'Now you can enter the house!' + print 'Here are all the days of ' moth + for i in range 1 to days + print month i ``` - 18: - story_text: | - We are going to print another story, but now we have to use brackets with `{print}`. - - ### Exercise 1 - Create a story of at least 5 sentences. You don't have to use 'name' just yet. + 12: example_code: | + **Warning! This code needs to be debugged!** ``` - {print}('Welcome to this story!') - ``` - story_text_2: | - ### Exercise 2 - We have already prepared an `{input}` for you. First, use the `name` variable in your story. - Then add a second `{ask}` and use that variable as well. - Tip: Remember the commas in a `{print}` between text and variables! - example_code_2: | - ``` - naam = {input}("What's your name?") - {print}('Welcome to this story!') + define greet + greetings = 'Hello', 'Hi there', 'Goodevening' + print greetings at random + + define take_order + food = ask 'What would you like to eat?' + print 'One food' + drink = 'What would you like to drink?' + print 'One ' drink + more = ask 'Would you like anything else?' + if more is 'no' + print 'Alright' + else + print 'And ' more + print 'Thank you' + + print 'Welcome to our restaurant' + people = ask 'How many people are in your party tonight?' + for i in range 0 to people + call greet_costumer ``` - add_remove_command: - name: '{add} {to} & {remove} {from}' - default_save_name: add_remove_command - description: introducing add to and remove from - levels: - 3: - story_text: | - ## Add to - You can add items to the list with the `{add} {to_list}` command. To add an item to a list you can simply type: `{add} penguin {to} animals` or you can use the `{ask}` command like in the example code. + 13: example_code: | + **Warning! This code needs to be debugged!** ``` - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - ``` - story_text_2: | - ## Remove from - If you can add items to a list, of course you can also take them off. This is done with the `{remove} {from}` command. - example_code_2: | - ``` - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} + defin movie_recommendation with name + action_movies == 'Die Hard', 'Fast and Furious', 'Inglorious Bastards' + romance_movies = 'Love Actually', 'The Notebook', 'Titanic' + comedy_movies = 'Mr Bean' 'Barbie''Deadpool' + kids_movies = 'Minions', 'Paddington', 'Encanto' + if name is 'Camila' or name is 'Manuel' + recommended_movie = kids_movie at random + if name is 'Pedro' or 'Gabriella' + mood = ask 'What you in the mood for?' + if mood is 'action' + recommended_movie = comedy_movies at random + if mood is 'romance' + recommended_movie = romance_movies + if mood is 'comedy' + recommended_movie = comedy_movies at random + + print 'I would recommend ' recommended_movie ' for ' name + + name = ask 'Who is watching?' + recommendation = ask 'Would you like a recommendation?' + if recommendaion is 'yes' + print movie_recommendation with name + else + print 'No problem!' ``` - story_text_3: | - ### Exercise - Try out the new commands in this virtual restaurant. Add the flavor the player is hoping for to the list and remove the flavors they are allergic to. - example_code_3: | + 14: + example_code: | + **Warning! This code needs to be debugged!** ``` - {print} Mystery milkshake - flavors {is} strawberry, chocolate, vanilla - hope {is} {ask} What flavor are you hoping for? - _ - allergies {is} {ask} Are you allergic to any flavors? - _ - {print} You get a flavors {at} {random} milkshake - ``` - and_or_command: - name: '{and} & {or}' - default_save_name: and or - description: introducing and or - levels: - 13: - story_text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two `{if}`s but can use `{and}` and `{or}`. + define calculate_heartbeat + print 'Press your fingertips gently against the side of your neck' + print '(just under your jawline)' + print 'Count the number of beats you feel for 15 seconds' + beats == ask 'How many beats do you feel in 15 seconds?' + heartbeat = beats*4 + print 'Your heartbeat is ' heartbeat + if heartbeat >= 60 or heartbeat <= 100 + print 'Your heartbeat seems fine' + else + if heartbeat > 60 + print 'Your heartbeat seems to be too low' + if heartbeat < 100 + print 'Your heartbeat seems to be too high' + print 'You might want to contact a medical professional' - If you use `{and}`, both statements, left and right of the `{and}` need to be true. We can also use `{or}`. Then only one statement needs to be correct. - example_code: | - ``` - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - ``` - ask_command: - name: '{ask}' - default_save_name: ask_command - description: Introduction ask command - levels: - 1: - story_text: | - ## The ask command - Now that you can use the `{print}` command, you are ready to learn the next command: `{ask}`. With the `{ask}` command, you can ask a question. Check it out: - example_code: | - ``` - {print} Hello! - {ask} What is your name? - ``` - story_text_2: | - ## The `{echo}` command - If you want the computer to repeat the answer back to you, you can use the `{echo}` command. The answer will be echoed back at the end of the sentence, so in this example after hello. - example_code_2: | - ``` - {print} Hello! - {ask} What is your name? - {echo} hello - ``` - story_text_3: | - ### Exercise - Try out the `{ask}` and `{echo}` commands. Firstly, fill in the blanks to make this program work. - Then ask 2 more questions using the `{ask}` command, after each `{ask}` use an `{echo}` to print the answer on the screen. - example_code_3: | - ``` - _ How are you doing? - _ + measure_heartbeat = ask 'Would you like to measure your heartbeat?' + if measure_heartbeat = 'yes' + call measure_heartbeat + else + 'no problem' ``` - 2: - story_text: | - ## The ask command - Now that we can use **variables** in our codes, we no longer need the `{echo}` command. - We can use variables to store the answers to our questions and this way we can use the answer to multiple questions in our codes. - Check it out: - This way your code is becoming interactive! - example_code: | - ``` - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - ``` - story_text_2: | - ### Exercise - In the previous tab you have practised with setting variables with the `{is}` command. - You have created at least 3 variables and used them with a print command. - Now, instead of setting the variables we want you to make the variables interactive, like we did in our example. + print '(just under your jawline)' + print 'Count the number of beats you feel for 15 seconds' + beats == ask 'How many beats do you feel in 15 seconds?' + heartbeat = beats*4 + print 'Your heartbeat is ' heartbeat + if heartbeat >= 60 or heartbeat <= 100 + print 'Your heartbeat seems fine' + else + if heartbeat > 60 + print 'Your heartbeat seems to be too low' + if heartbeat < 100 + print 'Your heartbeat seems to be too high' + print 'You might want to contact a medical professional' - Copy your code from the previous tab and make the variables interactive by using `{ask}` commands. - example_code_2: | - ``` - favorite_animal {is} {ask} What is your favorite animal? - {print} I like favorite_animal - ``` - 18: - story_text: The final change we will need to make to get Python code is changing `{ask}` into `{input}`. + measure_heartbeat = ask 'Would you like to measure your heartbeat?' + if measure_heartbeat = 'yes' + call measure_heartbeat + else + 'no problem' + 15: example_code: | + **Warning! This code needs to be debugged!** ``` - {print}('My name is Hedy!') - name = {input}('What is your name?') - {print}('So your name is ', name) - ``` - blackjack: - name: Blackjack - default_save_name: Blackjack - description: Try to get as close to 21 as you can - levels: - 17: - story_text: | - Blackjack is a simple game of cards in which you have to get as close to 21 points as possible. You get two cards. Each card is worth their numeral value, and the face cards (Jack, Queen and King) are worth 10 points. - The Ace is worth either 1 or 11 points (you can choose). The dealer, your opponent, also gets two cards. - If you want, you can get another card, and its points will be added to your total. The dealer can also choose to take another card. - But be careful not to get more than 21 points, because if you do, you lose! - The player who gets closest to 21, without going over it, wins! - - ### Exercise - In this adventure we code the first part of our Blackjack game. We'll create a function to calculate how many points a card is worth. - - ***Set the variables*** - Start by making a list of all the cards, from 2 to Ace. Next make a list of the face cards, so Jack, Queen and King. Then pick a random card from the list of cards to be card_1. + names = 'Tanya', 'Romy', 'Kayla', 'Aldrin', 'Ali' + verbs='walking', 'skipping', 'cycling', 'driving', 'running' + locations = 'on a mountaintop', 'in the supermarket', 'to the swimming pool' + hiding_spots = 'behind a tree', under a table', in a box' + sounds = 'a trumpet', 'a car crash', 'thunder' + causes_of_noise = 'a television', 'a kid with firecrackers', 'a magic elephant', 'a dream' - ***Create a function to calculate the points*** - Create a function that calculates how many points a card is worth. - All the face cards are worth 10 points, the Ace is worth 11 and all the other cards are worth their numeral. - Return the variable `points` at the end of the function. + chosen_ name = names at random + chosen_verb = verbs at random + chosen_location = 'locations at random' + chosen_sounds = noises at random + chosen_spot = hiding_spots random + chosen_causes = causes_of_noise at random - ***Test the function*** - Test if your function is working properly. Finish the first print command by filling in which card you've drawn. Then finish the second line by calling the function with card_1. - Run the code a couple of times. Are you happy with the results? Great! Then you can remove the testing part and move on the the next tab! + print chosen_name ' was ' chosen_verb ' ' chosen_location + print 'when they suddenly heard a sound like ' sounds at random + print chosen_name ' looked around, but they couldn't discover where the noise came from' + print chosen_name ' hid ' chosen_spot' + print 'They tried to look around, but couldn't see anything from there' + hidden = 'yes' + while hidden = 'yes' + print chosen_name 'still didn't see anything' + answer = ask 'does ' chosen_name ' move from their hiding spot?' + if answer = 'yes' + hidden == 'no' + print 'chosen_name moved from' chosen_spot + print 'And then they saw it was just' chosen_cause + print chosen_name 'laughed and went on with their day' + print The End + ``` + 16: example_code: | + **Warning! This code needs to be debugged!** ``` - {print} 'BLACKJACK' - - # Set these variables - cards = _ - face_cards = _ - card_1 = - - # Create a function to calculate the points - {define} calculate_points {with} card: - {if} card {in} face_cards: - points = _ - {elif} _ - _ - {else}: - _ - _ points + country = ['The Netherlands', 'Poland', 'Turkey', 'Zimbabwe', 'Thailand', 'Brasil', 'Peru', 'Australia', 'India', 'Romania' ] + capitals = 'Amsterdam', 'Warshaw' 'Istanbul', 'Harare', 'Bangkok', 'Brasilia', 'Lima', 'Canberra', 'New Delhi', 'Bucharest' + score = 0 + for i in range 0 to 10 + answer = ask 'What's the capital of ' countries[i] + correct = capital[i] + if answer = correct + print 'Correct!' + score = score + 1 + else + print 'Wrong,' capitals[i] 'in the capital of' countries[i] + print 'You scored ' score ' out of 10' - # Test your function - {print} 'Your card is a ' _ - {print} 'That is worth ' _ ' points'. ``` - blackjack_2: - name: Blackjack 2 - default_save_name: Blackjack_2 - description: Blackjack part 2 - levels: 17: - story_text: | - ### Exercise - In this adventure we code the second part of our Blackjack game. - - ***Paste your code from the previous adventure*** - In the previous adventure you've started a list of variables and created a function to calculate how many points a card is worth. Copy your code and paste it here. Mind that you don't need the testing part, so if you haven't removed that yet, please do so now. - - ***Add more variables*** - You have already set the lists `cards` and `face_cards` and the variable `card_1`. Underneath those variables create 3 more variables: `card_2`, dealer_card_1` and `dealer_card_2`. These variables are all set to a random card from the list of cards. - - ***Add up points*** - To calculate how many points you have scored we call the function with card 1 and we do it again for card 2. Then we add both these scores together to get your total. - Do the same thing for the dealers points, but be sure to use the dealer's cards and not your own! - - ***2 Aces*** - You're doing great! Almost all scores can be calculated now. There is only one exception: 2 Aces. If you get 2 Aces, your total is 12 points and not 22 (because 22 points would be losing!). This of course also goes for the dealer. - - ***Show the score*** - Lastly, you want to tell the program to tell you which cards you have drawn and how many points that is. Then show which cards the dealer has and how many points they have. - - ***Continue in the next tab*** - Great! You have finished this part of the game! Copy your code and go to the next tab to learn how to ask for an extra card and to declare a winner. example_code: | + **Warning! This code needs to be debugged!** ``` - # Paste your code from the previous adventure here - - # Add these variables to the list of variables - card_2 = _ - dealer_card_1 = _ - dealer_card_2 = _ - - # Add up your points - your_points_1 = {call} _ {with} card_1 - your_points_2 = _ - your_total = _ - - # Add up the dealers points - dealer_points_1 = _ - _ - _ - - # 2 Aces - {if} card_1 == 'Ace' {and} _ - your_total = 12 - {if} dealer_card_1 _ - dealer_total = _ + define food_order + toppings = ask 'pepperoni, tuna, veggie or cheese?' + size = ask 'big, medium or small?' + number_of_pizza = ask 'How many these pizzas would you like?' - # Show the score - {print} 'You have drawn a ' _ ' and a ' _ '. That is ' _ ' points' - {print} 'The dealer has drawn a ' _ ' and a ' _ '. That is ' _ ' points' - ``` - blackjack_3: - name: Blackjack 3 - default_save_name: Blackjack_3 - description: Blackjack part 3 - levels: - 17: - story_text: | - In the previous tabs you have learned how to draw 2 random cards for yourself and for the dealer and to calculate how many points you both got. - In this adventure we add the option to ask for an extra card for both you and the dealer. + print 'YOU ORDERED' + print number_of_pizzas ' size ' topping ' pizza' - ### Exercise - ***Paste your code from the previous adventure*** Firstly, copy your code from the previous tab and paste it here. + define drinks_order + drink = ask 'water, coke, icetea, lemonade or coffee?' + number_of_drinks = ask 'How many of these drinks would you like?' - ***Extra card for you*** If you want, you can get an extra card to get your total as close to 21 as possible. First ask the player if they want an extra card. - If they do, pick a random card and print what they have drawn. If the card is not an Ace, you can call the function and add the points to your total. - In case the card is an Ace, you can't use the function, because the Ace can be either 1 point or 11 points, depending on how many points you already have earned. - If your total is less than 11, you want the ace to be 11 points (because this is closest to 21). So you add 11 points to your total. - If the total is more than or equal to 11, you want the ace to be 1 point (because you don't want more than 21 points). So you add 1 point to your total. - Lastly, print your new total of points. + print 'YOU ORDERED' + print number_of_drinks ' ' drink - ***Extra card for the dealer*** The dealer can also get an extra card. The dealer doesn't need to be asked, because they always get an extra card if their total is less than 17. - Copy the 'Extra card for you code' and paste it in the dealers section. Then change it to fit the dealer picking an extra card and getting points added to their total. - example_code: | - ``` - # Paste your code from the previous adventure here + 'Welcome to Hedy pizza' + more_food = ask 'Would you like to order a pizza?' + while more_food = 'yes' + return food_order + more_food = ask 'Would you like to order a pizza?' + more_drinks = ask 'Would you like to order some drinks?' + while more_drinks == 'yes' + call drink_order + more_drinks == ask 'Would you like to order more drinks?' - # Extra card for you - hit = {ask} _ - {if} hit == 'yes': - card_3 = _ - {print} _ - {if} card_3 _ 'Ace': - your_points_3 = _ - your_total = _ - {else}: - {if} your_total _ - _ - {else}: - _ - {print} _ - # Extra card for the dealer - {if} dealer_total < 17 - _ + print 'Thanks for ordering!' ``` - blackjack_4: - name: Blackjack 4 - default_save_name: Blackjack_4 - description: Blackjack part 4 - levels: - 17: - story_text: | - In the last 3 adventures you have alsmost created a working blackjack game! The only thing left to do is to decide a winner! - - ### Exercise - ***Paste your code from the previous adventure*** Start by pasting the code that you've made so far into your programming field. - - ***Decide a winner*** - Firstly, if you and the dealer have an equal amount of points, it's a draw. - Secondly, if the dealer has more than 21 points and you don't, you are the winner. - Thirdly, if both you and the dealer have less than 22 points, we have to see who came closest to 21. We do that by comparing who has the highest score. Is your total higher than the dealer's total, then you are the winner. If not, the dealer wins. - Lastly, in all other scenarios (e.g. you have more than 21 points and the dealer doesn't, or you both have more than 21 points) you are the loser. - - ***Enjoy the game!*** - Does your game work properly? Amazing! You have done a great job! Enjoy your game! - If it doesn't work right away, no worries, you might have made a mistake. Just keep calm and bebug your code using the ladybug button. + 18: example_code: | + **Warning! This code needs to be debugged!** ``` - # Paste your code from the previous adventure here - - # Decide a winner - {if} _ - {print} 'Its a draw! Play again!' - {elif} _ - {print} 'You win!' - {elif} _ : - {if} _: - {print} _ - {else}: - {print} _ - {else}: - _ + animals = ['pig', 'dog', 'cow'] + sounds = ['oink', 'woof', 'moo'] + for i in range 1 to 3 + animal = animals[i] + sound = sounds[i] + print 'Old MacDonald had a farm' + print 'E I E I O!' + print 'and on that farm he had a ' animal + print 'E I E I O!' + print 'with a ' sound sound ' here' + print 'and a ' sound sound ' there' + print 'here a ' sound + print 'there a ' sound + print 'everywhere a ' sound sound ``` - calculator: - name: Calculator - default_save_name: Calculator - description: Create a calculator + default: levels: 6: story_text: | - Now that you can do maths, you can make a calculator yourself! - example_code: | - ``` - number_1 = {ask} 'Fill in the first number:' - number_2 = {ask} 'Fill in the second number:' - correct_answer = number_1 * number_2 - {print} number_1 ' times ' number_2 ' is ' correct_answer - ``` - story_text_2: | - ### Exercise - The calculator above will calculate the answer for you, but you can also make a program to test your own maths skills, like this: - Fill in the blanks to make it complete! - example_code_2: | - ``` - correct_answer = 11 * 27 - answer = {ask} 'How much is 11 times 27?' - {if} answer {is} _ {print} 'good job!' - {else} {print} 'Wrong! It was ' _ - ``` - story_text_3: | - **Extra** You can also let the computer do random products on its own using `{random}`. - example_code_3: |- - ``` - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = _ - number_2 = _ - correct_answer = number_1 * number_2 - given_answer = {ask} 'What is ' number_1 ' times ' number_2 '?' - {if} _ - {else} _ - ``` - 9: - story_text: | - In a previous level you've created a calculator, in this level you can expand that code so it asks multiple questions. + In the previous level you have practiced with `{ask}` and `{if}`. For example you can ask guests what they would like to eat. + What you can't yet do though, is calculate the price for everyone's dinner. - ### Exercise 1 - Can you finish line 10 to get the code to work? + In the previous level you have practiced with `{ask}` and `{if}`. For example you can ask guests what they would like to eat. + What you can't yet do though, is calculate the price for everyone's dinner. - ### Exercise 2 - Give the player feedback when the enter an answer, like `{print} 'Correct!'` or `{print} 'Wrong! The correct answer is ' correct_answer`. - example_code: | - ``` - score = 0 - {repeat} 10 {times} - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct_answer = number_1 * number_2 - {print} 'What is ' number_1 ' times ' number_2 '?' - answer = {ask} 'Type your answer here...' - {print} 'Your answer is ' answer - {if} _ {is} _ - score = score + 1 - {print} 'Great job! Your score is... ' score ' out of 10!' - ``` - 10: + This level makes it possible to use addition, subtraction and multiplication in your programs. This way you can calculate the prices in your restaurant, but you could also add a secret code to give your friends and family a discount. + Another option in this level is programming your own maths game, for your little brother or sister to practice their multiplications. + Go see for yourself! + 9: story_text: | - This calculator game helps you practise your tables of multiplication! - ### Exercise - Fill in the blanks. We want this program to ask the player these questions: - ``` - How much is 1 times 1? - How much is 1 times 2? - How much is 1 times 3? - How much is 2 times 1? - How much is 2 times 2? - How much is 2 times 3? - How much is 3 times 1? - How much is 3 times 2? - How much is 3 times 3? - _ - ``` - example_code: | - ``` - numbers = 1, 2, 3 - {for} _ - {for} _ - answer = {ask} _ - correct = number_1 * number_2 - {if} answer {is} correct - {print} 'Great job!' - {else} - {print} 'That is wrong. The right answer is ' correct - ``` - 11: + Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... + Good news! In this level you will be allowed to put an {if} inside an {if}, or inside a {repeat} command. Putting a block of code inside another block of code is called nesting. ``` + 17: story_text: | - With a `{for}` you can simplify tables of multiplication practise program. - - ### Exercise 1 - Improve the example code such that it prints a nice multiplication table:
"1 times 10 is 10", "2 times 10 is 20", etc. + Now we are going to change indentation a little bit. Every time that we need an indentation, we need `:` at the line before the indentation. - ### Exercise 2 - Go back to your level 10 multiplication code, and modify it so that it uses a `{for}` and `{range}`. + In this level you can also use a new command: `{elif}`. `{elif}` is short for `{else} {if}` and you need it when you want to make 3 (or more!) options. + Check it out! + elif_command: + description: elif + levels: + 17: example_code: | ``` - number = 10 - {for} i {in} {range} 1 {to} 10 - {print} i * number - ``` - 12: - story_text: | - In this level, you can make a calculator that works for decimal numbers. - - ### Exercise 1 - Fill out the blanks to complete the calculator. Remember to use a period and not a comma for decimal numbers. - - ### Exercise 2 - Create a new mathematics practice program, but now use decimal numbers. - Create a list of numbers, choose two to multiple and let the player answer. - And of course you have to validate the answer! **Extra** Increase the difficulty by adding lives: A player loses a life for a wrong answer and after three wrong answers the game ends. - example_code: | - ``` - number1 = {ask} 'What is the first number?' - number2 = {ask} 'What is the second number?' - answer = _ - {print} number1 ' plus ' number2 ' is ' _ - ``` - 13: - story_text: | - ### Exercise 1 - Let's make the practice program a bit harder. The player now has to answers two questions correctly. Fill out the blanks to complete the program. - - ### Exercise 2 - Sometimes, calculations have multiple correct answers. For example, 10 can be divided by 5 and by 2. So the question 'What number divides 10?' can be answered by 2 and by 5. - Ask for a calculation that has multiple correct answers, ask the player to answer it, and determine if it is correct using `{or}`. - Empty the programming field and create your own solution. - example_code: | - ``` - answer1 = {ask} 'What is 10 times 7?' - answer2 = {ask} 'What is 6 times 7?' - {if} _ _ _ _ _ _ _ - {print} _ - ``` - 14: - story_text: | - In this adventure you will build a calculator that calculates your mean grade for you. If you get your calculator to work, you can move on to the next adventure, which allows you to add two extra features. - - ### Exercise 1 - Fill in the blanks to get the calculator to work. - * Start with the fourth line, add a question to figure out what grade the student got. - * In the fifth line you'll want to calculate the total of all grades, so the total = total + grade. - * Then we get to set the return value. We want to return the mean, so the total devided by the amount of tests (4). - * Lastly we finish the code by calling the function in line 8. - - Did you get it? Awesome! Would you like to add even more to your calculator? **This adventure continues in the next tab!** - example_code: | - ``` - {define} calculate_mean_grade - total = 0 - {for} i {in} {range} 1 {to} 4 - grade = {ask} _ - total = total + _ - return _ / 4 - - mean_grade = {call} _ - {print} 'Your mean grade is ' mean_grade - ``` - - total = total + _ - return _ / 4 - - mean_grade = {call} _ - {print} 'Your mean grade is ' mean_grade - 15: - story_text: | - You can add the `{while}` loop to the calculator game you've learned to make in a previous level. - This makes sure the player can't continue to the next question if they answer incorrectly. - - ### Exercise - Add the `{while}` loop in the function, ask the player what number_1 times number_2 is and print their answer. - Then `{call}` the function. - example_code: | - ``` - {define} new_question - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct = number_1 * number_2 - answer = 0 - _ - _ - _ - {print} 'Well done!' - - {print} 'Give 10 correct answers to win!' - {for} i {in} {range} 1 {to} 10 - _ - {print} 'You win!' - ``` - calculator_2: - name: Calculator 2 - default_save_name: Calculator 2 - description: Calculator 2 - levels: - 14: - story_text: | - ### Exercise 2 - **This is the second part of this adventure.** The adventure starts in the previous tab. - Of course, you don't always want to calculate the mean of 4 tests. You might want to calculate the mean of 10 tests or only 2... - We can fix this problem by adding the argument and variable 'amount_of_tests'. - * Start a new line on line 3. Set the amount_of_tests argument by asking the student how many tests they have made. - * Change the 4 in line 4 to the new argument amount_of_tests. - * Lastly, change the 4 in line 6 to amount_of_tests - - Try out your new program. Does it work? - - ### Exercise 3 - Did you want to make your program even better? Great! In the previous program you could only calculate the mean grade of 1 subject, but it would be better if you could calculate the mean grade for all subjects you want! - We won't tell you how to do it, but we will give you one tip: Start your code in line 1 with: define calculate_mean_grade with subject. - example_code: | - ``` - # Use your own code from the previous adventure. - ``` - clear_command: - name: '{clear}' - default_save_name: clear_command - description: clear command - levels: - 4: - story_text: | - Time for a new command! With `{clear}` you can clear all the text form your output screen. This way you can prevent your screen getting too full of text. - Beware! If you are using a `{clear}` command, you might need to use a `{sleep}` above it. Otherwise Hedy will clear your screen without giving you the time to read as you can see in the example! - example_code: | - ``` - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'wait for it...' - {sleep} 3 - {clear} - {print} 'SURPRISE!' - ``` - debugging: - name: debugging - default_save_name: debugging - description: debugging adventure - levels: - 1: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will show you code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} I love programming - Do you love programming too? - {echo} - {print} What are your hobbies? - {echo} Your hobbies are - ``` - 2: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - destination {ask} Where are you going on holidays? - {print} The flight to dstination leaves at 3 pm. - {ask} Did you check in your luggage yet? - {echo} - {print} Let me print your boarding pass for you. - {sleep} - Here you go! Have a nice trip! - ``` - 3: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - movie_choices {is} dracula, fast and furious, home alone, barbie - chosen_movie {is} movies {at} {random} - {print} Tonight we will watch chosen _movies - like {ask} Do you like that movie? - {print} Tomorrow we will watch something else. - {add} chosen_movie {to} movie_choices - {print} Tomorrow we will watch tomorrows_movie - tomorrows_movie {is} movie_choices {at} {random} - I'll go get the popcorn! {print} - ``` - 4: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Welcome to the online library! - {ask} What genre of books do you like? - {print} You like genre - author {is} {ask} 'Who's your favorite author?' - {print} 'author is your favorite author' - {print} Hmmm... i think you should try... books {at} {random} - ``` - 5: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} Welcome to Swimming Pool Hedy! - class {is} {ask} 'Are you here to join a class today?' - {if} class yes - {print} 'Great! You're joining a class! - {print} {else} 'You will not be joining a class' - discount {is} 'Do you have a discount code?' - {if} discount {is} yes - discount_answer {is} {ask} 'What's your discount code?' - discount_codes = Senior4231, Student8786, NewMember6709 - {if} discount_answer {is} {in} discount_cods - {print} 'That will be $3,50' - 'That will be $5,50' - {print} 'Have a nice swim!' - ``` - 6: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Vending machine' - chosen_product = {ask} 'Please select a product' - 1_dollar_products = coke orange juice water - 2_dollar_products = chocolate, cookie, museli bar - 3dollar_prodcuts = potato chips, beef jerky, banana bread - {if} chosen {is} {in} 1_dollar_products - price = 1 - {if} chosen_product {is} 2_dollar_products - price = 2 - {else} chosen_product {in} 3_dollar_products - price = 3 - amount_of_products = '{ask} How many of ' chosen_product would you like to have?' - total = price + amount_of_product - {print} 'That will be $' price 'please' - ``` - 7: - story_text: |- - ### Exercise - Surprise! This program looks more like an output than a code. And yet, we don't want you to just add `{print}` commands in front of each line. - Fix this program to turn it into the nursery rhyme 'Brother John (Frère Jacques)' by using the {repeat} command of course! - example_code: | - **Warning! This code needs to be debugged!** - ``` - Are you sleeping? - Brother John! - Morning bells are ringing! - Ding, dang, dong! - ``` - 8: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Welcome to Manicures and Pedicures by Hedy' - bodypart = {ask} 'Are you getting your fingernails or toenails done today? Or both?' - {if} bodyparts {is} both - {print} That will be $25' - price = 25 - {else} - {print} That will be $18' - price = 18 - color = {ask} What color would you like? - sparkles = {ask} 'Would you like some sparkles with that?' - {if} sparkles {is} yes - {print} 'We charge $3 extra for that' - price = price + 3 - {else} {print} 'No sparkles' {print} 'So no extra charge' - {sleep} 5 - {print} 'All done! That will be $' price ' please!' - {print} 'Thank you! Byebye!' - ``` - 9: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Welcome to our sandwich shop' - amount 'How many sandwiches would you like to buy?' - {repeat} amount {times} - {ask} {is} {ask} 'What kind or bread would you like your sandwich to be?' - types_of_bread {is} white, wheat, rye, garlic, gluten free - {if} chosen_bread in types_of_bread - {print} 'Lovely!' - {else} - 'I'm sorry we don't sell that' - topping {is} {ask} 'What kind of topping would you like?' - sauce {is} {ask} 'What kind of sauce would you like?' - {print} One chosen_bread with topping and sauce. - price = amount * 6 - {print} 'That will be 'price dollar' please' - ``` - - price = amount * 6 - {print} 'That will be 'price dollar' please' - 10: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - names = Muad Hasan Samira Noura - activities = fly a kite, go swimming, go hiking, catch tan in the sun - {for} name {is} names - {print} At the beach name loves to activity {at} {random} - ``` - 11: - story_text: |- - ### Exercise - Debug this calender program. The output of this program is supposed to look like a list of dates. - For example: - - ``` - Hedy calender - Here are all the days of November - November 1 - November 2 - November 3 - ``` - And so on. - - Mind that you have to test your code extra carefully for the month February, because the amount of days in this month changes in leap years. - example_code: | - **Warning! This code needs to be debugged!** - ``` - print 'Hedy calender' - months_with_31 days = January, March, May, July, September, October, December - months_with_30_days = April, June, August, November - month = ask 'Which month would you like to see?' - if month in months_with_31_days - days = 31 - if month in months_with30_days - days = 30 - if month = February - leap_years = 2020, 2024, 2028, 2036, 2040, 2044, 2028 - year = ask 'What year is it?' - if year in leap_years - days = 29 - else - days = 28 - - print 'Here are all the days of ' moth - for i in range 1 to days - print month i - ``` - 12: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - define greet - greetings = 'Hello', 'Hi there', 'Goodevening' - print greetings at random - - define take_order - food = ask 'What would you like to eat?' - print 'One food' - drink = 'What would you like to drink?' - print 'One ' drink - more = ask 'Would you like anything else?' - if more is 'no' - print 'Alright' - else - print 'And ' more - print 'Thank you' - - print 'Welcome to our restaurant' - people = ask 'How many people are in your party tonight?' - for i in range 0 to people - call greet_costumer - ``` - 13: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - defin movie_recommendation with name - action_movies == 'Die Hard', 'Fast and Furious', 'Inglorious Bastards' - romance_movies = 'Love Actually', 'The Notebook', 'Titanic' - comedy_movies = 'Mr Bean' 'Barbie''Deadpool' - kids_movies = 'Minions', 'Paddington', 'Encanto' - if name is 'Camila' or name is 'Manuel' - recommended_movie = kids_movie at random - if name is 'Pedro' or 'Gabriella' - mood = ask 'What you in the mood for?' - if mood is 'action' - recommended_movie = comedy_movies at random - if mood is 'romance' - recommended_movie = romance_movies - if mood is 'comedy' - recommended_movie = comedy_movies at random - - print 'I would recommend ' recommended_movie ' for ' name - - name = ask 'Who is watching?' - recommendation = ask 'Would you like a recommendation?' - if recommendaion is 'yes' - print movie_recommendation with name - else - print 'No problem!' - ``` - 14: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - define calculate_heartbeat - print 'Press your fingertips gently against the side of your neck' - print '(just under your jawline)' - print 'Count the number of beats you feel for 15 seconds' - beats == ask 'How many beats do you feel in 15 seconds?' - heartbeat = beats*4 - print 'Your heartbeat is ' heartbeat - if heartbeat >= 60 or heartbeat <= 100 - print 'Your heartbeat seems fine' - else - if heartbeat > 60 - print 'Your heartbeat seems to be too low' - if heartbeat < 100 - print 'Your heartbeat seems to be too high' - print 'You might want to contact a medical professional' - - measure_heartbeat = ask 'Would you like to measure your heartbeat?' - if measure_heartbeat = 'yes' - call measure_heartbeat - else - 'no problem' - ``` - - print '(just under your jawline)' - print 'Count the number of beats you feel for 15 seconds' - beats == ask 'How many beats do you feel in 15 seconds?' - heartbeat = beats*4 - print 'Your heartbeat is ' heartbeat - if heartbeat >= 60 or heartbeat <= 100 - print 'Your heartbeat seems fine' - else - if heartbeat > 60 - print 'Your heartbeat seems to be too low' - if heartbeat < 100 - print 'Your heartbeat seems to be too high' - print 'You might want to contact a medical professional' - - measure_heartbeat = ask 'Would you like to measure your heartbeat?' - if measure_heartbeat = 'yes' - call measure_heartbeat - else - 'no problem' - 15: - story_text: |- - ### Exercise - Debug this random children's story. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - names = 'Tanya', 'Romy', 'Kayla', 'Aldrin', 'Ali' - verbs='walking', 'skipping', 'cycling', 'driving', 'running' - locations = 'on a mountaintop', 'in the supermarket', 'to the swimming pool' - hiding_spots = 'behind a tree', under a table', in a box' - sounds = 'a trumpet', 'a car crash', 'thunder' - causes_of_noise = 'a television', 'a kid with firecrackers', 'a magic elephant', 'a dream' - - chosen_ name = names at random - chosen_verb = verbs at random - chosen_location = 'locations at random' - chosen_sounds = noises at random - chosen_spot = hiding_spots random - chosen_causes = causes_of_noise at random - - print chosen_name ' was ' chosen_verb ' ' chosen_location - print 'when they suddenly heard a sound like ' sounds at random - print chosen_name ' looked around, but they couldn't discover where the noise came from' - print chosen_name ' hid ' chosen_spot' - print 'They tried to look around, but couldn't see anything from there' - hidden = 'yes' - while hidden = 'yes' - print chosen_name 'still didn't see anything' - answer = ask 'does ' chosen_name ' move from their hiding spot?' - if answer = 'yes' - hidden == 'no' - print 'chosen_name moved from' chosen_spot - print 'And then they saw it was just' chosen_cause - print chosen_name 'laughed and went on with their day' - print The End - ``` - 16: - story_text: |- - ### Exercise - Debug this code. Good luck! - Tip: Make sure that you only see your score once in the end. - example_code: | - **Warning! This code needs to be debugged!** - ``` - country = ['The Netherlands', 'Poland', 'Turkey', 'Zimbabwe', 'Thailand', 'Brasil', 'Peru', 'Australia', 'India', 'Romania' ] - capitals = 'Amsterdam', 'Warshaw' 'Istanbul', 'Harare', 'Bangkok', 'Brasilia', 'Lima', 'Canberra', 'New Delhi', 'Bucharest' - score = 0 - for i in range 0 to 10 - answer = ask 'What's the capital of ' countries[i] - correct = capital[i] - if answer = correct - print 'Correct!' - score = score + 1 - else - print 'Wrong,' capitals[i] 'in the capital of' countries[i] - print 'You scored ' score ' out of 10' - - ``` - 17: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - define food_order - toppings = ask 'pepperoni, tuna, veggie or cheese?' - size = ask 'big, medium or small?' - number_of_pizza = ask 'How many these pizzas would you like?' - - print 'YOU ORDERED' - print number_of_pizzas ' size ' topping ' pizza' - - define drinks_order - drink = ask 'water, coke, icetea, lemonade or coffee?' - number_of_drinks = ask 'How many of these drinks would you like?' - - print 'YOU ORDERED' - print number_of_drinks ' ' drink - - 'Welcome to Hedy pizza' - more_food = ask 'Would you like to order a pizza?' - while more_food = 'yes' - return food_order - more_food = ask 'Would you like to order a pizza?' - more_drinks = ask 'Would you like to order some drinks?' - while more_drinks == 'yes' - call drink_order - more_drinks == ask 'Would you like to order more drinks?' - - - print 'Thanks for ordering!' - ``` - 18: - story_text: |- - ### Exercise - Debug this Old MacDonald program from level 16. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - for i in range 1 to 3 - animal = animals[i] - sound = sounds[i] - print 'Old MacDonald had a farm' - print 'E I E I O!' - print 'and on that farm he had a ' animal - print 'E I E I O!' - print 'with a ' sound sound ' here' - print 'and a ' sound sound ' there' - print 'here a ' sound - print 'there a ' sound - print 'everywhere a ' sound sound - ``` - default: - name: Introduction - default_save_name: intro - description: Level explanation - levels: - 1: - story_text: | - Welcome to Hedy! Here you can learn how to program step by step. - - Try the code yourself! The yellow button copies the example code to your programming field. - Then push the green 'Run code' button under the programming field to run the code. - - Ready? Then go to the next tab to learn how to make your own codes! - example_code: | - ``` - {print} Hello world! - ``` - 2: - story_text: | - Congratulations! You've reached level 2. Hopefully you've already made some awesome codes! - In the first level you might've notice that the `{echo}` command can only save one bit of information at a time. - For example in the restaurant adventure, you could echo what the costumer wanted to eat, or what they wanted to drink, but not both in one sentence. - - That changes in level 2. In level 2 you'll learn to work with variables, that allow you to save multiple pieces of information and print them in any place you want. - So let's go to the next tab! - example_code: | - **Warning! This code does not work!** - In Hedy commands will change sometimes. `{echo}` for example only works in level 1. In this level you'll learn a better way to echo answers back. - ``` - {print} Welcome at Hedy's - {ask} What would you like to eat? - {echo} So you want - {ask} what would you like to drink? - {echo} So you want - ``` - 3: - story_text: | - In the previous level you've learned what a variable is and how you can use it to make your adventures more interactive. - But... that's not the only thing you can do with variables! You can also use variables to make lists. - And you can even let Hedy pick a random word out of a list, which allows you to make real games! - Take a quick look at the next tab! - 4: - story_text: | - In the previous levels you've been practising with variables, but you may have come across this problem. - You might have tried to run a code like this: - - Of course you wanted to print - - `My name is Sophie` - - but Hedy prints - - `My Sophie is Sophie`. - - In this level this problem is fixed by using quotation marks. - example_code: | - ``` - name {is} Sophie - {print} My name is name - ``` - 5: - story_text: | - In the previous levels you've already learned to use `{at} {random}` which made your games different every time you ran the code. - But it's not really interactive, the player doesn't have any influence on what happens in the game. - - In this level you'll learn the `{if}` command, that allows you to give different responses in your program. This way you can program a secret password for your computer for example. - So let's go to next tab for the new command! - example_code: | - ``` - password {is} {ask} 'What is the correct password?' - ``` - 6: - story_text: | - In the previous level you have practiced with `{ask}` and `{if}`. For example you can ask guests what they would like to eat. - What you can't yet do though, is calculate the price for everyone's dinner. - - In the previous level you have practiced with `{ask}` and `{if}`. For example you can ask guests what they would like to eat. - What you can't yet do though, is calculate the price for everyone's dinner. - - This level makes it possible to use addition, subtraction and multiplication in your programs. This way you can calculate the prices in your restaurant, but you could also add a secret code to give your friends and family a discount. - Another option in this level is programming your own maths game, for your little brother or sister to practice their multiplications. - Go see for yourself! - example_code: | - ``` - food_price {is} 0 - drink_price {is} 0 - total_price {is} 0 - {print} 'Welcome to McHedy' - order {is} {ask} 'What would you like to eat?' - {if} order {is} hamburger food_price {is} 5 - {if} order {is} fries food_price {is} 2 - drink {is} {ask} 'What would you like to drink?' - {if} drink {is} water drink_price {is} 0 - {else} drink_price {is} 3 - total_price {is} food_price + drink_price - {print} 'That will be ' total_price ' dollars, please' - ``` - 7: - story_text: | - Great job! You've reached the next level, which means you have practiced with `{if}` and `{else}`. You have probably noticed that your codes are getting longer and longer. - For example if you want to program 'Happy Birthday'. - - That's a lot of code for mainly the same words over and over again. Luckily in the next tab you'll learn a solution with the `{repeat}` command, that allows you to repeat a line of code multiple times. - example_code: | - ``` - {print} 'happy birthday to you' - {print} 'happy birthday to you' - {print} 'happy birthday dear Hedy' - {print} 'happy birthday to you' - ``` - 8: - story_text: | - Now you've learned how to repeat one single line of code. This comes in handy, but it's not always enough. Sometimes you want to repeat multiple lines at once. - This level allows you to group a couple of lines of code, and repeat that little group of lines all at once! - example_code: | - ``` - {repeat} 5 {times} {print} 'In the next tab you can repeat multiple lines of code at once!' - ``` - 9: - story_text: | - Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... - Good news! In this level you will be allowed to put an {if} inside an {if}, or inside a {repeat} command. Putting a block of code inside another block of code is called nesting. ``` - example_code: | - ``` - answer = {ask} 'Are you ready to learn something new?' - {if} answer {is} yes - {print} 'Great! You can learn to use the repeat command in the if command!' - {print} 'Hooray!' - {print} 'Hooray!' - {print} 'Hooray!' - {else} - {print} 'Maybe you should practice some more in the previous level' - 10: - story_text: | - You're doing great! In the previous levels we still faced a small problem. You have learned to repeat lines, but what if you'd want to slightly change the line. - For example if you want to sing the song 'if you're happy and you know it'. It would look like this: - - If you'd also want the next verse 'stomp your feet', and the next one, and the next one, you'd have to change the code completely. - In this level you'll learn the `{for}` command, which allows you to make a list of actions and repeat the code with another action each time! - Please take a look! - example_code: | - ``` - {repeat} 2 {times} - {print} 'if youre happy and you know it clap your hands' - {print} 'if youre happy and you know it and you really want to show it' - {print} 'if youre happy and you know it clap your hands' - ``` - 11: - story_text: | - You have reached level 11, you're doing great! In the higher levels, Hedy is focussing more and more on teaching you the programming language Python. - In Python there is no `{repeat}` command, but there is a command that works like {repeat}. Are you curious to find out how to say `{repeat}` in Python language? Quickly go on to find out! - 12: - story_text: | - Maybe you have tried using decimal numbers in your restaurant adventure. If you did, you probably noticed that Hedy didn't understand them yet and always rounded off. - From this level on you can use decimal numbers. - example_code: | - ``` - burger = 5 - drink = 2 - total = burger + drink - print 'You have ordered a burger and a drink' - print 'That costs ' total ' dollars please' - ``` - 13: - story_text: | - In the previous levels you've learned how to put two `{if}`commands inside each other. This works fine, but it does give you very long and unhandy codes like this one: - - In this system you have to give both the correct username and the correct password. - In this level you will learn the `{and}` command that will make this code a lot shorter and more understandable! - Check it out! - example_code: | - ``` - username = {ask} 'What is your username?' - password = {ask} 'What is your password?' - {if} username {is} 'Hedy' - {if} password {is} 'secret' - {print} 'Welcome Hedy!' - {else} - {print} 'Access denied' - {else} - {print} 'Access denied!' - ``` - 14: - story_text: | - With the example code you can calculate if you've passed a subject at school (so, a grade of six or higher). - You can see this code is extremely inefficient, due to the very long code in line 5. - All the different grades from 1 to 5 had to be programmed separately. Lucky for you, in this level you'll learn how to do this without this extremely long code! - example_code: | - ``` - first_grade = {ask} 'What score did you get on your first test?' - second_grade = {ask} 'What score did you get on your second test?' - added = first_grade + second_grade - mean_grade = added / 2 - {if} mean_grade = 1 {or} mean_grade = 2 {or} mean_grade = 3 {or} mean_grade = 4 {or} mean_grade = 5 - {print} 'Oh no! You have failed the subject...' - {else} - {print} 'Great! You have passed the subject!' - ``` - 15: - story_text: | - In this game below a code has been made to make sure the player can play on as long as they want... - But the code is ineffective and way too long. Also, what if the player wants to play 101 games instead of 100? - You can't play to infinity? - In this level you will learn a command that makes all of this a lot easier! - example_code: | - ``` - game = 'on' - {for} i {in} {range} 1 {to} 100 - {if} game == 'on' - answer = {ask} 'Do you want to continue?' - {if} answer == 'no' - game = 'over' - {if} answer == 'yes' - {print} 'Ok we will continue' - ``` - 16: - story_text: | - In this level we will grow a bit more towards real Python code. You will also learn how to match two lists together. - This way you can program a code in which the correct animal is matched to the right sound. - Because the two codes below... Are obviously nonsense! - example_code: |- - ``` - animals = 'chicken', 'horse', 'cow' - sounds = 'cluck', 'neigh', 'moo' - {for} animal {in} animals - {print} 'A ' animal ' says ' sounds {at} {random} - ``` - You could also try to make it work this way, but.... - ``` - animals = 'chicken', 'horse', 'cow' - sounds = 'cluck', 'neigh', 'moo' - {for} animal {in} animals - {for} sound {in} sounds - {print} 'A ' animal ' says ' sound - ``` - Note: These codes will not work like this in this level. Head to the next tab to see which parts you need to correct. - 17: - story_text: | - Now we are going to change indentation a little bit. Every time that we need an indentation, we need `:` at the line before the indentation. - - In this level you can also use a new command: `{elif}`. `{elif}` is short for `{else} {if}` and you need it when you want to make 3 (or more!) options. - Check it out! - 18: - story_text: | - Congratulations! You have reached the last level of Hedy! The code you have created here can be copied to real Python environments like replit or PyCharm, and you can continue learning there! - Note however that Python can only read English commands, so if you have been using other languages, you will need to switch to English now. - dice: - name: Dice - default_save_name: Dice - description: Make your own dice - levels: - 3: - story_text: | - In this level we can choose from a list. With that we can let the computer choose one side of the die. - Take a look at the games you have in your closet at home. - Are there games with a (special) die? You can also copy it with this code. - For example, the dice of the game Earthworms with the numbers 1 to 5 and an earthworm on it. - - ![Die of earthworms with 1 to 5 and an earthworm on it](https://cdn.jsdelivr.net/gh/felienne/hedy@24f19e9ac16c981517e7243120bc714912407eb5/coursedata/img/dobbelsteen.jpeg) - example_code: | - ``` - choices {is} 1, 2, 3, 4, 5, earthworm - {print} You threw _ {at} {random} ! - ``` - story_text_2: | - ### Exercise - The dice in the example above are dice for a specific game. Can you make normal dice? - Or other special dice from a different game? - example_code_2: | - ``` - choices {is} _ - ``` - 4: - story_text: | - In this level you can also create dice. But this time you can try it yourself, without an example code! - - ### Exercise - Make your own dice in this level. - Tip: If you have no idea how to make dice. Take a peek at your dice from the previous level, but don't forget to add quotation marks. - 5: - story_text: | - We are going to add the `{if}` and `{else}` commands to our dice! - - ### Exercise - Complete the sample code so that the code says "You can stop throwing" once you have thrown an earthworm. It should say "You have to throw again" if you've thrown anything else. - **Extra** Maybe you want to recreate a die from a completely different game. That's fine too! Then make up your own reaction, e.g. 'yes' for 6 and 'pity' for something else. - example_code: | - ``` - choices {is} 1, 2, 3, 4, 5, earthworm - throw {is} choices {at} {random} - {print} 'you have thrown ' throw - _ throw {is} earthworm {print} 'You can stop throwing.' - _ {print} 'You have to throw it again!' - ``` - 6: - story_text: | - You can also make an Earthworm die again in this, but now you can also calculate how many points have been rolled. - You may know that the worm counts 5 points for Earthworms. Now after a roll you can immediately calculate how many points you have thrown. - This is the code to calculate points for one die: - - ### Exercise - Can you make the code so that you get the total score for 8 dice? To do that, you have to copy and paste some lines of the code. - example_code: | - ``` - choices = 1, 2, 3, 4, 5, earthworm - points = 0 - throw = choices {at} {random} - {print} 'you threw ' throw - {if} throw {is} earthworm points = points + 5 {else} points = points + throw - {print} 'those are ' points ' points' - ``` - example_code_2: | - Did you manage to calculate the score for 8 dice? That required a lot of copy and pasting, right? We are going to make that easier in level 7! - 7: - story_text: | - You can also make a dice again in this level. With the `{repeat}` code you can easily roll a whole hand of dice. - - ### Exercise - Try to finish the sample code! **Extra** Think of a game you know that involves a dice and program that using a `{repeat}`. - example_code: | - ``` - choices = 1, 2, 3, 4, 5, 6 - _ _ _ _ _ _ _ - ``` - 10: - story_text: | - ### Exercise - Is everybody taking too long throwing the dice? In this level you can let Hedy throw all the dice at once! - Change the names into names of your friends or family, and finish the code. - example_code: | - ``` - players = Ann, John, Jesse - choices = 1, 2, 3, 4, 5, 6 - _ _ _ _ - {print} player ' throws ' choices {at} {random} - {sleep} - ``` - 15: - story_text: | - ### Exercise - In this level you can create a little game in which you'll have to throw 6 as fast as possible. - We have started the code, it's up to you to get the game to work! - - Firstly, add a `{while}` loop that checks if 6 has been thrown or not. - As long as you haven't thrown 6 already, throw the dice on a random number. - Print what the player has thrown. - Add a try to the amount of tries - Wait a second before you throw again, or - in case you've thrown a 6 - before the game ends. - example_code: | - ``` - options = 1, 2, 3, 4, 5, 6 - {print} 'Throw 6 as fast as you can!' - thrown = 0 - tries = 0 - _ - _ - _ - _ - _ - {print} 'Yes! You have thrown 6 in ' tries ' tries.' - ``` - dishes: - name: Dishes? - default_save_name: Dishes - description: Use the computer to see who does the dishes - levels: - 3: - story_text: | - Do you always disagree at home about who should wash the dishes or change the litter box today? - Then you can let the computer choose very fairly. You can program that in this level! - example_code: | - ``` - people {is} mom, dad, Emma, Sophie - {print} people {at} {random} has to do the dishes - ``` - story_text_2: | - ### Exercise - Make your own version of the dishwasher program. Firstly make a list of your family members. - Then think of a task that needs to be done, and let the computer decide who has to do the task with the `{at} {random}` command. - - **Extra** Don't feel like doing the dishes yourself? Hack the program by removing your name from the list with the `{remove}` `{from}` command. - 4: - story_text: | - With quotation marks you can make your dishwashing program even better. - - ### Exercise - First, fill in right symbols or commands on the blanks to make this example program work. - Did you get it? Great! Now copy your own code from the previous level and make it work in this level by adding quotation marks in the right spots. - example_code: | - ``` - people {is} mom, dad, Emma, Sophie - {print} _ the dishes are done by _ - {sleep} - {print} people {at} _ - ``` - 5: - story_text: | - With the `{if}` you can now have more fun with choice in the program. You can have your program respond to the choice that the computer has made. - ### Exercise - Can you finish the code so that it prints 'too bad' when it is your turn and otherwise 'yes!'? - Don't forget the quotes! - example_code: | - ``` - people {is} mom, dad, Emma, Sophie - dishwasher {is} people {at} {random} - _ dishwasher {is} Sophie {print} _ too bad I have to do the dishes _ - _ {print} 'luckily no dishes because ' _ ' is already washing up' - ``` - 6: - story_text: | - How often is everyone going to do the dishes? Is that fair? You can count it in this level. - example_code: | - ``` - people = mom, dad, Emma, Sophie - emma_washes = 0 - dishwasher = people {at} {random} - {print} 'The dishwasher is' dishwasher - {if} dishwasher {is} Emma emma_washes = emma_washes + 1 - {print} 'Emma will do the dishes this week' emma_washes 'times' - ``` - - Now you can copy lines 3 to 5 a few times (e.g. 7 times for a whole week) to calculate for a whole week again. - Do you make the code for the whole week? - story_text_2: | - If you are extremely unlucky the previous program might choose you to do the dishes for the whole week! That's not fair! - To create a fairer system you can use the `{remove}` command to remove the chosen person from the list. This way you don't have to do the dishes again until everybody has had a turn. - - Monday and Tuesday are ready for you! Can you add the rest of the week? - And… can you come up with a solution for when your list is empty? - example_code_2: | - ``` - people = mom, dad, Emma, Sophie - dishwasher = people {at} {random} - {print} 'Monday the dishes are done by: ' dishwasher - {remove} dishwasher {from} people - dishwasher = people {at} {random} - {print} 'Tuesday the dishes are done by: ' dishwasher - {remove} dishwasher {from} people - ``` - 7: - story_text: | - With the `{repeat}` you can repeat pieces of code. You can use this to calculate who will be washing dishes for multiple days! - ### Exercise - Use the `{repeat}` command to decide on who needs to wash the dishes for an entire week. Each blank needs to be filled with one command or number! - **Extra** Can you think of other tasks in the house? Adapt the code so it decides on three household chores. Do not forget to print what tasks it concerns! - example_code: | - ``` - people = mom, dad, Emma, Sophie - {repeat} _ _ {print} 'Dishwashing will be done by ' _ _ _ - ``` - 10: - story_text: | - In this level you can make a schedule for the whole week in an easy way! - - ### Exercise - Add a second chore, such as vacuuming or tidying up, and make sure it is also divided for the whole week. -
**Extra** The program is not fair, you can be unlucky and wash up all week. How could you make the program more fair? - example_code: | - ``` - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - ``` - elif_command: - name: '{elif}' - default_save_name: elif - description: elif - levels: - 17: - story_text: | - In this level you can also use a new command: `{elif}`. `{elif}` is a combination of the keywords `{else}` and `{if}` and you need it when you want to make 3 (or more!) options. - Check it out! - example_code: | - ``` - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {elif} your_price == 'an apple pie' : - {print} 'Lovely, an apple pie!' - {else}: - {print} 'Better luck next time..' - ``` - for_command: - name: '{for}' - default_save_name: for - description: for command - levels: - 10: - story_text: |- - ## For - In this level we learn a new code called `{for}`. With `{for}` you can make a list and use all elements. - `{for}` creates a block, like `{repeat}` and `{if}` so all lines in the block need to start with 4 spaces. - example_code: | - ``` - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - ``` - story_text_2: | - ### Exercise - Finish this code by adding `{for} action {in} actions` to line 2. - example_code_2: | - ``` - actions = clap your hands, stomp your feet, shout Hurray! - _ - {repeat} 2 {times} - {print} 'If youre happy and you know it, ' action - {sleep} 2 - {print} 'If youre happy and you know it, and you really want to show it' - {print} 'If youre happy and you know it, ' action - {sleep} 3 - ``` - 11: - story_text: |- - In this level, we add a new form of the `{for}`. In earlier levels, we used `{for}` with a list, but we can also use `{for}` with numbers. - We do that by adding a variable name, followed by `{in}` `{range}`. We then write the number to start at, `{to}` and the number to end at. - - Try the example to see what happens! In this level again, you will need to use indentations in lines below the `{for}` statements. - example_code: | - ``` - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - ``` - 17: - story_text: | - Now we are going to change indentation a little bit. Every time that we need an indentation, we need `:` at the line before the indentation. - example_code: | - ``` - {for} i {in} {range} 1 {to} 10: - {print} i - {print} 'Ready or not, here I come!' - ``` - 18: - story_text: | - Lastly, we'll turn `{for} i {in} {range} 1 to 5` into real Python code, like this: - example_code: | - ``` - {for} i {in} {range}(1,5): - {print} (i) - ``` - fortune: - name: Fortune teller - default_save_name: Fortune Teller - description: Let Hedy predict the future - levels: - 1: - story_text: | - Have you ever been to a carnival and had your future predicted by a fortune teller? Or have you ever played with a magic eight ball? - Then you probably know that they can't really predict your future, but it's still fun to play! - - In the upcoming levels you can learn how to create your own fortune telling machine! - In level 1 you can start off easy by letting Hedy introduce herself as a fortune teller and let her `{echo}` the players' answers. - Like this: - example_code: | - ``` - _ Hello, I'm Hedy the fortune teller! - _ Who are you? - _ Let me take a look in my crystal ball - _ I see... I see... - _ Your name is - ``` - story_text_2: | - ### Exercise - Copy the example code into your input screen and fill in the blanks to make the code work. - **Extra** Change the code and let the fortune teller not only predict your name, but also your age, your favorite sports team or something else about yourself. - 3: - story_text: | - In the previous levels you've created your first fortune telling machine, but Hedy couldn't really predict anything, only `{echo}`. - In this level you can use a variable and the `{at} {random}` command to really let Hedy choose an answer for you. Check out this code for instance: - example_code: | - ``` - {print} I’m Hedy the fortune teller! - question {is} {ask} What do you want to know? - {print} This is what you want to know: question - answers {is} yes, no, maybe - {print} My crystal ball says... - {sleep} 2 - {print} answers {at} {random} - ``` - story_text_2: | - ### Exercise - Now, Hedy can only answer yes, no or maybe. Can you give Hedy more answer options, like 'definitely' or 'ask again'. - 4: - story_text: | - ### Exercise - We have removed all the quotation marks from this example code, can you add them in all the right places? - - ### Exercise 2 - Go back to the previous level and copy your fortune teller code. Make the code work in this level by adding quotation marks in the right spots. - example_code: | - ``` - _ Add the quotation marks to this code _ - {print} Im Hedy the fortune teller! - question {is} {ask} What do you want to know? - {print} This is your question: question - answers {is} yes, no, maybe - {print} My crystal ball says... - {sleep} 2 - {print} answers {at} {random} - ``` - 5: - story_text: | - ### Exercise - In the example code you see how to make a fortune teller program that allows you to tip the odds in your favor. This cheating program always tells you that you will win the lottery, but your friends will never win. - - Use this to make your own program, be creative! For example you could create a code that predicts that: - * your favorite sports team will beat all the competitors! - * your favorite movie will be chosen for movie night! - * you win tickets to your favorite show! - * you are the fairest of them all, like Snow White's magic mirror. - Let your imagination do the work! - - Your program has to exist of at least 10 lines of code and need to have at least one `{if}` and `{else}` command. - example_code: | - ``` - friends {is} Jordan, Lucy, Dave - {print} 'I can predict if you will win the lottery tomorrow!' - person {is} {ask} 'Who are you?' - good_answer {is} Hurray! You win!, You will definitely win!, We have a winner! - bad_answer {is} Bad luck! Try again!, Another person will win, You lose! - {if} person {in} friends {print} good_answer {at} {random} - {else} {print} bad_answer {at} {random} - ``` - 6: - story_text: | - In this level you can use math in your predictions as a fortune teller. This allows you to make up (silly) formulas to calculate the future. - For example you could calculate how rich you'll get or how many kids you will have when you grow up. - - - - ### Exercise - Can you think of your own (silly) fortune telling machine? - example_code: | - ``` - {print} 'I am Hedy the fortune teller!' - {print} 'I can predict how many kids youll get when you grow up!' - age = {ask} 'How old are you?' - siblings = {ask} 'How many siblings do you have?' - length = {ask} 'How tall are you in centimetres?' - kids = length / age - kids = kids - siblings - {print} 'You will get ...' - {sleep} - {print} kids ' kids!' - ``` - 7: - story_text: | - ### Exercise - Finish this program that tells you if your crush loves you back or not. - example_code: | - ``` - {print} 'I have a flower with magic petals' - {print} 'If you pick the petals the flower will tell you if your crush loves you back' - amount = {ask} 'How many petals do you want to pick?' - options = they love you, they love you not - _ _ _ _ options {at} {random} - ``` - 8: - story_text: | - In the next example you can have your fortune teller ask multiple questions and also print them! - - ### Exercise - Can you fill in right command on the blanks? - example_code: | - ``` - {print} 'I am Hedy the fortune teller!' - {print} 'You can ask me 3 questions.' - answers = yes, no, maybe - _ _ _ - question = {ask} 'What do you want to know?' - {print} question - {sleep} - {print} 'My crystal ball says...' answers {at} {random} - ``` - 10: - story_text: | - In this level you'll learn how to program the game MASH (mansion, apartment, shack, house). In this game you can predict for all the players at once, what their future will look like. - - ### Exercise - Fil in the blanks by using the new command that you've learned this level. - example_code: | - ``` - houses = mansion, apartment, shack, house - loves = nobody, a royal, their neighbour, their true love - pets = dog, cat, elephant - names = Jenna, Ryan, Jim - _ - {print} name ' lives in a ' houses {at} {random} - {print} name ' will marry ' loves {at} {random} - {print} name ' will get a ' pets {at} {random} ' as their pet.' - {sleep} - ``` - 12: - story_text: |- - From level 12 on, you will also have to use quotation marks in lists, before and after each item. - - ### Exercise - Add two predictions to the list - example_code: | - ``` - fortunes = 'you will slip on a banana peel', _ - {print} 'I will take a look in my crystal ball for your future.' - {print} 'I see... I see...' - {sleep} - {print} fortunes {at} {random} - ``` - functions: - name: functions - default_save_name: functions - description: functions - levels: - 12: - story_text: | - In this level you'll learn how to use **functions**. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. - To create a function, use `{define}` and give the function a name. Then put all the lines you want in the function in a indented block under the `{define}` line. - Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use {call} with the function's name to call it up! We don't have to type that block of code again. - - Check out this example code of a game of Twister. The function 'turn' contains a block of code that chooses which limb should go where. - - ### Exercise - Finish this code by setting the 2 variables chosen_limb and chosen_color. - Then, choose how many times you want to call the function to give the twister spinner a spin. - - ### Exercise 2 - Improve your code by adding a variable called 'people'. Use the variable to give all the players their own command in the game. - For example: 'Ahmed, right hand on green' or 'Jessica, left foot on yellow'. - example_code: | - ``` - sides = 'left', 'right' - limbs = 'hand', 'foot' - colors = 'red', 'blue', 'green', 'yellow' - - {define} turn - chosen_side = sides {at} {random} - chosen_limb = limbs _ - chosen_color = colors _ - {print} chosen_side ' ' chosen_limb ' on ' chosen_color - - {print} 'Lets play a game of Twister!' - {for} i {in} {range} 1 to _ - {call} turn - {sleep} 2 - ``` - 13: - story_text: | - Now that you've learned how to use functions, you'll learn how to use a function with an argument. - An **argument** is a variable that is used within a function. It is not used outside the function. - - For example in this code we've programmed the first verse of the song 'My Bonnie is over the ocean'. - In this example code the argument `place` is used. Place is a variable that is only used in the function, so an argument. - To use `place` we have programmed the line `define song with place`. - When the function is called, computer will replace the argument `place`, with the piece of text after `call song with`. - - ### Exercise - The next verse of this song goes: - - Last night as I lay on my pillow - Last night as I lay on my bed - Last night as I lay on my pillow - I dreamed that my Bonnie is dead - - Can you program this verse in the same way as the example? - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - ``` - 14: - story_text: | - In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. - You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - - For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - - ### Exercise - Finish this code. We have already made the variable new_price for you, you only need to set it. - You should finish the line of code by calling the function that calculates the new price. - example_code: | - ``` - {define} calculate_new_price {with} amount, percentage - percentage = percentage / 100 - discount_amount = amount * percentage - return amount - discount_amount - - old_price = {ask} 'How much is on the price tag?' - discount = {ask} 'What percentage is the discount?' - - new_price = _ calculate_new_price {with} old_price, _ - {print} 'The new price is ' new_price ' dollar' - ``` - 18: - story_text: | - Let's make functions the Pythons way! To define a function, we no longer use: - - `{define} name_function {with} argument_1, argument_2:` - - but we use: - - `{def} name_function(argument_1, argument_2):`. - - - If you don't want to use arguments, you just leave the space between the parantheses empty. - To call a function, we don't need the `{call}` command anymore. You just type the name of the function. - example_code: | - ``` - {def} calculate_score(answer, correct_answer): - {if} answer == correct_answer: - score = 1 - {elif} answer == '?': - score = 0 - {else}: - score = -1 - {return} score - - answer = {input} ('Where can you find the Eiffel Tower?') - correct_answer = 'Paris' - score = calculate_score(answer, correct_answer) - {print} ('Your score is... ', score) - ``` - guess_my_number: - name: Guess my number - default_save_name: guess my number - description: guess my number - levels: - 14: - story_text: | - In this level you can program the game 'Guess my number' - - ### Exercise - Fill in the correct symbols on the blanks to get the game to work. - example_code: | - ``` - {print} 'Guess my number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess _ number - {print} 'Lower!' - {if} guess _ number - {print} 'Higher!' - {if} guess _ number - {print} 'You win!' - game = 'over' - ``` - hangman: - name: Hangman - default_save_name: Hangman - description: Guess the word - levels: - 17: - story_text: | - In this adventure we program a game of hangman. First we make some preparations, then we program the game and in the third part we add a drawing with the turtle. - - ### Exercise - ***Set the variables*** In this game of hangman, Player 1 chooses an answer and Player 2 has to guess the letters in this answer. - To let the computer know all the letters in the word, we will turn the answer into a list of letters. We also do this with the guesses Player 2 makes. - We will start the game with 2 empty lists. We have made an empty list for the variable answer for you. Now make an empty list for guessed_letters as well. - Then we fill in how many mistakes were made. At the start of the game, this should be 0. - The variable `amount_letters` tells us how many letters are in the answer. Ask Player 1 to tell us how many letters their word has. - Lastly we tell the computer if the game is over. We use the variable `game_over` and set it to `False`. - - ***Choosing the answer*** We want Player 1 to be able to choose the answer. We'll ask them, as many times as necessary, what the next letter is. - Then we add that letter to the answer. Lastly, we add an empty _ to the list of guessed letters, so we get as many _s as there are letters in the answer. - - ***Player 2's turn*** - Tell Player 2 its their turn. Then tell Player 2 how many letters there are in the answer. Finally, print the list of `guessed_letters`. - - ***Go to the next tab*** Now that all the starting variables are set, we can start programming the game itself. Check out the next tab to learn how! - example_code: | - ``` - print 'Hangman!' - - # Set the variables - answer = [] - guessed_letters = _ - mistakes_made = _ - amount_letters = {ask} _ - _ = 'False' - - # Choosing the answer - {for} _ - letter = {ask} 'Player 1, what is letter ' i '?' - _ - {add} '_' {to} _ - - # Player 2 turn - print _ - print _ - print guessed_letters - ``` - hangman_2: - name: Hangman 2 - default_save_name: Hangman_2 - description: Hangman 2 - levels: - 17: - story_text: | - Now it's time to program the hangman game. - - ### Exercise - - ***Paste your code*** Copy your code from the previous tab and paste the code in the programming field. - - ***The game*** This games continues playing until Player 2 is game over. Fill in the while command accordingly. Now, Player 2 is allowed to guess a letter, so ask Player 2 to guess a letter. - We need to check if their answer is correct, so check if their `guess` is (somewhere) in the (list) `answer`. Then we let the computer figure out which of the letter(s) is the guess. We have already programmed that part for you. - Next we want to compliment the player for finding a correct letter and we want to print the list `guessed_letters`, so the player can see their progress. - - The next part we're going to program is what happens when the player has guessed all of the letters. So if their list of `guessed_letters` is the same as our list `answer`. - If the lists are the same, congratulate Player 2 with their victory and set the variable `game_over` to `True`. - - Next we'll program what happens when Player 2 guesses wrong (so the `{else}` command). First, tell the player that their guess was wrong. Then increase the `mistakes_made` variable by 1. - - For the last part we'll program what happens when Player 2 has made 10 mistakes. We'll print that Player 1 has won the game. Then we'll print the correct answer. And finally, we'll set our `game_over` variable to `True`, so the game stops. - - ***Go to the next tab*** Amazing work! Your game is playable, but wouldn't it be fun if the hangman was actually drawn when Player 2 makes a mistake..? - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - guess = _ - {if} _ - {for} i {in} {range} 1 {to} amount_letters: - if answer[i] == guess: - guessed_letters[i] = guess - {print} _ - {if} guessed_letters == _: - {print} _ - game_over = _ - {else}: - {print} _ - mistakes_made _ - {if} _ == 10: - {print} _ - {print} _ - _ - ``` - hangman_3: - name: Hangman 3 - default_save_name: Hangman_3 - description: Hangman 3 - levels: - 17: - story_text: | - In a game of hangman the mistakes are shown by drawing a part of the hangman each time a mistake has been made. - We now add those drawings with our turtle! - - ### Exercise - ***Create a function that draws the hangman*** Create a function that draws the hangman in 10 steps. We have already made step 1 for you. - - ***Test the function*** Test the function by calling the function with 10. If you are happy with the function, remove the line that calls the function for now. We will call the function when the player makes a mistake. - - ***Paste your hangman game under your function*** Go back to the previous tab and copy your hangman game. Paste the game underneath your function. - - ***Call the function when the player makes a mistake*** Under the line `mistakes_made = mistakes_made + 1` we will call the function. We want the turtle to take the same amount of steps as the player has made mistakes, so we call the function with `mistakes_made` as argument. - - ***Enjoy your game!*** -
- The hangman could look like this -
- example_code: | - ``` - # Create a function that draws the hangman - {define} draw_hangman {with} step: - {if} step == 1: - {color} white - {forward} -100 - {turn} 90 - {forward} -50 - {color} black - {forward} 100 - {forward} -50 - - {if} step == 2: - _ - # Paste your hangman game here - - ``` - harry_potter: - name: Harry Potter - default_save_name: Harry Potter - description: Harry Potter adventures - levels: - 10: - story_text: | - ### Exercise - We can also make a Harry Potter themed fortune teller. Fill in blanks such that 9 lines are printed. - **Extra** Change the theme of the fortune teller into something else, such as your favorite book, film or tv show. - example_code: | - ``` - houses = Gryffindor, Slytherin, Hufflepuff, Ravenclaw - subjects = potions, defence against the dark arts, charms, transfiguration - fears = Voldemort, spiders, failing your OWL test - names = Harry, Ron, Hermione - _ - _ {print} name ' is placed in ' houses {at} {random} - _ {print} name ' is great at ' subjects {at} {random} - _ {print} name 's greatest fear is ' fears {at} {random} - ``` - haunted: - name: Haunted House - default_save_name: Haunted House - description: Escape from the haunted house - levels: - 1: - story_text: | - In this adventure you are working towards making a game in which you have to escape from a haunted house by picking the correct door. - If you pick the right door you'll survive, but if not a terrible monster might... - - In level 1 we start our haunted house game by making up a scary story and ask the player what monster they'll see in the haunted house. - example_code: | - ``` - {print} How did I get here? - {print} I remember my friend telling me to go into the old mansion... - {print} and suddenly everything went black. - {print} But how did I end up on the floor...? - {print} My head hurts like Ive been hit by a baseball bat! - {print} What's that sound? - {print} Oh no! I feel like Im not alone in this house! - {print} I need to get out of here! - {print} There are 3 doors in front of me.. - {ask} Which door should i pick? - {echo} I choose door - {print} ...? - ``` - story_text_2: | - ### Exercise - Copy the example code to your input screen by clicking the yellow button. - Now finish the story by adding at least 5 lines of code. - Remember to start each line of codes with a `{print}` command. - 2: - story_text: | - In this haunted house you can choose your monsters with emojis. Of course you could also use words. - example_code: | - ``` - monster_1 {is} 👻 - monster_2 {is} 🤡 - monster_3 {is} 👶 - {print} You enter the haunted house. - {print} Suddenly you see a monster_1 - {print} You run into the other room... - {print} But a monster_2 is waiting there for you! - {print} Oh no! Quickly get to the kitchen. - {print} But as you enter monster_3 attacks you! - ``` - story_text_2: | - ### Exercise - In the example above the monsters are predetermined. So each time you run your code, the output is the same. - Can you add `{ask}` commands to make the haunted house interactive and have the players choose the monsters they come across? - example_code_2: | - ``` - monster_1 {is} _ - monster_2 {is} _ - monster_3 {is} _ - {print} You enter the haunted house. - {print} Suddenly you see a monster_1 - {print} You run into the other room... - {print} But a monster_2 is waiting there for you! - {print} Oh no! Quickly get to the kitchen. - {print} But as you enter monster_3 attacks you! - ``` - 3: - story_text: | - In the previous levels you've made an introduction to your haunted house game, but as you might have noticed the story would always have a dreadful end. - In this level you can make your story more interactive by changing the outcome of the game; sometimes you'll get eaten, sometimes you'll escape! - Let Hedy decide randomly! - - ### Exercise - Copy the example codes and fill in the blanks to make it work! - - **Extra** This story is pretty straight forward, maybe you can spook it up a bit by adding a more exciting story. - Also you have very limited outcomes right now, there are only 3 options of what's behind the doors. Maybe you can think of more monsters to add to the list! - example_code: | - ``` - _ Escape from the haunted house! - _ There are 3 doors in front of you... - _ _ _ Which door do you choose? - _ You picked door ... choice - monsters _ a zombie, a vampire, NOTHING YOUVE ESCAPED - _ You see... - {sleep} - _ _ _ _ - ``` - 4: - story_text: | - In this level you learn how to use quotation marks in your games. - - ### Exercise - Can you make your Haunted House level 4 proof? - - ### Exercise 2 - Go back to the previous level and copy your haunted house code. Make the code work in this level by adding quotation marks in the right spots. - example_code: | - ``` - _ Add quotation marks to this code _ - {print} Escape from the haunted house! - {print} There are 3 doors in front of you... - choice {is} {ask} Which door do you choose? - {print} You picked door ... choice - monsters {is} a zombie, a vampire, NOTHING YOUVE ESCAPED - {print} You see... - {sleep} - {print} monsters {at} {random} - ``` - 5: - story_text: | - Up until this level the haunted house game always asked the player to choose a door, but as you might have noticed, they didn't really have to answer correctly. - If the player filled in a completely random answer, the game would still work and the player might even win (despite not picking a door). - In this level you can only win the game by picking the same door Hedy picked randomly. - - ### Exercise - Can you find the 4 missing words to complete the code? - example_code: | - ``` - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you...' - doors {is} 1, 2, 3 - monsters {is} werewolf, mummy, vampire, zombie - chosen_door {is} {ask} 'Which door do you choose?' - {print} 'You chose door...' chosen_door - {sleep} - correct_door {is} doors {at} {random} - _ _ _ _ {print} 'Great! Youve escaped!' - {else} {print} 'Oh no! You are being eaten by a...' monsters {at} {random} - ``` - 9: - story_text: "In this level you can use nesting, which allows you to make the haunted house even more interactive!\n\n### Exercise\nNow it's very hard to win this game, can you make it easier to win?\nChange your code so it only has one wrong door and two correct doors instead of one correct door and two wrong ones? \nTip: This means changing the variable correct_door into wrong_door, and switching the `{if}` and `{else}` code.\nAnd of course you may also change the story and make it your own. Change the monsters or make it a happy game show where you get a gift!\n" - example_code: | - ``` - {print} 'Escape from the Haunted House!' - player = alive - doors = 1, 2, 3 - monsters = zombie, vampire, giant spider - {repeat} 3 {times} - {if} player {is} alive - correct_door {is} doors {at} {random} - {print} 'There are 3 doors in front of you...' - chosen_door = {ask} 'Which door do you choose?' - {if} chosen_door {is} correct_door - {print} 'No monsters here!' - {else} - {print} 'You are eaten by a ' monsters {at} {random} - player = dead - {else} - {print} 'GAME OVER' - {if} player {is} alive - {print} 'Great! You survived!' - ``` - 11: - story_text: "In this level we've changed the `{for}` command so we can tell the player where they are. \n\n### Exercise 1\nFinish the program so the player knows which room they are in.\n\n### Exercise 2\nMake the program into an adventure by following these steps:\n\n1. Make a list of choices (like: fight or flight)\n2. Make sure the player can choose an option with `{ask}`\n3. Is answer correct? Then they may proceed to the next monster. Do they give a wrong answer? Let the player know with a `{print}`. \n\n**Extra** If you make a wrong choice, a monster is still shown! How could you change that?\n" - example_code: | - ``` - {print} 'Escape from the Haunted House!' - monsters = zombie, vampire, giant spider - _ - {print} 'Room ' i - monster = monsters {at} {random} - ``` - 14: - story_text: | - ### Exercise - In this level you can use the `<` and `>` symbol to introduce lives to your game. - Make sure the player loses a life when they come across the wrong monster and that the game stops if you have no lives left. - example_code: | - ``` - {print} 'Escape from the haunted house' - lives = 3 - doors = 1, 2, 3 - monsters = 'the wicked witch', 'a zombie', 'a sleeping 3 headed dog' - {for} i {in} {range} 1 {to} 10 - {if} lives _ - good_door = doors {at} {random} - monster = monsters {at} {random} - chosen_door = {ask} 'Which door do you choose?' - {if} good_door == chosen_door - {print} 'You have chosen the correct door' - {else} - {print} 'You see...' monster - {if} monster == 'a sleeping 3 headed dog' - {print} 'Pffieuw.... Its asleep' - {else} - {print} 'You lose one life' - lives = _ - {else} - {print} 'GAME OVER' - ``` - 16: - story_text: | - ### Exercise - This haunted house game uses the connection between the lists you can use in this level. - For example: all the properties that belong to the zombie are first in all the lists, witch second and vampire third. - Check out the code and fill in `weapons[i]`, `monsters[i]` , `bad_fate[i]`, `good_fate[i]`, `hint[i]` on the correct blanks to get the code to work! - example_code: | - ``` - numbers = [1, 2, 3] - i = numbers[{random}] - hint = ['growling', 'a cackling laugh', 'fluttering batwings'] - monsters = ['zombie', 'witch', 'vampire'] - bad_fate = ['Your brain is eaten', 'You are forever cursed', 'You are bitten'] - good_fate = ['You throw the ham. The zombie is distracted and starts eating it.', 'You set the curtains on fire. The witch flees out of fear for the fire', 'The vampire hates garlic and flees'] - weapons = ['ham', 'lighter', 'garlic'] - {print} 'You are standing in front of an old mansion' - {print} 'Something is not right here' - {print} 'You hear ' _ - {print} 'You are going to explore it' - {print} 'You enter the kitchen and see a lighter, a raw ham and a garlic.' - your_weapon = {ask} 'What do you bring with you?' - {print} 'With your ' your_weapon ' you enter the living room' - {print} 'There you find a ' _ - needed_weapon = _ - {if} your_weapon == needed_weapon - {print} 'You use your ' your_weapon - {print} _ - {print} 'YOU WIN!' - {else} - {print} 'You have chosen the wrong weapon...' - {print} _ - {print} 'GAME OVER' - ``` - hotel: - name: hotel - default_save_name: hotel - description: hotel - levels: - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, and you've learned how to combine it with an {ask}. - You might have wondered why you would use functions, because the functions in the example were only one line of code. - Now we will show you what a bigger function looks like and we will use multiple agruments now as well. You'll see how much better it is to use a function once the function gets bigger. - Here is an example of a function with arguments combined with {ask} commands. - example_code: | - ``` - {define} welcome_message {with} title, last_name, country, room_number - {print} 'Welcome to Hotel Hedy, ' title ' ' last_name - nice_trip {is} {ask} 'Did you have a nice trip from, ' country '?' - {if} nice_trip {is} 'yes' - {print} 'Lovely!' - {else} - {print} 'Sorry to hear that.' - {print} 'Hopefully you can take a nice rest in you room.' - {print} 'Your room number is ' room_number - - {print} 'Hello. Please fill in your information to check in.' - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - ``` - - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - if_command: - name: '{if} & {else}' - default_save_name: if_command - description: Introducing the if command - levels: - 5: - story_text: | - ## If... else.... - In level 5 there is something new, the `{if}`! With the `{if}` you can choose between two different options. - This code prints nice if you enter Hedy as a name, and boo! if you enter something else. - `{ask}` and `{print}` still work like they did in level 4. - example_code: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' {else} {print} 'boo!' - ``` - story_text_2: | - Sometimes code with an `{if}` gets really long and does not fit on the line well.
You may also divide the code over two lines, starting the second line at the `{else}` like this: - example_code_2: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - ``` - story_text_3: | - ### Exercise - Try to create your own code with `{if}` and `{else}`. You can use the example code if you want. - example_code_3: | - ``` - answer {is} {ask} '2 + 2 = ?' - _ _ _ 4 _ 'Great job!' - _ _ 'No 2 + 2 = 4' - ``` - 8: - story_text: | - ## If... Else... - You have learned to repeat a block of lines of code after a `{repeat}` command. - Now you can also use indentation to make blocks after a {if} or {else} command. - Check out the example code. - - ### Exercise - Add an {else} command to the example code. Make a block of line using indentation. You do this by starting each line with 4 spaces. - example_code: | - ``` - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {print} 'You can play on your computer!' - ``` - 9: - story_text: | - In this level you can also put an {if} command inside another {if} command. - example_code: | - ``` - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - ``` - in_command: - name: '{in}' - default_save_name: in_command - description: Introducing the in command - levels: - 5: - story_text: | - ## Lists - When we want to check if something is in a list, we can now use the `{in}` command. - This code prints pretty! if you choose green or yellow, and meh otherwise. - example_code: | - ``` - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - ``` - story_text_2: | - ### Exercise - Finish the example code by filling in the blanks with commands that you've learned. - When you've finished the code, try to create a code of your own and use a question that you've thought of yourself. - example_code_2: | - ``` - animals {is} dog, cow, sheep - answer {is} {ask} 'What is your favorite animal?' - _ answer _ animals _ 'Mine too!' - _ _ 'My favorite animals are dogs, cows and sheep' - ``` - is_command: - name: '{is}' - default_save_name: is_command - description: introducing is command - levels: - 2: - story_text: | - ## Variables - You can name a word with `{is}`. This is called a **variable**. In this example we made a variable called name and a variable called age. You can use the word name anywhere in your code and it will be replaced by Hedy, like this: - example_code: | - ``` - name {is} Hedy - age {is} 15 - {print} name is age years old - ``` - story_text_2: | - ### Exercise - Time to make your own variables! - In the example code we made an example of the variable `favorite_animal`. In line 1 the variable is set, and in line 2 we used the variable in a `{print}` command. - Firstly, finish our example by filling in your favorite animal on the blank. Then make at least 3 of these codes yourself. Pick a variable, and set the variable with the `{is}` command. Then use it with a `{print}` command, just like we did. - example_code_2: | - ``` - favorite_animal {is} _ - {print} I like favorite_animal - ``` - 6: - story_text: | - We also make a change in storing a word in a variable! You may now use `=` instead of `{is}` when we store a name or a number in a variable, like this: - example_code: | - ``` - name = Hedy - answer = 20 + 4 - ``` - 14: - story_text: | - We are going to learn more new items. You might know them already from mathematics, the `<` and `>`. - The `<` checks if the first number is smaller than the second, for example age `<` 12 checks if age is smaller than 12. - If you want to check if the first number is smaller or equal to the second, you can use `<=`, for example age `<=` 11. - The `>` checks if the first number is bigger than the second, for example points `>` 10 checks if points is larger than 10. - If you want to check if the first number is bigger or equal to the second, you can use `>=`, for example points `>=` 11. - You use these comparisons in an `{if}`, like this: - example_code: | - ``` - age = {ask} 'How old are you?' - {if} age > 12 - {print} 'You are older than I am!' - ``` - story_text_2: | - From this level on, if you want to compare exactly, you can use two equal signs. This is what most programming languages do: - example_code_2: | - ``` - name = {ask} 'What is your name?' - {if} name == 'Hedy' - {print} 'You are cool!' - ``` - story_text_3: | - You can also compare if something is *not* equal to something else using `!=` like this: - example_code_3: | - ``` - name = {ask} 'What is your name?' - {if} name != 'Hedy' - {print} 'You are not Hedy' - ``` - - {if} age < 13 - {print} 'You are younger than me!' - {else} - {print} 'You are older than me!' - language: - name: Language - default_save_name: Language - description: Practice words in a foreign language - levels: - 5: - story_text: | - Make your own program to practice your vocabulary in a new language. - - ### Exercise - Make the code longer by adding at least 3 more words for the player to learn. - **Extra** Of course, you can choose to use a different language than French. You can change to code to any language you'd like to learn. - example_code: | - ``` - {print} 'Learn French!' - cat {is} {ask} '🐱' - {if} cat {is} chat {print} 'Terrific!' - {else} {print} 'No, cat is chat' - frog {is} {ask} '🐸' - {if} frog {is} grenouille {print} 'Super!' - {else} {print} 'No, frog is grenouille' - ``` - 16: - story_text: | - ### Exercise - Take a look at the example code. This is a program to practise French vocabulary. Now make your own program to practice your vocabulary in a new language. - If you don't know any other languages, you can use Google translate or you can use emojis and your native language. - example_code: | - ``` - french_words = ['bonjour', 'ordinateur', 'pomme de terre'] - translation = ['hello', 'computer', 'potato'] - score = 0 - {for} i {in} {range} 1 {to} 3 - answer = {ask} 'What does ' french_words[i] ' mean?' - correct = translation[i] - {if} answer == correct - {print} 'Correct!' - score = score + 1 - {else} - {print} 'Wrong, ' french_words[i] ' means ' translation[i] - {print} 'You gave ' score ' correct answers.' - ``` - maths: - name: maths - default_save_name: maths - description: Introducing maths - levels: - 6: - story_text: | - In this level you learn something new: you can now also calculate. - - The plus is easy, you write it like with math: `5 + 5` for example. The minus also works fine, it is `5 - 5`. - - The times is a bit different, because there is no times symbol on your keyboard. Just search, there really isn't! - That is why we multiply with the asterisk above 8: `5 * 5`. Read that as "5 times 5" that helps you remember it best. - example_code: | - ``` - {print} '5 plus 5 is ' 5 + 5 - {print} '5 minus 5 is ' 5 - 5 - {print} '5 times 5 is ' 5 * 5 - {print} '5 divided by 5 is ' 5 / 5 - ``` - 12: - story_text: |- - **Decimal numbers** - So far, Hedy did not allow for decimal numbers like 1.5, but now we do allow that. Note that computers use the `.` for decimal numbers. - example_code: | - ``` - {print} 'Two and a half plus two and a half is...' - {print} 2.5 + 2.5 - ``` - story_text_2: |- - **Maths with words** - In this level you can also do addition with words like this: - example_code_2: | - ``` - a = 'Hello ' - b = 'world!' - {print} a + b - ``` - - {print} 2.5 + 2.5 - music: - name: music - default_save_name: music - description: Play a tune! - levels: - 1: - story_text: |- - In this level you'll learn how to use the `{play}` command to play a tune! - - Type `{play}` followed by the note you want to play. The scale goes C-D-E-F-G-A-B. - As you can see there are 7 different letters, but we can play more than just 7 notes. - Type a number between 1 and 10 behind the letter to choose the scale, for example after B4 comes C5. - C1 is the lowest note you can play, C10 is the highest. - - ### Exercise - Try out the example code and then play around with it! Can you create your own melody? - In the next level you'll learn how to play some existing songs. - example_code: |- - ``` - {play} C4 - {play} D4 - {play} E4 - {play} F4 - {play} G4 - {play} A4 - {play} B4 - {play} C5 - ``` - 2: - story_text: | - ### Exercise - Finish the songs! We have started the codes for some melodies. - example_code: | - ``` - {print} Old Mac Donald had a farm - {play} C5 - {play} C5 - {play} C5 - {play} G4 - {play} A4 - {play} A4 - {play} G4 - ``` - story_text_2: As you can see, you can also use the `{sleep}` command to add a little pause in the song. - example_code_2: | - ``` - {print} Twinkle Twinkle Little Star - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} 1 - {play} F - {play} F - ``` - 3: - story_text: | - Create a random melody! - - ### Exercise - The example code creates a random melody, but it's very short and not many notes are used. - Add more notes to the list and create a longer melody by copying the last line a couple more times. - example_code: | - ``` - notes {is} A4, B4, C4 - {play} notes {at} {random} - {play} notes {at} {random} - {play} notes {at} {random} - ``` - 4: - story_text: | - Use the `{clear}` command to create a karaoke machine! - - ### Exercise - Finish the karaoke version of 'Mary had a little lamb'. - Then, create a karaoke version of any song you'd like! - example_code: | - ``` - {print} 'Mary had a little lamb' - {play} E - {play} D - {play} C - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Little lamb, little lamb' - {play} D - {play} D - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Mary had a little lamb' - {play} E - ``` - 5: - story_text: | - You don't always have to use the `{play}` command to play a whole song, sometimes you just want to play one note. - For example, if you want to make a quiz, you can play a happy high note if the answer is right and a sad low note if the answer is wrong. - - ### Exercise - Finish the first question by adding a line of code that plays a C3 note if the wrong answer is given. - Then think of 3 more questions to add to this quiz. - example_code: | - ``` - answer {is} {ask} 'What is the capital of Zimbabwe?' - {if} answer {is} Harare {play} C6 - _ - ``` - 6: - story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\n This calls for musical maths! Try out the example code a couple of times with different starting numbers. \nThen, see if you can compose a song using the numbers.\n" - example_code: | - ``` - number = {ask} 'Say a starting number between 1 and 67' - {print} number - {play} number - number = number + 1 - {print} number - {play} number - number = number + 1 - {print} number - {play} number - ``` - 7: - story_text: | - Using the `{repeat}` command can make your codes for melodies a lot shorter! - - ### Exercise - Finish the code for Twinkle Twinkle Little Star by using the `{repeat}`command. - Then go back to the songs you've made in the previous levels. Can you shorten those codes too? - example_code: | - ``` - {print} 'Twinkle Twinkle Little Star' - {repeat} 2 {times} {play} C4 - {repeat} 2 {times} {play} G4 - _ - ``` - 8: - story_text: | - Now that we can use the `{repeat}` command for multiple lines, we can make songs even more easily! - - ### Exercise - Finish the song of Brother John (Frère Jacques). Don't forget to use `{repeat}`! - example_code: | - ``` - {print} 'Brother John' - {repeat} 2 {times} - {play} C - {play} D - {play} E - {play} C - {repeat} 2 {times} - {play} E - {play} F - {play} G - {sleep} 1 - ``` - 9: - story_text: | - From this level on you can - among other things - use a {repeat} command inside a {repeat} command. - That makes songs like 'Happy birthday' even shorter! - - ### Exercise - Finish the song! - example_code: | - ``` - first_time = yes - {repeat} 2 {times} - {repeat} 2 {times} - {play} C - {play} D - {play} C - {if} first_time {is} yes - {play} F - {play} E - first_time {is} no - {else} - _ - ``` - 12: - story_text: | - Use functions in your songs! As you can see in the example code, you can make a function for each line of Twinkle Twinkle Little Star. Once you've programmed the first three lines, all you have to do is call the functions in the order you want them played in. - - ### Exercise - Finish the song of Twinkle Twinkle Little Star. - Then look back at all the songs you've programmed in the levels before, can you make those codes better and shorter using functions too? - example_code: | - ``` - {define} first_line - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} - - {define} second_line - {play} F - {play} F - {play} E - {play} E - {play} D - {play} D - {play} C - {sleep} - - {define} third_line - {play} G - {play} G - {play} F - {play} F - {play} E - {play} E - {play} D - {sleep} - - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - ``` - 13: - story_text: | - You can use a function with an argument for songs that have line that are almost the same, but slightly different each time. - One example is the song 'Yankee Doodle'. The first 4 notes of the first lines are the same, but each time they are followed by a different couple of notes. - - ### Exercise - Can you finish the song of Yankee Doodle? - Can you think of another song to program this way? - example_code: | - ``` - {print} 'Yankee Doodle' - {define} _ {with} note_1, note_2, note_3 - {play} C4 - {play} C4 - {play} D4 - {play} E4 - {play} _ - {play} _ - {play} _ - - {call} line_1 {with} 29, 31, 30 - {call} line_1 {with} 29, 28, 0 - {call} line_1 {with} 32, 31, 30 - - {play} C4 - {play} B3 - {play} G3 - {play} A3 - {play} B3 - {play} C4 - {play} C4 - ``` - 14: - story_text: | - You can program music for fun, but you can also use the musical notes to make something useful like a fire alarm! - - ### Exercise - Make sure the fire alarm rings when there is a fire! - example_code: | - ``` - {define} fire_alarm - {print} 'FIRE!' - note = 40 - {for} i {in} {range} 1 {to} 100 - {if} note _ 50 - note = note + 5 - {play} _ - {else} - note = 40 - - fire = {ask} 'Is there a fire?' - {if} fire _ 'yes' - {call} fire_alarm - ``` - 15: - story_text: | - **Warning** This adventure can become extremely annoying! - We can also use the {while} command to repeat a song forever. - - ### Exercise - Finish the never-ending song. - example_code: | - ``` - {define} song - {play} _ - - yes_or_no = {ask} 'Do you want to hear my never-ending song?' - {while} yes_or_no = 'yes' - {call} song - {print} '🥳' - ``` - 16: - story_text: | - Upgrade your Old MacDonald code! - - ### Exercise - Take your code from the 'Sing a Song' adventure and add musical notes to it! - You can make a function for each line in the song and call that function after the line is printed. - We defined the first line for you and called it in the code. Can you finish the whole song? - example_code: | - ``` - {define} line_1 - {for} i {in} {range} 1 {to} 3 - {play} G - {play} D - {for} i {in} {range} 1 {to} 2 - {play} E - {play} D - - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - for i in range 1 to 3 - animal = animals[i] - sound = sounds[i] - print 'Old MacDonald had a farm' - call line_1 - print 'E I E I O!' - _ - ``` - 17: - story_text: | - You can use the {elif} to create different options. - - ### Exercise - Firstly, add colons to get the code to work. - Then finish this code by adding at least 2 other songs for other moods. For example a happy song and an angry song. - example_code: | - ``` - {define} scary_song - {for} i {in} {range} 1 {to} 3 - {play} G - {play} E - {sleep} 2 - {for} i {in} {range} 1 {to} 3 - {play} F - {play} D - - mood = {ask} 'Which emotion are you feeling?' - {if} mood {is} 'fear' - {call} scary_song - {elif} _ - ``` - 18: - story_text: | - ### Exercise - Even in this last level of Hedy we can make some music! Be careful of all the syntax that is needed now. - Take a good look at how the functions are defined and called upon in the example code. - Finish the song! - example_code: | - ``` - {def} line_1(): - {for} i {in} {range}(1, 5): - {play} A - {play} D - {play} F - {play} A - - {def} line_2(): - {for} i {in} {range}(1, 5): - {play} G - {play} C - {play} E - {play} G - - {def} line_3(): - _ - - {print} ('The drunken sailor') - {print} ('What shall we do with the drunken sailor?') - line_1() - line_2() - line_3() - {print} ('Early in the morning') - ``` - parrot: - name: Parrot - default_save_name: Parrot - description: Create your own online pet parrot that will copy you! - levels: - 1: - story_text: | - Create your own online pet parrot that will copy you! - example_code: | - ``` - {print} Im Hedy the parrot - {ask} whats your name? - {echo} - {echo} - ``` - story_text_2: | - ### Exercise - Copy the example code to your input screen by clicking on the yellow button. - Make the parrot ask a different question. Fill in the blanks in the example! - **Extra** You can also let the parrot ask multiple questions. Type in some more lines of code beneath your own code. - example_code_2: | - ``` - {print} Im Hedy the parrot - {ask} _ - {echo} - {echo} - 2: - story_text: | - In the previous level you've made a parrot that will repeat after you. In this level we'll make the parrot interactive using a variable and `{ask}` command. - We will also make the parrot more life-like by adding `{sleep}` commands after something is said. - example_code: | - ``` - {print} Im Hedy the parrot - name _ _ what is your name? - {print} name - _ - {print} squawk - _ - {print} name - ``` - story_text_2: | - ### Exercise - Firstly, finish line 2 with an `{is}` and an `{ask}` command. - Then fill in a `{sleep}` command on line 4 and 6 to let the parrot stay quiet for a little bit. - - **Extra** Can you make the parrot ask for more then only your name by adding more lines of code? - 3: - story_text: | - Teach your parrot a new word with `{add}`. - ### Exercise - Can you add the `{add} {to_list}` command to get the code to work? - example_code: | - ``` - words {is} squawk, Hedy - {print} Train your parrot! - new_word {is} {ask} Which word do you want to teach them? - _ new_word _ words - {print} 🧒 Say new_word, Hedy! - {print} 🦜 words {at} {random} - ``` - 4: - story_text: | - In this level we have to use quotation marks with the commands `{ask}` and `{print}`. - ### Exercise - Complete the code by filling in quotation marks on the blanks. - example_code: | - ``` - words {is} squawk, Hedy - {print} _ Train your parrot! _ - new_word {is} {ask} _ Which word do you want to teach them? _ - {add} new_word {to_list} words - {print} _ 🧒 Say _ new_word _, Hedy!_ - {print} _ 🦜 _ words {at} {random} - ``` - 5: - story_text: | - Reward your parrot if it says the correct word! - - ### Exercise - Finish the code by filling in the 4 missing commands. - example_code: | - ``` - words {is} squawk, Hedy - {print} 'Train your parrot!' - new_word {is} {ask} 'Which word do you want to teach them?' - {add} new_word {to_list} words - said_word {is} words {at} {random} - {print} '🧒 Say ' new_word ', Hedy!' - {print} '🦜 ' said_word - _ said_word {is} new_word _ '🧒 Great job, Hedy! 🍪' - _ _ '🧒 No, Hedy! Say ' new_word - ``` - piggybank: - name: Piggy Bank - default_save_name: Piggy Bank - description: Count your pocketmoney! - levels: - 12: - story_text: | - In this adventure you learn how to make a digital piggy bank. - - ### Exercise - Finish the code to calculate how much money you have and how long you need to save up to buy what you want! - **Extra** Maybe you have already saved some money? Deduct that from the amount you will have to save up. - example_code: | - ``` - {print} 'The digital piggy bank' - wish = {ask} 'What would you like to buy?' - price = {ask} 'How much does that cost?' - saved = {ask} 'How much money have you saved already?' - allowance = {ask} 'How much pocket money do you get per week?' - to_save = price - saved - weeks = to_save / allowance - {print} 'You can buy a ' _ ' in ' _ ' weeks.' - ``` - 14: - story_text: | - ### Exercise - In this level you can let Hedy tell you if you have saved up enough money! - Finish this code by filling in the blanks! - example_code: | - ``` - _ calculate_budget {with} wish, money, allowance - to_save = wish - money - weeks = to_save / allowance - {if} wish _ money - {print} 'You need to save up some more!' - {print} 'Youll need ' weeks ' more weeks.' - {else} - {print} 'Great! You have enough' - {print} 'Lets go shopping!' - - money = {ask} 'How much money have you saved?' - wish = {ask} 'How much money do you need?' - allowance = {ask} 'How much pocket money do you get each week?' - - {call} _ - ``` - pressit: - name: Key presses - default_save_name: Pressed - description: Try linking a keyboard key to a command! - levels: - 5: - story_text: | - In this level there is another new keyword: `{pressed}`! - With `{pressed}` you can use keys on your keyboard to control what lines are used. - - ### Exercise - Look at the example and add one more line of code that reacts to a key press. - example_code: | - ``` - {print} 'Do you want a good (g) or bad (b) ending?' - {if} g {is} {pressed} {print} 'They lived happily ever after ❤' - {else} {print} 'The prince was eaten by a hippopotamus 😭' - ``` - story_text_2: | - You can also link turtle commands to keys. - - ### Exercise - Copy the lines a few times so you can create a larger drawing. - example_code_2: | - ``` - {if} y {is} {pressed} {forward} 15 - {else} {turn} 90 - ``` - 7: - story_text: | - Now that you have learned about `{repeat}`, we can press keys multiple times. - You can use it to make the turtle walk forward and turn. - - ### Exercise - The code you have seen in level 5 only checks the key once. Copy the example code and add a `{repeat}` to it, so that you can press the keys many times. - Use this code to draw something nice. - example_code: | - ``` - {if} x {is} {pressed} {forward} 15 {else} {turn} 90 - ``` - 9: - story_text: | - Now that you know how to combine statements, you can create a touch type tool with `{pressed}`. - - ### Exercise - Finish the code. Each time a random letter should be chosen, which you have to press. You get a point for a correct press, and and two points deduction for a wrong press. - **Extra** Clear the screen after each letter, and show the user how many points they have scored. - example_code: | - ``` - points = 0 - letters = a, b, c, d, e - {repeat} 10 {times} - letter = _ _ _ - {print} 'Press the letter ' letter - {if} letter {is} {pressed} - _ - _ - _ - ``` - print_command: - name: '{print}' - default_save_name: print - description: Introduction print command - levels: - 1: - story_text: | - ## The print command - You can print text to the screen using the `{print}` command. - example_code: | - ``` - {print} Hi there, programmer! - {print} Welcome to Hedy! - ``` - story_text_2: | - ### Exercise - In Hedy you will find exercises in every adventure. An exercise allows you to practise the new commands and concepts, and lets you give your own twist to the example codes. - In this exercise you will see a pink blank space. You have to fill something in the place of the blank space before the code can be run. - - Fill in the `{print}` command in the blank space and then add five more lines of code. Each line has to start with a `{print}` command. - Have fun! - example_code_2: | - ``` - _ Hello! - ``` - 18: - story_text: |- - We arrived at real Python code! That means we need to use parentheses with `{print}` and `{range}` from now on. - It also means you can use Hedy code from this level in any Python environment as long as you use the English commands. If you haven't until now, you can switch the toggle in the commands menu to do so. - example_code: | - ``` - {print}('Hello!') - {for} i {in} {range}(1, 10): - {print}('This is line ', i) - ``` - story_text_2: If you want to print more than one item, you need to separate them by commas. - example_code_2: | - ``` - temperature = 25 - {print}('It is ', temperature, ' degrees outside') - ``` - - {print}('My name is ', name) - quizmaster: - name: Quizmaster - default_save_name: Quizmaster - description: Make your own quiz! - levels: - 14: - story_text: | - ### Exercise - In this adventure you can make your own quiz! Fill in the blanks, add more questions and enjoy your own quiz! - You can make a quiz about anything you like: your hobby, your favorite animal, your favorite book or anything at all! - example_code: | - ``` - {print} 'Make your own quiz' - points_a = 0 - points_b = 0 - {print} 'Question' - {print} 'Answer option A' - {print} 'Answer option B' - answer = {ask} 'Which answer?' - {if} answer == 'A' - points_a = points_a + 1 - {if} answer == 'B' - points_b = points_b + 1 - {print} 'End of the quiz!' - {print} 'Lets see the results!' - {if} points_a > points_b - {print} 'You belong to the A club' - {if} points_b > points_a - {print} 'You belong to the B club' - ``` - quotation_marks: - name: '''quotation marks''' - default_save_name: quotation_marks - description: Introduction quotation marks - levels: - 4: - story_text: | - ## 'Quotation marks' - In level 4 `{ask}` and `{print}` have changed. - You must put text that you want to print between quotation marks. - This is useful, because now you can print all the words you want. Also the words you used to store something with `{is}`. - Most programming languages also use quotation marks when printing, so we are also getting a step closer to real programming! - example_code: | - ``` - {print} 'You need to use quotation marks from now on!' - answer {is} {ask} 'What do we need to use from now on?' - {print} 'We need to use ' answer - ``` - story_text_2: | - ## Contractions - Important! Mind that now that we're using quotation marks, Hedy will get confused when you use the apostrophe for contractions like I'm or What's. - Make sure to remove those apostrophes and change the spelling to I am or What is. - Check out the example code to see the wrong way of using apostrophes. - example_code_2: | - ``` - _ This is the wrong way of using apostrophes _ - {print} 'I'm babysitting my sister's kids' - {print} 'What's more fun than that?' - ``` - 12: - story_text: | - **All texts need to be in quotation marks** - For this level on you will also have to use quotation marks when storing a text with `=`: - example_code: | - ``` - name = 'Hedy the Robot' - {print} 'Hello ' name - ``` - story_text_2: | - **All items in lists need quotation marks too** - Lists are texts, so they need quotation marks too. Mind that each single item on the list has quotation marks. - This allows you to save two words as 1 item on the list, for example 'Black Widow'. - example_code_2: | - ``` - superheroes = 'Spiderman', 'Batman', 'Black Widow' - {print} superheroes {at} {random} - ``` - story_text_3: | - **All text after `{if}` comparisons need quotation marks too** - example_code_3: | - ``` - name = {ask} 'What is your name?' - {if} name = 'Hedy the Robot' - {print} 'Hi there!' - ``` - story_text_4: | - **Numbers don't need quotation marks** - For numbers, you do not use quotation marks in the `=`: - example_code_4: | - ``` - score = 25 - {print} 'You got ' score - ``` - random_command: - name: '{random}' - default_save_name: random_command - description: introducing at random command - levels: - 3: - story_text: | - ## At random - In this level you can make a list using the `{is}` command. You can let the computer choose a random item from that list. You do that with `{at} {random}`. - example_code: | - ``` - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - ``` - story_text_2: | - You can use the `{at} {random}` command in a sentence as well. - example_code_2: | - ``` - food {is} sandwich, slice of pizza, salad, burrito - {print} I am going to have a food {at} {random} for lunch. - ``` - story_text_3: | - ### Exercise - Try out the `{at} {random}` command by making your own gameshow (like the ones on tv) where you choose a door or suitcase and it contains a big price! - Can you do it? We have already put the first lines into the example code. - example_code_3: | - ``` - {print} The big gameshow! - {print} There are 3 suitcases in front of you... - chosen {is} {ask} Which suitcase do you choose? - prices {is} _ - _ - ``` - 16: - story_text: |- - We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. - We use square brackets to point out a place in a list. For example: `friends[1]` is the first name on the list of friends, as you can see in the first part of the example code. - The second part of the example code shows you that we can also match 2 lists using the variable i. - example_code: | - ``` - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - ``` - story_text_2: |- - Now that you've learned to use the brackets in lists, you can also start using the {at} {random} command in the Python way! - You simply type the name of your list with `[random]` behind it! - example_code_2: |- - ``` - fruit = ['apple', 'banana', 'cherry'] - {print} fruit[random] - ``` - repeat_command: - name: '{repeat}' - default_save_name: repeat_command - description: repeat command - levels: - 7: - story_text: | - ## Repeat! Repeat! Repeat! - Level 7 adds the `{repeat}` command. `{repeat}` can be used to execute one line of code multiple times. Like this: - - ### Exercise - Play around with the repeat command. Can you make the happy birthday song in only 3 lines of code instead of 4 now? - example_code: | - ``` - {repeat} 3 {times} {print} 'Hedy is fun!' - ``` - 8: - story_text: | - ### Repeat commands and indentation - In this level you can repeat multiple lines of code with only 1 repeat command. - You do this by making a block of lines that you want to repeat. - The lines in this block will need **indentation** . - That means putting four spaces at the beginning of each line. You will also have to indent when you just want to create a block of one line. - example_code: | - ``` - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This is all repeated 5 times' - ``` - 9: - story_text: | - Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... - Good news! In this level you will be allowed to put an {if} inside an {if}, or inside a {repeat} command. Putting a block of code inside another block of code is called nesting. ``` Putting a block of code inside another block of code is called nesting. - example_code: | - ``` - answer = {ask} 'Are you ready to learn something new?' - {if} answer {is} yes - {print} 'Great! You can learn to use the repeat command in the if command!' - {print} 'Hooray!' - {print} 'Hooray!' - {print} 'Hooray!' - {else} - {print} 'Maybe you should practice some more in the previous level' - repeat_command_2: - name: '{repeat} 2' - default_save_name: repeat_command_2 - description: repeat command 2 - levels: - 7: - story_text: | - ## Repeat with other commands and with variables - You have practiced the `{repeat}` command in combination with the `{print}` command now, but did you know you could also use other commands with `{repeat}` ? - In this example code you can see that `{repeat}` can also be used with an `{ask}`, `{if}` or `{else}` command. - example_code: | - ``` - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - ``` - story_text_2: | - Another interesting thing you can do with the `{repeat}` command is using variables to set the amount of times something should be repeated. In the example code you can see that we first ask the person how old they are. - Then, in line 3, the question is repeated 'age' times. So we have used the variable 'age' with the `{repeat}` command. - example_code_2: | - ``` - {print} 'Yay! It is your birthday!' - age = {ask} 'How old are you now?' - {repeat} age {times} {print} 'Hip Hip Hurray!' - ``` - 8: - story_text: | - ### In the block or not? - In this level you have to think carefully which lines of code should be in the block and which shouldn't. - For example: If you want to sing the song *the muffin man*. You only want the line with 'the muffin man' to be repeated twice. - This means the last line shouldn't start with indentation as it doesn't belong to the block. - If you do start the last line with indentation the song will turn out wrong. - - ### Exercise - Each line in the example code starts with a blank. Remove the blanks and try to figure out which line need indentation and which don't to make the muffin man song. - example_code: | - ``` - _ {print} 'Do you know the muffin man?' - _ {repeat} 2 {times} - _ {print} 'The muffin man' - _ {print} 'Do you know the muffin man, who lives on Drury Lane?' - ``` - restaurant: - name: Restaurant - default_save_name: Restaurant - description: Create your own virtual restaurant - levels: - 1: - story_text: | - In level 1 you can make your own virtual restaurant and take your guests' orders. - story_text_2: | - ### Exercise - Copy the example code into your input screen by clicking the yellow button. - Firstly, fill in the correct command on the blanks to make to code work properly. - Then add at least 4 more lines of code to the restaurant program. - Ask the costumer what they would like to drink and ask if they want to pay with cash or card. - Lastly, think of a nice way to say goodbye to your costumer. - example_code_2: | - ``` - {print} Welcome to Hedy's restaurant 🍟 - _ What would you like to order? - {echo} So you would like to order - {print} Thank you for your order! - {print} It's on its way! - ``` - 2: - story_text: | - In level 2 you could expand your restaurant by using variables. In level 1 Hedy could only `{echo}` the order once and only remember the last thing that was ordered. - Now you can use variables and Hedy can remember both the food and the toppings! - example_code: | - ``` - {print} Welcome to Hedy's restaurant! - {print} Today we're serving pizza or lasagna. - food {is} {ask} What would you like to eat? - {print} Great choice! The food is my favorite! - topping {is} {ask} Would you like meat or veggies on that? - {print} food with topping is on its way! - ``` - story_text_2: | - ### Exercise - Copy your own restaurant code from to previous level to the input screen below. - Fix the code by replacing the `{ask}` and `{echo}` commands and using variables, like you've learned in this level. - - Now that your code is working again, it's time to add something more. - Look at the last line of the example code: `{print} food with topping is on its way!` - In this single line 2 variables have been used to create a summary of the order. - Now add your own summary of the food and drinks ordered by the customer. - - **Extra** Now that you've learned how to use variables, you can use as many variables in one line as you'd like. Can you add more variables to your code, like eat in or take-away, cash or card, with or without a straw etc.? - 3: - story_text: | - Having trouble to decide what you wanna have for dinner? You can let Hedy choose for you! - Simply add lists of your favorite (or least favorite) meals and Hedy can randomly choose your dinner. - You can also have a bit of fun, by letting Hedy choose the price for your dinner as well! What will you get? - example_code: | - ``` - dishes {is} spaghetti, brussels sprouts, hamburgers - {print} You will have dishes {at} {random} tonight! - prices {is} 1 euro, 10 euros, 100 euros - {print} That will be prices {at} {random} please. - ``` - story_text_2: | - ### Exercise - Now make your own version of the random restaurant. - Make a list of starts, mains, desserts, drinks and prices yourself. - Then use `{print}` and `{at} {random}` commands to tell the costumer what will be on their menu tonight. - example_code_2: | - ``` - {print} Welcome to your own random restaurant! - starters {is} _ - mains {is} _ - desserts {is} _ - drinks {is} _ - prices {is} _ - _ - ``` - 4: - story_text: | - ### Exercise - Add the quotation marks to this code to make it work! Be careful: variables should not be in quotation marks. - Then, use the `{clear}` command to only show one line at a time in your output screen. - - ### Exercise 2 - Go back to the previous level and copy your restaurant code. Make the code work in this level by adding quotation marks in the right spots and add some `{clear}` commands. - example_code: | - ``` - _ Add the quotation marks to this code _ - {print} Welcome to Restaurant Chez Hedy! - {print} Today we are serving pizza or lasagna. - food {is} {ask} What would you like to eat? - {print} Great choice! The food is my favorite! - topping {is} {ask} Would you like meat or veggies on that? - {print} food with topping is on its way! - drinks {is} {ask} What would you like to drink with that? - {print} Thank you for your order. - {print} Your food and drinks will be right there! - ``` - 5: - story_text: | - ### Exercise - The example code shows how you could program that you've run out of a menu item in your restaurant. - Copy your own restaurant code from the previous levels. Create a problem in your restaurant and code it, like the example code did. - For instance, you could also run out of a menu item, or you don't take credit cards, or the ice cream machine is broken. - - **Extra** Have you programmed the problem and programmed appropriate responses? Then try to add more `{if}` and `{else}` commands into your code. - Try to add an `{if}` after every `{ask}` command in your code to make the code as interactive as possible! - example_code: | - ``` - drinks_in_stock {is} water, lemonade, cola, orange juice - drink {is} {ask} 'What would you like to drink?' - {if} drink {in} drinks_in_stock {print} 'One ' drink 'coming up!' - {else} {print} 'Sorry, we do not sell that' - ``` - 6: - story_text: | - In this level you can use maths to calculate the total price of your customer's order, which can make your virtual restaurant more realistic. - But you can also add many more things to your virtual restaurant, for example more courses. - - ### Exercise - You can add many more things to your virtual restaurant. For example, can you... - - ask how many people are coming and multiply the price by that amount? - - add another course? - - give people a discount when they enter a (secret) couponcode? - - add a children's menu? - - think of other fun things to add? - example_code: | - You can make a simple restaurant code, like this: - ``` - {print} 'Welcome to Restaurant Chez Hedy' - {print} 'Here is our menu:' - {print} 'Our main courses are pizza, lasagne, or spaghetti' - main = {ask} 'Which main course would you like?' - price = 0 - {if} main {is} pizza price = 10 - {if} main {is} lasagne price = 12 - {if} main {is} spaghetti price = 8 - {print} 'You have ordered ' main - {print} 'That will be ' price ' dollars, please' - {print} 'Thank you, enjoy your meal!' - ``` - 7: - story_text: | - In this level you've learned how to use the `{repeat}` command to repeat a line of code a certain amount of times. - You can use that in your restaurant to `{ask}` multiple people what they'd like to eat. - - ### Exercise - Can you complete the code? Hedy needs to repeat this question as many times as there are people. So if there are 5 people, the question needs to be asked 5 times. - **Extra** Expand your code with more questions, for example about drinks or sauce. - example_code: | - ``` - {print} 'Welcome to Restaurant Chez Hedy' - people = {ask} 'How many people are joining us today?' - ``` - 8: - story_text: | - In this level you can make your virtual restaurant more elaborate by repeating multiple lines of code. Like this: - - ### Exercise - This code can be expanded with more items on the menu, for example offering drinks, and/or multiple courses or desserts. Add at least one more item. - **Extra** Add even more items, as many options as you like! - example_code: | - ``` - {print} 'Welcome to Restaurant Chez Hedy!' - people = {ask} 'How many people will be joining us today?' - {print} 'Great!' - {repeat} people {times} - food = {ask} 'What would you like to order?' - {print} food - {print} 'Thank you for ordering!' - {print} 'Enjoy your meal!' - ``` - 9: - story_text: "In this level you can use nesting to make your restaurant more realistic and more fun!\n\n### Exercise\nThe indentation was removed in the example code. \nCan you figure out how much indentation each line needs in order for the code to work properly?\nIf the customer orders pizza, Hedy shouldn't ask what sauce the costumer wants.\n\n**Extra** A restaurant does not stock all sauces. Make a list of available sauces and give a reply with each order whether you sell it.
\n**Extra** Pizzas have toppings. Ask customers what they want.
\n**Extra** Do customers want a drink? Ask them too!
\n" - example_code: | - ``` - {print} 'Welcome to Restaurant Chez Hedy!' - people = {ask} 'How many people will be joining us today?' - {print} 'Great!' - price = 0 - {repeat} people {times} - _ food = {ask} 'What would you like to order?' - _ {print} food - _ {if} food {is} fries - _ price = price + 3 - _ sauce = {ask} 'What kind of sauce would you like with your fries?' - _ {if} sauce {is} no - _ {print} 'no sauce' - _ {else} - _ price = price + 1 - _ {print} 'with ' sauce - _ {if} food {is} pizza - _ price = price + 4 - {print} 'That will be ' price ' dollar' - {print} 'Enjoy your meal!' - ``` - 10: - story_text: | - In this level you'll learn how to easily ask orders for different courses. - - ### Exercise 1 - Finish the code with an `{ask}` on the blanks such that the customer is asked what they want to eat for each course. - example_code: "```\ncourses = appetizer, main course, dessert\n{for} course {in} courses\n {print} 'What is your order for ' course '?'\n _ \n _\n```\n" - story_text_2: | - ### Exercise - Of course, you could also order for multiple people! - Can you add the correct amount of indentation before each line to make the code work properly? - Tip: some lines don't need any indentation at all. - example_code_2: | - ``` - _ courses = appetizer, main course, dessert - _ names = Timon, Onno - _ {for} name {in} names - _ {for} course {in} courses - _ food = {ask} name ', what would you like to eat as your ' course '?' - _ {print} name ' orders ' food ' as their ' course - ``` - 11: - story_text: | - We can use the `{for}` with `{range}` to print the orders from multiple customers in an orderly manner. - - ### Exercise - Finish the restaurant code, so that you can ask for the order of multiple people. Print the order number each time: 'Order 1', 'Order 2', etc. - Are you not sure how to go about this? Have a peek at your level 8 code. - - **Extra** In level 9 the restaurant also used prices. You can add that here too! - example_code: | - ``` - {print} 'Welcome to Restaurant Hedy!' - people = {ask} 'For how many people would you like to order?' - {print} 'So you want to order for ' people ' people.' - {print} "Let's go!" - ``` - 12: - story_text: | - From this level on you can use decimal numbers to make you menu more realistic. - - ### Exercise - Can you think of a code to give your friends and family a 15% discount? - example_code: | - ``` - price = 0.0 - food = {ask} 'What would you like to order?' - drink = {ask} 'What would you like to drink?' - {if} food {is} 'hamburger' - price = price + 6.50 - {if} food {is} 'pizza' - price = price + 5.75 - {if} drink {is} 'water' - price = price + 1.20 - {if} drink {is} 'soda' - price = price + 2.35 - {print} 'That will be ' price ' dollar, please' - ``` - 13: - story_text: | - In this level you will learn new commands to extend your code even further. - - ### Exercise 1 - Place a `{and}` and a `{or}` in the logical place in the program. - - ### Exercise 2 - Expand your restaurant with at least one more `{and}` and one `{or}`. - For example, create a special discount coupon that only applies to pizza, or give your customer a free drink - with fries and pancakes. Or something completely different of course! - example_code: | - ``` - price = 10 - food = {ask} 'What would you like to eat?' - drinks = {ask} 'What would you like to drink?' - {if} food {is} 'sandwich' _ drinks {is} 'juice' - {print} 'That is our discount menu' - price = price - 3 - {if} drinks {is} 'water' _ drinks {is} 'juice' - {print} 'That is a healthy choice' - {print} 'That will be ' price ' dollars' - ``` - 15: - story_text: | - With the `{while}` you can make sure your costumers can keep adding orders until they are done. - - ### Exercise - Correctly add the `{while}` command to this code. - example_code: | - ``` - {print} 'Welcome at McHedy' - more = 'yes' - _ - order = {ask} 'What would you like to order?' - {print} order - more = {ask} 'Would you like to order anything else?' - {print} 'Thank you!' - ``` - rock: - name: Rock, paper, scissors - default_save_name: Rock_2 - description: Make your own rock, paper, scissors game - levels: - 1: - story_text: | - In level 1 you can start with a rock, paper, scissors game. - - With `{ask}` you can make a choice, and with `{echo}` you can repeat that choice. - example_code: | - ``` - {print} what do you choose? - {ask} choose from rock, paper or scissors - {echo} so your choice was: - ``` - story_text_2: | - ### Exercise - Instead of using words, you could also use emojis: ✊✋✌ - Can you create a code using emojis? - example_code_2: | - ``` - {print} what do you choose? - {ask} choose from _ - {echo} so your choice was: - ``` - 2: - story_text: | - In this level you can practise using the variables, so that you can make the rock, paper, scissors game in the next level! - ### Exercise - Finish the code by filling in the **variable** on the blanks. - This game is not very interactive, but no worries! In the next tab you'll learn how to use variables with the `{ask}` command to make your game interactive! - example_code: |- - ``` - choice {is} rock - {print} I choose _ - ``` - 3: - story_text: | - You can use the `{at} {random}` command to let the computer pick rock, paper or scissors! - - ### Exercise - Finish the code by using the `{at} {random}` command. - example_code: | - ``` - choices {is} rock, paper, scissors - {print} choices _ - ``` - story_text_2: | - **Extra** Make a two player game. Firstly ask the two players to fill in their names. Then let the computer randomly pick their choices. - example_code_2: | - ``` - choices {is} rock, paper, scissors - player_1 {is} {ask} Name of player 1: - _ - ``` - 4: - story_text: | - In this level we can further program rock, paper, scissors. But if you want to add text, you have to use quotation marks here too. - ### Exercise - Fill in quotation marks on the blanks. Mind that the variable `choices` should be outside the quotes. - example_code: | - ``` - choices {is} rock, paper, scissors - {print} _The computer chooses..._ choices {at} {random} - ``` - 5: - story_text: | - In this level we can determine whether it's a tie or not. For that you need the new `{if}` code. - - ### Exercise - Finish the code by filling in the blanks: - * Let the computer pick a random option - * Ask the player what they want to choose - * Fill in the correct variables in line 4 and 5 - * Finish line 6 so that Hedy can check whether it's a tie or not. - example_code: | - ``` - options {is} rock, paper, scissors - computer_choice {is} _ - choice {is} _ - {print} 'you chose ' _ - {print} 'computer chose ' _ - {if} _ {is} _ {print} 'tie!' {else} {print} 'no tie' - ``` - - Fill in the correct code on the blanks to see if it is a draw. - 9: - story_text: "In this level you can program the whole rock, paper, scissors game by nesting the `{if}` commands. \n\n### Exercise\nCan you finish the code? The program must tell who has won for every combination.\n\n**Extra** Want to play more than one game? Expand the code so that you can play multiple rounds. You can even use an `{ask}` to ask the user how many rounds they want to play.\n" - example_code: | - ``` - choices = rock, paper, scissors - your_choice {is} {ask} 'What do you choose?' - {print} 'You choose ' your_choice - computer_choice {is} choices {at} {random} - {print} 'The computer chooses ' computer_choice - {if} computer_choice {is} your_choice - {print} 'Tie' - {if} computer_choice {is} rock - {if} your_choice {is} paper - {print} 'You win!' - {if} your_choice {is} scissors - {print} 'You lose!' - # finish this code - ``` - 10: - story_text: | - ### Exercise - In the previous levels you have often made your own rock paper scissors game. Can you finish the code and use the `{for}` command properly to get the game to work? - example_code: | - ``` - choices = _ - players = _ - {for} _ - ``` - 13: - story_text: | - With the `{and}` command you can shorten your rock, paper, scissors code! Check out the example code. - - ### Exercise - Finish the code such that a winner is always decided on. Run your code a few times to verify there is always a winner printed. - example_code: | - ``` - options = 'rock', 'paper', 'scissors' - your_choice = {ask} 'What do you choose?' - computer_choice = options {at} {random} - {print} 'You choose ' your_choice - {print} 'The computer chooses ' computer_choice - {if} computer_choice {is} your_choice - {print} 'Tie' - {if} computer_choice {is} 'rock' {and} your_choice {is} 'paper' - {print} 'You win!' - {if} computer_choice {is} 'rock' {and} your_choice {is} 'scissors' - {print} 'The computer wins!' - _ - ``` - 15: - story_text: | - ### Exercise - Play until you beat the computer! But first, finish the example code... - example_code: | - ``` - won = 'no' - options = 'rock', 'paper', 'scissors' - {while} won == 'no' - your_choice = {ask} 'What do you choose?' - computer_choice = options {at} {random} - {print} 'you chose ' your_choice - {print} 'the computer chose ' computer_choice - {if} computer_choice == your_choice - {print} 'Tie!' - {if} computer_choice == 'rock' {and} your_choice == 'scissors' - {print} 'You lose!' - {if} computer_choice == 'rock' {and} your_choice == 'paper' - {print} 'You win!' - won = 'yes' - _ - ``` - rock_2: - name: Rock, paper, scissors 2 - default_save_name: rock_2 - description: Part 2 of rock, paper, scissors - levels: - 2: - story_text: | - Now that you have learned how to use the `{ask}` command, you can make your rock, paper, scissors code interactive too! - - ### Exercise - Make the rock, paper, scissors code interactive by adding the `{ask}` command and a question to your rock, paper, scissors code. - example_code: | - ``` - choice {is} _ - {print} I choose choice - ``` - secret: - name: SuperSpy - default_save_name: SuperSpy - description: Make your own spy code - levels: - 12: - story_text: | - In this adventure you can create your own super spy code. Encode a message that only the right agent can decipher. - If the enemy tries to crack the code, they will get some false info to waste their time. - - ### Exercise 1 - Make your own secret code for your superspy and return both parts only to the real spy. - - ### Exercise 2 - Add a third component to the code, like a piece of clothing or an object. - example_code: | - ``` - name = {ask} 'What is your name?' - {if} name {is} '_' - a = 'Go to the airport ' - {else} - a = 'Go to the trainstation ' - password = {ask} 'What is the password?' - {if} password {is} _ - b = 'tomorrow at 02.00' - {else} - b = 'today at 10.00' - {print} _ _ _ - ``` - 13: - story_text: | - We can simplify the superspy code with `{and}`, such that we only need one `{if}`. - - ### Exercise 1 - Complete the code by filling the right command on the blank. Tip: The superspy has to answer BOTH questions correctly, before they get the confidential information! - - ### Exercise 2 - We want confuse the enemy even more! Create a list with fake answers and select one at random when a wrong answer is given. - example_code: | - ``` - name = {ask} 'What is your name?' - password = {ask} 'What is your password?' - {if} name {is} 'Agent007' _ password {is} 'TOPSECRET' - {print} 'Go to the airport at 02.00' - {else} - {print} 'Go to the trainstation at 10.00' - ``` - simon: - name: Simon Says - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - Let's make a game of Simon Says! Simon Says is a memory game in which the player will be given a color. They have to repeat that color back. - If they get it right a color is added to the sequence, so they now have to remember 2 colors, then 3, then 4 etc. the game stops as soon as the player makes a mistake. - - ### Exercise - In this first part of the Simon Says adventure, we'll let the computer pick a random color and add it to a list. - - ***Make 2 lists*** First, make a list called `colors` and fill it with the colors red, yellow, green and blue. - Then make a list called `simon_sequence`. This list will be used as the answer. - At the start of the game this lists need to be empty. unfortunately, we can't create an empty list (yet), so we'll fill it with the words 'empty' and 'list' and we'll remove them from the list immediately. - - ***Create a function that adds a color to the sequence*** Now that we have an empty list called simon_sequence, we can start filling it with random colors. - We do that with a function, so we can call it everytime there's a new level in our game. Create a function called `add_random_color`. - Then create the variable random_color and set it to a random color. Next, add this random color to the simon_sequence. - - ***Create a function that shows the simon_sequence*** Start by naming the new function `show_simon_sequence` with `level` as an argument. Now we want to show as many colors as the level we are in (in level 1 you see 1 color, in level 2 you see 2 colors etc). - So we repeat `level` times, to print the `simon_sequence[i]`. Each time a color is shown, wait for 1 second and then clear the screen. - - ***Test your program*** Before you go to the next level, test if the functions are working by calling both of the functions. If they're working you should see a random color in your output screen. - Remove this testing part of your code, copy the code and continue to the next tab to learn more about the simon says game! - example_code: | - ``` - # Make 2 lists - colors = _ - _ = ['empty', 'list'] - {remove} _ {from} simon_sequence - {remove} _ - - # Create a function that adds a color - _ add_random_color - _ - {add} _ - - # Create a function that shows the simon_sequence - {define} _ - {for} i {in} {range} 1 {to} _ - {print} _ - _ - _ - - # Test your program - {call} _ - {call} show_simon_sequence {with} 1 - ``` - simon_2: - name: Simon Says 2 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - We'll continue with our Simon Says game! - - ### Exercise - ***Paste your code here*** Paste your code from the previous level here. Don't forget to remove the part that was just used for testing the functions. - - ***Create a function that creates the player_sequence*** The list `player_sequence` is used to capture the answers of the player. First we define the function with the argument level. - Next, we ask level times what the color is that they choose. We call that variable `answer`. Then we add the variable `answer` to the list player_sequence. - - ***Setting up the game*** Before we program the game in the next tab, we'll need some starting variables. First, we'll set the variable `level` to 1 and the variable `game_over` to False. - Then we make an introduction for the game. We'll print 'Welcome to Simon Says!' and clear the screen after 1 second. - - ***Continue to the next tab to finish the game!**** Don't forget to copy your code and take it with you to the next tab. - example_code: | - ``` - # Paste your code here - - - # Create a function that creates the player_sequence - {define} _ - {for} _ - _ 'What is color number ' i '?' - {add} answer {to} _ - - # Set up - level = _ - game_over = _ - {print} _ - _ 1 - _ - ``` - simon_3: - name: Simon Says 3 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - In this tab we'll program the game of Simon Says! - - ### Exercise - ***Paste your code*** Copy your code from the previous tab and paste it here. - - ***Program the game*** We start by making sure the game goes on while the game isn't over. Then we print what level the player is on, we use the variable level for that. We only show that for 1 second and then we clear the screen again. - Now, we have to create the empty list player_sequence. We've already programmed how to fill the list, with our function `player_sequence`, but we never made the list itself. To create the list we use the same trick as we did in the previous tab. - We'll make a list with the words 'empty' and 'list' on it, and then we remove both these words. Next, we'll call all of the 3 functions that we've created. - Lastly, we'll have to check if the player gave the correct answers (so if the player_sequence and the simon_sequence are the same). - If that's the case, we'll compliment the player. Wait for 1 second and increase the level with 1. - Did the player give the wrong answer, we'll tell them and end the game by setting game_over to 'True' - - ***Enjoy your game!*** Great job! Does your game not work? Use the ladybug button to debug your code! - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - {print} _ - _ - _ - _ = ['empty', 'list'] - {remove} _ - {remove} _ - {call} _ - {call} _ {with} _ - {call} _ {with} _ - {if} player_sequence == _ - _ - _ - _ - {else} - _ - game_over = _ - ``` - sleep_command: - name: '{sleep}' - default_save_name: sleep_command - description: introducing sleep command - levels: - 2: - story_text: | - Another new command in this level is `{sleep}`, which pauses your program for a second. If you type a number behind the {sleep} command, the program pauses for that amount of seconds. - - ### Exercise - Practise this new command by making a code of your own in which you use the {sleep} command at least 3 times. With each {sleep} command the pausing time should differ. - example_code: | - ``` - {print} My favorite colour is... - {sleep} 2 - {print} green! + prices = ['1 million dollars', 'an apple pie', 'nothing'] + your_price = prices[{random}] + {print} 'You win ' your_price + {if} your_price == '1 million dollars' : + {print} 'Yeah! You are rich!' + {elif} your_price == 'an apple pie' : + {print} 'Lovely, an apple pie!' + {else}: + {print} 'Better luck next time..' ``` - songs: - name: Sing a song! - default_save_name: Song - description: Print a song + for_command: + description: for command + fortune: levels: - 6: - story_text: | - Songs often contain a lot of repetition. Sometimes the repetition is also based on counting. - For example, in the well-known song 'Bottles of beer'. You can program that song with a little math. - - Tip: Use the read aloud function to let Hedy sing the song to you! - - ### Exercise - You can now repeat lines 2 to 7 as many times as you want by copying the lines. + 8: example_code: | ``` - verse = 99 - {print} verse ' bottles of beer on the wall' - {print} verse ' bottles of beer' - {print} 'Take one down, pass it around' - verse = verse - 1 - {print} verse ' bottles of beer on the wall' - {sleep} - ``` - story_text_2: | - This children's song counts down from 5 little monkeys to 1 monkey. - If you copy line 2 - 7 and paste it under the the code, you can sing the whole song! - example_code_2: | + {print} 'I am Hedy the fortune teller!' + {print} 'You can ask me 3 questions.' + answers = yes, no, maybe + _ _ _ + question = {ask} 'What do you want to know?' + {print} question + {sleep} + {print} 'My crystal ball says...' answers {at} {random} ``` - number = 6 - number = number - 1 - {print} number ' little monkeys jumping on the bed' - {print} 'One fell off and bumped his head' - {print} 'Mama called the doctor and the doctor said' - {print} 'NO MORE MONKEYS JUMPING ON THE BED!' - {sleep} + functions: + levels: + 12: + example_code: | ``` - 7: - story_text: | - Songs often contain a lot of repetition. For example... Baby Shark! If you sing it, you keep singing the same thing: + sides = 'left', 'right' + limbs = 'hand', 'foot' + colors = 'red', 'blue', 'green', 'yellow' - Baby Shark tututudutudu
- Baby Shark tututudutudu
- Baby Shark tututudutudu
- Baby Shark + {define} turn + chosen_side = sides {at} {random} + chosen_limb = limbs _ + chosen_color = colors _ + {print} chosen_side ' ' chosen_limb ' on ' chosen_color - ### Exercise - You can print the song Baby Shark with a `{repeat}`? Finish the code by replacing the blanks? - **Extra** After Baby Shark you can of course also program other songs. There are many songs with repetition! - Can you think of one more song and print it? - example_code: | - ``` - {repeat} _ _ {print} 'Baby Shark tututudutudu' - {print} 'Baby Shark' + {print} 'Lets play a game of Twister!' + {for} i {in} {range} 1 to _ + {call} turn + {sleep} 2 ``` - 8: + 13: story_text: | - In a previous level you've programmed the song 'Bottles of beer'. But without the `{repeat}` command, you had to copy the verses many times. - In this level you can repeat the song 99 times, just by adding one simple line! + Now that you've learned how to use functions, you'll learn how to use a function with an argument. + An **argument** is a variable that is used within a function. It is not used outside the function. + + For example in this code we've programmed the first verse of the song 'My Bonnie is over the ocean'. + In this example code the argument `place` is used. Place is a variable that is only used in the function, so an argument. + To use `place` we have programmed the line `define song with place`. + When the function is called, computer will replace the argument `place`, with the piece of text after `call song with`. ### Exercise - Add the right command on the blanks and indent the code correctly. - example_code: | - ``` - verse = 99 - _ 99 {times} - {print} verse ' bottles of beer on the wall' - {print} verse ' bottles of beer' - {print} 'Take one down, pass it around' - verse = verse - 1 - {print} verse ' bottles of beer on the wall' - ``` - 10: - story_text: | - With `{for}` you can print make the whole baby shark song (including all the other sharks in the family) in only 6 lines! + The next verse of this song goes: - ### Exercise 1 - Can you make the baby shark code even shorter by using a `{for}` command? Finish the example code. - example_code: "```\nfamily = baby, mammy, daddy, grandma, grandpa\n_ _ _ _ \n {print} _\n```\n" - story_text_2: | - ### Exercise 2 - Print the song Five little moneys jumping on the bed. Look up the text if you don't remember. + Last night as I lay on my pillow + Last night as I lay on my bed + Last night as I lay on my pillow + I dreamed that my Bonnie is dead - **Extra** Print the song Old MacDonald had a farm, and make sure all animals make a different sound, using an `{if}`. - example_code_2: | - ``` - monkeys = 5, 4, 3, 2, 1 + Can you program this verse in the same way as the example? + 14: + example_code: | ``` - 11: - story_text: | - In this level you can use the `{for}` with `{range}` to make songs that use counting, like the 5 little monkeys. + {define} calculate_new_price {with} amount, percentage + percentage = percentage / 100 + discount_amount = amount * percentage + return amount - discount_amount - ### Exercise 1 - Fill in the blanks and make the code work! If you don't remember the song text, look it up yourself. + old_price = {ask} 'How much is on the price tag?' + discount = {ask} 'What percentage is the discount?' - ### Exercise 2 - The final line of the song is different from the others. Print this line inside the `{for}`, and use an `{if}` to make it work correctly. - example_code: | - ``` - _ monkeys _ _ 5 _ 1 - {print} monkeys ' little monkeys jumping on the bed' - _ + new_price = _ calculate_new_price {with} old_price, _ + {print} 'The new price is ' new_price ' dollar' ``` - 12: + if_command: + description: Introducing the if command + levels: + 9: story_text: | - In this song we can make it even easier to program 'if you're happy and you know it, clap your hands'. Because we can put all of the actions in a variable, check it out: - - ### Exercise - Can you add the right amount of indentation to each line to make the song play correctly? - Hint: Not all lines need indentation. + In this level you can also put an {if} command inside another {if} command. + in_command: + description: Introducing the in command + is_command: + description: introducing is command + levels: + 14: example_code: | ``` - _ actions = 'clap your hands', 'stomp your feet', 'shout Hurray!' - _ {for} action {in} actions - _ {for} i {in} {range} 1 {to} 2 - _ {print} 'if youre happy and you know it' - _ {print} action - _ {print} 'if youre happy and you know it and you really want to show it' - _ {print} 'if youre happy and you know it' - _ {print} action + age = {ask} 'How old are you?' + {if} age > 12 + {print} 'You are older than I am!' ``` - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, but did you know that you could combine them with {ask} commands as well? - In this example we have changed the 'My Bonnie' program and made it interactive. You are now asked where Bonnie is. - example_code: | + example_code_3: | ``` - {define} song {with} place - {print} 'My Bonnie is ' place - - chosen_place = {ask} 'Where do you want Bonnie to be?' - synonym = {ask} 'What is another word for that?' - - {call} song {with} chosen_place - {call} song {with} synonym - {call} song {with} chosen_place + name = {ask} 'What is your name?' + {if} name != 'Hedy' + {print} 'You are not Hedy' ``` - 16: - story_text: | - In this level, you can program a song like OldMacDonald even more quickly. You can connect the right animal to the right sound by simply putting them in the same place in the list. - The Drunken Sailor is also quickly made in this level. You only need 8 lines for the entire song, check it out! - ### Exercise - Complete the Old MacDonald song by setting the variable `animal` to `animals[i]` and `sound` to `sounds[i]`. - example_code: | + {if} age < 13 + {print} 'You are younger than me!' + {else} + {print} 'You are older than me!' + maths: + levels: + 12: + example_code_2: | ``` - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - {for} i {in} {range} 1 {to} 3 - animal = _ - sound = _ - {print} 'Old MacDonald had a farm' - {print} 'E I E I O!' - {print} 'and on that farm he had a ' animal - {print} 'E I E I O!' - {print} 'with a ' sound sound ' here' - {print} 'and a ' sound sound ' there' - {print} 'here a ' sound - {print} 'there a ' sound - {print} 'everywhere a ' sound sound + a = 'Hello ' + b = 'world!' + {print} a + b ``` - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines - {for} i {in} {range} 1 {to} 3 - {print} line - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` + {print} 2.5 + 2.5 + music: + levels: + 6: + story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\n This calls for musical maths! Try out the example code a couple of times with different starting numbers. \nThen, see if you can compose a song using the numbers.\n" + print_command: + levels: 18: - story_text: | - In level 16 we made songs using lists. These programs however are no longer working properly in this level. The colons from level 17 and the brackets from level 18 still need to be added. - - ### Exercise 1 - The Drunken sailor song is given as sample code, but not yet working. - Can you make sure everything works again? To help you, we've put _ in the places of _some_ errors. - - ### Exercise 2 - Now also look up your Old MacDonald song from level 16, and correct it. - example_code: | + example_code_2: | ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines _ - {for} i {in} {range} 1 {to} 3 _ - {print} _ line _ - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' + temperature = 25 + {print}('It is ', temperature, ' degrees outside') ``` - songs_2: - name: Sing a song! 2 - default_save_name: Song 2 - description: Sing a song 2 + + {print}('My name is ', name) + repeat_command: + description: repeat command levels: - 12: + 7: story_text: | - Songs contain a lot of repetition. We can capture it with a function! - ### Exercise - Look at the example code with the function. Fill out the two lines so the full song is printed. - example_code: | - ``` - {define} twinkle - {print} 'Twinkle' - {print} '...' + ## Repeat! Repeat! Repeat! + Level 7 adds the `{repeat}` command. `{repeat}` can be used to execute one line of code multiple times. Like this: - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} _ - ``` - 16: - story_text: | ### Exercise - Finish the nursery rhyme! + Play around with the repeat command. Can you make the happy birthday song in only 3 lines of code instead of 4 now? + 9: + story_text: | + Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... + Good news! In this level you will be allowed to put an {if} inside an {if}, or inside a {repeat} command. Putting a block of code inside another block of code is called nesting. ``` Putting a block of code inside another block of code is called nesting. example_code: | ``` - number = ['one', 'two', 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'ten'] - object = ['on his drum', 'on his shoe', 'on his knee', 'on his door', 'on his hive', 'on his sticks', 'up in heaven', 'on his gate', 'on his vine', 'once again'] - - _ - {print} 'This old man' - {print} 'He played ' _ - {print} 'He played knick-knack ' _ - {print} 'With a knick-knack paddywhack' - {print} 'Give the dog a bone' - {print} 'This old man came rolling home' - {sleep} 8 - {clear} - ``` - story_text_2: | - ### Exersice 2 - Now create your own code for the nursery rhyme 'The wheels on the bus' on the same way! - example_code_2: | - ``` - object = ['wheels', 'doors', _] - movement = [ 'round and round', 'open and shut', _] - ``` - tic: - name: Tic-Tac-Toe - default_save_name: Tic - description: Play a game of Tic Tac Toe! + answer = {ask} 'Are you ready to learn something new?' + {if} answer {is} yes + {print} 'Great! You can learn to use the repeat command in the if command!' + {print} 'Hooray!' + {print} 'Hooray!' + {print} 'Hooray!' + {else} + {print} 'Maybe you should practice some more in the previous level' + repeat_command_2: + description: repeat command 2 + restaurant: levels: - 16: + 4: story_text: | - Let's program a game of tic-tac-toe! - ### Exercise - In this adventure we'll start with creating an empty field. - - ***Create a list called field*** This list will be our playing field. This list is filled with 9 dots, since there are no x's and o's yet at the start of our game. - - ***Create a function that prints the field*** Firstly, clear the screen so the old playing fields will be removed. Then we print the first line of our Tic Tac Toe field. This line constists of the first 3 spots in our list field. - We have already programmed this line for you. Now finish the field by printing spot 4, 5, and 6 on the second row and spot 7, 8 and 9 in the third row. - - ***Call the function that prints the field*** Now call the function. -
- Run the code. Your output should look like this: -
+ Add the quotation marks to this code to make it work! Be careful: variables should not be in quotation marks. + Then, use the `{clear}` command to only show one line at a time in your output screen. - ***Continue in the next tab*** In the next tab you'll learn how to program the game itself. - example_code: | + ### Exercise 2 + Go back to the previous level and copy your restaurant code. Make the code work in this level by adding quotation marks in the right spots and add some `{clear}` commands. + 10: + example_code_2: | ``` - # Create a list called field - _ = ['.', '.', '.', '.', '.', '.', '.', '.', '.'] - - # Create a function that prints the field - {define} print_field - _ - {print} 'TIC TAC TOE' - {print} field[1] field[2] field[3] - _ - _ - - # Call the function + _ courses = appetizer, main course, dessert + _ names = Timon, Onno + _ {for} name {in} names + _ {for} course {in} courses + _ food = {ask} name ', what would you like to eat as your ' course '?' + _ {print} name ' orders ' food ' as their ' course ``` - 17: + 12: story_text: | - In the previous level you've learned how to make a tic-tac-toe game. The game works, but is quite annoying as it keeps asking you if you've won yet. - Now that we have the {elif} command, we can let the game decide if someone has won and it can stop asking us! + From this level on you can use decimal numbers to make you menu more realistic. ### Exercise - ***Paste your code*** Paste your code from the previous level here and make it level 17 proof. In this level you've learned to use a colon everytime you create a block of code. Please add the colons in the correct spots. - - ***Create a function that detects if someone's won*** We have started the function for you, paste it under the function `print_field` and finish the function. You can see that this first piece of code checks to see if spot 1, 2 and 3 are the same, because if they are you have 3 in a row. - It also checks if they are not a dot, because if they are, the line might have the same symbols on them, but that's just because it's still empty. - If all these conditions are met, the game is over and the winner is printed. - Finish this function with all possible ways to win. This means you have to make this for the other 2 rows, 3 columns and 2 diagonals. - If you've finished all the other options, the function should return the variable `game_over` so we can use it in our game. - - ***Call the function in the game*** Go to the line `game_over = {ask} 'Did you win?'` and change it to `game_over = {call} detect_winner {with} field, sign`. Now the function will check if there's a winner and the game doesn't need to keep asking anymore! - - ***Enjoy your game!*** Great job! You have finished the game! Enjoy playing it! - - example_code: | - ``` - # Paste your code here and make it level 17 proof - - # Create a function that detects if someone has won - {define} detect_winner {with} field, sign: - {if} field[1] == field[2] {and} field[2] == field[3] {and} field[1] != '.': - game_over = 'yes' - {print} 'Player ' sign 'wins!' - {elif}: - _ - {else}: - game_over = 'no' - {return} _ - ``` - tic_2: - name: Tic-Tac-Toe 2 - default_save_name: Tic - description: Play a game of Tic Tac Toe! + Can you think of a code to give your friends and family a 15% discount? + rock: levels: - 16: + 2: story_text: | - In the previous adventure you've learned how to create a playing field. Now you'll learn how to create the game! - + In this level you can practise using the variables, so that you can make the rock, paper, scissors game in the next level! ### Exercise - ***Paste your code*** Start by pasting your code from the previous adventure here. - - ***Add variables*** Underneath your list called `field` we'll add 2 more variables that we'll need to program the game. - The variable `game_over` tells us if the game is over, and should be 'no' at the start of the game. - The variable `sign` tells us if it's the turn of player x or player o. Set the variable to 'x'. - - ***The game*** First use a {while} command, to make sure the game keeps on playing the variable while game_over is set to no. - During the game, we first ask the player which spot they choose. Then we change the field with the number they chose into their sign. - Then we print the field again and we ask the player if they've won yet. Lastly we want to switch whose turn it is, so if the sign is 'x' it should be 'o' and the other way around. - - ***Test your game*** Does your game work? Great, have fun playing the game! If not, use the ladybug button to debug your code. - You might have noticed one mistake in the code though, you can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! Go to the next tab to learn how to fix this problem. + Finish the code by filling in the **variable** on the blanks. + This game is not very interactive, but no worries! In the next tab you'll learn how to use variables with the `{ask}` command to make your game interactive! + secret: + levels: + 12: example_code: | ``` - # Paste your code from the previous adventure here - - # Add variables - game_over = _ - sign = _ - - # The game - {while} _ - choice = _ 'Player ' sign '_?' - field[choice] = _ - _ print_field - game_over = {ask} _ - {if} sign = 'o' - sign = _ - _ - sign = _ + name = {ask} 'What is your name?' + {if} name {is} '_' + a = 'Go to the airport ' + {else} + a = 'Go to the trainstation ' + password = {ask} 'What is the password?' + {if} password {is} _ + b = 'tomorrow at 02.00' + {else} + b = 'today at 10.00' + {print} _ _ _ ``` - tic_3: - name: Tic-Tac-Toe 3 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: + 13: story_text: | - You might have noticed one mistake in the code you've made in the previous adventure. You can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! In this tab we'll fix that mistake. - - ### Exercise - ***Paste your code here*** Paste your code from the previous adventure here. + We can simplify the superspy code with `{and}`, such that we only need one `{if}`. - ***Fix the mistake*** To fix the mistake we replace the line that says `field[choice] = sign`. This turns any spot that the player has chosen into their sign. - Go to the header that says 'Use this to fix the mistake' and finish the code. We first want to check if the chosen spot is still empty, so `if field[choice] = '.'`. If that is the case, you are allowed to take it. - Then we make an else command and print 'Sorry, this spot is already taken' if the spot is not empty. Lastly, we add a {sleep} command, so the players can actually read the text before it gets cleared again. - Now copy this piece of code and replace the line `field[choice] = sign` with this new piece of code. + ### Exercise 1 + Complete the code by filling the right command on the blank. Tip: The superspy has to answer BOTH questions correctly, before they get the confidential information! - ***Play your game!*** Now the game should work properly! Good job! - The only flaw is that you can get a bit annoyed that the game keeps asking you if you've won yet. Do you want to fix that? Go to level 17 and we'll fix it! + ### Exercise 2 + We want confuse the enemy even more! Create a list with fake answers and select one at random when a wrong answer is given. + sleep_command: + description: introducing sleep command + songs_2: + levels: + 12: example_code: | ``` - # Paste your code here + {define} twinkle + {print} 'Twinkle' + {print} '...' - # Use this to fix the mistake - {if} _ = '.' - field[choice] = sign - {else} - {print} _ - _ + {call} twinkle + {print} 'Up above the world so high' + {print} 'Like a diamond in the sky' + {call} _ ``` turtle: - name: Turtle - default_save_name: Turtle - description: Make your own drawing levels: - 1: - story_text: | - You can also use Hedy to draw. By combining turns and lines, you can make a square or stairs! - - Using `{forward}` you draw a line forwards. The number behind it determines how far the turtle will walk. `{turn} {right}` turns a quarter turn in clockwise direction, `{turn} {left}` turns counter clockwise. - - If you want to go backwards, you use the `{forward}` command but with a negative number. So for example `{forward} -100` - example_code: | - ``` - {forward} 100 - {turn} {left} - ``` - story_text_2: | - ### Exercise - This is the start of a little staircase. Can you make it have 5 steps? - example_code_2: | - ``` - {forward} 20 - {turn} {right} - {forward} 20 - {turn} {left} - {forward} 20 - ``` 2: story_text: | In this level you can use variables to make the turtle interactive. For example you can ask the player how many steps the turtle must make. @@ -4744,147 +644,7 @@ adventures: {turn} angle {forward} 25 ``` - 3: - story_text: | - In this level you can use `{at} {random}` with the drawing turtle. A random choice makes the turtle walk a different path each time. - Use `{at} {random}` to choose a value from a list. - ### Exercise - Can you copy and paste lines 2 and 3 to create a longer random path? - example_code: | - ``` - angles {is} 10, 50, 90, 150, 250 - {turn} angles {at} {random} - {forward} 25 - ``` - 4: - story_text: | - In level 4 you have to use quotation marks with `{print}` and `{ask}`. Also when drawing! - example_code: | - ``` - {print} _ Drawing figures _ - angle {is} 90 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - ``` - story_text_2: | - You can also change the color of the lines with the command `{color}`. Check out the example. - You can also use the command `{color} {white}` to make 'invisible' lines. You could use these white lines to move the turtle anywhere in the screen before you start drawing. - example_code_2: | - ``` - {color} {white} - {forward} -80 - {color} {green} - {forward} 50 - {color} {yellow} - {forward} 50 - {color} {red} - {forward} 50 - ``` - 5: - story_text: | - In level 5 you can make a choice with `{if}`. For example between different types of figures. - example_code: | - ``` - {print} 'Drawing Figures' - figure {is} {ask} 'Do you want a square or a triangle?' - {if} figure {is} triangle angle {is} 120 - {else} angle {is} 90 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - ``` - story_text_2: | - ### Exercise - Fill in the correct numbers in this code to get it to work. - After you've done that, you can try to add the option backwards. - - **Extra** Instead of using 'left' and 'right', remake the program with North, East, South and West. - This way you could add even more directions like Northeast and Southwest etc. - example_code_2: | - ``` - direction {is} {ask} 'Do you want to go left, right, or straight ahead?' - {if} direction {is} left {turn} _ - {if} direction {is} right {turn} _ - {forward} 100 - ``` - 6: - story_text: | - In this level you can use calculations to draw different figures. - You may have learned in school that turning a full circle is 360 degrees. If not, now you know! - That's why you also use 90 degrees for a square. 360 divided by 4 is 90. - Now that we can do math with Hedy, we can draw all the figures we want! - example_code: | - ``` - angles = {ask} 'How many angles do you want?' - angle = 360 / angles - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - ``` - 8: - story_text: "Now that we can repeat several lines, we can make figures more easily.\nWe only have to set the angle once and then use that variable in the `{repeat}`.\n\n### Exercise 1\nThe example code creates a square. Change the code so that it create another figure, such as a triangle or a hexagon. \nThis requires a change to two lines of code.\nTip: An entire circle is 360 degrees.\n\n### Exercise 2\nNow create a drawing consisting of at least two polygons.\n" - example_code: | - ``` - angle = 90 - {repeat} 4 {times} - {turn} angle - {forward} 50 - ``` - story_text_2: | - **Extra** We can now improve the program that draws different figures. Finish the code and you can draw any polygon you'd like! - example_code_2: | - ``` - figure = {ask} 'How many angles should I draw?' - angle = 360 / figure - {repeat} figure {times} - {turn} _ - {forward} _ - ``` - 9: - story_text: | - Now that we can use a `{repeat}` inside a `{repeat}`, we can create more complex figures. - - ### Exercise 1 - This code creates three black triangles, change that into five pink squares. - - **Extra** Create a figure of your own choosing consisting of at least two different shapes types. - example_code: | - ``` - {color} {black} - {repeat} 3 {times} - {repeat} 3 {times} - {forward} 10 - {turn} 120 - {color} {white} - {forward} 50 - {color} {black} - ``` 10: - story_text: | - In this level you can make the turtle draw a figure. - The turtle will travel the distances in the list, one by one, making bigger and bigger steps. - ### Exercise 1 - Add a 90 degree turn in the loop, so that a spiral is drawn. - Add at least 5 numbers to the list, so the spiral grows larger. - **(extra)** can you change the spiral into another shape? Experiment with numbers for the turn! - ### Exercise 2 - The spiral is drawn outwards, make it go inwards? example_code: | ``` {turn} 90 @@ -4893,155 +653,9 @@ adventures: {forward} distance ``` ``` - 12: - story_text: | - We can use functions to draw more complex figures with less code. - ### Exercise 1 - Fill the function so that three squares are created. If you want the image to look nicer, you can make the lines between the squares white. - - ### Exercise 2 - The code can be made even shorter. Place the final lines into a `{repeat}` so the figure remains the same. - - ### Exercise 3 - Create your own drawing with different figures. - Change both the number of figures with the `{repeat}` and the shape of the figures in the `{define}` - example_code: | - ``` - {define} square - {repeat} 4 {times} - {turn} _ - {forward} _ - {call} square - {forward} 50 - {call} square - {forward} 50 - {call} square - ``` turtle_draw_it: - name: Draw it! - default_save_name: Draw it - description: Draw this picture with the turtle levels: - 1: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Rectangle - Square - Stairs -
- 2: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Arrow - Boat -
- 3: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Star - Arrow -
- 4: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Colored Star - Rainbow - Nested squares -
- example_code: | - **Extra** Up for a real challenge? Make sure that the colors of these figures are selected randomly, so that each time you run your programs they'll look differently! - - ``` - colors {is} red, orange, yellow, green, blue, purple, pink, brown, gray, black - color _ - ``` - 5: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Make only one code that lets the player decide which letter they'd like to see! And can you add even more letters? - -
- F - E - L -
- example_code: | - Hint: - ``` - chosen_letter {is} {ask} 'Which letter would you like to see? F, E or L?' - {if} _ - ``` - 6: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Let the player decide which color the square should be. - - ***Extra*** Can you make the letter of your own first name and the flag of your own country too? - -
- Square - Letters - Flag -
- example_code: | - Hint for the square: - ``` - chosen_color = {ask} _ - ``` - 7: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Hexagon - Triangle - Fan -
- 8: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - -
- Square (3) - Randomly colored star (5) - Randomly colored spiral (7) -
9: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - - **Extra** Give the player a choice which country they would like to see the flag of. - -
- Cross (7) - Randomly colored nested squares (8) - Flags -
example_code: | Hint for the nested squares: ``` @@ -5059,14 +673,6 @@ adventures: color_3 = blue ``` 10: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Nested Hexagon - Traffic lights -
example_code: | Hint Nested Hexagon: ``` @@ -5082,47 +688,6 @@ adventures: color _ {repeat} _ ``` - story_text_2: | - Christmas lights - example_code_2: | - Hint Christmas Lights: - - Start by moving to the left side of the screen with an invisible white line. Then hang up the Christmas lights! - ``` - {color} white - {turn} -90 - {forward} 300 - {turn} 90 - - colors = red, blue, yellow, purple, green, orange, pink - {for} chosen_color {in} colors - _ - ``` - 11: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Beehive (6) - Fan (5) - Snowflake (13) -
- example_code: | - Hint Beehive: - ``` - {for} amount_of_combs {in} {range} 1 {to} _ - {for} walls_of_one_comb {in} {range} 1 {to} _ - {forward} _ - {turn} _ - {forward} _ - {turn} _ - ``` - - Hint Fan: - Start out like the fan you made in level 7. Or take a peak at the hint for the beehive, because the codes are very similar. - - Hint Snowflake: Start by making one 'leg' and repeat it 6 times. 12: story_text: | ### Exercise @@ -5149,137 +714,11 @@ adventures: {if} shape = 'square' {call} draw_a_square ``` - 13: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Street in different sizes - Colored street - Snow Storm - example_code: | - Hint Street in different sizes - ``` - {define} draw_a_house {with} size - _ - - {call} draw_a_house {with} 90 - {call} draw_a_house {with} 60 - {call} draw_a_house {with} 30 - ``` - - Hint Colored street - ``` - {define} draw_a_house {with} chosen_color - _ - ``` - - Hint Snow Storm - ``` - {define} draw_snowflake {with} length, color - _ - - numbers = 10, 20, 30 - colors = _ - - {for} i {in} {range} 1 {to} 5 - random_number = _ - random_color = _ - {call} draw_snowflake {with} random_number, random_color - {color} white - {turn} random_number * 5 - {forward} 80 - ``` - 14: - story_text: | - ### Exercise - Create a program that asks the player how many corners their figure should have and then creates that figure. - The figure in the image is the output when the player fills in 10. - -
- - -
- example_code: | - ``` - {define} calculate_degrees {with} amount_of_corners - _ 360 / amount_of_corners - - - {define} draw_figure {with} degrees - _ - {forward} 400/amount_of_corners - {turn} _ - - amount_of_corners = {ask} _ - degrees = {call} _ {with} _ - - {call} _ {with} - {call} _ {with} - ``` - 15: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Spiral - example_code: | - Spiral - ``` - distance = 5 - {while} distance < 200 - distance = distance + 5 - _ - ``` - story_text_2: | - Fan - example_code_2: | - Fan - ``` - {define} draw_a_square {with} side - _ - - i = 100 - {while} i > 1 - _ {with} i - _ - i = i - 3 - ``` - story_text_3: | - Star - example_code_3: | - Star - A star is usually drawn using 144-degree-turns. If you change this slightly to 143 degrees for example and repeat the pattern multiple times with a {while} loop you can make this figure. while_command: - name: '{while}' - default_save_name: while_command description: while - levels: - 15: - story_text: |- - We are going to learn a new loop, the `{while}` loop! We continue the loop as long as the statement is true. - So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. - If the correct answer is never given, the loop never ends! - example_code: | - ``` - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - ``` years: - name: New Year's - default_save_name: New Year's Countdown - description: Countdown to the New Year! levels: 11: - story_text: | - In this level you can use the `{for}` number `{in}` `{range}` command to countdown to the New Year. - - ### Exercise - Fill in the blanks and make the code work! example_code: | ``` {for} number {in} {range} _ {to} _ diff --git a/content/adventures/ms.yaml b/content/adventures/ms.yaml index acbd6b3496d..30e8fd6f3fe 100644 --- a/content/adventures/ms.yaml +++ b/content/adventures/ms.yaml @@ -1,1094 +1,42 @@ adventures: - hangman: - default_save_name: Hangman - description: Guess the word - levels: - 17: - example_code: "```\nprint 'Hangman!'\n\n# Set the variables\nanswer = []\nguessed_letters = _\nmistakes_made = _\namount_letters = {ask} _\n_ = 'False'\n\n# Choosing the answer\n{for} _\n letter = {ask} 'Player 1, what is letter ' i '?'\n _\n {add} '_' {to} _\n\n# Player 2 turn\nprint _\nprint _\nprint guessed_letters\n```\n" - story_text: "In this adventure we program a game of hangman. First we make some preparations, then we program the game and in the third part we add a drawing with the turtle.\n\n### Exercise\n***Set the variables*** In this game of hangman, Player 1 chooses an answer and Player 2 has to guess the letters in this answer.\nTo let the computer know all the letters in the word, we will turn the answer into a list of letters. We also do this with the guesses Player 2 makes.\nWe will start the game with 2 empty lists. We have made an empty list for the variable answer for you. Now make an empty list for guessed_letters as well.\nThen we fill in how many mistakes were made. At the start of the game, this should be 0.\nThe variable `amount_letters` tells us how many letters are in the answer. Ask Player 1 to tell us how many letters their word has.\nLastly we tell the computer if the game is over. We use the variable `game_over` and set it to `False`.\n\n***Choosing the answer*** We want Player 1 to be able to choose the answer. We'll ask them, as many times as necessary, what the next letter is.\nThen we add that letter to the answer. Lastly, we add an empty _ to the list of guessed letters, so we get as many _s as there are letters in the answer.\n\n***Player 2's turn***\nTell Player 2 its their turn. Then tell Player 2 how many letters there are in the answer. Finally, print the list of `guessed_letters`.\n\n***Go to the next tab*** Now that all the starting variables are set, we can start programming the game itself. Check out the next tab to learn how!\n" - name: Hangman - story: - name: Story - levels: - 3: - example_code: "```\nanimals {is} 🦔, 🐿, 🦉, 🦇\n{print} They now hear the sound of an animals {at} {random}\n```\n" - example_code_2: "```\n{print} They hear a sound\nanimals {is} 🐿, 🦔, 🦇, 🦉\nanimal {is} {ask} What do you think it is?\n{add} animal {to_list} animals\n{print} it was an animals {at} {random}\n```\n" - example_code_3: "```\n{print} His backpack got way too heavy.\n{print} Inside were a bottle of water, a flashlight and a brick.\nbag {is} water, flashlight, brick\ndump {is} {ask} Which item should he dump?\n{remove} dump {from} bag\n```\n" - story_text: "In level 3 you can make your story more fun. You can use randomness for any monster, animal or other obstacle, like this:\n" - story_text_2: "The command `{add}` can also come in handy in your story.\n" - story_text_3: "This is an example of the `{remove}` command in your story\n\n### Exercise\nCopy your story from the previous levels into this level.\nIn this level you've learned 3 new commands `{at} {random}` , `{add} {to_list}` and `{remove} {from}`.\nAdd new lines of code to your story, so that all of the new commands are featured at least once in your story.\n" - 18: - story_text: "We are going to print another story, but now we have to use brackets with `{print}`.\n\n### Exercise 1\nCreate a story of at least 5 sentences. You don't have to use 'name' just yet.\n" - story_text_2: "### Exercise 2\nWe have already prepared an `{input}` for you. First, use the `name` variable in your story.\nThen add a second `{ask}` and use that variable as well.\nTip: Remember the commas in a `{print}` between text and variables!\n" - example_code: "```\n{print}('Welcome to this story!')\n```\n" - example_code_2: "```\nnaam = {input}(\"What's your name?\")\n{print}('Welcome to this story!')\n```\n" - 2: - story_text: "In level 2 you can make your story more fun. Your main character's name can now be anywhere in the sentence.\n\nYou do have to program a little bit extra for that. You must now name your main character first.\n\nYou can then put that name anywhere in a sentence.\n" - story_text_2: "### Exercise\nNow it's time to add variables to your own story that you've made in the previous level.\nGo to 'My programs', look for your level 1 story adventure and copy the code. Paste the code in your input screen in this level.\n\nThis code won't work in this level, because you have not used variables yet.\nChange the `{ask}` commands and `{echo}` commands in your code to the correct form that you've learned in this level.\n\n**Extra** Add a `{sleep}` command to your code to build up tension in your story.\n" - example_code: "```\nname {is} {ask} What is the name of the main character?\n{print} name is now going to run in the woods\n{print} name is a bit scared\n{print} Suddenly she hears a crazy noise...\n{sleep}\n{print} name is afraid this is a haunted forest\n```" - 9: - story_text: "In this level you can use `{if}` and `{repeat}` commands inside other `{if}` and `{repeat}` commands. \nThis gives you many options and really helps you to make your story interactive.\n\n### Exercise 1\nFinish the code so the `{if}` works correctly.\n\n### Exercise 2\nAdd an `{if}` and `{else}` for the part of the story where Robin goes home too.\n\n### Exercise 3\nGo back to your level 8 story and use at least two `{if}`s inside another `{if}`.\n" - example_code: "```\n{print} 'Robin is walking downtown'\nlocation = {ask} 'Is Robin going into a shop, or does she go home?'\n{if} location {is} shop\n {print} 'She enters the shop.'\n {print} 'Robin sees an interesting looking book'\n book = {ask} 'Does Robin buy the book?'\n {if} book {is} yes\n _ {print} 'Robin buys the book and goes home'\n _ {else}\n _ {print} 'Robin leaves the shop and goes home'\n{else}\n {print} 'Robin goes home'\n```\n" - 1: - story_text: "In level 1 you can make a story with a different main character that you enter yourself.\n\nIn the first line, use `{ask}` and ask who the main character of the story will be.\n\nAfter that first line, start with `{print}` if the sentence needs to be printed.\nYou use `{echo}` if you want your main character to be at the end of the sentence.\n" - example_code: "```\n{ask} The main character of this story is\n{print} The main character is now going to walk in the forest\n{echo} They're a bit scared,\n{print} They hear crazy noises everywhere\n{print} They're afraid this is a haunted forest\n```\n" - story_text_2: "### Exercise\nNow create your own story of at least 6 lines of code.\nThis story cannot be the same as the example code.\nUse at least one `{ask}` and one `{echo}` command.\nYou can make it about any topic you like.\nIf you can't think of a topic, use one of our choices: going to the movies, a sports match or a day at the zoo.\n" - 5: - story_text: "In this level you can program different endings, which will make your story even more fun.\nIn the example code you can see how to make 2 different endings.\n\n### Exercise 1\nWrite a new short story of at least 6 lines of code about a topic of your choosing.\nNo inspiration? Choose one of these topics: a superhero, a boring school day, stranded on a desert island.\n\nNow give the player a change to choose a happy or a bad end, just like in the example code.\nProgram both the endings.\n\n### Exercise 2\nCopy the story you've created in your own story adventure in the previous levels.\nFind a way to add at least 2 `{if}` and `{else}` commands to your story.\nThis can be with a happy or bad ending, but you can also try to find other ways to incoporate the commands.\n" - example_code: "```\nname {is} {ask} 'Who is walking in the forest?'\n{print} name ' walks through the forest'\n{print} name ' encounters a monster'\nend {is} {ask} 'Would you like a good or a bad ending?'\n{if} end {is} good {print} name ' takes the sword and the monster quickly runs away'\n{else} {print} 'The monster eats ' name\n```\n" - 8: - story_text: "In this level you can use multiple lines in your `{if}` commands, this way you can upgrade your happy or sad ending!\n\n### Exercise 1\nThe example code shows two different endings; one where the characters jump in a time machine and one where they do not.\nComplete the blanks with at least one sentence per ending.\n**Extra** Make the story longer. What happens in the story? You can also add a second `{ask}` with different options.\n\n### Exercise 2\nGo back to your saved programs, choose your story program from level 5. Now write a good and a bad ending of at least three lines long each!\n" - example_code: "```\n{print} 'OH NO! The T-rex is closing in!'\nend = {ask} 'Do you want a happy or a sad ending?'\n{if} end {is} happy\n {print} 'Just in time Richard jumps back into the time machine!'\n {print} _\n{else}\n {print} 'Oh no! Richard is too slow...'\n {print} _\n```\n" - 4: - example_code: "```\nname {is} {ask} _ What is your name? _\n{print} _ The main character is called _ name\n_\n_\n{print} name _ is now going to walk in the woods _\n{print} name _ is a bit scared _\nanimals {is} 🦔, 🐿, 🦉, 🦇\n{print} _ He hears the sound of a _ animals {at} {random}\n{print} name _ is afraid this is a haunted forest _\n```\n" - story_text: "### Exercise\nCopy the example code and finish it by adding quotation marks on the blanks in lines 1 and 2.\nThe blanks in line 3 and 4 should not be replaced by quotation marks, but a `{sleep}` and a `{clear}` command. Can you make it work?\n\n### Exercise 2\nGo back to the previous level and copy your story code. Make the code work in this level by adding quotation marks in the right spots.\nMind: The variables in your own story should be outside of the quotation marks. Just like the second line of the example code. In that line the variable name is placed outside of the quotation marks.\n" - 7: - story_text: "In a story, someone says words several times. For example, when someone calls for help or sings a song.\nYou can put such repetitions in your story, in this level with `{repeat}`.\n\n### Exercise\nAdd repetition to your own story. Go back to your saved programs, choose your story program from a previous level and\nfind a line containing `{print}` and repeat it!\n" - example_code: "```\n{print} 'The prince kept calling for help'\n{repeat} 5 {times} {print} 'Help!'\n{print} 'Why is nobody helping me?'\n```\n" - 12: - story_text: "In this level quotation marks will be needed to save multiple words in a variable.\n\n### Exercise\n\nFind a story from a previous level, any level is ok. Now make sure quotation marks are added in the right places." - example_code: "```\nname = 'The Queen of England'\n{print} name ' was eating a piece of cake, when suddenly…'\n```\n" - 13: - story_text: "By using the `{and}` and `{or}` commands, you can make your stories more versatile. You can ask two questions and respond to the combination of answers.\n\n### Exercise 1\nLook at the example code and finish it. Then add at least 2 more `{if}` codes with `{and}` or `{or}`.\n\n### Exercise 2\nFind a story from a previous level, and add one `{and}` or `{or}`.\n" - example_code: "```\n{print} 'Our hero is walking through the forest'\n{print} 'The path splits two ways'\npath = {ask} 'Which path should she choose?'\nweapon = {ask} 'What weapon does she draw?'\n{if} path {is} 'left' {and} weapon {is} 'sword'\n _\n```\n" - 10: - example_code: "```\nanimals = _ , _ , _ \n{print} 'Brown bear, Brown bear'\n{print} 'What do you see?'\n```\n" - story_text: "In this level you can use the {for} command in your story. In this way you could easily program the children's book 'Brown bear, Brown bear, what do you see'.\n\n### Exercise\n\nLook at the story if you do not know it, and make sure it is printed as in the book.\n" - 15: - story_text: "Using the `{while}` loop can make your stories more interesting. For example, you can use `{while} game == 'on'` so you can play until the game is over.\nOr you can use `{while} sword == 'lost'` so the player can't continue the game until they have found something.\n\n### Exercise\nThe example code shows you how to use the `{while}` loop in a story. Now **think of your own scenario** in which the player has to find something before they can continue.\n" - example_code: "```\nkeys = 'lost'\n{print} 'You are standing in your garden and you have lost your keys.'\n{print} 'Where do you want to look for them?'\n{print} 'You can choose: tree, flowerbed, rock, postbox'\n{while} keys == 'lost'\n location = {ask} 'Where do you want to look?'\n {if} location == 'flowerbed'\n {print} 'Here they are!'\n keys = 'found'\n {else}\n {print} 'Nope they are not at the ' location\n{print} 'Now you can enter the house!'\n```\n" - description: Story - default_save_name: Story - ask_command: - levels: - 1: - story_text_3: "### Exercise\nTry out the `{ask}` and `{echo}` commands. Firstly, fill in the blanks to make this program work.\nThen ask 2 more questions using the `{ask}` command, after each `{ask}` use an `{echo}` to print the answer on the screen.\n" - story_text: "## The ask command\nNow that you can use the `{print}` command, you are ready to learn the next command: `{ask}`. With the `{ask}` command, you can ask a question. Check it out:\n" - example_code_3: "```\n_ How are you doing?\n_\n```\n" - example_code_2: "```\n{print} Hello!\n{ask} What is your name?\n{echo} hello\n```\n" - example_code: "```\n{print} Hello!\n{ask} What is your name?\n```\n" - story_text_2: "## The `{echo}` command\nIf you want the computer to repeat the answer back to you, you can use the `{echo}` command. The answer will be echoed back at the end of the sentence, so in this example after hello.\n" - 2: - example_code_2: "```\nfavorite_animal {is} {ask} What is your favorite animal?\n{print} I like favorite_animal\n```\n" - story_text_2: "### Exercise\nIn the previous tab you have practised with setting variables with the `{is}` command.\nYou have created at least 3 variables and used them with a print command.\nNow, instead of setting the variables we want you to make the variables interactive, like we did in our example.\n\nCopy your code from the previous tab and make the variables interactive by using `{ask}` commands.\n" - example_code: "```\nname {is} {ask} What is your name?\n{print} Hello name\nage {is} {ask} How old are you?\n{print} name is age years old.\n```\n" - story_text: "## The ask command\nNow that we can use **variables** in our codes, we no longer need the `{echo}` command.\nWe can use variables to store the answers to our questions and this way we can use the answer to multiple questions in our codes.\nCheck it out:\n\nThis way your code is becoming interactive!\n" - 18: - story_text: The final change we will need to make to get Python code is changing `{ask}` into `{input}`. - example_code: "```\n{print}('My name is Hedy!')\nname = {input}('What is your name?')\n{print}('So your name is ', name)\n```\n" - description: Introduction {ask} command - name: '{ask}' - default_save_name: ask_command - blackjack_2: - description: Blackjack part 2 - levels: - 17: - story_text: "### Exercise\nIn this adventure we code the second part of our Blackjack game.\n\n***Paste your code from the previous adventure***\nIn the previous adventure you've started a list of variables and created a function to calculate how many points a card is worth. Copy your code and paste it here. Mind that you don't need the testing part, so if you haven't removed that yet, please do so now.\n\n***Add more variables***\nYou have already set the lists `cards` and `face_cards` and the variable `card_1`. Underneath those variables create 3 more variables: `card_2`, dealer_card_1` and `dealer_card_2`. These variables are all set to a random card from the list of cards.\n\n***Add up points***\nTo calculate how many points you have scored we call the function with card 1 and we do it again for card 2. Then we add both these scores together to get your total.\nDo the same thing for the dealers points, but be sure to use the dealer's cards and not your own!\n\n***2 Aces***\nYou're doing great! Almost all scores can be calculated now. There is only one exception: 2 Aces. If you get 2 Aces, your total is 12 points and not 22 (because 22 points would be losing!). This of course also goes for the dealer.\n\n***Show the score***\nLastly, you want to tell the program to tell you which cards you have drawn and how many points that is. Then show which cards the dealer has and how many points they have.\n\n***Continue in the next tab***\nGreat! You have finished this part of the game! Copy your code and go to the next tab to learn how to ask for an extra card and to declare a winner.\n" - example_code: "```\n# Paste your code from the previous adventure here\n\n# Add these variables to the list of variables\ncard_2 = _\ndealer_card_1 = _\ndealer_card_2 = _\n\n# Add up your points\nyour_points_1 = {call} _ {with} card_1\nyour_points_2 = _\nyour_total = _\n\n# Add up the dealers points\ndealer_points_1 = _\n_\n_\n\n# 2 Aces\n{if} card_1 == 'Ace' {and} _\n your_total = 12\n{if} dealer_card_1 _\n dealer_total = _\n\n# Show the score\n{print} 'You have drawn a ' _ ' and a ' _ '. That is ' _ ' points'\n{print} 'The dealer has drawn a ' _ ' and a ' _ '. That is ' _ ' points'\n```\n" - default_save_name: Blackjack_2 - name: Blackjack 2 - blackjack_4: - description: Blackjack part 4 - levels: - 17: - example_code: "```\n# Paste your code from the previous adventure here\n\n# Decide a winner\n{if} _\n {print} 'Its a draw! Play again!'\n{elif} _\n {print} 'You win!'\n{elif} _ :\n {if} _:\n {print} _\n {else}:\n {print} _\n{else}:\n _\n```\n" - story_text: "In the last 3 adventures you have alsmost created a working blackjack game! The only thing left to do is to decide a winner!\n\n### Exercise\n***Paste your code from the previous adventure*** Start by pasting the code that you've made so far into your programming field.\n\n***Decide a winner***\nFirstly, if you and the dealer have an equal amount of points, it's a draw.\nSecondly, if the dealer has more than 21 points and you don't, you are the winner.\nThirdly, if both you and the dealer have less than 22 points, we have to see who came closest to 21. We do that by comparing who has the highest score. Is your total higher than the dealer's total, then you are the winner. If not, the dealer wins.\nLastly, in all other scenarios (e.g. you have more than 21 points and the dealer doesn't, or you both have more than 21 points) you are the loser.\n\n***Enjoy the game!***\nDoes your game work properly? Amazing! You have done a great job! Enjoy your game!\nIf it doesn't work right away, no worries, you might have made a mistake. Just keep calm and bebug your code using the ladybug button.\n" - default_save_name: Blackjack_4 - name: Blackjack 4 calculator: levels: 9: story_text: "In a previous level you've created a calculator, in this level you can expand that code so it asks multiple questions.\n\n### Exercise 1\nCan you finish line 10 to get the code to work?\n\n### Exercise 2\nGive the player feedback when they enter an answer, like `{print} 'Correct!'` or `{print} 'Wrong! The correct answer is ' correct_answer`.\n" - example_code: "```\nscore = 0\n{repeat} 10 {times}\n numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10\n number_1 = numbers {at} {random}\n number_2 = numbers {at} {random}\n correct_answer = number_1 * number_2\n {print} 'What is ' number_1 ' times ' number_2 '?'\n answer = {ask} 'Type your answer here...'\n {print} 'Your answer is ' answer\n {if} _ {is} _\n score = score + 1\n{print} 'Great job! Your score is... ' score ' out of 10!'\n```\n" 14: example_code: "```\n{define} calculate_mean_grade\n total = 0\n {for} i {in} {range} 1 {to} 4\n grade = {ask} _\n total = total + _\n return _ / 4\n\nmean_grade = {call} _\n{print} 'Your mean grade is ' mean_grade\n```\n\n total = total + _\n return _ / 4\n\nmean_grade = {call} _\n{print} 'Your mean grade is ' mean_grade\n" - story_text: "In this adventure you will build a calculator that calculates your mean grade for you. If you get your calculator to work, you can move on to the next adventure, which allows you to add two extra features.\n\n### Exercise 1\nFill in the blanks to get the calculator to work.\n* Start with the fourth line, add a question to figure out what grade the student got.\n* In the fifth line you'll want to calculate the total of all grades, so the total = total + grade.\n* Then we get to set the return value. We want to return the mean, so the total devided by the amount of tests (4).\n* Lastly we finish the code by calling the function in line 8.\n\nDid you get it? Awesome! Would you like to add even more to your calculator? **This adventure continues in the next tab!**\n" - 10: - example_code: "```\nnumbers = 1, 2, 3\n{for} _\n {for} _\n answer = {ask} _\n correct = number_1 * number_2\n {if} answer {is} correct\n {print} 'Great job!'\n {else}\n {print} 'That is wrong. The right answer is ' correct\n```\n" - story_text: "This calculator game helps you practise your tables of multiplication!\n### Exercise\nFill in the blanks. We want this program to ask the player these questions:\n```\nHow much is 1 times 1?\nHow much is 1 times 2?\nHow much is 1 times 3?\nHow much is 2 times 1?\nHow much is 2 times 2?\nHow much is 2 times 3?\nHow much is 3 times 1?\nHow much is 3 times 2?\nHow much is 3 times 3?\n_\n```\n" - 13: - story_text: "### Exercise 1\nLet's make the practice program a bit harder. The player now has to answers two questions correctly. Fill out the blanks to complete the program.\n\n### Exercise 2\nSometimes, calculations have multiple correct answers. For example, 10 can be divided by 5 and by 2. So the question 'What number divides 10?' can be answered by 2 and by 5.\nAsk for a calculation that has multiple correct answers, ask the player to answer it, and determine if it is correct using `{or}`.\nEmpty the programming field and create your own solution.\n" - example_code: "```\nanswer1 = {ask} 'What is 10 times 7?'\nanswer2 = {ask} 'What is 6 times 7?'\n{if} _ _ _ _ _ _ _\n {print} _\n```\n" - 12: - story_text: "In this level, you can make a calculator that works for decimal numbers.\n\n### Exercise 1\nFill out the blanks to complete the calculator. Remember to use a period and not a comma for decimal numbers.\n\n### Exercise 2\nCreate a new mathematics practice program, but now use decimal numbers.\nCreate a list of numbers, choose two to multiple and let the player answer.\nAnd of course you have to validate the answer! **Extra** Increase the difficulty by adding lives: A player loses a life for a wrong answer and after three wrong answers the game ends.\n" - example_code: "```\nnumber1 = {ask} 'What is the first number?'\nnumber2 = {ask} 'What is the second number?'\nanswer = _\n{print} number1 ' plus ' number2 ' is ' _\n```\n" - 6: - example_code_3: "```\nnumbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10\nnumber_1 = _\nnumber_2 = _\ncorrect_answer = number_1 * number_2\ngiven_answer = {ask} 'What is ' number_1 ' times ' number_2 '?'\n{if} _\n{else} _\n```" - story_text_2: "### Exercise\nThe calculator above will calculate the answer for you, but you can also make a program to test your own maths skills, like this:\nFill in the blanks to make it complete!\n" - story_text: "Now that you can do maths, you can make a calculator yourself!\n" - example_code: "```\nnumber_1 = {ask} 'Fill in the first number:'\nnumber_2 = {ask} 'Fill in the second number:'\ncorrect_answer = number_1 * number_2\n{print} number_1 ' times ' number_2 ' is ' correct_answer\n```\n" - example_code_2: "```\ncorrect_answer = 11 * 27\nanswer = {ask} 'How much is 11 times 27?'\n{if} answer {is} _ {print} 'good job!'\n{else} {print} 'Wrong! It was ' _\n```\n" - story_text_3: "**Extra** You can also let the computer do random products on its own using `{random}`.\n" - 15: - example_code: "```\n{define} new_question\n numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10\n number_1 = numbers {at} {random}\n number_2 = numbers {at} {random}\n correct = number_1 * number_2\n answer = 0\n _\n _\n _\n {print} 'Well done!'\n\n{print} 'Give 10 correct answers to win!'\n{for} i {in} {range} 1 {to} 10\n _\n{print} 'You win!'\n```\n" - story_text: "You can add the `{while}` loop to the calculator game you've learned to make in a previous level.\nThis makes sure the player can't continue to the next question if they answer incorrectly.\n\n### Exercise\nAdd the `{while}` loop in the function, ask the player what number_1 times number_2 is and print their answer.\nThen `{call}` the function.\n" - 11: - story_text: "With a `{for}` you can simplify tables of multiplication practise program.\n\n### Exercise 1\nImprove the example code such that it prints a nice multiplication table:
\"1 times 10 is 10\", \"2 times 10 is 20\", etc.\n\n### Exercise 2\nGo back to your level 10 multiplication code, and modify it so that it uses a `{for}` and `{range}`.\n" - example_code: "```\nnumber = 10\n{for} i {in} {range} 1 {to} 10\n {print} i * number\n```\n" - name: Calculator - default_save_name: Calculator - description: Create a calculator - debugging: - levels: - 5: - example_code: "**Warning! This code needs to be debugged!**\n```\n{print} Welcome to Swimming Pool Hedy!\nclass {is} {ask} 'Are you here to join a class today?'\n{if} class yes\n{print} 'Great! You're joining a class!\n{print} {else} 'You will not be joining a class'\ndiscount {is} 'Do you have a discount code?'\n{if} discount {is} yes\ndiscount_answer {is} {ask} 'What's your discount code?'\ndiscount_codes = Senior4231, Student8786, NewMember6709\n{if} discount_answer {is} {in} discount_cods\n{print} 'That will be $3,50'\n'That will be $5,50'\n{print} 'Have a nice swim!'\n```\n" - story_text: "### Exercise\nDebug this code. Good luck!" - 6: - story_text: "### Exercise\nDebug this code. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\n{print} 'Vending machine'\nchosen_product = {ask} 'Please select a product'\n1_dollar_products = coke orange juice water\n2_dollar_products = chocolate, cookie, museli bar\n3dollar_prodcuts = potato chips, beef jerky, banana bread\n{if} chosen {is} {in} 1_dollar_products\nprice = 1\n{if} chosen_product {is} 2_dollar_products\nprice = 2\n{else} chosen_product {in} 3_dollar_products\nprice = 3\namount_of_products = '{ask} How many of ' chosen_product would you like to have?'\ntotal = price + amount_of_product\n{print} 'That will be $' price 'please'\n```\n" - 8: - example_code: "**Warning! This code needs to be debugged!**\n```\n{print} 'Welcome to Manicures and Pedicures by Hedy'\nbodypart = {ask} 'Are you getting your fingernails or toenails done today? Or both?'\n{if} bodyparts {is} both\n {print} That will be $25'\n price = 25\n {else}\n {print} That will be $18'\n price = 18\ncolor = {ask} What color would you like?\nsparkles = {ask} 'Would you like some sparkles with that?'\n{if} sparkles {is} yes\n {print} 'We charge $3 extra for that'\nprice = price + 3\n{else} {print} 'No sparkles' {print} 'So no extra charge'\n{sleep} 5\n{print} 'All done! That will be $' price ' please!'\n{print} 'Thank you! Byebye!'\n```" - story_text: "### Exercise\nDebug this code. Good luck!" - 10: - story_text: "### Exercise\nDebug this code. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\nnames = Muad Hasan Samira Noura\nactivities = fly a kite, go swimming, go hiking, catch tan in the sun\n{for} name {is} names\n{print} At the beach name loves to activity {at} {random}\n```\n" - 12: - story_text: "### Exercise\nDebug this code. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\n{define} greet\ngreetings = 'Hello', 'Hi there', 'Goodevening'\n {print} greetings {at} {random}\n\n{define} take_order\n food = {ask} 'What would you like to eat?'\n {print} 'One food'\n drink = 'What would you like to drink?'\n {print} 'One ' drink\n more = {ask} 'Would you like anything else?'\n {if} more {is} 'no'\n {print} 'Alright'\n {else}\n {print} 'And ' more\n{print} 'Thank you'\n\n{print} 'Welcome to our restaurant'\npeople = {ask} 'How many people are in your party tonight?'\n{for} i {in} {range} 0 {to} people\n {call} greet_costumer\n```\n" - 13: - story_text: "### Exercise\nDebug this code. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\n{define}movie_recommendation {with} name\n action_movies == 'Die Hard', 'Fast and Furious', 'Inglorious Bastards'\n romance_movies = 'Love Actually', 'The Notebook', 'Titanic'\n comedy_movies = 'Mr Bean' 'Barbie''Deadpool'\n kids_movies = 'Minions', 'Paddington', 'Encanto'\n {if} name {is} 'Camila' {or} name {is} 'Manuel'\n recommended_movie = kids_movie {at} {random}\n {if} name {is} 'Pedro' {or} 'Gabriella'\n mood = {ask} 'What you in the mood for?'\n {if} mood {is} 'action'\n recommended_movie = comedy_movies {at} {random}\n {if} mood {is} 'romance'\n recommended_movie = romance_movies\n {if} mood {is} 'comedy'\n recommended_movie = comedy_movies {at} {random}\n\n{print} 'I would recommend ' recommended_movie ' for ' name\n\nname = {ask} 'Who is watching?'\nrecommendation = {ask} 'Would you like a recommendation?'\n{if} recommendaion {is} 'yes'\n{print} movie_recommendation {with} name\n{else}\n{print} 'No problem!'\n```\n" - 14: - story_text: "### Exercise\nDebug this code. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\n{define} calculate_heartbeat\n {print} 'Press your fingertips gently against the side of your neck'\n {print} '(just under your jawline)'\n {print} 'Count the number of beats you feel for 15 seconds'\n beats == {ask} 'How many beats do you feel in 15 seconds?'\n heartbeat = beats*4\n {print} 'Your heartbeat is ' heartbeat\n {if} heartbeat >= 60 {or} heartbeat <= 100\n {print} 'Your heartbeat seems fine'\n {else}\n {if} heartbeat > 60\n {print} 'Your heartbeat seems to be too low'\n {if} heartbeat < 100\n {print} 'Your heartbeat seems to be too high'\n {print} 'You might want to contact a medical professional'\n\nmeasure_heartbeat = {ask} 'Would you like to measure your heartbeat?'\n{if} measure_heartbeat = 'yes'\n {call} measure_heartbeat\n{else}\n 'no problem'\n```\n" - 15: - story_text: "### Exercise\nDebug this random children's story. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\nnames = 'Tanya', 'Romy', 'Kayla', 'Aldrin', 'Ali'\nverbs='walking', 'skipping', 'cycling', 'driving', 'running'\nlocations = 'on a mountaintop', 'in the supermarket', 'to the swimming pool'\nhiding_spots = 'behind a tree', under a table', in a box'\nsounds = 'a trumpet', 'a car crash', 'thunder'\ncauses_of_noise = 'a television', 'a kid with firecrackers', 'a magic elephant', 'a dream'\n\nchosen_ name = names {at} {random}\nchosen_verb = verbs {at} {random}\nchosen_location = 'locations {at} {random}'\nchosen_sounds = noises {at} {random}\nchosen_spot = hiding_spots {random}\nchosen_causes = causes_of_noise {at} {random}\n\n{print} chosen_name ' was ' chosen_verb ' ' chosen_location\n{print} 'when they suddenly heard a sound like ' sounds {at} {random}\n{print} chosen_name ' looked around, but they couldn't discover where the noise came from'\n{print} chosen_name ' hid ' chosen_spot'\n{print} 'They tried to look around, but couldn't see anything from there'\nhidden = 'yes'\n{while} hidden = 'yes'\n {print} chosen_name 'still didn't see anything'\nanswer = {ask} 'does ' chosen_name ' move from their hiding spot?'\n {if} answer = 'yes'\n hidden == 'no'\n{print} 'chosen_name moved from' chosen_spot\n{print} 'And then they saw it was just' chosen_cause\n{print} chosen_name 'laughed and went on with their day'\n{print} The End\n```\n" - 11: - story_text: "### Exercise\nDebug this calendar program. The output of this program is supposed to look like a list of dates.\nFor example:\n\n```\nHedy calendar\nHere are all the days of November\nNovember 1\nNovember 2\nNovember 3\n```\nAnd so on.\n\nMind that you have to test your code extra carefully for the month February, because the amount of days in this month changes in leap years." - example_code: "**Warning! This code needs to be debugged!**\n```\n{print} 'Hedy calendar'\nmonths_with_31 days = January, March, May, July, September, October, December\nmonths_with_30_days = April, June, August, November\nmonth = {ask} 'Which month would you like to see?'\n{if} month {in} months_with_31_days\n days = 31\n {if} month {in} months_with30_days\n days = 30\n{if} month = February\n leap_years = 2020, 2024, 2028, 2036, 2040, 2044, 2028\n year = {ask} 'What year is it?'\n{if} year {in} leap_years\n days = 29\n{else}\n days = 28\n\n{print} 'Here are all the days of ' moth\n{for} i {in} {range} 1 {to} days\n {print} month i\n```\n" - 2: - example_code: "**Warning! This code needs to be debugged!**\n```\ndestination {ask} Where are you going on holidays?\n{print} The flight to dstination leaves at 3 pm.\n{ask} Did you check in your luggage yet?\n{echo}\n{print} Let me print your boarding pass for you.\n{sleep}\nHere you go! Have a nice trip!\n```\n" - story_text: "Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code.\nThat means that in these debugging adventures, we will give you a code that does not work yet.\nYou will have to figure out what's wrong and correct the mistakes.\n\n### Exercise\nDebug this code. Good luck!" - 4: - story_text: "### Exercise\nDebug this code. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\n{print} 'Welcome to the online library!\n{ask} What genre of books do you like?\n{print} You like genre\nauthor {is} {ask} 'Who's your favorite author?'\n{print} 'author is your favorite author'\n{print} Hmmm... i think you should try... books {at} {random}\n```\n" - 17: - example_code: "**Warning! This code needs to be debugged!**\n```\n{define} food_order\n toppings = {ask} 'pepperoni, tuna, veggie or cheese?'\n size = {ask} 'big, medium or small?'\n number_of_pizza = {ask} 'How many these pizzas would you like?'\n\n {print} 'YOU ORDERED'\n {print} number_of_pizzas ' size ' topping ' pizza'\n\n{define} drinks_order\n drink = {ask} 'water, coke, icetea, lemonade or coffee?'\n number_of_drinks = {ask} 'How many of these drinks would you like?'\n\n {print} 'YOU ORDERED'\n {print} number_of_drinks ' ' drink\n\n'Welcome to Hedy pizza'\nmore_food = {ask} 'Would you like to order a pizza?'\n{while} more_food = 'yes'\n {return} food_order\n more_food = {ask} 'Would you like to order a pizza?'\nmore_drinks = {ask} 'Would you like to order some drinks?'\n{while} more_drinks == 'yes'\n {call} drink_order\n more_drinks == {ask} 'Would you like to order more drinks?'\n\n\n{print} 'Thanks for ordering!'\n```\n" - story_text: "### Exercise\nDebug this code. Good luck!" - 1: - story_text: "Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code.\nThat means that in these debugging adventures, we will show you code that does not work yet.\nYou will have to figure out what's wrong and correct the mistakes.\n\n### Exercise\nDebug this code. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\n{print} I love programming\nDo you love programming too?\n{echo}\n{print} What are your hobbies?\n{echo} Your hobbies are\n```\n" - 18: - story_text: "### Exercise\nDebug this Old MacDonald program from level 16. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\nanimals = ['pig', 'dog', 'cow']\nsounds = ['oink', 'woof', 'moo']\n{for} i {in} {range} 1 {to} 3\n animal = animals[i]\n sound = sounds[i]\n {print} 'Old MacDonald had a farm'\n {print} 'E I E I O!'\n {print} 'and on that farm he had a ' animal\n {print} 'E I E I O!'\n {print} 'with a ' sound sound ' here'\n {print} 'and a ' sound sound ' there'\n {print} 'here a ' sound\n {print} 'there a ' sound\n {print} 'everywhere a ' sound sound\n```\n" - 7: - example_code: "**Warning! This code needs to be debugged!**\n```\nAre you sleeping?\nBrother John!\nMorning bells are ringing!\nDing, dang, dong!\n```\n" - story_text: "### Exercise\nSurprise! This program looks more like an output than a code. And yet, we don't want you to just add `{print}` commands in front of each line.\nFix this program to turn it into the nursery rhyme 'Brother John (Frère Jacques)' by using the {repeat} command of course!" - 16: - story_text: "### Exercise\nDebug this code. Good luck!\nTip: Make sure that you only see your score once in the end." - example_code: "**Warning! This code needs to be debugged!**\n```\ncountry = ['The Netherlands', 'Poland', 'Turkey', 'Zimbabwe', 'Thailand', 'Brasil', 'Peru', 'Australia', 'India', 'Romania' ]\ncapitals = 'Amsterdam', 'Warshaw' 'Istanbul', 'Harare', 'Bangkok', 'Brasilia', 'Lima', 'Canberra', 'New Delhi', 'Bucharest'\nscore = 0\n{for} i {in} {range} 0 {to} 10\n answer = {ask} 'What's the capital of ' countries[i]\n correct = capital[i]\n {if} answer = correct\n {print} 'Correct!'\n score = score + 1\n {else}\n {print} 'Wrong,' capitals[i] 'in the capital of' countries[i]\n {print} 'You scored ' score ' out of 10'\n\n```\n" - 3: - example_code: "**Warning! This code needs to be debugged!**\n```\nmovie_choices {is} dracula, fast and furious, home alone, barbie\nchosen_movie {is} movies {at} {random}\n{print} Tonight we will watch chosen _movies\nlike {ask} Do you like that movie?\n{print} Tomorrow we will watch something else.\n{add} chosen_movie {to_list} movie_choices\n{print} Tomorrow we will watch tomorrows_movie\ntomorrows_movie {is} movie_choices {at} {random}\nI'll go get the popcorn! {print}\n```\n" - story_text: "Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code.\nThat means that in these debugging adventures, we will give you a code that does not work yet.\nYou will have to figure out what's wrong and correct the mistakes.\n\n### Exercise\nDebug this code. Good luck!" - 9: - story_text: "### Exercise\nDebug this code. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\n{print} 'Welcome to our sandwich shop'\namount 'How many sandwiches would you like to buy?'\n{repeat} amount {times}\n{ask} {is} {ask} 'What kind or bread would you like your sandwich to be?'\ntypes_of_bread {is} white, wheat, rye, garlic, gluten free\n{if} chosen_bread in types_of_bread\n{print} 'Lovely!'\n{else}\n'I'm sorry we don't sell that'\ntopping {is} {ask} 'What kind of topping would you like?'\nsauce {is} {ask} 'What kind of sauce would you like?'\n{print} One chosen_bread with topping and sauce.\nprice = amount * 6\n{print} 'That will be 'price dollar' please'\n```\n" - default_save_name: debugging - description: debugging adventure - name: debugging - default: - default_save_name: intro - levels: - 1: - example_code: "```\n{print} Hello world!\n```\n" - story_text: "Welcome to Hedy! Here you can learn how to program step by step.\n\nTry the code yourself! The yellow button copies the example code to your programming field.\nThen push the green 'Run code' button under the programming field to run the code.\n\nReady? Then go to the next tab to learn how to make your own codes!\n" - 8: - example_code: "```\n{repeat} 5 {times} {print} 'In the next tab you can repeat multiple lines of code at once!'\n```\n" - story_text: "Now you've learned how to repeat one single line of code. This comes in handy, but it's not always enough. Sometimes you want to repeat multiple lines at once.\nThis level allows you to group a couple of lines of code, and repeat that little group of lines all at once!\n" - 16: - story_text: "In this level we will grow a bit more towards real Python code. You will also learn how to match two lists together.\nThis way you can program a code in which the correct animal is matched to the right sound.\nBecause the two codes below... Are obviously nonsense!\n" - example_code: "```\nanimals = 'chicken', 'horse', 'cow'\nsounds = 'cluck', 'neigh', 'moo'\n{for} animal {in} animals\n {print} 'A ' animal ' says ' sounds {at} {random}\n```\nYou could also try to make it work this way, but....\n```\nanimals = 'chicken', 'horse', 'cow'\nsounds = 'cluck', 'neigh', 'moo'\n{for} animal {in} animals\n {for} sound {in} sounds\n {print} 'A ' animal ' says ' sound\n```\nNote: These codes will not work like this in this level. Head to the next tab to see which parts you need to correct." - 10: - example_code: "```\n{repeat} 2 {times}\n {print} 'if youre happy and you know it clap your hands'\n{print} 'if youre happy and you know it and you really want to show it'\n{print} 'if youre happy and you know it clap your hands'\n```\n" - story_text: "You're doing great! In the previous levels we still faced a small problem. You have learned to repeat lines, but what if you'd want to slightly change the line.\nFor example if you want to sing the song 'if you're happy and you know it'. It would look like this:\n\nIf you'd also want the next verse 'stomp your feet', and the next one, and the next one, you'd have to change the code completely.\nIn this level you'll learn the `{for}` command, which allows you to make a list of actions and repeat the code with another action each time!\nPlease take a look!\n" - 12: - story_text: "Maybe you have tried using decimal numbers in your restaurant adventure. If you did, you probably noticed that Hedy didn't understand them yet and always rounded off.\nFrom this level on you can use decimal numbers.\n" - example_code: "```\nburger = 5\ndrink = 2\ntotal = burger + drink\nprint 'You have ordered a burger and a drink'\nprint 'That costs ' total ' dollars please'\n```\n" - 15: - story_text: "In this game below a code has been made to make sure the player can play on as long as they want...\nBut the code is ineffective and way too long. Also, what if the player wants to play 101 games instead of 100?\nYou can't play to infinity?\nIn this level you will learn a command that makes all of this a lot easier!\n" - example_code: "```\ngame = 'on'\n{for} i {in} {range} 1 {to} 100\n {if} game == 'on'\n answer = {ask} 'Do you want to continue?'\n {if} answer == 'no'\n game = 'over'\n {if} answer == 'yes'\n {print} 'Ok we will continue'\n```\n" - 6: - example_code: "```\nfood_price {is} 0\ndrink_price {is} 0\ntotal_price {is} 0\n{print} 'Welcome to McHedy'\norder {is} {ask} 'What would you like to eat?'\n{if} order {is} hamburger food_price {is} 5\n{if} order {is} fries food_price {is} 2\ndrink {is} {ask} 'What would you like to drink?'\n{if} drink {is} water drink_price {is} 0\n{else} drink_price {is} 3\ntotal_price {is} food_price + drink_price\n{print} 'That will be ' total_price ' dollars, please'\n```\n" - story_text: "In the previous level you have practiced with `{ask}` and `{if}`. For example you can ask guests what they would like to eat.\nWhat you can't yet do though, is calculate the price for everyone's dinner.\n\nThis level makes it possible to use addition, subtraction and multiplication in your programs. This way you can calculate the prices in your restaurant, but you could also add a secret code to give your friends and family a discount.\nAnother option in this level is programming your own maths game, for your little brother or sister to practice their multiplications.\nGo see for yourself!\n" - 7: - story_text: "Great job! You've reached the next level, which means you have practiced with `{if}` and `{else}`. You have probably noticed that your codes are getting longer and longer.\nFor example if you want to program 'Happy Birthday'.\n\nThat's a lot of code for mainly the same words over and over again. Luckily in the next tab you'll learn a solution with the `{repeat}` command, that allows you to repeat a line of code multiple times.\n" - example_code: "```\n{print} 'happy birthday to you'\n{print} 'happy birthday to you'\n{print} 'happy birthday dear Hedy'\n{print} 'happy birthday to you'\n```\n" - 13: - example_code: "```\nusername = {ask} 'What is your username?'\npassword = {ask} 'What is your password?'\n{if} username {is} 'Hedy'\n {if} password {is} 'secret'\n {print} 'Welcome Hedy!'\n {else}\n {print} 'Access denied'\n{else}\n {print} 'Access denied!'\n```\n" - story_text: "In the previous levels you've learned how to put two `{if}`commands inside each other. This works fine, but it does give you very long and unhandy codes like this one:\n\nIn this system you have to give both the correct username and the correct password.\nIn this level you will learn the `{and}` command that will make this code a lot shorter and more understandable!\nCheck it out!\n" - 11: - story_text: "You have reached level 11, you're doing great! In the higher levels, Hedy is focussing more and more on teaching you the programming language Python.\nIn Python there is no `{repeat}` command, but there is a command that works like {repeat}. Are you curious to find out how to say `{repeat}` in Python language? Quickly go on to find out!\n" - 3: - story_text: "In the previous level you've learned what a variable is and how you can use it to make your adventures more interactive.\nBut... that's not the only thing you can do with variables! You can also use variables to make lists.\nAnd you can even let Hedy pick a random word out of a list, which allows you to make real games!\nTake a quick look at the next tab!\n" - 9: - example_code: "```\nanswer = {ask} 'Are you ready to learn something new?'\n{if} answer {is} yes\n {print} 'Great! You can learn to use the repeat command in the if command!'\n {print} 'Hooray!'\n {print} 'Hooray!'\n {print} 'Hooray!'\n{else}\n {print} 'Maybe you should practice some more in the previous level'\n" - story_text: "Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two...\nGood news! In this level you will be allowed to put an {if} inside an {if}, or inside a {repeat} command. Putting a block of code inside another block of code is called nesting. ``` Putting a block of code inside another block of code is called nesting.\n" - 2: - story_text: "Congratulations! You've reached level 2. Hopefully you've already made some awesome codes!\nIn the first level you might've notice that the `{echo}` command can only save one bit of information at a time.\nFor example in the restaurant adventure, you could echo what the costumer wanted to eat, or what they wanted to drink, but not both in one sentence.\n\nThat changes in level 2. In level 2 you'll learn to work with variables, that allow you to save multiple pieces of information and print them in any place you want.\nSo let's go to the next tab!\n" - example_code: "**Warning! This code does not work!**\nIn Hedy commands will change sometimes. `{echo}` for example only works in level 1. In this level you'll learn a better way to echo answers back.\n```\n{print} Welcome at Hedy's\n{ask} What would you like to eat?\n{echo} So you want\n{ask} what would you like to drink?\n{echo} So you want\n```\n" - 4: - story_text: "In the previous levels you've been practising with variables, but you may have come across this problem.\nYou might have tried to run a code like this:\n\nOf course you wanted to print\n\n`My name is Sophie`\n\nbut Hedy prints\n\n`My Sophie is Sophie`.\n\nIn this level this problem is fixed by using quotation marks.\n" - example_code: "```\nname {is} Sophie\n{print} My name is name\n```\n" - 14: - story_text: "With the example code you can calculate if you've passed a subject at school (so, a grade of six or higher).\nYou can see this code is extremely inefficient, due to the very long code in line 5.\nAll the different grades from 1 to 5 had to be programmed separately. Lucky for you, in this level you'll learn how to do this without this extremely long code!\n" - example_code: "```\nfirst_grade = {ask} 'What score did you get on your first test?'\nsecond_grade = {ask} 'What score did you get on your second test?'\nadded = first_grade + second_grade\nmean_grade = added / 2\n{if} mean_grade = 1 {or} mean_grade = 2 {or} mean_grade = 3 {or} mean_grade = 4 {or} mean_grade = 5\n {print} 'Oh no! You have failed the subject...'\n{else}\n {print} 'Great! You have passed the subject!'\n```\n" - 17: - story_text: "Now we are going to change indentation a little bit. Every time that we need an indentation, we need `:` at the line before the indentation.\n\nIn this level you can also use a new command: `{elif}`. `{elif}` is short for ``{else} {if}`` and you need it when you want to make 3 (or more!) options.\nCheck it out!\n" - 5: - example_code: "```\npassword {is} {ask} 'What is the correct password?'\n```\n" - story_text: "In the previous levels you've already learned to use `{at} {random}` which made your games different every time you ran the code.\nBut it's not really interactive, the player doesn't have any influence on what happens in the game.\n\nIn this level you'll learn the `{if}` command, that allows you to give different responses in your program. This way you can program a secret password for your computer for example.\nSo let's go to next tab for the new command!\n" - 18: - story_text: "Congratulations! You have reached the last level of Hedy! The code you have created here can be copied to real Python environments like replit or PyCharm, and you can continue learning there!\nNote however that Python can only read English commands, so if you have been using other languages, you will need to switch to English now.\n" - name: Introduction - description: Level explanation - dice: - levels: - 7: - example_code: "```\nchoices = 1, 2, 3, 4, 5, 6\n_ _ _ _ _ _ _\n```\n" - story_text: "You can also make a dice again in this level. With the `{repeat}` code you can easily roll a whole hand of dice.\n\n### Exercise\nTry to finish the sample code! **Extra** Think of a game you know that involves a dice and program that using a `{repeat}`.\n" - 6: - story_text: "You can also make an Earthworm die again in this, but now you can also calculate how many points have been rolled.\nYou may know that the worm counts 5 points for Earthworms. Now after a roll you can immediately calculate how many points you have thrown.\nThis is the code to calculate points for one die:\n\n### Exercise\nCan you make the code so that you get the total score for 8 dice? To do that, you have to copy and paste some lines of the code.\n" - example_code: "```\nchoices = 1, 2, 3, 4, 5, earthworm\npoints = 0\nthrow = choices {at} {random}\n{print} 'you threw ' throw\n{if} throw {is} earthworm points = points + 5 {else} points = points + throw\n{print} 'those are ' points ' points'\n```\n" - example_code_2: "Did you manage to calculate the score for 8 dice? That required a lot of copy and pasting, right? We are going to make that easier in level 7!\n" - 3: - story_text_2: "### Exercise\nThe dice in the example above are dice for a specific game. Can you make normal dice?\nOr other special dice from a different game?\n" - example_code_2: "```\nchoices {is} _\n```\n" - example_code: "```\nchoices {is} 1, 2, 3, 4, 5, earthworm\n{print} You threw _ {at} {random} !\n```\n" - story_text: "In this level we can choose from a list. With that we can let the computer choose one side of the die.\nTake a look at the games you have in your closet at home.\nAre there games with a (special) die? You can also copy it with this code.\nFor example, the dice of the game Earthworms with the numbers 1 to 5 and an earthworm on it.\n\n![Die of earthworms with 1 to 5 and an earthworm on it](https://cdn.jsdelivr.net/gh/felienne/hedy@24f19e9ac16c981517e7243120bc714912407eb5/coursedata/img/dobbelsteen.jpeg)\n" - 15: - example_code: "```\noptions = 1, 2, 3, 4, 5, 6\n{print} 'Throw 6 as fast as you can!'\nthrown = 0\ntries = 0\n_\n_\n_\n_\n_\n{print} 'Yes! You have thrown 6 in ' tries ' tries.'\n```\n" - story_text: "### Exercise\nIn this level you can create a little game in which you'll have to throw 6 as fast as possible.\nWe have started the code, it's up to you to get the game to work!\n\nFirstly, add a `{while}` loop that checks if 6 has been thrown or not.\nAs long as you haven't thrown 6 already, throw the dice on a random number.\nPrint what the player has thrown.\nAdd a try to the amount of tries\nWait a second before you throw again, or - in case you've thrown a 6 - before the game ends.\n" - 10: - story_text: "### Exercise\nIs everybody taking too long throwing the dice? In this level you can let Hedy throw all the dice at once!\nChange the names into names of your friends or family, and finish the code.\n" - example_code: "```\nplayers = Ann, John, Jesse\nchoices = 1, 2, 3, 4, 5, 6\n_ _ _ _\n {print} player ' throws ' choices {at} {random}\n {sleep}\n```\n" - 4: - story_text: "In this level you can also create dice. But this time you can try it yourself, without an example code!\n\n### Exercise\nMake your own dice in this level.\nTip: If you have no idea how to make dice. Take a peek at your dice from the previous level, but don't forget to add quotation marks.\n" - 5: - example_code: "```\nchoices {is} 1, 2, 3, 4, 5, earthworm\nthrow {is} choices {at} {random}\n{print} 'you have thrown ' throw\n_ throw {is} earthworm {print} 'You can stop throwing.'\n_ {print} 'You have to throw it again!'\n```\n" - story_text: "We are going to add the `{if}` and `{else}` commands to our dice!\n\n### Exercise\nComplete the sample code so that the code says \"You can stop throwing\" once you have thrown an earthworm. It should say \"You have to throw again\" if you've thrown anything else.\n**Extra** Maybe you want to recreate a die from a completely different game. That's fine too! Then make up your own reaction, e.g. 'yes' for 6 and 'pity' for something else.\n" - default_save_name: Dice - name: Dice - description: Make your own dice - dishes: - name: Dishes? - levels: - 10: - example_code: "```\ndays = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday\nnames = mom, dad, Emma, Sophie\n{for} day {in} days\n {print} names {at} {random} ' does the dishes on ' day\n```\n" - story_text: "In this level you can make a schedule for the whole week in an easy way!\n\n### Exercise\nAdd a second chore, such as vacuuming or tidying up, and make sure it is also divided for the whole week.\n
**Extra** The program is not fair, you can be unlucky and wash up all week. How could you make the program more fair?\n" - 5: - story_text: "With the `{if}` you can now have more fun with choice in the program. You can have your program respond to the choice that the computer has made.\n### Exercise\nCan you finish the code so that it prints 'too bad' when it is your turn and otherwise 'yes!'?\nDon't forget the quotes!\n" - example_code: "```\npeople {is} mom, dad, Emma, Sophie\ndishwasher {is} people {at} {random}\n_ dishwasher {is} Sophie {print} _ too bad I have to do the dishes _\n_ {print} 'luckily no dishes because ' _ ' is already washing up'\n```\n" - 6: - example_code_2: "```\npeople = mom, dad, Emma, Sophie\ndishwasher = people {at} {random}\n{print} 'Monday the dishes are done by: ' dishwasher\n{remove} dishwasher {from} people\ndishwasher = people {at} {random}\n{print} 'Tuesday the dishes are done by: ' dishwasher\n{remove} dishwasher {from} people\n```\n" - example_code: "```\npeople = mom, dad, Emma, Sophie\nemma_washes = 0\ndishwasher = people {at} {random}\n{print} 'The dishwasher is' dishwasher\n{if} dishwasher {is} Emma emma_washes = emma_washes + 1\n{print} 'Emma will do the dishes this week' emma_washes 'times'\n```\n\nNow you can copy lines 3 to 5 a few times (e.g. 7 times for a whole week) to calculate for a whole week again.\nDo you make the code for the whole week?\n" - story_text_2: "If you are extremely unlucky the previous program might choose you to do the dishes for the whole week! That's not fair!\nTo create a fairer system you can use the `{remove}` command to remove the chosen person from the list. This way you don't have to do the dishes again until everybody has had a turn.\n\nMonday and Tuesday are ready for you! Can you add the rest of the week?\nAnd… can you come up with a solution for when your list is empty?\n" - story_text: "How often is everyone going to do the dishes? Is that fair? You can count it in this level.\n" - 4: - example_code: "```\npeople {is} mom, dad, Emma, Sophie\n{print} _ the dishes are done by _\n{sleep}\n{print} people {at} _\n```\n" - story_text: "With quotation marks you can make your dishwashing program even better.\n\n### Exercise\nFirst, fill in right symbols or commands on the blanks to make this example program work.\nDid you get it? Great! Now copy your own code from the previous level and make it work in this level by adding quotation marks in the right spots.\n" - 3: - story_text_2: "### Exercise\nMake your own version of the dishwasher program. Firstly make a list of your family members.\nThen think of a task that needs to be done, and let the computer decide who has to do the task with the `{at} {random}` command.\n\n**Extra** Don't feel like doing the dishes yourself? Hack the program by removing your name from the list with the `{remove}` `{from}` command.\n" - example_code: "```\npeople {is} mom, dad, Emma, Sophie\n{print} people {at} {random} has to do the dishes\n```\n" - story_text: "Do you always disagree at home about who should wash the dishes or change the litter box today?\nThen you can let the computer choose very fairly. You can program that in this level!\n" - 7: - story_text: "With the `{repeat}` you can repeat pieces of code. You can use this to calculate who will be washing dishes for multiple days!\n### Exercise\nUse the `{repeat}` command to decide on who needs to wash the dishes for an entire week. Each blank needs to be filled with one command or number!\n**Extra** Can you think of other tasks in the house? Adapt the code so it decides on three household chores. Do not forget to print what tasks it concerns!\n" - example_code: "```\npeople = mom, dad, Emma, Sophie\n{repeat} _ _ {print} 'Dishwashing will be done by ' _ _ _\n```\n" - description: Use the computer to see who does the dishes - default_save_name: Dishes - hangman_2: - name: Hangman 2 - levels: - 17: - story_text: "Now it's time to program the hangman game.\n\n### Exercise\n\n***Paste your code*** Copy your code from the previous tab and paste the code in the programming field.\n\n***The game*** This games continues playing until Player 2 is game over. Fill in the while command accordingly. Now, Player 2 is allowed to guess a letter, so ask Player 2 to guess a letter.\nWe need to check if their answer is correct, so check if their `guess` is (somewhere) in the (list) `answer`. Then we let the computer figure out which of the letter(s) is the guess. We have already programmed that part for you.\nNext we want to compliment the player for finding a correct letter and we want to print the list `guessed_letters`, so the player can see their progress.\n\nThe next part we're going to program is what happens when the player has guessed all of the letters. So if their list of `guessed_letters` is the same as our list `answer`.\nIf the lists are the same, congratulate Player 2 with their victory and set the variable `game_over` to `True`.\n\nNext we'll program what happens when Player 2 guesses wrong (so the `{else}` command). First, tell the player that their guess was wrong. Then increase the `mistakes_made` variable by 1.\n\nFor the last part we'll program what happens when Player 2 has made 10 mistakes. We'll print that Player 1 has won the game. Then we'll print the correct answer. And finally, we'll set our `game_over` variable to `True`, so the game stops.\n\n***Go to the next tab*** Amazing work! Your game is playable, but wouldn't it be fun if the hangman was actually drawn when Player 2 makes a mistake..?\n" - example_code: "```\n# Paste your code here\n\n# The game\n{while} game_over _\n guess = _\n {if} _\n {for} i {in} {range} 1 {to} amount_letters:\n if answer[i] == guess:\n guessed_letters[i] = guess\n {print} _\n {if} guessed_letters == _:\n {print} _\n game_over = _\n {else}:\n {print} _\n mistakes_made _\n {if} _ == 10:\n {print} _\n {print} _\n _\n```\n" - default_save_name: Hangman_2 - description: Hangman 2 - haunted: - description: Escape from the haunted house - levels: - 11: - example_code: "```\n{print} 'Escape from the Haunted House!'\nmonsters = zombie, vampire, giant spider\n_\n {print} 'Room ' i\n monster = monsters {at} {random}\n```\n" - story_text: "In this level we've changed the `{for}` command so we can tell the player where they are. \n\n### Exercise 1\nFinish the program so the player knows which room they are in.\n\n### Exercise 2\nMake the program into an adventure by following these steps:\n\n1. Make a list of choices (like: fight or flight)\n2. Make sure the player can choose an option with `{ask}`\n3. Is answer correct? Then they may proceed to the next monster. Do they give a wrong answer? Let the player know with a `{print}`. \n\n**Extra** If you make a wrong choice, a monster is still shown! How could you change that?\n" - 9: - story_text: "In this level you can use nesting, which allows you to make the haunted house even more interactive!\n\n### Exercise\nNow it's very hard to win this game, can you make it easier to win?\nChange your code so it only has one wrong door and two correct doors instead of one correct door and two wrong ones? \nTip: This means changing the variable correct_door into wrong_door, and switching the `{if}` and `{else}` code.\nAnd of course you may also change the story and make it your own. Change the monsters or make it a happy game show where you get a gift!\n" - example_code: "```\n{print} 'Escape from the Haunted House!'\nplayer = alive\ndoors = 1, 2, 3\nmonsters = zombie, vampire, giant spider\n{repeat} 3 {times}\n {if} player {is} alive\n correct_door {is} doors {at} {random}\n {print} 'There are 3 doors in front of you...'\n chosen_door = {ask} 'Which door do you choose?'\n {if} chosen_door {is} correct_door\n {print} 'No monsters here!'\n {else}\n {print} 'You are eaten by a ' monsters {at} {random}\n player = dead\n {else}\n {print} 'GAME OVER'\n{if} player {is} alive\n {print} 'Great! You survived!'\n```\n" - 14: - example_code: "```\n{print} 'Escape from the haunted house'\nlives = 3\ndoors = 1, 2, 3\nmonsters = 'the wicked witch', 'a zombie', 'a sleeping 3 headed dog'\n{for} i {in} {range} 1 {to} 10\n {if} lives _\n good_door = doors {at} {random}\n monster = monsters {at} {random}\n chosen_door = {ask} 'Which door do you choose?'\n {if} good_door == chosen_door\n {print} 'You have chosen the correct door'\n {else}\n {print} 'You see...' monster\n {if} monster == 'a sleeping 3 headed dog'\n {print} 'Pffieuw.... Its asleep'\n {else}\n {print} 'You lose one life'\n lives = _\n {else}\n {print} 'GAME OVER'\n```\n" - story_text: "### Exercise\nIn this level you can use the `<` and `>` symbol to introduce lives to your game.\nMake sure the player loses a life when they come across the wrong monster and that the game stops if you have no lives left.\n" - 5: - example_code: "```\n{print} 'Escape from the haunted house!'\n{print} 'There are 3 doors in front of you...'\ndoors {is} 1, 2, 3\nmonsters {is} werewolf, mummy, vampire, zombie\nchosen_door {is} {ask} 'Which door do you choose?'\n{print} 'You chose door...' chosen_door\n{sleep}\ncorrect_door {is} doors {at} {random}\n_ _ _ _ {print} 'Great! Youve escaped!'\n{else} {print} 'Oh no! You are being eaten by a...' monsters {at} {random}\n```\n" - story_text: "Up until this level the haunted house game always asked the player to choose a door, but as you might have noticed, they didn't really have to answer correctly.\nIf the player filled in a completely random answer, the game would still work and the player might even win (despite not picking a door).\nIn this level you can only win the game by picking the same door Hedy picked randomly.\n\n### Exercise\nCan you find the 4 missing words to complete the code?\n" - 1: - story_text: "In this adventure you are working towards making a game in which you have to escape from a haunted house by picking the correct door.\nIf you pick the right door you'll survive, but if not a terrible monster might...\n\nIn level 1 we start our haunted house game by making up a scary story and ask the player what monster they'll see in the haunted house.\n" - example_code: "```\n{print} How did I get here?\n{print} I remember my friend telling me to go into the old mansion...\n{print} and suddenly everything went black.\n{print} But how did I end up on the floor...?\n{print} My head hurts like Ive been hit by a baseball bat!\n{print} What's that sound?\n{print} Oh no! I feel like Im not alone in this house!\n{print} I need to get out of here!\n{print} There are 3 doors in front of me..\n{ask} Which door should i pick?\n{echo} I choose door\n{print} ...?\n```\n" - story_text_2: "### Exercise\nCopy the example code to your input screen by clicking the yellow button.\nNow finish the story by adding at least 5 lines of code.\nRemember to start each line of codes with a `{print}` command.\n" - 16: - story_text: "### Exercise\nThis haunted house game uses the connection between the lists you can use in this level.\nFor example: all the properties that belong to the zombie are first in all the lists, witch second and vampire third.\nCheck out the code and fill in `weapons[i]`, `monsters[i]` , `bad_fate[i]`, `good_fate[i]`, `hint[i]` on the correct blanks to get the code to work!\n" - example_code: "```\nnumbers = [1, 2, 3]\ni = numbers[{random}]\nhint = ['growling', 'a cackling laugh', 'fluttering batwings']\nmonsters = ['zombie', 'witch', 'vampire']\nbad_fate = ['Your brain is eaten', 'You are forever cursed', 'You are bitten']\ngood_fate = ['You throw the ham. The zombie is distracted and starts eating it.', 'You set the curtains on fire. The witch flees out of fear for the fire', 'The vampire hates garlic and flees']\nweapons = ['ham', 'lighter', 'garlic']\n{print} 'You are standing in front of an old mansion'\n{print} 'Something is not right here'\n{print} 'You hear ' _\n{print} 'You are going to explore it'\n{print} 'You enter the kitchen and see a lighter, a raw ham and a garlic.'\nyour_weapon = {ask} 'What do you bring with you?'\n{print} 'With your ' your_weapon ' you enter the living room'\n{print} 'There you find a ' _\nneeded_weapon = _\n{if} your_weapon == needed_weapon\n {print} 'You use your ' your_weapon\n {print} _\n {print} 'YOU WIN!'\n{else}\n {print} 'You have chosen the wrong weapon...'\n {print} _\n {print} 'GAME OVER'\n```\n" - 3: - example_code: "```\n_ Escape from the haunted house!\n_ There are 3 doors in front of you...\n_ _ _ Which door do you choose?\n_ You picked door ... choice\nmonsters _ a zombie, a vampire, NOTHING YOUVE ESCAPED\n_ You see...\n{sleep}\n_ _ _ _\n```\n" - story_text: "In the previous levels you've made an introduction to your haunted house game, but as you might have noticed the story would always have a dreadful end.\nIn this level you can make your story more interactive by changing the outcome of the game; sometimes you'll get eaten, sometimes you'll escape!\nLet Hedy decide randomly!\n\n### Exercise\nCopy the example codes and fill in the blanks to make it work!\n\n**Extra** This story is pretty straight forward, maybe you can spook it up a bit by adding a more exciting story.\nAlso you have very limited outcomes right now, there are only 3 options of what's behind the doors. Maybe you can think of more monsters to add to the list!\n" - 2: - story_text_2: "### Exercise\nIn the example above the monsters are predetermined. So each time you run your code, the output is the same.\nCan you add `{ask}` commands to make the haunted house interactive and have the players choose the monsters they come across?\n" - example_code_2: "```\nmonster_1 {is} _\nmonster_2 {is} _\nmonster_3 {is} _\n{print} You enter the haunted house.\n{print} Suddenly you see a monster_1\n{print} You run into the other room...\n{print} But a monster_2 is waiting there for you!\n{print} Oh no! Quickly get to the kitchen.\n{print} But as you enter monster_3 attacks you!\n```\n" - example_code: "```\nmonster_1 {is} 👻\nmonster_2 {is} 🤡\nmonster_3 {is} 👶\n{print} You enter the haunted house.\n{print} Suddenly you see a monster_1\n{print} You run into the other room...\n{print} But a monster_2 is waiting there for you!\n{print} Oh no! Quickly get to the kitchen.\n{print} But as you enter monster_3 attacks you!\n```\n" - story_text: "In this haunted house you can choose your monsters with emojis. Of course you could also use words.\n" - 4: - example_code: "```\n_ Add quotation marks to this code _\n{print} Escape from the haunted house!\n{print} There are 3 doors in front of you...\nchoice {is} {ask} Which door do you choose?\n{print} You picked door ... choice\nmonsters {is} a zombie, a vampire, NOTHING YOUVE ESCAPED\n{print} You see...\n{sleep}\n{print} monsters {at} {random}\n ```\n" - story_text: "In this level you learn how to use quotation marks in your games.\n\n### Exercise\nCan you make your Haunted House level 4 proof?\n\n### Exercise 2\nGo back to the previous level and copy your haunted house code. Make the code work in this level by adding quotation marks in the right spots.\n" - default_save_name: Haunted House - name: Haunted House - hotel: - description: hotel - default_save_name: hotel - levels: - 13: - example_code: "```\n{define} welcome_message {with} title, last_name, country, room_number\n {print} 'Welcome to Hotel Hedy, ' title ' ' last_name\n nice_trip {is} {ask} 'Did you have a nice trip from, ' country '?'\n {if} nice_trip {is} 'yes'\n {print} 'Lovely!'\n {else}\n {print} 'Sorry to hear that.'\n {print} 'Hopefully you can take a nice rest in you room.'\n {print} 'Your room number is ' room_number\n\n{print} 'Hello. Please fill in your information to check in.'\ntitle = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?'\nname = {ask} 'What is you last name?'\nhomecountry = {ask} 'What country do you come from?'\n\n{call} welcome_message {with} title, name, homecountry, 105\n```\n\ntitle = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?'\nname = {ask} 'What is you last name?'\nhomecountry = {ask} 'What country do you come from?'\n\n{call} welcome_message {with} title, name, homecountry, 105\n" - story_text: "In the previous adventure you have learned how to use an argument in a function, and you've learned how to combine it with an {ask}.\nYou might have wondered why you would use functions, because the functions in the example were only one line of code.\nNow we will show you what a bigger function looks like and we will use multiple agruments now as well. You'll see how much better it is to use a function once the function gets bigger.\nHere is an example of a function with arguments combined with {ask} commands.\n" - name: hotel - parrot: - levels: - 1: - example_code: "```\n{print} Im Hedy the parrot\n{ask} whats your name?\n{echo}\n{echo}\n```\n" - story_text_2: "### Exercise\nCopy the example code to your input screen by clicking on the yellow button.\nMake the parrot ask a different question. Fill in the blanks in the example!\n**Extra** You can also let the parrot ask multiple questions. Type in some more lines of code beneath your own code.\n" - story_text: "Create your own online pet parrot that will copy you!\n" - example_code_2: "```\n{print} Im Hedy the parrot\n{ask} _\n{echo}\n{echo}\n" - 2: - story_text_2: "### Exercise\nFirstly, finish line 2 with an `{is}` and an `{ask}` command.\nThen fill in a `{sleep}` command on line 4 and 6 to let the parrot stay quiet for a little bit.\n\n**Extra** Can you make the parrot ask for more then only your name by adding more lines of code?\n" - story_text: "In the previous level you've made a parrot that will repeat after you. In this level we'll make the parrot interactive using a variable and `{ask}` command.\nWe will also make the parrot more life-like by adding `{sleep}` commands after something is said.\n" - example_code: "```\n{print} Im Hedy the parrot\nname _ _ what is your name?\n{print} name\n_\n{print} squawk\n_\n{print} name\n```\n" - 3: - story_text: "Teach your parrot a new word with `{add}`.\n### Exercise\nCan you add the `{add} {to_list}` command to get the code to work?\n" - example_code: "```\nwords {is} squawk, Hedy\n{print} Train your parrot!\nnew_word {is} {ask} Which word do you want to teach them?\n_ new_word _ words\n{print} 🧒 Say new_word, Hedy!\n{print} 🦜 words {at} {random}\n```\n" - 4: - story_text: "In this level we have to use quotation marks with the commands `{ask}` and `{print}`.\n### Exercise\nComplete the code by filling in quotation marks on the blanks.\n" - example_code: "```\nwords {is} squawk, Hedy\n{print} _ Train your parrot! _\nnew_word {is} {ask} _ Which word do you want to teach them? _\n{add} new_word {to_list} words\n{print} _ 🧒 Say _ new_word _, Hedy!_\n{print} _ 🦜 _ words {at} {random}\n```\n" - 5: - story_text: "Reward your parrot if it says the correct word!\n\n### Exercise\nFinish the code by filling in the 4 missing commands.\n" - example_code: "```\nwords {is} squawk, Hedy\n{print} 'Train your parrot!'\nnew_word {is} {ask} 'Which word do you want to teach them?'\n{add} new_word {to_list} words\nsaid_word {is} words {at} {random}\n{print} '🧒 Say ' new_word ', Hedy!'\n{print} '🦜 ' said_word\n_ said_word {is} new_word _ '🧒 Great job, Hedy! 🍪'\n_ _ '🧒 No, Hedy! Say ' new_word\n```\n" - description: Create your own online pet parrot that will copy you! - name: Parrot - default_save_name: Parrot - quotation_marks: - default_save_name: quotation_marks - levels: - 4: - story_text_2: "## Contractions\nImportant! Mind that now that we're using quotation marks, Hedy will get confused when you use the apostrophe for contractions like I'm or What's.\nMake sure to remove those apostrophes and change the spelling to I am or What is.\nCheck out the example code to see the wrong way of using apostrophes.\n" - example_code: "```\n{print} 'You need to use quotation marks from now on!'\nanswer {is} {ask} 'What do we need to use from now on?'\n{print} 'We need to use ' answer\n```\n" - story_text: "## 'Quotation marks'\nIn level 4 `{ask}` and `{print}` have changed.\nYou must put text that you want to print between quotation marks.\nThis is useful, because now you can print all the words you want. Also the words you used to store something with `{is}`.\nMost programming languages also use quotation marks when printing, so we are also getting a step closer to real programming!\n" - example_code_2: "```\n_ This is the wrong way of using apostrophes _\n{print} 'I'm babysitting my sister's kids'\n{print} 'What's more fun than that?'\n```\n" - 12: - story_text_4: "**Numbers don't need quotation marks**\nFor numbers, you do not use quotation marks in the `=`:\n" - example_code: "```\nname = 'Hedy the Robot'\n{print} 'Hello ' name\n```\n" - example_code_4: "```\nscore = 25\n{print} 'You got ' score\n```\n" - example_code_2: "```\nsuperheroes = 'Spiderman', 'Batman', 'Black Widow'\n{print} superheroes {at} {random}\n```\n" - story_text: "**All texts need to be in quotation marks**\nFor this level on you will also have to use quotation marks when storing a text with `=`:\n" - story_text_3: "**All text after `{if}` comparisons need quotation marks too**\n" - example_code_3: "```\nname = {ask} 'What is your name?'\n{if} name = 'Hedy the Robot'\n {print} 'Hi there!'\n```\n" - story_text_2: "**All items in lists need quotation marks too**\nLists are texts, so they need quotation marks too. Mind that each single item on the list has quotation marks.\nThis allows you to save two words as 1 item on the list, for example 'Black Widow'.\n" - description: Introduction quotation marks - name: "'quotation marks'" - random_command: - levels: - 3: - example_code: "```\nanimals {is} dogs, cats, kangaroos\n{print} animals {at} {random}\n```\n" - story_text_3: "### Exercise\nTry out the `{at} {random}` command by making your own gameshow (like the ones on tv) where you choose a door or suitcase and it contains a big price!\nCan you do it? We have already put the first lines into the example code.\n" - story_text: "## At random\nIn this level you can make a list using the `{is}` command. You can let the computer choose a random item from that list. You do that with `{at} {random}`.\n" - story_text_2: "You can use the `{at} {random}` command in a sentence as well.\n" - example_code_2: "```\nfood {is} sandwich, slice of pizza, salad, burrito\n{print} I am going to have a food {at} {random} for lunch.\n```\n" - example_code_3: "```\n{print} The big gameshow!\n{print} There are 3 suitcases in front of you...\nchosen {is} {ask} Which suitcase do you choose?\nprices {is} _\n_\n```\n" - 16: - story_text: "We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels.\nWe use square brackets to point out a place in a list. For example: `friends[1]` is the first name on the list of friends, as you can see in the first part of the example code.\nThe second part of the example code shows you that we can also match 2 lists using the variable i." - story_text_2: "Now that you've learned to use the brackets in lists, you can also start using the {at} {random} command in the Python way!\nYou simply type the name of your list with `[random]` behind it!" - example_code: "```\nfriends = ['Ahmed', 'Ben', 'Cayden']\n{print} friends[1] ' is the first friend on the list.'\n{print} friends[2] ' is the second friend on the list.'\n{print} friends[3] ' is the third friend on the list.'\n#now we will match 2 lists using the variable i\nlucky_numbers = [15, 18, 6]\n{for} i {in} {range} 1 {to} 3\n {print} friends[i] 's lucky number is ' lucky_numbers[i]\n```\n" - example_code_2: "```\nfruit = ['apple', 'banana', 'cherry']\n{print} fruit[random]\n```" - name: '{random}' - default_save_name: random_command - description: introducing at random command - restaurant: - levels: - 8: - example_code: "```\n{print} 'Welcome to Restaurant Chez Hedy!'\npeople = {ask} 'How many people will be joining us today?'\n{print} 'Great!'\n{repeat} people {times}\n food = {ask} 'What would you like to order?'\n {print} food\n{print} 'Thank you for ordering!'\n{print} 'Enjoy your meal!'\n```\n" - story_text: "In this level you can make your virtual restaurant more elaborate by repeating multiple lines of code. Like this:\n\n### Exercise\nThis code can be expanded with more items on the menu, for example offering drinks, and/or multiple courses or desserts. Add at least one more item.\n**Extra** Add even more items, as many options as you like!\n" - 1: - story_text: "In level 1 you can make your own virtual restaurant and take your guests' orders.\n" - example_code_2: "```\n{print} Welcome to Hedy's restaurant 🍟\n_ What would you like to order?\n{echo} So you would like to order\n{print} Thank you for your order!\n{print} It's on its way!\n```\n" - story_text_2: "### Exercise\nCopy the example code into your input screen by clicking the yellow button.\nFirstly, fill in the correct command on the blanks to make to code work properly.\nThen add at least 4 more lines of code to the restaurant program.\nAsk the costumer what they would like to drink and ask if they want to pay with cash or card.\nLastly, think of a nice way to say goodbye to your costumer.\n" - 10: - story_text: "In this level you'll learn how to easily ask orders for different courses.\n\n### Exercise 1\nFinish the code with an `{ask}` on the blanks such that the customer is asked what they want to eat for each course.\n" - example_code_2: "```\n_ courses = appetizer, main course, dessert\n_ names = Timon, Ono\n_ {for} name {in} names\n_ {for} course {in} courses\n_ food = {ask} name ', what would you like to eat as your ' course '?'\n_ {print} name ' orders ' food ' as their ' course\n```\n" - story_text_2: "### Exercise\nOf course, you could also order for multiple people!\nCan you add the correct amount of indentation before each line to make the code work properly?\nTip: some lines don't need any indentation at all.\n" - example_code: "```\ncourses = appetizer, main course, dessert\n{for} course {in} courses\n {print} 'What is your order for ' course '?'\n _ \n _\n```\n" - 3: - story_text_2: "### Exercise\nNow make your own version of the random restaurant.\nMake a list of starts, mains, desserts, drinks and prices yourself.\nThen use `{print}` and `{at} {random}` commands to tell the costumer what will be on their menu tonight.\n" - example_code: "```\ndishes {is} spaghetti, brussels sprouts, hamburgers\n{print} You will have dishes {at} {random} tonight!\nprices {is} 1 euro, 10 euros, 100 euros\n{print} That will be prices {at} {random} please.\n```\n" - story_text: "Having trouble to decide what you wanna have for dinner? You can let Hedy choose for you!\nSimply add lists of your favorite (or least favorite) meals and Hedy can randomly choose your dinner.\nYou can also have a bit of fun, by letting Hedy choose the price for your dinner as well! What will you get?\n" - example_code_2: "```\n{print} Welcome to your own random restaurant!\nstarters {is} _\nmains {is} _\ndesserts {is} _\ndrinks {is} _\nprices {is} _\n_\n```\n" - 15: - story_text: "With the `{while}` you can make sure your costumers can keep adding orders until they are done.\n\n### Exercise\nCorrectly add the `{while}` command to this code.\n" - example_code: "```\n{print} 'Welcome at McHedy'\nmore = 'yes'\n_\n order = {ask} 'What would you like to order?'\n {print} order\n more = {ask} 'Would you like to order anything else?'\n{print} 'Thank you!'\n```\n" - 2: - story_text_2: "### Exercise\nCopy your own restaurant code from to previous level to the input screen below.\nFix the code by replacing the `{ask}` and `{echo}` commands and using variables, like you've learned in this level.\n\nNow that your code is working again, it's time to add something more.\nLook at the last line of the example code: `{print} food with topping is on its way!`\nIn this single line 2 variables have been used to create a summary of the order.\nNow add your own summary of the food and drinks ordered by the customer.\n\n**Extra** Now that you've learned how to use variables, you can use as many variables in one line as you'd like. Can you add more variables to your code, like eat in or take-away, cash or card, with or without a straw etc.?\n" - story_text: "In level 2 you could expand your restaurant by using variables. In level 1 Hedy could only `{echo}` the order once and only remember the last thing that was ordered.\nNow you can use variables and Hedy can remember both the food and the toppings!\n" - example_code: "```\n{print} Welcome to Hedy's restaurant!\n{print} Today we're serving pizza or lasagna.\nfood {is} {ask} What would you like to eat?\n{print} Great choice! The food is my favorite!\ntopping {is} {ask} Would you like meat or veggies on that?\n{print} food with topping is on its way!\n```\n" - 7: - story_text: "In this level you've learned how to use the `{repeat}` command to repeat a line of code a certain amount of times.\nYou can use that in your restaurant to `{ask}` multiple people what they'd like to eat.\n\n### Exercise\nCan you complete the code? Hedy needs to repeat this question as many times as there are people. So if there are 5 people, the question needs to be asked 5 times.\n**Extra** Expand your code with more questions, for example about drinks or sauce.\n" - example_code: "```\n{print} 'Welcome to Restaurant Chez Hedy'\npeople = {ask} 'How many people are joining us today?'\n```\n" - 4: - story_text: "In the restaurant you have to use quotation marks too when using the `{print}` or `{ask}` command.\n\n### Exercise\nAdd the quotation marks to this code to make it work! Be careful: variables should not be in quotation marks.\nThen, use the `{clear}` command to only show one line at a time in your output screen.\n\n### Exercise 2\nGo back to the previous level and copy your restaurant code. Make the code work in this level by adding quotation marks in the right spots and add some `{clear}` commands.\n" - example_code: "```\n_ Add the quotation marks to this code _\n{print} Welcome to Restaurant Chez Hedy!\n{print} Today we are serving pizza or lasagna.\nfood {is} {ask} What would you like to eat?\n{print} Great choice! The food is my favorite!\ntopping {is} {ask} Would you like meat or veggies on that?\n{print} food with topping is on its way!\ndrinks {is} {ask} What would you like to drink with that?\n{print} Thank you for your order.\n{print} Your food and drinks will be right there!\n```\n" - 6: - example_code: "You can make a simple restaurant code, like this:\n```\n{print} 'Welcome to Restaurant Chez Hedy'\n{print} 'Here is our menu:'\n{print} 'Our main courses are pizza, lasagne, or spaghetti'\nmain = {ask} 'Which main course would you like?'\nprice = 0\n{if} main {is} pizza price = 10\n{if} main {is} lasagne price = 12\n{if} main {is} spaghetti price = 8\n{print} 'You have ordered ' main\n{print} 'That will be ' price ' dollars, please'\n{print} 'Thank you, enjoy your meal!'\n```\n" - story_text: "In this level you can use maths to calculate the total price of your customer's order, which can make your virtual restaurant more realistic.\nBut you can also add many more things to your virtual restaurant, for example more courses.\n\n### Exercise\nYou can add many more things to your virtual restaurant. For example, can you...\n- ask how many people are coming and multiply the price by that amount?\n- add another course?\n- give people a discount when they enter a (secret) couponcode?\n- add a children's menu?\n- think of other fun things to add?\n" - 12: - example_code: "```\nprice = 0.0\nfood = {ask} 'What would you like to order?'\ndrink = {ask} 'What would you like to drink?'\n{if} food {is} 'hamburger'\n price = price + 6.50\n{if} food {is} 'pizza'\n price = price + 5.75\n{if} drink {is} 'water'\n price = price + 1.20\n{if} drink {is} 'soda'\n price = price + 2.35\n{print} 'That will be ' price ' dollar, please'\n```\n" - story_text: "From this level on, you can use decimal numbers to make your menu more realistic.\n\n### Exercise\nCan you think of a code to give your friends and family a 15% discount?\n" - 11: - example_code: "```\n{print} 'Welcome to Restaurant Hedy!'\npeople = {ask} 'For how many people would you like to order?'\n{print} 'So you want to order for ' people ' people.'\n{print} \"Let's go!\"\n```\n" - story_text: "We can use the `{for}` with `{range}` to print the orders from multiple customers in an orderly manner.\n\n### Exercise\nFinish the restaurant code, so that you can ask for the order of multiple people. Print the order number each time: 'Order 1', 'Order 2', etc.\nAre you not sure how to go about this? Have a peek at your level 8 code.\n\n**Extra** In level 9 the restaurant also used prices. You can add that here too!\n" - 5: - story_text: "### Exercise\nThe example code shows how you could program that you've run out of a menu item in your restaurant.\nCopy your own restaurant code from the previous levels. Create a problem in your restaurant and code it, like the example code did.\nFor instance, you could also run out of a menu item, or you don't take credit cards, or the ice cream machine is broken.\n\n**Extra** Have you programmed the problem and programmed appropriate responses? Then try to add more `{if}` and `{else}` commands into your code.\nTry to add an `{if}` after every `{ask}` command in your code to make the code as interactive as possible!\n" - example_code: "```\ndrinks_in_stock {is} water, lemonade, cola, orange juice\ndrink {is} {ask} 'What would you like to drink?'\n{if} drink {in} drinks_in_stock {print} 'One ' drink 'coming up!'\n{else} {print} 'Sorry, we do not sell that'\n```\n" - 13: - story_text: "In this level you will learn new commands to extend your code even further.\n\n### Exercise 1\nPlace a `{and}` and a `{or}` in the logical place in the program.\n\n### Exercise 2\nExpand your restaurant with at least one more `{and}` and one `{or}`.\nFor example, create a special discount coupon that only applies to pizza, or give your customer a free drink\nwith fries and pancakes. Or something completely different of course!\n" - example_code: "```\nprice = 10\nfood = {ask} 'What would you like to eat?'\ndrinks = {ask} 'What would you like to drink?'\n{if} food {is} 'sandwich' _ drinks {is} 'juice'\n {print} 'That is our discount menu'\n price = price - 3\n{if} drinks {is} 'water' _ drinks {is} 'juice'\n {print} 'That is a healthy choice'\n{print} 'That will be ' price ' dollars'\n```\n" - 9: - story_text: "In this level you can use nesting to make your restaurant more realistic and more fun!\n\n### Exercise\nThe indentation was removed in the example code. \nCan you figure out how much indentation each line needs in order for the code to work properly?\nIf the customer orders pizza, Hedy shouldn't ask what sauce the costumer wants.\n\n**Extra** A restaurant does not stock all sauces. Make a list of available sauces and give a reply with each order whether you sell it.
\n**Extra** Pizzas have toppings. Ask customers what they want.
\n**Extra** Do customers want a drink? Ask them too!
\n" - example_code: "```\n{print} 'Welcome to Restaurant Chez Hedy!'\npeople = {ask} 'How many people will be joining us today?'\n{print} 'Great!'\nprice = 0\n{repeat} people {times}\n_ food = {ask} 'What would you like to order?'\n_ {print} food\n_ {if} food {is} fries\n_ price = price + 3\n_ sauce = {ask} 'What kind of sauce would you like with your fries?'\n_ {if} sauce {is} no\n_ {print} 'no sauce'\n_ {else}\n_ price = price + 1\n_ {print} 'with ' sauce\n_ {if} food {is} pizza\n_ price = price + 4\n{print} 'That will be ' price ' dollar'\n{print} 'Enjoy your meal!'\n```\n" - description: Create your own virtual restaurant - name: Restaurant - default_save_name: Restaurant rock: - default_save_name: Rock_2 levels: 2: - example_code: "```\nchoice {is} rock\n{print} I choose _\n```" story_text: "In this level you can practise using the variables, so that you can make the rock, paper, scissors game in the next level!\n### Exercise\nFinish the code by filling in the **variable** on the blanks.\nThis game is not very interactive, but no worries! In the next tab you'll learn how to use variables with the `{ask}` command to make your game interactive!\n" - 1: - example_code_2: "```\n{print} what do you choose?\n{ask} choose from _\n{echo} so your choice was:\n```\n" - story_text_2: "### Exercise\nInstead of using words, you could also use emojis: ✊✋✌\nCan you create a code using emojis?\n" - example_code: "```\n{print} what do you choose?\n{ask} choose from rock, paper or scissors\n{echo} so your choice was:\n```\n" - story_text: "In level 1 you can start with a rock, paper, scissors game.\n\nWith `{ask}` you can make a choice, and with `{echo}` you can repeat that choice.\n" - 3: - example_code_2: "```\nchoices {is} rock, paper, scissors\nplayer_1 {is} {ask} Name of player 1:\n_\n```\n" - story_text: "You can use the `{at} {random}` command to let the computer pick rock, paper or scissors!\n\n### Exercise\nFinish the code by using the `{at} {random}` command.\n" - story_text_2: "**Extra** Make a two player game. Firstly ask the two players to fill in their names. Then let the computer randomly pick their choices.\n" - example_code: "```\nchoices {is} rock, paper, scissors\n{print} choices _\n```\n" - 15: - story_text: "### Exercise\nPlay until you beat the computer! But first, finish the example code...\n" - example_code: "```\nwon = 'no'\noptions = 'rock', 'paper', 'scissors'\n{while} won == 'no'\n your_choice = {ask} 'What do you choose?'\n computer_choice = options {at} {random}\n {print} 'you chose ' your_choice\n {print} 'the computer chose ' computer_choice\n {if} computer_choice == your_choice\n {print} 'Tie!'\n {if} computer_choice == 'rock' {and} your_choice == 'scissors'\n {print} 'You lose!'\n {if} computer_choice == 'rock' {and} your_choice == 'paper'\n {print} 'You win!'\n won = 'yes'\n_\n```\n" - 5: - story_text: "In this level we can determine whether it's a tie or not. For that you need the new `{if}` code.\n\n### Exercise\nFinish the code by filling in the blanks:\n* Let the computer pick a random option\n* Ask the player what they want to choose\n* Fill in the correct variables in line 4 and 5\n* Finish line 6 so that Hedy can check whether it's a tie or not.\n" - example_code: "```\noptions {is} rock, paper, scissors\ncomputer_choice {is} _\nchoice {is} _\n{print} 'you chose ' _\n{print} 'computer chose ' _\n{if} _ {is} _ {print} 'tie!' {else} {print} 'no tie'\n```\n\nFill in the correct code on the blanks to see if it is a draw.\n" - 9: - example_code: "```\nchoices = rock, paper, scissors\nyour_choice {is} {ask} 'What do you choose?'\n{print} 'You choose ' your_choice\ncomputer_choice {is} choices {at} {random}\n{print} 'The computer chooses ' computer_choice\n{if} computer_choice {is} your_choice\n {print} 'Tie'\n{if} computer_choice {is} rock\n {if} your_choice {is} paper\n {print} 'You win!'\n {if} your_choice {is} scissors\n {print} 'You lose!'\n# finish this code\n```\n" - story_text: "In this level you can program the whole rock, paper, scissors game by nesting the `{if}` commands. \n\n### Exercise\nCan you finish the code? The program must tell who has won for every combination.\n\n**Extra** Want to play more than one game? Expand the code so that you can play multiple rounds. You can even use an `{ask}` to ask the user how many rounds they want to play.\n" - 13: - story_text: "With the `{and}` command you can shorten your rock, paper, scissors code! Check out the example code.\n\n### Exercise\nFinish the code such that a winner is always decided on. Run your code a few times to verify there is always a winner printed.\n" - example_code: "```\noptions = 'rock', 'paper', 'scissors'\nyour_choice = {ask} 'What do you choose?'\ncomputer_choice = options {at} {random}\n{print} 'You choose ' your_choice\n{print} 'The computer chooses ' computer_choice\n{if} computer_choice {is} your_choice\n {print} 'Tie'\n{if} computer_choice {is} 'rock' {and} your_choice {is} 'paper'\n {print} 'You win!'\n{if} computer_choice {is} 'rock' {and} your_choice {is} 'scissors'\n {print} 'The computer wins!'\n_\n```\n" - 10: - story_text: "### Exercise\nIn the previous levels you have often made your own rock paper scissors game. Can you finish the code and use the `{for}` command properly to get the game to work?\n" - example_code: "```\nchoices = _\nplayers = _\n{for} _\n```\n" - 4: - story_text: "In this level we can further program rock, paper, scissors. But if you want to add text, you have to use quotation marks here too.\n### Exercise\nFill in quotation marks on the blanks. Mind that the variable `choices` should be outside the quotes.\n" - example_code: "```\nchoices {is} rock, paper, scissors\n{print} _The computer chooses..._ choices {at} {random}\n```\n" - name: Rock, paper, scissors - description: Make your own rock, paper, scissors game - simon_2: - default_save_name: Simon - name: Simon Says 2 - levels: - 16: - story_text: "We'll continue with our Simon Says game!\n\n### Exercise\n***Paste your code here*** Paste your code from the previous level here. Don't forget to remove the part that was just used for testing the functions.\n\n***Create a function that creates the player_sequence*** The list `player_sequence` is used to capture the answers of the player. First we define the function with the argument level.\nNext, we ask level times what the color is that they choose. We call that variable `answer`. Then we add the variable `answer` to the list player_sequence.\n\n***Setting up the game*** Before we program the game in the next tab, we'll need some starting variables. First, we'll set the variable `level` to 1 and the variable `game_over` to False.\nThen we make an introduction for the game. We'll print 'Welcome to Simon Says!' and clear the screen after 1 second.\n\n***Continue to the next tab to finish the game!**** Don't forget to copy your code and take it with you to the next tab.\n" - example_code: "```\n# Paste your code here\n\n\n# Create a function that creates the player_sequence\n{define} _\n {for} _\n _ 'What is color number ' i '?'\n {add} answer {to} _\n\n# Set up\nlevel = _\ngame_over = _\n{print} _\n_ 1\n_\n```\n" - description: Make a game of Simon Says - songs: - name: Sing a song! - levels: - 18: - example_code: "```\nlines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober']\n{for} line {in} lines _\n {for} i {in} {range} 1 {to} 3 _\n {print} _ line _\n {print} 'early in the morning'\n {for} i {in} {range} 1 {to} 3\n {print} 'way hay and up she rises'\n {print} 'early in the morning'\n```\n" - story_text: "In level 16 we made songs using lists. These programs however are no longer working properly in this level. The colons from level 17 and the brackets from level 18 still need to be added.\n\n### Exercise 1\nThe Drunken sailor song is given as sample code, but not yet working.\nCan you make sure everything works again? To help you, we've put _ in the places of _some_ errors.\n\n### Exercise 2\nNow also look up your Old MacDonald song from level 16, and correct it.\n" - 6: - story_text_2: "This children's song counts down from 5 little monkeys to 1 monkey.\nIf you copy line 2 - 7 and paste it under the the code, you can sing the whole song!\n" - example_code_2: "```\nnumber = 6\nnumber = number - 1\n{print} number ' little monkeys jumping on the bed'\n{print} 'One fell off and bumped his head'\n{print} 'Mama called the doctor and the doctor said'\n{print} 'NO MORE MONKEYS JUMPING ON THE BED!'\n{sleep}\n```\n" - example_code: "```\nverse = 99\n{print} verse ' bottles of beer on the wall'\n{print} verse ' bottles of beer'\n{print} 'Take one down, pass it around'\nverse = verse - 1\n{print} verse ' bottles of beer on the wall'\n{sleep}\n```\n" - story_text: "Songs often contain a lot of repetition. Sometimes the repetition is also based on counting.\nFor example, in the well-known song 'Bottles of beer'. You can program that song with a little math.\n\nTip: Use the read aloud function to let Hedy sing the song to you!\n\n### Exercise\nYou can now repeat lines 2 to 7 as many times as you want by copying the lines.\n" - 8: - example_code: "```\nverse = 99\n_ 99 {times}\n{print} verse ' bottles of beer on the wall'\n{print} verse ' bottles of beer'\n{print} 'Take one down, pass it around'\nverse = verse - 1\n{print} verse ' bottles of beer on the wall'\n```\n" - story_text: "In a previous level you've programmed the song 'Bottles of beer'. But without the `{repeat}` command, you had to copy the verses many times.\nIn this level you can repeat the song 99 times, just by adding one simple line!\n\n### Exercise\nAdd the right command on the blanks and indent the code correctly.\n" - 11: - example_code: "```\n_ monkeys _ _ 5 _ 1\n {print} monkeys ' little monkeys jumping on the bed'\n _\n```\n" - story_text: "In this level you can use the `{for}` with `{range}` to make songs that use counting, like the 5 little monkeys.\n\n### Exercise 1\nFill in the blanks and make the code work! If you don't remember the song text, look it up yourself.\n\n### Exercise 2\nThe final line of the song is different from the others. Print this line inside the `{for}`, and use an `{if}` to make it work correctly.\n" - 13: - story_text: "In the previous adventure you have learned how to use an argument in a function, but did you know that you could combine them with {ask} commands as well?\nIn this example we have changed the 'My Bonnie' program and made it interactive. You are now asked where Bonnie is.\n" - example_code: "```\n{define} song {with} place\n {print} 'My Bonnie is ' place\n\nchosen_place = {ask} 'Where do you want Bonnie to be?'\nsynonym = {ask} 'What is another word for that?'\n\n{call} song {with} chosen_place\n{call} song {with} synonym\n{call} song {with} chosen_place\n```\n" - 10: - example_code: "```\nfamily = baby, mammy, daddy, grandma, grandpa\n_ _ _ _ \n {print} _\n```\n" - example_code_2: "```\nmonkeys = 5, 4, 3, 2, 1\n```\n" - story_text: "With `{for}` you can print make the whole baby shark song (including all the other sharks in the family) in only 6 lines!\n\n### Exercise 1\nCan you make the baby shark code even shorter by using a `{for}` command? Finish the example code.\n" - story_text_2: "### Exercise 2\nPrint the song Five little moneys jumping on the bed. Look up the text if you don't remember.\n\n**Extra** Print the song Old MacDonald had a farm, and make sure all animals make a different sound, using an `{if}`.\n" - 16: - story_text: "In this level, you can program a song like OldMacDonald even more quickly. You can connect the right animal to the right sound by simply putting them in the same place in the list.\nThe Drunken Sailor is also quickly made in this level. You only need 8 lines for the entire song, check it out!\n\n### Exercise\nComplete the Old MacDonald song by setting the variable `animal` to `animals[i]` and `sound` to `sounds[i]`.\n" - example_code: "```\nanimals = ['pig', 'dog', 'cow']\nsounds = ['oink', 'woof', 'moo']\n{for} i {in} {range} 1 {to} 3\n animal = _\n sound = _\n {print} 'Old MacDonald had a farm'\n {print} 'E I E I O!'\n {print} 'and on that farm he had a ' animal\n {print} 'E I E I O!'\n {print} 'with a ' sound sound ' here'\n {print} 'and a ' sound sound ' there'\n {print} 'here a ' sound\n {print} 'there a ' sound\n {print} 'everywhere a ' sound sound\n```\n\n```\nlines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober']\n{for} line {in} lines\n {for} i {in} {range} 1 {to} 3\n {print} line\n {print} 'early in the morning'\n {for} i {in} {range} 1 {to} 3\n {print} 'way hay and up she rises'\n {print} 'early in the morning'\n```\n" - 7: - example_code: "```\n{repeat} _ _ {print} 'Baby Shark tututudutudu'\n{print} 'Baby Shark'\n```\n" - story_text: "Songs often contain a lot of repetition. For example... Baby Shark! If you sing it, you keep singing the same thing:\n\nBaby Shark tututudutudu
\nBaby Shark tututudutudu
\nBaby Shark tututudutudu
\nBaby Shark\n\n### Exercise\nYou can print the song Baby Shark with a `{repeat}`? Finish the code by replacing the blanks?\n**Extra** After Baby Shark you can of course also program other songs. There are many songs with repetition!\nCan you think of one more song and print it?\n" - 12: - example_code: "```\n_ actions = 'clap your hands', 'stomp your feet', 'shout Hurray!'\n_ {for} action {in} actions\n_ {for} i {in} {range} 1 {to} 2\n_ {print} 'if youre happy and you know it'\n_ {print} action\n_ {print} 'if youre happy and you know it and you really want to show it'\n_ {print} 'if youre happy and you know it'\n_ {print} action\n```\n" - story_text: "In this song we can make it even easier to program 'if you're happy and you know it, clap your hands'. Because we can put all of the actions in a variable, check it out:\n\n### Exercise\nCan you add the right amount of indentation to each line to make the song play correctly?\nHint: Not all lines need indentation.\n" - default_save_name: Song - description: Print a song tic: - default_save_name: Tic - description: Play a game of Tic Tac Toe! name: Tic Tac Toe levels: 17: - example_code: "```\nsign = 'x'\nopen_spots = [1, 2, 3, 4, 5, 6, 7, 8, 9]\ngame = 'on'\nspot_1 = '.'\nspot_2 = '.'\nspot_3 = '.'\nspot_4 = '.'\nspot_5 = '.'\nspot_6 = '.'\nspot_7 = '.'\nspot_8 = '.'\nspot_9 = '.'\n{print} 'TIC TAC TOE!'\n{print} spot_1 spot_2 spot_3\n{print} spot_4 spot_5 spot_6\n{print} spot_7 spot_8 spot_9\n{print} ' '\n{while} game != 'over':\n choice = {ask} 'Player ' sign ', which spot?'\n {if} choice {in} open_spots:\n {remove} choice {from} open_spots\n {if} choice == 1:\n spot_1 = sign\n {if} choice == 2:\n spot_2 = sign\n {if} choice == 3:\n spot_3 = sign\n {if} choice == 4:\n spot_4 = sign\n {if} choice == 5:\n spot_5 = sign\n {if} choice == 6:\n spot_6 = sign\n {if} choice == 7:\n spot_7 = sign\n {if} choice == 8:\n spot_8 = sign\n {if} choice == 9:\n spot_9 = sign\n {else}:\n {print} 'That spot was already taken'\n {print} spot_1 spot_2 spot_3\n {print} spot_4 spot_5 spot_6\n {print} spot_7 spot_8 spot_9\n {print} ' '\n {if} spot_1 == spot_2 {and} spot_2 == spot_3 {and} spot_1 != '.':\n {print} 'Player ' sign ' wins!'\n game = 'over'\n {elif} spot_4 == spot_5 {and} spot_5 == spot_6 {and} spot_4 != '.':\n {print} 'Player ' sign ' wins!'\n game = 'over'\n {elif} spot_7 == spot_8 {and} spot_8 == spot_9 {and} spot_7 != '.':\n {print} 'Player ' sign ' wins!'\n game = 'over'\n {elif} spot_1 == spot_4 {and} spot_4 == spot_7 {and} spot_1 != '.':\n {print} 'Player ' sign ' wins!'\n game = 'over'\n {elif} spot_2 == spot_5 {and} spot_5 == spot_8 {and} spot_2 != '.':\n {print} 'Player ' sign ' wins!'\n game = 'over'\n {elif} spot_3 == spot_6 {and} spot_6 == spot_9 {and} spot_3 != '.':\n {print} 'Player ' sign ' wins!'\n game = 'over'\n {elif} spot_1 == spot_5 {and} spot_5 == spot_9 {and} spot_1 != '.':\n {print} 'Player ' sign ' wins!'\n game = 'over'\n {elif} spot_3 == spot_5 {and} spot_5 == spot_7 {and} spot_3 != '.':\n {print} 'Player ' sign ' wins!'\n game = 'over'\n {else}:\n {if} sign == 'x':\n sign = 'o'\n {else}:\n sign = 'x'\n```\n" + example_code: "```\nsign = 'x'\nopen_spots = [1, 2, 3, 4, 5, 6, 7, 8, 9]\ngame = 'on'\nspot_1 = '.'\nspot_2 = '.'\nspot_3 = '.'\nspot_4 = '.'\nspot_5 = '.'\nspot_6 = '.'\nspot_7 = '.'\nspot_8 = '.'\nspot_9 = '.'\n{print} 'TIC TAC TOE!'\n{print} spot_1 spot_2 spot_3\n{print} spot_4 spot_5 spot_6\n{print} spot_7 spot_8 spot_9\n{print} ' '\n{while} game != 'over':\n choice = {ask} 'Player ' sign ', which spot?'\n {if} choice {in} open_spots:\n {remove} choice {from} open_spots\n {if} choice == 1:\n spot_1 = sign\n {if} choice == 2:\n spot_2 = sign\n {if} choice == 3:\n spot_3 = sign\n {if} choice == 4:\n spot_4 = sign\n {if} choice == 5:\n spot_5 = sign\n {if} choice == 6:\n spot_6 = sign\n {if} choice == 7:\n spot_7 = sign\n {if} choice == 8:\n spot_8 = sign\n {if} choice == 9:\n spot_9 = sign\n {else}:\n\ + \ {print} 'That spot was already taken'\n {print} spot_1 spot_2 spot_3\n {print} spot_4 spot_5 spot_6\n {print} spot_7 spot_8 spot_9\n {print} ' '\n {if} spot_1 == spot_2 {and} spot_2 == spot_3 {and} spot_1 != '.':\n {print} 'Player ' sign ' wins!'\n game = 'over'\n {elif} spot_4 == spot_5 {and} spot_5 == spot_6 {and} spot_4 != '.':\n {print} 'Player ' sign ' wins!'\n game = 'over'\n {elif} spot_7 == spot_8 {and} spot_8 == spot_9 {and} spot_7 != '.':\n {print} 'Player ' sign ' wins!'\n game = 'over'\n {elif} spot_1 == spot_4 {and} spot_4 == spot_7 {and} spot_1 != '.':\n {print} 'Player ' sign ' wins!'\n game = 'over'\n {elif} spot_2 == spot_5 {and} spot_5 == spot_8 {and} spot_2 != '.':\n {print} 'Player ' sign ' wins!'\n game = 'over'\n {elif} spot_3 == spot_6 {and} spot_6 == spot_9 {and} spot_3 != '.':\n {print} 'Player ' sign ' wins!'\n game = 'over'\n\ + \ {elif} spot_1 == spot_5 {and} spot_5 == spot_9 {and} spot_1 != '.':\n {print} 'Player ' sign ' wins!'\n game = 'over'\n {elif} spot_3 == spot_5 {and} spot_5 == spot_7 {and} spot_3 != '.':\n {print} 'Player ' sign ' wins!'\n game = 'over'\n {else}:\n {if} sign == 'x':\n sign = 'o'\n {else}:\n sign = 'x'\n```\n" story_text: "In the previous levels the tic tac toe game had an annoying feature. After every move, you had to fill in yourself if you had won or not.\nThis made the game playable, but also quite slow. In this level we have learned the `{elif}` command, that could solve that problem.\nTo use the `{elif}` to let Hedy check whether or not a player has won is fun, but it also requires a fair amount of extra lines.\n\nIn the example code you see that we added the requirements to win (3 spots in a row horizontally, vertically or diagonally).\nYou can find them in line 46 to 69. You can see that each time the requirement is met (so if a player has won) the variable game is set to 'over'.\nThis means that the `{while}` loop will be stopped and the game ends.\n" - 16: - example_code: "```\n# Create a list called field\n_ = ['.', '.', '.', '.', '.', '.', '.', '.', '.']\n\n# Create a function that prints the field\n{define} print_field\n _\n {print} 'TIC TAC TOE'\n {print} field[1] field[2] field[3]\n _\n _\n\n# Call the function\n```\n" - story_text: "Let's program a game of tic-tac-toe!\n\n### Exercise\nIn this adventure we'll start with creating an empty field.\n\n***Create a list called field*** This list will be our playing field. This list is filled with 9 dots, since there are no x's and o's yet at the start of our game.\n\n***Create a function that prints the field*** Firstly, clear the screen so the old playing fields will be removed. Then we print the first line of our Tic Tac Toe field. This line constists of the first 3 spots in our list field.\nWe have already programmed this line for you. Now finish the field by printing spot 4, 5, and 6 on the second row and spot 7, 8 and 9 in the third row.\n\n***Call the function that prints the field*** Now call the function.\n
\n Run the code. Your output should look like this: \n
\n\n***Continue in the next tab*** In the next tab you'll learn how to program the game itself.\n" - songs_2: - levels: - 16: - story_text_2: "### Exersice 2\nNow create your own code for the nursery rhyme 'The wheels on the bus' on the same way!\n" - example_code: "```\nnumber = ['one', 'two', 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'ten']\nobject = ['on his drum', 'on his shoe', 'on his knee', 'on his door', 'on his hive', 'on his sticks', 'up in heaven', 'on his gate', 'on his vine', 'once again']\n\n_\n {print} 'This old man'\n {print} 'He played ' _\n {print} 'He played knick-knack ' _\n {print} 'With a knick-knack paddywhack'\n {print} 'Give the dog a bone'\n {print} 'This old man came rolling home'\n {sleep} 8\n {clear}\n```\n" - story_text: "### Exercise\nFinish the nursery rhyme!\n" - example_code_2: "```\nobject = ['wheels', 'doors', _]\nmovement = [ 'round and round', 'open and shut', _]\n```\n" - 12: - example_code: "```\n{define} twinkle\n {print} 'Twinkle'\n {print} _\n\n{call} twinkle\n{print} 'Up above the world so high'\n{print} 'Like a diamond in the sky'\n{call} _\n```\n" - story_text: "Songs contain a lot of repetition. We can capture it with a function!\n### Exercise\nLook at the example code with the function. Fill out the two lines so the full song is printed.\n" - description: Sing a song 2 - default_save_name: Song 2 - name: Sing a song! 2 turtle_draw_it: - name: Draw it! levels: - 15: - story_text_2: "Fan \n" - story_text_3: "Star \n" - example_code: "Spiral\n```\ndistance = 5\n{while} distance < 200\n distance = distance + 5\n _\n```\n" - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\nSpiral \n" - example_code_3: "Star\nA star is usually drawn using 144-degree-turns. If you change this slightly to 143 degrees for example and repeat the pattern multiple times with a {while} loop you can make this figure.\n" - example_code_2: "Fan\n```\n{define} draw_a_square {with} side\n_\n\ni = 100\n{while} i > 1\n _ {with} i\n _\n i = i - 3\n```\n" - 2: - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n
\nTriangle \nArrow \nBoat \n
\n" - 10: - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n
\nNested Hexagon \nTraffic lights \n
\n" - story_text_2: "Christmas lights \n" - example_code_2: "Hint Christmas Lights:\n\nStart by moving to the left side of the screen with an invisible white line. Then hang up the Christmas lights!\n```\n{color} white\n{turn} -90\n{forward} 300\n{turn} 90\n\ncolors = red, blue, yellow, purple, green, orange, pink\n{for} chosen_color {in} colors\n_\n```\n" - example_code: "Hint Nested Hexagon:\n```\ndistances = 100, 80, 60, 40, 20\n{for} distance {in} distances\n_\n```\n\nHint Traffic Lights:\n```\ncolors = red, yellow, green\n{for} chosen_color {in} colors\n {color} _\n {repeat} _\n```\n" 9: - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n**Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines?\n\n**Extra** Give the player a choice which country they would like to see the flag of.\n\n
\nCross (7) \nRandomly colored nested squares (8) \nFlags \n
\n" example_code: "Hint for the nested squares:\n```\ncolors = red, blue, orange, yellow, pink, purple, green, brown, black\ndistance = 120\nrepeat 5 times\n_\n```\nHint for the flags:\n```\ncountry = ask 'which country would you like to see the flag of?'\nif country is 'the Netherlands'\n color_1 = red\n color_2 = white\n color_3 = blue\n```\n" - 5: - example_code: "Hint:\n```\nchosen_letter {is} {ask} 'Which letter would you like to see? F, E or L?'\n{if} _\n```\n" - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n**Extra** Make only one code that lets the player decide which letter they'd like to see! And can you add even more letters?\n\n
\nF \nE \nL \n
\n" - 14: - example_code: "```\n{define} calculate_degrees {with} amount_of_corners\n _ 360 / amount_of_corners\n\n\n{define} draw_figure {with} degrees\n _\n {forward} 400/amount_of_corners\n {turn} _\n\namount_of_corners = {ask} _\ndegrees = {call} _ {with} _\n\n{call} _ {with}\n{call} _ {with}\n```\n" - story_text: "### Exercise\nCreate a program that asks the player how many corners their figure should have and then creates that figure.\nThe figure in the image is the output when the player fills in 10.\n\n
\n \n \n
\n" - 7: - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n
\nHexagon \nTriangle \nFan \n
\n" - 6: - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n**Extra** Let the player decide which color the square should be.\n\n***Extra*** Can you make the letter of your own first name and the flag of your own country too?\n\n
\nSquare \nLetters \nFlag \n
\n" - example_code: "Hint for the square:\n```\nchosen_color = {ask} _\n```\n" - 13: - example_code: "Hint Street in different sizes\n```\n{define} draw_a_house {with} size\n_\n\n{call} draw_a_house {with} 90\n{call} draw_a_house {with} 60\n{call} draw_a_house {with} 30\n```\n\nHint Colored street\n```\n{define} draw_a_house {with} chosen_color\n_\n```\n\nHint Snow Storm\n```\n{define} draw_snowflake {with} length, color\n _\n\nnumbers = 10, 20, 30\ncolors = _\n\n{for} i {in} {range} 1 {to} 5\n random_number = _\n random_color = _\n {call} draw_snowflake {with} random_number, random_color\n {color} white\n {turn} random_number * 5\n {forward} 80\n```\n" - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\nStreet in different sizes \nColored street \nSnow Storm \n" - 12: - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\nFirstly, define a function **for each shape** you want to use on the bracelet. Then, add the shapes to the bracelet like this:\n\nBracelet Designing program \n" - example_code: "Hint Bracelet Designing program\n```\n{define} draw_a_square\n_\n\n{color} white\n{turn} -90\n{forward} 300\n{turn} 180\n\n{for} i {in} {range} 1 {to} 5\n {color} gray\n {forward} 100\n shape = {ask} 'What kind of shape would you like next on the bracelet?'\n chosen_color = {ask} 'In which color?'\n {color} chosen_color\n {if} shape = 'square'\n {call} draw_a_square\n```\n" - 4: - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n
\nColored Star \nRainbow \nNested squares \n
\n" - example_code: "**Extra** Up for a real challenge? Make sure that the colors of these figures are selected randomly, so that each time you run your programs they'll look differently!\n\n```\ncolors {is} red, orange, yellow, green, blue, purple, pink, brown, gray, black\ncolor _\n```\n" - 8: - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n**Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines?\n\n
\nSquare (3) \nRandomly colored star (5) \nRandomly colored spiral (7) \n
\n" - 11: - example_code: "Hint Beehive:\n```\n{for} amount_of_combs {in} {range} 1 {to} _\n {for} walls_of_one_comb {in} {range} 1 {to} _\n {forward} _\n {turn} _\n {forward} _\n {turn} _\n```\n\nHint Fan:\nStart out like the fan you made in level 7. Or take a peak at the hint for the beehive, because the codes are very similar.\n\nHint Snowflake: Start by making one 'leg' and repeat it 6 times.\n" - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n
\nBeehive (6) \nFan (5) \nSnowflake (13) \n
\n" - 3: - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n
\nTriangle \nStar \nArrow \n
\n" - 1: - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n
\n Rectangle \n Square \n Stairs\n
\n" - description: Draw this picture with the turtle - default_save_name: Draw it - fortune: - levels: - 1: - story_text: "Have you ever been to a carnival and had your future predicted by a fortune teller? Or have you ever played with a magic eight ball?\nThen you probably know that they can't really predict your future, but it's still fun to play!\n\nIn the upcoming levels you can learn how to create your own fortune telling machine!\nIn level 1 you can start off easy by letting Hedy introduce herself as a fortune teller and let her `{echo}` the players' answers.\nLike this:\n" - example_code: "```\n_ Hello, I'm Hedy the fortune teller!\n_ Who are you?\n_ Let me take a look in my crystal ball\n_ I see... I see...\n_ Your name is\n```\n" - story_text_2: "### Exercise\nCopy the example code into your input screen and fill in the blanks to make the code work.\n**Extra** Change the code and let the fortune teller not only predict your name, but also your age, your favorite sports team or something else about yourself.\n" - 10: - story_text: "In this level you'll learn how to program the game MASH (mansion, apartment, shack, house). In this game you can predict for all the players at once, what their future will look like.\n\n### Exercise\nFil in the blanks by using the new command that you've learned this level.\n" - example_code: "```\nhouses = mansion, apartment, shack, house\nloves = nobody, a royal, their neighbour, their true love\npets = dog, cat, elephant\nnames = Jenna, Ryan, Jim\n_\n {print} name ' lives in a ' houses {at} {random}\n {print} name ' will marry ' loves {at} {random}\n {print} name ' will get a ' pets {at} {random} ' as their pet.'\n {sleep}\n```\n" - 6: - example_code: "```\n{print} 'I am Hedy the fortune teller!'\n{print} 'I can predict how many kids youll get when you grow up!'\nage = {ask} 'How old are you?'\nsiblings = {ask} 'How many siblings do you have?'\nlength = {ask} 'How tall are you in centimetres?'\nkids = length / age\nkids = kids - siblings\n{print} 'You will get ...'\n{sleep}\n{print} kids ' kids!'\n```\n" - story_text: "In this level you can use math in your predictions as a fortune teller. This allows you to make up (silly) formulas to calculate the future.\nFor example you could calculate how rich you'll get or how many kids you will have when you grow up.\n\n\n\n### Exercise\nCan you think of your own (silly) fortune telling machine?\n" - 3: - story_text_2: "### Exercise\nNow, Hedy can only answer yes, no or maybe. Can you give Hedy more answer options, like 'definitely' or 'ask again'.\n" - story_text: "In the previous levels you've created your first fortune telling machine, but Hedy couldn't really predict anything, only `{echo}`.\nIn this level you can use a variable and the `{at} {random}` command to really let Hedy choose an answer for you. Check out this code for instance:\n" - example_code: "```\n{print} I’m Hedy the fortune teller!\nquestion {is} {ask} What do you want to know?\n{print} This is what you want to know: question\nanswers {is} yes, no, maybe\n{print} My crystal ball says...\n{sleep} 2\n{print} answers {at} {random}\n```\n" - 5: - example_code: "```\nfriends {is} Jordan, Lucy, Dave\n{print} 'I can predict if you will win the lottery tomorrow!'\nperson {is} {ask} 'Who are you?'\ngood_answer {is} Hurray! You win!, You will definitely win!, We have a winner!\nbad_answer {is} Bad luck! Try again!, Another person will win, You lose!\n{if} person {in} friends {print} good_answer {at} {random}\n{else} {print} bad_answer {at} {random}\n```\n" - story_text: "### Exercise\nIn the example code you see how to make a fortune teller program that allows you to tip the odds in your favor. This cheating program always tells you that you will win the lottery, but your friends will never win.\n\nUse this to make your own program, be creative! For example you could create a code that predicts that:\n* your favorite sports team will beat all the competitors!\n* your favorite movie will be chosen for movie night!\n* you win tickets to your favorite show!\n* you are the fairest of them all, like Snow White's magic mirror.\nLet your imagination do the work!\n\nYour program has to exist of at least 10 lines of code and need to have at least one `{if}` and `{else}` command.\n" - 12: - story_text: "From level 12 on, you will also have to use quotation marks in lists, before and after each item.\n\n### Exercise\nAdd two predictions to the list" - example_code: "```\nfortunes = 'you will slip on a banana peel', _\n{print} 'I will take a look in my crystal ball for your future.'\n{print} 'I see... I see...'\n{sleep}\n{print} fortunes {at} {random}\n```\n" - 4: - example_code: "```\n_ Add the quotation marks to this code _\n{print} Im Hedy the fortune teller!\nquestion {is} {ask} What do you want to know?\n{print} This is your question: question\nanswers {is} yes, no, maybe\n{print} My crystal ball says...\n{sleep} 2\n{print} answers {at} {random}\n```\n" - story_text: "### Exercise\nWe have removed all the quotation marks from this example code, can you add them in all the right places?\n\n### Exercise 2\nGo back to the previous level and copy your fortune teller code. Make the code work in this level by adding quotation marks in the right spots.\n" - 8: - example_code: "```\n{print} 'I am Hedy the fortune teller!'\n{print} 'You can ask me 3 questions.'\nanswers = yes, no, maybe\n_ _ _\n question = {ask} 'What do you want to know?'\n {print} question\n {sleep}\n {print} 'My crystal ball says... ' answers {at} {random}\n```\n" - story_text: "In the next example you can have your fortune teller ask multiple questions and also print them!\n\n### Exercise\nCan you fill in right command on the blanks?\n" - 7: - story_text: "### Exercise\nFinish this program that tells you if your crush loves you back or not.\n" - example_code: "```\n{print} 'I have a flower with magic petals'\n{print} 'If you pick the petals the flower will tell you if your crush loves you back'\namount = {ask} 'How many petals do you want to pick?'\noptions = they love you, they love you not\n_ _ _ _ options {at} {random}\n```\n" - default_save_name: Fortune Teller - description: Let Hedy predict the future - name: Fortune teller functions: levels: 14: example_code: "```\n{define} calculate_new_price {with} amount, percentage\n percentage = percentage / 100\n discount_amount = amount * percentage\n return amount - discount_amount\n\nold_price = {ask} 'How much is on the price tag?'\ndiscount = {ask} 'What percentage is the discount?'\n\nnew_price = _ calculate_new_price {with} old_price, _\n{print} 'The new price is ' new_price ' dollar'\n```\n" - story_text: "In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you.\nYou can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**.\n\nFor example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value.\n\n### Exercise\nFinish this code. We have already made the variable new_price for you, you only need to set it.\nYou should finish the line of code by calling the function that calculates the new price.\n" 12: - story_text: "In this level you'll learn how to use **functions**. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again.\nTo create a function, use `{define}` and give the function a name. Then put all the lines you want in the function in a indented block under the `{define}` line.\nLeave one empty line in your code to make it look nice and neat. Great job! You have created a function!\n\nNow, whenever we need that block of code, we just use {call} with the function's name to call it up! We don't have to type that block of code again.\n\nCheck out this example code of a game of Twister. The function 'turn' contains a block of code that chooses which limb should go where.\n\n### Exercise\nFinish this code by setting the 2 variables chosen_limb and chosen_color.\nThen, choose how many times you want to call the function to give the twister spinner a spin.\n\n### Exercise 2\nImprove your code by adding a variable called 'people'. Use the variable to give all the players their own command in the game.\nFor example: 'Ahmed, right hand on green' or 'Jessica, left foot on yellow'.\n" example_code: "```\nsides = 'left', 'right'\nlimbs = 'hand', 'foot'\ncolors = 'red', 'blue', 'green', 'yellow'\n\n{define} turn\n chosen_side = sides {at} {random}\n chosen_limb = limbs _\n chosen_color = colors _\n {print} chosen_side ' ' chosen_limb ' on ' chosen_color\n\n{print} 'Lets play a game of Twister!'\n{for} i {in} {range} 1 to _\n {call} turn\n {sleep} 2\n```\n" 13: story_text: "Now that you've learned how to use functions, you'll learn how to use a function with an argument.\nAn **argument** is a variable that is used within a function. It is not used outside the function.\n\nFor example in this code we've programmed the first verse of the song 'My Bonnie is over the ocean'.\nIn this example code the argument 'place' is used. Place is a variable that is only used in the function, so an argument.\nTo use 'place' we have placed `{with} place` after `{define} song` .\nWhen the function is called, computer will replace the argument 'place', with the piece of text after `{call} song {with}`.\n\n### Exercise\nThe next verse of this song goes:\n\n```not_hedy_code\nLast night as I lay on my pillow\nLast night as I lay on my bed\nLast night as I lay on my pillow\nI dreamed that my Bonnie is dead\n```\n\nCan you program this verse in the same way as the example?\n" - example_code: "```\n{define} song {with} place\n {print} 'My Bonnie is over the ' place\n\n{call} song {with} 'ocean'\n{call} song {with} 'sea'\n{call} song {with} 'ocean'\n```\n" - 18: - example_code: "```\n{def} calculate_score(answer, correct_answer):\n {if} answer == correct_answer:\n score = 1\n {elif} answer == '?':\n score = 0\n {else}:\n score = -1\n {return} score\n\nanswer = {input} ('Where can you find the Eiffel Tower?')\ncorrect_answer = 'Paris'\nscore = calculate_score(answer, correct_answer)\n{print} ('Your score is... ', score)\n```\n" - story_text: "Let's make functions the Pythons way! To define a function, we no longer use:\n\n`{define} name_function {with} argument_1, argument_2:`\n\nbut we use:\n\n`{def} name_function(argument_1, argument_2):`.\n\n\nIf you don't want to use arguments, you just leave the space between the parantheses empty.\nTo call a function, we don't need the `{call}` command anymore. You just type the name of the function.\n" - name: functions - description: functions - default_save_name: functions - while_command: - name: '{while}' - levels: - 15: - story_text: "We are going to learn a new loop, the `{while}` loop! We continue the loop as long as the statement is true.\nSo don't forget to change the value in the loop.\n\nIn the example code, we continue until a correct answer has been given.\nIf the correct answer is never given, the loop never ends!" - example_code: "```\nanswer = 0\n{while} answer != 25\n answer = {ask} 'What is 5 times 5?'\n{print} 'A correct answer has been given'\n```\n" - description: '{while}' - default_save_name: while_command - elif_command: - description: '{elif}' - levels: - 17: - story_text: "In this level you can also use a new command: `{elif}`. `{elif}` is a combination of the keywords `{else}` and `{if}` and you need it when you want to make 3 (or more!) options.\nCheck it out!\n" - example_code: "```\nprizes = ['1 million dollars', 'an apple pie', 'nothing']\nyour_prize = prizes[{random}]\n{print} 'You win ' your_prize\n{if} your_prize == '1 million dollars' :\n {print} 'Yeah! You are rich!'\n{elif} your_prize == 'an apple pie' :\n {print} 'Lovely, an apple pie!'\n{else}:\n {print} 'Better luck next time..'\n```\n" - name: '{elif}' - default_save_name: elif music: levels: - 7: - example_code: "```\n{print} 'Twinkle Twinkle Little Star'\n{repeat} 2 {times} {play} C4\n{repeat} 2 {times} {play} G4\n_\n```\n" - story_text: "Using the `{repeat}` command can make your codes for melodies a lot shorter!\n\n### Exercise\nFinish the code for Twinkle Twinkle Little Star by using the `{repeat}`command.\nThen go back to the songs you've made in the previous levels. Can you shorten those codes too?\n" 6: - example_code: "```\nnumber = {ask} 'Say a starting number between 1 and 67'\n{print} number\n{play} number\nnumber = number + 1\n{print} number\n{play} number\nnumber = number + 1\n{print} number\n{play} number\n```\n" story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\n This calls for musical maths! Try out the example code a couple of times with different starting numbers. \nThen, see if you can compose a song using the numbers.\n" - 9: - story_text: "From this level on you can - among other things - use a {repeat} command inside a {repeat} command.\nThat makes songs like 'Happy birthday' even shorter!\n\n### Exercise\nFinish the song!\n" - example_code: "```\nfirst_time = yes\n{repeat} 2 {times}\n {repeat} 2 {times}\n {play} C\n {play} D\n {play} C\n {if} first_time {is} yes\n {play} F\n {play} E\n first_time {is} no\n {else}\n _\n```\n" - 4: - example_code: "```\n{print} 'Mary had a little lamb'\n{play} E\n{play} D\n{play} C\n{play} D\n{play} E\n{play} E\n{play} E\n{clear}\n{print} 'Little lamb, little lamb'\n{play} D\n{play} D\n{play} D\n{play} E\n{play} E\n{play} E\n{clear}\n{print} 'Mary had a little lamb'\n{play} E\n```\n" - story_text: "Use the `{clear}` command to create a karaoke machine!\n\n### Exercise\nFinish the karaoke version of 'Mary had a little lamb'.\nThen, create a karaoke version of any song you'd like!\n" - 3: - example_code: "```\nnotes {is} A4, B4, C4\n{play} notes {at} {random}\n{play} notes {at} {random}\n{play} notes {at} {random}\n```\n" - story_text: "Create a random melody!\n\n### Exercise\nThe example code creates a random melody, but it's very short and not many notes are used.\nAdd more notes to the list and create a longer melody by copying the last line a couple more times.\n" - 13: - example_code: "```\n{print} 'Yankee Doodle'\n{define} _ {with} note_1, note_2, note_3\n {play} C4\n {play} C4\n {play} D4\n {play} E4\n {play} _\n {play} _\n {play} _\n\n{call} line_1 {with} 29, 31, 30\n{call} line_1 {with} 29, 28, 0\n{call} line_1 {with} 32, 31, 30\n\n{play} C4\n{play} B3\n{play} G3\n{play} A3\n{play} B3\n{play} C4\n{play} C4\n```\n" - story_text: "You can use a function with an argument for songs that have line that are almost the same, but slightly different each time.\nOne example is the song 'Yankee Doodle'. The first 4 notes of the first lines are the same, but each time they are followed by a different couple of notes.\n\n### Exercise\nCan you finish the song of Yankee Doodle?\nCan you think of another song to program this way?\n" - 14: - story_text: "You can program music for fun, but you can also use the musical notes to make something useful like a fire alarm!\n\n### Exercise\nMake sure the fire alarm rings when there is a fire!\n" - example_code: "```\n{define} fire_alarm\n {print} 'FIRE!'\n note = 40\n {for} i {in} {range} 1 {to} 100\n {if} note _ 50\n note = note + 5\n {play} _\n {else}\n note = 40\n\nfire = {ask} 'Is there a fire?'\n{if} fire _ 'yes'\n {call} fire_alarm\n```\n" - 5: - story_text: "You don't always have to use the `{play}` command to play a whole song, sometimes you just want to play one note.\nFor example, if you want to make a quiz, you can play a happy high note if the answer is right and a sad low note if the answer is wrong.\n\n### Exercise\nFinish the first question by adding a line of code that plays a C3 note if the wrong answer is given.\nThen think of 3 more questions to add to this quiz.\n" - example_code: "```\nanswer {is} {ask} 'What is the capital of Zimbabwe?'\n{if} answer {is} Harare {play} C6\n_\n```\n" - 2: - story_text_2: As you can see, you can also use the `{sleep}` command to add a little pause in the song. - example_code_2: "```\n{print} Twinkle Twinkle Little Star\n{play} C\n{play} C\n{play} G\n{play} G\n{play} A\n{play} A\n{play} G\n{sleep} 1\n{play} F\n{play} F\n```\n" - example_code: "```\n{print} Old Mac Donald had a farm\n{play} C5\n{play} C5\n{play} C5\n{play} G4\n{play} A4\n{play} A4\n{play} G4\n```\n" - story_text: "### Exercise\nFinish the songs! We have started the codes for some melodies.\n" - 1: - story_text: "In this level you'll learn how to use the `{play}` command to play a tune!\n\nType `{play}` followed by the note you want to play. The scale goes C-D-E-F-G-A-B.\nAs you can see there are 7 different letters, but we can play more than just 7 notes.\nType a number between 1 and 10 behind the letter to choose the scale, for example after B4 comes C5.\nC1 is the lowest note you can play, C10 is the highest.\n\n### Exercise\nTry out the example code and then play around with it! Can you create your own melody?\nIn the next level you'll learn how to play some existing songs." - example_code: "```\n{play} C4\n{play} D4\n{play} E4\n{play} F4\n{play} G4\n{play} A4\n{play} B4\n{play} C5\n```" - 17: - story_text: "You can use the {elif} to create different options.\n\n### Exercise\nFirstly, add colons to get the code to work.\nThen finish this code by adding at least 2 other songs for other moods. For example a happy song and an angry song.\n" - example_code: "```\n{define} scary_song\n {for} i {in} {range} 1 {to} 3\n {play} G\n {play} E\n {sleep} 2\n {for} i {in} {range} 1 {to} 3\n {play} F\n {play} D\n\nmood = {ask} 'Which emotion are you feeling?'\n{if} mood {is} 'fear'\n {call} scary_song\n{elif} _\n```\n" - 18: - story_text: "### Exercise\nEven in this last level of Hedy we can make some music! Be careful of all the syntax that is needed now.\nTake a good look at how the functions are defined and called upon in the example code.\nFinish the song!\n" - example_code: "```\n{def} line_1():\n {for} i {in} {range}(1, 5):\n {play} A\n {play} D\n {play} F\n {play} A\n\n{def} line_2():\n {for} i {in} {range}(1, 5):\n {play} G\n {play} C\n {play} E\n {play} G\n\n{def} line_3():\n_\n\n{print} ('The drunken sailor')\n{print} ('What shall we do with the drunken sailor?')\nline_1()\nline_2()\nline_3()\n{print} ('Early in the morning')\n```\n" - 15: - example_code: "```\n{define} song\n {play} _\n\nyes_or_no = {ask} 'Do you want to hear my never-ending song?'\n{while} yes_or_no = 'yes'\n {call} song\n {print} '🥳'\n```\n" - story_text: "**Warning** This adventure can become extremely annoying!\nWe can also use the {while} command to repeat a song forever.\n\n### Exercise\nFinish the never-ending song.\n" - 8: - example_code: "```\n{print} 'Brother John'\n{repeat} 2 {times}\n {play} C\n {play} D\n {play} E\n {play} C\n{repeat} 2 {times}\n {play} E\n {play} F\n {play} G\n {sleep} 1\n```\n" - story_text: "Now that we can use the `{repeat}` command for multiple lines, we can make songs even more easily!\n\n### Exercise\nFinish the song of Brother John (Frère Jacques). Don't forget to use `{repeat}`!\n" - 16: - story_text: "Upgrade your Old MacDonald code!\n\n### Exercise\nTake your code from the 'Sing a Song' adventure and add musical notes to it!\nYou can make a function for each line in the song and call that function after the line is printed.\nWe defined the first line for you and called it in the code. Can you finish the whole song?\n" - example_code: "```\n{define} line_1\n {for} i {in} {range} 1 {to} 3\n {play} G\n {play} D\n {for} i {in} {range} 1 {to} 2\n {play} E\n {play} D\n\nanimals = ['pig', 'dog', 'cow']\nsounds = ['oink', 'woof', 'moo']\nfor i in range 1 to 3\n animal = animals[i]\n sound = sounds[i]\n print 'Old MacDonald had a farm'\n call line_1\n print 'E I E I O!'\n _\n```\n" - 12: - story_text: "Use functions in your songs! As you can see in the example code, you can make a function for each line of Twinkle Twinkle Little Star. Once you've programmed the first three lines, all you have to do is call the functions in the order you want them played in.\n\n### Exercise\nFinish the song of Twinkle Twinkle Little Star.\nThen look back at all the songs you've programmed in the levels before, can you make those codes better and shorter using functions too?\n" - example_code: "```\n{define} first_line\n {play} C\n {play} C\n {play} G\n {play} G\n {play} A\n {play} A\n {play} G\n {sleep}\n\n{define} second_line\n {play} F\n {play} F\n {play} E\n {play} E\n {play} D\n {play} D\n {play} C\n {sleep}\n\n{define} third_line\n {play} G\n {play} G\n {play} F\n {play} F\n {play} E\n {play} E\n {play} D\n {sleep}\n\n{call} _\n{call} _\n{call} _\n{call} _\n{call} _\n{call} _\n```\n" - default_save_name: music - name: music - description: Play a tune! - for_command: - default_save_name: for - levels: - 10: - story_text_2: "### Exercise\nFinish this code by adding `{for} action {in} actions` to line 2.\n" - example_code_2: "```\nactions = clap your hands, stomp your feet, shout Hurray!\n_\n {repeat} 2 {times}\n {print} 'If youre happy and you know it, ' action\n {sleep} 2\n {print} 'If youre happy and you know it, and you really want to show it'\n {print} 'If youre happy and you know it, ' action\n {sleep} 3\n```\n" - example_code: "```\nanimals = dog, cat, blobfish\n{for} animal {in} animals\n {print} 'I love ' animal\n```\n" - story_text: "## For\nIn this level we learn a new code called `{for}`. With `{for}` you can make a list and use all elements.\n`{for}` creates a block, like `{repeat}` and `{if}` so all lines in the block need to start with 4 spaces." - 11: - example_code: "```\n{for} counter {in} {range} 1 {to} 10\n {print} counter\n{print} 'Ready or not. Here I come!'\n```\n" - story_text: "In this level, we add a new form of the `{for}`. In earlier levels, we used `{for}` with a list, but we can also use `{for}` with numbers.\nWe do that by adding a variable name, followed by `{in}` `{range}`. We then write the number to start at, `{to}` and the number to end at.\n\nTry the example to see what happens! In this level again, you will need to use indentations in lines below the `{for}` statements." - 17: - story_text: "Now we are going to change indentation a little bit. Every time that we need an indentation, we need `:` at the line before the indentation.\n" - example_code: "```\n{for} i {in} {range} 1 {to} 10:\n {print} i\n{print} 'Ready or not, here I come!'\n```\n" - 18: - story_text: "Lastly, we'll turn `{for} i {in} {range} 1 to 5` into real Python code, like this:\n" - example_code: "```\n{for} i {in} {range}(1,5):\n {print} (i)\n```\n" - name: '{for}' - description: '{for} command' - hangman_3: - default_save_name: Hangman_3 - levels: - 17: - example_code: "```\n# Create a function that draws the hangman\n{define} draw_hangman {with} step:\n {if} step == 1:\n {color} white\n {forward} -100\n {turn} 90\n {forward} -50\n {color} black\n {forward} 100\n {forward} -50\n\n {if} step == 2:\n _\n# Paste your hangman game here\n\n```\n" - story_text: "In a game of hangman the mistakes are shown by drawing a part of the hangman each time a mistake has been made.\nWe now add those drawings with our turtle!\n\n### Exercise\n***Create a function that draws the hangman*** Create a function that draws the hangman in 10 steps. We have already made step 1 for you.\n\n***Test the function*** Test the function by calling the function with 10. If you are happy with the function, remove the line that calls the function for now. We will call the function when the player makes a mistake.\n\n***Paste your hangman game under your function*** Go back to the previous tab and copy your hangman game. Paste the game underneath your function.\n\n***Call the function when the player makes a mistake*** Under the line `mistakes_made = mistakes_made + 1` we will call the function. We want the turtle to take the same amount of steps as the player has made mistakes, so we call the function with `mistakes_made` as argument.\n\n***Enjoy your game!***\n
\n The hangman could look like this \n
\n" - description: Hangman 3 - name: Hangman 3 - clear_command: - default_save_name: clear_command - description: '{clear} command' - levels: - 4: - example_code: "```\n{print} '3'\n{clear}\n{print} '2'\n{clear}\n{print} '1'\n{clear}\n{print} 'wait for it...'\n{sleep} 3\n{clear}\n{print} 'SURPRISE!'\n```\n" - story_text: "Time for a new command! With `{clear}` you can clear all the text form your output screen. This way you can prevent your screen getting too full of text.\nBeware! If you are using a `{clear}` command, you might need to use a `{sleep}` above it. Otherwise Hedy will clear your screen without giving you the time to read as you can see in the example!\n" - name: '{clear}' - harry_potter: - levels: - 10: - story_text: "### Exercise\nWe can also make a Harry Potter themed fortune teller. Fill in blanks such that 9 lines are printed.\n**Extra** Change the theme of the fortune teller into something else, such as your favorite book, film or tv show.\n" - example_code: "```\nhouses = Gryffindor, Slytherin, Hufflepuff, Ravenclaw\nsubjects = potions, defence against the dark arts, charms, transfiguration\nfears = Voldemort, spiders, failing your OWL test\nnames = Harry, Ron, Hermione\n_\n_ {print} name ' is placed in ' houses {at} {random}\n_ {print} name ' is great at ' subjects {at} {random}\n_ {print} name 's greatest fear is ' fears {at} {random}\n```\n" - default_save_name: Harry Potter - name: Harry Potter - description: Harry Potter adventures - add_remove_command: - levels: - 3: - example_code_3: "```\n{print} Mystery milkshake\nflavors {is} strawberry, chocolate, vanilla\nhope {is} {ask} What flavor are you hoping for?\n_\nallergies {is} {ask} Are you allergic to any flavors?\n_\n{print} You get a flavors {at} {random} milkshake\n```\n" - story_text_3: "### Exercise\nTry out the new commands in this virtual restaurant. Add the flavor the player is hoping for to the list and remove the flavors they are allergic to.\n" - example_code: "```\nanimals {is} dog, cat, kangaroo\nlike {is} {ask} What is your favorite animal?\n{add} like {to_list} animals\n{print} I choose animals {at} {random}\n```\n" - example_code_2: "```\nanimals {is} dog, cat, kangaroo\ndislike {is} {ask} What animal do you not like?\n{remove} dislike {from} animals\n{print} I choose animals {at} {random}\n```\n" - story_text: "## Add to\nYou can add items to the list with the `{add} {to_list}` command. To add an item to a list you can simply type: `{add} penguin {to_list} animals` or you can use the `{ask}` command like in the example code.\n" - story_text_2: "## Remove from\nIf you can add items to a list, of course you can also take them off. This is done with the `{remove} {from}` command.\n" - description: introducing {add} {to_list} and {remove} {from} - default_save_name: add_remove_command - name: '{add} {to_list} & {remove} {from}' - and_or_command: - name: '{and} & {or}' - default_save_name: and or - levels: - 13: - example_code: "```\nname = {ask} 'what is your name?'\nage = {ask} 'what is your age?'\n{if} name {is} 'Hedy' {and} age {is} 2\n {print} 'You are the real Hedy!'\n```\n" - story_text: "We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two `{if}`s but can use `{and}` and `{or}`.\n\nIf you use `{and}`, both statements, left and right of the `{and}` need to be true. We can also use `{or}`. Then only one statement needs to be correct." - description: introducing {and} & {or} - secret: - levels: - 13: - story_text: "We can simplify the superspy code with `{and}`, such that we only need one `{if}`.\n\n### Exercise 1\nComplete the code by filling the right command on the blank. Tip: The superspy has to answer BOTH questions correctly, before they get the confidential information!\n\n### Exercise 2\nWe want to confuse the enemy even more! Create a list with fake answers and select one at random when a wrong answer is given.\n" - example_code: "```\nname = {ask} 'What is your name?'\npassword = {ask} 'What is your password?'\n{if} name {is} 'Agent007' _ password {is} 'TOPSECRET'\n {print} 'Go to the airport at 02.00'\n{else}\n {print} 'Go to the trainstation at 10.00'\n ```\n" - 12: - story_text: "In this adventure you can create your own super spy code. Encode a message that only the right agent can decipher.\nIf the enemy tries to crack the code, they will get some false info to waste their time.\n\n### Exercise 1\nMake your own secret code for your superspy and return both parts only to the real spy.\n\n### Exercise 2\nAdd a third component to the code, like a piece of clothing or an object.\n" - example_code: "```\nname = {ask} 'What is your name?'\n{if} name {is} _\n a = 'Go to the airport '\n{else}\n a = 'Go to the trainstation '\npassword = {ask} 'What is the password?'\n{if} password {is} _\n b = 'tomorrow at 02.00'\n{else}\n b = 'today at 10.00'\n{print} _ _ _\n```\n" - description: Make your own spy code - default_save_name: SuperSpy - name: SuperSpy - blackjack: - description: Try to get as close to 21 as you can - default_save_name: Blackjack - levels: - 17: - story_text: "Blackjack is a simple game of cards in which you have to get as close to 21 points as possible. You get two cards. Each card is worth their numeral value, and the face cards (Jack, Queen and King) are worth 10 points.\nThe Ace is worth either 1 or 11 points (you can choose). The dealer, your opponent, also gets two cards.\nIf you want, you can get another card, and its points will be added to your total. The dealer can also choose to take another card.\nBut be careful not to get more than 21 points, because if you do, you lose!\nThe player who gets closest to 21, without going over it, wins!\n\n### Exercise\nIn this adventure we code the first part of our Blackjack game. We'll create a function to calculate how many points a card is worth.\n\n***Set the variables***\nStart by making a list of all the cards, from 2 to Ace. Next make a list of the face cards, so Jack, Queen and King. Then pick a random card from the list of cards to be card_1.\n\n***Create a function to calculate the points***\nCreate a function that calculates how many points a card is worth.\nAll the face cards are worth 10 points, the Ace is worth 11 and all the other cards are worth their numeral.\nReturn the variable `points` at the end of the function.\n\n***Test the function***\nTest if your function is working properly. Finish the first print command by filling in which card you've drawn. Then finish the second line by calling the function with card_1.\nRun the code a couple of times. Are you happy with the results? Great! Then you can remove the testing part and move on the the next tab!\n" - example_code: "```\n{print} 'BLACKJACK'\n\n# Set these variables\ncards = _\nface_cards = _\ncard_1 =\n\n# Create a function to calculate the points\n{define} calculate_points {with} card:\n {if} card {in} face_cards:\n points = _\n {elif} _\n _\n {else}:\n _\n _ points\n\n# Test your function\n{print} 'Your card is a ' _\n{print} 'That is worth ' _ ' points'.\n```\n" - name: Blackjack - language: - description: Practice words in a foreign language - levels: - 5: - story_text: "Make your own program to practice your vocabulary in a new language.\n\n### Exercise\nMake the code longer by adding at least 3 more words for the player to learn.\n**Extra** Of course, you can choose to use a different language than French. You can change to code to any language you'd like to learn.\n" - example_code: "```\n{print} 'Learn French!'\ncat {is} {ask} '🐱'\n{if} cat {is} chat {print} 'Terrific!'\n{else} {print} 'No, cat is chat'\nfrog {is} {ask} '🐸'\n{if} frog {is} grenouille {print} 'Super!'\n{else} {print} 'No, frog is grenouille'\n```\n" - 16: - story_text: "### Exercise\nTake a look at the example code. This is a program to practise French vocabulary. Now make your own program to practice your vocabulary in a new language.\nIf you don't know any other languages, you can use Google translate or you can use emojis and your native language.\n" - example_code: "```\nfrench_words = ['bonjour', 'ordinateur', 'pomme de terre']\ntranslation = ['hello', 'computer', 'potato']\nscore = 0\n{for} i {in} {range} 1 {to} 3\n answer = {ask} 'What does ' french_words[i] ' mean?'\n correct = translation[i]\n {if} answer == correct\n {print} 'Correct!'\n score = score + 1\n {else}\n {print} 'Wrong, ' french_words[i] ' means ' translation[i]\n{print} 'You gave ' score ' correct answers.'\n```\n" - name: Language - default_save_name: Language turtle: levels: - 5: - story_text_2: "### Exercise\nFill in the correct numbers in this code to get it to work.\nAfter you've done that, you can try to add the option backwards.\n\n**Extra** Instead of using 'left' and 'right', remake the program with North, East, South and West.\nThis way you could add even more directions like Northeast and Southwest etc.\n" - example_code_2: "```\ndirection {is} {ask} 'Do you want to go left, right, or straight ahead?'\n{if} direction {is} left {turn} _\n{if} direction {is} right {turn} _\n{forward} 100\n```\n" - story_text: "In level 5 you can make a choice with `{if}`. For example between different types of figures.\n" - example_code: "```\n{print} 'Drawing Figures'\nfigure {is} {ask} 'Do you want a square or a triangle?'\n{if} figure {is} triangle angle {is} 120\n{else} angle {is} 90\n{turn} angle\n{forward} 25\n{turn} angle\n{forward} 25\n{turn} angle\n{forward} 25\n{turn} angle\n{forward} 25\n```\n" - 1: - example_code_2: "```\n{forward} 20\n{turn} {right}\n{forward} 20\n{turn} {left}\n{forward} 20\n```\n" - example_code: "```\n{forward} 100\n{turn} {left}\n```\n" - story_text: "You can also use Hedy to draw. By combining turns and lines, you can make a square or stairs!\n\nUsing `{forward}` you draw a line forwards. The number behind it determines how far the turtle will walk. `{turn} {right}` turns a quarter turn in clockwise direction, `{turn} {left}` turns counter clockwise.\n\nIf you want to go backwards, you use the `{forward}` command but with a negative number. So for example `{forward} -100`\n" - story_text_2: "### Exercise\nThis is the start of a little staircase. Can you make it have 5 steps?\n" - 8: - story_text: "Now that we can repeat several lines, we can make figures more easily.\nWe only have to set the angle once and then use that variable in the `{repeat}`.\n\n### Exercise 1\nThe example code creates a square. Change the code so that it create another figure, such as a triangle or a hexagon. \nThis requires a change to two lines of code.\nTip: An entire circle is 360 degrees.\n\n### Exercise 2\nNow create a drawing consisting of at least two polygons.\n" - story_text_2: "**Extra** We can now improve the program that draws different figures. Finish the code and you can draw any polygon you'd like!\n" - example_code_2: "```\nfigure = {ask} 'How many angles should I draw?'\nangle = 360 / figure\n{repeat} figure {times}\n {turn} _\n {forward} _\n```\n" - example_code: "```\nangle = 90\n{repeat} 4 {times}\n {turn} angle\n {forward} 50\n```\n" - 4: - story_text: "In level 4 you have to use quotation marks with `{print}` and `{ask}`. Also when drawing!\n" - example_code: "```\n{print} _ Drawing figures _\nangle {is} 90\n{turn} angle\n{forward} 25\n{turn} angle\n{forward} 25\n```\n" - example_code_2: "```\n{color} {white}\n{forward} -80\n{color} {green}\n{forward} 50\n{color} {yellow}\n{forward} 50\n{color} {red}\n{forward} 50\n```\n" - story_text_2: "You can also change the color of the lines with the command `{color}`. Check out the example.\nYou can also use the command `{color} {white}` to make 'invisible' lines. You could use these white lines to move the turtle anywhere in the screen before you start drawing.\n" 2: example_code: "```\nanswer {is} {ask} How many steps should the turtle make?\n{forward} answer\n```\n" example_code_2: "```\n{print} Drawing figures\nangle {is} 90\n{turn} angle\n{forward} 25\n{turn} angle\n{forward} 25\n```\n" story_text: "In this level you can use variables to make the turtle interactive. For example you can ask the player how many steps the turtle must make.\n" story_text_2: "Also, in level 1 the turtle could only turn left or right. That is a bit boring!\nIn level 2 he can point his nose in all directions.\n\nUse 90 to turn a quarter. We call this degrees. A full turn is 360 degrees.\n\n### Exercise\nCan you make a figure with this code? Maybe a triangle or a circle?\n" - 12: - example_code: "```\n{define} square\n {repeat} 4 {times}\n {turn} _\n {forward} _\n{call} square\n{forward} 50\n{call} square\n{forward} 50\n{call} square\n```\n" - story_text: "We can use functions to draw more complex figures with less code.\n### Exercise 1\nFill the function so that three squares are created. If you want the image to look nicer, you can make the lines between the squares white.\n\n### Exercise 2\nThe code can be made even shorter. Place the final lines into a `{repeat}` so the figure remains the same.\n\n### Exercise 3\nCreate your own drawing with different figures.\nChange both the number of figures with the `{repeat}` and the shape of the figures in the `{define}`\n" - 9: - story_text: "Now that we can use a `{repeat}` inside a `{repeat}`, we can create more complex figures.\n\n### Exercise 1\nThis code creates three black triangles, change that into five pink squares.\n\n **Extra** Create a figure of your own choosing consisting of at least two different shapes types.\n" - example_code: "```\n{color} {black}\n{repeat} 3 {times}\n {repeat} 3 {times}\n {forward} 10\n {turn} 120\n {color} {white}\n {forward} 50\n {color} {black}\n```\n" - 3: - story_text: "In this level you can use `{at} {random}` with the drawing turtle. A random choice makes the turtle walk a different path each time.\nUse `{at} {random}` to choose a value from a list.\n### Exercise\nCan you copy and paste lines 2 and 3 to create a longer random path?\n" - example_code: "```\nangles {is} 10, 50, 90, 150, 250\n{turn} angles {at} {random}\n{forward} 25\n```\n" - 6: - example_code: "```\nangles = {ask} 'How many angles do you want?'\nangle = 360 / angles\n{forward} 50\n{turn} angle\n{forward} 50\n{turn} angle\n{forward} 50\n{turn} angle\n{forward} 50\n{turn} angle\n{forward} 50\n{turn} angle\n{forward} 50\n{turn} angle\n```\n" - story_text: "In this level you can use calculations to draw different figures.\nYou may have learned in school that turning a full circle is 360 degrees. If not, now you know!\nThat's why you also use 90 degrees for a square. 360 divided by 4 is 90.\nNow that we can do math with Hedy, we can draw all the figures we want!\n" - 10: - example_code: "```\n{turn} 90\ndistances = 10, 20, 30, 40, 50, 60\n{for} distance {in} distances\n {forward} distance\n```\n" - story_text: "In this level you can make the turtle draw a figure.\nThe turtle will travel the distances in the list, one by one, making bigger and bigger steps.\n### Exercise 1\nAdd a 90 degree turn in the loop, so that a spiral is drawn.\nAdd at least 5 numbers to the list, so the spiral grows larger.\n**(extra)** can you change the spiral into another shape? Experiment with numbers for the turn!\n### Exercise 2\nThe spiral is drawn outwards, make it go inwards?\n" - name: Turtle - description: Make your own drawing - default_save_name: Turtle - pressit: - name: Key presses - levels: - 7: - example_code: "```\n{if} x {is} {pressed} {forward} 15 {else} {turn} 90\n```\n" - story_text: "Now that you have learned about `{repeat}`, we can press keys multiple times.\nYou can use it to make the turtle walk forward and turn.\n\n### Exercise\nThe code you have seen in level 5 only checks the key once. Copy the example code and add a `{repeat}` to it, so that you can press the keys many times.\nUse this code to draw something nice.\n" - 5: - story_text_2: "You can also link turtle commands to keys.\n\n### Exercise\nCopy the lines a few times so you can create a larger drawing.\n" - story_text: "In this level there is another new keyword: `{pressed}`!\nWith `{pressed}` you can use keys on your keyboard to control what lines are used.\n\n### Exercise\nLook at the example and add one more line of code that reacts to a key press.\n" - example_code: "```\n{print} 'Do you want a good (g) or bad (b) ending?'\n{if} g {is} {pressed} {print} 'They lived happily ever after ❤'\n{else} {print} 'The prince was eaten by a hippopotamus 😭'\n```\n" - example_code_2: "```\n{if} y {is} {pressed} {forward} 15\n{else} {turn} 90\n```\n" - 9: - example_code: "```\npoints = 0\nletters = a, b, c, d, e\n{repeat} 10 {times}\n letter = _ _ _\n {print} 'Press the letter ' letter\n {if} letter {is} {pressed}\n _\n _\n _\n```\n" - story_text: "Now that you know how to combine statements, you can create a touch type tool with `{pressed}`.\n\n### Exercise\nFinish the code. Each time a random letter should be chosen, which you have to press. You get a point for a correct press, and and two points deduction for a wrong press.\n**Extra** Clear the screen after each letter, and show the user how many points they have scored.\n" - default_save_name: Pressed - description: Try linking a keyboard key to a command! - simon: - description: Make a game of Simon Says - levels: - 16: - story_text: "Let's make a game of Simon Says! Simon Says is a memory game in which the player will be given a color. They have to repeat that color back.\nIf they get it right a color is added to the sequence, so they now have to remember 2 colors, then 3, then 4 etc. the game stops as soon as the player makes a mistake.\n\n### Exercise\nIn this first part of the Simon Says adventure, we'll let the computer pick a random color and add it to a list.\n\n***Make 2 lists*** First, make a list called `colors` and fill it with the colors red, yellow, green and blue.\nThen make a list called `simon_sequence`. This list will be used as the answer.\nAt the start of the game this lists need to be empty. unfortunately, we can't create an empty list (yet), so we'll fill it with the words 'empty' and 'list' and we'll remove them from the list immediately.\n\n***Create a function that adds a color to the sequence*** Now that we have an empty list called simon_sequence, we can start filling it with random colors.\nWe do that with a function, so we can call it everytime there's a new level in our game. Create a function called `add_random_color`.\nThen create the variable random_color and set it to a random color. Next, add this random color to the simon_sequence.\n\n***Create a function that shows the simon_sequence*** Start by naming the new function `show_simon_sequence` with `level` as an argument. Now we want to show as many colors as the level we are in (in level 1 you see 1 color, in level 2 you see 2 colors etc).\nSo we repeat `level` times, to print the `simon_sequence[i]`. Each time a color is shown, wait for 1 second and then clear the screen.\n\n***Test your program*** Before you go to the next level, test if the functions are working by calling both of the functions. If they're working you should see a random color in your output screen.\nRemove this testing part of your code, copy the code and continue to the next tab to learn more about the simon says game!\n" - example_code: "```\n# Make 2 lists\ncolors = _\n_ = ['empty', 'list']\n{remove} _ {from} simon_sequence\n{remove} _\n\n# Create a function that adds a color\n_ add_random_color\n _\n {add} _\n\n# Create a function that shows the simon_sequence\n{define} _\n {for} i {in} {range} 1 {to} _\n {print} _\n _\n _\n\n# Test your program\n{call} _\n{call} show_simon_sequence {with} 1\n```\n" - name: Simon Says - default_save_name: Simon - is_command: - levels: - 2: - story_text: "## Variables\nYou can name a word with `{is}`. This is called a **variable**. In this example we made a variable called name and a variable called age. You can use the word name anywhere in your code and it will be replaced by Hedy, like this:\n" - example_code_2: "```\nfavorite_animal {is} _\n{print} I like favorite_animal\n```\n" - story_text_2: "### Exercise\nTime to make your own variables!\nIn the example code we made an example of the variable `favorite_animal`. In line 1 the variable is set, and in line 2 we used the variable in a `{print}` command.\nFirstly, finish our example by filling in your favorite animal on the blank. Then make at least 3 of these codes yourself. Pick a variable, and set the variable with the `{is}` command. Then use it with a `{print}` command, just like we did.\n" - example_code: "```\nname {is} Hedy\nage {is} 15\n{print} name is age years old\n```\n" - 6: - story_text: "We also make a change in storing a word in a variable! You may now use `=` instead of `{is}` when we store a name or a number in a variable, like this:\n" - example_code: "```\nname = Hedy\nanswer = 20 + 4\n```\n" - 14: - story_text_3: "You can also compare if something is *not* equal to something else using `!=` like this:\n" - example_code_2: "```\nname = {ask} 'What is your name?'\n{if} name == 'Hedy'\n {print} 'You are cool!'\n```\n" - story_text: "We are going to learn more new items. You might know them already from mathematics, the `<` and `>`.\nThe `<` checks if the first number is smaller than the second, for example age `<` 12 checks if age is smaller than 12.\nIf you want to check if the first number is smaller or equal to the second, you can use `<=`, for example age `<=` 11.\nThe `>` checks if the first number is bigger than the second, for example points `>` 10 checks if points is larger than 10.\nIf you want to check if the first number is bigger or equal to the second, you can use `>=`, for example points `>=` 11.\nYou use these comparisons in an `{if}`, like this:\n" - example_code_3: "```\nname = {ask} 'What is your name?'\n{if} name != 'Hedy'\n {print} 'You are not Hedy'\n```\n" - example_code: "```\nage = {ask} 'How old are you?'\n{if} age > 12\n {print} 'You are older than I am!'\n```\n```\nage = {ask} 'How old are you?'\n{if} age < 12\n {print} 'You are younger than me!'\n{else}\n {print} 'You are older than me!'\n```\n" - story_text_2: "From this level on, if you want to compare exactly, you can use two equal signs. This is what most programming languages do:\n" - default_save_name: is_command - description: introducing {is} command - name: '{is}' - sleep_command: - levels: - 2: - example_code: "```\n{print} My favorite colour is...\n{sleep} 2\n{print} green!\n```\n" - story_text: "Another new command in this level is `{sleep}`, which pauses your program for a second. If you type a number behind the {sleep} command, the program pauses for that amount of seconds.\n\n### Exercise\nPractise this new command by making a code of your own in which you use the {sleep} command at least 3 times. With each {sleep} command the pausing time should differ.\n" - name: '{sleep}' - description: introducing {sleep} command - default_save_name: sleep_command - rock_2: - levels: - 2: - example_code: "```\nchoice {is} _\n{print} I choose choice\n```\n" - story_text: "Now that you have learned how to use the `{ask}` command, you can make your rock, paper, scissors code interactive too!\n\n### Exercise\nMake the rock, paper, scissors code interactive by adding the `{ask}` command and a question to your rock, paper, scissors code.\n" - description: Part 2 of rock, paper, scissors - name: Rock, paper, scissors 2 - default_save_name: rock_2 - repeat_command: - levels: - 9: - story_text: "Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an `{if}` or `{repeat}` command. \nBut you can't yet combine the two...\n\nGood news! In this level you will be allowed to put an `{if}` inside an `{if}`, `{repeat}` inside a `{repeat}` command and in eachother.\nGive it a try!\n" - example_code: "```\n{repeat} 3 {times}\n order = {ask} 'What would you like to order?'\n {if} order {is} pizza\n {print} 'Yammie'\n {else}\n {print} 'pizza is better!'\n```\n" - 7: - example_code: "```\n{repeat} 3 {times} {print} 'Hedy is fun!'\n```\n" - story_text: "## Repeat! Repeat! Repeat!\nLevel 7 adds the `{repeat}` command. `{repeat}` can be used to execute one line of code multiple times. Like this:\n\n### Exercise\nPlay around with the `{repeat}` command. Can you make the happy birthday song in only 3 lines of code instead of 4 now?\n" - 8: - example_code: "```\n{repeat} 5 {times}\n {print} 'Hello everyone'\n {print} 'This is all repeated 5 times'\n```\n" - story_text: "### Repeat commands and indentation\nIn this level you can repeat multiple lines of code with only 1 repeat command.\nYou do this by making a block of lines that you want to repeat.\nThe lines in this block will need **indentation** .\nThat means putting four spaces at the beginning of each line. You will also have to indent when you just want to create a block of one line.\n" - description: '{repeat} command' - name: '{repeat}' - default_save_name: repeat_command - maths: - name: maths - levels: - 6: - story_text: "In this level you learn something new: you can now also calculate.\n\nThe plus is easy, you write it like with math: `5 + 5` for example. The minus also works fine, it is `5 - 5`.\n\nThe times is a bit different, because there is no times symbol on your keyboard. Just search, there really isn't!\nThat is why we multiply with the asterisk above 8: `5 * 5`. Read that as \"5 times 5\" that helps you remember it best.\n" - example_code: "```\n{print} '5 plus 5 is ' 5 + 5\n{print} '5 minus 5 is ' 5 - 5\n{print} '5 times 5 is ' 5 * 5\n{print} '5 divided by 5 is ' 5 / 5\n```\n" - 12: - story_text_2: "**Maths with words**\nIn this level you can also do addition with words like this:" - example_code_2: "```\na = 'Hello '\nb = 'world!'\n{print} a + b\n```\n" - story_text: "**Decimal numbers**\nSo far, Hedy did not allow for decimal numbers like 1.5, but now we do allow that. Note that computers use the `.` for decimal numbers." - example_code: "```\n{print} 'Two and a half plus two and a half is...'\n{print} 2.5 + 2.5\n```\n" - default_save_name: maths - description: Introducing maths - calculator_2: - levels: - 14: - story_text: "### Exercise 2\n**This is the second part of this adventure.** The adventure starts in the previous tab.\nOf course, you don't always want to calculate the mean of 4 tests. You might want to calculate the mean of 10 tests or only 2...\nWe can fix this problem by adding the argument and variable 'amount_of_tests'.\n* Start a new line on line 3. Set the amount_of_tests argument by asking the student how many tests they have made.\n* Change the 4 in line 4 to the new argument amount_of_tests.\n* Lastly, change the 4 in line 6 to amount_of_tests\n\nTry out your new program. Does it work?\n\n### Exercise 3\nDid you want to make your program even better? Great! In the previous program you could only calculate the mean grade of 1 subject, but it would be better if you could calculate the mean grade for all subjects you want!\nWe won't tell you how to do it, but we will give you one tip: Start your code in line 1 with: define calculate_mean_grade with subject.\n" - example_code: "```\n# Use your own code from the previous adventure.\n```\n" - name: Calculator 2 - default_save_name: Calculator 2 - description: Calculator 2 - simon_3: - default_save_name: Simon - name: Simon Says 3 - levels: - 16: - example_code: "```\n# Paste your code here\n\n# The game\n{while} game_over _\n {print} _\n _\n _\n _ = ['empty', 'list']\n {remove} _\n {remove} _\n {call} _\n {call} _ {with} _\n {call} _ {with} _\n {if} player_sequence == _\n _\n _\n _\n {else}\n _\n game_over = _\n```\n" - story_text: "In this tab we'll program the game of Simon Says!\n\n### Exercise\n***Paste your code*** Copy your code from the previous tab and paste it here.\n\n***Program the game*** We start by making sure the game goes on while the game isn't over. Then we print what level the player is on, we use the variable level for that. We only show that for 1 second and then we clear the screen again.\nNow, we have to create the empty list player_sequence. We've already programmed how to fill the list, with our function `player_sequence`, but we never made the list itself. To create the list we use the same trick as we did in the previous tab.\nWe'll make a list with the words 'empty' and 'list' on it, and then we remove both these words. Next, we'll call all of the 3 functions that we've created.\nLastly, we'll have to check if the player gave the correct answers (so if the player_sequence and the simon_sequence are the same).\nIf that's the case, we'll compliment the player. Wait for 1 second and increase the level with 1.\nDid the player give the wrong answer, we'll tell them and end the game by setting game_over to 'True'\n\n***Enjoy your game!*** Great job! Does your game not work? Use the ladybug button to debug your code!\n" - description: Make a game of Simon Says - repeat_command_2: - name: '{repeat} 2' - levels: - 8: - example_code: "```\n_ {print} 'Do you know the muffin man?'\n_ {repeat} 2 {times}\n_ {print} 'The muffin man'\n_ {print} 'Do you know the muffin man, who lives on Drury Lane?'\n```\n" - story_text: "### In the block or not?\nIn this level you have to think carefully which lines of code should be in the block and which shouldn't.\nFor example: If you want to sing the song *the muffin man*. You only want the line with 'the muffin man' to be repeated twice.\nThis means the last line shouldn't start with indentation as it doesn't belong to the block.\nIf you do start the last line with indentation the song will turn out wrong.\n\n### Exercise\nEach line in the example code starts with a blank. Remove the blanks and try to figure out which line need indentation and which don't to make the muffin man song.\n" - 7: - story_text_2: "Another interesting thing you can do with the `{repeat}` command is using variables to set the amount of times something should be repeated. In the example code you can see that we first ask the person how old they are.\nThen, in line 3, the question is repeated 'age' times. So we have used the variable 'age' with the `{repeat}` command.\n" - example_code_2: "```\n{print} 'Yay! It is your birthday!'\nage = {ask} 'How old are you now?'\n{repeat} age {times} {print} 'Hip Hip Hurray!'\n```\n" - story_text: "## Repeat with other commands and with variables\nYou have practiced the `{repeat}` command in combination with the `{print}` command now, but did you know you could also use other commands with `{repeat}` ?\nIn this example code you can see that `{repeat}` can also be used with an `{ask}`, `{if}` or `{else}` command.\n" - example_code: "```\n{repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?'\n{if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!'\n{else} {repeat} 3 {times} {print} 'You have learned something new!'\n```\n" - default_save_name: repeat_command_2 - description: '{repeat} command 2' - print_command: - levels: - 18: - example_code: "```\n{print}('Hello!')\n{for} i {in} {range}(1, 10):\n {print}('This is line ', i)\n```\n" - example_code_2: "```\ntemperature = 25\n{print}('It is ', temperature, ' degrees outside')\n```\n```\nname = 'Hedy'\n{print}('My name is ', name)\n```\n" - story_text_2: If you want to print more than one item, you need to separate them by commas. - story_text: "We arrived at real Python code! That means we need to use parentheses with `{print}` and `{range}` from now on.\nIt also means you can use Hedy code from this level in any Python environment as long as you use the English commands. If you haven't until now, you can switch the toggle in the commands menu to do so." - 1: - example_code_2: "```\n_ Hello!\n```\n" - example_code: "```\n{print} Hi there, programmer!\n{print} Welcome to Hedy!\n```\n" - story_text: "## The print command\nYou can print text to the screen using the `{print}` command.\n" - story_text_2: "### Exercise\nIn Hedy you will find exercises in every adventure. An exercise allows you to practise the new commands and concepts, and lets you give your own twist to the example codes.\nIn this exercise you will see a pink blank space. You have to fill something in the place of the blank space before the code can be run.\n\nFill in the `{print}` command in the blank space and then add five more lines of code. Each line has to start with a `{print}` command.\nHave fun!\n" - description: Introduction print command - name: '{print}' - default_save_name: print - in_command: - levels: - 5: - example_code_2: "```\nanimals {is} dog, cow, sheep\nanswer {is} {ask} 'What is your favorite animal?'\n_ answer _ animals _ 'Mine too!'\n_ _ 'My favorite animals are dogs, cows and sheep'\n```\n" - story_text: "## Lists\nWhen we want to check if something is in a list, we can now use the `{in}` command.\nThis code prints pretty! if you choose green or yellow, and meh otherwise.\n" - example_code: "```\npretty_colors {is} green, yellow\nfavorite_color {is} {ask} 'What is your favorite color?'\n{if} favorite_color {in} pretty_colors {print} 'pretty!'\n{else} {print} 'meh'\n```\n" - story_text_2: "### Exercise\nFinish the example code by filling in the blanks with commands that you've learned.\nWhen you've finished the code, try to create a code of your own and use a question that you've thought of yourself.\n" - description: Introducing the {in} command - name: '{in}' - default_save_name: in_command - if_command: - levels: - 5: - story_text: "## If... else....\nIn level 5 there is something new, the `{if}`! With the `{if}` you can choose between two different options.\nThis code prints nice if you enter Hedy as a name, and boo! if you enter something else.\n`{ask}` and `{print}` still work like they did in level 4.\n" - example_code_3: "```\nanswer {is} {ask} '2 + 2 = ?'\n_ _ _ 4 _ 'Great job!'\n_ _ 'No 2 + 2 = 4'\n```\n" - story_text_2: "Sometimes code with an `{if}` gets really long and does not fit on the line well.
You may also divide the code over two lines, starting the second line at the `{else}` like this:\n" - example_code: "```\nname {is} {ask} 'what is your name?'\n{if} name {is} Hedy {print} 'nice' {else} {print} 'boo!'\n```\n" - story_text_3: "### Exercise\nTry to create your own code with `{if}` and `{else}`. You can use the example code if you want.\n" - example_code_2: "```\nname {is} {ask} 'what is your name?'\n{if} name {is} Hedy {print} 'nice'\n{else} {print} 'boo!'\n```\n" - 9: - story_text: "In this level you can also put an `{if}` command inside another `{if}` command.\n" - example_code: "```\ncontinue = {ask} 'Do you want to continue?'\n{if} continue = yes\n sure = {ask} 'Are you sure?'\n {if} sure {is} yes\n {print} 'We will continue'\n {else}\n {print} 'You are not sure'\n{else}\n {print} 'You do not want to continue'\n```\n" - 8: - story_text: "## If... Else...\nYou have learned to repeat a block of lines of code after a `{repeat}` command.\nNow you can also use indentation to make blocks after a {if} or {else} command.\nCheck out the example code.\n\n### Exercise\nAdd an {else} command to the example code. Make a block of line using indentation. You do this by starting each line with 4 spaces.\n" - example_code: "```\nname = {ask} 'What is your name?'\n{if} name {is} Hedy\n {print} 'Welcome Hedy'\n {print} 'You can play on your computer!'\n```\n" - name: '{if} & {else}' - default_save_name: if_command - description: Introducing the {if} command - years: - default_save_name: New Year's Countdown - levels: - 11: - example_code: "```\n{for} number {in} {range} _ {to} _\n {print} number\n {sleep}\n{print} 'Happy New Year!'\n```\n" - story_text: "In this level you can use the `{for}` number `{in}` `{range}` command to countdown to the New Year.\n\n### Exercise\nFill in the blanks and make the code work!\n" - description: Countdown to the New Year! - name: New Year's - blackjack_3: - levels: - 17: - story_text: "In the previous tabs you have learned how to draw 2 random cards for yourself and for the dealer and to calculate how many points you both got.\nIn this adventure we add the option to ask for an extra card for both you and the dealer.\n\n### Exercise\n***Paste your code from the previous adventure*** Firstly, copy your code from the previous tab and paste it here.\n\n***Extra card for you*** If you want, you can get an extra card to get your total as close to 21 as possible. First ask the player if they want an extra card.\nIf they do, pick a random card and print what they have drawn. If the card is not an Ace, you can call the function and add the points to your total.\nIn case the card is an Ace, you can't use the function, because the Ace can be either 1 point or 11 points, depending on how many points you already have earned.\nIf your total is less than 11, you want the ace to be 11 points (because this is closest to 21). So you add 11 points to your total.\nIf the total is more than or equal to 11, you want the ace to be 1 point (because you don't want more than 21 points). So you add 1 point to your total.\nLastly, print your new total of points.\n\n***Extra card for the dealer*** The dealer can also get an extra card. The dealer doesn't need to be asked, because they always get an extra card if their total is less than 17.\nCopy the 'Extra card for you code' and paste it in the dealers section. Then change it to fit the dealer picking an extra card and getting points added to their total.\n" - example_code: "```\n# Paste your code from the previous adventure here\n\n# Extra card for you\nhit = {ask} _\n{if} hit == 'yes':\n card_3 = _\n {print} _\n {if} card_3 _ 'Ace':\n your_points_3 = _\n your_total = _\n {else}:\n {if} your_total _\n _\n {else}:\n _\n {print} _\n\n# Extra card for the dealer\n{if} dealer_total < 17\n_\n```\n" - description: Blackjack part 3 - default_save_name: Blackjack_3 - name: Blackjack 3 - piggybank: - levels: - 14: - example_code: "```\n_ calculate_budget {with} wish, money, allowance\n to_save = wish - money\n weeks = to_save / allowance\n {if} wish _ money\n {print} 'You need to save up some more!'\n {print} 'Youll need ' weeks ' more weeks.'\n {else}\n {print} 'Great! You have enough'\n {print} 'Lets go shopping!'\n\nmoney = {ask} 'How much money have you saved?'\nwish = {ask} 'How much money do you need?'\nallowance = {ask} 'How much pocket money do you get each week?'\n\n{call} _\n```\n" - story_text: "### Exercise\nIn this level you can let Hedy tell you if you have saved up enough money!\nFinish this code by filling in the blanks!\n" - 12: - example_code: "```\n{print} 'The digital piggy bank'\nwish = {ask} 'What would you like to buy?'\nprice = {ask} 'How much does that cost?'\nsaved = {ask} 'How much money have you saved already?'\nallowance = {ask} 'How much pocket money do you get per week?'\nto_save = price - saved\nweeks = to_save / allowance\n{print} 'You can buy a ' _ ' in ' _ ' weeks.'\n```\n" - story_text: "In this adventure you learn how to make a digital piggy bank.\n\n### Exercise\nFinish the code to calculate how much money you have and how long you need to save up to buy what you want!\n**Extra** Maybe you have already saved some money? Deduct that from the amount you will have to save up.\n" - description: Count your pocketmoney! - name: Piggy Bank - default_save_name: Piggy Bank - guess_my_number: - description: guess my number - levels: - 14: - example_code: "```\n{print} 'Guess my number'\nnumbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10\nnumber = numbers {at} {random}\ngame = 'on'\n{for} i {in} {range} 1 {to} 10\n {if} game == 'on'\n guess = {ask} 'Which number do you think it is?'\n {if} guess _ number\n {print} 'Lower!'\n {if} guess _ number\n {print} 'Higher!'\n {if} guess _ number\n {print} 'You win!'\n game = 'over'\n```\n" - story_text: "In this level you can program the game 'Guess my number'\n\n### Exercise\nFill in the correct symbols on the blanks to get the game to work.\n" - name: Guess my number - default_save_name: guess my number - quizmaster: - levels: - 14: - story_text: "### Exercise\nIn this adventure you can make your own quiz! Fill in the blanks, add more questions and enjoy your own quiz!\nYou can make a quiz about anything you like: your hobby, your favorite animal, your favorite book or anything at all!\n" - example_code: "```\n{print} 'Make your own quiz'\npoints_a = 0\npoints_b = 0\n{print} 'Question'\n{print} 'Answer option A'\n{print} 'Answer option B'\nanswer = {ask} 'Which answer?'\n{if} answer == 'A'\n points_a = points_a + 1\n{if} answer == 'B'\n points_b = points_b + 1\n{print} 'End of the quiz!'\n{print} 'Lets see the results!'\n{if} points_a > points_b\n {print} 'You belong to the A club'\n{if} points_b > points_a\n {print} 'You belong to the B club'\n```\n" - name: Quizmaster - default_save_name: Quizmaster - description: Make your own quiz! - tic_3: - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: "You might have noticed one mistake in the code you've made in the previous adventure. You can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot.\nThat's not fair! In this tab we'll fix that mistake.\n\n### Exercise\n***Paste your code here*** Paste your code from the previous adventure here.\n\n***Fix the mistake*** To fix the mistake we replace the line that says `field[choice] = sign`. This turns any spot that the player has chosen into their sign.\nGo to the header that says 'Use this to fix the mistake' and finish the code. We first want to check if the chosen spot is still empty, so `if field[choice] = '.'`. If that is the case, you are allowed to take it.\nThen we make an else command and print 'Sorry, this spot is already taken' if the spot is not empty. Lastly, we add a {sleep} command, so the players can actually read the text before it gets cleared again.\nNow copy this piece of code and replace the line `field[choice] = sign` with this new piece of code.\n\n***Play your game!*** Now the game should work properly! Good job!\nThe only flaw is that you can get a bit annoyed that the game keeps asking you if you've won yet. Do you want to fix that? Go to level 17 and we'll fix it!\n" - example_code: "```\n# Paste your code here\n\n# Use this to fix the mistake\n{if} _ = '.'\n field[choice] = sign\n{else}\n {print} _\n _\n```\n" - name: Tic-Tac-Toe 3 - default_save_name: Tic - tic_2: - description: Play a game of Tic Tac Toe! - levels: - 16: - example_code: "```\n# Paste your code from the previous adventure here\n\n# Add variables\ngame_over = _\nsign = _\n\n# The game\n{while} _\n choice = _ 'Player ' sign '_?'\n field[choice] = _\n _ print_field\n game_over = {ask} _\n {if} sign = 'o'\n sign = _\n _\n sign = _\n```\n" - story_text: "In the previous adventure you've learned how to create a playing field. Now you'll learn how to create the game!\n\n### Exercise\n***Paste your code*** Start by pasting your code from the previous adventure here.\n\n***Add variables*** Underneath your list called `field` we'll add 2 more variables that we'll need to program the game.\nThe variable `game_over` tells us if the game is over, and should be 'no' at the start of the game.\nThe variable `sign` tells us if it's the turn of player x or player o. Set the variable to 'x'.\n\n***The game*** First use a {while} command, to make sure the game keeps on playing the variable while game_over is set to no.\nDuring the game, we first ask the player which spot they choose. Then we change the field with the number they chose into their sign.\nThen we print the field again and we ask the player if they've won yet. Lastly we want to switch whose turn it is, so if the sign is 'x' it should be 'o' and the other way around.\n\n***Test your game*** Does your game work? Great, have fun playing the game! If not, use the ladybug button to debug your code.\nYou might have noticed one mistake in the code though, you can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot.\nThat's not fair! Go to the next tab to learn how to fix this problem.\n" - default_save_name: Tic - name: Tic-Tac-Toe 2 diff --git a/content/adventures/nb_NO.yaml b/content/adventures/nb_NO.yaml index 2c1343f232e..ae2e13d291c 100644 --- a/content/adventures/nb_NO.yaml +++ b/content/adventures/nb_NO.yaml @@ -70,27 +70,6 @@ adventures: dump {is} {ask} Hvilken ting skal han legge igjen? {remove} dump {from} ryggsekk ``` - 4: - story_text: | - ### Exercise - Copy the example code and finish it by adding quotation marks on the blanks in lines 1 and 2. - The blanks in line 3 and 4 should not be replaced by quotation marks, but a `{sleep}` and a `{clear}` command. Can you make it work? - - ### Exercise 2 - Go back to the previous level and copy your story code. Make the code work in this level by adding quotation marks in the right spots. - Mind: The variables in your own story should be outside of the quotation marks. Just like the second line of the example code. In that line the variable name is placed outside of the quotation marks. - example_code: | - ``` - name {is} {ask} _ What is your name? _ - {print} _ The main character is called _ name - _ - _ - {print} name _ is now going to walk in the woods _ - {print} name _ is a bit scared _ - animals {is} 🦔, 🐿, 🦉, 🦇 - {print} _ He hears the sound of a _ animals {at} {random} - {print} name _ is afraid this is a haunted forest _ - ``` 5: story_text: | På dette nivået kan du programmere forskjellige avsluttninger, som vil gjøre fortellingen din enda gøyere. @@ -233,339 +212,26 @@ adventures: {print} 'Nei, de er ikke ved ' location {print} 'Nå kan du gå inn i huset!' ``` - 18: - story_text: | - We are going to print another story, but now we have to use brackets with `{print}`. - - ### Exercise 1 - Create a story of at least 5 sentences. You don't have to use 'name' just yet. - example_code: | - ``` - {print}('Welcome to this story!') - ``` - story_text_2: | - ### Exercise 2 - We have already prepared an `{input}` for you. First, use the `name` variable in your story. - Then add a second `{ask}` and use that variable as well. - Tip: Remember the commas in a `{print}` between text and variables! - example_code_2: | - ``` - naam = {input}("What's your name?") - {print}('Welcome to this story!') - ``` add_remove_command: name: '{add} {to} & {remove} {from}' - default_save_name: add_remove_command description: introducing add to and remove from levels: 3: story_text: | ## Add to You can add items to the list with the `{add} {to_list}` command. To add an item to a list you can simply type: `{add} penguin {to} animals` or you can use the `{ask}` command like in the example code. - example_code: | - ``` - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - ``` - story_text_2: | - ## Remove from - If you can add items to a list, of course you can also take them off. This is done with the `{remove} {from}` command. - example_code_2: | - ``` - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - ``` story_text_3: | ### Exercise Try out the new commands in this virtual restaurant. Add the flavor the player is hpoing for to the list and remove the flavors they are allergic to. - example_code_3: | - ``` - {print} Mystery milkshake - flavors {is} strawberry, chocolate, vanilla - hope {is} {ask} What flavor are you hoping for? - _ - allergies {is} {ask} Are you allergic to any flavors? - _ - {print} You get a flavors {at} {random} milkshake - ``` and_or_command: - name: '{and} & {or}' - default_save_name: and or description: introducing and or - levels: - 13: - story_text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two `{if}`s but can use `{and}` and `{or}`. - - If you use `{and}`, both statements, left and right of the `{and}` need to be true. We can also use `{or}`. Then only one statement needs to be correct. - example_code: | - ``` - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - ``` ask_command: - name: '{ask}' - default_save_name: ask_command description: Introduction ask command levels: 1: - story_text: | - ## The ask command - Now that you can use the `{print}` command, you are ready to learn the next command: `{ask}`. With the `{ask}` command, you can ask a question. Check it out: - example_code: | - ``` - {print} Hello! - {ask} What is your name? - ``` story_text_2: | ## The echo command If you want the computer to repeat the answer, you can use the `{echo}` command. The answer will then be echoed back at the end of the sentence, so in this example after hello. - example_code_2: | - ``` - {print} Hello! - {ask} What is your name? - {echo} hello - ``` - story_text_3: | - ### Exercise - Try out the `{ask}` and `{echo}` commands. Firstly, fill in the blanks to make this program work. - Then ask 2 more questions using the `{ask}` command, after each `{ask}` use an `{echo}` to print the answer on the screen. - example_code_3: | - ``` - _ How are you doing? - _ - ``` - 2: - story_text: | - ## The ask command - Now that we can use **variables** in our codes, we no longer need the `{echo}` command. - We can use variables to store the answers to our questions and this way we can use the answer to multiple questions in our codes. - Check it out: - - This way your code is becoming interactive! - example_code: | - ``` - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - ``` - story_text_2: | - ### Exercise - In the previous tab you have practised with setting variables with the `{is}` command. - You have created at least 3 variables and used them with a print command. - Now, instead of setting the variables we want you to make the variables interactive, like we did in our example. - - Copy your code from the previous tab and make the variables interactive by using `{ask}` commands. - example_code_2: | - ``` - favorite_animal {is} {ask} What is your favorite animal? - {print} I like favorite_animal - ``` - 18: - story_text: The final change we will need to make to get Python code is changing `{ask}` into `{input}`. - example_code: | - ``` - {print}('My name is Hedy!') - name = {input}('What is your name?') - {print}('So your name is ', name) - ``` - blackjack: - name: Blackjack - default_save_name: Blackjack - description: Try to get as close to 21 as you can - levels: - 17: - story_text: | - Blackjack is a simple game of cards in which you have to get as close to 21 points as possible. You get two cards. Each card is worth their numeral value, and the face cards (Jack, Queen and King) are worth 10 points. - The Ace is worth either 1 or 11 points (you can choose). The dealer, your opponent, also gets two cards. - If you want, you can get another card, and its points will be added to your total. The dealer can also choose to take another card. - But be careful not to get more than 21 points, because if you do, you lose! - The player who gets closest to 21, without going over it, wins! - - ### Exercise - In this adventure we code the first part of our Blackjack game. We'll create a function to calculate how many points a card is worth. - - ***Set the variables*** - Start by making a list of all the cards, from 2 to Ace. Next make a list of the face cards, so Jack, Queen and King. Then pick a random card from the list of cards to be card_1. - - ***Create a function to calculate the points*** - Create a function that calculates how many points a card is worth. - All the face cards are worth 10 points, the Ace is worth 11 and all the other cards are worth their numeral. - Return the variable `points` at the end of the function. - - ***Test the function*** - Test if your function is working properly. Finish the first print command by filling in which card you've drawn. Then finish the second line by calling the function with card_1. - Run the code a couple of times. Are you happy with the results? Great! Then you can remove the testing part and move on the the next tab! - example_code: | - ``` - {print} 'BLACKJACK' - - # Set these variables - cards = _ - face_cards = _ - card_1 = - - # Create a function to calculate the points - {define} calculate_points {with} card: - {if} card {in} face_cards: - points = _ - {elif} _ - _ - {else}: - _ - _ points - - # Test your function - {print} 'Your card is a ' _ - {print} 'That is worth ' _ ' points'. - ``` - blackjack_2: - name: Blackjack 2 - default_save_name: Blackjack_2 - description: Blackjack part 2 - levels: - 17: - story_text: | - ### Exercise - In this adventure we code the second part of our Blackjack game. - - ***Paste your code from the previous adventure*** - In the previous adventure you've started a list of variables and created a function to calculate how many points a card is worth. Copy your code and paste it here. Mind that you don't need the testing part, so if you haven't removed that yet, please do so now. - - ***Add more variables*** - You have already set the lists `cards` and `face_cards` and the variable `card_1`. Underneath those variables create 3 more variables: `card_2`, dealer_card_1` and `dealer_card_2`. These variables are all set to a random card from the list of cards. - - ***Add up points*** - To calculate how many points you have scored we call the function with card 1 and we do it again for card 2. Then we add both these scores together to get your total. - Do the same thing for the dealers points, but be sure to use the dealer's cards and not your own! - - ***2 Aces*** - You're doing great! Almost all scores can be calculated now. There is only one exception: 2 Aces. If you get 2 Aces, your total is 12 points and not 22 (because 22 points would be losing!). This of course also goes for the dealer. - - ***Show the score*** - Lastly, you want to tell the program to tell you which cards you have drawn and how many points that is. Then show which cards the dealer has and how many points they have. - - ***Continue in the next tab*** - Great! You have finished this part of the game! Copy your code and go to the next tab to learn how to ask for an extra card and to declare a winner. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add these variables to the list of variables - card_2 = _ - dealer_card_1 = _ - dealer_card_2 = _ - - # Add up your points - your_points_1 = {call} _ {with} card_1 - your_points_2 = _ - your_total = _ - - # Add up the dealers points - dealer_points_1 = _ - _ - _ - - # 2 Aces - {if} card_1 == 'Ace' {and} _ - your_total = 12 - {if} dealer_card_1 _ - dealer_total = _ - - # Show the score - {print} 'You have drawn a ' _ ' and a ' _ '. That is ' _ ' points' - {print} 'The dealer has drawn a ' _ ' and a ' _ '. That is ' _ ' points' - ``` - blackjack_3: - name: Blackjack 3 - default_save_name: Blackjack_3 - description: Blackjack part 3 - levels: - 17: - story_text: | - In the previous tabs you have learned how to draw 2 random cards for yourself and for the dealer and to calculate how many points you both got. - In this adventure we add the option to ask for an extra card for both you and the dealer. - - ### Exercise - ***Paste your code from the previous adventure*** Firstly, copy your code from the previous tab and paste it here. - - ***Extra card for you*** If you want, you can get an extra card to get your total as close to 21 as possible. First ask the player if they want an extra card. - If they do, pick a random card and print what they have drawn. If the card is not an Ace, you can call the function and add the points to your total. - In case the card is an Ace, you can't use the function, because the Ace can be either 1 point or 11 points, depending on how many points you already have earned. - If your total is less than 11, you want the ace to be 11 points (because this is closest to 21). So you add 11 points to your total. - If the total is more than or equal to 11, you want the ace to be 1 point (because you don't want more than 21 points). So you add 1 point to your total. - Lastly, print your new total of points. - - ***Extra card for the dealer*** The dealer can also get an extra card. The dealer doesn't need to be asked, because they always get an extra card if their total is less than 17. - Copy the 'Extra card for you code' and paste it in the dealers section. Then change it to fit the dealer picking an extra card and getting points added to their total. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Extra card for you - hit = {ask} _ - {if} hit == 'yes': - card_3 = _ - {print} _ - {if} card_3 _ 'Ace': - your_points_3 = _ - your_total = _ - {else}: - {if} your_total _ - _ - {else}: - _ - {print} _ - - # Extra card for the dealer - {if} dealer_total < 17 - _ - ``` - blackjack_4: - name: Blackjack 4 - default_save_name: Blackjack_4 - description: Blackjack part 4 - levels: - 17: - story_text: | - In the last 3 adventures you have alsmost created a working blackjack game! The only thing left to do is to decide a winner! - - ### Exercise - ***Paste your code from the previous adventure*** Start by pasting the code that you've made so far into your programming field. - - ***Decide a winner*** - Firstly, if you and the dealer have an equal amount of points, it's a draw. - Secondly, if the dealer has more than 21 points and you don't, you are the winner. - Thirdly, if both you and the dealer have less than 22 points, we have to see who came closest to 21. We do that by comparing who has the highest score. Is your total higher than the dealer's total, then you are the winner. If not, the dealer wins. - Lastly, in all other scenarios (e.g. you have more than 21 points and the dealer doesn't, or you both have more than 21 points) you are the loser. - - ***Enjoy the game!*** - Does your game work properly? Amazing! You have done a great job! Enjoy your game! - If it doesn't work right away, no worries, you might have made a mistake. Just keep calm and bebug your code using the ladybug button. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Decide a winner - {if} _ - {print} 'Its a draw! Play again!' - {elif} _ - {print} 'You win!' - {elif} _ : - {if} _: - {print} _ - {else}: - {print} _ - {else}: - _ - ``` calculator: name: Kalkulator default_save_name: Kalkulator @@ -623,44 +289,7 @@ adventures: poengsum = poengsum + 1 {print} 'Godt jobbet! Din poengsum er... ' poengsum ' av 10!' ``` - 10: - story_text: | - This calculator game helps you practise your tables of multiplication! - ### Exercise - Fill in the blanks. We want this program to ask the player these questions: - ``` - How much is 1 times 1? - How much is 1 times 2? - How much is 1 times 3? - How much is 2 times 1? - How much is 2 times 2? - How much is 2 times 3? - How much is 3 times 1? - How much is 3 times 2? - How much is 3 times 3? - _ - ``` - example_code: | - ``` - numbers = 1, 2, 3 - {for} _ - {for} _ - answer = {ask} _ - correct = number_1 * number_2 - {if} answer {is} correct - {print} 'Great job!' - {else} - {print} 'That is wrong. The right answer is ' correct - ``` 11: - story_text: | - With a `{for}` you can simplify tables of multiplication practise program. - - ### Exercise 1 - Improve the example code such that it prints a nice multiplication table:
"1 times 10 is 10", "2 times 10 is 20", etc. - - ### Exercise 2 - Go back to your level 10 multiplication code, and modify it so that it uses a `{for}` and `{range}`. example_code: | ``` number = 10 @@ -677,34 +306,7 @@ adventures: riktig_svar = tall1 + tall2 {print} tall1 ' pluss ' tall2 ' er ' riktig_svar ``` - 13: - story_text: | - ### Exercise 1 - Let's make the practice program a bit harder. The player now has to answers two questions correctly. Fill out the blanks to complete the program. - - ### Exercise 2 - Sometimes, calculations have multiple correct answers. For example, 10 can be divided by 5 and by 2. So the question 'What number divides 10?' can be answered by 2 and by 5. - Ask for a calculation that has multiple correct answers, ask the player to answer it, and determine if it is correct using `{or}`. - Empty the programming field and create your own solution. - example_code: | - ``` - answer1 = {ask} 'What is 10 times 7?' - answer2 = {ask} 'What is 6 times 7?' - {if} _ _ _ _ _ _ _ - {print} _ - ``` 14: - story_text: | - In this adventure you will build a calculator that calculates your mean grade for you. If you get your calculator to work, you can move on to the next adventure, which allows you to add two extra features. - - ### Exercise 1 - Fill in the blanks to get the calculator to work. - * Start with the fourth line, add a question to figure out what grade the student got. - * In the fifth line you'll want to calculate the total of all grades, so the total = total + grade. - * Then we get to set the return value. We want to return the mean, so the total devided by the amount of tests (4). - * Lastly we finish the code by calling the function in line 8. - - Did you get it? Awesome! Would you like to add even more to your calculator? **This adventure continues in the next tab!** example_code: | ``` {define} calculate_mean_grade @@ -731,119 +333,11 @@ adventures: ### Exercise Add the `{while}` loop in the function, ask the player what number_1 times number_2 is and print their answer. Then `{call}` the function. - example_code: | - ``` - {define} new_question - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct = number_1 * number_2 - answer = 0 - _ - _ - _ - {print} 'Well done!' - - {print} 'Give 10 correct answers to win!' - {for} i {in} {range} 1 {to} 10 - _ - {print} 'You win!' - ``` - calculator_2: - name: Calculator 2 - default_save_name: Calculator 2 - description: Calculator 2 - levels: - 14: - story_text: | - ### Exercise 2 - **This is the second part of this adventure.** The adventure starts in the previous tab. - Of course, you don't always want to calculate the mean of 4 tests. You might want to calculate the mean of 10 tests or only 2... - We can fix this problem by adding the argument and variable 'amount_of_tests'. - * Start a new line on line 3. Set the amount_of_tests argument by asking the student how many tests they have made. - * Change the 4 in line 4 to the new argument amount_of_tests. - * Lastly, change the 4 in line 6 to amount_of_tests - - Try out your new program. Does it work? - - ### Exercise 3 - Did you want to make your program even better? Great! In the previous program you could only calculate the mean grade of 1 subject, but it would be better if you could calculate the mean grade for all subjects you want! - We won't tell you how to do it, but we will give you one tip: Start your code in line 1 with: define calculate_mean_grade with subject. - example_code: | - ``` - # Use your own code from the previous adventure. - ``` clear_command: - name: '{clear}' - default_save_name: clear_command description: clear command - levels: - 4: - story_text: | - Time for a new command! With `{clear}` you can clear all the text form your output screen. This way you can prevent your screen getting too full of text. - Beware! If you are using a `{clear}` command, you might need to use a `{sleep}` above it. Otherwise Hedy will clear your screen without giving you the time to read as you can see in the example! - example_code: | - ``` - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'wait for it...' - {sleep} 3 - {clear} - {print} 'SURPRISE!' - ``` debugging: - name: debugging - default_save_name: debugging - description: debugging adventure levels: - 1: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will show you code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} I love programming - Do you love programming too? - {echo} - {print} What are your hobbies? - {echo} Your hobbies are - ``` - 2: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - destination {ask} Where are you going on holidays? - {print} The flight to dstination leaves at 3 pm. - {ask} Did you check in your luggage yet? - {echo} - {print} Let me print your boarding pass for you. - {sleep} - Here you go! Have a nice trip! - ``` 3: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -857,80 +351,12 @@ adventures: tomorrows_movie {is} movie_choices {at} {random} I'll go get the popcorn! {print} ``` - 4: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Welcome to the online library! - {ask} What genre of books do you like? - {print} You like genre - author {is} {ask} 'Who's your favorite author?' - {print} 'author is your favorite author' - {print} Hmmm... i think you should try... books {at} {random} - ``` - 5: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} Welcome to Swimming Pool Hedy! - class {is} {ask} 'Are you here to join a class today?' - {if} class yes - {print} 'Great! You're joining a class! - {print} {else} 'You will not be joining a class' - discount {is} 'Do you have a discount code?' - {if} discount {is} yes - discount_answer {is} {ask} 'What's your discount code?' - discount_codes = Senior4231, Student8786, NewMember6709 - {if} discount_answer {is} {in} discount_cods - {print} 'That will be $3,50' - 'That will be $5,50' - {print} 'Have a nice swim!' - ``` - 6: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Vending machine' - chosen_product = {ask} 'Please select a product' - 1_dollar_products = coke orange juice water - 2_dollar_products = chocolate, cookie, museli bar - 3dollar_prodcuts = potato chips, beef jerky, banana bread - {if} chosen {is} {in} 1_dollar_products - price = 1 - {if} chosen_product {is} 2_dollar_products - price = 2 - {else} chosen_product {in} 3_dollar_products - price = 3 - amount_of_products = '{ask} How many of ' chosen_product would you like to have?' - total = price + amount_of_product - {print} 'That will be $' price 'please' - ``` 7: story_text: |- ### Exercise Surprise! This program looks more like an output than a code. And yet, we don't want you to just add `{print}` commands in front of each line. Fix this program to turn it into the nursery rhyme 'Brother John (Frère Jaques)' by using the {repeat} command of course! - example_code: | - **Warning! This code needs to be debugged!** - ``` - Are you sleeping? - Brother John! - Morning bells are ringing! - Ding, dang, dong! - ``` 8: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -953,9 +379,6 @@ adventures: {print} 'Thank you! Byebye!' ``` 9: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -978,9 +401,6 @@ adventures: price = amount * 6 {print} 'That will be 'price dollar' please' 10: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1029,9 +449,6 @@ adventures: print month i ``` 12: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1057,9 +474,6 @@ adventures: call greet_costumer ``` 13: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1089,9 +503,6 @@ adventures: print 'No problem!' ``` 14: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1138,9 +549,6 @@ adventures: else 'no problem' 15: - story_text: |- - ### Exercise - Debug this random children's story. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1175,10 +583,6 @@ adventures: print The End ``` 16: - story_text: |- - ### Exercise - Debug this code. Good luck! - Tip: Make sure that you only see your score once in the end. example_code: | **Warning! This code needs to be debugged!** ``` @@ -1197,9 +601,6 @@ adventures: ``` 17: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1232,9 +633,6 @@ adventures: print 'Thanks for ordering!' ``` 18: - story_text: |- - ### Exercise - Debug this Old MacDonald program from level 16. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1254,9 +652,6 @@ adventures: print 'everywhere a ' sound sound ``` default: - name: Introduction - default_save_name: intro - description: Level explanation levels: 1: story_text: | @@ -1265,28 +660,6 @@ adventures: Prøv koden selv med den grønne 'Kjør kode' knappen under programmeringsfeltet. Du kan skrive tekst til skjermen ved å bruke `{print}` kommandoen. - example_code: | - ``` - {print} Hello world! - ``` - 2: - story_text: | - Congratulations! You've reached level 2. Hopefully you've already made some awesome codes! - In the first level you might've notice that the `{echo}` command can only save one bit of information at a time. - For example in the restaurant adventure, you could echo what the costumer wanted to eat, or what they wanted to drink, but not both in one sentence. - - That changes in level 2. In level 2 you'll learn to work with variables, that allow you to save multiple pieces of information and print them in any place you want. - So let's go to the next tab! - example_code: | - **Warning! This code does not work!** - In Hedy commands will change sometimes. `{echo}` for example only works in level 1. In this level you'll learn a better way to echo answers back. - ``` - {print} Welcome at Hedy's - {ask} What would you like to eat? - {echo} So you want - {ask} what would you like to drink? - {echo} So you want - ``` 3: story_text: | På nivå 3 kan du lage lister. Du kan la datamaskinen velge noe tilfeldig fra listen, du gjør det med `{at} {random}`. @@ -1372,10 +745,6 @@ adventures: {for} dyr {in} dyrene {print} 'Jeg elsker ' dyr ``` - 11: - story_text: | - You have reached level 11, you're doing great! In the higher levels, Hedy is focussing more and more on teaching you the programming language Python. - In Python there is no `{repeat}` command, but there is a command that works like {repeat}. Are you curious to find out how to say `{repeat}` in Python language? Quickly go on to find out! 12: story_text: | **Desimaltall** @@ -1480,14 +849,6 @@ adventures: valgene {is} 1, 2, 3, 4, 5, makk {print} valgene {at} {random} ``` - story_text_2: | - ### Exercise - The dice in the example above are dice for a specific game. Can you make normal dice? - Or other special dice from a different game? - example_code_2: | - ``` - choices {is} _ - ``` 4: story_text: | På dette nivået kan vi lage setninger med terningens verdi i setningen, med fnutter så klart. @@ -1544,30 +905,6 @@ adventures: {print} spiller ' triller ' valg {at} {random} {sleep} ``` - 15: - story_text: | - ### Exercise - In this level you can create a little game in which you'll have to throw 6 as fast as possible. - We have started the code, it's up to you to get the game to work! - - Firstly, add a `{while}` loop that checks if 6 has been thrown or not. - As long as you haven't thrown 6 already, throw the dice on a random number. - Print what the player has thrown. - Add a try to the amount of tries - Wait a second before you throw again, or - in case you've thrown a 6 - before the game ends. - example_code: | - ``` - options = 1, 2, 3, 4, 5, 6 - {print} 'Throw 6 as fast as you can!' - thrown = 0 - tries = 0 - _ - _ - _ - _ - _ - {print} 'Yes! You have thrown 6 in ' tries ' tries.' - ``` dishes: name: Retter? default_save_name: Retter @@ -1666,14 +1003,9 @@ adventures: {print} navn {at} {random} ' tar oppvasken på ' day ``` elif_command: - name: '{elif}' - default_save_name: elif description: elif levels: 17: - story_text: | - In this level you can also use a new command: `{elif}`. `{elif}` is a combination of the keywords `{else}` and `{if}` and you need it when you want to make 3 (or more!) options. - Check it out! example_code: | ``` prices = ['1 million dollars', 'an apple pie', 'nothing'] @@ -1687,63 +1019,13 @@ adventures: {print} 'Better luck next time..' ``` for_command: - name: '{for}' - default_save_name: for description: for command levels: - 10: - story_text: |- - ## For - In this level we learn a new code called `{for}`. With `{for}` you can make a list and use all elements. - `{for}` creates a block, like `{repeat}` and `{if}` so all lines in the block need to start with 4 spaces. - example_code: | - ``` - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - ``` - story_text_2: | - ### Exercise - Finish this code by adding `{for} action {in} actions` to line 2. - example_code_2: | - ``` - actions = clap your hands, stomp your feet, shout Hurray! - _ - {repeat} 2 {times} - {print} 'If youre happy and you know it, ' action - {sleep} 2 - {print} 'If youre happy and you know it, and you really want to show it' - {print} 'If youre happy and you know it, ' action - {sleep} 3 - ``` 11: story_text: |- In this level, we add a new form of the `{for}`. In earlier levels, we used `{for}` with a list, but we can also use `{for}` with numbers. We do that by adding a variable name, followed by `{in}` `{range}`. We then write the number to start at, `{to}` and the number to end at. Try the example to see what happens! In this level again, you will need to use indentations in lines below the `{for}` statements. - example_code: | - ``` - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - ``` - 17: - story_text: | - Now we are going to change indentation a little bit. Every time that we need an indentation, we need `:` at the line before the indentation. - example_code: | - ``` - {for} i {in} {range} 1 {to} 10: - {print} i - {print} 'Ready or not, here I come!' - ``` - 18: - story_text: | - Lastly, we'll turn `{for} i {in} {range} 1 to 5` into real Python code, like this: - example_code: | - ``` - {for} i {in} {range}(1,5): - {print} (i) - ``` fortune: name: Spåkone default_save_name: Spåkone @@ -1789,12 +1071,6 @@ adventures: ### Exercises Now, Hedy can only answer yes, no or maybe. Can you give Hedy more answer options, like 'definitely' or '{ask} again'. 4: - story_text: | - ### Exercise - We have removed all the quotation marks from this example code, can you add them in all the right places? - - ### Exercise 2 - Go back to the previous level and copy your fortune teller code. Make the code work in this level by adding quotation marks in the right spots. example_code: | ``` {print} 'Im Hedy the fortune teller!' @@ -1901,27 +1177,8 @@ adventures: {print} fortunes {at} {random} ``` functions: - name: functions - default_save_name: functions - description: functions levels: 12: - story_text: | - In this level you'll learn how to use **functions**. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. - To create a function, use `{define}` and give the function a name. Then put all the lines you want in the function in a indented block under the `{define}` line. - Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use {call} with the function's name to call it up! We don't have to type that block of code again. - - Check out this example code of a game of Twister. The function 'turn' contains a block of code that chooses which limb should go where. - - ### Exercise - Finish this code by setting the 2 variables chosen_limb and chosen_color. - Then, choose how many times you want to call the function to give the twister spinner a spin. - - ### Exercise 2 - Improve your code by adding a variable called 'people'. Use the variable to give all the players their own command in the game. - For example: 'Ahmed, right hand on green' or 'Jessica, left foot on yellow'. example_code: | ``` sides = 'left', 'right' @@ -1958,25 +1215,7 @@ adventures: I dreamed that my Bonnie is dead Can you program this verse in the same way as the example? - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - ``` 14: - story_text: | - In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. - You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - - For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - - ### Exercise - Finish this code. We have already made the variable new_price for you, you only need to set it. - You should finish the line of code by calling the function that calculates the new price. example_code: | ``` {define} calculate_new_price {with} amount, percentage @@ -1990,219 +1229,6 @@ adventures: new_price = _ calculate_new_price {with} old_price, _ {print} 'The new price is ' new_price ' dollar' ``` - 18: - story_text: | - Let's make functions the Pythons way! To define a function, we no longer use: - - `{define} name_function {with} argument_1, argument_2:` - - but we use: - - `{def} name_function(argument_1, argument_2):`. - - - If you don't want to use arguments, you just leave the space between the parantheses empty. - To call a function, we don't need the `{call}` command anymore. You just type the name of the function. - example_code: | - ``` - {def} calculate_score(answer, correct_answer): - {if} answer == correct_answer: - score = 1 - {elif} answer == '?': - score = 0 - {else}: - score = -1 - {return} score - - answer = {input} ('Where can you find the Eiffel Tower?') - correct_answer = 'Paris' - score = calculate_score(answer, correct_answer) - {print} ('Your score is... ', score) - ``` - guess_my_number: - name: Guess my number - default_save_name: guess my number - description: guess my number - levels: - 14: - story_text: | - In this level you can program the game 'Guess my number' - - ### Exercise - Fill in the correct symbols on the blanks to get the game to work. - example_code: | - ``` - {print} 'Guess my number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess _ number - {print} 'Lower!' - {if} guess _ number - {print} 'Higher!' - {if} guess _ number - {print} 'You win!' - game = 'over' - ``` - hangman: - name: Hangman - default_save_name: Hangman - description: Guess the word - levels: - 17: - story_text: | - In this adventure we program a game of hangman. First we make some preparations, then we program the game and in the third part we add a drawing with the turtle. - - ### Exercise - ***Set the variables*** In this game of hangman, Player 1 chooses an answer and Player 2 has to guess the letters in this answer. - To let the computer know all the letters in the word, we will turn the answer into a list of letters. We also do this with the guesses Player 2 makes. - We will start the game with 2 empty lists. We have made an empty list for the variable answer for you. Now make an empty list for guessed_letters as well. - Then we fill in how many mistakes were made. At the start of the game, this should be 0. - The variable `amount_letters` tells us how many letters are in the answer. Ask Player 1 to tell us how many letters their word has. - Lastly we tell the computer if the game is over. We use the variable `game_over` and set it to `False`. - - ***Choosing the answer*** We want Player 1 to be able to choose the answer. We'll ask them, as many times as necessary, what the next letter is. - Then we add that letter to the answer. Lastly, we add an empty _ to the list of guessed letters, so we get as many _s as there are letters in the answer. - - ***Player 2's turn*** - Tell Player 2 its their turn. Then tell Player 2 how many letters there are in the answer. Finally, print the list of `guessed_letters`. - - ***Go to the next tab*** Now that all the starting variables are set, we can start programming the game itself. Check out the next tab to learn how! - example_code: | - ``` - print 'Hangman!' - - # Set the variables - answer = [] - guessed_letters = _ - mistakes_made = _ - amount_letters = {ask} _ - _ = 'False' - - # Choosing the answer - {for} _ - letter = {ask} 'Player 1, what is letter ' i '?' - _ - {add} '_' {to} _ - - # Player 2 turn - print _ - print _ - print guessed_letters - ``` - hangman_2: - name: Hangman 2 - default_save_name: Hangman_2 - description: Hangman 2 - levels: - 17: - story_text: | - Now it's time to program the hangman game. - - ### Exercise - - ***Paste your code*** Copy your code from the previous tab and paste the code in the programming field. - - ***The game*** This games continues playing until Player 2 is game over. Fill in the while command accordingly. Now, Player 2 is allowed to guess a letter, so ask Player 2 to guess a letter. - We need to check if their answer is correct, so check if their `guess` is (somewhere) in the (list) `answer`. Then we let the computer figure out which of the letter(s) is the guess. We have already programmed that part for you. - Next we want to compliment the player for finding a correct letter and we want to print the list `guessed_letters`, so the player can see their progress. - - The next part we're going to program is what happens when the player has guessed all of the letters. So if their list of `guessed_letters` is the same as our list `answer`. - If the lists are the same, congratulate Player 2 with their victory and set the variable `game_over` to `True`. - - Next we'll program what happens when Player 2 guesses wrong (so the `{else}` command). First, tell the player that their guess was wrong. Then increase the `mistakes_made` variable by 1. - - For the last part we'll program what happens when Player 2 has made 10 mistakes. We'll print that Player 1 has won the game. Then we'll print the correct answer. And finally, we'll set our `game_over` variable to `True`, so the game stops. - - ***Go to the next tab*** Amazing work! Your game is playable, but wouldn't it be fun if the hangman was actually drawn when Player 2 makes a mistake..? - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - guess = _ - {if} _ - {for} i {in} {range} 1 {to} amount_letters: - if answer[i] == guess: - guessed_letters[i] = guess - {print} _ - {if} guessed_letters == _: - {print} _ - game_over = _ - {else}: - {print} _ - mistakes_made _ - {if} _ == 10: - {print} _ - {print} _ - _ - ``` - hangman_3: - name: Hangman 3 - default_save_name: Hangman_3 - description: Hangman 3 - levels: - 17: - story_text: | - In a game of hangman the mistakes are shown by drawing a part of the hangman each time a mistake has been made. - We now add those drawings with our turtle! - - ### Exercise - ***Create a function that draws the hangman*** Create a function that draws the hangman in 10 steps. We have already made step 1 for you. - - ***Test the function*** Test the function by calling the function with 10. If you are happy with the function, remove the line that calls the function for now. We will call the function when the player makes a mistake. - - ***Paste your hangman game under your function*** Go back to the previous tab and copy your hangman game. Paste the game underneath your function. - - ***Call the function when the player makes a mistake*** Under the line `mistakes_made = mistakes_made + 1` we will call the function. We want the turtle to take the same amount of steps as the player has made mistakes, so we call the function with `mistakes_made` as argument. - - ***Enjoy your game!*** -
- The hangman could look like this -
- example_code: | - ``` - # Create a function that draws the hangman - {define} draw_hangman {with} step: - {if} step == 1: - {color} white - {forward} -100 - {turn} 90 - {forward} -50 - {color} black - {forward} 100 - {forward} -50 - - {if} step == 2: - _ - # Paste your hangman game here - - ``` - harry_potter: - name: Harry Potter - default_save_name: Harry Potter - description: Harry Potter adventures - levels: - 10: - story_text: | - ### Exercise - We can also make a Harry Potter themed fortune teller. Fill in blanks such that 9 lines are printed. - **Extra** Change the theme of the fortune teller into something else, such as your favorite book, film or tv show. - example_code: | - ``` - houses = Gryffindor, Slytherin, Hufflepuff, Ravenclaw - subjects = potions, defence against the dark arts, charms, transfiguration - fears = Voldemort, spiders, failing your OWL test - names = Harry, Ron, Hermione - _ - _ {print} name ' is placed in ' houses {at} {random} - _ {print} name ' is great at ' subjects {at} {random} - _ {print} name 's greatest fear is ' fears {at} {random} - ``` haunted: name: Spøkelseshus default_save_name: Spøkelseshus @@ -2214,27 +1240,10 @@ adventures: If you pick the right door you'll survive, but {if} not a terrible monster might... In level 1 we start our haunted house game by making up a scary story and {ask} the player what monster they'll see in the haunted house. - example_code: | - ``` - {print} How did I get here? - {print} I remember my friend telling me to go into the old mansion... - {print} and suddenly everything went black. - {print} But how did I end up on the floor...? - {print} My head hurts like Ive been hit by a baseball bat! - {print} What's that sound? - {print} Oh no! I feel like Im not alone in this house! - {print} I need to get out of here! - {print} There are 3 doors in front of me.. - {ask} Which door should i pick? - {echo} I choose door - {print} ...? - ``` story_text_2: | ### Exercise Can you finish the scary story? Or make up your own haunted house story? 2: - story_text: | - In this haunted house you can choose your monsters with emojis. Of course you could also use words. example_code: | ``` monster_1 {is} 👻 @@ -2246,10 +1255,6 @@ adventures: {print} Oh no! Quickly get to the kitchen. {print} But as you enter monster_3 attacks you! ``` - story_text_2: | - ### Exercise - In the example above the monsters are predetermined. So each time you run your code, the output is the same. - Can you add `{ask}` commands to make the haunted house interactive and have the players choose the monsters they come across? example_code_2: | ``` monster_1 {is} _ @@ -2266,17 +1271,6 @@ adventures: In the previous levels you've made an introduction to your haunted house game, but as you might have noticed the story would always have a dreadful end. In this level you can make your story more interactive by changing the outcome of the game; sometimes you'll get eaten, sometimes you'll escape! Let Hedy decide randomly! - example_code: | - ``` - _ Escape from the haunted house! - _ There are 3 doors in front of you... - _ _ _ Which door do you choose? - _ You picked door ... choice - monsters _ a zombie, a vampire, NOTHING YOUVE ESCAPED - _ You see... - {sleep} - _ _ _ _ - ``` 4: story_text: | In this level you learn how to use quotation marks in your games. @@ -2317,27 +1311,6 @@ adventures: ### Exercise Now it's very hard to win this game, can you make it easier to win? For example by only having 1 wrong door and 2 correct doors instead of 1 correct door en 2 wrong ones? - example_code: | - ``` - {print} 'Escape from the Haunted House!' - player = alive - doors = 1, 2, 3 - monsters = zombie, vampire, giant spider - {repeat} 3 {times} - {if} player {is} alive - correct_door {is} doors {at} {random} - {print} 'There are 3 doors in front of you...' - chosen_door = {ask} 'Which door do you choose?' - {if} chosen_door {is} correct_door - {print} 'No monsters here!' - {else} - {print} 'You are eaten by a ' monsters {at} {random} - player = dead - {else} - {print} 'GAME OVER' - {if} player {is} alive - {print} 'Great! You survived!' - ``` 11: story_text: | In this level we've changed the repeat command and we've added a line to our haunted house that tells the player in which room they are. @@ -2363,188 +1336,16 @@ adventures: {if} player {is} alive {print} 'Great! You survived!' ``` - 14: - story_text: | - ### Exercise - In this level you can use the `<` and `>` symbol to introduce lives to your game. - Make sure the player loses a life when they come across the wrong monster and that the game stops if you have no lives left. - example_code: | - ``` - {print} 'Escape from the haunted house' - lives = 3 - doors = 1, 2, 3 - monsters = 'the wicked witch', 'a zombie', 'a sleeping 3 headed dog' - {for} i {in} {range} 1 {to} 10 - {if} lives _ - good_door = doors {at} {random} - monster = monsters {at} {random} - chosen_door = {ask} 'Which door do you choose?' - {if} good_door == chosen_door - {print} 'You have chosen the correct door' - {else} - {print} 'You see...' monster - {if} monster == 'a sleeping 3 headed dog' - {print} 'Pffieuw.... Its asleep' - {else} - {print} 'You lose one life' - lives = _ - {else} - {print} 'GAME OVER' - ``` - 16: - story_text: | - ### Exercise - This haunted house game uses the connection between the lists you can use in this level. - For example: all the properties that belong to the zombie are first in all the lists, witch second and vampire third. - Check out the code and fill in `weapons[i]`, `monsters[i]` , `bad_fate[i]`, `good_fate[i]`, `hint[i]` on the correct blanks to get the code to work! - example_code: | - ``` - numbers = [1, 2, 3] - i = numbers[{random}] - hint = ['growling', 'a cackling laugh', 'fluttering batwings'] - monsters = ['zombie', 'witch', 'vampire'] - bad_fate = ['Your brain is eaten', 'You are forever cursed', 'You are bitten'] - good_fate = ['You throw the ham. The zombie is distracted and starts eating it.', 'You set the curtains on fire. The witch flees out of fear for the fire', 'The vampire hates garlic and flees'] - weapons = ['ham', 'lighter', 'garlic'] - {print} 'You are standing in front of an old mansion' - {print} 'Something is not right here' - {print} 'You hear ' _ - {print} 'You are going to explore it' - {print} 'You enter the kitchen and see a lighter, a raw ham and a garlic.' - your_weapon = {ask} 'What do you bring with you?' - {print} 'With your ' your_weapon ' you enter the living room' - {print} 'There you find a ' _ - needed_weapon = _ - {if} your_weapon == needed_weapon - {print} 'You use your ' your_weapon - {print} _ - {print} 'YOU WIN!' - {else} - {print} 'You have chosen the wrong weapon...' - {print} _ - {print} 'GAME OVER' - ``` - hotel: - name: hotel - default_save_name: hotel - description: hotel - levels: - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, and you've learned how to combine it with an {ask}. - You might have wondered why you would use functions, because the functions in the example were only one line of code. - Now we will show you what a bigger function looks like and we will use multiple agruments now as well. You'll see how much better it is to use a function once the function gets bigger. - Here is an example of a function with arguments combined with {ask} commands. - example_code: | - ``` - {define} welcome_message {with} title, last_name, country, room_number - {print} 'Welcome to Hotel Hedy, ' title ' ' last_name - nice_trip {is} {ask} 'Did you have a nice trip from, ' country '?' - {if} nice_trip {is} 'yes' - {print} 'Lovely!' - {else} - {print} 'Sorry to hear that.' - {print} 'Hopefully you can take a nice rest in you room.' - {print} 'Your room number is ' room_number - - {print} 'Hello. Please fill in your information to check in.' - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - ``` - - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 if_command: - name: '{if} & {else}' - default_save_name: if_command description: Introducing the if command levels: - 5: - story_text: | - ## If... else.... - In level 5 there is something new, the `{if}`! With the `{if}` you can choose between two different options. - This code prints nice if you enter Hedy as a name, and boo! if you enter something else. - `{ask}` and `{print}` still work like they did in level 4. - example_code: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' {else} {print} 'boo!' - ``` - story_text_2: | - Sometimes code with an `{if}` gets really long and does not fit on the line well.
You may also divide the code over two lines, starting the second line at the `{else}` like this: - example_code_2: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - ``` - story_text_3: | - ### Exercise - Try to create your own code with `{if}` and `{else}`. You can use the example code if you want. - example_code_3: | - ``` - answer {is} {ask} '2 + 2 = ?' - _ _ _ 4 _ 'Great job!' - _ _ 'No 2 + 2 = 4' - ``` - 8: - story_text: | - ## If... Else... - You have learned to repeat a block of lines of code after a `{repeat}` command. - Now you can also use indentation to make blocks after a {if} or {else} command. - Check out the example code. - - ### Exercise - Add an {else} command to the example code. Make a block of line using indentation. You do this by starting each line with 4 spaces. - example_code: | - ``` - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {print} 'You can play on your computer!' - ``` 9: story_text: | In this level you can also put an {if} command inside another {if} command. - example_code: | - ``` - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - ``` in_command: - name: '{in}' - default_save_name: in_command description: Introducing the in command levels: 5: - story_text: | - ## Lists - When we want to check if something is in a list, we can now use the `{in}` command. - This code prints pretty! if you choose green or yellow, and meh otherwise. - example_code: | - ``` - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - ``` - story_text_2: | - ### Exercise - Finish the example code by filling in the blanks with commands that you've learned. - When you've finished the code, try to create a code of your own and use a question that you've thought of yourself. example_code_2: | ``` animals is dog, cow, sheep @@ -2553,62 +1354,21 @@ adventures: _ _ 'My favorite animals are dogs, cows and sheep' ``` is_command: - name: '{is}' - default_save_name: is_command description: introducing is command levels: 2: - story_text: | - ## Variables - You can name a word with `{is}`. This is called a **variable**. In this example we made a variable called name and a variable called age. You can use the word name anywhere in your code and it will be replaced by Hedy, like this: - example_code: | - ``` - name {is} Hedy - age {is} 15 - {print} name is age years old - ``` story_text_2: | ### Exercise Time to make your own variables! In the example code we made an example of the variable `favorite_animal`. In line 1 the variable is set, and in line 2 we haved used the variable in a print command. Firstly, finish our example by filling in your favorite animal on the blank. Then make at least 3 of these codes yourself. Pick a variable, and set the variable with the {is} command. Then use it with a {print} command, just like we did. - example_code_2: | - ``` - favorite_animal {is} _ - {print} I like favorite_animal - ``` - 6: - story_text: | - We also make a change in storing a word in a variable! You may now use `=` instead of `{is}` when we store a name or a number in a variable, like this: - example_code: | - ``` - name = Hedy - answer = 20 + 4 - ``` 14: - story_text: | - We are going to learn more new items. You might know them already from mathematics, the `<` and `>`. - The `<` checks if the first number is smaller than the second, for example age `<` 12 checks if age is smaller than 12. - If you want to check if the first number is smaller or equal to the second, you can use `<=`, for example age `<=` 11. - The `>` checks if the first number is bigger than the second, for example points `>` 10 checks if points is larger than 10. - If you want to check if the first number is bigger or equal to the second, you can use `>=`, for example points `>=` 11. - You use these comparisons in an `{if}`, like this: example_code: | ``` age = {ask} 'How old are you?' {if} age > 12 {print} 'You are older than I am!' ``` - story_text_2: | - From this level on, if you want to compare exactly, you can use two equal signs. This is what most programming languages do: - example_code_2: | - ``` - name = {ask} 'What is your name?' - {if} name == 'Hedy' - {print} 'You are cool!' - ``` - story_text_3: | - You can also compare if something is *not* equal to something else using `!=` like this: example_code_3: | ``` name = {ask} 'What is your name?' @@ -2628,49 +1388,9 @@ adventures: 5: story_text: | Make your own program to practice your vocabulary in a new language. - example_code: | - ``` - {print} 'Learn French!' - cat {is} {ask} '🐱' - {if} cat {is} chat {print} 'Terrific!' - {else} {print} 'No, cat is chat' - frog {is} {ask} '🐸' - {if} frog {is} grenouille {print} 'Super!' - {else} {print} 'No, frog is grenouille' - ``` - 16: - story_text: | - ### Exercise - Take a look at the example code. This is a program to practise French vocabulary. Now make your own program to practice your vocabulary in a new language. - If you don't know any other languages, you can use Google translate or you can use emojis and your native language. - example_code: | - ``` - french_words = ['bonjour', 'ordinateur', 'pomme de terre'] - translation = ['hello', 'computer', 'potato'] - score = 0 - {for} i {in} {range} 1 {to} 3 - answer = {ask} 'What does ' french_words[i] ' mean?' - correct = translation[i] - {if} answer == correct - {print} 'Correct!' - score = score + 1 - {else} - {print} 'Wrong, ' french_words[i] ' means ' translation[i] - {print} 'You gave ' score ' correct answers.' - ``` maths: - name: maths - default_save_name: maths - description: Introducing maths levels: 6: - story_text: | - In this level you learn something new: you can now also calculate. - - The plus is easy, you write it like with math: `5 + 5` for example. The minus also works fine, it is `5 - 5`. - - The times is a bit different, because there is no times symbol on your keyboard. Just search, there really isn't! - That is why we multiply with the asterisk above 8: `5 * 5`. Read that as "5 times 5" that helps you remember it best. example_code: | ``` {print} '5 plus 5 is ' 5 + 5 @@ -2678,17 +1398,6 @@ adventures: {print} '5 times 5 is ' 5 * 5 ``` 12: - story_text: |- - **Decimal numbers** - So far, Hedy did not allow for decimal numbers like 1.5, but now we do allow that. Note that computers use the `.` for decimal numbers. - example_code: | - ``` - {print} 'Two and a half plus two and a half is...' - {print} 2.5 + 2.5 - ``` - story_text_2: |- - **Maths with words** - In this level you can also do addition with words like this: example_code_2: | ``` a = 'Hello ' @@ -2698,390 +1407,9 @@ adventures: {print} 2.5 + 2.5 music: - name: music - default_save_name: music - description: Play a tune! levels: - 1: - story_text: |- - In this level you'll learn how to use the `{play}` command to play a tune! - - Type `{play}` followed by the note you want to play. The scale goes C-D-E-F-G-A-B. - As you can see there are 7 different letters, but we can play more than just 7 notes. - Type a number between 1 and 10 behind the letter to choose the scale, for example after B4 comes C5. - C1 is the lowest note you can play, C10 is the highest. - - ### Exercise - Try out the example code and then play around with it! Can you create your own melody? - In the next level you'll learn how to play some existing songs. - example_code: |- - ``` - {play} C4 - {play} D4 - {play} E4 - {play} F4 - {play} G4 - {play} A4 - {play} B4 - {play} C5 - ``` - 2: - story_text: | - ### Exercise - Finish the songs! We have started the codes for some melodies. - example_code: | - ``` - {print} Old Mac Donald had a farm - {play} C5 - {play} C5 - {play} C5 - {play} G4 - {play} A4 - {play} A4 - {play} G4 - ``` - story_text_2: As you can see, you can also use the `{sleep}` command to add a little pause in the song. - example_code_2: | - ``` - {print} Twinkle Twinkle Little Star - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} 1 - {play} F - {play} F - ``` - 3: - story_text: | - Create a random melody! - - ### Exercise - The example code creates a random melody, but it's very short and not many notes are used. - Add more notes to the list and create a longer melody by copying the last line a couple more times. - example_code: | - ``` - notes {is} A4, B4, C4 - {play} notes {at} {random} - {play} notes {at} {random} - {play} notes {at} {random} - ``` - 4: - story_text: | - Use the `{clear}` command to create a karaoke machine! - - ### Exercise - Finish the karaoke version of 'Mary had a little lamb'. - Then, create a karaoke version of any song you'd like! - example_code: | - ``` - {print} 'Mary had a little lamb' - {play} E - {play} D - {play} C - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Little lamb, little lamb' - {play} D - {play} D - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Mary had a little lamb' - {play} E - ``` - 5: - story_text: | - You don't always have to use the `{play}` command to play a whole song, sometimes you just want to play one note. - For example, if you want to make a quiz, you can play a happy high note if the answer is right and a sad low note if the answer is wrong. - - ### Exercise - Finish the first question by adding a line of code that plays a C3 note if the wrong answer is given. - Then think of 3 more questions to add to this quiz. - example_code: | - ``` - answer {is} {ask} 'What is the capital of Zimbabwe?' - {if} answer {is} Harare {play} C6 - _ - ``` 6: story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\n This calls for musical maths! Try out the example code a couple of times with different starting numbers. \nThen, see if you can compose a song using the numbers.\n" - example_code: | - ``` - number = {ask} 'Say a starting number between 1 and 67' - {print} number - {play} number - number = number + 1 - {print} number - {play} number - number = number + 1 - {print} number - {play} number - ``` - 7: - story_text: | - Using the `{repeat}` command can make your codes for melodies a lot shorter! - - ### Exercise - Finish the code for Twinkle Twinkle Little Star by using the `{repeat}`command. - Then go back to the songs you've made in the previous levels. Can you shorten those codes too? - example_code: | - ``` - {print} 'Twinkle Twinkle Little Star' - {repeat} 2 {times} {play} C4 - {repeat} 2 {times} {play} G4 - _ - ``` - 8: - story_text: | - Now that we can use the `{repeat}` command for multiple lines, we can make songs even more easily! - - ### Exercise - Finish the song of Brother John (Frère Jacques). Don't forget to use `{repeat}`! - example_code: | - ``` - {print} 'Brother John' - {repeat} 2 {times} - {play} C - {play} D - {play} E - {play} C - {repeat} 2 {times} - {play} E - {play} F - {play} G - {sleep} 1 - ``` - 9: - story_text: | - From this level on you can - among other things - use a {repeat} command inside a {repeat} command. - That makes songs like 'Happy birthday' even shorter! - - ### Exercise - Finish the song! - example_code: | - ``` - first_time = yes - {repeat} 2 {times} - {repeat} 2 {times} - {play} C - {play} D - {play} C - {if} first_time {is} yes - {play} F - {play} E - first_time {is} no - {else} - _ - ``` - 12: - story_text: | - Use functions in your songs! As you can see in the example code, you can make a function for each line of Twinkle Twinkle Little Star. Once you've programmed the first three lines, all you have to do is call the functions in the order you want them played in. - - ### Exercise - Finish the song of Twinkle Twinkle Little Star. - Then look back at all the songs you've programmed in the levels before, can you make those codes better and shorter using functions too? - example_code: | - ``` - {define} first_line - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} - - {define} second_line - {play} F - {play} F - {play} E - {play} E - {play} D - {play} D - {play} C - {sleep} - - {define} third_line - {play} G - {play} G - {play} F - {play} F - {play} E - {play} E - {play} D - {sleep} - - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - ``` - 13: - story_text: | - You can use a function with an argument for songs that have line that are almost the same, but slightly different each time. - One example is the song 'Yankee Doodle'. The first 4 notes of the first lines are the same, but each time they are followed by a different couple of notes. - - ### Exercise - Can you finish the song of Yankee Doodle? - Can you think of another song to program this way? - example_code: | - ``` - {print} 'Yankee Doodle' - {define} _ {with} note_1, note_2, note_3 - {play} C4 - {play} C4 - {play} D4 - {play} E4 - {play} _ - {play} _ - {play} _ - - {call} line_1 {with} 29, 31, 30 - {call} line_1 {with} 29, 28, 0 - {call} line_1 {with} 32, 31, 30 - - {play} C4 - {play} B3 - {play} G3 - {play} A3 - {play} B3 - {play} C4 - {play} C4 - ``` - 14: - story_text: | - You can program music for fun, but you can also use the musical notes to make something useful like a fire alarm! - - ### Exercise - Make sure the fire alarm rings when there is a fire! - example_code: | - ``` - {define} fire_alarm - {print} 'FIRE!' - note = 40 - {for} i {in} {range} 1 {to} 100 - {if} note _ 50 - note = note + 5 - {play} _ - {else} - note = 40 - - fire = {ask} 'Is there a fire?' - {if} fire _ 'yes' - {call} fire_alarm - ``` - 15: - story_text: | - **Warning** This adventure can become extremely annoying! - We can also use the {while} command to repeat a song forever. - - ### Exercise - Finish the never-ending song. - example_code: | - ``` - {define} song - {play} _ - - yes_or_no = {ask} 'Do you want to hear my never-ending song?' - {while} yes_or_no = 'yes' - {call} song - {print} '🥳' - ``` - 16: - story_text: | - Upgrade your Old MacDonald code! - - ### Exercise - Take your code from the 'Sing a Song' adventure and add musical notes to it! - You can make a function for each line in the song and call that function after the line is printed. - We defined the first line for you and called it in the code. Can you finish the whole song? - example_code: | - ``` - {define} line_1 - {for} i {in} {range} 1 {to} 3 - {play} G - {play} D - {for} i {in} {range} 1 {to} 2 - {play} E - {play} D - - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - for i in range 1 to 3 - animal = animals[i] - sound = sounds[i] - print 'Old MacDonald had a farm' - call line_1 - print 'E I E I O!' - _ - ``` - 17: - story_text: | - You can use the {elif} to create different options. - - ### Exercise - Firstly, add colons to get the code to work. - Then finish this code by adding at least 2 other songs for other moods. For example a happy song and an angry song. - example_code: | - ``` - {define} scary_song - {for} i {in} {range} 1 {to} 3 - {play} G - {play} E - {sleep} 2 - {for} i {in} {range} 1 {to} 3 - {play} F - {play} D - - mood = {ask} 'Which emotion are you feeling?' - {if} mood {is} 'fear' - {call} scary_song - {elif} _ - ``` - 18: - story_text: | - ### Exercise - Even in this last level of Hedy we can make some music! Be careful of all the syntax that is needed now. - Take a good look at how the functions are defined and called upon in the example code. - Finish the song! - example_code: | - ``` - {def} line_1(): - {for} i {in} {range}(1, 5): - {play} A - {play} D - {play} F - {play} A - - {def} line_2(): - {for} i {in} {range}(1, 5): - {play} G - {play} C - {play} E - {play} G - - {def} line_3(): - _ - - {print} ('The drunken sailor') - {print} ('What shall we do with the drunken sailor?') - line_1() - line_2() - line_3() - {print} ('Early in the morning') - ``` parrot: name: Papegøye default_save_name: Papegøye @@ -3100,12 +1428,6 @@ adventures: story_text_2: | ### Exercise Can you make the parrot ask a different question? Fill in the blanks in the example! - example_code_2: | - ``` - {print} Im Hedy the parrot - {ask} _ - {echo} - {echo} 2: story_text: | Lag din egen online papegøye som hermer etter deg! @@ -3138,15 +1460,6 @@ adventures: story_text: | In this level we have to use quotation marks with the commands `{ask}` and `{print}`. Can you complete the code by adding quotation marks? - example_code: | - ``` - words {is} squawk, Hedy - {print} _ Train your parrot! _ - new_word {is} {ask} _ Which word do you want to teach them? _ - {add} new_word {to_list} words - {print} _ 🧒 Say _ new_word _, Hedy!_ - {print} _ 🦜 _ words {at} {random} - ``` 5: story_text: | Belønn papegøyen din om det sier det riktige ordet! @@ -3182,10 +1495,6 @@ adventures: {print} 'You can buy a ' wish ' in ' weeks ' weeks.' ``` 14: - story_text: | - ### Exercise - In this level you can let Hedy tell you if you have saved up enough money! - Finish this code by filling in the blanks! example_code: | ``` _ calculate_budget with wish, money, allowance @@ -3205,45 +1514,7 @@ adventures: {call} calculate_budget with _, _, _ ``` pressit: - name: Key presses - default_save_name: Pressed - description: Try linking a keyboard key to a command! levels: - 5: - story_text: | - In this level there is another new keyword: `{pressed}`! - With `{pressed}` you can use keys on your keyboard to control what lines are used. - - ### Exercise - Look at the example and add one more line of code that reacts to a key press. - example_code: | - ``` - {print} 'Do you want a good (g) or bad (b) ending?' - {if} g {is} {pressed} {print} 'They lived happily ever after ❤' - {else} {print} 'The prince was eaten by a hippopotamus 😭' - ``` - story_text_2: | - You can also link turtle commands to keys. - - ### Exercise - Copy the lines a few times so you can create a larger drawing. - example_code_2: | - ``` - {if} y {is} {pressed} {forward} 15 - {else} {turn} 90 - ``` - 7: - story_text: | - Now that you have learned about `{repeat}`, we can press keys multiple times. - You can use it to make the turtle walk forward and turn. - - ### Exercise - The code you have seen in level 5 only checks the key once. Copy the example code and add a `{repeat}` to it, so that you can press the keys many times. - Use this code to draw something nice. - example_code: | - ``` - {if} x {is} {pressed} {forward} 15 {else} {turn} 90 - ``` 9: story_text: | Now that you know how to combine statements, you can create a touch type tool with `{pressed}`. @@ -3251,54 +1522,9 @@ adventures: ### Exercise Finish the code. Each time a random letter should be chosen, which you have to press. You get a point for a correct press, and and two points deduction for a wrong press. **(extra)** Clear the screen after each letter, and show the user how many points they have scored. - example_code: | - ``` - points = 0 - letters = a, b, c, d, e - {repeat} 10 {times} - letter = _ _ _ - {print} 'Press the letter ' letter - {if} letter {is} {pressed} - _ - _ - _ - ``` print_command: - name: '{print}' - default_save_name: print - description: Introduction print command levels: - 1: - story_text: | - ## The print command - You can print text to the screen using the `{print}` command. - example_code: | - ``` - {print} Hi there, programmer! - {print} Welcome to Hedy! - ``` - story_text_2: | - ### Exercise - In Hedy you will find exercises in every adventure. An exercise allows you to practise the new commands and concepts, and lets you give your own twist to the example codes. - In this exercise you will see a pink blank space. You have to fill something in the place of the blank space before the code can be run. - - Fill in the `{print}` command in the blank space and then add five more lines of code. Each line has to start with a `{print}` command. - Have fun! - example_code_2: | - ``` - _ Hello! - ``` 18: - story_text: |- - We arrived at real Python code! That means we need to use parentheses with `{print}` and `{range}` from now on. - It also means you can use Hedy code from this level in any Python environment as long as you use the English commands. If you haven't until now, you can switch the toggle in the commands menu to do so. - example_code: | - ``` - {print}('Hello!') - {for} i {in} {range}(1, 10): - {print}('This is line ', i) - ``` - story_text_2: If you want to print more than one item, you need to separate them by commas. example_code_2: | ``` temperature = 25 @@ -3310,154 +1536,13 @@ adventures: name: Quizmester default_save_name: Quizmester description: Lag din egen quiz! - levels: - 14: - story_text: | - ### Exercise - In this adventure you can make your own quiz! Fill in the blanks, add more questions and enjoy your own quiz! - You can make a quiz about anything you like: your hobby, your favorite animal, your favorite book or anything at all! - example_code: | - ``` - {print} 'Make your own quiz' - points_a = 0 - points_b = 0 - {print} 'Question' - {print} 'Answer option A' - {print} 'Answer option B' - answer = {ask} 'Which answer?' - {if} answer == 'A' - points_a = points_a + 1 - {if} answer == 'B' - points_b = points_b + 1 - {print} 'End of the quiz!' - {print} 'Lets see the results!' - {if} points_a > points_b - {print} 'You belong to the A club' - {if} points_b > points_a - {print} 'You belong to the B club' - ``` - quotation_marks: - name: '''quotation marks''' - default_save_name: quotation_marks - description: Introduction quotation marks - levels: - 4: - story_text: | - ## 'Quotation marks' - In level 4 `{ask}` and `{print}` have changed. - You must put text that you want to print between quotation marks. - This is useful, because now you can print all the words you want. Also the words you used to store something with `{is}`. - Most programming languages also use quotation marks when printing, so we are also getting a step closer to real programming! - example_code: | - ``` - {print} 'You need to use quotation marks from now on!' - answer {is} {ask} 'What do we need to use from now on?' - {print} 'We need to use ' answer - ``` - story_text_2: | - ## Contractions - Important! Mind that now that we're using quotation marks, Hedy will get confused when you use the apostrophe for contractions like I'm or What's. - Make sure to remove those apostrophes and change the spelling to I am or What is. - Check out the example code to see the wrong way of using apostrophes. - example_code_2: | - ``` - _ This is the wrong way of using apostrophes _ - {print} 'I'm babysitting my sister's kids' - {print} 'What's more fun than that?' - ``` - 12: - story_text: | - **All texts need to be in quotation marks** - For this level on you will also have to use quotation marks when storing a text with `=`: - example_code: | - ``` - name = 'Hedy the Robot' - {print} 'Hello ' name - ``` - story_text_2: | - **All items in lists need quotation marks too** - Lists are texts, so they need quotation marks too. Mind that each single item on the list has quotation marks. - This allows you to save two words as 1 item on the list, for example 'Black Widow'. - example_code_2: | - ``` - superheroes = 'Spiderman', 'Batman', 'Black Widow' - {print} superheroes {at} {random} - ``` - story_text_3: | - **All text after `{if}` comparisons need quotation marks too** - example_code_3: | - ``` - name = {ask} 'What is your name?' - {if} name = 'Hedy the Robot' - {print} 'Hi there!' - ``` - story_text_4: | - **Numbers don't need quotation marks** - For numbers, you do not use quotation marks in the `=`: - example_code_4: | - ``` - score = 25 - {print} 'You got ' score - ``` random_command: - name: '{random}' - default_save_name: random_command - description: introducing at random command levels: - 3: - story_text: | - ## At random - In this level you can make a list using the `{is}` command. You can let the computer choose a random item from that list. You do that with `{at} {random}`. - example_code: | - ``` - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - ``` - story_text_2: | - You can use the `{at} {random}` command in a sentence as well. - example_code_2: | - ``` - food {is} sandwich, slice of pizza, salad, burrito - {print} I am going to have a food {at} {random} for lunch. - ``` - story_text_3: | - ### Exercise - Try out the `{at} {random}` command by making your own gameshow (like the ones on tv) where you choose a door or suitcase and it contains a big price! - Can you do it? We have already put the first lines into the example code. - example_code_3: | - ``` - {print} The big gameshow! - {print} There are 3 suitcases in front of you... - chosen {is} {ask} Which suitcase do you choose? - prices {is} _ - _ - ``` 16: story_text: |- We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. For example: `friends[1]` is the first name on the list of friends, as you can see in the first part of the example code. The second part of the example code shows you that we can also match 2 lists using the variable i. - example_code: | - ``` - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - ``` - story_text_2: |- - Now that you've learned to use the brackets in lists, you can also start using the {at} {random} command in the Python way! - You simply type the name of your list with `[random]` behind it! - example_code_2: |- - ``` - fruit = ['apple', 'banana', 'cherry'] - {print} fruit[random] - ``` repeat_command: - name: '{repeat}' - default_save_name: repeat_command description: repeat command levels: 7: @@ -3467,23 +1552,6 @@ adventures: ### Exercise Play around with the repeat command. Can you make the happy birthday song in only 3 lines of code instead of 4 now? - example_code: | - ``` - {repeat} 3 {times} {print} 'Hedy is fun!' - ``` - 8: - story_text: | - ### Repeat commands and indentation - In this level you can repeat multiple lines of code with only 1 repeat command. - You do this by making a block of lines that you want to repeat. - The lines in this block will need **indentation** . - That means putting four spaces at the beginning of each line. You will also have to indent when you just want to create a block of one line. - example_code: | - ``` - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This is all repeated 5 times' - ``` 9: story_text: | Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... @@ -3499,50 +1567,13 @@ adventures: {else} {print} 'Maybe you should practice some more in the previous level' repeat_command_2: - name: '{repeat} 2' - default_save_name: repeat_command_2 description: repeat command 2 levels: 7: - story_text: | - ## Repeat with other commands and with variables - You have practiced the `{repeat}` command in combination with the `{print}` command now, but did you know you could also use other commands with `{repeat}` ? - In this example code you can see that `{repeat}` can also be used with an `{ask}`, `{if}` or `{else}` command. - example_code: | - ``` - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - ``` story_text_2: | Another interesting thing you can so with the `{repeat}` command is using variables to set the amount of times something should be repeated. In the example code you can see that we first ask the person how old they are. Then, in line 3, the question is repeated 'age' times. So we have used the variable 'age' with the `{repeat}` command. - example_code_2: | - ``` - {print} 'Yay! It is your birthday!' - age = {ask} 'How old are you now?' - {repeat} age {times} {print} 'Hip Hip Hurray!' - ``` - 8: - story_text: | - ### In the block or not? - In this level you have to think carefully which lines of code should be in the block and which shouldn't. - For example: If you want to sing the song *the muffin man*. You only want the line with 'the muffin man' to be repeated twice. - This means the last line shouldn't start with indentation as it doesn't belong to the block. - If you do start the last line with indentation the song will turn out wrong. - - ### Exercise - Each line in the example code starts with a blank. Remove the blanks and try to figure out which line need indentation and which don't to make the muffin man song. - example_code: | - ``` - _ {print} 'Do you know the muffin man?' - _ {repeat} 2 {times} - _ {print} 'The muffin man' - _ {print} 'Do you know the muffin man, who lives on Drury Lane?' - ``` restaurant: - name: Restaurant - default_save_name: Restaurant description: Lag din egen virtuelle restaurant levels: 1: @@ -3828,16 +1859,6 @@ adventures: {echo} du valgte: ``` Istedenfor å bruke ord så kan du selvfølgelig bruke emoji: ✊✋✌ - story_text_2: | - ### Exercise - Instead of using words, you could also use emojis: ✊✋✌ - Can you create a code using emojis? - example_code_2: | - ``` - {print} what do you choose? - {ask} choose from _ - {echo} so your choice was: - ``` 2: story_text: | På dette nivået kan du øve deg på å bruke variabler så du kan lage stein, saks, papir-spillet på neste nivå! @@ -3866,16 +1887,6 @@ adventures: {print} player 1 chooses... choices {at} {random} {print} player 2 _ ``` - 4: - story_text: | - In this level we can further program rock, paper, scissors. But if you want to add text, you have to use quotation marks here too. - ### Exercise - Fill in quotation marks on the blanks. Mind that the variable `choices` should be outside the quotes. - example_code: | - ``` - choices {is} rock, paper, scissors - {print} _The computer chooses..._ choices {at} {random} - ``` 5: story_text: | På dette nivået kan vi bestemme hvem som vant. @@ -3961,9 +1972,6 @@ adventures: vunnet = 'yes' ``` rock_2: - name: Rock, paper, scissors 2 - default_save_name: rock_2 - description: Part 2 of rock, paper, scissors levels: 2: story_text: | @@ -4011,151 +2019,13 @@ adventures: else print 'Go to the trainstation at 10.00' ``` - simon: - name: Simon Says - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - Let's make a game of Simon Says! Simon Says is a memory game in which the player will be given a color. They have to repeat that color back. - If they get it right a color is added to the sequence, so they now have to remember 2 colors, then 3, then 4 etc. the game stops as soon as the player makes a mistake. - - ### Exercise - In this first part of the Simon Says adventure, we'll let the computer pick a random color and add it to a list. - - ***Make 2 lists*** First, make a list called `colors` and fill it with the colors red, yellow, green and blue. - Then make a list called `simon_sequence`. This list will be used as the answer. - At the start of the game this lists need to be empty. unfortunately, we can't create an empty list (yet), so we'll fill it with the words 'empty' and 'list' and we'll remove them from the list immediately. - - ***Create a function that adds a color to the sequence*** Now that we have an empty list called simon_sequence, we can start filling it with random colors. - We do that with a function, so we can call it everytime there's a new level in our game. Create a function called `add_random_color`. - Then create the variable random_color and set it to a random color. Next, add this random color to the simon_sequence. - - ***Create a function that shows the simon_sequence*** Start by naming the new function `show_simon_sequence` with `level` as an argument. Now we want to show as many colors as the level we are in (in level 1 you see 1 color, in level 2 you see 2 colors etc). - So we repeat `level` times, to print the `simon_sequence[i]`. Each time a color is shown, wait for 1 second and then clear the screen. - - ***Test your program*** Before you go to the next level, test if the functions are working by calling both of the functions. If they're working you should see a random color in your output screen. - Remove this testing part of your code, copy the code and continue to the next tab to learn more about the simon says game! - example_code: | - ``` - # Make 2 lists - colors = _ - _ = ['empty', 'list'] - {remove} _ {from} simon_sequence - {remove} _ - - # Create a function that adds a color - _ add_random_color - _ - {add} _ - - # Create a function that shows the simon_sequence - {define} _ - {for} i {in} {range} 1 {to} _ - {print} _ - _ - _ - - # Test your program - {call} _ - {call} show_simon_sequence {with} 1 - ``` - simon_2: - name: Simon Says 2 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - We'll continue with our Simon Says game! - - ### Exercise - ***Paste your code here*** Paste your code from the previous level here. Don't forget to remove the part that was just used for testing the functions. - - ***Create a function that creates the player_sequence*** The list `player_sequence` is used to capture the answers of the player. First we define the function with the argument level. - Next, we ask level times what the color is that they choose. We call that variable `answer`. Then we add the variable `answer` to the list player_sequence. - - ***Setting up the game*** Before we program the game in the next tab, we'll need some starting variables. First, we'll set the variable `level` to 1 and the variable `game_over` to False. - Then we make an introduction for the game. We'll print 'Welcome to Simon Says!' and clear the screen after 1 second. - - ***Continue to the next tab to finish the game!**** Don't forget to copy your code and take it with you to the next tab. - example_code: | - ``` - # Paste your code here - - - # Create a function that creates the player_sequence - {define} _ - {for} _ - _ 'What is color number ' i '?' - {add} answer {to} _ - - # Set up - level = _ - game_over = _ - {print} _ - _ 1 - _ - ``` - simon_3: - name: Simon Says 3 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - In this tab we'll program the game of Simon Says! - - ### Exercise - ***Paste your code*** Copy your code from the previous tab and paste it here. - - ***Program the game*** We start by making sure the game goes on while the game isn't over. Then we print what level the player is on, we use the variable level for that. We only show that for 1 second and then we clear the screen again. - Now, we have to create the empty list player_sequence. We've already programmed how to fill the list, with our function `player_sequence`, but we never made the list itself. To create the list we use the same trick as we did in the previous tab. - We'll make a list with the words 'empty' and 'list' on it, and then we remove both these words. Next, we'll call all of the 3 functions that we've created. - Lastly, we'll have to check if the player gave the correct answers (so if the player_sequence and the simon_sequence are the same). - If that's the case, we'll compliment the player. Wait for 1 second and increase the level with 1. - Did the player give the wrong answer, we'll tell them and end the game by setting game_over to 'True' - - ***Enjoy your game!*** Great job! Does your game not work? Use the ladybug button to debug your code! - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - {print} _ - _ - _ - _ = ['empty', 'list'] - {remove} _ - {remove} _ - {call} _ - {call} _ {with} _ - {call} _ {with} _ - {if} player_sequence == _ - _ - _ - _ - {else} - _ - game_over = _ - ``` sleep_command: - name: '{sleep}' - default_save_name: sleep_command description: introducing sleep command levels: 2: story_text: | ## The sleep command Another new command in this level is `{sleep}`, which pauses your program for a second. If you type a number behind the {sleep} command, the program pauses for that amount of seconds. - example_code: | - ``` - {print} My favorite colour is... - {sleep} 2 - {print} green! - ``` songs: name: Syng en sang! default_save_name: Sang @@ -4176,9 +2046,6 @@ adventures: ``` Du kan repetere linjene 2 til 9 så mange ganger du vil ved å kopiere de linjene. - story_text_2: | - This children's song counts down from 5 little monkeys to 1 monkey. - If you copy line 2 - 7 and paste it under the the code, you can sing the whole song! example_code_2: | ``` number = 6 @@ -4266,10 +2133,6 @@ adventures: Print the song Five little moneys jumping on the bed. Look up the text if you don't remember. **(extra)** Print the song Old MacDonald had a farm, and make sure all animals make a different sound, using an `{if}`. - example_code_2: | - ``` - monkeys = 5, 4, 3, 2, 1 - ``` 11: story_text: | På dette nivået kan du bruke `{for} i {in} {range}` kommandoen til å lage sanger som bruker telling. @@ -4298,22 +2161,6 @@ adventures: {print} 'Hvis du er lykkelig og du vet det' {print} handling ``` - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, but did you know that you could combine them with {ask} commands as well? - In this example we have changed the 'My Bonnie' program and made it interactive. You are now asked where Bonnie is. - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is ' place - - chosen_place = {ask} 'Where do you want Bonnie to be?' - synonym = {ask} 'What is another word for that?' - - {call} song {with} chosen_place - {call} song {with} synonym - {call} song {with} chosen_place - ``` 16: story_text: | På dette nivået kan du programmere en sang som "Old MacDonald" enda raskere. Du kan knytte sammen det riktige dyret til den riktige lyden ved å putte de på den samme plassen i listen. @@ -4339,44 +2186,16 @@ adventures: ``` linjene = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] {for} linjen {in} linjene - {for} i {in} {range} 1 {to} 3 - {print} linjen - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - 18: - story_text: | - In level 16 we made songs using lists. These programs however are no longer working properly in this level. The colons from level 17 and the brackets from level 18 still need to be added. - - ### Exercise 1 - The Drunken sailor song is given as sample code, but not yet working. - Can you make sure everything works again? To help you, we've put _ in the places of _some_ errors. - - ### Exercise 2 - Now also look up your Old MacDonald song from level 16, and correct it. - example_code: | - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines _ - {for} i {in} {range} 1 {to} 3 _ - {print} _ line _ + {for} i {in} {range} 1 {to} 3 + {print} linjen {print} 'early in the morning' {for} i {in} {range} 1 {to} 3 {print} 'way hay and up she rises' {print} 'early in the morning' ``` songs_2: - name: Sing a song! 2 - default_save_name: Song 2 - description: Sing a song 2 levels: 12: - story_text: | - Songs contain a lot of repetition. We can capture it with a function! - ### Exercise - Look at the example code with the function. Fill out the two lines so the full song is printed. example_code: | ``` {define} twinkle @@ -4388,177 +2207,6 @@ adventures: {print} 'Like a diamond in the sky' {call} _ ``` - 16: - story_text: | - ### Exercise - Finish the nursery rhyme! - example_code: | - ``` - number = ['one', 'two', 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'ten'] - object = ['on his drum', 'on his shoe', 'on his knee', 'on his door', 'on his hive', 'on his sticks', 'up in heaven', 'on his gate', 'on his vine', 'once again'] - - _ - {print} 'This old man' - {print} 'He played ' _ - {print} 'He played knick-knack ' _ - {print} 'With a knick-knack paddywhack' - {print} 'Give the dog a bone' - {print} 'This old man came rolling home' - {sleep} 8 - {clear} - ``` - story_text_2: | - ### Exersice 2 - Now create your own code for the nursery rhyme 'The wheels on the bus' on the same way! - example_code_2: | - ``` - object = ['wheels', 'doors', _] - movement = [ 'round and round', 'open and shut', _] - ``` - tic: - name: Tic-Tac-Toe - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - Let's program a game of tic-tac-toe! - - ### Exercise - In this adventure we'll start with creating an empty field. - - ***Create a list called field*** This list will be our playing field. This list is filled with 9 dots, since there are no x's and o's yet at the start of our game. - - ***Create a function that prints the field*** Firstly, clear the screen so the old playing fields will be removed. Then we print the first line of our Tic Tac Toe field. This line constists of the first 3 spots in our list field. - We have already programmed this line for you. Now finish the field by printing spot 4, 5, and 6 on the second row and spot 7, 8 and 9 in the third row. - - ***Call the function that prints the field*** Now call the function. -
- Run the code. Your output should look like this: -
- - ***Continue in the next tab*** In the next tab you'll learn how to program the game itself. - example_code: | - ``` - # Create a list called field - _ = ['.', '.', '.', '.', '.', '.', '.', '.', '.'] - - # Create a function that prints the field - {define} print_field - _ - {print} 'TIC TAC TOE' - {print} field[1] field[2] field[3] - _ - _ - - # Call the function - ``` - 17: - story_text: | - In the previous level you've learned how to make a tic-tac-toe game. The game works, but is quite annoying as it keeps asking you if you've won yet. - Now that we have the {elif} command, we can let the game decide if someone has won and it can stop asking us! - - ### Exercise - ***Paste your code*** Paste your code from the previous level here and make it level 17 proof. In this level you've learned to use a colon everytime you create a block of code. Please add the colons in the correct spots. - - ***Create a function that detects if someone's won*** We have started the function for you, paste it under the function `print_field` and finish the function. You can see that this first piece of code checks to see if spot 1, 2 and 3 are the same, because if they are you have 3 in a row. - It also checks if they are not a dot, because if they are, the line might have the same symbols on them, but that's just because it's still empty. - If all these conditions are met, the game is over and the winner is printed. - Finish this function with all possible ways to win. This means you have to make this for the other 2 rows, 3 columns and 2 diagonals. - If you've finished all the other options, the function should return the variable `game_over` so we can use it in our game. - - ***Call the function in the game*** Go to the line `game_over = {ask} 'Did you win?'` and change it to `game_over = {call} detect_winner {with} field, sign`. Now the function will check if there's a winner and the game doesn't need to keep asking anymore! - - ***Enjoy your game!*** Great job! You have finished the game! Enjoy playing it! - - example_code: | - ``` - # Paste your code here and make it level 17 proof - - # Create a function that detects if someone has won - {define} detect_winner {with} field, sign: - {if} field[1] == field[2] {and} field[2] == field[3] {and} field[1] != '.': - game_over = 'yes' - {print} 'Player ' sign 'wins!' - {elif}: - _ - {else}: - game_over = 'no' - {return} _ - ``` - tic_2: - name: Tic-Tac-Toe 2 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - In the previous adventure you've learned how to create a playing field. Now you'll learn how to create the game! - - ### Exercise - ***Paste your code*** Start by pasting your code from the previous adventure here. - - ***Add variables*** Underneath your list called `field` we'll add 2 more variables that we'll need to program the game. - The variable `game_over` tells us if the game is over, and should be 'no' at the start of the game. - The variable `sign` tells us if it's the turn of player x or player o. Set the variable to 'x'. - - ***The game*** First use a {while} command, to make sure the game keeps on playing the variable while game_over is set to no. - During the game, we first ask the player which spot they choose. Then we change the field with the number they chose into their sign. - Then we print the field again and we ask the player if they've won yet. Lastly we want to switch whose turn it is, so if the sign is 'x' it should be 'o' and the other way around. - - ***Test your game*** Does your game work? Great, have fun playing the game! If not, use the ladybug button to debug your code. - You might have noticed one mistake in the code though, you can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! Go to the next tab to learn how to fix this problem. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add variables - game_over = _ - sign = _ - - # The game - {while} _ - choice = _ 'Player ' sign '_?' - field[choice] = _ - _ print_field - game_over = {ask} _ - {if} sign = 'o' - sign = _ - _ - sign = _ - ``` - tic_3: - name: Tic-Tac-Toe 3 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - You might have noticed one mistake in the code you've made in the previous adventure. You can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! In this tab we'll fix that mistake. - - ### Exercise - ***Paste your code here*** Paste your code from the previous adventure here. - - ***Fix the mistake*** To fix the mistake we replace the line that says `field[choice] = sign`. This turns any spot that the player has chosen into their sign. - Go to the header that says 'Use this to fix the mistake' and finish the code. We first want to check if the chosen spot is still empty, so `if field[choice] = '.'`. If that is the case, you are allowed to take it. - Then we make an else command and print 'Sorry, this spot is already taken' if the spot is not empty. Lastly, we add a {sleep} command, so the players can actually read the text before it gets cleared again. - Now copy this piece of code and replace the line `field[choice] = sign` with this new piece of code. - - ***Play your game!*** Now the game should work properly! Good job! - The only flaw is that you can get a bit annoyed that the game keeps asking you if you've won yet. Do you want to fix that? Go to level 17 and we'll fix it! - example_code: | - ``` - # Paste your code here - - # Use this to fix the mistake - {if} _ = '.' - field[choice] = sign - {else} - {print} _ - _ - ``` turtle: name: Skilpadde default_save_name: Skilpadde @@ -4569,22 +2217,9 @@ adventures: Du ha også bruke Hedy til å tegne. Ved å kombinere svinger og linjer så kan du lage firkanter eller trapper! Ved å bruke `{forward}` kan du tegne en linje fremover. Talle bak kommandoen bestemmer hvor langt skilpadden vil gå. `{turn} {right}` snur skilpadden en kvart runde med klokken, `{turn} {left}` snur skilpadden mot klokken. - example_code: | - ``` - {forward} 100 - {turn} {left} - ``` story_text_2: | ### Exercise Dette er starten på en liten trapp. Kan du få den til å ha 5 trinn? - example_code_2: | - ``` - {forward} 20 - {turn} {right} - {forward} 20 - {turn} {left} - {forward} 20 - ``` 2: story_text: | På nivå 1 kunne skilpadden kun snu seg til høyre eller venstre. Det er litt kjedelig! @@ -4638,20 +2273,6 @@ adventures: {turn} vinkel {forward} 25 ``` - story_text_2: | - You can also change the color of the lines with the command `{color}`. Check out the example. - You can also use the command `{color} {white}` to make 'invisible' lines. You could use these white lines to move the turtle anywhere in the screen before you start drawing. - example_code_2: | - ``` - {color} {white} - {forward} -80 - {color} {green} - {forward} 50 - {color} {yellow} - {forward} 50 - {color} {red} - {forward} 50 - ``` 5: story_text: | På nivå 5 kan du ta valg med `{if}`. For eksempel mellom forskjellige typer figurer. @@ -4670,13 +2291,6 @@ adventures: {turn} vinkel {forward} 25 ``` - story_text_2: | - ### Exercise - Fill in the correct numbers in this code to get it to work. - After you've done that, you can try to add the option backwards. - - **Extra** Instead of using 'left' and 'right', remake the program with North, East, South and West. - This way you could add even more directions like Northeast and Southwest etc. example_code_2: | ``` direction {is} {ask} 'Do you want to go left, right, or straight ahead?' @@ -4737,17 +2351,6 @@ adventures: This code creates three black triangles, change that into five pink squares. **(extra)** Create a figure of your own choosing consisting of at least two different shapes types. - example_code: | - ``` - {color} {black} - {repeat} 3 {times} - {repeat} 3 {times} - {forward} 10 - {turn} 120 - {color} {white} - {forward} 50 - {color} {black} - ``` 10: story_text: | In this level you can make the turtle draw a figure. @@ -4758,162 +2361,9 @@ adventures: **(extra)** can you change the spiral into another shape? Experiment with numbers for the turn! ### Exercise 2 The spiral is drawn outwards, make it go inwards? - example_code: | - ``` - {turn} 90 - distances = 10, 20, 30, 40, 50, 60 - {for} distance {in} distances - {forward} distance - ``` - 12: - story_text: | - We can use functions to draw more complex figures with less code. - ### Exercise 1 - Fill the function so that three squares are created. If you want the image to look nicer, you can make the lines between the squares white. - - ### Exercise 2 - The code can be made even shorter. Place the final lines into a `{repeat}` so the figure remains the same. - - ### Exercise 3 - Create your own drawing with different figures. - Change both the number of figures with the `{repeat}` and the shape of the figures in the `{define}` - example_code: | - ``` - {define} square - {repeat} 4 {times} - {turn} _ - {forward} _ - {call} square - {forward} 50 - {call} square - {forward} 50 - {call} square - ``` turtle_draw_it: - name: Draw it! - default_save_name: Draw it - description: Draw this picture with the turtle levels: - 1: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Rectangle - Square - Stairs -
- 2: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Arrow - Boat -
- 3: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Star - Arrow -
- 4: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Colored Star - Rainbow - Nested squares -
- example_code: | - **Extra** Up for a real challenge? Make sure that the colors of these figures are selected randomly, so that each time you run your programs they'll look differently! - - ``` - colors {is} red, orange, yellow, green, blue, purple, pink, brown, gray, black - color _ - ``` - 5: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Make only one code that lets the player decide which letter they'd like to see! And can you add even more letters? - -
- F - E - L -
- example_code: | - Hint: - ``` - chosen_letter {is} {ask} 'Which letter would you like to see? F, E or L?' - {if} _ - ``` - 6: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Let the player decide which color the square should be. - - ***Extra*** Can you make the letter of your own first name and the flag of your own country too? - -
- Square - Letters - Flag -
- example_code: | - Hint for the square: - ``` - chosen_color = {ask} _ - ``` - 7: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Hexagon - Triangle - Fan -
- 8: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - -
- Square (3) - Randomly colored star (5) - Randomly colored spiral (7) -
9: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - - **Extra** Give the player a choice which country they would like to see the flag of. - -
- Cross (7) - Randomly colored nested squares (8) - Flags -
example_code: | Hint for the nested squares: ``` @@ -4931,14 +2381,6 @@ adventures: color_3 = blue ``` 10: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Nested Hexagon - Traffic lights -
example_code: | Hint Nested Hexagon: ``` @@ -4954,47 +2396,6 @@ adventures: color _ {repeat} _ ``` - story_text_2: | - Christmas lights - example_code_2: | - Hint Christmas Lights: - - Start by moving to the left side of the screen with an invisible white line. Then hang up the Christmas lights! - ``` - {color} white - {turn} -90 - {forward} 300 - {turn} 90 - - colors = red, blue, yellow, purple, green, orange, pink - {for} chosen_color {in} colors - _ - ``` - 11: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Beehive (6) - Fan (5) - Snowflake (13) -
- example_code: | - Hint Beehive: - ``` - {for} amount_of_combs {in} {range} 1 {to} _ - {for} walls_of_one_comb {in} {range} 1 {to} _ - {forward} _ - {turn} _ - {forward} _ - {turn} _ - ``` - - Hint Fan: - Start out like the fan you made in level 7. Or take a peak at the hint for the beehive, because the codes are very similar. - - Hint Snowflake: Start by making one 'leg' and repeat it 6 times. 12: story_text: | ### Exercise @@ -5021,129 +2422,9 @@ adventures: {if} shape = 'square' {call} draw_a_square ``` - 13: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Street in different sizes - Colored street - Snow Storm - example_code: | - Hint Street in different sizes - ``` - {define} draw_a_house {with} size - _ - - {call} draw_a_house {with} 90 - {call} draw_a_house {with} 60 - {call} draw_a_house {with} 30 - ``` - - Hint Colored street - ``` - {define} draw_a_house {with} chosen_color - _ - ``` - - Hint Snow Storm - ``` - {define} draw_snowflake {with} length, color - _ - - numbers = 10, 20, 30 - colors = _ - - {for} i {in} {range} 1 {to} 5 - random_number = _ - random_color = _ - {call} draw_snowflake {with} random_number, random_color - {color} white - {turn} random_number * 5 - {forward} 80 - ``` - 14: - story_text: | - ### Exercise - Create a program that asks the player how many corners their figure should have and then creates that figure. - The figure in the image is the output when the player fills in 10. - -
- - -
- example_code: | - ``` - {define} calculate_degrees {with} amount_of_corners - _ 360 / amount_of_corners - - - {define} draw_figure {with} degrees - _ - {forward} 400/amount_of_corners - {turn} _ - - amount_of_corners = {ask} _ - degrees = {call} _ {with} _ - - {call} _ {with} - {call} _ {with} - ``` - 15: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Spiral - example_code: | - Spiral - ``` - distance = 5 - {while} distance < 200 - distance = distance + 5 - _ - ``` - story_text_2: | - Fan - example_code_2: | - Fan - ``` - {define} draw_a_square {with} side - _ - - i = 100 - {while} i > 1 - _ {with} i - _ - i = i - 3 - ``` - story_text_3: | - Star - example_code_3: | - Star - A star is usually drawn using 144-degree-turns. If you change this slightly to 143 degrees for example and repeat the pattern multiple times with a {while} loop you can make this figure. while_command: - name: '{while}' - default_save_name: while_command description: while - levels: - 15: - story_text: |- - We are going to learn a new loop, the `{while}` loop! We continue the loop as long as the statement is true. - So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. - If the correct answer is never given, the loop never ends! - example_code: | - ``` - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - ``` years: - name: New Year's - default_save_name: New Year's Countdown description: Countdown to the new year! levels: 11: diff --git a/content/adventures/ne.yaml b/content/adventures/ne.yaml index ab75268cbd9..c59b090df86 100644 --- a/content/adventures/ne.yaml +++ b/content/adventures/ne.yaml @@ -3,1092 +3,8 @@ adventures: levels: 1: story_text: "In स्तर 1 you can make a story with a different main character that you enter yourself.\n\nIn the first line, use `{सोध्नु}` and ask who the main character of the story will be.\n\nAfter that first line, start with `{छाप्नुहोस्}` if the sentence needs to be printed.\nYou use `{प्रतिध्वनि}` if you want your main character to be at the end of the sentence.\n" - example_code: "```\n{ask} The main character of this story is\n{print} The main character is now going to walk in the forest\n{echo} They're a bit scared,\n{print} They hear crazy noises everywhere\n{print} They're afraid this is a haunted forest\n```\n" story_text_2: "### Exercise\nNow create your own story of at least 6 lines of code.\nThis story cannot be the same as the example code.\nUse at least one `{सोध्नु}` and one `{प्रतिध्वनि}` command.\nYou can make it about any topic you like.\nIf you can't think of a topic, use one of our choices: going to the movies, a sports match or a day at the zoo.\n" - 3: - example_code_3: "```\n{print} His backpack got way too heavy.\n{print} Inside were a bottle of water, a flashlight and a brick.\nbag {is} water, flashlight, brick\ndump {is} {ask} Which item should he dump?\n{remove} dump {from} bag\n```\n" - example_code: "```\nanimals {is} 🦔, 🐿, 🦉, 🦇\n{print} They now hear the sound of an animals {at} {random}\n```\n" - example_code_2: "```\n{print} They hear a sound\nanimals {is} 🐿, 🦔, 🦇, 🦉\nanimal {is} {ask} What do you think it is?\n{add} animal {to_list} animals\n{print} it was an animals {at} {random}\n```\n" - story_text: "In level 3 you can make your story more fun. You can use randomness for any monster, animal or other obstacle, like this:\n" - story_text_2: "The command `{add}` can also come in handy in your story.\n" - story_text_3: "This is an example of the `{remove}` command in your story\n\n### Exercise\nCopy your story from the previous levels into this level.\nIn this level you've learned 3 new commands `{at} {random}` , `{add} {to_list}` and `{remove} {from}`.\nAdd new lines of code to your story, so that all of the new commands are featured at least once in your story.\n" - 5: - story_text: "In this level you can program different endings, which will make your story even more fun.\nIn the example code you can see how to make 2 different endings.\n\n### Exercise 1\nWrite a new short story of at least 6 lines of code about a topic of your choosing.\nNo inspiration? Choose one of these topics: a superhero, a boring school day, stranded on a desert island.\n\nNow give the player a change to choose a happy or a bad end, just like in the example code.\nProgram both the endings.\n\n### Exercise 2\nCopy the story you've created in your own story adventure in the previous levels.\nFind a way to add at least 2 `{if}` and `{else}` commands to your story.\nThis can be with a happy or bad ending, but you can also try to find other ways to incoporate the commands.\n" - example_code: "```\nname {is} {ask} 'Who is walking in the forest?'\n{print} name ' walks through the forest'\n{print} name ' encounters a monster'\nend {is} {ask} 'Would you like a good or a bad ending?'\n{if} end {is} good {print} name ' takes the sword and the monster quickly runs away'\n{else} {print} 'The monster eats ' name\n```\n" - 7: - example_code: "```\n{print} 'The prince kept calling for help'\n{repeat} 5 {times} {print} 'Help!'\n{print} 'Why is nobody helping me?'\n```\n" - story_text: "In a story, someone says words several times. For example, when someone calls for help or sings a song.\nYou can put such repetitions in your story, in this level with `{repeat}`.\n\n### Exercise\nAdd repetition to your own story. Go back to your saved programs, choose your story program from a previous level and\nfind a line containing `{print}` and repeat it!\n" - 12: - example_code: "```\nname = 'The Queen of England'\n{print} name ' was eating a piece of cake, when suddenly…'\n```\n" - story_text: "In this level quotation marks will be needed to save multiple words in a variable.\n\n### Exercise\n\nFind a story from a previous level, any level is ok. Now make sure quotation marks are added in the right places." - 18: - story_text: "We are going to print another story, but now we have to use brackets with `{print}`.\n\n### Exercise 1\nCreate a story of at least 5 sentences. You don't have to use 'name' just yet.\n" - story_text_2: "### Exercise 2\nWe have already prepared an `{input}` for you. First, use the `name` variable in your story.\nThen add a second `{ask}` and use that variable as well.\nTip: Remember the commas in a `{print}` between text and variables!\n" - example_code: "```\n{print}('Welcome to this story!')\n```\n" - example_code_2: "```\nnaam = {input}(\"What's your name?\")\n{print}('Welcome to this story!')\n```\n" - 13: - example_code: "```\n{print} 'Our hero is walking through the forest'\n{print} 'The path splits two ways'\npath = {ask} 'Which path should she choose?'\nweapon = {ask} 'What weapon does she draw?'\n{if} path {is} 'left' {and} weapon {is} 'sword'\n _\n```\n" - story_text: "By using the `{and}` and `{or}` commands, you can make your stories more versatile. You can ask two questions and respond to the combination of answers.\n\n### Exercise 1\nLook at the example code and finish it. Then add at least 2 more `{if}` codes with `{and}` or `{or}`.\n\n### Exercise 2\nFind a story from a previous level, and add one `{and}` or `{or}`.\n" 2: story_text: "In स्तर 2 you can make your story more fun. Your main character's name can now be anywhere in the sentence.\n\nYou do have to program a little bit extra for that. You must now name your main character first.\n\nYou can then put that name anywhere in a sentence.\n" - story_text_2: "### Exercise\nNow it's time to add variables to your own story that you've made in the previous level.\nGo to 'My programs', look for your level 1 story adventure and copy the code. Paste the code in your input screen in this level.\n\nThis code won't work in this level, because you have not used variables yet.\nChange the `{ask}` commands and `{echo}` commands in your code to the correct form that you've learned in this level.\n\n**Extra** Add a `{sleep}` command to your code to build up tension in your story.\n" - example_code: "```\nname {is} {ask} What is the name of the main character?\n{print} name is now going to run in the woods\n{print} name is a bit scared\n{print} Suddenly she hears a crazy noise...\n{sleep}\n{print} name is afraid this is a haunted forest\n```" - 9: - story_text: "In this level you can use `{if}` and `{repeat}` commands inside other `{if}` and `{repeat}` commands. \nThis gives you many options and really helps you to make your story interactive.\n\n### Exercise 1\nFinish the code so the `{if}` works correctly.\n\n### Exercise 2\nAdd an `{if}` and `{else}` for the part of the story where Robin goes home too.\n\n### Exercise 3\nGo back to your level 8 story and use at least two `{if}`s inside another `{if}`.\n" - example_code: "```\n{print} 'Robin is walking downtown'\nlocation = {ask} 'Is Robin going into a shop, or does she go home?'\n{if} location {is} shop\n {print} 'She enters the shop.'\n {print} 'Robin sees an interesting looking book'\n book = {ask} 'Does Robin buy the book?'\n {if} book {is} yes\n _ {print} 'Robin buys the book and goes home'\n _ {else}\n _ {print} 'Robin leaves the shop and goes home'\n{else}\n {print} 'Robin goes home'\n```\n" - 8: - story_text: "In this level you can use multiple lines in your `{if}` commands, this way you can upgrade your happy or sad ending!\n\n### Exercise 1\nThe example code shows two different endings; one where the characters jump in a time machine and one where they do not.\nComplete the blanks with at least one sentence per ending.\n**Extra** Make the story longer. What happens in the story? You can also add a second `{ask}` with different options.\n\n### Exercise 2\nGo back to your saved programs, choose your story program from level 5. Now write a good and a bad ending of at least three lines long each!\n" - example_code: "```\n{print} 'OH NO! The T-rex is closing in!'\nend = {ask} 'Do you want a happy or a sad ending?'\n{if} end {is} happy\n {print} 'Just in time Richard jumps back into the time machine!'\n {print} _\n{else}\n {print} 'Oh no! Richard is too slow...'\n {print} _\n```\n" - 4: - example_code: "```\nname {is} {ask} _ What is your name? _\n{print} _ The main character is called _ name\n_\n_\n{print} name _ is now going to walk in the woods _\n{print} name _ is a bit scared _\nanimals {is} 🦔, 🐿, 🦉, 🦇\n{print} _ He hears the sound of a _ animals {at} {random}\n{print} name _ is afraid this is a haunted forest _\n```\n" - story_text: "### Exercise\nCopy the example code and finish it by adding quotation marks on the blanks in lines 1 and 2.\nThe blanks in line 3 and 4 should not be replaced by quotation marks, but a `{sleep}` and a `{clear}` command. Can you make it work?\n\n### Exercise 2\nGo back to the previous level and copy your story code. Make the code work in this level by adding quotation marks in the right spots.\nMind: The variables in your own story should be outside of the quotation marks. Just like the second line of the example code. In that line the variable name is placed outside of the quotation marks.\n" - 10: - example_code: "```\nanimals = _ , _ , _ \n{print} 'Brown bear, Brown bear'\n{print} 'What do you see?'\n```\n" - story_text: "In this level you can use the {for} command in your story. In this way you could easily program the children's book 'Brown bear, Brown bear, what do you see'.\n\n### Exercise\n\nLook at the story if you do not know it, and make sure it is printed as in the book.\n" - 15: - story_text: "Using the `{while}` loop can make your stories more interesting. For example, you can use `{while} game == 'on'` so you can play until the game is over.\nOr you can use `{while} sword == 'lost'` so the player can't continue the game until they have found something.\n\n### Exercise\nThe example code shows you how to use the `{while}` loop in a story. Now **think of your own scenario** in which the player has to find something before they can continue.\n" - example_code: "```\nkeys = 'lost'\n{print} 'You are standing in your garden and you have lost your keys.'\n{print} 'Where do you want to look for them?'\n{print} 'You can choose: tree, flowerbed, rock, postbox'\n{while} keys == 'lost'\n location = {ask} 'Where do you want to look?'\n {if} location == 'flowerbed'\n {print} 'Here they are!'\n keys = 'found'\n {else}\n {print} 'Nope they are not at the ' location\n{print} 'Now you can enter the house!'\n```\n" name: कथा description: कथा - default_save_name: Story - add_remove_command: - default_save_name: add_remove_command - levels: - 3: - example_code_3: "```\n{print} Mystery milkshake\nflavors {is} strawberry, chocolate, vanilla\nhope {is} {ask} What flavor are you hoping for?\n_\nallergies {is} {ask} Are you allergic to any flavors?\n_\n{print} You get a flavors {at} {random} milkshake\n```\n" - story_text_3: "### Exercise\nTry out the new commands in this virtual restaurant. Add the flavor the player is hoping for to the list and remove the flavors they are allergic to.\n" - example_code: "```\nanimals {is} dog, cat, kangaroo\nlike {is} {ask} What is your favorite animal?\n{add} like {to_list} animals\n{print} I choose animals {at} {random}\n```\n" - example_code_2: "```\nanimals {is} dog, cat, kangaroo\ndislike {is} {ask} What animal do you not like?\n{remove} dislike {from} animals\n{print} I choose animals {at} {random}\n```\n" - story_text: "## Add to\nYou can add items to the list with the `{add} {to_list}` command. To add an item to a list you can simply type: `{add} penguin {to_list} animals` or you can use the `{ask}` command like in the example code.\n" - story_text_2: "## Remove from\nIf you can add items to a list, of course you can also take them off. This is done with the `{remove} {from}` command.\n" - description: introducing {add} {to_list} and {remove} {from} - name: '{add} {to_list} & {remove} {from}' - and_or_command: - name: '{and} & {or}' - levels: - 13: - example_code: "```\nname = {ask} 'what is your name?'\nage = {ask} 'what is your age?'\n{if} name {is} 'Hedy' {and} age {is} 2\n {print} 'You are the real Hedy!'\n```\n" - story_text: "We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two `{if}`s but can use `{and}` and `{or}`.\n\nIf you use `{and}`, both statements, left and right of the `{and}` need to be true. We can also use `{or}`. Then only one statement needs to be correct." - default_save_name: and or - description: introducing {and} & {or} - ask_command: - description: Introduction {ask} command - name: '{ask}' - default_save_name: ask_command - levels: - 1: - story_text: "## The ask command\nNow that you can use the `{print}` command, you are ready to learn the next command: `{ask}`. With the `{ask}` command, you can ask a question. Check it out:\n" - example_code: "```\n{print} Hello!\n{ask} What is your name?\n```\n" - story_text_3: "### Exercise\nTry out the `{ask}` and `{echo}` commands. Firstly, fill in the blanks to make this program work.\nThen ask 2 more questions using the `{ask}` command, after each `{ask}` use an `{echo}` to print the answer on the screen.\n" - example_code_3: "```\n_ How are you doing?\n_\n```\n" - example_code_2: "```\n{print} Hello!\n{ask} What is your name?\n{echo} hello\n```\n" - story_text_2: "## The `{echo}` command\nIf you want the computer to repeat the answer back to you, you can use the `{echo}` command. The answer will be echoed back at the end of the sentence, so in this example after hello.\n" - 2: - example_code: "```\nname {is} {ask} What is your name?\n{print} Hello name\nage {is} {ask} How old are you?\n{print} name is age years old.\n```\n" - example_code_2: "```\nfavorite_animal {is} {ask} What is your favorite animal?\n{print} I like favorite_animal\n```\n" - story_text_2: "### Exercise\nIn the previous tab you have practised with setting variables with the `{is}` command.\nYou have created at least 3 variables and used them with a print command.\nNow, instead of setting the variables we want you to make the variables interactive, like we did in our example.\n\nCopy your code from the previous tab and make the variables interactive by using `{ask}` commands.\n" - story_text: "## The ask command\nNow that we can use **variables** in our codes, we no longer need the `{echo}` command.\nWe can use variables to store the answers to our questions and this way we can use the answer to multiple questions in our codes.\nCheck it out:\n\nThis way your code is becoming interactive!\n" - 18: - story_text: The final change we will need to make to get Python code is changing `{ask}` into `{input}`. - example_code: "```\n{print}('My name is Hedy!')\nname = {input}('What is your name?')\n{print}('So your name is ', name)\n```\n" - blackjack: - description: Try to get as close to 21 as you can - default_save_name: Blackjack - levels: - 17: - story_text: "Blackjack is a simple game of cards in which you have to get as close to 21 points as possible. You get two cards. Each card is worth their numeral value, and the face cards (Jack, Queen and King) are worth 10 points.\nThe Ace is worth either 1 or 11 points (you can choose). The dealer, your opponent, also gets two cards.\nIf you want, you can get another card, and its points will be added to your total. The dealer can also choose to take another card.\nBut be careful not to get more than 21 points, because if you do, you lose!\nThe player who gets closest to 21, without going over it, wins!\n\n### Exercise\nIn this adventure we code the first part of our Blackjack game. We'll create a function to calculate how many points a card is worth.\n\n***Set the variables***\nStart by making a list of all the cards, from 2 to Ace. Next make a list of the face cards, so Jack, Queen and King. Then pick a random card from the list of cards to be card_1.\n\n***Create a function to calculate the points***\nCreate a function that calculates how many points a card is worth.\nAll the face cards are worth 10 points, the Ace is worth 11 and all the other cards are worth their numeral.\nReturn the variable `points` at the end of the function.\n\n***Test the function***\nTest if your function is working properly. Finish the first print command by filling in which card you've drawn. Then finish the second line by calling the function with card_1.\nRun the code a couple of times. Are you happy with the results? Great! Then you can remove the testing part and move on the the next tab!\n" - example_code: "```\n{print} 'BLACKJACK'\n\n# Set these variables\ncards = _\nface_cards = _\ncard_1 =\n\n# Create a function to calculate the points\n{define} calculate_points {with} card:\n {if} card {in} face_cards:\n points = _\n {elif} _\n _\n {else}:\n _\n _ points\n\n# Test your function\n{print} 'Your card is a ' _\n{print} 'That is worth ' _ ' points'.\n```\n" - name: Blackjack - blackjack_2: - description: Blackjack part 2 - default_save_name: Blackjack_2 - name: Blackjack 2 - levels: - 17: - story_text: "### Exercise\nIn this adventure we code the second part of our Blackjack game.\n\n***Paste your code from the previous adventure***\nIn the previous adventure you've started a list of variables and created a function to calculate how many points a card is worth. Copy your code and paste it here. Mind that you don't need the testing part, so if you haven't removed that yet, please do so now.\n\n***Add more variables***\nYou have already set the lists `cards` and `face_cards` and the variable `card_1`. Underneath those variables create 3 more variables: `card_2`, dealer_card_1` and `dealer_card_2`. These variables are all set to a random card from the list of cards.\n\n***Add up points***\nTo calculate how many points you have scored we call the function with card 1 and we do it again for card 2. Then we add both these scores together to get your total.\nDo the same thing for the dealers points, but be sure to use the dealer's cards and not your own!\n\n***2 Aces***\nYou're doing great! Almost all scores can be calculated now. There is only one exception: 2 Aces. If you get 2 Aces, your total is 12 points and not 22 (because 22 points would be losing!). This of course also goes for the dealer.\n\n***Show the score***\nLastly, you want to tell the program to tell you which cards you have drawn and how many points that is. Then show which cards the dealer has and how many points they have.\n\n***Continue in the next tab***\nGreat! You have finished this part of the game! Copy your code and go to the next tab to learn how to ask for an extra card and to declare a winner.\n" - example_code: "```\n# Paste your code from the previous adventure here\n\n# Add these variables to the list of variables\ncard_2 = _\ndealer_card_1 = _\ndealer_card_2 = _\n\n# Add up your points\nyour_points_1 = {call} _ {with} card_1\nyour_points_2 = _\nyour_total = _\n\n# Add up the dealers points\ndealer_points_1 = _\n_\n_\n\n# 2 Aces\n{if} card_1 == 'Ace' {and} _\n your_total = 12\n{if} dealer_card_1 _\n dealer_total = _\n\n# Show the score\n{print} 'You have drawn a ' _ ' and a ' _ '. That is ' _ ' points'\n{print} 'The dealer has drawn a ' _ ' and a ' _ '. That is ' _ ' points'\n```\n" - blackjack_3: - description: Blackjack part 3 - levels: - 17: - story_text: "In the previous tabs you have learned how to draw 2 random cards for yourself and for the dealer and to calculate how many points you both got.\nIn this adventure we add the option to ask for an extra card for both you and the dealer.\n\n### Exercise\n***Paste your code from the previous adventure*** Firstly, copy your code from the previous tab and paste it here.\n\n***Extra card for you*** If you want, you can get an extra card to get your total as close to 21 as possible. First ask the player if they want an extra card.\nIf they do, pick a random card and print what they have drawn. If the card is not an Ace, you can call the function and add the points to your total.\nIn case the card is an Ace, you can't use the function, because the Ace can be either 1 point or 11 points, depending on how many points you already have earned.\nIf your total is less than 11, you want the ace to be 11 points (because this is closest to 21). So you add 11 points to your total.\nIf the total is more than or equal to 11, you want the ace to be 1 point (because you don't want more than 21 points). So you add 1 point to your total.\nLastly, print your new total of points.\n\n***Extra card for the dealer*** The dealer can also get an extra card. The dealer doesn't need to be asked, because they always get an extra card if their total is less than 17.\nCopy the 'Extra card for you code' and paste it in the dealers section. Then change it to fit the dealer picking an extra card and getting points added to their total.\n" - example_code: "```\n# Paste your code from the previous adventure here\n\n# Extra card for you\nhit = {ask} _\n{if} hit == 'yes':\n card_3 = _\n {print} _\n {if} card_3 _ 'Ace':\n your_points_3 = _\n your_total = _\n {else}:\n {if} your_total _\n _\n {else}:\n _\n {print} _\n\n# Extra card for the dealer\n{if} dealer_total < 17\n_\n```\n" - default_save_name: Blackjack_3 - name: Blackjack 3 - blackjack_4: - description: Blackjack part 4 - default_save_name: Blackjack_4 - name: Blackjack 4 - levels: - 17: - example_code: "```\n# Paste your code from the previous adventure here\n\n# Decide a winner\n{if} _\n {print} 'Its a draw! Play again!'\n{elif} _\n {print} 'You win!'\n{elif} _ :\n {if} _:\n {print} _\n {else}:\n {print} _\n{else}:\n _\n```\n" - story_text: "In the last 3 adventures you have alsmost created a working blackjack game! The only thing left to do is to decide a winner!\n\n### Exercise\n***Paste your code from the previous adventure*** Start by pasting the code that you've made so far into your programming field.\n\n***Decide a winner***\nFirstly, if you and the dealer have an equal amount of points, it's a draw.\nSecondly, if the dealer has more than 21 points and you don't, you are the winner.\nThirdly, if both you and the dealer have less than 22 points, we have to see who came closest to 21. We do that by comparing who has the highest score. Is your total higher than the dealer's total, then you are the winner. If not, the dealer wins.\nLastly, in all other scenarios (e.g. you have more than 21 points and the dealer doesn't, or you both have more than 21 points) you are the loser.\n\n***Enjoy the game!***\nDoes your game work properly? Amazing! You have done a great job! Enjoy your game!\nIf it doesn't work right away, no worries, you might have made a mistake. Just keep calm and bebug your code using the ladybug button.\n" - calculator: - name: Calculator - default_save_name: Calculator - levels: - 6: - story_text: "Now that you can do maths, you can make a calculator yourself!\n" - example_code_3: "```\nnumbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10\nnumber_1 = _\nnumber_2 = _\ncorrect_answer = number_1 * number_2\ngiven_answer = {ask} 'What is ' number_1 ' times ' number_2 '?'\n{if} _\n{else} _\n```" - story_text_3: "**Extra** You can also let the computer do random products on its own using `{random}`.\n" - story_text_2: "### Exercise\nThe calculator above will calculate the answer for you, but you can also make a program to test your own maths skills, like this:\nFill in the blanks to make it complete!\n" - example_code: "```\nnumber_1 = {ask} 'Fill in the first number:'\nnumber_2 = {ask} 'Fill in the second number:'\ncorrect_answer = number_1 * number_2\n{print} number_1 ' times ' number_2 ' is ' correct_answer\n```\n" - example_code_2: "```\ncorrect_answer = 11 * 27\nanswer = {ask} 'How much is 11 times 27?'\n{if} answer {is} _ {print} 'good job!'\n{else} {print} 'Wrong! It was ' _\n```\n" - 12: - story_text: "In this level, you can make a calculator that works for decimal numbers.\n\n### Exercise 1\nFill out the blanks to complete the calculator. Remember to use a period and not a comma for decimal numbers.\n\n### Exercise 2\nCreate a new mathematics practice program, but now use decimal numbers.\nCreate a list of numbers, choose two to multiple and let the player answer.\nAnd of course you have to validate the answer! **Extra** Increase the difficulty by adding lives: A player loses a life for a wrong answer and after three wrong answers the game ends.\n" - example_code: "```\nnumber1 = {ask} 'What is the first number?'\nnumber2 = {ask} 'What is the second number?'\nanswer = _\n{print} number1 ' plus ' number2 ' is ' _\n```\n" - 13: - example_code: "```\nanswer1 = {ask} 'What is 10 times 7?'\nanswer2 = {ask} 'What is 6 times 7?'\n{if} _ _ _ _ _ _ _\n {print} _\n```\n" - story_text: "### Exercise 1\nLet's make the practice program a bit harder. The player now has to answers two questions correctly. Fill out the blanks to complete the program.\n\n### Exercise 2\nSometimes, calculations have multiple correct answers. For example, 10 can be divided by 5 and by 2. So the question 'What number divides 10?' can be answered by 2 and by 5.\nAsk for a calculation that has multiple correct answers, ask the player to answer it, and determine if it is correct using `{or}`.\nEmpty the programming field and create your own solution.\n" - 14: - example_code: "```\n{define} calculate_mean_grade\n total = 0\n {for} i {in} {range} 1 {to} 4\n grade = {ask} _\n total = total + _\n {return} _ / 4\n\nmean_grade = {call} _\n{print} 'Your mean grade is ' mean_grade\n```\n" - story_text: "In this adventure you will build a calculator that calculates your mean grade for you. If you get your calculator to work, you can move on to the next adventure, which allows you to add two extra features.\n\n### Exercise 1\nFill in the blanks to get the calculator to work.\n* Start with the fourth line, add a question to figure out what grade the student got.\n* In the fifth line you'll want to calculate the total of all grades, so the total = total + grade.\n* Then we get to set the return value. We want to return the mean, so the total devided by the amount of tests (4).\n* Lastly we finish the code by calling the function in line 8.\n\nDid you get it? Awesome! Would you like to add even more to your calculator? **This adventure continues in the next tab!**\n" - 15: - example_code: "```\n{define} new_question\n numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10\n number_1 = numbers {at} {random}\n number_2 = numbers {at} {random}\n correct = number_1 * number_2\n answer = 0\n _\n _\n _\n {print} 'Well done!'\n\n{print} 'Give 10 correct answers to win!'\n{for} i {in} {range} 1 {to} 10\n _\n{print} 'You win!'\n```\n" - story_text: "You can add the `{while}` loop to the calculator game you've learned to make in a previous level.\nThis makes sure the player can't continue to the next question if they answer incorrectly.\n\n### Exercise\nAdd the `{while}` loop in the function, ask the player what number_1 times number_2 is and print their answer.\nThen `{call}` the function.\n" - 9: - story_text: "In a previous level, you've created a calculator. In this level, you can expand that code so it asks multiple questions.\n\n### Exercise 1\nCan you finish line 10 to get the code to work?\n\n### Exercise 2\nGive the player feedback when they enter an answer, like `{print} 'Correct!'` or `{print} 'Wrong! The correct answer is ' correct_answer`.\n" - example_code: "```\nscore = 0\n{repeat} 10 {times}\n numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10\n number_1 = numbers {at} {random}\n number_2 = numbers {at} {random}\n correct_answer = number_1 * number_2\n {print} 'What is ' number_1 ' times ' number_2 '?'\n answer = {ask} 'Type your answer here...'\n {print} 'Your answer is ' answer\n {if} _ {is} _\n score = score + 1\n{print} 'Great job! Your score is... ' score ' out of 10!'\n```\n" - 10: - example_code: "```\nnumbers = 1, 2, 3\n{for} _\n {for} _\n answer = {ask} _\n correct = number_1 * number_2\n {if} answer {is} correct\n {print} 'Great job!'\n {else}\n {print} 'That is wrong. The right answer is ' correct\n```\n" - story_text: "This calculator game helps you practise your tables of multiplication!\n### Exercise\nFill in the blanks. We want this program to ask the player these questions:\n```\nHow much is 1 times 1?\nHow much is 1 times 2?\nHow much is 1 times 3?\nHow much is 2 times 1?\nHow much is 2 times 2?\nHow much is 2 times 3?\nHow much is 3 times 1?\nHow much is 3 times 2?\nHow much is 3 times 3?\n_\n```\n" - 11: - story_text: "With a `{for}` you can simplify tables of multiplication practise program.\n\n### Exercise 1\nImprove the example code such that it prints a nice multiplication table:
\"1 times 10 is 10\", \"2 times 10 is 20\", etc.\n\n### Exercise 2\nGo back to your level 10 multiplication code, and modify it so that it uses a `{for}` and `{range}`.\n" - example_code: "```\nnumber = 10\n{for} i {in} {range} 1 {to} 10\n {print} i * number\n```\n" - description: Create a calculator - calculator_2: - name: Calculator 2 - default_save_name: Calculator 2 - description: Calculator 2 - levels: - 14: - example_code: "```\n# Use your own code from the previous adventure.\n```\n" - story_text: "### Exercise 2\n**This is the second part of this adventure.** The adventure starts in the previous tab.\nOf course, you don't always want to calculate the mean of 4 tests. You might want to calculate the mean of 10 tests or only 2...\nWe can fix this problem by adding the argument and variable 'amount_of_tests'.\n* Start a new line on line 3. Set the amount_of_tests argument by asking the student how many tests they have made.\n* Change the 4 in line 4 to the new argument amount_of_tests.\n* Lastly, change the 4 in line 6 to amount_of_tests\n\nTry out your new program. Does it work?\n\n### Exercise 3\nDid you want to make your program even better? Great! In the previous program you could only calculate the mean grade of 1 subject, but it would be better if you could calculate the mean grade for all subjects you want!\nWe won't tell you how to do it, but we will give you one tip: Start your code in line 1 with: define calculate_mean_grade with subject.\n" - clear_command: - default_save_name: clear_command - description: '{clear} command' - levels: - 4: - example_code: "```\n{print} '3'\n{clear}\n{print} '2'\n{clear}\n{print} '1'\n{clear}\n{print} 'wait for it...'\n{sleep} 3\n{clear}\n{print} 'SURPRISE!'\n```\n" - story_text: "Time for a new command! With `{clear}` you can clear all the text form your output screen. This way you can prevent your screen getting too full of text.\nBeware! If you are using a `{clear}` command, you might need to use a `{sleep}` above it. Otherwise Hedy will clear your screen without giving you the time to read as you can see in the example!\n" - name: '{clear}' - debugging: - levels: - 2: - example_code: "**Warning! This code needs to be debugged!**\n```\ndestination {ask} Where are you going on holidays?\n{print} The flight to dstination leaves at 3 pm.\n{ask} Did you check in your luggage yet?\n{echo}\n{print} Let me print your boarding pass for you.\n{sleep}\nHere you go! Have a nice trip!\n```\n" - story_text: "Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code.\nThat means that in these debugging adventures, we will give you a code that does not work yet.\nYou will have to figure out what's wrong and correct the mistakes.\n\n### Exercise\nDebug this code. Good luck!" - 4: - story_text: "### Exercise\nDebug this code. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\n{print} 'Welcome to the online library!\n{ask} What genre of books do you like?\n{print} You like genre\nauthor {is} {ask} 'Who's your favorite author?'\n{print} 'author is your favorite author'\n{print} Hmmm... i think you should try... books {at} {random}\n```\n" - 5: - story_text: "### Exercise\nDebug this code. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\n{print} Welcome to Swimming Pool Hedy!\nclass {is} {ask} 'Are you here to join a class today?'\n{if} class yes\n{print} 'Great! You're joining a class!\n{print} {else} 'You will not be joining a class'\ndiscount {is} 'Do you have a discount code?'\n{if} discount {is} yes\ndiscount_answer {is} {ask} 'What's your discount code?'\ndiscount_codes = Senior4231, Student8786, NewMember6709\n{if} discount_answer {is} {in} discount_cods\n{print} 'That will be $3,50'\n'That will be $5,50'\n{print} 'Have a nice swim!'\n```\n" - 8: - example_code: "**Warning! This code needs to be debugged!**\n```\n{print} 'Welcome to Manicures and Pedicures by Hedy'\nbodypart = {ask} 'Are you getting your fingernails or toenails done today? Or both?'\n{if} bodyparts {is} both\n {print} That will be $25'\n price = 25\n {else}\n {print} That will be $18'\n price = 18\ncolor = {ask} What color would you like?\nsparkles = {ask} 'Would you like some sparkles with that?'\n{if} sparkles {is} yes\n {print} 'We charge $3 extra for that'\nprice = price + 3\n{else} {print} 'No sparkles' {print} 'So no extra charge'\n{sleep} 5\n{print} 'All done! That will be $' price ' please!'\n{print} 'Thank you! Byebye!'\n```" - story_text: "### Exercise\nDebug this code. Good luck!" - 10: - story_text: "### Exercise\nDebug this code. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\nnames = Muad Hasan Samira Noura\nactivities = fly a kite, go swimming, go hiking, catch tan in the sun\n{for} name {is} names\n{print} At the beach name loves to activity {at} {random}\n```\n" - 9: - story_text: "### Exercise\nDebug this code. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\n{print} 'Welcome to our sandwich shop'\namount 'How many sandwiches would you like to buy?'\n{repeat} amount {times}\n{ask} {is} {ask} 'What kind or bread would you like your sandwich to be?'\ntypes_of_bread {is} white, wheat, rye, garlic, gluten free\n{if} chosen_bread in types_of_bread\n{print} 'Lovely!'\n{else}\n'I'm sorry we don't sell that'\ntopping {is} {ask} 'What kind of topping would you like?'\nsauce {is} {ask} 'What kind of sauce would you like?'\n{print} One chosen_bread with topping and sauce.\nprice = amount * 6\n{print} 'That will be 'price dollar' please'\n```\n" - 11: - story_text: "### Exercise\nDebug this calendar program. The output of this program is supposed to look like a list of dates.\nFor example:\n\n```\nHedy calendar\nHere are all the days of November\nNovember 1\nNovember 2\nNovember 3\n```\nAnd so on.\n\nMind that you have to test your code extra carefully for the month February, because the amount of days in this month changes in leap years." - example_code: "**Warning! This code needs to be debugged!**\n```\n{print} 'Hedy calendar'\nmonths_with_31 days = January, March, May, July, September, October, December\nmonths_with_30_days = April, June, August, November\nmonth = {ask} 'Which month would you like to see?'\n{if} month {in} months_with_31_days\n days = 31\n {if} month {in} months_with30_days\n days = 30\n{if} month = February\n leap_years = 2020, 2024, 2028, 2036, 2040, 2044, 2028\n year = {ask} 'What year is it?'\n{if} year {in} leap_years\n days = 29\n{else}\n days = 28\n\n{print} 'Here are all the days of ' moth\n{for} i {in} {range} 1 {to} days\n {print} month i\n```\n" - 12: - story_text: "### Exercise\nDebug this code. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\n{define} greet\ngreetings = 'Hello', 'Hi there', 'Goodevening'\n {print} greetings {at} {random}\n\n{define} take_order\n food = {ask} 'What would you like to eat?'\n {print} 'One food'\n drink = 'What would you like to drink?'\n {print} 'One ' drink\n more = {ask} 'Would you like anything else?'\n {if} more {is} 'no'\n {print} 'Alright'\n {else}\n {print} 'And ' more\n{print} 'Thank you'\n\n{print} 'Welcome to our restaurant'\npeople = {ask} 'How many people are in your party tonight?'\n{for} i {in} {range} 0 {to} people\n {call} greet_costumer\n```\n" - 14: - story_text: "### Exercise\nDebug this code. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\n{define} calculate_heartbeat\n {print} 'Press your fingertips gently against the side of your neck'\n {print} '(just under your jawline)'\n {print} 'Count the number of beats you feel for 15 seconds'\n beats == {ask} 'How many beats do you feel in 15 seconds?'\n heartbeat = beats*4\n {print} 'Your heartbeat is ' heartbeat\n {if} heartbeat >= 60 {or} heartbeat <= 100\n {print} 'Your heartbeat seems fine'\n {else}\n {if} heartbeat > 60\n {print} 'Your heartbeat seems to be too low'\n {if} heartbeat < 100\n {print} 'Your heartbeat seems to be too high'\n {print} 'You might want to contact a medical professional'\n\nmeasure_heartbeat = {ask} 'Would you like to measure your heartbeat?'\n{if} measure_heartbeat = 'yes'\n {call} measure_heartbeat\n{else}\n 'no problem'\n```\n" - 15: - story_text: "### Exercise\nDebug this random children's story. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\nnames = 'Tanya', 'Romy', 'Kayla', 'Aldrin', 'Ali'\nverbs='walking', 'skipping', 'cycling', 'driving', 'running'\nlocations = 'on a mountaintop', 'in the supermarket', 'to the swimming pool'\nhiding_spots = 'behind a tree', under a table', in a box'\nsounds = 'a trumpet', 'a car crash', 'thunder'\ncauses_of_noise = 'a television', 'a kid with firecrackers', 'a magic elephant', 'a dream'\n\nchosen_ name = names {at} {random}\nchosen_verb = verbs {at} {random}\nchosen_location = 'locations {at} {random}'\nchosen_sounds = noises {at} {random}\nchosen_spot = hiding_spots {random}\nchosen_causes = causes_of_noise {at} {random}\n\n{print} chosen_name ' was ' chosen_verb ' ' chosen_location\n{print} 'when they suddenly heard a sound like ' sounds {at} {random}\n{print} chosen_name ' looked around, but they couldn't discover where the noise came from'\n{print} chosen_name ' hid ' chosen_spot'\n{print} 'They tried to look around, but couldn't see anything from there'\nhidden = 'yes'\n{while} hidden = 'yes'\n {print} chosen_name 'still didn't see anything'\nanswer = {ask} 'does ' chosen_name ' move from their hiding spot?'\n {if} answer = 'yes'\n hidden == 'no'\n{print} 'chosen_name moved from' chosen_spot\n{print} 'And then they saw it was just' chosen_cause\n{print} chosen_name 'laughed and went on with their day'\n{print} The End\n```\n" - 16: - story_text: "### Exercise\nDebug this code. Good luck!\nTip: Make sure that you only see your score once in the end." - example_code: "**Warning! This code needs to be debugged!**\n```\ncountry = ['The Netherlands', 'Poland', 'Turkey', 'Zimbabwe', 'Thailand', 'Brasil', 'Peru', 'Australia', 'India', 'Romania' ]\ncapitals = 'Amsterdam', 'Warshaw' 'Istanbul', 'Harare', 'Bangkok', 'Brasilia', 'Lima', 'Canberra', 'New Delhi', 'Bucharest'\nscore = 0\n{for} i {in} {range} 0 {to} 10\n answer = {ask} 'What's the capital of ' countries[i]\n correct = capital[i]\n {if} answer = correct\n {print} 'Correct!'\n score = score + 1\n {else}\n {print} 'Wrong,' capitals[i] 'in the capital of' countries[i]\n {print} 'You scored ' score ' out of 10'\n\n```\n" - 17: - story_text: "### Exercise\nDebug this code. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\n{define} food_order\n toppings = {ask} 'pepperoni, tuna, veggie or cheese?'\n size = {ask} 'big, medium or small?'\n number_of_pizza = {ask} 'How many these pizzas would you like?'\n\n {print} 'YOU ORDERED'\n {print} number_of_pizzas ' size ' topping ' pizza'\n\n{define} drinks_order\n drink = {ask} 'water, coke, icetea, lemonade or coffee?'\n number_of_drinks = {ask} 'How many of these drinks would you like?'\n\n {print} 'YOU ORDERED'\n {print} number_of_drinks ' ' drink\n\n'Welcome to Hedy pizza'\nmore_food = {ask} 'Would you like to order a pizza?'\n{while} more_food = 'yes'\n {return} food_order\n more_food = {ask} 'Would you like to order a pizza?'\nmore_drinks = {ask} 'Would you like to order some drinks?'\n{while} more_drinks == 'yes'\n {call} drink_order\n more_drinks == {ask} 'Would you like to order more drinks?'\n\n\n{print} 'Thanks for ordering!'\n```\n" - 18: - story_text: "### Exercise\nDebug this Old MacDonald program from level 16. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\nanimals = ['pig', 'dog', 'cow']\nsounds = ['oink', 'woof', 'moo']\n{for} i {in} {range} 1 {to} 3\n animal = animals[i]\n sound = sounds[i]\n {print} 'Old MacDonald had a farm'\n {print} 'E I E I O!'\n {print} 'and on that farm he had a ' animal\n {print} 'E I E I O!'\n {print} 'with a ' sound sound ' here'\n {print} 'and a ' sound sound ' there'\n {print} 'here a ' sound\n {print} 'there a ' sound\n {print} 'everywhere a ' sound sound\n```\n" - 13: - example_code: "**Warning! This code needs to be debugged!**\n```\n{define}movie_recommendation {with} name\n action_movies == 'Die Hard', 'Fast and Furious', 'Inglorious Bastards'\n romance_movies = 'Love Actually', 'The Notebook', 'Titanic'\n comedy_movies = 'Mr Bean' 'Barbie''Deadpool'\n kids_movies = 'Minions', 'Paddington', 'Encanto'\n {if} name {is} 'Camila' {or} name {is} 'Manuel'\n recommended_movie = kids_movie {at} {random}\n {if} name {is} 'Pedro' {or} 'Gabriella'\n mood = {ask} 'What you in the mood for?'\n {if} mood {is} 'action'\n recommended_movie = comedy_movies {at} {random}\n {if} mood {is} 'romance'\n recommended_movie = romance_movies\n {if} mood {is} 'comedy'\n recommended_movie = comedy_movies {at} {random}\n\n{print} 'I would recommend ' recommended_movie ' for ' name\n\nname = {ask} 'Who is watching?'\nrecommendation = {ask} 'Would you like a recommendation?'\n{if} recommendaion {is} 'yes'\n{print} movie_recommendation {with} name\n{else}\n{print} 'No problem!'\n```\n" - story_text: "### Exercise\nDebug this code. Good luck!" - 1: - story_text: "Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code.\nThat means that in these debugging adventures, we will show you code that does not work yet.\nYou will have to figure out what's wrong and correct the mistakes.\n\n### Exercise\nDebug this code. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\n{print} I love programming\nDo you love programming too?\n{echo}\n{print} What are your hobbies?\n{echo} Your hobbies are\n```\n" - 7: - example_code: "**Warning! This code needs to be debugged!**\n```\nAre you sleeping?\nBrother John!\nMorning bells are ringing!\nDing, dang, dong!\n```\n" - story_text: "### Exercise\nSurprise! This program looks more like an output than a code. And yet, we don't want you to just add `{print}` commands in front of each line.\nFix this program to turn it into the nursery rhyme 'Brother John (Frère Jacques)' by using the {repeat} command of course!" - 3: - example_code: "**Warning! This code needs to be debugged!**\n```\nmovie_choices {is} dracula, fast and furious, home alone, barbie\nchosen_movie {is} movies {at} {random}\n{print} Tonight we will watch chosen _movies\nlike {ask} Do you like that movie?\n{print} Tomorrow we will watch something else.\n{add} chosen_movie {to_list} movie_choices\n{print} Tomorrow we will watch tomorrows_movie\ntomorrows_movie {is} movie_choices {at} {random}\nI'll go get the popcorn! {print}\n```\n" - story_text: "Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code.\nThat means that in these debugging adventures, we will give you a code that does not work yet.\nYou will have to figure out what's wrong and correct the mistakes.\n\n### Exercise\nDebug this code. Good luck!" - 6: - example_code: "**Warning! This code needs to be debugged!**\n```\n{print} 'Vending machine'\nchosen_product = {ask} 'Please select a product'\n1_dollar_products = coke orange juice water\n2_dollar_products = chocolate, cookie, museli bar\n3dollar_prodcuts = potato chips, beef jerky, banana bread\n{if} chosen {is} {in} 1_dollar_products\nprice = 1\n{if} chosen_product {is} 2_dollar_products\nprice = 2\n{else} chosen_product {in} 3_dollar_products\nprice = 3\namount_of_products = '{ask} How many of ' chosen_product would you like to have?'\ntotal = price + amount_of_product\n{print} 'That will be $' price 'please'\n```\n" - story_text: "### Exercise\nDebug this code. Good luck!" - default_save_name: debugging - description: debugging adventure - name: debugging - default: - default_save_name: intro - name: Introduction - description: Level explanation - levels: - 1: - story_text: "Welcome to Hedy! Here you can learn how to program step by step.\n\nTry the code yourself! The yellow button copies the example code to your programming field.\nThen push the green 'Run code' button under the programming field to run the code.\n\nReady? Then go to the next tab to learn how to make your own codes!\n" - example_code: "```\n{print} Hello world!\n```\n" - 3: - story_text: "In the previous level you've learned what a variable is and how you can use it to make your adventures more interactive.\nBut... that's not the only thing you can do with variables! You can also use variables to make lists.\nAnd you can even let Hedy pick a random word out of a list, which allows you to make real games!\nTake a quick look at the next tab!\n" - 4: - story_text: "In the previous levels you've been practising with variables, but you may have come across this problem.\nYou might have tried to run a code like this:\n\nOf course you wanted to print\n\n`My name is Sophie`\n\nbut Hedy prints\n\n`My Sophie is Sophie`.\n\nIn this level this problem is fixed by using quotation marks.\n" - example_code: "```\nname {is} Sophie\n{print} My name is name\n```\n" - 5: - example_code: "```\npassword {is} {ask} 'What is the correct password?'\n```\n" - story_text: "In the previous levels you've already learned to use `{at} {random}` which made your games different every time you ran the code.\nBut it's not really interactive, the player doesn't have any influence on what happens in the game.\n\nIn this level you'll learn the `{if}` command, that allows you to give different responses in your program. This way you can program a secret password for your computer for example.\nSo let's go to next tab for the new command!\n" - 9: - example_code: "```\nanswer = {ask} 'Are you ready to learn something new?'\n{if} answer {is} yes\n {print} 'Great! You can learn to use the repeat command in the if command!'\n {print} 'Hooray!'\n {print} 'Hooray!'\n {print} 'Hooray!'\n{else}\n {print} 'Maybe you should practice some more in the previous level'\n" - story_text: "Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two...\nGood news! In this level you will be allowed to put an {if} inside an {if}, or inside a {repeat} command. Putting a block of code inside another block of code is called nesting. ``` Putting a block of code inside another block of code is called nesting.\n" - 10: - example_code: "```\n{repeat} 2 {times}\n {print} 'if youre happy and you know it clap your hands'\n{print} 'if youre happy and you know it and you really want to show it'\n{print} 'if youre happy and you know it clap your hands'\n```\n" - story_text: "You're doing great! In the previous levels we still faced a small problem. You have learned to repeat lines, but what if you'd want to slightly change the line.\nFor example if you want to sing the song 'if you're happy and you know it'. It would look like this:\n\nIf you'd also want the next verse 'stomp your feet', and the next one, and the next one, you'd have to change the code completely.\nIn this level you'll learn the `{for}` command, which allows you to make a list of actions and repeat the code with another action each time!\nPlease take a look!\n" - 12: - story_text: "Maybe you have tried using decimal numbers in your restaurant adventure. If you did, you probably noticed that Hedy didn't understand them yet and always rounded off.\nFrom this level on you can use decimal numbers.\n" - example_code: "```\nburger = 5\ndrink = 2\ntotal = burger + drink\nprint 'You have ordered a burger and a drink'\nprint 'That costs ' total ' dollars please'\n```\n" - 13: - example_code: "```\nusername = {ask} 'What is your username?'\npassword = {ask} 'What is your password?'\n{if} username {is} 'Hedy'\n {if} password {is} 'secret'\n {print} 'Welcome Hedy!'\n {else}\n {print} 'Access denied'\n{else}\n {print} 'Access denied!'\n```\n" - story_text: "In the previous levels you've learned how to put two `{if}`commands inside each other. This works fine, but it does give you very long and unhandy codes like this one:\n\nIn this system you have to give both the correct username and the correct password.\nIn this level you will learn the `{and}` command that will make this code a lot shorter and more understandable!\nCheck it out!\n" - 15: - story_text: "In this game below a code has been made to make sure the player can play on as long as they want...\nBut the code is ineffective and way too long. Also, what if the player wants to play 101 games instead of 100?\nYou can't play to infinity?\nIn this level you will learn a command that makes all of this a lot easier!\n" - example_code: "```\ngame = 'on'\n{for} i {in} {range} 1 {to} 100\n {if} game == 'on'\n answer = {ask} 'Do you want to continue?'\n {if} answer == 'no'\n game = 'over'\n {if} answer == 'yes'\n {print} 'Ok we will continue'\n```\n" - 16: - story_text: "In this level we will grow a bit more towards real Python code. You will also learn how to match two lists together.\nThis way you can program a code in which the correct animal is matched to the right sound.\nBecause the two codes below... Are obviously nonsense!\n" - example_code: "```\nanimals = 'chicken', 'horse', 'cow'\nsounds = 'cluck', 'neigh', 'moo'\n{for} animal {in} animals\n {print} 'A ' animal ' says ' sounds {at} {random}\n```\nYou could also try to make it work this way, but....\n```\nanimals = 'chicken', 'horse', 'cow'\nsounds = 'cluck', 'neigh', 'moo'\n{for} animal {in} animals\n {for} sound {in} sounds\n {print} 'A ' animal ' says ' sound\n```\nNote: These codes will not work like this in this level. Head to the next tab to see which parts you need to correct." - 6: - example_code: "```\nfood_price {is} 0\ndrink_price {is} 0\ntotal_price {is} 0\n{print} 'Welcome to McHedy'\norder {is} {ask} 'What would you like to eat?'\n{if} order {is} hamburger food_price {is} 5\n{if} order {is} fries food_price {is} 2\ndrink {is} {ask} 'What would you like to drink?'\n{if} drink {is} water drink_price {is} 0\n{else} drink_price {is} 3\ntotal_price {is} food_price + drink_price\n{print} 'That will be ' total_price ' dollars, please'\n```\n" - story_text: "In the previous level you have practiced with `{ask}` and `{if}`. For example you can ask guests what they would like to eat.\nWhat you can't yet do though, is calculate the price for everyone's dinner.\n\nThis level makes it possible to use addition, subtraction and multiplication in your programs. This way you can calculate the prices in your restaurant, but you could also add a secret code to give your friends and family a discount.\nAnother option in this level is programming your own maths game, for your little brother or sister to practice their multiplications.\nGo see for yourself!\n" - 7: - story_text: "Great job! You've reached the next level, which means you have practiced with `{if}` and `{else}`. You have probably noticed that your codes are getting longer and longer.\nFor example if you want to program 'Happy Birthday'.\n\nThat's a lot of code for mainly the same words over and over again. Luckily in the next tab you'll learn a solution with the `{repeat}` command, that allows you to repeat a line of code multiple times.\n" - example_code: "```\n{print} 'happy birthday to you'\n{print} 'happy birthday to you'\n{print} 'happy birthday dear Hedy'\n{print} 'happy birthday to you'\n```\n" - 11: - story_text: "You have reached level 11, you're doing great! In the higher levels, Hedy is focussing more and more on teaching you the programming language Python.\nIn Python there is no `{repeat}` command, but there is a command that works like {repeat}. Are you curious to find out how to say `{repeat}` in Python language? Quickly go on to find out!\n" - 2: - story_text: "Congratulations! You've reached level 2. Hopefully you've already made some awesome codes!\nIn the first level you might've notice that the `{echo}` command can only save one bit of information at a time.\nFor example in the restaurant adventure, you could echo what the costumer wanted to eat, or what they wanted to drink, but not both in one sentence.\n\nThat changes in level 2. In level 2 you'll learn to work with variables, that allow you to save multiple pieces of information and print them in any place you want.\nSo let's go to the next tab!\n" - example_code: "**Warning! This code does not work!**\nIn Hedy commands will change sometimes. `{echo}` for example only works in level 1. In this level you'll learn a better way to echo answers back.\n```\n{print} Welcome at Hedy's\n{ask} What would you like to eat?\n{echo} So you want\n{ask} what would you like to drink?\n{echo} So you want\n```\n" - 8: - example_code: "```\n{repeat} 5 {times} {print} 'In the next tab you can repeat multiple lines of code at once!'\n```\n" - story_text: "Now you've learned how to repeat one single line of code. This comes in handy, but it's not always enough. Sometimes you want to repeat multiple lines at once.\nThis level allows you to group a couple of lines of code, and repeat that little group of lines all at once!\n" - 14: - story_text: "With the example code you can calculate if you've passed a subject at school (so, a grade of six or higher).\nYou can see this code is extremely inefficient, due to the very long code in line 5.\nAll the different grades from 1 to 5 had to be programmed separately. Lucky for you, in this level you'll learn how to do this without this extremely long code!\n" - example_code: "```\nfirst_grade = {ask} 'What score did you get on your first test?'\nsecond_grade = {ask} 'What score did you get on your second test?'\nadded = first_grade + second_grade\nmean_grade = added / 2\n{if} mean_grade = 1 {or} mean_grade = 2 {or} mean_grade = 3 {or} mean_grade = 4 {or} mean_grade = 5\n {print} 'Oh no! You have failed the subject...'\n{else}\n {print} 'Great! You have passed the subject!'\n```\n" - 17: - story_text: "Now we are going to change indentation a little bit. Every time that we need an indentation, we need `:` at the line before the indentation.\n\nIn this level you can also use a new command: `{elif}`. `{elif}` is short for ``{else} {if}`` and you need it when you want to make 3 (or more!) options.\nCheck it out!\n" - 18: - story_text: "Congratulations! You have reached the last level of Hedy! The code you have created here can be copied to real Python environments like replit or PyCharm, and you can continue learning there!\nNote however that Python can only read English commands, so if you have been using other languages, you will need to switch to English now.\n" - dice: - levels: - 7: - example_code: "```\nchoices = 1, 2, 3, 4, 5, 6\n_ _ _ _ _ _ _\n```\n" - story_text: "You can also make a dice again in this level. With the `{repeat}` code you can easily roll a whole hand of dice.\n\n### Exercise\nTry to finish the sample code! **Extra** Think of a game you know that involves a dice and program that using a `{repeat}`.\n" - 6: - story_text: "You can also make an Earthworm die again in this, but now you can also calculate how many points have been rolled.\nYou may know that the worm counts 5 points for Earthworms. Now after a roll you can immediately calculate how many points you have thrown.\nThis is the code to calculate points for one die:\n\n### Exercise\nCan you make the code so that you get the total score for 8 dice? To do that, you have to copy and paste some lines of the code.\n" - example_code: "```\nchoices = 1, 2, 3, 4, 5, earthworm\npoints = 0\nthrow = choices {at} {random}\n{print} 'you threw ' throw\n{if} throw {is} earthworm points = points + 5 {else} points = points + throw\n{print} 'those are ' points ' points'\n```\n" - example_code_2: "Did you manage to calculate the score for 8 dice? That required a lot of copy and pasting, right? We are going to make that easier in level 7!\n" - 3: - story_text_2: "### Exercise\nThe dice in the example above are dice for a specific game. Can you make normal dice?\nOr other special dice from a different game?\n" - example_code_2: "```\nchoices {is} _\n```\n" - example_code: "```\nchoices {is} 1, 2, 3, 4, 5, earthworm\n{print} You threw _ {at} {random} !\n```\n" - story_text: "In this level we can choose from a list. With that we can let the computer choose one side of the die.\nTake a look at the games you have in your closet at home.\nAre there games with a (special) die? You can also copy it with this code.\nFor example, the dice of the game Earthworms with the numbers 1 to 5 and an earthworm on it.\n\n![Die of earthworms with 1 to 5 and an earthworm on it](https://cdn.jsdelivr.net/gh/felienne/hedy@24f19e9ac16c981517e7243120bc714912407eb5/coursedata/img/dobbelsteen.jpeg)\n" - 15: - example_code: "```\noptions = 1, 2, 3, 4, 5, 6\n{print} 'Throw 6 as fast as you can!'\nthrown = 0\ntries = 0\n_\n_\n_\n_\n_\n{print} 'Yes! You have thrown 6 in ' tries ' tries.'\n```\n" - story_text: "### Exercise\nIn this level you can create a little game in which you'll have to throw 6 as fast as possible.\nWe have started the code, it's up to you to get the game to work!\n\nFirstly, add a `{while}` loop that checks if 6 has been thrown or not.\nAs long as you haven't thrown 6 already, throw the dice on a random number.\nPrint what the player has thrown.\nAdd a try to the amount of tries\nWait a second before you throw again, or - in case you've thrown a 6 - before the game ends.\n" - 10: - story_text: "### Exercise\nIs everybody taking too long throwing the dice? In this level you can let Hedy throw all the dice at once!\nChange the names into names of your friends or family, and finish the code.\n" - example_code: "```\nplayers = Ann, John, Jesse\nchoices = 1, 2, 3, 4, 5, 6\n_ _ _ _\n {print} player ' throws ' choices {at} {random}\n {sleep}\n```\n" - 4: - story_text: "In this level you can also create dice. But this time you can try it yourself, without an example code!\n\n### Exercise\nMake your own dice in this level.\nTip: If you have no idea how to make dice. Take a peek at your dice from the previous level, but don't forget to add quotation marks.\n" - 5: - example_code: "```\nchoices {is} 1, 2, 3, 4, 5, earthworm\nthrow {is} choices {at} {random}\n{print} 'you have thrown ' throw\n_ throw {is} earthworm {print} 'You can stop throwing.'\n_ {print} 'You have to throw it again!'\n```\n" - story_text: "We are going to add the `{if}` and `{else}` commands to our dice!\n\n### Exercise\nComplete the sample code so that the code says \"You can stop throwing\" once you have thrown an earthworm. It should say \"You have to throw again\" if you've thrown anything else.\n**Extra** Maybe you want to recreate a die from a completely different game. That's fine too! Then make up your own reaction, e.g. 'yes' for 6 and 'pity' for something else.\n" - default_save_name: Dice - name: Dice - description: Make your own dice - dishes: - levels: - 5: - story_text: "With the `{if}` you can now have more fun with choice in the program. You can have your program respond to the choice that the computer has made.\n### Exercise\nCan you finish the code so that it prints 'too bad' when it is your turn and otherwise 'yes!'?\nDon't forget the quotes!\n" - example_code: "```\npeople {is} mom, dad, Emma, Sophie\ndishwasher {is} people {at} {random}\n_ dishwasher {is} Sophie {print} _ too bad I have to do the dishes _\n_ {print} 'luckily no dishes because ' _ ' is already washing up'\n```\n" - 4: - example_code: "```\npeople {is} mom, dad, Emma, Sophie\n{print} _ the dishes are done by _\n{sleep}\n{print} people {at} _\n```\n" - story_text: "With quotation marks you can make your dishwashing program even better.\n\n### Exercise\nFirst, fill in right symbols or commands on the blanks to make this example program work.\nDid you get it? Great! Now copy your own code from the previous level and make it work in this level by adding quotation marks in the right spots.\n" - 6: - example_code: "```\npeople = mom, dad, Emma, Sophie\nemma_washes = 0\ndishwasher = people {at} {random}\n{print} 'The dishwasher is' dishwasher\n{if} dishwasher {is} Emma emma_washes = emma_washes + 1\n{print} 'Emma will do the dishes this week' emma_washes 'times'\n```\n\nNow you can copy lines 3 to 5 a few times (e.g. 7 times for a whole week) to calculate for a whole week again.\nDo you make the code for the whole week?\n" - story_text: "How often is everyone going to do the dishes? Is that fair? You can count it in this level.\n" - example_code_2: "```\npeople = mom, dad, Emma, Sophie\ndishwasher = people {at} {random}\n{print} 'Monday the dishes are done by: ' dishwasher\n{remove} dishwasher {from} people\ndishwasher = people {at} {random}\n{print} 'Tuesday the dishes are done by: ' dishwasher\n{remove} dishwasher {from} people\n```\n" - story_text_2: "If you are extremely unlucky the previous program might choose you to do the dishes for the whole week! That's not fair!\nTo create a fairer system you can use the `{remove}` command to remove the chosen person from the list. This way you don't have to do the dishes again until everybody has had a turn.\n\nMonday and Tuesday are ready for you! Can you add the rest of the week?\nAnd… can you come up with a solution for when your list is empty?\n" - 10: - example_code: "```\ndays = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday\nnames = mom, dad, Emma, Sophie\n{for} day {in} days\n {print} names {at} {random} ' does the dishes on ' day\n```\n" - story_text: "In this level you can make a schedule for the whole week in an easy way!\n\n### Exercise\nAdd a second chore, such as vacuuming or tidying up, and make sure it is also divided for the whole week.\n
**Extra** The program is not fair, you can be unlucky and wash up all week. How could you make the program more fair?\n" - 3: - story_text_2: "### Exercise\nMake your own version of the dishwasher program. Firstly make a list of your family members.\nThen think of a task that needs to be done, and let the computer decide who has to do the task with the `{at} {random}` command.\n\n**Extra** Don't feel like doing the dishes yourself? Hack the program by removing your name from the list with the `{remove}` `{from}` command.\n" - example_code: "```\npeople {is} mom, dad, Emma, Sophie\n{print} people {at} {random} has to do the dishes\n```\n" - story_text: "Do you always disagree at home about who should wash the dishes or change the litter box today?\nThen you can let the computer choose very fairly. You can program that in this level!\n" - 7: - story_text: "With the `{repeat}` you can repeat pieces of code. You can use this to calculate who will be washing dishes for multiple days!\n### Exercise\nUse the `{repeat}` command to decide on who needs to wash the dishes for an entire week. Each blank needs to be filled with one command or number!\n**Extra** Can you think of other tasks in the house? Adapt the code so it decides on three household chores. Do not forget to print what tasks it concerns!\n" - example_code: "```\npeople = mom, dad, Emma, Sophie\n{repeat} _ _ {print} 'Dishwashing will be done by ' _ _ _\n```\n" - name: Dishes? - description: Use the computer to see who does the dishes - default_save_name: Dishes - elif_command: - description: '{elif}' - name: '{elif}' - levels: - 17: - story_text: "In this level you can also use a new command: `{elif}`. `{elif}` is a combination of the keywords `{else}` and `{if}` and you need it when you want to make 3 (or more!) options.\nCheck it out!\n" - example_code: "```\nprizes = ['1 million dollars', 'an apple pie', 'nothing']\nyour_prize = prizes[{random}]\n{print} 'You win ' your_prize\n{if} your_prize == '1 million dollars' :\n {print} 'Yeah! You are rich!'\n{elif} your_prize == 'an apple pie' :\n {print} 'Lovely, an apple pie!'\n{else}:\n {print} 'Better luck next time..'\n```\n" - default_save_name: elif - for_command: - levels: - 10: - story_text_2: "### Exercise\nFinish this code by adding `{for} action {in} actions` to line 2.\n" - example_code: "```\nanimals = dog, cat, blobfish\n{for} animal {in} animals\n {print} 'I love ' animal\n```\n" - example_code_2: "```\nactions = clap your hands, stomp your feet, shout Hurray!\n_\n {repeat} 2 {times}\n {print} 'If youre happy and you know it, ' action\n {sleep} 2\n {print} 'If youre happy and you know it, and you really want to show it'\n {print} 'If youre happy and you know it, ' action\n {sleep} 3\n```\n" - story_text: "## For\nIn this level we learn a new code called `{for}`. With `{for}` you can make a list and use all elements.\n`{for}` creates a block, like `{repeat}` and `{if}` so all lines in the block need to start with 4 spaces." - 18: - story_text: "Lastly, we'll turn `{for} i {in} {range} 1 to 5` into real Python code, like this:\n" - example_code: "```\n{for} i {in} {range}(1,5):\n {print} (i)\n```\n" - 11: - example_code: "```\n{for} counter {in} {range} 1 {to} 10\n {print} counter\n{print} 'Ready or not. Here I come!'\n```\n" - story_text: "In this level, we add a new form of the `{for}`. In earlier levels, we used `{for}` with a list, but we can also use `{for}` with numbers.\nWe do that by adding a variable name, followed by `{in}` `{range}`. We then write the number to start at, `{to}` and the number to end at.\n\nTry the example to see what happens! In this level again, you will need to use indentations in lines below the `{for}` statements." - 17: - story_text: "Now we are going to change indentation a little bit. Every time that we need an indentation, we need `:` at the line before the indentation.\n" - example_code: "```\n{for} i {in} {range} 1 {to} 10:\n {print} i\n{print} 'Ready or not, here I come!'\n```\n" - default_save_name: for - name: '{for}' - description: '{for} command' - fortune: - levels: - 3: - story_text_2: "### Exercise\nNow, Hedy can only answer yes, no or maybe. Can you give Hedy more answer options, like 'definitely' or 'ask again'.\n" - story_text: "In the previous levels you've created your first fortune telling machine, but Hedy couldn't really predict anything, only `{echo}`.\nIn this level you can use a variable and the `{at} {random}` command to really let Hedy choose an answer for you. Check out this code for instance:\n" - example_code: "```\n{print} I’m Hedy the fortune teller!\nquestion {is} {ask} What do you want to know?\n{print} This is what you want to know: question\nanswers {is} yes, no, maybe\n{print} My crystal ball says...\n{sleep} 2\n{print} answers {at} {random}\n```\n" - 4: - example_code: "```\n_ Add the quotation marks to this code _\n{print} Im Hedy the fortune teller!\nquestion {is} {ask} What do you want to know?\n{print} This is your question: question\nanswers {is} yes, no, maybe\n{print} My crystal ball says...\n{sleep} 2\n{print} answers {at} {random}\n```\n" - story_text: "### Exercise\nWe have removed all the quotation marks from this example code, can you add them in all the right places?\n\n### Exercise 2\nGo back to the previous level and copy your fortune teller code. Make the code work in this level by adding quotation marks in the right spots.\n" - 6: - example_code: "```\n{print} 'I am Hedy the fortune teller!'\n{print} 'I can predict how many kids youll get when you grow up!'\nage = {ask} 'How old are you?'\nsiblings = {ask} 'How many siblings do you have?'\nlength = {ask} 'How tall are you in centimetres?'\nkids = length / age\nkids = kids - siblings\n{print} 'You will get ...'\n{sleep}\n{print} kids ' kids!'\n```\n" - story_text: "In this level you can use math in your predictions as a fortune teller. This allows you to make up (silly) formulas to calculate the future.\nFor example you could calculate how rich you'll get or how many kids you will have when you grow up.\n\n\n\n### Exercise\nCan you think of your own (silly) fortune telling machine?\n" - 5: - example_code: "```\nfriends {is} Jordan, Lucy, Dave\n{print} 'I can predict if you will win the lottery tomorrow!'\nperson {is} {ask} 'Who are you?'\ngood_answer {is} Hurray! You win!, You will definitely win!, We have a winner!\nbad_answer {is} Bad luck! Try again!, Another person will win, You lose!\n{if} person {in} friends {print} good_answer {at} {random}\n{else} {print} bad_answer {at} {random}\n```\n" - story_text: "### Exercise\nIn the example code you see how to make a fortune teller program that allows you to tip the odds in your favor. This cheating program always tells you that you will win the lottery, but your friends will never win.\n\nUse this to make your own program, be creative! For example you could create a code that predicts that:\n* your favorite sports team will beat all the competitors!\n* your favorite movie will be chosen for movie night!\n* you win tickets to your favorite show!\n* you are the fairest of them all, like Snow White's magic mirror.\nLet your imagination do the work!\n\nYour program has to exist of at least 10 lines of code and need to have at least one `{if}` and `{else}` command.\n" - 7: - story_text: "### Exercise\nFinish this program that tells you if your crush loves you back or not.\n" - example_code: "```\n{print} 'I have a flower with magic petals'\n{print} 'If you pick the petals the flower will tell you if your crush loves you back'\namount = {ask} 'How many petals do you want to pick?'\noptions = they love you, they love you not\n_ _ _ _ options {at} {random}\n```\n" - 10: - story_text: "In this level you'll learn how to program the game MASH (mansion, apartment, shack, house). In this game you can predict for all the players at once, what their future will look like.\n\n### Exercise\nFil in the blanks by using the new command that you've learned this level.\n" - example_code: "```\nhouses = mansion, apartment, shack, house\nloves = nobody, a royal, their neighbour, their true love\npets = dog, cat, elephant\nnames = Jenna, Ryan, Jim\n_\n {print} name ' lives in a ' houses {at} {random}\n {print} name ' will marry ' loves {at} {random}\n {print} name ' will get a ' pets {at} {random} ' as their pet.'\n {sleep}\n```\n" - 12: - story_text: "From level 12 on, you will also have to use quotation marks in lists, before and after each item.\n\n### Exercise\nAdd two predictions to the list" - example_code: "```\nfortunes = 'you will slip on a banana peel', _\n{print} 'I will take a look in my crystal ball for your future.'\n{print} 'I see... I see...'\n{sleep}\n{print} fortunes {at} {random}\n```\n" - 1: - story_text: "Have you ever been to a carnival and had your future predicted by a fortune teller? Or have you ever played with a magic eight ball?\nThen you probably know that they can't really predict your future, but it's still fun to play!\n\nIn the upcoming levels you can learn how to create your own fortune telling machine!\nIn level 1 you can start off easy by letting Hedy introduce herself as a fortune teller and let her `{echo}` the players' answers.\nLike this:\n" - example_code: "```\n_ Hello, I'm Hedy the fortune teller!\n_ Who are you?\n_ Let me take a look in my crystal ball\n_ I see... I see...\n_ Your name is\n```\n" - story_text_2: "### Exercise\nCopy the example code into your input screen and fill in the blanks to make the code work.\n**Extra** Change the code and let the fortune teller not only predict your name, but also your age, your favorite sports team or something else about yourself.\n" - 8: - example_code: "```\n{print} 'I am Hedy the fortune teller!'\n{print} 'You can ask me 3 questions.'\nanswers = yes, no, maybe\n_ _ _\n question = {ask} 'What do you want to know?'\n {print} question\n {sleep}\n {print} 'My crystal ball says... ' answers {at} {random}\n```\n" - story_text: "In the next example you can have your fortune teller ask multiple questions and also print them!\n\n### Exercise\nCan you fill in right command on the blanks?\n" - default_save_name: Fortune Teller - description: Let Hedy predict the future - name: Fortune teller - functions: - name: functions - description: functions - levels: - 13: - example_code: "```\n{define} song {with} place\n {print} 'My Bonnie is over the ' place\n\n{call} song {with} 'ocean'\n{call} song {with} 'sea'\n{call} song {with} 'ocean'\n```\n" - story_text: "Now that you've learned how to use functions, you'll learn how to use a function with an argument.\nAn **argument** is a variable that is used within a function. It is not used outside the function.\n\nFor example in this code we've programmed the first verse of the song 'My Bonnie is over the ocean'.\nIn this example code the argument 'place' is used. Place is a variable that is only used in the function, so an argument.\nTo use 'place' we have placed `{with} place` after `{define} song`.\nWhen the function is called, the computer will replace the argument 'place', with the piece of text after `{call} song {with}`.\n\n### Exercise\nThe next verse of this song goes:\n\n```not_hedy_code\nLast night as I lay on my pillow\nLast night as I lay on my bed\nLast night as I lay on my pillow\nI dreamed that my Bonnie is dead\n```\n\nCan you program this verse in the same way as the example?\n" - 14: - story_text: "In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you.\nYou can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**.\n\nFor example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value.\n\n### Exercise\nFinish this code. We have already made the variable new_price for you, you only need to set it.\nYou should finish the line of code by calling the function that calculates the new price.\n" - example_code: "```\n{define} calculate_new_price {with} amount, percentage\n percentage = percentage / 100\n discount_amount = amount * percentage\n {return} amount - discount_amount\n\nold_price = {ask} 'How much is on the price tag?'\ndiscount = {ask} 'What percentage is the discount?'\n\nnew_price = _ calculate_new_price {with} old_price, _\n{print} 'The new price is ' new_price ' dollar'\n```\n" - 18: - story_text: "Let's make functions the Pythons way! To define a function, we no longer use:\n\n`{define} name_function {with} argument_1, argument_2:`\n\nbut we use:\n\n`{def} name_function(argument_1, argument_2):`.\n\n\nIf you don't want to use arguments, you just leave the space between the parantheses empty.\nTo call a function, we don't need the `{call}` command anymore. You just type the name of the function.\n" - example_code: "```\n{def} calculate_score(answer, correct_answer):\n {if} answer == correct_answer:\n score = 1\n {elif} answer == '?':\n score = 0\n {else}:\n score = -1\n {return} score\n\nanswer = {input} ('Where can you find the Eiffel Tower?')\ncorrect_answer = 'Paris'\nscore = calculate_score(answer, correct_answer)\n{print} ('Your score is... ', score)\n```\n" - 12: - story_text: "In this level you'll learn how to use **functions**. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again.\nTo create a function, use `{define}` and give the function a name. Then put all the lines you want in the function in a indented block under the `{define}` line.\nLeave one empty line in your code to make it look nice and neat. Great job! You have created a function!\n\nNow, whenever we need that block of code, we just use {call} with the function's name to call it up! We don't have to type that block of code again.\n\nCheck out this example code of a game of Twister. The function 'turn' contains a block of code that chooses which limb should go where.\n\n### Exercise\nFinish this code by setting the 2 variables chosen_limb and chosen_color.\nThen, choose how many times you want to call the function to give the twister spinner a spin.\n\n### Exercise 2\nImprove your code by adding a variable called 'people'. Use the variable to give all the players their own command in the game.\nFor example: 'Ahmed, right hand on green' or 'Jessica, left foot on yellow'.\n" - example_code: "```\nsides = 'left', 'right'\nlimbs = 'hand', 'foot'\ncolors = 'red', 'blue', 'green', 'yellow'\n\n{define} turn\n chosen_side = sides {at} {random}\n chosen_limb = limbs _\n chosen_color = colors _\n {print} chosen_side ' ' chosen_limb ' on ' chosen_color\n\n{print} 'Lets play a game of Twister!'\n{for} i {in} {range} 1 {to} _\n {call} turn\n {sleep} 2\n```\n" - default_save_name: functions - guess_my_number: - name: Guess my number - description: guess my number - levels: - 14: - example_code: "```\n{print} 'Guess my number'\nnumbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10\nnumber = numbers {at} {random}\ngame = 'on'\n{for} i {in} {range} 1 {to} 10\n {if} game == 'on'\n guess = {ask} 'Which number do you think it is?'\n {if} guess _ number\n {print} 'Lower!'\n {if} guess _ number\n {print} 'Higher!'\n {if} guess _ number\n {print} 'You win!'\n game = 'over'\n```\n" - story_text: "In this level you can program the game 'Guess my number'\n\n### Exercise\nFill in the correct symbols on the blanks to get the game to work.\n" - default_save_name: guess my number - hangman: - default_save_name: Hangman - name: Hangman - description: Guess the word - levels: - 17: - story_text: "In this adventure we program a game of hangman. First we make some preparations, then we program the game and in the third part we add a drawing with the turtle.\n\n### Exercise\n***Set the variables*** In this game of hangman, Player 1 chooses an answer and Player 2 has to guess the letters in this answer.\nTo let the computer know all the letters in the word, we will turn the answer into a list of letters. We also do this with the guesses Player 2 makes.\nWe will start the game with 2 empty lists. We have made an empty list for the variable answer for you. Now make an empty list for guessed_letters as well.\nThen we fill in how many mistakes were made. At the start of the game, this should be 0.\nThe variable `amount_letters` tells us how many letters are in the answer. Ask Player 1 to tell us how many letters their word has.\nLastly we tell the computer if the game is over. We use the variable `game_over` and set it to `False`.\n\n***Choosing the answer*** We want Player 1 to be able to choose the answer. We'll ask them, as many times as necessary, what the next letter is.\nThen we add that letter to the answer. Lastly, we add an empty _ to the list of guessed letters, so we get as many _s as there are letters in the answer.\n\n***Player 2's turn***\nTell Player 2 its their turn. Then tell Player 2 how many letters there are in the answer. Finally, print the list of `guessed_letters`.\n\n***Go to the next tab*** Now that all the starting variables are set, we can start programming the game itself. Check out the next tab to learn how!\n" - example_code: "```\nprint 'Hangman!'\n\n# Set the variables\nanswer = []\nguessed_letters = _\nmistakes_made = _\namount_letters = {ask} _\n_ = 'False'\n\n# Choosing the answer\n{for} _\n letter = {ask} 'Player 1, what is letter ' i '?'\n _\n {add} '_' {to} _\n\n# Player 2 turn\nprint _\nprint _\nprint guessed_letters\n```\n" - hangman_2: - default_save_name: Hangman_2 - name: Hangman 2 - description: Hangman 2 - levels: - 17: - story_text: "Now it's time to program the hangman game.\n\n### Exercise\n\n***Paste your code*** Copy your code from the previous tab and paste the code in the programming field.\n\n***The game*** This games continues playing until Player 2 is game over. Fill in the while command accordingly. Now, Player 2 is allowed to guess a letter, so ask Player 2 to guess a letter.\nWe need to check if their answer is correct, so check if their `guess` is (somewhere) in the (list) `answer`. Then we let the computer figure out which of the letter(s) is the guess. We have already programmed that part for you.\nNext we want to compliment the player for finding a correct letter and we want to print the list `guessed_letters`, so the player can see their progress.\n\nThe next part we're going to program is what happens when the player has guessed all of the letters. So if their list of `guessed_letters` is the same as our list `answer`.\nIf the lists are the same, congratulate Player 2 with their victory and set the variable `game_over` to `True`.\n\nNext we'll program what happens when Player 2 guesses wrong (so the `{else}` command). First, tell the player that their guess was wrong. Then increase the `mistakes_made` variable by 1.\n\nFor the last part we'll program what happens when Player 2 has made 10 mistakes. We'll print that Player 1 has won the game. Then we'll print the correct answer. And finally, we'll set our `game_over` variable to `True`, so the game stops.\n\n***Go to the next tab*** Amazing work! Your game is playable, but wouldn't it be fun if the hangman was actually drawn when Player 2 makes a mistake..?\n" - example_code: "```\n# Paste your code here\n\n# The game\n{while} game_over _\n guess = _\n {if} _\n {for} i {in} {range} 1 {to} amount_letters:\n if answer[i] == guess:\n guessed_letters[i] = guess\n {print} _\n {if} guessed_letters == _:\n {print} _\n game_over = _\n {else}:\n {print} _\n mistakes_made _\n {if} _ == 10:\n {print} _\n {print} _\n _\n```\n" - hangman_3: - name: Hangman 3 - default_save_name: Hangman_3 - levels: - 17: - example_code: "```\n# Create a function that draws the hangman\n{define} draw_hangman {with} step:\n {if} step == 1:\n {color} white\n {forward} -100\n {turn} 90\n {forward} -50\n {color} black\n {forward} 100\n {forward} -50\n\n {if} step == 2:\n _\n# Paste your hangman game here\n\n```\n" - story_text: "In a game of hangman the mistakes are shown by drawing a part of the hangman each time a mistake has been made.\nWe now add those drawings with our turtle!\n\n### Exercise\n***Create a function that draws the hangman*** Create a function that draws the hangman in 10 steps. We have already made step 1 for you.\n\n***Test the function*** Test the function by calling the function with 10. If you are happy with the function, remove the line that calls the function for now. We will call the function when the player makes a mistake.\n\n***Paste your hangman game under your function*** Go back to the previous tab and copy your hangman game. Paste the game underneath your function.\n\n***Call the function when the player makes a mistake*** Under the line `mistakes_made = mistakes_made + 1` we will call the function. We want the turtle to take the same amount of steps as the player has made mistakes, so we call the function with `mistakes_made` as argument.\n\n***Enjoy your game!***\n
\n The hangman could look like this \n
\n" - description: Hangman 3 - harry_potter: - levels: - 10: - story_text: "### Exercise\nWe can also make a Harry Potter themed fortune teller. Fill in blanks such that 9 lines are printed.\n**Extra** Change the theme of the fortune teller into something else, such as your favorite book, film or tv show.\n" - example_code: "```\nhouses = Gryffindor, Slytherin, Hufflepuff, Ravenclaw\nsubjects = potions, defence against the dark arts, charms, transfiguration\nfears = Voldemort, spiders, failing your OWL test\nnames = Harry, Ron, Hermione\n_\n_ {print} name ' is placed in ' houses {at} {random}\n_ {print} name ' is great at ' subjects {at} {random}\n_ {print} name 's greatest fear is ' fears {at} {random}\n```\n" - default_save_name: Harry Potter - name: Harry Potter - description: Harry Potter adventures - haunted: - description: Escape from the haunted house - levels: - 1: - story_text: "In this adventure you are working towards making a game in which you have to escape from a haunted house by picking the correct door.\nIf you pick the right door you'll survive, but if not a terrible monster might...\n\nIn level 1 we start our haunted house game by making up a scary story and ask the player what monster they'll see in the haunted house.\n" - example_code: "```\n{print} How did I get here?\n{print} I remember my friend telling me to go into the old mansion...\n{print} and suddenly everything went black.\n{print} But how did I end up on the floor...?\n{print} My head hurts like Ive been hit by a baseball bat!\n{print} What's that sound?\n{print} Oh no! I feel like Im not alone in this house!\n{print} I need to get out of here!\n{print} There are 3 doors in front of me..\n{ask} Which door should i pick?\n{echo} I choose door\n{print} ...?\n```\n" - story_text_2: "### Exercise\nCopy the example code to your input screen by clicking the yellow button.\nNow finish the story by adding at least 5 lines of code.\nRemember to start each line of codes with a `{print}` command.\n" - 5: - example_code: "```\n{print} 'Escape from the haunted house!'\n{print} 'There are 3 doors in front of you...'\ndoors {is} 1, 2, 3\nmonsters {is} werewolf, mummy, vampire, zombie\nchosen_door {is} {ask} 'Which door do you choose?'\n{print} 'You chose door...' chosen_door\n{sleep}\ncorrect_door {is} doors {at} {random}\n_ _ _ _ {print} 'Great! Youve escaped!'\n{else} {print} 'Oh no! You are being eaten by a...' monsters {at} {random}\n```\n" - story_text: "Up until this level the haunted house game always asked the player to choose a door, but as you might have noticed, they didn't really have to answer correctly.\nIf the player filled in a completely random answer, the game would still work and the player might even win (despite not picking a door).\nIn this level you can only win the game by picking the same door Hedy picked randomly.\n\n### Exercise\nCan you find the 4 missing words to complete the code?\n" - 11: - example_code: "```\n{print} 'Escape from the Haunted House!'\nmonsters = zombie, vampire, giant spider\n_\n {print} 'Room ' i\n monster = monsters {at} {random}\n```\n" - story_text: "In this level we've changed the `{for}` command so we can tell the player where they are. \n\n### Exercise 1\nFinish the program so the player knows which room they are in.\n\n### Exercise 2\nMake the program into an adventure by following these steps:\n\n1. Make a list of choices (like: fight or flight)\n2. Make sure the player can choose an option with `{ask}`\n3. Is answer correct? Then they may proceed to the next monster. Do they give a wrong answer? Let the player know with a `{print}`. \n\n**Extra** If you make a wrong choice, a monster is still shown! How could you change that?\n" - 16: - example_code: "```\nnumbers = [1, 2, 3]\ni = numbers[{random}]\nhint = ['growling', 'a cackling laugh', 'fluttering batwings']\nmonsters = ['zombie', 'witch', 'vampire']\nbad_fate = ['Your brain is eaten', 'You are forever cursed', 'You are bitten']\ngood_fate = ['You throw the ham. The zombie is distracted and starts eating it.', 'You set the curtains on fire. The witch flees out of fear for the fire', 'The vampire hates garlic and flees']\nweapons = ['ham', 'lighter', 'garlic']\n{print} 'You are standing in front of an old mansion'\n{print} 'Something is not right here'\n{print} 'You hear ' _\n{print} 'You are going to explore it'\n{print} 'You enter the kitchen and see a lighter, a raw ham and a garlic.'\nyour_weapon = {ask} 'What do you bring with you?'\n{print} 'With your ' your_weapon ' you enter the living room'\n{print} 'There you find a ' _\nneeded_weapon = _\n{if} your_weapon == needed_weapon\n {print} 'You use your ' your_weapon\n {print} _\n {print} 'YOU WIN!'\n{else}\n {print} 'You have chosen the wrong weapon...'\n {print} _\n {print} 'GAME OVER'\n```\n" - story_text: "### Exercise\nThis haunted house game uses the connection between the lists you can use in this level.\nFor example: all the properties that belong to the zombie are first in all the lists, witch second and vampire third.\nCheck out the code and fill in `weapons[i]`, `monsters[i]` , `bad_fate[i]`, `good_fate[i]`, `hint[i]` on the correct blanks to get the code to work!\n" - 9: - story_text: "In this level you can use nesting, which allows you to make the haunted house even more interactive!\n\n### Exercise\nNow it's very hard to win this game, can you make it easier to win?\nChange your code so it only has one wrong door and two correct doors instead of one correct door and two wrong ones? \nTip: This means changing the variable correct_door into wrong_door, and switching the `{if}` and `{else}` code.\nAnd of course you may also change the story and make it your own. Change the monsters or make it a happy game show where you get a gift!\n" - example_code: "```\n{print} 'Escape from the Haunted House!'\nplayer = alive\ndoors = 1, 2, 3\nmonsters = zombie, vampire, giant spider\n{repeat} 3 {times}\n {if} player {is} alive\n correct_door {is} doors {at} {random}\n {print} 'There are 3 doors in front of you...'\n chosen_door = {ask} 'Which door do you choose?'\n {if} chosen_door {is} correct_door\n {print} 'No monsters here!'\n {else}\n {print} 'You are eaten by a ' monsters {at} {random}\n player = dead\n {else}\n {print} 'GAME OVER'\n{if} player {is} alive\n {print} 'Great! You survived!'\n```\n" - 14: - example_code: "```\n{print} 'Escape from the haunted house'\nlives = 3\ndoors = 1, 2, 3\nmonsters = 'the wicked witch', 'a zombie', 'a sleeping 3 headed dog'\n{for} i {in} {range} 1 {to} 10\n {if} lives _\n good_door = doors {at} {random}\n monster = monsters {at} {random}\n chosen_door = {ask} 'Which door do you choose?'\n {if} good_door == chosen_door\n {print} 'You have chosen the correct door'\n {else}\n {print} 'You see...' monster\n {if} monster == 'a sleeping 3 headed dog'\n {print} 'Pffieuw.... Its asleep'\n {else}\n {print} 'You lose one life'\n lives = _\n {else}\n {print} 'GAME OVER'\n```\n" - story_text: "### Exercise\nIn this level you can use the `<` and `>` symbol to introduce lives to your game.\nMake sure the player loses a life when they come across the wrong monster and that the game stops if you have no lives left.\n" - 3: - example_code: "```\n_ Escape from the haunted house!\n_ There are 3 doors in front of you...\n_ _ _ Which door do you choose?\n_ You picked door ... choice\nmonsters _ a zombie, a vampire, NOTHING YOUVE ESCAPED\n_ You see...\n{sleep}\n_ _ _ _\n```\n" - story_text: "In the previous levels you've made an introduction to your haunted house game, but as you might have noticed the story would always have a dreadful end.\nIn this level you can make your story more interactive by changing the outcome of the game; sometimes you'll get eaten, sometimes you'll escape!\nLet Hedy decide randomly!\n\n### Exercise\nCopy the example codes and fill in the blanks to make it work!\n\n**Extra** This story is pretty straight forward, maybe you can spook it up a bit by adding a more exciting story.\nAlso you have very limited outcomes right now, there are only 3 options of what's behind the doors. Maybe you can think of more monsters to add to the list!\n" - 2: - story_text_2: "### Exercise\nIn the example above the monsters are predetermined. So each time you run your code, the output is the same.\nCan you add `{ask}` commands to make the haunted house interactive and have the players choose the monsters they come across?\n" - example_code_2: "```\nmonster_1 {is} _\nmonster_2 {is} _\nmonster_3 {is} _\n{print} You enter the haunted house.\n{print} Suddenly you see a monster_1\n{print} You run into the other room...\n{print} But a monster_2 is waiting there for you!\n{print} Oh no! Quickly get to the kitchen.\n{print} But as you enter monster_3 attacks you!\n```\n" - example_code: "```\nmonster_1 {is} 👻\nmonster_2 {is} 🤡\nmonster_3 {is} 👶\n{print} You enter the haunted house.\n{print} Suddenly you see a monster_1\n{print} You run into the other room...\n{print} But a monster_2 is waiting there for you!\n{print} Oh no! Quickly get to the kitchen.\n{print} But as you enter monster_3 attacks you!\n```\n" - story_text: "In this haunted house you can choose your monsters with emojis. Of course you could also use words.\n" - 4: - example_code: "```\n_ Add quotation marks to this code _\n{print} Escape from the haunted house!\n{print} There are 3 doors in front of you...\nchoice {is} {ask} Which door do you choose?\n{print} You picked door ... choice\nmonsters {is} a zombie, a vampire, NOTHING YOUVE ESCAPED\n{print} You see...\n{sleep}\n{print} monsters {at} {random}\n ```\n" - story_text: "In this level you learn how to use quotation marks in your games.\n\n### Exercise\nCan you make your Haunted House level 4 proof?\n\n### Exercise 2\nGo back to the previous level and copy your haunted house code. Make the code work in this level by adding quotation marks in the right spots.\n" - default_save_name: Haunted House - name: Haunted House - hotel: - description: hotel - default_save_name: hotel - name: hotel - levels: - 13: - example_code: "```\n{define} welcome_message {with} title, last_name, country, room_number\n {print} 'Welcome to Hotel Hedy, ' title ' ' last_name\n nice_trip {is} {ask} 'Did you have a nice trip from, ' country '?'\n {if} nice_trip {is} 'yes'\n {print} 'Lovely!'\n {else}\n {print} 'Sorry to hear that.'\n {print} 'Hopefully you can take a nice rest in you room.'\n {print} 'Your room number is ' room_number\n\n{print} 'Hello. Please fill in your information to check in.'\ntitle = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?'\nname = {ask} 'What is you last name?'\nhomecountry = {ask} 'What country do you come from?'\n\n{call} welcome_message {with} title, name, homecountry, 105\n```\n\ntitle = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?'\nname = {ask} 'What is you last name?'\nhomecountry = {ask} 'What country do you come from?'\n\n{call} welcome_message {with} title, name, homecountry, 105\n" - story_text: "In the previous adventure you have learned how to use an argument in a function, and you've learned how to combine it with an {ask}.\nYou might have wondered why you would use functions, because the functions in the example were only one line of code.\nNow we will show you what a bigger function looks like and we will use multiple agruments now as well. You'll see how much better it is to use a function once the function gets bigger.\nHere is an example of a function with arguments combined with {ask} commands.\n" - if_command: - name: '{if} & {else}' - levels: - 9: - story_text: "In this level you can also put an `{if}` command inside another `{if}` command.\n" - example_code: "```\ncontinue = {ask} 'Do you want to continue?'\n{if} continue = yes\n sure = {ask} 'Are you sure?'\n {if} sure {is} yes\n {print} 'We will continue'\n {else}\n {print} 'You are not sure'\n{else}\n {print} 'You do not want to continue'\n```\n" - 8: - example_code: "```\nname = {ask} 'What is your name?'\n{if} name {is} Hedy\n {print} 'Welcome Hedy'\n {print} 'You can play on your computer!'\n```\n" - story_text: "## If... Else...\nYou have learned to repeat a block of lines of code after a `{repeat}` command.\nNow you can also use indentation to make blocks after a {if} or {else} command.\nCheck out the example code.\n\n### Exercise\nAdd an {else} command to the example code. Make a block of line using indentation. You do this by starting each line with 4 spaces.\n" - 5: - story_text: "## If... else....\nIn level 5 there is something new, the `{if}`! With the `{if}` you can choose between two different options.\nThis code prints nice if you enter Hedy as a name, and boo! if you enter something else.\n`{ask}` and `{print}` still work like they did in level 4.\n" - example_code_3: "```\nanswer {is} {ask} '2 + 2 = ?'\n_ _ _ 4 _ 'Great job!'\n_ _ 'No 2 + 2 = 4'\n```\n" - story_text_2: "Sometimes code with an `{if}` gets really long and does not fit on the line well.
You may also divide the code over two lines, starting the second line at the `{else}` like this:\n" - example_code: "```\nname {is} {ask} 'what is your name?'\n{if} name {is} Hedy {print} 'nice' {else} {print} 'boo!'\n```\n" - story_text_3: "### Exercise\nTry to create your own code with `{if}` and `{else}`. You can use the example code if you want.\n" - example_code_2: "```\nname {is} {ask} 'what is your name?'\n{if} name {is} Hedy {print} 'nice'\n{else} {print} 'boo!'\n```\n" - default_save_name: if_command - description: Introducing the {if} command - in_command: - description: Introducing the {in} command - name: '{in}' - default_save_name: in_command - levels: - 5: - story_text: "## Lists\nWhen we want to check if something is in a list, we can now use the `{in}` command.\nThis code prints pretty! if you choose green or yellow, and meh otherwise.\n" - example_code_2: "```\nanimals {is} dog, cow, sheep\nanswer {is} {ask} 'What is your favorite animal?'\n_ answer _ animals _ 'Mine too!'\n_ _ 'My favorite animals are dogs, cows and sheep'\n```\n" - example_code: "```\npretty_colors {is} green, yellow\nfavorite_color {is} {ask} 'What is your favorite color?'\n{if} favorite_color {in} pretty_colors {print} 'pretty!'\n{else} {print} 'meh'\n```\n" - story_text_2: "### Exercise\nFinish the example code by filling in the blanks with commands that you've learned.\nWhen you've finished the code, try to create a code of your own and use a question that you've thought of yourself.\n" - is_command: - default_save_name: is_command - description: introducing {is} command - name: '{is}' - levels: - 2: - story_text: "## Variables\nYou can name a word with `{is}`. This is called a **variable**. In this example we made a variable called name and a variable called age. You can use the word name anywhere in your code and it will be replaced by Hedy, like this:\n" - example_code_2: "```\nfavorite_animal {is} _\n{print} I like favorite_animal\n```\n" - story_text_2: "### Exercise\nTime to make your own variables!\nIn the example code we made an example of the variable `favorite_animal`. In line 1 the variable is set, and in line 2 we used the variable in a `{print}` command.\nFirstly, finish our example by filling in your favorite animal on the blank. Then make at least 3 of these codes yourself. Pick a variable, and set the variable with the `{is}` command. Then use it with a `{print}` command, just like we did.\n" - example_code: "```\nname {is} Hedy\nage {is} 15\n{print} name is age years old\n```\n" - 6: - story_text: "We also make a change in storing a word in a variable! You may now use `=` instead of `{is}` when we store a name or a number in a variable, like this:\n" - example_code: "```\nname = Hedy\nanswer = 20 + 4\n```\n" - 14: - story_text_3: "You can also compare if something is *not* equal to something else using `!=` like this:\n" - example_code_2: "```\nname = {ask} 'What is your name?'\n{if} name == 'Hedy'\n {print} 'You are cool!'\n```\n" - example_code_3: "```\nname = {ask} 'What is your name?'\n{if} name != 'Hedy'\n {print} 'You are not Hedy'\n```\n" - story_text: "We are going to learn more new items. You might know them already from mathematics, the `<` and `>`.\nThe `<` checks if the first number is smaller than the second, for example age `<` 12 checks if age is smaller than 12.\nIf you want to check if the first number is smaller or equal to the second, you can use `<=`, for example age `<=` 11.\nThe `>` checks if the first number is bigger than the second, for example points `>` 10 checks if points is larger than 10.\nIf you want to check if the first number is bigger or equal to the second, you can use `>=`, for example points `>=` 11.\nYou use these comparisons in an `{if}`, like this:\n" - example_code: "```\nage = {ask} 'How old are you?'\n{if} age > 12\n {print} 'You are older than I am!'\n```\n```\nage = {ask} 'How old are you?'\n{if} age < 12\n {print} 'You are younger than me!'\n{else}\n {print} 'You are older than me!'\n```\n" - story_text_2: "From this level on, if you want to compare exactly, you can use two equal signs. This is what most programming languages do:\n" - language: - name: Language - default_save_name: Language - description: Practice words in a foreign language - levels: - 5: - story_text: "Make your own program to practice your vocabulary in a new language.\n\n### Exercise\nMake the code longer by adding at least 3 more words for the player to learn.\n**Extra** Of course, you can choose to use a different language than French. You can change to code to any language you'd like to learn.\n" - example_code: "```\n{print} 'Learn French!'\ncat {is} {ask} '🐱'\n{if} cat {is} chat {print} 'Terrific!'\n{else} {print} 'No, cat is chat'\nfrog {is} {ask} '🐸'\n{if} frog {is} grenouille {print} 'Super!'\n{else} {print} 'No, frog is grenouille'\n```\n" - 16: - story_text: "### Exercise\nTake a look at the example code. This is a program to practise French vocabulary. Now make your own program to practice your vocabulary in a new language.\nIf you don't know any other languages, you can use Google translate or you can use emojis and your native language.\n" - example_code: "```\nfrench_words = ['bonjour', 'ordinateur', 'pomme de terre']\ntranslation = ['hello', 'computer', 'potato']\nscore = 0\n{for} i {in} {range} 1 {to} 3\n answer = {ask} 'What does ' french_words[i] ' mean?'\n correct = translation[i]\n {if} answer == correct\n {print} 'Correct!'\n score = score + 1\n {else}\n {print} 'Wrong, ' french_words[i] ' means ' translation[i]\n{print} 'You gave ' score ' correct answers.'\n```\n" - maths: - name: maths - levels: - 6: - story_text: "In this level you learn something new: you can now also calculate.\n\nThe plus is easy, you write it like with math: `5 + 5` for example. The minus also works fine, it is `5 - 5`.\n\nThe times is a bit different, because there is no times symbol on your keyboard. Just search, there really isn't!\nThat is why we multiply with the asterisk above 8: `5 * 5`. Read that as \"5 times 5\" that helps you remember it best.\n" - example_code: "```\n{print} '5 plus 5 is ' 5 + 5\n{print} '5 minus 5 is ' 5 - 5\n{print} '5 times 5 is ' 5 * 5\n{print} '5 divided by 5 is ' 5 / 5\n```\n" - 12: - story_text_2: "**Maths with words**\nIn this level you can also do addition with words like this:" - example_code_2: "```\na = 'Hello '\nb = 'world!'\n{print} a + b\n```\n" - story_text: "**Decimal numbers**\nSo far, Hedy did not allow for decimal numbers like 1.5, but now we do allow that. Note that computers use the `.` for decimal numbers." - example_code: "```\n{print} 'Two and a half plus two and a half is...'\n{print} 2.5 + 2.5\n```\n" - default_save_name: maths - description: Introducing maths - music: - default_save_name: music - levels: - 3: - example_code: "```\nnotes {is} A4, B4, C4\n{play} notes {at} {random}\n{play} notes {at} {random}\n{play} notes {at} {random}\n```\n" - story_text: "Create a random melody!\n\n### Exercise\nThe example code creates a random melody, but it's very short and not many notes are used.\nAdd more notes to the list and create a longer melody by copying the last line a couple more times.\n" - 2: - story_text_2: As you can see, you can also use the `{sleep}` command to add a little pause in the song. - example_code_2: "```\n{print} Twinkle Twinkle Little Star\n{play} C\n{play} C\n{play} G\n{play} G\n{play} A\n{play} A\n{play} G\n{sleep} 1\n{play} F\n{play} F\n```\n" - example_code: "```\n{print} Old Mac Donald had a farm\n{play} C5\n{play} C5\n{play} C5\n{play} G4\n{play} A4\n{play} A4\n{play} G4\n```\n" - story_text: "### Exercise\nFinish the songs! We have started the codes for some melodies.\n" - 1: - example_code: "```\n{play} C4\n{play} D4\n{play} E4\n{play} F4\n{play} G4\n{play} A4\n{play} B4\n{play} C5\n```" - story_text: "In this level you'll learn how to use the `{play}` command to play a tune!\n\nType `{play}` followed by the note you want to play. The scale goes C-D-E-F-G-A-B.\nAs you can see there are 7 different letters, but we can play more than just 7 notes.\nType a number between 1 and 10 behind the letter to choose the scale, for example after B4 comes C5.\nC1 is the lowest note you can play, C10 is the highest.\n\n### Exercise\nTry out the example code and then play around with it! Can you create your own melody?\nIn the next level you'll learn how to play some existing songs." - 6: - example_code: "```\nnumber = {ask} 'Say a starting number between 1 and 67'\n{print} number\n{play} number\nnumber = number + 1\n{print} number\n{play} number\nnumber = number + 1\n{print} number\n{play} number\n```\n" - story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\nThis calls for musical maths! Try out the example code a couple of times with different starting numbers.\nThen, see if you can compose a song using the numbers.\n" - 4: - example_code: "```\n{print} 'Mary had a little lamb'\n{play} E\n{play} D\n{play} C\n{play} D\n{play} E\n{play} E\n{play} E\n{clear}\n{print} 'Little lamb, little lamb'\n{play} D\n{play} D\n{play} D\n{play} E\n{play} E\n{play} E\n{clear}\n{print} 'Mary had a little lamb'\n{play} E\n```\n" - story_text: "Use the `{clear}` command to create a karaoke machine!\n\n### Exercise\nFinish the karaoke version of 'Mary had a little lamb'.\nThen, create a karaoke version of any song you'd like!\n" - 5: - example_code: "```\nanswer {is} {ask} 'What is the capital of Zimbabwe?'\n{if} answer {is} Harare {play} C6\n_\n```\n" - story_text: "You don't always have to use the `{play}` command to play a whole song, sometimes you just want to play one note.\nFor example, if you want to make a quiz, you can play a happy high note if the answer is right and a sad low note if the answer is wrong.\n\n### Exercise\nFinish the first question by adding a line of code that plays a C3 note if the wrong answer is given.\nThen think of 3 more questions to add to this quiz.\n" - 7: - example_code: "```\n{print} 'Twinkle Twinkle Little Star'\n{repeat} 2 {times} {play} C4\n{repeat} 2 {times} {play} G4\n_\n```\n" - story_text: "Using the `{repeat}` command can make your codes for melodies a lot shorter!\n\n### Exercise\nFinish the code for Twinkle Twinkle Little Star by using the `{repeat}`command.\nThen go back to the songs you've made in the previous levels. Can you shorten those codes too?\n" - 8: - story_text: "Now that we can use the `{repeat}` command for multiple lines, we can make songs even more easily!\n\n### Exercise\nFinish the song of Brother John (Frère Jacques). Don't forget to use `{repeat}`!\n" - example_code: "```\n{print} 'Brother John'\n{repeat} 2 {times}\n {play} C\n {play} D\n {play} E\n {play} C\n{repeat} 2 {times}\n {play} E\n {play} F\n {play} G\n {sleep} 1\n```\n" - 9: - story_text: "From this level on you can - among other things - use a {repeat} command inside a {repeat} command.\nThat makes songs like 'Happy birthday' even shorter!\n\n### Exercise\nFinish the song!\n" - example_code: "```\nfirst_time = yes\n{repeat} 2 {times}\n {repeat} 2 {times}\n {play} C\n {play} D\n {play} C\n {if} first_time {is} yes\n {play} F\n {play} E\n first_time {is} no\n {else}\n _\n```\n" - 17: - story_text: "You can use the {elif} to create different options.\n\n### Exercise\nFirstly, add colons to get the code to work.\nThen finish this code by adding at least 2 other songs for other moods. For example a happy song and an angry song.\n" - example_code: "```\n{define} scary_song\n {for} i {in} {range} 1 {to} 3\n {play} G\n {play} E\n {sleep} 2\n {for} i {in} {range} 1 {to} 3\n {play} F\n {play} D\n\nmood = {ask} 'Which emotion are you feeling?'\n{if} mood {is} 'fear'\n {call} scary_song\n{elif} _\n```\n" - 18: - story_text: "### Exercise\nEven in this last level of Hedy we can make some music! Be careful of all the syntax that is needed now.\nTake a good look at how the functions are defined and called upon in the example code.\nFinish the song!\n" - example_code: "```\n{def} line_1():\n {for} i {in} {range}(1, 5):\n {play} A\n {play} D\n {play} F\n {play} A\n\n{def} line_2():\n {for} i {in} {range}(1, 5):\n {play} G\n {play} C\n {play} E\n {play} G\n\n{def} line_3():\n_\n\n{print} ('The drunken sailor')\n{print} ('What shall we do with the drunken sailor?')\nline_1()\nline_2()\nline_3()\n{print} ('Early in the morning')\n```\n" - 13: - example_code: "```\n{print} 'Yankee Doodle'\n{define} _ {with} note_1, note_2, note_3\n {play} C4\n {play} C4\n {play} D4\n {play} E4\n {play} _\n {play} _\n {play} _\n\n{call} line_1 {with} 29, 31, 30\n{call} line_1 {with} 29, 28, 0\n{call} line_1 {with} 32, 31, 30\n\n{play} C4\n{play} B3\n{play} G3\n{play} A3\n{play} B3\n{play} C4\n{play} C4\n```\n" - story_text: "You can use a function with an argument for songs that have line that are almost the same, but slightly different each time.\nOne example is the song 'Yankee Doodle'. The first 4 notes of the first lines are the same, but each time they are followed by a different couple of notes.\n\n### Exercise\nCan you finish the song of Yankee Doodle?\nCan you think of another song to program this way?\n" - 14: - story_text: "You can program music for fun, but you can also use the musical notes to make something useful like a fire alarm!\n\n### Exercise\nMake sure the fire alarm rings when there is a fire!\n" - example_code: "```\n{define} fire_alarm\n {print} 'FIRE!'\n note = 40\n {for} i {in} {range} 1 {to} 100\n {if} note _ 50\n note = note + 5\n {play} _\n {else}\n note = 40\n\nfire = {ask} 'Is there a fire?'\n{if} fire _ 'yes'\n {call} fire_alarm\n```\n" - 15: - example_code: "```\n{define} song\n {play} _\n\nyes_or_no = {ask} 'Do you want to hear my never-ending song?'\n{while} yes_or_no = 'yes'\n {call} song\n {print} '🥳'\n```\n" - story_text: "**Warning** This adventure can become extremely annoying!\nWe can also use the {while} command to repeat a song forever.\n\n### Exercise\nFinish the never-ending song.\n" - 16: - story_text: "Upgrade your Old MacDonald code!\n\n### Exercise\nTake your code from the 'Sing a Song' adventure and add musical notes to it!\nYou can make a function for each line in the song and call that function after the line is printed.\nWe defined the first line for you and called it in the code. Can you finish the whole song?\n" - example_code: "```\n{define} line_1\n {for} i {in} {range} 1 {to} 3\n {play} G\n {play} D\n {for} i {in} {range} 1 {to} 2\n {play} E\n {play} D\n\nanimals = ['pig', 'dog', 'cow']\nsounds = ['oink', 'woof', 'moo']\nfor i in range 1 to 3\n animal = animals[i]\n sound = sounds[i]\n print 'Old MacDonald had a farm'\n call line_1\n print 'E I E I O!'\n _\n```\n" - 12: - story_text: "Use functions in your songs! As you can see in the example code, you can make a function for each line of Twinkle Twinkle Little Star. Once you've programmed the first three lines, all you have to do is call the functions in the order you want them played in.\n\n### Exercise\nFinish the song of Twinkle Twinkle Little Star.\nThen look back at all the songs you've programmed in the levels before, can you make those codes better and shorter using functions too?\n" - example_code: "```\n{define} first_line\n {play} C\n {play} C\n {play} G\n {play} G\n {play} A\n {play} A\n {play} G\n {sleep}\n\n{define} second_line\n {play} F\n {play} F\n {play} E\n {play} E\n {play} D\n {play} D\n {play} C\n {sleep}\n\n{define} third_line\n {play} G\n {play} G\n {play} F\n {play} F\n {play} E\n {play} E\n {play} D\n {sleep}\n\n{call} _\n{call} _\n{call} _\n{call} _\n{call} _\n{call} _\n```\n" - name: music - description: Play a tune! - parrot: - levels: - 1: - example_code: "```\n{print} Im Hedy the parrot\n{ask} whats your name?\n{echo}\n{echo}\n```\n" - story_text: "Create your own online pet parrot that will copy you!\n" - story_text_2: "### Exercise\nCopy the example code to your input screen by clicking on the yellow button.\nMake the parrot ask a different question. Fill in the blanks in the example!\n**Extra** You can also let the parrot ask multiple questions. Type in some more lines of code beneath your own code.\n" - example_code_2: "```\n{print} Im Hedy the parrot\n{ask} _\n{echo}\n{echo}\n" - 2: - story_text_2: "### Exercise\nFirstly, finish line 2 with an `{is}` and an `{ask}` command.\nThen fill in a `{sleep}` command on line 4 and 6 to let the parrot stay quiet for a little bit.\n\n**Extra** Can you make the parrot ask for more then only your name by adding more lines of code?\n" - story_text: "In the previous level you've made a parrot that will repeat after you. In this level we'll make the parrot interactive using a variable and `{ask}` command.\nWe will also make the parrot more life-like by adding `{sleep}` commands after something is said.\n" - example_code: "```\n{print} Im Hedy the parrot\nname _ _ what is your name?\n{print} name\n_\n{print} squawk\n_\n{print} name\n```\n" - 3: - story_text: "Teach your parrot a new word with `{add}`.\n### Exercise\nCan you add the `{add} {to_list}` command to get the code to work?\n" - example_code: "```\nwords {is} squawk, Hedy\n{print} Train your parrot!\nnew_word {is} {ask} Which word do you want to teach them?\n_ new_word _ words\n{print} 🧒 Say new_word, Hedy!\n{print} 🦜 words {at} {random}\n```\n" - 4: - story_text: "In this level we have to use quotation marks with the commands `{ask}` and `{print}`.\n### Exercise\nComplete the code by filling in quotation marks on the blanks.\n" - example_code: "```\nwords {is} squawk, Hedy\n{print} _ Train your parrot! _\nnew_word {is} {ask} _ Which word do you want to teach them? _\n{add} new_word {to_list} words\n{print} _ 🧒 Say _ new_word _, Hedy!_\n{print} _ 🦜 _ words {at} {random}\n```\n" - 5: - story_text: "Reward your parrot if it says the correct word!\n\n### Exercise\nFinish the code by filling in the 4 missing commands.\n" - example_code: "```\nwords {is} squawk, Hedy\n{print} 'Train your parrot!'\nnew_word {is} {ask} 'Which word do you want to teach them?'\n{add} new_word {to_list} words\nsaid_word {is} words {at} {random}\n{print} '🧒 Say ' new_word ', Hedy!'\n{print} '🦜 ' said_word\n_ said_word {is} new_word _ '🧒 Great job, Hedy! 🍪'\n_ _ '🧒 No, Hedy! Say ' new_word\n```\n" - name: Parrot - description: Create your own online pet parrot that will copy you! - default_save_name: Parrot - pressit: - name: Key presses - default_save_name: Pressed - levels: - 7: - example_code: "```\n{if} x {is} {pressed} {forward} 15 {else} {turn} 90\n```\n" - story_text: "Now that you have learned about `{repeat}`, we can press keys multiple times.\nYou can use it to make the turtle walk forward and turn.\n\n### Exercise\nThe code you have seen in level 5 only checks the key once. Copy the example code and add a `{repeat}` to it, so that you can press the keys many times.\nUse this code to draw something nice.\n" - 9: - example_code: "```\npoints = 0\nletters = a, b, c, d, e\n{repeat} 10 {times}\n letter = _ _ _\n {print} 'Press the letter ' letter\n {if} letter {is} {pressed}\n _\n _\n _\n```\n" - story_text: "Now that you know how to combine statements, you can create a touch type tool with `{pressed}`.\n\n### Exercise\nFinish the code. Each time a random letter should be chosen, which you have to press. You get a point for a correct press, and and two points deduction for a wrong press.\n**Extra** Clear the screen after each letter, and show the user how many points they have scored.\n" - 5: - story_text_2: "You can also link turtle commands to keys.\n\n### Exercise\nCopy the lines a few times so you can create a larger drawing.\n" - story_text: "In this level there is another new keyword: `{pressed}`!\nWith `{pressed}` you can use keys on your keyboard to control what lines are used.\n\n### Exercise\nLook at the example and add one more line of code that reacts to a key press.\n" - example_code: "```\n{print} 'Do you want a good (g) or bad (b) ending?'\n{if} g {is} {pressed} {print} 'They lived happily ever after ❤'\n{else} {print} 'The prince was eaten by a hippopotamus 😭'\n```\n" - example_code_2: "```\n{if} y {is} {pressed} {forward} 15\n{else} {turn} 90\n```\n" - description: Try linking a keyboard key to a command! - piggybank: - levels: - 12: - example_code: "```\n{print} 'The digital piggy bank'\nwish = {ask} 'What would you like to buy?'\nprice = {ask} 'How much does that cost?'\nsaved = {ask} 'How much money have you saved already?'\nallowance = {ask} 'How much pocket money do you get per week?'\nto_save = price - saved\nweeks = to_save / allowance\n{print} 'You can buy a ' _ ' in ' _ ' weeks.'\n```\n" - story_text: "In this adventure you learn how to make a digital piggy bank.\n\n### Exercise\nFinish the code to calculate how much money you have and how long you need to save up to buy what you want!\n**Extra** Maybe you have already saved some money? Deduct that from the amount you will have to save up.\n" - 14: - example_code: "```\n_ calculate_budget {with} wish, money, allowance\n to_save = wish - money\n weeks = to_save / allowance\n {if} wish _ money\n {print} 'You need to save up some more!'\n {print} 'Youll need ' weeks ' more weeks.'\n {else}\n {print} 'Great! You have enough'\n {print} 'Lets go shopping!'\n\nmoney = {ask} 'How much money have you saved?'\nwish = {ask} 'How much money do you need?'\nallowance = {ask} 'How much pocket money do you get each week?'\n\n{call} _\n```\n" - story_text: "### Exercise\nIn this level you can let Hedy tell you if you have saved up enough money!\nFinish this code by filling in the blanks!\n" - description: Count your pocketmoney! - name: Piggy Bank - default_save_name: Piggy Bank - print_command: - description: Introduction print command - levels: - 1: - example_code_2: "```\n_ Hello!\n```\n" - example_code: "```\n{print} Hi there, programmer!\n{print} Welcome to Hedy!\n```\n" - story_text: "## The print command\nYou can print text to the screen using the `{print}` command.\n" - story_text_2: "### Exercise\nIn Hedy you will find exercises in every adventure. An exercise allows you to practise the new commands and concepts, and lets you give your own twist to the example codes.\nIn this exercise you will see a pink blank space. You have to fill something in the place of the blank space before the code can be run.\n\nFill in the `{print}` command in the blank space and then add five more lines of code. Each line has to start with a `{print}` command.\nHave fun!\n" - 18: - example_code: "```\n{print}('Hello!')\n{for} i {in} {range}(1, 10):\n {print}('This is line ', i)\n```\n" - example_code_2: "```\ntemperature = 25\n{print}('It is ', temperature, ' degrees outside')\n```\n```\nname = 'Hedy'\n{print}('My name is ', name)\n```\n" - story_text_2: If you want to print more than one item, you need to separate them by commas. - story_text: "We arrived at real Python code! That means we need to use parentheses with `{print}` and `{range}` from now on.\nIt also means you can use Hedy code from this level in any Python environment as long as you use the English commands. If you haven't until now, you can switch the toggle in the commands menu to do so." - name: '{print}' - default_save_name: print - quotation_marks: - default_save_name: quotation_marks - description: Introduction quotation marks - levels: - 4: - example_code: "```\n{print} 'You need to use quotation marks from now on!'\nanswer {is} {ask} 'What do we need to use from now on?'\n{print} 'We need to use ' answer\n```\n" - story_text: "## 'Quotation marks'\nIn level 4 `{ask}` and `{print}` have changed.\nYou must put text that you want to print between quotation marks.\nThis is useful, because now you can print all the words you want. Also the words you used to store something with `{is}`.\nMost programming languages also use quotation marks when printing, so we are also getting a step closer to real programming!\n" - story_text_2: "## Contractions\nImportant! Mind that now that we're using quotation marks, Hedy will get confused when you use the apostrophe for contractions like I'm or What's.\nMake sure to remove those apostrophes and change the spelling to I am or What is.\nCheck out the example code to see the wrong way of using apostrophes.\n" - example_code_2: "```\n_ This is the wrong way of using apostrophes _\n{print} 'I'm babysitting my sister's kids'\n{print} 'What's more fun than that?'\n```\n" - 12: - example_code: "```\nname = 'Hedy the Robot'\n{print} 'Hello ' name\n```\n" - story_text: "**All texts need to be in quotation marks**\nFor this level on you will also have to use quotation marks when storing a text with `=`:\n" - example_code_2: "```\nsuperheroes = 'Spiderman', 'Batman', 'Black Widow'\n{print} superheroes {at} {random}\n```\n" - story_text_3: "**All text after `{if}` comparisons need quotation marks too**\n" - story_text_4: "**Numbers don't need quotation marks**\nFor numbers, you do not use quotation marks in the `=`:\n" - example_code_4: "```\nscore = 25\n{print} 'You got ' score\n```\n" - example_code_3: "```\nname = {ask} 'What is your name?'\n{if} name = 'Hedy the Robot'\n {print} 'Hi there!'\n```\n" - story_text_2: "**All items in lists need quotation marks too**\nLists are texts, so they need quotation marks too. Mind that each single item on the list has quotation marks.\nThis allows you to save two words as 1 item on the list, for example 'Black Widow'.\n" - name: "'quotation marks'" - quizmaster: - levels: - 14: - story_text: "### Exercise\nIn this adventure you can make your own quiz! Fill in the blanks, add more questions and enjoy your own quiz!\nYou can make a quiz about anything you like: your hobby, your favorite animal, your favorite book or anything at all!\n" - example_code: "```\n{print} 'Make your own quiz'\npoints_a = 0\npoints_b = 0\n{print} 'Question'\n{print} 'Answer option A'\n{print} 'Answer option B'\nanswer = {ask} 'Which answer?'\n{if} answer == 'A'\n points_a = points_a + 1\n{if} answer == 'B'\n points_b = points_b + 1\n{print} 'End of the quiz!'\n{print} 'Lets see the results!'\n{if} points_a > points_b\n {print} 'You belong to the A club'\n{if} points_b > points_a\n {print} 'You belong to the B club'\n```\n" - name: Quizmaster - default_save_name: Quizmaster - description: Make your own quiz! - random_command: - name: '{random}' - default_save_name: random_command - description: introducing at random command - levels: - 3: - story_text_3: "### Exercise\nTry out the `{at} {random}` command by making your own gameshow (like the ones on tv) where you choose a door or suitcase and it contains a big price!\nCan you do it? We have already put the first lines into the example code.\n" - story_text: "## At random\nIn this level you can make a list using the `{is}` command. You can let the computer choose a random item from that list. You do that with `{at} {random}`.\n" - example_code: "```\nanimals {is} dogs, cats, kangaroos\n{print} animals {at} {random}\n```\n" - story_text_2: "You can use the `{at} {random}` command in a sentence as well.\n" - example_code_2: "```\nfood {is} sandwich, slice of pizza, salad, burrito\n{print} I am going to have a food {at} {random} for lunch.\n```\n" - example_code_3: "```\n{print} The big gameshow!\n{print} There are 3 suitcases in front of you...\nchosen {is} {ask} Which suitcase do you choose?\nprices {is} _\n_\n```\n" - 16: - story_text: "We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels.\nWe use square brackets to point out a place in a list. For example: `friends[1]` is the first name on the list of friends, as you can see in the first part of the example code.\nThe second part of the example code shows you that we can also match 2 lists using the variable i." - story_text_2: "Now that you've learned to use the brackets in lists, you can also start using the {at} {random} command in the Python way!\nYou simply type the name of your list with `[random]` behind it!" - example_code: "```\nfriends = ['Ahmed', 'Ben', 'Cayden']\n{print} friends[1] ' is the first friend on the list.'\n{print} friends[2] ' is the second friend on the list.'\n{print} friends[3] ' is the third friend on the list.'\n#now we will match 2 lists using the variable i\nlucky_numbers = [15, 18, 6]\n{for} i {in} {range} 1 {to} 3\n {print} friends[i] 's lucky number is ' lucky_numbers[i]\n```\n" - example_code_2: "```\nfruit = ['apple', 'banana', 'cherry']\n{print} fruit[random]\n```" - restaurant: - levels: - 1: - story_text: "In level 1 you can make your own virtual restaurant and take your guests' orders.\n" - example_code_2: "```\n{print} Welcome to Hedy's restaurant 🍟\n_ What would you like to order?\n{echo} So you would like to order\n{print} Thank you for your order!\n{print} It's on its way!\n```\n" - story_text_2: "### Exercise\nCopy the example code into your input screen by clicking the yellow button.\nFirstly, fill in the correct command on the blanks to make to code work properly.\nThen add at least 4 more lines of code to the restaurant program.\nAsk the costumer what they would like to drink and ask if they want to pay with cash or card.\nLastly, think of a nice way to say goodbye to your costumer.\n" - 2: - story_text: "In level 2 you could expand your restaurant by using variables. In level 1 Hedy could only `{echo}` the order once and only remember the last thing that was ordered.\nNow you can use variables and Hedy can remember both the food and the toppings!\n" - example_code: "```\n{print} Welcome to Hedy's restaurant!\n{print} Today we're serving pizza or lasagna.\nfood {is} {ask} What would you like to eat?\n{print} Great choice! The food is my favorite!\ntopping {is} {ask} Would you like meat or veggies on that?\n{print} food with topping is on its way!\n```\n" - story_text_2: "### Exercise\nCopy your own restaurant code from to previous level to the input screen below.\nFix the code by replacing the `{ask}` and `{echo}` commands and using variables, like you've learned in this level.\n\nNow that your code is working again, it's time to add something more.\nLook at the last line of the example code: `{print} food with topping is on its way!`\nIn this single line 2 variables have been used to create a summary of the order.\nNow add your own summary of the food and drinks ordered by the customer.\n\n**Extra** Now that you've learned how to use variables, you can use as many variables in one line as you'd like. Can you add more variables to your code, like eat in or take-away, cash or card, with or without a straw etc.?\n" - 3: - story_text: "Having trouble to decide what you wanna have for dinner? You can let Hedy choose for you!\nSimply add lists of your favorite (or least favorite) meals and Hedy can randomly choose your dinner.\nYou can also have a bit of fun, by letting Hedy choose the price for your dinner as well! What will you get?\n" - story_text_2: "### Exercise\nNow make your own version of the random restaurant.\nMake a list of starts, mains, desserts, drinks and prices yourself.\nThen use `{print}` and `{at} {random}` commands to tell the costumer what will be on their menu tonight.\n" - example_code: "```\ndishes {is} spaghetti, brussels sprouts, hamburgers\n{print} You will have dishes {at} {random} tonight!\nprices {is} 1 euro, 10 euros, 100 euros\n{print} That will be prices {at} {random} please.\n```\n" - example_code_2: "```\n{print} Welcome to your own random restaurant!\nstarters {is} _\nmains {is} _\ndesserts {is} _\ndrinks {is} _\nprices {is} _\n_\n```\n" - 6: - example_code: "You can make a simple restaurant code, like this:\n```\n{print} 'Welcome to Restaurant Chez Hedy'\n{print} 'Here is our menu:'\n{print} 'Our main courses are pizza, lasagne, or spaghetti'\nmain = {ask} 'Which main course would you like?'\nprice = 0\n{if} main {is} pizza price = 10\n{if} main {is} lasagne price = 12\n{if} main {is} spaghetti price = 8\n{print} 'You have ordered ' main\n{print} 'That will be ' price ' dollars, please'\n{print} 'Thank you, enjoy your meal!'\n```\n" - story_text: "In this level you can use maths to calculate the total price of your customer's order, which can make your virtual restaurant more realistic.\nBut you can also add many more things to your virtual restaurant, for example more courses.\n\n### Exercise\nYou can add many more things to your virtual restaurant. For example, can you...\n- ask how many people are coming and multiply the price by that amount?\n- add another course?\n- give people a discount when they enter a (secret) couponcode?\n- add a children's menu?\n- think of other fun things to add?\n" - 7: - story_text: "In this level you've learned how to use the `{repeat}` command to repeat a line of code a certain amount of times.\nYou can use that in your restaurant to `{ask}` multiple people what they'd like to eat.\n\n### Exercise\nCan you complete the code? Hedy needs to repeat this question as many times as there are people. So if there are 5 people, the question needs to be asked 5 times.\n**Extra** Expand your code with more questions, for example about drinks or sauce.\n" - example_code: "```\n{print} 'Welcome to Restaurant Chez Hedy'\npeople = {ask} 'How many people are joining us today?'\n```\n" - 8: - story_text: "In this level you can make your virtual restaurant more elaborate by repeating multiple lines of code. Like this:\n\n### Exercise\nThis code can be expanded with more items on the menu, for example offering drinks, and/or multiple courses or desserts. Add at least one more item.\n**Extra** Add even more items, as many options as you like!\n" - example_code: "```\n{print} 'Welcome to Restaurant Chez Hedy!'\npeople = {ask} 'How many people will be joining us today?'\n{print} 'Great!'\n{repeat} people {times}\n food = {ask} 'What would you like to order?'\n {print} food\n{print} 'Thank you for ordering!'\n{print} 'Enjoy your meal!'\n```\n" - 10: - story_text: "In this level you'll learn how to easily ask orders for different courses.\n\n### Exercise 1\nFinish the code with an `{ask}` on the blanks such that the customer is asked what they want to eat for each course.\n" - example_code_2: "```\n_ courses = appetizer, main course, dessert\n_ names = Timon, Ono\n_ {for} name {in} names\n_ {for} course {in} courses\n_ food = {ask} name ', what would you like to eat as your ' course '?'\n_ {print} name ' orders ' food ' as their ' course\n```\n" - story_text_2: "### Exercise\nOf course, you could also order for multiple people!\nCan you add the correct amount of indentation before each line to make the code work properly?\nTip: some lines don't need any indentation at all.\n" - example_code: "```\ncourses = appetizer, main course, dessert\n{for} course {in} courses\n {print} 'What is your order for ' course '?'\n _ \n _\n```\n" - 9: - story_text: "In this level you can use nesting to make your restaurant more realistic and more fun!\n\n### Exercise\nThe indentation was removed in the example code. \nCan you figure out how much indentation each line needs in order for the code to work properly?\nIf the customer orders pizza, Hedy shouldn't ask what sauce the costumer wants.\n\n**Extra** A restaurant does not stock all sauces. Make a list of available sauces and give a reply with each order whether you sell it.
\n**Extra** Pizzas have toppings. Ask customers what they want.
\n**Extra** Do customers want a drink? Ask them too!
\n" - example_code: "```\n{print} 'Welcome to Restaurant Chez Hedy!'\npeople = {ask} 'How many people will be joining us today?'\n{print} 'Great!'\nprice = 0\n{repeat} people {times}\n_ food = {ask} 'What would you like to order?'\n_ {print} food\n_ {if} food {is} fries\n_ price = price + 3\n_ sauce = {ask} 'What kind of sauce would you like with your fries?'\n_ {if} sauce {is} no\n_ {print} 'no sauce'\n_ {else}\n_ price = price + 1\n_ {print} 'with ' sauce\n_ {if} food {is} pizza\n_ price = price + 4\n{print} 'That will be ' price ' dollar'\n{print} 'Enjoy your meal!'\n```\n" - 15: - story_text: "With the `{while}` you can make sure your costumers can keep adding orders until they are done.\n\n### Exercise\nCorrectly add the `{while}` command to this code.\n" - example_code: "```\n{print} 'Welcome at McHedy'\nmore = 'yes'\n_\n order = {ask} 'What would you like to order?'\n {print} order\n more = {ask} 'Would you like to order anything else?'\n{print} 'Thank you!'\n```\n" - 4: - story_text: "In the restaurant you have to use quotation marks too when using the `{print}` or `{ask}` command.\n\n### Exercise\nAdd the quotation marks to this code to make it work! Be careful: variables should not be in quotation marks.\nThen, use the `{clear}` command to only show one line at a time in your output screen.\n\n### Exercise 2\nGo back to the previous level and copy your restaurant code. Make the code work in this level by adding quotation marks in the right spots and add some `{clear}` commands.\n" - example_code: "```\n_ Add the quotation marks to this code _\n{print} Welcome to Restaurant Chez Hedy!\n{print} Today we are serving pizza or lasagna.\nfood {is} {ask} What would you like to eat?\n{print} Great choice! The food is my favorite!\ntopping {is} {ask} Would you like meat or veggies on that?\n{print} food with topping is on its way!\ndrinks {is} {ask} What would you like to drink with that?\n{print} Thank you for your order.\n{print} Your food and drinks will be right there!\n```\n" - 12: - example_code: "```\nprice = 0.0\nfood = {ask} 'What would you like to order?'\ndrink = {ask} 'What would you like to drink?'\n{if} food {is} 'hamburger'\n price = price + 6.50\n{if} food {is} 'pizza'\n price = price + 5.75\n{if} drink {is} 'water'\n price = price + 1.20\n{if} drink {is} 'soda'\n price = price + 2.35\n{print} 'That will be ' price ' dollar, please'\n```\n" - story_text: "From this level on, you can use decimal numbers to make your menu more realistic.\n\n### Exercise\nCan you think of a code to give your friends and family a 15% discount?\n" - 11: - example_code: "```\n{print} 'Welcome to Restaurant Hedy!'\npeople = {ask} 'For how many people would you like to order?'\n{print} 'So you want to order for ' people ' people.'\n{print} \"Let's go!\"\n```\n" - story_text: "We can use the `{for}` with `{range}` to print the orders from multiple customers in an orderly manner.\n\n### Exercise\nFinish the restaurant code, so that you can ask for the order of multiple people. Print the order number each time: 'Order 1', 'Order 2', etc.\nAre you not sure how to go about this? Have a peek at your level 8 code.\n\n**Extra** In level 9 the restaurant also used prices. You can add that here too!\n" - 5: - story_text: "### Exercise\nThe example code shows how you could program that you've run out of a menu item in your restaurant.\nCopy your own restaurant code from the previous levels. Create a problem in your restaurant and code it, like the example code did.\nFor instance, you could also run out of a menu item, or you don't take credit cards, or the ice cream machine is broken.\n\n**Extra** Have you programmed the problem and programmed appropriate responses? Then try to add more `{if}` and `{else}` commands into your code.\nTry to add an `{if}` after every `{ask}` command in your code to make the code as interactive as possible!\n" - example_code: "```\ndrinks_in_stock {is} water, lemonade, cola, orange juice\ndrink {is} {ask} 'What would you like to drink?'\n{if} drink {in} drinks_in_stock {print} 'One ' drink 'coming up!'\n{else} {print} 'Sorry, we do not sell that'\n```\n" - 13: - story_text: "In this level you will learn new commands to extend your code even further.\n\n### Exercise 1\nPlace a `{and}` and a `{or}` in the logical place in the program.\n\n### Exercise 2\nExpand your restaurant with at least one more `{and}` and one `{or}`.\nFor example, create a special discount coupon that only applies to pizza, or give your customer a free drink\nwith fries and pancakes. Or something completely different of course!\n" - example_code: "```\nprice = 10\nfood = {ask} 'What would you like to eat?'\ndrinks = {ask} 'What would you like to drink?'\n{if} food {is} 'sandwich' _ drinks {is} 'juice'\n {print} 'That is our discount menu'\n price = price - 3\n{if} drinks {is} 'water' _ drinks {is} 'juice'\n {print} 'That is a healthy choice'\n{print} 'That will be ' price ' dollars'\n```\n" - description: Create your own virtual restaurant - name: Restaurant - default_save_name: Restaurant - repeat_command_2: - name: '{repeat} 2' - levels: - 8: - example_code: "```\n_ {print} 'Do you know the muffin man?'\n_ {repeat} 2 {times}\n_ {print} 'The muffin man'\n_ {print} 'Do you know the muffin man, who lives on Drury Lane?'\n```\n" - story_text: "### In the block or not?\nIn this level you have to think carefully which lines of code should be in the block and which shouldn't.\nFor example: If you want to sing the song *the muffin man*. You only want the line with 'the muffin man' to be repeated twice.\nThis means the last line shouldn't start with indentation as it doesn't belong to the block.\nIf you do start the last line with indentation the song will turn out wrong.\n\n### Exercise\nEach line in the example code starts with a blank. Remove the blanks and try to figure out which line need indentation and which don't to make the muffin man song.\n" - 7: - story_text_2: "Another interesting thing you can do with the `{repeat}` command is using variables to set the amount of times something should be repeated. In the example code you can see that we first ask the person how old they are.\nThen, in line 3, the question is repeated 'age' times. So we have used the variable 'age' with the `{repeat}` command.\n" - example_code_2: "```\n{print} 'Yay! It is your birthday!'\nage = {ask} 'How old are you now?'\n{repeat} age {times} {print} 'Hip Hip Hurray!'\n```\n" - story_text: "## Repeat with other commands and with variables\nYou have practiced the `{repeat}` command in combination with the `{print}` command now, but did you know you could also use other commands with `{repeat}` ?\nIn this example code you can see that `{repeat}` can also be used with an `{ask}`, `{if}` or `{else}` command.\n" - example_code: "```\n{repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?'\n{if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!'\n{else} {repeat} 3 {times} {print} 'You have learned something new!'\n```\n" - default_save_name: repeat_command_2 - description: '{repeat} command 2' - rock: - levels: - 1: - example_code_2: "```\n{print} what do you choose?\n{ask} choose from _\n{echo} so your choice was:\n```\n" - story_text_2: "### Exercise\nInstead of using words, you could also use emojis: ✊✋✌\nCan you create a code using emojis?\n" - example_code: "```\n{print} what do you choose?\n{ask} choose from rock, paper or scissors\n{echo} so your choice was:\n```\n" - story_text: "In level 1 you can start with a rock, paper, scissors game.\n\nWith `{ask}` you can make a choice, and with `{echo}` you can repeat that choice.\n" - 5: - story_text: "In this level we can determine whether it's a tie or not. For that you need the new `{if}` code.\n\n### Exercise\nFinish the code by filling in the blanks:\n* Let the computer pick a random option\n* Ask the player what they want to choose\n* Fill in the correct variables in line 4 and 5\n* Finish line 6 so that Hedy can check whether it's a tie or not.\n" - example_code: "```\noptions {is} rock, paper, scissors\ncomputer_choice {is} _\nchoice {is} _\n{print} 'you chose ' _\n{print} 'computer chose ' _\n{if} _ {is} _ {print} 'tie!' {else} {print} 'no tie'\n```\n\nFill in the correct code on the blanks to see if it is a draw.\n" - 2: - story_text: "In this level you can practise using the variables, so that you can make the rock, paper, scissors game in the next level!\n### Exercise\nFinish the code by filling in the **variable** on the blank.\nThis game is not very interactive, but no worries! In the next tab you'll learn how to use variables with the `{ask}` command to make your game interactive!\n" - example_code: "```\nchoice {is} rock\n{print} I choose _\n```" - 3: - example_code_2: "```\nchoices {is} rock, paper, scissors\nplayer_1 {is} {ask} Name of player 1:\n_\n```\n" - story_text: "You can use the `{at} {random}` command to let the computer pick rock, paper or scissors!\n\n### Exercise\nFinish the code by using the `{at} {random}` command.\n" - story_text_2: "**Extra** Make a two player game. Firstly ask the two players to fill in their names. Then let the computer randomly pick their choices.\n" - example_code: "```\nchoices {is} rock, paper, scissors\n{print} choices _\n```\n" - 15: - story_text: "### Exercise\nPlay until you beat the computer! But first, finish the example code...\n" - example_code: "```\nwon = 'no'\noptions = 'rock', 'paper', 'scissors'\n{while} won == 'no'\n your_choice = {ask} 'What do you choose?'\n computer_choice = options {at} {random}\n {print} 'you chose ' your_choice\n {print} 'the computer chose ' computer_choice\n {if} computer_choice == your_choice\n {print} 'Tie!'\n {if} computer_choice == 'rock' {and} your_choice == 'scissors'\n {print} 'You lose!'\n {if} computer_choice == 'rock' {and} your_choice == 'paper'\n {print} 'You win!'\n won = 'yes'\n_\n```\n" - 9: - example_code: "```\nchoices = rock, paper, scissors\nyour_choice {is} {ask} 'What do you choose?'\n{print} 'You choose ' your_choice\ncomputer_choice {is} choices {at} {random}\n{print} 'The computer chooses ' computer_choice\n{if} computer_choice {is} your_choice\n {print} 'Tie'\n{if} computer_choice {is} rock\n {if} your_choice {is} paper\n {print} 'You win!'\n {if} your_choice {is} scissors\n {print} 'You lose!'\n# finish this code\n```\n" - story_text: "In this level you can program the whole rock, paper, scissors game by nesting the `{if}` commands. \n\n### Exercise\nCan you finish the code? The program must tell who has won for every combination.\n\n**Extra** Want to play more than one game? Expand the code so that you can play multiple rounds. You can even use an `{ask}` to ask the user how many rounds they want to play.\n" - 13: - story_text: "With the `{and}` command you can shorten your rock, paper, scissors code! Check out the example code.\n\n### Exercise\nFinish the code such that a winner is always decided on. Run your code a few times to verify there is always a winner printed.\n" - example_code: "```\noptions = 'rock', 'paper', 'scissors'\nyour_choice = {ask} 'What do you choose?'\ncomputer_choice = options {at} {random}\n{print} 'You choose ' your_choice\n{print} 'The computer chooses ' computer_choice\n{if} computer_choice {is} your_choice\n {print} 'Tie'\n{if} computer_choice {is} 'rock' {and} your_choice {is} 'paper'\n {print} 'You win!'\n{if} computer_choice {is} 'rock' {and} your_choice {is} 'scissors'\n {print} 'The computer wins!'\n_\n```\n" - 10: - story_text: "### Exercise\nIn the previous levels you have often made your own rock paper scissors game. Can you finish the code and use the `{for}` command properly to get the game to work?\n" - example_code: "```\nchoices = _\nplayers = _\n{for} _\n```\n" - 4: - story_text: "In this level we can further program rock, paper, scissors. But if you want to add text, you have to use quotation marks here too.\n### Exercise\nFill in quotation marks on the blanks. Mind that the variable `choices` should be outside the quotes.\n" - example_code: "```\nchoices {is} rock, paper, scissors\n{print} _The computer chooses..._ choices {at} {random}\n```\n" - name: Rock, paper, scissors - default_save_name: Rock_2 - description: Make your own rock, paper, scissors game - secret: - levels: - 13: - story_text: "We can simplify the superspy code with `{and}`, such that we only need one `{if}`.\n\n### Exercise 1\nComplete the code by filling the right command on the blank. Tip: The superspy has to answer BOTH questions correctly, before they get the confidential information!\n\n### Exercise 2\nWe want to confuse the enemy even more! Create a list with fake answers and select one at random when a wrong answer is given.\n" - example_code: "```\nname = {ask} 'What is your name?'\npassword = {ask} 'What is your password?'\n{if} name {is} 'Agent007' _ password {is} 'TOPSECRET'\n {print} 'Go to the airport at 02.00'\n{else}\n {print} 'Go to the trainstation at 10.00'\n ```\n" - 12: - story_text: "In this adventure you can create your own super spy code. Encode a message that only the right agent can decipher.\nIf the enemy tries to crack the code, they will get some false info to waste their time.\n\n### Exercise 1\nMake your own secret code for your superspy and return both parts only to the real spy.\n\n### Exercise 2\nAdd a third component to the code, like a piece of clothing or an object.\n" - example_code: "```\nname = {ask} 'What is your name?'\n{if} name {is} _\n a = 'Go to the airport '\n{else}\n a = 'Go to the trainstation '\npassword = {ask} 'What is the password?'\n{if} password {is} _\n b = 'tomorrow at 02.00'\n{else}\n b = 'today at 10.00'\n{print} _ _ _\n```\n" - description: Make your own spy code - default_save_name: SuperSpy - name: SuperSpy - rock_2: - levels: - 2: - example_code: "```\nchoice {is} _\n{print} I choose choice\n```\n" - story_text: "Now that you have learned how to use the `{ask}` command, you can make your rock, paper, scissors code interactive too!\n\n### Exercise\nMake the rock, paper, scissors code interactive by adding the `{ask}` command and a question to your rock, paper, scissors code.\n" - description: Part 2 of rock, paper, scissors - name: Rock, paper, scissors 2 - default_save_name: rock_2 - simon: - default_save_name: Simon - description: Make a game of Simon Says - name: Simon Says - levels: - 16: - story_text: "Let's make a game of Simon Says! Simon Says is a memory game in which the player will be given a color. They have to repeat that color back.\nIf they get it right a color is added to the sequence, so they now have to remember 2 colors, then 3, then 4 etc. the game stops as soon as the player makes a mistake.\n\n### Exercise\nIn this first part of the Simon Says adventure, we'll let the computer pick a random color and add it to a list.\n\n***Make 2 lists*** First, make a list called `colors` and fill it with the colors red, yellow, green and blue.\nThen make a list called `simon_sequence`. This list will be used as the answer.\nAt the start of the game this lists need to be empty. unfortunately, we can't create an empty list (yet), so we'll fill it with the words 'empty' and 'list' and we'll remove them from the list immediately.\n\n***Create a function that adds a color to the sequence*** Now that we have an empty list called simon_sequence, we can start filling it with random colors.\nWe do that with a function, so we can call it everytime there's a new level in our game. Create a function called `add_random_color`.\nThen create the variable random_color and set it to a random color. Next, add this random color to the simon_sequence.\n\n***Create a function that shows the simon_sequence*** Start by naming the new function `show_simon_sequence` with `level` as an argument. Now we want to show as many colors as the level we are in (in level 1 you see 1 color, in level 2 you see 2 colors etc).\nSo we repeat `level` times, to print the `simon_sequence[i]`. Each time a color is shown, wait for 1 second and then clear the screen.\n\n***Test your program*** Before you go to the next level, test if the functions are working by calling both of the functions. If they're working you should see a random color in your output screen.\nRemove this testing part of your code, copy the code and continue to the next tab to learn more about the simon says game!\n" - example_code: "```\n# Make 2 lists\ncolors = _\n_ = ['empty', 'list']\n{remove} _ {from} simon_sequence\n{remove} _\n\n# Create a function that adds a color\n_ add_random_color\n _\n {add} _\n\n# Create a function that shows the simon_sequence\n{define} _\n {for} i {in} {range} 1 {to} _\n {print} _\n _\n _\n\n# Test your program\n{call} _\n{call} show_simon_sequence {with} 1\n```\n" - simon_2: - default_save_name: Simon - name: Simon Says 2 - description: Make a game of Simon Says - levels: - 16: - example_code: "```\n# Paste your code here\n\n\n# Create a function that creates the player_sequence\n{define} _\n {for} _\n _ 'What is color number ' i '?'\n {add} answer {to} _\n\n# Set up\nlevel = _\ngame_over = _\n{print} _\n_ 1\n_\n```\n" - story_text: "We'll continue with our Simon Says game!\n\n### Exercise\n***Paste your code here*** Paste your code from the previous level here. Don't forget to remove the part that was just used for testing the functions.\n\n***Create a function that creates the player_sequence*** The list `player_sequence` is used to capture the answers of the player. First we define the function with the argument level.\nNext, we ask level times what the color is that they choose. We call that variable `answer`. Then we add the variable `answer` to the list player_sequence.\n\n***Setting up the game*** Before we program the game in the next tab, we'll need some starting variables. First, we'll set the variable `level` to 1 and the variable `game_over` to False.\nThen we make an introduction for the game. We'll print 'Welcome to Simon Says!' and clear the screen after 1 second.\n\n***Continue to the next tab to finish the game!**** Don't forget to copy your code and take it with you to the next tab.\n" - simon_3: - default_save_name: Simon - name: Simon Says 3 - description: Make a game of Simon Says - levels: - 16: - story_text: "In this tab we'll program the game of Simon Says!\n\n### Exercise\n***Paste your code*** Copy your code from the previous tab and paste it here.\n\n***Program the game*** We start by making sure the game goes on while the game isn't over. Then we print what level the player is on, we use the variable level for that. We only show that for 1 second and then we clear the screen again.\nNow, we have to create the empty list player_sequence. We've already programmed how to fill the list, with our function `player_sequence`, but we never made the list itself. To create the list we use the same trick as we did in the previous tab.\nWe'll make a list with the words 'empty' and 'list' on it, and then we remove both these words. Next, we'll call all of the 3 functions that we've created.\nLastly, we'll have to check if the player gave the correct answers (so if the player_sequence and the simon_sequence are the same).\nIf that's the case, we'll compliment the player. Wait for 1 second and increase the level with 1.\nDid the player give the wrong answer, we'll tell them and end the game by setting game_over to 'True'\n\n***Enjoy your game!*** Great job! Does your game not work? Use the ladybug button to debug your code!\n" - example_code: "```\n# Paste your code here\n\n# The game\n{while} game_over _\n {print} _\n _\n _\n _ = ['empty', 'list']\n {remove} _\n {remove} _\n {call} _\n {call} _ {with} _\n {call} _ {with} _\n {if} player_sequence == _\n _\n _\n _\n {else}\n _\n game_over = _\n```\n" - sleep_command: - levels: - 2: - example_code: "```\n{print} My favorite colour is...\n{sleep} 2\n{print} green!\n```\n" - story_text: "Another new command in this level is `{sleep}`, which pauses your program for a second. If you type a number behind the {sleep} command, the program pauses for that amount of seconds.\n\n### Exercise\nPractise this new command by making a code of your own in which you use the {sleep} command at least 3 times. With each {sleep} command the pausing time should differ.\n" - name: '{sleep}' - description: introducing {sleep} command - default_save_name: sleep_command - songs: - levels: - 6: - story_text_2: "This children's song counts down from 5 little monkeys to 1 monkey.\nIf you copy line 2 - 7 and paste it under the the code, you can sing the whole song!\n" - example_code_2: "```\nnumber = 6\nnumber = number - 1\n{print} number ' little monkeys jumping on the bed'\n{print} 'One fell off and bumped his head'\n{print} 'Mama called the doctor and the doctor said'\n{print} 'NO MORE MONKEYS JUMPING ON THE BED!'\n{sleep}\n```\n" - example_code: "```\nverse = 99\n{print} verse ' bottles of beer on the wall'\n{print} verse ' bottles of beer'\n{print} 'Take one down, pass it around'\nverse = verse - 1\n{print} verse ' bottles of beer on the wall'\n{sleep}\n```\n" - story_text: "Songs often contain a lot of repetition. Sometimes the repetition is also based on counting.\nFor example, in the well-known song 'Bottles of beer'. You can program that song with a little math.\n\nTip: Use the read aloud function to let Hedy sing the song to you!\n\n### Exercise\nYou can now repeat lines 2 to 7 as many times as you want by copying the lines.\n" - 7: - example_code: "```\n{repeat} _ _ {print} 'Baby Shark tututudutudu'\n{print} 'Baby Shark'\n```\n" - story_text: "Songs often contain a lot of repetition. For example... Baby Shark! If you sing it, you keep singing the same thing:\n\nBaby Shark tututudutudu
\nBaby Shark tututudutudu
\nBaby Shark tututudutudu
\nBaby Shark\n\n### Exercise\nYou can print the song Baby Shark with a `{repeat}`? Finish the code by replacing the blanks?\n**Extra** After Baby Shark you can of course also program other songs. There are many songs with repetition!\nCan you think of one more song and print it?\n" - 10: - example_code_2: "```\nmonkeys = 5, 4, 3, 2, 1\n```\n" - example_code: "```\nfamily = baby, mammy, daddy, grandma, grandpa\n_ _ _ _ \n {print} _\n```\n" - story_text: "With `{for}` you can print make the whole baby shark song (including all the other sharks in the family) in only 6 lines!\n\n### Exercise 1\nCan you make the baby shark code even shorter by using a `{for}` command? Finish the example code.\n" - story_text_2: "### Exercise 2\nPrint the song Five little moneys jumping on the bed. Look up the text if you don't remember.\n\n**Extra** Print the song Old MacDonald had a farm, and make sure all animals make a different sound, using an `{if}`.\n" - 13: - story_text: "In the previous adventure you have learned how to use an argument in a function, but did you know that you could combine them with {ask} commands as well?\nIn this example we have changed the 'My Bonnie' program and made it interactive. You are now asked where Bonnie is.\n" - example_code: "```\n{define} song {with} place\n {print} 'My Bonnie is ' place\n\nchosen_place = {ask} 'Where do you want Bonnie to be?'\nsynonym = {ask} 'What is another word for that?'\n\n{call} song {with} chosen_place\n{call} song {with} synonym\n{call} song {with} chosen_place\n```\n" - 12: - example_code: "```\n_ actions = 'clap your hands', 'stomp your feet', 'shout Hurray!'\n_ {for} action {in} actions\n_ {for} i {in} {range} 1 {to} 2\n_ {print} 'if youre happy and you know it'\n_ {print} action\n_ {print} 'if youre happy and you know it and you really want to show it'\n_ {print} 'if youre happy and you know it'\n_ {print} action\n```\n" - story_text: "In this song we can make it even easier to program 'if you're happy and you know it, clap your hands'. Because we can put all of the actions in a variable, check it out:\n\n### Exercise\nCan you add the right amount of indentation to each line to make the song play correctly?\nHint: Not all lines need indentation.\n" - 18: - example_code: "```\nlines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober']\n{for} line {in} lines _\n {for} i {in} {range} 1 {to} 3 _\n {print} _ line _\n {print} 'early in the morning'\n {for} i {in} {range} 1 {to} 3\n {print} 'way hay and up she rises'\n {print} 'early in the morning'\n```\n" - story_text: "In level 16 we made songs using lists. These programs however are no longer working properly in this level. The colons from level 17 and the brackets from level 18 still need to be added.\n\n### Exercise 1\nThe Drunken sailor song is given as sample code, but not yet working.\nCan you make sure everything works again? To help you, we've put _ in the places of _some_ errors.\n\n### Exercise 2\nNow also look up your Old MacDonald song from level 16, and correct it.\n" - 8: - example_code: "```\nverse = 99\n_ 99 {times}\n{print} verse ' bottles of beer on the wall'\n{print} verse ' bottles of beer'\n{print} 'Take one down, pass it around'\nverse = verse - 1\n{print} verse ' bottles of beer on the wall'\n```\n" - story_text: "In a previous level you've programmed the song 'Bottles of beer'. But without the `{repeat}` command, you had to copy the verses many times.\nIn this level you can repeat the song 99 times, just by adding one simple line!\n\n### Exercise\nAdd the right command on the blanks and indent the code correctly.\n" - 11: - example_code: "```\n_ monkeys _ _ 5 _ 1\n {print} monkeys ' little monkeys jumping on the bed'\n _\n```\n" - story_text: "In this level you can use the `{for}` with `{range}` to make songs that use counting, like the 5 little monkeys.\n\n### Exercise 1\nFill in the blanks and make the code work! If you don't remember the song text, look it up yourself.\n\n### Exercise 2\nThe final line of the song is different from the others. Print this line inside the `{for}`, and use an `{if}` to make it work correctly.\n" - 16: - story_text: "In this level, you can program a song like OldMacDonald even more quickly. You can connect the right animal to the right sound by simply putting them in the same place in the list.\nThe Drunken Sailor is also quickly made in this level. You only need 8 lines for the entire song, check it out!\n\n### Exercise\nComplete the Old MacDonald song by setting the variable `animal` to `animals[i]` and `sound` to `sounds[i]`.\n" - example_code: "```\nanimals = ['pig', 'dog', 'cow']\nsounds = ['oink', 'woof', 'moo']\n{for} i {in} {range} 1 {to} 3\n animal = _\n sound = _\n {print} 'Old MacDonald had a farm'\n {print} 'E I E I O!'\n {print} 'and on that farm he had a ' animal\n {print} 'E I E I O!'\n {print} 'with a ' sound sound ' here'\n {print} 'and a ' sound sound ' there'\n {print} 'here a ' sound\n {print} 'there a ' sound\n {print} 'everywhere a ' sound sound\n```\n\n```\nlines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober']\n{for} line {in} lines\n {for} i {in} {range} 1 {to} 3\n {print} line\n {print} 'early in the morning'\n {for} i {in} {range} 1 {to} 3\n {print} 'way hay and up she rises'\n {print} 'early in the morning'\n```\n" - description: Print a song - name: Sing a song! - default_save_name: Song - songs_2: - description: Sing a song 2 - levels: - 16: - story_text_2: "### Exersice 2\nNow create your own code for the nursery rhyme 'The wheels on the bus' on the same way!\n" - example_code_2: "```\nobject = ['wheels', 'doors', _]\nmovement = [ 'round and round', 'open and shut', _]\n```\n" - example_code: "```\nnumber = ['one', 'two', 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'ten']\nobject = ['on his drum', 'on his shoe', 'on his knee', 'on his door', 'on his hive', 'on his sticks', 'up in heaven', 'on his gate', 'on his vine', 'once again']\n\n_\n {print} 'This old man'\n {print} 'He played ' _\n {print} 'He played knick-knack ' _\n {print} 'With a knick-knack paddywhack'\n {print} 'Give the dog a bone'\n {print} 'This old man came rolling home'\n {sleep} 8\n {clear}\n```\n" - story_text: "### Exercise\nFinish the nursery rhyme!\n" - 12: - example_code: "```\n{define} twinkle\n {print} 'Twinkle'\n {print} _\n\n{call} twinkle\n{print} 'Up above the world so high'\n{print} 'Like a diamond in the sky'\n{call} _\n```\n" - story_text: "Songs contain a lot of repetition. We can capture it with a function!\n### Exercise\nLook at the example code with the function. Fill out the two lines so the full song is printed.\n" - default_save_name: Song 2 - name: Sing a song! 2 - tic: - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - example_code: "```\n# Create a list called field\n_ = ['.', '.', '.', '.', '.', '.', '.', '.', '.']\n\n# Create a function that prints the field\n{define} print_field\n _\n {print} 'TIC TAC TOE'\n {print} field[1] field[2] field[3]\n _\n _\n\n# Call the function\n```\n" - story_text: "Let's program a game of tic-tac-toe!\n\n### Exercise\nIn this adventure we'll start with creating an empty field.\n\n***Create a list called field*** This list will be our playing field. This list is filled with 9 dots, since there are no x's and o's yet at the start of our game.\n\n***Create a function that prints the field*** Firstly, clear the screen so the old playing fields will be removed. Then we print the first line of our Tic Tac Toe field. This line constists of the first 3 spots in our list field.\nWe have already programmed this line for you. Now finish the field by printing spot 4, 5, and 6 on the second row and spot 7, 8 and 9 in the third row.\n\n***Call the function that prints the field*** Now call the function.\n
\n Run the code. Your output should look like this: \n
\n\n***Continue in the next tab*** In the next tab you'll learn how to program the game itself.\n" - 17: - example_code: "```\n# Paste your code here and make it level 17 proof\n\n# Create a function that detects if someone has won\n{define} detect_winner {with} field, sign:\n {if} field[1] == field[2] {and} field[2] == field[3] {and} field[1] != '.':\n game_over = 'yes'\n {print} 'Player ' sign 'wins!'\n {elif}:\n _\n {else}:\n game_over = 'no'\n{return} _\n```\n" - story_text: "In the previous level you've learned how to make a tic-tac-toe game. The game works, but is quite annoying as it keeps asking you if you've won yet.\nNow that we have the {elif} command, we can let the game decide if someone has won and it can stop asking us!\n\n### Exercise\n***Paste your code*** Paste your code from the previous level here and make it level 17 proof. In this level you've learned to use a colon everytime you create a block of code. Please add the colons in the correct spots.\n\n***Create a function that detects if someone's won*** We have started the function for you, paste it under the function `print_field` and finish the function. You can see that this first piece of code checks to see if spot 1, 2 and 3 are the same, because if they are you have 3 in a row.\nIt also checks if they are not a dot, because if they are, the line might have the same symbols on them, but that's just because it's still empty.\nIf all these conditions are met, the game is over and the winner is printed.\nFinish this function with all possible ways to win. This means you have to make this for the other 2 rows, 3 columns and 2 diagonals.\nIf you've finished all the other options, the function should return the variable `game_over` so we can use it in our game.\n\n***Call the function in the game*** Go to the line `game_over = {ask} 'Did you win?'` and change it to `game_over = {call} detect_winner {with} field, sign`. Now the function will check if there's a winner and the game doesn't need to keep asking anymore!\n\n***Enjoy your game!*** Great job! You have finished the game! Enjoy playing it!\n" - name: Tic-Tac-Toe - tic_2: - default_save_name: Tic - name: Tic-Tac-Toe 2 - description: Play a game of Tic Tac Toe! - levels: - 16: - example_code: "```\n# Paste your code from the previous adventure here\n\n# Add variables\ngame_over = _\nsign = _\n\n# The game\n{while} _\n choice = _ 'Player ' sign '_?'\n field[choice] = _\n _ print_field\n game_over = {ask} _\n {if} sign = 'o'\n sign = _\n _\n sign = _\n```\n" - story_text: "In the previous adventure you've learned how to create a playing field. Now you'll learn how to create the game!\n\n### Exercise\n***Paste your code*** Start by pasting your code from the previous adventure here.\n\n***Add variables*** Underneath your list called `field` we'll add 2 more variables that we'll need to program the game.\nThe variable `game_over` tells us if the game is over, and should be 'no' at the start of the game.\nThe variable `sign` tells us if it's the turn of player x or player o. Set the variable to 'x'.\n\n***The game*** First use a {while} command, to make sure the game keeps on playing the variable while game_over is set to no.\nDuring the game, we first ask the player which spot they choose. Then we change the field with the number they chose into their sign.\nThen we print the field again and we ask the player if they've won yet. Lastly we want to switch whose turn it is, so if the sign is 'x' it should be 'o' and the other way around.\n\n***Test your game*** Does your game work? Great, have fun playing the game! If not, use the ladybug button to debug your code.\nYou might have noticed one mistake in the code though, you can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot.\nThat's not fair! Go to the next tab to learn how to fix this problem.\n" - tic_3: - name: Tic-Tac-Toe 3 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: "You might have noticed one mistake in the code you've made in the previous adventure. You can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot.\nThat's not fair! In this tab we'll fix that mistake.\n\n### Exercise\n***Paste your code here*** Paste your code from the previous adventure here.\n\n***Fix the mistake*** To fix the mistake we replace the line that says `field[choice] = sign`. This turns any spot that the player has chosen into their sign.\nGo to the header that says 'Use this to fix the mistake' and finish the code. We first want to check if the chosen spot is still empty, so `if field[choice] = '.'`. If that is the case, you are allowed to take it.\nThen we make an else command and print 'Sorry, this spot is already taken' if the spot is not empty. Lastly, we add a {sleep} command, so the players can actually read the text before it gets cleared again.\nNow copy this piece of code and replace the line `field[choice] = sign` with this new piece of code.\n\n***Play your game!*** Now the game should work properly! Good job!\nThe only flaw is that you can get a bit annoyed that the game keeps asking you if you've won yet. Do you want to fix that? Go to level 17 and we'll fix it!\n" - example_code: "```\n# Paste your code here\n\n# Use this to fix the mistake\n{if} _ = '.'\n field[choice] = sign\n{else}\n {print} _\n _\n```\n" - turtle: - levels: - 1: - example_code_2: "```\n{forward} 20\n{turn} {right}\n{forward} 20\n{turn} {left}\n{forward} 20\n```\n" - example_code: "```\n{forward} 100\n{turn} {left}\n```\n" - story_text: "You can also use Hedy to draw. By combining turns and lines, you can make a square or stairs!\n\nUsing `{forward}` you draw a line forwards. The number behind it determines how far the turtle will walk. `{turn} {right}` turns a quarter turn in clockwise direction, `{turn} {left}` turns counter clockwise.\n\nIf you want to go backwards, you use the `{forward}` command but with a negative number. So for example `{forward} -100`\n" - story_text_2: "### Exercise\nThis is the start of a little staircase. Can you make it have 5 steps?\n" - 4: - story_text: "In level 4 you have to use quotation marks with `{print}` and `{ask}`. Also when drawing!\n" - example_code_2: "```\n{color} {white}\n{forward} -80\n{color} {green}\n{forward} 50\n{color} {yellow}\n{forward} 50\n{color} {red}\n{forward} 50\n```\n" - example_code: "```\n{print} _ Drawing figures _\nangle {is} 90\n{turn} angle\n{forward} 25\n{turn} angle\n{forward} 25\n```\n" - story_text_2: "You can also change the color of the lines with the command `{color}`. Check out the example.\nYou can also use the command `{color} {white}` to make 'invisible' lines. You could use these white lines to move the turtle anywhere in the screen before you start drawing.\n" - 2: - example_code_2: "```\n{print} Drawing figures\nangle {is} 90\n{turn} angle\n{forward} 25\n{turn} angle\n{forward} 25\n{turn} angle\n{forward} 25\n```\n" - example_code: "```\n{forward} 20\n{turn} 90\n{forward} 20\n{turn} 180\n{forward} 100\n```\n" - story_text: "In level 1 the turtle could only turn left or right. That is a bit boring!\nIn level 2 he can point his nose in all directions. \n\nUse 90 degrees to turn a quarter, 180 to turn half, and a full circle is 360 degrees.\n\n### Exercise\nThis code now creates the letter T. Can you change it to make the letter B?\n\n**Extra** Change the letter into a different letter, like the first one of your name. \nYou can also make multiple letters, by setting the color to `{color}` `{white}` in between. \n" - story_text_2: "You can use variables to in the turtle `turn`. \n\n### Exercise\nChange the code such that it creates a triangle. Hint: you only have to change the code in one place.\n" - 5: - story_text: "In level 5 you can make a choice with `{if}`. For example between different types of figures.\n" - story_text_2: "### Exercise\nFill in the correct numbers in this code to get it to work.\nAfter you've done that, you can try to add the option backwards.\n\n**Extra** Instead of using 'left' and 'right', remake the program with North, East, South and West.\nThis way you could add even more directions like Northeast and Southwest etc.\n" - example_code_2: "```\ndirection {is} {ask} 'Do you want to go left, right, or straight ahead?'\n{if} direction {is} left {turn} _\n{if} direction {is} right {turn} _\n{forward} 100\n```\n" - example_code: "```\n{print} 'Drawing Figures'\nfigure {is} {ask} 'Do you want a square or a triangle?'\n{if} figure {is} triangle angle {is} 120\n{else} angle {is} 90\n{turn} angle\n{forward} 25\n{turn} angle\n{forward} 25\n{turn} angle\n{forward} 25\n{turn} angle\n{forward} 25\n```\n" - 6: - example_code: "```\nangles = {ask} 'How many angles do you want?'\nangle = 360 / angles\n{forward} 50\n{turn} angle\n{forward} 50\n{turn} angle\n{forward} 50\n{turn} angle\n{forward} 50\n{turn} angle\n{forward} 50\n{turn} angle\n{forward} 50\n{turn} angle\n```\n" - story_text: "In this level you can use calculations to draw different figures.\nYou may have learned in school that turning a full circle is 360 degrees. If not, now you know!\nThat's why you also use 90 degrees for a square. 360 divided by 4 is 90.\nNow that we can do math with Hedy, we can draw all the figures we want!\n" - 8: - story_text: "Now that we can repeat several lines, we can make figures more easily.\nWe only have to set the angle once and then use that variable in the `{repeat}`.\n\n### Exercise 1\nThe example code creates a square. Change the code so that it create another figure, such as a triangle or a hexagon. \nThis requires a change to two lines of code.\nTip: An entire circle is 360 degrees.\n\n### Exercise 2\nNow create a drawing consisting of at least two polygons.\n" - example_code: "```\nangle = 90\n{repeat} 4 {times}\n {turn} angle\n {forward} 50\n```\n" - story_text_2: "**Extra** We can now improve the program that draws different figures. Finish the code and you can draw any polygon you'd like!\n" - example_code_2: "```\nfigure = {ask} 'How many angles should I draw?'\nangle = 360 / figure\n{repeat} figure {times}\n {turn} _\n {forward} _\n```\n" - 9: - story_text: "Now that we can use a `{repeat}` inside a `{repeat}`, we can create more complex figures.\n\n### Exercise 1\nThis code creates three black triangles, change that into five pink squares.\n\n **Extra** Create a figure of your own choosing consisting of at least two different shapes types.\n" - example_code: "```\n{color} {black}\n{repeat} 3 {times}\n {repeat} 3 {times}\n {forward} 10\n {turn} 120\n {color} {white}\n {forward} 50\n {color} {black}\n```\n" - 12: - example_code: "```\n{define} square\n {repeat} 4 {times}\n {turn} _\n {forward} _\n{call} square\n{forward} 50\n{call} square\n{forward} 50\n{call} square\n```\n" - story_text: "We can use functions to draw more complex figures with less code.\n### Exercise 1\nFill the function so that three squares are created. If you want the image to look nicer, you can make the lines between the squares white.\n\n### Exercise 2\nThe code can be made even shorter. Place the final lines into a `{repeat}` so the figure remains the same.\n\n### Exercise 3\nCreate your own drawing with different figures.\nChange both the number of figures with the `{repeat}` and the shape of the figures in the `{define}`\n" - 10: - example_code: "```\n{turn} 90\ndistances = 10, 20, 30, 40, 50, 60\n{for} distance {in} distances\n {forward} distance\n```\n" - story_text: "In this level you can make the turtle draw a figure.\nThe turtle will travel the distances in the list, one by one, making bigger and bigger steps.\n### Exercise 1\nAdd a 90 degree turn in the loop, so that a spiral is drawn.\nAdd at least 5 numbers to the list, so the spiral grows larger.\n**(extra)** can you change the spiral into another shape? Experiment with numbers for the turn!\n### Exercise 2\nThe spiral is drawn outwards, make it go inwards?\n" - 3: - story_text: "In this level you can use `{at} {random}` with the drawing turtle. A random choice makes the turtle walk a different path each time.\nUse `{at} {random}` to choose a value from a list.\n### Exercise\nCan you copy and paste lines 2 and 3 to create a longer random path?\n" - example_code: "```\nangles {is} 10, 50, 90, 150, 250\n{turn} angles {at} {random}\n{forward} 25\n```\n" - name: Turtle - description: Make your own drawing - default_save_name: Turtle - turtle_draw_it: - name: Draw it! - description: Draw this picture with the turtle - default_save_name: Draw it - levels: - 2: - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n
\nTriangle \nArrow \nBoat \n
\n" - 3: - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n
\nTriangle \nStar \nArrow \n
\n" - 5: - example_code: "Hint:\n```\nchosen_letter {is} {ask} 'Which letter would you like to see? F, E or L?'\n{if} _\n```\n" - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n**Extra** Make only one code that lets the player decide which letter they'd like to see! And can you add even more letters?\n\n
\nF \nE \nL \n
\n" - 4: - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n
\nColored Star \nRainbow \nNested squares \n
\n" - example_code: "**Extra** Up for a real challenge? Make sure that the colors of these figures are selected randomly, so that each time you run your programs they'll look differently!\n\n```\ncolors {is} red, orange, yellow, green, blue, purple, pink, brown, gray, black\ncolor _\n```\n" - 7: - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n
\nHexagon \nTriangle \nFan \n
\n" - 6: - example_code: "Hint for the square:\n```\nchosen_color = {ask} _\n```\n" - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n**Extra** Let the player decide which color the square should be.\n\n***Extra*** Can you make the letter of your own first name and the flag of your own country too?\n\n
\nSquare \nLetters \nFlag \n
\n" - 9: - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n**Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines?\n\n**Extra** Give the player a choice which country they would like to see the flag of.\n\n
\nCross (7) \nRandomly colored nested squares (8) \nFlags \n
\n" - example_code: "Hint for the nested squares:\n```\ncolors = red, blue, orange, yellow, pink, purple, green, brown, black\ndistance = 120\n{repeat} 5 {times}\n_\n```\nHint for the flags:\n```\ncountry = {ask} 'which country would you like to see the flag of?'\n{if} country {is} 'the Netherlands'\n color_1 = red\n color_2 = white\n color_3 = blue\n```\n" - 10: - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n
\nNested Hexagon \nTraffic lights \n
\n" - example_code: "Hint Nested Hexagon:\n```\ndistances = 100, 80, 60, 40, 20\n{for} distance {in} distances\n_\n```\n\nHint Traffic Lights:\n```\ncolors = red, yellow, green\n{for} chosen_color {in} colors\n {color} _\n {repeat} _\n```\n" - story_text_2: "Christmas lights \n" - example_code_2: "Hint Christmas Lights:\n\nStart by moving to the left side of the screen with an invisible white line. Then hang up the Christmas lights!\n```\n{color} white\n{turn} -90\n{forward} 300\n{turn} 90\n\ncolors = red, blue, yellow, purple, green, orange, pink\n{for} chosen_color {in} colors\n_\n```\n" - 11: - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n
\nBeehive (6) \nFan (5) \nSnowflake (13) \n
\n" - example_code: "Hint Beehive:\n```\n{for} amount_of_combs {in} {range} 1 {to} _\n {for} walls_of_one_comb {in} {range} 1 {to} _\n {forward} _\n {turn} _\n {forward} _\n {turn} _\n```\n\nHint Fan:\nStart out like the fan you made in level 7. Or take a peak at the hint for the beehive, because the codes are very similar.\n\nHint Snowflake: Start by making one 'leg' and repeat it 6 times.\n" - 12: - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\nFirstly, define a function **for each shape** you want to use on the bracelet. Then, add the shapes to the bracelet like this:\n\nBracelet Designing program \n" - example_code: "Hint Bracelet Designing program\n```\n{define} draw_a_square\n_\n\n{color} white\n{turn} -90\n{forward} 300\n{turn} 180\n\n{for} i {in} {range} 1 {to} 5\n {color} gray\n {forward} 100\n shape = {ask} 'What kind of shape would you like next on the bracelet?'\n chosen_color = {ask} 'In which color?'\n {color} chosen_color\n {if} shape = 'square'\n {call} draw_a_square\n```\n" - 14: - example_code: "```\n{define} calculate_degrees {with} amount_of_corners\n _ 360 / amount_of_corners\n\n\n{define} draw_figure {with} degrees\n _\n {forward} 400/amount_of_corners\n {turn} _\n\namount_of_corners = {ask} _\ndegrees = {call} _ {with} _\n\n{call} _ {with}\n{call} _ {with}\n```\n" - story_text: "### Exercise\nCreate a program that asks the player how many corners their figure should have and then creates that figure.\nThe figure in the image is the output when the player fills in 10.\n\n
\n \n \n
\n" - 15: - story_text_2: "Fan \n" - story_text_3: "Star \n" - example_code: "Spiral\n```\ndistance = 5\n{while} distance < 200\n distance = distance + 5\n _\n```\n" - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\nSpiral \n" - example_code_2: "Fan\n```\n{define} draw_a_square {with} side\n_\n\ni = 100\n{while} i > 1\n _ {with} i\n _\n i = i - 3\n```\n" - example_code_3: "Star\nA star is usually drawn using 144-degree-turns. If you change this slightly to 143 degrees for example and repeat the pattern multiple times with a {while} loop you can make this figure.\n" - 13: - example_code: "Hint Street in different sizes\n```\n{define} draw_a_house {with} size\n_\n\n{call} draw_a_house {with} 90\n{call} draw_a_house {with} 60\n{call} draw_a_house {with} 30\n```\n\nHint Colored street\n```\n{define} draw_a_house {with} chosen_color\n_\n```\n\nHint Snow Storm\n```\n{define} draw_snowflake {with} length, color\n _\n\nnumbers = 10, 20, 30\ncolors = _\n\n{for} i {in} {range} 1 {to} 5\n random_number = _\n random_color = _\n {call} draw_snowflake {with} random_number, random_color\n {color} white\n {turn} random_number * 5\n {forward} 80\n```\n" - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\nStreet in different sizes \nColored street \nSnow Storm \n" - 8: - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n**Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines?\n\n
\nSquare (3) \nRandomly colored star (5) \nRandomly colored spiral (7) \n
\n" - 1: - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n
\n Rectangle \n Square \n Stairs\n
\n" - while_command: - name: '{while}' - levels: - 15: - story_text: "We are going to learn a new loop, the `{while}` loop! We continue the loop as long as the statement is true.\nSo don't forget to change the value in the loop.\n\nIn the example code, we continue until a correct answer has been given.\nIf the correct answer is never given, the loop never ends!" - example_code: "```\nanswer = 0\n{while} answer != 25\n answer = {ask} 'What is 5 times 5?'\n{print} 'A correct answer has been given'\n```\n" - description: '{while}' - default_save_name: while_command - years: - default_save_name: New Year's Countdown - levels: - 11: - example_code: "```\n{for} number {in} {range} _ {to} _\n {print} number\n {sleep}\n{print} 'Happy New Year!'\n```\n" - story_text: "In this level you can use the `{for}` number `{in}` `{range}` command to countdown to the New Year.\n\n### Exercise\nFill in the blanks and make the code work!\n" - description: Countdown to the New Year! - name: New Year's - repeat_command: - levels: - 9: - story_text: "Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an `{if}` or `{repeat}` command. \nBut you can't yet combine the two...\n\nGood news! In this level you will be allowed to put an `{if}` inside an `{if}`, `{repeat}` inside a `{repeat}` command and in eachother.\nGive it a try!\n" - example_code: "```\n{repeat} 3 {times}\n order = {ask} 'What would you like to order?'\n {if} order {is} pizza\n {print} 'Yammie'\n {else}\n {print} 'pizza is better!'\n```\n" - 7: - example_code: "```\n{repeat} 3 {times} {print} 'Hedy is fun!'\n```\n" - story_text: "## Repeat! Repeat! Repeat!\nLevel 7 adds the `{repeat}` command. `{repeat}` can be used to execute one line of code multiple times. Like this:\n\n### Exercise\nPlay around with the `{repeat}` command. Can you make the happy birthday song in only 3 lines of code instead of 4 now?\n" - 8: - example_code: "```\n{repeat} 5 {times}\n {print} 'Hello everyone'\n {print} 'This is all repeated 5 times'\n```\n" - story_text: "### Repeat commands and indentation\nIn this level you can repeat multiple lines of code with only 1 repeat command.\nYou do this by making a block of lines that you want to repeat.\nThe lines in this block will need **indentation** .\nThat means putting four spaces at the beginning of each line. You will also have to indent when you just want to create a block of one line.\n" - description: '{repeat} command' - name: '{repeat}' - default_save_name: repeat_command diff --git a/content/adventures/nl.yaml b/content/adventures/nl.yaml index 98392a3ce87..22e928d2210 100644 --- a/content/adventures/nl.yaml +++ b/content/adventures/nl.yaml @@ -258,8 +258,6 @@ adventures: {print}('Welkom bij dit verhaal!') ``` add_remove_command: - name: '{add} {to_list} & {remove} {from}' - default_save_name: add_remove_command description: 'Introduceren van: {add} {to_list} (toevoegen aan to_list) en {remove} {from} (verwijderen uit from)' levels: 3: @@ -295,7 +293,6 @@ adventures: {print} Je krijgt een {at} {random} milkshake ``` and_or_command: - name: '{and} & {or}' default_save_name: en of description: introduceert {and} (en) & {or} (of) levels: @@ -309,7 +306,6 @@ adventures: {print} 'Jij bent de echte Hedy!' ``` ask_command: - name: '{ask}' default_save_name: vraag_commando description: Introductie {ask} (vraag) commando levels: @@ -356,8 +352,6 @@ adventures: {print}('Dus jouw naam is ', naam) ``` blackjack: - name: Blackjack - default_save_name: Blackjack description: Probeer zo dicht mogelijk bij 21 te komen levels: 17: @@ -406,9 +400,6 @@ adventures: {print} 'Dat is ' _ ' punten waard'. ``` blackjack_2: - name: Blackjack 2 - default_save_name: Blackjack_2 - description: Blackjack part 2 levels: 17: story_text: | @@ -463,9 +454,6 @@ adventures: {print} 'De dealer heeft een ' _ ' en een ' _ '. Dat is ' _ ' punten.' ``` blackjack_3: - name: Blackjack 3 - default_save_name: Blackjack_3 - description: Blackjack part 3 levels: 17: story_text: | @@ -508,9 +496,6 @@ adventures: _ ``` blackjack_4: - name: Blackjack 4 - default_save_name: Blackjack_4 - description: Blackjack part 4 levels: 17: story_text: | @@ -745,8 +730,6 @@ adventures: ``` calculator_2: name: Rekenmachine 2 - default_save_name: Calculator 2 - description: Calculator 2 levels: 14: story_text: | @@ -768,8 +751,6 @@ adventures: # Gebruik je eigen code van het vorige avontuur ``` clear_command: - name: '{clear}' - default_save_name: clear_command description: '{clear} commando' levels: 4: @@ -790,9 +771,6 @@ adventures: {print} 'VERRASSING!' ``` debugging: - name: debugging - default_save_name: debugging - description: debugging adventure levels: 1: story_text: |- @@ -1210,7 +1188,6 @@ adventures: ``` default: name: Introductie - default_save_name: intro description: Level uitleg levels: 1: @@ -1305,13 +1282,6 @@ adventures: Hier zie je de code van het verjaardagsliedje 'Happy Birthday'. Dat is een hoop code voor steeds hetzelfde zinnetje.... Gelukkig leer je in het volgende avontuur een oplossing met het `{repeat}` commando. Hiermee kun je een regel code meerdere keren herhalen. - example_code: | - ``` - {print} 'happy birthday to you' - {print} 'happy birthday to you' - {print} 'happy birthday dear Hedy' - {print} 'happy birthday to you' - ``` 8: story_text: | Je hebt nu één regel code leren herhalen. Dat is handig, maar niet altijd genoeg. Soms wil je een groepje van meerdere codes een paar keer herhalen. @@ -1342,13 +1312,6 @@ adventures: Als je in het volgende couplet niet 'clap your hands' maar 'stomp your feet' wil gebruiken, dan moet je de code volledig aanpassen. Superonhandig! In dit level leer je het `{for}` commando, dat dit probleem voor je oplost! Ga maar snel door! - example_code: | - ``` - {repeat} 2 {times} - {print} 'if youre happy and you know it clap your hands' - {print} 'if youre happy and you know it and you really want to show it' - {print} 'if youre happy and you know it clap your hands' - ``` 11: story_text: | Je bent al ver gekomen! Goedzo! In de hogere levels gaat de Hedy programmeertaal steeds meer op Python lijken. @@ -1663,9 +1626,7 @@ adventures: {print} 'Op ' dag ' doet ' namen {at} {random} ' de afwas.' ``` elif_command: - name: '{elif}' default_save_name: alsanders - description: '{elif}' levels: 17: story_text: |- @@ -1684,7 +1645,6 @@ adventures: {print} 'Veel geluk de volgende keer..' ``` for_command: - name: '{for}' default_save_name: voor description: '{for} commando' levels: @@ -1737,11 +1697,6 @@ adventures: 18: story_text: | Tot slot maken we echte Python code van `{for} i {in} {range} 1 {to} 5` door rondje haakjes te gebruiken en afscheid te nemen van {tot} en daarvoor in de plaats een komma te gebruiken tussen het begin en eindgetal. Op deze manier: - example_code: | - ``` - {for} i {in} {range}(1,5): - {print} (i) - ``` fortune: name: Waarzegger default_save_name: Waarzegger @@ -1904,8 +1859,6 @@ adventures: ``` functions: name: Functies - default_save_name: functions - description: functions levels: 12: story_text: | @@ -2026,8 +1979,6 @@ adventures: ``` guess_my_number: name: Raad mijn getal - default_save_name: guess my number - description: guess my number levels: 14: story_text: | @@ -2054,8 +2005,6 @@ adventures: ``` hangman: name: Galgje - default_save_name: Hangman - description: Guess the word levels: 17: story_text: | @@ -2100,8 +2049,6 @@ adventures: ``` hangman_2: name: Galgje 2 - default_save_name: Hangman_2 - description: Hangman 2 levels: 17: story_text: | @@ -2147,8 +2094,6 @@ adventures: ``` hangman_3: name: Galgje 3 - default_save_name: Hangman_3 - description: Hangman 3 levels: 17: story_text: | @@ -2187,8 +2132,6 @@ adventures: ``` harry_potter: - name: Harry Potter - default_save_name: Harry Potter description: Harry Potter avonturen levels: 10: @@ -2443,9 +2386,6 @@ adventures: {print} 'GAME OVER' ``` hotel: - name: hotel - default_save_name: hotel - description: hotel levels: 13: story_text: | @@ -2479,7 +2419,6 @@ adventures: {call} welkomstbericht {with} titel, naam, afkomst, 105 if_command: - name: '{if} & {else}' default_save_name: als description: introduceert het {if} commando levels: @@ -2541,7 +2480,6 @@ adventures: {print} 'Je wil niet doorgaan' ``` in_command: - name: '{in}' default_save_name: in description: introduceert het {in} commando levels: @@ -2569,9 +2507,6 @@ adventures: _ _ 'Mijn lievelingsdieren zijn koeien, schapen en varkens' ``` is_command: - name: '{is}' - default_save_name: is_command - description: introducing {is} command levels: 2: story_text: | @@ -2727,48 +2662,12 @@ adventures: ### Opdracht Test de voorbeeldcode en speel er maar mee! Kun jij een melodietje maken? In het volgende level leer je enkele bestaande nummer spelen. - example_code: |- - ``` - {play} C4 - {play} D4 - {play} E4 - {play} F4 - {play} G4 - {play} A4 - {play} B4 - {play} C5 - ``` 2: story_text: | ### Opdracht Maak de liedjes af! We hebben al een beginnetje voor je gemaakt. - example_code: | - ``` - {print} Old Mac Donald had a farm - {play} C5 - {play} C5 - {play} C5 - {play} G4 - {play} A4 - {play} A4 - {play} G4 - ``` story_text_2: | Zoals je kunt zien kun je het `{sleep}` commando gebruiken om een pauze toe te voegen in je liedje. - example_code_2: | - ``` - {print} Twinkle Twinkle Little Star - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} 1 - {play} F - {play} F - ``` 3: story_text: | Maak een random deuntje! @@ -3253,11 +3152,6 @@ adventures: ### Opdracht Kopieer de regels code zodat je een grotere tekening kan maken. - example_code_2: | - ``` - {if} y {is} {pressed} {forward} 15 - {else} {turn} 90 - ``` 7: story_text: | Nu je `{repeat}` hebt geleerd kunnen we meerdere keren kijken of er een toets is ingedrukt. @@ -3266,10 +3160,6 @@ adventures: ### Opdracht De voorbeeldcode kijkt één keer of er een toets is ingedrukt. Pas de code aan door {repeat} toe te voegen en maak daar een mooie tekening mee. - example_code: | - ``` - {if} x {is} {pressed} {forward} 15 {else} {turn} 90 - ``` 9: story_text: | We kunnen nu met `{pressed}` een programma maken om typen te oefenen. @@ -3290,8 +3180,6 @@ adventures: _ ``` print_command: - name: '{print}' - default_save_name: print description: Introductie print commando levels: 1: @@ -3335,8 +3223,6 @@ adventures: {print}('Mijn naam is ', naam) ``` quizmaster: - name: Quizmaster - default_save_name: Quizmaster description: Maak je eigen quiz! levels: 14: @@ -3431,7 +3317,6 @@ adventures: {print} 'Jij hebt ' score ' gehaald!' ``` random_command: - name: '{random}' default_save_name: willekeurig description: introduceert het op willekeurig commando levels: @@ -3490,7 +3375,6 @@ adventures: {print} fruit[random] ``` repeat_command: - name: '{repeat}' default_save_name: herhaal description: '{repeat} commando' levels: @@ -3545,7 +3429,6 @@ adventures: {print} 'pizza is lekkerder' ``` repeat_command_2: - name: '{repeat} 2' default_save_name: herhaal2 description: '{repeat} commando 2' levels: @@ -3586,8 +3469,6 @@ adventures: _ {print} 'Zeg ken jij de mosselman? Hij woont in Scheveningen' ``` restaurant: - name: Restaurant - default_save_name: Restaurant description: Maak een virtueel restaurant levels: 1: @@ -4105,9 +3986,6 @@ adventures: {print} 'Ga naar het treinstation om 10:00' ``` simon: - name: Simon Says - default_save_name: Simon - description: Make a game of Simon Says levels: 16: story_text: | @@ -4156,9 +4034,6 @@ adventures: {call} toon_simon_reeks {with} 1 ``` simon_2: - name: Simon Says 2 - default_save_name: Simon - description: Make a game of Simon Says levels: 16: story_text: | @@ -4192,9 +4067,6 @@ adventures: _ ``` simon_3: - name: Simon Says 3 - default_save_name: Simon - description: Make a game of Simon Says levels: 16: story_text: | @@ -4236,7 +4108,6 @@ adventures: game_over = _ ``` sleep_command: - name: '{sleep}' default_save_name: slaap description: introduceert het {sleep} commando levels: @@ -4303,11 +4174,6 @@ adventures: Kan jij Baby Shark printen met een `{repeat}`? Maak de code af door de streepjes in te vullen. **(extra)** Na Baby Shark kun je natuurlijk ook nog andere liedjes programmeren. Er zijn veel liedjes met herhaling erin! Kun jij er nog eentje verzinnen en printen met code? - example_code: | - ``` - {repeat} _ _ {print} 'Baby Shark tututudutudu' - {print} 'Baby Shark' - ``` 8: story_text: | Nu kun je meerdere regels herhalen, wat heel fijn is in liedjes! @@ -4447,8 +4313,6 @@ adventures: ``` songs_2: name: Zing nog een lied! - default_save_name: Song 2 - description: Sing a song 2 levels: 12: story_text: | @@ -4496,8 +4360,6 @@ adventures: ``` tic: name: Boter-kaas-en-eieren - default_save_name: Tic - description: Play a game of Tic Tac Toe! levels: 16: story_text: | @@ -4534,11 +4396,10 @@ adventures: ``` 17: example_code: "```\n# Plak hier jouw code en maak het \"level 17\" waardig\n\n# Creeer een functie zodat deze detecteert dat iemand heeft gewonnen\n{define} detect_winner {with} field, sign:\n {if} field[1] == field[2] {and} field[2] == field[3] {and} field[1] != '.':\n game_over = 'yes'\n {print} 'Player ' sign 'wins!'\n {elif}:\n _\n {else}:\n game_over = 'no'\n{return} _\n```\n" - story_text: "In het vorige level heb je geleerd hoe je een boter-kaas-en-eieren spel maakt. Het spel werkt, maar is behoorlijk irritant omdat het je steeds vraagt of je al gewonnen hebt.\nNu we de '{elif}' opdracht hebben, kunnen we het spel laten beslissen of iemand gewonnen heeft. Het spel hoeft ons dan niet meer om informatie te vragen!\n\n### Opdracht\n***Plak je code*** Plak je code van het vorige level hier en maak het level 17 proof. In dit level heb je geleerd om een `:` te gebruiken elke keer dat je een codeblok maakt. Voeg de dubbele punten toe op de juiste plekken.\n\n***Maak een functie die detecteert of iemand gewonnen heeft*** We hebben de functie voor je gestart, plak deze onder de functie `print_field` en voltooi de functie. Je ziet dat dit eerste stukje code controleert of plek 1, 2 en 3 hetzelfde zijn, want als dat zo is, heb je er 3 op een rij.\nHet controleert ook of ze geen punt zijn, want als dat zo is, kan de lijn dezelfde symbolen bevatten, maar dat komt alleen omdat deze nog leeg is.\nAls aan al deze voorwaarden is voldaan, is het spel afgelopen en wordt de winnaar afgedrukt.\nVoltooi deze functie met alle mogelijke manieren om te winnen. Dit betekent dat je dit moet doen voor de andere 2 rijen, 3 kolommen en 2 diagonalen.\nAls je alle andere opties hebt voltooid, moet de functie de variabele `game_over` retourneren, zodat we deze in ons spel kunnen gebruiken.\n\n***Roep de functie aan in het spel*** Ga naar de regel`game_over = {ask} 'Heb je gewonnen?'` en verander het in `game_over = {call} detect_winner {with} field, sign`. Nu controleert de functie of er een winnaar is en hoeft het spel niet dat niet meer te vragen!\n\n***Geniet van je spel!*** Goed gedaan! Je hebt het spel geprogrammeerd! Veel plezier met spelen!\n" + story_text: "In het vorige level heb je geleerd hoe je een boter-kaas-en-eieren spel maakt. Het spel werkt, maar is behoorlijk irritant omdat het je steeds vraagt of je al gewonnen hebt.\nNu we de '{elif}' opdracht hebben, kunnen we het spel laten beslissen of iemand gewonnen heeft. Het spel hoeft ons dan niet meer om informatie te vragen!\n\n### Opdracht\n***Plak je code*** Plak je code van het vorige level hier en maak het level 17 proof. In dit level heb je geleerd om een `:` te gebruiken elke keer dat je een codeblok maakt. Voeg de dubbele punten toe op de juiste plekken.\n\n***Maak een functie die detecteert of iemand gewonnen heeft*** We hebben de functie voor je gestart, plak deze onder de functie `print_field` en voltooi de functie. Je ziet dat dit eerste stukje code controleert of plek 1, 2 en 3 hetzelfde zijn, want als dat zo is, heb je er 3 op een rij.\nHet controleert ook of ze geen punt zijn, want als dat zo is, kan de lijn dezelfde symbolen bevatten, maar dat + komt alleen omdat deze nog leeg is.\nAls aan al deze voorwaarden is voldaan, is het spel afgelopen en wordt de winnaar afgedrukt.\nVoltooi deze functie met alle mogelijke manieren om te winnen. Dit betekent dat je dit moet doen voor de andere 2 rijen, 3 kolommen en 2 diagonalen.\nAls je alle andere opties hebt voltooid, moet de functie de variabele `game_over` retourneren, zodat we deze in ons spel kunnen gebruiken.\n\n***Roep de functie aan in het spel*** Ga naar de regel`game_over = {ask} 'Heb je gewonnen?'` en verander het in `game_over = {call} detect_winner {with} field, sign`. Nu controleert de functie of er een winnaar is en hoeft het spel niet dat niet meer te vragen!\n\n***Geniet van je spel!*** Goed gedaan! Je hebt het spel geprogrammeerd! Veel plezier met spelen!\n" tic_2: name: Boter-kaas-en-eieren 2 - default_save_name: Tic - description: Play a game of Tic Tac Toe! levels: 16: story_text: | @@ -4579,8 +4440,6 @@ adventures: ``` tic_3: name: Boter-kaas-en-eieren 3 - default_save_name: Tic - description: Play a game of Tic Tac Toe! levels: 16: story_text: | @@ -4621,22 +4480,9 @@ adventures: Met `{forward}` ga je naar voren. Het getal erna bepaalt hoe ver naar voren. Met `{turn} {right}` draai je een kwartslag, met de klok mee. `{turn} {left}` draait tegen de klok in. Wil je naar achteren? Gebruik dan het `{forward} ` commando met een negatief getal. Dus bijvoorbeeld `{forward} -100`. - example_code: | - ``` - {forward} 100 - {turn} {left} - ``` story_text_2: | ### Opdracht Dit is het begin van een klein trappetje. Kun jij de code aanvullen tot de trap 5 treden heeft? - example_code_2: | - ``` - {forward} 20 - {turn} {right} - {forward} 20 - {turn} {left} - {forward} 20 - ``` 2: story_text: | In level 1 kon de schildpad alleen linkom of rechtsom draaien. Dat is een beetje saai! @@ -4649,21 +4495,11 @@ adventures: **Extra** Kies nog een letter en teken die, bijvoorbeeld de eerste letter van je naam. Je kan ook meerdere letters maken, door `{color}` `{white}` tussen het tekenen te zetten. - - example_code: | - ``` - {forward} 20 - {turn} 90 - {forward} 20 - {turn} 180 - {forward} 100 - ``` story_text_2: | In dit level kun je variabelen gebruiken in de teken-schildpad code. ### Opdracht Verander de code zodat er een driehoek in beeld komt. Tip: Je hoeft maar een stukje code te veranderen. - example_code_2: |- ``` {print} Figuren tekenen! @@ -4703,17 +4539,6 @@ adventures: story_text_2: | Je kunt de lijn ook van kleur laten wisselen met `{color}`. Kijk maar eens naar het voorbeeld. Je kunt het commando `{color} {white}` gebruiken om onzichtbare lijnen te tekenen. Je kunt die witte lijnen bijvoorbeeld gebruiken om ergens anders op het scherm te beginnen met tekenen. - example_code_2: | - ``` - {color} {white} - {forward} -80 - {color} {green} - {forward} 50 - {color} {yellow} - {forward} 50 - {color} {red} - {forward} 50 - ``` 5: story_text: | In dit level kun je met `{if}` een keuze maken. Bijvoorbeeld tussen verschillende soorten figuren. @@ -4796,17 +4621,6 @@ adventures: De voorbeeldcode tekent drie zwarte driehoeken, verander dat in vijf roze vierkanten. **Extra** Maak je eigen figuur bestaande uit minstens twee verschillende vormen. - example_code: | - ``` - {color} {black} - {repeat} 3 {times} - {repeat} 3 {times} - {forward} 10 - {turn} 120 - {color} {white} - {forward} 50 - {color} {black} - ``` 10: story_text: "In dit level kun je de teken-schildpad een figuur laten tekenen. \nDe schildpad volgt de afstanden in de lijst één voor één, waarbij de stappen steeds groter worden.\n### Opdracht 1\nVoeg een `{turn} ` van 90 graden toe aan de code om een spiraal te tekenen.\nVoeg ten minste 5 getallen toe aan de lijst, zodat de spiraal steeds groter wordt.\n **(extra)** Kan jij de spiraal in een andere vorm veranderen? Probeer verschillende getallen met `{turn}`!\n### Opdracht 2\nDe spiraal wordt nu van binnen naar buiten getekend, kun jij dit omdraaien?\n" example_code: | @@ -5173,7 +4987,6 @@ adventures: Ster Een ster wordt meestal getekend met hoeken van 144 graden. Als je dit een beetje verandert naar bijvoorbeeld 143 graden en het patroon herhaalt met {while} kan je dit figuur maken. while_command: - name: '{while}' default_save_name: zolang description: '{while} commando' levels: diff --git a/content/adventures/pa_PK.yaml b/content/adventures/pa_PK.yaml index 14593e60f01..76711571146 100644 --- a/content/adventures/pa_PK.yaml +++ b/content/adventures/pa_PK.yaml @@ -1,44 +1,11 @@ adventures: story: - name: Story - default_save_name: Story - description: Story levels: 1: - story_text: | - In level 1 you can make a story with a different main character that you enter yourself. - - In the first line, use `{ask}` and ask who the main character of the story will be. - - After that first line, start with `{print}` if the sentence needs to be printed. - You use `{echo}` if you want your main character to be at the end of the sentence. - example_code: | - ``` - {ask} The main character of this story is - {print} The main character is now going to walk in the forest - {echo} They're a bit scared, - {print} They hear crazy noises everywhere - {print} They're afraid this is a haunted forest - ``` story_text_2: | ### Exercise Can you make your own story in Hedy now by using `{print}` , `{ask}` and `{echo}`? 2: - story_text: | - In level 2 you can make your story more fun. Your main character's name can now be anywhere in the sentence. - - You do have to program a little bit extra for that. You must now name your main character first. - - You can then put that name anywhere in a sentence. - example_code: |- - ``` - name {is} {ask} What is the name of the main character? - {print} name is now going to run in the woods - {print} name is a bit scared - {print} Suddenly she hears a crazy noise... - {sleep} - {print} name is afraid this is a haunted forest - ``` story_text_2: | ### Exercise Now it's time to add variables to your own story that you've made in the previous level. @@ -49,15 +16,6 @@ adventures: **Extra** Add a sleep command to your code to build up tension in your story. 3: - story_text: | - In level 3 you can make your story more fun. You can use randomness for any monster, animal or other obstacle, like this: - example_code: | - ``` - animals {is} 🦔, 🐿, 🦉, 🦇 - {print} They now hear the sound of an animals {at} {random} - ``` - story_text_2: | - The command `{add}` can also come in handy in your story. example_code_2: | ``` {print} He hears a sound @@ -68,35 +26,6 @@ adventures: ``` story_text_3: | This is an example of the `{remove}` command in your story - example_code_3: | - ``` - {print} His backpack got way too heavy. - {print} Inside were a bottle of water, a flashlight and a brick. - bag {is} water, flashlight, brick - dump {is} {ask} Which item should he dump? - {remove} dump {from} bag - ``` - 4: - story_text: | - ### Exercise - Copy the example code and finish it by adding quotation marks on the blanks in lines 1 and 2. - The blanks in line 3 and 4 should not be replaced by quotation marks, but a `{sleep}` and a `{clear}` command. Can you make it work? - - ### Exercise 2 - Go back to the previous level and copy your story code. Make the code work in this level by adding quotation marks in the right spots. - Mind: The variables in your own story should be outside of the quotation marks. Just like the second line of the example code. In that line the variable name is placed outside of the quotation marks. - example_code: | - ``` - name {is} {ask} _ What is your name? _ - {print} _ The main character is called _ name - _ - _ - {print} name _ is now going to walk in the woods _ - {print} name _ is a bit scared _ - animals {is} 🦔, 🐿, 🦉, 🦇 - {print} _ He hears the sound of a _ animals {at} {random} - {print} name _ is afraid this is a haunted forest _ - ``` 5: story_text: | In this level you can program different endings, which will make your story even more fun. @@ -123,12 +52,6 @@ adventures: story_text: | In a story, someone says words several times. For example, when someone calls for help or sings a song. You can put such repetitions in your story, in this level with `{repeat}`. - example_code: | - ``` - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - ``` 8: story_text: | In this level you can use multiple lines in your {if} commands, this way you can upgrade your happy or sad ending! @@ -216,365 +139,27 @@ adventures: {print} 'This could come in very handy' sword = 'found' ``` - 15: - story_text: | - Using the `{while}` loop can make your stories more interesting. For example, you can use `{while} game == 'on'` so you can play until the game is over. - Or you can use `{while} sword == 'lost'` so the player can't continue the game until they have found something. - - ### Exercise - The example code shows you how to use the `{while}` loop in a story. Now **think of your own scenario** in which the player has to find something before they can continue. - example_code: | - ``` - keys = 'lost' - {print} 'You are standing in your garden and you have lost your keys.' - {print} 'Where do you want to look for them?' - {print} 'You can choose: tree, flowerbed, rock, postbox' - {while} keys == 'lost' - location = {ask} 'Where do you want to look?' - {if} location == 'flowerbed' - {print} 'Here they are!' - keys = 'found' - {else} - {print} 'Nope they are not at the ' location - {print} 'Now you can enter the house!' - ``` - 18: - story_text: | - We are going to print another story, but now we have to use brackets with `{print}`. - - ### Exercise 1 - Create a story of at least 5 sentences. You don't have to use 'name' just yet. - example_code: | - ``` - {print}('Welcome to this story!') - ``` - story_text_2: | - ### Exercise 2 - We have already prepared an `{input}` for you. First, use the `name` variable in your story. - Then add a second `{ask}` and use that variable as well. - Tip: Remember the commas in a `{print}` between text and variables! - example_code_2: | - ``` - naam = {input}("What's your name?") - {print}('Welcome to this story!') - ``` add_remove_command: name: '{add} {to} & {remove} {from}' - default_save_name: add_remove_command description: introducing add to and remove from levels: 3: story_text: | ## Add to You can add items to the list with the `{add} {to_list}` command. To add an item to a list you can simply type: `{add} penguin {to} animals` or you can use the `{ask}` command like in the example code. - example_code: | - ``` - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - ``` - story_text_2: | - ## Remove from - If you can add items to a list, of course you can also take them off. This is done with the `{remove} {from}` command. - example_code_2: | - ``` - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - ``` story_text_3: | ### Exercise Try out the new commands in this virtual restaurant. Add the flavor the player is hpoing for to the list and remove the flavors they are allergic to. - example_code_3: | - ``` - {print} Mystery milkshake - flavors {is} strawberry, chocolate, vanilla - hope {is} {ask} What flavor are you hoping for? - _ - allergies {is} {ask} Are you allergic to any flavors? - _ - {print} You get a flavors {at} {random} milkshake - ``` and_or_command: - name: '{and} & {or}' - default_save_name: and or description: introducing and or - levels: - 13: - story_text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two `{if}`s but can use `{and}` and `{or}`. - - If you use `{and}`, both statements, left and right of the `{and}` need to be true. We can also use `{or}`. Then only one statement needs to be correct. - example_code: | - ``` - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - ``` ask_command: - name: '{ask}' - default_save_name: ask_command description: Introduction ask command levels: 1: - story_text: | - ## The ask command - Now that you can use the `{print}` command, you are ready to learn the next command: `{ask}`. With the `{ask}` command, you can ask a question. Check it out: - example_code: | - ``` - {print} Hello! - {ask} What is your name? - ``` story_text_2: | ## The echo command If you want the computer to repeat the answer, you can use the `{echo}` command. The answer will then be echoed back at the end of the sentence, so in this example after hello. - example_code_2: | - ``` - {print} Hello! - {ask} What is your name? - {echo} hello - ``` - story_text_3: | - ### Exercise - Try out the `{ask}` and `{echo}` commands. Firstly, fill in the blanks to make this program work. - Then ask 2 more questions using the `{ask}` command, after each `{ask}` use an `{echo}` to print the answer on the screen. - example_code_3: | - ``` - _ How are you doing? - _ - ``` - 2: - story_text: | - ## The ask command - Now that we can use **variables** in our codes, we no longer need the `{echo}` command. - We can use variables to store the answers to our questions and this way we can use the answer to multiple questions in our codes. - Check it out: - - This way your code is becoming interactive! - example_code: | - ``` - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - ``` - story_text_2: | - ### Exercise - In the previous tab you have practised with setting variables with the `{is}` command. - You have created at least 3 variables and used them with a print command. - Now, instead of setting the variables we want you to make the variables interactive, like we did in our example. - - Copy your code from the previous tab and make the variables interactive by using `{ask}` commands. - example_code_2: | - ``` - favorite_animal {is} {ask} What is your favorite animal? - {print} I like favorite_animal - ``` - 18: - story_text: The final change we will need to make to get Python code is changing `{ask}` into `{input}`. - example_code: | - ``` - {print}('My name is Hedy!') - name = {input}('What is your name?') - {print}('So your name is ', name) - ``` - blackjack: - name: Blackjack - default_save_name: Blackjack - description: Try to get as close to 21 as you can - levels: - 17: - story_text: | - Blackjack is a simple game of cards in which you have to get as close to 21 points as possible. You get two cards. Each card is worth their numeral value, and the face cards (Jack, Queen and King) are worth 10 points. - The Ace is worth either 1 or 11 points (you can choose). The dealer, your opponent, also gets two cards. - If you want, you can get another card, and its points will be added to your total. The dealer can also choose to take another card. - But be careful not to get more than 21 points, because if you do, you lose! - The player who gets closest to 21, without going over it, wins! - - ### Exercise - In this adventure we code the first part of our Blackjack game. We'll create a function to calculate how many points a card is worth. - - ***Set the variables*** - Start by making a list of all the cards, from 2 to Ace. Next make a list of the face cards, so Jack, Queen and King. Then pick a random card from the list of cards to be card_1. - - ***Create a function to calculate the points*** - Create a function that calculates how many points a card is worth. - All the face cards are worth 10 points, the Ace is worth 11 and all the other cards are worth their numeral. - Return the variable `points` at the end of the function. - - ***Test the function*** - Test if your function is working properly. Finish the first print command by filling in which card you've drawn. Then finish the second line by calling the function with card_1. - Run the code a couple of times. Are you happy with the results? Great! Then you can remove the testing part and move on the the next tab! - example_code: | - ``` - {print} 'BLACKJACK' - - # Set these variables - cards = _ - face_cards = _ - card_1 = - - # Create a function to calculate the points - {define} calculate_points {with} card: - {if} card {in} face_cards: - points = _ - {elif} _ - _ - {else}: - _ - _ points - - # Test your function - {print} 'Your card is a ' _ - {print} 'That is worth ' _ ' points'. - ``` - blackjack_2: - name: Blackjack 2 - default_save_name: Blackjack_2 - description: Blackjack part 2 - levels: - 17: - story_text: | - ### Exercise - In this adventure we code the second part of our Blackjack game. - - ***Paste your code from the previous adventure*** - In the previous adventure you've started a list of variables and created a function to calculate how many points a card is worth. Copy your code and paste it here. Mind that you don't need the testing part, so if you haven't removed that yet, please do so now. - - ***Add more variables*** - You have already set the lists `cards` and `face_cards` and the variable `card_1`. Underneath those variables create 3 more variables: `card_2`, dealer_card_1` and `dealer_card_2`. These variables are all set to a random card from the list of cards. - - ***Add up points*** - To calculate how many points you have scored we call the function with card 1 and we do it again for card 2. Then we add both these scores together to get your total. - Do the same thing for the dealers points, but be sure to use the dealer's cards and not your own! - - ***2 Aces*** - You're doing great! Almost all scores can be calculated now. There is only one exception: 2 Aces. If you get 2 Aces, your total is 12 points and not 22 (because 22 points would be losing!). This of course also goes for the dealer. - - ***Show the score*** - Lastly, you want to tell the program to tell you which cards you have drawn and how many points that is. Then show which cards the dealer has and how many points they have. - - ***Continue in the next tab*** - Great! You have finished this part of the game! Copy your code and go to the next tab to learn how to ask for an extra card and to declare a winner. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add these variables to the list of variables - card_2 = _ - dealer_card_1 = _ - dealer_card_2 = _ - - # Add up your points - your_points_1 = {call} _ {with} card_1 - your_points_2 = _ - your_total = _ - - # Add up the dealers points - dealer_points_1 = _ - _ - _ - - # 2 Aces - {if} card_1 == 'Ace' {and} _ - your_total = 12 - {if} dealer_card_1 _ - dealer_total = _ - - # Show the score - {print} 'You have drawn a ' _ ' and a ' _ '. That is ' _ ' points' - {print} 'The dealer has drawn a ' _ ' and a ' _ '. That is ' _ ' points' - ``` - blackjack_3: - name: Blackjack 3 - default_save_name: Blackjack_3 - description: Blackjack part 3 - levels: - 17: - story_text: | - In the previous tabs you have learned how to draw 2 random cards for yourself and for the dealer and to calculate how many points you both got. - In this adventure we add the option to ask for an extra card for both you and the dealer. - - ### Exercise - ***Paste your code from the previous adventure*** Firstly, copy your code from the previous tab and paste it here. - - ***Extra card for you*** If you want, you can get an extra card to get your total as close to 21 as possible. First ask the player if they want an extra card. - If they do, pick a random card and print what they have drawn. If the card is not an Ace, you can call the function and add the points to your total. - In case the card is an Ace, you can't use the function, because the Ace can be either 1 point or 11 points, depending on how many points you already have earned. - If your total is less than 11, you want the ace to be 11 points (because this is closest to 21). So you add 11 points to your total. - If the total is more than or equal to 11, you want the ace to be 1 point (because you don't want more than 21 points). So you add 1 point to your total. - Lastly, print your new total of points. - - ***Extra card for the dealer*** The dealer can also get an extra card. The dealer doesn't need to be asked, because they always get an extra card if their total is less than 17. - Copy the 'Extra card for you code' and paste it in the dealers section. Then change it to fit the dealer picking an extra card and getting points added to their total. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Extra card for you - hit = {ask} _ - {if} hit == 'yes': - card_3 = _ - {print} _ - {if} card_3 _ 'Ace': - your_points_3 = _ - your_total = _ - {else}: - {if} your_total _ - _ - {else}: - _ - {print} _ - - # Extra card for the dealer - {if} dealer_total < 17 - _ - ``` - blackjack_4: - name: Blackjack 4 - default_save_name: Blackjack_4 - description: Blackjack part 4 - levels: - 17: - story_text: | - In the last 3 adventures you have alsmost created a working blackjack game! The only thing left to do is to decide a winner! - - ### Exercise - ***Paste your code from the previous adventure*** Start by pasting the code that you've made so far into your programming field. - - ***Decide a winner*** - Firstly, if you and the dealer have an equal amount of points, it's a draw. - Secondly, if the dealer has more than 21 points and you don't, you are the winner. - Thirdly, if both you and the dealer have less than 22 points, we have to see who came closest to 21. We do that by comparing who has the highest score. Is your total higher than the dealer's total, then you are the winner. If not, the dealer wins. - Lastly, in all other scenarios (e.g. you have more than 21 points and the dealer doesn't, or you both have more than 21 points) you are the loser. - - ***Enjoy the game!*** - Does your game work properly? Amazing! You have done a great job! Enjoy your game! - If it doesn't work right away, no worries, you might have made a mistake. Just keep calm and bebug your code using the ladybug button. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Decide a winner - {if} _ - {print} 'Its a draw! Play again!' - {elif} _ - {print} 'You win!' - {elif} _ : - {if} _: - {print} _ - {else}: - {print} _ - {else}: - _ - ``` calculator: - name: Calculator - default_save_name: Calculator - description: Create a calculator levels: 6: story_text: | @@ -618,59 +203,7 @@ adventures: ### Exercise 2 Give the player feedback when the enter an answer, like `{print} 'Correct!'` or `{print} 'Wrong! The correct answer is ' correct_answer`. - example_code: | - ``` - score = 0 - {repeat} 10 {times} - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct_answer = number_1 * number_2 - {print} 'What is ' number_1 ' times ' number_2 '?' - answer = {ask} 'Type your answer here...' - {print} 'Your answer is ' answer - {if} _ {is} _ - score = score + 1 - {print} 'Great job! Your score is... ' score ' out of 10!' - ``` - 10: - story_text: | - This calculator game helps you practise your tables of multiplication! - ### Exercise - Fill in the blanks. We want this program to ask the player these questions: - ``` - How much is 1 times 1? - How much is 1 times 2? - How much is 1 times 3? - How much is 2 times 1? - How much is 2 times 2? - How much is 2 times 3? - How much is 3 times 1? - How much is 3 times 2? - How much is 3 times 3? - _ - ``` - example_code: | - ``` - numbers = 1, 2, 3 - {for} _ - {for} _ - answer = {ask} _ - correct = number_1 * number_2 - {if} answer {is} correct - {print} 'Great job!' - {else} - {print} 'That is wrong. The right answer is ' correct - ``` 11: - story_text: | - With a `{for}` you can simplify tables of multiplication practise program. - - ### Exercise 1 - Improve the example code such that it prints a nice multiplication table:
"1 times 10 is 10", "2 times 10 is 20", etc. - - ### Exercise 2 - Go back to your level 10 multiplication code, and modify it so that it uses a `{for}` and `{range}`. example_code: | ``` number = 10 @@ -687,34 +220,7 @@ adventures: answer = number1 + number2 {print} number1 ' plus ' number2 ' is ' answer ``` - 13: - story_text: | - ### Exercise 1 - Let's make the practice program a bit harder. The player now has to answers two questions correctly. Fill out the blanks to complete the program. - - ### Exercise 2 - Sometimes, calculations have multiple correct answers. For example, 10 can be divided by 5 and by 2. So the question 'What number divides 10?' can be answered by 2 and by 5. - Ask for a calculation that has multiple correct answers, ask the player to answer it, and determine if it is correct using `{or}`. - Empty the programming field and create your own solution. - example_code: | - ``` - answer1 = {ask} 'What is 10 times 7?' - answer2 = {ask} 'What is 6 times 7?' - {if} _ _ _ _ _ _ _ - {print} _ - ``` 14: - story_text: | - In this adventure you will build a calculator that calculates your mean grade for you. If you get your calculator to work, you can move on to the next adventure, which allows you to add two extra features. - - ### Exercise 1 - Fill in the blanks to get the calculator to work. - * Start with the fourth line, add a question to figure out what grade the student got. - * In the fifth line you'll want to calculate the total of all grades, so the total = total + grade. - * Then we get to set the return value. We want to return the mean, so the total devided by the amount of tests (4). - * Lastly we finish the code by calling the function in line 8. - - Did you get it? Awesome! Would you like to add even more to your calculator? **This adventure continues in the next tab!** example_code: | ``` {define} calculate_mean_grade @@ -733,127 +239,11 @@ adventures: mean_grade = {call} _ {print} 'Your mean grade is ' mean_grade - 15: - story_text: | - You can add the `{while}` loop to the calculator game you've learned to make in a previous level. - This makes sure the player can't continue to the next question if they answer incorrectly. - - ### Exercise - Add the `{while}` loop in the function, ask the player what number_1 times number_2 is and print their answer. - Then `{call}` the function. - example_code: | - ``` - {define} new_question - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct = number_1 * number_2 - answer = 0 - _ - _ - _ - {print} 'Well done!' - - {print} 'Give 10 correct answers to win!' - {for} i {in} {range} 1 {to} 10 - _ - {print} 'You win!' - ``` - calculator_2: - name: Calculator 2 - default_save_name: Calculator 2 - description: Calculator 2 - levels: - 14: - story_text: | - ### Exercise 2 - **This is the second part of this adventure.** The adventure starts in the previous tab. - Of course, you don't always want to calculate the mean of 4 tests. You might want to calculate the mean of 10 tests or only 2... - We can fix this problem by adding the argument and variable 'amount_of_tests'. - * Start a new line on line 3. Set the amount_of_tests argument by asking the student how many tests they have made. - * Change the 4 in line 4 to the new argument amount_of_tests. - * Lastly, change the 4 in line 6 to amount_of_tests - - Try out your new program. Does it work? - - ### Exercise 3 - Did you want to make your program even better? Great! In the previous program you could only calculate the mean grade of 1 subject, but it would be better if you could calculate the mean grade for all subjects you want! - We won't tell you how to do it, but we will give you one tip: Start your code in line 1 with: define calculate_mean_grade with subject. - example_code: | - ``` - # Use your own code from the previous adventure. - ``` clear_command: - name: '{clear}' - default_save_name: clear_command description: clear command - levels: - 4: - story_text: | - Time for a new command! With `{clear}` you can clear all the text form your output screen. This way you can prevent your screen getting too full of text. - Beware! If you are using a `{clear}` command, you might need to use a `{sleep}` above it. Otherwise Hedy will clear your screen without giving you the time to read as you can see in the example! - example_code: | - ``` - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'wait for it...' - {sleep} 3 - {clear} - {print} 'SURPRISE!' - ``` debugging: - name: debugging - default_save_name: debugging - description: debugging adventure levels: - 1: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will show you code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} I love programming - Do you love programming too? - {echo} - {print} What are your hobbies? - {echo} Your hobbies are - ``` - 2: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - destination {ask} Where are you going on holidays? - {print} The flight to dstination leaves at 3 pm. - {ask} Did you check in your luggage yet? - {echo} - {print} Let me print your boarding pass for you. - {sleep} - Here you go! Have a nice trip! - ``` 3: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -867,80 +257,12 @@ adventures: tomorrows_movie {is} movie_choices {at} {random} I'll go get the popcorn! {print} ``` - 4: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Welcome to the online library! - {ask} What genre of books do you like? - {print} You like genre - author {is} {ask} 'Who's your favorite author?' - {print} 'author is your favorite author' - {print} Hmmm... i think you should try... books {at} {random} - ``` - 5: + 7: story_text: |- ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} Welcome to Swimming Pool Hedy! - class {is} {ask} 'Are you here to join a class today?' - {if} class yes - {print} 'Great! You're joining a class! - {print} {else} 'You will not be joining a class' - discount {is} 'Do you have a discount code?' - {if} discount {is} yes - discount_answer {is} {ask} 'What's your discount code?' - discount_codes = Senior4231, Student8786, NewMember6709 - {if} discount_answer {is} {in} discount_cods - {print} 'That will be $3,50' - 'That will be $5,50' - {print} 'Have a nice swim!' - ``` - 6: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Vending machine' - chosen_product = {ask} 'Please select a product' - 1_dollar_products = coke orange juice water - 2_dollar_products = chocolate, cookie, museli bar - 3dollar_prodcuts = potato chips, beef jerky, banana bread - {if} chosen {is} {in} 1_dollar_products - price = 1 - {if} chosen_product {is} 2_dollar_products - price = 2 - {else} chosen_product {in} 3_dollar_products - price = 3 - amount_of_products = '{ask} How many of ' chosen_product would you like to have?' - total = price + amount_of_product - {print} 'That will be $' price 'please' - ``` - 7: - story_text: |- - ### Exercise - Surprise! This program looks more like an output than a code. And yet, we don't want you to just add `{print}` commands in front of each line. - Fix this program to turn it into the nursery rhyme 'Brother John (Frère Jaques)' by using the {repeat} command of course! - example_code: | - **Warning! This code needs to be debugged!** - ``` - Are you sleeping? - Brother John! - Morning bells are ringing! - Ding, dang, dong! - ``` - 8: - story_text: |- - ### Exercise - Debug this code. Good luck! + Surprise! This program looks more like an output than a code. And yet, we don't want you to just add `{print}` commands in front of each line. + Fix this program to turn it into the nursery rhyme 'Brother John (Frère Jaques)' by using the {repeat} command of course! + 8: example_code: | **Warning! This code needs to be debugged!** ``` @@ -963,9 +285,6 @@ adventures: {print} 'Thank you! Byebye!' ``` 9: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -988,9 +307,6 @@ adventures: price = amount * 6 {print} 'That will be 'price dollar' please' 10: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1039,9 +355,6 @@ adventures: print month i ``` 12: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1067,9 +380,6 @@ adventures: call greet_costumer ``` 13: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1099,9 +409,6 @@ adventures: print 'No problem!' ``` 14: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1148,9 +455,6 @@ adventures: else 'no problem' 15: - story_text: |- - ### Exercise - Debug this random children's story. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1185,10 +489,6 @@ adventures: print The End ``` 16: - story_text: |- - ### Exercise - Debug this code. Good luck! - Tip: Make sure that you only see your score once in the end. example_code: | **Warning! This code needs to be debugged!** ``` @@ -1207,9 +507,6 @@ adventures: ``` 17: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1242,9 +539,6 @@ adventures: print 'Thanks for ordering!' ``` 18: - story_text: |- - ### Exercise - Debug this Old MacDonald program from level 16. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1264,40 +558,7 @@ adventures: print 'everywhere a ' sound sound ``` default: - name: Introduction - default_save_name: intro - description: Level explanation levels: - 1: - story_text: | - Welcome to Hedy! Here you can learn how to program step by step. - - Try the code yourself! The yellow button copies the example code to your programming field. - Then push the green 'Run code' button under the programming field to run the code. - - Ready? Then go to the next tab to learn how to make your own codes! - example_code: | - ``` - {print} Hello world! - ``` - 2: - story_text: | - Congratulations! You've reached level 2. Hopefully you've already made some awesome codes! - In the first level you might've notice that the `{echo}` command can only save one bit of information at a time. - For example in the restaurant adventure, you could echo what the costumer wanted to eat, or what they wanted to drink, but not both in one sentence. - - That changes in level 2. In level 2 you'll learn to work with variables, that allow you to save multiple pieces of information and print them in any place you want. - So let's go to the next tab! - example_code: | - **Warning! This code does not work!** - In Hedy commands will change sometimes. `{echo}` for example only works in level 1. In this level you'll learn a better way to echo answers back. - ``` - {print} Welcome at Hedy's - {ask} What would you like to eat? - {echo} So you want - {ask} what would you like to drink? - {echo} So you want - ``` 3: story_text: | In level 3 you can make a list. You can let the computer choose something random from the list. You do that with `{at} {random}`. @@ -1370,20 +631,6 @@ adventures: {print} 'INTRUDER!' {print} 'You cannot use this computer!' ``` - 9: - story_text: | - Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... - Good news! In this level you will be allowed to put an {if} inside an {if}, or inside a {repeat} command. Putting a block of code inside another block of code is called nesting. ``` Putting a block of code inside another block of code is called nesting. - example_code: | - ``` - answer = {ask} 'Are you ready to learn something new?' - {if} answer {is} yes - {print} 'Great! You can learn to use the repeat command in the if command!' - {print} 'Hooray!' - {print} 'Hooray!' - {print} 'Hooray!' - {else} - {print} 'Maybe you should practice some more in the previous level' 10: story_text: |- In this level we learn a new code called `{for}`. With `{for}` you can make a list and use all elements. @@ -1394,10 +641,6 @@ adventures: {for} animal {in} animals {print} 'I love ' animal ``` - 11: - story_text: | - You have reached level 11, you're doing great! In the higher levels, Hedy is focussing more and more on teaching you the programming language Python. - In Python there is no `{repeat}` command, but there is a command that works like {repeat}. Are you curious to find out how to say `{repeat}` in Python language? Quickly go on to find out! 12: story_text: |- **Decimal numbers** @@ -1477,31 +720,13 @@ adventures: We arrived at real Python code! That means we need to use parentheses with {print} and {range} from now on. {print}('My name is ', name) dice: - name: Dice - default_save_name: Dice - description: Make your own dice levels: 3: - story_text: | - In this level we can choose from a list. With that we can let the computer choose one side of the die. - Take a look at the games you have in your closet at home. - Are there games with a (special) die? You can also copy it with this code. - For example, the dice of the game Earthworms with the numbers 1 to 5 and an earthworm on it. - - ![Die of earthworms with 1 to 5 and an earthworm on it](https://cdn.jsdelivr.net/gh/felienne/hedy@24f19e9ac16c981517e7243120bc714912407eb5/coursedata/img/dobbelsteen.jpeg) example_code: | ``` choices {is} 1, 2, 3, 4, 5, earthworm {print} choices {at} {random} ``` - story_text_2: | - ### Exercise - The dice in the example above are dice for a specific game. Can you make normal dice? - Or other special dice from a different game? - example_code_2: | - ``` - choices {is} _ - ``` 4: story_text: | In this level we can make sentences with the die value in the sentence, with quotes of course. @@ -1558,33 +783,7 @@ adventures: {print} player ' throws ' choices {at} {random} {sleep} ``` - 15: - story_text: | - ### Exercise - In this level you can create a little game in which you'll have to throw 6 as fast as possible. - We have started the code, it's up to you to get the game to work! - - Firstly, add a `{while}` loop that checks if 6 has been thrown or not. - As long as you haven't thrown 6 already, throw the dice on a random number. - Print what the player has thrown. - Add a try to the amount of tries - Wait a second before you throw again, or - in case you've thrown a 6 - before the game ends. - example_code: | - ``` - options = 1, 2, 3, 4, 5, 6 - {print} 'Throw 6 as fast as you can!' - thrown = 0 - tries = 0 - _ - _ - _ - _ - _ - {print} 'Yes! You have thrown 6 in ' tries ' tries.' - ``` dishes: - name: Dishes? - default_save_name: Dishes description: Use the computer to see who does the dishes (Start at level 2) levels: 3: @@ -1607,13 +806,6 @@ adventures: Can you complete the code by filling the blanks? Every blank must be replaced with one word of symbol. Tip: Don't forget the quotation marks! - example_code: | - ``` - people {is} mom, dad, Emma, Sophie - {print} _ the dishes are done by _ - {sleep} - {print} people {at} _ - ``` 5: story_text: | With the `{if}` you can now have more fun with choice in the program. You can have your program respond to the choice that the computer has made. @@ -1622,20 +814,6 @@ adventures: Don't forget the quotes! example_code: "```\npeople {is} mom, dad, Emma, Sophie\ndishwasher {is} people {at} {random}\n{if} dishwasher {is} Sophie {print} _ too bad I have to do the dishes _ \n{else} {print} 'luckily no dishes because' _ 'is already washing up'\n```\n" 6: - story_text: | - How often is everyone going to do the dishes? Is that fair? You can count it in this level. - example_code: | - ``` - people = mom, dad, Emma, Sophie - emma_washes = 0 - dishwasher = people {at} {random} - {print} 'The dishwasher is' dishwasher - {if} dishwasher {is} Emma emma_washes = emma_washes + 1 - {print} 'Emma will do the dishes this week' emma_washes 'times' - ``` - - Now you can copy lines 3 to 5 a few times (e.g. 7 times for a whole week) to calculate for a whole week again. - Do you make the code for the whole week? story_text_2: | If you are extremely unlucky the previous program might choose you to to the dishes for the whole week! That's not fair! To create a fairer system you can use the `{remove}` command to remove the chosen person from the list. This way you don't have to do the dishes again untill everybody has had a turn. @@ -1664,22 +842,10 @@ adventures: 10: story_text: | In this level you could make an even better dish washing shedule. - example_code: | - ``` - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - ``` elif_command: - name: '{elif}' - default_save_name: elif description: elif levels: 17: - story_text: | - In this level you can also use a new command: `{elif}`. `{elif}` is a combination of the keywords `{else}` and `{if}` and you need it when you want to make 3 (or more!) options. - Check it out! example_code: | ``` prices = ['1 million dollars', 'an apple pie', 'nothing'] @@ -1693,67 +859,14 @@ adventures: {print} 'Better luck next time..' ``` for_command: - name: '{for}' - default_save_name: for description: for command levels: - 10: - story_text: |- - ## For - In this level we learn a new code called `{for}`. With `{for}` you can make a list and use all elements. - `{for}` creates a block, like `{repeat}` and `{if}` so all lines in the block need to start with 4 spaces. - example_code: | - ``` - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - ``` - story_text_2: | - ### Exercise - Finish this code by adding `{for} action {in} actions` to line 2. - example_code_2: | - ``` - actions = clap your hands, stomp your feet, shout Hurray! - _ - {repeat} 2 {times} - {print} 'If youre happy and you know it, ' action - {sleep} 2 - {print} 'If youre happy and you know it, and you really want to show it' - {print} 'If youre happy and you know it, ' action - {sleep} 3 - ``` 11: story_text: |- In this level, we add a new form of the `{for}`. In earlier levels, we used `{for}` with a list, but we can also use `{for}` with numbers. We do that by adding a variable name, followed by `{in}` `{range}`. We then write the number to start at, `{to}` and the number to end at. Try the example to see what happens! In this level again, you will need to use indentations in lines below the `{for}` statements. - example_code: | - ``` - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - ``` - 17: - story_text: | - Now we are going to change indentation a little bit. Every time that we need an indentation, we need `:` at the line before the indentation. - example_code: | - ``` - {for} i {in} {range} 1 {to} 10: - {print} i - {print} 'Ready or not, here I come!' - ``` - 18: - story_text: | - Lastly, we'll turn `{for} i {in} {range} 1 to 5` into real Python code, like this: - example_code: | - ``` - {for} i {in} {range}(1,5): - {print} (i) - ``` fortune: - name: Fortune teller - default_save_name: Fortune Teller - description: Let Hedy predict the future levels: 1: story_text: | @@ -1780,26 +893,10 @@ adventures: story_text: | In the previous levels you've created your first fortune telling machine, but Hedy couldn't really predict anything, only {echo}. In this level you can use a variable and the `{at} {random}` command to really let Hedy choose an answer for you. Check out this code for instance: - example_code: | - ``` - {print} I’m Hedy the fortune teller! - question {is} {ask} What do you want to know? - {print} This is what you want to know: question - answers {is} yes, no, maybe - {print} My crystal ball says... - {sleep} 2 - {print} answers {at} {random} - ``` story_text_2: | ### Exercises Now, Hedy can only answer yes, no or maybe. Can you give Hedy more answer options, like 'definitely' or '{ask} again'. 4: - story_text: | - ### Exercise - We have removed all the quotation marks from this example code, can you add them in all the right places? - - ### Exercise 2 - Go back to the previous level and copy your fortune teller code. Make the code work in this level by adding quotation marks in the right spots. example_code: | ``` {print} 'Im Hedy the fortune teller!' @@ -1906,27 +1003,8 @@ adventures: {print} fortunes {at} {random} ``` functions: - name: functions - default_save_name: functions - description: functions levels: 12: - story_text: | - In this level you'll learn how to use **functions**. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. - To create a function, use `{define}` and give the function a name. Then put all the lines you want in the function in a indented block under the `{define}` line. - Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use {call} with the function's name to call it up! We don't have to type that block of code again. - - Check out this example code of a game of Twister. The function 'turn' contains a block of code that chooses which limb should go where. - - ### Exercise - Finish this code by setting the 2 variables chosen_limb and chosen_color. - Then, choose how many times you want to call the function to give the twister spinner a spin. - - ### Exercise 2 - Improve your code by adding a variable called 'people'. Use the variable to give all the players their own command in the game. - For example: 'Ahmed, right hand on green' or 'Jessica, left foot on yellow'. example_code: | ``` sides = 'left', 'right' @@ -1963,25 +1041,7 @@ adventures: I dreamed that my Bonnie is dead Can you program this verse in the same way as the example? - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - ``` 14: - story_text: | - In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. - You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - - For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - - ### Exercise - Finish this code. We have already made the variable new_price for you, you only need to set it. - You should finish the line of code by calling the function that calculates the new price. example_code: | ``` {define} calculate_new_price {with} amount, percentage @@ -1995,251 +1055,13 @@ adventures: new_price = _ calculate_new_price {with} old_price, _ {print} 'The new price is ' new_price ' dollar' ``` - 18: - story_text: | - Let's make functions the Pythons way! To define a function, we no longer use: - - `{define} name_function {with} argument_1, argument_2:` - - but we use: - - `{def} name_function(argument_1, argument_2):`. - - - If you don't want to use arguments, you just leave the space between the parantheses empty. - To call a function, we don't need the `{call}` command anymore. You just type the name of the function. - example_code: | - ``` - {def} calculate_score(answer, correct_answer): - {if} answer == correct_answer: - score = 1 - {elif} answer == '?': - score = 0 - {else}: - score = -1 - {return} score - - answer = {input} ('Where can you find the Eiffel Tower?') - correct_answer = 'Paris' - score = calculate_score(answer, correct_answer) - {print} ('Your score is... ', score) - ``` - guess_my_number: - name: Guess my number - default_save_name: guess my number - description: guess my number - levels: - 14: - story_text: | - In this level you can program the game 'Guess my number' - - ### Exercise - Fill in the correct symbols on the blanks to get the game to work. - example_code: | - ``` - {print} 'Guess my number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess _ number - {print} 'Lower!' - {if} guess _ number - {print} 'Higher!' - {if} guess _ number - {print} 'You win!' - game = 'over' - ``` - hangman: - name: Hangman - default_save_name: Hangman - description: Guess the word - levels: - 17: - story_text: | - In this adventure we program a game of hangman. First we make some preparations, then we program the game and in the third part we add a drawing with the turtle. - - ### Exercise - ***Set the variables*** In this game of hangman, Player 1 chooses an answer and Player 2 has to guess the letters in this answer. - To let the computer know all the letters in the word, we will turn the answer into a list of letters. We also do this with the guesses Player 2 makes. - We will start the game with 2 empty lists. We have made an empty list for the variable answer for you. Now make an empty list for guessed_letters as well. - Then we fill in how many mistakes were made. At the start of the game, this should be 0. - The variable `amount_letters` tells us how many letters are in the answer. Ask Player 1 to tell us how many letters their word has. - Lastly we tell the computer if the game is over. We use the variable `game_over` and set it to `False`. - - ***Choosing the answer*** We want Player 1 to be able to choose the answer. We'll ask them, as many times as necessary, what the next letter is. - Then we add that letter to the answer. Lastly, we add an empty _ to the list of guessed letters, so we get as many _s as there are letters in the answer. - - ***Player 2's turn*** - Tell Player 2 its their turn. Then tell Player 2 how many letters there are in the answer. Finally, print the list of `guessed_letters`. - - ***Go to the next tab*** Now that all the starting variables are set, we can start programming the game itself. Check out the next tab to learn how! - example_code: | - ``` - print 'Hangman!' - - # Set the variables - answer = [] - guessed_letters = _ - mistakes_made = _ - amount_letters = {ask} _ - _ = 'False' - - # Choosing the answer - {for} _ - letter = {ask} 'Player 1, what is letter ' i '?' - _ - {add} '_' {to} _ - - # Player 2 turn - print _ - print _ - print guessed_letters - ``` - hangman_2: - name: Hangman 2 - default_save_name: Hangman_2 - description: Hangman 2 - levels: - 17: - story_text: | - Now it's time to program the hangman game. - - ### Exercise - - ***Paste your code*** Copy your code from the previous tab and paste the code in the programming field. - - ***The game*** This games continues playing until Player 2 is game over. Fill in the while command accordingly. Now, Player 2 is allowed to guess a letter, so ask Player 2 to guess a letter. - We need to check if their answer is correct, so check if their `guess` is (somewhere) in the (list) `answer`. Then we let the computer figure out which of the letter(s) is the guess. We have already programmed that part for you. - Next we want to compliment the player for finding a correct letter and we want to print the list `guessed_letters`, so the player can see their progress. - - The next part we're going to program is what happens when the player has guessed all of the letters. So if their list of `guessed_letters` is the same as our list `answer`. - If the lists are the same, congratulate Player 2 with their victory and set the variable `game_over` to `True`. - - Next we'll program what happens when Player 2 guesses wrong (so the `{else}` command). First, tell the player that their guess was wrong. Then increase the `mistakes_made` variable by 1. - - For the last part we'll program what happens when Player 2 has made 10 mistakes. We'll print that Player 1 has won the game. Then we'll print the correct answer. And finally, we'll set our `game_over` variable to `True`, so the game stops. - - ***Go to the next tab*** Amazing work! Your game is playable, but wouldn't it be fun if the hangman was actually drawn when Player 2 makes a mistake..? - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - guess = _ - {if} _ - {for} i {in} {range} 1 {to} amount_letters: - if answer[i] == guess: - guessed_letters[i] = guess - {print} _ - {if} guessed_letters == _: - {print} _ - game_over = _ - {else}: - {print} _ - mistakes_made _ - {if} _ == 10: - {print} _ - {print} _ - _ - ``` - hangman_3: - name: Hangman 3 - default_save_name: Hangman_3 - description: Hangman 3 - levels: - 17: - story_text: | - In a game of hangman the mistakes are shown by drawing a part of the hangman each time a mistake has been made. - We now add those drawings with our turtle! - - ### Exercise - ***Create a function that draws the hangman*** Create a function that draws the hangman in 10 steps. We have already made step 1 for you. - - ***Test the function*** Test the function by calling the function with 10. If you are happy with the function, remove the line that calls the function for now. We will call the function when the player makes a mistake. - - ***Paste your hangman game under your function*** Go back to the previous tab and copy your hangman game. Paste the game underneath your function. - - ***Call the function when the player makes a mistake*** Under the line `mistakes_made = mistakes_made + 1` we will call the function. We want the turtle to take the same amount of steps as the player has made mistakes, so we call the function with `mistakes_made` as argument. - - ***Enjoy your game!*** -
- The hangman could look like this -
- example_code: | - ``` - # Create a function that draws the hangman - {define} draw_hangman {with} step: - {if} step == 1: - {color} white - {forward} -100 - {turn} 90 - {forward} -50 - {color} black - {forward} 100 - {forward} -50 - - {if} step == 2: - _ - # Paste your hangman game here - - ``` - harry_potter: - name: Harry Potter - default_save_name: Harry Potter - description: Harry Potter adventures - levels: - 10: - story_text: | - ### Exercise - We can also make a Harry Potter themed fortune teller. Fill in blanks such that 9 lines are printed. - **Extra** Change the theme of the fortune teller into something else, such as your favorite book, film or tv show. - example_code: | - ``` - houses = Gryffindor, Slytherin, Hufflepuff, Ravenclaw - subjects = potions, defence against the dark arts, charms, transfiguration - fears = Voldemort, spiders, failing your OWL test - names = Harry, Ron, Hermione - _ - _ {print} name ' is placed in ' houses {at} {random} - _ {print} name ' is great at ' subjects {at} {random} - _ {print} name 's greatest fear is ' fears {at} {random} - ``` haunted: - name: Haunted House - default_save_name: Haunted House - description: Escape from the haunted house levels: 1: - story_text: | - In this adventure you are working towards making a game in which you have to escape from a haunted house by picking the correct door. - If you pick the right door you'll survive, but if not a terrible monster might... - - In level 1 we start our haunted house game by making up a scary story and ask the player what monster they'll see in the haunted house. - example_code: | - ``` - {print} How did I get here? - {print} I remember my friend telling me to go into the old mansion... - {print} and suddenly everything went black. - {print} But how did I end up on the floor...? - {print} My head hurts like Ive been hit by a baseball bat! - {print} What's that sound? - {print} Oh no! I feel like Im not alone in this house! - {print} I need to get out of here! - {print} There are 3 doors in front of me.. - {ask} Which door should i pick? - {echo} I choose door - {print} ...? - ``` story_text_2: | ### Exercise Can you finish the scary story? Or make up your own haunted house story? 2: - story_text: | - In this haunted house you can choose your monsters with emojis. Of course you could also use words. example_code: | ``` monster_1 {is} 👻 @@ -2251,10 +1073,6 @@ adventures: {print} Oh no! Quickly get to the kitchen. {print} But as you enter monster_3 attacks you! ``` - story_text_2: | - ### Exercise - In the example above the monsters are predetermined. So each time you run your code, the output is the same. - Can you add `{ask}` commands to make the haunted house interactive and have the players choose the monsters they come across? example_code_2: | ``` monster_1 {is} _ @@ -2271,17 +1089,6 @@ adventures: In the previous levels you've made an introduction to your haunted house game, but as you might have noticed the story would always have a dreadful end. In this level you can make your story more interactive by changing the outcome of the game; sometimes you'll get eaten, sometimes you'll escape! Let Hedy decide randomly! - example_code: | - ``` - _ Escape from the haunted house! - _ There are 3 doors in front of you... - _ _ _ Which door do you choose? - _ You picked door ... choice - monsters _ a zombie, a vampire, NOTHING YOUVE ESCAPED - _ You see... - {sleep} - _ _ _ _ - ``` 4: story_text: | In this level you learn how to use quotation marks in your games. @@ -2322,27 +1129,6 @@ adventures: ### Exercise Now it's very hard to win this game, can you make it easier to win? For example by only having 1 wrong door and 2 correct doors instead of 1 correct door and 2 wrong ones? - example_code: | - ``` - {print} 'Escape from the Haunted House!' - player = alive - doors = 1, 2, 3 - monsters = zombie, vampire, giant spider - {repeat} 3 {times} - {if} player {is} alive - correct_door {is} doors {at} {random} - {print} 'There are 3 doors in front of you...' - chosen_door = {ask} 'Which door do you choose?' - {if} chosen_door {is} correct_door - {print} 'No monsters here!' - {else} - {print} 'You are eaten by a ' monsters {at} {random} - player = dead - {else} - {print} 'GAME OVER' - {if} player {is} alive - {print} 'Great! You survived!' - ``` 11: story_text: | In this level we've changed the repeat command and we've added a line to our haunted house that tells the player in which room they are. @@ -2368,188 +1154,16 @@ adventures: {if} player {is} alive {print} 'Great! You survived!' ``` - 14: - story_text: | - ### Exercise - In this level you can use the `<` and `>` symbol to introduce lives to your game. - Make sure the player loses a life when they come across the wrong monster and that the game stops if you have no lives left. - example_code: | - ``` - {print} 'Escape from the haunted house' - lives = 3 - doors = 1, 2, 3 - monsters = 'the wicked witch', 'a zombie', 'a sleeping 3 headed dog' - {for} i {in} {range} 1 {to} 10 - {if} lives _ - good_door = doors {at} {random} - monster = monsters {at} {random} - chosen_door = {ask} 'Which door do you choose?' - {if} good_door == chosen_door - {print} 'You have chosen the correct door' - {else} - {print} 'You see...' monster - {if} monster == 'a sleeping 3 headed dog' - {print} 'Pffieuw.... Its asleep' - {else} - {print} 'You lose one life' - lives = _ - {else} - {print} 'GAME OVER' - ``` - 16: - story_text: | - ### Exercise - This haunted house game uses the connection between the lists you can use in this level. - For example: all the properties that belong to the zombie are first in all the lists, witch second and vampire third. - Check out the code and fill in `weapons[i]`, `monsters[i]` , `bad_fate[i]`, `good_fate[i]`, `hint[i]` on the correct blanks to get the code to work! - example_code: | - ``` - numbers = [1, 2, 3] - i = numbers[{random}] - hint = ['growling', 'a cackling laugh', 'fluttering batwings'] - monsters = ['zombie', 'witch', 'vampire'] - bad_fate = ['Your brain is eaten', 'You are forever cursed', 'You are bitten'] - good_fate = ['You throw the ham. The zombie is distracted and starts eating it.', 'You set the curtains on fire. The witch flees out of fear for the fire', 'The vampire hates garlic and flees'] - weapons = ['ham', 'lighter', 'garlic'] - {print} 'You are standing in front of an old mansion' - {print} 'Something is not right here' - {print} 'You hear ' _ - {print} 'You are going to explore it' - {print} 'You enter the kitchen and see a lighter, a raw ham and a garlic.' - your_weapon = {ask} 'What do you bring with you?' - {print} 'With your ' your_weapon ' you enter the living room' - {print} 'There you find a ' _ - needed_weapon = _ - {if} your_weapon == needed_weapon - {print} 'You use your ' your_weapon - {print} _ - {print} 'YOU WIN!' - {else} - {print} 'You have chosen the wrong weapon...' - {print} _ - {print} 'GAME OVER' - ``` - hotel: - name: hotel - default_save_name: hotel - description: hotel - levels: - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, and you've learned how to combine it with an {ask}. - You might have wondered why you would use functions, because the functions in the example were only one line of code. - Now we will show you what a bigger function looks like and we will use multiple agruments now as well. You'll see how much better it is to use a function once the function gets bigger. - Here is an example of a function with arguments combined with {ask} commands. - example_code: | - ``` - {define} welcome_message {with} title, last_name, country, room_number - {print} 'Welcome to Hotel Hedy, ' title ' ' last_name - nice_trip {is} {ask} 'Did you have a nice trip from, ' country '?' - {if} nice_trip {is} 'yes' - {print} 'Lovely!' - {else} - {print} 'Sorry to hear that.' - {print} 'Hopefully you can take a nice rest in you room.' - {print} 'Your room number is ' room_number - - {print} 'Hello. Please fill in your information to check in.' - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - ``` - - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 if_command: - name: '{if} & {else}' - default_save_name: if_command description: Introducing the if command levels: - 5: - story_text: | - ## If... else.... - In level 5 there is something new, the `{if}`! With the `{if}` you can choose between two different options. - This code prints nice if you enter Hedy as a name, and boo! if you enter something else. - `{ask}` and `{print}` still work like they did in level 4. - example_code: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' {else} {print} 'boo!' - ``` - story_text_2: | - Sometimes code with an `{if}` gets really long and does not fit on the line well.
You may also divide the code over two lines, starting the second line at the `{else}` like this: - example_code_2: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - ``` - story_text_3: | - ### Exercise - Try to create your own code with `{if}` and `{else}`. You can use the example code if you want. - example_code_3: | - ``` - answer {is} {ask} '2 + 2 = ?' - _ _ _ 4 _ 'Great job!' - _ _ 'No 2 + 2 = 4' - ``` - 8: - story_text: | - ## If... Else... - You have learned to repeat a block of lines of code after a `{repeat}` command. - Now you can also use indentation to make blocks after a {if} or {else} command. - Check out the example code. - - ### Exercise - Add an {else} command to the example code. Make a block of line using indentation. You do this by starting each line with 4 spaces. - example_code: | - ``` - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {print} 'You can play on your computer!' - ``` 9: story_text: | In this level you can also put an {if} command inside another {if} command. - example_code: | - ``` - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - ``` in_command: - name: '{in}' - default_save_name: in_command description: Introducing the in command levels: 5: - story_text: | - ## Lists - When we want to check if something is in a list, we can now use the `{in}` command. - This code prints pretty! if you choose green or yellow, and meh otherwise. - example_code: | - ``` - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - ``` - story_text_2: | - ### Exercise - Finish the example code by filling in the blanks with commands that you've learned. - When you've finished the code, try to create a code of your own and use a question that you've thought of yourself. example_code_2: | ``` animals is dog, cow, sheep @@ -2558,62 +1172,21 @@ adventures: _ _ 'My favorite animals are dogs, cows and sheep' ``` is_command: - name: '{is}' - default_save_name: is_command description: introducing is command levels: 2: - story_text: | - ## Variables - You can name a word with `{is}`. This is called a **variable**. In this example we made a variable called name and a variable called age. You can use the word name anywhere in your code and it will be replaced by Hedy, like this: - example_code: | - ``` - name {is} Hedy - age {is} 15 - {print} name is age years old - ``` story_text_2: | ### Exercise Time to make your own variables! In the example code we made an example of the variable `favorite_animal`. In line 1 the variable is set, and in line 2 we haved used the variable in a print command. Firstly, finish our example by filling in your favorite animal on the blank. Then make at least 3 of these codes yourself. Pick a variable, and set the variable with the {is} command. Then use it with a {print} command, just like we did. - example_code_2: | - ``` - favorite_animal {is} _ - {print} I like favorite_animal - ``` - 6: - story_text: | - We also make a change in storing a word in a variable! You may now use `=` instead of `{is}` when we store a name or a number in a variable, like this: - example_code: | - ``` - name = Hedy - answer = 20 + 4 - ``` 14: - story_text: | - We are going to learn more new items. You might know them already from mathematics, the `<` and `>`. - The `<` checks if the first number is smaller than the second, for example age `<` 12 checks if age is smaller than 12. - If you want to check if the first number is smaller or equal to the second, you can use `<=`, for example age `<=` 11. - The `>` checks if the first number is bigger than the second, for example points `>` 10 checks if points is larger than 10. - If you want to check if the first number is bigger or equal to the second, you can use `>=`, for example points `>=` 11. - You use these comparisons in an `{if}`, like this: example_code: | ``` age = {ask} 'How old are you?' {if} age > 12 {print} 'You are older than I am!' ``` - story_text_2: | - From this level on, if you want to compare exactly, you can use two equal signs. This is what most programming languages do: - example_code_2: | - ``` - name = {ask} 'What is your name?' - {if} name == 'Hedy' - {print} 'You are cool!' - ``` - story_text_3: | - You can also compare if something is *not* equal to something else using `!=` like this: example_code_3: | ``` name = {ask} 'What is your name?' @@ -2626,56 +1199,13 @@ adventures: {else} {print} 'You are older than me!' language: - name: Language - default_save_name: Language - description: Practice words in a foreign language levels: 5: story_text: | Make your own program to practice your vocabulary in a new language. - example_code: | - ``` - {print} 'Learn French!' - cat {is} {ask} '🐱' - {if} cat {is} chat {print} 'Terrific!' - {else} {print} 'No, cat is chat' - frog {is} {ask} '🐸' - {if} frog {is} grenouille {print} 'Super!' - {else} {print} 'No, frog is grenouille' - ``` - 16: - story_text: | - ### Exercise - Take a look at the example code. This is a program to practise French vocabulary. Now make your own program to practice your vocabulary in a new language. - If you don't know any other languages, you can use Google translate or you can use emojis and your native language. - example_code: | - ``` - french_words = ['bonjour', 'ordinateur', 'pomme de terre'] - translation = ['hello', 'computer', 'potato'] - score = 0 - {for} i {in} {range} 1 {to} 3 - answer = {ask} 'What does ' french_words[i] ' mean?' - correct = translation[i] - {if} answer == correct - {print} 'Correct!' - score = score + 1 - {else} - {print} 'Wrong, ' french_words[i] ' means ' translation[i] - {print} 'You gave ' score ' correct answers.' - ``` maths: - name: maths - default_save_name: maths - description: Introducing maths levels: 6: - story_text: | - In this level you learn something new: you can now also calculate. - - The plus is easy, you write it like with math: `5 + 5` for example. The minus also works fine, it is `5 - 5`. - - The times is a bit different, because there is no times symbol on your keyboard. Just search, there really isn't! - That is why we multiply with the asterisk above 8: `5 * 5`. Read that as "5 times 5" that helps you remember it best. example_code: | ``` {print} '5 plus 5 is ' 5 + 5 @@ -2683,17 +1213,6 @@ adventures: {print} '5 times 5 is ' 5 * 5 ``` 12: - story_text: |- - **Decimal numbers** - So far, Hedy did not allow for decimal numbers like 1.5, but now we do allow that. Note that computers use the `.` for decimal numbers. - example_code: | - ``` - {print} 'Two and a half plus two and a half is...' - {print} 2.5 + 2.5 - ``` - story_text_2: |- - **Maths with words** - In this level you can also do addition with words like this: example_code_2: | ``` a = 'Hello ' @@ -2703,414 +1222,15 @@ adventures: {print} 2.5 + 2.5 music: - name: music - default_save_name: music - description: Play a tune! levels: - 1: - story_text: |- - In this level you'll learn how to use the `{play}` command to play a tune! - - Type `{play}` followed by the note you want to play. The scale goes C-D-E-F-G-A-B. - As you can see there are 7 different letters, but we can play more than just 7 notes. - Type a number between 1 and 10 behind the letter to choose the scale, for example after B4 comes C5. - C1 is the lowest note you can play, C10 is the highest. - - ### Exercise - Try out the example code and then play around with it! Can you create your own melody? - In the next level you'll learn how to play some existing songs. - example_code: |- - ``` - {play} C4 - {play} D4 - {play} E4 - {play} F4 - {play} G4 - {play} A4 - {play} B4 - {play} C5 - ``` - 2: - story_text: | - ### Exercise - Finish the songs! We have started the codes for some melodies. - example_code: | - ``` - {print} Old Mac Donald had a farm - {play} C5 - {play} C5 - {play} C5 - {play} G4 - {play} A4 - {play} A4 - {play} G4 - ``` - story_text_2: As you can see, you can also use the `{sleep}` command to add a little pause in the song. - example_code_2: | - ``` - {print} Twinkle Twinkle Little Star - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} 1 - {play} F - {play} F - ``` - 3: - story_text: | - Create a random melody! - - ### Exercise - The example code creates a random melody, but it's very short and not many notes are used. - Add more notes to the list and create a longer melody by copying the last line a couple more times. - example_code: | - ``` - notes {is} A4, B4, C4 - {play} notes {at} {random} - {play} notes {at} {random} - {play} notes {at} {random} - ``` - 4: - story_text: | - Use the `{clear}` command to create a karaoke machine! - - ### Exercise - Finish the karaoke version of 'Mary had a little lamb'. - Then, create a karaoke version of any song you'd like! - example_code: | - ``` - {print} 'Mary had a little lamb' - {play} E - {play} D - {play} C - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Little lamb, little lamb' - {play} D - {play} D - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Mary had a little lamb' - {play} E - ``` - 5: - story_text: | - You don't always have to use the `{play}` command to play a whole song, sometimes you just want to play one note. - For example, if you want to make a quiz, you can play a happy high note if the answer is right and a sad low note if the answer is wrong. - - ### Exercise - Finish the first question by adding a line of code that plays a C3 note if the wrong answer is given. - Then think of 3 more questions to add to this quiz. - example_code: | - ``` - answer {is} {ask} 'What is the capital of Zimbabwe?' - {if} answer {is} Harare {play} C6 - _ - ``` 6: story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\n This calls for musical maths! Try out the example code a couple of times with different starting numbers. \nThen, see if you can compose a song using the numbers.\n" - example_code: | - ``` - number = {ask} 'Say a starting number between 1 and 67' - {print} number - {play} number - number = number + 1 - {print} number - {play} number - number = number + 1 - {print} number - {play} number - ``` - 7: - story_text: | - Using the `{repeat}` command can make your codes for melodies a lot shorter! - - ### Exercise - Finish the code for Twinkle Twinkle Little Star by using the `{repeat}`command. - Then go back to the songs you've made in the previous levels. Can you shorten those codes too? - example_code: | - ``` - {print} 'Twinkle Twinkle Little Star' - {repeat} 2 {times} {play} C4 - {repeat} 2 {times} {play} G4 - _ - ``` - 8: - story_text: | - Now that we can use the `{repeat}` command for multiple lines, we can make songs even more easily! - - ### Exercise - Finish the song of Brother John (Frère Jacques). Don't forget to use `{repeat}`! - example_code: | - ``` - {print} 'Brother John' - {repeat} 2 {times} - {play} C - {play} D - {play} E - {play} C - {repeat} 2 {times} - {play} E - {play} F - {play} G - {sleep} 1 - ``` - 9: - story_text: | - From this level on you can - among other things - use a {repeat} command inside a {repeat} command. - That makes songs like 'Happy birthday' even shorter! - - ### Exercise - Finish the song! - example_code: | - ``` - first_time = yes - {repeat} 2 {times} - {repeat} 2 {times} - {play} C - {play} D - {play} C - {if} first_time {is} yes - {play} F - {play} E - first_time {is} no - {else} - _ - ``` - 12: - story_text: | - Use functions in your songs! As you can see in the example code, you can make a function for each line of Twinkle Twinkle Little Star. Once you've programmed the first three lines, all you have to do is call the functions in the order you want them played in. - - ### Exercise - Finish the song of Twinkle Twinkle Little Star. - Then look back at all the songs you've programmed in the levels before, can you make those codes better and shorter using functions too? - example_code: | - ``` - {define} first_line - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} - - {define} second_line - {play} F - {play} F - {play} E - {play} E - {play} D - {play} D - {play} C - {sleep} - - {define} third_line - {play} G - {play} G - {play} F - {play} F - {play} E - {play} E - {play} D - {sleep} - - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - ``` - 13: - story_text: | - You can use a function with an argument for songs that have line that are almost the same, but slightly different each time. - One example is the song 'Yankee Doodle'. The first 4 notes of the first lines are the same, but each time they are followed by a different couple of notes. - - ### Exercise - Can you finish the song of Yankee Doodle? - Can you think of another song to program this way? - example_code: | - ``` - {print} 'Yankee Doodle' - {define} _ {with} note_1, note_2, note_3 - {play} C4 - {play} C4 - {play} D4 - {play} E4 - {play} _ - {play} _ - {play} _ - - {call} line_1 {with} 29, 31, 30 - {call} line_1 {with} 29, 28, 0 - {call} line_1 {with} 32, 31, 30 - - {play} C4 - {play} B3 - {play} G3 - {play} A3 - {play} B3 - {play} C4 - {play} C4 - ``` - 14: - story_text: | - You can program music for fun, but you can also use the musical notes to make something useful like a fire alarm! - - ### Exercise - Make sure the fire alarm rings when there is a fire! - example_code: | - ``` - {define} fire_alarm - {print} 'FIRE!' - note = 40 - {for} i {in} {range} 1 {to} 100 - {if} note _ 50 - note = note + 5 - {play} _ - {else} - note = 40 - - fire = {ask} 'Is there a fire?' - {if} fire _ 'yes' - {call} fire_alarm - ``` - 15: - story_text: | - **Warning** This adventure can become extremely annoying! - We can also use the {while} command to repeat a song forever. - - ### Exercise - Finish the never-ending song. - example_code: | - ``` - {define} song - {play} _ - - yes_or_no = {ask} 'Do you want to hear my never-ending song?' - {while} yes_or_no = 'yes' - {call} song - {print} '🥳' - ``` - 16: - story_text: | - Upgrade your Old MacDonald code! - - ### Exercise - Take your code from the 'Sing a Song' adventure and add musical notes to it! - You can make a function for each line in the song and call that function after the line is printed. - We defined the first line for you and called it in the code. Can you finish the whole song? - example_code: | - ``` - {define} line_1 - {for} i {in} {range} 1 {to} 3 - {play} G - {play} D - {for} i {in} {range} 1 {to} 2 - {play} E - {play} D - - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - for i in range 1 to 3 - animal = animals[i] - sound = sounds[i] - print 'Old MacDonald had a farm' - call line_1 - print 'E I E I O!' - _ - ``` - 17: - story_text: | - You can use the {elif} to create different options. - - ### Exercise - Firstly, add colons to get the code to work. - Then finish this code by adding at least 2 other songs for other moods. For example a happy song and an angry song. - example_code: | - ``` - {define} scary_song - {for} i {in} {range} 1 {to} 3 - {play} G - {play} E - {sleep} 2 - {for} i {in} {range} 1 {to} 3 - {play} F - {play} D - - mood = {ask} 'Which emotion are you feeling?' - {if} mood {is} 'fear' - {call} scary_song - {elif} _ - ``` - 18: - story_text: | - ### Exercise - Even in this last level of Hedy we can make some music! Be careful of all the syntax that is needed now. - Take a good look at how the functions are defined and called upon in the example code. - Finish the song! - example_code: | - ``` - {def} line_1(): - {for} i {in} {range}(1, 5): - {play} A - {play} D - {play} F - {play} A - - {def} line_2(): - {for} i {in} {range}(1, 5): - {play} G - {play} C - {play} E - {play} G - - {def} line_3(): - _ - - {print} ('The drunken sailor') - {print} ('What shall we do with the drunken sailor?') - line_1() - line_2() - line_3() - {print} ('Early in the morning') - ``` parrot: - name: Parrot - default_save_name: Parrot - description: Create your own online pet parrot that will copy you! levels: 1: - story_text: | - Create your own online pet parrot that will copy you! - example_code: | - ``` - {print} Im Hedy the parrot - {ask} whats your name? - {echo} - {echo} - ``` story_text_2: | ### Exercise Can you make the parrot ask a different question? Fill in the blanks in the example! - example_code_2: | - ``` - {print} Im Hedy the parrot - {ask} _ - {echo} - {echo} 2: story_text: | Create your own online pet parrot that will copy you! @@ -3143,15 +1263,6 @@ adventures: story_text: | In this level we have to use quotation marks with the commands `{ask}` and `{print}`. Can you complete the code by adding quotation marks? - example_code: | - ``` - words {is} squawk, Hedy - {print} _ Train your parrot! _ - new_word {is} {ask} _ Which word do you want to teach them? _ - {add} new_word {to_list} words - {print} _ 🧒 Say _ new_word _, Hedy!_ - {print} _ 🦜 _ words {at} {random} - ``` 5: story_text: | Reward your parrot if it says the correct word! @@ -3168,9 +1279,6 @@ adventures: {else} {print} '🧒 No, Hedy! Say ' new_word ``` piggybank: - name: Piggy Bank - default_save_name: Piggy Bank - description: Count your pocketmoney! levels: 12: story_text: | @@ -3187,10 +1295,6 @@ adventures: {print} 'You can buy a ' wish ' in ' weeks ' weeks.' ``` 14: - story_text: | - ### Exercise - In this level you can let Hedy tell you if you have saved up enough money! - Finish this code by filling in the blanks! example_code: | ``` _ calculate_budget with wish, money, allowance @@ -3210,45 +1314,7 @@ adventures: {call} calculate_budget with _, _, _ ``` pressit: - name: Key presses - default_save_name: Pressed - description: Try linking a keyboard key to a command! levels: - 5: - story_text: | - In this level there is another new keyword: `{pressed}`! - With `{pressed}` you can use keys on your keyboard to control what lines are used. - - ### Exercise - Look at the example and add one more line of code that reacts to a key press. - example_code: | - ``` - {print} 'Do you want a good (g) or bad (b) ending?' - {if} g {is} {pressed} {print} 'They lived happily ever after ❤' - {else} {print} 'The prince was eaten by a hippopotamus 😭' - ``` - story_text_2: | - You can also link turtle commands to keys. - - ### Exercise - Copy the lines a few times so you can create a larger drawing. - example_code_2: | - ``` - {if} y {is} {pressed} {forward} 15 - {else} {turn} 90 - ``` - 7: - story_text: | - Now that you have learned about `{repeat}`, we can press keys multiple times. - You can use it to make the turtle walk forward and turn. - - ### Exercise - The code you have seen in level 5 only checks the key once. Copy the example code and add a `{repeat}` to it, so that you can press the keys many times. - Use this code to draw something nice. - example_code: | - ``` - {if} x {is} {pressed} {forward} 15 {else} {turn} 90 - ``` 9: story_text: | Now that you know how to combine statements, you can create a touch type tool with `{pressed}`. @@ -3256,54 +1322,9 @@ adventures: ### Exercise Finish the code. Each time a random letter should be chosen, which you have to press. You get a point for a correct press, and and two points deduction for a wrong press. **(extra)** Clear the screen after each letter, and show the user how many points they have scored. - example_code: | - ``` - points = 0 - letters = a, b, c, d, e - {repeat} 10 {times} - letter = _ _ _ - {print} 'Press the letter ' letter - {if} letter {is} {pressed} - _ - _ - _ - ``` print_command: - name: '{print}' - default_save_name: print - description: Introduction print command levels: - 1: - story_text: | - ## The print command - You can print text to the screen using the `{print}` command. - example_code: | - ``` - {print} Hi there, programmer! - {print} Welcome to Hedy! - ``` - story_text_2: | - ### Exercise - In Hedy you will find exercises in every adventure. An exercise allows you to practise the new commands and concepts, and lets you give your own twist to the example codes. - In this exercise you will see a pink blank space. You have to fill something in the place of the blank space before the code can be run. - - Fill in the `{print}` command in the blank space and then add five more lines of code. Each line has to start with a `{print}` command. - Have fun! - example_code_2: | - ``` - _ Hello! - ``` 18: - story_text: |- - We arrived at real Python code! That means we need to use parentheses with `{print}` and `{range}` from now on. - It also means you can use Hedy code from this level in any Python environment as long as you use the English commands. If you haven't until now, you can switch the toggle in the commands menu to do so. - example_code: | - ``` - {print}('Hello!') - {for} i {in} {range}(1, 10): - {print}('This is line ', i) - ``` - story_text_2: If you want to print more than one item, you need to separate them by commas. example_code_2: | ``` temperature = 25 @@ -3311,158 +1332,13 @@ adventures: ``` {print}('My name is ', name) - quizmaster: - name: Quizmaster - default_save_name: Quizmaster - description: Make your own quiz! - levels: - 14: - story_text: | - ### Exercise - In this adventure you can make your own quiz! Fill in the blanks, add more questions and enjoy your own quiz! - You can make a quiz about anything you like: your hobby, your favorite animal, your favorite book or anything at all! - example_code: | - ``` - {print} 'Make your own quiz' - points_a = 0 - points_b = 0 - {print} 'Question' - {print} 'Answer option A' - {print} 'Answer option B' - answer = {ask} 'Which answer?' - {if} answer == 'A' - points_a = points_a + 1 - {if} answer == 'B' - points_b = points_b + 1 - {print} 'End of the quiz!' - {print} 'Lets see the results!' - {if} points_a > points_b - {print} 'You belong to the A club' - {if} points_b > points_a - {print} 'You belong to the B club' - ``` - quotation_marks: - name: '''quotation marks''' - default_save_name: quotation_marks - description: Introduction quotation marks - levels: - 4: - story_text: | - ## 'Quotation marks' - In level 4 `{ask}` and `{print}` have changed. - You must put text that you want to print between quotation marks. - This is useful, because now you can print all the words you want. Also the words you used to store something with `{is}`. - Most programming languages also use quotation marks when printing, so we are also getting a step closer to real programming! - example_code: | - ``` - {print} 'You need to use quotation marks from now on!' - answer {is} {ask} 'What do we need to use from now on?' - {print} 'We need to use ' answer - ``` - story_text_2: | - ## Contractions - Important! Mind that now that we're using quotation marks, Hedy will get confused when you use the apostrophe for contractions like I'm or What's. - Make sure to remove those apostrophes and change the spelling to I am or What is. - Check out the example code to see the wrong way of using apostrophes. - example_code_2: | - ``` - _ This is the wrong way of using apostrophes _ - {print} 'I'm babysitting my sister's kids' - {print} 'What's more fun than that?' - ``` - 12: - story_text: | - **All texts need to be in quotation marks** - For this level on you will also have to use quotation marks when storing a text with `=`: - example_code: | - ``` - name = 'Hedy the Robot' - {print} 'Hello ' name - ``` - story_text_2: | - **All items in lists need quotation marks too** - Lists are texts, so they need quotation marks too. Mind that each single item on the list has quotation marks. - This allows you to save two words as 1 item on the list, for example 'Black Widow'. - example_code_2: | - ``` - superheroes = 'Spiderman', 'Batman', 'Black Widow' - {print} superheroes {at} {random} - ``` - story_text_3: | - **All text after `{if}` comparisons need quotation marks too** - example_code_3: | - ``` - name = {ask} 'What is your name?' - {if} name = 'Hedy the Robot' - {print} 'Hi there!' - ``` - story_text_4: | - **Numbers don't need quotation marks** - For numbers, you do not use quotation marks in the `=`: - example_code_4: | - ``` - score = 25 - {print} 'You got ' score - ``` random_command: - name: '{random}' - default_save_name: random_command - description: introducing at random command levels: - 3: - story_text: | - ## At random - In this level you can make a list using the `{is}` command. You can let the computer choose a random item from that list. You do that with `{at} {random}`. - example_code: | - ``` - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - ``` - story_text_2: | - You can use the `{at} {random}` command in a sentence as well. - example_code_2: | - ``` - food {is} sandwich, slice of pizza, salad, burrito - {print} I am going to have a food {at} {random} for lunch. - ``` - story_text_3: | - ### Exercise - Try out the `{at} {random}` command by making your own gameshow (like the ones on tv) where you choose a door or suitcase and it contains a big price! - Can you do it? We have already put the first lines into the example code. - example_code_3: | - ``` - {print} The big gameshow! - {print} There are 3 suitcases in front of you... - chosen {is} {ask} Which suitcase do you choose? - prices {is} _ - _ - ``` 16: story_text: |- We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. For example: `friends[1]` is the first name on the list of friends, as you can see in the first part of the example code. The second part of the example code shows you that we can also match 2 lists using the variable i. - example_code: | - ``` - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - ``` - story_text_2: |- - Now that you've learned to use the brackets in lists, you can also start using the {at} {random} command in the Python way! - You simply type the name of your list with `[random]` behind it! - example_code_2: |- - ``` - fruit = ['apple', 'banana', 'cherry'] - {print} fruit[random] - ``` repeat_command: - name: '{repeat}' - default_save_name: repeat_command description: repeat command levels: 7: @@ -3472,23 +1348,6 @@ adventures: ### Exercise Play around with the repeat command. Can you make the happy birthday song in only 3 lines of code instead of 4 now? - example_code: | - ``` - {repeat} 3 {times} {print} 'Hedy is fun!' - ``` - 8: - story_text: | - ### Repeat commands and indentation - In this level you can repeat multiple lines of code with only 1 repeat command. - You do this by making a block of lines that you want to repeat. - The lines in this block will need **indentation** . - That means putting four spaces at the beginning of each line. You will also have to indent when you just want to create a block of one line. - example_code: | - ``` - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This is all repeated 5 times' - ``` 9: story_text: | Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... @@ -3504,55 +1363,15 @@ adventures: {else} {print} 'Maybe you should practice some more in the previous level' repeat_command_2: - name: '{repeat} 2' - default_save_name: repeat_command_2 description: repeat command 2 levels: 7: - story_text: | - ## Repeat with other commands and with variables - You have practiced the `{repeat}` command in combination with the `{print}` command now, but did you know you could also use other commands with `{repeat}` ? - In this example code you can see that `{repeat}` can also be used with an `{ask}`, `{if}` or `{else}` command. - example_code: | - ``` - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - ``` story_text_2: | Another interesting thing you can so with the `{repeat}` command is using variables to set the amount of times something should be repeated. In the example code you can see that we first ask the person how old they are. Then, in line 3, the question is repeated 'age' times. So we have used the variable 'age' with the `{repeat}` command. - example_code_2: | - ``` - {print} 'Yay! It is your birthday!' - age = {ask} 'How old are you now?' - {repeat} age {times} {print} 'Hip Hip Hurray!' - ``` - 8: - story_text: | - ### In the block or not? - In this level you have to think carefully which lines of code should be in the block and which shouldn't. - For example: If you want to sing the song *the muffin man*. You only want the line with 'the muffin man' to be repeated twice. - This means the last line shouldn't start with indentation as it doesn't belong to the block. - If you do start the last line with indentation the song will turn out wrong. - - ### Exercise - Each line in the example code starts with a blank. Remove the blanks and try to figure out which line need indentation and which don't to make the muffin man song. - example_code: | - ``` - _ {print} 'Do you know the muffin man?' - _ {repeat} 2 {times} - _ {print} 'The muffin man' - _ {print} 'Do you know the muffin man, who lives on Drury Lane?' - ``` restaurant: - name: Restaurant - default_save_name: Restaurant - description: Create your own virtual restaurant levels: 1: - story_text: | - In level 1 you can make your own virtual restaurant and take your guests' orders. story_text_2: | ### Exercise Can you think of more lines to add to your restaurant code? For example, can you {ask} the guests what they'd like to drink, tell them the price, or wish them a pleasant meal? @@ -3584,10 +1403,6 @@ adventures: ### Exercise Can you make this code more elaborate? For example by adding drinks to the order? Or...? 3: - story_text: | - Having trouble to decide what you wanna have for dinner? You can let Hedy choose for you! - Simply add lists of your favorite (or least favorite) meals and Hedy can randomly choose your dinner. - You can also have a bit of fun, by letting Hedy choose the price for your dinner as well! What will you get? example_code: | ``` {print} Welcome to Hedy's Random Restaurant! @@ -3622,19 +1437,6 @@ adventures: ### Exercise 2 Go back to the previous level and copy your restaurant code. Make the code work in this level by adding quotation marks in the right spots and add some `{clear}` commands. - example_code: | - ``` - _ Add the quotation marks to this code _ - {print} Welcome to Restaurant Chez Hedy! - {print} Today we are serving pizza or lasagna. - food {is} {ask} What would you like to eat? - {print} Great choice! The food is my favorite! - topping {is} {ask} Would you like meat or veggies on that? - {print} food with topping is on its way! - drinks {is} {ask} What would you like to drink with that? - {print} Thank you for your order. - {print} Your food and drinks will be right there! - ``` 5: story_text: | In this level the {if} command allows you to {ask} your customers questions and give different responses to the answers. @@ -3658,21 +1460,6 @@ adventures: 6: story_text: | In this level you can use maths to calculate the total price of your customer's order, which can make your virtual restaurant more realistic. - example_code: | - You can make a simple restaurant code, like this: - ``` - {print} 'Welcome to Restaurant Chez Hedy' - {print} 'Here is our menu:' - {print} 'Our main courses are pizza, lasagne, or spaghetti' - main = {ask} 'Which main course would you like?' - price = 0 - {if} main {is} pizza price = 10 - {if} main {is} lasagne price = 12 - {if} main {is} spaghetti price = 8 - {print} 'You have ordered ' main - {print} 'That will be ' price ' dollars, please' - {print} 'Thank you, enjoy your meal!' - ``` 7: story_text: | In this level you've learned how to use the {repeat} command to repeat a line of code a certain amount of times. @@ -3684,24 +1471,6 @@ adventures: {repeat} people times food = {ask} 'What would you like to eat?' {print} 'Thanks for your order! Its coming right up!' ``` - 8: - story_text: | - In this level you can make your virtual restaurant more elaborate by repeating multiple lines of code. Like this: - - ### Exercise - This code can be expanded with more items on the menu, for example offering drinks, and/or multiple courses or desserts. Add at least one more item. - **Extra** Add even more items, as many options as you like! - example_code: | - ``` - {print} 'Welcome to Restaurant Chez Hedy!' - people = {ask} 'How many people will be joining us today?' - {print} 'Great!' - {repeat} people {times} - food = {ask} 'What would you like to order?' - {print} food - {print} 'Thank you for ordering!' - {print} 'Enjoy your meal!' - ``` 9: story_text: | In this level you can use nesting to make your restaurant more realistic and more fun! @@ -3739,11 +1508,6 @@ adventures: food = {ask} 'What would you like to eat as your ' course '?' {print} food ' will be your ' course ``` - story_text_2: | - ### Exercise - Of course, you could also order for multiple people! - Can you add the correct amount of indentation before each line to make the code work properly? - Tip: some lines don't need any indentation at all. example_code_2: | ``` courses = appetizer, main course, dessert @@ -3804,32 +1568,10 @@ adventures: price = price - 3 {print} 'That will be ' price ' dollars' ``` - 15: - story_text: | - With the `{while}` you can make sure your costumers can keep adding orders until they are done. - - ### Exercise - Correctly add the `{while}` command to this code. - example_code: | - ``` - {print} 'Welcome at McHedy' - more = 'yes' - _ - order = {ask} 'What would you like to order?' - {print} order - more = {ask} 'Would you like to order anything else?' - {print} 'Thank you!' - ``` rock: - name: Rock, paper, scissors default_save_name: Rock - description: Make your own rock, paper, scissors game levels: 1: - story_text: | - In level 1 you can start with a rock, paper, scissors game. - - With `{ask}` you can make a choice, and with `{echo}` you can repeat that choice. example_code: | ``` {print} what do you choose? @@ -3837,16 +1579,6 @@ adventures: {echo} so your choice was: ``` Instead of using words, you could also use emojis of course: ✊✋✌ - story_text_2: | - ### Exercise - Instead of using words, you could also use emojis: ✊✋✌ - Can you create a code using emojis? - example_code_2: | - ``` - {print} what do you choose? - {ask} choose from _ - {echo} so your choice was: - ``` 2: story_text: | In this level you can practise using the variables, so that you can make the rock, paper, scissors game in the next level! @@ -3856,11 +1588,6 @@ adventures: {print} I choose choice ``` 3: - story_text: | - You can use the `{at} {random}` command to let the computer pick rock, paper or scissors! - - ### Exercise - Finish the code by using the `{at} {random}` command. example_code: | ``` choices {is} rock, paper, scissors @@ -3876,16 +1603,6 @@ adventures: {print} player 1 chooses... choices {at} {random} {print} player 2 _ ``` - 4: - story_text: | - In this level we can further program rock, paper, scissors. But if you want to add text, you have to use quotation marks here too. - ### Exercise - Fill in quotation marks on the blanks. Mind that the variable `choices` should be outside the quotes. - example_code: | - ``` - choices {is} rock, paper, scissors - {print} _The computer chooses..._ choices {at} {random} - ``` 5: story_text: | In this level we can determine who won. @@ -3952,9 +1669,6 @@ adventures: {print} 'The computer wins!' ``` 15: - story_text: | - ### Exercise - Play until you beat the computer! But first, finish the example code... example_code: | ``` won = 'no' @@ -3973,9 +1687,6 @@ adventures: won = 'yes' ``` rock_2: - name: Rock, paper, scissors 2 - default_save_name: rock_2 - description: Part 2 of rock, paper, scissors levels: 2: story_text: | @@ -3989,9 +1700,6 @@ adventures: {print} I choose choice ``` secret: - name: SuperSpy - default_save_name: SuperSpy - description: Make your own spy code levels: 12: story_text: | @@ -4014,164 +1722,14 @@ adventures: 13: story_text: | The code you made in the previous level can be made a lot easier in this one with the `{and}` command. - example_code: | - ``` - name = {ask} 'What is your name?' - password = {ask} 'What is your password?' - {if} name {is} 'Agent007' _ password {is} 'TOPSECRET' - {print} 'Go to the airport at 02.00' - {else} - {print} 'Go to the trainstation at 10.00' - ``` - simon: - name: Simon Says - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - Let's make a game of Simon Says! Simon Says is a memory game in which the player will be given a color. They have to repeat that color back. - If they get it right a color is added to the sequence, so they now have to remember 2 colors, then 3, then 4 etc. the game stops as soon as the player makes a mistake. - - ### Exercise - In this first part of the Simon Says adventure, we'll let the computer pick a random color and add it to a list. - - ***Make 2 lists*** First, make a list called `colors` and fill it with the colors red, yellow, green and blue. - Then make a list called `simon_sequence`. This list will be used as the answer. - At the start of the game this lists need to be empty. unfortunately, we can't create an empty list (yet), so we'll fill it with the words 'empty' and 'list' and we'll remove them from the list immediately. - - ***Create a function that adds a color to the sequence*** Now that we have an empty list called simon_sequence, we can start filling it with random colors. - We do that with a function, so we can call it everytime there's a new level in our game. Create a function called `add_random_color`. - Then create the variable random_color and set it to a random color. Next, add this random color to the simon_sequence. - - ***Create a function that shows the simon_sequence*** Start by naming the new function `show_simon_sequence` with `level` as an argument. Now we want to show as many colors as the level we are in (in level 1 you see 1 color, in level 2 you see 2 colors etc). - So we repeat `level` times, to print the `simon_sequence[i]`. Each time a color is shown, wait for 1 second and then clear the screen. - - ***Test your program*** Before you go to the next level, test if the functions are working by calling both of the functions. If they're working you should see a random color in your output screen. - Remove this testing part of your code, copy the code and continue to the next tab to learn more about the simon says game! - example_code: | - ``` - # Make 2 lists - colors = _ - _ = ['empty', 'list'] - {remove} _ {from} simon_sequence - {remove} _ - - # Create a function that adds a color - _ add_random_color - _ - {add} _ - - # Create a function that shows the simon_sequence - {define} _ - {for} i {in} {range} 1 {to} _ - {print} _ - _ - _ - - # Test your program - {call} _ - {call} show_simon_sequence {with} 1 - ``` - simon_2: - name: Simon Says 2 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - We'll continue with our Simon Says game! - - ### Exercise - ***Paste your code here*** Paste your code from the previous level here. Don't forget to remove the part that was just used for testing the functions. - - ***Create a function that creates the player_sequence*** The list `player_sequence` is used to capture the answers of the player. First we define the function with the argument level. - Next, we ask level times what the color is that they choose. We call that variable `answer`. Then we add the variable `answer` to the list player_sequence. - - ***Setting up the game*** Before we program the game in the next tab, we'll need some starting variables. First, we'll set the variable `level` to 1 and the variable `game_over` to False. - Then we make an introduction for the game. We'll print 'Welcome to Simon Says!' and clear the screen after 1 second. - - ***Continue to the next tab to finish the game!**** Don't forget to copy your code and take it with you to the next tab. - example_code: | - ``` - # Paste your code here - - - # Create a function that creates the player_sequence - {define} _ - {for} _ - _ 'What is color number ' i '?' - {add} answer {to} _ - - # Set up - level = _ - game_over = _ - {print} _ - _ 1 - _ - ``` - simon_3: - name: Simon Says 3 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - In this tab we'll program the game of Simon Says! - - ### Exercise - ***Paste your code*** Copy your code from the previous tab and paste it here. - - ***Program the game*** We start by making sure the game goes on while the game isn't over. Then we print what level the player is on, we use the variable level for that. We only show that for 1 second and then we clear the screen again. - Now, we have to create the empty list player_sequence. We've already programmed how to fill the list, with our function `player_sequence`, but we never made the list itself. To create the list we use the same trick as we did in the previous tab. - We'll make a list with the words 'empty' and 'list' on it, and then we remove both these words. Next, we'll call all of the 3 functions that we've created. - Lastly, we'll have to check if the player gave the correct answers (so if the player_sequence and the simon_sequence are the same). - If that's the case, we'll compliment the player. Wait for 1 second and increase the level with 1. - Did the player give the wrong answer, we'll tell them and end the game by setting game_over to 'True' - - ***Enjoy your game!*** Great job! Does your game not work? Use the ladybug button to debug your code! - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - {print} _ - _ - _ - _ = ['empty', 'list'] - {remove} _ - {remove} _ - {call} _ - {call} _ {with} _ - {call} _ {with} _ - {if} player_sequence == _ - _ - _ - _ - {else} - _ - game_over = _ - ``` sleep_command: - name: '{sleep}' - default_save_name: sleep_command description: introducing sleep command levels: 2: story_text: | ## The sleep command Another new command in this level is `{sleep}`, which pauses your program for a second. If you type a number behind the {sleep} command, the program pauses for that amount of seconds. - example_code: | - ``` - {print} My favorite colour is... - {sleep} 2 - {print} green! - ``` songs: - name: Sing a song! - default_save_name: Song - description: Print a song levels: 6: story_text: | @@ -4188,9 +1746,6 @@ adventures: ``` You can now repeat lines 2 to 6 as many times as you want by copying the lines. - story_text_2: | - This children's song counts down from 5 little monkeys to 1 monkey. - If you copy line 2 - 7 and paste it under the the code, you can sing the whole song! example_code_2: | ``` number = 6 @@ -4278,10 +1833,6 @@ adventures: Print the song Five little moneys jumping on the bed. Look up the text if you don't remember. **(extra)** Print the song Old MacDonald had a farm, and make sure all animals make a different sound, using an `{if}`. - example_code_2: | - ``` - monkeys = 5, 4, 3, 2, 1 - ``` 11: story_text: | In this level you can use the `{for} i {in} {range}` command to make songs that use counting. @@ -4296,292 +1847,21 @@ adventures: {else} {print} 'NO MORE MONKEYS JUMPING ON THE BED!' ``` - 12: - story_text: | - In this song we can make it even easier to program 'if you're happy and you know it, clap your hands'. Because we can put all of the actions in a variable, check it out: - - ### Exercise - Can you add the right amount of indentation to each line to make the song play correctly? - Hint: Not all lines need indentation. - example_code: | - ``` - _ actions = 'clap your hands', 'stomp your feet', 'shout Hurray!' - _ {for} action {in} actions - _ {for} i {in} {range} 1 {to} 2 - _ {print} 'if youre happy and you know it' - _ {print} action - _ {print} 'if youre happy and you know it and you really want to show it' - _ {print} 'if youre happy and you know it' - _ {print} action - ``` - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, but did you know that you could combine them with {ask} commands as well? - In this example we have changed the 'My Bonnie' program and made it interactive. You are now asked where Bonnie is. - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is ' place - - chosen_place = {ask} 'Where do you want Bonnie to be?' - synonym = {ask} 'What is another word for that?' - - {call} song {with} chosen_place - {call} song {with} synonym - {call} song {with} chosen_place - ``` - 16: - story_text: | - In this level, you can program a song like OldMacDonald even more quickly. You can connect the right animal to the right sound by simply putting them in the same place in the list. - The Drunken Sailor is also quickly made in this level. You only need 8 lines for the entire song, check it out! - - ### Exercise - Complete the Old MacDonald song by setting the variable `animal` to `animals[i]` and `sound` to `sounds[i]`. - example_code: | - ``` - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - {for} i {in} {range} 1 {to} 3 - animal = _ - sound = _ - {print} 'Old MacDonald had a farm' - {print} 'E I E I O!' - {print} 'and on that farm he had a ' animal - {print} 'E I E I O!' - {print} 'with a ' sound sound ' here' - {print} 'and a ' sound sound ' there' - {print} 'here a ' sound - {print} 'there a ' sound - {print} 'everywhere a ' sound sound - ``` - - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines - {for} i {in} {range} 1 {to} 3 - {print} line - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - 18: - story_text: | - In level 16 we made songs using lists. These programs however are no longer working properly in this level. The colons from level 17 and the brackets from level 18 still need to be added. - - ### Exercise 1 - The Drunken sailor song is given as sample code, but not yet working. - Can you make sure everything works again? To help you, we've put _ in the places of _some_ errors. - - ### Exercise 2 - Now also look up your Old MacDonald song from level 16, and correct it. - example_code: | - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines _ - {for} i {in} {range} 1 {to} 3 _ - {print} _ line _ - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` songs_2: - name: Sing a song! 2 - default_save_name: Song 2 - description: Sing a song 2 - levels: - 12: - story_text: | - Songs contain a lot of repetition. We can capture it with a function! - ### Exercise - Look at the example code with the function. Fill out the two lines so the full song is printed. - example_code: | - ``` - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} _ - ``` - 16: - story_text: | - ### Exercise - Finish the nursery rhyme! - example_code: | - ``` - number = ['one', 'two', 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'ten'] - object = ['on his drum', 'on his shoe', 'on his knee', 'on his door', 'on his hive', 'on his sticks', 'up in heaven', 'on his gate', 'on his vine', 'once again'] - - _ - {print} 'This old man' - {print} 'He played ' _ - {print} 'He played knick-knack ' _ - {print} 'With a knick-knack paddywhack' - {print} 'Give the dog a bone' - {print} 'This old man came rolling home' - {sleep} 8 - {clear} - ``` - story_text_2: | - ### Exersice 2 - Now create your own code for the nursery rhyme 'The wheels on the bus' on the same way! - example_code_2: | - ``` - object = ['wheels', 'doors', _] - movement = [ 'round and round', 'open and shut', _] - ``` - tic: - name: Tic-Tac-Toe - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - Let's program a game of tic-tac-toe! - - ### Exercise - In this adventure we'll start with creating an empty field. - - ***Create a list called field*** This list will be our playing field. This list is filled with 9 dots, since there are no x's and o's yet at the start of our game. - - ***Create a function that prints the field*** Firstly, clear the screen so the old playing fields will be removed. Then we print the first line of our Tic Tac Toe field. This line constists of the first 3 spots in our list field. - We have already programmed this line for you. Now finish the field by printing spot 4, 5, and 6 on the second row and spot 7, 8 and 9 in the third row. - - ***Call the function that prints the field*** Now call the function. -
- Run the code. Your output should look like this: -
- - ***Continue in the next tab*** In the next tab you'll learn how to program the game itself. - example_code: | - ``` - # Create a list called field - _ = ['.', '.', '.', '.', '.', '.', '.', '.', '.'] - - # Create a function that prints the field - {define} print_field - _ - {print} 'TIC TAC TOE' - {print} field[1] field[2] field[3] - _ - _ - - # Call the function - ``` - 17: - story_text: | - In the previous level you've learned how to make a tic-tac-toe game. The game works, but is quite annoying as it keeps asking you if you've won yet. - Now that we have the {elif} command, we can let the game decide if someone has won and it can stop asking us! - - ### Exercise - ***Paste your code*** Paste your code from the previous level here and make it level 17 proof. In this level you've learned to use a colon everytime you create a block of code. Please add the colons in the correct spots. - - ***Create a function that detects if someone's won*** We have started the function for you, paste it under the function `print_field` and finish the function. You can see that this first piece of code checks to see if spot 1, 2 and 3 are the same, because if they are you have 3 in a row. - It also checks if they are not a dot, because if they are, the line might have the same symbols on them, but that's just because it's still empty. - If all these conditions are met, the game is over and the winner is printed. - Finish this function with all possible ways to win. This means you have to make this for the other 2 rows, 3 columns and 2 diagonals. - If you've finished all the other options, the function should return the variable `game_over` so we can use it in our game. - - ***Call the function in the game*** Go to the line `game_over = {ask} 'Did you win?'` and change it to `game_over = {call} detect_winner {with} field, sign`. Now the function will check if there's a winner and the game doesn't need to keep asking anymore! - - ***Enjoy your game!*** Great job! You have finished the game! Enjoy playing it! - - example_code: | - ``` - # Paste your code here and make it level 17 proof - - # Create a function that detects if someone has won - {define} detect_winner {with} field, sign: - {if} field[1] == field[2] {and} field[2] == field[3] {and} field[1] != '.': - game_over = 'yes' - {print} 'Player ' sign 'wins!' - {elif}: - _ - {else}: - game_over = 'no' - {return} _ - ``` - tic_2: - name: Tic-Tac-Toe 2 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - In the previous adventure you've learned how to create a playing field. Now you'll learn how to create the game! - - ### Exercise - ***Paste your code*** Start by pasting your code from the previous adventure here. - - ***Add variables*** Underneath your list called `field` we'll add 2 more variables that we'll need to program the game. - The variable `game_over` tells us if the game is over, and should be 'no' at the start of the game. - The variable `sign` tells us if it's the turn of player x or player o. Set the variable to 'x'. - - ***The game*** First use a {while} command, to make sure the game keeps on playing the variable while game_over is set to no. - During the game, we first ask the player which spot they choose. Then we change the field with the number they chose into their sign. - Then we print the field again and we ask the player if they've won yet. Lastly we want to switch whose turn it is, so if the sign is 'x' it should be 'o' and the other way around. - - ***Test your game*** Does your game work? Great, have fun playing the game! If not, use the ladybug button to debug your code. - You might have noticed one mistake in the code though, you can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! Go to the next tab to learn how to fix this problem. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add variables - game_over = _ - sign = _ - - # The game - {while} _ - choice = _ 'Player ' sign '_?' - field[choice] = _ - _ print_field - game_over = {ask} _ - {if} sign = 'o' - sign = _ - _ - sign = _ - ``` - tic_3: - name: Tic-Tac-Toe 3 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - You might have noticed one mistake in the code you've made in the previous adventure. You can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! In this tab we'll fix that mistake. - - ### Exercise - ***Paste your code here*** Paste your code from the previous adventure here. - - ***Fix the mistake*** To fix the mistake we replace the line that says `field[choice] = sign`. This turns any spot that the player has chosen into their sign. - Go to the header that says 'Use this to fix the mistake' and finish the code. We first want to check if the chosen spot is still empty, so `if field[choice] = '.'`. If that is the case, you are allowed to take it. - Then we make an else command and print 'Sorry, this spot is already taken' if the spot is not empty. Lastly, we add a {sleep} command, so the players can actually read the text before it gets cleared again. - Now copy this piece of code and replace the line `field[choice] = sign` with this new piece of code. - - ***Play your game!*** Now the game should work properly! Good job! - The only flaw is that you can get a bit annoyed that the game keeps asking you if you've won yet. Do you want to fix that? Go to level 17 and we'll fix it! + levels: + 12: example_code: | ``` - # Paste your code here + {define} twinkle + {print} 'Twinkle' + {print} '...' - # Use this to fix the mistake - {if} _ = '.' - field[choice] = sign - {else} - {print} _ - _ + {call} twinkle + {print} 'Up above the world so high' + {print} 'Like a diamond in the sky' + {call} _ ``` turtle: - name: Turtle - default_save_name: Turtle - description: Make your own drawing levels: 1: story_text: | @@ -4589,73 +1869,11 @@ adventures: Using `{forward}` you draw a line forwards. The number behind it determines how far the turtle will walk. `{turn} {right}` turns a quarter turn in clockwise direction, `{turn} {left}` turns counter clockwise. If you want to go backwards, you use the `{forward}` command but with a negative number. So for example `{forward} -100` - example_code: | - ``` - {forward} 100 - {turn} {left} - ``` - story_text_2: | - ### Exercise - This is the start of a little staircase. Can you make it have 5 steps? - example_code_2: | - ``` - {forward} 20 - {turn} {right} - {forward} 20 - {turn} {left} - {forward} 20 - ``` - 2: - story_text: | - In level 1 the turtle could only turn left or right. That is a bit boring! - In level 2 he can point his nose in all directions. - - Use 90 degrees to turn a quarter, 180 to turn half, and a full circle is 360 degrees. - - ### Exercise - This code now creates the letter T. Can you change it to make the letter B? - - **Extra** Change the letter into a different letter, like the first one of your name. - You can also make multiple letters, by setting the color to `{color}` `{white}` in between. - - example_code: | - ``` - {forward} 20 - {turn} 90 - {forward} 20 - {turn} 180 - {forward} 100 - ``` - story_text_2: | - You can use variables to in the turtle `turn`. - - ### Exercise - Change the code such that it creates a triangle. Hint: you only have to change the code in one place. - - example_code_2: | - ``` - {print} Drawing figures - angle {is} 90 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - ``` 3: story_text: | In this level you can use use `{at} {random}` with the drawing turtle. A random choice makes the turtle walk a different path each time. Use `{at} {random}` to choose a value from a list. You can copy and paste lines 2 and 3 to create a longer random path. - example_code: | - ``` - angles {is} 10, 50, 90, 150, 250 - {turn} angles {at} {random} - {forward} 25 - ``` 4: - story_text: | - In level 4 you have to use quotation marks with `{print}` and `{ask}`. Also when drawing! example_code: | ``` {print} 'Drawing figures' @@ -4665,45 +1883,7 @@ adventures: {turn} angle {forward} 25 ``` - story_text_2: | - You can also change the color of the lines with the command `{color}`. Check out the example. - You can also use the command `{color} {white}` to make 'invisible' lines. You could use these white lines to move the turtle anywhere in the screen before you start drawing. - example_code_2: | - ``` - {color} {white} - {forward} -80 - {color} {green} - {forward} 50 - {color} {yellow} - {forward} 50 - {color} {red} - {forward} 50 - ``` 5: - story_text: | - In level 5 you can make a choice with `{if}`. For example between different types of figures. - example_code: | - ``` - {print} 'Drawing Figures' - figure {is} {ask} 'Do you want a square or a triangle?' - {if} figure {is} triangle angle {is} 120 - {else} angle {is} 90 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - ``` - story_text_2: | - ### Exercise - Fill in the correct numbers in this code to get it to work. - After you've done that, you can try to add the option backwards. - - **Extra** Instead of using 'left' and 'right', remake the program with North, East, South and West. - This way you could add even more directions like Northeast and Southwest etc. example_code_2: | ``` direction {is} {ask} 'Do you want to go left, right, or straight ahead?' @@ -4711,29 +1891,6 @@ adventures: if direction is right turn _ forward 100 ``` - 6: - story_text: | - In this level you can use calculations to draw different figures. - You may have learned in school that turning a full circle is 360 degrees. If not, now you know! - That's why you also use 90 degrees for a square. 360 divided by 4 is 90. - Now that we can do math with Hedy, we can draw all the figures we want! - example_code: | - ``` - angles = {ask} 'How many angles do you want?' - angle = 360 / angles - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - ``` 8: story_text: | Now that we can repeat several lines, we can make figures more easily. @@ -4748,14 +1905,6 @@ adventures: story_text_2: | Also, we can now improve the program that draws different figures. Can you figure out how far the turtle has to turn here? Finish the code and you can draw any polygon you'd like! - example_code_2: | - ``` - figure = {ask} 'How many angles should I draw?' - angle = 360 / figure - {repeat} figure {times} - {turn} _ - {forward} _ - ``` 9: story_text: | Now that we can use a `{repeat}` inside a `{repeat}`, we can create more complex figures. @@ -4764,17 +1913,6 @@ adventures: This code creates three black triangles, change that into five pink squares. **(extra)** Create a figure of your own choosing consisting of at least two different shapes types. - example_code: | - ``` - {color} {black} - {repeat} 3 {times} - {repeat} 3 {times} - {forward} 10 - {turn} 120 - {color} {white} - {forward} 50 - {color} {black} - ``` 10: story_text: | In this level you can make the turtle draw a figure. @@ -4785,162 +1923,9 @@ adventures: **(extra)** can you change the spiral into another shape? Experiment with numbers for the turn! ### Exercise 2 The spiral is drawn outwards, make it go inwards? - example_code: | - ``` - {turn} 90 - distances = 10, 20, 30, 40, 50, 60 - {for} distance {in} distances - {forward} distance - ``` - 12: - story_text: | - We can use functions to draw more complex figures with less code. - ### Exercise 1 - Fill the function so that three squares are created. If you want the image to look nicer, you can make the lines between the squares white. - - ### Exercise 2 - The code can be made even shorter. Place the final lines into a `{repeat}` so the figure remains the same. - - ### Exercise 3 - Create your own drawing with different figures. - Change both the number of figures with the `{repeat}` and the shape of the figures in the `{define}` - example_code: | - ``` - {define} square - {repeat} 4 {times} - {turn} _ - {forward} _ - {call} square - {forward} 50 - {call} square - {forward} 50 - {call} square - ``` turtle_draw_it: - name: Draw it! - default_save_name: Draw it - description: Draw this picture with the turtle levels: - 1: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Rectangle - Square - Stairs -
- 2: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Arrow - Boat -
- 3: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Star - Arrow -
- 4: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Colored Star - Rainbow - Nested squares -
- example_code: | - **Extra** Up for a real challenge? Make sure that the colors of these figures are selected randomly, so that each time you run your programs they'll look differently! - - ``` - colors {is} red, orange, yellow, green, blue, purple, pink, brown, gray, black - color _ - ``` - 5: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Make only one code that lets the player decide which letter they'd like to see! And can you add even more letters? - -
- F - E - L -
- example_code: | - Hint: - ``` - chosen_letter {is} {ask} 'Which letter would you like to see? F, E or L?' - {if} _ - ``` - 6: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Let the player decide which color the square should be. - - ***Extra*** Can you make the letter of your own first name and the flag of your own country too? - -
- Square - Letters - Flag -
- example_code: | - Hint for the square: - ``` - chosen_color = {ask} _ - ``` - 7: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Hexagon - Triangle - Fan -
- 8: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - -
- Square (3) - Randomly colored star (5) - Randomly colored spiral (7) -
9: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - - **Extra** Give the player a choice which country they would like to see the flag of. - -
- Cross (7) - Randomly colored nested squares (8) - Flags -
example_code: | Hint for the nested squares: ``` @@ -4958,14 +1943,6 @@ adventures: color_3 = blue ``` 10: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Nested Hexagon - Traffic lights -
example_code: | Hint Nested Hexagon: ``` @@ -4981,47 +1958,6 @@ adventures: color _ {repeat} _ ``` - story_text_2: | - Christmas lights - example_code_2: | - Hint Christmas Lights: - - Start by moving to the left side of the screen with an invisible white line. Then hang up the Christmas lights! - ``` - {color} white - {turn} -90 - {forward} 300 - {turn} 90 - - colors = red, blue, yellow, purple, green, orange, pink - {for} chosen_color {in} colors - _ - ``` - 11: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Beehive (6) - Fan (5) - Snowflake (13) -
- example_code: | - Hint Beehive: - ``` - {for} amount_of_combs {in} {range} 1 {to} _ - {for} walls_of_one_comb {in} {range} 1 {to} _ - {forward} _ - {turn} _ - {forward} _ - {turn} _ - ``` - - Hint Fan: - Start out like the fan you made in level 7. Or take a peak at the hint for the beehive, because the codes are very similar. - - Hint Snowflake: Start by making one 'leg' and repeat it 6 times. 12: story_text: | ### Exercise @@ -5048,129 +1984,9 @@ adventures: {if} shape = 'square' {call} draw_a_square ``` - 13: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Street in different sizes - Colored street - Snow Storm - example_code: | - Hint Street in different sizes - ``` - {define} draw_a_house {with} size - _ - - {call} draw_a_house {with} 90 - {call} draw_a_house {with} 60 - {call} draw_a_house {with} 30 - ``` - - Hint Colored street - ``` - {define} draw_a_house {with} chosen_color - _ - ``` - - Hint Snow Storm - ``` - {define} draw_snowflake {with} length, color - _ - - numbers = 10, 20, 30 - colors = _ - - {for} i {in} {range} 1 {to} 5 - random_number = _ - random_color = _ - {call} draw_snowflake {with} random_number, random_color - {color} white - {turn} random_number * 5 - {forward} 80 - ``` - 14: - story_text: | - ### Exercise - Create a program that asks the player how many corners their figure should have and then creates that figure. - The figure in the image is the output when the player fills in 10. - -
- - -
- example_code: | - ``` - {define} calculate_degrees {with} amount_of_corners - _ 360 / amount_of_corners - - - {define} draw_figure {with} degrees - _ - {forward} 400/amount_of_corners - {turn} _ - - amount_of_corners = {ask} _ - degrees = {call} _ {with} _ - - {call} _ {with} - {call} _ {with} - ``` - 15: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Spiral - example_code: | - Spiral - ``` - distance = 5 - {while} distance < 200 - distance = distance + 5 - _ - ``` - story_text_2: | - Fan - example_code_2: | - Fan - ``` - {define} draw_a_square {with} side - _ - - i = 100 - {while} i > 1 - _ {with} i - _ - i = i - 3 - ``` - story_text_3: | - Star - example_code_3: | - Star - A star is usually drawn using 144-degree-turns. If you change this slightly to 143 degrees for example and repeat the pattern multiple times with a {while} loop you can make this figure. while_command: - name: '{while}' - default_save_name: while_command description: while - levels: - 15: - story_text: |- - We are going to learn a new loop, the `{while}` loop! We continue the loop as long as the statement is true. - So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. - If the correct answer is never given, the loop never ends! - example_code: | - ``` - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - ``` years: - name: New Year's - default_save_name: New Year's Countdown description: Countdown to the new year! levels: 11: diff --git a/content/adventures/pap.yaml b/content/adventures/pap.yaml index 5cf5ec531c9..fe6e650962b 100644 --- a/content/adventures/pap.yaml +++ b/content/adventures/pap.yaml @@ -20,586 +20,31 @@ adventures: {print} E ta tende oido stranjo na tur caminda {print} E tin miedo cu den mondi por tin spiritu ``` - story_text_2: | - ### Exercise - Now create your own story of at least 6 lines of code. - This story cannot be the same as the example code. - Use at least one `{ask}` and one `{echo}` command. - You can make it about any topic you like. - If you can't think of a topic, use one of our choices: going to the movies, a sports match or a day at the zoo. - 2: - story_text: | - In level 2 you can make your story more fun. Your main character's name can now be anywhere in the sentence. - - You do have to program a little bit extra for that. You must now name your main character first. - - You can then put that name anywhere in a sentence. - example_code: |- - ``` - name {is} {ask} What is the name of the main character? - {print} name is now going to run in the woods - {print} name is a bit scared - {print} Suddenly she hears a crazy noise... - {sleep} - {print} name is afraid this is a haunted forest - ``` - story_text_2: | - ### Exercise - Now it's time to add variables to your own story that you've made in the previous level. - Go to 'My programs', look for your level 1 story adventure and copy the code. Paste the code in your input screen in this level. - - This code won't work in this level, because you have not used variables yet. - Change the `{ask}` commands and `{echo}` commands in your code to the correct form that you've learned in this level. - - **Extra** Add a `{sleep}` command to your code to build up tension in your story. - 3: - story_text: | - In level 3 you can make your story more fun. You can use randomness for any monster, animal or other obstacle, like this: - example_code: | - ``` - animals {is} 🦔, 🐿, 🦉, 🦇 - {print} They now hear the sound of an animals {at} {random} - ``` - story_text_2: | - The command `{add}` can also come in handy in your story. - example_code_2: | - ``` - {print} They hear a sound - animals {is} 🐿, 🦔, 🦇, 🦉 - animal {is} {ask} What do you think it is? - {add} animal {to_list} animals - {print} it was an animals {at} {random} - ``` - story_text_3: | - This is an example of the `{remove}` command in your story - - ### Exercise - Copy your story from the previous levels into this level. - In this level you've learned 3 new commands `{at} {random}` , `{add} {to_list}` and `{remove} {from}`. - Add new lines of code to your story, so that all of the new commands are featured at least once in your story. - example_code_3: | - ``` - {print} His backpack got way too heavy. - {print} Inside were a bottle of water, a flashlight and a brick. - bag {is} water, flashlight, brick - dump {is} {ask} Which item should he dump? - {remove} dump {from} bag - ``` - 4: - story_text: | - ### Exercise - Copy the example code and finish it by adding quotation marks on the blanks in lines 1 and 2. - The blanks in line 3 and 4 should not be replaced by quotation marks, but a `{sleep}` and a `{clear}` command. Can you make it work? - - ### Exercise 2 - Go back to the previous level and copy your story code. Make the code work in this level by adding quotation marks in the right spots. - Mind: The variables in your own story should be outside of the quotation marks. Just like the second line of the example code. In that line the variable name is placed outside of the quotation marks. - example_code: | - ``` - name {is} {ask} _ What is your name? _ - {print} _ The main character is called _ name - _ - _ - {print} name _ is now going to walk in the woods _ - {print} name _ is a bit scared _ - animals {is} 🦔, 🐿, 🦉, 🦇 - {print} _ He hears the sound of a _ animals {at} {random} - {print} name _ is afraid this is a haunted forest _ - ``` - 5: - story_text: | - In this level you can program different endings, which will make your story even more fun. - In the example code you can see how to make 2 different endings. - - ### Exercise 1 - Write a new short story of at least 6 lines of code about a topic of your choosing. - No inspiration? Choose one of these topics: a superhero, a boring school day, stranded on a desert island. - - Now give the player a change to choose a happy or a bad end, just like in the example code. - Program both the endings. - - ### Exercise 2 - Copy the story you've created in your own story adventure in the previous levels. - Find a way to add at least 2 `{if}` and `{else}` commands to your story. - This can be with a happy or bad ending, but you can also try to find other ways to incoporate the commands. - example_code: | - ``` - name {is} {ask} 'Who is walking in the forest?' - {print} name ' walks through the forest' - {print} name ' encounters a monster' - end {is} {ask} 'Would you like a good or a bad ending?' - {if} end {is} good {print} name ' takes the sword and the monster quickly runs away' - {else} {print} 'The monster eats ' name - ``` - 7: - story_text: | - In a story, someone says words several times. For example, when someone calls for help or sings a song. - You can put such repetitions in your story, in this level with `{repeat}`. - - ### Exercise - Add repetition to your own story. Go back to your saved programs, choose your story program from a previous level and - find a line containing `{print}` and repeat it! - example_code: | - ``` - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - ``` - 8: - story_text: | - In this level you can use multiple lines in your `{if}` commands, this way you can upgrade your happy or sad ending! - - ### Exercise 1 - The example code shows two different endings; one where the characters jump in a time machine and one where they do not. - Complete the blanks with at least one sentence per ending. - **Extra** Make the story longer. What happens in the story? You can also add a second `{ask}` with different options. - - ### Exercise 2 - Go back to your saved programs, choose your story program from level 5. Now write a good and a bad ending of at least three lines long each! - example_code: | - ``` - {print} 'OH NO! The T-rex is closing in!' - end = {ask} 'Do you want a happy or a sad ending?' - {if} end {is} happy - {print} 'Just in time Richard jumps back into the time machine!' - {print} _ - {else} - {print} 'Oh no! Richard is too slow...' - {print} _ - ``` - 9: - story_text: "In this level you can use `{if}` and `{repeat}` commands inside other `{if}` and `{repeat}` commands. \nThis gives you many options and really helps you to make your story interactive.\n\n### Exercise 1\nFinish the code so the `{if}` works correctly.\n\n### Exercise 2\nAdd an `{if}` and `{else}` for the part of the story where Robin goes home too.\n\n### Exercise 3\nGo back to your level 8 story and use at least two `{if}`s inside another `{if}`.\n" - example_code: | - ``` - {print} 'Robin is walking downtown' - location = {ask} 'Is Robin going into a shop, or does she go home?' - {if} location {is} shop - {print} 'She enters the shop.' - {print} 'Robin sees an interesting looking book' - book = {ask} 'Does Robin buy the book?' - {if} book {is} yes - _ {print} 'Robin buys the book and goes home' - _ {else} - _ {print} 'Robin leaves the shop and goes home' - {else} - {print} 'Robin goes home' - ``` - 10: - story_text: | - In this level you can use the {for} command in your story. In this way you could easily program the children's book 'Brown bear, Brown bear, what do you see'. - - ### Exercise - - Look at the story if you do not know it, and make sure it is printed as in the book. - example_code: "```\nanimals = _ , _ , _ \n{print} 'Brown bear, Brown bear'\n{print} 'What do you see?'\n```\n" 12: - story_text: |- - In this level quotation marks will be needed to save multiple words in a variable. - - ### Exercise - - Find a story from a previous level, any level is ok. Now make sure quotation marks are added in the right places. example_code: | ``` name = 'The Queen of England' {print} name ' was eating a piece of cake, when suddenly...' ``` - 13: - story_text: | - By using the `{and}` and `{or}` commands, you can make your stories more versatile. You can ask two questions and respond to the combination of answers. - - ### Exercise 1 - Look at the example code and finish it. Then add at least 2 more `{if}` codes with `{and}` or `{or}`. - - ### Exercise 2 - Find a story from a previous level, and add one `{and}` or `{or}`. - example_code: | - ``` - {print} 'Our hero is walking through the forest' - {print} 'The path splits two ways' - path = {ask} 'Which path should she choose?' - weapon = {ask} 'What weapon does she draw?' - {if} path {is} 'left' {and} weapon {is} 'sword' - _ - ``` 15: story_text: | Using the `{while}` loop can make your stories more interesting. For example, you can use `{while} game == 'on'` so you can play until the game is over. Or you can use `{while} sword == 'lost'` so the player can't continu the game until they have found something. - example_code: | - ``` - keys = 'lost' - {print} 'You are standing in your garden and you have lost your keys.' - {print} 'Where do you want to look for them?' - {print} 'You can choose: tree, flowerbed, rock, postbox' - {while} keys == 'lost' - location = {ask} 'Where do you want to look?' - {if} location == 'flowerbed' - {print} 'Here they are!' - keys = 'found' - {else} - {print} 'Nope they are not at the ' location - {print} 'Now you can enter the house!' - ``` - 18: - story_text: | - We are going to print another story, but now we have to use brackets with `{print}`. - - ### Exercise 1 - Create a story of at least 5 sentences. You don't have to use 'name' just yet. - example_code: | - ``` - {print}('Welcome to this story!') - ``` - story_text_2: | - ### Exercise 2 - We have already prepared an `{input}` for you. First, use the `name` variable in your story. - Then add a second `{ask}` and use that variable as well. - Tip: Remember the commas in a `{print}` between text and variables! - example_code_2: | - ``` - naam = {input}("What's your name?") - {print}('Welcome to this story!') - ``` add_remove_command: name: '{add} {to} & {remove} {from}' - default_save_name: add_remove_command description: introducing add to and remove from levels: 3: story_text: | ## Add to You can add items to the list with the `{add} {to_list}` command. To add an item to a list you can simply type: `{add} penguin {to} animals` or you can use the `{ask}` command like in the example code. - example_code: | - ``` - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - ``` - story_text_2: | - ## Remove from - If you can add items to a list, of course you can also take them off. This is done with the `{remove} {from}` command. - example_code_2: | - ``` - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - ``` - story_text_3: | - ### Exercise - Try out the new commands in this virtual restaurant. Add the flavor the player is hoping for to the list and remove the flavors they are allergic to. - example_code_3: | - ``` - {print} Mystery milkshake - flavors {is} strawberry, chocolate, vanilla - hope {is} {ask} What flavor are you hoping for? - _ - allergies {is} {ask} Are you allergic to any flavors? - _ - {print} You get a flavors {at} {random} milkshake - ``` and_or_command: - name: '{and} & {or}' - default_save_name: and or description: introducing and or - levels: - 13: - story_text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two `{if}`s but can use `{and}` and `{or}`. - - If you use `{and}`, both statements, left and right of the `{and}` need to be true. We can also use `{or}`. Then only one statement needs to be correct. - example_code: | - ``` - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - ``` ask_command: - name: '{ask}' - default_save_name: ask_command description: Introduction ask command - levels: - 1: - story_text: | - ## The ask command - Now that you can use the `{print}` command, you are ready to learn the next command: `{ask}`. With the `{ask}` command, you can ask a question. Check it out: - example_code: | - ``` - {print} Hello! - {ask} What is your name? - ``` - story_text_2: | - ## The `{echo}` command - If you want the computer to repeat the answer back to you, you can use the `{echo}` command. The answer will be echoed back at the end of the sentence, so in this example after hello. - example_code_2: | - ``` - {print} Hello! - {ask} What is your name? - {echo} hello - ``` - story_text_3: | - ### Exercise - Try out the `{ask}` and `{echo}` commands. Firstly, fill in the blanks to make this program work. - Then ask 2 more questions using the `{ask}` command, after each `{ask}` use an `{echo}` to print the answer on the screen. - example_code_3: | - ``` - _ How are you doing? - _ - ``` - 2: - story_text: | - ## The ask command - Now that we can use **variables** in our codes, we no longer need the `{echo}` command. - We can use variables to store the answers to our questions and this way we can use the answer to multiple questions in our codes. - Check it out: - - This way your code is becoming interactive! - example_code: | - ``` - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - ``` - story_text_2: | - ### Exercise - In the previous tab you have practised with setting variables with the `{is}` command. - You have created at least 3 variables and used them with a print command. - Now, instead of setting the variables we want you to make the variables interactive, like we did in our example. - - Copy your code from the previous tab and make the variables interactive by using `{ask}` commands. - example_code_2: | - ``` - favorite_animal {is} {ask} What is your favorite animal? - {print} I like favorite_animal - ``` - 18: - story_text: The final change we will need to make to get Python code is changing `{ask}` into `{input}`. - example_code: | - ``` - {print}('My name is Hedy!') - name = {input}('What is your name?') - {print}('So your name is ', name) - ``` - blackjack: - name: Blackjack - default_save_name: Blackjack - description: Try to get as close to 21 as you can - levels: - 17: - story_text: | - Blackjack is a simple game of cards in which you have to get as close to 21 points as possible. You get two cards. Each card is worth their numeral value, and the face cards (Jack, Queen and King) are worth 10 points. - The Ace is worth either 1 or 11 points (you can choose). The dealer, your opponent, also gets two cards. - If you want, you can get another card, and its points will be added to your total. The dealer can also choose to take another card. - But be careful not to get more than 21 points, because if you do, you lose! - The player who gets closest to 21, without going over it, wins! - - ### Exercise - In this adventure we code the first part of our Blackjack game. We'll create a function to calculate how many points a card is worth. - - ***Set the variables*** - Start by making a list of all the cards, from 2 to Ace. Next make a list of the face cards, so Jack, Queen and King. Then pick a random card from the list of cards to be card_1. - - ***Create a function to calculate the points*** - Create a function that calculates how many points a card is worth. - All the face cards are worth 10 points, the Ace is worth 11 and all the other cards are worth their numeral. - Return the variable `points` at the end of the function. - - ***Test the function*** - Test if your function is working properly. Finish the first print command by filling in which card you've drawn. Then finish the second line by calling the function with card_1. - Run the code a couple of times. Are you happy with the results? Great! Then you can remove the testing part and move on the the next tab! - example_code: | - ``` - {print} 'BLACKJACK' - - # Set these variables - cards = _ - face_cards = _ - card_1 = - - # Create a function to calculate the points - {define} calculate_points {with} card: - {if} card {in} face_cards: - points = _ - {elif} _ - _ - {else}: - _ - _ points - - # Test your function - {print} 'Your card is a ' _ - {print} 'That is worth ' _ ' points'. - ``` - blackjack_2: - name: Blackjack 2 - default_save_name: Blackjack_2 - description: Blackjack part 2 - levels: - 17: - story_text: | - ### Exercise - In this adventure we code the second part of our Blackjack game. - - ***Paste your code from the previous adventure*** - In the previous adventure you've started a list of variables and created a function to calculate how many points a card is worth. Copy your code and paste it here. Mind that you don't need the testing part, so if you haven't removed that yet, please do so now. - - ***Add more variables*** - You have already set the lists `cards` and `face_cards` and the variable `card_1`. Underneath those variables create 3 more variables: `card_2`, dealer_card_1` and `dealer_card_2`. These variables are all set to a random card from the list of cards. - - ***Add up points*** - To calculate how many points you have scored we call the function with card 1 and we do it again for card 2. Then we add both these scores together to get your total. - Do the same thing for the dealers points, but be sure to use the dealer's cards and not your own! - - ***2 Aces*** - You're doing great! Almost all scores can be calculated now. There is only one exception: 2 Aces. If you get 2 Aces, your total is 12 points and not 22 (because 22 points would be losing!). This of course also goes for the dealer. - - ***Show the score*** - Lastly, you want to tell the program to tell you which cards you have drawn and how many points that is. Then show which cards the dealer has and how many points they have. - - ***Continue in the next tab*** - Great! You have finished this part of the game! Copy your code and go to the next tab to learn how to ask for an extra card and to declare a winner. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add these variables to the list of variables - card_2 = _ - dealer_card_1 = _ - dealer_card_2 = _ - - # Add up your points - your_points_1 = {call} _ {with} card_1 - your_points_2 = _ - your_total = _ - - # Add up the dealers points - dealer_points_1 = _ - _ - _ - - # 2 Aces - {if} card_1 == 'Ace' {and} _ - your_total = 12 - {if} dealer_card_1 _ - dealer_total = _ - - # Show the score - {print} 'You have drawn a ' _ ' and a ' _ '. That is ' _ ' points' - {print} 'The dealer has drawn a ' _ ' and a ' _ '. That is ' _ ' points' - ``` - blackjack_3: - name: Blackjack 3 - default_save_name: Blackjack_3 - description: Blackjack part 3 - levels: - 17: - story_text: | - In the previous tabs you have learned how to draw 2 random cards for yourself and for the dealer and to calculate how many points you both got. - In this adventure we add the option to ask for an extra card for both you and the dealer. - - ### Exercise - ***Paste your code from the previous adventure*** Firstly, copy your code from the previous tab and paste it here. - - ***Extra card for you*** If you want, you can get an extra card to get your total as close to 21 as possible. First ask the player if they want an extra card. - If they do, pick a random card and print what they have drawn. If the card is not an Ace, you can call the function and add the points to your total. - In case the card is an Ace, you can't use the function, because the Ace can be either 1 point or 11 points, depending on how many points you already have earned. - If your total is less than 11, you want the ace to be 11 points (because this is closest to 21). So you add 11 points to your total. - If the total is more than or equal to 11, you want the ace to be 1 point (because you don't want more than 21 points). So you add 1 point to your total. - Lastly, print your new total of points. - - ***Extra card for the dealer*** The dealer can also get an extra card. The dealer doesn't need to be asked, because they always get an extra card if their total is less than 17. - Copy the 'Extra card for you code' and paste it in the dealers section. Then change it to fit the dealer picking an extra card and getting points added to their total. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Extra card for you - hit = {ask} _ - {if} hit == 'yes': - card_3 = _ - {print} _ - {if} card_3 _ 'Ace': - your_points_3 = _ - your_total = _ - {else}: - {if} your_total _ - _ - {else}: - _ - {print} _ - - # Extra card for the dealer - {if} dealer_total < 17 - _ - ``` - blackjack_4: - name: Blackjack 4 - default_save_name: Blackjack_4 - description: Blackjack part 4 - levels: - 17: - story_text: | - In the last 3 adventures you have alsmost created a working blackjack game! The only thing left to do is to decide a winner! - - ### Exercise - ***Paste your code from the previous adventure*** Start by pasting the code that you've made so far into your programming field. - - ***Decide a winner*** - Firstly, if you and the dealer have an equal amount of points, it's a draw. - Secondly, if the dealer has more than 21 points and you don't, you are the winner. - Thirdly, if both you and the dealer have less than 22 points, we have to see who came closest to 21. We do that by comparing who has the highest score. Is your total higher than the dealer's total, then you are the winner. If not, the dealer wins. - Lastly, in all other scenarios (e.g. you have more than 21 points and the dealer doesn't, or you both have more than 21 points) you are the loser. - - ***Enjoy the game!*** - Does your game work properly? Amazing! You have done a great job! Enjoy your game! - If it doesn't work right away, no worries, you might have made a mistake. Just keep calm and bebug your code using the ladybug button. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Decide a winner - {if} _ - {print} 'Its a draw! Play again!' - {elif} _ - {print} 'You win!' - {elif} _ : - {if} _: - {print} _ - {else}: - {print} _ - {else}: - _ - ``` calculator: - name: Calculator - default_save_name: Calculator - description: Create a calculator levels: 6: - story_text: | - Now that you can do maths, you can make a calculator yourself! - example_code: | - ``` - number_1 = {ask} 'Fill in the first number:' - number_2 = {ask} 'Fill in the second number:' - correct_answer = number_1 * number_2 - {print} number_1 ' times ' number_2 ' is ' correct_answer - ``` - story_text_2: | - ### Exercise - The calculator above will calculate the answer for you, but you can also make a program to test your own maths skills, like this: - Fill in the blanks to make it complete! - example_code_2: | - ``` - correct_answer = 11 * 27 - answer = {ask} 'How much is 11 times 27?' - {if} answer {is} _ {print} 'good job!' - {else} {print} 'Wrong! It was ' _ - ``` story_text_3: | **Extra** You can also let the computer do random sums on its own using `{random}`. example_code_3: | @@ -619,111 +64,18 @@ adventures: ### Exercise 2 Give the player feedback when the enter an answer, like `{print} 'Correct!'` or `{print} 'Wrong! The correct answer is ' correct_answer`. - example_code: | - ``` - score = 0 - {repeat} 10 {times} - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct_answer = number_1 * number_2 - {print} 'What is ' number_1 ' times ' number_2 '?' - answer = {ask} 'Type your answer here...' - {print} 'Your answer is ' answer - {if} _ {is} _ - score = score + 1 - {print} 'Great job! Your score is... ' score ' out of 10!' - ``` - 10: - story_text: | - This calculator game helps you practise your tables of multiplication! - ### Exercise - Fill in the blanks. We want this program to ask the player these questions: - ``` - How much is 1 times 1? - How much is 1 times 2? - How much is 1 times 3? - How much is 2 times 1? - How much is 2 times 2? - How much is 2 times 3? - How much is 3 times 1? - How much is 3 times 2? - How much is 3 times 3? - _ - ``` - example_code: | - ``` - numbers = 1, 2, 3 - {for} _ - {for} _ - answer = {ask} _ - correct = number_1 * number_2 - {if} answer {is} correct - {print} 'Great job!' - {else} - {print} 'That is wrong. The right answer is ' correct - ``` - 11: + 14: story_text: | - With a `{for}` you can simplify tables of multiplication practise program. + In this adventure you will build a calculator that calculates your mean grade for you. If you get your calculator to work, you can move on to the next adventure, which allows you to add two extra features. - ### Exercise 1 - Improve the example code such that it prints a nice multiplication table:
"1 times 10 is 10", "2 times 10 is 20", etc. + ## Exercise 1 + Fill in the blanks to get the calculator to work. + * Start with the fourth line, add a question to figure out what grade the student got. + * In the fifth line you'll want to calculate the total of all grades, so the total = total + grade. + * Then we get to set the return value. We want to return the mean, so the total devided by the amount of tests (4). + * Lastly we finish the code by calling the function in line 8. - ### Exercise 2 - Go back to your level 10 multiplication code, and modify it so that it uses a `{for}` and `{range}`. - example_code: | - ``` - number = 10 - {for} i {in} {range} 1 {to} 10 - {print} i * number - ``` - 12: - story_text: | - In this level, you can make a calculator that works for decimal numbers. - - ### Exercise 1 - Fill out the blanks to complete the calculator. Remember to use a period and not a comma for decimal numbers. - - ### Exercise 2 - Create a new mathematics practice program, but now use decimal numbers. - Create a list of numbers, choose two to multiple and let the player answer. - And of course you have to validate the answer! **Extra** Increase the difficulty by adding lives: A player loses a life for a wrong answer and after three wrong answers the game ends. - example_code: | - ``` - number1 = {ask} 'What is the first number?' - number2 = {ask} 'What is the second number?' - answer = _ - {print} number1 ' plus ' number2 ' is ' _ - ``` - 13: - story_text: | - ### Exercise 1 - Let's make the practice program a bit harder. The player now has to answers two questions correctly. Fill out the blanks to complete the program. - - ### Exercise 2 - Sometimes, calculations have multiple correct answers. For example, 10 can be divided by 5 and by 2. So the question 'What number divides 10?' can be answered by 2 and by 5. - Ask for a calculation that has multiple correct answers, ask the player to answer it, and determine if it is correct using `{or}`. - Empty the programming field and create your own solution. - example_code: | - ``` - answer1 = {ask} 'What is 10 times 7?' - answer2 = {ask} 'What is 6 times 7?' - {if} _ _ _ _ _ _ _ - {print} _ - ``` - 14: - story_text: | - In this adventure you will build a calculator that calculates your mean grade for you. If you get your calculator to work, you can move on to the next adventure, which allows you to add two extra features. - - ## Exercise 1 - Fill in the blanks to get the calculator to work. - * Start with the fourth line, add a question to figure out what grade the student got. - * In the fifth line you'll want to calculate the total of all grades, so the total = total + grade. - * Then we get to set the return value. We want to return the mean, so the total devided by the amount of tests (4). - * Lastly we finish the code by calling the function in line 8. - - Did you get it? Awesome! Would you like to add even more to your calculator? **This adventure continues in the next tab!** + Did you get it? Awesome! Would you like to add even more to your calculator? **This adventure continues in the next tab!** example_code: | ``` {define} calculate_mean_grade @@ -763,9 +115,6 @@ adventures: {print} 'You win!' ``` calculator_2: - name: Calculator 2 - default_save_name: Calculator 2 - description: Calculator 2 levels: 14: story_text: | @@ -782,81 +131,11 @@ adventures: ## Exercise 3 Did you want to make your program even better? Great! In the previous program you could only calculate the mean grade of 1 subject, but it would be better if you could calculate the mean grade for all subjects you want! We won't tell you how to do it, but we will give you one tip: Start your code in line 1 with: define calculate_mean_grade with subject. - example_code: | - ``` - # Use your own code from the previous adventure. - ``` clear_command: - name: '{clear}' - default_save_name: clear_command description: clear command - levels: - 4: - story_text: | - Time for a new command! With `{clear}` you can clear all the text form your output screen. This way you can prevent your screen getting too full of text. - Beware! If you are using a `{clear}` command, you might need to use a `{sleep}` above it. Otherwise Hedy will clear your screen without giving you the time to read as you can see in the example! - example_code: | - ``` - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'wait for it...' - {sleep} 3 - {clear} - {print} 'SURPRISE!' - ``` debugging: - name: debugging - default_save_name: debugging - description: debugging adventure levels: - 1: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will show you code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} I love programming - Do you love programming too? - {echo} - {print} What are your hobbies? - {echo} Your hobbies are - ``` - 2: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - destination {ask} Where are you going on holidays? - {print} The flight to dstination leaves at 3 pm. - {ask} Did you check in your luggage yet? - {echo} - {print} Let me print your boarding pass for you. - {sleep} - Here you go! Have a nice trip! - ``` 3: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -870,80 +149,12 @@ adventures: tomorrows_movie {is} movie_choices {at} {random} I'll go get the popcorn! {print} ``` - 4: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Welcome to the online library! - {ask} What genre of books do you like? - {print} You like genre - author {is} {ask} 'Who's your favorite author?' - {print} 'author is your favorite author' - {print} Hmmm... i think you should try... books {at} {random} - ``` - 5: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} Welcome to Swimming Pool Hedy! - class {is} {ask} 'Are you here to join a class today?' - {if} class yes - {print} 'Great! You're joining a class! - {print} {else} 'You will not be joining a class' - discount {is} 'Do you have a discount code?' - {if} discount {is} yes - discount_answer {is} {ask} 'What's your discount code?' - discount_codes = Senior4231, Student8786, NewMember6709 - {if} discount_answer {is} {in} discount_cods - {print} 'That will be $3,50' - 'That will be $5,50' - {print} 'Have a nice swim!' - ``` - 6: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Vending machine' - chosen_product = {ask} 'Please select a product' - 1_dollar_products = coke orange juice water - 2_dollar_products = chocolate, cookie, museli bar - 3dollar_prodcuts = potato chips, beef jerky, banana bread - {if} chosen {is} {in} 1_dollar_products - price = 1 - {if} chosen_product {is} 2_dollar_products - price = 2 - {else} chosen_product {in} 3_dollar_products - price = 3 - amount_of_products = '{ask} How many of ' chosen_product would you like to have?' - total = price + amount_of_product - {print} 'That will be $' price 'please' - ``` 7: story_text: |- ### Exercise Surprise! This program looks more like an output than a code. And yet, we don't want you to just add `{print}` commands in front of each line. Fix this program to turn it into the nursery rhyme 'Brother John (Frère Jaques)' by using the {repeat} command of course! - example_code: | - **Warning! This code needs to be debugged!** - ``` - Are you sleeping? - Brother John! - Morning bells are ringing! - Ding, dang, dong! - ``` 8: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -966,9 +177,6 @@ adventures: {print} 'Thank you! Byebye!' ``` 9: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -991,9 +199,6 @@ adventures: price = amount * 6 {print} 'That will be 'price dollar' please' 10: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1042,9 +247,6 @@ adventures: print month i ``` 12: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1070,9 +272,6 @@ adventures: call greet_costumer ``` 13: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1102,9 +301,6 @@ adventures: print 'No problem!' ``` 14: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1151,9 +347,6 @@ adventures: else 'no problem' 15: - story_text: |- - ### Exercise - Debug this random children's story. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1188,10 +381,6 @@ adventures: print The End ``` 16: - story_text: |- - ### Exercise - Debug this code. Good luck! - Tip: Make sure that you only see your score once in the end. example_code: | **Warning! This code needs to be debugged!** ``` @@ -1210,9 +399,6 @@ adventures: ``` 17: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1245,9 +431,6 @@ adventures: print 'Thanks for ordering!' ``` 18: - story_text: |- - ### Exercise - Debug this Old MacDonald program from level 16. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1267,76 +450,7 @@ adventures: print 'everywhere a ' sound sound ``` default: - name: Introduction - default_save_name: intro - description: Level explanation levels: - 1: - story_text: | - Welcome to Hedy! Here you can learn how to program step by step. - - Try the code yourself! The yellow button copies the example code to your programming field. - Then push the green 'Run code' button under the programming field to run the code. - - Ready? Then go to the next tab to learn how to make your own codes! - example_code: | - ``` - {print} Hello world! - ``` - 2: - story_text: | - Congratulations! You've reached level 2. Hopefully you've already made some awesome codes! - In the first level you might've notice that the `{echo}` command can only save one bit of information at a time. - For example in the restaurant adventure, you could echo what the costumer wanted to eat, or what they wanted to drink, but not both in one sentence. - - That changes in level 2. In level 2 you'll learn to work with variables, that allow you to save multiple pieces of information and print them in any place you want. - So let's go to the next tab! - example_code: | - **Warning! This code does not work!** - In Hedy commands will change sometimes. `{echo}` for example only works in level 1. In this level you'll learn a better way to echo answers back. - ``` - {print} Welcome at Hedy's - {ask} What would you like to eat? - {echo} So you want - {ask} what would you like to drink? - {echo} So you want - ``` - 3: - story_text: | - In the previous level you've learned what a variable is and how you can use it to make your adventures more interactive. - But... that's not the only thing you can do with variables! You can also use variables to make lists. - And you can even let Hedy pick a random word out of a list, which allows you to make real games! - Take a quick look at the next tab! - 4: - story_text: | - In the previous levels you've been practising with variables, but you may have come across this problem. - You might have tried to run a code like this: - - Of course you wanted to print - - `My name is Sophie` - - but Hedy prints - - `My Sophie is Sophie`. - - In this level this problem is fixed by using quotation marks. - example_code: | - ``` - name {is} Sophie - {print} My name is name - ``` - 5: - story_text: | - In the previous levels you've already learned to use `{at} {random}` which made your games different every time you ran the code. - But it's not really interactive, the player doesn't have any influence on what happens in the game. - - In this level you'll learn the `{if}` command, that allows you to give different responses in your program. This way you can program a secret password for your computer for example. - So let's go to next tab for the new command! - example_code: | - ``` - password {is} {ask} 'What is the correct password?' - ``` 6: story_text: | In the previous level you have practiced with `{ask}` and `{if}`. For example you can ask guests what they would like to eat. @@ -1348,261 +462,18 @@ adventures: This level makes it possible to use addition, subtraction and multiplication in your programs. This way you can calculate the prices in your restaurant, but you could also add a secret code to give your friends and family a discount. Another option in this level is programming your own maths game, for your little brother or sister to practice their multiplications. Go see for yourself! - example_code: | - ``` - food_price {is} 0 - drink_price {is} 0 - total_price {is} 0 - {print} 'Welcome to McHedy' - order {is} {ask} 'What would you like to eat?' - {if} order {is} hamburger food_price {is} 5 - {if} order {is} fries food_price {is} 2 - drink {is} {ask} 'What would you like to drink?' - {if} drink {is} water drink_price {is} 0 - {else} drink_price {is} 3 - total_price {is} food_price + drink_price - {print} 'That will be ' total_price ' dollars, please' - ``` - 7: - story_text: | - Great job! You've reached the next level, which means you have practiced with `{if}` and `{else}`. You have probably noticed that your codes are getting longer and longer. - For example if you want to program 'Happy Birthday'. - - That's a lot of code for mainly the same words over and over again. Luckily in the next tab you'll learn a solution with the `{repeat}` command, that allows you to repeat a line of code multiple times. - example_code: | - ``` - {print} 'happy birthday to you' - {print} 'happy birthday to you' - {print} 'happy birthday dear Hedy' - {print} 'happy birthday to you' - ``` - 8: - story_text: | - Now you've learned how to repeat one single line of code. This comes in handy, but it's not always enough. Sometimes you want to repeat multiple lines at once. - This level allows you to group a couple of lines of code, and repeat that little group of lines all at once! - example_code: | - ``` - {repeat} 5 {times} {print} 'In the next tab you can repeat multiple lines of code at once!' - ``` 9: story_text: | Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... Good news! In this level you will be allowed to put an {if} inside an {if}, or inside a {repeat} command. Putting a block of code inside another block of code is called nesting. ``` - example_code: | - ``` - answer = {ask} 'Are you ready to learn something new?' - {if} answer {is} yes - {print} 'Great! You can learn to use the repeat command in the if command!' - {print} 'Hooray!' - {print} 'Hooray!' - {print} 'Hooray!' - {else} - {print} 'Maybe you should practice some more in the previous level' - 10: - story_text: | - You're doing great! In the previous levels we still faced a small problem. You have learned to repeat lines, but what if you'd want to slightly change the line. - For example if you want to sing the song 'if you're happy and you know it'. It would look like this: - - If you'd also want the next verse 'stomp your feet', and the next one, and the next one, you'd have to change the code completely. - In this level you'll learn the `{for}` command, which allows you to make a list of actions and repeat the code with another action each time! - Please take a look! - example_code: | - ``` - {repeat} 2 {times} - {print} 'if youre happy and you know it clap your hands' - {print} 'if youre happy and you know it and you really want to show it' - {print} 'if youre happy and you know it clap your hands' - ``` - 11: - story_text: | - You have reached level 11, you're doing great! In the higher levels, Hedy is focussing more and more on teaching you the programming language Python. - In Python there is no `{repeat}` command, but there is a command that works like {repeat}. Are you curious to find out how to say `{repeat}` in Python language? Quickly go on to find out! - 12: - story_text: | - Maybe you have tried using decimal numbers in your restaurant adventure. If you did, you probably noticed that Hedy didn't understand them yet and always rounded off. - From this level on you can use decimal numbers. - example_code: | - ``` - burger = 5 - drink = 2 - total = burger + drink - print 'You have ordered a burger and a drink' - print 'That costs ' total ' dollars please' - ``` - 13: - story_text: | - In the previous levels you've learned how to put two `{if}`commands inside each other. This works fine, but it does give you very long and unhandy codes like this one: - - In this system you have to give both the correct username and the correct password. - In this level you will learn the `{and}` command that will make this code a lot shorter and more understandable! - Check it out! - example_code: | - ``` - username = {ask} 'What is your username?' - password = {ask} 'What is your password?' - {if} username {is} 'Hedy' - {if} password {is} 'secret' - {print} 'Welcome Hedy!' - {else} - {print} 'Access denied' - {else} - {print} 'Access denied!' - ``` - 14: - story_text: | - With the example code you can calculate if you've passed a subject at school (so, a grade of six or higher). - You can see this code is extremely inefficient, due to the very long code in line 5. - All the different grades from 1 to 5 had to be programmed separately. Lucky for you, in this level you'll learn how to do this without this extremely long code! - example_code: | - ``` - first_grade = {ask} 'What score did you get on your first test?' - second_grade = {ask} 'What score did you get on your second test?' - added = first_grade + second_grade - mean_grade = added / 2 - {if} mean_grade = 1 {or} mean_grade = 2 {or} mean_grade = 3 {or} mean_grade = 4 {or} mean_grade = 5 - {print} 'Oh no! You have failed the subject...' - {else} - {print} 'Great! You have passed the subject!' - ``` - 15: - story_text: | - In this game below a code has been made to make sure the player can play on as long as they want... - But the code is ineffective and way too long. Also, what if the player wants to play 101 games instead of 100? - You can't play to infinity? - In this level you will learn a command that makes all of this a lot easier! - example_code: | - ``` - game = 'on' - {for} i {in} {range} 1 {to} 100 - {if} game == 'on' - answer = {ask} 'Do you want to continue?' - {if} answer == 'no' - game = 'over' - {if} answer == 'yes' - {print} 'Ok we will continue' - ``` - 16: - story_text: | - In this level we will grow a bit more towards real Python code. You will also learn how to match two lists together. - This way you can program a code in which the correct animal is matched to the right sound. - Because the two codes below... Are obviously nonsense! - example_code: |- - ``` - animals = 'chicken', 'horse', 'cow' - sounds = 'cluck', 'neigh', 'moo' - {for} animal {in} animals - {print} 'A ' animal ' says ' sounds {at} {random} - ``` - You could also try to make it work this way, but.... - ``` - animals = 'chicken', 'horse', 'cow' - sounds = 'cluck', 'neigh', 'moo' - {for} animal {in} animals - {for} sound {in} sounds - {print} 'A ' animal ' says ' sound - ``` - Note: These codes will not work like this in this level. Head to the next tab to see which parts you need to correct. 17: story_text: | Now we are going to change indentation a little bit. Every time that we need an indentation, we need `:` at the line before the indentation. In this level you can also use a new command: `{elif}`. `{elif}` is short for `{else} {if}` and you need it when you want to make 3 (or more!) options. Check it out! - 18: - story_text: | - Congratulations! You have reached the last level of Hedy! The code you have created here can be copied to real Python environments like replit or PyCharm, and you can continue learning there! - Note however that Python can only read English commands, so if you have been using other languages, you will need to switch to English now. dice: - name: Dice - default_save_name: Dice - description: Make your own dice levels: - 3: - story_text: | - In this level we can choose from a list. With that we can let the computer choose one side of the die. - Take a look at the games you have in your closet at home. - Are there games with a (special) die? You can also copy it with this code. - For example, the dice of the game Earthworms with the numbers 1 to 5 and an earthworm on it. - - ![Die of earthworms with 1 to 5 and an earthworm on it](https://cdn.jsdelivr.net/gh/felienne/hedy@24f19e9ac16c981517e7243120bc714912407eb5/coursedata/img/dobbelsteen.jpeg) - example_code: | - ``` - choices {is} 1, 2, 3, 4, 5, earthworm - {print} You threw _ {at} {random} ! - ``` - story_text_2: | - ### Exercise - The dice in the example above are dice for a specific game. Can you make normal dice? - Or other special dice from a different game? - example_code_2: | - ``` - choices {is} _ - ``` - 4: - story_text: | - In this level you can also create dice. But this time you can try it yourself, without an example code! - - ### Exercise - Make your own dice in this level. - Tip: If you have no idea how to make dice. Take a peek at your dice from the previous level, but don't forget to add quotation marks. - 5: - story_text: | - We are going to add the `{if}` and `{else}` commands to our dice! - - ### Exercise - Complete the sample code so that the code says "You can stop throwing" once you have thrown an earthworm. It should say "You have to throw again" if you've thrown anything else. - **Extra** Maybe you want to recreate a die from a completely different game. That's fine too! Then make up your own reaction, e.g. 'yes' for 6 and 'pity' for something else. - example_code: | - ``` - choices {is} 1, 2, 3, 4, 5, earthworm - throw {is} choices {at} {random} - {print} 'you have thrown ' throw - _ throw {is} earthworm {print} 'You can stop throwing.' - _ {print} 'You have to throw it again!' - ``` - 6: - story_text: | - You can also make an Earthworm die again in this, but now you can also calculate how many points have been rolled. - You may know that the worm counts 5 points for Earthworms. Now after a roll you can immediately calculate how many points you have thrown. - This is the code to calculate points for one die: - - ### Exercise - Can you make the code so that you get the total score for 8 dice? To do that, you have to copy and paste some lines of the code. - example_code: | - ``` - choices = 1, 2, 3, 4, 5, earthworm - points = 0 - throw = choices {at} {random} - {print} 'you threw ' throw - {if} throw {is} earthworm points = points + 5 {else} points = points + throw - {print} 'those are ' points ' points' - ``` - example_code_2: | - Did you manage to calculate the score for 8 dice? That required a lot of copy and pasting, right? We are going to make that easier in level 7! - 7: - story_text: | - You can also make a dice again in this level. With the `{repeat}` code you can easily roll a whole hand of dice. - - ### Exercise - Try to finish the sample code! **Extra** Think of a game you know that involves a dice and program that using a `{repeat}`. - example_code: | - ``` - choices = 1, 2, 3, 4, 5, 6 - _ _ _ _ _ _ _ - ``` - 10: - story_text: | - ### Exercise - Is everybody taking too long throwing the dice? In this level you can let Hedy throw all the dice at once! - Change the names into names of your friends or family, and finish the code. - example_code: | - ``` - players = Ann, John, Jesse - choices = 1, 2, 3, 4, 5, 6 - _ _ _ _ - {print} player ' throws ' choices {at} {random} - {sleep} - ``` 15: story_text: | In this game you have to throw 6 in as little tries as possible. @@ -1618,312 +489,27 @@ adventures: tries = tries + 1 {print} 'Yes! You have thrown 6 in ' tries ' tries.' ``` - dishes: - name: Dishes? - default_save_name: Dishes - description: Use the computer to see who does the dishes + elif_command: + description: elif levels: - 3: - story_text: | - Do you always disagree at home about who should wash the dishes or change the litter box today? - Then you can let the computer choose very fairly. You can program that in this level! + 17: example_code: | ``` - people {is} mom, dad, Emma, Sophie - {print} people {at} {random} has to do the dishes - ``` - story_text_2: | - ### Exercise - Make your own version of the dishwasher program. Firstly make a list of your family members. - Then think of a task that needs to be done, and let the computer decide who has to do the task with the `{at} {random}` command. - - **Extra** Don't feel like doing the dishes yourself? Hack the program by removing your name from the list with the `{remove}` `{from}` command. - 4: - story_text: | - With quotation marks you can make your dishwashing program even better. - - ### Exercise - First, fill in right symbols or commands on the blanks to make this example program work. - Did you get it? Great! Now copy your own code from the previous level and make it work in this level by adding quotation marks in the right spots. - example_code: | - ``` - people {is} mom, dad, Emma, Sophie - {print} _ the dishes are done by _ - {sleep} - {print} people {at} _ - ``` - 5: - story_text: | - With the `{if}` you can now have more fun with choice in the program. You can have your program respond to the choice that the computer has made. - ### Exercise - Can you finish the code so that it prints 'too bad' when it is your turn and otherwise 'yes!'? - Don't forget the quotes! - example_code: | - ``` - people {is} mom, dad, Emma, Sophie - dishwasher {is} people {at} {random} - _ dishwasher {is} Sophie {print} _ too bad I have to do the dishes _ - _ {print} 'luckily no dishes because ' _ ' is already washing up' - ``` - 6: - story_text: | - How often is everyone going to do the dishes? Is that fair? You can count it in this level. - example_code: | - ``` - people = mom, dad, Emma, Sophie - emma_washes = 0 - dishwasher = people {at} {random} - {print} 'The dishwasher is' dishwasher - {if} dishwasher {is} Emma emma_washes = emma_washes + 1 - {print} 'Emma will do the dishes this week' emma_washes 'times' - ``` - - Now you can copy lines 3 to 5 a few times (e.g. 7 times for a whole week) to calculate for a whole week again. - Do you make the code for the whole week? - story_text_2: | - If you are extremely unlucky the previous program might choose you to do the dishes for the whole week! That's not fair! - To create a fairer system you can use the `{remove}` command to remove the chosen person from the list. This way you don't have to do the dishes again until everybody has had a turn. - - Monday and Tuesday are ready for you! Can you add the rest of the week? - And… can you come up with a solution for when your list is empty? - example_code_2: | - ``` - people = mom, dad, Emma, Sophie - dishwasher = people {at} {random} - {print} 'Monday the dishes are done by: ' dishwasher - {remove} dishwasher {from} people - dishwasher = people {at} {random} - {print} 'Tuesday the dishes are done by: ' dishwasher - {remove} dishwasher {from} people - ``` - 7: - story_text: | - With the `{repeat}` you can repeat pieces of code. You can use this to calculate who will be washing dishes for multiple days! - ### Exercise - Use the `{repeat}` command to decide on who needs to wash the dishes for an entire week. Each blank needs to be filled with one command or number! - **Extra** Can you think of other tasks in the house? Adapt the code so it decides on three household chores. Do not forget to print what tasks it concerns! - example_code: | - ``` - people = mom, dad, Emma, Sophie - {repeat} _ _ {print} 'Dishwashing will be done by ' _ _ _ - ``` - 10: - story_text: | - In this level you can make a schedule for the whole week in an easy way! - - ### Exercise - Add a second chore, such as vacuuming or tidying up, and make sure it is also divided for the whole week. -
**Extra** The program is not fair, you can be unlucky and wash up all week. How could you make the program more fair? - example_code: | - ``` - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - ``` - elif_command: - name: '{elif}' - default_save_name: elif - description: elif - levels: - 17: - story_text: | - In this level you can also use a new command: `{elif}`. `{elif}` is a combination of the keywords `{else}` and `{if}` and you need it when you want to make 3 (or more!) options. - Check it out! - example_code: | - ``` - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {elif} your_price == 'an apple pie' : - {print} 'Lovely, an apple pie!' - {else}: - {print} 'Better luck next time..' + prices = ['1 million dollars', 'an apple pie', 'nothing'] + your_price = prices[{random}] + {print} 'You win ' your_price + {if} your_price == '1 million dollars' : + {print} 'Yeah! You are rich!' + {elif} your_price == 'an apple pie' : + {print} 'Lovely, an apple pie!' + {else}: + {print} 'Better luck next time..' ``` for_command: - name: '{for}' - default_save_name: for description: for command - levels: - 10: - story_text: |- - ## For - In this level we learn a new code called `{for}`. With `{for}` you can make a list and use all elements. - `{for}` creates a block, like `{repeat}` and `{if}` so all lines in the block need to start with 4 spaces. - example_code: | - ``` - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - ``` - story_text_2: | - ### Exercise - Finish this code by adding `{for} action {in} actions` to line 2. - example_code_2: | - ``` - actions = clap your hands, stomp your feet, shout Hurray! - _ - {repeat} 2 {times} - {print} 'If youre happy and you know it, ' action - {sleep} 2 - {print} 'If youre happy and you know it, and you really want to show it' - {print} 'If youre happy and you know it, ' action - {sleep} 3 - ``` - 11: - story_text: |- - In this level, we add a new form of the `{for}`. In earlier levels, we used `{for}` with a list, but we can also use `{for}` with numbers. - We do that by adding a variable name, followed by `{in}` `{range}`. We then write the number to start at, `{to}` and the number to end at. - - Try the example to see what happens! In this level again, you will need to use indentations in lines below the `{for}` statements. - example_code: | - ``` - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - ``` - 17: - story_text: | - Now we are going to change indentation a little bit. Every time that we need an indentation, we need `:` at the line before the indentation. - example_code: | - ``` - {for} i {in} {range} 1 {to} 10: - {print} i - {print} 'Ready or not, here I come!' - ``` - 18: - story_text: | - Lastly, we'll turn `{for} i {in} {range} 1 to 5` into real Python code, like this: - example_code: | - ``` - {for} i {in} {range}(1,5): - {print} (i) - ``` fortune: - name: Fortune teller - default_save_name: Fortune Teller - description: Let Hedy predict the future levels: - 1: - story_text: | - Have you ever been to a carnival and had your future predicted by a fortune teller? Or have you ever played with a magic eight ball? - Then you probably know that they can't really predict your future, but it's still fun to play! - - In the upcoming levels you can learn how to create your own fortune telling machine! - In level 1 you can start off easy by letting Hedy introduce herself as a fortune teller and let her `{echo}` the players' answers. - Like this: - example_code: | - ``` - _ Hello, I'm Hedy the fortune teller! - _ Who are you? - _ Let me take a look in my crystal ball - _ I see... I see... - _ Your name is - ``` - story_text_2: | - ### Exercise - Copy the example code into your input screen and fill in the blanks to make the code work. - **Extra** Change the code and let the fortune teller not only predict your name, but also your age, your favorite sports team or something else about yourself. - 3: - story_text: | - In the previous levels you've created your first fortune telling machine, but Hedy couldn't really predict anything, only `{echo}`. - In this level you can use a variable and the `{at} {random}` command to really let Hedy choose an answer for you. Check out this code for instance: - example_code: | - ``` - {print} I’m Hedy the fortune teller! - question {is} {ask} What do you want to know? - {print} This is what you want to know: question - answers {is} yes, no, maybe - {print} My crystal ball says... - {sleep} 2 - {print} answers {at} {random} - ``` - story_text_2: | - ### Exercise - Now, Hedy can only answer yes, no or maybe. Can you give Hedy more answer options, like 'definitely' or 'ask again'. - 4: - story_text: | - ### Exercise - We have removed all the quotation marks from this example code, can you add them in all the right places? - - ### Exercise 2 - Go back to the previous level and copy your fortune teller code. Make the code work in this level by adding quotation marks in the right spots. - example_code: | - ``` - _ Add the quotation marks to this code _ - {print} Im Hedy the fortune teller! - question {is} {ask} What do you want to know? - {print} This is your question: question - answers {is} yes, no, maybe - {print} My crystal ball says... - {sleep} 2 - {print} answers {at} {random} - ``` - 5: - story_text: | - ### Exercise - In the example code you see how to make a fortune teller program that allows you to tip the odds in your favor. This cheating program always tells you that you will win the lottery, but your friends will never win. - - Use this to make your own program, be creative! For example you could create a code that predicts that: - * your favorite sports team will beat all the competitors! - * your favorite movie will be chosen for movie night! - * you win tickets to your favorite show! - * you are the fairest of them all, like Snow White's magic mirror. - Let your imagination do the work! - - Your program has to exist of at least 10 lines of code and need to have at least one `{if}` and `{else}` command. - example_code: | - ``` - friends {is} Jordan, Lucy, Dave - {print} 'I can predict if you will win the lottery tomorrow!' - person {is} {ask} 'Who are you?' - good_answer {is} Hurray! You win!, You will definitely win!, We have a winner! - bad_answer {is} Bad luck! Try again!, Another person will win, You lose! - {if} person {in} friends {print} good_answer {at} {random} - {else} {print} bad_answer {at} {random} - ``` - 6: - story_text: | - In this level you can use math in your predictions as a fortune teller. This allows you to make up (silly) formulas to calculate the future. - For example you could calculate how rich you'll get or how many kids you will have when you grow up. - - - - ### Exercise - Can you think of your own (silly) fortune telling machine? - example_code: | - ``` - {print} 'I am Hedy the fortune teller!' - {print} 'I can predict how many kids youll get when you grow up!' - age = {ask} 'How old are you?' - siblings = {ask} 'How many siblings do you have?' - length = {ask} 'How tall are you in centimetres?' - kids = length / age - kids = kids - siblings - {print} 'You will get ...' - {sleep} - {print} kids ' kids!' - ``` - 7: - story_text: | - ### Exercise - Finish this program that tells you if your crush loves you back or not. - example_code: | - ``` - {print} 'I have a flower with magic petals' - {print} 'If you pick the petals the flower will tell you if your crush loves you back' - amount = {ask} 'How many petals do you want to pick?' - options = they love you, they love you not - _ _ _ _ options {at} {random} - ``` 8: - story_text: | - In the next example you can have your fortune teller ask multiple questions and also print them! - - ### Exercise - Can you fill in right command on the blanks? example_code: | ``` {print} 'I am Hedy the fortune teller!' @@ -1935,1334 +521,179 @@ adventures: {sleep} {print} 'My crystal ball says...' answers {at} {random} ``` - 10: - story_text: | - In this level you'll learn how to program the game MASH (mansion, apartment, shack, house). In this game you can predict for all the players at once, what their future will look like. - - ### Exercise - Fil in the blanks by using the new command that you've learned this level. - example_code: | - ``` - houses = mansion, apartment, shack, house - loves = nobody, a royal, their neighbour, their true love - pets = dog, cat, elephant - names = Jenna, Ryan, Jim - _ - {print} name ' lives in a ' houses {at} {random} - {print} name ' will marry ' loves {at} {random} - {print} name ' will get a ' pets {at} {random} ' as their pet.' - {sleep} - ``` - 12: - story_text: |- - From level 12 on, you will also have to use quotation marks in lists, before and after each item. - - ### Exercise - Add two predictions to the list - example_code: | - ``` - fortunes = 'you will slip on a banana peel', _ - {print} 'I will take a look in my crystal ball for your future.' - {print} 'I see... I see...' - {sleep} - {print} fortunes {at} {random} - ``` - functions: - name: functions - default_save_name: functions - description: functions - levels: - 12: - story_text: | - In this level you'll learn how to use **functions**. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. - To create a function, use `{define}` and give the function a name. Then put all the lines you want in the function in a indented block under the `{define}` line. - Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use {call} with the function's name to call it up! We don't have to type that block of code again. - - Check out this example code of a game of Twister. The function 'turn' contains a block of code that chooses which limb should go where. - - ### Exercise - Finish this code by setting the 2 variables chosen_limb and chosen_color. - Then, choose how many times you want to call the function to give the twister spinner a spin. - - ### Exercise 2 - Improve your code by adding a variable called 'people'. Use the variable to give all the players their own command in the game. - For example: 'Ahmed, right hand on green' or 'Jessica, left foot on yellow'. - example_code: | - ``` - sides = 'left', 'right' - limbs = 'hand', 'foot' - colors = 'red', 'blue', 'green', 'yellow' - - {define} turn - chosen_side = sides {at} {random} - chosen_limb = limbs _ - chosen_color = colors _ - {print} chosen_side ' ' chosen_limb ' on ' chosen_color - - {print} 'Lets play a game of Twister!' - {for} i {in} {range} 1 to _ - {call} turn - {sleep} 2 - ``` - 13: - story_text: | - Now that you've learned how to use functions, you'll learn how to use a function with an argument. - An **argument** is a variable that is used within a function. It is not used outside the function. - - For example in this code we've programmed the first verse of the song 'My Bonnie is over the ocean'. - In this example code the argument `place` is used. Place is a variable that is only used in the function, so an argument. - To use `place` we have programmed the line `define song with place`. - When the function is called, computer will replace the argument `place`, with the piece of text after `call song with`. - - ### Exercise - The next verse of this song goes: - - Last night as I lay on my pillow - Last night as I lay on my bed - Last night as I lay on my pillow - I dreamed that my Bonnie is dead - - Can you program this verse in the same way as the example? - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - ``` - 14: - story_text: | - In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. - You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - - For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - - ## Exercise - Finish this code. We have already made the variable new_price for you, you only need to set it. - You should finish the line of code by calling the function that calculates the new price. - example_code: | - ``` - {define} calculate_new_price {with} amount, percentage - percentage = percentage / 100 - discount_amount = amount * percentage - return amount - discount_amount - - old_price = {ask} 'How much is on the price tag?' - discount = {ask} 'What percentage is the discount?' - - new_price = _ calculate_new_price {with} old_price, _ - {print} 'The new price is ' new_price ' dollar' - ``` - 18: - story_text: | - Let's make functions the Pythons way! To define a function, we no longer use: - - `{define} name_function {with} argument_1, argument_2:` - - but we use: - - `{def} name_function(argument_1, argument_2):`. - - - If you don't want to use arguments, you just leave the space between the parantheses empty. - To call a function, we don't need the `{call}` command anymore. You just type the name of the function. - example_code: | - ``` - {def} calculate_score(answer, correct_answer): - {if} answer == correct_answer: - score = 1 - {elif} answer == '?': - score = 0 - {else}: - score = -1 - {return} score - - answer = {input} ('Where can you find the Eiffel Tower?') - correct_answer = 'Paris' - score = calculate_score(answer, correct_answer) - {print} ('Your score is... ', score) - ``` - guess_my_number: - name: Guess my number - default_save_name: guess my number - description: guess my number - levels: - 14: - story_text: | - In this level you can program the game 'Guess my number' - - ### Exercise - Fill in the correct symbols on the blanks to get the game to work. - example_code: | - ``` - {print} 'Guess my number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess _ number - {print} 'Lower!' - {if} guess _ number - {print} 'Higher!' - {if} guess _ number - {print} 'You win!' - game = 'over' - ``` - hangman: - name: Hangman - default_save_name: Hangman - description: Guess the word - levels: - 17: - story_text: | - In this adventure we program a game of hangman. First we make some preparations, then we program the game and in the third part we add a drawing with the turtle. - - ### Exercise - ***Set the variables*** In this game of hangman, Player 1 chooses an answer and Player 2 has to guess the letters in this answer. - To let the computer know all the letters in the word, we will turn the answer into a list of letters. We also do this with the guesses Player 2 makes. - We will start the game with 2 empty lists. We have made an empty list for the variable answer for you. Now make an empty list for guessed_letters as well. - Then we fill in how many mistakes were made. At the start of the game, this should be 0. - The variable `amount_letters` tells us how many letters are in the answer. Ask Player 1 to tell us how many letters their word has. - Lastly we tell the computer if the game is over. We use the variable `game_over` and set it to `False`. - - ***Choosing the answer*** We want Player 1 to be able to choose the answer. We'll ask them, as many times as necessary, what the next letter is. - Then we add that letter to the answer. Lastly, we add an empty _ to the list of guessed letters, so we get as many _s as there are letters in the answer. - - ***Player 2's turn*** - Tell Player 2 its their turn. Then tell Player 2 how many letters there are in the answer. Finally, print the list of `guessed_letters`. - - ***Go to the next tab*** Now that all the starting variables are set, we can start programming the game itself. Check out the next tab to learn how! - example_code: | - ``` - print 'Hangman!' - - # Set the variables - answer = [] - guessed_letters = _ - mistakes_made = _ - amount_letters = {ask} _ - _ = 'False' - - # Choosing the answer - {for} _ - letter = {ask} 'Player 1, what is letter ' i '?' - _ - {add} '_' {to} _ - - # Player 2 turn - print _ - print _ - print guessed_letters - ``` - hangman_2: - name: Hangman 2 - default_save_name: Hangman_2 - description: Hangman 2 - levels: - 17: - story_text: | - Now it's time to program the hangman game. - - ### Exercise - - ***Paste your code*** Copy your code from the previous tab and paste the code in the programming field. - - ***The game*** This games continues playing until Player 2 is game over. Fill in the while command accordingly. Now, Player 2 is allowed to guess a letter, so ask Player 2 to guess a letter. - We need to check if their answer is correct, so check if their `guess` is (somewhere) in the (list) `answer`. Then we let the computer figure out which of the letter(s) is the guess. We have already programmed that part for you. - Next we want to compliment the player for finding a correct letter and we want to print the list `guessed_letters`, so the player can see their progress. - - The next part we're going to program is what happens when the player has guessed all of the letters. So if their list of `guessed_letters` is the same as our list `answer`. - If the lists are the same, congratulate Player 2 with their victory and set the variable `game_over` to `True`. - - Next we'll program what happens when Player 2 guesses wrong (so the `{else}` command). First, tell the player that their guess was wrong. Then increase the `mistakes_made` variable by 1. - - For the last part we'll program what happens when Player 2 has made 10 mistakes. We'll print that Player 1 has won the game. Then we'll print the correct answer. And finally, we'll set our `game_over` variable to `True`, so the game stops. - - ***Go to the next tab*** Amazing work! Your game is playable, but wouldn't it be fun if the hangman was actually drawn when Player 2 makes a mistake..? - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - guess = _ - {if} _ - {for} i {in} {range} 1 {to} amount_letters: - if answer[i] == guess: - guessed_letters[i] = guess - {print} _ - {if} guessed_letters == _: - {print} _ - game_over = _ - {else}: - {print} _ - mistakes_made _ - {if} _ == 10: - {print} _ - {print} _ - _ - ``` - hangman_3: - name: Hangman 3 - default_save_name: Hangman_3 - description: Hangman 3 - levels: - 17: - story_text: | - In a game of hangman the mistakes are shown by drawing a part of the hangman each time a mistake has been made. - We now add those drawings with our turtle! - - ### Exercise - ***Create a function that draws the hangman*** Create a function that draws the hangman in 10 steps. We have already made step 1 for you. - - ***Test the function*** Test the function by calling the function with 10. If you are happy with the function, remove the line that calls the function for now. We will call the function when the player makes a mistake. - - ***Paste your hangman game under your function*** Go back to the previous tab and copy your hangman game. Paste the game underneath your function. - - ***Call the function when the player makes a mistake*** Under the line `mistakes_made = mistakes_made + 1` we will call the function. We want the turtle to take the same amount of steps as the player has made mistakes, so we call the function with `mistakes_made` as argument. - - ***Enjoy your game!*** -
- The hangman could look like this -
- example_code: | - ``` - # Create a function that draws the hangman - {define} draw_hangman {with} step: - {if} step == 1: - {color} white - {forward} -100 - {turn} 90 - {forward} -50 - {color} black - {forward} 100 - {forward} -50 - - {if} step == 2: - _ - # Paste your hangman game here - - ``` - harry_potter: - name: Harry Potter - default_save_name: Harry Potter - description: Harry Potter adventures - levels: - 10: - story_text: | - ### Exercise - We can also make a Harry Potter themed fortune teller. Fill in blanks such that 9 lines are printed. - **Extra** Change the theme of the fortune teller into something else, such as your favorite book, film or tv show. - example_code: | - ``` - houses = Gryffindor, Slytherin, Hufflepuff, Ravenclaw - subjects = potions, defence against the dark arts, charms, transfiguration - fears = Voldemort, spiders, failing your OWL test - names = Harry, Ron, Hermione - _ - _ {print} name ' is placed in ' houses {at} {random} - _ {print} name ' is great at ' subjects {at} {random} - _ {print} name 's greatest fear is ' fears {at} {random} - ``` - haunted: - name: Haunted House - default_save_name: Haunted House - description: Escape from the haunted house - levels: - 1: - story_text: | - In this adventure you are working towards making a game in which you have to escape from a haunted house by picking the correct door. - If you pick the right door you'll survive, but if not a terrible monster might... - - In level 1 we start our haunted house game by making up a scary story and ask the player what monster they'll see in the haunted house. - example_code: | - ``` - {print} How did I get here? - {print} I remember my friend telling me to go into the old mansion... - {print} and suddenly everything went black. - {print} But how did I end up on the floor...? - {print} My head hurts like Ive been hit by a baseball bat! - {print} What's that sound? - {print} Oh no! I feel like Im not alone in this house! - {print} I need to get out of here! - {print} There are 3 doors in front of me.. - {ask} Which door should i pick? - {echo} I choose door - {print} ...? - ``` - story_text_2: | - ### Exercise - Copy the example code to your input screen by clicking the yellow button. - Now finish the story by adding at least 5 lines of code. - Remember to start each line of codes with a `{print}` command. - 2: - story_text: | - In this haunted house you can choose your monsters with emojis. Of course you could also use words. - example_code: | - ``` - monster_1 {is} 👻 - monster_2 {is} 🤡 - monster_3 {is} 👶 - {print} You enter the haunted house. - {print} Suddenly you see a monster_1 - {print} You run into the other room... - {print} But a monster_2 is waiting there for you! - {print} Oh no! Quickly get to the kitchen. - {print} But as you enter monster_3 attacks you! - ``` - story_text_2: | - ### Exercise - In the example above the monsters are predetermined. So each time you run your code, the output is the same. - Can you add `{ask}` commands to make the haunted house interactive and have the players choose the monsters they come across? - example_code_2: | - ``` - monster_1 {is} _ - monster_2 {is} _ - monster_3 {is} _ - {print} You enter the haunted house. - {print} Suddenly you see a monster_1 - {print} You run into the other room... - {print} But a monster_2 is waiting there for you! - {print} Oh no! Quickly get to the kitchen. - {print} But as you enter monster_3 attacks you! - ``` - 3: - story_text: | - In the previous levels you've made an introduction to your haunted house game, but as you might have noticed the story would always have a dreadful end. - In this level you can make your story more interactive by changing the outcome of the game; sometimes you'll get eaten, sometimes you'll escape! - Let Hedy decide randomly! - - ### Exercise - Copy the example codes and fill in the blanks to make it work! - - **Extra** This story is pretty straight forward, maybe you can spook it up a bit by adding a more exciting story. - Also you have very limited outcomes right now, there are only 3 options of what's behind the doors. Maybe you can think of more monsters to add to the list! - example_code: | - ``` - _ Escape from the haunted house! - _ There are 3 doors in front of you... - _ _ _ Which door do you choose? - _ You picked door ... choice - monsters _ a zombie, a vampire, NOTHING YOUVE ESCAPED - _ You see... - {sleep} - _ _ _ _ - ``` - 4: - story_text: | - In this level you learn how to use quotation marks in your games. - - ### Exercise - Can you make your Haunted House level 4 proof? - - ### Exercise 2 - Go back to the previous level and copy your haunted house code. Make the code work in this level by adding quotation marks in the right spots. - example_code: | - ``` - _ Add quotation marks to this code _ - {print} Escape from the haunted house! - {print} There are 3 doors in front of you... - choice {is} {ask} Which door do you choose? - {print} You picked door ... choice - monsters {is} a zombie, a vampire, NOTHING YOUVE ESCAPED - {print} You see... - {sleep} - {print} monsters {at} {random} - ``` - 5: - story_text: | - Up until this level the haunted house game always asked the player to choose a door, but as you might have noticed, they didn't really have to answer correctly. - If the player filled in a completely random answer, the game would still work and the player might even win (despite not picking a door). - In this level you can only win the game by picking the same door Hedy picked randomly. - - ### Exercise - Can you find the 4 missing words to complete the code? - example_code: | - ``` - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you...' - doors {is} 1, 2, 3 - monsters {is} werewolf, mummy, vampire, zombie - chosen_door {is} {ask} 'Which door do you choose?' - {print} 'You chose door...' chosen_door - {sleep} - correct_door {is} doors {at} {random} - _ _ _ _ {print} 'Great! Youve escaped!' - {else} {print} 'Oh no! You are being eaten by a...' monsters {at} {random} - ``` - 9: - story_text: "In this level you can use nesting, which allows you to make the haunted house even more interactive!\n\n### Exercise\nNow it's very hard to win this game, can you make it easier to win?\nChange your code so it only has one wrong door and two correct doors instead of one correct door and two wrong ones? \nTip: This means changing the variable correct_door into wrong_door, and switching the `{if}` and `{else}` code.\nAnd of course you may also change the story and make it your own. Change the monsters or make it a happy game show where you get a gift!\n" - example_code: | - ``` - {print} 'Escape from the Haunted House!' - player = alive - doors = 1, 2, 3 - monsters = zombie, vampire, giant spider - {repeat} 3 {times} - {if} player {is} alive - correct_door {is} doors {at} {random} - {print} 'There are 3 doors in front of you...' - chosen_door = {ask} 'Which door do you choose?' - {if} chosen_door {is} correct_door - {print} 'No monsters here!' - {else} - {print} 'You are eaten by a ' monsters {at} {random} - player = dead - {else} - {print} 'GAME OVER' - {if} player {is} alive - {print} 'Great! You survived!' - ``` - 11: - story_text: "In this level we've changed the `{for}` command so we can tell the player where they are. \n\n### Exercise 1\nFinish the program so the player knows which room they are in.\n\n### Exercise 2\nMake the program into an adventure by following these steps:\n\n1. Make a list of choices (like: fight or flight)\n2. Make sure the player can choose an option with `{ask}`\n3. Is answer correct? Then they may proceed to the next monster. Do they give a wrong answer? Let the player know with a `{print}`. \n\n**Extra** If you make a wrong choice, a monster is still shown! How could you change that?\n" - example_code: | - ``` - {print} 'Escape from the Haunted House!' - monsters = zombie, vampire, giant spider - _ - {print} 'Room ' i - monster = monsters {at} {random} - ``` - 14: - story_text: | - In this level you can use the `<` and `>` symbol to introduce lives to your game. - example_code: | - ``` - {print} 'Escape from the haunted house' - lives = 3 - doors = 1, 2, 3 - monsters = 'the wicked witch', 'a zombie', 'a sleeping 3 headed dog' - {for} i {in} {range} 1 {to} 10 - {if} lives > 0 - good_door = doors {at} {random} - monster = monsters {at} {random} - chosen_door = {ask} 'Which door do you choose?' - {if} good_door == chosen_door - {print} 'You have chosen the correct door' - {else} - {print} 'You see...' monster - {if} monster == 'a sleeping 3 headed dog' - {print} 'Pffieuw.... Its asleep' - {else} - {print} 'You lose one life' - lives = lives -1 - {else} - {print} 'GAME OVER' - ``` - 16: - story_text: | - This haunted house game uses the connection between the lists you can use in this level. - For example: all the properties that belong to the zombie are first in all the lists, witch second and vampire third. - Check out the code! - example_code: | - ``` - numbers = [1, 2, 3] - i = numbers[{random}] - hint = ['growling', 'a cackling laugh', 'fluttering batwings'] - monsters = ['zombie', 'witch', 'vampire'] - bad_fate = ['Your brain is eaten', 'You are forever cursed', 'You are bitten'] - good_fate = ['You throw the ham. The zombie is distracted and starts eating it.', 'You set the curtains on fire. The witch flees out of fear for the fire', 'The vampire hates garlic and flees'] - weapons = ['ham', 'lighter', 'garlic'] - {print} 'You are standing in front of an old mansion' - {print} 'Something is not right here' - {print} 'You hear ' hint[i] - {print} 'You are going to explore it' - {print} 'You enter the kitchen and see a lighter, a raw ham and a garlic.' - your_weapon = {ask} 'What do you bring with you?' - {print} 'With your ' your_weapon ' you enter the living room' - {print} 'There you find a ' monsters[i] - needed_weapon = weapons[i] - {if} your_weapon == needed_weapon - {print} 'You use your ' your_weapon - {print} good_fate[i] - {print} 'YOU WIN!' - {else} - {print} 'You have chosen the wrong weapon...' - {print} bad_fate[i] - {print} 'GAME OVER' - ``` - hotel: - name: hotel - default_save_name: hotel - description: hotel - levels: - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, and you've learned how to combine it with an {ask}. - You might have wondered why you would use functions, because the functions in the example were only one line of code. - Now we will show you what a bigger function looks like and we will use multiple agruments now as well. You'll see how much better it is to use a function once the function gets bigger. - Here is an example of a function with arguments combined with {ask} commands. - example_code: | - ``` - {define} welcome_message {with} title, last_name, country, room_number - {print} 'Welcome to Hotel Hedy, ' title ' ' last_name - nice_trip {is} {ask} 'Did you have a nice trip from, ' country '?' - {if} nice_trip {is} 'yes' - {print} 'Lovely!' - {else} - {print} 'Sorry to hear that.' - {print} 'Hopefully you can take a nice rest in you room.' - {print} 'Your room number is ' room_number - - {print} 'Hello. Please fill in your information to check in.' - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - ``` - - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - if_command: - name: '{if} & {else}' - default_save_name: if_command - description: Introducing the if command - levels: - 5: - story_text: | - ## If... else.... - In level 5 there is something new, the `{if}`! With the `{if}` you can choose between two different options. - This code prints nice if you enter Hedy as a name, and boo! if you enter something else. - `{ask}` and `{print}` still work like they did in level 4. - example_code: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' {else} {print} 'boo!' - ``` - story_text_2: | - Sometimes code with an `{if}` gets really long and does not fit on the line well.
You may also divide the code over two lines, starting the second line at the `{else}` like this: - example_code_2: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - ``` - story_text_3: | - ### Exercise - Try to create your own code with `{if}` and `{else}`. You can use the example code if you want. - example_code_3: | - ``` - answer {is} {ask} '2 + 2 = ?' - _ _ _ 4 _ 'Great job!' - _ _ 'No 2 + 2 = 4' - ``` - 8: - story_text: | - ## If... Else... - You have learned to repeat a block of lines of code after a `{repeat}` command. - Now you can also use indentation to make blocks after a {if} or {else} command. - Check out the example code. - - ### Exercise - Add an {else} command to the example code. Make a block of line using indentation. You do this by starting each line with 4 spaces. - example_code: | - ``` - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {print} 'You can play on your computer!' - ``` - 9: - story_text: | - In this level you can also put an {if} command inside another {if} command. - example_code: | - ``` - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - ``` - in_command: - name: '{in}' - default_save_name: in_command - description: Introducing the in command - levels: - 5: - story_text: | - ## Lists - When we want to check if something is in a list, we can now use the `{in}` command. - This code prints pretty! if you choose green or yellow, and meh otherwise. - example_code: | - ``` - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - ``` - story_text_2: | - ### Exercise - Finish the example code by filling in the blanks with commands that you've learned. - When you've finished the code, try to create a code of your own and use a question that you've thought of yourself. - example_code_2: | - ``` - animals {is} dog, cow, sheep - answer {is} {ask} 'What is your favorite animal?' - _ answer _ animals _ 'Mine too!' - _ _ 'My favorite animals are dogs, cows and sheep' - ``` - is_command: - name: '{is}' - default_save_name: is_command - description: introducing is command - levels: - 2: - story_text: | - ## Variables - You can name a word with `{is}`. This is called a **variable**. In this example we made a variable called name and a variable called age. You can use the word name anywhere in your code and it will be replaced by Hedy, like this: - example_code: | - ``` - name {is} Hedy - age {is} 15 - {print} name is age years old - ``` - story_text_2: | - ### Exercise - Time to make your own variables! - In the example code we made an example of the variable `favorite_animal`. In line 1 the variable is set, and in line 2 we used the variable in a `{print}` command. - Firstly, finish our example by filling in your favorite animal on the blank. Then make at least 3 of these codes yourself. Pick a variable, and set the variable with the `{is}` command. Then use it with a `{print}` command, just like we did. - example_code_2: | - ``` - favorite_animal {is} _ - {print} I like favorite_animal - ``` - 6: - story_text: | - We also make a change in storing a word in a variable! You may now use `=` instead of `{is}` when we store a name or a number in a variable, like this: - example_code: | - ``` - name = Hedy - answer = 20 + 4 - ``` - 14: - story_text: | - We are going to learn more new items. You might know them already from mathematics, the `<` and `>`. - The `<` checks if the first number is smaller than the second, for example age `<` 12 checks if age is smaller than 12. - If you want to check if the first number is smaller or equal to the second, you can use `<=`, for example age `<=` 11. - The `>` checks if the first number is bigger than the second, for example points `>` 10 checks if points is larger than 10. - If you want to check if the first number is bigger or equal to the second, you can use `>=`, for example points `>=` 11. - You use these comparisons in an `{if}`, like this: - example_code: | - ``` - age = {ask} 'How old are you?' - {if} age > 12 - {print} 'You are older than I am!' - ``` - story_text_2: | - From this level on, if you want to compare exactly, you can use two equal signs. This is what most programming languages do: - example_code_2: | - ``` - name = {ask} 'What is your name?' - {if} name == 'Hedy' - {print} 'You are cool!' - ``` - story_text_3: | - You can also compare if something is *not* equal to something else using `!=` like this: - example_code_3: | - ``` - name = {ask} 'What is your name?' - {if} name != 'Hedy' - {print} 'You are not Hedy' - ``` - - {if} age < 13 - {print} 'You are younger than me!' - {else} - {print} 'You are older than me!' - language: - name: Language - default_save_name: Language - description: Practice words in a foreign language - levels: - 5: - story_text: | - Make your own program to practice your vocabulary in a new language. - - ### Exercise - Make the code longer by adding at least 3 more words for the player to learn. - **Extra** Of course, you can choose to use a different language than French. You can change to code to any language you'd like to learn. - example_code: | - ``` - {print} 'Learn French!' - cat {is} {ask} '🐱' - {if} cat {is} chat {print} 'Terrific!' - {else} {print} 'No, cat is chat' - frog {is} {ask} '🐸' - {if} frog {is} grenouille {print} 'Super!' - {else} {print} 'No, frog is grenouille' - ``` - 16: - story_text: | - Make your own program to practice your vocabulary in a new language. - example_code: | - ``` - french_words = ['bonjour', 'ordinateur', 'pomme de terre'] - translation = ['hello', 'computer', 'potato'] - score = 0 - {for} i {in} {range} 1 {to} 3 - answer = {ask} 'What does ' french_words[i] ' mean?' - correct = translation[i] - {if} answer == correct - {print} 'Correct!' - score = score + 1 - {else} - {print} 'Wrong, ' french_words[i] ' means ' translation[i] - {print} 'You gave ' score ' correct answers.' - ``` - maths: - name: maths - default_save_name: maths - description: Introducing maths - levels: - 6: - story_text: | - In this level you learn something new: you can now also calculate. - - The plus is easy, you write it like with math: `5 + 5` for example. The minus also works fine, it is `5 - 5`. - - The times is a bit different, because there is no times symbol on your keyboard. Just search, there really isn't! - That is why we multiply with the asterisk above 8: `5 * 5`. Read that as "5 times 5" that helps you remember it best. - example_code: | - ``` - {print} '5 plus 5 is ' 5 + 5 - {print} '5 minus 5 is ' 5 - 5 - {print} '5 times 5 is ' 5 * 5 - {print} '5 divided by 5 is ' 5 / 5 - ``` - 12: - story_text: |- - **Decimal numbers** - So far, Hedy did not allow for decimal numbers like 1.5, but now we do allow that. Note that computers use the `.` for decimal numbers. - example_code: | - ``` - {print} 'Two and a half plus two and a half is...' - {print} 2.5 + 2.5 - ``` - story_text_2: |- - **Maths with words** - In this level you can also do addition with words like this: - example_code_2: | - ``` - a = 'Hello ' - b = 'world!' - {print} a + b - ``` - - {print} 2.5 + 2.5 - music: - name: music - default_save_name: music - description: Play a tune! - levels: - 1: - story_text: |- - In this level you'll learn how to use the `{play}` command to play a tune! - - Type `{play}` followed by the note you want to play. The scale goes C-D-E-F-G-A-B. - As you can see there are 7 different letters, but we can play more than just 7 notes. - Type a number between 1 and 10 behind the letter to choose the scale, for example after B4 comes C5. - C1 is the lowest note you can play, C10 is the highest. - - ### Exercise - Try out the example code and then play around with it! Can you create your own melody? - In the next level you'll learn how to play some existing songs. - example_code: |- - ``` - {play} C4 - {play} D4 - {play} E4 - {play} F4 - {play} G4 - {play} A4 - {play} B4 - {play} C5 - ``` - 2: - story_text: | - ### Exercise - Finish the songs! We have started the codes for some melodies. - example_code: | - ``` - {print} Old Mac Donald had a farm - {play} C5 - {play} C5 - {play} C5 - {play} G4 - {play} A4 - {play} A4 - {play} G4 - ``` - story_text_2: As you can see, you can also use the `{sleep}` command to add a little pause in the song. - example_code_2: | - ``` - {print} Twinkle Twinkle Little Star - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} 1 - {play} F - {play} F - ``` - 3: - story_text: | - Create a random melody! - - ### Exercise - The example code creates a random melody, but it's very short and not many notes are used. - Add more notes to the list and create a longer melody by copying the last line a couple more times. - example_code: | - ``` - notes {is} A4, B4, C4 - {play} notes {at} {random} - {play} notes {at} {random} - {play} notes {at} {random} - ``` - 4: - story_text: | - Use the `{clear}` command to create a karaoke machine! - - ### Exercise - Finish the karaoke version of 'Mary had a little lamb'. - Then, create a karaoke version of any song you'd like! - example_code: | - ``` - {print} 'Mary had a little lamb' - {play} E - {play} D - {play} C - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Little lamb, little lamb' - {play} D - {play} D - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Mary had a little lamb' - {play} E - ``` - 5: - story_text: | - You don't always have to use the `{play}` command to play a whole song, sometimes you just want to play one note. - For example, if you want to make a quiz, you can play a happy high note if the answer is right and a sad low note if the answer is wrong. - - ### Exercise - Finish the first question by adding a line of code that plays a C3 note if the wrong answer is given. - Then think of 3 more questions to add to this quiz. - example_code: | - ``` - answer {is} {ask} 'What is the capital of Zimbabwe?' - {if} answer {is} Harare {play} C6 - _ - ``` - 6: - story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\n This calls for musical maths! Try out the example code a couple of times with different starting numbers. \nThen, see if you can compose a song using the numbers.\n" - example_code: | - ``` - number = {ask} 'Say a starting number between 1 and 67' - {print} number - {play} number - number = number + 1 - {print} number - {play} number - number = number + 1 - {print} number - {play} number - ``` - 7: - story_text: | - Using the `{repeat}` command can make your codes for melodies a lot shorter! - - ### Exercise - Finish the code for Twinkle Twinkle Little Star by using the `{repeat}`command. - Then go back to the songs you've made in the previous levels. Can you shorten those codes too? - example_code: | - ``` - {print} 'Twinkle Twinkle Little Star' - {repeat} 2 {times} {play} C4 - {repeat} 2 {times} {play} G4 - _ - ``` - 8: - story_text: | - Now that we can use the `{repeat}` command for multiple lines, we can make songs even more easily! - - ### Exercise - Finish the song of Brother John (Frère Jacques). Don't forget to use `{repeat}`! - example_code: | - ``` - {print} 'Brother John' - {repeat} 2 {times} - {play} C - {play} D - {play} E - {play} C - {repeat} 2 {times} - {play} E - {play} F - {play} G - {sleep} 1 - ``` - 9: - story_text: | - From this level on you can - among other things - use a {repeat} command inside a {repeat} command. - That makes songs like 'Happy birthday' even shorter! - - ### Exercise - Finish the song! - example_code: | - ``` - first_time = yes - {repeat} 2 {times} - {repeat} 2 {times} - {play} C - {play} D - {play} C - {if} first_time {is} yes - {play} F - {play} E - first_time {is} no - {else} - _ - ``` + functions: + levels: 12: - story_text: | - Use functions in your songs! As you can see in the example code, you can make a function for each line of Twinkle Twinkle Little Star. Once you've programmed the first three lines, all you have to do is call the functions in the order you want them played in. - - ### Exercise - Finish the song of Twinkle Twinkle Little Star. - Then look back at all the songs you've programmed in the levels before, can you make those codes better and shorter using functions too? example_code: | ``` - {define} first_line - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} - - {define} second_line - {play} F - {play} F - {play} E - {play} E - {play} D - {play} D - {play} C - {sleep} + sides = 'left', 'right' + limbs = 'hand', 'foot' + colors = 'red', 'blue', 'green', 'yellow' - {define} third_line - {play} G - {play} G - {play} F - {play} F - {play} E - {play} E - {play} D - {sleep} + {define} turn + chosen_side = sides {at} {random} + chosen_limb = limbs _ + chosen_color = colors _ + {print} chosen_side ' ' chosen_limb ' on ' chosen_color - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ + {print} 'Lets play a game of Twister!' + {for} i {in} {range} 1 to _ + {call} turn + {sleep} 2 ``` 13: story_text: | - You can use a function with an argument for songs that have line that are almost the same, but slightly different each time. - One example is the song 'Yankee Doodle'. The first 4 notes of the first lines are the same, but each time they are followed by a different couple of notes. + Now that you've learned how to use functions, you'll learn how to use a function with an argument. + An **argument** is a variable that is used within a function. It is not used outside the function. + + For example in this code we've programmed the first verse of the song 'My Bonnie is over the ocean'. + In this example code the argument `place` is used. Place is a variable that is only used in the function, so an argument. + To use `place` we have programmed the line `define song with place`. + When the function is called, computer will replace the argument `place`, with the piece of text after `call song with`. ### Exercise - Can you finish the song of Yankee Doodle? - Can you think of another song to program this way? - example_code: | - ``` - {print} 'Yankee Doodle' - {define} _ {with} note_1, note_2, note_3 - {play} C4 - {play} C4 - {play} D4 - {play} E4 - {play} _ - {play} _ - {play} _ + The next verse of this song goes: - {call} line_1 {with} 29, 31, 30 - {call} line_1 {with} 29, 28, 0 - {call} line_1 {with} 32, 31, 30 + Last night as I lay on my pillow + Last night as I lay on my bed + Last night as I lay on my pillow + I dreamed that my Bonnie is dead - {play} C4 - {play} B3 - {play} G3 - {play} A3 - {play} B3 - {play} C4 - {play} C4 - ``` + Can you program this verse in the same way as the example? 14: story_text: | - You can program music for fun, but you can also use the musical notes to make something useful like a fire alarm! - - ### Exercise - Make sure the fire alarm rings when there is a fire! - example_code: | - ``` - {define} fire_alarm - {print} 'FIRE!' - note = 40 - {for} i {in} {range} 1 {to} 100 - {if} note _ 50 - note = note + 5 - {play} _ - {else} - note = 40 + In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. + You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - fire = {ask} 'Is there a fire?' - {if} fire _ 'yes' - {call} fire_alarm - ``` - 15: - story_text: | - **Warning** This adventure can become extremely annoying! - We can also use the {while} command to repeat a song forever. + For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - ### Exercise - Finish the never-ending song. + ## Exercise + Finish this code. We have already made the variable new_price for you, you only need to set it. + You should finish the line of code by calling the function that calculates the new price. example_code: | ``` - {define} song - {play} _ - - yes_or_no = {ask} 'Do you want to hear my never-ending song?' - {while} yes_or_no = 'yes' - {call} song - {print} '🥳' - ``` - 16: - story_text: | - Upgrade your Old MacDonald code! + {define} calculate_new_price {with} amount, percentage + percentage = percentage / 100 + discount_amount = amount * percentage + return amount - discount_amount - ### Exercise - Take your code from the 'Sing a Song' adventure and add musical notes to it! - You can make a function for each line in the song and call that function after the line is printed. - We defined the first line for you and called it in the code. Can you finish the whole song? - example_code: | - ``` - {define} line_1 - {for} i {in} {range} 1 {to} 3 - {play} G - {play} D - {for} i {in} {range} 1 {to} 2 - {play} E - {play} D + old_price = {ask} 'How much is on the price tag?' + discount = {ask} 'What percentage is the discount?' - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - for i in range 1 to 3 - animal = animals[i] - sound = sounds[i] - print 'Old MacDonald had a farm' - call line_1 - print 'E I E I O!' - _ + new_price = _ calculate_new_price {with} old_price, _ + {print} 'The new price is ' new_price ' dollar' ``` - 17: + haunted: + levels: + 14: story_text: | - You can use the {elif} to create different options. - - ### Exercise - Firstly, add colons to get the code to work. - Then finish this code by adding at least 2 other songs for other moods. For example a happy song and an angry song. + In this level you can use the `<` and `>` symbol to introduce lives to your game. example_code: | ``` - {define} scary_song - {for} i {in} {range} 1 {to} 3 - {play} G - {play} E - {sleep} 2 - {for} i {in} {range} 1 {to} 3 - {play} F - {play} D - - mood = {ask} 'Which emotion are you feeling?' - {if} mood {is} 'fear' - {call} scary_song - {elif} _ + {print} 'Escape from the haunted house' + lives = 3 + doors = 1, 2, 3 + monsters = 'the wicked witch', 'a zombie', 'a sleeping 3 headed dog' + {for} i {in} {range} 1 {to} 10 + {if} lives > 0 + good_door = doors {at} {random} + monster = monsters {at} {random} + chosen_door = {ask} 'Which door do you choose?' + {if} good_door == chosen_door + {print} 'You have chosen the correct door' + {else} + {print} 'You see...' monster + {if} monster == 'a sleeping 3 headed dog' + {print} 'Pffieuw.... Its asleep' + {else} + {print} 'You lose one life' + lives = lives -1 + {else} + {print} 'GAME OVER' ``` - 18: + 16: story_text: | - ### Exercise - Even in this last level of Hedy we can make some music! Be careful of all the syntax that is needed now. - Take a good look at how the functions are defined and called upon in the example code. - Finish the song! + This haunted house game uses the connection between the lists you can use in this level. + For example: all the properties that belong to the zombie are first in all the lists, witch second and vampire third. + Check out the code! example_code: | ``` - {def} line_1(): - {for} i {in} {range}(1, 5): - {play} A - {play} D - {play} F - {play} A - - {def} line_2(): - {for} i {in} {range}(1, 5): - {play} G - {play} C - {play} E - {play} G - - {def} line_3(): - _ - - {print} ('The drunken sailor') - {print} ('What shall we do with the drunken sailor?') - line_1() - line_2() - line_3() - {print} ('Early in the morning') + numbers = [1, 2, 3] + i = numbers[{random}] + hint = ['growling', 'a cackling laugh', 'fluttering batwings'] + monsters = ['zombie', 'witch', 'vampire'] + bad_fate = ['Your brain is eaten', 'You are forever cursed', 'You are bitten'] + good_fate = ['You throw the ham. The zombie is distracted and starts eating it.', 'You set the curtains on fire. The witch flees out of fear for the fire', 'The vampire hates garlic and flees'] + weapons = ['ham', 'lighter', 'garlic'] + {print} 'You are standing in front of an old mansion' + {print} 'Something is not right here' + {print} 'You hear ' hint[i] + {print} 'You are going to explore it' + {print} 'You enter the kitchen and see a lighter, a raw ham and a garlic.' + your_weapon = {ask} 'What do you bring with you?' + {print} 'With your ' your_weapon ' you enter the living room' + {print} 'There you find a ' monsters[i] + needed_weapon = weapons[i] + {if} your_weapon == needed_weapon + {print} 'You use your ' your_weapon + {print} good_fate[i] + {print} 'YOU WIN!' + {else} + {print} 'You have chosen the wrong weapon...' + {print} bad_fate[i] + {print} 'GAME OVER' ``` - parrot: - name: Parrot - default_save_name: Parrot - description: Create your own online pet parrot that will copy you! + if_command: + description: Introducing the if command levels: - 1: + 9: story_text: | - Create your own online pet parrot that will copy you! + In this level you can also put an {if} command inside another {if} command. + in_command: + description: Introducing the in command + is_command: + description: introducing is command + levels: + 14: example_code: | ``` - {print} Im Hedy the parrot - {ask} whats your name? - {echo} - {echo} - ``` - story_text_2: | - ### Exercise - Copy the example code to your input screen by clicking on the yellow button. - Make the parrot ask a different question. Fill in the blanks in the example! - **Extra** You can also let the parrot ask multiple questions. Type in some more lines of code beneath your own code. - example_code_2: | + age = {ask} 'How old are you?' + {if} age > 12 + {print} 'You are older than I am!' ``` - {print} Im Hedy the parrot - {ask} _ - {echo} - {echo} - 2: - story_text: | - In the previous level you've made a parrot that will repeat after you. In this level we'll make the parrot interactive using a variable and `{ask}` command. - We will also make the parrot more life-like by adding `{sleep}` commands after something is said. - example_code: | + example_code_3: | ``` - {print} Im Hedy the parrot - name _ _ what is your name? - {print} name - _ - {print} squawk - _ - {print} name + name = {ask} 'What is your name?' + {if} name != 'Hedy' + {print} 'You are not Hedy' ``` - story_text_2: | - ### Exercise - Firstly, finish line 2 with an `{is}` and an `{ask}` command. - Then fill in a `{sleep}` command on line 4 and 6 to let the parrot stay quiet for a little bit. - **Extra** Can you make the parrot ask for more then only your name by adding more lines of code? - 3: - story_text: | - Teach your parrot a new word with `{add}`. - ### Exercise - Can you add the `{add} {to_list}` command to get the code to work? - example_code: | - ``` - words {is} squawk, Hedy - {print} Train your parrot! - new_word {is} {ask} Which word do you want to teach them? - _ new_word _ words - {print} 🧒 Say new_word, Hedy! - {print} 🦜 words {at} {random} - ``` - 4: + {if} age < 13 + {print} 'You are younger than me!' + {else} + {print} 'You are older than me!' + language: + levels: + 16: story_text: | - In this level we have to use quotation marks with the commands `{ask}` and `{print}`. - ### Exercise - Complete the code by filling in quotation marks on the blanks. - example_code: | + Make your own program to practice your vocabulary in a new language. + maths: + levels: + 12: + example_code_2: | ``` - words {is} squawk, Hedy - {print} _ Train your parrot! _ - new_word {is} {ask} _ Which word do you want to teach them? _ - {add} new_word {to_list} words - {print} _ 🧒 Say _ new_word _, Hedy!_ - {print} _ 🦜 _ words {at} {random} + a = 'Hello ' + b = 'world!' + {print} a + b ``` - 5: - story_text: | - Reward your parrot if it says the correct word! - ### Exercise - Finish the code by filling in the 4 missing commands. - example_code: | - ``` - words {is} squawk, Hedy - {print} 'Train your parrot!' - new_word {is} {ask} 'Which word do you want to teach them?' - {add} new_word {to_list} words - said_word {is} words {at} {random} - {print} '🧒 Say ' new_word ', Hedy!' - {print} '🦜 ' said_word - _ said_word {is} new_word _ '🧒 Great job, Hedy! 🍪' - _ _ '🧒 No, Hedy! Say ' new_word - ``` + {print} 2.5 + 2.5 + music: + levels: + 6: + story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\n This calls for musical maths! Try out the example code a couple of times with different starting numbers. \nThen, see if you can compose a song using the numbers.\n" piggybank: - name: Piggy Bank - default_save_name: Piggy Bank - description: Count your pocketmoney! levels: - 12: - story_text: | - In this adventure you learn how to make a digital piggy bank. - - ### Exercise - Finish the code to calculate how much money you have and how long you need to save up to buy what you want! - **Extra** Maybe you have already saved some money? Deduct that from the amount you will have to save up. - example_code: | - ``` - {print} 'The digital piggy bank' - wish = {ask} 'What would you like to buy?' - price = {ask} 'How much does that cost?' - saved = {ask} 'How much money have you saved already?' - allowance = {ask} 'How much pocket money do you get per week?' - to_save = price - saved - weeks = to_save / allowance - {print} 'You can buy a ' _ ' in ' _ ' weeks.' - ``` 14: story_text: | In this level you can let Hedy tell you if you have saved up enough money! @@ -3277,104 +708,12 @@ adventures: {print} 'You need to save up some more!' {print} "You'll need ' weeks ' more weeks." {else} - {print} 'Great! You have enough' - {print} 'Lets go shopping!' - ``` - pressit: - name: Key presses - default_save_name: Pressed - description: Try linking a keyboard key to a command! - levels: - 5: - story_text: | - In this level there is another new keyword: `{pressed}`! - With `{pressed}` you can use keys on your keyboard to control what lines are used. - - ### Exercise - Look at the example and add one more line of code that reacts to a key press. - example_code: | - ``` - {print} 'Do you want a good (g) or bad (b) ending?' - {if} g {is} {pressed} {print} 'They lived happily ever after ❤' - {else} {print} 'The prince was eaten by a hippopotamus 😭' - ``` - story_text_2: | - You can also link turtle commands to keys. - - ### Exercise - Copy the lines a few times so you can create a larger drawing. - example_code_2: | - ``` - {if} y {is} {pressed} {forward} 15 - {else} {turn} 90 - ``` - 7: - story_text: | - Now that you have learned about `{repeat}`, we can press keys multiple times. - You can use it to make the turtle walk forward and turn. - - ### Exercise - The code you have seen in level 5 only checks the key once. Copy the example code and add a `{repeat}` to it, so that you can press the keys many times. - Use this code to draw something nice. - example_code: | - ``` - {if} x {is} {pressed} {forward} 15 {else} {turn} 90 - ``` - 9: - story_text: | - Now that you know how to combine statements, you can create a touch type tool with `{pressed}`. - - ### Exercise - Finish the code. Each time a random letter should be chosen, which you have to press. You get a point for a correct press, and and two points deduction for a wrong press. - **Extra** Clear the screen after each letter, and show the user how many points they have scored. - example_code: | - ``` - points = 0 - letters = a, b, c, d, e - {repeat} 10 {times} - letter = _ _ _ - {print} 'Press the letter ' letter - {if} letter {is} {pressed} - _ - _ - _ - ``` - print_command: - name: '{print}' - default_save_name: print - description: Introduction print command - levels: - 1: - story_text: | - ## The print command - You can print text to the screen using the `{print}` command. - example_code: | - ``` - {print} Hi there, programmer! - {print} Welcome to Hedy! - ``` - story_text_2: | - ### Exercise - In Hedy you will find exercises in every adventure. An exercise allows you to practise the new commands and concepts, and lets you give your own twist to the example codes. - In this exercise you will see a pink blank space. You have to fill something in the place of the blank space before the code can be run. - - Fill in the `{print}` command in the blank space and then add five more lines of code. Each line has to start with a `{print}` command. - Have fun! - example_code_2: | - ``` - _ Hello! + {print} 'Great! You have enough' + {print} 'Lets go shopping!' ``` + print_command: + levels: 18: - story_text: |- - We arrived at real Python code! That means we need to use parentheses with `{print}` and `{range}` from now on. - It also means you can use Hedy code from this level in any Python environment as long as you use the English commands. If you haven't until now, you can switch the toggle in the commands menu to do so. - example_code: | - ``` - {print}('Hello!') - {for} i {in} {range}(1, 10): - {print}('This is line ', i) - ``` - story_text_2: If you want to print more than one item, you need to separate them by commas. example_code_2: | ``` temperature = 25 @@ -3383,157 +722,12 @@ adventures: {print}('My name is ', name) quizmaster: - name: Quizmaster - default_save_name: Quizmaster - description: Make your own quiz! levels: 14: story_text: | In this adventure you can make your own quiz! Fill in the blanks, add more questions and enjoy your own quiz! You can make a quiz about anything you like: your hobby, your favorite animal, your favorite book or anything at all! - example_code: | - ``` - {print} 'Make your own quiz' - points_a = 0 - points_b = 0 - {print} 'Question' - {print} 'Answer option A' - {print} 'Answer option B' - answer = {ask} 'Which answer?' - {if} answer == 'A' - points_a = points_a + 1 - {if} answer == 'B' - points_b = points_b + 1 - {print} 'End of the quiz!' - {print} 'Lets see the results!' - {if} points_a > points_b - {print} 'You belong to the A club' - {if} points_b > points_a - {print} 'You belong to the B club' - ``` - quotation_marks: - name: '''quotation marks''' - default_save_name: quotation_marks - description: Introduction quotation marks - levels: - 4: - story_text: | - ## 'Quotation marks' - In level 4 `{ask}` and `{print}` have changed. - You must put text that you want to print between quotation marks. - This is useful, because now you can print all the words you want. Also the words you used to store something with `{is}`. - Most programming languages also use quotation marks when printing, so we are also getting a step closer to real programming! - example_code: | - ``` - {print} 'You need to use quotation marks from now on!' - answer {is} {ask} 'What do we need to use from now on?' - {print} 'We need to use ' answer - ``` - story_text_2: | - ## Contractions - Important! Mind that now that we're using quotation marks, Hedy will get confused when you use the apostrophe for contractions like I'm or What's. - Make sure to remove those apostrophes and change the spelling to I am or What is. - Check out the example code to see the wrong way of using apostrophes. - example_code_2: | - ``` - _ This is the wrong way of using apostrophes _ - {print} 'I'm babysitting my sister's kids' - {print} 'What's more fun than that?' - ``` - 12: - story_text: | - **All texts need to be in quotation marks** - For this level on you will also have to use quotation marks when storing a text with `=`: - example_code: | - ``` - name = 'Hedy the Robot' - {print} 'Hello ' name - ``` - story_text_2: | - **All items in lists need quotation marks too** - Lists are texts, so they need quotation marks too. Mind that each single item on the list has quotation marks. - This allows you to save two words as 1 item on the list, for example 'Black Widow'. - example_code_2: | - ``` - superheroes = 'Spiderman', 'Batman', 'Black Widow' - {print} superheroes {at} {random} - ``` - story_text_3: | - **All text after `{if}` comparisons need quotation marks too** - example_code_3: | - ``` - name = {ask} 'What is your name?' - {if} name = 'Hedy the Robot' - {print} 'Hi there!' - ``` - story_text_4: | - **Numbers don't need quotation marks** - For numbers, you do not use quotation marks in the `=`: - example_code_4: | - ``` - score = 25 - {print} 'You got ' score - ``` - random_command: - name: '{random}' - default_save_name: random_command - description: introducing at random command - levels: - 3: - story_text: | - ## At random - In this level you can make a list using the `{is}` command. You can let the computer choose a random item from that list. You do that with `{at} {random}`. - example_code: | - ``` - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - ``` - story_text_2: | - You can use the `{at} {random}` command in a sentence as well. - example_code_2: | - ``` - food {is} sandwich, slice of pizza, salad, burrito - {print} I am going to have a food {at} {random} for lunch. - ``` - story_text_3: | - ### Exercise - Try out the `{at} {random}` command by making your own gameshow (like the ones on tv) where you choose a door or suitcase and it contains a big price! - Can you do it? We have already put the first lines into the example code. - example_code_3: | - ``` - {print} The big gameshow! - {print} There are 3 suitcases in front of you... - chosen {is} {ask} Which suitcase do you choose? - prices {is} _ - _ - ``` - 16: - story_text: |- - We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. - We use square brackets to point out a place in a list. For example: `friends[1]` is the first name on the list of friends, as you can see in the first part of the example code. - The second part of the example code shows you that we can also match 2 lists using the variable i. - example_code: | - ``` - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - ``` - story_text_2: |- - Now that you've learned to use the brackets in lists, you can also start using the {at} {random} command in the Python way! - You simply type the name of your list with `[random]` behind it! - example_code_2: |- - ``` - fruit = ['apple', 'banana', 'cherry'] - {print} fruit[random] - ``` repeat_command: - name: '{repeat}' - default_save_name: repeat_command description: repeat command levels: 7: @@ -3543,23 +737,6 @@ adventures: ### Exercise Play around with the repeat command. Can you make the happy birthday song in only 3 lines of code instead of 4 now? - example_code: | - ``` - {repeat} 3 {times} {print} 'Hedy is fun!' - ``` - 8: - story_text: | - ### Repeat commands and indentation - In this level you can repeat multiple lines of code with only 1 repeat command. - You do this by making a block of lines that you want to repeat. - The lines in this block will need **indentation** . - That means putting four spaces at the beginning of each line. You will also have to indent when you just want to create a block of one line. - example_code: | - ``` - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This is all repeated 5 times' - ``` 9: story_text: | Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... @@ -3575,30 +752,12 @@ adventures: {else} {print} 'Maybe you should practice some more in the previous level' repeat_command_2: - name: '{repeat} 2' - default_save_name: repeat_command_2 description: repeat command 2 levels: 7: - story_text: | - ## Repeat with other commands and with variables - You have practiced the `{repeat}` command in combination with the `{print}` command now, but did you know you could also use other commands with `{repeat}` ? - In this example code you can see that `{repeat}` can also be used with an `{ask}`, `{if}` or `{else}` command. - example_code: | - ``` - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - ``` story_text_2: | Another interesting thing you can so with the `{repeat}` command is using variables to set the amount of times something should be repeated. In the example code you can see that we first ask the person how old they are. Then, in line 3, the question is repeated 'age' times. So we have used the variable 'age' with the `{repeat}` command. - example_code_2: | - ``` - {print} 'Yay! It is your birthday!' - age = {ask} 'How old are you now?' - {repeat} age {times} {print} 'Hip Hip Hurray!' - ``` 8: story_text: | ### In the block or not? @@ -3608,489 +767,60 @@ adventures: If you do start the last line with indentation the song will turn out wrong. ## Exercise - Each line in the example code starts with a blank. Remove the blanks and try to figure out which line need indentation and which don't to make the muffin man song. - example_code: | - ``` - _ {print} 'Do you know the muffin man?' - _ {repeat} 2 {times} - _ {print} 'The muffin man' - _ {print} 'Do you know the muffin man, who lives on Drury Lane?' - ``` - restaurant: - name: Restaurant - default_save_name: Restaurant - description: Create your own virtual restaurant - levels: - 1: - story_text: | - In level 1 you can make your own virtual restaurant and take your guests' orders. - story_text_2: | - ### Exercise - Copy the example code into your input screen by clicking the yellow button. - Firstly, fill in the correct command on the blanks to make to code work properly. - Then add at least 4 more lines of code to the restaurant program. - Ask the costumer what they would like to drink and ask if they want to pay with cash or card. - Lastly, think of a nice way to say goodbye to your costumer. - example_code_2: | - ``` - {print} Welcome to Hedy's restaurant 🍟 - _ What would you like to order? - {echo} So you would like to order - {print} Thank you for your order! - {print} It's on its way! - ``` - 2: - story_text: | - In level 2 you could expand your restaurant by using variables. In level 1 Hedy could only `{echo}` the order once and only remember the last thing that was ordered. - Now you can use variables and Hedy can remember both the food and the toppings! - example_code: | - ``` - {print} Welcome to Hedy's restaurant! - {print} Today we're serving pizza or lasagna. - food {is} {ask} What would you like to eat? - {print} Great choice! The food is my favorite! - topping {is} {ask} Would you like meat or veggies on that? - {print} food with topping is on its way! - ``` - story_text_2: | - ### Exercise - Copy your own restaurant code from to previous level to the input screen below. - Fix the code by replacing the `{ask}` and `{echo}` commands and using variables, like you've learned in this level. - - Now that your code is working again, it's time to add something more. - Look at the last line of the example code: `{print} food with topping is on its way!` - In this single line 2 variables have been used to create a summary of the order. - Now add your own summary of the food and drinks ordered by the customer. - - **Extra** Now that you've learned how to use variables, you can use as many variables in one line as you'd like. Can you add more variables to your code, like eat in or take-away, cash or card, with or without a straw etc.? - 3: - story_text: | - Having trouble to decide what you wanna have for dinner? You can let Hedy choose for you! - Simply add lists of your favorite (or least favorite) meals and Hedy can randomly choose your dinner. - You can also have a bit of fun, by letting Hedy choose the price for your dinner as well! What will you get? - example_code: | - ``` - dishes {is} spaghetti, brussels sprouts, hamburgers - {print} You will have dishes {at} {random} tonight! - prices {is} 1 euro, 10 euros, 100 euros - {print} That will be prices {at} {random} please. - ``` - story_text_2: | - ### Exercise - Now make your own version of the random restaurant. - Make a list of starts, mains, desserts, drinks and prices yourself. - Then use `{print}` and `{at} {random}` commands to tell the costumer what will be on their menu tonight. - example_code_2: | - ``` - {print} Welcome to your own random restaurant! - starters {is} _ - mains {is} _ - desserts {is} _ - drinks {is} _ - prices {is} _ - _ - ``` - 4: - story_text: | - ### Exercise - Add the quotation marks to this code to make it work! Be careful: variables should not be in quotation marks. - Then, use the `{clear}` command to only show one line at a time in your output screen. - - ### Exercise 2 - Go back to the previous level and copy your restaurant code. Make the code work in this level by adding quotation marks in the right spots and add some `{clear}` commands. - example_code: | - ``` - _ Add the quotation marks to this code _ - {print} Welcome to Restaurant Chez Hedy! - {print} Today we are serving pizza or lasagna. - food {is} {ask} What would you like to eat? - {print} Great choice! The food is my favorite! - topping {is} {ask} Would you like meat or veggies on that? - {print} food with topping is on its way! - drinks {is} {ask} What would you like to drink with that? - {print} Thank you for your order. - {print} Your food and drinks will be right there! - ``` - 5: - story_text: | - ### Exercise - The example code shows how you could program that you've run out of a menu item in your restaurant. - Copy your own restaurant code from the previous levels. Create a problem in your restaurant and code it, like the example code did. - For instance, you could also run out of a menu item, or you don't take credit cards, or the ice cream machine is broken. - - **Extra** Have you programmed the problem and programmed appropriate responses? Then try to add more `{if}` and `{else}` commands into your code. - Try to add an `{if}` after every `{ask}` command in your code to make the code as interactive as possible! - example_code: | - ``` - drinks_in_stock {is} water, lemonade, cola, orange juice - drink {is} {ask} 'What would you like to drink?' - {if} drink {in} drinks_in_stock {print} 'One ' drink 'coming up!' - {else} {print} 'Sorry, we do not sell that' - ``` - 6: - story_text: | - In this level you can use maths to calculate the total price of your customer's order, which can make your virtual restaurant more realistic. - But you can also add many more things to your virtual restaurant, for example more courses. - - ### Exercise - You can add many more things to your virtual restaurant. For example, can you... - - ask how many people are coming and multiply the price by that amount? - - add another course? - - give people a discount when they enter a (secret) couponcode? - - add a children's menu? - - think of other fun things to add? - example_code: | - You can make a simple restaurant code, like this: - ``` - {print} 'Welcome to Restaurant Chez Hedy' - {print} 'Here is our menu:' - {print} 'Our main courses are pizza, lasagne, or spaghetti' - main = {ask} 'Which main course would you like?' - price = 0 - {if} main {is} pizza price = 10 - {if} main {is} lasagne price = 12 - {if} main {is} spaghetti price = 8 - {print} 'You have ordered ' main - {print} 'That will be ' price ' dollars, please' - {print} 'Thank you, enjoy your meal!' - ``` - 7: - story_text: | - In this level you've learned how to use the `{repeat}` command to repeat a line of code a certain amount of times. - You can use that in your restaurant to `{ask}` multiple people what they'd like to eat. - - ### Exercise - Can you complete the code? Hedy needs to repeat this question as many times as there are people. So if there are 5 people, the question needs to be asked 5 times. - **Extra** Expand your code with more questions, for example about drinks or sauce. - example_code: | - ``` - {print} 'Welcome to Restaurant Chez Hedy' - people = {ask} 'How many people are joining us today?' - ``` - 8: - story_text: | - In this level you can make your virtual restaurant more elaborate by repeating multiple lines of code. Like this: - - ### Exercise - This code can be expanded with more items on the menu, for example offering drinks, and/or multiple courses or desserts. Add at least one more item. - **Extra** Add even more items, as many options as you like! - example_code: | - ``` - {print} 'Welcome to Restaurant Chez Hedy!' - people = {ask} 'How many people will be joining us today?' - {print} 'Great!' - {repeat} people {times} - food = {ask} 'What would you like to order?' - {print} food - {print} 'Thank you for ordering!' - {print} 'Enjoy your meal!' - ``` - 9: - story_text: "In this level you can use nesting to make your restaurant more realistic and more fun!\n\n### Exercise\nThe indentation was removed in the example code. \nCan you figure out how much indentation each line needs in order for the code to work properly?\nIf the customer orders pizza, Hedy shouldn't ask what sauce the costumer wants.\n\n**Extra** A restaurant does not stock all sauces. Make a list of available sauces and give a reply with each order whether you sell it.
\n**Extra** Pizzas have toppings. Ask customers what they want.
\n**Extra** Do customers want a drink? Ask them too!
\n" - example_code: | - ``` - {print} 'Welcome to Restaurant Chez Hedy!' - people = {ask} 'How many people will be joining us today?' - {print} 'Great!' - price = 0 - {repeat} people {times} - _ food = {ask} 'What would you like to order?' - _ {print} food - _ {if} food {is} fries - _ price = price + 3 - _ sauce = {ask} 'What kind of sauce would you like with your fries?' - _ {if} sauce {is} no - _ {print} 'no sauce' - _ {else} - _ price = price + 1 - _ {print} 'with ' sauce - _ {if} food {is} pizza - _ price = price + 4 - {print} 'That will be ' price ' dollar' - {print} 'Enjoy your meal!' - ``` - 10: - story_text: | - In this level you'll learn how to easily ask orders for different courses. - - ### Exercise 1 - Finish the code with an `{ask}` on the blanks such that the customer is asked what they want to eat for each course. - example_code: "```\ncourses = appetizer, main course, dessert\n{for} course {in} courses\n {print} 'What is your order for ' course '?'\n _ \n _\n```\n" - story_text_2: | - ### Exercise - Of course, you could also order for multiple people! - Can you add the correct amount of indentation before each line to make the code work properly? - Tip: some lines don't need any indentation at all. - example_code_2: | - ``` - _ courses = appetizer, main course, dessert - _ names = Timon, Onno - _ {for} name {in} names - _ {for} course {in} courses - _ food = {ask} name ', what would you like to eat as your ' course '?' - _ {print} name ' orders ' food ' as their ' course - ``` - 11: - story_text: | - We can use the `{for}` with `{range}` to print the orders from multiple customers in an orderly manner. - - ### Exercise - Finish the restaurant code, so that you can ask for the order of multiple people. Print the order number each time: 'Order 1', 'Order 2', etc. - Are you not sure how to go about this? Have a peek at your level 8 code. - - **Extra** In level 9 the restaurant also used prices. You can add that here too! - example_code: | - ``` - {print} 'Welcome to Restaurant Hedy!' - people = {ask} 'For how many people would you like to order?' - {print} 'So you want to order for ' people ' people.' - {print} "Let's go!" - ``` - 12: - story_text: | - From this level on you can use decimal numbers to make you menu more realistic. - - ### Exercise - Can you think of a code to give your friends and family a 15% discount? - example_code: | - ``` - price = 0.0 - food = {ask} 'What would you like to order?' - drink = {ask} 'What would you like to drink?' - {if} food {is} 'hamburger' - price = price + 6.50 - {if} food {is} 'pizza' - price = price + 5.75 - {if} drink {is} 'water' - price = price + 1.20 - {if} drink {is} 'soda' - price = price + 2.35 - {print} 'That will be ' price ' dollar, please' - ``` - 13: - story_text: | - In this level you will learn new commands to extend your code even further. - - ### Exercise 1 - Place a `{and}` and a `{or}` in the logical place in the program. - - ### Exercise 2 - Expand your restaurant with at least one more `{and}` and one `{or}`. - For example, create a special discount coupon that only applies to pizza, or give your customer a free drink - with fries and pancakes. Or something completely different of course! - example_code: | - ``` - price = 10 - food = {ask} 'What would you like to eat?' - drinks = {ask} 'What would you like to drink?' - {if} food {is} 'sandwich' _ drinks {is} 'juice' - {print} 'That is our discount menu' - price = price - 3 - {if} drinks {is} 'water' _ drinks {is} 'juice' - {print} 'That is a healthy choice' - {print} 'That will be ' price ' dollars' - ``` - 15: - story_text: | - With the `{while}` you can make sure your costumers can keep adding orders until they are done. - example_code: | - ``` - {print} 'Welcome at McHedy' - more = 'yes' - {while} more == 'yes' - order = {ask} 'What would you like to order?' - {print} order - more = {ask} 'Would you like to order anything else?' - {print} 'Thank you!' - ``` - rock: - name: Rock, paper, scissors - default_save_name: Rock_2 - description: Make your own rock, paper, scissors game - levels: - 1: - story_text: | - In level 1 you can start with a rock, paper, scissors game. - - With `{ask}` you can make a choice, and with `{echo}` you can repeat that choice. - example_code: | - ``` - {print} what do you choose? - {ask} choose from rock, paper or scissors - {echo} so your choice was: - ``` - story_text_2: | - ### Exercise - Instead of using words, you could also use emojis: ✊✋✌ - Can you create a code using emojis? - example_code_2: | - ``` - {print} what do you choose? - {ask} choose from _ - {echo} so your choice was: - ``` - 2: - story_text: | - In this level you can practise using the variables, so that you can make the rock, paper, scissors game in the next level! - ### Exercise - Finish the code by filling in the **variable** on the blanks. - This game is not very interactive, but no worries! In the next tab you'll learn how to use variables with the `{ask}` command to make your game interactive! - example_code: |- - ``` - choice {is} rock - {print} I choose _ - ``` - 3: - story_text: | - You can use the `{at} {random}` command to let the computer pick rock, paper or scissors! - - ### Exercise - Finish the code by using the `{at} {random}` command. - example_code: | - ``` - choices {is} rock, paper, scissors - {print} choices _ - ``` - story_text_2: | - **Extra** Make a two player game. Firstly ask the two players to fill in their names. Then let the computer randomly pick their choices. - example_code_2: | - ``` - choices {is} rock, paper, scissors - player_1 {is} {ask} Name of player 1: - _ - ``` - 4: - story_text: | - In this level we can further program rock, paper, scissors. But if you want to add text, you have to use quotation marks here too. - ### Exercise - Fill in quotation marks on the blanks. Mind that the variable `choices` should be outside the quotes. - example_code: | - ``` - choices {is} rock, paper, scissors - {print} _The computer chooses..._ choices {at} {random} - ``` - 5: - story_text: | - In this level we can determine whether it's a tie or not. For that you need the new `{if}` code. - - ### Exercise - Finish the code by filling in the blanks: - * Let the computer pick a random option - * Ask the player what they want to choose - * Fill in the correct variables in line 4 and 5 - * Finish line 6 so that Hedy can check whether it's a tie or not. - example_code: | - ``` - options {is} rock, paper, scissors - computer_choice {is} _ - choice {is} _ - {print} 'you chose ' _ - {print} 'computer chose ' _ - {if} _ {is} _ {print} 'tie!' {else} {print} 'no tie' - ``` - - Fill in the correct code on the blanks to see if it is a draw. - 9: - story_text: "In this level you can program the whole rock, paper, scissors game by nesting the `{if}` commands. \n\n### Exercise\nCan you finish the code? The program must tell who has won for every combination.\n\n**Extra** Want to play more than one game? Expand the code so that you can play multiple rounds. You can even use an `{ask}` to ask the user how many rounds they want to play.\n" - example_code: | - ``` - choices = rock, paper, scissors - your_choice {is} {ask} 'What do you choose?' - {print} 'You choose ' your_choice - computer_choice {is} choices {at} {random} - {print} 'The computer chooses ' computer_choice - {if} computer_choice {is} your_choice - {print} 'Tie' - {if} computer_choice {is} rock - {if} your_choice {is} paper - {print} 'You win!' - {if} your_choice {is} scissors - {print} 'You lose!' - # finish this code - ``` - 10: + Each line in the example code starts with a blank. Remove the blanks and try to figure out which line need indentation and which don't to make the muffin man song. + restaurant: + levels: + 4: story_text: | ### Exercise - In the previous levels you have often made your own rock paper scissors game. Can you finish the code and use the `{for}` command properly to get the game to work? - example_code: | + Add the quotation marks to this code to make it work! Be careful: variables should not be in quotation marks. + Then, use the `{clear}` command to only show one line at a time in your output screen. + + ### Exercise 2 + Go back to the previous level and copy your restaurant code. Make the code work in this level by adding quotation marks in the right spots and add some `{clear}` commands. + 10: + example_code_2: | ``` - choices = _ - players = _ - {for} _ + _ courses = appetizer, main course, dessert + _ names = Timon, Onno + _ {for} name {in} names + _ {for} course {in} courses + _ food = {ask} name ', what would you like to eat as your ' course '?' + _ {print} name ' orders ' food ' as their ' course ``` - 13: + 12: story_text: | - With the `{and}` command you can shorten your rock, paper, scissors code! Check out the example code. + From this level on you can use decimal numbers to make you menu more realistic. ### Exercise - Finish the code such that a winner is always decided on. Run your code a few times to verify there is always a winner printed. - example_code: | - ``` - options = 'rock', 'paper', 'scissors' - your_choice = {ask} 'What do you choose?' - computer_choice = options {at} {random} - {print} 'You choose ' your_choice - {print} 'The computer chooses ' computer_choice - {if} computer_choice {is} your_choice - {print} 'Tie' - {if} computer_choice {is} 'rock' {and} your_choice {is} 'paper' - {print} 'You win!' - {if} computer_choice {is} 'rock' {and} your_choice {is} 'scissors' - {print} 'The computer wins!' - _ - ``` + Can you think of a code to give your friends and family a 15% discount? 15: story_text: | - Play until you beat the computer! But first, finish the example code... + With the `{while}` you can make sure your costumers can keep adding orders until they are done. example_code: | ``` - won = 'no' - options = 'rock', 'paper', 'scissors' - {while} won == 'no' - your_choice = {ask} 'What do you choose?' - computer_choice = options {at} {random} - {print} 'you chose ' your_choice - {print} 'the computer chose ' computer_choice - {if} computer_choice == your_choice - {print} 'Tie!' - {if} computer_choice == 'rock' {and} your_choice == 'scissors' - {print} 'You lose!' - {if} computer_choice == 'rock' {and} your_choice == 'paper' - {print} 'You win!' - won = 'yes' - _ + {print} 'Welcome at McHedy' + more = 'yes' + {while} more == 'yes' + order = {ask} 'What would you like to order?' + {print} order + more = {ask} 'Would you like to order anything else?' + {print} 'Thank you!' ``` - rock_2: - name: Rock, paper, scissors 2 - default_save_name: rock_2 - description: Part 2 of rock, paper, scissors + rock: levels: 2: story_text: | - Now that you have learned how to use the `{ask}` command, you can make your rock, paper, scissors code interactive too! - + In this level you can practise using the variables, so that you can make the rock, paper, scissors game in the next level! ### Exercise - Make the rock, paper, scissors code interactive by adding the `{ask}` command and a question to your rock, paper, scissors code. - example_code: | - ``` - choice {is} _ - {print} I choose choice - ``` + Finish the code by filling in the **variable** on the blanks. + This game is not very interactive, but no worries! In the next tab you'll learn how to use variables with the `{ask}` command to make your game interactive! + 15: + story_text: | + Play until you beat the computer! But first, finish the example code... secret: - name: SuperSpy - default_save_name: SuperSpy - description: Make your own spy code levels: 12: - story_text: | - In this adventure you can create your own super spy code. Encode a message that only the right agent can decipher. - If the enemy tries to crack the code, they will get some false info to waste their time. - - ### Exercise 1 - Make your own secret code for your superspy and return both parts only to the real spy. - - ### Exercise 2 - Add a third component to the code, like a piece of clothing or an object. example_code: | ``` name = {ask} 'What is your name?' @@ -4114,299 +844,10 @@ adventures: ### Exercise 2 We want confuse the enemy even more! Create a list with fake answers and select one at random when a wrong answer is given. - example_code: | - ``` - name = {ask} 'What is your name?' - password = {ask} 'What is your password?' - {if} name {is} 'Agent007' _ password {is} 'TOPSECRET' - {print} 'Go to the airport at 02.00' - {else} - {print} 'Go to the trainstation at 10.00' - ``` - simon: - name: Simon Says - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - Let's make a game of Simon Says! Simon Says is a memory game in which the player will be given a color. They have to repeat that color back. - If they get it right a color is added to the sequence, so they now have to remember 2 colors, then 3, then 4 etc. the game stops as soon as the player makes a mistake. - - ### Exercise - In this first part of the Simon Says adventure, we'll let the computer pick a random color and add it to a list. - - ***Make 2 lists*** First, make a list called `colors` and fill it with the colors red, yellow, green and blue. - Then make a list called `simon_sequence`. This list will be used as the answer. - At the start of the game this lists need to be empty. unfortunately, we can't create an empty list (yet), so we'll fill it with the words 'empty' and 'list' and we'll remove them from the list immediately. - - ***Create a function that adds a color to the sequence*** Now that we have an empty list called simon_sequence, we can start filling it with random colors. - We do that with a function, so we can call it everytime there's a new level in our game. Create a function called `add_random_color`. - Then create the variable random_color and set it to a random color. Next, add this random color to the simon_sequence. - - ***Create a function that shows the simon_sequence*** Start by naming the new function `show_simon_sequence` with `level` as an argument. Now we want to show as many colors as the level we are in (in level 1 you see 1 color, in level 2 you see 2 colors etc). - So we repeat `level` times, to print the `simon_sequence[i]`. Each time a color is shown, wait for 1 second and then clear the screen. - - ***Test your program*** Before you go to the next level, test if the functions are working by calling both of the functions. If they're working you should see a random color in your output screen. - Remove this testing part of your code, copy the code and continue to the next tab to learn more about the simon says game! - example_code: | - ``` - # Make 2 lists - colors = _ - _ = ['empty', 'list'] - {remove} _ {from} simon_sequence - {remove} _ - - # Create a function that adds a color - _ add_random_color - _ - {add} _ - - # Create a function that shows the simon_sequence - {define} _ - {for} i {in} {range} 1 {to} _ - {print} _ - _ - _ - - # Test your program - {call} _ - {call} show_simon_sequence {with} 1 - ``` - simon_2: - name: Simon Says 2 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - We'll continue with our Simon Says game! - - ### Exercise - ***Paste your code here*** Paste your code from the previous level here. Don't forget to remove the part that was just used for testing the functions. - - ***Create a function that creates the player_sequence*** The list `player_sequence` is used to capture the answers of the player. First we define the function with the argument level. - Next, we ask level times what the color is that they choose. We call that variable `answer`. Then we add the variable `answer` to the list player_sequence. - - ***Setting up the game*** Before we program the game in the next tab, we'll need some starting variables. First, we'll set the variable `level` to 1 and the variable `game_over` to False. - Then we make an introduction for the game. We'll print 'Welcome to Simon Says!' and clear the screen after 1 second. - - ***Continue to the next tab to finish the game!**** Don't forget to copy your code and take it with you to the next tab. - example_code: | - ``` - # Paste your code here - - - # Create a function that creates the player_sequence - {define} _ - {for} _ - _ 'What is color number ' i '?' - {add} answer {to} _ - - # Set up - level = _ - game_over = _ - {print} _ - _ 1 - _ - ``` - simon_3: - name: Simon Says 3 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - In this tab we'll program the game of Simon Says! - - ### Exercise - ***Paste your code*** Copy your code from the previous tab and paste it here. - - ***Program the game*** We start by making sure the game goes on while the game isn't over. Then we print what level the player is on, we use the variable level for that. We only show that for 1 second and then we clear the screen again. - Now, we have to create the empty list player_sequence. We've already programmed how to fill the list, with our function `player_sequence`, but we never made the list itself. To create the list we use the same trick as we did in the previous tab. - We'll make a list with the words 'empty' and 'list' on it, and then we remove both these words. Next, we'll call all of the 3 functions that we've created. - Lastly, we'll have to check if the player gave the correct answers (so if the player_sequence and the simon_sequence are the same). - If that's the case, we'll compliment the player. Wait for 1 second and increase the level with 1. - Did the player give the wrong answer, we'll tell them and end the game by setting game_over to 'True' - - ***Enjoy your game!*** Great job! Does your game not work? Use the ladybug button to debug your code! - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - {print} _ - _ - _ - _ = ['empty', 'list'] - {remove} _ - {remove} _ - {call} _ - {call} _ {with} _ - {call} _ {with} _ - {if} player_sequence == _ - _ - _ - _ - {else} - _ - game_over = _ - ``` sleep_command: - name: '{sleep}' - default_save_name: sleep_command description: introducing sleep command - levels: - 2: - story_text: | - Another new command in this level is `{sleep}`, which pauses your program for a second. If you type a number behind the {sleep} command, the program pauses for that amount of seconds. - - ### Exercise - Practise this new command by making a code of your own in which you use the {sleep} command at least 3 times. With each {sleep} command the pausing time should differ. - example_code: | - ``` - {print} My favorite colour is... - {sleep} 2 - {print} green! - ``` songs: - name: Sing a song! - default_save_name: Song - description: Print a song levels: - 6: - story_text: | - Songs often contain a lot of repetition. Sometimes the repetition is also based on counting. - For example, in the well-known song 'Bottles of beer'. You can program that song with a little math. - - Tip: Use the read aloud function to let Hedy sing the song to you! - - ### Exercise - You can now repeat lines 2 to 7 as many times as you want by copying the lines. - example_code: | - ``` - verse = 99 - {print} verse ' bottles of beer on the wall' - {print} verse ' bottles of beer' - {print} 'Take one down, pass it around' - verse = verse - 1 - {print} verse ' bottles of beer on the wall' - {sleep} - ``` - story_text_2: | - This children's song counts down from 5 little monkeys to 1 monkey. - If you copy line 2 - 7 and paste it under the the code, you can sing the whole song! - example_code_2: | - ``` - number = 6 - number = number - 1 - {print} number ' little monkeys jumping on the bed' - {print} 'One fell off and bumped his head' - {print} 'Mama called the doctor and the doctor said' - {print} 'NO MORE MONKEYS JUMPING ON THE BED!' - {sleep} - ``` - 7: - story_text: | - Songs often contain a lot of repetition. For example... Baby Shark! If you sing it, you keep singing the same thing: - - Baby Shark tututudutudu
- Baby Shark tututudutudu
- Baby Shark tututudutudu
- Baby Shark - - ### Exercise - You can print the song Baby Shark with a `{repeat}`? Finish the code by replacing the blanks? - **Extra** After Baby Shark you can of course also program other songs. There are many songs with repetition! - Can you think of one more song and print it? - example_code: | - ``` - {repeat} _ _ {print} 'Baby Shark tututudutudu' - {print} 'Baby Shark' - ``` - 8: - story_text: | - In a previous level you've programmed the song 'Bottles of beer'. But without the `{repeat}` command, you had to copy the verses many times. - In this level you can repeat the song 99 times, just by adding one simple line! - - ### Exercise - Add the right command on the blanks and indent the code correctly. - example_code: | - ``` - verse = 99 - _ 99 {times} - {print} verse ' bottles of beer on the wall' - {print} verse ' bottles of beer' - {print} 'Take one down, pass it around' - verse = verse - 1 - {print} verse ' bottles of beer on the wall' - ``` - 10: - story_text: | - With `{for}` you can print make the whole baby shark song (including all the other sharks in the family) in only 6 lines! - - ### Exercise 1 - Can you make the baby shark code even shorter by using a `{for}` command? Finish the example code. - example_code: "```\nfamily = baby, mammy, daddy, grandma, grandpa\n_ _ _ _ \n {print} _\n```\n" - story_text_2: | - ### Exercise 2 - Print the song Five little moneys jumping on the bed. Look up the text if you don't remember. - - **Extra** Print the song Old MacDonald had a farm, and make sure all animals make a different sound, using an `{if}`. - example_code_2: | - ``` - monkeys = 5, 4, 3, 2, 1 - ``` - 11: - story_text: | - In this level you can use the `{for}` with `{range}` to make songs that use counting, like the 5 little monkeys. - - ### Exercise 1 - Fill in the blanks and make the code work! If you don't remember the song text, look it up yourself. - - ### Exercise 2 - The final line of the song is different from the others. Print this line inside the `{for}`, and use an `{if}` to make it work correctly. - example_code: | - ``` - _ monkeys _ _ 5 _ 1 - {print} monkeys ' little monkeys jumping on the bed' - _ - ``` - 12: - story_text: | - In this song we can make it even easier to program 'if you're happy and you know it, clap your hands'. Because we can put all of the actions in a variable, check it out: - - ### Exercise - Can you add the right amount of indentation to each line to make the song play correctly? - Hint: Not all lines need indentation. - example_code: | - ``` - _ actions = 'clap your hands', 'stomp your feet', 'shout Hurray!' - _ {for} action {in} actions - _ {for} i {in} {range} 1 {to} 2 - _ {print} 'if youre happy and you know it' - _ {print} action - _ {print} 'if youre happy and you know it and you really want to show it' - _ {print} 'if youre happy and you know it' - _ {print} action - ``` - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, but did you know that you could combine them with {ask} commands as well? - In this example we have changed the 'My Bonnie' program and made it interactive. You are now asked where Bonnie is. - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is ' place - - chosen_place = {ask} 'Where do you want Bonnie to be?' - synonym = {ask} 'What is another word for that?' - - {call} song {with} chosen_place - {call} song {with} synonym - {call} song {with} chosen_place - ``` 16: story_text: | In this level, you can program a song like OldMacDonald even more quickly. You can connect the right animal to the right sound by simply putting them in the same place in the list. @@ -4439,247 +880,22 @@ adventures: {print} 'way hay and up she rises' {print} 'early in the morning' ``` - 18: - story_text: | - In level 16 we made songs using lists. These programs however are no longer working properly in this level. The colons from level 17 and the brackets from level 18 still need to be added. - - ### Exercise 1 - The Drunken sailor song is given as sample code, but not yet working. - Can you make sure everything works again? To help you, we've put _ in the places of _some_ errors. - - ### Exercise 2 - Now also look up your Old MacDonald song from level 16, and correct it. - example_code: | - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines _ - {for} i {in} {range} 1 {to} 3 _ - {print} _ line _ - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - songs_2: - name: Sing a song! 2 - default_save_name: Song 2 - description: Sing a song 2 - levels: - 12: - story_text: | - Songs contain a lot of repetition. We can capture it with a function! - ### Exercise - Look at the example code with the function. Fill out the two lines so the full song is printed. - example_code: | - ``` - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} _ - ``` - 16: - story_text: | - ### Exercise - Finish the nursery rhyme! - example_code: | - ``` - number = ['one', 'two', 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'ten'] - object = ['on his drum', 'on his shoe', 'on his knee', 'on his door', 'on his hive', 'on his sticks', 'up in heaven', 'on his gate', 'on his vine', 'once again'] - - _ - {print} 'This old man' - {print} 'He played ' _ - {print} 'He played knick-knack ' _ - {print} 'With a knick-knack paddywhack' - {print} 'Give the dog a bone' - {print} 'This old man came rolling home' - {sleep} 8 - {clear} - ``` - story_text_2: | - ### Exersice 2 - Now create your own code for the nursery rhyme 'The wheels on the bus' on the same way! - example_code_2: | - ``` - object = ['wheels', 'doors', _] - movement = [ 'round and round', 'open and shut', _] - ``` - tic: - name: Tic-Tac-Toe - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - Let's program a game of tic-tac-toe! - - ### Exercise - In this adventure we'll start with creating an empty field. - - ***Create a list called field*** This list will be our playing field. This list is filled with 9 dots, since there are no x's and o's yet at the start of our game. - - ***Create a function that prints the field*** Firstly, clear the screen so the old playing fields will be removed. Then we print the first line of our Tic Tac Toe field. This line constists of the first 3 spots in our list field. - We have already programmed this line for you. Now finish the field by printing spot 4, 5, and 6 on the second row and spot 7, 8 and 9 in the third row. - - ***Call the function that prints the field*** Now call the function. -
- Run the code. Your output should look like this: -
- - ***Continue in the next tab*** In the next tab you'll learn how to program the game itself. - example_code: | - ``` - # Create a list called field - _ = ['.', '.', '.', '.', '.', '.', '.', '.', '.'] - - # Create a function that prints the field - {define} print_field - _ - {print} 'TIC TAC TOE' - {print} field[1] field[2] field[3] - _ - _ - - # Call the function - ``` - 17: - story_text: | - In the previous level you've learned how to make a tic-tac-toe game. The game works, but is quite annoying as it keeps asking you if you've won yet. - Now that we have the {elif} command, we can let the game decide if someone has won and it can stop asking us! - - ### Exercise - ***Paste your code*** Paste your code from the previous level here and make it level 17 proof. In this level you've learned to use a colon everytime you create a block of code. Please add the colons in the correct spots. - - ***Create a function that detects if someone's won*** We have started the function for you, paste it under the function `print_field` and finish the function. You can see that this first piece of code checks to see if spot 1, 2 and 3 are the same, because if they are you have 3 in a row. - It also checks if they are not a dot, because if they are, the line might have the same symbols on them, but that's just because it's still empty. - If all these conditions are met, the game is over and the winner is printed. - Finish this function with all possible ways to win. This means you have to make this for the other 2 rows, 3 columns and 2 diagonals. - If you've finished all the other options, the function should return the variable `game_over` so we can use it in our game. - - ***Call the function in the game*** Go to the line `game_over = {ask} 'Did you win?'` and change it to `game_over = {call} detect_winner {with} field, sign`. Now the function will check if there's a winner and the game doesn't need to keep asking anymore! - - ***Enjoy your game!*** Great job! You have finished the game! Enjoy playing it! - - example_code: | - ``` - # Paste your code here and make it level 17 proof - - # Create a function that detects if someone has won - {define} detect_winner {with} field, sign: - {if} field[1] == field[2] {and} field[2] == field[3] {and} field[1] != '.': - game_over = 'yes' - {print} 'Player ' sign 'wins!' - {elif}: - _ - {else}: - game_over = 'no' - {return} _ - ``` - tic_2: - name: Tic-Tac-Toe 2 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - In the previous adventure you've learned how to create a playing field. Now you'll learn how to create the game! - - ### Exercise - ***Paste your code*** Start by pasting your code from the previous adventure here. - - ***Add variables*** Underneath your list called `field` we'll add 2 more variables that we'll need to program the game. - The variable `game_over` tells us if the game is over, and should be 'no' at the start of the game. - The variable `sign` tells us if it's the turn of player x or player o. Set the variable to 'x'. - - ***The game*** First use a {while} command, to make sure the game keeps on playing the variable while game_over is set to no. - During the game, we first ask the player which spot they choose. Then we change the field with the number they chose into their sign. - Then we print the field again and we ask the player if they've won yet. Lastly we want to switch whose turn it is, so if the sign is 'x' it should be 'o' and the other way around. - - ***Test your game*** Does your game work? Great, have fun playing the game! If not, use the ladybug button to debug your code. - You might have noticed one mistake in the code though, you can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! Go to the next tab to learn how to fix this problem. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add variables - game_over = _ - sign = _ - - # The game - {while} _ - choice = _ 'Player ' sign '_?' - field[choice] = _ - _ print_field - game_over = {ask} _ - {if} sign = 'o' - sign = _ - _ - sign = _ - ``` - tic_3: - name: Tic-Tac-Toe 3 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - You might have noticed one mistake in the code you've made in the previous adventure. You can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! In this tab we'll fix that mistake. - - ### Exercise - ***Paste your code here*** Paste your code from the previous adventure here. - - ***Fix the mistake*** To fix the mistake we replace the line that says `field[choice] = sign`. This turns any spot that the player has chosen into their sign. - Go to the header that says 'Use this to fix the mistake' and finish the code. We first want to check if the chosen spot is still empty, so `if field[choice] = '.'`. If that is the case, you are allowed to take it. - Then we make an else command and print 'Sorry, this spot is already taken' if the spot is not empty. Lastly, we add a {sleep} command, so the players can actually read the text before it gets cleared again. - Now copy this piece of code and replace the line `field[choice] = sign` with this new piece of code. - - ***Play your game!*** Now the game should work properly! Good job! - The only flaw is that you can get a bit annoyed that the game keeps asking you if you've won yet. Do you want to fix that? Go to level 17 and we'll fix it! + songs_2: + levels: + 12: example_code: | ``` - # Paste your code here + {define} twinkle + {print} 'Twinkle' + {print} '...' - # Use this to fix the mistake - {if} _ = '.' - field[choice] = sign - {else} - {print} _ - _ + {call} twinkle + {print} 'Up above the world so high' + {print} 'Like a diamond in the sky' + {call} _ ``` turtle: - name: Turtle - default_save_name: Turtle - description: Make your own drawing levels: - 1: - story_text: | - You can also use Hedy to draw. By combining turns and lines, you can make a square or stairs! - - Using `{forward}` you draw a line forwards. The number behind it determines how far the turtle will walk. `{turn} {right}` turns a quarter turn in clockwise direction, `{turn} {left}` turns counter clockwise. - - If you want to go backwards, you use the `{forward}` command but with a negative number. So for example `{forward} -100` - example_code: | - ``` - {forward} 100 - {turn} {left} - ``` - story_text_2: | - ### Exercise - This is the start of a little staircase. Can you make it have 5 steps? - example_code_2: | - ``` - {forward} 20 - {turn} {right} - {forward} 20 - {turn} {left} - {forward} 20 - ``` 2: story_text: | In this level you can use variables to make the turtle interactive. For example you can ask the player how many steps the turtle must make. @@ -4705,147 +921,7 @@ adventures: {turn} angle {forward} 25 ``` - 3: - story_text: | - In this level you can use `{at} {random}` with the drawing turtle. A random choice makes the turtle walk a different path each time. - Use `{at} {random}` to choose a value from a list. - ### Exercise - Can you copy and paste lines 2 and 3 to create a longer random path? - example_code: | - ``` - angles {is} 10, 50, 90, 150, 250 - {turn} angles {at} {random} - {forward} 25 - ``` - 4: - story_text: | - In level 4 you have to use quotation marks with `{print}` and `{ask}`. Also when drawing! - example_code: | - ``` - {print} _ Drawing figures _ - angle {is} 90 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - ``` - story_text_2: | - You can also change the color of the lines with the command `{color}`. Check out the example. - You can also use the command `{color} {white}` to make 'invisible' lines. You could use these white lines to move the turtle anywhere in the screen before you start drawing. - example_code_2: | - ``` - {color} {white} - {forward} -80 - {color} {green} - {forward} 50 - {color} {yellow} - {forward} 50 - {color} {red} - {forward} 50 - ``` - 5: - story_text: | - In level 5 you can make a choice with `{if}`. For example between different types of figures. - example_code: | - ``` - {print} 'Drawing Figures' - figure {is} {ask} 'Do you want a square or a triangle?' - {if} figure {is} triangle angle {is} 120 - {else} angle {is} 90 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - ``` - story_text_2: | - ### Exercise - Fill in the correct numbers in this code to get it to work. - After you've done that, you can try to add the option backwards. - - **Extra** Instead of using 'left' and 'right', remake the program with North, East, South and West. - This way you could add even more directions like Northeast and Southwest etc. - example_code_2: | - ``` - direction {is} {ask} 'Do you want to go left, right, or straight ahead?' - {if} direction {is} left {turn} _ - {if} direction {is} right {turn} _ - {forward} 100 - ``` - 6: - story_text: | - In this level you can use calculations to draw different figures. - You may have learned in school that turning a full circle is 360 degrees. If not, now you know! - That's why you also use 90 degrees for a square. 360 divided by 4 is 90. - Now that we can do math with Hedy, we can draw all the figures we want! - example_code: | - ``` - angles = {ask} 'How many angles do you want?' - angle = 360 / angles - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - ``` - 8: - story_text: "Now that we can repeat several lines, we can make figures more easily.\nWe only have to set the angle once and then use that variable in the `{repeat}`.\n\n### Exercise 1\nThe example code creates a square. Change the code so that it create another figure, such as a triangle or a hexagon. \nThis requires a change to two lines of code.\nTip: An entire circle is 360 degrees.\n\n### Exercise 2\nNow create a drawing consisting of at least two polygons.\n" - example_code: | - ``` - angle = 90 - {repeat} 4 {times} - {turn} angle - {forward} 50 - ``` - story_text_2: | - **Extra** We can now improve the program that draws different figures. Finish the code and you can draw any polygon you'd like! - example_code_2: | - ``` - figure = {ask} 'How many angles should I draw?' - angle = 360 / figure - {repeat} figure {times} - {turn} _ - {forward} _ - ``` - 9: - story_text: | - Now that we can use a `{repeat}` inside a `{repeat}`, we can create more complex figures. - - ### Exercise 1 - This code creates three black triangles, change that into five pink squares. - - **Extra** Create a figure of your own choosing consisting of at least two different shapes types. - example_code: | - ``` - {color} {black} - {repeat} 3 {times} - {repeat} 3 {times} - {forward} 10 - {turn} 120 - {color} {white} - {forward} 50 - {color} {black} - ``` 10: - story_text: | - In this level you can make the turtle draw a figure. - The turtle will travel the distances in the list, one by one, making bigger and bigger steps. - ### Exercise 1 - Add a 90 degree turn in the loop, so that a spiral is drawn. - Add at least 5 numbers to the list, so the spiral grows larger. - **(extra)** can you change the spiral into another shape? Experiment with numbers for the turn! - ### Exercise 2 - The spiral is drawn outwards, make it go inwards? example_code: | ``` {turn} 90 @@ -4854,155 +930,9 @@ adventures: {forward} distance ``` ``` - 12: - story_text: | - We can use functions to draw more complex figures with less code. - ### Exercise 1 - Fill the function so that three squares are created. If you want the image to look nicer, you can make the lines between the squares white. - - ### Exercise 2 - The code can be made even shorter. Place the final lines into a `{repeat}` so the figure remains the same. - - ### Exercise 3 - Create your own drawing with different figures. - Change both the number of figures with the `{repeat}` and the shape of the figures in the `{define}` - example_code: | - ``` - {define} square - {repeat} 4 {times} - {turn} _ - {forward} _ - {call} square - {forward} 50 - {call} square - {forward} 50 - {call} square - ``` turtle_draw_it: - name: Draw it! - default_save_name: Draw it - description: Draw this picture with the turtle levels: - 1: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Rectangle - Square - Stairs -
- 2: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Arrow - Boat -
- 3: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Star - Arrow -
- 4: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Colored Star - Rainbow - Nested squares -
- example_code: | - **Extra** Up for a real challenge? Make sure that the colors of these figures are selected randomly, so that each time you run your programs they'll look differently! - - ``` - colors {is} red, orange, yellow, green, blue, purple, pink, brown, gray, black - color _ - ``` - 5: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Make only one code that lets the player decide which letter they'd like to see! And can you add even more letters? - -
- F - E - L -
- example_code: | - Hint: - ``` - chosen_letter {is} {ask} 'Which letter would you like to see? F, E or L?' - {if} _ - ``` - 6: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Let the player decide which color the square should be. - - ***Extra*** Can you make the letter of your own first name and the flag of your own country too? - -
- Square - Letters - Flag -
- example_code: | - Hint for the square: - ``` - chosen_color = {ask} _ - ``` - 7: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Hexagon - Triangle - Fan -
- 8: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - -
- Square (3) - Randomly colored star (5) - Randomly colored spiral (7) -
9: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - - **Extra** Give the player a choice which country they would like to see the flag of. - -
- Cross (7) - Randomly colored nested squares (8) - Flags -
example_code: | Hint for the nested squares: ``` @@ -5020,14 +950,6 @@ adventures: color_3 = blue ``` 10: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Nested Hexagon - Traffic lights -
example_code: | Hint Nested Hexagon: ``` @@ -5043,47 +965,6 @@ adventures: color _ {repeat} _ ``` - story_text_2: | - Christmas lights - example_code_2: | - Hint Christmas Lights: - - Start by moving to the left side of the screen with an invisible white line. Then hang up the Christmas lights! - ``` - {color} white - {turn} -90 - {forward} 300 - {turn} 90 - - colors = red, blue, yellow, purple, green, orange, pink - {for} chosen_color {in} colors - _ - ``` - 11: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Beehive (6) - Fan (5) - Snowflake (13) -
- example_code: | - Hint Beehive: - ``` - {for} amount_of_combs {in} {range} 1 {to} _ - {for} walls_of_one_comb {in} {range} 1 {to} _ - {forward} _ - {turn} _ - {forward} _ - {turn} _ - ``` - - Hint Fan: - Start out like the fan you made in level 7. Or take a peak at the hint for the beehive, because the codes are very similar. - - Hint Snowflake: Start by making one 'leg' and repeat it 6 times. 12: story_text: | ### Exercise @@ -5110,137 +991,11 @@ adventures: {if} shape = 'square' {call} draw_a_square ``` - 13: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Street in different sizes - Colored street - Snow Storm - example_code: | - Hint Street in different sizes - ``` - {define} draw_a_house {with} size - _ - - {call} draw_a_house {with} 90 - {call} draw_a_house {with} 60 - {call} draw_a_house {with} 30 - ``` - - Hint Colored street - ``` - {define} draw_a_house {with} chosen_color - _ - ``` - - Hint Snow Storm - ``` - {define} draw_snowflake {with} length, color - _ - - numbers = 10, 20, 30 - colors = _ - - {for} i {in} {range} 1 {to} 5 - random_number = _ - random_color = _ - {call} draw_snowflake {with} random_number, random_color - {color} white - {turn} random_number * 5 - {forward} 80 - ``` - 14: - story_text: | - ### Exercise - Create a program that asks the player how many corners their figure should have and then creates that figure. - The figure in the image is the output when the player fills in 10. - -
- - -
- example_code: | - ``` - {define} calculate_degrees {with} amount_of_corners - _ 360 / amount_of_corners - - - {define} draw_figure {with} degrees - _ - {forward} 400/amount_of_corners - {turn} _ - - amount_of_corners = {ask} _ - degrees = {call} _ {with} _ - - {call} _ {with} - {call} _ {with} - ``` - 15: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Spiral - example_code: | - Spiral - ``` - distance = 5 - {while} distance < 200 - distance = distance + 5 - _ - ``` - story_text_2: | - Fan - example_code_2: | - Fan - ``` - {define} draw_a_square {with} side - _ - - i = 100 - {while} i > 1 - _ {with} i - _ - i = i - 3 - ``` - story_text_3: | - Star - example_code_3: | - Star - A star is usually drawn using 144-degree-turns. If you change this slightly to 143 degrees for example and repeat the pattern multiple times with a {while} loop you can make this figure. while_command: - name: '{while}' - default_save_name: while_command description: while - levels: - 15: - story_text: |- - We are going to learn a new loop, the `{while}` loop! We continue the loop as long as the statement is true. - So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. - If the correct answer is never given, the loop never ends! - example_code: | - ``` - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - ``` years: - name: New Year's - default_save_name: New Year's Countdown - description: Countdown to the New Year! levels: 11: - story_text: | - In this level you can use the `{for}` number `{in}` `{range}` command to countdown to the New Year. - - ### Exercise - Fill in the blanks and make the code work! example_code: | ``` {for} number {in} {range} _ {to} _ diff --git a/content/adventures/peo.yaml b/content/adventures/peo.yaml index 999dd7e41ed..1a44f4a5398 100644 --- a/content/adventures/peo.yaml +++ b/content/adventures/peo.yaml @@ -1,8 +1,5 @@ adventures: story: - name: Story - default_save_name: Story - description: Story levels: 1: story_text: | @@ -11,33 +8,10 @@ adventures: In the first line, use `{ask}` and ask who the main character in your story will be. After that first line, start with `{print}` {if} the sentence needs to be printed. You use `{echo}` {if} you want your main character to be at the end of the sentence. - example_code: | - ``` - {ask} The main character of this story is - {print} The main character is now going to walk in the forest - {echo} They're a bit scared, - {print} They hear crazy noises everywhere - {print} They're afraid this is a haunted forest - ``` story_text_2: | ### Exercise Can you make your own story in Hedy now by using `{print}` , `{ask}` and `{echo}`? 2: - story_text: | - In level 2 you can make your story more fun. Your main character's name can now be anywhere in the sentence. - - You do have to program a little bit extra for that. You must now name your main character first. - - You can then put that name anywhere in a sentence. - example_code: |- - ``` - name {is} {ask} What is the name of the main character? - {print} name is now going to run in the woods - {print} name is a bit scared - {print} Suddenly she hears a crazy noise... - {sleep} - {print} name is afraid this is a haunted forest - ``` story_text_2: | ### Exercise Now it's time to add variables to your own story that you've made in the previous level. @@ -48,15 +22,6 @@ adventures: **Extra** Add a sleep command to your code to build up tension in your story. 3: - story_text: | - In level 3 you can make your story more fun. You can use randomness for any monster, animal or other obstacle, like this: - example_code: | - ``` - animals {is} 🦔, 🐿, 🦉, 🦇 - {print} They now hear the sound of an animals {at} {random} - ``` - story_text_2: | - The command `{add}` can also come in handy in your story. example_code_2: | ``` {print} He hears a sound @@ -67,35 +32,6 @@ adventures: ``` story_text_3: | This is an example of the `{remove}` command in your story - example_code_3: | - ``` - {print} His backpack got way too heavy. - {print} Inside were a bottle of water, a flashlight and a brick. - bag {is} water, flashlight, brick - dump {is} {ask} Which item should he dump? - {remove} dump {from} bag - ``` - 4: - story_text: | - ### Exercise - Copy the example code and finish it by adding quotation marks on the blanks in lines 1 and 2. - The blanks in line 3 and 4 should not be replaced by quotation marks, but a `{sleep}` and a `{clear}` command. Can you make it work? - - ### Exercise 2 - Go back to the previous level and copy your story code. Make the code work in this level by adding quotation marks in the right spots. - Mind: The variables in your own story should be outside of the quotation marks. Just like the second line of the example code. In that line the variable name is placed outside of the quotation marks. - example_code: | - ``` - name {is} {ask} _ What is your name? _ - {print} _ The main character is called _ name - _ - _ - {print} name _ is now going to walk in the woods _ - {print} name _ is a bit scared _ - animals {is} 🦔, 🐿, 🦉, 🦇 - {print} _ He hears the sound of a _ animals {at} {random} - {print} name _ is afraid this is a haunted forest _ - ``` 5: story_text: | In this level you can program different endings, which will make your story even more fun. @@ -122,12 +58,6 @@ adventures: story_text: | In a story, someone says words several times. For example, when someone calls for help or sings a song. You can put such repetitions in your story, in this level with `{repeat}`. - example_code: | - ``` - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - ``` 8: story_text: | In this level you can use multiple lines in your {if} commands, this way you can upgrade your happy or sad ending! @@ -216,365 +146,27 @@ adventures: {print} 'This could come in very handy' sword = 'found' ``` - 15: - story_text: | - Using the `{while}` loop can make your stories more interesting. For example, you can use `{while} game == 'on'` so you can play until the game is over. - Or you can use `{while} sword == 'lost'` so the player can't continue the game until they have found something. - - ### Exercise - The example code shows you how to use the `{while}` loop in a story. Now **think of your own scenario** in which the player has to find something before they can continue. - example_code: | - ``` - keys = 'lost' - {print} 'You are standing in your garden and you have lost your keys.' - {print} 'Where do you want to look for them?' - {print} 'You can choose: tree, flowerbed, rock, postbox' - {while} keys == 'lost' - location = {ask} 'Where do you want to look?' - {if} location == 'flowerbed' - {print} 'Here they are!' - keys = 'found' - {else} - {print} 'Nope they are not at the ' location - {print} 'Now you can enter the house!' - ``` - 18: - story_text: | - We are going to print another story, but now we have to use brackets with `{print}`. - - ### Exercise 1 - Create a story of at least 5 sentences. You don't have to use 'name' just yet. - example_code: | - ``` - {print}('Welcome to this story!') - ``` - story_text_2: | - ### Exercise 2 - We have already prepared an `{input}` for you. First, use the `name` variable in your story. - Then add a second `{ask}` and use that variable as well. - Tip: Remember the commas in a `{print}` between text and variables! - example_code_2: | - ``` - naam = {input}("What's your name?") - {print}('Welcome to this story!') - ``` add_remove_command: name: '{add} {to} & {remove} {from}' - default_save_name: add_remove_command description: introducing add to and remove from levels: 3: story_text: | ## Add to You can add items to the list with the `{add} {to_list}` command. To add an item to a list you can simply type: `{add} penguin {to} animals` or you can use the `{ask}` command like in the example code. - example_code: | - ``` - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - ``` - story_text_2: | - ## Remove from - If you can add items to a list, of course you can also take them off. This is done with the `{remove} {from}` command. - example_code_2: | - ``` - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - ``` story_text_3: | ### Exercise Try out the new commands in this virtual restaurant. Add the flavor the player is hpoing for to the list and remove the flavors they are allergic to. - example_code_3: | - ``` - {print} Mystery milkshake - flavors {is} strawberry, chocolate, vanilla - hope {is} {ask} What flavor are you hoping for? - _ - allergies {is} {ask} Are you allergic to any flavors? - _ - {print} You get a flavors {at} {random} milkshake - ``` and_or_command: - name: '{and} & {or}' - default_save_name: and or description: introducing and or - levels: - 13: - story_text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two `{if}`s but can use `{and}` and `{or}`. - - If you use `{and}`, both statements, left and right of the `{and}` need to be true. We can also use `{or}`. Then only one statement needs to be correct. - example_code: | - ``` - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - ``` ask_command: - name: '{ask}' - default_save_name: ask_command description: Introduction ask command levels: 1: - story_text: | - ## The ask command - Now that you can use the `{print}` command, you are ready to learn the next command: `{ask}`. With the `{ask}` command, you can ask a question. Check it out: - example_code: | - ``` - {print} Hello! - {ask} What is your name? - ``` story_text_2: | ## The echo command If you want the computer to repeat the answer, you can use the `{echo}` command. The answer will then be echoed back at the end of the sentence, so in this example after hello. - example_code_2: | - ``` - {print} Hello! - {ask} What is your name? - {echo} hello - ``` - story_text_3: | - ### Exercise - Try out the `{ask}` and `{echo}` commands. Firstly, fill in the blanks to make this program work. - Then ask 2 more questions using the `{ask}` command, after each `{ask}` use an `{echo}` to print the answer on the screen. - example_code_3: | - ``` - _ How are you doing? - _ - ``` - 2: - story_text: | - ## The ask command - Now that we can use **variables** in our codes, we no longer need the `{echo}` command. - We can use variables to store the answers to our questions and this way we can use the answer to multiple questions in our codes. - Check it out: - - This way your code is becoming interactive! - example_code: | - ``` - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - ``` - story_text_2: | - ### Exercise - In the previous tab you have practised with setting variables with the `{is}` command. - You have created at least 3 variables and used them with a print command. - Now, instead of setting the variables we want you to make the variables interactive, like we did in our example. - - Copy your code from the previous tab and make the variables interactive by using `{ask}` commands. - example_code_2: | - ``` - favorite_animal {is} {ask} What is your favorite animal? - {print} I like favorite_animal - ``` - 18: - story_text: The final change we will need to make to get Python code is changing `{ask}` into `{input}`. - example_code: | - ``` - {print}('My name is Hedy!') - name = {input}('What is your name?') - {print}('So your name is ', name) - ``` - blackjack: - name: Blackjack - default_save_name: Blackjack - description: Try to get as close to 21 as you can - levels: - 17: - story_text: | - Blackjack is a simple game of cards in which you have to get as close to 21 points as possible. You get two cards. Each card is worth their numeral value, and the face cards (Jack, Queen and King) are worth 10 points. - The Ace is worth either 1 or 11 points (you can choose). The dealer, your opponent, also gets two cards. - If you want, you can get another card, and its points will be added to your total. The dealer can also choose to take another card. - But be careful not to get more than 21 points, because if you do, you lose! - The player who gets closest to 21, without going over it, wins! - - ### Exercise - In this adventure we code the first part of our Blackjack game. We'll create a function to calculate how many points a card is worth. - - ***Set the variables*** - Start by making a list of all the cards, from 2 to Ace. Next make a list of the face cards, so Jack, Queen and King. Then pick a random card from the list of cards to be card_1. - - ***Create a function to calculate the points*** - Create a function that calculates how many points a card is worth. - All the face cards are worth 10 points, the Ace is worth 11 and all the other cards are worth their numeral. - Return the variable `points` at the end of the function. - - ***Test the function*** - Test if your function is working properly. Finish the first print command by filling in which card you've drawn. Then finish the second line by calling the function with card_1. - Run the code a couple of times. Are you happy with the results? Great! Then you can remove the testing part and move on the the next tab! - example_code: | - ``` - {print} 'BLACKJACK' - - # Set these variables - cards = _ - face_cards = _ - card_1 = - - # Create a function to calculate the points - {define} calculate_points {with} card: - {if} card {in} face_cards: - points = _ - {elif} _ - _ - {else}: - _ - _ points - - # Test your function - {print} 'Your card is a ' _ - {print} 'That is worth ' _ ' points'. - ``` - blackjack_2: - name: Blackjack 2 - default_save_name: Blackjack_2 - description: Blackjack part 2 - levels: - 17: - story_text: | - ### Exercise - In this adventure we code the second part of our Blackjack game. - - ***Paste your code from the previous adventure*** - In the previous adventure you've started a list of variables and created a function to calculate how many points a card is worth. Copy your code and paste it here. Mind that you don't need the testing part, so if you haven't removed that yet, please do so now. - - ***Add more variables*** - You have already set the lists `cards` and `face_cards` and the variable `card_1`. Underneath those variables create 3 more variables: `card_2`, dealer_card_1` and `dealer_card_2`. These variables are all set to a random card from the list of cards. - - ***Add up points*** - To calculate how many points you have scored we call the function with card 1 and we do it again for card 2. Then we add both these scores together to get your total. - Do the same thing for the dealers points, but be sure to use the dealer's cards and not your own! - - ***2 Aces*** - You're doing great! Almost all scores can be calculated now. There is only one exception: 2 Aces. If you get 2 Aces, your total is 12 points and not 22 (because 22 points would be losing!). This of course also goes for the dealer. - - ***Show the score*** - Lastly, you want to tell the program to tell you which cards you have drawn and how many points that is. Then show which cards the dealer has and how many points they have. - - ***Continue in the next tab*** - Great! You have finished this part of the game! Copy your code and go to the next tab to learn how to ask for an extra card and to declare a winner. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add these variables to the list of variables - card_2 = _ - dealer_card_1 = _ - dealer_card_2 = _ - - # Add up your points - your_points_1 = {call} _ {with} card_1 - your_points_2 = _ - your_total = _ - - # Add up the dealers points - dealer_points_1 = _ - _ - _ - - # 2 Aces - {if} card_1 == 'Ace' {and} _ - your_total = 12 - {if} dealer_card_1 _ - dealer_total = _ - - # Show the score - {print} 'You have drawn a ' _ ' and a ' _ '. That is ' _ ' points' - {print} 'The dealer has drawn a ' _ ' and a ' _ '. That is ' _ ' points' - ``` - blackjack_3: - name: Blackjack 3 - default_save_name: Blackjack_3 - description: Blackjack part 3 - levels: - 17: - story_text: | - In the previous tabs you have learned how to draw 2 random cards for yourself and for the dealer and to calculate how many points you both got. - In this adventure we add the option to ask for an extra card for both you and the dealer. - - ### Exercise - ***Paste your code from the previous adventure*** Firstly, copy your code from the previous tab and paste it here. - - ***Extra card for you*** If you want, you can get an extra card to get your total as close to 21 as possible. First ask the player if they want an extra card. - If they do, pick a random card and print what they have drawn. If the card is not an Ace, you can call the function and add the points to your total. - In case the card is an Ace, you can't use the function, because the Ace can be either 1 point or 11 points, depending on how many points you already have earned. - If your total is less than 11, you want the ace to be 11 points (because this is closest to 21). So you add 11 points to your total. - If the total is more than or equal to 11, you want the ace to be 1 point (because you don't want more than 21 points). So you add 1 point to your total. - Lastly, print your new total of points. - - ***Extra card for the dealer*** The dealer can also get an extra card. The dealer doesn't need to be asked, because they always get an extra card if their total is less than 17. - Copy the 'Extra card for you code' and paste it in the dealers section. Then change it to fit the dealer picking an extra card and getting points added to their total. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Extra card for you - hit = {ask} _ - {if} hit == 'yes': - card_3 = _ - {print} _ - {if} card_3 _ 'Ace': - your_points_3 = _ - your_total = _ - {else}: - {if} your_total _ - _ - {else}: - _ - {print} _ - - # Extra card for the dealer - {if} dealer_total < 17 - _ - ``` - blackjack_4: - name: Blackjack 4 - default_save_name: Blackjack_4 - description: Blackjack part 4 - levels: - 17: - story_text: | - In the last 3 adventures you have alsmost created a working blackjack game! The only thing left to do is to decide a winner! - - ### Exercise - ***Paste your code from the previous adventure*** Start by pasting the code that you've made so far into your programming field. - - ***Decide a winner*** - Firstly, if you and the dealer have an equal amount of points, it's a draw. - Secondly, if the dealer has more than 21 points and you don't, you are the winner. - Thirdly, if both you and the dealer have less than 22 points, we have to see who came closest to 21. We do that by comparing who has the highest score. Is your total higher than the dealer's total, then you are the winner. If not, the dealer wins. - Lastly, in all other scenarios (e.g. you have more than 21 points and the dealer doesn't, or you both have more than 21 points) you are the loser. - - ***Enjoy the game!*** - Does your game work properly? Amazing! You have done a great job! Enjoy your game! - If it doesn't work right away, no worries, you might have made a mistake. Just keep calm and bebug your code using the ladybug button. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Decide a winner - {if} _ - {print} 'Its a draw! Play again!' - {elif} _ - {print} 'You win!' - {elif} _ : - {if} _: - {print} _ - {else}: - {print} _ - {else}: - _ - ``` calculator: - name: Calculator - default_save_name: Calculator - description: Create a calculator levels: 6: story_text: | @@ -618,59 +210,7 @@ adventures: ### Exercise 2 Give the player feedback when the enter an answer, like `{print} 'Correct!'` or `{print} 'Wrong! The correct answer is ' correct_answer`. - example_code: | - ``` - score = 0 - {repeat} 10 {times} - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct_answer = number_1 * number_2 - {print} 'What is ' number_1 ' times ' number_2 '?' - answer = {ask} 'Type your answer here...' - {print} 'Your answer is ' answer - {if} _ {is} _ - score = score + 1 - {print} 'Great job! Your score is... ' score ' out of 10!' - ``` - 10: - story_text: | - This calculator game helps you practise your tables of multiplication! - ### Exercise - Fill in the blanks. We want this program to ask the player these questions: - ``` - How much is 1 times 1? - How much is 1 times 2? - How much is 1 times 3? - How much is 2 times 1? - How much is 2 times 2? - How much is 2 times 3? - How much is 3 times 1? - How much is 3 times 2? - How much is 3 times 3? - _ - ``` - example_code: | - ``` - numbers = 1, 2, 3 - {for} _ - {for} _ - answer = {ask} _ - correct = number_1 * number_2 - {if} answer {is} correct - {print} 'Great job!' - {else} - {print} 'That is wrong. The right answer is ' correct - ``` 11: - story_text: | - With a `{for}` you can simplify tables of multiplication practise program. - - ### Exercise 1 - Improve the example code such that it prints a nice multiplication table:
"1 times 10 is 10", "2 times 10 is 20", etc. - - ### Exercise 2 - Go back to your level 10 multiplication code, and modify it so that it uses a `{for}` and `{range}`. example_code: | ``` number = 10 @@ -687,34 +227,7 @@ adventures: answer = number1 + number2 {print} number1 ' plus ' number2 ' is ' answer ``` - 13: - story_text: | - ### Exercise 1 - Let's make the practice program a bit harder. The player now has to answers two questions correctly. Fill out the blanks to complete the program. - - ### Exercise 2 - Sometimes, calculations have multiple correct answers. For example, 10 can be divided by 5 and by 2. So the question 'What number divides 10?' can be answered by 2 and by 5. - Ask for a calculation that has multiple correct answers, ask the player to answer it, and determine if it is correct using `{or}`. - Empty the programming field and create your own solution. - example_code: | - ``` - answer1 = {ask} 'What is 10 times 7?' - answer2 = {ask} 'What is 6 times 7?' - {if} _ _ _ _ _ _ _ - {print} _ - ``` 14: - story_text: | - In this adventure you will build a calculator that calculates your mean grade for you. If you get your calculator to work, you can move on to the next adventure, which allows you to add two extra features. - - ### Exercise 1 - Fill in the blanks to get the calculator to work. - * Start with the fourth line, add a question to figure out what grade the student got. - * In the fifth line you'll want to calculate the total of all grades, so the total = total + grade. - * Then we get to set the return value. We want to return the mean, so the total devided by the amount of tests (4). - * Lastly we finish the code by calling the function in line 8. - - Did you get it? Awesome! Would you like to add even more to your calculator? **This adventure continues in the next tab!** example_code: | ``` {define} calculate_mean_grade @@ -733,127 +246,11 @@ adventures: mean_grade = {call} _ {print} 'Your mean grade is ' mean_grade - 15: - story_text: | - You can add the `{while}` loop to the calculator game you've learned to make in a previous level. - This makes sure the player can't continue to the next question if they answer incorrectly. - - ### Exercise - Add the `{while}` loop in the function, ask the player what number_1 times number_2 is and print their answer. - Then `{call}` the function. - example_code: | - ``` - {define} new_question - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct = number_1 * number_2 - answer = 0 - _ - _ - _ - {print} 'Well done!' - - {print} 'Give 10 correct answers to win!' - {for} i {in} {range} 1 {to} 10 - _ - {print} 'You win!' - ``` - calculator_2: - name: Calculator 2 - default_save_name: Calculator 2 - description: Calculator 2 - levels: - 14: - story_text: | - ### Exercise 2 - **This is the second part of this adventure.** The adventure starts in the previous tab. - Of course, you don't always want to calculate the mean of 4 tests. You might want to calculate the mean of 10 tests or only 2... - We can fix this problem by adding the argument and variable 'amount_of_tests'. - * Start a new line on line 3. Set the amount_of_tests argument by asking the student how many tests they have made. - * Change the 4 in line 4 to the new argument amount_of_tests. - * Lastly, change the 4 in line 6 to amount_of_tests - - Try out your new program. Does it work? - - ### Exercise 3 - Did you want to make your program even better? Great! In the previous program you could only calculate the mean grade of 1 subject, but it would be better if you could calculate the mean grade for all subjects you want! - We won't tell you how to do it, but we will give you one tip: Start your code in line 1 with: define calculate_mean_grade with subject. - example_code: | - ``` - # Use your own code from the previous adventure. - ``` clear_command: - name: '{clear}' - default_save_name: clear_command description: clear command - levels: - 4: - story_text: | - Time for a new command! With `{clear}` you can clear all the text form your output screen. This way you can prevent your screen getting too full of text. - Beware! If you are using a `{clear}` command, you might need to use a `{sleep}` above it. Otherwise Hedy will clear your screen without giving you the time to read as you can see in the example! - example_code: | - ``` - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'wait for it...' - {sleep} 3 - {clear} - {print} 'SURPRISE!' - ``` debugging: - name: debugging - default_save_name: debugging - description: debugging adventure levels: - 1: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will show you code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} I love programming - Do you love programming too? - {echo} - {print} What are your hobbies? - {echo} Your hobbies are - ``` - 2: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - destination {ask} Where are you going on holidays? - {print} The flight to dstination leaves at 3 pm. - {ask} Did you check in your luggage yet? - {echo} - {print} Let me print your boarding pass for you. - {sleep} - Here you go! Have a nice trip! - ``` 3: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -867,80 +264,12 @@ adventures: tomorrows_movie {is} movie_choices {at} {random} I'll go get the popcorn! {print} ``` - 4: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Welcome to the online library! - {ask} What genre of books do you like? - {print} You like genre - author {is} {ask} 'Who's your favorite author?' - {print} 'author is your favorite author' - {print} Hmmm... i think you should try... books {at} {random} - ``` - 5: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} Welcome to Swimming Pool Hedy! - class {is} {ask} 'Are you here to join a class today?' - {if} class yes - {print} 'Great! You're joining a class! - {print} {else} 'You will not be joining a class' - discount {is} 'Do you have a discount code?' - {if} discount {is} yes - discount_answer {is} {ask} 'What's your discount code?' - discount_codes = Senior4231, Student8786, NewMember6709 - {if} discount_answer {is} {in} discount_cods - {print} 'That will be $3,50' - 'That will be $5,50' - {print} 'Have a nice swim!' - ``` - 6: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Vending machine' - chosen_product = {ask} 'Please select a product' - 1_dollar_products = coke orange juice water - 2_dollar_products = chocolate, cookie, museli bar - 3dollar_prodcuts = potato chips, beef jerky, banana bread - {if} chosen {is} {in} 1_dollar_products - price = 1 - {if} chosen_product {is} 2_dollar_products - price = 2 - {else} chosen_product {in} 3_dollar_products - price = 3 - amount_of_products = '{ask} How many of ' chosen_product would you like to have?' - total = price + amount_of_product - {print} 'That will be $' price 'please' - ``` 7: story_text: |- ### Exercise Surprise! This program looks more like an output than a code. And yet, we don't want you to just add `{print}` commands in front of each line. Fix this program to turn it into the nursery rhyme 'Brother John (Frère Jaques)' by using the {repeat} command of course! - example_code: | - **Warning! This code needs to be debugged!** - ``` - Are you sleeping? - Brother John! - Morning bells are ringing! - Ding, dang, dong! - ``` - 8: - story_text: |- - ### Exercise - Debug this code. Good luck! + 8: example_code: | **Warning! This code needs to be debugged!** ``` @@ -963,9 +292,6 @@ adventures: {print} 'Thank you! Byebye!' ``` 9: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -988,9 +314,6 @@ adventures: price = amount * 6 {print} 'That will be 'price dollar' please' 10: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1039,9 +362,6 @@ adventures: print month i ``` 12: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1067,9 +387,6 @@ adventures: call greet_costumer ``` 13: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1099,9 +416,6 @@ adventures: print 'No problem!' ``` 14: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1148,9 +462,6 @@ adventures: else 'no problem' 15: - story_text: |- - ### Exercise - Debug this random children's story. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1185,10 +496,6 @@ adventures: print The End ``` 16: - story_text: |- - ### Exercise - Debug this code. Good luck! - Tip: Make sure that you only see your score once in the end. example_code: | **Warning! This code needs to be debugged!** ``` @@ -1207,9 +514,6 @@ adventures: ``` 17: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1242,9 +546,6 @@ adventures: print 'Thanks for ordering!' ``` 18: - story_text: |- - ### Exercise - Debug this Old MacDonald program from level 16. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1275,28 +576,6 @@ adventures: خودت، کدت رو با فشردن دکمه «اجرای کد»، زیر بخش «برنامه‌نویسی» اجرا کن. می‌تونی با دستور `{print}` یک متن رو روی صفحه چاپ کنی. - example_code: | - ``` - {print} Hello world! - ``` - 2: - story_text: | - Congratulations! You've reached level 2. Hopefully you've already made some awesome codes! - In the first level you might've notice that the `{echo}` command can only save one bit of information at a time. - For example in the restaurant adventure, you could echo what the costumer wanted to eat, or what they wanted to drink, but not both in one sentence. - - That changes in level 2. In level 2 you'll learn to work with variables, that allow you to save multiple pieces of information and print them in any place you want. - So let's go to the next tab! - example_code: | - **Warning! This code does not work!** - In Hedy commands will change sometimes. `{echo}` for example only works in level 1. In this level you'll learn a better way to echo answers back. - ``` - {print} Welcome at Hedy's - {ask} What would you like to eat? - {echo} So you want - {ask} what would you like to drink? - {echo} So you want - ``` 3: story_text: | در سطح 3 شما میتوانید یک لیست بسازید. . می توانید اجازه بدهید که کامپیوتر برای شما یک لیست بسازد شما این کا را با`{at} {random}`انجام می دهید. @@ -1360,20 +639,6 @@ adventures: {print} 'Hello everyone' {print} 'This is all repeated 5 times' ``` - 9: - story_text: | - Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... - Good news! In this level you will be allowed to put an {if} inside an {if}, or inside a {repeat} command. Putting a block of code inside another block of code is called nesting. ``` Putting a block of code inside another block of code is called nesting. - example_code: | - ``` - answer = {ask} 'Are you ready to learn something new?' - {if} answer {is} yes - {print} 'Great! You can learn to use the repeat command in the if command!' - {print} 'Hooray!' - {print} 'Hooray!' - {print} 'Hooray!' - {else} - {print} 'Maybe you should practice some more in the previous level' 10: story_text: | In this level we learn a new code called `{for}`. With `{for}` you can make a list and use all elements. @@ -1384,10 +649,6 @@ adventures: {for} animal {in} animals {print} 'I love ' animal ``` - 11: - story_text: | - You have reached level 11, you're doing great! In the higher levels, Hedy is focussing more and more on teaching you the programming language Python. - In Python there is no `{repeat}` command, but there is a command that works like {repeat}. Are you curious to find out how to say `{repeat}` in Python language? Quickly go on to find out! 12: story_text: | **Decimal numbers** @@ -1478,31 +739,13 @@ adventures: {print}('My name is ', naam) dice: - name: Dice - default_save_name: Dice - description: Make your own dice levels: 3: - story_text: | - In this level we can choose from a list. With that we can let the computer choose one side of the die. - Take a look at the games you have in your closet at home. - Are there games with a (special) die? You can also copy it with this code. - For example, the dice of the game Earthworms with the numbers 1 to 5 and an earthworm on it. - - ![Die of earthworms with 1 to 5 and an earthworm on it](https://cdn.jsdelivr.net/gh/felienne/hedy@24f19e9ac16c981517e7243120bc714912407eb5/coursedata/img/dobbelsteen.jpeg) example_code: | ``` choices {is} 1, 2, 3, 4, 5, earthworm {print} choices {at} {random} ``` - story_text_2: | - ### Exercise - The dice in the example above are dice for a specific game. Can you make normal dice? - Or other special dice from a different game? - example_code_2: | - ``` - choices {is} _ - ``` 4: story_text: | In this level we can make sentences with the die value in the sentence, with quotes of course. @@ -1559,33 +802,7 @@ adventures: {print} player ' throws ' choices {at} {random} {sleep} ``` - 15: - story_text: | - ### Exercise - In this level you can create a little game in which you'll have to throw 6 as fast as possible. - We have started the code, it's up to you to get the game to work! - - Firstly, add a `{while}` loop that checks if 6 has been thrown or not. - As long as you haven't thrown 6 already, throw the dice on a random number. - Print what the player has thrown. - Add a try to the amount of tries - Wait a second before you throw again, or - in case you've thrown a 6 - before the game ends. - example_code: | - ``` - options = 1, 2, 3, 4, 5, 6 - {print} 'Throw 6 as fast as you can!' - thrown = 0 - tries = 0 - _ - _ - _ - _ - _ - {print} 'Yes! You have thrown 6 in ' tries ' tries.' - ``` dishes: - name: Dishes? - default_save_name: Dishes description: Use the computer to see who does the dishes (Start at level 2) levels: 3: @@ -1608,13 +825,6 @@ adventures: Can you complete the code by filling the blanks? Every blank must be replaced with one word of symbol. Tip: Don't forget the quotation marks! - example_code: | - ``` - people {is} mom, dad, Emma, Sophie - {print} _ the dishes are done by _ - {sleep} - {print} people {at} _ - ``` 5: story_text: | With the `{if}` you can now have more fun with choice in the program. You can have your program respond to the choice that the computer has made. @@ -1628,20 +838,6 @@ adventures: {if} dishwasher {is} Sophie {print} _ too bad I have to do the dishes _ {else} {print} 'luckily no dishes because' _ 'is already washing up' ``` 6: - story_text: | - How often is everyone going to do the dishes? Is that fair? You can count it in this level. - example_code: | - ``` - people = mom, dad, Emma, Sophie - emma_washes = 0 - dishwasher = people {at} {random} - {print} 'The dishwasher is' dishwasher - {if} dishwasher {is} Emma emma_washes = emma_washes + 1 - {print} 'Emma will do the dishes this week' emma_washes 'times' - ``` - - Now you can copy lines 3 to 5 a few times (e.g. 7 times for a whole week) to calculate for a whole week again. - Do you make the code for the whole week? story_text_2: | If you are extremely unlucky the previous program might choose you to to the dishes for the whole week! That's not fair! To create a fairer system you can use the `{remove}` command to remove the chosen person from the list. This way you don't have to do the dishes again untill everybody has had a turn. @@ -1670,22 +866,10 @@ adventures: 10: story_text: | In this level you could make an even better dish washing shedule. - example_code: | - ``` - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - ``` elif_command: - name: '{elif}' - default_save_name: elif description: elif levels: 17: - story_text: | - In this level you can also use a new command: `{elif}`. `{elif}` is a combination of the keywords `{else}` and `{if}` and you need it when you want to make 3 (or more!) options. - Check it out! example_code: | ``` prices = ['1 million dollars', 'an apple pie', 'nothing'] @@ -1699,67 +883,14 @@ adventures: {print} 'Better luck next time..' ``` for_command: - name: '{for}' - default_save_name: for description: for command levels: - 10: - story_text: |- - ## For - In this level we learn a new code called `{for}`. With `{for}` you can make a list and use all elements. - `{for}` creates a block, like `{repeat}` and `{if}` so all lines in the block need to start with 4 spaces. - example_code: | - ``` - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - ``` - story_text_2: | - ### Exercise - Finish this code by adding `{for} action {in} actions` to line 2. - example_code_2: | - ``` - actions = clap your hands, stomp your feet, shout Hurray! - _ - {repeat} 2 {times} - {print} 'If youre happy and you know it, ' action - {sleep} 2 - {print} 'If youre happy and you know it, and you really want to show it' - {print} 'If youre happy and you know it, ' action - {sleep} 3 - ``` 11: story_text: |- In this level, we add a new form of the `{for}`. In earlier levels, we used `{for}` with a list, but we can also use `{for}` with numbers. We do that by adding a variable name, followed by `{in}` `{range}`. We then write the number to start at, `{to}` and the number to end at. Try the example to see what happens! In this level again, you will need to use indentations in lines below the `{for}` statements. - example_code: | - ``` - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - ``` - 17: - story_text: | - Now we are going to change indentation a little bit. Every time that we need an indentation, we need `:` at the line before the indentation. - example_code: | - ``` - {for} i {in} {range} 1 {to} 10: - {print} i - {print} 'Ready or not, here I come!' - ``` - 18: - story_text: | - Lastly, we'll turn `{for} i {in} {range} 1 to 5` into real Python code, like this: - example_code: | - ``` - {for} i {in} {range}(1,5): - {print} (i) - ``` fortune: - name: Fortune teller - default_save_name: Fortune Teller - description: Let Hedy predict the future levels: 1: story_text: | @@ -1801,12 +932,6 @@ adventures: ### Exercises Now, Hedy can only answer yes, no or maybe. Can you give Hedy more answer options, like 'definitely' or '{ask} again'. 4: - story_text: | - ### Exercise - We have removed all the quotation marks from this example code, can you add them in all the right places? - - ### Exercise 2 - Go back to the previous level and copy your fortune teller code. Make the code work in this level by adding quotation marks in the right spots. example_code: | ``` {print} 'Im Hedy the fortune teller!' @@ -1913,27 +1038,8 @@ adventures: {print} fortunes {at} {random} ``` functions: - name: functions - default_save_name: functions - description: functions levels: 12: - story_text: | - In this level you'll learn how to use **functions**. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. - To create a function, use `{define}` and give the function a name. Then put all the lines you want in the function in a indented block under the `{define}` line. - Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use {call} with the function's name to call it up! We don't have to type that block of code again. - - Check out this example code of a game of Twister. The function 'turn' contains a block of code that chooses which limb should go where. - - ### Exercise - Finish this code by setting the 2 variables chosen_limb and chosen_color. - Then, choose how many times you want to call the function to give the twister spinner a spin. - - ### Exercise 2 - Improve your code by adding a variable called 'people'. Use the variable to give all the players their own command in the game. - For example: 'Ahmed, right hand on green' or 'Jessica, left foot on yellow'. example_code: | ``` sides = 'left', 'right' @@ -1970,25 +1076,7 @@ adventures: I dreamed that my Bonnie is dead Can you program this verse in the same way as the example? - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - ``` 14: - story_text: | - In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. - You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - - For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - - ### Exercise - Finish this code. We have already made the variable new_price for you, you only need to set it. - You should finish the line of code by calling the function that calculates the new price. example_code: | ``` {define} calculate_new_price {with} amount, percentage @@ -2002,222 +1090,7 @@ adventures: new_price = _ calculate_new_price {with} old_price, _ {print} 'The new price is ' new_price ' dollar' ``` - 18: - story_text: | - Let's make functions the Pythons way! To define a function, we no longer use: - - `{define} name_function {with} argument_1, argument_2:` - - but we use: - - `{def} name_function(argument_1, argument_2):`. - - - If you don't want to use arguments, you just leave the space between the parantheses empty. - To call a function, we don't need the `{call}` command anymore. You just type the name of the function. - example_code: | - ``` - {def} calculate_score(answer, correct_answer): - {if} answer == correct_answer: - score = 1 - {elif} answer == '?': - score = 0 - {else}: - score = -1 - {return} score - - answer = {input} ('Where can you find the Eiffel Tower?') - correct_answer = 'Paris' - score = calculate_score(answer, correct_answer) - {print} ('Your score is... ', score) - ``` - guess_my_number: - name: Guess my number - default_save_name: guess my number - description: guess my number - levels: - 14: - story_text: | - In this level you can program the game 'Guess my number' - - ### Exercise - Fill in the correct symbols on the blanks to get the game to work. - example_code: | - ``` - {print} 'Guess my number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess _ number - {print} 'Lower!' - {if} guess _ number - {print} 'Higher!' - {if} guess _ number - {print} 'You win!' - game = 'over' - ``` - hangman: - name: Hangman - default_save_name: Hangman - description: Guess the word - levels: - 17: - story_text: | - In this adventure we program a game of hangman. First we make some preparations, then we program the game and in the third part we add a drawing with the turtle. - - ### Exercise - ***Set the variables*** In this game of hangman, Player 1 chooses an answer and Player 2 has to guess the letters in this answer. - To let the computer know all the letters in the word, we will turn the answer into a list of letters. We also do this with the guesses Player 2 makes. - We will start the game with 2 empty lists. We have made an empty list for the variable answer for you. Now make an empty list for guessed_letters as well. - Then we fill in how many mistakes were made. At the start of the game, this should be 0. - The variable `amount_letters` tells us how many letters are in the answer. Ask Player 1 to tell us how many letters their word has. - Lastly we tell the computer if the game is over. We use the variable `game_over` and set it to `False`. - - ***Choosing the answer*** We want Player 1 to be able to choose the answer. We'll ask them, as many times as necessary, what the next letter is. - Then we add that letter to the answer. Lastly, we add an empty _ to the list of guessed letters, so we get as many _s as there are letters in the answer. - - ***Player 2's turn*** - Tell Player 2 its their turn. Then tell Player 2 how many letters there are in the answer. Finally, print the list of `guessed_letters`. - - ***Go to the next tab*** Now that all the starting variables are set, we can start programming the game itself. Check out the next tab to learn how! - example_code: | - ``` - print 'Hangman!' - - # Set the variables - answer = [] - guessed_letters = _ - mistakes_made = _ - amount_letters = {ask} _ - _ = 'False' - - # Choosing the answer - {for} _ - letter = {ask} 'Player 1, what is letter ' i '?' - _ - {add} '_' {to} _ - - # Player 2 turn - print _ - print _ - print guessed_letters - ``` - hangman_2: - name: Hangman 2 - default_save_name: Hangman_2 - description: Hangman 2 - levels: - 17: - story_text: | - Now it's time to program the hangman game. - - ### Exercise - - ***Paste your code*** Copy your code from the previous tab and paste the code in the programming field. - - ***The game*** This games continues playing until Player 2 is game over. Fill in the while command accordingly. Now, Player 2 is allowed to guess a letter, so ask Player 2 to guess a letter. - We need to check if their answer is correct, so check if their `guess` is (somewhere) in the (list) `answer`. Then we let the computer figure out which of the letter(s) is the guess. We have already programmed that part for you. - Next we want to compliment the player for finding a correct letter and we want to print the list `guessed_letters`, so the player can see their progress. - - The next part we're going to program is what happens when the player has guessed all of the letters. So if their list of `guessed_letters` is the same as our list `answer`. - If the lists are the same, congratulate Player 2 with their victory and set the variable `game_over` to `True`. - - Next we'll program what happens when Player 2 guesses wrong (so the `{else}` command). First, tell the player that their guess was wrong. Then increase the `mistakes_made` variable by 1. - - For the last part we'll program what happens when Player 2 has made 10 mistakes. We'll print that Player 1 has won the game. Then we'll print the correct answer. And finally, we'll set our `game_over` variable to `True`, so the game stops. - - ***Go to the next tab*** Amazing work! Your game is playable, but wouldn't it be fun if the hangman was actually drawn when Player 2 makes a mistake..? - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - guess = _ - {if} _ - {for} i {in} {range} 1 {to} amount_letters: - if answer[i] == guess: - guessed_letters[i] = guess - {print} _ - {if} guessed_letters == _: - {print} _ - game_over = _ - {else}: - {print} _ - mistakes_made _ - {if} _ == 10: - {print} _ - {print} _ - _ - ``` - hangman_3: - name: Hangman 3 - default_save_name: Hangman_3 - description: Hangman 3 - levels: - 17: - story_text: | - In a game of hangman the mistakes are shown by drawing a part of the hangman each time a mistake has been made. - We now add those drawings with our turtle! - - ### Exercise - ***Create a function that draws the hangman*** Create a function that draws the hangman in 10 steps. We have already made step 1 for you. - - ***Test the function*** Test the function by calling the function with 10. If you are happy with the function, remove the line that calls the function for now. We will call the function when the player makes a mistake. - - ***Paste your hangman game under your function*** Go back to the previous tab and copy your hangman game. Paste the game underneath your function. - - ***Call the function when the player makes a mistake*** Under the line `mistakes_made = mistakes_made + 1` we will call the function. We want the turtle to take the same amount of steps as the player has made mistakes, so we call the function with `mistakes_made` as argument. - - ***Enjoy your game!*** -
- The hangman could look like this -
- example_code: | - ``` - # Create a function that draws the hangman - {define} draw_hangman {with} step: - {if} step == 1: - {color} white - {forward} -100 - {turn} 90 - {forward} -50 - {color} black - {forward} 100 - {forward} -50 - - {if} step == 2: - _ - # Paste your hangman game here - - ``` - harry_potter: - name: Harry Potter - default_save_name: Harry Potter - description: Harry Potter adventures - levels: - 10: - story_text: | - ### Exercise - We can also make a Harry Potter themed fortune teller. Fill in blanks such that 9 lines are printed. - **Extra** Change the theme of the fortune teller into something else, such as your favorite book, film or tv show. - example_code: | - ``` - houses = Gryffindor, Slytherin, Hufflepuff, Ravenclaw - subjects = potions, defence against the dark arts, charms, transfiguration - fears = Voldemort, spiders, failing your OWL test - names = Harry, Ron, Hermione - _ - _ {print} name ' is placed in ' houses {at} {random} - _ {print} name ' is great at ' subjects {at} {random} - _ {print} name 's greatest fear is ' fears {at} {random} - ``` haunted: - name: Haunted House - default_save_name: Haunted House description: escape from the haunted house levels: 1: @@ -2226,27 +1099,10 @@ adventures: If you pick the right door you'll survive, but {if} not a terrible monster might... In level 1 we start our haunted house game by making up a scary story and {ask} the player what monster they'll see in the haunted house. - example_code: | - ``` - {print} How did I get here? - {print} I remember my friend telling me to go into the old mansion... - {print} and suddenly everything went black. - {print} But how did I end up on the floor...? - {print} My head hurts like Ive been hit by a baseball bat! - {print} What's that sound? - {print} Oh no! I feel like Im not alone in this house! - {print} I need to get out of here! - {print} There are 3 doors in front of me.. - {ask} Which door should i pick? - {echo} I choose door - {print} ...? - ``` story_text_2: | ### Exercise Can you finish the scary story? Or make up your own haunted house story? 2: - story_text: | - In this haunted house you can choose your monsters with emojis. Of course you could also use words. example_code: | ``` monster_1 {is} 👻 @@ -2258,10 +1114,6 @@ adventures: {print} Oh no! Quickly get to the kitchen. {print} But as you enter monster_3 attacks you! ``` - story_text_2: | - ### Exercise - In the example above the monsters are predetermined. So each time you run your code, the output is the same. - Can you add `{ask}` commands to make the haunted house interactive and have the players choose the monsters they come across? example_code_2: | ``` monster_1 {is} _ @@ -2278,17 +1130,6 @@ adventures: In the previous levels you've made an introduction to your haunted house game, but as you might have noticed the story would always have a dreadful end. In this level you can make your story more interactive by changing the outcome of the game; sometimes you'll get eaten, sometimes you'll escape! Let Hedy decide randomly! - example_code: | - ``` - _ Escape from the haunted house! - _ There are 3 doors in front of you... - _ _ _ Which door do you choose? - _ You picked door ... choice - monsters _ a zombie, a vampire, NOTHING YOUVE ESCAPED - _ You see... - {sleep} - _ _ _ _ - ``` 4: story_text: | In this level you learn how to use quotation marks in your games. @@ -2329,27 +1170,6 @@ adventures: ### Exercise Now it's very hard to win this game, can you make it easier to win? For example by only having 1 wrong door and 2 correct doors instead of 1 correct door en 2 wrong ones? - example_code: | - ``` - {print} 'Escape from the Haunted House!' - player = alive - doors = 1, 2, 3 - monsters = zombie, vampire, giant spider - {repeat} 3 {times} - {if} player {is} alive - correct_door {is} doors {at} {random} - {print} 'There are 3 doors in front of you...' - chosen_door = {ask} 'Which door do you choose?' - {if} chosen_door {is} correct_door - {print} 'No monsters here!' - {else} - {print} 'You are eaten by a ' monsters {at} {random} - player = dead - {else} - {print} 'GAME OVER' - {if} player {is} alive - {print} 'Great! You survived!' - ``` 11: story_text: | In this level we've changed the repeat command and we've added a line to our haunted house that tells the player in which room they are. @@ -2375,252 +1195,39 @@ adventures: {if} player {is} alive {print} 'Great! You survived!' ``` - 14: + if_command: + description: Introducing the if command + levels: + 9: story_text: | - ### Exercise - In this level you can use the `<` and `>` symbol to introduce lives to your game. - Make sure the player loses a life when they come across the wrong monster and that the game stops if you have no lives left. - example_code: | + In this level you can also put an {if} command inside another {if} command. + in_command: + description: Introducing the in command + levels: + 5: + example_code_2: | ``` - {print} 'Escape from the haunted house' - lives = 3 - doors = 1, 2, 3 - monsters = 'the wicked witch', 'a zombie', 'a sleeping 3 headed dog' - {for} i {in} {range} 1 {to} 10 - {if} lives _ - good_door = doors {at} {random} - monster = monsters {at} {random} - chosen_door = {ask} 'Which door do you choose?' - {if} good_door == chosen_door - {print} 'You have chosen the correct door' - {else} - {print} 'You see...' monster - {if} monster == 'a sleeping 3 headed dog' - {print} 'Pffieuw.... Its asleep' - {else} - {print} 'You lose one life' - lives = _ - {else} - {print} 'GAME OVER' - ``` - 16: - story_text: | - ### Exercise - This haunted house game uses the connection between the lists you can use in this level. - For example: all the properties that belong to the zombie are first in all the lists, witch second and vampire third. - Check out the code and fill in `weapons[i]`, `monsters[i]` , `bad_fate[i]`, `good_fate[i]`, `hint[i]` on the correct blanks to get the code to work! - example_code: | - ``` - numbers = [1, 2, 3] - i = numbers[{random}] - hint = ['growling', 'a cackling laugh', 'fluttering batwings'] - monsters = ['zombie', 'witch', 'vampire'] - bad_fate = ['Your brain is eaten', 'You are forever cursed', 'You are bitten'] - good_fate = ['You throw the ham. The zombie is distracted and starts eating it.', 'You set the curtains on fire. The witch flees out of fear for the fire', 'The vampire hates garlic and flees'] - weapons = ['ham', 'lighter', 'garlic'] - {print} 'You are standing in front of an old mansion' - {print} 'Something is not right here' - {print} 'You hear ' _ - {print} 'You are going to explore it' - {print} 'You enter the kitchen and see a lighter, a raw ham and a garlic.' - your_weapon = {ask} 'What do you bring with you?' - {print} 'With your ' your_weapon ' you enter the living room' - {print} 'There you find a ' _ - needed_weapon = _ - {if} your_weapon == needed_weapon - {print} 'You use your ' your_weapon - {print} _ - {print} 'YOU WIN!' - {else} - {print} 'You have chosen the wrong weapon...' - {print} _ - {print} 'GAME OVER' - ``` - hotel: - name: hotel - default_save_name: hotel - description: hotel - levels: - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, and you've learned how to combine it with an {ask}. - You might have wondered why you would use functions, because the functions in the example were only one line of code. - Now we will show you what a bigger function looks like and we will use multiple agruments now as well. You'll see how much better it is to use a function once the function gets bigger. - Here is an example of a function with arguments combined with {ask} commands. - example_code: | - ``` - {define} welcome_message {with} title, last_name, country, room_number - {print} 'Welcome to Hotel Hedy, ' title ' ' last_name - nice_trip {is} {ask} 'Did you have a nice trip from, ' country '?' - {if} nice_trip {is} 'yes' - {print} 'Lovely!' - {else} - {print} 'Sorry to hear that.' - {print} 'Hopefully you can take a nice rest in you room.' - {print} 'Your room number is ' room_number - - {print} 'Hello. Please fill in your information to check in.' - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - ``` - - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - if_command: - name: '{if} & {else}' - default_save_name: if_command - description: Introducing the if command - levels: - 5: - story_text: | - ## If... else.... - In level 5 there is something new, the `{if}`! With the `{if}` you can choose between two different options. - This code prints nice if you enter Hedy as a name, and boo! if you enter something else. - `{ask}` and `{print}` still work like they did in level 4. - example_code: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' {else} {print} 'boo!' - ``` - story_text_2: | - Sometimes code with an `{if}` gets really long and does not fit on the line well.
You may also divide the code over two lines, starting the second line at the `{else}` like this: - example_code_2: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - ``` - story_text_3: | - ### Exercise - Try to create your own code with `{if}` and `{else}`. You can use the example code if you want. - example_code_3: | - ``` - answer {is} {ask} '2 + 2 = ?' - _ _ _ 4 _ 'Great job!' - _ _ 'No 2 + 2 = 4' - ``` - 8: - story_text: | - ## If... Else... - You have learned to repeat a block of lines of code after a `{repeat}` command. - Now you can also use indentation to make blocks after a {if} or {else} command. - Check out the example code. - - ### Exercise - Add an {else} command to the example code. Make a block of line using indentation. You do this by starting each line with 4 spaces. - example_code: | - ``` - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {print} 'You can play on your computer!' - ``` - 9: - story_text: | - In this level you can also put an {if} command inside another {if} command. - example_code: | - ``` - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - ``` - in_command: - name: '{in}' - default_save_name: in_command - description: Introducing the in command - levels: - 5: - story_text: | - ## Lists - When we want to check if something is in a list, we can now use the `{in}` command. - This code prints pretty! if you choose green or yellow, and meh otherwise. - example_code: | - ``` - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - ``` - story_text_2: | - ### Exercise - Finish the example code by filling in the blanks with commands that you've learned. - When you've finished the code, try to create a code of your own and use a question that you've thought of yourself. - example_code_2: | - ``` - animals is dog, cow, sheep - answer is ask 'What is your favorite animal?' - _ answer _ animals _ 'Mine too!' - _ _ 'My favorite animals are dogs, cows and sheep' + animals is dog, cow, sheep + answer is ask 'What is your favorite animal?' + _ answer _ animals _ 'Mine too!' + _ _ 'My favorite animals are dogs, cows and sheep' ``` is_command: - name: '{is}' - default_save_name: is_command description: introducing is command levels: 2: - story_text: | - ## Variables - You can name a word with `{is}`. This is called a **variable**. In this example we made a variable called name and a variable called age. You can use the word name anywhere in your code and it will be replaced by Hedy, like this: - example_code: | - ``` - name {is} Hedy - age {is} 15 - {print} name is age years old - ``` story_text_2: | ### Exercise Time to make your own variables! In the example code we made an example of the variable `favorite_animal`. In line 1 the variable is set, and in line 2 we haved used the variable in a print command. Firstly, finish our example by filling in your favorite animal on the blank. Then make at least 3 of these codes yourself. Pick a variable, and set the variable with the {is} command. Then use it with a {print} command, just like we did. - example_code_2: | - ``` - favorite_animal {is} _ - {print} I like favorite_animal - ``` - 6: - story_text: | - We also make a change in storing a word in a variable! You may now use `=` instead of `{is}` when we store a name or a number in a variable, like this: - example_code: | - ``` - name = Hedy - answer = 20 + 4 - ``` 14: - story_text: | - We are going to learn more new items. You might know them already from mathematics, the `<` and `>`. - The `<` checks if the first number is smaller than the second, for example age `<` 12 checks if age is smaller than 12. - If you want to check if the first number is smaller or equal to the second, you can use `<=`, for example age `<=` 11. - The `>` checks if the first number is bigger than the second, for example points `>` 10 checks if points is larger than 10. - If you want to check if the first number is bigger or equal to the second, you can use `>=`, for example points `>=` 11. - You use these comparisons in an `{if}`, like this: example_code: | ``` age = {ask} 'How old are you?' {if} age > 12 {print} 'You are older than I am!' ``` - story_text_2: | - From this level on, if you want to compare exactly, you can use two equal signs. This is what most programming languages do: - example_code_2: | - ``` - name = {ask} 'What is your name?' - {if} name == 'Hedy' - {print} 'You are cool!' - ``` - story_text_3: | - You can also compare if something is *not* equal to something else using `!=` like this: example_code_3: | ``` name = {ask} 'What is your name?' @@ -2633,56 +1240,14 @@ adventures: {else} {print} 'You are older than me!' language: - name: Language default_save_name: language - description: Practice words in a foreign language levels: 5: story_text: | Make your own program to practice your vocabulary in a new language. - example_code: | - ``` - {print} 'Learn French!' - cat {is} {ask} '🐱' - {if} cat {is} chat {print} 'Terrific!' - {else} {print} 'No, cat is chat' - frog {is} {ask} '🐸' - {if} frog {is} grenouille {print} 'Super!' - {else} {print} 'No, frog is grenouille' - ``` - 16: - story_text: | - ### Exercise - Take a look at the example code. This is a program to practise French vocabulary. Now make your own program to practice your vocabulary in a new language. - If you don't know any other languages, you can use Google translate or you can use emojis and your native language. - example_code: | - ``` - french_words = ['bonjour', 'ordinateur', 'pomme de terre'] - translation = ['hello', 'computer', 'potato'] - score = 0 - {for} i {in} {range} 1 {to} 3 - answer = {ask} 'What does ' french_words[i] ' mean?' - correct = translation[i] - {if} answer == correct - {print} 'Correct!' - score = score + 1 - {else} - {print} 'Wrong, ' french_words[i] ' means ' translation[i] - {print} 'You gave ' score ' correct answers.' - ``` maths: - name: maths - default_save_name: maths - description: Introducing maths levels: 6: - story_text: | - In this level you learn something new: you can now also calculate. - - The plus is easy, you write it like with math: `5 + 5` for example. The minus also works fine, it is `5 - 5`. - - The times is a bit different, because there is no times symbol on your keyboard. Just search, there really isn't! - That is why we multiply with the asterisk above 8: `5 * 5`. Read that as "5 times 5" that helps you remember it best. example_code: | ``` {print} '5 plus 5 is ' 5 + 5 @@ -2690,17 +1255,6 @@ adventures: {print} '5 times 5 is ' 5 * 5 ``` 12: - story_text: |- - **Decimal numbers** - So far, Hedy did not allow for decimal numbers like 1.5, but now we do allow that. Note that computers use the `.` for decimal numbers. - example_code: | - ``` - {print} 'Two and a half plus two and a half is...' - {print} 2.5 + 2.5 - ``` - story_text_2: |- - **Maths with words** - In this level you can also do addition with words like this: example_code_2: | ``` a = 'Hello ' @@ -2710,414 +1264,15 @@ adventures: {print} 2.5 + 2.5 music: - name: music - default_save_name: music - description: Play a tune! levels: - 1: - story_text: |- - In this level you'll learn how to use the `{play}` command to play a tune! - - Type `{play}` followed by the note you want to play. The scale goes C-D-E-F-G-A-B. - As you can see there are 7 different letters, but we can play more than just 7 notes. - Type a number between 1 and 10 behind the letter to choose the scale, for example after B4 comes C5. - C1 is the lowest note you can play, C10 is the highest. - - ### Exercise - Try out the example code and then play around with it! Can you create your own melody? - In the next level you'll learn how to play some existing songs. - example_code: |- - ``` - {play} C4 - {play} D4 - {play} E4 - {play} F4 - {play} G4 - {play} A4 - {play} B4 - {play} C5 - ``` - 2: - story_text: | - ### Exercise - Finish the songs! We have started the codes for some melodies. - example_code: | - ``` - {print} Old Mac Donald had a farm - {play} C5 - {play} C5 - {play} C5 - {play} G4 - {play} A4 - {play} A4 - {play} G4 - ``` - story_text_2: As you can see, you can also use the `{sleep}` command to add a little pause in the song. - example_code_2: | - ``` - {print} Twinkle Twinkle Little Star - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} 1 - {play} F - {play} F - ``` - 3: - story_text: | - Create a random melody! - - ### Exercise - The example code creates a random melody, but it's very short and not many notes are used. - Add more notes to the list and create a longer melody by copying the last line a couple more times. - example_code: | - ``` - notes {is} A4, B4, C4 - {play} notes {at} {random} - {play} notes {at} {random} - {play} notes {at} {random} - ``` - 4: - story_text: | - Use the `{clear}` command to create a karaoke machine! - - ### Exercise - Finish the karaoke version of 'Mary had a little lamb'. - Then, create a karaoke version of any song you'd like! - example_code: | - ``` - {print} 'Mary had a little lamb' - {play} E - {play} D - {play} C - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Little lamb, little lamb' - {play} D - {play} D - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Mary had a little lamb' - {play} E - ``` - 5: - story_text: | - You don't always have to use the `{play}` command to play a whole song, sometimes you just want to play one note. - For example, if you want to make a quiz, you can play a happy high note if the answer is right and a sad low note if the answer is wrong. - - ### Exercise - Finish the first question by adding a line of code that plays a C3 note if the wrong answer is given. - Then think of 3 more questions to add to this quiz. - example_code: | - ``` - answer {is} {ask} 'What is the capital of Zimbabwe?' - {if} answer {is} Harare {play} C6 - _ - ``` 6: story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\n This calls for musical maths! Try out the example code a couple of times with different starting numbers. \nThen, see if you can compose a song using the numbers.\n" - example_code: | - ``` - number = {ask} 'Say a starting number between 1 and 67' - {print} number - {play} number - number = number + 1 - {print} number - {play} number - number = number + 1 - {print} number - {play} number - ``` - 7: - story_text: | - Using the `{repeat}` command can make your codes for melodies a lot shorter! - - ### Exercise - Finish the code for Twinkle Twinkle Little Star by using the `{repeat}`command. - Then go back to the songs you've made in the previous levels. Can you shorten those codes too? - example_code: | - ``` - {print} 'Twinkle Twinkle Little Star' - {repeat} 2 {times} {play} C4 - {repeat} 2 {times} {play} G4 - _ - ``` - 8: - story_text: | - Now that we can use the `{repeat}` command for multiple lines, we can make songs even more easily! - - ### Exercise - Finish the song of Brother John (Frère Jacques). Don't forget to use `{repeat}`! - example_code: | - ``` - {print} 'Brother John' - {repeat} 2 {times} - {play} C - {play} D - {play} E - {play} C - {repeat} 2 {times} - {play} E - {play} F - {play} G - {sleep} 1 - ``` - 9: - story_text: | - From this level on you can - among other things - use a {repeat} command inside a {repeat} command. - That makes songs like 'Happy birthday' even shorter! - - ### Exercise - Finish the song! - example_code: | - ``` - first_time = yes - {repeat} 2 {times} - {repeat} 2 {times} - {play} C - {play} D - {play} C - {if} first_time {is} yes - {play} F - {play} E - first_time {is} no - {else} - _ - ``` - 12: - story_text: | - Use functions in your songs! As you can see in the example code, you can make a function for each line of Twinkle Twinkle Little Star. Once you've programmed the first three lines, all you have to do is call the functions in the order you want them played in. - - ### Exercise - Finish the song of Twinkle Twinkle Little Star. - Then look back at all the songs you've programmed in the levels before, can you make those codes better and shorter using functions too? - example_code: | - ``` - {define} first_line - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} - - {define} second_line - {play} F - {play} F - {play} E - {play} E - {play} D - {play} D - {play} C - {sleep} - - {define} third_line - {play} G - {play} G - {play} F - {play} F - {play} E - {play} E - {play} D - {sleep} - - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - ``` - 13: - story_text: | - You can use a function with an argument for songs that have line that are almost the same, but slightly different each time. - One example is the song 'Yankee Doodle'. The first 4 notes of the first lines are the same, but each time they are followed by a different couple of notes. - - ### Exercise - Can you finish the song of Yankee Doodle? - Can you think of another song to program this way? - example_code: | - ``` - {print} 'Yankee Doodle' - {define} _ {with} note_1, note_2, note_3 - {play} C4 - {play} C4 - {play} D4 - {play} E4 - {play} _ - {play} _ - {play} _ - - {call} line_1 {with} 29, 31, 30 - {call} line_1 {with} 29, 28, 0 - {call} line_1 {with} 32, 31, 30 - - {play} C4 - {play} B3 - {play} G3 - {play} A3 - {play} B3 - {play} C4 - {play} C4 - ``` - 14: - story_text: | - You can program music for fun, but you can also use the musical notes to make something useful like a fire alarm! - - ### Exercise - Make sure the fire alarm rings when there is a fire! - example_code: | - ``` - {define} fire_alarm - {print} 'FIRE!' - note = 40 - {for} i {in} {range} 1 {to} 100 - {if} note _ 50 - note = note + 5 - {play} _ - {else} - note = 40 - - fire = {ask} 'Is there a fire?' - {if} fire _ 'yes' - {call} fire_alarm - ``` - 15: - story_text: | - **Warning** This adventure can become extremely annoying! - We can also use the {while} command to repeat a song forever. - - ### Exercise - Finish the never-ending song. - example_code: | - ``` - {define} song - {play} _ - - yes_or_no = {ask} 'Do you want to hear my never-ending song?' - {while} yes_or_no = 'yes' - {call} song - {print} '🥳' - ``` - 16: - story_text: | - Upgrade your Old MacDonald code! - - ### Exercise - Take your code from the 'Sing a Song' adventure and add musical notes to it! - You can make a function for each line in the song and call that function after the line is printed. - We defined the first line for you and called it in the code. Can you finish the whole song? - example_code: | - ``` - {define} line_1 - {for} i {in} {range} 1 {to} 3 - {play} G - {play} D - {for} i {in} {range} 1 {to} 2 - {play} E - {play} D - - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - for i in range 1 to 3 - animal = animals[i] - sound = sounds[i] - print 'Old MacDonald had a farm' - call line_1 - print 'E I E I O!' - _ - ``` - 17: - story_text: | - You can use the {elif} to create different options. - - ### Exercise - Firstly, add colons to get the code to work. - Then finish this code by adding at least 2 other songs for other moods. For example a happy song and an angry song. - example_code: | - ``` - {define} scary_song - {for} i {in} {range} 1 {to} 3 - {play} G - {play} E - {sleep} 2 - {for} i {in} {range} 1 {to} 3 - {play} F - {play} D - - mood = {ask} 'Which emotion are you feeling?' - {if} mood {is} 'fear' - {call} scary_song - {elif} _ - ``` - 18: - story_text: | - ### Exercise - Even in this last level of Hedy we can make some music! Be careful of all the syntax that is needed now. - Take a good look at how the functions are defined and called upon in the example code. - Finish the song! - example_code: | - ``` - {def} line_1(): - {for} i {in} {range}(1, 5): - {play} A - {play} D - {play} F - {play} A - - {def} line_2(): - {for} i {in} {range}(1, 5): - {play} G - {play} C - {play} E - {play} G - - {def} line_3(): - _ - - {print} ('The drunken sailor') - {print} ('What shall we do with the drunken sailor?') - line_1() - line_2() - line_3() - {print} ('Early in the morning') - ``` parrot: - name: Parrot - default_save_name: Parrot - description: Create your own online pet parrot that will copy you! levels: 1: - story_text: | - Create your own online pet parrot that will copy you! - example_code: | - ``` - {print} Im Hedy the parrot - {ask} whats your name? - {echo} - {echo} - ``` story_text_2: | ### Exercise Can you make the parrot ask a different question? Fill in the blanks in the example! - example_code_2: | - ``` - {print} Im Hedy the parrot - {ask} _ - {echo} - {echo} 2: story_text: | Create your own online pet parrot that will copy you! @@ -3150,15 +1305,6 @@ adventures: story_text: | In this level we have to use quotation marks with the commands `{ask}` and `{print}`. Can you complete the code by adding quotation marks? - example_code: | - ``` - words {is} squawk, Hedy - {print} _ Train your parrot! _ - new_word {is} {ask} _ Which word do you want to teach them? _ - {add} new_word {to_list} words - {print} _ 🧒 Say _ new_word _, Hedy!_ - {print} _ 🦜 _ words {at} {random} - ``` 5: story_text: | Reward your parrot {if} it says the correct word! @@ -3175,9 +1321,6 @@ adventures: {else} {print} '🧒 No, Hedy! Say ' new_word ``` piggybank: - name: Piggy Bank - default_save_name: Piggy Bank - description: Count your pocketmoney! levels: 12: story_text: | @@ -3194,10 +1337,6 @@ adventures: {print} 'You can buy a ' wish ' in ' weeks ' weeks.' ``` 14: - story_text: | - ### Exercise - In this level you can let Hedy tell you if you have saved up enough money! - Finish this code by filling in the blanks! example_code: | ``` _ calculate_budget with wish, money, allowance @@ -3217,45 +1356,7 @@ adventures: {call} calculate_budget with _, _, _ ``` pressit: - name: Key presses - default_save_name: Pressed - description: Try linking a keyboard key to a command! levels: - 5: - story_text: | - In this level there is another new keyword: `{pressed}`! - With `{pressed}` you can use keys on your keyboard to control what lines are used. - - ### Exercise - Look at the example and add one more line of code that reacts to a key press. - example_code: | - ``` - {print} 'Do you want a good (g) or bad (b) ending?' - {if} g {is} {pressed} {print} 'They lived happily ever after ❤' - {else} {print} 'The prince was eaten by a hippopotamus 😭' - ``` - story_text_2: | - You can also link turtle commands to keys. - - ### Exercise - Copy the lines a few times so you can create a larger drawing. - example_code_2: | - ``` - {if} y {is} {pressed} {forward} 15 - {else} {turn} 90 - ``` - 7: - story_text: | - Now that you have learned about `{repeat}`, we can press keys multiple times. - You can use it to make the turtle walk forward and turn. - - ### Exercise - The code you have seen in level 5 only checks the key once. Copy the example code and add a `{repeat}` to it, so that you can press the keys many times. - Use this code to draw something nice. - example_code: | - ``` - {if} x {is} {pressed} {forward} 15 {else} {turn} 90 - ``` 9: story_text: | Now that you know how to combine statements, you can create a touch type tool with `{pressed}`. @@ -3263,54 +1364,9 @@ adventures: ### Exercise Finish the code. Each time a random letter should be chosen, which you have to press. You get a point for a correct press, and and two points deduction for a wrong press. **(extra)** Clear the screen after each letter, and show the user how many points they have scored. - example_code: | - ``` - points = 0 - letters = a, b, c, d, e - {repeat} 10 {times} - letter = _ _ _ - {print} 'Press the letter ' letter - {if} letter {is} {pressed} - _ - _ - _ - ``` print_command: - name: '{print}' - default_save_name: print - description: Introduction print command levels: - 1: - story_text: | - ## The print command - You can print text to the screen using the `{print}` command. - example_code: | - ``` - {print} Hi there, programmer! - {print} Welcome to Hedy! - ``` - story_text_2: | - ### Exercise - In Hedy you will find exercises in every adventure. An exercise allows you to practise the new commands and concepts, and lets you give your own twist to the example codes. - In this exercise you will see a pink blank space. You have to fill something in the place of the blank space before the code can be run. - - Fill in the `{print}` command in the blank space and then add five more lines of code. Each line has to start with a `{print}` command. - Have fun! - example_code_2: | - ``` - _ Hello! - ``` 18: - story_text: |- - We arrived at real Python code! That means we need to use parentheses with `{print}` and `{range}` from now on. - It also means you can use Hedy code from this level in any Python environment as long as you use the English commands. If you haven't until now, you can switch the toggle in the commands menu to do so. - example_code: | - ``` - {print}('Hello!') - {for} i {in} {range}(1, 10): - {print}('This is line ', i) - ``` - story_text_2: If you want to print more than one item, you need to separate them by commas. example_code_2: | ``` temperature = 25 @@ -3318,158 +1374,13 @@ adventures: ``` {print}('My name is ', name) - quizmaster: - name: Quizmaster - default_save_name: Quizmaster - description: Make your own quiz! - levels: - 14: - story_text: | - ### Exercise - In this adventure you can make your own quiz! Fill in the blanks, add more questions and enjoy your own quiz! - You can make a quiz about anything you like: your hobby, your favorite animal, your favorite book or anything at all! - example_code: | - ``` - {print} 'Make your own quiz' - points_a = 0 - points_b = 0 - {print} 'Question' - {print} 'Answer option A' - {print} 'Answer option B' - answer = {ask} 'Which answer?' - {if} answer == 'A' - points_a = points_a + 1 - {if} answer == 'B' - points_b = points_b + 1 - {print} 'End of the quiz!' - {print} 'Lets see the results!' - {if} points_a > points_b - {print} 'You belong to the A club' - {if} points_b > points_a - {print} 'You belong to the B club' - ``` - quotation_marks: - name: '''quotation marks''' - default_save_name: quotation_marks - description: Introduction quotation marks - levels: - 4: - story_text: | - ## 'Quotation marks' - In level 4 `{ask}` and `{print}` have changed. - You must put text that you want to print between quotation marks. - This is useful, because now you can print all the words you want. Also the words you used to store something with `{is}`. - Most programming languages also use quotation marks when printing, so we are also getting a step closer to real programming! - example_code: | - ``` - {print} 'You need to use quotation marks from now on!' - answer {is} {ask} 'What do we need to use from now on?' - {print} 'We need to use ' answer - ``` - story_text_2: | - ## Contractions - Important! Mind that now that we're using quotation marks, Hedy will get confused when you use the apostrophe for contractions like I'm or What's. - Make sure to remove those apostrophes and change the spelling to I am or What is. - Check out the example code to see the wrong way of using apostrophes. - example_code_2: | - ``` - _ This is the wrong way of using apostrophes _ - {print} 'I'm babysitting my sister's kids' - {print} 'What's more fun than that?' - ``` - 12: - story_text: | - **All texts need to be in quotation marks** - For this level on you will also have to use quotation marks when storing a text with `=`: - example_code: | - ``` - name = 'Hedy the Robot' - {print} 'Hello ' name - ``` - story_text_2: | - **All items in lists need quotation marks too** - Lists are texts, so they need quotation marks too. Mind that each single item on the list has quotation marks. - This allows you to save two words as 1 item on the list, for example 'Black Widow'. - example_code_2: | - ``` - superheroes = 'Spiderman', 'Batman', 'Black Widow' - {print} superheroes {at} {random} - ``` - story_text_3: | - **All text after `{if}` comparisons need quotation marks too** - example_code_3: | - ``` - name = {ask} 'What is your name?' - {if} name = 'Hedy the Robot' - {print} 'Hi there!' - ``` - story_text_4: | - **Numbers don't need quotation marks** - For numbers, you do not use quotation marks in the `=`: - example_code_4: | - ``` - score = 25 - {print} 'You got ' score - ``` random_command: - name: '{random}' - default_save_name: random_command - description: introducing at random command - levels: - 3: - story_text: | - ## At random - In this level you can make a list using the `{is}` command. You can let the computer choose a random item from that list. You do that with `{at} {random}`. - example_code: | - ``` - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - ``` - story_text_2: | - You can use the `{at} {random}` command in a sentence as well. - example_code_2: | - ``` - food {is} sandwich, slice of pizza, salad, burrito - {print} I am going to have a food {at} {random} for lunch. - ``` - story_text_3: | - ### Exercise - Try out the `{at} {random}` command by making your own gameshow (like the ones on tv) where you choose a door or suitcase and it contains a big price! - Can you do it? We have already put the first lines into the example code. - example_code_3: | - ``` - {print} The big gameshow! - {print} There are 3 suitcases in front of you... - chosen {is} {ask} Which suitcase do you choose? - prices {is} _ - _ - ``` - 16: - story_text: |- - We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. - We use square brackets to point out a place in a list. For example: `friends[1]` is the first name on the list of friends, as you can see in the first part of the example code. The second part of the example code shows you that we can also match 2 lists using the variable i. - example_code: | - ``` - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - ``` - story_text_2: |- - Now that you've learned to use the brackets in lists, you can also start using the {at} {random} command in the Python way! - You simply type the name of your list with `[random]` behind it! - example_code_2: |- - ``` - fruit = ['apple', 'banana', 'cherry'] - {print} fruit[random] - ``` + levels: + 16: + story_text: |- + We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. + We use square brackets to point out a place in a list. For example: `friends[1]` is the first name on the list of friends, as you can see in the first part of the example code. The second part of the example code shows you that we can also match 2 lists using the variable i. repeat_command: - name: '{repeat}' - default_save_name: repeat_command description: repeat command levels: 7: @@ -3479,23 +1390,6 @@ adventures: ### Exercise Play around with the repeat command. Can you make the happy birthday song in only 3 lines of code instead of 4 now? - example_code: | - ``` - {repeat} 3 {times} {print} 'Hedy is fun!' - ``` - 8: - story_text: | - ### Repeat commands and indentation - In this level you can repeat multiple lines of code with only 1 repeat command. - You do this by making a block of lines that you want to repeat. - The lines in this block will need **indentation** . - That means putting four spaces at the beginning of each line. You will also have to indent when you just want to create a block of one line. - example_code: | - ``` - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This is all repeated 5 times' - ``` 9: story_text: | Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... @@ -3511,66 +1405,18 @@ adventures: {else} {print} 'Maybe you should practice some more in the previous level' repeat_command_2: - name: '{repeat} 2' - default_save_name: repeat_command_2 description: repeat command 2 levels: 7: - story_text: | - ## Repeat with other commands and with variables - You have practiced the `{repeat}` command in combination with the `{print}` command now, but did you know you could also use other commands with `{repeat}` ? - In this example code you can see that `{repeat}` can also be used with an `{ask}`, `{if}` or `{else}` command. - example_code: | - ``` - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - ``` story_text_2: | Another interesting thing you can so with the `{repeat}` command is using variables to set the amount of times something should be repeated. In the example code you can see that we first ask the person how old they are. Then, in line 3, the question is repeated 'age' times. So we have used the variable 'age' with the `{repeat}` command. - example_code_2: | - ``` - {print} 'Yay! It is your birthday!' - age = {ask} 'How old are you now?' - {repeat} age {times} {print} 'Hip Hip Hurray!' - ``` - 8: - story_text: | - ### In the block or not? - In this level you have to think carefully which lines of code should be in the block and which shouldn't. - For example: If you want to sing the song *the muffin man*. You only want the line with 'the muffin man' to be repeated twice. - This means the last line shouldn't start with indentation as it doesn't belong to the block. - If you do start the last line with indentation the song will turn out wrong. - - ### Exercise - Each line in the example code starts with a blank. Remove the blanks and try to figure out which line need indentation and which don't to make the muffin man song. - example_code: | - ``` - _ {print} 'Do you know the muffin man?' - _ {repeat} 2 {times} - _ {print} 'The muffin man' - _ {print} 'Do you know the muffin man, who lives on Drury Lane?' - ``` restaurant: - name: Restaurant - default_save_name: Restaurant - description: Create your own virtual restaurant levels: 1: - story_text: | - In level 1 you can make your own virtual restaurant and take your guests' orders. story_text_2: | ### Exercise Can you think of more lines to add to your restaurant code? For example, can you {ask} the guests what they'd like to drink, tell them the price, or wish them a pleasant meal? - example_code_2: | - ``` - {print} Welcome to Hedy's restaurant 🍟 - _ What would you like to order? - {echo} So you would like to order - {print} Thank you for your order! - {print} It's on its way! - ``` 2: story_text: | In level 2 you could expand your restaurant by using variables. In level 1 Hedy could only {echo} the order once and only remember the last thing that was ordered. @@ -3591,10 +1437,6 @@ adventures: ### Exercise Can you make this code more elaborate? For example by adding drinks to the order? Or...? 3: - story_text: | - Having trouble to decide what you wanna have for dinner? You can let Hedy choose for you! - Simply add lists of your favorite (or least favorite) meals and Hedy can randomly choose your dinner. - You can also have a bit of fun, by letting Hedy choose the price for your dinner as well! What will you get? example_code: | ``` {print} Welcome to Hedy's Random Restaurant! @@ -3629,19 +1471,6 @@ adventures: ### Exercise 2 Go back to the previous level and copy your restaurant code. Make the code work in this level by adding quotation marks in the right spots and add some `{clear}` commands. - example_code: | - ``` - _ Add the quotation marks to this code _ - {print} Welcome to Restaurant Chez Hedy! - {print} Today we are serving pizza or lasagna. - food {is} {ask} What would you like to eat? - {print} Great choice! The food is my favorite! - topping {is} {ask} Would you like meat or veggies on that? - {print} food with topping is on its way! - drinks {is} {ask} What would you like to drink with that? - {print} Thank you for your order. - {print} Your food and drinks will be right there! - ``` 5: story_text: | In this level the {if} command allows you to {ask} your customers questions and give different responses to the answers. @@ -3691,24 +1520,6 @@ adventures: {repeat} people times food = {ask} 'What would you like to eat?' {print} 'Thanks for your order! Its coming right up!' ``` - 8: - story_text: | - In this level you can make your virtual restaurant more elaborate by repeating multiple lines of code. Like this: - - ### Exercise - This code can be expanded with more items on the menu, for example offering drinks, and/or multiple courses or desserts. Add at least one more item. - **Extra** Add even more items, as many options as you like! - example_code: | - ``` - {print} 'Welcome to Restaurant Chez Hedy!' - people = {ask} 'How many people will be joining us today?' - {print} 'Great!' - {repeat} people {times} - food = {ask} 'What would you like to order?' - {print} food - {print} 'Thank you for ordering!' - {print} 'Enjoy your meal!' - ``` 9: story_text: | In this level you can use nesting to make your restaurant more realistic and more fun! @@ -3808,48 +1619,9 @@ adventures: price = price - 3 {print} 'That will be ' price ' dollars' ``` - 15: - story_text: | - With the `{while}` you can make sure your costumers can keep adding orders until they are done. - - ### Exercise - Correctly add the `{while}` command to this code. - example_code: | - ``` - {print} 'Welcome at McHedy' - more = 'yes' - _ - order = {ask} 'What would you like to order?' - {print} order - more = {ask} 'Would you like to order anything else?' - {print} 'Thank you!' - ``` rock: - name: Rock, paper, scissors default_save_name: Rock - description: Make your own rock, paper, scissors game levels: - 1: - story_text: | - In level 1 you can start with a rock, paper, scissors game. - - With `{ask}` you can make a choice, and with `{echo}` you can repeat that choice. - example_code: | - ``` - {print} what do you choose? - {ask} choose from rock, paper or scissors - {echo} so your choice was: - ``` - story_text_2: | - ### Exercise - Instead of using words, you could also use emojis: ✊✋✌ - Can you create a code using emojis? - example_code_2: | - ``` - {print} what do you choose? - {ask} choose from _ - {echo} so your choice was: - ``` 2: story_text: | In this level you can practise using the variables, so that you can make the rock, paper, scissors game in the next level! @@ -3859,16 +1631,6 @@ adventures: {print} I choose choice ``` 3: - story_text: | - You can use the `{at} {random}` command to let the computer pick rock, paper or scissors! - - ### Exercise - Finish the code by using the `{at} {random}` command. - example_code: | - ``` - choices {is} rock, paper, scissors - {print} choices _ - ``` story_text_2: | ### Exercise Now you only have one player, so can you add a second player? @@ -3879,16 +1641,6 @@ adventures: {print} player 1 chooses... choices {at} {random} {print} player 2 _ ``` - 4: - story_text: | - In this level we can further program rock, paper, scissors. But if you want to add text, you have to use quotation marks here too. - ### Exercise - Fill in quotation marks on the blanks. Mind that the variable `choices` should be outside the quotes. - example_code: | - ``` - choices {is} rock, paper, scissors - {print} _The computer chooses..._ choices {at} {random} - ``` 5: story_text: | In this level we can determine who won. @@ -3954,9 +1706,6 @@ adventures: {print} 'The computer wins!' ``` 15: - story_text: | - ### Exercise - Play until you beat the computer! But first, finish the example code... example_code: | ``` won = 'no' @@ -3975,9 +1724,6 @@ adventures: won = 'yes' ``` rock_2: - name: Rock, paper, scissors 2 - default_save_name: rock_2 - description: Part 2 of rock, paper, scissors levels: 2: story_text: | @@ -3991,9 +1737,7 @@ adventures: {print} I choose choice ``` secret: - name: SuperSpy default_save_name: language - description: Make your own spy code levels: 12: story_text: | @@ -4016,164 +1760,14 @@ adventures: 13: story_text: | The code you made in the previous level can be made a lot easier in this one with the `{and}` command. - example_code: | - ``` - name = {ask} 'What is your name?' - password = {ask} 'What is your password?' - {if} name {is} 'Agent007' _ password {is} 'TOPSECRET' - {print} 'Go to the airport at 02.00' - {else} - {print} 'Go to the trainstation at 10.00' - ``` - simon: - name: Simon Says - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - Let's make a game of Simon Says! Simon Says is a memory game in which the player will be given a color. They have to repeat that color back. - If they get it right a color is added to the sequence, so they now have to remember 2 colors, then 3, then 4 etc. the game stops as soon as the player makes a mistake. - - ### Exercise - In this first part of the Simon Says adventure, we'll let the computer pick a random color and add it to a list. - - ***Make 2 lists*** First, make a list called `colors` and fill it with the colors red, yellow, green and blue. - Then make a list called `simon_sequence`. This list will be used as the answer. - At the start of the game this lists need to be empty. unfortunately, we can't create an empty list (yet), so we'll fill it with the words 'empty' and 'list' and we'll remove them from the list immediately. - - ***Create a function that adds a color to the sequence*** Now that we have an empty list called simon_sequence, we can start filling it with random colors. - We do that with a function, so we can call it everytime there's a new level in our game. Create a function called `add_random_color`. - Then create the variable random_color and set it to a random color. Next, add this random color to the simon_sequence. - - ***Create a function that shows the simon_sequence*** Start by naming the new function `show_simon_sequence` with `level` as an argument. Now we want to show as many colors as the level we are in (in level 1 you see 1 color, in level 2 you see 2 colors etc). - So we repeat `level` times, to print the `simon_sequence[i]`. Each time a color is shown, wait for 1 second and then clear the screen. - - ***Test your program*** Before you go to the next level, test if the functions are working by calling both of the functions. If they're working you should see a random color in your output screen. - Remove this testing part of your code, copy the code and continue to the next tab to learn more about the simon says game! - example_code: | - ``` - # Make 2 lists - colors = _ - _ = ['empty', 'list'] - {remove} _ {from} simon_sequence - {remove} _ - - # Create a function that adds a color - _ add_random_color - _ - {add} _ - - # Create a function that shows the simon_sequence - {define} _ - {for} i {in} {range} 1 {to} _ - {print} _ - _ - _ - - # Test your program - {call} _ - {call} show_simon_sequence {with} 1 - ``` - simon_2: - name: Simon Says 2 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - We'll continue with our Simon Says game! - - ### Exercise - ***Paste your code here*** Paste your code from the previous level here. Don't forget to remove the part that was just used for testing the functions. - - ***Create a function that creates the player_sequence*** The list `player_sequence` is used to capture the answers of the player. First we define the function with the argument level. - Next, we ask level times what the color is that they choose. We call that variable `answer`. Then we add the variable `answer` to the list player_sequence. - - ***Setting up the game*** Before we program the game in the next tab, we'll need some starting variables. First, we'll set the variable `level` to 1 and the variable `game_over` to False. - Then we make an introduction for the game. We'll print 'Welcome to Simon Says!' and clear the screen after 1 second. - - ***Continue to the next tab to finish the game!**** Don't forget to copy your code and take it with you to the next tab. - example_code: | - ``` - # Paste your code here - - - # Create a function that creates the player_sequence - {define} _ - {for} _ - _ 'What is color number ' i '?' - {add} answer {to} _ - - # Set up - level = _ - game_over = _ - {print} _ - _ 1 - _ - ``` - simon_3: - name: Simon Says 3 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - In this tab we'll program the game of Simon Says! - - ### Exercise - ***Paste your code*** Copy your code from the previous tab and paste it here. - - ***Program the game*** We start by making sure the game goes on while the game isn't over. Then we print what level the player is on, we use the variable level for that. We only show that for 1 second and then we clear the screen again. - Now, we have to create the empty list player_sequence. We've already programmed how to fill the list, with our function `player_sequence`, but we never made the list itself. To create the list we use the same trick as we did in the previous tab. - We'll make a list with the words 'empty' and 'list' on it, and then we remove both these words. Next, we'll call all of the 3 functions that we've created. - Lastly, we'll have to check if the player gave the correct answers (so if the player_sequence and the simon_sequence are the same). - If that's the case, we'll compliment the player. Wait for 1 second and increase the level with 1. - Did the player give the wrong answer, we'll tell them and end the game by setting game_over to 'True' - - ***Enjoy your game!*** Great job! Does your game not work? Use the ladybug button to debug your code! - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - {print} _ - _ - _ - _ = ['empty', 'list'] - {remove} _ - {remove} _ - {call} _ - {call} _ {with} _ - {call} _ {with} _ - {if} player_sequence == _ - _ - _ - _ - {else} - _ - game_over = _ - ``` sleep_command: - name: '{sleep}' - default_save_name: sleep_command description: introducing sleep command levels: 2: story_text: | ## The sleep command Another new command in this level is `{sleep}`, which pauses your program for a second. If you type a number behind the {sleep} command, the program pauses for that amount of seconds. - example_code: | - ``` - {print} My favorite colour is... - {sleep} 2 - {print} green! - ``` songs: - name: Sing a song! - default_save_name: Song - description: Print a song levels: 6: story_text: | @@ -4190,9 +1784,6 @@ adventures: ``` You can now repeat lines 2 to 9 as many times as you want by copying the lines. - story_text_2: | - This children's song counts down from 5 little monkeys to 1 monkey. - If you copy line 2 - 7 and paste it under the the code, you can sing the whole song! example_code_2: | ``` number = 6 @@ -4280,10 +1871,6 @@ adventures: Print the song Five little moneys jumping on the bed. Look up the text if you don't remember. **(extra)** Print the song Old MacDonald had a farm, and make sure all animals make a different sound, using an `{if}`. - example_code_2: | - ``` - monkeys = 5, 4, 3, 2, 1 - ``` 11: story_text: | In this level you can use the `{for} i {in} {range}` command to make songs that use counting. @@ -4297,311 +1884,43 @@ adventures: {print} 'PUT THOSE MONKEYS RIGHT TO BED!' {else} {print} 'NO MORE MONKEYS JUMPING ON THE BED!' - ``` - 12: - story_text: | - In this song we can make it even easier to program '{if} you're happy and you know it, clap your hands'. Because we can put all of the actions in a variable, check it out: - example_code: | - ``` - actions = 'clap your hands', 'stomp your feet', 'shout Hurray!' - {for} action {in} actions - {for} i {in} {range} 1 {to} 2 - {print} '{if} youre happy and you know it' - {print} action - {print} '{if} youre happy and you know it and you really want to show it' - {print} '{if} youre happy and you know it' - {print} action - ``` - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, but did you know that you could combine them with {ask} commands as well? - In this example we have changed the 'My Bonnie' program and made it interactive. You are now asked where Bonnie is. - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is ' place - - chosen_place = {ask} 'Where do you want Bonnie to be?' - synonym = {ask} 'What is another word for that?' - - {call} song {with} chosen_place - {call} song {with} synonym - {call} song {with} chosen_place - ``` - 16: - story_text: | - In this level, you can program a song like OldMacDonald even more quickly. You can connect the right animal to the right sound by simply putting them in the same place in the list. - The Drunken Sailor is also quickly made in this level. You only need 8 lines for the entire song, check it out! - - ### Exercise - Complete the Old MacDonald song by setting the variable `animal` to `animals[i]` and `sound` to `sounds[i]`. - example_code: | - ``` - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - {for} i {in} {range} 1 {to} 3 - animal = _ - sound = _ - {print} 'Old MacDonald had a farm' - {print} 'E I E I O!' - {print} 'and on that farm he had a ' animal - {print} 'E I E I O!' - {print} 'with a ' sound sound ' here' - {print} 'and a ' sound sound ' there' - {print} 'here a ' sound - {print} 'there a ' sound - {print} 'everywhere a ' sound sound - ``` - - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines - {for} i {in} {range} 1 {to} 3 - {print} line - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - 18: - story_text: | - In level 16 we made songs using lists. These programs however are no longer working properly in this level. The colons from level 17 and the brackets from level 18 still need to be added. - - ### Exercise 1 - The Drunken sailor song is given as sample code, but not yet working. - Can you make sure everything works again? To help you, we've put _ in the places of _some_ errors. - - ### Exercise 2 - Now also look up your Old MacDonald song from level 16, and correct it. - example_code: | - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines _ - {for} i {in} {range} 1 {to} 3 _ - {print} _ line _ - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - songs_2: - name: Sing a song! 2 - default_save_name: Song 2 - description: Sing a song 2 - levels: - 12: - story_text: | - Songs contain a lot of repetition. We can capture it with a function! - ### Exercise - Look at the example code with the function. Fill out the two lines so the full song is printed. - example_code: | - ``` - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} _ - ``` - 16: - story_text: | - ### Exercise - Finish the nursery rhyme! - example_code: | - ``` - number = ['one', 'two', 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'ten'] - object = ['on his drum', 'on his shoe', 'on his knee', 'on his door', 'on his hive', 'on his sticks', 'up in heaven', 'on his gate', 'on his vine', 'once again'] - - _ - {print} 'This old man' - {print} 'He played ' _ - {print} 'He played knick-knack ' _ - {print} 'With a knick-knack paddywhack' - {print} 'Give the dog a bone' - {print} 'This old man came rolling home' - {sleep} 8 - {clear} - ``` - story_text_2: | - ### Exersice 2 - Now create your own code for the nursery rhyme 'The wheels on the bus' on the same way! - example_code_2: | - ``` - object = ['wheels', 'doors', _] - movement = [ 'round and round', 'open and shut', _] - ``` - tic: - name: Tic-Tac-Toe - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - Let's program a game of tic-tac-toe! - - ### Exercise - In this adventure we'll start with creating an empty field. - - ***Create a list called field*** This list will be our playing field. This list is filled with 9 dots, since there are no x's and o's yet at the start of our game. - - ***Create a function that prints the field*** Firstly, clear the screen so the old playing fields will be removed. Then we print the first line of our Tic Tac Toe field. This line constists of the first 3 spots in our list field. - We have already programmed this line for you. Now finish the field by printing spot 4, 5, and 6 on the second row and spot 7, 8 and 9 in the third row. - - ***Call the function that prints the field*** Now call the function. -
- Run the code. Your output should look like this: -
- - ***Continue in the next tab*** In the next tab you'll learn how to program the game itself. - example_code: | - ``` - # Create a list called field - _ = ['.', '.', '.', '.', '.', '.', '.', '.', '.'] - - # Create a function that prints the field - {define} print_field - _ - {print} 'TIC TAC TOE' - {print} field[1] field[2] field[3] - _ - _ - - # Call the function - ``` - 17: - story_text: | - In the previous level you've learned how to make a tic-tac-toe game. The game works, but is quite annoying as it keeps asking you if you've won yet. - Now that we have the {elif} command, we can let the game decide if someone has won and it can stop asking us! - - ### Exercise - ***Paste your code*** Paste your code from the previous level here and make it level 17 proof. In this level you've learned to use a colon everytime you create a block of code. Please add the colons in the correct spots. - - ***Create a function that detects if someone's won*** We have started the function for you, paste it under the function `print_field` and finish the function. You can see that this first piece of code checks to see if spot 1, 2 and 3 are the same, because if they are you have 3 in a row. - It also checks if they are not a dot, because if they are, the line might have the same symbols on them, but that's just because it's still empty. - If all these conditions are met, the game is over and the winner is printed. - Finish this function with all possible ways to win. This means you have to make this for the other 2 rows, 3 columns and 2 diagonals. - If you've finished all the other options, the function should return the variable `game_over` so we can use it in our game. - - ***Call the function in the game*** Go to the line `game_over = {ask} 'Did you win?'` and change it to `game_over = {call} detect_winner {with} field, sign`. Now the function will check if there's a winner and the game doesn't need to keep asking anymore! - - ***Enjoy your game!*** Great job! You have finished the game! Enjoy playing it! - - example_code: | - ``` - # Paste your code here and make it level 17 proof - - # Create a function that detects if someone has won - {define} detect_winner {with} field, sign: - {if} field[1] == field[2] {and} field[2] == field[3] {and} field[1] != '.': - game_over = 'yes' - {print} 'Player ' sign 'wins!' - {elif}: - _ - {else}: - game_over = 'no' - {return} _ - ``` - tic_2: - name: Tic-Tac-Toe 2 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: + ``` + 12: story_text: | - In the previous adventure you've learned how to create a playing field. Now you'll learn how to create the game! - - ### Exercise - ***Paste your code*** Start by pasting your code from the previous adventure here. - - ***Add variables*** Underneath your list called `field` we'll add 2 more variables that we'll need to program the game. - The variable `game_over` tells us if the game is over, and should be 'no' at the start of the game. - The variable `sign` tells us if it's the turn of player x or player o. Set the variable to 'x'. - - ***The game*** First use a {while} command, to make sure the game keeps on playing the variable while game_over is set to no. - During the game, we first ask the player which spot they choose. Then we change the field with the number they chose into their sign. - Then we print the field again and we ask the player if they've won yet. Lastly we want to switch whose turn it is, so if the sign is 'x' it should be 'o' and the other way around. - - ***Test your game*** Does your game work? Great, have fun playing the game! If not, use the ladybug button to debug your code. - You might have noticed one mistake in the code though, you can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! Go to the next tab to learn how to fix this problem. + In this song we can make it even easier to program '{if} you're happy and you know it, clap your hands'. Because we can put all of the actions in a variable, check it out: example_code: | ``` - # Paste your code from the previous adventure here - - # Add variables - game_over = _ - sign = _ - - # The game - {while} _ - choice = _ 'Player ' sign '_?' - field[choice] = _ - _ print_field - game_over = {ask} _ - {if} sign = 'o' - sign = _ - _ - sign = _ - ``` - tic_3: - name: Tic-Tac-Toe 3 - default_save_name: Tic - description: Play a game of Tic Tac Toe! + actions = 'clap your hands', 'stomp your feet', 'shout Hurray!' + {for} action {in} actions + {for} i {in} {range} 1 {to} 2 + {print} '{if} youre happy and you know it' + {print} action + {print} '{if} youre happy and you know it and you really want to show it' + {print} '{if} youre happy and you know it' + {print} action + ``` + songs_2: levels: - 16: - story_text: | - You might have noticed one mistake in the code you've made in the previous adventure. You can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! In this tab we'll fix that mistake. - - ### Exercise - ***Paste your code here*** Paste your code from the previous adventure here. - - ***Fix the mistake*** To fix the mistake we replace the line that says `field[choice] = sign`. This turns any spot that the player has chosen into their sign. - Go to the header that says 'Use this to fix the mistake' and finish the code. We first want to check if the chosen spot is still empty, so `if field[choice] = '.'`. If that is the case, you are allowed to take it. - Then we make an else command and print 'Sorry, this spot is already taken' if the spot is not empty. Lastly, we add a {sleep} command, so the players can actually read the text before it gets cleared again. - Now copy this piece of code and replace the line `field[choice] = sign` with this new piece of code. - - ***Play your game!*** Now the game should work properly! Good job! - The only flaw is that you can get a bit annoyed that the game keeps asking you if you've won yet. Do you want to fix that? Go to level 17 and we'll fix it! + 12: example_code: | ``` - # Paste your code here + {define} twinkle + {print} 'Twinkle' + {print} '...' - # Use this to fix the mistake - {if} _ = '.' - field[choice] = sign - {else} - {print} _ - _ + {call} twinkle + {print} 'Up above the world so high' + {print} 'Like a diamond in the sky' + {call} _ ``` turtle: - name: Turtle default_save_name: turtle - description: Make your own drawing levels: 1: story_text: | You can also use Hedy to draw. By combining turns and lines, you can make a square or stairs! Using `{forward}` you draw a line forwards. The number behind it determines how far the turtle will walk. `{turn} {right}` turns a quarter turn in clockwise direction, `{turn} {left}` turns counter clockwise. - example_code: | - ``` - {forward} 100 - {turn} {left} - ``` - story_text_2: | - ### Exercise - This is the start of a little staircase. Can you make it have 5 steps? - example_code_2: | - ``` - {forward} 20 - {turn} {right} - {forward} 20 - {turn} {left} - {forward} 20 - ``` 2: story_text: | In level 1 the turtle could only turn left or right. That is a bit boring! @@ -4633,15 +1952,7 @@ adventures: story_text: | In this level you can use use `{at} {random}` with the drawing turtle. A random choice makes the turtle walk a different path each time. Use `{at} {random}` to choose a value from a list. You can copy and paste lines 2 and 3 to create a longer random path. - example_code: | - ``` - angles {is} 10, 50, 90, 150, 250 - {turn} angles {at} {random} - {forward} 25 - ``` 4: - story_text: | - In level 4 you have to use quotation marks with `{print}` and `{ask}`. Also when drawing! example_code: | ``` {print} 'Drawing figures' @@ -4651,45 +1962,7 @@ adventures: {turn} angle {forward} 25 ``` - story_text_2: | - You can also change the color of the lines with the command `{color}`. Check out the example. - You can also use the command `{color} {white}` to make 'invisible' lines. You could use these white lines to move the turtle anywhere in the screen before you start drawing. - example_code_2: | - ``` - {color} {white} - {forward} -80 - {color} {green} - {forward} 50 - {color} {yellow} - {forward} 50 - {color} {red} - {forward} 50 - ``` 5: - story_text: | - In level 5 you can make a choice with `{if}`. For example between different types of figures. - example_code: | - ``` - {print} 'Drawing Figures' - figure {is} {ask} 'Do you want a square or a triangle?' - {if} figure {is} triangle angle {is} 120 - {else} angle {is} 90 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - ``` - story_text_2: | - ### Exercise - Fill in the correct numbers in this code to get it to work. - After you've done that, you can try to add the option backwards. - - **Extra** Instead of using 'left' and 'right', remake the program with North, East, South and West. - This way you could add even more directions like Northeast and Southwest etc. example_code_2: | ``` direction {is} {ask} 'Do you want to go left, right, or straight ahead?' @@ -4697,29 +1970,6 @@ adventures: if direction is right turn _ forward 100 ``` - 6: - story_text: | - In this level you can use calculations to draw different figures. - You may have learned in school that turning a full circle is 360 degrees. If not, now you know! - That's why you also use 90 degrees for a square. 360 divided by 4 is 90. - Now that we can do math with Hedy, we can draw all the figures we want! - example_code: | - ``` - angles = {ask} 'How many angles do you want?' - angle = 360 / angles - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - ``` 8: story_text: | Now that we can repeat several lines, we can make figures more easily. @@ -4734,14 +1984,6 @@ adventures: story_text_2: | Also, we can now improve the program that draws different figures. Can you figure out how far the turtle has to turn here? Finish the code and you can draw any polygon you'd like! - example_code_2: | - ``` - figure = {ask} 'How many angles should I draw?' - angle = 360 / figure - {repeat} figure {times} - {turn} _ - {forward} _ - ``` 9: story_text: | Now that we can use a `{repeat}` inside a `{repeat}`, we can create more complex figures. @@ -4750,17 +1992,6 @@ adventures: This code creates three black triangles, change that into five pink squares. **(extra)** Create a figure of your own choosing consisting of at least two different shapes types. - example_code: | - ``` - {color} {black} - {repeat} 3 {times} - {repeat} 3 {times} - {forward} 10 - {turn} 120 - {color} {white} - {forward} 50 - {color} {black} - ``` 10: story_text: | In this level you can make the turtle draw a figure. @@ -4771,162 +2002,9 @@ adventures: **(extra)** can you change the spiral into another shape? Experiment with numbers for the turn! ### Exercise 2 The spiral is drawn outwards, make it go inwards? - example_code: | - ``` - {turn} 90 - distances = 10, 20, 30, 40, 50, 60 - {for} distance {in} distances - {forward} distance - ``` - 12: - story_text: | - We can use functions to draw more complex figures with less code. - ### Exercise 1 - Fill the function so that three squares are created. If you want the image to look nicer, you can make the lines between the squares white. - - ### Exercise 2 - The code can be made even shorter. Place the final lines into a `{repeat}` so the figure remains the same. - - ### Exercise 3 - Create your own drawing with different figures. - Change both the number of figures with the `{repeat}` and the shape of the figures in the `{define}` - example_code: | - ``` - {define} square - {repeat} 4 {times} - {turn} _ - {forward} _ - {call} square - {forward} 50 - {call} square - {forward} 50 - {call} square - ``` turtle_draw_it: - name: Draw it! - default_save_name: Draw it - description: Draw this picture with the turtle levels: - 1: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Rectangle - Square - Stairs -
- 2: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Arrow - Boat -
- 3: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Star - Arrow -
- 4: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Colored Star - Rainbow - Nested squares -
- example_code: | - **Extra** Up for a real challenge? Make sure that the colors of these figures are selected randomly, so that each time you run your programs they'll look differently! - - ``` - colors {is} red, orange, yellow, green, blue, purple, pink, brown, gray, black - color _ - ``` - 5: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Make only one code that lets the player decide which letter they'd like to see! And can you add even more letters? - -
- F - E - L -
- example_code: | - Hint: - ``` - chosen_letter {is} {ask} 'Which letter would you like to see? F, E or L?' - {if} _ - ``` - 6: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Let the player decide which color the square should be. - - ***Extra*** Can you make the letter of your own first name and the flag of your own country too? - -
- Square - Letters - Flag -
- example_code: | - Hint for the square: - ``` - chosen_color = {ask} _ - ``` - 7: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Hexagon - Triangle - Fan -
- 8: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - -
- Square (3) - Randomly colored star (5) - Randomly colored spiral (7) -
9: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - - **Extra** Give the player a choice which country they would like to see the flag of. - -
- Cross (7) - Randomly colored nested squares (8) - Flags -
example_code: | Hint for the nested squares: ``` @@ -4944,14 +2022,6 @@ adventures: color_3 = blue ``` 10: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Nested Hexagon - Traffic lights -
example_code: | Hint Nested Hexagon: ``` @@ -4967,47 +2037,6 @@ adventures: color _ {repeat} _ ``` - story_text_2: | - Christmas lights - example_code_2: | - Hint Christmas Lights: - - Start by moving to the left side of the screen with an invisible white line. Then hang up the Christmas lights! - ``` - {color} white - {turn} -90 - {forward} 300 - {turn} 90 - - colors = red, blue, yellow, purple, green, orange, pink - {for} chosen_color {in} colors - _ - ``` - 11: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Beehive (6) - Fan (5) - Snowflake (13) -
- example_code: | - Hint Beehive: - ``` - {for} amount_of_combs {in} {range} 1 {to} _ - {for} walls_of_one_comb {in} {range} 1 {to} _ - {forward} _ - {turn} _ - {forward} _ - {turn} _ - ``` - - Hint Fan: - Start out like the fan you made in level 7. Or take a peak at the hint for the beehive, because the codes are very similar. - - Hint Snowflake: Start by making one 'leg' and repeat it 6 times. 12: story_text: | ### Exercise @@ -5034,129 +2063,9 @@ adventures: {if} shape = 'square' {call} draw_a_square ``` - 13: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Street in different sizes - Colored street - Snow Storm - example_code: | - Hint Street in different sizes - ``` - {define} draw_a_house {with} size - _ - - {call} draw_a_house {with} 90 - {call} draw_a_house {with} 60 - {call} draw_a_house {with} 30 - ``` - - Hint Colored street - ``` - {define} draw_a_house {with} chosen_color - _ - ``` - - Hint Snow Storm - ``` - {define} draw_snowflake {with} length, color - _ - - numbers = 10, 20, 30 - colors = _ - - {for} i {in} {range} 1 {to} 5 - random_number = _ - random_color = _ - {call} draw_snowflake {with} random_number, random_color - {color} white - {turn} random_number * 5 - {forward} 80 - ``` - 14: - story_text: | - ### Exercise - Create a program that asks the player how many corners their figure should have and then creates that figure. - The figure in the image is the output when the player fills in 10. - -
- - -
- example_code: | - ``` - {define} calculate_degrees {with} amount_of_corners - _ 360 / amount_of_corners - - - {define} draw_figure {with} degrees - _ - {forward} 400/amount_of_corners - {turn} _ - - amount_of_corners = {ask} _ - degrees = {call} _ {with} _ - - {call} _ {with} - {call} _ {with} - ``` - 15: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Spiral - example_code: | - Spiral - ``` - distance = 5 - {while} distance < 200 - distance = distance + 5 - _ - ``` - story_text_2: | - Fan - example_code_2: | - Fan - ``` - {define} draw_a_square {with} side - _ - - i = 100 - {while} i > 1 - _ {with} i - _ - i = i - 3 - ``` - story_text_3: | - Star - example_code_3: | - Star - A star is usually drawn using 144-degree-turns. If you change this slightly to 143 degrees for example and repeat the pattern multiple times with a {while} loop you can make this figure. while_command: - name: '{while}' - default_save_name: while_command description: while - levels: - 15: - story_text: |- - We are going to learn a new loop, the `{while}` loop! We continue the loop as long as the statement is true. - So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. - If the correct answer is never given, the loop never ends! - example_code: | - ``` - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - ``` years: - name: New Year's - default_save_name: New Year's Countdown description: Countdown to the new year! levels: 11: diff --git a/content/adventures/pl.yaml b/content/adventures/pl.yaml index b198ad73054..d508144c702 100644 --- a/content/adventures/pl.yaml +++ b/content/adventures/pl.yaml @@ -248,7 +248,6 @@ adventures: {print}('Witamy w tej opowieści!') ``` add_remove_command: - name: '{add} {to_list} & {remove} {from}' default_save_name: Dodaj_komendę_remove description: wprowadzamy {add}{to_list} i {remove} {from} levels: @@ -287,7 +286,6 @@ adventures: {print} Otrzymujesz koktajl o smaku {at} {random} ``` and_or_command: - name: '{and} & {or}' default_save_name: i lub description: wprowadzenie komendy {and} i {or} levels: @@ -304,7 +302,6 @@ adventures: {print} 'Jesteś prawdziwym Hedym!' ``` ask_command: - name: '{ask}' default_save_name: komenda_ask description: Wprowadzenie komendy {ask} levels: @@ -362,17 +359,7 @@ adventures: ulubione_zwierzę {is} {ask} Jakie jest Twoje ulubione zwierzę? {print} Lubię ulubione_zwierzę ``` - 18: - story_text: The final change we will need to make to get Python code is changing `{ask}` into `{input}`. - example_code: | - ``` - {print}('My name is Hedy!') - name = {input}('What is your name?') - {print}('So your name is ', name) - ``` blackjack: - name: Blackjack - default_save_name: Blackjack description: Spróbuj zdobyć jak największą ilość punktów ale mniejszą lub równą 21 levels: 17: @@ -421,8 +408,6 @@ adventures: {print} 'Jest warta ' _ ' punktów'. ``` blackjack_2: - name: Blackjack 2 - default_save_name: Blackjack_2 description: Blackjack część 2 levels: 17: @@ -478,8 +463,6 @@ adventures: {print} 'Przeciwnik wyciągnął ' _ ' i ' _ '. To oznacza, że ma ' _ ' punktów' ``` blackjack_3: - name: Blackjack 3 - default_save_name: Blackjack_3 description: Blackjack część 3 levels: 17: @@ -523,8 +506,6 @@ adventures: _ ``` blackjack_4: - name: Blackjack 4 - default_save_name: Blackjack_4 description: Blackjack część 4 levels: 17: @@ -755,7 +736,6 @@ adventures: # Wykorzystaj swój kod z poprzedniej przygody. ``` clear_command: - name: '{clear}' default_save_name: komenda_clear description: 'Polecenie {clear}' levels: @@ -777,8 +757,6 @@ adventures: {print} 'NIESPODZIANKA!' ``` debugging: - name: debugging - default_save_name: debugging description: przygoda debuggowania levels: 1: @@ -1007,9 +985,6 @@ adventures: {print} miesiąc i ``` 12: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Uwaga! Ten kod musi zostać zdebuggowany!** ``` @@ -1035,9 +1010,6 @@ adventures: {call} powitaj_klienta ``` 13: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Uwaga! Ten kod musi zostać zdebuggowany!** ``` @@ -1338,13 +1310,6 @@ adventures: {print} 'Może powinieneś poćwiczyć więcej na poprzednim poziomie' 10: story_text: "Świetnie sobie radzisz! Na poprzednich poziomach wciąż mieliśmy do czynienia z małym problemem. Nauczyłeś się powtarzać wiersze, ale co, jeśli chcesz nieznacznie zmienić jeden wiersz.\nNa przykład, jeśli chcesz zaśpiewać piosenkę 'if you're happy and you know it'. Wyglądałoby to tak:\n\nJeśli chcesz także zawrzeć następny werset 'stomp your feet', następny i następny, musisz całkowicie zmienić kod.\nNa tym poziomie nauczysz się polecenia `{for}`, które pozwala tworzyć listę akcji i powtarzać kod z inną akcją za każdym razem\nSpójrz!\n" - example_code: | - ``` - {repeat} 2 {times} - {print} 'if youre happy and you know it clap your hands' - {print} 'if youre happy and you know it and you really want to show it' - {print} 'if youre happy and you know it clap your hands' - ``` 11: story_text: | Osiągnąłeś poziom 11, świetnie sobie radzisz! Na wyższych poziomach Hedy coraz bardziej koncentruje się na nauczaniu języka programowania Python. @@ -1659,9 +1624,6 @@ adventures: {print} imiona {at} {random} ' myje naczynia w ' dzień ``` elif_command: - name: '{elif}' - default_save_name: elif - description: '{elif}' levels: 17: story_text: | @@ -1680,8 +1642,6 @@ adventures: {print} 'Spróbuj szczęścia następnym razem.' ``` for_command: - name: '{for}' - default_save_name: for description: komenda {for} levels: 10: @@ -1689,12 +1649,6 @@ adventures: ## For Na tym poziomie nauczymy się nowego kodu/komendy `{for}`. Z komendą `{for}`możesz stworzyć listę i użyć wszystkich elementów. `{for}` tworzy blok, jak `{repeat}` i `{if}` więc wszystkie linie w bloku muszą zaczynać się od 4 spacji. - example_code: | - ``` - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - ``` story_text_2: | ### Ćwiczenie Dokończ ten kod, dodając `{for} action {in} actions` do wiersza 2. @@ -1733,11 +1687,6 @@ adventures: 18: story_text: | Na koniec zmienimy `{for} i {in} {range} 1 to 5` w prawdziwy kod Pythona, taki jak: - example_code: | - ``` - {for} i {in} {range}(1,5): - {print} (i) - ``` fortune: name: Wróżka default_save_name: Wróżka @@ -1922,36 +1871,6 @@ adventures: {call} kolej {sleep} 2 ``` - 13: - story_text: | - Now that you've learned how to use functions, you'll learn how to use a function with an argument. - An **argument** is a variable that is used within a function. It is not used outside the function. - - For example in this code we've programmed the first verse of the song 'My Bonnie is over the ocean'. - In this example code the argument 'place' is used. Place is a variable that is only used in the function, so an argument. - To use 'place' we have placed `{with} place` after `{define} song`. - When the function is called, the computer will replace the argument 'place', with the piece of text after `{call} song {with}`. - - ### Exercise - The next verse of this song goes: - - ```not_hedy_code - Last night as I lay on my pillow - Last night as I lay on my bed - Last night as I lay on my pillow - I dreamed that my Bonnie is dead - ``` - - Can you program this verse in the same way as the example? - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - ``` 14: story_text: | Na poprzednich poziomach nauczyłeś się tworzyć funkcje i używać z nimi argumentów. Innym doskonałym zastosowaniem funkcji jest umożliwienie jej obliczenia czegoś. @@ -2168,8 +2087,6 @@ adventures: ``` harry_potter: - name: Harry Potter - default_save_name: Harry Potter description: Przygody Harry'ego Pottera levels: 10: @@ -2417,9 +2334,6 @@ adventures: {print} 'KONIEC GRY' ``` hotel: - name: hotel - default_save_name: hotel - description: hotel levels: 13: story_text: | @@ -2427,31 +2341,6 @@ adventures: Być może zastanawiałeś się, dlaczego używasz funkcji, ponieważ funkcje w tym przykładzie były tylko jednym wierszem kodu. Teraz pokażemy Ci, jak wygląda większa funkcja, i teraz będziemy również korzystać z wielu argumentów. Zobaczysz, że lepiej jest korzystać z funkcji, jeżeli funkcja się powiększy. Oto przykład funkcji z argumentami połączonymi z poleceniami {ask}. - example_code: | - ``` - {define} welcome_message {with} title, last_name, country, room_number - {print} 'Welcome to Hotel Hedy, ' title ' ' last_name - nice_trip {is} {ask} 'Did you have a nice trip from, ' country '?' - {if} nice_trip {is} 'yes' - {print} 'Lovely!' - {else} - {print} 'Sorry to hear that.' - {print} 'Hopefully you can take a nice rest in you room.' - {print} 'Your room number is ' room_number - - {print} 'Hello. Please fill in your information to check in.' - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - ``` - - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 if_command: name: '{if} i {else}' default_save_name: komenda_if @@ -2517,7 +2406,6 @@ adventures: {print} 'Nie chcesz kontynuować' ``` in_command: - name: '{in}' default_save_name: polecenie_in description: Wprowadzenie polecenia {in} levels: @@ -2545,7 +2433,6 @@ adventures: _ _ 'Moje ulubione zwierzęta to psy, krowy i owce' ``` is_command: - name: '{is}' default_save_name: Polecenie_is description: Wprowadzenie polecenia {is} levels: @@ -2585,19 +2472,6 @@ adventures: `>` sprawdza, czy pierwsza liczba jest większa niż druga, na przykład wskazuje `>` 10, czy punkty są większe niż 10. Jeśli chcesz sprawdzić, czy pierwsza liczba jest większa lub równa drugiej, możesz użyć `>=`, na przykład punktów`>=` 11. Używasz tych porównań w `{if}`, w ten sposób: - example_code: | - ``` - age = {ask} 'How old are you?' - {if} age > 12 - {print} 'You are older than I am!' - ``` - ``` - age = {ask} 'How old are you?' - {if} age < 12 - {print} 'You are younger than me!' - {else} - {print} 'You are older than me!' - ``` story_text_2: | Od tego poziomu, jeśli chcesz dokładnie coś porównać, możesz użyć dwóch znaków równości. Tak właśnie robi większość języków programowania: example_code_2: | @@ -2626,16 +2500,6 @@ adventures: ### Ćwiczenie Wydłuż kod, dodając co najmniej 3 dodatkowe słowa, aby gracz mógł się uczyć. **Dodatkowo ** Oczywiście możesz użyć innego języka niż francuski. Możesz zmienić kod na dowolny język, którego chcesz się nauczyć. - example_code: | - ``` - {print} 'Learn French!' - cat {is} {ask} '🐱' - {if} cat {is} chat {print} 'Terrific!' - {else} {print} 'No, cat is chat' - frog {is} {ask} '🐸' - {if} frog {is} grenouille {print} 'Super!' - {else} {print} 'No, frog is grenouille' - ``` 16: story_text: | ### Ćwiczenie @@ -2711,17 +2575,6 @@ adventures: ### Ćwiczenie Wypróbuj przykładowy kod, a następnie baw się nim! Czy potrafisz stworzyć własną melodię? Na następnym poziomie nauczysz się grać niektóre istniejące utwory. - example_code: |- - ``` - {play} C4 - {play} D4 - {play} E4 - {play} F4 - {play} G4 - {play} A4 - {play} B4 - {play} C5 - ``` 2: story_text: | ### Ćwiczenie @@ -2773,28 +2626,6 @@ adventures: ### Ćwiczenie Dokończ wersję karaoke 'Mary had a little lamb'. Następnie utwórz wersję karaoke dowolnej piosenki, jeśli chcesz! - example_code: | - ``` - {print} 'Mary had a little lamb' - {play} E - {play} D - {play} C - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Little lamb, little lamb' - {play} D - {play} D - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Mary had a little lamb' - {play} E - ``` 5: story_text: | Nie zawsze chcesz używać polecenia `{play}`, aby odtworzyć cały utwór, czasem chcesz po prostu odtworzyć jedną nutę. @@ -2830,33 +2661,12 @@ adventures: ### Ćwiczenie Dokończ kod dla piosenki Twinkle Twinkle Little Star używając polecenia `{repeat}`. Wróć do piosenek, które stworzyłeś na poprzednich poziomach. Czy możesz również skrócić ich kody? - example_code: | - ``` - {print} 'Twinkle Twinkle Little Star' - {repeat} 2 {times} {play} C4 - {repeat} 2 {times} {play} G4 - _ - ``` 8: story_text: | Teraz, gdy możemy użyć polecenia `{repeat}` dla wielu linii, możemy tworzyć utwory jeszcze łatwiej! ### Ćwiczenie Dokończ piosenkę Panie Janie. Nie zapomnij użyć `{repeat}`! - example_code: | - ``` - {print} 'Brother John' - {repeat} 2 {times} - {play} C - {play} D - {play} E - {play} C - {repeat} 2 {times} - {play} E - {play} F - {play} G - {sleep} 1 - ``` 9: story_text: | Na tym poziomie możesz - między innymi - użyć polecenia {repeat} w poleceniu {repeat}. @@ -3230,11 +3040,6 @@ adventures: ### Ćwiczenie Skopiuj linie kilka razy by móc stworzyć większy rysunek. - example_code_2: | - ``` - {if} y {is} {pressed} {forward} 15 - {else} {turn} 90 - ``` 7: story_text: | Teraz, gdy dowiedziałeś się o `{repeat}`, możemy naciskać klawisze wiele razy. @@ -3243,10 +3048,6 @@ adventures: ### Ćwiczenie Kod, który widziałeś na poziomie 5, sprawdza klawisz tylko raz. Skopiuj przykładowy kod i dodaj do niego `{repeat}`, aby można było wielokrotnie naciskać klawisze. Użyj tego kodu, aby narysować coś ładnego. - example_code: | - ``` - {if} x {is} {pressed} {forward} 15 {else} {turn} 90 - ``` 9: story_text: | Teraz, gdy wiesz, jak łączyć instrukcje, możesz utworzyć narzędzie typu dotykowego za pomocą `{pressed}`. @@ -3256,8 +3057,6 @@ adventures: **Dodatkowo ** Wyczyść ekran po każdej literze i pokaż użytkownikowi, ile punktów zdobył. example_code: "```\npunkty = 0\nlitery = a, b, c, d, e\n{repeat} 10 {times}\n litera = _ _ _\n {print} 'Naciśnij literę ' litera.\n {if} litera {is} {pressed}\n _\n _\n _\n```\n" print_command: - name: '{print}' - default_save_name: print description: Wprowadzenie polecenia print levels: 1: @@ -3310,26 +3109,6 @@ adventures: ### Ćwiczenie W tej przygodzie możesz stworzyć własny quiz! Wypełnij puste pola, dodaj więcej pytań i ciesz się własnym quizem! Możesz zrobić quiz o wszystkim, co lubisz: swoim hobby, ulubionym zwierzęciu, ulubionej książce lub w ogóle o czymkolwiek! - example_code: | - ``` - {print} 'Make your own quiz' - points_a = 0 - points_b = 0 - {print} 'Question' - {print} 'Answer option A' - {print} 'Answer option B' - answer = {ask} 'Which answer?' - {if} answer == 'A' - points_a = points_a + 1 - {if} answer == 'B' - points_b = points_b + 1 - {print} 'End of the quiz!' - {print} 'Lets see the results!' - {if} points_a > points_b - {print} 'You belong to the A club' - {if} points_b > points_a - {print} 'You belong to the B club' - ``` quotation_marks: name: '''Cudzysłowy''' default_save_name: cudzysłowy @@ -3379,12 +3158,6 @@ adventures: ``` story_text_3: | **Cały tekst po porównaniach `{if}` również wymaga cudzysłowu** - example_code_3: | - ``` - name = {ask} 'What is your name?' - {if} name = 'Hedy the Robot' - {print} 'Hi there!' - ``` story_text_4: | **Liczby nie potrzebują cudzysłowu** W przypadku liczb nie używasz cudzysłowu w `=`: @@ -3394,7 +3167,6 @@ adventures: {print} 'Zdobyłeś ' wynik ``` random_command: - name: '{random}' default_save_name: Komenda pozycja losowa description: Przedstawienie komendy pozycja losowa levels: @@ -3451,7 +3223,6 @@ adventures: {print} owoc[random] ``` repeat_command: - name: '{repeat}' default_save_name: polecenie_repeat description: polecenie {repeat} levels: @@ -3496,7 +3267,6 @@ adventures: {print} 'pizza jest lepsza!' ``` repeat_command_2: - name: '{repeat} 2' default_save_name: Polecenie_repeat_2 description: polecenie {repeat} 2 levels: @@ -3530,13 +3300,6 @@ adventures: ### Ćwiczenie Każda linia w przykładowym kodzie zaczyna się od pustego pola. Usuń puste pola i spróbuj dowiedzieć się, która linia wymaga wcięcia, a która nie, żeby piosenka zadziałała. - example_code: | - ``` - _ {print} 'Do you know the muffin man?' - _ {repeat} 2 {times} - _ {print} 'The muffin man' - _ {print} 'Do you know the muffin man, who lives on Drury Lane?' - ``` restaurant: name: Restauracja default_save_name: Restauracja @@ -3873,7 +3636,6 @@ adventures: Wpisz poprawny kod w pustych polach, aby sprawdzić, czy jest remis. 9: story_text: "W tym poziomie można zaprogramować całą grę kamień, papier, nożyce poprzez zagnieżdżanie poleceń `{if}`. \n\n### Ćwiczenie\nCzy potrafisz dokończyć kod? Program musi powiedzieć, kto wygrał dla każdej kombinacji.\n\n**Dodatkowo** Chcesz zagrać w więcej niż jedną grę? Rozwiń kod tak, aby można było rozegrać wiele rund. Możesz nawet użyć `{ask}`, aby zapytać użytkownika, ile rund chce zagrać.\n" - example_code: "```\nchoices = rock, paper, scissors\nyour_choice {is} {ask} 'What do you choose?'\n{print} 'You choose ' your_choice\ncomputer_choice {is} choices {at} {random}\n{print} 'The computer chooses ' computer_choice\n{if} computer_choice {is} your_choice\n {print} 'Tie'\n{if} computer_choice {is} rock\n {if} your_choice {is} paper\n {print} 'You win!'\n {if} your_choice {is} scissors\n {print} 'You lose!'\n# finish this code\n```\n" 10: story_text: | ### Ćwiczenia @@ -3975,8 +3737,6 @@ adventures: ``` simon: name: Simon mówi - default_save_name: Simon - description: Make a game of Simon Says levels: 16: story_text: | @@ -4025,7 +3785,6 @@ adventures: ``` simon_2: name: Simon mówi 2 - default_save_name: Simon description: Zrób grę Simon mówi levels: 16: @@ -4062,7 +3821,6 @@ adventures: ``` simon_3: name: Simon mówi 3 - default_save_name: Simon description: Zrób grę Simon mówi levels: 16: @@ -4104,7 +3862,6 @@ adventures: koniec_gry = _ ``` sleep_command: - name: '{sleep}' default_save_name: komenda_sleep description: Wprowadzenie komendy {sleep} levels: @@ -4409,7 +4166,6 @@ adventures: ***Zadzwoń do funkcji w grze *** Przejdź do linii `game_over = {ask} 'Did you win?'`i zmień go na `game_over = {call} detect_winner {with} field, sign`. Teraz funkcja sprawdzi, czy jest zwycięzca, a gra nie będzie musiała nas o to już pytać! ***Ciesz się grą!*** Świetna robota! Skończyłeś grę! ! - example_code: | ``` # Wklej tutaj swój kod i spraw, aby był to dowód poziomu 17 @@ -4510,22 +4266,9 @@ adventures: Pisząć `{forward}` możesz narysować linie. Liczba zaraz po komendzie mówi o tym ile ma przejść żółw rysując linie..`{turn} {right}` obraca żółwia o ćwierć obrotu w prawo (zgodnie z ruchem wskazówek zegara), `{turn} {left}` obraca w lewo (przeciwnie do ruchu wskazówek zegara). Jeśli chcesz przesunąć żółwia do tył, możesz wykorzystać komendę `{forward}` ale z ujemną liczba. Na przykład `{forward} -100` - example_code: | - ``` - {forward} 100 - {turn} {left} - ``` story_text_2: | ### Ćwiczenie To jest początek schodków. Możesz sprawić aby miały 5 stopni? - example_code_2: | - ``` - {forward} 20 - {turn} {right} - {forward} 20 - {turn} {left} - {forward} 20 - ``` 2: story_text: | Na tym poziomie możesz używać zmiennych aby uczynić żółwia interaktywnym. Na przykład możesz zapytać użytkownika ile kroków ma zrobić twój żółw. @@ -4578,17 +4321,6 @@ adventures: story_text_2: | Możesz również zmienić kolor rysowanych linii przy użyciu polecenia `{color}`. Sprawdź przykładowy program. Możesz również użyc polecenia `{color} {white}` żeby zrobić "niewidoczne" linie. Możesz użyć tych "niewidocznych" linii, żeby przesunąć żółwia w inne miejsce na ekranie zanim zaczniesz rysować. - example_code_2: | - ``` - {color} {white} - {forward} -80 - {color} {green} - {forward} 50 - {color} {yellow} - {forward} 50 - {color} {red} - {forward} 50 - ``` 5: story_text: | Na poziomie 5 możesz dokonywać wyboru przy użyciu polecenia `{if}`. Przykładem takiego wyboru byłby wybór pomiędzy różnymi typami figur do narysowania. @@ -4665,17 +4397,6 @@ adventures: Ten kod tworzy trzy czarne trójkąty, zmień to na pięć różowych kwadratów. **(dodatkowe zadanie)** Stwórz własną figurę składającą się z co najmniej dwóch różnych kształtów. - example_code: | - ``` - {color} {black} - {repeat} 3 {times} - {repeat} 3 {times} - {forward} 10 - {turn} 120 - {color} {white} - {forward} 50 - {color} {black} - ``` 10: story_text: | Na tym poziomie możesz sprawić, aby żółw narysował figurę. @@ -4686,13 +4407,6 @@ adventures: **(Dodatkowo) ** czy możesz zmienić spiralę na inny kształt? Eksperymentuj z liczbami obrotów! ### Ćwiczenie 2 Spirala jest wyciągnięta na zewnątrz, czy idzie do wewnątrz? - example_code: | - ``` - {turn} 90 - distances = 10, 20, 30, 40, 50, 60 - {for} distance {in} distances - {forward} distance - ``` 12: story_text: | Możemy używać funkcji do rysowania bardziej złożonych figur przy mniejszej ilości kodu. @@ -4842,22 +4556,6 @@ adventures: losowo pokolorowane kwadraty (8) flagi - example_code: | - Hint for the nested squares: - ``` - colors = red, blue, orange, yellow, pink, purple, green, brown, black - distance = 120 - {repeat} 5 {times} - _ - ``` - Hint for the flags: - ``` - country = {ask} 'which country would you like to see the flag of?' - {if} country {is} 'the Netherlands' - color_1 = red - color_2 = white - color_3 = blue - ``` 10: story_text: | ### Ćwiczenie @@ -5053,9 +4751,7 @@ adventures: Gwiazda Gwiazdę rysuje się zwykle za pomocą obrotu o 144 stopnie. Jeśli zmienisz to nieco na przykład na 143 stopnie i powtórzysz wzór wiele razy z pętlą {while}, możesz wykonać tę figurę. while_command: - name: '{while}' default_save_name: komenda_while - description: '{while}' levels: 15: story_text: |- diff --git a/content/adventures/pt_BR.yaml b/content/adventures/pt_BR.yaml index 0d9cc080262..41b13818a61 100644 --- a/content/adventures/pt_BR.yaml +++ b/content/adventures/pt_BR.yaml @@ -240,7 +240,6 @@ adventures: {print}('Bem-vindo(a) a esta história!') ``` add_remove_command: - name: '{add} {to_list} & {remove} {from}' default_save_name: comando_some_remova description: introduzindo {add} {to_list} e {remove} {from} levels: @@ -279,7 +278,6 @@ adventures: {print} Você conseguiu um milkshake de sabores {at} {random} ``` and_or_command: - name: '{and} & {or}' default_save_name: e ou description: introduzindo {and} & {or} levels: @@ -296,7 +294,6 @@ adventures: {print} 'Você é a verdadeira Hedy!' ``` ask_command: - name: '{ask}' default_save_name: comando_pergunte description: Introdução ao comando {ask} levels: @@ -355,203 +352,12 @@ adventures: {print} Eu gosto de animal_favorito ``` 18: - story_text: The final change we will need to make to get Python code is changing `{ask}` into `{input}`. example_code: | ``` {print}('Meu nome é Hedy!') nome = {input}('Qual é o seu nome?') {print}('Então o seu nome é ', nome) ``` - blackjack: - name: Blackjack - default_save_name: Blackjack - description: Try to get as close to 21 as you can - levels: - 17: - story_text: | - Blackjack is a simple game of cards in which you have to get as close to 21 points as possible. You get two cards. Each card is worth their numeral value, and the face cards (Jack, Queen and King) are worth 10 points. - The Ace is worth either 1 or 11 points (you can choose). The dealer, your opponent, also gets two cards. - If you want, you can get another card, and its points will be added to your total. The dealer can also choose to take another card. - But be careful not to get more than 21 points, because if you do, you lose! - The player who gets closest to 21, without going over it, wins! - - ### Exercise - In this adventure we code the first part of our Blackjack game. We'll create a function to calculate how many points a card is worth. - - ***Set the variables*** - Start by making a list of all the cards, from 2 to Ace. Next make a list of the face cards, so Jack, Queen and King. Then pick a random card from the list of cards to be card_1. - - ***Create a function to calculate the points*** - Create a function that calculates how many points a card is worth. - All the face cards are worth 10 points, the Ace is worth 11 and all the other cards are worth their numeral. - Return the variable `points` at the end of the function. - - ***Test the function*** - Test if your function is working properly. Finish the first print command by filling in which card you've drawn. Then finish the second line by calling the function with card_1. - Run the code a couple of times. Are you happy with the results? Great! Then you can remove the testing part and move on the the next tab! - example_code: | - ``` - {print} 'BLACKJACK' - - # Set these variables - cards = _ - face_cards = _ - card_1 = - - # Create a function to calculate the points - {define} calculate_points {with} card: - {if} card {in} face_cards: - points = _ - {elif} _ - _ - {else}: - _ - _ points - - # Test your function - {print} 'Your card is a ' _ - {print} 'That is worth ' _ ' points'. - ``` - blackjack_2: - name: Blackjack 2 - default_save_name: Blackjack_2 - description: Blackjack part 2 - levels: - 17: - story_text: | - ### Exercise - In this adventure we code the second part of our Blackjack game. - - ***Paste your code from the previous adventure*** - In the previous adventure you've started a list of variables and created a function to calculate how many points a card is worth. Copy your code and paste it here. Mind that you don't need the testing part, so if you haven't removed that yet, please do so now. - - ***Add more variables*** - You have already set the lists `cards` and `face_cards` and the variable `card_1`. Underneath those variables create 3 more variables: `card_2`, dealer_card_1` and `dealer_card_2`. These variables are all set to a random card from the list of cards. - - ***Add up points*** - To calculate how many points you have scored we call the function with card 1 and we do it again for card 2. Then we add both these scores together to get your total. - Do the same thing for the dealers points, but be sure to use the dealer's cards and not your own! - - ***2 Aces*** - You're doing great! Almost all scores can be calculated now. There is only one exception: 2 Aces. If you get 2 Aces, your total is 12 points and not 22 (because 22 points would be losing!). This of course also goes for the dealer. - - ***Show the score*** - Lastly, you want to tell the program to tell you which cards you have drawn and how many points that is. Then show which cards the dealer has and how many points they have. - - ***Continue in the next tab*** - Great! You have finished this part of the game! Copy your code and go to the next tab to learn how to ask for an extra card and to declare a winner. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add these variables to the list of variables - card_2 = _ - dealer_card_1 = _ - dealer_card_2 = _ - - # Add up your points - your_points_1 = {call} _ {with} card_1 - your_points_2 = _ - your_total = _ - - # Add up the dealers points - dealer_points_1 = _ - _ - _ - - # 2 Aces - {if} card_1 == 'Ace' {and} _ - your_total = 12 - {if} dealer_card_1 _ - dealer_total = _ - - # Show the score - {print} 'You have drawn a ' _ ' and a ' _ '. That is ' _ ' points' - {print} 'The dealer has drawn a ' _ ' and a ' _ '. That is ' _ ' points' - ``` - blackjack_3: - name: Blackjack 3 - default_save_name: Blackjack_3 - description: Blackjack part 3 - levels: - 17: - story_text: | - In the previous tabs you have learned how to draw 2 random cards for yourself and for the dealer and to calculate how many points you both got. - In this adventure we add the option to ask for an extra card for both you and the dealer. - - ### Exercise - ***Paste your code from the previous adventure*** Firstly, copy your code from the previous tab and paste it here. - - ***Extra card for you*** If you want, you can get an extra card to get your total as close to 21 as possible. First ask the player if they want an extra card. - If they do, pick a random card and print what they have drawn. If the card is not an Ace, you can call the function and add the points to your total. - In case the card is an Ace, you can't use the function, because the Ace can be either 1 point or 11 points, depending on how many points you already have earned. - If your total is less than 11, you want the ace to be 11 points (because this is closest to 21). So you add 11 points to your total. - If the total is more than or equal to 11, you want the ace to be 1 point (because you don't want more than 21 points). So you add 1 point to your total. - Lastly, print your new total of points. - - ***Extra card for the dealer*** The dealer can also get an extra card. The dealer doesn't need to be asked, because they always get an extra card if their total is less than 17. - Copy the 'Extra card for you code' and paste it in the dealers section. Then change it to fit the dealer picking an extra card and getting points added to their total. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Extra card for you - hit = {ask} _ - {if} hit == 'yes': - card_3 = _ - {print} _ - {if} card_3 _ 'Ace': - your_points_3 = _ - your_total = _ - {else}: - {if} your_total _ - _ - {else}: - _ - {print} _ - - # Extra card for the dealer - {if} dealer_total < 17 - _ - ``` - blackjack_4: - name: Blackjack 4 - default_save_name: Blackjack_4 - description: Blackjack part 4 - levels: - 17: - story_text: | - In the last 3 adventures you have alsmost created a working blackjack game! The only thing left to do is to decide a winner! - - ### Exercise - ***Paste your code from the previous adventure*** Start by pasting the code that you've made so far into your programming field. - - ***Decide a winner*** - Firstly, if you and the dealer have an equal amount of points, it's a draw. - Secondly, if the dealer has more than 21 points and you don't, you are the winner. - Thirdly, if both you and the dealer have less than 22 points, we have to see who came closest to 21. We do that by comparing who has the highest score. Is your total higher than the dealer's total, then you are the winner. If not, the dealer wins. - Lastly, in all other scenarios (e.g. you have more than 21 points and the dealer doesn't, or you both have more than 21 points) you are the loser. - - ***Enjoy the game!*** - Does your game work properly? Amazing! You have done a great job! Enjoy your game! - If it doesn't work right away, no worries, you might have made a mistake. Just keep calm and bebug your code using the ladybug button. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Decide a winner - {if} _ - {print} 'Its a draw! Play again!' - {elif} _ - {print} 'You win!' - {elif} _ : - {if} _: - {print} _ - {else}: - {print} _ - {else}: - _ - ``` calculator: name: Calculadora default_save_name: Calculadora @@ -612,44 +418,7 @@ adventures: pontuação = pontuação + 1 {print} 'Ótimo trabalho! Sua pontuação foi... ' pontuação ' de 10!' ``` - 10: - story_text: | - This calculator game helps you practise your tables of multiplication! - ### Exercise - Fill in the blanks. We want this program to ask the player these questions: - ``` - How much is 1 times 1? - How much is 1 times 2? - How much is 1 times 3? - How much is 2 times 1? - How much is 2 times 2? - How much is 2 times 3? - How much is 3 times 1? - How much is 3 times 2? - How much is 3 times 3? - _ - ``` - example_code: | - ``` - numbers = 1, 2, 3 - {for} _ - {for} _ - answer = {ask} _ - correct = number_1 * number_2 - {if} answer {is} correct - {print} 'Great job!' - {else} - {print} 'That is wrong. The right answer is ' correct - ``` 11: - story_text: | - With a `{for}` you can simplify tables of multiplication practise program. - - ### Exercise 1 - Improve the example code such that it prints a nice multiplication table:
"1 times 10 is 10", "2 times 10 is 20", etc. - - ### Exercise 2 - Go back to your level 10 multiplication code, and modify it so that it uses a `{for}` and `{range}`. example_code: | ``` número = 10 @@ -691,17 +460,6 @@ adventures: {print} _ ``` 14: - story_text: | - In this adventure you will build a calculator that calculates your mean grade for you. If you get your calculator to work, you can move on to the next adventure, which allows you to add two extra features. - - ### Exercise 1 - Fill in the blanks to get the calculator to work. - * Start with the fourth line, add a question to figure out what grade the student got. - * In the fifth line you'll want to calculate the total of all grades, so the total = total + grade. - * Then we get to set the return value. We want to return the mean, so the total devided by the amount of tests (4). - * Lastly we finish the code by calling the function in line 8. - - Did you get it? Awesome! Would you like to add even more to your calculator? **This adventure continues in the next tab!** example_code: | ``` {define} calcular_média @@ -714,78 +472,12 @@ adventures: média = {call} _ {print} 'A sua média foi ' média ``` - 15: - story_text: | - You can add the `{while}` loop to the calculator game you've learned to make in a previous level. - This makes sure the player can't continue to the next question if they answer incorrectly. - - ### Exercise - Add the `{while}` loop in the function, ask the player what number_1 times number_2 is and print their answer. - Then `{call}` the function. - example_code: | - ``` - {define} new_question - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct = number_1 * number_2 - answer = 0 - _ - _ - _ - {print} 'Well done!' - - {print} 'Give 10 correct answers to win!' - {for} i {in} {range} 1 {to} 10 - _ - {print} 'You win!' - ``` calculator_2: - name: Calculator 2 default_save_name: Calculadora 2 description: Calculadora 2 - levels: - 14: - story_text: | - ### Exercise 2 - **This is the second part of this adventure.** The adventure starts in the previous tab. - Of course, you don't always want to calculate the mean of 4 tests. You might want to calculate the mean of 10 tests or only 2... - We can fix this problem by adding the argument and variable 'amount_of_tests'. - * Start a new line on line 3. Set the amount_of_tests argument by asking the student how many tests they have made. - * Change the 4 in line 4 to the new argument amount_of_tests. - * Lastly, change the 4 in line 6 to amount_of_tests - - Try out your new program. Does it work? - - ### Exercise 3 - Did you want to make your program even better? Great! In the previous program you could only calculate the mean grade of 1 subject, but it would be better if you could calculate the mean grade for all subjects you want! - We won't tell you how to do it, but we will give you one tip: Start your code in line 1 with: define calculate_mean_grade with subject. - example_code: | - ``` - # Use your own code from the previous adventure. - ``` clear_command: - name: '{clear}' default_save_name: comando_limpe description: comando {clear} - levels: - 4: - story_text: | - Time for a new command! With `{clear}` you can clear all the text form your output screen. This way you can prevent your screen getting too full of text. - Beware! If you are using a `{clear}` command, you might need to use a `{sleep}` above it. Otherwise Hedy will clear your screen without giving you the time to read as you can see in the example! - example_code: | - ``` - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'wait for it...' - {sleep} 3 - {clear} - {print} 'SURPRISE!' - ``` debugging: name: depuração default_save_name: depuração @@ -866,45 +558,10 @@ adventures: story_text: |- ### Exercício Depure este código. Boa sorte! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} Welcome to Swimming Pool Hedy! - class {is} {ask} 'Are you here to join a class today?' - {if} class yes - {print} 'Great! You're joining a class! - {print} {else} 'You will not be joining a class' - discount {is} 'Do you have a discount code?' - {if} discount {is} yes - discount_answer {is} {ask} 'What's your discount code?' - discount_codes = Senior4231, Student8786, NewMember6709 - {if} discount_answer {is} {in} discount_cods - {print} 'That will be $3,50' - 'That will be $5,50' - {print} 'Have a nice swim!' - ``` 6: story_text: |- ### Exercício Depure este código. Boa sorte! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Vending machine' - chosen_product = {ask} 'Please select a product' - 1_dollar_products = coke orange juice water - 2_dollar_products = chocolate, cookie, museli bar - 3dollar_prodcuts = potato chips, beef jerky, banana bread - {if} chosen {is} {in} 1_dollar_products - price = 1 - {if} chosen_product {is} 2_dollar_products - price = 2 - {else} chosen_product {in} 3_dollar_products - price = 3 - amount_of_products = '{ask} How many of ' chosen_product would you like to have?' - total = price + amount_of_product - {print} 'That will be $' price 'please' - ``` 7: story_text: |- ### Exercício @@ -1223,7 +880,6 @@ adventures: ``` default: name: Introdução - default_save_name: intro description: Explicação do nível levels: 1: @@ -1549,30 +1205,6 @@ adventures: {print} jogador ' tirou ' escolhas {at} {random} {sleep} ``` - 15: - story_text: | - ### Exercise - In this level you can create a little game in which you'll have to throw 6 as fast as possible. - We have started the code, it's up to you to get the game to work! - - Firstly, add a `{while}` loop that checks if 6 has been thrown or not. - As long as you haven't thrown 6 already, throw the dice on a random number. - Print what the player has thrown. - Add a try to the amount of tries - Wait a second before you throw again, or - in case you've thrown a 6 - before the game ends. - example_code: | - ``` - options = 1, 2, 3, 4, 5, 6 - {print} 'Throw 6 as fast as you can!' - thrown = 0 - tries = 0 - _ - _ - _ - _ - _ - {print} 'Yes! You have thrown 6 in ' tries ' tries.' - ``` dishes: name: Pratos? default_save_name: Pratos @@ -1675,9 +1307,7 @@ adventures: {print} nomes {at} {random} ' irá lavar a louça ' dia ``` elif_command: - name: '{elif}' default_save_name: senão se - description: '{elif}' levels: 17: story_text: | @@ -1696,7 +1326,6 @@ adventures: {print} 'Mais sorte na próxima..' ``` for_command: - name: '{for}' default_save_name: para description: comando {for} levels: @@ -1711,20 +1340,6 @@ adventures: {for} animal {in} animais {print} 'Eu amo ' animal ``` - story_text_2: | - ### Exercise - Finish this code by adding `{for} action {in} actions` to line 2. - example_code_2: | - ``` - actions = clap your hands, stomp your feet, shout Hurray! - _ - {repeat} 2 {times} - {print} 'If youre happy and you know it, ' action - {sleep} 2 - {print} 'If youre happy and you know it, and you really want to show it' - {print} 'If youre happy and you know it, ' action - {sleep} 3 - ``` 11: story_text: |- In this level, we add a new form of the `{for}`. In earlier levels, we used `{for}` with a list, but we can also use `{for}` with numbers. @@ -1745,14 +1360,6 @@ adventures: {print} i {print} 'Prontos ou não, lá vou eu!' ``` - 18: - story_text: | - Lastly, we'll turn `{for} i {in} {range} 1 to 5` into real Python code, like this: - example_code: | - ``` - {for} i {in} {range}(1,5): - {print} (i) - ``` fortune: name: Vidente default_save_name: Vidente @@ -1885,18 +1492,6 @@ adventures: 10: story_text: | In this level you'll learn how to program the game MASH (mansion, apartement, shack, house). In this game you can predict for all the players at once, what their future will look like. - example_code: | - ``` - houses = mansion, apartment, shack, house - loves = nobody, a royal, their neighbour, their true love - pets = dog, cat, elephant - names = Jenna, Ryan, Jim - _ - {print} name ' lives in a ' houses {at} {random} - {print} name ' will marry ' loves {at} {random} - {print} name ' will get a ' pets {at} {random} ' as their pet.' - {sleep} - ``` 12: story_text: | In this level you can make your fortunes multiple words. Like in this example below: @@ -1909,9 +1504,7 @@ adventures: {print} visões {at} {random} ``` functions: - name: functions default_save_name: funções - description: functions levels: 12: story_text: | @@ -1966,25 +1559,7 @@ adventures: I dreamed that my Bonnie is dead Can you program this verse in the same way as the example? - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - ``` 14: - story_text: | - In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. - You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - - For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - - ### Exercise - Finish this code. We have already made the variable new_price for you, you only need to set it. - You should finish the line of code by calling the function that calculates the new price. example_code: | ``` {define} calcular_preço_novo {with} valor, porcentagem @@ -1998,219 +1573,10 @@ adventures: preço_novo = _ calcular_preço_novo {with} preço_antigo, _ {print} 'O preço novo é ' preço_novo ' reais' ``` - 18: - story_text: | - Let's make functions the Pythons way! To define a function, we no longer use: - - `{define} name_function {with} argument_1, argument_2:` - - but we use: - - `{def} name_function(argument_1, argument_2):`. - - - If you don't want to use arguments, you just leave the space between the parantheses empty. - To call a function, we don't need the `{call}` command anymore. You just type the name of the function. - example_code: | - ``` - {def} calculate_score(answer, correct_answer): - {if} answer == correct_answer: - score = 1 - {elif} answer == '?': - score = 0 - {else}: - score = -1 - {return} score - - answer = {input} ('Where can you find the Eiffel Tower?') - correct_answer = 'Paris' - score = calculate_score(answer, correct_answer) - {print} ('Your score is... ', score) - ``` guess_my_number: - name: Guess my number default_save_name: adivinhe o número - description: guess my number - levels: - 14: - story_text: | - In this level you can program the game 'Guess my number' - - ### Exercise - Fill in the correct symbols on the blanks to get the game to work. - example_code: | - ``` - {print} 'Guess my number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess _ number - {print} 'Lower!' - {if} guess _ number - {print} 'Higher!' - {if} guess _ number - {print} 'You win!' - game = 'over' - ``` - hangman: - name: Hangman - default_save_name: Hangman - description: Guess the word - levels: - 17: - story_text: | - In this adventure we program a game of hangman. First we make some preparations, then we program the game and in the third part we add a drawing with the turtle. - - ### Exercise - ***Set the variables*** In this game of hangman, Player 1 chooses an answer and Player 2 has to guess the letters in this answer. - To let the computer know all the letters in the word, we will turn the answer into a list of letters. We also do this with the guesses Player 2 makes. - We will start the game with 2 empty lists. We have made an empty list for the variable answer for you. Now make an empty list for guessed_letters as well. - Then we fill in how many mistakes were made. At the start of the game, this should be 0. - The variable `amount_letters` tells us how many letters are in the answer. Ask Player 1 to tell us how many letters their word has. - Lastly we tell the computer if the game is over. We use the variable `game_over` and set it to `False`. - - ***Choosing the answer*** We want Player 1 to be able to choose the answer. We'll ask them, as many times as necessary, what the next letter is. - Then we add that letter to the answer. Lastly, we add an empty _ to the list of guessed letters, so we get as many _s as there are letters in the answer. - - ***Player 2's turn*** - Tell Player 2 its their turn. Then tell Player 2 how many letters there are in the answer. Finally, print the list of `guessed_letters`. - - ***Go to the next tab*** Now that all the starting variables are set, we can start programming the game itself. Check out the next tab to learn how! - example_code: | - ``` - print 'Hangman!' - - # Set the variables - answer = [] - guessed_letters = _ - mistakes_made = _ - amount_letters = {ask} _ - _ = 'False' - - # Choosing the answer - {for} _ - letter = {ask} 'Player 1, what is letter ' i '?' - _ - {add} '_' {to} _ - - # Player 2 turn - print _ - print _ - print guessed_letters - ``` - hangman_2: - name: Hangman 2 - default_save_name: Hangman_2 - description: Hangman 2 - levels: - 17: - story_text: | - Now it's time to program the hangman game. - - ### Exercise - - ***Paste your code*** Copy your code from the previous tab and paste the code in the programming field. - - ***The game*** This games continues playing until Player 2 is game over. Fill in the while command accordingly. Now, Player 2 is allowed to guess a letter, so ask Player 2 to guess a letter. - We need to check if their answer is correct, so check if their `guess` is (somewhere) in the (list) `answer`. Then we let the computer figure out which of the letter(s) is the guess. We have already programmed that part for you. - Next we want to compliment the player for finding a correct letter and we want to print the list `guessed_letters`, so the player can see their progress. - - The next part we're going to program is what happens when the player has guessed all of the letters. So if their list of `guessed_letters` is the same as our list `answer`. - If the lists are the same, congratulate Player 2 with their victory and set the variable `game_over` to `True`. - - Next we'll program what happens when Player 2 guesses wrong (so the `{else}` command). First, tell the player that their guess was wrong. Then increase the `mistakes_made` variable by 1. - - For the last part we'll program what happens when Player 2 has made 10 mistakes. We'll print that Player 1 has won the game. Then we'll print the correct answer. And finally, we'll set our `game_over` variable to `True`, so the game stops. - - ***Go to the next tab*** Amazing work! Your game is playable, but wouldn't it be fun if the hangman was actually drawn when Player 2 makes a mistake..? - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - guess = _ - {if} _ - {for} i {in} {range} 1 {to} amount_letters: - if answer[i] == guess: - guessed_letters[i] = guess - {print} _ - {if} guessed_letters == _: - {print} _ - game_over = _ - {else}: - {print} _ - mistakes_made _ - {if} _ == 10: - {print} _ - {print} _ - _ - ``` - hangman_3: - name: Hangman 3 - default_save_name: Hangman_3 - description: Hangman 3 - levels: - 17: - story_text: | - In a game of hangman the mistakes are shown by drawing a part of the hangman each time a mistake has been made. - We now add those drawings with our turtle! - - ### Exercise - ***Create a function that draws the hangman*** Create a function that draws the hangman in 10 steps. We have already made step 1 for you. - - ***Test the function*** Test the function by calling the function with 10. If you are happy with the function, remove the line that calls the function for now. We will call the function when the player makes a mistake. - - ***Paste your hangman game under your function*** Go back to the previous tab and copy your hangman game. Paste the game underneath your function. - - ***Call the function when the player makes a mistake*** Under the line `mistakes_made = mistakes_made + 1` we will call the function. We want the turtle to take the same amount of steps as the player has made mistakes, so we call the function with `mistakes_made` as argument. - - ***Enjoy your game!*** -
- The hangman could look like this -
- example_code: | - ``` - # Create a function that draws the hangman - {define} draw_hangman {with} step: - {if} step == 1: - {color} white - {forward} -100 - {turn} 90 - {forward} -50 - {color} black - {forward} 100 - {forward} -50 - - {if} step == 2: - _ - # Paste your hangman game here - - ``` harry_potter: - name: Harry Potter - default_save_name: Harry Potter description: Aventuras de Harry Potter - levels: - 10: - story_text: | - ### Exercise - We can also make a Harry Potter themed fortune teller. Fill in blanks such that 9 lines are printed. - **Extra** Change the theme of the fortune teller into something else, such as your favorite book, film or tv show. - example_code: | - ``` - houses = Gryffindor, Slytherin, Hufflepuff, Ravenclaw - subjects = potions, defence against the dark arts, charms, transfiguration - fears = Voldemort, spiders, failing your OWL test - names = Harry, Ron, Hermione - _ - _ {print} name ' is placed in ' houses {at} {random} - _ {print} name ' is great at ' subjects {at} {random} - _ {print} name 's greatest fear is ' fears {at} {random} - ``` haunted: name: Casa mal-assombrada default_save_name: Casa mal-assombrada @@ -2370,105 +1736,7 @@ adventures: {print} 'Sala ' i monstro = monstros {at} {random} ``` - 14: - story_text: | - ### Exercise - In this level you can use the `<` and `>` symbol to introduce lives to your game. - Make sure the player loses a life when they come across the wrong monster and that the game stops if you have no lives left. - example_code: | - ``` - {print} 'Escape from the haunted house' - lives = 3 - doors = 1, 2, 3 - monsters = 'the wicked witch', 'a zombie', 'a sleeping 3 headed dog' - {for} i {in} {range} 1 {to} 10 - {if} lives _ - good_door = doors {at} {random} - monster = monsters {at} {random} - chosen_door = {ask} 'Which door do you choose?' - {if} good_door == chosen_door - {print} 'You have chosen the correct door' - {else} - {print} 'You see...' monster - {if} monster == 'a sleeping 3 headed dog' - {print} 'Pffieuw.... Its asleep' - {else} - {print} 'You lose one life' - lives = _ - {else} - {print} 'GAME OVER' - ``` - 16: - story_text: | - ### Exercise - This haunted house game uses the connection between the lists you can use in this level. - For example: all the properties that belong to the zombie are first in all the lists, witch second and vampire third. - Check out the code and fill in `weapons[i]`, `monsters[i]` , `bad_fate[i]`, `good_fate[i]`, `hint[i]` on the correct blanks to get the code to work! - example_code: | - ``` - numbers = [1, 2, 3] - i = numbers[{random}] - hint = ['growling', 'a cackling laugh', 'fluttering batwings'] - monsters = ['zombie', 'witch', 'vampire'] - bad_fate = ['Your brain is eaten', 'You are forever cursed', 'You are bitten'] - good_fate = ['You throw the ham. The zombie is distracted and starts eating it.', 'You set the curtains on fire. The witch flees out of fear for the fire', 'The vampire hates garlic and flees'] - weapons = ['ham', 'lighter', 'garlic'] - {print} 'You are standing in front of an old mansion' - {print} 'Something is not right here' - {print} 'You hear ' _ - {print} 'You are going to explore it' - {print} 'You enter the kitchen and see a lighter, a raw ham and a garlic.' - your_weapon = {ask} 'What do you bring with you?' - {print} 'With your ' your_weapon ' you enter the living room' - {print} 'There you find a ' _ - needed_weapon = _ - {if} your_weapon == needed_weapon - {print} 'You use your ' your_weapon - {print} _ - {print} 'YOU WIN!' - {else} - {print} 'You have chosen the wrong weapon...' - {print} _ - {print} 'GAME OVER' - ``` - hotel: - name: hotel - default_save_name: hotel - description: hotel - levels: - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, and you've learned how to combine it with an {ask}. - You might have wondered why you would use functions, because the functions in the example were only one line of code. - Now we will show you what a bigger function looks like and we will use multiple agruments now as well. You'll see how much better it is to use a function once the function gets bigger. - Here is an example of a function with arguments combined with {ask} commands. - example_code: | - ``` - {define} welcome_message {with} title, last_name, country, room_number - {print} 'Welcome to Hotel Hedy, ' title ' ' last_name - nice_trip {is} {ask} 'Did you have a nice trip from, ' country '?' - {if} nice_trip {is} 'yes' - {print} 'Lovely!' - {else} - {print} 'Sorry to hear that.' - {print} 'Hopefully you can take a nice rest in you room.' - {print} 'Your room number is ' room_number - - {print} 'Hello. Please fill in your information to check in.' - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - ``` - - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 if_command: - name: '{if} & {else}' default_save_name: comando_se description: Introduzindo o comando {if} levels: @@ -2500,39 +1768,10 @@ adventures: _ _ _ 4 _ 'Ótimo trabalho!' _ _ 'Não, 2 + 2 = 4' ``` - 8: - story_text: | - ## If... Else... - You have learned to repeat a block of lines of code after a `{repeat}` command. - Now you can also use indentation to make blocks after a {if} or {else} command. - Check out the example code. - - ### Exercise - Add an {else} command to the example code. Make a block of line using indentation. You do this by starting each line with 4 spaces. - example_code: | - ``` - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {print} 'You can play on your computer!' - ``` 9: story_text: | Neste nível, você também pode colocar um comando `{if}` dentro de outro comando `{if}`. - example_code: | - ``` - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - ``` in_command: - name: '{in}' default_save_name: comando_em description: Introduzindo o comando {in} levels: @@ -2560,7 +1799,6 @@ adventures: _ _ 'Meus animais favoritos são cachorros, vacas e ovelhas.' ``` is_command: - name: '{is}' default_save_name: comando_é description: introduzindo o comando {is} levels: @@ -2584,14 +1822,6 @@ adventures: animal_favorito {is} _ {print} Eu gosto de animal_favorito ``` - 6: - story_text: | - We also make a change in storing a word in a variable! You may now use `=` instead of `{is}` when we store a name or a number in a variable, like this: - example_code: | - ``` - name = Hedy - answer = 20 + 4 - ``` 14: story_text: | Vamos aprender mais itens novos. Você já deve conhecê-los da matemática, o `<` e o `>`. @@ -2637,49 +1867,12 @@ adventures: 5: story_text: | Make your own program to practice your vocabulary in a new language. - example_code: | - ``` - {print} 'Learn French!' - cat {is} {ask} '🐱' - {if} cat {is} chat {print} 'Terrific!' - {else} {print} 'No, cat is chat' - frog {is} {ask} '🐸' - {if} frog {is} grenouille {print} 'Super!' - {else} {print} 'No, frog is grenouille' - ``` - 16: - story_text: | - ### Exercise - Take a look at the example code. This is a program to practise French vocabulary. Now make your own program to practice your vocabulary in a new language. - If you don't know any other languages, you can use Google translate or you can use emojis and your native language. - example_code: | - ``` - french_words = ['bonjour', 'ordinateur', 'pomme de terre'] - translation = ['hello', 'computer', 'potato'] - score = 0 - {for} i {in} {range} 1 {to} 3 - answer = {ask} 'What does ' french_words[i] ' mean?' - correct = translation[i] - {if} answer == correct - {print} 'Correct!' - score = score + 1 - {else} - {print} 'Wrong, ' french_words[i] ' means ' translation[i] - {print} 'You gave ' score ' correct answers.' - ``` maths: name: matemática default_save_name: matemática description: introduzindo matemática levels: 6: - story_text: | - In this level you learn something new: you can now also calculate. - - The plus is easy, you write it like with math: `5 + 5` for example. The minus also works fine, it is `5 - 5`. - - The times is a bit different, because there is no times symbol on your keyboard. Just search, there really isn't! - That is why we multiply with the asterisk above 8: `5 * 5`. Read that as "5 times 5" that helps you remember it best. example_code: | ``` {print} '5 mais 5 é ' 5 + 5 @@ -2696,9 +1889,6 @@ adventures: {print} 'Dois e meio mais dois e meio é...' {print} 2.5 + 2.5 ``` - story_text_2: |- - **Maths with words** - In this level you can also do addition with words like this: example_code_2: | ``` a = 'Olá ' @@ -2722,17 +1912,6 @@ adventures: ### Exercício Experimente o código exemplo e então brinque com ele! Você consegue criar sua própria melodia? No próximo nível, você aprenderá a tocar algumas músicas já existentes. - example_code: |- - ``` - {play} C4 - {play} D4 - {play} E4 - {play} F4 - {play} G4 - {play} A4 - {play} B4 - {play} C5 - ``` 2: story_text: | ### Exercise @@ -2777,43 +1956,7 @@ adventures: {play} notas {at} {random} {play} notas {at} {random} ``` - 4: - story_text: | - Use the `{clear}` command to create a karaoke machine! - - ### Exercise - Finish the karaoke version of 'Mary had a little lamb'. - Then, create a karaoke version of any song you'd like! - example_code: | - ``` - {print} 'Mary had a little lamb' - {play} E - {play} D - {play} C - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Little lamb, little lamb' - {play} D - {play} D - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Mary had a little lamb' - {play} E - ``` 5: - story_text: | - You don't always have to use the `{play}` command to play a whole song, sometimes you just want to play one note. - For example, if you want to make a quiz, you can play a happy high note if the answer is right and a sad low note if the answer is wrong. - - ### Exercise - Finish the first question by adding a line of code that plays a C3 note if the wrong answer is given. - Then think of 3 more questions to add to this quiz. example_code: | ``` resposta {is} {ask} 'Qual é a capital do Zimbábue?' @@ -2822,25 +1965,7 @@ adventures: ``` 6: story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\n This calls for musical maths! Try out the example code a couple of times with different starting numbers. \nThen, see if you can compose a song using the numbers.\n" - example_code: | - ``` - number = {ask} 'Say a starting number between 1 and 67' - {print} number - {play} number - number = number + 1 - {print} number - {play} number - number = number + 1 - {print} number - {play} number - ``` 7: - story_text: | - Using the `{repeat}` command can make your codes for melodies a lot shorter! - - ### Exercise - Finish the code for Twinkle Twinkle Little Star by using the `{repeat}`command. - Then go back to the songs you've made in the previous levels. Can you shorten those codes too? example_code: | ``` {print} 'Brilha Brilha Estrelinha' @@ -2848,248 +1973,6 @@ adventures: {repeat} 2 {times} {play} G4 _ ``` - 8: - story_text: | - Now that we can use the `{repeat}` command for multiple lines, we can make songs even more easily! - - ### Exercise - Finish the song of Brother John (Frère Jacques). Don't forget to use `{repeat}`! - example_code: | - ``` - {print} 'Brother John' - {repeat} 2 {times} - {play} C - {play} D - {play} E - {play} C - {repeat} 2 {times} - {play} E - {play} F - {play} G - {sleep} 1 - ``` - 9: - story_text: | - From this level on you can - among other things - use a {repeat} command inside a {repeat} command. - That makes songs like 'Happy birthday' even shorter! - - ### Exercise - Finish the song! - example_code: | - ``` - first_time = yes - {repeat} 2 {times} - {repeat} 2 {times} - {play} C - {play} D - {play} C - {if} first_time {is} yes - {play} F - {play} E - first_time {is} no - {else} - _ - ``` - 12: - story_text: | - Use functions in your songs! As you can see in the example code, you can make a function for each line of Twinkle Twinkle Little Star. Once you've programmed the first three lines, all you have to do is call the functions in the order you want them played in. - - ### Exercise - Finish the song of Twinkle Twinkle Little Star. - Then look back at all the songs you've programmed in the levels before, can you make those codes better and shorter using functions too? - example_code: | - ``` - {define} first_line - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} - - {define} second_line - {play} F - {play} F - {play} E - {play} E - {play} D - {play} D - {play} C - {sleep} - - {define} third_line - {play} G - {play} G - {play} F - {play} F - {play} E - {play} E - {play} D - {sleep} - - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - ``` - 13: - story_text: | - You can use a function with an argument for songs that have line that are almost the same, but slightly different each time. - One example is the song 'Yankee Doodle'. The first 4 notes of the first lines are the same, but each time they are followed by a different couple of notes. - - ### Exercise - Can you finish the song of Yankee Doodle? - Can you think of another song to program this way? - example_code: | - ``` - {print} 'Yankee Doodle' - {define} _ {with} note_1, note_2, note_3 - {play} C4 - {play} C4 - {play} D4 - {play} E4 - {play} _ - {play} _ - {play} _ - - {call} line_1 {with} 29, 31, 30 - {call} line_1 {with} 29, 28, 0 - {call} line_1 {with} 32, 31, 30 - - {play} C4 - {play} B3 - {play} G3 - {play} A3 - {play} B3 - {play} C4 - {play} C4 - ``` - 14: - story_text: | - You can program music for fun, but you can also use the musical notes to make something useful like a fire alarm! - - ### Exercise - Make sure the fire alarm rings when there is a fire! - example_code: | - ``` - {define} fire_alarm - {print} 'FIRE!' - note = 40 - {for} i {in} {range} 1 {to} 100 - {if} note _ 50 - note = note + 5 - {play} _ - {else} - note = 40 - - fire = {ask} 'Is there a fire?' - {if} fire _ 'yes' - {call} fire_alarm - ``` - 15: - story_text: | - **Warning** This adventure can become extremely annoying! - We can also use the {while} command to repeat a song forever. - - ### Exercise - Finish the never-ending song. - example_code: | - ``` - {define} song - {play} _ - - yes_or_no = {ask} 'Do you want to hear my never-ending song?' - {while} yes_or_no = 'yes' - {call} song - {print} '🥳' - ``` - 16: - story_text: | - Upgrade your Old MacDonald code! - - ### Exercise - Take your code from the 'Sing a Song' adventure and add musical notes to it! - You can make a function for each line in the song and call that function after the line is printed. - We defined the first line for you and called it in the code. Can you finish the whole song? - example_code: | - ``` - {define} line_1 - {for} i {in} {range} 1 {to} 3 - {play} G - {play} D - {for} i {in} {range} 1 {to} 2 - {play} E - {play} D - - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - for i in range 1 to 3 - animal = animals[i] - sound = sounds[i] - print 'Old MacDonald had a farm' - call line_1 - print 'E I E I O!' - _ - ``` - 17: - story_text: | - You can use the {elif} to create different options. - - ### Exercise - Firstly, add colons to get the code to work. - Then finish this code by adding at least 2 other songs for other moods. For example a happy song and an angry song. - example_code: | - ``` - {define} scary_song - {for} i {in} {range} 1 {to} 3 - {play} G - {play} E - {sleep} 2 - {for} i {in} {range} 1 {to} 3 - {play} F - {play} D - - mood = {ask} 'Which emotion are you feeling?' - {if} mood {is} 'fear' - {call} scary_song - {elif} _ - ``` - 18: - story_text: | - ### Exercise - Even in this last level of Hedy we can make some music! Be careful of all the syntax that is needed now. - Take a good look at how the functions are defined and called upon in the example code. - Finish the song! - example_code: | - ``` - {def} line_1(): - {for} i {in} {range}(1, 5): - {play} A - {play} D - {play} F - {play} A - - {def} line_2(): - {for} i {in} {range}(1, 5): - {play} G - {play} C - {play} E - {play} G - - {def} line_3(): - _ - - {print} ('The drunken sailor') - {print} ('What shall we do with the drunken sailor?') - line_1() - line_2() - line_3() - {print} ('Early in the morning') - ``` parrot: name: Papagaia default_save_name: Papagaia @@ -3153,15 +2036,6 @@ adventures: story_text: | In this level we have to use quotation marks with the commands `{ask}` and `{print}`. Can you complete the code by adding quotation marks? - example_code: | - ``` - words {is} squawk, Hedy - {print} _ Train your parrot! _ - new_word {is} {ask} _ Which word do you want to teach them? _ - {add} new_word {to_list} words - {print} _ 🧒 Say _ new_word _, Hedy!_ - {print} _ 🦜 _ words {at} {random} - ``` 5: story_text: | Recompense seu papagaio se ele disser a palavra correta! @@ -3178,29 +2052,11 @@ adventures: {else} {print} '🧒 Não, Hedy! Diga ' nova_palavra ``` piggybank: - name: Piggy Bank - default_save_name: Piggy Bank - description: Count your pocketmoney! levels: 12: story_text: | In this adventure you learn how to make a digital piggy bank, to calculate how much money you have and how long you need to save up to buy what you want! - example_code: | - ``` - {print} 'The digital piggy bank' - wish = {ask} 'What would you like to buy?' - price = {ask} 'How much does that cost?' - saved = {ask} 'How much money have you saved already?' - allowance = {ask} 'How much pocket money do you get per week?' - to_save = price - saved - weeks = to_save / allowance - {print} 'You can buy a ' _ ' in ' _ ' weeks.' - ``` 14: - story_text: | - ### Exercise - In this level you can let Hedy tell you if you have saved up enough money! - Finish this code by filling in the blanks! example_code: | ``` _ calculate_budget with wish, money, allowance @@ -3220,45 +2076,7 @@ adventures: {call} calculate_budget with _, _, _ ``` pressit: - name: Key presses - default_save_name: Pressed - description: Try linking a keyboard key to a command! levels: - 5: - story_text: | - In this level there is another new keyword: `{pressed}`! - With `{pressed}` you can use keys on your keyboard to control what lines are used. - - ### Exercise - Look at the example and add one more line of code that reacts to a key press. - example_code: | - ``` - {print} 'Do you want a good (g) or bad (b) ending?' - {if} g {is} {pressed} {print} 'They lived happily ever after ❤' - {else} {print} 'The prince was eaten by a hippopotamus 😭' - ``` - story_text_2: | - You can also link turtle commands to keys. - - ### Exercise - Copy the lines a few times so you can create a larger drawing. - example_code_2: | - ``` - {if} y {is} {pressed} {forward} 15 - {else} {turn} 90 - ``` - 7: - story_text: | - Now that you have learned about `{repeat}`, we can press keys multiple times. - You can use it to make the turtle walk forward and turn. - - ### Exercise - The code you have seen in level 5 only checks the key once. Copy the example code and add a `{repeat}` to it, so that you can press the keys many times. - Use this code to draw something nice. - example_code: | - ``` - {if} x {is} {pressed} {forward} 15 {else} {turn} 90 - ``` 9: story_text: | Now that you know how to combine statements, you can create a touch type tool with `{pressed}`. @@ -3266,20 +2084,7 @@ adventures: ### Exercise Finish the code. Each time a random letter should be chosen, which you have to press. You get a point for a correct press, and and two points deduction for a wrong press. **(extra)** Clear the screen after each letter, and show the user how many points they have scored. - example_code: | - ``` - points = 0 - letters = a, b, c, d, e - {repeat} 10 {times} - letter = _ _ _ - {print} 'Press the letter ' letter - {if} letter {is} {pressed} - _ - _ - _ - ``` print_command: - name: '{print}' default_save_name: imprima description: Introdução ao comando imprima levels: @@ -3323,36 +2128,6 @@ adventures: nome = 'Hedy' {print}('Meu nome é ', nome) ``` - quizmaster: - name: Quizmaster - default_save_name: Quizmaster - description: Make your own quiz! - levels: - 14: - story_text: | - ### Exercise - In this adventure you can make your own quiz! Fill in the blanks, add more questions and enjoy your own quiz! - You can make a quiz about anything you like: your hobby, your favorite animal, your favorite book or anything at all! - example_code: | - ``` - {print} 'Make your own quiz' - points_a = 0 - points_b = 0 - {print} 'Question' - {print} 'Answer option A' - {print} 'Answer option B' - answer = {ask} 'Which answer?' - {if} answer == 'A' - points_a = points_a + 1 - {if} answer == 'B' - points_b = points_b + 1 - {print} 'End of the quiz!' - {print} 'Lets see the results!' - {if} points_a > points_b - {print} 'You belong to the A club' - {if} points_b > points_a - {print} 'You belong to the B club' - ``` quotation_marks: name: '''aspas''' default_save_name: aspas @@ -3386,28 +2161,8 @@ adventures: story_text: | **Todos os textos precisam estar dentro de aspas** Neste nível, você também terá de usar aspas ao guardar um texto usando `=`: - example_code: | - ``` - name = 'Hedy the Robot' - {print} 'Hello ' name - ``` - story_text_2: | - **All items in lists need quotation marks too** - Lists are texts, so they need quotation marks too. Mind that each single item on the list has quotation marks. - This allows you to save two words as 1 item on the list, for example 'Black Widow'. - example_code_2: | - ``` - superheroes = 'Spiderman', 'Batman', 'Black Widow' - {print} superheroes {at} {random} - ``` story_text_3: | **Todos os textos depois de comparações `{if}` também precisam de aspas** - example_code_3: | - ``` - name = {ask} 'What is your name?' - {if} name = 'Hedy the Robot' - {print} 'Hi there!' - ``` story_text_4: | **Números não precisam de aspas** Com números, não se usa aspas depois de `=`: @@ -3417,7 +2172,6 @@ adventures: {print} 'Você conseguiu ' pontuação ``` random_command: - name: '{random}' default_save_name: comando_aleatório description: introduzindo o comando em aleatório levels: @@ -3453,28 +2207,7 @@ adventures: story_text: |- We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. For example: `friends[1]` is the first name on the list of friends, as you can see in the first part of the example code. The second part of the example code shows you that we can also match 2 lists using the variable i. - example_code: | - ``` - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - ``` - story_text_2: |- - Now that you've learned to use the brackets in lists, you can also start using the {at} {random} command in the Python way! - You simply type the name of your list with `[random]` behind it! - example_code_2: |- - ``` - fruit = ['apple', 'banana', 'cherry'] - {print} fruit[random] - ``` repeat_command: - name: '{repeat}' - default_save_name: repeat_command description: comando {repeat} levels: 7: @@ -3484,23 +2217,6 @@ adventures: ### Exercise Play around with the repeat command. Can you make the happy birthday song in only 3 lines of code instead of 4 now? - example_code: | - ``` - {repeat} 3 {times} {print} 'Hedy is fun!' - ``` - 8: - story_text: | - ### Repeat commands and indentation - In this level you can repeat multiple lines of code with only 1 repeat command. - You do this by making a block of lines that you want to repeat. - The lines in this block will need **indentation** . - That means putting four spaces at the beginning of each line. You will also have to indent when you just want to create a block of one line. - example_code: | - ``` - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This is all repeated 5 times' - ``` 9: story_text: | Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... @@ -3516,47 +2232,12 @@ adventures: {else} {print} 'Maybe you should practice some more in the previous level' repeat_command_2: - name: '{repeat} 2' - default_save_name: repeat_command_2 description: comando {repeat} 2 levels: 7: - story_text: | - ## Repeat with other commands and with variables - You have practiced the `{repeat}` command in combination with the `{print}` command now, but did you know you could also use other commands with `{repeat}` ? - In this example code you can see that `{repeat}` can also be used with an `{ask}`, `{if}` or `{else}` command. - example_code: | - ``` - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - ``` story_text_2: | Another interesting thing you can so with the `{repeat}` command is using variables to set the amount of times something should be repeated. In the example code you can see that we first ask the person how old they are. Then, in line 3, the question is repeated 'age' times. So we have used the variable 'age' with the `{repeat}` command. - example_code_2: | - ``` - {print} 'Yay! It is your birthday!' - age = {ask} 'How old are you now?' - {repeat} age {times} {print} 'Hip Hip Hurray!' - ``` - 8: - story_text: | - ### In the block or not? - In this level you have to think carefully which lines of code should be in the block and which shouldn't. - For example: If you want to sing the song *the muffin man*. You only want the line with 'the muffin man' to be repeated twice. - This means the last line shouldn't start with indentation as it doesn't belong to the block. - If you do start the last line with indentation the song will turn out wrong. - - ### Exercise - Each line in the example code starts with a blank. Remove the blanks and try to figure out which line need indentation and which don't to make the muffin man song. - example_code: | - ``` - _ {print} 'Do you know the muffin man?' - _ {repeat} 2 {times} - _ {print} 'The muffin man' - _ {print} 'Do you know the muffin man, who lives on Drury Lane?' - ``` restaurant: name: Restaurante default_save_name: Restaurante @@ -3634,30 +2315,10 @@ adventures: ### Exercise 2 Go back to the previous level and copy your restaurant code. Make the code work in this level by adding quotation marks in the right spots and add some `{clear}` commands. - example_code: | - ``` - _ Add the quotation marks to this code _ - {print} Welcome to Restaurant Chez Hedy! - {print} Today we are serving pizza or lasagna. - food {is} {ask} What would you like to eat? - {print} Great choice! The food is my favorite! - topping {is} {ask} Would you like meat or veggies on that? - {print} food with topping is on its way! - drinks {is} {ask} What would you like to drink with that? - {print} Thank you for your order. - {print} Your food and drinks will be right there! - ``` 5: story_text: | In this level the {if} command allows you to {ask} your customers questions and give different responses to the answers. In the example below, you see that you can {ask} the customer {if} they want to hear the specials and Hedy can respond accordingly. - example_code: | - ``` - drinks_in_stock {is} water, lemonade, cola, orange juice - drink {is} {ask} 'What would you like to drink?' - {if} drink {in} drinks_in_stock {print} 'One ' drink 'coming up!' - {else} {print} 'Sorry, we do not sell that' - ``` 6: story_text: | In this level you can use maths to calculate the total price of your customer's order, which can make your virtual restaurant more realistic. @@ -3694,60 +2355,14 @@ adventures: {repeat} people times food = {ask} 'What would you like to eat?' {print} 'Thanks for your order! Its coming right up!' ``` - 8: - story_text: | - In this level you can make your virtual restaurant more elaborate by repeating multiple lines of code. Like this: - - ### Exercise - This code can be expanded with more items on the menu, for example offering drinks, and/or multiple courses or desserts. Add at least one more item. - **Extra** Add even more items, as many options as you like! - example_code: | - ``` - {print} 'Welcome to Restaurant Chez Hedy!' - people = {ask} 'How many people will be joining us today?' - {print} 'Great!' - {repeat} people {times} - food = {ask} 'What would you like to order?' - {print} food - {print} 'Thank you for ordering!' - {print} 'Enjoy your meal!' - ``` 9: story_text: | In this level you can use nesting to make your restaurant more realistic and more fun! For example you would {ask} for sauce {if} somebody orders fries, but you wouldn't {if} someone orders pizza! Check out the example, and try this at your own virtual restaurant! - example_code: | - ``` - {print} 'Welcome to Restaurant Chez Hedy!' - people = {ask} 'How many people will be joining us today?' - {print} 'Great!' - price = 0 - {repeat} people {times} - _ food = {ask} 'What would you like to order?' - _ {print} food - _ {if} food {is} fries - _ price = price + 3 - _ sauce = {ask} 'What kind of sauce would you like with your fries?' - _ {if} sauce {is} no - _ {print} 'no sauce' - _ {else} - _ price = price + 1 - _ {print} 'with ' sauce - _ {if} food {is} pizza - _ price = price + 4 - {print} 'That will be ' price ' dollar' - {print} 'Enjoy your meal!' - ``` 10: story_text: | In this level you'll learn how to easily {ask} your guests' orders in a short code. - example_code: "```\ncourses = appetizer, main course, dessert\n{for} course {in} courses\n {print} 'What is your order for ' course '?'\n _ \n _\n```\n" - story_text_2: | - ### Exercise - Of course, you could also order for multiple people! - Can you add the correct amount of indentation before each line to make the code work properly? - Tip: some lines don't need any indentation at all. example_code_2: | ``` courses = appetizer, main course, dessert @@ -3760,31 +2375,9 @@ adventures: 11: story_text: | We can use the `{for} i {in} {range} 1 {to} 5` to {print} the orders from multiple customers in an orderly manner. - example_code: | - ``` - {print} 'Welcome to Restaurant Hedy!' - people = {ask} 'For how many people would you like to order?' - {print} 'So you want to order for ' people ' people.' - {print} "Let's go!" - ``` 12: story_text: | From this level on you can use decimal numbers to make you menu more realistic. - example_code: | - ``` - price = 0.0 - food = {ask} 'What would you like to order?' - drink = {ask} 'What would you like to drink?' - {if} food {is} 'hamburger' - price = price + 6.50 - {if} food {is} 'pizza' - price = price + 5.75 - {if} drink {is} 'water' - price = price + 1.20 - {if} drink {is} 'soda' - price = price + 2.35 - {print} 'That will be ' price ' dollar, please' - ``` 13: story_text: | In this level we can use the new commands to upgrade our restaurant. @@ -3804,16 +2397,6 @@ adventures: With the `{while}` you can make sure your costumers can keep adding orders until they are done. ### Exercise Correctly add the `{while}` command to this code. - example_code: | - ``` - {print} 'Welcome at McHedy' - more = 'yes' - _ - order = {ask} 'What would you like to order?' - {print} order - more = {ask} 'Would you like to order anything else?' - {print} 'Thank you!' - ``` rock: name: Pedra, papel, tesoura default_save_name: Pedra_2 @@ -3867,16 +2450,6 @@ adventures: jogador_1 {is} {ask} Nome do(a) jogador(a) 1: _ ``` - 4: - story_text: | - In this level we can further program rock, paper, scissors. But if you want to add text, you have to use quotation marks here too. - ### Exercise - Fill in quotation marks on the blanks. Mind that the variable `choices` should be outside the quotes. - example_code: | - ``` - choices {is} rock, paper, scissors - {print} _The computer chooses..._ choices {at} {random} - ``` 5: story_text: | In this level we can determine who won. @@ -3885,17 +2458,6 @@ adventures: Save your choice with the name of choice and the choice of computer as computer choice. Then you can use `{if}` to see {if} they are the same or different. Will you finish the code? - example_code: | - ``` - options {is} rock, paper, scissors - computer_choice {is} _ - choice {is} _ - {print} 'you chose ' _ - {print} 'computer chose ' _ - {if} _ {is} _ {print} 'tie!' {else} {print} 'no tie' - ``` - - Fill in the correct code on the blanks to see if it is a draw. 9: story_text: | In this level you can program the whole rock, paper, scissors game by nesting the {if}-commands. Can you finish the code? @@ -3928,54 +2490,17 @@ adventures: 13: story_text: | With the `{and}` command you can shorten your rock, paper, scissors code! Check out the example code below and try to finish it. - example_code: | - ``` - options = 'rock', 'paper', 'scissors' - your_choice = {ask} 'What do you choose?' - computer_choice = options {at} {random} - {print} 'You choose ' your_choice - {print} 'The computer chooses ' computer_choice - {if} computer_choice {is} your_choice - {print} 'Tie' - {if} computer_choice {is} 'rock' {and} your_choice {is} 'paper' - {print} 'You win!' - {if} computer_choice {is} 'rock' {and} your_choice {is} 'scissors' - {print} 'The computer wins!' - _ - ``` - 15: - story_text: | - ### Exercise - Play until you beat the computer! But first, finish the example code... - example_code: | - ``` - won = 'no' - options = 'rock', 'paper', 'scissors' - {while} won == 'no' - your_choice = {ask} 'What do you choose?' - computer_choice = options {at} {random} - {print} 'you chose ' your_choice - {print} 'the computer chose ' computer_choice - {if} computer_choice == your_choice - {print} 'Tie!' - {if} computer_choice == 'rock' {and} your_choice == 'scissors' - {print} 'You lose!' - {if} computer_choice == 'rock' {and} your_choice == 'paper' - {print} 'You win!' - won = 'yes' - _ - ``` - rock_2: - name: Pedra, papel e tesoura 2 - default_save_name: pedra_2 - description: Parte 2 de pedra, papel e tesoura - levels: - 2: - story_text: | - Agora que você aprendeu a usar o comando `{ask}`, você pode deixar o código do seu jogo de pedra, papel e tesoura mais interativo! - - ### Exercício - Deixe o jogo mais interativo adicionando um comando `{ask}` para fazer uma pergunta em seu jogo de pedra, papel e tesoura. + rock_2: + name: Pedra, papel e tesoura 2 + default_save_name: pedra_2 + description: Parte 2 de pedra, papel e tesoura + levels: + 2: + story_text: | + Agora que você aprendeu a usar o comando `{ask}`, você pode deixar o código do seu jogo de pedra, papel e tesoura mais interativo! + + ### Exercício + Deixe o jogo mais interativo adicionando um comando `{ask}` para fazer uma pergunta em seu jogo de pedra, papel e tesoura. example_code: | ``` escolha {is} _ @@ -4007,147 +2532,7 @@ adventures: 13: story_text: | The code you made in the previous level can be made a lot easier in this one with the `{and}` command. - example_code: | - ``` - name = {ask} 'What is your name?' - password = {ask} 'What is your password?' - {if} name {is} 'Agent007' _ password {is} 'TOPSECRET' - {print} 'Go to the airport at 02.00' - {else} - {print} 'Go to the trainstation at 10.00' - ``` - simon: - name: Simon Says - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - Let's make a game of Simon Says! Simon Says is a memory game in which the player will be given a color. They have to repeat that color back. - If they get it right a color is added to the sequence, so they now have to remember 2 colors, then 3, then 4 etc. the game stops as soon as the player makes a mistake. - - ### Exercise - In this first part of the Simon Says adventure, we'll let the computer pick a random color and add it to a list. - - ***Make 2 lists*** First, make a list called `colors` and fill it with the colors red, yellow, green and blue. - Then make a list called `simon_sequence`. This list will be used as the answer. - At the start of the game this lists need to be empty. unfortunately, we can't create an empty list (yet), so we'll fill it with the words 'empty' and 'list' and we'll remove them from the list immediately. - - ***Create a function that adds a color to the sequence*** Now that we have an empty list called simon_sequence, we can start filling it with random colors. - We do that with a function, so we can call it everytime there's a new level in our game. Create a function called `add_random_color`. - Then create the variable random_color and set it to a random color. Next, add this random color to the simon_sequence. - - ***Create a function that shows the simon_sequence*** Start by naming the new function `show_simon_sequence` with `level` as an argument. Now we want to show as many colors as the level we are in (in level 1 you see 1 color, in level 2 you see 2 colors etc). - So we repeat `level` times, to print the `simon_sequence[i]`. Each time a color is shown, wait for 1 second and then clear the screen. - - ***Test your program*** Before you go to the next level, test if the functions are working by calling both of the functions. If they're working you should see a random color in your output screen. - Remove this testing part of your code, copy the code and continue to the next tab to learn more about the simon says game! - example_code: | - ``` - # Make 2 lists - colors = _ - _ = ['empty', 'list'] - {remove} _ {from} simon_sequence - {remove} _ - - # Create a function that adds a color - _ add_random_color - _ - {add} _ - - # Create a function that shows the simon_sequence - {define} _ - {for} i {in} {range} 1 {to} _ - {print} _ - _ - _ - - # Test your program - {call} _ - {call} show_simon_sequence {with} 1 - ``` - simon_2: - name: Simon Says 2 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - We'll continue with our Simon Says game! - - ### Exercise - ***Paste your code here*** Paste your code from the previous level here. Don't forget to remove the part that was just used for testing the functions. - - ***Create a function that creates the player_sequence*** The list `player_sequence` is used to capture the answers of the player. First we define the function with the argument level. - Next, we ask level times what the color is that they choose. We call that variable `answer`. Then we add the variable `answer` to the list player_sequence. - - ***Setting up the game*** Before we program the game in the next tab, we'll need some starting variables. First, we'll set the variable `level` to 1 and the variable `game_over` to False. - Then we make an introduction for the game. We'll print 'Welcome to Simon Says!' and clear the screen after 1 second. - - ***Continue to the next tab to finish the game!**** Don't forget to copy your code and take it with you to the next tab. - example_code: | - ``` - # Paste your code here - - - # Create a function that creates the player_sequence - {define} _ - {for} _ - _ 'What is color number ' i '?' - {add} answer {to} _ - - # Set up - level = _ - game_over = _ - {print} _ - _ 1 - _ - ``` - simon_3: - name: Simon Says 3 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - In this tab we'll program the game of Simon Says! - - ### Exercise - ***Paste your code*** Copy your code from the previous tab and paste it here. - - ***Program the game*** We start by making sure the game goes on while the game isn't over. Then we print what level the player is on, we use the variable level for that. We only show that for 1 second and then we clear the screen again. - Now, we have to create the empty list player_sequence. We've already programmed how to fill the list, with our function `player_sequence`, but we never made the list itself. To create the list we use the same trick as we did in the previous tab. - We'll make a list with the words 'empty' and 'list' on it, and then we remove both these words. Next, we'll call all of the 3 functions that we've created. - Lastly, we'll have to check if the player gave the correct answers (so if the player_sequence and the simon_sequence are the same). - If that's the case, we'll compliment the player. Wait for 1 second and increase the level with 1. - Did the player give the wrong answer, we'll tell them and end the game by setting game_over to 'True' - - ***Enjoy your game!*** Great job! Does your game not work? Use the ladybug button to debug your code! - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - {print} _ - _ - _ - _ = ['empty', 'list'] - {remove} _ - {remove} _ - {call} _ - {call} _ {with} _ - {call} _ {with} _ - {if} player_sequence == _ - _ - _ - _ - {else} - _ - game_over = _ - ``` sleep_command: - name: '{sleep}' default_save_name: comando_durma description: introduzindo o comando {sleep} levels: @@ -4184,9 +2569,6 @@ adventures: ``` Agora você pode repetir as linhas 2 a 9 quantas vezes quiser copiando as linhas. - story_text_2: | - This children's song counts down from 5 little monkeys to 1 monkey. - If you copy line 2 - 7 and paste it under the the code, you can sing the whole song! example_code_2: | ``` number = 6 @@ -4207,11 +2589,6 @@ adventures: Tubarão bebê Você pode fazer esta música muito mais curta com um `{repeat}`! Você pode terminar o código? - example_code: | - ``` - {repeat} _ _ {print} 'Baby Shark tututudutudu' - {print} 'Baby Shark' - ``` 8: story_text: | Em um nível anterior você programou a música 'Garrafas de cerveja'. Você fez um verso e depois teve que copiar os versos 99 vezes. No nível 7 você pode repetir a música 99 vezes, apenas adicionando uma linha simples! @@ -4272,10 +2649,6 @@ adventures: Print the song Five little moneys jumping on the bed. Look up the text if you don't remember. **(extra)** Print the song Old MacDonald had a farm, and make sure all animals make a different sound, using an `{if}`. - example_code_2: | - ``` - monkeys = 5, 4, 3, 2, 1 - ``` 11: story_text: | Neste nível você pode usar o comando `{for} i {in} {range}` para fazer músicas que usam contagem. @@ -4304,22 +2677,6 @@ adventures: {print} 'se você está feliz e sabe disso' {print} ação ``` - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, but did you know that you could combine them with {ask} commands as well? - In this example we have changed the 'My Bonnie' program and made it interactive. You are now asked where Bonnie is. - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is ' place - - chosen_place = {ask} 'Where do you want Bonnie to be?' - synonym = {ask} 'What is another word for that?' - - {call} song {with} chosen_place - {call} song {with} synonym - {call} song {with} chosen_place - ``` 16: story_text: | Neste nível, você pode programar uma música como Velho MacDonald ainda mais rapidamente. Você pode conectar o animal certo ao som certo simplesmente colocando-os no mesmo lugar na lista. @@ -4352,37 +2709,11 @@ adventures: {print} 'e assim se levanta a âncora' {print} 'no início da manhã' ``` - 18: - story_text: | - In level 16 we made songs using lists. These programs however are no longer working properly in this level. The colons from level 17 and the brackets from level 18 still need to be added. - - ### Exercise 1 - The Drunken sailor song is given as sample code, but not yet working. - Can you make sure everything works again? To help you, we've put _ in the places of _some_ errors. - - ### Exercise 2 - Now also look up your Old MacDonald song from level 16, and correct it. - example_code: | - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines _ - {for} i {in} {range} 1 {to} 3 _ - {print} _ line _ - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` songs_2: - name: Sing a song! 2 default_save_name: Canção 2 description: Cante uma canção 2 levels: 12: - story_text: | - Songs contain a lot of repetition. We can capture it with a function! - ### Exercise - Look at the example code with the function. Fill out the two lines so the full song is printed. example_code: | ``` {define} twinkle @@ -4394,177 +2725,6 @@ adventures: {print} 'Like a diamond in the sky' {call} _ ``` - 16: - story_text: | - ### Exercise - Finish the nursery rhyme! - example_code: | - ``` - number = ['one', 'two', 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'ten'] - object = ['on his drum', 'on his shoe', 'on his knee', 'on his door', 'on his hive', 'on his sticks', 'up in heaven', 'on his gate', 'on his vine', 'once again'] - - _ - {print} 'This old man' - {print} 'He played ' _ - {print} 'He played knick-knack ' _ - {print} 'With a knick-knack paddywhack' - {print} 'Give the dog a bone' - {print} 'This old man came rolling home' - {sleep} 8 - {clear} - ``` - story_text_2: | - ### Exersice 2 - Now create your own code for the nursery rhyme 'The wheels on the bus' on the same way! - example_code_2: | - ``` - object = ['wheels', 'doors', _] - movement = [ 'round and round', 'open and shut', _] - ``` - tic: - name: Tic-Tac-Toe - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - Let's program a game of tic-tac-toe! - - ### Exercise - In this adventure we'll start with creating an empty field. - - ***Create a list called field*** This list will be our playing field. This list is filled with 9 dots, since there are no x's and o's yet at the start of our game. - - ***Create a function that prints the field*** Firstly, clear the screen so the old playing fields will be removed. Then we print the first line of our Tic Tac Toe field. This line constists of the first 3 spots in our list field. - We have already programmed this line for you. Now finish the field by printing spot 4, 5, and 6 on the second row and spot 7, 8 and 9 in the third row. - - ***Call the function that prints the field*** Now call the function. -
- Run the code. Your output should look like this: -
- - ***Continue in the next tab*** In the next tab you'll learn how to program the game itself. - example_code: | - ``` - # Create a list called field - _ = ['.', '.', '.', '.', '.', '.', '.', '.', '.'] - - # Create a function that prints the field - {define} print_field - _ - {print} 'TIC TAC TOE' - {print} field[1] field[2] field[3] - _ - _ - - # Call the function - ``` - 17: - story_text: | - In the previous level you've learned how to make a tic-tac-toe game. The game works, but is quite annoying as it keeps asking you if you've won yet. - Now that we have the {elif} command, we can let the game decide if someone has won and it can stop asking us! - - ### Exercise - ***Paste your code*** Paste your code from the previous level here and make it level 17 proof. In this level you've learned to use a colon everytime you create a block of code. Please add the colons in the correct spots. - - ***Create a function that detects if someone's won*** We have started the function for you, paste it under the function `print_field` and finish the function. You can see that this first piece of code checks to see if spot 1, 2 and 3 are the same, because if they are you have 3 in a row. - It also checks if they are not a dot, because if they are, the line might have the same symbols on them, but that's just because it's still empty. - If all these conditions are met, the game is over and the winner is printed. - Finish this function with all possible ways to win. This means you have to make this for the other 2 rows, 3 columns and 2 diagonals. - If you've finished all the other options, the function should return the variable `game_over` so we can use it in our game. - - ***Call the function in the game*** Go to the line `game_over = {ask} 'Did you win?'` and change it to `game_over = {call} detect_winner {with} field, sign`. Now the function will check if there's a winner and the game doesn't need to keep asking anymore! - - ***Enjoy your game!*** Great job! You have finished the game! Enjoy playing it! - - example_code: | - ``` - # Paste your code here and make it level 17 proof - - # Create a function that detects if someone has won - {define} detect_winner {with} field, sign: - {if} field[1] == field[2] {and} field[2] == field[3] {and} field[1] != '.': - game_over = 'yes' - {print} 'Player ' sign 'wins!' - {elif}: - _ - {else}: - game_over = 'no' - {return} _ - ``` - tic_2: - name: Tic-Tac-Toe 2 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - In the previous adventure you've learned how to create a playing field. Now you'll learn how to create the game! - - ### Exercise - ***Paste your code*** Start by pasting your code from the previous adventure here. - - ***Add variables*** Underneath your list called `field` we'll add 2 more variables that we'll need to program the game. - The variable `game_over` tells us if the game is over, and should be 'no' at the start of the game. - The variable `sign` tells us if it's the turn of player x or player o. Set the variable to 'x'. - - ***The game*** First use a {while} command, to make sure the game keeps on playing the variable while game_over is set to no. - During the game, we first ask the player which spot they choose. Then we change the field with the number they chose into their sign. - Then we print the field again and we ask the player if they've won yet. Lastly we want to switch whose turn it is, so if the sign is 'x' it should be 'o' and the other way around. - - ***Test your game*** Does your game work? Great, have fun playing the game! If not, use the ladybug button to debug your code. - You might have noticed one mistake in the code though, you can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! Go to the next tab to learn how to fix this problem. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add variables - game_over = _ - sign = _ - - # The game - {while} _ - choice = _ 'Player ' sign '_?' - field[choice] = _ - _ print_field - game_over = {ask} _ - {if} sign = 'o' - sign = _ - _ - sign = _ - ``` - tic_3: - name: Tic-Tac-Toe 3 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - You might have noticed one mistake in the code you've made in the previous adventure. You can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! In this tab we'll fix that mistake. - - ### Exercise - ***Paste your code here*** Paste your code from the previous adventure here. - - ***Fix the mistake*** To fix the mistake we replace the line that says `field[choice] = sign`. This turns any spot that the player has chosen into their sign. - Go to the header that says 'Use this to fix the mistake' and finish the code. We first want to check if the chosen spot is still empty, so `if field[choice] = '.'`. If that is the case, you are allowed to take it. - Then we make an else command and print 'Sorry, this spot is already taken' if the spot is not empty. Lastly, we add a {sleep} command, so the players can actually read the text before it gets cleared again. - Now copy this piece of code and replace the line `field[choice] = sign` with this new piece of code. - - ***Play your game!*** Now the game should work properly! Good job! - The only flaw is that you can get a bit annoyed that the game keeps asking you if you've won yet. Do you want to fix that? Go to level 17 and we'll fix it! - example_code: | - ``` - # Paste your code here - - # Use this to fix the mistake - {if} _ = '.' - field[choice] = sign - {else} - {print} _ - _ - ``` turtle: name: Tartaruga default_save_name: Tartaruga @@ -4576,22 +2736,9 @@ adventures: Usando `{forward}` você desenha uma linha para frente. O número depois dele determina o quão longe a tartaruga vai andar. `{turn} {right}` gira um quarto de volta no sentido horário, `{turn} {left}` gira no sentido anti-horário. Se você quiser voltar, você usa o comando `{forward}` mas com um número negativo. Por exemplo, `{forward} -100` - example_code: | - ``` - {forward} 100 - {turn} {left} - ``` story_text_2: | ### Exercise Este é o início de uma pequena escada. Você pode fazê-la ter 5 passos? - example_code_2: | - ``` - {forward} 20 - {turn} {right} - {forward} 20 - {turn} {left} - {forward} 20 - ``` 2: story_text: | Neste nível você pode usar variáveis para tornar a tartaruga interativa. Por exemplo, você pode perguntar ao jogador quantos passos a tartaruga deve dar. @@ -4639,20 +2786,6 @@ adventures: {turn} ângulo {forward} 25 ``` - story_text_2: | - You can also change the color of the lines with the command `{color}`. Check out the example. - You can also use the command `{color} {white}` to make 'invisible' lines. You could use these white lines to move the turtle anywhere in the screen before you start drawing. - example_code_2: | - ``` - {color} {white} - {forward} -80 - {color} {green} - {forward} 50 - {color} {yellow} - {forward} 50 - {color} {red} - {forward} 50 - ``` 5: story_text: | No nível 5 você pode fazer uma escolha com `{if}`. Por exemplo, entre diferentes tipos de figuras. @@ -4671,13 +2804,6 @@ adventures: {turn} ângulo {forward} 25 ``` - story_text_2: | - ### Exercise - Fill in the correct numbers in this code to get it to work. - After you've done that, you can try to add the option backwards. - - **Extra** Instead of using 'left' and 'right', remake the program with North, East, South and West. - This way you could add even more directions like Northeast and Southwest etc. example_code_2: | ``` direction {is} {ask} 'Do you want to go left, right, or straight ahead?' @@ -4737,17 +2863,6 @@ adventures: This code creates three black triangles, change that into five pink squares. **(extra)** Create a figure of your own choosing consisting of at least two different shapes types. - example_code: | - ``` - {color} {black} - {repeat} 3 {times} - {repeat} 3 {times} - {forward} 10 - {turn} 120 - {color} {white} - {forward} 50 - {color} {black} - ``` 10: story_text: | In this level you can make the turtle draw a figure. @@ -4767,30 +2882,6 @@ adventures: {for} distância {in} distâncias {forward} distância ``` - 12: - story_text: | - We can use functions to draw more complex figures with less code. - ### Exercise 1 - Fill the function so that three squares are created. If you want the image to look nicer, you can make the lines between the squares white. - - ### Exercise 2 - The code can be made even shorter. Place the final lines into a `{repeat}` so the figure remains the same. - - ### Exercise 3 - Create your own drawing with different figures. - Change both the number of figures with the `{repeat}` and the shape of the figures in the `{define}` - example_code: | - ``` - {define} square - {repeat} 4 {times} - {turn} _ - {forward} _ - {call} square - {forward} 50 - {call} square - {forward} 50 - {call} square - ``` turtle_draw_it: name: Desenhe! default_save_name: Desenhe @@ -4843,79 +2934,7 @@ adventures: colors {is} red, orange, yellow, green, blue, purple, pink, brown, gray, black color _ ``` - 5: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Make only one code that lets the player decide which letter they'd like to see! And can you add even more letters? - -
- F - E - L -
- example_code: | - Hint: - ``` - chosen_letter {is} {ask} 'Which letter would you like to see? F, E or L?' - {if} _ - ``` - 6: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Let the player decide which color the square should be. - - ***Extra*** Can you make the letter of your own first name and the flag of your own country too? - -
- Square - Letters - Flag -
- example_code: | - Hint for the square: - ``` - chosen_color = {ask} _ - ``` - 7: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Hexagon - Triangle - Fan -
- 8: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - -
- Square (3) - Randomly colored star (5) - Randomly colored spiral (7) -
9: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - - **Extra** Give the player a choice which country they would like to see the flag of. - -
- Cross (7) - Randomly colored nested squares (8) - Flags -
example_code: | Hint for the nested squares: ``` @@ -4933,14 +2952,6 @@ adventures: color_3 = blue ``` 10: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Nested Hexagon - Traffic lights -
example_code: | Hint Nested Hexagon: ``` @@ -4956,47 +2967,6 @@ adventures: color _ {repeat} _ ``` - story_text_2: | - Christmas lights - example_code_2: | - Hint Christmas Lights: - - Start by moving to the left side of the screen with an invisible white line. Then hang up the Christmas lights! - ``` - {color} white - {turn} -90 - {forward} 300 - {turn} 90 - - colors = red, blue, yellow, purple, green, orange, pink - {for} chosen_color {in} colors - _ - ``` - 11: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Beehive (6) - Fan (5) - Snowflake (13) -
- example_code: | - Hint Beehive: - ``` - {for} amount_of_combs {in} {range} 1 {to} _ - {for} walls_of_one_comb {in} {range} 1 {to} _ - {forward} _ - {turn} _ - {forward} _ - {turn} _ - ``` - - Hint Fan: - Start out like the fan you made in level 7. Or take a peak at the hint for the beehive, because the codes are very similar. - - Hint Snowflake: Start by making one 'leg' and repeat it 6 times. 12: story_text: | ### Exercise @@ -5023,129 +2993,7 @@ adventures: {if} shape = 'square' {call} draw_a_square ``` - 13: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Street in different sizes - Colored street - Snow Storm - example_code: | - Hint Street in different sizes - ``` - {define} draw_a_house {with} size - _ - - {call} draw_a_house {with} 90 - {call} draw_a_house {with} 60 - {call} draw_a_house {with} 30 - ``` - - Hint Colored street - ``` - {define} draw_a_house {with} chosen_color - _ - ``` - - Hint Snow Storm - ``` - {define} draw_snowflake {with} length, color - _ - - numbers = 10, 20, 30 - colors = _ - - {for} i {in} {range} 1 {to} 5 - random_number = _ - random_color = _ - {call} draw_snowflake {with} random_number, random_color - {color} white - {turn} random_number * 5 - {forward} 80 - ``` - 14: - story_text: | - ### Exercise - Create a program that asks the player how many corners their figure should have and then creates that figure. - The figure in the image is the output when the player fills in 10. - -
- - -
- example_code: | - ``` - {define} calculate_degrees {with} amount_of_corners - _ 360 / amount_of_corners - - - {define} draw_figure {with} degrees - _ - {forward} 400/amount_of_corners - {turn} _ - - amount_of_corners = {ask} _ - degrees = {call} _ {with} _ - - {call} _ {with} - {call} _ {with} - ``` - 15: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Spiral - example_code: | - Spiral - ``` - distance = 5 - {while} distance < 200 - distance = distance + 5 - _ - ``` - story_text_2: | - Fan - example_code_2: | - Fan - ``` - {define} draw_a_square {with} side - _ - - i = 100 - {while} i > 1 - _ {with} i - _ - i = i - 3 - ``` - story_text_3: | - Star - example_code_3: | - Star - A star is usually drawn using 144-degree-turns. If you change this slightly to 143 degrees for example and repeat the pattern multiple times with a {while} loop you can make this figure. - while_command: - name: '{while}' - default_save_name: while_command - description: '{while}' - levels: - 15: - story_text: |- - We are going to learn a new loop, the `{while}` loop! We continue the loop as long as the statement is true. - So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. - If the correct answer is never given, the loop never ends! - example_code: | - ``` - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - ``` years: - name: New Year's - default_save_name: New Year's Countdown description: Contagem regressiva para o Ano Novo! levels: 11: diff --git a/content/adventures/pt_PT.yaml b/content/adventures/pt_PT.yaml index 639641e0d8c..ab608f3b388 100644 --- a/content/adventures/pt_PT.yaml +++ b/content/adventures/pt_PT.yaml @@ -115,15 +115,6 @@ adventures: Copia a história que criaste na tua própria história aventura, nos níveis anteriores. Encontra uma forma de incluíres na tua história, pelo menos, 2 comandos `{if}` e `{else}`. Podes fazê-lo com um final feliz e outro triste, mas podes também experimentar outras maneiras de incorporar os comandos. - example_code: | - ``` - name {is} {ask} 'Who is walking in the forest?' - {print} name ' walks through the forest' - {print} name ' encounters a monster' - end {is} {ask} 'Would you like a good or a bad ending?' - {if} end {is} good {print} name ' takes the sword and the monster quickly runs away' - {else} {print} 'The monster eats ' name - ``` 7: story_text: | Numa históra, alguém pode repetir palavras várias vezes. Por exemplo, quando gritam por ajuda ou cantam uma canção. @@ -233,21 +224,6 @@ adventures: ### Exercício O código de exemplo mostra-te como usar o ciclo `{while}` numa história. Agora, **pensa no teu próprio cenário** no qual o jogador tem de encontrar algo antes que possa continuar. - example_code: | - ``` - keys = 'lost' - {print} 'You are standing in your garden and you have lost your keys.' - {print} 'Where do you want to look for them?' - {print} 'You can choose: tree, flowerbed, rock, postbox' - {while} keys == 'lost' - location = {ask} 'Where do you want to look?' - {if} location == 'flowerbed' - {print} 'Here they are!' - keys = 'found' - {else} - {print} 'Nope they are not at the ' location - {print} 'Now you can enter the house!' - ``` 18: story_text: | Vamos agora escrever outra história, mas agora temos de usar chavetas com o `{print}`. @@ -269,7 +245,6 @@ adventures: {print}('Bem-vindo(a) a esta história!') ``` add_remove_command: - name: '{add} {to_list} & {remove} {from}' default_save_name: adiciona_remove_comando description: introduzindo {add} {to_list} e {remove} {from} levels: @@ -277,334 +252,25 @@ adventures: story_text: | ## Adiciona a Podes adicionar itens a uma lista com o comando `{add} {to_list}`. Para adicionar um item a uma lista, basta digitar: `{add} penguin {to_list} animals` o podes usar o comando `{ask}` como no código de exemplo. - example_code: | - ``` - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - ``` - story_text_2: | - ## Remove from - If you can add items to a list, of course you can also take them off. This is done with the `{remove} {from}` command. - example_code_2: | - ``` - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - ``` story_text_3: | ### Exercise Try out the new commands in this virtual restaurant. Add the flavor the player is hpoing for to the list and remove the flavors they are allergic to. - example_code_3: | - ``` - {print} Mystery milkshake - flavors {is} strawberry, chocolate, vanilla - hope {is} {ask} What flavor are you hoping for? - _ - allergies {is} {ask} Are you allergic to any flavors? - _ - {print} You get a flavors {at} {random} milkshake - ``` and_or_command: - name: '{and} & {or}' - default_save_name: and or description: introducing and or - levels: - 13: - story_text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two `{if}`s but can use `{and}` and `{or}`. - - If you use `{and}`, both statements, left and right of the `{and}` need to be true. We can also use `{or}`. Then only one statement needs to be correct. - example_code: | - ``` - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - ``` ask_command: - name: '{ask}' - default_save_name: ask_command description: Introduction ask command levels: 1: - story_text: | - ## The ask command - Now that you can use the `{print}` command, you are ready to learn the next command: `{ask}`. With the `{ask}` command, you can ask a question. Check it out: - example_code: | - ``` - {print} Hello! - {ask} What is your name? - ``` story_text_2: | ## The echo command If you want the computer to repeat the answer, you can use the `{echo}` command. The answer will then be echoed back at the end of the sentence, so in this example after hello. - example_code_2: | - ``` - {print} Hello! - {ask} What is your name? - {echo} hello - ``` - story_text_3: | - ### Exercise - Try out the `{ask}` and `{echo}` commands. Firstly, fill in the blanks to make this program work. - Then ask 2 more questions using the `{ask}` command, after each `{ask}` use an `{echo}` to print the answer on the screen. - example_code_3: | - ``` - _ How are you doing? - _ - ``` - 2: - story_text: | - ## The ask command - Now that we can use **variables** in our codes, we no longer need the `{echo}` command. - We can use variables to store the answers to our questions and this way we can use the answer to multiple questions in our codes. - Check it out: - - This way your code is becoming interactive! - example_code: | - ``` - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - ``` - story_text_2: | - ### Exercise - In the previous tab you have practised with setting variables with the `{is}` command. - You have created at least 3 variables and used them with a print command. - Now, instead of setting the variables we want you to make the variables interactive, like we did in our example. - - Copy your code from the previous tab and make the variables interactive by using `{ask}` commands. - example_code_2: | - ``` - favorite_animal {is} {ask} What is your favorite animal? - {print} I like favorite_animal - ``` - 18: - story_text: The final change we will need to make to get Python code is changing `{ask}` into `{input}`. - example_code: | - ``` - {print}('My name is Hedy!') - name = {input}('What is your name?') - {print}('So your name is ', name) - ``` - blackjack: - name: Blackjack - default_save_name: Blackjack - description: Try to get as close to 21 as you can - levels: - 17: - story_text: | - Blackjack is a simple game of cards in which you have to get as close to 21 points as possible. You get two cards. Each card is worth their numeral value, and the face cards (Jack, Queen and King) are worth 10 points. - The Ace is worth either 1 or 11 points (you can choose). The dealer, your opponent, also gets two cards. - If you want, you can get another card, and its points will be added to your total. The dealer can also choose to take another card. - But be careful not to get more than 21 points, because if you do, you lose! - The player who gets closest to 21, without going over it, wins! - - ### Exercise - In this adventure we code the first part of our Blackjack game. We'll create a function to calculate how many points a card is worth. - - ***Set the variables*** - Start by making a list of all the cards, from 2 to Ace. Next make a list of the face cards, so Jack, Queen and King. Then pick a random card from the list of cards to be card_1. - - ***Create a function to calculate the points*** - Create a function that calculates how many points a card is worth. - All the face cards are worth 10 points, the Ace is worth 11 and all the other cards are worth their numeral. - Return the variable `points` at the end of the function. - - ***Test the function*** - Test if your function is working properly. Finish the first print command by filling in which card you've drawn. Then finish the second line by calling the function with card_1. - Run the code a couple of times. Are you happy with the results? Great! Then you can remove the testing part and move on the the next tab! - example_code: | - ``` - {print} 'BLACKJACK' - - # Set these variables - cards = _ - face_cards = _ - card_1 = - - # Create a function to calculate the points - {define} calculate_points {with} card: - {if} card {in} face_cards: - points = _ - {elif} _ - _ - {else}: - _ - _ points - - # Test your function - {print} 'Your card is a ' _ - {print} 'That is worth ' _ ' points'. - ``` - blackjack_2: - name: Blackjack 2 - default_save_name: Blackjack_2 - description: Blackjack part 2 - levels: - 17: - story_text: | - ### Exercise - In this adventure we code the second part of our Blackjack game. - - ***Paste your code from the previous adventure*** - In the previous adventure you've started a list of variables and created a function to calculate how many points a card is worth. Copy your code and paste it here. Mind that you don't need the testing part, so if you haven't removed that yet, please do so now. - - ***Add more variables*** - You have already set the lists `cards` and `face_cards` and the variable `card_1`. Underneath those variables create 3 more variables: `card_2`, dealer_card_1` and `dealer_card_2`. These variables are all set to a random card from the list of cards. - - ***Add up points*** - To calculate how many points you have scored we call the function with card 1 and we do it again for card 2. Then we add both these scores together to get your total. - Do the same thing for the dealers points, but be sure to use the dealer's cards and not your own! - - ***2 Aces*** - You're doing great! Almost all scores can be calculated now. There is only one exception: 2 Aces. If you get 2 Aces, your total is 12 points and not 22 (because 22 points would be losing!). This of course also goes for the dealer. - - ***Show the score*** - Lastly, you want to tell the program to tell you which cards you have drawn and how many points that is. Then show which cards the dealer has and how many points they have. - - ***Continue in the next tab*** - Great! You have finished this part of the game! Copy your code and go to the next tab to learn how to ask for an extra card and to declare a winner. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add these variables to the list of variables - card_2 = _ - dealer_card_1 = _ - dealer_card_2 = _ - - # Add up your points - your_points_1 = {call} _ {with} card_1 - your_points_2 = _ - your_total = _ - - # Add up the dealers points - dealer_points_1 = _ - _ - _ - - # 2 Aces - {if} card_1 == 'Ace' {and} _ - your_total = 12 - {if} dealer_card_1 _ - dealer_total = _ - - # Show the score - {print} 'You have drawn a ' _ ' and a ' _ '. That is ' _ ' points' - {print} 'The dealer has drawn a ' _ ' and a ' _ '. That is ' _ ' points' - ``` - blackjack_3: - name: Blackjack 3 - default_save_name: Blackjack_3 - description: Blackjack part 3 - levels: - 17: - story_text: | - In the previous tabs you have learned how to draw 2 random cards for yourself and for the dealer and to calculate how many points you both got. - In this adventure we add the option to ask for an extra card for both you and the dealer. - - ### Exercise - ***Paste your code from the previous adventure*** Firstly, copy your code from the previous tab and paste it here. - - ***Extra card for you*** If you want, you can get an extra card to get your total as close to 21 as possible. First ask the player if they want an extra card. - If they do, pick a random card and print what they have drawn. If the card is not an Ace, you can call the function and add the points to your total. - In case the card is an Ace, you can't use the function, because the Ace can be either 1 point or 11 points, depending on how many points you already have earned. - If your total is less than 11, you want the ace to be 11 points (because this is closest to 21). So you add 11 points to your total. - If the total is more than or equal to 11, you want the ace to be 1 point (because you don't want more than 21 points). So you add 1 point to your total. - Lastly, print your new total of points. - - ***Extra card for the dealer*** The dealer can also get an extra card. The dealer doesn't need to be asked, because they always get an extra card if their total is less than 17. - Copy the 'Extra card for you code' and paste it in the dealers section. Then change it to fit the dealer picking an extra card and getting points added to their total. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Extra card for you - hit = {ask} _ - {if} hit == 'yes': - card_3 = _ - {print} _ - {if} card_3 _ 'Ace': - your_points_3 = _ - your_total = _ - {else}: - {if} your_total _ - _ - {else}: - _ - {print} _ - - # Extra card for the dealer - {if} dealer_total < 17 - _ - ``` - blackjack_4: - name: Blackjack 4 - default_save_name: Blackjack_4 - description: Blackjack part 4 - levels: - 17: - story_text: | - In the last 3 adventures you have alsmost created a working blackjack game! The only thing left to do is to decide a winner! - - ### Exercise - ***Paste your code from the previous adventure*** Start by pasting the code that you've made so far into your programming field. - - ***Decide a winner*** - Firstly, if you and the dealer have an equal amount of points, it's a draw. - Secondly, if the dealer has more than 21 points and you don't, you are the winner. - Thirdly, if both you and the dealer have less than 22 points, we have to see who came closest to 21. We do that by comparing who has the highest score. Is your total higher than the dealer's total, then you are the winner. If not, the dealer wins. - Lastly, in all other scenarios (e.g. you have more than 21 points and the dealer doesn't, or you both have more than 21 points) you are the loser. - - ***Enjoy the game!*** - Does your game work properly? Amazing! You have done a great job! Enjoy your game! - If it doesn't work right away, no worries, you might have made a mistake. Just keep calm and bebug your code using the ladybug button. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Decide a winner - {if} _ - {print} 'Its a draw! Play again!' - {elif} _ - {print} 'You win!' - {elif} _ : - {if} _: - {print} _ - {else}: - {print} _ - {else}: - _ - ``` calculator: - name: Calculator - default_save_name: Calculator - description: Create a calculator levels: 6: story_text: | Now that you can calculate, you can also create a program to practice maths calculations. You can make up the calculations yourself, for example: - example_code: | - ``` - number_1 = {ask} 'Fill in the first number:' - number_2 = {ask} 'Fill in the second number:' - correct_answer = number_1 * number_2 - {print} number_1 ' times ' number_2 ' is ' correct_answer - ``` story_text_2: | You can also let the computer do random calculations on its own using {random}. - example_code_2: | - ``` - correct_answer = 11 * 27 - answer = {ask} 'How much is 11 times 27?' - {if} answer {is} _ {print} 'good job!' - {else} {print} 'Wrong! It was ' _ - ``` story_text_3: | You can also let the computer do random calculations on its own using {random}. example_code_3: | @@ -624,59 +290,7 @@ adventures: ### Exercise 2 Give the player feedback when the enter an answer, like `{print} 'Correct!'` or `{print} 'Wrong! The correct answer is ' correct_answer`. - example_code: | - ``` - score = 0 - {repeat} 10 {times} - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct_answer = number_1 * number_2 - {print} 'What is ' number_1 ' times ' number_2 '?' - answer = {ask} 'Type your answer here...' - {print} 'Your answer is ' answer - {if} _ {is} _ - score = score + 1 - {print} 'Great job! Your score is... ' score ' out of 10!' - ``` - 10: - story_text: | - This calculator game helps you practise your tables of multiplication! - ### Exercise - Fill in the blanks. We want this program to ask the player these questions: - ``` - How much is 1 times 1? - How much is 1 times 2? - How much is 1 times 3? - How much is 2 times 1? - How much is 2 times 2? - How much is 2 times 3? - How much is 3 times 1? - How much is 3 times 2? - How much is 3 times 3? - _ - ``` - example_code: | - ``` - numbers = 1, 2, 3 - {for} _ - {for} _ - answer = {ask} _ - correct = number_1 * number_2 - {if} answer {is} correct - {print} 'Great job!' - {else} - {print} 'That is wrong. The right answer is ' correct - ``` 11: - story_text: | - With a `{for}` you can simplify tables of multiplication practise program. - - ### Exercise 1 - Improve the example code such that it prints a nice multiplication table:
"1 times 10 is 10", "2 times 10 is 20", etc. - - ### Exercise 2 - Go back to your level 10 multiplication code, and modify it so that it uses a `{for}` and `{range}`. example_code: | ``` number = 10 @@ -686,29 +300,6 @@ adventures: 12: story_text: | Now you can make a calculator that works for decimal numbers. - example_code: | - ``` - number1 = {ask} 'What is the first number?' - number2 = {ask} 'What is the second number?' - answer = _ - {print} number1 ' plus ' number2 ' is ' _ - ``` - 13: - story_text: | - ### Exercise 1 - Let's make the practice program a bit harder. The player now has to answers two questions correctly. Fill out the blanks to complete the program. - - ### Exercise 2 - Sometimes, calculations have multiple correct answers. For example, 10 can be divided by 5 and by 2. So the question 'What number divides 10?' can be answered by 2 and by 5. - Ask for a calculation that has multiple correct answers, ask the player to answer it, and determine if it is correct using `{or}`. - Empty the programming field and create your own solution. - example_code: | - ``` - answer1 = {ask} 'What is 10 times 7?' - answer2 = {ask} 'What is 6 times 7?' - {if} _ _ _ _ _ _ _ - {print} _ - ``` 14: story_text: | In this level you can program the game 'Guess which number' @@ -729,127 +320,11 @@ adventures: {print} 'You win!' game = 'over' ``` - 15: - story_text: | - You can add the `{while}` loop to the calculator game you've learned to make in a previous level. - This makes sure the player can't continue to the next question if they answer incorrectly. - - ### Exercise - Add the `{while}` loop in the function, ask the player what number_1 times number_2 is and print their answer. - Then `{call}` the function. - example_code: | - ``` - {define} new_question - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct = number_1 * number_2 - answer = 0 - _ - _ - _ - {print} 'Well done!' - - {print} 'Give 10 correct answers to win!' - {for} i {in} {range} 1 {to} 10 - _ - {print} 'You win!' - ``` - calculator_2: - name: Calculator 2 - default_save_name: Calculator 2 - description: Calculator 2 - levels: - 14: - story_text: | - ### Exercise 2 - **This is the second part of this adventure.** The adventure starts in the previous tab. - Of course, you don't always want to calculate the mean of 4 tests. You might want to calculate the mean of 10 tests or only 2... - We can fix this problem by adding the argument and variable 'amount_of_tests'. - * Start a new line on line 3. Set the amount_of_tests argument by asking the student how many tests they have made. - * Change the 4 in line 4 to the new argument amount_of_tests. - * Lastly, change the 4 in line 6 to amount_of_tests - - Try out your new program. Does it work? - - ### Exercise 3 - Did you want to make your program even better? Great! In the previous program you could only calculate the mean grade of 1 subject, but it would be better if you could calculate the mean grade for all subjects you want! - We won't tell you how to do it, but we will give you one tip: Start your code in line 1 with: define calculate_mean_grade with subject. - example_code: | - ``` - # Use your own code from the previous adventure. - ``` clear_command: - name: '{clear}' - default_save_name: clear_command description: clear command - levels: - 4: - story_text: | - Time for a new command! With `{clear}` you can clear all the text form your output screen. This way you can prevent your screen getting too full of text. - Beware! If you are using a `{clear}` command, you might need to use a `{sleep}` above it. Otherwise Hedy will clear your screen without giving you the time to read as you can see in the example! - example_code: | - ``` - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'wait for it...' - {sleep} 3 - {clear} - {print} 'SURPRISE!' - ``` debugging: - name: debugging - default_save_name: debugging - description: debugging adventure levels: - 1: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will show you code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} I love programming - Do you love programming too? - {echo} - {print} What are your hobbies? - {echo} Your hobbies are - ``` - 2: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - destination {ask} Where are you going on holidays? - {print} The flight to dstination leaves at 3 pm. - {ask} Did you check in your luggage yet? - {echo} - {print} Let me print your boarding pass for you. - {sleep} - Here you go! Have a nice trip! - ``` 3: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -863,80 +338,12 @@ adventures: tomorrows_movie {is} movie_choices {at} {random} I'll go get the popcorn! {print} ``` - 4: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Welcome to the online library! - {ask} What genre of books do you like? - {print} You like genre - author {is} {ask} 'Who's your favorite author?' - {print} 'author is your favorite author' - {print} Hmmm... i think you should try... books {at} {random} - ``` - 5: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} Welcome to Swimming Pool Hedy! - class {is} {ask} 'Are you here to join a class today?' - {if} class yes - {print} 'Great! You're joining a class! - {print} {else} 'You will not be joining a class' - discount {is} 'Do you have a discount code?' - {if} discount {is} yes - discount_answer {is} {ask} 'What's your discount code?' - discount_codes = Senior4231, Student8786, NewMember6709 - {if} discount_answer {is} {in} discount_cods - {print} 'That will be $3,50' - 'That will be $5,50' - {print} 'Have a nice swim!' - ``` - 6: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Vending machine' - chosen_product = {ask} 'Please select a product' - 1_dollar_products = coke orange juice water - 2_dollar_products = chocolate, cookie, museli bar - 3dollar_prodcuts = potato chips, beef jerky, banana bread - {if} chosen {is} {in} 1_dollar_products - price = 1 - {if} chosen_product {is} 2_dollar_products - price = 2 - {else} chosen_product {in} 3_dollar_products - price = 3 - amount_of_products = '{ask} How many of ' chosen_product would you like to have?' - total = price + amount_of_product - {print} 'That will be $' price 'please' - ``` 7: story_text: |- ### Exercise Surprise! This program looks more like an output than a code. And yet, we don't want you to just add `{print}` commands in front of each line. Fix this program to turn it into the nursery rhyme 'Brother John (Frère Jaques)' by using the {repeat} command of course! - example_code: | - **Warning! This code needs to be debugged!** - ``` - Are you sleeping? - Brother John! - Morning bells are ringing! - Ding, dang, dong! - ``` 8: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -959,9 +366,6 @@ adventures: {print} 'Thank you! Byebye!' ``` 9: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -984,9 +388,6 @@ adventures: price = amount * 6 {print} 'That will be 'price dollar' please' 10: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1035,9 +436,6 @@ adventures: print month i ``` 12: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1063,9 +461,6 @@ adventures: call greet_costumer ``` 13: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1095,9 +490,6 @@ adventures: print 'No problem!' ``` 14: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1144,9 +536,6 @@ adventures: else 'no problem' 15: - story_text: |- - ### Exercise - Debug this random children's story. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1181,10 +570,6 @@ adventures: print The End ``` 16: - story_text: |- - ### Exercise - Debug this code. Good luck! - Tip: Make sure that you only see your score once in the end. example_code: | **Warning! This code needs to be debugged!** ``` @@ -1203,9 +588,6 @@ adventures: ``` 17: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1238,9 +620,6 @@ adventures: print 'Thanks for ordering!' ``` 18: - story_text: |- - ### Exercise - Debug this Old MacDonald program from level 16. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1272,28 +651,6 @@ adventures: Depois carregue no botão verde 'Executar código' por baixo do campo de programação para executar o código. Já está pronto? Então, passa ao separador seguinte para aprenderes a criar os teus próprios códigos! - example_code: | - ``` - {print} Hello world! - ``` - 2: - story_text: | - Congratulations! You've reached level 2. Hopefully you've already made some awesome codes! - In the first level you might've notice that the `{echo}` command can only save one bit of information at a time. - For example in the restaurant adventure, you could echo what the costumer wanted to eat, or what they wanted to drink, but not both in one sentence. - - That changes in level 2. In level 2 you'll learn to work with variables, that allow you to save multiple pieces of information and print them in any place you want. - So let's go to the next tab! - example_code: | - **Warning! This code does not work!** - In Hedy commands will change sometimes. `{echo}` for example only works in level 1. In this level you'll learn a better way to echo answers back. - ``` - {print} Welcome at Hedy's - {ask} What would you like to eat? - {echo} So you want - {ask} what would you like to drink? - {echo} So you want - ``` 3: story_text: | No nível 3 também podes criar uma lista. Podes fazer o computador escolher algo aleatório (ou seja, uma coisa ao calhas) dessa lista. Fazes isso utilizando 'at random'. @@ -1391,10 +748,6 @@ adventures: for animal in animals print 'I love ' animal ``` - 11: - story_text: | - You have reached level 11, you're doing great! In the higher levels, Hedy is focussing more and more on teaching you the programming language Python. - In Python there is no `{repeat}` command, but there is a command that works like {repeat}. Are you curious to find out how to say `{repeat}` in Python language? Quickly go on to find out! 12: story_text: |- **Decimal numbers** @@ -1457,31 +810,7 @@ adventures: We arrived at real Python code! That means we need to use parentheses with {print} and {range} from now on. {print}('My name is ', naam) dice: - name: Dice - default_save_name: Dice - description: Make your own dice levels: - 3: - story_text: | - In this level we can choose from a list. With that we can let the computer choose one side of the die. - Take a look at the games you have in your closet at home. - Are there games with a (special) die? You can also copy it with this code. - For example, the dice of the game Earthworms with the numbers 1 to 5 and an earthworm on it. - - ![Die of earthworms with 1 to 5 and an earthworm on it](https://cdn.jsdelivr.net/gh/felienne/hedy@24f19e9ac16c981517e7243120bc714912407eb5/coursedata/img/dobbelsteen.jpeg) - example_code: | - ``` - choices {is} 1, 2, 3, 4, 5, earthworm - {print} You threw _ {at} {random} ! - ``` - story_text_2: | - ### Exercise - The dice in the example above are dice for a specific game. Can you make normal dice? - Or other special dice from a different game? - example_code_2: | - ``` - choices {is} _ - ``` 4: story_text: | In this level we can make sentences with the die value in the sentence, with quotes of course. @@ -1492,28 +821,11 @@ adventures: Complete the sample code so that the code says "You can stop throwing" once you have thrown an earthworm. But maybe you want to recreate a die from a completely different game. That's fine too! Then make up your own reaction. Eg 'yes' for 6 and 'pity' for something {else}. - example_code: | - ``` - choices {is} 1, 2, 3, 4, 5, earthworm - throw {is} choices {at} {random} - {print} 'you have thrown ' throw - _ throw {is} earthworm {print} 'You can stop throwing.' - _ {print} 'You have to throw it again!' - ``` 6: story_text: | You can also make an Earthworm die again in this, but now you can also calculate how many points have been rolled. You may know that the worm counts 5 points for Earthworms. Now after a roll you can immediately calculate how many points you have thrown. This is the code to calculate points for one die: - example_code: | - ``` - choices = 1, 2, 3, 4, 5, earthworm - points = 0 - throw = choices {at} {random} - {print} 'you threw ' throw - {if} throw {is} earthworm points = points + 5 {else} points = points + throw - {print} 'those are ' points ' points' - ``` example_code_2: | Did you manage to calculate the score for 8 dice? That required a lot of cutting and pasting, right? We are going to make that easier in level 7! 7: @@ -1522,49 +834,10 @@ adventures: Try to finish the sample code! The dashes should contain multiple commands and characters. But maybe you want to make a completely different die. Of course you can! - example_code: | - ``` - choices = 1, 2, 3, 4, 5, 6 - _ _ _ _ _ _ _ - ``` 10: story_text: | Is everybody taking too long throwing the dice? In this level you can let Hedy throw all the dice at once! - example_code: | - ``` - players = Ann, John, Jesse - choices = 1, 2, 3, 4, 5, 6 - _ _ _ _ - {print} player ' throws ' choices {at} {random} - {sleep} - ``` - 15: - story_text: | - ### Exercise - In this level you can create a little game in which you'll have to throw 6 as fast as possible. - We have started the code, it's up to you to get the game to work! - - Firstly, add a `{while}` loop that checks if 6 has been thrown or not. - As long as you haven't thrown 6 already, throw the dice on a random number. - Print what the player has thrown. - Add a try to the amount of tries - Wait a second before you throw again, or - in case you've thrown a 6 - before the game ends. - example_code: | - ``` - options = 1, 2, 3, 4, 5, 6 - {print} 'Throw 6 as fast as you can!' - thrown = 0 - tries = 0 - _ - _ - _ - _ - _ - {print} 'Yes! You have thrown 6 in ' tries ' tries.' - ``` dishes: - name: Dishes? - default_save_name: Dishes description: Use the computer to see who does the dishes (Start at level 2) levels: 3: @@ -1572,11 +845,6 @@ adventures: Do you always disagree at home about who should wash the dishes or change the litter box today? Then you can let the computer choose very fairly. You can program that in this level! You first make a list of the members of your family. Then choose '{at} {random}' from the list. - example_code: | - ``` - people {is} mom, dad, Emma, Sophie - {print} people {at} {random} has to do the dishes - ``` story_text_2: | Don't feel like doing the dishes yourself? Hack the program to remove your name from the list. 4: @@ -1587,41 +855,13 @@ adventures: Can you complete the code by filling the blanks? Every blank must be replaced with one word of symbol. Tip: Don't forget the quotation marks! - example_code: | - ``` - people {is} mom, dad, Emma, Sophie - {print} _ the dishes are done by _ - {sleep} - {print} people {at} _ - ``` 5: story_text: | With the `{if}` you can now have more fun with choice in the program. You can have your program respond to the choice that the computer has made. Can you finish the code so that it prints 'too bad' when it is your turn and otherwise 'yes!'? Don't forget the quotes! - example_code: | - ``` - people {is} mom, dad, Emma, Sophie - dishwasher {is} people {at} {random} - _ dishwasher {is} Sophie {print} _ too bad I have to do the dishes _ - _ {print} 'luckily no dishes because ' _ ' is already washing up' - ``` 6: - story_text: | - How often is everyone going to do the dishes? Is that fair? You can count it in this level. - example_code: | - ``` - people = mom, dad, Emma, Sophie - emma_washes = 0 - dishwasher = people {at} {random} - {print} 'The dishwasher is' dishwasher - {if} dishwasher {is} Emma emma_washes = emma_washes + 1 - {print} 'Emma will do the dishes this week' emma_washes 'times' - ``` - - Now you can copy lines 3 to 5 a few times (e.g. 7 times for a whole week) to calculate for a whole week again. - Do you make the code for the whole week? story_text_2: | If you are extremely unlucky the previous program might choose you to to the dishes for the whole week! That's not fair! To create a fairer system you can use the `{remove}` command to remove the chosen person from the list. This way you don't have to do the dishes again untill everybody has had a turn. @@ -1642,30 +882,13 @@ adventures: 7: story_text: | With the `{repeat}` you can repeat pieces of code. You can use this to calculate who will be washing dishes for the entire week. - example_code: | - ``` - people = mom, dad, Emma, Sophie - {repeat} _ _ {print} 'Dishwashing will be done by ' _ _ _ - ``` 10: story_text: | In this level you could make an even better dish washing shedule. - example_code: | - ``` - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - ``` elif_command: - name: '{elif}' - default_save_name: elif description: elif levels: 17: - story_text: | - In this level you can also use a new command: `{elif}`. `{elif}` is a combination of the keywords `{else}` and `{if}` and you need it when you want to make 3 (or more!) options. - Check it out! example_code: | ``` prices = ['1 million dollars', 'an apple pie', 'nothing'] @@ -1679,67 +902,14 @@ adventures: {print} 'Better luck next time..' ``` for_command: - name: '{for}' - default_save_name: for description: for command levels: - 10: - story_text: |- - ## For - In this level we learn a new code called `{for}`. With `{for}` you can make a list and use all elements. - `{for}` creates a block, like `{repeat}` and `{if}` so all lines in the block need to start with 4 spaces. - example_code: | - ``` - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - ``` - story_text_2: | - ### Exercise - Finish this code by adding `{for} action {in} actions` to line 2. - example_code_2: | - ``` - actions = clap your hands, stomp your feet, shout Hurray! - _ - {repeat} 2 {times} - {print} 'If youre happy and you know it, ' action - {sleep} 2 - {print} 'If youre happy and you know it, and you really want to show it' - {print} 'If youre happy and you know it, ' action - {sleep} 3 - ``` 11: story_text: |- In this level, we add a new form of the `{for}`. In earlier levels, we used `{for}` with a list, but we can also use `{for}` with numbers. We do that by adding a variable name, followed by `{in}` `{range}`. We then write the number to start at, `{to}` and the number to end at. Try the example to see what happens! In this level again, you will need to use indentations in lines below the `{for}` statements. - example_code: | - ``` - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - ``` - 17: - story_text: | - Now we are going to change indentation a little bit. Every time that we need an indentation, we need `:` at the line before the indentation. - example_code: | - ``` - {for} i {in} {range} 1 {to} 10: - {print} i - {print} 'Ready or not, here I come!' - ``` - 18: - story_text: | - Lastly, we'll turn `{for} i {in} {range} 1 to 5` into real Python code, like this: - example_code: | - ``` - {for} i {in} {range}(1,5): - {print} (i) - ``` fortune: - name: Fortune teller - default_save_name: Fortune Teller - description: Let Hedy predict the future levels: 1: story_text: | @@ -1749,14 +919,6 @@ adventures: In the upcoming levels you can learn how to create your own fortune telling machine! In level 1 you can start off easy by letting Hedy introduce herself as a fortune teller and let her {echo} the players' answers. Like this: - example_code: | - ``` - _ Hello, I'm Hedy the fortune teller! - _ Who are you? - _ Let me take a look in my crystal ball - _ I see... I see... - _ Your name is - ``` story_text_2: | ### Exercise Hedy now only tells you your name. Can you expand the code so that Hedy can predict more things about you? @@ -1780,67 +942,18 @@ adventures: story_text_2: | ### Exercises Now, Hedy can only answer yes, no or maybe. Can you give Hedy more answer options, like 'definitely' or '{ask} again'. - 4: - story_text: | - ### Exercise - We have removed all the quotation marks from this example code, can you add them in all the right places? - - ### Exercise 2 - Go back to the previous level and copy your fortune teller code. Make the code work in this level by adding quotation marks in the right spots. - example_code: | - ``` - _ Add the quotation marks to this code _ - {print} Im Hedy the fortune teller! - question {is} {ask} What do you want to know? - {print} This is your question: question - answers {is} yes, no, maybe - {print} My crystal ball says... - {sleep} 2 - {print} answers {at} {random} - ``` 5: story_text: | In this level you'll learn to (secretly) tip the odds in your favor, when using the fortune teller! By using `{if}` and `{else}` you can make sure that you will always get a good fotune, while other people might not. Check out this example to find out how. - example_code: | - ``` - friends {is} Jordan, Lucy, Dave - {print} 'I can predict if you will win the lottery tomorrow!' - person {is} {ask} 'Who are you?' - good_answer {is} Hurray! You win!, You will definitely win!, We have a winner! - bad_answer {is} Bad luck! Try again!, Another person will win, You lose! - {if} person {in} friends {print} good_answer {at} {random} - {else} {print} bad_answer {at} {random} - ``` 6: story_text: | In this level you can use math in your predictions as a fortune teller. This allows you to make up (silly) formulas to calculate the future. For example you could calculate how rich you'll get or how many kids you will have when you grow up. - example_code: | - ``` - {print} 'I am Hedy the fortune teller!' - {print} 'I can predict how many kids youll get when you grow up!' - age = {ask} 'How old are you?' - siblings = {ask} 'How many siblings do you have?' - length = {ask} 'How tall are you in centimetres?' - kids = length / age - kids = kids - siblings - {print} 'You will get ...' - {sleep} - {print} kids ' kids!' - ``` 7: story_text: | In this level you can use the `{repeat}` command to make your machine tell multiple fortunes at once. - example_code: | - ``` - {print} 'I have a flower with magic petals' - {print} 'If you pick the petals the flower will tell you if your crush loves you back' - amount = {ask} 'How many petals do you want to pick?' - options = they love you, they love you not - _ _ _ _ options {at} {random} - ``` 8: story_text: | In the previous levels you've learned how to use repeat to make the fortune teller answer 3 questions in a row, but we had a problem with printing the questions. @@ -1860,51 +973,12 @@ adventures: 10: story_text: | In this level you'll learn how to program the game MASH (mansion, apartement, shack, house). In this game you can predict for all the players at once, what their future will look like. - example_code: | - ``` - houses = mansion, apartment, shack, house - loves = nobody, a royal, their neighbour, their true love - pets = dog, cat, elephant - names = Jenna, Ryan, Jim - _ - {print} name ' lives in a ' houses {at} {random} - {print} name ' will marry ' loves {at} {random} - {print} name ' will get a ' pets {at} {random} ' as their pet.' - {sleep} - ``` 12: story_text: | In this level you can make your fortunes multiple words. Like in this example below: - example_code: | - ``` - fortunes = 'you will slip on a banana peel', _ - {print} 'I will take a look in my crystal ball for your future.' - {print} 'I see... I see...' - {sleep} - {print} fortunes {at} {random} - ``` functions: - name: functions - default_save_name: functions - description: functions levels: 12: - story_text: | - In this level you'll learn how to use **functions**. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. - To create a function, use `{define}` and give the function a name. Then put all the lines you want in the function in a indented block under the `{define}` line. - Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use {call} with the function's name to call it up! We don't have to type that block of code again. - - Check out this example code of a game of Twister. The function 'turn' contains a block of code that chooses which limb should go where. - - ### Exercise - Finish this code by setting the 2 variables chosen_limb and chosen_color. - Then, choose how many times you want to call the function to give the twister spinner a spin. - - ### Exercise 2 - Improve your code by adding a variable called 'people'. Use the variable to give all the players their own command in the game. - For example: 'Ahmed, right hand on green' or 'Jessica, left foot on yellow'. example_code: | ``` sides = 'left', 'right' @@ -1941,25 +1015,7 @@ adventures: I dreamed that my Bonnie is dead Can you program this verse in the same way as the example? - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - ``` 14: - story_text: | - In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. - You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - - For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - - ### Exercise - Finish this code. We have already made the variable new_price for you, you only need to set it. - You should finish the line of code by calling the function that calculates the new price. example_code: | ``` {define} calculate_new_price {with} amount, percentage @@ -1973,223 +1029,7 @@ adventures: new_price = _ calculate_new_price {with} old_price, _ {print} 'The new price is ' new_price ' dollar' ``` - 18: - story_text: | - Let's make functions the Pythons way! To define a function, we no longer use: - - `{define} name_function {with} argument_1, argument_2:` - - but we use: - - `{def} name_function(argument_1, argument_2):`. - - - If you don't want to use arguments, you just leave the space between the parantheses empty. - To call a function, we don't need the `{call}` command anymore. You just type the name of the function. - example_code: | - ``` - {def} calculate_score(answer, correct_answer): - {if} answer == correct_answer: - score = 1 - {elif} answer == '?': - score = 0 - {else}: - score = -1 - {return} score - - answer = {input} ('Where can you find the Eiffel Tower?') - correct_answer = 'Paris' - score = calculate_score(answer, correct_answer) - {print} ('Your score is... ', score) - ``` - guess_my_number: - name: Guess my number - default_save_name: guess my number - description: guess my number - levels: - 14: - story_text: | - In this level you can program the game 'Guess my number' - - ### Exercise - Fill in the correct symbols on the blanks to get the game to work. - example_code: | - ``` - {print} 'Guess my number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess _ number - {print} 'Lower!' - {if} guess _ number - {print} 'Higher!' - {if} guess _ number - {print} 'You win!' - game = 'over' - ``` - hangman: - name: Hangman - default_save_name: Hangman - description: Guess the word - levels: - 17: - story_text: | - In this adventure we program a game of hangman. First we make some preparations, then we program the game and in the third part we add a drawing with the turtle. - - ### Exercise - ***Set the variables*** In this game of hangman, Player 1 chooses an answer and Player 2 has to guess the letters in this answer. - To let the computer know all the letters in the word, we will turn the answer into a list of letters. We also do this with the guesses Player 2 makes. - We will start the game with 2 empty lists. We have made an empty list for the variable answer for you. Now make an empty list for guessed_letters as well. - Then we fill in how many mistakes were made. At the start of the game, this should be 0. - The variable `amount_letters` tells us how many letters are in the answer. Ask Player 1 to tell us how many letters their word has. - Lastly we tell the computer if the game is over. We use the variable `game_over` and set it to `False`. - - ***Choosing the answer*** We want Player 1 to be able to choose the answer. We'll ask them, as many times as necessary, what the next letter is. - Then we add that letter to the answer. Lastly, we add an empty _ to the list of guessed letters, so we get as many _s as there are letters in the answer. - - ***Player 2's turn*** - Tell Player 2 its their turn. Then tell Player 2 how many letters there are in the answer. Finally, print the list of `guessed_letters`. - - ***Go to the next tab*** Now that all the starting variables are set, we can start programming the game itself. Check out the next tab to learn how! - example_code: | - ``` - print 'Hangman!' - - # Set the variables - answer = [] - guessed_letters = _ - mistakes_made = _ - amount_letters = {ask} _ - _ = 'False' - - # Choosing the answer - {for} _ - letter = {ask} 'Player 1, what is letter ' i '?' - _ - {add} '_' {to} _ - - # Player 2 turn - print _ - print _ - print guessed_letters - ``` - hangman_2: - name: Hangman 2 - default_save_name: Hangman_2 - description: Hangman 2 - levels: - 17: - story_text: | - Now it's time to program the hangman game. - - ### Exercise - - ***Paste your code*** Copy your code from the previous tab and paste the code in the programming field. - - ***The game*** This games continues playing until Player 2 is game over. Fill in the while command accordingly. Now, Player 2 is allowed to guess a letter, so ask Player 2 to guess a letter. - We need to check if their answer is correct, so check if their `guess` is (somewhere) in the (list) `answer`. Then we let the computer figure out which of the letter(s) is the guess. We have already programmed that part for you. - Next we want to compliment the player for finding a correct letter and we want to print the list `guessed_letters`, so the player can see their progress. - - The next part we're going to program is what happens when the player has guessed all of the letters. So if their list of `guessed_letters` is the same as our list `answer`. - If the lists are the same, congratulate Player 2 with their victory and set the variable `game_over` to `True`. - - Next we'll program what happens when Player 2 guesses wrong (so the `{else}` command). First, tell the player that their guess was wrong. Then increase the `mistakes_made` variable by 1. - - For the last part we'll program what happens when Player 2 has made 10 mistakes. We'll print that Player 1 has won the game. Then we'll print the correct answer. And finally, we'll set our `game_over` variable to `True`, so the game stops. - - ***Go to the next tab*** Amazing work! Your game is playable, but wouldn't it be fun if the hangman was actually drawn when Player 2 makes a mistake..? - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - guess = _ - {if} _ - {for} i {in} {range} 1 {to} amount_letters: - if answer[i] == guess: - guessed_letters[i] = guess - {print} _ - {if} guessed_letters == _: - {print} _ - game_over = _ - {else}: - {print} _ - mistakes_made _ - {if} _ == 10: - {print} _ - {print} _ - _ - ``` - hangman_3: - name: Hangman 3 - default_save_name: Hangman_3 - description: Hangman 3 - levels: - 17: - story_text: | - In a game of hangman the mistakes are shown by drawing a part of the hangman each time a mistake has been made. - We now add those drawings with our turtle! - - ### Exercise - ***Create a function that draws the hangman*** Create a function that draws the hangman in 10 steps. We have already made step 1 for you. - - ***Test the function*** Test the function by calling the function with 10. If you are happy with the function, remove the line that calls the function for now. We will call the function when the player makes a mistake. - - ***Paste your hangman game under your function*** Go back to the previous tab and copy your hangman game. Paste the game underneath your function. - - ***Call the function when the player makes a mistake*** Under the line `mistakes_made = mistakes_made + 1` we will call the function. We want the turtle to take the same amount of steps as the player has made mistakes, so we call the function with `mistakes_made` as argument. - - ***Enjoy your game!*** -
- The hangman could look like this -
- example_code: | - ``` - # Create a function that draws the hangman - {define} draw_hangman {with} step: - {if} step == 1: - {color} white - {forward} -100 - {turn} 90 - {forward} -50 - {color} black - {forward} 100 - {forward} -50 - - {if} step == 2: - _ - # Paste your hangman game here - - ``` - harry_potter: - name: Harry Potter - default_save_name: Harry Potter - description: Harry Potter adventures - levels: - 10: - story_text: | - ### Exercise - We can also make a Harry Potter themed fortune teller. Fill in blanks such that 9 lines are printed. - **Extra** Change the theme of the fortune teller into something else, such as your favorite book, film or tv show. - example_code: | - ``` - houses = Gryffindor, Slytherin, Hufflepuff, Ravenclaw - subjects = potions, defence against the dark arts, charms, transfiguration - fears = Voldemort, spiders, failing your OWL test - names = Harry, Ron, Hermione - _ - _ {print} name ' is placed in ' houses {at} {random} - _ {print} name ' is great at ' subjects {at} {random} - _ {print} name 's greatest fear is ' fears {at} {random} - ``` haunted: - name: Haunted House - default_save_name: Haunted House - description: Escape from the haunted house levels: 1: story_text: | @@ -2197,26 +1037,9 @@ adventures: If you pick the right door you'll survive, but {if} not a terrible monster might... In level 1 we start our haunted house game by making up a scary story and {ask} the player what monster they'll see in the haunted house. - example_code: | - ``` - {print} How did I get here? - {print} I remember my friend telling me to go into the old mansion... - {print} and suddenly everything went black. - {print} But how did I end up on the floor...? - {print} My head hurts like Ive been hit by a baseball bat! - {print} What's that sound? - {print} Oh no! I feel like Im not alone in this house! - {print} I need to get out of here! - {print} There are 3 doors in front of me.. - {ask} Which door should i pick? - {echo} I choose door - {print} ...? - ``` story_text_2: | Can you finish the scary story? Or make up your own haunted house story? 2: - story_text: | - In this haunted house you can choose your monsters with emojis. Of course you could also use words. example_code: | ``` monster_1 {is} 👻 @@ -2228,10 +1051,6 @@ adventures: {print} Oh no! Quickly get to the kitchen. {print} But as you enter monster_3 attacks you! ``` - story_text_2: | - ### Exercise - In the example above the monsters are predetermined. So each time you run your code, the output is the same. - Can you add `{ask}` commands to make the haunted house interactive and have the players choose the monsters they come across? example_code_2: | ``` monster_1 {is} _ @@ -2248,17 +1067,6 @@ adventures: In the previous levels you've made an introduction to your haunted house game, but as you might have noticed the story would always have a dreadful end. In this level you can make your story more interactive by changing the outcome of the game; sometimes you'll get eaten, sometimes you'll escape! Let Hedy decide randomly! - example_code: | - ``` - _ Escape from the haunted house! - _ There are 3 doors in front of you... - _ _ _ Which door do you choose? - _ You picked door ... choice - monsters _ a zombie, a vampire, NOTHING YOUVE ESCAPED - _ You see... - {sleep} - _ _ _ _ - ``` 4: story_text: | In this level you learn how to use quotation marks in your games. @@ -2298,27 +1106,6 @@ adventures: Now it's very hard to win this game, can you make it easier to win? For example by only having 1 wrong door and 2 correct doors instead of 1 correct door and 2 wrong ones? - example_code: | - ``` - {print} 'Escape from the Haunted House!' - player = alive - doors = 1, 2, 3 - monsters = zombie, vampire, giant spider - {repeat} 3 {times} - {if} player {is} alive - correct_door {is} doors {at} {random} - {print} 'There are 3 doors in front of you...' - chosen_door = {ask} 'Which door do you choose?' - {if} chosen_door {is} correct_door - {print} 'No monsters here!' - {else} - {print} 'You are eaten by a ' monsters {at} {random} - player = dead - {else} - {print} 'GAME OVER' - {if} player {is} alive - {print} 'Great! You survived!' - ``` 11: story_text: | In this level we've changed the repeat command and we've added a line to our haunted house that tells the player in which room they are. @@ -2344,189 +1131,17 @@ adventures: {if} player {is} alive {print} 'Great! You survived!' ``` - 14: + if_command: + description: Introducing the if command + levels: + 9: story_text: | - ### Exercise - In this level you can use the `<` and `>` symbol to introduce lives to your game. - Make sure the player loses a life when they come across the wrong monster and that the game stops if you have no lives left. - example_code: | - ``` - {print} 'Escape from the haunted house' - lives = 3 - doors = 1, 2, 3 - monsters = 'the wicked witch', 'a zombie', 'a sleeping 3 headed dog' - {for} i {in} {range} 1 {to} 10 - {if} lives _ - good_door = doors {at} {random} - monster = monsters {at} {random} - chosen_door = {ask} 'Which door do you choose?' - {if} good_door == chosen_door - {print} 'You have chosen the correct door' - {else} - {print} 'You see...' monster - {if} monster == 'a sleeping 3 headed dog' - {print} 'Pffieuw.... Its asleep' - {else} - {print} 'You lose one life' - lives = _ - {else} - {print} 'GAME OVER' - ``` - 16: - story_text: | - ### Exercise - This haunted house game uses the connection between the lists you can use in this level. - For example: all the properties that belong to the zombie are first in all the lists, witch second and vampire third. - Check out the code and fill in `weapons[i]`, `monsters[i]` , `bad_fate[i]`, `good_fate[i]`, `hint[i]` on the correct blanks to get the code to work! - example_code: | - ``` - numbers = [1, 2, 3] - i = numbers[{random}] - hint = ['growling', 'a cackling laugh', 'fluttering batwings'] - monsters = ['zombie', 'witch', 'vampire'] - bad_fate = ['Your brain is eaten', 'You are forever cursed', 'You are bitten'] - good_fate = ['You throw the ham. The zombie is distracted and starts eating it.', 'You set the curtains on fire. The witch flees out of fear for the fire', 'The vampire hates garlic and flees'] - weapons = ['ham', 'lighter', 'garlic'] - {print} 'You are standing in front of an old mansion' - {print} 'Something is not right here' - {print} 'You hear ' _ - {print} 'You are going to explore it' - {print} 'You enter the kitchen and see a lighter, a raw ham and a garlic.' - your_weapon = {ask} 'What do you bring with you?' - {print} 'With your ' your_weapon ' you enter the living room' - {print} 'There you find a ' _ - needed_weapon = _ - {if} your_weapon == needed_weapon - {print} 'You use your ' your_weapon - {print} _ - {print} 'YOU WIN!' - {else} - {print} 'You have chosen the wrong weapon...' - {print} _ - {print} 'GAME OVER' - ``` - hotel: - name: hotel - default_save_name: hotel - description: hotel - levels: - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, and you've learned how to combine it with an {ask}. - You might have wondered why you would use functions, because the functions in the example were only one line of code. - Now we will show you what a bigger function looks like and we will use multiple agruments now as well. You'll see how much better it is to use a function once the function gets bigger. - Here is an example of a function with arguments combined with {ask} commands. - example_code: | - ``` - {define} welcome_message {with} title, last_name, country, room_number - {print} 'Welcome to Hotel Hedy, ' title ' ' last_name - nice_trip {is} {ask} 'Did you have a nice trip from, ' country '?' - {if} nice_trip {is} 'yes' - {print} 'Lovely!' - {else} - {print} 'Sorry to hear that.' - {print} 'Hopefully you can take a nice rest in you room.' - {print} 'Your room number is ' room_number - - {print} 'Hello. Please fill in your information to check in.' - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - ``` - - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - if_command: - name: '{if} & {else}' - default_save_name: if_command - description: Introducing the if command - levels: - 5: - story_text: | - ## If... else.... - In level 5 there is something new, the `{if}`! With the `{if}` you can choose between two different options. - This code prints nice if you enter Hedy as a name, and boo! if you enter something else. - `{ask}` and `{print}` still work like they did in level 4. - example_code: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' {else} {print} 'boo!' - ``` - story_text_2: | - Sometimes code with an `{if}` gets really long and does not fit on the line well.
You may also divide the code over two lines, starting the second line at the `{else}` like this: - example_code_2: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - ``` - story_text_3: | - ### Exercise - Try to create your own code with `{if}` and `{else}`. You can use the example code if you want. - example_code_3: | - ``` - answer {is} {ask} '2 + 2 = ?' - _ _ _ 4 _ 'Great job!' - _ _ 'No 2 + 2 = 4' - ``` - 8: - story_text: | - ## If... Else... - You have learned to repeat a block of lines of code after a `{repeat}` command. - Now you can also use indentation to make blocks after a {if} or {else} command. - Check out the example code. - - ### Exercise - Add an {else} command to the example code. Make a block of line using indentation. You do this by starting each line with 4 spaces. - example_code: | - ``` - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {print} 'You can play on your computer!' - ``` - 9: - story_text: | - In this level you can also put an {if} command inside another {if} command. - example_code: | - ``` - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - ``` - in_command: - name: '{in}' - default_save_name: in_command - description: Introducing the in command - levels: - 5: - story_text: | - ## Lists - When we want to check if something is in a list, we can now use the `{in}` command. - This code prints pretty! if you choose green or yellow, and meh otherwise. - example_code: | - ``` - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - ``` - story_text_2: | - ### Exercise - Finish the example code by filling in the blanks with commands that you've learned. - When you've finished the code, try to create a code of your own and use a question that you've thought of yourself. - example_code_2: | + In this level you can also put an {if} command inside another {if} command. + in_command: + description: Introducing the in command + levels: + 5: + example_code_2: | ``` animals is dog, cow, sheep answer is ask 'What is your favorite animal?' @@ -2534,119 +1149,29 @@ adventures: _ _ 'My favorite animals are dogs, cows and sheep' ``` is_command: - name: '{is}' - default_save_name: is_command description: introducing is command levels: 2: - story_text: | - ## Variables - You can name a word with `{is}`. This is called a **variable**. In this example we made a variable called name and a variable called age. You can use the word name anywhere in your code and it will be replaced by Hedy, like this: - example_code: | - ``` - name {is} Hedy - age {is} 15 - {print} name is age years old - ``` story_text_2: | ### Exercise Time to make your own variables! In the example code we made an example of the variable `favorite_animal`. In line 1 the variable is set, and in line 2 we haved used the variable in a print command. Firstly, finish our example by filling in your favorite animal on the blank. Then make at least 3 of these codes yourself. Pick a variable, and set the variable with the {is} command. Then use it with a {print} command, just like we did. - example_code_2: | - ``` - favorite_animal {is} _ - {print} I like favorite_animal - ``` - 6: - story_text: | - We also make a change in storing a word in a variable! You may now use `=` instead of `{is}` when we store a name or a number in a variable, like this: - example_code: | - ``` - name = Hedy - answer = 20 + 4 - ``` 14: - story_text: | - We are going to learn more new items. You might know them already from mathematics, the `<` and `>`. - The `<` checks if the first number is smaller than the second, for example age `<` 12 checks if age is smaller than 12. - If you want to check if the first number is smaller or equal to the second, you can use `<=`, for example age `<=` 11. - The `>` checks if the first number is bigger than the second, for example points `>` 10 checks if points is larger than 10. - If you want to check if the first number is bigger or equal to the second, you can use `>=`, for example points `>=` 11. - You use these comparisons in an `{if}`, like this: example_code: | ``` age = {ask} 'How old are you?' {if} age > 12 {print} 'You are older than I am!' ``` - story_text_2: | - From this level on, if you want to compare exactly, you can use two equal signs. This is what most programming languages do: - example_code_2: | - ``` - name = {ask} 'What is your name?' - {if} name == 'Hedy' - {print} 'You are cool!' - ``` - story_text_3: | - You can also compare if something is *not* equal to something else using `!=` like this: - example_code_3: | - ``` - name = {ask} 'What is your name?' - {if} name != 'Hedy' - {print} 'You are not Hedy' - ``` language: - name: Language - default_save_name: Language - description: Practice words in a foreign language levels: 5: story_text: | Make your own program to practice your vocabulary in a new language. - example_code: | - ``` - {print} 'Learn French!' - cat {is} {ask} '🐱' - {if} cat {is} chat {print} 'Terrific!' - {else} {print} 'No, cat is chat' - frog {is} {ask} '🐸' - {if} frog {is} grenouille {print} 'Super!' - {else} {print} 'No, frog is grenouille' - ``` - 16: - story_text: | - ### Exercise - Take a look at the example code. This is a program to practise French vocabulary. Now make your own program to practice your vocabulary in a new language. - If you don't know any other languages, you can use Google translate or you can use emojis and your native language. - example_code: | - ``` - french_words = ['bonjour', 'ordinateur', 'pomme de terre'] - translation = ['hello', 'computer', 'potato'] - score = 0 - {for} i {in} {range} 1 {to} 3 - answer = {ask} 'What does ' french_words[i] ' mean?' - correct = translation[i] - {if} answer == correct - {print} 'Correct!' - score = score + 1 - {else} - {print} 'Wrong, ' french_words[i] ' means ' translation[i] - {print} 'You gave ' score ' correct answers.' - ``` maths: - name: maths - default_save_name: maths - description: Introducing maths levels: 6: - story_text: | - In this level you learn something new: you can now also calculate. - - The plus is easy, you write it like with math: `5 + 5` for example. The minus also works fine, it is `5 - 5`. - - The times is a bit different, because there is no times symbol on your keyboard. Just search, there really isn't! - That is why we multiply with the asterisk above 8: `5 * 5`. Read that as "5 times 5" that helps you remember it best. example_code: | ``` {print} '5 plus 5 is ' 5 + 5 @@ -2654,17 +1179,6 @@ adventures: {print} '5 times 5 is ' 5 * 5 ``` 12: - story_text: |- - **Decimal numbers** - So far, Hedy did not allow for decimal numbers like 1.5, but now we do allow that. Note that computers use the `.` for decimal numbers. - example_code: | - ``` - {print} 'Two and a half plus two and a half is...' - {print} 2.5 + 2.5 - ``` - story_text_2: |- - **Maths with words** - In this level you can also do addition with words like this: example_code_2: | ``` a = 'Hello ' @@ -2674,494 +1188,37 @@ adventures: {print} 2.5 + 2.5 music: - name: music - default_save_name: music - description: Play a tune! levels: - 1: - story_text: |- - In this level you'll learn how to use the `{play}` command to play a tune! - - Type `{play}` followed by the note you want to play. The scale goes C-D-E-F-G-A-B. - As you can see there are 7 different letters, but we can play more than just 7 notes. - Type a number between 1 and 10 behind the letter to choose the scale, for example after B4 comes C5. - C1 is the lowest note you can play, C10 is the highest. - - ### Exercise - Try out the example code and then play around with it! Can you create your own melody? - In the next level you'll learn how to play some existing songs. - example_code: |- - ``` - {play} C4 - {play} D4 - {play} E4 - {play} F4 - {play} G4 - {play} A4 - {play} B4 - {play} C5 - ``` - 2: - story_text: | - ### Exercise - Finish the songs! We have started the codes for some melodies. - example_code: | - ``` - {print} Old Mac Donald had a farm - {play} C5 - {play} C5 - {play} C5 - {play} G4 - {play} A4 - {play} A4 - {play} G4 - ``` - story_text_2: As you can see, you can also use the `{sleep}` command to add a little pause in the song. - example_code_2: | - ``` - {print} Twinkle Twinkle Little Star - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} 1 - {play} F - {play} F - ``` - 3: - story_text: | - Create a random melody! - - ### Exercise - The example code creates a random melody, but it's very short and not many notes are used. - Add more notes to the list and create a longer melody by copying the last line a couple more times. - example_code: | - ``` - notes {is} A4, B4, C4 - {play} notes {at} {random} - {play} notes {at} {random} - {play} notes {at} {random} - ``` - 4: - story_text: | - Use the `{clear}` command to create a karaoke machine! - - ### Exercise - Finish the karaoke version of 'Mary had a little lamb'. - Then, create a karaoke version of any song you'd like! - example_code: | - ``` - {print} 'Mary had a little lamb' - {play} E - {play} D - {play} C - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Little lamb, little lamb' - {play} D - {play} D - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Mary had a little lamb' - {play} E - ``` - 5: - story_text: | - You don't always have to use the `{play}` command to play a whole song, sometimes you just want to play one note. - For example, if you want to make a quiz, you can play a happy high note if the answer is right and a sad low note if the answer is wrong. - - ### Exercise - Finish the first question by adding a line of code that plays a C3 note if the wrong answer is given. - Then think of 3 more questions to add to this quiz. - example_code: | - ``` - answer {is} {ask} 'What is the capital of Zimbabwe?' - {if} answer {is} Harare {play} C6 - _ - ``` 6: story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\n This calls for musical maths! Try out the example code a couple of times with different starting numbers. \nThen, see if you can compose a song using the numbers.\n" - example_code: | - ``` - number = {ask} 'Say a starting number between 1 and 67' - {print} number - {play} number - number = number + 1 - {print} number - {play} number - number = number + 1 - {print} number - {play} number - ``` - 7: - story_text: | - Using the `{repeat}` command can make your codes for melodies a lot shorter! - - ### Exercise - Finish the code for Twinkle Twinkle Little Star by using the `{repeat}`command. - Then go back to the songs you've made in the previous levels. Can you shorten those codes too? - example_code: | - ``` - {print} 'Twinkle Twinkle Little Star' - {repeat} 2 {times} {play} C4 - {repeat} 2 {times} {play} G4 - _ - ``` - 8: - story_text: | - Now that we can use the `{repeat}` command for multiple lines, we can make songs even more easily! - - ### Exercise - Finish the song of Brother John (Frère Jacques). Don't forget to use `{repeat}`! - example_code: | - ``` - {print} 'Brother John' - {repeat} 2 {times} - {play} C - {play} D - {play} E - {play} C - {repeat} 2 {times} - {play} E - {play} F - {play} G - {sleep} 1 - ``` - 9: - story_text: | - From this level on you can - among other things - use a {repeat} command inside a {repeat} command. - That makes songs like 'Happy birthday' even shorter! - - ### Exercise - Finish the song! - example_code: | - ``` - first_time = yes - {repeat} 2 {times} - {repeat} 2 {times} - {play} C - {play} D - {play} C - {if} first_time {is} yes - {play} F - {play} E - first_time {is} no - {else} - _ - ``` - 12: - story_text: | - Use functions in your songs! As you can see in the example code, you can make a function for each line of Twinkle Twinkle Little Star. Once you've programmed the first three lines, all you have to do is call the functions in the order you want them played in. - - ### Exercise - Finish the song of Twinkle Twinkle Little Star. - Then look back at all the songs you've programmed in the levels before, can you make those codes better and shorter using functions too? - example_code: | - ``` - {define} first_line - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} - - {define} second_line - {play} F - {play} F - {play} E - {play} E - {play} D - {play} D - {play} C - {sleep} - - {define} third_line - {play} G - {play} G - {play} F - {play} F - {play} E - {play} E - {play} D - {sleep} - - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - ``` - 13: - story_text: | - You can use a function with an argument for songs that have line that are almost the same, but slightly different each time. - One example is the song 'Yankee Doodle'. The first 4 notes of the first lines are the same, but each time they are followed by a different couple of notes. - - ### Exercise - Can you finish the song of Yankee Doodle? - Can you think of another song to program this way? - example_code: | - ``` - {print} 'Yankee Doodle' - {define} _ {with} note_1, note_2, note_3 - {play} C4 - {play} C4 - {play} D4 - {play} E4 - {play} _ - {play} _ - {play} _ - - {call} line_1 {with} 29, 31, 30 - {call} line_1 {with} 29, 28, 0 - {call} line_1 {with} 32, 31, 30 - - {play} C4 - {play} B3 - {play} G3 - {play} A3 - {play} B3 - {play} C4 - {play} C4 - ``` - 14: - story_text: | - You can program music for fun, but you can also use the musical notes to make something useful like a fire alarm! - - ### Exercise - Make sure the fire alarm rings when there is a fire! - example_code: | - ``` - {define} fire_alarm - {print} 'FIRE!' - note = 40 - {for} i {in} {range} 1 {to} 100 - {if} note _ 50 - note = note + 5 - {play} _ - {else} - note = 40 - - fire = {ask} 'Is there a fire?' - {if} fire _ 'yes' - {call} fire_alarm - ``` - 15: - story_text: | - **Warning** This adventure can become extremely annoying! - We can also use the {while} command to repeat a song forever. - - ### Exercise - Finish the never-ending song. - example_code: | - ``` - {define} song - {play} _ - - yes_or_no = {ask} 'Do you want to hear my never-ending song?' - {while} yes_or_no = 'yes' - {call} song - {print} '🥳' - ``` - 16: - story_text: | - Upgrade your Old MacDonald code! - - ### Exercise - Take your code from the 'Sing a Song' adventure and add musical notes to it! - You can make a function for each line in the song and call that function after the line is printed. - We defined the first line for you and called it in the code. Can you finish the whole song? - example_code: | - ``` - {define} line_1 - {for} i {in} {range} 1 {to} 3 - {play} G - {play} D - {for} i {in} {range} 1 {to} 2 - {play} E - {play} D - - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - for i in range 1 to 3 - animal = animals[i] - sound = sounds[i] - print 'Old MacDonald had a farm' - call line_1 - print 'E I E I O!' - _ - ``` - 17: - story_text: | - You can use the {elif} to create different options. - - ### Exercise - Firstly, add colons to get the code to work. - Then finish this code by adding at least 2 other songs for other moods. For example a happy song and an angry song. - example_code: | - ``` - {define} scary_song - {for} i {in} {range} 1 {to} 3 - {play} G - {play} E - {sleep} 2 - {for} i {in} {range} 1 {to} 3 - {play} F - {play} D - - mood = {ask} 'Which emotion are you feeling?' - {if} mood {is} 'fear' - {call} scary_song - {elif} _ - ``` - 18: - story_text: | - ### Exercise - Even in this last level of Hedy we can make some music! Be careful of all the syntax that is needed now. - Take a good look at how the functions are defined and called upon in the example code. - Finish the song! - example_code: | - ``` - {def} line_1(): - {for} i {in} {range}(1, 5): - {play} A - {play} D - {play} F - {play} A - - {def} line_2(): - {for} i {in} {range}(1, 5): - {play} G - {play} C - {play} E - {play} G - - {def} line_3(): - _ - - {print} ('The drunken sailor') - {print} ('What shall we do with the drunken sailor?') - line_1() - line_2() - line_3() - {print} ('Early in the morning') - ``` parrot: - name: Parrot - default_save_name: Parrot - description: Create your own online pet parrot that will copy you! levels: 1: - story_text: | - Create your own online pet parrot that will copy you! - example_code: | - ``` - {print} Im Hedy the parrot - {ask} whats your name? - {echo} - {echo} - ``` story_text_2: | ### Exercise Can you make the parrot ask a different question? Fill in the blanks in the example! - example_code_2: | - ``` - {print} Im Hedy the parrot - {ask} _ - {echo} - {echo} 2: story_text: | Create your own online pet parrot that will copy you! - example_code: | - ``` - {print} Im Hedy the parrot - name _ _ what is your name? - {print} name - _ - {print} squawk - _ - {print} name - ``` story_text_2: | ### Exercise You can use variables to make the parrot say more than only your name. Can you complete this code? 3: story_text: | Teach your parrot a new word with `{add}`. - example_code: | - ``` - words {is} squawk, Hedy - {print} Train your parrot! - new_word {is} {ask} Which word do you want to teach them? - _ new_word _ words - {print} 🧒 Say new_word, Hedy! - {print} 🦜 words {at} {random} - ``` 4: story_text: | In this level we have to use quotation marks with the commands `{ask}` and `{print}`. Can you complete the code by adding quotation marks? - example_code: | - ``` - words {is} squawk, Hedy - {print} _ Train your parrot! _ - new_word {is} {ask} _ Which word do you want to teach them? _ - {add} new_word {to_list} words - {print} _ 🧒 Say _ new_word _, Hedy!_ - {print} _ 🦜 _ words {at} {random} - ``` 5: story_text: | Reward your parrot {if} it says the correct word! - example_code: | - ``` - words {is} squawk, Hedy - {print} 'Train your parrot!' - new_word {is} {ask} 'Which word do you want to teach them?' - {add} new_word {to_list} words - said_word {is} words {at} {random} - {print} '🧒 Say ' new_word ', Hedy!' - {print} '🦜 ' said_word - _ said_word {is} new_word _ '🧒 Great job, Hedy! 🍪' - _ _ '🧒 No, Hedy! Say ' new_word - ``` piggybank: - name: Piggy Bank - default_save_name: Piggy Bank - description: Count your pocketmoney! levels: 12: story_text: | In this adventure you learn how to make a digital piggy bank, to calculate how much money you have and how long you need to save up to buy what you want! - example_code: | - ``` - {print} 'The digital piggy bank' - wish = {ask} 'What would you like to buy?' - price = {ask} 'How much does that cost?' - saved = {ask} 'How much money have you saved already?' - allowance = {ask} 'How much pocket money do you get per week?' - to_save = price - saved - weeks = to_save / allowance - {print} 'You can buy a ' _ ' in ' _ ' weeks.' - ``` 14: - story_text: | - ### Exercise - In this level you can let Hedy tell you if you have saved up enough money! - Finish this code by filling in the blanks! example_code: | ``` _ calculate_budget with wish, money, allowance @@ -3181,45 +1238,7 @@ adventures: {call} calculate_budget with _, _, _ ``` pressit: - name: Key presses - default_save_name: Pressed - description: Try linking a keyboard key to a command! levels: - 5: - story_text: | - In this level there is another new keyword: `{pressed}`! - With `{pressed}` you can use keys on your keyboard to control what lines are used. - - ### Exercise - Look at the example and add one more line of code that reacts to a key press. - example_code: | - ``` - {print} 'Do you want a good (g) or bad (b) ending?' - {if} g {is} {pressed} {print} 'They lived happily ever after ❤' - {else} {print} 'The prince was eaten by a hippopotamus 😭' - ``` - story_text_2: | - You can also link turtle commands to keys. - - ### Exercise - Copy the lines a few times so you can create a larger drawing. - example_code_2: | - ``` - {if} y {is} {pressed} {forward} 15 - {else} {turn} 90 - ``` - 7: - story_text: | - Now that you have learned about `{repeat}`, we can press keys multiple times. - You can use it to make the turtle walk forward and turn. - - ### Exercise - The code you have seen in level 5 only checks the key once. Copy the example code and add a `{repeat}` to it, so that you can press the keys many times. - Use this code to draw something nice. - example_code: | - ``` - {if} x {is} {pressed} {forward} 15 {else} {turn} 90 - ``` 9: story_text: | Now that you know how to combine statements, you can create a touch type tool with `{pressed}`. @@ -3227,215 +1246,13 @@ adventures: ### Exercise Finish the code. Each time a random letter should be chosen, which you have to press. You get a point for a correct press, and and two points deduction for a wrong press. **(extra)** Clear the screen after each letter, and show the user how many points they have scored. - example_code: | - ``` - points = 0 - letters = a, b, c, d, e - {repeat} 10 {times} - letter = _ _ _ - {print} 'Press the letter ' letter - {if} letter {is} {pressed} - _ - _ - _ - ``` - print_command: - name: '{print}' - default_save_name: print - description: Introduction print command - levels: - 1: - story_text: | - ## The print command - You can print text to the screen using the `{print}` command. - example_code: | - ``` - {print} Hi there, programmer! - {print} Welcome to Hedy! - ``` - story_text_2: | - ### Exercise - In Hedy you will find exercises in every adventure. An exercise allows you to practise the new commands and concepts, and lets you give your own twist to the example codes. - In this exercise you will see a pink blank space. You have to fill something in the place of the blank space before the code can be run. - - Fill in the `{print}` command in the blank space and then add five more lines of code. Each line has to start with a `{print}` command. - Have fun! - example_code_2: | - ``` - _ Hello! - ``` - 18: - story_text: |- - We arrived at real Python code! That means we need to use parentheses with `{print}` and `{range}` from now on. - It also means you can use Hedy code from this level in any Python environment as long as you use the English commands. If you haven't until now, you can switch the toggle in the commands menu to do so. - example_code: | - ``` - {print}('Hello!') - {for} i {in} {range}(1, 10): - {print}('This is line ', i) - ``` - story_text_2: If you want to print more than one item, you need to separate them by commas. - example_code_2: | - ``` - temperature = 25 - {print}('It is ', temperature, ' degrees outside') - ``` - ``` - name = 'Hedy' - {print}('My name is ', name) - ``` - quizmaster: - name: Quizmaster - default_save_name: Quizmaster - description: Make your own quiz! - levels: - 14: - story_text: | - ### Exercise - In this adventure you can make your own quiz! Fill in the blanks, add more questions and enjoy your own quiz! - You can make a quiz about anything you like: your hobby, your favorite animal, your favorite book or anything at all! - example_code: | - ``` - {print} 'Make your own quiz' - points_a = 0 - points_b = 0 - {print} 'Question' - {print} 'Answer option A' - {print} 'Answer option B' - answer = {ask} 'Which answer?' - {if} answer == 'A' - points_a = points_a + 1 - {if} answer == 'B' - points_b = points_b + 1 - {print} 'End of the quiz!' - {print} 'Lets see the results!' - {if} points_a > points_b - {print} 'You belong to the A club' - {if} points_b > points_a - {print} 'You belong to the B club' - ``` - quotation_marks: - name: '''quotation marks''' - default_save_name: quotation_marks - description: Introduction quotation marks - levels: - 4: - story_text: | - ## 'Quotation marks' - In level 4 `{ask}` and `{print}` have changed. - You must put text that you want to print between quotation marks. - This is useful, because now you can print all the words you want. Also the words you used to store something with `{is}`. - Most programming languages also use quotation marks when printing, so we are also getting a step closer to real programming! - example_code: | - ``` - {print} 'You need to use quotation marks from now on!' - answer {is} {ask} 'What do we need to use from now on?' - {print} 'We need to use ' answer - ``` - story_text_2: | - ## Contractions - Important! Mind that now that we're using quotation marks, Hedy will get confused when you use the apostrophe for contractions like I'm or What's. - Make sure to remove those apostrophes and change the spelling to I am or What is. - Check out the example code to see the wrong way of using apostrophes. - example_code_2: | - ``` - _ This is the wrong way of using apostrophes _ - {print} 'I'm babysitting my sister's kids' - {print} 'What's more fun than that?' - ``` - 12: - story_text: | - **All texts need to be in quotation marks** - For this level on you will also have to use quotation marks when storing a text with `=`: - example_code: | - ``` - name = 'Hedy the Robot' - {print} 'Hello ' name - ``` - story_text_2: | - **All items in lists need quotation marks too** - Lists are texts, so they need quotation marks too. Mind that each single item on the list has quotation marks. - This allows you to save two words as 1 item on the list, for example 'Black Widow'. - example_code_2: | - ``` - superheroes = 'Spiderman', 'Batman', 'Black Widow' - {print} superheroes {at} {random} - ``` - story_text_3: | - **All text after `{if}` comparisons need quotation marks too** - example_code_3: | - ``` - name = {ask} 'What is your name?' - {if} name = 'Hedy the Robot' - {print} 'Hi there!' - ``` - story_text_4: | - **Numbers don't need quotation marks** - For numbers, you do not use quotation marks in the `=`: - example_code_4: | - ``` - score = 25 - {print} 'You got ' score - ``` random_command: - name: '{random}' - default_save_name: random_command - description: introducing at random command levels: - 3: - story_text: | - ## At random - In this level you can make a list using the `{is}` command. You can let the computer choose a random item from that list. You do that with `{at} {random}`. - example_code: | - ``` - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - ``` - story_text_2: | - You can use the `{at} {random}` command in a sentence as well. - example_code_2: | - ``` - food {is} sandwich, slice of pizza, salad, burrito - {print} I am going to have a food {at} {random} for lunch. - ``` - story_text_3: | - ### Exercise - Try out the `{at} {random}` command by making your own gameshow (like the ones on tv) where you choose a door or suitcase and it contains a big price! - Can you do it? We have already put the first lines into the example code. - example_code_3: | - ``` - {print} The big gameshow! - {print} There are 3 suitcases in front of you... - chosen {is} {ask} Which suitcase do you choose? - prices {is} _ - _ - ``` 16: story_text: |- We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. For example: `friends[1]` is the first name on the list of friends, as you can see in the first part of the example code. The second part of the example code shows you that we can also match 2 lists using the variable i. - example_code: | - ``` - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - ``` - story_text_2: |- - Now that you've learned to use the brackets in lists, you can also start using the {at} {random} command in the Python way! - You simply type the name of your list with `[random]` behind it! - example_code_2: |- - ``` - fruit = ['apple', 'banana', 'cherry'] - {print} fruit[random] - ``` repeat_command: - name: '{repeat}' - default_save_name: repeat_command description: repeat command levels: 7: @@ -3445,23 +1262,6 @@ adventures: ### Exercise Play around with the repeat command. Can you make the happy birthday song in only 3 lines of code instead of 4 now? - example_code: | - ``` - {repeat} 3 {times} {print} 'Hedy is fun!' - ``` - 8: - story_text: | - ### Repeat commands and indentation - In this level you can repeat multiple lines of code with only 1 repeat command. - You do this by making a block of lines that you want to repeat. - The lines in this block will need **indentation** . - That means putting four spaces at the beginning of each line. You will also have to indent when you just want to create a block of one line. - example_code: | - ``` - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This is all repeated 5 times' - ``` 9: story_text: | Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... @@ -3477,55 +1277,15 @@ adventures: {else} {print} 'Maybe you should practice some more in the previous level' repeat_command_2: - name: '{repeat} 2' - default_save_name: repeat_command_2 description: repeat command 2 levels: 7: - story_text: | - ## Repeat with other commands and with variables - You have practiced the `{repeat}` command in combination with the `{print}` command now, but did you know you could also use other commands with `{repeat}` ? - In this example code you can see that `{repeat}` can also be used with an `{ask}`, `{if}` or `{else}` command. - example_code: | - ``` - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - ``` story_text_2: | Another interesting thing you can so with the `{repeat}` command is using variables to set the amount of times something should be repeated. In the example code you can see that we first ask the person how old they are. Then, in line 3, the question is repeated 'age' times. So we have used the variable 'age' with the `{repeat}` command. - example_code_2: | - ``` - {print} 'Yay! It is your birthday!' - age = {ask} 'How old are you now?' - {repeat} age {times} {print} 'Hip Hip Hurray!' - ``` - 8: - story_text: | - ### In the block or not? - In this level you have to think carefully which lines of code should be in the block and which shouldn't. - For example: If you want to sing the song *the muffin man*. You only want the line with 'the muffin man' to be repeated twice. - This means the last line shouldn't start with indentation as it doesn't belong to the block. - If you do start the last line with indentation the song will turn out wrong. - - ### Exercise - Each line in the example code starts with a blank. Remove the blanks and try to figure out which line need indentation and which don't to make the muffin man song. - example_code: | - ``` - _ {print} 'Do you know the muffin man?' - _ {repeat} 2 {times} - _ {print} 'The muffin man' - _ {print} 'Do you know the muffin man, who lives on Drury Lane?' - ``` restaurant: - name: Restaurant - default_save_name: Restaurant - description: Create your own virtual restaurant levels: 1: - story_text: | - In level 1 you can make your own virtual restaurant and take your guests' orders. story_text_2: | Can you think of more lines to add to your restaurant code? For example, can you {ask} the guests what they'd like to drink, tell them the price, or wish them a pleasant meal? example_code_2: | @@ -3556,10 +1316,6 @@ adventures: ### Exercise Can you make this code more elaborate? For example by adding drinks to the order? Or...? 3: - story_text: | - Having trouble to decide what you wanna have for dinner? You can let Hedy choose for you! - Simply add lists of your favorite (or least favorite) meals and Hedy can randomly choose your dinner. - You can also have a bit of fun, by letting Hedy choose the price for your dinner as well! What will you get? example_code: | ``` {print} Welcome to Hedy's Random Restaurant! @@ -3594,19 +1350,6 @@ adventures: ### Exercise 2 Go back to the previous level and copy your restaurant code. Make the code work in this level by adding quotation marks in the right spots and add some `{clear}` commands. - example_code: | - ``` - _ Add the quotation marks to this code _ - {print} Welcome to Restaurant Chez Hedy! - {print} Today we are serving pizza or lasagna. - food {is} {ask} What would you like to eat? - {print} Great choice! The food is my favorite! - topping {is} {ask} Would you like meat or veggies on that? - {print} food with topping is on its way! - drinks {is} {ask} What would you like to drink with that? - {print} Thank you for your order. - {print} Your food and drinks will be right there! - ``` 5: story_text: | In this level the {if} command allows you to {ask} your customers questions and give different responses to the answers. @@ -3627,24 +1370,9 @@ adventures: {if} anything {is} no {print} 'Thats it!' {else} {print} 'One ' anything {print} 'Thank you for your order and enjoy your meal!' ``` - 6: - story_text: | - In this level you can use maths to calculate the total price of your customer's order, which can make your virtual restaurant more realistic. - example_code: | - You can make a simple restaurant code, like this: - ``` - {print} 'Welcome to Restaurant Chez Hedy' - {print} 'Here is our menu:' - {print} 'Our main courses are pizza, lasagne, or spaghetti' - main = {ask} 'Which main course would you like?' - price = 0 - {if} main {is} pizza price = 10 - {if} main {is} lasagne price = 12 - {if} main {is} spaghetti price = 8 - {print} 'You have ordered ' main - {print} 'That will be ' price ' dollars, please' - {print} 'Thank you, enjoy your meal!' - ``` + 6: + story_text: | + In this level you can use maths to calculate the total price of your customer's order, which can make your virtual restaurant more realistic. 7: story_text: | In this level you've learned how to use the {repeat} command to repeat a line of code a certain amount of times. @@ -3656,24 +1384,6 @@ adventures: {repeat} people times food = {ask} 'What would you like to eat?' {print} 'Thanks for your order! Its coming right up!' ``` - 8: - story_text: | - In this level you can make your virtual restaurant more elaborate by repeating multiple lines of code. Like this: - - ### Exercise - This code can be expanded with more items on the menu, for example offering drinks, and/or multiple courses or desserts. Add at least one more item. - **Extra** Add even more items, as many options as you like! - example_code: | - ``` - {print} 'Welcome to Restaurant Chez Hedy!' - people = {ask} 'How many people will be joining us today?' - {print} 'Great!' - {repeat} people {times} - food = {ask} 'What would you like to order?' - {print} food - {print} 'Thank you for ordering!' - {print} 'Enjoy your meal!' - ``` 9: story_text: | In this level you can use nesting to make your restaurant more realistic and more fun! @@ -3711,11 +1421,6 @@ adventures: food = {ask} 'What would you like to eat as your ' course '?' {print} food ' will be your ' course ``` - story_text_2: | - ### Exercise - Of course, you could also order for multiple people! - Can you add the correct amount of indentation before each line to make the code work properly? - Tip: some lines don't need any indentation at all. example_code_2: | ``` courses = appetizer, main course, dessert @@ -3776,67 +1481,13 @@ adventures: price = price - 3 {print} 'That will be ' price ' dollars' ``` - 15: - story_text: | - With the `{while}` you can make sure your costumers can keep adding orders until they are done. - - ### Exercise - Correctly add the `{while}` command to this code. - example_code: | - ``` - {print} 'Welcome at McHedy' - more = 'yes' - _ - order = {ask} 'What would you like to order?' - {print} order - more = {ask} 'Would you like to order anything else?' - {print} 'Thank you!' - ``` rock: - name: Rock, paper, scissors default_save_name: Rock - description: Make your own rock, paper, scissors game levels: - 1: - story_text: | - In level 1 you can start with a rock, paper, scissors game. - - With `{ask}` you can make a choice, and with `{echo}` you can repeat that choice. - example_code: | - ``` - {print} what do you choose? - {ask} choose from rock, paper or scissors - {echo} so your choice was: - ``` - story_text_2: | - ### Exercise - Instead of using words, you could also use emojis: ✊✋✌ - Can you create a code using emojis? - example_code_2: | - ``` - {print} what do you choose? - {ask} choose from _ - {echo} so your choice was: - ``` 2: story_text: | In this level you can practise using the variables, so that you can make the rock, paper, scissors game in the next level! - example_code: |- - ``` - choice {is} rock - {print} I choose _ - ``` 3: - story_text: | - You can use the `{at} {random}` command to let the computer pick rock, paper or scissors! - - ### Exercise - Finish the code by using the `{at} {random}` command. - example_code: | - ``` - choices {is} rock, paper, scissors - {print} choices _ - ``` story_text_2: | ### Exercise Now you only have one player, so can you add a second player? @@ -3847,16 +1498,6 @@ adventures: {print} player 1 chooses... choices {at} {random} {print} player 2 _ ``` - 4: - story_text: | - In this level we can further program rock, paper, scissors. But if you want to add text, you have to use quotation marks here too. - ### Exercise - Fill in quotation marks on the blanks. Mind that the variable `choices` should be outside the quotes. - example_code: | - ``` - choices {is} rock, paper, scissors - {print} _The computer chooses..._ choices {at} {random} - ``` 5: story_text: | In this level we can determine who won. @@ -3865,17 +1506,6 @@ adventures: Save your choice with the name of choice and the choice of computer as computer choice. Then you can use `{if}` to see {if} they are the same or different. Will you finish the code? - example_code: | - ``` - options {is} rock, paper, scissors - computer_choice {is} _ - choice {is} _ - {print} 'you chose ' _ - {print} 'computer chose ' _ - {if} _ {is} _ {print} 'tie!' {else} {print} 'no tie' - ``` - - Fill in the correct code on the blanks to see if it is a draw. 9: story_text: | In this level you can program the whole rock, paper, scissors game by nesting the {if}-commands. Can you finish the code? @@ -3898,56 +1528,10 @@ adventures: 10: story_text: | Feeling too lazy to play the game yourself? Let Hedy play it for you! - example_code: | - ``` - choices = _ - players = _ - {for} _ - ``` 13: story_text: | With the `{and}` command you can shorten your rock, paper, scissors code! Check out the example code below and try to finish it. - example_code: | - ``` - options = 'rock', 'paper', 'scissors' - your_choice = {ask} 'What do you choose?' - computer_choice = options {at} {random} - {print} 'You choose ' your_choice - {print} 'The computer chooses ' computer_choice - {if} computer_choice {is} your_choice - {print} 'Tie' - {if} computer_choice {is} 'rock' {and} your_choice {is} 'paper' - {print} 'You win!' - {if} computer_choice {is} 'rock' {and} your_choice {is} 'scissors' - {print} 'The computer wins!' - _ - ``` - 15: - story_text: | - ### Exercise - Play until you beat the computer! But first, finish the example code... - example_code: | - ``` - won = 'no' - options = 'rock', 'paper', 'scissors' - {while} won == 'no' - your_choice = {ask} 'What do you choose?' - computer_choice = options {at} {random} - {print} 'you chose ' your_choice - {print} 'the computer chose ' computer_choice - {if} computer_choice == your_choice - {print} 'Tie!' - {if} computer_choice == 'rock' {and} your_choice == 'scissors' - {print} 'You lose!' - {if} computer_choice == 'rock' {and} your_choice == 'paper' - {print} 'You win!' - won = 'yes' - _ - ``` rock_2: - name: Rock, paper, scissors 2 - default_save_name: rock_2 - description: Part 2 of rock, paper, scissors levels: 2: story_text: | @@ -3961,9 +1545,7 @@ adventures: {print} I choose choice ``` secret: - name: SuperSpy default_save_name: language - description: Make your own spy code levels: 12: story_text: | @@ -3986,182 +1568,19 @@ adventures: 13: story_text: | The code you made in the previous level can be made a lot easier in this one with the `{and}` command. - example_code: | - ``` - name = {ask} 'What is your name?' - password = {ask} 'What is your password?' - {if} name {is} 'Agent007' _ password {is} 'TOPSECRET' - {print} 'Go to the airport at 02.00' - {else} - {print} 'Go to the trainstation at 10.00' - ``` - simon: - name: Simon Says - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - Let's make a game of Simon Says! Simon Says is a memory game in which the player will be given a color. They have to repeat that color back. - If they get it right a color is added to the sequence, so they now have to remember 2 colors, then 3, then 4 etc. the game stops as soon as the player makes a mistake. - - ### Exercise - In this first part of the Simon Says adventure, we'll let the computer pick a random color and add it to a list. - - ***Make 2 lists*** First, make a list called `colors` and fill it with the colors red, yellow, green and blue. - Then make a list called `simon_sequence`. This list will be used as the answer. - At the start of the game this lists need to be empty. unfortunately, we can't create an empty list (yet), so we'll fill it with the words 'empty' and 'list' and we'll remove them from the list immediately. - - ***Create a function that adds a color to the sequence*** Now that we have an empty list called simon_sequence, we can start filling it with random colors. - We do that with a function, so we can call it everytime there's a new level in our game. Create a function called `add_random_color`. - Then create the variable random_color and set it to a random color. Next, add this random color to the simon_sequence. - - ***Create a function that shows the simon_sequence*** Start by naming the new function `show_simon_sequence` with `level` as an argument. Now we want to show as many colors as the level we are in (in level 1 you see 1 color, in level 2 you see 2 colors etc). - So we repeat `level` times, to print the `simon_sequence[i]`. Each time a color is shown, wait for 1 second and then clear the screen. - - ***Test your program*** Before you go to the next level, test if the functions are working by calling both of the functions. If they're working you should see a random color in your output screen. - Remove this testing part of your code, copy the code and continue to the next tab to learn more about the simon says game! - example_code: | - ``` - # Make 2 lists - colors = _ - _ = ['empty', 'list'] - {remove} _ {from} simon_sequence - {remove} _ - - # Create a function that adds a color - _ add_random_color - _ - {add} _ - - # Create a function that shows the simon_sequence - {define} _ - {for} i {in} {range} 1 {to} _ - {print} _ - _ - _ - - # Test your program - {call} _ - {call} show_simon_sequence {with} 1 - ``` - simon_2: - name: Simon Says 2 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - We'll continue with our Simon Says game! - - ### Exercise - ***Paste your code here*** Paste your code from the previous level here. Don't forget to remove the part that was just used for testing the functions. - - ***Create a function that creates the player_sequence*** The list `player_sequence` is used to capture the answers of the player. First we define the function with the argument level. - Next, we ask level times what the color is that they choose. We call that variable `answer`. Then we add the variable `answer` to the list player_sequence. - - ***Setting up the game*** Before we program the game in the next tab, we'll need some starting variables. First, we'll set the variable `level` to 1 and the variable `game_over` to False. - Then we make an introduction for the game. We'll print 'Welcome to Simon Says!' and clear the screen after 1 second. - - ***Continue to the next tab to finish the game!**** Don't forget to copy your code and take it with you to the next tab. - example_code: | - ``` - # Paste your code here - - - # Create a function that creates the player_sequence - {define} _ - {for} _ - _ 'What is color number ' i '?' - {add} answer {to} _ - - # Set up - level = _ - game_over = _ - {print} _ - _ 1 - _ - ``` - simon_3: - name: Simon Says 3 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - In this tab we'll program the game of Simon Says! - - ### Exercise - ***Paste your code*** Copy your code from the previous tab and paste it here. - - ***Program the game*** We start by making sure the game goes on while the game isn't over. Then we print what level the player is on, we use the variable level for that. We only show that for 1 second and then we clear the screen again. - Now, we have to create the empty list player_sequence. We've already programmed how to fill the list, with our function `player_sequence`, but we never made the list itself. To create the list we use the same trick as we did in the previous tab. - We'll make a list with the words 'empty' and 'list' on it, and then we remove both these words. Next, we'll call all of the 3 functions that we've created. - Lastly, we'll have to check if the player gave the correct answers (so if the player_sequence and the simon_sequence are the same). - If that's the case, we'll compliment the player. Wait for 1 second and increase the level with 1. - Did the player give the wrong answer, we'll tell them and end the game by setting game_over to 'True' - - ***Enjoy your game!*** Great job! Does your game not work? Use the ladybug button to debug your code! - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - {print} _ - _ - _ - _ = ['empty', 'list'] - {remove} _ - {remove} _ - {call} _ - {call} _ {with} _ - {call} _ {with} _ - {if} player_sequence == _ - _ - _ - _ - {else} - _ - game_over = _ - ``` sleep_command: - name: '{sleep}' - default_save_name: sleep_command description: introducing sleep command levels: 2: story_text: | ## The sleep command Another new command in this level is `{sleep}`, which pauses your program for a second. If you type a number behind the {sleep} command, the program pauses for that amount of seconds. - example_code: | - ``` - {print} My favorite colour is... - {sleep} 2 - {print} green! - ``` songs: - name: Sing a song! - default_save_name: Song - description: Print a song levels: 6: story_text: | Songs often contain a lot of repetition. Sometimes the repetition is also based on counting. For example, in the well-known song 'Bottles of beer'. You can program that song with a little math. - example_code: | - ``` - verse = 99 - {print} verse ' bottles of beer on the wall' - {print} verse ' bottles of beer' - {print} 'Take one down, pass it around' - verse = verse - 1 - {print} verse ' bottles of beer on the wall' - {sleep} - ``` - story_text_2: | - This children's song counts down from 5 little monkeys to 1 monkey. - If you copy line 2 - 7 and paste it under the the code, you can sing the whole song! example_code_2: | ``` number = 6 @@ -4182,24 +1601,9 @@ adventures: Baby Shark You can make this song much shorter with a `{repeat}`! Can you finish the code? - example_code: | - ``` - {repeat} _ _ {print} 'Baby Shark tututudutudu' - {print} 'Baby Shark' - ``` 8: story_text: | In a previous level you've programmed the song 'Bottles of beer'. You made one verse and then had to copy the verses 99 times. In level 7 you can repeat the song 99 times, just by adding one simple line! - example_code: | - ``` - verse = 99 - _ 99 {times} - {print} verse ' bottles of beer on the wall' - {print} verse ' bottles of beer' - {print} 'Take one down, pass it around' - verse = verse - 1 - {print} verse ' bottles of beer on the wall' - ``` 10: story_text: | In this level you can easily make the childrens' song 'Five little monkeys'. Can you make the last chorus? @@ -4247,10 +1651,6 @@ adventures: Print the song Five little moneys jumping on the bed. Look up the text if you don't remember. **(extra)** Print the song Old MacDonald had a farm, and make sure all animals make a different sound, using an `{if}`. - example_code_2: | - ``` - monkeys = 5, 4, 3, 2, 1 - ``` 11: story_text: | In this level you can use the `{for} i {in} {range}` command to make songs that use counting. @@ -4261,316 +1661,30 @@ adventures: {print} 'One fell off and bumped his head' {print} 'Mama called the doctor and the doctor said' {if} i {is} 1 - {print} 'PUT THOSE MONKEYS RIGHT TO BED!' - {else} - {print} 'NO MORE MONKEYS JUMPING ON THE BED!' - ``` - 12: - story_text: | - In this song we can make it even easier to program '{if} you're happy and you know it, clap your hands'. Because we can put all of the actions in a variable, check it out: - example_code: | - ``` - _ actions = 'clap your hands', 'stomp your feet', 'shout Hurray!' - _ {for} action {in} actions - _ {for} i {in} {range} 1 {to} 2 - _ {print} 'if youre happy and you know it' - _ {print} action - _ {print} 'if youre happy and you know it and you really want to show it' - _ {print} 'if youre happy and you know it' - _ {print} action - ``` - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, but did you know that you could combine them with {ask} commands as well? - In this example we have changed the 'My Bonnie' program and made it interactive. You are now asked where Bonnie is. - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is ' place - - chosen_place = {ask} 'Where do you want Bonnie to be?' - synonym = {ask} 'What is another word for that?' - - {call} song {with} chosen_place - {call} song {with} synonym - {call} song {with} chosen_place - ``` - 16: - story_text: | - In this level, you can program a song like OldMacDonald even more quickly. You can connect the right animal to the right sound by simply putting them in the same place in the list. - The Drunken Sailor is also quickly made in this level. You only need 8 lines for the entire song, check it out! - - ### Exercise - Complete the Old MacDonald song by setting the variable `animal` to `animals[i]` and `sound` to `sounds[i]`. - example_code: | - ``` - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - {for} i {in} {range} 1 {to} 3 - animal = _ - sound = _ - {print} 'Old MacDonald had a farm' - {print} 'E I E I O!' - {print} 'and on that farm he had a ' animal - {print} 'E I E I O!' - {print} 'with a ' sound sound ' here' - {print} 'and a ' sound sound ' there' - {print} 'here a ' sound - {print} 'there a ' sound - {print} 'everywhere a ' sound sound - ``` - - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines - {for} i {in} {range} 1 {to} 3 - {print} line - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - 18: - story_text: | - In level 16 we made songs using lists. These programs however are no longer working properly in this level. The colons from level 17 and the brackets from level 18 still need to be added. - - ### Exercise 1 - The Drunken sailor song is given as sample code, but not yet working. - Can you make sure everything works again? To help you, we've put _ in the places of _some_ errors. - - ### Exercise 2 - Now also look up your Old MacDonald song from level 16, and correct it. - example_code: | - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines _ - {for} i {in} {range} 1 {to} 3 _ - {print} _ line _ - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - songs_2: - name: Sing a song! 2 - default_save_name: Song 2 - description: Sing a song 2 - levels: - 12: - story_text: | - Songs contain a lot of repetition. We can capture it with a function! - ### Exercise - Look at the example code with the function. Fill out the two lines so the full song is printed. - example_code: | - ``` - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} _ - ``` - 16: - story_text: | - ### Exercise - Finish the nursery rhyme! - example_code: | - ``` - number = ['one', 'two', 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'ten'] - object = ['on his drum', 'on his shoe', 'on his knee', 'on his door', 'on his hive', 'on his sticks', 'up in heaven', 'on his gate', 'on his vine', 'once again'] - - _ - {print} 'This old man' - {print} 'He played ' _ - {print} 'He played knick-knack ' _ - {print} 'With a knick-knack paddywhack' - {print} 'Give the dog a bone' - {print} 'This old man came rolling home' - {sleep} 8 - {clear} - ``` - story_text_2: | - ### Exersice 2 - Now create your own code for the nursery rhyme 'The wheels on the bus' on the same way! - example_code_2: | - ``` - object = ['wheels', 'doors', _] - movement = [ 'round and round', 'open and shut', _] - ``` - tic: - name: Tic-Tac-Toe - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - Let's program a game of tic-tac-toe! - - ### Exercise - In this adventure we'll start with creating an empty field. - - ***Create a list called field*** This list will be our playing field. This list is filled with 9 dots, since there are no x's and o's yet at the start of our game. - - ***Create a function that prints the field*** Firstly, clear the screen so the old playing fields will be removed. Then we print the first line of our Tic Tac Toe field. This line constists of the first 3 spots in our list field. - We have already programmed this line for you. Now finish the field by printing spot 4, 5, and 6 on the second row and spot 7, 8 and 9 in the third row. - - ***Call the function that prints the field*** Now call the function. -
- Run the code. Your output should look like this: -
- - ***Continue in the next tab*** In the next tab you'll learn how to program the game itself. - example_code: | - ``` - # Create a list called field - _ = ['.', '.', '.', '.', '.', '.', '.', '.', '.'] - - # Create a function that prints the field - {define} print_field - _ - {print} 'TIC TAC TOE' - {print} field[1] field[2] field[3] - _ - _ - - # Call the function - ``` - 17: - story_text: | - In the previous level you've learned how to make a tic-tac-toe game. The game works, but is quite annoying as it keeps asking you if you've won yet. - Now that we have the {elif} command, we can let the game decide if someone has won and it can stop asking us! - - ### Exercise - ***Paste your code*** Paste your code from the previous level here and make it level 17 proof. In this level you've learned to use a colon everytime you create a block of code. Please add the colons in the correct spots. - - ***Create a function that detects if someone's won*** We have started the function for you, paste it under the function `print_field` and finish the function. You can see that this first piece of code checks to see if spot 1, 2 and 3 are the same, because if they are you have 3 in a row. - It also checks if they are not a dot, because if they are, the line might have the same symbols on them, but that's just because it's still empty. - If all these conditions are met, the game is over and the winner is printed. - Finish this function with all possible ways to win. This means you have to make this for the other 2 rows, 3 columns and 2 diagonals. - If you've finished all the other options, the function should return the variable `game_over` so we can use it in our game. - - ***Call the function in the game*** Go to the line `game_over = {ask} 'Did you win?'` and change it to `game_over = {call} detect_winner {with} field, sign`. Now the function will check if there's a winner and the game doesn't need to keep asking anymore! - - ***Enjoy your game!*** Great job! You have finished the game! Enjoy playing it! - - example_code: | - ``` - # Paste your code here and make it level 17 proof - - # Create a function that detects if someone has won - {define} detect_winner {with} field, sign: - {if} field[1] == field[2] {and} field[2] == field[3] {and} field[1] != '.': - game_over = 'yes' - {print} 'Player ' sign 'wins!' - {elif}: - _ - {else}: - game_over = 'no' - {return} _ - ``` - tic_2: - name: Tic-Tac-Toe 2 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - In the previous adventure you've learned how to create a playing field. Now you'll learn how to create the game! - - ### Exercise - ***Paste your code*** Start by pasting your code from the previous adventure here. - - ***Add variables*** Underneath your list called `field` we'll add 2 more variables that we'll need to program the game. - The variable `game_over` tells us if the game is over, and should be 'no' at the start of the game. - The variable `sign` tells us if it's the turn of player x or player o. Set the variable to 'x'. - - ***The game*** First use a {while} command, to make sure the game keeps on playing the variable while game_over is set to no. - During the game, we first ask the player which spot they choose. Then we change the field with the number they chose into their sign. - Then we print the field again and we ask the player if they've won yet. Lastly we want to switch whose turn it is, so if the sign is 'x' it should be 'o' and the other way around. - - ***Test your game*** Does your game work? Great, have fun playing the game! If not, use the ladybug button to debug your code. - You might have noticed one mistake in the code though, you can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! Go to the next tab to learn how to fix this problem. - example_code: | + {print} 'PUT THOSE MONKEYS RIGHT TO BED!' + {else} + {print} 'NO MORE MONKEYS JUMPING ON THE BED!' ``` - # Paste your code from the previous adventure here - - # Add variables - game_over = _ - sign = _ - - # The game - {while} _ - choice = _ 'Player ' sign '_?' - field[choice] = _ - _ print_field - game_over = {ask} _ - {if} sign = 'o' - sign = _ - _ - sign = _ - ``` - tic_3: - name: Tic-Tac-Toe 3 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: + 12: story_text: | - You might have noticed one mistake in the code you've made in the previous adventure. You can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! In this tab we'll fix that mistake. - - ### Exercise - ***Paste your code here*** Paste your code from the previous adventure here. - - ***Fix the mistake*** To fix the mistake we replace the line that says `field[choice] = sign`. This turns any spot that the player has chosen into their sign. - Go to the header that says 'Use this to fix the mistake' and finish the code. We first want to check if the chosen spot is still empty, so `if field[choice] = '.'`. If that is the case, you are allowed to take it. - Then we make an else command and print 'Sorry, this spot is already taken' if the spot is not empty. Lastly, we add a {sleep} command, so the players can actually read the text before it gets cleared again. - Now copy this piece of code and replace the line `field[choice] = sign` with this new piece of code. - - ***Play your game!*** Now the game should work properly! Good job! - The only flaw is that you can get a bit annoyed that the game keeps asking you if you've won yet. Do you want to fix that? Go to level 17 and we'll fix it! + In this song we can make it even easier to program '{if} you're happy and you know it, clap your hands'. Because we can put all of the actions in a variable, check it out: + songs_2: + levels: + 12: example_code: | ``` - # Paste your code here + {define} twinkle + {print} 'Twinkle' + {print} '...' - # Use this to fix the mistake - {if} _ = '.' - field[choice] = sign - {else} - {print} _ - _ + {call} twinkle + {print} 'Up above the world so high' + {print} 'Like a diamond in the sky' + {call} _ ``` turtle: - name: Turtle default_save_name: turtle - description: Make your own drawing levels: - 1: - story_text: | - You can also use Hedy to draw. By combining turns and lines, you can make a square or stairs! - - Using `{forward}` you draw a line forwards. The number behind it determines how far the turtle will walk. `{turn} {right}` turns a quarter turn in clockwise direction, `{turn} {left}` turns counter clockwise. - - If you want to go backwards, you use the `{forward}` command but with a negative number. So for example `{forward} -100` - example_code: | - ``` - {forward} 100 - {turn} {left} - ``` - story_text_2: | - ### Exercise - This is the start of a little staircase. Can you make it have 5 steps? - example_code_2: | - ``` - {forward} 20 - {turn} {right} - {forward} 20 - {turn} {left} - {forward} 20 - ``` 2: story_text: | In level 1 the turtle could only turn left or right. That is a bit boring! @@ -4602,63 +1716,7 @@ adventures: story_text: | In this level you can use use `{random}` with the drawing turtle. A random choice makes the turtle walk a different path each time. Use `{at} {random}` to choose a value from a list. You can copy and paste lines 2 and 3 to create a longer random path. - example_code: | - ``` - angles {is} 10, 50, 90, 150, 250 - {turn} angles {at} {random} - {forward} 25 - ``` - 4: - story_text: | - In level 4 you have to use quotation marks with `{print}` and `{ask}`. Also when drawing! - example_code: | - ``` - {print} _ Drawing figures _ - angle {is} 90 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - ``` - story_text_2: | - You can also change the color of the lines with the command `{color}`. Check out the example. - You can also use the command `{color} {white}` to make 'invisible' lines. You could use these white lines to move the turtle anywhere in the screen before you start drawing. - example_code_2: | - ``` - {color} {white} - {forward} -80 - {color} {green} - {forward} 50 - {color} {yellow} - {forward} 50 - {color} {red} - {forward} 50 - ``` 5: - story_text: | - In level 5 you can make a choice with `{if}`. For example between different types of figures. - example_code: | - ``` - {print} 'Drawing Figures' - figure {is} {ask} 'Do you want a square or a triangle?' - {if} figure {is} triangle angle {is} 120 - {else} angle {is} 90 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - ``` - story_text_2: | - ### Exercise - Fill in the correct numbers in this code to get it to work. - After you've done that, you can try to add the option backwards. - - **Extra** Instead of using 'left' and 'right', remake the program with North, East, South and West. - This way you could add even more directions like Northeast and Southwest etc. example_code_2: | ``` direction {is} {ask} 'Do you want to go left, right, or straight ahead?' @@ -4666,51 +1724,13 @@ adventures: if direction is right turn _ forward 100 ``` - 6: - story_text: | - In this level you can use calculations to draw different figures. - You may have learned in school that turning a full circle is 360 degrees. If not, now you know! - That's why you also use 90 degrees for a square. 360 divided by 4 is 90. - Now that we can do math with Hedy, we can draw all the figures we want! - example_code: | - ``` - angles = {ask} 'How many angles do you want?' - angle = 360 / angles - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - ``` 8: story_text: | Now that we can repeat several lines, we can make figures more easily. We only have to set the angle once and then use that variable in the `{repeat}`. - example_code: | - ``` - angle = 90 - {repeat} 4 {times} - {turn} angle - {forward} 50 - ``` story_text_2: | Also, we can now improve the program that draws different figures. Can you figure out how far the turtle has to turn here? Finish the code and you can draw any polygon you'd like! - example_code_2: | - ``` - figure = {ask} 'How many angles should I draw?' - angle = 360 / figure - {repeat} figure {times} - {turn} _ - {forward} _ - ``` 9: story_text: | Now that we can use a `{repeat}` inside a `{repeat}`, we can create more complex figures. @@ -4719,17 +1739,6 @@ adventures: This code creates three black triangles, change that into five pink squares. **(extra)** Create a figure of your own choosing consisting of at least two different shapes types. - example_code: | - ``` - {color} {black} - {repeat} 3 {times} - {repeat} 3 {times} - {forward} 10 - {turn} 120 - {color} {white} - {forward} 50 - {color} {black} - ``` 10: story_text: | In this level you can make the turtle draw a figure. @@ -4740,162 +1749,9 @@ adventures: **(extra)** can you change the spiral into another shape? Experiment with numbers for the turn! ### Exercise 2 The spiral is drawn outwards, make it go inwards? - example_code: | - ``` - {turn} 90 - distances = 10, 20, 30, 40, 50, 60 - {for} distance {in} distances - {forward} distance - ``` - 12: - story_text: | - We can use functions to draw more complex figures with less code. - ### Exercise 1 - Fill the function so that three squares are created. If you want the image to look nicer, you can make the lines between the squares white. - - ### Exercise 2 - The code can be made even shorter. Place the final lines into a `{repeat}` so the figure remains the same. - - ### Exercise 3 - Create your own drawing with different figures. - Change both the number of figures with the `{repeat}` and the shape of the figures in the `{define}` - example_code: | - ``` - {define} square - {repeat} 4 {times} - {turn} _ - {forward} _ - {call} square - {forward} 50 - {call} square - {forward} 50 - {call} square - ``` turtle_draw_it: - name: Draw it! - default_save_name: Draw it - description: Draw this picture with the turtle levels: - 1: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Rectangle - Square - Stairs -
- 2: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Arrow - Boat -
- 3: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Star - Arrow -
- 4: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Colored Star - Rainbow - Nested squares -
- example_code: | - **Extra** Up for a real challenge? Make sure that the colors of these figures are selected randomly, so that each time you run your programs they'll look differently! - - ``` - colors {is} red, orange, yellow, green, blue, purple, pink, brown, gray, black - color _ - ``` - 5: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Make only one code that lets the player decide which letter they'd like to see! And can you add even more letters? - -
- F - E - L -
- example_code: | - Hint: - ``` - chosen_letter {is} {ask} 'Which letter would you like to see? F, E or L?' - {if} _ - ``` - 6: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Let the player decide which color the square should be. - - ***Extra*** Can you make the letter of your own first name and the flag of your own country too? - -
- Square - Letters - Flag -
- example_code: | - Hint for the square: - ``` - chosen_color = {ask} _ - ``` - 7: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Hexagon - Triangle - Fan -
- 8: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - -
- Square (3) - Randomly colored star (5) - Randomly colored spiral (7) -
9: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - - **Extra** Give the player a choice which country they would like to see the flag of. - -
- Cross (7) - Randomly colored nested squares (8) - Flags -
example_code: | Hint for the nested squares: ``` @@ -4913,14 +1769,6 @@ adventures: color_3 = blue ``` 10: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Nested Hexagon - Traffic lights -
example_code: | Hint Nested Hexagon: ``` @@ -4936,47 +1784,6 @@ adventures: color _ {repeat} _ ``` - story_text_2: | - Christmas lights - example_code_2: | - Hint Christmas Lights: - - Start by moving to the left side of the screen with an invisible white line. Then hang up the Christmas lights! - ``` - {color} white - {turn} -90 - {forward} 300 - {turn} 90 - - colors = red, blue, yellow, purple, green, orange, pink - {for} chosen_color {in} colors - _ - ``` - 11: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Beehive (6) - Fan (5) - Snowflake (13) -
- example_code: | - Hint Beehive: - ``` - {for} amount_of_combs {in} {range} 1 {to} _ - {for} walls_of_one_comb {in} {range} 1 {to} _ - {forward} _ - {turn} _ - {forward} _ - {turn} _ - ``` - - Hint Fan: - Start out like the fan you made in level 7. Or take a peak at the hint for the beehive, because the codes are very similar. - - Hint Snowflake: Start by making one 'leg' and repeat it 6 times. 12: story_text: | ### Exercise @@ -5003,129 +1810,9 @@ adventures: {if} shape = 'square' {call} draw_a_square ``` - 13: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Street in different sizes - Colored street - Snow Storm - example_code: | - Hint Street in different sizes - ``` - {define} draw_a_house {with} size - _ - - {call} draw_a_house {with} 90 - {call} draw_a_house {with} 60 - {call} draw_a_house {with} 30 - ``` - - Hint Colored street - ``` - {define} draw_a_house {with} chosen_color - _ - ``` - - Hint Snow Storm - ``` - {define} draw_snowflake {with} length, color - _ - - numbers = 10, 20, 30 - colors = _ - - {for} i {in} {range} 1 {to} 5 - random_number = _ - random_color = _ - {call} draw_snowflake {with} random_number, random_color - {color} white - {turn} random_number * 5 - {forward} 80 - ``` - 14: - story_text: | - ### Exercise - Create a program that asks the player how many corners their figure should have and then creates that figure. - The figure in the image is the output when the player fills in 10. - -
- - -
- example_code: | - ``` - {define} calculate_degrees {with} amount_of_corners - _ 360 / amount_of_corners - - - {define} draw_figure {with} degrees - _ - {forward} 400/amount_of_corners - {turn} _ - - amount_of_corners = {ask} _ - degrees = {call} _ {with} _ - - {call} _ {with} - {call} _ {with} - ``` - 15: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Spiral - example_code: | - Spiral - ``` - distance = 5 - {while} distance < 200 - distance = distance + 5 - _ - ``` - story_text_2: | - Fan - example_code_2: | - Fan - ``` - {define} draw_a_square {with} side - _ - - i = 100 - {while} i > 1 - _ {with} i - _ - i = i - 3 - ``` - story_text_3: | - Star - example_code_3: | - Star - A star is usually drawn using 144-degree-turns. If you change this slightly to 143 degrees for example and repeat the pattern multiple times with a {while} loop you can make this figure. while_command: - name: '{while}' - default_save_name: while_command description: while - levels: - 15: - story_text: |- - We are going to learn a new loop, the `{while}` loop! We continue the loop as long as the statement is true. - So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. - If the correct answer is never given, the loop never ends! - example_code: | - ``` - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - ``` years: - name: New Year's - default_save_name: New Year's Countdown description: Countdown to the new year! levels: 11: diff --git a/content/adventures/ro.yaml b/content/adventures/ro.yaml index 3e66a8d3e61..83d1f1c4cb0 100644 --- a/content/adventures/ro.yaml +++ b/content/adventures/ro.yaml @@ -5,13 +5,6 @@ adventures: description: Poveste levels: 1: - story_text: | - In level 1 you can make a story with a different main character that you enter yourself. - - In the first line, use `{ask}` and ask who the main character of the story will be. - - After that first line, start with `{print}` if the sentence needs to be printed. - You use `{echo}` if you want your main character to be at the end of the sentence. example_code: | ``` {ask} Personajul principal al poveștii este @@ -23,15 +16,6 @@ adventures: story_text_2: "### Exercițiu\nCrează acum povestea ta cu cel puțin 6 line de cod.\nAceastă poveste nu poate fi la fel ca si codul din examplu. \nUtilizează cel puțin o dată comanda `{ask}` și o comandă `{echo}` .\nPoți scrie ceva despre ceea ce iți place ție. \nDacă nu ai idei, alege unul din următoarele subiecte: cinema, meci de fotbal sau o zi la grădina zoologică.\n" 2: story_text: "In nivelul 2 poți face o poveste mai frumoasă și interesantă. Numele personajului principal poate fi oriunde în propoziție.\n\nPentru a crea asta trebuie să programezi un pic mai mult de data asta. Trebuie să decizi numele personajului principal. \n\nPoți pune acum numele oriunde vrei in propoziție.\n" - example_code: |- - ``` - name {is} {ask} What is the name of the main character? - {print} name is now going to run in the woods - {print} name is a bit scared - {print} Suddenly she hears a crazy noise... - {sleep} - {print} name is afraid this is a haunted forest - ``` story_text_2: | ### Exercise Now it's time to add variables to your own story that you've made in the previous level. @@ -41,39 +25,6 @@ adventures: Change the `{ask}` commands and `{echo}` commands in your code to the correct form that you've learned in this level. **Extra** Add a sleep command to your code to build up tension in your story. - 3: - story_text: | - In level 3 you can make your story more fun. You can use randomness for any monster, animal or other obstacle, like this: - example_code: | - ``` - animals {is} 🦔, 🐿, 🦉, 🦇 - {print} They now hear the sound of an animals {at} {random} - ``` - story_text_2: | - The command `{add}` can also come in handy in your story. - example_code_2: | - ``` - {print} They hear a sound - animals {is} 🐿, 🦔, 🦇, 🦉 - animal {is} {ask} What do you think it is? - {add} animal {to_list} animals - {print} it was an animals {at} {random} - ``` - story_text_3: | - This is an example of the `{remove}` command in your story - - ### Exercise - Copy your story from the previous levels into this level. - In this level you've learned 3 new commands `{at} {random}` , `{add} {to_list}` and `{remove} {from}`. - Add new lines of code to your story, so that all of the new commands are featured at least once in your story. - example_code_3: | - ``` - {print} His backpack got way too heavy. - {print} Inside were a bottle of water, a flashlight and a brick. - bag {is} water, flashlight, brick - dump {is} {ask} Which item should he dump? - {remove} dump {from} bag - ``` 4: story_text: | ### Exercise @@ -92,45 +43,6 @@ adventures: {print} _ He hears the sound of a _ animals {at} {random} {print} name _ is afraid this is a haunted forest _ ``` - 5: - story_text: | - In this level you can program different endings, which will make your story even more fun. - In the example code you can see how to make 2 different endings. - - ### Exercise 1 - Write a new short story of at least 6 lines of code about a topic of your choosing. - No inspiration? Choose one of these topics: a superhero, a boring school day, stranded on a desert island. - - Now give the player a change to choose a happy or a bad end, just like in the example code. - Program both the endings. - - ### Exercise 2 - Copy the story you've created in your own story adventure in the previous levels. - Find a way to add at least 2 `{if}` and `{else}` commands to your story. - This can be with a happy or bad ending, but you can also try to find other ways to incoporate the commands. - example_code: | - ``` - name {is} {ask} 'Who is walking in the forest?' - {print} name ' walks through the forest' - {print} name ' encounters a monster' - end {is} {ask} 'Would you like a good or a bad ending?' - {if} end {is} good {print} name ' takes the sword and the monster quickly runs away' - {else} {print} 'The monster eats ' name - ``` - 7: - story_text: | - In a story, someone says words several times. For example, when someone calls for help or sings a song. - You can put such repetitions in your story, in this level with `{repeat}`. - - ### Exercise - Add repetition to your own story. Go back to your saved programs, choose your story program from a previous level and - find a line containing `{print}` and repeat it! - example_code: | - ``` - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - ``` 8: story_text: | In this level you can use multiple lines in your `{if}` commands, this way you can upgrade your happy or sad ending! @@ -170,21 +82,7 @@ adventures: {else} {print} 'Robin goes home' ``` - 10: - story_text: | - In this level you can use the {for} command in your story. In this way you could easily program the children's book 'Brown bear, Brown bear, what do you see'. - - ### Exercise - - Look at the story if you do not know it, and make sure it is printed as in the book. - example_code: "```\nanimals = _ , _ , _ \n{print} 'Brown bear, Brown bear'\n{print} 'What do you see?'\n```\n" 12: - story_text: |- - In this level quotation marks will be needed to save multiple words in a variable. - - ### Exercise - - Find a story from a previous level, any level is ok. Now make sure quotation marks are added in the right places. example_code: | ``` name = 'The Queen of England' @@ -222,369 +120,29 @@ adventures: {print} 'This could come in very handy' sword = 'found' ``` - 15: - story_text: | - Using the `{while}` loop can make your stories more interesting. For example, you can use `{while} game == 'on'` so you can play until the game is over. - Or you can use `{while} sword == 'lost'` so the player can't continue the game until they have found something. - - ### Exercise - The example code shows you how to use the `{while}` loop in a story. Now **think of your own scenario** in which the player has to find something before they can continue. - example_code: | - ``` - keys = 'lost' - {print} 'You are standing in your garden and you have lost your keys.' - {print} 'Where do you want to look for them?' - {print} 'You can choose: tree, flowerbed, rock, postbox' - {while} keys == 'lost' - location = {ask} 'Where do you want to look?' - {if} location == 'flowerbed' - {print} 'Here they are!' - keys = 'found' - {else} - {print} 'Nope they are not at the ' location - {print} 'Now you can enter the house!' - ``` - 18: - story_text: | - We are going to print another story, but now we have to use brackets with `{print}`. - - ### Exercise 1 - Create a story of at least 5 sentences. You don't have to use 'name' just yet. - example_code: | - ``` - {print}('Welcome to this story!') - ``` - story_text_2: | - ### Exercise 2 - We have already prepared an `{input}` for you. First, use the `name` variable in your story. - Then add a second `{ask}` and use that variable as well. - Tip: Remember the commas in a `{print}` between text and variables! - example_code_2: | - ``` - naam = {input}("What's your name?") - {print}('Welcome to this story!') - ``` add_remove_command: name: '{add} {to} & {remove} {from}' - default_save_name: add_remove_command description: introducing add to and remove from levels: 3: story_text: | ## Add to You can add items to the list with the `{add} {to_list}` command. To add an item to a list you can simply type: `{add} penguin {to} animals` or you can use the `{ask}` command like in the example code. - example_code: | - ``` - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - ``` - story_text_2: | - ## Remove from - If you can add items to a list, of course you can also take them off. This is done with the `{remove} {from}` command. - example_code_2: | - ``` - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - ``` story_text_3: | ### Exercise Try out the new commands in this virtual restaurant. Add the flavor the player is hpoing for to the list and remove the flavors they are allergic to. - example_code_3: | - ``` - {print} Mystery milkshake - flavors {is} strawberry, chocolate, vanilla - hope {is} {ask} What flavor are you hoping for? - _ - allergies {is} {ask} Are you allergic to any flavors? - _ - {print} You get a flavors {at} {random} milkshake - ``` and_or_command: - name: '{and} & {or}' - default_save_name: and or description: introducing and or - levels: - 13: - story_text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two `{if}`s but can use `{and}` and `{or}`. - - If you use `{and}`, both statements, left and right of the `{and}` need to be true. We can also use `{or}`. Then only one statement needs to be correct. - example_code: | - ``` - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - ``` ask_command: - name: '{ask}' - default_save_name: ask_command description: Introduction ask command levels: 1: - story_text: | - ## The ask command - Now that you can use the `{print}` command, you are ready to learn the next command: `{ask}`. With the `{ask}` command, you can ask a question. Check it out: - example_code: | - ``` - {print} Hello! - {ask} What is your name? - ``` story_text_2: | ## The echo command If you want the computer to repeat the answer, you can use the `{echo}` command. The answer will then be echoed back at the end of the sentence, so in this example after hello. - example_code_2: | - ``` - {print} Hello! - {ask} What is your name? - {echo} hello - ``` - story_text_3: | - ### Exercise - Try out the `{ask}` and `{echo}` commands. Firstly, fill in the blanks to make this program work. - Then ask 2 more questions using the `{ask}` command, after each `{ask}` use an `{echo}` to print the answer on the screen. - example_code_3: | - ``` - _ How are you doing? - _ - ``` - 2: - story_text: | - ## The ask command - Now that we can use **variables** in our codes, we no longer need the `{echo}` command. - We can use variables to store the answers to our questions and this way we can use the answer to multiple questions in our codes. - Check it out: - - This way your code is becoming interactive! - example_code: | - ``` - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - ``` - story_text_2: | - ### Exercise - In the previous tab you have practised with setting variables with the `{is}` command. - You have created at least 3 variables and used them with a print command. - Now, instead of setting the variables we want you to make the variables interactive, like we did in our example. - - Copy your code from the previous tab and make the variables interactive by using `{ask}` commands. - example_code_2: | - ``` - favorite_animal {is} {ask} What is your favorite animal? - {print} I like favorite_animal - ``` - 18: - story_text: The final change we will need to make to get Python code is changing `{ask}` into `{input}`. - example_code: | - ``` - {print}('My name is Hedy!') - name = {input}('What is your name?') - {print}('So your name is ', name) - ``` - blackjack: - name: Blackjack - default_save_name: Blackjack - description: Try to get as close to 21 as you can - levels: - 17: - story_text: | - Blackjack is a simple game of cards in which you have to get as close to 21 points as possible. You get two cards. Each card is worth their numeral value, and the face cards (Jack, Queen and King) are worth 10 points. - The Ace is worth either 1 or 11 points (you can choose). The dealer, your opponent, also gets two cards. - If you want, you can get another card, and its points will be added to your total. The dealer can also choose to take another card. - But be careful not to get more than 21 points, because if you do, you lose! - The player who gets closest to 21, without going over it, wins! - - ### Exercise - In this adventure we code the first part of our Blackjack game. We'll create a function to calculate how many points a card is worth. - - ***Set the variables*** - Start by making a list of all the cards, from 2 to Ace. Next make a list of the face cards, so Jack, Queen and King. Then pick a random card from the list of cards to be card_1. - - ***Create a function to calculate the points*** - Create a function that calculates how many points a card is worth. - All the face cards are worth 10 points, the Ace is worth 11 and all the other cards are worth their numeral. - Return the variable `points` at the end of the function. - - ***Test the function*** - Test if your function is working properly. Finish the first print command by filling in which card you've drawn. Then finish the second line by calling the function with card_1. - Run the code a couple of times. Are you happy with the results? Great! Then you can remove the testing part and move on the the next tab! - example_code: | - ``` - {print} 'BLACKJACK' - - # Set these variables - cards = _ - face_cards = _ - card_1 = - - # Create a function to calculate the points - {define} calculate_points {with} card: - {if} card {in} face_cards: - points = _ - {elif} _ - _ - {else}: - _ - _ points - - # Test your function - {print} 'Your card is a ' _ - {print} 'That is worth ' _ ' points'. - ``` - blackjack_2: - name: Blackjack 2 - default_save_name: Blackjack_2 - description: Blackjack part 2 - levels: - 17: - story_text: | - ### Exercise - In this adventure we code the second part of our Blackjack game. - - ***Paste your code from the previous adventure*** - In the previous adventure you've started a list of variables and created a function to calculate how many points a card is worth. Copy your code and paste it here. Mind that you don't need the testing part, so if you haven't removed that yet, please do so now. - - ***Add more variables*** - You have already set the lists `cards` and `face_cards` and the variable `card_1`. Underneath those variables create 3 more variables: `card_2`, dealer_card_1` and `dealer_card_2`. These variables are all set to a random card from the list of cards. - - ***Add up points*** - To calculate how many points you have scored we call the function with card 1 and we do it again for card 2. Then we add both these scores together to get your total. - Do the same thing for the dealers points, but be sure to use the dealer's cards and not your own! - - ***2 Aces*** - You're doing great! Almost all scores can be calculated now. There is only one exception: 2 Aces. If you get 2 Aces, your total is 12 points and not 22 (because 22 points would be losing!). This of course also goes for the dealer. - - ***Show the score*** - Lastly, you want to tell the program to tell you which cards you have drawn and how many points that is. Then show which cards the dealer has and how many points they have. - - ***Continue in the next tab*** - Great! You have finished this part of the game! Copy your code and go to the next tab to learn how to ask for an extra card and to declare a winner. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add these variables to the list of variables - card_2 = _ - dealer_card_1 = _ - dealer_card_2 = _ - - # Add up your points - your_points_1 = {call} _ {with} card_1 - your_points_2 = _ - your_total = _ - - # Add up the dealers points - dealer_points_1 = _ - _ - _ - - # 2 Aces - {if} card_1 == 'Ace' {and} _ - your_total = 12 - {if} dealer_card_1 _ - dealer_total = _ - - # Show the score - {print} 'You have drawn a ' _ ' and a ' _ '. That is ' _ ' points' - {print} 'The dealer has drawn a ' _ ' and a ' _ '. That is ' _ ' points' - ``` - blackjack_3: - name: Blackjack 3 - default_save_name: Blackjack_3 - description: Blackjack part 3 - levels: - 17: - story_text: | - In the previous tabs you have learned how to draw 2 random cards for yourself and for the dealer and to calculate how many points you both got. - In this adventure we add the option to ask for an extra card for both you and the dealer. - - ### Exercise - ***Paste your code from the previous adventure*** Firstly, copy your code from the previous tab and paste it here. - - ***Extra card for you*** If you want, you can get an extra card to get your total as close to 21 as possible. First ask the player if they want an extra card. - If they do, pick a random card and print what they have drawn. If the card is not an Ace, you can call the function and add the points to your total. - In case the card is an Ace, you can't use the function, because the Ace can be either 1 point or 11 points, depending on how many points you already have earned. - If your total is less than 11, you want the ace to be 11 points (because this is closest to 21). So you add 11 points to your total. - If the total is more than or equal to 11, you want the ace to be 1 point (because you don't want more than 21 points). So you add 1 point to your total. - Lastly, print your new total of points. - - ***Extra card for the dealer*** The dealer can also get an extra card. The dealer doesn't need to be asked, because they always get an extra card if their total is less than 17. - Copy the 'Extra card for you code' and paste it in the dealers section. Then change it to fit the dealer picking an extra card and getting points added to their total. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Extra card for you - hit = {ask} _ - {if} hit == 'yes': - card_3 = _ - {print} _ - {if} card_3 _ 'Ace': - your_points_3 = _ - your_total = _ - {else}: - {if} your_total _ - _ - {else}: - _ - {print} _ - - # Extra card for the dealer - {if} dealer_total < 17 - _ - ``` - blackjack_4: - name: Blackjack 4 - default_save_name: Blackjack_4 - description: Blackjack part 4 - levels: - 17: - story_text: | - In the last 3 adventures you have alsmost created a working blackjack game! The only thing left to do is to decide a winner! - - ### Exercise - ***Paste your code from the previous adventure*** Start by pasting the code that you've made so far into your programming field. - - ***Decide a winner*** - Firstly, if you and the dealer have an equal amount of points, it's a draw. - Secondly, if the dealer has more than 21 points and you don't, you are the winner. - Thirdly, if both you and the dealer have less than 22 points, we have to see who came closest to 21. We do that by comparing who has the highest score. Is your total higher than the dealer's total, then you are the winner. If not, the dealer wins. - Lastly, in all other scenarios (e.g. you have more than 21 points and the dealer doesn't, or you both have more than 21 points) you are the loser. - - ***Enjoy the game!*** - Does your game work properly? Amazing! You have done a great job! Enjoy your game! - If it doesn't work right away, no worries, you might have made a mistake. Just keep calm and bebug your code using the ladybug button. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Decide a winner - {if} _ - {print} 'Its a draw! Play again!' - {elif} _ - {print} 'You win!' - {elif} _ : - {if} _: - {print} _ - {else}: - {print} _ - {else}: - _ - ``` calculator: - name: Calculator - default_save_name: Calculator - description: Create a calculator levels: 6: - story_text: | - Now that you can do maths, you can make a calculator yourself! example_code: | ``` number_1 {is} {ask} 'Fill in the first number:' @@ -592,17 +150,6 @@ adventures: correct_answer = number_1 * number_2 {print} number_1 ' times ' number_2 ' is ' correct_answer ``` - story_text_2: | - ### Exercise - The calculator above will calculate the answer for you, but you can also make a program to test your own maths skills, like this: - Fill in the blanks to make it complete! - example_code_2: | - ``` - correct_answer = 11 * 27 - answer = {ask} 'How much is 11 times 27?' - {if} answer {is} _ {print} 'good job!' - {else} {print} 'Wrong! It was ' _ - ``` story_text_3: | You can also let the computer do random calculations on its own using {random}. example_code_3: | @@ -622,59 +169,7 @@ adventures: ### Exercise 2 Give the player feedback when the enter an answer, like `{print} 'Correct!'` or `{print} 'Wrong! The correct answer is ' correct_answer`. - example_code: | - ``` - score = 0 - {repeat} 10 {times} - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct_answer = number_1 * number_2 - {print} 'What is ' number_1 ' times ' number_2 '?' - answer = {ask} 'Type your answer here...' - {print} 'Your answer is ' answer - {if} _ {is} _ - score = score + 1 - {print} 'Great job! Your score is... ' score ' out of 10!' - ``` - 10: - story_text: | - This calculator game helps you practise your tables of multiplication! - ### Exercise - Fill in the blanks. We want this program to ask the player these questions: - ``` - How much is 1 times 1? - How much is 1 times 2? - How much is 1 times 3? - How much is 2 times 1? - How much is 2 times 2? - How much is 2 times 3? - How much is 3 times 1? - How much is 3 times 2? - How much is 3 times 3? - _ - ``` - example_code: | - ``` - numbers = 1, 2, 3 - {for} _ - {for} _ - answer = {ask} _ - correct = number_1 * number_2 - {if} answer {is} correct - {print} 'Great job!' - {else} - {print} 'That is wrong. The right answer is ' correct - ``` 11: - story_text: | - With a `{for}` you can simplify tables of multiplication practise program. - - ### Exercise 1 - Improve the example code such that it prints a nice multiplication table:
"1 times 10 is 10", "2 times 10 is 20", etc. - - ### Exercise 2 - Go back to your level 10 multiplication code, and modify it so that it uses a `{for}` and `{range}`. example_code: | ``` number = 10 @@ -691,34 +186,7 @@ adventures: answer = _ {print} number1 ' plus ' number2 ' is ' answer ``` - 13: - story_text: | - ### Exercise 1 - Let's make the practice program a bit harder. The player now has to answers two questions correctly. Fill out the blanks to complete the program. - - ### Exercise 2 - Sometimes, calculations have multiple correct answers. For example, 10 can be divided by 5 and by 2. So the question 'What number divides 10?' can be answered by 2 and by 5. - Ask for a calculation that has multiple correct answers, ask the player to answer it, and determine if it is correct using `{or}`. - Empty the programming field and create your own solution. - example_code: | - ``` - answer1 = {ask} 'What is 10 times 7?' - answer2 = {ask} 'What is 6 times 7?' - {if} _ _ _ _ _ _ _ - {print} _ - ``` 14: - story_text: | - In this adventure you will build a calculator that calculates your mean grade for you. If you get your calculator to work, you can move on to the next adventure, which allows you to add two extra features. - - ### Exercise 1 - Fill in the blanks to get the calculator to work. - * Start with the fourth line, add a question to figure out what grade the student got. - * In the fifth line you'll want to calculate the total of all grades, so the total = total + grade. - * Then we get to set the return value. We want to return the mean, so the total devided by the amount of tests (4). - * Lastly we finish the code by calling the function in line 8. - - Did you get it? Awesome! Would you like to add even more to your calculator? **This adventure continues in the next tab!** example_code: | ``` {define} calculate_mean_grade @@ -737,214 +205,30 @@ adventures: mean_grade = {call} _ {print} 'Your mean grade is ' mean_grade - 15: - story_text: | - You can add the `{while}` loop to the calculator game you've learned to make in a previous level. - This makes sure the player can't continue to the next question if they answer incorrectly. - - ### Exercise - Add the `{while}` loop in the function, ask the player what number_1 times number_2 is and print their answer. - Then `{call}` the function. - example_code: | - ``` - {define} new_question - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct = number_1 * number_2 - answer = 0 - _ - _ - _ - {print} 'Well done!' - - {print} 'Give 10 correct answers to win!' - {for} i {in} {range} 1 {to} 10 - _ - {print} 'You win!' - ``` - calculator_2: - name: Calculator 2 - default_save_name: Calculator 2 - description: Calculator 2 - levels: - 14: - story_text: | - ### Exercise 2 - **This is the second part of this adventure.** The adventure starts in the previous tab. - Of course, you don't always want to calculate the mean of 4 tests. You might want to calculate the mean of 10 tests or only 2... - We can fix this problem by adding the argument and variable 'amount_of_tests'. - * Start a new line on line 3. Set the amount_of_tests argument by asking the student how many tests they have made. - * Change the 4 in line 4 to the new argument amount_of_tests. - * Lastly, change the 4 in line 6 to amount_of_tests - - Try out your new program. Does it work? - - ### Exercise 3 - Did you want to make your program even better? Great! In the previous program you could only calculate the mean grade of 1 subject, but it would be better if you could calculate the mean grade for all subjects you want! - We won't tell you how to do it, but we will give you one tip: Start your code in line 1 with: define calculate_mean_grade with subject. - example_code: | - ``` - # Use your own code from the previous adventure. - ``` clear_command: - name: '{clear}' - default_save_name: clear_command description: clear command + debugging: levels: - 4: - story_text: | - Time for a new command! With `{clear}` you can clear all the text form your output screen. This way you can prevent your screen getting too full of text. - Beware! If you are using a `{clear}` command, you might need to use a `{sleep}` above it. Otherwise Hedy will clear your screen without giving you the time to read as you can see in the example! + 3: example_code: | + **Warning! This code needs to be debugged!** ``` - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'wait for it...' - {sleep} 3 - {clear} - {print} 'SURPRISE!' + movie_choices {is} dracula, fast and furious, home alone, barbie + chosen_movie {is} movies {at} {random} + {print} Tonight we will watch chosen _movies + like {ask} Do you like that movie? + {print} Tomorrow we will watch something else. + {add} chosen_movie {to} movie_choices + {print} Tomorrow we will watch tomorrows_movie + tomorrows_movie {is} movie_choices {at} {random} + I'll go get the popcorn! {print} ``` - debugging: - name: debugging - default_save_name: debugging - description: debugging adventure - levels: - 1: + 7: story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will show you code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} I love programming - Do you love programming too? - {echo} - {print} What are your hobbies? - {echo} Your hobbies are - ``` - 2: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - destination {ask} Where are you going on holidays? - {print} The flight to dstination leaves at 3 pm. - {ask} Did you check in your luggage yet? - {echo} - {print} Let me print your boarding pass for you. - {sleep} - Here you go! Have a nice trip! - ``` - 3: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - movie_choices {is} dracula, fast and furious, home alone, barbie - chosen_movie {is} movies {at} {random} - {print} Tonight we will watch chosen _movies - like {ask} Do you like that movie? - {print} Tomorrow we will watch something else. - {add} chosen_movie {to} movie_choices - {print} Tomorrow we will watch tomorrows_movie - tomorrows_movie {is} movie_choices {at} {random} - I'll go get the popcorn! {print} - ``` - 4: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Welcome to the online library! - {ask} What genre of books do you like? - {print} You like genre - author {is} {ask} 'Who's your favorite author?' - {print} 'author is your favorite author' - {print} Hmmm... i think you should try... books {at} {random} - ``` - 5: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} Welcome to Swimming Pool Hedy! - class {is} {ask} 'Are you here to join a class today?' - {if} class yes - {print} 'Great! You're joining a class! - {print} {else} 'You will not be joining a class' - discount {is} 'Do you have a discount code?' - {if} discount {is} yes - discount_answer {is} {ask} 'What's your discount code?' - discount_codes = Senior4231, Student8786, NewMember6709 - {if} discount_answer {is} {in} discount_cods - {print} 'That will be $3,50' - 'That will be $5,50' - {print} 'Have a nice swim!' - ``` - 6: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Vending machine' - chosen_product = {ask} 'Please select a product' - 1_dollar_products = coke orange juice water - 2_dollar_products = chocolate, cookie, museli bar - 3dollar_prodcuts = potato chips, beef jerky, banana bread - {if} chosen {is} {in} 1_dollar_products - price = 1 - {if} chosen_product {is} 2_dollar_products - price = 2 - {else} chosen_product {in} 3_dollar_products - price = 3 - amount_of_products = '{ask} How many of ' chosen_product would you like to have?' - total = price + amount_of_product - {print} 'That will be $' price 'please' - ``` - 7: - story_text: |- - ### Exercise - Surprise! This program looks more like an output than a code. And yet, we don't want you to just add `{print}` commands in front of each line. - Fix this program to turn it into the nursery rhyme 'Brother John (Frère Jaques)' by using the {repeat} command of course! - example_code: | - **Warning! This code needs to be debugged!** - ``` - Are you sleeping? - Brother John! - Morning bells are ringing! - Ding, dang, dong! - ``` - 8: - story_text: |- - ### Exercise - Debug this code. Good luck! + Surprise! This program looks more like an output than a code. And yet, we don't want you to just add `{print}` commands in front of each line. + Fix this program to turn it into the nursery rhyme 'Brother John (Frère Jaques)' by using the {repeat} command of course! + 8: example_code: | **Warning! This code needs to be debugged!** ``` @@ -967,9 +251,6 @@ adventures: {print} 'Thank you! Byebye!' ``` 9: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -992,9 +273,6 @@ adventures: price = amount * 6 {print} 'That will be 'price dollar' please' 10: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1043,9 +321,6 @@ adventures: print month i ``` 12: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1071,9 +346,6 @@ adventures: call greet_costumer ``` 13: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1103,9 +375,6 @@ adventures: print 'No problem!' ``` 14: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1152,9 +421,6 @@ adventures: else 'no problem' 15: - story_text: |- - ### Exercise - Debug this random children's story. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1189,10 +455,6 @@ adventures: print The End ``` 16: - story_text: |- - ### Exercise - Debug this code. Good luck! - Tip: Make sure that you only see your score once in the end. example_code: | **Warning! This code needs to be debugged!** ``` @@ -1211,9 +473,6 @@ adventures: ``` 17: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1246,9 +505,6 @@ adventures: print 'Thanks for ordering!' ``` 18: - story_text: |- - ### Exercise - Debug this Old MacDonald program from level 16. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1279,28 +535,6 @@ adventures: Încearcă singur codul cu butonul verde 'Rulează codul' sub câmpul de programare. Poți afișa text pe ecran folosind comanda `{print}`. - example_code: | - ``` - {print} Hello world! - ``` - 2: - story_text: | - Congratulations! You've reached level 2. Hopefully you've already made some awesome codes! - In the first level you might've notice that the `{echo}` command can only save one bit of information at a time. - For example in the restaurant adventure, you could echo what the costumer wanted to eat, or what they wanted to drink, but not both in one sentence. - - That changes in level 2. In level 2 you'll learn to work with variables, that allow you to save multiple pieces of information and print them in any place you want. - So let's go to the next tab! - example_code: | - **Warning! This code does not work!** - In Hedy commands will change sometimes. `{echo}` for example only works in level 1. In this level you'll learn a better way to echo answers back. - ``` - {print} Welcome at Hedy's - {ask} What would you like to eat? - {echo} So you want - {ask} what would you like to drink? - {echo} So you want - ``` 3: story_text: | În nivelul 3 poți face o listă. Poți lăsa calculatorul să aleagă ceva aleatoriu din listă. Faci acest lucru cu `{at} {random}`. @@ -1394,10 +628,6 @@ adventures: {for} animal {in} animale {print} 'Îmi place' animal ``` - 11: - story_text: | - You have reached level 11, you're doing great! In the higher levels, Hedy is focussing more and more on teaching you the programming language Python. - In Python there is no `{repeat}` command, but there is a command that works like {repeat}. Are you curious to find out how to say `{repeat}` in Python language? Quickly go on to find out! 12: story_text: |- **Numere zecimale** @@ -1479,31 +709,13 @@ adventures: {print}('Numele meu este ', nume) dice: - name: Dice - default_save_name: Dice - description: Make your own dice levels: 3: - story_text: | - In this level we can choose from a list. With that we can let the computer choose one side of the die. - Take a look at the games you have in your closet at home. - Are there games with a (special) die? You can also copy it with this code. - For example, the dice of the game Earthworms with the numbers 1 to 5 and an earthworm on it. - - ![Die of earthworms with 1 to 5 and an earthworm on it](https://cdn.jsdelivr.net/gh/felienne/hedy@24f19e9ac16c981517e7243120bc714912407eb5/coursedata/img/dobbelsteen.jpeg) example_code: | ``` choices {is} 1, 2, 3, 4, 5, earthworm {print} choices {at} {random} ``` - story_text_2: | - ### Exercise - The dice in the example above are dice for a specific game. Can you make normal dice? - Or other special dice from a different game? - example_code_2: | - ``` - choices {is} _ - ``` 4: story_text: | In this level we can make sentences with the die value in the sentence, with quotes of course. @@ -1563,33 +775,7 @@ adventures: {print} player ' throws ' choices {at} {random} {sleep} ``` - 15: - story_text: | - ### Exercise - In this level you can create a little game in which you'll have to throw 6 as fast as possible. - We have started the code, it's up to you to get the game to work! - - Firstly, add a `{while}` loop that checks if 6 has been thrown or not. - As long as you haven't thrown 6 already, throw the dice on a random number. - Print what the player has thrown. - Add a try to the amount of tries - Wait a second before you throw again, or - in case you've thrown a 6 - before the game ends. - example_code: | - ``` - options = 1, 2, 3, 4, 5, 6 - {print} 'Throw 6 as fast as you can!' - thrown = 0 - tries = 0 - _ - _ - _ - _ - _ - {print} 'Yes! You have thrown 6 in ' tries ' tries.' - ``` dishes: - name: Dishes? - default_save_name: Dishes description: Use the computer to see who does the dishes (Start at level 2) levels: 3: @@ -1612,13 +798,6 @@ adventures: Can you complete the code by filling the blanks? Every blank must be replaced with one word of symbol. Tip: Don't forget the quotation marks! - example_code: | - ``` - people {is} mom, dad, Emma, Sophie - {print} _ the dishes are done by _ - {sleep} - {print} people {at} _ - ``` 5: story_text: | With the `{if}` you can now have more fun with choice in the program. You can have your program respond to the choice that the computer has made. @@ -1627,20 +806,6 @@ adventures: Don't forget the quotes! example_code: "```\npeople {is} mom, dad, Emma, Sophie\ndishwasher {is} people {at} {random}\n{if} dishwasher {is} Sophie {print} _ too bad I have to do the dishes _ \n{else} {print} 'luckily no dishes because' _ 'is already washing up'\n```\n" 6: - story_text: | - How often is everyone going to do the dishes? Is that fair? You can count it in this level. - example_code: | - ``` - people = mom, dad, Emma, Sophie - emma_washes = 0 - dishwasher = people {at} {random} - {print} 'The dishwasher is' dishwasher - {if} dishwasher {is} Emma emma_washes = emma_washes + 1 - {print} 'Emma will do the dishes this week' emma_washes 'times' - ``` - - Now you can copy lines 3 to 5 a few times (e.g. 7 times for a whole week) to calculate for a whole week again. - Do you make the code for the whole week? story_text_2: | If you are extremely unlucky the previous program might choose you to to the dishes for the whole week! That's not fair! To create a fairer system you can use the `{remove}` command to remove the chosen person from the list. This way you don't have to do the dishes again untill everybody has had a turn. @@ -1677,14 +842,9 @@ adventures: {print} names {at} {random} ' does the dishes on ' day ``` elif_command: - name: '{elif}' - default_save_name: elif description: elif levels: 17: - story_text: | - In this level you can also use a new command: `{elif}`. `{elif}` is a combination of the keywords `{else}` and `{if}` and you need it when you want to make 3 (or more!) options. - Check it out! example_code: | ``` prices = ['1 million dollars', 'an apple pie', 'nothing'] @@ -1698,68 +858,15 @@ adventures: {print} 'Better luck next time..' ``` for_command: - name: '{for}' - default_save_name: for description: for command levels: - 10: - story_text: |- - ## For - In this level we learn a new code called `{for}`. With `{for}` you can make a list and use all elements. - `{for}` creates a block, like `{repeat}` and `{if}` so all lines in the block need to start with 4 spaces. - example_code: | - ``` - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - ``` - story_text_2: | - ### Exercise - Finish this code by adding `{for} action {in} actions` to line 2. - example_code_2: | - ``` - actions = clap your hands, stomp your feet, shout Hurray! - _ - {repeat} 2 {times} - {print} 'If youre happy and you know it, ' action - {sleep} 2 - {print} 'If youre happy and you know it, and you really want to show it' - {print} 'If youre happy and you know it, ' action - {sleep} 3 - ``` 11: story_text: |- In acest nivel, adăugăm o nouă formă a comenzii `{for}`. În nivelurile anterioare, am folosit `{for}` cu o listă, dar putem folosi `{for}` și cu numere. Facem asta adăugând un nume de variabilă, urmat de `{in}` `{range}`. Apoi scriem numărul de la care începem, `{to}` și numărul la care se termină. Încercați exemplul pentru a vedea ce se întâmplă! Și la acest nivel va trebui să utilizați indentări în rândurile de sub instrucțiunile `{for}`. - example_code: | - ``` - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - ``` - 17: - story_text: | - Now we are going to change indentation a little bit. Every time that we need an indentation, we need `:` at the line before the indentation. - example_code: | - ``` - {for} i {in} {range} 1 {to} 10: - {print} i - {print} 'Ready or not, here I come!' - ``` - 18: - story_text: | - Lastly, we'll turn `{for} i {in} {range} 1 to 5` into real Python code, like this: - example_code: | - ``` - {for} i {in} {range}(1,5): - {print} (i) - ``` fortune: - name: Fortune teller - default_save_name: Fortune Teller - description: Let Hedy predict the future levels: 1: story_text: | @@ -1786,37 +893,6 @@ adventures: story_text: | In the previous levels you've created your first fortune telling machine, but Hedy couldn't really predict anything, only {echo}. In this level you can use a variable and the `{at} {random}` command to really let Hedy choose an answer for you. Check out this code for instance: - example_code: | - ``` - {print} I’m Hedy the fortune teller! - question {is} {ask} What do you want to know? - {print} This is what you want to know: question - answers {is} yes, no, maybe - {print} My crystal ball says... - {sleep} 2 - {print} answers {at} {random} - ``` - story_text_2: | - ### Exercise - Now, Hedy can only answer yes, no or maybe. Can you give Hedy more answer options, like 'definitely' or 'ask again'. - 4: - story_text: | - ### Exercise - We have removed all the quotation marks from this example code, can you add them in all the right places? - - ### Exercise 2 - Go back to the previous level and copy your fortune teller code. Make the code work in this level by adding quotation marks in the right spots. - example_code: | - ``` - _ Add the quotation marks to this code _ - {print} Im Hedy the fortune teller! - question {is} {ask} What do you want to know? - {print} This is your question: question - answers {is} yes, no, maybe - {print} My crystal ball says... - {sleep} 2 - {print} answers {at} {random} - ``` 5: story_text: | In this level you'll learn to (secretly) tip the odds in your favor, when using the fortune teller! @@ -1830,14 +906,6 @@ adventures: {if} person {is} Hedy {print} 'You will definitely win!🤩' {else} {print} 'Bad luck! Someone else will win!😭' ``` 6: - story_text: | - In this level you can use math in your predictions as a fortune teller. This allows you to make up (silly) formulas to calculate the future. - For example you could calculate how rich you'll get or how many kids you will have when you grow up. - - - - ### Exercise - Can you think of your own (silly) fortune telling machine? example_code: | ``` {print} 'I am Hedy the fortune teller!' @@ -1920,27 +988,8 @@ adventures: {print} fortunes {at} {random} ``` functions: - name: functions - default_save_name: functions - description: functions levels: 12: - story_text: | - In this level you'll learn how to use **functions**. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. - To create a function, use `{define}` and give the function a name. Then put all the lines you want in the function in a indented block under the `{define}` line. - Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use {call} with the function's name to call it up! We don't have to type that block of code again. - - Check out this example code of a game of Twister. The function 'turn' contains a block of code that chooses which limb should go where. - - ### Exercise - Finish this code by setting the 2 variables chosen_limb and chosen_color. - Then, choose how many times you want to call the function to give the twister spinner a spin. - - ### Exercise 2 - Improve your code by adding a variable called 'people'. Use the variable to give all the players their own command in the game. - For example: 'Ahmed, right hand on green' or 'Jessica, left foot on yellow'. example_code: | ``` sides = 'left', 'right' @@ -1977,25 +1026,7 @@ adventures: I dreamed that my Bonnie is dead Can you program this verse in the same way as the example? - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - ``` 14: - story_text: | - In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. - You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - - For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - - ### Exercise - Finish this code. We have already made the variable new_price for you, you only need to set it. - You should finish the line of code by calling the function that calculates the new price. example_code: | ``` {define} calculate_new_price {with} amount, percentage @@ -2009,1132 +1040,171 @@ adventures: new_price = _ calculate_new_price {with} old_price, _ {print} 'The new price is ' new_price ' dollar' ``` - 18: - story_text: | - Let's make functions the Pythons way! To define a function, we no longer use: - - `{define} name_function {with} argument_1, argument_2:` - - but we use: - - `{def} name_function(argument_1, argument_2):`. - - - If you don't want to use arguments, you just leave the space between the parantheses empty. - To call a function, we don't need the `{call}` command anymore. You just type the name of the function. + haunted: + levels: + 1: + story_text_2: | + ### Exercise + Can you finish the scary story? Or make up your own haunted house story? + 2: example_code: | ``` - {def} calculate_score(answer, correct_answer): - {if} answer == correct_answer: - score = 1 - {elif} answer == '?': - score = 0 - {else}: - score = -1 - {return} score - - answer = {input} ('Where can you find the Eiffel Tower?') - correct_answer = 'Paris' - score = calculate_score(answer, correct_answer) - {print} ('Your score is... ', score) - ``` - guess_my_number: - name: Guess my number - default_save_name: guess my number - description: guess my number - levels: - 14: + monster_1 {is} 👻 + monster_2 {is} 🤡 + monster_3 {is} 👶 + {print} You enter the haunted house. + {print} Suddenly you see a monster_1 + {print} You run into the other room, but a monster_2 is waiting there for you! + {print} Oh no! Quickly get to the kitchen. + {print} But as you enter monster_3 attacks you! + ``` + example_code_2: | + ``` + monster_1 {is} _ + monster_2 {is} _ + monster_3 {is} _ + {print} You enter the haunted house. + {print} Suddenly you see a monster_1 + {print} You run into the other room, but a monster_2 is waiting there for you! + {print} Oh no! Quickly get to the kitchen. + {print} But as you enter monster_3 attacks you! + ``` + 3: story_text: | - In this level you can program the game 'Guess my number' - - ### Exercise - Fill in the correct symbols on the blanks to get the game to work. + In the previous levels you've made an introduction to your haunted house game, but as you might have noticed the story would always have a dreadful end. + In this level you can make your story more interactive by changing the outcome of the game; sometimes you'll get eaten, sometimes you'll escape! + Let Hedy decide randomly! + 4: + story_text: | + In this level you learn how to use quotation marks in your games. + Can you make your Haunted House level 4 proof? example_code: | ``` - {print} 'Guess my number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess _ number - {print} 'Lower!' - {if} guess _ number - {print} 'Higher!' - {if} guess _ number - {print} 'You win!' - game = 'over' + _ Add quotation marks to this code _ + {print} Escape from the haunted house! + {print} There are 3 doors in front of you... + choice {is} {ask} Which door do you choose? + {print} You picked door ... choice + monsters {is} a zombie, a vampire, NOTHING YOUVE ESCAPED + {print} You see... + {sleep} + {print} monsters {at} {random} ``` - hangman: - name: Hangman - default_save_name: Hangman - description: Guess the word - levels: - 17: + 9: story_text: | - In this adventure we program a game of hangman. First we make some preparations, then we program the game and in the third part we add a drawing with the turtle. + In this level you can use nesting, which allows you to make the haunted house even more interactive! ### Exercise - ***Set the variables*** In this game of hangman, Player 1 chooses an answer and Player 2 has to guess the letters in this answer. - To let the computer know all the letters in the word, we will turn the answer into a list of letters. We also do this with the guesses Player 2 makes. - We will start the game with 2 empty lists. We have made an empty list for the variable answer for you. Now make an empty list for guessed_letters as well. - Then we fill in how many mistakes were made. At the start of the game, this should be 0. - The variable `amount_letters` tells us how many letters are in the answer. Ask Player 1 to tell us how many letters their word has. - Lastly we tell the computer if the game is over. We use the variable `game_over` and set it to `False`. - - ***Choosing the answer*** We want Player 1 to be able to choose the answer. We'll ask them, as many times as necessary, what the next letter is. - Then we add that letter to the answer. Lastly, we add an empty _ to the list of guessed letters, so we get as many _s as there are letters in the answer. - - ***Player 2's turn*** - Tell Player 2 its their turn. Then tell Player 2 how many letters there are in the answer. Finally, print the list of `guessed_letters`. + Now it's very hard to win this game, can you make it easier to win? + For example by only having 1 wrong door and 2 correct doors instead of 1 correct door and 2 wrong ones? + 11: + story_text: | + In this level we've changed the repeat command and we've added a line to our haunted house that tells the player in which room they are. - ***Go to the next tab*** Now that all the starting variables are set, we can start programming the game itself. Check out the next tab to learn how! - example_code: | - ``` - print 'Hangman!' - - # Set the variables - answer = [] - guessed_letters = _ - mistakes_made = _ - amount_letters = {ask} _ - _ = 'False' - - # Choosing the answer - {for} _ - letter = {ask} 'Player 1, what is letter ' i '?' - _ - {add} '_' {to} _ - - # Player 2 turn - print _ - print _ - print guessed_letters - ``` - hangman_2: - name: Hangman 2 - default_save_name: Hangman_2 - description: Hangman 2 - levels: - 17: - story_text: | - Now it's time to program the hangman game. - - ### Exercise - - ***Paste your code*** Copy your code from the previous tab and paste the code in the programming field. - - ***The game*** This games continues playing until Player 2 is game over. Fill in the while command accordingly. Now, Player 2 is allowed to guess a letter, so ask Player 2 to guess a letter. - We need to check if their answer is correct, so check if their `guess` is (somewhere) in the (list) `answer`. Then we let the computer figure out which of the letter(s) is the guess. We have already programmed that part for you. - Next we want to compliment the player for finding a correct letter and we want to print the list `guessed_letters`, so the player can see their progress. - - The next part we're going to program is what happens when the player has guessed all of the letters. So if their list of `guessed_letters` is the same as our list `answer`. - If the lists are the same, congratulate Player 2 with their victory and set the variable `game_over` to `True`. - - Next we'll program what happens when Player 2 guesses wrong (so the `{else}` command). First, tell the player that their guess was wrong. Then increase the `mistakes_made` variable by 1. - - For the last part we'll program what happens when Player 2 has made 10 mistakes. We'll print that Player 1 has won the game. Then we'll print the correct answer. And finally, we'll set our `game_over` variable to `True`, so the game stops. - - ***Go to the next tab*** Amazing work! Your game is playable, but wouldn't it be fun if the hangman was actually drawn when Player 2 makes a mistake..? - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - guess = _ - {if} _ - {for} i {in} {range} 1 {to} amount_letters: - if answer[i] == guess: - guessed_letters[i] = guess - {print} _ - {if} guessed_letters == _: - {print} _ - game_over = _ - {else}: - {print} _ - mistakes_made _ - {if} _ == 10: - {print} _ - {print} _ - _ - ``` - hangman_3: - name: Hangman 3 - default_save_name: Hangman_3 - description: Hangman 3 - levels: - 17: - story_text: | - In a game of hangman the mistakes are shown by drawing a part of the hangman each time a mistake has been made. - We now add those drawings with our turtle! - - ### Exercise - ***Create a function that draws the hangman*** Create a function that draws the hangman in 10 steps. We have already made step 1 for you. - - ***Test the function*** Test the function by calling the function with 10. If you are happy with the function, remove the line that calls the function for now. We will call the function when the player makes a mistake. - - ***Paste your hangman game under your function*** Go back to the previous tab and copy your hangman game. Paste the game underneath your function. - - ***Call the function when the player makes a mistake*** Under the line `mistakes_made = mistakes_made + 1` we will call the function. We want the turtle to take the same amount of steps as the player has made mistakes, so we call the function with `mistakes_made` as argument. - - ***Enjoy your game!*** -
- The hangman could look like this -
- example_code: | - ``` - # Create a function that draws the hangman - {define} draw_hangman {with} step: - {if} step == 1: - {color} white - {forward} -100 - {turn} 90 - {forward} -50 - {color} black - {forward} 100 - {forward} -50 - - {if} step == 2: - _ - # Paste your hangman game here - - ``` - harry_potter: - name: Harry Potter - default_save_name: Harry Potter - description: Harry Potter adventures - levels: - 10: - story_text: | - ### Exercise - We can also make a Harry Potter themed fortune teller. Fill in blanks such that 9 lines are printed. - **Extra** Change the theme of the fortune teller into something else, such as your favorite book, film or tv show. - example_code: | - ``` - houses = Gryffindor, Slytherin, Hufflepuff, Ravenclaw - subjects = potions, defence against the dark arts, charms, transfiguration - fears = Voldemort, spiders, failing your OWL test - names = Harry, Ron, Hermione - _ - _ {print} name ' is placed in ' houses {at} {random} - _ {print} name ' is great at ' subjects {at} {random} - _ {print} name 's greatest fear is ' fears {at} {random} - ``` - haunted: - name: Haunted House - default_save_name: Haunted House - description: Escape from the haunted house - levels: - 1: - story_text: | - In this adventure you are working towards making a game in which you have to escape from a haunted house by picking the correct door. - If you pick the right door you'll survive, but if not a terrible monster might... - - In level 1 we start our haunted house game by making up a scary story and ask the player what monster they'll see in the haunted house. - example_code: | - ``` - {print} How did I get here? - {print} I remember my friend telling me to go into the old mansion... - {print} and suddenly everything went black. - {print} But how did I end up on the floor...? - {print} My head hurts like Ive been hit by a baseball bat! - {print} What's that sound? - {print} Oh no! I feel like Im not alone in this house! - {print} I need to get out of here! - {print} There are 3 doors in front of me.. - {ask} Which door should i pick? - {echo} I choose door - {print} ...? - ``` - story_text_2: | - ### Exercise - Can you finish the scary story? Or make up your own haunted house story? - 2: - story_text: | - In this haunted house you can choose your monsters with emojis. Of course you could also use words. - example_code: | - ``` - monster_1 {is} 👻 - monster_2 {is} 🤡 - monster_3 {is} 👶 - {print} You enter the haunted house. - {print} Suddenly you see a monster_1 - {print} You run into the other room, but a monster_2 is waiting there for you! - {print} Oh no! Quickly get to the kitchen. - {print} But as you enter monster_3 attacks you! - ``` - story_text_2: | - ### Exercise - In the example above the monsters are predetermined. So each time you run your code, the output is the same. - Can you add `{ask}` commands to make the haunted house interactive and have the players choose the monsters they come across? - example_code_2: | - ``` - monster_1 {is} _ - monster_2 {is} _ - monster_3 {is} _ - {print} You enter the haunted house. - {print} Suddenly you see a monster_1 - {print} You run into the other room, but a monster_2 is waiting there for you! - {print} Oh no! Quickly get to the kitchen. - {print} But as you enter monster_3 attacks you! - ``` - 3: - story_text: | - In the previous levels you've made an introduction to your haunted house game, but as you might have noticed the story would always have a dreadful end. - In this level you can make your story more interactive by changing the outcome of the game; sometimes you'll get eaten, sometimes you'll escape! - Let Hedy decide randomly! - example_code: | - ``` - _ Escape from the haunted house! - _ There are 3 doors in front of you... - _ _ _ Which door do you choose? - _ You picked door ... choice - monsters _ a zombie, a vampire, NOTHING YOUVE ESCAPED - _ You see... - {sleep} - _ _ _ _ - ``` - 4: - story_text: | - In this level you learn how to use quotation marks in your games. - Can you make your Haunted House level 4 proof? - example_code: | - ``` - _ Add quotation marks to this code _ - {print} Escape from the haunted house! - {print} There are 3 doors in front of you... - choice {is} {ask} Which door do you choose? - {print} You picked door ... choice - monsters {is} a zombie, a vampire, NOTHING YOUVE ESCAPED - {print} You see... - {sleep} - {print} monsters {at} {random} - ``` - 5: - story_text: | - Up until this level the haunted house game always asked the player to choose a door, but as you might have noticed, they didn't really have to answer correctly. - If the player filled in a completely random answer, the game would still work and the player might even win (despite not picking a door). - In this level you can only win the game by picking the same door Hedy picked randomly. - - ### Exercise - Can you find the 4 missing words to complete the code? - example_code: | - ``` - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you...' - doors {is} 1, 2, 3 - monsters {is} werewolf, mummy, vampire, zombie - chosen_door {is} {ask} 'Which door do you choose?' - {print} 'You chose door...' chosen_door - {sleep} - correct_door {is} doors {at} {random} - _ _ _ _ {print} 'Great! Youve escaped!' - {else} {print} 'Oh no! You are being eaten by a...' monsters {at} {random} - ``` - 9: - story_text: | - In this level you can use nesting, which allows you to make the haunted house even more interactive! - - ### Exercise - Now it's very hard to win this game, can you make it easier to win? - For example by only having 1 wrong door and 2 correct doors instead of 1 correct door and 2 wrong ones? - example_code: | - ``` - {print} 'Escape from the Haunted House!' - player = alive - doors = 1, 2, 3 - monsters = zombie, vampire, giant spider - {repeat} 3 {times} - {if} player {is} alive - correct_door {is} doors {at} {random} - {print} 'There are 3 doors in front of you...' - chosen_door = {ask} 'Which door do you choose?' - {if} chosen_door {is} correct_door - {print} 'No monsters here!' - {else} - {print} 'You are eaten by a ' monsters {at} {random} - player = dead - {else} - {print} 'GAME OVER' - {if} player {is} alive - {print} 'Great! You survived!' - ``` - 11: - story_text: | - In this level we've changed the repeat command and we've added a line to our haunted house that tells the player in which room they are. - - ### Exercise - Finish the program with the correct line of code. Mind: There are 3 rooms that the player needs to survive before they win! + ### Exercise + Finish the program with the correct line of code. Mind: There are 3 rooms that the player needs to survive before they win! example_code: | ``` {print} 'Escape from the Haunted House!' player {is} alive doors = 1, 2, 3 monsters = zombie, vampire, giant spider - _ - {if} player {is} alive - correct_door = doors {at} {random} - {print} 'Room ' i - {print} 'There are 3 doors in front of you...' - chosendoor = {ask} 'Which door do you choose?' - {if} chosendoor {is} correct_door - {print} 'No monsters here!' - {else} - {print} 'You are eaten by a ' monsters {at} {random} - player = dead - {else} - {print} 'GAME OVER' - {if} player {is} alive - {print} 'Great! You survived!' - ``` - 14: - story_text: | - ### Exercise - In this level you can use the `<` and `>` symbol to introduce lives to your game. - Make sure the player loses a life when they come across the wrong monster and that the game stops if you have no lives left. - example_code: | - ``` - {print} 'Escape from the haunted house' - lives = 3 - doors = 1, 2, 3 - monsters = 'the wicked witch', 'a zombie', 'a sleeping 3 headed dog' - {for} i {in} {range} 1 {to} 10 - {if} lives _ - good_door = doors {at} {random} - monster = monsters {at} {random} - chosen_door = {ask} 'Which door do you choose?' - {if} good_door == chosen_door - {print} 'You have chosen the correct door' - {else} - {print} 'You see...' monster - {if} monster == 'a sleeping 3 headed dog' - {print} 'Pffieuw.... Its asleep' - {else} - {print} 'You lose one life' - lives = _ - {else} - {print} 'GAME OVER' - ``` - 16: - story_text: | - ### Exercise - This haunted house game uses the connection between the lists you can use in this level. - For example: all the properties that belong to the zombie are first in all the lists, witch second and vampire third. - Check out the code and fill in `weapons[i]`, `monsters[i]` , `bad_fate[i]`, `good_fate[i]`, `hint[i]` on the correct blanks to get the code to work! - example_code: | - ``` - numbers = [1, 2, 3] - i = numbers[{random}] - hint = ['growling', 'a cackling laugh', 'fluttering batwings'] - monsters = ['zombie', 'witch', 'vampire'] - bad_fate = ['Your brain is eaten', 'You are forever cursed', 'You are bitten'] - good_fate = ['You throw the ham. The zombie is distracted and starts eating it.', 'You set the curtains on fire. The witch flees out of fear for the fire', 'The vampire hates garlic and flees'] - weapons = ['ham', 'lighter', 'garlic'] - {print} 'You are standing in front of an old mansion' - {print} 'Something is not right here' - {print} 'You hear ' _ - {print} 'You are going to explore it' - {print} 'You enter the kitchen and see a lighter, a raw ham and a garlic.' - your_weapon = {ask} 'What do you bring with you?' - {print} 'With your ' your_weapon ' you enter the living room' - {print} 'There you find a ' _ - needed_weapon = _ - {if} your_weapon == needed_weapon - {print} 'You use your ' your_weapon - {print} _ - {print} 'YOU WIN!' - {else} - {print} 'You have chosen the wrong weapon...' - {print} _ - {print} 'GAME OVER' - ``` - hotel: - name: hotel - default_save_name: hotel - description: hotel - levels: - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, and you've learned how to combine it with an {ask}. - You might have wondered why you would use functions, because the functions in the example were only one line of code. - Now we will show you what a bigger function looks like and we will use multiple agruments now as well. You'll see how much better it is to use a function once the function gets bigger. - Here is an example of a function with arguments combined with {ask} commands. - example_code: | - ``` - {define} welcome_message {with} title, last_name, country, room_number - {print} 'Welcome to Hotel Hedy, ' title ' ' last_name - nice_trip {is} {ask} 'Did you have a nice trip from, ' country '?' - {if} nice_trip {is} 'yes' - {print} 'Lovely!' - {else} - {print} 'Sorry to hear that.' - {print} 'Hopefully you can take a nice rest in you room.' - {print} 'Your room number is ' room_number - - {print} 'Hello. Please fill in your information to check in.' - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - ``` - - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - if_command: - name: '{if} & {else}' - default_save_name: if_command - description: Introducing the if command - levels: - 5: - story_text: | - ## If... else.... - In level 5 there is something new, the `{if}`! With the `{if}` you can choose between two different options. - This code prints nice if you enter Hedy as a name, and boo! if you enter something else. - `{ask}` and `{print}` still work like they did in level 4. - example_code: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' {else} {print} 'boo!' - ``` - story_text_2: | - Sometimes code with an `{if}` gets really long and does not fit on the line well.
You may also divide the code over two lines, starting the second line at the `{else}` like this: - example_code_2: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - ``` - story_text_3: | - ### Exercise - Try to create your own code with `{if}` and `{else}`. You can use the example code if you want. - example_code_3: | - ``` - answer {is} {ask} '2 + 2 = ?' - _ _ _ 4 _ 'Great job!' - _ _ 'No 2 + 2 = 4' - ``` - 8: - story_text: | - ## If... Else... - You have learned to repeat a block of lines of code after a `{repeat}` command. - Now you can also use indentation to make blocks after a {if} or {else} command. - Check out the example code. - - ### Exercise - Add an {else} command to the example code. Make a block of line using indentation. You do this by starting each line with 4 spaces. - example_code: | - ``` - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {print} 'You can play on your computer!' - ``` - 9: - story_text: | - In this level you can also put an {if} command inside another {if} command. - example_code: | - ``` - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - ``` - in_command: - name: '{in}' - default_save_name: in_command - description: Introducing the in command - levels: - 5: - story_text: | - ## Lists - When we want to check if something is in a list, we can now use the `{in}` command. - This code prints pretty! if you choose green or yellow, and meh otherwise. - example_code: | - ``` - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - ``` - story_text_2: | - ### Exercise - Finish the example code by filling in the blanks with commands that you've learned. - When you've finished the code, try to create a code of your own and use a question that you've thought of yourself. - example_code_2: | - ``` - animals is dog, cow, sheep - answer is ask 'What is your favorite animal?' - _ answer _ animals _ 'Mine too!' - _ _ 'My favorite animals are dogs, cows and sheep' - ``` - is_command: - name: '{is}' - default_save_name: is_command - description: introducing is command - levels: - 2: - story_text: | - ## Variables - You can name a word with `{is}`. This is called a **variable**. In this example we made a variable called name and a variable called age. You can use the word name anywhere in your code and it will be replaced by Hedy, like this: - example_code: | - ``` - name {is} Hedy - age {is} 15 - {print} name is age years old - ``` - story_text_2: | - ### Exercise - Time to make your own variables! - In the example code we made an example of the variable `favorite_animal`. In line 1 the variable is set, and in line 2 we haved used the variable in a print command. - Firstly, finish our example by filling in your favorite animal on the blank. Then make at least 3 of these codes yourself. Pick a variable, and set the variable with the {is} command. Then use it with a {print} command, just like we did. - example_code_2: | - ``` - favorite_animal {is} _ - {print} I like favorite_animal - ``` - 6: - story_text: | - We also make a change in storing a word in a variable! You may now use `=` instead of `{is}` when we store a name or a number in a variable, like this: - example_code: | - ``` - name = Hedy - answer = 20 + 4 - ``` - 14: - story_text: | - We are going to learn more new items. You might know them already from mathematics, the `<` and `>`. - The `<` checks if the first number is smaller than the second, for example age `<` 12 checks if age is smaller than 12. - If you want to check if the first number is smaller or equal to the second, you can use `<=`, for example age `<=` 11. - The `>` checks if the first number is bigger than the second, for example points `>` 10 checks if points is larger than 10. - If you want to check if the first number is bigger or equal to the second, you can use `>=`, for example points `>=` 11. - You use these comparisons in an `{if}`, like this: - example_code: | - ``` - age = {ask} 'How old are you?' - {if} age > 12 - {print} 'You are older than I am!' - ``` - story_text_2: | - From this level on, if you want to compare exactly, you can use two equal signs. This is what most programming languages do: - example_code_2: | - ``` - name = {ask} 'What is your name?' - {if} name == 'Hedy' - {print} 'You are cool!' - ``` - story_text_3: | - You can also compare if something is *not* equal to something else using `!=` like this: - example_code_3: | - ``` - name = {ask} 'What is your name?' - {if} name != 'Hedy' - {print} 'You are not Hedy' - ``` - - {if} age < 13 - {print} 'You are younger than me!' - {else} - {print} 'You are older than me!' - language: - name: Language - default_save_name: Language - description: Practice words in a foreign language - levels: - 5: - story_text: | - Make your own program to practice your vocabulary in a new language. - - ### Exercise - Can you make this program for a different language? Or can you add more words to the French one? - example_code: | - ``` - {print} 'Learn French!' - cat {is} {ask} '🐱' - {if} cat {is} chat {print} 'Terrific!' - {else} {print} 'No, cat is chat' - frog {is} {ask} '🐸' - {if} frog {is} grenouille {print} 'Super!' - {else} {print} 'No, frog is grenouille' - ``` - 16: - story_text: | - ### Exercise - Take a look at the example code. This is a program to practise French vocabulary. Now make your own program to practice your vocabulary in a new language. - If you don't know any other languages, you can use Google translate or you can use emojis and your native language. - example_code: | - ``` - french_words = ['bonjour', 'ordinateur', 'pomme de terre'] - translation = ['hello', 'computer', 'potato'] - score = 0 - {for} i {in} {range} 1 {to} 3 - answer = {ask} 'What does ' french_words[i] ' mean?' - correct = translation[i] - {if} answer == correct - {print} 'Correct!' - score = score + 1 - {else} - {print} 'Wrong, ' french_words[i] ' means ' translation[i] - {print} 'You gave ' score ' correct answers.' - ``` - maths: - name: maths - default_save_name: maths - description: Introducing maths - levels: - 6: - story_text: | - In this level you learn something new: you can now also calculate. - - The plus is easy, you write it like with math: `5 + 5` for example. The minus also works fine, it is `5 - 5`. - - The times is a bit different, because there is no times symbol on your keyboard. Just search, there really isn't! - That is why we multiply with the asterisk above 8: `5 * 5`. Read that as "5 times 5" that helps you remember it best. - example_code: | - ``` - {print} '5 plus 5 is ' 5 + 5 - {print} '5 minus 5 is ' 5 - 5 - {print} '5 times 5 is ' 5 * 5 - ``` - 12: - story_text: |- - **Decimal numbers** - So far, Hedy did not allow for decimal numbers like 1.5, but now we do allow that. Note that computers use the `.` for decimal numbers. - example_code: | - ``` - {print} 'Two and a half plus two and a half is...' - {print} 2.5 + 2.5 - ``` - story_text_2: |- - **Maths with words** - In this level you can also do addition with words like this: - example_code_2: | - ``` - a = 'Hello ' - b = 'world!' - {print} a + b - ``` - - {print} 2.5 + 2.5 - music: - name: music - default_save_name: music - description: Play a tune! - levels: - 1: - story_text: |- - In this level you'll learn how to use the `{play}` command to play a tune! - - Type `{play}` followed by the note you want to play. The scale goes C-D-E-F-G-A-B. - As you can see there are 7 different letters, but we can play more than just 7 notes. - Type a number between 1 and 10 behind the letter to choose the scale, for example after B4 comes C5. - C1 is the lowest note you can play, C10 is the highest. - - ### Exercise - Try out the example code and then play around with it! Can you create your own melody? - In the next level you'll learn how to play some existing songs. - example_code: |- - ``` - {play} C4 - {play} D4 - {play} E4 - {play} F4 - {play} G4 - {play} A4 - {play} B4 - {play} C5 - ``` - 2: - story_text: | - ### Exercise - Finish the songs! We have started the codes for some melodies. - example_code: | - ``` - {print} Old Mac Donald had a farm - {play} C5 - {play} C5 - {play} C5 - {play} G4 - {play} A4 - {play} A4 - {play} G4 - ``` - story_text_2: As you can see, you can also use the `{sleep}` command to add a little pause in the song. - example_code_2: | - ``` - {print} Twinkle Twinkle Little Star - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} 1 - {play} F - {play} F - ``` - 3: - story_text: | - Create a random melody! - - ### Exercise - The example code creates a random melody, but it's very short and not many notes are used. - Add more notes to the list and create a longer melody by copying the last line a couple more times. - example_code: | - ``` - notes {is} A4, B4, C4 - {play} notes {at} {random} - {play} notes {at} {random} - {play} notes {at} {random} - ``` - 4: - story_text: | - Use the `{clear}` command to create a karaoke machine! - - ### Exercise - Finish the karaoke version of 'Mary had a little lamb'. - Then, create a karaoke version of any song you'd like! - example_code: | - ``` - {print} 'Mary had a little lamb' - {play} E - {play} D - {play} C - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Little lamb, little lamb' - {play} D - {play} D - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Mary had a little lamb' - {play} E - ``` - 5: - story_text: | - You don't always have to use the `{play}` command to play a whole song, sometimes you just want to play one note. - For example, if you want to make a quiz, you can play a happy high note if the answer is right and a sad low note if the answer is wrong. - - ### Exercise - Finish the first question by adding a line of code that plays a C3 note if the wrong answer is given. - Then think of 3 more questions to add to this quiz. - example_code: | - ``` - answer {is} {ask} 'What is the capital of Zimbabwe?' - {if} answer {is} Harare {play} C6 - _ - ``` - 6: - story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\n This calls for musical maths! Try out the example code a couple of times with different starting numbers. \nThen, see if you can compose a song using the numbers.\n" - example_code: | - ``` - number = {ask} 'Say a starting number between 1 and 67' - {print} number - {play} number - number = number + 1 - {print} number - {play} number - number = number + 1 - {print} number - {play} number - ``` - 7: - story_text: | - Using the `{repeat}` command can make your codes for melodies a lot shorter! - - ### Exercise - Finish the code for Twinkle Twinkle Little Star by using the `{repeat}`command. - Then go back to the songs you've made in the previous levels. Can you shorten those codes too? - example_code: | - ``` - {print} 'Twinkle Twinkle Little Star' - {repeat} 2 {times} {play} C4 - {repeat} 2 {times} {play} G4 - _ - ``` - 8: - story_text: | - Now that we can use the `{repeat}` command for multiple lines, we can make songs even more easily! - - ### Exercise - Finish the song of Brother John (Frère Jacques). Don't forget to use `{repeat}`! - example_code: | - ``` - {print} 'Brother John' - {repeat} 2 {times} - {play} C - {play} D - {play} E - {play} C - {repeat} 2 {times} - {play} E - {play} F - {play} G - {sleep} 1 - ``` - 9: - story_text: | - From this level on you can - among other things - use a {repeat} command inside a {repeat} command. - That makes songs like 'Happy birthday' even shorter! - - ### Exercise - Finish the song! - example_code: | - ``` - first_time = yes - {repeat} 2 {times} - {repeat} 2 {times} - {play} C - {play} D - {play} C - {if} first_time {is} yes - {play} F - {play} E - first_time {is} no + _ + {if} player {is} alive + correct_door = doors {at} {random} + {print} 'Room ' i + {print} 'There are 3 doors in front of you...' + chosendoor = {ask} 'Which door do you choose?' + {if} chosendoor {is} correct_door + {print} 'No monsters here!' + {else} + {print} 'You are eaten by a ' monsters {at} {random} + player = dead {else} - _ + {print} 'GAME OVER' + {if} player {is} alive + {print} 'Great! You survived!' ``` - 12: + if_command: + description: Introducing the if command + levels: + 9: story_text: | - Use functions in your songs! As you can see in the example code, you can make a function for each line of Twinkle Twinkle Little Star. Once you've programmed the first three lines, all you have to do is call the functions in the order you want them played in. - - ### Exercise - Finish the song of Twinkle Twinkle Little Star. - Then look back at all the songs you've programmed in the levels before, can you make those codes better and shorter using functions too? - example_code: | + In this level you can also put an {if} command inside another {if} command. + in_command: + description: Introducing the in command + levels: + 5: + example_code_2: | ``` - {define} first_line - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} - - {define} second_line - {play} F - {play} F - {play} E - {play} E - {play} D - {play} D - {play} C - {sleep} - - {define} third_line - {play} G - {play} G - {play} F - {play} F - {play} E - {play} E - {play} D - {sleep} - - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ + animals is dog, cow, sheep + answer is ask 'What is your favorite animal?' + _ answer _ animals _ 'Mine too!' + _ _ 'My favorite animals are dogs, cows and sheep' ``` - 13: - story_text: | - You can use a function with an argument for songs that have line that are almost the same, but slightly different each time. - One example is the song 'Yankee Doodle'. The first 4 notes of the first lines are the same, but each time they are followed by a different couple of notes. - + is_command: + description: introducing is command + levels: + 2: + story_text_2: | ### Exercise - Can you finish the song of Yankee Doodle? - Can you think of another song to program this way? - example_code: | - ``` - {print} 'Yankee Doodle' - {define} _ {with} note_1, note_2, note_3 - {play} C4 - {play} C4 - {play} D4 - {play} E4 - {play} _ - {play} _ - {play} _ - - {call} line_1 {with} 29, 31, 30 - {call} line_1 {with} 29, 28, 0 - {call} line_1 {with} 32, 31, 30 - - {play} C4 - {play} B3 - {play} G3 - {play} A3 - {play} B3 - {play} C4 - {play} C4 - ``` + Time to make your own variables! + In the example code we made an example of the variable `favorite_animal`. In line 1 the variable is set, and in line 2 we haved used the variable in a print command. + Firstly, finish our example by filling in your favorite animal on the blank. Then make at least 3 of these codes yourself. Pick a variable, and set the variable with the {is} command. Then use it with a {print} command, just like we did. 14: - story_text: | - You can program music for fun, but you can also use the musical notes to make something useful like a fire alarm! - - ### Exercise - Make sure the fire alarm rings when there is a fire! example_code: | ``` - {define} fire_alarm - {print} 'FIRE!' - note = 40 - {for} i {in} {range} 1 {to} 100 - {if} note _ 50 - note = note + 5 - {play} _ - {else} - note = 40 - - fire = {ask} 'Is there a fire?' - {if} fire _ 'yes' - {call} fire_alarm - ``` - 15: - story_text: | - **Warning** This adventure can become extremely annoying! - We can also use the {while} command to repeat a song forever. - - ### Exercise - Finish the never-ending song. - example_code: | + age = {ask} 'How old are you?' + {if} age > 12 + {print} 'You are older than I am!' ``` - {define} song - {play} _ - - yes_or_no = {ask} 'Do you want to hear my never-ending song?' - {while} yes_or_no = 'yes' - {call} song - {print} '🥳' + example_code_3: | ``` - 16: - story_text: | - Upgrade your Old MacDonald code! - - ### Exercise - Take your code from the 'Sing a Song' adventure and add musical notes to it! - You can make a function for each line in the song and call that function after the line is printed. - We defined the first line for you and called it in the code. Can you finish the whole song? - example_code: | + name = {ask} 'What is your name?' + {if} name != 'Hedy' + {print} 'You are not Hedy' ``` - {define} line_1 - {for} i {in} {range} 1 {to} 3 - {play} G - {play} D - {for} i {in} {range} 1 {to} 2 - {play} E - {play} D - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - for i in range 1 to 3 - animal = animals[i] - sound = sounds[i] - print 'Old MacDonald had a farm' - call line_1 - print 'E I E I O!' - _ - ``` - 17: + {if} age < 13 + {print} 'You are younger than me!' + {else} + {print} 'You are older than me!' + language: + levels: + 5: story_text: | - You can use the {elif} to create different options. + Make your own program to practice your vocabulary in a new language. ### Exercise - Firstly, add colons to get the code to work. - Then finish this code by adding at least 2 other songs for other moods. For example a happy song and an angry song. + Can you make this program for a different language? Or can you add more words to the French one? + maths: + levels: + 6: example_code: | ``` - {define} scary_song - {for} i {in} {range} 1 {to} 3 - {play} G - {play} E - {sleep} 2 - {for} i {in} {range} 1 {to} 3 - {play} F - {play} D - - mood = {ask} 'Which emotion are you feeling?' - {if} mood {is} 'fear' - {call} scary_song - {elif} _ + {print} '5 plus 5 is ' 5 + 5 + {print} '5 minus 5 is ' 5 - 5 + {print} '5 times 5 is ' 5 * 5 ``` - 18: - story_text: | - ### Exercise - Even in this last level of Hedy we can make some music! Be careful of all the syntax that is needed now. - Take a good look at how the functions are defined and called upon in the example code. - Finish the song! - example_code: | + 12: + example_code_2: | ``` - {def} line_1(): - {for} i {in} {range}(1, 5): - {play} A - {play} D - {play} F - {play} A - - {def} line_2(): - {for} i {in} {range}(1, 5): - {play} G - {play} C - {play} E - {play} G - - {def} line_3(): - _ - - {print} ('The drunken sailor') - {print} ('What shall we do with the drunken sailor?') - line_1() - line_2() - line_3() - {print} ('Early in the morning') + a = 'Hello ' + b = 'world!' + {print} a + b ``` + + {print} 2.5 + 2.5 + music: + levels: + 6: + story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\n This calls for musical maths! Try out the example code a couple of times with different starting numbers. \nThen, see if you can compose a song using the numbers.\n" parrot: - name: Parrot - default_save_name: Parrot - description: Create your own online pet parrot that will copy you! levels: 1: - story_text: | - Create your own online pet parrot that will copy you! - example_code: | - ``` - {print} Im Hedy the parrot - {ask} whats your name? - {echo} - {echo} - ``` story_text_2: | ### Exercise Can you make the parrot ask a different question? Fill in the blanks in the example! - example_code_2: | - ``` - {print} Im Hedy the parrot - {ask} _ - {echo} - {echo} 2: story_text: | Create your own online pet parrot that will copy you! @@ -3169,56 +1239,17 @@ adventures: story_text: | In this level we have to use quotation marks with the commands `{ask}` and `{print}`. Can you complete the code by adding quotation marks? - example_code: | - ``` - words {is} squawk, Hedy - {print} _ Train your parrot! _ - new_word {is} {ask} _ Which word do you want to teach them? _ - {add} new_word {to_list} words - {print} _ 🧒 Say _ new_word _, Hedy!_ - {print} _ 🦜 _ words {at} {random} - ``` 5: story_text: | Reward your parrot if it says the correct word! Finish the code by filling in the 4 missing commands. - example_code: | - ``` - words {is} squawk, Hedy - {print} 'Train your parrot!' - new_word {is} {ask} 'Which word do you want to teach them?' - {add} new_word {to_list} words - said_word {is} words {at} {random} - {print} '🧒 Say ' new_word ', Hedy!' - {print} '🦜 ' said_word - _ said_word {is} new_word _ '🧒 Great job, Hedy! 🍪' - _ _ '🧒 No, Hedy! Say ' new_word - ``` piggybank: - name: Piggy Bank - default_save_name: Piggy Bank - description: Count your pocketmoney! levels: 12: story_text: | In this adventure you learn how to make a digital piggy bank. Finish the code to calculate how much money you have and how long you need to save up to buy what you want! - example_code: | - ``` - {print} 'The digital piggy bank' - wish = {ask} 'What would you like to buy?' - price = {ask} 'How much does that cost?' - saved = {ask} 'How much money have you saved already?' - allowance = {ask} 'How much pocket money do you get per week?' - to_save = price - saved - weeks = to_save / allowance - {print} 'You can buy a ' _ ' in ' _ ' weeks.' - ``` 14: - story_text: | - ### Exercise - In this level you can let Hedy tell you if you have saved up enough money! - Finish this code by filling in the blanks! example_code: | ``` _ calculate_budget with wish, money, allowance @@ -3238,45 +1269,7 @@ adventures: {call} calculate_budget with _, _, _ ``` pressit: - name: Key presses - default_save_name: Pressed - description: Try linking a keyboard key to a command! levels: - 5: - story_text: | - In this level there is another new keyword: `{pressed}`! - With `{pressed}` you can use keys on your keyboard to control what lines are used. - - ### Exercise - Look at the example and add one more line of code that reacts to a key press. - example_code: | - ``` - {print} 'Do you want a good (g) or bad (b) ending?' - {if} g {is} {pressed} {print} 'They lived happily ever after ❤' - {else} {print} 'The prince was eaten by a hippopotamus 😭' - ``` - story_text_2: | - You can also link turtle commands to keys. - - ### Exercise - Copy the lines a few times so you can create a larger drawing. - example_code_2: | - ``` - {if} y {is} {pressed} {forward} 15 - {else} {turn} 90 - ``` - 7: - story_text: | - Now that you have learned about `{repeat}`, we can press keys multiple times. - You can use it to make the turtle walk forward and turn. - - ### Exercise - The code you have seen in level 5 only checks the key once. Copy the example code and add a `{repeat}` to it, so that you can press the keys many times. - Use this code to draw something nice. - example_code: | - ``` - {if} x {is} {pressed} {forward} 15 {else} {turn} 90 - ``` 9: story_text: | Now that you know how to combine statements, you can create a touch type tool with `{pressed}`. @@ -3284,54 +1277,9 @@ adventures: ### Exercise Finish the code. Each time a random letter should be chosen, which you have to press. You get a point for a correct press, and and two points deduction for a wrong press. **(extra)** Clear the screen after each letter, and show the user how many points they have scored. - example_code: | - ``` - points = 0 - letters = a, b, c, d, e - {repeat} 10 {times} - letter = _ _ _ - {print} 'Press the letter ' letter - {if} letter {is} {pressed} - _ - _ - _ - ``` print_command: - name: '{print}' - default_save_name: print - description: Introduction print command levels: - 1: - story_text: | - ## The print command - You can print text to the screen using the `{print}` command. - example_code: | - ``` - {print} Hi there, programmer! - {print} Welcome to Hedy! - ``` - story_text_2: | - ### Exercise - In Hedy you will find exercises in every adventure. An exercise allows you to practise the new commands and concepts, and lets you give your own twist to the example codes. - In this exercise you will see a pink blank space. You have to fill something in the place of the blank space before the code can be run. - - Fill in the `{print}` command in the blank space and then add five more lines of code. Each line has to start with a `{print}` command. - Have fun! - example_code_2: | - ``` - _ Hello! - ``` 18: - story_text: |- - We arrived at real Python code! That means we need to use parentheses with `{print}` and `{range}` from now on. - It also means you can use Hedy code from this level in any Python environment as long as you use the English commands. If you haven't until now, you can switch the toggle in the commands menu to do so. - example_code: | - ``` - {print}('Hello!') - {for} i {in} {range}(1, 10): - {print}('This is line ', i) - ``` - story_text_2: If you want to print more than one item, you need to separate them by commas. example_code_2: | ``` temperature = 25 @@ -3339,158 +1287,13 @@ adventures: ``` {print}('My name is ', name) - quizmaster: - name: Quizmaster - default_save_name: Quizmaster - description: Make your own quiz! - levels: - 14: - story_text: | - ### Exercise - In this adventure you can make your own quiz! Fill in the blanks, add more questions and enjoy your own quiz! - You can make a quiz about anything you like: your hobby, your favorite animal, your favorite book or anything at all! - example_code: | - ``` - {print} 'Make your own quiz' - points_a = 0 - points_b = 0 - {print} 'Question' - {print} 'Answer option A' - {print} 'Answer option B' - answer = {ask} 'Which answer?' - {if} answer == 'A' - points_a = points_a + 1 - {if} answer == 'B' - points_b = points_b + 1 - {print} 'End of the quiz!' - {print} 'Lets see the results!' - {if} points_a > points_b - {print} 'You belong to the A club' - {if} points_b > points_a - {print} 'You belong to the B club' - ``` - quotation_marks: - name: '''quotation marks''' - default_save_name: quotation_marks - description: Introduction quotation marks - levels: - 4: - story_text: | - ## 'Quotation marks' - In level 4 `{ask}` and `{print}` have changed. - You must put text that you want to print between quotation marks. - This is useful, because now you can print all the words you want. Also the words you used to store something with `{is}`. - Most programming languages also use quotation marks when printing, so we are also getting a step closer to real programming! - example_code: | - ``` - {print} 'You need to use quotation marks from now on!' - answer {is} {ask} 'What do we need to use from now on?' - {print} 'We need to use ' answer - ``` - story_text_2: | - ## Contractions - Important! Mind that now that we're using quotation marks, Hedy will get confused when you use the apostrophe for contractions like I'm or What's. - Make sure to remove those apostrophes and change the spelling to I am or What is. - Check out the example code to see the wrong way of using apostrophes. - example_code_2: | - ``` - _ This is the wrong way of using apostrophes _ - {print} 'I'm babysitting my sister's kids' - {print} 'What's more fun than that?' - ``` - 12: - story_text: | - **All texts need to be in quotation marks** - For this level on you will also have to use quotation marks when storing a text with `=`: - example_code: | - ``` - name = 'Hedy the Robot' - {print} 'Hello ' name - ``` - story_text_2: | - **All items in lists need quotation marks too** - Lists are texts, so they need quotation marks too. Mind that each single item on the list has quotation marks. - This allows you to save two words as 1 item on the list, for example 'Black Widow'. - example_code_2: | - ``` - superheroes = 'Spiderman', 'Batman', 'Black Widow' - {print} superheroes {at} {random} - ``` - story_text_3: | - **All text after `{if}` comparisons need quotation marks too** - example_code_3: | - ``` - name = {ask} 'What is your name?' - {if} name = 'Hedy the Robot' - {print} 'Hi there!' - ``` - story_text_4: | - **Numbers don't need quotation marks** - For numbers, you do not use quotation marks in the `=`: - example_code_4: | - ``` - score = 25 - {print} 'You got ' score - ``` random_command: - name: '{random}' - default_save_name: random_command - description: introducing at random command levels: - 3: - story_text: | - ## At random - In this level you can make a list using the `{is}` command. You can let the computer choose a random item from that list. You do that with `{at} {random}`. - example_code: | - ``` - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - ``` - story_text_2: | - You can use the `{at} {random}` command in a sentence as well. - example_code_2: | - ``` - food {is} sandwich, slice of pizza, salad, burrito - {print} I am going to have a food {at} {random} for lunch. - ``` - story_text_3: | - ### Exercise - Try out the `{at} {random}` command by making your own gameshow (like the ones on tv) where you choose a door or suitcase and it contains a big price! - Can you do it? We have already put the first lines into the example code. - example_code_3: | - ``` - {print} The big gameshow! - {print} There are 3 suitcases in front of you... - chosen {is} {ask} Which suitcase do you choose? - prices {is} _ - _ - ``` 16: story_text: |- We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. For example: `friends[1]` is the first name on the list of friends, as you can see in the first part of the example code. The second part of the example code shows you that we can also match 2 lists using the variable i. - example_code: | - ``` - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - ``` - story_text_2: |- - Now that you've learned to use the brackets in lists, you can also start using the {at} {random} command in the Python way! - You simply type the name of your list with `[random]` behind it! - example_code_2: |- - ``` - fruit = ['apple', 'banana', 'cherry'] - {print} fruit[random] - ``` repeat_command: - name: '{repeat}' - default_save_name: repeat_command description: repeat command levels: 7: @@ -3500,23 +1303,6 @@ adventures: ### Exercise Play around with the repeat command. Can you make the happy birthday song in only 3 lines of code instead of 4 now? - example_code: | - ``` - {repeat} 3 {times} {print} 'Hedy is fun!' - ``` - 8: - story_text: | - ### Repeat commands and indentation - In this level you can repeat multiple lines of code with only 1 repeat command. - You do this by making a block of lines that you want to repeat. - The lines in this block will need **indentation** . - That means putting four spaces at the beginning of each line. You will also have to indent when you just want to create a block of one line. - example_code: | - ``` - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This is all repeated 5 times' - ``` 9: story_text: | Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... @@ -3532,55 +1318,15 @@ adventures: {else} {print} 'Maybe you should practice some more in the previous level' repeat_command_2: - name: '{repeat} 2' - default_save_name: repeat_command_2 description: repeat command 2 levels: 7: - story_text: | - ## Repeat with other commands and with variables - You have practiced the `{repeat}` command in combination with the `{print}` command now, but did you know you could also use other commands with `{repeat}` ? - In this example code you can see that `{repeat}` can also be used with an `{ask}`, `{if}` or `{else}` command. - example_code: | - ``` - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - ``` story_text_2: | Another interesting thing you can so with the `{repeat}` command is using variables to set the amount of times something should be repeated. In the example code you can see that we first ask the person how old they are. Then, in line 3, the question is repeated 'age' times. So we have used the variable 'age' with the `{repeat}` command. - example_code_2: | - ``` - {print} 'Yay! It is your birthday!' - age = {ask} 'How old are you now?' - {repeat} age {times} {print} 'Hip Hip Hurray!' - ``` - 8: - story_text: | - ### In the block or not? - In this level you have to think carefully which lines of code should be in the block and which shouldn't. - For example: If you want to sing the song *the muffin man*. You only want the line with 'the muffin man' to be repeated twice. - This means the last line shouldn't start with indentation as it doesn't belong to the block. - If you do start the last line with indentation the song will turn out wrong. - - ### Exercise - Each line in the example code starts with a blank. Remove the blanks and try to figure out which line need indentation and which don't to make the muffin man song. - example_code: | - ``` - _ {print} 'Do you know the muffin man?' - _ {repeat} 2 {times} - _ {print} 'The muffin man' - _ {print} 'Do you know the muffin man, who lives on Drury Lane?' - ``` restaurant: - name: Restaurant - default_save_name: Restaurant - description: Create your own virtual restaurant levels: 1: - story_text: | - In level 1 you can make your own virtual restaurant and take your guests' orders. story_text_2: | ### Exercise Can you think of more lines to add to your restaurant code? For example, can you {ask} the guests what they'd like to drink, tell them the price, or wish them a pleasant meal? @@ -3596,15 +1342,6 @@ adventures: story_text: | In level 2 you could expand your restaurant by using variables. In level 1 Hedy could only {echo} the order once and only remember the last thing that was ordered. Now you can use variables and Hedy can remember both the food and the toppings! - example_code: | - ``` - {print} Welcome to Hedy's restaurant! - {print} Today we're serving pizza or lasagna. - food {is} {ask} What would you like to eat? - {print} Great choice! The food is my favorite! - topping {is} {ask} Would you like meat or veggies on that? - {print} food with topping is on its way! - ``` story_text_2: | ### Exercise Can you make this code more elaborate? For example by adding drinks to the order? Or...? @@ -3681,21 +1418,6 @@ adventures: 6: story_text: | In this level you can use maths to calculate the total price of your customer's order, which can make your virtual restaurant more realistic. - example_code: | - You can make a simple restaurant code, like this: - ``` - {print} 'Welcome to Restaurant Chez Hedy' - {print} 'Here is our menu:' - {print} 'Our main courses are pizza, lasagne, or spaghetti' - main = {ask} 'Which main course would you like?' - price = 0 - {if} main {is} pizza price = 10 - {if} main {is} lasagne price = 12 - {if} main {is} spaghetti price = 8 - {print} 'You have ordered ' main - {print} 'That will be ' price ' dollars, please' - {print} 'Thank you, enjoy your meal!' - ``` 7: story_text: | In this level you've learned how to use the `{repeat}` command to repeat a line of code a certain amount of times. @@ -3710,24 +1432,6 @@ adventures: {repeat} _ {times} food = {ask} 'What would you like to eat?' {print} 'Thanks for your order! Its coming right up!' ``` - 8: - story_text: | - In this level you can make your virtual restaurant more elaborate by repeating multiple lines of code. Like this: - - ### Exercise - This code can be expanded with more items on the menu, for example offering drinks, and/or multiple courses or desserts. Add at least one more item. - **Extra** Add even more items, as many options as you like! - example_code: | - ``` - {print} 'Welcome to Restaurant Chez Hedy!' - people = {ask} 'How many people will be joining us today?' - {print} 'Great!' - {repeat} people {times} - food = {ask} 'What would you like to order?' - {print} food - {print} 'Thank you for ordering!' - {print} 'Enjoy your meal!' - ``` 9: story_text: | In this level you can use nesting to make your restaurant more realistic and more fun! @@ -3841,48 +1545,9 @@ adventures: price = price - 3 {print} 'That will be ' price ' dollars' ``` - 15: - story_text: | - With the `{while}` you can make sure your costumers can keep adding orders until they are done. - - ### Exercise - Correctly add the `{while}` command to this code. - example_code: | - ``` - {print} 'Welcome at McHedy' - more = 'yes' - _ - order = {ask} 'What would you like to order?' - {print} order - more = {ask} 'Would you like to order anything else?' - {print} 'Thank you!' - ``` rock: - name: Rock, paper, scissors default_save_name: Rock - description: Make your own rock, paper, scissors game levels: - 1: - story_text: | - In level 1 you can start with a rock, paper, scissors game. - - With `{ask}` you can make a choice, and with `{echo}` you can repeat that choice. - example_code: | - ``` - {print} what do you choose? - {ask} choose from rock, paper or scissors - {echo} so your choice was: - ``` - story_text_2: | - ### Exercise - Instead of using words, you could also use emojis: ✊✋✌ - Can you create a code using emojis? - example_code_2: | - ``` - {print} what do you choose? - {ask} choose from _ - {echo} so your choice was: - ``` 2: story_text: | In this level you can practise using the variables, so that you can make the rock, paper, scissors game in the next level! @@ -3892,11 +1557,6 @@ adventures: {print} I choose _ ``` 3: - story_text: | - You can use the `{at} {random}` command to let the computer pick rock, paper or scissors! - - ### Exercise - Finish the code by using the `{at} {random}` command. example_code: | ``` choices {is} rock, paper, scissors @@ -3912,16 +1572,6 @@ adventures: {print} player 1 chooses... choices {at} {random} {print} player 2 _ ``` - 4: - story_text: | - In this level we can further program rock, paper, scissors. But if you want to add text, you have to use quotation marks here too. - ### Exercise - Fill in quotation marks on the blanks. Mind that the variable `choices` should be outside the quotes. - example_code: | - ``` - choices {is} rock, paper, scissors - {print} _The computer chooses..._ choices {at} {random} - ``` 5: story_text: | In this level we can determine who won. @@ -3974,47 +1624,7 @@ adventures: 13: story_text: | With the `{and}` command you can shorten your rock, paper, scissors code! Check out the example code below and try to finish it. - example_code: | - ``` - options = 'rock', 'paper', 'scissors' - your_choice = {ask} 'What do you choose?' - computer_choice = options {at} {random} - {print} 'You choose ' your_choice - {print} 'The computer chooses ' computer_choice - {if} computer_choice {is} your_choice - {print} 'Tie' - {if} computer_choice {is} 'rock' {and} your_choice {is} 'paper' - {print} 'You win!' - {if} computer_choice {is} 'rock' {and} your_choice {is} 'scissors' - {print} 'The computer wins!' - _ - ``` - 15: - story_text: | - ### Exercise - Play until you beat the computer! But first, finish the example code... - example_code: | - ``` - won = 'no' - options = 'rock', 'paper', 'scissors' - {while} won == 'no' - your_choice = {ask} 'What do you choose?' - computer_choice = options {at} {random} - {print} 'you chose ' your_choice - {print} 'the computer chose ' computer_choice - {if} computer_choice == your_choice - {print} 'Tie!' - {if} computer_choice == 'rock' {and} your_choice == 'scissors' - {print} 'You lose!' - {if} computer_choice == 'rock' {and} your_choice == 'paper' - {print} 'You win!' - won = 'yes' - _ - ``` rock_2: - name: Rock, paper, scissors 2 - default_save_name: rock_2 - description: Part 2 of rock, paper, scissors levels: 2: story_text: | @@ -4028,9 +1638,6 @@ adventures: {print} I choose choice ``` secret: - name: SuperSpy - default_save_name: SuperSpy - description: Make your own spy code levels: 12: story_text: | @@ -4065,188 +1672,15 @@ adventures: {else} {print} 'Go to the trainstation at 10.00' ``` - simon: - name: Simon Says - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - Let's make a game of Simon Says! Simon Says is a memory game in which the player will be given a color. They have to repeat that color back. - If they get it right a color is added to the sequence, so they now have to remember 2 colors, then 3, then 4 etc. the game stops as soon as the player makes a mistake. - - ### Exercise - In this first part of the Simon Says adventure, we'll let the computer pick a random color and add it to a list. - - ***Make 2 lists*** First, make a list called `colors` and fill it with the colors red, yellow, green and blue. - Then make a list called `simon_sequence`. This list will be used as the answer. - At the start of the game this lists need to be empty. unfortunately, we can't create an empty list (yet), so we'll fill it with the words 'empty' and 'list' and we'll remove them from the list immediately. - - ***Create a function that adds a color to the sequence*** Now that we have an empty list called simon_sequence, we can start filling it with random colors. - We do that with a function, so we can call it everytime there's a new level in our game. Create a function called `add_random_color`. - Then create the variable random_color and set it to a random color. Next, add this random color to the simon_sequence. - - ***Create a function that shows the simon_sequence*** Start by naming the new function `show_simon_sequence` with `level` as an argument. Now we want to show as many colors as the level we are in (in level 1 you see 1 color, in level 2 you see 2 colors etc). - So we repeat `level` times, to print the `simon_sequence[i]`. Each time a color is shown, wait for 1 second and then clear the screen. - - ***Test your program*** Before you go to the next level, test if the functions are working by calling both of the functions. If they're working you should see a random color in your output screen. - Remove this testing part of your code, copy the code and continue to the next tab to learn more about the simon says game! - example_code: | - ``` - # Make 2 lists - colors = _ - _ = ['empty', 'list'] - {remove} _ {from} simon_sequence - {remove} _ - - # Create a function that adds a color - _ add_random_color - _ - {add} _ - - # Create a function that shows the simon_sequence - {define} _ - {for} i {in} {range} 1 {to} _ - {print} _ - _ - _ - - # Test your program - {call} _ - {call} show_simon_sequence {with} 1 - ``` - simon_2: - name: Simon Says 2 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - We'll continue with our Simon Says game! - - ### Exercise - ***Paste your code here*** Paste your code from the previous level here. Don't forget to remove the part that was just used for testing the functions. - - ***Create a function that creates the player_sequence*** The list `player_sequence` is used to capture the answers of the player. First we define the function with the argument level. - Next, we ask level times what the color is that they choose. We call that variable `answer`. Then we add the variable `answer` to the list player_sequence. - - ***Setting up the game*** Before we program the game in the next tab, we'll need some starting variables. First, we'll set the variable `level` to 1 and the variable `game_over` to False. - Then we make an introduction for the game. We'll print 'Welcome to Simon Says!' and clear the screen after 1 second. - - ***Continue to the next tab to finish the game!**** Don't forget to copy your code and take it with you to the next tab. - example_code: | - ``` - # Paste your code here - - - # Create a function that creates the player_sequence - {define} _ - {for} _ - _ 'What is color number ' i '?' - {add} answer {to} _ - - # Set up - level = _ - game_over = _ - {print} _ - _ 1 - _ - ``` - simon_3: - name: Simon Says 3 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - In this tab we'll program the game of Simon Says! - - ### Exercise - ***Paste your code*** Copy your code from the previous tab and paste it here. - - ***Program the game*** We start by making sure the game goes on while the game isn't over. Then we print what level the player is on, we use the variable level for that. We only show that for 1 second and then we clear the screen again. - Now, we have to create the empty list player_sequence. We've already programmed how to fill the list, with our function `player_sequence`, but we never made the list itself. To create the list we use the same trick as we did in the previous tab. - We'll make a list with the words 'empty' and 'list' on it, and then we remove both these words. Next, we'll call all of the 3 functions that we've created. - Lastly, we'll have to check if the player gave the correct answers (so if the player_sequence and the simon_sequence are the same). - If that's the case, we'll compliment the player. Wait for 1 second and increase the level with 1. - Did the player give the wrong answer, we'll tell them and end the game by setting game_over to 'True' - - ***Enjoy your game!*** Great job! Does your game not work? Use the ladybug button to debug your code! - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - {print} _ - _ - _ - _ = ['empty', 'list'] - {remove} _ - {remove} _ - {call} _ - {call} _ {with} _ - {call} _ {with} _ - {if} player_sequence == _ - _ - _ - _ - {else} - _ - game_over = _ - ``` sleep_command: - name: '{sleep}' - default_save_name: sleep_command description: introducing sleep command levels: 2: story_text: | ## The sleep command Another new command in this level is `{sleep}`, which pauses your program for a second. If you type a number behind the {sleep} command, the program pauses for that amount of seconds. - example_code: | - ``` - {print} My favorite colour is... - {sleep} 2 - {print} green! - ``` songs: - name: Sing a song! - default_save_name: Song - description: Print a song levels: - 6: - story_text: | - Songs often contain a lot of repetition. Sometimes the repetition is also based on counting. - For example, in the well-known song 'Bottles of beer'. You can program that song with a little math. - - Tip: Use the read aloud function to let Hedy sing the song to you! - - ### Exercise - You can now repeat lines 2 to 7 as many times as you want by copying the lines. - example_code: | - ``` - verse = 99 - {print} verse ' bottles of beer on the wall' - {print} verse ' bottles of beer' - {print} 'Take one down, pass it around' - verse = verse - 1 - {print} verse ' bottles of beer on the wall' - {sleep} - ``` - story_text_2: | - This children's song counts down from 5 little monkeys to 1 monkey. - If you copy line 2 - 7 and paste it under the the code, you can sing the whole song! - example_code_2: | - ``` - number = 6 - number = number - 1 - {print} number ' little monkeys jumping on the bed' - {print} 'One fell off and bumped his head' - {print} 'Mama called the doctor and the doctor said' - {print} 'NO MORE MONKEYS JUMPING ON THE BED!' - {sleep} - ``` 7: story_text: | Songs often contain a lot of repetition. For example... Baby Shark! If you sing it, you keep singing the same thing: @@ -4334,10 +1768,6 @@ adventures: Print the song Five little moneys jumping on the bed. Look up the text if you don't remember. **(extra)** Print the song Old MacDonald had a farm, and make sure all animals make a different sound, using an `{if}`. - example_code_2: | - ``` - monkeys = 5, 4, 3, 2, 1 - ``` 11: story_text: | In this level you can use the `{for} i {in} {range}` command to make songs that use counting, like the 5 little monkeys. @@ -4355,316 +1785,22 @@ adventures: {else} {print} 'NO MORE MONKEYS JUMPING ON THE BED!' ``` - 12: - story_text: | - In this song we can make it even easier to program 'if you're happy and you know it, clap your hands'. Because we can put all of the actions in a variable, check it out: - - ### Exercise - Can you add the right amount of indentation to each line to make the song play correctly? - Hint: Not all lines need indentation. - example_code: | - ``` - _ actions = 'clap your hands', 'stomp your feet', 'shout Hurray!' - _ {for} action {in} actions - _ {for} i {in} {range} 1 {to} 2 - _ {print} 'if youre happy and you know it' - _ {print} action - _ {print} 'if youre happy and you know it and you really want to show it' - _ {print} 'if youre happy and you know it' - _ {print} action - ``` - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, but did you know that you could combine them with {ask} commands as well? - In this example we have changed the 'My Bonnie' program and made it interactive. You are now asked where Bonnie is. - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is ' place - - chosen_place = {ask} 'Where do you want Bonnie to be?' - synonym = {ask} 'What is another word for that?' - - {call} song {with} chosen_place - {call} song {with} synonym - {call} song {with} chosen_place - ``` - 16: - story_text: | - In this level, you can program a song like OldMacDonald even more quickly. You can connect the right animal to the right sound by simply putting them in the same place in the list. - The Drunken Sailor is also quickly made in this level. You only need 8 lines for the entire song, check it out! - - ### Exercise - Complete the Old MacDonald song by setting the variable `animal` to `animals[i]` and `sound` to `sounds[i]`. - example_code: | - ``` - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - {for} i {in} {range} 1 {to} 3 - animal = _ - sound = _ - {print} 'Old MacDonald had a farm' - {print} 'E I E I O!' - {print} 'and on that farm he had a ' animal - {print} 'E I E I O!' - {print} 'with a ' sound sound ' here' - {print} 'and a ' sound sound ' there' - {print} 'here a ' sound - {print} 'there a ' sound - {print} 'everywhere a ' sound sound - ``` - - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines - {for} i {in} {range} 1 {to} 3 - {print} line - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - 18: - story_text: | - In level 16 we made songs using lists. These programs however are no longer working properly in this level. The colons from level 17 and the brackets from level 18 still need to be added. - - ### Exercise 1 - The Drunken sailor song is given as sample code, but not yet working. - Can you make sure everything works again? To help you, we've put _ in the places of _some_ errors. - - ### Exercise 2 - Now also look up your Old MacDonald song from level 16, and correct it. - example_code: | - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines _ - {for} i {in} {range} 1 {to} 3 _ - {print} _ line _ - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - songs_2: - name: Sing a song! 2 - default_save_name: Song 2 - description: Sing a song 2 - levels: - 12: - story_text: | - Songs contain a lot of repetition. We can capture it with a function! - ### Exercise - Look at the example code with the function. Fill out the two lines so the full song is printed. - example_code: | - ``` - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} _ - ``` - 16: - story_text: | - ### Exercise - Finish the nursery rhyme! - example_code: | - ``` - number = ['one', 'two', 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'ten'] - object = ['on his drum', 'on his shoe', 'on his knee', 'on his door', 'on his hive', 'on his sticks', 'up in heaven', 'on his gate', 'on his vine', 'once again'] - - _ - {print} 'This old man' - {print} 'He played ' _ - {print} 'He played knick-knack ' _ - {print} 'With a knick-knack paddywhack' - {print} 'Give the dog a bone' - {print} 'This old man came rolling home' - {sleep} 8 - {clear} - ``` - story_text_2: | - ### Exersice 2 - Now create your own code for the nursery rhyme 'The wheels on the bus' on the same way! - example_code_2: | - ``` - object = ['wheels', 'doors', _] - movement = [ 'round and round', 'open and shut', _] - ``` - tic: - name: Tic-Tac-Toe - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - Let's program a game of tic-tac-toe! - - ### Exercise - In this adventure we'll start with creating an empty field. - - ***Create a list called field*** This list will be our playing field. This list is filled with 9 dots, since there are no x's and o's yet at the start of our game. - - ***Create a function that prints the field*** Firstly, clear the screen so the old playing fields will be removed. Then we print the first line of our Tic Tac Toe field. This line constists of the first 3 spots in our list field. - We have already programmed this line for you. Now finish the field by printing spot 4, 5, and 6 on the second row and spot 7, 8 and 9 in the third row. - - ***Call the function that prints the field*** Now call the function. -
- Run the code. Your output should look like this: -
- - ***Continue in the next tab*** In the next tab you'll learn how to program the game itself. - example_code: | - ``` - # Create a list called field - _ = ['.', '.', '.', '.', '.', '.', '.', '.', '.'] - - # Create a function that prints the field - {define} print_field - _ - {print} 'TIC TAC TOE' - {print} field[1] field[2] field[3] - _ - _ - - # Call the function - ``` - 17: - story_text: | - In the previous level you've learned how to make a tic-tac-toe game. The game works, but is quite annoying as it keeps asking you if you've won yet. - Now that we have the {elif} command, we can let the game decide if someone has won and it can stop asking us! - - ### Exercise - ***Paste your code*** Paste your code from the previous level here and make it level 17 proof. In this level you've learned to use a colon everytime you create a block of code. Please add the colons in the correct spots. - - ***Create a function that detects if someone's won*** We have started the function for you, paste it under the function `print_field` and finish the function. You can see that this first piece of code checks to see if spot 1, 2 and 3 are the same, because if they are you have 3 in a row. - It also checks if they are not a dot, because if they are, the line might have the same symbols on them, but that's just because it's still empty. - If all these conditions are met, the game is over and the winner is printed. - Finish this function with all possible ways to win. This means you have to make this for the other 2 rows, 3 columns and 2 diagonals. - If you've finished all the other options, the function should return the variable `game_over` so we can use it in our game. - - ***Call the function in the game*** Go to the line `game_over = {ask} 'Did you win?'` and change it to `game_over = {call} detect_winner {with} field, sign`. Now the function will check if there's a winner and the game doesn't need to keep asking anymore! - - ***Enjoy your game!*** Great job! You have finished the game! Enjoy playing it! - - example_code: | - ``` - # Paste your code here and make it level 17 proof - - # Create a function that detects if someone has won - {define} detect_winner {with} field, sign: - {if} field[1] == field[2] {and} field[2] == field[3] {and} field[1] != '.': - game_over = 'yes' - {print} 'Player ' sign 'wins!' - {elif}: - _ - {else}: - game_over = 'no' - {return} _ - ``` - tic_2: - name: Tic-Tac-Toe 2 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - In the previous adventure you've learned how to create a playing field. Now you'll learn how to create the game! - - ### Exercise - ***Paste your code*** Start by pasting your code from the previous adventure here. - - ***Add variables*** Underneath your list called `field` we'll add 2 more variables that we'll need to program the game. - The variable `game_over` tells us if the game is over, and should be 'no' at the start of the game. - The variable `sign` tells us if it's the turn of player x or player o. Set the variable to 'x'. - - ***The game*** First use a {while} command, to make sure the game keeps on playing the variable while game_over is set to no. - During the game, we first ask the player which spot they choose. Then we change the field with the number they chose into their sign. - Then we print the field again and we ask the player if they've won yet. Lastly we want to switch whose turn it is, so if the sign is 'x' it should be 'o' and the other way around. - - ***Test your game*** Does your game work? Great, have fun playing the game! If not, use the ladybug button to debug your code. - You might have noticed one mistake in the code though, you can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! Go to the next tab to learn how to fix this problem. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add variables - game_over = _ - sign = _ - - # The game - {while} _ - choice = _ 'Player ' sign '_?' - field[choice] = _ - _ print_field - game_over = {ask} _ - {if} sign = 'o' - sign = _ - _ - sign = _ - ``` - tic_3: - name: Tic-Tac-Toe 3 - default_save_name: Tic - description: Play a game of Tic Tac Toe! + songs_2: levels: - 16: - story_text: | - You might have noticed one mistake in the code you've made in the previous adventure. You can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! In this tab we'll fix that mistake. - - ### Exercise - ***Paste your code here*** Paste your code from the previous adventure here. - - ***Fix the mistake*** To fix the mistake we replace the line that says `field[choice] = sign`. This turns any spot that the player has chosen into their sign. - Go to the header that says 'Use this to fix the mistake' and finish the code. We first want to check if the chosen spot is still empty, so `if field[choice] = '.'`. If that is the case, you are allowed to take it. - Then we make an else command and print 'Sorry, this spot is already taken' if the spot is not empty. Lastly, we add a {sleep} command, so the players can actually read the text before it gets cleared again. - Now copy this piece of code and replace the line `field[choice] = sign` with this new piece of code. - - ***Play your game!*** Now the game should work properly! Good job! - The only flaw is that you can get a bit annoyed that the game keeps asking you if you've won yet. Do you want to fix that? Go to level 17 and we'll fix it! + 12: example_code: | ``` - # Paste your code here + {define} twinkle + {print} 'Twinkle' + {print} '...' - # Use this to fix the mistake - {if} _ = '.' - field[choice] = sign - {else} - {print} _ - _ + {call} twinkle + {print} 'Up above the world so high' + {print} 'Like a diamond in the sky' + {call} _ ``` turtle: - name: Turtle - default_save_name: Turtle - description: Make your own drawing levels: - 1: - story_text: | - You can also use Hedy to draw. By combining turns and lines, you can make a square or stairs! - - Using `{forward}` you draw a line forwards. The number behind it determines how far the turtle will walk. `{turn} {right}` turns a quarter turn in clockwise direction, `{turn} {left}` turns counter clockwise. - - If you want to go backwards, you use the `{forward}` command but with a negative number. So for example `{forward} -100` - example_code: | - ``` - {forward} 100 - {turn} {left} - ``` - story_text_2: | - ### Exercise - This is the start of a little staircase. Can you make it have 5 steps? - example_code_2: | - ``` - {forward} 20 - {turn} {right} - {forward} 20 - {turn} {left} - {forward} 20 - ``` 2: story_text: | In this level you can use variables to make the turtle interactive. For example you can ask the player how many steps the turtle must make. @@ -4696,63 +1832,7 @@ adventures: Use `{at} {random}` to choose a value from a list. ### Exercise Can you copy and paste lines 2 and 3 to create a longer random path? - example_code: | - ``` - angles {is} 10, 50, 90, 150, 250 - {turn} angles {at} {random} - {forward} 25 - ``` - 4: - story_text: | - In level 4 you have to use quotation marks with `{print}` and `{ask}`. Also when drawing! - example_code: | - ``` - {print} _ Drawing figures _ - angle {is} 90 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - ``` - story_text_2: | - You can also change the color of the lines with the command `{color}`. Check out the example. - You can also use the command `{color} {white}` to make 'invisible' lines. You could use these white lines to move the turtle anywhere in the screen before you start drawing. - example_code_2: | - ``` - {color} {white} - {forward} -80 - {color} {green} - {forward} 50 - {color} {yellow} - {forward} 50 - {color} {red} - {forward} 50 - ``` 5: - story_text: | - In level 5 you can make a choice with `{if}`. For example between different types of figures. - example_code: | - ``` - {print} 'Drawing Figures' - figure {is} {ask} 'Do you want a square or a triangle?' - {if} figure {is} triangle angle {is} 120 - {else} angle {is} 90 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - ``` - story_text_2: | - ### Exercise - Fill in the correct numbers in this code to get it to work. - After you've done that, you can try to add the option backwards. - - **Extra** Instead of using 'left' and 'right', remake the program with North, East, South and West. - This way you could add even more directions like Northeast and Southwest etc. example_code_2: | ``` direction {is} {ask} 'Do you want to go left, right, or straight ahead?' @@ -4760,29 +1840,6 @@ adventures: if direction is right turn _ forward 100 ``` - 6: - story_text: | - In this level you can use calculations to draw different figures. - You may have learned in school that turning a full circle is 360 degrees. If not, now you know! - That's why you also use 90 degrees for a square. 360 divided by 4 is 90. - Now that we can do math with Hedy, we can draw all the figures we want! - example_code: | - ``` - angles = {ask} 'How many angles do you want?' - angle = 360 / angles - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - ``` 8: story_text: | Now that we can repeat several lines, we can make figures more easily. @@ -4797,14 +1854,6 @@ adventures: story_text_2: | Also, we can now improve the program that draws different figures. Can you figure out how far the turtle has to turn here? Finish the code and you can draw any polygon you'd like! - example_code_2: | - ``` - figure = {ask} 'How many angles should I draw?' - angle = 360 / figure - {repeat} figure {times} - {turn} _ - {forward} _ - ``` 9: story_text: | Now that we can use a `{repeat}` inside a `{repeat}`, we can create more complex figures. @@ -4813,183 +1862,9 @@ adventures: This code creates three black triangles, change that into five pink squares. **Extra** Create a figure of your own choosing consisting of at least two different shapes types. - example_code: | - ``` - {color} {black} - {repeat} 3 {times} - {repeat} 3 {times} - {forward} 10 - {turn} 120 - {color} {white} - {forward} 50 - {color} {black} - ``` - 10: - story_text: | - In this level you can make the turtle draw a figure. - The turtle will travel the distances in the list, one by one, making bigger and bigger steps. - ### Exercise 1 - Add a 90 degree turn in the loop, so that a spiral is drawn. - Add at least 5 numbers to the list, so the spiral grows larger. - **(extra)** can you change the spiral into another shape? Experiment with numbers for the turn! - ### Exercise 2 - The spiral is drawn outwards, make it go inwards? - example_code: | - ``` - {turn} 90 - distances = 10, 20, 30, 40, 50, 60 - {for} distance {in} distances - {forward} distance - ``` - 12: - story_text: | - We can use functions to draw more complex figures with less code. - ### Exercise 1 - Fill the function so that three squares are created. If you want the image to look nicer, you can make the lines between the squares white. - - ### Exercise 2 - The code can be made even shorter. Place the final lines into a `{repeat}` so the figure remains the same. - - ### Exercise 3 - Create your own drawing with different figures. - Change both the number of figures with the `{repeat}` and the shape of the figures in the `{define}` - example_code: | - ``` - {define} square - {repeat} 4 {times} - {turn} _ - {forward} _ - {call} square - {forward} 50 - {call} square - {forward} 50 - {call} square - ``` turtle_draw_it: - name: Draw it! - default_save_name: Draw it - description: Draw this picture with the turtle levels: - 1: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Rectangle - Square - Stairs -
- 2: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Arrow - Boat -
- 3: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Star - Arrow -
- 4: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Colored Star - Rainbow - Nested squares -
- example_code: | - **Extra** Up for a real challenge? Make sure that the colors of these figures are selected randomly, so that each time you run your programs they'll look differently! - - ``` - colors {is} red, orange, yellow, green, blue, purple, pink, brown, gray, black - color _ - ``` - 5: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Make only one code that lets the player decide which letter they'd like to see! And can you add even more letters? - -
- F - E - L -
- example_code: | - Hint: - ``` - chosen_letter {is} {ask} 'Which letter would you like to see? F, E or L?' - {if} _ - ``` - 6: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Let the player decide which color the square should be. - - ***Extra*** Can you make the letter of your own first name and the flag of your own country too? - -
- Square - Letters - Flag -
- example_code: | - Hint for the square: - ``` - chosen_color = {ask} _ - ``` - 7: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Hexagon - Triangle - Fan -
- 8: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - -
- Square (3) - Randomly colored star (5) - Randomly colored spiral (7) -
9: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - - **Extra** Give the player a choice which country they would like to see the flag of. - -
- Cross (7) - Randomly colored nested squares (8) - Flags -
example_code: | Hint for the nested squares: ``` @@ -5007,14 +1882,6 @@ adventures: color_3 = blue ``` 10: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Nested Hexagon - Traffic lights -
example_code: | Hint Nested Hexagon: ``` @@ -5030,47 +1897,6 @@ adventures: color _ {repeat} _ ``` - story_text_2: | - Christmas lights - example_code_2: | - Hint Christmas Lights: - - Start by moving to the left side of the screen with an invisible white line. Then hang up the Christmas lights! - ``` - {color} white - {turn} -90 - {forward} 300 - {turn} 90 - - colors = red, blue, yellow, purple, green, orange, pink - {for} chosen_color {in} colors - _ - ``` - 11: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Beehive (6) - Fan (5) - Snowflake (13) -
- example_code: | - Hint Beehive: - ``` - {for} amount_of_combs {in} {range} 1 {to} _ - {for} walls_of_one_comb {in} {range} 1 {to} _ - {forward} _ - {turn} _ - {forward} _ - {turn} _ - ``` - - Hint Fan: - Start out like the fan you made in level 7. Or take a peak at the hint for the beehive, because the codes are very similar. - - Hint Snowflake: Start by making one 'leg' and repeat it 6 times. 12: story_text: | ### Exercise @@ -5097,129 +1923,9 @@ adventures: {if} shape = 'square' {call} draw_a_square ``` - 13: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Street in different sizes - Colored street - Snow Storm - example_code: | - Hint Street in different sizes - ``` - {define} draw_a_house {with} size - _ - - {call} draw_a_house {with} 90 - {call} draw_a_house {with} 60 - {call} draw_a_house {with} 30 - ``` - - Hint Colored street - ``` - {define} draw_a_house {with} chosen_color - _ - ``` - - Hint Snow Storm - ``` - {define} draw_snowflake {with} length, color - _ - - numbers = 10, 20, 30 - colors = _ - - {for} i {in} {range} 1 {to} 5 - random_number = _ - random_color = _ - {call} draw_snowflake {with} random_number, random_color - {color} white - {turn} random_number * 5 - {forward} 80 - ``` - 14: - story_text: | - ### Exercise - Create a program that asks the player how many corners their figure should have and then creates that figure. - The figure in the image is the output when the player fills in 10. - -
- - -
- example_code: | - ``` - {define} calculate_degrees {with} amount_of_corners - _ 360 / amount_of_corners - - - {define} draw_figure {with} degrees - _ - {forward} 400/amount_of_corners - {turn} _ - - amount_of_corners = {ask} _ - degrees = {call} _ {with} _ - - {call} _ {with} - {call} _ {with} - ``` - 15: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Spiral - example_code: | - Spiral - ``` - distance = 5 - {while} distance < 200 - distance = distance + 5 - _ - ``` - story_text_2: | - Fan - example_code_2: | - Fan - ``` - {define} draw_a_square {with} side - _ - - i = 100 - {while} i > 1 - _ {with} i - _ - i = i - 3 - ``` - story_text_3: | - Star - example_code_3: | - Star - A star is usually drawn using 144-degree-turns. If you change this slightly to 143 degrees for example and repeat the pattern multiple times with a {while} loop you can make this figure. while_command: - name: '{while}' - default_save_name: while_command description: while - levels: - 15: - story_text: |- - We are going to learn a new loop, the `{while}` loop! We continue the loop as long as the statement is true. - So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. - If the correct answer is never given, the loop never ends! - example_code: | - ``` - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - ``` years: - name: New Year's - default_save_name: New Year's Countdown description: Countdown to the new year! levels: 11: diff --git a/content/adventures/ru.yaml b/content/adventures/ru.yaml index 743d33ba088..58117279435 100644 --- a/content/adventures/ru.yaml +++ b/content/adventures/ru.yaml @@ -70,14 +70,6 @@ adventures: Вот пример команды `{remove}` в вашей истории Можете ли вы использовать 3 новые команды `{at} {random}`, `{add} {to_list}` и `{remove} {from}` в своей собственной истории? - example_code_3: | - ``` - {print} His backpack got way too heavy. - {print} Inside were a bottle of water, a flashlight and a brick. - bag {is} water, flashlight, brick - dump {is} {ask} Which item should he dump? - {remove} dump {from} bag - ``` 4: story_text: | ### Упражнение @@ -129,12 +121,6 @@ adventures: ### Упражнение Добавьте повторы в свою собственную историю. Вернитесь к сохраненным программам, выберите свою программу рассказа с предыдущего уровня и найдите строку, содержащую `{print}`, и повторите ее! - example_code: | - ``` - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - ``` 8: story_text: | В этом уровне вы можете использовать несколько строк в командах `{if}`, таким образом вы можете улучшить счастливый или грустный конец! @@ -212,27 +198,7 @@ adventures: ### Exercise The example code shows you how to use the `{while}` loop in a story. Now **think of your own scenario** in which the player has to find something before they can continue. - example_code: | - ``` - keys = 'lost' - {print} 'You are standing in your garden and you have lost your keys.' - {print} 'Where do you want to look for them?' - {print} 'You can choose: tree, flowerbed, rock, postbox' - {while} keys == 'lost' - location = {ask} 'Where do you want to look?' - {if} location == 'flowerbed' - {print} 'Here they are!' - keys = 'found' - {else} - {print} 'Nope they are not at the ' location - {print} 'Now you can enter the house!' - ``` 18: - story_text: | - We are going to print another story, but now we have to use brackets with `{print}`. - - ### Exercise 1 - Create a story of at least 5 sentences. You don't have to use 'name' just yet. example_code: | ``` {print}('Добро пожаловать в историю!') @@ -248,128 +214,24 @@ adventures: {print}('Добро пожаловать в эту историю!') ``` add_remove_command: - name: '{add} {to_list} & {remove} {from}' - default_save_name: add_remove_command description: introducing add to and remove from levels: 3: story_text: | ## Add to You can add items to the list with the `{add} {to_list}` command. To add an item to a list you can simply type: `{add} penguin {to} animals` or you can use the `{ask}` command like in the example code. - example_code: | - ``` - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - ``` - story_text_2: | - ## Remove from - If you can add items to a list, of course you can also take them off. This is done with the `{remove} {from}` command. - example_code_2: | - ``` - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - ``` story_text_3: | ### Exercise Try out the new commands in this virtual restaurant. Add the flavor the player is hpoing for to the list and remove the flavors they are allergic to. - example_code_3: | - ``` - {print} Mystery milkshake - flavors {is} strawberry, chocolate, vanilla - hope {is} {ask} What flavor are you hoping for? - _ - allergies {is} {ask} Are you allergic to any flavors? - _ - {print} You get a flavors {at} {random} milkshake - ``` and_or_command: - name: '{and} & {or}' - default_save_name: and or description: introducing and or - levels: - 13: - story_text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two `{if}`s but can use `{and}` and `{or}`. - - If you use `{and}`, both statements, left and right of the `{and}` need to be true. We can also use `{or}`. Then only one statement needs to be correct. - example_code: | - ``` - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - ``` ask_command: - name: '{ask}' - default_save_name: ask_command description: Introduction ask command levels: 1: - story_text: | - ## The ask command - Now that you can use the `{print}` command, you are ready to learn the next command: `{ask}`. With the `{ask}` command, you can ask a question. Check it out: - example_code: | - ``` - {print} Hello! - {ask} What is your name? - ``` story_text_2: | ## The echo command If you want the computer to repeat the answer, you can use the `{echo}` command. The answer will then be echoed back at the end of the sentence, so in this example after hello. - example_code_2: | - ``` - {print} Hello! - {ask} What is your name? - {echo} hello - ``` - story_text_3: | - ### Exercise - Try out the `{ask}` and `{echo}` commands. Firstly, fill in the blanks to make this program work. - Then ask 2 more questions using the `{ask}` command, after each `{ask}` use an `{echo}` to print the answer on the screen. - example_code_3: | - ``` - _ How are you doing? - _ - ``` - 2: - story_text: | - ## The ask command - Now that we can use **variables** in our codes, we no longer need the `{echo}` command. - We can use variables to store the answers to our questions and this way we can use the answer to multiple questions in our codes. - Check it out: - - This way your code is becoming interactive! - example_code: | - ``` - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - ``` - story_text_2: | - ### Exercise - In the previous tab you have practised with setting variables with the `{is}` command. - You have created at least 3 variables and used them with a print command. - Now, instead of setting the variables we want you to make the variables interactive, like we did in our example. - - Copy your code from the previous tab and make the variables interactive by using `{ask}` commands. - example_code_2: | - ``` - favorite_animal {is} {ask} What is your favorite animal? - {print} I like favorite_animal - ``` - 18: - story_text: The final change we will need to make to get Python code is changing `{ask}` into `{input}`. - example_code: | - ``` - {print}('My name is Hedy!') - name = {input}('What is your name?') - {print}('So your name is ', name) - ``` blackjack: name: Блэкджек default_save_name: Блэкджек @@ -397,169 +259,6 @@ adventures: ***Test the function*** Test if your function is working properly. Finish the first print command by filling in which card you've drawn. Then finish the second line by calling the function with card_1. Run the code a couple of times. Are you happy with the results? Great! Then you can remove the testing part and move on the the next tab! - example_code: | - ``` - {print} 'BLACKJACK' - - # Set these variables - cards = _ - face_cards = _ - card_1 = - - # Create a function to calculate the points - {define} calculate_points {with} card: - {if} card {in} face_cards: - points = _ - {elif} _ - _ - {else}: - _ - _ points - - # Test your function - {print} 'Your card is a ' _ - {print} 'That is worth ' _ ' points'. - ``` - blackjack_2: - name: Blackjack 2 - default_save_name: Blackjack_2 - description: Blackjack part 2 - levels: - 17: - story_text: | - ### Exercise - In this adventure we code the second part of our Blackjack game. - - ***Paste your code from the previous adventure*** - In the previous adventure you've started a list of variables and created a function to calculate how many points a card is worth. Copy your code and paste it here. Mind that you don't need the testing part, so if you haven't removed that yet, please do so now. - - ***Add more variables*** - You have already set the lists `cards` and `face_cards` and the variable `card_1`. Underneath those variables create 3 more variables: `card_2`, dealer_card_1` and `dealer_card_2`. These variables are all set to a random card from the list of cards. - - ***Add up points*** - To calculate how many points you have scored we call the function with card 1 and we do it again for card 2. Then we add both these scores together to get your total. - Do the same thing for the dealers points, but be sure to use the dealer's cards and not your own! - - ***2 Aces*** - You're doing great! Almost all scores can be calculated now. There is only one exception: 2 Aces. If you get 2 Aces, your total is 12 points and not 22 (because 22 points would be losing!). This of course also goes for the dealer. - - ***Show the score*** - Lastly, you want to tell the program to tell you which cards you have drawn and how many points that is. Then show which cards the dealer has and how many points they have. - - ***Continue in the next tab*** - Great! You have finished this part of the game! Copy your code and go to the next tab to learn how to ask for an extra card and to declare a winner. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add these variables to the list of variables - card_2 = _ - dealer_card_1 = _ - dealer_card_2 = _ - - # Add up your points - your_points_1 = {call} _ {with} card_1 - your_points_2 = _ - your_total = _ - - # Add up the dealers points - dealer_points_1 = _ - _ - _ - - # 2 Aces - {if} card_1 == 'Ace' {and} _ - your_total = 12 - {if} dealer_card_1 _ - dealer_total = _ - - # Show the score - {print} 'You have drawn a ' _ ' and a ' _ '. That is ' _ ' points' - {print} 'The dealer has drawn a ' _ ' and a ' _ '. That is ' _ ' points' - ``` - blackjack_3: - name: Blackjack 3 - default_save_name: Blackjack_3 - description: Blackjack part 3 - levels: - 17: - story_text: | - In the previous tabs you have learned how to draw 2 random cards for yourself and for the dealer and to calculate how many points you both got. - In this adventure we add the option to ask for an extra card for both you and the dealer. - - ### Exercise - ***Paste your code from the previous adventure*** Firstly, copy your code from the previous tab and paste it here. - - ***Extra card for you*** If you want, you can get an extra card to get your total as close to 21 as possible. First ask the player if they want an extra card. - If they do, pick a random card and print what they have drawn. If the card is not an Ace, you can call the function and add the points to your total. - In case the card is an Ace, you can't use the function, because the Ace can be either 1 point or 11 points, depending on how many points you already have earned. - If your total is less than 11, you want the ace to be 11 points (because this is closest to 21). So you add 11 points to your total. - If the total is more than or equal to 11, you want the ace to be 1 point (because you don't want more than 21 points). So you add 1 point to your total. - Lastly, print your new total of points. - - ***Extra card for the dealer*** The dealer can also get an extra card. The dealer doesn't need to be asked, because they always get an extra card if their total is less than 17. - Copy the 'Extra card for you code' and paste it in the dealers section. Then change it to fit the dealer picking an extra card and getting points added to their total. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Extra card for you - hit = {ask} _ - {if} hit == 'yes': - card_3 = _ - {print} _ - {if} card_3 _ 'Ace': - your_points_3 = _ - your_total = _ - {else}: - {if} your_total _ - _ - {else}: - _ - {print} _ - - # Extra card for the dealer - {if} dealer_total < 17 - _ - ``` - blackjack_4: - name: Blackjack 4 - default_save_name: Blackjack_4 - description: Blackjack part 4 - levels: - 17: - story_text: | - In the last 3 adventures you have alsmost created a working blackjack game! The only thing left to do is to decide a winner! - - ### Exercise - ***Paste your code from the previous adventure*** Start by pasting the code that you've made so far into your programming field. - - ***Decide a winner*** - Firstly, if you and the dealer have an equal amount of points, it's a draw. - Secondly, if the dealer has more than 21 points and you don't, you are the winner. - Thirdly, if both you and the dealer have less than 22 points, we have to see who came closest to 21. We do that by comparing who has the highest score. Is your total higher than the dealer's total, then you are the winner. If not, the dealer wins. - Lastly, in all other scenarios (e.g. you have more than 21 points and the dealer doesn't, or you both have more than 21 points) you are the loser. - - ***Enjoy the game!*** - Does your game work properly? Amazing! You have done a great job! Enjoy your game! - If it doesn't work right away, no worries, you might have made a mistake. Just keep calm and bebug your code using the ladybug button. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Decide a winner - {if} _ - {print} 'Its a draw! Play again!' - {elif} _ - {print} 'You win!' - {elif} _ : - {if} _: - {print} _ - {else}: - {print} _ - {else}: - _ - ``` calculator: name: Калькулятор default_save_name: Калькулятор @@ -615,44 +314,7 @@ adventures: оценка = оценка + 1 {print} 'Отличная работа! Ваша оценка... ' оценка ' из 10! ``` - 10: - story_text: | - This calculator game helps you practise your tables of multiplication! - ### Exercise - Fill in the blanks. We want this program to ask the player these questions: - ``` - How much is 1 times 1? - How much is 1 times 2? - How much is 1 times 3? - How much is 2 times 1? - How much is 2 times 2? - How much is 2 times 3? - How much is 3 times 1? - How much is 3 times 2? - How much is 3 times 3? - _ - ``` - example_code: | - ``` - numbers = 1, 2, 3 - {for} _ - {for} _ - answer = {ask} _ - correct = number_1 * number_2 - {if} answer {is} correct - {print} 'Great job!' - {else} - {print} 'That is wrong. The right answer is ' correct - ``` 11: - story_text: | - With a `{for}` you can simplify tables of multiplication practise program. - - ### Exercise 1 - Improve the example code such that it prints a nice multiplication table:
"1 times 10 is 10", "2 times 10 is 20", etc. - - ### Exercise 2 - Go back to your level 10 multiplication code, and modify it so that it uses a `{for}` and `{range}`. example_code: | ``` number = 10 @@ -669,34 +331,7 @@ adventures: ответ = _ {print} число1 ' плюс ' число2 ' есть ' ответ ``` - 13: - story_text: | - ### Exercise 1 - Let's make the practice program a bit harder. The player now has to answers two questions correctly. Fill out the blanks to complete the program. - - ### Exercise 2 - Sometimes, calculations have multiple correct answers. For example, 10 can be divided by 5 and by 2. So the question 'What number divides 10?' can be answered by 2 and by 5. - Ask for a calculation that has multiple correct answers, ask the player to answer it, and determine if it is correct using `{or}`. - Empty the programming field and create your own solution. - example_code: | - ``` - answer1 = {ask} 'What is 10 times 7?' - answer2 = {ask} 'What is 6 times 7?' - {if} _ _ _ _ _ _ _ - {print} _ - ``` 14: - story_text: | - In this adventure you will build a calculator that calculates your mean grade for you. If you get your calculator to work, you can move on to the next adventure, which allows you to add two extra features. - - ### Exercise 1 - Fill in the blanks to get the calculator to work. - * Start with the fourth line, add a question to figure out what grade the student got. - * In the fifth line you'll want to calculate the total of all grades, so the total = total + grade. - * Then we get to set the return value. We want to return the mean, so the total devided by the amount of tests (4). - * Lastly we finish the code by calling the function in line 8. - - Did you get it? Awesome! Would you like to add even more to your calculator? **This adventure continues in the next tab!** example_code: | ``` {define} calculate_mean_grade @@ -723,119 +358,11 @@ adventures: ### Exercise Add the `{while}` loop in the function, ask the player what number_1 times number_2 is and print their answer. Then `{call}` the function. - example_code: | - ``` - {define} new_question - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct = number_1 * number_2 - answer = 0 - _ - _ - _ - {print} 'Well done!' - - {print} 'Give 10 correct answers to win!' - {for} i {in} {range} 1 {to} 10 - _ - {print} 'You win!' - ``` - calculator_2: - name: Calculator 2 - default_save_name: Calculator 2 - description: Calculator 2 - levels: - 14: - story_text: | - ### Exercise 2 - **This is the second part of this adventure.** The adventure starts in the previous tab. - Of course, you don't always want to calculate the mean of 4 tests. You might want to calculate the mean of 10 tests or only 2... - We can fix this problem by adding the argument and variable 'amount_of_tests'. - * Start a new line on line 3. Set the amount_of_tests argument by asking the student how many tests they have made. - * Change the 4 in line 4 to the new argument amount_of_tests. - * Lastly, change the 4 in line 6 to amount_of_tests - - Try out your new program. Does it work? - - ### Exercise 3 - Did you want to make your program even better? Great! In the previous program you could only calculate the mean grade of 1 subject, but it would be better if you could calculate the mean grade for all subjects you want! - We won't tell you how to do it, but we will give you one tip: Start your code in line 1 with: define calculate_mean_grade with subject. - example_code: | - ``` - # Use your own code from the previous adventure. - ``` clear_command: - name: '{clear}' - default_save_name: clear_command description: clear command - levels: - 4: - story_text: | - Time for a new command! With `{clear}` you can clear all the text form your output screen. This way you can prevent your screen getting too full of text. - Beware! If you are using a `{clear}` command, you might need to use a `{sleep}` above it. Otherwise Hedy will clear your screen without giving you the time to read as you can see in the example! - example_code: | - ``` - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'wait for it...' - {sleep} 3 - {clear} - {print} 'SURPRISE!' - ``` debugging: - name: debugging - default_save_name: debugging - description: debugging adventure levels: - 1: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will show you code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} I love programming - Do you love programming too? - {echo} - {print} What are your hobbies? - {echo} Your hobbies are - ``` - 2: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - destination {ask} Where are you going on holidays? - {print} The flight to dstination leaves at 3 pm. - {ask} Did you check in your luggage yet? - {echo} - {print} Let me print your boarding pass for you. - {sleep} - Here you go! Have a nice trip! - ``` 3: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -849,80 +376,12 @@ adventures: tomorrows_movie {is} movie_choices {at} {random} I'll go get the popcorn! {print} ``` - 4: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Welcome to the online library! - {ask} What genre of books do you like? - {print} You like genre - author {is} {ask} 'Who's your favorite author?' - {print} 'author is your favorite author' - {print} Hmmm... i think you should try... books {at} {random} - ``` - 5: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} Welcome to Swimming Pool Hedy! - class {is} {ask} 'Are you here to join a class today?' - {if} class yes - {print} 'Great! You're joining a class! - {print} {else} 'You will not be joining a class' - discount {is} 'Do you have a discount code?' - {if} discount {is} yes - discount_answer {is} {ask} 'What's your discount code?' - discount_codes = Senior4231, Student8786, NewMember6709 - {if} discount_answer {is} {in} discount_cods - {print} 'That will be $3,50' - 'That will be $5,50' - {print} 'Have a nice swim!' - ``` - 6: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Vending machine' - chosen_product = {ask} 'Please select a product' - 1_dollar_products = coke orange juice water - 2_dollar_products = chocolate, cookie, museli bar - 3dollar_prodcuts = potato chips, beef jerky, banana bread - {if} chosen {is} {in} 1_dollar_products - price = 1 - {if} chosen_product {is} 2_dollar_products - price = 2 - {else} chosen_product {in} 3_dollar_products - price = 3 - amount_of_products = '{ask} How many of ' chosen_product would you like to have?' - total = price + amount_of_product - {print} 'That will be $' price 'please' - ``` 7: story_text: |- ### Exercise Surprise! This program looks more like an output than a code. And yet, we don't want you to just add `{print}` commands in front of each line. Fix this program to turn it into the nursery rhyme 'Brother John (Frère Jaques)' by using the {repeat} command of course! - example_code: | - **Warning! This code needs to be debugged!** - ``` - Are you sleeping? - Brother John! - Morning bells are ringing! - Ding, dang, dong! - ``` 8: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -945,9 +404,6 @@ adventures: {print} 'Thank you! Byebye!' ``` 9: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -970,9 +426,6 @@ adventures: price = amount * 6 {print} 'That will be 'price dollar' please' 10: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1021,9 +474,6 @@ adventures: print month i ``` 12: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1049,9 +499,6 @@ adventures: call greet_costumer ``` 13: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1081,9 +528,6 @@ adventures: print 'No problem!' ``` 14: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1130,9 +574,6 @@ adventures: else 'no problem' 15: - story_text: |- - ### Exercise - Debug this random children's story. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1167,10 +608,6 @@ adventures: print The End ``` 16: - story_text: |- - ### Exercise - Debug this code. Good luck! - Tip: Make sure that you only see your score once in the end. example_code: | **Warning! This code needs to be debugged!** ``` @@ -1189,9 +626,6 @@ adventures: ``` 17: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1224,9 +658,6 @@ adventures: print 'Thanks for ordering!' ``` 18: - story_text: |- - ### Exercise - Debug this Old MacDonald program from level 16. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1257,28 +688,6 @@ adventures: Попробуйте выполнить код самостоятельно с помощью зеленой кнопки "Выполнить код" под полем программирования. Вы Готовы? Тогда перейдите на следующую вкладку чтобы выучить вашу первую команду! - example_code: | - ``` - {print} Hello world! - ``` - 2: - story_text: | - Congratulations! You've reached level 2. Hopefully you've already made some awesome codes! - In the first level you might've notice that the `{echo}` command can only save one bit of information at a time. - For example in the restaurant adventure, you could echo what the costumer wanted to eat, or what they wanted to drink, but not both in one sentence. - - That changes in level 2. In level 2 you'll learn to work with variables, that allow you to save multiple pieces of information and print them in any place you want. - So let's go to the next tab! - example_code: | - **Warning! This code does not work!** - In Hedy commands will change sometimes. `{echo}` for example only works in level 1. In this level you'll learn a better way to echo answers back. - ``` - {print} Welcome at Hedy's - {ask} What would you like to eat? - {echo} So you want - {ask} what would you like to drink? - {echo} So you want - ``` 3: story_text: | In level 3 you can make a list. You can let the computer choose something random from the list. You do that with `{at} {random}`. @@ -1375,10 +784,6 @@ adventures: {for} animal {in} animals {print} 'I love ' animal ``` - 11: - story_text: | - You have reached level 11, you're doing great! In the higher levels, Hedy is focussing more and more on teaching you the programming language Python. - In Python there is no `{repeat}` command, but there is a command that works like {repeat}. Are you curious to find out how to say `{repeat}` in Python language? Quickly go on to find out! 12: story_text: |- **Десятичные числа** @@ -1542,30 +947,6 @@ adventures: {print} игрок ' бросает ' выбор {at} {random} {sleep} ``` - 15: - story_text: | - ### Exercise - In this level you can create a little game in which you'll have to throw 6 as fast as possible. - We have started the code, it's up to you to get the game to work! - - Firstly, add a `{while}` loop that checks if 6 has been thrown or not. - As long as you haven't thrown 6 already, throw the dice on a random number. - Print what the player has thrown. - Add a try to the amount of tries - Wait a second before you throw again, or - in case you've thrown a 6 - before the game ends. - example_code: | - ``` - options = 1, 2, 3, 4, 5, 6 - {print} 'Throw 6 as fast as you can!' - thrown = 0 - tries = 0 - _ - _ - _ - _ - _ - {print} 'Yes! You have thrown 6 in ' tries ' tries.' - ``` dishes: name: Блюда? default_save_name: Блюда @@ -1656,14 +1037,9 @@ adventures: {print} имена {at} {random} ''моет посуду в '' день ``` elif_command: - name: '{elif}' - default_save_name: elif description: elif levels: 17: - story_text: | - In this level you can also use a new command: `{elif}`. `{elif}` is a combination of the keywords `{else}` and `{if}` and you need it when you want to make 3 (or more!) options. - Check it out! example_code: | ``` prices = ['1 million dollars', 'an apple pie', 'nothing'] @@ -1677,63 +1053,13 @@ adventures: {print} 'Better luck next time..' ``` for_command: - name: '{for}' - default_save_name: for description: for command levels: - 10: - story_text: |- - ## For - In this level we learn a new code called `{for}`. With `{for}` you can make a list and use all elements. - `{for}` creates a block, like `{repeat}` and `{if}` so all lines in the block need to start with 4 spaces. - example_code: | - ``` - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - ``` - story_text_2: | - ### Exercise - Finish this code by adding `{for} action {in} actions` to line 2. - example_code_2: | - ``` - actions = clap your hands, stomp your feet, shout Hurray! - _ - {repeat} 2 {times} - {print} 'If youre happy and you know it, ' action - {sleep} 2 - {print} 'If youre happy and you know it, and you really want to show it' - {print} 'If youre happy and you know it, ' action - {sleep} 3 - ``` - 11: + 11: story_text: |- In this level, we add a new form of the `{for}`. In earlier levels, we used `{for}` with a list, but we can also use `{for}` with numbers. We do that by adding a variable name, followed by `{in}` `{range}`. We then write the number to start at, `{to}` and the number to end at. Try the example to see what happens! In this level again, you will need to use indentations in lines below the `{for}` statements. - example_code: | - ``` - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - ``` - 17: - story_text: | - Now we are going to change indentation a little bit. Every time that we need an indentation, we need `:` at the line before the indentation. - example_code: | - ``` - {for} i {in} {range} 1 {to} 10: - {print} i - {print} 'Ready or not, here I come!' - ``` - 18: - story_text: | - Lastly, we'll turn `{for} i {in} {range} 1 to 5` into real Python code, like this: - example_code: | - ``` - {for} i {in} {range}(1,5): - {print} (i) - ``` fortune: name: Предсказатель default_save_name: Гадалка @@ -1763,16 +1089,6 @@ adventures: story_text: | В предыдущих уровнях вы создали свою первую машину для гадания, но Хеди не могла ничего предсказать, только {echo}. В этом уровне вы можете использовать переменную и команду `{at} {random}`{random}`, чтобы позволить Хеди действительно выбрать ответ за вас. Посмотрите, например, этот код: - example_code: | - ``` - {print} I’m Hedy the fortune teller! - question {is} {ask} What do you want to know? - {print} This is what you want to know: question - answers {is} yes, no, maybe - {print} My crystal ball says... - {sleep} 2 - {print} answers {at} {random} - ``` story_text_2: | Сейчас Хеди может ответить только "да", "нет" или "может быть". Можете ли вы дать Хеди больше вариантов ответа, например, "определенно" или "переспросить" 4: @@ -1893,27 +1209,8 @@ adventures: {print} fortunes {at} {random} ``` functions: - name: functions - default_save_name: functions - description: functions levels: 12: - story_text: | - In this level you'll learn how to use **functions**. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. - To create a function, use `{define}` and give the function a name. Then put all the lines you want in the function in a indented block under the `{define}` line. - Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use {call} with the function's name to call it up! We don't have to type that block of code again. - - Check out this example code of a game of Twister. The function 'turn' contains a block of code that chooses which limb should go where. - - ### Exercise - Finish this code by setting the 2 variables chosen_limb and chosen_color. - Then, choose how many times you want to call the function to give the twister spinner a spin. - - ### Exercise 2 - Improve your code by adding a variable called 'people'. Use the variable to give all the players their own command in the game. - For example: 'Ahmed, right hand on green' or 'Jessica, left foot on yellow'. example_code: | ``` sides = 'left', 'right' @@ -1950,25 +1247,7 @@ adventures: I dreamed that my Bonnie is dead Can you program this verse in the same way as the example? - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - ``` 14: - story_text: | - In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. - You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - - For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - - ### Exercise - Finish this code. We have already made the variable new_price for you, you only need to set it. - You should finish the line of code by calling the function that calculates the new price. example_code: | ``` {define} calculate_new_price {with} amount, percentage @@ -1982,219 +1261,6 @@ adventures: new_price = _ calculate_new_price {with} old_price, _ {print} 'The new price is ' new_price ' dollar' ``` - 18: - story_text: | - Let's make functions the Pythons way! To define a function, we no longer use: - - `{define} name_function {with} argument_1, argument_2:` - - but we use: - - `{def} name_function(argument_1, argument_2):`. - - - If you don't want to use arguments, you just leave the space between the parantheses empty. - To call a function, we don't need the `{call}` command anymore. You just type the name of the function. - example_code: | - ``` - {def} calculate_score(answer, correct_answer): - {if} answer == correct_answer: - score = 1 - {elif} answer == '?': - score = 0 - {else}: - score = -1 - {return} score - - answer = {input} ('Where can you find the Eiffel Tower?') - correct_answer = 'Paris' - score = calculate_score(answer, correct_answer) - {print} ('Your score is... ', score) - ``` - guess_my_number: - name: Guess my number - default_save_name: guess my number - description: guess my number - levels: - 14: - story_text: | - In this level you can program the game 'Guess my number' - - ### Exercise - Fill in the correct symbols on the blanks to get the game to work. - example_code: | - ``` - {print} 'Guess my number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess _ number - {print} 'Lower!' - {if} guess _ number - {print} 'Higher!' - {if} guess _ number - {print} 'You win!' - game = 'over' - ``` - hangman: - name: Hangman - default_save_name: Hangman - description: Guess the word - levels: - 17: - story_text: | - In this adventure we program a game of hangman. First we make some preparations, then we program the game and in the third part we add a drawing with the turtle. - - ### Exercise - ***Set the variables*** In this game of hangman, Player 1 chooses an answer and Player 2 has to guess the letters in this answer. - To let the computer know all the letters in the word, we will turn the answer into a list of letters. We also do this with the guesses Player 2 makes. - We will start the game with 2 empty lists. We have made an empty list for the variable answer for you. Now make an empty list for guessed_letters as well. - Then we fill in how many mistakes were made. At the start of the game, this should be 0. - The variable `amount_letters` tells us how many letters are in the answer. Ask Player 1 to tell us how many letters their word has. - Lastly we tell the computer if the game is over. We use the variable `game_over` and set it to `False`. - - ***Choosing the answer*** We want Player 1 to be able to choose the answer. We'll ask them, as many times as necessary, what the next letter is. - Then we add that letter to the answer. Lastly, we add an empty _ to the list of guessed letters, so we get as many _s as there are letters in the answer. - - ***Player 2's turn*** - Tell Player 2 its their turn. Then tell Player 2 how many letters there are in the answer. Finally, print the list of `guessed_letters`. - - ***Go to the next tab*** Now that all the starting variables are set, we can start programming the game itself. Check out the next tab to learn how! - example_code: | - ``` - print 'Hangman!' - - # Set the variables - answer = [] - guessed_letters = _ - mistakes_made = _ - amount_letters = {ask} _ - _ = 'False' - - # Choosing the answer - {for} _ - letter = {ask} 'Player 1, what is letter ' i '?' - _ - {add} '_' {to} _ - - # Player 2 turn - print _ - print _ - print guessed_letters - ``` - hangman_2: - name: Hangman 2 - default_save_name: Hangman_2 - description: Hangman 2 - levels: - 17: - story_text: | - Now it's time to program the hangman game. - - ### Exercise - - ***Paste your code*** Copy your code from the previous tab and paste the code in the programming field. - - ***The game*** This games continues playing until Player 2 is game over. Fill in the while command accordingly. Now, Player 2 is allowed to guess a letter, so ask Player 2 to guess a letter. - We need to check if their answer is correct, so check if their `guess` is (somewhere) in the (list) `answer`. Then we let the computer figure out which of the letter(s) is the guess. We have already programmed that part for you. - Next we want to compliment the player for finding a correct letter and we want to print the list `guessed_letters`, so the player can see their progress. - - The next part we're going to program is what happens when the player has guessed all of the letters. So if their list of `guessed_letters` is the same as our list `answer`. - If the lists are the same, congratulate Player 2 with their victory and set the variable `game_over` to `True`. - - Next we'll program what happens when Player 2 guesses wrong (so the `{else}` command). First, tell the player that their guess was wrong. Then increase the `mistakes_made` variable by 1. - - For the last part we'll program what happens when Player 2 has made 10 mistakes. We'll print that Player 1 has won the game. Then we'll print the correct answer. And finally, we'll set our `game_over` variable to `True`, so the game stops. - - ***Go to the next tab*** Amazing work! Your game is playable, but wouldn't it be fun if the hangman was actually drawn when Player 2 makes a mistake..? - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - guess = _ - {if} _ - {for} i {in} {range} 1 {to} amount_letters: - if answer[i] == guess: - guessed_letters[i] = guess - {print} _ - {if} guessed_letters == _: - {print} _ - game_over = _ - {else}: - {print} _ - mistakes_made _ - {if} _ == 10: - {print} _ - {print} _ - _ - ``` - hangman_3: - name: Hangman 3 - default_save_name: Hangman_3 - description: Hangman 3 - levels: - 17: - story_text: | - In a game of hangman the mistakes are shown by drawing a part of the hangman each time a mistake has been made. - We now add those drawings with our turtle! - - ### Exercise - ***Create a function that draws the hangman*** Create a function that draws the hangman in 10 steps. We have already made step 1 for you. - - ***Test the function*** Test the function by calling the function with 10. If you are happy with the function, remove the line that calls the function for now. We will call the function when the player makes a mistake. - - ***Paste your hangman game under your function*** Go back to the previous tab and copy your hangman game. Paste the game underneath your function. - - ***Call the function when the player makes a mistake*** Under the line `mistakes_made = mistakes_made + 1` we will call the function. We want the turtle to take the same amount of steps as the player has made mistakes, so we call the function with `mistakes_made` as argument. - - ***Enjoy your game!*** -
- The hangman could look like this -
- example_code: | - ``` - # Create a function that draws the hangman - {define} draw_hangman {with} step: - {if} step == 1: - {color} white - {forward} -100 - {turn} 90 - {forward} -50 - {color} black - {forward} 100 - {forward} -50 - - {if} step == 2: - _ - # Paste your hangman game here - - ``` - harry_potter: - name: Harry Potter - default_save_name: Harry Potter - description: Harry Potter adventures - levels: - 10: - story_text: | - ### Exercise - We can also make a Harry Potter themed fortune teller. Fill in blanks such that 9 lines are printed. - **Extra** Change the theme of the fortune teller into something else, such as your favorite book, film or tv show. - example_code: | - ``` - houses = Gryffindor, Slytherin, Hufflepuff, Ravenclaw - subjects = potions, defence against the dark arts, charms, transfiguration - fears = Voldemort, spiders, failing your OWL test - names = Harry, Ron, Hermione - _ - _ {print} name ' is placed in ' houses {at} {random} - _ {print} name ' is great at ' subjects {at} {random} - _ {print} name 's greatest fear is ' fears {at} {random} - ``` haunted: name: Дом с привидениями default_save_name: Дом с привидениями @@ -2206,21 +1272,6 @@ adventures: Если вы выберете правильную дверь, вы выживете, но если нет, то страшный монстр может... На первом уровне мы начинаем игру в дом с привидениями с придумывания страшной истории и спрашиваем игрока, какое чудовище он увидит в доме с привидениями. - example_code: | - ``` - {print} How did I get here? - {print} I remember my friend telling me to go into the old mansion... - {print} and suddenly everything went black. - {print} But how did I end up on the floor...? - {print} My head hurts like Ive been hit by a baseball bat! - {print} What's that sound? - {print} Oh no! I feel like Im not alone in this house! - {print} I need to get out of here! - {print} There are 3 doors in front of me.. - {ask} Which door should i pick? - {echo} I choose door - {print} ...? - ``` story_text_2: | Сможете ли вы закончить страшную историю? Или придумать свою собственную историю о доме с привидениями? 2: @@ -2257,17 +1308,6 @@ adventures: В предыдущих уровнях вы сделали вступление к игре "Дом с привидениями", но, как вы могли заметить, история всегда имела ужасный конец. В этом уровне вы можете сделать свою историю более интерактивной, изменив исход игры; иногда вас съедят, иногда вы сбежите! Пусть Хеди решает случайным образом! - example_code: | - ``` - _ Escape from the haunted house! - _ There are 3 doors in front of you... - _ _ _ Which door do you choose? - _ You picked door ... choice - monsters _ a zombie, a vampire, NOTHING YOUVE ESCAPED - _ You see... - {sleep} - _ _ _ _ - ``` 4: story_text: | В этом уровне вы узнаете, как использовать кавычки в своих играх. @@ -2305,27 +1345,6 @@ adventures: ``` 9: story_text: "В этом уровне вы можете использовать вложенность, которая позволяет сделать дом с привидениями еще более интерактивным!\n\n### Упражнение\n Сейчас очень трудно выиграть в этой игре, можете ли вы сделать так, чтобы выиграть было легче?\nИзмените свой код так, чтобы в нем была только одна неправильная дверь и две правильные, а не одна правильная дверь и две неправильные? \nПодсказка: Это означает замену переменной correct_door на wrong_door, а также изменение кода `{if}` и `{else}`.\nИ, конечно, вы можете изменить историю и сделать ее своей. Измените монстров или сделайте это счастливым игровым шоу, в котором вы получаете подарок!\n" - example_code: | - ``` - {print} 'Escape from the Haunted House!' - player = alive - doors = 1, 2, 3 - monsters = zombie, vampire, giant spider - {repeat} 3 {times} - {if} player {is} alive - correct_door {is} doors {at} {random} - {print} 'There are 3 doors in front of you...' - chosen_door = {ask} 'Which door do you choose?' - {if} chosen_door {is} correct_door - {print} 'No monsters here!' - {else} - {print} 'You are eaten by a ' monsters {at} {random} - player = dead - {else} - {print} 'GAME OVER' - {if} player {is} alive - {print} 'Great! You survived!' - ``` 11: story_text: "В этом уровне мы изменили команду `{for}`, чтобы сообщить игроку, где он находится. \n\n### Упражнение 1\nЗавершите программу, чтобы игрок знал, в какой комнате он находится.\n\n### Упражнение 2\nПревратите программу в приключение, выполнив следующие шаги:\n\n1. Составьте список вариантов действий (например: борьба или бегство).\n2. Убедитесь, что игрок может выбрать вариант с `{ask}`\n3. Ответ правильный? Тогда они могут перейти к следующему монстру. Ответили неправильно? Сообщите игроку об этом с помощью `{print}`. \n\n**(дополнительно)** Если вы сделали неправильный выбор, монстр все равно будет показан! Как вы можете это изменить?\n" example_code: | @@ -2350,188 +1369,16 @@ adventures: {if} игрок {is} живой {print} 'Отлично! Вы выжили! ``` - 14: - story_text: | - ### Exercise - In this level you can use the `<` and `>` symbol to introduce lives to your game. - Make sure the player loses a life when they come across the wrong monster and that the game stops if you have no lives left. - example_code: | - ``` - {print} 'Escape from the haunted house' - lives = 3 - doors = 1, 2, 3 - monsters = 'the wicked witch', 'a zombie', 'a sleeping 3 headed dog' - {for} i {in} {range} 1 {to} 10 - {if} lives _ - good_door = doors {at} {random} - monster = monsters {at} {random} - chosen_door = {ask} 'Which door do you choose?' - {if} good_door == chosen_door - {print} 'You have chosen the correct door' - {else} - {print} 'You see...' monster - {if} monster == 'a sleeping 3 headed dog' - {print} 'Pffieuw.... Its asleep' - {else} - {print} 'You lose one life' - lives = _ - {else} - {print} 'GAME OVER' - ``` - 16: - story_text: | - ### Exercise - This haunted house game uses the connection between the lists you can use in this level. - For example: all the properties that belong to the zombie are first in all the lists, witch second and vampire third. - Check out the code and fill in `weapons[i]`, `monsters[i]` , `bad_fate[i]`, `good_fate[i]`, `hint[i]` on the correct blanks to get the code to work! - example_code: | - ``` - numbers = [1, 2, 3] - i = numbers[{random}] - hint = ['growling', 'a cackling laugh', 'fluttering batwings'] - monsters = ['zombie', 'witch', 'vampire'] - bad_fate = ['Your brain is eaten', 'You are forever cursed', 'You are bitten'] - good_fate = ['You throw the ham. The zombie is distracted and starts eating it.', 'You set the curtains on fire. The witch flees out of fear for the fire', 'The vampire hates garlic and flees'] - weapons = ['ham', 'lighter', 'garlic'] - {print} 'You are standing in front of an old mansion' - {print} 'Something is not right here' - {print} 'You hear ' _ - {print} 'You are going to explore it' - {print} 'You enter the kitchen and see a lighter, a raw ham and a garlic.' - your_weapon = {ask} 'What do you bring with you?' - {print} 'With your ' your_weapon ' you enter the living room' - {print} 'There you find a ' _ - needed_weapon = _ - {if} your_weapon == needed_weapon - {print} 'You use your ' your_weapon - {print} _ - {print} 'YOU WIN!' - {else} - {print} 'You have chosen the wrong weapon...' - {print} _ - {print} 'GAME OVER' - ``` - hotel: - name: hotel - default_save_name: hotel - description: hotel - levels: - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, and you've learned how to combine it with an {ask}. - You might have wondered why you would use functions, because the functions in the example were only one line of code. - Now we will show you what a bigger function looks like and we will use multiple agruments now as well. You'll see how much better it is to use a function once the function gets bigger. - Here is an example of a function with arguments combined with {ask} commands. - example_code: | - ``` - {define} welcome_message {with} title, last_name, country, room_number - {print} 'Welcome to Hotel Hedy, ' title ' ' last_name - nice_trip {is} {ask} 'Did you have a nice trip from, ' country '?' - {if} nice_trip {is} 'yes' - {print} 'Lovely!' - {else} - {print} 'Sorry to hear that.' - {print} 'Hopefully you can take a nice rest in you room.' - {print} 'Your room number is ' room_number - - {print} 'Hello. Please fill in your information to check in.' - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - ``` - - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 if_command: - name: '{if} & {else}' - default_save_name: if_command description: Introducing the if command levels: - 5: - story_text: | - ## If... else.... - In level 5 there is something new, the `{if}`! With the `{if}` you can choose between two different options. - This code prints nice if you enter Hedy as a name, and boo! if you enter something else. - `{ask}` and `{print}` still work like they did in level 4. - example_code: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' {else} {print} 'boo!' - ``` - story_text_2: | - Sometimes code with an `{if}` gets really long and does not fit on the line well.
You may also divide the code over two lines, starting the second line at the `{else}` like this: - example_code_2: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - ``` - story_text_3: | - ### Exercise - Try to create your own code with `{if}` and `{else}`. You can use the example code if you want. - example_code_3: | - ``` - answer {is} {ask} '2 + 2 = ?' - _ _ _ 4 _ 'Great job!' - _ _ 'No 2 + 2 = 4' - ``` - 8: - story_text: | - ## If... Else... - You have learned to repeat a block of lines of code after a `{repeat}` command. - Now you can also use indentation to make blocks after a {if} or {else} command. - Check out the example code. - - ### Exercise - Add an {else} command to the example code. Make a block of line using indentation. You do this by starting each line with 4 spaces. - example_code: | - ``` - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {print} 'You can play on your computer!' - ``` 9: story_text: | In this level you can also put an {if} command inside another {if} command. - example_code: | - ``` - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - ``` in_command: - name: '{in}' - default_save_name: in_command description: Introducing the in command levels: 5: - story_text: | - ## Lists - When we want to check if something is in a list, we can now use the `{in}` command. - This code prints pretty! if you choose green or yellow, and meh otherwise. - example_code: | - ``` - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - ``` - story_text_2: | - ### Exercise - Finish the example code by filling in the blanks with commands that you've learned. - When you've finished the code, try to create a code of your own and use a question that you've thought of yourself. example_code_2: | ``` animals is dog, cow, sheep @@ -2540,62 +1387,21 @@ adventures: _ _ 'My favorite animals are dogs, cows and sheep' ``` is_command: - name: '{is}' - default_save_name: is_command description: introducing is command levels: 2: - story_text: | - ## Variables - You can name a word with `{is}`. This is called a **variable**. In this example we made a variable called name and a variable called age. You can use the word name anywhere in your code and it will be replaced by Hedy, like this: - example_code: | - ``` - name {is} Hedy - age {is} 15 - {print} name is age years old - ``` story_text_2: | ### Exercise Time to make your own variables! In the example code we made an example of the variable `favorite_animal`. In line 1 the variable is set, and in line 2 we haved used the variable in a print command. Firstly, finish our example by filling in your favorite animal on the blank. Then make at least 3 of these codes yourself. Pick a variable, and set the variable with the {is} command. Then use it with a {print} command, just like we did. - example_code_2: | - ``` - favorite_animal {is} _ - {print} I like favorite_animal - ``` - 6: - story_text: | - We also make a change in storing a word in a variable! You may now use `=` instead of `{is}` when we store a name or a number in a variable, like this: - example_code: | - ``` - name = Hedy - answer = 20 + 4 - ``` 14: - story_text: | - We are going to learn more new items. You might know them already from mathematics, the `<` and `>`. - The `<` checks if the first number is smaller than the second, for example age `<` 12 checks if age is smaller than 12. - If you want to check if the first number is smaller or equal to the second, you can use `<=`, for example age `<=` 11. - The `>` checks if the first number is bigger than the second, for example points `>` 10 checks if points is larger than 10. - If you want to check if the first number is bigger or equal to the second, you can use `>=`, for example points `>=` 11. - You use these comparisons in an `{if}`, like this: example_code: | ``` age = {ask} 'How old are you?' {if} age > 12 {print} 'You are older than I am!' ``` - story_text_2: | - From this level on, if you want to compare exactly, you can use two equal signs. This is what most programming languages do: - example_code_2: | - ``` - name = {ask} 'What is your name?' - {if} name == 'Hedy' - {print} 'You are cool!' - ``` - story_text_3: | - You can also compare if something is *not* equal to something else using `!=` like this: example_code_3: | ``` name = {ask} 'What is your name?' @@ -2617,49 +1423,9 @@ adventures: Создайте свою собственную программу для тренировки словарного запаса на новом языке. Можете ли вы сделать эту программу для другого языка? Или вы можете добавить больше слов во французскую программу? - example_code: | - ``` - {print} 'Learn French!' - cat {is} {ask} '🐱' - {if} cat {is} chat {print} 'Terrific!' - {else} {print} 'No, cat is chat' - frog {is} {ask} '🐸' - {if} frog {is} grenouille {print} 'Super!' - {else} {print} 'No, frog is grenouille' - ``` - 16: - story_text: | - ### Exercise - Take a look at the example code. This is a program to practise French vocabulary. Now make your own program to practice your vocabulary in a new language. - If you don't know any other languages, you can use Google translate or you can use emojis and your native language. - example_code: | - ``` - french_words = ['bonjour', 'ordinateur', 'pomme de terre'] - translation = ['hello', 'computer', 'potato'] - score = 0 - {for} i {in} {range} 1 {to} 3 - answer = {ask} 'What does ' french_words[i] ' mean?' - correct = translation[i] - {if} answer == correct - {print} 'Correct!' - score = score + 1 - {else} - {print} 'Wrong, ' french_words[i] ' means ' translation[i] - {print} 'You gave ' score ' correct answers.' - ``` maths: - name: maths - default_save_name: maths - description: Introducing maths levels: 6: - story_text: | - In this level you learn something new: you can now also calculate. - - The plus is easy, you write it like with math: `5 + 5` for example. The minus also works fine, it is `5 - 5`. - - The times is a bit different, because there is no times symbol on your keyboard. Just search, there really isn't! - That is why we multiply with the asterisk above 8: `5 * 5`. Read that as "5 times 5" that helps you remember it best. example_code: | ``` {print} '5 plus 5 is ' 5 + 5 @@ -2667,17 +1433,6 @@ adventures: {print} '5 times 5 is ' 5 * 5 ``` 12: - story_text: |- - **Decimal numbers** - So far, Hedy did not allow for decimal numbers like 1.5, but now we do allow that. Note that computers use the `.` for decimal numbers. - example_code: | - ``` - {print} 'Two and a half plus two and a half is...' - {print} 2.5 + 2.5 - ``` - story_text_2: |- - **Maths with words** - In this level you can also do addition with words like this: example_code_2: | ``` a = 'Hello ' @@ -2687,410 +1442,29 @@ adventures: {print} 2.5 + 2.5 music: - name: music - default_save_name: music - description: Play a tune! + levels: + 6: + story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\n This calls for musical maths! Try out the example code a couple of times with different starting numbers. \nThen, see if you can compose a song using the numbers.\n" + parrot: + name: Попугай + default_save_name: Попугай + description: Создайте своего собственного онлайн-попугая, который будет копировать вас! levels: 1: - story_text: |- - In this level you'll learn how to use the `{play}` command to play a tune! - - Type `{play}` followed by the note you want to play. The scale goes C-D-E-F-G-A-B. - As you can see there are 7 different letters, but we can play more than just 7 notes. - Type a number between 1 and 10 behind the letter to choose the scale, for example after B4 comes C5. - C1 is the lowest note you can play, C10 is the highest. - - ### Exercise - Try out the example code and then play around with it! Can you create your own melody? - In the next level you'll learn how to play some existing songs. - example_code: |- - ``` - {play} C4 - {play} D4 - {play} E4 - {play} F4 - {play} G4 - {play} A4 - {play} B4 - {play} C5 - ``` - 2: story_text: | - ### Exercise - Finish the songs! We have started the codes for some melodies. + Создайте своего собственного онлайн-попугая, который будет копировать вас! example_code: | ``` - {print} Old Mac Donald had a farm - {play} C5 - {play} C5 - {play} C5 - {play} G4 - {play} A4 - {play} A4 - {play} G4 + {print} Я попугай Хеди + {ask} Как тебя зовут? + {echo} + {echo} ``` - story_text_2: As you can see, you can also use the `{sleep}` command to add a little pause in the song. - example_code_2: | - ``` - {print} Twinkle Twinkle Little Star - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} 1 - {play} F - {play} F - ``` - 3: - story_text: | - Create a random melody! - - ### Exercise - The example code creates a random melody, but it's very short and not many notes are used. - Add more notes to the list and create a longer melody by copying the last line a couple more times. - example_code: | - ``` - notes {is} A4, B4, C4 - {play} notes {at} {random} - {play} notes {at} {random} - {play} notes {at} {random} - ``` - 4: - story_text: | - Use the `{clear}` command to create a karaoke machine! - - ### Exercise - Finish the karaoke version of 'Mary had a little lamb'. - Then, create a karaoke version of any song you'd like! - example_code: | - ``` - {print} 'Mary had a little lamb' - {play} E - {play} D - {play} C - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Little lamb, little lamb' - {play} D - {play} D - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Mary had a little lamb' - {play} E - ``` - 5: - story_text: | - You don't always have to use the `{play}` command to play a whole song, sometimes you just want to play one note. - For example, if you want to make a quiz, you can play a happy high note if the answer is right and a sad low note if the answer is wrong. - - ### Exercise - Finish the first question by adding a line of code that plays a C3 note if the wrong answer is given. - Then think of 3 more questions to add to this quiz. - example_code: | - ``` - answer {is} {ask} 'What is the capital of Zimbabwe?' - {if} answer {is} Harare {play} C6 - _ - ``` - 6: - story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\n This calls for musical maths! Try out the example code a couple of times with different starting numbers. \nThen, see if you can compose a song using the numbers.\n" - example_code: | - ``` - number = {ask} 'Say a starting number between 1 and 67' - {print} number - {play} number - number = number + 1 - {print} number - {play} number - number = number + 1 - {print} number - {play} number - ``` - 7: - story_text: | - Using the `{repeat}` command can make your codes for melodies a lot shorter! - - ### Exercise - Finish the code for Twinkle Twinkle Little Star by using the `{repeat}`command. - Then go back to the songs you've made in the previous levels. Can you shorten those codes too? - example_code: | - ``` - {print} 'Twinkle Twinkle Little Star' - {repeat} 2 {times} {play} C4 - {repeat} 2 {times} {play} G4 - _ - ``` - 8: - story_text: | - Now that we can use the `{repeat}` command for multiple lines, we can make songs even more easily! - - ### Exercise - Finish the song of Brother John (Frère Jacques). Don't forget to use `{repeat}`! - example_code: | - ``` - {print} 'Brother John' - {repeat} 2 {times} - {play} C - {play} D - {play} E - {play} C - {repeat} 2 {times} - {play} E - {play} F - {play} G - {sleep} 1 - ``` - 9: - story_text: | - From this level on you can - among other things - use a {repeat} command inside a {repeat} command. - That makes songs like 'Happy birthday' even shorter! - - ### Exercise - Finish the song! - example_code: | - ``` - first_time = yes - {repeat} 2 {times} - {repeat} 2 {times} - {play} C - {play} D - {play} C - {if} first_time {is} yes - {play} F - {play} E - first_time {is} no - {else} - _ - ``` - 12: - story_text: | - Use functions in your songs! As you can see in the example code, you can make a function for each line of Twinkle Twinkle Little Star. Once you've programmed the first three lines, all you have to do is call the functions in the order you want them played in. - - ### Exercise - Finish the song of Twinkle Twinkle Little Star. - Then look back at all the songs you've programmed in the levels before, can you make those codes better and shorter using functions too? - example_code: | - ``` - {define} first_line - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} - - {define} second_line - {play} F - {play} F - {play} E - {play} E - {play} D - {play} D - {play} C - {sleep} - - {define} third_line - {play} G - {play} G - {play} F - {play} F - {play} E - {play} E - {play} D - {sleep} - - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - ``` - 13: - story_text: | - You can use a function with an argument for songs that have line that are almost the same, but slightly different each time. - One example is the song 'Yankee Doodle'. The first 4 notes of the first lines are the same, but each time they are followed by a different couple of notes. - - ### Exercise - Can you finish the song of Yankee Doodle? - Can you think of another song to program this way? - example_code: | - ``` - {print} 'Yankee Doodle' - {define} _ {with} note_1, note_2, note_3 - {play} C4 - {play} C4 - {play} D4 - {play} E4 - {play} _ - {play} _ - {play} _ - - {call} line_1 {with} 29, 31, 30 - {call} line_1 {with} 29, 28, 0 - {call} line_1 {with} 32, 31, 30 - - {play} C4 - {play} B3 - {play} G3 - {play} A3 - {play} B3 - {play} C4 - {play} C4 - ``` - 14: - story_text: | - You can program music for fun, but you can also use the musical notes to make something useful like a fire alarm! - - ### Exercise - Make sure the fire alarm rings when there is a fire! - example_code: | - ``` - {define} fire_alarm - {print} 'FIRE!' - note = 40 - {for} i {in} {range} 1 {to} 100 - {if} note _ 50 - note = note + 5 - {play} _ - {else} - note = 40 - - fire = {ask} 'Is there a fire?' - {if} fire _ 'yes' - {call} fire_alarm - ``` - 15: - story_text: | - **Warning** This adventure can become extremely annoying! - We can also use the {while} command to repeat a song forever. - - ### Exercise - Finish the never-ending song. - example_code: | - ``` - {define} song - {play} _ - - yes_or_no = {ask} 'Do you want to hear my never-ending song?' - {while} yes_or_no = 'yes' - {call} song - {print} '🥳' - ``` - 16: - story_text: | - Upgrade your Old MacDonald code! - - ### Exercise - Take your code from the 'Sing a Song' adventure and add musical notes to it! - You can make a function for each line in the song and call that function after the line is printed. - We defined the first line for you and called it in the code. Can you finish the whole song? - example_code: | - ``` - {define} line_1 - {for} i {in} {range} 1 {to} 3 - {play} G - {play} D - {for} i {in} {range} 1 {to} 2 - {play} E - {play} D - - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - for i in range 1 to 3 - animal = animals[i] - sound = sounds[i] - print 'Old MacDonald had a farm' - call line_1 - print 'E I E I O!' - _ - ``` - 17: - story_text: | - You can use the {elif} to create different options. - - ### Exercise - Firstly, add colons to get the code to work. - Then finish this code by adding at least 2 other songs for other moods. For example a happy song and an angry song. - example_code: | - ``` - {define} scary_song - {for} i {in} {range} 1 {to} 3 - {play} G - {play} E - {sleep} 2 - {for} i {in} {range} 1 {to} 3 - {play} F - {play} D - - mood = {ask} 'Which emotion are you feeling?' - {if} mood {is} 'fear' - {call} scary_song - {elif} _ - ``` - 18: - story_text: | - ### Exercise - Even in this last level of Hedy we can make some music! Be careful of all the syntax that is needed now. - Take a good look at how the functions are defined and called upon in the example code. - Finish the song! - example_code: | - ``` - {def} line_1(): - {for} i {in} {range}(1, 5): - {play} A - {play} D - {play} F - {play} A - - {def} line_2(): - {for} i {in} {range}(1, 5): - {play} G - {play} C - {play} E - {play} G - - {def} line_3(): - _ - - {print} ('The drunken sailor') - {print} ('What shall we do with the drunken sailor?') - line_1() - line_2() - line_3() - {print} ('Early in the morning') - ``` - parrot: - name: Попугай - default_save_name: Попугай - description: Создайте своего собственного онлайн-попугая, который будет копировать вас! - levels: - 1: - story_text: | - Создайте своего собственного онлайн-попугая, который будет копировать вас! - example_code: | - ``` - {print} Я попугай Хеди - {ask} Как тебя зовут? - {echo} - {echo} - ``` - story_text_2: | - ### Задача - Скопируйте код примера в своё поле для ввода нажав на жёлтую кнопку. - Можете ли вы заставить попугая задать другой вопрос? Заполните пробелы в примере! - **Дополнительное задание** Вы так же можете научить попугая задавать несколько вопросов. Допишите ещё несколько строк после своего кода. + story_text_2: | + ### Задача + Скопируйте код примера в своё поле для ввода нажав на жёлтую кнопку. + Можете ли вы заставить попугая задать другой вопрос? Заполните пробелы в примере! + **Дополнительное задание** Вы так же можете научить попугая задавать несколько вопросов. Допишите ещё несколько строк после своего кода. example_code_2: | ``` {print} Я попугай Хеди @@ -3133,15 +1507,6 @@ adventures: ### Задача Допишите код программы, добавив кавычки вместо пробелов. - example_code: | - ``` - words {is} squawk, Hedy - {print} _ Train your parrot! _ - new_word {is} {ask} _ Which word do you want to teach them? _ - {add} new_word {to_list} words - {print} _ 🧒 Say _ new_word _, Hedy!_ - {print} _ 🦜 _ words {at} {random} - ``` 5: story_text: | Вознаградите своего попугая, если он произнесет правильное слово! @@ -3181,10 +1546,6 @@ adventures: {print} 'Ты можешь купить _ за _ недель' ``` 14: - story_text: | - ### Exercise - In this level you can let Hedy tell you if you have saved up enough money! - Finish this code by filling in the blanks! example_code: | ``` _ calculate_budget with wish, money, allowance @@ -3204,45 +1565,7 @@ adventures: {call} calculate_budget with _, _, _ ``` pressit: - name: Key presses - default_save_name: Pressed - description: Try linking a keyboard key to a command! levels: - 5: - story_text: | - In this level there is another new keyword: `{pressed}`! - With `{pressed}` you can use keys on your keyboard to control what lines are used. - - ### Exercise - Look at the example and add one more line of code that reacts to a key press. - example_code: | - ``` - {print} 'Do you want a good (g) or bad (b) ending?' - {if} g {is} {pressed} {print} 'They lived happily ever after ❤' - {else} {print} 'The prince was eaten by a hippopotamus 😭' - ``` - story_text_2: | - You can also link turtle commands to keys. - - ### Exercise - Copy the lines a few times so you can create a larger drawing. - example_code_2: | - ``` - {if} y {is} {pressed} {forward} 15 - {else} {turn} 90 - ``` - 7: - story_text: | - Now that you have learned about `{repeat}`, we can press keys multiple times. - You can use it to make the turtle walk forward and turn. - - ### Exercise - The code you have seen in level 5 only checks the key once. Copy the example code and add a `{repeat}` to it, so that you can press the keys many times. - Use this code to draw something nice. - example_code: | - ``` - {if} x {is} {pressed} {forward} 15 {else} {turn} 90 - ``` 9: story_text: | Now that you know how to combine statements, you can create a touch type tool with `{pressed}`. @@ -3250,54 +1573,13 @@ adventures: ### Exercise Finish the code. Each time a random letter should be chosen, which you have to press. You get a point for a correct press, and and two points deduction for a wrong press. **(extra)** Clear the screen after each letter, and show the user how many points they have scored. - example_code: | - ``` - points = 0 - letters = a, b, c, d, e - {repeat} 10 {times} - letter = _ _ _ - {print} 'Press the letter ' letter - {if} letter {is} {pressed} - _ - _ - _ - ``` print_command: - name: '{print}' - default_save_name: print - description: Introduction print command levels: 1: story_text: | ## Команда печати Ты можешь напечатать текст на экране с помощью команды `{print}`. - example_code: | - ``` - {print} Hi there, programmer! - {print} Welcome to Hedy! - ``` - story_text_2: | - ### Exercise - In Hedy you will find exercises in every adventure. An exercise allows you to practise the new commands and concepts, and lets you give your own twist to the example codes. - In this exercise you will see a pink blank space. You have to fill something in the place of the blank space before the code can be run. - - Fill in the `{print}` command in the blank space and then add five more lines of code. Each line has to start with a `{print}` command. - Have fun! - example_code_2: | - ``` - _ Hello! - ``` 18: - story_text: |- - We arrived at real Python code! That means we need to use parentheses with `{print}` and `{range}` from now on. - It also means you can use Hedy code from this level in any Python environment as long as you use the English commands. If you haven't until now, you can switch the toggle in the commands menu to do so. - example_code: | - ``` - {print}('Hello!') - {for} i {in} {range}(1, 10): - {print}('This is line ', i) - ``` - story_text_2: If you want to print more than one item, you need to separate them by commas. example_code_2: | ``` temperature = 25 @@ -3314,148 +1596,13 @@ adventures: story_text: | В этом приключении вы можете создать свою собственную викторину! Заполняйте пробелы, добавляйте новые вопросы и наслаждайтесь своей собственной викториной! Вы можете составить викторину о чем угодно: о своем хобби, любимом животном, любимой книге или вообще о чем угодно! - example_code: | - ``` - {print} 'Make your own quiz' - points_a = 0 - points_b = 0 - {print} 'Question' - {print} 'Answer option A' - {print} 'Answer option B' - answer = {ask} 'Which answer?' - {if} answer == 'A' - points_a = points_a + 1 - {if} answer == 'B' - points_b = points_b + 1 - {print} 'End of the quiz!' - {print} 'Lets see the results!' - {if} points_a > points_b - {print} 'You belong to the A club' - {if} points_b > points_a - {print} 'You belong to the B club' - ``` - quotation_marks: - name: '''quotation marks''' - default_save_name: quotation_marks - description: Introduction quotation marks - levels: - 4: - story_text: | - ## 'Quotation marks' - In level 4 `{ask}` and `{print}` have changed. - You must put text that you want to print between quotation marks. - This is useful, because now you can print all the words you want. Also the words you used to store something with `{is}`. - Most programming languages also use quotation marks when printing, so we are also getting a step closer to real programming! - example_code: | - ``` - {print} 'You need to use quotation marks from now on!' - answer {is} {ask} 'What do we need to use from now on?' - {print} 'We need to use ' answer - ``` - story_text_2: | - ## Contractions - Important! Mind that now that we're using quotation marks, Hedy will get confused when you use the apostrophe for contractions like I'm or What's. - Make sure to remove those apostrophes and change the spelling to I am or What is. - Check out the example code to see the wrong way of using apostrophes. - example_code_2: | - ``` - _ This is the wrong way of using apostrophes _ - {print} 'I'm babysitting my sister's kids' - {print} 'What's more fun than that?' - ``` - 12: - story_text: | - **All texts need to be in quotation marks** - For this level on you will also have to use quotation marks when storing a text with `=`: - example_code: | - ``` - name = 'Hedy the Robot' - {print} 'Hello ' name - ``` - story_text_2: | - **All items in lists need quotation marks too** - Lists are texts, so they need quotation marks too. Mind that each single item on the list has quotation marks. - This allows you to save two words as 1 item on the list, for example 'Black Widow'. - example_code_2: | - ``` - superheroes = 'Spiderman', 'Batman', 'Black Widow' - {print} superheroes {at} {random} - ``` - story_text_3: | - **All text after `{if}` comparisons need quotation marks too** - example_code_3: | - ``` - name = {ask} 'What is your name?' - {if} name = 'Hedy the Robot' - {print} 'Hi there!' - ``` - story_text_4: | - **Numbers don't need quotation marks** - For numbers, you do not use quotation marks in the `=`: - example_code_4: | - ``` - score = 25 - {print} 'You got ' score - ``` random_command: - name: '{random}' - default_save_name: random_command - description: introducing at random command levels: - 3: - story_text: | - ## At random - In this level you can make a list using the `{is}` command. You can let the computer choose a random item from that list. You do that with `{at} {random}`. - example_code: | - ``` - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - ``` - story_text_2: | - You can use the `{at} {random}` command in a sentence as well. - example_code_2: | - ``` - food {is} sandwich, slice of pizza, salad, burrito - {print} I am going to have a food {at} {random} for lunch. - ``` - story_text_3: | - ### Exercise - Try out the `{at} {random}` command by making your own gameshow (like the ones on tv) where you choose a door or suitcase and it contains a big price! - Can you do it? We have already put the first lines into the example code. - example_code_3: | - ``` - {print} The big gameshow! - {print} There are 3 suitcases in front of you... - chosen {is} {ask} Which suitcase do you choose? - prices {is} _ - _ - ``` 16: story_text: |- We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. For example: `friends[1]` is the first name on the list of friends, as you can see in the first part of the example code. The second part of the example code shows you that we can also match 2 lists using the variable i. - example_code: | - ``` - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - ``` - story_text_2: |- - Now that you've learned to use the brackets in lists, you can also start using the {at} {random} command in the Python way! - You simply type the name of your list with `[random]` behind it! - example_code_2: |- - ``` - fruit = ['apple', 'banana', 'cherry'] - {print} fruit[random] - ``` repeat_command: - name: '{repeat}' - default_save_name: repeat_command description: repeat command levels: 7: @@ -3465,23 +1612,6 @@ adventures: ### Exercise Play around with the repeat command. Can you make the happy birthday song in only 3 lines of code instead of 4 now? - example_code: | - ``` - {repeat} 3 {times} {print} 'Hedy is fun!' - ``` - 8: - story_text: | - ### Repeat commands and indentation - In this level you can repeat multiple lines of code with only 1 repeat command. - You do this by making a block of lines that you want to repeat. - The lines in this block will need **indentation** . - That means putting four spaces at the beginning of each line. You will also have to indent when you just want to create a block of one line. - example_code: | - ``` - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This is all repeated 5 times' - ``` 9: story_text: | Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... @@ -3497,47 +1627,12 @@ adventures: {else} {print} 'Maybe you should practice some more in the previous level' repeat_command_2: - name: '{repeat} 2' - default_save_name: repeat_command_2 description: repeat command 2 levels: 7: - story_text: | - ## Repeat with other commands and with variables - You have practiced the `{repeat}` command in combination with the `{print}` command now, but did you know you could also use other commands with `{repeat}` ? - In this example code you can see that `{repeat}` can also be used with an `{ask}`, `{if}` or `{else}` command. - example_code: | - ``` - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - ``` story_text_2: | Another interesting thing you can so with the `{repeat}` command is using variables to set the amount of times something should be repeated. In the example code you can see that we first ask the person how old they are. Then, in line 3, the question is repeated 'age' times. So we have used the variable 'age' with the `{repeat}` command. - example_code_2: | - ``` - {print} 'Yay! It is your birthday!' - age = {ask} 'How old are you now?' - {repeat} age {times} {print} 'Hip Hip Hurray!' - ``` - 8: - story_text: | - ### In the block or not? - In this level you have to think carefully which lines of code should be in the block and which shouldn't. - For example: If you want to sing the song *the muffin man*. You only want the line with 'the muffin man' to be repeated twice. - This means the last line shouldn't start with indentation as it doesn't belong to the block. - If you do start the last line with indentation the song will turn out wrong. - - ### Exercise - Each line in the example code starts with a blank. Remove the blanks and try to figure out which line need indentation and which don't to make the muffin man song. - example_code: | - ``` - _ {print} 'Do you know the muffin man?' - _ {repeat} 2 {times} - _ {print} 'The muffin man' - _ {print} 'Do you know the muffin man, who lives on Drury Lane?' - ``` restaurant: name: Ресторан default_save_name: Ресторан @@ -3870,16 +1965,6 @@ adventures: {print} игрок 1 выбирает... выбор {at} {random} {print} игрок 2 _ ``` - 4: - story_text: | - In this level we can further program rock, paper, scissors. But if you want to add text, you have to use quotation marks here too. - ### Exercise - Fill in quotation marks on the blanks. Mind that the variable `choices` should be outside the quotes. - example_code: | - ``` - choices {is} rock, paper, scissors - {print} _The computer chooses..._ choices {at} {random} - ``` 5: story_text: | В этом уровне мы можем определить, кто победил. @@ -3970,9 +2055,6 @@ adventures: _ ``` rock_2: - name: Rock, paper, scissors 2 - default_save_name: rock_2 - description: Part 2 of rock, paper, scissors levels: 2: story_text: | @@ -4022,151 +2104,13 @@ adventures: {else} {print} 'Отправиться на вокзал в 10.00' ``` - simon: - name: Simon Says - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - Let's make a game of Simon Says! Simon Says is a memory game in which the player will be given a color. They have to repeat that color back. - If they get it right a color is added to the sequence, so they now have to remember 2 colors, then 3, then 4 etc. the game stops as soon as the player makes a mistake. - - ### Exercise - In this first part of the Simon Says adventure, we'll let the computer pick a random color and add it to a list. - - ***Make 2 lists*** First, make a list called `colors` and fill it with the colors red, yellow, green and blue. - Then make a list called `simon_sequence`. This list will be used as the answer. - At the start of the game this lists need to be empty. unfortunately, we can't create an empty list (yet), so we'll fill it with the words 'empty' and 'list' and we'll remove them from the list immediately. - - ***Create a function that adds a color to the sequence*** Now that we have an empty list called simon_sequence, we can start filling it with random colors. - We do that with a function, so we can call it everytime there's a new level in our game. Create a function called `add_random_color`. - Then create the variable random_color and set it to a random color. Next, add this random color to the simon_sequence. - - ***Create a function that shows the simon_sequence*** Start by naming the new function `show_simon_sequence` with `level` as an argument. Now we want to show as many colors as the level we are in (in level 1 you see 1 color, in level 2 you see 2 colors etc). - So we repeat `level` times, to print the `simon_sequence[i]`. Each time a color is shown, wait for 1 second and then clear the screen. - - ***Test your program*** Before you go to the next level, test if the functions are working by calling both of the functions. If they're working you should see a random color in your output screen. - Remove this testing part of your code, copy the code and continue to the next tab to learn more about the simon says game! - example_code: | - ``` - # Make 2 lists - colors = _ - _ = ['empty', 'list'] - {remove} _ {from} simon_sequence - {remove} _ - - # Create a function that adds a color - _ add_random_color - _ - {add} _ - - # Create a function that shows the simon_sequence - {define} _ - {for} i {in} {range} 1 {to} _ - {print} _ - _ - _ - - # Test your program - {call} _ - {call} show_simon_sequence {with} 1 - ``` - simon_2: - name: Simon Says 2 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - We'll continue with our Simon Says game! - - ### Exercise - ***Paste your code here*** Paste your code from the previous level here. Don't forget to remove the part that was just used for testing the functions. - - ***Create a function that creates the player_sequence*** The list `player_sequence` is used to capture the answers of the player. First we define the function with the argument level. - Next, we ask level times what the color is that they choose. We call that variable `answer`. Then we add the variable `answer` to the list player_sequence. - - ***Setting up the game*** Before we program the game in the next tab, we'll need some starting variables. First, we'll set the variable `level` to 1 and the variable `game_over` to False. - Then we make an introduction for the game. We'll print 'Welcome to Simon Says!' and clear the screen after 1 second. - - ***Continue to the next tab to finish the game!**** Don't forget to copy your code and take it with you to the next tab. - example_code: | - ``` - # Paste your code here - - - # Create a function that creates the player_sequence - {define} _ - {for} _ - _ 'What is color number ' i '?' - {add} answer {to} _ - - # Set up - level = _ - game_over = _ - {print} _ - _ 1 - _ - ``` - simon_3: - name: Simon Says 3 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - In this tab we'll program the game of Simon Says! - - ### Exercise - ***Paste your code*** Copy your code from the previous tab and paste it here. - - ***Program the game*** We start by making sure the game goes on while the game isn't over. Then we print what level the player is on, we use the variable level for that. We only show that for 1 second and then we clear the screen again. - Now, we have to create the empty list player_sequence. We've already programmed how to fill the list, with our function `player_sequence`, but we never made the list itself. To create the list we use the same trick as we did in the previous tab. - We'll make a list with the words 'empty' and 'list' on it, and then we remove both these words. Next, we'll call all of the 3 functions that we've created. - Lastly, we'll have to check if the player gave the correct answers (so if the player_sequence and the simon_sequence are the same). - If that's the case, we'll compliment the player. Wait for 1 second and increase the level with 1. - Did the player give the wrong answer, we'll tell them and end the game by setting game_over to 'True' - - ***Enjoy your game!*** Great job! Does your game not work? Use the ladybug button to debug your code! - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - {print} _ - _ - _ - _ = ['empty', 'list'] - {remove} _ - {remove} _ - {call} _ - {call} _ {with} _ - {call} _ {with} _ - {if} player_sequence == _ - _ - _ - _ - {else} - _ - game_over = _ - ``` sleep_command: - name: '{sleep}' - default_save_name: sleep_command description: introducing sleep command levels: 2: story_text: | ## The sleep command Another new command in this level is `{sleep}`, which pauses your program for a second. If you type a number behind the {sleep} command, the program pauses for that amount of seconds. - example_code: | - ``` - {print} My favorite colour is... - {sleep} 2 - {print} green! - ``` songs: name: Спойте песню! default_save_name: Песня @@ -4290,10 +2234,6 @@ adventures: Print the song Five little moneys jumping on the bed. Look up the text if you don't remember. **(extra)** Print the song Old MacDonald had a farm, and make sure all animals make a different sound, using an `{if}`. - example_code_2: | - ``` - monkeys = 5, 4, 3, 2, 1 - ``` 11: story_text: | На этом уровне вы можете использовать команду `{for} i {in} {range}`{in} {range}` для создания песен, в которых используется счет, например, 5 маленьких обезьянок. @@ -4327,266 +2267,51 @@ adventures: _ {print} 'if youre happy and you know it' _ {print} действие ``` - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, but did you know that you could combine them with {ask} commands as well? - In this example we have changed the 'My Bonnie' program and made it interactive. You are now asked where Bonnie is. - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is ' place - - chosen_place = {ask} 'Where do you want Bonnie to be?' - synonym = {ask} 'What is another word for that?' - - {call} song {with} chosen_place - {call} song {with} synonym - {call} song {with} chosen_place - ``` - 16: - story_text: | - На этом уровне вы сможете еще быстрее запрограммировать песню типа OldMacDonald. Вы можете соединить нужное животное с нужным звуком, просто поместив их в одно и то же место в списке. - Пьяный моряк также быстро создается в этом уровне. Вам понадобится всего 8 строк для всей песни, посмотрите! - example_code: | - ``` - животные = ['свинья', 'собака', 'корова'] - звуки = ['oink', 'woof', 'moo'] - {for} i {in} {range} 1 {to} 3 - здесь = _ - звук = _ - {print} 'У старого Макдональда была ферма' - {print} 'E I E E I O!' - {print} 'и на этой ферме у него было животное' - {print} 'E I E I O!' - {print} 'со звуком ' здесь - {print} 'и ' звук ' там' - {print} 'здесь ' звук - {print} 'там ' звук - {print} 'везде ' звук звук звук - ``` - - ``` - строки = ['что делать с пьяным матросом', 'брить ему брюхо ржавой бритвой', 'посадить его в длинную лодку, пока не протрезвеет'] - {for} строка {in} строки - {for} i {in} {range} 1 {to} 3 - {print} строка - {print} 'рано утром' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - 18: - story_text: | - In level 16 we made songs using lists. These programs however are no longer working properly in this level. The colons from level 17 and the brackets from level 18 still need to be added. - - ### Exercise 1 - The Drunken sailor song is given as sample code, but not yet working. - Can you make sure everything works again? To help you, we've put _ in the places of _some_ errors. - - ### Exercise 2 - Now also look up your Old MacDonald song from level 16, and correct it. - example_code: | - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines _ - {for} i {in} {range} 1 {to} 3 _ - {print} _ line _ - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - songs_2: - name: Sing a song! 2 - default_save_name: Song 2 - description: Sing a song 2 - levels: - 12: - story_text: | - Songs contain a lot of repetition. We can capture it with a function! - ### Exercise - Look at the example code with the function. Fill out the two lines so the full song is printed. - example_code: | - ``` - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} _ - ``` - 16: - story_text: | - ### Exercise - Finish the nursery rhyme! - example_code: | - ``` - number = ['one', 'two', 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'ten'] - object = ['on his drum', 'on his shoe', 'on his knee', 'on his door', 'on his hive', 'on his sticks', 'up in heaven', 'on his gate', 'on his vine', 'once again'] - - _ - {print} 'This old man' - {print} 'He played ' _ - {print} 'He played knick-knack ' _ - {print} 'With a knick-knack paddywhack' - {print} 'Give the dog a bone' - {print} 'This old man came rolling home' - {sleep} 8 - {clear} - ``` - story_text_2: | - ### Exersice 2 - Now create your own code for the nursery rhyme 'The wheels on the bus' on the same way! - example_code_2: | - ``` - object = ['wheels', 'doors', _] - movement = [ 'round and round', 'open and shut', _] - ``` - tic: - name: Tic-Tac-Toe - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - Let's program a game of tic-tac-toe! - - ### Exercise - In this adventure we'll start with creating an empty field. - - ***Create a list called field*** This list will be our playing field. This list is filled with 9 dots, since there are no x's and o's yet at the start of our game. - - ***Create a function that prints the field*** Firstly, clear the screen so the old playing fields will be removed. Then we print the first line of our Tic Tac Toe field. This line constists of the first 3 spots in our list field. - We have already programmed this line for you. Now finish the field by printing spot 4, 5, and 6 on the second row and spot 7, 8 and 9 in the third row. - - ***Call the function that prints the field*** Now call the function. -
- Run the code. Your output should look like this: -
- - ***Continue in the next tab*** In the next tab you'll learn how to program the game itself. - example_code: | - ``` - # Create a list called field - _ = ['.', '.', '.', '.', '.', '.', '.', '.', '.'] - - # Create a function that prints the field - {define} print_field - _ - {print} 'TIC TAC TOE' - {print} field[1] field[2] field[3] - _ - _ - - # Call the function - ``` - 17: - story_text: | - In the previous level you've learned how to make a tic-tac-toe game. The game works, but is quite annoying as it keeps asking you if you've won yet. - Now that we have the {elif} command, we can let the game decide if someone has won and it can stop asking us! - - ### Exercise - ***Paste your code*** Paste your code from the previous level here and make it level 17 proof. In this level you've learned to use a colon everytime you create a block of code. Please add the colons in the correct spots. - - ***Create a function that detects if someone's won*** We have started the function for you, paste it under the function `print_field` and finish the function. You can see that this first piece of code checks to see if spot 1, 2 and 3 are the same, because if they are you have 3 in a row. - It also checks if they are not a dot, because if they are, the line might have the same symbols on them, but that's just because it's still empty. - If all these conditions are met, the game is over and the winner is printed. - Finish this function with all possible ways to win. This means you have to make this for the other 2 rows, 3 columns and 2 diagonals. - If you've finished all the other options, the function should return the variable `game_over` so we can use it in our game. - - ***Call the function in the game*** Go to the line `game_over = {ask} 'Did you win?'` and change it to `game_over = {call} detect_winner {with} field, sign`. Now the function will check if there's a winner and the game doesn't need to keep asking anymore! - - ***Enjoy your game!*** Great job! You have finished the game! Enjoy playing it! - - example_code: | - ``` - # Paste your code here and make it level 17 proof - - # Create a function that detects if someone has won - {define} detect_winner {with} field, sign: - {if} field[1] == field[2] {and} field[2] == field[3] {and} field[1] != '.': - game_over = 'yes' - {print} 'Player ' sign 'wins!' - {elif}: - _ - {else}: - game_over = 'no' - {return} _ - ``` - tic_2: - name: Tic-Tac-Toe 2 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: 16: story_text: | - In the previous adventure you've learned how to create a playing field. Now you'll learn how to create the game! - - ### Exercise - ***Paste your code*** Start by pasting your code from the previous adventure here. - - ***Add variables*** Underneath your list called `field` we'll add 2 more variables that we'll need to program the game. - The variable `game_over` tells us if the game is over, and should be 'no' at the start of the game. - The variable `sign` tells us if it's the turn of player x or player o. Set the variable to 'x'. - - ***The game*** First use a {while} command, to make sure the game keeps on playing the variable while game_over is set to no. - During the game, we first ask the player which spot they choose. Then we change the field with the number they chose into their sign. - Then we print the field again and we ask the player if they've won yet. Lastly we want to switch whose turn it is, so if the sign is 'x' it should be 'o' and the other way around. - - ***Test your game*** Does your game work? Great, have fun playing the game! If not, use the ladybug button to debug your code. - You might have noticed one mistake in the code though, you can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! Go to the next tab to learn how to fix this problem. + На этом уровне вы сможете еще быстрее запрограммировать песню типа OldMacDonald. Вы можете соединить нужное животное с нужным звуком, просто поместив их в одно и то же место в списке. + Пьяный моряк также быстро создается в этом уровне. Вам понадобится всего 8 строк для всей песни, посмотрите! example_code: | ``` - # Paste your code from the previous adventure here - - # Add variables - game_over = _ - sign = _ + животные = ['свинья', 'собака', 'корова'] + звуки = ['oink', 'woof', 'moo'] + {for} i {in} {range} 1 {to} 3 + здесь = _ + звук = _ + {print} 'У старого Макдональда была ферма' + {print} 'E I E E I O!' + {print} 'и на этой ферме у него было животное' + {print} 'E I E I O!' + {print} 'со звуком ' здесь + {print} 'и ' звук ' там' + {print} 'здесь ' звук + {print} 'там ' звук + {print} 'везде ' звук звук звук + ``` - # The game - {while} _ - choice = _ 'Player ' sign '_?' - field[choice] = _ - _ print_field - game_over = {ask} _ - {if} sign = 'o' - sign = _ - _ - sign = _ ``` - tic_3: - name: Tic-Tac-Toe 3 - default_save_name: Tic - description: Play a game of Tic Tac Toe! + строки = ['что делать с пьяным матросом', 'брить ему брюхо ржавой бритвой', 'посадить его в длинную лодку, пока не протрезвеет'] + {for} строка {in} строки + {for} i {in} {range} 1 {to} 3 + {print} строка + {print} 'рано утром' + {for} i {in} {range} 1 {to} 3 + {print} 'way hay and up she rises' + {print} 'early in the morning' + ``` + songs_2: levels: - 16: - story_text: | - You might have noticed one mistake in the code you've made in the previous adventure. You can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! In this tab we'll fix that mistake. - - ### Exercise - ***Paste your code here*** Paste your code from the previous adventure here. - - ***Fix the mistake*** To fix the mistake we replace the line that says `field[choice] = sign`. This turns any spot that the player has chosen into their sign. - Go to the header that says 'Use this to fix the mistake' and finish the code. We first want to check if the chosen spot is still empty, so `if field[choice] = '.'`. If that is the case, you are allowed to take it. - Then we make an else command and print 'Sorry, this spot is already taken' if the spot is not empty. Lastly, we add a {sleep} command, so the players can actually read the text before it gets cleared again. - Now copy this piece of code and replace the line `field[choice] = sign` with this new piece of code. - - ***Play your game!*** Now the game should work properly! Good job! - The only flaw is that you can get a bit annoyed that the game keeps asking you if you've won yet. Do you want to fix that? Go to level 17 and we'll fix it! + 12: example_code: | ``` - # Paste your code here + {define} twinkle + {print} 'Twinkle' + {print} '...' - # Use this to fix the mistake - {if} _ = '.' - field[choice] = sign - {else} - {print} _ - _ + {call} twinkle + {print} 'Up above the world so high' + {print} 'Like a diamond in the sky' + {call} _ ``` turtle: name: Черепаха @@ -4600,22 +2325,9 @@ adventures: Для того чтобы нарисовать линию - используйте команду `{forward}`. Число за ней определяет, как далеко пройдет черепаха. Команда `{turn} {right}` повернёт черепаху на четверть оборота по часовой стрелке, `{turn} {left}` - повернёт её против часовой стрелки. Чтобы пойти назад, можно использовать ту же команду `{forward}`, но с отрицательным числом. Например, `{forward} -100` - example_code: | - ``` - {forward} 100 - {turn} {left} - ``` story_text_2: | ### Упражнение Это начало маленькой лестницы. Можете ли вы сделать так, чтобы у нее было 5 ступенек? - example_code_2: | - ``` - {forward} 20 - {turn} {right} - {forward} 20 - {turn} {left} - {forward} 20 - ``` 2: story_text: | В этом уровне вы можете использовать переменные, чтобы сделать черепаху интерактивной. Например, вы можете спросить игрока, сколько шагов должна сделать черепаха. @@ -4646,12 +2358,6 @@ adventures: В этом уровне вы можете использовать `{at} {random}`{random}` с рисующей черепахой. Случайный выбор заставляет черепаху каждый раз идти по разному пути. Используйте `{at} {random}`{random}` для выбора значения из списка. Можете ли вы скопировать и вставить строки 2 и 3, чтобы создать более длинный случайный путь? - example_code: | - ``` - angles {is} 10, 50, 90, 150, 250 - {turn} angles {at} {random} - {forward} 25 - ``` 4: story_text: | В четвертом уровне вы должны использовать кавычки с `{print}` и `{ask}`. Также при рисовании! @@ -4667,42 +2373,9 @@ adventures: story_text_2: | Вы также можете изменить цвет линий с помощью команды `{color}`. Посмотрите пример. Вы также можете использовать команду `{color} {white}`{white}`, чтобы сделать "невидимые" линии. Вы можете использовать эти белые линии для перемещения черепашки в любую точку экрана перед началом рисования. - example_code_2: | - ``` - {color} {white} - {forward} -80 - {color} {green} - {forward} 50 - {color} {yellow} - {forward} 50 - {color} {red} - {forward} 50 - ``` 5: story_text: | На уровне 5 вы можете сделать выбор с помощью `{if}`. Например, между разными типами фигур. - example_code: | - ``` - {print} 'Drawing Figures' - figure {is} {ask} 'Do you want a square or a triangle?' - {if} figure {is} triangle angle {is} 120 - {else} angle {is} 90 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - ``` - story_text_2: | - ### Exercise - Fill in the correct numbers in this code to get it to work. - After you've done that, you can try to add the option backwards. - - **Extra** Instead of using 'left' and 'right', remake the program with North, East, South and West. - This way you could add even more directions like Northeast and Southwest etc. example_code_2: | ``` direction {is} {ask} 'Do you want to go left, right, or straight ahead?' @@ -4716,23 +2389,6 @@ adventures: Возможно, в школе вы узнали, что полный круг - это 360 градусов. Если нет, то теперь вы знаете! Вот почему вы также используете 90 градусов для квадрата. 360 разделить на 4 - это 90. Теперь, когда мы можем заниматься математикой вместе с Хеди, мы можем рисовать любые фигуры, какие захотим! - example_code: | - ``` - angles = {ask} 'How many angles do you want?' - angle = 360 / angles - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - ``` 8: story_text: | Теперь, когда мы можем повторять несколько линий, нам легче строить фигуры. @@ -4747,14 +2403,6 @@ adventures: story_text_2: | Кроме того, теперь мы можем усовершенствовать программу, которая рисует различные фигуры. Можете ли вы определить, насколько черепаха должна повернуться здесь? Доработайте код, и вы сможете нарисовать любой многоугольник, какой захотите! - example_code_2: | - ``` - figure = {ask} 'How many angles should I draw?' - angle = 360 / figure - {repeat} figure {times} - {turn} _ - {forward} _ - ``` 9: story_text: | Now that we can use a `{repeat}` inside a `{repeat}`, we can create more complex figures. @@ -4763,17 +2411,6 @@ adventures: This code creates three black triangles, change that into five pink squares. **(extra)** Create a figure of your own choosing consisting of at least two different shapes types. - example_code: | - ``` - {color} {black} - {repeat} 3 {times} - {repeat} 3 {times} - {forward} 10 - {turn} 120 - {color} {white} - {forward} 50 - {color} {black} - ``` 10: story_text: | In this level you can make the turtle draw a figure. @@ -4784,162 +2421,9 @@ adventures: **(extra)** can you change the spiral into another shape? Experiment with numbers for the turn! ### Exercise 2 The spiral is drawn outwards, make it go inwards? - example_code: | - ``` - {turn} 90 - distances = 10, 20, 30, 40, 50, 60 - {for} distance {in} distances - {forward} distance - ``` - 12: - story_text: | - We can use functions to draw more complex figures with less code. - ### Exercise 1 - Fill the function so that three squares are created. If you want the image to look nicer, you can make the lines between the squares white. - - ### Exercise 2 - The code can be made even shorter. Place the final lines into a `{repeat}` so the figure remains the same. - - ### Exercise 3 - Create your own drawing with different figures. - Change both the number of figures with the `{repeat}` and the shape of the figures in the `{define}` - example_code: | - ``` - {define} square - {repeat} 4 {times} - {turn} _ - {forward} _ - {call} square - {forward} 50 - {call} square - {forward} 50 - {call} square - ``` turtle_draw_it: - name: Draw it! - default_save_name: Draw it - description: Draw this picture with the turtle levels: - 1: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Rectangle - Square - Stairs -
- 2: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Arrow - Boat -
- 3: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Star - Arrow -
- 4: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Colored Star - Rainbow - Nested squares -
- example_code: | - **Extra** Up for a real challenge? Make sure that the colors of these figures are selected randomly, so that each time you run your programs they'll look differently! - - ``` - colors {is} red, orange, yellow, green, blue, purple, pink, brown, gray, black - color _ - ``` - 5: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Make only one code that lets the player decide which letter they'd like to see! And can you add even more letters? - -
- F - E - L -
- example_code: | - Hint: - ``` - chosen_letter {is} {ask} 'Which letter would you like to see? F, E or L?' - {if} _ - ``` - 6: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Let the player decide which color the square should be. - - ***Extra*** Can you make the letter of your own first name and the flag of your own country too? - -
- Square - Letters - Flag -
- example_code: | - Hint for the square: - ``` - chosen_color = {ask} _ - ``` - 7: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Hexagon - Triangle - Fan -
- 8: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - -
- Square (3) - Randomly colored star (5) - Randomly colored spiral (7) -
9: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - - **Extra** Give the player a choice which country they would like to see the flag of. - -
- Cross (7) - Randomly colored nested squares (8) - Flags -
example_code: | Hint for the nested squares: ``` @@ -4957,14 +2441,6 @@ adventures: color_3 = blue ``` 10: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Nested Hexagon - Traffic lights -
example_code: | Hint Nested Hexagon: ``` @@ -4980,47 +2456,6 @@ adventures: color _ {repeat} _ ``` - story_text_2: | - Christmas lights - example_code_2: | - Hint Christmas Lights: - - Start by moving to the left side of the screen with an invisible white line. Then hang up the Christmas lights! - ``` - {color} white - {turn} -90 - {forward} 300 - {turn} 90 - - colors = red, blue, yellow, purple, green, orange, pink - {for} chosen_color {in} colors - _ - ``` - 11: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Beehive (6) - Fan (5) - Snowflake (13) -
- example_code: | - Hint Beehive: - ``` - {for} amount_of_combs {in} {range} 1 {to} _ - {for} walls_of_one_comb {in} {range} 1 {to} _ - {forward} _ - {turn} _ - {forward} _ - {turn} _ - ``` - - Hint Fan: - Start out like the fan you made in level 7. Or take a peak at the hint for the beehive, because the codes are very similar. - - Hint Snowflake: Start by making one 'leg' and repeat it 6 times. 12: story_text: | ### Exercise @@ -5047,126 +2482,8 @@ adventures: {if} shape = 'square' {call} draw_a_square ``` - 13: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Street in different sizes - Colored street - Snow Storm - example_code: | - Hint Street in different sizes - ``` - {define} draw_a_house {with} size - _ - - {call} draw_a_house {with} 90 - {call} draw_a_house {with} 60 - {call} draw_a_house {with} 30 - ``` - - Hint Colored street - ``` - {define} draw_a_house {with} chosen_color - _ - ``` - - Hint Snow Storm - ``` - {define} draw_snowflake {with} length, color - _ - - numbers = 10, 20, 30 - colors = _ - - {for} i {in} {range} 1 {to} 5 - random_number = _ - random_color = _ - {call} draw_snowflake {with} random_number, random_color - {color} white - {turn} random_number * 5 - {forward} 80 - ``` - 14: - story_text: | - ### Exercise - Create a program that asks the player how many corners their figure should have and then creates that figure. - The figure in the image is the output when the player fills in 10. - -
- - -
- example_code: | - ``` - {define} calculate_degrees {with} amount_of_corners - _ 360 / amount_of_corners - - - {define} draw_figure {with} degrees - _ - {forward} 400/amount_of_corners - {turn} _ - - amount_of_corners = {ask} _ - degrees = {call} _ {with} _ - - {call} _ {with} - {call} _ {with} - ``` - 15: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Spiral - example_code: | - Spiral - ``` - distance = 5 - {while} distance < 200 - distance = distance + 5 - _ - ``` - story_text_2: | - Fan - example_code_2: | - Fan - ``` - {define} draw_a_square {with} side - _ - - i = 100 - {while} i > 1 - _ {with} i - _ - i = i - 3 - ``` - story_text_3: | - Star - example_code_3: | - Star - A star is usually drawn using 144-degree-turns. If you change this slightly to 143 degrees for example and repeat the pattern multiple times with a {while} loop you can make this figure. while_command: - name: '{while}' - default_save_name: while_command description: while - levels: - 15: - story_text: |- - We are going to learn a new loop, the `{while}` loop! We continue the loop as long as the statement is true. - So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. - If the correct answer is never given, the loop never ends! - example_code: | - ``` - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - ``` years: name: Новый год default_save_name: Новогодний отсчет diff --git a/content/adventures/sl.yaml b/content/adventures/sl.yaml index 8f5154189a0..8e83d509e3e 100644 --- a/content/adventures/sl.yaml +++ b/content/adventures/sl.yaml @@ -10,15 +10,12 @@ adventures: story_text_2: "### Naloga\nZdaj ustvarite svojo zgodbo z vsaj 6 vrsticami kode.\nTa zgodba ne sme biti enaka kodi iz primera.\nUporabite vsaj en ukaz `{ask}` in en ukaz `{echo}`.\nZgodba se lahko nanaša na poljubno temo.\nČe si ne morete spomniti teme, uporabite eno od naših možnosti: obisk kina, športna tekma ali dan v živalskem vrtu.\n" 2: story_text: "Na drugi stopnji lahko zgodbo naredite bolj zabavno. Ime glavnega junaka se zdaj lahko pojavi kjer koli v stavku.\n\nZa to je treba dodatno programirati. Svojega glavnega junaka morate zdaj najprej poimenovati.\n\nTo ime lahko nato postavite na katero koli mesto v stavku.\n" - example_code: "```\nname {is} {ask} What is the name of the main character?\n{print} name is now going to run in the woods\n{print} name is a bit scared\n{print} Suddenly she hears a crazy noise...\n{sleep}\n{print} name is afraid this is a haunted forest\n```" story_text_2: "### Vaja\nZdaj je čas, da v svojo zgodbo, ki ste jo ustvarili v prejšnji stopnji, dodate spremenljivke.\nPojdite v \"Moji programi\", poiščite svojo zgodbo iz 1. stopnje in prekopirajte kodo. Kodo prilepite na vnosno okno v tej stopnji.\n\nTa koda ne bo delovala v tej stopnji, ker še niste uporabili spremenljivk.\nUkaze `{ask}` in `{echo}` v kodi spremenite v pravilno obliko, ki ste se je naučili v tej stopnji.\n\n**Dodatno** V kodo dodajte ukaz `{sleep}` in tako povečajte napetost v zgodbi.\n" 3: story_text: "V tretji stopnji lahko zgodbo naredite bolj zabavno. Pri vsaki pošasti, živali ali drugi oviri lahko uporabite naključja, kot je ta:\n" example_code: "```\nživali {is} 🦔, 🐿, 🦉, 🦇\n{print} Sedaj slišijo zvok živali {at} {random}\n```\n" story_text_2: "Ukaz`{add}` je lahko priročen za vašo zgodbo.\n" - example_code_2: "```\n{print} They hear a sound\nanimals {is} 🐿, 🦔, 🦇, 🦉\nanimal {is} {ask} What do you think it is?\n{add} animal {to_list} animals\n{print} it was an animals {at} {random}\n```\n" story_text_3: "To je primer ukaza `{remove}` v vaši zgodbi\n\n### Vaja\nSvojo zgodbo iz prejšnjih stopenj kopirajte v to stopnjo.\nNa tej stopni ste se naučili 3 nove ukaze: `{at} {random}`, `{add} {to_list}` in `{remove} {from}`.\nDodajte nove vrstice kode v svojo zgodbo tako, da bodo vsi novi ukazi vsaj enkrat uporabljeni v vaši zgodbi.\n" - example_code_3: "```\n{print} His backpack got way too heavy.\n{print} Inside were a bottle of water, a flashlight and a brick.\nbag {is} water, flashlight, brick\ndump {is} {ask} Which item should he dump?\n{remove} dump {from} bag\n```\n" 4: story_text: "### Vaja\nKopirajte kodo primera in jo dokončajte tako, da dodate narekovaje na prazna mesta v vrsticah 1 in 2.\nPraznih mest v vrsticah 3 in 4 ne smete nadomestiti z narekovaji, temveč z ukazoma `{sleep}` in `{clear}`. Vam bo uspelo?\n\n### Vaja 2\nVrnite se na prejšnjo stopnjo in kopirajte kodo svoje zgodbe. Poskrbite, da bo program deloval na tej stopnji tako, da na prava mesta dodate narekovaje.\nPozor: Spremenljivke v vaši zgodbi morajo biti zunaj narekovajev. Tako kot v drugi vrstici kode iz primera. V tej vrstici je ime spremenljivke postavljeno zunaj narekovajev.\n" example_code: "```\nime {is} {ask} _ Kako vam je ime? _\n{print} _ Glavnemu junaku je ime _ name\n_\n_\n{print} ime _ se bo sedaj sprehodil-a po gozdu _\n{print} name _ je nekoliko preplašen-a _\nživali {is} 🦔, 🐿, 🦉, 🦇\n{print} _ Sliši zvok _ živali {at} {random}\n{print} ime _ se boji tega zakletega gozda _\n```\n" @@ -45,14 +42,12 @@ adventures: example_code: "```\n{print} 'Naš junak hodi po gozdu'\n{print} 'Pot se razcepi v dve smeri'\npot = {ask} 'Katero pot naj izbere, levo ali desno?'\norožje = {ask} 'Katero orožje si bo izbral?'\n{if} pot {is} 'levo' {and} orožje {is} 'meč'\n _\n```\n" 15: story_text: "Z uporabo zanke `{while}` lahko naredite svoje zgodbe bolj zanimive. Uporabite lahko na primer `{while} game == 'on'` (igra == 'vključena'), da lahko igrate, dokler se igra ne konča.\nLahko pa uporabite `{while} sword == 'lost'` (meč == 'izgubljen'), tako da igralec ne more nadaljevati igre, dokler nečesa ne najde.\n\n### Vaja\nPrimer prikazuje, kako uporabiti zanko `{while}` v zgodbi. **Sedaj si zamislite svoj scenarij**, v katerem mora igralec nekaj najti, preden lahko nadaljuje.\n" - example_code: "```\nkeys = 'lost'\n{print} 'You are standing in your garden and you have lost your keys.'\n{print} 'Where do you want to look for them?'\n{print} 'You can choose: tree, flowerbed, rock, postbox'\n{while} keys == 'lost'\n location = {ask} 'Where do you want to look?'\n {if} location == 'flowerbed'\n {print} 'Here they are!'\n keys = 'found'\n {else}\n {print} 'Nope they are not at the ' location\n{print} 'Now you can enter the house!'\n```\n" 18: story_text: "Natisnili bomo še eno zgodbo, vendar moramo zdaj uporabiti oklepaje z `{print}`.\n\n### Vaja 1\nUstvarite zgodbo z vsaj petimi stavki. Zaenkrat vam še ni treba uporabiti spremenljivke 'ime'.\n" example_code: "```\n{print}('Dobrodošel v to zgodbo!')\n```\n" story_text_2: "### Vaja 2\nZa vas smo že pripravili `{input}`. Najprej v svoji zgodbi uporabite spremenljivko `name`.\nNato dodajte `{ask}` še enkrat in rezultat prav tako shranite v spremenljivko.\nNasvet: Ne pozabite na vejice med besedilom in spremenljivkami pri ukazu `{print}`!\n" example_code_2: "```\nime= {input}(\"Kako vam je ime?\")\n{print}('Dobrodošli v to zgodbo!')\n```\n" add_remove_command: - name: '{add} {to_list} & {remove} {from}' default_save_name: ukaz_dodaj_odstrani description: predstavitev {add} {to_list} in {remove} {from} levels: @@ -64,15 +59,12 @@ adventures: story_text_3: "#### Vaja\nPreizkusite nove ukaze v tej virtualni restavraciji. Na seznam dodajte okus, katerega ima obiskovalec rad, in odstranite okuse, na katere je alergičen.\n" example_code_3: "```\n{print} Skrivnosten napitek\nokusi {is} jagoda, čokolada, vanilija\nupanje {is} {ask} Na kakšen okus upate?\n_\nalergije {is} {ask} Ali ste alergični na katere koli okuse?\n_\n{print} Dobiš napitek z okusom {at} {random} okusi\n```\n" and_or_command: - name: '{and} & {or}' default_save_name: in ali description: predstavljamo {and} & {or} levels: 13: story_text: "Zdaj se bomo naučili `{and}` in `{or}`! Če želite preveriti dva stavka, vam ni treba uporabiti dveh `{if}` ukazov, ampak lahko uporabite `{and}` in `{or}`.\n\nČe uporabljate ukaz `{and}`, morata biti obe trditvi, levo in desno od `{and}`, resnični. Uporabimo lahko tudi `{or}`. Potem mora biti le ena trditev pravilna." - example_code: "```\nname = {ask} 'what is your name?'\nage = {ask} 'what is your age?'\n{if} name {is} 'Hedy' {and} age {is} 2\n {print} 'You are the real Hedy!'\n```\n" ask_command: - name: '{ask}' default_save_name: ukaz_vprašaj description: Predstavitev ukaza {ask} levels: @@ -92,195 +84,7 @@ adventures: story_text: Zadnja sprememba, ki jo bomo morali narediti, da dobimo kodo Python, je sprememba iz `{ask}` v `{input}`. example_code: "```\n{print}('Moje ime je Hedy!')\nime = {input}('Kako je pa vam ime?')\n{print}('Torej vam je ime ', ime)\n```\n" blackjack: - name: Blackjack - default_save_name: Blackjack description: Poskusite se čim bolj približati 21 - levels: - 17: - story_text: | - Blackjack is a simple game of cards in which you have to get as close to 21 points as possible. You get two cards. Each card is worth their numeral value, and the face cards (Jack, Queen and King) are worth 10 points. - The Ace is worth either 1 or 11 points (you can choose). The dealer, your opponent, also gets two cards. - If you want, you can get another card, and its points will be added to your total. The dealer can also choose to take another card. - But be careful not to get more than 21 points, because if you do, you lose! - The player who gets closest to 21, without going over it, wins! - - ### Exercise - In this adventure we code the first part of our Blackjack game. We'll create a function to calculate how many points a card is worth. - - ***Set the variables*** - Start by making a list of all the cards, from 2 to Ace. Next make a list of the face cards, so Jack, Queen and King. Then pick a random card from the list of cards to be card_1. - - ***Create a function to calculate the points*** - Create a function that calculates how many points a card is worth. - All the face cards are worth 10 points, the Ace is worth 11 and all the other cards are worth their numeral. - Return the variable `points` at the end of the function. - - ***Test the function*** - Test if your function is working properly. Finish the first print command by filling in which card you've drawn. Then finish the second line by calling the function with card_1. - Run the code a couple of times. Are you happy with the results? Great! Then you can remove the testing part and move on the the next tab! - example_code: | - ``` - {print} 'BLACKJACK' - - # Set these variables - cards = _ - face_cards = _ - card_1 = - - # Create a function to calculate the points - {define} calculate_points {with} card: - {if} card {in} face_cards: - points = _ - {elif} _ - _ - {else}: - _ - _ points - - # Test your function - {print} 'Your card is a ' _ - {print} 'That is worth ' _ ' points'. - ``` - blackjack_2: - name: Blackjack 2 - default_save_name: Blackjack_2 - description: Blackjack part 2 - levels: - 17: - story_text: | - ### Exercise - In this adventure we code the second part of our Blackjack game. - - ***Paste your code from the previous adventure*** - In the previous adventure you've started a list of variables and created a function to calculate how many points a card is worth. Copy your code and paste it here. Mind that you don't need the testing part, so if you haven't removed that yet, please do so now. - - ***Add more variables*** - You have already set the lists `cards` and `face_cards` and the variable `card_1`. Underneath those variables create 3 more variables: `card_2`, dealer_card_1` and `dealer_card_2`. These variables are all set to a random card from the list of cards. - - ***Add up points*** - To calculate how many points you have scored we call the function with card 1 and we do it again for card 2. Then we add both these scores together to get your total. - Do the same thing for the dealers points, but be sure to use the dealer's cards and not your own! - - ***2 Aces*** - You're doing great! Almost all scores can be calculated now. There is only one exception: 2 Aces. If you get 2 Aces, your total is 12 points and not 22 (because 22 points would be losing!). This of course also goes for the dealer. - - ***Show the score*** - Lastly, you want to tell the program to tell you which cards you have drawn and how many points that is. Then show which cards the dealer has and how many points they have. - - ***Continue in the next tab*** - Great! You have finished this part of the game! Copy your code and go to the next tab to learn how to ask for an extra card and to declare a winner. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add these variables to the list of variables - card_2 = _ - dealer_card_1 = _ - dealer_card_2 = _ - - # Add up your points - your_points_1 = {call} _ {with} card_1 - your_points_2 = _ - your_total = _ - - # Add up the dealers points - dealer_points_1 = _ - _ - _ - - # 2 Aces - {if} card_1 == 'Ace' {and} _ - your_total = 12 - {if} dealer_card_1 _ - dealer_total = _ - - # Show the score - {print} 'You have drawn a ' _ ' and a ' _ '. That is ' _ ' points' - {print} 'The dealer has drawn a ' _ ' and a ' _ '. That is ' _ ' points' - ``` - blackjack_3: - name: Blackjack 3 - default_save_name: Blackjack_3 - description: Blackjack part 3 - levels: - 17: - story_text: | - In the previous tabs you have learned how to draw 2 random cards for yourself and for the dealer and to calculate how many points you both got. - In this adventure we add the option to ask for an extra card for both you and the dealer. - - ### Exercise - ***Paste your code from the previous adventure*** Firstly, copy your code from the previous tab and paste it here. - - ***Extra card for you*** If you want, you can get an extra card to get your total as close to 21 as possible. First ask the player if they want an extra card. - If they do, pick a random card and print what they have drawn. If the card is not an Ace, you can call the function and add the points to your total. - In case the card is an Ace, you can't use the function, because the Ace can be either 1 point or 11 points, depending on how many points you already have earned. - If your total is less than 11, you want the ace to be 11 points (because this is closest to 21). So you add 11 points to your total. - If the total is more than or equal to 11, you want the ace to be 1 point (because you don't want more than 21 points). So you add 1 point to your total. - Lastly, print your new total of points. - - ***Extra card for the dealer*** The dealer can also get an extra card. The dealer doesn't need to be asked, because they always get an extra card if their total is less than 17. - Copy the 'Extra card for you code' and paste it in the dealers section. Then change it to fit the dealer picking an extra card and getting points added to their total. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Extra card for you - hit = {ask} _ - {if} hit == 'yes': - card_3 = _ - {print} _ - {if} card_3 _ 'Ace': - your_points_3 = _ - your_total = _ - {else}: - {if} your_total _ - _ - {else}: - _ - {print} _ - - # Extra card for the dealer - {if} dealer_total < 17 - _ - ``` - blackjack_4: - name: Blackjack 4 - default_save_name: Blackjack_4 - description: Blackjack part 4 - levels: - 17: - story_text: | - In the last 3 adventures you have alsmost created a working blackjack game! The only thing left to do is to decide a winner! - - ### Exercise - ***Paste your code from the previous adventure*** Start by pasting the code that you've made so far into your programming field. - - ***Decide a winner*** - Firstly, if you and the dealer have an equal amount of points, it's a draw. - Secondly, if the dealer has more than 21 points and you don't, you are the winner. - Thirdly, if both you and the dealer have less than 22 points, we have to see who came closest to 21. We do that by comparing who has the highest score. Is your total higher than the dealer's total, then you are the winner. If not, the dealer wins. - Lastly, in all other scenarios (e.g. you have more than 21 points and the dealer doesn't, or you both have more than 21 points) you are the loser. - - ***Enjoy the game!*** - Does your game work properly? Amazing! You have done a great job! Enjoy your game! - If it doesn't work right away, no worries, you might have made a mistake. Just keep calm and bebug your code using the ladybug button. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Decide a winner - {if} _ - {print} 'Its a draw! Play again!' - {elif} _ - {print} 'You win!' - {elif} _ : - {if} _: - {print} _ - {else}: - {print} _ - {else}: - _ - ``` calculator: name: Kalkulator default_save_name: Kalkulator @@ -295,41 +99,8 @@ adventures: example_code_3: "```\nštevilke = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10\nštevilka_1 = _\nštevilka_2 = _\npravilen_odgovor = številka_1 * številka_2\npodan_odgovor = {ask} 'Koliko je ' številka_1' krat ' številka_2'?'\n{if} _\n{else} _\n```" 9: story_text: "Na prejšnji stopnji ste ustvarili kalkulator, na tej stopnji pa lahko to kodo razširite, tako da postavlja več vprašanj.\n\n### Vaja 1\nAli lahko končate vrstico 10, da bo koda delovala?\n\n### Vaja 2\nPosredujte igralcu povratne informacije, ko vnese odgovor, na primer `{print} 'Pravilno!'` ali pa `{print} 'Napačno! Pravilen odgovor je ' pravilen_odgovor`.\n" - example_code: "```\nscore = 0\n{repeat} 10 {times}\n numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10\n number_1 = numbers {at} {random}\n number_2 = numbers {at} {random}\n correct_answer = number_1 * number_2\n {print} 'What is ' number_1 ' times ' number_2 '?'\n answer = {ask} 'Type your answer here...'\n {print} 'Your answer is ' answer\n {if} _ {is} _\n score = score + 1\n{print} 'Great job! Your score is... ' score ' out of 10!'\n```\n" - 10: - story_text: "This calculator game helps you practise your tables of multiplication!\n### Exercise\nFill in the blanks. We want this program to ask the player these questions:\n```\nHow much is 1 times 1?\nHow much is 1 times 2?\nHow much is 1 times 3?\nHow much is 2 times 1?\nHow much is 2 times 2?\nHow much is 2 times 3?\nHow much is 3 times 1?\nHow much is 3 times 2?\nHow much is 3 times 3?\n_\n```\n" - example_code: "```\nnumbers = 1, 2, 3\n{for} _\n {for} _\n answer = {ask} _\n correct = number_1 * number_2\n {if} answer {is} correct\n {print} 'Great job!'\n {else}\n {print} 'That is wrong. The right answer is ' correct\n```\n" - 11: - story_text: "With a `{for}` you can simplify tables of multiplication practise program.\n\n### Exercise 1\nImprove the example code such that it prints a nice multiplication table:
\"1 times 10 is 10\", \"2 times 10 is 20\", etc.\n\n### Exercise 2\nGo back to your level 10 multiplication code, and modify it so that it uses a `{for}` and `{range}`.\n" - example_code: "```\nnumber = 10\n{for} i {in} {range} 1 {to} 10\n {print} i * number\n```\n" - 12: - story_text: "In this level, you can make a calculator that works for decimal numbers.\n\n### Exercise 1\nFill out the blanks to complete the calculator. Remember to use a period and not a comma for decimal numbers.\n\n### Exercise 2\nCreate a new mathematics practice program, but now use decimal numbers.\nCreate a list of numbers, choose two to multiple and let the player answer.\nAnd of course you have to validate the answer! **Extra** Increase the difficulty by adding lives: A player loses a life for a wrong answer and after three wrong answers the game ends.\n" - example_code: "```\nnumber1 = {ask} 'What is the first number?'\nnumber2 = {ask} 'What is the second number?'\nanswer = _\n{print} number1 ' plus ' number2 ' is ' _\n```\n" - 13: - story_text: "### Exercise 1\nLet's make the practice program a bit harder. The player now has to answers two questions correctly. Fill out the blanks to complete the program.\n\n### Exercise 2\nSometimes, calculations have multiple correct answers. For example, 10 can be divided by 5 and by 2. So the question 'What number divides 10?' can be answered by 2 and by 5.\nAsk for a calculation that has multiple correct answers, ask the player to answer it, and determine if it is correct using `{or}`.\nEmpty the programming field and create your own solution.\n" - example_code: "```\nanswer1 = {ask} 'What is 10 times 7?'\nanswer2 = {ask} 'What is 6 times 7?'\n{if} _ _ _ _ _ _ _\n {print} _\n```\n" 14: - story_text: "In this adventure you will build a calculator that calculates your mean grade for you. If you get your calculator to work, you can move on to the next adventure, which allows you to add two extra features.\n\n### Exercise 1\nFill in the blanks to get the calculator to work.\n* Start with the fourth line, add a question to figure out what grade the student got.\n* In the fifth line you'll want to calculate the total of all grades, so the total = total + grade.\n* Then we get to set the return value. We want to return the mean, so the total devided by the amount of tests (4).\n* Lastly we finish the code by calling the function in line 8.\n\nDid you get it? Awesome! Would you like to add even more to your calculator? **This adventure continues in the next tab!**\n" example_code: "```\n{define} calculate_mean_grade\n total = 0\n {for} i {in} {range} 1 {to} 4\n grade = {ask} _\n total = total + _\n return _ / 4\n\nmean_grade = {call} _\n{print} 'Your mean grade is ' mean_grade\n```\n\n total = total + _\n return _ / 4\n\nmean_grade = {call} _\n{print} 'Your mean grade is ' mean_grade\n" - 15: - story_text: "You can add the `{while}` loop to the calculator game you've learned to make in a previous level.\nThis makes sure the player can't continue to the next question if they answer incorrectly.\n\n### Exercise\nAdd the `{while}` loop in the function, ask the player what number_1 times number_2 is and print their answer.\nThen `{call}` the function.\n" - example_code: "```\n{define} new_question\n numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10\n number_1 = numbers {at} {random}\n number_2 = numbers {at} {random}\n correct = number_1 * number_2\n answer = 0\n _\n _\n _\n {print} 'Well done!'\n\n{print} 'Give 10 correct answers to win!'\n{for} i {in} {range} 1 {to} 10\n _\n{print} 'You win!'\n```\n" - calculator_2: - name: Calculator 2 - default_save_name: Calculator 2 - description: Calculator 2 - levels: - 14: - story_text: "### Exercise 2\n**This is the second part of this adventure.** The adventure starts in the previous tab.\nOf course, you don't always want to calculate the mean of 4 tests. You might want to calculate the mean of 10 tests or only 2...\nWe can fix this problem by adding the argument and variable 'amount_of_tests'.\n* Start a new line on line 3. Set the amount_of_tests argument by asking the student how many tests they have made.\n* Change the 4 in line 4 to the new argument amount_of_tests.\n* Lastly, change the 4 in line 6 to amount_of_tests\n\nTry out your new program. Does it work?\n\n### Exercise 3\nDid you want to make your program even better? Great! In the previous program you could only calculate the mean grade of 1 subject, but it would be better if you could calculate the mean grade for all subjects you want!\nWe won't tell you how to do it, but we will give you one tip: Start your code in line 1 with: define calculate_mean_grade with subject.\n" - example_code: "```\n# Use your own code from the previous adventure.\n```\n" - clear_command: - name: '{clear}' - default_save_name: clear_command - description: '{clear} command' - levels: - 4: - story_text: "Time for a new command! With `{clear}` you can clear all the text form your output screen. This way you can prevent your screen getting too full of text.\nBeware! If you are using a `{clear}` command, you might need to use a `{sleep}` above it. Otherwise Hedy will clear your screen without giving you the time to read as you can see in the example!\n" - example_code: "```\n{print} '3'\n{clear}\n{print} '2'\n{clear}\n{print} '1'\n{clear}\n{print} 'wait for it...'\n{sleep} 3\n{clear}\n{print} 'SURPRISE!'\n```\n" debugging: name: Razhroščevanje default_save_name: Razhroščevanje @@ -340,538 +111,54 @@ adventures: example_code: "**Opozorilo! V tej kodi je treba odpraviti napake!**\n```\n{print} Obožujem programiranje\nAli tudi vi radi programirate?\n{echo}\n{print} Kateri so vaši hobiji?\n{echo} Vaši hobiji so\n```\n" 2: story_text: "Dobrodošli na razhroščevalni dogodivščini. Razhroščevanje kode pomeni odpravljanje napak v programu.\nTo pomeni, da vam bomo v teh dogodivščinah razhroščevanja dali kodo, ki še ne deluje.\nUgotoviti boste morali, kaj je narobe, in odpraviti napake.\n\n### Vaja\nOdstranite napake v tej kodi. Srečno!" - example_code: "**Warning! This code needs to be debugged!**\n```\ndestination {ask} Where are you going on holidays?\n{print} The flight to dstination leaves at 3 pm.\n{ask} Did you check in your luggage yet?\n{echo}\n{print} Let me print your boarding pass for you.\n{sleep}\nHere you go! Have a nice trip!\n```\n" - 3: - story_text: "Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code.\nThat means that in these debugging adventures, we will give you a code that does not work yet.\nYou will have to figure out what's wrong and correct the mistakes.\n\n### Exercise\nDebug this code. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\nmovie_choices {is} dracula, fast and furious, home alone, barbie\nchosen_movie {is} movies {at} {random}\n{print} Tonight we will watch chosen _movies\nlike {ask} Do you like that movie?\n{print} Tomorrow we will watch something else.\n{add} chosen_movie {to_list} movie_choices\n{print} Tomorrow we will watch tomorrows_movie\ntomorrows_movie {is} movie_choices {at} {random}\nI'll go get the popcorn! {print}\n```\n" - 4: - story_text: "### Exercise\nDebug this code. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\n{print} 'Welcome to the online library!\n{ask} What genre of books do you like?\n{print} You like genre\nauthor {is} {ask} 'Who's your favorite author?'\n{print} 'author is your favorite author'\n{print} Hmmm... i think you should try... books {at} {random}\n```\n" - 5: - story_text: "### Exercise\nDebug this code. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\n{print} Welcome to Swimming Pool Hedy!\nclass {is} {ask} 'Are you here to join a class today?'\n{if} class yes\n{print} 'Great! You're joining a class!\n{print} {else} 'You will not be joining a class'\ndiscount {is} 'Do you have a discount code?'\n{if} discount {is} yes\ndiscount_answer {is} {ask} 'What's your discount code?'\ndiscount_codes = Senior4231, Student8786, NewMember6709\n{if} discount_answer {is} {in} discount_cods\n{print} 'That will be $3,50'\n'That will be $5,50'\n{print} 'Have a nice swim!'\n```\n" - 6: - story_text: "### Exercise\nDebug this code. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\n{print} 'Vending machine'\nchosen_product = {ask} 'Please select a product'\n1_dollar_products = coke orange juice water\n2_dollar_products = chocolate, cookie, museli bar\n3dollar_prodcuts = potato chips, beef jerky, banana bread\n{if} chosen {is} {in} 1_dollar_products\nprice = 1\n{if} chosen_product {is} 2_dollar_products\nprice = 2\n{else} chosen_product {in} 3_dollar_products\nprice = 3\namount_of_products = '{ask} How many of ' chosen_product would you like to have?'\ntotal = price + amount_of_product\n{print} 'That will be $' price 'please'\n```\n" - 7: - story_text: "### Exercise\nSurprise! This program looks more like an output than a code. And yet, we don't want you to just add `{print}` commands in front of each line.\nFix this program to turn it into the nursery rhyme 'Brother John (Frère Jacques)' by using the {repeat} command of course!" - example_code: "**Warning! This code needs to be debugged!**\n```\nAre you sleeping?\nBrother John!\nMorning bells are ringing!\nDing, dang, dong!\n```\n" - 8: - story_text: "### Exercise\nDebug this code. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\n{print} 'Welcome to Manicures and Pedicures by Hedy'\nbodypart = {ask} 'Are you getting your fingernails or toenails done today? Or both?'\n{if} bodyparts {is} both\n {print} That will be $25'\n price = 25\n {else}\n {print} That will be $18'\n price = 18\ncolor = {ask} What color would you like?\nsparkles = {ask} 'Would you like some sparkles with that?'\n{if} sparkles {is} yes\n {print} 'We charge $3 extra for that'\nprice = price + 3\n{else} {print} 'No sparkles' {print} 'So no extra charge'\n{sleep} 5\n{print} 'All done! That will be $' price ' please!'\n{print} 'Thank you! Byebye!'\n```" - 9: - story_text: "### Exercise\nDebug this code. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\n{print} 'Welcome to our sandwich shop'\namount 'How many sandwiches would you like to buy?'\n{repeat} amount {times}\n{ask} {is} {ask} 'What kind or bread would you like your sandwich to be?'\ntypes_of_bread {is} white, wheat, rye, garlic, gluten free\n{if} chosen_bread in types_of_bread\n{print} 'Lovely!'\n{else}\n'I'm sorry we don't sell that'\ntopping {is} {ask} 'What kind of topping would you like?'\nsauce {is} {ask} 'What kind of sauce would you like?'\n{print} One chosen_bread with topping and sauce.\nprice = amount * 6\n{print} 'That will be 'price dollar' please'\n```\n" - 10: - story_text: "### Exercise\nDebug this code. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\nnames = Muad Hasan Samira Noura\nactivities = fly a kite, go swimming, go hiking, catch tan in the sun\n{for} name {is} names\n{print} At the beach name loves to activity {at} {random}\n```\n" - 11: - story_text: "### Exercise\nDebug this calendar program. The output of this program is supposed to look like a list of dates.\nFor example:\n\n```\nHedy calendar\nHere are all the days of November\nNovember 1\nNovember 2\nNovember 3\n```\nAnd so on.\n\nMind that you have to test your code extra carefully for the month February, because the amount of days in this month changes in leap years." - example_code: "**Warning! This code needs to be debugged!**\n```\n{print} 'Hedy calendar'\nmonths_with_31 days = January, March, May, July, September, October, December\nmonths_with_30_days = April, June, August, November\nmonth = {ask} 'Which month would you like to see?'\n{if} month {in} months_with_31_days\n days = 31\n {if} month {in} months_with30_days\n days = 30\n{if} month = February\n leap_years = 2020, 2024, 2028, 2036, 2040, 2044, 2028\n year = {ask} 'What year is it?'\n{if} year {in} leap_years\n days = 29\n{else}\n days = 28\n\n{print} 'Here are all the days of ' moth\n{for} i {in} {range} 1 {to} days\n {print} month i\n```\n" - 12: - story_text: "### Exercise\nDebug this code. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\n{define} greet\ngreetings = 'Hello', 'Hi there', 'Goodevening'\n {print} greetings {at} {random}\n\n{define} take_order\n food = {ask} 'What would you like to eat?'\n {print} 'One food'\n drink = 'What would you like to drink?'\n {print} 'One ' drink\n more = {ask} 'Would you like anything else?'\n {if} more {is} 'no'\n {print} 'Alright'\n {else}\n {print} 'And ' more\n{print} 'Thank you'\n\n{print} 'Welcome to our restaurant'\npeople = {ask} 'How many people are in your party tonight?'\n{for} i {in} {range} 0 {to} people\n {call} greet_costumer\n```\n" - 13: - story_text: "### Exercise\nDebug this code. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\n{define}movie_recommendation {with} name\n action_movies == 'Die Hard', 'Fast and Furious', 'Inglorious Bastards'\n romance_movies = 'Love Actually', 'The Notebook', 'Titanic'\n comedy_movies = 'Mr Bean' 'Barbie''Deadpool'\n kids_movies = 'Minions', 'Paddington', 'Encanto'\n {if} name {is} 'Camila' {or} name {is} 'Manuel'\n recommended_movie = kids_movie {at} {random}\n {if} name {is} 'Pedro' {or} 'Gabriella'\n mood = {ask} 'What you in the mood for?'\n {if} mood {is} 'action'\n recommended_movie = comedy_movies {at} {random}\n {if} mood {is} 'romance'\n recommended_movie = romance_movies\n {if} mood {is} 'comedy'\n recommended_movie = comedy_movies {at} {random}\n\n{print} 'I would recommend ' recommended_movie ' for ' name\n\nname = {ask} 'Who is watching?'\nrecommendation = {ask} 'Would you like a recommendation?'\n{if} recommendaion {is} 'yes'\n{print} movie_recommendation {with} name\n{else}\n{print} 'No problem!'\n```\n" - 14: - story_text: "### Exercise\nDebug this code. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\n{define} calculate_heartbeat\n {print} 'Press your fingertips gently against the side of your neck'\n {print} '(just under your jawline)'\n {print} 'Count the number of beats you feel for 15 seconds'\n beats == {ask} 'How many beats do you feel in 15 seconds?'\n heartbeat = beats*4\n {print} 'Your heartbeat is ' heartbeat\n {if} heartbeat >= 60 {or} heartbeat <= 100\n {print} 'Your heartbeat seems fine'\n {else}\n {if} heartbeat > 60\n {print} 'Your heartbeat seems to be too low'\n {if} heartbeat < 100\n {print} 'Your heartbeat seems to be too high'\n {print} 'You might want to contact a medical professional'\n\nmeasure_heartbeat = {ask} 'Would you like to measure your heartbeat?'\n{if} measure_heartbeat = 'yes'\n {call} measure_heartbeat\n{else}\n 'no problem'\n```\n" - 15: - story_text: "### Exercise\nDebug this random children's story. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\nnames = 'Tanya', 'Romy', 'Kayla', 'Aldrin', 'Ali'\nverbs='walking', 'skipping', 'cycling', 'driving', 'running'\nlocations = 'on a mountaintop', 'in the supermarket', 'to the swimming pool'\nhiding_spots = 'behind a tree', under a table', in a box'\nsounds = 'a trumpet', 'a car crash', 'thunder'\ncauses_of_noise = 'a television', 'a kid with firecrackers', 'a magic elephant', 'a dream'\n\nchosen_ name = names {at} {random}\nchosen_verb = verbs {at} {random}\nchosen_location = 'locations {at} {random}'\nchosen_sounds = noises {at} {random}\nchosen_spot = hiding_spots {random}\nchosen_causes = causes_of_noise {at} {random}\n\n{print} chosen_name ' was ' chosen_verb ' ' chosen_location\n{print} 'when they suddenly heard a sound like ' sounds {at} {random}\n{print} chosen_name ' looked around, but they couldn't discover where the noise came from'\n{print} chosen_name ' hid ' chosen_spot'\n{print} 'They tried to look around, but couldn't see anything from there'\nhidden = 'yes'\n{while} hidden = 'yes'\n {print} chosen_name 'still didn't see anything'\nanswer = {ask} 'does ' chosen_name ' move from their hiding spot?'\n {if} answer = 'yes'\n hidden == 'no'\n{print} 'chosen_name moved from' chosen_spot\n{print} 'And then they saw it was just' chosen_cause\n{print} chosen_name 'laughed and went on with their day'\n{print} The End\n```\n" - 16: - story_text: "### Exercise\nDebug this code. Good luck!\nTip: Make sure that you only see your score once in the end." - example_code: "**Warning! This code needs to be debugged!**\n```\ncountry = ['The Netherlands', 'Poland', 'Turkey', 'Zimbabwe', 'Thailand', 'Brasil', 'Peru', 'Australia', 'India', 'Romania' ]\ncapitals = 'Amsterdam', 'Warshaw' 'Istanbul', 'Harare', 'Bangkok', 'Brasilia', 'Lima', 'Canberra', 'New Delhi', 'Bucharest'\nscore = 0\n{for} i {in} {range} 0 {to} 10\n answer = {ask} 'What's the capital of ' countries[i]\n correct = capital[i]\n {if} answer = correct\n {print} 'Correct!'\n score = score + 1\n {else}\n {print} 'Wrong,' capitals[i] 'in the capital of' countries[i]\n {print} 'You scored ' score ' out of 10'\n\n```\n" - 17: - story_text: "### Exercise\nDebug this code. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\n{define} food_order\n toppings = {ask} 'pepperoni, tuna, veggie or cheese?'\n size = {ask} 'big, medium or small?'\n number_of_pizza = {ask} 'How many these pizzas would you like?'\n\n {print} 'YOU ORDERED'\n {print} number_of_pizzas ' size ' topping ' pizza'\n\n{define} drinks_order\n drink = {ask} 'water, coke, icetea, lemonade or coffee?'\n number_of_drinks = {ask} 'How many of these drinks would you like?'\n\n {print} 'YOU ORDERED'\n {print} number_of_drinks ' ' drink\n\n'Welcome to Hedy pizza'\nmore_food = {ask} 'Would you like to order a pizza?'\n{while} more_food = 'yes'\n {return} food_order\n more_food = {ask} 'Would you like to order a pizza?'\nmore_drinks = {ask} 'Would you like to order some drinks?'\n{while} more_drinks == 'yes'\n {call} drink_order\n more_drinks == {ask} 'Would you like to order more drinks?'\n\n\n{print} 'Thanks for ordering!'\n```\n" - 18: - story_text: "### Exercise\nDebug this Old MacDonald program from level 16. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\nanimals = ['pig', 'dog', 'cow']\nsounds = ['oink', 'woof', 'moo']\n{for} i {in} {range} 1 {to} 3\n animal = animals[i]\n sound = sounds[i]\n {print} 'Old MacDonald had a farm'\n {print} 'E I E I O!'\n {print} 'and on that farm he had a ' animal\n {print} 'E I E I O!'\n {print} 'with a ' sound sound ' here'\n {print} 'and a ' sound sound ' there'\n {print} 'here a ' sound\n {print} 'there a ' sound\n {print} 'everywhere a ' sound sound\n```\n" default: name: Uvod - default_save_name: intro - description: Level explanation levels: 1: story_text: "Dobrodošli v Hedy! Tu se boste lahko korak za korakom naučili programirati.\n\nPreizkusite kodo tudi sami! Z rumenim gumbom kopirajte kodo primera v svoje programsko okno.\nNato pritisnite zeleni gumb \"Zaženi kodo\" pod oknom programa, da kodo zaženete .\n\nPripravljeni? Nato pojdite na naslednji zavihek in se naučite, kako izdelati svoj lasten program!\n" example_code: "```\n{print} Pozdravljen svet!\n```\n" 2: story_text: "Čestitamo! Dosegli ste 2. stopnjo. Upamo, da ste že izdelali nekaj odličnih programov!\nNa prvi stopnji ste morda opazili, da lahko ukaz `{echo}` naenkrat shrani le en podatek.\nNa primer v dogodivščini v restavraciji ste lahko ponavljali, kaj želi potnik jesti ali kaj želi piti, ne pa obojega v enem stavku.\n\nTo se spremeni na drugi stopnji, kjer se boste naučili delati s spremenljivkami, ki vam omogočajo, da shranite več informacij in jih izpišete na poljubno mesto.\nZato pojdimo na naslednji zavihek!\n" - example_code: "**Warning! This code does not work!**\nIn Hedy commands will change sometimes. `{echo}` for example only works in level 1. In this level you'll learn a better way to echo answers back.\n```\n{print} Welcome at Hedy's\n{ask} What would you like to eat?\n{echo} So you want\n{ask} what would you like to drink?\n{echo} So you want\n```\n" - 3: - story_text: "In the previous level you've learned what a variable is and how you can use it to make your adventures more interactive.\nBut... that's not the only thing you can do with variables! You can also use variables to make lists.\nAnd you can even let Hedy pick a random word out of a list, which allows you to make real games!\nTake a quick look at the next tab!\n" 4: - story_text: "In the previous levels you've been practising with variables, but you may have come across this problem.\nYou might have tried to run a code like this:\n\nOf course you wanted to print\n\n`My name is Sophie`\n\nbut Hedy prints\n\n`My Sophie is Sophie`.\n\nIn this level this problem is fixed by using quotation marks.\n" example_code: "```\nime {is} Sofija\n{print} Moje ime je ime\n```\n" 5: story_text: "V prejšnjih stopnjah ste se že naučili uporabljati `{at} {random}`, zaradi česar so bile vaše igre vsakič, ko ste zagnali kodo, drugačne.\nVendar to ni zares interaktivno saj igralci nimajo nikakršnega vpliva na dogajanje v igri.\n\nV tej stopnji se boste naučili ukaza `{if}`, ki vam omogoča, da v svojem programu dodate različne odzive. Na ta način lahko na primer sprogramirate skrivno geslo za svoj računalnik.\nZato pojdimo na naslednji zavihek za nov ukaz!\n" example_code: "```\ngeslo {is} {ask} 'Kakšno je pravilno geslo?'\n```\n" - 6: - story_text: "In the previous level you have practiced with `{ask}` and `{if}`. For example you can ask guests what they would like to eat.\nWhat you can't yet do though, is calculate the price for everyone's dinner.\n\nThis level makes it possible to use addition, subtraction and multiplication in your programs. This way you can calculate the prices in your restaurant, but you could also add a secret code to give your friends and family a discount.\nAnother option in this level is programming your own maths game, for your little brother or sister to practice their multiplications.\nGo see for yourself!\n" - example_code: "```\nfood_price {is} 0\ndrink_price {is} 0\ntotal_price {is} 0\n{print} 'Welcome to McHedy'\norder {is} {ask} 'What would you like to eat?'\n{if} order {is} hamburger food_price {is} 5\n{if} order {is} fries food_price {is} 2\ndrink {is} {ask} 'What would you like to drink?'\n{if} drink {is} water drink_price {is} 0\n{else} drink_price {is} 3\ntotal_price {is} food_price + drink_price\n{print} 'That will be ' total_price ' dollars, please'\n```\n" - 7: - story_text: "Great job! You've reached the next level, which means you have practiced with `{if}` and `{else}`. You have probably noticed that your codes are getting longer and longer.\nFor example if you want to program 'Happy Birthday'.\n\nThat's a lot of code for mainly the same words over and over again. Luckily in the next tab you'll learn a solution with the `{repeat}` command, that allows you to repeat a line of code multiple times.\n" - example_code: "```\n{print} 'happy birthday to you'\n{print} 'happy birthday to you'\n{print} 'happy birthday dear Hedy'\n{print} 'happy birthday to you'\n```\n" - 8: - story_text: "Now you've learned how to repeat one single line of code. This comes in handy, but it's not always enough. Sometimes you want to repeat multiple lines at once.\nThis level allows you to group a couple of lines of code, and repeat that little group of lines all at once!\n" - example_code: "```\n{repeat} 5 {times} {print} 'In the next tab you can repeat multiple lines of code at once!'\n```\n" - 9: - story_text: "Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two...\nGood news! In this level you will be allowed to put an {if} inside an {if}, or inside a {repeat} command. Putting a block of code inside another block of code is called nesting. ``` Putting a block of code inside another block of code is called nesting.\n" - example_code: "```\nanswer = {ask} 'Are you ready to learn something new?'\n{if} answer {is} yes\n {print} 'Great! You can learn to use the repeat command in the if command!'\n {print} 'Hooray!'\n {print} 'Hooray!'\n {print} 'Hooray!'\n{else}\n {print} 'Maybe you should practice some more in the previous level'\n" - 10: - story_text: "You're doing great! In the previous levels we still faced a small problem. You have learned to repeat lines, but what if you'd want to slightly change the line.\nFor example if you want to sing the song 'if you're happy and you know it'. It would look like this:\n\nIf you'd also want the next verse 'stomp your feet', and the next one, and the next one, you'd have to change the code completely.\nIn this level you'll learn the `{for}` command, which allows you to make a list of actions and repeat the code with another action each time!\nPlease take a look!\n" - example_code: "```\n{repeat} 2 {times}\n {print} 'if youre happy and you know it clap your hands'\n{print} 'if youre happy and you know it and you really want to show it'\n{print} 'if youre happy and you know it clap your hands'\n```\n" - 11: - story_text: "You have reached level 11, you're doing great! In the higher levels, Hedy is focussing more and more on teaching you the programming language Python.\nIn Python there is no `{repeat}` command, but there is a command that works like {repeat}. Are you curious to find out how to say `{repeat}` in Python language? Quickly go on to find out!\n" - 12: - story_text: "Maybe you have tried using decimal numbers in your restaurant adventure. If you did, you probably noticed that Hedy didn't understand them yet and always rounded off.\nFrom this level on you can use decimal numbers.\n" - example_code: "```\nburger = 5\ndrink = 2\ntotal = burger + drink\nprint 'You have ordered a burger and a drink'\nprint 'That costs ' total ' dollars please'\n```\n" 13: story_text: "V prejšnjih stopnjah ste se naučili, kako postaviti dva ukaza `{if}` drug v drugega. To sicer deluje dobro, vendar tako lahko nastane dolga koda, kot je ta:\n\nV tem sistemu morate navesti tako pravilno uporabniško ime kot geslo.\nV tej stopnji se boste naučili ukaza `{and}`, s katerim bo koda veliko krajša in bolj razumljiva!\nOglejte si primer!\n" example_code: "```\nuporabniško_ime = {ask} 'Kakšno je vaše uporabniško ime?'\ngeslo = {ask} 'Kakšno je vaše geslo?'\n{if} uporabniško_ime {is} 'Hedy'\n {if} geslo {is} 'skrivnost'\n {print} 'Dobrodošel Hedy!'\n {else}\n {print} 'Dostop zavrnjen!'\n{else}\n {print} 'Dostop zavrnjen!'\n```\n" - 14: - story_text: "With the example code you can calculate if you've passed a subject at school (so, a grade of six or higher).\nYou can see this code is extremely inefficient, due to the very long code in line 5.\nAll the different grades from 1 to 5 had to be programmed separately. Lucky for you, in this level you'll learn how to do this without this extremely long code!\n" - example_code: "```\nfirst_grade = {ask} 'What score did you get on your first test?'\nsecond_grade = {ask} 'What score did you get on your second test?'\nadded = first_grade + second_grade\nmean_grade = added / 2\n{if} mean_grade = 1 {or} mean_grade = 2 {or} mean_grade = 3 {or} mean_grade = 4 {or} mean_grade = 5\n {print} 'Oh no! You have failed the subject...'\n{else}\n {print} 'Great! You have passed the subject!'\n```\n" - 15: - story_text: "In this game below a code has been made to make sure the player can play on as long as they want...\nBut the code is ineffective and way too long. Also, what if the player wants to play 101 games instead of 100?\nYou can't play to infinity?\nIn this level you will learn a command that makes all of this a lot easier!\n" - example_code: "```\ngame = 'on'\n{for} i {in} {range} 1 {to} 100\n {if} game == 'on'\n answer = {ask} 'Do you want to continue?'\n {if} answer == 'no'\n game = 'over'\n {if} answer == 'yes'\n {print} 'Ok we will continue'\n```\n" - 16: - story_text: "In this level we will grow a bit more towards real Python code. You will also learn how to match two lists together.\nThis way you can program a code in which the correct animal is matched to the right sound.\nBecause the two codes below... Are obviously nonsense!\n" - example_code: "```\nanimals = 'chicken', 'horse', 'cow'\nsounds = 'cluck', 'neigh', 'moo'\n{for} animal {in} animals\n {print} 'A ' animal ' says ' sounds {at} {random}\n```\nYou could also try to make it work this way, but....\n```\nanimals = 'chicken', 'horse', 'cow'\nsounds = 'cluck', 'neigh', 'moo'\n{for} animal {in} animals\n {for} sound {in} sounds\n {print} 'A ' animal ' says ' sound\n```\nNote: These codes will not work like this in this level. Head to the next tab to see which parts you need to correct." - 17: - story_text: "Now we are going to change indentation a little bit. Every time that we need an indentation, we need `:` at the line before the indentation.\n\nIn this level you can also use a new command: `{elif}`. `{elif}` is short for ``{else} {if}`` and you need it when you want to make 3 (or more!) options.\nCheck it out!\n" - 18: - story_text: "Congratulations! You have reached the last level of Hedy! The code you have created here can be copied to real Python environments like replit or PyCharm, and you can continue learning there!\nNote however that Python can only read English commands, so if you have been using other languages, you will need to switch to English now.\n" - dice: - name: Dice - default_save_name: Dice - description: Make your own dice - levels: - 3: - story_text: "In this level we can choose from a list. With that we can let the computer choose one side of the die.\nTake a look at the games you have in your closet at home.\nAre there games with a (special) die? You can also copy it with this code.\nFor example, the dice of the game Earthworms with the numbers 1 to 5 and an earthworm on it.\n\n![Die of earthworms with 1 to 5 and an earthworm on it](https://cdn.jsdelivr.net/gh/felienne/hedy@24f19e9ac16c981517e7243120bc714912407eb5/coursedata/img/dobbelsteen.jpeg)\n" - example_code: "```\nchoices {is} 1, 2, 3, 4, 5, earthworm\n{print} You threw _ {at} {random} !\n```\n" - story_text_2: "### Exercise\nThe dice in the example above are dice for a specific game. Can you make normal dice?\nOr other special dice from a different game?\n" - example_code_2: "```\nchoices {is} _\n```\n" - 4: - story_text: "In this level you can also create dice. But this time you can try it yourself, without an example code!\n\n### Exercise\nMake your own dice in this level.\nTip: If you have no idea how to make dice. Take a peek at your dice from the previous level, but don't forget to add quotation marks.\n" - 5: - story_text: "We are going to add the `{if}` and `{else}` commands to our dice!\n\n### Exercise\nComplete the sample code so that the code says \"You can stop throwing\" once you have thrown an earthworm. It should say \"You have to throw again\" if you've thrown anything else.\n**Extra** Maybe you want to recreate a die from a completely different game. That's fine too! Then make up your own reaction, e.g. 'yes' for 6 and 'pity' for something else.\n" - example_code: "```\nchoices {is} 1, 2, 3, 4, 5, earthworm\nthrow {is} choices {at} {random}\n{print} 'you have thrown ' throw\n_ throw {is} earthworm {print} 'You can stop throwing.'\n_ {print} 'You have to throw it again!'\n```\n" - 6: - story_text: "You can also make an Earthworm die again in this, but now you can also calculate how many points have been rolled.\nYou may know that the worm counts 5 points for Earthworms. Now after a roll you can immediately calculate how many points you have thrown.\nThis is the code to calculate points for one die:\n\n### Exercise\nCan you make the code so that you get the total score for 8 dice? To do that, you have to copy and paste some lines of the code.\n" - example_code: "```\nchoices = 1, 2, 3, 4, 5, earthworm\npoints = 0\nthrow = choices {at} {random}\n{print} 'you threw ' throw\n{if} throw {is} earthworm points = points + 5 {else} points = points + throw\n{print} 'those are ' points ' points'\n```\n" - example_code_2: "Did you manage to calculate the score for 8 dice? That required a lot of copy and pasting, right? We are going to make that easier in level 7!\n" - 7: - story_text: "You can also make a dice again in this level. With the `{repeat}` code you can easily roll a whole hand of dice.\n\n### Exercise\nTry to finish the sample code! **Extra** Think of a game you know that involves a dice and program that using a `{repeat}`.\n" - example_code: "```\nchoices = 1, 2, 3, 4, 5, 6\n_ _ _ _ _ _ _\n```\n" - 10: - story_text: "### Exercise\nIs everybody taking too long throwing the dice? In this level you can let Hedy throw all the dice at once!\nChange the names into names of your friends or family, and finish the code.\n" - example_code: "```\nplayers = Ann, John, Jesse\nchoices = 1, 2, 3, 4, 5, 6\n_ _ _ _\n {print} player ' throws ' choices {at} {random}\n {sleep}\n```\n" - 15: - story_text: "### Exercise\nIn this level you can create a little game in which you'll have to throw 6 as fast as possible.\nWe have started the code, it's up to you to get the game to work!\n\nFirstly, add a `{while}` loop that checks if 6 has been thrown or not.\nAs long as you haven't thrown 6 already, throw the dice on a random number.\nPrint what the player has thrown.\nAdd a try to the amount of tries\nWait a second before you throw again, or - in case you've thrown a 6 - before the game ends.\n" - example_code: "```\noptions = 1, 2, 3, 4, 5, 6\n{print} 'Throw 6 as fast as you can!'\nthrown = 0\ntries = 0\n_\n_\n_\n_\n_\n{print} 'Yes! You have thrown 6 in ' tries ' tries.'\n```\n" - dishes: - name: Dishes? - default_save_name: Dishes - description: Use the computer to see who does the dishes - levels: - 3: - story_text: "Do you always disagree at home about who should wash the dishes or change the litter box today?\nThen you can let the computer choose very fairly. You can program that in this level!\n" - example_code: "```\npeople {is} mom, dad, Emma, Sophie\n{print} people {at} {random} has to do the dishes\n```\n" - story_text_2: "### Exercise\nMake your own version of the dishwasher program. Firstly make a list of your family members.\nThen think of a task that needs to be done, and let the computer decide who has to do the task with the `{at} {random}` command.\n\n**Extra** Don't feel like doing the dishes yourself? Hack the program by removing your name from the list with the `{remove}` `{from}` command.\n" - 4: - story_text: "With quotation marks you can make your dishwashing program even better.\n\n### Exercise\nFirst, fill in right symbols or commands on the blanks to make this example program work.\nDid you get it? Great! Now copy your own code from the previous level and make it work in this level by adding quotation marks in the right spots.\n" - example_code: "```\npeople {is} mom, dad, Emma, Sophie\n{print} _ the dishes are done by _\n{sleep}\n{print} people {at} _\n```\n" - 5: - story_text: "With the `{if}` you can now have more fun with choice in the program. You can have your program respond to the choice that the computer has made.\n### Exercise\nCan you finish the code so that it prints 'too bad' when it is your turn and otherwise 'yes!'?\nDon't forget the quotes!\n" - example_code: "```\npeople {is} mom, dad, Emma, Sophie\ndishwasher {is} people {at} {random}\n_ dishwasher {is} Sophie {print} _ too bad I have to do the dishes _\n_ {print} 'luckily no dishes because ' _ ' is already washing up'\n```\n" - 6: - story_text: "How often is everyone going to do the dishes? Is that fair? You can count it in this level.\n" - example_code: "```\npeople = mom, dad, Emma, Sophie\nemma_washes = 0\ndishwasher = people {at} {random}\n{print} 'The dishwasher is' dishwasher\n{if} dishwasher {is} Emma emma_washes = emma_washes + 1\n{print} 'Emma will do the dishes this week' emma_washes 'times'\n```\n\nNow you can copy lines 3 to 5 a few times (e.g. 7 times for a whole week) to calculate for a whole week again.\nDo you make the code for the whole week?\n" - story_text_2: "If you are extremely unlucky the previous program might choose you to do the dishes for the whole week! That's not fair!\nTo create a fairer system you can use the `{remove}` command to remove the chosen person from the list. This way you don't have to do the dishes again until everybody has had a turn.\n\nMonday and Tuesday are ready for you! Can you add the rest of the week?\nAnd… can you come up with a solution for when your list is empty?\n" - example_code_2: "```\npeople = mom, dad, Emma, Sophie\ndishwasher = people {at} {random}\n{print} 'Monday the dishes are done by: ' dishwasher\n{remove} dishwasher {from} people\ndishwasher = people {at} {random}\n{print} 'Tuesday the dishes are done by: ' dishwasher\n{remove} dishwasher {from} people\n```\n" - 7: - story_text: "With the `{repeat}` you can repeat pieces of code. You can use this to calculate who will be washing dishes for multiple days!\n### Exercise\nUse the `{repeat}` command to decide on who needs to wash the dishes for an entire week. Each blank needs to be filled with one command or number!\n**Extra** Can you think of other tasks in the house? Adapt the code so it decides on three household chores. Do not forget to print what tasks it concerns!\n" - example_code: "```\npeople = mom, dad, Emma, Sophie\n{repeat} _ _ {print} 'Dishwashing will be done by ' _ _ _\n```\n" - 10: - story_text: "In this level you can make a schedule for the whole week in an easy way!\n\n### Exercise\nAdd a second chore, such as vacuuming or tidying up, and make sure it is also divided for the whole week.\n
**Extra** The program is not fair, you can be unlucky and wash up all week. How could you make the program more fair?\n" - example_code: "```\ndays = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday\nnames = mom, dad, Emma, Sophie\n{for} day {in} days\n {print} names {at} {random} ' does the dishes on ' day\n```\n" - elif_command: - name: '{elif}' - default_save_name: elif - description: '{elif}' - levels: - 17: - story_text: "In this level you can also use a new command: `{elif}`. `{elif}` is a combination of the keywords `{else}` and `{if}` and you need it when you want to make 3 (or more!) options.\nCheck it out!\n" - example_code: "```\nprizes = ['1 million dollars', 'an apple pie', 'nothing']\nyour_prize = prizes[{random}]\n{print} 'You win ' your_prize\n{if} your_prize == '1 million dollars' :\n {print} 'Yeah! You are rich!'\n{elif} your_prize == 'an apple pie' :\n {print} 'Lovely, an apple pie!'\n{else}:\n {print} 'Better luck next time..'\n```\n" - for_command: - name: '{for}' - default_save_name: for - description: '{for} command' - levels: - 10: - story_text: "## For\nIn this level we learn a new code called `{for}`. With `{for}` you can make a list and use all elements.\n`{for}` creates a block, like `{repeat}` and `{if}` so all lines in the block need to start with 4 spaces." - example_code: "```\nanimals = dog, cat, blobfish\n{for} animal {in} animals\n {print} 'I love ' animal\n```\n" - story_text_2: "### Exercise\nFinish this code by adding `{for} action {in} actions` to line 2.\n" - example_code_2: "```\nactions = clap your hands, stomp your feet, shout Hurray!\n_\n {repeat} 2 {times}\n {print} 'If youre happy and you know it, ' action\n {sleep} 2\n {print} 'If youre happy and you know it, and you really want to show it'\n {print} 'If youre happy and you know it, ' action\n {sleep} 3\n```\n" - 11: - story_text: "In this level, we add a new form of the `{for}`. In earlier levels, we used `{for}` with a list, but we can also use `{for}` with numbers.\nWe do that by adding a variable name, followed by `{in}` `{range}`. We then write the number to start at, `{to}` and the number to end at.\n\nTry the example to see what happens! In this level again, you will need to use indentations in lines below the `{for}` statements." - example_code: "```\n{for} counter {in} {range} 1 {to} 10\n {print} counter\n{print} 'Ready or not. Here I come!'\n```\n" - 17: - story_text: "Now we are going to change indentation a little bit. Every time that we need an indentation, we need `:` at the line before the indentation.\n" - example_code: "```\n{for} i {in} {range} 1 {to} 10:\n {print} i\n{print} 'Ready or not, here I come!'\n```\n" - 18: - story_text: | - Lastly, we'll turn `{for} i {in} {range} 1 to 5` into real Python code, like this: - example_code: | - ``` - {for} i {in} {range}(1,5): - {print} (i) - ``` fortune: name: Vedeževalec default_save_name: Vedeževalec - description: Let Hedy predict the future levels: 1: story_text: "Ste bili kdaj na karnevalu in vam je vedeževalec napovedal prihodnost? Ali pa ste se kdaj igrali s čarobno osmico?\nPotem verjetno veste, da vam v resnici ne morejo napovedati prihodnosti, kljub temu pa je igranje še vedno zabavno!\n\nV naslednjih stopnjah se lahko naučite, kako ustvariti svoj lastni stroj za napovedovanje prihodnosti!\nV prvi stopnji lahko začnete preprosto, tako da se Hedy predstavi kot vedeževalka in ji dovolite, da `{echo}` odgovore igralcev.\nTorej tako:\n" - example_code: "```\n_ Hello, I'm Hedy the fortune teller!\n_ Who are you?\n_ Let me take a look in my crystal ball\n_ I see... I see...\n_ Your name is\n```\n" story_text_2: "### Vaja\nKopirajte primer programa v vnosno okno in izpolnite prazna mesta, da bo program deloval.\n**Dodatno** Spremenite kodo in omogočite, da vedeževalec ne bo napovedal le vašega imena, temveč tudi vašo starost, vašo najljubšo športno ekipo ali kaj drugega o vas.\n" - 3: - story_text: "In the previous levels you've created your first fortune telling machine, but Hedy couldn't really predict anything, only `{echo}`.\nIn this level you can use a variable and the `{at} {random}` command to really let Hedy choose an answer for you. Check out this code for instance:\n" - example_code: "```\n{print} I’m Hedy the fortune teller!\nquestion {is} {ask} What do you want to know?\n{print} This is what you want to know: question\nanswers {is} yes, no, maybe\n{print} My crystal ball says...\n{sleep} 2\n{print} answers {at} {random}\n```\n" - story_text_2: "### Exercise\nNow, Hedy can only answer yes, no or maybe. Can you give Hedy more answer options, like 'definitely' or 'ask again'.\n" - 4: - story_text: "### Exercise\nWe have removed all the quotation marks from this example code, can you add them in all the right places?\n\n### Exercise 2\nGo back to the previous level and copy your fortune teller code. Make the code work in this level by adding quotation marks in the right spots.\n" - example_code: "```\n_ Add the quotation marks to this code _\n{print} Im Hedy the fortune teller!\nquestion {is} {ask} What do you want to know?\n{print} This is your question: question\nanswers {is} yes, no, maybe\n{print} My crystal ball says...\n{sleep} 2\n{print} answers {at} {random}\n```\n" - 5: - story_text: "### Exercise\nIn the example code you see how to make a fortune teller program that allows you to tip the odds in your favor. This cheating program always tells you that you will win the lottery, but your friends will never win.\n\nUse this to make your own program, be creative! For example you could create a code that predicts that:\n* your favorite sports team will beat all the competitors!\n* your favorite movie will be chosen for movie night!\n* you win tickets to your favorite show!\n* you are the fairest of them all, like Snow White's magic mirror.\nLet your imagination do the work!\n\nYour program has to exist of at least 10 lines of code and need to have at least one `{if}` and `{else}` command.\n" - example_code: "```\nfriends {is} Jordan, Lucy, Dave\n{print} 'I can predict if you will win the lottery tomorrow!'\nperson {is} {ask} 'Who are you?'\ngood_answer {is} Hurray! You win!, You will definitely win!, We have a winner!\nbad_answer {is} Bad luck! Try again!, Another person will win, You lose!\n{if} person {in} friends {print} good_answer {at} {random}\n{else} {print} bad_answer {at} {random}\n```\n" - 6: - story_text: "In this level you can use math in your predictions as a fortune teller. This allows you to make up (silly) formulas to calculate the future.\nFor example you could calculate how rich you'll get or how many kids you will have when you grow up.\n\n\n\n### Exercise\nCan you think of your own (silly) fortune telling machine?\n" - example_code: "```\n{print} 'I am Hedy the fortune teller!'\n{print} 'I can predict how many kids youll get when you grow up!'\nage = {ask} 'How old are you?'\nsiblings = {ask} 'How many siblings do you have?'\nlength = {ask} 'How tall are you in centimetres?'\nkids = length / age\nkids = kids - siblings\n{print} 'You will get ...'\n{sleep}\n{print} kids ' kids!'\n```\n" - 7: - story_text: "### Exercise\nFinish this program that tells you if your crush loves you back or not.\n" - example_code: "```\n{print} 'I have a flower with magic petals'\n{print} 'If you pick the petals the flower will tell you if your crush loves you back'\namount = {ask} 'How many petals do you want to pick?'\noptions = they love you, they love you not\n_ _ _ _ options {at} {random}\n```\n" - 8: - story_text: "In the next example you can have your fortune teller ask multiple questions and also print them!\n\n### Exercise\nCan you fill in right command on the blanks?\n" - example_code: "```\n{print} 'I am Hedy the fortune teller!'\n{print} 'You can ask me 3 questions.'\nanswers = yes, no, maybe\n_ _ _\n question = {ask} 'What do you want to know?'\n {print} question\n {sleep}\n {print} 'My crystal ball says... ' answers {at} {random}\n```\n" - 10: - story_text: "In this level you'll learn how to program the game MASH (mansion, apartment, shack, house). In this game you can predict for all the players at once, what their future will look like.\n\n### Exercise\nFil in the blanks by using the new command that you've learned this level.\n" - example_code: "```\nhouses = mansion, apartment, shack, house\nloves = nobody, a royal, their neighbour, their true love\npets = dog, cat, elephant\nnames = Jenna, Ryan, Jim\n_\n {print} name ' lives in a ' houses {at} {random}\n {print} name ' will marry ' loves {at} {random}\n {print} name ' will get a ' pets {at} {random} ' as their pet.'\n {sleep}\n```\n" - 12: - story_text: "From level 12 on, you will also have to use quotation marks in lists, before and after each item.\n\n### Exercise\nAdd two predictions to the list" - example_code: "```\nfortunes = 'you will slip on a banana peel', _\n{print} 'I will take a look in my crystal ball for your future.'\n{print} 'I see... I see...'\n{sleep}\n{print} fortunes {at} {random}\n```\n" functions: - name: functions - default_save_name: functions - description: functions levels: 12: - story_text: "In this level you'll learn how to use **functions**. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again.\nTo create a function, use `{define}` and give the function a name. Then put all the lines you want in the function in a indented block under the `{define}` line.\nLeave one empty line in your code to make it look nice and neat. Great job! You have created a function!\n\nNow, whenever we need that block of code, we just use {call} with the function's name to call it up! We don't have to type that block of code again.\n\nCheck out this example code of a game of Twister. The function 'turn' contains a block of code that chooses which limb should go where.\n\n### Exercise\nFinish this code by setting the 2 variables chosen_limb and chosen_color.\nThen, choose how many times you want to call the function to give the twister spinner a spin.\n\n### Exercise 2\nImprove your code by adding a variable called 'people'. Use the variable to give all the players their own command in the game.\nFor example: 'Ahmed, right hand on green' or 'Jessica, left foot on yellow'.\n" example_code: "```\nsides = 'left', 'right'\nlimbs = 'hand', 'foot'\ncolors = 'red', 'blue', 'green', 'yellow'\n\n{define} turn\n chosen_side = sides {at} {random}\n chosen_limb = limbs _\n chosen_color = colors _\n {print} chosen_side ' ' chosen_limb ' on ' chosen_color\n\n{print} 'Lets play a game of Twister!'\n{for} i {in} {range} 1 to _\n {call} turn\n {sleep} 2\n```\n" 13: story_text: "Now that you've learned how to use functions, you'll learn how to use a function with an argument.\nAn **argument** is a variable that is used within a function. It is not used outside the function.\n\nFor example in this code we've programmed the first verse of the song 'My Bonnie is over the ocean'.\nIn this example code the argument `place` is used. Place is a variable that is only used in the function, so an argument.\nTo use `place` we have programmed the line `define song with place`.\nWhen the function is called, computer will replace the argument `place`, with the piece of text after `call song with`.\n\n### Exercise\nThe next verse of this song goes:\n\nLast night as I lay on my pillow\nLast night as I lay on my bed\nLast night as I lay on my pillow\nI dreamed that my Bonnie is dead\n\nCan you program this verse in the same way as the example?\n" - example_code: "```\n{define} song {with} place\n {print} 'My Bonnie is over the ' place\n\n{call} song {with} 'ocean'\n{call} song {with} 'sea'\n{call} song {with} 'ocean'\n```\n" 14: story_text: "V prejšnjih stopnjah ste se naučili ustvarjati funkcije in z njimi uporabljati argumente. Funkcijo lahko uporabite tudi tako, da ji dovolite, da nekaj izračuna namesto vas.\nFunkciji lahko podate formulo za izračun, ona pa vam bo podala odgovor. Ta odgovor se imenuje **vrnjena vrednost**.\n\nV tej kodi bo na primer funkcija izračunaj_novo_ceno izračunala novo ceno kateregakoli predmeta. Vrnjena vrednost bo nova cena.\n\n### Vaja\nDokončajte ta program. Spremenljivko nova_cena smo za vas že ustvarili, vi jo morate le še nastaviti.\nVrstico kode zaključite tako, da pokličete funkcijo, ki izračuna novo ceno.\n" example_code: "```\n{define} izračunaj_novo_ceno {with} znesek, odstotek\n odstotek = odstotek/ 100\n znesek_popusta = znesek* odstotek\n return znesek - znesek_popusta\n\nstara_cena = {ask} 'Kakšna je označena cena?'\npopust = {ask} 'Kakšen je odstotek popusta?'\n\nnova_cena = _ izračunaj_novo_ceno {with} stara_cena, _\n{print} 'Nova cena je ' nova_cena ' Eurov'\n```\n" - 18: - story_text: | - Let's make functions the Pythons way! To define a function, we no longer use: - - `{define} name_function {with} argument_1, argument_2:` - - but we use: - - `{def} name_function(argument_1, argument_2):`. - - - If you don't want to use arguments, you just leave the space between the parantheses empty. - To call a function, we don't need the `{call}` command anymore. You just type the name of the function. - example_code: | - ``` - {def} calculate_score(answer, correct_answer): - {if} answer == correct_answer: - score = 1 - {elif} answer == '?': - score = 0 - {else}: - score = -1 - {return} score - - answer = {input} ('Where can you find the Eiffel Tower?') - correct_answer = 'Paris' - score = calculate_score(answer, correct_answer) - {print} ('Your score is... ', score) - ``` - guess_my_number: - name: Guess my number - default_save_name: guess my number - description: guess my number - levels: - 14: - story_text: "In this level you can program the game 'Guess my number'\n\n### Exercise\nFill in the correct symbols on the blanks to get the game to work.\n" - example_code: "```\n{print} 'Guess my number'\nnumbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10\nnumber = numbers {at} {random}\ngame = 'on'\n{for} i {in} {range} 1 {to} 10\n {if} game == 'on'\n guess = {ask} 'Which number do you think it is?'\n {if} guess _ number\n {print} 'Lower!'\n {if} guess _ number\n {print} 'Higher!'\n {if} guess _ number\n {print} 'You win!'\n game = 'over'\n```\n" - hangman: - name: Hangman - default_save_name: Hangman - description: Guess the word - levels: - 17: - story_text: | - In this adventure we program a game of hangman. First we make some preparations, then we program the game and in the third part we add a drawing with the turtle. - - ### Exercise - ***Set the variables*** In this game of hangman, Player 1 chooses an answer and Player 2 has to guess the letters in this answer. - To let the computer know all the letters in the word, we will turn the answer into a list of letters. We also do this with the guesses Player 2 makes. - We will start the game with 2 empty lists. We have made an empty list for the variable answer for you. Now make an empty list for guessed_letters as well. - Then we fill in how many mistakes were made. At the start of the game, this should be 0. - The variable `amount_letters` tells us how many letters are in the answer. Ask Player 1 to tell us how many letters their word has. - Lastly we tell the computer if the game is over. We use the variable `game_over` and set it to `False`. - - ***Choosing the answer*** We want Player 1 to be able to choose the answer. We'll ask them, as many times as necessary, what the next letter is. - Then we add that letter to the answer. Lastly, we add an empty _ to the list of guessed letters, so we get as many _s as there are letters in the answer. - - ***Player 2's turn*** - Tell Player 2 its their turn. Then tell Player 2 how many letters there are in the answer. Finally, print the list of `guessed_letters`. - - ***Go to the next tab*** Now that all the starting variables are set, we can start programming the game itself. Check out the next tab to learn how! - example_code: | - ``` - print 'Hangman!' - - # Set the variables - answer = [] - guessed_letters = _ - mistakes_made = _ - amount_letters = {ask} _ - _ = 'False' - - # Choosing the answer - {for} _ - letter = {ask} 'Player 1, what is letter ' i '?' - _ - {add} '_' {to} _ - - # Player 2 turn - print _ - print _ - print guessed_letters - ``` - hangman_2: - name: Hangman 2 - default_save_name: Hangman_2 - description: Hangman 2 - levels: - 17: - story_text: | - Now it's time to program the hangman game. - - ### Exercise - - ***Paste your code*** Copy your code from the previous tab and paste the code in the programming field. - - ***The game*** This games continues playing until Player 2 is game over. Fill in the while command accordingly. Now, Player 2 is allowed to guess a letter, so ask Player 2 to guess a letter. - We need to check if their answer is correct, so check if their `guess` is (somewhere) in the (list) `answer`. Then we let the computer figure out which of the letter(s) is the guess. We have already programmed that part for you. - Next we want to compliment the player for finding a correct letter and we want to print the list `guessed_letters`, so the player can see their progress. - - The next part we're going to program is what happens when the player has guessed all of the letters. So if their list of `guessed_letters` is the same as our list `answer`. - If the lists are the same, congratulate Player 2 with their victory and set the variable `game_over` to `True`. - - Next we'll program what happens when Player 2 guesses wrong (so the `{else}` command). First, tell the player that their guess was wrong. Then increase the `mistakes_made` variable by 1. - - For the last part we'll program what happens when Player 2 has made 10 mistakes. We'll print that Player 1 has won the game. Then we'll print the correct answer. And finally, we'll set our `game_over` variable to `True`, so the game stops. - - ***Go to the next tab*** Amazing work! Your game is playable, but wouldn't it be fun if the hangman was actually drawn when Player 2 makes a mistake..? - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - guess = _ - {if} _ - {for} i {in} {range} 1 {to} amount_letters: - if answer[i] == guess: - guessed_letters[i] = guess - {print} _ - {if} guessed_letters == _: - {print} _ - game_over = _ - {else}: - {print} _ - mistakes_made _ - {if} _ == 10: - {print} _ - {print} _ - _ - ``` - hangman_3: - name: Hangman 3 - default_save_name: Hangman_3 - description: Hangman 3 - levels: - 17: - story_text: | - In a game of hangman the mistakes are shown by drawing a part of the hangman each time a mistake has been made. - We now add those drawings with our turtle! - - ### Exercise - ***Create a function that draws the hangman*** Create a function that draws the hangman in 10 steps. We have already made step 1 for you. - - ***Test the function*** Test the function by calling the function with 10. If you are happy with the function, remove the line that calls the function for now. We will call the function when the player makes a mistake. - - ***Paste your hangman game under your function*** Go back to the previous tab and copy your hangman game. Paste the game underneath your function. - - ***Call the function when the player makes a mistake*** Under the line `mistakes_made = mistakes_made + 1` we will call the function. We want the turtle to take the same amount of steps as the player has made mistakes, so we call the function with `mistakes_made` as argument. - - ***Enjoy your game!*** -
- The hangman could look like this -
- example_code: | - ``` - # Create a function that draws the hangman - {define} draw_hangman {with} step: - {if} step == 1: - {color} white - {forward} -100 - {turn} 90 - {forward} -50 - {color} black - {forward} 100 - {forward} -50 - - {if} step == 2: - _ - # Paste your hangman game here - - ``` - harry_potter: - name: Harry Potter - default_save_name: Harry Potter - description: Harry Potter adventures - levels: - 10: - story_text: "### Exercise\nWe can also make a Harry Potter themed fortune teller. Fill in blanks such that 9 lines are printed.\n**Extra** Change the theme of the fortune teller into something else, such as your favorite book, film or tv show.\n" - example_code: "```\nhouses = Gryffindor, Slytherin, Hufflepuff, Ravenclaw\nsubjects = potions, defence against the dark arts, charms, transfiguration\nfears = Voldemort, spiders, failing your OWL test\nnames = Harry, Ron, Hermione\n_\n_ {print} name ' is placed in ' houses {at} {random}\n_ {print} name ' is great at ' subjects {at} {random}\n_ {print} name 's greatest fear is ' fears {at} {random}\n```\n" haunted: name: Hiša strahov - default_save_name: Haunted House - description: Escape from the haunted house levels: 1: story_text: "V tej dogodivščini si boste ustvarili igro, v kateri morate pobegniti iz hiše strahov tako, da izberete prava vrata.\nČe boste izbrali prava vrata, boste preživeli, v nasprotnem primeru pa vas lahko ujame strašna pošast...\n\nV 1. stopnji začnemo igro o hiši strahov tako, da si izmislimo strašljivo zgodbo in vprašamo igralca, katero pošast bo videl v hiši strahov.\n" example_code: "```\n{print} Kako smo prišli sem?\n{print} Spomnim se, da mi je prijatelj rekel, naj grem v stari dvorec...\n{print} in nenadoma je vse postalo črno.\n{print} Toda kako smo se znašli na tleh...?\n{print} Glava me boli, kot da bi me udaril bejzbolski kij!\n{print} Kaj je to za zvok?\n{print} O ne! Zdi se mi, da v tej hiši nismo sami!\n{print} Moramo pobegniti!\n{print} Pred mano so tri vrata..\n{ask} Katera vrata naj izberem?\n{echo} Izberem vrata\n{print} ...?\n```\n" story_text_2: "### Vaja\nKopirajte vzorčno kodo na vnosno okno s klikom na rumeni gumb.\nZdaj dokončajte zgodbo tako, da dodate vsaj 5 vrstic kode.\nNe pozabite, da vsako vrstico programa začnete z ukazom `{print}`.\n" - 2: - story_text: "In this haunted house you can choose your monsters with emojis. Of course you could also use words.\n" - example_code: "```\nmonster_1 {is} 👻\nmonster_2 {is} 🤡\nmonster_3 {is} 👶\n{print} You enter the haunted house.\n{print} Suddenly you see a monster_1\n{print} You run into the other room...\n{print} But a monster_2 is waiting there for you!\n{print} Oh no! Quickly get to the kitchen.\n{print} But as you enter monster_3 attacks you!\n```\n" - story_text_2: "### Exercise\nIn the example above the monsters are predetermined. So each time you run your code, the output is the same.\nCan you add `{ask}` commands to make the haunted house interactive and have the players choose the monsters they come across?\n" - example_code_2: "```\nmonster_1 {is} _\nmonster_2 {is} _\nmonster_3 {is} _\n{print} You enter the haunted house.\n{print} Suddenly you see a monster_1\n{print} You run into the other room...\n{print} But a monster_2 is waiting there for you!\n{print} Oh no! Quickly get to the kitchen.\n{print} But as you enter monster_3 attacks you!\n```\n" - 3: - story_text: "In the previous levels you've made an introduction to your haunted house game, but as you might have noticed the story would always have a dreadful end.\nIn this level you can make your story more interactive by changing the outcome of the game; sometimes you'll get eaten, sometimes you'll escape!\nLet Hedy decide randomly!\n\n### Exercise\nCopy the example codes and fill in the blanks to make it work!\n\n**Extra** This story is pretty straight forward, maybe you can spook it up a bit by adding a more exciting story.\nAlso you have very limited outcomes right now, there are only 3 options of what's behind the doors. Maybe you can think of more monsters to add to the list!\n" - example_code: "```\n_ Escape from the haunted house!\n_ There are 3 doors in front of you...\n_ _ _ Which door do you choose?\n_ You picked door ... choice\nmonsters _ a zombie, a vampire, NOTHING YOUVE ESCAPED\n_ You see...\n{sleep}\n_ _ _ _\n```\n" - 4: - story_text: "In this level you learn how to use quotation marks in your games.\n\n### Exercise\nCan you make your Haunted House level 4 proof?\n\n### Exercise 2\nGo back to the previous level and copy your haunted house code. Make the code work in this level by adding quotation marks in the right spots.\n" - example_code: "```\n_ Add quotation marks to this code _\n{print} Escape from the haunted house!\n{print} There are 3 doors in front of you...\nchoice {is} {ask} Which door do you choose?\n{print} You picked door ... choice\nmonsters {is} a zombie, a vampire, NOTHING YOUVE ESCAPED\n{print} You see...\n{sleep}\n{print} monsters {at} {random}\n ```\n" - 5: - story_text: "Up until this level the haunted house game always asked the player to choose a door, but as you might have noticed, they didn't really have to answer correctly.\nIf the player filled in a completely random answer, the game would still work and the player might even win (despite not picking a door).\nIn this level you can only win the game by picking the same door Hedy picked randomly.\n\n### Exercise\nCan you find the 4 missing words to complete the code?\n" - example_code: "```\n{print} 'Escape from the haunted house!'\n{print} 'There are 3 doors in front of you...'\ndoors {is} 1, 2, 3\nmonsters {is} werewolf, mummy, vampire, zombie\nchosen_door {is} {ask} 'Which door do you choose?'\n{print} 'You chose door...' chosen_door\n{sleep}\ncorrect_door {is} doors {at} {random}\n_ _ _ _ {print} 'Great! Youve escaped!'\n{else} {print} 'Oh no! You are being eaten by a...' monsters {at} {random}\n```\n" - 9: - story_text: "In this level you can use nesting, which allows you to make the haunted house even more interactive!\n\n### Exercise\nNow it's very hard to win this game, can you make it easier to win?\nChange your code so it only has one wrong door and two correct doors instead of one correct door and two wrong ones? \nTip: This means changing the variable correct_door into wrong_door, and switching the `{if}` and `{else}` code.\nAnd of course you may also change the story and make it your own. Change the monsters or make it a happy game show where you get a gift!\n" - example_code: "```\n{print} 'Escape from the Haunted House!'\nplayer = alive\ndoors = 1, 2, 3\nmonsters = zombie, vampire, giant spider\n{repeat} 3 {times}\n {if} player {is} alive\n correct_door {is} doors {at} {random}\n {print} 'There are 3 doors in front of you...'\n chosen_door = {ask} 'Which door do you choose?'\n {if} chosen_door {is} correct_door\n {print} 'No monsters here!'\n {else}\n {print} 'You are eaten by a ' monsters {at} {random}\n player = dead\n {else}\n {print} 'GAME OVER'\n{if} player {is} alive\n {print} 'Great! You survived!'\n```\n" - 11: - story_text: "In this level we've changed the `{for}` command so we can tell the player where they are. \n\n### Exercise 1\nFinish the program so the player knows which room they are in.\n\n### Exercise 2\nMake the program into an adventure by following these steps:\n\n1. Make a list of choices (like: fight or flight)\n2. Make sure the player can choose an option with `{ask}`\n3. Is answer correct? Then they may proceed to the next monster. Do they give a wrong answer? Let the player know with a `{print}`. \n\n**Extra** If you make a wrong choice, a monster is still shown! How could you change that?\n" - example_code: "```\n{print} 'Escape from the Haunted House!'\nmonsters = zombie, vampire, giant spider\n_\n {print} 'Room ' i\n monster = monsters {at} {random}\n```\n" - 14: - story_text: "### Exercise\nIn this level you can use the `<` and `>` symbol to introduce lives to your game.\nMake sure the player loses a life when they come across the wrong monster and that the game stops if you have no lives left.\n" - example_code: "```\n{print} 'Escape from the haunted house'\nlives = 3\ndoors = 1, 2, 3\nmonsters = 'the wicked witch', 'a zombie', 'a sleeping 3 headed dog'\n{for} i {in} {range} 1 {to} 10\n {if} lives _\n good_door = doors {at} {random}\n monster = monsters {at} {random}\n chosen_door = {ask} 'Which door do you choose?'\n {if} good_door == chosen_door\n {print} 'You have chosen the correct door'\n {else}\n {print} 'You see...' monster\n {if} monster == 'a sleeping 3 headed dog'\n {print} 'Pffieuw.... Its asleep'\n {else}\n {print} 'You lose one life'\n lives = _\n {else}\n {print} 'GAME OVER'\n```\n" - 16: - story_text: "### Exercise\nThis haunted house game uses the connection between the lists you can use in this level.\nFor example: all the properties that belong to the zombie are first in all the lists, witch second and vampire third.\nCheck out the code and fill in `weapons[i]`, `monsters[i]` , `bad_fate[i]`, `good_fate[i]`, `hint[i]` on the correct blanks to get the code to work!\n" - example_code: "```\nnumbers = [1, 2, 3]\ni = numbers[{random}]\nhint = ['growling', 'a cackling laugh', 'fluttering batwings']\nmonsters = ['zombie', 'witch', 'vampire']\nbad_fate = ['Your brain is eaten', 'You are forever cursed', 'You are bitten']\ngood_fate = ['You throw the ham. The zombie is distracted and starts eating it.', 'You set the curtains on fire. The witch flees out of fear for the fire', 'The vampire hates garlic and flees']\nweapons = ['ham', 'lighter', 'garlic']\n{print} 'You are standing in front of an old mansion'\n{print} 'Something is not right here'\n{print} 'You hear ' _\n{print} 'You are going to explore it'\n{print} 'You enter the kitchen and see a lighter, a raw ham and a garlic.'\nyour_weapon = {ask} 'What do you bring with you?'\n{print} 'With your ' your_weapon ' you enter the living room'\n{print} 'There you find a ' _\nneeded_weapon = _\n{if} your_weapon == needed_weapon\n {print} 'You use your ' your_weapon\n {print} _\n {print} 'YOU WIN!'\n{else}\n {print} 'You have chosen the wrong weapon...'\n {print} _\n {print} 'GAME OVER'\n```\n" - hotel: - name: hotel - default_save_name: hotel - description: hotel - levels: - 13: - story_text: "In the previous adventure you have learned how to use an argument in a function, and you've learned how to combine it with an {ask}.\nYou might have wondered why you would use functions, because the functions in the example were only one line of code.\nNow we will show you what a bigger function looks like and we will use multiple agruments now as well. You'll see how much better it is to use a function once the function gets bigger.\nHere is an example of a function with arguments combined with {ask} commands.\n" - example_code: "```\n{define} welcome_message {with} title, last_name, country, room_number\n {print} 'Welcome to Hotel Hedy, ' title ' ' last_name\n nice_trip {is} {ask} 'Did you have a nice trip from, ' country '?'\n {if} nice_trip {is} 'yes'\n {print} 'Lovely!'\n {else}\n {print} 'Sorry to hear that.'\n {print} 'Hopefully you can take a nice rest in you room.'\n {print} 'Your room number is ' room_number\n\n{print} 'Hello. Please fill in your information to check in.'\ntitle = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?'\nname = {ask} 'What is you last name?'\nhomecountry = {ask} 'What country do you come from?'\n\n{call} welcome_message {with} title, name, homecountry, 105\n```\n\ntitle = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?'\nname = {ask} 'What is you last name?'\nhomecountry = {ask} 'What country do you come from?'\n\n{call} welcome_message {with} title, name, homecountry, 105\n" - if_command: - name: '{if} & {else}' - default_save_name: if_command - description: Introducing the {if} command - levels: - 5: - story_text: "## If... else....\nIn level 5 there is something new, the `{if}`! With the `{if}` you can choose between two different options.\nThis code prints nice if you enter Hedy as a name, and boo! if you enter something else.\n`{ask}` and `{print}` still work like they did in level 4.\n" - example_code: "```\nname {is} {ask} 'what is your name?'\n{if} name {is} Hedy {print} 'nice' {else} {print} 'boo!'\n```\n" - story_text_2: "Sometimes code with an `{if}` gets really long and does not fit on the line well.
You may also divide the code over two lines, starting the second line at the `{else}` like this:\n" - example_code_2: "```\nname {is} {ask} 'what is your name?'\n{if} name {is} Hedy {print} 'nice'\n{else} {print} 'boo!'\n```\n" - story_text_3: "### Exercise\nTry to create your own code with `{if}` and `{else}`. You can use the example code if you want.\n" - example_code_3: "```\nanswer {is} {ask} '2 + 2 = ?'\n_ _ _ 4 _ 'Great job!'\n_ _ 'No 2 + 2 = 4'\n```\n" - 8: - story_text: "## If... Else...\nYou have learned to repeat a block of lines of code after a `{repeat}` command.\nNow you can also use indentation to make blocks after a {if} or {else} command.\nCheck out the example code.\n\n### Exercise\nAdd an {else} command to the example code. Make a block of line using indentation. You do this by starting each line with 4 spaces.\n" - example_code: "```\nname = {ask} 'What is your name?'\n{if} name {is} Hedy\n {print} 'Welcome Hedy'\n {print} 'You can play on your computer!'\n```\n" - 9: - story_text: "In this level you can also put an `{if}` command inside another `{if}` command.\n" - example_code: "```\ncontinue = {ask} 'Do you want to continue?'\n{if} continue = yes\n sure = {ask} 'Are you sure?'\n {if} sure {is} yes\n {print} 'We will continue'\n {else}\n {print} 'You are not sure'\n{else}\n {print} 'You do not want to continue'\n```\n" - in_command: - name: '{in}' - default_save_name: in_command - description: Introducing the {in} command - levels: - 5: - story_text: "## Lists\nWhen we want to check if something is in a list, we can now use the `{in}` command.\nThis code prints pretty! if you choose green or yellow, and meh otherwise.\n" - example_code: "```\npretty_colors {is} green, yellow\nfavorite_color {is} {ask} 'What is your favorite color?'\n{if} favorite_color {in} pretty_colors {print} 'pretty!'\n{else} {print} 'meh'\n```\n" - story_text_2: "### Exercise\nFinish the example code by filling in the blanks with commands that you've learned.\nWhen you've finished the code, try to create a code of your own and use a question that you've thought of yourself.\n" - example_code_2: "```\nanimals {is} dog, cow, sheep\nanswer {is} {ask} 'What is your favorite animal?'\n_ answer _ animals _ 'Mine too!'\n_ _ 'My favorite animals are dogs, cows and sheep'\n```\n" is_command: - name: '{is}' - default_save_name: is_command - description: introducing {is} command levels: 2: story_text: "## Spremenljivke\nBesedo lahko poimenujete z `{is}`. To se imenuje **spremenljivka**. V tem primeru smo ustvarili dve spremenljivki, ki ju imenujemo ime in starost. Besedo ime lahko uporabite kjer koli v kodi in zamenjana bo s Hedy, kot v tem primeru:\n" - example_code: "```\nname {is} Hedy\nage {is} 15\n{print} name is age years old\n```\n" story_text_2: "### Vaja\nČas je za izdelavo lastnih spremenljivk!\nV vzorčni kodi smo naredili primer spremenljivke `priljubljena_žival`. V vrstici 1 je spremenljivka nastavljena, v 2. vrstici pa smo spremenljivko uporabili v ukazu `{print}`.\nNajprej dokončajte naš primer tako, da podčrtaj nadomestite z svojo najljubšo živaljo. Nato sami izdelajte še tri primere nastavljanja spremenljivke. Izberite spremenljivko in jo nastavite z ukazom `{is}`. Nato jo uporabite z ukazom `{print}`, tako kot smo to storili skupaj.\n" example_code_2: "```\npriljubljena_žival {is} _\n{print} Všeč mi je priljubljena_žival\n```\n" - 6: - story_text: "We also make a change in storing a word in a variable! You may now use `=` instead of `{is}` when we store a name or a number in a variable, like this:\n" - example_code: "```\nname = Hedy\nanswer = 20 + 4\n```\n" - 14: - story_text: "We are going to learn more new items. You might know them already from mathematics, the `<` and `>`.\nThe `<` checks if the first number is smaller than the second, for example age `<` 12 checks if age is smaller than 12.\nIf you want to check if the first number is smaller or equal to the second, you can use `<=`, for example age `<=` 11.\nThe `>` checks if the first number is bigger than the second, for example points `>` 10 checks if points is larger than 10.\nIf you want to check if the first number is bigger or equal to the second, you can use `>=`, for example points `>=` 11.\nYou use these comparisons in an `{if}`, like this:\n" - example_code: "```\nage = {ask} 'How old are you?'\n{if} age > 12\n {print} 'You are older than I am!'\n```\n```\nage = {ask} 'How old are you?'\n{if} age < 12\n {print} 'You are younger than me!'\n{else}\n {print} 'You are older than me!'\n```\n" - story_text_2: "From this level on, if you want to compare exactly, you can use two equal signs. This is what most programming languages do:\n" - example_code_2: "```\nname = {ask} 'What is your name?'\n{if} name == 'Hedy'\n {print} 'You are cool!'\n```\n" - story_text_3: "You can also compare if something is *not* equal to something else using `!=` like this:\n" - example_code_3: "```\nname = {ask} 'What is your name?'\n{if} name != 'Hedy'\n {print} 'You are not Hedy'\n```\n" - language: - name: Language - default_save_name: Language - description: Practice words in a foreign language - levels: - 5: - story_text: "Make your own program to practice your vocabulary in a new language.\n\n### Exercise\nMake the code longer by adding at least 3 more words for the player to learn.\n**Extra** Of course, you can choose to use a different language than French. You can change to code to any language you'd like to learn.\n" - example_code: "```\n{print} 'Learn French!'\ncat {is} {ask} '🐱'\n{if} cat {is} chat {print} 'Terrific!'\n{else} {print} 'No, cat is chat'\nfrog {is} {ask} '🐸'\n{if} frog {is} grenouille {print} 'Super!'\n{else} {print} 'No, frog is grenouille'\n```\n" - 16: - story_text: "### Exercise\nTake a look at the example code. This is a program to practise French vocabulary. Now make your own program to practice your vocabulary in a new language.\nIf you don't know any other languages, you can use Google translate or you can use emojis and your native language.\n" - example_code: "```\nfrench_words = ['bonjour', 'ordinateur', 'pomme de terre']\ntranslation = ['hello', 'computer', 'potato']\nscore = 0\n{for} i {in} {range} 1 {to} 3\n answer = {ask} 'What does ' french_words[i] ' mean?'\n correct = translation[i]\n {if} answer == correct\n {print} 'Correct!'\n score = score + 1\n {else}\n {print} 'Wrong, ' french_words[i] ' means ' translation[i]\n{print} 'You gave ' score ' correct answers.'\n```\n" maths: - name: maths - default_save_name: maths - description: Introducing maths levels: - 6: - story_text: "In this level you learn something new: you can now also calculate.\n\nThe plus is easy, you write it like with math: `5 + 5` for example. The minus also works fine, it is `5 - 5`.\n\nThe times is a bit different, because there is no times symbol on your keyboard. Just search, there really isn't!\nThat is why we multiply with the asterisk above 8: `5 * 5`. Read that as \"5 times 5\" that helps you remember it best.\n" - example_code: "```\n{print} '5 plus 5 is ' 5 + 5\n{print} '5 minus 5 is ' 5 - 5\n{print} '5 times 5 is ' 5 * 5\n{print} '5 divided by 5 is ' 5 / 5\n```\n" 12: - story_text: "**Decimal numbers**\nSo far, Hedy did not allow for decimal numbers like 1.5, but now we do allow that. Note that computers use the `.` for decimal numbers." - example_code: "```\n{print} 'Two and a half plus two and a half is...'\n{print} 2.5 + 2.5\n```\n" - story_text_2: "**Maths with words**\nIn this level you can also do addition with words like this:" example_code_2: "```\na = 'Pozdravljen '\nb = 'svet!'\n{print} a + b\n```\n" music: name: Glasba @@ -880,57 +167,12 @@ adventures: levels: 1: story_text: "Na tej stopnji se boste naučili, kako z ukazom `{play}` zaigrati melodijo!\n\nVtipkajte `{play}` in nato noto, ki jo želite zaigrati. Lestvica je C-D-E-F-G-A-B.\nKot lahko vidite, je na voljo 7 različnih črk, vendar lahko zaigramo več kot le 7 not.\nZa črko vnesite številko med 1 in 10, da izberete lestvico, na primer za B4 sledi C5.\nC1 je najnižja nota, ki jo lahko zaigramo, C10 pa je najvišja.\n\n### Vaja\nPreizkusite program iz primera in se nato z njim poigrajte! Ali lahko ustvarite svojo melodijo?\nV naslednji stopnji se boste naučili igrati nekaj obstoječih skladb." - example_code: "```\n{play} C4\n{play} D4\n{play} E4\n{play} F4\n{play} G4\n{play} A4\n{play} B4\n{play} C5\n```" - 2: - story_text: "### Exercise\nFinish the songs! We have started the codes for some melodies.\n" - example_code: "```\n{print} Old Mac Donald had a farm\n{play} C5\n{play} C5\n{play} C5\n{play} G4\n{play} A4\n{play} A4\n{play} G4\n```\n" - story_text_2: As you can see, you can also use the `{sleep}` command to add a little pause in the song. - example_code_2: "```\n{print} Twinkle Twinkle Little Star\n{play} C\n{play} C\n{play} G\n{play} G\n{play} A\n{play} A\n{play} G\n{sleep} 1\n{play} F\n{play} F\n```\n" - 3: - story_text: "Create a random melody!\n\n### Exercise\nThe example code creates a random melody, but it's very short and not many notes are used.\nAdd more notes to the list and create a longer melody by copying the last line a couple more times.\n" - example_code: "```\nnotes {is} A4, B4, C4\n{play} notes {at} {random}\n{play} notes {at} {random}\n{play} notes {at} {random}\n```\n" - 4: - story_text: "Use the `{clear}` command to create a karaoke machine!\n\n### Exercise\nFinish the karaoke version of 'Mary had a little lamb'.\nThen, create a karaoke version of any song you'd like!\n" - example_code: "```\n{print} 'Mary had a little lamb'\n{play} E\n{play} D\n{play} C\n{play} D\n{play} E\n{play} E\n{play} E\n{clear}\n{print} 'Little lamb, little lamb'\n{play} D\n{play} D\n{play} D\n{play} E\n{play} E\n{play} E\n{clear}\n{print} 'Mary had a little lamb'\n{play} E\n```\n" 5: story_text: "Ukaza `{play}` ni treba vedno uporabiti za predvajanje celotne skladbe, včasih želite predvajati le eno noto.\nNa primer, če želite pripraviti kviz, lahko ob pravilnem odgovoru zaigramo veselo visoko noto, ob napačnem odgovoru pa žalostno nizko noto.\n\n### Vaja\nPrvo vprašanje dokončajte tako, da dodate vrstico kode, ki ob napačnem odgovoru zaigra noto C3.\nNato si zamislite še tri vprašanja, ki bi jih dodali temu kvizu.\n" - example_code: "```\nanswer {is} {ask} 'What is the capital of Zimbabwe?'\n{if} answer {is} Harare {play} C6\n_\n```\n" 6: story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\n This calls for musical maths! Try out the example code a couple of times with different starting numbers. \nThen, see if you can compose a song using the numbers.\n" - example_code: "```\nnumber = {ask} 'Say a starting number between 1 and 67'\n{print} number\n{play} number\nnumber = number + 1\n{print} number\n{play} number\nnumber = number + 1\n{print} number\n{play} number\n```\n" - 7: - story_text: "Using the `{repeat}` command can make your codes for melodies a lot shorter!\n\n### Exercise\nFinish the code for Twinkle Twinkle Little Star by using the `{repeat}`command.\nThen go back to the songs you've made in the previous levels. Can you shorten those codes too?\n" - example_code: "```\n{print} 'Twinkle Twinkle Little Star'\n{repeat} 2 {times} {play} C4\n{repeat} 2 {times} {play} G4\n_\n```\n" - 8: - story_text: "Now that we can use the `{repeat}` command for multiple lines, we can make songs even more easily!\n\n### Exercise\nFinish the song of Brother John (Frère Jacques). Don't forget to use `{repeat}`!\n" - example_code: "```\n{print} 'Brother John'\n{repeat} 2 {times}\n {play} C\n {play} D\n {play} E\n {play} C\n{repeat} 2 {times}\n {play} E\n {play} F\n {play} G\n {sleep} 1\n```\n" - 9: - story_text: "From this level on you can - among other things - use a {repeat} command inside a {repeat} command.\nThat makes songs like 'Happy birthday' even shorter!\n\n### Exercise\nFinish the song!\n" - example_code: "```\nfirst_time = yes\n{repeat} 2 {times}\n {repeat} 2 {times}\n {play} C\n {play} D\n {play} C\n {if} first_time {is} yes\n {play} F\n {play} E\n first_time {is} no\n {else}\n _\n```\n" - 12: - story_text: "Use functions in your songs! As you can see in the example code, you can make a function for each line of Twinkle Twinkle Little Star. Once you've programmed the first three lines, all you have to do is call the functions in the order you want them played in.\n\n### Exercise\nFinish the song of Twinkle Twinkle Little Star.\nThen look back at all the songs you've programmed in the levels before, can you make those codes better and shorter using functions too?\n" - example_code: "```\n{define} first_line\n {play} C\n {play} C\n {play} G\n {play} G\n {play} A\n {play} A\n {play} G\n {sleep}\n\n{define} second_line\n {play} F\n {play} F\n {play} E\n {play} E\n {play} D\n {play} D\n {play} C\n {sleep}\n\n{define} third_line\n {play} G\n {play} G\n {play} F\n {play} F\n {play} E\n {play} E\n {play} D\n {sleep}\n\n{call} _\n{call} _\n{call} _\n{call} _\n{call} _\n{call} _\n```\n" - 13: - story_text: "You can use a function with an argument for songs that have line that are almost the same, but slightly different each time.\nOne example is the song 'Yankee Doodle'. The first 4 notes of the first lines are the same, but each time they are followed by a different couple of notes.\n\n### Exercise\nCan you finish the song of Yankee Doodle?\nCan you think of another song to program this way?\n" - example_code: "```\n{print} 'Yankee Doodle'\n{define} _ {with} note_1, note_2, note_3\n {play} C4\n {play} C4\n {play} D4\n {play} E4\n {play} _\n {play} _\n {play} _\n\n{call} line_1 {with} 29, 31, 30\n{call} line_1 {with} 29, 28, 0\n{call} line_1 {with} 32, 31, 30\n\n{play} C4\n{play} B3\n{play} G3\n{play} A3\n{play} B3\n{play} C4\n{play} C4\n```\n" - 14: - story_text: "You can program music for fun, but you can also use the musical notes to make something useful like a fire alarm!\n\n### Exercise\nMake sure the fire alarm rings when there is a fire!\n" - example_code: "```\n{define} fire_alarm\n {print} 'FIRE!'\n note = 40\n {for} i {in} {range} 1 {to} 100\n {if} note _ 50\n note = note + 5\n {play} _\n {else}\n note = 40\n\nfire = {ask} 'Is there a fire?'\n{if} fire _ 'yes'\n {call} fire_alarm\n```\n" - 15: - story_text: "**Warning** This adventure can become extremely annoying!\nWe can also use the {while} command to repeat a song forever.\n\n### Exercise\nFinish the never-ending song.\n" - example_code: "```\n{define} song\n {play} _\n\nyes_or_no = {ask} 'Do you want to hear my never-ending song?'\n{while} yes_or_no = 'yes'\n {call} song\n {print} '🥳'\n```\n" - 16: - story_text: "Upgrade your Old MacDonald code!\n\n### Exercise\nTake your code from the 'Sing a Song' adventure and add musical notes to it!\nYou can make a function for each line in the song and call that function after the line is printed.\nWe defined the first line for you and called it in the code. Can you finish the whole song?\n" - example_code: "```\n{define} line_1\n {for} i {in} {range} 1 {to} 3\n {play} G\n {play} D\n {for} i {in} {range} 1 {to} 2\n {play} E\n {play} D\n\nanimals = ['pig', 'dog', 'cow']\nsounds = ['oink', 'woof', 'moo']\nfor i in range 1 to 3\n animal = animals[i]\n sound = sounds[i]\n print 'Old MacDonald had a farm'\n call line_1\n print 'E I E I O!'\n _\n```\n" - 17: - story_text: "You can use the {elif} to create different options.\n\n### Exercise\nFirstly, add colons to get the code to work.\nThen finish this code by adding at least 2 other songs for other moods. For example a happy song and an angry song.\n" - example_code: "```\n{define} scary_song\n {for} i {in} {range} 1 {to} 3\n {play} G\n {play} E\n {sleep} 2\n {for} i {in} {range} 1 {to} 3\n {play} F\n {play} D\n\nmood = {ask} 'Which emotion are you feeling?'\n{if} mood {is} 'fear'\n {call} scary_song\n{elif} _\n```\n" - 18: - story_text: "### Exercise\nEven in this last level of Hedy we can make some music! Be careful of all the syntax that is needed now.\nTake a good look at how the functions are defined and called upon in the example code.\nFinish the song!\n" - example_code: "```\n{def} line_1():\n {for} i {in} {range}(1, 5):\n {play} A\n {play} D\n {play} F\n {play} A\n\n{def} line_2():\n {for} i {in} {range}(1, 5):\n {play} G\n {play} C\n {play} E\n {play} G\n\n{def} line_3():\n_\n\n{print} ('The drunken sailor')\n{print} ('What shall we do with the drunken sailor?')\nline_1()\nline_2()\nline_3()\n{print} ('Early in the morning')\n```\n" parrot: name: Papiga - default_save_name: Parrot description: Ustvarite svojo spletno papigo, ki vas bo posnemala! levels: 1: @@ -938,48 +180,7 @@ adventures: example_code: "```\n{print} Jaz sem papiga Hedy\n{ask} kako je pa tebi ime?\n{echo}\n{echo}\n```\n" story_text_2: "### Vaja\nKopirajte kodo iz primera v vnosno okno s klikom na rumeni gumb.\nPapiga naj postavi drugačno vprašanje. Izpolnite prazna mesta v primeru!\n**Dodatek** Papagaju lahko dovolite, da postavi več vprašanj. Pod svoj program vnesite še nekaj vrstic kode.\n" example_code_2: "```\n{print} Jaz sem papiga Hedy\n{ask} _\n{echo}\n{echo}\n" - 2: - story_text: "In the previous level you've made a parrot that will repeat after you. In this level we'll make the parrot interactive using a variable and `{ask}` command.\nWe will also make the parrot more life-like by adding `{sleep}` commands after something is said.\n" - example_code: "```\n{print} Im Hedy the parrot\nname _ _ what is your name?\n{print} name\n_\n{print} squawk\n_\n{print} name\n```\n" - story_text_2: "### Exercise\nFirstly, finish line 2 with an `{is}` and an `{ask}` command.\nThen fill in a `{sleep}` command on line 4 and 6 to let the parrot stay quiet for a little bit.\n\n**Extra** Can you make the parrot ask for more then only your name by adding more lines of code?\n" - 3: - story_text: "Teach your parrot a new word with `{add}`.\n### Exercise\nCan you add the `{add} {to_list}` command to get the code to work?\n" - example_code: "```\nwords {is} squawk, Hedy\n{print} Train your parrot!\nnew_word {is} {ask} Which word do you want to teach them?\n_ new_word _ words\n{print} 🧒 Say new_word, Hedy!\n{print} 🦜 words {at} {random}\n```\n" - 4: - story_text: "In this level we have to use quotation marks with the commands `{ask}` and `{print}`.\n### Exercise\nComplete the code by filling in quotation marks on the blanks.\n" - example_code: "```\nwords {is} squawk, Hedy\n{print} _ Train your parrot! _\nnew_word {is} {ask} _ Which word do you want to teach them? _\n{add} new_word {to_list} words\n{print} _ 🧒 Say _ new_word _, Hedy!_\n{print} _ 🦜 _ words {at} {random}\n```\n" - 5: - story_text: "Reward your parrot if it says the correct word!\n\n### Exercise\nFinish the code by filling in the 4 missing commands.\n" - example_code: "```\nwords {is} squawk, Hedy\n{print} 'Train your parrot!'\nnew_word {is} {ask} 'Which word do you want to teach them?'\n{add} new_word {to_list} words\nsaid_word {is} words {at} {random}\n{print} '🧒 Say ' new_word ', Hedy!'\n{print} '🦜 ' said_word\n_ said_word {is} new_word _ '🧒 Great job, Hedy! 🍪'\n_ _ '🧒 No, Hedy! Say ' new_word\n```\n" - piggybank: - name: Piggy Bank - default_save_name: Piggy Bank - description: Count your pocketmoney! - levels: - 12: - story_text: "In this adventure you learn how to make a digital piggy bank.\n\n### Exercise\nFinish the code to calculate how much money you have and how long you need to save up to buy what you want!\n**Extra** Maybe you have already saved some money? Deduct that from the amount you will have to save up.\n" - example_code: "```\n{print} 'The digital piggy bank'\nwish = {ask} 'What would you like to buy?'\nprice = {ask} 'How much does that cost?'\nsaved = {ask} 'How much money have you saved already?'\nallowance = {ask} 'How much pocket money do you get per week?'\nto_save = price - saved\nweeks = to_save / allowance\n{print} 'You can buy a ' _ ' in ' _ ' weeks.'\n```\n" - 14: - story_text: "### Exercise\nIn this level you can let Hedy tell you if you have saved up enough money!\nFinish this code by filling in the blanks!\n" - example_code: "```\n_ calculate_budget {with} wish, money, allowance\n to_save = wish - money\n weeks = to_save / allowance\n {if} wish _ money\n {print} 'You need to save up some more!'\n {print} 'Youll need ' weeks ' more weeks.'\n {else}\n {print} 'Great! You have enough'\n {print} 'Lets go shopping!'\n\nmoney = {ask} 'How much money have you saved?'\nwish = {ask} 'How much money do you need?'\nallowance = {ask} 'How much pocket money do you get each week?'\n\n{call} _\n```\n" - pressit: - name: Key presses - default_save_name: Pressed - description: Try linking a keyboard key to a command! - levels: - 5: - story_text: "In this level there is another new keyword: `{pressed}`!\nWith `{pressed}` you can use keys on your keyboard to control what lines are used.\n\n### Exercise\nLook at the example and add one more line of code that reacts to a key press.\n" - example_code: "```\n{print} 'Do you want a good (g) or bad (b) ending?'\n{if} g {is} {pressed} {print} 'They lived happily ever after ❤'\n{else} {print} 'The prince was eaten by a hippopotamus 😭'\n```\n" - story_text_2: "You can also link turtle commands to keys.\n\n### Exercise\nCopy the lines a few times so you can create a larger drawing.\n" - example_code_2: "```\n{if} y {is} {pressed} {forward} 15\n{else} {turn} 90\n```\n" - 7: - story_text: "Now that you have learned about `{repeat}`, we can press keys multiple times.\nYou can use it to make the turtle walk forward and turn.\n\n### Exercise\nThe code you have seen in level 5 only checks the key once. Copy the example code and add a `{repeat}` to it, so that you can press the keys many times.\nUse this code to draw something nice.\n" - example_code: "```\n{if} x {is} {pressed} {forward} 15 {else} {turn} 90\n```\n" - 9: - story_text: "Now that you know how to combine statements, you can create a touch type tool with `{pressed}`.\n\n### Exercise\nFinish the code. Each time a random letter should be chosen, which you have to press. You get a point for a correct press, and and two points deduction for a wrong press.\n**Extra** Clear the screen after each letter, and show the user how many points they have scored.\n" - example_code: "```\npoints = 0\nletters = a, b, c, d, e\n{repeat} 10 {times}\n letter = _ _ _\n {print} 'Press the letter ' letter\n {if} letter {is} {pressed}\n _\n _\n _\n```\n" print_command: - name: '{print}' default_save_name: Izpiši description: Uvod v ukaz izpiši levels: @@ -988,11 +189,6 @@ adventures: example_code: "```\n{print} Pozdravljeni programerji!\n{print} Dobrodošli v Hedy!\n```\n" story_text_2: "### Vaja\nV Hedy boste v vsaki dogodivščini našli vaje. Vaja vam omogoča, da vadite nove ukaze in principe delovanja, ter vam omogoča, da primere kode preoblikujete po svoje.\nV tej vaji boste videli prazno okno. Preden se program lahko zažene, morate v prazno okno vpisati kodo.\n\nNa prazno mesto vpišite ukaz `{print}` in nato dodajte še pet vrstic kode. Vsaka vrstica se mora začeti z ukazom `{print}`.\nZabavajte se!\n" example_code_2: "```\n_ Živijo!\n```\n" - 18: - story_text: "We arrived at real Python code! That means we need to use parentheses with `{print}` and `{range}` from now on.\nIt also means you can use Hedy code from this level in any Python environment as long as you use the English commands. If you haven't until now, you can switch the toggle in the commands menu to do so." - example_code: "```\n{print}('Hello!')\n{for} i {in} {range}(1, 10):\n {print}('This is line ', i)\n```\n" - story_text_2: If you want to print more than one item, you need to separate them by commas. - example_code_2: "```\ntemperature = 25\n{print}('It is ', temperature, ' degrees outside')\n```\n```\nname = 'Hedy'\n{print}('My name is ', name)\n```\n" quizmaster: name: Kvizmojster default_save_name: Kvizmojster @@ -1000,70 +196,25 @@ adventures: levels: 14: story_text: "### Vaja\nV tej dogodivščini lahko naredite svoj kviz! Izpolnite prazna mesta, dodajte več vprašanj in uživajte v svojem kvizu!\nSestavite lahko kviz o vsem, kar želite: o svojem hobiju, najljubši živali, najljubši knjigi ali karkoli drugega!\n" - example_code: "```\n{print} 'Make your own quiz'\npoints_a = 0\npoints_b = 0\n{print} 'Question'\n{print} 'Answer option A'\n{print} 'Answer option B'\nanswer = {ask} 'Which answer?'\n{if} answer == 'A'\n points_a = points_a + 1\n{if} answer == 'B'\n points_b = points_b + 1\n{print} 'End of the quiz!'\n{print} 'Lets see the results!'\n{if} points_a > points_b\n {print} 'You belong to the A club'\n{if} points_b > points_a\n {print} 'You belong to the B club'\n```\n" quotation_marks: - name: "'quotation marks'" - default_save_name: quotation_marks - description: Introduction quotation marks levels: - 4: - story_text: "## 'Quotation marks'\nIn level 4 `{ask}` and `{print}` have changed.\nYou must put text that you want to print between quotation marks.\nThis is useful, because now you can print all the words you want. Also the words you used to store something with `{is}`.\nMost programming languages also use quotation marks when printing, so we are also getting a step closer to real programming!\n" - example_code: "```\n{print} 'You need to use quotation marks from now on!'\nanswer {is} {ask} 'What do we need to use from now on?'\n{print} 'We need to use ' answer\n```\n" - story_text_2: "## Contractions\nImportant! Mind that now that we're using quotation marks, Hedy will get confused when you use the apostrophe for contractions like I'm or What's.\nMake sure to remove those apostrophes and change the spelling to I am or What is.\nCheck out the example code to see the wrong way of using apostrophes.\n" - example_code_2: "```\n_ This is the wrong way of using apostrophes _\n{print} 'I'm babysitting my sister's kids'\n{print} 'What's more fun than that?'\n```\n" 12: - story_text: "**All texts need to be in quotation marks**\nFor this level on you will also have to use quotation marks when storing a text with `=`:\n" example_code: "```\nime = 'Hedy Robot'\n{print} 'Živijo ' ime\n```\n" - story_text_2: "**All items in lists need quotation marks too**\nLists are texts, so they need quotation marks too. Mind that each single item on the list has quotation marks.\nThis allows you to save two words as 1 item on the list, for example 'Black Widow'.\n" example_code_2: "```\nsuper_junaki = 'Spiderman', 'Batman', 'Črna Vdova'\n{print} super_junaki {at} {random}\n```\n" - story_text_3: "**All text after `{if}` comparisons need quotation marks too**\n" - example_code_3: "```\nname = {ask} 'What is your name?'\n{if} name = 'Hedy the Robot'\n {print} 'Hi there!'\n```\n" - story_text_4: "**Numbers don't need quotation marks**\nFor numbers, you do not use quotation marks in the `=`:\n" - example_code_4: "```\nscore = 25\n{print} 'You got ' score\n```\n" random_command: - name: '{random}' - default_save_name: random_command - description: introducing at random command levels: 3: - story_text: "## At random\nIn this level you can make a list using the `{is}` command. You can let the computer choose a random item from that list. You do that with `{at} {random}`.\n" example_code: "```\nživali {is} psi, mačke, kenguruji\n{print} živali {at} {random}\n```\n" - story_text_2: "You can use the `{at} {random}` command in a sentence as well.\n" - example_code_2: "```\nfood {is} sandwich, slice of pizza, salad, burrito\n{print} I am going to have a food {at} {random} for lunch.\n```\n" - story_text_3: "### Exercise\nTry out the `{at} {random}` command by making your own gameshow (like the ones on tv) where you choose a door or suitcase and it contains a big price!\nCan you do it? We have already put the first lines into the example code.\n" - example_code_3: "```\n{print} The big gameshow!\n{print} There are 3 suitcases in front of you...\nchosen {is} {ask} Which suitcase do you choose?\nprices {is} _\n_\n```\n" 16: - story_text: "We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels.\nWe use square brackets to point out a place in a list. For example: `friends[1]` is the first name on the list of friends, as you can see in the first part of the example code.\nThe second part of the example code shows you that we can also match 2 lists using the variable i." - example_code: "```\nfriends = ['Ahmed', 'Ben', 'Cayden']\n{print} friends[1] ' is the first friend on the list.'\n{print} friends[2] ' is the second friend on the list.'\n{print} friends[3] ' is the third friend on the list.'\n#now we will match 2 lists using the variable i\nlucky_numbers = [15, 18, 6]\n{for} i {in} {range} 1 {to} 3\n {print} friends[i] 's lucky number is ' lucky_numbers[i]\n```\n" - story_text_2: "Now that you've learned to use the brackets in lists, you can also start using the {at} {random} command in the Python way!\nYou simply type the name of your list with `[random]` behind it!" example_code_2: "```\nsadje= ['jabolko', 'banana', 'češnja']\n{print} sadje[random]\n```" repeat_command: - name: '{repeat}' - default_save_name: repeat_command - description: '{repeat} command' levels: 7: story_text: "## Repeat! Repeat! Repeat!\nLevel 7 adds the `{repeat}` command. `{repeat}` can be used to execute one line of code multiple times. Like this:\n\n### Exercise\nPlay around with the repeat command. Can you make the happy birthday song in only 3 lines of code instead of 4 now?\n" example_code: "```\n{repeat} 3 {times} {print} 'Hedy je zabaven!'\n```\n" - 8: - story_text: "### Repeat commands and indentation\nIn this level you can repeat multiple lines of code with only 1 repeat command.\nYou do this by making a block of lines that you want to repeat.\nThe lines in this block will need **indentation** .\nThat means putting four spaces at the beginning of each line. You will also have to indent when you just want to create a block of one line.\n" - example_code: "```\n{repeat} 5 {times}\n {print} 'Hello everyone'\n {print} 'This is all repeated 5 times'\n```\n" 9: story_text: "Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two...\nGood news! In this level you will be allowed to put an {if} inside an {if}, or inside a {repeat} command. Putting a block of code inside another block of code is called nesting. ``` Putting a block of code inside another block of code is called nesting.\n" example_code: "```\nanswer = {ask} 'Are you ready to learn something new?'\n{if} answer {is} yes\n {print} 'Great! You can learn to use the repeat command in the if command!'\n {print} 'Hooray!'\n {print} 'Hooray!'\n {print} 'Hooray!'\n{else}\n {print} 'Maybe you should practice some more in the previous level'\n" - repeat_command_2: - name: '{repeat} 2' - default_save_name: repeat_command_2 - description: '{repeat} command 2' - levels: - 7: - story_text: "## Repeat with other commands and with variables\nYou have practiced the `{repeat}` command in combination with the `{print}` command now, but did you know you could also use other commands with `{repeat}` ?\nIn this example code you can see that `{repeat}` can also be used with an `{ask}`, `{if}` or `{else}` command.\n" - example_code: "```\n{repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?'\n{if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!'\n{else} {repeat} 3 {times} {print} 'You have learned something new!'\n```\n" - story_text_2: "Another interesting thing you can do with the `{repeat}` command is using variables to set the amount of times something should be repeated. In the example code you can see that we first ask the person how old they are.\nThen, in line 3, the question is repeated 'age' times. So we have used the variable 'age' with the `{repeat}` command.\n" - example_code_2: "```\n{print} 'Yay! It is your birthday!'\nage = {ask} 'How old are you now?'\n{repeat} age {times} {print} 'Hip Hip Hurray!'\n```\n" - 8: - story_text: "### In the block or not?\nIn this level you have to think carefully which lines of code should be in the block and which shouldn't.\nFor example: If you want to sing the song *the muffin man*. You only want the line with 'the muffin man' to be repeated twice.\nThis means the last line shouldn't start with indentation as it doesn't belong to the block.\nIf you do start the last line with indentation the song will turn out wrong.\n\n### Exercise\nEach line in the example code starts with a blank. Remove the blanks and try to figure out which line need indentation and which don't to make the muffin man song.\n" - example_code: "```\n_ {print} 'Do you know the muffin man?'\n_ {repeat} 2 {times}\n_ {print} 'The muffin man'\n_ {print} 'Do you know the muffin man, who lives on Drury Lane?'\n```\n" restaurant: name: Restavracija default_save_name: Restavracija @@ -1072,55 +223,19 @@ adventures: 1: story_text: "V prvi stopnji lahko ustvarite svojo virtualno restavracijo in sprejemate naročila gostov.\n" story_text_2: "### Vaja\nKopirajte kodo iz primera v vnosno okno s klikom na rumeni gumb.\nNajprej v prazna polja vpišite pravilne ukaze, da bo program deloval pravilno.\nNato programu za restavracijo dodajte vsaj še 4 vrstice kode.\nGosta vprašajte, kaj želi piti, in ga vprašajte, ali želi plačati z gotovino ali kartico.\nNa koncu si zamislite, kako bi se od svojega gosta lepo poslovili.\n" - example_code_2: "```\n{print} Welcome to Hedy's restaurant 🍟\n_ What would you like to order?\n{echo} So you would like to order\n{print} Thank you for your order!\n{print} It's on its way!\n```\n" - 2: - story_text: "In level 2 you could expand your restaurant by using variables. In level 1 Hedy could only `{echo}` the order once and only remember the last thing that was ordered.\nNow you can use variables and Hedy can remember both the food and the toppings!\n" - example_code: "```\n{print} Welcome to Hedy's restaurant!\n{print} Today we're serving pizza or lasagna.\nfood {is} {ask} What would you like to eat?\n{print} Great choice! The food is my favorite!\ntopping {is} {ask} Would you like meat or veggies on that?\n{print} food with topping is on its way!\n```\n" - story_text_2: "### Exercise\nCopy your own restaurant code from to previous level to the input screen below.\nFix the code by replacing the `{ask}` and `{echo}` commands and using variables, like you've learned in this level.\n\nNow that your code is working again, it's time to add something more.\nLook at the last line of the example code: `{print} food with topping is on its way!`\nIn this single line 2 variables have been used to create a summary of the order.\nNow add your own summary of the food and drinks ordered by the customer.\n\n**Extra** Now that you've learned how to use variables, you can use as many variables in one line as you'd like. Can you add more variables to your code, like eat in or take-away, cash or card, with or without a straw etc.?\n" 3: story_text: "Imate težave pri odločanju, kaj bi imeli za večerjo? Dovolite Hedy, da izbere za vas!\nPreprosto dodajte sezname vaših najljubših (ali najmanj priljubljenih) jedi in Hedy lahko naključno izbere vašo večerjo.\nLahko se tudi malo zabavate, tako da dovolite, da Hedy izbere ceno za vašo večerjo! Kaj boste dobili?\n" - example_code: "```\ndishes {is} spaghetti, brussels sprouts, hamburgers\n{print} You will have dishes {at} {random} tonight!\nprices {is} 1 euro, 10 euros, 100 euros\n{print} That will be prices {at} {random} please.\n```\n" story_text_2: "### Vaja\nSedaj ustvarite svojo različico naključne restavracije.\nUstvarite seznam predjedi, glavnih jedi, desertov, pijač in cen sami.\nNato uporabite ukaze `{print}` in `{at} {random}` da poveste stranki, kaj bo nocoj na njihovem jedilniku.\n" example_code_2: "```\n{print} Dobrodošli v vaši lastni naključni restavraciji!\npredjedi {is} _\nglavne jedi {is} _\nsladice {is} _\npijače {is} _\ncene {is}_\n_\n```\n" 4: story_text: "### Exercise\nAdd the quotation marks to this code to make it work! Be careful: variables should not be in quotation marks.\nThen, use the `{clear}` command to only show one line at a time in your output screen.\n\n### Exercise 2\nGo back to the previous level and copy your restaurant code. Make the code work in this level by adding quotation marks in the right spots and add some `{clear}` commands.\n" - example_code: "```\n_ Add the quotation marks to this code _\n{print} Welcome to Restaurant Chez Hedy!\n{print} Today we are serving pizza or lasagna.\nfood {is} {ask} What would you like to eat?\n{print} Great choice! The food is my favorite!\ntopping {is} {ask} Would you like meat or veggies on that?\n{print} food with topping is on its way!\ndrinks {is} {ask} What would you like to drink with that?\n{print} Thank you for your order.\n{print} Your food and drinks will be right there!\n```\n" - 5: - story_text: "### Exercise\nThe example code shows how you could program that you've run out of a menu item in your restaurant.\nCopy your own restaurant code from the previous levels. Create a problem in your restaurant and code it, like the example code did.\nFor instance, you could also run out of a menu item, or you don't take credit cards, or the ice cream machine is broken.\n\n**Extra** Have you programmed the problem and programmed appropriate responses? Then try to add more `{if}` and `{else}` commands into your code.\nTry to add an `{if}` after every `{ask}` command in your code to make the code as interactive as possible!\n" - example_code: "```\ndrinks_in_stock {is} water, lemonade, cola, orange juice\ndrink {is} {ask} 'What would you like to drink?'\n{if} drink {in} drinks_in_stock {print} 'One ' drink 'coming up!'\n{else} {print} 'Sorry, we do not sell that'\n```\n" - 6: - story_text: "In this level you can use maths to calculate the total price of your customer's order, which can make your virtual restaurant more realistic.\nBut you can also add many more things to your virtual restaurant, for example more courses.\n\n### Exercise\nYou can add many more things to your virtual restaurant. For example, can you...\n- ask how many people are coming and multiply the price by that amount?\n- add another course?\n- give people a discount when they enter a (secret) couponcode?\n- add a children's menu?\n- think of other fun things to add?\n" - example_code: "You can make a simple restaurant code, like this:\n```\n{print} 'Welcome to Restaurant Chez Hedy'\n{print} 'Here is our menu:'\n{print} 'Our main courses are pizza, lasagne, or spaghetti'\nmain = {ask} 'Which main course would you like?'\nprice = 0\n{if} main {is} pizza price = 10\n{if} main {is} lasagne price = 12\n{if} main {is} spaghetti price = 8\n{print} 'You have ordered ' main\n{print} 'That will be ' price ' dollars, please'\n{print} 'Thank you, enjoy your meal!'\n```\n" 7: - story_text: "In this level you've learned how to use the `{repeat}` command to repeat a line of code a certain amount of times.\nYou can use that in your restaurant to `{ask}` multiple people what they'd like to eat.\n\n### Exercise\nCan you complete the code? Hedy needs to repeat this question as many times as there are people. So if there are 5 people, the question needs to be asked 5 times.\n**Extra** Expand your code with more questions, for example about drinks or sauce.\n" example_code: "```\n{print} 'Dobrodošli v restavracijo Chez Hedy'\nljudje= {ask} 'Koliko ljudi se nam bo pridružilo danes?'\n```\n" - 8: - story_text: "In this level you can make your virtual restaurant more elaborate by repeating multiple lines of code. Like this:\n\n### Exercise\nThis code can be expanded with more items on the menu, for example offering drinks, and/or multiple courses or desserts. Add at least one more item.\n**Extra** Add even more items, as many options as you like!\n" - example_code: "```\n{print} 'Welcome to Restaurant Chez Hedy!'\npeople = {ask} 'How many people will be joining us today?'\n{print} 'Great!'\n{repeat} people {times}\n food = {ask} 'What would you like to order?'\n {print} food\n{print} 'Thank you for ordering!'\n{print} 'Enjoy your meal!'\n```\n" - 9: - story_text: "In this level you can use nesting to make your restaurant more realistic and more fun!\n\n### Exercise\nThe indentation was removed in the example code. \nCan you figure out how much indentation each line needs in order for the code to work properly?\nIf the customer orders pizza, Hedy shouldn't ask what sauce the costumer wants.\n\n**Extra** A restaurant does not stock all sauces. Make a list of available sauces and give a reply with each order whether you sell it.
\n**Extra** Pizzas have toppings. Ask customers what they want.
\n**Extra** Do customers want a drink? Ask them too!
\n" - example_code: "```\n{print} 'Welcome to Restaurant Chez Hedy!'\npeople = {ask} 'How many people will be joining us today?'\n{print} 'Great!'\nprice = 0\n{repeat} people {times}\n_ food = {ask} 'What would you like to order?'\n_ {print} food\n_ {if} food {is} fries\n_ price = price + 3\n_ sauce = {ask} 'What kind of sauce would you like with your fries?'\n_ {if} sauce {is} no\n_ {print} 'no sauce'\n_ {else}\n_ price = price + 1\n_ {print} 'with ' sauce\n_ {if} food {is} pizza\n_ price = price + 4\n{print} 'That will be ' price ' dollar'\n{print} 'Enjoy your meal!'\n```\n" 10: - story_text: "In this level you'll learn how to easily ask orders for different courses.\n\n### Exercise 1\nFinish the code with an `{ask}` on the blanks such that the customer is asked what they want to eat for each course.\n" example_code: "```\nhodi = predjed, glavna jed, sladica\n{for} hod {in} hodi\n {print} 'Kakšno je vaše naročilo za ' hod '?'\n _ \n _\n```\n" - story_text_2: "### Exercise\nOf course, you could also order for multiple people!\nCan you add the correct amount of indentation before each line to make the code work properly?\nTip: some lines don't need any indentation at all.\n" - example_code_2: "```\n_ courses = appetizer, main course, dessert\n_ names = Timon, Ono\n_ {for} name {in} names\n_ {for} course {in} courses\n_ food = {ask} name ', what would you like to eat as your ' course '?'\n_ {print} name ' orders ' food ' as their ' course\n```\n" - 11: - story_text: "We can use the `{for}` with `{range}` to print the orders from multiple customers in an orderly manner.\n\n### Exercise\nFinish the restaurant code, so that you can ask for the order of multiple people. Print the order number each time: 'Order 1', 'Order 2', etc.\nAre you not sure how to go about this? Have a peek at your level 8 code.\n\n**Extra** In level 9 the restaurant also used prices. You can add that here too!\n" - example_code: "```\n{print} 'Welcome to Restaurant Hedy!'\npeople = {ask} 'For how many people would you like to order?'\n{print} 'So you want to order for ' people ' people.'\n{print} \"Let's go!\"\n```\n" - 12: - story_text: "From this level on, you can use decimal numbers to make your menu more realistic.\n\n### Exercise\nCan you think of a code to give your friends and family a 15% discount?\n" - example_code: "```\nprice = 0.0\nfood = {ask} 'What would you like to order?'\ndrink = {ask} 'What would you like to drink?'\n{if} food {is} 'hamburger'\n price = price + 6.50\n{if} food {is} 'pizza'\n price = price + 5.75\n{if} drink {is} 'water'\n price = price + 1.20\n{if} drink {is} 'soda'\n price = price + 2.35\n{print} 'That will be ' price ' dollar, please'\n```\n" - 13: - story_text: "In this level you will learn new commands to extend your code even further.\n\n### Exercise 1\nPlace a `{and}` and a `{or}` in the logical place in the program.\n\n### Exercise 2\nExpand your restaurant with at least one more `{and}` and one `{or}`.\nFor example, create a special discount coupon that only applies to pizza, or give your customer a free drink\nwith fries and pancakes. Or something completely different of course!\n" - example_code: "```\nprice = 10\nfood = {ask} 'What would you like to eat?'\ndrinks = {ask} 'What would you like to drink?'\n{if} food {is} 'sandwich' _ drinks {is} 'juice'\n {print} 'That is our discount menu'\n price = price - 3\n{if} drinks {is} 'water' _ drinks {is} 'juice'\n {print} 'That is a healthy choice'\n{print} 'That will be ' price ' dollars'\n```\n" - 15: - story_text: "With the `{while}` you can make sure your costumers can keep adding orders until they are done.\n\n### Exercise\nCorrectly add the `{while}` command to this code.\n" - example_code: "```\n{print} 'Welcome at McHedy'\nmore = 'yes'\n_\n order = {ask} 'What would you like to order?'\n {print} order\n more = {ask} 'Would you like to order anything else?'\n{print} 'Thank you!'\n```\n" rock: name: Kamen, škarje in papir default_save_name: Kamen_2 - description: Make your own rock, paper, scissors game levels: 1: story_text: "Na prvi stopnji lahko začnete z igro kamen, papir, škarje.\n\nZ `{ask}` se lahko odločite za svojo izbiro, z `{echo}` pa lahko to izbiro ponovite.\n" @@ -1131,378 +246,28 @@ adventures: story_text: "Na tej stopnji lahko vadite uporabo spremenljivk, da boste lahko na naslednji stopnji izvedli igro kamen, papir in škarje!\n### Vaja\nDokončajte program tako, da v prazna mesta vpišete **spremenljivko**.\nTa igra ni ravno interaktivna, vendar brez skrbi! V naslednjem zavihku se boste naučili, kako uporabiti spremenljivke z ukazom `{ask}` tako, da bo vaša igra postala interaktivna!\n" example_code: "```\nIzbira {is} kamen\n{print} Jaz izberem _\n```" 3: - story_text: "You can use the `{at} {random}` command to let the computer pick rock, paper or scissors!\n\n### Exercise\nFinish the code by using the `{at} {random}` command.\n" example_code: "```\nmožnosti {is} kamen, papir, škarje\n{print} možnosti _\n```\n" - story_text_2: "**Extra** Make a two player game. Firstly ask the two players to fill in their names. Then let the computer randomly pick their choices.\n" - example_code_2: "```\nchoices {is} rock, paper, scissors\nplayer_1 {is} {ask} Name of player 1:\n_\n```\n" - 4: - story_text: "In this level we can further program rock, paper, scissors. But if you want to add text, you have to use quotation marks here too.\n### Exercise\nFill in quotation marks on the blanks. Mind that the variable `choices` should be outside the quotes.\n" - example_code: "```\nchoices {is} rock, paper, scissors\n{print} _The computer chooses..._ choices {at} {random}\n```\n" - 5: - story_text: "In this level we can determine whether it's a tie or not. For that you need the new `{if}` code.\n\n### Exercise\nFinish the code by filling in the blanks:\n* Let the computer pick a random option\n* Ask the player what they want to choose\n* Fill in the correct variables in line 4 and 5\n* Finish line 6 so that Hedy can check whether it's a tie or not.\n" - example_code: "```\noptions {is} rock, paper, scissors\ncomputer_choice {is} _\nchoice {is} _\n{print} 'you chose ' _\n{print} 'computer chose ' _\n{if} _ {is} _ {print} 'tie!' {else} {print} 'no tie'\n```\n\nFill in the correct code on the blanks to see if it is a draw.\n" - 9: - story_text: "In this level you can program the whole rock, paper, scissors game by nesting the `{if}` commands. \n\n### Exercise\nCan you finish the code? The program must tell who has won for every combination.\n\n**Extra** Want to play more than one game? Expand the code so that you can play multiple rounds. You can even use an `{ask}` to ask the user how many rounds they want to play.\n" - example_code: "```\nchoices = rock, paper, scissors\nyour_choice {is} {ask} 'What do you choose?'\n{print} 'You choose ' your_choice\ncomputer_choice {is} choices {at} {random}\n{print} 'The computer chooses ' computer_choice\n{if} computer_choice {is} your_choice\n {print} 'Tie'\n{if} computer_choice {is} rock\n {if} your_choice {is} paper\n {print} 'You win!'\n {if} your_choice {is} scissors\n {print} 'You lose!'\n# finish this code\n```\n" - 10: - story_text: "### Exercise\nIn the previous levels you have often made your own rock paper scissors game. Can you finish the code and use the `{for}` command properly to get the game to work?\n" - example_code: "```\nchoices = _\nplayers = _\n{for} _\n```\n" 13: - story_text: "With the `{and}` command you can shorten your rock, paper, scissors code! Check out the example code.\n\n### Exercise\nFinish the code such that a winner is always decided on. Run your code a few times to verify there is always a winner printed.\n" example_code: "```\nmožnosti = 'kamen', 'papir', 'škarje'\nmoja_izbira = {ask} 'Kaj izberete?'\nračunalnikova_izbira = možnosti {at} {random}\n{print} 'Izbrali ste' moja_izbira \n{print} 'Računalnik izbere ' računalnikova_izbira \n{if} računalnikova_izbira {is} moja_izbira \n {print} 'Neodločeno'\n{if} računalnikova_izbira {is} 'kamen' {and} moja_izbira {is} 'papir'\n {print} 'Vi ste zmagali!'\n{if} computer_choice {is} 'kamen' {and} moja_izbira {is} 'škarje'\n {print} 'Računalnik je zmagal!'\n_\n```\n" - 15: - story_text: "### Exercise\nPlay until you beat the computer! But first, finish the example code...\n" - example_code: "```\nwon = 'no'\noptions = 'rock', 'paper', 'scissors'\n{while} won == 'no'\n your_choice = {ask} 'What do you choose?'\n computer_choice = options {at} {random}\n {print} 'you chose ' your_choice\n {print} 'the computer chose ' computer_choice\n {if} computer_choice == your_choice\n {print} 'Tie!'\n {if} computer_choice == 'rock' {and} your_choice == 'scissors'\n {print} 'You lose!'\n {if} computer_choice == 'rock' {and} your_choice == 'paper'\n {print} 'You win!'\n won = 'yes'\n_\n```\n" rock_2: name: Kamen, papir, škarje 2 default_save_name: kamen_2 description: Drugi del kamna, papirja in škarij levels: 2: - story_text: "Now that you have learned how to use the `{ask}` command, you can make your rock, paper, scissors code interactive too!\n\n### Exercise\nMake the rock, paper, scissors code interactive by adding the `{ask}` command and a question to your rock, paper, scissors code.\n" example_code: "```\nizbira {is} _\n{print} Jaz izberem choice\n```\n" secret: - name: SuperSpy - default_save_name: SuperSpy - description: Make your own spy code levels: 12: - story_text: "In this adventure you can create your own super spy code. Encode a message that only the right agent can decipher.\nIf the enemy tries to crack the code, they will get some false info to waste their time.\n\n### Exercise 1\nMake your own secret code for your superspy and return both parts only to the real spy.\n\n### Exercise 2\nAdd a third component to the code, like a piece of clothing or an object.\n" example_code: "```\nime = {ask} 'Kako vam je ime?'\n{if} ime {is} _\n a = 'Pojdite na letališče '\n{else}\n a = 'Pojdite na železniško postajo '\ngeslo = {ask} 'Kakšno je geslo?'\n{if} geslo {is} _\n b = 'jutri ob 2:00.'\n{else}\n b = 'danes ob 10:00'\n{print} _ _ _\n```\n" 13: - story_text: "We can simplify the superspy code with `{and}`, such that we only need one `{if}`.\n\n### Exercise 1\nComplete the code by filling the right command on the blank. Tip: The superspy has to answer BOTH questions correctly, before they get the confidential information!\n\n### Exercise 2\nWe want to confuse the enemy even more! Create a list with fake answers and select one at random when a wrong answer is given.\n" example_code: "```\nime = {ask} 'Kako vam je ime?'\ngeslo = {ask} 'Kakšno je vaše geslo?'\n{if} ime {is} 'Agent007' _ geslo {is} 'STROGO_ZAUPNO'\n {print} 'Ob 2:00 pojdite na letališče.'\n{else}\n {print} 'Ob 10:00 pojdite na železniško postajo.'\n ```\n" - simon: - name: Simon Says - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - Let's make a game of Simon Says! Simon Says is a memory game in which the player will be given a color. They have to repeat that color back. - If they get it right a color is added to the sequence, so they now have to remember 2 colors, then 3, then 4 etc. the game stops as soon as the player makes a mistake. - - ### Exercise - In this first part of the Simon Says adventure, we'll let the computer pick a random color and add it to a list. - - ***Make 2 lists*** First, make a list called `colors` and fill it with the colors red, yellow, green and blue. - Then make a list called `simon_sequence`. This list will be used as the answer. - At the start of the game this lists need to be empty. unfortunately, we can't create an empty list (yet), so we'll fill it with the words 'empty' and 'list' and we'll remove them from the list immediately. - - ***Create a function that adds a color to the sequence*** Now that we have an empty list called simon_sequence, we can start filling it with random colors. - We do that with a function, so we can call it everytime there's a new level in our game. Create a function called `add_random_color`. - Then create the variable random_color and set it to a random color. Next, add this random color to the simon_sequence. - - ***Create a function that shows the simon_sequence*** Start by naming the new function `show_simon_sequence` with `level` as an argument. Now we want to show as many colors as the level we are in (in level 1 you see 1 color, in level 2 you see 2 colors etc). - So we repeat `level` times, to print the `simon_sequence[i]`. Each time a color is shown, wait for 1 second and then clear the screen. - - ***Test your program*** Before you go to the next level, test if the functions are working by calling both of the functions. If they're working you should see a random color in your output screen. - Remove this testing part of your code, copy the code and continue to the next tab to learn more about the simon says game! - example_code: | - ``` - # Make 2 lists - colors = _ - _ = ['empty', 'list'] - {remove} _ {from} simon_sequence - {remove} _ - - # Create a function that adds a color - _ add_random_color - _ - {add} _ - - # Create a function that shows the simon_sequence - {define} _ - {for} i {in} {range} 1 {to} _ - {print} _ - _ - _ - - # Test your program - {call} _ - {call} show_simon_sequence {with} 1 - ``` - simon_2: - name: Simon Says 2 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - We'll continue with our Simon Says game! - - ### Exercise - ***Paste your code here*** Paste your code from the previous level here. Don't forget to remove the part that was just used for testing the functions. - - ***Create a function that creates the player_sequence*** The list `player_sequence` is used to capture the answers of the player. First we define the function with the argument level. - Next, we ask level times what the color is that they choose. We call that variable `answer`. Then we add the variable `answer` to the list player_sequence. - - ***Setting up the game*** Before we program the game in the next tab, we'll need some starting variables. First, we'll set the variable `level` to 1 and the variable `game_over` to False. - Then we make an introduction for the game. We'll print 'Welcome to Simon Says!' and clear the screen after 1 second. - - ***Continue to the next tab to finish the game!**** Don't forget to copy your code and take it with you to the next tab. - example_code: | - ``` - # Paste your code here - - - # Create a function that creates the player_sequence - {define} _ - {for} _ - _ 'What is color number ' i '?' - {add} answer {to} _ - - # Set up - level = _ - game_over = _ - {print} _ - _ 1 - _ - ``` - simon_3: - name: Simon Says 3 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - In this tab we'll program the game of Simon Says! - - ### Exercise - ***Paste your code*** Copy your code from the previous tab and paste it here. - - ***Program the game*** We start by making sure the game goes on while the game isn't over. Then we print what level the player is on, we use the variable level for that. We only show that for 1 second and then we clear the screen again. - Now, we have to create the empty list player_sequence. We've already programmed how to fill the list, with our function `player_sequence`, but we never made the list itself. To create the list we use the same trick as we did in the previous tab. - We'll make a list with the words 'empty' and 'list' on it, and then we remove both these words. Next, we'll call all of the 3 functions that we've created. - Lastly, we'll have to check if the player gave the correct answers (so if the player_sequence and the simon_sequence are the same). - If that's the case, we'll compliment the player. Wait for 1 second and increase the level with 1. - Did the player give the wrong answer, we'll tell them and end the game by setting game_over to 'True' - - ***Enjoy your game!*** Great job! Does your game not work? Use the ladybug button to debug your code! - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - {print} _ - _ - _ - _ = ['empty', 'list'] - {remove} _ - {remove} _ - {call} _ - {call} _ {with} _ - {call} _ {with} _ - {if} player_sequence == _ - _ - _ - _ - {else} - _ - game_over = _ - ``` sleep_command: - name: '{sleep}' - default_save_name: sleep_command - description: introducing {sleep} command levels: 2: - story_text: "Another new command in this level is `{sleep}`, which pauses your program for a second. If you type a number behind the {sleep} command, the program pauses for that amount of seconds.\n\n### Exercise\nPractise this new command by making a code of your own in which you use the {sleep} command at least 3 times. With each {sleep} command the pausing time should differ.\n" example_code: "```\n{print} Moja najljubša barva je...\n{sleep} 2\n{print} zelena!\n```\n" songs: - name: Sing a song! - default_save_name: Song description: Izpiši pesem - levels: - 6: - story_text: "Songs often contain a lot of repetition. Sometimes the repetition is also based on counting.\nFor example, in the well-known song 'Bottles of beer'. You can program that song with a little math.\n\nTip: Use the read aloud function to let Hedy sing the song to you!\n\n### Exercise\nYou can now repeat lines 2 to 7 as many times as you want by copying the lines.\n" - example_code: "```\nverse = 99\n{print} verse ' bottles of beer on the wall'\n{print} verse ' bottles of beer'\n{print} 'Take one down, pass it around'\nverse = verse - 1\n{print} verse ' bottles of beer on the wall'\n{sleep}\n```\n" - story_text_2: "This children's song counts down from 5 little monkeys to 1 monkey.\nIf you copy line 2 - 7 and paste it under the the code, you can sing the whole song!\n" - example_code_2: "```\nnumber = 6\nnumber = number - 1\n{print} number ' little monkeys jumping on the bed'\n{print} 'One fell off and bumped his head'\n{print} 'Mama called the doctor and the doctor said'\n{print} 'NO MORE MONKEYS JUMPING ON THE BED!'\n{sleep}\n```\n" - 7: - story_text: "Songs often contain a lot of repetition. For example... Baby Shark! If you sing it, you keep singing the same thing:\n\nBaby Shark tututudutudu
\nBaby Shark tututudutudu
\nBaby Shark tututudutudu
\nBaby Shark\n\n### Exercise\nYou can print the song Baby Shark with a `{repeat}`? Finish the code by replacing the blanks?\n**Extra** After Baby Shark you can of course also program other songs. There are many songs with repetition!\nCan you think of one more song and print it?\n" - example_code: "```\n{repeat} _ _ {print} 'Baby Shark tututudutudu'\n{print} 'Baby Shark'\n```\n" - 8: - story_text: "In a previous level you've programmed the song 'Bottles of beer'. But without the `{repeat}` command, you had to copy the verses many times.\nIn this level you can repeat the song 99 times, just by adding one simple line!\n\n### Exercise\nAdd the right command on the blanks and indent the code correctly.\n" - example_code: "```\nverse = 99\n_ 99 {times}\n{print} verse ' bottles of beer on the wall'\n{print} verse ' bottles of beer'\n{print} 'Take one down, pass it around'\nverse = verse - 1\n{print} verse ' bottles of beer on the wall'\n```\n" - 10: - story_text: "With `{for}` you can print make the whole baby shark song (including all the other sharks in the family) in only 6 lines!\n\n### Exercise 1\nCan you make the baby shark code even shorter by using a `{for}` command? Finish the example code.\n" - example_code: "```\nfamily = baby, mammy, daddy, grandma, grandpa\n_ _ _ _ \n {print} _\n```\n" - story_text_2: "### Exercise 2\nPrint the song Five little moneys jumping on the bed. Look up the text if you don't remember.\n\n**Extra** Print the song Old MacDonald had a farm, and make sure all animals make a different sound, using an `{if}`.\n" - example_code_2: "```\nmonkeys = 5, 4, 3, 2, 1\n```\n" - 11: - story_text: "In this level you can use the `{for}` with `{range}` to make songs that use counting, like the 5 little monkeys.\n\n### Exercise 1\nFill in the blanks and make the code work! If you don't remember the song text, look it up yourself.\n\n### Exercise 2\nThe final line of the song is different from the others. Print this line inside the `{for}`, and use an `{if}` to make it work correctly.\n" - example_code: "```\n_ monkeys _ _ 5 _ 1\n {print} monkeys ' little monkeys jumping on the bed'\n _\n```\n" - 12: - story_text: "In this song we can make it even easier to program 'if you're happy and you know it, clap your hands'. Because we can put all of the actions in a variable, check it out:\n\n### Exercise\nCan you add the right amount of indentation to each line to make the song play correctly?\nHint: Not all lines need indentation.\n" - example_code: "```\n_ actions = 'clap your hands', 'stomp your feet', 'shout Hurray!'\n_ {for} action {in} actions\n_ {for} i {in} {range} 1 {to} 2\n_ {print} 'if youre happy and you know it'\n_ {print} action\n_ {print} 'if youre happy and you know it and you really want to show it'\n_ {print} 'if youre happy and you know it'\n_ {print} action\n```\n" - 13: - story_text: "In the previous adventure you have learned how to use an argument in a function, but did you know that you could combine them with {ask} commands as well?\nIn this example we have changed the 'My Bonnie' program and made it interactive. You are now asked where Bonnie is.\n" - example_code: "```\n{define} song {with} place\n {print} 'My Bonnie is ' place\n\nchosen_place = {ask} 'Where do you want Bonnie to be?'\nsynonym = {ask} 'What is another word for that?'\n\n{call} song {with} chosen_place\n{call} song {with} synonym\n{call} song {with} chosen_place\n```\n" - 16: - story_text: "In this level, you can program a song like OldMacDonald even more quickly. You can connect the right animal to the right sound by simply putting them in the same place in the list.\nThe Drunken Sailor is also quickly made in this level. You only need 8 lines for the entire song, check it out!\n\n### Exercise\nComplete the Old MacDonald song by setting the variable `animal` to `animals[i]` and `sound` to `sounds[i]`.\n" - example_code: "```\nanimals = ['pig', 'dog', 'cow']\nsounds = ['oink', 'woof', 'moo']\n{for} i {in} {range} 1 {to} 3\n animal = _\n sound = _\n {print} 'Old MacDonald had a farm'\n {print} 'E I E I O!'\n {print} 'and on that farm he had a ' animal\n {print} 'E I E I O!'\n {print} 'with a ' sound sound ' here'\n {print} 'and a ' sound sound ' there'\n {print} 'here a ' sound\n {print} 'there a ' sound\n {print} 'everywhere a ' sound sound\n```\n\n```\nlines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober']\n{for} line {in} lines\n {for} i {in} {range} 1 {to} 3\n {print} line\n {print} 'early in the morning'\n {for} i {in} {range} 1 {to} 3\n {print} 'way hay and up she rises'\n {print} 'early in the morning'\n```\n" - 18: - story_text: "In level 16 we made songs using lists. These programs however are no longer working properly in this level. The colons from level 17 and the brackets from level 18 still need to be added.\n\n### Exercise 1\nThe Drunken sailor song is given as sample code, but not yet working.\nCan you make sure everything works again? To help you, we've put _ in the places of _some_ errors.\n\n### Exercise 2\nNow also look up your Old MacDonald song from level 16, and correct it.\n" - example_code: "```\nlines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober']\n{for} line {in} lines _\n {for} i {in} {range} 1 {to} 3 _\n {print} _ line _\n {print} 'early in the morning'\n {for} i {in} {range} 1 {to} 3\n {print} 'way hay and up she rises'\n {print} 'early in the morning'\n```\n" - songs_2: - name: Sing a song! 2 - default_save_name: Song 2 - description: Sing a song 2 - levels: - 12: - story_text: "Songs contain a lot of repetition. We can capture it with a function!\n### Exercise\nLook at the example code with the function. Fill out the two lines so the full song is printed.\n" - example_code: "```\n{define} twinkle\n {print} 'Twinkle'\n {print} _\n\n{call} twinkle\n{print} 'Up above the world so high'\n{print} 'Like a diamond in the sky'\n{call} _\n```\n" - 16: - story_text: "### Exercise\nFinish the nursery rhyme!\n" - example_code: "```\nnumber = ['one', 'two', 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'ten']\nobject = ['on his drum', 'on his shoe', 'on his knee', 'on his door', 'on his hive', 'on his sticks', 'up in heaven', 'on his gate', 'on his vine', 'once again']\n\n_\n {print} 'This old man'\n {print} 'He played ' _\n {print} 'He played knick-knack ' _\n {print} 'With a knick-knack paddywhack'\n {print} 'Give the dog a bone'\n {print} 'This old man came rolling home'\n {sleep} 8\n {clear}\n```\n" - story_text_2: "### Exersice 2\nNow create your own code for the nursery rhyme 'The wheels on the bus' on the same way!\n" - example_code_2: "```\nobject = ['wheels', 'doors', _]\nmovement = [ 'round and round', 'open and shut', _]\n```\n" - tic: - name: Tic-Tac-Toe - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - Let's program a game of tic-tac-toe! - - ### Exercise - In this adventure we'll start with creating an empty field. - - ***Create a list called field*** This list will be our playing field. This list is filled with 9 dots, since there are no x's and o's yet at the start of our game. - - ***Create a function that prints the field*** Firstly, clear the screen so the old playing fields will be removed. Then we print the first line of our Tic Tac Toe field. This line constists of the first 3 spots in our list field. - We have already programmed this line for you. Now finish the field by printing spot 4, 5, and 6 on the second row and spot 7, 8 and 9 in the third row. - - ***Call the function that prints the field*** Now call the function. -
- Run the code. Your output should look like this: -
- - ***Continue in the next tab*** In the next tab you'll learn how to program the game itself. - example_code: | - ``` - # Create a list called field - _ = ['.', '.', '.', '.', '.', '.', '.', '.', '.'] - - # Create a function that prints the field - {define} print_field - _ - {print} 'TIC TAC TOE' - {print} field[1] field[2] field[3] - _ - _ - - # Call the function - ``` - 17: - story_text: | - In the previous level you've learned how to make a tic-tac-toe game. The game works, but is quite annoying as it keeps asking you if you've won yet. - Now that we have the {elif} command, we can let the game decide if someone has won and it can stop asking us! - - ### Exercise - ***Paste your code*** Paste your code from the previous level here and make it level 17 proof. In this level you've learned to use a colon everytime you create a block of code. Please add the colons in the correct spots. - - ***Create a function that detects if someone's won*** We have started the function for you, paste it under the function `print_field` and finish the function. You can see that this first piece of code checks to see if spot 1, 2 and 3 are the same, because if they are you have 3 in a row. - It also checks if they are not a dot, because if they are, the line might have the same symbols on them, but that's just because it's still empty. - If all these conditions are met, the game is over and the winner is printed. - Finish this function with all possible ways to win. This means you have to make this for the other 2 rows, 3 columns and 2 diagonals. - If you've finished all the other options, the function should return the variable `game_over` so we can use it in our game. - - ***Call the function in the game*** Go to the line `game_over = {ask} 'Did you win?'` and change it to `game_over = {call} detect_winner {with} field, sign`. Now the function will check if there's a winner and the game doesn't need to keep asking anymore! - - ***Enjoy your game!*** Great job! You have finished the game! Enjoy playing it! - - example_code: | - ``` - # Paste your code here and make it level 17 proof - - # Create a function that detects if someone has won - {define} detect_winner {with} field, sign: - {if} field[1] == field[2] {and} field[2] == field[3] {and} field[1] != '.': - game_over = 'yes' - {print} 'Player ' sign 'wins!' - {elif}: - _ - {else}: - game_over = 'no' - {return} _ - ``` - tic_2: - name: Tic-Tac-Toe 2 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - In the previous adventure you've learned how to create a playing field. Now you'll learn how to create the game! - - ### Exercise - ***Paste your code*** Start by pasting your code from the previous adventure here. - - ***Add variables*** Underneath your list called `field` we'll add 2 more variables that we'll need to program the game. - The variable `game_over` tells us if the game is over, and should be 'no' at the start of the game. - The variable `sign` tells us if it's the turn of player x or player o. Set the variable to 'x'. - - ***The game*** First use a {while} command, to make sure the game keeps on playing the variable while game_over is set to no. - During the game, we first ask the player which spot they choose. Then we change the field with the number they chose into their sign. - Then we print the field again and we ask the player if they've won yet. Lastly we want to switch whose turn it is, so if the sign is 'x' it should be 'o' and the other way around. - - ***Test your game*** Does your game work? Great, have fun playing the game! If not, use the ladybug button to debug your code. - You might have noticed one mistake in the code though, you can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! Go to the next tab to learn how to fix this problem. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add variables - game_over = _ - sign = _ - - # The game - {while} _ - choice = _ 'Player ' sign '_?' - field[choice] = _ - _ print_field - game_over = {ask} _ - {if} sign = 'o' - sign = _ - _ - sign = _ - ``` - tic_3: - name: Tic-Tac-Toe 3 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - You might have noticed one mistake in the code you've made in the previous adventure. You can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! In this tab we'll fix that mistake. - - ### Exercise - ***Paste your code here*** Paste your code from the previous adventure here. - - ***Fix the mistake*** To fix the mistake we replace the line that says `field[choice] = sign`. This turns any spot that the player has chosen into their sign. - Go to the header that says 'Use this to fix the mistake' and finish the code. We first want to check if the chosen spot is still empty, so `if field[choice] = '.'`. If that is the case, you are allowed to take it. - Then we make an else command and print 'Sorry, this spot is already taken' if the spot is not empty. Lastly, we add a {sleep} command, so the players can actually read the text before it gets cleared again. - Now copy this piece of code and replace the line `field[choice] = sign` with this new piece of code. - - ***Play your game!*** Now the game should work properly! Good job! - The only flaw is that you can get a bit annoyed that the game keeps asking you if you've won yet. Do you want to fix that? Go to level 17 and we'll fix it! - example_code: | - ``` - # Paste your code here - - # Use this to fix the mistake - {if} _ = '.' - field[choice] = sign - {else} - {print} _ - _ - ``` turtle: name: Želva default_save_name: Želva @@ -1510,48 +275,13 @@ adventures: levels: 1: story_text: "Hedy lahko uporabite tudi za risanje. S kombiniranjem zavojev in črt lahko ustvarite kvadrat ali stopnice!\n\nZ uporabo `{forward}` narišite črto naprej. Številka za njo določa, kako daleč bo želva hodila. `{turn} {right}` zavrti želvo za četrt obrata v smeri urinega kazalca, `{turn} {left}` pa jo obrne v smeri nasprotni urinemu kazalcu.\n\nČe želite iti nazaj, uporabite ukaz `{forward}`, vendar z negativnim številom. Na primer tako `{forward} -100`\n" - example_code: "```\n{forward} 100\n{turn} {left}\n```\n" - story_text_2: "### Exercise\nThis is the start of a little staircase. Can you make it have 5 steps?\n" - example_code_2: "```\n{forward} 20\n{turn} {right}\n{forward} 20\n{turn} {left}\n{forward} 20\n```\n" 2: story_text: "In this level you can use variables to make the turtle interactive. For example you can ask the player how many steps the turtle must make.\n" example_code: "```\nanswer {is} {ask} How many steps should the turtle make?\n{forward} answer\n```\n" story_text_2: "Also, in level 1 the turtle could only turn left or right. That is a bit boring!\nIn level 2 he can point his nose in all directions.\n\nUse 90 to turn a quarter. We call this degrees. A full turn is 360 degrees.\n\n### Exercise\nCan you make a figure with this code? Maybe a triangle or a circle?\n" example_code_2: "```\n{print} Drawing figures\nangle {is} 90\n{turn} angle\n{forward} 25\n{turn} angle\n{forward} 25\n```\n" - 3: - story_text: "In this level you can use `{at} {random}` with the drawing turtle. A random choice makes the turtle walk a different path each time.\nUse `{at} {random}` to choose a value from a list.\n### Exercise\nCan you copy and paste lines 2 and 3 to create a longer random path?\n" - example_code: "```\nangles {is} 10, 50, 90, 150, 250\n{turn} angles {at} {random}\n{forward} 25\n```\n" - 4: - story_text: "In level 4 you have to use quotation marks with `{print}` and `{ask}`. Also when drawing!\n" - example_code: "```\n{print} _ Drawing figures _\nangle {is} 90\n{turn} angle\n{forward} 25\n{turn} angle\n{forward} 25\n```\n" - story_text_2: "You can also change the color of the lines with the command `{color}`. Check out the example.\nYou can also use the command `{color} {white}` to make 'invisible' lines. You could use these white lines to move the turtle anywhere in the screen before you start drawing.\n" - example_code_2: "```\n{color} {white}\n{forward} -80\n{color} {green}\n{forward} 50\n{color} {yellow}\n{forward} 50\n{color} {red}\n{forward} 50\n```\n" - 5: - story_text: "In level 5 you can make a choice with `{if}`. For example between different types of figures.\n" - example_code: "```\n{print} 'Drawing Figures'\nfigure {is} {ask} 'Do you want a square or a triangle?'\n{if} figure {is} triangle angle {is} 120\n{else} angle {is} 90\n{turn} angle\n{forward} 25\n{turn} angle\n{forward} 25\n{turn} angle\n{forward} 25\n{turn} angle\n{forward} 25\n```\n" - story_text_2: "### Exercise\nFill in the correct numbers in this code to get it to work.\nAfter you've done that, you can try to add the option backwards.\n\n**Extra** Instead of using 'left' and 'right', remake the program with North, East, South and West.\nThis way you could add even more directions like Northeast and Southwest etc.\n" - example_code_2: "```\ndirection {is} {ask} 'Do you want to go left, right, or straight ahead?'\n{if} direction {is} left {turn} _\n{if} direction {is} right {turn} _\n{forward} 100\n```\n" - 6: - story_text: "In this level you can use calculations to draw different figures.\nYou may have learned in school that turning a full circle is 360 degrees. If not, now you know!\nThat's why you also use 90 degrees for a square. 360 divided by 4 is 90.\nNow that we can do math with Hedy, we can draw all the figures we want!\n" - example_code: "```\nangles = {ask} 'How many angles do you want?'\nangle = 360 / angles\n{forward} 50\n{turn} angle\n{forward} 50\n{turn} angle\n{forward} 50\n{turn} angle\n{forward} 50\n{turn} angle\n{forward} 50\n{turn} angle\n{forward} 50\n{turn} angle\n```\n" - 8: - story_text: "Now that we can repeat several lines, we can make figures more easily.\nWe only have to set the angle once and then use that variable in the `{repeat}`.\n\n### Exercise 1\nThe example code creates a square. Change the code so that it create another figure, such as a triangle or a hexagon. \nThis requires a change to two lines of code.\nTip: An entire circle is 360 degrees.\n\n### Exercise 2\nNow create a drawing consisting of at least two polygons.\n" - example_code: "```\nangle = 90\n{repeat} 4 {times}\n {turn} angle\n {forward} 50\n```\n" - story_text_2: "**Extra** We can now improve the program that draws different figures. Finish the code and you can draw any polygon you'd like!\n" - example_code_2: "```\nfigure = {ask} 'How many angles should I draw?'\nangle = 360 / figure\n{repeat} figure {times}\n {turn} _\n {forward} _\n```\n" - 9: - story_text: "Now that we can use a `{repeat}` inside a `{repeat}`, we can create more complex figures.\n\n### Exercise 1\nThis code creates three black triangles, change that into five pink squares.\n\n **Extra** Create a figure of your own choosing consisting of at least two different shapes types.\n" - example_code: "```\n{color} {black}\n{repeat} 3 {times}\n {repeat} 3 {times}\n {forward} 10\n {turn} 120\n {color} {white}\n {forward} 50\n {color} {black}\n```\n" - 10: - story_text: "In this level you can make the turtle draw a figure.\nThe turtle will travel the distances in the list, one by one, making bigger and bigger steps.\n### Exercise 1\nAdd a 90 degree turn in the loop, so that a spiral is drawn.\nAdd at least 5 numbers to the list, so the spiral grows larger.\n**(extra)** can you change the spiral into another shape? Experiment with numbers for the turn!\n### Exercise 2\nThe spiral is drawn outwards, make it go inwards?\n" - example_code: "```\n{turn} 90\ndistances = 10, 20, 30, 40, 50, 60\n{for} distance {in} distances\n {forward} distance\n```\n" - 12: - story_text: "We can use functions to draw more complex figures with less code.\n### Exercise 1\nFill the function so that three squares are created. If you want the image to look nicer, you can make the lines between the squares white.\n\n### Exercise 2\nThe code can be made even shorter. Place the final lines into a `{repeat}` so the figure remains the same.\n\n### Exercise 3\nCreate your own drawing with different figures.\nChange both the number of figures with the `{repeat}` and the shape of the figures in the `{define}`\n" - example_code: "```\n{define} square\n {repeat} 4 {times}\n {turn} _\n {forward} _\n{call} square\n{forward} 50\n{call} square\n{forward} 50\n{call} square\n```\n" turtle_draw_it: name: Nariši! - default_save_name: Draw it - description: Draw this picture with the turtle levels: 1: story_text: "### Vaja\nPoustvarite slike s pomočjo želve!\n\n
\n Pravokotnik \n Kvadrat \n Stopnice \n
\n" @@ -1561,117 +291,14 @@ adventures: story_text: "### Vaja\nPoustvarite slike s pomočjo želve!\n\n
\nTrikotnik \nZvezda \nPuščica \n
\n" 4: story_text: "### Vaja\nPoustvarite slike s pomočjo želve!\n\n
\nBarvna zvezda \nMavrica \nGnezdeni kvadrati \n
\n" - example_code: "**Extra** Up for a real challenge? Make sure that the colors of these figures are selected randomly, so that each time you run your programs they'll look differently!\n\n```\ncolors {is} red, orange, yellow, green, blue, purple, pink, brown, gray, black\ncolor _\n```\n" 5: story_text: "### Vaja\nPoustvarite slike s pomočjo želve!\n\n**Dodatno** Ustvarite samo eno kodo, ki igralcu omogoča, da se odloči, katero črko želi videti! In ali lahko dodate še več črk?\n\n
\nF \nE \nL \n
\n" - example_code: "Hint:\n```\nchosen_letter {is} {ask} 'Which letter would you like to see? F, E or L?'\n{if} _\n```\n" 6: story_text: "### Vaja\nPoustvarite slike s pomočjo želve!\n\n**Dodatno** Naj se igralec odloči kakšne barve naj bo kvadrat\n\n***Dodatno*** Ali lahko naredite tudi črko svojega imena in zastavo svoje države?\n\n
\nKvadrat \nČrke \nZastava \n
\n" - example_code: "Hint for the square:\n```\nchosen_color = {ask} _\n```\n" 7: story_text: "### Vaja\nPoustvarite slike s pomočjo želve!\n\n
\nŠestkotnik \nTrikotnik \nVentilator \n
\n" - 8: - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n**Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines?\n\n
\nSquare (3) \nRandomly colored star (5) \nRandomly colored spiral (7) \n
\n" 9: - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n**Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines?\n\n**Extra** Give the player a choice which country they would like to see the flag of.\n\n
\nCross (7) \nRandomly colored nested squares (8) \nFlags \n
\n" example_code: "Hint for the nested squares:\n```\ncolors = red, blue, orange, yellow, pink, purple, green, brown, black\ndistance = 120\nrepeat 5 times\n_\n```\nHint for the flags:\n```\ncountry = ask 'which country would you like to see the flag of?'\nif country is 'the Netherlands'\n color_1 = red\n color_2 = white\n color_3 = blue\n```\n" - 10: - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n
\nNested Hexagon \nTraffic lights \n
\n" - example_code: "Hint Nested Hexagon:\n```\ndistances = 100, 80, 60, 40, 20\n{for} distance {in} distances\n_\n```\n\nHint Traffic Lights:\n```\ncolors = red, yellow, green\n{for} chosen_color {in} colors\n {color} _\n {repeat} _\n```\n" - story_text_2: "Christmas lights \n" - example_code_2: "Hint Christmas Lights:\n\nStart by moving to the left side of the screen with an invisible white line. Then hang up the Christmas lights!\n```\n{color} white\n{turn} -90\n{forward} 300\n{turn} 90\n\ncolors = red, blue, yellow, purple, green, orange, pink\n{for} chosen_color {in} colors\n_\n```\n" - 11: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Beehive (6) - Fan (5) - Snowflake (13) -
- example_code: | - Hint Beehive: - ``` - {for} amount_of_combs {in} {range} 1 {to} _ - {for} walls_of_one_comb {in} {range} 1 {to} _ - {forward} _ - {turn} _ - {forward} _ - {turn} _ - ``` - - Hint Fan: - Start out like the fan you made in level 7. Or take a peak at the hint for the beehive, because the codes are very similar. - - Hint Snowflake: Start by making one 'leg' and repeat it 6 times. 12: story_text: "### Exercise\nRecreate the drawings with the turtle!\nHint: Bracelet designing program. Firstly, define a function **for each shape** you want to use on the bacelet. Then, add the shapes to the bacelet like this:\n\nBracelet Designing program \n" example_code: "```\n{define} draw_a_square\n_\n\n{color} white\n{turn} -90\n{forward} 300\n{turn} 180\n\n{for} i {in} {range} 1 {to} 5\n {color} gray\n {forward} 100\n shape = {ask} 'What kind of shape would you like next on the bracelet?'\n chosen_color = {ask} 'In which color?'\n {color} chosen_color\n {if} shape = 'square'\n {call} draw_a_square\n```\n" - 13: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Street in different sizes - Colored street - Snow Storm - example_code: | - Hint Street in different sizes - ``` - {define} draw_a_house {with} size - _ - - {call} draw_a_house {with} 90 - {call} draw_a_house {with} 60 - {call} draw_a_house {with} 30 - ``` - - Hint Colored street - ``` - {define} draw_a_house {with} chosen_color - _ - ``` - - Hint Snow Storm - ``` - {define} draw_snowflake {with} length, color - _ - - numbers = 10, 20, 30 - colors = _ - - {for} i {in} {range} 1 {to} 5 - random_number = _ - random_color = _ - {call} draw_snowflake {with} random_number, random_color - {color} white - {turn} random_number * 5 - {forward} 80 - ``` - 14: - story_text: "### Exercise\nCreate a program that asks the player how many corners their figure should have and then creates that figure.\nThe figure in the image is the output when the player fills in 10.\n\n
\n \n \n
\n" - example_code: "```\n{define} calculate_degrees {with} amount_of_corners\n _ 360 / amount_of_corners\n\n\n{define} draw_figure {with} degrees\n _\n {forward} 400/amount_of_corners\n {turn} _\n\namount_of_corners = {ask} _\ndegrees = {call} _ {with} _\n\n{call} _ {with}\n{call} _ {with}\n```\n" - 15: - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\nSpiral \n" - example_code: "Spiral\n```\ndistance = 5\n{while} distance < 200\n distance = distance + 5\n _\n```\n" - story_text_2: "Fan \n" - example_code_2: "Fan\n```\n{define} draw_a_square {with} side\n_\n\ni = 100\n{while} i > 1\n _ {with} i\n _\n i = i - 3\n```\n" - story_text_3: "Star \n" - example_code_3: "Star\nA star is usually drawn using 144-degree-turns. If you change this slightly to 143 degrees for example and repeat the pattern multiple times with a {while} loop you can make this figure.\n" - while_command: - name: '{while}' - default_save_name: while_command - description: '{while}' - levels: - 15: - story_text: "We are going to learn a new loop, the `{while}` loop! We continue the loop as long as the statement is true.\nSo don't forget to change the value in the loop.\n\nIn the example code, we continue until a correct answer has been given.\nIf the correct answer is never given, the loop never ends!" - example_code: "```\nanswer = 0\n{while} answer != 25\n answer = {ask} 'What is 5 times 5?'\n{print} 'A correct answer has been given'\n```\n" - years: - name: New Year's - default_save_name: New Year's Countdown - description: Countdown to the New Year! - levels: - 11: - story_text: "In this level you can use the `{for}` number `{in}` `{range}` command to countdown to the New Year.\n\n### Exercise\nFill in the blanks and make the code work!\n" - example_code: "```\n{for} number {in} {range} _ {to} _\n {print} number\n {sleep}\n{print} 'Happy New Year!'\n```\n" diff --git a/content/adventures/sq.yaml b/content/adventures/sq.yaml index 1e57b006a55..cb6fc70a680 100644 --- a/content/adventures/sq.yaml +++ b/content/adventures/sq.yaml @@ -81,27 +81,6 @@ adventures: hiqeni {is} {ask} Cilin artikull doni ta hiqni? {remove} hiqeni {from} çanta ``` - 4: - story_text: | - ### Exercise - Copy the example code and finish it by adding quotation marks on the blanks in lines 1 and 2. - The blanks in line 3 and 4 should not be replaced by quotation marks, but a `{sleep}` and a `{clear}` command. Can you make it work? - - ### Exercise 2 - Go back to the previous level and copy your story code. Make the code work in this level by adding quotation marks in the right spots. - Mind: The variables in your own story should be outside of the quotation marks. Just like the second line of the example code. In that line the variable name is placed outside of the quotation marks. - example_code: | - ``` - name {is} {ask} _ What is your name? _ - {print} _ The main character is called _ name - _ - _ - {print} name _ is now going to walk in the woods _ - {print} name _ is a bit scared _ - animals {is} 🦔, 🐿, 🦉, 🦇 - {print} _ He hears the sound of a _ animals {at} {random} - {print} name _ is afraid this is a haunted forest _ - ``` 5: story_text: | Në këtë nivel mund të programoni përfundime të ndryshme, që do ta bëje tregimin tuaj më argëtues. @@ -253,152 +232,27 @@ adventures: {print} 'Jo, nuk janë në' vendi {print} 'Tani mund të hyni në shtëpi!' ``` - 18: - story_text: | - We are going to print another story, but now we have to use brackets with `{print}`. - - ### Exercise 1 - Create a story of at least 5 sentences. You don't have to use 'name' just yet. - example_code: | - ``` - {print}('Welcome to this story!') - ``` - story_text_2: | - ### Exercise 2 - We have already prepared an `{input}` for you. First, use the `name` variable in your story. - Then add a second `{ask}` and use that variable as well. - Tip: Remember the commas in a `{print}` between text and variables! - example_code_2: | - ``` - naam = {input}("What's your name?") - {print}('Welcome to this story!') - ``` add_remove_command: name: '{add} {to} & {remove} {from}' - default_save_name: add_remove_command description: introducing add to and remove from levels: 3: story_text: | ## Add to You can add items to the list with the `{add} {to_list}` command. To add an item to a list you can simply type: `{add} penguin {to} animals` or you can use the `{ask}` command like in the example code. - example_code: | - ``` - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - ``` - story_text_2: | - ## Remove from - If you can add items to a list, of course you can also take them off. This is done with the `{remove} {from}` command. - example_code_2: | - ``` - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - ``` story_text_3: | ### Exercise Try out the new commands in this virtual restaurant. Add the flavor the player is hpoing for to the list and remove the flavors they are allergic to. - example_code_3: | - ``` - {print} Mystery milkshake - flavors {is} strawberry, chocolate, vanilla - hope {is} {ask} What flavor are you hoping for? - _ - allergies {is} {ask} Are you allergic to any flavors? - _ - {print} You get a flavors {at} {random} milkshake - ``` and_or_command: - name: '{and} & {or}' - default_save_name: and or description: introducing and or - levels: - 13: - story_text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two `{if}`s but can use `{and}` and `{or}`. - - If you use `{and}`, both statements, left and right of the `{and}` need to be true. We can also use `{or}`. Then only one statement needs to be correct. - example_code: | - ``` - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - ``` ask_command: - name: '{ask}' - default_save_name: ask_command description: Introduction ask command levels: 1: - story_text: | - ## The ask command - Now that you can use the `{print}` command, you are ready to learn the next command: `{ask}`. With the `{ask}` command, you can ask a question. Check it out: - example_code: | - ``` - {print} Hello! - {ask} What is your name? - ``` story_text_2: | ## The echo command If you want the computer to repeat the answer, you can use the `{echo}` command. The answer will then be echoed back at the end of the sentence, so in this example after hello. - example_code_2: | - ``` - {print} Hello! - {ask} What is your name? - {echo} hello - ``` - story_text_3: | - ### Exercise - Try out the `{ask}` and `{echo}` commands. Firstly, fill in the blanks to make this program work. - Then ask 2 more questions using the `{ask}` command, after each `{ask}` use an `{echo}` to print the answer on the screen. - example_code_3: | - ``` - _ How are you doing? - _ - ``` - 2: - story_text: | - ## The ask command - Now that we can use **variables** in our codes, we no longer need the `{echo}` command. - We can use variables to store the answers to our questions and this way we can use the answer to multiple questions in our codes. - Check it out: - - This way your code is becoming interactive! - example_code: | - ``` - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - ``` - story_text_2: | - ### Exercise - In the previous tab you have practised with setting variables with the `{is}` command. - You have created at least 3 variables and used them with a print command. - Now, instead of setting the variables we want you to make the variables interactive, like we did in our example. - - Copy your code from the previous tab and make the variables interactive by using `{ask}` commands. - example_code_2: | - ``` - favorite_animal {is} {ask} What is your favorite animal? - {print} I like favorite_animal - ``` - 18: - story_text: The final change we will need to make to get Python code is changing `{ask}` into `{input}`. - example_code: | - ``` - {print}('My name is Hedy!') - name = {input}('What is your name?') - {print}('So your name is ', name) - ``` blackjack: - name: Blackjack - default_save_name: Blackjack description: Përpiquni t'i afroheni 21 sa të mundeni levels: 17: @@ -423,169 +277,6 @@ adventures: ***Test the function*** Test if your function is working properly. Finish the first print command by filling in which card you've drawn. Then finish the second line by calling the function with card_1. Run the code a couple of times. Are you happy with the results? Great! Then you can remove the testing part and move on the the next tab! - example_code: | - ``` - {print} 'BLACKJACK' - - # Set these variables - cards = _ - face_cards = _ - card_1 = - - # Create a function to calculate the points - {define} calculate_points {with} card: - {if} card {in} face_cards: - points = _ - {elif} _ - _ - {else}: - _ - _ points - - # Test your function - {print} 'Your card is a ' _ - {print} 'That is worth ' _ ' points'. - ``` - blackjack_2: - name: Blackjack 2 - default_save_name: Blackjack_2 - description: Blackjack part 2 - levels: - 17: - story_text: | - ### Exercise - In this adventure we code the second part of our Blackjack game. - - ***Paste your code from the previous adventure*** - In the previous adventure you've started a list of variables and created a function to calculate how many points a card is worth. Copy your code and paste it here. Mind that you don't need the testing part, so if you haven't removed that yet, please do so now. - - ***Add more variables*** - You have already set the lists `cards` and `face_cards` and the variable `card_1`. Underneath those variables create 3 more variables: `card_2`, dealer_card_1` and `dealer_card_2`. These variables are all set to a random card from the list of cards. - - ***Add up points*** - To calculate how many points you have scored we call the function with card 1 and we do it again for card 2. Then we add both these scores together to get your total. - Do the same thing for the dealers points, but be sure to use the dealer's cards and not your own! - - ***2 Aces*** - You're doing great! Almost all scores can be calculated now. There is only one exception: 2 Aces. If you get 2 Aces, your total is 12 points and not 22 (because 22 points would be losing!). This of course also goes for the dealer. - - ***Show the score*** - Lastly, you want to tell the program to tell you which cards you have drawn and how many points that is. Then show which cards the dealer has and how many points they have. - - ***Continue in the next tab*** - Great! You have finished this part of the game! Copy your code and go to the next tab to learn how to ask for an extra card and to declare a winner. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add these variables to the list of variables - card_2 = _ - dealer_card_1 = _ - dealer_card_2 = _ - - # Add up your points - your_points_1 = {call} _ {with} card_1 - your_points_2 = _ - your_total = _ - - # Add up the dealers points - dealer_points_1 = _ - _ - _ - - # 2 Aces - {if} card_1 == 'Ace' {and} _ - your_total = 12 - {if} dealer_card_1 _ - dealer_total = _ - - # Show the score - {print} 'You have drawn a ' _ ' and a ' _ '. That is ' _ ' points' - {print} 'The dealer has drawn a ' _ ' and a ' _ '. That is ' _ ' points' - ``` - blackjack_3: - name: Blackjack 3 - default_save_name: Blackjack_3 - description: Blackjack part 3 - levels: - 17: - story_text: | - In the previous tabs you have learned how to draw 2 random cards for yourself and for the dealer and to calculate how many points you both got. - In this adventure we add the option to ask for an extra card for both you and the dealer. - - ### Exercise - ***Paste your code from the previous adventure*** Firstly, copy your code from the previous tab and paste it here. - - ***Extra card for you*** If you want, you can get an extra card to get your total as close to 21 as possible. First ask the player if they want an extra card. - If they do, pick a random card and print what they have drawn. If the card is not an Ace, you can call the function and add the points to your total. - In case the card is an Ace, you can't use the function, because the Ace can be either 1 point or 11 points, depending on how many points you already have earned. - If your total is less than 11, you want the ace to be 11 points (because this is closest to 21). So you add 11 points to your total. - If the total is more than or equal to 11, you want the ace to be 1 point (because you don't want more than 21 points). So you add 1 point to your total. - Lastly, print your new total of points. - - ***Extra card for the dealer*** The dealer can also get an extra card. The dealer doesn't need to be asked, because they always get an extra card if their total is less than 17. - Copy the 'Extra card for you code' and paste it in the dealers section. Then change it to fit the dealer picking an extra card and getting points added to their total. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Extra card for you - hit = {ask} _ - {if} hit == 'yes': - card_3 = _ - {print} _ - {if} card_3 _ 'Ace': - your_points_3 = _ - your_total = _ - {else}: - {if} your_total _ - _ - {else}: - _ - {print} _ - - # Extra card for the dealer - {if} dealer_total < 17 - _ - ``` - blackjack_4: - name: Blackjack 4 - default_save_name: Blackjack_4 - description: Blackjack part 4 - levels: - 17: - story_text: | - In the last 3 adventures you have alsmost created a working blackjack game! The only thing left to do is to decide a winner! - - ### Exercise - ***Paste your code from the previous adventure*** Start by pasting the code that you've made so far into your programming field. - - ***Decide a winner*** - Firstly, if you and the dealer have an equal amount of points, it's a draw. - Secondly, if the dealer has more than 21 points and you don't, you are the winner. - Thirdly, if both you and the dealer have less than 22 points, we have to see who came closest to 21. We do that by comparing who has the highest score. Is your total higher than the dealer's total, then you are the winner. If not, the dealer wins. - Lastly, in all other scenarios (e.g. you have more than 21 points and the dealer doesn't, or you both have more than 21 points) you are the loser. - - ***Enjoy the game!*** - Does your game work properly? Amazing! You have done a great job! Enjoy your game! - If it doesn't work right away, no worries, you might have made a mistake. Just keep calm and bebug your code using the ladybug button. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Decide a winner - {if} _ - {print} 'Its a draw! Play again!' - {elif} _ - {print} 'You win!' - {elif} _ : - {if} _: - {print} _ - {else}: - {print} _ - {else}: - _ - ``` calculator: name: Kalkulatori default_save_name: Kalkulatori @@ -641,44 +332,7 @@ adventures:         pikë = pikë + 1 {print} 'Punë mirë! Pikët tuaja janë... ' pikë ' nga 10!' ``` - 10: - story_text: | - This calculator game helps you practise your tables of multiplication! - ### Exercise - Fill in the blanks. We want this program to ask the player these questions: - ``` - How much is 1 times 1? - How much is 1 times 2? - How much is 1 times 3? - How much is 2 times 1? - How much is 2 times 2? - How much is 2 times 3? - How much is 3 times 1? - How much is 3 times 2? - How much is 3 times 3? - _ - ``` - example_code: | - ``` - numbers = 1, 2, 3 - {for} _ - {for} _ - answer = {ask} _ - correct = number_1 * number_2 - {if} answer {is} correct - {print} 'Great job!' - {else} - {print} 'That is wrong. The right answer is ' correct - ``` 11: - story_text: | - With a `{for}` you can simplify tables of multiplication practise program. - - ### Exercise 1 - Improve the example code such that it prints a nice multiplication table:
"1 times 10 is 10", "2 times 10 is 20", etc. - - ### Exercise 2 - Go back to your level 10 multiplication code, and modify it so that it uses a `{for}` and `{range}`. example_code: | ``` number = 10 @@ -695,34 +349,7 @@ adventures: përgjigja = _ {print} numri1 ' plus ' numri2 ' është ' përgjigja ``` - 13: - story_text: | - ### Exercise 1 - Let's make the practice program a bit harder. The player now has to answers two questions correctly. Fill out the blanks to complete the program. - - ### Exercise 2 - Sometimes, calculations have multiple correct answers. For example, 10 can be divided by 5 and by 2. So the question 'What number divides 10?' can be answered by 2 and by 5. - Ask for a calculation that has multiple correct answers, ask the player to answer it, and determine if it is correct using `{or}`. - Empty the programming field and create your own solution. - example_code: | - ``` - answer1 = {ask} 'What is 10 times 7?' - answer2 = {ask} 'What is 6 times 7?' - {if} _ _ _ _ _ _ _ - {print} _ - ``` 14: - story_text: | - In this adventure you will build a calculator that calculates your mean grade for you. If you get your calculator to work, you can move on to the next adventure, which allows you to add two extra features. - - ### Exercise 1 - Fill in the blanks to get the calculator to work. - * Start with the fourth line, add a question to figure out what grade the student got. - * In the fifth line you'll want to calculate the total of all grades, so the total = total + grade. - * Then we get to set the return value. We want to return the mean, so the total devided by the amount of tests (4). - * Lastly we finish the code by calling the function in line 8. - - Did you get it? Awesome! Would you like to add even more to your calculator? **This adventure continues in the next tab!** example_code: | ``` {define} calculate_mean_grade @@ -749,119 +376,11 @@ adventures: ### Exercise Add the `{while}` loop in the function, ask the player what number_1 times number_2 is and print their answer. Then `{call}` the function. - example_code: | - ``` - {define} new_question - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct = number_1 * number_2 - answer = 0 - _ - _ - _ - {print} 'Well done!' - - {print} 'Give 10 correct answers to win!' - {for} i {in} {range} 1 {to} 10 - _ - {print} 'You win!' - ``` - calculator_2: - name: Calculator 2 - default_save_name: Calculator 2 - description: Calculator 2 - levels: - 14: - story_text: | - ### Exercise 2 - **This is the second part of this adventure.** The adventure starts in the previous tab. - Of course, you don't always want to calculate the mean of 4 tests. You might want to calculate the mean of 10 tests or only 2... - We can fix this problem by adding the argument and variable 'amount_of_tests'. - * Start a new line on line 3. Set the amount_of_tests argument by asking the student how many tests they have made. - * Change the 4 in line 4 to the new argument amount_of_tests. - * Lastly, change the 4 in line 6 to amount_of_tests - - Try out your new program. Does it work? - - ### Exercise 3 - Did you want to make your program even better? Great! In the previous program you could only calculate the mean grade of 1 subject, but it would be better if you could calculate the mean grade for all subjects you want! - We won't tell you how to do it, but we will give you one tip: Start your code in line 1 with: define calculate_mean_grade with subject. - example_code: | - ``` - # Use your own code from the previous adventure. - ``` clear_command: - name: '{clear}' - default_save_name: clear_command description: clear command - levels: - 4: - story_text: | - Time for a new command! With `{clear}` you can clear all the text form your output screen. This way you can prevent your screen getting too full of text. - Beware! If you are using a `{clear}` command, you might need to use a `{sleep}` above it. Otherwise Hedy will clear your screen without giving you the time to read as you can see in the example! - example_code: | - ``` - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'wait for it...' - {sleep} 3 - {clear} - {print} 'SURPRISE!' - ``` debugging: - name: debugging - default_save_name: debugging - description: debugging adventure levels: - 1: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will show you code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} I love programming - Do you love programming too? - {echo} - {print} What are your hobbies? - {echo} Your hobbies are - ``` - 2: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - destination {ask} Where are you going on holidays? - {print} The flight to dstination leaves at 3 pm. - {ask} Did you check in your luggage yet? - {echo} - {print} Let me print your boarding pass for you. - {sleep} - Here you go! Have a nice trip! - ``` 3: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -875,80 +394,12 @@ adventures: tomorrows_movie {is} movie_choices {at} {random} I'll go get the popcorn! {print} ``` - 4: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Welcome to the online library! - {ask} What genre of books do you like? - {print} You like genre - author {is} {ask} 'Who's your favorite author?' - {print} 'author is your favorite author' - {print} Hmmm... i think you should try... books {at} {random} - ``` - 5: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} Welcome to Swimming Pool Hedy! - class {is} {ask} 'Are you here to join a class today?' - {if} class yes - {print} 'Great! You're joining a class! - {print} {else} 'You will not be joining a class' - discount {is} 'Do you have a discount code?' - {if} discount {is} yes - discount_answer {is} {ask} 'What's your discount code?' - discount_codes = Senior4231, Student8786, NewMember6709 - {if} discount_answer {is} {in} discount_cods - {print} 'That will be $3,50' - 'That will be $5,50' - {print} 'Have a nice swim!' - ``` - 6: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Vending machine' - chosen_product = {ask} 'Please select a product' - 1_dollar_products = coke orange juice water - 2_dollar_products = chocolate, cookie, museli bar - 3dollar_prodcuts = potato chips, beef jerky, banana bread - {if} chosen {is} {in} 1_dollar_products - price = 1 - {if} chosen_product {is} 2_dollar_products - price = 2 - {else} chosen_product {in} 3_dollar_products - price = 3 - amount_of_products = '{ask} How many of ' chosen_product would you like to have?' - total = price + amount_of_product - {print} 'That will be $' price 'please' - ``` 7: story_text: |- ### Exercise Surprise! This program looks more like an output than a code. And yet, we don't want you to just add `{print}` commands in front of each line. Fix this program to turn it into the nursery rhyme 'Brother John (Frère Jaques)' by using the {repeat} command of course! - example_code: | - **Warning! This code needs to be debugged!** - ``` - Are you sleeping? - Brother John! - Morning bells are ringing! - Ding, dang, dong! - ``` 8: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -971,9 +422,6 @@ adventures: {print} 'Thank you! Byebye!' ``` 9: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -996,9 +444,6 @@ adventures: price = amount * 6 {print} 'That will be 'price dollar' please' 10: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1047,9 +492,6 @@ adventures: print month i ``` 12: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1075,9 +517,6 @@ adventures: call greet_costumer ``` 13: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1107,9 +546,6 @@ adventures: print 'No problem!' ``` 14: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1156,9 +592,6 @@ adventures: else 'no problem' 15: - story_text: |- - ### Exercise - Debug this random children's story. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1193,10 +626,6 @@ adventures: print The End ``` 16: - story_text: |- - ### Exercise - Debug this code. Good luck! - Tip: Make sure that you only see your score once in the end. example_code: | **Warning! This code needs to be debugged!** ``` @@ -1215,9 +644,6 @@ adventures: ``` 17: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1250,9 +676,6 @@ adventures: print 'Thanks for ordering!' ``` 18: - story_text: |- - ### Exercise - Debug this Old MacDonald program from level 16. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1278,28 +701,6 @@ adventures: levels: 1: story_text: "Në level 1 mund ti përdorni komandat `{print}`, `{ask}` dhe `{echo}`.\n Shkruani kodin në fushën e programimit. Ose shtypeni butonin e gjelbër në bllokun që tregon shembull, dhe kodi do të shkruhet për ju!\nProvojeni kodin tuaj duke shtypur butonin 'Ekzekuto kodin' ndër fushën e programimit.\n\n Mund të printoni tekst në ekran duke përdorur komandën `{print}`. \n" - example_code: | - ``` - {print} Hello world! - ``` - 2: - story_text: | - Congratulations! You've reached level 2. Hopefully you've already made some awesome codes! - In the first level you might've notice that the `{echo}` command can only save one bit of information at a time. - For example in the restaurant adventure, you could echo what the costumer wanted to eat, or what they wanted to drink, but not both in one sentence. - - That changes in level 2. In level 2 you'll learn to work with variables, that allow you to save multiple pieces of information and print them in any place you want. - So let's go to the next tab! - example_code: | - **Warning! This code does not work!** - In Hedy commands will change sometimes. `{echo}` for example only works in level 1. In this level you'll learn a better way to echo answers back. - ``` - {print} Welcome at Hedy's - {ask} What would you like to eat? - {echo} So you want - {ask} what would you like to drink? - {echo} So you want - ``` 3: story_text: | Në level 3 ju mund të bëni një listë. Ju mund ta lejoni kompjuterin të zgjedhë një rastësisht. Ju mund ta bëni këtë me `{at} {random}`. @@ -1396,10 +797,6 @@ adventures: {for} kafsha {in} kafshët {print} 'Un e dua ' kafsha ``` - 11: - story_text: | - You have reached level 11, you're doing great! In the higher levels, Hedy is focussing more and more on teaching you the programming language Python. - In Python there is no `{repeat}` command, but there is a command that works like {repeat}. Are you curious to find out how to say `{repeat}` in Python language? Quickly go on to find out! 12: story_text: |- **Numrat decimal** @@ -1559,30 +956,6 @@ adventures:     {print} lojtari ' ka hedhur' zgjedhjet {at} {random}     {sleep} ``` - 15: - story_text: | - ### Exercise - In this level you can create a little game in which you'll have to throw 6 as fast as possible. - We have started the code, it's up to you to get the game to work! - - Firstly, add a `{while}` loop that checks if 6 has been thrown or not. - As long as you haven't thrown 6 already, throw the dice on a random number. - Print what the player has thrown. - Add a try to the amount of tries - Wait a second before you throw again, or - in case you've thrown a 6 - before the game ends. - example_code: | - ``` - options = 1, 2, 3, 4, 5, 6 - {print} 'Throw 6 as fast as you can!' - thrown = 0 - tries = 0 - _ - _ - _ - _ - _ - {print} 'Yes! You have thrown 6 in ' tries ' tries.' - ``` dishes: name: Enët? default_save_name: Enët @@ -1673,14 +1046,9 @@ adventures:     {print} emrat {at} {random} ' i lanë enët në ditën e ' dita ``` elif_command: - name: '{elif}' - default_save_name: elif description: elif levels: 17: - story_text: | - In this level you can also use a new command: `{elif}`. `{elif}` is a combination of the keywords `{else}` and `{if}` and you need it when you want to make 3 (or more!) options. - Check it out! example_code: | ``` prices = ['1 million dollars', 'an apple pie', 'nothing'] @@ -1694,63 +1062,13 @@ adventures: {print} 'Better luck next time..' ``` for_command: - name: '{for}' - default_save_name: for description: for command levels: - 10: - story_text: |- - ## For - In this level we learn a new code called `{for}`. With `{for}` you can make a list and use all elements. - `{for}` creates a block, like `{repeat}` and `{if}` so all lines in the block need to start with 4 spaces. - example_code: | - ``` - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - ``` - story_text_2: | - ### Exercise - Finish this code by adding `{for} action {in} actions` to line 2. - example_code_2: | - ``` - actions = clap your hands, stomp your feet, shout Hurray! - _ - {repeat} 2 {times} - {print} 'If youre happy and you know it, ' action - {sleep} 2 - {print} 'If youre happy and you know it, and you really want to show it' - {print} 'If youre happy and you know it, ' action - {sleep} 3 - ``` 11: story_text: |- In this level, we add a new form of the `{for}`. In earlier levels, we used `{for}` with a list, but we can also use `{for}` with numbers. We do that by adding a variable name, followed by `{in}` `{range}`. We then write the number to start at, `{to}` and the number to end at. Try the example to see what happens! In this level again, you will need to use indentations in lines below the `{for}` statements. - example_code: | - ``` - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - ``` - 17: - story_text: | - Now we are going to change indentation a little bit. Every time that we need an indentation, we need `:` at the line before the indentation. - example_code: | - ``` - {for} i {in} {range} 1 {to} 10: - {print} i - {print} 'Ready or not, here I come!' - ``` - 18: - story_text: | - Lastly, we'll turn `{for} i {in} {range} 1 to 5` into real Python code, like this: - example_code: | - ``` - {for} i {in} {range}(1,5): - {print} (i) - ``` fortune: name: Fallxhore default_save_name: Fallxhore @@ -1913,27 +1231,8 @@ adventures: {print} fati {at} {random} ``` functions: - name: functions - default_save_name: functions - description: functions levels: 12: - story_text: | - In this level you'll learn how to use **functions**. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. - To create a function, use `{define}` and give the function a name. Then put all the lines you want in the function in a indented block under the `{define}` line. - Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use {call} with the function's name to call it up! We don't have to type that block of code again. - - Check out this example code of a game of Twister. The function 'turn' contains a block of code that chooses which limb should go where. - - ### Exercise - Finish this code by setting the 2 variables chosen_limb and chosen_color. - Then, choose how many times you want to call the function to give the twister spinner a spin. - - ### Exercise 2 - Improve your code by adding a variable called 'people'. Use the variable to give all the players their own command in the game. - For example: 'Ahmed, right hand on green' or 'Jessica, left foot on yellow'. example_code: | ``` sides = 'left', 'right' @@ -1970,25 +1269,7 @@ adventures: I dreamed that my Bonnie is dead Can you program this verse in the same way as the example? - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - ``` 14: - story_text: | - In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. - You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - - For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - - ### Exercise - Finish this code. We have already made the variable new_price for you, you only need to set it. - You should finish the line of code by calling the function that calculates the new price. example_code: | ``` {define} calculate_new_price {with} amount, percentage @@ -2002,219 +1283,6 @@ adventures: new_price = _ calculate_new_price {with} old_price, _ {print} 'The new price is ' new_price ' dollar' ``` - 18: - story_text: | - Let's make functions the Pythons way! To define a function, we no longer use: - - `{define} name_function {with} argument_1, argument_2:` - - but we use: - - `{def} name_function(argument_1, argument_2):`. - - - If you don't want to use arguments, you just leave the space between the parantheses empty. - To call a function, we don't need the `{call}` command anymore. You just type the name of the function. - example_code: | - ``` - {def} calculate_score(answer, correct_answer): - {if} answer == correct_answer: - score = 1 - {elif} answer == '?': - score = 0 - {else}: - score = -1 - {return} score - - answer = {input} ('Where can you find the Eiffel Tower?') - correct_answer = 'Paris' - score = calculate_score(answer, correct_answer) - {print} ('Your score is... ', score) - ``` - guess_my_number: - name: Guess my number - default_save_name: guess my number - description: guess my number - levels: - 14: - story_text: | - In this level you can program the game 'Guess my number' - - ### Exercise - Fill in the correct symbols on the blanks to get the game to work. - example_code: | - ``` - {print} 'Guess my number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess _ number - {print} 'Lower!' - {if} guess _ number - {print} 'Higher!' - {if} guess _ number - {print} 'You win!' - game = 'over' - ``` - hangman: - name: Hangman - default_save_name: Hangman - description: Guess the word - levels: - 17: - story_text: | - In this adventure we program a game of hangman. First we make some preparations, then we program the game and in the third part we add a drawing with the turtle. - - ### Exercise - ***Set the variables*** In this game of hangman, Player 1 chooses an answer and Player 2 has to guess the letters in this answer. - To let the computer know all the letters in the word, we will turn the answer into a list of letters. We also do this with the guesses Player 2 makes. - We will start the game with 2 empty lists. We have made an empty list for the variable answer for you. Now make an empty list for guessed_letters as well. - Then we fill in how many mistakes were made. At the start of the game, this should be 0. - The variable `amount_letters` tells us how many letters are in the answer. Ask Player 1 to tell us how many letters their word has. - Lastly we tell the computer if the game is over. We use the variable `game_over` and set it to `False`. - - ***Choosing the answer*** We want Player 1 to be able to choose the answer. We'll ask them, as many times as necessary, what the next letter is. - Then we add that letter to the answer. Lastly, we add an empty _ to the list of guessed letters, so we get as many _s as there are letters in the answer. - - ***Player 2's turn*** - Tell Player 2 its their turn. Then tell Player 2 how many letters there are in the answer. Finally, print the list of `guessed_letters`. - - ***Go to the next tab*** Now that all the starting variables are set, we can start programming the game itself. Check out the next tab to learn how! - example_code: | - ``` - print 'Hangman!' - - # Set the variables - answer = [] - guessed_letters = _ - mistakes_made = _ - amount_letters = {ask} _ - _ = 'False' - - # Choosing the answer - {for} _ - letter = {ask} 'Player 1, what is letter ' i '?' - _ - {add} '_' {to} _ - - # Player 2 turn - print _ - print _ - print guessed_letters - ``` - hangman_2: - name: Hangman 2 - default_save_name: Hangman_2 - description: Hangman 2 - levels: - 17: - story_text: | - Now it's time to program the hangman game. - - ### Exercise - - ***Paste your code*** Copy your code from the previous tab and paste the code in the programming field. - - ***The game*** This games continues playing until Player 2 is game over. Fill in the while command accordingly. Now, Player 2 is allowed to guess a letter, so ask Player 2 to guess a letter. - We need to check if their answer is correct, so check if their `guess` is (somewhere) in the (list) `answer`. Then we let the computer figure out which of the letter(s) is the guess. We have already programmed that part for you. - Next we want to compliment the player for finding a correct letter and we want to print the list `guessed_letters`, so the player can see their progress. - - The next part we're going to program is what happens when the player has guessed all of the letters. So if their list of `guessed_letters` is the same as our list `answer`. - If the lists are the same, congratulate Player 2 with their victory and set the variable `game_over` to `True`. - - Next we'll program what happens when Player 2 guesses wrong (so the `{else}` command). First, tell the player that their guess was wrong. Then increase the `mistakes_made` variable by 1. - - For the last part we'll program what happens when Player 2 has made 10 mistakes. We'll print that Player 1 has won the game. Then we'll print the correct answer. And finally, we'll set our `game_over` variable to `True`, so the game stops. - - ***Go to the next tab*** Amazing work! Your game is playable, but wouldn't it be fun if the hangman was actually drawn when Player 2 makes a mistake..? - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - guess = _ - {if} _ - {for} i {in} {range} 1 {to} amount_letters: - if answer[i] == guess: - guessed_letters[i] = guess - {print} _ - {if} guessed_letters == _: - {print} _ - game_over = _ - {else}: - {print} _ - mistakes_made _ - {if} _ == 10: - {print} _ - {print} _ - _ - ``` - hangman_3: - name: Hangman 3 - default_save_name: Hangman_3 - description: Hangman 3 - levels: - 17: - story_text: | - In a game of hangman the mistakes are shown by drawing a part of the hangman each time a mistake has been made. - We now add those drawings with our turtle! - - ### Exercise - ***Create a function that draws the hangman*** Create a function that draws the hangman in 10 steps. We have already made step 1 for you. - - ***Test the function*** Test the function by calling the function with 10. If you are happy with the function, remove the line that calls the function for now. We will call the function when the player makes a mistake. - - ***Paste your hangman game under your function*** Go back to the previous tab and copy your hangman game. Paste the game underneath your function. - - ***Call the function when the player makes a mistake*** Under the line `mistakes_made = mistakes_made + 1` we will call the function. We want the turtle to take the same amount of steps as the player has made mistakes, so we call the function with `mistakes_made` as argument. - - ***Enjoy your game!*** -
- The hangman could look like this -
- example_code: | - ``` - # Create a function that draws the hangman - {define} draw_hangman {with} step: - {if} step == 1: - {color} white - {forward} -100 - {turn} 90 - {forward} -50 - {color} black - {forward} 100 - {forward} -50 - - {if} step == 2: - _ - # Paste your hangman game here - - ``` - harry_potter: - name: Harry Potter - default_save_name: Harry Potter - description: Harry Potter adventures - levels: - 10: - story_text: | - ### Exercise - We can also make a Harry Potter themed fortune teller. Fill in blanks such that 9 lines are printed. - **Extra** Change the theme of the fortune teller into something else, such as your favorite book, film or tv show. - example_code: | - ``` - houses = Gryffindor, Slytherin, Hufflepuff, Ravenclaw - subjects = potions, defence against the dark arts, charms, transfiguration - fears = Voldemort, spiders, failing your OWL test - names = Harry, Ron, Hermione - _ - _ {print} name ' is placed in ' houses {at} {random} - _ {print} name ' is great at ' subjects {at} {random} - _ {print} name 's greatest fear is ' fears {at} {random} - ``` haunted: name: Shtëpia e përhumbur default_save_name: Shtëpia e përhumbur @@ -2276,17 +1344,6 @@ adventures: Në nivelet e mëparshme ju keni bërë një hyrje në lojën tuaj të shtëpisë së përhumbur, por siç mund ta keni vënë re, historia do të kishte gjithmonë një fund të tmerrshëm. Në këtë nivel ju mund ta bëni historinë tuaj më interaktive duke ndryshuar rezultatin e lojës; herë do të hahet, ndonjëherë do të ikësh! Lëreni Hedy të vendosë rastësisht! - example_code: | - ``` - _ Escape from the haunted house! - _ There are 3 doors in front of you... - _ _ _ Which door do you choose? - _ You picked door ... choice - monsters _ a zombie, a vampire, NOTHING YOUVE ESCAPED - _ You see... - {sleep} - _ _ _ _ - ``` 4: story_text: | Në këtë nivel ju mësoni se si të përdorni thonjëza në lojërat tuaja. @@ -2379,188 +1436,16 @@ adventures: {if} lojtari {is} gjallë     {print} 'Shkëlqyeshëm! Ju mbijetuat!' ``` - 14: - story_text: | - ### Exercise - In this level you can use the `<` and `>` symbol to introduce lives to your game. - Make sure the player loses a life when they come across the wrong monster and that the game stops if you have no lives left. - example_code: | - ``` - {print} 'Escape from the haunted house' - lives = 3 - doors = 1, 2, 3 - monsters = 'the wicked witch', 'a zombie', 'a sleeping 3 headed dog' - {for} i {in} {range} 1 {to} 10 - {if} lives _ - good_door = doors {at} {random} - monster = monsters {at} {random} - chosen_door = {ask} 'Which door do you choose?' - {if} good_door == chosen_door - {print} 'You have chosen the correct door' - {else} - {print} 'You see...' monster - {if} monster == 'a sleeping 3 headed dog' - {print} 'Pffieuw.... Its asleep' - {else} - {print} 'You lose one life' - lives = _ - {else} - {print} 'GAME OVER' - ``` - 16: - story_text: | - ### Exercise - This haunted house game uses the connection between the lists you can use in this level. - For example: all the properties that belong to the zombie are first in all the lists, witch second and vampire third. - Check out the code and fill in `weapons[i]`, `monsters[i]` , `bad_fate[i]`, `good_fate[i]`, `hint[i]` on the correct blanks to get the code to work! - example_code: | - ``` - numbers = [1, 2, 3] - i = numbers[{random}] - hint = ['growling', 'a cackling laugh', 'fluttering batwings'] - monsters = ['zombie', 'witch', 'vampire'] - bad_fate = ['Your brain is eaten', 'You are forever cursed', 'You are bitten'] - good_fate = ['You throw the ham. The zombie is distracted and starts eating it.', 'You set the curtains on fire. The witch flees out of fear for the fire', 'The vampire hates garlic and flees'] - weapons = ['ham', 'lighter', 'garlic'] - {print} 'You are standing in front of an old mansion' - {print} 'Something is not right here' - {print} 'You hear ' _ - {print} 'You are going to explore it' - {print} 'You enter the kitchen and see a lighter, a raw ham and a garlic.' - your_weapon = {ask} 'What do you bring with you?' - {print} 'With your ' your_weapon ' you enter the living room' - {print} 'There you find a ' _ - needed_weapon = _ - {if} your_weapon == needed_weapon - {print} 'You use your ' your_weapon - {print} _ - {print} 'YOU WIN!' - {else} - {print} 'You have chosen the wrong weapon...' - {print} _ - {print} 'GAME OVER' - ``` - hotel: - name: hotel - default_save_name: hotel - description: hotel - levels: - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, and you've learned how to combine it with an {ask}. - You might have wondered why you would use functions, because the functions in the example were only one line of code. - Now we will show you what a bigger function looks like and we will use multiple agruments now as well. You'll see how much better it is to use a function once the function gets bigger. - Here is an example of a function with arguments combined with {ask} commands. - example_code: | - ``` - {define} welcome_message {with} title, last_name, country, room_number - {print} 'Welcome to Hotel Hedy, ' title ' ' last_name - nice_trip {is} {ask} 'Did you have a nice trip from, ' country '?' - {if} nice_trip {is} 'yes' - {print} 'Lovely!' - {else} - {print} 'Sorry to hear that.' - {print} 'Hopefully you can take a nice rest in you room.' - {print} 'Your room number is ' room_number - - {print} 'Hello. Please fill in your information to check in.' - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - ``` - - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 if_command: - name: '{if} & {else}' - default_save_name: if_command description: Introducing the if command levels: - 5: - story_text: | - ## If... else.... - In level 5 there is something new, the `{if}`! With the `{if}` you can choose between two different options. - This code prints nice if you enter Hedy as a name, and boo! if you enter something else. - `{ask}` and `{print}` still work like they did in level 4. - example_code: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' {else} {print} 'boo!' - ``` - story_text_2: | - Sometimes code with an `{if}` gets really long and does not fit on the line well.
You may also divide the code over two lines, starting the second line at the `{else}` like this: - example_code_2: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - ``` - story_text_3: | - ### Exercise - Try to create your own code with `{if}` and `{else}`. You can use the example code if you want. - example_code_3: | - ``` - answer {is} {ask} '2 + 2 = ?' - _ _ _ 4 _ 'Great job!' - _ _ 'No 2 + 2 = 4' - ``` - 8: - story_text: | - ## If... Else... - You have learned to repeat a block of lines of code after a `{repeat}` command. - Now you can also use indentation to make blocks after a {if} or {else} command. - Check out the example code. - - ### Exercise - Add an {else} command to the example code. Make a block of line using indentation. You do this by starting each line with 4 spaces. - example_code: | - ``` - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {print} 'You can play on your computer!' - ``` 9: story_text: | In this level you can also put an {if} command inside another {if} command. - example_code: | - ``` - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - ``` in_command: - name: '{in}' - default_save_name: in_command description: Introducing the in command levels: 5: - story_text: | - ## Lists - When we want to check if something is in a list, we can now use the `{in}` command. - This code prints pretty! if you choose green or yellow, and meh otherwise. - example_code: | - ``` - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - ``` - story_text_2: | - ### Exercise - Finish the example code by filling in the blanks with commands that you've learned. - When you've finished the code, try to create a code of your own and use a question that you've thought of yourself. example_code_2: | ``` animals is dog, cow, sheep @@ -2569,62 +1454,21 @@ adventures: _ _ 'My favorite animals are dogs, cows and sheep' ``` is_command: - name: '{is}' - default_save_name: is_command description: introducing is command levels: 2: - story_text: | - ## Variables - You can name a word with `{is}`. This is called a **variable**. In this example we made a variable called name and a variable called age. You can use the word name anywhere in your code and it will be replaced by Hedy, like this: - example_code: | - ``` - name {is} Hedy - age {is} 15 - {print} name is age years old - ``` story_text_2: | ### Exercise Time to make your own variables! In the example code we made an example of the variable `favorite_animal`. In line 1 the variable is set, and in line 2 we haved used the variable in a print command. Firstly, finish our example by filling in your favorite animal on the blank. Then make at least 3 of these codes yourself. Pick a variable, and set the variable with the {is} command. Then use it with a {print} command, just like we did. - example_code_2: | - ``` - favorite_animal {is} _ - {print} I like favorite_animal - ``` - 6: - story_text: | - We also make a change in storing a word in a variable! You may now use `=` instead of `{is}` when we store a name or a number in a variable, like this: - example_code: | - ``` - name = Hedy - answer = 20 + 4 - ``` 14: - story_text: | - We are going to learn more new items. You might know them already from mathematics, the `<` and `>`. - The `<` checks if the first number is smaller than the second, for example age `<` 12 checks if age is smaller than 12. - If you want to check if the first number is smaller or equal to the second, you can use `<=`, for example age `<=` 11. - The `>` checks if the first number is bigger than the second, for example points `>` 10 checks if points is larger than 10. - If you want to check if the first number is bigger or equal to the second, you can use `>=`, for example points `>=` 11. - You use these comparisons in an `{if}`, like this: example_code: | ``` age = {ask} 'How old are you?' {if} age > 12 {print} 'You are older than I am!' ``` - story_text_2: | - From this level on, if you want to compare exactly, you can use two equal signs. This is what most programming languages do: - example_code_2: | - ``` - name = {ask} 'What is your name?' - {if} name == 'Hedy' - {print} 'You are cool!' - ``` - story_text_3: | - You can also compare if something is *not* equal to something else using `!=` like this: example_code_3: | ``` name = {ask} 'What is your name?' @@ -2658,10 +1502,6 @@ adventures: {else} {print} 'Jo, bretkosa është grenuille' ``` 16: - story_text: | - ### Exercise - Take a look at the example code. This is a program to practise French vocabulary. Now make your own program to practice your vocabulary in a new language. - If you don't know any other languages, you can use Google translate or you can use emojis and your native language. example_code: | ``` fjalë_franceze = ['bonjour', 'ordinator', 'pomme de terre'] @@ -2678,18 +1518,8 @@ adventures: {print} 'Ju dhatë ' rezultati ' përgjigje të sakta.' ``` maths: - name: maths - default_save_name: maths - description: Introducing maths levels: 6: - story_text: | - In this level you learn something new: you can now also calculate. - - The plus is easy, you write it like with math: `5 + 5` for example. The minus also works fine, it is `5 - 5`. - - The times is a bit different, because there is no times symbol on your keyboard. Just search, there really isn't! - That is why we multiply with the asterisk above 8: `5 * 5`. Read that as "5 times 5" that helps you remember it best. example_code: | ``` {print} '5 plus 5 is ' 5 + 5 @@ -2697,17 +1527,6 @@ adventures: {print} '5 times 5 is ' 5 * 5 ``` 12: - story_text: |- - **Decimal numbers** - So far, Hedy did not allow for decimal numbers like 1.5, but now we do allow that. Note that computers use the `.` for decimal numbers. - example_code: | - ``` - {print} 'Two and a half plus two and a half is...' - {print} 2.5 + 2.5 - ``` - story_text_2: |- - **Maths with words** - In this level you can also do addition with words like this: example_code_2: | ``` a = 'Hello ' @@ -2717,455 +1536,65 @@ adventures: {print} 2.5 + 2.5 music: - name: music - default_save_name: music - description: Play a tune! + levels: + 6: + story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\n This calls for musical maths! Try out the example code a couple of times with different starting numbers. \nThen, see if you can compose a song using the numbers.\n" + parrot: + name: Papagalli + default_save_name: Papagalli + description: Krijo papagallin tënd online që do të ju kopjojë! levels: 1: - story_text: |- - In this level you'll learn how to use the `{play}` command to play a tune! - - Type `{play}` followed by the note you want to play. The scale goes C-D-E-F-G-A-B. - As you can see there are 7 different letters, but we can play more than just 7 notes. - Type a number between 1 and 10 behind the letter to choose the scale, for example after B4 comes C5. - C1 is the lowest note you can play, C10 is the highest. - - ### Exercise - Try out the example code and then play around with it! Can you create your own melody? - In the next level you'll learn how to play some existing songs. - example_code: |- - ``` - {play} C4 - {play} D4 - {play} E4 - {play} F4 - {play} G4 - {play} A4 - {play} B4 - {play} C5 - ``` - 2: story_text: | - ### Exercise - Finish the songs! We have started the codes for some melodies. + Krijo papagallin tuaj online që do të ju kopjojë! example_code: | ``` - {print} Old Mac Donald had a farm - {play} C5 - {play} C5 - {play} C5 - {play} G4 - {play} A4 - {play} A4 - {play} G4 + {print} Jam Hedy papagalli + {ask} Si e keni emrin? + {echo} + {echo} ``` - story_text_2: As you can see, you can also use the `{sleep}` command to add a little pause in the song. + story_text_2: | + A mund ta bëni papagallin të bëjë një pyetje tjetër? Plotësoni vendet bosh në shembull! example_code_2: | ``` - {print} Twinkle Twinkle Little Star - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} 1 - {play} F - {play} F - ``` - 3: + {print} Jam Hedy papagalli + {ask} _ + {echo} + {echo} + 2: story_text: | - Create a random melody! - - ### Exercise - The example code creates a random melody, but it's very short and not many notes are used. - Add more notes to the list and create a longer melody by copying the last line a couple more times. + Krijo papagallin tuaj online që do të ju kopjojë! example_code: | ``` - notes {is} A4, B4, C4 - {play} notes {at} {random} - {play} notes {at} {random} - {play} notes {at} {random} + {print} Jam Hedy papagalli + emri {is} {ask} Si është emri juaj? + {print} emri + {sleep} + {print} kuak + {sleep} + {print} emri ``` - 4: + story_text_2: | + Ju mund të përdorni variabla për ta bërë papagallin të thotë më shumë se vetëm emrin tuaj. A mund ta plotësoni këtë kod? + 3: story_text: | - Use the `{clear}` command to create a karaoke machine! - - ### Exercise - Finish the karaoke version of 'Mary had a little lamb'. - Then, create a karaoke version of any song you'd like! + Mëso papagallin tënd fjalë të re me komandën `{add}`. + ### Sfidë + Si mund ta bëni papagallin tuaj të thotë shumë fjalë? example_code: | ``` - {print} 'Mary had a little lamb' - {play} E - {play} D - {play} C - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Little lamb, little lamb' - {play} D - {play} D - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Mary had a little lamb' - {play} E + fjalët {is} kuak, Hedy + {print} Mëso papagallin tënd! + fjala_re {is} {ask} Cilën fjalë doni ti ja mësoni? + {add} fjala_re {to_list} fjalët + {print} 🧒 Thuaj fjala_re, Hedy! + {print} 🦜 fjalët {at} {random} ``` - 5: - story_text: | - You don't always have to use the `{play}` command to play a whole song, sometimes you just want to play one note. - For example, if you want to make a quiz, you can play a happy high note if the answer is right and a sad low note if the answer is wrong. - - ### Exercise - Finish the first question by adding a line of code that plays a C3 note if the wrong answer is given. - Then think of 3 more questions to add to this quiz. - example_code: | - ``` - answer {is} {ask} 'What is the capital of Zimbabwe?' - {if} answer {is} Harare {play} C6 - _ - ``` - 6: - story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\n This calls for musical maths! Try out the example code a couple of times with different starting numbers. \nThen, see if you can compose a song using the numbers.\n" - example_code: | - ``` - number = {ask} 'Say a starting number between 1 and 67' - {print} number - {play} number - number = number + 1 - {print} number - {play} number - number = number + 1 - {print} number - {play} number - ``` - 7: - story_text: | - Using the `{repeat}` command can make your codes for melodies a lot shorter! - - ### Exercise - Finish the code for Twinkle Twinkle Little Star by using the `{repeat}`command. - Then go back to the songs you've made in the previous levels. Can you shorten those codes too? - example_code: | - ``` - {print} 'Twinkle Twinkle Little Star' - {repeat} 2 {times} {play} C4 - {repeat} 2 {times} {play} G4 - _ - ``` - 8: - story_text: | - Now that we can use the `{repeat}` command for multiple lines, we can make songs even more easily! - - ### Exercise - Finish the song of Brother John (Frère Jacques). Don't forget to use `{repeat}`! - example_code: | - ``` - {print} 'Brother John' - {repeat} 2 {times} - {play} C - {play} D - {play} E - {play} C - {repeat} 2 {times} - {play} E - {play} F - {play} G - {sleep} 1 - ``` - 9: - story_text: | - From this level on you can - among other things - use a {repeat} command inside a {repeat} command. - That makes songs like 'Happy birthday' even shorter! - - ### Exercise - Finish the song! - example_code: | - ``` - first_time = yes - {repeat} 2 {times} - {repeat} 2 {times} - {play} C - {play} D - {play} C - {if} first_time {is} yes - {play} F - {play} E - first_time {is} no - {else} - _ - ``` - 12: - story_text: | - Use functions in your songs! As you can see in the example code, you can make a function for each line of Twinkle Twinkle Little Star. Once you've programmed the first three lines, all you have to do is call the functions in the order you want them played in. - - ### Exercise - Finish the song of Twinkle Twinkle Little Star. - Then look back at all the songs you've programmed in the levels before, can you make those codes better and shorter using functions too? - example_code: | - ``` - {define} first_line - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} - - {define} second_line - {play} F - {play} F - {play} E - {play} E - {play} D - {play} D - {play} C - {sleep} - - {define} third_line - {play} G - {play} G - {play} F - {play} F - {play} E - {play} E - {play} D - {sleep} - - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - ``` - 13: - story_text: | - You can use a function with an argument for songs that have line that are almost the same, but slightly different each time. - One example is the song 'Yankee Doodle'. The first 4 notes of the first lines are the same, but each time they are followed by a different couple of notes. - - ### Exercise - Can you finish the song of Yankee Doodle? - Can you think of another song to program this way? - example_code: | - ``` - {print} 'Yankee Doodle' - {define} _ {with} note_1, note_2, note_3 - {play} C4 - {play} C4 - {play} D4 - {play} E4 - {play} _ - {play} _ - {play} _ - - {call} line_1 {with} 29, 31, 30 - {call} line_1 {with} 29, 28, 0 - {call} line_1 {with} 32, 31, 30 - - {play} C4 - {play} B3 - {play} G3 - {play} A3 - {play} B3 - {play} C4 - {play} C4 - ``` - 14: - story_text: | - You can program music for fun, but you can also use the musical notes to make something useful like a fire alarm! - - ### Exercise - Make sure the fire alarm rings when there is a fire! - example_code: | - ``` - {define} fire_alarm - {print} 'FIRE!' - note = 40 - {for} i {in} {range} 1 {to} 100 - {if} note _ 50 - note = note + 5 - {play} _ - {else} - note = 40 - - fire = {ask} 'Is there a fire?' - {if} fire _ 'yes' - {call} fire_alarm - ``` - 15: - story_text: | - **Warning** This adventure can become extremely annoying! - We can also use the {while} command to repeat a song forever. - - ### Exercise - Finish the never-ending song. - example_code: | - ``` - {define} song - {play} _ - - yes_or_no = {ask} 'Do you want to hear my never-ending song?' - {while} yes_or_no = 'yes' - {call} song - {print} '🥳' - ``` - 16: - story_text: | - Upgrade your Old MacDonald code! - - ### Exercise - Take your code from the 'Sing a Song' adventure and add musical notes to it! - You can make a function for each line in the song and call that function after the line is printed. - We defined the first line for you and called it in the code. Can you finish the whole song? - example_code: | - ``` - {define} line_1 - {for} i {in} {range} 1 {to} 3 - {play} G - {play} D - {for} i {in} {range} 1 {to} 2 - {play} E - {play} D - - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - for i in range 1 to 3 - animal = animals[i] - sound = sounds[i] - print 'Old MacDonald had a farm' - call line_1 - print 'E I E I O!' - _ - ``` - 17: - story_text: | - You can use the {elif} to create different options. - - ### Exercise - Firstly, add colons to get the code to work. - Then finish this code by adding at least 2 other songs for other moods. For example a happy song and an angry song. - example_code: | - ``` - {define} scary_song - {for} i {in} {range} 1 {to} 3 - {play} G - {play} E - {sleep} 2 - {for} i {in} {range} 1 {to} 3 - {play} F - {play} D - - mood = {ask} 'Which emotion are you feeling?' - {if} mood {is} 'fear' - {call} scary_song - {elif} _ - ``` - 18: - story_text: | - ### Exercise - Even in this last level of Hedy we can make some music! Be careful of all the syntax that is needed now. - Take a good look at how the functions are defined and called upon in the example code. - Finish the song! - example_code: | - ``` - {def} line_1(): - {for} i {in} {range}(1, 5): - {play} A - {play} D - {play} F - {play} A - - {def} line_2(): - {for} i {in} {range}(1, 5): - {play} G - {play} C - {play} E - {play} G - - {def} line_3(): - _ - - {print} ('The drunken sailor') - {print} ('What shall we do with the drunken sailor?') - line_1() - line_2() - line_3() - {print} ('Early in the morning') - ``` - parrot: - name: Papagalli - default_save_name: Papagalli - description: Krijo papagallin tënd online që do të ju kopjojë! - levels: - 1: - story_text: | - Krijo papagallin tuaj online që do të ju kopjojë! - example_code: | - ``` - {print} Jam Hedy papagalli - {ask} Si e keni emrin? - {echo} - {echo} - ``` - story_text_2: | - A mund ta bëni papagallin të bëjë një pyetje tjetër? Plotësoni vendet bosh në shembull! - example_code_2: | - ``` - {print} Jam Hedy papagalli - {ask} _ - {echo} - {echo} - 2: - story_text: | - Krijo papagallin tuaj online që do të ju kopjojë! - example_code: | - ``` - {print} Jam Hedy papagalli - emri {is} {ask} Si është emri juaj? - {print} emri - {sleep} - {print} kuak - {sleep} - {print} emri - ``` - story_text_2: | - Ju mund të përdorni variabla për ta bërë papagallin të thotë më shumë se vetëm emrin tuaj. A mund ta plotësoni këtë kod? - 3: - story_text: | - Mëso papagallin tënd fjalë të re me komandën `{add}`. - ### Sfidë - Si mund ta bëni papagallin tuaj të thotë shumë fjalë? - example_code: | - ``` - fjalët {is} kuak, Hedy - {print} Mëso papagallin tënd! - fjala_re {is} {ask} Cilën fjalë doni ti ja mësoni? - {add} fjala_re {to_list} fjalët - {print} 🧒 Thuaj fjala_re, Hedy! - {print} 🦜 fjalët {at} {random} - ``` - 4: + 4: story_text: | In this level we have to use quotation marks with the commands `{ask}` and `{print}`. Can you complete the code by adding quotation marks? - example_code: | - ``` - words {is} squawk, Hedy - {print} _ Train your parrot! _ - new_word {is} {ask} _ Which word do you want to teach them? _ - {add} new_word {to_list} words - {print} _ 🧒 Say _ new_word _, Hedy!_ - {print} _ 🦜 _ words {at} {random} - ``` 5: story_text: | Shpërbleni papagallin tuaj nëse thot një fjalë të saktë! @@ -3201,10 +1630,6 @@ adventures: {print} 'Mund të blesh një ' _' në ' _ ' javë.' ``` 14: - story_text: | - ### Exercise - In this level you can let Hedy tell you if you have saved up enough money! - Finish this code by filling in the blanks! example_code: | ``` _ calculate_budget with wish, money, allowance @@ -3224,45 +1649,7 @@ adventures: {call} calculate_budget with _, _, _ ``` pressit: - name: Key presses - default_save_name: Pressed - description: Try linking a keyboard key to a command! levels: - 5: - story_text: | - In this level there is another new keyword: `{pressed}`! - With `{pressed}` you can use keys on your keyboard to control what lines are used. - - ### Exercise - Look at the example and add one more line of code that reacts to a key press. - example_code: | - ``` - {print} 'Do you want a good (g) or bad (b) ending?' - {if} g {is} {pressed} {print} 'They lived happily ever after ❤' - {else} {print} 'The prince was eaten by a hippopotamus 😭' - ``` - story_text_2: | - You can also link turtle commands to keys. - - ### Exercise - Copy the lines a few times so you can create a larger drawing. - example_code_2: | - ``` - {if} y {is} {pressed} {forward} 15 - {else} {turn} 90 - ``` - 7: - story_text: | - Now that you have learned about `{repeat}`, we can press keys multiple times. - You can use it to make the turtle walk forward and turn. - - ### Exercise - The code you have seen in level 5 only checks the key once. Copy the example code and add a `{repeat}` to it, so that you can press the keys many times. - Use this code to draw something nice. - example_code: | - ``` - {if} x {is} {pressed} {forward} 15 {else} {turn} 90 - ``` 9: story_text: | Now that you know how to combine statements, you can create a touch type tool with `{pressed}`. @@ -3270,54 +1657,9 @@ adventures: ### Exercise Finish the code. Each time a random letter should be chosen, which you have to press. You get a point for a correct press, and and two points deduction for a wrong press. **(extra)** Clear the screen after each letter, and show the user how many points they have scored. - example_code: | - ``` - points = 0 - letters = a, b, c, d, e - {repeat} 10 {times} - letter = _ _ _ - {print} 'Press the letter ' letter - {if} letter {is} {pressed} - _ - _ - _ - ``` print_command: - name: '{print}' - default_save_name: print - description: Introduction print command levels: - 1: - story_text: | - ## The print command - You can print text to the screen using the `{print}` command. - example_code: | - ``` - {print} Hi there, programmer! - {print} Welcome to Hedy! - ``` - story_text_2: | - ### Exercise - In Hedy you will find exercises in every adventure. An exercise allows you to practise the new commands and concepts, and lets you give your own twist to the example codes. - In this exercise you will see a pink blank space. You have to fill something in the place of the blank space before the code can be run. - - Fill in the `{print}` command in the blank space and then add five more lines of code. Each line has to start with a `{print}` command. - Have fun! - example_code_2: | - ``` - _ Hello! - ``` 18: - story_text: |- - We arrived at real Python code! That means we need to use parentheses with `{print}` and `{range}` from now on. - It also means you can use Hedy code from this level in any Python environment as long as you use the English commands. If you haven't until now, you can switch the toggle in the commands menu to do so. - example_code: | - ``` - {print}('Hello!') - {for} i {in} {range}(1, 10): - {print}('This is line ', i) - ``` - story_text_2: If you want to print more than one item, you need to separate them by commas. example_code_2: | ``` temperature = 25 @@ -3354,128 +1696,13 @@ adventures: {if} pikë_b > pikë_a {print} 'Ti i përket klubit B' ``` - quotation_marks: - name: '''quotation marks''' - default_save_name: quotation_marks - description: Introduction quotation marks - levels: - 4: - story_text: | - ## 'Quotation marks' - In level 4 `{ask}` and `{print}` have changed. - You must put text that you want to print between quotation marks. - This is useful, because now you can print all the words you want. Also the words you used to store something with `{is}`. - Most programming languages also use quotation marks when printing, so we are also getting a step closer to real programming! - example_code: | - ``` - {print} 'You need to use quotation marks from now on!' - answer {is} {ask} 'What do we need to use from now on?' - {print} 'We need to use ' answer - ``` - story_text_2: | - ## Contractions - Important! Mind that now that we're using quotation marks, Hedy will get confused when you use the apostrophe for contractions like I'm or What's. - Make sure to remove those apostrophes and change the spelling to I am or What is. - Check out the example code to see the wrong way of using apostrophes. - example_code_2: | - ``` - _ This is the wrong way of using apostrophes _ - {print} 'I'm babysitting my sister's kids' - {print} 'What's more fun than that?' - ``` - 12: - story_text: | - **All texts need to be in quotation marks** - For this level on you will also have to use quotation marks when storing a text with `=`: - example_code: | - ``` - name = 'Hedy the Robot' - {print} 'Hello ' name - ``` - story_text_2: | - **All items in lists need quotation marks too** - Lists are texts, so they need quotation marks too. Mind that each single item on the list has quotation marks. - This allows you to save two words as 1 item on the list, for example 'Black Widow'. - example_code_2: | - ``` - superheroes = 'Spiderman', 'Batman', 'Black Widow' - {print} superheroes {at} {random} - ``` - story_text_3: | - **All text after `{if}` comparisons need quotation marks too** - example_code_3: | - ``` - name = {ask} 'What is your name?' - {if} name = 'Hedy the Robot' - {print} 'Hi there!' - ``` - story_text_4: | - **Numbers don't need quotation marks** - For numbers, you do not use quotation marks in the `=`: - example_code_4: | - ``` - score = 25 - {print} 'You got ' score - ``` random_command: - name: '{random}' - default_save_name: random_command - description: introducing at random command levels: - 3: - story_text: | - ## At random - In this level you can make a list using the `{is}` command. You can let the computer choose a random item from that list. You do that with `{at} {random}`. - example_code: | - ``` - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - ``` - story_text_2: | - You can use the `{at} {random}` command in a sentence as well. - example_code_2: | - ``` - food {is} sandwich, slice of pizza, salad, burrito - {print} I am going to have a food {at} {random} for lunch. - ``` - story_text_3: | - ### Exercise - Try out the `{at} {random}` command by making your own gameshow (like the ones on tv) where you choose a door or suitcase and it contains a big price! - Can you do it? We have already put the first lines into the example code. - example_code_3: | - ``` - {print} The big gameshow! - {print} There are 3 suitcases in front of you... - chosen {is} {ask} Which suitcase do you choose? - prices {is} _ - _ - ``` 16: story_text: |- We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. For example: `friends[1]` is the first name on the list of friends, as you can see in the first part of the example code. The second part of the example code shows you that we can also match 2 lists using the variable i. - example_code: | - ``` - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - ``` - story_text_2: |- - Now that you've learned to use the brackets in lists, you can also start using the {at} {random} command in the Python way! - You simply type the name of your list with `[random]` behind it! - example_code_2: |- - ``` - fruit = ['apple', 'banana', 'cherry'] - {print} fruit[random] - ``` repeat_command: - name: '{repeat}' - default_save_name: repeat_command description: repeat command levels: 7: @@ -3485,23 +1712,6 @@ adventures: ### Exercise Play around with the repeat command. Can you make the happy birthday song in only 3 lines of code instead of 4 now? - example_code: | - ``` - {repeat} 3 {times} {print} 'Hedy is fun!' - ``` - 8: - story_text: | - ### Repeat commands and indentation - In this level you can repeat multiple lines of code with only 1 repeat command. - You do this by making a block of lines that you want to repeat. - The lines in this block will need **indentation** . - That means putting four spaces at the beginning of each line. You will also have to indent when you just want to create a block of one line. - example_code: | - ``` - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This is all repeated 5 times' - ``` 9: story_text: | Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... @@ -3517,47 +1727,12 @@ adventures: {else} {print} 'Maybe you should practice some more in the previous level' repeat_command_2: - name: '{repeat} 2' - default_save_name: repeat_command_2 description: repeat command 2 levels: 7: - story_text: | - ## Repeat with other commands and with variables - You have practiced the `{repeat}` command in combination with the `{print}` command now, but did you know you could also use other commands with `{repeat}` ? - In this example code you can see that `{repeat}` can also be used with an `{ask}`, `{if}` or `{else}` command. - example_code: | - ``` - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - ``` story_text_2: | Another interesting thing you can so with the `{repeat}` command is using variables to set the amount of times something should be repeated. In the example code you can see that we first ask the person how old they are. Then, in line 3, the question is repeated 'age' times. So we have used the variable 'age' with the `{repeat}` command. - example_code_2: | - ``` - {print} 'Yay! It is your birthday!' - age = {ask} 'How old are you now?' - {repeat} age {times} {print} 'Hip Hip Hurray!' - ``` - 8: - story_text: | - ### In the block or not? - In this level you have to think carefully which lines of code should be in the block and which shouldn't. - For example: If you want to sing the song *the muffin man*. You only want the line with 'the muffin man' to be repeated twice. - This means the last line shouldn't start with indentation as it doesn't belong to the block. - If you do start the last line with indentation the song will turn out wrong. - - ### Exercise - Each line in the example code starts with a blank. Remove the blanks and try to figure out which line need indentation and which don't to make the muffin man song. - example_code: | - ``` - _ {print} 'Do you know the muffin man?' - _ {repeat} 2 {times} - _ {print} 'The muffin man' - _ {print} 'Do you know the muffin man, who lives on Drury Lane?' - ``` restaurant: name: Restorant default_save_name: Restorant @@ -3592,10 +1767,6 @@ adventures: story_text_2: | A mund ta bëni këtë kod më të përpunuar? Për shembull duke shtuar pije në porosi? Apo...? 3: - story_text: | - Having trouble to decide what you wanna have for dinner? You can let Hedy choose for you! - Simply add lists of your favorite (or least favorite) meals and Hedy can randomly choose your dinner. - You can also have a bit of fun, by letting Hedy choose the price for your dinner as well! What will you get? example_code: | ``` {print} Mirë se erdhët në Restorantin e rastësishëm të Hedy-it! @@ -3892,16 +2063,6 @@ adventures: {print} lojtari 1 zgjedh... zgjedhje {at} {random} {print} lojtari 2 _ ``` - 4: - story_text: | - In this level we can further program rock, paper, scissors. But if you want to add text, you have to use quotation marks here too. - ### Exercise - Fill in quotation marks on the blanks. Mind that the variable `choices` should be outside the quotes. - example_code: | - ``` - choices {is} rock, paper, scissors - {print} _The computer chooses..._ choices {at} {random} - ``` 5: story_text: | Në këtë nivel mund ta përcaktoni kush fitoi. @@ -3991,9 +2152,6 @@ adventures: _ ``` rock_2: - name: Rock, paper, scissors 2 - default_save_name: rock_2 - description: Part 2 of rock, paper, scissors levels: 2: story_text: | @@ -4044,151 +2202,13 @@ adventures: {else} {print} 'Shko në stacionin e trenit në orën 10:00' ``` - simon: - name: Simon Says - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - Let's make a game of Simon Says! Simon Says is a memory game in which the player will be given a color. They have to repeat that color back. - If they get it right a color is added to the sequence, so they now have to remember 2 colors, then 3, then 4 etc. the game stops as soon as the player makes a mistake. - - ### Exercise - In this first part of the Simon Says adventure, we'll let the computer pick a random color and add it to a list. - - ***Make 2 lists*** First, make a list called `colors` and fill it with the colors red, yellow, green and blue. - Then make a list called `simon_sequence`. This list will be used as the answer. - At the start of the game this lists need to be empty. unfortunately, we can't create an empty list (yet), so we'll fill it with the words 'empty' and 'list' and we'll remove them from the list immediately. - - ***Create a function that adds a color to the sequence*** Now that we have an empty list called simon_sequence, we can start filling it with random colors. - We do that with a function, so we can call it everytime there's a new level in our game. Create a function called `add_random_color`. - Then create the variable random_color and set it to a random color. Next, add this random color to the simon_sequence. - - ***Create a function that shows the simon_sequence*** Start by naming the new function `show_simon_sequence` with `level` as an argument. Now we want to show as many colors as the level we are in (in level 1 you see 1 color, in level 2 you see 2 colors etc). - So we repeat `level` times, to print the `simon_sequence[i]`. Each time a color is shown, wait for 1 second and then clear the screen. - - ***Test your program*** Before you go to the next level, test if the functions are working by calling both of the functions. If they're working you should see a random color in your output screen. - Remove this testing part of your code, copy the code and continue to the next tab to learn more about the simon says game! - example_code: | - ``` - # Make 2 lists - colors = _ - _ = ['empty', 'list'] - {remove} _ {from} simon_sequence - {remove} _ - - # Create a function that adds a color - _ add_random_color - _ - {add} _ - - # Create a function that shows the simon_sequence - {define} _ - {for} i {in} {range} 1 {to} _ - {print} _ - _ - _ - - # Test your program - {call} _ - {call} show_simon_sequence {with} 1 - ``` - simon_2: - name: Simon Says 2 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - We'll continue with our Simon Says game! - - ### Exercise - ***Paste your code here*** Paste your code from the previous level here. Don't forget to remove the part that was just used for testing the functions. - - ***Create a function that creates the player_sequence*** The list `player_sequence` is used to capture the answers of the player. First we define the function with the argument level. - Next, we ask level times what the color is that they choose. We call that variable `answer`. Then we add the variable `answer` to the list player_sequence. - - ***Setting up the game*** Before we program the game in the next tab, we'll need some starting variables. First, we'll set the variable `level` to 1 and the variable `game_over` to False. - Then we make an introduction for the game. We'll print 'Welcome to Simon Says!' and clear the screen after 1 second. - - ***Continue to the next tab to finish the game!**** Don't forget to copy your code and take it with you to the next tab. - example_code: | - ``` - # Paste your code here - - - # Create a function that creates the player_sequence - {define} _ - {for} _ - _ 'What is color number ' i '?' - {add} answer {to} _ - - # Set up - level = _ - game_over = _ - {print} _ - _ 1 - _ - ``` - simon_3: - name: Simon Says 3 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - In this tab we'll program the game of Simon Says! - - ### Exercise - ***Paste your code*** Copy your code from the previous tab and paste it here. - - ***Program the game*** We start by making sure the game goes on while the game isn't over. Then we print what level the player is on, we use the variable level for that. We only show that for 1 second and then we clear the screen again. - Now, we have to create the empty list player_sequence. We've already programmed how to fill the list, with our function `player_sequence`, but we never made the list itself. To create the list we use the same trick as we did in the previous tab. - We'll make a list with the words 'empty' and 'list' on it, and then we remove both these words. Next, we'll call all of the 3 functions that we've created. - Lastly, we'll have to check if the player gave the correct answers (so if the player_sequence and the simon_sequence are the same). - If that's the case, we'll compliment the player. Wait for 1 second and increase the level with 1. - Did the player give the wrong answer, we'll tell them and end the game by setting game_over to 'True' - - ***Enjoy your game!*** Great job! Does your game not work? Use the ladybug button to debug your code! - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - {print} _ - _ - _ - _ = ['empty', 'list'] - {remove} _ - {remove} _ - {call} _ - {call} _ {with} _ - {call} _ {with} _ - {if} player_sequence == _ - _ - _ - _ - {else} - _ - game_over = _ - ``` sleep_command: - name: '{sleep}' - default_save_name: sleep_command description: introducing sleep command levels: 2: story_text: | ## The sleep command Another new command in this level is `{sleep}`, which pauses your program for a second. If you type a number behind the {sleep} command, the program pauses for that amount of seconds. - example_code: | - ``` - {print} My favorite colour is... - {sleep} 2 - {print} green! - ``` songs: name: Këndo një këngë! default_save_name: Këngë @@ -4312,10 +2332,6 @@ adventures: Print the song Five little moneys jumping on the bed. Look up the text if you don't remember. **(extra)** Print the song Old MacDonald had a farm, and make sure all animals make a different sound, using an `{if}`. - example_code_2: | - ``` - monkeys = 5, 4, 3, 2, 1 - ``` 11: story_text: | Në këtë nivel ju mund të përdorni komandën `{for} i {in} {range}` të bëni muzika që përdorin numërim, si në 5 majmunët e vegjël. @@ -4351,22 +2367,6 @@ adventures: _ {print} 'Nëse jeni të lumtur dhe e dini' _ {print} veprim ``` - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, but did you know that you could combine them with {ask} commands as well? - In this example we have changed the 'My Bonnie' program and made it interactive. You are now asked where Bonnie is. - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is ' place - - chosen_place = {ask} 'Where do you want Bonnie to be?' - synonym = {ask} 'What is another word for that?' - - {call} song {with} chosen_place - {call} song {with} synonym - {call} song {with} chosen_place - ``` 16: story_text: | Në këtë nivel, ju mund ta programoni një këngë si Mek Donald i vjetër edhe më shpejtë. Ju mund ta lidhni kafshën e saktë me zërin e saktë thjeshtë duke i vënë me një vend në listë. @@ -4393,43 +2393,15 @@ adventures: rreshtat = ['Çfarë duhet të bëjmë me marinarin e dehur', 'Rruajeni barkun e tij me brisk të ndryshkur', 'futeni në një varg derisa të jetë esëll'] {for} rreshti {in} rreshtat {for} i {in} {range} 1 {to} 3 - {print} rreshti - {print} 'herët në mëngjes' - {for} i {in} {range} 1 {to} 3 - {print} 'Eheei dhe ja ku ngritet' - {print} 'herët në mëngjes' - ``` - 18: - story_text: | - In level 16 we made songs using lists. These programs however are no longer working properly in this level. The colons from level 17 and the brackets from level 18 still need to be added. - - ### Exercise 1 - The Drunken sailor song is given as sample code, but not yet working. - Can you make sure everything works again? To help you, we've put _ in the places of _some_ errors. - - ### Exercise 2 - Now also look up your Old MacDonald song from level 16, and correct it. - example_code: | - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines _ - {for} i {in} {range} 1 {to} 3 _ - {print} _ line _ - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' + {print} rreshti + {print} 'herët në mëngjes' + {for} i {in} {range} 1 {to} 3 + {print} 'Eheei dhe ja ku ngritet' + {print} 'herët në mëngjes' ``` songs_2: - name: Sing a song! 2 - default_save_name: Song 2 - description: Sing a song 2 levels: 12: - story_text: | - Songs contain a lot of repetition. We can capture it with a function! - ### Exercise - Look at the example code with the function. Fill out the two lines so the full song is printed. example_code: | ``` {define} twinkle @@ -4441,177 +2413,6 @@ adventures: {print} 'Like a diamond in the sky' {call} _ ``` - 16: - story_text: | - ### Exercise - Finish the nursery rhyme! - example_code: | - ``` - number = ['one', 'two', 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'ten'] - object = ['on his drum', 'on his shoe', 'on his knee', 'on his door', 'on his hive', 'on his sticks', 'up in heaven', 'on his gate', 'on his vine', 'once again'] - - _ - {print} 'This old man' - {print} 'He played ' _ - {print} 'He played knick-knack ' _ - {print} 'With a knick-knack paddywhack' - {print} 'Give the dog a bone' - {print} 'This old man came rolling home' - {sleep} 8 - {clear} - ``` - story_text_2: | - ### Exersice 2 - Now create your own code for the nursery rhyme 'The wheels on the bus' on the same way! - example_code_2: | - ``` - object = ['wheels', 'doors', _] - movement = [ 'round and round', 'open and shut', _] - ``` - tic: - name: Tic-Tac-Toe - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - Let's program a game of tic-tac-toe! - - ### Exercise - In this adventure we'll start with creating an empty field. - - ***Create a list called field*** This list will be our playing field. This list is filled with 9 dots, since there are no x's and o's yet at the start of our game. - - ***Create a function that prints the field*** Firstly, clear the screen so the old playing fields will be removed. Then we print the first line of our Tic Tac Toe field. This line constists of the first 3 spots in our list field. - We have already programmed this line for you. Now finish the field by printing spot 4, 5, and 6 on the second row and spot 7, 8 and 9 in the third row. - - ***Call the function that prints the field*** Now call the function. -
- Run the code. Your output should look like this: -
- - ***Continue in the next tab*** In the next tab you'll learn how to program the game itself. - example_code: | - ``` - # Create a list called field - _ = ['.', '.', '.', '.', '.', '.', '.', '.', '.'] - - # Create a function that prints the field - {define} print_field - _ - {print} 'TIC TAC TOE' - {print} field[1] field[2] field[3] - _ - _ - - # Call the function - ``` - 17: - story_text: | - In the previous level you've learned how to make a tic-tac-toe game. The game works, but is quite annoying as it keeps asking you if you've won yet. - Now that we have the {elif} command, we can let the game decide if someone has won and it can stop asking us! - - ### Exercise - ***Paste your code*** Paste your code from the previous level here and make it level 17 proof. In this level you've learned to use a colon everytime you create a block of code. Please add the colons in the correct spots. - - ***Create a function that detects if someone's won*** We have started the function for you, paste it under the function `print_field` and finish the function. You can see that this first piece of code checks to see if spot 1, 2 and 3 are the same, because if they are you have 3 in a row. - It also checks if they are not a dot, because if they are, the line might have the same symbols on them, but that's just because it's still empty. - If all these conditions are met, the game is over and the winner is printed. - Finish this function with all possible ways to win. This means you have to make this for the other 2 rows, 3 columns and 2 diagonals. - If you've finished all the other options, the function should return the variable `game_over` so we can use it in our game. - - ***Call the function in the game*** Go to the line `game_over = {ask} 'Did you win?'` and change it to `game_over = {call} detect_winner {with} field, sign`. Now the function will check if there's a winner and the game doesn't need to keep asking anymore! - - ***Enjoy your game!*** Great job! You have finished the game! Enjoy playing it! - - example_code: | - ``` - # Paste your code here and make it level 17 proof - - # Create a function that detects if someone has won - {define} detect_winner {with} field, sign: - {if} field[1] == field[2] {and} field[2] == field[3] {and} field[1] != '.': - game_over = 'yes' - {print} 'Player ' sign 'wins!' - {elif}: - _ - {else}: - game_over = 'no' - {return} _ - ``` - tic_2: - name: Tic-Tac-Toe 2 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - In the previous adventure you've learned how to create a playing field. Now you'll learn how to create the game! - - ### Exercise - ***Paste your code*** Start by pasting your code from the previous adventure here. - - ***Add variables*** Underneath your list called `field` we'll add 2 more variables that we'll need to program the game. - The variable `game_over` tells us if the game is over, and should be 'no' at the start of the game. - The variable `sign` tells us if it's the turn of player x or player o. Set the variable to 'x'. - - ***The game*** First use a {while} command, to make sure the game keeps on playing the variable while game_over is set to no. - During the game, we first ask the player which spot they choose. Then we change the field with the number they chose into their sign. - Then we print the field again and we ask the player if they've won yet. Lastly we want to switch whose turn it is, so if the sign is 'x' it should be 'o' and the other way around. - - ***Test your game*** Does your game work? Great, have fun playing the game! If not, use the ladybug button to debug your code. - You might have noticed one mistake in the code though, you can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! Go to the next tab to learn how to fix this problem. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add variables - game_over = _ - sign = _ - - # The game - {while} _ - choice = _ 'Player ' sign '_?' - field[choice] = _ - _ print_field - game_over = {ask} _ - {if} sign = 'o' - sign = _ - _ - sign = _ - ``` - tic_3: - name: Tic-Tac-Toe 3 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - You might have noticed one mistake in the code you've made in the previous adventure. You can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! In this tab we'll fix that mistake. - - ### Exercise - ***Paste your code here*** Paste your code from the previous adventure here. - - ***Fix the mistake*** To fix the mistake we replace the line that says `field[choice] = sign`. This turns any spot that the player has chosen into their sign. - Go to the header that says 'Use this to fix the mistake' and finish the code. We first want to check if the chosen spot is still empty, so `if field[choice] = '.'`. If that is the case, you are allowed to take it. - Then we make an else command and print 'Sorry, this spot is already taken' if the spot is not empty. Lastly, we add a {sleep} command, so the players can actually read the text before it gets cleared again. - Now copy this piece of code and replace the line `field[choice] = sign` with this new piece of code. - - ***Play your game!*** Now the game should work properly! Good job! - The only flaw is that you can get a bit annoyed that the game keeps asking you if you've won yet. Do you want to fix that? Go to level 17 and we'll fix it! - example_code: | - ``` - # Paste your code here - - # Use this to fix the mistake - {if} _ = '.' - field[choice] = sign - {else} - {print} _ - _ - ``` turtle: name: Breshka default_save_name: Breshka @@ -4624,22 +2425,9 @@ adventures: Duke përdorur komandën `{forward}` ju vizatoni një vijë përpara. Numri pas komandës përcakton sa larg do të ecë breshka. `{turn} {right}` kthen një çerek drejt akrepave të orës, `{turn} {left}` kthen kundër akrepave të orës. Nëse do të shkosh mbrapa, duhet ta përdorni komandën `{forward}` por me numër negativ. Si për shembull `{forward} -100` - example_code: | - ``` - {forward} 100 - {turn} {left} - ``` story_text_2: | ### Sfidë Ky është fillimi e një shkalle të vogël. A mund ta bëni të ketë 5 hapa? - example_code_2: | - ``` - {forward} 20 - {turn} {right} - {forward} 20 - {turn} {left} - {forward} 20 - ``` 2: story_text: | Në këtë nivel ju mund të përdorni variabla që të bëni breshkën interaktive. Si për shembull mund ta pyetni lojtarin sa hapa duhet që të bëje breshka. @@ -4688,17 +2476,6 @@ adventures: story_text_2: | Ju gjithashtu mund të ndryshoni ngjyrën e rreshtave me komandën `{color}`. Shikoni shembullin. Ju gjithashtu mund të përdorni komandën `{color} {white}` për të bërë vija "të padukshme". Ju mund t'i përdorni këto vija të bardha për të lëvizur breshkën kudo në ekran përpara se të filloni të vizatoni. - example_code_2: | - ``` - {color} {white} - {forward} -80 - {color} {green} - {forward} 50 - {color} {yellow} - {forward} 50 - {color} {red} - {forward} 50 - ``` 5: story_text: | Në nivelin 5 ju mund të bëni një zgjidhje me komandën `{if}`. Si për shembull ndërmjet dy lloje të figurave. @@ -4717,13 +2494,6 @@ adventures: {turn} këndi {forward} 25 ``` - story_text_2: | - ### Exercise - Fill in the correct numbers in this code to get it to work. - After you've done that, you can try to add the option backwards. - - **Extra** Instead of using 'left' and 'right', remake the program with North, East, South and West. - This way you could add even more directions like Northeast and Southwest etc. example_code_2: | ``` direction {is} {ask} 'Do you want to go left, right, or straight ahead?' @@ -4777,17 +2547,6 @@ adventures: This code creates three black triangles, change that into five pink squares. **(extra)** Create a figure of your own choosing consisting of at least two different shapes types. - example_code: | - ``` - {color} {black} - {repeat} 3 {times} - {repeat} 3 {times} - {forward} 10 - {turn} 120 - {color} {white} - {forward} 50 - {color} {black} - ``` 10: story_text: | In this level you can make the turtle draw a figure. @@ -4798,162 +2557,9 @@ adventures: **(extra)** can you change the spiral into another shape? Experiment with numbers for the turn! ### Exercise 2 The spiral is drawn outwards, make it go inwards? - example_code: | - ``` - {turn} 90 - distances = 10, 20, 30, 40, 50, 60 - {for} distance {in} distances - {forward} distance - ``` - 12: - story_text: | - We can use functions to draw more complex figures with less code. - ### Exercise 1 - Fill the function so that three squares are created. If you want the image to look nicer, you can make the lines between the squares white. - - ### Exercise 2 - The code can be made even shorter. Place the final lines into a `{repeat}` so the figure remains the same. - - ### Exercise 3 - Create your own drawing with different figures. - Change both the number of figures with the `{repeat}` and the shape of the figures in the `{define}` - example_code: | - ``` - {define} square - {repeat} 4 {times} - {turn} _ - {forward} _ - {call} square - {forward} 50 - {call} square - {forward} 50 - {call} square - ``` turtle_draw_it: - name: Draw it! - default_save_name: Draw it - description: Draw this picture with the turtle levels: - 1: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Rectangle - Square - Stairs -
- 2: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Arrow - Boat -
- 3: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Star - Arrow -
- 4: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Colored Star - Rainbow - Nested squares -
- example_code: | - **Extra** Up for a real challenge? Make sure that the colors of these figures are selected randomly, so that each time you run your programs they'll look differently! - - ``` - colors {is} red, orange, yellow, green, blue, purple, pink, brown, gray, black - color _ - ``` - 5: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Make only one code that lets the player decide which letter they'd like to see! And can you add even more letters? - -
- F - E - L -
- example_code: | - Hint: - ``` - chosen_letter {is} {ask} 'Which letter would you like to see? F, E or L?' - {if} _ - ``` - 6: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Let the player decide which color the square should be. - - ***Extra*** Can you make the letter of your own first name and the flag of your own country too? - -
- Square - Letters - Flag -
- example_code: | - Hint for the square: - ``` - chosen_color = {ask} _ - ``` - 7: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Hexagon - Triangle - Fan -
- 8: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - -
- Square (3) - Randomly colored star (5) - Randomly colored spiral (7) -
9: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - - **Extra** Give the player a choice which country they would like to see the flag of. - -
- Cross (7) - Randomly colored nested squares (8) - Flags -
example_code: | Hint for the nested squares: ``` @@ -4971,14 +2577,6 @@ adventures: color_3 = blue ``` 10: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Nested Hexagon - Traffic lights -
example_code: | Hint Nested Hexagon: ``` @@ -4994,47 +2592,6 @@ adventures: color _ {repeat} _ ``` - story_text_2: | - Christmas lights - example_code_2: | - Hint Christmas Lights: - - Start by moving to the left side of the screen with an invisible white line. Then hang up the Christmas lights! - ``` - {color} white - {turn} -90 - {forward} 300 - {turn} 90 - - colors = red, blue, yellow, purple, green, orange, pink - {for} chosen_color {in} colors - _ - ``` - 11: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Beehive (6) - Fan (5) - Snowflake (13) -
- example_code: | - Hint Beehive: - ``` - {for} amount_of_combs {in} {range} 1 {to} _ - {for} walls_of_one_comb {in} {range} 1 {to} _ - {forward} _ - {turn} _ - {forward} _ - {turn} _ - ``` - - Hint Fan: - Start out like the fan you made in level 7. Or take a peak at the hint for the beehive, because the codes are very similar. - - Hint Snowflake: Start by making one 'leg' and repeat it 6 times. 12: story_text: | ### Exercise @@ -5061,129 +2618,9 @@ adventures: {if} shape = 'square' {call} draw_a_square ``` - 13: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Street in different sizes - Colored street - Snow Storm - example_code: | - Hint Street in different sizes - ``` - {define} draw_a_house {with} size - _ - - {call} draw_a_house {with} 90 - {call} draw_a_house {with} 60 - {call} draw_a_house {with} 30 - ``` - - Hint Colored street - ``` - {define} draw_a_house {with} chosen_color - _ - ``` - - Hint Snow Storm - ``` - {define} draw_snowflake {with} length, color - _ - - numbers = 10, 20, 30 - colors = _ - - {for} i {in} {range} 1 {to} 5 - random_number = _ - random_color = _ - {call} draw_snowflake {with} random_number, random_color - {color} white - {turn} random_number * 5 - {forward} 80 - ``` - 14: - story_text: | - ### Exercise - Create a program that asks the player how many corners their figure should have and then creates that figure. - The figure in the image is the output when the player fills in 10. - -
- - -
- example_code: | - ``` - {define} calculate_degrees {with} amount_of_corners - _ 360 / amount_of_corners - - - {define} draw_figure {with} degrees - _ - {forward} 400/amount_of_corners - {turn} _ - - amount_of_corners = {ask} _ - degrees = {call} _ {with} _ - - {call} _ {with} - {call} _ {with} - ``` - 15: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Spiral - example_code: | - Spiral - ``` - distance = 5 - {while} distance < 200 - distance = distance + 5 - _ - ``` - story_text_2: | - Fan - example_code_2: | - Fan - ``` - {define} draw_a_square {with} side - _ - - i = 100 - {while} i > 1 - _ {with} i - _ - i = i - 3 - ``` - story_text_3: | - Star - example_code_3: | - Star - A star is usually drawn using 144-degree-turns. If you change this slightly to 143 degrees for example and repeat the pattern multiple times with a {while} loop you can make this figure. while_command: - name: '{while}' - default_save_name: while_command description: while - levels: - 15: - story_text: |- - We are going to learn a new loop, the `{while}` loop! We continue the loop as long as the statement is true. - So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. - If the correct answer is never given, the loop never ends! - example_code: | - ``` - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - ``` years: - name: New Year's - default_save_name: New Year's Countdown description: Countdown to the new year! levels: 11: diff --git a/content/adventures/sr.yaml b/content/adventures/sr.yaml index 5c56b4fd477..c4900ad03d8 100644 --- a/content/adventures/sr.yaml +++ b/content/adventures/sr.yaml @@ -55,21 +55,8 @@ adventures: 3: story_text: | На нивоу 3 можеш учинити своју причу забавнијом. Можеш користити случајност за било које чудовиште, животињу или другу препреку, овако: - example_code: | - ``` - animals {is} 🦔, 🐿, 🦉, 🦇 - {print} They now hear the sound of an animals {at} {random} - ``` story_text_2: | Команда `{add}` такође може бити корисна у твојој причи. - example_code_2: | - ``` - {print} They hear a sound - animals {is} 🐿, 🦔, 🦇, 🦉 - animal {is} {ask} What do you think it is? - {add} animal {to_list} animals - {print} it was an animals {at} {random} - ``` story_text_3: | Ово је пример команде `{remove}` у твојој причи @@ -250,8 +237,6 @@ adventures: {print}('Добродошли у ову причу!') ``` add_remove_command: - name: '{add} {to_list} & {remove} {from}' - default_save_name: add_remove_command description: увођење {add} {to_list} и {remove} {from} levels: 3: @@ -306,8 +291,6 @@ adventures: {print} 'Ти си права Hedy!' ``` ask_command: - name: '{ask}' - default_save_name: ask_command description: Увод у команду {ask} levels: 1: @@ -662,12 +645,6 @@ adventures: ### Вежба 2 Вратите се на свој код за множење на нивоу 10 и измените га тако да користи `{for}` и `{range}`. - example_code: | - ``` - number = 10 - {for} i {in} {range} 1 {to} 10 - {print} i * number - ``` 12: story_text: | На овом нивоу, можете направити калкулатор који ради са децималним бројевима. @@ -777,7 +754,6 @@ adventures: # Користи свој код из претходне авантуре. ``` clear_command: - name: '{clear}' default_save_name: команда_очисти description: '{clear} команда' levels: @@ -1674,9 +1650,6 @@ adventures: {print} имена {at} {random} ' ради судове у ' дан ``` elif_command: - name: '{elif}' - default_save_name: elif - description: '{elif}' levels: 17: story_text: | @@ -1695,7 +1668,6 @@ adventures: {print} 'Више среће следећи пут..' ``` for_command: - name: '{for}' default_save_name: за description: '{for} команда' levels: @@ -1748,11 +1720,6 @@ adventures: 18: story_text: | На крају, претворићемо `{for} i {in} {range} 1 to 5` у прави Python код, овако: - example_code: | - ``` - {for} i {in} {range}(1,5): - {print} (i) - ``` fortune: name: Пророчанство default_save_name: Пророчанство @@ -1941,23 +1908,6 @@ adventures: ### Вежба 2 Побољшај свој код додавањем променљиве зване 'people'. Користи променљиву да би свим играчима дао своју команду у игри. На пример: 'Ахмед, десна рука на зелено' или 'Џесика, лева нога на жуто'. - example_code: | - ``` - sides = 'left', 'right' - limbs = 'hand', 'foot' - colors = 'red', 'blue', 'green', 'yellow' - - {define} turn - chosen_side = sides {at} {random} - chosen_limb = limbs _ - chosen_color = colors _ - {print} chosen_side ' ' chosen_limb ' on ' chosen_color - - {print} 'Lets play a game of Twister!' - {for} i {in} {range} 1 {to} _ - {call} turn - {sleep} 2 - ``` 13: story_text: | Сада када си научио како да користиш функције, научићеш како да користиш функцију са аргументом. @@ -1998,19 +1948,6 @@ adventures: ### Вежба Завршите овај код. Већ смо направили променљиву new_price за вас, само треба да је подесите. Треба да завршите линију кода позивањем функције која израчунава нову цену. - example_code: | - ``` - {define} calculate_new_price {with} amount, percentage - percentage = percentage / 100 - discount_amount = amount * percentage - {return} amount - discount_amount - - old_price = {ask} 'How much is on the price tag?' - discount = {ask} 'What percentage is the discount?' - - new_price = _ calculate_new_price {with} old_price, _ - {print} 'The new price is ' new_price ' dollar' - ``` 18: story_text: | Хајде да направимо функције на Python начин! Да бисмо дефинисали функцију, више не користимо: @@ -2258,34 +2195,10 @@ adventures: 2: story_text: | У овој уклетој кући можете изабрати своје чудовиште са емоџијима. Наравно, можете користити и речи. - example_code: | - ``` - monster_1 {is} 👻 - monster_2 {is} 🤡 - monster_3 {is} 👶 - {print} You enter the haunted house. - {print} Suddenly you see a monster_1 - {print} You run into the other room... - {print} But a monster_2 is waiting there for you! - {print} Oh no! Quickly get to the kitchen. - {print} But as you enter monster_3 attacks you! - ``` story_text_2: | ### Вежба У горњем примеру чудовишта су унапред одређена. Тако да сваки пут када покренете свој код, излаз је исти. Можете ли додати `{ask}` команде да учините уклету кућу интерактивном и да играчи изаберу чудовишта на која наилазе? - example_code_2: | - ``` - monster_1 {is} _ - monster_2 {is} _ - monster_3 {is} _ - {print} You enter the haunted house. - {print} Suddenly you see a monster_1 - {print} You run into the other room... - {print} But a monster_2 is waiting there for you! - {print} Oh no! Quickly get to the kitchen. - {print} But as you enter monster_3 attacks you! - ``` 3: story_text: | На претходним нивоима направили сте увод у своју игру уклете куће, али као што сте можда приметили, прича би увек имала страшан крај. @@ -2337,52 +2250,10 @@ adventures: ### Вежба Можете ли пронаћи 4 недостајуће речи да бисте завршили код? - example_code: | - ``` - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you...' - doors {is} 1, 2, 3 - monsters {is} werewolf, mummy, vampire, zombie - chosen_door {is} {ask} 'Which door do you choose?' - {print} 'You chose door...' chosen_door - {sleep} - correct_door {is} doors {at} {random} - _ _ _ _ {print} 'Great! Youve escaped!' - {else} {print} 'Oh no! You are being eaten by a...' monsters {at} {random} - ``` 9: story_text: "На овом нивоу можете користити угњежђивање, што вам омогућава да учините уклету кућу још интерактивнијом!\n\n### Вежба\nСада је веома тешко победити у овој игри, можете ли је учинити лакшом за победу?\nПромените свој код тако да има само једна погрешна врата и два исправна врата уместо једних исправних врата и два погрешна?\nСавет: Ово значи промену променљиве correct_door у wrong_door и замену `{if}` и `{else}` кода.\nИ наравно, можете променити причу и учинити је својом. Промените чудовишта или направите срећну игру у којој добијате поклон!\n" - example_code: | - ``` - {print} 'Escape from the Haunted House!' - player = alive - doors = 1, 2, 3 - monsters = zombie, vampire, giant spider - {repeat} 3 {times} - {if} player {is} alive - correct_door {is} doors {at} {random} - {print} 'There are 3 doors in front of you...' - chosen_door = {ask} 'Which door do you choose?' - {if} chosen_door {is} correct_door - {print} 'No monsters here!' - {else} - {print} 'You are eaten by a ' monsters {at} {random} - player = dead - {else} - {print} 'GAME OVER' - {if} player {is} alive - {print} 'Great! You survived!' - ``` 11: story_text: "На овом нивоу смо променили команду `{for}` тако да можемо рећи играчу где се налази.\n\n### Вежба 1\nЗавршите програм тако да играч зна у којој је соби.\n\n### Вежба 2\nНаправите програм у авантуру пратећи ове кораке:\n\n1. Направите листу избора (као што су: борба или бег)\n2. Уверите се да играч може изабрати опцију са `{ask}`\n3. Да ли је одговор тачан? Онда могу прећи на следеће чудовиште. Дају ли погрешан одговор? Обавестите играча са `{print}`.\n\n**Додатно** Ако направите погрешан избор, чудовиште се и даље приказује! Како бисте то могли променити?\n" - example_code: | - ``` - {print} 'Escape from the Haunted House!' - monsters = zombie, vampire, giant spider - _ - {print} 'Room ' i - monster = monsters {at} {random} - ``` 14: story_text: | ### Вежба @@ -2482,7 +2353,6 @@ adventures: {call} welcome_message {with} title, name, homecountry, 105 if_command: name: '{if} и {else}' - default_save_name: if_command description: Увођење команде {if} levels: 5: @@ -2545,8 +2415,6 @@ adventures: {print} 'Не желиш да наставиш' ``` in_command: - name: '{in}' - default_save_name: in_command description: Увођење команде {in} levels: 5: @@ -2573,8 +2441,6 @@ adventures: _ _ 'Моје омиљене животиње су пси, краве и овце' ``` is_command: - name: '{is}' - default_save_name: is_command description: увођење команде {is} levels: 2: @@ -2739,17 +2605,6 @@ adventures: ### Вежба Испробај пример кода, а затим се играј са њим! Можеш ли створити своју мелодију? На следећем нивоу ћеш научити како да свираш неке постојеће песме. - example_code: |- - ``` - {play} C4 - {play} D4 - {play} E4 - {play} F4 - {play} G4 - {play} A4 - {play} B4 - {play} C5 - ``` 2: story_text: | ### Вежба @@ -2766,20 +2621,6 @@ adventures: {play} G4 ``` story_text_2: Као што видиш, можеш користити и наредбу `{sleep}` да додаш малу паузу у песму. - example_code_2: | - ``` - {print} Twinkle Twinkle Little Star - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} 1 - {play} F - {play} F - ``` 3: story_text: | Направите случајну мелодију! @@ -2787,13 +2628,6 @@ adventures: ### Вежба Пример кода прави случајну мелодију, али је веома кратка и не користи много нота. Додајте више нота у листу и направите дужу мелодију копирањем последње линије још неколико пута. - example_code: | - ``` - notes {is} A4, B4, C4 - {play} notes {at} {random} - {play} notes {at} {random} - {play} notes {at} {random} - ``` 4: story_text: | Користи наредбу `{clear}` да направиш караоке машину! @@ -2801,28 +2635,6 @@ adventures: ### Вежба Заврши караоке верзију песме 'Mary had a little lamb'. Затим, направи караоке верзију било које песме коју желиш! - example_code: | - ``` - {print} 'Mary had a little lamb' - {play} E - {play} D - {play} C - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Little lamb, little lamb' - {play} D - {play} D - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Mary had a little lamb' - {play} E - ``` 5: story_text: | Не мораш увек користити наредбу `{play}` да би свирао целу песму, понекад желиш само да свираш једну ноту. @@ -2831,12 +2643,6 @@ adventures: ### Вежба Заврши прво питање додавањем линије кода која свира ноту C3 ако је одговор погрешан. Затим смисли још 3 питања која ћеш додати у овај квиз. - example_code: | - ``` - answer {is} {ask} 'What is the capital of Zimbabwe?' - {if} answer {is} Harare {play} C6 - _ - ``` 6: story_text: "Уместо свирања нота, сада можеш свирати и бројеве. Једноставно куцај `{play} 1` за најнижу ноту, `{play} 70` за највишу ноту, или било који број између.\n\n### Вежба\nОво захтева музичку математику! Испробај пример кода неколико пута са различитим почетним бројевима.\nЗатим, види да ли можеш компоновати песму користећи бројеве.\n" example_code: | @@ -2914,45 +2720,6 @@ adventures: ### Вежба Заврши песму "Сјајна, сјајна мала звездо". Затим погледајте све песме које сте програмирали у претходним нивоима, можете ли и те кодове учинити бољим и краћим користећи функције? - example_code: | - ``` - {define} first_line - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} - - {define} second_line - {play} F - {play} F - {play} E - {play} E - {play} D - {play} D - {play} C - {sleep} - - {define} third_line - {play} G - {play} G - {play} F - {play} F - {play} E - {play} E - {play} D - {sleep} - - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - ``` 13: story_text: | Можете користити функцију са аргументом за песме које имају редове који су скоро исти, али се сваки пут мало разликују. @@ -3211,40 +2978,11 @@ adventures: ### Вежба Завршите код да бисте израчунали колико новца имате и колико дуго треба да штедите да бисте купили оно што желите! **Додатно** Можда сте већ уштедели нешто новца? Одузмите то од износа који ћете морати да уштедите. - example_code: | - ``` - {print} 'The digital piggy bank' - wish = {ask} 'What would you like to buy?' - price = {ask} 'How much does that cost?' - saved = {ask} 'How much money have you saved already?' - allowance = {ask} 'How much pocket money do you get per week?' - to_save = price - saved - weeks = to_save / allowance - {print} 'You can buy a ' _ ' in ' _ ' weeks.' - ``` 14: story_text: | ### Вежба На овом нивоу можете дозволити Хеди да вам каже да ли сте уштедели довољно новца! Завршите овај код попуњавањем празнина! - example_code: | - ``` - _ calculate_budget {with} wish, money, allowance - to_save = wish - money - weeks = to_save / allowance - {if} wish _ money - {print} 'You need to save up some more!' - {print} 'Youll need ' weeks ' more weeks.' - {else} - {print} 'Great! You have enough' - {print} 'Lets go shopping!' - - money = {ask} 'How much money have you saved?' - wish = {ask} 'How much money do you need?' - allowance = {ask} 'How much pocket money do you get each week?' - - {call} _ - ``` pressit: name: Притисци тастера default_save_name: Притиснуто @@ -3268,11 +3006,6 @@ adventures: ### Вежба Копирајте линије неколико пута како бисте направили већи цртеж. - example_code_2: | - ``` - {if} y {is} {pressed} {forward} 15 - {else} {turn} 90 - ``` 7: story_text: | Сада када сте научили о `{repeat}`, можемо притискати тастере више пута. @@ -3281,10 +3014,6 @@ adventures: ### Вежба Код који сте видели на нивоу 5 проверава тастер само једном. Копирајте пример кода и додајте `{repeat}` у њега, тако да можете притискати тастере више пута. Користите овај код да нацртате нешто лепо. - example_code: | - ``` - {if} x {is} {pressed} {forward} 15 {else} {turn} 90 - ``` 9: story_text: | Сада када знате како да комбинујете изјаве, можете направити алат за куцање на додир са `{pressed}`. @@ -3305,7 +3034,6 @@ adventures: _ ``` print_command: - name: '{print}' default_save_name: команда за приказивање description: Увод у команду за приказивање levels: @@ -3443,8 +3171,6 @@ adventures: {print} 'Освојили сте ' резултат ``` random_command: - name: '{random}' - default_save_name: random_command description: увођење команде random levels: 3: @@ -3458,11 +3184,6 @@ adventures: ``` story_text_2: | Можете користити команду `{at} {random}` и у реченици. - example_code_2: | - ``` - food {is} sandwich, slice of pizza, salad, burrito - {print} I am going to have a food {at} {random} for lunch. - ``` story_text_3: | ### Вежба Испробајте команду `{at} {random}` тако што ћете направити своју сопствену игрицу (као оне на ТВ-у) где бирате врата или кофер и он садржи велику награду! @@ -3500,8 +3221,6 @@ adventures: {print} fruit[random] ``` repeat_command: - name: '{repeat}' - default_save_name: repeat_command description: команда {repeat} levels: 7: @@ -3545,8 +3264,6 @@ adventures: {print} 'пица је боља!' ``` repeat_command_2: - name: '{repeat} 2' - default_save_name: repeat_command_2 description: команда {repeat} 2 levels: 7: @@ -3987,12 +3704,6 @@ adventures: story_text: | ### Вежба На претходним нивоима често сте правили своју игру камен, папир, маказе. Можете ли завршити код и правилно користити команду `{for}` да игра проради? - example_code: | - ``` - choices = _ - players = _ - {for} _ - ``` 13: story_text: | Са командом `{and}` можете скратити свој код за камен, папир, маказе! Погледајте пример кода. @@ -4038,7 +3749,6 @@ adventures: ``` rock_2: name: Камен, папир, маказе 2 - default_save_name: rock_2 description: Други део камен, папир, маказе levels: 2: @@ -4230,8 +3940,6 @@ adventures: game_over = _ ``` sleep_command: - name: '{sleep}' - default_save_name: sleep_command description: увођење команде {sleep} levels: 2: @@ -4542,7 +4250,6 @@ adventures: ***Позовите функцију у игри*** Идите на линију `game_over = {ask} 'Did you win?'` и промените је у `game_over = {call} detect_winner {with} field, sign`. Сада ће функција проверити да ли постоји победник и игра више не мора стално да пита! ***Уживајте у својој игри!*** Одличан посао! Завршили сте игру! Уживајте у игрању! - example_code: | ``` # Налепите свој код овде и учините га ниво 17 доказаним @@ -4643,22 +4350,9 @@ adventures: Користећи `{forward}` црташ линију напред. Број иза одређује колико далеко ће корњача ићи. `{turn} {right}` окреће четвртину у смеру казаљке на сату, `{turn} {left}` окреће супротно од казаљке на сату. Ако желиш да идеш уназад, користиш команду `{forward}` али са негативним бројем. На пример `{forward} -100` - example_code: | - ``` - {forward} 100 - {turn} {left} - ``` story_text_2: | ### Вежба Ово је почетак малог степеништа. Можете ли направити да има 5 степеника? - example_code_2: | - ``` - {forward} 20 - {turn} {right} - {forward} 20 - {turn} {left} - {forward} 20 - ``` 2: story_text: | На нивоу 1 корњача је могла само да се окреће лево или десно. То је мало досадно! @@ -4671,14 +4365,6 @@ adventures: **Додатно** Промени слово у друго слово, као што је прво слово твог имена. Можеш такође направити више слова, постављањем боје на `{color}` `{white}` између. - example_code: | - ``` - {forward} 20 - {turn} 90 - {forward} 20 - {turn} 180 - {forward} 100 - ``` story_text_2: | Можеш користити променљиве у корњачином `turn`. @@ -4722,17 +4408,6 @@ adventures: story_text_2: | Такође можете променити боју линија командом `{color}`. Погледајте пример. Можете користити команду `{color} {white}` да направите 'невидљиве' линије. Можете користити ове беле линије да померите корњачу било где на екрану пре него што почнете да цртате. - example_code_2: | - ``` - {color} {white} - {forward} -80 - {color} {green} - {forward} 50 - {color} {yellow} - {forward} 50 - {color} {red} - {forward} 50 - ``` 5: story_text: | На нивоу 5 можете направити избор са `{if}`. На пример, између различитих типова фигура. @@ -4815,17 +4490,6 @@ adventures: Овај код креира три црна троугла, промените то у пет ружичастих квадрата. **Додатно** Креирајте фигуру по вашем избору која се састоји од најмање два различита типа облика. - example_code: | - ``` - {color} {black} - {repeat} 3 {times} - {repeat} 3 {times} - {forward} 10 - {turn} 120 - {color} {white} - {forward} 50 - {color} {black} - ``` 10: story_text: | На овом нивоу можете направити да корњача нацрта фигуру. @@ -4855,18 +4519,6 @@ adventures: ### Вежба 3 Направите свој цртеж са различитим фигурама. Промените и број фигура са `{repeat}` и облик фигура у `{define}` - example_code: | - ``` - {define} square - {repeat} 4 {times} - {turn} _ - {forward} _ - {call} square - {forward} 50 - {call} square - {forward} 50 - {call} square - ``` turtle_draw_it: name: Нацртај то! default_save_name: Нацртај то @@ -5203,9 +4855,7 @@ adventures: Звезда Звезда се обично црта користећи окретање од 144 степена. Ако ово мало промените на 143 степена, на пример, и поновите образац више пута са {while} петљом, можете направити ову фигуру. while_command: - name: '{while}' default_save_name: док_команда - description: '{while}' levels: 15: story_text: |- diff --git a/content/adventures/sv.yaml b/content/adventures/sv.yaml index 45c3f8cc129..07b2a8cf68b 100644 --- a/content/adventures/sv.yaml +++ b/content/adventures/sv.yaml @@ -315,7 +315,6 @@ adventures: {print} Du får en milkshake med smaker {at} {random} ``` and_or_command: - name: '{and} & {or}' default_save_name: och eller description: introduktion och eller levels: @@ -332,7 +331,6 @@ adventures: {print} 'Du är den riktiga Hedy!' ``` ask_command: - name: '{ask}' default_save_name: kommandot_fråga description: Introduktion till kommandot fråga levels: @@ -400,8 +398,6 @@ adventures: {print}('Du heter alltså ', namn) ``` blackjack: - name: Blackjack - default_save_name: Blackjack description: Försök att hamna så nära 21 som möjligt levels: 17: @@ -426,169 +422,6 @@ adventures: ***Test the function*** Test if your function is working properly. Finish the first print command by filling in which card you've drawn. Then finish the second line by calling the function with card_1. Run the code a couple of times. Are you happy with the results? Great! Then you can remove the testing part and move on the the next tab! - example_code: | - ``` - {print} 'BLACKJACK' - - # Set these variables - cards = _ - face_cards = _ - card_1 = - - # Create a function to calculate the points - {define} calculate_points {with} card: - {if} card {in} face_cards: - points = _ - {elif} _ - _ - {else}: - _ - _ points - - # Test your function - {print} 'Your card is a ' _ - {print} 'That is worth ' _ ' points'. - ``` - blackjack_2: - name: Blackjack 2 - default_save_name: Blackjack_2 - description: Blackjack part 2 - levels: - 17: - story_text: | - ### Exercise - In this adventure we code the second part of our Blackjack game. - - ***Paste your code from the previous adventure*** - In the previous adventure you've started a list of variables and created a function to calculate how many points a card is worth. Copy your code and paste it here. Mind that you don't need the testing part, so if you haven't removed that yet, please do so now. - - ***Add more variables*** - You have already set the lists `cards` and `face_cards` and the variable `card_1`. Underneath those variables create 3 more variables: `card_2`, dealer_card_1` and `dealer_card_2`. These variables are all set to a random card from the list of cards. - - ***Add up points*** - To calculate how many points you have scored we call the function with card 1 and we do it again for card 2. Then we add both these scores together to get your total. - Do the same thing for the dealers points, but be sure to use the dealer's cards and not your own! - - ***2 Aces*** - You're doing great! Almost all scores can be calculated now. There is only one exception: 2 Aces. If you get 2 Aces, your total is 12 points and not 22 (because 22 points would be losing!). This of course also goes for the dealer. - - ***Show the score*** - Lastly, you want to tell the program to tell you which cards you have drawn and how many points that is. Then show which cards the dealer has and how many points they have. - - ***Continue in the next tab*** - Great! You have finished this part of the game! Copy your code and go to the next tab to learn how to ask for an extra card and to declare a winner. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add these variables to the list of variables - card_2 = _ - dealer_card_1 = _ - dealer_card_2 = _ - - # Add up your points - your_points_1 = {call} _ {with} card_1 - your_points_2 = _ - your_total = _ - - # Add up the dealers points - dealer_points_1 = _ - _ - _ - - # 2 Aces - {if} card_1 == 'Ace' {and} _ - your_total = 12 - {if} dealer_card_1 _ - dealer_total = _ - - # Show the score - {print} 'You have drawn a ' _ ' and a ' _ '. That is ' _ ' points' - {print} 'The dealer has drawn a ' _ ' and a ' _ '. That is ' _ ' points' - ``` - blackjack_3: - name: Blackjack 3 - default_save_name: Blackjack_3 - description: Blackjack part 3 - levels: - 17: - story_text: | - In the previous tabs you have learned how to draw 2 random cards for yourself and for the dealer and to calculate how many points you both got. - In this adventure we add the option to ask for an extra card for both you and the dealer. - - ### Exercise - ***Paste your code from the previous adventure*** Firstly, copy your code from the previous tab and paste it here. - - ***Extra card for you*** If you want, you can get an extra card to get your total as close to 21 as possible. First ask the player if they want an extra card. - If they do, pick a random card and print what they have drawn. If the card is not an Ace, you can call the function and add the points to your total. - In case the card is an Ace, you can't use the function, because the Ace can be either 1 point or 11 points, depending on how many points you already have earned. - If your total is less than 11, you want the ace to be 11 points (because this is closest to 21). So you add 11 points to your total. - If the total is more than or equal to 11, you want the ace to be 1 point (because you don't want more than 21 points). So you add 1 point to your total. - Lastly, print your new total of points. - - ***Extra card for the dealer*** The dealer can also get an extra card. The dealer doesn't need to be asked, because they always get an extra card if their total is less than 17. - Copy the 'Extra card for you code' and paste it in the dealers section. Then change it to fit the dealer picking an extra card and getting points added to their total. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Extra card for you - hit = {ask} _ - {if} hit == 'yes': - card_3 = _ - {print} _ - {if} card_3 _ 'Ace': - your_points_3 = _ - your_total = _ - {else}: - {if} your_total _ - _ - {else}: - _ - {print} _ - - # Extra card for the dealer - {if} dealer_total < 17 - _ - ``` - blackjack_4: - name: Blackjack 4 - default_save_name: Blackjack_4 - description: Blackjack part 4 - levels: - 17: - story_text: | - In the last 3 adventures you have alsmost created a working blackjack game! The only thing left to do is to decide a winner! - - ### Exercise - ***Paste your code from the previous adventure*** Start by pasting the code that you've made so far into your programming field. - - ***Decide a winner*** - Firstly, if you and the dealer have an equal amount of points, it's a draw. - Secondly, if the dealer has more than 21 points and you don't, you are the winner. - Thirdly, if both you and the dealer have less than 22 points, we have to see who came closest to 21. We do that by comparing who has the highest score. Is your total higher than the dealer's total, then you are the winner. If not, the dealer wins. - Lastly, in all other scenarios (e.g. you have more than 21 points and the dealer doesn't, or you both have more than 21 points) you are the loser. - - ***Enjoy the game!*** - Does your game work properly? Amazing! You have done a great job! Enjoy your game! - If it doesn't work right away, no worries, you might have made a mistake. Just keep calm and bebug your code using the ladybug button. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Decide a winner - {if} _ - {print} 'Its a draw! Play again!' - {elif} _ - {print} 'You win!' - {elif} _ : - {if} _: - {print} _ - {else}: - {print} _ - {else}: - _ - ``` calculator: name: Kalkylator default_save_name: Kalkylator @@ -649,35 +482,6 @@ adventures: poäng = poäng + 1 {print} 'Bra jobbat! Du har ... ' poäng ' av 10 poäng!' ``` - 10: - story_text: | - This calculator game helps you practise your tables of multiplication! - ### Exercise - Fill in the blanks. We want this program to ask the player these questions: - ``` - How much is 1 times 1? - How much is 1 times 2? - How much is 1 times 3? - How much is 2 times 1? - How much is 2 times 2? - How much is 2 times 3? - How much is 3 times 1? - How much is 3 times 2? - How much is 3 times 3? - _ - ``` - example_code: | - ``` - numbers = 1, 2, 3 - {for} _ - {for} _ - answer = {ask} _ - correct = number_1 * number_2 - {if} answer {is} correct - {print} 'Great job!' - {else} - {print} 'That is wrong. The right answer is ' correct - ``` 11: story_text: | Med en `{for}` kan du förenkla övningsprogrammet för multiplikationstabeller. @@ -728,17 +532,6 @@ adventures: {print} _ ``` 14: - story_text: | - In this adventure you will build a calculator that calculates your mean grade for you. If you get your calculator to work, you can move on to the next adventure, which allows you to add two extra features. - - ### Exercise 1 - Fill in the blanks to get the calculator to work. - * Start with the fourth line, add a question to figure out what grade the student got. - * In the fifth line you'll want to calculate the total of all grades, so the total = total + grade. - * Then we get to set the return value. We want to return the mean, so the total devided by the amount of tests (4). - * Lastly we finish the code by calling the function in line 8. - - Did you get it? Awesome! Would you like to add even more to your calculator? **This adventure continues in the next tab!** example_code: | ``` {define} calculate_mean_grade @@ -765,50 +558,7 @@ adventures: ### Exercise Add the `{while}` loop in the function, ask the player what number_1 times number_2 is and print their answer. Then `{call}` the function. - example_code: | - ``` - {define} new_question - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct = number_1 * number_2 - answer = 0 - _ - _ - _ - {print} 'Well done!' - - {print} 'Give 10 correct answers to win!' - {for} i {in} {range} 1 {to} 10 - _ - {print} 'You win!' - ``` - calculator_2: - name: Calculator 2 - default_save_name: Calculator 2 - description: Calculator 2 - levels: - 14: - story_text: | - ### Exercise 2 - **This is the second part of this adventure.** The adventure starts in the previous tab. - Of course, you don't always want to calculate the mean of 4 tests. You might want to calculate the mean of 10 tests or only 2... - We can fix this problem by adding the argument and variable 'amount_of_tests'. - * Start a new line on line 3. Set the amount_of_tests argument by asking the student how many tests they have made. - * Change the 4 in line 4 to the new argument amount_of_tests. - * Lastly, change the 4 in line 6 to amount_of_tests - - Try out your new program. Does it work? - - ### Exercise 3 - Did you want to make your program even better? Great! In the previous program you could only calculate the mean grade of 1 subject, but it would be better if you could calculate the mean grade for all subjects you want! - We won't tell you how to do it, but we will give you one tip: Start your code in line 1 with: define calculate_mean_grade with subject. - example_code: | - ``` - # Use your own code from the previous adventure. - ``` clear_command: - name: '{clear}' default_save_name: kommandot_sudda description: kommandot sudda levels: @@ -816,68 +566,9 @@ adventures: story_text: | Dags för ett nytt kommando! Med `{clear}` kan du sudda all text från utdataskärmen. På så sätt kan du hindra att skärmen blir för full med text. Se upp! Om du använder ett `{clear}`-kommando, så kom ihåg att använda ett `{sleep}` ovanför det. Annars kommer Hedy att sudda skärmen utan att ge dig tid att läsa! - example_code: | - ``` - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'wait for it...' - {sleep} 3 - {clear} - {print} 'SURPRISE!' - ``` debugging: - name: debugging - default_save_name: debugging - description: debugging adventure levels: - 1: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will show you code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} I love programming - Do you love programming too? - {echo} - {print} What are your hobbies? - {echo} Your hobbies are - ``` - 2: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - destination {ask} Where are you going on holidays? - {print} The flight to dstination leaves at 3 pm. - {ask} Did you check in your luggage yet? - {echo} - {print} Let me print your boarding pass for you. - {sleep} - Here you go! Have a nice trip! - ``` 3: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -891,80 +582,12 @@ adventures: tomorrows_movie {is} movie_choices {at} {random} I'll go get the popcorn! {print} ``` - 4: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Welcome to the online library! - {ask} What genre of books do you like? - {print} You like genre - author {is} {ask} 'Who's your favorite author?' - {print} 'author is your favorite author' - {print} Hmmm... i think you should try... books {at} {random} - ``` - 5: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} Welcome to Swimming Pool Hedy! - class {is} {ask} 'Are you here to join a class today?' - {if} class yes - {print} 'Great! You're joining a class! - {print} {else} 'You will not be joining a class' - discount {is} 'Do you have a discount code?' - {if} discount {is} yes - discount_answer {is} {ask} 'What's your discount code?' - discount_codes = Senior4231, Student8786, NewMember6709 - {if} discount_answer {is} {in} discount_cods - {print} 'That will be $3,50' - 'That will be $5,50' - {print} 'Have a nice swim!' - ``` - 6: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Vending machine' - chosen_product = {ask} 'Please select a product' - 1_dollar_products = coke orange juice water - 2_dollar_products = chocolate, cookie, museli bar - 3dollar_prodcuts = potato chips, beef jerky, banana bread - {if} chosen {is} {in} 1_dollar_products - price = 1 - {if} chosen_product {is} 2_dollar_products - price = 2 - {else} chosen_product {in} 3_dollar_products - price = 3 - amount_of_products = '{ask} How many of ' chosen_product would you like to have?' - total = price + amount_of_product - {print} 'That will be $' price 'please' - ``` 7: story_text: |- ### Exercise Surprise! This program looks more like an output than a code. And yet, we don't want you to just add `{print}` commands in front of each line. Fix this program to turn it into the nursery rhyme 'Brother John (Frère Jaques)' by using the {repeat} command of course! - example_code: | - **Warning! This code needs to be debugged!** - ``` - Are you sleeping? - Brother John! - Morning bells are ringing! - Ding, dang, dong! - ``` 8: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -987,9 +610,6 @@ adventures: {print} 'Thank you! Byebye!' ``` 9: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1012,9 +632,6 @@ adventures: price = amount * 6 {print} 'That will be 'price dollar' please' 10: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1063,9 +680,6 @@ adventures: print month i ``` 12: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1091,9 +705,6 @@ adventures: call greet_costumer ``` 13: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1123,9 +734,6 @@ adventures: print 'No problem!' ``` 14: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1172,9 +780,6 @@ adventures: else 'no problem' 15: - story_text: |- - ### Exercise - Debug this random children's story. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1209,10 +814,6 @@ adventures: print The End ``` 16: - story_text: |- - ### Exercise - Debug this code. Good luck! - Tip: Make sure that you only see your score once in the end. example_code: | **Warning! This code needs to be debugged!** ``` @@ -1231,9 +832,6 @@ adventures: ``` 17: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1266,9 +864,6 @@ adventures: print 'Thanks for ordering!' ``` 18: - story_text: |- - ### Exercise - Debug this Old MacDonald program from level 16. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1288,7 +883,6 @@ adventures: print 'everywhere a ' sound sound ``` default: - name: Introduction default_save_name: introduktion description: Nivåbeskrivning levels: @@ -1387,13 +981,6 @@ adventures: Till exempel om du vill programmera 'Happy Birthday'. Det är mycket kod för i huvudsak samma ord om och om igen. I nästa flik lär du dig tack och lov en lösning med kommandot `{repeat}`, som låter dig upprepa en kodrad flera gånger. - example_code: | - ``` - {print} 'happy birthday to you' - {print} 'happy birthday to you' - {print} 'happy birthday dear Hedy' - {print} 'happy birthday to you' - ``` 8: story_text: | Nu har du lärt dig hur du upprepar en enstaka kodrad. Detta är praktiskt, men det räcker inte alltid. Ibland vill du upprepa flera rader samtidigt. @@ -1424,13 +1011,6 @@ adventures: Om du vill fortsätta med nästa vers, 'stomp your feet' och nästa och nästa, måste du ändra koden helt. På den här nivån kommer du att lära dig kommandot `{for}`, som låter dig göra en lista med moment och upprepa koden med en nytt moment varje gång! Ta en titt! - example_code: | - ``` - {repeat} 2 {times} - {print} 'if youre happy and you know it clap your hands' - {print} 'if youre happy and you know it and you really want to show it' - {print} 'if youre happy and you know it clap your hands' - ``` 11: story_text: | Du har nått nivå 11: bra jobbat! På de högre nivåerna fokuserar Hedy mer och mer på att lära dig programspråket Python. @@ -1617,30 +1197,6 @@ adventures: {print} 'spelare ' kastar ' val {at} {random} {sleep} ``` - 15: - story_text: | - ### Exercise - In this level you can create a little game in which you'll have to throw 6 as fast as possible. - We have started the code, it's up to you to get the game to work! - - Firstly, add a `{while}` loop that checks if 6 has been thrown or not. - As long as you haven't thrown 6 already, throw the dice on a random number. - Print what the player has thrown. - Add a try to the amount of tries - Wait a second before you throw again, or - in case you've thrown a 6 - before the game ends. - example_code: | - ``` - options = 1, 2, 3, 4, 5, 6 - {print} 'Throw 6 as fast as you can!' - thrown = 0 - tries = 0 - _ - _ - _ - _ - _ - {print} 'Yes! You have thrown 6 in ' tries ' tries.' - ``` dishes: name: Disk? default_save_name: Disk @@ -1745,7 +1301,6 @@ adventures: {print} namn {at} {random} ' diskar på ' dag ``` elif_command: - name: '{elif}' default_save_name: annarsom description: annarsom levels: @@ -1766,7 +1321,6 @@ adventures: {print} 'Bättre tur nästa gång …' ``` for_command: - name: '{for}' default_save_name: för description: kommandot för levels: @@ -1781,20 +1335,6 @@ adventures: {for} djuret {in} djur {print} 'Jag älskar ' djuret ``` - story_text_2: | - ### Exercise - Finish this code by adding `{for} action {in} actions` to line 2. - example_code_2: | - ``` - actions = clap your hands, stomp your feet, shout Hurray! - _ - {repeat} 2 {times} - {print} 'If youre happy and you know it, ' action - {sleep} 2 - {print} 'If youre happy and you know it, and you really want to show it' - {print} 'If youre happy and you know it, ' action - {sleep} 3 - ``` 11: story_text: |- På den här nivån lägger vi till en ny form av `{for}`. På tidigare nivåer använde vi `{for}` med en lista, men vi kan också använda `{for}` med tal. @@ -1816,14 +1356,6 @@ adventures: {print} i {print} 'Klar eller inte, här kommer jag!' ``` - 18: - story_text: | - Lastly, we'll turn `{for} i {in} {range} 1 to 5` into real Python code, like this: - example_code: | - ``` - {for} i {in} {range}(1,5): - {print} (i) - ``` fortune: name: Spådam default_save_name: Spådam @@ -1991,27 +1523,8 @@ adventures: {print} spådomar {at} {random} ``` functions: - name: functions - default_save_name: functions - description: functions levels: 12: - story_text: | - In this level you'll learn how to use **functions**. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. - To create a function, use `{define}` and give the function a name. Then put all the lines you want in the function in a indented block under the `{define}` line. - Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use {call} with the function's name to call it up! We don't have to type that block of code again. - - Check out this example code of a game of Twister. The function 'turn' contains a block of code that chooses which limb should go where. - - ### Exercise - Finish this code by setting the 2 variables chosen_limb and chosen_color. - Then, choose how many times you want to call the function to give the twister spinner a spin. - - ### Exercise 2 - Improve your code by adding a variable called 'people'. Use the variable to give all the players their own command in the game. - For example: 'Ahmed, right hand on green' or 'Jessica, left foot on yellow'. example_code: | ``` sides = 'left', 'right' @@ -2048,25 +1561,7 @@ adventures: I dreamed that my Bonnie is dead Can you program this verse in the same way as the example? - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - ``` 14: - story_text: | - In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. - You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - - For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - - ### Exercise - Finish this code. We have already made the variable new_price for you, you only need to set it. - You should finish the line of code by calling the function that calculates the new price. example_code: | ``` {define} calculate_new_price {with} amount, percentage @@ -2080,240 +1575,46 @@ adventures: new_price = _ calculate_new_price {with} old_price, _ {print} 'The new price is ' new_price ' dollar' ``` - 18: + harry_potter: + description: Harry Potter-äventyr + levels: + 10: story_text: | - Let's make functions the Pythons way! To define a function, we no longer use: - - `{define} name_function {with} argument_1, argument_2:` - - but we use: - - `{def} name_function(argument_1, argument_2):`. - - - If you don't want to use arguments, you just leave the space between the parantheses empty. - To call a function, we don't need the `{call}` command anymore. You just type the name of the function. + ### Övning + Vi kan också skapa en spådam med Harry Potter-tema. Fyll i tomrummen så att nio rader skrivs ut. + **Extrauppgift** Ändra temat för spådamen till något annat, till exempel din favoritbok, film eller tv-program. example_code: | ``` - {def} calculate_score(answer, correct_answer): - {if} answer == correct_answer: - score = 1 - {elif} answer == '?': - score = 0 - {else}: - score = -1 - {return} score - - answer = {input} ('Where can you find the Eiffel Tower?') - correct_answer = 'Paris' - score = calculate_score(answer, correct_answer) - {print} ('Your score is... ', score) + hus = Gryffindor, Slytherin, Hufflepuff, Ravenclaw + ämnen = drycker, försvar mot svartkonst, förtrollningar, förvandling + rädslor = Voldemort, spindlar, att misslyckas med sitt OWL-test + namn = Harry, Ron, Hermione + _ + _ {print} namn ' är placerad i ' hus {at} {random} + _ {print} namn ' är bra på ' ämnen {at} {random} + _ {print} namn 's största rädsla är ' rädslor {at} {random} ``` - guess_my_number: - name: Guess my number - default_save_name: guess my number - description: guess my number + haunted: + name: Spökhuset + default_save_name: Spökhuset + description: Flykten från spökhuset levels: - 14: - story_text: | - In this level you can program the game 'Guess my number' - - ### Exercise - Fill in the correct symbols on the blanks to get the game to work. + 1: + story_text: "I det här äventyret jobbar du med att skapa ett spel där du måste fly från ett hemsökt hus genom att välja rätt dörr.\nOm du väljer rätt dörr kommer du att överleva, men om du inte gör det kan ett hemskt monster...\n \nPå nivå 1 börjar vi vårt spökhusspel med att hitta på en skrämmande historia och frågar spelaren vilket monster de kommer att se i spökhuset.\n" example_code: | ``` - {print} 'Guess my number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess _ number - {print} 'Lower!' - {if} guess _ number - {print} 'Higher!' - {if} guess _ number - {print} 'You win!' - game = 'over' - ``` - hangman: - name: Hangman - default_save_name: Hangman - description: Guess the word - levels: - 17: - story_text: | - In this adventure we program a game of hangman. First we make some preparations, then we program the game and in the third part we add a drawing with the turtle. - - ### Exercise - ***Set the variables*** In this game of hangman, Player 1 chooses an answer and Player 2 has to guess the letters in this answer. - To let the computer know all the letters in the word, we will turn the answer into a list of letters. We also do this with the guesses Player 2 makes. - We will start the game with 2 empty lists. We have made an empty list for the variable answer for you. Now make an empty list for guessed_letters as well. - Then we fill in how many mistakes were made. At the start of the game, this should be 0. - The variable `amount_letters` tells us how many letters are in the answer. Ask Player 1 to tell us how many letters their word has. - Lastly we tell the computer if the game is over. We use the variable `game_over` and set it to `False`. - - ***Choosing the answer*** We want Player 1 to be able to choose the answer. We'll ask them, as many times as necessary, what the next letter is. - Then we add that letter to the answer. Lastly, we add an empty _ to the list of guessed letters, so we get as many _s as there are letters in the answer. - - ***Player 2's turn*** - Tell Player 2 its their turn. Then tell Player 2 how many letters there are in the answer. Finally, print the list of `guessed_letters`. - - ***Go to the next tab*** Now that all the starting variables are set, we can start programming the game itself. Check out the next tab to learn how! - example_code: | - ``` - print 'Hangman!' - - # Set the variables - answer = [] - guessed_letters = _ - mistakes_made = _ - amount_letters = {ask} _ - _ = 'False' - - # Choosing the answer - {for} _ - letter = {ask} 'Player 1, what is letter ' i '?' - _ - {add} '_' {to} _ - - # Player 2 turn - print _ - print _ - print guessed_letters - ``` - hangman_2: - name: Hangman 2 - default_save_name: Hangman_2 - description: Hangman 2 - levels: - 17: - story_text: | - Now it's time to program the hangman game. - - ### Exercise - - ***Paste your code*** Copy your code from the previous tab and paste the code in the programming field. - - ***The game*** This games continues playing until Player 2 is game over. Fill in the while command accordingly. Now, Player 2 is allowed to guess a letter, so ask Player 2 to guess a letter. - We need to check if their answer is correct, so check if their `guess` is (somewhere) in the (list) `answer`. Then we let the computer figure out which of the letter(s) is the guess. We have already programmed that part for you. - Next we want to compliment the player for finding a correct letter and we want to print the list `guessed_letters`, so the player can see their progress. - - The next part we're going to program is what happens when the player has guessed all of the letters. So if their list of `guessed_letters` is the same as our list `answer`. - If the lists are the same, congratulate Player 2 with their victory and set the variable `game_over` to `True`. - - Next we'll program what happens when Player 2 guesses wrong (so the `{else}` command). First, tell the player that their guess was wrong. Then increase the `mistakes_made` variable by 1. - - For the last part we'll program what happens when Player 2 has made 10 mistakes. We'll print that Player 1 has won the game. Then we'll print the correct answer. And finally, we'll set our `game_over` variable to `True`, so the game stops. - - ***Go to the next tab*** Amazing work! Your game is playable, but wouldn't it be fun if the hangman was actually drawn when Player 2 makes a mistake..? - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - guess = _ - {if} _ - {for} i {in} {range} 1 {to} amount_letters: - if answer[i] == guess: - guessed_letters[i] = guess - {print} _ - {if} guessed_letters == _: - {print} _ - game_over = _ - {else}: - {print} _ - mistakes_made _ - {if} _ == 10: - {print} _ - {print} _ - _ - ``` - hangman_3: - name: Hangman 3 - default_save_name: Hangman_3 - description: Hangman 3 - levels: - 17: - story_text: | - In a game of hangman the mistakes are shown by drawing a part of the hangman each time a mistake has been made. - We now add those drawings with our turtle! - - ### Exercise - ***Create a function that draws the hangman*** Create a function that draws the hangman in 10 steps. We have already made step 1 for you. - - ***Test the function*** Test the function by calling the function with 10. If you are happy with the function, remove the line that calls the function for now. We will call the function when the player makes a mistake. - - ***Paste your hangman game under your function*** Go back to the previous tab and copy your hangman game. Paste the game underneath your function. - - ***Call the function when the player makes a mistake*** Under the line `mistakes_made = mistakes_made + 1` we will call the function. We want the turtle to take the same amount of steps as the player has made mistakes, so we call the function with `mistakes_made` as argument. - - ***Enjoy your game!*** -
- The hangman could look like this -
- example_code: | - ``` - # Create a function that draws the hangman - {define} draw_hangman {with} step: - {if} step == 1: - {color} white - {forward} -100 - {turn} 90 - {forward} -50 - {color} black - {forward} 100 - {forward} -50 - - {if} step == 2: - _ - # Paste your hangman game here - - ``` - harry_potter: - name: Harry Potter - default_save_name: Harry Potter - description: Harry Potter-äventyr - levels: - 10: - story_text: | - ### Övning - Vi kan också skapa en spådam med Harry Potter-tema. Fyll i tomrummen så att nio rader skrivs ut. - **Extrauppgift** Ändra temat för spådamen till något annat, till exempel din favoritbok, film eller tv-program. - example_code: | - ``` - hus = Gryffindor, Slytherin, Hufflepuff, Ravenclaw - ämnen = drycker, försvar mot svartkonst, förtrollningar, förvandling - rädslor = Voldemort, spindlar, att misslyckas med sitt OWL-test - namn = Harry, Ron, Hermione - _ - _ {print} namn ' är placerad i ' hus {at} {random} - _ {print} namn ' är bra på ' ämnen {at} {random} - _ {print} namn 's största rädsla är ' rädslor {at} {random} - ``` - haunted: - name: Spökhuset - default_save_name: Spökhuset - description: Flykten från spökhuset - levels: - 1: - story_text: "I det här äventyret jobbar du med att skapa ett spel där du måste fly från ett hemsökt hus genom att välja rätt dörr.\nOm du väljer rätt dörr kommer du att överleva, men om du inte gör det kan ett hemskt monster...\n \nPå nivå 1 börjar vi vårt spökhusspel med att hitta på en skrämmande historia och frågar spelaren vilket monster de kommer att se i spökhuset.\n" - example_code: | - ``` - {print} Hur kom jag hit? - {print} Jag minns att min vän sa åt mig att gå in i den gamla herrgården … - {print} och plötsligt blev allt svart. - {print} Men hur hamnade jag på golvet …? - {print} Mitt huvud gör ont som om jag blivit slagen av ett baseballträ! - {print} Vad är det för ljud? - {print} Åh nej! Det känns som om jag inte är ensam i det här huset! - {print} Jag måste ta mig ut härifrån! - {print} Det finns tre dörrar framför mig … - {ask} Vilken dörr ska jag välja? - {echo} Jag väljer dörr - {print} …? + {print} Hur kom jag hit? + {print} Jag minns att min vän sa åt mig att gå in i den gamla herrgården … + {print} och plötsligt blev allt svart. + {print} Men hur hamnade jag på golvet …? + {print} Mitt huvud gör ont som om jag blivit slagen av ett baseballträ! + {print} Vad är det för ljud? + {print} Åh nej! Det känns som om jag inte är ensam i det här huset! + {print} Jag måste ta mig ut härifrån! + {print} Det finns tre dörrar framför mig … + {ask} Vilken dörr ska jag välja? + {echo} Jag väljer dörr + {print} …? ``` story_text_2: | ### Övning @@ -2448,105 +1749,7 @@ adventures: {print} 'Rum' i vilket_monster = monster {at} {random} ``` - 14: - story_text: | - ### Exercise - In this level you can use the `<` and `>` symbol to introduce lives to your game. - Make sure the player loses a life when they come across the wrong monster and that the game stops if you have no lives left. - example_code: | - ``` - {print} 'Escape from the haunted house' - lives = 3 - doors = 1, 2, 3 - monsters = 'the wicked witch', 'a zombie', 'a sleeping 3 headed dog' - {for} i {in} {range} 1 {to} 10 - {if} lives _ - good_door = doors {at} {random} - monster = monsters {at} {random} - chosen_door = {ask} 'Which door do you choose?' - {if} good_door == chosen_door - {print} 'You have chosen the correct door' - {else} - {print} 'You see...' monster - {if} monster == 'a sleeping 3 headed dog' - {print} 'Pffieuw.... Its asleep' - {else} - {print} 'You lose one life' - lives = _ - {else} - {print} 'GAME OVER' - ``` - 16: - story_text: | - ### Exercise - This haunted house game uses the connection between the lists you can use in this level. - For example: all the properties that belong to the zombie are first in all the lists, witch second and vampire third. - Check out the code and fill in `weapons[i]`, `monsters[i]` , `bad_fate[i]`, `good_fate[i]`, `hint[i]` on the correct blanks to get the code to work! - example_code: | - ``` - numbers = [1, 2, 3] - i = numbers[{random}] - hint = ['growling', 'a cackling laugh', 'fluttering batwings'] - monsters = ['zombie', 'witch', 'vampire'] - bad_fate = ['Your brain is eaten', 'You are forever cursed', 'You are bitten'] - good_fate = ['You throw the ham. The zombie is distracted and starts eating it.', 'You set the curtains on fire. The witch flees out of fear for the fire', 'The vampire hates garlic and flees'] - weapons = ['ham', 'lighter', 'garlic'] - {print} 'You are standing in front of an old mansion' - {print} 'Something is not right here' - {print} 'You hear ' _ - {print} 'You are going to explore it' - {print} 'You enter the kitchen and see a lighter, a raw ham and a garlic.' - your_weapon = {ask} 'What do you bring with you?' - {print} 'With your ' your_weapon ' you enter the living room' - {print} 'There you find a ' _ - needed_weapon = _ - {if} your_weapon == needed_weapon - {print} 'You use your ' your_weapon - {print} _ - {print} 'YOU WIN!' - {else} - {print} 'You have chosen the wrong weapon...' - {print} _ - {print} 'GAME OVER' - ``` - hotel: - name: hotel - default_save_name: hotel - description: hotel - levels: - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, and you've learned how to combine it with an {ask}. - You might have wondered why you would use functions, because the functions in the example were only one line of code. - Now we will show you what a bigger function looks like and we will use multiple agruments now as well. You'll see how much better it is to use a function once the function gets bigger. - Here is an example of a function with arguments combined with {ask} commands. - example_code: | - ``` - {define} welcome_message {with} title, last_name, country, room_number - {print} 'Welcome to Hotel Hedy, ' title ' ' last_name - nice_trip {is} {ask} 'Did you have a nice trip from, ' country '?' - {if} nice_trip {is} 'yes' - {print} 'Lovely!' - {else} - {print} 'Sorry to hear that.' - {print} 'Hopefully you can take a nice rest in you room.' - {print} 'Your room number is ' room_number - - {print} 'Hello. Please fill in your information to check in.' - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - ``` - - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 if_command: - name: '{if} & {else}' default_save_name: kommandot_if description: Introduktion till kommandot if levels: @@ -2597,20 +1800,7 @@ adventures: 9: story_text: | In this level you can also put an {if} command inside another {if} command. - example_code: | - ``` - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - ``` in_command: - name: '{in}' default_save_name: kommandot_i description: Introduktion till kommandot i levels: @@ -2638,7 +1828,6 @@ adventures: _ _ 'Mina favoritdjur är hundar, kor och får' ``` is_command: - name: '{is}' default_save_name: kommandot_är description: introduktion till kommandot är levels: @@ -2662,14 +1851,6 @@ adventures: favoritdjur är _ {print} Jag gillar favoritdjur ``` - 6: - story_text: | - We also make a change in storing a word in a variable! You may now use `=` instead of `{is}` when we store a name or a number in a variable, like this: - example_code: | - ``` - name = Hedy - answer = 20 + 4 - ``` 14: story_text: | Vi kommer att lära oss fler nya saker. Du kanske redan känner till dem från matematiken, `<` och `>`. @@ -2728,10 +1909,6 @@ adventures: {else} {print} 'Nej, groda heter grenouille' ``` 16: - story_text: | - ### Exercise - Take a look at the example code. This is a program to practise French vocabulary. Now make your own program to practice your vocabulary in a new language. - If you don't know any other languages, you can use Google translate or you can use emojis and your native language. example_code: | ``` franska_ord = ['bonjour', 'ordinateur', 'pomme de terre'] @@ -2753,13 +1930,6 @@ adventures: description: Introduktion till matte levels: 6: - story_text: | - In this level you learn something new: you can now also calculate. - - The plus is easy, you write it like with math: `5 + 5` for example. The minus also works fine, it is `5 - 5`. - - The times is a bit different, because there is no times symbol on your keyboard. Just search, there really isn't! - That is why we multiply with the asterisk above 8: `5 * 5`. Read that as "5 times 5" that helps you remember it best. example_code: | ``` {print} '5 plus 5 är ' 5 + 5 @@ -2775,9 +1945,6 @@ adventures: {print} 'Två och en halv plus två och en halv är …' {print} 2.5 + 2.5 ``` - story_text_2: |- - **Maths with words** - In this level you can also do addition with words like this: example_code_2: | ``` a = 'Hello ' @@ -2787,390 +1954,9 @@ adventures: {print} 2.5 + 2.5 music: - name: music - default_save_name: music - description: Play a tune! levels: - 1: - story_text: |- - In this level you'll learn how to use the `{play}` command to play a tune! - - Type `{play}` followed by the note you want to play. The scale goes C-D-E-F-G-A-B. - As you can see there are 7 different letters, but we can play more than just 7 notes. - Type a number between 1 and 10 behind the letter to choose the scale, for example after B4 comes C5. - C1 is the lowest note you can play, C10 is the highest. - - ### Exercise - Try out the example code and then play around with it! Can you create your own melody? - In the next level you'll learn how to play some existing songs. - example_code: |- - ``` - {play} C4 - {play} D4 - {play} E4 - {play} F4 - {play} G4 - {play} A4 - {play} B4 - {play} C5 - ``` - 2: - story_text: | - ### Exercise - Finish the songs! We have started the codes for some melodies. - example_code: | - ``` - {print} Old Mac Donald had a farm - {play} C5 - {play} C5 - {play} C5 - {play} G4 - {play} A4 - {play} A4 - {play} G4 - ``` - story_text_2: As you can see, you can also use the `{sleep}` command to add a little pause in the song. - example_code_2: | - ``` - {print} Twinkle Twinkle Little Star - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} 1 - {play} F - {play} F - ``` - 3: - story_text: | - Create a random melody! - - ### Exercise - The example code creates a random melody, but it's very short and not many notes are used. - Add more notes to the list and create a longer melody by copying the last line a couple more times. - example_code: | - ``` - notes {is} A4, B4, C4 - {play} notes {at} {random} - {play} notes {at} {random} - {play} notes {at} {random} - ``` - 4: - story_text: | - Use the `{clear}` command to create a karaoke machine! - - ### Exercise - Finish the karaoke version of 'Mary had a little lamb'. - Then, create a karaoke version of any song you'd like! - example_code: | - ``` - {print} 'Mary had a little lamb' - {play} E - {play} D - {play} C - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Little lamb, little lamb' - {play} D - {play} D - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Mary had a little lamb' - {play} E - ``` - 5: - story_text: | - You don't always have to use the `{play}` command to play a whole song, sometimes you just want to play one note. - For example, if you want to make a quiz, you can play a happy high note if the answer is right and a sad low note if the answer is wrong. - - ### Exercise - Finish the first question by adding a line of code that plays a C3 note if the wrong answer is given. - Then think of 3 more questions to add to this quiz. - example_code: | - ``` - answer {is} {ask} 'What is the capital of Zimbabwe?' - {if} answer {is} Harare {play} C6 - _ - ``` 6: story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\n This calls for musical maths! Try out the example code a couple of times with different starting numbers. \nThen, see if you can compose a song using the numbers.\n" - example_code: | - ``` - number = {ask} 'Say a starting number between 1 and 67' - {print} number - {play} number - number = number + 1 - {print} number - {play} number - number = number + 1 - {print} number - {play} number - ``` - 7: - story_text: | - Using the `{repeat}` command can make your codes for melodies a lot shorter! - - ### Exercise - Finish the code for Twinkle Twinkle Little Star by using the `{repeat}`command. - Then go back to the songs you've made in the previous levels. Can you shorten those codes too? - example_code: | - ``` - {print} 'Twinkle Twinkle Little Star' - {repeat} 2 {times} {play} C4 - {repeat} 2 {times} {play} G4 - _ - ``` - 8: - story_text: | - Now that we can use the `{repeat}` command for multiple lines, we can make songs even more easily! - - ### Exercise - Finish the song of Brother John (Frère Jacques). Don't forget to use `{repeat}`! - example_code: | - ``` - {print} 'Brother John' - {repeat} 2 {times} - {play} C - {play} D - {play} E - {play} C - {repeat} 2 {times} - {play} E - {play} F - {play} G - {sleep} 1 - ``` - 9: - story_text: | - From this level on you can - among other things - use a {repeat} command inside a {repeat} command. - That makes songs like 'Happy birthday' even shorter! - - ### Exercise - Finish the song! - example_code: | - ``` - first_time = yes - {repeat} 2 {times} - {repeat} 2 {times} - {play} C - {play} D - {play} C - {if} first_time {is} yes - {play} F - {play} E - first_time {is} no - {else} - _ - ``` - 12: - story_text: | - Use functions in your songs! As you can see in the example code, you can make a function for each line of Twinkle Twinkle Little Star. Once you've programmed the first three lines, all you have to do is call the functions in the order you want them played in. - - ### Exercise - Finish the song of Twinkle Twinkle Little Star. - Then look back at all the songs you've programmed in the levels before, can you make those codes better and shorter using functions too? - example_code: | - ``` - {define} first_line - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} - - {define} second_line - {play} F - {play} F - {play} E - {play} E - {play} D - {play} D - {play} C - {sleep} - - {define} third_line - {play} G - {play} G - {play} F - {play} F - {play} E - {play} E - {play} D - {sleep} - - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - ``` - 13: - story_text: | - You can use a function with an argument for songs that have line that are almost the same, but slightly different each time. - One example is the song 'Yankee Doodle'. The first 4 notes of the first lines are the same, but each time they are followed by a different couple of notes. - - ### Exercise - Can you finish the song of Yankee Doodle? - Can you think of another song to program this way? - example_code: | - ``` - {print} 'Yankee Doodle' - {define} _ {with} note_1, note_2, note_3 - {play} C4 - {play} C4 - {play} D4 - {play} E4 - {play} _ - {play} _ - {play} _ - - {call} line_1 {with} 29, 31, 30 - {call} line_1 {with} 29, 28, 0 - {call} line_1 {with} 32, 31, 30 - - {play} C4 - {play} B3 - {play} G3 - {play} A3 - {play} B3 - {play} C4 - {play} C4 - ``` - 14: - story_text: | - You can program music for fun, but you can also use the musical notes to make something useful like a fire alarm! - - ### Exercise - Make sure the fire alarm rings when there is a fire! - example_code: | - ``` - {define} fire_alarm - {print} 'FIRE!' - note = 40 - {for} i {in} {range} 1 {to} 100 - {if} note _ 50 - note = note + 5 - {play} _ - {else} - note = 40 - - fire = {ask} 'Is there a fire?' - {if} fire _ 'yes' - {call} fire_alarm - ``` - 15: - story_text: | - **Warning** This adventure can become extremely annoying! - We can also use the {while} command to repeat a song forever. - - ### Exercise - Finish the never-ending song. - example_code: | - ``` - {define} song - {play} _ - - yes_or_no = {ask} 'Do you want to hear my never-ending song?' - {while} yes_or_no = 'yes' - {call} song - {print} '🥳' - ``` - 16: - story_text: | - Upgrade your Old MacDonald code! - - ### Exercise - Take your code from the 'Sing a Song' adventure and add musical notes to it! - You can make a function for each line in the song and call that function after the line is printed. - We defined the first line for you and called it in the code. Can you finish the whole song? - example_code: | - ``` - {define} line_1 - {for} i {in} {range} 1 {to} 3 - {play} G - {play} D - {for} i {in} {range} 1 {to} 2 - {play} E - {play} D - - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - for i in range 1 to 3 - animal = animals[i] - sound = sounds[i] - print 'Old MacDonald had a farm' - call line_1 - print 'E I E I O!' - _ - ``` - 17: - story_text: | - You can use the {elif} to create different options. - - ### Exercise - Firstly, add colons to get the code to work. - Then finish this code by adding at least 2 other songs for other moods. For example a happy song and an angry song. - example_code: | - ``` - {define} scary_song - {for} i {in} {range} 1 {to} 3 - {play} G - {play} E - {sleep} 2 - {for} i {in} {range} 1 {to} 3 - {play} F - {play} D - - mood = {ask} 'Which emotion are you feeling?' - {if} mood {is} 'fear' - {call} scary_song - {elif} _ - ``` - 18: - story_text: | - ### Exercise - Even in this last level of Hedy we can make some music! Be careful of all the syntax that is needed now. - Take a good look at how the functions are defined and called upon in the example code. - Finish the song! - example_code: | - ``` - {def} line_1(): - {for} i {in} {range}(1, 5): - {play} A - {play} D - {play} F - {play} A - - {def} line_2(): - {for} i {in} {range}(1, 5): - {play} G - {play} C - {play} E - {play} G - - {def} line_3(): - _ - - {print} ('The drunken sailor') - {print} ('What shall we do with the drunken sailor?') - line_1() - line_2() - line_3() - {print} ('Early in the morning') - ``` parrot: name: Papegoja default_save_name: Papegoja @@ -3287,10 +2073,6 @@ adventures: {print} 'Du kan köpa en ' _ ' om ' _ ' veckor.' ``` 14: - story_text: | - ### Exercise - In this level you can let Hedy tell you if you have saved up enough money! - Finish this code by filling in the blanks! example_code: | ``` _ calculate_budget with wish, money, allowance @@ -3332,11 +2114,6 @@ adventures: ### Övning Kopiera raderna några gånger så att du kan skapa en större ritning. - example_code_2: | - ``` - {if} y {is} {pressed} {forward} 15 - {else} {turn} 90 - ``` 7: story_text: | Nu när du har lärt dig om `{repeat}`, kan vi trycka på tangenterna flera gånger. @@ -3345,10 +2122,6 @@ adventures: ### Övning Koden som du har sett på nivå 5 kontrollerar bara tangenten en gång. Kopiera exempelkoden och lägg till en `{repeat}` till den, så att du kan trycka på tangenterna många gånger. Använd denna kod för att rita något snyggt. - example_code: | - ``` - {if} x {is} {pressed} {forward} 15 {else} {turn} 90 - ``` 9: story_text: | Nu när du vet hur man kombinerar påståenden kan du skapa ett verktyg för att skriva på tangentbord med `{pressed}`-kommandot. @@ -3369,7 +2142,6 @@ adventures: _ ``` print_command: - name: '{print}' default_save_name: skriv description: Introduktion till kommandot print levels: @@ -3536,30 +2308,6 @@ adventures: priser {is} _ _ ``` - 16: - story_text: |- - We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. - We use square brackets to point out a place in a list. For example: `friends[1]` is the first name on the list of friends, as you can see in the first part of the example code. - The second part of the example code shows you that we can also match 2 lists using the variable i. - example_code: | - ``` - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - ``` - story_text_2: |- - Now that you've learned to use the brackets in lists, you can also start using the {at} {random} command in the Python way! - You simply type the name of your list with `[random]` behind it! - example_code_2: |- - ``` - fruit = ['apple', 'banana', 'cherry'] - {print} fruit[random] - ``` repeat_command: name: Upprepa default_save_name: kommandot_upprepa @@ -3604,7 +2352,6 @@ adventures: {print} 'pizza är bättre' ``` repeat_command_2: - name: '{repeat} 2' default_save_name: kommandot_upprepa_2 description: kommandot upprepa 2 levels: @@ -4002,11 +2749,6 @@ adventures: På den här nivån kan vi också programmera sten, sax, påse. Men om du vill lägga till text måste du använda citattecken även här. ### Övning Fill in quotation marks on the blanks. Mind that the variable `choices` should be outside the quotes. - example_code: | - ``` - choices {is} rock, paper, scissors - {print} _The computer chooses..._ choices {at} {random} - ``` 5: story_text: | På den här nivån kan vi avgöra om det är oavgjort eller inte. För det behöver du det nya nyckelordet `{if}`. @@ -4162,138 +2904,7 @@ adventures: {else} {print} 'Åk till tågstationen kl. 10.00'. ``` - simon: - name: Simon Says - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - Let's make a game of Simon Says! Simon Says is a memory game in which the player will be given a color. They have to repeat that color back. - If they get it right a color is added to the sequence, so they now have to remember 2 colors, then 3, then 4 etc. the game stops as soon as the player makes a mistake. - - ### Exercise - In this first part of the Simon Says adventure, we'll let the computer pick a random color and add it to a list. - - ***Make 2 lists*** First, make a list called `colors` and fill it with the colors red, yellow, green and blue. - Then make a list called `simon_sequence`. This list will be used as the answer. - At the start of the game this lists need to be empty. unfortunately, we can't create an empty list (yet), so we'll fill it with the words 'empty' and 'list' and we'll remove them from the list immediately. - - ***Create a function that adds a color to the sequence*** Now that we have an empty list called simon_sequence, we can start filling it with random colors. - We do that with a function, so we can call it everytime there's a new level in our game. Create a function called `add_random_color`. - Then create the variable random_color and set it to a random color. Next, add this random color to the simon_sequence. - - ***Create a function that shows the simon_sequence*** Start by naming the new function `show_simon_sequence` with `level` as an argument. Now we want to show as many colors as the level we are in (in level 1 you see 1 color, in level 2 you see 2 colors etc). - So we repeat `level` times, to print the `simon_sequence[i]`. Each time a color is shown, wait for 1 second and then clear the screen. - - ***Test your program*** Before you go to the next level, test if the functions are working by calling both of the functions. If they're working you should see a random color in your output screen. - Remove this testing part of your code, copy the code and continue to the next tab to learn more about the simon says game! - example_code: | - ``` - # Make 2 lists - colors = _ - _ = ['empty', 'list'] - {remove} _ {from} simon_sequence - {remove} _ - - # Create a function that adds a color - _ add_random_color - _ - {add} _ - - # Create a function that shows the simon_sequence - {define} _ - {for} i {in} {range} 1 {to} _ - {print} _ - _ - _ - - # Test your program - {call} _ - {call} show_simon_sequence {with} 1 - ``` - simon_2: - name: Simon Says 2 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - We'll continue with our Simon Says game! - - ### Exercise - ***Paste your code here*** Paste your code from the previous level here. Don't forget to remove the part that was just used for testing the functions. - - ***Create a function that creates the player_sequence*** The list `player_sequence` is used to capture the answers of the player. First we define the function with the argument level. - Next, we ask level times what the color is that they choose. We call that variable `answer`. Then we add the variable `answer` to the list player_sequence. - - ***Setting up the game*** Before we program the game in the next tab, we'll need some starting variables. First, we'll set the variable `level` to 1 and the variable `game_over` to False. - Then we make an introduction for the game. We'll print 'Welcome to Simon Says!' and clear the screen after 1 second. - - ***Continue to the next tab to finish the game!**** Don't forget to copy your code and take it with you to the next tab. - example_code: | - ``` - # Paste your code here - - - # Create a function that creates the player_sequence - {define} _ - {for} _ - _ 'What is color number ' i '?' - {add} answer {to} _ - - # Set up - level = _ - game_over = _ - {print} _ - _ 1 - _ - ``` - simon_3: - name: Simon Says 3 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - In this tab we'll program the game of Simon Says! - - ### Exercise - ***Paste your code*** Copy your code from the previous tab and paste it here. - - ***Program the game*** We start by making sure the game goes on while the game isn't over. Then we print what level the player is on, we use the variable level for that. We only show that for 1 second and then we clear the screen again. - Now, we have to create the empty list player_sequence. We've already programmed how to fill the list, with our function `player_sequence`, but we never made the list itself. To create the list we use the same trick as we did in the previous tab. - We'll make a list with the words 'empty' and 'list' on it, and then we remove both these words. Next, we'll call all of the 3 functions that we've created. - Lastly, we'll have to check if the player gave the correct answers (so if the player_sequence and the simon_sequence are the same). - If that's the case, we'll compliment the player. Wait for 1 second and increase the level with 1. - Did the player give the wrong answer, we'll tell them and end the game by setting game_over to 'True' - - ***Enjoy your game!*** Great job! Does your game not work? Use the ladybug button to debug your code! - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - {print} _ - _ - _ - _ = ['empty', 'list'] - {remove} _ - {remove} _ - {call} _ - {call} _ {with} _ - {call} _ {with} _ - {if} player_sequence == _ - _ - _ - _ - {else} - _ - game_over = _ - ``` sleep_command: - name: '{sleep}' default_save_name: kommandot_sov description: introduktion till kommandot sov levels: @@ -4359,11 +2970,6 @@ adventures: Kan du skriva ut låten Baby Shark med `{repeat}`? Avsluta koden genom att ersätta tomrummen i koden? **Extra** Efter Baby Shark kan du naturligtvis också programmera andra låtar. Det finns många låtar med upprepning! Kan du komma på en sång tilloch skriva ut den? - example_code: | - ``` - {repeat} _ _ {print} 'Baby Shark tututudutudu' - {print} 'Baby Shark' - ``` 8: story_text: | I en tidigare nivå har du programmerat låten 'Bottles of beer'. Men utan kommandot `{repeat}` var du tvungen att kopiera verserna många gånger. @@ -4371,23 +2977,12 @@ adventures: ### Övning Lägg till rätt kommando på de tomma platserna och indentera koden på rätt sätt. - example_code: | - ``` - verse = 99 - _ 99 {times} - {print} verse ' bottles of beer on the wall' - {print} verse ' bottles of beer' - {print} 'Take one down, pass it around' - verse = verse - 1 - {print} verse ' bottles of beer on the wall' - ``` 10: story_text: | Med `{for}` kan du skriva ut hela sången om baby shark (inklusive alla andra hajar i familjen) på bara 6 rader! ### Övning 1 Kan du göra baby shark-koden ännu kortare genom att använda kommandot `{for}`? Gör klart exempelkoden. - example_code: "```\nfamily = baby, mammy, daddy, grandma, grandpa\n_ _ _ _ \n {print} _\n```\n" story_text_2: | ### Övning 2 Skriv ut låten Fem små apor hoppade på sängen. Slå upp texten om du inte kommer ihåg. @@ -4406,12 +3001,6 @@ adventures: ### Övning 2 Sångens sista rad skiljer sig från de andra. Skriv ut den raden inuti `{for}` och använd en `{if}` för att få den att fungera korrekt. - example_code: | - ``` - _ monkeys _ _ 5 _ 1 - {print} monkeys ' little monkeys jumping on the bed' - _ - ``` 12: story_text: | I den här sången kan vi göra det ännu enklare att programmera 'if you're happy and you know it, clap your hands'. Eftersom vi kan placera alla handlingar i en variabel, kolla in det: @@ -4430,54 +3019,10 @@ adventures: _ {print} handling _ {print} 'om du är riktigt glad' ``` - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, but did you know that you could combine them with {ask} commands as well? - In this example we have changed the 'My Bonnie' program and made it interactive. You are now asked where Bonnie is. - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is ' place - - chosen_place = {ask} 'Where do you want Bonnie to be?' - synonym = {ask} 'What is another word for that?' - - {call} song {with} chosen_place - {call} song {with} synonym - {call} song {with} chosen_place - ``` 16: story_text: | På den här nivån kan du programmera en sång som OldMacDonald ännu snabbare. Du kan koppla rätt djur till rätt ljud genom att helt enkelt placera dem på samma plats i listan. The Drunken Sailor går också snabbt att göra på den här nivån. Du behöver bara åtta rader för hela låten; kolla in det här! - example_code: | - ``` - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - {for} i {in} {range} 1 {to} 3 - animal = _ - sound = _ - {print} 'Old MacDonald had a farm' - {print} 'E I E I O!' - {print} 'and on that farm he had a ' animal - {print} 'E I E I O!' - {print} 'with a ' sound sound ' here' - {print} 'and a ' sound sound ' there' - {print} 'here a ' sound - {print} 'there a ' sound - {print} 'everywhere a ' sound sound - ``` - - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines - {for} i {in} {range} 1 {to} 3 - {print} line - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` 18: story_text: | På nivå 16 gjorde vi låtar med hjälp av listor. De programmen fungerar inte längre korrekt på denna nivå. Kolonen från nivå 17 och parenteserna från nivå 18 behöver fortfarande läggas till. @@ -4488,27 +3033,9 @@ adventures: ### Övning 2 Slå nu också upp din Old MacDonald-låt från nivå 16 och korrigera den. - example_code: | - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines _ - {for} i {in} {range} 1 {to} 3 _ - {print} _ line _ - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` songs_2: - name: Sing a song! 2 - default_save_name: Song 2 - description: Sing a song 2 levels: 12: - story_text: | - Songs contain a lot of repetition. We can capture it with a function! - ### Exercise - Look at the example code with the function. Fill out the two lines so the full song is printed. example_code: | ``` {define} twinkle @@ -4520,177 +3047,6 @@ adventures: {print} 'Like a diamond in the sky' {call} _ ``` - 16: - story_text: | - ### Exercise - Finish the nursery rhyme! - example_code: | - ``` - number = ['one', 'two', 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'ten'] - object = ['on his drum', 'on his shoe', 'on his knee', 'on his door', 'on his hive', 'on his sticks', 'up in heaven', 'on his gate', 'on his vine', 'once again'] - - _ - {print} 'This old man' - {print} 'He played ' _ - {print} 'He played knick-knack ' _ - {print} 'With a knick-knack paddywhack' - {print} 'Give the dog a bone' - {print} 'This old man came rolling home' - {sleep} 8 - {clear} - ``` - story_text_2: | - ### Exersice 2 - Now create your own code for the nursery rhyme 'The wheels on the bus' on the same way! - example_code_2: | - ``` - object = ['wheels', 'doors', _] - movement = [ 'round and round', 'open and shut', _] - ``` - tic: - name: Tic-Tac-Toe - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - Let's program a game of tic-tac-toe! - - ### Exercise - In this adventure we'll start with creating an empty field. - - ***Create a list called field*** This list will be our playing field. This list is filled with 9 dots, since there are no x's and o's yet at the start of our game. - - ***Create a function that prints the field*** Firstly, clear the screen so the old playing fields will be removed. Then we print the first line of our Tic Tac Toe field. This line constists of the first 3 spots in our list field. - We have already programmed this line for you. Now finish the field by printing spot 4, 5, and 6 on the second row and spot 7, 8 and 9 in the third row. - - ***Call the function that prints the field*** Now call the function. -
- Run the code. Your output should look like this: -
- - ***Continue in the next tab*** In the next tab you'll learn how to program the game itself. - example_code: | - ``` - # Create a list called field - _ = ['.', '.', '.', '.', '.', '.', '.', '.', '.'] - - # Create a function that prints the field - {define} print_field - _ - {print} 'TIC TAC TOE' - {print} field[1] field[2] field[3] - _ - _ - - # Call the function - ``` - 17: - story_text: | - In the previous level you've learned how to make a tic-tac-toe game. The game works, but is quite annoying as it keeps asking you if you've won yet. - Now that we have the {elif} command, we can let the game decide if someone has won and it can stop asking us! - - ### Exercise - ***Paste your code*** Paste your code from the previous level here and make it level 17 proof. In this level you've learned to use a colon everytime you create a block of code. Please add the colons in the correct spots. - - ***Create a function that detects if someone's won*** We have started the function for you, paste it under the function `print_field` and finish the function. You can see that this first piece of code checks to see if spot 1, 2 and 3 are the same, because if they are you have 3 in a row. - It also checks if they are not a dot, because if they are, the line might have the same symbols on them, but that's just because it's still empty. - If all these conditions are met, the game is over and the winner is printed. - Finish this function with all possible ways to win. This means you have to make this for the other 2 rows, 3 columns and 2 diagonals. - If you've finished all the other options, the function should return the variable `game_over` so we can use it in our game. - - ***Call the function in the game*** Go to the line `game_over = {ask} 'Did you win?'` and change it to `game_over = {call} detect_winner {with} field, sign`. Now the function will check if there's a winner and the game doesn't need to keep asking anymore! - - ***Enjoy your game!*** Great job! You have finished the game! Enjoy playing it! - - example_code: | - ``` - # Paste your code here and make it level 17 proof - - # Create a function that detects if someone has won - {define} detect_winner {with} field, sign: - {if} field[1] == field[2] {and} field[2] == field[3] {and} field[1] != '.': - game_over = 'yes' - {print} 'Player ' sign 'wins!' - {elif}: - _ - {else}: - game_over = 'no' - {return} _ - ``` - tic_2: - name: Tic-Tac-Toe 2 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - In the previous adventure you've learned how to create a playing field. Now you'll learn how to create the game! - - ### Exercise - ***Paste your code*** Start by pasting your code from the previous adventure here. - - ***Add variables*** Underneath your list called `field` we'll add 2 more variables that we'll need to program the game. - The variable `game_over` tells us if the game is over, and should be 'no' at the start of the game. - The variable `sign` tells us if it's the turn of player x or player o. Set the variable to 'x'. - - ***The game*** First use a {while} command, to make sure the game keeps on playing the variable while game_over is set to no. - During the game, we first ask the player which spot they choose. Then we change the field with the number they chose into their sign. - Then we print the field again and we ask the player if they've won yet. Lastly we want to switch whose turn it is, so if the sign is 'x' it should be 'o' and the other way around. - - ***Test your game*** Does your game work? Great, have fun playing the game! If not, use the ladybug button to debug your code. - You might have noticed one mistake in the code though, you can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! Go to the next tab to learn how to fix this problem. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add variables - game_over = _ - sign = _ - - # The game - {while} _ - choice = _ 'Player ' sign '_?' - field[choice] = _ - _ print_field - game_over = {ask} _ - {if} sign = 'o' - sign = _ - _ - sign = _ - ``` - tic_3: - name: Tic-Tac-Toe 3 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - You might have noticed one mistake in the code you've made in the previous adventure. You can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! In this tab we'll fix that mistake. - - ### Exercise - ***Paste your code here*** Paste your code from the previous adventure here. - - ***Fix the mistake*** To fix the mistake we replace the line that says `field[choice] = sign`. This turns any spot that the player has chosen into their sign. - Go to the header that says 'Use this to fix the mistake' and finish the code. We first want to check if the chosen spot is still empty, so `if field[choice] = '.'`. If that is the case, you are allowed to take it. - Then we make an else command and print 'Sorry, this spot is already taken' if the spot is not empty. Lastly, we add a {sleep} command, so the players can actually read the text before it gets cleared again. - Now copy this piece of code and replace the line `field[choice] = sign` with this new piece of code. - - ***Play your game!*** Now the game should work properly! Good job! - The only flaw is that you can get a bit annoyed that the game keeps asking you if you've won yet. Do you want to fix that? Go to level 17 and we'll fix it! - example_code: | - ``` - # Paste your code here - - # Use this to fix the mistake - {if} _ = '.' - field[choice] = sign - {else} - {print} _ - _ - ``` turtle: name: Sköldpadda default_save_name: Sköldpadda @@ -4703,22 +3059,9 @@ adventures: Med `{forward}` ritar du en linje framåt. Talet efter avgör hur långt sköldpaddan kommer att gå. `{turn} {right}` vrider ett kvarts varv medurs, `{turn} {left}` vrider moturs. Om du vill gå bakåt använder du kommandot `{forward}` men med ett negativt tal. Till exempel `{forward} -100` - example_code: | - ``` - {forward} 100 - {turn} {left} - ``` story_text_2: | ### Övning Det här är början på en liten trappa. Kan du göra så den får fem steg? - example_code_2: | - ``` - {forward} 20 - {turn} {right} - {forward} 20 - {turn} {left} - {forward} 20 - ``` 2: story_text: | På den här nivån kan du använda variabler för att göra sköldpaddan interaktiv. Du kan t.ex. fråga spelaren hur många steg sköldpaddan ska ta. @@ -4771,17 +3114,6 @@ adventures: story_text_2: | Du kan också ändra färgen på linjerna med kommandot `{color}`. Kolla in exemplet. Du kan också använda kommandot `{color} {white}` för att skapa 'osynliga' linjer. Du kan använda dessa vita linjer för att flytta sköldpaddan var som helst på skärmen innan du börjar rita. - example_code_2: | - ``` - {color} {white} - {forward} -80 - {color} {green} - {forward} 50 - {color} {yellow} - {forward} 50 - {color} {red} - {forward} 50 - ``` 5: story_text: | På nivå 5 kan du göra ett val med `{if}`, till exempel mellan olika typer av figurer. @@ -4864,17 +3196,6 @@ adventures: Den här koden skapar tre svarta trianglar – ändra det till fem rosa kvadrater. **Extrauppgift** Skapa en figur som du själv väljer som består av minst två olika former. - example_code: | - ``` - {color} {black} - {repeat} 3 {times} - {repeat} 3 {times} - {forward} 10 - {turn} 120 - {color} {white} - {forward} 50 - {color} {black} - ``` 10: story_text: | In this level you can make the turtle draw a figure. @@ -4885,162 +3206,9 @@ adventures: **(extra)** can you change the spiral into another shape? Experiment with numbers for the turn! ### Exercise 2 The spiral is drawn outwards, make it go inwards? - example_code: | - ``` - {turn} 90 - distances = 10, 20, 30, 40, 50, 60 - {for} distance {in} distances - {forward} distance - ``` - 12: - story_text: | - We can use functions to draw more complex figures with less code. - ### Exercise 1 - Fill the function so that three squares are created. If you want the image to look nicer, you can make the lines between the squares white. - - ### Exercise 2 - The code can be made even shorter. Place the final lines into a `{repeat}` so the figure remains the same. - - ### Exercise 3 - Create your own drawing with different figures. - Change both the number of figures with the `{repeat}` and the shape of the figures in the `{define}` - example_code: | - ``` - {define} square - {repeat} 4 {times} - {turn} _ - {forward} _ - {call} square - {forward} 50 - {call} square - {forward} 50 - {call} square - ``` turtle_draw_it: - name: Draw it! - default_save_name: Draw it - description: Draw this picture with the turtle levels: - 1: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Rectangle - Square - Stairs -
- 2: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Arrow - Boat -
- 3: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Star - Arrow -
- 4: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Colored Star - Rainbow - Nested squares -
- example_code: | - **Extra** Up for a real challenge? Make sure that the colors of these figures are selected randomly, so that each time you run your programs they'll look differently! - - ``` - colors {is} red, orange, yellow, green, blue, purple, pink, brown, gray, black - color _ - ``` - 5: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Make only one code that lets the player decide which letter they'd like to see! And can you add even more letters? - -
- F - E - L -
- example_code: | - Hint: - ``` - chosen_letter {is} {ask} 'Which letter would you like to see? F, E or L?' - {if} _ - ``` - 6: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Let the player decide which color the square should be. - - ***Extra*** Can you make the letter of your own first name and the flag of your own country too? - -
- Square - Letters - Flag -
- example_code: | - Hint for the square: - ``` - chosen_color = {ask} _ - ``` - 7: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Hexagon - Triangle - Fan -
- 8: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - -
- Square (3) - Randomly colored star (5) - Randomly colored spiral (7) -
9: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - - **Extra** Give the player a choice which country they would like to see the flag of. - -
- Cross (7) - Randomly colored nested squares (8) - Flags -
example_code: | Hint for the nested squares: ``` @@ -5058,14 +3226,6 @@ adventures: color_3 = blue ``` 10: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Nested Hexagon - Traffic lights -
example_code: | Hint Nested Hexagon: ``` @@ -5081,47 +3241,6 @@ adventures: color _ {repeat} _ ``` - story_text_2: | - Christmas lights - example_code_2: | - Hint Christmas Lights: - - Start by moving to the left side of the screen with an invisible white line. Then hang up the Christmas lights! - ``` - {color} white - {turn} -90 - {forward} 300 - {turn} 90 - - colors = red, blue, yellow, purple, green, orange, pink - {for} chosen_color {in} colors - _ - ``` - 11: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Beehive (6) - Fan (5) - Snowflake (13) -
- example_code: | - Hint Beehive: - ``` - {for} amount_of_combs {in} {range} 1 {to} _ - {for} walls_of_one_comb {in} {range} 1 {to} _ - {forward} _ - {turn} _ - {forward} _ - {turn} _ - ``` - - Hint Fan: - Start out like the fan you made in level 7. Or take a peak at the hint for the beehive, because the codes are very similar. - - Hint Snowflake: Start by making one 'leg' and repeat it 6 times. 12: story_text: | ### Exercise @@ -5148,109 +3267,7 @@ adventures: {if} shape = 'square' {call} draw_a_square ``` - 13: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Street in different sizes - Colored street - Snow Storm - example_code: | - Hint Street in different sizes - ``` - {define} draw_a_house {with} size - _ - - {call} draw_a_house {with} 90 - {call} draw_a_house {with} 60 - {call} draw_a_house {with} 30 - ``` - - Hint Colored street - ``` - {define} draw_a_house {with} chosen_color - _ - ``` - - Hint Snow Storm - ``` - {define} draw_snowflake {with} length, color - _ - - numbers = 10, 20, 30 - colors = _ - - {for} i {in} {range} 1 {to} 5 - random_number = _ - random_color = _ - {call} draw_snowflake {with} random_number, random_color - {color} white - {turn} random_number * 5 - {forward} 80 - ``` - 14: - story_text: | - ### Exercise - Create a program that asks the player how many corners their figure should have and then creates that figure. - The figure in the image is the output when the player fills in 10. - -
- - -
- example_code: | - ``` - {define} calculate_degrees {with} amount_of_corners - _ 360 / amount_of_corners - - - {define} draw_figure {with} degrees - _ - {forward} 400/amount_of_corners - {turn} _ - - amount_of_corners = {ask} _ - degrees = {call} _ {with} _ - - {call} _ {with} - {call} _ {with} - ``` - 15: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Spiral - example_code: | - Spiral - ``` - distance = 5 - {while} distance < 200 - distance = distance + 5 - _ - ``` - story_text_2: | - Fan - example_code_2: | - Fan - ``` - {define} draw_a_square {with} side - _ - - i = 100 - {while} i > 1 - _ {with} i - _ - i = i - 3 - ``` - story_text_3: | - Star - example_code_3: | - Star - A star is usually drawn using 144-degree-turns. If you change this slightly to 143 degrees for example and repeat the pattern multiple times with a {while} loop you can make this figure. while_command: - name: '{while}' default_save_name: kommandot_så_länge description: så länge levels: diff --git a/content/adventures/sw.yaml b/content/adventures/sw.yaml index 0060ee3fbe5..354ca150d57 100644 --- a/content/adventures/sw.yaml +++ b/content/adventures/sw.yaml @@ -1,8 +1,5 @@ adventures: story: - name: Story - default_save_name: Story - description: Story levels: 1: story_text: | @@ -11,33 +8,10 @@ adventures: In the first line, use `{ask}` and ask who the main character in your story will be. After that first line, start with `{print}` {if} the sentence needs to be printed. You use `{echo}` {if} you want your main character to be at the end of the sentence. - example_code: | - ``` - {ask} The main character of this story is - {print} The main character is now going to walk in the forest - {echo} They're a bit scared, - {print} They hear crazy noises everywhere - {print} They're afraid this is a haunted forest - ``` story_text_2: | ### Exercise Can you make your own story in Hedy now by using `{print}` , `{ask}` and `{echo}`? 2: - story_text: | - In level 2 you can make your story more fun. Your main character's name can now be anywhere in the sentence. - - You do have to program a little bit extra for that. You must now name your main character first. - - You can then put that name anywhere in a sentence. - example_code: |- - ``` - name {is} {ask} What is the name of the main character? - {print} name is now going to run in the woods - {print} name is a bit scared - {print} Suddenly she hears a crazy noise... - {sleep} - {print} name is afraid this is a haunted forest - ``` story_text_2: | ### Exercise Now it's time to add variables to your own story that you've made in the previous level. @@ -48,54 +22,10 @@ adventures: **Extra** Add a sleep command to your code to build up tension in your story. 3: - story_text: | - In level 3 you can make your story more fun. You can use randomness for any monster, animal or other obstacle, like this: - example_code: | - ``` - animals {is} 🦔, 🐿, 🦉, 🦇 - {print} They now hear the sound of an animals {at} {random} - ``` story_text_2: | The command `{add}` can also come in handy in your story. For example - example_code_2: | - ``` - {print} They hear a sound - animals {is} 🐿, 🦔, 🦇, 🦉 - animal {is} {ask} What do you think it is? - {add} animal {to_list} animals - {print} it was an animals {at} {random} - ``` story_text_3: | This is an example of the `{remove}` command in your story - example_code_3: | - ``` - {print} His backpack got way too heavy. - {print} Inside were a bottle of water, a flashlight and a brick. - bag {is} water, flashlight, brick - dump {is} {ask} Which item should he dump? - {remove} dump {from} bag - ``` - 4: - story_text: | - ### Exercise - Copy the example code and finish it by adding quotation marks on the blanks in lines 1 and 2. - The blanks in line 3 and 4 should not be replaced by quotation marks, but a `{sleep}` and a `{clear}` command. Can you make it work? - - ### Exercise 2 - Go back to the previous level and copy your story code. Make the code work in this level by adding quotation marks in the right spots. - Mind: The variables in your own story should be outside of the quotation marks. Just like the second line of the example code. In that line the variable name is placed outside of the quotation marks. - example_code: | - ``` - name {is} {ask} _ What is your name? _ - {print} _ The main character is called _ name - _ - _ - {print} name _ is now going to walk in the woods _ - {print} name _ is a bit scared _ - animals {is} 🦔, 🐿, 🦉, 🦇 - {print} _ He hears the sound of a _ animals {at} {random} - {print} name _ is afraid this is a haunted forest _ - ``` 5: story_text: | In this level you can program different endings, which will make your story even more fun. @@ -122,12 +52,6 @@ adventures: story_text: | In a story, someone says words several times. For example, when someone calls for help or sings a song. You can put such repetitions in your story, in this level with `{repeat}`. - example_code: | - ``` - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - ``` 8: story_text: | In this level you can use multiple lines in your {if} commands, this way you can upgrade your happy or sad ending! @@ -217,12 +141,6 @@ adventures: sword = 'found' ``` 15: - story_text: | - Using the `{while}` loop can make your stories more interesting. For example, you can use `{while} game == 'on'` so you can play until the game is over. - Or you can use `{while} sword == 'lost'` so the player can't continue the game until they have found something. - - ### Exercise - The example code shows you how to use the `{while}` loop in a story. Now **think of your own scenario** in which the player has to find something before they can continue. example_code: | ``` keys = 'lost' @@ -237,343 +155,27 @@ adventures: {else} {print} 'Nope they are not at the ' location {print} 'Now you can enter the house!' - 18: - story_text: | - We are going to print another story, but now we have to use brackets with `{print}`. - - ### Exercise 1 - Create a story of at least 5 sentences. You don't have to use 'name' just yet. - example_code: | - ``` - {print}('Welcome to this story!') - ``` - story_text_2: | - ### Exercise 2 - We have already prepared an `{input}` for you. First, use the `name` variable in your story. - Then add a second `{ask}` and use that variable as well. - Tip: Remember the commas in a `{print}` between text and variables! - example_code_2: | - ``` - naam = {input}("What's your name?") - {print}('Welcome to this story!') - ``` add_remove_command: name: '{add} {to} & {remove} {from}' - default_save_name: add_remove_command description: introducing add to and remove from levels: 3: story_text: | ## Add to You can add items to the list with the `{add} {to_list}` command. To add an item to a list you can simply type: `{add} penguin {to} animals` or you can use the `{ask}` command like in the example code. - example_code: | - ``` - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - ``` - story_text_2: | - ## Remove from - If you can add items to a list, of course you can also take them off. This is done with the `{remove} {from}` command. - example_code_2: | - ``` - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - ``` story_text_3: | ### Exercise Try out the new commands in this virtual restaurant. Add the flavor the player is hpoing for to the list and remove the flavors they are allergic to. - example_code_3: | - ``` - {print} Mystery milkshake - flavors {is} strawberry, chocolate, vanilla - hope {is} {ask} What flavor are you hoping for? - _ - allergies {is} {ask} Are you allergic to any flavors? - _ - {print} You get a flavors {at} {random} milkshake - ``` and_or_command: - name: '{and} & {or}' - default_save_name: and or description: introducing and or - levels: - 13: - story_text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two `{if}`s but can use `{and}` and `{or}`. - - If you use `{and}`, both statements, left and right of the `{and}` need to be true. We can also use `{or}`. Then only one statement needs to be correct. - example_code: | - ``` - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - ``` ask_command: - name: '{ask}' - default_save_name: ask_command description: Introduction ask command levels: 1: - story_text: | - ## The ask command - Now that you can use the `{print}` command, you are ready to learn the next command: `{ask}`. With the `{ask}` command, you can ask a question. Check it out: - example_code: | - ``` - {print} Hello! - {ask} What is your name? - ``` story_text_2: | ## The echo command If you want the computer to repeat the answer, you can use the `{echo}` command. The answer will then be echoed back at the end of the sentence, so in this example after hello. - example_code_2: | - ``` - {print} Hello! - {ask} What is your name? - {echo} hello - ``` - story_text_3: | - ### Exercise - Try out the `{ask}` and `{echo}` commands. Firstly, fill in the blanks to make this program work. - Then ask 2 more questions using the `{ask}` command, after each `{ask}` use an `{echo}` to print the answer on the screen. - example_code_3: | - ``` - _ How are you doing? - _ - ``` - 2: - story_text: | - ## The ask command - Now that we can use **variables** in our codes, we no longer need the `{echo}` command. - We can use variables to store the answers to our questions and this way we can use the answer to multiple questions in our codes. - Check it out: - - This way your code is becoming interactive! - example_code: | - ``` - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - ``` - story_text_2: | - ### Exercise - In the previous tab you have practised with setting variables with the `{is}` command. - You have created at least 3 variables and used them with a print command. - Now, instead of setting the variables we want you to make the variables interactive, like we did in our example. - - Copy your code from the previous tab and make the variables interactive by using `{ask}` commands. - example_code_2: | - ``` - favorite_animal {is} {ask} What is your favorite animal? - {print} I like favorite_animal - ``` - 18: - story_text: The final change we will need to make to get Python code is changing `{ask}` into `{input}`. - example_code: | - ``` - {print}('My name is Hedy!') - name = {input}('What is your name?') - {print}('So your name is ', name) - ``` - blackjack: - name: Blackjack - default_save_name: Blackjack - description: Try to get as close to 21 as you can - levels: - 17: - story_text: | - Blackjack is a simple game of cards in which you have to get as close to 21 points as possible. You get two cards. Each card is worth their numeral value, and the face cards (Jack, Queen and King) are worth 10 points. - The Ace is worth either 1 or 11 points (you can choose). The dealer, your opponent, also gets two cards. - If you want, you can get another card, and its points will be added to your total. The dealer can also choose to take another card. - But be careful not to get more than 21 points, because if you do, you lose! - The player who gets closest to 21, without going over it, wins! - - ### Exercise - In this adventure we code the first part of our Blackjack game. We'll create a function to calculate how many points a card is worth. - - ***Set the variables*** - Start by making a list of all the cards, from 2 to Ace. Next make a list of the face cards, so Jack, Queen and King. Then pick a random card from the list of cards to be card_1. - - ***Create a function to calculate the points*** - Create a function that calculates how many points a card is worth. - All the face cards are worth 10 points, the Ace is worth 11 and all the other cards are worth their numeral. - Return the variable `points` at the end of the function. - - ***Test the function*** - Test if your function is working properly. Finish the first print command by filling in which card you've drawn. Then finish the second line by calling the function with card_1. - Run the code a couple of times. Are you happy with the results? Great! Then you can remove the testing part and move on the the next tab! - example_code: | - ``` - {print} 'BLACKJACK' - - # Set these variables - cards = _ - face_cards = _ - card_1 = - - # Create a function to calculate the points - {define} calculate_points {with} card: - {if} card {in} face_cards: - points = _ - {elif} _ - _ - {else}: - _ - _ points - - # Test your function - {print} 'Your card is a ' _ - {print} 'That is worth ' _ ' points'. - ``` - blackjack_2: - name: Blackjack 2 - default_save_name: Blackjack_2 - description: Blackjack part 2 - levels: - 17: - story_text: | - ### Exercise - In this adventure we code the second part of our Blackjack game. - - ***Paste your code from the previous adventure*** - In the previous adventure you've started a list of variables and created a function to calculate how many points a card is worth. Copy your code and paste it here. Mind that you don't need the testing part, so if you haven't removed that yet, please do so now. - - ***Add more variables*** - You have already set the lists `cards` and `face_cards` and the variable `card_1`. Underneath those variables create 3 more variables: `card_2`, dealer_card_1` and `dealer_card_2`. These variables are all set to a random card from the list of cards. - - ***Add up points*** - To calculate how many points you have scored we call the function with card 1 and we do it again for card 2. Then we add both these scores together to get your total. - Do the same thing for the dealers points, but be sure to use the dealer's cards and not your own! - - ***2 Aces*** - You're doing great! Almost all scores can be calculated now. There is only one exception: 2 Aces. If you get 2 Aces, your total is 12 points and not 22 (because 22 points would be losing!). This of course also goes for the dealer. - - ***Show the score*** - Lastly, you want to tell the program to tell you which cards you have drawn and how many points that is. Then show which cards the dealer has and how many points they have. - - ***Continue in the next tab*** - Great! You have finished this part of the game! Copy your code and go to the next tab to learn how to ask for an extra card and to declare a winner. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add these variables to the list of variables - card_2 = _ - dealer_card_1 = _ - dealer_card_2 = _ - - # Add up your points - your_points_1 = {call} _ {with} card_1 - your_points_2 = _ - your_total = _ - - # Add up the dealers points - dealer_points_1 = _ - _ - _ - - # 2 Aces - {if} card_1 == 'Ace' {and} _ - your_total = 12 - {if} dealer_card_1 _ - dealer_total = _ - - # Show the score - {print} 'You have drawn a ' _ ' and a ' _ '. That is ' _ ' points' - {print} 'The dealer has drawn a ' _ ' and a ' _ '. That is ' _ ' points' - ``` - blackjack_3: - name: Blackjack 3 - default_save_name: Blackjack_3 - description: Blackjack part 3 - levels: - 17: - story_text: | - In the previous tabs you have learned how to draw 2 random cards for yourself and for the dealer and to calculate how many points you both got. - In this adventure we add the option to ask for an extra card for both you and the dealer. - - ### Exercise - ***Paste your code from the previous adventure*** Firstly, copy your code from the previous tab and paste it here. - - ***Extra card for you*** If you want, you can get an extra card to get your total as close to 21 as possible. First ask the player if they want an extra card. - If they do, pick a random card and print what they have drawn. If the card is not an Ace, you can call the function and add the points to your total. - In case the card is an Ace, you can't use the function, because the Ace can be either 1 point or 11 points, depending on how many points you already have earned. - If your total is less than 11, you want the ace to be 11 points (because this is closest to 21). So you add 11 points to your total. - If the total is more than or equal to 11, you want the ace to be 1 point (because you don't want more than 21 points). So you add 1 point to your total. - Lastly, print your new total of points. - - ***Extra card for the dealer*** The dealer can also get an extra card. The dealer doesn't need to be asked, because they always get an extra card if their total is less than 17. - Copy the 'Extra card for you code' and paste it in the dealers section. Then change it to fit the dealer picking an extra card and getting points added to their total. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Extra card for you - hit = {ask} _ - {if} hit == 'yes': - card_3 = _ - {print} _ - {if} card_3 _ 'Ace': - your_points_3 = _ - your_total = _ - {else}: - {if} your_total _ - _ - {else}: - _ - {print} _ - - # Extra card for the dealer - {if} dealer_total < 17 - _ - ``` - blackjack_4: - name: Blackjack 4 - default_save_name: Blackjack_4 - description: Blackjack part 4 - levels: - 17: - story_text: | - In the last 3 adventures you have alsmost created a working blackjack game! The only thing left to do is to decide a winner! - - ### Exercise - ***Paste your code from the previous adventure*** Start by pasting the code that you've made so far into your programming field. - - ***Decide a winner*** - Firstly, if you and the dealer have an equal amount of points, it's a draw. - Secondly, if the dealer has more than 21 points and you don't, you are the winner. - Thirdly, if both you and the dealer have less than 22 points, we have to see who came closest to 21. We do that by comparing who has the highest score. Is your total higher than the dealer's total, then you are the winner. If not, the dealer wins. - Lastly, in all other scenarios (e.g. you have more than 21 points and the dealer doesn't, or you both have more than 21 points) you are the loser. - - ***Enjoy the game!*** - Does your game work properly? Amazing! You have done a great job! Enjoy your game! - If it doesn't work right away, no worries, you might have made a mistake. Just keep calm and bebug your code using the ladybug button. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Decide a winner - {if} _ - {print} 'Its a draw! Play again!' - {elif} _ - {print} 'You win!' - {elif} _ : - {if} _: - {print} _ - {else}: - {print} _ - {else}: - _ - ``` calculator: - name: Calculator - default_save_name: Calculator - description: Create a calculator levels: 6: story_text: | @@ -617,59 +219,7 @@ adventures: ### Exercise 2 Give the player feedback when the enter an answer, like `{print} 'Correct!'` or `{print} 'Wrong! The correct answer is ' correct_answer`. - example_code: | - ``` - score = 0 - {repeat} 10 {times} - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct_answer = number_1 * number_2 - {print} 'What is ' number_1 ' times ' number_2 '?' - answer = {ask} 'Type your answer here...' - {print} 'Your answer is ' answer - {if} _ {is} _ - score = score + 1 - {print} 'Great job! Your score is... ' score ' out of 10!' - ``` - 10: - story_text: | - This calculator game helps you practise your tables of multiplication! - ### Exercise - Fill in the blanks. We want this program to ask the player these questions: - ``` - How much is 1 times 1? - How much is 1 times 2? - How much is 1 times 3? - How much is 2 times 1? - How much is 2 times 2? - How much is 2 times 3? - How much is 3 times 1? - How much is 3 times 2? - How much is 3 times 3? - _ - ``` - example_code: | - ``` - numbers = 1, 2, 3 - {for} _ - {for} _ - answer = {ask} _ - correct = number_1 * number_2 - {if} answer {is} correct - {print} 'Great job!' - {else} - {print} 'That is wrong. The right answer is ' correct - ``` 11: - story_text: | - With a `{for}` you can simplify tables of multiplication practise program. - - ### Exercise 1 - Improve the example code such that it prints a nice multiplication table:
"1 times 10 is 10", "2 times 10 is 20", etc. - - ### Exercise 2 - Go back to your level 10 multiplication code, and modify it so that it uses a `{for}` and `{range}`. example_code: | ``` number = 10 @@ -685,34 +235,7 @@ adventures: number2 = {ask} 'What is the second number?' answer = number1 + number2 {print} number1 ' plus ' number2 ' is ' answer - 13: - story_text: | - ### Exercise 1 - Let's make the practice program a bit harder. The player now has to answers two questions correctly. Fill out the blanks to complete the program. - - ### Exercise 2 - Sometimes, calculations have multiple correct answers. For example, 10 can be divided by 5 and by 2. So the question 'What number divides 10?' can be answered by 2 and by 5. - Ask for a calculation that has multiple correct answers, ask the player to answer it, and determine if it is correct using `{or}`. - Empty the programming field and create your own solution. - example_code: | - ``` - answer1 = {ask} 'What is 10 times 7?' - answer2 = {ask} 'What is 6 times 7?' - {if} _ _ _ _ _ _ _ - {print} _ - ``` 14: - story_text: | - In this adventure you will build a calculator that calculates your mean grade for you. If you get your calculator to work, you can move on to the next adventure, which allows you to add two extra features. - - ### Exercise 1 - Fill in the blanks to get the calculator to work. - * Start with the fourth line, add a question to figure out what grade the student got. - * In the fifth line you'll want to calculate the total of all grades, so the total = total + grade. - * Then we get to set the return value. We want to return the mean, so the total devided by the amount of tests (4). - * Lastly we finish the code by calling the function in line 8. - - Did you get it? Awesome! Would you like to add even more to your calculator? **This adventure continues in the next tab!** example_code: | ``` {define} calculate_mean_grade @@ -731,127 +254,11 @@ adventures: mean_grade = {call} _ {print} 'Your mean grade is ' mean_grade - 15: - story_text: | - You can add the `{while}` loop to the calculator game you've learned to make in a previous level. - This makes sure the player can't continue to the next question if they answer incorrectly. - - ### Exercise - Add the `{while}` loop in the function, ask the player what number_1 times number_2 is and print their answer. - Then `{call}` the function. - example_code: | - ``` - {define} new_question - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct = number_1 * number_2 - answer = 0 - _ - _ - _ - {print} 'Well done!' - - {print} 'Give 10 correct answers to win!' - {for} i {in} {range} 1 {to} 10 - _ - {print} 'You win!' - ``` - calculator_2: - name: Calculator 2 - default_save_name: Calculator 2 - description: Calculator 2 - levels: - 14: - story_text: | - ### Exercise 2 - **This is the second part of this adventure.** The adventure starts in the previous tab. - Of course, you don't always want to calculate the mean of 4 tests. You might want to calculate the mean of 10 tests or only 2... - We can fix this problem by adding the argument and variable 'amount_of_tests'. - * Start a new line on line 3. Set the amount_of_tests argument by asking the student how many tests they have made. - * Change the 4 in line 4 to the new argument amount_of_tests. - * Lastly, change the 4 in line 6 to amount_of_tests - - Try out your new program. Does it work? - - ### Exercise 3 - Did you want to make your program even better? Great! In the previous program you could only calculate the mean grade of 1 subject, but it would be better if you could calculate the mean grade for all subjects you want! - We won't tell you how to do it, but we will give you one tip: Start your code in line 1 with: define calculate_mean_grade with subject. - example_code: | - ``` - # Use your own code from the previous adventure. - ``` clear_command: - name: '{clear}' - default_save_name: clear_command description: clear command - levels: - 4: - story_text: | - Time for a new command! With `{clear}` you can clear all the text form your output screen. This way you can prevent your screen getting too full of text. - Beware! If you are using a `{clear}` command, you might need to use a `{sleep}` above it. Otherwise Hedy will clear your screen without giving you the time to read as you can see in the example! - example_code: | - ``` - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'wait for it...' - {sleep} 3 - {clear} - {print} 'SURPRISE!' - ``` debugging: - name: debugging - default_save_name: debugging - description: debugging adventure levels: - 1: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will show you code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} I love programming - Do you love programming too? - {echo} - {print} What are your hobbies? - {echo} Your hobbies are - ``` - 2: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - destination {ask} Where are you going on holidays? - {print} The flight to dstination leaves at 3 pm. - {ask} Did you check in your luggage yet? - {echo} - {print} Let me print your boarding pass for you. - {sleep} - Here you go! Have a nice trip! - ``` 3: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -865,105 +272,34 @@ adventures: tomorrows_movie {is} movie_choices {at} {random} I'll go get the popcorn! {print} ``` - 4: + 7: story_text: |- ### Exercise - Debug this code. Good luck! + Surprise! This program looks more like an output than a code. And yet, we don't want you to just add `{print}` commands in front of each line. + Fix this program to turn it into the nursery rhyme 'Brother John (Frère Jaques)' by using the {repeat} command of course! + 8: example_code: | **Warning! This code needs to be debugged!** ``` - {print} 'Welcome to the online library! - {ask} What genre of books do you like? - {print} You like genre - author {is} {ask} 'Who's your favorite author?' - {print} 'author is your favorite author' - {print} Hmmm... i think you should try... books {at} {random} + {print} 'Welcome to Manicures and Pedicures by Hedy' + bodypart = {ask} 'Are you getting your fingernails or toenails done today? Or both?' + {if} bodyparts {is} both + {print} That will be $25' + price = 25 + {else} + {print} That will be $18' + price = 18 + color = {ask} What color would you like? + sparkles = {ask} 'Would you like some sparkles with that?' + {if} sparkles {is} yes + {print} 'We charge $3 extra for that' + price = price + 3 + {else} {print} 'No sparkles' {print} 'So no extra charge' + {sleep} 5 + {print} 'All done! That will be $' price ' please!' + {print} 'Thank you! Byebye!' ``` - 5: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} Welcome to Swimming Pool Hedy! - class {is} {ask} 'Are you here to join a class today?' - {if} class yes - {print} 'Great! You're joining a class! - {print} {else} 'You will not be joining a class' - discount {is} 'Do you have a discount code?' - {if} discount {is} yes - discount_answer {is} {ask} 'What's your discount code?' - discount_codes = Senior4231, Student8786, NewMember6709 - {if} discount_answer {is} {in} discount_cods - {print} 'That will be $3,50' - 'That will be $5,50' - {print} 'Have a nice swim!' - ``` - 6: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Vending machine' - chosen_product = {ask} 'Please select a product' - 1_dollar_products = coke orange juice water - 2_dollar_products = chocolate, cookie, museli bar - 3dollar_prodcuts = potato chips, beef jerky, banana bread - {if} chosen {is} {in} 1_dollar_products - price = 1 - {if} chosen_product {is} 2_dollar_products - price = 2 - {else} chosen_product {in} 3_dollar_products - price = 3 - amount_of_products = '{ask} How many of ' chosen_product would you like to have?' - total = price + amount_of_product - {print} 'That will be $' price 'please' - ``` - 7: - story_text: |- - ### Exercise - Surprise! This program looks more like an output than a code. And yet, we don't want you to just add `{print}` commands in front of each line. - Fix this program to turn it into the nursery rhyme 'Brother John (Frère Jaques)' by using the {repeat} command of course! - example_code: | - **Warning! This code needs to be debugged!** - ``` - Are you sleeping? - Brother John! - Morning bells are ringing! - Ding, dang, dong! - ``` - 8: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Welcome to Manicures and Pedicures by Hedy' - bodypart = {ask} 'Are you getting your fingernails or toenails done today? Or both?' - {if} bodyparts {is} both - {print} That will be $25' - price = 25 - {else} - {print} That will be $18' - price = 18 - color = {ask} What color would you like? - sparkles = {ask} 'Would you like some sparkles with that?' - {if} sparkles {is} yes - {print} 'We charge $3 extra for that' - price = price + 3 - {else} {print} 'No sparkles' {print} 'So no extra charge' - {sleep} 5 - {print} 'All done! That will be $' price ' please!' - {print} 'Thank you! Byebye!' - ``` - 9: - story_text: |- - ### Exercise - Debug this code. Good luck! + 9: example_code: | **Warning! This code needs to be debugged!** ``` @@ -986,9 +322,6 @@ adventures: price = amount * 6 {print} 'That will be 'price dollar' please' 10: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1037,9 +370,6 @@ adventures: print month i ``` 12: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1065,9 +395,6 @@ adventures: call greet_costumer ``` 13: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1097,9 +424,6 @@ adventures: print 'No problem!' ``` 14: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1146,9 +470,6 @@ adventures: else 'no problem' 15: - story_text: |- - ### Exercise - Debug this random children's story. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1183,10 +504,6 @@ adventures: print The End ``` 16: - story_text: |- - ### Exercise - Debug this code. Good luck! - Tip: Make sure that you only see your score once in the end. example_code: | **Warning! This code needs to be debugged!** ``` @@ -1205,9 +522,6 @@ adventures: ``` 17: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1240,9 +554,6 @@ adventures: print 'Thanks for ordering!' ``` 18: - story_text: |- - ### Exercise - Debug this Old MacDonald program from level 16. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1268,28 +579,6 @@ adventures: levels: 1: story_text: "##Karibu Hedy! \nKwa hiki kiwango cha kwanza, unaweza kutumia amri `{print}`, `{ask}` na `{echo}`. \nBonyeza kitufe(button) chenye rangi ya kijani kibichi ili kuanza! Jaribu kutekeleza msimbo(mpango) kwa kutumia kitufe chenye rangi ya kijani 'Run the code' kilicho upande wa kushoto.\n \nUnaweza kupiga chapa maneno iliyatokelezee kwenye kiwambo kwa kutumia amri ya `{print}`. \n" - example_code: | - ``` - {print} Hello world! - ``` - 2: - story_text: | - Congratulations! You've reached level 2. Hopefully you've already made some awesome codes! - In the first level you might've notice that the `{echo}` command can only save one bit of information at a time. - For example in the restaurant adventure, you could echo what the costumer wanted to eat, or what they wanted to drink, but not both in one sentence. - - That changes in level 2. In level 2 you'll learn to work with variables, that allow you to save multiple pieces of information and print them in any place you want. - So let's go to the next tab! - example_code: | - **Warning! This code does not work!** - In Hedy commands will change sometimes. `{echo}` for example only works in level 1. In this level you'll learn a better way to echo answers back. - ``` - {print} Welcome at Hedy's - {ask} What would you like to eat? - {echo} So you want - {ask} what would you like to drink? - {echo} So you want - ``` 3: story_text: |- Kwanzia hii kiwango, unaweza kutumia maneno zifuatao: @@ -1337,20 +626,6 @@ adventures: {print} 'Hello everyone' {print} 'This is all repeated 5 times' ``` - 9: - story_text: | - Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... - Good news! In this level you will be allowed to put an {if} inside an {if}, or inside a {repeat} command. Putting a block of code inside another block of code is called nesting. ``` Putting a block of code inside another block of code is called nesting. - example_code: | - ``` - answer = {ask} 'Are you ready to learn something new?' - {if} answer {is} yes - {print} 'Great! You can learn to use the repeat command in the if command!' - {print} 'Hooray!' - {print} 'Hooray!' - {print} 'Hooray!' - {else} - {print} 'Maybe you should practice some more in the previous level' 10: story_text: | In this level we learn a new code called `for`. With `for` you can make a list and use all elements. @@ -1367,10 +642,6 @@ adventures: {for} animal {in} animals {print} 'I love ' animal ``` - 11: - story_text: | - You have reached level 11, you're doing great! In the higher levels, Hedy is focussing more and more on teaching you the programming language Python. - In Python there is no `{repeat}` command, but there is a command that works like {repeat}. Are you curious to find out how to say `{repeat}` in Python language? Quickly go on to find out! 12: story_text: | So far, Hedy did not allow for decimal numbers like 1.5, but now we do allow that. Note that computers use the `.` for decimal numbers. @@ -1489,31 +760,13 @@ adventures: We arrived at real Python code! That means we need to use parentheses with {print} and {range} from now on. {print}('My name is ', naam) dice: - name: Dice - default_save_name: Dice - description: Make your own dice levels: 3: - story_text: | - In this level we can choose from a list. With that we can let the computer choose one side of the die. - Take a look at the games you have in your closet at home. - Are there games with a (special) die? You can also copy it with this code. - For example, the dice of the game Earthworms with the numbers 1 to 5 and an earthworm on it. - - ![Die of earthworms with 1 to 5 and an earthworm on it](https://cdn.jsdelivr.net/gh/felienne/hedy@24f19e9ac16c981517e7243120bc714912407eb5/coursedata/img/dobbelsteen.jpeg) example_code: | ``` choices {is} 1, 2, 3, 4, 5, earthworm {print} choices {at} {random} ``` - story_text_2: | - ### Exercise - The dice in the example above are dice for a specific game. Can you make normal dice? - Or other special dice from a different game? - example_code_2: | - ``` - choices {is} _ - ``` 4: story_text: | In this level we can make sentences with the die value in the sentence, with quotes of course. @@ -1570,33 +823,7 @@ adventures: {print} player ' throws ' choices {at} {random} {sleep} ``` - 15: - story_text: | - ### Exercise - In this level you can create a little game in which you'll have to throw 6 as fast as possible. - We have started the code, it's up to you to get the game to work! - - Firstly, add a `{while}` loop that checks if 6 has been thrown or not. - As long as you haven't thrown 6 already, throw the dice on a random number. - Print what the player has thrown. - Add a try to the amount of tries - Wait a second before you throw again, or - in case you've thrown a 6 - before the game ends. - example_code: | - ``` - options = 1, 2, 3, 4, 5, 6 - {print} 'Throw 6 as fast as you can!' - thrown = 0 - tries = 0 - _ - _ - _ - _ - _ - {print} 'Yes! You have thrown 6 in ' tries ' tries.' - ``` dishes: - name: Dishes? - default_save_name: Dishes description: Use the computer to see who does the dishes (Start at level 2) levels: 3: @@ -1627,13 +854,6 @@ adventures: Can you complete the code by filling the blanks? Every blank must be replaced with one word of symbol. Tip: Don't forget the quotation marks! - example_code: | - ``` - people {is} mom, dad, Emma, Sophie - {print} _ the dishes are done by _ - {sleep} - {print} people {at} _ - ``` 5: story_text: | With the `{if}` you can now have more fun with choice in the program. You can have your program respond to the choice that the computer has made. @@ -1647,20 +867,6 @@ adventures: {if} dishwasher {is} Sophie {print} _ too bad I have to do the dishes _ {else} {print} 'luckily no dishes because' _ 'is already washing up' ``` 6: - story_text: | - How often is everyone going to do the dishes? Is that fair? You can count it in this level. - example_code: | - ``` - people = mom, dad, Emma, Sophie - emma_washes = 0 - dishwasher = people {at} {random} - {print} 'The dishwasher is' dishwasher - {if} dishwasher {is} Emma emma_washes = emma_washes + 1 - {print} 'Emma will do the dishes this week' emma_washes 'times' - ``` - - Now you can copy lines 3 to 5 a few times (e.g. 7 times for a whole week) to calculate for a whole week again. - Do you make the code for the whole week? story_text_2: | If you are extremely unlucky the previous program might choose you to to the dishes for the whole week! That's not fair! To create a fairer system you can use the `{remove}` command to remove the chosen person from the list. This way you don't have to do the dishes again untill everybody has had a turn. @@ -1689,22 +895,10 @@ adventures: 10: story_text: | In this level you could make an even better dish washing shedule. - example_code: | - ``` - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - ``` elif_command: - name: '{elif}' - default_save_name: elif description: elif levels: 17: - story_text: | - In this level you can also use a new command: `{elif}`. `{elif}` is a combination of the keywords `{else}` and `{if}` and you need it when you want to make 3 (or more!) options. - Check it out! example_code: | ``` prices = ['1 million dollars', 'an apple pie', 'nothing'] @@ -1718,67 +912,14 @@ adventures: {print} 'Better luck next time..' ``` for_command: - name: '{for}' - default_save_name: for description: for command levels: - 10: - story_text: |- - ## For - In this level we learn a new code called `{for}`. With `{for}` you can make a list and use all elements. - `{for}` creates a block, like `{repeat}` and `{if}` so all lines in the block need to start with 4 spaces. - example_code: | - ``` - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - ``` - story_text_2: | - ### Exercise - Finish this code by adding `{for} action {in} actions` to line 2. - example_code_2: | - ``` - actions = clap your hands, stomp your feet, shout Hurray! - _ - {repeat} 2 {times} - {print} 'If youre happy and you know it, ' action - {sleep} 2 - {print} 'If youre happy and you know it, and you really want to show it' - {print} 'If youre happy and you know it, ' action - {sleep} 3 - ``` 11: story_text: |- In this level, we add a new form of the `{for}`. In earlier levels, we used `{for}` with a list, but we can also use `{for}` with numbers. We do that by adding a variable name, followed by `{in}` `{range}`. We then write the number to start at, `{to}` and the number to end at. Try the example to see what happens! In this level again, you will need to use indentations in lines below the `{for}` statements. - example_code: | - ``` - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - ``` - 17: - story_text: | - Now we are going to change indentation a little bit. Every time that we need an indentation, we need `:` at the line before the indentation. - example_code: | - ``` - {for} i {in} {range} 1 {to} 10: - {print} i - {print} 'Ready or not, here I come!' - ``` - 18: - story_text: | - Lastly, we'll turn `{for} i {in} {range} 1 to 5` into real Python code, like this: - example_code: | - ``` - {for} i {in} {range}(1,5): - {print} (i) - ``` fortune: - name: Fortune teller - default_save_name: Fortune Teller - description: Let Hedy predict the future levels: 1: story_text: | @@ -1829,12 +970,6 @@ adventures: ### Exercises Now, Hedy can only answer yes, no or maybe. Can you give Hedy more answer options, like 'definitely' or '{ask} again'. 4: - story_text: | - ### Exercise - We have removed all the quotation marks from this example code, can you add them in all the right places? - - ### Exercise 2 - Go back to the previous level and copy your fortune teller code. Make the code work in this level by adding quotation marks in the right spots. example_code: | ``` {print} 'Im Hedy the fortune teller!' @@ -1952,27 +1087,8 @@ adventures: {print} fortunes {at} {random} ``` functions: - name: functions - default_save_name: functions - description: functions levels: 12: - story_text: | - In this level you'll learn how to use **functions**. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. - To create a function, use `{define}` and give the function a name. Then put all the lines you want in the function in a indented block under the `{define}` line. - Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use {call} with the function's name to call it up! We don't have to type that block of code again. - - Check out this example code of a game of Twister. The function 'turn' contains a block of code that chooses which limb should go where. - - ### Exercise - Finish this code by setting the 2 variables chosen_limb and chosen_color. - Then, choose how many times you want to call the function to give the twister spinner a spin. - - ### Exercise 2 - Improve your code by adding a variable called 'people'. Use the variable to give all the players their own command in the game. - For example: 'Ahmed, right hand on green' or 'Jessica, left foot on yellow'. example_code: | ``` sides = 'left', 'right' @@ -2009,25 +1125,7 @@ adventures: I dreamed that my Bonnie is dead Can you program this verse in the same way as the example? - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - ``` 14: - story_text: | - In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. - You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - - For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - - ### Exercise - Finish this code. We have already made the variable new_price for you, you only need to set it. - You should finish the line of code by calling the function that calculates the new price. example_code: | ``` {define} calculate_new_price {with} amount, percentage @@ -2041,222 +1139,7 @@ adventures: new_price = _ calculate_new_price {with} old_price, _ {print} 'The new price is ' new_price ' dollar' ``` - 18: - story_text: | - Let's make functions the Pythons way! To define a function, we no longer use: - - `{define} name_function {with} argument_1, argument_2:` - - but we use: - - `{def} name_function(argument_1, argument_2):`. - - - If you don't want to use arguments, you just leave the space between the parantheses empty. - To call a function, we don't need the `{call}` command anymore. You just type the name of the function. - example_code: | - ``` - {def} calculate_score(answer, correct_answer): - {if} answer == correct_answer: - score = 1 - {elif} answer == '?': - score = 0 - {else}: - score = -1 - {return} score - - answer = {input} ('Where can you find the Eiffel Tower?') - correct_answer = 'Paris' - score = calculate_score(answer, correct_answer) - {print} ('Your score is... ', score) - ``` - guess_my_number: - name: Guess my number - default_save_name: guess my number - description: guess my number - levels: - 14: - story_text: | - In this level you can program the game 'Guess my number' - - ### Exercise - Fill in the correct symbols on the blanks to get the game to work. - example_code: | - ``` - {print} 'Guess my number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess _ number - {print} 'Lower!' - {if} guess _ number - {print} 'Higher!' - {if} guess _ number - {print} 'You win!' - game = 'over' - ``` - hangman: - name: Hangman - default_save_name: Hangman - description: Guess the word - levels: - 17: - story_text: | - In this adventure we program a game of hangman. First we make some preparations, then we program the game and in the third part we add a drawing with the turtle. - - ### Exercise - ***Set the variables*** In this game of hangman, Player 1 chooses an answer and Player 2 has to guess the letters in this answer. - To let the computer know all the letters in the word, we will turn the answer into a list of letters. We also do this with the guesses Player 2 makes. - We will start the game with 2 empty lists. We have made an empty list for the variable answer for you. Now make an empty list for guessed_letters as well. - Then we fill in how many mistakes were made. At the start of the game, this should be 0. - The variable `amount_letters` tells us how many letters are in the answer. Ask Player 1 to tell us how many letters their word has. - Lastly we tell the computer if the game is over. We use the variable `game_over` and set it to `False`. - - ***Choosing the answer*** We want Player 1 to be able to choose the answer. We'll ask them, as many times as necessary, what the next letter is. - Then we add that letter to the answer. Lastly, we add an empty _ to the list of guessed letters, so we get as many _s as there are letters in the answer. - - ***Player 2's turn*** - Tell Player 2 its their turn. Then tell Player 2 how many letters there are in the answer. Finally, print the list of `guessed_letters`. - - ***Go to the next tab*** Now that all the starting variables are set, we can start programming the game itself. Check out the next tab to learn how! - example_code: | - ``` - print 'Hangman!' - - # Set the variables - answer = [] - guessed_letters = _ - mistakes_made = _ - amount_letters = {ask} _ - _ = 'False' - - # Choosing the answer - {for} _ - letter = {ask} 'Player 1, what is letter ' i '?' - _ - {add} '_' {to} _ - - # Player 2 turn - print _ - print _ - print guessed_letters - ``` - hangman_2: - name: Hangman 2 - default_save_name: Hangman_2 - description: Hangman 2 - levels: - 17: - story_text: | - Now it's time to program the hangman game. - - ### Exercise - - ***Paste your code*** Copy your code from the previous tab and paste the code in the programming field. - - ***The game*** This games continues playing until Player 2 is game over. Fill in the while command accordingly. Now, Player 2 is allowed to guess a letter, so ask Player 2 to guess a letter. - We need to check if their answer is correct, so check if their `guess` is (somewhere) in the (list) `answer`. Then we let the computer figure out which of the letter(s) is the guess. We have already programmed that part for you. - Next we want to compliment the player for finding a correct letter and we want to print the list `guessed_letters`, so the player can see their progress. - - The next part we're going to program is what happens when the player has guessed all of the letters. So if their list of `guessed_letters` is the same as our list `answer`. - If the lists are the same, congratulate Player 2 with their victory and set the variable `game_over` to `True`. - - Next we'll program what happens when Player 2 guesses wrong (so the `{else}` command). First, tell the player that their guess was wrong. Then increase the `mistakes_made` variable by 1. - - For the last part we'll program what happens when Player 2 has made 10 mistakes. We'll print that Player 1 has won the game. Then we'll print the correct answer. And finally, we'll set our `game_over` variable to `True`, so the game stops. - - ***Go to the next tab*** Amazing work! Your game is playable, but wouldn't it be fun if the hangman was actually drawn when Player 2 makes a mistake..? - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - guess = _ - {if} _ - {for} i {in} {range} 1 {to} amount_letters: - if answer[i] == guess: - guessed_letters[i] = guess - {print} _ - {if} guessed_letters == _: - {print} _ - game_over = _ - {else}: - {print} _ - mistakes_made _ - {if} _ == 10: - {print} _ - {print} _ - _ - ``` - hangman_3: - name: Hangman 3 - default_save_name: Hangman_3 - description: Hangman 3 - levels: - 17: - story_text: | - In a game of hangman the mistakes are shown by drawing a part of the hangman each time a mistake has been made. - We now add those drawings with our turtle! - - ### Exercise - ***Create a function that draws the hangman*** Create a function that draws the hangman in 10 steps. We have already made step 1 for you. - - ***Test the function*** Test the function by calling the function with 10. If you are happy with the function, remove the line that calls the function for now. We will call the function when the player makes a mistake. - - ***Paste your hangman game under your function*** Go back to the previous tab and copy your hangman game. Paste the game underneath your function. - - ***Call the function when the player makes a mistake*** Under the line `mistakes_made = mistakes_made + 1` we will call the function. We want the turtle to take the same amount of steps as the player has made mistakes, so we call the function with `mistakes_made` as argument. - - ***Enjoy your game!*** -
- The hangman could look like this -
- example_code: | - ``` - # Create a function that draws the hangman - {define} draw_hangman {with} step: - {if} step == 1: - {color} white - {forward} -100 - {turn} 90 - {forward} -50 - {color} black - {forward} 100 - {forward} -50 - - {if} step == 2: - _ - # Paste your hangman game here - - ``` - harry_potter: - name: Harry Potter - default_save_name: Harry Potter - description: Harry Potter adventures - levels: - 10: - story_text: | - ### Exercise - We can also make a Harry Potter themed fortune teller. Fill in blanks such that 9 lines are printed. - **Extra** Change the theme of the fortune teller into something else, such as your favorite book, film or tv show. - example_code: | - ``` - houses = Gryffindor, Slytherin, Hufflepuff, Ravenclaw - subjects = potions, defence against the dark arts, charms, transfiguration - fears = Voldemort, spiders, failing your OWL test - names = Harry, Ron, Hermione - _ - _ {print} name ' is placed in ' houses {at} {random} - _ {print} name ' is great at ' subjects {at} {random} - _ {print} name 's greatest fear is ' fears {at} {random} - ``` haunted: - name: Haunted House - default_save_name: Haunted House description: escape from the haunted house levels: 1: @@ -2265,21 +1148,6 @@ adventures: If you pick the right door you'll survive, but {if} not a terrible monster might... In level 1 we start our haunted house game by making up a scary story and {ask} the player what monster they'll see in the haunted house. - example_code: | - ``` - {print} How did I get here? - {print} I remember my friend telling me to go into the old mansion... - {print} and suddenly everything went black. - {print} But how did I end up on the floor...? - {print} My head hurts like Ive been hit by a baseball bat! - {print} What's that sound? - {print} Oh no! I feel like Im not alone in this house! - {print} I need to get out of here! - {print} There are 3 doors in front of me.. - {ask} Which door should i pick? - {echo} I choose door - {print} ...? - ``` story_text_2: | ### Exercise Can you finish the scary story? Or make up your own haunted house story? @@ -2308,10 +1176,6 @@ adventures: {print} Oh no! Quickly get to the kitchen. {print} But as you enter monster_3 attacks you! ``` - story_text_2: | - ### Exercise - In the example above the monsters are predetermined. So each time you run your code, the output is the same. - Can you add `{ask}` commands to make the haunted house interactive and have the players choose the monsters they come across? example_code_2: | ``` monster_1 {is} _ @@ -2328,17 +1192,6 @@ adventures: In the previous levels you've made an introduction to your haunted house game, but as you might have noticed the story would always have a dreadful end. In this level you can make your story more interactive by changing the outcome of the game; sometimes you'll get eaten, sometimes you'll escape! Let Hedy decide randomly! - example_code: | - ``` - _ Escape from the haunted house! - _ There are 3 doors in front of you... - _ _ _ Which door do you choose? - _ You picked door ... choice - monsters _ a zombie, a vampire, NOTHING YOUVE ESCAPED - _ You see... - {sleep} - _ _ _ _ - ``` 4: story_text: | In this level you learn how to use quotation marks in your games. @@ -2424,188 +1277,16 @@ adventures: {if} player {is} alive {print} 'Great! You survived!' ``` - 14: - story_text: | - ### Exercise - In this level you can use the `<` and `>` symbol to introduce lives to your game. - Make sure the player loses a life when they come across the wrong monster and that the game stops if you have no lives left. - example_code: | - ``` - {print} 'Escape from the haunted house' - lives = 3 - doors = 1, 2, 3 - monsters = 'the wicked witch', 'a zombie', 'a sleeping 3 headed dog' - {for} i {in} {range} 1 {to} 10 - {if} lives _ - good_door = doors {at} {random} - monster = monsters {at} {random} - chosen_door = {ask} 'Which door do you choose?' - {if} good_door == chosen_door - {print} 'You have chosen the correct door' - {else} - {print} 'You see...' monster - {if} monster == 'a sleeping 3 headed dog' - {print} 'Pffieuw.... Its asleep' - {else} - {print} 'You lose one life' - lives = _ - {else} - {print} 'GAME OVER' - ``` - 16: - story_text: | - ### Exercise - This haunted house game uses the connection between the lists you can use in this level. - For example: all the properties that belong to the zombie are first in all the lists, witch second and vampire third. - Check out the code and fill in `weapons[i]`, `monsters[i]` , `bad_fate[i]`, `good_fate[i]`, `hint[i]` on the correct blanks to get the code to work! - example_code: | - ``` - numbers = [1, 2, 3] - i = numbers[{random}] - hint = ['growling', 'a cackling laugh', 'fluttering batwings'] - monsters = ['zombie', 'witch', 'vampire'] - bad_fate = ['Your brain is eaten', 'You are forever cursed', 'You are bitten'] - good_fate = ['You throw the ham. The zombie is distracted and starts eating it.', 'You set the curtains on fire. The witch flees out of fear for the fire', 'The vampire hates garlic and flees'] - weapons = ['ham', 'lighter', 'garlic'] - {print} 'You are standing in front of an old mansion' - {print} 'Something is not right here' - {print} 'You hear ' _ - {print} 'You are going to explore it' - {print} 'You enter the kitchen and see a lighter, a raw ham and a garlic.' - your_weapon = {ask} 'What do you bring with you?' - {print} 'With your ' your_weapon ' you enter the living room' - {print} 'There you find a ' _ - needed_weapon = _ - {if} your_weapon == needed_weapon - {print} 'You use your ' your_weapon - {print} _ - {print} 'YOU WIN!' - {else} - {print} 'You have chosen the wrong weapon...' - {print} _ - {print} 'GAME OVER' - ``` - hotel: - name: hotel - default_save_name: hotel - description: hotel - levels: - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, and you've learned how to combine it with an {ask}. - You might have wondered why you would use functions, because the functions in the example were only one line of code. - Now we will show you what a bigger function looks like and we will use multiple agruments now as well. You'll see how much better it is to use a function once the function gets bigger. - Here is an example of a function with arguments combined with {ask} commands. - example_code: | - ``` - {define} welcome_message {with} title, last_name, country, room_number - {print} 'Welcome to Hotel Hedy, ' title ' ' last_name - nice_trip {is} {ask} 'Did you have a nice trip from, ' country '?' - {if} nice_trip {is} 'yes' - {print} 'Lovely!' - {else} - {print} 'Sorry to hear that.' - {print} 'Hopefully you can take a nice rest in you room.' - {print} 'Your room number is ' room_number - - {print} 'Hello. Please fill in your information to check in.' - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - ``` - - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - if_command: - name: '{if} & {else}' - default_save_name: if_command - description: Introducing the if command - levels: - 5: - story_text: | - ## If... else.... - In level 5 there is something new, the `{if}`! With the `{if}` you can choose between two different options. - This code prints nice if you enter Hedy as a name, and boo! if you enter something else. - `{ask}` and `{print}` still work like they did in level 4. - example_code: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' {else} {print} 'boo!' - ``` - story_text_2: | - Sometimes code with an `{if}` gets really long and does not fit on the line well.
You may also divide the code over two lines, starting the second line at the `{else}` like this: - example_code_2: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - ``` - story_text_3: | - ### Exercise - Try to create your own code with `{if}` and `{else}`. You can use the example code if you want. - example_code_3: | - ``` - answer {is} {ask} '2 + 2 = ?' - _ _ _ 4 _ 'Great job!' - _ _ 'No 2 + 2 = 4' - ``` - 8: - story_text: | - ## If... Else... - You have learned to repeat a block of lines of code after a `{repeat}` command. - Now you can also use indentation to make blocks after a {if} or {else} command. - Check out the example code. - - ### Exercise - Add an {else} command to the example code. Make a block of line using indentation. You do this by starting each line with 4 spaces. - example_code: | - ``` - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {print} 'You can play on your computer!' - ``` - 9: + if_command: + description: Introducing the if command + levels: + 9: story_text: | In this level you can also put an {if} command inside another {if} command. - example_code: | - ``` - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - ``` in_command: - name: '{in}' - default_save_name: in_command description: Introducing the in command levels: 5: - story_text: | - ## Lists - When we want to check if something is in a list, we can now use the `{in}` command. - This code prints pretty! if you choose green or yellow, and meh otherwise. - example_code: | - ``` - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - ``` - story_text_2: | - ### Exercise - Finish the example code by filling in the blanks with commands that you've learned. - When you've finished the code, try to create a code of your own and use a question that you've thought of yourself. example_code_2: | ``` animals is dog, cow, sheep @@ -2614,62 +1295,21 @@ adventures: _ _ 'My favorite animals are dogs, cows and sheep' ``` is_command: - name: '{is}' - default_save_name: is_command description: introducing is command levels: 2: - story_text: | - ## Variables - You can name a word with `{is}`. This is called a **variable**. In this example we made a variable called name and a variable called age. You can use the word name anywhere in your code and it will be replaced by Hedy, like this: - example_code: | - ``` - name {is} Hedy - age {is} 15 - {print} name is age years old - ``` story_text_2: | ### Exercise Time to make your own variables! In the example code we made an example of the variable `favorite_animal`. In line 1 the variable is set, and in line 2 we haved used the variable in a print command. Firstly, finish our example by filling in your favorite animal on the blank. Then make at least 3 of these codes yourself. Pick a variable, and set the variable with the {is} command. Then use it with a {print} command, just like we did. - example_code_2: | - ``` - favorite_animal {is} _ - {print} I like favorite_animal - ``` - 6: - story_text: | - We also make a change in storing a word in a variable! You may now use `=` instead of `{is}` when we store a name or a number in a variable, like this: - example_code: | - ``` - name = Hedy - answer = 20 + 4 - ``` 14: - story_text: | - We are going to learn more new items. You might know them already from mathematics, the `<` and `>`. - The `<` checks if the first number is smaller than the second, for example age `<` 12 checks if age is smaller than 12. - If you want to check if the first number is smaller or equal to the second, you can use `<=`, for example age `<=` 11. - The `>` checks if the first number is bigger than the second, for example points `>` 10 checks if points is larger than 10. - If you want to check if the first number is bigger or equal to the second, you can use `>=`, for example points `>=` 11. - You use these comparisons in an `{if}`, like this: example_code: | ``` age = {ask} 'How old are you?' {if} age > 12 {print} 'You are older than I am!' ``` - story_text_2: | - From this level on, if you want to compare exactly, you can use two equal signs. This is what most programming languages do: - example_code_2: | - ``` - name = {ask} 'What is your name?' - {if} name == 'Hedy' - {print} 'You are cool!' - ``` - story_text_3: | - You can also compare if something is *not* equal to something else using `!=` like this: example_code_3: | ``` name = {ask} 'What is your name?' @@ -2682,9 +1322,7 @@ adventures: {else} {print} 'You are older than me!' language: - name: Language default_save_name: language - description: Practice words in a foreign language levels: 5: story_text: | @@ -2699,49 +1337,9 @@ adventures: {if} frog {is} grenouille {print} 'Super!' {else} {print} 'No, frog is grenouille' ``` - example_code: | - ``` - {print} 'Learn French!' - cat {is} {ask} '🐱' - {if} cat {is} chat {print} 'Terrific!' - {else} {print} 'No, cat is chat' - frog {is} {ask} '🐸' - {if} frog {is} grenouille {print} 'Super!' - {else} {print} 'No, frog is grenouille' - ``` - 16: - story_text: | - ### Exercise - Take a look at the example code. This is a program to practise French vocabulary. Now make your own program to practice your vocabulary in a new language. - If you don't know any other languages, you can use Google translate or you can use emojis and your native language. - example_code: | - ``` - french_words = ['bonjour', 'ordinateur', 'pomme de terre'] - translation = ['hello', 'computer', 'potato'] - score = 0 - {for} i {in} {range} 1 {to} 3 - answer = {ask} 'What does ' french_words[i] ' mean?' - correct = translation[i] - {if} answer == correct - {print} 'Correct!' - score = score + 1 - {else} - {print} 'Wrong, ' french_words[i] ' means ' translation[i] - {print} 'You gave ' score ' correct answers.' - ``` maths: - name: maths - default_save_name: maths - description: Introducing maths levels: 6: - story_text: | - In this level you learn something new: you can now also calculate. - - The plus is easy, you write it like with math: `5 + 5` for example. The minus also works fine, it is `5 - 5`. - - The times is a bit different, because there is no times symbol on your keyboard. Just search, there really isn't! - That is why we multiply with the asterisk above 8: `5 * 5`. Read that as "5 times 5" that helps you remember it best. example_code: | ``` {print} '5 plus 5 is ' 5 + 5 @@ -2749,17 +1347,6 @@ adventures: {print} '5 times 5 is ' 5 * 5 ``` 12: - story_text: |- - **Decimal numbers** - So far, Hedy did not allow for decimal numbers like 1.5, but now we do allow that. Note that computers use the `.` for decimal numbers. - example_code: | - ``` - {print} 'Two and a half plus two and a half is...' - {print} 2.5 + 2.5 - ``` - story_text_2: |- - **Maths with words** - In this level you can also do addition with words like this: example_code_2: | ``` a = 'Hello ' @@ -2769,414 +1356,15 @@ adventures: {print} 2.5 + 2.5 music: - name: music - default_save_name: music - description: Play a tune! levels: - 1: - story_text: |- - In this level you'll learn how to use the `{play}` command to play a tune! - - Type `{play}` followed by the note you want to play. The scale goes C-D-E-F-G-A-B. - As you can see there are 7 different letters, but we can play more than just 7 notes. - Type a number between 1 and 10 behind the letter to choose the scale, for example after B4 comes C5. - C1 is the lowest note you can play, C10 is the highest. - - ### Exercise - Try out the example code and then play around with it! Can you create your own melody? - In the next level you'll learn how to play some existing songs. - example_code: |- - ``` - {play} C4 - {play} D4 - {play} E4 - {play} F4 - {play} G4 - {play} A4 - {play} B4 - {play} C5 - ``` - 2: - story_text: | - ### Exercise - Finish the songs! We have started the codes for some melodies. - example_code: | - ``` - {print} Old Mac Donald had a farm - {play} C5 - {play} C5 - {play} C5 - {play} G4 - {play} A4 - {play} A4 - {play} G4 - ``` - story_text_2: As you can see, you can also use the `{sleep}` command to add a little pause in the song. - example_code_2: | - ``` - {print} Twinkle Twinkle Little Star - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} 1 - {play} F - {play} F - ``` - 3: - story_text: | - Create a random melody! - - ### Exercise - The example code creates a random melody, but it's very short and not many notes are used. - Add more notes to the list and create a longer melody by copying the last line a couple more times. - example_code: | - ``` - notes {is} A4, B4, C4 - {play} notes {at} {random} - {play} notes {at} {random} - {play} notes {at} {random} - ``` - 4: - story_text: | - Use the `{clear}` command to create a karaoke machine! - - ### Exercise - Finish the karaoke version of 'Mary had a little lamb'. - Then, create a karaoke version of any song you'd like! - example_code: | - ``` - {print} 'Mary had a little lamb' - {play} E - {play} D - {play} C - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Little lamb, little lamb' - {play} D - {play} D - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Mary had a little lamb' - {play} E - ``` - 5: - story_text: | - You don't always have to use the `{play}` command to play a whole song, sometimes you just want to play one note. - For example, if you want to make a quiz, you can play a happy high note if the answer is right and a sad low note if the answer is wrong. - - ### Exercise - Finish the first question by adding a line of code that plays a C3 note if the wrong answer is given. - Then think of 3 more questions to add to this quiz. - example_code: | - ``` - answer {is} {ask} 'What is the capital of Zimbabwe?' - {if} answer {is} Harare {play} C6 - _ - ``` 6: story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\n This calls for musical maths! Try out the example code a couple of times with different starting numbers. \nThen, see if you can compose a song using the numbers.\n" - example_code: | - ``` - number = {ask} 'Say a starting number between 1 and 67' - {print} number - {play} number - number = number + 1 - {print} number - {play} number - number = number + 1 - {print} number - {play} number - ``` - 7: - story_text: | - Using the `{repeat}` command can make your codes for melodies a lot shorter! - - ### Exercise - Finish the code for Twinkle Twinkle Little Star by using the `{repeat}`command. - Then go back to the songs you've made in the previous levels. Can you shorten those codes too? - example_code: | - ``` - {print} 'Twinkle Twinkle Little Star' - {repeat} 2 {times} {play} C4 - {repeat} 2 {times} {play} G4 - _ - ``` - 8: - story_text: | - Now that we can use the `{repeat}` command for multiple lines, we can make songs even more easily! - - ### Exercise - Finish the song of Brother John (Frère Jacques). Don't forget to use `{repeat}`! - example_code: | - ``` - {print} 'Brother John' - {repeat} 2 {times} - {play} C - {play} D - {play} E - {play} C - {repeat} 2 {times} - {play} E - {play} F - {play} G - {sleep} 1 - ``` - 9: - story_text: | - From this level on you can - among other things - use a {repeat} command inside a {repeat} command. - That makes songs like 'Happy birthday' even shorter! - - ### Exercise - Finish the song! - example_code: | - ``` - first_time = yes - {repeat} 2 {times} - {repeat} 2 {times} - {play} C - {play} D - {play} C - {if} first_time {is} yes - {play} F - {play} E - first_time {is} no - {else} - _ - ``` - 12: - story_text: | - Use functions in your songs! As you can see in the example code, you can make a function for each line of Twinkle Twinkle Little Star. Once you've programmed the first three lines, all you have to do is call the functions in the order you want them played in. - - ### Exercise - Finish the song of Twinkle Twinkle Little Star. - Then look back at all the songs you've programmed in the levels before, can you make those codes better and shorter using functions too? - example_code: | - ``` - {define} first_line - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} - - {define} second_line - {play} F - {play} F - {play} E - {play} E - {play} D - {play} D - {play} C - {sleep} - - {define} third_line - {play} G - {play} G - {play} F - {play} F - {play} E - {play} E - {play} D - {sleep} - - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - ``` - 13: - story_text: | - You can use a function with an argument for songs that have line that are almost the same, but slightly different each time. - One example is the song 'Yankee Doodle'. The first 4 notes of the first lines are the same, but each time they are followed by a different couple of notes. - - ### Exercise - Can you finish the song of Yankee Doodle? - Can you think of another song to program this way? - example_code: | - ``` - {print} 'Yankee Doodle' - {define} _ {with} note_1, note_2, note_3 - {play} C4 - {play} C4 - {play} D4 - {play} E4 - {play} _ - {play} _ - {play} _ - - {call} line_1 {with} 29, 31, 30 - {call} line_1 {with} 29, 28, 0 - {call} line_1 {with} 32, 31, 30 - - {play} C4 - {play} B3 - {play} G3 - {play} A3 - {play} B3 - {play} C4 - {play} C4 - ``` - 14: - story_text: | - You can program music for fun, but you can also use the musical notes to make something useful like a fire alarm! - - ### Exercise - Make sure the fire alarm rings when there is a fire! - example_code: | - ``` - {define} fire_alarm - {print} 'FIRE!' - note = 40 - {for} i {in} {range} 1 {to} 100 - {if} note _ 50 - note = note + 5 - {play} _ - {else} - note = 40 - - fire = {ask} 'Is there a fire?' - {if} fire _ 'yes' - {call} fire_alarm - ``` - 15: - story_text: | - **Warning** This adventure can become extremely annoying! - We can also use the {while} command to repeat a song forever. - - ### Exercise - Finish the never-ending song. - example_code: | - ``` - {define} song - {play} _ - - yes_or_no = {ask} 'Do you want to hear my never-ending song?' - {while} yes_or_no = 'yes' - {call} song - {print} '🥳' - ``` - 16: - story_text: | - Upgrade your Old MacDonald code! - - ### Exercise - Take your code from the 'Sing a Song' adventure and add musical notes to it! - You can make a function for each line in the song and call that function after the line is printed. - We defined the first line for you and called it in the code. Can you finish the whole song? - example_code: | - ``` - {define} line_1 - {for} i {in} {range} 1 {to} 3 - {play} G - {play} D - {for} i {in} {range} 1 {to} 2 - {play} E - {play} D - - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - for i in range 1 to 3 - animal = animals[i] - sound = sounds[i] - print 'Old MacDonald had a farm' - call line_1 - print 'E I E I O!' - _ - ``` - 17: - story_text: | - You can use the {elif} to create different options. - - ### Exercise - Firstly, add colons to get the code to work. - Then finish this code by adding at least 2 other songs for other moods. For example a happy song and an angry song. - example_code: | - ``` - {define} scary_song - {for} i {in} {range} 1 {to} 3 - {play} G - {play} E - {sleep} 2 - {for} i {in} {range} 1 {to} 3 - {play} F - {play} D - - mood = {ask} 'Which emotion are you feeling?' - {if} mood {is} 'fear' - {call} scary_song - {elif} _ - ``` - 18: - story_text: | - ### Exercise - Even in this last level of Hedy we can make some music! Be careful of all the syntax that is needed now. - Take a good look at how the functions are defined and called upon in the example code. - Finish the song! - example_code: | - ``` - {def} line_1(): - {for} i {in} {range}(1, 5): - {play} A - {play} D - {play} F - {play} A - - {def} line_2(): - {for} i {in} {range}(1, 5): - {play} G - {play} C - {play} E - {play} G - - {def} line_3(): - _ - - {print} ('The drunken sailor') - {print} ('What shall we do with the drunken sailor?') - line_1() - line_2() - line_3() - {print} ('Early in the morning') - ``` parrot: - name: Parrot - default_save_name: Parrot - description: Create your own online pet parrot that will copy you! levels: 1: - story_text: | - Create your own online pet parrot that will copy you! - example_code: | - ``` - {print} Im Hedy the parrot - {ask} whats your name? - {echo} - {echo} - ``` story_text_2: | ### Exercise Can you make the parrot ask a different question? Fill in the blanks in the example! - example_code_2: | - ``` - {print} Im Hedy the parrot - {ask} _ - {echo} - {echo} 2: story_text: | Create your own online pet parrot that will copy you! @@ -3209,15 +1397,6 @@ adventures: story_text: | In this level we have to use quotation marks with the commands `{ask}` and `{print}`. Can you complete the code by adding quotation marks? - example_code: | - ``` - words {is} squawk, Hedy - {print} _ Train your parrot! _ - new_word {is} {ask} _ Which word do you want to teach them? _ - {add} new_word {to_list} words - {print} _ 🧒 Say _ new_word _, Hedy!_ - {print} _ 🦜 _ words {at} {random} - ``` 5: story_text: | Reward your parrot {if} it says the correct word! @@ -3234,9 +1413,6 @@ adventures: {else} {print} '🧒 No, Hedy! Say ' new_word ``` piggybank: - name: Piggy Bank - default_save_name: Piggy Bank - description: Count your pocketmoney! levels: 12: story_text: | @@ -3252,10 +1428,6 @@ adventures: weeks = to_save / allowance {print} 'You can buy a ' wish ' in ' weeks ' weeks.' 14: - story_text: | - ### Exercise - In this level you can let Hedy tell you if you have saved up enough money! - Finish this code by filling in the blanks! example_code: | ``` _ calculate_budget with wish, money, allowance @@ -3275,45 +1447,7 @@ adventures: {call} calculate_budget with _, _, _ ``` pressit: - name: Key presses - default_save_name: Pressed - description: Try linking a keyboard key to a command! levels: - 5: - story_text: | - In this level there is another new keyword: `{pressed}`! - With `{pressed}` you can use keys on your keyboard to control what lines are used. - - ### Exercise - Look at the example and add one more line of code that reacts to a key press. - example_code: | - ``` - {print} 'Do you want a good (g) or bad (b) ending?' - {if} g {is} {pressed} {print} 'They lived happily ever after ❤' - {else} {print} 'The prince was eaten by a hippopotamus 😭' - ``` - story_text_2: | - You can also link turtle commands to keys. - - ### Exercise - Copy the lines a few times so you can create a larger drawing. - example_code_2: | - ``` - {if} y {is} {pressed} {forward} 15 - {else} {turn} 90 - ``` - 7: - story_text: | - Now that you have learned about `{repeat}`, we can press keys multiple times. - You can use it to make the turtle walk forward and turn. - - ### Exercise - The code you have seen in level 5 only checks the key once. Copy the example code and add a `{repeat}` to it, so that you can press the keys many times. - Use this code to draw something nice. - example_code: | - ``` - {if} x {is} {pressed} {forward} 15 {else} {turn} 90 - ``` 9: story_text: | Now that you know how to combine statements, you can create a touch type tool with `{pressed}`. @@ -3321,54 +1455,9 @@ adventures: ### Exercise Finish the code. Each time a random letter should be chosen, which you have to press. You get a point for a correct press, and and two points deduction for a wrong press. **(extra)** Clear the screen after each letter, and show the user how many points they have scored. - example_code: | - ``` - points = 0 - letters = a, b, c, d, e - {repeat} 10 {times} - letter = _ _ _ - {print} 'Press the letter ' letter - {if} letter {is} {pressed} - _ - _ - _ - ``` print_command: - name: '{print}' - default_save_name: print - description: Introduction print command levels: - 1: - story_text: | - ## The print command - You can print text to the screen using the `{print}` command. - example_code: | - ``` - {print} Hi there, programmer! - {print} Welcome to Hedy! - ``` - story_text_2: | - ### Exercise - In Hedy you will find exercises in every adventure. An exercise allows you to practise the new commands and concepts, and lets you give your own twist to the example codes. - In this exercise you will see a pink blank space. You have to fill something in the place of the blank space before the code can be run. - - Fill in the `{print}` command in the blank space and then add five more lines of code. Each line has to start with a `{print}` command. - Have fun! - example_code_2: | - ``` - _ Hello! - ``` 18: - story_text: |- - We arrived at real Python code! That means we need to use parentheses with `{print}` and `{range}` from now on. - It also means you can use Hedy code from this level in any Python environment as long as you use the English commands. If you haven't until now, you can switch the toggle in the commands menu to do so. - example_code: | - ``` - {print}('Hello!') - {for} i {in} {range}(1, 10): - {print}('This is line ', i) - ``` - story_text_2: If you want to print more than one item, you need to separate them by commas. example_code_2: | ``` temperature = 25 @@ -3376,184 +1465,22 @@ adventures: ``` {print}('My name is ', name) - quizmaster: - name: Quizmaster - default_save_name: Quizmaster - description: Make your own quiz! - levels: - 14: - story_text: | - ### Exercise - In this adventure you can make your own quiz! Fill in the blanks, add more questions and enjoy your own quiz! - You can make a quiz about anything you like: your hobby, your favorite animal, your favorite book or anything at all! - example_code: | - ``` - {print} 'Make your own quiz' - points_a = 0 - points_b = 0 - {print} 'Question' - {print} 'Answer option A' - {print} 'Answer option B' - answer = {ask} 'Which answer?' - {if} answer == 'A' - points_a = points_a + 1 - {if} answer == 'B' - points_b = points_b + 1 - {print} 'End of the quiz!' - {print} 'Lets see the results!' - {if} points_a > points_b - {print} 'You belong to the A club' - {if} points_b > points_a - {print} 'You belong to the B club' - ``` - quotation_marks: - name: '''quotation marks''' - default_save_name: quotation_marks - description: Introduction quotation marks - levels: - 4: - story_text: | - ## 'Quotation marks' - In level 4 `{ask}` and `{print}` have changed. - You must put text that you want to print between quotation marks. - This is useful, because now you can print all the words you want. Also the words you used to store something with `{is}`. - Most programming languages also use quotation marks when printing, so we are also getting a step closer to real programming! - example_code: | - ``` - {print} 'You need to use quotation marks from now on!' - answer {is} {ask} 'What do we need to use from now on?' - {print} 'We need to use ' answer - ``` - story_text_2: | - ## Contractions - Important! Mind that now that we're using quotation marks, Hedy will get confused when you use the apostrophe for contractions like I'm or What's. - Make sure to remove those apostrophes and change the spelling to I am or What is. - Check out the example code to see the wrong way of using apostrophes. - example_code_2: | - ``` - _ This is the wrong way of using apostrophes _ - {print} 'I'm babysitting my sister's kids' - {print} 'What's more fun than that?' - ``` - 12: - story_text: | - **All texts need to be in quotation marks** - For this level on you will also have to use quotation marks when storing a text with `=`: - example_code: | - ``` - name = 'Hedy the Robot' - {print} 'Hello ' name - ``` - story_text_2: | - **All items in lists need quotation marks too** - Lists are texts, so they need quotation marks too. Mind that each single item on the list has quotation marks. - This allows you to save two words as 1 item on the list, for example 'Black Widow'. - example_code_2: | - ``` - superheroes = 'Spiderman', 'Batman', 'Black Widow' - {print} superheroes {at} {random} - ``` - story_text_3: | - **All text after `{if}` comparisons need quotation marks too** - example_code_3: | - ``` - name = {ask} 'What is your name?' - {if} name = 'Hedy the Robot' - {print} 'Hi there!' - ``` - story_text_4: | - **Numbers don't need quotation marks** - For numbers, you do not use quotation marks in the `=`: - example_code_4: | - ``` - score = 25 - {print} 'You got ' score - ``` random_command: - name: '{random}' - default_save_name: random_command - description: introducing at random command levels: - 3: - story_text: | - ## At random - In this level you can make a list using the `{is}` command. You can let the computer choose a random item from that list. You do that with `{at} {random}`. - example_code: | - ``` - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - ``` - story_text_2: | - You can use the `{at} {random}` command in a sentence as well. - example_code_2: | - ``` - food {is} sandwich, slice of pizza, salad, burrito - {print} I am going to have a food {at} {random} for lunch. - ``` - story_text_3: | - ### Exercise - Try out the `{at} {random}` command by making your own gameshow (like the ones on tv) where you choose a door or suitcase and it contains a big price! - Can you do it? We have already put the first lines into the example code. - example_code_3: | - ``` - {print} The big gameshow! - {print} There are 3 suitcases in front of you... - chosen {is} {ask} Which suitcase do you choose? - prices {is} _ - _ - ``` 16: story_text: |- We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. For example: `friends[1]` is the first name on the list of friends, as you can see in the first part of the example code. The second part of the example code shows you that we can also match 2 lists using the variable i. - example_code: | - ``` - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - ``` - story_text_2: |- - Now that you've learned to use the brackets in lists, you can also start using the {at} {random} command in the Python way! - You simply type the name of your list with `[random]` behind it! - example_code_2: |- - ``` - fruit = ['apple', 'banana', 'cherry'] - {print} fruit[random] - ``` repeat_command: - name: '{repeat}' - default_save_name: repeat_command description: repeat command levels: 7: - story_text: | - ## Repeat! Repeat! Repeat! - Level 7 adds the `{repeat}` command. `{repeat}` can be used to execute one line of code multiple times. Like this: - - ### Exercise - Play around with the repeat command. Can you make the happy birthday song in only 3 lines of code instead of 4 now? - example_code: | - ``` - {repeat} 3 {times} {print} 'Hedy is fun!' - ``` - 8: - story_text: | - ### Repeat commands and indentation - In this level you can repeat multiple lines of code with only 1 repeat command. - You do this by making a block of lines that you want to repeat. - The lines in this block will need **indentation** . - That means putting four spaces at the beginning of each line. You will also have to indent when you just want to create a block of one line. - example_code: | - ``` - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This is all repeated 5 times' - ``` + story_text: | + ## Repeat! Repeat! Repeat! + Level 7 adds the `{repeat}` command. `{repeat}` can be used to execute one line of code multiple times. Like this: + + ### Exercise + Play around with the repeat command. Can you make the happy birthday song in only 3 lines of code instead of 4 now? 9: story_text: | Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... @@ -3569,66 +1496,18 @@ adventures: {else} {print} 'Maybe you should practice some more in the previous level' repeat_command_2: - name: '{repeat} 2' - default_save_name: repeat_command_2 description: repeat command 2 levels: 7: - story_text: | - ## Repeat with other commands and with variables - You have practiced the `{repeat}` command in combination with the `{print}` command now, but did you know you could also use other commands with `{repeat}` ? - In this example code you can see that `{repeat}` can also be used with an `{ask}`, `{if}` or `{else}` command. - example_code: | - ``` - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - ``` story_text_2: | Another interesting thing you can so with the `{repeat}` command is using variables to set the amount of times something should be repeated. In the example code you can see that we first ask the person how old they are. Then, in line 3, the question is repeated 'age' times. So we have used the variable 'age' with the `{repeat}` command. - example_code_2: | - ``` - {print} 'Yay! It is your birthday!' - age = {ask} 'How old are you now?' - {repeat} age {times} {print} 'Hip Hip Hurray!' - ``` - 8: - story_text: | - ### In the block or not? - In this level you have to think carefully which lines of code should be in the block and which shouldn't. - For example: If you want to sing the song *the muffin man*. You only want the line with 'the muffin man' to be repeated twice. - This means the last line shouldn't start with indentation as it doesn't belong to the block. - If you do start the last line with indentation the song will turn out wrong. - - ### Exercise - Each line in the example code starts with a blank. Remove the blanks and try to figure out which line need indentation and which don't to make the muffin man song. - example_code: | - ``` - _ {print} 'Do you know the muffin man?' - _ {repeat} 2 {times} - _ {print} 'The muffin man' - _ {print} 'Do you know the muffin man, who lives on Drury Lane?' - ``` restaurant: - name: Restaurant - default_save_name: Restaurant - description: Create your own virtual restaurant levels: 1: - story_text: | - In level 1 you can make your own virtual restaurant and take your guests' orders. story_text_2: | ### Exercise Can you think of more lines to add to your restaurant code? For example, can you {ask} the guests what they'd like to drink, tell them the price, or wish them a pleasant meal? - example_code_2: | - ``` - {print} Welcome to Hedy's restaurant 🍟 - _ What would you like to order? - {echo} So you would like to order - {print} Thank you for your order! - {print} It's on its way! - ``` 2: story_text: | In level 2 you could expand your restaurant by using variables. In level 1 Hedy could only {echo} the order once and only remember the last thing that was ordered. @@ -3649,10 +1528,6 @@ adventures: ### Exercise Can you make this code more elaborate? For example by adding drinks to the order? Or...? 3: - story_text: | - Having trouble to decide what you wanna have for dinner? You can let Hedy choose for you! - Simply add lists of your favorite (or least favorite) meals and Hedy can randomly choose your dinner. - You can also have a bit of fun, by letting Hedy choose the price for your dinner as well! What will you get? example_code: | ``` {print} Welcome to Hedy's Random Restaurant! @@ -3687,19 +1562,6 @@ adventures: ### Exercise 2 Go back to the previous level and copy your restaurant code. Make the code work in this level by adding quotation marks in the right spots and add some `{clear}` commands. - example_code: | - ``` - _ Add the quotation marks to this code _ - {print} Welcome to Restaurant Chez Hedy! - {print} Today we are serving pizza or lasagna. - food {is} {ask} What would you like to eat? - {print} Great choice! The food is my favorite! - topping {is} {ask} Would you like meat or veggies on that? - {print} food with topping is on its way! - drinks {is} {ask} What would you like to drink with that? - {print} Thank you for your order. - {print} Your food and drinks will be right there! - ``` 5: story_text: | In this level the {if} command allows you to {ask} your customers questions and give different responses to the answers. @@ -3759,24 +1621,6 @@ adventures: {repeat} people times food = {ask} 'What would you like to eat?' {print} 'Thanks for your order! Its coming right up!' ``` - 8: - story_text: | - In this level you can make your virtual restaurant more elaborate by repeating multiple lines of code. Like this: - - ### Exercise - This code can be expanded with more items on the menu, for example offering drinks, and/or multiple courses or desserts. Add at least one more item. - **Extra** Add even more items, as many options as you like! - example_code: | - ``` - {print} 'Welcome to Restaurant Chez Hedy!' - people = {ask} 'How many people will be joining us today?' - {print} 'Great!' - {repeat} people {times} - food = {ask} 'What would you like to order?' - {print} food - {print} 'Thank you for ordering!' - {print} 'Enjoy your meal!' - ``` 9: story_text: | In this level you can use nesting to make your restaurant more realistic and more fun! @@ -3891,31 +1735,8 @@ adventures: more = {ask} 'Would you like to order anything {else}?' {print} 'Thank you!' rock: - name: Rock, paper, scissors default_save_name: Rock - description: Make your own rock, paper, scissors game levels: - 1: - story_text: | - In level 1 you can start with a rock, paper, scissors game. - - With `{ask}` you can make a choice, and with `{echo}` you can repeat that choice. - example_code: | - ``` - {print} what do you choose? - {ask} choose from rock, paper or scissors - {echo} so your choice was: - ``` - story_text_2: | - ### Exercise - Instead of using words, you could also use emojis: ✊✋✌ - Can you create a code using emojis? - example_code_2: | - ``` - {print} what do you choose? - {ask} choose from _ - {echo} so your choice was: - ``` 2: story_text: | In this level you can practise using the variables, so that you can make the rock, paper, scissors game in the next level! @@ -3925,16 +1746,6 @@ adventures: {print} I choose choice ``` 3: - story_text: | - You can use the `{at} {random}` command to let the computer pick rock, paper or scissors! - - ### Exercise - Finish the code by using the `{at} {random}` command. - example_code: | - ``` - choices {is} rock, paper, scissors - {print} choices _ - ``` story_text_2: | ### Exercise Now you only have one player, so can you add a second player? @@ -3945,16 +1756,6 @@ adventures: {print} player 1 chooses... choices {at} {random} {print} player 2 _ ``` - 4: - story_text: | - In this level we can further program rock, paper, scissors. But if you want to add text, you have to use quotation marks here too. - ### Exercise - Fill in quotation marks on the blanks. Mind that the variable `choices` should be outside the quotes. - example_code: | - ``` - choices {is} rock, paper, scissors - {print} _The computer chooses..._ choices {at} {random} - ``` 5: story_text: | In this level we can determine who won. @@ -4021,9 +1822,6 @@ adventures: {print} 'The computer wins!' ``` 15: - story_text: | - ### Exercise - Play until you beat the computer! But first, finish the example code... example_code: | ``` won = 'no' @@ -4041,9 +1839,6 @@ adventures: {print} 'You win!' won = 'yes' rock_2: - name: Rock, paper, scissors 2 - default_save_name: rock_2 - description: Part 2 of rock, paper, scissors levels: 2: story_text: | @@ -4057,9 +1852,7 @@ adventures: {print} I choose choice ``` secret: - name: SuperSpy default_save_name: language - description: Make your own spy code levels: 12: story_text: | @@ -4082,164 +1875,14 @@ adventures: 13: story_text: | The code you made in the previous level can be made a lot easier in this one with the `{and}` command. - example_code: | - ``` - name = {ask} 'What is your name?' - password = {ask} 'What is your password?' - {if} name {is} 'Agent007' _ password {is} 'TOPSECRET' - {print} 'Go to the airport at 02.00' - {else} - {print} 'Go to the trainstation at 10.00' - ``` - simon: - name: Simon Says - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - Let's make a game of Simon Says! Simon Says is a memory game in which the player will be given a color. They have to repeat that color back. - If they get it right a color is added to the sequence, so they now have to remember 2 colors, then 3, then 4 etc. the game stops as soon as the player makes a mistake. - - ### Exercise - In this first part of the Simon Says adventure, we'll let the computer pick a random color and add it to a list. - - ***Make 2 lists*** First, make a list called `colors` and fill it with the colors red, yellow, green and blue. - Then make a list called `simon_sequence`. This list will be used as the answer. - At the start of the game this lists need to be empty. unfortunately, we can't create an empty list (yet), so we'll fill it with the words 'empty' and 'list' and we'll remove them from the list immediately. - - ***Create a function that adds a color to the sequence*** Now that we have an empty list called simon_sequence, we can start filling it with random colors. - We do that with a function, so we can call it everytime there's a new level in our game. Create a function called `add_random_color`. - Then create the variable random_color and set it to a random color. Next, add this random color to the simon_sequence. - - ***Create a function that shows the simon_sequence*** Start by naming the new function `show_simon_sequence` with `level` as an argument. Now we want to show as many colors as the level we are in (in level 1 you see 1 color, in level 2 you see 2 colors etc). - So we repeat `level` times, to print the `simon_sequence[i]`. Each time a color is shown, wait for 1 second and then clear the screen. - - ***Test your program*** Before you go to the next level, test if the functions are working by calling both of the functions. If they're working you should see a random color in your output screen. - Remove this testing part of your code, copy the code and continue to the next tab to learn more about the simon says game! - example_code: | - ``` - # Make 2 lists - colors = _ - _ = ['empty', 'list'] - {remove} _ {from} simon_sequence - {remove} _ - - # Create a function that adds a color - _ add_random_color - _ - {add} _ - - # Create a function that shows the simon_sequence - {define} _ - {for} i {in} {range} 1 {to} _ - {print} _ - _ - _ - - # Test your program - {call} _ - {call} show_simon_sequence {with} 1 - ``` - simon_2: - name: Simon Says 2 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - We'll continue with our Simon Says game! - - ### Exercise - ***Paste your code here*** Paste your code from the previous level here. Don't forget to remove the part that was just used for testing the functions. - - ***Create a function that creates the player_sequence*** The list `player_sequence` is used to capture the answers of the player. First we define the function with the argument level. - Next, we ask level times what the color is that they choose. We call that variable `answer`. Then we add the variable `answer` to the list player_sequence. - - ***Setting up the game*** Before we program the game in the next tab, we'll need some starting variables. First, we'll set the variable `level` to 1 and the variable `game_over` to False. - Then we make an introduction for the game. We'll print 'Welcome to Simon Says!' and clear the screen after 1 second. - - ***Continue to the next tab to finish the game!**** Don't forget to copy your code and take it with you to the next tab. - example_code: | - ``` - # Paste your code here - - - # Create a function that creates the player_sequence - {define} _ - {for} _ - _ 'What is color number ' i '?' - {add} answer {to} _ - - # Set up - level = _ - game_over = _ - {print} _ - _ 1 - _ - ``` - simon_3: - name: Simon Says 3 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - In this tab we'll program the game of Simon Says! - - ### Exercise - ***Paste your code*** Copy your code from the previous tab and paste it here. - - ***Program the game*** We start by making sure the game goes on while the game isn't over. Then we print what level the player is on, we use the variable level for that. We only show that for 1 second and then we clear the screen again. - Now, we have to create the empty list player_sequence. We've already programmed how to fill the list, with our function `player_sequence`, but we never made the list itself. To create the list we use the same trick as we did in the previous tab. - We'll make a list with the words 'empty' and 'list' on it, and then we remove both these words. Next, we'll call all of the 3 functions that we've created. - Lastly, we'll have to check if the player gave the correct answers (so if the player_sequence and the simon_sequence are the same). - If that's the case, we'll compliment the player. Wait for 1 second and increase the level with 1. - Did the player give the wrong answer, we'll tell them and end the game by setting game_over to 'True' - - ***Enjoy your game!*** Great job! Does your game not work? Use the ladybug button to debug your code! - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - {print} _ - _ - _ - _ = ['empty', 'list'] - {remove} _ - {remove} _ - {call} _ - {call} _ {with} _ - {call} _ {with} _ - {if} player_sequence == _ - _ - _ - _ - {else} - _ - game_over = _ - ``` sleep_command: - name: '{sleep}' - default_save_name: sleep_command description: introducing sleep command levels: 2: story_text: | ## The sleep command Another new command in this level is `{sleep}`, which pauses your program for a second. If you type a number behind the {sleep} command, the program pauses for that amount of seconds. - example_code: | - ``` - {print} My favorite colour is... - {sleep} 2 - {print} green! - ``` songs: - name: Sing a song! - default_save_name: Song - description: Print a song levels: 6: story_text: | @@ -4256,9 +1899,6 @@ adventures: ``` You can now repeat lines 2 to 9 as many times as you want by copying the lines. - story_text_2: | - This children's song counts down from 5 little monkeys to 1 monkey. - If you copy line 2 - 7 and paste it under the the code, you can sing the whole song! example_code_2: | ``` number = 6 @@ -4346,10 +1986,6 @@ adventures: Print the song Five little moneys jumping on the bed. Look up the text if you don't remember. **(extra)** Print the song Old MacDonald had a farm, and make sure all animals make a different sound, using an `{if}`. - example_code_2: | - ``` - monkeys = 5, 4, 3, 2, 1 - ``` 11: story_text: | In this level you can use the `{for} i {in} {range}` command to make songs that use counting. @@ -4378,22 +2014,6 @@ adventures: {print} '{if} youre happy and you know it' {print} action ``` - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, but did you know that you could combine them with {ask} commands as well? - In this example we have changed the 'My Bonnie' program and made it interactive. You are now asked where Bonnie is. - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is ' place - - chosen_place = {ask} 'Where do you want Bonnie to be?' - synonym = {ask} 'What is another word for that?' - - {call} song {with} chosen_place - {call} song {with} synonym - {call} song {with} chosen_place - ``` 16: story_text: | In this level, you can program a song like OldMacDonald even more quickly. You can connect the right animal to the right sound by simply putting them in the same place in the list. @@ -4413,291 +2033,39 @@ adventures: {print} 'and on that farm he had a ' animal {print} 'E I E I O!' {print} 'with a ' sound sound ' here' - {print} 'and a ' sound sound ' there' - {print} 'here a ' sound - {print} 'there a ' sound - {print} 'everywhere a ' sound sound - ``` - - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines - {for} i {in} {range} 1 {to} 3 - {print} line - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - example_code: | - ``` - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - {for} i {in} {range} 1 {to} 3 - animal = _ - sound = _ - {print} 'Old MacDonald had a farm' - {print} 'E I E I O!' - {print} 'and on that farm he had a ' animal - {print} 'E I E I O!' - {print} 'with a ' sound sound ' here' - {print} 'and a ' sound sound ' there' - {print} 'here a ' sound - {print} 'there a ' sound - {print} 'everywhere a ' sound sound - ``` - - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines - {for} i {in} {range} 1 {to} 3 - {print} line - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - 18: - story_text: | - In level 16 we made songs using lists. These programs however are no longer working properly in this level. The colons from level 17 and the brackets from level 18 still need to be added. - - ### Exercise 1 - The Drunken sailor song is given as sample code, but not yet working. - Can you make sure everything works again? To help you, we've put _ in the places of _some_ errors. - - ### Exercise 2 - Now also look up your Old MacDonald song from level 16, and correct it. - example_code: | - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines _ - {for} i {in} {range} 1 {to} 3 _ - {print} _ line _ - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - songs_2: - name: Sing a song! 2 - default_save_name: Song 2 - description: Sing a song 2 - levels: - 12: - story_text: | - Songs contain a lot of repetition. We can capture it with a function! - ### Exercise - Look at the example code with the function. Fill out the two lines so the full song is printed. - example_code: | - ``` - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} _ - ``` - 16: - story_text: | - ### Exercise - Finish the nursery rhyme! - example_code: | - ``` - number = ['one', 'two', 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'ten'] - object = ['on his drum', 'on his shoe', 'on his knee', 'on his door', 'on his hive', 'on his sticks', 'up in heaven', 'on his gate', 'on his vine', 'once again'] - - _ - {print} 'This old man' - {print} 'He played ' _ - {print} 'He played knick-knack ' _ - {print} 'With a knick-knack paddywhack' - {print} 'Give the dog a bone' - {print} 'This old man came rolling home' - {sleep} 8 - {clear} - ``` - story_text_2: | - ### Exersice 2 - Now create your own code for the nursery rhyme 'The wheels on the bus' on the same way! - example_code_2: | - ``` - object = ['wheels', 'doors', _] - movement = [ 'round and round', 'open and shut', _] - ``` - tic: - name: Tic-Tac-Toe - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - Let's program a game of tic-tac-toe! - - ### Exercise - In this adventure we'll start with creating an empty field. - - ***Create a list called field*** This list will be our playing field. This list is filled with 9 dots, since there are no x's and o's yet at the start of our game. - - ***Create a function that prints the field*** Firstly, clear the screen so the old playing fields will be removed. Then we print the first line of our Tic Tac Toe field. This line constists of the first 3 spots in our list field. - We have already programmed this line for you. Now finish the field by printing spot 4, 5, and 6 on the second row and spot 7, 8 and 9 in the third row. - - ***Call the function that prints the field*** Now call the function. -
- Run the code. Your output should look like this: -
- - ***Continue in the next tab*** In the next tab you'll learn how to program the game itself. - example_code: | - ``` - # Create a list called field - _ = ['.', '.', '.', '.', '.', '.', '.', '.', '.'] - - # Create a function that prints the field - {define} print_field - _ - {print} 'TIC TAC TOE' - {print} field[1] field[2] field[3] - _ - _ - - # Call the function - ``` - 17: - story_text: | - In the previous level you've learned how to make a tic-tac-toe game. The game works, but is quite annoying as it keeps asking you if you've won yet. - Now that we have the {elif} command, we can let the game decide if someone has won and it can stop asking us! - - ### Exercise - ***Paste your code*** Paste your code from the previous level here and make it level 17 proof. In this level you've learned to use a colon everytime you create a block of code. Please add the colons in the correct spots. - - ***Create a function that detects if someone's won*** We have started the function for you, paste it under the function `print_field` and finish the function. You can see that this first piece of code checks to see if spot 1, 2 and 3 are the same, because if they are you have 3 in a row. - It also checks if they are not a dot, because if they are, the line might have the same symbols on them, but that's just because it's still empty. - If all these conditions are met, the game is over and the winner is printed. - Finish this function with all possible ways to win. This means you have to make this for the other 2 rows, 3 columns and 2 diagonals. - If you've finished all the other options, the function should return the variable `game_over` so we can use it in our game. - - ***Call the function in the game*** Go to the line `game_over = {ask} 'Did you win?'` and change it to `game_over = {call} detect_winner {with} field, sign`. Now the function will check if there's a winner and the game doesn't need to keep asking anymore! - - ***Enjoy your game!*** Great job! You have finished the game! Enjoy playing it! - - example_code: | - ``` - # Paste your code here and make it level 17 proof - - # Create a function that detects if someone has won - {define} detect_winner {with} field, sign: - {if} field[1] == field[2] {and} field[2] == field[3] {and} field[1] != '.': - game_over = 'yes' - {print} 'Player ' sign 'wins!' - {elif}: - _ - {else}: - game_over = 'no' - {return} _ - ``` - tic_2: - name: Tic-Tac-Toe 2 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - In the previous adventure you've learned how to create a playing field. Now you'll learn how to create the game! - - ### Exercise - ***Paste your code*** Start by pasting your code from the previous adventure here. - - ***Add variables*** Underneath your list called `field` we'll add 2 more variables that we'll need to program the game. - The variable `game_over` tells us if the game is over, and should be 'no' at the start of the game. - The variable `sign` tells us if it's the turn of player x or player o. Set the variable to 'x'. - - ***The game*** First use a {while} command, to make sure the game keeps on playing the variable while game_over is set to no. - During the game, we first ask the player which spot they choose. Then we change the field with the number they chose into their sign. - Then we print the field again and we ask the player if they've won yet. Lastly we want to switch whose turn it is, so if the sign is 'x' it should be 'o' and the other way around. - - ***Test your game*** Does your game work? Great, have fun playing the game! If not, use the ladybug button to debug your code. - You might have noticed one mistake in the code though, you can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! Go to the next tab to learn how to fix this problem. - example_code: | + {print} 'and a ' sound sound ' there' + {print} 'here a ' sound + {print} 'there a ' sound + {print} 'everywhere a ' sound sound ``` - # Paste your code from the previous adventure here - # Add variables - game_over = _ - sign = _ - - # The game - {while} _ - choice = _ 'Player ' sign '_?' - field[choice] = _ - _ print_field - game_over = {ask} _ - {if} sign = 'o' - sign = _ - _ - sign = _ - ``` - tic_3: - name: Tic-Tac-Toe 3 - default_save_name: Tic - description: Play a game of Tic Tac Toe! + ``` + lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] + {for} line {in} lines + {for} i {in} {range} 1 {to} 3 + {print} line + {print} 'early in the morning' + {for} i {in} {range} 1 {to} 3 + {print} 'way hay and up she rises' + {print} 'early in the morning' + ``` + songs_2: levels: - 16: - story_text: | - You might have noticed one mistake in the code you've made in the previous adventure. You can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! In this tab we'll fix that mistake. - - ### Exercise - ***Paste your code here*** Paste your code from the previous adventure here. - - ***Fix the mistake*** To fix the mistake we replace the line that says `field[choice] = sign`. This turns any spot that the player has chosen into their sign. - Go to the header that says 'Use this to fix the mistake' and finish the code. We first want to check if the chosen spot is still empty, so `if field[choice] = '.'`. If that is the case, you are allowed to take it. - Then we make an else command and print 'Sorry, this spot is already taken' if the spot is not empty. Lastly, we add a {sleep} command, so the players can actually read the text before it gets cleared again. - Now copy this piece of code and replace the line `field[choice] = sign` with this new piece of code. - - ***Play your game!*** Now the game should work properly! Good job! - The only flaw is that you can get a bit annoyed that the game keeps asking you if you've won yet. Do you want to fix that? Go to level 17 and we'll fix it! + 12: example_code: | ``` - # Paste your code here + {define} twinkle + {print} 'Twinkle' + {print} '...' - # Use this to fix the mistake - {if} _ = '.' - field[choice] = sign - {else} - {print} _ - _ + {call} twinkle + {print} 'Up above the world so high' + {print} 'Like a diamond in the sky' + {call} _ ``` turtle: - name: Turtle default_save_name: turtle - description: Make your own drawing levels: - 1: - story_text: | - You can also use Hedy to draw. By combining turns and lines, you can make a square or stairs! - - Using `{forward}` you draw a line forwards. The number behind it determines how far the turtle will walk. `{turn} {right}` turns a quarter turn in clockwise direction, `{turn} {left}` turns counter clockwise. - - If you want to go backwards, you use the `{forward}` command but with a negative number. So for example `{forward} -100` - example_code: | - ``` - {forward} 100 - {turn} {left} - ``` - story_text_2: | - ### Exercise - This is the start of a little staircase. Can you make it have 5 steps? - example_code_2: | - ``` - {forward} 20 - {turn} {right} - {forward} 20 - {turn} {left} - {forward} 20 - ``` 2: story_text: | In level 1 the turtle could only turn left or right. That is a bit boring! @@ -4729,15 +2097,7 @@ adventures: story_text: | In this level you can use use `{random}` with the drawing turtle. A random choice makes the turtle walk a different path each time. Use `{at} {random}` to choose a value from a list. You can copy and paste lines 2 and 3 to create a longer random path. - example_code: | - ``` - angles {is} 10, 50, 90, 150, 250 - {turn} angles {at} {random} - {forward} 25 - ``` 4: - story_text: | - In level 4 you have to use quotation marks with `{print}` and `{ask}`. Also when drawing! example_code: | ``` {print} 'Drawing figures' @@ -4747,45 +2107,7 @@ adventures: {turn} angle {forward} 25 ``` - story_text_2: | - You can also change the color of the lines with the command `{color}`. Check out the example. - You can also use the command `{color} {white}` to make 'invisible' lines. You could use these white lines to move the turtle anywhere in the screen before you start drawing. - example_code_2: | - ``` - {color} {white} - {forward} -80 - {color} {green} - {forward} 50 - {color} {yellow} - {forward} 50 - {color} {red} - {forward} 50 - ``` 5: - story_text: | - In level 5 you can make a choice with `{if}`. For example between different types of figures. - example_code: | - ``` - {print} 'Drawing Figures' - figure {is} {ask} 'Do you want a square or a triangle?' - {if} figure {is} triangle angle {is} 120 - {else} angle {is} 90 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - ``` - story_text_2: | - ### Exercise - Fill in the correct numbers in this code to get it to work. - After you've done that, you can try to add the option backwards. - - **Extra** Instead of using 'left' and 'right', remake the program with North, East, South and West. - This way you could add even more directions like Northeast and Southwest etc. example_code_2: | ``` direction {is} {ask} 'Do you want to go left, right, or straight ahead?' @@ -4793,29 +2115,6 @@ adventures: if direction is right turn _ forward 100 ``` - 6: - story_text: | - In this level you can use calculations to draw different figures. - You may have learned in school that turning a full circle is 360 degrees. If not, now you know! - That's why you also use 90 degrees for a square. 360 divided by 4 is 90. - Now that we can do math with Hedy, we can draw all the figures we want! - example_code: | - ``` - angles = {ask} 'How many angles do you want?' - angle = 360 / angles - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - ``` 8: story_text: | Now that we can repeat several lines, we can make figures more easily. @@ -4830,14 +2129,6 @@ adventures: story_text_2: | Also, we can now improve the program that draws different figures. Can you figure out how far the turtle has to turn here? Finish the code and you can draw any polygon you'd like! - example_code_2: | - ``` - figure = {ask} 'How many angles should I draw?' - angle = 360 / figure - {repeat} figure {times} - {turn} _ - {forward} _ - ``` 9: story_text: | Now that we can use a `{repeat}` inside a `{repeat}`, we can create more complex figures. @@ -4846,17 +2137,6 @@ adventures: This code creates three black triangles, change that into five pink squares. **(extra)** Create a figure of your own choosing consisting of at least two different shapes types. - example_code: | - ``` - {color} {black} - {repeat} 3 {times} - {repeat} 3 {times} - {forward} 10 - {turn} 120 - {color} {white} - {forward} 50 - {color} {black} - ``` 10: story_text: | In this level you can make the turtle draw a figure. @@ -4867,162 +2147,9 @@ adventures: **(extra)** can you change the spiral into another shape? Experiment with numbers for the turn! ### Exercise 2 The spiral is drawn outwards, make it go inwards? - example_code: | - ``` - {turn} 90 - distances = 10, 20, 30, 40, 50, 60 - {for} distance {in} distances - {forward} distance - ``` - 12: - story_text: | - We can use functions to draw more complex figures with less code. - ### Exercise 1 - Fill the function so that three squares are created. If you want the image to look nicer, you can make the lines between the squares white. - - ### Exercise 2 - The code can be made even shorter. Place the final lines into a `{repeat}` so the figure remains the same. - - ### Exercise 3 - Create your own drawing with different figures. - Change both the number of figures with the `{repeat}` and the shape of the figures in the `{define}` - example_code: | - ``` - {define} square - {repeat} 4 {times} - {turn} _ - {forward} _ - {call} square - {forward} 50 - {call} square - {forward} 50 - {call} square - ``` turtle_draw_it: - name: Draw it! - default_save_name: Draw it - description: Draw this picture with the turtle levels: - 1: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Rectangle - Square - Stairs -
- 2: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Arrow - Boat -
- 3: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Star - Arrow -
- 4: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Colored Star - Rainbow - Nested squares -
- example_code: | - **Extra** Up for a real challenge? Make sure that the colors of these figures are selected randomly, so that each time you run your programs they'll look differently! - - ``` - colors {is} red, orange, yellow, green, blue, purple, pink, brown, gray, black - color _ - ``` - 5: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Make only one code that lets the player decide which letter they'd like to see! And can you add even more letters? - -
- F - E - L -
- example_code: | - Hint: - ``` - chosen_letter {is} {ask} 'Which letter would you like to see? F, E or L?' - {if} _ - ``` - 6: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Let the player decide which color the square should be. - - ***Extra*** Can you make the letter of your own first name and the flag of your own country too? - -
- Square - Letters - Flag -
- example_code: | - Hint for the square: - ``` - chosen_color = {ask} _ - ``` - 7: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Hexagon - Triangle - Fan -
- 8: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - -
- Square (3) - Randomly colored star (5) - Randomly colored spiral (7) -
9: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - - **Extra** Give the player a choice which country they would like to see the flag of. - -
- Cross (7) - Randomly colored nested squares (8) - Flags -
example_code: | Hint for the nested squares: ``` @@ -5040,14 +2167,6 @@ adventures: color_3 = blue ``` 10: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Nested Hexagon - Traffic lights -
example_code: | Hint Nested Hexagon: ``` @@ -5063,47 +2182,6 @@ adventures: color _ {repeat} _ ``` - story_text_2: | - Christmas lights - example_code_2: | - Hint Christmas Lights: - - Start by moving to the left side of the screen with an invisible white line. Then hang up the Christmas lights! - ``` - {color} white - {turn} -90 - {forward} 300 - {turn} 90 - - colors = red, blue, yellow, purple, green, orange, pink - {for} chosen_color {in} colors - _ - ``` - 11: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Beehive (6) - Fan (5) - Snowflake (13) -
- example_code: | - Hint Beehive: - ``` - {for} amount_of_combs {in} {range} 1 {to} _ - {for} walls_of_one_comb {in} {range} 1 {to} _ - {forward} _ - {turn} _ - {forward} _ - {turn} _ - ``` - - Hint Fan: - Start out like the fan you made in level 7. Or take a peak at the hint for the beehive, because the codes are very similar. - - Hint Snowflake: Start by making one 'leg' and repeat it 6 times. 12: story_text: | ### Exercise @@ -5130,129 +2208,9 @@ adventures: {if} shape = 'square' {call} draw_a_square ``` - 13: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Street in different sizes - Colored street - Snow Storm - example_code: | - Hint Street in different sizes - ``` - {define} draw_a_house {with} size - _ - - {call} draw_a_house {with} 90 - {call} draw_a_house {with} 60 - {call} draw_a_house {with} 30 - ``` - - Hint Colored street - ``` - {define} draw_a_house {with} chosen_color - _ - ``` - - Hint Snow Storm - ``` - {define} draw_snowflake {with} length, color - _ - - numbers = 10, 20, 30 - colors = _ - - {for} i {in} {range} 1 {to} 5 - random_number = _ - random_color = _ - {call} draw_snowflake {with} random_number, random_color - {color} white - {turn} random_number * 5 - {forward} 80 - ``` - 14: - story_text: | - ### Exercise - Create a program that asks the player how many corners their figure should have and then creates that figure. - The figure in the image is the output when the player fills in 10. - -
- - -
- example_code: | - ``` - {define} calculate_degrees {with} amount_of_corners - _ 360 / amount_of_corners - - - {define} draw_figure {with} degrees - _ - {forward} 400/amount_of_corners - {turn} _ - - amount_of_corners = {ask} _ - degrees = {call} _ {with} _ - - {call} _ {with} - {call} _ {with} - ``` - 15: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Spiral - example_code: | - Spiral - ``` - distance = 5 - {while} distance < 200 - distance = distance + 5 - _ - ``` - story_text_2: | - Fan - example_code_2: | - Fan - ``` - {define} draw_a_square {with} side - _ - - i = 100 - {while} i > 1 - _ {with} i - _ - i = i - 3 - ``` - story_text_3: | - Star - example_code_3: | - Star - A star is usually drawn using 144-degree-turns. If you change this slightly to 143 degrees for example and repeat the pattern multiple times with a {while} loop you can make this figure. while_command: - name: '{while}' - default_save_name: while_command description: while - levels: - 15: - story_text: |- - We are going to learn a new loop, the `{while}` loop! We continue the loop as long as the statement is true. - So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. - If the correct answer is never given, the loop never ends! - example_code: | - ``` - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - ``` years: - name: New Year's - default_save_name: New Year's Countdown description: Countdown to the new year! levels: 11: diff --git a/content/adventures/ta.yaml b/content/adventures/ta.yaml index 7245bfbbf30..8474530db27 100644 --- a/content/adventures/ta.yaml +++ b/content/adventures/ta.yaml @@ -3,1092 +3,6 @@ adventures: name: கதை description: கதை levels: - 3: - example_code_2: "```\n{print} They hear a sound\nanimals {is} 🐿, 🦔, 🦇, 🦉\nanimal {is} {ask} What do you think it is?\n{add} animal {to_list} animals\n{print} it was an animals {at} {random}\n```\n" - example_code: "```\nanimals {is} 🦔, 🐿, 🦉, 🦇\n{print} They now hear the sound of an animals {at} {random}\n```\n" - example_code_3: "```\n{print} His backpack got way too heavy.\n{print} Inside were a bottle of water, a flashlight and a brick.\nbag {is} water, flashlight, brick\ndump {is} {ask} Which item should he dump?\n{remove} dump {from} bag\n```\n" - story_text: "In level 3 you can make your story more fun. You can use randomness for any monster, animal or other obstacle, like this:\n" - story_text_2: "The command `{add}` can also come in handy in your story.\n" - story_text_3: "This is an example of the `{remove}` command in your story\n\n### Exercise\nCopy your story from the previous levels into this level.\nIn this level you've learned 3 new commands `{at} {random}` , `{add} {to_list}` and `{remove} {from}`.\nAdd new lines of code to your story, so that all of the new commands are featured at least once in your story.\n" - 5: - example_code: "```\nname {is} {ask} 'Who is walking in the forest?'\n{print} name ' walks through the forest'\n{print} name ' encounters a monster'\nend {is} {ask} 'Would you like a good or a bad ending?'\n{if} end {is} good {print} name ' takes the sword and the monster quickly runs away'\n{else} {print} 'The monster eats ' name\n```\n" - story_text: "In this level you can program different endings, which will make your story even more fun.\nIn the example code you can see how to make 2 different endings.\n\n### Exercise 1\nWrite a new short story of at least 6 lines of code about a topic of your choosing.\nNo inspiration? Choose one of these topics: a superhero, a boring school day, stranded on a desert island.\n\nNow give the player a change to choose a happy or a bad end, just like in the example code.\nProgram both the endings.\n\n### Exercise 2\nCopy the story you've created in your own story adventure in the previous levels.\nFind a way to add at least 2 `{if}` and `{else}` commands to your story.\nThis can be with a happy or bad ending, but you can also try to find other ways to incoporate the commands.\n" - 10: - example_code: "```\nanimals = _ , _ , _ \n{print} 'Brown bear, Brown bear'\n{print} 'What do you see?'\n```\n" - story_text: "In this level you can use the {for} command in your story. In this way you could easily program the children's book 'Brown bear, Brown bear, what do you see'.\n\n### Exercise\n\nLook at the story if you do not know it, and make sure it is printed as in the book.\n" - 12: - example_code: "```\nname = 'The Queen of England'\n{print} name ' was eating a piece of cake, when suddenly…'\n```\n" - story_text: "In this level quotation marks will be needed to save multiple words in a variable.\n\n### Exercise\n\nFind a story from a previous level, any level is ok. Now make sure quotation marks are added in the right places." - 18: - story_text: "We are going to print another story, but now we have to use brackets with `{print}`.\n\n### Exercise 1\nCreate a story of at least 5 sentences. You don't have to use 'name' just yet.\n" - story_text_2: "### Exercise 2\nWe have already prepared an `{input}` for you. First, use the `name` variable in your story.\nThen add a second `{ask}` and use that variable as well.\nTip: Remember the commas in a `{print}` between text and variables!\n" - example_code: "```\n{print}('Welcome to this story!')\n```\n" - example_code_2: "```\nnaam = {input}(\"What's your name?\")\n{print}('Welcome to this story!')\n```\n" - 2: - story_text: "In level 2 you can make your story more fun. Your main character's name can now be anywhere in the sentence.\n\nYou do have to program a little bit extra for that. You must now name your main character first.\n\nYou can then put that name anywhere in a sentence.\n" - story_text_2: "### Exercise\nNow it's time to add variables to your own story that you've made in the previous level.\nGo to 'My programs', look for your level 1 story adventure and copy the code. Paste the code in your input screen in this level.\n\nThis code won't work in this level, because you have not used variables yet.\nChange the `{ask}` commands and `{echo}` commands in your code to the correct form that you've learned in this level.\n\n**Extra** Add a `{sleep}` command to your code to build up tension in your story.\n" - example_code: "```\nname {is} {ask} What is the name of the main character?\n{print} name is now going to run in the woods\n{print} name is a bit scared\n{print} Suddenly she hears a crazy noise...\n{sleep}\n{print} name is afraid this is a haunted forest\n```" - 9: - story_text: "In this level you can use `{if}` and `{repeat}` commands inside other `{if}` and `{repeat}` commands. \nThis gives you many options and really helps you to make your story interactive.\n\n### Exercise 1\nFinish the code so the `{if}` works correctly.\n\n### Exercise 2\nAdd an `{if}` and `{else}` for the part of the story where Robin goes home too.\n\n### Exercise 3\nGo back to your level 8 story and use at least two `{if}`s inside another `{if}`.\n" - example_code: "```\n{print} 'Robin is walking downtown'\nlocation = {ask} 'Is Robin going into a shop, or does she go home?'\n{if} location {is} shop\n {print} 'She enters the shop.'\n {print} 'Robin sees an interesting looking book'\n book = {ask} 'Does Robin buy the book?'\n {if} book {is} yes\n _ {print} 'Robin buys the book and goes home'\n _ {else}\n _ {print} 'Robin leaves the shop and goes home'\n{else}\n {print} 'Robin goes home'\n```\n" 1: story_text: "நிலை 1-இல், நீங்களே உருவாக்கிய வேறொரு முக்கிய கதாபாத்திரத்தைக் கொண்டு கதையை உருவாக்கலாம்.\n\nமுதல் வரியில், `{ask}` என்கிற கட்டளையைப் பயன்படுத்தி, கதையின் முக்கிய கதாபாத்திரம் யார் என்று கேட்கவும்.\n\nஅந்த முதல் வரிக்குப்பின், வாக்கியத்தை அச்சிட வேண்டுமானால் `{print}` என்ற \nகட்டளையைக் கொண்டு தொடங்கவும்.\nஉங்கள் முக்கிய கதாபாத்திரம் வாக்கியத்தின் முடிவில் இருக்க வேண்டுமெனில் `{echo}` என்ற கட்டளையைப் பயன்படுத்தவும்.\n" - example_code: "```\n{ask} The main character of this story is\n{print} The main character is now going to walk in the forest\n{echo} They're a bit scared,\n{print} They hear crazy noises everywhere\n{print} They're afraid this is a haunted forest\n```\n" - story_text_2: "### Exercise\nNow create your own story of at least 6 lines of code.\nThis story cannot be the same as the example code.\nUse at least one `{ask}` and one `{echo}` command.\nYou can make it about any topic you like.\nIf you can't think of a topic, use one of our choices: going to the movies, a sports match or a day at the zoo.\n" - 8: - story_text: "In this level you can use multiple lines in your `{if}` commands, this way you can upgrade your happy or sad ending!\n\n### Exercise 1\nThe example code shows two different endings; one where the characters jump in a time machine and one where they do not.\nComplete the blanks with at least one sentence per ending.\n**Extra** Make the story longer. What happens in the story? You can also add a second `{ask}` with different options.\n\n### Exercise 2\nGo back to your saved programs, choose your story program from level 5. Now write a good and a bad ending of at least three lines long each!\n" - example_code: "```\n{print} 'OH NO! The T-rex is closing in!'\nend = {ask} 'Do you want a happy or a sad ending?'\n{if} end {is} happy\n {print} 'Just in time Richard jumps back into the time machine!'\n {print} _\n{else}\n {print} 'Oh no! Richard is too slow...'\n {print} _\n```\n" - 4: - example_code: "```\nname {is} {ask} _ What is your name? _\n{print} _ The main character is called _ name\n_\n_\n{print} name _ is now going to walk in the woods _\n{print} name _ is a bit scared _\nanimals {is} 🦔, 🐿, 🦉, 🦇\n{print} _ He hears the sound of a _ animals {at} {random}\n{print} name _ is afraid this is a haunted forest _\n```\n" - story_text: "### Exercise\nCopy the example code and finish it by adding quotation marks on the blanks in lines 1 and 2.\nThe blanks in line 3 and 4 should not be replaced by quotation marks, but a `{sleep}` and a `{clear}` command. Can you make it work?\n\n### Exercise 2\nGo back to the previous level and copy your story code. Make the code work in this level by adding quotation marks in the right spots.\nMind: The variables in your own story should be outside of the quotation marks. Just like the second line of the example code. In that line the variable name is placed outside of the quotation marks.\n" - 7: - story_text: "In a story, someone says words several times. For example, when someone calls for help or sings a song.\nYou can put such repetitions in your story, in this level with `{repeat}`.\n\n### Exercise\nAdd repetition to your own story. Go back to your saved programs, choose your story program from a previous level and\nfind a line containing `{print}` and repeat it!\n" - example_code: "```\n{print} 'The prince kept calling for help'\n{repeat} 5 {times} {print} 'Help!'\n{print} 'Why is nobody helping me?'\n```\n" - 13: - story_text: "By using the `{and}` and `{or}` commands, you can make your stories more versatile. You can ask two questions and respond to the combination of answers.\n\n### Exercise 1\nLook at the example code and finish it. Then add at least 2 more `{if}` codes with `{and}` or `{or}`.\n\n### Exercise 2\nFind a story from a previous level, and add one `{and}` or `{or}`.\n" - example_code: "```\n{print} 'Our hero is walking through the forest'\n{print} 'The path splits two ways'\npath = {ask} 'Which path should she choose?'\nweapon = {ask} 'What weapon does she draw?'\n{if} path {is} 'left' {and} weapon {is} 'sword'\n _\n```\n" - 15: - story_text: "Using the `{while}` loop can make your stories more interesting. For example, you can use `{while} game == 'on'` so you can play until the game is over.\nOr you can use `{while} sword == 'lost'` so the player can't continue the game until they have found something.\n\n### Exercise\nThe example code shows you how to use the `{while}` loop in a story. Now **think of your own scenario** in which the player has to find something before they can continue.\n" - example_code: "```\nkeys = 'lost'\n{print} 'You are standing in your garden and you have lost your keys.'\n{print} 'Where do you want to look for them?'\n{print} 'You can choose: tree, flowerbed, rock, postbox'\n{while} keys == 'lost'\n location = {ask} 'Where do you want to look?'\n {if} location == 'flowerbed'\n {print} 'Here they are!'\n keys = 'found'\n {else}\n {print} 'Nope they are not at the ' location\n{print} 'Now you can enter the house!'\n```\n" default_save_name: கதை - ask_command: - levels: - 1: - story_text: "## The ask command\nNow that you can use the `{print}` command, you are ready to learn the next command: `{ask}`. With the `{ask}` command, you can ask a question. Check it out:\n" - example_code_2: "```\n{print} Hello!\n{ask} What is your name?\n{echo} hello\n```\n" - story_text_3: "### Exercise\nTry out the `{ask}` and `{echo}` commands. Firstly, fill in the blanks to make this program work.\nThen ask 2 more questions using the `{ask}` command, after each `{ask}` use an `{echo}` to print the answer on the screen.\n" - example_code_3: "```\n_ How are you doing?\n_\n```\n" - example_code: "```\n{print} Hello!\n{ask} What is your name?\n```\n" - story_text_2: "## The `{echo}` command\nIf you want the computer to repeat the answer back to you, you can use the `{echo}` command. The answer will be echoed back at the end of the sentence, so in this example after hello.\n" - 2: - example_code_2: "```\nfavorite_animal {is} {ask} What is your favorite animal?\n{print} I like favorite_animal\n```\n" - story_text_2: "### Exercise\nIn the previous tab you have practised with setting variables with the `{is}` command.\nYou have created at least 3 variables and used them with a print command.\nNow, instead of setting the variables we want you to make the variables interactive, like we did in our example.\n\nCopy your code from the previous tab and make the variables interactive by using `{ask}` commands.\n" - example_code: "```\nname {is} {ask} What is your name?\n{print} Hello name\nage {is} {ask} How old are you?\n{print} name is age years old.\n```\n" - story_text: "## The ask command\nNow that we can use **variables** in our codes, we no longer need the `{echo}` command.\nWe can use variables to store the answers to our questions and this way we can use the answer to multiple questions in our codes.\nCheck it out:\n\nThis way your code is becoming interactive!\n" - 18: - story_text: The final change we will need to make to get Python code is changing `{ask}` into `{input}`. - example_code: "```\n{print}('My name is Hedy!')\nname = {input}('What is your name?')\n{print}('So your name is ', name)\n```\n" - description: Introduction {ask} command - name: '{ask}' - default_save_name: ask_command - and_or_command: - default_save_name: and or - name: '{and} & {or}' - levels: - 13: - example_code: "```\nname = {ask} 'what is your name?'\nage = {ask} 'what is your age?'\n{if} name {is} 'Hedy' {and} age {is} 2\n {print} 'You are the real Hedy!'\n```\n" - story_text: "We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two `{if}`s but can use `{and}` and `{or}`.\n\nIf you use `{and}`, both statements, left and right of the `{and}` need to be true. We can also use `{or}`. Then only one statement needs to be correct." - description: introducing {and} & {or} - blackjack: - description: Try to get as close to 21 as you can - default_save_name: Blackjack - levels: - 17: - story_text: "Blackjack is a simple game of cards in which you have to get as close to 21 points as possible. You get two cards. Each card is worth their numeral value, and the face cards (Jack, Queen and King) are worth 10 points.\nThe Ace is worth either 1 or 11 points (you can choose). The dealer, your opponent, also gets two cards.\nIf you want, you can get another card, and its points will be added to your total. The dealer can also choose to take another card.\nBut be careful not to get more than 21 points, because if you do, you lose!\nThe player who gets closest to 21, without going over it, wins!\n\n### Exercise\nIn this adventure we code the first part of our Blackjack game. We'll create a function to calculate how many points a card is worth.\n\n***Set the variables***\nStart by making a list of all the cards, from 2 to Ace. Next make a list of the face cards, so Jack, Queen and King. Then pick a random card from the list of cards to be card_1.\n\n***Create a function to calculate the points***\nCreate a function that calculates how many points a card is worth.\nAll the face cards are worth 10 points, the Ace is worth 11 and all the other cards are worth their numeral.\nReturn the variable `points` at the end of the function.\n\n***Test the function***\nTest if your function is working properly. Finish the first print command by filling in which card you've drawn. Then finish the second line by calling the function with card_1.\nRun the code a couple of times. Are you happy with the results? Great! Then you can remove the testing part and move on the the next tab!\n" - example_code: "```\n{print} 'BLACKJACK'\n\n# Set these variables\ncards = _\nface_cards = _\ncard_1 =\n\n# Create a function to calculate the points\n{define} calculate_points {with} card:\n {if} card {in} face_cards:\n points = _\n {elif} _\n _\n {else}:\n _\n _ points\n\n# Test your function\n{print} 'Your card is a ' _\n{print} 'That is worth ' _ ' points'.\n```\n" - name: Blackjack - blackjack_2: - description: Blackjack part 2 - default_save_name: Blackjack_2 - name: Blackjack 2 - levels: - 17: - story_text: "### Exercise\nIn this adventure we code the second part of our Blackjack game.\n\n***Paste your code from the previous adventure***\nIn the previous adventure you've started a list of variables and created a function to calculate how many points a card is worth. Copy your code and paste it here. Mind that you don't need the testing part, so if you haven't removed that yet, please do so now.\n\n***Add more variables***\nYou have already set the lists `cards` and `face_cards` and the variable `card_1`. Underneath those variables create 3 more variables: `card_2`, dealer_card_1` and `dealer_card_2`. These variables are all set to a random card from the list of cards.\n\n***Add up points***\nTo calculate how many points you have scored we call the function with card 1 and we do it again for card 2. Then we add both these scores together to get your total.\nDo the same thing for the dealers points, but be sure to use the dealer's cards and not your own!\n\n***2 Aces***\nYou're doing great! Almost all scores can be calculated now. There is only one exception: 2 Aces. If you get 2 Aces, your total is 12 points and not 22 (because 22 points would be losing!). This of course also goes for the dealer.\n\n***Show the score***\nLastly, you want to tell the program to tell you which cards you have drawn and how many points that is. Then show which cards the dealer has and how many points they have.\n\n***Continue in the next tab***\nGreat! You have finished this part of the game! Copy your code and go to the next tab to learn how to ask for an extra card and to declare a winner.\n" - example_code: "```\n# Paste your code from the previous adventure here\n\n# Add these variables to the list of variables\ncard_2 = _\ndealer_card_1 = _\ndealer_card_2 = _\n\n# Add up your points\nyour_points_1 = {call} _ {with} card_1\nyour_points_2 = _\nyour_total = _\n\n# Add up the dealers points\ndealer_points_1 = _\n_\n_\n\n# 2 Aces\n{if} card_1 == 'Ace' {and} _\n your_total = 12\n{if} dealer_card_1 _\n dealer_total = _\n\n# Show the score\n{print} 'You have drawn a ' _ ' and a ' _ '. That is ' _ ' points'\n{print} 'The dealer has drawn a ' _ ' and a ' _ '. That is ' _ ' points'\n```\n" - blackjack_3: - description: Blackjack part 3 - default_save_name: Blackjack_3 - name: Blackjack 3 - levels: - 17: - story_text: "In the previous tabs you have learned how to draw 2 random cards for yourself and for the dealer and to calculate how many points you both got.\nIn this adventure we add the option to ask for an extra card for both you and the dealer.\n\n### Exercise\n***Paste your code from the previous adventure*** Firstly, copy your code from the previous tab and paste it here.\n\n***Extra card for you*** If you want, you can get an extra card to get your total as close to 21 as possible. First ask the player if they want an extra card.\nIf they do, pick a random card and print what they have drawn. If the card is not an Ace, you can call the function and add the points to your total.\nIn case the card is an Ace, you can't use the function, because the Ace can be either 1 point or 11 points, depending on how many points you already have earned.\nIf your total is less than 11, you want the ace to be 11 points (because this is closest to 21). So you add 11 points to your total.\nIf the total is more than or equal to 11, you want the ace to be 1 point (because you don't want more than 21 points). So you add 1 point to your total.\nLastly, print your new total of points.\n\n***Extra card for the dealer*** The dealer can also get an extra card. The dealer doesn't need to be asked, because they always get an extra card if their total is less than 17.\nCopy the 'Extra card for you code' and paste it in the dealers section. Then change it to fit the dealer picking an extra card and getting points added to their total.\n" - example_code: "```\n# Paste your code from the previous adventure here\n\n# Extra card for you\nhit = {ask} _\n{if} hit == 'yes':\n card_3 = _\n {print} _\n {if} card_3 _ 'Ace':\n your_points_3 = _\n your_total = _\n {else}:\n {if} your_total _\n _\n {else}:\n _\n {print} _\n\n# Extra card for the dealer\n{if} dealer_total < 17\n_\n```\n" - calculator: - name: Calculator - levels: - 6: - story_text_3: "**Extra** You can also let the computer do random products on its own using `{random}`.\n" - example_code_3: "```\nnumbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10\nnumber_1 = _\nnumber_2 = _\ncorrect_answer = number_1 * number_2\ngiven_answer = {ask} 'What is ' number_1 ' times ' number_2 '?'\n{if} _\n{else} _\n```" - story_text_2: "### Exercise\nThe calculator above will calculate the answer for you, but you can also make a program to test your own maths skills, like this:\nFill in the blanks to make it complete!\n" - story_text: "Now that you can do maths, you can make a calculator yourself!\n" - example_code: "```\nnumber_1 = {ask} 'Fill in the first number:'\nnumber_2 = {ask} 'Fill in the second number:'\ncorrect_answer = number_1 * number_2\n{print} number_1 ' times ' number_2 ' is ' correct_answer\n```\n" - example_code_2: "```\ncorrect_answer = 11 * 27\nanswer = {ask} 'How much is 11 times 27?'\n{if} answer {is} _ {print} 'good job!'\n{else} {print} 'Wrong! It was ' _\n```\n" - 10: - example_code: "```\nnumbers = 1, 2, 3\n{for} _\n {for} _\n answer = {ask} _\n correct = number_1 * number_2\n {if} answer {is} correct\n {print} 'Great job!'\n {else}\n {print} 'That is wrong. The right answer is ' correct\n```\n" - story_text: "This calculator game helps you practise your tables of multiplication!\n### Exercise\nFill in the blanks. We want this program to ask the player these questions:\n```\nHow much is 1 times 1?\nHow much is 1 times 2?\nHow much is 1 times 3?\nHow much is 2 times 1?\nHow much is 2 times 2?\nHow much is 2 times 3?\nHow much is 3 times 1?\nHow much is 3 times 2?\nHow much is 3 times 3?\n_\n```\n" - 13: - example_code: "```\nanswer1 = {ask} 'What is 10 times 7?'\nanswer2 = {ask} 'What is 6 times 7?'\n{if} _ _ _ _ _ _ _\n {print} _\n```\n" - story_text: "### Exercise 1\nLet's make the practice program a bit harder. The player now has to answers two questions correctly. Fill out the blanks to complete the program.\n\n### Exercise 2\nSometimes, calculations have multiple correct answers. For example, 10 can be divided by 5 and by 2. So the question 'What number divides 10?' can be answered by 2 and by 5.\nAsk for a calculation that has multiple correct answers, ask the player to answer it, and determine if it is correct using `{or}`.\nEmpty the programming field and create your own solution.\n" - 14: - example_code: "```\n{define} calculate_mean_grade\n total = 0\n {for} i {in} {range} 1 {to} 4\n grade = {ask} _\n total = total + _\n {return} _ / 4\n\nmean_grade = {call} _\n{print} 'Your mean grade is ' mean_grade\n```\n" - story_text: "In this adventure you will build a calculator that calculates your mean grade for you. If you get your calculator to work, you can move on to the next adventure, which allows you to add two extra features.\n\n### Exercise 1\nFill in the blanks to get the calculator to work.\n* Start with the fourth line, add a question to figure out what grade the student got.\n* In the fifth line you'll want to calculate the total of all grades, so the total = total + grade.\n* Then we get to set the return value. We want to return the mean, so the total devided by the amount of tests (4).\n* Lastly we finish the code by calling the function in line 8.\n\nDid you get it? Awesome! Would you like to add even more to your calculator? **This adventure continues in the next tab!**\n" - 9: - story_text: "In a previous level, you've created a calculator. In this level, you can expand that code so it asks multiple questions.\n\n### Exercise 1\nCan you finish line 10 to get the code to work?\n\n### Exercise 2\nGive the player feedback when they enter an answer, like `{print} 'Correct!'` or `{print} 'Wrong! The correct answer is ' correct_answer`.\n" - example_code: "```\nscore = 0\n{repeat} 10 {times}\n numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10\n number_1 = numbers {at} {random}\n number_2 = numbers {at} {random}\n correct_answer = number_1 * number_2\n {print} 'What is ' number_1 ' times ' number_2 '?'\n answer = {ask} 'Type your answer here...'\n {print} 'Your answer is ' answer\n {if} _ {is} _\n score = score + 1\n{print} 'Great job! Your score is... ' score ' out of 10!'\n```\n" - 12: - story_text: "In this level, you can make a calculator that works for decimal numbers.\n\n### Exercise 1\nFill out the blanks to complete the calculator. Remember to use a period and not a comma for decimal numbers.\n\n### Exercise 2\nCreate a new mathematics practice program, but now use decimal numbers.\nCreate a list of numbers, choose two to multiple and let the player answer.\nAnd of course you have to validate the answer! **Extra** Increase the difficulty by adding lives: A player loses a life for a wrong answer and after three wrong answers the game ends.\n" - example_code: "```\nnumber1 = {ask} 'What is the first number?'\nnumber2 = {ask} 'What is the second number?'\nanswer = _\n{print} number1 ' plus ' number2 ' is ' _\n```\n" - 15: - example_code: "```\n{define} new_question\n numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10\n number_1 = numbers {at} {random}\n number_2 = numbers {at} {random}\n correct = number_1 * number_2\n answer = 0\n _\n _\n _\n {print} 'Well done!'\n\n{print} 'Give 10 correct answers to win!'\n{for} i {in} {range} 1 {to} 10\n _\n{print} 'You win!'\n```\n" - story_text: "You can add the `{while}` loop to the calculator game you've learned to make in a previous level.\nThis makes sure the player can't continue to the next question if they answer incorrectly.\n\n### Exercise\nAdd the `{while}` loop in the function, ask the player what number_1 times number_2 is and print their answer.\nThen `{call}` the function.\n" - 11: - story_text: "With a `{for}` you can simplify tables of multiplication practise program.\n\n### Exercise 1\nImprove the example code such that it prints a nice multiplication table:
\"1 times 10 is 10\", \"2 times 10 is 20\", etc.\n\n### Exercise 2\nGo back to your level 10 multiplication code, and modify it so that it uses a `{for}` and `{range}`.\n" - example_code: "```\nnumber = 10\n{for} i {in} {range} 1 {to} 10\n {print} i * number\n```\n" - default_save_name: Calculator - description: Create a calculator - calculator_2: - name: Calculator 2 - levels: - 14: - story_text: "### Exercise 2\n**This is the second part of this adventure.** The adventure starts in the previous tab.\nOf course, you don't always want to calculate the mean of 4 tests. You might want to calculate the mean of 10 tests or only 2...\nWe can fix this problem by adding the argument and variable 'amount_of_tests'.\n* Start a new line on line 3. Set the amount_of_tests argument by asking the student how many tests they have made.\n* Change the 4 in line 4 to the new argument amount_of_tests.\n* Lastly, change the 4 in line 6 to amount_of_tests\n\nTry out your new program. Does it work?\n\n### Exercise 3\nDid you want to make your program even better? Great! In the previous program you could only calculate the mean grade of 1 subject, but it would be better if you could calculate the mean grade for all subjects you want!\nWe won't tell you how to do it, but we will give you one tip: Start your code in line 1 with: define calculate_mean_grade with subject.\n" - example_code: "```\n# Use your own code from the previous adventure.\n```\n" - default_save_name: Calculator 2 - description: Calculator 2 - clear_command: - default_save_name: clear_command - description: '{clear} command' - levels: - 4: - example_code: "```\n{print} '3'\n{clear}\n{print} '2'\n{clear}\n{print} '1'\n{clear}\n{print} 'wait for it...'\n{sleep} 3\n{clear}\n{print} 'SURPRISE!'\n```\n" - story_text: "Time for a new command! With `{clear}` you can clear all the text form your output screen. This way you can prevent your screen getting too full of text.\nBeware! If you are using a `{clear}` command, you might need to use a `{sleep}` above it. Otherwise Hedy will clear your screen without giving you the time to read as you can see in the example!\n" - name: '{clear}' - debugging: - name: debugging - default_save_name: debugging - levels: - 2: - example_code: "**Warning! This code needs to be debugged!**\n```\ndestination {ask} Where are you going on holidays?\n{print} The flight to dstination leaves at 3 pm.\n{ask} Did you check in your luggage yet?\n{echo}\n{print} Let me print your boarding pass for you.\n{sleep}\nHere you go! Have a nice trip!\n```\n" - story_text: "Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code.\nThat means that in these debugging adventures, we will give you a code that does not work yet.\nYou will have to figure out what's wrong and correct the mistakes.\n\n### Exercise\nDebug this code. Good luck!" - 3: - story_text: "Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code.\nThat means that in these debugging adventures, we will give you a code that does not work yet.\nYou will have to figure out what's wrong and correct the mistakes.\n\n### Exercise\nDebug this code. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\nmovie_choices {is} dracula, fast and furious, home alone, barbie\nchosen_movie {is} movies {at} {random}\n{print} Tonight we will watch chosen _movies\nlike {ask} Do you like that movie?\n{print} Tomorrow we will watch something else.\n{add} chosen_movie {to_list} movie_choices\n{print} Tomorrow we will watch tomorrows_movie\ntomorrows_movie {is} movie_choices {at} {random}\nI'll go get the popcorn! {print}\n```\n" - 4: - story_text: "### Exercise\nDebug this code. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\n{print} 'Welcome to the online library!\n{ask} What genre of books do you like?\n{print} You like genre\nauthor {is} {ask} 'Who's your favorite author?'\n{print} 'author is your favorite author'\n{print} Hmmm... i think you should try... books {at} {random}\n```\n" - 5: - story_text: "### Exercise\nDebug this code. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\n{print} Welcome to Swimming Pool Hedy!\nclass {is} {ask} 'Are you here to join a class today?'\n{if} class yes\n{print} 'Great! You're joining a class!\n{print} {else} 'You will not be joining a class'\ndiscount {is} 'Do you have a discount code?'\n{if} discount {is} yes\ndiscount_answer {is} {ask} 'What's your discount code?'\ndiscount_codes = Senior4231, Student8786, NewMember6709\n{if} discount_answer {is} {in} discount_cods\n{print} 'That will be $3,50'\n'That will be $5,50'\n{print} 'Have a nice swim!'\n```\n" - 6: - story_text: "### Exercise\nDebug this code. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\n{print} 'Vending machine'\nchosen_product = {ask} 'Please select a product'\n1_dollar_products = coke orange juice water\n2_dollar_products = chocolate, cookie, museli bar\n3dollar_prodcuts = potato chips, beef jerky, banana bread\n{if} chosen {is} {in} 1_dollar_products\nprice = 1\n{if} chosen_product {is} 2_dollar_products\nprice = 2\n{else} chosen_product {in} 3_dollar_products\nprice = 3\namount_of_products = '{ask} How many of ' chosen_product would you like to have?'\ntotal = price + amount_of_product\n{print} 'That will be $' price 'please'\n```\n" - 8: - story_text: "### Exercise\nDebug this code. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\n{print} 'Welcome to Manicures and Pedicures by Hedy'\nbodypart = {ask} 'Are you getting your fingernails or toenails done today? Or both?'\n{if} bodyparts {is} both\n {print} That will be $25'\n price = 25\n {else}\n {print} That will be $18'\n price = 18\ncolor = {ask} What color would you like?\nsparkles = {ask} 'Would you like some sparkles with that?'\n{if} sparkles {is} yes\n {print} 'We charge $3 extra for that'\nprice = price + 3\n{else} {print} 'No sparkles' {print} 'So no extra charge'\n{sleep} 5\n{print} 'All done! That will be $' price ' please!'\n{print} 'Thank you! Byebye!'\n```" - 12: - story_text: "### Exercise\nDebug this code. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\n{define} greet\ngreetings = 'Hello', 'Hi there', 'Goodevening'\n {print} greetings {at} {random}\n\n{define} take_order\n food = {ask} 'What would you like to eat?'\n {print} 'One food'\n drink = 'What would you like to drink?'\n {print} 'One ' drink\n more = {ask} 'Would you like anything else?'\n {if} more {is} 'no'\n {print} 'Alright'\n {else}\n {print} 'And ' more\n{print} 'Thank you'\n\n{print} 'Welcome to our restaurant'\npeople = {ask} 'How many people are in your party tonight?'\n{for} i {in} {range} 0 {to} people\n {call} greet_costumer\n```\n" - 13: - story_text: "### Exercise\nDebug this code. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\n{define}movie_recommendation {with} name\n action_movies == 'Die Hard', 'Fast and Furious', 'Inglorious Bastards'\n romance_movies = 'Love Actually', 'The Notebook', 'Titanic'\n comedy_movies = 'Mr Bean' 'Barbie''Deadpool'\n kids_movies = 'Minions', 'Paddington', 'Encanto'\n {if} name {is} 'Camila' {or} name {is} 'Manuel'\n recommended_movie = kids_movie {at} {random}\n {if} name {is} 'Pedro' {or} 'Gabriella'\n mood = {ask} 'What you in the mood for?'\n {if} mood {is} 'action'\n recommended_movie = comedy_movies {at} {random}\n {if} mood {is} 'romance'\n recommended_movie = romance_movies\n {if} mood {is} 'comedy'\n recommended_movie = comedy_movies {at} {random}\n\n{print} 'I would recommend ' recommended_movie ' for ' name\n\nname = {ask} 'Who is watching?'\nrecommendation = {ask} 'Would you like a recommendation?'\n{if} recommendaion {is} 'yes'\n{print} movie_recommendation {with} name\n{else}\n{print} 'No problem!'\n```\n" - 15: - story_text: "### Exercise\nDebug this random children's story. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\nnames = 'Tanya', 'Romy', 'Kayla', 'Aldrin', 'Ali'\nverbs='walking', 'skipping', 'cycling', 'driving', 'running'\nlocations = 'on a mountaintop', 'in the supermarket', 'to the swimming pool'\nhiding_spots = 'behind a tree', under a table', in a box'\nsounds = 'a trumpet', 'a car crash', 'thunder'\ncauses_of_noise = 'a television', 'a kid with firecrackers', 'a magic elephant', 'a dream'\n\nchosen_ name = names {at} {random}\nchosen_verb = verbs {at} {random}\nchosen_location = 'locations {at} {random}'\nchosen_sounds = noises {at} {random}\nchosen_spot = hiding_spots {random}\nchosen_causes = causes_of_noise {at} {random}\n\n{print} chosen_name ' was ' chosen_verb ' ' chosen_location\n{print} 'when they suddenly heard a sound like ' sounds {at} {random}\n{print} chosen_name ' looked around, but they couldn't discover where the noise came from'\n{print} chosen_name ' hid ' chosen_spot'\n{print} 'They tried to look around, but couldn't see anything from there'\nhidden = 'yes'\n{while} hidden = 'yes'\n {print} chosen_name 'still didn't see anything'\nanswer = {ask} 'does ' chosen_name ' move from their hiding spot?'\n {if} answer = 'yes'\n hidden == 'no'\n{print} 'chosen_name moved from' chosen_spot\n{print} 'And then they saw it was just' chosen_cause\n{print} chosen_name 'laughed and went on with their day'\n{print} The End\n```\n" - 17: - story_text: "### Exercise\nDebug this code. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\n{define} food_order\n toppings = {ask} 'pepperoni, tuna, veggie or cheese?'\n size = {ask} 'big, medium or small?'\n number_of_pizza = {ask} 'How many these pizzas would you like?'\n\n {print} 'YOU ORDERED'\n {print} number_of_pizzas ' size ' topping ' pizza'\n\n{define} drinks_order\n drink = {ask} 'water, coke, icetea, lemonade or coffee?'\n number_of_drinks = {ask} 'How many of these drinks would you like?'\n\n {print} 'YOU ORDERED'\n {print} number_of_drinks ' ' drink\n\n'Welcome to Hedy pizza'\nmore_food = {ask} 'Would you like to order a pizza?'\n{while} more_food = 'yes'\n {return} food_order\n more_food = {ask} 'Would you like to order a pizza?'\nmore_drinks = {ask} 'Would you like to order some drinks?'\n{while} more_drinks == 'yes'\n {call} drink_order\n more_drinks == {ask} 'Would you like to order more drinks?'\n\n\n{print} 'Thanks for ordering!'\n```\n" - 11: - story_text: "### Exercise\nDebug this calendar program. The output of this program is supposed to look like a list of dates.\nFor example:\n\n```\nHedy calendar\nHere are all the days of November\nNovember 1\nNovember 2\nNovember 3\n```\nAnd so on.\n\nMind that you have to test your code extra carefully for the month February, because the amount of days in this month changes in leap years." - example_code: "**Warning! This code needs to be debugged!**\n```\n{print} 'Hedy calendar'\nmonths_with_31 days = January, March, May, July, September, October, December\nmonths_with_30_days = April, June, August, November\nmonth = {ask} 'Which month would you like to see?'\n{if} month {in} months_with_31_days\n days = 31\n {if} month {in} months_with30_days\n days = 30\n{if} month = February\n leap_years = 2020, 2024, 2028, 2036, 2040, 2044, 2028\n year = {ask} 'What year is it?'\n{if} year {in} leap_years\n days = 29\n{else}\n days = 28\n\n{print} 'Here are all the days of ' moth\n{for} i {in} {range} 1 {to} days\n {print} month i\n```\n" - 10: - story_text: "### Exercise\nDebug this code. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\nnames = Muad Hasan Samira Noura\nactivities = fly a kite, go swimming, go hiking, catch tan in the sun\n{for} name {is} names\n{print} At the beach name loves to activity {at} {random}\n```\n" - 14: - example_code: "**Warning! This code needs to be debugged!**\n```\n{define} calculate_heartbeat\n {print} 'Press your fingertips gently against the side of your neck'\n {print} '(just under your jawline)'\n {print} 'Count the number of beats you feel for 15 seconds'\n beats == {ask} 'How many beats do you feel in 15 seconds?'\n heartbeat = beats*4\n {print} 'Your heartbeat is ' heartbeat\n {if} heartbeat >= 60 {or} heartbeat <= 100\n {print} 'Your heartbeat seems fine'\n {else}\n {if} heartbeat > 60\n {print} 'Your heartbeat seems to be too low'\n {if} heartbeat < 100\n {print} 'Your heartbeat seems to be too high'\n {print} 'You might want to contact a medical professional'\n\nmeasure_heartbeat = {ask} 'Would you like to measure your heartbeat?'\n{if} measure_heartbeat = 'yes'\n {call} measure_heartbeat\n{else}\n 'no problem'\n```\n" - story_text: "### Exercise\nDebug this code. Good luck!" - 1: - story_text: "Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code.\nThat means that in these debugging adventures, we will show you code that does not work yet.\nYou will have to figure out what's wrong and correct the mistakes.\n\n### Exercise\nDebug this code. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\n{print} I love programming\nDo you love programming too?\n{echo}\n{print} What are your hobbies?\n{echo} Your hobbies are\n```\n" - 18: - story_text: "### Exercise\nDebug this Old MacDonald program from level 16. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\nanimals = ['pig', 'dog', 'cow']\nsounds = ['oink', 'woof', 'moo']\n{for} i {in} {range} 1 {to} 3\n animal = animals[i]\n sound = sounds[i]\n {print} 'Old MacDonald had a farm'\n {print} 'E I E I O!'\n {print} 'and on that farm he had a ' animal\n {print} 'E I E I O!'\n {print} 'with a ' sound sound ' here'\n {print} 'and a ' sound sound ' there'\n {print} 'here a ' sound\n {print} 'there a ' sound\n {print} 'everywhere a ' sound sound\n```\n" - 7: - example_code: "**Warning! This code needs to be debugged!**\n```\nAre you sleeping?\nBrother John!\nMorning bells are ringing!\nDing, dang, dong!\n```\n" - story_text: "### Exercise\nSurprise! This program looks more like an output than a code. And yet, we don't want you to just add `{print}` commands in front of each line.\nFix this program to turn it into the nursery rhyme 'Brother John (Frère Jacques)' by using the {repeat} command of course!" - 16: - story_text: "### Exercise\nDebug this code. Good luck!\nTip: Make sure that you only see your score once in the end." - example_code: "**Warning! This code needs to be debugged!**\n```\ncountry = ['The Netherlands', 'Poland', 'Turkey', 'Zimbabwe', 'Thailand', 'Brasil', 'Peru', 'Australia', 'India', 'Romania' ]\ncapitals = 'Amsterdam', 'Warshaw' 'Istanbul', 'Harare', 'Bangkok', 'Brasilia', 'Lima', 'Canberra', 'New Delhi', 'Bucharest'\nscore = 0\n{for} i {in} {range} 0 {to} 10\n answer = {ask} 'What's the capital of ' countries[i]\n correct = capital[i]\n {if} answer = correct\n {print} 'Correct!'\n score = score + 1\n {else}\n {print} 'Wrong,' capitals[i] 'in the capital of' countries[i]\n {print} 'You scored ' score ' out of 10'\n\n```\n" - 9: - story_text: "### Exercise\nDebug this code. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\n{print} 'Welcome to our sandwich shop'\namount 'How many sandwiches would you like to buy?'\n{repeat} amount {times}\n{ask} {is} {ask} 'What kind or bread would you like your sandwich to be?'\ntypes_of_bread {is} white, wheat, rye, garlic, gluten free\n{if} chosen_bread in types_of_bread\n{print} 'Lovely!'\n{else}\n'I'm sorry we don't sell that'\ntopping {is} {ask} 'What kind of topping would you like?'\nsauce {is} {ask} 'What kind of sauce would you like?'\n{print} One chosen_bread with topping and sauce.\nprice = amount * 6\n{print} 'That will be 'price dollar' please'\n```\n" - description: debugging adventure - default: - default_save_name: intro - levels: - 1: - example_code: "```\n{print} Hello world!\n```\n" - story_text: "Welcome to Hedy! Here you can learn how to program step by step.\n\nTry the code yourself! The yellow button copies the example code to your programming field.\nThen push the green 'Run code' button under the programming field to run the code.\n\nReady? Then go to the next tab to learn how to make your own codes!\n" - 4: - example_code: "```\nname {is} Sophie\n{print} My name is name\n```\n" - story_text: "In the previous levels you've been practising with variables, but you may have come across this problem.\nYou might have tried to run a code like this:\n\nOf course you wanted to print\n\n`My name is Sophie`\n\nbut Hedy prints\n\n`My Sophie is Sophie`.\n\nIn this level this problem is fixed by using quotation marks.\n" - 8: - example_code: "```\n{repeat} 5 {times} {print} 'In the next tab you can repeat multiple lines of code at once!'\n```\n" - story_text: "Now you've learned how to repeat one single line of code. This comes in handy, but it's not always enough. Sometimes you want to repeat multiple lines at once.\nThis level allows you to group a couple of lines of code, and repeat that little group of lines all at once!\n" - 9: - story_text: "Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two...\nGood news! In this level you will be allowed to put an {if} inside an {if}, or inside a {repeat} command. Putting a block of code inside another block of code is called nesting. ``` Putting a block of code inside another block of code is called nesting.\n" - example_code: "```\nanswer = {ask} 'Are you ready to learn something new?'\n{if} answer {is} yes\n {print} 'Great! You can learn to use the repeat command in the if command!'\n {print} 'Hooray!'\n {print} 'Hooray!'\n {print} 'Hooray!'\n{else}\n {print} 'Maybe you should practice some more in the previous level'\n" - 15: - story_text: "In this game below a code has been made to make sure the player can play on as long as they want...\nBut the code is ineffective and way too long. Also, what if the player wants to play 101 games instead of 100?\nYou can't play to infinity?\nIn this level you will learn a command that makes all of this a lot easier!\n" - example_code: "```\ngame = 'on'\n{for} i {in} {range} 1 {to} 100\n {if} game == 'on'\n answer = {ask} 'Do you want to continue?'\n {if} answer == 'no'\n game = 'over'\n {if} answer == 'yes'\n {print} 'Ok we will continue'\n```\n" - 16: - example_code: "```\nanimals = 'chicken', 'horse', 'cow'\nsounds = 'cluck', 'neigh', 'moo'\n{for} animal {in} animals\n {print} 'A ' animal ' says ' sounds {at} {random}\n```\nYou could also try to make it work this way, but....\n```\nanimals = 'chicken', 'horse', 'cow'\nsounds = 'cluck', 'neigh', 'moo'\n{for} animal {in} animals\n {for} sound {in} sounds\n {print} 'A ' animal ' says ' sound\n```\nNote: These codes will not work like this in this level. Head to the next tab to see which parts you need to correct." - story_text: "In this level we will grow a bit more towards real Python code. You will also learn how to match two lists together.\nThis way you can program a code in which the correct animal is matched to the right sound.\nBecause the two codes below... Are obviously nonsense!\n" - 17: - story_text: "Now we are going to change indentation a little bit. Every time that we need an indentation, we need `:` at the line before the indentation.\n\nIn this level you can also use a new command: `{elif}`. `{elif}` is short for ``{else} {if}`` and you need it when you want to make 3 (or more!) options.\nCheck it out!\n" - 10: - example_code: "```\n{repeat} 2 {times}\n {print} 'if youre happy and you know it clap your hands'\n{print} 'if youre happy and you know it and you really want to show it'\n{print} 'if youre happy and you know it clap your hands'\n```\n" - story_text: "You're doing great! In the previous levels we still faced a small problem. You have learned to repeat lines, but what if you'd want to slightly change the line.\nFor example if you want to sing the song 'if you're happy and you know it'. It would look like this:\n\nIf you'd also want the next verse 'stomp your feet', and the next one, and the next one, you'd have to change the code completely.\nIn this level you'll learn the `{for}` command, which allows you to make a list of actions and repeat the code with another action each time!\nPlease take a look!\n" - 12: - story_text: "Maybe you have tried using decimal numbers in your restaurant adventure. If you did, you probably noticed that Hedy didn't understand them yet and always rounded off.\nFrom this level on you can use decimal numbers.\n" - example_code: "```\nburger = 5\ndrink = 2\ntotal = burger + drink\nprint 'You have ordered a burger and a drink'\nprint 'That costs ' total ' dollars please'\n```\n" - 6: - example_code: "```\nfood_price {is} 0\ndrink_price {is} 0\ntotal_price {is} 0\n{print} 'Welcome to McHedy'\norder {is} {ask} 'What would you like to eat?'\n{if} order {is} hamburger food_price {is} 5\n{if} order {is} fries food_price {is} 2\ndrink {is} {ask} 'What would you like to drink?'\n{if} drink {is} water drink_price {is} 0\n{else} drink_price {is} 3\ntotal_price {is} food_price + drink_price\n{print} 'That will be ' total_price ' dollars, please'\n```\n" - story_text: "In the previous level you have practiced with `{ask}` and `{if}`. For example you can ask guests what they would like to eat.\nWhat you can't yet do though, is calculate the price for everyone's dinner.\n\nThis level makes it possible to use addition, subtraction and multiplication in your programs. This way you can calculate the prices in your restaurant, but you could also add a secret code to give your friends and family a discount.\nAnother option in this level is programming your own maths game, for your little brother or sister to practice their multiplications.\nGo see for yourself!\n" - 7: - story_text: "Great job! You've reached the next level, which means you have practiced with `{if}` and `{else}`. You have probably noticed that your codes are getting longer and longer.\nFor example if you want to program 'Happy Birthday'.\n\nThat's a lot of code for mainly the same words over and over again. Luckily in the next tab you'll learn a solution with the `{repeat}` command, that allows you to repeat a line of code multiple times.\n" - example_code: "```\n{print} 'happy birthday to you'\n{print} 'happy birthday to you'\n{print} 'happy birthday dear Hedy'\n{print} 'happy birthday to you'\n```\n" - 13: - example_code: "```\nusername = {ask} 'What is your username?'\npassword = {ask} 'What is your password?'\n{if} username {is} 'Hedy'\n {if} password {is} 'secret'\n {print} 'Welcome Hedy!'\n {else}\n {print} 'Access denied'\n{else}\n {print} 'Access denied!'\n```\n" - story_text: "In the previous levels you've learned how to put two `{if}`commands inside each other. This works fine, but it does give you very long and unhandy codes like this one:\n\nIn this system you have to give both the correct username and the correct password.\nIn this level you will learn the `{and}` command that will make this code a lot shorter and more understandable!\nCheck it out!\n" - 11: - story_text: "You have reached level 11, you're doing great! In the higher levels, Hedy is focussing more and more on teaching you the programming language Python.\nIn Python there is no `{repeat}` command, but there is a command that works like {repeat}. Are you curious to find out how to say `{repeat}` in Python language? Quickly go on to find out!\n" - 3: - story_text: "In the previous level you've learned what a variable is and how you can use it to make your adventures more interactive.\nBut... that's not the only thing you can do with variables! You can also use variables to make lists.\nAnd you can even let Hedy pick a random word out of a list, which allows you to make real games!\nTake a quick look at the next tab!\n" - 2: - story_text: "Congratulations! You've reached level 2. Hopefully you've already made some awesome codes!\nIn the first level you might've notice that the `{echo}` command can only save one bit of information at a time.\nFor example in the restaurant adventure, you could echo what the costumer wanted to eat, or what they wanted to drink, but not both in one sentence.\n\nThat changes in level 2. In level 2 you'll learn to work with variables, that allow you to save multiple pieces of information and print them in any place you want.\nSo let's go to the next tab!\n" - example_code: "**Warning! This code does not work!**\nIn Hedy commands will change sometimes. `{echo}` for example only works in level 1. In this level you'll learn a better way to echo answers back.\n```\n{print} Welcome at Hedy's\n{ask} What would you like to eat?\n{echo} So you want\n{ask} what would you like to drink?\n{echo} So you want\n```\n" - 14: - story_text: "With the example code you can calculate if you've passed a subject at school (so, a grade of six or higher).\nYou can see this code is extremely inefficient, due to the very long code in line 5.\nAll the different grades from 1 to 5 had to be programmed separately. Lucky for you, in this level you'll learn how to do this without this extremely long code!\n" - example_code: "```\nfirst_grade = {ask} 'What score did you get on your first test?'\nsecond_grade = {ask} 'What score did you get on your second test?'\nadded = first_grade + second_grade\nmean_grade = added / 2\n{if} mean_grade = 1 {or} mean_grade = 2 {or} mean_grade = 3 {or} mean_grade = 4 {or} mean_grade = 5\n {print} 'Oh no! You have failed the subject...'\n{else}\n {print} 'Great! You have passed the subject!'\n```\n" - 5: - example_code: "```\npassword {is} {ask} 'What is the correct password?'\n```\n" - story_text: "In the previous levels you've already learned to use `{at} {random}` which made your games different every time you ran the code.\nBut it's not really interactive, the player doesn't have any influence on what happens in the game.\n\nIn this level you'll learn the `{if}` command, that allows you to give different responses in your program. This way you can program a secret password for your computer for example.\nSo let's go to next tab for the new command!\n" - 18: - story_text: "Congratulations! You have reached the last level of Hedy! The code you have created here can be copied to real Python environments like replit or PyCharm, and you can continue learning there!\nNote however that Python can only read English commands, so if you have been using other languages, you will need to switch to English now.\n" - name: Introduction - description: Level explanation - dice: - default_save_name: Dice - name: Dice - levels: - 3: - example_code_2: "```\nchoices {is} _\n```\n" - story_text_2: "### Exercise\nThe dice in the example above are dice for a specific game. Can you make normal dice?\nOr other special dice from a different game?\n" - example_code: "```\nchoices {is} 1, 2, 3, 4, 5, earthworm\n{print} You threw _ {at} {random} !\n```\n" - story_text: "In this level we can choose from a list. With that we can let the computer choose one side of the die.\nTake a look at the games you have in your closet at home.\nAre there games with a (special) die? You can also copy it with this code.\nFor example, the dice of the game Earthworms with the numbers 1 to 5 and an earthworm on it.\n\n![Die of earthworms with 1 to 5 and an earthworm on it](https://cdn.jsdelivr.net/gh/felienne/hedy@24f19e9ac16c981517e7243120bc714912407eb5/coursedata/img/dobbelsteen.jpeg)\n" - 7: - example_code: "```\nchoices = 1, 2, 3, 4, 5, 6\n_ _ _ _ _ _ _\n```\n" - story_text: "You can also make a dice again in this level. With the `{repeat}` code you can easily roll a whole hand of dice.\n\n### Exercise\nTry to finish the sample code! **Extra** Think of a game you know that involves a dice and program that using a `{repeat}`.\n" - 6: - story_text: "You can also make an Earthworm die again in this, but now you can also calculate how many points have been rolled.\nYou may know that the worm counts 5 points for Earthworms. Now after a roll you can immediately calculate how many points you have thrown.\nThis is the code to calculate points for one die:\n\n### Exercise\nCan you make the code so that you get the total score for 8 dice? To do that, you have to copy and paste some lines of the code.\n" - example_code: "```\nchoices = 1, 2, 3, 4, 5, earthworm\npoints = 0\nthrow = choices {at} {random}\n{print} 'you threw ' throw\n{if} throw {is} earthworm points = points + 5 {else} points = points + throw\n{print} 'those are ' points ' points'\n```\n" - example_code_2: "Did you manage to calculate the score for 8 dice? That required a lot of copy and pasting, right? We are going to make that easier in level 7!\n" - 15: - example_code: "```\noptions = 1, 2, 3, 4, 5, 6\n{print} 'Throw 6 as fast as you can!'\nthrown = 0\ntries = 0\n_\n_\n_\n_\n_\n{print} 'Yes! You have thrown 6 in ' tries ' tries.'\n```\n" - story_text: "### Exercise\nIn this level you can create a little game in which you'll have to throw 6 as fast as possible.\nWe have started the code, it's up to you to get the game to work!\n\nFirstly, add a `{while}` loop that checks if 6 has been thrown or not.\nAs long as you haven't thrown 6 already, throw the dice on a random number.\nPrint what the player has thrown.\nAdd a try to the amount of tries\nWait a second before you throw again, or - in case you've thrown a 6 - before the game ends.\n" - 10: - story_text: "### Exercise\nIs everybody taking too long throwing the dice? In this level you can let Hedy throw all the dice at once!\nChange the names into names of your friends or family, and finish the code.\n" - example_code: "```\nplayers = Ann, John, Jesse\nchoices = 1, 2, 3, 4, 5, 6\n_ _ _ _\n {print} player ' throws ' choices {at} {random}\n {sleep}\n```\n" - 4: - story_text: "In this level you can also create dice. But this time you can try it yourself, without an example code!\n\n### Exercise\nMake your own dice in this level.\nTip: If you have no idea how to make dice. Take a peek at your dice from the previous level, but don't forget to add quotation marks.\n" - 5: - example_code: "```\nchoices {is} 1, 2, 3, 4, 5, earthworm\nthrow {is} choices {at} {random}\n{print} 'you have thrown ' throw\n_ throw {is} earthworm {print} 'You can stop throwing.'\n_ {print} 'You have to throw it again!'\n```\n" - story_text: "We are going to add the `{if}` and `{else}` commands to our dice!\n\n### Exercise\nComplete the sample code so that the code says \"You can stop throwing\" once you have thrown an earthworm. It should say \"You have to throw again\" if you've thrown anything else.\n**Extra** Maybe you want to recreate a die from a completely different game. That's fine too! Then make up your own reaction, e.g. 'yes' for 6 and 'pity' for something else.\n" - description: Make your own dice - dishes: - description: Use the computer to see who does the dishes - levels: - 3: - story_text: "Do you always disagree at home about who should wash the dishes or change the litter box today?\nThen you can let the computer choose very fairly. You can program that in this level!\n" - story_text_2: "### Exercise\nMake your own version of the dishwasher program. Firstly make a list of your family members.\nThen think of a task that needs to be done, and let the computer decide who has to do the task with the `{at} {random}` command.\n\n**Extra** Don't feel like doing the dishes yourself? Hack the program by removing your name from the list with the `{remove}` `{from}` command.\n" - example_code: "```\npeople {is} mom, dad, Emma, Sophie\n{print} people {at} {random} has to do the dishes\n```\n" - 4: - example_code: "```\npeople {is} mom, dad, Emma, Sophie\n{print} _ the dishes are done by _\n{sleep}\n{print} people {at} _\n```\n" - story_text: "With quotation marks you can make your dishwashing program even better.\n\n### Exercise\nFirst, fill in right symbols or commands on the blanks to make this example program work.\nDid you get it? Great! Now copy your own code from the previous level and make it work in this level by adding quotation marks in the right spots.\n" - 10: - example_code: "```\ndays = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday\nnames = mom, dad, Emma, Sophie\n{for} day {in} days\n {print} names {at} {random} ' does the dishes on ' day\n```\n" - story_text: "In this level you can make a schedule for the whole week in an easy way!\n\n### Exercise\nAdd a second chore, such as vacuuming or tidying up, and make sure it is also divided for the whole week.\n
**Extra** The program is not fair, you can be unlucky and wash up all week. How could you make the program more fair?\n" - 5: - story_text: "With the `{if}` you can now have more fun with choice in the program. You can have your program respond to the choice that the computer has made.\n### Exercise\nCan you finish the code so that it prints 'too bad' when it is your turn and otherwise 'yes!'?\nDon't forget the quotes!\n" - example_code: "```\npeople {is} mom, dad, Emma, Sophie\ndishwasher {is} people {at} {random}\n_ dishwasher {is} Sophie {print} _ too bad I have to do the dishes _\n_ {print} 'luckily no dishes because ' _ ' is already washing up'\n```\n" - 6: - example_code_2: "```\npeople = mom, dad, Emma, Sophie\ndishwasher = people {at} {random}\n{print} 'Monday the dishes are done by: ' dishwasher\n{remove} dishwasher {from} people\ndishwasher = people {at} {random}\n{print} 'Tuesday the dishes are done by: ' dishwasher\n{remove} dishwasher {from} people\n```\n" - example_code: "```\npeople = mom, dad, Emma, Sophie\nemma_washes = 0\ndishwasher = people {at} {random}\n{print} 'The dishwasher is' dishwasher\n{if} dishwasher {is} Emma emma_washes = emma_washes + 1\n{print} 'Emma will do the dishes this week' emma_washes 'times'\n```\n\nNow you can copy lines 3 to 5 a few times (e.g. 7 times for a whole week) to calculate for a whole week again.\nDo you make the code for the whole week?\n" - story_text_2: "If you are extremely unlucky the previous program might choose you to do the dishes for the whole week! That's not fair!\nTo create a fairer system you can use the `{remove}` command to remove the chosen person from the list. This way you don't have to do the dishes again until everybody has had a turn.\n\nMonday and Tuesday are ready for you! Can you add the rest of the week?\nAnd… can you come up with a solution for when your list is empty?\n" - story_text: "How often is everyone going to do the dishes? Is that fair? You can count it in this level.\n" - 7: - story_text: "With the `{repeat}` you can repeat pieces of code. You can use this to calculate who will be washing dishes for multiple days!\n### Exercise\nUse the `{repeat}` command to decide on who needs to wash the dishes for an entire week. Each blank needs to be filled with one command or number!\n**Extra** Can you think of other tasks in the house? Adapt the code so it decides on three household chores. Do not forget to print what tasks it concerns!\n" - example_code: "```\npeople = mom, dad, Emma, Sophie\n{repeat} _ _ {print} 'Dishwashing will be done by ' _ _ _\n```\n" - name: Dishes? - default_save_name: Dishes - elif_command: - description: '{elif}' - levels: - 17: - story_text: "In this level you can also use a new command: `{elif}`. `{elif}` is a combination of the keywords `{else}` and `{if}` and you need it when you want to make 3 (or more!) options.\nCheck it out!\n" - example_code: "```\nprizes = ['1 million dollars', 'an apple pie', 'nothing']\nyour_prize = prizes[{random}]\n{print} 'You win ' your_prize\n{if} your_prize == '1 million dollars' :\n {print} 'Yeah! You are rich!'\n{elif} your_prize == 'an apple pie' :\n {print} 'Lovely, an apple pie!'\n{else}:\n {print} 'Better luck next time..'\n```\n" - name: '{elif}' - default_save_name: elif - for_command: - levels: - 11: - example_code: "```\n{for} counter {in} {range} 1 {to} 10\n {print} counter\n{print} 'Ready or not. Here I come!'\n```\n" - story_text: "In this level, we add a new form of the `{for}`. In earlier levels, we used `{for}` with a list, but we can also use `{for}` with numbers.\nWe do that by adding a variable name, followed by `{in}` `{range}`. We then write the number to start at, `{to}` and the number to end at.\n\nTry the example to see what happens! In this level again, you will need to use indentations in lines below the `{for}` statements." - 18: - story_text: "Lastly, we'll turn `{for} i {in} {range} 1 to 5` into real Python code, like this:\n" - example_code: "```\n{for} i {in} {range}(1,5):\n {print} (i)\n```\n" - 10: - story_text_2: "### Exercise\nFinish this code by adding `{for} action {in} actions` to line 2.\n" - example_code_2: "```\nactions = clap your hands, stomp your feet, shout Hurray!\n_\n {repeat} 2 {times}\n {print} 'If youre happy and you know it, ' action\n {sleep} 2\n {print} 'If youre happy and you know it, and you really want to show it'\n {print} 'If youre happy and you know it, ' action\n {sleep} 3\n```\n" - example_code: "```\nanimals = dog, cat, blobfish\n{for} animal {in} animals\n {print} 'I love ' animal\n```\n" - story_text: "## For\nIn this level we learn a new code called `{for}`. With `{for}` you can make a list and use all elements.\n`{for}` creates a block, like `{repeat}` and `{if}` so all lines in the block need to start with 4 spaces." - 17: - story_text: "Now we are going to change indentation a little bit. Every time that we need an indentation, we need `:` at the line before the indentation.\n" - example_code: "```\n{for} i {in} {range} 1 {to} 10:\n {print} i\n{print} 'Ready or not, here I come!'\n```\n" - default_save_name: for - name: '{for}' - description: '{for} command' - fortune: - levels: - 1: - story_text: "Have you ever been to a carnival and had your future predicted by a fortune teller? Or have you ever played with a magic eight ball?\nThen you probably know that they can't really predict your future, but it's still fun to play!\n\nIn the upcoming levels you can learn how to create your own fortune telling machine!\nIn level 1 you can start off easy by letting Hedy introduce herself as a fortune teller and let her `{echo}` the players' answers.\nLike this:\n" - example_code: "```\n_ Hello, I'm Hedy the fortune teller!\n_ Who are you?\n_ Let me take a look in my crystal ball\n_ I see... I see...\n_ Your name is\n```\n" - story_text_2: "### Exercise\nCopy the example code into your input screen and fill in the blanks to make the code work.\n**Extra** Change the code and let the fortune teller not only predict your name, but also your age, your favorite sports team or something else about yourself.\n" - 10: - story_text: "In this level you'll learn how to program the game MASH (mansion, apartment, shack, house). In this game you can predict for all the players at once, what their future will look like.\n\n### Exercise\nFil in the blanks by using the new command that you've learned this level.\n" - example_code: "```\nhouses = mansion, apartment, shack, house\nloves = nobody, a royal, their neighbour, their true love\npets = dog, cat, elephant\nnames = Jenna, Ryan, Jim\n_\n {print} name ' lives in a ' houses {at} {random}\n {print} name ' will marry ' loves {at} {random}\n {print} name ' will get a ' pets {at} {random} ' as their pet.'\n {sleep}\n```\n" - 6: - example_code: "```\n{print} 'I am Hedy the fortune teller!'\n{print} 'I can predict how many kids youll get when you grow up!'\nage = {ask} 'How old are you?'\nsiblings = {ask} 'How many siblings do you have?'\nlength = {ask} 'How tall are you in centimetres?'\nkids = length / age\nkids = kids - siblings\n{print} 'You will get ...'\n{sleep}\n{print} kids ' kids!'\n```\n" - story_text: "In this level you can use math in your predictions as a fortune teller. This allows you to make up (silly) formulas to calculate the future.\nFor example you could calculate how rich you'll get or how many kids you will have when you grow up.\n\n\n\n### Exercise\nCan you think of your own (silly) fortune telling machine?\n" - 3: - story_text_2: "### Exercise\nNow, Hedy can only answer yes, no or maybe. Can you give Hedy more answer options, like 'definitely' or 'ask again'.\n" - story_text: "In the previous levels you've created your first fortune telling machine, but Hedy couldn't really predict anything, only `{echo}`.\nIn this level you can use a variable and the `{at} {random}` command to really let Hedy choose an answer for you. Check out this code for instance:\n" - example_code: "```\n{print} I’m Hedy the fortune teller!\nquestion {is} {ask} What do you want to know?\n{print} This is what you want to know: question\nanswers {is} yes, no, maybe\n{print} My crystal ball says...\n{sleep} 2\n{print} answers {at} {random}\n```\n" - 5: - example_code: "```\nfriends {is} Jordan, Lucy, Dave\n{print} 'I can predict if you will win the lottery tomorrow!'\nperson {is} {ask} 'Who are you?'\ngood_answer {is} Hurray! You win!, You will definitely win!, We have a winner!\nbad_answer {is} Bad luck! Try again!, Another person will win, You lose!\n{if} person {in} friends {print} good_answer {at} {random}\n{else} {print} bad_answer {at} {random}\n```\n" - story_text: "### Exercise\nIn the example code you see how to make a fortune teller program that allows you to tip the odds in your favor. This cheating program always tells you that you will win the lottery, but your friends will never win.\n\nUse this to make your own program, be creative! For example you could create a code that predicts that:\n* your favorite sports team will beat all the competitors!\n* your favorite movie will be chosen for movie night!\n* you win tickets to your favorite show!\n* you are the fairest of them all, like Snow White's magic mirror.\nLet your imagination do the work!\n\nYour program has to exist of at least 10 lines of code and need to have at least one `{if}` and `{else}` command.\n" - 12: - story_text: "From level 12 on, you will also have to use quotation marks in lists, before and after each item.\n\n### Exercise\nAdd two predictions to the list" - example_code: "```\nfortunes = 'you will slip on a banana peel', _\n{print} 'I will take a look in my crystal ball for your future.'\n{print} 'I see... I see...'\n{sleep}\n{print} fortunes {at} {random}\n```\n" - 4: - example_code: "```\n_ Add the quotation marks to this code _\n{print} Im Hedy the fortune teller!\nquestion {is} {ask} What do you want to know?\n{print} This is your question: question\nanswers {is} yes, no, maybe\n{print} My crystal ball says...\n{sleep} 2\n{print} answers {at} {random}\n```\n" - story_text: "### Exercise\nWe have removed all the quotation marks from this example code, can you add them in all the right places?\n\n### Exercise 2\nGo back to the previous level and copy your fortune teller code. Make the code work in this level by adding quotation marks in the right spots.\n" - 8: - example_code: "```\n{print} 'I am Hedy the fortune teller!'\n{print} 'You can ask me 3 questions.'\nanswers = yes, no, maybe\n_ _ _\n question = {ask} 'What do you want to know?'\n {print} question\n {sleep}\n {print} 'My crystal ball says... ' answers {at} {random}\n```\n" - story_text: "In the next example you can have your fortune teller ask multiple questions and also print them!\n\n### Exercise\nCan you fill in right command on the blanks?\n" - 7: - story_text: "### Exercise\nFinish this program that tells you if your crush loves you back or not.\n" - example_code: "```\n{print} 'I have a flower with magic petals'\n{print} 'If you pick the petals the flower will tell you if your crush loves you back'\namount = {ask} 'How many petals do you want to pick?'\noptions = they love you, they love you not\n_ _ _ _ options {at} {random}\n```\n" - default_save_name: Fortune Teller - description: Let Hedy predict the future - name: Fortune teller - functions: - name: functions - description: functions - default_save_name: functions - levels: - 13: - example_code: "```\n{define} song {with} place\n {print} 'My Bonnie is over the ' place\n\n{call} song {with} 'ocean'\n{call} song {with} 'sea'\n{call} song {with} 'ocean'\n```\n" - story_text: "Now that you've learned how to use functions, you'll learn how to use a function with an argument.\nAn **argument** is a variable that is used within a function. It is not used outside the function.\n\nFor example in this code we've programmed the first verse of the song 'My Bonnie is over the ocean'.\nIn this example code the argument 'place' is used. Place is a variable that is only used in the function, so an argument.\nTo use 'place' we have placed `{with} place` after `{define} song`.\nWhen the function is called, the computer will replace the argument 'place', with the piece of text after `{call} song {with}`.\n\n### Exercise\nThe next verse of this song goes:\n\n```not_hedy_code\nLast night as I lay on my pillow\nLast night as I lay on my bed\nLast night as I lay on my pillow\nI dreamed that my Bonnie is dead\n```\n\nCan you program this verse in the same way as the example?\n" - 14: - example_code: "```\n{define} calculate_new_price {with} amount, percentage\n percentage = percentage / 100\n discount_amount = amount * percentage\n {return} amount - discount_amount\n\nold_price = {ask} 'How much is on the price tag?'\ndiscount = {ask} 'What percentage is the discount?'\n\nnew_price = _ calculate_new_price {with} old_price, _\n{print} 'The new price is ' new_price ' dollar'\n```\n" - story_text: "In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you.\nYou can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**.\n\nFor example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value.\n\n### Exercise\nFinish this code. We have already made the variable new_price for you, you only need to set it.\nYou should finish the line of code by calling the function that calculates the new price.\n" - 12: - story_text: "In this level you'll learn how to use **functions**. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again.\nTo create a function, use `{define}` and give the function a name. Then put all the lines you want in the function in a indented block under the `{define}` line.\nLeave one empty line in your code to make it look nice and neat. Great job! You have created a function!\n\nNow, whenever we need that block of code, we just use {call} with the function's name to call it up! We don't have to type that block of code again.\n\nCheck out this example code of a game of Twister. The function 'turn' contains a block of code that chooses which limb should go where.\n\n### Exercise\nFinish this code by setting the 2 variables chosen_limb and chosen_color.\nThen, choose how many times you want to call the function to give the twister spinner a spin.\n\n### Exercise 2\nImprove your code by adding a variable called 'people'. Use the variable to give all the players their own command in the game.\nFor example: 'Ahmed, right hand on green' or 'Jessica, left foot on yellow'.\n" - example_code: "```\nsides = 'left', 'right'\nlimbs = 'hand', 'foot'\ncolors = 'red', 'blue', 'green', 'yellow'\n\n{define} turn\n chosen_side = sides {at} {random}\n chosen_limb = limbs _\n chosen_color = colors _\n {print} chosen_side ' ' chosen_limb ' on ' chosen_color\n\n{print} 'Lets play a game of Twister!'\n{for} i {in} {range} 1 {to} _\n {call} turn\n {sleep} 2\n```\n" - 18: - story_text: "Let's make functions the Pythons way! To define a function, we no longer use:\n\n`{define} name_function {with} argument_1, argument_2:`\n\nbut we use:\n\n`{def} name_function(argument_1, argument_2):`.\n\n\nIf you don't want to use arguments, you just leave the space between the parantheses empty.\nTo call a function, we don't need the `{call}` command anymore. You just type the name of the function.\n" - example_code: "```\n{def} calculate_score(answer, correct_answer):\n {if} answer == correct_answer:\n score = 1\n {elif} answer == '?':\n score = 0\n {else}:\n score = -1\n {return} score\n\nanswer = {input} ('Where can you find the Eiffel Tower?')\ncorrect_answer = 'Paris'\nscore = calculate_score(answer, correct_answer)\n{print} ('Your score is... ', score)\n```\n" - guess_my_number: - description: guess my number - levels: - 14: - story_text: "In this level you can program the game 'Guess my number'\n\n### Exercise\nFill in the correct symbols on the blanks to get the game to work.\n" - example_code: "```\n{print} 'Guess my number'\nnumbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10\nnumber = numbers {at} {random}\ngame = 'on'\n{for} i {in} {range} 1 {to} 10\n {if} game == 'on'\n guess = {ask} 'Which number do you think it is?'\n {if} guess _ number\n {print} 'Lower!'\n {if} guess _ number\n {print} 'Higher!'\n {if} guess _ number\n {print} 'You win!'\n game = 'over'\n```\n" - name: Guess my number - default_save_name: guess my number - hangman: - name: Hangman - default_save_name: Hangman - description: Guess the word - levels: - 17: - story_text: "In this adventure we program a game of hangman. First we make some preparations, then we program the game and in the third part we add a drawing with the turtle.\n\n### Exercise\n***Set the variables*** In this game of hangman, Player 1 chooses an answer and Player 2 has to guess the letters in this answer.\nTo let the computer know all the letters in the word, we will turn the answer into a list of letters. We also do this with the guesses Player 2 makes.\nWe will start the game with 2 empty lists. We have made an empty list for the variable answer for you. Now make an empty list for guessed_letters as well.\nThen we fill in how many mistakes were made. At the start of the game, this should be 0.\nThe variable `amount_letters` tells us how many letters are in the answer. Ask Player 1 to tell us how many letters their word has.\nLastly we tell the computer if the game is over. We use the variable `game_over` and set it to `False`.\n\n***Choosing the answer*** We want Player 1 to be able to choose the answer. We'll ask them, as many times as necessary, what the next letter is.\nThen we add that letter to the answer. Lastly, we add an empty _ to the list of guessed letters, so we get as many _s as there are letters in the answer.\n\n***Player 2's turn***\nTell Player 2 its their turn. Then tell Player 2 how many letters there are in the answer. Finally, print the list of `guessed_letters`.\n\n***Go to the next tab*** Now that all the starting variables are set, we can start programming the game itself. Check out the next tab to learn how!\n" - example_code: "```\nprint 'Hangman!'\n\n# Set the variables\nanswer = []\nguessed_letters = _\nmistakes_made = _\namount_letters = {ask} _\n_ = 'False'\n\n# Choosing the answer\n{for} _\n letter = {ask} 'Player 1, what is letter ' i '?'\n _\n {add} '_' {to} _\n\n# Player 2 turn\nprint _\nprint _\nprint guessed_letters\n```\n" - hangman_3: - description: Hangman 3 - default_save_name: Hangman_3 - levels: - 17: - example_code: "```\n# Create a function that draws the hangman\n{define} draw_hangman {with} step:\n {if} step == 1:\n {color} white\n {forward} -100\n {turn} 90\n {forward} -50\n {color} black\n {forward} 100\n {forward} -50\n\n {if} step == 2:\n _\n# Paste your hangman game here\n\n```\n" - story_text: "In a game of hangman the mistakes are shown by drawing a part of the hangman each time a mistake has been made.\nWe now add those drawings with our turtle!\n\n### Exercise\n***Create a function that draws the hangman*** Create a function that draws the hangman in 10 steps. We have already made step 1 for you.\n\n***Test the function*** Test the function by calling the function with 10. If you are happy with the function, remove the line that calls the function for now. We will call the function when the player makes a mistake.\n\n***Paste your hangman game under your function*** Go back to the previous tab and copy your hangman game. Paste the game underneath your function.\n\n***Call the function when the player makes a mistake*** Under the line `mistakes_made = mistakes_made + 1` we will call the function. We want the turtle to take the same amount of steps as the player has made mistakes, so we call the function with `mistakes_made` as argument.\n\n***Enjoy your game!***\n
\n The hangman could look like this \n
\n" - name: Hangman 3 - harry_potter: - levels: - 10: - story_text: "### Exercise\nWe can also make a Harry Potter themed fortune teller. Fill in blanks such that 9 lines are printed.\n**Extra** Change the theme of the fortune teller into something else, such as your favorite book, film or tv show.\n" - example_code: "```\nhouses = Gryffindor, Slytherin, Hufflepuff, Ravenclaw\nsubjects = potions, defence against the dark arts, charms, transfiguration\nfears = Voldemort, spiders, failing your OWL test\nnames = Harry, Ron, Hermione\n_\n_ {print} name ' is placed in ' houses {at} {random}\n_ {print} name ' is great at ' subjects {at} {random}\n_ {print} name 's greatest fear is ' fears {at} {random}\n```\n" - default_save_name: Harry Potter - name: Harry Potter - description: Harry Potter adventures - haunted: - description: Escape from the haunted house - default_save_name: Haunted House - levels: - 2: - story_text: "In this haunted house you can choose your monsters with emojis. Of course you could also use words.\n" - story_text_2: "### Exercise\nIn the example above the monsters are predetermined. So each time you run your code, the output is the same.\nCan you add `{ask}` commands to make the haunted house interactive and have the players choose the monsters they come across?\n" - example_code_2: "```\nmonster_1 {is} _\nmonster_2 {is} _\nmonster_3 {is} _\n{print} You enter the haunted house.\n{print} Suddenly you see a monster_1\n{print} You run into the other room...\n{print} But a monster_2 is waiting there for you!\n{print} Oh no! Quickly get to the kitchen.\n{print} But as you enter monster_3 attacks you!\n```\n" - example_code: "```\nmonster_1 {is} 👻\nmonster_2 {is} 🤡\nmonster_3 {is} 👶\n{print} You enter the haunted house.\n{print} Suddenly you see a monster_1\n{print} You run into the other room...\n{print} But a monster_2 is waiting there for you!\n{print} Oh no! Quickly get to the kitchen.\n{print} But as you enter monster_3 attacks you!\n```\n" - 3: - example_code: "```\n_ Escape from the haunted house!\n_ There are 3 doors in front of you...\n_ _ _ Which door do you choose?\n_ You picked door ... choice\nmonsters _ a zombie, a vampire, NOTHING YOUVE ESCAPED\n_ You see...\n{sleep}\n_ _ _ _\n```\n" - story_text: "In the previous levels you've made an introduction to your haunted house game, but as you might have noticed the story would always have a dreadful end.\nIn this level you can make your story more interactive by changing the outcome of the game; sometimes you'll get eaten, sometimes you'll escape!\nLet Hedy decide randomly!\n\n### Exercise\nCopy the example codes and fill in the blanks to make it work!\n\n**Extra** This story is pretty straight forward, maybe you can spook it up a bit by adding a more exciting story.\nAlso you have very limited outcomes right now, there are only 3 options of what's behind the doors. Maybe you can think of more monsters to add to the list!\n" - 16: - story_text: "### Exercise\nThis haunted house game uses the connection between the lists you can use in this level.\nFor example: all the properties that belong to the zombie are first in all the lists, witch second and vampire third.\nCheck out the code and fill in `weapons[i]`, `monsters[i]` , `bad_fate[i]`, `good_fate[i]`, `hint[i]` on the correct blanks to get the code to work!\n" - example_code: "```\nnumbers = [1, 2, 3]\ni = numbers[{random}]\nhint = ['growling', 'a cackling laugh', 'fluttering batwings']\nmonsters = ['zombie', 'witch', 'vampire']\nbad_fate = ['Your brain is eaten', 'You are forever cursed', 'You are bitten']\ngood_fate = ['You throw the ham. The zombie is distracted and starts eating it.', 'You set the curtains on fire. The witch flees out of fear for the fire', 'The vampire hates garlic and flees']\nweapons = ['ham', 'lighter', 'garlic']\n{print} 'You are standing in front of an old mansion'\n{print} 'Something is not right here'\n{print} 'You hear ' _\n{print} 'You are going to explore it'\n{print} 'You enter the kitchen and see a lighter, a raw ham and a garlic.'\nyour_weapon = {ask} 'What do you bring with you?'\n{print} 'With your ' your_weapon ' you enter the living room'\n{print} 'There you find a ' _\nneeded_weapon = _\n{if} your_weapon == needed_weapon\n {print} 'You use your ' your_weapon\n {print} _\n {print} 'YOU WIN!'\n{else}\n {print} 'You have chosen the wrong weapon...'\n {print} _\n {print} 'GAME OVER'\n```\n" - 14: - story_text: "### Exercise\nIn this level you can use the `<` and `>` symbol to introduce lives to your game.\nMake sure the player loses a life when they come across the wrong monster and that the game stops if you have no lives left.\n" - example_code: "```\n{print} 'Escape from the haunted house'\nlives = 3\ndoors = 1, 2, 3\nmonsters = 'the wicked witch', 'a zombie', 'a sleeping 3 headed dog'\n{for} i {in} {range} 1 {to} 10\n {if} lives _\n good_door = doors {at} {random}\n monster = monsters {at} {random}\n chosen_door = {ask} 'Which door do you choose?'\n {if} good_door == chosen_door\n {print} 'You have chosen the correct door'\n {else}\n {print} 'You see...' monster\n {if} monster == 'a sleeping 3 headed dog'\n {print} 'Pffieuw.... Its asleep'\n {else}\n {print} 'You lose one life'\n lives = _\n {else}\n {print} 'GAME OVER'\n```\n" - 9: - story_text: "In this level you can use nesting, which allows you to make the haunted house even more interactive!\n\n### Exercise\nNow it's very hard to win this game, can you make it easier to win?\nChange your code so it only has one wrong door and two correct doors instead of one correct door and two wrong ones? \nTip: This means changing the variable correct_door into wrong_door, and switching the `{if}` and `{else}` code.\nAnd of course you may also change the story and make it your own. Change the monsters or make it a happy game show where you get a gift!\n" - example_code: "```\n{print} 'Escape from the Haunted House!'\nplayer = alive\ndoors = 1, 2, 3\nmonsters = zombie, vampire, giant spider\n{repeat} 3 {times}\n {if} player {is} alive\n correct_door {is} doors {at} {random}\n {print} 'There are 3 doors in front of you...'\n chosen_door = {ask} 'Which door do you choose?'\n {if} chosen_door {is} correct_door\n {print} 'No monsters here!'\n {else}\n {print} 'You are eaten by a ' monsters {at} {random}\n player = dead\n {else}\n {print} 'GAME OVER'\n{if} player {is} alive\n {print} 'Great! You survived!'\n```\n" - 5: - example_code: "```\n{print} 'Escape from the haunted house!'\n{print} 'There are 3 doors in front of you...'\ndoors {is} 1, 2, 3\nmonsters {is} werewolf, mummy, vampire, zombie\nchosen_door {is} {ask} 'Which door do you choose?'\n{print} 'You chose door...' chosen_door\n{sleep}\ncorrect_door {is} doors {at} {random}\n_ _ _ _ {print} 'Great! Youve escaped!'\n{else} {print} 'Oh no! You are being eaten by a...' monsters {at} {random}\n```\n" - story_text: "Up until this level the haunted house game always asked the player to choose a door, but as you might have noticed, they didn't really have to answer correctly.\nIf the player filled in a completely random answer, the game would still work and the player might even win (despite not picking a door).\nIn this level you can only win the game by picking the same door Hedy picked randomly.\n\n### Exercise\nCan you find the 4 missing words to complete the code?\n" - 1: - story_text: "In this adventure you are working towards making a game in which you have to escape from a haunted house by picking the correct door.\nIf you pick the right door you'll survive, but if not a terrible monster might...\n\nIn level 1 we start our haunted house game by making up a scary story and ask the player what monster they'll see in the haunted house.\n" - example_code: "```\n{print} How did I get here?\n{print} I remember my friend telling me to go into the old mansion...\n{print} and suddenly everything went black.\n{print} But how did I end up on the floor...?\n{print} My head hurts like Ive been hit by a baseball bat!\n{print} What's that sound?\n{print} Oh no! I feel like Im not alone in this house!\n{print} I need to get out of here!\n{print} There are 3 doors in front of me..\n{ask} Which door should i pick?\n{echo} I choose door\n{print} ...?\n```\n" - story_text_2: "### Exercise\nCopy the example code to your input screen by clicking the yellow button.\nNow finish the story by adding at least 5 lines of code.\nRemember to start each line of codes with a `{print}` command.\n" - 11: - story_text: "In this level we've changed the `{for}` command so we can tell the player where they are. \n\n### Exercise 1\nFinish the program so the player knows which room they are in.\n\n### Exercise 2\nMake the program into an adventure by following these steps:\n\n1. Make a list of choices (like: fight or flight)\n2. Make sure the player can choose an option with `{ask}`\n3. Is answer correct? Then they may proceed to the next monster. Do they give a wrong answer? Let the player know with a `{print}`. \n\n**Extra** If you make a wrong choice, a monster is still shown! How could you change that?\n" - example_code: "```\n{print} 'Escape from the Haunted House!'\nmonsters = zombie, vampire, giant spider\n_\n {print} 'Room ' i\n monster = monsters {at} {random}\n```\n" - 4: - example_code: "```\n_ Add quotation marks to this code _\n{print} Escape from the haunted house!\n{print} There are 3 doors in front of you...\nchoice {is} {ask} Which door do you choose?\n{print} You picked door ... choice\nmonsters {is} a zombie, a vampire, NOTHING YOUVE ESCAPED\n{print} You see...\n{sleep}\n{print} monsters {at} {random}\n ```\n" - story_text: "In this level you learn how to use quotation marks in your games.\n\n### Exercise\nCan you make your Haunted House level 4 proof?\n\n### Exercise 2\nGo back to the previous level and copy your haunted house code. Make the code work in this level by adding quotation marks in the right spots.\n" - name: Haunted House - hotel: - description: hotel - default_save_name: hotel - name: hotel - levels: - 13: - example_code: "```\n{define} welcome_message {with} title, last_name, country, room_number\n {print} 'Welcome to Hotel Hedy, ' title ' ' last_name\n nice_trip {is} {ask} 'Did you have a nice trip from, ' country '?'\n {if} nice_trip {is} 'yes'\n {print} 'Lovely!'\n {else}\n {print} 'Sorry to hear that.'\n {print} 'Hopefully you can take a nice rest in you room.'\n {print} 'Your room number is ' room_number\n\n{print} 'Hello. Please fill in your information to check in.'\ntitle = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?'\nname = {ask} 'What is you last name?'\nhomecountry = {ask} 'What country do you come from?'\n\n{call} welcome_message {with} title, name, homecountry, 105\n```\n\ntitle = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?'\nname = {ask} 'What is you last name?'\nhomecountry = {ask} 'What country do you come from?'\n\n{call} welcome_message {with} title, name, homecountry, 105\n" - story_text: "In the previous adventure you have learned how to use an argument in a function, and you've learned how to combine it with an {ask}.\nYou might have wondered why you would use functions, because the functions in the example were only one line of code.\nNow we will show you what a bigger function looks like and we will use multiple agruments now as well. You'll see how much better it is to use a function once the function gets bigger.\nHere is an example of a function with arguments combined with {ask} commands.\n" - if_command: - default_save_name: if_command - levels: - 5: - example_code_3: "```\nanswer {is} {ask} '2 + 2 = ?'\n_ _ _ 4 _ 'Great job!'\n_ _ 'No 2 + 2 = 4'\n```\n" - story_text: "## If... else....\nIn level 5 there is something new, the `{if}`! With the `{if}` you can choose between two different options.\nThis code prints nice if you enter Hedy as a name, and boo! if you enter something else.\n`{ask}` and `{print}` still work like they did in level 4.\n" - story_text_2: "Sometimes code with an `{if}` gets really long and does not fit on the line well.
You may also divide the code over two lines, starting the second line at the `{else}` like this:\n" - example_code: "```\nname {is} {ask} 'what is your name?'\n{if} name {is} Hedy {print} 'nice' {else} {print} 'boo!'\n```\n" - story_text_3: "### Exercise\nTry to create your own code with `{if}` and `{else}`. You can use the example code if you want.\n" - example_code_2: "```\nname {is} {ask} 'what is your name?'\n{if} name {is} Hedy {print} 'nice'\n{else} {print} 'boo!'\n```\n" - 9: - story_text: "In this level you can also put an `{if}` command inside another `{if}` command.\n" - example_code: "```\ncontinue = {ask} 'Do you want to continue?'\n{if} continue = yes\n sure = {ask} 'Are you sure?'\n {if} sure {is} yes\n {print} 'We will continue'\n {else}\n {print} 'You are not sure'\n{else}\n {print} 'You do not want to continue'\n```\n" - 8: - story_text: "## If... Else...\nYou have learned to repeat a block of lines of code after a `{repeat}` command.\nNow you can also use indentation to make blocks after a {if} or {else} command.\nCheck out the example code.\n\n### Exercise\nAdd an {else} command to the example code. Make a block of line using indentation. You do this by starting each line with 4 spaces.\n" - example_code: "```\nname = {ask} 'What is your name?'\n{if} name {is} Hedy\n {print} 'Welcome Hedy'\n {print} 'You can play on your computer!'\n```\n" - name: '{if} & {else}' - description: Introducing the {if} command - in_command: - name: '{in}' - default_save_name: in_command - levels: - 5: - example_code_2: "```\nanimals {is} dog, cow, sheep\nanswer {is} {ask} 'What is your favorite animal?'\n_ answer _ animals _ 'Mine too!'\n_ _ 'My favorite animals are dogs, cows and sheep'\n```\n" - story_text: "## Lists\nWhen we want to check if something is in a list, we can now use the `{in}` command.\nThis code prints pretty! if you choose green or yellow, and meh otherwise.\n" - example_code: "```\npretty_colors {is} green, yellow\nfavorite_color {is} {ask} 'What is your favorite color?'\n{if} favorite_color {in} pretty_colors {print} 'pretty!'\n{else} {print} 'meh'\n```\n" - story_text_2: "### Exercise\nFinish the example code by filling in the blanks with commands that you've learned.\nWhen you've finished the code, try to create a code of your own and use a question that you've thought of yourself.\n" - description: Introducing the {in} command - is_command: - levels: - 2: - example_code_2: "```\nfavorite_animal {is} _\n{print} I like favorite_animal\n```\n" - story_text: "## Variables\nYou can name a word with `{is}`. This is called a **variable**. In this example we made a variable called name and a variable called age. You can use the word name anywhere in your code and it will be replaced by Hedy, like this:\n" - story_text_2: "### Exercise\nTime to make your own variables!\nIn the example code we made an example of the variable `favorite_animal`. In line 1 the variable is set, and in line 2 we used the variable in a `{print}` command.\nFirstly, finish our example by filling in your favorite animal on the blank. Then make at least 3 of these codes yourself. Pick a variable, and set the variable with the `{is}` command. Then use it with a `{print}` command, just like we did.\n" - example_code: "```\nname {is} Hedy\nage {is} 15\n{print} name is age years old\n```\n" - 6: - example_code: "```\nname = Hedy\nanswer = 20 + 4\n```\n" - story_text: "We also make a change in storing a word in a variable! You may now use `=` instead of `{is}` when we store a name or a number in a variable, like this:\n" - 14: - story_text_3: "You can also compare if something is *not* equal to something else using `!=` like this:\n" - example_code_2: "```\nname = {ask} 'What is your name?'\n{if} name == 'Hedy'\n {print} 'You are cool!'\n```\n" - story_text: "We are going to learn more new items. You might know them already from mathematics, the `<` and `>`.\nThe `<` checks if the first number is smaller than the second, for example age `<` 12 checks if age is smaller than 12.\nIf you want to check if the first number is smaller or equal to the second, you can use `<=`, for example age `<=` 11.\nThe `>` checks if the first number is bigger than the second, for example points `>` 10 checks if points is larger than 10.\nIf you want to check if the first number is bigger or equal to the second, you can use `>=`, for example points `>=` 11.\nYou use these comparisons in an `{if}`, like this:\n" - example_code_3: "```\nname = {ask} 'What is your name?'\n{if} name != 'Hedy'\n {print} 'You are not Hedy'\n```\n" - example_code: "```\nage = {ask} 'How old are you?'\n{if} age > 12\n {print} 'You are older than I am!'\n```\n```\nage = {ask} 'How old are you?'\n{if} age < 12\n {print} 'You are younger than me!'\n{else}\n {print} 'You are older than me!'\n```\n" - story_text_2: "From this level on, if you want to compare exactly, you can use two equal signs. This is what most programming languages do:\n" - default_save_name: is_command - description: introducing {is} command - name: '{is}' - language: - levels: - 16: - story_text: "### Exercise\nTake a look at the example code. This is a program to practise French vocabulary. Now make your own program to practice your vocabulary in a new language.\nIf you don't know any other languages, you can use Google translate or you can use emojis and your native language.\n" - example_code: "```\nfrench_words = ['bonjour', 'ordinateur', 'pomme de terre']\ntranslation = ['hello', 'computer', 'potato']\nscore = 0\n{for} i {in} {range} 1 {to} 3\n answer = {ask} 'What does ' french_words[i] ' mean?'\n correct = translation[i]\n {if} answer == correct\n {print} 'Correct!'\n score = score + 1\n {else}\n {print} 'Wrong, ' french_words[i] ' means ' translation[i]\n{print} 'You gave ' score ' correct answers.'\n```\n" - 5: - story_text: "Make your own program to practice your vocabulary in a new language.\n\n### Exercise\nMake the code longer by adding at least 3 more words for the player to learn.\n**Extra** Of course, you can choose to use a different language than French. You can change to code to any language you'd like to learn.\n" - example_code: "```\n{print} 'Learn French!'\ncat {is} {ask} '🐱'\n{if} cat {is} chat {print} 'Terrific!'\n{else} {print} 'No, cat is chat'\nfrog {is} {ask} '🐸'\n{if} frog {is} grenouille {print} 'Super!'\n{else} {print} 'No, frog is grenouille'\n```\n" - description: Practice words in a foreign language - name: Language - default_save_name: Language - maths: - name: maths - default_save_name: maths - levels: - 6: - story_text: "In this level you learn something new: you can now also calculate.\n\nThe plus is easy, you write it like with math: `5 + 5` for example. The minus also works fine, it is `5 - 5`.\n\nThe times is a bit different, because there is no times symbol on your keyboard. Just search, there really isn't!\nThat is why we multiply with the asterisk above 8: `5 * 5`. Read that as \"5 times 5\" that helps you remember it best.\n" - example_code: "```\n{print} '5 plus 5 is ' 5 + 5\n{print} '5 minus 5 is ' 5 - 5\n{print} '5 times 5 is ' 5 * 5\n{print} '5 divided by 5 is ' 5 / 5\n```\n" - 12: - story_text_2: "**Maths with words**\nIn this level you can also do addition with words like this:" - example_code_2: "```\na = 'Hello '\nb = 'world!'\n{print} a + b\n```\n" - story_text: "**Decimal numbers**\nSo far, Hedy did not allow for decimal numbers like 1.5, but now we do allow that. Note that computers use the `.` for decimal numbers." - example_code: "```\n{print} 'Two and a half plus two and a half is...'\n{print} 2.5 + 2.5\n```\n" - description: Introducing maths - music: - name: music - default_save_name: music - description: Play a tune! - levels: - 7: - example_code: "```\n{print} 'Twinkle Twinkle Little Star'\n{repeat} 2 {times} {play} C4\n{repeat} 2 {times} {play} G4\n_\n```\n" - story_text: "Using the `{repeat}` command can make your codes for melodies a lot shorter!\n\n### Exercise\nFinish the code for Twinkle Twinkle Little Star by using the `{repeat}`command.\nThen go back to the songs you've made in the previous levels. Can you shorten those codes too?\n" - 6: - example_code: "```\nnumber = {ask} 'Say a starting number between 1 and 67'\n{print} number\n{play} number\nnumber = number + 1\n{print} number\n{play} number\nnumber = number + 1\n{print} number\n{play} number\n```\n" - story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\nThis calls for musical maths! Try out the example code a couple of times with different starting numbers.\nThen, see if you can compose a song using the numbers.\n" - 9: - story_text: "From this level on you can - among other things - use a {repeat} command inside a {repeat} command.\nThat makes songs like 'Happy birthday' even shorter!\n\n### Exercise\nFinish the song!\n" - example_code: "```\nfirst_time = yes\n{repeat} 2 {times}\n {repeat} 2 {times}\n {play} C\n {play} D\n {play} C\n {if} first_time {is} yes\n {play} F\n {play} E\n first_time {is} no\n {else}\n _\n```\n" - 4: - example_code: "```\n{print} 'Mary had a little lamb'\n{play} E\n{play} D\n{play} C\n{play} D\n{play} E\n{play} E\n{play} E\n{clear}\n{print} 'Little lamb, little lamb'\n{play} D\n{play} D\n{play} D\n{play} E\n{play} E\n{play} E\n{clear}\n{print} 'Mary had a little lamb'\n{play} E\n```\n" - story_text: "Use the `{clear}` command to create a karaoke machine!\n\n### Exercise\nFinish the karaoke version of 'Mary had a little lamb'.\nThen, create a karaoke version of any song you'd like!\n" - 3: - example_code: "```\nnotes {is} A4, B4, C4\n{play} notes {at} {random}\n{play} notes {at} {random}\n{play} notes {at} {random}\n```\n" - story_text: "Create a random melody!\n\n### Exercise\nThe example code creates a random melody, but it's very short and not many notes are used.\nAdd more notes to the list and create a longer melody by copying the last line a couple more times.\n" - 13: - example_code: "```\n{print} 'Yankee Doodle'\n{define} _ {with} note_1, note_2, note_3\n {play} C4\n {play} C4\n {play} D4\n {play} E4\n {play} _\n {play} _\n {play} _\n\n{call} line_1 {with} 29, 31, 30\n{call} line_1 {with} 29, 28, 0\n{call} line_1 {with} 32, 31, 30\n\n{play} C4\n{play} B3\n{play} G3\n{play} A3\n{play} B3\n{play} C4\n{play} C4\n```\n" - story_text: "You can use a function with an argument for songs that have line that are almost the same, but slightly different each time.\nOne example is the song 'Yankee Doodle'. The first 4 notes of the first lines are the same, but each time they are followed by a different couple of notes.\n\n### Exercise\nCan you finish the song of Yankee Doodle?\nCan you think of another song to program this way?\n" - 14: - story_text: "You can program music for fun, but you can also use the musical notes to make something useful like a fire alarm!\n\n### Exercise\nMake sure the fire alarm rings when there is a fire!\n" - example_code: "```\n{define} fire_alarm\n {print} 'FIRE!'\n note = 40\n {for} i {in} {range} 1 {to} 100\n {if} note _ 50\n note = note + 5\n {play} _\n {else}\n note = 40\n\nfire = {ask} 'Is there a fire?'\n{if} fire _ 'yes'\n {call} fire_alarm\n```\n" - 5: - story_text: "You don't always have to use the `{play}` command to play a whole song, sometimes you just want to play one note.\nFor example, if you want to make a quiz, you can play a happy high note if the answer is right and a sad low note if the answer is wrong.\n\n### Exercise\nFinish the first question by adding a line of code that plays a C3 note if the wrong answer is given.\nThen think of 3 more questions to add to this quiz.\n" - example_code: "```\nanswer {is} {ask} 'What is the capital of Zimbabwe?'\n{if} answer {is} Harare {play} C6\n_\n```\n" - 2: - story_text_2: As you can see, you can also use the `{sleep}` command to add a little pause in the song. - example_code_2: "```\n{print} Twinkle Twinkle Little Star\n{play} C\n{play} C\n{play} G\n{play} G\n{play} A\n{play} A\n{play} G\n{sleep} 1\n{play} F\n{play} F\n```\n" - example_code: "```\n{print} Old Mac Donald had a farm\n{play} C5\n{play} C5\n{play} C5\n{play} G4\n{play} A4\n{play} A4\n{play} G4\n```\n" - story_text: "### Exercise\nFinish the songs! We have started the codes for some melodies.\n" - 1: - story_text: "In this level you'll learn how to use the `{play}` command to play a tune!\n\nType `{play}` followed by the note you want to play. The scale goes C-D-E-F-G-A-B.\nAs you can see there are 7 different letters, but we can play more than just 7 notes.\nType a number between 1 and 10 behind the letter to choose the scale, for example after B4 comes C5.\nC1 is the lowest note you can play, C10 is the highest.\n\n### Exercise\nTry out the example code and then play around with it! Can you create your own melody?\nIn the next level you'll learn how to play some existing songs." - example_code: "```\n{play} C4\n{play} D4\n{play} E4\n{play} F4\n{play} G4\n{play} A4\n{play} B4\n{play} C5\n```" - 17: - story_text: "You can use the {elif} to create different options.\n\n### Exercise\nFirstly, add colons to get the code to work.\nThen finish this code by adding at least 2 other songs for other moods. For example a happy song and an angry song.\n" - example_code: "```\n{define} scary_song\n {for} i {in} {range} 1 {to} 3\n {play} G\n {play} E\n {sleep} 2\n {for} i {in} {range} 1 {to} 3\n {play} F\n {play} D\n\nmood = {ask} 'Which emotion are you feeling?'\n{if} mood {is} 'fear'\n {call} scary_song\n{elif} _\n```\n" - 18: - story_text: "### Exercise\nEven in this last level of Hedy we can make some music! Be careful of all the syntax that is needed now.\nTake a good look at how the functions are defined and called upon in the example code.\nFinish the song!\n" - example_code: "```\n{def} line_1():\n {for} i {in} {range}(1, 5):\n {play} A\n {play} D\n {play} F\n {play} A\n\n{def} line_2():\n {for} i {in} {range}(1, 5):\n {play} G\n {play} C\n {play} E\n {play} G\n\n{def} line_3():\n_\n\n{print} ('The drunken sailor')\n{print} ('What shall we do with the drunken sailor?')\nline_1()\nline_2()\nline_3()\n{print} ('Early in the morning')\n```\n" - 15: - example_code: "```\n{define} song\n {play} _\n\nyes_or_no = {ask} 'Do you want to hear my never-ending song?'\n{while} yes_or_no = 'yes'\n {call} song\n {print} '🥳'\n```\n" - story_text: "**Warning** This adventure can become extremely annoying!\nWe can also use the {while} command to repeat a song forever.\n\n### Exercise\nFinish the never-ending song.\n" - 8: - example_code: "```\n{print} 'Brother John'\n{repeat} 2 {times}\n {play} C\n {play} D\n {play} E\n {play} C\n{repeat} 2 {times}\n {play} E\n {play} F\n {play} G\n {sleep} 1\n```\n" - story_text: "Now that we can use the `{repeat}` command for multiple lines, we can make songs even more easily!\n\n### Exercise\nFinish the song of Brother John (Frère Jacques). Don't forget to use `{repeat}`!\n" - 16: - story_text: "Upgrade your Old MacDonald code!\n\n### Exercise\nTake your code from the 'Sing a Song' adventure and add musical notes to it!\nYou can make a function for each line in the song and call that function after the line is printed.\nWe defined the first line for you and called it in the code. Can you finish the whole song?\n" - example_code: "```\n{define} line_1\n {for} i {in} {range} 1 {to} 3\n {play} G\n {play} D\n {for} i {in} {range} 1 {to} 2\n {play} E\n {play} D\n\nanimals = ['pig', 'dog', 'cow']\nsounds = ['oink', 'woof', 'moo']\nfor i in range 1 to 3\n animal = animals[i]\n sound = sounds[i]\n print 'Old MacDonald had a farm'\n call line_1\n print 'E I E I O!'\n _\n```\n" - 12: - story_text: "Use functions in your songs! As you can see in the example code, you can make a function for each line of Twinkle Twinkle Little Star. Once you've programmed the first three lines, all you have to do is call the functions in the order you want them played in.\n\n### Exercise\nFinish the song of Twinkle Twinkle Little Star.\nThen look back at all the songs you've programmed in the levels before, can you make those codes better and shorter using functions too?\n" - example_code: "```\n{define} first_line\n {play} C\n {play} C\n {play} G\n {play} G\n {play} A\n {play} A\n {play} G\n {sleep}\n\n{define} second_line\n {play} F\n {play} F\n {play} E\n {play} E\n {play} D\n {play} D\n {play} C\n {sleep}\n\n{define} third_line\n {play} G\n {play} G\n {play} F\n {play} F\n {play} E\n {play} E\n {play} D\n {sleep}\n\n{call} _\n{call} _\n{call} _\n{call} _\n{call} _\n{call} _\n```\n" - parrot: - levels: - 1: - example_code: "```\n{print} Im Hedy the parrot\n{ask} whats your name?\n{echo}\n{echo}\n```\n" - story_text: "Create your own online pet parrot that will copy you!\n" - story_text_2: "### Exercise\nCopy the example code to your input screen by clicking on the yellow button.\nMake the parrot ask a different question. Fill in the blanks in the example!\n**Extra** You can also let the parrot ask multiple questions. Type in some more lines of code beneath your own code.\n" - example_code_2: "```\n{print} Im Hedy the parrot\n{ask} _\n{echo}\n{echo}\n" - 2: - story_text_2: "### Exercise\nFirstly, finish line 2 with an `{is}` and an `{ask}` command.\nThen fill in a `{sleep}` command on line 4 and 6 to let the parrot stay quiet for a little bit.\n\n**Extra** Can you make the parrot ask for more then only your name by adding more lines of code?\n" - story_text: "In the previous level you've made a parrot that will repeat after you. In this level we'll make the parrot interactive using a variable and `{ask}` command.\nWe will also make the parrot more life-like by adding `{sleep}` commands after something is said.\n" - example_code: "```\n{print} Im Hedy the parrot\nname _ _ what is your name?\n{print} name\n_\n{print} squawk\n_\n{print} name\n```\n" - 3: - story_text: "Teach your parrot a new word with `{add}`.\n### Exercise\nCan you add the `{add} {to_list}` command to get the code to work?\n" - example_code: "```\nwords {is} squawk, Hedy\n{print} Train your parrot!\nnew_word {is} {ask} Which word do you want to teach them?\n_ new_word _ words\n{print} 🧒 Say new_word, Hedy!\n{print} 🦜 words {at} {random}\n```\n" - 4: - story_text: "In this level we have to use quotation marks with the commands `{ask}` and `{print}`.\n### Exercise\nComplete the code by filling in quotation marks on the blanks.\n" - example_code: "```\nwords {is} squawk, Hedy\n{print} _ Train your parrot! _\nnew_word {is} {ask} _ Which word do you want to teach them? _\n{add} new_word {to_list} words\n{print} _ 🧒 Say _ new_word _, Hedy!_\n{print} _ 🦜 _ words {at} {random}\n```\n" - 5: - story_text: "Reward your parrot if it says the correct word!\n\n### Exercise\nFinish the code by filling in the 4 missing commands.\n" - example_code: "```\nwords {is} squawk, Hedy\n{print} 'Train your parrot!'\nnew_word {is} {ask} 'Which word do you want to teach them?'\n{add} new_word {to_list} words\nsaid_word {is} words {at} {random}\n{print} '🧒 Say ' new_word ', Hedy!'\n{print} '🦜 ' said_word\n_ said_word {is} new_word _ '🧒 Great job, Hedy! 🍪'\n_ _ '🧒 No, Hedy! Say ' new_word\n```\n" - name: Parrot - description: Create your own online pet parrot that will copy you! - default_save_name: Parrot - piggybank: - name: Piggy Bank - levels: - 12: - example_code: "```\n{print} 'The digital piggy bank'\nwish = {ask} 'What would you like to buy?'\nprice = {ask} 'How much does that cost?'\nsaved = {ask} 'How much money have you saved already?'\nallowance = {ask} 'How much pocket money do you get per week?'\nto_save = price - saved\nweeks = to_save / allowance\n{print} 'You can buy a ' _ ' in ' _ ' weeks.'\n```\n" - story_text: "In this adventure you learn how to make a digital piggy bank.\n\n### Exercise\nFinish the code to calculate how much money you have and how long you need to save up to buy what you want!\n**Extra** Maybe you have already saved some money? Deduct that from the amount you will have to save up.\n" - 14: - example_code: "```\n_ calculate_budget {with} wish, money, allowance\n to_save = wish - money\n weeks = to_save / allowance\n {if} wish _ money\n {print} 'You need to save up some more!'\n {print} 'Youll need ' weeks ' more weeks.'\n {else}\n {print} 'Great! You have enough'\n {print} 'Lets go shopping!'\n\nmoney = {ask} 'How much money have you saved?'\nwish = {ask} 'How much money do you need?'\nallowance = {ask} 'How much pocket money do you get each week?'\n\n{call} _\n```\n" - story_text: "### Exercise\nIn this level you can let Hedy tell you if you have saved up enough money!\nFinish this code by filling in the blanks!\n" - description: Count your pocketmoney! - default_save_name: Piggy Bank - pressit: - name: Key presses - default_save_name: Pressed - levels: - 7: - example_code: "```\n{if} x {is} {pressed} {forward} 15 {else} {turn} 90\n```\n" - story_text: "Now that you have learned about `{repeat}`, we can press keys multiple times.\nYou can use it to make the turtle walk forward and turn.\n\n### Exercise\nThe code you have seen in level 5 only checks the key once. Copy the example code and add a `{repeat}` to it, so that you can press the keys many times.\nUse this code to draw something nice.\n" - 5: - story_text_2: "You can also link turtle commands to keys.\n\n### Exercise\nCopy the lines a few times so you can create a larger drawing.\n" - story_text: "In this level there is another new keyword: `{pressed}`!\nWith `{pressed}` you can use keys on your keyboard to control what lines are used.\n\n### Exercise\nLook at the example and add one more line of code that reacts to a key press.\n" - example_code: "```\n{print} 'Do you want a good (g) or bad (b) ending?'\n{if} g {is} {pressed} {print} 'They lived happily ever after ❤'\n{else} {print} 'The prince was eaten by a hippopotamus 😭'\n```\n" - example_code_2: "```\n{if} y {is} {pressed} {forward} 15\n{else} {turn} 90\n```\n" - 9: - example_code: "```\npoints = 0\nletters = a, b, c, d, e\n{repeat} 10 {times}\n letter = _ _ _\n {print} 'Press the letter ' letter\n {if} letter {is} {pressed}\n _\n _\n _\n```\n" - story_text: "Now that you know how to combine statements, you can create a touch type tool with `{pressed}`.\n\n### Exercise\nFinish the code. Each time a random letter should be chosen, which you have to press. You get a point for a correct press, and and two points deduction for a wrong press.\n**Extra** Clear the screen after each letter, and show the user how many points they have scored.\n" - description: Try linking a keyboard key to a command! - print_command: - name: '{print}' - levels: - 18: - example_code_2: "```\ntemperature = 25\n{print}('It is ', temperature, ' degrees outside')\n```\n```\nname = 'Hedy'\n{print}('My name is ', name)\n```\n" - example_code: "```\n{print}('Hello!')\n{for} i {in} {range}(1, 10):\n {print}('This is line ', i)\n```\n" - story_text_2: If you want to print more than one item, you need to separate them by commas. - story_text: "We arrived at real Python code! That means we need to use parentheses with `{print}` and `{range}` from now on.\nIt also means you can use Hedy code from this level in any Python environment as long as you use the English commands. If you haven't until now, you can switch the toggle in the commands menu to do so." - 1: - example_code_2: "```\n_ Hello!\n```\n" - example_code: "```\n{print} Hi there, programmer!\n{print} Welcome to Hedy!\n```\n" - story_text: "## The print command\nYou can print text to the screen using the `{print}` command.\n" - story_text_2: "### Exercise\nIn Hedy you will find exercises in every adventure. An exercise allows you to practise the new commands and concepts, and lets you give your own twist to the example codes.\nIn this exercise you will see a pink blank space. You have to fill something in the place of the blank space before the code can be run.\n\nFill in the `{print}` command in the blank space and then add five more lines of code. Each line has to start with a `{print}` command.\nHave fun!\n" - description: Introduction print command - default_save_name: print - quizmaster: - levels: - 14: - story_text: "### Exercise\nIn this adventure you can make your own quiz! Fill in the blanks, add more questions and enjoy your own quiz!\nYou can make a quiz about anything you like: your hobby, your favorite animal, your favorite book or anything at all!\n" - example_code: "```\n{print} 'Make your own quiz'\npoints_a = 0\npoints_b = 0\n{print} 'Question'\n{print} 'Answer option A'\n{print} 'Answer option B'\nanswer = {ask} 'Which answer?'\n{if} answer == 'A'\n points_a = points_a + 1\n{if} answer == 'B'\n points_b = points_b + 1\n{print} 'End of the quiz!'\n{print} 'Lets see the results!'\n{if} points_a > points_b\n {print} 'You belong to the A club'\n{if} points_b > points_a\n {print} 'You belong to the B club'\n```\n" - name: Quizmaster - default_save_name: Quizmaster - description: Make your own quiz! - quotation_marks: - default_save_name: quotation_marks - name: "'quotation marks'" - description: Introduction quotation marks - levels: - 12: - story_text_4: "**Numbers don't need quotation marks**\nFor numbers, you do not use quotation marks in the `=`:\n" - example_code_4: "```\nscore = 25\n{print} 'You got ' score\n```\n" - example_code: "```\nname = 'Hedy the Robot'\n{print} 'Hello ' name\n```\n" - example_code_2: "```\nsuperheroes = 'Spiderman', 'Batman', 'Black Widow'\n{print} superheroes {at} {random}\n```\n" - story_text: "**All texts need to be in quotation marks**\nFor this level on you will also have to use quotation marks when storing a text with `=`:\n" - story_text_3: "**All text after `{if}` comparisons need quotation marks too**\n" - example_code_3: "```\nname = {ask} 'What is your name?'\n{if} name = 'Hedy the Robot'\n {print} 'Hi there!'\n```\n" - story_text_2: "**All items in lists need quotation marks too**\nLists are texts, so they need quotation marks too. Mind that each single item on the list has quotation marks.\nThis allows you to save two words as 1 item on the list, for example 'Black Widow'.\n" - 4: - story_text_2: "## Contractions\nImportant! Mind that now that we're using quotation marks, Hedy will get confused when you use the apostrophe for contractions like I'm or What's.\nMake sure to remove those apostrophes and change the spelling to I am or What is.\nCheck out the example code to see the wrong way of using apostrophes.\n" - example_code: "```\n{print} 'You need to use quotation marks from now on!'\nanswer {is} {ask} 'What do we need to use from now on?'\n{print} 'We need to use ' answer\n```\n" - story_text: "## 'Quotation marks'\nIn level 4 `{ask}` and `{print}` have changed.\nYou must put text that you want to print between quotation marks.\nThis is useful, because now you can print all the words you want. Also the words you used to store something with `{is}`.\nMost programming languages also use quotation marks when printing, so we are also getting a step closer to real programming!\n" - example_code_2: "```\n_ This is the wrong way of using apostrophes _\n{print} 'I'm babysitting my sister's kids'\n{print} 'What's more fun than that?'\n```\n" - random_command: - levels: - 3: - story_text: "## At random\nIn this level you can make a list using the `{is}` command. You can let the computer choose a random item from that list. You do that with `{at} {random}`.\n" - example_code: "```\nanimals {is} dogs, cats, kangaroos\n{print} animals {at} {random}\n```\n" - story_text_3: "### Exercise\nTry out the `{at} {random}` command by making your own gameshow (like the ones on tv) where you choose a door or suitcase and it contains a big price!\nCan you do it? We have already put the first lines into the example code.\n" - example_code_3: "```\n{print} The big gameshow!\n{print} There are 3 suitcases in front of you...\nchosen {is} {ask} Which suitcase do you choose?\nprices {is} _\n_\n```\n" - story_text_2: "You can use the `{at} {random}` command in a sentence as well.\n" - example_code_2: "```\nfood {is} sandwich, slice of pizza, salad, burrito\n{print} I am going to have a food {at} {random} for lunch.\n```\n" - 16: - story_text: "We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels.\nWe use square brackets to point out a place in a list. For example: `friends[1]` is the first name on the list of friends, as you can see in the first part of the example code.\nThe second part of the example code shows you that we can also match 2 lists using the variable i." - story_text_2: "Now that you've learned to use the brackets in lists, you can also start using the {at} {random} command in the Python way!\nYou simply type the name of your list with `[random]` behind it!" - example_code: "```\nfriends = ['Ahmed', 'Ben', 'Cayden']\n{print} friends[1] ' is the first friend on the list.'\n{print} friends[2] ' is the second friend on the list.'\n{print} friends[3] ' is the third friend on the list.'\n#now we will match 2 lists using the variable i\nlucky_numbers = [15, 18, 6]\n{for} i {in} {range} 1 {to} 3\n {print} friends[i] 's lucky number is ' lucky_numbers[i]\n```\n" - example_code_2: "```\nfruit = ['apple', 'banana', 'cherry']\n{print} fruit[random]\n```" - name: '{random}' - default_save_name: random_command - description: introducing at random command - repeat_command: - name: '{repeat}' - default_save_name: repeat_command - description: '{repeat} command' - levels: - 7: - example_code: "```\n{repeat} 3 {times} {print} 'Hedy is fun!'\n```\n" - story_text: "## Repeat! Repeat! Repeat!\nLevel 7 adds the `{repeat}` command. `{repeat}` can be used to execute one line of code multiple times. Like this:\n\n### Exercise\nPlay around with the `{repeat}` command. Can you make the happy birthday song in only 3 lines of code instead of 4 now?\n" - 8: - story_text: "### Repeat commands and indentation\nIn this level you can repeat multiple lines of code with only 1 repeat command.\nYou do this by making a block of lines that you want to repeat.\nThe lines in this block will need **indentation** .\nThat means putting four spaces at the beginning of each line. You will also have to indent when you just want to create a block of one line.\n" - example_code: "```\n{repeat} 5 {times}\n {print} 'Hello everyone'\n {print} 'This is all repeated 5 times'\n```\n" - 9: - story_text: "Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an `{if}` or `{repeat}` command. \nBut you can't yet combine the two...\n\nGood news! In this level you will be allowed to put an `{if}` inside an `{if}`, `{repeat}` inside a `{repeat}` command and in eachother.\nGive it a try!\n" - example_code: "```\n{repeat} 3 {times}\n order = {ask} 'What would you like to order?'\n {if} order {is} pizza\n {print} 'Yammie'\n {else}\n {print} 'pizza is better!'\n```\n" - repeat_command_2: - name: '{repeat} 2' - levels: - 7: - story_text: "## Repeat with other commands and with variables\nYou have practiced the `{repeat}` command in combination with the `{print}` command now, but did you know you could also use other commands with `{repeat}` ?\nIn this example code you can see that `{repeat}` can also be used with an `{ask}`, `{if}` or `{else}` command.\n" - story_text_2: "Another interesting thing you can do with the `{repeat}` command is using variables to set the amount of times something should be repeated. In the example code you can see that we first ask the person how old they are.\nThen, in line 3, the question is repeated 'age' times. So we have used the variable 'age' with the `{repeat}` command.\n" - example_code_2: "```\n{print} 'Yay! It is your birthday!'\nage = {ask} 'How old are you now?'\n{repeat} age {times} {print} 'Hip Hip Hurray!'\n```\n" - example_code: "```\n{repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?'\n{if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!'\n{else} {repeat} 3 {times} {print} 'You have learned something new!'\n```\n" - 8: - example_code: "```\n_ {print} 'Do you know the muffin man?'\n_ {repeat} 2 {times}\n_ {print} 'The muffin man'\n_ {print} 'Do you know the muffin man, who lives on Drury Lane?'\n```\n" - story_text: "### In the block or not?\nIn this level you have to think carefully which lines of code should be in the block and which shouldn't.\nFor example: If you want to sing the song *the muffin man*. You only want the line with 'the muffin man' to be repeated twice.\nThis means the last line shouldn't start with indentation as it doesn't belong to the block.\nIf you do start the last line with indentation the song will turn out wrong.\n\n### Exercise\nEach line in the example code starts with a blank. Remove the blanks and try to figure out which line need indentation and which don't to make the muffin man song.\n" - default_save_name: repeat_command_2 - description: '{repeat} command 2' - restaurant: - levels: - 1: - story_text: "In level 1 you can make your own virtual restaurant and take your guests' orders.\n" - example_code_2: "```\n{print} Welcome to Hedy's restaurant 🍟\n_ What would you like to order?\n{echo} So you would like to order\n{print} Thank you for your order!\n{print} It's on its way!\n```\n" - story_text_2: "### Exercise\nCopy the example code into your input screen by clicking the yellow button.\nFirstly, fill in the correct command on the blanks to make to code work properly.\nThen add at least 4 more lines of code to the restaurant program.\nAsk the costumer what they would like to drink and ask if they want to pay with cash or card.\nLastly, think of a nice way to say goodbye to your costumer.\n" - 3: - story_text_2: "### Exercise\nNow make your own version of the random restaurant.\nMake a list of starts, mains, desserts, drinks and prices yourself.\nThen use `{print}` and `{at} {random}` commands to tell the costumer what will be on their menu tonight.\n" - example_code: "```\ndishes {is} spaghetti, brussels sprouts, hamburgers\n{print} You will have dishes {at} {random} tonight!\nprices {is} 1 euro, 10 euros, 100 euros\n{print} That will be prices {at} {random} please.\n```\n" - story_text: "Having trouble to decide what you wanna have for dinner? You can let Hedy choose for you!\nSimply add lists of your favorite (or least favorite) meals and Hedy can randomly choose your dinner.\nYou can also have a bit of fun, by letting Hedy choose the price for your dinner as well! What will you get?\n" - example_code_2: "```\n{print} Welcome to your own random restaurant!\nstarters {is} _\nmains {is} _\ndesserts {is} _\ndrinks {is} _\nprices {is} _\n_\n```\n" - 8: - story_text: "In this level you can make your virtual restaurant more elaborate by repeating multiple lines of code. Like this:\n\n### Exercise\nThis code can be expanded with more items on the menu, for example offering drinks, and/or multiple courses or desserts. Add at least one more item.\n**Extra** Add even more items, as many options as you like!\n" - example_code: "```\n{print} 'Welcome to Restaurant Chez Hedy!'\npeople = {ask} 'How many people will be joining us today?'\n{print} 'Great!'\n{repeat} people {times}\n food = {ask} 'What would you like to order?'\n {print} food\n{print} 'Thank you for ordering!'\n{print} 'Enjoy your meal!'\n```\n" - 12: - example_code: "```\nprice = 0.0\nfood = {ask} 'What would you like to order?'\ndrink = {ask} 'What would you like to drink?'\n{if} food {is} 'hamburger'\n price = price + 6.50\n{if} food {is} 'pizza'\n price = price + 5.75\n{if} drink {is} 'water'\n price = price + 1.20\n{if} drink {is} 'soda'\n price = price + 2.35\n{print} 'That will be ' price ' dollar, please'\n```\n" - story_text: "From this level on, you can use decimal numbers to make your menu more realistic.\n\n### Exercise\nCan you think of a code to give your friends and family a 15% discount?\n" - 10: - story_text: "In this level you'll learn how to easily ask orders for different courses.\n\n### Exercise 1\nFinish the code with an `{ask}` on the blanks such that the customer is asked what they want to eat for each course.\n" - example_code_2: "```\n_ courses = appetizer, main course, dessert\n_ names = Timon, Ono\n_ {for} name {in} names\n_ {for} course {in} courses\n_ food = {ask} name ', what would you like to eat as your ' course '?'\n_ {print} name ' orders ' food ' as their ' course\n```\n" - story_text_2: "### Exercise\nOf course, you could also order for multiple people!\nCan you add the correct amount of indentation before each line to make the code work properly?\nTip: some lines don't need any indentation at all.\n" - example_code: "```\ncourses = appetizer, main course, dessert\n{for} course {in} courses\n {print} 'What is your order for ' course '?'\n _ \n _\n```\n" - 15: - story_text: "With the `{while}` you can make sure your costumers can keep adding orders until they are done.\n\n### Exercise\nCorrectly add the `{while}` command to this code.\n" - example_code: "```\n{print} 'Welcome at McHedy'\nmore = 'yes'\n_\n order = {ask} 'What would you like to order?'\n {print} order\n more = {ask} 'Would you like to order anything else?'\n{print} 'Thank you!'\n```\n" - 2: - story_text_2: "### Exercise\nCopy your own restaurant code from to previous level to the input screen below.\nFix the code by replacing the `{ask}` and `{echo}` commands and using variables, like you've learned in this level.\n\nNow that your code is working again, it's time to add something more.\nLook at the last line of the example code: `{print} food with topping is on its way!`\nIn this single line 2 variables have been used to create a summary of the order.\nNow add your own summary of the food and drinks ordered by the customer.\n\n**Extra** Now that you've learned how to use variables, you can use as many variables in one line as you'd like. Can you add more variables to your code, like eat in or take-away, cash or card, with or without a straw etc.?\n" - story_text: "In level 2 you could expand your restaurant by using variables. In level 1 Hedy could only `{echo}` the order once and only remember the last thing that was ordered.\nNow you can use variables and Hedy can remember both the food and the toppings!\n" - example_code: "```\n{print} Welcome to Hedy's restaurant!\n{print} Today we're serving pizza or lasagna.\nfood {is} {ask} What would you like to eat?\n{print} Great choice! The food is my favorite!\ntopping {is} {ask} Would you like meat or veggies on that?\n{print} food with topping is on its way!\n```\n" - 7: - story_text: "In this level you've learned how to use the `{repeat}` command to repeat a line of code a certain amount of times.\nYou can use that in your restaurant to `{ask}` multiple people what they'd like to eat.\n\n### Exercise\nCan you complete the code? Hedy needs to repeat this question as many times as there are people. So if there are 5 people, the question needs to be asked 5 times.\n**Extra** Expand your code with more questions, for example about drinks or sauce.\n" - example_code: "```\n{print} 'Welcome to Restaurant Chez Hedy'\npeople = {ask} 'How many people are joining us today?'\n```\n" - 4: - story_text: "In the restaurant you have to use quotation marks too when using the `{print}` or `{ask}` command.\n\n### Exercise\nAdd the quotation marks to this code to make it work! Be careful: variables should not be in quotation marks.\nThen, use the `{clear}` command to only show one line at a time in your output screen.\n\n### Exercise 2\nGo back to the previous level and copy your restaurant code. Make the code work in this level by adding quotation marks in the right spots and add some `{clear}` commands.\n" - example_code: "```\n_ Add the quotation marks to this code _\n{print} Welcome to Restaurant Chez Hedy!\n{print} Today we are serving pizza or lasagna.\nfood {is} {ask} What would you like to eat?\n{print} Great choice! The food is my favorite!\ntopping {is} {ask} Would you like meat or veggies on that?\n{print} food with topping is on its way!\ndrinks {is} {ask} What would you like to drink with that?\n{print} Thank you for your order.\n{print} Your food and drinks will be right there!\n```\n" - 6: - example_code: "You can make a simple restaurant code, like this:\n```\n{print} 'Welcome to Restaurant Chez Hedy'\n{print} 'Here is our menu:'\n{print} 'Our main courses are pizza, lasagne, or spaghetti'\nmain = {ask} 'Which main course would you like?'\nprice = 0\n{if} main {is} pizza price = 10\n{if} main {is} lasagne price = 12\n{if} main {is} spaghetti price = 8\n{print} 'You have ordered ' main\n{print} 'That will be ' price ' dollars, please'\n{print} 'Thank you, enjoy your meal!'\n```\n" - story_text: "In this level you can use maths to calculate the total price of your customer's order, which can make your virtual restaurant more realistic.\nBut you can also add many more things to your virtual restaurant, for example more courses.\n\n### Exercise\nYou can add many more things to your virtual restaurant. For example, can you...\n- ask how many people are coming and multiply the price by that amount?\n- add another course?\n- give people a discount when they enter a (secret) couponcode?\n- add a children's menu?\n- think of other fun things to add?\n" - 11: - example_code: "```\n{print} 'Welcome to Restaurant Hedy!'\npeople = {ask} 'For how many people would you like to order?'\n{print} 'So you want to order for ' people ' people.'\n{print} \"Let's go!\"\n```\n" - story_text: "We can use the `{for}` with `{range}` to print the orders from multiple customers in an orderly manner.\n\n### Exercise\nFinish the restaurant code, so that you can ask for the order of multiple people. Print the order number each time: 'Order 1', 'Order 2', etc.\nAre you not sure how to go about this? Have a peek at your level 8 code.\n\n**Extra** In level 9 the restaurant also used prices. You can add that here too!\n" - 5: - story_text: "### Exercise\nThe example code shows how you could program that you've run out of a menu item in your restaurant.\nCopy your own restaurant code from the previous levels. Create a problem in your restaurant and code it, like the example code did.\nFor instance, you could also run out of a menu item, or you don't take credit cards, or the ice cream machine is broken.\n\n**Extra** Have you programmed the problem and programmed appropriate responses? Then try to add more `{if}` and `{else}` commands into your code.\nTry to add an `{if}` after every `{ask}` command in your code to make the code as interactive as possible!\n" - example_code: "```\ndrinks_in_stock {is} water, lemonade, cola, orange juice\ndrink {is} {ask} 'What would you like to drink?'\n{if} drink {in} drinks_in_stock {print} 'One ' drink 'coming up!'\n{else} {print} 'Sorry, we do not sell that'\n```\n" - 13: - story_text: "In this level you will learn new commands to extend your code even further.\n\n### Exercise 1\nPlace a `{and}` and a `{or}` in the logical place in the program.\n\n### Exercise 2\nExpand your restaurant with at least one more `{and}` and one `{or}`.\nFor example, create a special discount coupon that only applies to pizza, or give your customer a free drink\nwith fries and pancakes. Or something completely different of course!\n" - example_code: "```\nprice = 10\nfood = {ask} 'What would you like to eat?'\ndrinks = {ask} 'What would you like to drink?'\n{if} food {is} 'sandwich' _ drinks {is} 'juice'\n {print} 'That is our discount menu'\n price = price - 3\n{if} drinks {is} 'water' _ drinks {is} 'juice'\n {print} 'That is a healthy choice'\n{print} 'That will be ' price ' dollars'\n```\n" - 9: - story_text: "In this level you can use nesting to make your restaurant more realistic and more fun!\n\n### Exercise\nThe indentation was removed in the example code. \nCan you figure out how much indentation each line needs in order for the code to work properly?\nIf the customer orders pizza, Hedy shouldn't ask what sauce the costumer wants.\n\n**Extra** A restaurant does not stock all sauces. Make a list of available sauces and give a reply with each order whether you sell it.
\n**Extra** Pizzas have toppings. Ask customers what they want.
\n**Extra** Do customers want a drink? Ask them too!
\n" - example_code: "```\n{print} 'Welcome to Restaurant Chez Hedy!'\npeople = {ask} 'How many people will be joining us today?'\n{print} 'Great!'\nprice = 0\n{repeat} people {times}\n_ food = {ask} 'What would you like to order?'\n_ {print} food\n_ {if} food {is} fries\n_ price = price + 3\n_ sauce = {ask} 'What kind of sauce would you like with your fries?'\n_ {if} sauce {is} no\n_ {print} 'no sauce'\n_ {else}\n_ price = price + 1\n_ {print} 'with ' sauce\n_ {if} food {is} pizza\n_ price = price + 4\n{print} 'That will be ' price ' dollar'\n{print} 'Enjoy your meal!'\n```\n" - description: Create your own virtual restaurant - name: Restaurant - default_save_name: Restaurant - rock: - levels: - 3: - story_text: "You can use the `{at} {random}` command to let the computer pick rock, paper or scissors!\n\n### Exercise\nFinish the code by using the `{at} {random}` command.\n" - example_code: "```\nchoices {is} rock, paper, scissors\n{print} choices _\n```\n" - example_code_2: "```\nchoices {is} rock, paper, scissors\nplayer_1 {is} {ask} Name of player 1:\n_\n```\n" - story_text_2: "**Extra** Make a two player game. Firstly ask the two players to fill in their names. Then let the computer randomly pick their choices.\n" - 2: - example_code: "```\nchoice {is} rock\n{print} I choose _\n```" - story_text: "In this level you can practise using the variables, so that you can make the rock, paper, scissors game in the next level!\n### Exercise\nFinish the code by filling in the **variable** on the blank.\nThis game is not very interactive, but no worries! In the next tab you'll learn how to use variables with the `{ask}` command to make your game interactive!\n" - 5: - story_text: "In this level we can determine whether it's a tie or not. For that you need the new `{if}` code.\n\n### Exercise\nFinish the code by filling in the blanks:\n* Let the computer pick a random option\n* Ask the player what they want to choose\n* Fill in the correct variables in line 4 and 5\n* Finish line 6 so that Hedy can check whether it's a tie or not.\n" - example_code: "```\noptions {is} rock, paper, scissors\ncomputer_choice {is} _\nchoice {is} _\n{print} 'you chose ' _\n{print} 'computer chose ' _\n{if} _ {is} _ {print} 'tie!' {else} {print} 'no tie'\n```\n\nFill in the correct code on the blanks to see if it is a draw.\n" - 15: - story_text: "### Exercise\nPlay until you beat the computer! But first, finish the example code...\n" - example_code: "```\nwon = 'no'\noptions = 'rock', 'paper', 'scissors'\n{while} won == 'no'\n your_choice = {ask} 'What do you choose?'\n computer_choice = options {at} {random}\n {print} 'you chose ' your_choice\n {print} 'the computer chose ' computer_choice\n {if} computer_choice == your_choice\n {print} 'Tie!'\n {if} computer_choice == 'rock' {and} your_choice == 'scissors'\n {print} 'You lose!'\n {if} computer_choice == 'rock' {and} your_choice == 'paper'\n {print} 'You win!'\n won = 'yes'\n_\n```\n" - 1: - example_code_2: "```\n{print} what do you choose?\n{ask} choose from _\n{echo} so your choice was:\n```\n" - story_text_2: "### Exercise\nInstead of using words, you could also use emojis: ✊✋✌\nCan you create a code using emojis?\n" - example_code: "```\n{print} what do you choose?\n{ask} choose from rock, paper or scissors\n{echo} so your choice was:\n```\n" - story_text: "In level 1 you can start with a rock, paper, scissors game.\n\nWith `{ask}` you can make a choice, and with `{echo}` you can repeat that choice.\n" - 9: - example_code: "```\nchoices = rock, paper, scissors\nyour_choice {is} {ask} 'What do you choose?'\n{print} 'You choose ' your_choice\ncomputer_choice {is} choices {at} {random}\n{print} 'The computer chooses ' computer_choice\n{if} computer_choice {is} your_choice\n {print} 'Tie'\n{if} computer_choice {is} rock\n {if} your_choice {is} paper\n {print} 'You win!'\n {if} your_choice {is} scissors\n {print} 'You lose!'\n# finish this code\n```\n" - story_text: "In this level you can program the whole rock, paper, scissors game by nesting the `{if}` commands. \n\n### Exercise\nCan you finish the code? The program must tell who has won for every combination.\n\n**Extra** Want to play more than one game? Expand the code so that you can play multiple rounds. You can even use an `{ask}` to ask the user how many rounds they want to play.\n" - 13: - story_text: "With the `{and}` command you can shorten your rock, paper, scissors code! Check out the example code.\n\n### Exercise\nFinish the code such that a winner is always decided on. Run your code a few times to verify there is always a winner printed.\n" - example_code: "```\noptions = 'rock', 'paper', 'scissors'\nyour_choice = {ask} 'What do you choose?'\ncomputer_choice = options {at} {random}\n{print} 'You choose ' your_choice\n{print} 'The computer chooses ' computer_choice\n{if} computer_choice {is} your_choice\n {print} 'Tie'\n{if} computer_choice {is} 'rock' {and} your_choice {is} 'paper'\n {print} 'You win!'\n{if} computer_choice {is} 'rock' {and} your_choice {is} 'scissors'\n {print} 'The computer wins!'\n_\n```\n" - 10: - story_text: "### Exercise\nIn the previous levels you have often made your own rock paper scissors game. Can you finish the code and use the `{for}` command properly to get the game to work?\n" - example_code: "```\nchoices = _\nplayers = _\n{for} _\n```\n" - 4: - story_text: "In this level we can further program rock, paper, scissors. But if you want to add text, you have to use quotation marks here too.\n### Exercise\nFill in quotation marks on the blanks. Mind that the variable `choices` should be outside the quotes.\n" - example_code: "```\nchoices {is} rock, paper, scissors\n{print} _The computer chooses..._ choices {at} {random}\n```\n" - name: Rock, paper, scissors - default_save_name: Rock_2 - description: Make your own rock, paper, scissors game - rock_2: - name: Rock, paper, scissors 2 - levels: - 2: - example_code: "```\nchoice {is} _\n{print} I choose choice\n```\n" - story_text: "Now that you have learned how to use the `{ask}` command, you can make your rock, paper, scissors code interactive too!\n\n### Exercise\nMake the rock, paper, scissors code interactive by adding the `{ask}` command and a question to your rock, paper, scissors code.\n" - description: Part 2 of rock, paper, scissors - default_save_name: rock_2 - secret: - description: Make your own spy code - levels: - 12: - story_text: "In this adventure you can create your own super spy code. Encode a message that only the right agent can decipher.\nIf the enemy tries to crack the code, they will get some false info to waste their time.\n\n### Exercise 1\nMake your own secret code for your superspy and return both parts only to the real spy.\n\n### Exercise 2\nAdd a third component to the code, like a piece of clothing or an object.\n" - example_code: "```\nname = {ask} 'What is your name?'\n{if} name {is} _\n a = 'Go to the airport '\n{else}\n a = 'Go to the trainstation '\npassword = {ask} 'What is the password?'\n{if} password {is} _\n b = 'tomorrow at 02.00'\n{else}\n b = 'today at 10.00'\n{print} _ _ _\n```\n" - 13: - story_text: "We can simplify the superspy code with `{and}`, such that we only need one `{if}`.\n\n### Exercise 1\nComplete the code by filling the right command on the blank. Tip: The superspy has to answer BOTH questions correctly, before they get the confidential information!\n\n### Exercise 2\nWe want to confuse the enemy even more! Create a list with fake answers and select one at random when a wrong answer is given.\n" - example_code: "```\nname = {ask} 'What is your name?'\npassword = {ask} 'What is your password?'\n{if} name {is} 'Agent007' _ password {is} 'TOPSECRET'\n {print} 'Go to the airport at 02.00'\n{else}\n {print} 'Go to the trainstation at 10.00'\n ```\n" - default_save_name: SuperSpy - name: SuperSpy - simon: - levels: - 16: - story_text: "Let's make a game of Simon Says! Simon Says is a memory game in which the player will be given a color. They have to repeat that color back.\nIf they get it right a color is added to the sequence, so they now have to remember 2 colors, then 3, then 4 etc. the game stops as soon as the player makes a mistake.\n\n### Exercise\nIn this first part of the Simon Says adventure, we'll let the computer pick a random color and add it to a list.\n\n***Make 2 lists*** First, make a list called `colors` and fill it with the colors red, yellow, green and blue.\nThen make a list called `simon_sequence`. This list will be used as the answer.\nAt the start of the game this lists need to be empty. unfortunately, we can't create an empty list (yet), so we'll fill it with the words 'empty' and 'list' and we'll remove them from the list immediately.\n\n***Create a function that adds a color to the sequence*** Now that we have an empty list called simon_sequence, we can start filling it with random colors.\nWe do that with a function, so we can call it everytime there's a new level in our game. Create a function called `add_random_color`.\nThen create the variable random_color and set it to a random color. Next, add this random color to the simon_sequence.\n\n***Create a function that shows the simon_sequence*** Start by naming the new function `show_simon_sequence` with `level` as an argument. Now we want to show as many colors as the level we are in (in level 1 you see 1 color, in level 2 you see 2 colors etc).\nSo we repeat `level` times, to print the `simon_sequence[i]`. Each time a color is shown, wait for 1 second and then clear the screen.\n\n***Test your program*** Before you go to the next level, test if the functions are working by calling both of the functions. If they're working you should see a random color in your output screen.\nRemove this testing part of your code, copy the code and continue to the next tab to learn more about the simon says game!\n" - example_code: "```\n# Make 2 lists\ncolors = _\n_ = ['empty', 'list']\n{remove} _ {from} simon_sequence\n{remove} _\n\n# Create a function that adds a color\n_ add_random_color\n _\n {add} _\n\n# Create a function that shows the simon_sequence\n{define} _\n {for} i {in} {range} 1 {to} _\n {print} _\n _\n _\n\n# Test your program\n{call} _\n{call} show_simon_sequence {with} 1\n```\n" - description: Make a game of Simon Says - name: Simon Says - default_save_name: Simon - simon_3: - default_save_name: Simon - levels: - 16: - example_code: "```\n# Paste your code here\n\n# The game\n{while} game_over _\n {print} _\n _\n _\n _ = ['empty', 'list']\n {remove} _\n {remove} _\n {call} _\n {call} _ {with} _\n {call} _ {with} _\n {if} player_sequence == _\n _\n _\n _\n {else}\n _\n game_over = _\n```\n" - story_text: "In this tab we'll program the game of Simon Says!\n\n### Exercise\n***Paste your code*** Copy your code from the previous tab and paste it here.\n\n***Program the game*** We start by making sure the game goes on while the game isn't over. Then we print what level the player is on, we use the variable level for that. We only show that for 1 second and then we clear the screen again.\nNow, we have to create the empty list player_sequence. We've already programmed how to fill the list, with our function `player_sequence`, but we never made the list itself. To create the list we use the same trick as we did in the previous tab.\nWe'll make a list with the words 'empty' and 'list' on it, and then we remove both these words. Next, we'll call all of the 3 functions that we've created.\nLastly, we'll have to check if the player gave the correct answers (so if the player_sequence and the simon_sequence are the same).\nIf that's the case, we'll compliment the player. Wait for 1 second and increase the level with 1.\nDid the player give the wrong answer, we'll tell them and end the game by setting game_over to 'True'\n\n***Enjoy your game!*** Great job! Does your game not work? Use the ladybug button to debug your code!\n" - name: Simon Says 3 - description: Make a game of Simon Says - sleep_command: - name: '{sleep}' - description: introducing {sleep} command - default_save_name: sleep_command - levels: - 2: - example_code: "```\n{print} My favorite colour is...\n{sleep} 2\n{print} green!\n```\n" - story_text: "Another new command in this level is `{sleep}`, which pauses your program for a second. If you type a number behind the {sleep} command, the program pauses for that amount of seconds.\n\n### Exercise\nPractise this new command by making a code of your own in which you use the {sleep} command at least 3 times. With each {sleep} command the pausing time should differ.\n" - songs: - name: Sing a song! - default_save_name: Song - levels: - 7: - example_code: "```\n{repeat} _ _ {print} 'Baby Shark tututudutudu'\n{print} 'Baby Shark'\n```\n" - story_text: "Songs often contain a lot of repetition. For example... Baby Shark! If you sing it, you keep singing the same thing:\n\nBaby Shark tututudutudu
\nBaby Shark tututudutudu
\nBaby Shark tututudutudu
\nBaby Shark\n\n### Exercise\nYou can print the song Baby Shark with a `{repeat}`? Finish the code by replacing the blanks?\n**Extra** After Baby Shark you can of course also program other songs. There are many songs with repetition!\nCan you think of one more song and print it?\n" - 8: - example_code: "```\nverse = 99\n_ 99 {times}\n{print} verse ' bottles of beer on the wall'\n{print} verse ' bottles of beer'\n{print} 'Take one down, pass it around'\nverse = verse - 1\n{print} verse ' bottles of beer on the wall'\n```\n" - story_text: "In a previous level you've programmed the song 'Bottles of beer'. But without the `{repeat}` command, you had to copy the verses many times.\nIn this level you can repeat the song 99 times, just by adding one simple line!\n\n### Exercise\nAdd the right command on the blanks and indent the code correctly.\n" - 10: - example_code: "```\nfamily = baby, mammy, daddy, grandma, grandpa\n_ _ _ _ \n {print} _\n```\n" - example_code_2: "```\nmonkeys = 5, 4, 3, 2, 1\n```\n" - story_text: "With `{for}` you can print make the whole baby shark song (including all the other sharks in the family) in only 6 lines!\n\n### Exercise 1\nCan you make the baby shark code even shorter by using a `{for}` command? Finish the example code.\n" - story_text_2: "### Exercise 2\nPrint the song Five little moneys jumping on the bed. Look up the text if you don't remember.\n\n**Extra** Print the song Old MacDonald had a farm, and make sure all animals make a different sound, using an `{if}`.\n" - 13: - story_text: "In the previous adventure you have learned how to use an argument in a function, but did you know that you could combine them with {ask} commands as well?\nIn this example we have changed the 'My Bonnie' program and made it interactive. You are now asked where Bonnie is.\n" - example_code: "```\n{define} song {with} place\n {print} 'My Bonnie is ' place\n\nchosen_place = {ask} 'Where do you want Bonnie to be?'\nsynonym = {ask} 'What is another word for that?'\n\n{call} song {with} chosen_place\n{call} song {with} synonym\n{call} song {with} chosen_place\n```\n" - 18: - example_code: "```\nlines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober']\n{for} line {in} lines _\n {for} i {in} {range} 1 {to} 3 _\n {print} _ line _\n {print} 'early in the morning'\n {for} i {in} {range} 1 {to} 3\n {print} 'way hay and up she rises'\n {print} 'early in the morning'\n```\n" - story_text: "In level 16 we made songs using lists. These programs however are no longer working properly in this level. The colons from level 17 and the brackets from level 18 still need to be added.\n\n### Exercise 1\nThe Drunken sailor song is given as sample code, but not yet working.\nCan you make sure everything works again? To help you, we've put _ in the places of _some_ errors.\n\n### Exercise 2\nNow also look up your Old MacDonald song from level 16, and correct it.\n" - 6: - story_text_2: "This children's song counts down from 5 little monkeys to 1 monkey.\nIf you copy line 2 - 7 and paste it under the the code, you can sing the whole song!\n" - example_code_2: "```\nnumber = 6\nnumber = number - 1\n{print} number ' little monkeys jumping on the bed'\n{print} 'One fell off and bumped his head'\n{print} 'Mama called the doctor and the doctor said'\n{print} 'NO MORE MONKEYS JUMPING ON THE BED!'\n{sleep}\n```\n" - example_code: "```\nverse = 99\n{print} verse ' bottles of beer on the wall'\n{print} verse ' bottles of beer'\n{print} 'Take one down, pass it around'\nverse = verse - 1\n{print} verse ' bottles of beer on the wall'\n{sleep}\n```\n" - story_text: "Songs often contain a lot of repetition. Sometimes the repetition is also based on counting.\nFor example, in the well-known song 'Bottles of beer'. You can program that song with a little math.\n\nTip: Use the read aloud function to let Hedy sing the song to you!\n\n### Exercise\nYou can now repeat lines 2 to 7 as many times as you want by copying the lines.\n" - 11: - example_code: "```\n_ monkeys _ _ 5 _ 1\n {print} monkeys ' little monkeys jumping on the bed'\n _\n```\n" - story_text: "In this level you can use the `{for}` with `{range}` to make songs that use counting, like the 5 little monkeys.\n\n### Exercise 1\nFill in the blanks and make the code work! If you don't remember the song text, look it up yourself.\n\n### Exercise 2\nThe final line of the song is different from the others. Print this line inside the `{for}`, and use an `{if}` to make it work correctly.\n" - 16: - story_text: "In this level, you can program a song like OldMacDonald even more quickly. You can connect the right animal to the right sound by simply putting them in the same place in the list.\nThe Drunken Sailor is also quickly made in this level. You only need 8 lines for the entire song, check it out!\n\n### Exercise\nComplete the Old MacDonald song by setting the variable `animal` to `animals[i]` and `sound` to `sounds[i]`.\n" - example_code: "```\nanimals = ['pig', 'dog', 'cow']\nsounds = ['oink', 'woof', 'moo']\n{for} i {in} {range} 1 {to} 3\n animal = _\n sound = _\n {print} 'Old MacDonald had a farm'\n {print} 'E I E I O!'\n {print} 'and on that farm he had a ' animal\n {print} 'E I E I O!'\n {print} 'with a ' sound sound ' here'\n {print} 'and a ' sound sound ' there'\n {print} 'here a ' sound\n {print} 'there a ' sound\n {print} 'everywhere a ' sound sound\n```\n\n```\nlines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober']\n{for} line {in} lines\n {for} i {in} {range} 1 {to} 3\n {print} line\n {print} 'early in the morning'\n {for} i {in} {range} 1 {to} 3\n {print} 'way hay and up she rises'\n {print} 'early in the morning'\n```\n" - 12: - example_code: "```\n_ actions = 'clap your hands', 'stomp your feet', 'shout Hurray!'\n_ {for} action {in} actions\n_ {for} i {in} {range} 1 {to} 2\n_ {print} 'if youre happy and you know it'\n_ {print} action\n_ {print} 'if youre happy and you know it and you really want to show it'\n_ {print} 'if youre happy and you know it'\n_ {print} action\n```\n" - story_text: "In this song we can make it even easier to program 'if you're happy and you know it, clap your hands'. Because we can put all of the actions in a variable, check it out:\n\n### Exercise\nCan you add the right amount of indentation to each line to make the song play correctly?\nHint: Not all lines need indentation.\n" - description: Print a song - tic: - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - example_code: "```\n# Create a list called field\n_ = ['.', '.', '.', '.', '.', '.', '.', '.', '.']\n\n# Create a function that prints the field\n{define} print_field\n _\n {print} 'TIC TAC TOE'\n {print} field[1] field[2] field[3]\n _\n _\n\n# Call the function\n```\n" - story_text: "Let's program a game of tic-tac-toe!\n\n### Exercise\nIn this adventure we'll start with creating an empty field.\n\n***Create a list called field*** This list will be our playing field. This list is filled with 9 dots, since there are no x's and o's yet at the start of our game.\n\n***Create a function that prints the field*** Firstly, clear the screen so the old playing fields will be removed. Then we print the first line of our Tic Tac Toe field. This line constists of the first 3 spots in our list field.\nWe have already programmed this line for you. Now finish the field by printing spot 4, 5, and 6 on the second row and spot 7, 8 and 9 in the third row.\n\n***Call the function that prints the field*** Now call the function.\n
\n Run the code. Your output should look like this: \n
\n\n***Continue in the next tab*** In the next tab you'll learn how to program the game itself.\n" - 17: - example_code: "```\n# Paste your code here and make it level 17 proof\n\n# Create a function that detects if someone has won\n{define} detect_winner {with} field, sign:\n {if} field[1] == field[2] {and} field[2] == field[3] {and} field[1] != '.':\n game_over = 'yes'\n {print} 'Player ' sign 'wins!'\n {elif}:\n _\n {else}:\n game_over = 'no'\n{return} _\n```\n" - story_text: "In the previous level you've learned how to make a tic-tac-toe game. The game works, but is quite annoying as it keeps asking you if you've won yet.\nNow that we have the {elif} command, we can let the game decide if someone has won and it can stop asking us!\n\n### Exercise\n***Paste your code*** Paste your code from the previous level here and make it level 17 proof. In this level you've learned to use a colon everytime you create a block of code. Please add the colons in the correct spots.\n\n***Create a function that detects if someone's won*** We have started the function for you, paste it under the function `print_field` and finish the function. You can see that this first piece of code checks to see if spot 1, 2 and 3 are the same, because if they are you have 3 in a row.\nIt also checks if they are not a dot, because if they are, the line might have the same symbols on them, but that's just because it's still empty.\nIf all these conditions are met, the game is over and the winner is printed.\nFinish this function with all possible ways to win. This means you have to make this for the other 2 rows, 3 columns and 2 diagonals.\nIf you've finished all the other options, the function should return the variable `game_over` so we can use it in our game.\n\n***Call the function in the game*** Go to the line `game_over = {ask} 'Did you win?'` and change it to `game_over = {call} detect_winner {with} field, sign`. Now the function will check if there's a winner and the game doesn't need to keep asking anymore!\n\n***Enjoy your game!*** Great job! You have finished the game! Enjoy playing it!\n" - name: Tic-Tac-Toe - tic_2: - description: Play a game of Tic Tac Toe! - default_save_name: Tic - levels: - 16: - story_text: "In the previous adventure you've learned how to create a playing field. Now you'll learn how to create the game!\n\n### Exercise\n***Paste your code*** Start by pasting your code from the previous adventure here.\n\n***Add variables*** Underneath your list called `field` we'll add 2 more variables that we'll need to program the game.\nThe variable `game_over` tells us if the game is over, and should be 'no' at the start of the game.\nThe variable `sign` tells us if it's the turn of player x or player o. Set the variable to 'x'.\n\n***The game*** First use a {while} command, to make sure the game keeps on playing the variable while game_over is set to no.\nDuring the game, we first ask the player which spot they choose. Then we change the field with the number they chose into their sign.\nThen we print the field again and we ask the player if they've won yet. Lastly we want to switch whose turn it is, so if the sign is 'x' it should be 'o' and the other way around.\n\n***Test your game*** Does your game work? Great, have fun playing the game! If not, use the ladybug button to debug your code.\nYou might have noticed one mistake in the code though, you can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot.\nThat's not fair! Go to the next tab to learn how to fix this problem.\n" - example_code: "```\n# Paste your code from the previous adventure here\n\n# Add variables\ngame_over = _\nsign = _\n\n# The game\n{while} _\n choice = _ 'Player ' sign '_?'\n field[choice] = _\n _ print_field\n game_over = {ask} _\n {if} sign = 'o'\n sign = _\n _\n sign = _\n```\n" - name: Tic-Tac-Toe 2 - tic_3: - name: Tic-Tac-Toe 3 - levels: - 16: - story_text: "You might have noticed one mistake in the code you've made in the previous adventure. You can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot.\nThat's not fair! In this tab we'll fix that mistake.\n\n### Exercise\n***Paste your code here*** Paste your code from the previous adventure here.\n\n***Fix the mistake*** To fix the mistake we replace the line that says `field[choice] = sign`. This turns any spot that the player has chosen into their sign.\nGo to the header that says 'Use this to fix the mistake' and finish the code. We first want to check if the chosen spot is still empty, so `if field[choice] = '.'`. If that is the case, you are allowed to take it.\nThen we make an else command and print 'Sorry, this spot is already taken' if the spot is not empty. Lastly, we add a {sleep} command, so the players can actually read the text before it gets cleared again.\nNow copy this piece of code and replace the line `field[choice] = sign` with this new piece of code.\n\n***Play your game!*** Now the game should work properly! Good job!\nThe only flaw is that you can get a bit annoyed that the game keeps asking you if you've won yet. Do you want to fix that? Go to level 17 and we'll fix it!\n" - example_code: "```\n# Paste your code here\n\n# Use this to fix the mistake\n{if} _ = '.'\n field[choice] = sign\n{else}\n {print} _\n _\n```\n" - default_save_name: Tic - description: Play a game of Tic Tac Toe! - turtle: - name: Turtle - levels: - 1: - example_code_2: "```\n{forward} 20\n{turn} {right}\n{forward} 20\n{turn} {left}\n{forward} 20\n```\n" - example_code: "```\n{forward} 100\n{turn} {left}\n```\n" - story_text: "You can also use Hedy to draw. By combining turns and lines, you can make a square or stairs!\n\nUsing `{forward}` you draw a line forwards. The number behind it determines how far the turtle will walk. `{turn} {right}` turns a quarter turn in clockwise direction, `{turn} {left}` turns counter clockwise.\n\nIf you want to go backwards, you use the `{forward}` command but with a negative number. So for example `{forward} -100`\n" - story_text_2: "### Exercise\nThis is the start of a little staircase. Can you make it have 5 steps?\n" - 2: - example_code: "```\n{forward} 20\n{turn} 90\n{forward} 20\n{turn} 180\n{forward} 100\n```\n" - example_code_2: "```\n{print} Drawing figures\nangle {is} 90\n{turn} angle\n{forward} 25\n{turn} angle\n{forward} 25\n{turn} angle\n{forward} 25\n```\n" - story_text: "In level 1 the turtle could only turn left or right. That is a bit boring!\nIn level 2 he can point his nose in all directions. \n\nUse 90 degrees to turn a quarter, 180 to turn half, and a full circle is 360 degrees.\n\n### Exercise\nThis code now creates the letter T. Can you change it to make the letter B?\n\n**Extra** Change the letter into a different letter, like the first one of your name. \nYou can also make multiple letters, by setting the color to `{color}` `{white}` in between. \n" - story_text_2: "You can use variables to in the turtle `turn`. \n\n### Exercise\nChange the code such that it creates a triangle. Hint: you only have to change the code in one place.\n" - 4: - story_text: "In level 4 you have to use quotation marks with `{print}` and `{ask}`. Also when drawing!\n" - example_code: "```\n{print} _ Drawing figures _\nangle {is} 90\n{turn} angle\n{forward} 25\n{turn} angle\n{forward} 25\n```\n" - example_code_2: "```\n{color} {white}\n{forward} -80\n{color} {green}\n{forward} 50\n{color} {yellow}\n{forward} 50\n{color} {red}\n{forward} 50\n```\n" - story_text_2: "You can also change the color of the lines with the command `{color}`. Check out the example.\nYou can also use the command `{color} {white}` to make 'invisible' lines. You could use these white lines to move the turtle anywhere in the screen before you start drawing.\n" - 3: - story_text: "In this level you can use `{at} {random}` with the drawing turtle. A random choice makes the turtle walk a different path each time.\nUse `{at} {random}` to choose a value from a list.\n### Exercise\nCan you copy and paste lines 2 and 3 to create a longer random path?\n" - example_code: "```\nangles {is} 10, 50, 90, 150, 250\n{turn} angles {at} {random}\n{forward} 25\n```\n" - 9: - story_text: "Now that we can use a `{repeat}` inside a `{repeat}`, we can create more complex figures.\n\n### Exercise 1\nThis code creates three black triangles, change that into five pink squares.\n\n **Extra** Create a figure of your own choosing consisting of at least two different shapes types.\n" - example_code: "```\n{color} {black}\n{repeat} 3 {times}\n {repeat} 3 {times}\n {forward} 10\n {turn} 120\n {color} {white}\n {forward} 50\n {color} {black}\n```\n" - 8: - story_text_2: "**Extra** We can now improve the program that draws different figures. Finish the code and you can draw any polygon you'd like!\n" - story_text: "Now that we can repeat several lines, we can make figures more easily.\nWe only have to set the angle once and then use that variable in the `{repeat}`.\n\n### Exercise 1\nThe example code creates a square. Change the code so that it create another figure, such as a triangle or a hexagon. \nThis requires a change to two lines of code.\nTip: An entire circle is 360 degrees.\n\n### Exercise 2\nNow create a drawing consisting of at least two polygons.\n" - example_code_2: "```\nfigure = {ask} 'How many angles should I draw?'\nangle = 360 / figure\n{repeat} figure {times}\n {turn} _\n {forward} _\n```\n" - example_code: "```\nangle = 90\n{repeat} 4 {times}\n {turn} angle\n {forward} 50\n```\n" - 12: - story_text: "We can use functions to draw more complex figures with less code.\n### Exercise 1\nFill the function so that three squares are created. If you want the image to look nicer, you can make the lines between the squares white.\n\n### Exercise 2\nThe code can be made even shorter. Place the final lines into a `{repeat}` so the figure remains the same.\n\n### Exercise 3\nCreate your own drawing with different figures.\nChange both the number of figures with the `{repeat}` and the shape of the figures in the `{define}`\n" - example_code: "```\n{define} square\n {repeat} 4 {times}\n {turn} _\n {forward} _\n{call} square\n{forward} 50\n{call} square\n{forward} 50\n{call} square\n```\n" - 5: - story_text_2: "### Exercise\nFill in the correct numbers in this code to get it to work.\nAfter you've done that, you can try to add the option backwards.\n\n**Extra** Instead of using 'left' and 'right', remake the program with North, East, South and West.\nThis way you could add even more directions like Northeast and Southwest etc.\n" - example_code_2: "```\ndirection {is} {ask} 'Do you want to go left, right, or straight ahead?'\n{if} direction {is} left {turn} _\n{if} direction {is} right {turn} _\n{forward} 100\n```\n" - story_text: "In level 5 you can make a choice with `{if}`. For example between different types of figures.\n" - example_code: "```\n{print} 'Drawing Figures'\nfigure {is} {ask} 'Do you want a square or a triangle?'\n{if} figure {is} triangle angle {is} 120\n{else} angle {is} 90\n{turn} angle\n{forward} 25\n{turn} angle\n{forward} 25\n{turn} angle\n{forward} 25\n{turn} angle\n{forward} 25\n```\n" - 6: - example_code: "```\nangles = {ask} 'How many angles do you want?'\nangle = 360 / angles\n{forward} 50\n{turn} angle\n{forward} 50\n{turn} angle\n{forward} 50\n{turn} angle\n{forward} 50\n{turn} angle\n{forward} 50\n{turn} angle\n{forward} 50\n{turn} angle\n```\n" - story_text: "In this level you can use calculations to draw different figures.\nYou may have learned in school that turning a full circle is 360 degrees. If not, now you know!\nThat's why you also use 90 degrees for a square. 360 divided by 4 is 90.\nNow that we can do math with Hedy, we can draw all the figures we want!\n" - 10: - example_code: "```\n{turn} 90\ndistances = 10, 20, 30, 40, 50, 60\n{for} distance {in} distances\n {forward} distance\n```\n" - story_text: "In this level you can make the turtle draw a figure.\nThe turtle will travel the distances in the list, one by one, making bigger and bigger steps.\n### Exercise 1\nAdd a 90 degree turn in the loop, so that a spiral is drawn.\nAdd at least 5 numbers to the list, so the spiral grows larger.\n**(extra)** can you change the spiral into another shape? Experiment with numbers for the turn!\n### Exercise 2\nThe spiral is drawn outwards, make it go inwards?\n" - description: Make your own drawing - default_save_name: Turtle - turtle_draw_it: - name: Draw it! - description: Draw this picture with the turtle - default_save_name: Draw it - levels: - 4: - example_code: "**Extra** Up for a real challenge? Make sure that the colors of these figures are selected randomly, so that each time you run your programs they'll look differently!\n\n```\ncolors {is} red, orange, yellow, green, blue, purple, pink, brown, gray, black\ncolor _\n```\n" - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n
\nColored Star \nRainbow \nNested squares \n
\n" - 5: - example_code: "Hint:\n```\nchosen_letter {is} {ask} 'Which letter would you like to see? F, E or L?'\n{if} _\n```\n" - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n**Extra** Make only one code that lets the player decide which letter they'd like to see! And can you add even more letters?\n\n
\nF \nE \nL \n
\n" - 6: - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n**Extra** Let the player decide which color the square should be.\n\n***Extra*** Can you make the letter of your own first name and the flag of your own country too?\n\n
\nSquare \nLetters \nFlag \n
\n" - example_code: "Hint for the square:\n```\nchosen_color = {ask} _\n```\n" - 12: - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\nFirstly, define a function **for each shape** you want to use on the bracelet. Then, add the shapes to the bracelet like this:\n\nBracelet Designing program \n" - example_code: "Hint Bracelet Designing program\n```\n{define} draw_a_square\n_\n\n{color} white\n{turn} -90\n{forward} 300\n{turn} 180\n\n{for} i {in} {range} 1 {to} 5\n {color} gray\n {forward} 100\n shape = {ask} 'What kind of shape would you like next on the bracelet?'\n chosen_color = {ask} 'In which color?'\n {color} chosen_color\n {if} shape = 'square'\n {call} draw_a_square\n```\n" - 13: - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\nStreet in different sizes \nColored street \nSnow Storm \n" - example_code: "Hint Street in different sizes\n```\n{define} draw_a_house {with} size\n_\n\n{call} draw_a_house {with} 90\n{call} draw_a_house {with} 60\n{call} draw_a_house {with} 30\n```\n\nHint Colored street\n```\n{define} draw_a_house {with} chosen_color\n_\n```\n\nHint Snow Storm\n```\n{define} draw_snowflake {with} length, color\n _\n\nnumbers = 10, 20, 30\ncolors = _\n\n{for} i {in} {range} 1 {to} 5\n random_number = _\n random_color = _\n {call} draw_snowflake {with} random_number, random_color\n {color} white\n {turn} random_number * 5\n {forward} 80\n```\n" - 15: - story_text_2: "Fan \n" - story_text_3: "Star \n" - example_code: "Spiral\n```\ndistance = 5\n{while} distance < 200\n distance = distance + 5\n _\n```\n" - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\nSpiral \n" - example_code_3: "Star\nA star is usually drawn using 144-degree-turns. If you change this slightly to 143 degrees for example and repeat the pattern multiple times with a {while} loop you can make this figure.\n" - example_code_2: "Fan\n```\n{define} draw_a_square {with} side\n_\n\ni = 100\n{while} i > 1\n _ {with} i\n _\n i = i - 3\n```\n" - 2: - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n
\nTriangle \nArrow \nBoat \n
\n" - 10: - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n
\nNested Hexagon \nTraffic lights \n
\n" - story_text_2: "Christmas lights \n" - example_code_2: "Hint Christmas Lights:\n\nStart by moving to the left side of the screen with an invisible white line. Then hang up the Christmas lights!\n```\n{color} white\n{turn} -90\n{forward} 300\n{turn} 90\n\ncolors = red, blue, yellow, purple, green, orange, pink\n{for} chosen_color {in} colors\n_\n```\n" - example_code: "Hint Nested Hexagon:\n```\ndistances = 100, 80, 60, 40, 20\n{for} distance {in} distances\n_\n```\n\nHint Traffic Lights:\n```\ncolors = red, yellow, green\n{for} chosen_color {in} colors\n {color} _\n {repeat} _\n```\n" - 9: - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n**Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines?\n\n**Extra** Give the player a choice which country they would like to see the flag of.\n\n
\nCross (7) \nRandomly colored nested squares (8) \nFlags \n
\n" - example_code: "Hint for the nested squares:\n```\ncolors = red, blue, orange, yellow, pink, purple, green, brown, black\ndistance = 120\n{repeat} 5 {times}\n_\n```\nHint for the flags:\n```\ncountry = {ask} 'which country would you like to see the flag of?'\n{if} country {is} 'the Netherlands'\n color_1 = red\n color_2 = white\n color_3 = blue\n```\n" - 14: - example_code: "```\n{define} calculate_degrees {with} amount_of_corners\n _ 360 / amount_of_corners\n\n\n{define} draw_figure {with} degrees\n _\n {forward} 400/amount_of_corners\n {turn} _\n\namount_of_corners = {ask} _\ndegrees = {call} _ {with} _\n\n{call} _ {with}\n{call} _ {with}\n```\n" - story_text: "### Exercise\nCreate a program that asks the player how many corners their figure should have and then creates that figure.\nThe figure in the image is the output when the player fills in 10.\n\n
\n \n \n
\n" - 7: - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n
\nHexagon \nTriangle \nFan \n
\n" - 8: - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n**Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines?\n\n
\nSquare (3) \nRandomly colored star (5) \nRandomly colored spiral (7) \n
\n" - 11: - example_code: "Hint Beehive:\n```\n{for} amount_of_combs {in} {range} 1 {to} _\n {for} walls_of_one_comb {in} {range} 1 {to} _\n {forward} _\n {turn} _\n {forward} _\n {turn} _\n```\n\nHint Fan:\nStart out like the fan you made in level 7. Or take a peak at the hint for the beehive, because the codes are very similar.\n\nHint Snowflake: Start by making one 'leg' and repeat it 6 times.\n" - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n
\nBeehive (6) \nFan (5) \nSnowflake (13) \n
\n" - 3: - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n
\nTriangle \nStar \nArrow \n
\n" - 1: - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n
\n Rectangle \n Square \n Stairs\n
\n" - years: - default_save_name: New Year's Countdown - description: Countdown to the New Year! - levels: - 11: - example_code: "```\n{for} number {in} {range} _ {to} _\n {print} number\n {sleep}\n{print} 'Happy New Year!'\n```\n" - story_text: "In this level you can use the `{for}` number `{in}` `{range}` command to countdown to the New Year.\n\n### Exercise\nFill in the blanks and make the code work!\n" - name: New Year's - while_command: - name: '{while}' - levels: - 15: - story_text: "We are going to learn a new loop, the `{while}` loop! We continue the loop as long as the statement is true.\nSo don't forget to change the value in the loop.\n\nIn the example code, we continue until a correct answer has been given.\nIf the correct answer is never given, the loop never ends!" - example_code: "```\nanswer = 0\n{while} answer != 25\n answer = {ask} 'What is 5 times 5?'\n{print} 'A correct answer has been given'\n```\n" - description: '{while}' - default_save_name: while_command - add_remove_command: - levels: - 3: - example_code_3: "```\n{print} Mystery milkshake\nflavors {is} strawberry, chocolate, vanilla\nhope {is} {ask} What flavor are you hoping for?\n_\nallergies {is} {ask} Are you allergic to any flavors?\n_\n{print} You get a flavors {at} {random} milkshake\n```\n" - story_text_3: "### Exercise\nTry out the new commands in this virtual restaurant. Add the flavor the player is hoping for to the list and remove the flavors they are allergic to.\n" - example_code: "```\nanimals {is} dog, cat, kangaroo\nlike {is} {ask} What is your favorite animal?\n{add} like {to_list} animals\n{print} I choose animals {at} {random}\n```\n" - example_code_2: "```\nanimals {is} dog, cat, kangaroo\ndislike {is} {ask} What animal do you not like?\n{remove} dislike {from} animals\n{print} I choose animals {at} {random}\n```\n" - story_text: "## Add to\nYou can add items to the list with the `{add} {to_list}` command. To add an item to a list you can simply type: `{add} penguin {to_list} animals` or you can use the `{ask}` command like in the example code.\n" - story_text_2: "## Remove from\nIf you can add items to a list, of course you can also take them off. This is done with the `{remove} {from}` command.\n" - description: introducing {add} {to_list} and {remove} {from} - default_save_name: add_remove_command - name: '{add} {to_list} & {remove} {from}' - simon_2: - default_save_name: Simon - name: Simon Says 2 - levels: - 16: - story_text: "We'll continue with our Simon Says game!\n\n### Exercise\n***Paste your code here*** Paste your code from the previous level here. Don't forget to remove the part that was just used for testing the functions.\n\n***Create a function that creates the player_sequence*** The list `player_sequence` is used to capture the answers of the player. First we define the function with the argument level.\nNext, we ask level times what the color is that they choose. We call that variable `answer`. Then we add the variable `answer` to the list player_sequence.\n\n***Setting up the game*** Before we program the game in the next tab, we'll need some starting variables. First, we'll set the variable `level` to 1 and the variable `game_over` to False.\nThen we make an introduction for the game. We'll print 'Welcome to Simon Says!' and clear the screen after 1 second.\n\n***Continue to the next tab to finish the game!**** Don't forget to copy your code and take it with you to the next tab.\n" - example_code: "```\n# Paste your code here\n\n\n# Create a function that creates the player_sequence\n{define} _\n {for} _\n _ 'What is color number ' i '?'\n {add} answer {to} _\n\n# Set up\nlevel = _\ngame_over = _\n{print} _\n_ 1\n_\n```\n" - description: Make a game of Simon Says - songs_2: - description: Sing a song 2 - levels: - 16: - story_text_2: "### Exersice 2\nNow create your own code for the nursery rhyme 'The wheels on the bus' on the same way!\n" - example_code: "```\nnumber = ['one', 'two', 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'ten']\nobject = ['on his drum', 'on his shoe', 'on his knee', 'on his door', 'on his hive', 'on his sticks', 'up in heaven', 'on his gate', 'on his vine', 'once again']\n\n_\n {print} 'This old man'\n {print} 'He played ' _\n {print} 'He played knick-knack ' _\n {print} 'With a knick-knack paddywhack'\n {print} 'Give the dog a bone'\n {print} 'This old man came rolling home'\n {sleep} 8\n {clear}\n```\n" - story_text: "### Exercise\nFinish the nursery rhyme!\n" - example_code_2: "```\nobject = ['wheels', 'doors', _]\nmovement = [ 'round and round', 'open and shut', _]\n```\n" - 12: - example_code: "```\n{define} twinkle\n {print} 'Twinkle'\n {print} _\n\n{call} twinkle\n{print} 'Up above the world so high'\n{print} 'Like a diamond in the sky'\n{call} _\n```\n" - story_text: "Songs contain a lot of repetition. We can capture it with a function!\n### Exercise\nLook at the example code with the function. Fill out the two lines so the full song is printed.\n" - default_save_name: Song 2 - name: Sing a song! 2 - blackjack_4: - description: Blackjack part 4 - levels: - 17: - example_code: "```\n# Paste your code from the previous adventure here\n\n# Decide a winner\n{if} _\n {print} 'Its a draw! Play again!'\n{elif} _\n {print} 'You win!'\n{elif} _ :\n {if} _:\n {print} _\n {else}:\n {print} _\n{else}:\n _\n```\n" - story_text: "In the last 3 adventures you have alsmost created a working blackjack game! The only thing left to do is to decide a winner!\n\n### Exercise\n***Paste your code from the previous adventure*** Start by pasting the code that you've made so far into your programming field.\n\n***Decide a winner***\nFirstly, if you and the dealer have an equal amount of points, it's a draw.\nSecondly, if the dealer has more than 21 points and you don't, you are the winner.\nThirdly, if both you and the dealer have less than 22 points, we have to see who came closest to 21. We do that by comparing who has the highest score. Is your total higher than the dealer's total, then you are the winner. If not, the dealer wins.\nLastly, in all other scenarios (e.g. you have more than 21 points and the dealer doesn't, or you both have more than 21 points) you are the loser.\n\n***Enjoy the game!***\nDoes your game work properly? Amazing! You have done a great job! Enjoy your game!\nIf it doesn't work right away, no worries, you might have made a mistake. Just keep calm and bebug your code using the ladybug button.\n" - default_save_name: Blackjack_4 - name: Blackjack 4 - hangman_2: - levels: - 17: - story_text: "Now it's time to program the hangman game.\n\n### Exercise\n\n***Paste your code*** Copy your code from the previous tab and paste the code in the programming field.\n\n***The game*** This games continues playing until Player 2 is game over. Fill in the while command accordingly. Now, Player 2 is allowed to guess a letter, so ask Player 2 to guess a letter.\nWe need to check if their answer is correct, so check if their `guess` is (somewhere) in the (list) `answer`. Then we let the computer figure out which of the letter(s) is the guess. We have already programmed that part for you.\nNext we want to compliment the player for finding a correct letter and we want to print the list `guessed_letters`, so the player can see their progress.\n\nThe next part we're going to program is what happens when the player has guessed all of the letters. So if their list of `guessed_letters` is the same as our list `answer`.\nIf the lists are the same, congratulate Player 2 with their victory and set the variable `game_over` to `True`.\n\nNext we'll program what happens when Player 2 guesses wrong (so the `{else}` command). First, tell the player that their guess was wrong. Then increase the `mistakes_made` variable by 1.\n\nFor the last part we'll program what happens when Player 2 has made 10 mistakes. We'll print that Player 1 has won the game. Then we'll print the correct answer. And finally, we'll set our `game_over` variable to `True`, so the game stops.\n\n***Go to the next tab*** Amazing work! Your game is playable, but wouldn't it be fun if the hangman was actually drawn when Player 2 makes a mistake..?\n" - example_code: "```\n# Paste your code here\n\n# The game\n{while} game_over _\n guess = _\n {if} _\n {for} i {in} {range} 1 {to} amount_letters:\n if answer[i] == guess:\n guessed_letters[i] = guess\n {print} _\n {if} guessed_letters == _:\n {print} _\n game_over = _\n {else}:\n {print} _\n mistakes_made _\n {if} _ == 10:\n {print} _\n {print} _\n _\n```\n" - default_save_name: Hangman_2 - name: Hangman 2 - description: Hangman 2 diff --git a/content/adventures/te.yaml b/content/adventures/te.yaml index b0d5bacee2f..c1fedaee988 100644 --- a/content/adventures/te.yaml +++ b/content/adventures/te.yaml @@ -5,21 +5,6 @@ adventures: description: కధ levels: 1: - story_text: | - In level 1 you can make a story with a different main character that you enter yourself. - - In the first line, use `{ask}` and ask who the main character of the story will be. - - After that first line, start with `{print}` if the sentence needs to be printed. - You use `{echo}` if you want your main character to be at the end of the sentence. - example_code: | - ``` - {ask} The main character of this story is - {print} The main character is now going to walk in the forest - {echo} They're a bit scared, - {print} They hear crazy noises everywhere - {print} They're afraid this is a haunted forest - ``` story_text_2: | ### Exercise Can you make your own story in Hedy now by using `{print}` , `{ask}` and `{echo}`? @@ -88,18 +73,6 @@ adventures: ### వ్యాయామం 2 మునుపటి స్థాయికి తిరిగి వెళ్లి, మీ స్టోరీ కోడ్‌ని కాపీ చేయండి. సరైన స్పాట్‌లలో కొటేషన్ మార్కులను జోడించడం ద్వారా కోడ్ ఈ స్థాయిలో పని చేసేలా చేయండి. మనస్సు: మీ స్వంత కథలోని వేరియబుల్స్ కొటేషన్ మార్కులకు వెలుపల ఉండాలి. ఉదాహరణ కోడ్ యొక్క రెండవ పంక్తి వలె. ఆ లైన్‌లో వేరియబుల్ పేరు కొటేషన్ మార్కుల వెలుపల ఉంచబడుతుంది. - example_code: | - ``` - name {is} {ask} _ What is your name? _ - {print} _ The main character is called _ name - _ - _ - {print} name _ is now going to walk in the woods _ - {print} name _ is a bit scared _ - animals {is} 🦔, 🐿, 🦉, 🦇 - {print} _ He hears the sound of a _ animals {at} {random} - {print} name _ is afraid this is a haunted forest _ - ``` 5: story_text: | In this level you can program different endings, which will make your story even more fun. @@ -114,15 +87,6 @@ adventures: - Bad Ending: The monster eats the princess You can also ensure that a name can be entered again. That works just like in the previous levels. You can combine that with an `{if}`, and then you have already made a whole program! - example_code: | - ``` - name {is} {ask} 'Who is walking in the forest?' - {print} name ' walks through the forest' - {print} name ' encounters a monster' - end {is} {ask} 'Would you like a good or a bad ending?' - {if} end {is} good {print} name ' takes the sword and the monster quickly runs away' - {else} {print} 'The monster eats ' name - ``` 7: story_text: | ఒక కథలో, ఎవరైనా చాలాసార్లు మాటలు చెబుతారు. ఉదాహరణకు, ఎవరైనా సహాయం కోసం పిలిచినప్పుడు లేదా పాట పాడినప్పుడు. @@ -131,12 +95,6 @@ adventures: ### వ్యాయామం మీ స్వంత కథకు పునరావృతతను జోడించండి. మీరు సేవ్ చేసిన ప్రోగ్రామ్‌లకు తిరిగి వెళ్లండి, లెవల్ 6 నుండి మీ స్టోరీ ప్రోగ్రామ్‌ని ఎంచుకోండి మరియు `{print}`ని కలిగి ఉన్న పంక్తిని కనుగొని దాన్ని పునరావృతం చేయండి! - example_code: | - ``` - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - ``` 8: story_text: | In this level you can use multiple lines in your {if} commands, this way you can upgrade your happy or sad ending! @@ -230,369 +188,29 @@ adventures: {print} 'This could come in very handy' sword = 'found' ``` - 15: - story_text: | - Using the `{while}` loop can make your stories more interesting. For example, you can use `{while} game == 'on'` so you can play until the game is over. - Or you can use `{while} sword == 'lost'` so the player can't continue the game until they have found something. - - ### Exercise - The example code shows you how to use the `{while}` loop in a story. Now **think of your own scenario** in which the player has to find something before they can continue. - example_code: | - ``` - keys = 'lost' - {print} 'You are standing in your garden and you have lost your keys.' - {print} 'Where do you want to look for them?' - {print} 'You can choose: tree, flowerbed, rock, postbox' - {while} keys == 'lost' - location = {ask} 'Where do you want to look?' - {if} location == 'flowerbed' - {print} 'Here they are!' - keys = 'found' - {else} - {print} 'Nope they are not at the ' location - {print} 'Now you can enter the house!' - ``` - 18: - story_text: | - We are going to print another story, but now we have to use brackets with `{print}`. - - ### Exercise 1 - Create a story of at least 5 sentences. You don't have to use 'name' just yet. - example_code: | - ``` - {print}('Welcome to this story!') - ``` - story_text_2: | - ### Exercise 2 - We have already prepared an `{input}` for you. First, use the `name` variable in your story. - Then add a second `{ask}` and use that variable as well. - Tip: Remember the commas in a `{print}` between text and variables! - example_code_2: | - ``` - naam = {input}("What's your name?") - {print}('Welcome to this story!') - ``` add_remove_command: name: '{add} {to} & {remove} {from}' - default_save_name: add_remove_command description: introducing add to and remove from levels: 3: story_text: | ## Add to You can add items to the list with the `{add} {to_list}` command. To add an item to a list you can simply type: `{add} penguin {to} animals` or you can use the `{ask}` command like in the example code. - example_code: | - ``` - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - ``` - story_text_2: | - ## Remove from - If you can add items to a list, of course you can also take them off. This is done with the `{remove} {from}` command. - example_code_2: | - ``` - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - ``` story_text_3: | ### Exercise Try out the new commands in this virtual restaurant. Add the flavor the player is hpoing for to the list and remove the flavors they are allergic to. - example_code_3: | - ``` - {print} Mystery milkshake - flavors {is} strawberry, chocolate, vanilla - hope {is} {ask} What flavor are you hoping for? - _ - allergies {is} {ask} Are you allergic to any flavors? - _ - {print} You get a flavors {at} {random} milkshake - ``` and_or_command: - name: '{and} & {or}' - default_save_name: and or description: introducing and or - levels: - 13: - story_text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two `{if}`s but can use `{and}` and `{or}`. - - If you use `{and}`, both statements, left and right of the `{and}` need to be true. We can also use `{or}`. Then only one statement needs to be correct. - example_code: | - ``` - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - ``` ask_command: - name: '{ask}' - default_save_name: ask_command description: Introduction ask command levels: 1: - story_text: | - ## The ask command - Now that you can use the `{print}` command, you are ready to learn the next command: `{ask}`. With the `{ask}` command, you can ask a question. Check it out: - example_code: | - ``` - {print} Hello! - {ask} What is your name? - ``` story_text_2: | ## The echo command If you want the computer to repeat the answer, you can use the `{echo}` command. The answer will then be echoed back at the end of the sentence, so in this example after hello. - example_code_2: | - ``` - {print} Hello! - {ask} What is your name? - {echo} hello - ``` - story_text_3: | - ### Exercise - Try out the `{ask}` and `{echo}` commands. Firstly, fill in the blanks to make this program work. - Then ask 2 more questions using the `{ask}` command, after each `{ask}` use an `{echo}` to print the answer on the screen. - example_code_3: | - ``` - _ How are you doing? - _ - ``` - 2: - story_text: | - ## The ask command - Now that we can use **variables** in our codes, we no longer need the `{echo}` command. - We can use variables to store the answers to our questions and this way we can use the answer to multiple questions in our codes. - Check it out: - - This way your code is becoming interactive! - example_code: | - ``` - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - ``` - story_text_2: | - ### Exercise - In the previous tab you have practised with setting variables with the `{is}` command. - You have created at least 3 variables and used them with a print command. - Now, instead of setting the variables we want you to make the variables interactive, like we did in our example. - - Copy your code from the previous tab and make the variables interactive by using `{ask}` commands. - example_code_2: | - ``` - favorite_animal {is} {ask} What is your favorite animal? - {print} I like favorite_animal - ``` - 18: - story_text: The final change we will need to make to get Python code is changing `{ask}` into `{input}`. - example_code: | - ``` - {print}('My name is Hedy!') - name = {input}('What is your name?') - {print}('So your name is ', name) - ``` - blackjack: - name: Blackjack - default_save_name: Blackjack - description: Try to get as close to 21 as you can - levels: - 17: - story_text: | - Blackjack is a simple game of cards in which you have to get as close to 21 points as possible. You get two cards. Each card is worth their numeral value, and the face cards (Jack, Queen and King) are worth 10 points. - The Ace is worth either 1 or 11 points (you can choose). The dealer, your opponent, also gets two cards. - If you want, you can get another card, and its points will be added to your total. The dealer can also choose to take another card. - But be careful not to get more than 21 points, because if you do, you lose! - The player who gets closest to 21, without going over it, wins! - - ### Exercise - In this adventure we code the first part of our Blackjack game. We'll create a function to calculate how many points a card is worth. - - ***Set the variables*** - Start by making a list of all the cards, from 2 to Ace. Next make a list of the face cards, so Jack, Queen and King. Then pick a random card from the list of cards to be card_1. - - ***Create a function to calculate the points*** - Create a function that calculates how many points a card is worth. - All the face cards are worth 10 points, the Ace is worth 11 and all the other cards are worth their numeral. - Return the variable `points` at the end of the function. - - ***Test the function*** - Test if your function is working properly. Finish the first print command by filling in which card you've drawn. Then finish the second line by calling the function with card_1. - Run the code a couple of times. Are you happy with the results? Great! Then you can remove the testing part and move on the the next tab! - example_code: | - ``` - {print} 'BLACKJACK' - - # Set these variables - cards = _ - face_cards = _ - card_1 = - - # Create a function to calculate the points - {define} calculate_points {with} card: - {if} card {in} face_cards: - points = _ - {elif} _ - _ - {else}: - _ - _ points - - # Test your function - {print} 'Your card is a ' _ - {print} 'That is worth ' _ ' points'. - ``` - blackjack_2: - name: Blackjack 2 - default_save_name: Blackjack_2 - description: Blackjack part 2 - levels: - 17: - story_text: | - ### Exercise - In this adventure we code the second part of our Blackjack game. - - ***Paste your code from the previous adventure*** - In the previous adventure you've started a list of variables and created a function to calculate how many points a card is worth. Copy your code and paste it here. Mind that you don't need the testing part, so if you haven't removed that yet, please do so now. - - ***Add more variables*** - You have already set the lists `cards` and `face_cards` and the variable `card_1`. Underneath those variables create 3 more variables: `card_2`, dealer_card_1` and `dealer_card_2`. These variables are all set to a random card from the list of cards. - - ***Add up points*** - To calculate how many points you have scored we call the function with card 1 and we do it again for card 2. Then we add both these scores together to get your total. - Do the same thing for the dealers points, but be sure to use the dealer's cards and not your own! - - ***2 Aces*** - You're doing great! Almost all scores can be calculated now. There is only one exception: 2 Aces. If you get 2 Aces, your total is 12 points and not 22 (because 22 points would be losing!). This of course also goes for the dealer. - - ***Show the score*** - Lastly, you want to tell the program to tell you which cards you have drawn and how many points that is. Then show which cards the dealer has and how many points they have. - - ***Continue in the next tab*** - Great! You have finished this part of the game! Copy your code and go to the next tab to learn how to ask for an extra card and to declare a winner. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add these variables to the list of variables - card_2 = _ - dealer_card_1 = _ - dealer_card_2 = _ - - # Add up your points - your_points_1 = {call} _ {with} card_1 - your_points_2 = _ - your_total = _ - - # Add up the dealers points - dealer_points_1 = _ - _ - _ - - # 2 Aces - {if} card_1 == 'Ace' {and} _ - your_total = 12 - {if} dealer_card_1 _ - dealer_total = _ - - # Show the score - {print} 'You have drawn a ' _ ' and a ' _ '. That is ' _ ' points' - {print} 'The dealer has drawn a ' _ ' and a ' _ '. That is ' _ ' points' - ``` - blackjack_3: - name: Blackjack 3 - default_save_name: Blackjack_3 - description: Blackjack part 3 - levels: - 17: - story_text: | - In the previous tabs you have learned how to draw 2 random cards for yourself and for the dealer and to calculate how many points you both got. - In this adventure we add the option to ask for an extra card for both you and the dealer. - - ### Exercise - ***Paste your code from the previous adventure*** Firstly, copy your code from the previous tab and paste it here. - - ***Extra card for you*** If you want, you can get an extra card to get your total as close to 21 as possible. First ask the player if they want an extra card. - If they do, pick a random card and print what they have drawn. If the card is not an Ace, you can call the function and add the points to your total. - In case the card is an Ace, you can't use the function, because the Ace can be either 1 point or 11 points, depending on how many points you already have earned. - If your total is less than 11, you want the ace to be 11 points (because this is closest to 21). So you add 11 points to your total. - If the total is more than or equal to 11, you want the ace to be 1 point (because you don't want more than 21 points). So you add 1 point to your total. - Lastly, print your new total of points. - - ***Extra card for the dealer*** The dealer can also get an extra card. The dealer doesn't need to be asked, because they always get an extra card if their total is less than 17. - Copy the 'Extra card for you code' and paste it in the dealers section. Then change it to fit the dealer picking an extra card and getting points added to their total. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Extra card for you - hit = {ask} _ - {if} hit == 'yes': - card_3 = _ - {print} _ - {if} card_3 _ 'Ace': - your_points_3 = _ - your_total = _ - {else}: - {if} your_total _ - _ - {else}: - _ - {print} _ - - # Extra card for the dealer - {if} dealer_total < 17 - _ - ``` - blackjack_4: - name: Blackjack 4 - default_save_name: Blackjack_4 - description: Blackjack part 4 - levels: - 17: - story_text: | - In the last 3 adventures you have alsmost created a working blackjack game! The only thing left to do is to decide a winner! - - ### Exercise - ***Paste your code from the previous adventure*** Start by pasting the code that you've made so far into your programming field. - - ***Decide a winner*** - Firstly, if you and the dealer have an equal amount of points, it's a draw. - Secondly, if the dealer has more than 21 points and you don't, you are the winner. - Thirdly, if both you and the dealer have less than 22 points, we have to see who came closest to 21. We do that by comparing who has the highest score. Is your total higher than the dealer's total, then you are the winner. If not, the dealer wins. - Lastly, in all other scenarios (e.g. you have more than 21 points and the dealer doesn't, or you both have more than 21 points) you are the loser. - - ***Enjoy the game!*** - Does your game work properly? Amazing! You have done a great job! Enjoy your game! - If it doesn't work right away, no worries, you might have made a mistake. Just keep calm and bebug your code using the ladybug button. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Decide a winner - {if} _ - {print} 'Its a draw! Play again!' - {elif} _ - {print} 'You win!' - {elif} _ : - {if} _: - {print} _ - {else}: - {print} _ - {else}: - _ - ``` calculator: - name: Calculator - default_save_name: Calculator - description: Create a calculator levels: 6: - story_text: | - Now that you can do maths, you can make a calculator yourself! example_code: | ``` number_1 {is} {ask} 'Fill in the first number:' @@ -600,17 +218,6 @@ adventures: correct_answer = number_1 * number_2 {print} number_1 ' times ' number_2 ' is ' correct_answer ``` - story_text_2: | - ### Exercise - The calculator above will calculate the answer for you, but you can also make a program to test your own maths skills, like this: - Fill in the blanks to make it complete! - example_code_2: | - ``` - correct_answer = 11 * 27 - answer = {ask} 'How much is 11 times 27?' - {if} answer {is} _ {print} 'good job!' - {else} {print} 'Wrong! It was ' _ - ``` story_text_3: | You can also let the computer do random calculations on its own using {random}. example_code_3: | @@ -630,59 +237,7 @@ adventures: ### Exercise 2 Give the player feedback when the enter an answer, like `{print} 'Correct!'` or `{print} 'Wrong! The correct answer is ' correct_answer`. - example_code: | - ``` - score = 0 - {repeat} 10 {times} - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct_answer = number_1 * number_2 - {print} 'What is ' number_1 ' times ' number_2 '?' - answer = {ask} 'Type your answer here...' - {print} 'Your answer is ' answer - {if} _ {is} _ - score = score + 1 - {print} 'Great job! Your score is... ' score ' out of 10!' - ``` - 10: - story_text: | - This calculator game helps you practise your tables of multiplication! - ### Exercise - Fill in the blanks. We want this program to ask the player these questions: - ``` - How much is 1 times 1? - How much is 1 times 2? - How much is 1 times 3? - How much is 2 times 1? - How much is 2 times 2? - How much is 2 times 3? - How much is 3 times 1? - How much is 3 times 2? - How much is 3 times 3? - _ - ``` - example_code: | - ``` - numbers = 1, 2, 3 - {for} _ - {for} _ - answer = {ask} _ - correct = number_1 * number_2 - {if} answer {is} correct - {print} 'Great job!' - {else} - {print} 'That is wrong. The right answer is ' correct - ``` 11: - story_text: | - With a `{for}` you can simplify tables of multiplication practise program. - - ### Exercise 1 - Improve the example code such that it prints a nice multiplication table:
"1 times 10 is 10", "2 times 10 is 20", etc. - - ### Exercise 2 - Go back to your level 10 multiplication code, and modify it so that it uses a `{for}` and `{range}`. example_code: | ``` number = 10 @@ -699,34 +254,7 @@ adventures: answer = _ {print} number1 ' plus ' number2 ' is ' answer ``` - 13: - story_text: | - ### Exercise 1 - Let's make the practice program a bit harder. The player now has to answers two questions correctly. Fill out the blanks to complete the program. - - ### Exercise 2 - Sometimes, calculations have multiple correct answers. For example, 10 can be divided by 5 and by 2. So the question 'What number divides 10?' can be answered by 2 and by 5. - Ask for a calculation that has multiple correct answers, ask the player to answer it, and determine if it is correct using `{or}`. - Empty the programming field and create your own solution. - example_code: | - ``` - answer1 = {ask} 'What is 10 times 7?' - answer2 = {ask} 'What is 6 times 7?' - {if} _ _ _ _ _ _ _ - {print} _ - ``` 14: - story_text: | - In this adventure you will build a calculator that calculates your mean grade for you. If you get your calculator to work, you can move on to the next adventure, which allows you to add two extra features. - - ### Exercise 1 - Fill in the blanks to get the calculator to work. - * Start with the fourth line, add a question to figure out what grade the student got. - * In the fifth line you'll want to calculate the total of all grades, so the total = total + grade. - * Then we get to set the return value. We want to return the mean, so the total devided by the amount of tests (4). - * Lastly we finish the code by calling the function in line 8. - - Did you get it? Awesome! Would you like to add even more to your calculator? **This adventure continues in the next tab!** example_code: | ``` {define} calculate_mean_grade @@ -745,127 +273,11 @@ adventures: mean_grade = {call} _ {print} 'Your mean grade is ' mean_grade - 15: - story_text: | - You can add the `{while}` loop to the calculator game you've learned to make in a previous level. - This makes sure the player can't continue to the next question if they answer incorrectly. - - ### Exercise - Add the `{while}` loop in the function, ask the player what number_1 times number_2 is and print their answer. - Then `{call}` the function. - example_code: | - ``` - {define} new_question - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct = number_1 * number_2 - answer = 0 - _ - _ - _ - {print} 'Well done!' - - {print} 'Give 10 correct answers to win!' - {for} i {in} {range} 1 {to} 10 - _ - {print} 'You win!' - ``` - calculator_2: - name: Calculator 2 - default_save_name: Calculator 2 - description: Calculator 2 - levels: - 14: - story_text: | - ### Exercise 2 - **This is the second part of this adventure.** The adventure starts in the previous tab. - Of course, you don't always want to calculate the mean of 4 tests. You might want to calculate the mean of 10 tests or only 2... - We can fix this problem by adding the argument and variable 'amount_of_tests'. - * Start a new line on line 3. Set the amount_of_tests argument by asking the student how many tests they have made. - * Change the 4 in line 4 to the new argument amount_of_tests. - * Lastly, change the 4 in line 6 to amount_of_tests - - Try out your new program. Does it work? - - ### Exercise 3 - Did you want to make your program even better? Great! In the previous program you could only calculate the mean grade of 1 subject, but it would be better if you could calculate the mean grade for all subjects you want! - We won't tell you how to do it, but we will give you one tip: Start your code in line 1 with: define calculate_mean_grade with subject. - example_code: | - ``` - # Use your own code from the previous adventure. - ``` clear_command: - name: '{clear}' - default_save_name: clear_command description: clear command - levels: - 4: - story_text: | - Time for a new command! With `{clear}` you can clear all the text form your output screen. This way you can prevent your screen getting too full of text. - Beware! If you are using a `{clear}` command, you might need to use a `{sleep}` above it. Otherwise Hedy will clear your screen without giving you the time to read as you can see in the example! - example_code: | - ``` - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'wait for it...' - {sleep} 3 - {clear} - {print} 'SURPRISE!' - ``` debugging: - name: debugging - default_save_name: debugging - description: debugging adventure levels: - 1: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will show you code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} I love programming - Do you love programming too? - {echo} - {print} What are your hobbies? - {echo} Your hobbies are - ``` - 2: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - destination {ask} Where are you going on holidays? - {print} The flight to dstination leaves at 3 pm. - {ask} Did you check in your luggage yet? - {echo} - {print} Let me print your boarding pass for you. - {sleep} - Here you go! Have a nice trip! - ``` 3: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -879,80 +291,12 @@ adventures: tomorrows_movie {is} movie_choices {at} {random} I'll go get the popcorn! {print} ``` - 4: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Welcome to the online library! - {ask} What genre of books do you like? - {print} You like genre - author {is} {ask} 'Who's your favorite author?' - {print} 'author is your favorite author' - {print} Hmmm... i think you should try... books {at} {random} - ``` - 5: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} Welcome to Swimming Pool Hedy! - class {is} {ask} 'Are you here to join a class today?' - {if} class yes - {print} 'Great! You're joining a class! - {print} {else} 'You will not be joining a class' - discount {is} 'Do you have a discount code?' - {if} discount {is} yes - discount_answer {is} {ask} 'What's your discount code?' - discount_codes = Senior4231, Student8786, NewMember6709 - {if} discount_answer {is} {in} discount_cods - {print} 'That will be $3,50' - 'That will be $5,50' - {print} 'Have a nice swim!' - ``` - 6: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Vending machine' - chosen_product = {ask} 'Please select a product' - 1_dollar_products = coke orange juice water - 2_dollar_products = chocolate, cookie, museli bar - 3dollar_prodcuts = potato chips, beef jerky, banana bread - {if} chosen {is} {in} 1_dollar_products - price = 1 - {if} chosen_product {is} 2_dollar_products - price = 2 - {else} chosen_product {in} 3_dollar_products - price = 3 - amount_of_products = '{ask} How many of ' chosen_product would you like to have?' - total = price + amount_of_product - {print} 'That will be $' price 'please' - ``` 7: story_text: |- ### Exercise Surprise! This program looks more like an output than a code. And yet, we don't want you to just add `{print}` commands in front of each line. Fix this program to turn it into the nursery rhyme 'Brother John (Frère Jaques)' by using the {repeat} command of course! - example_code: | - **Warning! This code needs to be debugged!** - ``` - Are you sleeping? - Brother John! - Morning bells are ringing! - Ding, dang, dong! - ``` 8: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -975,9 +319,6 @@ adventures: {print} 'Thank you! Byebye!' ``` 9: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1000,9 +341,6 @@ adventures: price = amount * 6 {print} 'That will be 'price dollar' please' 10: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1051,9 +389,6 @@ adventures: print month i ``` 12: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1079,9 +414,6 @@ adventures: call greet_costumer ``` 13: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1111,9 +443,6 @@ adventures: print 'No problem!' ``` 14: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1160,9 +489,6 @@ adventures: else 'no problem' 15: - story_text: |- - ### Exercise - Debug this random children's story. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1197,10 +523,6 @@ adventures: print The End ``` 16: - story_text: |- - ### Exercise - Debug this code. Good luck! - Tip: Make sure that you only see your score once in the end. example_code: | **Warning! This code needs to be debugged!** ``` @@ -1219,9 +541,6 @@ adventures: ``` 17: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1254,9 +573,6 @@ adventures: print 'Thanks for ordering!' ``` 18: - story_text: |- - ### Exercise - Debug this Old MacDonald program from level 16. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1276,34 +592,9 @@ adventures: print 'everywhere a ' sound sound ``` default: - name: Introduction - default_save_name: intro - description: Level explanation levels: 1: story_text: "In Level 1 you can use the commands `{print}`, `{ask}` and `{echo}`.\n Type your code in the programming field. Or press the green button in the example code block, and the code will be typed for you!\nTry the code yourself with the green 'Run code' button under the programming field.\n\nYou can print text to the screen using the `{print}` command. \n" - example_code: | - ``` - {print} Hello world! - ``` - 2: - story_text: | - Congratulations! You've reached level 2. Hopefully you've already made some awesome codes! - In the first level you might've notice that the `{echo}` command can only save one bit of information at a time. - For example in the restaurant adventure, you could echo what the costumer wanted to eat, or what they wanted to drink, but not both in one sentence. - - That changes in level 2. In level 2 you'll learn to work with variables, that allow you to save multiple pieces of information and print them in any place you want. - So let's go to the next tab! - example_code: | - **Warning! This code does not work!** - In Hedy commands will change sometimes. `{echo}` for example only works in level 1. In this level you'll learn a better way to echo answers back. - ``` - {print} Welcome at Hedy's - {ask} What would you like to eat? - {echo} So you want - {ask} what would you like to drink? - {echo} So you want - ``` 3: story_text: | In level 3 you can make a list. You can let the computer choose something random from the list. You do that with `{at} {random}`. @@ -1379,20 +670,6 @@ adventures: {print} 'INTRUDER!' {print} 'You cannot use this computer!' ``` - 9: - story_text: | - Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... - Good news! In this level you will be allowed to put an {if} inside an {if}, or inside a {repeat} command. Putting a block of code inside another block of code is called nesting. ``` Putting a block of code inside another block of code is called nesting. - example_code: | - ``` - answer = {ask} 'Are you ready to learn something new?' - {if} answer {is} yes - {print} 'Great! You can learn to use the repeat command in the if command!' - {print} 'Hooray!' - {print} 'Hooray!' - {print} 'Hooray!' - {else} - {print} 'Maybe you should practice some more in the previous level' 10: story_text: |- In this level we learn a new code called `{for}`. With `{for}` you can make a list and use all elements. @@ -1403,10 +680,6 @@ adventures: {for} animal {in} animals {print} 'I love ' animal ``` - 11: - story_text: | - You have reached level 11, you're doing great! In the higher levels, Hedy is focussing more and more on teaching you the programming language Python. - In Python there is no `{repeat}` command, but there is a command that works like {repeat}. Are you curious to find out how to say `{repeat}` in Python language? Quickly go on to find out! 12: story_text: |- **Decimal numbers** @@ -1486,31 +759,13 @@ adventures: We arrived at real Python code! That means we need to use parentheses with {print} and {range} from now on. {print}('My name is ', name) dice: - name: Dice - default_save_name: Dice - description: Make your own dice levels: 3: - story_text: | - In this level we can choose from a list. With that we can let the computer choose one side of the die. - Take a look at the games you have in your closet at home. - Are there games with a (special) die? You can also copy it with this code. - For example, the dice of the game Earthworms with the numbers 1 to 5 and an earthworm on it. - - ![Die of earthworms with 1 to 5 and an earthworm on it](https://cdn.jsdelivr.net/gh/felienne/hedy@24f19e9ac16c981517e7243120bc714912407eb5/coursedata/img/dobbelsteen.jpeg) example_code: | ``` choices {is} 1, 2, 3, 4, 5, earthworm {print} choices {at} {random} ``` - story_text_2: | - ### Exercise - The dice in the example above are dice for a specific game. Can you make normal dice? - Or other special dice from a different game? - example_code_2: | - ``` - choices {is} _ - ``` 4: story_text: | In this level we can make sentences with the die value in the sentence, with quotes of course. @@ -1570,33 +825,7 @@ adventures: {print} player ' throws ' choices {at} {random} {sleep} ``` - 15: - story_text: | - ### Exercise - In this level you can create a little game in which you'll have to throw 6 as fast as possible. - We have started the code, it's up to you to get the game to work! - - Firstly, add a `{while}` loop that checks if 6 has been thrown or not. - As long as you haven't thrown 6 already, throw the dice on a random number. - Print what the player has thrown. - Add a try to the amount of tries - Wait a second before you throw again, or - in case you've thrown a 6 - before the game ends. - example_code: | - ``` - options = 1, 2, 3, 4, 5, 6 - {print} 'Throw 6 as fast as you can!' - thrown = 0 - tries = 0 - _ - _ - _ - _ - _ - {print} 'Yes! You have thrown 6 in ' tries ' tries.' - ``` dishes: - name: Dishes? - default_save_name: Dishes description: Use the computer to see who does the dishes (Start at level 2) levels: 3: @@ -1619,13 +848,6 @@ adventures: Can you complete the code by filling the blanks? Every blank must be replaced with one word of symbol. Tip: Don't forget the quotation marks! - example_code: | - ``` - people {is} mom, dad, Emma, Sophie - {print} _ the dishes are done by _ - {sleep} - {print} people {at} _ - ``` 5: story_text: | With the `{if}` you can now have more fun with choice in the program. You can have your program respond to the choice that the computer has made. @@ -1634,20 +856,6 @@ adventures: Don't forget the quotes! example_code: "```\npeople {is} mom, dad, Emma, Sophie\ndishwasher {is} people {at} {random}\n{if} dishwasher {is} Sophie {print} _ too bad I have to do the dishes _ \n{else} {print} 'luckily no dishes because' _ 'is already washing up'\n```\n" 6: - story_text: | - How often is everyone going to do the dishes? Is that fair? You can count it in this level. - example_code: | - ``` - people = mom, dad, Emma, Sophie - emma_washes = 0 - dishwasher = people {at} {random} - {print} 'The dishwasher is' dishwasher - {if} dishwasher {is} Emma emma_washes = emma_washes + 1 - {print} 'Emma will do the dishes this week' emma_washes 'times' - ``` - - Now you can copy lines 3 to 5 a few times (e.g. 7 times for a whole week) to calculate for a whole week again. - Do you make the code for the whole week? story_text_2: | If you are extremely unlucky the previous program might choose you to to the dishes for the whole week! That's not fair! To create a fairer system you can use the `{remove}` command to remove the chosen person from the list. This way you don't have to do the dishes again untill everybody has had a turn. @@ -1684,14 +892,9 @@ adventures: {print} names {at} {random} ' does the dishes on ' day ``` elif_command: - name: '{elif}' - default_save_name: elif description: elif levels: 17: - story_text: | - In this level you can also use a new command: `{elif}`. `{elif}` is a combination of the keywords `{else}` and `{if}` and you need it when you want to make 3 (or more!) options. - Check it out! example_code: | ``` prices = ['1 million dollars', 'an apple pie', 'nothing'] @@ -1705,67 +908,14 @@ adventures: {print} 'Better luck next time..' ``` for_command: - name: '{for}' - default_save_name: for description: for command levels: - 10: - story_text: |- - ## For - In this level we learn a new code called `{for}`. With `{for}` you can make a list and use all elements. - `{for}` creates a block, like `{repeat}` and `{if}` so all lines in the block need to start with 4 spaces. - example_code: | - ``` - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - ``` - story_text_2: | - ### Exercise - Finish this code by adding `{for} action {in} actions` to line 2. - example_code_2: | - ``` - actions = clap your hands, stomp your feet, shout Hurray! - _ - {repeat} 2 {times} - {print} 'If youre happy and you know it, ' action - {sleep} 2 - {print} 'If youre happy and you know it, and you really want to show it' - {print} 'If youre happy and you know it, ' action - {sleep} 3 - ``` 11: story_text: |- In this level, we add a new form of the `{for}`. In earlier levels, we used `{for}` with a list, but we can also use `{for}` with numbers. We do that by adding a variable name, followed by `{in}` `{range}`. We then write the number to start at, `{to}` and the number to end at. Try the example to see what happens! In this level again, you will need to use indentations in lines below the `{for}` statements. - example_code: | - ``` - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - ``` - 17: - story_text: | - Now we are going to change indentation a little bit. Every time that we need an indentation, we need `:` at the line before the indentation. - example_code: | - ``` - {for} i {in} {range} 1 {to} 10: - {print} i - {print} 'Ready or not, here I come!' - ``` - 18: - story_text: | - Lastly, we'll turn `{for} i {in} {range} 1 to 5` into real Python code, like this: - example_code: | - ``` - {for} i {in} {range}(1,5): - {print} (i) - ``` fortune: - name: Fortune teller - default_save_name: Fortune Teller - description: Let Hedy predict the future levels: 1: story_text: | @@ -1792,37 +942,6 @@ adventures: story_text: | In the previous levels you've created your first fortune telling machine, but Hedy couldn't really predict anything, only {echo}. In this level you can use a variable and the `{at} {random}` command to really let Hedy choose an answer for you. Check out this code for instance: - example_code: | - ``` - {print} I’m Hedy the fortune teller! - question {is} {ask} What do you want to know? - {print} This is what you want to know: question - answers {is} yes, no, maybe - {print} My crystal ball says... - {sleep} 2 - {print} answers {at} {random} - ``` - story_text_2: | - ### Exercise - Now, Hedy can only answer yes, no or maybe. Can you give Hedy more answer options, like 'definitely' or 'ask again'. - 4: - story_text: | - ### Exercise - We have removed all the quotation marks from this example code, can you add them in all the right places? - - ### Exercise 2 - Go back to the previous level and copy your fortune teller code. Make the code work in this level by adding quotation marks in the right spots. - example_code: | - ``` - _ Add the quotation marks to this code _ - {print} Im Hedy the fortune teller! - question {is} {ask} What do you want to know? - {print} This is your question: question - answers {is} yes, no, maybe - {print} My crystal ball says... - {sleep} 2 - {print} answers {at} {random} - ``` 5: story_text: | In this level you'll learn to (secretly) tip the odds in your favor, when using the fortune teller! @@ -1836,14 +955,6 @@ adventures: {if} person {is} Hedy {print} 'You will definitely win!🤩' {else} {print} 'Bad luck! Someone else will win!😭' ``` 6: - story_text: | - In this level you can use math in your predictions as a fortune teller. This allows you to make up (silly) formulas to calculate the future. - For example you could calculate how rich you'll get or how many kids you will have when you grow up. - - - - ### Exercise - Can you think of your own (silly) fortune telling machine? example_code: | ``` {print} 'I am Hedy the fortune teller!' @@ -1926,27 +1037,8 @@ adventures: {print} fortunes {at} {random} ``` functions: - name: functions - default_save_name: functions - description: functions levels: 12: - story_text: | - In this level you'll learn how to use **functions**. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. - To create a function, use `{define}` and give the function a name. Then put all the lines you want in the function in a indented block under the `{define}` line. - Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use {call} with the function's name to call it up! We don't have to type that block of code again. - - Check out this example code of a game of Twister. The function 'turn' contains a block of code that chooses which limb should go where. - - ### Exercise - Finish this code by setting the 2 variables chosen_limb and chosen_color. - Then, choose how many times you want to call the function to give the twister spinner a spin. - - ### Exercise 2 - Improve your code by adding a variable called 'people'. Use the variable to give all the players their own command in the game. - For example: 'Ahmed, right hand on green' or 'Jessica, left foot on yellow'. example_code: | ``` sides = 'left', 'right' @@ -1983,25 +1075,7 @@ adventures: I dreamed that my Bonnie is dead Can you program this verse in the same way as the example? - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - ``` 14: - story_text: | - In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. - You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - - For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - - ### Exercise - Finish this code. We have already made the variable new_price for you, you only need to set it. - You should finish the line of code by calling the function that calculates the new price. example_code: | ``` {define} calculate_new_price {with} amount, percentage @@ -2015,251 +1089,13 @@ adventures: new_price = _ calculate_new_price {with} old_price, _ {print} 'The new price is ' new_price ' dollar' ``` - 18: - story_text: | - Let's make functions the Pythons way! To define a function, we no longer use: - - `{define} name_function {with} argument_1, argument_2:` - - but we use: - - `{def} name_function(argument_1, argument_2):`. - - - If you don't want to use arguments, you just leave the space between the parantheses empty. - To call a function, we don't need the `{call}` command anymore. You just type the name of the function. - example_code: | - ``` - {def} calculate_score(answer, correct_answer): - {if} answer == correct_answer: - score = 1 - {elif} answer == '?': - score = 0 - {else}: - score = -1 - {return} score - - answer = {input} ('Where can you find the Eiffel Tower?') - correct_answer = 'Paris' - score = calculate_score(answer, correct_answer) - {print} ('Your score is... ', score) - ``` - guess_my_number: - name: Guess my number - default_save_name: guess my number - description: guess my number - levels: - 14: - story_text: | - In this level you can program the game 'Guess my number' - - ### Exercise - Fill in the correct symbols on the blanks to get the game to work. - example_code: | - ``` - {print} 'Guess my number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess _ number - {print} 'Lower!' - {if} guess _ number - {print} 'Higher!' - {if} guess _ number - {print} 'You win!' - game = 'over' - ``` - hangman: - name: Hangman - default_save_name: Hangman - description: Guess the word - levels: - 17: - story_text: | - In this adventure we program a game of hangman. First we make some preparations, then we program the game and in the third part we add a drawing with the turtle. - - ### Exercise - ***Set the variables*** In this game of hangman, Player 1 chooses an answer and Player 2 has to guess the letters in this answer. - To let the computer know all the letters in the word, we will turn the answer into a list of letters. We also do this with the guesses Player 2 makes. - We will start the game with 2 empty lists. We have made an empty list for the variable answer for you. Now make an empty list for guessed_letters as well. - Then we fill in how many mistakes were made. At the start of the game, this should be 0. - The variable `amount_letters` tells us how many letters are in the answer. Ask Player 1 to tell us how many letters their word has. - Lastly we tell the computer if the game is over. We use the variable `game_over` and set it to `False`. - - ***Choosing the answer*** We want Player 1 to be able to choose the answer. We'll ask them, as many times as necessary, what the next letter is. - Then we add that letter to the answer. Lastly, we add an empty _ to the list of guessed letters, so we get as many _s as there are letters in the answer. - - ***Player 2's turn*** - Tell Player 2 its their turn. Then tell Player 2 how many letters there are in the answer. Finally, print the list of `guessed_letters`. - - ***Go to the next tab*** Now that all the starting variables are set, we can start programming the game itself. Check out the next tab to learn how! - example_code: | - ``` - print 'Hangman!' - - # Set the variables - answer = [] - guessed_letters = _ - mistakes_made = _ - amount_letters = {ask} _ - _ = 'False' - - # Choosing the answer - {for} _ - letter = {ask} 'Player 1, what is letter ' i '?' - _ - {add} '_' {to} _ - - # Player 2 turn - print _ - print _ - print guessed_letters - ``` - hangman_2: - name: Hangman 2 - default_save_name: Hangman_2 - description: Hangman 2 - levels: - 17: - story_text: | - Now it's time to program the hangman game. - - ### Exercise - - ***Paste your code*** Copy your code from the previous tab and paste the code in the programming field. - - ***The game*** This games continues playing until Player 2 is game over. Fill in the while command accordingly. Now, Player 2 is allowed to guess a letter, so ask Player 2 to guess a letter. - We need to check if their answer is correct, so check if their `guess` is (somewhere) in the (list) `answer`. Then we let the computer figure out which of the letter(s) is the guess. We have already programmed that part for you. - Next we want to compliment the player for finding a correct letter and we want to print the list `guessed_letters`, so the player can see their progress. - - The next part we're going to program is what happens when the player has guessed all of the letters. So if their list of `guessed_letters` is the same as our list `answer`. - If the lists are the same, congratulate Player 2 with their victory and set the variable `game_over` to `True`. - - Next we'll program what happens when Player 2 guesses wrong (so the `{else}` command). First, tell the player that their guess was wrong. Then increase the `mistakes_made` variable by 1. - - For the last part we'll program what happens when Player 2 has made 10 mistakes. We'll print that Player 1 has won the game. Then we'll print the correct answer. And finally, we'll set our `game_over` variable to `True`, so the game stops. - - ***Go to the next tab*** Amazing work! Your game is playable, but wouldn't it be fun if the hangman was actually drawn when Player 2 makes a mistake..? - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - guess = _ - {if} _ - {for} i {in} {range} 1 {to} amount_letters: - if answer[i] == guess: - guessed_letters[i] = guess - {print} _ - {if} guessed_letters == _: - {print} _ - game_over = _ - {else}: - {print} _ - mistakes_made _ - {if} _ == 10: - {print} _ - {print} _ - _ - ``` - hangman_3: - name: Hangman 3 - default_save_name: Hangman_3 - description: Hangman 3 - levels: - 17: - story_text: | - In a game of hangman the mistakes are shown by drawing a part of the hangman each time a mistake has been made. - We now add those drawings with our turtle! - - ### Exercise - ***Create a function that draws the hangman*** Create a function that draws the hangman in 10 steps. We have already made step 1 for you. - - ***Test the function*** Test the function by calling the function with 10. If you are happy with the function, remove the line that calls the function for now. We will call the function when the player makes a mistake. - - ***Paste your hangman game under your function*** Go back to the previous tab and copy your hangman game. Paste the game underneath your function. - - ***Call the function when the player makes a mistake*** Under the line `mistakes_made = mistakes_made + 1` we will call the function. We want the turtle to take the same amount of steps as the player has made mistakes, so we call the function with `mistakes_made` as argument. - - ***Enjoy your game!*** -
- The hangman could look like this -
- example_code: | - ``` - # Create a function that draws the hangman - {define} draw_hangman {with} step: - {if} step == 1: - {color} white - {forward} -100 - {turn} 90 - {forward} -50 - {color} black - {forward} 100 - {forward} -50 - - {if} step == 2: - _ - # Paste your hangman game here - - ``` - harry_potter: - name: Harry Potter - default_save_name: Harry Potter - description: Harry Potter adventures - levels: - 10: - story_text: | - ### Exercise - We can also make a Harry Potter themed fortune teller. Fill in blanks such that 9 lines are printed. - **Extra** Change the theme of the fortune teller into something else, such as your favorite book, film or tv show. - example_code: | - ``` - houses = Gryffindor, Slytherin, Hufflepuff, Ravenclaw - subjects = potions, defence against the dark arts, charms, transfiguration - fears = Voldemort, spiders, failing your OWL test - names = Harry, Ron, Hermione - _ - _ {print} name ' is placed in ' houses {at} {random} - _ {print} name ' is great at ' subjects {at} {random} - _ {print} name 's greatest fear is ' fears {at} {random} - ``` haunted: - name: Haunted House - default_save_name: Haunted House - description: Escape from the haunted house levels: 1: - story_text: | - In this adventure you are working towards making a game in which you have to escape from a haunted house by picking the correct door. - If you pick the right door you'll survive, but if not a terrible monster might... - - In level 1 we start our haunted house game by making up a scary story and ask the player what monster they'll see in the haunted house. - example_code: | - ``` - {print} How did I get here? - {print} I remember my friend telling me to go into the old mansion... - {print} and suddenly everything went black. - {print} But how did I end up on the floor...? - {print} My head hurts like Ive been hit by a baseball bat! - {print} What's that sound? - {print} Oh no! I feel like Im not alone in this house! - {print} I need to get out of here! - {print} There are 3 doors in front of me.. - {ask} Which door should i pick? - {echo} I choose door - {print} ...? - ``` story_text_2: | ### Exercise Can you finish the scary story? Or make up your own haunted house story? 2: - story_text: | - In this haunted house you can choose your monsters with emojis. Of course you could also use words. example_code: | ``` monster_1 {is} 👻 @@ -2271,10 +1107,6 @@ adventures: {print} Oh no! Quickly get to the kitchen. {print} But as you enter monster_3 attacks you! ``` - story_text_2: | - ### Exercise - In the example above the monsters are predetermined. So each time you run your code, the output is the same. - Can you add `{ask}` commands to make the haunted house interactive and have the players choose the monsters they come across? example_code_2: | ``` monster_1 {is} _ @@ -2291,17 +1123,6 @@ adventures: In the previous levels you've made an introduction to your haunted house game, but as you might have noticed the story would always have a dreadful end. In this level you can make your story more interactive by changing the outcome of the game; sometimes you'll get eaten, sometimes you'll escape! Let Hedy decide randomly! - example_code: | - ``` - _ Escape from the haunted house! - _ There are 3 doors in front of you... - _ _ _ Which door do you choose? - _ You picked door ... choice - monsters _ a zombie, a vampire, NOTHING YOUVE ESCAPED - _ You see... - {sleep} - _ _ _ _ - ``` 4: story_text: | In this level you learn how to use quotation marks in your games. @@ -2317,27 +1138,6 @@ adventures: {sleep} {print} monsters {at} {random} ``` - 5: - story_text: | - Up until this level the haunted house game always asked the player to choose a door, but as you might have noticed, they didn't really have to answer correctly. - If the player filled in a completely random answer, the game would still work and the player might even win (despite not picking a door). - In this level you can only win the game by picking the same door Hedy picked randomly. - - ### Exercise - Can you find the 4 missing words to complete the code? - example_code: | - ``` - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you...' - doors {is} 1, 2, 3 - monsters {is} werewolf, mummy, vampire, zombie - chosen_door {is} {ask} 'Which door do you choose?' - {print} 'You chose door...' chosen_door - {sleep} - correct_door {is} doors {at} {random} - _ _ _ _ {print} 'Great! Youve escaped!' - {else} {print} 'Oh no! You are being eaten by a...' monsters {at} {random} - ``` 9: story_text: | In this level you can use nesting, which allows you to make the haunted house even more interactive! @@ -2345,27 +1145,6 @@ adventures: ### Exercise Now it's very hard to win this game, can you make it easier to win? For example by only having 1 wrong door and 2 correct doors instead of 1 correct door and 2 wrong ones? - example_code: | - ``` - {print} 'Escape from the Haunted House!' - player = alive - doors = 1, 2, 3 - monsters = zombie, vampire, giant spider - {repeat} 3 {times} - {if} player {is} alive - correct_door {is} doors {at} {random} - {print} 'There are 3 doors in front of you...' - chosen_door = {ask} 'Which door do you choose?' - {if} chosen_door {is} correct_door - {print} 'No monsters here!' - {else} - {print} 'You are eaten by a ' monsters {at} {random} - player = dead - {else} - {print} 'GAME OVER' - {if} player {is} alive - {print} 'Great! You survived!' - ``` 11: story_text: | In this level we've changed the repeat command and we've added a line to our haunted house that tells the player in which room they are. @@ -2394,188 +1173,16 @@ adventures: {if} player {is} alive {print} 'Great! You survived!' ``` - 14: - story_text: | - ### Exercise - In this level you can use the `<` and `>` symbol to introduce lives to your game. - Make sure the player loses a life when they come across the wrong monster and that the game stops if you have no lives left. - example_code: | - ``` - {print} 'Escape from the haunted house' - lives = 3 - doors = 1, 2, 3 - monsters = 'the wicked witch', 'a zombie', 'a sleeping 3 headed dog' - {for} i {in} {range} 1 {to} 10 - {if} lives _ - good_door = doors {at} {random} - monster = monsters {at} {random} - chosen_door = {ask} 'Which door do you choose?' - {if} good_door == chosen_door - {print} 'You have chosen the correct door' - {else} - {print} 'You see...' monster - {if} monster == 'a sleeping 3 headed dog' - {print} 'Pffieuw.... Its asleep' - {else} - {print} 'You lose one life' - lives = _ - {else} - {print} 'GAME OVER' - ``` - 16: - story_text: | - ### Exercise - This haunted house game uses the connection between the lists you can use in this level. - For example: all the properties that belong to the zombie are first in all the lists, witch second and vampire third. - Check out the code and fill in `weapons[i]`, `monsters[i]` , `bad_fate[i]`, `good_fate[i]`, `hint[i]` on the correct blanks to get the code to work! - example_code: | - ``` - numbers = [1, 2, 3] - i = numbers[{random}] - hint = ['growling', 'a cackling laugh', 'fluttering batwings'] - monsters = ['zombie', 'witch', 'vampire'] - bad_fate = ['Your brain is eaten', 'You are forever cursed', 'You are bitten'] - good_fate = ['You throw the ham. The zombie is distracted and starts eating it.', 'You set the curtains on fire. The witch flees out of fear for the fire', 'The vampire hates garlic and flees'] - weapons = ['ham', 'lighter', 'garlic'] - {print} 'You are standing in front of an old mansion' - {print} 'Something is not right here' - {print} 'You hear ' _ - {print} 'You are going to explore it' - {print} 'You enter the kitchen and see a lighter, a raw ham and a garlic.' - your_weapon = {ask} 'What do you bring with you?' - {print} 'With your ' your_weapon ' you enter the living room' - {print} 'There you find a ' _ - needed_weapon = _ - {if} your_weapon == needed_weapon - {print} 'You use your ' your_weapon - {print} _ - {print} 'YOU WIN!' - {else} - {print} 'You have chosen the wrong weapon...' - {print} _ - {print} 'GAME OVER' - ``` - hotel: - name: hotel - default_save_name: hotel - description: hotel - levels: - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, and you've learned how to combine it with an {ask}. - You might have wondered why you would use functions, because the functions in the example were only one line of code. - Now we will show you what a bigger function looks like and we will use multiple agruments now as well. You'll see how much better it is to use a function once the function gets bigger. - Here is an example of a function with arguments combined with {ask} commands. - example_code: | - ``` - {define} welcome_message {with} title, last_name, country, room_number - {print} 'Welcome to Hotel Hedy, ' title ' ' last_name - nice_trip {is} {ask} 'Did you have a nice trip from, ' country '?' - {if} nice_trip {is} 'yes' - {print} 'Lovely!' - {else} - {print} 'Sorry to hear that.' - {print} 'Hopefully you can take a nice rest in you room.' - {print} 'Your room number is ' room_number - - {print} 'Hello. Please fill in your information to check in.' - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - ``` - - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - if_command: - name: '{if} & {else}' - default_save_name: if_command - description: Introducing the if command - levels: - 5: - story_text: | - ## If... else.... - In level 5 there is something new, the `{if}`! With the `{if}` you can choose between two different options. - This code prints nice if you enter Hedy as a name, and boo! if you enter something else. - `{ask}` and `{print}` still work like they did in level 4. - example_code: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' {else} {print} 'boo!' - ``` - story_text_2: | - Sometimes code with an `{if}` gets really long and does not fit on the line well.
You may also divide the code over two lines, starting the second line at the `{else}` like this: - example_code_2: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - ``` - story_text_3: | - ### Exercise - Try to create your own code with `{if}` and `{else}`. You can use the example code if you want. - example_code_3: | - ``` - answer {is} {ask} '2 + 2 = ?' - _ _ _ 4 _ 'Great job!' - _ _ 'No 2 + 2 = 4' - ``` - 8: - story_text: | - ## If... Else... - You have learned to repeat a block of lines of code after a `{repeat}` command. - Now you can also use indentation to make blocks after a {if} or {else} command. - Check out the example code. - - ### Exercise - Add an {else} command to the example code. Make a block of line using indentation. You do this by starting each line with 4 spaces. - example_code: | - ``` - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {print} 'You can play on your computer!' - ``` - 9: + if_command: + description: Introducing the if command + levels: + 9: story_text: | In this level you can also put an {if} command inside another {if} command. - example_code: | - ``` - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - ``` in_command: - name: '{in}' - default_save_name: in_command description: Introducing the in command levels: 5: - story_text: | - ## Lists - When we want to check if something is in a list, we can now use the `{in}` command. - This code prints pretty! if you choose green or yellow, and meh otherwise. - example_code: | - ``` - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - ``` - story_text_2: | - ### Exercise - Finish the example code by filling in the blanks with commands that you've learned. - When you've finished the code, try to create a code of your own and use a question that you've thought of yourself. example_code_2: | ``` animals is dog, cow, sheep @@ -2584,62 +1191,21 @@ adventures: _ _ 'My favorite animals are dogs, cows and sheep' ``` is_command: - name: '{is}' - default_save_name: is_command description: introducing is command levels: 2: - story_text: | - ## Variables - You can name a word with `{is}`. This is called a **variable**. In this example we made a variable called name and a variable called age. You can use the word name anywhere in your code and it will be replaced by Hedy, like this: - example_code: | - ``` - name {is} Hedy - age {is} 15 - {print} name is age years old - ``` story_text_2: | ### Exercise Time to make your own variables! In the example code we made an example of the variable `favorite_animal`. In line 1 the variable is set, and in line 2 we haved used the variable in a print command. Firstly, finish our example by filling in your favorite animal on the blank. Then make at least 3 of these codes yourself. Pick a variable, and set the variable with the {is} command. Then use it with a {print} command, just like we did. - example_code_2: | - ``` - favorite_animal {is} _ - {print} I like favorite_animal - ``` - 6: - story_text: | - We also make a change in storing a word in a variable! You may now use `=` instead of `{is}` when we store a name or a number in a variable, like this: - example_code: | - ``` - name = Hedy - answer = 20 + 4 - ``` 14: - story_text: | - We are going to learn more new items. You might know them already from mathematics, the `<` and `>`. - The `<` checks if the first number is smaller than the second, for example age `<` 12 checks if age is smaller than 12. - If you want to check if the first number is smaller or equal to the second, you can use `<=`, for example age `<=` 11. - The `>` checks if the first number is bigger than the second, for example points `>` 10 checks if points is larger than 10. - If you want to check if the first number is bigger or equal to the second, you can use `>=`, for example points `>=` 11. - You use these comparisons in an `{if}`, like this: example_code: | ``` age = {ask} 'How old are you?' {if} age > 12 {print} 'You are older than I am!' ``` - story_text_2: | - From this level on, if you want to compare exactly, you can use two equal signs. This is what most programming languages do: - example_code_2: | - ``` - name = {ask} 'What is your name?' - {if} name == 'Hedy' - {print} 'You are cool!' - ``` - story_text_3: | - You can also compare if something is *not* equal to something else using `!=` like this: example_code_3: | ``` name = {ask} 'What is your name?' @@ -2652,9 +1218,6 @@ adventures: {else} {print} 'You are older than me!' language: - name: Language - default_save_name: Language - description: Practice words in a foreign language levels: 5: story_text: | @@ -2662,49 +1225,9 @@ adventures: ### Exercise Can you make this program for a different language? Or can you add more words to the French one? - example_code: | - ``` - {print} 'Learn French!' - cat {is} {ask} '🐱' - {if} cat {is} chat {print} 'Terrific!' - {else} {print} 'No, cat is chat' - frog {is} {ask} '🐸' - {if} frog {is} grenouille {print} 'Super!' - {else} {print} 'No, frog is grenouille' - ``` - 16: - story_text: | - ### Exercise - Take a look at the example code. This is a program to practise French vocabulary. Now make your own program to practice your vocabulary in a new language. - If you don't know any other languages, you can use Google translate or you can use emojis and your native language. - example_code: | - ``` - french_words = ['bonjour', 'ordinateur', 'pomme de terre'] - translation = ['hello', 'computer', 'potato'] - score = 0 - {for} i {in} {range} 1 {to} 3 - answer = {ask} 'What does ' french_words[i] ' mean?' - correct = translation[i] - {if} answer == correct - {print} 'Correct!' - score = score + 1 - {else} - {print} 'Wrong, ' french_words[i] ' means ' translation[i] - {print} 'You gave ' score ' correct answers.' - ``` maths: - name: maths - default_save_name: maths - description: Introducing maths levels: 6: - story_text: | - In this level you learn something new: you can now also calculate. - - The plus is easy, you write it like with math: `5 + 5` for example. The minus also works fine, it is `5 - 5`. - - The times is a bit different, because there is no times symbol on your keyboard. Just search, there really isn't! - That is why we multiply with the asterisk above 8: `5 * 5`. Read that as "5 times 5" that helps you remember it best. example_code: | ``` {print} '5 plus 5 is ' 5 + 5 @@ -2712,17 +1235,6 @@ adventures: {print} '5 times 5 is ' 5 * 5 ``` 12: - story_text: |- - **Decimal numbers** - So far, Hedy did not allow for decimal numbers like 1.5, but now we do allow that. Note that computers use the `.` for decimal numbers. - example_code: | - ``` - {print} 'Two and a half plus two and a half is...' - {print} 2.5 + 2.5 - ``` - story_text_2: |- - **Maths with words** - In this level you can also do addition with words like this: example_code_2: | ``` a = 'Hello ' @@ -2732,414 +1244,15 @@ adventures: {print} 2.5 + 2.5 music: - name: music - default_save_name: music - description: Play a tune! levels: - 1: - story_text: |- - In this level you'll learn how to use the `{play}` command to play a tune! - - Type `{play}` followed by the note you want to play. The scale goes C-D-E-F-G-A-B. - As you can see there are 7 different letters, but we can play more than just 7 notes. - Type a number between 1 and 10 behind the letter to choose the scale, for example after B4 comes C5. - C1 is the lowest note you can play, C10 is the highest. - - ### Exercise - Try out the example code and then play around with it! Can you create your own melody? - In the next level you'll learn how to play some existing songs. - example_code: |- - ``` - {play} C4 - {play} D4 - {play} E4 - {play} F4 - {play} G4 - {play} A4 - {play} B4 - {play} C5 - ``` - 2: - story_text: | - ### Exercise - Finish the songs! We have started the codes for some melodies. - example_code: | - ``` - {print} Old Mac Donald had a farm - {play} C5 - {play} C5 - {play} C5 - {play} G4 - {play} A4 - {play} A4 - {play} G4 - ``` - story_text_2: As you can see, you can also use the `{sleep}` command to add a little pause in the song. - example_code_2: | - ``` - {print} Twinkle Twinkle Little Star - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} 1 - {play} F - {play} F - ``` - 3: - story_text: | - Create a random melody! - - ### Exercise - The example code creates a random melody, but it's very short and not many notes are used. - Add more notes to the list and create a longer melody by copying the last line a couple more times. - example_code: | - ``` - notes {is} A4, B4, C4 - {play} notes {at} {random} - {play} notes {at} {random} - {play} notes {at} {random} - ``` - 4: - story_text: | - Use the `{clear}` command to create a karaoke machine! - - ### Exercise - Finish the karaoke version of 'Mary had a little lamb'. - Then, create a karaoke version of any song you'd like! - example_code: | - ``` - {print} 'Mary had a little lamb' - {play} E - {play} D - {play} C - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Little lamb, little lamb' - {play} D - {play} D - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Mary had a little lamb' - {play} E - ``` - 5: - story_text: | - You don't always have to use the `{play}` command to play a whole song, sometimes you just want to play one note. - For example, if you want to make a quiz, you can play a happy high note if the answer is right and a sad low note if the answer is wrong. - - ### Exercise - Finish the first question by adding a line of code that plays a C3 note if the wrong answer is given. - Then think of 3 more questions to add to this quiz. - example_code: | - ``` - answer {is} {ask} 'What is the capital of Zimbabwe?' - {if} answer {is} Harare {play} C6 - _ - ``` 6: story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\n This calls for musical maths! Try out the example code a couple of times with different starting numbers. \nThen, see if you can compose a song using the numbers.\n" - example_code: | - ``` - number = {ask} 'Say a starting number between 1 and 67' - {print} number - {play} number - number = number + 1 - {print} number - {play} number - number = number + 1 - {print} number - {play} number - ``` - 7: - story_text: | - Using the `{repeat}` command can make your codes for melodies a lot shorter! - - ### Exercise - Finish the code for Twinkle Twinkle Little Star by using the `{repeat}`command. - Then go back to the songs you've made in the previous levels. Can you shorten those codes too? - example_code: | - ``` - {print} 'Twinkle Twinkle Little Star' - {repeat} 2 {times} {play} C4 - {repeat} 2 {times} {play} G4 - _ - ``` - 8: - story_text: | - Now that we can use the `{repeat}` command for multiple lines, we can make songs even more easily! - - ### Exercise - Finish the song of Brother John (Frère Jacques). Don't forget to use `{repeat}`! - example_code: | - ``` - {print} 'Brother John' - {repeat} 2 {times} - {play} C - {play} D - {play} E - {play} C - {repeat} 2 {times} - {play} E - {play} F - {play} G - {sleep} 1 - ``` - 9: - story_text: | - From this level on you can - among other things - use a {repeat} command inside a {repeat} command. - That makes songs like 'Happy birthday' even shorter! - - ### Exercise - Finish the song! - example_code: | - ``` - first_time = yes - {repeat} 2 {times} - {repeat} 2 {times} - {play} C - {play} D - {play} C - {if} first_time {is} yes - {play} F - {play} E - first_time {is} no - {else} - _ - ``` - 12: - story_text: | - Use functions in your songs! As you can see in the example code, you can make a function for each line of Twinkle Twinkle Little Star. Once you've programmed the first three lines, all you have to do is call the functions in the order you want them played in. - - ### Exercise - Finish the song of Twinkle Twinkle Little Star. - Then look back at all the songs you've programmed in the levels before, can you make those codes better and shorter using functions too? - example_code: | - ``` - {define} first_line - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} - - {define} second_line - {play} F - {play} F - {play} E - {play} E - {play} D - {play} D - {play} C - {sleep} - - {define} third_line - {play} G - {play} G - {play} F - {play} F - {play} E - {play} E - {play} D - {sleep} - - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - ``` - 13: - story_text: | - You can use a function with an argument for songs that have line that are almost the same, but slightly different each time. - One example is the song 'Yankee Doodle'. The first 4 notes of the first lines are the same, but each time they are followed by a different couple of notes. - - ### Exercise - Can you finish the song of Yankee Doodle? - Can you think of another song to program this way? - example_code: | - ``` - {print} 'Yankee Doodle' - {define} _ {with} note_1, note_2, note_3 - {play} C4 - {play} C4 - {play} D4 - {play} E4 - {play} _ - {play} _ - {play} _ - - {call} line_1 {with} 29, 31, 30 - {call} line_1 {with} 29, 28, 0 - {call} line_1 {with} 32, 31, 30 - - {play} C4 - {play} B3 - {play} G3 - {play} A3 - {play} B3 - {play} C4 - {play} C4 - ``` - 14: - story_text: | - You can program music for fun, but you can also use the musical notes to make something useful like a fire alarm! - - ### Exercise - Make sure the fire alarm rings when there is a fire! - example_code: | - ``` - {define} fire_alarm - {print} 'FIRE!' - note = 40 - {for} i {in} {range} 1 {to} 100 - {if} note _ 50 - note = note + 5 - {play} _ - {else} - note = 40 - - fire = {ask} 'Is there a fire?' - {if} fire _ 'yes' - {call} fire_alarm - ``` - 15: - story_text: | - **Warning** This adventure can become extremely annoying! - We can also use the {while} command to repeat a song forever. - - ### Exercise - Finish the never-ending song. - example_code: | - ``` - {define} song - {play} _ - - yes_or_no = {ask} 'Do you want to hear my never-ending song?' - {while} yes_or_no = 'yes' - {call} song - {print} '🥳' - ``` - 16: - story_text: | - Upgrade your Old MacDonald code! - - ### Exercise - Take your code from the 'Sing a Song' adventure and add musical notes to it! - You can make a function for each line in the song and call that function after the line is printed. - We defined the first line for you and called it in the code. Can you finish the whole song? - example_code: | - ``` - {define} line_1 - {for} i {in} {range} 1 {to} 3 - {play} G - {play} D - {for} i {in} {range} 1 {to} 2 - {play} E - {play} D - - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - for i in range 1 to 3 - animal = animals[i] - sound = sounds[i] - print 'Old MacDonald had a farm' - call line_1 - print 'E I E I O!' - _ - ``` - 17: - story_text: | - You can use the {elif} to create different options. - - ### Exercise - Firstly, add colons to get the code to work. - Then finish this code by adding at least 2 other songs for other moods. For example a happy song and an angry song. - example_code: | - ``` - {define} scary_song - {for} i {in} {range} 1 {to} 3 - {play} G - {play} E - {sleep} 2 - {for} i {in} {range} 1 {to} 3 - {play} F - {play} D - - mood = {ask} 'Which emotion are you feeling?' - {if} mood {is} 'fear' - {call} scary_song - {elif} _ - ``` - 18: - story_text: | - ### Exercise - Even in this last level of Hedy we can make some music! Be careful of all the syntax that is needed now. - Take a good look at how the functions are defined and called upon in the example code. - Finish the song! - example_code: | - ``` - {def} line_1(): - {for} i {in} {range}(1, 5): - {play} A - {play} D - {play} F - {play} A - - {def} line_2(): - {for} i {in} {range}(1, 5): - {play} G - {play} C - {play} E - {play} G - - {def} line_3(): - _ - - {print} ('The drunken sailor') - {print} ('What shall we do with the drunken sailor?') - line_1() - line_2() - line_3() - {print} ('Early in the morning') - ``` parrot: - name: Parrot - default_save_name: Parrot - description: Create your own online pet parrot that will copy you! levels: 1: - story_text: | - Create your own online pet parrot that will copy you! - example_code: | - ``` - {print} Im Hedy the parrot - {ask} whats your name? - {echo} - {echo} - ``` story_text_2: | ### Exercise Can you make the parrot ask a different question? Fill in the blanks in the example! - example_code_2: | - ``` - {print} Im Hedy the parrot - {ask} _ - {echo} - {echo} 2: story_text: | Create your own online pet parrot that will copy you! @@ -3174,56 +1287,17 @@ adventures: story_text: | In this level we have to use quotation marks with the commands `{ask}` and `{print}`. Can you complete the code by adding quotation marks? - example_code: | - ``` - words {is} squawk, Hedy - {print} _ Train your parrot! _ - new_word {is} {ask} _ Which word do you want to teach them? _ - {add} new_word {to_list} words - {print} _ 🧒 Say _ new_word _, Hedy!_ - {print} _ 🦜 _ words {at} {random} - ``` 5: story_text: | Reward your parrot if it says the correct word! Finish the code by filling in the 4 missing commands. - example_code: | - ``` - words {is} squawk, Hedy - {print} 'Train your parrot!' - new_word {is} {ask} 'Which word do you want to teach them?' - {add} new_word {to_list} words - said_word {is} words {at} {random} - {print} '🧒 Say ' new_word ', Hedy!' - {print} '🦜 ' said_word - _ said_word {is} new_word _ '🧒 Great job, Hedy! 🍪' - _ _ '🧒 No, Hedy! Say ' new_word - ``` piggybank: - name: Piggy Bank - default_save_name: Piggy Bank - description: Count your pocketmoney! levels: 12: story_text: | In this adventure you learn how to make a digital piggy bank. Finish the code to calculate how much money you have and how long you need to save up to buy what you want! - example_code: | - ``` - {print} 'The digital piggy bank' - wish = {ask} 'What would you like to buy?' - price = {ask} 'How much does that cost?' - saved = {ask} 'How much money have you saved already?' - allowance = {ask} 'How much pocket money do you get per week?' - to_save = price - saved - weeks = to_save / allowance - {print} 'You can buy a ' _ ' in ' _ ' weeks.' - ``` 14: - story_text: | - ### Exercise - In this level you can let Hedy tell you if you have saved up enough money! - Finish this code by filling in the blanks! example_code: | ``` _ calculate_budget with wish, money, allowance @@ -3243,45 +1317,7 @@ adventures: {call} calculate_budget with _, _, _ ``` pressit: - name: Key presses - default_save_name: Pressed - description: Try linking a keyboard key to a command! levels: - 5: - story_text: | - In this level there is another new keyword: `{pressed}`! - With `{pressed}` you can use keys on your keyboard to control what lines are used. - - ### Exercise - Look at the example and add one more line of code that reacts to a key press. - example_code: | - ``` - {print} 'Do you want a good (g) or bad (b) ending?' - {if} g {is} {pressed} {print} 'They lived happily ever after ❤' - {else} {print} 'The prince was eaten by a hippopotamus 😭' - ``` - story_text_2: | - You can also link turtle commands to keys. - - ### Exercise - Copy the lines a few times so you can create a larger drawing. - example_code_2: | - ``` - {if} y {is} {pressed} {forward} 15 - {else} {turn} 90 - ``` - 7: - story_text: | - Now that you have learned about `{repeat}`, we can press keys multiple times. - You can use it to make the turtle walk forward and turn. - - ### Exercise - The code you have seen in level 5 only checks the key once. Copy the example code and add a `{repeat}` to it, so that you can press the keys many times. - Use this code to draw something nice. - example_code: | - ``` - {if} x {is} {pressed} {forward} 15 {else} {turn} 90 - ``` 9: story_text: | Now that you know how to combine statements, you can create a touch type tool with `{pressed}`. @@ -3289,54 +1325,9 @@ adventures: ### Exercise Finish the code. Each time a random letter should be chosen, which you have to press. You get a point for a correct press, and and two points deduction for a wrong press. **(extra)** Clear the screen after each letter, and show the user how many points they have scored. - example_code: | - ``` - points = 0 - letters = a, b, c, d, e - {repeat} 10 {times} - letter = _ _ _ - {print} 'Press the letter ' letter - {if} letter {is} {pressed} - _ - _ - _ - ``` print_command: - name: '{print}' - default_save_name: print - description: Introduction print command levels: - 1: - story_text: | - ## The print command - You can print text to the screen using the `{print}` command. - example_code: | - ``` - {print} Hi there, programmer! - {print} Welcome to Hedy! - ``` - story_text_2: | - ### Exercise - In Hedy you will find exercises in every adventure. An exercise allows you to practise the new commands and concepts, and lets you give your own twist to the example codes. - In this exercise you will see a pink blank space. You have to fill something in the place of the blank space before the code can be run. - - Fill in the `{print}` command in the blank space and then add five more lines of code. Each line has to start with a `{print}` command. - Have fun! - example_code_2: | - ``` - _ Hello! - ``` 18: - story_text: |- - We arrived at real Python code! That means we need to use parentheses with `{print}` and `{range}` from now on. - It also means you can use Hedy code from this level in any Python environment as long as you use the English commands. If you haven't until now, you can switch the toggle in the commands menu to do so. - example_code: | - ``` - {print}('Hello!') - {for} i {in} {range}(1, 10): - {print}('This is line ', i) - ``` - story_text_2: If you want to print more than one item, you need to separate them by commas. example_code_2: | ``` temperature = 25 @@ -3344,158 +1335,13 @@ adventures: ``` {print}('My name is ', name) - quizmaster: - name: Quizmaster - default_save_name: Quizmaster - description: Make your own quiz! - levels: - 14: - story_text: | - ### Exercise - In this adventure you can make your own quiz! Fill in the blanks, add more questions and enjoy your own quiz! - You can make a quiz about anything you like: your hobby, your favorite animal, your favorite book or anything at all! - example_code: | - ``` - {print} 'Make your own quiz' - points_a = 0 - points_b = 0 - {print} 'Question' - {print} 'Answer option A' - {print} 'Answer option B' - answer = {ask} 'Which answer?' - {if} answer == 'A' - points_a = points_a + 1 - {if} answer == 'B' - points_b = points_b + 1 - {print} 'End of the quiz!' - {print} 'Lets see the results!' - {if} points_a > points_b - {print} 'You belong to the A club' - {if} points_b > points_a - {print} 'You belong to the B club' - ``` - quotation_marks: - name: '''quotation marks''' - default_save_name: quotation_marks - description: Introduction quotation marks - levels: - 4: - story_text: | - ## 'Quotation marks' - In level 4 `{ask}` and `{print}` have changed. - You must put text that you want to print between quotation marks. - This is useful, because now you can print all the words you want. Also the words you used to store something with `{is}`. - Most programming languages also use quotation marks when printing, so we are also getting a step closer to real programming! - example_code: | - ``` - {print} 'You need to use quotation marks from now on!' - answer {is} {ask} 'What do we need to use from now on?' - {print} 'We need to use ' answer - ``` - story_text_2: | - ## Contractions - Important! Mind that now that we're using quotation marks, Hedy will get confused when you use the apostrophe for contractions like I'm or What's. - Make sure to remove those apostrophes and change the spelling to I am or What is. - Check out the example code to see the wrong way of using apostrophes. - example_code_2: | - ``` - _ This is the wrong way of using apostrophes _ - {print} 'I'm babysitting my sister's kids' - {print} 'What's more fun than that?' - ``` - 12: - story_text: | - **All texts need to be in quotation marks** - For this level on you will also have to use quotation marks when storing a text with `=`: - example_code: | - ``` - name = 'Hedy the Robot' - {print} 'Hello ' name - ``` - story_text_2: | - **All items in lists need quotation marks too** - Lists are texts, so they need quotation marks too. Mind that each single item on the list has quotation marks. - This allows you to save two words as 1 item on the list, for example 'Black Widow'. - example_code_2: | - ``` - superheroes = 'Spiderman', 'Batman', 'Black Widow' - {print} superheroes {at} {random} - ``` - story_text_3: | - **All text after `{if}` comparisons need quotation marks too** - example_code_3: | - ``` - name = {ask} 'What is your name?' - {if} name = 'Hedy the Robot' - {print} 'Hi there!' - ``` - story_text_4: | - **Numbers don't need quotation marks** - For numbers, you do not use quotation marks in the `=`: - example_code_4: | - ``` - score = 25 - {print} 'You got ' score - ``` random_command: - name: '{random}' - default_save_name: random_command - description: introducing at random command levels: - 3: - story_text: | - ## At random - In this level you can make a list using the `{is}` command. You can let the computer choose a random item from that list. You do that with `{at} {random}`. - example_code: | - ``` - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - ``` - story_text_2: | - You can use the `{at} {random}` command in a sentence as well. - example_code_2: | - ``` - food {is} sandwich, slice of pizza, salad, burrito - {print} I am going to have a food {at} {random} for lunch. - ``` - story_text_3: | - ### Exercise - Try out the `{at} {random}` command by making your own gameshow (like the ones on tv) where you choose a door or suitcase and it contains a big price! - Can you do it? We have already put the first lines into the example code. - example_code_3: | - ``` - {print} The big gameshow! - {print} There are 3 suitcases in front of you... - chosen {is} {ask} Which suitcase do you choose? - prices {is} _ - _ - ``` 16: story_text: |- We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. For example: `friends[1]` is the first name on the list of friends, as you can see in the first part of the example code. The second part of the example code shows you that we can also match 2 lists using the variable i. - example_code: | - ``` - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - ``` - story_text_2: |- - Now that you've learned to use the brackets in lists, you can also start using the {at} {random} command in the Python way! - You simply type the name of your list with `[random]` behind it! - example_code_2: |- - ``` - fruit = ['apple', 'banana', 'cherry'] - {print} fruit[random] - ``` repeat_command: - name: '{repeat}' - default_save_name: repeat_command description: repeat command levels: 7: @@ -3505,23 +1351,6 @@ adventures: ### Exercise Play around with the repeat command. Can you make the happy birthday song in only 3 lines of code instead of 4 now? - example_code: | - ``` - {repeat} 3 {times} {print} 'Hedy is fun!' - ``` - 8: - story_text: | - ### Repeat commands and indentation - In this level you can repeat multiple lines of code with only 1 repeat command. - You do this by making a block of lines that you want to repeat. - The lines in this block will need **indentation** . - That means putting four spaces at the beginning of each line. You will also have to indent when you just want to create a block of one line. - example_code: | - ``` - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This is all repeated 5 times' - ``` 9: story_text: | Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... @@ -3537,55 +1366,15 @@ adventures: {else} {print} 'Maybe you should practice some more in the previous level' repeat_command_2: - name: '{repeat} 2' - default_save_name: repeat_command_2 - description: repeat command 2 - levels: - 7: - story_text: | - ## Repeat with other commands and with variables - You have practiced the `{repeat}` command in combination with the `{print}` command now, but did you know you could also use other commands with `{repeat}` ? - In this example code you can see that `{repeat}` can also be used with an `{ask}`, `{if}` or `{else}` command. - example_code: | - ``` - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - ``` + description: repeat command 2 + levels: + 7: story_text_2: | Another interesting thing you can so with the `{repeat}` command is using variables to set the amount of times something should be repeated. In the example code you can see that we first ask the person how old they are. Then, in line 3, the question is repeated 'age' times. So we have used the variable 'age' with the `{repeat}` command. - example_code_2: | - ``` - {print} 'Yay! It is your birthday!' - age = {ask} 'How old are you now?' - {repeat} age {times} {print} 'Hip Hip Hurray!' - ``` - 8: - story_text: | - ### In the block or not? - In this level you have to think carefully which lines of code should be in the block and which shouldn't. - For example: If you want to sing the song *the muffin man*. You only want the line with 'the muffin man' to be repeated twice. - This means the last line shouldn't start with indentation as it doesn't belong to the block. - If you do start the last line with indentation the song will turn out wrong. - - ### Exercise - Each line in the example code starts with a blank. Remove the blanks and try to figure out which line need indentation and which don't to make the muffin man song. - example_code: | - ``` - _ {print} 'Do you know the muffin man?' - _ {repeat} 2 {times} - _ {print} 'The muffin man' - _ {print} 'Do you know the muffin man, who lives on Drury Lane?' - ``` restaurant: - name: Restaurant - default_save_name: Restaurant - description: Create your own virtual restaurant levels: 1: - story_text: | - In level 1 you can make your own virtual restaurant and take your guests' orders. story_text_2: | ### Exercise Can you think of more lines to add to your restaurant code? For example, can you {ask} the guests what they'd like to drink, tell them the price, or wish them a pleasant meal? @@ -3601,15 +1390,6 @@ adventures: story_text: | In level 2 you could expand your restaurant by using variables. In level 1 Hedy could only {echo} the order once and only remember the last thing that was ordered. Now you can use variables and Hedy can remember both the food and the toppings! - example_code: | - ``` - {print} Welcome to Hedy's restaurant! - {print} Today we're serving pizza or lasagna. - food {is} {ask} What would you like to eat? - {print} Great choice! The food is my favorite! - topping {is} {ask} Would you like meat or veggies on that? - {print} food with topping is on its way! - ``` story_text_2: | ### Exercise Can you make this code more elaborate? For example by adding drinks to the order? Or...? @@ -3686,21 +1466,6 @@ adventures: 6: story_text: | In this level you can use maths to calculate the total price of your customer's order, which can make your virtual restaurant more realistic. - example_code: | - You can make a simple restaurant code, like this: - ``` - {print} 'Welcome to Restaurant Chez Hedy' - {print} 'Here is our menu:' - {print} 'Our main courses are pizza, lasagne, or spaghetti' - main = {ask} 'Which main course would you like?' - price = 0 - {if} main {is} pizza price = 10 - {if} main {is} lasagne price = 12 - {if} main {is} spaghetti price = 8 - {print} 'You have ordered ' main - {print} 'That will be ' price ' dollars, please' - {print} 'Thank you, enjoy your meal!' - ``` 7: story_text: | In this level you've learned how to use the `{repeat}` command to repeat a line of code a certain amount of times. @@ -3715,24 +1480,6 @@ adventures: {repeat} _ {times} food = {ask} 'What would you like to eat?' {print} 'Thanks for your order! Its coming right up!' ``` - 8: - story_text: | - In this level you can make your virtual restaurant more elaborate by repeating multiple lines of code. Like this: - - ### Exercise - This code can be expanded with more items on the menu, for example offering drinks, and/or multiple courses or desserts. Add at least one more item. - **Extra** Add even more items, as many options as you like! - example_code: | - ``` - {print} 'Welcome to Restaurant Chez Hedy!' - people = {ask} 'How many people will be joining us today?' - {print} 'Great!' - {repeat} people {times} - food = {ask} 'What would you like to order?' - {print} food - {print} 'Thank you for ordering!' - {print} 'Enjoy your meal!' - ``` 9: story_text: | In this level you can use nesting to make your restaurant more realistic and more fun! @@ -3846,48 +1593,9 @@ adventures: price = price - 3 {print} 'That will be ' price ' dollars' ``` - 15: - story_text: | - With the `{while}` you can make sure your costumers can keep adding orders until they are done. - - ### Exercise - Correctly add the `{while}` command to this code. - example_code: | - ``` - {print} 'Welcome at McHedy' - more = 'yes' - _ - order = {ask} 'What would you like to order?' - {print} order - more = {ask} 'Would you like to order anything else?' - {print} 'Thank you!' - ``` rock: - name: Rock, paper, scissors default_save_name: Rock - description: Make your own rock, paper, scissors game levels: - 1: - story_text: | - In level 1 you can start with a rock, paper, scissors game. - - With `{ask}` you can make a choice, and with `{echo}` you can repeat that choice. - example_code: | - ``` - {print} what do you choose? - {ask} choose from rock, paper or scissors - {echo} so your choice was: - ``` - story_text_2: | - ### Exercise - Instead of using words, you could also use emojis: ✊✋✌ - Can you create a code using emojis? - example_code_2: | - ``` - {print} what do you choose? - {ask} choose from _ - {echo} so your choice was: - ``` 2: story_text: | In this level you can practise using the variables, so that you can make the rock, paper, scissors game in the next level! @@ -3897,11 +1605,6 @@ adventures: {print} I choose _ ``` 3: - story_text: | - You can use the `{at} {random}` command to let the computer pick rock, paper or scissors! - - ### Exercise - Finish the code by using the `{at} {random}` command. example_code: | ``` choices {is} rock, paper, scissors @@ -3917,16 +1620,6 @@ adventures: {print} player 1 chooses... choices {at} {random} {print} player 2 _ ``` - 4: - story_text: | - In this level we can further program rock, paper, scissors. But if you want to add text, you have to use quotation marks here too. - ### Exercise - Fill in quotation marks on the blanks. Mind that the variable `choices` should be outside the quotes. - example_code: | - ``` - choices {is} rock, paper, scissors - {print} _The computer chooses..._ choices {at} {random} - ``` 5: story_text: | In this level we can determine who won. @@ -3979,47 +1672,7 @@ adventures: 13: story_text: | With the `{and}` command you can shorten your rock, paper, scissors code! Check out the example code below and try to finish it. - example_code: | - ``` - options = 'rock', 'paper', 'scissors' - your_choice = {ask} 'What do you choose?' - computer_choice = options {at} {random} - {print} 'You choose ' your_choice - {print} 'The computer chooses ' computer_choice - {if} computer_choice {is} your_choice - {print} 'Tie' - {if} computer_choice {is} 'rock' {and} your_choice {is} 'paper' - {print} 'You win!' - {if} computer_choice {is} 'rock' {and} your_choice {is} 'scissors' - {print} 'The computer wins!' - _ - ``` - 15: - story_text: | - ### Exercise - Play until you beat the computer! But first, finish the example code... - example_code: | - ``` - won = 'no' - options = 'rock', 'paper', 'scissors' - {while} won == 'no' - your_choice = {ask} 'What do you choose?' - computer_choice = options {at} {random} - {print} 'you chose ' your_choice - {print} 'the computer chose ' computer_choice - {if} computer_choice == your_choice - {print} 'Tie!' - {if} computer_choice == 'rock' {and} your_choice == 'scissors' - {print} 'You lose!' - {if} computer_choice == 'rock' {and} your_choice == 'paper' - {print} 'You win!' - won = 'yes' - _ - ``` rock_2: - name: Rock, paper, scissors 2 - default_save_name: rock_2 - description: Part 2 of rock, paper, scissors levels: 2: story_text: | @@ -4033,9 +1686,6 @@ adventures: {print} I choose choice ``` secret: - name: SuperSpy - default_save_name: SuperSpy - description: Make your own spy code levels: 12: story_text: | @@ -4061,187 +1711,16 @@ adventures: 13: story_text: | Can you fill in the right command on the blank? Mind: The superspy has to answer BOTH questions correctly, before they get the confidential information! - example_code: | - ``` - name = {ask} 'What is your name?' - password = {ask} 'What is your password?' - {if} name {is} 'Agent007' _ password {is} 'TOPSECRET' - {print} 'Go to the airport at 02.00' - {else} - {print} 'Go to the trainstation at 10.00' - ``` - simon: - name: Simon Says - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - Let's make a game of Simon Says! Simon Says is a memory game in which the player will be given a color. They have to repeat that color back. - If they get it right a color is added to the sequence, so they now have to remember 2 colors, then 3, then 4 etc. the game stops as soon as the player makes a mistake. - - ### Exercise - In this first part of the Simon Says adventure, we'll let the computer pick a random color and add it to a list. - - ***Make 2 lists*** First, make a list called `colors` and fill it with the colors red, yellow, green and blue. - Then make a list called `simon_sequence`. This list will be used as the answer. - At the start of the game this lists need to be empty. unfortunately, we can't create an empty list (yet), so we'll fill it with the words 'empty' and 'list' and we'll remove them from the list immediately. - - ***Create a function that adds a color to the sequence*** Now that we have an empty list called simon_sequence, we can start filling it with random colors. - We do that with a function, so we can call it everytime there's a new level in our game. Create a function called `add_random_color`. - Then create the variable random_color and set it to a random color. Next, add this random color to the simon_sequence. - - ***Create a function that shows the simon_sequence*** Start by naming the new function `show_simon_sequence` with `level` as an argument. Now we want to show as many colors as the level we are in (in level 1 you see 1 color, in level 2 you see 2 colors etc). - So we repeat `level` times, to print the `simon_sequence[i]`. Each time a color is shown, wait for 1 second and then clear the screen. - - ***Test your program*** Before you go to the next level, test if the functions are working by calling both of the functions. If they're working you should see a random color in your output screen. - Remove this testing part of your code, copy the code and continue to the next tab to learn more about the simon says game! - example_code: | - ``` - # Make 2 lists - colors = _ - _ = ['empty', 'list'] - {remove} _ {from} simon_sequence - {remove} _ - - # Create a function that adds a color - _ add_random_color - _ - {add} _ - - # Create a function that shows the simon_sequence - {define} _ - {for} i {in} {range} 1 {to} _ - {print} _ - _ - _ - - # Test your program - {call} _ - {call} show_simon_sequence {with} 1 - ``` - simon_2: - name: Simon Says 2 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - We'll continue with our Simon Says game! - - ### Exercise - ***Paste your code here*** Paste your code from the previous level here. Don't forget to remove the part that was just used for testing the functions. - - ***Create a function that creates the player_sequence*** The list `player_sequence` is used to capture the answers of the player. First we define the function with the argument level. - Next, we ask level times what the color is that they choose. We call that variable `answer`. Then we add the variable `answer` to the list player_sequence. - - ***Setting up the game*** Before we program the game in the next tab, we'll need some starting variables. First, we'll set the variable `level` to 1 and the variable `game_over` to False. - Then we make an introduction for the game. We'll print 'Welcome to Simon Says!' and clear the screen after 1 second. - - ***Continue to the next tab to finish the game!**** Don't forget to copy your code and take it with you to the next tab. - example_code: | - ``` - # Paste your code here - - - # Create a function that creates the player_sequence - {define} _ - {for} _ - _ 'What is color number ' i '?' - {add} answer {to} _ - - # Set up - level = _ - game_over = _ - {print} _ - _ 1 - _ - ``` - simon_3: - name: Simon Says 3 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - In this tab we'll program the game of Simon Says! - - ### Exercise - ***Paste your code*** Copy your code from the previous tab and paste it here. - - ***Program the game*** We start by making sure the game goes on while the game isn't over. Then we print what level the player is on, we use the variable level for that. We only show that for 1 second and then we clear the screen again. - Now, we have to create the empty list player_sequence. We've already programmed how to fill the list, with our function `player_sequence`, but we never made the list itself. To create the list we use the same trick as we did in the previous tab. - We'll make a list with the words 'empty' and 'list' on it, and then we remove both these words. Next, we'll call all of the 3 functions that we've created. - Lastly, we'll have to check if the player gave the correct answers (so if the player_sequence and the simon_sequence are the same). - If that's the case, we'll compliment the player. Wait for 1 second and increase the level with 1. - Did the player give the wrong answer, we'll tell them and end the game by setting game_over to 'True' - - ***Enjoy your game!*** Great job! Does your game not work? Use the ladybug button to debug your code! - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - {print} _ - _ - _ - _ = ['empty', 'list'] - {remove} _ - {remove} _ - {call} _ - {call} _ {with} _ - {call} _ {with} _ - {if} player_sequence == _ - _ - _ - _ - {else} - _ - game_over = _ - ``` sleep_command: - name: '{sleep}' - default_save_name: sleep_command description: introducing sleep command levels: 2: story_text: | ## The sleep command Another new command in this level is `{sleep}`, which pauses your program for a second. If you type a number behind the {sleep} command, the program pauses for that amount of seconds. - example_code: | - ``` - {print} My favorite colour is... - {sleep} 2 - {print} green! - ``` songs: - name: Sing a song! - default_save_name: Song - description: Print a song levels: 6: - story_text: | - Songs often contain a lot of repetition. Sometimes the repetition is also based on counting. - For example, in the well-known song 'Bottles of beer'. You can program that song with a little math. - - Tip: Use the read aloud function to let Hedy sing the song to you! - - ### Exercise - You can now repeat lines 2 to 7 as many times as you want by copying the lines. - example_code: | - ``` - verse = 99 - {print} verse ' bottles of beer on the wall' - {print} verse ' bottles of beer' - {print} 'Take one down, pass it around' - verse = verse - 1 - {print} verse ' bottles of beer on the wall' - {sleep} - ``` - story_text_2: | - This children's song counts down from 5 little monkeys to 1 monkey. - If you copy line 2 - 7 and paste it under the the code, you can sing the whole song! example_code_2: | ``` number = 6 @@ -4339,10 +1818,6 @@ adventures: Print the song Five little moneys jumping on the bed. Look up the text if you don't remember. **(extra)** Print the song Old MacDonald had a farm, and make sure all animals make a different sound, using an `{if}`. - example_code_2: | - ``` - monkeys = 5, 4, 3, 2, 1 - ``` 11: story_text: | In this level you can use the `{for} i {in} {range}` command to make songs that use counting, like the 5 little monkeys. @@ -4357,319 +1832,25 @@ adventures: {print} 'Mama called the doctor and the doctor said' {if} i {is} 1 {print} 'PUT THOSE MONKEYS RIGHT TO BED!' - {else} - {print} 'NO MORE MONKEYS JUMPING ON THE BED!' - ``` - 12: - story_text: | - In this song we can make it even easier to program 'if you're happy and you know it, clap your hands'. Because we can put all of the actions in a variable, check it out: - - ### Exercise - Can you add the right amount of indentation to each line to make the song play correctly? - Hint: Not all lines need indentation. - example_code: | - ``` - _ actions = 'clap your hands', 'stomp your feet', 'shout Hurray!' - _ {for} action {in} actions - _ {for} i {in} {range} 1 {to} 2 - _ {print} 'if youre happy and you know it' - _ {print} action - _ {print} 'if youre happy and you know it and you really want to show it' - _ {print} 'if youre happy and you know it' - _ {print} action - ``` - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, but did you know that you could combine them with {ask} commands as well? - In this example we have changed the 'My Bonnie' program and made it interactive. You are now asked where Bonnie is. - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is ' place - - chosen_place = {ask} 'Where do you want Bonnie to be?' - synonym = {ask} 'What is another word for that?' - - {call} song {with} chosen_place - {call} song {with} synonym - {call} song {with} chosen_place - ``` - 16: - story_text: | - In this level, you can program a song like OldMacDonald even more quickly. You can connect the right animal to the right sound by simply putting them in the same place in the list. - The Drunken Sailor is also quickly made in this level. You only need 8 lines for the entire song, check it out! - - ### Exercise - Complete the Old MacDonald song by setting the variable `animal` to `animals[i]` and `sound` to `sounds[i]`. - example_code: | - ``` - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - {for} i {in} {range} 1 {to} 3 - animal = _ - sound = _ - {print} 'Old MacDonald had a farm' - {print} 'E I E I O!' - {print} 'and on that farm he had a ' animal - {print} 'E I E I O!' - {print} 'with a ' sound sound ' here' - {print} 'and a ' sound sound ' there' - {print} 'here a ' sound - {print} 'there a ' sound - {print} 'everywhere a ' sound sound - ``` - - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines - {for} i {in} {range} 1 {to} 3 - {print} line - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - 18: - story_text: | - In level 16 we made songs using lists. These programs however are no longer working properly in this level. The colons from level 17 and the brackets from level 18 still need to be added. - - ### Exercise 1 - The Drunken sailor song is given as sample code, but not yet working. - Can you make sure everything works again? To help you, we've put _ in the places of _some_ errors. - - ### Exercise 2 - Now also look up your Old MacDonald song from level 16, and correct it. - example_code: | - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines _ - {for} i {in} {range} 1 {to} 3 _ - {print} _ line _ - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - songs_2: - name: Sing a song! 2 - default_save_name: Song 2 - description: Sing a song 2 - levels: - 12: - story_text: | - Songs contain a lot of repetition. We can capture it with a function! - ### Exercise - Look at the example code with the function. Fill out the two lines so the full song is printed. - example_code: | - ``` - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} _ - ``` - 16: - story_text: | - ### Exercise - Finish the nursery rhyme! - example_code: | - ``` - number = ['one', 'two', 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'ten'] - object = ['on his drum', 'on his shoe', 'on his knee', 'on his door', 'on his hive', 'on his sticks', 'up in heaven', 'on his gate', 'on his vine', 'once again'] - - _ - {print} 'This old man' - {print} 'He played ' _ - {print} 'He played knick-knack ' _ - {print} 'With a knick-knack paddywhack' - {print} 'Give the dog a bone' - {print} 'This old man came rolling home' - {sleep} 8 - {clear} - ``` - story_text_2: | - ### Exersice 2 - Now create your own code for the nursery rhyme 'The wheels on the bus' on the same way! - example_code_2: | - ``` - object = ['wheels', 'doors', _] - movement = [ 'round and round', 'open and shut', _] - ``` - tic: - name: Tic-Tac-Toe - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - Let's program a game of tic-tac-toe! - - ### Exercise - In this adventure we'll start with creating an empty field. - - ***Create a list called field*** This list will be our playing field. This list is filled with 9 dots, since there are no x's and o's yet at the start of our game. - - ***Create a function that prints the field*** Firstly, clear the screen so the old playing fields will be removed. Then we print the first line of our Tic Tac Toe field. This line constists of the first 3 spots in our list field. - We have already programmed this line for you. Now finish the field by printing spot 4, 5, and 6 on the second row and spot 7, 8 and 9 in the third row. - - ***Call the function that prints the field*** Now call the function. -
- Run the code. Your output should look like this: -
- - ***Continue in the next tab*** In the next tab you'll learn how to program the game itself. - example_code: | - ``` - # Create a list called field - _ = ['.', '.', '.', '.', '.', '.', '.', '.', '.'] - - # Create a function that prints the field - {define} print_field - _ - {print} 'TIC TAC TOE' - {print} field[1] field[2] field[3] - _ - _ - - # Call the function - ``` - 17: - story_text: | - In the previous level you've learned how to make a tic-tac-toe game. The game works, but is quite annoying as it keeps asking you if you've won yet. - Now that we have the {elif} command, we can let the game decide if someone has won and it can stop asking us! - - ### Exercise - ***Paste your code*** Paste your code from the previous level here and make it level 17 proof. In this level you've learned to use a colon everytime you create a block of code. Please add the colons in the correct spots. - - ***Create a function that detects if someone's won*** We have started the function for you, paste it under the function `print_field` and finish the function. You can see that this first piece of code checks to see if spot 1, 2 and 3 are the same, because if they are you have 3 in a row. - It also checks if they are not a dot, because if they are, the line might have the same symbols on them, but that's just because it's still empty. - If all these conditions are met, the game is over and the winner is printed. - Finish this function with all possible ways to win. This means you have to make this for the other 2 rows, 3 columns and 2 diagonals. - If you've finished all the other options, the function should return the variable `game_over` so we can use it in our game. - - ***Call the function in the game*** Go to the line `game_over = {ask} 'Did you win?'` and change it to `game_over = {call} detect_winner {with} field, sign`. Now the function will check if there's a winner and the game doesn't need to keep asking anymore! - - ***Enjoy your game!*** Great job! You have finished the game! Enjoy playing it! - - example_code: | - ``` - # Paste your code here and make it level 17 proof - - # Create a function that detects if someone has won - {define} detect_winner {with} field, sign: - {if} field[1] == field[2] {and} field[2] == field[3] {and} field[1] != '.': - game_over = 'yes' - {print} 'Player ' sign 'wins!' - {elif}: - _ - {else}: - game_over = 'no' - {return} _ - ``` - tic_2: - name: Tic-Tac-Toe 2 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - In the previous adventure you've learned how to create a playing field. Now you'll learn how to create the game! - - ### Exercise - ***Paste your code*** Start by pasting your code from the previous adventure here. - - ***Add variables*** Underneath your list called `field` we'll add 2 more variables that we'll need to program the game. - The variable `game_over` tells us if the game is over, and should be 'no' at the start of the game. - The variable `sign` tells us if it's the turn of player x or player o. Set the variable to 'x'. - - ***The game*** First use a {while} command, to make sure the game keeps on playing the variable while game_over is set to no. - During the game, we first ask the player which spot they choose. Then we change the field with the number they chose into their sign. - Then we print the field again and we ask the player if they've won yet. Lastly we want to switch whose turn it is, so if the sign is 'x' it should be 'o' and the other way around. - - ***Test your game*** Does your game work? Great, have fun playing the game! If not, use the ladybug button to debug your code. - You might have noticed one mistake in the code though, you can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! Go to the next tab to learn how to fix this problem. - example_code: | + {else} + {print} 'NO MORE MONKEYS JUMPING ON THE BED!' ``` - # Paste your code from the previous adventure here - - # Add variables - game_over = _ - sign = _ - - # The game - {while} _ - choice = _ 'Player ' sign '_?' - field[choice] = _ - _ print_field - game_over = {ask} _ - {if} sign = 'o' - sign = _ - _ - sign = _ - ``` - tic_3: - name: Tic-Tac-Toe 3 - default_save_name: Tic - description: Play a game of Tic Tac Toe! + songs_2: levels: - 16: - story_text: | - You might have noticed one mistake in the code you've made in the previous adventure. You can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! In this tab we'll fix that mistake. - - ### Exercise - ***Paste your code here*** Paste your code from the previous adventure here. - - ***Fix the mistake*** To fix the mistake we replace the line that says `field[choice] = sign`. This turns any spot that the player has chosen into their sign. - Go to the header that says 'Use this to fix the mistake' and finish the code. We first want to check if the chosen spot is still empty, so `if field[choice] = '.'`. If that is the case, you are allowed to take it. - Then we make an else command and print 'Sorry, this spot is already taken' if the spot is not empty. Lastly, we add a {sleep} command, so the players can actually read the text before it gets cleared again. - Now copy this piece of code and replace the line `field[choice] = sign` with this new piece of code. - - ***Play your game!*** Now the game should work properly! Good job! - The only flaw is that you can get a bit annoyed that the game keeps asking you if you've won yet. Do you want to fix that? Go to level 17 and we'll fix it! + 12: example_code: | ``` - # Paste your code here + {define} twinkle + {print} 'Twinkle' + {print} '...' - # Use this to fix the mistake - {if} _ = '.' - field[choice] = sign - {else} - {print} _ - _ + {call} twinkle + {print} 'Up above the world so high' + {print} 'Like a diamond in the sky' + {call} _ ``` turtle: - name: Turtle - default_save_name: Turtle - description: Make your own drawing levels: - 1: - story_text: | - You can also use Hedy to draw. By combining turns and lines, you can make a square or stairs! - - Using `{forward}` you draw a line forwards. The number behind it determines how far the turtle will walk. `{turn} {right}` turns a quarter turn in clockwise direction, `{turn} {left}` turns counter clockwise. - - If you want to go backwards, you use the `{forward}` command but with a negative number. So for example `{forward} -100` - example_code: | - ``` - {forward} 100 - {turn} {left} - ``` - story_text_2: | - ### Exercise - This is the start of a little staircase. Can you make it have 5 steps? - example_code_2: | - ``` - {forward} 20 - {turn} {right} - {forward} 20 - {turn} {left} - {forward} 20 - ``` 2: story_text: | In this level you can use variables to make the turtle interactive. For example you can ask the player how many steps the turtle must make. @@ -4701,63 +1882,7 @@ adventures: Use `{at} {random}` to choose a value from a list. ### Exercise Can you copy and paste lines 2 and 3 to create a longer random path? - example_code: | - ``` - angles {is} 10, 50, 90, 150, 250 - {turn} angles {at} {random} - {forward} 25 - ``` - 4: - story_text: | - In level 4 you have to use quotation marks with `{print}` and `{ask}`. Also when drawing! - example_code: | - ``` - {print} _ Drawing figures _ - angle {is} 90 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - ``` - story_text_2: | - You can also change the color of the lines with the command `{color}`. Check out the example. - You can also use the command `{color} {white}` to make 'invisible' lines. You could use these white lines to move the turtle anywhere in the screen before you start drawing. - example_code_2: | - ``` - {color} {white} - {forward} -80 - {color} {green} - {forward} 50 - {color} {yellow} - {forward} 50 - {color} {red} - {forward} 50 - ``` 5: - story_text: | - In level 5 you can make a choice with `{if}`. For example between different types of figures. - example_code: | - ``` - {print} 'Drawing Figures' - figure {is} {ask} 'Do you want a square or a triangle?' - {if} figure {is} triangle angle {is} 120 - {else} angle {is} 90 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - ``` - story_text_2: | - ### Exercise - Fill in the correct numbers in this code to get it to work. - After you've done that, you can try to add the option backwards. - - **Extra** Instead of using 'left' and 'right', remake the program with North, East, South and West. - This way you could add even more directions like Northeast and Southwest etc. example_code_2: | ``` direction {is} {ask} 'Do you want to go left, right, or straight ahead?' @@ -4765,29 +1890,6 @@ adventures: if direction is right turn _ forward 100 ``` - 6: - story_text: | - In this level you can use calculations to draw different figures. - You may have learned in school that turning a full circle is 360 degrees. If not, now you know! - That's why you also use 90 degrees for a square. 360 divided by 4 is 90. - Now that we can do math with Hedy, we can draw all the figures we want! - example_code: | - ``` - angles = {ask} 'How many angles do you want?' - angle = 360 / angles - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - ``` 8: story_text: | Now that we can repeat several lines, we can make figures more easily. @@ -4802,14 +1904,6 @@ adventures: story_text_2: | Also, we can now improve the program that draws different figures. Can you figure out how far the turtle has to turn here? Finish the code and you can draw any polygon you'd like! - example_code_2: | - ``` - figure = {ask} 'How many angles should I draw?' - angle = 360 / figure - {repeat} figure {times} - {turn} _ - {forward} _ - ``` 9: story_text: | Now that we can use a `{repeat}` inside a `{repeat}`, we can create more complex figures. @@ -4818,17 +1912,6 @@ adventures: This code creates three black triangles, change that into five pink squares. **(extra)** Create a figure of your own choosing consisting of at least two different shapes types. - example_code: | - ``` - {color} {black} - {repeat} 3 {times} - {repeat} 3 {times} - {forward} 10 - {turn} 120 - {color} {white} - {forward} 50 - {color} {black} - ``` 10: story_text: | In this level you can make the turtle draw a figure. @@ -4839,162 +1922,9 @@ adventures: **(extra)** can you change the spiral into another shape? Experiment with numbers for the turn! ### Exercise 2 The spiral is drawn outwards, make it go inwards? - example_code: | - ``` - {turn} 90 - distances = 10, 20, 30, 40, 50, 60 - {for} distance {in} distances - {forward} distance - ``` - 12: - story_text: | - We can use functions to draw more complex figures with less code. - ### Exercise 1 - Fill the function so that three squares are created. If you want the image to look nicer, you can make the lines between the squares white. - - ### Exercise 2 - The code can be made even shorter. Place the final lines into a `{repeat}` so the figure remains the same. - - ### Exercise 3 - Create your own drawing with different figures. - Change both the number of figures with the `{repeat}` and the shape of the figures in the `{define}` - example_code: | - ``` - {define} square - {repeat} 4 {times} - {turn} _ - {forward} _ - {call} square - {forward} 50 - {call} square - {forward} 50 - {call} square - ``` turtle_draw_it: - name: Draw it! - default_save_name: Draw it - description: Draw this picture with the turtle levels: - 1: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Rectangle - Square - Stairs -
- 2: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Arrow - Boat -
- 3: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Star - Arrow -
- 4: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Colored Star - Rainbow - Nested squares -
- example_code: | - **Extra** Up for a real challenge? Make sure that the colors of these figures are selected randomly, so that each time you run your programs they'll look differently! - - ``` - colors {is} red, orange, yellow, green, blue, purple, pink, brown, gray, black - color _ - ``` - 5: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Make only one code that lets the player decide which letter they'd like to see! And can you add even more letters? - -
- F - E - L -
- example_code: | - Hint: - ``` - chosen_letter {is} {ask} 'Which letter would you like to see? F, E or L?' - {if} _ - ``` - 6: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Let the player decide which color the square should be. - - ***Extra*** Can you make the letter of your own first name and the flag of your own country too? - -
- Square - Letters - Flag -
- example_code: | - Hint for the square: - ``` - chosen_color = {ask} _ - ``` - 7: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Hexagon - Triangle - Fan -
- 8: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - -
- Square (3) - Randomly colored star (5) - Randomly colored spiral (7) -
9: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - - **Extra** Give the player a choice which country they would like to see the flag of. - -
- Cross (7) - Randomly colored nested squares (8) - Flags -
example_code: | Hint for the nested squares: ``` @@ -5012,14 +1942,6 @@ adventures: color_3 = blue ``` 10: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Nested Hexagon - Traffic lights -
example_code: | Hint Nested Hexagon: ``` @@ -5035,47 +1957,6 @@ adventures: color _ {repeat} _ ``` - story_text_2: | - Christmas lights - example_code_2: | - Hint Christmas Lights: - - Start by moving to the left side of the screen with an invisible white line. Then hang up the Christmas lights! - ``` - {color} white - {turn} -90 - {forward} 300 - {turn} 90 - - colors = red, blue, yellow, purple, green, orange, pink - {for} chosen_color {in} colors - _ - ``` - 11: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Beehive (6) - Fan (5) - Snowflake (13) -
- example_code: | - Hint Beehive: - ``` - {for} amount_of_combs {in} {range} 1 {to} _ - {for} walls_of_one_comb {in} {range} 1 {to} _ - {forward} _ - {turn} _ - {forward} _ - {turn} _ - ``` - - Hint Fan: - Start out like the fan you made in level 7. Or take a peak at the hint for the beehive, because the codes are very similar. - - Hint Snowflake: Start by making one 'leg' and repeat it 6 times. 12: story_text: | ### Exercise @@ -5102,129 +1983,9 @@ adventures: {if} shape = 'square' {call} draw_a_square ``` - 13: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Street in different sizes - Colored street - Snow Storm - example_code: | - Hint Street in different sizes - ``` - {define} draw_a_house {with} size - _ - - {call} draw_a_house {with} 90 - {call} draw_a_house {with} 60 - {call} draw_a_house {with} 30 - ``` - - Hint Colored street - ``` - {define} draw_a_house {with} chosen_color - _ - ``` - - Hint Snow Storm - ``` - {define} draw_snowflake {with} length, color - _ - - numbers = 10, 20, 30 - colors = _ - - {for} i {in} {range} 1 {to} 5 - random_number = _ - random_color = _ - {call} draw_snowflake {with} random_number, random_color - {color} white - {turn} random_number * 5 - {forward} 80 - ``` - 14: - story_text: | - ### Exercise - Create a program that asks the player how many corners their figure should have and then creates that figure. - The figure in the image is the output when the player fills in 10. - -
- - -
- example_code: | - ``` - {define} calculate_degrees {with} amount_of_corners - _ 360 / amount_of_corners - - - {define} draw_figure {with} degrees - _ - {forward} 400/amount_of_corners - {turn} _ - - amount_of_corners = {ask} _ - degrees = {call} _ {with} _ - - {call} _ {with} - {call} _ {with} - ``` - 15: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Spiral - example_code: | - Spiral - ``` - distance = 5 - {while} distance < 200 - distance = distance + 5 - _ - ``` - story_text_2: | - Fan - example_code_2: | - Fan - ``` - {define} draw_a_square {with} side - _ - - i = 100 - {while} i > 1 - _ {with} i - _ - i = i - 3 - ``` - story_text_3: | - Star - example_code_3: | - Star - A star is usually drawn using 144-degree-turns. If you change this slightly to 143 degrees for example and repeat the pattern multiple times with a {while} loop you can make this figure. while_command: - name: '{while}' - default_save_name: while_command description: while - levels: - 15: - story_text: |- - We are going to learn a new loop, the `{while}` loop! We continue the loop as long as the statement is true. - So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. - If the correct answer is never given, the loop never ends! - example_code: | - ``` - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - ``` years: - name: New Year's - default_save_name: New Year's Countdown description: Countdown to the new year! levels: 11: diff --git a/content/adventures/th.yaml b/content/adventures/th.yaml index a4ecc80af72..027c078fa9c 100644 --- a/content/adventures/th.yaml +++ b/content/adventures/th.yaml @@ -1,44 +1,11 @@ adventures: story: - name: Story - default_save_name: Story - description: Story levels: 1: - story_text: | - In level 1 you can make a story with a different main character that you enter yourself. - - In the first line, use `{ask}` and ask who the main character of the story will be. - - After that first line, start with `{print}` if the sentence needs to be printed. - You use `{echo}` if you want your main character to be at the end of the sentence. - example_code: | - ``` - {ask} The main character of this story is - {print} The main character is now going to walk in the forest - {echo} They're a bit scared, - {print} They hear crazy noises everywhere - {print} They're afraid this is a haunted forest - ``` story_text_2: | ### Exercise Can you make your own story in Hedy now by using `{print}` , `{ask}` and `{echo}`? 2: - story_text: | - In level 2 you can make your story more fun. Your main character's name can now be anywhere in the sentence. - - You do have to program a little bit extra for that. You must now name your main character first. - - You can then put that name anywhere in a sentence. - example_code: |- - ``` - name {is} {ask} What is the name of the main character? - {print} name is now going to run in the woods - {print} name is a bit scared - {print} Suddenly she hears a crazy noise... - {sleep} - {print} name is afraid this is a haunted forest - ``` story_text_2: | ### Exercise Now it's time to add variables to your own story that you've made in the previous level. @@ -49,15 +16,6 @@ adventures: **Extra** Add a sleep command to your code to build up tension in your story. 3: - story_text: | - In level 3 you can make your story more fun. You can use randomness for any monster, animal or other obstacle, like this: - example_code: | - ``` - animals {is} 🦔, 🐿, 🦉, 🦇 - {print} They now hear the sound of an animals {at} {random} - ``` - story_text_2: | - The command `{add}` can also come in handy in your story. example_code_2: | ``` {print} He hears a sound @@ -68,35 +26,6 @@ adventures: ``` story_text_3: | This is an example of the `{remove}` command in your story - example_code_3: | - ``` - {print} His backpack got way too heavy. - {print} Inside were a bottle of water, a flashlight and a brick. - bag {is} water, flashlight, brick - dump {is} {ask} Which item should he dump? - {remove} dump {from} bag - ``` - 4: - story_text: | - ### Exercise - Copy the example code and finish it by adding quotation marks on the blanks in lines 1 and 2. - The blanks in line 3 and 4 should not be replaced by quotation marks, but a `{sleep}` and a `{clear}` command. Can you make it work? - - ### Exercise 2 - Go back to the previous level and copy your story code. Make the code work in this level by adding quotation marks in the right spots. - Mind: The variables in your own story should be outside of the quotation marks. Just like the second line of the example code. In that line the variable name is placed outside of the quotation marks. - example_code: | - ``` - name {is} {ask} _ What is your name? _ - {print} _ The main character is called _ name - _ - _ - {print} name _ is now going to walk in the woods _ - {print} name _ is a bit scared _ - animals {is} 🦔, 🐿, 🦉, 🦇 - {print} _ He hears the sound of a _ animals {at} {random} - {print} name _ is afraid this is a haunted forest _ - ``` 5: story_text: | In this level you can program different endings, which will make your story even more fun. @@ -123,12 +52,6 @@ adventures: story_text: | In a story, someone says words several times. For example, when someone calls for help or sings a song. You can put such repetitions in your story, in this level with `{repeat}`. - example_code: | - ``` - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - ``` 8: story_text: | In this level you can use multiple lines in your {if} commands, this way you can upgrade your happy or sad ending! @@ -216,365 +139,27 @@ adventures: {print} 'This could come in very handy' sword = 'found' ``` - 15: - story_text: | - Using the `{while}` loop can make your stories more interesting. For example, you can use `{while} game == 'on'` so you can play until the game is over. - Or you can use `{while} sword == 'lost'` so the player can't continue the game until they have found something. - - ### Exercise - The example code shows you how to use the `{while}` loop in a story. Now **think of your own scenario** in which the player has to find something before they can continue. - example_code: | - ``` - keys = 'lost' - {print} 'You are standing in your garden and you have lost your keys.' - {print} 'Where do you want to look for them?' - {print} 'You can choose: tree, flowerbed, rock, postbox' - {while} keys == 'lost' - location = {ask} 'Where do you want to look?' - {if} location == 'flowerbed' - {print} 'Here they are!' - keys = 'found' - {else} - {print} 'Nope they are not at the ' location - {print} 'Now you can enter the house!' - ``` - 18: - story_text: | - We are going to print another story, but now we have to use brackets with `{print}`. - - ### Exercise 1 - Create a story of at least 5 sentences. You don't have to use 'name' just yet. - example_code: | - ``` - {print}('Welcome to this story!') - ``` - story_text_2: | - ### Exercise 2 - We have already prepared an `{input}` for you. First, use the `name` variable in your story. - Then add a second `{ask}` and use that variable as well. - Tip: Remember the commas in a `{print}` between text and variables! - example_code_2: | - ``` - naam = {input}("What's your name?") - {print}('Welcome to this story!') - ``` add_remove_command: name: '{add} {to} & {remove} {from}' - default_save_name: add_remove_command description: introducing add to and remove from levels: 3: story_text: | ## Add to You can add items to the list with the `{add} {to_list}` command. To add an item to a list you can simply type: `{add} penguin {to} animals` or you can use the `{ask}` command like in the example code. - example_code: | - ``` - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - ``` - story_text_2: | - ## Remove from - If you can add items to a list, of course you can also take them off. This is done with the `{remove} {from}` command. - example_code_2: | - ``` - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - ``` story_text_3: | ### Exercise Try out the new commands in this virtual restaurant. Add the flavor the player is hpoing for to the list and remove the flavors they are allergic to. - example_code_3: | - ``` - {print} Mystery milkshake - flavors {is} strawberry, chocolate, vanilla - hope {is} {ask} What flavor are you hoping for? - _ - allergies {is} {ask} Are you allergic to any flavors? - _ - {print} You get a flavors {at} {random} milkshake - ``` and_or_command: - name: '{and} & {or}' - default_save_name: and or description: introducing and or - levels: - 13: - story_text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two `{if}`s but can use `{and}` and `{or}`. - - If you use `{and}`, both statements, left and right of the `{and}` need to be true. We can also use `{or}`. Then only one statement needs to be correct. - example_code: | - ``` - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - ``` ask_command: - name: '{ask}' - default_save_name: ask_command description: Introduction ask command levels: 1: - story_text: | - ## The ask command - Now that you can use the `{print}` command, you are ready to learn the next command: `{ask}`. With the `{ask}` command, you can ask a question. Check it out: - example_code: | - ``` - {print} Hello! - {ask} What is your name? - ``` story_text_2: | ## The echo command If you want the computer to repeat the answer, you can use the `{echo}` command. The answer will then be echoed back at the end of the sentence, so in this example after hello. - example_code_2: | - ``` - {print} Hello! - {ask} What is your name? - {echo} hello - ``` - story_text_3: | - ### Exercise - Try out the `{ask}` and `{echo}` commands. Firstly, fill in the blanks to make this program work. - Then ask 2 more questions using the `{ask}` command, after each `{ask}` use an `{echo}` to print the answer on the screen. - example_code_3: | - ``` - _ How are you doing? - _ - ``` - 2: - story_text: | - ## The ask command - Now that we can use **variables** in our codes, we no longer need the `{echo}` command. - We can use variables to store the answers to our questions and this way we can use the answer to multiple questions in our codes. - Check it out: - - This way your code is becoming interactive! - example_code: | - ``` - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - ``` - story_text_2: | - ### Exercise - In the previous tab you have practised with setting variables with the `{is}` command. - You have created at least 3 variables and used them with a print command. - Now, instead of setting the variables we want you to make the variables interactive, like we did in our example. - - Copy your code from the previous tab and make the variables interactive by using `{ask}` commands. - example_code_2: | - ``` - favorite_animal {is} {ask} What is your favorite animal? - {print} I like favorite_animal - ``` - 18: - story_text: The final change we will need to make to get Python code is changing `{ask}` into `{input}`. - example_code: | - ``` - {print}('My name is Hedy!') - name = {input}('What is your name?') - {print}('So your name is ', name) - ``` - blackjack: - name: Blackjack - default_save_name: Blackjack - description: Try to get as close to 21 as you can - levels: - 17: - story_text: | - Blackjack is a simple game of cards in which you have to get as close to 21 points as possible. You get two cards. Each card is worth their numeral value, and the face cards (Jack, Queen and King) are worth 10 points. - The Ace is worth either 1 or 11 points (you can choose). The dealer, your opponent, also gets two cards. - If you want, you can get another card, and its points will be added to your total. The dealer can also choose to take another card. - But be careful not to get more than 21 points, because if you do, you lose! - The player who gets closest to 21, without going over it, wins! - - ### Exercise - In this adventure we code the first part of our Blackjack game. We'll create a function to calculate how many points a card is worth. - - ***Set the variables*** - Start by making a list of all the cards, from 2 to Ace. Next make a list of the face cards, so Jack, Queen and King. Then pick a random card from the list of cards to be card_1. - - ***Create a function to calculate the points*** - Create a function that calculates how many points a card is worth. - All the face cards are worth 10 points, the Ace is worth 11 and all the other cards are worth their numeral. - Return the variable `points` at the end of the function. - - ***Test the function*** - Test if your function is working properly. Finish the first print command by filling in which card you've drawn. Then finish the second line by calling the function with card_1. - Run the code a couple of times. Are you happy with the results? Great! Then you can remove the testing part and move on the the next tab! - example_code: | - ``` - {print} 'BLACKJACK' - - # Set these variables - cards = _ - face_cards = _ - card_1 = - - # Create a function to calculate the points - {define} calculate_points {with} card: - {if} card {in} face_cards: - points = _ - {elif} _ - _ - {else}: - _ - _ points - - # Test your function - {print} 'Your card is a ' _ - {print} 'That is worth ' _ ' points'. - ``` - blackjack_2: - name: Blackjack 2 - default_save_name: Blackjack_2 - description: Blackjack part 2 - levels: - 17: - story_text: | - ### Exercise - In this adventure we code the second part of our Blackjack game. - - ***Paste your code from the previous adventure*** - In the previous adventure you've started a list of variables and created a function to calculate how many points a card is worth. Copy your code and paste it here. Mind that you don't need the testing part, so if you haven't removed that yet, please do so now. - - ***Add more variables*** - You have already set the lists `cards` and `face_cards` and the variable `card_1`. Underneath those variables create 3 more variables: `card_2`, dealer_card_1` and `dealer_card_2`. These variables are all set to a random card from the list of cards. - - ***Add up points*** - To calculate how many points you have scored we call the function with card 1 and we do it again for card 2. Then we add both these scores together to get your total. - Do the same thing for the dealers points, but be sure to use the dealer's cards and not your own! - - ***2 Aces*** - You're doing great! Almost all scores can be calculated now. There is only one exception: 2 Aces. If you get 2 Aces, your total is 12 points and not 22 (because 22 points would be losing!). This of course also goes for the dealer. - - ***Show the score*** - Lastly, you want to tell the program to tell you which cards you have drawn and how many points that is. Then show which cards the dealer has and how many points they have. - - ***Continue in the next tab*** - Great! You have finished this part of the game! Copy your code and go to the next tab to learn how to ask for an extra card and to declare a winner. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add these variables to the list of variables - card_2 = _ - dealer_card_1 = _ - dealer_card_2 = _ - - # Add up your points - your_points_1 = {call} _ {with} card_1 - your_points_2 = _ - your_total = _ - - # Add up the dealers points - dealer_points_1 = _ - _ - _ - - # 2 Aces - {if} card_1 == 'Ace' {and} _ - your_total = 12 - {if} dealer_card_1 _ - dealer_total = _ - - # Show the score - {print} 'You have drawn a ' _ ' and a ' _ '. That is ' _ ' points' - {print} 'The dealer has drawn a ' _ ' and a ' _ '. That is ' _ ' points' - ``` - blackjack_3: - name: Blackjack 3 - default_save_name: Blackjack_3 - description: Blackjack part 3 - levels: - 17: - story_text: | - In the previous tabs you have learned how to draw 2 random cards for yourself and for the dealer and to calculate how many points you both got. - In this adventure we add the option to ask for an extra card for both you and the dealer. - - ### Exercise - ***Paste your code from the previous adventure*** Firstly, copy your code from the previous tab and paste it here. - - ***Extra card for you*** If you want, you can get an extra card to get your total as close to 21 as possible. First ask the player if they want an extra card. - If they do, pick a random card and print what they have drawn. If the card is not an Ace, you can call the function and add the points to your total. - In case the card is an Ace, you can't use the function, because the Ace can be either 1 point or 11 points, depending on how many points you already have earned. - If your total is less than 11, you want the ace to be 11 points (because this is closest to 21). So you add 11 points to your total. - If the total is more than or equal to 11, you want the ace to be 1 point (because you don't want more than 21 points). So you add 1 point to your total. - Lastly, print your new total of points. - - ***Extra card for the dealer*** The dealer can also get an extra card. The dealer doesn't need to be asked, because they always get an extra card if their total is less than 17. - Copy the 'Extra card for you code' and paste it in the dealers section. Then change it to fit the dealer picking an extra card and getting points added to their total. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Extra card for you - hit = {ask} _ - {if} hit == 'yes': - card_3 = _ - {print} _ - {if} card_3 _ 'Ace': - your_points_3 = _ - your_total = _ - {else}: - {if} your_total _ - _ - {else}: - _ - {print} _ - - # Extra card for the dealer - {if} dealer_total < 17 - _ - ``` - blackjack_4: - name: Blackjack 4 - default_save_name: Blackjack_4 - description: Blackjack part 4 - levels: - 17: - story_text: | - In the last 3 adventures you have alsmost created a working blackjack game! The only thing left to do is to decide a winner! - - ### Exercise - ***Paste your code from the previous adventure*** Start by pasting the code that you've made so far into your programming field. - - ***Decide a winner*** - Firstly, if you and the dealer have an equal amount of points, it's a draw. - Secondly, if the dealer has more than 21 points and you don't, you are the winner. - Thirdly, if both you and the dealer have less than 22 points, we have to see who came closest to 21. We do that by comparing who has the highest score. Is your total higher than the dealer's total, then you are the winner. If not, the dealer wins. - Lastly, in all other scenarios (e.g. you have more than 21 points and the dealer doesn't, or you both have more than 21 points) you are the loser. - - ***Enjoy the game!*** - Does your game work properly? Amazing! You have done a great job! Enjoy your game! - If it doesn't work right away, no worries, you might have made a mistake. Just keep calm and bebug your code using the ladybug button. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Decide a winner - {if} _ - {print} 'Its a draw! Play again!' - {elif} _ - {print} 'You win!' - {elif} _ : - {if} _: - {print} _ - {else}: - {print} _ - {else}: - _ - ``` calculator: - name: Calculator - default_save_name: Calculator - description: Create a calculator levels: 6: story_text: | @@ -618,59 +203,7 @@ adventures: ### Exercise 2 Give the player feedback when the enter an answer, like `{print} 'Correct!'` or `{print} 'Wrong! The correct answer is ' correct_answer`. - example_code: | - ``` - score = 0 - {repeat} 10 {times} - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct_answer = number_1 * number_2 - {print} 'What is ' number_1 ' times ' number_2 '?' - answer = {ask} 'Type your answer here...' - {print} 'Your answer is ' answer - {if} _ {is} _ - score = score + 1 - {print} 'Great job! Your score is... ' score ' out of 10!' - ``` - 10: - story_text: | - This calculator game helps you practise your tables of multiplication! - ### Exercise - Fill in the blanks. We want this program to ask the player these questions: - ``` - How much is 1 times 1? - How much is 1 times 2? - How much is 1 times 3? - How much is 2 times 1? - How much is 2 times 2? - How much is 2 times 3? - How much is 3 times 1? - How much is 3 times 2? - How much is 3 times 3? - _ - ``` - example_code: | - ``` - numbers = 1, 2, 3 - {for} _ - {for} _ - answer = {ask} _ - correct = number_1 * number_2 - {if} answer {is} correct - {print} 'Great job!' - {else} - {print} 'That is wrong. The right answer is ' correct - ``` 11: - story_text: | - With a `{for}` you can simplify tables of multiplication practise program. - - ### Exercise 1 - Improve the example code such that it prints a nice multiplication table:
"1 times 10 is 10", "2 times 10 is 20", etc. - - ### Exercise 2 - Go back to your level 10 multiplication code, and modify it so that it uses a `{for}` and `{range}`. example_code: | ``` number = 10 @@ -687,34 +220,7 @@ adventures: answer = number1 + number2 {print} number1 ' plus ' number2 ' is ' answer ``` - 13: - story_text: | - ### Exercise 1 - Let's make the practice program a bit harder. The player now has to answers two questions correctly. Fill out the blanks to complete the program. - - ### Exercise 2 - Sometimes, calculations have multiple correct answers. For example, 10 can be divided by 5 and by 2. So the question 'What number divides 10?' can be answered by 2 and by 5. - Ask for a calculation that has multiple correct answers, ask the player to answer it, and determine if it is correct using `{or}`. - Empty the programming field and create your own solution. - example_code: | - ``` - answer1 = {ask} 'What is 10 times 7?' - answer2 = {ask} 'What is 6 times 7?' - {if} _ _ _ _ _ _ _ - {print} _ - ``` 14: - story_text: | - In this adventure you will build a calculator that calculates your mean grade for you. If you get your calculator to work, you can move on to the next adventure, which allows you to add two extra features. - - ### Exercise 1 - Fill in the blanks to get the calculator to work. - * Start with the fourth line, add a question to figure out what grade the student got. - * In the fifth line you'll want to calculate the total of all grades, so the total = total + grade. - * Then we get to set the return value. We want to return the mean, so the total devided by the amount of tests (4). - * Lastly we finish the code by calling the function in line 8. - - Did you get it? Awesome! Would you like to add even more to your calculator? **This adventure continues in the next tab!** example_code: | ``` {define} calculate_mean_grade @@ -733,127 +239,11 @@ adventures: mean_grade = {call} _ {print} 'Your mean grade is ' mean_grade - 15: - story_text: | - You can add the `{while}` loop to the calculator game you've learned to make in a previous level. - This makes sure the player can't continue to the next question if they answer incorrectly. - - ### Exercise - Add the `{while}` loop in the function, ask the player what number_1 times number_2 is and print their answer. - Then `{call}` the function. - example_code: | - ``` - {define} new_question - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct = number_1 * number_2 - answer = 0 - _ - _ - _ - {print} 'Well done!' - - {print} 'Give 10 correct answers to win!' - {for} i {in} {range} 1 {to} 10 - _ - {print} 'You win!' - ``` - calculator_2: - name: Calculator 2 - default_save_name: Calculator 2 - description: Calculator 2 - levels: - 14: - story_text: | - ### Exercise 2 - **This is the second part of this adventure.** The adventure starts in the previous tab. - Of course, you don't always want to calculate the mean of 4 tests. You might want to calculate the mean of 10 tests or only 2... - We can fix this problem by adding the argument and variable 'amount_of_tests'. - * Start a new line on line 3. Set the amount_of_tests argument by asking the student how many tests they have made. - * Change the 4 in line 4 to the new argument amount_of_tests. - * Lastly, change the 4 in line 6 to amount_of_tests - - Try out your new program. Does it work? - - ### Exercise 3 - Did you want to make your program even better? Great! In the previous program you could only calculate the mean grade of 1 subject, but it would be better if you could calculate the mean grade for all subjects you want! - We won't tell you how to do it, but we will give you one tip: Start your code in line 1 with: define calculate_mean_grade with subject. - example_code: | - ``` - # Use your own code from the previous adventure. - ``` clear_command: - name: '{clear}' - default_save_name: clear_command description: clear command - levels: - 4: - story_text: | - Time for a new command! With `{clear}` you can clear all the text form your output screen. This way you can prevent your screen getting too full of text. - Beware! If you are using a `{clear}` command, you might need to use a `{sleep}` above it. Otherwise Hedy will clear your screen without giving you the time to read as you can see in the example! - example_code: | - ``` - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'wait for it...' - {sleep} 3 - {clear} - {print} 'SURPRISE!' - ``` debugging: - name: debugging - default_save_name: debugging - description: debugging adventure levels: - 1: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will show you code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} I love programming - Do you love programming too? - {echo} - {print} What are your hobbies? - {echo} Your hobbies are - ``` - 2: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - destination {ask} Where are you going on holidays? - {print} The flight to dstination leaves at 3 pm. - {ask} Did you check in your luggage yet? - {echo} - {print} Let me print your boarding pass for you. - {sleep} - Here you go! Have a nice trip! - ``` 3: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -867,80 +257,12 @@ adventures: tomorrows_movie {is} movie_choices {at} {random} I'll go get the popcorn! {print} ``` - 4: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Welcome to the online library! - {ask} What genre of books do you like? - {print} You like genre - author {is} {ask} 'Who's your favorite author?' - {print} 'author is your favorite author' - {print} Hmmm... i think you should try... books {at} {random} - ``` - 5: + 7: story_text: |- ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} Welcome to Swimming Pool Hedy! - class {is} {ask} 'Are you here to join a class today?' - {if} class yes - {print} 'Great! You're joining a class! - {print} {else} 'You will not be joining a class' - discount {is} 'Do you have a discount code?' - {if} discount {is} yes - discount_answer {is} {ask} 'What's your discount code?' - discount_codes = Senior4231, Student8786, NewMember6709 - {if} discount_answer {is} {in} discount_cods - {print} 'That will be $3,50' - 'That will be $5,50' - {print} 'Have a nice swim!' - ``` - 6: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Vending machine' - chosen_product = {ask} 'Please select a product' - 1_dollar_products = coke orange juice water - 2_dollar_products = chocolate, cookie, museli bar - 3dollar_prodcuts = potato chips, beef jerky, banana bread - {if} chosen {is} {in} 1_dollar_products - price = 1 - {if} chosen_product {is} 2_dollar_products - price = 2 - {else} chosen_product {in} 3_dollar_products - price = 3 - amount_of_products = '{ask} How many of ' chosen_product would you like to have?' - total = price + amount_of_product - {print} 'That will be $' price 'please' - ``` - 7: - story_text: |- - ### Exercise - Surprise! This program looks more like an output than a code. And yet, we don't want you to just add `{print}` commands in front of each line. - Fix this program to turn it into the nursery rhyme 'Brother John (Frère Jaques)' by using the {repeat} command of course! - example_code: | - **Warning! This code needs to be debugged!** - ``` - Are you sleeping? - Brother John! - Morning bells are ringing! - Ding, dang, dong! - ``` - 8: - story_text: |- - ### Exercise - Debug this code. Good luck! + Surprise! This program looks more like an output than a code. And yet, we don't want you to just add `{print}` commands in front of each line. + Fix this program to turn it into the nursery rhyme 'Brother John (Frère Jaques)' by using the {repeat} command of course! + 8: example_code: | **Warning! This code needs to be debugged!** ``` @@ -963,9 +285,6 @@ adventures: {print} 'Thank you! Byebye!' ``` 9: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -988,9 +307,6 @@ adventures: price = amount * 6 {print} 'That will be 'price dollar' please' 10: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1039,9 +355,6 @@ adventures: print month i ``` 12: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1067,9 +380,6 @@ adventures: call greet_costumer ``` 13: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1099,9 +409,6 @@ adventures: print 'No problem!' ``` 14: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1148,9 +455,6 @@ adventures: else 'no problem' 15: - story_text: |- - ### Exercise - Debug this random children's story. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1185,10 +489,6 @@ adventures: print The End ``` 16: - story_text: |- - ### Exercise - Debug this code. Good luck! - Tip: Make sure that you only see your score once in the end. example_code: | **Warning! This code needs to be debugged!** ``` @@ -1207,9 +507,6 @@ adventures: ``` 17: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1242,9 +539,6 @@ adventures: print 'Thanks for ordering!' ``` 18: - story_text: |- - ### Exercise - Debug this Old MacDonald program from level 16. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1270,28 +564,6 @@ adventures: levels: 1: story_text: "ในเลเวลที่ 1 นี้ คุณสามารถใช้คำสั่ง `{print}`, `{ask}` and `{echo}`.\n พิมพ์โค้ดในกล่องข้อความ หรือกดปุ่มสีเขียวในตัวอย่างโค้ด แล้วโค้ดตัวอย่างจะปรากฏในกล่องข้อความโดยที่คุณไม่ต้องพิมพ์\n ลองสั่งให้โค้ดทำงานด้วยปุ่ม 'Run code' ใต้กล้องข้อความ\n\nคุณสามารถแสดงข้อความบนหน้าจอด้วยคำสั่ง `{print}` \n" - example_code: | - ``` - {print} Hello world! - ``` - 2: - story_text: | - Congratulations! You've reached level 2. Hopefully you've already made some awesome codes! - In the first level you might've notice that the `{echo}` command can only save one bit of information at a time. - For example in the restaurant adventure, you could echo what the costumer wanted to eat, or what they wanted to drink, but not both in one sentence. - - That changes in level 2. In level 2 you'll learn to work with variables, that allow you to save multiple pieces of information and print them in any place you want. - So let's go to the next tab! - example_code: | - **Warning! This code does not work!** - In Hedy commands will change sometimes. `{echo}` for example only works in level 1. In this level you'll learn a better way to echo answers back. - ``` - {print} Welcome at Hedy's - {ask} What would you like to eat? - {echo} So you want - {ask} what would you like to drink? - {echo} So you want - ``` 3: story_text: | ในเลเวล 3 นี้ เราจะสร้างลิสท์ และให้คอมพิวเตอร์เลือกของจากลิสท์ได้แบบสุ่ม โดยใช้คำสั่ง `{at} {random}`. @@ -1367,20 +639,6 @@ adventures: {print} 'INTRUDER!' {print} 'You cannot use this computer!' ``` - 9: - story_text: | - Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... - Good news! In this level you will be allowed to put an {if} inside an {if}, or inside a {repeat} command. Putting a block of code inside another block of code is called nesting. ``` Putting a block of code inside another block of code is called nesting. - example_code: | - ``` - answer = {ask} 'Are you ready to learn something new?' - {if} answer {is} yes - {print} 'Great! You can learn to use the repeat command in the if command!' - {print} 'Hooray!' - {print} 'Hooray!' - {print} 'Hooray!' - {else} - {print} 'Maybe you should practice some more in the previous level' 10: story_text: |- In this level we learn a new code called `{for}`. With `{for}` you can make a list and use all elements. @@ -1391,10 +649,6 @@ adventures: {for} animal {in} animals {print} 'I love ' animal ``` - 11: - story_text: | - You have reached level 11, you're doing great! In the higher levels, Hedy is focussing more and more on teaching you the programming language Python. - In Python there is no `{repeat}` command, but there is a command that works like {repeat}. Are you curious to find out how to say `{repeat}` in Python language? Quickly go on to find out! 12: story_text: |- **Decimal numbers** @@ -1474,31 +728,13 @@ adventures: We arrived at real Python code! That means we need to use parentheses with {print} and {range} from now on. {print}('My name is ', name) dice: - name: Dice - default_save_name: Dice - description: Make your own dice levels: 3: - story_text: | - In this level we can choose from a list. With that we can let the computer choose one side of the die. - Take a look at the games you have in your closet at home. - Are there games with a (special) die? You can also copy it with this code. - For example, the dice of the game Earthworms with the numbers 1 to 5 and an earthworm on it. - - ![Die of earthworms with 1 to 5 and an earthworm on it](https://cdn.jsdelivr.net/gh/felienne/hedy@24f19e9ac16c981517e7243120bc714912407eb5/coursedata/img/dobbelsteen.jpeg) example_code: | ``` choices {is} 1, 2, 3, 4, 5, earthworm {print} choices {at} {random} ``` - story_text_2: | - ### Exercise - The dice in the example above are dice for a specific game. Can you make normal dice? - Or other special dice from a different game? - example_code_2: | - ``` - choices {is} _ - ``` 4: story_text: | In this level we can make sentences with the die value in the sentence, with quotes of course. @@ -1555,33 +791,7 @@ adventures: {print} player ' throws ' choices {at} {random} {sleep} ``` - 15: - story_text: | - ### Exercise - In this level you can create a little game in which you'll have to throw 6 as fast as possible. - We have started the code, it's up to you to get the game to work! - - Firstly, add a `{while}` loop that checks if 6 has been thrown or not. - As long as you haven't thrown 6 already, throw the dice on a random number. - Print what the player has thrown. - Add a try to the amount of tries - Wait a second before you throw again, or - in case you've thrown a 6 - before the game ends. - example_code: | - ``` - options = 1, 2, 3, 4, 5, 6 - {print} 'Throw 6 as fast as you can!' - thrown = 0 - tries = 0 - _ - _ - _ - _ - _ - {print} 'Yes! You have thrown 6 in ' tries ' tries.' - ``` dishes: - name: Dishes? - default_save_name: Dishes description: Use the computer to see who does the dishes (Start at level 2) levels: 3: @@ -1604,13 +814,6 @@ adventures: Can you complete the code by filling the blanks? Every blank must be replaced with one word of symbol. Tip: Don't forget the quotation marks! - example_code: | - ``` - people {is} mom, dad, Emma, Sophie - {print} _ the dishes are done by _ - {sleep} - {print} people {at} _ - ``` 5: story_text: | With the `{if}` you can now have more fun with choice in the program. You can have your program respond to the choice that the computer has made. @@ -1624,20 +827,6 @@ adventures: {if} dishwasher {is} Sophie {print} _ too bad I have to do the dishes _ {else} {print} 'luckily no dishes because' _ 'is already washing up' ``` 6: - story_text: | - How often is everyone going to do the dishes? Is that fair? You can count it in this level. - example_code: | - ``` - people = mom, dad, Emma, Sophie - emma_washes = 0 - dishwasher = people {at} {random} - {print} 'The dishwasher is' dishwasher - {if} dishwasher {is} Emma emma_washes = emma_washes + 1 - {print} 'Emma will do the dishes this week' emma_washes 'times' - ``` - - Now you can copy lines 3 to 5 a few times (e.g. 7 times for a whole week) to calculate for a whole week again. - Do you make the code for the whole week? story_text_2: | If you are extremely unlucky the previous program might choose you to to the dishes for the whole week! That's not fair! To create a fairer system you can use the `{remove}` command to remove the chosen person from the list. This way you don't have to do the dishes again untill everybody has had a turn. @@ -1666,22 +855,10 @@ adventures: 10: story_text: | In this level you could make an even better dish washing shedule. - example_code: | - ``` - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - ``` elif_command: - name: '{elif}' - default_save_name: elif description: elif levels: 17: - story_text: | - In this level you can also use a new command: `{elif}`. `{elif}` is a combination of the keywords `{else}` and `{if}` and you need it when you want to make 3 (or more!) options. - Check it out! example_code: | ``` prices = ['1 million dollars', 'an apple pie', 'nothing'] @@ -1695,67 +872,14 @@ adventures: {print} 'Better luck next time..' ``` for_command: - name: '{for}' - default_save_name: for description: for command levels: - 10: - story_text: |- - ## For - In this level we learn a new code called `{for}`. With `{for}` you can make a list and use all elements. - `{for}` creates a block, like `{repeat}` and `{if}` so all lines in the block need to start with 4 spaces. - example_code: | - ``` - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - ``` - story_text_2: | - ### Exercise - Finish this code by adding `{for} action {in} actions` to line 2. - example_code_2: | - ``` - actions = clap your hands, stomp your feet, shout Hurray! - _ - {repeat} 2 {times} - {print} 'If youre happy and you know it, ' action - {sleep} 2 - {print} 'If youre happy and you know it, and you really want to show it' - {print} 'If youre happy and you know it, ' action - {sleep} 3 - ``` 11: story_text: |- In this level, we add a new form of the `{for}`. In earlier levels, we used `{for}` with a list, but we can also use `{for}` with numbers. We do that by adding a variable name, followed by `{in}` `{range}`. We then write the number to start at, `{to}` and the number to end at. Try the example to see what happens! In this level again, you will need to use indentations in lines below the `{for}` statements. - example_code: | - ``` - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - ``` - 17: - story_text: | - Now we are going to change indentation a little bit. Every time that we need an indentation, we need `:` at the line before the indentation. - example_code: | - ``` - {for} i {in} {range} 1 {to} 10: - {print} i - {print} 'Ready or not, here I come!' - ``` - 18: - story_text: | - Lastly, we'll turn `{for} i {in} {range} 1 to 5` into real Python code, like this: - example_code: | - ``` - {for} i {in} {range}(1,5): - {print} (i) - ``` fortune: - name: Fortune teller - default_save_name: Fortune Teller - description: Let Hedy predict the future levels: 1: story_text: | @@ -1782,26 +906,10 @@ adventures: story_text: | In the previous levels you've created your first fortune telling machine, but Hedy couldn't really predict anything, only {echo}. In this level you can use a variable and the `{at} {random}` command to really let Hedy choose an answer for you. Check out this code for instance: - example_code: | - ``` - {print} I’m Hedy the fortune teller! - question {is} {ask} What do you want to know? - {print} This is what you want to know: question - answers {is} yes, no, maybe - {print} My crystal ball says... - {sleep} 2 - {print} answers {at} {random} - ``` story_text_2: | ### Exercises Now, Hedy can only answer yes, no or maybe. Can you give Hedy more answer options, like 'definitely' or '{ask} again'. 4: - story_text: | - ### Exercise - We have removed all the quotation marks from this example code, can you add them in all the right places? - - ### Exercise 2 - Go back to the previous level and copy your fortune teller code. Make the code work in this level by adding quotation marks in the right spots. example_code: | ``` {print} 'Im Hedy the fortune teller!' @@ -1908,27 +1016,8 @@ adventures: {print} fortunes {at} {random} ``` functions: - name: functions - default_save_name: functions - description: functions levels: 12: - story_text: | - In this level you'll learn how to use **functions**. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. - To create a function, use `{define}` and give the function a name. Then put all the lines you want in the function in a indented block under the `{define}` line. - Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use {call} with the function's name to call it up! We don't have to type that block of code again. - - Check out this example code of a game of Twister. The function 'turn' contains a block of code that chooses which limb should go where. - - ### Exercise - Finish this code by setting the 2 variables chosen_limb and chosen_color. - Then, choose how many times you want to call the function to give the twister spinner a spin. - - ### Exercise 2 - Improve your code by adding a variable called 'people'. Use the variable to give all the players their own command in the game. - For example: 'Ahmed, right hand on green' or 'Jessica, left foot on yellow'. example_code: | ``` sides = 'left', 'right' @@ -1965,25 +1054,7 @@ adventures: I dreamed that my Bonnie is dead Can you program this verse in the same way as the example? - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - ``` 14: - story_text: | - In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. - You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - - For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - - ### Exercise - Finish this code. We have already made the variable new_price for you, you only need to set it. - You should finish the line of code by calling the function that calculates the new price. example_code: | ``` {define} calculate_new_price {with} amount, percentage @@ -1997,251 +1068,13 @@ adventures: new_price = _ calculate_new_price {with} old_price, _ {print} 'The new price is ' new_price ' dollar' ``` - 18: - story_text: | - Let's make functions the Pythons way! To define a function, we no longer use: - - `{define} name_function {with} argument_1, argument_2:` - - but we use: - - `{def} name_function(argument_1, argument_2):`. - - - If you don't want to use arguments, you just leave the space between the parantheses empty. - To call a function, we don't need the `{call}` command anymore. You just type the name of the function. - example_code: | - ``` - {def} calculate_score(answer, correct_answer): - {if} answer == correct_answer: - score = 1 - {elif} answer == '?': - score = 0 - {else}: - score = -1 - {return} score - - answer = {input} ('Where can you find the Eiffel Tower?') - correct_answer = 'Paris' - score = calculate_score(answer, correct_answer) - {print} ('Your score is... ', score) - ``` - guess_my_number: - name: Guess my number - default_save_name: guess my number - description: guess my number - levels: - 14: - story_text: | - In this level you can program the game 'Guess my number' - - ### Exercise - Fill in the correct symbols on the blanks to get the game to work. - example_code: | - ``` - {print} 'Guess my number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess _ number - {print} 'Lower!' - {if} guess _ number - {print} 'Higher!' - {if} guess _ number - {print} 'You win!' - game = 'over' - ``` - hangman: - name: Hangman - default_save_name: Hangman - description: Guess the word - levels: - 17: - story_text: | - In this adventure we program a game of hangman. First we make some preparations, then we program the game and in the third part we add a drawing with the turtle. - - ### Exercise - ***Set the variables*** In this game of hangman, Player 1 chooses an answer and Player 2 has to guess the letters in this answer. - To let the computer know all the letters in the word, we will turn the answer into a list of letters. We also do this with the guesses Player 2 makes. - We will start the game with 2 empty lists. We have made an empty list for the variable answer for you. Now make an empty list for guessed_letters as well. - Then we fill in how many mistakes were made. At the start of the game, this should be 0. - The variable `amount_letters` tells us how many letters are in the answer. Ask Player 1 to tell us how many letters their word has. - Lastly we tell the computer if the game is over. We use the variable `game_over` and set it to `False`. - - ***Choosing the answer*** We want Player 1 to be able to choose the answer. We'll ask them, as many times as necessary, what the next letter is. - Then we add that letter to the answer. Lastly, we add an empty _ to the list of guessed letters, so we get as many _s as there are letters in the answer. - - ***Player 2's turn*** - Tell Player 2 its their turn. Then tell Player 2 how many letters there are in the answer. Finally, print the list of `guessed_letters`. - - ***Go to the next tab*** Now that all the starting variables are set, we can start programming the game itself. Check out the next tab to learn how! - example_code: | - ``` - print 'Hangman!' - - # Set the variables - answer = [] - guessed_letters = _ - mistakes_made = _ - amount_letters = {ask} _ - _ = 'False' - - # Choosing the answer - {for} _ - letter = {ask} 'Player 1, what is letter ' i '?' - _ - {add} '_' {to} _ - - # Player 2 turn - print _ - print _ - print guessed_letters - ``` - hangman_2: - name: Hangman 2 - default_save_name: Hangman_2 - description: Hangman 2 - levels: - 17: - story_text: | - Now it's time to program the hangman game. - - ### Exercise - - ***Paste your code*** Copy your code from the previous tab and paste the code in the programming field. - - ***The game*** This games continues playing until Player 2 is game over. Fill in the while command accordingly. Now, Player 2 is allowed to guess a letter, so ask Player 2 to guess a letter. - We need to check if their answer is correct, so check if their `guess` is (somewhere) in the (list) `answer`. Then we let the computer figure out which of the letter(s) is the guess. We have already programmed that part for you. - Next we want to compliment the player for finding a correct letter and we want to print the list `guessed_letters`, so the player can see their progress. - - The next part we're going to program is what happens when the player has guessed all of the letters. So if their list of `guessed_letters` is the same as our list `answer`. - If the lists are the same, congratulate Player 2 with their victory and set the variable `game_over` to `True`. - - Next we'll program what happens when Player 2 guesses wrong (so the `{else}` command). First, tell the player that their guess was wrong. Then increase the `mistakes_made` variable by 1. - - For the last part we'll program what happens when Player 2 has made 10 mistakes. We'll print that Player 1 has won the game. Then we'll print the correct answer. And finally, we'll set our `game_over` variable to `True`, so the game stops. - - ***Go to the next tab*** Amazing work! Your game is playable, but wouldn't it be fun if the hangman was actually drawn when Player 2 makes a mistake..? - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - guess = _ - {if} _ - {for} i {in} {range} 1 {to} amount_letters: - if answer[i] == guess: - guessed_letters[i] = guess - {print} _ - {if} guessed_letters == _: - {print} _ - game_over = _ - {else}: - {print} _ - mistakes_made _ - {if} _ == 10: - {print} _ - {print} _ - _ - ``` - hangman_3: - name: Hangman 3 - default_save_name: Hangman_3 - description: Hangman 3 - levels: - 17: - story_text: | - In a game of hangman the mistakes are shown by drawing a part of the hangman each time a mistake has been made. - We now add those drawings with our turtle! - - ### Exercise - ***Create a function that draws the hangman*** Create a function that draws the hangman in 10 steps. We have already made step 1 for you. - - ***Test the function*** Test the function by calling the function with 10. If you are happy with the function, remove the line that calls the function for now. We will call the function when the player makes a mistake. - - ***Paste your hangman game under your function*** Go back to the previous tab and copy your hangman game. Paste the game underneath your function. - - ***Call the function when the player makes a mistake*** Under the line `mistakes_made = mistakes_made + 1` we will call the function. We want the turtle to take the same amount of steps as the player has made mistakes, so we call the function with `mistakes_made` as argument. - - ***Enjoy your game!*** -
- The hangman could look like this -
- example_code: | - ``` - # Create a function that draws the hangman - {define} draw_hangman {with} step: - {if} step == 1: - {color} white - {forward} -100 - {turn} 90 - {forward} -50 - {color} black - {forward} 100 - {forward} -50 - - {if} step == 2: - _ - # Paste your hangman game here - - ``` - harry_potter: - name: Harry Potter - default_save_name: Harry Potter - description: Harry Potter adventures - levels: - 10: - story_text: | - ### Exercise - We can also make a Harry Potter themed fortune teller. Fill in blanks such that 9 lines are printed. - **Extra** Change the theme of the fortune teller into something else, such as your favorite book, film or tv show. - example_code: | - ``` - houses = Gryffindor, Slytherin, Hufflepuff, Ravenclaw - subjects = potions, defence against the dark arts, charms, transfiguration - fears = Voldemort, spiders, failing your OWL test - names = Harry, Ron, Hermione - _ - _ {print} name ' is placed in ' houses {at} {random} - _ {print} name ' is great at ' subjects {at} {random} - _ {print} name 's greatest fear is ' fears {at} {random} - ``` haunted: - name: Haunted House - default_save_name: Haunted House - description: Escape from the haunted house levels: 1: - story_text: | - In this adventure you are working towards making a game in which you have to escape from a haunted house by picking the correct door. - If you pick the right door you'll survive, but if not a terrible monster might... - - In level 1 we start our haunted house game by making up a scary story and ask the player what monster they'll see in the haunted house. - example_code: | - ``` - {print} How did I get here? - {print} I remember my friend telling me to go into the old mansion... - {print} and suddenly everything went black. - {print} But how did I end up on the floor...? - {print} My head hurts like Ive been hit by a baseball bat! - {print} What's that sound? - {print} Oh no! I feel like Im not alone in this house! - {print} I need to get out of here! - {print} There are 3 doors in front of me.. - {ask} Which door should i pick? - {echo} I choose door - {print} ...? - ``` story_text_2: | ### Exercise Can you finish the scary story? Or make up your own haunted house story? 2: - story_text: | - In this haunted house you can choose your monsters with emojis. Of course you could also use words. example_code: | ``` monster_1 {is} 👻 @@ -2253,10 +1086,6 @@ adventures: {print} Oh no! Quickly get to the kitchen. {print} But as you enter monster_3 attacks you! ``` - story_text_2: | - ### Exercise - In the example above the monsters are predetermined. So each time you run your code, the output is the same. - Can you add `{ask}` commands to make the haunted house interactive and have the players choose the monsters they come across? example_code_2: | ``` monster_1 {is} _ @@ -2273,17 +1102,6 @@ adventures: In the previous levels you've made an introduction to your haunted house game, but as you might have noticed the story would always have a dreadful end. In this level you can make your story more interactive by changing the outcome of the game; sometimes you'll get eaten, sometimes you'll escape! Let Hedy decide randomly! - example_code: | - ``` - _ Escape from the haunted house! - _ There are 3 doors in front of you... - _ _ _ Which door do you choose? - _ You picked door ... choice - monsters _ a zombie, a vampire, NOTHING YOUVE ESCAPED - _ You see... - {sleep} - _ _ _ _ - ``` 4: story_text: | In this level you learn how to use quotation marks in your games. @@ -2324,27 +1142,6 @@ adventures: ### Exercise Now it's very hard to win this game, can you make it easier to win? For example by only having 1 wrong door and 2 correct doors instead of 1 correct door and 2 wrong ones? - example_code: | - ``` - {print} 'Escape from the Haunted House!' - player = alive - doors = 1, 2, 3 - monsters = zombie, vampire, giant spider - {repeat} 3 {times} - {if} player {is} alive - correct_door {is} doors {at} {random} - {print} 'There are 3 doors in front of you...' - chosen_door = {ask} 'Which door do you choose?' - {if} chosen_door {is} correct_door - {print} 'No monsters here!' - {else} - {print} 'You are eaten by a ' monsters {at} {random} - player = dead - {else} - {print} 'GAME OVER' - {if} player {is} alive - {print} 'Great! You survived!' - ``` 11: story_text: | In this level we've changed the repeat command and we've added a line to our haunted house that tells the player in which room they are. @@ -2370,188 +1167,16 @@ adventures: {if} player {is} alive {print} 'Great! You survived!' ``` - 14: - story_text: | - ### Exercise - In this level you can use the `<` and `>` symbol to introduce lives to your game. - Make sure the player loses a life when they come across the wrong monster and that the game stops if you have no lives left. - example_code: | - ``` - {print} 'Escape from the haunted house' - lives = 3 - doors = 1, 2, 3 - monsters = 'the wicked witch', 'a zombie', 'a sleeping 3 headed dog' - {for} i {in} {range} 1 {to} 10 - {if} lives _ - good_door = doors {at} {random} - monster = monsters {at} {random} - chosen_door = {ask} 'Which door do you choose?' - {if} good_door == chosen_door - {print} 'You have chosen the correct door' - {else} - {print} 'You see...' monster - {if} monster == 'a sleeping 3 headed dog' - {print} 'Pffieuw.... Its asleep' - {else} - {print} 'You lose one life' - lives = _ - {else} - {print} 'GAME OVER' - ``` - 16: - story_text: | - ### Exercise - This haunted house game uses the connection between the lists you can use in this level. - For example: all the properties that belong to the zombie are first in all the lists, witch second and vampire third. - Check out the code and fill in `weapons[i]`, `monsters[i]` , `bad_fate[i]`, `good_fate[i]`, `hint[i]` on the correct blanks to get the code to work! - example_code: | - ``` - numbers = [1, 2, 3] - i = numbers[{random}] - hint = ['growling', 'a cackling laugh', 'fluttering batwings'] - monsters = ['zombie', 'witch', 'vampire'] - bad_fate = ['Your brain is eaten', 'You are forever cursed', 'You are bitten'] - good_fate = ['You throw the ham. The zombie is distracted and starts eating it.', 'You set the curtains on fire. The witch flees out of fear for the fire', 'The vampire hates garlic and flees'] - weapons = ['ham', 'lighter', 'garlic'] - {print} 'You are standing in front of an old mansion' - {print} 'Something is not right here' - {print} 'You hear ' _ - {print} 'You are going to explore it' - {print} 'You enter the kitchen and see a lighter, a raw ham and a garlic.' - your_weapon = {ask} 'What do you bring with you?' - {print} 'With your ' your_weapon ' you enter the living room' - {print} 'There you find a ' _ - needed_weapon = _ - {if} your_weapon == needed_weapon - {print} 'You use your ' your_weapon - {print} _ - {print} 'YOU WIN!' - {else} - {print} 'You have chosen the wrong weapon...' - {print} _ - {print} 'GAME OVER' - ``` - hotel: - name: hotel - default_save_name: hotel - description: hotel - levels: - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, and you've learned how to combine it with an {ask}. - You might have wondered why you would use functions, because the functions in the example were only one line of code. - Now we will show you what a bigger function looks like and we will use multiple agruments now as well. You'll see how much better it is to use a function once the function gets bigger. - Here is an example of a function with arguments combined with {ask} commands. - example_code: | - ``` - {define} welcome_message {with} title, last_name, country, room_number - {print} 'Welcome to Hotel Hedy, ' title ' ' last_name - nice_trip {is} {ask} 'Did you have a nice trip from, ' country '?' - {if} nice_trip {is} 'yes' - {print} 'Lovely!' - {else} - {print} 'Sorry to hear that.' - {print} 'Hopefully you can take a nice rest in you room.' - {print} 'Your room number is ' room_number - - {print} 'Hello. Please fill in your information to check in.' - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - ``` - - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 if_command: - name: '{if} & {else}' - default_save_name: if_command description: Introducing the if command levels: - 5: - story_text: | - ## If... else.... - In level 5 there is something new, the `{if}`! With the `{if}` you can choose between two different options. - This code prints nice if you enter Hedy as a name, and boo! if you enter something else. - `{ask}` and `{print}` still work like they did in level 4. - example_code: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' {else} {print} 'boo!' - ``` - story_text_2: | - Sometimes code with an `{if}` gets really long and does not fit on the line well.
You may also divide the code over two lines, starting the second line at the `{else}` like this: - example_code_2: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - ``` - story_text_3: | - ### Exercise - Try to create your own code with `{if}` and `{else}`. You can use the example code if you want. - example_code_3: | - ``` - answer {is} {ask} '2 + 2 = ?' - _ _ _ 4 _ 'Great job!' - _ _ 'No 2 + 2 = 4' - ``` - 8: - story_text: | - ## If... Else... - You have learned to repeat a block of lines of code after a `{repeat}` command. - Now you can also use indentation to make blocks after a {if} or {else} command. - Check out the example code. - - ### Exercise - Add an {else} command to the example code. Make a block of line using indentation. You do this by starting each line with 4 spaces. - example_code: | - ``` - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {print} 'You can play on your computer!' - ``` 9: story_text: | In this level you can also put an {if} command inside another {if} command. - example_code: | - ``` - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - ``` in_command: - name: '{in}' - default_save_name: in_command description: Introducing the in command levels: 5: - story_text: | - ## Lists - When we want to check if something is in a list, we can now use the `{in}` command. - This code prints pretty! if you choose green or yellow, and meh otherwise. - example_code: | - ``` - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - ``` - story_text_2: | - ### Exercise - Finish the example code by filling in the blanks with commands that you've learned. - When you've finished the code, try to create a code of your own and use a question that you've thought of yourself. example_code_2: | ``` animals is dog, cow, sheep @@ -2560,62 +1185,21 @@ adventures: _ _ 'My favorite animals are dogs, cows and sheep' ``` is_command: - name: '{is}' - default_save_name: is_command description: introducing is command levels: 2: - story_text: | - ## Variables - You can name a word with `{is}`. This is called a **variable**. In this example we made a variable called name and a variable called age. You can use the word name anywhere in your code and it will be replaced by Hedy, like this: - example_code: | - ``` - name {is} Hedy - age {is} 15 - {print} name is age years old - ``` story_text_2: | ### Exercise Time to make your own variables! In the example code we made an example of the variable `favorite_animal`. In line 1 the variable is set, and in line 2 we haved used the variable in a print command. Firstly, finish our example by filling in your favorite animal on the blank. Then make at least 3 of these codes yourself. Pick a variable, and set the variable with the {is} command. Then use it with a {print} command, just like we did. - example_code_2: | - ``` - favorite_animal {is} _ - {print} I like favorite_animal - ``` - 6: - story_text: | - We also make a change in storing a word in a variable! You may now use `=` instead of `{is}` when we store a name or a number in a variable, like this: - example_code: | - ``` - name = Hedy - answer = 20 + 4 - ``` 14: - story_text: | - We are going to learn more new items. You might know them already from mathematics, the `<` and `>`. - The `<` checks if the first number is smaller than the second, for example age `<` 12 checks if age is smaller than 12. - If you want to check if the first number is smaller or equal to the second, you can use `<=`, for example age `<=` 11. - The `>` checks if the first number is bigger than the second, for example points `>` 10 checks if points is larger than 10. - If you want to check if the first number is bigger or equal to the second, you can use `>=`, for example points `>=` 11. - You use these comparisons in an `{if}`, like this: example_code: | ``` age = {ask} 'How old are you?' {if} age > 12 {print} 'You are older than I am!' ``` - story_text_2: | - From this level on, if you want to compare exactly, you can use two equal signs. This is what most programming languages do: - example_code_2: | - ``` - name = {ask} 'What is your name?' - {if} name == 'Hedy' - {print} 'You are cool!' - ``` - story_text_3: | - You can also compare if something is *not* equal to something else using `!=` like this: example_code_3: | ``` name = {ask} 'What is your name?' @@ -2628,56 +1212,13 @@ adventures: {else} {print} 'You are older than me!' language: - name: Language - default_save_name: Language - description: Practice words in a foreign language levels: 5: story_text: | Make your own program to practice your vocabulary in a new language. - example_code: | - ``` - {print} 'Learn French!' - cat {is} {ask} '🐱' - {if} cat {is} chat {print} 'Terrific!' - {else} {print} 'No, cat is chat' - frog {is} {ask} '🐸' - {if} frog {is} grenouille {print} 'Super!' - {else} {print} 'No, frog is grenouille' - ``` - 16: - story_text: | - ### Exercise - Take a look at the example code. This is a program to practise French vocabulary. Now make your own program to practice your vocabulary in a new language. - If you don't know any other languages, you can use Google translate or you can use emojis and your native language. - example_code: | - ``` - french_words = ['bonjour', 'ordinateur', 'pomme de terre'] - translation = ['hello', 'computer', 'potato'] - score = 0 - {for} i {in} {range} 1 {to} 3 - answer = {ask} 'What does ' french_words[i] ' mean?' - correct = translation[i] - {if} answer == correct - {print} 'Correct!' - score = score + 1 - {else} - {print} 'Wrong, ' french_words[i] ' means ' translation[i] - {print} 'You gave ' score ' correct answers.' - ``` maths: - name: maths - default_save_name: maths - description: Introducing maths levels: 6: - story_text: | - In this level you learn something new: you can now also calculate. - - The plus is easy, you write it like with math: `5 + 5` for example. The minus also works fine, it is `5 - 5`. - - The times is a bit different, because there is no times symbol on your keyboard. Just search, there really isn't! - That is why we multiply with the asterisk above 8: `5 * 5`. Read that as "5 times 5" that helps you remember it best. example_code: | ``` {print} '5 plus 5 is ' 5 + 5 @@ -2685,17 +1226,6 @@ adventures: {print} '5 times 5 is ' 5 * 5 ``` 12: - story_text: |- - **Decimal numbers** - So far, Hedy did not allow for decimal numbers like 1.5, but now we do allow that. Note that computers use the `.` for decimal numbers. - example_code: | - ``` - {print} 'Two and a half plus two and a half is...' - {print} 2.5 + 2.5 - ``` - story_text_2: |- - **Maths with words** - In this level you can also do addition with words like this: example_code_2: | ``` a = 'Hello ' @@ -2705,414 +1235,15 @@ adventures: {print} 2.5 + 2.5 music: - name: music - default_save_name: music - description: Play a tune! levels: - 1: - story_text: |- - In this level you'll learn how to use the `{play}` command to play a tune! - - Type `{play}` followed by the note you want to play. The scale goes C-D-E-F-G-A-B. - As you can see there are 7 different letters, but we can play more than just 7 notes. - Type a number between 1 and 10 behind the letter to choose the scale, for example after B4 comes C5. - C1 is the lowest note you can play, C10 is the highest. - - ### Exercise - Try out the example code and then play around with it! Can you create your own melody? - In the next level you'll learn how to play some existing songs. - example_code: |- - ``` - {play} C4 - {play} D4 - {play} E4 - {play} F4 - {play} G4 - {play} A4 - {play} B4 - {play} C5 - ``` - 2: - story_text: | - ### Exercise - Finish the songs! We have started the codes for some melodies. - example_code: | - ``` - {print} Old Mac Donald had a farm - {play} C5 - {play} C5 - {play} C5 - {play} G4 - {play} A4 - {play} A4 - {play} G4 - ``` - story_text_2: As you can see, you can also use the `{sleep}` command to add a little pause in the song. - example_code_2: | - ``` - {print} Twinkle Twinkle Little Star - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} 1 - {play} F - {play} F - ``` - 3: - story_text: | - Create a random melody! - - ### Exercise - The example code creates a random melody, but it's very short and not many notes are used. - Add more notes to the list and create a longer melody by copying the last line a couple more times. - example_code: | - ``` - notes {is} A4, B4, C4 - {play} notes {at} {random} - {play} notes {at} {random} - {play} notes {at} {random} - ``` - 4: - story_text: | - Use the `{clear}` command to create a karaoke machine! - - ### Exercise - Finish the karaoke version of 'Mary had a little lamb'. - Then, create a karaoke version of any song you'd like! - example_code: | - ``` - {print} 'Mary had a little lamb' - {play} E - {play} D - {play} C - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Little lamb, little lamb' - {play} D - {play} D - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Mary had a little lamb' - {play} E - ``` - 5: - story_text: | - You don't always have to use the `{play}` command to play a whole song, sometimes you just want to play one note. - For example, if you want to make a quiz, you can play a happy high note if the answer is right and a sad low note if the answer is wrong. - - ### Exercise - Finish the first question by adding a line of code that plays a C3 note if the wrong answer is given. - Then think of 3 more questions to add to this quiz. - example_code: | - ``` - answer {is} {ask} 'What is the capital of Zimbabwe?' - {if} answer {is} Harare {play} C6 - _ - ``` 6: story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\n This calls for musical maths! Try out the example code a couple of times with different starting numbers. \nThen, see if you can compose a song using the numbers.\n" - example_code: | - ``` - number = {ask} 'Say a starting number between 1 and 67' - {print} number - {play} number - number = number + 1 - {print} number - {play} number - number = number + 1 - {print} number - {play} number - ``` - 7: - story_text: | - Using the `{repeat}` command can make your codes for melodies a lot shorter! - - ### Exercise - Finish the code for Twinkle Twinkle Little Star by using the `{repeat}`command. - Then go back to the songs you've made in the previous levels. Can you shorten those codes too? - example_code: | - ``` - {print} 'Twinkle Twinkle Little Star' - {repeat} 2 {times} {play} C4 - {repeat} 2 {times} {play} G4 - _ - ``` - 8: - story_text: | - Now that we can use the `{repeat}` command for multiple lines, we can make songs even more easily! - - ### Exercise - Finish the song of Brother John (Frère Jacques). Don't forget to use `{repeat}`! - example_code: | - ``` - {print} 'Brother John' - {repeat} 2 {times} - {play} C - {play} D - {play} E - {play} C - {repeat} 2 {times} - {play} E - {play} F - {play} G - {sleep} 1 - ``` - 9: - story_text: | - From this level on you can - among other things - use a {repeat} command inside a {repeat} command. - That makes songs like 'Happy birthday' even shorter! - - ### Exercise - Finish the song! - example_code: | - ``` - first_time = yes - {repeat} 2 {times} - {repeat} 2 {times} - {play} C - {play} D - {play} C - {if} first_time {is} yes - {play} F - {play} E - first_time {is} no - {else} - _ - ``` - 12: - story_text: | - Use functions in your songs! As you can see in the example code, you can make a function for each line of Twinkle Twinkle Little Star. Once you've programmed the first three lines, all you have to do is call the functions in the order you want them played in. - - ### Exercise - Finish the song of Twinkle Twinkle Little Star. - Then look back at all the songs you've programmed in the levels before, can you make those codes better and shorter using functions too? - example_code: | - ``` - {define} first_line - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} - - {define} second_line - {play} F - {play} F - {play} E - {play} E - {play} D - {play} D - {play} C - {sleep} - - {define} third_line - {play} G - {play} G - {play} F - {play} F - {play} E - {play} E - {play} D - {sleep} - - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - ``` - 13: - story_text: | - You can use a function with an argument for songs that have line that are almost the same, but slightly different each time. - One example is the song 'Yankee Doodle'. The first 4 notes of the first lines are the same, but each time they are followed by a different couple of notes. - - ### Exercise - Can you finish the song of Yankee Doodle? - Can you think of another song to program this way? - example_code: | - ``` - {print} 'Yankee Doodle' - {define} _ {with} note_1, note_2, note_3 - {play} C4 - {play} C4 - {play} D4 - {play} E4 - {play} _ - {play} _ - {play} _ - - {call} line_1 {with} 29, 31, 30 - {call} line_1 {with} 29, 28, 0 - {call} line_1 {with} 32, 31, 30 - - {play} C4 - {play} B3 - {play} G3 - {play} A3 - {play} B3 - {play} C4 - {play} C4 - ``` - 14: - story_text: | - You can program music for fun, but you can also use the musical notes to make something useful like a fire alarm! - - ### Exercise - Make sure the fire alarm rings when there is a fire! - example_code: | - ``` - {define} fire_alarm - {print} 'FIRE!' - note = 40 - {for} i {in} {range} 1 {to} 100 - {if} note _ 50 - note = note + 5 - {play} _ - {else} - note = 40 - - fire = {ask} 'Is there a fire?' - {if} fire _ 'yes' - {call} fire_alarm - ``` - 15: - story_text: | - **Warning** This adventure can become extremely annoying! - We can also use the {while} command to repeat a song forever. - - ### Exercise - Finish the never-ending song. - example_code: | - ``` - {define} song - {play} _ - - yes_or_no = {ask} 'Do you want to hear my never-ending song?' - {while} yes_or_no = 'yes' - {call} song - {print} '🥳' - ``` - 16: - story_text: | - Upgrade your Old MacDonald code! - - ### Exercise - Take your code from the 'Sing a Song' adventure and add musical notes to it! - You can make a function for each line in the song and call that function after the line is printed. - We defined the first line for you and called it in the code. Can you finish the whole song? - example_code: | - ``` - {define} line_1 - {for} i {in} {range} 1 {to} 3 - {play} G - {play} D - {for} i {in} {range} 1 {to} 2 - {play} E - {play} D - - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - for i in range 1 to 3 - animal = animals[i] - sound = sounds[i] - print 'Old MacDonald had a farm' - call line_1 - print 'E I E I O!' - _ - ``` - 17: - story_text: | - You can use the {elif} to create different options. - - ### Exercise - Firstly, add colons to get the code to work. - Then finish this code by adding at least 2 other songs for other moods. For example a happy song and an angry song. - example_code: | - ``` - {define} scary_song - {for} i {in} {range} 1 {to} 3 - {play} G - {play} E - {sleep} 2 - {for} i {in} {range} 1 {to} 3 - {play} F - {play} D - - mood = {ask} 'Which emotion are you feeling?' - {if} mood {is} 'fear' - {call} scary_song - {elif} _ - ``` - 18: - story_text: | - ### Exercise - Even in this last level of Hedy we can make some music! Be careful of all the syntax that is needed now. - Take a good look at how the functions are defined and called upon in the example code. - Finish the song! - example_code: | - ``` - {def} line_1(): - {for} i {in} {range}(1, 5): - {play} A - {play} D - {play} F - {play} A - - {def} line_2(): - {for} i {in} {range}(1, 5): - {play} G - {play} C - {play} E - {play} G - - {def} line_3(): - _ - - {print} ('The drunken sailor') - {print} ('What shall we do with the drunken sailor?') - line_1() - line_2() - line_3() - {print} ('Early in the morning') - ``` parrot: - name: Parrot - default_save_name: Parrot - description: Create your own online pet parrot that will copy you! levels: 1: - story_text: | - Create your own online pet parrot that will copy you! - example_code: | - ``` - {print} Im Hedy the parrot - {ask} whats your name? - {echo} - {echo} - ``` story_text_2: | ### Exercise Can you make the parrot ask a different question? Fill in the blanks in the example! - example_code_2: | - ``` - {print} Im Hedy the parrot - {ask} _ - {echo} - {echo} 2: story_text: | Create your own online pet parrot that will copy you! @@ -3145,15 +1276,6 @@ adventures: story_text: | In this level we have to use quotation marks with the commands `{ask}` and `{print}`. Can you complete the code by adding quotation marks? - example_code: | - ``` - words {is} squawk, Hedy - {print} _ Train your parrot! _ - new_word {is} {ask} _ Which word do you want to teach them? _ - {add} new_word {to_list} words - {print} _ 🧒 Say _ new_word _, Hedy!_ - {print} _ 🦜 _ words {at} {random} - ``` 5: story_text: | Reward your parrot if it says the correct word! @@ -3170,9 +1292,6 @@ adventures: {else} {print} '🧒 No, Hedy! Say ' new_word ``` piggybank: - name: Piggy Bank - default_save_name: Piggy Bank - description: Count your pocketmoney! levels: 12: story_text: | @@ -3189,10 +1308,6 @@ adventures: {print} 'You can buy a ' wish ' in ' weeks ' weeks.' ``` 14: - story_text: | - ### Exercise - In this level you can let Hedy tell you if you have saved up enough money! - Finish this code by filling in the blanks! example_code: | ``` _ calculate_budget with wish, money, allowance @@ -3212,45 +1327,7 @@ adventures: {call} calculate_budget with _, _, _ ``` pressit: - name: Key presses - default_save_name: Pressed - description: Try linking a keyboard key to a command! levels: - 5: - story_text: | - In this level there is another new keyword: `{pressed}`! - With `{pressed}` you can use keys on your keyboard to control what lines are used. - - ### Exercise - Look at the example and add one more line of code that reacts to a key press. - example_code: | - ``` - {print} 'Do you want a good (g) or bad (b) ending?' - {if} g {is} {pressed} {print} 'They lived happily ever after ❤' - {else} {print} 'The prince was eaten by a hippopotamus 😭' - ``` - story_text_2: | - You can also link turtle commands to keys. - - ### Exercise - Copy the lines a few times so you can create a larger drawing. - example_code_2: | - ``` - {if} y {is} {pressed} {forward} 15 - {else} {turn} 90 - ``` - 7: - story_text: | - Now that you have learned about `{repeat}`, we can press keys multiple times. - You can use it to make the turtle walk forward and turn. - - ### Exercise - The code you have seen in level 5 only checks the key once. Copy the example code and add a `{repeat}` to it, so that you can press the keys many times. - Use this code to draw something nice. - example_code: | - ``` - {if} x {is} {pressed} {forward} 15 {else} {turn} 90 - ``` 9: story_text: | Now that you know how to combine statements, you can create a touch type tool with `{pressed}`. @@ -3258,54 +1335,9 @@ adventures: ### Exercise Finish the code. Each time a random letter should be chosen, which you have to press. You get a point for a correct press, and and two points deduction for a wrong press. **(extra)** Clear the screen after each letter, and show the user how many points they have scored. - example_code: | - ``` - points = 0 - letters = a, b, c, d, e - {repeat} 10 {times} - letter = _ _ _ - {print} 'Press the letter ' letter - {if} letter {is} {pressed} - _ - _ - _ - ``` print_command: - name: '{print}' - default_save_name: print - description: Introduction print command levels: - 1: - story_text: | - ## The print command - You can print text to the screen using the `{print}` command. - example_code: | - ``` - {print} Hi there, programmer! - {print} Welcome to Hedy! - ``` - story_text_2: | - ### Exercise - In Hedy you will find exercises in every adventure. An exercise allows you to practise the new commands and concepts, and lets you give your own twist to the example codes. - In this exercise you will see a pink blank space. You have to fill something in the place of the blank space before the code can be run. - - Fill in the `{print}` command in the blank space and then add five more lines of code. Each line has to start with a `{print}` command. - Have fun! - example_code_2: | - ``` - _ Hello! - ``` 18: - story_text: |- - We arrived at real Python code! That means we need to use parentheses with `{print}` and `{range}` from now on. - It also means you can use Hedy code from this level in any Python environment as long as you use the English commands. If you haven't until now, you can switch the toggle in the commands menu to do so. - example_code: | - ``` - {print}('Hello!') - {for} i {in} {range}(1, 10): - {print}('This is line ', i) - ``` - story_text_2: If you want to print more than one item, you need to separate them by commas. example_code_2: | ``` temperature = 25 @@ -3313,158 +1345,13 @@ adventures: ``` {print}('My name is ', name) - quizmaster: - name: Quizmaster - default_save_name: Quizmaster - description: Make your own quiz! - levels: - 14: - story_text: | - ### Exercise - In this adventure you can make your own quiz! Fill in the blanks, add more questions and enjoy your own quiz! - You can make a quiz about anything you like: your hobby, your favorite animal, your favorite book or anything at all! - example_code: | - ``` - {print} 'Make your own quiz' - points_a = 0 - points_b = 0 - {print} 'Question' - {print} 'Answer option A' - {print} 'Answer option B' - answer = {ask} 'Which answer?' - {if} answer == 'A' - points_a = points_a + 1 - {if} answer == 'B' - points_b = points_b + 1 - {print} 'End of the quiz!' - {print} 'Lets see the results!' - {if} points_a > points_b - {print} 'You belong to the A club' - {if} points_b > points_a - {print} 'You belong to the B club' - ``` - quotation_marks: - name: '''quotation marks''' - default_save_name: quotation_marks - description: Introduction quotation marks - levels: - 4: - story_text: | - ## 'Quotation marks' - In level 4 `{ask}` and `{print}` have changed. - You must put text that you want to print between quotation marks. - This is useful, because now you can print all the words you want. Also the words you used to store something with `{is}`. - Most programming languages also use quotation marks when printing, so we are also getting a step closer to real programming! - example_code: | - ``` - {print} 'You need to use quotation marks from now on!' - answer {is} {ask} 'What do we need to use from now on?' - {print} 'We need to use ' answer - ``` - story_text_2: | - ## Contractions - Important! Mind that now that we're using quotation marks, Hedy will get confused when you use the apostrophe for contractions like I'm or What's. - Make sure to remove those apostrophes and change the spelling to I am or What is. - Check out the example code to see the wrong way of using apostrophes. - example_code_2: | - ``` - _ This is the wrong way of using apostrophes _ - {print} 'I'm babysitting my sister's kids' - {print} 'What's more fun than that?' - ``` - 12: - story_text: | - **All texts need to be in quotation marks** - For this level on you will also have to use quotation marks when storing a text with `=`: - example_code: | - ``` - name = 'Hedy the Robot' - {print} 'Hello ' name - ``` - story_text_2: | - **All items in lists need quotation marks too** - Lists are texts, so they need quotation marks too. Mind that each single item on the list has quotation marks. - This allows you to save two words as 1 item on the list, for example 'Black Widow'. - example_code_2: | - ``` - superheroes = 'Spiderman', 'Batman', 'Black Widow' - {print} superheroes {at} {random} - ``` - story_text_3: | - **All text after `{if}` comparisons need quotation marks too** - example_code_3: | - ``` - name = {ask} 'What is your name?' - {if} name = 'Hedy the Robot' - {print} 'Hi there!' - ``` - story_text_4: | - **Numbers don't need quotation marks** - For numbers, you do not use quotation marks in the `=`: - example_code_4: | - ``` - score = 25 - {print} 'You got ' score - ``` random_command: - name: '{random}' - default_save_name: random_command - description: introducing at random command levels: - 3: - story_text: | - ## At random - In this level you can make a list using the `{is}` command. You can let the computer choose a random item from that list. You do that with `{at} {random}`. - example_code: | - ``` - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - ``` - story_text_2: | - You can use the `{at} {random}` command in a sentence as well. - example_code_2: | - ``` - food {is} sandwich, slice of pizza, salad, burrito - {print} I am going to have a food {at} {random} for lunch. - ``` - story_text_3: | - ### Exercise - Try out the `{at} {random}` command by making your own gameshow (like the ones on tv) where you choose a door or suitcase and it contains a big price! - Can you do it? We have already put the first lines into the example code. - example_code_3: | - ``` - {print} The big gameshow! - {print} There are 3 suitcases in front of you... - chosen {is} {ask} Which suitcase do you choose? - prices {is} _ - _ - ``` 16: story_text: |- We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. For example: `friends[1]` is the first name on the list of friends, as you can see in the first part of the example code. The second part of the example code shows you that we can also match 2 lists using the variable i. - example_code: | - ``` - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - ``` - story_text_2: |- - Now that you've learned to use the brackets in lists, you can also start using the {at} {random} command in the Python way! - You simply type the name of your list with `[random]` behind it! - example_code_2: |- - ``` - fruit = ['apple', 'banana', 'cherry'] - {print} fruit[random] - ``` repeat_command: - name: '{repeat}' - default_save_name: repeat_command description: repeat command levels: 7: @@ -3474,23 +1361,6 @@ adventures: ### Exercise Play around with the repeat command. Can you make the happy birthday song in only 3 lines of code instead of 4 now? - example_code: | - ``` - {repeat} 3 {times} {print} 'Hedy is fun!' - ``` - 8: - story_text: | - ### Repeat commands and indentation - In this level you can repeat multiple lines of code with only 1 repeat command. - You do this by making a block of lines that you want to repeat. - The lines in this block will need **indentation** . - That means putting four spaces at the beginning of each line. You will also have to indent when you just want to create a block of one line. - example_code: | - ``` - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This is all repeated 5 times' - ``` 9: story_text: | Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... @@ -3506,55 +1376,15 @@ adventures: {else} {print} 'Maybe you should practice some more in the previous level' repeat_command_2: - name: '{repeat} 2' - default_save_name: repeat_command_2 description: repeat command 2 levels: 7: - story_text: | - ## Repeat with other commands and with variables - You have practiced the `{repeat}` command in combination with the `{print}` command now, but did you know you could also use other commands with `{repeat}` ? - In this example code you can see that `{repeat}` can also be used with an `{ask}`, `{if}` or `{else}` command. - example_code: | - ``` - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - ``` story_text_2: | Another interesting thing you can so with the `{repeat}` command is using variables to set the amount of times something should be repeated. In the example code you can see that we first ask the person how old they are. Then, in line 3, the question is repeated 'age' times. So we have used the variable 'age' with the `{repeat}` command. - example_code_2: | - ``` - {print} 'Yay! It is your birthday!' - age = {ask} 'How old are you now?' - {repeat} age {times} {print} 'Hip Hip Hurray!' - ``` - 8: - story_text: | - ### In the block or not? - In this level you have to think carefully which lines of code should be in the block and which shouldn't. - For example: If you want to sing the song *the muffin man*. You only want the line with 'the muffin man' to be repeated twice. - This means the last line shouldn't start with indentation as it doesn't belong to the block. - If you do start the last line with indentation the song will turn out wrong. - - ### Exercise - Each line in the example code starts with a blank. Remove the blanks and try to figure out which line need indentation and which don't to make the muffin man song. - example_code: | - ``` - _ {print} 'Do you know the muffin man?' - _ {repeat} 2 {times} - _ {print} 'The muffin man' - _ {print} 'Do you know the muffin man, who lives on Drury Lane?' - ``` restaurant: - name: Restaurant - default_save_name: Restaurant - description: Create your own virtual restaurant levels: 1: - story_text: | - In level 1 you can make your own virtual restaurant and take your guests' orders. story_text_2: | ### Exercise Can you think of more lines to add to your restaurant code? For example, can you {ask} the guests what they'd like to drink, tell them the price, or wish them a pleasant meal? @@ -3586,10 +1416,6 @@ adventures: ### Exercise Can you make this code more elaborate? For example by adding drinks to the order? Or...? 3: - story_text: | - Having trouble to decide what you wanna have for dinner? You can let Hedy choose for you! - Simply add lists of your favorite (or least favorite) meals and Hedy can randomly choose your dinner. - You can also have a bit of fun, by letting Hedy choose the price for your dinner as well! What will you get? example_code: | ``` {print} Welcome to Hedy's Random Restaurant! @@ -3624,19 +1450,6 @@ adventures: ### Exercise 2 Go back to the previous level and copy your restaurant code. Make the code work in this level by adding quotation marks in the right spots and add some `{clear}` commands. - example_code: | - ``` - _ Add the quotation marks to this code _ - {print} Welcome to Restaurant Chez Hedy! - {print} Today we are serving pizza or lasagna. - food {is} {ask} What would you like to eat? - {print} Great choice! The food is my favorite! - topping {is} {ask} Would you like meat or veggies on that? - {print} food with topping is on its way! - drinks {is} {ask} What would you like to drink with that? - {print} Thank you for your order. - {print} Your food and drinks will be right there! - ``` 5: story_text: | In this level the {if} command allows you to {ask} your customers questions and give different responses to the answers. @@ -3660,21 +1473,6 @@ adventures: 6: story_text: | In this level you can use maths to calculate the total price of your customer's order, which can make your virtual restaurant more realistic. - example_code: | - You can make a simple restaurant code, like this: - ``` - {print} 'Welcome to Restaurant Chez Hedy' - {print} 'Here is our menu:' - {print} 'Our main courses are pizza, lasagne, or spaghetti' - main = {ask} 'Which main course would you like?' - price = 0 - {if} main {is} pizza price = 10 - {if} main {is} lasagne price = 12 - {if} main {is} spaghetti price = 8 - {print} 'You have ordered ' main - {print} 'That will be ' price ' dollars, please' - {print} 'Thank you, enjoy your meal!' - ``` 7: story_text: | In this level you've learned how to use the {repeat} command to repeat a line of code a certain amount of times. @@ -3686,24 +1484,6 @@ adventures: {repeat} people times food = {ask} 'What would you like to eat?' {print} 'Thanks for your order! Its coming right up!' ``` - 8: - story_text: | - In this level you can make your virtual restaurant more elaborate by repeating multiple lines of code. Like this: - - ### Exercise - This code can be expanded with more items on the menu, for example offering drinks, and/or multiple courses or desserts. Add at least one more item. - **Extra** Add even more items, as many options as you like! - example_code: | - ``` - {print} 'Welcome to Restaurant Chez Hedy!' - people = {ask} 'How many people will be joining us today?' - {print} 'Great!' - {repeat} people {times} - food = {ask} 'What would you like to order?' - {print} food - {print} 'Thank you for ordering!' - {print} 'Enjoy your meal!' - ``` 9: story_text: | In this level you can use nesting to make your restaurant more realistic and more fun! @@ -3741,11 +1521,6 @@ adventures: food = {ask} 'What would you like to eat as your ' course '?' {print} food ' will be your ' course ``` - story_text_2: | - ### Exercise - Of course, you could also order for multiple people! - Can you add the correct amount of indentation before each line to make the code work properly? - Tip: some lines don't need any indentation at all. example_code_2: | ``` courses = appetizer, main course, dessert @@ -3806,32 +1581,10 @@ adventures: price = price - 3 {print} 'That will be ' price ' dollars' ``` - 15: - story_text: | - With the `{while}` you can make sure your costumers can keep adding orders until they are done. - - ### Exercise - Correctly add the `{while}` command to this code. - example_code: | - ``` - {print} 'Welcome at McHedy' - more = 'yes' - _ - order = {ask} 'What would you like to order?' - {print} order - more = {ask} 'Would you like to order anything else?' - {print} 'Thank you!' - ``` rock: - name: Rock, paper, scissors default_save_name: Rock - description: Make your own rock, paper, scissors game levels: 1: - story_text: | - In level 1 you can start with a rock, paper, scissors game. - - With `{ask}` you can make a choice, and with `{echo}` you can repeat that choice. example_code: | ``` {print} what do you choose? @@ -3839,16 +1592,6 @@ adventures: {echo} so your choice was: ``` Instead of using words, you could also use emojis of course: ✊✋✌ - story_text_2: | - ### Exercise - Instead of using words, you could also use emojis: ✊✋✌ - Can you create a code using emojis? - example_code_2: | - ``` - {print} what do you choose? - {ask} choose from _ - {echo} so your choice was: - ``` 2: story_text: | In this level you can practise using the variables, so that you can make the rock, paper, scissors game in the next level! @@ -3858,11 +1601,6 @@ adventures: {print} I choose choice ``` 3: - story_text: | - You can use the `{at} {random}` command to let the computer pick rock, paper or scissors! - - ### Exercise - Finish the code by using the `{at} {random}` command. example_code: | ``` choices {is} rock, paper, scissors @@ -3878,16 +1616,6 @@ adventures: {print} player 1 chooses... choices {at} {random} {print} player 2 _ ``` - 4: - story_text: | - In this level we can further program rock, paper, scissors. But if you want to add text, you have to use quotation marks here too. - ### Exercise - Fill in quotation marks on the blanks. Mind that the variable `choices` should be outside the quotes. - example_code: | - ``` - choices {is} rock, paper, scissors - {print} _The computer chooses..._ choices {at} {random} - ``` 5: story_text: | In this level we can determine who won. @@ -3954,9 +1682,6 @@ adventures: {print} 'The computer wins!' ``` 15: - story_text: | - ### Exercise - Play until you beat the computer! But first, finish the example code... example_code: | ``` won = 'no' @@ -3975,9 +1700,6 @@ adventures: won = 'yes' ``` rock_2: - name: Rock, paper, scissors 2 - default_save_name: rock_2 - description: Part 2 of rock, paper, scissors levels: 2: story_text: | @@ -3991,9 +1713,6 @@ adventures: {print} I choose choice ``` secret: - name: SuperSpy - default_save_name: SuperSpy - description: Make your own spy code levels: 12: story_text: | @@ -4016,164 +1735,14 @@ adventures: 13: story_text: | The code you made in the previous level can be made a lot easier in this one with the `{and}` command. - example_code: | - ``` - name = {ask} 'What is your name?' - password = {ask} 'What is your password?' - {if} name {is} 'Agent007' _ password {is} 'TOPSECRET' - {print} 'Go to the airport at 02.00' - {else} - {print} 'Go to the trainstation at 10.00' - ``` - simon: - name: Simon Says - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - Let's make a game of Simon Says! Simon Says is a memory game in which the player will be given a color. They have to repeat that color back. - If they get it right a color is added to the sequence, so they now have to remember 2 colors, then 3, then 4 etc. the game stops as soon as the player makes a mistake. - - ### Exercise - In this first part of the Simon Says adventure, we'll let the computer pick a random color and add it to a list. - - ***Make 2 lists*** First, make a list called `colors` and fill it with the colors red, yellow, green and blue. - Then make a list called `simon_sequence`. This list will be used as the answer. - At the start of the game this lists need to be empty. unfortunately, we can't create an empty list (yet), so we'll fill it with the words 'empty' and 'list' and we'll remove them from the list immediately. - - ***Create a function that adds a color to the sequence*** Now that we have an empty list called simon_sequence, we can start filling it with random colors. - We do that with a function, so we can call it everytime there's a new level in our game. Create a function called `add_random_color`. - Then create the variable random_color and set it to a random color. Next, add this random color to the simon_sequence. - - ***Create a function that shows the simon_sequence*** Start by naming the new function `show_simon_sequence` with `level` as an argument. Now we want to show as many colors as the level we are in (in level 1 you see 1 color, in level 2 you see 2 colors etc). - So we repeat `level` times, to print the `simon_sequence[i]`. Each time a color is shown, wait for 1 second and then clear the screen. - - ***Test your program*** Before you go to the next level, test if the functions are working by calling both of the functions. If they're working you should see a random color in your output screen. - Remove this testing part of your code, copy the code and continue to the next tab to learn more about the simon says game! - example_code: | - ``` - # Make 2 lists - colors = _ - _ = ['empty', 'list'] - {remove} _ {from} simon_sequence - {remove} _ - - # Create a function that adds a color - _ add_random_color - _ - {add} _ - - # Create a function that shows the simon_sequence - {define} _ - {for} i {in} {range} 1 {to} _ - {print} _ - _ - _ - - # Test your program - {call} _ - {call} show_simon_sequence {with} 1 - ``` - simon_2: - name: Simon Says 2 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - We'll continue with our Simon Says game! - - ### Exercise - ***Paste your code here*** Paste your code from the previous level here. Don't forget to remove the part that was just used for testing the functions. - - ***Create a function that creates the player_sequence*** The list `player_sequence` is used to capture the answers of the player. First we define the function with the argument level. - Next, we ask level times what the color is that they choose. We call that variable `answer`. Then we add the variable `answer` to the list player_sequence. - - ***Setting up the game*** Before we program the game in the next tab, we'll need some starting variables. First, we'll set the variable `level` to 1 and the variable `game_over` to False. - Then we make an introduction for the game. We'll print 'Welcome to Simon Says!' and clear the screen after 1 second. - - ***Continue to the next tab to finish the game!**** Don't forget to copy your code and take it with you to the next tab. - example_code: | - ``` - # Paste your code here - - - # Create a function that creates the player_sequence - {define} _ - {for} _ - _ 'What is color number ' i '?' - {add} answer {to} _ - - # Set up - level = _ - game_over = _ - {print} _ - _ 1 - _ - ``` - simon_3: - name: Simon Says 3 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - In this tab we'll program the game of Simon Says! - - ### Exercise - ***Paste your code*** Copy your code from the previous tab and paste it here. - - ***Program the game*** We start by making sure the game goes on while the game isn't over. Then we print what level the player is on, we use the variable level for that. We only show that for 1 second and then we clear the screen again. - Now, we have to create the empty list player_sequence. We've already programmed how to fill the list, with our function `player_sequence`, but we never made the list itself. To create the list we use the same trick as we did in the previous tab. - We'll make a list with the words 'empty' and 'list' on it, and then we remove both these words. Next, we'll call all of the 3 functions that we've created. - Lastly, we'll have to check if the player gave the correct answers (so if the player_sequence and the simon_sequence are the same). - If that's the case, we'll compliment the player. Wait for 1 second and increase the level with 1. - Did the player give the wrong answer, we'll tell them and end the game by setting game_over to 'True' - - ***Enjoy your game!*** Great job! Does your game not work? Use the ladybug button to debug your code! - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - {print} _ - _ - _ - _ = ['empty', 'list'] - {remove} _ - {remove} _ - {call} _ - {call} _ {with} _ - {call} _ {with} _ - {if} player_sequence == _ - _ - _ - _ - {else} - _ - game_over = _ - ``` sleep_command: - name: '{sleep}' - default_save_name: sleep_command description: introducing sleep command levels: 2: story_text: | ## The sleep command Another new command in this level is `{sleep}`, which pauses your program for a second. If you type a number behind the {sleep} command, the program pauses for that amount of seconds. - example_code: | - ``` - {print} My favorite colour is... - {sleep} 2 - {print} green! - ``` songs: - name: Sing a song! - default_save_name: Song - description: Print a song levels: 6: story_text: | @@ -4190,9 +1759,6 @@ adventures: ``` You can now repeat lines 2 to 9 as many times as you want by copying the lines. - story_text_2: | - This children's song counts down from 5 little monkeys to 1 monkey. - If you copy line 2 - 7 and paste it under the the code, you can sing the whole song! example_code_2: | ``` number = 6 @@ -4280,10 +1846,6 @@ adventures: Print the song Five little moneys jumping on the bed. Look up the text if you don't remember. **(extra)** Print the song Old MacDonald had a farm, and make sure all animals make a different sound, using an `{if}`. - example_code_2: | - ``` - monkeys = 5, 4, 3, 2, 1 - ``` 11: story_text: | In this level you can use the `{for} i {in} {range}` command to make songs that use counting. @@ -4298,292 +1860,21 @@ adventures: {else} {print} 'NO MORE MONKEYS JUMPING ON THE BED!' ``` - 12: - story_text: | - In this song we can make it even easier to program 'if you're happy and you know it, clap your hands'. Because we can put all of the actions in a variable, check it out: - - ### Exercise - Can you add the right amount of indentation to each line to make the song play correctly? - Hint: Not all lines need indentation. - example_code: | - ``` - _ actions = 'clap your hands', 'stomp your feet', 'shout Hurray!' - _ {for} action {in} actions - _ {for} i {in} {range} 1 {to} 2 - _ {print} 'if youre happy and you know it' - _ {print} action - _ {print} 'if youre happy and you know it and you really want to show it' - _ {print} 'if youre happy and you know it' - _ {print} action - ``` - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, but did you know that you could combine them with {ask} commands as well? - In this example we have changed the 'My Bonnie' program and made it interactive. You are now asked where Bonnie is. - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is ' place - - chosen_place = {ask} 'Where do you want Bonnie to be?' - synonym = {ask} 'What is another word for that?' - - {call} song {with} chosen_place - {call} song {with} synonym - {call} song {with} chosen_place - ``` - 16: - story_text: | - In this level, you can program a song like OldMacDonald even more quickly. You can connect the right animal to the right sound by simply putting them in the same place in the list. - The Drunken Sailor is also quickly made in this level. You only need 8 lines for the entire song, check it out! - - ### Exercise - Complete the Old MacDonald song by setting the variable `animal` to `animals[i]` and `sound` to `sounds[i]`. - example_code: | - ``` - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - {for} i {in} {range} 1 {to} 3 - animal = _ - sound = _ - {print} 'Old MacDonald had a farm' - {print} 'E I E I O!' - {print} 'and on that farm he had a ' animal - {print} 'E I E I O!' - {print} 'with a ' sound sound ' here' - {print} 'and a ' sound sound ' there' - {print} 'here a ' sound - {print} 'there a ' sound - {print} 'everywhere a ' sound sound - ``` - - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines - {for} i {in} {range} 1 {to} 3 - {print} line - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - 18: - story_text: | - In level 16 we made songs using lists. These programs however are no longer working properly in this level. The colons from level 17 and the brackets from level 18 still need to be added. - - ### Exercise 1 - The Drunken sailor song is given as sample code, but not yet working. - Can you make sure everything works again? To help you, we've put _ in the places of _some_ errors. - - ### Exercise 2 - Now also look up your Old MacDonald song from level 16, and correct it. - example_code: | - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines _ - {for} i {in} {range} 1 {to} 3 _ - {print} _ line _ - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` songs_2: - name: Sing a song! 2 - default_save_name: Song 2 - description: Sing a song 2 - levels: - 12: - story_text: | - Songs contain a lot of repetition. We can capture it with a function! - ### Exercise - Look at the example code with the function. Fill out the two lines so the full song is printed. - example_code: | - ``` - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} _ - ``` - 16: - story_text: | - ### Exercise - Finish the nursery rhyme! - example_code: | - ``` - number = ['one', 'two', 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'ten'] - object = ['on his drum', 'on his shoe', 'on his knee', 'on his door', 'on his hive', 'on his sticks', 'up in heaven', 'on his gate', 'on his vine', 'once again'] - - _ - {print} 'This old man' - {print} 'He played ' _ - {print} 'He played knick-knack ' _ - {print} 'With a knick-knack paddywhack' - {print} 'Give the dog a bone' - {print} 'This old man came rolling home' - {sleep} 8 - {clear} - ``` - story_text_2: | - ### Exersice 2 - Now create your own code for the nursery rhyme 'The wheels on the bus' on the same way! - example_code_2: | - ``` - object = ['wheels', 'doors', _] - movement = [ 'round and round', 'open and shut', _] - ``` - tic: - name: Tic-Tac-Toe - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - Let's program a game of tic-tac-toe! - - ### Exercise - In this adventure we'll start with creating an empty field. - - ***Create a list called field*** This list will be our playing field. This list is filled with 9 dots, since there are no x's and o's yet at the start of our game. - - ***Create a function that prints the field*** Firstly, clear the screen so the old playing fields will be removed. Then we print the first line of our Tic Tac Toe field. This line constists of the first 3 spots in our list field. - We have already programmed this line for you. Now finish the field by printing spot 4, 5, and 6 on the second row and spot 7, 8 and 9 in the third row. - - ***Call the function that prints the field*** Now call the function. -
- Run the code. Your output should look like this: -
- - ***Continue in the next tab*** In the next tab you'll learn how to program the game itself. - example_code: | - ``` - # Create a list called field - _ = ['.', '.', '.', '.', '.', '.', '.', '.', '.'] - - # Create a function that prints the field - {define} print_field - _ - {print} 'TIC TAC TOE' - {print} field[1] field[2] field[3] - _ - _ - - # Call the function - ``` - 17: - story_text: | - In the previous level you've learned how to make a tic-tac-toe game. The game works, but is quite annoying as it keeps asking you if you've won yet. - Now that we have the {elif} command, we can let the game decide if someone has won and it can stop asking us! - - ### Exercise - ***Paste your code*** Paste your code from the previous level here and make it level 17 proof. In this level you've learned to use a colon everytime you create a block of code. Please add the colons in the correct spots. - - ***Create a function that detects if someone's won*** We have started the function for you, paste it under the function `print_field` and finish the function. You can see that this first piece of code checks to see if spot 1, 2 and 3 are the same, because if they are you have 3 in a row. - It also checks if they are not a dot, because if they are, the line might have the same symbols on them, but that's just because it's still empty. - If all these conditions are met, the game is over and the winner is printed. - Finish this function with all possible ways to win. This means you have to make this for the other 2 rows, 3 columns and 2 diagonals. - If you've finished all the other options, the function should return the variable `game_over` so we can use it in our game. - - ***Call the function in the game*** Go to the line `game_over = {ask} 'Did you win?'` and change it to `game_over = {call} detect_winner {with} field, sign`. Now the function will check if there's a winner and the game doesn't need to keep asking anymore! - - ***Enjoy your game!*** Great job! You have finished the game! Enjoy playing it! - - example_code: | - ``` - # Paste your code here and make it level 17 proof - - # Create a function that detects if someone has won - {define} detect_winner {with} field, sign: - {if} field[1] == field[2] {and} field[2] == field[3] {and} field[1] != '.': - game_over = 'yes' - {print} 'Player ' sign 'wins!' - {elif}: - _ - {else}: - game_over = 'no' - {return} _ - ``` - tic_2: - name: Tic-Tac-Toe 2 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - In the previous adventure you've learned how to create a playing field. Now you'll learn how to create the game! - - ### Exercise - ***Paste your code*** Start by pasting your code from the previous adventure here. - - ***Add variables*** Underneath your list called `field` we'll add 2 more variables that we'll need to program the game. - The variable `game_over` tells us if the game is over, and should be 'no' at the start of the game. - The variable `sign` tells us if it's the turn of player x or player o. Set the variable to 'x'. - - ***The game*** First use a {while} command, to make sure the game keeps on playing the variable while game_over is set to no. - During the game, we first ask the player which spot they choose. Then we change the field with the number they chose into their sign. - Then we print the field again and we ask the player if they've won yet. Lastly we want to switch whose turn it is, so if the sign is 'x' it should be 'o' and the other way around. - - ***Test your game*** Does your game work? Great, have fun playing the game! If not, use the ladybug button to debug your code. - You might have noticed one mistake in the code though, you can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! Go to the next tab to learn how to fix this problem. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add variables - game_over = _ - sign = _ - - # The game - {while} _ - choice = _ 'Player ' sign '_?' - field[choice] = _ - _ print_field - game_over = {ask} _ - {if} sign = 'o' - sign = _ - _ - sign = _ - ``` - tic_3: - name: Tic-Tac-Toe 3 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - You might have noticed one mistake in the code you've made in the previous adventure. You can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! In this tab we'll fix that mistake. - - ### Exercise - ***Paste your code here*** Paste your code from the previous adventure here. - - ***Fix the mistake*** To fix the mistake we replace the line that says `field[choice] = sign`. This turns any spot that the player has chosen into their sign. - Go to the header that says 'Use this to fix the mistake' and finish the code. We first want to check if the chosen spot is still empty, so `if field[choice] = '.'`. If that is the case, you are allowed to take it. - Then we make an else command and print 'Sorry, this spot is already taken' if the spot is not empty. Lastly, we add a {sleep} command, so the players can actually read the text before it gets cleared again. - Now copy this piece of code and replace the line `field[choice] = sign` with this new piece of code. - - ***Play your game!*** Now the game should work properly! Good job! - The only flaw is that you can get a bit annoyed that the game keeps asking you if you've won yet. Do you want to fix that? Go to level 17 and we'll fix it! + levels: + 12: example_code: | ``` - # Paste your code here + {define} twinkle + {print} 'Twinkle' + {print} '...' - # Use this to fix the mistake - {if} _ = '.' - field[choice] = sign - {else} - {print} _ - _ + {call} twinkle + {print} 'Up above the world so high' + {print} 'Like a diamond in the sky' + {call} _ ``` turtle: - name: Turtle - default_save_name: Turtle - description: Make your own drawing levels: 1: story_text: | @@ -4591,73 +1882,11 @@ adventures: Using `{forward}` you draw a line forwards. The number behind it determines how far the turtle will walk. `{turn} {right}` turns a quarter turn in clockwise direction, `{turn} {left}` turns counter clockwise. If you want to go backwards, you use the `{forward}` command but with a negative number. So for example `{forward} -100` - example_code: | - ``` - {forward} 100 - {turn} {left} - ``` - story_text_2: | - ### Exercise - This is the start of a little staircase. Can you make it have 5 steps? - example_code_2: | - ``` - {forward} 20 - {turn} {right} - {forward} 20 - {turn} {left} - {forward} 20 - ``` - 2: - story_text: | - In level 1 the turtle could only turn left or right. That is a bit boring! - In level 2 he can point his nose in all directions. - - Use 90 degrees to turn a quarter, 180 to turn half, and a full circle is 360 degrees. - - ### Exercise - This code now creates the letter T. Can you change it to make the letter B? - - **Extra** Change the letter into a different letter, like the first one of your name. - You can also make multiple letters, by setting the color to `{color}` `{white}` in between. - - example_code: | - ``` - {forward} 20 - {turn} 90 - {forward} 20 - {turn} 180 - {forward} 100 - ``` - story_text_2: | - You can use variables to in the turtle `turn`. - - ### Exercise - Change the code such that it creates a triangle. Hint: you only have to change the code in one place. - - example_code_2: | - ``` - {print} Drawing figures - angle {is} 90 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - ``` 3: story_text: | In this level you can use use `{at} {random}` with the drawing turtle. A random choice makes the turtle walk a different path each time. Use `{at} {random}` to choose a value from a list. You can copy and paste lines 2 and 3 to create a longer random path. - example_code: | - ``` - angles {is} 10, 50, 90, 150, 250 - {turn} angles {at} {random} - {forward} 25 - ``` 4: - story_text: | - In level 4 you have to use quotation marks with `{print}` and `{ask}`. Also when drawing! example_code: | ``` {print} 'Drawing figures' @@ -4667,45 +1896,7 @@ adventures: {turn} angle {forward} 25 ``` - story_text_2: | - You can also change the color of the lines with the command `{color}`. Check out the example. - You can also use the command `{color} {white}` to make 'invisible' lines. You could use these white lines to move the turtle anywhere in the screen before you start drawing. - example_code_2: | - ``` - {color} {white} - {forward} -80 - {color} {green} - {forward} 50 - {color} {yellow} - {forward} 50 - {color} {red} - {forward} 50 - ``` 5: - story_text: | - In level 5 you can make a choice with `{if}`. For example between different types of figures. - example_code: | - ``` - {print} 'Drawing Figures' - figure {is} {ask} 'Do you want a square or a triangle?' - {if} figure {is} triangle angle {is} 120 - {else} angle {is} 90 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - ``` - story_text_2: | - ### Exercise - Fill in the correct numbers in this code to get it to work. - After you've done that, you can try to add the option backwards. - - **Extra** Instead of using 'left' and 'right', remake the program with North, East, South and West. - This way you could add even more directions like Northeast and Southwest etc. example_code_2: | ``` direction {is} {ask} 'Do you want to go left, right, or straight ahead?' @@ -4713,29 +1904,6 @@ adventures: if direction is right turn _ forward 100 ``` - 6: - story_text: | - In this level you can use calculations to draw different figures. - You may have learned in school that turning a full circle is 360 degrees. If not, now you know! - That's why you also use 90 degrees for a square. 360 divided by 4 is 90. - Now that we can do math with Hedy, we can draw all the figures we want! - example_code: | - ``` - angles = {ask} 'How many angles do you want?' - angle = 360 / angles - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - ``` 8: story_text: | Now that we can repeat several lines, we can make figures more easily. @@ -4750,14 +1918,6 @@ adventures: story_text_2: | Also, we can now improve the program that draws different figures. Can you figure out how far the turtle has to turn here? Finish the code and you can draw any polygon you'd like! - example_code_2: | - ``` - figure = {ask} 'How many angles should I draw?' - angle = 360 / figure - {repeat} figure {times} - {turn} _ - {forward} _ - ``` 9: story_text: | Now that we can use a `{repeat}` inside a `{repeat}`, we can create more complex figures. @@ -4766,17 +1926,6 @@ adventures: This code creates three black triangles, change that into five pink squares. **(extra)** Create a figure of your own choosing consisting of at least two different shapes types. - example_code: | - ``` - {color} {black} - {repeat} 3 {times} - {repeat} 3 {times} - {forward} 10 - {turn} 120 - {color} {white} - {forward} 50 - {color} {black} - ``` 10: story_text: | In this level you can make the turtle draw a figure. @@ -4787,162 +1936,9 @@ adventures: **(extra)** can you change the spiral into another shape? Experiment with numbers for the turn! ### Exercise 2 The spiral is drawn outwards, make it go inwards? - example_code: | - ``` - {turn} 90 - distances = 10, 20, 30, 40, 50, 60 - {for} distance {in} distances - {forward} distance - ``` - 12: - story_text: | - We can use functions to draw more complex figures with less code. - ### Exercise 1 - Fill the function so that three squares are created. If you want the image to look nicer, you can make the lines between the squares white. - - ### Exercise 2 - The code can be made even shorter. Place the final lines into a `{repeat}` so the figure remains the same. - - ### Exercise 3 - Create your own drawing with different figures. - Change both the number of figures with the `{repeat}` and the shape of the figures in the `{define}` - example_code: | - ``` - {define} square - {repeat} 4 {times} - {turn} _ - {forward} _ - {call} square - {forward} 50 - {call} square - {forward} 50 - {call} square - ``` turtle_draw_it: - name: Draw it! - default_save_name: Draw it - description: Draw this picture with the turtle levels: - 1: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Rectangle - Square - Stairs -
- 2: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Arrow - Boat -
- 3: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Star - Arrow -
- 4: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Colored Star - Rainbow - Nested squares -
- example_code: | - **Extra** Up for a real challenge? Make sure that the colors of these figures are selected randomly, so that each time you run your programs they'll look differently! - - ``` - colors {is} red, orange, yellow, green, blue, purple, pink, brown, gray, black - color _ - ``` - 5: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Make only one code that lets the player decide which letter they'd like to see! And can you add even more letters? - -
- F - E - L -
- example_code: | - Hint: - ``` - chosen_letter {is} {ask} 'Which letter would you like to see? F, E or L?' - {if} _ - ``` - 6: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Let the player decide which color the square should be. - - ***Extra*** Can you make the letter of your own first name and the flag of your own country too? - -
- Square - Letters - Flag -
- example_code: | - Hint for the square: - ``` - chosen_color = {ask} _ - ``` - 7: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Hexagon - Triangle - Fan -
- 8: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - -
- Square (3) - Randomly colored star (5) - Randomly colored spiral (7) -
9: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - - **Extra** Give the player a choice which country they would like to see the flag of. - -
- Cross (7) - Randomly colored nested squares (8) - Flags -
example_code: | Hint for the nested squares: ``` @@ -4960,14 +1956,6 @@ adventures: color_3 = blue ``` 10: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Nested Hexagon - Traffic lights -
example_code: | Hint Nested Hexagon: ``` @@ -4983,47 +1971,6 @@ adventures: color _ {repeat} _ ``` - story_text_2: | - Christmas lights - example_code_2: | - Hint Christmas Lights: - - Start by moving to the left side of the screen with an invisible white line. Then hang up the Christmas lights! - ``` - {color} white - {turn} -90 - {forward} 300 - {turn} 90 - - colors = red, blue, yellow, purple, green, orange, pink - {for} chosen_color {in} colors - _ - ``` - 11: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Beehive (6) - Fan (5) - Snowflake (13) -
- example_code: | - Hint Beehive: - ``` - {for} amount_of_combs {in} {range} 1 {to} _ - {for} walls_of_one_comb {in} {range} 1 {to} _ - {forward} _ - {turn} _ - {forward} _ - {turn} _ - ``` - - Hint Fan: - Start out like the fan you made in level 7. Or take a peak at the hint for the beehive, because the codes are very similar. - - Hint Snowflake: Start by making one 'leg' and repeat it 6 times. 12: story_text: | ### Exercise @@ -5050,129 +1997,9 @@ adventures: {if} shape = 'square' {call} draw_a_square ``` - 13: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Street in different sizes - Colored street - Snow Storm - example_code: | - Hint Street in different sizes - ``` - {define} draw_a_house {with} size - _ - - {call} draw_a_house {with} 90 - {call} draw_a_house {with} 60 - {call} draw_a_house {with} 30 - ``` - - Hint Colored street - ``` - {define} draw_a_house {with} chosen_color - _ - ``` - - Hint Snow Storm - ``` - {define} draw_snowflake {with} length, color - _ - - numbers = 10, 20, 30 - colors = _ - - {for} i {in} {range} 1 {to} 5 - random_number = _ - random_color = _ - {call} draw_snowflake {with} random_number, random_color - {color} white - {turn} random_number * 5 - {forward} 80 - ``` - 14: - story_text: | - ### Exercise - Create a program that asks the player how many corners their figure should have and then creates that figure. - The figure in the image is the output when the player fills in 10. - -
- - -
- example_code: | - ``` - {define} calculate_degrees {with} amount_of_corners - _ 360 / amount_of_corners - - - {define} draw_figure {with} degrees - _ - {forward} 400/amount_of_corners - {turn} _ - - amount_of_corners = {ask} _ - degrees = {call} _ {with} _ - - {call} _ {with} - {call} _ {with} - ``` - 15: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Spiral - example_code: | - Spiral - ``` - distance = 5 - {while} distance < 200 - distance = distance + 5 - _ - ``` - story_text_2: | - Fan - example_code_2: | - Fan - ``` - {define} draw_a_square {with} side - _ - - i = 100 - {while} i > 1 - _ {with} i - _ - i = i - 3 - ``` - story_text_3: | - Star - example_code_3: | - Star - A star is usually drawn using 144-degree-turns. If you change this slightly to 143 degrees for example and repeat the pattern multiple times with a {while} loop you can make this figure. while_command: - name: '{while}' - default_save_name: while_command description: while - levels: - 15: - story_text: |- - We are going to learn a new loop, the `{while}` loop! We continue the loop as long as the statement is true. - So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. - If the correct answer is never given, the loop never ends! - example_code: | - ``` - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - ``` years: - name: New Year's - default_save_name: New Year's Countdown description: Countdown to the new year! levels: 11: diff --git a/content/adventures/tl.yaml b/content/adventures/tl.yaml index a42bba8b17b..bff068462b1 100644 --- a/content/adventures/tl.yaml +++ b/content/adventures/tl.yaml @@ -1,25 +1,7 @@ adventures: story: - name: Story - default_save_name: Story - description: Story levels: 1: - story_text: | - In level 1 you can make a story with a different main character that you enter yourself. - - In the first line, use `{ask}` and ask who the main character of the story will be. - - After that first line, start with `{print}` if the sentence needs to be printed. - You use `{echo}` if you want your main character to be at the end of the sentence. - example_code: | - ``` - {ask} The main character of this story is - {print} The main character is now going to walk in the forest - {echo} They're a bit scared, - {print} They hear crazy noises everywhere - {print} They're afraid this is a haunted forest - ``` story_text_2: | ### Exercise Can you make your own story in Hedy now by using `{print}` , `{ask}` and `{echo}`? @@ -33,15 +15,6 @@ adventures: ### Exercise Can you make a story using a variable yourself? Can you add even more variables? - example_code: |- - ``` - name {is} {ask} What is the name of the main character? - {print} name is now going to run in the woods - {print} name is a bit scared - {print} Suddenly she hears a crazy noise... - {sleep} - {print} name is afraid this is a haunted forest - ``` story_text_2: | ### Exercise Now it's time to add variables to your own story that you've made in the previous level. @@ -52,57 +25,11 @@ adventures: **Extra** Add a sleep command to your code to build up tension in your story. 3: - story_text: | - In level 3 you can make your story more fun. You can use randomness for any monster, animal or other obstacle, like this: - example_code: | - ``` - animals {is} 🦔, 🐿, 🦉, 🦇 - {print} They now hear the sound of an animals {at} {random} - ``` - story_text_2: | - The command `{add}` can also come in handy in your story. - example_code_2: | - ``` - {print} They hear a sound - animals {is} 🐿, 🦔, 🦇, 🦉 - animal {is} {ask} What do you think it is? - {add} animal {to_list} animals - {print} it was an animals {at} {random} - ``` story_text_3: | This is an example of the `{remove}` command in your story ### Exercise Can you use the 3 new commands `{at} {random}` , `{add} {to_list}` and `{remove} {from}` in your own story? - example_code_3: | - ``` - {print} His backpack got way too heavy. - {print} Inside were a bottle of water, a flashlight and a brick. - bag {is} water, flashlight, brick - dump {is} {ask} Which item should he dump? - {remove} dump {from} bag - ``` - 4: - story_text: | - ### Exercise - Copy the example code and finish it by adding quotation marks on the blanks in lines 1 and 2. - The blanks in line 3 and 4 should not be replaced by quotation marks, but a `{sleep}` and a `{clear}` command. Can you make it work? - - ### Exercise 2 - Go back to the previous level and copy your story code. Make the code work in this level by adding quotation marks in the right spots. - Mind: The variables in your own story should be outside of the quotation marks. Just like the second line of the example code. In that line the variable name is placed outside of the quotation marks. - example_code: | - ``` - name {is} {ask} _ What is your name? _ - {print} _ The main character is called _ name - _ - _ - {print} name _ is now going to walk in the woods _ - {print} name _ is a bit scared _ - animals {is} 🦔, 🐿, 🦉, 🦇 - {print} _ He hears the sound of a _ animals {at} {random} - {print} name _ is afraid this is a haunted forest _ - ``` 5: story_text: | In this level you can program different endings, which will make your story even more fun. @@ -133,12 +60,6 @@ adventures: ### Exercise Can you make your own story with repitition? - example_code: | - ``` - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - ``` 8: story_text: | In this level you can use multiple lines in your {if} commands, this way you can upgrade your happy or sad ending! @@ -232,369 +153,29 @@ adventures: {print} 'This could come in very handy' sword = 'found' ``` - 15: - story_text: | - Using the `{while}` loop can make your stories more interesting. For example, you can use `{while} game == 'on'` so you can play until the game is over. - Or you can use `{while} sword == 'lost'` so the player can't continue the game until they have found something. - - ### Exercise - The example code shows you how to use the `{while}` loop in a story. Now **think of your own scenario** in which the player has to find something before they can continue. - example_code: | - ``` - keys = 'lost' - {print} 'You are standing in your garden and you have lost your keys.' - {print} 'Where do you want to look for them?' - {print} 'You can choose: tree, flowerbed, rock, postbox' - {while} keys == 'lost' - location = {ask} 'Where do you want to look?' - {if} location == 'flowerbed' - {print} 'Here they are!' - keys = 'found' - {else} - {print} 'Nope they are not at the ' location - {print} 'Now you can enter the house!' - ``` - 18: - story_text: | - We are going to print another story, but now we have to use brackets with `{print}`. - - ### Exercise 1 - Create a story of at least 5 sentences. You don't have to use 'name' just yet. - example_code: | - ``` - {print}('Welcome to this story!') - ``` - story_text_2: | - ### Exercise 2 - We have already prepared an `{input}` for you. First, use the `name` variable in your story. - Then add a second `{ask}` and use that variable as well. - Tip: Remember the commas in a `{print}` between text and variables! - example_code_2: | - ``` - naam = {input}("What's your name?") - {print}('Welcome to this story!') - ``` add_remove_command: name: '{add} {to} & {remove} {from}' - default_save_name: add_remove_command description: introducing add to and remove from levels: 3: story_text: | ## Add to You can add items to the list with the `{add} {to_list}` command. To add an item to a list you can simply type: `{add} penguin {to} animals` or you can use the `{ask}` command like in the example code. - example_code: | - ``` - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - ``` - story_text_2: | - ## Remove from - If you can add items to a list, of course you can also take them off. This is done with the `{remove} {from}` command. - example_code_2: | - ``` - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - ``` story_text_3: | ### Exercise Try out the new commands in this virtual restaurant. Add the flavor the player is hpoing for to the list and remove the flavors they are allergic to. - example_code_3: | - ``` - {print} Mystery milkshake - flavors {is} strawberry, chocolate, vanilla - hope {is} {ask} What flavor are you hoping for? - _ - allergies {is} {ask} Are you allergic to any flavors? - _ - {print} You get a flavors {at} {random} milkshake - ``` and_or_command: - name: '{and} & {or}' - default_save_name: and or description: introducing and or - levels: - 13: - story_text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two `{if}`s but can use `{and}` and `{or}`. - - If you use `{and}`, both statements, left and right of the `{and}` need to be true. We can also use `{or}`. Then only one statement needs to be correct. - example_code: | - ``` - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - ``` ask_command: - name: '{ask}' - default_save_name: ask_command description: Introduction ask command levels: 1: - story_text: | - ## The ask command - Now that you can use the `{print}` command, you are ready to learn the next command: `{ask}`. With the `{ask}` command, you can ask a question. Check it out: - example_code: | - ``` - {print} Hello! - {ask} What is your name? - ``` story_text_2: | ## The echo command If you want the computer to repeat the answer, you can use the `{echo}` command. The answer will then be echoed back at the end of the sentence, so in this example after hello. - example_code_2: | - ``` - {print} Hello! - {ask} What is your name? - {echo} hello - ``` - story_text_3: | - ### Exercise - Try out the `{ask}` and `{echo}` commands. Firstly, fill in the blanks to make this program work. - Then ask 2 more questions using the `{ask}` command, after each `{ask}` use an `{echo}` to print the answer on the screen. - example_code_3: | - ``` - _ How are you doing? - _ - ``` - 2: - story_text: | - ## The ask command - Now that we can use **variables** in our codes, we no longer need the `{echo}` command. - We can use variables to store the answers to our questions and this way we can use the answer to multiple questions in our codes. - Check it out: - - This way your code is becoming interactive! - example_code: | - ``` - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - ``` - story_text_2: | - ### Exercise - In the previous tab you have practised with setting variables with the `{is}` command. - You have created at least 3 variables and used them with a print command. - Now, instead of setting the variables we want you to make the variables interactive, like we did in our example. - - Copy your code from the previous tab and make the variables interactive by using `{ask}` commands. - example_code_2: | - ``` - favorite_animal {is} {ask} What is your favorite animal? - {print} I like favorite_animal - ``` - 18: - story_text: The final change we will need to make to get Python code is changing `{ask}` into `{input}`. - example_code: | - ``` - {print}('My name is Hedy!') - name = {input}('What is your name?') - {print}('So your name is ', name) - ``` - blackjack: - name: Blackjack - default_save_name: Blackjack - description: Try to get as close to 21 as you can - levels: - 17: - story_text: | - Blackjack is a simple game of cards in which you have to get as close to 21 points as possible. You get two cards. Each card is worth their numeral value, and the face cards (Jack, Queen and King) are worth 10 points. - The Ace is worth either 1 or 11 points (you can choose). The dealer, your opponent, also gets two cards. - If you want, you can get another card, and its points will be added to your total. The dealer can also choose to take another card. - But be careful not to get more than 21 points, because if you do, you lose! - The player who gets closest to 21, without going over it, wins! - - ### Exercise - In this adventure we code the first part of our Blackjack game. We'll create a function to calculate how many points a card is worth. - - ***Set the variables*** - Start by making a list of all the cards, from 2 to Ace. Next make a list of the face cards, so Jack, Queen and King. Then pick a random card from the list of cards to be card_1. - - ***Create a function to calculate the points*** - Create a function that calculates how many points a card is worth. - All the face cards are worth 10 points, the Ace is worth 11 and all the other cards are worth their numeral. - Return the variable `points` at the end of the function. - - ***Test the function*** - Test if your function is working properly. Finish the first print command by filling in which card you've drawn. Then finish the second line by calling the function with card_1. - Run the code a couple of times. Are you happy with the results? Great! Then you can remove the testing part and move on the the next tab! - example_code: | - ``` - {print} 'BLACKJACK' - - # Set these variables - cards = _ - face_cards = _ - card_1 = - - # Create a function to calculate the points - {define} calculate_points {with} card: - {if} card {in} face_cards: - points = _ - {elif} _ - _ - {else}: - _ - _ points - - # Test your function - {print} 'Your card is a ' _ - {print} 'That is worth ' _ ' points'. - ``` - blackjack_2: - name: Blackjack 2 - default_save_name: Blackjack_2 - description: Blackjack part 2 - levels: - 17: - story_text: | - ### Exercise - In this adventure we code the second part of our Blackjack game. - - ***Paste your code from the previous adventure*** - In the previous adventure you've started a list of variables and created a function to calculate how many points a card is worth. Copy your code and paste it here. Mind that you don't need the testing part, so if you haven't removed that yet, please do so now. - - ***Add more variables*** - You have already set the lists `cards` and `face_cards` and the variable `card_1`. Underneath those variables create 3 more variables: `card_2`, dealer_card_1` and `dealer_card_2`. These variables are all set to a random card from the list of cards. - - ***Add up points*** - To calculate how many points you have scored we call the function with card 1 and we do it again for card 2. Then we add both these scores together to get your total. - Do the same thing for the dealers points, but be sure to use the dealer's cards and not your own! - - ***2 Aces*** - You're doing great! Almost all scores can be calculated now. There is only one exception: 2 Aces. If you get 2 Aces, your total is 12 points and not 22 (because 22 points would be losing!). This of course also goes for the dealer. - - ***Show the score*** - Lastly, you want to tell the program to tell you which cards you have drawn and how many points that is. Then show which cards the dealer has and how many points they have. - - ***Continue in the next tab*** - Great! You have finished this part of the game! Copy your code and go to the next tab to learn how to ask for an extra card and to declare a winner. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add these variables to the list of variables - card_2 = _ - dealer_card_1 = _ - dealer_card_2 = _ - - # Add up your points - your_points_1 = {call} _ {with} card_1 - your_points_2 = _ - your_total = _ - - # Add up the dealers points - dealer_points_1 = _ - _ - _ - - # 2 Aces - {if} card_1 == 'Ace' {and} _ - your_total = 12 - {if} dealer_card_1 _ - dealer_total = _ - - # Show the score - {print} 'You have drawn a ' _ ' and a ' _ '. That is ' _ ' points' - {print} 'The dealer has drawn a ' _ ' and a ' _ '. That is ' _ ' points' - ``` - blackjack_3: - name: Blackjack 3 - default_save_name: Blackjack_3 - description: Blackjack part 3 - levels: - 17: - story_text: | - In the previous tabs you have learned how to draw 2 random cards for yourself and for the dealer and to calculate how many points you both got. - In this adventure we add the option to ask for an extra card for both you and the dealer. - - ### Exercise - ***Paste your code from the previous adventure*** Firstly, copy your code from the previous tab and paste it here. - - ***Extra card for you*** If you want, you can get an extra card to get your total as close to 21 as possible. First ask the player if they want an extra card. - If they do, pick a random card and print what they have drawn. If the card is not an Ace, you can call the function and add the points to your total. - In case the card is an Ace, you can't use the function, because the Ace can be either 1 point or 11 points, depending on how many points you already have earned. - If your total is less than 11, you want the ace to be 11 points (because this is closest to 21). So you add 11 points to your total. - If the total is more than or equal to 11, you want the ace to be 1 point (because you don't want more than 21 points). So you add 1 point to your total. - Lastly, print your new total of points. - - ***Extra card for the dealer*** The dealer can also get an extra card. The dealer doesn't need to be asked, because they always get an extra card if their total is less than 17. - Copy the 'Extra card for you code' and paste it in the dealers section. Then change it to fit the dealer picking an extra card and getting points added to their total. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Extra card for you - hit = {ask} _ - {if} hit == 'yes': - card_3 = _ - {print} _ - {if} card_3 _ 'Ace': - your_points_3 = _ - your_total = _ - {else}: - {if} your_total _ - _ - {else}: - _ - {print} _ - - # Extra card for the dealer - {if} dealer_total < 17 - _ - ``` - blackjack_4: - name: Blackjack 4 - default_save_name: Blackjack_4 - description: Blackjack part 4 - levels: - 17: - story_text: | - In the last 3 adventures you have alsmost created a working blackjack game! The only thing left to do is to decide a winner! - - ### Exercise - ***Paste your code from the previous adventure*** Start by pasting the code that you've made so far into your programming field. - - ***Decide a winner*** - Firstly, if you and the dealer have an equal amount of points, it's a draw. - Secondly, if the dealer has more than 21 points and you don't, you are the winner. - Thirdly, if both you and the dealer have less than 22 points, we have to see who came closest to 21. We do that by comparing who has the highest score. Is your total higher than the dealer's total, then you are the winner. If not, the dealer wins. - Lastly, in all other scenarios (e.g. you have more than 21 points and the dealer doesn't, or you both have more than 21 points) you are the loser. - - ***Enjoy the game!*** - Does your game work properly? Amazing! You have done a great job! Enjoy your game! - If it doesn't work right away, no worries, you might have made a mistake. Just keep calm and bebug your code using the ladybug button. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Decide a winner - {if} _ - {print} 'Its a draw! Play again!' - {elif} _ - {print} 'You win!' - {elif} _ : - {if} _: - {print} _ - {else}: - {print} _ - {else}: - _ - ``` calculator: - name: Calculator - default_save_name: Calculator - description: Create a calculator levels: 6: - story_text: | - Now that you can do maths, you can make a calculator yourself! example_code: | ``` number_1 {is} {ask} 'Fill in the first number:' @@ -602,17 +183,6 @@ adventures: correct_answer = number_1 * number_2 {print} number_1 ' times ' number_2 ' is ' correct_answer ``` - story_text_2: | - ### Exercise - The calculator above will calculate the answer for you, but you can also make a program to test your own maths skills, like this: - Fill in the blanks to make it complete! - example_code_2: | - ``` - correct_answer = 11 * 27 - answer = {ask} 'How much is 11 times 27?' - {if} answer {is} _ {print} 'good job!' - {else} {print} 'Wrong! It was ' _ - ``` story_text_3: | You can also let the computer do random calculations on its own using {random}. example_code_3: | @@ -632,59 +202,7 @@ adventures: ### Exercise 2 Give the player feedback when the enter an answer, like `{print} 'Correct!'` or `{print} 'Wrong! The correct answer is ' correct_answer`. - example_code: | - ``` - score = 0 - {repeat} 10 {times} - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct_answer = number_1 * number_2 - {print} 'What is ' number_1 ' times ' number_2 '?' - answer = {ask} 'Type your answer here...' - {print} 'Your answer is ' answer - {if} _ {is} _ - score = score + 1 - {print} 'Great job! Your score is... ' score ' out of 10!' - ``` - 10: - story_text: | - This calculator game helps you practise your tables of multiplication! - ### Exercise - Fill in the blanks. We want this program to ask the player these questions: - ``` - How much is 1 times 1? - How much is 1 times 2? - How much is 1 times 3? - How much is 2 times 1? - How much is 2 times 2? - How much is 2 times 3? - How much is 3 times 1? - How much is 3 times 2? - How much is 3 times 3? - _ - ``` - example_code: | - ``` - numbers = 1, 2, 3 - {for} _ - {for} _ - answer = {ask} _ - correct = number_1 * number_2 - {if} answer {is} correct - {print} 'Great job!' - {else} - {print} 'That is wrong. The right answer is ' correct - ``` 11: - story_text: | - With a `{for}` you can simplify tables of multiplication practise program. - - ### Exercise 1 - Improve the example code such that it prints a nice multiplication table:
"1 times 10 is 10", "2 times 10 is 20", etc. - - ### Exercise 2 - Go back to your level 10 multiplication code, and modify it so that it uses a `{for}` and `{range}`. example_code: | ``` number = 10 @@ -701,34 +219,7 @@ adventures: answer = _ {print} number1 ' plus ' number2 ' is ' answer ``` - 13: - story_text: | - ### Exercise 1 - Let's make the practice program a bit harder. The player now has to answers two questions correctly. Fill out the blanks to complete the program. - - ### Exercise 2 - Sometimes, calculations have multiple correct answers. For example, 10 can be divided by 5 and by 2. So the question 'What number divides 10?' can be answered by 2 and by 5. - Ask for a calculation that has multiple correct answers, ask the player to answer it, and determine if it is correct using `{or}`. - Empty the programming field and create your own solution. - example_code: | - ``` - answer1 = {ask} 'What is 10 times 7?' - answer2 = {ask} 'What is 6 times 7?' - {if} _ _ _ _ _ _ _ - {print} _ - ``` 14: - story_text: | - In this adventure you will build a calculator that calculates your mean grade for you. If you get your calculator to work, you can move on to the next adventure, which allows you to add two extra features. - - ### Exercise 1 - Fill in the blanks to get the calculator to work. - * Start with the fourth line, add a question to figure out what grade the student got. - * In the fifth line you'll want to calculate the total of all grades, so the total = total + grade. - * Then we get to set the return value. We want to return the mean, so the total devided by the amount of tests (4). - * Lastly we finish the code by calling the function in line 8. - - Did you get it? Awesome! Would you like to add even more to your calculator? **This adventure continues in the next tab!** example_code: | ``` {define} calculate_mean_grade @@ -747,127 +238,11 @@ adventures: mean_grade = {call} _ {print} 'Your mean grade is ' mean_grade - 15: - story_text: | - You can add the `{while}` loop to the calculator game you've learned to make in a previous level. - This makes sure the player can't continue to the next question if they answer incorrectly. - - ### Exercise - Add the `{while}` loop in the function, ask the player what number_1 times number_2 is and print their answer. - Then `{call}` the function. - example_code: | - ``` - {define} new_question - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct = number_1 * number_2 - answer = 0 - _ - _ - _ - {print} 'Well done!' - - {print} 'Give 10 correct answers to win!' - {for} i {in} {range} 1 {to} 10 - _ - {print} 'You win!' - ``` - calculator_2: - name: Calculator 2 - default_save_name: Calculator 2 - description: Calculator 2 - levels: - 14: - story_text: | - ### Exercise 2 - **This is the second part of this adventure.** The adventure starts in the previous tab. - Of course, you don't always want to calculate the mean of 4 tests. You might want to calculate the mean of 10 tests or only 2... - We can fix this problem by adding the argument and variable 'amount_of_tests'. - * Start a new line on line 3. Set the amount_of_tests argument by asking the student how many tests they have made. - * Change the 4 in line 4 to the new argument amount_of_tests. - * Lastly, change the 4 in line 6 to amount_of_tests - - Try out your new program. Does it work? - - ### Exercise 3 - Did you want to make your program even better? Great! In the previous program you could only calculate the mean grade of 1 subject, but it would be better if you could calculate the mean grade for all subjects you want! - We won't tell you how to do it, but we will give you one tip: Start your code in line 1 with: define calculate_mean_grade with subject. - example_code: | - ``` - # Use your own code from the previous adventure. - ``` clear_command: - name: '{clear}' - default_save_name: clear_command description: clear command - levels: - 4: - story_text: | - Time for a new command! With `{clear}` you can clear all the text form your output screen. This way you can prevent your screen getting too full of text. - Beware! If you are using a `{clear}` command, you might need to use a `{sleep}` above it. Otherwise Hedy will clear your screen without giving you the time to read as you can see in the example! - example_code: | - ``` - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'wait for it...' - {sleep} 3 - {clear} - {print} 'SURPRISE!' - ``` debugging: - name: debugging - default_save_name: debugging - description: debugging adventure levels: - 1: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will show you code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} I love programming - Do you love programming too? - {echo} - {print} What are your hobbies? - {echo} Your hobbies are - ``` - 2: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - destination {ask} Where are you going on holidays? - {print} The flight to dstination leaves at 3 pm. - {ask} Did you check in your luggage yet? - {echo} - {print} Let me print your boarding pass for you. - {sleep} - Here you go! Have a nice trip! - ``` 3: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -881,80 +256,12 @@ adventures: tomorrows_movie {is} movie_choices {at} {random} I'll go get the popcorn! {print} ``` - 4: + 7: story_text: |- ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Welcome to the online library! - {ask} What genre of books do you like? - {print} You like genre - author {is} {ask} 'Who's your favorite author?' - {print} 'author is your favorite author' - {print} Hmmm... i think you should try... books {at} {random} - ``` - 5: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} Welcome to Swimming Pool Hedy! - class {is} {ask} 'Are you here to join a class today?' - {if} class yes - {print} 'Great! You're joining a class! - {print} {else} 'You will not be joining a class' - discount {is} 'Do you have a discount code?' - {if} discount {is} yes - discount_answer {is} {ask} 'What's your discount code?' - discount_codes = Senior4231, Student8786, NewMember6709 - {if} discount_answer {is} {in} discount_cods - {print} 'That will be $3,50' - 'That will be $5,50' - {print} 'Have a nice swim!' - ``` - 6: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Vending machine' - chosen_product = {ask} 'Please select a product' - 1_dollar_products = coke orange juice water - 2_dollar_products = chocolate, cookie, museli bar - 3dollar_prodcuts = potato chips, beef jerky, banana bread - {if} chosen {is} {in} 1_dollar_products - price = 1 - {if} chosen_product {is} 2_dollar_products - price = 2 - {else} chosen_product {in} 3_dollar_products - price = 3 - amount_of_products = '{ask} How many of ' chosen_product would you like to have?' - total = price + amount_of_product - {print} 'That will be $' price 'please' - ``` - 7: - story_text: |- - ### Exercise - Surprise! This program looks more like an output than a code. And yet, we don't want you to just add `{print}` commands in front of each line. - Fix this program to turn it into the nursery rhyme 'Brother John (Frère Jaques)' by using the {repeat} command of course! - example_code: | - **Warning! This code needs to be debugged!** - ``` - Are you sleeping? - Brother John! - Morning bells are ringing! - Ding, dang, dong! - ``` - 8: - story_text: |- - ### Exercise - Debug this code. Good luck! + Surprise! This program looks more like an output than a code. And yet, we don't want you to just add `{print}` commands in front of each line. + Fix this program to turn it into the nursery rhyme 'Brother John (Frère Jaques)' by using the {repeat} command of course! + 8: example_code: | **Warning! This code needs to be debugged!** ``` @@ -977,9 +284,6 @@ adventures: {print} 'Thank you! Byebye!' ``` 9: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1002,9 +306,6 @@ adventures: price = amount * 6 {print} 'That will be 'price dollar' please' 10: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1053,9 +354,6 @@ adventures: print month i ``` 12: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1081,9 +379,6 @@ adventures: call greet_costumer ``` 13: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1113,9 +408,6 @@ adventures: print 'No problem!' ``` 14: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1162,9 +454,6 @@ adventures: else 'no problem' 15: - story_text: |- - ### Exercise - Debug this random children's story. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1199,10 +488,6 @@ adventures: print The End ``` 16: - story_text: |- - ### Exercise - Debug this code. Good luck! - Tip: Make sure that you only see your score once in the end. example_code: | **Warning! This code needs to be debugged!** ``` @@ -1221,9 +506,6 @@ adventures: ``` 17: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1256,9 +538,6 @@ adventures: print 'Thanks for ordering!' ``` 18: - story_text: |- - ### Exercise - Debug this Old MacDonald program from level 16. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1278,34 +557,9 @@ adventures: print 'everywhere a ' sound sound ``` default: - name: Introduction - default_save_name: intro - description: Level explanation levels: 1: story_text: "In Level 1 you can use the commands `{print}`, `{ask}` and `{echo}`.\n Type your code in the programming field. Or press the green button in the example code block, and the code will be typed for you!\nTry the code yourself with the green 'Run code' button under the programming field.\n\nYou can print text to the screen using the `{print}` command. \n" - example_code: | - ``` - {print} Hello world! - ``` - 2: - story_text: | - Congratulations! You've reached level 2. Hopefully you've already made some awesome codes! - In the first level you might've notice that the `{echo}` command can only save one bit of information at a time. - For example in the restaurant adventure, you could echo what the costumer wanted to eat, or what they wanted to drink, but not both in one sentence. - - That changes in level 2. In level 2 you'll learn to work with variables, that allow you to save multiple pieces of information and print them in any place you want. - So let's go to the next tab! - example_code: | - **Warning! This code does not work!** - In Hedy commands will change sometimes. `{echo}` for example only works in level 1. In this level you'll learn a better way to echo answers back. - ``` - {print} Welcome at Hedy's - {ask} What would you like to eat? - {echo} So you want - {ask} what would you like to drink? - {echo} So you want - ``` 3: story_text: | In level 3 you can make a list. You can let the computer choose something random from the list. You do that with `{at} {random}`. @@ -1381,20 +635,6 @@ adventures: {print} 'INTRUDER!' {print} 'You cannot use this computer!' ``` - 9: - story_text: | - Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... - Good news! In this level you will be allowed to put an {if} inside an {if}, or inside a {repeat} command. Putting a block of code inside another block of code is called nesting. ``` Putting a block of code inside another block of code is called nesting. - example_code: | - ``` - answer = {ask} 'Are you ready to learn something new?' - {if} answer {is} yes - {print} 'Great! You can learn to use the repeat command in the if command!' - {print} 'Hooray!' - {print} 'Hooray!' - {print} 'Hooray!' - {else} - {print} 'Maybe you should practice some more in the previous level' 10: story_text: |- In this level we learn a new code called `{for}`. With `{for}` you can make a list and use all elements. @@ -1405,10 +645,6 @@ adventures: {for} animal {in} animals {print} 'I love ' animal ``` - 11: - story_text: | - You have reached level 11, you're doing great! In the higher levels, Hedy is focussing more and more on teaching you the programming language Python. - In Python there is no `{repeat}` command, but there is a command that works like {repeat}. Are you curious to find out how to say `{repeat}` in Python language? Quickly go on to find out! 12: story_text: |- **Decimal numbers** @@ -1488,31 +724,13 @@ adventures: We arrived at real Python code! That means we need to use parentheses with {print} and {range} from now on. {print}('My name is ', name) dice: - name: Dice - default_save_name: Dice - description: Make your own dice levels: 3: - story_text: | - In this level we can choose from a list. With that we can let the computer choose one side of the die. - Take a look at the games you have in your closet at home. - Are there games with a (special) die? You can also copy it with this code. - For example, the dice of the game Earthworms with the numbers 1 to 5 and an earthworm on it. - - ![Die of earthworms with 1 to 5 and an earthworm on it](https://cdn.jsdelivr.net/gh/felienne/hedy@24f19e9ac16c981517e7243120bc714912407eb5/coursedata/img/dobbelsteen.jpeg) example_code: | ``` choices {is} 1, 2, 3, 4, 5, earthworm {print} choices {at} {random} ``` - story_text_2: | - ### Exercise - The dice in the example above are dice for a specific game. Can you make normal dice? - Or other special dice from a different game? - example_code_2: | - ``` - choices {is} _ - ``` 4: story_text: | In this level we can make sentences with the die value in the sentence, with quotes of course. @@ -1572,33 +790,7 @@ adventures: {print} player ' throws ' choices {at} {random} {sleep} ``` - 15: - story_text: | - ### Exercise - In this level you can create a little game in which you'll have to throw 6 as fast as possible. - We have started the code, it's up to you to get the game to work! - - Firstly, add a `{while}` loop that checks if 6 has been thrown or not. - As long as you haven't thrown 6 already, throw the dice on a random number. - Print what the player has thrown. - Add a try to the amount of tries - Wait a second before you throw again, or - in case you've thrown a 6 - before the game ends. - example_code: | - ``` - options = 1, 2, 3, 4, 5, 6 - {print} 'Throw 6 as fast as you can!' - thrown = 0 - tries = 0 - _ - _ - _ - _ - _ - {print} 'Yes! You have thrown 6 in ' tries ' tries.' - ``` dishes: - name: Dishes? - default_save_name: Dishes description: Use the computer to see who does the dishes (Start at level 2) levels: 3: @@ -1621,13 +813,6 @@ adventures: Can you complete the code by filling the blanks? Every blank must be replaced with one word of symbol. Tip: Don't forget the quotation marks! - example_code: | - ``` - people {is} mom, dad, Emma, Sophie - {print} _ the dishes are done by _ - {sleep} - {print} people {at} _ - ``` 5: story_text: | With the `{if}` you can now have more fun with choice in the program. You can have your program respond to the choice that the computer has made. @@ -1636,20 +821,6 @@ adventures: Don't forget the quotes! example_code: "```\npeople {is} mom, dad, Emma, Sophie\ndishwasher {is} people {at} {random}\n{if} dishwasher {is} Sophie {print} _ too bad I have to do the dishes _ \n{else} {print} 'luckily no dishes because' _ 'is already washing up'\n```\n" 6: - story_text: | - How often is everyone going to do the dishes? Is that fair? You can count it in this level. - example_code: | - ``` - people = mom, dad, Emma, Sophie - emma_washes = 0 - dishwasher = people {at} {random} - {print} 'The dishwasher is' dishwasher - {if} dishwasher {is} Emma emma_washes = emma_washes + 1 - {print} 'Emma will do the dishes this week' emma_washes 'times' - ``` - - Now you can copy lines 3 to 5 a few times (e.g. 7 times for a whole week) to calculate for a whole week again. - Do you make the code for the whole week? story_text_2: | If you are extremely unlucky the previous program might choose you to to the dishes for the whole week! That's not fair! To create a fairer system you can use the `{remove}` command to remove the chosen person from the list. This way you don't have to do the dishes again untill everybody has had a turn. @@ -1686,14 +857,9 @@ adventures: {print} names {at} {random} ' does the dishes on ' day ``` elif_command: - name: '{elif}' - default_save_name: elif description: elif levels: 17: - story_text: | - In this level you can also use a new command: `{elif}`. `{elif}` is a combination of the keywords `{else}` and `{if}` and you need it when you want to make 3 (or more!) options. - Check it out! example_code: | ``` prices = ['1 million dollars', 'an apple pie', 'nothing'] @@ -1707,67 +873,14 @@ adventures: {print} 'Better luck next time..' ``` for_command: - name: '{for}' - default_save_name: for description: for command levels: - 10: - story_text: |- - ## For - In this level we learn a new code called `{for}`. With `{for}` you can make a list and use all elements. - `{for}` creates a block, like `{repeat}` and `{if}` so all lines in the block need to start with 4 spaces. - example_code: | - ``` - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - ``` - story_text_2: | - ### Exercise - Finish this code by adding `{for} action {in} actions` to line 2. - example_code_2: | - ``` - actions = clap your hands, stomp your feet, shout Hurray! - _ - {repeat} 2 {times} - {print} 'If youre happy and you know it, ' action - {sleep} 2 - {print} 'If youre happy and you know it, and you really want to show it' - {print} 'If youre happy and you know it, ' action - {sleep} 3 - ``` 11: story_text: |- In this level, we add a new form of the `{for}`. In earlier levels, we used `{for}` with a list, but we can also use `{for}` with numbers. We do that by adding a variable name, followed by `{in}` `{range}`. We then write the number to start at, `{to}` and the number to end at. Try the example to see what happens! In this level again, you will need to use indentations in lines below the `{for}` statements. - example_code: | - ``` - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - ``` - 17: - story_text: | - Now we are going to change indentation a little bit. Every time that we need an indentation, we need `:` at the line before the indentation. - example_code: | - ``` - {for} i {in} {range} 1 {to} 10: - {print} i - {print} 'Ready or not, here I come!' - ``` - 18: - story_text: | - Lastly, we'll turn `{for} i {in} {range} 1 to 5` into real Python code, like this: - example_code: | - ``` - {for} i {in} {range}(1,5): - {print} (i) - ``` fortune: - name: Fortune teller - default_save_name: Fortune Teller - description: Let Hedy predict the future levels: 1: story_text: | @@ -1794,37 +907,6 @@ adventures: story_text: | In the previous levels you've created your first fortune telling machine, but Hedy couldn't really predict anything, only {echo}. In this level you can use a variable and the `{at} {random}` command to really let Hedy choose an answer for you. Check out this code for instance: - example_code: | - ``` - {print} I’m Hedy the fortune teller! - question {is} {ask} What do you want to know? - {print} This is what you want to know: question - answers {is} yes, no, maybe - {print} My crystal ball says... - {sleep} 2 - {print} answers {at} {random} - ``` - story_text_2: | - ### Exercise - Now, Hedy can only answer yes, no or maybe. Can you give Hedy more answer options, like 'definitely' or 'ask again'. - 4: - story_text: | - ### Exercise - We have removed all the quotation marks from this example code, can you add them in all the right places? - - ### Exercise 2 - Go back to the previous level and copy your fortune teller code. Make the code work in this level by adding quotation marks in the right spots. - example_code: | - ``` - _ Add the quotation marks to this code _ - {print} Im Hedy the fortune teller! - question {is} {ask} What do you want to know? - {print} This is your question: question - answers {is} yes, no, maybe - {print} My crystal ball says... - {sleep} 2 - {print} answers {at} {random} - ``` 5: story_text: | In this level you'll learn to (secretly) tip the odds in your favor, when using the fortune teller! @@ -1838,14 +920,6 @@ adventures: {if} person {is} Hedy {print} 'You will definitely win!🤩' {else} {print} 'Bad luck! Someone else will win!😭' ``` 6: - story_text: | - In this level you can use math in your predictions as a fortune teller. This allows you to make up (silly) formulas to calculate the future. - For example you could calculate how rich you'll get or how many kids you will have when you grow up. - - - - ### Exercise - Can you think of your own (silly) fortune telling machine? example_code: | ``` {print} 'I am Hedy the fortune teller!' @@ -1928,27 +1002,8 @@ adventures: {print} fortunes {at} {random} ``` functions: - name: functions - default_save_name: functions - description: functions levels: 12: - story_text: | - In this level you'll learn how to use **functions**. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. - To create a function, use `{define}` and give the function a name. Then put all the lines you want in the function in a indented block under the `{define}` line. - Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use {call} with the function's name to call it up! We don't have to type that block of code again. - - Check out this example code of a game of Twister. The function 'turn' contains a block of code that chooses which limb should go where. - - ### Exercise - Finish this code by setting the 2 variables chosen_limb and chosen_color. - Then, choose how many times you want to call the function to give the twister spinner a spin. - - ### Exercise 2 - Improve your code by adding a variable called 'people'. Use the variable to give all the players their own command in the game. - For example: 'Ahmed, right hand on green' or 'Jessica, left foot on yellow'. example_code: | ``` sides = 'left', 'right' @@ -1985,25 +1040,7 @@ adventures: I dreamed that my Bonnie is dead Can you program this verse in the same way as the example? - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - ``` 14: - story_text: | - In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. - You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - - For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - - ### Exercise - Finish this code. We have already made the variable new_price for you, you only need to set it. - You should finish the line of code by calling the function that calculates the new price. example_code: | ``` {define} calculate_new_price {with} amount, percentage @@ -2017,251 +1054,13 @@ adventures: new_price = _ calculate_new_price {with} old_price, _ {print} 'The new price is ' new_price ' dollar' ``` - 18: - story_text: | - Let's make functions the Pythons way! To define a function, we no longer use: - - `{define} name_function {with} argument_1, argument_2:` - - but we use: - - `{def} name_function(argument_1, argument_2):`. - - - If you don't want to use arguments, you just leave the space between the parantheses empty. - To call a function, we don't need the `{call}` command anymore. You just type the name of the function. - example_code: | - ``` - {def} calculate_score(answer, correct_answer): - {if} answer == correct_answer: - score = 1 - {elif} answer == '?': - score = 0 - {else}: - score = -1 - {return} score - - answer = {input} ('Where can you find the Eiffel Tower?') - correct_answer = 'Paris' - score = calculate_score(answer, correct_answer) - {print} ('Your score is... ', score) - ``` - guess_my_number: - name: Guess my number - default_save_name: guess my number - description: guess my number - levels: - 14: - story_text: | - In this level you can program the game 'Guess my number' - - ### Exercise - Fill in the correct symbols on the blanks to get the game to work. - example_code: | - ``` - {print} 'Guess my number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess _ number - {print} 'Lower!' - {if} guess _ number - {print} 'Higher!' - {if} guess _ number - {print} 'You win!' - game = 'over' - ``` - hangman: - name: Hangman - default_save_name: Hangman - description: Guess the word - levels: - 17: - story_text: | - In this adventure we program a game of hangman. First we make some preparations, then we program the game and in the third part we add a drawing with the turtle. - - ### Exercise - ***Set the variables*** In this game of hangman, Player 1 chooses an answer and Player 2 has to guess the letters in this answer. - To let the computer know all the letters in the word, we will turn the answer into a list of letters. We also do this with the guesses Player 2 makes. - We will start the game with 2 empty lists. We have made an empty list for the variable answer for you. Now make an empty list for guessed_letters as well. - Then we fill in how many mistakes were made. At the start of the game, this should be 0. - The variable `amount_letters` tells us how many letters are in the answer. Ask Player 1 to tell us how many letters their word has. - Lastly we tell the computer if the game is over. We use the variable `game_over` and set it to `False`. - - ***Choosing the answer*** We want Player 1 to be able to choose the answer. We'll ask them, as many times as necessary, what the next letter is. - Then we add that letter to the answer. Lastly, we add an empty _ to the list of guessed letters, so we get as many _s as there are letters in the answer. - - ***Player 2's turn*** - Tell Player 2 its their turn. Then tell Player 2 how many letters there are in the answer. Finally, print the list of `guessed_letters`. - - ***Go to the next tab*** Now that all the starting variables are set, we can start programming the game itself. Check out the next tab to learn how! - example_code: | - ``` - print 'Hangman!' - - # Set the variables - answer = [] - guessed_letters = _ - mistakes_made = _ - amount_letters = {ask} _ - _ = 'False' - - # Choosing the answer - {for} _ - letter = {ask} 'Player 1, what is letter ' i '?' - _ - {add} '_' {to} _ - - # Player 2 turn - print _ - print _ - print guessed_letters - ``` - hangman_2: - name: Hangman 2 - default_save_name: Hangman_2 - description: Hangman 2 - levels: - 17: - story_text: | - Now it's time to program the hangman game. - - ### Exercise - - ***Paste your code*** Copy your code from the previous tab and paste the code in the programming field. - - ***The game*** This games continues playing until Player 2 is game over. Fill in the while command accordingly. Now, Player 2 is allowed to guess a letter, so ask Player 2 to guess a letter. - We need to check if their answer is correct, so check if their `guess` is (somewhere) in the (list) `answer`. Then we let the computer figure out which of the letter(s) is the guess. We have already programmed that part for you. - Next we want to compliment the player for finding a correct letter and we want to print the list `guessed_letters`, so the player can see their progress. - - The next part we're going to program is what happens when the player has guessed all of the letters. So if their list of `guessed_letters` is the same as our list `answer`. - If the lists are the same, congratulate Player 2 with their victory and set the variable `game_over` to `True`. - - Next we'll program what happens when Player 2 guesses wrong (so the `{else}` command). First, tell the player that their guess was wrong. Then increase the `mistakes_made` variable by 1. - - For the last part we'll program what happens when Player 2 has made 10 mistakes. We'll print that Player 1 has won the game. Then we'll print the correct answer. And finally, we'll set our `game_over` variable to `True`, so the game stops. - - ***Go to the next tab*** Amazing work! Your game is playable, but wouldn't it be fun if the hangman was actually drawn when Player 2 makes a mistake..? - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - guess = _ - {if} _ - {for} i {in} {range} 1 {to} amount_letters: - if answer[i] == guess: - guessed_letters[i] = guess - {print} _ - {if} guessed_letters == _: - {print} _ - game_over = _ - {else}: - {print} _ - mistakes_made _ - {if} _ == 10: - {print} _ - {print} _ - _ - ``` - hangman_3: - name: Hangman 3 - default_save_name: Hangman_3 - description: Hangman 3 - levels: - 17: - story_text: | - In a game of hangman the mistakes are shown by drawing a part of the hangman each time a mistake has been made. - We now add those drawings with our turtle! - - ### Exercise - ***Create a function that draws the hangman*** Create a function that draws the hangman in 10 steps. We have already made step 1 for you. - - ***Test the function*** Test the function by calling the function with 10. If you are happy with the function, remove the line that calls the function for now. We will call the function when the player makes a mistake. - - ***Paste your hangman game under your function*** Go back to the previous tab and copy your hangman game. Paste the game underneath your function. - - ***Call the function when the player makes a mistake*** Under the line `mistakes_made = mistakes_made + 1` we will call the function. We want the turtle to take the same amount of steps as the player has made mistakes, so we call the function with `mistakes_made` as argument. - - ***Enjoy your game!*** -
- The hangman could look like this -
- example_code: | - ``` - # Create a function that draws the hangman - {define} draw_hangman {with} step: - {if} step == 1: - {color} white - {forward} -100 - {turn} 90 - {forward} -50 - {color} black - {forward} 100 - {forward} -50 - - {if} step == 2: - _ - # Paste your hangman game here - - ``` - harry_potter: - name: Harry Potter - default_save_name: Harry Potter - description: Harry Potter adventures - levels: - 10: - story_text: | - ### Exercise - We can also make a Harry Potter themed fortune teller. Fill in blanks such that 9 lines are printed. - **Extra** Change the theme of the fortune teller into something else, such as your favorite book, film or tv show. - example_code: | - ``` - houses = Gryffindor, Slytherin, Hufflepuff, Ravenclaw - subjects = potions, defence against the dark arts, charms, transfiguration - fears = Voldemort, spiders, failing your OWL test - names = Harry, Ron, Hermione - _ - _ {print} name ' is placed in ' houses {at} {random} - _ {print} name ' is great at ' subjects {at} {random} - _ {print} name 's greatest fear is ' fears {at} {random} - ``` haunted: - name: Haunted House - default_save_name: Haunted House - description: Escape from the haunted house levels: 1: - story_text: | - In this adventure you are working towards making a game in which you have to escape from a haunted house by picking the correct door. - If you pick the right door you'll survive, but if not a terrible monster might... - - In level 1 we start our haunted house game by making up a scary story and ask the player what monster they'll see in the haunted house. - example_code: | - ``` - {print} How did I get here? - {print} I remember my friend telling me to go into the old mansion... - {print} and suddenly everything went black. - {print} But how did I end up on the floor...? - {print} My head hurts like Ive been hit by a baseball bat! - {print} What's that sound? - {print} Oh no! I feel like Im not alone in this house! - {print} I need to get out of here! - {print} There are 3 doors in front of me.. - {ask} Which door should i pick? - {echo} I choose door - {print} ...? - ``` story_text_2: | ### Exercise Can you finish the scary story? Or make up your own haunted house story? 2: - story_text: | - In this haunted house you can choose your monsters with emojis. Of course you could also use words. example_code: | ``` monster_1 {is} 👻 @@ -2273,10 +1072,6 @@ adventures: {print} Oh no! Quickly get to the kitchen. {print} But as you enter monster_3 attacks you! ``` - story_text_2: | - ### Exercise - In the example above the monsters are predetermined. So each time you run your code, the output is the same. - Can you add `{ask}` commands to make the haunted house interactive and have the players choose the monsters they come across? example_code_2: | ``` monster_1 {is} _ @@ -2293,17 +1088,6 @@ adventures: In the previous levels you've made an introduction to your haunted house game, but as you might have noticed the story would always have a dreadful end. In this level you can make your story more interactive by changing the outcome of the game; sometimes you'll get eaten, sometimes you'll escape! Let Hedy decide randomly! - example_code: | - ``` - _ Escape from the haunted house! - _ There are 3 doors in front of you... - _ _ _ Which door do you choose? - _ You picked door ... choice - monsters _ a zombie, a vampire, NOTHING YOUVE ESCAPED - _ You see... - {sleep} - _ _ _ _ - ``` 4: story_text: | In this level you learn how to use quotation marks in your games. @@ -2319,27 +1103,6 @@ adventures: {sleep} {print} monsters {at} {random} ``` - 5: - story_text: | - Up until this level the haunted house game always asked the player to choose a door, but as you might have noticed, they didn't really have to answer correctly. - If the player filled in a completely random answer, the game would still work and the player might even win (despite not picking a door). - In this level you can only win the game by picking the same door Hedy picked randomly. - - ### Exercise - Can you find the 4 missing words to complete the code? - example_code: | - ``` - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you...' - doors {is} 1, 2, 3 - monsters {is} werewolf, mummy, vampire, zombie - chosen_door {is} {ask} 'Which door do you choose?' - {print} 'You chose door...' chosen_door - {sleep} - correct_door {is} doors {at} {random} - _ _ _ _ {print} 'Great! Youve escaped!' - {else} {print} 'Oh no! You are being eaten by a...' monsters {at} {random} - ``` 9: story_text: | In this level you can use nesting, which allows you to make the haunted house even more interactive! @@ -2347,27 +1110,6 @@ adventures: ### Exercise Now it's very hard to win this game, can you make it easier to win? For example by only having 1 wrong door and 2 correct doors instead of 1 correct door and 2 wrong ones? - example_code: | - ``` - {print} 'Escape from the Haunted House!' - player = alive - doors = 1, 2, 3 - monsters = zombie, vampire, giant spider - {repeat} 3 {times} - {if} player {is} alive - correct_door {is} doors {at} {random} - {print} 'There are 3 doors in front of you...' - chosen_door = {ask} 'Which door do you choose?' - {if} chosen_door {is} correct_door - {print} 'No monsters here!' - {else} - {print} 'You are eaten by a ' monsters {at} {random} - player = dead - {else} - {print} 'GAME OVER' - {if} player {is} alive - {print} 'Great! You survived!' - ``` 11: story_text: | In this level we've changed the repeat command and we've added a line to our haunted house that tells the player in which room they are. @@ -2396,188 +1138,16 @@ adventures: {if} player {is} alive {print} 'Great! You survived!' ``` - 14: - story_text: | - ### Exercise - In this level you can use the `<` and `>` symbol to introduce lives to your game. - Make sure the player loses a life when they come across the wrong monster and that the game stops if you have no lives left. - example_code: | - ``` - {print} 'Escape from the haunted house' - lives = 3 - doors = 1, 2, 3 - monsters = 'the wicked witch', 'a zombie', 'a sleeping 3 headed dog' - {for} i {in} {range} 1 {to} 10 - {if} lives _ - good_door = doors {at} {random} - monster = monsters {at} {random} - chosen_door = {ask} 'Which door do you choose?' - {if} good_door == chosen_door - {print} 'You have chosen the correct door' - {else} - {print} 'You see...' monster - {if} monster == 'a sleeping 3 headed dog' - {print} 'Pffieuw.... Its asleep' - {else} - {print} 'You lose one life' - lives = _ - {else} - {print} 'GAME OVER' - ``` - 16: - story_text: | - ### Exercise - This haunted house game uses the connection between the lists you can use in this level. - For example: all the properties that belong to the zombie are first in all the lists, witch second and vampire third. - Check out the code and fill in `weapons[i]`, `monsters[i]` , `bad_fate[i]`, `good_fate[i]`, `hint[i]` on the correct blanks to get the code to work! - example_code: | - ``` - numbers = [1, 2, 3] - i = numbers[{random}] - hint = ['growling', 'a cackling laugh', 'fluttering batwings'] - monsters = ['zombie', 'witch', 'vampire'] - bad_fate = ['Your brain is eaten', 'You are forever cursed', 'You are bitten'] - good_fate = ['You throw the ham. The zombie is distracted and starts eating it.', 'You set the curtains on fire. The witch flees out of fear for the fire', 'The vampire hates garlic and flees'] - weapons = ['ham', 'lighter', 'garlic'] - {print} 'You are standing in front of an old mansion' - {print} 'Something is not right here' - {print} 'You hear ' _ - {print} 'You are going to explore it' - {print} 'You enter the kitchen and see a lighter, a raw ham and a garlic.' - your_weapon = {ask} 'What do you bring with you?' - {print} 'With your ' your_weapon ' you enter the living room' - {print} 'There you find a ' _ - needed_weapon = _ - {if} your_weapon == needed_weapon - {print} 'You use your ' your_weapon - {print} _ - {print} 'YOU WIN!' - {else} - {print} 'You have chosen the wrong weapon...' - {print} _ - {print} 'GAME OVER' - ``` - hotel: - name: hotel - default_save_name: hotel - description: hotel - levels: - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, and you've learned how to combine it with an {ask}. - You might have wondered why you would use functions, because the functions in the example were only one line of code. - Now we will show you what a bigger function looks like and we will use multiple agruments now as well. You'll see how much better it is to use a function once the function gets bigger. - Here is an example of a function with arguments combined with {ask} commands. - example_code: | - ``` - {define} welcome_message {with} title, last_name, country, room_number - {print} 'Welcome to Hotel Hedy, ' title ' ' last_name - nice_trip {is} {ask} 'Did you have a nice trip from, ' country '?' - {if} nice_trip {is} 'yes' - {print} 'Lovely!' - {else} - {print} 'Sorry to hear that.' - {print} 'Hopefully you can take a nice rest in you room.' - {print} 'Your room number is ' room_number - - {print} 'Hello. Please fill in your information to check in.' - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - ``` - - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 if_command: - name: '{if} & {else}' - default_save_name: if_command description: Introducing the if command levels: - 5: - story_text: | - ## If... else.... - In level 5 there is something new, the `{if}`! With the `{if}` you can choose between two different options. - This code prints nice if you enter Hedy as a name, and boo! if you enter something else. - `{ask}` and `{print}` still work like they did in level 4. - example_code: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' {else} {print} 'boo!' - ``` - story_text_2: | - Sometimes code with an `{if}` gets really long and does not fit on the line well.
You may also divide the code over two lines, starting the second line at the `{else}` like this: - example_code_2: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - ``` - story_text_3: | - ### Exercise - Try to create your own code with `{if}` and `{else}`. You can use the example code if you want. - example_code_3: | - ``` - answer {is} {ask} '2 + 2 = ?' - _ _ _ 4 _ 'Great job!' - _ _ 'No 2 + 2 = 4' - ``` - 8: - story_text: | - ## If... Else... - You have learned to repeat a block of lines of code after a `{repeat}` command. - Now you can also use indentation to make blocks after a {if} or {else} command. - Check out the example code. - - ### Exercise - Add an {else} command to the example code. Make a block of line using indentation. You do this by starting each line with 4 spaces. - example_code: | - ``` - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {print} 'You can play on your computer!' - ``` 9: story_text: | In this level you can also put an {if} command inside another {if} command. - example_code: | - ``` - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - ``` in_command: - name: '{in}' - default_save_name: in_command description: Introducing the in command levels: 5: - story_text: | - ## Lists - When we want to check if something is in a list, we can now use the `{in}` command. - This code prints pretty! if you choose green or yellow, and meh otherwise. - example_code: | - ``` - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - ``` - story_text_2: | - ### Exercise - Finish the example code by filling in the blanks with commands that you've learned. - When you've finished the code, try to create a code of your own and use a question that you've thought of yourself. example_code_2: | ``` animals is dog, cow, sheep @@ -2586,62 +1156,21 @@ adventures: _ _ 'My favorite animals are dogs, cows and sheep' ``` is_command: - name: '{is}' - default_save_name: is_command description: introducing is command levels: 2: - story_text: | - ## Variables - You can name a word with `{is}`. This is called a **variable**. In this example we made a variable called name and a variable called age. You can use the word name anywhere in your code and it will be replaced by Hedy, like this: - example_code: | - ``` - name {is} Hedy - age {is} 15 - {print} name is age years old - ``` story_text_2: | ### Exercise Time to make your own variables! In the example code we made an example of the variable `favorite_animal`. In line 1 the variable is set, and in line 2 we haved used the variable in a print command. Firstly, finish our example by filling in your favorite animal on the blank. Then make at least 3 of these codes yourself. Pick a variable, and set the variable with the {is} command. Then use it with a {print} command, just like we did. - example_code_2: | - ``` - favorite_animal {is} _ - {print} I like favorite_animal - ``` - 6: - story_text: | - We also make a change in storing a word in a variable! You may now use `=` instead of `{is}` when we store a name or a number in a variable, like this: - example_code: | - ``` - name = Hedy - answer = 20 + 4 - ``` 14: - story_text: | - We are going to learn more new items. You might know them already from mathematics, the `<` and `>`. - The `<` checks if the first number is smaller than the second, for example age `<` 12 checks if age is smaller than 12. - If you want to check if the first number is smaller or equal to the second, you can use `<=`, for example age `<=` 11. - The `>` checks if the first number is bigger than the second, for example points `>` 10 checks if points is larger than 10. - If you want to check if the first number is bigger or equal to the second, you can use `>=`, for example points `>=` 11. - You use these comparisons in an `{if}`, like this: example_code: | ``` age = {ask} 'How old are you?' {if} age > 12 {print} 'You are older than I am!' ``` - story_text_2: | - From this level on, if you want to compare exactly, you can use two equal signs. This is what most programming languages do: - example_code_2: | - ``` - name = {ask} 'What is your name?' - {if} name == 'Hedy' - {print} 'You are cool!' - ``` - story_text_3: | - You can also compare if something is *not* equal to something else using `!=` like this: example_code_3: | ``` name = {ask} 'What is your name?' @@ -2654,9 +1183,6 @@ adventures: {else} {print} 'You are older than me!' language: - name: Language - default_save_name: Language - description: Practice words in a foreign language levels: 5: story_text: | @@ -2664,49 +1190,9 @@ adventures: ### Exercise Can you make this program for a different language? Or can you add more words to the French one? - example_code: | - ``` - {print} 'Learn French!' - cat {is} {ask} '🐱' - {if} cat {is} chat {print} 'Terrific!' - {else} {print} 'No, cat is chat' - frog {is} {ask} '🐸' - {if} frog {is} grenouille {print} 'Super!' - {else} {print} 'No, frog is grenouille' - ``` - 16: - story_text: | - ### Exercise - Take a look at the example code. This is a program to practise French vocabulary. Now make your own program to practice your vocabulary in a new language. - If you don't know any other languages, you can use Google translate or you can use emojis and your native language. - example_code: | - ``` - french_words = ['bonjour', 'ordinateur', 'pomme de terre'] - translation = ['hello', 'computer', 'potato'] - score = 0 - {for} i {in} {range} 1 {to} 3 - answer = {ask} 'What does ' french_words[i] ' mean?' - correct = translation[i] - {if} answer == correct - {print} 'Correct!' - score = score + 1 - {else} - {print} 'Wrong, ' french_words[i] ' means ' translation[i] - {print} 'You gave ' score ' correct answers.' - ``` maths: - name: maths - default_save_name: maths - description: Introducing maths levels: 6: - story_text: | - In this level you learn something new: you can now also calculate. - - The plus is easy, you write it like with math: `5 + 5` for example. The minus also works fine, it is `5 - 5`. - - The times is a bit different, because there is no times symbol on your keyboard. Just search, there really isn't! - That is why we multiply with the asterisk above 8: `5 * 5`. Read that as "5 times 5" that helps you remember it best. example_code: | ``` {print} '5 plus 5 is ' 5 + 5 @@ -2714,17 +1200,6 @@ adventures: {print} '5 times 5 is ' 5 * 5 ``` 12: - story_text: |- - **Decimal numbers** - So far, Hedy did not allow for decimal numbers like 1.5, but now we do allow that. Note that computers use the `.` for decimal numbers. - example_code: | - ``` - {print} 'Two and a half plus two and a half is...' - {print} 2.5 + 2.5 - ``` - story_text_2: |- - **Maths with words** - In this level you can also do addition with words like this: example_code_2: | ``` a = 'Hello ' @@ -2734,414 +1209,15 @@ adventures: {print} 2.5 + 2.5 music: - name: music - default_save_name: music - description: Play a tune! levels: - 1: - story_text: |- - In this level you'll learn how to use the `{play}` command to play a tune! - - Type `{play}` followed by the note you want to play. The scale goes C-D-E-F-G-A-B. - As you can see there are 7 different letters, but we can play more than just 7 notes. - Type a number between 1 and 10 behind the letter to choose the scale, for example after B4 comes C5. - C1 is the lowest note you can play, C10 is the highest. - - ### Exercise - Try out the example code and then play around with it! Can you create your own melody? - In the next level you'll learn how to play some existing songs. - example_code: |- - ``` - {play} C4 - {play} D4 - {play} E4 - {play} F4 - {play} G4 - {play} A4 - {play} B4 - {play} C5 - ``` - 2: - story_text: | - ### Exercise - Finish the songs! We have started the codes for some melodies. - example_code: | - ``` - {print} Old Mac Donald had a farm - {play} C5 - {play} C5 - {play} C5 - {play} G4 - {play} A4 - {play} A4 - {play} G4 - ``` - story_text_2: As you can see, you can also use the `{sleep}` command to add a little pause in the song. - example_code_2: | - ``` - {print} Twinkle Twinkle Little Star - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} 1 - {play} F - {play} F - ``` - 3: - story_text: | - Create a random melody! - - ### Exercise - The example code creates a random melody, but it's very short and not many notes are used. - Add more notes to the list and create a longer melody by copying the last line a couple more times. - example_code: | - ``` - notes {is} A4, B4, C4 - {play} notes {at} {random} - {play} notes {at} {random} - {play} notes {at} {random} - ``` - 4: - story_text: | - Use the `{clear}` command to create a karaoke machine! - - ### Exercise - Finish the karaoke version of 'Mary had a little lamb'. - Then, create a karaoke version of any song you'd like! - example_code: | - ``` - {print} 'Mary had a little lamb' - {play} E - {play} D - {play} C - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Little lamb, little lamb' - {play} D - {play} D - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Mary had a little lamb' - {play} E - ``` - 5: - story_text: | - You don't always have to use the `{play}` command to play a whole song, sometimes you just want to play one note. - For example, if you want to make a quiz, you can play a happy high note if the answer is right and a sad low note if the answer is wrong. - - ### Exercise - Finish the first question by adding a line of code that plays a C3 note if the wrong answer is given. - Then think of 3 more questions to add to this quiz. - example_code: | - ``` - answer {is} {ask} 'What is the capital of Zimbabwe?' - {if} answer {is} Harare {play} C6 - _ - ``` 6: story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\n This calls for musical maths! Try out the example code a couple of times with different starting numbers. \nThen, see if you can compose a song using the numbers.\n" - example_code: | - ``` - number = {ask} 'Say a starting number between 1 and 67' - {print} number - {play} number - number = number + 1 - {print} number - {play} number - number = number + 1 - {print} number - {play} number - ``` - 7: - story_text: | - Using the `{repeat}` command can make your codes for melodies a lot shorter! - - ### Exercise - Finish the code for Twinkle Twinkle Little Star by using the `{repeat}`command. - Then go back to the songs you've made in the previous levels. Can you shorten those codes too? - example_code: | - ``` - {print} 'Twinkle Twinkle Little Star' - {repeat} 2 {times} {play} C4 - {repeat} 2 {times} {play} G4 - _ - ``` - 8: - story_text: | - Now that we can use the `{repeat}` command for multiple lines, we can make songs even more easily! - - ### Exercise - Finish the song of Brother John (Frère Jacques). Don't forget to use `{repeat}`! - example_code: | - ``` - {print} 'Brother John' - {repeat} 2 {times} - {play} C - {play} D - {play} E - {play} C - {repeat} 2 {times} - {play} E - {play} F - {play} G - {sleep} 1 - ``` - 9: - story_text: | - From this level on you can - among other things - use a {repeat} command inside a {repeat} command. - That makes songs like 'Happy birthday' even shorter! - - ### Exercise - Finish the song! - example_code: | - ``` - first_time = yes - {repeat} 2 {times} - {repeat} 2 {times} - {play} C - {play} D - {play} C - {if} first_time {is} yes - {play} F - {play} E - first_time {is} no - {else} - _ - ``` - 12: - story_text: | - Use functions in your songs! As you can see in the example code, you can make a function for each line of Twinkle Twinkle Little Star. Once you've programmed the first three lines, all you have to do is call the functions in the order you want them played in. - - ### Exercise - Finish the song of Twinkle Twinkle Little Star. - Then look back at all the songs you've programmed in the levels before, can you make those codes better and shorter using functions too? - example_code: | - ``` - {define} first_line - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} - - {define} second_line - {play} F - {play} F - {play} E - {play} E - {play} D - {play} D - {play} C - {sleep} - - {define} third_line - {play} G - {play} G - {play} F - {play} F - {play} E - {play} E - {play} D - {sleep} - - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - ``` - 13: - story_text: | - You can use a function with an argument for songs that have line that are almost the same, but slightly different each time. - One example is the song 'Yankee Doodle'. The first 4 notes of the first lines are the same, but each time they are followed by a different couple of notes. - - ### Exercise - Can you finish the song of Yankee Doodle? - Can you think of another song to program this way? - example_code: | - ``` - {print} 'Yankee Doodle' - {define} _ {with} note_1, note_2, note_3 - {play} C4 - {play} C4 - {play} D4 - {play} E4 - {play} _ - {play} _ - {play} _ - - {call} line_1 {with} 29, 31, 30 - {call} line_1 {with} 29, 28, 0 - {call} line_1 {with} 32, 31, 30 - - {play} C4 - {play} B3 - {play} G3 - {play} A3 - {play} B3 - {play} C4 - {play} C4 - ``` - 14: - story_text: | - You can program music for fun, but you can also use the musical notes to make something useful like a fire alarm! - - ### Exercise - Make sure the fire alarm rings when there is a fire! - example_code: | - ``` - {define} fire_alarm - {print} 'FIRE!' - note = 40 - {for} i {in} {range} 1 {to} 100 - {if} note _ 50 - note = note + 5 - {play} _ - {else} - note = 40 - - fire = {ask} 'Is there a fire?' - {if} fire _ 'yes' - {call} fire_alarm - ``` - 15: - story_text: | - **Warning** This adventure can become extremely annoying! - We can also use the {while} command to repeat a song forever. - - ### Exercise - Finish the never-ending song. - example_code: | - ``` - {define} song - {play} _ - - yes_or_no = {ask} 'Do you want to hear my never-ending song?' - {while} yes_or_no = 'yes' - {call} song - {print} '🥳' - ``` - 16: - story_text: | - Upgrade your Old MacDonald code! - - ### Exercise - Take your code from the 'Sing a Song' adventure and add musical notes to it! - You can make a function for each line in the song and call that function after the line is printed. - We defined the first line for you and called it in the code. Can you finish the whole song? - example_code: | - ``` - {define} line_1 - {for} i {in} {range} 1 {to} 3 - {play} G - {play} D - {for} i {in} {range} 1 {to} 2 - {play} E - {play} D - - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - for i in range 1 to 3 - animal = animals[i] - sound = sounds[i] - print 'Old MacDonald had a farm' - call line_1 - print 'E I E I O!' - _ - ``` - 17: - story_text: | - You can use the {elif} to create different options. - - ### Exercise - Firstly, add colons to get the code to work. - Then finish this code by adding at least 2 other songs for other moods. For example a happy song and an angry song. - example_code: | - ``` - {define} scary_song - {for} i {in} {range} 1 {to} 3 - {play} G - {play} E - {sleep} 2 - {for} i {in} {range} 1 {to} 3 - {play} F - {play} D - - mood = {ask} 'Which emotion are you feeling?' - {if} mood {is} 'fear' - {call} scary_song - {elif} _ - ``` - 18: - story_text: | - ### Exercise - Even in this last level of Hedy we can make some music! Be careful of all the syntax that is needed now. - Take a good look at how the functions are defined and called upon in the example code. - Finish the song! - example_code: | - ``` - {def} line_1(): - {for} i {in} {range}(1, 5): - {play} A - {play} D - {play} F - {play} A - - {def} line_2(): - {for} i {in} {range}(1, 5): - {play} G - {play} C - {play} E - {play} G - - {def} line_3(): - _ - - {print} ('The drunken sailor') - {print} ('What shall we do with the drunken sailor?') - line_1() - line_2() - line_3() - {print} ('Early in the morning') - ``` parrot: - name: Parrot - default_save_name: Parrot - description: Create your own online pet parrot that will copy you! levels: 1: - story_text: | - Create your own online pet parrot that will copy you! - example_code: | - ``` - {print} Im Hedy the parrot - {ask} whats your name? - {echo} - {echo} - ``` story_text_2: | ### Exercise Can you make the parrot ask a different question? Fill in the blanks in the example! - example_code_2: | - ``` - {print} Im Hedy the parrot - {ask} _ - {echo} - {echo} 2: story_text: | Create your own online pet parrot that will copy you! @@ -3176,56 +1252,17 @@ adventures: story_text: | In this level we have to use quotation marks with the commands `{ask}` and `{print}`. Can you complete the code by adding quotation marks? - example_code: | - ``` - words {is} squawk, Hedy - {print} _ Train your parrot! _ - new_word {is} {ask} _ Which word do you want to teach them? _ - {add} new_word {to_list} words - {print} _ 🧒 Say _ new_word _, Hedy!_ - {print} _ 🦜 _ words {at} {random} - ``` 5: story_text: | Reward your parrot if it says the correct word! Finish the code by filling in the 4 missing commands. - example_code: | - ``` - words {is} squawk, Hedy - {print} 'Train your parrot!' - new_word {is} {ask} 'Which word do you want to teach them?' - {add} new_word {to_list} words - said_word {is} words {at} {random} - {print} '🧒 Say ' new_word ', Hedy!' - {print} '🦜 ' said_word - _ said_word {is} new_word _ '🧒 Great job, Hedy! 🍪' - _ _ '🧒 No, Hedy! Say ' new_word - ``` piggybank: - name: Piggy Bank - default_save_name: Piggy Bank - description: Count your pocketmoney! levels: 12: story_text: | In this adventure you learn how to make a digital piggy bank. Finish the code to calculate how much money you have and how long you need to save up to buy what you want! - example_code: | - ``` - {print} 'The digital piggy bank' - wish = {ask} 'What would you like to buy?' - price = {ask} 'How much does that cost?' - saved = {ask} 'How much money have you saved already?' - allowance = {ask} 'How much pocket money do you get per week?' - to_save = price - saved - weeks = to_save / allowance - {print} 'You can buy a ' _ ' in ' _ ' weeks.' - ``` 14: - story_text: | - ### Exercise - In this level you can let Hedy tell you if you have saved up enough money! - Finish this code by filling in the blanks! example_code: | ``` _ calculate_budget with wish, money, allowance @@ -3245,45 +1282,7 @@ adventures: {call} calculate_budget with _, _, _ ``` pressit: - name: Key presses - default_save_name: Pressed - description: Try linking a keyboard key to a command! levels: - 5: - story_text: | - In this level there is another new keyword: `{pressed}`! - With `{pressed}` you can use keys on your keyboard to control what lines are used. - - ### Exercise - Look at the example and add one more line of code that reacts to a key press. - example_code: | - ``` - {print} 'Do you want a good (g) or bad (b) ending?' - {if} g {is} {pressed} {print} 'They lived happily ever after ❤' - {else} {print} 'The prince was eaten by a hippopotamus 😭' - ``` - story_text_2: | - You can also link turtle commands to keys. - - ### Exercise - Copy the lines a few times so you can create a larger drawing. - example_code_2: | - ``` - {if} y {is} {pressed} {forward} 15 - {else} {turn} 90 - ``` - 7: - story_text: | - Now that you have learned about `{repeat}`, we can press keys multiple times. - You can use it to make the turtle walk forward and turn. - - ### Exercise - The code you have seen in level 5 only checks the key once. Copy the example code and add a `{repeat}` to it, so that you can press the keys many times. - Use this code to draw something nice. - example_code: | - ``` - {if} x {is} {pressed} {forward} 15 {else} {turn} 90 - ``` 9: story_text: | Now that you know how to combine statements, you can create a touch type tool with `{pressed}`. @@ -3291,54 +1290,9 @@ adventures: ### Exercise Finish the code. Each time a random letter should be chosen, which you have to press. You get a point for a correct press, and and two points deduction for a wrong press. **(extra)** Clear the screen after each letter, and show the user how many points they have scored. - example_code: | - ``` - points = 0 - letters = a, b, c, d, e - {repeat} 10 {times} - letter = _ _ _ - {print} 'Press the letter ' letter - {if} letter {is} {pressed} - _ - _ - _ - ``` print_command: - name: '{print}' - default_save_name: print - description: Introduction print command levels: - 1: - story_text: | - ## The print command - You can print text to the screen using the `{print}` command. - example_code: | - ``` - {print} Hi there, programmer! - {print} Welcome to Hedy! - ``` - story_text_2: | - ### Exercise - In Hedy you will find exercises in every adventure. An exercise allows you to practise the new commands and concepts, and lets you give your own twist to the example codes. - In this exercise you will see a pink blank space. You have to fill something in the place of the blank space before the code can be run. - - Fill in the `{print}` command in the blank space and then add five more lines of code. Each line has to start with a `{print}` command. - Have fun! - example_code_2: | - ``` - _ Hello! - ``` 18: - story_text: |- - We arrived at real Python code! That means we need to use parentheses with `{print}` and `{range}` from now on. - It also means you can use Hedy code from this level in any Python environment as long as you use the English commands. If you haven't until now, you can switch the toggle in the commands menu to do so. - example_code: | - ``` - {print}('Hello!') - {for} i {in} {range}(1, 10): - {print}('This is line ', i) - ``` - story_text_2: If you want to print more than one item, you need to separate them by commas. example_code_2: | ``` temperature = 25 @@ -3346,158 +1300,13 @@ adventures: ``` {print}('My name is ', name) - quizmaster: - name: Quizmaster - default_save_name: Quizmaster - description: Make your own quiz! - levels: - 14: - story_text: | - ### Exercise - In this adventure you can make your own quiz! Fill in the blanks, add more questions and enjoy your own quiz! - You can make a quiz about anything you like: your hobby, your favorite animal, your favorite book or anything at all! - example_code: | - ``` - {print} 'Make your own quiz' - points_a = 0 - points_b = 0 - {print} 'Question' - {print} 'Answer option A' - {print} 'Answer option B' - answer = {ask} 'Which answer?' - {if} answer == 'A' - points_a = points_a + 1 - {if} answer == 'B' - points_b = points_b + 1 - {print} 'End of the quiz!' - {print} 'Lets see the results!' - {if} points_a > points_b - {print} 'You belong to the A club' - {if} points_b > points_a - {print} 'You belong to the B club' - ``` - quotation_marks: - name: '''quotation marks''' - default_save_name: quotation_marks - description: Introduction quotation marks - levels: - 4: - story_text: | - ## 'Quotation marks' - In level 4 `{ask}` and `{print}` have changed. - You must put text that you want to print between quotation marks. - This is useful, because now you can print all the words you want. Also the words you used to store something with `{is}`. - Most programming languages also use quotation marks when printing, so we are also getting a step closer to real programming! - example_code: | - ``` - {print} 'You need to use quotation marks from now on!' - answer {is} {ask} 'What do we need to use from now on?' - {print} 'We need to use ' answer - ``` - story_text_2: | - ## Contractions - Important! Mind that now that we're using quotation marks, Hedy will get confused when you use the apostrophe for contractions like I'm or What's. - Make sure to remove those apostrophes and change the spelling to I am or What is. - Check out the example code to see the wrong way of using apostrophes. - example_code_2: | - ``` - _ This is the wrong way of using apostrophes _ - {print} 'I'm babysitting my sister's kids' - {print} 'What's more fun than that?' - ``` - 12: - story_text: | - **All texts need to be in quotation marks** - For this level on you will also have to use quotation marks when storing a text with `=`: - example_code: | - ``` - name = 'Hedy the Robot' - {print} 'Hello ' name - ``` - story_text_2: | - **All items in lists need quotation marks too** - Lists are texts, so they need quotation marks too. Mind that each single item on the list has quotation marks. - This allows you to save two words as 1 item on the list, for example 'Black Widow'. - example_code_2: | - ``` - superheroes = 'Spiderman', 'Batman', 'Black Widow' - {print} superheroes {at} {random} - ``` - story_text_3: | - **All text after `{if}` comparisons need quotation marks too** - example_code_3: | - ``` - name = {ask} 'What is your name?' - {if} name = 'Hedy the Robot' - {print} 'Hi there!' - ``` - story_text_4: | - **Numbers don't need quotation marks** - For numbers, you do not use quotation marks in the `=`: - example_code_4: | - ``` - score = 25 - {print} 'You got ' score - ``` random_command: - name: '{random}' - default_save_name: random_command - description: introducing at random command levels: - 3: - story_text: | - ## At random - In this level you can make a list using the `{is}` command. You can let the computer choose a random item from that list. You do that with `{at} {random}`. - example_code: | - ``` - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - ``` - story_text_2: | - You can use the `{at} {random}` command in a sentence as well. - example_code_2: | - ``` - food {is} sandwich, slice of pizza, salad, burrito - {print} I am going to have a food {at} {random} for lunch. - ``` - story_text_3: | - ### Exercise - Try out the `{at} {random}` command by making your own gameshow (like the ones on tv) where you choose a door or suitcase and it contains a big price! - Can you do it? We have already put the first lines into the example code. - example_code_3: | - ``` - {print} The big gameshow! - {print} There are 3 suitcases in front of you... - chosen {is} {ask} Which suitcase do you choose? - prices {is} _ - _ - ``` 16: story_text: |- We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. For example: `friends[1]` is the first name on the list of friends, as you can see in the first part of the example code. The second part of the example code shows you that we can also match 2 lists using the variable i. - example_code: | - ``` - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - ``` - story_text_2: |- - Now that you've learned to use the brackets in lists, you can also start using the {at} {random} command in the Python way! - You simply type the name of your list with `[random]` behind it! - example_code_2: |- - ``` - fruit = ['apple', 'banana', 'cherry'] - {print} fruit[random] - ``` repeat_command: - name: '{repeat}' - default_save_name: repeat_command description: repeat command levels: 7: @@ -3507,23 +1316,6 @@ adventures: ### Exercise Play around with the repeat command. Can you make the happy birthday song in only 3 lines of code instead of 4 now? - example_code: | - ``` - {repeat} 3 {times} {print} 'Hedy is fun!' - ``` - 8: - story_text: | - ### Repeat commands and indentation - In this level you can repeat multiple lines of code with only 1 repeat command. - You do this by making a block of lines that you want to repeat. - The lines in this block will need **indentation** . - That means putting four spaces at the beginning of each line. You will also have to indent when you just want to create a block of one line. - example_code: | - ``` - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This is all repeated 5 times' - ``` 9: story_text: | Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... @@ -3539,55 +1331,15 @@ adventures: {else} {print} 'Maybe you should practice some more in the previous level' repeat_command_2: - name: '{repeat} 2' - default_save_name: repeat_command_2 - description: repeat command 2 - levels: - 7: - story_text: | - ## Repeat with other commands and with variables - You have practiced the `{repeat}` command in combination with the `{print}` command now, but did you know you could also use other commands with `{repeat}` ? - In this example code you can see that `{repeat}` can also be used with an `{ask}`, `{if}` or `{else}` command. - example_code: | - ``` - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - ``` + description: repeat command 2 + levels: + 7: story_text_2: | Another interesting thing you can so with the `{repeat}` command is using variables to set the amount of times something should be repeated. In the example code you can see that we first ask the person how old they are. Then, in line 3, the question is repeated 'age' times. So we have used the variable 'age' with the `{repeat}` command. - example_code_2: | - ``` - {print} 'Yay! It is your birthday!' - age = {ask} 'How old are you now?' - {repeat} age {times} {print} 'Hip Hip Hurray!' - ``` - 8: - story_text: | - ### In the block or not? - In this level you have to think carefully which lines of code should be in the block and which shouldn't. - For example: If you want to sing the song *the muffin man*. You only want the line with 'the muffin man' to be repeated twice. - This means the last line shouldn't start with indentation as it doesn't belong to the block. - If you do start the last line with indentation the song will turn out wrong. - - ### Exercise - Each line in the example code starts with a blank. Remove the blanks and try to figure out which line need indentation and which don't to make the muffin man song. - example_code: | - ``` - _ {print} 'Do you know the muffin man?' - _ {repeat} 2 {times} - _ {print} 'The muffin man' - _ {print} 'Do you know the muffin man, who lives on Drury Lane?' - ``` restaurant: - name: Restaurant - default_save_name: Restaurant - description: Create your own virtual restaurant levels: 1: - story_text: | - In level 1 you can make your own virtual restaurant and take your guests' orders. story_text_2: | ### Exercise Can you think of more lines to add to your restaurant code? For example, can you {ask} the guests what they'd like to drink, tell them the price, or wish them a pleasant meal? @@ -3603,15 +1355,6 @@ adventures: story_text: | In level 2 you could expand your restaurant by using variables. In level 1 Hedy could only {echo} the order once and only remember the last thing that was ordered. Now you can use variables and Hedy can remember both the food and the toppings! - example_code: | - ``` - {print} Welcome to Hedy's restaurant! - {print} Today we're serving pizza or lasagna. - food {is} {ask} What would you like to eat? - {print} Great choice! The food is my favorite! - topping {is} {ask} Would you like meat or veggies on that? - {print} food with topping is on its way! - ``` story_text_2: | ### Exercise Can you make this code more elaborate? For example by adding drinks to the order? Or...? @@ -3688,21 +1431,6 @@ adventures: 6: story_text: | In this level you can use maths to calculate the total price of your customer's order, which can make your virtual restaurant more realistic. - example_code: | - You can make a simple restaurant code, like this: - ``` - {print} 'Welcome to Restaurant Chez Hedy' - {print} 'Here is our menu:' - {print} 'Our main courses are pizza, lasagne, or spaghetti' - main = {ask} 'Which main course would you like?' - price = 0 - {if} main {is} pizza price = 10 - {if} main {is} lasagne price = 12 - {if} main {is} spaghetti price = 8 - {print} 'You have ordered ' main - {print} 'That will be ' price ' dollars, please' - {print} 'Thank you, enjoy your meal!' - ``` 7: story_text: | In this level you've learned how to use the `{repeat}` command to repeat a line of code a certain amount of times. @@ -3717,24 +1445,6 @@ adventures: {repeat} _ {times} food = {ask} 'What would you like to eat?' {print} 'Thanks for your order! Its coming right up!' ``` - 8: - story_text: | - In this level you can make your virtual restaurant more elaborate by repeating multiple lines of code. Like this: - - ### Exercise - This code can be expanded with more items on the menu, for example offering drinks, and/or multiple courses or desserts. Add at least one more item. - **Extra** Add even more items, as many options as you like! - example_code: | - ``` - {print} 'Welcome to Restaurant Chez Hedy!' - people = {ask} 'How many people will be joining us today?' - {print} 'Great!' - {repeat} people {times} - food = {ask} 'What would you like to order?' - {print} food - {print} 'Thank you for ordering!' - {print} 'Enjoy your meal!' - ``` 9: story_text: | In this level you can use nesting to make your restaurant more realistic and more fun! @@ -3848,48 +1558,9 @@ adventures: price = price - 3 {print} 'That will be ' price ' dollars' ``` - 15: - story_text: | - With the `{while}` you can make sure your costumers can keep adding orders until they are done. - - ### Exercise - Correctly add the `{while}` command to this code. - example_code: | - ``` - {print} 'Welcome at McHedy' - more = 'yes' - _ - order = {ask} 'What would you like to order?' - {print} order - more = {ask} 'Would you like to order anything else?' - {print} 'Thank you!' - ``` rock: - name: Rock, paper, scissors default_save_name: Rock - description: Make your own rock, paper, scissors game levels: - 1: - story_text: | - In level 1 you can start with a rock, paper, scissors game. - - With `{ask}` you can make a choice, and with `{echo}` you can repeat that choice. - example_code: | - ``` - {print} what do you choose? - {ask} choose from rock, paper or scissors - {echo} so your choice was: - ``` - story_text_2: | - ### Exercise - Instead of using words, you could also use emojis: ✊✋✌ - Can you create a code using emojis? - example_code_2: | - ``` - {print} what do you choose? - {ask} choose from _ - {echo} so your choice was: - ``` 2: story_text: | In this level you can practise using the variables, so that you can make the rock, paper, scissors game in the next level! @@ -3899,11 +1570,6 @@ adventures: {print} I choose _ ``` 3: - story_text: | - You can use the `{at} {random}` command to let the computer pick rock, paper or scissors! - - ### Exercise - Finish the code by using the `{at} {random}` command. example_code: | ``` choices {is} rock, paper, scissors @@ -3919,16 +1585,6 @@ adventures: {print} player 1 chooses... choices {at} {random} {print} player 2 _ ``` - 4: - story_text: | - In this level we can further program rock, paper, scissors. But if you want to add text, you have to use quotation marks here too. - ### Exercise - Fill in quotation marks on the blanks. Mind that the variable `choices` should be outside the quotes. - example_code: | - ``` - choices {is} rock, paper, scissors - {print} _The computer chooses..._ choices {at} {random} - ``` 5: story_text: | In this level we can determine who won. @@ -3981,47 +1637,7 @@ adventures: 13: story_text: | With the `{and}` command you can shorten your rock, paper, scissors code! Check out the example code below and try to finish it. - example_code: | - ``` - options = 'rock', 'paper', 'scissors' - your_choice = {ask} 'What do you choose?' - computer_choice = options {at} {random} - {print} 'You choose ' your_choice - {print} 'The computer chooses ' computer_choice - {if} computer_choice {is} your_choice - {print} 'Tie' - {if} computer_choice {is} 'rock' {and} your_choice {is} 'paper' - {print} 'You win!' - {if} computer_choice {is} 'rock' {and} your_choice {is} 'scissors' - {print} 'The computer wins!' - _ - ``` - 15: - story_text: | - ### Exercise - Play until you beat the computer! But first, finish the example code... - example_code: | - ``` - won = 'no' - options = 'rock', 'paper', 'scissors' - {while} won == 'no' - your_choice = {ask} 'What do you choose?' - computer_choice = options {at} {random} - {print} 'you chose ' your_choice - {print} 'the computer chose ' computer_choice - {if} computer_choice == your_choice - {print} 'Tie!' - {if} computer_choice == 'rock' {and} your_choice == 'scissors' - {print} 'You lose!' - {if} computer_choice == 'rock' {and} your_choice == 'paper' - {print} 'You win!' - won = 'yes' - _ - ``` rock_2: - name: Rock, paper, scissors 2 - default_save_name: rock_2 - description: Part 2 of rock, paper, scissors levels: 2: story_text: | @@ -4035,9 +1651,6 @@ adventures: {print} I choose choice ``` secret: - name: SuperSpy - default_save_name: SuperSpy - description: Make your own spy code levels: 12: story_text: | @@ -4063,187 +1676,16 @@ adventures: 13: story_text: | Can you fill in the right command on the blank? Mind: The superspy has to answer BOTH questions correctly, before they get the confidential information! - example_code: | - ``` - name = {ask} 'What is your name?' - password = {ask} 'What is your password?' - {if} name {is} 'Agent007' _ password {is} 'TOPSECRET' - {print} 'Go to the airport at 02.00' - {else} - {print} 'Go to the trainstation at 10.00' - ``` - simon: - name: Simon Says - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - Let's make a game of Simon Says! Simon Says is a memory game in which the player will be given a color. They have to repeat that color back. - If they get it right a color is added to the sequence, so they now have to remember 2 colors, then 3, then 4 etc. the game stops as soon as the player makes a mistake. - - ### Exercise - In this first part of the Simon Says adventure, we'll let the computer pick a random color and add it to a list. - - ***Make 2 lists*** First, make a list called `colors` and fill it with the colors red, yellow, green and blue. - Then make a list called `simon_sequence`. This list will be used as the answer. - At the start of the game this lists need to be empty. unfortunately, we can't create an empty list (yet), so we'll fill it with the words 'empty' and 'list' and we'll remove them from the list immediately. - - ***Create a function that adds a color to the sequence*** Now that we have an empty list called simon_sequence, we can start filling it with random colors. - We do that with a function, so we can call it everytime there's a new level in our game. Create a function called `add_random_color`. - Then create the variable random_color and set it to a random color. Next, add this random color to the simon_sequence. - - ***Create a function that shows the simon_sequence*** Start by naming the new function `show_simon_sequence` with `level` as an argument. Now we want to show as many colors as the level we are in (in level 1 you see 1 color, in level 2 you see 2 colors etc). - So we repeat `level` times, to print the `simon_sequence[i]`. Each time a color is shown, wait for 1 second and then clear the screen. - - ***Test your program*** Before you go to the next level, test if the functions are working by calling both of the functions. If they're working you should see a random color in your output screen. - Remove this testing part of your code, copy the code and continue to the next tab to learn more about the simon says game! - example_code: | - ``` - # Make 2 lists - colors = _ - _ = ['empty', 'list'] - {remove} _ {from} simon_sequence - {remove} _ - - # Create a function that adds a color - _ add_random_color - _ - {add} _ - - # Create a function that shows the simon_sequence - {define} _ - {for} i {in} {range} 1 {to} _ - {print} _ - _ - _ - - # Test your program - {call} _ - {call} show_simon_sequence {with} 1 - ``` - simon_2: - name: Simon Says 2 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - We'll continue with our Simon Says game! - - ### Exercise - ***Paste your code here*** Paste your code from the previous level here. Don't forget to remove the part that was just used for testing the functions. - - ***Create a function that creates the player_sequence*** The list `player_sequence` is used to capture the answers of the player. First we define the function with the argument level. - Next, we ask level times what the color is that they choose. We call that variable `answer`. Then we add the variable `answer` to the list player_sequence. - - ***Setting up the game*** Before we program the game in the next tab, we'll need some starting variables. First, we'll set the variable `level` to 1 and the variable `game_over` to False. - Then we make an introduction for the game. We'll print 'Welcome to Simon Says!' and clear the screen after 1 second. - - ***Continue to the next tab to finish the game!**** Don't forget to copy your code and take it with you to the next tab. - example_code: | - ``` - # Paste your code here - - - # Create a function that creates the player_sequence - {define} _ - {for} _ - _ 'What is color number ' i '?' - {add} answer {to} _ - - # Set up - level = _ - game_over = _ - {print} _ - _ 1 - _ - ``` - simon_3: - name: Simon Says 3 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - In this tab we'll program the game of Simon Says! - - ### Exercise - ***Paste your code*** Copy your code from the previous tab and paste it here. - - ***Program the game*** We start by making sure the game goes on while the game isn't over. Then we print what level the player is on, we use the variable level for that. We only show that for 1 second and then we clear the screen again. - Now, we have to create the empty list player_sequence. We've already programmed how to fill the list, with our function `player_sequence`, but we never made the list itself. To create the list we use the same trick as we did in the previous tab. - We'll make a list with the words 'empty' and 'list' on it, and then we remove both these words. Next, we'll call all of the 3 functions that we've created. - Lastly, we'll have to check if the player gave the correct answers (so if the player_sequence and the simon_sequence are the same). - If that's the case, we'll compliment the player. Wait for 1 second and increase the level with 1. - Did the player give the wrong answer, we'll tell them and end the game by setting game_over to 'True' - - ***Enjoy your game!*** Great job! Does your game not work? Use the ladybug button to debug your code! - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - {print} _ - _ - _ - _ = ['empty', 'list'] - {remove} _ - {remove} _ - {call} _ - {call} _ {with} _ - {call} _ {with} _ - {if} player_sequence == _ - _ - _ - _ - {else} - _ - game_over = _ - ``` sleep_command: - name: '{sleep}' - default_save_name: sleep_command description: introducing sleep command levels: 2: story_text: | ## The sleep command Another new command in this level is `{sleep}`, which pauses your program for a second. If you type a number behind the {sleep} command, the program pauses for that amount of seconds. - example_code: | - ``` - {print} My favorite colour is... - {sleep} 2 - {print} green! - ``` songs: - name: Sing a song! - default_save_name: Song - description: Print a song levels: 6: - story_text: | - Songs often contain a lot of repetition. Sometimes the repetition is also based on counting. - For example, in the well-known song 'Bottles of beer'. You can program that song with a little math. - - Tip: Use the read aloud function to let Hedy sing the song to you! - - ### Exercise - You can now repeat lines 2 to 7 as many times as you want by copying the lines. - example_code: | - ``` - verse = 99 - {print} verse ' bottles of beer on the wall' - {print} verse ' bottles of beer' - {print} 'Take one down, pass it around' - verse = verse - 1 - {print} verse ' bottles of beer on the wall' - {sleep} - ``` - story_text_2: | - This children's song counts down from 5 little monkeys to 1 monkey. - If you copy line 2 - 7 and paste it under the the code, you can sing the whole song! example_code_2: | ``` number = 6 @@ -4341,10 +1783,6 @@ adventures: Print the song Five little moneys jumping on the bed. Look up the text if you don't remember. **(extra)** Print the song Old MacDonald had a farm, and make sure all animals make a different sound, using an `{if}`. - example_code_2: | - ``` - monkeys = 5, 4, 3, 2, 1 - ``` 11: story_text: | In this level you can use the `{for} i {in} {range}` command to make songs that use counting, like the 5 little monkeys. @@ -4359,319 +1797,25 @@ adventures: {print} 'Mama called the doctor and the doctor said' {if} i {is} 1 {print} 'PUT THOSE MONKEYS RIGHT TO BED!' - {else} - {print} 'NO MORE MONKEYS JUMPING ON THE BED!' - ``` - 12: - story_text: | - In this song we can make it even easier to program 'if you're happy and you know it, clap your hands'. Because we can put all of the actions in a variable, check it out: - - ### Exercise - Can you add the right amount of indentation to each line to make the song play correctly? - Hint: Not all lines need indentation. - example_code: | - ``` - _ actions = 'clap your hands', 'stomp your feet', 'shout Hurray!' - _ {for} action {in} actions - _ {for} i {in} {range} 1 {to} 2 - _ {print} 'if youre happy and you know it' - _ {print} action - _ {print} 'if youre happy and you know it and you really want to show it' - _ {print} 'if youre happy and you know it' - _ {print} action - ``` - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, but did you know that you could combine them with {ask} commands as well? - In this example we have changed the 'My Bonnie' program and made it interactive. You are now asked where Bonnie is. - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is ' place - - chosen_place = {ask} 'Where do you want Bonnie to be?' - synonym = {ask} 'What is another word for that?' - - {call} song {with} chosen_place - {call} song {with} synonym - {call} song {with} chosen_place - ``` - 16: - story_text: | - In this level, you can program a song like OldMacDonald even more quickly. You can connect the right animal to the right sound by simply putting them in the same place in the list. - The Drunken Sailor is also quickly made in this level. You only need 8 lines for the entire song, check it out! - - ### Exercise - Complete the Old MacDonald song by setting the variable `animal` to `animals[i]` and `sound` to `sounds[i]`. - example_code: | - ``` - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - {for} i {in} {range} 1 {to} 3 - animal = _ - sound = _ - {print} 'Old MacDonald had a farm' - {print} 'E I E I O!' - {print} 'and on that farm he had a ' animal - {print} 'E I E I O!' - {print} 'with a ' sound sound ' here' - {print} 'and a ' sound sound ' there' - {print} 'here a ' sound - {print} 'there a ' sound - {print} 'everywhere a ' sound sound - ``` - - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines - {for} i {in} {range} 1 {to} 3 - {print} line - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - 18: - story_text: | - In level 16 we made songs using lists. These programs however are no longer working properly in this level. The colons from level 17 and the brackets from level 18 still need to be added. - - ### Exercise 1 - The Drunken sailor song is given as sample code, but not yet working. - Can you make sure everything works again? To help you, we've put _ in the places of _some_ errors. - - ### Exercise 2 - Now also look up your Old MacDonald song from level 16, and correct it. - example_code: | - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines _ - {for} i {in} {range} 1 {to} 3 _ - {print} _ line _ - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - songs_2: - name: Sing a song! 2 - default_save_name: Song 2 - description: Sing a song 2 - levels: - 12: - story_text: | - Songs contain a lot of repetition. We can capture it with a function! - ### Exercise - Look at the example code with the function. Fill out the two lines so the full song is printed. - example_code: | - ``` - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} _ - ``` - 16: - story_text: | - ### Exercise - Finish the nursery rhyme! - example_code: | - ``` - number = ['one', 'two', 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'ten'] - object = ['on his drum', 'on his shoe', 'on his knee', 'on his door', 'on his hive', 'on his sticks', 'up in heaven', 'on his gate', 'on his vine', 'once again'] - - _ - {print} 'This old man' - {print} 'He played ' _ - {print} 'He played knick-knack ' _ - {print} 'With a knick-knack paddywhack' - {print} 'Give the dog a bone' - {print} 'This old man came rolling home' - {sleep} 8 - {clear} - ``` - story_text_2: | - ### Exersice 2 - Now create your own code for the nursery rhyme 'The wheels on the bus' on the same way! - example_code_2: | - ``` - object = ['wheels', 'doors', _] - movement = [ 'round and round', 'open and shut', _] - ``` - tic: - name: Tic-Tac-Toe - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - Let's program a game of tic-tac-toe! - - ### Exercise - In this adventure we'll start with creating an empty field. - - ***Create a list called field*** This list will be our playing field. This list is filled with 9 dots, since there are no x's and o's yet at the start of our game. - - ***Create a function that prints the field*** Firstly, clear the screen so the old playing fields will be removed. Then we print the first line of our Tic Tac Toe field. This line constists of the first 3 spots in our list field. - We have already programmed this line for you. Now finish the field by printing spot 4, 5, and 6 on the second row and spot 7, 8 and 9 in the third row. - - ***Call the function that prints the field*** Now call the function. -
- Run the code. Your output should look like this: -
- - ***Continue in the next tab*** In the next tab you'll learn how to program the game itself. - example_code: | - ``` - # Create a list called field - _ = ['.', '.', '.', '.', '.', '.', '.', '.', '.'] - - # Create a function that prints the field - {define} print_field - _ - {print} 'TIC TAC TOE' - {print} field[1] field[2] field[3] - _ - _ - - # Call the function - ``` - 17: - story_text: | - In the previous level you've learned how to make a tic-tac-toe game. The game works, but is quite annoying as it keeps asking you if you've won yet. - Now that we have the {elif} command, we can let the game decide if someone has won and it can stop asking us! - - ### Exercise - ***Paste your code*** Paste your code from the previous level here and make it level 17 proof. In this level you've learned to use a colon everytime you create a block of code. Please add the colons in the correct spots. - - ***Create a function that detects if someone's won*** We have started the function for you, paste it under the function `print_field` and finish the function. You can see that this first piece of code checks to see if spot 1, 2 and 3 are the same, because if they are you have 3 in a row. - It also checks if they are not a dot, because if they are, the line might have the same symbols on them, but that's just because it's still empty. - If all these conditions are met, the game is over and the winner is printed. - Finish this function with all possible ways to win. This means you have to make this for the other 2 rows, 3 columns and 2 diagonals. - If you've finished all the other options, the function should return the variable `game_over` so we can use it in our game. - - ***Call the function in the game*** Go to the line `game_over = {ask} 'Did you win?'` and change it to `game_over = {call} detect_winner {with} field, sign`. Now the function will check if there's a winner and the game doesn't need to keep asking anymore! - - ***Enjoy your game!*** Great job! You have finished the game! Enjoy playing it! - - example_code: | - ``` - # Paste your code here and make it level 17 proof - - # Create a function that detects if someone has won - {define} detect_winner {with} field, sign: - {if} field[1] == field[2] {and} field[2] == field[3] {and} field[1] != '.': - game_over = 'yes' - {print} 'Player ' sign 'wins!' - {elif}: - _ - {else}: - game_over = 'no' - {return} _ - ``` - tic_2: - name: Tic-Tac-Toe 2 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - In the previous adventure you've learned how to create a playing field. Now you'll learn how to create the game! - - ### Exercise - ***Paste your code*** Start by pasting your code from the previous adventure here. - - ***Add variables*** Underneath your list called `field` we'll add 2 more variables that we'll need to program the game. - The variable `game_over` tells us if the game is over, and should be 'no' at the start of the game. - The variable `sign` tells us if it's the turn of player x or player o. Set the variable to 'x'. - - ***The game*** First use a {while} command, to make sure the game keeps on playing the variable while game_over is set to no. - During the game, we first ask the player which spot they choose. Then we change the field with the number they chose into their sign. - Then we print the field again and we ask the player if they've won yet. Lastly we want to switch whose turn it is, so if the sign is 'x' it should be 'o' and the other way around. - - ***Test your game*** Does your game work? Great, have fun playing the game! If not, use the ladybug button to debug your code. - You might have noticed one mistake in the code though, you can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! Go to the next tab to learn how to fix this problem. - example_code: | + {else} + {print} 'NO MORE MONKEYS JUMPING ON THE BED!' ``` - # Paste your code from the previous adventure here - - # Add variables - game_over = _ - sign = _ - - # The game - {while} _ - choice = _ 'Player ' sign '_?' - field[choice] = _ - _ print_field - game_over = {ask} _ - {if} sign = 'o' - sign = _ - _ - sign = _ - ``` - tic_3: - name: Tic-Tac-Toe 3 - default_save_name: Tic - description: Play a game of Tic Tac Toe! + songs_2: levels: - 16: - story_text: | - You might have noticed one mistake in the code you've made in the previous adventure. You can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! In this tab we'll fix that mistake. - - ### Exercise - ***Paste your code here*** Paste your code from the previous adventure here. - - ***Fix the mistake*** To fix the mistake we replace the line that says `field[choice] = sign`. This turns any spot that the player has chosen into their sign. - Go to the header that says 'Use this to fix the mistake' and finish the code. We first want to check if the chosen spot is still empty, so `if field[choice] = '.'`. If that is the case, you are allowed to take it. - Then we make an else command and print 'Sorry, this spot is already taken' if the spot is not empty. Lastly, we add a {sleep} command, so the players can actually read the text before it gets cleared again. - Now copy this piece of code and replace the line `field[choice] = sign` with this new piece of code. - - ***Play your game!*** Now the game should work properly! Good job! - The only flaw is that you can get a bit annoyed that the game keeps asking you if you've won yet. Do you want to fix that? Go to level 17 and we'll fix it! + 12: example_code: | ``` - # Paste your code here + {define} twinkle + {print} 'Twinkle' + {print} '...' - # Use this to fix the mistake - {if} _ = '.' - field[choice] = sign - {else} - {print} _ - _ + {call} twinkle + {print} 'Up above the world so high' + {print} 'Like a diamond in the sky' + {call} _ ``` turtle: - name: Turtle - default_save_name: Turtle - description: Make your own drawing levels: - 1: - story_text: | - You can also use Hedy to draw. By combining turns and lines, you can make a square or stairs! - - Using `{forward}` you draw a line forwards. The number behind it determines how far the turtle will walk. `{turn} {right}` turns a quarter turn in clockwise direction, `{turn} {left}` turns counter clockwise. - - If you want to go backwards, you use the `{forward}` command but with a negative number. So for example `{forward} -100` - example_code: | - ``` - {forward} 100 - {turn} {left} - ``` - story_text_2: | - ### Exercise - This is the start of a little staircase. Can you make it have 5 steps? - example_code_2: | - ``` - {forward} 20 - {turn} {right} - {forward} 20 - {turn} {left} - {forward} 20 - ``` 2: story_text: | In this level you can use variables to make the turtle interactive. For example you can ask the player how many steps the turtle must make. @@ -4703,63 +1847,7 @@ adventures: Use `{at} {random}` to choose a value from a list. ### Exercise Can you copy and paste lines 2 and 3 to create a longer random path? - example_code: | - ``` - angles {is} 10, 50, 90, 150, 250 - {turn} angles {at} {random} - {forward} 25 - ``` - 4: - story_text: | - In level 4 you have to use quotation marks with `{print}` and `{ask}`. Also when drawing! - example_code: | - ``` - {print} _ Drawing figures _ - angle {is} 90 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - ``` - story_text_2: | - You can also change the color of the lines with the command `{color}`. Check out the example. - You can also use the command `{color} {white}` to make 'invisible' lines. You could use these white lines to move the turtle anywhere in the screen before you start drawing. - example_code_2: | - ``` - {color} {white} - {forward} -80 - {color} {green} - {forward} 50 - {color} {yellow} - {forward} 50 - {color} {red} - {forward} 50 - ``` 5: - story_text: | - In level 5 you can make a choice with `{if}`. For example between different types of figures. - example_code: | - ``` - {print} 'Drawing Figures' - figure {is} {ask} 'Do you want a square or a triangle?' - {if} figure {is} triangle angle {is} 120 - {else} angle {is} 90 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - ``` - story_text_2: | - ### Exercise - Fill in the correct numbers in this code to get it to work. - After you've done that, you can try to add the option backwards. - - **Extra** Instead of using 'left' and 'right', remake the program with North, East, South and West. - This way you could add even more directions like Northeast and Southwest etc. example_code_2: | ``` direction {is} {ask} 'Do you want to go left, right, or straight ahead?' @@ -4767,29 +1855,6 @@ adventures: if direction is right turn _ forward 100 ``` - 6: - story_text: | - In this level you can use calculations to draw different figures. - You may have learned in school that turning a full circle is 360 degrees. If not, now you know! - That's why you also use 90 degrees for a square. 360 divided by 4 is 90. - Now that we can do math with Hedy, we can draw all the figures we want! - example_code: | - ``` - angles = {ask} 'How many angles do you want?' - angle = 360 / angles - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - ``` 8: story_text: | Now that we can repeat several lines, we can make figures more easily. @@ -4804,14 +1869,6 @@ adventures: story_text_2: | Also, we can now improve the program that draws different figures. Can you figure out how far the turtle has to turn here? Finish the code and you can draw any polygon you'd like! - example_code_2: | - ``` - figure = {ask} 'How many angles should I draw?' - angle = 360 / figure - {repeat} figure {times} - {turn} _ - {forward} _ - ``` 9: story_text: | Now that we can use a `{repeat}` inside a `{repeat}`, we can create more complex figures. @@ -4820,17 +1877,6 @@ adventures: This code creates three black triangles, change that into five pink squares. **(extra)** Create a figure of your own choosing consisting of at least two different shapes types. - example_code: | - ``` - {color} {black} - {repeat} 3 {times} - {repeat} 3 {times} - {forward} 10 - {turn} 120 - {color} {white} - {forward} 50 - {color} {black} - ``` 10: story_text: | In this level you can make the turtle draw a figure. @@ -4841,162 +1887,9 @@ adventures: **(extra)** can you change the spiral into another shape? Experiment with numbers for the turn! ### Exercise 2 The spiral is drawn outwards, make it go inwards? - example_code: | - ``` - {turn} 90 - distances = 10, 20, 30, 40, 50, 60 - {for} distance {in} distances - {forward} distance - ``` - 12: - story_text: | - We can use functions to draw more complex figures with less code. - ### Exercise 1 - Fill the function so that three squares are created. If you want the image to look nicer, you can make the lines between the squares white. - - ### Exercise 2 - The code can be made even shorter. Place the final lines into a `{repeat}` so the figure remains the same. - - ### Exercise 3 - Create your own drawing with different figures. - Change both the number of figures with the `{repeat}` and the shape of the figures in the `{define}` - example_code: | - ``` - {define} square - {repeat} 4 {times} - {turn} _ - {forward} _ - {call} square - {forward} 50 - {call} square - {forward} 50 - {call} square - ``` turtle_draw_it: - name: Draw it! - default_save_name: Draw it - description: Draw this picture with the turtle levels: - 1: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Rectangle - Square - Stairs -
- 2: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Arrow - Boat -
- 3: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Star - Arrow -
- 4: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Colored Star - Rainbow - Nested squares -
- example_code: | - **Extra** Up for a real challenge? Make sure that the colors of these figures are selected randomly, so that each time you run your programs they'll look differently! - - ``` - colors {is} red, orange, yellow, green, blue, purple, pink, brown, gray, black - color _ - ``` - 5: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Make only one code that lets the player decide which letter they'd like to see! And can you add even more letters? - -
- F - E - L -
- example_code: | - Hint: - ``` - chosen_letter {is} {ask} 'Which letter would you like to see? F, E or L?' - {if} _ - ``` - 6: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Let the player decide which color the square should be. - - ***Extra*** Can you make the letter of your own first name and the flag of your own country too? - -
- Square - Letters - Flag -
- example_code: | - Hint for the square: - ``` - chosen_color = {ask} _ - ``` - 7: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Hexagon - Triangle - Fan -
- 8: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - -
- Square (3) - Randomly colored star (5) - Randomly colored spiral (7) -
9: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - - **Extra** Give the player a choice which country they would like to see the flag of. - -
- Cross (7) - Randomly colored nested squares (8) - Flags -
example_code: | Hint for the nested squares: ``` @@ -5014,14 +1907,6 @@ adventures: color_3 = blue ``` 10: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Nested Hexagon - Traffic lights -
example_code: | Hint Nested Hexagon: ``` @@ -5037,47 +1922,6 @@ adventures: color _ {repeat} _ ``` - story_text_2: | - Christmas lights - example_code_2: | - Hint Christmas Lights: - - Start by moving to the left side of the screen with an invisible white line. Then hang up the Christmas lights! - ``` - {color} white - {turn} -90 - {forward} 300 - {turn} 90 - - colors = red, blue, yellow, purple, green, orange, pink - {for} chosen_color {in} colors - _ - ``` - 11: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Beehive (6) - Fan (5) - Snowflake (13) -
- example_code: | - Hint Beehive: - ``` - {for} amount_of_combs {in} {range} 1 {to} _ - {for} walls_of_one_comb {in} {range} 1 {to} _ - {forward} _ - {turn} _ - {forward} _ - {turn} _ - ``` - - Hint Fan: - Start out like the fan you made in level 7. Or take a peak at the hint for the beehive, because the codes are very similar. - - Hint Snowflake: Start by making one 'leg' and repeat it 6 times. 12: story_text: | ### Exercise @@ -5104,129 +1948,9 @@ adventures: {if} shape = 'square' {call} draw_a_square ``` - 13: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Street in different sizes - Colored street - Snow Storm - example_code: | - Hint Street in different sizes - ``` - {define} draw_a_house {with} size - _ - - {call} draw_a_house {with} 90 - {call} draw_a_house {with} 60 - {call} draw_a_house {with} 30 - ``` - - Hint Colored street - ``` - {define} draw_a_house {with} chosen_color - _ - ``` - - Hint Snow Storm - ``` - {define} draw_snowflake {with} length, color - _ - - numbers = 10, 20, 30 - colors = _ - - {for} i {in} {range} 1 {to} 5 - random_number = _ - random_color = _ - {call} draw_snowflake {with} random_number, random_color - {color} white - {turn} random_number * 5 - {forward} 80 - ``` - 14: - story_text: | - ### Exercise - Create a program that asks the player how many corners their figure should have and then creates that figure. - The figure in the image is the output when the player fills in 10. - -
- - -
- example_code: | - ``` - {define} calculate_degrees {with} amount_of_corners - _ 360 / amount_of_corners - - - {define} draw_figure {with} degrees - _ - {forward} 400/amount_of_corners - {turn} _ - - amount_of_corners = {ask} _ - degrees = {call} _ {with} _ - - {call} _ {with} - {call} _ {with} - ``` - 15: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Spiral - example_code: | - Spiral - ``` - distance = 5 - {while} distance < 200 - distance = distance + 5 - _ - ``` - story_text_2: | - Fan - example_code_2: | - Fan - ``` - {define} draw_a_square {with} side - _ - - i = 100 - {while} i > 1 - _ {with} i - _ - i = i - 3 - ``` - story_text_3: | - Star - example_code_3: | - Star - A star is usually drawn using 144-degree-turns. If you change this slightly to 143 degrees for example and repeat the pattern multiple times with a {while} loop you can make this figure. while_command: - name: '{while}' - default_save_name: while_command description: while - levels: - 15: - story_text: |- - We are going to learn a new loop, the `{while}` loop! We continue the loop as long as the statement is true. - So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. - If the correct answer is never given, the loop never ends! - example_code: | - ``` - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - ``` years: - name: New Year's - default_save_name: New Year's Countdown description: Countdown to the new year! levels: 11: diff --git a/content/adventures/tn.yaml b/content/adventures/tn.yaml index 6b9727aa3c1..2b7fb874a90 100644 --- a/content/adventures/tn.yaml +++ b/content/adventures/tn.yaml @@ -1,44 +1,11 @@ adventures: story: - name: Story - default_save_name: Story - description: Story levels: 1: - story_text: | - In level 1 you can make a story with a different main character that you enter yourself. - - In the first line, use `{ask}` and ask who the main character of the story will be. - - After that first line, start with `{print}` if the sentence needs to be printed. - You use `{echo}` if you want your main character to be at the end of the sentence. - example_code: | - ``` - {ask} The main character of this story is - {print} The main character is now going to walk in the forest - {echo} They're a bit scared, - {print} They hear crazy noises everywhere - {print} They're afraid this is a haunted forest - ``` story_text_2: | ### Exercise Can you make your own story in Hedy now by using `{print}` , `{ask}` and `{echo}`? 2: - story_text: | - In level 2 you can make your story more fun. Your main character's name can now be anywhere in the sentence. - - You do have to program a little bit extra for that. You must now name your main character first. - - You can then put that name anywhere in a sentence. - example_code: |- - ``` - name {is} {ask} What is the name of the main character? - {print} name is now going to run in the woods - {print} name is a bit scared - {print} Suddenly she hears a crazy noise... - {sleep} - {print} name is afraid this is a haunted forest - ``` story_text_2: | ### Exercise Now it's time to add variables to your own story that you've made in the previous level. @@ -49,15 +16,6 @@ adventures: **Extra** Add a sleep command to your code to build up tension in your story. 3: - story_text: | - In level 3 you can make your story more fun. You can use randomness for any monster, animal or other obstacle, like this: - example_code: | - ``` - animals {is} 🦔, 🐿, 🦉, 🦇 - {print} They now hear the sound of an animals {at} {random} - ``` - story_text_2: | - The command `{add}` can also come in handy in your story. example_code_2: | ``` {print} He hears a sound @@ -68,35 +26,6 @@ adventures: ``` story_text_3: | This is an example of the `{remove}` command in your story - example_code_3: | - ``` - {print} His backpack got way too heavy. - {print} Inside were a bottle of water, a flashlight and a brick. - bag {is} water, flashlight, brick - dump {is} {ask} Which item should he dump? - {remove} dump {from} bag - ``` - 4: - story_text: | - ### Exercise - Copy the example code and finish it by adding quotation marks on the blanks in lines 1 and 2. - The blanks in line 3 and 4 should not be replaced by quotation marks, but a `{sleep}` and a `{clear}` command. Can you make it work? - - ### Exercise 2 - Go back to the previous level and copy your story code. Make the code work in this level by adding quotation marks in the right spots. - Mind: The variables in your own story should be outside of the quotation marks. Just like the second line of the example code. In that line the variable name is placed outside of the quotation marks. - example_code: | - ``` - name {is} {ask} _ What is your name? _ - {print} _ The main character is called _ name - _ - _ - {print} name _ is now going to walk in the woods _ - {print} name _ is a bit scared _ - animals {is} 🦔, 🐿, 🦉, 🦇 - {print} _ He hears the sound of a _ animals {at} {random} - {print} name _ is afraid this is a haunted forest _ - ``` 5: story_text: | In this level you can program different endings, which will make your story even more fun. @@ -123,12 +52,6 @@ adventures: story_text: | In a story, someone says words several times. For example, when someone calls for help or sings a song. You can put such repetitions in your story, in this level with `{repeat}`. - example_code: | - ``` - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - ``` 8: story_text: | In this level you can use multiple lines in your {if} commands, this way you can upgrade your happy or sad ending! @@ -216,144 +139,40 @@ adventures: {print} 'This could come in very handy' sword = 'found' ``` - 15: - story_text: | - Using the `{while}` loop can make your stories more interesting. For example, you can use `{while} game == 'on'` so you can play until the game is over. - Or you can use `{while} sword == 'lost'` so the player can't continue the game until they have found something. - - ### Exercise - The example code shows you how to use the `{while}` loop in a story. Now **think of your own scenario** in which the player has to find something before they can continue. - example_code: | - ``` - keys = 'lost' - {print} 'You are standing in your garden and you have lost your keys.' - {print} 'Where do you want to look for them?' - {print} 'You can choose: tree, flowerbed, rock, postbox' - {while} keys == 'lost' - location = {ask} 'Where do you want to look?' - {if} location == 'flowerbed' - {print} 'Here they are!' - keys = 'found' - {else} - {print} 'Nope they are not at the ' location - {print} 'Now you can enter the house!' - ``` - 18: - story_text: | - We are going to print another story, but now we have to use brackets with `{print}`. - - ### Exercise 1 - Create a story of at least 5 sentences. You don't have to use 'name' just yet. - example_code: | - ``` - {print}('Welcome to this story!') - ``` - story_text_2: | - ### Exercise 2 - We have already prepared an `{input}` for you. First, use the `name` variable in your story. - Then add a second `{ask}` and use that variable as well. - Tip: Remember the commas in a `{print}` between text and variables! - example_code_2: | - ``` - naam = {input}("What's your name?") - {print}('Welcome to this story!') - ``` add_remove_command: name: '{add} {to} & {remove} {from}' - default_save_name: add_remove_command description: introducing add to and remove from levels: 3: story_text: | ## Add to You can add items to the list with the `{add} {to_list}` command. To add an item to a list you can simply type: `{add} penguin {to} animals` or you can use the `{ask}` command like in the example code. - example_code: | - ``` - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - ``` - story_text_2: | - ## Remove from - If you can add items to a list, of course you can also take them off. This is done with the `{remove} {from}` command. - example_code_2: | - ``` - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - ``` story_text_3: | ### Exercise Try out the new commands in this virtual restaurant. Add the flavor the player is hpoing for to the list and remove the flavors they are allergic to. - example_code_3: | - ``` - {print} Mystery milkshake - flavors {is} strawberry, chocolate, vanilla - hope {is} {ask} What flavor are you hoping for? - _ - allergies {is} {ask} Are you allergic to any flavors? - _ - {print} You get a flavors {at} {random} milkshake - ``` and_or_command: - name: '{and} & {or}' - default_save_name: and or description: introducing and or - levels: - 13: - story_text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two `{if}`s but can use `{and}` and `{or}`. - - If you use `{and}`, both statements, left and right of the `{and}` need to be true. We can also use `{or}`. Then only one statement needs to be correct. - example_code: | - ``` - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - ``` ask_command: - name: '{ask}' - default_save_name: ask_command description: Introduction ask command levels: 1: - story_text: | - ## The ask command - Now that you can use the `{print}` command, you are ready to learn the next command: `{ask}`. With the `{ask}` command, you can ask a question. Check it out: example_code: | ``` {print} Dumela! {ask} O bitswa mang? ``` - story_text_2: | - ## The `{echo}` command - If you want the computer to repeat the answer back to you, you can use the `{echo}` command. The answer will be echoed back at the end of the sentence, so in this example after hello. example_code_2: | ``` {print} Dumela! {ask} O bidiwa mang? {echo} Dumela ``` - story_text_3: | - ### Exercise - Try out the `{ask}` and `{echo}` commands. Firstly, fill in the blanks to make this program work. - Then ask 2 more questions using the `{ask}` command, after each `{ask}` use an `{echo}` to print the answer on the screen. example_code_3: | ``` _ O tsogile jang? _ ``` 2: - story_text: | - ## The ask command - Now that we can use **variables** in our codes, we no longer need the `{echo}` command. - We can use variables to store the answers to our questions and this way we can use the answer to multiple questions in our codes. - Check it out: - - This way your code is becoming interactive! example_code: | ``` name {is} {ask} O bidiwa mang? @@ -361,220 +180,12 @@ adventures: age {is} {ask} O dingwaga tse kafe? {print} name o dingwaga tse age. ``` - story_text_2: | - ### Exercise - In the previous tab you have practised with setting variables with the `{is}` command. - You have created at least 3 variables and used them with a print command. - Now, instead of setting the variables we want you to make the variables interactive, like we did in our example. - - Copy your code from the previous tab and make the variables interactive by using `{ask}` commands. example_code_2: | ``` favorite_animal {is} {ask} O rata phologolo ehe? {print} Ke rata favorite_animal ``` - 18: - story_text: The final change we will need to make to get Python code is changing `{ask}` into `{input}`. - example_code: | - ``` - {print}('My name is Hedy!') - name = {input}('What is your name?') - {print}('So your name is ', name) - ``` - blackjack: - name: Blackjack - default_save_name: Blackjack - description: Try to get as close to 21 as you can - levels: - 17: - story_text: | - Blackjack is a simple game of cards in which you have to get as close to 21 points as possible. You get two cards. Each card is worth their numeral value, and the face cards (Jack, Queen and King) are worth 10 points. - The Ace is worth either 1 or 11 points (you can choose). The dealer, your opponent, also gets two cards. - If you want, you can get another card, and its points will be added to your total. The dealer can also choose to take another card. - But be careful not to get more than 21 points, because if you do, you lose! - The player who gets closest to 21, without going over it, wins! - - ### Exercise - In this adventure we code the first part of our Blackjack game. We'll create a function to calculate how many points a card is worth. - - ***Set the variables*** - Start by making a list of all the cards, from 2 to Ace. Next make a list of the face cards, so Jack, Queen and King. Then pick a random card from the list of cards to be card_1. - - ***Create a function to calculate the points*** - Create a function that calculates how many points a card is worth. - All the face cards are worth 10 points, the Ace is worth 11 and all the other cards are worth their numeral. - Return the variable `points` at the end of the function. - - ***Test the function*** - Test if your function is working properly. Finish the first print command by filling in which card you've drawn. Then finish the second line by calling the function with card_1. - Run the code a couple of times. Are you happy with the results? Great! Then you can remove the testing part and move on the the next tab! - example_code: | - ``` - {print} 'BLACKJACK' - - # Set these variables - cards = _ - face_cards = _ - card_1 = - - # Create a function to calculate the points - {define} calculate_points {with} card: - {if} card {in} face_cards: - points = _ - {elif} _ - _ - {else}: - _ - _ points - - # Test your function - {print} 'Your card is a ' _ - {print} 'That is worth ' _ ' points'. - ``` - blackjack_2: - name: Blackjack 2 - default_save_name: Blackjack_2 - description: Blackjack part 2 - levels: - 17: - story_text: | - ### Exercise - In this adventure we code the second part of our Blackjack game. - - ***Paste your code from the previous adventure*** - In the previous adventure you've started a list of variables and created a function to calculate how many points a card is worth. Copy your code and paste it here. Mind that you don't need the testing part, so if you haven't removed that yet, please do so now. - - ***Add more variables*** - You have already set the lists `cards` and `face_cards` and the variable `card_1`. Underneath those variables create 3 more variables: `card_2`, dealer_card_1` and `dealer_card_2`. These variables are all set to a random card from the list of cards. - - ***Add up points*** - To calculate how many points you have scored we call the function with card 1 and we do it again for card 2. Then we add both these scores together to get your total. - Do the same thing for the dealers points, but be sure to use the dealer's cards and not your own! - - ***2 Aces*** - You're doing great! Almost all scores can be calculated now. There is only one exception: 2 Aces. If you get 2 Aces, your total is 12 points and not 22 (because 22 points would be losing!). This of course also goes for the dealer. - - ***Show the score*** - Lastly, you want to tell the program to tell you which cards you have drawn and how many points that is. Then show which cards the dealer has and how many points they have. - - ***Continue in the next tab*** - Great! You have finished this part of the game! Copy your code and go to the next tab to learn how to ask for an extra card and to declare a winner. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add these variables to the list of variables - card_2 = _ - dealer_card_1 = _ - dealer_card_2 = _ - - # Add up your points - your_points_1 = {call} _ {with} card_1 - your_points_2 = _ - your_total = _ - - # Add up the dealers points - dealer_points_1 = _ - _ - _ - - # 2 Aces - {if} card_1 == 'Ace' {and} _ - your_total = 12 - {if} dealer_card_1 _ - dealer_total = _ - - # Show the score - {print} 'You have drawn a ' _ ' and a ' _ '. That is ' _ ' points' - {print} 'The dealer has drawn a ' _ ' and a ' _ '. That is ' _ ' points' - ``` - blackjack_3: - name: Blackjack 3 - default_save_name: Blackjack_3 - description: Blackjack part 3 - levels: - 17: - story_text: | - In the previous tabs you have learned how to draw 2 random cards for yourself and for the dealer and to calculate how many points you both got. - In this adventure we add the option to ask for an extra card for both you and the dealer. - - ### Exercise - ***Paste your code from the previous adventure*** Firstly, copy your code from the previous tab and paste it here. - - ***Extra card for you*** If you want, you can get an extra card to get your total as close to 21 as possible. First ask the player if they want an extra card. - If they do, pick a random card and print what they have drawn. If the card is not an Ace, you can call the function and add the points to your total. - In case the card is an Ace, you can't use the function, because the Ace can be either 1 point or 11 points, depending on how many points you already have earned. - If your total is less than 11, you want the ace to be 11 points (because this is closest to 21). So you add 11 points to your total. - If the total is more than or equal to 11, you want the ace to be 1 point (because you don't want more than 21 points). So you add 1 point to your total. - Lastly, print your new total of points. - - ***Extra card for the dealer*** The dealer can also get an extra card. The dealer doesn't need to be asked, because they always get an extra card if their total is less than 17. - Copy the 'Extra card for you code' and paste it in the dealers section. Then change it to fit the dealer picking an extra card and getting points added to their total. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Extra card for you - hit = {ask} _ - {if} hit == 'yes': - card_3 = _ - {print} _ - {if} card_3 _ 'Ace': - your_points_3 = _ - your_total = _ - {else}: - {if} your_total _ - _ - {else}: - _ - {print} _ - - # Extra card for the dealer - {if} dealer_total < 17 - _ - ``` - blackjack_4: - name: Blackjack 4 - default_save_name: Blackjack_4 - description: Blackjack part 4 - levels: - 17: - story_text: | - In the last 3 adventures you have alsmost created a working blackjack game! The only thing left to do is to decide a winner! - - ### Exercise - ***Paste your code from the previous adventure*** Start by pasting the code that you've made so far into your programming field. - - ***Decide a winner*** - Firstly, if you and the dealer have an equal amount of points, it's a draw. - Secondly, if the dealer has more than 21 points and you don't, you are the winner. - Thirdly, if both you and the dealer have less than 22 points, we have to see who came closest to 21. We do that by comparing who has the highest score. Is your total higher than the dealer's total, then you are the winner. If not, the dealer wins. - Lastly, in all other scenarios (e.g. you have more than 21 points and the dealer doesn't, or you both have more than 21 points) you are the loser. - - ***Enjoy the game!*** - Does your game work properly? Amazing! You have done a great job! Enjoy your game! - If it doesn't work right away, no worries, you might have made a mistake. Just keep calm and bebug your code using the ladybug button. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Decide a winner - {if} _ - {print} 'Its a draw! Play again!' - {elif} _ - {print} 'You win!' - {elif} _ : - {if} _: - {print} _ - {else}: - {print} _ - {else}: - _ - ``` calculator: - name: Calculator - default_save_name: Calculator - description: Create a calculator levels: 6: story_text: | @@ -618,59 +229,7 @@ adventures: ### Exercise 2 Give the player feedback when the enter an answer, like `{print} 'Correct!'` or `{print} 'Wrong! The correct answer is ' correct_answer`. - example_code: | - ``` - score = 0 - {repeat} 10 {times} - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct_answer = number_1 * number_2 - {print} 'What is ' number_1 ' times ' number_2 '?' - answer = {ask} 'Type your answer here...' - {print} 'Your answer is ' answer - {if} _ {is} _ - score = score + 1 - {print} 'Great job! Your score is... ' score ' out of 10!' - ``` - 10: - story_text: | - This calculator game helps you practise your tables of multiplication! - ### Exercise - Fill in the blanks. We want this program to ask the player these questions: - ``` - How much is 1 times 1? - How much is 1 times 2? - How much is 1 times 3? - How much is 2 times 1? - How much is 2 times 2? - How much is 2 times 3? - How much is 3 times 1? - How much is 3 times 2? - How much is 3 times 3? - _ - ``` - example_code: | - ``` - numbers = 1, 2, 3 - {for} _ - {for} _ - answer = {ask} _ - correct = number_1 * number_2 - {if} answer {is} correct - {print} 'Great job!' - {else} - {print} 'That is wrong. The right answer is ' correct - ``` 11: - story_text: | - With a `{for}` you can simplify tables of multiplication practise program. - - ### Exercise 1 - Improve the example code such that it prints a nice multiplication table:
"1 times 10 is 10", "2 times 10 is 20", etc. - - ### Exercise 2 - Go back to your level 10 multiplication code, and modify it so that it uses a `{for}` and `{range}`. example_code: | ``` number = 10 @@ -687,34 +246,7 @@ adventures: answer = number1 + number2 {print} number1 ' plus ' number2 ' is ' answer ``` - 13: - story_text: | - ### Exercise 1 - Let's make the practice program a bit harder. The player now has to answers two questions correctly. Fill out the blanks to complete the program. - - ### Exercise 2 - Sometimes, calculations have multiple correct answers. For example, 10 can be divided by 5 and by 2. So the question 'What number divides 10?' can be answered by 2 and by 5. - Ask for a calculation that has multiple correct answers, ask the player to answer it, and determine if it is correct using `{or}`. - Empty the programming field and create your own solution. - example_code: | - ``` - answer1 = {ask} 'What is 10 times 7?' - answer2 = {ask} 'What is 6 times 7?' - {if} _ _ _ _ _ _ _ - {print} _ - ``` 14: - story_text: | - In this adventure you will build a calculator that calculates your mean grade for you. If you get your calculator to work, you can move on to the next adventure, which allows you to add two extra features. - - ### Exercise 1 - Fill in the blanks to get the calculator to work. - * Start with the fourth line, add a question to figure out what grade the student got. - * In the fifth line you'll want to calculate the total of all grades, so the total = total + grade. - * Then we get to set the return value. We want to return the mean, so the total devided by the amount of tests (4). - * Lastly we finish the code by calling the function in line 8. - - Did you get it? Awesome! Would you like to add even more to your calculator? **This adventure continues in the next tab!** example_code: | ``` {define} calculate_mean_grade @@ -733,127 +265,16 @@ adventures: mean_grade = {call} _ {print} 'Your mean grade is ' mean_grade - 15: - story_text: | - You can add the `{while}` loop to the calculator game you've learned to make in a previous level. - This makes sure the player can't continue to the next question if they answer incorrectly. - - ### Exercise - Add the `{while}` loop in the function, ask the player what number_1 times number_2 is and print their answer. - Then `{call}` the function. - example_code: | - ``` - {define} new_question - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct = number_1 * number_2 - answer = 0 - _ - _ - _ - {print} 'Well done!' - - {print} 'Give 10 correct answers to win!' - {for} i {in} {range} 1 {to} 10 - _ - {print} 'You win!' - ``` - calculator_2: - name: Calculator 2 - default_save_name: Calculator 2 - description: Calculator 2 - levels: - 14: - story_text: | - ### Exercise 2 - **This is the second part of this adventure.** The adventure starts in the previous tab. - Of course, you don't always want to calculate the mean of 4 tests. You might want to calculate the mean of 10 tests or only 2... - We can fix this problem by adding the argument and variable 'amount_of_tests'. - * Start a new line on line 3. Set the amount_of_tests argument by asking the student how many tests they have made. - * Change the 4 in line 4 to the new argument amount_of_tests. - * Lastly, change the 4 in line 6 to amount_of_tests - - Try out your new program. Does it work? - - ### Exercise 3 - Did you want to make your program even better? Great! In the previous program you could only calculate the mean grade of 1 subject, but it would be better if you could calculate the mean grade for all subjects you want! - We won't tell you how to do it, but we will give you one tip: Start your code in line 1 with: define calculate_mean_grade with subject. - example_code: | - ``` - # Use your own code from the previous adventure. - ``` clear_command: - name: '{clear}' - default_save_name: clear_command description: clear command levels: 4: story_text: | Time for a new command! With `{clear}` you can clear all the text from your output screen. This way you can prevent your screen getting too full of text. Beware! If you are using a `{clear}` command, you might need to use a `{sleep}` above it. Otherwise Hedy will clear your screen without giving you the time to read as you can see in the example! - example_code: | - ``` - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'wait for it...' - {sleep} 3 - {clear} - {print} 'SURPRISE!' - ``` debugging: - name: debugging - default_save_name: debugging - description: debugging adventure levels: - 1: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will show you code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} I love programming - Do you love programming too? - {echo} - {print} What are your hobbies? - {echo} Your hobbies are - ``` - 2: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - destination {ask} Where are you going on holidays? - {print} The flight to dstination leaves at 3 pm. - {ask} Did you check in your luggage yet? - {echo} - {print} Let me print your boarding pass for you. - {sleep} - Here you go! Have a nice trip! - ``` 3: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -867,80 +288,12 @@ adventures: tomorrows_movie {is} movie_choices {at} {random} I'll go get the popcorn! {print} ``` - 4: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Welcome to the online library! - {ask} What genre of books do you like? - {print} You like genre - author {is} {ask} 'Who's your favorite author?' - {print} 'author is your favorite author' - {print} Hmmm... i think you should try... books {at} {random} - ``` - 5: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} Welcome to Swimming Pool Hedy! - class {is} {ask} 'Are you here to join a class today?' - {if} class yes - {print} 'Great! You're joining a class! - {print} {else} 'You will not be joining a class' - discount {is} 'Do you have a discount code?' - {if} discount {is} yes - discount_answer {is} {ask} 'What's your discount code?' - discount_codes = Senior4231, Student8786, NewMember6709 - {if} discount_answer {is} {in} discount_cods - {print} 'That will be $3,50' - 'That will be $5,50' - {print} 'Have a nice swim!' - ``` - 6: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Vending machine' - chosen_product = {ask} 'Please select a product' - 1_dollar_products = coke orange juice water - 2_dollar_products = chocolate, cookie, museli bar - 3dollar_prodcuts = potato chips, beef jerky, banana bread - {if} chosen {is} {in} 1_dollar_products - price = 1 - {if} chosen_product {is} 2_dollar_products - price = 2 - {else} chosen_product {in} 3_dollar_products - price = 3 - amount_of_products = '{ask} How many of ' chosen_product would you like to have?' - total = price + amount_of_product - {print} 'That will be $' price 'please' - ``` 7: story_text: |- ### Exercise Surprise! This program looks more like an output than a code. And yet, we don't want you to just add `{print}` commands in front of each line. Fix this program to turn it into the nursery rhyme 'Brother John (Frère Jaques)' by using the {repeat} command of course! - example_code: | - **Warning! This code needs to be debugged!** - ``` - Are you sleeping? - Brother John! - Morning bells are ringing! - Ding, dang, dong! - ``` 8: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -963,9 +316,6 @@ adventures: {print} 'Thank you! Byebye!' ``` 9: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -988,9 +338,6 @@ adventures: price = amount * 6 {print} 'That will be 'price dollar' please' 10: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1039,9 +386,6 @@ adventures: print month i ``` 12: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1067,9 +411,6 @@ adventures: call greet_costumer ``` 13: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1099,9 +440,6 @@ adventures: print 'No problem!' ``` 14: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1148,9 +486,6 @@ adventures: else 'no problem' 15: - story_text: |- - ### Exercise - Debug this random children's story. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1185,10 +520,6 @@ adventures: print The End ``` 16: - story_text: |- - ### Exercise - Debug this code. Good luck! - Tip: Make sure that you only see your score once in the end. example_code: | **Warning! This code needs to be debugged!** ``` @@ -1207,9 +538,6 @@ adventures: ``` 17: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1242,9 +570,6 @@ adventures: print 'Thanks for ordering!' ``` 18: - story_text: |- - ### Exercise - Debug this Old MacDonald program from level 16. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1268,42 +593,6 @@ adventures: default_save_name: Tshimololo description: Thaloso ya dilevele levels: - 1: - story_text: | - Welcome to Hedy! Here you can learn how to program step by step. - - Try the code yourself! The yellow button copies the example code to your programming field. - Then push the green 'Run code' button under the programming field to run the code. - - Ready? Then go to the next tab to learn how to make your own codes! - example_code: | - ``` - {print} Hello world! - ``` - 2: - story_text: | - Congratulations! You've reached level 2. Hopefully you've already made some awesome codes! - In the first level you might've notice that the `{echo}` command can only save one bit of information at a time. - For example in the restaurant adventure, you could echo what the costumer wanted to eat, or what they wanted to drink, but not both in one sentence. - - That changes in level 2. In level 2 you'll learn to work with variables, that allow you to save multiple pieces of information and print them in any place you want. - So let's go to the next tab! - example_code: | - **Warning! This code does not work!** - In Hedy commands will change sometimes. `{echo}` for example only works in level 1. In this level you'll learn a better way to echo answers back. - ``` - {print} Welcome at Hedy's - {ask} What would you like to eat? - {echo} So you want - {ask} what would you like to drink? - {echo} So you want - ``` - 3: - story_text: | - In the previous level you've learned what a variable is and how you can use it to make your adventures more interactive. - But... that's not the only thing you can do with variables! You can also use variables to make lists. - And you can even let Hedy pick a random word out of a list, which allows you to make real games! - Take a quick look at the next tab! 4: story_text: | In the previous levels you've been practising with variables, but you may have come across this problem. @@ -1325,12 +614,6 @@ adventures: {print} 'Re tshwanetse go dirisa ' Karabo ``` 5: - story_text: | - In the previous levels you've already learned to use `{at} {random}` which made your games different every time you ran the code. - But it's not really interactive, the player doesn't have any influence on what happens in the game. - - In this level you'll learn the `{if}` command, that allows you to give different responses in your program. This way you can program a secret password for your computer for example. - So let's go to next tab for the new command! example_code: | ``` leina {is} {ask} 'leina la gago ke mang' @@ -1395,23 +678,12 @@ adventures: {print} 'pizza e botoka' ``` 10: - story_text: | - You're doing great! In the previous levels we still faced a small problem. You have learned to repeat lines, but what if you'd want to slightly change the line. - For example if you want to sing the song 'if you're happy and you know it'. It would look like this: - - If you'd also want the next verse 'stomp your feet', and the next one, and the next one, you'd have to change the code completely. - In this level you'll learn the `{for}` command, which allows you to make a list of actions and repeat the code with another action each time! - Please take a look! example_code: | ``` diphologolo {is} ntsa, katse, thapi {for} phologolo {in} diphologolo {print} 'ke rata' phologolo ``` - 11: - story_text: | - You have reached level 11, you're doing great! In the higher levels, Hedy is focussing more and more on teaching you the programming language Python. - In Python there is no `{repeat}` command, but there is a command that works like {repeat}. Are you curious to find out how to say `{repeat}` in Python language? Quickly go on to find out! 12: story_text: |- **Decimal numbers** @@ -1488,31 +760,13 @@ adventures: Regorogile mo Python code ya nnete! Se seraya gore retshwanelwa ke go dirira matshwao a parentheses jaaka {print} le {range} gotswa fa go ya pele. {print}('leina lame ke ', leina) dice: - name: Dice - default_save_name: Dice - description: Make your own dice levels: 3: - story_text: | - In this level we can choose from a list. With that we can let the computer choose one side of the die. - Take a look at the games you have in your closet at home. - Are there games with a (special) die? You can also copy it with this code. - For example, the dice of the game Earthworms with the numbers 1 to 5 and an earthworm on it. - - ![Die of earthworms with 1 to 5 and an earthworm on it](https://cdn.jsdelivr.net/gh/felienne/hedy@24f19e9ac16c981517e7243120bc714912407eb5/coursedata/img/dobbelsteen.jpeg) example_code: | ``` choices {is} 1, 2, 3, 4, 5, earthworm {print} choices {at} {random} ``` - story_text_2: | - ### Exercise - The dice in the example above are dice for a specific game. Can you make normal dice? - Or other special dice from a different game? - example_code_2: | - ``` - choices {is} _ - ``` 4: story_text: | In this level we can make sentences with the die value in the sentence, with quotes of course. @@ -1569,33 +823,7 @@ adventures: {print} player ' throws ' choices {at} {random} {sleep} ``` - 15: - story_text: | - ### Exercise - In this level you can create a little game in which you'll have to throw 6 as fast as possible. - We have started the code, it's up to you to get the game to work! - - Firstly, add a `{while}` loop that checks if 6 has been thrown or not. - As long as you haven't thrown 6 already, throw the dice on a random number. - Print what the player has thrown. - Add a try to the amount of tries - Wait a second before you throw again, or - in case you've thrown a 6 - before the game ends. - example_code: | - ``` - options = 1, 2, 3, 4, 5, 6 - {print} 'Throw 6 as fast as you can!' - thrown = 0 - tries = 0 - _ - _ - _ - _ - _ - {print} 'Yes! You have thrown 6 in ' tries ' tries.' - ``` dishes: - name: Dishes? - default_save_name: Dishes description: Use the computer to see who does the dishes (Start at level 2) levels: 3: @@ -1618,13 +846,6 @@ adventures: Can you complete the code by filling the blanks? Every blank must be replaced with one word of symbol. Tip: Don't forget the quotation marks! - example_code: | - ``` - people {is} mom, dad, Emma, Sophie - {print} _ the dishes are done by _ - {sleep} - {print} people {at} _ - ``` 5: story_text: | With the `{if}` you can now have more fun with choice in the program. You can have your program respond to the choice that the computer has made. @@ -1638,20 +859,6 @@ adventures: {if} dishwasher {is} Sophie {print} _ too bad I have to do the dishes _ {else} {print} 'luckily no dishes because' _ 'is already washing up' ``` 6: - story_text: | - How often is everyone going to do the dishes? Is that fair? You can count it in this level. - example_code: | - ``` - people = mom, dad, Emma, Sophie - emma_washes = 0 - dishwasher = people {at} {random} - {print} 'The dishwasher is' dishwasher - {if} dishwasher {is} Emma emma_washes = emma_washes + 1 - {print} 'Emma will do the dishes this week' emma_washes 'times' - ``` - - Now you can copy lines 3 to 5 a few times (e.g. 7 times for a whole week) to calculate for a whole week again. - Do you make the code for the whole week? story_text_2: | If you are extremely unlucky the previous program might choose you to to the dishes for the whole week! That's not fair! To create a fairer system you can use the `{remove}` command to remove the chosen person from the list. This way you don't have to do the dishes again untill everybody has had a turn. @@ -1680,22 +887,10 @@ adventures: 10: story_text: | In this level you could make an even better dish washing shedule. - example_code: | - ``` - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - ``` elif_command: - name: '{elif}' - default_save_name: elif description: elif levels: 17: - story_text: | - In this level you can also use a new command: `{elif}`. `{elif}` is a combination of the keywords `{else}` and `{if}` and you need it when you want to make 3 (or more!) options. - Check it out! example_code: | ``` prices = ['1 million dollars', 'an apple pie', 'nothing'] @@ -1709,67 +904,14 @@ adventures: {print} 'Better luck next time..' ``` for_command: - name: '{for}' - default_save_name: for description: for command levels: - 10: - story_text: |- - ## For - In this level we learn a new code called `{for}`. With `{for}` you can make a list and use all elements. - `{for}` creates a block, like `{repeat}` and `{if}` so all lines in the block need to start with 4 spaces. - example_code: | - ``` - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - ``` - story_text_2: | - ### Exercise - Finish this code by adding `{for} action {in} actions` to line 2. - example_code_2: | - ``` - actions = clap your hands, stomp your feet, shout Hurray! - _ - {repeat} 2 {times} - {print} 'If youre happy and you know it, ' action - {sleep} 2 - {print} 'If youre happy and you know it, and you really want to show it' - {print} 'If youre happy and you know it, ' action - {sleep} 3 - ``` 11: story_text: |- In this level, we add a new form of the `{for}`. In earlier levels, we used `{for}` with a list, but we can also use `{for}` with numbers. We do that by adding a variable name, followed by `{in}` `{range}`. We then write the number to start at, `{to}` and the number to end at. Try the example to see what happens! In this level again, you will need to use indentations in lines below the `{for}` statements. - example_code: | - ``` - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - ``` - 17: - story_text: | - Now we are going to change indentation a little bit. Every time that we need an indentation, we need `:` at the line before the indentation. - example_code: | - ``` - {for} i {in} {range} 1 {to} 10: - {print} i - {print} 'Ready or not, here I come!' - ``` - 18: - story_text: | - Lastly, we'll turn `{for} i {in} {range} 1 to 5` into real Python code, like this: - example_code: | - ``` - {for} i {in} {range}(1,5): - {print} (i) - ``` fortune: - name: Fortune teller - default_save_name: Fortune Teller - description: Let Hedy predict the future levels: 1: story_text: | @@ -1796,26 +938,10 @@ adventures: story_text: | In the previous levels you've created your first fortune telling machine, but Hedy couldn't really predict anything, only {echo}. In this level you can use a variable and the `{at} {random}` command to really let Hedy choose an answer for you. Check out this code for instance: - example_code: | - ``` - {print} I’m Hedy the fortune teller! - question {is} {ask} What do you want to know? - {print} This is what you want to know: question - answers {is} yes, no, maybe - {print} My crystal ball says... - {sleep} 2 - {print} answers {at} {random} - ``` story_text_2: | ### Exercises Now, Hedy can only answer yes, no or maybe. Can you give Hedy more answer options, like 'definitely' or '{ask} again'. 4: - story_text: | - ### Exercise - We have removed all the quotation marks from this example code, can you add them in all the right places? - - ### Exercise 2 - Go back to the previous level and copy your fortune teller code. Make the code work in this level by adding quotation marks in the right spots. example_code: | ``` {print} 'Im Hedy the fortune teller!' @@ -1922,27 +1048,8 @@ adventures: {print} fortunes {at} {random} ``` functions: - name: functions - default_save_name: functions - description: functions levels: 12: - story_text: | - In this level you'll learn how to use **functions**. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. - To create a function, use `{define}` and give the function a name. Then put all the lines you want in the function in a indented block under the `{define}` line. - Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use {call} with the function's name to call it up! We don't have to type that block of code again. - - Check out this example code of a game of Twister. The function 'turn' contains a block of code that chooses which limb should go where. - - ### Exercise - Finish this code by setting the 2 variables chosen_limb and chosen_color. - Then, choose how many times you want to call the function to give the twister spinner a spin. - - ### Exercise 2 - Improve your code by adding a variable called 'people'. Use the variable to give all the players their own command in the game. - For example: 'Ahmed, right hand on green' or 'Jessica, left foot on yellow'. example_code: | ``` sides = 'left', 'right' @@ -1979,25 +1086,7 @@ adventures: I dreamed that my Bonnie is dead Can you program this verse in the same way as the example? - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - ``` 14: - story_text: | - In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. - You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - - For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - - ### Exercise - Finish this code. We have already made the variable new_price for you, you only need to set it. - You should finish the line of code by calling the function that calculates the new price. example_code: | ``` {define} calculate_new_price {with} amount, percentage @@ -2011,251 +1100,13 @@ adventures: new_price = _ calculate_new_price {with} old_price, _ {print} 'The new price is ' new_price ' dollar' ``` - 18: - story_text: | - Let's make functions the Pythons way! To define a function, we no longer use: - - `{define} name_function {with} argument_1, argument_2:` - - but we use: - - `{def} name_function(argument_1, argument_2):`. - - - If you don't want to use arguments, you just leave the space between the parantheses empty. - To call a function, we don't need the `{call}` command anymore. You just type the name of the function. - example_code: | - ``` - {def} calculate_score(answer, correct_answer): - {if} answer == correct_answer: - score = 1 - {elif} answer == '?': - score = 0 - {else}: - score = -1 - {return} score - - answer = {input} ('Where can you find the Eiffel Tower?') - correct_answer = 'Paris' - score = calculate_score(answer, correct_answer) - {print} ('Your score is... ', score) - ``` - guess_my_number: - name: Guess my number - default_save_name: guess my number - description: guess my number - levels: - 14: - story_text: | - In this level you can program the game 'Guess my number' - - ### Exercise - Fill in the correct symbols on the blanks to get the game to work. - example_code: | - ``` - {print} 'Guess my number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess _ number - {print} 'Lower!' - {if} guess _ number - {print} 'Higher!' - {if} guess _ number - {print} 'You win!' - game = 'over' - ``` - hangman: - name: Hangman - default_save_name: Hangman - description: Guess the word - levels: - 17: - story_text: | - In this adventure we program a game of hangman. First we make some preparations, then we program the game and in the third part we add a drawing with the turtle. - - ### Exercise - ***Set the variables*** In this game of hangman, Player 1 chooses an answer and Player 2 has to guess the letters in this answer. - To let the computer know all the letters in the word, we will turn the answer into a list of letters. We also do this with the guesses Player 2 makes. - We will start the game with 2 empty lists. We have made an empty list for the variable answer for you. Now make an empty list for guessed_letters as well. - Then we fill in how many mistakes were made. At the start of the game, this should be 0. - The variable `amount_letters` tells us how many letters are in the answer. Ask Player 1 to tell us how many letters their word has. - Lastly we tell the computer if the game is over. We use the variable `game_over` and set it to `False`. - - ***Choosing the answer*** We want Player 1 to be able to choose the answer. We'll ask them, as many times as necessary, what the next letter is. - Then we add that letter to the answer. Lastly, we add an empty _ to the list of guessed letters, so we get as many _s as there are letters in the answer. - - ***Player 2's turn*** - Tell Player 2 its their turn. Then tell Player 2 how many letters there are in the answer. Finally, print the list of `guessed_letters`. - - ***Go to the next tab*** Now that all the starting variables are set, we can start programming the game itself. Check out the next tab to learn how! - example_code: | - ``` - print 'Hangman!' - - # Set the variables - answer = [] - guessed_letters = _ - mistakes_made = _ - amount_letters = {ask} _ - _ = 'False' - - # Choosing the answer - {for} _ - letter = {ask} 'Player 1, what is letter ' i '?' - _ - {add} '_' {to} _ - - # Player 2 turn - print _ - print _ - print guessed_letters - ``` - hangman_2: - name: Hangman 2 - default_save_name: Hangman_2 - description: Hangman 2 - levels: - 17: - story_text: | - Now it's time to program the hangman game. - - ### Exercise - - ***Paste your code*** Copy your code from the previous tab and paste the code in the programming field. - - ***The game*** This games continues playing until Player 2 is game over. Fill in the while command accordingly. Now, Player 2 is allowed to guess a letter, so ask Player 2 to guess a letter. - We need to check if their answer is correct, so check if their `guess` is (somewhere) in the (list) `answer`. Then we let the computer figure out which of the letter(s) is the guess. We have already programmed that part for you. - Next we want to compliment the player for finding a correct letter and we want to print the list `guessed_letters`, so the player can see their progress. - - The next part we're going to program is what happens when the player has guessed all of the letters. So if their list of `guessed_letters` is the same as our list `answer`. - If the lists are the same, congratulate Player 2 with their victory and set the variable `game_over` to `True`. - - Next we'll program what happens when Player 2 guesses wrong (so the `{else}` command). First, tell the player that their guess was wrong. Then increase the `mistakes_made` variable by 1. - - For the last part we'll program what happens when Player 2 has made 10 mistakes. We'll print that Player 1 has won the game. Then we'll print the correct answer. And finally, we'll set our `game_over` variable to `True`, so the game stops. - - ***Go to the next tab*** Amazing work! Your game is playable, but wouldn't it be fun if the hangman was actually drawn when Player 2 makes a mistake..? - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - guess = _ - {if} _ - {for} i {in} {range} 1 {to} amount_letters: - if answer[i] == guess: - guessed_letters[i] = guess - {print} _ - {if} guessed_letters == _: - {print} _ - game_over = _ - {else}: - {print} _ - mistakes_made _ - {if} _ == 10: - {print} _ - {print} _ - _ - ``` - hangman_3: - name: Hangman 3 - default_save_name: Hangman_3 - description: Hangman 3 - levels: - 17: - story_text: | - In a game of hangman the mistakes are shown by drawing a part of the hangman each time a mistake has been made. - We now add those drawings with our turtle! - - ### Exercise - ***Create a function that draws the hangman*** Create a function that draws the hangman in 10 steps. We have already made step 1 for you. - - ***Test the function*** Test the function by calling the function with 10. If you are happy with the function, remove the line that calls the function for now. We will call the function when the player makes a mistake. - - ***Paste your hangman game under your function*** Go back to the previous tab and copy your hangman game. Paste the game underneath your function. - - ***Call the function when the player makes a mistake*** Under the line `mistakes_made = mistakes_made + 1` we will call the function. We want the turtle to take the same amount of steps as the player has made mistakes, so we call the function with `mistakes_made` as argument. - - ***Enjoy your game!*** -
- The hangman could look like this -
- example_code: | - ``` - # Create a function that draws the hangman - {define} draw_hangman {with} step: - {if} step == 1: - {color} white - {forward} -100 - {turn} 90 - {forward} -50 - {color} black - {forward} 100 - {forward} -50 - - {if} step == 2: - _ - # Paste your hangman game here - - ``` - harry_potter: - name: Harry Potter - default_save_name: Harry Potter - description: Harry Potter adventures - levels: - 10: - story_text: | - ### Exercise - We can also make a Harry Potter themed fortune teller. Fill in blanks such that 9 lines are printed. - **Extra** Change the theme of the fortune teller into something else, such as your favorite book, film or tv show. - example_code: | - ``` - houses = Gryffindor, Slytherin, Hufflepuff, Ravenclaw - subjects = potions, defence against the dark arts, charms, transfiguration - fears = Voldemort, spiders, failing your OWL test - names = Harry, Ron, Hermione - _ - _ {print} name ' is placed in ' houses {at} {random} - _ {print} name ' is great at ' subjects {at} {random} - _ {print} name 's greatest fear is ' fears {at} {random} - ``` haunted: - name: Haunted House - default_save_name: Haunted House - description: Escape from the haunted house levels: 1: - story_text: | - In this adventure you are working towards making a game in which you have to escape from a haunted house by picking the correct door. - If you pick the right door you'll survive, but if not a terrible monster might... - - In level 1 we start our haunted house game by making up a scary story and ask the player what monster they'll see in the haunted house. - example_code: | - ``` - {print} How did I get here? - {print} I remember my friend telling me to go into the old mansion... - {print} and suddenly everything went black. - {print} But how did I end up on the floor...? - {print} My head hurts like Ive been hit by a baseball bat! - {print} What's that sound? - {print} Oh no! I feel like Im not alone in this house! - {print} I need to get out of here! - {print} There are 3 doors in front of me.. - {ask} Which door should i pick? - {echo} I choose door - {print} ...? - ``` story_text_2: | ### Exercise Can you finish the scary story? Or make up your own haunted house story? 2: - story_text: | - In this haunted house you can choose your monsters with emojis. Of course you could also use words. example_code: | ``` monster_1 {is} 👻 @@ -2267,10 +1118,6 @@ adventures: {print} Oh no! Quickly get to the kitchen. {print} But as you enter monster_3 attacks you! ``` - story_text_2: | - ### Exercise - In the example above the monsters are predetermined. So each time you run your code, the output is the same. - Can you add `{ask}` commands to make the haunted house interactive and have the players choose the monsters they come across? example_code_2: | ``` monster_1 {is} _ @@ -2287,17 +1134,6 @@ adventures: In the previous levels you've made an introduction to your haunted house game, but as you might have noticed the story would always have a dreadful end. In this level you can make your story more interactive by changing the outcome of the game; sometimes you'll get eaten, sometimes you'll escape! Let Hedy decide randomly! - example_code: | - ``` - _ Escape from the haunted house! - _ There are 3 doors in front of you... - _ _ _ Which door do you choose? - _ You picked door ... choice - monsters _ a zombie, a vampire, NOTHING YOUVE ESCAPED - _ You see... - {sleep} - _ _ _ _ - ``` 4: story_text: | In this level you learn how to use quotation marks in your games. @@ -2338,27 +1174,6 @@ adventures: ### Exercise Now it's very hard to win this game, can you make it easier to win? For example by only having 1 wrong door and 2 correct doors instead of 1 correct door and 2 wrong ones? - example_code: | - ``` - {print} 'Escape from the Haunted House!' - player = alive - doors = 1, 2, 3 - monsters = zombie, vampire, giant spider - {repeat} 3 {times} - {if} player {is} alive - correct_door {is} doors {at} {random} - {print} 'There are 3 doors in front of you...' - chosen_door = {ask} 'Which door do you choose?' - {if} chosen_door {is} correct_door - {print} 'No monsters here!' - {else} - {print} 'You are eaten by a ' monsters {at} {random} - player = dead - {else} - {print} 'GAME OVER' - {if} player {is} alive - {print} 'Great! You survived!' - ``` 11: story_text: | In this level we've changed the repeat command and we've added a line to our haunted house that tells the player in which room they are. @@ -2384,170 +1199,25 @@ adventures: {if} player {is} alive {print} 'Great! You survived!' ``` - 14: - story_text: | - ### Exercise - In this level you can use the `<` and `>` symbol to introduce lives to your game. - Make sure the player loses a life when they come across the wrong monster and that the game stops if you have no lives left. - example_code: | - ``` - {print} 'Escape from the haunted house' - lives = 3 - doors = 1, 2, 3 - monsters = 'the wicked witch', 'a zombie', 'a sleeping 3 headed dog' - {for} i {in} {range} 1 {to} 10 - {if} lives _ - good_door = doors {at} {random} - monster = monsters {at} {random} - chosen_door = {ask} 'Which door do you choose?' - {if} good_door == chosen_door - {print} 'You have chosen the correct door' - {else} - {print} 'You see...' monster - {if} monster == 'a sleeping 3 headed dog' - {print} 'Pffieuw.... Its asleep' - {else} - {print} 'You lose one life' - lives = _ - {else} - {print} 'GAME OVER' - ``` - 16: - story_text: | - ### Exercise - This haunted house game uses the connection between the lists you can use in this level. - For example: all the properties that belong to the zombie are first in all the lists, witch second and vampire third. - Check out the code and fill in `weapons[i]`, `monsters[i]` , `bad_fate[i]`, `good_fate[i]`, `hint[i]` on the correct blanks to get the code to work! - example_code: | - ``` - numbers = [1, 2, 3] - i = numbers[{random}] - hint = ['growling', 'a cackling laugh', 'fluttering batwings'] - monsters = ['zombie', 'witch', 'vampire'] - bad_fate = ['Your brain is eaten', 'You are forever cursed', 'You are bitten'] - good_fate = ['You throw the ham. The zombie is distracted and starts eating it.', 'You set the curtains on fire. The witch flees out of fear for the fire', 'The vampire hates garlic and flees'] - weapons = ['ham', 'lighter', 'garlic'] - {print} 'You are standing in front of an old mansion' - {print} 'Something is not right here' - {print} 'You hear ' _ - {print} 'You are going to explore it' - {print} 'You enter the kitchen and see a lighter, a raw ham and a garlic.' - your_weapon = {ask} 'What do you bring with you?' - {print} 'With your ' your_weapon ' you enter the living room' - {print} 'There you find a ' _ - needed_weapon = _ - {if} your_weapon == needed_weapon - {print} 'You use your ' your_weapon - {print} _ - {print} 'YOU WIN!' - {else} - {print} 'You have chosen the wrong weapon...' - {print} _ - {print} 'GAME OVER' - ``` - hotel: - name: hotel - default_save_name: hotel - description: hotel - levels: - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, and you've learned how to combine it with an {ask}. - You might have wondered why you would use functions, because the functions in the example were only one line of code. - Now we will show you what a bigger function looks like and we will use multiple agruments now as well. You'll see how much better it is to use a function once the function gets bigger. - Here is an example of a function with arguments combined with {ask} commands. - example_code: | - ``` - {define} welcome_message {with} title, last_name, country, room_number - {print} 'Welcome to Hotel Hedy, ' title ' ' last_name - nice_trip {is} {ask} 'Did you have a nice trip from, ' country '?' - {if} nice_trip {is} 'yes' - {print} 'Lovely!' - {else} - {print} 'Sorry to hear that.' - {print} 'Hopefully you can take a nice rest in you room.' - {print} 'Your room number is ' room_number - - {print} 'Hello. Please fill in your information to check in.' - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - ``` - - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 if_command: - name: '{if} & {else}' - default_save_name: if_command description: Introducing the if command levels: 5: - story_text: | - ## If... else.... - In level 5 there is something new, the `{if}`! With the `{if}` you can choose between two different options. - This code prints nice if you enter Hedy as a name, and boo! if you enter something else. - `{ask}` and `{print}` still work like they did in level 4. example_code: | ``` name {is} {ask} 'Leina la gago ke mang?' {if} name {is} Mpho {print} 'nice' {else} {print} 'boo!' ``` - story_text_2: | - Sometimes code with an `{if}` gets really long and does not fit on the line well.
You may also divide the code over two lines, starting the second line at the `{else}` like this: example_code_2: | ``` name {is} {ask} 'Leina la gago ke mang?' {if} name {is} Mpho {print} 'nice' {else} {print} 'boo!' ``` - story_text_3: | - ### Exercise - Try to create your own code with `{if}` and `{else}`. You can use the example code if you want. - example_code_3: | - ``` - answer {is} {ask} '2 + 2 = ?' - _ _ _ 4 _ 'Great job!' - _ _ 'No 2 + 2 = 4' - ``` - 8: - story_text: | - ## If... Else... - You have learned to repeat a block of lines of code after a `{repeat}` command. - Now you can also use indentation to make blocks after a {if} or {else} command. - Check out the example code. - - ### Exercise - Add an {else} command to the example code. Make a block of line using indentation. You do this by starting each line with 4 spaces. - example_code: | - ``` - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {print} 'You can play on your computer!' - ``` 9: story_text: | In this level you can also put an {if} command inside another {if} command. - example_code: | - ``` - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - ``` in_command: - name: '{in}' - default_save_name: in_command description: Introducing the in command levels: 5: @@ -2555,13 +1225,6 @@ adventures: ## Lists When we want to check if something is in a list, re ka dirisa `{in}` command. This code prints pretty! if you choose green or yellow, and meh otherwise. - example_code: | - ``` - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - ``` story_text_2: | ### Exercise Heleletsa example code ka go kwala mo di blanks with commands that you've learned. @@ -2574,57 +1237,22 @@ adventures: _ _ 'My favorite animals are ntsa, kgomo, nku' ``` is_command: - name: '{is}' - default_save_name: is_command description: introducing is command levels: 2: - story_text: | - ## Variables - You can name a word with `{is}`. This is called a **variable**. In this example we made a variable called name and a variable called age. You can use the word name anywhere in your code and it will be replaced by Hedy, like this: example_code: "```\nname {is} Poloko\nage {is} 15\n{print} name o dingwaga tse age \n```\n" - story_text_2: | - ### Exercise - Time to make your own variables! - In the example code we made an example of the variable `favorite_animal`. In line 1 the variable is set, and in line 2 we used the variable in a `{print}` command. - Firstly, finish our example by filling in your favorite animal on the blank. Then make at least 3 of these codes yourself. Pick a variable, and set the variable with the `{is}` command. Then use it with a `{print}` command, just like we did. example_code_2: | ``` favorite_animal {is} _ {print} ke rata favorite_animal ``` - 6: - story_text: | - We also make a change in storing a word in a variable! You may now use `=` instead of `{is}` when we store a name or a number in a variable, like this: - example_code: | - ``` - name = Hedy - answer = 20 + 4 - ``` 14: - story_text: | - We are going to learn more new items. You might know them already from mathematics, the `<` and `>`. - The `<` checks if the first number is smaller than the second, for example age `<` 12 checks if age is smaller than 12. - If you want to check if the first number is smaller or equal to the second, you can use `<=`, for example age `<=` 11. - The `>` checks if the first number is bigger than the second, for example points `>` 10 checks if points is larger than 10. - If you want to check if the first number is bigger or equal to the second, you can use `>=`, for example points `>=` 11. - You use these comparisons in an `{if}`, like this: example_code: | ``` age = {ask} 'How old are you?' {if} age > 12 {print} 'You are older than I am!' ``` - story_text_2: | - From this level on, if you want to compare exactly, you can use two equal signs. This is what most programming languages do: - example_code_2: | - ``` - name = {ask} 'What is your name?' - {if} name == 'Hedy' - {print} 'You are cool!' - ``` - story_text_3: | - You can also compare if something is *not* equal to something else using `!=` like this: example_code_3: | ``` name = {ask} 'What is your name?' @@ -2637,56 +1265,13 @@ adventures: {else} {print} 'You are older than me!' language: - name: Language - default_save_name: Language - description: Practice words in a foreign language levels: 5: story_text: | Make your own program to practice your vocabulary in a new language. - example_code: | - ``` - {print} 'Learn French!' - cat {is} {ask} '🐱' - {if} cat {is} chat {print} 'Terrific!' - {else} {print} 'No, cat is chat' - frog {is} {ask} '🐸' - {if} frog {is} grenouille {print} 'Super!' - {else} {print} 'No, frog is grenouille' - ``` - 16: - story_text: | - ### Exercise - Take a look at the example code. This is a program to practise French vocabulary. Now make your own program to practice your vocabulary in a new language. - If you don't know any other languages, you can use Google translate or you can use emojis and your native language. - example_code: | - ``` - french_words = ['bonjour', 'ordinateur', 'pomme de terre'] - translation = ['hello', 'computer', 'potato'] - score = 0 - {for} i {in} {range} 1 {to} 3 - answer = {ask} 'What does ' french_words[i] ' mean?' - correct = translation[i] - {if} answer == correct - {print} 'Correct!' - score = score + 1 - {else} - {print} 'Wrong, ' french_words[i] ' means ' translation[i] - {print} 'You gave ' score ' correct answers.' - ``` maths: - name: maths - default_save_name: maths - description: Introducing maths levels: 6: - story_text: | - In this level you learn something new: you can now also calculate. - - The plus is easy, you write it like with math: `5 + 5` for example. The minus also works fine, it is `5 - 5`. - - The times is a bit different, because there is no times symbol on your keyboard. Just search, there really isn't! - That is why we multiply with the asterisk above 8: `5 * 5`. Read that as "5 times 5" that helps you remember it best. example_code: | ``` {print} '5 plus 5 is ' 5 + 5 @@ -2694,17 +1279,6 @@ adventures: {print} '5 times 5 is ' 5 * 5 ``` 12: - story_text: |- - **Decimal numbers** - So far, Hedy did not allow for decimal numbers like 1.5, but now we do allow that. Note that computers use the `.` for decimal numbers. - example_code: | - ``` - {print} 'Two and a half plus two and a half is...' - {print} 2.5 + 2.5 - ``` - story_text_2: |- - **Maths with words** - In this level you can also do addition with words like this: example_code_2: | ``` a = 'Hello ' @@ -2714,414 +1288,15 @@ adventures: {print} 2.5 + 2.5 music: - name: music - default_save_name: music - description: Play a tune! levels: - 1: - story_text: |- - In this level you'll learn how to use the `{play}` command to play a tune! - - Type `{play}` followed by the note you want to play. The scale goes C-D-E-F-G-A-B. - As you can see there are 7 different letters, but we can play more than just 7 notes. - Type a number between 1 and 10 behind the letter to choose the scale, for example after B4 comes C5. - C1 is the lowest note you can play, C10 is the highest. - - ### Exercise - Try out the example code and then play around with it! Can you create your own melody? - In the next level you'll learn how to play some existing songs. - example_code: |- - ``` - {play} C4 - {play} D4 - {play} E4 - {play} F4 - {play} G4 - {play} A4 - {play} B4 - {play} C5 - ``` - 2: - story_text: | - ### Exercise - Finish the songs! We have started the codes for some melodies. - example_code: | - ``` - {print} Old Mac Donald had a farm - {play} C5 - {play} C5 - {play} C5 - {play} G4 - {play} A4 - {play} A4 - {play} G4 - ``` - story_text_2: As you can see, you can also use the `{sleep}` command to add a little pause in the song. - example_code_2: | - ``` - {print} Twinkle Twinkle Little Star - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} 1 - {play} F - {play} F - ``` - 3: - story_text: | - Create a random melody! - - ### Exercise - The example code creates a random melody, but it's very short and not many notes are used. - Add more notes to the list and create a longer melody by copying the last line a couple more times. - example_code: | - ``` - notes {is} A4, B4, C4 - {play} notes {at} {random} - {play} notes {at} {random} - {play} notes {at} {random} - ``` - 4: - story_text: | - Use the `{clear}` command to create a karaoke machine! - - ### Exercise - Finish the karaoke version of 'Mary had a little lamb'. - Then, create a karaoke version of any song you'd like! - example_code: | - ``` - {print} 'Mary had a little lamb' - {play} E - {play} D - {play} C - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Little lamb, little lamb' - {play} D - {play} D - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Mary had a little lamb' - {play} E - ``` - 5: - story_text: | - You don't always have to use the `{play}` command to play a whole song, sometimes you just want to play one note. - For example, if you want to make a quiz, you can play a happy high note if the answer is right and a sad low note if the answer is wrong. - - ### Exercise - Finish the first question by adding a line of code that plays a C3 note if the wrong answer is given. - Then think of 3 more questions to add to this quiz. - example_code: | - ``` - answer {is} {ask} 'What is the capital of Zimbabwe?' - {if} answer {is} Harare {play} C6 - _ - ``` 6: story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\n This calls for musical maths! Try out the example code a couple of times with different starting numbers. \nThen, see if you can compose a song using the numbers.\n" - example_code: | - ``` - number = {ask} 'Say a starting number between 1 and 67' - {print} number - {play} number - number = number + 1 - {print} number - {play} number - number = number + 1 - {print} number - {play} number - ``` - 7: - story_text: | - Using the `{repeat}` command can make your codes for melodies a lot shorter! - - ### Exercise - Finish the code for Twinkle Twinkle Little Star by using the `{repeat}`command. - Then go back to the songs you've made in the previous levels. Can you shorten those codes too? - example_code: | - ``` - {print} 'Twinkle Twinkle Little Star' - {repeat} 2 {times} {play} C4 - {repeat} 2 {times} {play} G4 - _ - ``` - 8: - story_text: | - Now that we can use the `{repeat}` command for multiple lines, we can make songs even more easily! - - ### Exercise - Finish the song of Brother John (Frère Jacques). Don't forget to use `{repeat}`! - example_code: | - ``` - {print} 'Brother John' - {repeat} 2 {times} - {play} C - {play} D - {play} E - {play} C - {repeat} 2 {times} - {play} E - {play} F - {play} G - {sleep} 1 - ``` - 9: - story_text: | - From this level on you can - among other things - use a {repeat} command inside a {repeat} command. - That makes songs like 'Happy birthday' even shorter! - - ### Exercise - Finish the song! - example_code: | - ``` - first_time = yes - {repeat} 2 {times} - {repeat} 2 {times} - {play} C - {play} D - {play} C - {if} first_time {is} yes - {play} F - {play} E - first_time {is} no - {else} - _ - ``` - 12: - story_text: | - Use functions in your songs! As you can see in the example code, you can make a function for each line of Twinkle Twinkle Little Star. Once you've programmed the first three lines, all you have to do is call the functions in the order you want them played in. - - ### Exercise - Finish the song of Twinkle Twinkle Little Star. - Then look back at all the songs you've programmed in the levels before, can you make those codes better and shorter using functions too? - example_code: | - ``` - {define} first_line - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} - - {define} second_line - {play} F - {play} F - {play} E - {play} E - {play} D - {play} D - {play} C - {sleep} - - {define} third_line - {play} G - {play} G - {play} F - {play} F - {play} E - {play} E - {play} D - {sleep} - - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - ``` - 13: - story_text: | - You can use a function with an argument for songs that have line that are almost the same, but slightly different each time. - One example is the song 'Yankee Doodle'. The first 4 notes of the first lines are the same, but each time they are followed by a different couple of notes. - - ### Exercise - Can you finish the song of Yankee Doodle? - Can you think of another song to program this way? - example_code: | - ``` - {print} 'Yankee Doodle' - {define} _ {with} note_1, note_2, note_3 - {play} C4 - {play} C4 - {play} D4 - {play} E4 - {play} _ - {play} _ - {play} _ - - {call} line_1 {with} 29, 31, 30 - {call} line_1 {with} 29, 28, 0 - {call} line_1 {with} 32, 31, 30 - - {play} C4 - {play} B3 - {play} G3 - {play} A3 - {play} B3 - {play} C4 - {play} C4 - ``` - 14: - story_text: | - You can program music for fun, but you can also use the musical notes to make something useful like a fire alarm! - - ### Exercise - Make sure the fire alarm rings when there is a fire! - example_code: | - ``` - {define} fire_alarm - {print} 'FIRE!' - note = 40 - {for} i {in} {range} 1 {to} 100 - {if} note _ 50 - note = note + 5 - {play} _ - {else} - note = 40 - - fire = {ask} 'Is there a fire?' - {if} fire _ 'yes' - {call} fire_alarm - ``` - 15: - story_text: | - **Warning** This adventure can become extremely annoying! - We can also use the {while} command to repeat a song forever. - - ### Exercise - Finish the never-ending song. - example_code: | - ``` - {define} song - {play} _ - - yes_or_no = {ask} 'Do you want to hear my never-ending song?' - {while} yes_or_no = 'yes' - {call} song - {print} '🥳' - ``` - 16: - story_text: | - Upgrade your Old MacDonald code! - - ### Exercise - Take your code from the 'Sing a Song' adventure and add musical notes to it! - You can make a function for each line in the song and call that function after the line is printed. - We defined the first line for you and called it in the code. Can you finish the whole song? - example_code: | - ``` - {define} line_1 - {for} i {in} {range} 1 {to} 3 - {play} G - {play} D - {for} i {in} {range} 1 {to} 2 - {play} E - {play} D - - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - for i in range 1 to 3 - animal = animals[i] - sound = sounds[i] - print 'Old MacDonald had a farm' - call line_1 - print 'E I E I O!' - _ - ``` - 17: - story_text: | - You can use the {elif} to create different options. - - ### Exercise - Firstly, add colons to get the code to work. - Then finish this code by adding at least 2 other songs for other moods. For example a happy song and an angry song. - example_code: | - ``` - {define} scary_song - {for} i {in} {range} 1 {to} 3 - {play} G - {play} E - {sleep} 2 - {for} i {in} {range} 1 {to} 3 - {play} F - {play} D - - mood = {ask} 'Which emotion are you feeling?' - {if} mood {is} 'fear' - {call} scary_song - {elif} _ - ``` - 18: - story_text: | - ### Exercise - Even in this last level of Hedy we can make some music! Be careful of all the syntax that is needed now. - Take a good look at how the functions are defined and called upon in the example code. - Finish the song! - example_code: | - ``` - {def} line_1(): - {for} i {in} {range}(1, 5): - {play} A - {play} D - {play} F - {play} A - - {def} line_2(): - {for} i {in} {range}(1, 5): - {play} G - {play} C - {play} E - {play} G - - {def} line_3(): - _ - - {print} ('The drunken sailor') - {print} ('What shall we do with the drunken sailor?') - line_1() - line_2() - line_3() - {print} ('Early in the morning') - ``` parrot: - name: Parrot - default_save_name: Parrot - description: Create your own online pet parrot that will copy you! levels: 1: - story_text: | - Create your own online pet parrot that will copy you! - example_code: | - ``` - {print} Im Hedy the parrot - {ask} whats your name? - {echo} - {echo} - ``` story_text_2: | ### Exercise Can you make the parrot ask a different question? Fill in the blanks in the example! - example_code_2: | - ``` - {print} Im Hedy the parrot - {ask} _ - {echo} - {echo} 2: story_text: | Create your own online pet parrot that will copy you! @@ -3154,15 +1329,6 @@ adventures: story_text: | In this level we have to use quotation marks with the commands `{ask}` and `{print}`. Can you complete the code by adding quotation marks? - example_code: | - ``` - words {is} squawk, Hedy - {print} _ Train your parrot! _ - new_word {is} {ask} _ Which word do you want to teach them? _ - {add} new_word {to_list} words - {print} _ 🧒 Say _ new_word _, Hedy!_ - {print} _ 🦜 _ words {at} {random} - ``` 5: story_text: | Reward your parrot if it says the correct word! @@ -3179,9 +1345,6 @@ adventures: {else} {print} '🧒 No, Hedy! Say ' new_word ``` piggybank: - name: Piggy Bank - default_save_name: Piggy Bank - description: Count your pocketmoney! levels: 12: story_text: | @@ -3198,10 +1361,6 @@ adventures: {print} 'You can buy a ' wish ' in ' weeks ' weeks.' ``` 14: - story_text: | - ### Exercise - In this level you can let Hedy tell you if you have saved up enough money! - Finish this code by filling in the blanks! example_code: | ``` _ calculate_budget with wish, money, allowance @@ -3221,45 +1380,7 @@ adventures: {call} calculate_budget with _, _, _ ``` pressit: - name: Key presses - default_save_name: Pressed - description: Try linking a keyboard key to a command! levels: - 5: - story_text: | - In this level there is another new keyword: `{pressed}`! - With `{pressed}` you can use keys on your keyboard to control what lines are used. - - ### Exercise - Look at the example and add one more line of code that reacts to a key press. - example_code: | - ``` - {print} 'Do you want a good (g) or bad (b) ending?' - {if} g {is} {pressed} {print} 'They lived happily ever after ❤' - {else} {print} 'The prince was eaten by a hippopotamus 😭' - ``` - story_text_2: | - You can also link turtle commands to keys. - - ### Exercise - Copy the lines a few times so you can create a larger drawing. - example_code_2: | - ``` - {if} y {is} {pressed} {forward} 15 - {else} {turn} 90 - ``` - 7: - story_text: | - Now that you have learned about `{repeat}`, we can press keys multiple times. - You can use it to make the turtle walk forward and turn. - - ### Exercise - The code you have seen in level 5 only checks the key once. Copy the example code and add a `{repeat}` to it, so that you can press the keys many times. - Use this code to draw something nice. - example_code: | - ``` - {if} x {is} {pressed} {forward} 15 {else} {turn} 90 - ``` 9: story_text: | Now that you know how to combine statements, you can create a touch type tool with `{pressed}`. @@ -3267,27 +1388,9 @@ adventures: ### Exercise Finish the code. Each time a random letter should be chosen, which you have to press. You get a point for a correct press, and and two points deduction for a wrong press. **(extra)** Clear the screen after each letter, and show the user how many points they have scored. - example_code: | - ``` - points = 0 - letters = a, b, c, d, e - {repeat} 10 {times} - letter = _ _ _ - {print} 'Press the letter ' letter - {if} letter {is} {pressed} - _ - _ - _ - ``` print_command: - name: '{print}' - default_save_name: print - description: Introduction print command levels: 1: - story_text: | - ## The print command - You can print text to the screen using the `{print}` command. example_code: | ``` {print} Dumela! @@ -3305,16 +1408,6 @@ adventures: _ Dumela! ``` 18: - story_text: |- - We arrived at real Python code! That means we need to use parentheses with `{print}` and `{range}` from now on. - It also means you can use Hedy code from this level in any Python environment as long as you use the English commands. If you haven't until now, you can switch the toggle in the commands menu to do so. - example_code: | - ``` - {print}('Hello!') - {for} i {in} {range}(1, 10): - {print}('This is line ', i) - ``` - story_text_2: If you want to print more than one item, you need to separate them by commas. example_code_2: | ``` temperature = 25 @@ -3322,158 +1415,47 @@ adventures: ``` {print}('My name is ', name) - quizmaster: - name: Quizmaster - default_save_name: Quizmaster - description: Make your own quiz! - levels: - 14: - story_text: | - ### Exercise - In this adventure you can make your own quiz! Fill in the blanks, add more questions and enjoy your own quiz! - You can make a quiz about anything you like: your hobby, your favorite animal, your favorite book or anything at all! - example_code: | - ``` - {print} 'Make your own quiz' - points_a = 0 - points_b = 0 - {print} 'Question' - {print} 'Answer option A' - {print} 'Answer option B' - answer = {ask} 'Which answer?' - {if} answer == 'A' - points_a = points_a + 1 - {if} answer == 'B' - points_b = points_b + 1 - {print} 'End of the quiz!' - {print} 'Lets see the results!' - {if} points_a > points_b - {print} 'You belong to the A club' - {if} points_b > points_a - {print} 'You belong to the B club' - ``` quotation_marks: - name: '''quotation marks''' - default_save_name: quotation_marks - description: Introduction quotation marks levels: 4: - story_text: | - ## 'Quotation marks' - In level 4 `{ask}` and `{print}` have changed. - You must put text that you want to print between quotation marks. - This is useful, because now you can print all the words you want. Also the words you used to store something with `{is}`. - Most programming languages also use quotation marks when printing, so we are also getting a step closer to real programming! example_code: | ``` {print} 'Dirisa quotation marks mo code from now on!' answer {is} {ask} 'Re thoka go dirisa eng from now on?' {print} 'We need to use ' answer ``` - story_text_2: | - ## Contractions - Important! Mind that now that we're using quotation marks, Hedy will get confused when you use the apostrophe for contractions like I'm or What's. - Make sure to remove those apostrophes and change the spelling to I am or What is. - Check out the example code to see the wrong way of using apostrophes. example_code_2: | ``` _ This is the wrong way of using apostrophes _ {print} 'I'm babysitting ngwana wa my sister' {print} 'What's more fun than that?' ``` - 12: - story_text: | - **All texts need to be in quotation marks** - For this level on you will also have to use quotation marks when storing a text with `=`: + random_command: + levels: + 3: example_code: | ``` - name = 'Hedy the Robot' - {print} 'Hello ' name + animals {is} tlou, tau, phiri + {print} animals {at} {random} ``` - story_text_2: | - **All items in lists need quotation marks too** - Lists are texts, so they need quotation marks too. Mind that each single item on the list has quotation marks. - This allows you to save two words as 1 item on the list, for example 'Black Widow'. example_code_2: | ``` - superheroes = 'Spiderman', 'Batman', 'Black Widow' - {print} superheroes {at} {random} + food {is} magwinya, mafresh, serobe, koko + {print} I am going to have food {at} {random} ka lunch. ``` - story_text_3: | - **All text after `{if}` comparisons need quotation marks too** example_code_3: | ``` - name = {ask} 'What is your name?' - {if} name = 'Hedy the Robot' - {print} 'Hi there!' - ``` - story_text_4: | - **Numbers don't need quotation marks** - For numbers, you do not use quotation marks in the `=`: - example_code_4: | - ``` - score = 25 - {print} 'You got ' score - ``` - random_command: - name: '{random}' - default_save_name: random_command - description: introducing at random command - levels: - 3: - story_text: | - ## At random - In this level you can make a list using the `{is}` command. You can let the computer choose a random item from that list. You do that with `{at} {random}`. - example_code: | - ``` - animals {is} tlou, tau, phiri - {print} animals {at} {random} - ``` - story_text_2: | - You can use the `{at} {random}` command in a sentence as well. - example_code_2: | - ``` - food {is} magwinya, mafresh, serobe, koko - {print} I am going to have food {at} {random} ka lunch. - ``` - story_text_3: | - ### Exercise - Try out the `{at} {random}` command by making your own gameshow (like the ones on tv) where you choose a door or suitcase and it contains a big price! - Can you do it? We have already put the first lines into the example code. - example_code_3: | - ``` - {print} The big gameshow! - {print} Gona le 3 suitcases in front of you... - chosen {is} {ask} O bata suitcase ehe? - prices {is} _ - _ + {print} The big gameshow! + {print} Gona le 3 suitcases in front of you... + chosen {is} {ask} O bata suitcase ehe? + prices {is} _ + _ ``` 16: story_text: |- We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. For example: `friends[1]` is the first name on the list of friends, as you can see in the first part of the example code. The second part of the example code shows you that we can also match 2 lists using the variable i. - example_code: | - ``` - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - ``` - story_text_2: |- - Now that you've learned to use the brackets in lists, you can also start using the {at} {random} command in the Python way! - You simply type the name of your list with `[random]` behind it! - example_code_2: |- - ``` - fruit = ['apple', 'banana', 'cherry'] - {print} fruit[random] - ``` repeat_command: - name: '{repeat}' - default_save_name: repeat_command description: repeat command levels: 7: @@ -3483,23 +1465,6 @@ adventures: ### Exercise Play around with the repeat command. Can you make the happy birthday song in only 3 lines of code instead of 4 now? - example_code: | - ``` - {repeat} 3 {times} {print} 'Hedy is fun!' - ``` - 8: - story_text: | - ### Repeat commands and indentation - In this level you can repeat multiple lines of code with only 1 repeat command. - You do this by making a block of lines that you want to repeat. - The lines in this block will need **indentation** . - That means putting four spaces at the beginning of each line. You will also have to indent when you just want to create a block of one line. - example_code: | - ``` - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This is all repeated 5 times' - ``` 9: story_text: | Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... @@ -3515,67 +1480,17 @@ adventures: {else} {print} 'Maybe you should practice some more in the previous level' repeat_command_2: - name: '{repeat} 2' - default_save_name: repeat_command_2 description: repeat command 2 levels: 7: - story_text: | - ## Repeat with other commands and with variables - You have practiced the `{repeat}` command in combination with the `{print}` command now, but did you know you could also use other commands with `{repeat}` ? - In this example code you can see that `{repeat}` can also be used with an `{ask}`, `{if}` or `{else}` command. - example_code: | - ``` - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - ``` story_text_2: | Another interesting thing you can so with the `{repeat}` command is using variables to set the amount of times something should be repeated. In the example code you can see that we first ask the person how old they are. Then, in line 3, the question is repeated 'age' times. So we have used the variable 'age' with the `{repeat}` command. - example_code_2: | - ``` - {print} 'Yay! It is your birthday!' - age = {ask} 'How old are you now?' - {repeat} age {times} {print} 'Hip Hip Hurray!' - ``` - 8: - story_text: | - ### In the block or not? - In this level you have to think carefully which lines of code should be in the block and which shouldn't. - For example: If you want to sing the song *the muffin man*. You only want the line with 'the muffin man' to be repeated twice. - This means the last line shouldn't start with indentation as it doesn't belong to the block. - If you do start the last line with indentation the song will turn out wrong. - - ### Exercise - Each line in the example code starts with a blank. Remove the blanks and try to figure out which line need indentation and which don't to make the muffin man song. - example_code: | - ``` - _ {print} 'Do you know the muffin man?' - _ {repeat} 2 {times} - _ {print} 'The muffin man' - _ {print} 'Do you know the muffin man, who lives on Drury Lane?' - ``` restaurant: - name: Restaurant - default_save_name: Restaurant - description: Create your own virtual restaurant levels: 1: - story_text: | - In level 1 you can make your own virtual restaurant and take your guests' orders. - story_text_2: | - ### Exercise - Copy the example code into your input screen by clicking the yellow button. - Firstly, fill in the correct command on the blanks to make to code work properly. - Then add at least 4 more lines of code to the restaurant program. - Ask the costumer what they would like to drink and ask if they want to pay with cash or card. - Lastly, think of a nice way to say goodbye to your costumer. example_code_2: "```\n{print} Re a go amogela mo semausung sa Mosaditshwene 🍟\n{ask} O bata go reka eng?\n{echo} Good, so o bata go reka \n{print} Thanks you for your order!\n{print} Dijo tsa gago di eta!\n```\n" 2: - story_text: | - In level 2 you could expand your restaurant by using variables. In level 1 Hedy could only `{echo}` the order once and only remember the last thing that was ordered. - Now you can use variables and Hedy can remember both the food and the toppings! example_code: | ``` {print} Re a go amogela mo semausu sa Mosaditshwene! @@ -3588,22 +1503,7 @@ adventures: {print} Thank you for your order. {print} dijo le tsedingwe le drinks will be right there! ``` - story_text_2: | - ### Exercise - Copy your own restaurant code from to previous level to the input screen below. - Fix the code by replacing the `{ask}` and `{echo}` commands and using variables, like you've learned in this level. - - Now that your code is working again, it's time to add something more. - Look at the last line of the example code: `{print} food with topping is on its way!` - In this single line 2 variables have been used to create a summary of the order. - Now add your own summary of the food and drinks ordered by the customer. - - **Extra** Now that you've learned how to use variables, you can use as many variables in one line as you'd like. Can you add more variables to your code, like eat in or take-away, cash or card, with or without a straw etc.? 3: - story_text: | - Having trouble to decide what you wanna have for dinner? You can let Hedy choose for you! - Simply add lists of your favorite (or least favorite) meals and Hedy can randomly choose your dinner. - You can also have a bit of fun, by letting Hedy choose the price for your dinner as well! What will you get? example_code: | ``` {print} Welcome to semausu sa Mosaditshwene! @@ -3618,11 +1518,6 @@ adventures: {print} you can pay: prices {at} {random} {print} Thank you and enjoy your meal! ``` - story_text_2: | - ### Exercise - Now make your own version of the random restaurant. - Make a list of starts, mains, desserts, drinks and prices yourself. - Then use `{print}` and `{at} {random}` commands to tell the costumer what will be on their menu tonight. example_code_2: | ``` {print} Di cupcake @@ -3653,14 +1548,6 @@ adventures: {print} Your food and drinks will be right there! ``` 5: - story_text: | - ### Exercise - The example code shows how you could program that you've run out of a menu item in your restaurant. - Copy your own restaurant code from the previous levels. Create a problem in your restaurant and code it, like the example code did. - For instance, you could also run out of a menu item, or you don't take credit cards, or the ice cream machine is broken. - - **Extra** Have you programmed the problem and programmed appropriate responses? Then try to add more `{if}` and `{else}` commands into your code. - Try to add an `{if}` after every `{ask}` command in your code to make the code as interactive as possible! example_code: | ``` drinks_in_stock {is} metsi, gemere, coke, orange juice @@ -3671,21 +1558,6 @@ adventures: 6: story_text: | In this level you can use maths to calculate the total price of your customer's order, which can make your virtual restaurant more realistic. - example_code: | - You can make a simple restaurant code, like this: - ``` - {print} 'Welcome to Restaurant Chez Hedy' - {print} 'Here is our menu:' - {print} 'Our main courses are pizza, lasagne, or spaghetti' - main = {ask} 'Which main course would you like?' - price = 0 - {if} main {is} pizza price = 10 - {if} main {is} lasagne price = 12 - {if} main {is} spaghetti price = 8 - {print} 'You have ordered ' main - {print} 'That will be ' price ' dollars, please' - {print} 'Thank you, enjoy your meal!' - ``` 7: story_text: | In this level you've learned how to use the {repeat} command to repeat a line of code a certain amount of times. @@ -3697,24 +1569,6 @@ adventures: {repeat} people times food = {ask} 'What would you like to eat?' {print} 'Thanks for your order! Its coming right up!' ``` - 8: - story_text: | - In this level you can make your virtual restaurant more elaborate by repeating multiple lines of code. Like this: - - ### Exercise - This code can be expanded with more items on the menu, for example offering drinks, and/or multiple courses or desserts. Add at least one more item. - **Extra** Add even more items, as many options as you like! - example_code: | - ``` - {print} 'Welcome to Restaurant Chez Hedy!' - people = {ask} 'How many people will be joining us today?' - {print} 'Great!' - {repeat} people {times} - food = {ask} 'What would you like to order?' - {print} food - {print} 'Thank you for ordering!' - {print} 'Enjoy your meal!' - ``` 9: story_text: | In this level you can use nesting to make your restaurant more realistic and more fun! @@ -3743,11 +1597,6 @@ adventures: {print} 'Enjoy your meal!' ``` 10: - story_text: | - In this level you'll learn how to easily ask orders for different courses. - - ### Exercise 1 - Finish the code with an `{ask}` on the blanks such that the customer is asked what they want to eat for each course. example_code: | ``` courses = appetizer, main course, dessert @@ -3755,11 +1604,6 @@ adventures: food = {ask} 'What would you like to eat as your ' course '?' {print} food ' will be your ' course ``` - story_text_2: | - ### Exercise - Of course, you could also order for multiple people! - Can you add the correct amount of indentation before each line to make the code work properly? - Tip: some lines don't need any indentation at all. example_code_2: | ``` courses = appetizer, main course, dessert @@ -3820,32 +1664,10 @@ adventures: price = price - 3 {print} 'That will be ' price ' dollars' ``` - 15: - story_text: | - With the `{while}` you can make sure your costumers can keep adding orders until they are done. - - ### Exercise - Correctly add the `{while}` command to this code. - example_code: | - ``` - {print} 'Welcome at McHedy' - more = 'yes' - _ - order = {ask} 'What would you like to order?' - {print} order - more = {ask} 'Would you like to order anything else?' - {print} 'Thank you!' - ``` rock: - name: Rock, paper, scissors default_save_name: Rock - description: Make your own rock, paper, scissors game levels: 1: - story_text: | - In level 1 you can start with a rock, paper, scissors game. - - With `{ask}` you can make a choice, and with `{echo}` you can repeat that choice. example_code: | ``` {print} what do you choose? @@ -3853,16 +1675,6 @@ adventures: {echo} so your choice was: ``` Instead of using words, you could also use emojis of course: ✊✋✌ - story_text_2: | - ### Exercise - Instead of using words, you could also use emojis: ✊✋✌ - Can you create a code using emojis? - example_code_2: | - ``` - {print} what do you choose? - {ask} choose from _ - {echo} so your choice was: - ``` 2: story_text: | In this level you can practise using the variables, so that you can make the rock, paper, scissors game in the next level! @@ -3872,11 +1684,6 @@ adventures: {print} I choose choice ``` 3: - story_text: | - You can use the `{at} {random}` command to let the computer pick rock, paper or scissors! - - ### Exercise - Finish the code by using the `{at} {random}` command. example_code: | ``` choices {is} rock, paper, scissors @@ -3892,16 +1699,6 @@ adventures: {print} player 1 chooses... choices {at} {random} {print} player 2 _ ``` - 4: - story_text: | - In this level we can further program rock, paper, scissors. But if you want to add text, you have to use quotation marks here too. - ### Exercise - Fill in quotation marks on the blanks. Mind that the variable `choices` should be outside the quotes. - example_code: | - ``` - choices {is} rock, paper, scissors - {print} _The computer chooses..._ choices {at} {random} - ``` 5: story_text: | In this level we can determine who won. @@ -3968,9 +1765,6 @@ adventures: {print} 'The computer wins!' ``` 15: - story_text: | - ### Exercise - Play until you beat the computer! But first, finish the example code... example_code: | ``` won = 'no' @@ -3989,9 +1783,6 @@ adventures: won = 'yes' ``` rock_2: - name: Rock, paper, scissors 2 - default_save_name: rock_2 - description: Part 2 of rock, paper, scissors levels: 2: story_text: | @@ -4005,9 +1796,6 @@ adventures: {print} I choose choice ``` secret: - name: SuperSpy - default_save_name: SuperSpy - description: Make your own spy code levels: 12: story_text: | @@ -4030,164 +1818,14 @@ adventures: 13: story_text: | The code you made in the previous level can be made a lot easier in this one with the `{and}` command. - example_code: | - ``` - name = {ask} 'What is your name?' - password = {ask} 'What is your password?' - {if} name {is} 'Agent007' _ password {is} 'TOPSECRET' - {print} 'Go to the airport at 02.00' - {else} - {print} 'Go to the trainstation at 10.00' - ``` - simon: - name: Simon Says - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - Let's make a game of Simon Says! Simon Says is a memory game in which the player will be given a color. They have to repeat that color back. - If they get it right a color is added to the sequence, so they now have to remember 2 colors, then 3, then 4 etc. the game stops as soon as the player makes a mistake. - - ### Exercise - In this first part of the Simon Says adventure, we'll let the computer pick a random color and add it to a list. - - ***Make 2 lists*** First, make a list called `colors` and fill it with the colors red, yellow, green and blue. - Then make a list called `simon_sequence`. This list will be used as the answer. - At the start of the game this lists need to be empty. unfortunately, we can't create an empty list (yet), so we'll fill it with the words 'empty' and 'list' and we'll remove them from the list immediately. - - ***Create a function that adds a color to the sequence*** Now that we have an empty list called simon_sequence, we can start filling it with random colors. - We do that with a function, so we can call it everytime there's a new level in our game. Create a function called `add_random_color`. - Then create the variable random_color and set it to a random color. Next, add this random color to the simon_sequence. - - ***Create a function that shows the simon_sequence*** Start by naming the new function `show_simon_sequence` with `level` as an argument. Now we want to show as many colors as the level we are in (in level 1 you see 1 color, in level 2 you see 2 colors etc). - So we repeat `level` times, to print the `simon_sequence[i]`. Each time a color is shown, wait for 1 second and then clear the screen. - - ***Test your program*** Before you go to the next level, test if the functions are working by calling both of the functions. If they're working you should see a random color in your output screen. - Remove this testing part of your code, copy the code and continue to the next tab to learn more about the simon says game! - example_code: | - ``` - # Make 2 lists - colors = _ - _ = ['empty', 'list'] - {remove} _ {from} simon_sequence - {remove} _ - - # Create a function that adds a color - _ add_random_color - _ - {add} _ - - # Create a function that shows the simon_sequence - {define} _ - {for} i {in} {range} 1 {to} _ - {print} _ - _ - _ - - # Test your program - {call} _ - {call} show_simon_sequence {with} 1 - ``` - simon_2: - name: Simon Says 2 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - We'll continue with our Simon Says game! - - ### Exercise - ***Paste your code here*** Paste your code from the previous level here. Don't forget to remove the part that was just used for testing the functions. - - ***Create a function that creates the player_sequence*** The list `player_sequence` is used to capture the answers of the player. First we define the function with the argument level. - Next, we ask level times what the color is that they choose. We call that variable `answer`. Then we add the variable `answer` to the list player_sequence. - - ***Setting up the game*** Before we program the game in the next tab, we'll need some starting variables. First, we'll set the variable `level` to 1 and the variable `game_over` to False. - Then we make an introduction for the game. We'll print 'Welcome to Simon Says!' and clear the screen after 1 second. - - ***Continue to the next tab to finish the game!**** Don't forget to copy your code and take it with you to the next tab. - example_code: | - ``` - # Paste your code here - - - # Create a function that creates the player_sequence - {define} _ - {for} _ - _ 'What is color number ' i '?' - {add} answer {to} _ - - # Set up - level = _ - game_over = _ - {print} _ - _ 1 - _ - ``` - simon_3: - name: Simon Says 3 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - In this tab we'll program the game of Simon Says! - - ### Exercise - ***Paste your code*** Copy your code from the previous tab and paste it here. - - ***Program the game*** We start by making sure the game goes on while the game isn't over. Then we print what level the player is on, we use the variable level for that. We only show that for 1 second and then we clear the screen again. - Now, we have to create the empty list player_sequence. We've already programmed how to fill the list, with our function `player_sequence`, but we never made the list itself. To create the list we use the same trick as we did in the previous tab. - We'll make a list with the words 'empty' and 'list' on it, and then we remove both these words. Next, we'll call all of the 3 functions that we've created. - Lastly, we'll have to check if the player gave the correct answers (so if the player_sequence and the simon_sequence are the same). - If that's the case, we'll compliment the player. Wait for 1 second and increase the level with 1. - Did the player give the wrong answer, we'll tell them and end the game by setting game_over to 'True' - - ***Enjoy your game!*** Great job! Does your game not work? Use the ladybug button to debug your code! - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - {print} _ - _ - _ - _ = ['empty', 'list'] - {remove} _ - {remove} _ - {call} _ - {call} _ {with} _ - {call} _ {with} _ - {if} player_sequence == _ - _ - _ - _ - {else} - _ - game_over = _ - ``` sleep_command: - name: '{sleep}' - default_save_name: sleep_command description: introducing sleep command levels: 2: story_text: | ## The sleep command Another new command in this level is `{sleep}`, which pauses your program for a second. If you type a number behind the {sleep} command, the program pauses for that amount of seconds. - example_code: | - ``` - {print} My favorite colour is... - {sleep} 2 - {print} green! - ``` songs: - name: Sing a song! - default_save_name: Song - description: Print a song levels: 6: story_text: | @@ -4204,9 +1842,6 @@ adventures: ``` You can now repeat lines 2 to 9 as many times as you want by copying the lines. - story_text_2: | - This children's song counts down from 5 little monkeys to 1 monkey. - If you copy line 2 - 7 and paste it under the the code, you can sing the whole song! example_code_2: | ``` number = 6 @@ -4294,10 +1929,6 @@ adventures: Print the song Five little moneys jumping on the bed. Look up the text if you don't remember. **(extra)** Print the song Old MacDonald had a farm, and make sure all animals make a different sound, using an `{if}`. - example_code_2: | - ``` - monkeys = 5, 4, 3, 2, 1 - ``` 11: story_text: | In this level you can use the `{for} i {in} {range}` command to make songs that use counting. @@ -4312,106 +1943,9 @@ adventures: {else} {print} 'NO MORE MONKEYS JUMPING ON THE BED!' ``` - 12: - story_text: | - In this song we can make it even easier to program 'if you're happy and you know it, clap your hands'. Because we can put all of the actions in a variable, check it out: - - ### Exercise - Can you add the right amount of indentation to each line to make the song play correctly? - Hint: Not all lines need indentation. - example_code: | - ``` - _ actions = 'clap your hands', 'stomp your feet', 'shout Hurray!' - _ {for} action {in} actions - _ {for} i {in} {range} 1 {to} 2 - _ {print} 'if youre happy and you know it' - _ {print} action - _ {print} 'if youre happy and you know it and you really want to show it' - _ {print} 'if youre happy and you know it' - _ {print} action - ``` - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, but did you know that you could combine them with {ask} commands as well? - In this example we have changed the 'My Bonnie' program and made it interactive. You are now asked where Bonnie is. - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is ' place - - chosen_place = {ask} 'Where do you want Bonnie to be?' - synonym = {ask} 'What is another word for that?' - - {call} song {with} chosen_place - {call} song {with} synonym - {call} song {with} chosen_place - ``` - 16: - story_text: | - In this level, you can program a song like OldMacDonald even more quickly. You can connect the right animal to the right sound by simply putting them in the same place in the list. - The Drunken Sailor is also quickly made in this level. You only need 8 lines for the entire song, check it out! - - ### Exercise - Complete the Old MacDonald song by setting the variable `animal` to `animals[i]` and `sound` to `sounds[i]`. - example_code: | - ``` - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - {for} i {in} {range} 1 {to} 3 - animal = _ - sound = _ - {print} 'Old MacDonald had a farm' - {print} 'E I E I O!' - {print} 'and on that farm he had a ' animal - {print} 'E I E I O!' - {print} 'with a ' sound sound ' here' - {print} 'and a ' sound sound ' there' - {print} 'here a ' sound - {print} 'there a ' sound - {print} 'everywhere a ' sound sound - ``` - - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines - {for} i {in} {range} 1 {to} 3 - {print} line - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - 18: - story_text: | - In level 16 we made songs using lists. These programs however are no longer working properly in this level. The colons from level 17 and the brackets from level 18 still need to be added. - - ### Exercise 1 - The Drunken sailor song is given as sample code, but not yet working. - Can you make sure everything works again? To help you, we've put _ in the places of _some_ errors. - - ### Exercise 2 - Now also look up your Old MacDonald song from level 16, and correct it. - example_code: | - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines _ - {for} i {in} {range} 1 {to} 3 _ - {print} _ line _ - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` songs_2: - name: Sing a song! 2 - default_save_name: Song 2 - description: Sing a song 2 levels: 12: - story_text: | - Songs contain a lot of repetition. We can capture it with a function! - ### Exercise - Look at the example code with the function. Fill out the two lines so the full song is printed. example_code: | ``` {define} twinkle @@ -4423,334 +1957,37 @@ adventures: {print} 'Like a diamond in the sky' {call} _ ``` - 16: + turtle: + levels: + 1: story_text: | - ### Exercise - Finish the nursery rhyme! + You can also use Hedy to draw. By combining turns and lines, you can make a square or stairs! + + Using `{forward}` you draw a line forwards. The number behind it determines how far the turtle will walk. `{turn} {right}` turns a quarter turn in clockwise direction, `{turn} {left}` turns counter clockwise. + If you want to go backwards, you use the `{forward}` command but with a negative number. So for example `{forward} -100` + 3: + story_text: | + In this level you can use use `{at} {random}` with the drawing turtle. A random choice makes the turtle walk a different path each time. + Use `{at} {random}` to choose a value from a list. You can copy and paste lines 2 and 3 to create a longer random path. + 4: example_code: | ``` - number = ['one', 'two', 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'ten'] - object = ['on his drum', 'on his shoe', 'on his knee', 'on his door', 'on his hive', 'on his sticks', 'up in heaven', 'on his gate', 'on his vine', 'once again'] - - _ - {print} 'This old man' - {print} 'He played ' _ - {print} 'He played knick-knack ' _ - {print} 'With a knick-knack paddywhack' - {print} 'Give the dog a bone' - {print} 'This old man came rolling home' - {sleep} 8 - {clear} + {print} 'Drawing figures' + angle {is} 90 + {turn} angle + {forward} 25 + {turn} angle + {forward} 25 ``` - story_text_2: | - ### Exersice 2 - Now create your own code for the nursery rhyme 'The wheels on the bus' on the same way! + 5: example_code_2: | ``` - object = ['wheels', 'doors', _] - movement = [ 'round and round', 'open and shut', _] + direction {is} {ask} 'Do you want to go left, right, or straight ahead?' + if direction is left turn _ + if direction is right turn _ + forward 100 ``` - tic: - name: Tic-Tac-Toe - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - Let's program a game of tic-tac-toe! - - ### Exercise - In this adventure we'll start with creating an empty field. - - ***Create a list called field*** This list will be our playing field. This list is filled with 9 dots, since there are no x's and o's yet at the start of our game. - - ***Create a function that prints the field*** Firstly, clear the screen so the old playing fields will be removed. Then we print the first line of our Tic Tac Toe field. This line constists of the first 3 spots in our list field. - We have already programmed this line for you. Now finish the field by printing spot 4, 5, and 6 on the second row and spot 7, 8 and 9 in the third row. - - ***Call the function that prints the field*** Now call the function. -
- Run the code. Your output should look like this: -
- - ***Continue in the next tab*** In the next tab you'll learn how to program the game itself. - example_code: | - ``` - # Create a list called field - _ = ['.', '.', '.', '.', '.', '.', '.', '.', '.'] - - # Create a function that prints the field - {define} print_field - _ - {print} 'TIC TAC TOE' - {print} field[1] field[2] field[3] - _ - _ - - # Call the function - ``` - 17: - story_text: | - In the previous level you've learned how to make a tic-tac-toe game. The game works, but is quite annoying as it keeps asking you if you've won yet. - Now that we have the {elif} command, we can let the game decide if someone has won and it can stop asking us! - - ### Exercise - ***Paste your code*** Paste your code from the previous level here and make it level 17 proof. In this level you've learned to use a colon everytime you create a block of code. Please add the colons in the correct spots. - - ***Create a function that detects if someone's won*** We have started the function for you, paste it under the function `print_field` and finish the function. You can see that this first piece of code checks to see if spot 1, 2 and 3 are the same, because if they are you have 3 in a row. - It also checks if they are not a dot, because if they are, the line might have the same symbols on them, but that's just because it's still empty. - If all these conditions are met, the game is over and the winner is printed. - Finish this function with all possible ways to win. This means you have to make this for the other 2 rows, 3 columns and 2 diagonals. - If you've finished all the other options, the function should return the variable `game_over` so we can use it in our game. - - ***Call the function in the game*** Go to the line `game_over = {ask} 'Did you win?'` and change it to `game_over = {call} detect_winner {with} field, sign`. Now the function will check if there's a winner and the game doesn't need to keep asking anymore! - - ***Enjoy your game!*** Great job! You have finished the game! Enjoy playing it! - - example_code: | - ``` - # Paste your code here and make it level 17 proof - - # Create a function that detects if someone has won - {define} detect_winner {with} field, sign: - {if} field[1] == field[2] {and} field[2] == field[3] {and} field[1] != '.': - game_over = 'yes' - {print} 'Player ' sign 'wins!' - {elif}: - _ - {else}: - game_over = 'no' - {return} _ - ``` - tic_2: - name: Tic-Tac-Toe 2 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - In the previous adventure you've learned how to create a playing field. Now you'll learn how to create the game! - - ### Exercise - ***Paste your code*** Start by pasting your code from the previous adventure here. - - ***Add variables*** Underneath your list called `field` we'll add 2 more variables that we'll need to program the game. - The variable `game_over` tells us if the game is over, and should be 'no' at the start of the game. - The variable `sign` tells us if it's the turn of player x or player o. Set the variable to 'x'. - - ***The game*** First use a {while} command, to make sure the game keeps on playing the variable while game_over is set to no. - During the game, we first ask the player which spot they choose. Then we change the field with the number they chose into their sign. - Then we print the field again and we ask the player if they've won yet. Lastly we want to switch whose turn it is, so if the sign is 'x' it should be 'o' and the other way around. - - ***Test your game*** Does your game work? Great, have fun playing the game! If not, use the ladybug button to debug your code. - You might have noticed one mistake in the code though, you can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! Go to the next tab to learn how to fix this problem. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add variables - game_over = _ - sign = _ - - # The game - {while} _ - choice = _ 'Player ' sign '_?' - field[choice] = _ - _ print_field - game_over = {ask} _ - {if} sign = 'o' - sign = _ - _ - sign = _ - ``` - tic_3: - name: Tic-Tac-Toe 3 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - You might have noticed one mistake in the code you've made in the previous adventure. You can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! In this tab we'll fix that mistake. - - ### Exercise - ***Paste your code here*** Paste your code from the previous adventure here. - - ***Fix the mistake*** To fix the mistake we replace the line that says `field[choice] = sign`. This turns any spot that the player has chosen into their sign. - Go to the header that says 'Use this to fix the mistake' and finish the code. We first want to check if the chosen spot is still empty, so `if field[choice] = '.'`. If that is the case, you are allowed to take it. - Then we make an else command and print 'Sorry, this spot is already taken' if the spot is not empty. Lastly, we add a {sleep} command, so the players can actually read the text before it gets cleared again. - Now copy this piece of code and replace the line `field[choice] = sign` with this new piece of code. - - ***Play your game!*** Now the game should work properly! Good job! - The only flaw is that you can get a bit annoyed that the game keeps asking you if you've won yet. Do you want to fix that? Go to level 17 and we'll fix it! - example_code: | - ``` - # Paste your code here - - # Use this to fix the mistake - {if} _ = '.' - field[choice] = sign - {else} - {print} _ - _ - ``` - turtle: - name: Turtle - default_save_name: Turtle - description: Make your own drawing - levels: - 1: - story_text: | - You can also use Hedy to draw. By combining turns and lines, you can make a square or stairs! - - Using `{forward}` you draw a line forwards. The number behind it determines how far the turtle will walk. `{turn} {right}` turns a quarter turn in clockwise direction, `{turn} {left}` turns counter clockwise. - If you want to go backwards, you use the `{forward}` command but with a negative number. So for example `{forward} -100` - example_code: | - ``` - {forward} 100 - {turn} {left} - ``` - story_text_2: | - ### Exercise - This is the start of a little staircase. Can you make it have 5 steps? - example_code_2: | - ``` - {forward} 20 - {turn} {right} - {forward} 20 - {turn} {left} - {forward} 20 - ``` - 2: - story_text: | - In level 1 the turtle could only turn left or right. That is a bit boring! - In level 2 he can point his nose in all directions. - - Use 90 degrees to turn a quarter, 180 to turn half, and a full circle is 360 degrees. - - ### Exercise - This code now creates the letter T. Can you change it to make the letter B? - - **Extra** Change the letter into a different letter, like the first one of your name. - You can also make multiple letters, by setting the color to `{color}` `{white}` in between. - - example_code: | - ``` - {forward} 20 - {turn} 90 - {forward} 20 - {turn} 180 - {forward} 100 - ``` - story_text_2: | - You can use variables to in the turtle `turn`. - - ### Exercise - Change the code such that it creates a triangle. Hint: you only have to change the code in one place. - - example_code_2: | - ``` - {print} Drawing figures - angle {is} 90 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - ``` - 3: - story_text: | - In this level you can use use `{at} {random}` with the drawing turtle. A random choice makes the turtle walk a different path each time. - Use `{at} {random}` to choose a value from a list. You can copy and paste lines 2 and 3 to create a longer random path. - example_code: | - ``` - angles {is} 10, 50, 90, 150, 250 - {turn} angles {at} {random} - {forward} 25 - ``` - 4: - story_text: | - In level 4 you have to use quotation marks with `{print}` and `{ask}`. Also when drawing! - example_code: | - ``` - {print} 'Drawing figures' - angle {is} 90 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - ``` - story_text_2: | - You can also change the color of the lines with the command `{color}`. Check out the example. - You can also use the command `{color} {white}` to make 'invisible' lines. You could use these white lines to move the turtle anywhere in the screen before you start drawing. - example_code_2: | - ``` - {color} {white} - {forward} -80 - {color} {green} - {forward} 50 - {color} {yellow} - {forward} 50 - {color} {red} - {forward} 50 - ``` - 5: - story_text: | - In level 5 you can make a choice with `{if}`. For example between different types of figures. - example_code: | - ``` - {print} 'Drawing Figures' - figure {is} {ask} 'Do you want a square or a triangle?' - {if} figure {is} triangle angle {is} 120 - {else} angle {is} 90 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - ``` - story_text_2: | - ### Exercise - Fill in the correct numbers in this code to get it to work. - After you've done that, you can try to add the option backwards. - - **Extra** Instead of using 'left' and 'right', remake the program with North, East, South and West. - This way you could add even more directions like Northeast and Southwest etc. - example_code_2: | - ``` - direction {is} {ask} 'Do you want to go left, right, or straight ahead?' - if direction is left turn _ - if direction is right turn _ - forward 100 - ``` - 6: - story_text: | - In this level you can use calculations to draw different figures. - You may have learned in school that turning a full circle is 360 degrees. If not, now you know! - That's why you also use 90 degrees for a square. 360 divided by 4 is 90. - Now that we can do math with Hedy, we can draw all the figures we want! - example_code: | - ``` - angles = {ask} 'How many angles do you want?' - angle = 360 / angles - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - ``` - 8: + 8: story_text: | Now that we can repeat several lines, we can make figures more easily. We only have to set the angle once and then use that variable in the `{repeat}`. @@ -4764,14 +2001,6 @@ adventures: story_text_2: | Also, we can now improve the program that draws different figures. Can you figure out how far the turtle has to turn here? Finish the code and you can draw any polygon you'd like! - example_code_2: | - ``` - figure = {ask} 'How many angles should I draw?' - angle = 360 / figure - {repeat} figure {times} - {turn} _ - {forward} _ - ``` 9: story_text: | Now that we can use a `{repeat}` inside a `{repeat}`, we can create more complex figures. @@ -4780,17 +2009,6 @@ adventures: This code creates three black triangles, change that into five pink squares. **(extra)** Create a figure of your own choosing consisting of at least two different shapes types. - example_code: | - ``` - {color} {black} - {repeat} 3 {times} - {repeat} 3 {times} - {forward} 10 - {turn} 120 - {color} {white} - {forward} 50 - {color} {black} - ``` 10: story_text: | In this level you can make the turtle draw a figure. @@ -4801,162 +2019,9 @@ adventures: **(extra)** can you change the spiral into another shape? Experiment with numbers for the turn! ### Exercise 2 The spiral is drawn outwards, make it go inwards? - example_code: | - ``` - {turn} 90 - distances = 10, 20, 30, 40, 50, 60 - {for} distance {in} distances - {forward} distance - ``` - 12: - story_text: | - We can use functions to draw more complex figures with less code. - ### Exercise 1 - Fill the function so that three squares are created. If you want the image to look nicer, you can make the lines between the squares white. - - ### Exercise 2 - The code can be made even shorter. Place the final lines into a `{repeat}` so the figure remains the same. - - ### Exercise 3 - Create your own drawing with different figures. - Change both the number of figures with the `{repeat}` and the shape of the figures in the `{define}` - example_code: | - ``` - {define} square - {repeat} 4 {times} - {turn} _ - {forward} _ - {call} square - {forward} 50 - {call} square - {forward} 50 - {call} square - ``` turtle_draw_it: - name: Draw it! - default_save_name: Draw it - description: Draw this picture with the turtle levels: - 1: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Rectangle - Square - Stairs -
- 2: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Arrow - Boat -
- 3: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Star - Arrow -
- 4: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Colored Star - Rainbow - Nested squares -
- example_code: | - **Extra** Up for a real challenge? Make sure that the colors of these figures are selected randomly, so that each time you run your programs they'll look differently! - - ``` - colors {is} red, orange, yellow, green, blue, purple, pink, brown, gray, black - color _ - ``` - 5: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Make only one code that lets the player decide which letter they'd like to see! And can you add even more letters? - -
- F - E - L -
- example_code: | - Hint: - ``` - chosen_letter {is} {ask} 'Which letter would you like to see? F, E or L?' - {if} _ - ``` - 6: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Let the player decide which color the square should be. - - ***Extra*** Can you make the letter of your own first name and the flag of your own country too? - -
- Square - Letters - Flag -
- example_code: | - Hint for the square: - ``` - chosen_color = {ask} _ - ``` - 7: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Hexagon - Triangle - Fan -
- 8: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - -
- Square (3) - Randomly colored star (5) - Randomly colored spiral (7) -
9: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - - **Extra** Give the player a choice which country they would like to see the flag of. - -
- Cross (7) - Randomly colored nested squares (8) - Flags -
example_code: | Hint for the nested squares: ``` @@ -4974,14 +2039,6 @@ adventures: color_3 = blue ``` 10: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Nested Hexagon - Traffic lights -
example_code: | Hint Nested Hexagon: ``` @@ -4997,47 +2054,6 @@ adventures: color _ {repeat} _ ``` - story_text_2: | - Christmas lights - example_code_2: | - Hint Christmas Lights: - - Start by moving to the left side of the screen with an invisible white line. Then hang up the Christmas lights! - ``` - {color} white - {turn} -90 - {forward} 300 - {turn} 90 - - colors = red, blue, yellow, purple, green, orange, pink - {for} chosen_color {in} colors - _ - ``` - 11: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Beehive (6) - Fan (5) - Snowflake (13) -
- example_code: | - Hint Beehive: - ``` - {for} amount_of_combs {in} {range} 1 {to} _ - {for} walls_of_one_comb {in} {range} 1 {to} _ - {forward} _ - {turn} _ - {forward} _ - {turn} _ - ``` - - Hint Fan: - Start out like the fan you made in level 7. Or take a peak at the hint for the beehive, because the codes are very similar. - - Hint Snowflake: Start by making one 'leg' and repeat it 6 times. 12: story_text: | ### Exercise @@ -5064,129 +2080,9 @@ adventures: {if} shape = 'square' {call} draw_a_square ``` - 13: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Street in different sizes - Colored street - Snow Storm - example_code: | - Hint Street in different sizes - ``` - {define} draw_a_house {with} size - _ - - {call} draw_a_house {with} 90 - {call} draw_a_house {with} 60 - {call} draw_a_house {with} 30 - ``` - - Hint Colored street - ``` - {define} draw_a_house {with} chosen_color - _ - ``` - - Hint Snow Storm - ``` - {define} draw_snowflake {with} length, color - _ - - numbers = 10, 20, 30 - colors = _ - - {for} i {in} {range} 1 {to} 5 - random_number = _ - random_color = _ - {call} draw_snowflake {with} random_number, random_color - {color} white - {turn} random_number * 5 - {forward} 80 - ``` - 14: - story_text: | - ### Exercise - Create a program that asks the player how many corners their figure should have and then creates that figure. - The figure in the image is the output when the player fills in 10. - -
- - -
- example_code: | - ``` - {define} calculate_degrees {with} amount_of_corners - _ 360 / amount_of_corners - - - {define} draw_figure {with} degrees - _ - {forward} 400/amount_of_corners - {turn} _ - - amount_of_corners = {ask} _ - degrees = {call} _ {with} _ - - {call} _ {with} - {call} _ {with} - ``` - 15: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Spiral - example_code: | - Spiral - ``` - distance = 5 - {while} distance < 200 - distance = distance + 5 - _ - ``` - story_text_2: | - Fan - example_code_2: | - Fan - ``` - {define} draw_a_square {with} side - _ - - i = 100 - {while} i > 1 - _ {with} i - _ - i = i - 3 - ``` - story_text_3: | - Star - example_code_3: | - Star - A star is usually drawn using 144-degree-turns. If you change this slightly to 143 degrees for example and repeat the pattern multiple times with a {while} loop you can make this figure. while_command: - name: '{while}' - default_save_name: while_command description: while - levels: - 15: - story_text: |- - We are going to learn a new loop, the `{while}` loop! We continue the loop as long as the statement is true. - So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. - If the correct answer is never given, the loop never ends! - example_code: | - ``` - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - ``` years: - name: New Year's - default_save_name: New Year's Countdown description: Countdown to the new year! levels: 11: diff --git a/content/adventures/tr.yaml b/content/adventures/tr.yaml index 8f05b1d20a1..921886c65d9 100644 --- a/content/adventures/tr.yaml +++ b/content/adventures/tr.yaml @@ -315,7 +315,6 @@ adventures: {print} Size çeşitler {at} {random} milkshake hazırladık ``` and_or_command: - name: '{and} & {or}' default_save_name: ve veya description: ve ile veya 'ya giriş levels: @@ -334,7 +333,6 @@ adventures: {print} "Sen gerçek Hedy'sin!" ask_command: - name: '{ask}' default_save_name: sor_komutu description: sor komutuna giriş levels: @@ -425,169 +423,6 @@ adventures: ***Test the function*** Test if your function is working properly. Finish the first print command by filling in which card you've drawn. Then finish the second line by calling the function with card_1. Run the code a couple of times. Are you happy with the results? Great! Then you can remove the testing part and move on the the next tab! - example_code: | - ``` - {print} 'BLACKJACK' - - # Set these variables - cards = _ - face_cards = _ - card_1 = - - # Create a function to calculate the points - {define} calculate_points {with} card: - {if} card {in} face_cards: - points = _ - {elif} _ - _ - {else}: - _ - _ points - - # Test your function - {print} 'Your card is a ' _ - {print} 'That is worth ' _ ' points'. - ``` - blackjack_2: - name: Blackjack 2 - default_save_name: Blackjack_2 - description: Blackjack part 2 - levels: - 17: - story_text: | - ### Exercise - In this adventure we code the second part of our Blackjack game. - - ***Paste your code from the previous adventure*** - In the previous adventure you've started a list of variables and created a function to calculate how many points a card is worth. Copy your code and paste it here. Mind that you don't need the testing part, so if you haven't removed that yet, please do so now. - - ***Add more variables*** - You have already set the lists `cards` and `face_cards` and the variable `card_1`. Underneath those variables create 3 more variables: `card_2`, dealer_card_1` and `dealer_card_2`. These variables are all set to a random card from the list of cards. - - ***Add up points*** - To calculate how many points you have scored we call the function with card 1 and we do it again for card 2. Then we add both these scores together to get your total. - Do the same thing for the dealers points, but be sure to use the dealer's cards and not your own! - - ***2 Aces*** - You're doing great! Almost all scores can be calculated now. There is only one exception: 2 Aces. If you get 2 Aces, your total is 12 points and not 22 (because 22 points would be losing!). This of course also goes for the dealer. - - ***Show the score*** - Lastly, you want to tell the program to tell you which cards you have drawn and how many points that is. Then show which cards the dealer has and how many points they have. - - ***Continue in the next tab*** - Great! You have finished this part of the game! Copy your code and go to the next tab to learn how to ask for an extra card and to declare a winner. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add these variables to the list of variables - card_2 = _ - dealer_card_1 = _ - dealer_card_2 = _ - - # Add up your points - your_points_1 = {call} _ {with} card_1 - your_points_2 = _ - your_total = _ - - # Add up the dealers points - dealer_points_1 = _ - _ - _ - - # 2 Aces - {if} card_1 == 'Ace' {and} _ - your_total = 12 - {if} dealer_card_1 _ - dealer_total = _ - - # Show the score - {print} 'You have drawn a ' _ ' and a ' _ '. That is ' _ ' points' - {print} 'The dealer has drawn a ' _ ' and a ' _ '. That is ' _ ' points' - ``` - blackjack_3: - name: Blackjack 3 - default_save_name: Blackjack_3 - description: Blackjack part 3 - levels: - 17: - story_text: | - In the previous tabs you have learned how to draw 2 random cards for yourself and for the dealer and to calculate how many points you both got. - In this adventure we add the option to ask for an extra card for both you and the dealer. - - ### Exercise - ***Paste your code from the previous adventure*** Firstly, copy your code from the previous tab and paste it here. - - ***Extra card for you*** If you want, you can get an extra card to get your total as close to 21 as possible. First ask the player if they want an extra card. - If they do, pick a random card and print what they have drawn. If the card is not an Ace, you can call the function and add the points to your total. - In case the card is an Ace, you can't use the function, because the Ace can be either 1 point or 11 points, depending on how many points you already have earned. - If your total is less than 11, you want the ace to be 11 points (because this is closest to 21). So you add 11 points to your total. - If the total is more than or equal to 11, you want the ace to be 1 point (because you don't want more than 21 points). So you add 1 point to your total. - Lastly, print your new total of points. - - ***Extra card for the dealer*** The dealer can also get an extra card. The dealer doesn't need to be asked, because they always get an extra card if their total is less than 17. - Copy the 'Extra card for you code' and paste it in the dealers section. Then change it to fit the dealer picking an extra card and getting points added to their total. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Extra card for you - hit = {ask} _ - {if} hit == 'yes': - card_3 = _ - {print} _ - {if} card_3 _ 'Ace': - your_points_3 = _ - your_total = _ - {else}: - {if} your_total _ - _ - {else}: - _ - {print} _ - - # Extra card for the dealer - {if} dealer_total < 17 - _ - ``` - blackjack_4: - name: Blackjack 4 - default_save_name: Blackjack_4 - description: Blackjack part 4 - levels: - 17: - story_text: | - In the last 3 adventures you have alsmost created a working blackjack game! The only thing left to do is to decide a winner! - - ### Exercise - ***Paste your code from the previous adventure*** Start by pasting the code that you've made so far into your programming field. - - ***Decide a winner*** - Firstly, if you and the dealer have an equal amount of points, it's a draw. - Secondly, if the dealer has more than 21 points and you don't, you are the winner. - Thirdly, if both you and the dealer have less than 22 points, we have to see who came closest to 21. We do that by comparing who has the highest score. Is your total higher than the dealer's total, then you are the winner. If not, the dealer wins. - Lastly, in all other scenarios (e.g. you have more than 21 points and the dealer doesn't, or you both have more than 21 points) you are the loser. - - ***Enjoy the game!*** - Does your game work properly? Amazing! You have done a great job! Enjoy your game! - If it doesn't work right away, no worries, you might have made a mistake. Just keep calm and bebug your code using the ladybug button. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Decide a winner - {if} _ - {print} 'Its a draw! Play again!' - {elif} _ - {print} 'You win!' - {elif} _ : - {if} _: - {print} _ - {else}: - {print} _ - {else}: - _ - ``` calculator: name: Hesap Makinesi default_save_name: Hesap Makinesi @@ -648,35 +483,6 @@ adventures: puan = puan + 1 {print} 'Aferin, iyi işti! Toplam puanın... 10 üzerinden ' puan ``` - 10: - story_text: | - This calculator game helps you practise your tables of multiplication! - ### Exercise - Fill in the blanks. We want this program to ask the player these questions: - ``` - How much is 1 times 1? - How much is 1 times 2? - How much is 1 times 3? - How much is 2 times 1? - How much is 2 times 2? - How much is 2 times 3? - How much is 3 times 1? - How much is 3 times 2? - How much is 3 times 3? - _ - ``` - example_code: | - ``` - numbers = 1, 2, 3 - {for} _ - {for} _ - answer = {ask} _ - correct = number_1 * number_2 - {if} answer {is} correct - {print} 'Great job!' - {else} - {print} 'That is wrong. The right answer is ' correct - ``` 11: story_text: | Bir `{for}` ile çarpım tablosu alıştırma programını basitleştirebilirsiniz. @@ -727,17 +533,6 @@ adventures: {print} _ ``` 14: - story_text: | - In this adventure you will build a calculator that calculates your mean grade for you. If you get your calculator to work, you can move on to the next adventure, which allows you to add two extra features. - - ### Exercise 1 - Fill in the blanks to get the calculator to work. - * Start with the fourth line, add a question to figure out what grade the student got. - * In the fifth line you'll want to calculate the total of all grades, so the total = total + grade. - * Then we get to set the return value. We want to return the mean, so the total devided by the amount of tests (4). - * Lastly we finish the code by calling the function in line 8. - - Did you get it? Awesome! Would you like to add even more to your calculator? **This adventure continues in the next tab!** example_code: | ``` {define} calculate_mean_grade @@ -764,50 +559,7 @@ adventures: ### Exercise Add the `{while}` loop in the function, ask the player what number_1 times number_2 is and print their answer. Then `{call}` the function. - example_code: | - ``` - {define} new_question - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct = number_1 * number_2 - answer = 0 - _ - _ - _ - {print} 'Well done!' - - {print} 'Give 10 correct answers to win!' - {for} i {in} {range} 1 {to} 10 - _ - {print} 'You win!' - ``` - calculator_2: - name: Calculator 2 - default_save_name: Calculator 2 - description: Calculator 2 - levels: - 14: - story_text: | - ### Exercise 2 - **This is the second part of this adventure.** The adventure starts in the previous tab. - Of course, you don't always want to calculate the mean of 4 tests. You might want to calculate the mean of 10 tests or only 2... - We can fix this problem by adding the argument and variable 'amount_of_tests'. - * Start a new line on line 3. Set the amount_of_tests argument by asking the student how many tests they have made. - * Change the 4 in line 4 to the new argument amount_of_tests. - * Lastly, change the 4 in line 6 to amount_of_tests - - Try out your new program. Does it work? - - ### Exercise 3 - Did you want to make your program even better? Great! In the previous program you could only calculate the mean grade of 1 subject, but it would be better if you could calculate the mean grade for all subjects you want! - We won't tell you how to do it, but we will give you one tip: Start your code in line 1 with: define calculate_mean_grade with subject. - example_code: | - ``` - # Use your own code from the previous adventure. - ``` clear_command: - name: '{clear}' default_save_name: temizle_komutu description: temizle komutu levels: @@ -831,52 +583,8 @@ adventures: debugging: name: hata ayıklama default_save_name: hata ayıklama - description: debugging adventure levels: - 1: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will show you code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} I love programming - Do you love programming too? - {echo} - {print} What are your hobbies? - {echo} Your hobbies are - ``` - 2: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - destination {ask} Where are you going on holidays? - {print} The flight to dstination leaves at 3 pm. - {ask} Did you check in your luggage yet? - {echo} - {print} Let me print your boarding pass for you. - {sleep} - Here you go! Have a nice trip! - ``` 3: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -890,80 +598,12 @@ adventures: tomorrows_movie {is} movie_choices {at} {random} I'll go get the popcorn! {print} ``` - 4: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Welcome to the online library! - {ask} What genre of books do you like? - {print} You like genre - author {is} {ask} 'Who's your favorite author?' - {print} 'author is your favorite author' - {print} Hmmm... i think you should try... books {at} {random} - ``` - 5: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} Welcome to Swimming Pool Hedy! - class {is} {ask} 'Are you here to join a class today?' - {if} class yes - {print} 'Great! You're joining a class! - {print} {else} 'You will not be joining a class' - discount {is} 'Do you have a discount code?' - {if} discount {is} yes - discount_answer {is} {ask} 'What's your discount code?' - discount_codes = Senior4231, Student8786, NewMember6709 - {if} discount_answer {is} {in} discount_cods - {print} 'That will be $3,50' - 'That will be $5,50' - {print} 'Have a nice swim!' - ``` - 6: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Vending machine' - chosen_product = {ask} 'Please select a product' - 1_dollar_products = coke orange juice water - 2_dollar_products = chocolate, cookie, museli bar - 3dollar_prodcuts = potato chips, beef jerky, banana bread - {if} chosen {is} {in} 1_dollar_products - price = 1 - {if} chosen_product {is} 2_dollar_products - price = 2 - {else} chosen_product {in} 3_dollar_products - price = 3 - amount_of_products = '{ask} How many of ' chosen_product would you like to have?' - total = price + amount_of_product - {print} 'That will be $' price 'please' - ``` 7: story_text: |- ### Exercise Surprise! This program looks more like an output than a code. And yet, we don't want you to just add `{print}` commands in front of each line. Fix this program to turn it into the nursery rhyme 'Brother John (Frère Jaques)' by using the {repeat} command of course! - example_code: | - **Warning! This code needs to be debugged!** - ``` - Are you sleeping? - Brother John! - Morning bells are ringing! - Ding, dang, dong! - ``` 8: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -986,9 +626,6 @@ adventures: {print} 'Thank you! Byebye!' ``` 9: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1011,9 +648,6 @@ adventures: price = amount * 6 {print} 'That will be 'price dollar' please' 10: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1062,9 +696,6 @@ adventures: print month i ``` 12: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1090,9 +721,6 @@ adventures: call greet_costumer ``` 13: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1122,9 +750,6 @@ adventures: print 'No problem!' ``` 14: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1171,9 +796,6 @@ adventures: else 'no problem' 15: - story_text: |- - ### Exercise - Debug this random children's story. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1208,10 +830,6 @@ adventures: print The End ``` 16: - story_text: |- - ### Exercise - Debug this code. Good luck! - Tip: Make sure that you only see your score once in the end. example_code: | **Warning! This code needs to be debugged!** ``` @@ -1230,9 +848,6 @@ adventures: ``` 17: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1265,9 +880,6 @@ adventures: print 'Thanks for ordering!' ``` 18: - story_text: |- - ### Exercise - Debug this Old MacDonald program from level 16. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1298,10 +910,6 @@ adventures: Programlama alanının altındaki yeşil 'Kodu çalıştır' düğmesini kullanarak kodu kendiniz deneyin. Hazır mısınız? O zaman ilk komutunuzu öğrenmek için bir sonraki sekmeye gidin! - example_code: | - ``` - {print} Hello world! - ``` 2: story_text: | Tebrikler! Seviye 2'ye ulaştınız. Umarım şimdiden bazı harika kodlar yapmışsınızdır! @@ -1618,30 +1226,6 @@ adventures: {print} oyuncu ' atıyor ve gelen ' seçimler {at} {random} {sleep} ``` - 15: - story_text: | - ### Exercise - In this level you can create a little game in which you'll have to throw 6 as fast as possible. - We have started the code, it's up to you to get the game to work! - - Firstly, add a `{while}` loop that checks if 6 has been thrown or not. - As long as you haven't thrown 6 already, throw the dice on a random number. - Print what the player has thrown. - Add a try to the amount of tries - Wait a second before you throw again, or - in case you've thrown a 6 - before the game ends. - example_code: | - ``` - options = 1, 2, 3, 4, 5, 6 - {print} 'Throw 6 as fast as you can!' - thrown = 0 - tries = 0 - _ - _ - _ - _ - _ - {print} 'Yes! You have thrown 6 in ' tries ' tries.' - ``` dishes: name: Bulaşıklar mı? default_save_name: Bulaşıklar @@ -1746,7 +1330,6 @@ adventures: {print} isimler {at} {random} ' bulaşıkları ' gün ' günü yıkayacak' ``` elif_command: - name: '{elif}' default_save_name: değileğer description: değileğer levels: @@ -1767,8 +1350,6 @@ adventures: {print} 'Bir dahaki sefere iyi şanslar...' ``` for_command: - name: '{for}' - default_save_name: for description: için komutu levels: 10: @@ -1782,20 +1363,6 @@ adventures: {for} hayvan {in} hayvanlar {print} 'Benim sevdiğim ' hayvan ``` - story_text_2: | - ### Exercise - Finish this code by adding `{for} action {in} actions` to line 2. - example_code_2: | - ``` - actions = clap your hands, stomp your feet, shout Hurray! - _ - {repeat} 2 {times} - {print} 'If youre happy and you know it, ' action - {sleep} 2 - {print} 'If youre happy and you know it, and you really want to show it' - {print} 'If youre happy and you know it, ' action - {sleep} 3 - ``` 11: story_text: |- Bu seviyede, `{for}` in yeni bir şeklini ekliyoruz. Daha önceki seviyelerde `{for}` i bir liste ile kullanmıştık, ancak `{for}` ni sayılarla da kullanabiliriz. @@ -1817,14 +1384,6 @@ adventures: {print} i {print} 'Önüm arkam sağım solum sobe, saklanmayan ebe!' ``` - 18: - story_text: | - Lastly, we'll turn `{for} i {in} {range} 1 to 5` into real Python code, like this: - example_code: | - ``` - {for} i {in} {range}(1,5): - {print} (i) - ``` fortune: name: Falcı default_save_name: Falcı @@ -1992,27 +1551,8 @@ adventures: {print} fallar {at} {random} ``` functions: - name: functions - default_save_name: functions - description: functions levels: 12: - story_text: | - In this level you'll learn how to use **functions**. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. - To create a function, use `{define}` and give the function a name. Then put all the lines you want in the function in a indented block under the `{define}` line. - Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use {call} with the function's name to call it up! We don't have to type that block of code again. - - Check out this example code of a game of Twister. The function 'turn' contains a block of code that chooses which limb should go where. - - ### Exercise - Finish this code by setting the 2 variables chosen_limb and chosen_color. - Then, choose how many times you want to call the function to give the twister spinner a spin. - - ### Exercise 2 - Improve your code by adding a variable called 'people'. Use the variable to give all the players their own command in the game. - For example: 'Ahmed, right hand on green' or 'Jessica, left foot on yellow'. example_code: | ``` sides = 'left', 'right' @@ -2049,25 +1589,7 @@ adventures: I dreamed that my Bonnie is dead Can you program this verse in the same way as the example? - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - ``` 14: - story_text: | - In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. - You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - - For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - - ### Exercise - Finish this code. We have already made the variable new_price for you, you only need to set it. - You should finish the line of code by calling the function that calculates the new price. example_code: | ``` {define} calculate_new_price {with} amount, percentage @@ -2081,253 +1603,59 @@ adventures: new_price = _ calculate_new_price {with} old_price, _ {print} 'The new price is ' new_price ' dollar' ``` - 18: + harry_potter: + description: Harry Potter maceraları + levels: + 10: story_text: | - Let's make functions the Pythons way! To define a function, we no longer use: - - `{define} name_function {with} argument_1, argument_2:` - - but we use: - - `{def} name_function(argument_1, argument_2):`. - - - If you don't want to use arguments, you just leave the space between the parantheses empty. - To call a function, we don't need the `{call}` command anymore. You just type the name of the function. + ### Alıştırma + Harry Potter temalı bir falcı da yapabiliriz. Boşlukları 9 satır yazdıracak şekilde doldurun. + **Ek Görev** Falcının temasını en sevdiğiniz kitap, film veya televizyon programı gibi başka bir şeye dönüştürün. example_code: | ``` - {def} calculate_score(answer, correct_answer): - {if} answer == correct_answer: - score = 1 - {elif} answer == '?': - score = 0 - {else}: - score = -1 - {return} score - - answer = {input} ('Where can you find the Eiffel Tower?') - correct_answer = 'Paris' - score = calculate_score(answer, correct_answer) - {print} ('Your score is... ', score) + evler = Gryffindor, Slytherin, Hufflepuff, Ravenclaw + konular = iksirler, karanlık sanatlara karşı savunma, tılsımlar, başkalaşım + korkular = Voldemort, örümcekler, OWL sınavında başarısız olmak + isimler = Harry, Ron, Hermione + _ + _ {print} isim ' şu okula gidiyor: ' evler {at} {random} + _ {print} isim ' şu konuda çok iyi: ' konular {at} {random} + _ {print} isim ' en çok şundan korkuyor: ' korkular {at} {random} ``` - guess_my_number: - name: Guess my number - default_save_name: guess my number - description: guess my number + haunted: + name: Perili Ev + default_save_name: Perili Ev + description: Perili evden kaçış levels: - 14: + 1: story_text: | - In this level you can program the game 'Guess my number' + Bu macerada, doğru kapıyı seçerek perili bir evden kaçmanız gereken bir oyun yapmak için çalışıyorsunuz. + Eğer doğru kapıyı seçerseniz hayatta kalırsınız, ama seçmezseniz korkunç bir canavar sizi... - ### Exercise - Fill in the correct symbols on the blanks to get the game to work. + 1. seviyede, perili ev oyunumuza korkutucu bir hikaye uydurarak başlıyoruz ve oyuncuya perili evde hangi canavarı göreceklerini soruyoruz. example_code: | ``` - {print} 'Guess my number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess _ number - {print} 'Lower!' - {if} guess _ number - {print} 'Higher!' - {if} guess _ number - {print} 'You win!' - game = 'over' - ``` - hangman: - name: Hangman - default_save_name: Hangman - description: Guess the word - levels: - 17: + {print} Buraya nasıl geldim? + {print} Arkadaşımın bana eski malikaneye gitmemi söylediğini hatırlıyorum... + {print} sonra her şey aniden karardı. + {print} Ama nasıl oldu da kendimi yerde buldum? + {print} Başım beyzbol sopasıyla vurulmuş gibi ağrıyor! + {print} Bu ses de ne? + {print} Oh hayır! Bu evde yalnız değilmişim gibi hissediyorum! + {print} Buradan çıkmam lazım! + {print} Önümde 3 kapı var... + {ask} Hangi kapıyı seçmeliyim? + {echo} Seçtiğim kapı + {print} ...? + ``` + story_text_2: | + ### Alıştırma + Sarı düğmeye tıklayarak örnek kodu girdi ekranınıza kopyalayın. + Şimdi en az 5 satır kod ekleyerek hikayeyi bitirin. + Her kod satırına `{print}` komutuyla başlamayı unutmayın. + 2: story_text: | - In this adventure we program a game of hangman. First we make some preparations, then we program the game and in the third part we add a drawing with the turtle. - - ### Exercise - ***Set the variables*** In this game of hangman, Player 1 chooses an answer and Player 2 has to guess the letters in this answer. - To let the computer know all the letters in the word, we will turn the answer into a list of letters. We also do this with the guesses Player 2 makes. - We will start the game with 2 empty lists. We have made an empty list for the variable answer for you. Now make an empty list for guessed_letters as well. - Then we fill in how many mistakes were made. At the start of the game, this should be 0. - The variable `amount_letters` tells us how many letters are in the answer. Ask Player 1 to tell us how many letters their word has. - Lastly we tell the computer if the game is over. We use the variable `game_over` and set it to `False`. - - ***Choosing the answer*** We want Player 1 to be able to choose the answer. We'll ask them, as many times as necessary, what the next letter is. - Then we add that letter to the answer. Lastly, we add an empty _ to the list of guessed letters, so we get as many _s as there are letters in the answer. - - ***Player 2's turn*** - Tell Player 2 its their turn. Then tell Player 2 how many letters there are in the answer. Finally, print the list of `guessed_letters`. - - ***Go to the next tab*** Now that all the starting variables are set, we can start programming the game itself. Check out the next tab to learn how! - example_code: | - ``` - print 'Hangman!' - - # Set the variables - answer = [] - guessed_letters = _ - mistakes_made = _ - amount_letters = {ask} _ - _ = 'False' - - # Choosing the answer - {for} _ - letter = {ask} 'Player 1, what is letter ' i '?' - _ - {add} '_' {to} _ - - # Player 2 turn - print _ - print _ - print guessed_letters - ``` - hangman_2: - name: Hangman 2 - default_save_name: Hangman_2 - description: Hangman 2 - levels: - 17: - story_text: | - Now it's time to program the hangman game. - - ### Exercise - - ***Paste your code*** Copy your code from the previous tab and paste the code in the programming field. - - ***The game*** This games continues playing until Player 2 is game over. Fill in the while command accordingly. Now, Player 2 is allowed to guess a letter, so ask Player 2 to guess a letter. - We need to check if their answer is correct, so check if their `guess` is (somewhere) in the (list) `answer`. Then we let the computer figure out which of the letter(s) is the guess. We have already programmed that part for you. - Next we want to compliment the player for finding a correct letter and we want to print the list `guessed_letters`, so the player can see their progress. - - The next part we're going to program is what happens when the player has guessed all of the letters. So if their list of `guessed_letters` is the same as our list `answer`. - If the lists are the same, congratulate Player 2 with their victory and set the variable `game_over` to `True`. - - Next we'll program what happens when Player 2 guesses wrong (so the `{else}` command). First, tell the player that their guess was wrong. Then increase the `mistakes_made` variable by 1. - - For the last part we'll program what happens when Player 2 has made 10 mistakes. We'll print that Player 1 has won the game. Then we'll print the correct answer. And finally, we'll set our `game_over` variable to `True`, so the game stops. - - ***Go to the next tab*** Amazing work! Your game is playable, but wouldn't it be fun if the hangman was actually drawn when Player 2 makes a mistake..? - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - guess = _ - {if} _ - {for} i {in} {range} 1 {to} amount_letters: - if answer[i] == guess: - guessed_letters[i] = guess - {print} _ - {if} guessed_letters == _: - {print} _ - game_over = _ - {else}: - {print} _ - mistakes_made _ - {if} _ == 10: - {print} _ - {print} _ - _ - ``` - hangman_3: - name: Hangman 3 - default_save_name: Hangman_3 - description: Hangman 3 - levels: - 17: - story_text: | - In a game of hangman the mistakes are shown by drawing a part of the hangman each time a mistake has been made. - We now add those drawings with our turtle! - - ### Exercise - ***Create a function that draws the hangman*** Create a function that draws the hangman in 10 steps. We have already made step 1 for you. - - ***Test the function*** Test the function by calling the function with 10. If you are happy with the function, remove the line that calls the function for now. We will call the function when the player makes a mistake. - - ***Paste your hangman game under your function*** Go back to the previous tab and copy your hangman game. Paste the game underneath your function. - - ***Call the function when the player makes a mistake*** Under the line `mistakes_made = mistakes_made + 1` we will call the function. We want the turtle to take the same amount of steps as the player has made mistakes, so we call the function with `mistakes_made` as argument. - - ***Enjoy your game!*** -
- The hangman could look like this -
- example_code: | - ``` - # Create a function that draws the hangman - {define} draw_hangman {with} step: - {if} step == 1: - {color} white - {forward} -100 - {turn} 90 - {forward} -50 - {color} black - {forward} 100 - {forward} -50 - - {if} step == 2: - _ - # Paste your hangman game here - - ``` - harry_potter: - name: Harry Potter - default_save_name: Harry Potter - description: Harry Potter maceraları - levels: - 10: - story_text: | - ### Alıştırma - Harry Potter temalı bir falcı da yapabiliriz. Boşlukları 9 satır yazdıracak şekilde doldurun. - **Ek Görev** Falcının temasını en sevdiğiniz kitap, film veya televizyon programı gibi başka bir şeye dönüştürün. - example_code: | - ``` - evler = Gryffindor, Slytherin, Hufflepuff, Ravenclaw - konular = iksirler, karanlık sanatlara karşı savunma, tılsımlar, başkalaşım - korkular = Voldemort, örümcekler, OWL sınavında başarısız olmak - isimler = Harry, Ron, Hermione - _ - _ {print} isim ' şu okula gidiyor: ' evler {at} {random} - _ {print} isim ' şu konuda çok iyi: ' konular {at} {random} - _ {print} isim ' en çok şundan korkuyor: ' korkular {at} {random} - ``` - haunted: - name: Perili Ev - default_save_name: Perili Ev - description: Perili evden kaçış - levels: - 1: - story_text: | - Bu macerada, doğru kapıyı seçerek perili bir evden kaçmanız gereken bir oyun yapmak için çalışıyorsunuz. - Eğer doğru kapıyı seçerseniz hayatta kalırsınız, ama seçmezseniz korkunç bir canavar sizi... - - 1. seviyede, perili ev oyunumuza korkutucu bir hikaye uydurarak başlıyoruz ve oyuncuya perili evde hangi canavarı göreceklerini soruyoruz. - example_code: | - ``` - {print} Buraya nasıl geldim? - {print} Arkadaşımın bana eski malikaneye gitmemi söylediğini hatırlıyorum... - {print} sonra her şey aniden karardı. - {print} Ama nasıl oldu da kendimi yerde buldum? - {print} Başım beyzbol sopasıyla vurulmuş gibi ağrıyor! - {print} Bu ses de ne? - {print} Oh hayır! Bu evde yalnız değilmişim gibi hissediyorum! - {print} Buradan çıkmam lazım! - {print} Önümde 3 kapı var... - {ask} Hangi kapıyı seçmeliyim? - {echo} Seçtiğim kapı - {print} ...? - ``` - story_text_2: | - ### Alıştırma - Sarı düğmeye tıklayarak örnek kodu girdi ekranınıza kopyalayın. - Şimdi en az 5 satır kod ekleyerek hikayeyi bitirin. - Her kod satırına `{print}` komutuyla başlamayı unutmayın. - 2: - story_text: | - Bu perili evde canavarlarınızı emojilerle seçebilirsiniz. Tabii ki yine kelimeleri de kullanabilirsiniz. + Bu perili evde canavarlarınızı emojilerle seçebilirsiniz. Tabii ki yine kelimeleri de kullanabilirsiniz. example_code: | ``` canavar_1 {is} 👻 @@ -2473,105 +1801,7 @@ adventures: {print} 'Oda ' i canavar = canavarlar {at} {random} ``` - 14: - story_text: | - ### Exercise - In this level you can use the `<` and `>` symbol to introduce lives to your game. - Make sure the player loses a life when they come across the wrong monster and that the game stops if you have no lives left. - example_code: | - ``` - {print} 'Escape from the haunted house' - lives = 3 - doors = 1, 2, 3 - monsters = 'the wicked witch', 'a zombie', 'a sleeping 3 headed dog' - {for} i {in} {range} 1 {to} 10 - {if} lives _ - good_door = doors {at} {random} - monster = monsters {at} {random} - chosen_door = {ask} 'Which door do you choose?' - {if} good_door == chosen_door - {print} 'You have chosen the correct door' - {else} - {print} 'You see...' monster - {if} monster == 'a sleeping 3 headed dog' - {print} 'Pffieuw.... Its asleep' - {else} - {print} 'You lose one life' - lives = _ - {else} - {print} 'GAME OVER' - ``` - 16: - story_text: | - ### Exercise - This haunted house game uses the connection between the lists you can use in this level. - For example: all the properties that belong to the zombie are first in all the lists, witch second and vampire third. - Check out the code and fill in `weapons[i]`, `monsters[i]` , `bad_fate[i]`, `good_fate[i]`, `hint[i]` on the correct blanks to get the code to work! - example_code: | - ``` - numbers = [1, 2, 3] - i = numbers[{random}] - hint = ['growling', 'a cackling laugh', 'fluttering batwings'] - monsters = ['zombie', 'witch', 'vampire'] - bad_fate = ['Your brain is eaten', 'You are forever cursed', 'You are bitten'] - good_fate = ['You throw the ham. The zombie is distracted and starts eating it.', 'You set the curtains on fire. The witch flees out of fear for the fire', 'The vampire hates garlic and flees'] - weapons = ['ham', 'lighter', 'garlic'] - {print} 'You are standing in front of an old mansion' - {print} 'Something is not right here' - {print} 'You hear ' _ - {print} 'You are going to explore it' - {print} 'You enter the kitchen and see a lighter, a raw ham and a garlic.' - your_weapon = {ask} 'What do you bring with you?' - {print} 'With your ' your_weapon ' you enter the living room' - {print} 'There you find a ' _ - needed_weapon = _ - {if} your_weapon == needed_weapon - {print} 'You use your ' your_weapon - {print} _ - {print} 'YOU WIN!' - {else} - {print} 'You have chosen the wrong weapon...' - {print} _ - {print} 'GAME OVER' - ``` - hotel: - name: hotel - default_save_name: hotel - description: hotel - levels: - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, and you've learned how to combine it with an {ask}. - You might have wondered why you would use functions, because the functions in the example were only one line of code. - Now we will show you what a bigger function looks like and we will use multiple agruments now as well. You'll see how much better it is to use a function once the function gets bigger. - Here is an example of a function with arguments combined with {ask} commands. - example_code: | - ``` - {define} welcome_message {with} title, last_name, country, room_number - {print} 'Welcome to Hotel Hedy, ' title ' ' last_name - nice_trip {is} {ask} 'Did you have a nice trip from, ' country '?' - {if} nice_trip {is} 'yes' - {print} 'Lovely!' - {else} - {print} 'Sorry to hear that.' - {print} 'Hopefully you can take a nice rest in you room.' - {print} 'Your room number is ' room_number - - {print} 'Hello. Please fill in your information to check in.' - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - ``` - - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 if_command: - name: '{if} & {else}' default_save_name: eğer_komutu description: eğer komutuna giriş levels: @@ -2633,7 +1863,6 @@ adventures: {else} {print} 'Devam etmek istemiyorsun' in_command: - name: '{in}' default_save_name: içinde_komutu description: içinde komutuna giriş levels: @@ -2661,7 +1890,6 @@ adventures: _ _ 'En sevdiğim hayvanlar köpekler, inekler ve koyunlar' ``` is_command: - name: '{is}' default_save_name: eşit_komutu description: eşit komutuna giriş levels: @@ -2751,10 +1979,6 @@ adventures: {else} {print} 'Hayır, kurbağanın karşılığı grenouille' ``` 16: - story_text: | - ### Exercise - Take a look at the example code. This is a program to practise French vocabulary. Now make your own program to practice your vocabulary in a new language. - If you don't know any other languages, you can use Google translate or you can use emojis and your native language. example_code: | ``` fransızca_kelimeler = ['bonjour', 'ordinateur', 'pomme de terre'] @@ -2776,13 +2000,6 @@ adventures: description: matematiğe giriş levels: 6: - story_text: | - In this level you learn something new: you can now also calculate. - - The plus is easy, you write it like with math: `5 + 5` for example. The minus also works fine, it is `5 - 5`. - - The times is a bit different, because there is no times symbol on your keyboard. Just search, there really isn't! - That is why we multiply with the asterisk above 8: `5 * 5`. Read that as "5 times 5" that helps you remember it best. example_code: | ``` {print} '5 artı 5 eder ' 5 + 5 @@ -2799,9 +2016,6 @@ adventures: {print} 'İki buçuk artı iki buçuk eder...' {print} 2.5 + 2.5 ``` - story_text_2: |- - **Maths with words** - In this level you can also do addition with words like this: example_code_2: | ``` a = 'Hello ' @@ -2811,518 +2025,133 @@ adventures: {print} 2.5 + 2.5 music: - name: music - default_save_name: music - description: Play a tune! + levels: + 6: + story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\n This calls for musical maths! Try out the example code a couple of times with different starting numbers. \nThen, see if you can compose a song using the numbers.\n" + parrot: + name: Papağan + default_save_name: Papağan + description: Sizi taklit edecek kendi çevrimiçi evcil papağanınızı yaratın! levels: 1: - story_text: |- - In this level you'll learn how to use the `{play}` command to play a tune! - - Type `{play}` followed by the note you want to play. The scale goes C-D-E-F-G-A-B. - As you can see there are 7 different letters, but we can play more than just 7 notes. - Type a number between 1 and 10 behind the letter to choose the scale, for example after B4 comes C5. - C1 is the lowest note you can play, C10 is the highest. - - ### Exercise - Try out the example code and then play around with it! Can you create your own melody? - In the next level you'll learn how to play some existing songs. - example_code: |- - ``` - {play} C4 - {play} D4 - {play} E4 - {play} F4 - {play} G4 - {play} A4 - {play} B4 - {play} C5 - ``` - 2: story_text: | - ### Exercise - Finish the songs! We have started the codes for some melodies. + Sizi taklit edecek kendi çevrimiçi evcil papağanınızı yaratın! example_code: | ``` - {print} Old Mac Donald had a farm - {play} C5 - {play} C5 - {play} C5 - {play} G4 - {play} A4 - {play} A4 - {play} G4 + {print} Ben papağan Hedy. + {ask} Adın ne senin? + {echo} + {echo} ``` - story_text_2: As you can see, you can also use the `{sleep}` command to add a little pause in the song. + story_text_2: | + ### Alıştırma + Sarı düğmeye tıklayarak örnek kodu girdi ekranınıza kopyalayın. + Papağanın farklı bir soru sormasını sağlayın. Örnekteki boşlukları doldurun! + **Ek Görev** Papağanın birden fazla soru sormasını da sağlayabilirsiniz. Kendi kodunuzun altına birkaç satır daha kod yazın. example_code_2: | ``` - {print} Twinkle Twinkle Little Star - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} 1 - {play} F - {play} F - ``` - 3: + {print} Ben papağan Hedy. + {ask} _ + {echo} + {echo} + 2: story_text: | - Create a random melody! - - ### Exercise - The example code creates a random melody, but it's very short and not many notes are used. - Add more notes to the list and create a longer melody by copying the last line a couple more times. + Bir önceki seviyede, sizden sonra tekrar eden bir papağan yapmıştınız. Bu seviyede papağanı bir değişken ve `{ask}` komutu kullanarak etkileşimli hale getireceğiz. + Ayrıca bir şey söylendikten sonra `{sleep}` komutları ekleyerek papağanı daha gerçekçi hale getireceğiz. example_code: | ``` - notes {is} A4, B4, C4 - {play} notes {at} {random} - {play} notes {at} {random} - {play} notes {at} {random} + {print} Ben papağan Hedy. + isim _ _ Adın ne senin? + {print} isim + _ + {print} gaak + _ + {print} isim ``` - 4: - story_text: | - Use the `{clear}` command to create a karaoke machine! + story_text_2: | + ### Alıştırma + İlk olarak, 2. satırı bir `{is}` ve bir `{ask}` komutuyla bitirin. + Ardından papağanın bir süre sessiz kalmasını sağlamak için 4. ve 6. satırlara `{sleep}` komutunu girin. - ### Exercise - Finish the karaoke version of 'Mary had a little lamb'. - Then, create a karaoke version of any song you'd like! - example_code: | - ``` - {print} 'Mary had a little lamb' - {play} E - {play} D - {play} C - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Little lamb, little lamb' - {play} D - {play} D - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Mary had a little lamb' - {play} E - ``` - 5: + **Ek Görev** Daha fazla kod satırı ekleyerek papağanın sadece adınızdan daha fazlasını sormasını sağlayabilir misiniz? + 3: story_text: | - You don't always have to use the `{play}` command to play a whole song, sometimes you just want to play one note. - For example, if you want to make a quiz, you can play a happy high note if the answer is right and a sad low note if the answer is wrong. - - ### Exercise - Finish the first question by adding a line of code that plays a C3 note if the wrong answer is given. - Then think of 3 more questions to add to this quiz. + Papağanınıza `{add}` ile yeni bir kelime öğretin. + ### Alıştırma + Kodun çalışması için `{add} {to_list}` komutunu ekleyebilir misiniz? example_code: | ``` - answer {is} {ask} 'What is the capital of Zimbabwe?' - {if} answer {is} Harare {play} C6 - _ + kelimeler {is} gaak, Hedy + {print} Papağanınızı eğitin! + yeni_kelime {is} {ask} Ona hangi kelimeyi öğretmek istiyorsunuz? + _ yeni_kelime _ kelimeler + {print} 🧒 hadi yeni_kelime de, Hedy! + {print} 🦜 kelimeler {at} {random} ``` - 6: - story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\n This calls for musical maths! Try out the example code a couple of times with different starting numbers. \nThen, see if you can compose a song using the numbers.\n" + 4: + story_text: | + Bu seviyede `{ask}` ve `{print}` komutları ile tırnak işaretlerini kullanmamız gerekiyor. + ### Alıştırma + Boşluklardaki tırnak işaretlerini doldurarak kodu tamamlayın. example_code: | ``` - number = {ask} 'Say a starting number between 1 and 67' - {print} number - {play} number - number = number + 1 - {print} number - {play} number - number = number + 1 - {print} number - {play} number + kelimeler {is} gaak, Hedy + {print} _ Papağanınızı eğitin! _ + yeni_kelime {is} {ask} _ Ona hangi kelimeyi öğretmek istiyorsunuz? _ + {add} yeni_kelime {to_list} kelimeler + {print} _ 🧒 Hadi _ new_word _ de, Hedy!_ + {print} _ 🦜 _ kelimeler {at} {random} ``` - 7: + 5: story_text: | - Using the `{repeat}` command can make your codes for melodies a lot shorter! + Doğru kelimeyi söylerse papağanınızı ödüllendirin! - ### Exercise - Finish the code for Twinkle Twinkle Little Star by using the `{repeat}`command. - Then go back to the songs you've made in the previous levels. Can you shorten those codes too? + ### Alıştırma + Eksik olan 4 komutu doldurarak kodu tamamlayın. example_code: | ``` - {print} 'Twinkle Twinkle Little Star' - {repeat} 2 {times} {play} C4 - {repeat} 2 {times} {play} G4 - _ + kelimeler {is} gaak, Hedy + {print} 'Papağanınızı eğitin!' + yeni_kelime {is} {ask} 'Ona hangi kelimeyi öğretmek istiyorsunuz?' + {add} yeni_kelime {to_list} kelimeler + dediği_kelime {is} kelimeler {at} {random} + {print} '🧒 Hadi ' new_word ' de, Hedy!' + {print} '🦜 ' dediği_kelime + _ dediği_kelime {is} yeni_kelime _ '🧒 Aferin, Hedy! 🍪' + _ _ '🧒 Hayır, Hedy! ' yeni_kelime ' de!' ``` - 8: + piggybank: + name: Kumbara + default_save_name: Kumbara + description: Cebindeki parayı say! + levels: + 12: story_text: | - Now that we can use the `{repeat}` command for multiple lines, we can make songs even more easily! + Bu macerada, dijital bir kumbaranın nasıl yapılacağını öğreneceksiniz. - ### Exercise - Finish the song of Brother John (Frère Jacques). Don't forget to use `{repeat}`! + ### Alıştırma + Ne kadar paranız olduğunu ve istediğinizi satın almak için ne kadar süre biriktirmeniz gerektiğini hesaplamak için kodu tamamlayın! + **Ek Görev** Belki de zaten biraz para biriktirmişsinizdir? Bunu biriktirmeniz gereken miktardan düşebilirsiniz. example_code: | ``` - {print} 'Brother John' - {repeat} 2 {times} - {play} C - {play} D - {play} E - {play} C - {repeat} 2 {times} - {play} E - {play} F - {play} G - {sleep} 1 + {print} 'Dijital kumbara' + istek = {ask} 'Ne satın almak isterdiniz?' + fiyat = {ask} 'Bu fiyatı ne kadar?' + biriken = {ask} 'Şimdiye kadar ne kadar para biriktirdiniz?' + haftalık = {ask} 'Haftada ne kadar cep harçlığı alıyorsunuz?' + birikmesi_gereken = fiyat - biriken + haftalar = birikmesi_gereken / haftalık + {print} 'Yeni bir ' _ ' almak için ' _ ' hafta biriktirmek gerekiyor.' ``` - 9: - story_text: | - From this level on you can - among other things - use a {repeat} command inside a {repeat} command. - That makes songs like 'Happy birthday' even shorter! - - ### Exercise - Finish the song! + 14: example_code: | ``` - first_time = yes - {repeat} 2 {times} - {repeat} 2 {times} - {play} C - {play} D - {play} C - {if} first_time {is} yes - {play} F - {play} E - first_time {is} no - {else} - _ - ``` - 12: - story_text: | - Use functions in your songs! As you can see in the example code, you can make a function for each line of Twinkle Twinkle Little Star. Once you've programmed the first three lines, all you have to do is call the functions in the order you want them played in. - - ### Exercise - Finish the song of Twinkle Twinkle Little Star. - Then look back at all the songs you've programmed in the levels before, can you make those codes better and shorter using functions too? - example_code: | - ``` - {define} first_line - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} - - {define} second_line - {play} F - {play} F - {play} E - {play} E - {play} D - {play} D - {play} C - {sleep} - - {define} third_line - {play} G - {play} G - {play} F - {play} F - {play} E - {play} E - {play} D - {sleep} - - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - ``` - 13: - story_text: | - You can use a function with an argument for songs that have line that are almost the same, but slightly different each time. - One example is the song 'Yankee Doodle'. The first 4 notes of the first lines are the same, but each time they are followed by a different couple of notes. - - ### Exercise - Can you finish the song of Yankee Doodle? - Can you think of another song to program this way? - example_code: | - ``` - {print} 'Yankee Doodle' - {define} _ {with} note_1, note_2, note_3 - {play} C4 - {play} C4 - {play} D4 - {play} E4 - {play} _ - {play} _ - {play} _ - - {call} line_1 {with} 29, 31, 30 - {call} line_1 {with} 29, 28, 0 - {call} line_1 {with} 32, 31, 30 - - {play} C4 - {play} B3 - {play} G3 - {play} A3 - {play} B3 - {play} C4 - {play} C4 - ``` - 14: - story_text: | - You can program music for fun, but you can also use the musical notes to make something useful like a fire alarm! - - ### Exercise - Make sure the fire alarm rings when there is a fire! - example_code: | - ``` - {define} fire_alarm - {print} 'FIRE!' - note = 40 - {for} i {in} {range} 1 {to} 100 - {if} note _ 50 - note = note + 5 - {play} _ - {else} - note = 40 - - fire = {ask} 'Is there a fire?' - {if} fire _ 'yes' - {call} fire_alarm - ``` - 15: - story_text: | - **Warning** This adventure can become extremely annoying! - We can also use the {while} command to repeat a song forever. - - ### Exercise - Finish the never-ending song. - example_code: | - ``` - {define} song - {play} _ - - yes_or_no = {ask} 'Do you want to hear my never-ending song?' - {while} yes_or_no = 'yes' - {call} song - {print} '🥳' - ``` - 16: - story_text: | - Upgrade your Old MacDonald code! - - ### Exercise - Take your code from the 'Sing a Song' adventure and add musical notes to it! - You can make a function for each line in the song and call that function after the line is printed. - We defined the first line for you and called it in the code. Can you finish the whole song? - example_code: | - ``` - {define} line_1 - {for} i {in} {range} 1 {to} 3 - {play} G - {play} D - {for} i {in} {range} 1 {to} 2 - {play} E - {play} D - - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - for i in range 1 to 3 - animal = animals[i] - sound = sounds[i] - print 'Old MacDonald had a farm' - call line_1 - print 'E I E I O!' - _ - ``` - 17: - story_text: | - You can use the {elif} to create different options. - - ### Exercise - Firstly, add colons to get the code to work. - Then finish this code by adding at least 2 other songs for other moods. For example a happy song and an angry song. - example_code: | - ``` - {define} scary_song - {for} i {in} {range} 1 {to} 3 - {play} G - {play} E - {sleep} 2 - {for} i {in} {range} 1 {to} 3 - {play} F - {play} D - - mood = {ask} 'Which emotion are you feeling?' - {if} mood {is} 'fear' - {call} scary_song - {elif} _ - ``` - 18: - story_text: | - ### Exercise - Even in this last level of Hedy we can make some music! Be careful of all the syntax that is needed now. - Take a good look at how the functions are defined and called upon in the example code. - Finish the song! - example_code: | - ``` - {def} line_1(): - {for} i {in} {range}(1, 5): - {play} A - {play} D - {play} F - {play} A - - {def} line_2(): - {for} i {in} {range}(1, 5): - {play} G - {play} C - {play} E - {play} G - - {def} line_3(): - _ - - {print} ('The drunken sailor') - {print} ('What shall we do with the drunken sailor?') - line_1() - line_2() - line_3() - {print} ('Early in the morning') - ``` - parrot: - name: Papağan - default_save_name: Papağan - description: Sizi taklit edecek kendi çevrimiçi evcil papağanınızı yaratın! - levels: - 1: - story_text: | - Sizi taklit edecek kendi çevrimiçi evcil papağanınızı yaratın! - example_code: | - ``` - {print} Ben papağan Hedy. - {ask} Adın ne senin? - {echo} - {echo} - ``` - story_text_2: | - ### Alıştırma - Sarı düğmeye tıklayarak örnek kodu girdi ekranınıza kopyalayın. - Papağanın farklı bir soru sormasını sağlayın. Örnekteki boşlukları doldurun! - **Ek Görev** Papağanın birden fazla soru sormasını da sağlayabilirsiniz. Kendi kodunuzun altına birkaç satır daha kod yazın. - example_code_2: | - ``` - {print} Ben papağan Hedy. - {ask} _ - {echo} - {echo} - 2: - story_text: | - Bir önceki seviyede, sizden sonra tekrar eden bir papağan yapmıştınız. Bu seviyede papağanı bir değişken ve `{ask}` komutu kullanarak etkileşimli hale getireceğiz. - Ayrıca bir şey söylendikten sonra `{sleep}` komutları ekleyerek papağanı daha gerçekçi hale getireceğiz. - example_code: | - ``` - {print} Ben papağan Hedy. - isim _ _ Adın ne senin? - {print} isim - _ - {print} gaak - _ - {print} isim - ``` - story_text_2: | - ### Alıştırma - İlk olarak, 2. satırı bir `{is}` ve bir `{ask}` komutuyla bitirin. - Ardından papağanın bir süre sessiz kalmasını sağlamak için 4. ve 6. satırlara `{sleep}` komutunu girin. - - **Ek Görev** Daha fazla kod satırı ekleyerek papağanın sadece adınızdan daha fazlasını sormasını sağlayabilir misiniz? - 3: - story_text: | - Papağanınıza `{add}` ile yeni bir kelime öğretin. - ### Alıştırma - Kodun çalışması için `{add} {to_list}` komutunu ekleyebilir misiniz? - example_code: | - ``` - kelimeler {is} gaak, Hedy - {print} Papağanınızı eğitin! - yeni_kelime {is} {ask} Ona hangi kelimeyi öğretmek istiyorsunuz? - _ yeni_kelime _ kelimeler - {print} 🧒 hadi yeni_kelime de, Hedy! - {print} 🦜 kelimeler {at} {random} - ``` - 4: - story_text: | - Bu seviyede `{ask}` ve `{print}` komutları ile tırnak işaretlerini kullanmamız gerekiyor. - ### Alıştırma - Boşluklardaki tırnak işaretlerini doldurarak kodu tamamlayın. - example_code: | - ``` - kelimeler {is} gaak, Hedy - {print} _ Papağanınızı eğitin! _ - yeni_kelime {is} {ask} _ Ona hangi kelimeyi öğretmek istiyorsunuz? _ - {add} yeni_kelime {to_list} kelimeler - {print} _ 🧒 Hadi _ new_word _ de, Hedy!_ - {print} _ 🦜 _ kelimeler {at} {random} - ``` - 5: - story_text: | - Doğru kelimeyi söylerse papağanınızı ödüllendirin! - - ### Alıştırma - Eksik olan 4 komutu doldurarak kodu tamamlayın. - example_code: | - ``` - kelimeler {is} gaak, Hedy - {print} 'Papağanınızı eğitin!' - yeni_kelime {is} {ask} 'Ona hangi kelimeyi öğretmek istiyorsunuz?' - {add} yeni_kelime {to_list} kelimeler - dediği_kelime {is} kelimeler {at} {random} - {print} '🧒 Hadi ' new_word ' de, Hedy!' - {print} '🦜 ' dediği_kelime - _ dediği_kelime {is} yeni_kelime _ '🧒 Aferin, Hedy! 🍪' - _ _ '🧒 Hayır, Hedy! ' yeni_kelime ' de!' - ``` - piggybank: - name: Kumbara - default_save_name: Kumbara - description: Cebindeki parayı say! - levels: - 12: - story_text: | - Bu macerada, dijital bir kumbaranın nasıl yapılacağını öğreneceksiniz. - - ### Alıştırma - Ne kadar paranız olduğunu ve istediğinizi satın almak için ne kadar süre biriktirmeniz gerektiğini hesaplamak için kodu tamamlayın! - **Ek Görev** Belki de zaten biraz para biriktirmişsinizdir? Bunu biriktirmeniz gereken miktardan düşebilirsiniz. - example_code: | - ``` - {print} 'Dijital kumbara' - istek = {ask} 'Ne satın almak isterdiniz?' - fiyat = {ask} 'Bu fiyatı ne kadar?' - biriken = {ask} 'Şimdiye kadar ne kadar para biriktirdiniz?' - haftalık = {ask} 'Haftada ne kadar cep harçlığı alıyorsunuz?' - birikmesi_gereken = fiyat - biriken - haftalar = birikmesi_gereken / haftalık - {print} 'Yeni bir ' _ ' almak için ' _ ' hafta biriktirmek gerekiyor.' - ``` - 14: - story_text: | - ### Exercise - In this level you can let Hedy tell you if you have saved up enough money! - Finish this code by filling in the blanks! - example_code: | - ``` - _ calculate_budget with wish, money, allowance - to_save = wish - money - weeks = to_save / allowance - {if} wish _ money - {print} 'You need to save up some more!' - {print} 'Youll need ' weeks ' more weeks.' + _ calculate_budget with wish, money, allowance + to_save = wish - money + weeks = to_save / allowance + {if} wish _ money + {print} 'You need to save up some more!' + {print} 'Youll need ' weeks ' more weeks.' {else} {print} 'Great! You have enough' {print} 'Lets go shopping!' @@ -3369,10 +2198,6 @@ adventures: ### Alıştırma Seviye 5'te gördüğünüz kod, tuşu yalnızca bir kez kontrol ediyor. Örnek kodu kopyalayın ve tuşlara birçok kez basabilmeniz için ona bir `{repeat}` ekleyin. Güzel bir şey çizmek için bu kodu kullanın. - example_code: | - ``` - {if} x {is} {pressed} {forward} 15 {else} {turn} 90 - ``` 9: story_text: | Artık ifadeleri nasıl birleştireceğinizi bildiğinize göre, `{pressed}` ile dokunma-türü bir araç oluşturabilirsiniz. @@ -3393,7 +2218,6 @@ adventures: _ ``` print_command: - name: '{print}' default_save_name: yazdır description: yazdır komutuna giriş levels: @@ -3466,7 +2290,6 @@ adventures: ``` quotation_marks: name: '''tırnak işaretleri''' - default_save_name: quotation_marks description: Tırnak işaretlerine giriş levels: 4: @@ -3528,7 +2351,6 @@ adventures: {print} 'Puanın ' puan ``` random_command: - name: '{random}' default_save_name: restgele_komutu description: şurada rastgele komutuna giriş levels: @@ -3560,32 +2382,7 @@ adventures: ödüller {is} _ _ ``` - 16: - story_text: |- - We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. - We use square brackets to point out a place in a list. For example: `friends[1]` is the first name on the list of friends, as you can see in the first part of the example code. - The second part of the example code shows you that we can also match 2 lists using the variable i. - example_code: | - ``` - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - ``` - story_text_2: |- - Now that you've learned to use the brackets in lists, you can also start using the {at} {random} command in the Python way! - You simply type the name of your list with `[random]` behind it! - example_code_2: |- - ``` - fruit = ['apple', 'banana', 'cherry'] - {print} fruit[random] - ``` repeat_command: - name: '{repeat}' default_save_name: tekrarla_komutu description: tekrarla komutu levels: @@ -3628,7 +2425,6 @@ adventures: {print} 'pizza daha iyi olur' ``` repeat_command_2: - name: '{repeat} 2' default_save_name: tekrarla_komutu_2 description: tekrarla komutu 2 levels: @@ -3970,7 +2766,6 @@ adventures: ``` rock: name: Taş, kağıt, makas - default_save_name: Rock_2 description: Kendi taş, kağıt, makas oyununuzu yapın levels: 1: @@ -4029,11 +2824,6 @@ adventures: Bu seviyede, taş, kağıt, makas programını daha da geliştirebiliriz. Ancak metin eklemek istiyorsanız, burada da tırnak işareti kullanmanız gerekir. ### Alıştırma Fill in quotation marks on the blanks. Mind that the variable `choices` should be outside the quotes. - example_code: | - ``` - choices {is} rock, paper, scissors - {print} _The computer chooses..._ choices {at} {random} - ``` 5: story_text: | Bu seviyede beraberlik olup olmadığını belirleyebiliriz. Bunun için yeni `{if}` koduna ihtiyacınız var. @@ -4134,7 +2924,6 @@ adventures: ``` rock_2: name: Taş, kağıt, makas 2 - default_save_name: rock_2 description: Taş, kağıt, makasın 2. bölümü levels: 2: @@ -4195,167 +2984,36 @@ adventures: {else} {print} 'Sabah 10.00'da tren istasyonuna git.' ``` - simon: - name: Simon Says - default_save_name: Simon - description: Make a game of Simon Says + sleep_command: + default_save_name: uyu_komutu + description: uyku komutuna giriş levels: - 16: + 2: story_text: | - Let's make a game of Simon Says! Simon Says is a memory game in which the player will be given a color. They have to repeat that color back. - If they get it right a color is added to the sequence, so they now have to remember 2 colors, then 3, then 4 etc. the game stops as soon as the player makes a mistake. - - ### Exercise - In this first part of the Simon Says adventure, we'll let the computer pick a random color and add it to a list. - - ***Make 2 lists*** First, make a list called `colors` and fill it with the colors red, yellow, green and blue. - Then make a list called `simon_sequence`. This list will be used as the answer. - At the start of the game this lists need to be empty. unfortunately, we can't create an empty list (yet), so we'll fill it with the words 'empty' and 'list' and we'll remove them from the list immediately. - - ***Create a function that adds a color to the sequence*** Now that we have an empty list called simon_sequence, we can start filling it with random colors. - We do that with a function, so we can call it everytime there's a new level in our game. Create a function called `add_random_color`. - Then create the variable random_color and set it to a random color. Next, add this random color to the simon_sequence. - - ***Create a function that shows the simon_sequence*** Start by naming the new function `show_simon_sequence` with `level` as an argument. Now we want to show as many colors as the level we are in (in level 1 you see 1 color, in level 2 you see 2 colors etc). - So we repeat `level` times, to print the `simon_sequence[i]`. Each time a color is shown, wait for 1 second and then clear the screen. + Bu seviyede kullanabileceğiniz bir diğer yeni komut, programınızı bir saniyeliğine duraklatan `{sleep}` komutudur. Eğer {sleep} komutunun arkasına bir sayı yazarsanız, program o kadar saniye duraklar. - ***Test your program*** Before you go to the next level, test if the functions are working by calling both of the functions. If they're working you should see a random color in your output screen. - Remove this testing part of your code, copy the code and continue to the next tab to learn more about the simon says game! + ### Alıştırma + Bu yeni komutu, {sleep} komutunu en az 3 kez kullandığınız kendi kodunuzu oluşturarak uygulayın. Her {sleep} komutunda duraklama süresi farklı olsun. example_code: | ``` - # Make 2 lists - colors = _ - _ = ['empty', 'list'] - {remove} _ {from} simon_sequence - {remove} _ - - # Create a function that adds a color - _ add_random_color - _ - {add} _ - - # Create a function that shows the simon_sequence - {define} _ - {for} i {in} {range} 1 {to} _ - {print} _ - _ - _ - - # Test your program - {call} _ - {call} show_simon_sequence {with} 1 + {print} En sevdiğim renk... + {sleep} 2 + {print} yeşil! ``` - simon_2: - name: Simon Says 2 - default_save_name: Simon - description: Make a game of Simon Says + songs: + name: Bir şarkı söyle! + default_save_name: Şarkı + description: Şarkı yazdır levels: - 16: + 6: story_text: | - We'll continue with our Simon Says game! - - ### Exercise - ***Paste your code here*** Paste your code from the previous level here. Don't forget to remove the part that was just used for testing the functions. - - ***Create a function that creates the player_sequence*** The list `player_sequence` is used to capture the answers of the player. First we define the function with the argument level. - Next, we ask level times what the color is that they choose. We call that variable `answer`. Then we add the variable `answer` to the list player_sequence. + Şarkılar genellikle çok sayıda tekrarlama içerir. Bazen bu tekrarlar saymaya da dayanır. + Örneğin, meşhur 'Bira şişeleri' şarkısı gibi. Bu şarkıyı biraz matematikle programlayabilirsiniz. - ***Setting up the game*** Before we program the game in the next tab, we'll need some starting variables. First, we'll set the variable `level` to 1 and the variable `game_over` to False. - Then we make an introduction for the game. We'll print 'Welcome to Simon Says!' and clear the screen after 1 second. + İpucu: Hedy'nin şarkıyı size söylemesini sağlamak için sesli okuma işlevini kullanın! - ***Continue to the next tab to finish the game!**** Don't forget to copy your code and take it with you to the next tab. - example_code: | - ``` - # Paste your code here - - - # Create a function that creates the player_sequence - {define} _ - {for} _ - _ 'What is color number ' i '?' - {add} answer {to} _ - - # Set up - level = _ - game_over = _ - {print} _ - _ 1 - _ - ``` - simon_3: - name: Simon Says 3 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - In this tab we'll program the game of Simon Says! - - ### Exercise - ***Paste your code*** Copy your code from the previous tab and paste it here. - - ***Program the game*** We start by making sure the game goes on while the game isn't over. Then we print what level the player is on, we use the variable level for that. We only show that for 1 second and then we clear the screen again. - Now, we have to create the empty list player_sequence. We've already programmed how to fill the list, with our function `player_sequence`, but we never made the list itself. To create the list we use the same trick as we did in the previous tab. - We'll make a list with the words 'empty' and 'list' on it, and then we remove both these words. Next, we'll call all of the 3 functions that we've created. - Lastly, we'll have to check if the player gave the correct answers (so if the player_sequence and the simon_sequence are the same). - If that's the case, we'll compliment the player. Wait for 1 second and increase the level with 1. - Did the player give the wrong answer, we'll tell them and end the game by setting game_over to 'True' - - ***Enjoy your game!*** Great job! Does your game not work? Use the ladybug button to debug your code! - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - {print} _ - _ - _ - _ = ['empty', 'list'] - {remove} _ - {remove} _ - {call} _ - {call} _ {with} _ - {call} _ {with} _ - {if} player_sequence == _ - _ - _ - _ - {else} - _ - game_over = _ - ``` - sleep_command: - name: '{sleep}' - default_save_name: uyu_komutu - description: uyku komutuna giriş - levels: - 2: - story_text: | - Bu seviyede kullanabileceğiniz bir diğer yeni komut, programınızı bir saniyeliğine duraklatan `{sleep}` komutudur. Eğer {sleep} komutunun arkasına bir sayı yazarsanız, program o kadar saniye duraklar. - - ### Alıştırma - Bu yeni komutu, {sleep} komutunu en az 3 kez kullandığınız kendi kodunuzu oluşturarak uygulayın. Her {sleep} komutunda duraklama süresi farklı olsun. - example_code: | - ``` - {print} En sevdiğim renk... - {sleep} 2 - {print} yeşil! - ``` - songs: - name: Bir şarkı söyle! - default_save_name: Şarkı - description: Şarkı yazdır - levels: - 6: - story_text: | - Şarkılar genellikle çok sayıda tekrarlama içerir. Bazen bu tekrarlar saymaya da dayanır. - Örneğin, meşhur 'Bira şişeleri' şarkısı gibi. Bu şarkıyı biraz matematikle programlayabilirsiniz. - - İpucu: Hedy'nin şarkıyı size söylemesini sağlamak için sesli okuma işlevini kullanın! - - ### Alıştırma - Şimdi 2'den 7'ye kadar olan satırları kopyalayarak istediğiniz kadar tekrarlayabilirsiniz. + ### Alıştırma + Şimdi 2'den 7'ye kadar olan satırları kopyalayarak istediğiniz kadar tekrarlayabilirsiniz. example_code: | ``` mısra = 99 @@ -4463,22 +3121,6 @@ adventures: _ {print} 'eğer mutluysan ve bunu biliyorsan' _ {print} eylem ``` - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, but did you know that you could combine them with {ask} commands as well? - In this example we have changed the 'My Bonnie' program and made it interactive. You are now asked where Bonnie is. - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is ' place - - chosen_place = {ask} 'Where do you want Bonnie to be?' - synonym = {ask} 'What is another word for that?' - - {call} song {with} chosen_place - {call} song {with} synonym - {call} song {with} chosen_place - ``` 16: story_text: | Bu seviyede Ali Babanın çiftliği gibi bir şarkıyı daha da hızlı bir şekilde programlayabilirsiniz. Sadece listede aynı yere koyarak doğru hayvanı doğru sese bağlayabilirsiniz. @@ -4533,15 +3175,8 @@ adventures: {print} 'sabah erkenden' ``` songs_2: - name: Sing a song! 2 - default_save_name: Song 2 - description: Sing a song 2 levels: 12: - story_text: | - Songs contain a lot of repetition. We can capture it with a function! - ### Exercise - Look at the example code with the function. Fill out the two lines so the full song is printed. example_code: | ``` {define} twinkle @@ -4553,177 +3188,6 @@ adventures: {print} 'Like a diamond in the sky' {call} _ ``` - 16: - story_text: | - ### Exercise - Finish the nursery rhyme! - example_code: | - ``` - number = ['one', 'two', 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'ten'] - object = ['on his drum', 'on his shoe', 'on his knee', 'on his door', 'on his hive', 'on his sticks', 'up in heaven', 'on his gate', 'on his vine', 'once again'] - - _ - {print} 'This old man' - {print} 'He played ' _ - {print} 'He played knick-knack ' _ - {print} 'With a knick-knack paddywhack' - {print} 'Give the dog a bone' - {print} 'This old man came rolling home' - {sleep} 8 - {clear} - ``` - story_text_2: | - ### Exersice 2 - Now create your own code for the nursery rhyme 'The wheels on the bus' on the same way! - example_code_2: | - ``` - object = ['wheels', 'doors', _] - movement = [ 'round and round', 'open and shut', _] - ``` - tic: - name: Tic-Tac-Toe - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - Let's program a game of tic-tac-toe! - - ### Exercise - In this adventure we'll start with creating an empty field. - - ***Create a list called field*** This list will be our playing field. This list is filled with 9 dots, since there are no x's and o's yet at the start of our game. - - ***Create a function that prints the field*** Firstly, clear the screen so the old playing fields will be removed. Then we print the first line of our Tic Tac Toe field. This line constists of the first 3 spots in our list field. - We have already programmed this line for you. Now finish the field by printing spot 4, 5, and 6 on the second row and spot 7, 8 and 9 in the third row. - - ***Call the function that prints the field*** Now call the function. -
- Run the code. Your output should look like this: -
- - ***Continue in the next tab*** In the next tab you'll learn how to program the game itself. - example_code: | - ``` - # Create a list called field - _ = ['.', '.', '.', '.', '.', '.', '.', '.', '.'] - - # Create a function that prints the field - {define} print_field - _ - {print} 'TIC TAC TOE' - {print} field[1] field[2] field[3] - _ - _ - - # Call the function - ``` - 17: - story_text: | - In the previous level you've learned how to make a tic-tac-toe game. The game works, but is quite annoying as it keeps asking you if you've won yet. - Now that we have the {elif} command, we can let the game decide if someone has won and it can stop asking us! - - ### Exercise - ***Paste your code*** Paste your code from the previous level here and make it level 17 proof. In this level you've learned to use a colon everytime you create a block of code. Please add the colons in the correct spots. - - ***Create a function that detects if someone's won*** We have started the function for you, paste it under the function `print_field` and finish the function. You can see that this first piece of code checks to see if spot 1, 2 and 3 are the same, because if they are you have 3 in a row. - It also checks if they are not a dot, because if they are, the line might have the same symbols on them, but that's just because it's still empty. - If all these conditions are met, the game is over and the winner is printed. - Finish this function with all possible ways to win. This means you have to make this for the other 2 rows, 3 columns and 2 diagonals. - If you've finished all the other options, the function should return the variable `game_over` so we can use it in our game. - - ***Call the function in the game*** Go to the line `game_over = {ask} 'Did you win?'` and change it to `game_over = {call} detect_winner {with} field, sign`. Now the function will check if there's a winner and the game doesn't need to keep asking anymore! - - ***Enjoy your game!*** Great job! You have finished the game! Enjoy playing it! - - example_code: | - ``` - # Paste your code here and make it level 17 proof - - # Create a function that detects if someone has won - {define} detect_winner {with} field, sign: - {if} field[1] == field[2] {and} field[2] == field[3] {and} field[1] != '.': - game_over = 'yes' - {print} 'Player ' sign 'wins!' - {elif}: - _ - {else}: - game_over = 'no' - {return} _ - ``` - tic_2: - name: Tic-Tac-Toe 2 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - In the previous adventure you've learned how to create a playing field. Now you'll learn how to create the game! - - ### Exercise - ***Paste your code*** Start by pasting your code from the previous adventure here. - - ***Add variables*** Underneath your list called `field` we'll add 2 more variables that we'll need to program the game. - The variable `game_over` tells us if the game is over, and should be 'no' at the start of the game. - The variable `sign` tells us if it's the turn of player x or player o. Set the variable to 'x'. - - ***The game*** First use a {while} command, to make sure the game keeps on playing the variable while game_over is set to no. - During the game, we first ask the player which spot they choose. Then we change the field with the number they chose into their sign. - Then we print the field again and we ask the player if they've won yet. Lastly we want to switch whose turn it is, so if the sign is 'x' it should be 'o' and the other way around. - - ***Test your game*** Does your game work? Great, have fun playing the game! If not, use the ladybug button to debug your code. - You might have noticed one mistake in the code though, you can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! Go to the next tab to learn how to fix this problem. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add variables - game_over = _ - sign = _ - - # The game - {while} _ - choice = _ 'Player ' sign '_?' - field[choice] = _ - _ print_field - game_over = {ask} _ - {if} sign = 'o' - sign = _ - _ - sign = _ - ``` - tic_3: - name: Tic-Tac-Toe 3 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - You might have noticed one mistake in the code you've made in the previous adventure. You can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! In this tab we'll fix that mistake. - - ### Exercise - ***Paste your code here*** Paste your code from the previous adventure here. - - ***Fix the mistake*** To fix the mistake we replace the line that says `field[choice] = sign`. This turns any spot that the player has chosen into their sign. - Go to the header that says 'Use this to fix the mistake' and finish the code. We first want to check if the chosen spot is still empty, so `if field[choice] = '.'`. If that is the case, you are allowed to take it. - Then we make an else command and print 'Sorry, this spot is already taken' if the spot is not empty. Lastly, we add a {sleep} command, so the players can actually read the text before it gets cleared again. - Now copy this piece of code and replace the line `field[choice] = sign` with this new piece of code. - - ***Play your game!*** Now the game should work properly! Good job! - The only flaw is that you can get a bit annoyed that the game keeps asking you if you've won yet. Do you want to fix that? Go to level 17 and we'll fix it! - example_code: | - ``` - # Paste your code here - - # Use this to fix the mistake - {if} _ = '.' - field[choice] = sign - {else} - {print} _ - _ - ``` turtle: name: Kaplumbağa default_save_name: Kaplumbağa @@ -4736,22 +3200,9 @@ adventures: `{forward}` kullanarak ileriye doğru bir çizgi çizersiniz. Ardındaki sayı kaplumbağanın ne kadar yürüyeceğini belirler. `{turn} {right}` saat yönünde çeyrek tur döner, `{turn} {left}` saat yönünün tersine döner. Geriye doğru gitmek istiyorsanız, `{forward}` komutunu eksili bir sayı ile kullanırsınız. Yani örneğin `{forward} -100` - example_code: | - ``` - {forward} 100 - {turn} {left} - ``` story_text_2: | ### Alıştırma Bu küçük bir merdivenin başlangıcı. Bunu beş basamaklı yapabilir misin? - example_code_2: | - ``` - {forward} 20 - {turn} {right} - {forward} 20 - {turn} {left} - {forward} 20 - ``` 2: story_text: | Bu seviyede, kaplumbağayı etkileşimli hale getirmek için değişkenler kullanabilirsiniz. Örneğin oyuncuya kaplumbağanın kaç adım atması gerektiğini sorabilirsiniz. @@ -4804,17 +3255,6 @@ adventures: story_text_2: | Ayrıca `{color}` komutu ile çizgilerin rengini de değiştirebilirsiniz. Örneğe göz atın. Ayrıca bunun yanında çizim alanımız beyaz olduğundan `{color} {white}` komutunu kullanarak 'görünmez' çizgiler çizebilirsiniz. Çizime başlamadan önce kaplumbağayı ekranda herhangi bir yere taşımak için bu beyaz çizgileri kullanabilirsiniz. - example_code_2: | - ``` - {color} {white} - {forward} -80 - {color} {green} - {forward} 50 - {color} {yellow} - {forward} 50 - {color} {red} - {forward} 50 - ``` 5: story_text: | 5. seviyede, `{if}` ile bir seçim yapabilirsiniz. Örneğin farklı şekil türleri arasında. @@ -4907,17 +3347,6 @@ adventures: Bu kod üç tane siyah üçgen oluşturur, bunu beş pembe kareye dönüştürün. **Ek Görev** En az iki farklı şekil türünden oluşan kendi seçtiğiniz bir şekil oluşturun. - example_code: | - ``` - {color} {black} - {repeat} 3 {times} - {repeat} 3 {times} - {forward} 10 - {turn} 120 - {color} {white} - {forward} 50 - {color} {black} - ``` 10: story_text: | In this level you can make the turtle draw a figure. @@ -4928,162 +3357,9 @@ adventures: **(extra)** can you change the spiral into another shape? Experiment with numbers for the turn! ### Exercise 2 The spiral is drawn outwards, make it go inwards? - example_code: | - ``` - {turn} 90 - distances = 10, 20, 30, 40, 50, 60 - {for} distance {in} distances - {forward} distance - ``` - 12: - story_text: | - We can use functions to draw more complex figures with less code. - ### Exercise 1 - Fill the function so that three squares are created. If you want the image to look nicer, you can make the lines between the squares white. - - ### Exercise 2 - The code can be made even shorter. Place the final lines into a `{repeat}` so the figure remains the same. - - ### Exercise 3 - Create your own drawing with different figures. - Change both the number of figures with the `{repeat}` and the shape of the figures in the `{define}` - example_code: | - ``` - {define} square - {repeat} 4 {times} - {turn} _ - {forward} _ - {call} square - {forward} 50 - {call} square - {forward} 50 - {call} square - ``` turtle_draw_it: - name: Draw it! - default_save_name: Draw it - description: Draw this picture with the turtle levels: - 1: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Rectangle - Square - Stairs -
- 2: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Arrow - Boat -
- 3: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Star - Arrow -
- 4: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Colored Star - Rainbow - Nested squares -
- example_code: | - **Extra** Up for a real challenge? Make sure that the colors of these figures are selected randomly, so that each time you run your programs they'll look differently! - - ``` - colors {is} red, orange, yellow, green, blue, purple, pink, brown, gray, black - color _ - ``` - 5: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Make only one code that lets the player decide which letter they'd like to see! And can you add even more letters? - -
- F - E - L -
- example_code: | - Hint: - ``` - chosen_letter {is} {ask} 'Which letter would you like to see? F, E or L?' - {if} _ - ``` - 6: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Let the player decide which color the square should be. - - ***Extra*** Can you make the letter of your own first name and the flag of your own country too? - -
- Square - Letters - Flag -
- example_code: | - Hint for the square: - ``` - chosen_color = {ask} _ - ``` - 7: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Hexagon - Triangle - Fan -
- 8: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - -
- Square (3) - Randomly colored star (5) - Randomly colored spiral (7) -
9: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - - **Extra** Give the player a choice which country they would like to see the flag of. - -
- Cross (7) - Randomly colored nested squares (8) - Flags -
example_code: | Hint for the nested squares: ``` @@ -5101,14 +3377,6 @@ adventures: color_3 = blue ``` 10: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Nested Hexagon - Traffic lights -
example_code: | Hint Nested Hexagon: ``` @@ -5124,47 +3392,6 @@ adventures: color _ {repeat} _ ``` - story_text_2: | - Christmas lights - example_code_2: | - Hint Christmas Lights: - - Start by moving to the left side of the screen with an invisible white line. Then hang up the Christmas lights! - ``` - {color} white - {turn} -90 - {forward} 300 - {turn} 90 - - colors = red, blue, yellow, purple, green, orange, pink - {for} chosen_color {in} colors - _ - ``` - 11: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Beehive (6) - Fan (5) - Snowflake (13) -
- example_code: | - Hint Beehive: - ``` - {for} amount_of_combs {in} {range} 1 {to} _ - {for} walls_of_one_comb {in} {range} 1 {to} _ - {forward} _ - {turn} _ - {forward} _ - {turn} _ - ``` - - Hint Fan: - Start out like the fan you made in level 7. Or take a peak at the hint for the beehive, because the codes are very similar. - - Hint Snowflake: Start by making one 'leg' and repeat it 6 times. 12: story_text: | ### Exercise @@ -5191,109 +3418,7 @@ adventures: {if} shape = 'square' {call} draw_a_square ``` - 13: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Street in different sizes - Colored street - Snow Storm - example_code: | - Hint Street in different sizes - ``` - {define} draw_a_house {with} size - _ - - {call} draw_a_house {with} 90 - {call} draw_a_house {with} 60 - {call} draw_a_house {with} 30 - ``` - - Hint Colored street - ``` - {define} draw_a_house {with} chosen_color - _ - ``` - - Hint Snow Storm - ``` - {define} draw_snowflake {with} length, color - _ - - numbers = 10, 20, 30 - colors = _ - - {for} i {in} {range} 1 {to} 5 - random_number = _ - random_color = _ - {call} draw_snowflake {with} random_number, random_color - {color} white - {turn} random_number * 5 - {forward} 80 - ``` - 14: - story_text: | - ### Exercise - Create a program that asks the player how many corners their figure should have and then creates that figure. - The figure in the image is the output when the player fills in 10. - -
- - -
- example_code: | - ``` - {define} calculate_degrees {with} amount_of_corners - _ 360 / amount_of_corners - - - {define} draw_figure {with} degrees - _ - {forward} 400/amount_of_corners - {turn} _ - - amount_of_corners = {ask} _ - degrees = {call} _ {with} _ - - {call} _ {with} - {call} _ {with} - ``` - 15: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Spiral - example_code: | - Spiral - ``` - distance = 5 - {while} distance < 200 - distance = distance + 5 - _ - ``` - story_text_2: | - Fan - example_code_2: | - Fan - ``` - {define} draw_a_square {with} side - _ - - i = 100 - {while} i > 1 - _ {with} i - _ - i = i - 3 - ``` - story_text_3: | - Star - example_code_3: | - Star - A star is usually drawn using 144-degree-turns. If you change this slightly to 143 degrees for example and repeat the pattern multiple times with a {while} loop you can make this figure. while_command: - name: '{while}' default_save_name: iken_komutu description: iken levels: diff --git a/content/adventures/uk.yaml b/content/adventures/uk.yaml index 46ec8d69321..da4df5b7d0b 100644 --- a/content/adventures/uk.yaml +++ b/content/adventures/uk.yaml @@ -268,7 +268,6 @@ adventures: {print}('Ласкаво просимо до цієї історії!') ``` add_remove_command: - name: '{add} {to_list} & {remove} {from}' default_save_name: javascript licenses api веб-сайт go1.13.8 description: '{add} {to_list} і {remove} {from}' levels: @@ -276,314 +275,19 @@ adventures: story_text: | ## Додати до Ви можете додати елементи до списку за допомогою команди `{add} {to_list}`. Щоб додати елемент до списку, ви можете просто ввести: `{add} penguin {to_list} animals` або ви можете скористатися командою `{ask}`, як у прикладі коду. - example_code: | - ``` - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - ``` - story_text_2: | - ## Remove from - If you can add items to a list, of course you can also take them off. This is done with the `{remove} {from}` command. - example_code_2: | - ``` - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - ``` story_text_3: | ### Exercise Try out the new commands in this virtual restaurant. Add the flavor the player is hpoing for to the list and remove the flavors they are allergic to. - example_code_3: | - ``` - {print} Mystery milkshake - flavors {is} strawberry, chocolate, vanilla - hope {is} {ask} What flavor are you hoping for? - _ - allergies {is} {ask} Are you allergic to any flavors? - _ - {print} You get a flavors {at} {random} milkshake - ``` and_or_command: - name: '{and} & {or}' - default_save_name: and or description: introducing and or - levels: - 13: - story_text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two `{if}`s but can use `{and}` and `{or}`. - - If you use `{and}`, both statements, left and right of the `{and}` need to be true. We can also use `{or}`. Then only one statement needs to be correct. - example_code: | - ``` - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - ``` ask_command: - name: '{ask}' - default_save_name: ask_command description: Introduction ask command levels: 1: - story_text: | - ## The ask command - Now that you can use the `{print}` command, you are ready to learn the next command: `{ask}`. With the `{ask}` command, you can ask a question. Check it out: - example_code: | - ``` - {print} Hello! - {ask} What is your name? - ``` story_text_2: | ## The echo command If you want the computer to repeat the answer, you can use the `{echo}` command. The answer will then be echoed back at the end of the sentence, so in this example after hello. - example_code_2: | - ``` - {print} Hello! - {ask} What is your name? - {echo} hello - ``` - story_text_3: | - ### Exercise - Try out the `{ask}` and `{echo}` commands. Firstly, fill in the blanks to make this program work. - Then ask 2 more questions using the `{ask}` command, after each `{ask}` use an `{echo}` to print the answer on the screen. - example_code_3: | - ``` - _ How are you doing? - _ - ``` - 2: - story_text: | - ## The ask command - Now that we can use **variables** in our codes, we no longer need the `{echo}` command. - We can use variables to store the answers to our questions and this way we can use the answer to multiple questions in our codes. - Check it out: - - This way your code is becoming interactive! - example_code: | - ``` - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - ``` - story_text_2: | - ### Exercise - In the previous tab you have practised with setting variables with the `{is}` command. - You have created at least 3 variables and used them with a print command. - Now, instead of setting the variables we want you to make the variables interactive, like we did in our example. - - Copy your code from the previous tab and make the variables interactive by using `{ask}` commands. - example_code_2: | - ``` - favorite_animal {is} {ask} What is your favorite animal? - {print} I like favorite_animal - ``` - 18: - story_text: The final change we will need to make to get Python code is changing `{ask}` into `{input}`. - example_code: | - ``` - {print}('My name is Hedy!') - name = {input}('What is your name?') - {print}('So your name is ', name) - ``` - blackjack: - name: Blackjack - default_save_name: Blackjack - description: Try to get as close to 21 as you can - levels: - 17: - story_text: | - Blackjack is a simple game of cards in which you have to get as close to 21 points as possible. You get two cards. Each card is worth their numeral value, and the face cards (Jack, Queen and King) are worth 10 points. - The Ace is worth either 1 or 11 points (you can choose). The dealer, your opponent, also gets two cards. - If you want, you can get another card, and its points will be added to your total. The dealer can also choose to take another card. - But be careful not to get more than 21 points, because if you do, you lose! - The player who gets closest to 21, without going over it, wins! - - ### Exercise - In this adventure we code the first part of our Blackjack game. We'll create a function to calculate how many points a card is worth. - - ***Set the variables*** - Start by making a list of all the cards, from 2 to Ace. Next make a list of the face cards, so Jack, Queen and King. Then pick a random card from the list of cards to be card_1. - - ***Create a function to calculate the points*** - Create a function that calculates how many points a card is worth. - All the face cards are worth 10 points, the Ace is worth 11 and all the other cards are worth their numeral. - Return the variable `points` at the end of the function. - - ***Test the function*** - Test if your function is working properly. Finish the first print command by filling in which card you've drawn. Then finish the second line by calling the function with card_1. - Run the code a couple of times. Are you happy with the results? Great! Then you can remove the testing part and move on the the next tab! - example_code: | - ``` - {print} 'BLACKJACK' - - # Set these variables - cards = _ - face_cards = _ - card_1 = - - # Create a function to calculate the points - {define} calculate_points {with} card: - {if} card {in} face_cards: - points = _ - {elif} _ - _ - {else}: - _ - _ points - - # Test your function - {print} 'Your card is a ' _ - {print} 'That is worth ' _ ' points'. - ``` - blackjack_2: - name: Blackjack 2 - default_save_name: Blackjack_2 - description: Blackjack part 2 - levels: - 17: - story_text: | - ### Exercise - In this adventure we code the second part of our Blackjack game. - - ***Paste your code from the previous adventure*** - In the previous adventure you've started a list of variables and created a function to calculate how many points a card is worth. Copy your code and paste it here. Mind that you don't need the testing part, so if you haven't removed that yet, please do so now. - - ***Add more variables*** - You have already set the lists `cards` and `face_cards` and the variable `card_1`. Underneath those variables create 3 more variables: `card_2`, dealer_card_1` and `dealer_card_2`. These variables are all set to a random card from the list of cards. - - ***Add up points*** - To calculate how many points you have scored we call the function with card 1 and we do it again for card 2. Then we add both these scores together to get your total. - Do the same thing for the dealers points, but be sure to use the dealer's cards and not your own! - - ***2 Aces*** - You're doing great! Almost all scores can be calculated now. There is only one exception: 2 Aces. If you get 2 Aces, your total is 12 points and not 22 (because 22 points would be losing!). This of course also goes for the dealer. - - ***Show the score*** - Lastly, you want to tell the program to tell you which cards you have drawn and how many points that is. Then show which cards the dealer has and how many points they have. - - ***Continue in the next tab*** - Great! You have finished this part of the game! Copy your code and go to the next tab to learn how to ask for an extra card and to declare a winner. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add these variables to the list of variables - card_2 = _ - dealer_card_1 = _ - dealer_card_2 = _ - - # Add up your points - your_points_1 = {call} _ {with} card_1 - your_points_2 = _ - your_total = _ - - # Add up the dealers points - dealer_points_1 = _ - _ - _ - - # 2 Aces - {if} card_1 == 'Ace' {and} _ - your_total = 12 - {if} dealer_card_1 _ - dealer_total = _ - - # Show the score - {print} 'You have drawn a ' _ ' and a ' _ '. That is ' _ ' points' - {print} 'The dealer has drawn a ' _ ' and a ' _ '. That is ' _ ' points' - ``` - blackjack_3: - name: Blackjack 3 - default_save_name: Blackjack_3 - description: Blackjack part 3 - levels: - 17: - story_text: | - In the previous tabs you have learned how to draw 2 random cards for yourself and for the dealer and to calculate how many points you both got. - In this adventure we add the option to ask for an extra card for both you and the dealer. - - ### Exercise - ***Paste your code from the previous adventure*** Firstly, copy your code from the previous tab and paste it here. - - ***Extra card for you*** If you want, you can get an extra card to get your total as close to 21 as possible. First ask the player if they want an extra card. - If they do, pick a random card and print what they have drawn. If the card is not an Ace, you can call the function and add the points to your total. - In case the card is an Ace, you can't use the function, because the Ace can be either 1 point or 11 points, depending on how many points you already have earned. - If your total is less than 11, you want the ace to be 11 points (because this is closest to 21). So you add 11 points to your total. - If the total is more than or equal to 11, you want the ace to be 1 point (because you don't want more than 21 points). So you add 1 point to your total. - Lastly, print your new total of points. - - ***Extra card for the dealer*** The dealer can also get an extra card. The dealer doesn't need to be asked, because they always get an extra card if their total is less than 17. - Copy the 'Extra card for you code' and paste it in the dealers section. Then change it to fit the dealer picking an extra card and getting points added to their total. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Extra card for you - hit = {ask} _ - {if} hit == 'yes': - card_3 = _ - {print} _ - {if} card_3 _ 'Ace': - your_points_3 = _ - your_total = _ - {else}: - {if} your_total _ - _ - {else}: - _ - {print} _ - - # Extra card for the dealer - {if} dealer_total < 17 - _ - ``` - blackjack_4: - name: Blackjack 4 - default_save_name: Blackjack_4 - description: Blackjack part 4 - levels: - 17: - story_text: | - In the last 3 adventures you have alsmost created a working blackjack game! The only thing left to do is to decide a winner! - - ### Exercise - ***Paste your code from the previous adventure*** Start by pasting the code that you've made so far into your programming field. - - ***Decide a winner*** - Firstly, if you and the dealer have an equal amount of points, it's a draw. - Secondly, if the dealer has more than 21 points and you don't, you are the winner. - Thirdly, if both you and the dealer have less than 22 points, we have to see who came closest to 21. We do that by comparing who has the highest score. Is your total higher than the dealer's total, then you are the winner. If not, the dealer wins. - Lastly, in all other scenarios (e.g. you have more than 21 points and the dealer doesn't, or you both have more than 21 points) you are the loser. - - ***Enjoy the game!*** - Does your game work properly? Amazing! You have done a great job! Enjoy your game! - If it doesn't work right away, no worries, you might have made a mistake. Just keep calm and bebug your code using the ladybug button. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Decide a winner - {if} _ - {print} 'Its a draw! Play again!' - {elif} _ - {print} 'You win!' - {elif} _ : - {if} _: - {print} _ - {else}: - {print} _ - {else}: - _ - ``` calculator: - name: Calculator - default_save_name: Calculator - description: Create a calculator levels: 6: story_text: | @@ -627,59 +331,7 @@ adventures: ### Exercise 2 Give the player feedback when the enter an answer, like `{print} 'Correct!'` or `{print} 'Wrong! The correct answer is ' correct_answer`. - example_code: | - ``` - score = 0 - {repeat} 10 {times} - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct_answer = number_1 * number_2 - {print} 'What is ' number_1 ' times ' number_2 '?' - answer = {ask} 'Type your answer here...' - {print} 'Your answer is ' answer - {if} _ {is} _ - score = score + 1 - {print} 'Great job! Your score is... ' score ' out of 10!' - ``` - 10: - story_text: | - This calculator game helps you practise your tables of multiplication! - ### Exercise - Fill in the blanks. We want this program to ask the player these questions: - ``` - How much is 1 times 1? - How much is 1 times 2? - How much is 1 times 3? - How much is 2 times 1? - How much is 2 times 2? - How much is 2 times 3? - How much is 3 times 1? - How much is 3 times 2? - How much is 3 times 3? - _ - ``` - example_code: | - ``` - numbers = 1, 2, 3 - {for} _ - {for} _ - answer = {ask} _ - correct = number_1 * number_2 - {if} answer {is} correct - {print} 'Great job!' - {else} - {print} 'That is wrong. The right answer is ' correct - ``` 11: - story_text: | - With a `{for}` you can simplify tables of multiplication practise program. - - ### Exercise 1 - Improve the example code such that it prints a nice multiplication table:
"1 times 10 is 10", "2 times 10 is 20", etc. - - ### Exercise 2 - Go back to your level 10 multiplication code, and modify it so that it uses a `{for}` and `{range}`. example_code: | ``` number = 10 @@ -696,34 +348,7 @@ adventures: answer = number1 + number2 {print} number1 ' plus ' number2 ' is ' answer ``` - 13: - story_text: | - ### Exercise 1 - Let's make the practice program a bit harder. The player now has to answers two questions correctly. Fill out the blanks to complete the program. - - ### Exercise 2 - Sometimes, calculations have multiple correct answers. For example, 10 can be divided by 5 and by 2. So the question 'What number divides 10?' can be answered by 2 and by 5. - Ask for a calculation that has multiple correct answers, ask the player to answer it, and determine if it is correct using `{or}`. - Empty the programming field and create your own solution. - example_code: | - ``` - answer1 = {ask} 'What is 10 times 7?' - answer2 = {ask} 'What is 6 times 7?' - {if} _ _ _ _ _ _ _ - {print} _ - ``` 14: - story_text: | - In this adventure you will build a calculator that calculates your mean grade for you. If you get your calculator to work, you can move on to the next adventure, which allows you to add two extra features. - - ### Exercise 1 - Fill in the blanks to get the calculator to work. - * Start with the fourth line, add a question to figure out what grade the student got. - * In the fifth line you'll want to calculate the total of all grades, so the total = total + grade. - * Then we get to set the return value. We want to return the mean, so the total devided by the amount of tests (4). - * Lastly we finish the code by calling the function in line 8. - - Did you get it? Awesome! Would you like to add even more to your calculator? **This adventure continues in the next tab!** example_code: | ``` {define} calculate_mean_grade @@ -742,127 +367,11 @@ adventures: mean_grade = {call} _ {print} 'Your mean grade is ' mean_grade - 15: - story_text: | - You can add the `{while}` loop to the calculator game you've learned to make in a previous level. - This makes sure the player can't continue to the next question if they answer incorrectly. - - ### Exercise - Add the `{while}` loop in the function, ask the player what number_1 times number_2 is and print their answer. - Then `{call}` the function. - example_code: | - ``` - {define} new_question - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct = number_1 * number_2 - answer = 0 - _ - _ - _ - {print} 'Well done!' - - {print} 'Give 10 correct answers to win!' - {for} i {in} {range} 1 {to} 10 - _ - {print} 'You win!' - ``` - calculator_2: - name: Calculator 2 - default_save_name: Calculator 2 - description: Calculator 2 - levels: - 14: - story_text: | - ### Exercise 2 - **This is the second part of this adventure.** The adventure starts in the previous tab. - Of course, you don't always want to calculate the mean of 4 tests. You might want to calculate the mean of 10 tests or only 2... - We can fix this problem by adding the argument and variable 'amount_of_tests'. - * Start a new line on line 3. Set the amount_of_tests argument by asking the student how many tests they have made. - * Change the 4 in line 4 to the new argument amount_of_tests. - * Lastly, change the 4 in line 6 to amount_of_tests - - Try out your new program. Does it work? - - ### Exercise 3 - Did you want to make your program even better? Great! In the previous program you could only calculate the mean grade of 1 subject, but it would be better if you could calculate the mean grade for all subjects you want! - We won't tell you how to do it, but we will give you one tip: Start your code in line 1 with: define calculate_mean_grade with subject. - example_code: | - ``` - # Use your own code from the previous adventure. - ``` clear_command: - name: '{clear}' - default_save_name: clear_command description: clear command - levels: - 4: - story_text: | - Time for a new command! With `{clear}` you can clear all the text form your output screen. This way you can prevent your screen getting too full of text. - Beware! If you are using a `{clear}` command, you might need to use a `{sleep}` above it. Otherwise Hedy will clear your screen without giving you the time to read as you can see in the example! - example_code: | - ``` - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'wait for it...' - {sleep} 3 - {clear} - {print} 'SURPRISE!' - ``` debugging: - name: debugging - default_save_name: debugging - description: debugging adventure levels: - 1: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will show you code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} I love programming - Do you love programming too? - {echo} - {print} What are your hobbies? - {echo} Your hobbies are - ``` - 2: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - destination {ask} Where are you going on holidays? - {print} The flight to dstination leaves at 3 pm. - {ask} Did you check in your luggage yet? - {echo} - {print} Let me print your boarding pass for you. - {sleep} - Here you go! Have a nice trip! - ``` 3: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -876,80 +385,12 @@ adventures: tomorrows_movie {is} movie_choices {at} {random} I'll go get the popcorn! {print} ``` - 4: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Welcome to the online library! - {ask} What genre of books do you like? - {print} You like genre - author {is} {ask} 'Who's your favorite author?' - {print} 'author is your favorite author' - {print} Hmmm... i think you should try... books {at} {random} - ``` - 5: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} Welcome to Swimming Pool Hedy! - class {is} {ask} 'Are you here to join a class today?' - {if} class yes - {print} 'Great! You're joining a class! - {print} {else} 'You will not be joining a class' - discount {is} 'Do you have a discount code?' - {if} discount {is} yes - discount_answer {is} {ask} 'What's your discount code?' - discount_codes = Senior4231, Student8786, NewMember6709 - {if} discount_answer {is} {in} discount_cods - {print} 'That will be $3,50' - 'That will be $5,50' - {print} 'Have a nice swim!' - ``` - 6: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Vending machine' - chosen_product = {ask} 'Please select a product' - 1_dollar_products = coke orange juice water - 2_dollar_products = chocolate, cookie, museli bar - 3dollar_prodcuts = potato chips, beef jerky, banana bread - {if} chosen {is} {in} 1_dollar_products - price = 1 - {if} chosen_product {is} 2_dollar_products - price = 2 - {else} chosen_product {in} 3_dollar_products - price = 3 - amount_of_products = '{ask} How many of ' chosen_product would you like to have?' - total = price + amount_of_product - {print} 'That will be $' price 'please' - ``` 7: story_text: |- ### Exercise Surprise! This program looks more like an output than a code. And yet, we don't want you to just add `{print}` commands in front of each line. Fix this program to turn it into the nursery rhyme 'Brother John (Frère Jaques)' by using the {repeat} command of course! - example_code: | - **Warning! This code needs to be debugged!** - ``` - Are you sleeping? - Brother John! - Morning bells are ringing! - Ding, dang, dong! - ``` 8: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -972,9 +413,6 @@ adventures: {print} 'Thank you! Byebye!' ``` 9: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -997,9 +435,6 @@ adventures: price = amount * 6 {print} 'That will be 'price dollar' please' 10: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1048,9 +483,6 @@ adventures: print month i ``` 12: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1076,9 +508,6 @@ adventures: call greet_costumer ``` 13: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1108,9 +537,6 @@ adventures: print 'No problem!' ``` 14: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1157,9 +583,6 @@ adventures: else 'no problem' 15: - story_text: |- - ### Exercise - Debug this random children's story. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1194,10 +617,6 @@ adventures: print The End ``` 16: - story_text: |- - ### Exercise - Debug this code. Good luck! - Tip: Make sure that you only see your score once in the end. example_code: | **Warning! This code needs to be debugged!** ``` @@ -1216,9 +635,6 @@ adventures: ``` 17: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1251,9 +667,6 @@ adventures: print 'Thanks for ordering!' ``` 18: - story_text: |- - ### Exercise - Debug this Old MacDonald program from level 16. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1279,28 +692,6 @@ adventures: levels: 1: story_text: "На першому рівні ви можете використовувати команди `{print}`, `{ask}` та `{echo}`.\nНаберіть свій код у полі для програмування. Або натисніть зелену кнопку в блоці прикладу коду, і код буде набраний за вас!\nСпробуйте код самостійно, натиснувши зелену кнопку \"Запустити код\" під полем програмування.\n \nВивести текст на екран можна за допомогою команди `{print}`. \n" - example_code: | - ``` - {print} Hello world! - ``` - 2: - story_text: | - Congratulations! You've reached level 2. Hopefully you've already made some awesome codes! - In the first level you might've notice that the `{echo}` command can only save one bit of information at a time. - For example in the restaurant adventure, you could echo what the costumer wanted to eat, or what they wanted to drink, but not both in one sentence. - - That changes in level 2. In level 2 you'll learn to work with variables, that allow you to save multiple pieces of information and print them in any place you want. - So let's go to the next tab! - example_code: | - **Warning! This code does not work!** - In Hedy commands will change sometimes. `{echo}` for example only works in level 1. In this level you'll learn a better way to echo answers back. - ``` - {print} Welcome at Hedy's - {ask} What would you like to eat? - {echo} So you want - {ask} what would you like to drink? - {echo} So you want - ``` 3: story_text: | На рівні 3 ви можете скласти список. Ви можете дозволити комп'ютеру вибрати щось випадкове зі списку. Для цього використовується команда `{at} {random}`. @@ -1394,10 +785,6 @@ adventures: {for} animal {in} animals {print} 'I love ' animal ``` - 11: - story_text: | - You have reached level 11, you're doing great! In the higher levels, Hedy is focussing more and more on teaching you the programming language Python. - In Python there is no `{repeat}` command, but there is a command that works like {repeat}. Are you curious to find out how to say `{repeat}` in Python language? Quickly go on to find out! 12: story_text: |- **Десяткові числа** @@ -1479,31 +866,13 @@ adventures: {print}('Мене звати ', імʼя) dice: - name: Dice - default_save_name: Dice - description: Make your own dice levels: 3: - story_text: | - In this level we can choose from a list. With that we can let the computer choose one side of the die. - Take a look at the games you have in your closet at home. - Are there games with a (special) die? You can also copy it with this code. - For example, the dice of the game Earthworms with the numbers 1 to 5 and an earthworm on it. - - ![Die of earthworms with 1 to 5 and an earthworm on it](https://cdn.jsdelivr.net/gh/felienne/hedy@24f19e9ac16c981517e7243120bc714912407eb5/coursedata/img/dobbelsteen.jpeg) example_code: | ``` choices {is} 1, 2, 3, 4, 5, earthworm {print} choices {at} {random} ``` - story_text_2: | - ### Exercise - The dice in the example above are dice for a specific game. Can you make normal dice? - Or other special dice from a different game? - example_code_2: | - ``` - choices {is} _ - ``` 4: story_text: | In this level we can make sentences with the die value in the sentence, with quotes of course. @@ -1560,33 +929,7 @@ adventures: {print} player ' throws ' choices {at} {random} {sleep} ``` - 15: - story_text: | - ### Exercise - In this level you can create a little game in which you'll have to throw 6 as fast as possible. - We have started the code, it's up to you to get the game to work! - - Firstly, add a `{while}` loop that checks if 6 has been thrown or not. - As long as you haven't thrown 6 already, throw the dice on a random number. - Print what the player has thrown. - Add a try to the amount of tries - Wait a second before you throw again, or - in case you've thrown a 6 - before the game ends. - example_code: | - ``` - options = 1, 2, 3, 4, 5, 6 - {print} 'Throw 6 as fast as you can!' - thrown = 0 - tries = 0 - _ - _ - _ - _ - _ - {print} 'Yes! You have thrown 6 in ' tries ' tries.' - ``` dishes: - name: Dishes? - default_save_name: Dishes description: Use the computer to see who does the dishes (Start at level 2) levels: 3: @@ -1609,13 +952,6 @@ adventures: Can you complete the code by filling the blanks? Every blank must be replaced with one word of symbol. Tip: Don't forget the quotation marks! - example_code: | - ``` - people {is} mom, dad, Emma, Sophie - {print} _ the dishes are done by _ - {sleep} - {print} people {at} _ - ``` 5: story_text: | With the `{if}` you can now have more fun with choice in the program. You can have your program respond to the choice that the computer has made. @@ -1624,20 +960,6 @@ adventures: Don't forget the quotes! example_code: "```\npeople {is} mom, dad, Emma, Sophie\ndishwasher {is} people {at} {random}\n{if} dishwasher {is} Sophie {print} _ too bad I have to do the dishes _ \n{else} {print} 'luckily no dishes because' _ 'is already washing up'\n```\n" 6: - story_text: | - How often is everyone going to do the dishes? Is that fair? You can count it in this level. - example_code: | - ``` - people = mom, dad, Emma, Sophie - emma_washes = 0 - dishwasher = people {at} {random} - {print} 'The dishwasher is' dishwasher - {if} dishwasher {is} Emma emma_washes = emma_washes + 1 - {print} 'Emma will do the dishes this week' emma_washes 'times' - ``` - - Now you can copy lines 3 to 5 a few times (e.g. 7 times for a whole week) to calculate for a whole week again. - Do you make the code for the whole week? story_text_2: | If you are extremely unlucky the previous program might choose you to to the dishes for the whole week! That's not fair! To create a fairer system you can use the `{remove}` command to remove the chosen person from the list. This way you don't have to do the dishes again untill everybody has had a turn. @@ -1666,22 +988,10 @@ adventures: 10: story_text: | In this level you could make an even better dish washing shedule. - example_code: | - ``` - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - ``` elif_command: - name: '{elif}' - default_save_name: elif description: elif levels: 17: - story_text: | - In this level you can also use a new command: `{elif}`. `{elif}` is a combination of the keywords `{else}` and `{if}` and you need it when you want to make 3 (or more!) options. - Check it out! example_code: | ``` prices = ['1 million dollars', 'an apple pie', 'nothing'] @@ -1695,68 +1005,15 @@ adventures: {print} 'Better luck next time..' ``` for_command: - name: '{for}' - default_save_name: for description: for command levels: - 10: - story_text: |- - ## For - In this level we learn a new code called `{for}`. With `{for}` you can make a list and use all elements. - `{for}` creates a block, like `{repeat}` and `{if}` so all lines in the block need to start with 4 spaces. - example_code: | - ``` - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - ``` - story_text_2: | - ### Exercise - Finish this code by adding `{for} action {in} actions` to line 2. - example_code_2: | - ``` - actions = clap your hands, stomp your feet, shout Hurray! - _ - {repeat} 2 {times} - {print} 'If youre happy and you know it, ' action - {sleep} 2 - {print} 'If youre happy and you know it, and you really want to show it' - {print} 'If youre happy and you know it, ' action - {sleep} 3 - ``` 11: story_text: |- На цьому рівні ми додаємо нову форму `{for}`. На попередніх рівнях ми використовували `{for}` зі списком, але ми також можемо використовувати `{for}` з числами. Ми робимо це, додаючи ім'я змінної, за яким слідує `{in}` `{range}`. Потім ми пишемо число, з якого почнемо, `{to}` і число, на якому треба закінчити. Спробуйте приклад і подивіться, що вийде! У цьому рівні вам знову потрібно буде використовувати відступи у рядках під `{for}` деклараціями. - example_code: | - ``` - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - ``` - 17: - story_text: | - Now we are going to change indentation a little bit. Every time that we need an indentation, we need `:` at the line before the indentation. - example_code: | - ``` - {for} i {in} {range} 1 {to} 10: - {print} i - {print} 'Ready or not, here I come!' - ``` - 18: - story_text: | - Lastly, we'll turn `{for} i {in} {range} 1 to 5` into real Python code, like this: - example_code: | - ``` - {for} i {in} {range}(1,5): - {print} (i) - ``` fortune: - name: Fortune teller - default_save_name: Fortune Teller - description: Let Hedy predict the future levels: 1: story_text: | @@ -1783,26 +1040,10 @@ adventures: story_text: | In the previous levels you've created your first fortune telling machine, but Hedy couldn't really predict anything, only {echo}. In this level you can use a variable and the `{at} {random}` command to really let Hedy choose an answer for you. Check out this code for instance: - example_code: | - ``` - {print} I’m Hedy the fortune teller! - question {is} {ask} What do you want to know? - {print} This is what you want to know: question - answers {is} yes, no, maybe - {print} My crystal ball says... - {sleep} 2 - {print} answers {at} {random} - ``` story_text_2: | ### Exercises Now, Hedy can only answer yes, no or maybe. Can you give Hedy more answer options, like 'definitely' or '{ask} again'. 4: - story_text: | - ### Exercise - We have removed all the quotation marks from this example code, can you add them in all the right places? - - ### Exercise 2 - Go back to the previous level and copy your fortune teller code. Make the code work in this level by adding quotation marks in the right spots. example_code: | ``` {print} 'Im Hedy the fortune teller!' @@ -1909,27 +1150,8 @@ adventures: {print} fortunes {at} {random} ``` functions: - name: functions - default_save_name: functions - description: functions levels: 12: - story_text: | - In this level you'll learn how to use **functions**. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. - To create a function, use `{define}` and give the function a name. Then put all the lines you want in the function in a indented block under the `{define}` line. - Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use {call} with the function's name to call it up! We don't have to type that block of code again. - - Check out this example code of a game of Twister. The function 'turn' contains a block of code that chooses which limb should go where. - - ### Exercise - Finish this code by setting the 2 variables chosen_limb and chosen_color. - Then, choose how many times you want to call the function to give the twister spinner a spin. - - ### Exercise 2 - Improve your code by adding a variable called 'people'. Use the variable to give all the players their own command in the game. - For example: 'Ahmed, right hand on green' or 'Jessica, left foot on yellow'. example_code: | ``` sides = 'left', 'right' @@ -1966,25 +1188,7 @@ adventures: I dreamed that my Bonnie is dead Can you program this verse in the same way as the example? - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - ``` 14: - story_text: | - In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. - You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - - For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - - ### Exercise - Finish this code. We have already made the variable new_price for you, you only need to set it. - You should finish the line of code by calling the function that calculates the new price. example_code: | ``` {define} calculate_new_price {with} amount, percentage @@ -1998,251 +1202,13 @@ adventures: new_price = _ calculate_new_price {with} old_price, _ {print} 'The new price is ' new_price ' dollar' ``` - 18: - story_text: | - Let's make functions the Pythons way! To define a function, we no longer use: - - `{define} name_function {with} argument_1, argument_2:` - - but we use: - - `{def} name_function(argument_1, argument_2):`. - - - If you don't want to use arguments, you just leave the space between the parantheses empty. - To call a function, we don't need the `{call}` command anymore. You just type the name of the function. - example_code: | - ``` - {def} calculate_score(answer, correct_answer): - {if} answer == correct_answer: - score = 1 - {elif} answer == '?': - score = 0 - {else}: - score = -1 - {return} score - - answer = {input} ('Where can you find the Eiffel Tower?') - correct_answer = 'Paris' - score = calculate_score(answer, correct_answer) - {print} ('Your score is... ', score) - ``` - guess_my_number: - name: Guess my number - default_save_name: guess my number - description: guess my number - levels: - 14: - story_text: | - In this level you can program the game 'Guess my number' - - ### Exercise - Fill in the correct symbols on the blanks to get the game to work. - example_code: | - ``` - {print} 'Guess my number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess _ number - {print} 'Lower!' - {if} guess _ number - {print} 'Higher!' - {if} guess _ number - {print} 'You win!' - game = 'over' - ``` - hangman: - name: Hangman - default_save_name: Hangman - description: Guess the word - levels: - 17: - story_text: | - In this adventure we program a game of hangman. First we make some preparations, then we program the game and in the third part we add a drawing with the turtle. - - ### Exercise - ***Set the variables*** In this game of hangman, Player 1 chooses an answer and Player 2 has to guess the letters in this answer. - To let the computer know all the letters in the word, we will turn the answer into a list of letters. We also do this with the guesses Player 2 makes. - We will start the game with 2 empty lists. We have made an empty list for the variable answer for you. Now make an empty list for guessed_letters as well. - Then we fill in how many mistakes were made. At the start of the game, this should be 0. - The variable `amount_letters` tells us how many letters are in the answer. Ask Player 1 to tell us how many letters their word has. - Lastly we tell the computer if the game is over. We use the variable `game_over` and set it to `False`. - - ***Choosing the answer*** We want Player 1 to be able to choose the answer. We'll ask them, as many times as necessary, what the next letter is. - Then we add that letter to the answer. Lastly, we add an empty _ to the list of guessed letters, so we get as many _s as there are letters in the answer. - - ***Player 2's turn*** - Tell Player 2 its their turn. Then tell Player 2 how many letters there are in the answer. Finally, print the list of `guessed_letters`. - - ***Go to the next tab*** Now that all the starting variables are set, we can start programming the game itself. Check out the next tab to learn how! - example_code: | - ``` - print 'Hangman!' - - # Set the variables - answer = [] - guessed_letters = _ - mistakes_made = _ - amount_letters = {ask} _ - _ = 'False' - - # Choosing the answer - {for} _ - letter = {ask} 'Player 1, what is letter ' i '?' - _ - {add} '_' {to} _ - - # Player 2 turn - print _ - print _ - print guessed_letters - ``` - hangman_2: - name: Hangman 2 - default_save_name: Hangman_2 - description: Hangman 2 - levels: - 17: - story_text: | - Now it's time to program the hangman game. - - ### Exercise - - ***Paste your code*** Copy your code from the previous tab and paste the code in the programming field. - - ***The game*** This games continues playing until Player 2 is game over. Fill in the while command accordingly. Now, Player 2 is allowed to guess a letter, so ask Player 2 to guess a letter. - We need to check if their answer is correct, so check if their `guess` is (somewhere) in the (list) `answer`. Then we let the computer figure out which of the letter(s) is the guess. We have already programmed that part for you. - Next we want to compliment the player for finding a correct letter and we want to print the list `guessed_letters`, so the player can see their progress. - - The next part we're going to program is what happens when the player has guessed all of the letters. So if their list of `guessed_letters` is the same as our list `answer`. - If the lists are the same, congratulate Player 2 with their victory and set the variable `game_over` to `True`. - - Next we'll program what happens when Player 2 guesses wrong (so the `{else}` command). First, tell the player that their guess was wrong. Then increase the `mistakes_made` variable by 1. - - For the last part we'll program what happens when Player 2 has made 10 mistakes. We'll print that Player 1 has won the game. Then we'll print the correct answer. And finally, we'll set our `game_over` variable to `True`, so the game stops. - - ***Go to the next tab*** Amazing work! Your game is playable, but wouldn't it be fun if the hangman was actually drawn when Player 2 makes a mistake..? - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - guess = _ - {if} _ - {for} i {in} {range} 1 {to} amount_letters: - if answer[i] == guess: - guessed_letters[i] = guess - {print} _ - {if} guessed_letters == _: - {print} _ - game_over = _ - {else}: - {print} _ - mistakes_made _ - {if} _ == 10: - {print} _ - {print} _ - _ - ``` - hangman_3: - name: Hangman 3 - default_save_name: Hangman_3 - description: Hangman 3 - levels: - 17: - story_text: | - In a game of hangman the mistakes are shown by drawing a part of the hangman each time a mistake has been made. - We now add those drawings with our turtle! - - ### Exercise - ***Create a function that draws the hangman*** Create a function that draws the hangman in 10 steps. We have already made step 1 for you. - - ***Test the function*** Test the function by calling the function with 10. If you are happy with the function, remove the line that calls the function for now. We will call the function when the player makes a mistake. - - ***Paste your hangman game under your function*** Go back to the previous tab and copy your hangman game. Paste the game underneath your function. - - ***Call the function when the player makes a mistake*** Under the line `mistakes_made = mistakes_made + 1` we will call the function. We want the turtle to take the same amount of steps as the player has made mistakes, so we call the function with `mistakes_made` as argument. - - ***Enjoy your game!*** -
- The hangman could look like this -
- example_code: | - ``` - # Create a function that draws the hangman - {define} draw_hangman {with} step: - {if} step == 1: - {color} white - {forward} -100 - {turn} 90 - {forward} -50 - {color} black - {forward} 100 - {forward} -50 - - {if} step == 2: - _ - # Paste your hangman game here - - ``` - harry_potter: - name: Harry Potter - default_save_name: Harry Potter - description: Harry Potter adventures - levels: - 10: - story_text: | - ### Exercise - We can also make a Harry Potter themed fortune teller. Fill in blanks such that 9 lines are printed. - **Extra** Change the theme of the fortune teller into something else, such as your favorite book, film or tv show. - example_code: | - ``` - houses = Gryffindor, Slytherin, Hufflepuff, Ravenclaw - subjects = potions, defence against the dark arts, charms, transfiguration - fears = Voldemort, spiders, failing your OWL test - names = Harry, Ron, Hermione - _ - _ {print} name ' is placed in ' houses {at} {random} - _ {print} name ' is great at ' subjects {at} {random} - _ {print} name 's greatest fear is ' fears {at} {random} - ``` haunted: - name: Haunted House - default_save_name: Haunted House - description: Escape from the haunted house levels: 1: - story_text: | - In this adventure you are working towards making a game in which you have to escape from a haunted house by picking the correct door. - If you pick the right door you'll survive, but if not a terrible monster might... - - In level 1 we start our haunted house game by making up a scary story and ask the player what monster they'll see in the haunted house. - example_code: | - ``` - {print} How did I get here? - {print} I remember my friend telling me to go into the old mansion... - {print} and suddenly everything went black. - {print} But how did I end up on the floor...? - {print} My head hurts like Ive been hit by a baseball bat! - {print} What's that sound? - {print} Oh no! I feel like Im not alone in this house! - {print} I need to get out of here! - {print} There are 3 doors in front of me.. - {ask} Which door should i pick? - {echo} I choose door - {print} ...? - ``` story_text_2: | ### Exercise Can you finish the scary story? Or make up your own haunted house story? 2: - story_text: | - In this haunted house you can choose your monsters with emojis. Of course you could also use words. example_code: | ``` monster_1 {is} 👻 @@ -2254,10 +1220,6 @@ adventures: {print} Oh no! Quickly get to the kitchen. {print} But as you enter monster_3 attacks you! ``` - story_text_2: | - ### Exercise - In the example above the monsters are predetermined. So each time you run your code, the output is the same. - Can you add `{ask}` commands to make the haunted house interactive and have the players choose the monsters they come across? example_code_2: | ``` monster_1 {is} _ @@ -2274,17 +1236,6 @@ adventures: In the previous levels you've made an introduction to your haunted house game, but as you might have noticed the story would always have a dreadful end. In this level you can make your story more interactive by changing the outcome of the game; sometimes you'll get eaten, sometimes you'll escape! Let Hedy decide randomly! - example_code: | - ``` - _ Escape from the haunted house! - _ There are 3 doors in front of you... - _ _ _ Which door do you choose? - _ You picked door ... choice - monsters _ a zombie, a vampire, NOTHING YOUVE ESCAPED - _ You see... - {sleep} - _ _ _ _ - ``` 4: story_text: | In this level you learn how to use quotation marks in your games. @@ -2325,27 +1276,6 @@ adventures: ### Exercise Now it's very hard to win this game, can you make it easier to win? For example by only having 1 wrong door and 2 correct doors instead of 1 correct door and 2 wrong ones? - example_code: | - ``` - {print} 'Escape from the Haunted House!' - player = alive - doors = 1, 2, 3 - monsters = zombie, vampire, giant spider - {repeat} 3 {times} - {if} player {is} alive - correct_door {is} doors {at} {random} - {print} 'There are 3 doors in front of you...' - chosen_door = {ask} 'Which door do you choose?' - {if} chosen_door {is} correct_door - {print} 'No monsters here!' - {else} - {print} 'You are eaten by a ' monsters {at} {random} - player = dead - {else} - {print} 'GAME OVER' - {if} player {is} alive - {print} 'Great! You survived!' - ``` 11: story_text: | In this level we've changed the repeat command and we've added a line to our haunted house that tells the player in which room they are. @@ -2371,188 +1301,16 @@ adventures: {if} player {is} alive {print} 'Great! You survived!' ``` - 14: - story_text: | - ### Exercise - In this level you can use the `<` and `>` symbol to introduce lives to your game. - Make sure the player loses a life when they come across the wrong monster and that the game stops if you have no lives left. - example_code: | - ``` - {print} 'Escape from the haunted house' - lives = 3 - doors = 1, 2, 3 - monsters = 'the wicked witch', 'a zombie', 'a sleeping 3 headed dog' - {for} i {in} {range} 1 {to} 10 - {if} lives _ - good_door = doors {at} {random} - monster = monsters {at} {random} - chosen_door = {ask} 'Which door do you choose?' - {if} good_door == chosen_door - {print} 'You have chosen the correct door' - {else} - {print} 'You see...' monster - {if} monster == 'a sleeping 3 headed dog' - {print} 'Pffieuw.... Its asleep' - {else} - {print} 'You lose one life' - lives = _ - {else} - {print} 'GAME OVER' - ``` - 16: - story_text: | - ### Exercise - This haunted house game uses the connection between the lists you can use in this level. - For example: all the properties that belong to the zombie are first in all the lists, witch second and vampire third. - Check out the code and fill in `weapons[i]`, `monsters[i]` , `bad_fate[i]`, `good_fate[i]`, `hint[i]` on the correct blanks to get the code to work! - example_code: | - ``` - numbers = [1, 2, 3] - i = numbers[{random}] - hint = ['growling', 'a cackling laugh', 'fluttering batwings'] - monsters = ['zombie', 'witch', 'vampire'] - bad_fate = ['Your brain is eaten', 'You are forever cursed', 'You are bitten'] - good_fate = ['You throw the ham. The zombie is distracted and starts eating it.', 'You set the curtains on fire. The witch flees out of fear for the fire', 'The vampire hates garlic and flees'] - weapons = ['ham', 'lighter', 'garlic'] - {print} 'You are standing in front of an old mansion' - {print} 'Something is not right here' - {print} 'You hear ' _ - {print} 'You are going to explore it' - {print} 'You enter the kitchen and see a lighter, a raw ham and a garlic.' - your_weapon = {ask} 'What do you bring with you?' - {print} 'With your ' your_weapon ' you enter the living room' - {print} 'There you find a ' _ - needed_weapon = _ - {if} your_weapon == needed_weapon - {print} 'You use your ' your_weapon - {print} _ - {print} 'YOU WIN!' - {else} - {print} 'You have chosen the wrong weapon...' - {print} _ - {print} 'GAME OVER' - ``` - hotel: - name: hotel - default_save_name: hotel - description: hotel - levels: - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, and you've learned how to combine it with an {ask}. - You might have wondered why you would use functions, because the functions in the example were only one line of code. - Now we will show you what a bigger function looks like and we will use multiple agruments now as well. You'll see how much better it is to use a function once the function gets bigger. - Here is an example of a function with arguments combined with {ask} commands. - example_code: | - ``` - {define} welcome_message {with} title, last_name, country, room_number - {print} 'Welcome to Hotel Hedy, ' title ' ' last_name - nice_trip {is} {ask} 'Did you have a nice trip from, ' country '?' - {if} nice_trip {is} 'yes' - {print} 'Lovely!' - {else} - {print} 'Sorry to hear that.' - {print} 'Hopefully you can take a nice rest in you room.' - {print} 'Your room number is ' room_number - - {print} 'Hello. Please fill in your information to check in.' - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - ``` - - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 if_command: - name: '{if} & {else}' - default_save_name: if_command description: Introducing the if command levels: - 5: - story_text: | - ## If... else.... - In level 5 there is something new, the `{if}`! With the `{if}` you can choose between two different options. - This code prints nice if you enter Hedy as a name, and boo! if you enter something else. - `{ask}` and `{print}` still work like they did in level 4. - example_code: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' {else} {print} 'boo!' - ``` - story_text_2: | - Sometimes code with an `{if}` gets really long and does not fit on the line well.
You may also divide the code over two lines, starting the second line at the `{else}` like this: - example_code_2: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - ``` - story_text_3: | - ### Exercise - Try to create your own code with `{if}` and `{else}`. You can use the example code if you want. - example_code_3: | - ``` - answer {is} {ask} '2 + 2 = ?' - _ _ _ 4 _ 'Great job!' - _ _ 'No 2 + 2 = 4' - ``` - 8: - story_text: | - ## If... Else... - You have learned to repeat a block of lines of code after a `{repeat}` command. - Now you can also use indentation to make blocks after a {if} or {else} command. - Check out the example code. - - ### Exercise - Add an {else} command to the example code. Make a block of line using indentation. You do this by starting each line with 4 spaces. - example_code: | - ``` - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {print} 'You can play on your computer!' - ``` 9: story_text: | In this level you can also put an {if} command inside another {if} command. - example_code: | - ``` - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - ``` in_command: - name: '{in}' - default_save_name: in_command description: Introducing the in command levels: 5: - story_text: | - ## Lists - When we want to check if something is in a list, we can now use the `{in}` command. - This code prints pretty! if you choose green or yellow, and meh otherwise. - example_code: | - ``` - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - ``` - story_text_2: | - ### Exercise - Finish the example code by filling in the blanks with commands that you've learned. - When you've finished the code, try to create a code of your own and use a question that you've thought of yourself. example_code_2: | ``` animals is dog, cow, sheep @@ -2561,62 +1319,21 @@ adventures: _ _ 'My favorite animals are dogs, cows and sheep' ``` is_command: - name: '{is}' - default_save_name: is_command description: introducing is command levels: 2: - story_text: | - ## Variables - You can name a word with `{is}`. This is called a **variable**. In this example we made a variable called name and a variable called age. You can use the word name anywhere in your code and it will be replaced by Hedy, like this: - example_code: | - ``` - name {is} Hedy - age {is} 15 - {print} name is age years old - ``` story_text_2: | ### Exercise Time to make your own variables! In the example code we made an example of the variable `favorite_animal`. In line 1 the variable is set, and in line 2 we haved used the variable in a print command. Firstly, finish our example by filling in your favorite animal on the blank. Then make at least 3 of these codes yourself. Pick a variable, and set the variable with the {is} command. Then use it with a {print} command, just like we did. - example_code_2: | - ``` - favorite_animal {is} _ - {print} I like favorite_animal - ``` - 6: - story_text: | - We also make a change in storing a word in a variable! You may now use `=` instead of `{is}` when we store a name or a number in a variable, like this: - example_code: | - ``` - name = Hedy - answer = 20 + 4 - ``` - 14: - story_text: | - We are going to learn more new items. You might know them already from mathematics, the `<` and `>`. - The `<` checks if the first number is smaller than the second, for example age `<` 12 checks if age is smaller than 12. - If you want to check if the first number is smaller or equal to the second, you can use `<=`, for example age `<=` 11. - The `>` checks if the first number is bigger than the second, for example points `>` 10 checks if points is larger than 10. - If you want to check if the first number is bigger or equal to the second, you can use `>=`, for example points `>=` 11. - You use these comparisons in an `{if}`, like this: + 14: example_code: | ``` age = {ask} 'How old are you?' {if} age > 12 {print} 'You are older than I am!' ``` - story_text_2: | - From this level on, if you want to compare exactly, you can use two equal signs. This is what most programming languages do: - example_code_2: | - ``` - name = {ask} 'What is your name?' - {if} name == 'Hedy' - {print} 'You are cool!' - ``` - story_text_3: | - You can also compare if something is *not* equal to something else using `!=` like this: example_code_3: | ``` name = {ask} 'What is your name?' @@ -2629,56 +1346,13 @@ adventures: {else} {print} 'You are older than me!' language: - name: Language - default_save_name: Language - description: Practice words in a foreign language levels: 5: story_text: | Make your own program to practice your vocabulary in a new language. - example_code: | - ``` - {print} 'Learn French!' - cat {is} {ask} '🐱' - {if} cat {is} chat {print} 'Terrific!' - {else} {print} 'No, cat is chat' - frog {is} {ask} '🐸' - {if} frog {is} grenouille {print} 'Super!' - {else} {print} 'No, frog is grenouille' - ``` - 16: - story_text: | - ### Exercise - Take a look at the example code. This is a program to practise French vocabulary. Now make your own program to practice your vocabulary in a new language. - If you don't know any other languages, you can use Google translate or you can use emojis and your native language. - example_code: | - ``` - french_words = ['bonjour', 'ordinateur', 'pomme de terre'] - translation = ['hello', 'computer', 'potato'] - score = 0 - {for} i {in} {range} 1 {to} 3 - answer = {ask} 'What does ' french_words[i] ' mean?' - correct = translation[i] - {if} answer == correct - {print} 'Correct!' - score = score + 1 - {else} - {print} 'Wrong, ' french_words[i] ' means ' translation[i] - {print} 'You gave ' score ' correct answers.' - ``` maths: - name: maths - default_save_name: maths - description: Introducing maths levels: 6: - story_text: | - In this level you learn something new: you can now also calculate. - - The plus is easy, you write it like with math: `5 + 5` for example. The minus also works fine, it is `5 - 5`. - - The times is a bit different, because there is no times symbol on your keyboard. Just search, there really isn't! - That is why we multiply with the asterisk above 8: `5 * 5`. Read that as "5 times 5" that helps you remember it best. example_code: | ``` {print} '5 plus 5 is ' 5 + 5 @@ -2686,17 +1360,6 @@ adventures: {print} '5 times 5 is ' 5 * 5 ``` 12: - story_text: |- - **Decimal numbers** - So far, Hedy did not allow for decimal numbers like 1.5, but now we do allow that. Note that computers use the `.` for decimal numbers. - example_code: | - ``` - {print} 'Two and a half plus two and a half is...' - {print} 2.5 + 2.5 - ``` - story_text_2: |- - **Maths with words** - In this level you can also do addition with words like this: example_code_2: | ``` a = 'Hello ' @@ -2706,390 +1369,9 @@ adventures: {print} 2.5 + 2.5 music: - name: music - default_save_name: music - description: Play a tune! levels: - 1: - story_text: |- - In this level you'll learn how to use the `{play}` command to play a tune! - - Type `{play}` followed by the note you want to play. The scale goes C-D-E-F-G-A-B. - As you can see there are 7 different letters, but we can play more than just 7 notes. - Type a number between 1 and 10 behind the letter to choose the scale, for example after B4 comes C5. - C1 is the lowest note you can play, C10 is the highest. - - ### Exercise - Try out the example code and then play around with it! Can you create your own melody? - In the next level you'll learn how to play some existing songs. - example_code: |- - ``` - {play} C4 - {play} D4 - {play} E4 - {play} F4 - {play} G4 - {play} A4 - {play} B4 - {play} C5 - ``` - 2: - story_text: | - ### Exercise - Finish the songs! We have started the codes for some melodies. - example_code: | - ``` - {print} Old Mac Donald had a farm - {play} C5 - {play} C5 - {play} C5 - {play} G4 - {play} A4 - {play} A4 - {play} G4 - ``` - story_text_2: As you can see, you can also use the `{sleep}` command to add a little pause in the song. - example_code_2: | - ``` - {print} Twinkle Twinkle Little Star - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} 1 - {play} F - {play} F - ``` - 3: - story_text: | - Create a random melody! - - ### Exercise - The example code creates a random melody, but it's very short and not many notes are used. - Add more notes to the list and create a longer melody by copying the last line a couple more times. - example_code: | - ``` - notes {is} A4, B4, C4 - {play} notes {at} {random} - {play} notes {at} {random} - {play} notes {at} {random} - ``` - 4: - story_text: | - Use the `{clear}` command to create a karaoke machine! - - ### Exercise - Finish the karaoke version of 'Mary had a little lamb'. - Then, create a karaoke version of any song you'd like! - example_code: | - ``` - {print} 'Mary had a little lamb' - {play} E - {play} D - {play} C - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Little lamb, little lamb' - {play} D - {play} D - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Mary had a little lamb' - {play} E - ``` - 5: - story_text: | - You don't always have to use the `{play}` command to play a whole song, sometimes you just want to play one note. - For example, if you want to make a quiz, you can play a happy high note if the answer is right and a sad low note if the answer is wrong. - - ### Exercise - Finish the first question by adding a line of code that plays a C3 note if the wrong answer is given. - Then think of 3 more questions to add to this quiz. - example_code: | - ``` - answer {is} {ask} 'What is the capital of Zimbabwe?' - {if} answer {is} Harare {play} C6 - _ - ``` 6: story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\n This calls for musical maths! Try out the example code a couple of times with different starting numbers. \nThen, see if you can compose a song using the numbers.\n" - example_code: | - ``` - number = {ask} 'Say a starting number between 1 and 67' - {print} number - {play} number - number = number + 1 - {print} number - {play} number - number = number + 1 - {print} number - {play} number - ``` - 7: - story_text: | - Using the `{repeat}` command can make your codes for melodies a lot shorter! - - ### Exercise - Finish the code for Twinkle Twinkle Little Star by using the `{repeat}`command. - Then go back to the songs you've made in the previous levels. Can you shorten those codes too? - example_code: | - ``` - {print} 'Twinkle Twinkle Little Star' - {repeat} 2 {times} {play} C4 - {repeat} 2 {times} {play} G4 - _ - ``` - 8: - story_text: | - Now that we can use the `{repeat}` command for multiple lines, we can make songs even more easily! - - ### Exercise - Finish the song of Brother John (Frère Jacques). Don't forget to use `{repeat}`! - example_code: | - ``` - {print} 'Brother John' - {repeat} 2 {times} - {play} C - {play} D - {play} E - {play} C - {repeat} 2 {times} - {play} E - {play} F - {play} G - {sleep} 1 - ``` - 9: - story_text: | - From this level on you can - among other things - use a {repeat} command inside a {repeat} command. - That makes songs like 'Happy birthday' even shorter! - - ### Exercise - Finish the song! - example_code: | - ``` - first_time = yes - {repeat} 2 {times} - {repeat} 2 {times} - {play} C - {play} D - {play} C - {if} first_time {is} yes - {play} F - {play} E - first_time {is} no - {else} - _ - ``` - 12: - story_text: | - Use functions in your songs! As you can see in the example code, you can make a function for each line of Twinkle Twinkle Little Star. Once you've programmed the first three lines, all you have to do is call the functions in the order you want them played in. - - ### Exercise - Finish the song of Twinkle Twinkle Little Star. - Then look back at all the songs you've programmed in the levels before, can you make those codes better and shorter using functions too? - example_code: | - ``` - {define} first_line - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} - - {define} second_line - {play} F - {play} F - {play} E - {play} E - {play} D - {play} D - {play} C - {sleep} - - {define} third_line - {play} G - {play} G - {play} F - {play} F - {play} E - {play} E - {play} D - {sleep} - - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - ``` - 13: - story_text: | - You can use a function with an argument for songs that have line that are almost the same, but slightly different each time. - One example is the song 'Yankee Doodle'. The first 4 notes of the first lines are the same, but each time they are followed by a different couple of notes. - - ### Exercise - Can you finish the song of Yankee Doodle? - Can you think of another song to program this way? - example_code: | - ``` - {print} 'Yankee Doodle' - {define} _ {with} note_1, note_2, note_3 - {play} C4 - {play} C4 - {play} D4 - {play} E4 - {play} _ - {play} _ - {play} _ - - {call} line_1 {with} 29, 31, 30 - {call} line_1 {with} 29, 28, 0 - {call} line_1 {with} 32, 31, 30 - - {play} C4 - {play} B3 - {play} G3 - {play} A3 - {play} B3 - {play} C4 - {play} C4 - ``` - 14: - story_text: | - You can program music for fun, but you can also use the musical notes to make something useful like a fire alarm! - - ### Exercise - Make sure the fire alarm rings when there is a fire! - example_code: | - ``` - {define} fire_alarm - {print} 'FIRE!' - note = 40 - {for} i {in} {range} 1 {to} 100 - {if} note _ 50 - note = note + 5 - {play} _ - {else} - note = 40 - - fire = {ask} 'Is there a fire?' - {if} fire _ 'yes' - {call} fire_alarm - ``` - 15: - story_text: | - **Warning** This adventure can become extremely annoying! - We can also use the {while} command to repeat a song forever. - - ### Exercise - Finish the never-ending song. - example_code: | - ``` - {define} song - {play} _ - - yes_or_no = {ask} 'Do you want to hear my never-ending song?' - {while} yes_or_no = 'yes' - {call} song - {print} '🥳' - ``` - 16: - story_text: | - Upgrade your Old MacDonald code! - - ### Exercise - Take your code from the 'Sing a Song' adventure and add musical notes to it! - You can make a function for each line in the song and call that function after the line is printed. - We defined the first line for you and called it in the code. Can you finish the whole song? - example_code: | - ``` - {define} line_1 - {for} i {in} {range} 1 {to} 3 - {play} G - {play} D - {for} i {in} {range} 1 {to} 2 - {play} E - {play} D - - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - for i in range 1 to 3 - animal = animals[i] - sound = sounds[i] - print 'Old MacDonald had a farm' - call line_1 - print 'E I E I O!' - _ - ``` - 17: - story_text: | - You can use the {elif} to create different options. - - ### Exercise - Firstly, add colons to get the code to work. - Then finish this code by adding at least 2 other songs for other moods. For example a happy song and an angry song. - example_code: | - ``` - {define} scary_song - {for} i {in} {range} 1 {to} 3 - {play} G - {play} E - {sleep} 2 - {for} i {in} {range} 1 {to} 3 - {play} F - {play} D - - mood = {ask} 'Which emotion are you feeling?' - {if} mood {is} 'fear' - {call} scary_song - {elif} _ - ``` - 18: - story_text: | - ### Exercise - Even in this last level of Hedy we can make some music! Be careful of all the syntax that is needed now. - Take a good look at how the functions are defined and called upon in the example code. - Finish the song! - example_code: | - ``` - {def} line_1(): - {for} i {in} {range}(1, 5): - {play} A - {play} D - {play} F - {play} A - - {def} line_2(): - {for} i {in} {range}(1, 5): - {play} G - {play} C - {play} E - {play} G - - {def} line_3(): - _ - - {print} ('The drunken sailor') - {print} ('What shall we do with the drunken sailor?') - line_1() - line_2() - line_3() - {print} ('Early in the morning') - ``` parrot: name: Папуга default_save_name: Папуга @@ -3149,15 +1431,6 @@ adventures: story_text: | In this level we have to use quotation marks with the commands `{ask}` and `{print}`. Can you complete the code by adding quotation marks? - example_code: | - ``` - words {is} squawk, Hedy - {print} _ Train your parrot! _ - new_word {is} {ask} _ Which word do you want to teach them? _ - {add} new_word {to_list} words - {print} _ 🧒 Say _ new_word _, Hedy!_ - {print} _ 🦜 _ words {at} {random} - ``` 5: story_text: | Reward your parrot if it says the correct word! @@ -3174,9 +1447,6 @@ adventures: _ _ ' 🧒 Ні, Хеді! Скажи ' нове_слово ``` piggybank: - name: Piggy Bank - default_save_name: Piggy Bank - description: Count your pocketmoney! levels: 12: story_text: | @@ -3193,10 +1463,6 @@ adventures: {print} 'You can buy a ' wish ' in ' weeks ' weeks.' ``` 14: - story_text: | - ### Exercise - In this level you can let Hedy tell you if you have saved up enough money! - Finish this code by filling in the blanks! example_code: | ``` _ calculate_budget with wish, money, allowance @@ -3216,45 +1482,7 @@ adventures: {call} calculate_budget with _, _, _ ``` pressit: - name: Key presses - default_save_name: Pressed - description: Try linking a keyboard key to a command! levels: - 5: - story_text: | - In this level there is another new keyword: `{pressed}`! - With `{pressed}` you can use keys on your keyboard to control what lines are used. - - ### Exercise - Look at the example and add one more line of code that reacts to a key press. - example_code: | - ``` - {print} 'Do you want a good (g) or bad (b) ending?' - {if} g {is} {pressed} {print} 'They lived happily ever after ❤' - {else} {print} 'The prince was eaten by a hippopotamus 😭' - ``` - story_text_2: | - You can also link turtle commands to keys. - - ### Exercise - Copy the lines a few times so you can create a larger drawing. - example_code_2: | - ``` - {if} y {is} {pressed} {forward} 15 - {else} {turn} 90 - ``` - 7: - story_text: | - Now that you have learned about `{repeat}`, we can press keys multiple times. - You can use it to make the turtle walk forward and turn. - - ### Exercise - The code you have seen in level 5 only checks the key once. Copy the example code and add a `{repeat}` to it, so that you can press the keys many times. - Use this code to draw something nice. - example_code: | - ``` - {if} x {is} {pressed} {forward} 15 {else} {turn} 90 - ``` 9: story_text: | Now that you know how to combine statements, you can create a touch type tool with `{pressed}`. @@ -3262,54 +1490,9 @@ adventures: ### Exercise Finish the code. Each time a random letter should be chosen, which you have to press. You get a point for a correct press, and and two points deduction for a wrong press. **(extra)** Clear the screen after each letter, and show the user how many points they have scored. - example_code: | - ``` - points = 0 - letters = a, b, c, d, e - {repeat} 10 {times} - letter = _ _ _ - {print} 'Press the letter ' letter - {if} letter {is} {pressed} - _ - _ - _ - ``` print_command: - name: '{print}' - default_save_name: print - description: Introduction print command levels: - 1: - story_text: | - ## The print command - You can print text to the screen using the `{print}` command. - example_code: | - ``` - {print} Hi there, programmer! - {print} Welcome to Hedy! - ``` - story_text_2: | - ### Exercise - In Hedy you will find exercises in every adventure. An exercise allows you to practise the new commands and concepts, and lets you give your own twist to the example codes. - In this exercise you will see a pink blank space. You have to fill something in the place of the blank space before the code can be run. - - Fill in the `{print}` command in the blank space and then add five more lines of code. Each line has to start with a `{print}` command. - Have fun! - example_code_2: | - ``` - _ Hello! - ``` 18: - story_text: |- - We arrived at real Python code! That means we need to use parentheses with `{print}` and `{range}` from now on. - It also means you can use Hedy code from this level in any Python environment as long as you use the English commands. If you haven't until now, you can switch the toggle in the commands menu to do so. - example_code: | - ``` - {print}('Hello!') - {for} i {in} {range}(1, 10): - {print}('This is line ', i) - ``` - story_text_2: If you want to print more than one item, you need to separate them by commas. example_code_2: | ``` temperature = 25 @@ -3317,188 +1500,26 @@ adventures: ``` {print}('My name is ', name) - quizmaster: - name: Quizmaster - default_save_name: Quizmaster - description: Make your own quiz! + random_command: levels: - 14: - story_text: | - ### Exercise - In this adventure you can make your own quiz! Fill in the blanks, add more questions and enjoy your own quiz! - You can make a quiz about anything you like: your hobby, your favorite animal, your favorite book or anything at all! - example_code: | - ``` - {print} 'Make your own quiz' - points_a = 0 - points_b = 0 - {print} 'Question' - {print} 'Answer option A' - {print} 'Answer option B' - answer = {ask} 'Which answer?' - {if} answer == 'A' - points_a = points_a + 1 - {if} answer == 'B' - points_b = points_b + 1 - {print} 'End of the quiz!' - {print} 'Lets see the results!' - {if} points_a > points_b - {print} 'You belong to the A club' - {if} points_b > points_a - {print} 'You belong to the B club' - ``` - quotation_marks: - name: '''quotation marks''' - default_save_name: quotation_marks - description: Introduction quotation marks + 16: + story_text: |- + We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. + We use square brackets to point out a place in a list. For example: `friends[1]` is the first name on the list of friends, as you can see in the first part of the example code. The second part of the example code shows you that we can also match 2 lists using the variable i. + repeat_command: + description: repeat command levels: - 4: + 7: story_text: | - ## 'Quotation marks' - In level 4 `{ask}` and `{print}` have changed. - You must put text that you want to print between quotation marks. - This is useful, because now you can print all the words you want. Also the words you used to store something with `{is}`. - Most programming languages also use quotation marks when printing, so we are also getting a step closer to real programming! - example_code: | - ``` - {print} 'You need to use quotation marks from now on!' - answer {is} {ask} 'What do we need to use from now on?' - {print} 'We need to use ' answer - ``` - story_text_2: | - ## Contractions - Important! Mind that now that we're using quotation marks, Hedy will get confused when you use the apostrophe for contractions like I'm or What's. - Make sure to remove those apostrophes and change the spelling to I am or What is. - Check out the example code to see the wrong way of using apostrophes. - example_code_2: | - ``` - _ This is the wrong way of using apostrophes _ - {print} 'I'm babysitting my sister's kids' - {print} 'What's more fun than that?' - ``` - 12: + ## Repeat! Repeat! Repeat! + Level 7 adds the `{repeat}` command. `{repeat}` can be used to execute one line of code multiple times. Like this: + + ### Exercise + Play around with the repeat command. Can you make the happy birthday song in only 3 lines of code instead of 4 now? + 9: story_text: | - **All texts need to be in quotation marks** - For this level on you will also have to use quotation marks when storing a text with `=`: - example_code: | - ``` - name = 'Hedy the Robot' - {print} 'Hello ' name - ``` - story_text_2: | - **All items in lists need quotation marks too** - Lists are texts, so they need quotation marks too. Mind that each single item on the list has quotation marks. - This allows you to save two words as 1 item on the list, for example 'Black Widow'. - example_code_2: | - ``` - superheroes = 'Spiderman', 'Batman', 'Black Widow' - {print} superheroes {at} {random} - ``` - story_text_3: | - **All text after `{if}` comparisons need quotation marks too** - example_code_3: | - ``` - name = {ask} 'What is your name?' - {if} name = 'Hedy the Robot' - {print} 'Hi there!' - ``` - story_text_4: | - **Numbers don't need quotation marks** - For numbers, you do not use quotation marks in the `=`: - example_code_4: | - ``` - score = 25 - {print} 'You got ' score - ``` - random_command: - name: '{random}' - default_save_name: random_command - description: introducing at random command - levels: - 3: - story_text: | - ## At random - In this level you can make a list using the `{is}` command. You can let the computer choose a random item from that list. You do that with `{at} {random}`. - example_code: | - ``` - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - ``` - story_text_2: | - You can use the `{at} {random}` command in a sentence as well. - example_code_2: | - ``` - food {is} sandwich, slice of pizza, salad, burrito - {print} I am going to have a food {at} {random} for lunch. - ``` - story_text_3: | - ### Exercise - Try out the `{at} {random}` command by making your own gameshow (like the ones on tv) where you choose a door or suitcase and it contains a big price! - Can you do it? We have already put the first lines into the example code. - example_code_3: | - ``` - {print} The big gameshow! - {print} There are 3 suitcases in front of you... - chosen {is} {ask} Which suitcase do you choose? - prices {is} _ - _ - ``` - 16: - story_text: |- - We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. - We use square brackets to point out a place in a list. For example: `friends[1]` is the first name on the list of friends, as you can see in the first part of the example code. The second part of the example code shows you that we can also match 2 lists using the variable i. - example_code: | - ``` - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - ``` - story_text_2: |- - Now that you've learned to use the brackets in lists, you can also start using the {at} {random} command in the Python way! - You simply type the name of your list with `[random]` behind it! - example_code_2: |- - ``` - fruit = ['apple', 'banana', 'cherry'] - {print} fruit[random] - ``` - repeat_command: - name: '{repeat}' - default_save_name: repeat_command - description: repeat command - levels: - 7: - story_text: | - ## Repeat! Repeat! Repeat! - Level 7 adds the `{repeat}` command. `{repeat}` can be used to execute one line of code multiple times. Like this: - - ### Exercise - Play around with the repeat command. Can you make the happy birthday song in only 3 lines of code instead of 4 now? - example_code: | - ``` - {repeat} 3 {times} {print} 'Hedy is fun!' - ``` - 8: - story_text: | - ### Repeat commands and indentation - In this level you can repeat multiple lines of code with only 1 repeat command. - You do this by making a block of lines that you want to repeat. - The lines in this block will need **indentation** . - That means putting four spaces at the beginning of each line. You will also have to indent when you just want to create a block of one line. - example_code: | - ``` - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This is all repeated 5 times' - ``` - 9: - story_text: | - Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... - Good news! In this level you will be allowed to put an {if} inside an {if}, or inside a {repeat} command. Putting a block of code inside another block of code is called nesting. ``` Putting a block of code inside another block of code is called nesting. + Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... + Good news! In this level you will be allowed to put an {if} inside an {if}, or inside a {repeat} command. Putting a block of code inside another block of code is called nesting. ``` Putting a block of code inside another block of code is called nesting. example_code: | ``` answer = {ask} 'Are you ready to learn something new?' @@ -3510,55 +1531,15 @@ adventures: {else} {print} 'Maybe you should practice some more in the previous level' repeat_command_2: - name: '{repeat} 2' - default_save_name: repeat_command_2 description: repeat command 2 levels: 7: - story_text: | - ## Repeat with other commands and with variables - You have practiced the `{repeat}` command in combination with the `{print}` command now, but did you know you could also use other commands with `{repeat}` ? - In this example code you can see that `{repeat}` can also be used with an `{ask}`, `{if}` or `{else}` command. - example_code: | - ``` - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - ``` story_text_2: | Another interesting thing you can so with the `{repeat}` command is using variables to set the amount of times something should be repeated. In the example code you can see that we first ask the person how old they are. Then, in line 3, the question is repeated 'age' times. So we have used the variable 'age' with the `{repeat}` command. - example_code_2: | - ``` - {print} 'Yay! It is your birthday!' - age = {ask} 'How old are you now?' - {repeat} age {times} {print} 'Hip Hip Hurray!' - ``` - 8: - story_text: | - ### In the block or not? - In this level you have to think carefully which lines of code should be in the block and which shouldn't. - For example: If you want to sing the song *the muffin man*. You only want the line with 'the muffin man' to be repeated twice. - This means the last line shouldn't start with indentation as it doesn't belong to the block. - If you do start the last line with indentation the song will turn out wrong. - - ### Exercise - Each line in the example code starts with a blank. Remove the blanks and try to figure out which line need indentation and which don't to make the muffin man song. - example_code: | - ``` - _ {print} 'Do you know the muffin man?' - _ {repeat} 2 {times} - _ {print} 'The muffin man' - _ {print} 'Do you know the muffin man, who lives on Drury Lane?' - ``` restaurant: - name: Restaurant - default_save_name: Restaurant - description: Create your own virtual restaurant levels: 1: - story_text: | - In level 1 you can make your own virtual restaurant and take your guests' orders. story_text_2: | ### Exercise Can you think of more lines to add to your restaurant code? For example, can you {ask} the guests what they'd like to drink, tell them the price, or wish them a pleasant meal? @@ -3590,10 +1571,6 @@ adventures: ### Exercise Can you make this code more elaborate? For example by adding drinks to the order? Or...? 3: - story_text: | - Having trouble to decide what you wanna have for dinner? You can let Hedy choose for you! - Simply add lists of your favorite (or least favorite) meals and Hedy can randomly choose your dinner. - You can also have a bit of fun, by letting Hedy choose the price for your dinner as well! What will you get? example_code: | ``` {print} Welcome to Hedy's Random Restaurant! @@ -3628,19 +1605,6 @@ adventures: ### Exercise 2 Go back to the previous level and copy your restaurant code. Make the code work in this level by adding quotation marks in the right spots and add some `{clear}` commands. - example_code: | - ``` - _ Add the quotation marks to this code _ - {print} Welcome to Restaurant Chez Hedy! - {print} Today we are serving pizza or lasagna. - food {is} {ask} What would you like to eat? - {print} Great choice! The food is my favorite! - topping {is} {ask} Would you like meat or veggies on that? - {print} food with topping is on its way! - drinks {is} {ask} What would you like to drink with that? - {print} Thank you for your order. - {print} Your food and drinks will be right there! - ``` 5: story_text: | На цьому рівні команда `{if}` дозволяє вам `{ask}` питання клієнтам і давати різні реакції на відповіді. @@ -3664,21 +1628,6 @@ adventures: 6: story_text: | In this level you can use maths to calculate the total price of your customer's order, which can make your virtual restaurant more realistic. - example_code: | - You can make a simple restaurant code, like this: - ``` - {print} 'Welcome to Restaurant Chez Hedy' - {print} 'Here is our menu:' - {print} 'Our main courses are pizza, lasagne, or spaghetti' - main = {ask} 'Which main course would you like?' - price = 0 - {if} main {is} pizza price = 10 - {if} main {is} lasagne price = 12 - {if} main {is} spaghetti price = 8 - {print} 'You have ordered ' main - {print} 'That will be ' price ' dollars, please' - {print} 'Thank you, enjoy your meal!' - ``` 7: story_text: | У цьому рівні ви навчилися використовувати команду `{repeat}` для повторення рядка коду певну кількість разів. @@ -3690,24 +1639,6 @@ adventures: {repeat} people times food = {ask} 'What would you like to eat?' {print} 'Thanks for your order! Its coming right up!' ``` - 8: - story_text: | - In this level you can make your virtual restaurant more elaborate by repeating multiple lines of code. Like this: - - ### Exercise - This code can be expanded with more items on the menu, for example offering drinks, and/or multiple courses or desserts. Add at least one more item. - **Extra** Add even more items, as many options as you like! - example_code: | - ``` - {print} 'Welcome to Restaurant Chez Hedy!' - people = {ask} 'How many people will be joining us today?' - {print} 'Great!' - {repeat} people {times} - food = {ask} 'What would you like to order?' - {print} food - {print} 'Thank you for ordering!' - {print} 'Enjoy your meal!' - ``` 9: story_text: | У цьому рівні ви можете використовувати кластеризацію, щоб зробити ваш ресторан більш реалістичним та веселим! @@ -3809,32 +1740,10 @@ adventures: price = price - 3 {print} 'That will be ' price ' dollars' ``` - 15: - story_text: | - With the `{while}` you can make sure your costumers can keep adding orders until they are done. - - ### Exercise - Correctly add the `{while}` command to this code. - example_code: | - ``` - {print} 'Welcome at McHedy' - more = 'yes' - _ - order = {ask} 'What would you like to order?' - {print} order - more = {ask} 'Would you like to order anything else?' - {print} 'Thank you!' - ``` rock: - name: Rock, paper, scissors default_save_name: Rock - description: Make your own rock, paper, scissors game levels: 1: - story_text: | - In level 1 you can start with a rock, paper, scissors game. - - With `{ask}` you can make a choice, and with `{echo}` you can repeat that choice. example_code: | ``` {print} what do you choose? @@ -3842,16 +1751,6 @@ adventures: {echo} so your choice was: ``` Instead of using words, you could also use emojis of course: ✊✋✌ - story_text_2: | - ### Exercise - Instead of using words, you could also use emojis: ✊✋✌ - Can you create a code using emojis? - example_code_2: | - ``` - {print} what do you choose? - {ask} choose from _ - {echo} so your choice was: - ``` 2: story_text: | In this level you can practise using the variables, so that you can make the rock, paper, scissors game in the next level! @@ -3861,11 +1760,6 @@ adventures: {print} I choose choice ``` 3: - story_text: | - You can use the `{at} {random}` command to let the computer pick rock, paper or scissors! - - ### Exercise - Finish the code by using the `{at} {random}` command. example_code: | ``` choices {is} rock, paper, scissors @@ -3881,16 +1775,6 @@ adventures: {print} player 1 chooses... choices {at} {random} {print} player 2 _ ``` - 4: - story_text: | - In this level we can further program rock, paper, scissors. But if you want to add text, you have to use quotation marks here too. - ### Exercise - Fill in quotation marks on the blanks. Mind that the variable `choices` should be outside the quotes. - example_code: | - ``` - choices {is} rock, paper, scissors - {print} _The computer chooses..._ choices {at} {random} - ``` 5: story_text: | In this level we can determine who won. @@ -3957,9 +1841,6 @@ adventures: {print} 'The computer wins!' ``` 15: - story_text: | - ### Exercise - Play until you beat the computer! But first, finish the example code... example_code: | ``` won = 'no' @@ -3978,9 +1859,6 @@ adventures: won = 'yes' ``` rock_2: - name: Rock, paper, scissors 2 - default_save_name: rock_2 - description: Part 2 of rock, paper, scissors levels: 2: story_text: | @@ -3994,9 +1872,6 @@ adventures: {print} I choose choice ``` secret: - name: SuperSpy - default_save_name: SuperSpy - description: Make your own spy code levels: 12: story_text: | @@ -4028,155 +1903,14 @@ adventures: {else} {print} 'Go to the trainstation at 10.00' ``` - simon: - name: Simon Says - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - Let's make a game of Simon Says! Simon Says is a memory game in which the player will be given a color. They have to repeat that color back. - If they get it right a color is added to the sequence, so they now have to remember 2 colors, then 3, then 4 etc. the game stops as soon as the player makes a mistake. - - ### Exercise - In this first part of the Simon Says adventure, we'll let the computer pick a random color and add it to a list. - - ***Make 2 lists*** First, make a list called `colors` and fill it with the colors red, yellow, green and blue. - Then make a list called `simon_sequence`. This list will be used as the answer. - At the start of the game this lists need to be empty. unfortunately, we can't create an empty list (yet), so we'll fill it with the words 'empty' and 'list' and we'll remove them from the list immediately. - - ***Create a function that adds a color to the sequence*** Now that we have an empty list called simon_sequence, we can start filling it with random colors. - We do that with a function, so we can call it everytime there's a new level in our game. Create a function called `add_random_color`. - Then create the variable random_color and set it to a random color. Next, add this random color to the simon_sequence. - - ***Create a function that shows the simon_sequence*** Start by naming the new function `show_simon_sequence` with `level` as an argument. Now we want to show as many colors as the level we are in (in level 1 you see 1 color, in level 2 you see 2 colors etc). - So we repeat `level` times, to print the `simon_sequence[i]`. Each time a color is shown, wait for 1 second and then clear the screen. - - ***Test your program*** Before you go to the next level, test if the functions are working by calling both of the functions. If they're working you should see a random color in your output screen. - Remove this testing part of your code, copy the code and continue to the next tab to learn more about the simon says game! - example_code: | - ``` - # Make 2 lists - colors = _ - _ = ['empty', 'list'] - {remove} _ {from} simon_sequence - {remove} _ - - # Create a function that adds a color - _ add_random_color - _ - {add} _ - - # Create a function that shows the simon_sequence - {define} _ - {for} i {in} {range} 1 {to} _ - {print} _ - _ - _ - - # Test your program - {call} _ - {call} show_simon_sequence {with} 1 - ``` - simon_2: - name: Simon Says 2 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - We'll continue with our Simon Says game! - - ### Exercise - ***Paste your code here*** Paste your code from the previous level here. Don't forget to remove the part that was just used for testing the functions. - - ***Create a function that creates the player_sequence*** The list `player_sequence` is used to capture the answers of the player. First we define the function with the argument level. - Next, we ask level times what the color is that they choose. We call that variable `answer`. Then we add the variable `answer` to the list player_sequence. - - ***Setting up the game*** Before we program the game in the next tab, we'll need some starting variables. First, we'll set the variable `level` to 1 and the variable `game_over` to False. - Then we make an introduction for the game. We'll print 'Welcome to Simon Says!' and clear the screen after 1 second. - - ***Continue to the next tab to finish the game!**** Don't forget to copy your code and take it with you to the next tab. - example_code: | - ``` - # Paste your code here - - - # Create a function that creates the player_sequence - {define} _ - {for} _ - _ 'What is color number ' i '?' - {add} answer {to} _ - - # Set up - level = _ - game_over = _ - {print} _ - _ 1 - _ - ``` - simon_3: - name: Simon Says 3 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - In this tab we'll program the game of Simon Says! - - ### Exercise - ***Paste your code*** Copy your code from the previous tab and paste it here. - - ***Program the game*** We start by making sure the game goes on while the game isn't over. Then we print what level the player is on, we use the variable level for that. We only show that for 1 second and then we clear the screen again. - Now, we have to create the empty list player_sequence. We've already programmed how to fill the list, with our function `player_sequence`, but we never made the list itself. To create the list we use the same trick as we did in the previous tab. - We'll make a list with the words 'empty' and 'list' on it, and then we remove both these words. Next, we'll call all of the 3 functions that we've created. - Lastly, we'll have to check if the player gave the correct answers (so if the player_sequence and the simon_sequence are the same). - If that's the case, we'll compliment the player. Wait for 1 second and increase the level with 1. - Did the player give the wrong answer, we'll tell them and end the game by setting game_over to 'True' - - ***Enjoy your game!*** Great job! Does your game not work? Use the ladybug button to debug your code! - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - {print} _ - _ - _ - _ = ['empty', 'list'] - {remove} _ - {remove} _ - {call} _ - {call} _ {with} _ - {call} _ {with} _ - {if} player_sequence == _ - _ - _ - _ - {else} - _ - game_over = _ - ``` sleep_command: - name: '{sleep}' - default_save_name: sleep_command description: introducing sleep command levels: 2: story_text: | ## The sleep command Another new command in this level is `{sleep}`, which pauses your program for a second. If you type a number behind the {sleep} command, the program pauses for that amount of seconds. - example_code: | - ``` - {print} My favorite colour is... - {sleep} 2 - {print} green! - ``` songs: - name: Sing a song! - default_save_name: Song - description: Print a song levels: 6: story_text: | @@ -4193,9 +1927,6 @@ adventures: ``` You can now repeat lines 2 to 9 as many times as you want by copying the lines. - story_text_2: | - This children's song counts down from 5 little monkeys to 1 monkey. - If you copy line 2 - 7 and paste it under the the code, you can sing the whole song! example_code_2: | ``` number = 6 @@ -4283,10 +2014,6 @@ adventures: Print the song Five little moneys jumping on the bed. Look up the text if you don't remember. **(extra)** Print the song Old MacDonald had a farm, and make sure all animals make a different sound, using an `{if}`. - example_code_2: | - ``` - monkeys = 5, 4, 3, 2, 1 - ``` 11: story_text: | In this level you can use the `{for} i {in} {range}` command to make songs that use counting. @@ -4301,106 +2028,9 @@ adventures: {else} {print} 'NO MORE MONKEYS JUMPING ON THE BED!' ``` - 12: - story_text: | - In this song we can make it even easier to program 'if you're happy and you know it, clap your hands'. Because we can put all of the actions in a variable, check it out: - - ### Exercise - Can you add the right amount of indentation to each line to make the song play correctly? - Hint: Not all lines need indentation. - example_code: | - ``` - _ actions = 'clap your hands', 'stomp your feet', 'shout Hurray!' - _ {for} action {in} actions - _ {for} i {in} {range} 1 {to} 2 - _ {print} 'if youre happy and you know it' - _ {print} action - _ {print} 'if youre happy and you know it and you really want to show it' - _ {print} 'if youre happy and you know it' - _ {print} action - ``` - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, but did you know that you could combine them with {ask} commands as well? - In this example we have changed the 'My Bonnie' program and made it interactive. You are now asked where Bonnie is. - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is ' place - - chosen_place = {ask} 'Where do you want Bonnie to be?' - synonym = {ask} 'What is another word for that?' - - {call} song {with} chosen_place - {call} song {with} synonym - {call} song {with} chosen_place - ``` - 16: - story_text: | - In this level, you can program a song like OldMacDonald even more quickly. You can connect the right animal to the right sound by simply putting them in the same place in the list. - The Drunken Sailor is also quickly made in this level. You only need 8 lines for the entire song, check it out! - - ### Exercise - Complete the Old MacDonald song by setting the variable `animal` to `animals[i]` and `sound` to `sounds[i]`. - example_code: | - ``` - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - {for} i {in} {range} 1 {to} 3 - animal = _ - sound = _ - {print} 'Old MacDonald had a farm' - {print} 'E I E I O!' - {print} 'and on that farm he had a ' animal - {print} 'E I E I O!' - {print} 'with a ' sound sound ' here' - {print} 'and a ' sound sound ' there' - {print} 'here a ' sound - {print} 'there a ' sound - {print} 'everywhere a ' sound sound - ``` - - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines - {for} i {in} {range} 1 {to} 3 - {print} line - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - 18: - story_text: | - In level 16 we made songs using lists. These programs however are no longer working properly in this level. The colons from level 17 and the brackets from level 18 still need to be added. - - ### Exercise 1 - The Drunken sailor song is given as sample code, but not yet working. - Can you make sure everything works again? To help you, we've put _ in the places of _some_ errors. - - ### Exercise 2 - Now also look up your Old MacDonald song from level 16, and correct it. - example_code: | - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines _ - {for} i {in} {range} 1 {to} 3 _ - {print} _ line _ - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` songs_2: - name: Sing a song! 2 - default_save_name: Song 2 - description: Sing a song 2 levels: 12: - story_text: | - Songs contain a lot of repetition. We can capture it with a function! - ### Exercise - Look at the example code with the function. Fill out the two lines so the full song is printed. example_code: | ``` {define} twinkle @@ -4412,255 +2042,19 @@ adventures: {print} 'Like a diamond in the sky' {call} _ ``` - 16: + turtle: + levels: + 1: story_text: | - ### Exercise - Finish the nursery rhyme! - example_code: | - ``` - number = ['one', 'two', 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'ten'] - object = ['on his drum', 'on his shoe', 'on his knee', 'on his door', 'on his hive', 'on his sticks', 'up in heaven', 'on his gate', 'on his vine', 'once again'] - - _ - {print} 'This old man' - {print} 'He played ' _ - {print} 'He played knick-knack ' _ - {print} 'With a knick-knack paddywhack' - {print} 'Give the dog a bone' - {print} 'This old man came rolling home' - {sleep} 8 - {clear} - ``` - story_text_2: | - ### Exersice 2 - Now create your own code for the nursery rhyme 'The wheels on the bus' on the same way! - example_code_2: | - ``` - object = ['wheels', 'doors', _] - movement = [ 'round and round', 'open and shut', _] - ``` - tic: - name: Tic-Tac-Toe - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - Let's program a game of tic-tac-toe! - - ### Exercise - In this adventure we'll start with creating an empty field. - - ***Create a list called field*** This list will be our playing field. This list is filled with 9 dots, since there are no x's and o's yet at the start of our game. - - ***Create a function that prints the field*** Firstly, clear the screen so the old playing fields will be removed. Then we print the first line of our Tic Tac Toe field. This line constists of the first 3 spots in our list field. - We have already programmed this line for you. Now finish the field by printing spot 4, 5, and 6 on the second row and spot 7, 8 and 9 in the third row. - - ***Call the function that prints the field*** Now call the function. -
- Run the code. Your output should look like this: -
- - ***Continue in the next tab*** In the next tab you'll learn how to program the game itself. - example_code: | - ``` - # Create a list called field - _ = ['.', '.', '.', '.', '.', '.', '.', '.', '.'] - - # Create a function that prints the field - {define} print_field - _ - {print} 'TIC TAC TOE' - {print} field[1] field[2] field[3] - _ - _ - - # Call the function - ``` - 17: - story_text: | - In the previous level you've learned how to make a tic-tac-toe game. The game works, but is quite annoying as it keeps asking you if you've won yet. - Now that we have the {elif} command, we can let the game decide if someone has won and it can stop asking us! - - ### Exercise - ***Paste your code*** Paste your code from the previous level here and make it level 17 proof. In this level you've learned to use a colon everytime you create a block of code. Please add the colons in the correct spots. - - ***Create a function that detects if someone's won*** We have started the function for you, paste it under the function `print_field` and finish the function. You can see that this first piece of code checks to see if spot 1, 2 and 3 are the same, because if they are you have 3 in a row. - It also checks if they are not a dot, because if they are, the line might have the same symbols on them, but that's just because it's still empty. - If all these conditions are met, the game is over and the winner is printed. - Finish this function with all possible ways to win. This means you have to make this for the other 2 rows, 3 columns and 2 diagonals. - If you've finished all the other options, the function should return the variable `game_over` so we can use it in our game. - - ***Call the function in the game*** Go to the line `game_over = {ask} 'Did you win?'` and change it to `game_over = {call} detect_winner {with} field, sign`. Now the function will check if there's a winner and the game doesn't need to keep asking anymore! - - ***Enjoy your game!*** Great job! You have finished the game! Enjoy playing it! - - example_code: | - ``` - # Paste your code here and make it level 17 proof - - # Create a function that detects if someone has won - {define} detect_winner {with} field, sign: - {if} field[1] == field[2] {and} field[2] == field[3] {and} field[1] != '.': - game_over = 'yes' - {print} 'Player ' sign 'wins!' - {elif}: - _ - {else}: - game_over = 'no' - {return} _ - ``` - tic_2: - name: Tic-Tac-Toe 2 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - In the previous adventure you've learned how to create a playing field. Now you'll learn how to create the game! - - ### Exercise - ***Paste your code*** Start by pasting your code from the previous adventure here. - - ***Add variables*** Underneath your list called `field` we'll add 2 more variables that we'll need to program the game. - The variable `game_over` tells us if the game is over, and should be 'no' at the start of the game. - The variable `sign` tells us if it's the turn of player x or player o. Set the variable to 'x'. - - ***The game*** First use a {while} command, to make sure the game keeps on playing the variable while game_over is set to no. - During the game, we first ask the player which spot they choose. Then we change the field with the number they chose into their sign. - Then we print the field again and we ask the player if they've won yet. Lastly we want to switch whose turn it is, so if the sign is 'x' it should be 'o' and the other way around. - - ***Test your game*** Does your game work? Great, have fun playing the game! If not, use the ladybug button to debug your code. - You might have noticed one mistake in the code though, you can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! Go to the next tab to learn how to fix this problem. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add variables - game_over = _ - sign = _ - - # The game - {while} _ - choice = _ 'Player ' sign '_?' - field[choice] = _ - _ print_field - game_over = {ask} _ - {if} sign = 'o' - sign = _ - _ - sign = _ - ``` - tic_3: - name: Tic-Tac-Toe 3 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - You might have noticed one mistake in the code you've made in the previous adventure. You can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! In this tab we'll fix that mistake. - - ### Exercise - ***Paste your code here*** Paste your code from the previous adventure here. - - ***Fix the mistake*** To fix the mistake we replace the line that says `field[choice] = sign`. This turns any spot that the player has chosen into their sign. - Go to the header that says 'Use this to fix the mistake' and finish the code. We first want to check if the chosen spot is still empty, so `if field[choice] = '.'`. If that is the case, you are allowed to take it. - Then we make an else command and print 'Sorry, this spot is already taken' if the spot is not empty. Lastly, we add a {sleep} command, so the players can actually read the text before it gets cleared again. - Now copy this piece of code and replace the line `field[choice] = sign` with this new piece of code. - - ***Play your game!*** Now the game should work properly! Good job! - The only flaw is that you can get a bit annoyed that the game keeps asking you if you've won yet. Do you want to fix that? Go to level 17 and we'll fix it! - example_code: | - ``` - # Paste your code here - - # Use this to fix the mistake - {if} _ = '.' - field[choice] = sign - {else} - {print} _ - _ - ``` - turtle: - name: Turtle - default_save_name: Turtle - description: Make your own drawing - levels: - 1: - story_text: | - You can also use Hedy to draw. By combining turns and lines, you can make a square or stairs! + You can also use Hedy to draw. By combining turns and lines, you can make a square or stairs! Using `{forward}` you draw a line forwards. The number behind it determines how far the turtle will walk. `{turn} {right}` turns a quarter turn in clockwise direction, `{turn} {left}` turns counter clockwise. If you want to go backwards, you use the `{forward}` command but with a negative number. So for example `{forward} -100` - example_code: | - ``` - {forward} 100 - {turn} {left} - ``` - story_text_2: | - ### Exercise - This is the start of a little staircase. Can you make it have 5 steps? - example_code_2: | - ``` - {forward} 20 - {turn} {right} - {forward} 20 - {turn} {left} - {forward} 20 - ``` - 2: - story_text: | - In level 1 the turtle could only turn left or right. That is a bit boring! - In level 2 he can point his nose in all directions. - - Use 90 degrees to turn a quarter, 180 to turn half, and a full circle is 360 degrees. - - ### Exercise - This code now creates the letter T. Can you change it to make the letter B? - - **Extra** Change the letter into a different letter, like the first one of your name. - You can also make multiple letters, by setting the color to `{color}` `{white}` in between. - - example_code: | - ``` - {forward} 20 - {turn} 90 - {forward} 20 - {turn} 180 - {forward} 100 - ``` - story_text_2: | - You can use variables to in the turtle `turn`. - - ### Exercise - Change the code such that it creates a triangle. Hint: you only have to change the code in one place. - - example_code_2: | - ``` - {print} Drawing figures - angle {is} 90 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - ``` 3: story_text: | In this level you can use use `{at} {random}` with the drawing turtle. A random choice makes the turtle walk a different path each time. Use `{at} {random}` to choose a value from a list. You can copy and paste lines 2 and 3 to create a longer random path. - example_code: | - ``` - angles {is} 10, 50, 90, 150, 250 - {turn} angles {at} {random} - {forward} 25 - ``` 4: - story_text: | - In level 4 you have to use quotation marks with `{print}` and `{ask}`. Also when drawing! example_code: | ``` {print} 'Drawing figures' @@ -4670,45 +2064,7 @@ adventures: {turn} angle {forward} 25 ``` - story_text_2: | - You can also change the color of the lines with the command `{color}`. Check out the example. - You can also use the command `{color} {white}` to make 'invisible' lines. You could use these white lines to move the turtle anywhere in the screen before you start drawing. - example_code_2: | - ``` - {color} {white} - {forward} -80 - {color} {green} - {forward} 50 - {color} {yellow} - {forward} 50 - {color} {red} - {forward} 50 - ``` 5: - story_text: | - In level 5 you can make a choice with `{if}`. For example between different types of figures. - example_code: | - ``` - {print} 'Drawing Figures' - figure {is} {ask} 'Do you want a square or a triangle?' - {if} figure {is} triangle angle {is} 120 - {else} angle {is} 90 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - ``` - story_text_2: | - ### Exercise - Fill in the correct numbers in this code to get it to work. - After you've done that, you can try to add the option backwards. - - **Extra** Instead of using 'left' and 'right', remake the program with North, East, South and West. - This way you could add even more directions like Northeast and Southwest etc. example_code_2: | ``` direction {is} {ask} 'Do you want to go left, right, or straight ahead?' @@ -4716,29 +2072,6 @@ adventures: if direction is right turn _ forward 100 ``` - 6: - story_text: | - In this level you can use calculations to draw different figures. - You may have learned in school that turning a full circle is 360 degrees. If not, now you know! - That's why you also use 90 degrees for a square. 360 divided by 4 is 90. - Now that we can do math with Hedy, we can draw all the figures we want! - example_code: | - ``` - angles = {ask} 'How many angles do you want?' - angle = 360 / angles - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - ``` 8: story_text: | Now that we can repeat several lines, we can make figures more easily. @@ -4753,14 +2086,6 @@ adventures: story_text_2: | Also, we can now improve the program that draws different figures. Can you figure out how far the turtle has to turn here? Finish the code and you can draw any polygon you'd like! - example_code_2: | - ``` - figure = {ask} 'How many angles should I draw?' - angle = 360 / figure - {repeat} figure {times} - {turn} _ - {forward} _ - ``` 9: story_text: | Now that we can use a `{repeat}` inside a `{repeat}`, we can create more complex figures. @@ -4769,17 +2094,6 @@ adventures: This code creates three black triangles, change that into five pink squares. **(extra)** Create a figure of your own choosing consisting of at least two different shapes types. - example_code: | - ``` - {color} {black} - {repeat} 3 {times} - {repeat} 3 {times} - {forward} 10 - {turn} 120 - {color} {white} - {forward} 50 - {color} {black} - ``` 10: story_text: | In this level you can make the turtle draw a figure. @@ -4790,162 +2104,9 @@ adventures: **(extra)** can you change the spiral into another shape? Experiment with numbers for the turn! ### Exercise 2 The spiral is drawn outwards, make it go inwards? - example_code: | - ``` - {turn} 90 - distances = 10, 20, 30, 40, 50, 60 - {for} distance {in} distances - {forward} distance - ``` - 12: - story_text: | - We can use functions to draw more complex figures with less code. - ### Exercise 1 - Fill the function so that three squares are created. If you want the image to look nicer, you can make the lines between the squares white. - - ### Exercise 2 - The code can be made even shorter. Place the final lines into a `{repeat}` so the figure remains the same. - - ### Exercise 3 - Create your own drawing with different figures. - Change both the number of figures with the `{repeat}` and the shape of the figures in the `{define}` - example_code: | - ``` - {define} square - {repeat} 4 {times} - {turn} _ - {forward} _ - {call} square - {forward} 50 - {call} square - {forward} 50 - {call} square - ``` turtle_draw_it: - name: Draw it! - default_save_name: Draw it - description: Draw this picture with the turtle levels: - 1: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Rectangle - Square - Stairs -
- 2: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Arrow - Boat -
- 3: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Star - Arrow -
- 4: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Colored Star - Rainbow - Nested squares -
- example_code: | - **Extra** Up for a real challenge? Make sure that the colors of these figures are selected randomly, so that each time you run your programs they'll look differently! - - ``` - colors {is} red, orange, yellow, green, blue, purple, pink, brown, gray, black - color _ - ``` - 5: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Make only one code that lets the player decide which letter they'd like to see! And can you add even more letters? - -
- F - E - L -
- example_code: | - Hint: - ``` - chosen_letter {is} {ask} 'Which letter would you like to see? F, E or L?' - {if} _ - ``` - 6: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Let the player decide which color the square should be. - - ***Extra*** Can you make the letter of your own first name and the flag of your own country too? - -
- Square - Letters - Flag -
- example_code: | - Hint for the square: - ``` - chosen_color = {ask} _ - ``` - 7: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Hexagon - Triangle - Fan -
- 8: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - -
- Square (3) - Randomly colored star (5) - Randomly colored spiral (7) -
9: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - - **Extra** Give the player a choice which country they would like to see the flag of. - -
- Cross (7) - Randomly colored nested squares (8) - Flags -
example_code: | Hint for the nested squares: ``` @@ -4963,14 +2124,6 @@ adventures: color_3 = blue ``` 10: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Nested Hexagon - Traffic lights -
example_code: | Hint Nested Hexagon: ``` @@ -4986,47 +2139,6 @@ adventures: color _ {repeat} _ ``` - story_text_2: | - Christmas lights - example_code_2: | - Hint Christmas Lights: - - Start by moving to the left side of the screen with an invisible white line. Then hang up the Christmas lights! - ``` - {color} white - {turn} -90 - {forward} 300 - {turn} 90 - - colors = red, blue, yellow, purple, green, orange, pink - {for} chosen_color {in} colors - _ - ``` - 11: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Beehive (6) - Fan (5) - Snowflake (13) -
- example_code: | - Hint Beehive: - ``` - {for} amount_of_combs {in} {range} 1 {to} _ - {for} walls_of_one_comb {in} {range} 1 {to} _ - {forward} _ - {turn} _ - {forward} _ - {turn} _ - ``` - - Hint Fan: - Start out like the fan you made in level 7. Or take a peak at the hint for the beehive, because the codes are very similar. - - Hint Snowflake: Start by making one 'leg' and repeat it 6 times. 12: story_text: | ### Exercise @@ -5053,126 +2165,8 @@ adventures: {if} shape = 'square' {call} draw_a_square ``` - 13: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Street in different sizes - Colored street - Snow Storm - example_code: | - Hint Street in different sizes - ``` - {define} draw_a_house {with} size - _ - - {call} draw_a_house {with} 90 - {call} draw_a_house {with} 60 - {call} draw_a_house {with} 30 - ``` - - Hint Colored street - ``` - {define} draw_a_house {with} chosen_color - _ - ``` - - Hint Snow Storm - ``` - {define} draw_snowflake {with} length, color - _ - - numbers = 10, 20, 30 - colors = _ - - {for} i {in} {range} 1 {to} 5 - random_number = _ - random_color = _ - {call} draw_snowflake {with} random_number, random_color - {color} white - {turn} random_number * 5 - {forward} 80 - ``` - 14: - story_text: | - ### Exercise - Create a program that asks the player how many corners their figure should have and then creates that figure. - The figure in the image is the output when the player fills in 10. - -
- - -
- example_code: | - ``` - {define} calculate_degrees {with} amount_of_corners - _ 360 / amount_of_corners - - - {define} draw_figure {with} degrees - _ - {forward} 400/amount_of_corners - {turn} _ - - amount_of_corners = {ask} _ - degrees = {call} _ {with} _ - - {call} _ {with} - {call} _ {with} - ``` - 15: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Spiral - example_code: | - Spiral - ``` - distance = 5 - {while} distance < 200 - distance = distance + 5 - _ - ``` - story_text_2: | - Fan - example_code_2: | - Fan - ``` - {define} draw_a_square {with} side - _ - - i = 100 - {while} i > 1 - _ {with} i - _ - i = i - 3 - ``` - story_text_3: | - Star - example_code_3: | - Star - A star is usually drawn using 144-degree-turns. If you change this slightly to 143 degrees for example and repeat the pattern multiple times with a {while} loop you can make this figure. while_command: - name: '{while}' - default_save_name: while_command description: while - levels: - 15: - story_text: |- - We are going to learn a new loop, the `{while}` loop! We continue the loop as long as the statement is true. - So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. - If the correct answer is never given, the loop never ends! - example_code: | - ``` - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - ``` years: name: Новий рік default_save_name: Новорічний відлік diff --git a/content/adventures/ur.yaml b/content/adventures/ur.yaml index 0c0912939a4..41f055b5dac 100644 --- a/content/adventures/ur.yaml +++ b/content/adventures/ur.yaml @@ -1,44 +1,11 @@ adventures: story: - name: Story - default_save_name: Story - description: Story levels: 1: - story_text: | - In level 1 you can make a story with a different main character that you enter yourself. - - In the first line, use `{ask}` and ask who the main character of the story will be. - - After that first line, start with `{print}` if the sentence needs to be printed. - You use `{echo}` if you want your main character to be at the end of the sentence. - example_code: | - ``` - {ask} The main character of this story is - {print} The main character is now going to walk in the forest - {echo} They're a bit scared, - {print} They hear crazy noises everywhere - {print} They're afraid this is a haunted forest - ``` story_text_2: | ### Exercise Can you make your own story in Hedy now by using `{print}` , `{ask}` and `{echo}`? 2: - story_text: | - In level 2 you can make your story more fun. Your main character's name can now be anywhere in the sentence. - - You do have to program a little bit extra for that. You must now name your main character first. - - You can then put that name anywhere in a sentence. - example_code: |- - ``` - name {is} {ask} What is the name of the main character? - {print} name is now going to run in the woods - {print} name is a bit scared - {print} Suddenly she hears a crazy noise... - {sleep} - {print} name is afraid this is a haunted forest - ``` story_text_2: | ### Exercise Now it's time to add variables to your own story that you've made in the previous level. @@ -49,15 +16,6 @@ adventures: **Extra** Add a sleep command to your code to build up tension in your story. 3: - story_text: | - In level 3 you can make your story more fun. You can use randomness for any monster, animal or other obstacle, like this: - example_code: | - ``` - animals {is} 🦔, 🐿, 🦉, 🦇 - {print} They now hear the sound of an animals {at} {random} - ``` - story_text_2: | - The command `{add}` can also come in handy in your story. example_code_2: | ``` {print} He hears a sound @@ -68,35 +26,6 @@ adventures: ``` story_text_3: | This is an example of the `{remove}` command in your story - example_code_3: | - ``` - {print} His backpack got way too heavy. - {print} Inside were a bottle of water, a flashlight and a brick. - bag {is} water, flashlight, brick - dump {is} {ask} Which item should he dump? - {remove} dump {from} bag - ``` - 4: - story_text: | - ### Exercise - Copy the example code and finish it by adding quotation marks on the blanks in lines 1 and 2. - The blanks in line 3 and 4 should not be replaced by quotation marks, but a `{sleep}` and a `{clear}` command. Can you make it work? - - ### Exercise 2 - Go back to the previous level and copy your story code. Make the code work in this level by adding quotation marks in the right spots. - Mind: The variables in your own story should be outside of the quotation marks. Just like the second line of the example code. In that line the variable name is placed outside of the quotation marks. - example_code: | - ``` - name {is} {ask} _ What is your name? _ - {print} _ The main character is called _ name - _ - _ - {print} name _ is now going to walk in the woods _ - {print} name _ is a bit scared _ - animals {is} 🦔, 🐿, 🦉, 🦇 - {print} _ He hears the sound of a _ animals {at} {random} - {print} name _ is afraid this is a haunted forest _ - ``` 5: story_text: | In this level you can program different endings, which will make your story even more fun. @@ -123,12 +52,6 @@ adventures: story_text: | In a story, someone says words several times. For example, when someone calls for help or sings a song. You can put such repetitions in your story, in this level with `{repeat}`. - example_code: | - ``` - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - ``` 8: story_text: | In this level you can use multiple lines in your {if} commands, this way you can upgrade your happy or sad ending! @@ -216,365 +139,27 @@ adventures: {print} 'This could come in very handy' sword = 'found' ``` - 15: - story_text: | - Using the `{while}` loop can make your stories more interesting. For example, you can use `{while} game == 'on'` so you can play until the game is over. - Or you can use `{while} sword == 'lost'` so the player can't continue the game until they have found something. - - ### Exercise - The example code shows you how to use the `{while}` loop in a story. Now **think of your own scenario** in which the player has to find something before they can continue. - example_code: | - ``` - keys = 'lost' - {print} 'You are standing in your garden and you have lost your keys.' - {print} 'Where do you want to look for them?' - {print} 'You can choose: tree, flowerbed, rock, postbox' - {while} keys == 'lost' - location = {ask} 'Where do you want to look?' - {if} location == 'flowerbed' - {print} 'Here they are!' - keys = 'found' - {else} - {print} 'Nope they are not at the ' location - {print} 'Now you can enter the house!' - ``` - 18: - story_text: | - We are going to print another story, but now we have to use brackets with `{print}`. - - ### Exercise 1 - Create a story of at least 5 sentences. You don't have to use 'name' just yet. - example_code: | - ``` - {print}('Welcome to this story!') - ``` - story_text_2: | - ### Exercise 2 - We have already prepared an `{input}` for you. First, use the `name` variable in your story. - Then add a second `{ask}` and use that variable as well. - Tip: Remember the commas in a `{print}` between text and variables! - example_code_2: | - ``` - naam = {input}("What's your name?") - {print}('Welcome to this story!') - ``` add_remove_command: name: '{add} {to} & {remove} {from}' - default_save_name: add_remove_command description: introducing add to and remove from levels: 3: story_text: | ## Add to You can add items to the list with the `{add} {to_list}` command. To add an item to a list you can simply type: `{add} penguin {to} animals` or you can use the `{ask}` command like in the example code. - example_code: | - ``` - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - ``` - story_text_2: | - ## Remove from - If you can add items to a list, of course you can also take them off. This is done with the `{remove} {from}` command. - example_code_2: | - ``` - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - ``` story_text_3: | ### Exercise Try out the new commands in this virtual restaurant. Add the flavor the player is hpoing for to the list and remove the flavors they are allergic to. - example_code_3: | - ``` - {print} Mystery milkshake - flavors {is} strawberry, chocolate, vanilla - hope {is} {ask} What flavor are you hoping for? - _ - allergies {is} {ask} Are you allergic to any flavors? - _ - {print} You get a flavors {at} {random} milkshake - ``` and_or_command: - name: '{and} & {or}' - default_save_name: and or description: introducing and or - levels: - 13: - story_text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two `{if}`s but can use `{and}` and `{or}`. - - If you use `{and}`, both statements, left and right of the `{and}` need to be true. We can also use `{or}`. Then only one statement needs to be correct. - example_code: | - ``` - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - ``` ask_command: - name: '{ask}' - default_save_name: ask_command description: Introduction ask command levels: 1: - story_text: | - ## The ask command - Now that you can use the `{print}` command, you are ready to learn the next command: `{ask}`. With the `{ask}` command, you can ask a question. Check it out: - example_code: | - ``` - {print} Hello! - {ask} What is your name? - ``` story_text_2: | ## The echo command If you want the computer to repeat the answer, you can use the `{echo}` command. The answer will then be echoed back at the end of the sentence, so in this example after hello. - example_code_2: | - ``` - {print} Hello! - {ask} What is your name? - {echo} hello - ``` - story_text_3: | - ### Exercise - Try out the `{ask}` and `{echo}` commands. Firstly, fill in the blanks to make this program work. - Then ask 2 more questions using the `{ask}` command, after each `{ask}` use an `{echo}` to print the answer on the screen. - example_code_3: | - ``` - _ How are you doing? - _ - ``` - 2: - story_text: | - ## The ask command - Now that we can use **variables** in our codes, we no longer need the `{echo}` command. - We can use variables to store the answers to our questions and this way we can use the answer to multiple questions in our codes. - Check it out: - - This way your code is becoming interactive! - example_code: | - ``` - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - ``` - story_text_2: | - ### Exercise - In the previous tab you have practised with setting variables with the `{is}` command. - You have created at least 3 variables and used them with a print command. - Now, instead of setting the variables we want you to make the variables interactive, like we did in our example. - - Copy your code from the previous tab and make the variables interactive by using `{ask}` commands. - example_code_2: | - ``` - favorite_animal {is} {ask} What is your favorite animal? - {print} I like favorite_animal - ``` - 18: - story_text: The final change we will need to make to get Python code is changing `{ask}` into `{input}`. - example_code: | - ``` - {print}('My name is Hedy!') - name = {input}('What is your name?') - {print}('So your name is ', name) - ``` - blackjack: - name: Blackjack - default_save_name: Blackjack - description: Try to get as close to 21 as you can - levels: - 17: - story_text: | - Blackjack is a simple game of cards in which you have to get as close to 21 points as possible. You get two cards. Each card is worth their numeral value, and the face cards (Jack, Queen and King) are worth 10 points. - The Ace is worth either 1 or 11 points (you can choose). The dealer, your opponent, also gets two cards. - If you want, you can get another card, and its points will be added to your total. The dealer can also choose to take another card. - But be careful not to get more than 21 points, because if you do, you lose! - The player who gets closest to 21, without going over it, wins! - - ### Exercise - In this adventure we code the first part of our Blackjack game. We'll create a function to calculate how many points a card is worth. - - ***Set the variables*** - Start by making a list of all the cards, from 2 to Ace. Next make a list of the face cards, so Jack, Queen and King. Then pick a random card from the list of cards to be card_1. - - ***Create a function to calculate the points*** - Create a function that calculates how many points a card is worth. - All the face cards are worth 10 points, the Ace is worth 11 and all the other cards are worth their numeral. - Return the variable `points` at the end of the function. - - ***Test the function*** - Test if your function is working properly. Finish the first print command by filling in which card you've drawn. Then finish the second line by calling the function with card_1. - Run the code a couple of times. Are you happy with the results? Great! Then you can remove the testing part and move on the the next tab! - example_code: | - ``` - {print} 'BLACKJACK' - - # Set these variables - cards = _ - face_cards = _ - card_1 = - - # Create a function to calculate the points - {define} calculate_points {with} card: - {if} card {in} face_cards: - points = _ - {elif} _ - _ - {else}: - _ - _ points - - # Test your function - {print} 'Your card is a ' _ - {print} 'That is worth ' _ ' points'. - ``` - blackjack_2: - name: Blackjack 2 - default_save_name: Blackjack_2 - description: Blackjack part 2 - levels: - 17: - story_text: | - ### Exercise - In this adventure we code the second part of our Blackjack game. - - ***Paste your code from the previous adventure*** - In the previous adventure you've started a list of variables and created a function to calculate how many points a card is worth. Copy your code and paste it here. Mind that you don't need the testing part, so if you haven't removed that yet, please do so now. - - ***Add more variables*** - You have already set the lists `cards` and `face_cards` and the variable `card_1`. Underneath those variables create 3 more variables: `card_2`, dealer_card_1` and `dealer_card_2`. These variables are all set to a random card from the list of cards. - - ***Add up points*** - To calculate how many points you have scored we call the function with card 1 and we do it again for card 2. Then we add both these scores together to get your total. - Do the same thing for the dealers points, but be sure to use the dealer's cards and not your own! - - ***2 Aces*** - You're doing great! Almost all scores can be calculated now. There is only one exception: 2 Aces. If you get 2 Aces, your total is 12 points and not 22 (because 22 points would be losing!). This of course also goes for the dealer. - - ***Show the score*** - Lastly, you want to tell the program to tell you which cards you have drawn and how many points that is. Then show which cards the dealer has and how many points they have. - - ***Continue in the next tab*** - Great! You have finished this part of the game! Copy your code and go to the next tab to learn how to ask for an extra card and to declare a winner. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add these variables to the list of variables - card_2 = _ - dealer_card_1 = _ - dealer_card_2 = _ - - # Add up your points - your_points_1 = {call} _ {with} card_1 - your_points_2 = _ - your_total = _ - - # Add up the dealers points - dealer_points_1 = _ - _ - _ - - # 2 Aces - {if} card_1 == 'Ace' {and} _ - your_total = 12 - {if} dealer_card_1 _ - dealer_total = _ - - # Show the score - {print} 'You have drawn a ' _ ' and a ' _ '. That is ' _ ' points' - {print} 'The dealer has drawn a ' _ ' and a ' _ '. That is ' _ ' points' - ``` - blackjack_3: - name: Blackjack 3 - default_save_name: Blackjack_3 - description: Blackjack part 3 - levels: - 17: - story_text: | - In the previous tabs you have learned how to draw 2 random cards for yourself and for the dealer and to calculate how many points you both got. - In this adventure we add the option to ask for an extra card for both you and the dealer. - - ### Exercise - ***Paste your code from the previous adventure*** Firstly, copy your code from the previous tab and paste it here. - - ***Extra card for you*** If you want, you can get an extra card to get your total as close to 21 as possible. First ask the player if they want an extra card. - If they do, pick a random card and print what they have drawn. If the card is not an Ace, you can call the function and add the points to your total. - In case the card is an Ace, you can't use the function, because the Ace can be either 1 point or 11 points, depending on how many points you already have earned. - If your total is less than 11, you want the ace to be 11 points (because this is closest to 21). So you add 11 points to your total. - If the total is more than or equal to 11, you want the ace to be 1 point (because you don't want more than 21 points). So you add 1 point to your total. - Lastly, print your new total of points. - - ***Extra card for the dealer*** The dealer can also get an extra card. The dealer doesn't need to be asked, because they always get an extra card if their total is less than 17. - Copy the 'Extra card for you code' and paste it in the dealers section. Then change it to fit the dealer picking an extra card and getting points added to their total. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Extra card for you - hit = {ask} _ - {if} hit == 'yes': - card_3 = _ - {print} _ - {if} card_3 _ 'Ace': - your_points_3 = _ - your_total = _ - {else}: - {if} your_total _ - _ - {else}: - _ - {print} _ - - # Extra card for the dealer - {if} dealer_total < 17 - _ - ``` - blackjack_4: - name: Blackjack 4 - default_save_name: Blackjack_4 - description: Blackjack part 4 - levels: - 17: - story_text: | - In the last 3 adventures you have alsmost created a working blackjack game! The only thing left to do is to decide a winner! - - ### Exercise - ***Paste your code from the previous adventure*** Start by pasting the code that you've made so far into your programming field. - - ***Decide a winner*** - Firstly, if you and the dealer have an equal amount of points, it's a draw. - Secondly, if the dealer has more than 21 points and you don't, you are the winner. - Thirdly, if both you and the dealer have less than 22 points, we have to see who came closest to 21. We do that by comparing who has the highest score. Is your total higher than the dealer's total, then you are the winner. If not, the dealer wins. - Lastly, in all other scenarios (e.g. you have more than 21 points and the dealer doesn't, or you both have more than 21 points) you are the loser. - - ***Enjoy the game!*** - Does your game work properly? Amazing! You have done a great job! Enjoy your game! - If it doesn't work right away, no worries, you might have made a mistake. Just keep calm and bebug your code using the ladybug button. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Decide a winner - {if} _ - {print} 'Its a draw! Play again!' - {elif} _ - {print} 'You win!' - {elif} _ : - {if} _: - {print} _ - {else}: - {print} _ - {else}: - _ - ``` calculator: - name: Calculator - default_save_name: Calculator - description: Create a calculator levels: 6: story_text: | @@ -618,59 +203,7 @@ adventures: ### Exercise 2 Give the player feedback when the enter an answer, like `{print} 'Correct!'` or `{print} 'Wrong! The correct answer is ' correct_answer`. - example_code: | - ``` - score = 0 - {repeat} 10 {times} - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct_answer = number_1 * number_2 - {print} 'What is ' number_1 ' times ' number_2 '?' - answer = {ask} 'Type your answer here...' - {print} 'Your answer is ' answer - {if} _ {is} _ - score = score + 1 - {print} 'Great job! Your score is... ' score ' out of 10!' - ``` - 10: - story_text: | - This calculator game helps you practise your tables of multiplication! - ### Exercise - Fill in the blanks. We want this program to ask the player these questions: - ``` - How much is 1 times 1? - How much is 1 times 2? - How much is 1 times 3? - How much is 2 times 1? - How much is 2 times 2? - How much is 2 times 3? - How much is 3 times 1? - How much is 3 times 2? - How much is 3 times 3? - _ - ``` - example_code: | - ``` - numbers = 1, 2, 3 - {for} _ - {for} _ - answer = {ask} _ - correct = number_1 * number_2 - {if} answer {is} correct - {print} 'Great job!' - {else} - {print} 'That is wrong. The right answer is ' correct - ``` 11: - story_text: | - With a `{for}` you can simplify tables of multiplication practise program. - - ### Exercise 1 - Improve the example code such that it prints a nice multiplication table:
"1 times 10 is 10", "2 times 10 is 20", etc. - - ### Exercise 2 - Go back to your level 10 multiplication code, and modify it so that it uses a `{for}` and `{range}`. example_code: | ``` number = 10 @@ -687,34 +220,7 @@ adventures: answer = number1 + number2 {print} number1 ' plus ' number2 ' is ' answer ``` - 13: - story_text: | - ### Exercise 1 - Let's make the practice program a bit harder. The player now has to answers two questions correctly. Fill out the blanks to complete the program. - - ### Exercise 2 - Sometimes, calculations have multiple correct answers. For example, 10 can be divided by 5 and by 2. So the question 'What number divides 10?' can be answered by 2 and by 5. - Ask for a calculation that has multiple correct answers, ask the player to answer it, and determine if it is correct using `{or}`. - Empty the programming field and create your own solution. - example_code: | - ``` - answer1 = {ask} 'What is 10 times 7?' - answer2 = {ask} 'What is 6 times 7?' - {if} _ _ _ _ _ _ _ - {print} _ - ``` 14: - story_text: | - In this adventure you will build a calculator that calculates your mean grade for you. If you get your calculator to work, you can move on to the next adventure, which allows you to add two extra features. - - ### Exercise 1 - Fill in the blanks to get the calculator to work. - * Start with the fourth line, add a question to figure out what grade the student got. - * In the fifth line you'll want to calculate the total of all grades, so the total = total + grade. - * Then we get to set the return value. We want to return the mean, so the total devided by the amount of tests (4). - * Lastly we finish the code by calling the function in line 8. - - Did you get it? Awesome! Would you like to add even more to your calculator? **This adventure continues in the next tab!** example_code: | ``` {define} calculate_mean_grade @@ -733,127 +239,11 @@ adventures: mean_grade = {call} _ {print} 'Your mean grade is ' mean_grade - 15: - story_text: | - You can add the `{while}` loop to the calculator game you've learned to make in a previous level. - This makes sure the player can't continue to the next question if they answer incorrectly. - - ### Exercise - Add the `{while}` loop in the function, ask the player what number_1 times number_2 is and print their answer. - Then `{call}` the function. - example_code: | - ``` - {define} new_question - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct = number_1 * number_2 - answer = 0 - _ - _ - _ - {print} 'Well done!' - - {print} 'Give 10 correct answers to win!' - {for} i {in} {range} 1 {to} 10 - _ - {print} 'You win!' - ``` - calculator_2: - name: Calculator 2 - default_save_name: Calculator 2 - description: Calculator 2 - levels: - 14: - story_text: | - ### Exercise 2 - **This is the second part of this adventure.** The adventure starts in the previous tab. - Of course, you don't always want to calculate the mean of 4 tests. You might want to calculate the mean of 10 tests or only 2... - We can fix this problem by adding the argument and variable 'amount_of_tests'. - * Start a new line on line 3. Set the amount_of_tests argument by asking the student how many tests they have made. - * Change the 4 in line 4 to the new argument amount_of_tests. - * Lastly, change the 4 in line 6 to amount_of_tests - - Try out your new program. Does it work? - - ### Exercise 3 - Did you want to make your program even better? Great! In the previous program you could only calculate the mean grade of 1 subject, but it would be better if you could calculate the mean grade for all subjects you want! - We won't tell you how to do it, but we will give you one tip: Start your code in line 1 with: define calculate_mean_grade with subject. - example_code: | - ``` - # Use your own code from the previous adventure. - ``` clear_command: - name: '{clear}' - default_save_name: clear_command description: clear command - levels: - 4: - story_text: | - Time for a new command! With `{clear}` you can clear all the text form your output screen. This way you can prevent your screen getting too full of text. - Beware! If you are using a `{clear}` command, you might need to use a `{sleep}` above it. Otherwise Hedy will clear your screen without giving you the time to read as you can see in the example! - example_code: | - ``` - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'wait for it...' - {sleep} 3 - {clear} - {print} 'SURPRISE!' - ``` debugging: - name: debugging - default_save_name: debugging - description: debugging adventure levels: - 1: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will show you code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} I love programming - Do you love programming too? - {echo} - {print} What are your hobbies? - {echo} Your hobbies are - ``` - 2: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - destination {ask} Where are you going on holidays? - {print} The flight to dstination leaves at 3 pm. - {ask} Did you check in your luggage yet? - {echo} - {print} Let me print your boarding pass for you. - {sleep} - Here you go! Have a nice trip! - ``` 3: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -867,80 +257,12 @@ adventures: tomorrows_movie {is} movie_choices {at} {random} I'll go get the popcorn! {print} ``` - 4: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Welcome to the online library! - {ask} What genre of books do you like? - {print} You like genre - author {is} {ask} 'Who's your favorite author?' - {print} 'author is your favorite author' - {print} Hmmm... i think you should try... books {at} {random} - ``` - 5: + 7: story_text: |- ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} Welcome to Swimming Pool Hedy! - class {is} {ask} 'Are you here to join a class today?' - {if} class yes - {print} 'Great! You're joining a class! - {print} {else} 'You will not be joining a class' - discount {is} 'Do you have a discount code?' - {if} discount {is} yes - discount_answer {is} {ask} 'What's your discount code?' - discount_codes = Senior4231, Student8786, NewMember6709 - {if} discount_answer {is} {in} discount_cods - {print} 'That will be $3,50' - 'That will be $5,50' - {print} 'Have a nice swim!' - ``` - 6: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Vending machine' - chosen_product = {ask} 'Please select a product' - 1_dollar_products = coke orange juice water - 2_dollar_products = chocolate, cookie, museli bar - 3dollar_prodcuts = potato chips, beef jerky, banana bread - {if} chosen {is} {in} 1_dollar_products - price = 1 - {if} chosen_product {is} 2_dollar_products - price = 2 - {else} chosen_product {in} 3_dollar_products - price = 3 - amount_of_products = '{ask} How many of ' chosen_product would you like to have?' - total = price + amount_of_product - {print} 'That will be $' price 'please' - ``` - 7: - story_text: |- - ### Exercise - Surprise! This program looks more like an output than a code. And yet, we don't want you to just add `{print}` commands in front of each line. - Fix this program to turn it into the nursery rhyme 'Brother John (Frère Jaques)' by using the {repeat} command of course! - example_code: | - **Warning! This code needs to be debugged!** - ``` - Are you sleeping? - Brother John! - Morning bells are ringing! - Ding, dang, dong! - ``` - 8: - story_text: |- - ### Exercise - Debug this code. Good luck! + Surprise! This program looks more like an output than a code. And yet, we don't want you to just add `{print}` commands in front of each line. + Fix this program to turn it into the nursery rhyme 'Brother John (Frère Jaques)' by using the {repeat} command of course! + 8: example_code: | **Warning! This code needs to be debugged!** ``` @@ -963,9 +285,6 @@ adventures: {print} 'Thank you! Byebye!' ``` 9: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -988,9 +307,6 @@ adventures: price = amount * 6 {print} 'That will be 'price dollar' please' 10: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1039,9 +355,6 @@ adventures: print month i ``` 12: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1067,9 +380,6 @@ adventures: call greet_costumer ``` 13: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1099,9 +409,6 @@ adventures: print 'No problem!' ``` 14: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1148,9 +455,6 @@ adventures: else 'no problem' 15: - story_text: |- - ### Exercise - Debug this random children's story. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1185,10 +489,6 @@ adventures: print The End ``` 16: - story_text: |- - ### Exercise - Debug this code. Good luck! - Tip: Make sure that you only see your score once in the end. example_code: | **Warning! This code needs to be debugged!** ``` @@ -1207,9 +507,6 @@ adventures: ``` 17: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1242,9 +539,6 @@ adventures: print 'Thanks for ordering!' ``` 18: - story_text: |- - ### Exercise - Debug this Old MacDonald program from level 16. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1268,36 +562,6 @@ adventures: default_save_name: تعارف description: (Level)سطح کی وضاحت levels: - 1: - story_text: | - Welcome to Hedy! Here you can learn how to program step by step. - - Try the code yourself! The yellow button copies the example code to your programming field. - Then push the green 'Run code' button under the programming field to run the code. - - Ready? Then go to the next tab to learn how to make your own codes! - example_code: | - ``` - {print} Hello world! - ``` - 2: - story_text: | - Congratulations! You've reached level 2. Hopefully you've already made some awesome codes! - In the first level you might've notice that the `{echo}` command can only save one bit of information at a time. - For example in the restaurant adventure, you could echo what the costumer wanted to eat, or what they wanted to drink, but not both in one sentence. - - That changes in level 2. In level 2 you'll learn to work with variables, that allow you to save multiple pieces of information and print them in any place you want. - So let's go to the next tab! - example_code: | - **Warning! This code does not work!** - In Hedy commands will change sometimes. `{echo}` for example only works in level 1. In this level you'll learn a better way to echo answers back. - ``` - {print} Welcome at Hedy's - {ask} What would you like to eat? - {echo} So you want - {ask} what would you like to drink? - {echo} So you want - ``` 3: story_text: | In level 3 you can make a list. You can let the computer choose something random from the list. You do that with `{at} {random}`. @@ -1373,20 +637,6 @@ adventures: {print} 'INTRUDER!' {print} 'You cannot use this computer!' ``` - 9: - story_text: | - Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... - Good news! In this level you will be allowed to put an {if} inside an {if}, or inside a {repeat} command. Putting a block of code inside another block of code is called nesting. ``` Putting a block of code inside another block of code is called nesting. - example_code: | - ``` - answer = {ask} 'Are you ready to learn something new?' - {if} answer {is} yes - {print} 'Great! You can learn to use the repeat command in the if command!' - {print} 'Hooray!' - {print} 'Hooray!' - {print} 'Hooray!' - {else} - {print} 'Maybe you should practice some more in the previous level' 10: story_text: |- In this level we learn a new code called `{for}`. With `{for}` you can make a list and use all elements. @@ -1397,10 +647,6 @@ adventures: {for} animal {in} animals {print} 'I love ' animal ``` - 11: - story_text: | - You have reached level 11, you're doing great! In the higher levels, Hedy is focussing more and more on teaching you the programming language Python. - In Python there is no `{repeat}` command, but there is a command that works like {repeat}. Are you curious to find out how to say `{repeat}` in Python language? Quickly go on to find out! 12: story_text: |- **Decimal numbers** @@ -1480,31 +726,13 @@ adventures: We arrived at real Python code! That means we need to use parentheses with {print} and {range} from now on. {print}('My name is ', name) dice: - name: Dice - default_save_name: Dice - description: Make your own dice levels: 3: - story_text: | - In this level we can choose from a list. With that we can let the computer choose one side of the die. - Take a look at the games you have in your closet at home. - Are there games with a (special) die? You can also copy it with this code. - For example, the dice of the game Earthworms with the numbers 1 to 5 and an earthworm on it. - - ![Die of earthworms with 1 to 5 and an earthworm on it](https://cdn.jsdelivr.net/gh/felienne/hedy@24f19e9ac16c981517e7243120bc714912407eb5/coursedata/img/dobbelsteen.jpeg) example_code: | ``` choices {is} 1, 2, 3, 4, 5, earthworm {print} choices {at} {random} ``` - story_text_2: | - ### Exercise - The dice in the example above are dice for a specific game. Can you make normal dice? - Or other special dice from a different game? - example_code_2: | - ``` - choices {is} _ - ``` 4: story_text: | In this level we can make sentences with the die value in the sentence, with quotes of course. @@ -1561,33 +789,7 @@ adventures: {print} player ' throws ' choices {at} {random} {sleep} ``` - 15: - story_text: | - ### Exercise - In this level you can create a little game in which you'll have to throw 6 as fast as possible. - We have started the code, it's up to you to get the game to work! - - Firstly, add a `{while}` loop that checks if 6 has been thrown or not. - As long as you haven't thrown 6 already, throw the dice on a random number. - Print what the player has thrown. - Add a try to the amount of tries - Wait a second before you throw again, or - in case you've thrown a 6 - before the game ends. - example_code: | - ``` - options = 1, 2, 3, 4, 5, 6 - {print} 'Throw 6 as fast as you can!' - thrown = 0 - tries = 0 - _ - _ - _ - _ - _ - {print} 'Yes! You have thrown 6 in ' tries ' tries.' - ``` dishes: - name: Dishes? - default_save_name: Dishes description: Use the computer to see who does the dishes (Start at level 2) levels: 3: @@ -1610,13 +812,6 @@ adventures: Can you complete the code by filling the blanks? Every blank must be replaced with one word of symbol. Tip: Don't forget the quotation marks! - example_code: | - ``` - people {is} mom, dad, Emma, Sophie - {print} _ the dishes are done by _ - {sleep} - {print} people {at} _ - ``` 5: story_text: | With the `{if}` you can now have more fun with choice in the program. You can have your program respond to the choice that the computer has made. @@ -1630,20 +825,6 @@ adventures: {if} dishwasher {is} Sophie {print} _ too bad I have to do the dishes _ {else} {print} 'luckily no dishes because' _ 'is already washing up' ``` 6: - story_text: | - How often is everyone going to do the dishes? Is that fair? You can count it in this level. - example_code: | - ``` - people = mom, dad, Emma, Sophie - emma_washes = 0 - dishwasher = people {at} {random} - {print} 'The dishwasher is' dishwasher - {if} dishwasher {is} Emma emma_washes = emma_washes + 1 - {print} 'Emma will do the dishes this week' emma_washes 'times' - ``` - - Now you can copy lines 3 to 5 a few times (e.g. 7 times for a whole week) to calculate for a whole week again. - Do you make the code for the whole week? story_text_2: | If you are extremely unlucky the previous program might choose you to to the dishes for the whole week! That's not fair! To create a fairer system you can use the `{remove}` command to remove the chosen person from the list. This way you don't have to do the dishes again untill everybody has had a turn. @@ -1672,22 +853,10 @@ adventures: 10: story_text: | In this level you could make an even better dish washing shedule. - example_code: | - ``` - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - ``` elif_command: - name: '{elif}' - default_save_name: elif description: elif levels: 17: - story_text: | - In this level you can also use a new command: `{elif}`. `{elif}` is a combination of the keywords `{else}` and `{if}` and you need it when you want to make 3 (or more!) options. - Check it out! example_code: | ``` prices = ['1 million dollars', 'an apple pie', 'nothing'] @@ -1701,67 +870,14 @@ adventures: {print} 'Better luck next time..' ``` for_command: - name: '{for}' - default_save_name: for description: for command levels: - 10: - story_text: |- - ## For - In this level we learn a new code called `{for}`. With `{for}` you can make a list and use all elements. - `{for}` creates a block, like `{repeat}` and `{if}` so all lines in the block need to start with 4 spaces. - example_code: | - ``` - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - ``` - story_text_2: | - ### Exercise - Finish this code by adding `{for} action {in} actions` to line 2. - example_code_2: | - ``` - actions = clap your hands, stomp your feet, shout Hurray! - _ - {repeat} 2 {times} - {print} 'If youre happy and you know it, ' action - {sleep} 2 - {print} 'If youre happy and you know it, and you really want to show it' - {print} 'If youre happy and you know it, ' action - {sleep} 3 - ``` 11: story_text: |- In this level, we add a new form of the `{for}`. In earlier levels, we used `{for}` with a list, but we can also use `{for}` with numbers. We do that by adding a variable name, followed by `{in}` `{range}`. We then write the number to start at, `{to}` and the number to end at. Try the example to see what happens! In this level again, you will need to use indentations in lines below the `{for}` statements. - example_code: | - ``` - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - ``` - 17: - story_text: | - Now we are going to change indentation a little bit. Every time that we need an indentation, we need `:` at the line before the indentation. - example_code: | - ``` - {for} i {in} {range} 1 {to} 10: - {print} i - {print} 'Ready or not, here I come!' - ``` - 18: - story_text: | - Lastly, we'll turn `{for} i {in} {range} 1 to 5` into real Python code, like this: - example_code: | - ``` - {for} i {in} {range}(1,5): - {print} (i) - ``` fortune: - name: Fortune teller - default_save_name: Fortune Teller - description: Let Hedy predict the future levels: 1: story_text: | @@ -1788,26 +904,10 @@ adventures: story_text: | In the previous levels you've created your first fortune telling machine, but Hedy couldn't really predict anything, only {echo}. In this level you can use a variable and the `{at} {random}` command to really let Hedy choose an answer for you. Check out this code for instance: - example_code: | - ``` - {print} I’m Hedy the fortune teller! - question {is} {ask} What do you want to know? - {print} This is what you want to know: question - answers {is} yes, no, maybe - {print} My crystal ball says... - {sleep} 2 - {print} answers {at} {random} - ``` story_text_2: | ### Exercises Now, Hedy can only answer yes, no or maybe. Can you give Hedy more answer options, like 'definitely' or '{ask} again'. 4: - story_text: | - ### Exercise - We have removed all the quotation marks from this example code, can you add them in all the right places? - - ### Exercise 2 - Go back to the previous level and copy your fortune teller code. Make the code work in this level by adding quotation marks in the right spots. example_code: | ``` {print} 'Im Hedy the fortune teller!' @@ -1914,27 +1014,8 @@ adventures: {print} fortunes {at} {random} ``` functions: - name: functions - default_save_name: functions - description: functions levels: 12: - story_text: | - In this level you'll learn how to use **functions**. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. - To create a function, use `{define}` and give the function a name. Then put all the lines you want in the function in a indented block under the `{define}` line. - Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use {call} with the function's name to call it up! We don't have to type that block of code again. - - Check out this example code of a game of Twister. The function 'turn' contains a block of code that chooses which limb should go where. - - ### Exercise - Finish this code by setting the 2 variables chosen_limb and chosen_color. - Then, choose how many times you want to call the function to give the twister spinner a spin. - - ### Exercise 2 - Improve your code by adding a variable called 'people'. Use the variable to give all the players their own command in the game. - For example: 'Ahmed, right hand on green' or 'Jessica, left foot on yellow'. example_code: | ``` sides = 'left', 'right' @@ -1971,25 +1052,7 @@ adventures: I dreamed that my Bonnie is dead Can you program this verse in the same way as the example? - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - ``` 14: - story_text: | - In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. - You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - - For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - - ### Exercise - Finish this code. We have already made the variable new_price for you, you only need to set it. - You should finish the line of code by calling the function that calculates the new price. example_code: | ``` {define} calculate_new_price {with} amount, percentage @@ -2003,251 +1066,13 @@ adventures: new_price = _ calculate_new_price {with} old_price, _ {print} 'The new price is ' new_price ' dollar' ``` - 18: - story_text: | - Let's make functions the Pythons way! To define a function, we no longer use: - - `{define} name_function {with} argument_1, argument_2:` - - but we use: - - `{def} name_function(argument_1, argument_2):`. - - - If you don't want to use arguments, you just leave the space between the parantheses empty. - To call a function, we don't need the `{call}` command anymore. You just type the name of the function. - example_code: | - ``` - {def} calculate_score(answer, correct_answer): - {if} answer == correct_answer: - score = 1 - {elif} answer == '?': - score = 0 - {else}: - score = -1 - {return} score - - answer = {input} ('Where can you find the Eiffel Tower?') - correct_answer = 'Paris' - score = calculate_score(answer, correct_answer) - {print} ('Your score is... ', score) - ``` - guess_my_number: - name: Guess my number - default_save_name: guess my number - description: guess my number - levels: - 14: - story_text: | - In this level you can program the game 'Guess my number' - - ### Exercise - Fill in the correct symbols on the blanks to get the game to work. - example_code: | - ``` - {print} 'Guess my number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess _ number - {print} 'Lower!' - {if} guess _ number - {print} 'Higher!' - {if} guess _ number - {print} 'You win!' - game = 'over' - ``` - hangman: - name: Hangman - default_save_name: Hangman - description: Guess the word - levels: - 17: - story_text: | - In this adventure we program a game of hangman. First we make some preparations, then we program the game and in the third part we add a drawing with the turtle. - - ### Exercise - ***Set the variables*** In this game of hangman, Player 1 chooses an answer and Player 2 has to guess the letters in this answer. - To let the computer know all the letters in the word, we will turn the answer into a list of letters. We also do this with the guesses Player 2 makes. - We will start the game with 2 empty lists. We have made an empty list for the variable answer for you. Now make an empty list for guessed_letters as well. - Then we fill in how many mistakes were made. At the start of the game, this should be 0. - The variable `amount_letters` tells us how many letters are in the answer. Ask Player 1 to tell us how many letters their word has. - Lastly we tell the computer if the game is over. We use the variable `game_over` and set it to `False`. - - ***Choosing the answer*** We want Player 1 to be able to choose the answer. We'll ask them, as many times as necessary, what the next letter is. - Then we add that letter to the answer. Lastly, we add an empty _ to the list of guessed letters, so we get as many _s as there are letters in the answer. - - ***Player 2's turn*** - Tell Player 2 its their turn. Then tell Player 2 how many letters there are in the answer. Finally, print the list of `guessed_letters`. - - ***Go to the next tab*** Now that all the starting variables are set, we can start programming the game itself. Check out the next tab to learn how! - example_code: | - ``` - print 'Hangman!' - - # Set the variables - answer = [] - guessed_letters = _ - mistakes_made = _ - amount_letters = {ask} _ - _ = 'False' - - # Choosing the answer - {for} _ - letter = {ask} 'Player 1, what is letter ' i '?' - _ - {add} '_' {to} _ - - # Player 2 turn - print _ - print _ - print guessed_letters - ``` - hangman_2: - name: Hangman 2 - default_save_name: Hangman_2 - description: Hangman 2 - levels: - 17: - story_text: | - Now it's time to program the hangman game. - - ### Exercise - - ***Paste your code*** Copy your code from the previous tab and paste the code in the programming field. - - ***The game*** This games continues playing until Player 2 is game over. Fill in the while command accordingly. Now, Player 2 is allowed to guess a letter, so ask Player 2 to guess a letter. - We need to check if their answer is correct, so check if their `guess` is (somewhere) in the (list) `answer`. Then we let the computer figure out which of the letter(s) is the guess. We have already programmed that part for you. - Next we want to compliment the player for finding a correct letter and we want to print the list `guessed_letters`, so the player can see their progress. - - The next part we're going to program is what happens when the player has guessed all of the letters. So if their list of `guessed_letters` is the same as our list `answer`. - If the lists are the same, congratulate Player 2 with their victory and set the variable `game_over` to `True`. - - Next we'll program what happens when Player 2 guesses wrong (so the `{else}` command). First, tell the player that their guess was wrong. Then increase the `mistakes_made` variable by 1. - - For the last part we'll program what happens when Player 2 has made 10 mistakes. We'll print that Player 1 has won the game. Then we'll print the correct answer. And finally, we'll set our `game_over` variable to `True`, so the game stops. - - ***Go to the next tab*** Amazing work! Your game is playable, but wouldn't it be fun if the hangman was actually drawn when Player 2 makes a mistake..? - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - guess = _ - {if} _ - {for} i {in} {range} 1 {to} amount_letters: - if answer[i] == guess: - guessed_letters[i] = guess - {print} _ - {if} guessed_letters == _: - {print} _ - game_over = _ - {else}: - {print} _ - mistakes_made _ - {if} _ == 10: - {print} _ - {print} _ - _ - ``` - hangman_3: - name: Hangman 3 - default_save_name: Hangman_3 - description: Hangman 3 - levels: - 17: - story_text: | - In a game of hangman the mistakes are shown by drawing a part of the hangman each time a mistake has been made. - We now add those drawings with our turtle! - - ### Exercise - ***Create a function that draws the hangman*** Create a function that draws the hangman in 10 steps. We have already made step 1 for you. - - ***Test the function*** Test the function by calling the function with 10. If you are happy with the function, remove the line that calls the function for now. We will call the function when the player makes a mistake. - - ***Paste your hangman game under your function*** Go back to the previous tab and copy your hangman game. Paste the game underneath your function. - - ***Call the function when the player makes a mistake*** Under the line `mistakes_made = mistakes_made + 1` we will call the function. We want the turtle to take the same amount of steps as the player has made mistakes, so we call the function with `mistakes_made` as argument. - - ***Enjoy your game!*** -
- The hangman could look like this -
- example_code: | - ``` - # Create a function that draws the hangman - {define} draw_hangman {with} step: - {if} step == 1: - {color} white - {forward} -100 - {turn} 90 - {forward} -50 - {color} black - {forward} 100 - {forward} -50 - - {if} step == 2: - _ - # Paste your hangman game here - - ``` - harry_potter: - name: Harry Potter - default_save_name: Harry Potter - description: Harry Potter adventures - levels: - 10: - story_text: | - ### Exercise - We can also make a Harry Potter themed fortune teller. Fill in blanks such that 9 lines are printed. - **Extra** Change the theme of the fortune teller into something else, such as your favorite book, film or tv show. - example_code: | - ``` - houses = Gryffindor, Slytherin, Hufflepuff, Ravenclaw - subjects = potions, defence against the dark arts, charms, transfiguration - fears = Voldemort, spiders, failing your OWL test - names = Harry, Ron, Hermione - _ - _ {print} name ' is placed in ' houses {at} {random} - _ {print} name ' is great at ' subjects {at} {random} - _ {print} name 's greatest fear is ' fears {at} {random} - ``` haunted: - name: Haunted House - default_save_name: Haunted House - description: Escape from the haunted house levels: 1: - story_text: | - In this adventure you are working towards making a game in which you have to escape from a haunted house by picking the correct door. - If you pick the right door you'll survive, but if not a terrible monster might... - - In level 1 we start our haunted house game by making up a scary story and ask the player what monster they'll see in the haunted house. - example_code: | - ``` - {print} How did I get here? - {print} I remember my friend telling me to go into the old mansion... - {print} and suddenly everything went black. - {print} But how did I end up on the floor...? - {print} My head hurts like Ive been hit by a baseball bat! - {print} What's that sound? - {print} Oh no! I feel like Im not alone in this house! - {print} I need to get out of here! - {print} There are 3 doors in front of me.. - {ask} Which door should i pick? - {echo} I choose door - {print} ...? - ``` story_text_2: | ### Exercise Can you finish the scary story? Or make up your own haunted house story? 2: - story_text: | - In this haunted house you can choose your monsters with emojis. Of course you could also use words. example_code: | ``` monster_1 {is} 👻 @@ -2259,10 +1084,6 @@ adventures: {print} Oh no! Quickly get to the kitchen. {print} But as you enter monster_3 attacks you! ``` - story_text_2: | - ### Exercise - In the example above the monsters are predetermined. So each time you run your code, the output is the same. - Can you add `{ask}` commands to make the haunted house interactive and have the players choose the monsters they come across? example_code_2: | ``` monster_1 {is} _ @@ -2279,17 +1100,6 @@ adventures: In the previous levels you've made an introduction to your haunted house game, but as you might have noticed the story would always have a dreadful end. In this level you can make your story more interactive by changing the outcome of the game; sometimes you'll get eaten, sometimes you'll escape! Let Hedy decide randomly! - example_code: | - ``` - _ Escape from the haunted house! - _ There are 3 doors in front of you... - _ _ _ Which door do you choose? - _ You picked door ... choice - monsters _ a zombie, a vampire, NOTHING YOUVE ESCAPED - _ You see... - {sleep} - _ _ _ _ - ``` 4: story_text: | In this level you learn how to use quotation marks in your games. @@ -2330,27 +1140,6 @@ adventures: ### Exercise Now it's very hard to win this game, can you make it easier to win? For example by only having 1 wrong door and 2 correct doors instead of 1 correct door and 2 wrong ones? - example_code: | - ``` - {print} 'Escape from the Haunted House!' - player = alive - doors = 1, 2, 3 - monsters = zombie, vampire, giant spider - {repeat} 3 {times} - {if} player {is} alive - correct_door {is} doors {at} {random} - {print} 'There are 3 doors in front of you...' - chosen_door = {ask} 'Which door do you choose?' - {if} chosen_door {is} correct_door - {print} 'No monsters here!' - {else} - {print} 'You are eaten by a ' monsters {at} {random} - player = dead - {else} - {print} 'GAME OVER' - {if} player {is} alive - {print} 'Great! You survived!' - ``` 11: story_text: | In this level we've changed the repeat command and we've added a line to our haunted house that tells the player in which room they are. @@ -2376,188 +1165,16 @@ adventures: {if} player {is} alive {print} 'Great! You survived!' ``` - 14: - story_text: | - ### Exercise - In this level you can use the `<` and `>` symbol to introduce lives to your game. - Make sure the player loses a life when they come across the wrong monster and that the game stops if you have no lives left. - example_code: | - ``` - {print} 'Escape from the haunted house' - lives = 3 - doors = 1, 2, 3 - monsters = 'the wicked witch', 'a zombie', 'a sleeping 3 headed dog' - {for} i {in} {range} 1 {to} 10 - {if} lives _ - good_door = doors {at} {random} - monster = monsters {at} {random} - chosen_door = {ask} 'Which door do you choose?' - {if} good_door == chosen_door - {print} 'You have chosen the correct door' - {else} - {print} 'You see...' monster - {if} monster == 'a sleeping 3 headed dog' - {print} 'Pffieuw.... Its asleep' - {else} - {print} 'You lose one life' - lives = _ - {else} - {print} 'GAME OVER' - ``` - 16: - story_text: | - ### Exercise - This haunted house game uses the connection between the lists you can use in this level. - For example: all the properties that belong to the zombie are first in all the lists, witch second and vampire third. - Check out the code and fill in `weapons[i]`, `monsters[i]` , `bad_fate[i]`, `good_fate[i]`, `hint[i]` on the correct blanks to get the code to work! - example_code: | - ``` - numbers = [1, 2, 3] - i = numbers[{random}] - hint = ['growling', 'a cackling laugh', 'fluttering batwings'] - monsters = ['zombie', 'witch', 'vampire'] - bad_fate = ['Your brain is eaten', 'You are forever cursed', 'You are bitten'] - good_fate = ['You throw the ham. The zombie is distracted and starts eating it.', 'You set the curtains on fire. The witch flees out of fear for the fire', 'The vampire hates garlic and flees'] - weapons = ['ham', 'lighter', 'garlic'] - {print} 'You are standing in front of an old mansion' - {print} 'Something is not right here' - {print} 'You hear ' _ - {print} 'You are going to explore it' - {print} 'You enter the kitchen and see a lighter, a raw ham and a garlic.' - your_weapon = {ask} 'What do you bring with you?' - {print} 'With your ' your_weapon ' you enter the living room' - {print} 'There you find a ' _ - needed_weapon = _ - {if} your_weapon == needed_weapon - {print} 'You use your ' your_weapon - {print} _ - {print} 'YOU WIN!' - {else} - {print} 'You have chosen the wrong weapon...' - {print} _ - {print} 'GAME OVER' - ``` - hotel: - name: hotel - default_save_name: hotel - description: hotel - levels: - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, and you've learned how to combine it with an {ask}. - You might have wondered why you would use functions, because the functions in the example were only one line of code. - Now we will show you what a bigger function looks like and we will use multiple agruments now as well. You'll see how much better it is to use a function once the function gets bigger. - Here is an example of a function with arguments combined with {ask} commands. - example_code: | - ``` - {define} welcome_message {with} title, last_name, country, room_number - {print} 'Welcome to Hotel Hedy, ' title ' ' last_name - nice_trip {is} {ask} 'Did you have a nice trip from, ' country '?' - {if} nice_trip {is} 'yes' - {print} 'Lovely!' - {else} - {print} 'Sorry to hear that.' - {print} 'Hopefully you can take a nice rest in you room.' - {print} 'Your room number is ' room_number - - {print} 'Hello. Please fill in your information to check in.' - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - ``` - - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 if_command: - name: '{if} & {else}' - default_save_name: if_command description: Introducing the if command levels: - 5: - story_text: | - ## If... else.... - In level 5 there is something new, the `{if}`! With the `{if}` you can choose between two different options. - This code prints nice if you enter Hedy as a name, and boo! if you enter something else. - `{ask}` and `{print}` still work like they did in level 4. - example_code: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' {else} {print} 'boo!' - ``` - story_text_2: | - Sometimes code with an `{if}` gets really long and does not fit on the line well.
You may also divide the code over two lines, starting the second line at the `{else}` like this: - example_code_2: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - ``` - story_text_3: | - ### Exercise - Try to create your own code with `{if}` and `{else}`. You can use the example code if you want. - example_code_3: | - ``` - answer {is} {ask} '2 + 2 = ?' - _ _ _ 4 _ 'Great job!' - _ _ 'No 2 + 2 = 4' - ``` - 8: - story_text: | - ## If... Else... - You have learned to repeat a block of lines of code after a `{repeat}` command. - Now you can also use indentation to make blocks after a {if} or {else} command. - Check out the example code. - - ### Exercise - Add an {else} command to the example code. Make a block of line using indentation. You do this by starting each line with 4 spaces. - example_code: | - ``` - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {print} 'You can play on your computer!' - ``` 9: story_text: | In this level you can also put an {if} command inside another {if} command. - example_code: | - ``` - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - ``` in_command: - name: '{in}' - default_save_name: in_command description: Introducing the in command levels: 5: - story_text: | - ## Lists - When we want to check if something is in a list, we can now use the `{in}` command. - This code prints pretty! if you choose green or yellow, and meh otherwise. - example_code: | - ``` - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - ``` - story_text_2: | - ### Exercise - Finish the example code by filling in the blanks with commands that you've learned. - When you've finished the code, try to create a code of your own and use a question that you've thought of yourself. example_code_2: | ``` animals is dog, cow, sheep @@ -2566,62 +1183,21 @@ adventures: _ _ 'My favorite animals are dogs, cows and sheep' ``` is_command: - name: '{is}' - default_save_name: is_command description: introducing is command levels: 2: - story_text: | - ## Variables - You can name a word with `{is}`. This is called a **variable**. In this example we made a variable called name and a variable called age. You can use the word name anywhere in your code and it will be replaced by Hedy, like this: - example_code: | - ``` - name {is} Hedy - age {is} 15 - {print} name is age years old - ``` story_text_2: | ### Exercise Time to make your own variables! In the example code we made an example of the variable `favorite_animal`. In line 1 the variable is set, and in line 2 we haved used the variable in a print command. Firstly, finish our example by filling in your favorite animal on the blank. Then make at least 3 of these codes yourself. Pick a variable, and set the variable with the {is} command. Then use it with a {print} command, just like we did. - example_code_2: | - ``` - favorite_animal {is} _ - {print} I like favorite_animal - ``` - 6: - story_text: | - We also make a change in storing a word in a variable! You may now use `=` instead of `{is}` when we store a name or a number in a variable, like this: - example_code: | - ``` - name = Hedy - answer = 20 + 4 - ``` 14: - story_text: | - We are going to learn more new items. You might know them already from mathematics, the `<` and `>`. - The `<` checks if the first number is smaller than the second, for example age `<` 12 checks if age is smaller than 12. - If you want to check if the first number is smaller or equal to the second, you can use `<=`, for example age `<=` 11. - The `>` checks if the first number is bigger than the second, for example points `>` 10 checks if points is larger than 10. - If you want to check if the first number is bigger or equal to the second, you can use `>=`, for example points `>=` 11. - You use these comparisons in an `{if}`, like this: example_code: | ``` age = {ask} 'How old are you?' {if} age > 12 {print} 'You are older than I am!' ``` - story_text_2: | - From this level on, if you want to compare exactly, you can use two equal signs. This is what most programming languages do: - example_code_2: | - ``` - name = {ask} 'What is your name?' - {if} name == 'Hedy' - {print} 'You are cool!' - ``` - story_text_3: | - You can also compare if something is *not* equal to something else using `!=` like this: example_code_3: | ``` name = {ask} 'What is your name?' @@ -2634,56 +1210,13 @@ adventures: {else} {print} 'You are older than me!' language: - name: Language - default_save_name: Language - description: Practice words in a foreign language levels: 5: story_text: | Make your own program to practice your vocabulary in a new language. - example_code: | - ``` - {print} 'Learn French!' - cat {is} {ask} '🐱' - {if} cat {is} chat {print} 'Terrific!' - {else} {print} 'No, cat is chat' - frog {is} {ask} '🐸' - {if} frog {is} grenouille {print} 'Super!' - {else} {print} 'No, frog is grenouille' - ``` - 16: - story_text: | - ### Exercise - Take a look at the example code. This is a program to practise French vocabulary. Now make your own program to practice your vocabulary in a new language. - If you don't know any other languages, you can use Google translate or you can use emojis and your native language. - example_code: | - ``` - french_words = ['bonjour', 'ordinateur', 'pomme de terre'] - translation = ['hello', 'computer', 'potato'] - score = 0 - {for} i {in} {range} 1 {to} 3 - answer = {ask} 'What does ' french_words[i] ' mean?' - correct = translation[i] - {if} answer == correct - {print} 'Correct!' - score = score + 1 - {else} - {print} 'Wrong, ' french_words[i] ' means ' translation[i] - {print} 'You gave ' score ' correct answers.' - ``` maths: - name: maths - default_save_name: maths - description: Introducing maths levels: 6: - story_text: | - In this level you learn something new: you can now also calculate. - - The plus is easy, you write it like with math: `5 + 5` for example. The minus also works fine, it is `5 - 5`. - - The times is a bit different, because there is no times symbol on your keyboard. Just search, there really isn't! - That is why we multiply with the asterisk above 8: `5 * 5`. Read that as "5 times 5" that helps you remember it best. example_code: | ``` {print} '5 plus 5 is ' 5 + 5 @@ -2691,17 +1224,6 @@ adventures: {print} '5 times 5 is ' 5 * 5 ``` 12: - story_text: |- - **Decimal numbers** - So far, Hedy did not allow for decimal numbers like 1.5, but now we do allow that. Note that computers use the `.` for decimal numbers. - example_code: | - ``` - {print} 'Two and a half plus two and a half is...' - {print} 2.5 + 2.5 - ``` - story_text_2: |- - **Maths with words** - In this level you can also do addition with words like this: example_code_2: | ``` a = 'Hello ' @@ -2711,414 +1233,15 @@ adventures: {print} 2.5 + 2.5 music: - name: music - default_save_name: music - description: Play a tune! levels: - 1: - story_text: |- - In this level you'll learn how to use the `{play}` command to play a tune! - - Type `{play}` followed by the note you want to play. The scale goes C-D-E-F-G-A-B. - As you can see there are 7 different letters, but we can play more than just 7 notes. - Type a number between 1 and 10 behind the letter to choose the scale, for example after B4 comes C5. - C1 is the lowest note you can play, C10 is the highest. - - ### Exercise - Try out the example code and then play around with it! Can you create your own melody? - In the next level you'll learn how to play some existing songs. - example_code: |- - ``` - {play} C4 - {play} D4 - {play} E4 - {play} F4 - {play} G4 - {play} A4 - {play} B4 - {play} C5 - ``` - 2: - story_text: | - ### Exercise - Finish the songs! We have started the codes for some melodies. - example_code: | - ``` - {print} Old Mac Donald had a farm - {play} C5 - {play} C5 - {play} C5 - {play} G4 - {play} A4 - {play} A4 - {play} G4 - ``` - story_text_2: As you can see, you can also use the `{sleep}` command to add a little pause in the song. - example_code_2: | - ``` - {print} Twinkle Twinkle Little Star - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} 1 - {play} F - {play} F - ``` - 3: - story_text: | - Create a random melody! - - ### Exercise - The example code creates a random melody, but it's very short and not many notes are used. - Add more notes to the list and create a longer melody by copying the last line a couple more times. - example_code: | - ``` - notes {is} A4, B4, C4 - {play} notes {at} {random} - {play} notes {at} {random} - {play} notes {at} {random} - ``` - 4: - story_text: | - Use the `{clear}` command to create a karaoke machine! - - ### Exercise - Finish the karaoke version of 'Mary had a little lamb'. - Then, create a karaoke version of any song you'd like! - example_code: | - ``` - {print} 'Mary had a little lamb' - {play} E - {play} D - {play} C - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Little lamb, little lamb' - {play} D - {play} D - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Mary had a little lamb' - {play} E - ``` - 5: - story_text: | - You don't always have to use the `{play}` command to play a whole song, sometimes you just want to play one note. - For example, if you want to make a quiz, you can play a happy high note if the answer is right and a sad low note if the answer is wrong. - - ### Exercise - Finish the first question by adding a line of code that plays a C3 note if the wrong answer is given. - Then think of 3 more questions to add to this quiz. - example_code: | - ``` - answer {is} {ask} 'What is the capital of Zimbabwe?' - {if} answer {is} Harare {play} C6 - _ - ``` 6: story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\n This calls for musical maths! Try out the example code a couple of times with different starting numbers. \nThen, see if you can compose a song using the numbers.\n" - example_code: | - ``` - number = {ask} 'Say a starting number between 1 and 67' - {print} number - {play} number - number = number + 1 - {print} number - {play} number - number = number + 1 - {print} number - {play} number - ``` - 7: - story_text: | - Using the `{repeat}` command can make your codes for melodies a lot shorter! - - ### Exercise - Finish the code for Twinkle Twinkle Little Star by using the `{repeat}`command. - Then go back to the songs you've made in the previous levels. Can you shorten those codes too? - example_code: | - ``` - {print} 'Twinkle Twinkle Little Star' - {repeat} 2 {times} {play} C4 - {repeat} 2 {times} {play} G4 - _ - ``` - 8: - story_text: | - Now that we can use the `{repeat}` command for multiple lines, we can make songs even more easily! - - ### Exercise - Finish the song of Brother John (Frère Jacques). Don't forget to use `{repeat}`! - example_code: | - ``` - {print} 'Brother John' - {repeat} 2 {times} - {play} C - {play} D - {play} E - {play} C - {repeat} 2 {times} - {play} E - {play} F - {play} G - {sleep} 1 - ``` - 9: - story_text: | - From this level on you can - among other things - use a {repeat} command inside a {repeat} command. - That makes songs like 'Happy birthday' even shorter! - - ### Exercise - Finish the song! - example_code: | - ``` - first_time = yes - {repeat} 2 {times} - {repeat} 2 {times} - {play} C - {play} D - {play} C - {if} first_time {is} yes - {play} F - {play} E - first_time {is} no - {else} - _ - ``` - 12: - story_text: | - Use functions in your songs! As you can see in the example code, you can make a function for each line of Twinkle Twinkle Little Star. Once you've programmed the first three lines, all you have to do is call the functions in the order you want them played in. - - ### Exercise - Finish the song of Twinkle Twinkle Little Star. - Then look back at all the songs you've programmed in the levels before, can you make those codes better and shorter using functions too? - example_code: | - ``` - {define} first_line - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} - - {define} second_line - {play} F - {play} F - {play} E - {play} E - {play} D - {play} D - {play} C - {sleep} - - {define} third_line - {play} G - {play} G - {play} F - {play} F - {play} E - {play} E - {play} D - {sleep} - - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - ``` - 13: - story_text: | - You can use a function with an argument for songs that have line that are almost the same, but slightly different each time. - One example is the song 'Yankee Doodle'. The first 4 notes of the first lines are the same, but each time they are followed by a different couple of notes. - - ### Exercise - Can you finish the song of Yankee Doodle? - Can you think of another song to program this way? - example_code: | - ``` - {print} 'Yankee Doodle' - {define} _ {with} note_1, note_2, note_3 - {play} C4 - {play} C4 - {play} D4 - {play} E4 - {play} _ - {play} _ - {play} _ - - {call} line_1 {with} 29, 31, 30 - {call} line_1 {with} 29, 28, 0 - {call} line_1 {with} 32, 31, 30 - - {play} C4 - {play} B3 - {play} G3 - {play} A3 - {play} B3 - {play} C4 - {play} C4 - ``` - 14: - story_text: | - You can program music for fun, but you can also use the musical notes to make something useful like a fire alarm! - - ### Exercise - Make sure the fire alarm rings when there is a fire! - example_code: | - ``` - {define} fire_alarm - {print} 'FIRE!' - note = 40 - {for} i {in} {range} 1 {to} 100 - {if} note _ 50 - note = note + 5 - {play} _ - {else} - note = 40 - - fire = {ask} 'Is there a fire?' - {if} fire _ 'yes' - {call} fire_alarm - ``` - 15: - story_text: | - **Warning** This adventure can become extremely annoying! - We can also use the {while} command to repeat a song forever. - - ### Exercise - Finish the never-ending song. - example_code: | - ``` - {define} song - {play} _ - - yes_or_no = {ask} 'Do you want to hear my never-ending song?' - {while} yes_or_no = 'yes' - {call} song - {print} '🥳' - ``` - 16: - story_text: | - Upgrade your Old MacDonald code! - - ### Exercise - Take your code from the 'Sing a Song' adventure and add musical notes to it! - You can make a function for each line in the song and call that function after the line is printed. - We defined the first line for you and called it in the code. Can you finish the whole song? - example_code: | - ``` - {define} line_1 - {for} i {in} {range} 1 {to} 3 - {play} G - {play} D - {for} i {in} {range} 1 {to} 2 - {play} E - {play} D - - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - for i in range 1 to 3 - animal = animals[i] - sound = sounds[i] - print 'Old MacDonald had a farm' - call line_1 - print 'E I E I O!' - _ - ``` - 17: - story_text: | - You can use the {elif} to create different options. - - ### Exercise - Firstly, add colons to get the code to work. - Then finish this code by adding at least 2 other songs for other moods. For example a happy song and an angry song. - example_code: | - ``` - {define} scary_song - {for} i {in} {range} 1 {to} 3 - {play} G - {play} E - {sleep} 2 - {for} i {in} {range} 1 {to} 3 - {play} F - {play} D - - mood = {ask} 'Which emotion are you feeling?' - {if} mood {is} 'fear' - {call} scary_song - {elif} _ - ``` - 18: - story_text: | - ### Exercise - Even in this last level of Hedy we can make some music! Be careful of all the syntax that is needed now. - Take a good look at how the functions are defined and called upon in the example code. - Finish the song! - example_code: | - ``` - {def} line_1(): - {for} i {in} {range}(1, 5): - {play} A - {play} D - {play} F - {play} A - - {def} line_2(): - {for} i {in} {range}(1, 5): - {play} G - {play} C - {play} E - {play} G - - {def} line_3(): - _ - - {print} ('The drunken sailor') - {print} ('What shall we do with the drunken sailor?') - line_1() - line_2() - line_3() - {print} ('Early in the morning') - ``` parrot: - name: Parrot - default_save_name: Parrot - description: Create your own online pet parrot that will copy you! levels: 1: - story_text: | - Create your own online pet parrot that will copy you! - example_code: | - ``` - {print} Im Hedy the parrot - {ask} whats your name? - {echo} - {echo} - ``` story_text_2: | ### Exercise Can you make the parrot ask a different question? Fill in the blanks in the example! - example_code_2: | - ``` - {print} Im Hedy the parrot - {ask} _ - {echo} - {echo} 2: story_text: | Create your own online pet parrot that will copy you! @@ -3151,15 +1274,6 @@ adventures: story_text: | In this level we have to use quotation marks with the commands `{ask}` and `{print}`. Can you complete the code by adding quotation marks? - example_code: | - ``` - words {is} squawk, Hedy - {print} _ Train your parrot! _ - new_word {is} {ask} _ Which word do you want to teach them? _ - {add} new_word {to_list} words - {print} _ 🧒 Say _ new_word _, Hedy!_ - {print} _ 🦜 _ words {at} {random} - ``` 5: story_text: | Reward your parrot if it says the correct word! @@ -3176,9 +1290,6 @@ adventures: {else} {print} '🧒 No, Hedy! Say ' new_word ``` piggybank: - name: Piggy Bank - default_save_name: Piggy Bank - description: Count your pocketmoney! levels: 12: story_text: | @@ -3195,10 +1306,6 @@ adventures: {print} 'You can buy a ' wish ' in ' weeks ' weeks.' ``` 14: - story_text: | - ### Exercise - In this level you can let Hedy tell you if you have saved up enough money! - Finish this code by filling in the blanks! example_code: | ``` _ calculate_budget with wish, money, allowance @@ -3218,45 +1325,7 @@ adventures: {call} calculate_budget with _, _, _ ``` pressit: - name: Key presses - default_save_name: Pressed - description: Try linking a keyboard key to a command! levels: - 5: - story_text: | - In this level there is another new keyword: `{pressed}`! - With `{pressed}` you can use keys on your keyboard to control what lines are used. - - ### Exercise - Look at the example and add one more line of code that reacts to a key press. - example_code: | - ``` - {print} 'Do you want a good (g) or bad (b) ending?' - {if} g {is} {pressed} {print} 'They lived happily ever after ❤' - {else} {print} 'The prince was eaten by a hippopotamus 😭' - ``` - story_text_2: | - You can also link turtle commands to keys. - - ### Exercise - Copy the lines a few times so you can create a larger drawing. - example_code_2: | - ``` - {if} y {is} {pressed} {forward} 15 - {else} {turn} 90 - ``` - 7: - story_text: | - Now that you have learned about `{repeat}`, we can press keys multiple times. - You can use it to make the turtle walk forward and turn. - - ### Exercise - The code you have seen in level 5 only checks the key once. Copy the example code and add a `{repeat}` to it, so that you can press the keys many times. - Use this code to draw something nice. - example_code: | - ``` - {if} x {is} {pressed} {forward} 15 {else} {turn} 90 - ``` 9: story_text: | Now that you know how to combine statements, you can create a touch type tool with `{pressed}`. @@ -3264,54 +1333,9 @@ adventures: ### Exercise Finish the code. Each time a random letter should be chosen, which you have to press. You get a point for a correct press, and and two points deduction for a wrong press. **(extra)** Clear the screen after each letter, and show the user how many points they have scored. - example_code: | - ``` - points = 0 - letters = a, b, c, d, e - {repeat} 10 {times} - letter = _ _ _ - {print} 'Press the letter ' letter - {if} letter {is} {pressed} - _ - _ - _ - ``` print_command: - name: '{print}' - default_save_name: print - description: Introduction print command levels: - 1: - story_text: | - ## The print command - You can print text to the screen using the `{print}` command. - example_code: | - ``` - {print} Hi there, programmer! - {print} Welcome to Hedy! - ``` - story_text_2: | - ### Exercise - In Hedy you will find exercises in every adventure. An exercise allows you to practise the new commands and concepts, and lets you give your own twist to the example codes. - In this exercise you will see a pink blank space. You have to fill something in the place of the blank space before the code can be run. - - Fill in the `{print}` command in the blank space and then add five more lines of code. Each line has to start with a `{print}` command. - Have fun! - example_code_2: | - ``` - _ Hello! - ``` 18: - story_text: |- - We arrived at real Python code! That means we need to use parentheses with `{print}` and `{range}` from now on. - It also means you can use Hedy code from this level in any Python environment as long as you use the English commands. If you haven't until now, you can switch the toggle in the commands menu to do so. - example_code: | - ``` - {print}('Hello!') - {for} i {in} {range}(1, 10): - {print}('This is line ', i) - ``` - story_text_2: If you want to print more than one item, you need to separate them by commas. example_code_2: | ``` temperature = 25 @@ -3319,158 +1343,13 @@ adventures: ``` {print}('My name is ', name) - quizmaster: - name: Quizmaster - default_save_name: Quizmaster - description: Make your own quiz! - levels: - 14: - story_text: | - ### Exercise - In this adventure you can make your own quiz! Fill in the blanks, add more questions and enjoy your own quiz! - You can make a quiz about anything you like: your hobby, your favorite animal, your favorite book or anything at all! - example_code: | - ``` - {print} 'Make your own quiz' - points_a = 0 - points_b = 0 - {print} 'Question' - {print} 'Answer option A' - {print} 'Answer option B' - answer = {ask} 'Which answer?' - {if} answer == 'A' - points_a = points_a + 1 - {if} answer == 'B' - points_b = points_b + 1 - {print} 'End of the quiz!' - {print} 'Lets see the results!' - {if} points_a > points_b - {print} 'You belong to the A club' - {if} points_b > points_a - {print} 'You belong to the B club' - ``` - quotation_marks: - name: '''quotation marks''' - default_save_name: quotation_marks - description: Introduction quotation marks - levels: - 4: - story_text: | - ## 'Quotation marks' - In level 4 `{ask}` and `{print}` have changed. - You must put text that you want to print between quotation marks. - This is useful, because now you can print all the words you want. Also the words you used to store something with `{is}`. - Most programming languages also use quotation marks when printing, so we are also getting a step closer to real programming! - example_code: | - ``` - {print} 'You need to use quotation marks from now on!' - answer {is} {ask} 'What do we need to use from now on?' - {print} 'We need to use ' answer - ``` - story_text_2: | - ## Contractions - Important! Mind that now that we're using quotation marks, Hedy will get confused when you use the apostrophe for contractions like I'm or What's. - Make sure to remove those apostrophes and change the spelling to I am or What is. - Check out the example code to see the wrong way of using apostrophes. - example_code_2: | - ``` - _ This is the wrong way of using apostrophes _ - {print} 'I'm babysitting my sister's kids' - {print} 'What's more fun than that?' - ``` - 12: - story_text: | - **All texts need to be in quotation marks** - For this level on you will also have to use quotation marks when storing a text with `=`: - example_code: | - ``` - name = 'Hedy the Robot' - {print} 'Hello ' name - ``` - story_text_2: | - **All items in lists need quotation marks too** - Lists are texts, so they need quotation marks too. Mind that each single item on the list has quotation marks. - This allows you to save two words as 1 item on the list, for example 'Black Widow'. - example_code_2: | - ``` - superheroes = 'Spiderman', 'Batman', 'Black Widow' - {print} superheroes {at} {random} - ``` - story_text_3: | - **All text after `{if}` comparisons need quotation marks too** - example_code_3: | - ``` - name = {ask} 'What is your name?' - {if} name = 'Hedy the Robot' - {print} 'Hi there!' - ``` - story_text_4: | - **Numbers don't need quotation marks** - For numbers, you do not use quotation marks in the `=`: - example_code_4: | - ``` - score = 25 - {print} 'You got ' score - ``` random_command: - name: '{random}' - default_save_name: random_command - description: introducing at random command levels: - 3: - story_text: | - ## At random - In this level you can make a list using the `{is}` command. You can let the computer choose a random item from that list. You do that with `{at} {random}`. - example_code: | - ``` - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - ``` - story_text_2: | - You can use the `{at} {random}` command in a sentence as well. - example_code_2: | - ``` - food {is} sandwich, slice of pizza, salad, burrito - {print} I am going to have a food {at} {random} for lunch. - ``` - story_text_3: | - ### Exercise - Try out the `{at} {random}` command by making your own gameshow (like the ones on tv) where you choose a door or suitcase and it contains a big price! - Can you do it? We have already put the first lines into the example code. - example_code_3: | - ``` - {print} The big gameshow! - {print} There are 3 suitcases in front of you... - chosen {is} {ask} Which suitcase do you choose? - prices {is} _ - _ - ``` 16: story_text: |- We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. For example: `friends[1]` is the first name on the list of friends, as you can see in the first part of the example code. The second part of the example code shows you that we can also match 2 lists using the variable i. - example_code: | - ``` - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - ``` - story_text_2: |- - Now that you've learned to use the brackets in lists, you can also start using the {at} {random} command in the Python way! - You simply type the name of your list with `[random]` behind it! - example_code_2: |- - ``` - fruit = ['apple', 'banana', 'cherry'] - {print} fruit[random] - ``` repeat_command: - name: '{repeat}' - default_save_name: repeat_command description: repeat command levels: 7: @@ -3480,23 +1359,6 @@ adventures: ### Exercise Play around with the repeat command. Can you make the happy birthday song in only 3 lines of code instead of 4 now? - example_code: | - ``` - {repeat} 3 {times} {print} 'Hedy is fun!' - ``` - 8: - story_text: | - ### Repeat commands and indentation - In this level you can repeat multiple lines of code with only 1 repeat command. - You do this by making a block of lines that you want to repeat. - The lines in this block will need **indentation** . - That means putting four spaces at the beginning of each line. You will also have to indent when you just want to create a block of one line. - example_code: | - ``` - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This is all repeated 5 times' - ``` 9: story_text: | Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... @@ -3512,55 +1374,15 @@ adventures: {else} {print} 'Maybe you should practice some more in the previous level' repeat_command_2: - name: '{repeat} 2' - default_save_name: repeat_command_2 description: repeat command 2 levels: 7: - story_text: | - ## Repeat with other commands and with variables - You have practiced the `{repeat}` command in combination with the `{print}` command now, but did you know you could also use other commands with `{repeat}` ? - In this example code you can see that `{repeat}` can also be used with an `{ask}`, `{if}` or `{else}` command. - example_code: | - ``` - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - ``` story_text_2: | Another interesting thing you can so with the `{repeat}` command is using variables to set the amount of times something should be repeated. In the example code you can see that we first ask the person how old they are. Then, in line 3, the question is repeated 'age' times. So we have used the variable 'age' with the `{repeat}` command. - example_code_2: | - ``` - {print} 'Yay! It is your birthday!' - age = {ask} 'How old are you now?' - {repeat} age {times} {print} 'Hip Hip Hurray!' - ``` - 8: - story_text: | - ### In the block or not? - In this level you have to think carefully which lines of code should be in the block and which shouldn't. - For example: If you want to sing the song *the muffin man*. You only want the line with 'the muffin man' to be repeated twice. - This means the last line shouldn't start with indentation as it doesn't belong to the block. - If you do start the last line with indentation the song will turn out wrong. - - ### Exercise - Each line in the example code starts with a blank. Remove the blanks and try to figure out which line need indentation and which don't to make the muffin man song. - example_code: | - ``` - _ {print} 'Do you know the muffin man?' - _ {repeat} 2 {times} - _ {print} 'The muffin man' - _ {print} 'Do you know the muffin man, who lives on Drury Lane?' - ``` restaurant: - name: Restaurant - default_save_name: Restaurant - description: Create your own virtual restaurant levels: 1: - story_text: | - In level 1 you can make your own virtual restaurant and take your guests' orders. story_text_2: | ### Exercise Can you think of more lines to add to your restaurant code? For example, can you {ask} the guests what they'd like to drink, tell them the price, or wish them a pleasant meal? @@ -3592,10 +1414,6 @@ adventures: ### Exercise Can you make this code more elaborate? For example by adding drinks to the order? Or...? 3: - story_text: | - Having trouble to decide what you wanna have for dinner? You can let Hedy choose for you! - Simply add lists of your favorite (or least favorite) meals and Hedy can randomly choose your dinner. - You can also have a bit of fun, by letting Hedy choose the price for your dinner as well! What will you get? example_code: | ``` {print} Welcome to Hedy's Random Restaurant! @@ -3630,19 +1448,6 @@ adventures: ### Exercise 2 Go back to the previous level and copy your restaurant code. Make the code work in this level by adding quotation marks in the right spots and add some `{clear}` commands. - example_code: | - ``` - _ Add the quotation marks to this code _ - {print} Welcome to Restaurant Chez Hedy! - {print} Today we are serving pizza or lasagna. - food {is} {ask} What would you like to eat? - {print} Great choice! The food is my favorite! - topping {is} {ask} Would you like meat or veggies on that? - {print} food with topping is on its way! - drinks {is} {ask} What would you like to drink with that? - {print} Thank you for your order. - {print} Your food and drinks will be right there! - ``` 5: story_text: | In this level the {if} command allows you to {ask} your customers questions and give different responses to the answers. @@ -3666,21 +1471,6 @@ adventures: 6: story_text: | In this level you can use maths to calculate the total price of your customer's order, which can make your virtual restaurant more realistic. - example_code: | - You can make a simple restaurant code, like this: - ``` - {print} 'Welcome to Restaurant Chez Hedy' - {print} 'Here is our menu:' - {print} 'Our main courses are pizza, lasagne, or spaghetti' - main = {ask} 'Which main course would you like?' - price = 0 - {if} main {is} pizza price = 10 - {if} main {is} lasagne price = 12 - {if} main {is} spaghetti price = 8 - {print} 'You have ordered ' main - {print} 'That will be ' price ' dollars, please' - {print} 'Thank you, enjoy your meal!' - ``` 7: story_text: | In this level you've learned how to use the {repeat} command to repeat a line of code a certain amount of times. @@ -3692,24 +1482,6 @@ adventures: {repeat} people times food = {ask} 'What would you like to eat?' {print} 'Thanks for your order! Its coming right up!' ``` - 8: - story_text: | - In this level you can make your virtual restaurant more elaborate by repeating multiple lines of code. Like this: - - ### Exercise - This code can be expanded with more items on the menu, for example offering drinks, and/or multiple courses or desserts. Add at least one more item. - **Extra** Add even more items, as many options as you like! - example_code: | - ``` - {print} 'Welcome to Restaurant Chez Hedy!' - people = {ask} 'How many people will be joining us today?' - {print} 'Great!' - {repeat} people {times} - food = {ask} 'What would you like to order?' - {print} food - {print} 'Thank you for ordering!' - {print} 'Enjoy your meal!' - ``` 9: story_text: | In this level you can use nesting to make your restaurant more realistic and more fun! @@ -3747,11 +1519,6 @@ adventures: food = {ask} 'What would you like to eat as your ' course '?' {print} food ' will be your ' course ``` - story_text_2: | - ### Exercise - Of course, you could also order for multiple people! - Can you add the correct amount of indentation before each line to make the code work properly? - Tip: some lines don't need any indentation at all. example_code_2: | ``` courses = appetizer, main course, dessert @@ -3812,32 +1579,10 @@ adventures: price = price - 3 {print} 'That will be ' price ' dollars' ``` - 15: - story_text: | - With the `{while}` you can make sure your costumers can keep adding orders until they are done. - - ### Exercise - Correctly add the `{while}` command to this code. - example_code: | - ``` - {print} 'Welcome at McHedy' - more = 'yes' - _ - order = {ask} 'What would you like to order?' - {print} order - more = {ask} 'Would you like to order anything else?' - {print} 'Thank you!' - ``` rock: - name: Rock, paper, scissors default_save_name: Rock - description: Make your own rock, paper, scissors game levels: 1: - story_text: | - In level 1 you can start with a rock, paper, scissors game. - - With `{ask}` you can make a choice, and with `{echo}` you can repeat that choice. example_code: | ``` {print} what do you choose? @@ -3845,16 +1590,6 @@ adventures: {echo} so your choice was: ``` Instead of using words, you could also use emojis of course: ✊✋✌ - story_text_2: | - ### Exercise - Instead of using words, you could also use emojis: ✊✋✌ - Can you create a code using emojis? - example_code_2: | - ``` - {print} what do you choose? - {ask} choose from _ - {echo} so your choice was: - ``` 2: story_text: | In this level you can practise using the variables, so that you can make the rock, paper, scissors game in the next level! @@ -3864,11 +1599,6 @@ adventures: {print} I choose choice ``` 3: - story_text: | - You can use the `{at} {random}` command to let the computer pick rock, paper or scissors! - - ### Exercise - Finish the code by using the `{at} {random}` command. example_code: | ``` choices {is} rock, paper, scissors @@ -3884,16 +1614,6 @@ adventures: {print} player 1 chooses... choices {at} {random} {print} player 2 _ ``` - 4: - story_text: | - In this level we can further program rock, paper, scissors. But if you want to add text, you have to use quotation marks here too. - ### Exercise - Fill in quotation marks on the blanks. Mind that the variable `choices` should be outside the quotes. - example_code: | - ``` - choices {is} rock, paper, scissors - {print} _The computer chooses..._ choices {at} {random} - ``` 5: story_text: | In this level we can determine who won. @@ -3960,9 +1680,6 @@ adventures: {print} 'The computer wins!' ``` 15: - story_text: | - ### Exercise - Play until you beat the computer! But first, finish the example code... example_code: | ``` won = 'no' @@ -3981,9 +1698,6 @@ adventures: won = 'yes' ``` rock_2: - name: Rock, paper, scissors 2 - default_save_name: rock_2 - description: Part 2 of rock, paper, scissors levels: 2: story_text: | @@ -3997,9 +1711,6 @@ adventures: {print} I choose choice ``` secret: - name: SuperSpy - default_save_name: SuperSpy - description: Make your own spy code levels: 12: story_text: | @@ -4022,164 +1733,14 @@ adventures: 13: story_text: | The code you made in the previous level can be made a lot easier in this one with the `{and}` command. - example_code: | - ``` - name = {ask} 'What is your name?' - password = {ask} 'What is your password?' - {if} name {is} 'Agent007' _ password {is} 'TOPSECRET' - {print} 'Go to the airport at 02.00' - {else} - {print} 'Go to the trainstation at 10.00' - ``` - simon: - name: Simon Says - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - Let's make a game of Simon Says! Simon Says is a memory game in which the player will be given a color. They have to repeat that color back. - If they get it right a color is added to the sequence, so they now have to remember 2 colors, then 3, then 4 etc. the game stops as soon as the player makes a mistake. - - ### Exercise - In this first part of the Simon Says adventure, we'll let the computer pick a random color and add it to a list. - - ***Make 2 lists*** First, make a list called `colors` and fill it with the colors red, yellow, green and blue. - Then make a list called `simon_sequence`. This list will be used as the answer. - At the start of the game this lists need to be empty. unfortunately, we can't create an empty list (yet), so we'll fill it with the words 'empty' and 'list' and we'll remove them from the list immediately. - - ***Create a function that adds a color to the sequence*** Now that we have an empty list called simon_sequence, we can start filling it with random colors. - We do that with a function, so we can call it everytime there's a new level in our game. Create a function called `add_random_color`. - Then create the variable random_color and set it to a random color. Next, add this random color to the simon_sequence. - - ***Create a function that shows the simon_sequence*** Start by naming the new function `show_simon_sequence` with `level` as an argument. Now we want to show as many colors as the level we are in (in level 1 you see 1 color, in level 2 you see 2 colors etc). - So we repeat `level` times, to print the `simon_sequence[i]`. Each time a color is shown, wait for 1 second and then clear the screen. - - ***Test your program*** Before you go to the next level, test if the functions are working by calling both of the functions. If they're working you should see a random color in your output screen. - Remove this testing part of your code, copy the code and continue to the next tab to learn more about the simon says game! - example_code: | - ``` - # Make 2 lists - colors = _ - _ = ['empty', 'list'] - {remove} _ {from} simon_sequence - {remove} _ - - # Create a function that adds a color - _ add_random_color - _ - {add} _ - - # Create a function that shows the simon_sequence - {define} _ - {for} i {in} {range} 1 {to} _ - {print} _ - _ - _ - - # Test your program - {call} _ - {call} show_simon_sequence {with} 1 - ``` - simon_2: - name: Simon Says 2 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - We'll continue with our Simon Says game! - - ### Exercise - ***Paste your code here*** Paste your code from the previous level here. Don't forget to remove the part that was just used for testing the functions. - - ***Create a function that creates the player_sequence*** The list `player_sequence` is used to capture the answers of the player. First we define the function with the argument level. - Next, we ask level times what the color is that they choose. We call that variable `answer`. Then we add the variable `answer` to the list player_sequence. - - ***Setting up the game*** Before we program the game in the next tab, we'll need some starting variables. First, we'll set the variable `level` to 1 and the variable `game_over` to False. - Then we make an introduction for the game. We'll print 'Welcome to Simon Says!' and clear the screen after 1 second. - - ***Continue to the next tab to finish the game!**** Don't forget to copy your code and take it with you to the next tab. - example_code: | - ``` - # Paste your code here - - - # Create a function that creates the player_sequence - {define} _ - {for} _ - _ 'What is color number ' i '?' - {add} answer {to} _ - - # Set up - level = _ - game_over = _ - {print} _ - _ 1 - _ - ``` - simon_3: - name: Simon Says 3 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - In this tab we'll program the game of Simon Says! - - ### Exercise - ***Paste your code*** Copy your code from the previous tab and paste it here. - - ***Program the game*** We start by making sure the game goes on while the game isn't over. Then we print what level the player is on, we use the variable level for that. We only show that for 1 second and then we clear the screen again. - Now, we have to create the empty list player_sequence. We've already programmed how to fill the list, with our function `player_sequence`, but we never made the list itself. To create the list we use the same trick as we did in the previous tab. - We'll make a list with the words 'empty' and 'list' on it, and then we remove both these words. Next, we'll call all of the 3 functions that we've created. - Lastly, we'll have to check if the player gave the correct answers (so if the player_sequence and the simon_sequence are the same). - If that's the case, we'll compliment the player. Wait for 1 second and increase the level with 1. - Did the player give the wrong answer, we'll tell them and end the game by setting game_over to 'True' - - ***Enjoy your game!*** Great job! Does your game not work? Use the ladybug button to debug your code! - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - {print} _ - _ - _ - _ = ['empty', 'list'] - {remove} _ - {remove} _ - {call} _ - {call} _ {with} _ - {call} _ {with} _ - {if} player_sequence == _ - _ - _ - _ - {else} - _ - game_over = _ - ``` sleep_command: - name: '{sleep}' - default_save_name: sleep_command description: introducing sleep command levels: 2: story_text: | ## The sleep command Another new command in this level is `{sleep}`, which pauses your program for a second. If you type a number behind the {sleep} command, the program pauses for that amount of seconds. - example_code: | - ``` - {print} My favorite colour is... - {sleep} 2 - {print} green! - ``` songs: - name: Sing a song! - default_save_name: Song - description: Print a song levels: 6: story_text: | @@ -4196,9 +1757,6 @@ adventures: ``` You can now repeat lines 2 to 9 as many times as you want by copying the lines. - story_text_2: | - This children's song counts down from 5 little monkeys to 1 monkey. - If you copy line 2 - 7 and paste it under the the code, you can sing the whole song! example_code_2: | ``` number = 6 @@ -4286,10 +1844,6 @@ adventures: Print the song Five little moneys jumping on the bed. Look up the text if you don't remember. **(extra)** Print the song Old MacDonald had a farm, and make sure all animals make a different sound, using an `{if}`. - example_code_2: | - ``` - monkeys = 5, 4, 3, 2, 1 - ``` 11: story_text: | In this level you can use the `{for} i {in} {range}` command to make songs that use counting. @@ -4304,292 +1858,21 @@ adventures: {else} {print} 'NO MORE MONKEYS JUMPING ON THE BED!' ``` - 12: - story_text: | - In this song we can make it even easier to program 'if you're happy and you know it, clap your hands'. Because we can put all of the actions in a variable, check it out: - - ### Exercise - Can you add the right amount of indentation to each line to make the song play correctly? - Hint: Not all lines need indentation. - example_code: | - ``` - _ actions = 'clap your hands', 'stomp your feet', 'shout Hurray!' - _ {for} action {in} actions - _ {for} i {in} {range} 1 {to} 2 - _ {print} 'if youre happy and you know it' - _ {print} action - _ {print} 'if youre happy and you know it and you really want to show it' - _ {print} 'if youre happy and you know it' - _ {print} action - ``` - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, but did you know that you could combine them with {ask} commands as well? - In this example we have changed the 'My Bonnie' program and made it interactive. You are now asked where Bonnie is. - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is ' place - - chosen_place = {ask} 'Where do you want Bonnie to be?' - synonym = {ask} 'What is another word for that?' - - {call} song {with} chosen_place - {call} song {with} synonym - {call} song {with} chosen_place - ``` - 16: - story_text: | - In this level, you can program a song like OldMacDonald even more quickly. You can connect the right animal to the right sound by simply putting them in the same place in the list. - The Drunken Sailor is also quickly made in this level. You only need 8 lines for the entire song, check it out! - - ### Exercise - Complete the Old MacDonald song by setting the variable `animal` to `animals[i]` and `sound` to `sounds[i]`. - example_code: | - ``` - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - {for} i {in} {range} 1 {to} 3 - animal = _ - sound = _ - {print} 'Old MacDonald had a farm' - {print} 'E I E I O!' - {print} 'and on that farm he had a ' animal - {print} 'E I E I O!' - {print} 'with a ' sound sound ' here' - {print} 'and a ' sound sound ' there' - {print} 'here a ' sound - {print} 'there a ' sound - {print} 'everywhere a ' sound sound - ``` - - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines - {for} i {in} {range} 1 {to} 3 - {print} line - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - 18: - story_text: | - In level 16 we made songs using lists. These programs however are no longer working properly in this level. The colons from level 17 and the brackets from level 18 still need to be added. - - ### Exercise 1 - The Drunken sailor song is given as sample code, but not yet working. - Can you make sure everything works again? To help you, we've put _ in the places of _some_ errors. - - ### Exercise 2 - Now also look up your Old MacDonald song from level 16, and correct it. - example_code: | - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines _ - {for} i {in} {range} 1 {to} 3 _ - {print} _ line _ - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` songs_2: - name: Sing a song! 2 - default_save_name: Song 2 - description: Sing a song 2 - levels: - 12: - story_text: | - Songs contain a lot of repetition. We can capture it with a function! - ### Exercise - Look at the example code with the function. Fill out the two lines so the full song is printed. - example_code: | - ``` - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} _ - ``` - 16: - story_text: | - ### Exercise - Finish the nursery rhyme! - example_code: | - ``` - number = ['one', 'two', 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'ten'] - object = ['on his drum', 'on his shoe', 'on his knee', 'on his door', 'on his hive', 'on his sticks', 'up in heaven', 'on his gate', 'on his vine', 'once again'] - - _ - {print} 'This old man' - {print} 'He played ' _ - {print} 'He played knick-knack ' _ - {print} 'With a knick-knack paddywhack' - {print} 'Give the dog a bone' - {print} 'This old man came rolling home' - {sleep} 8 - {clear} - ``` - story_text_2: | - ### Exersice 2 - Now create your own code for the nursery rhyme 'The wheels on the bus' on the same way! - example_code_2: | - ``` - object = ['wheels', 'doors', _] - movement = [ 'round and round', 'open and shut', _] - ``` - tic: - name: Tic-Tac-Toe - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - Let's program a game of tic-tac-toe! - - ### Exercise - In this adventure we'll start with creating an empty field. - - ***Create a list called field*** This list will be our playing field. This list is filled with 9 dots, since there are no x's and o's yet at the start of our game. - - ***Create a function that prints the field*** Firstly, clear the screen so the old playing fields will be removed. Then we print the first line of our Tic Tac Toe field. This line constists of the first 3 spots in our list field. - We have already programmed this line for you. Now finish the field by printing spot 4, 5, and 6 on the second row and spot 7, 8 and 9 in the third row. - - ***Call the function that prints the field*** Now call the function. -
- Run the code. Your output should look like this: -
- - ***Continue in the next tab*** In the next tab you'll learn how to program the game itself. - example_code: | - ``` - # Create a list called field - _ = ['.', '.', '.', '.', '.', '.', '.', '.', '.'] - - # Create a function that prints the field - {define} print_field - _ - {print} 'TIC TAC TOE' - {print} field[1] field[2] field[3] - _ - _ - - # Call the function - ``` - 17: - story_text: | - In the previous level you've learned how to make a tic-tac-toe game. The game works, but is quite annoying as it keeps asking you if you've won yet. - Now that we have the {elif} command, we can let the game decide if someone has won and it can stop asking us! - - ### Exercise - ***Paste your code*** Paste your code from the previous level here and make it level 17 proof. In this level you've learned to use a colon everytime you create a block of code. Please add the colons in the correct spots. - - ***Create a function that detects if someone's won*** We have started the function for you, paste it under the function `print_field` and finish the function. You can see that this first piece of code checks to see if spot 1, 2 and 3 are the same, because if they are you have 3 in a row. - It also checks if they are not a dot, because if they are, the line might have the same symbols on them, but that's just because it's still empty. - If all these conditions are met, the game is over and the winner is printed. - Finish this function with all possible ways to win. This means you have to make this for the other 2 rows, 3 columns and 2 diagonals. - If you've finished all the other options, the function should return the variable `game_over` so we can use it in our game. - - ***Call the function in the game*** Go to the line `game_over = {ask} 'Did you win?'` and change it to `game_over = {call} detect_winner {with} field, sign`. Now the function will check if there's a winner and the game doesn't need to keep asking anymore! - - ***Enjoy your game!*** Great job! You have finished the game! Enjoy playing it! - - example_code: | - ``` - # Paste your code here and make it level 17 proof - - # Create a function that detects if someone has won - {define} detect_winner {with} field, sign: - {if} field[1] == field[2] {and} field[2] == field[3] {and} field[1] != '.': - game_over = 'yes' - {print} 'Player ' sign 'wins!' - {elif}: - _ - {else}: - game_over = 'no' - {return} _ - ``` - tic_2: - name: Tic-Tac-Toe 2 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - In the previous adventure you've learned how to create a playing field. Now you'll learn how to create the game! - - ### Exercise - ***Paste your code*** Start by pasting your code from the previous adventure here. - - ***Add variables*** Underneath your list called `field` we'll add 2 more variables that we'll need to program the game. - The variable `game_over` tells us if the game is over, and should be 'no' at the start of the game. - The variable `sign` tells us if it's the turn of player x or player o. Set the variable to 'x'. - - ***The game*** First use a {while} command, to make sure the game keeps on playing the variable while game_over is set to no. - During the game, we first ask the player which spot they choose. Then we change the field with the number they chose into their sign. - Then we print the field again and we ask the player if they've won yet. Lastly we want to switch whose turn it is, so if the sign is 'x' it should be 'o' and the other way around. - - ***Test your game*** Does your game work? Great, have fun playing the game! If not, use the ladybug button to debug your code. - You might have noticed one mistake in the code though, you can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! Go to the next tab to learn how to fix this problem. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add variables - game_over = _ - sign = _ - - # The game - {while} _ - choice = _ 'Player ' sign '_?' - field[choice] = _ - _ print_field - game_over = {ask} _ - {if} sign = 'o' - sign = _ - _ - sign = _ - ``` - tic_3: - name: Tic-Tac-Toe 3 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - You might have noticed one mistake in the code you've made in the previous adventure. You can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! In this tab we'll fix that mistake. - - ### Exercise - ***Paste your code here*** Paste your code from the previous adventure here. - - ***Fix the mistake*** To fix the mistake we replace the line that says `field[choice] = sign`. This turns any spot that the player has chosen into their sign. - Go to the header that says 'Use this to fix the mistake' and finish the code. We first want to check if the chosen spot is still empty, so `if field[choice] = '.'`. If that is the case, you are allowed to take it. - Then we make an else command and print 'Sorry, this spot is already taken' if the spot is not empty. Lastly, we add a {sleep} command, so the players can actually read the text before it gets cleared again. - Now copy this piece of code and replace the line `field[choice] = sign` with this new piece of code. - - ***Play your game!*** Now the game should work properly! Good job! - The only flaw is that you can get a bit annoyed that the game keeps asking you if you've won yet. Do you want to fix that? Go to level 17 and we'll fix it! + levels: + 12: example_code: | ``` - # Paste your code here + {define} twinkle + {print} 'Twinkle' + {print} '...' - # Use this to fix the mistake - {if} _ = '.' - field[choice] = sign - {else} - {print} _ - _ + {call} twinkle + {print} 'Up above the world so high' + {print} 'Like a diamond in the sky' + {call} _ ``` turtle: - name: Turtle - default_save_name: Turtle - description: Make your own drawing levels: 1: story_text: | @@ -4597,73 +1880,11 @@ adventures: Using `{forward}` you draw a line forwards. The number behind it determines how far the turtle will walk. `{turn} {right}` turns a quarter turn in clockwise direction, `{turn} {left}` turns counter clockwise. If you want to go backwards, you use the `{forward}` command but with a negative number. So for example `{forward} -100` - example_code: | - ``` - {forward} 100 - {turn} {left} - ``` - story_text_2: | - ### Exercise - This is the start of a little staircase. Can you make it have 5 steps? - example_code_2: | - ``` - {forward} 20 - {turn} {right} - {forward} 20 - {turn} {left} - {forward} 20 - ``` - 2: - story_text: | - In level 1 the turtle could only turn left or right. That is a bit boring! - In level 2 he can point his nose in all directions. - - Use 90 degrees to turn a quarter, 180 to turn half, and a full circle is 360 degrees. - - ### Exercise - This code now creates the letter T. Can you change it to make the letter B? - - **Extra** Change the letter into a different letter, like the first one of your name. - You can also make multiple letters, by setting the color to `{color}` `{white}` in between. - - example_code: | - ``` - {forward} 20 - {turn} 90 - {forward} 20 - {turn} 180 - {forward} 100 - ``` - story_text_2: | - You can use variables to in the turtle `turn`. - - ### Exercise - Change the code such that it creates a triangle. Hint: you only have to change the code in one place. - - example_code_2: | - ``` - {print} Drawing figures - angle {is} 90 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - ``` 3: story_text: | In this level you can use use `{at} {random}` with the drawing turtle. A random choice makes the turtle walk a different path each time. Use `{at} {random}` to choose a value from a list. You can copy and paste lines 2 and 3 to create a longer random path. - example_code: | - ``` - angles {is} 10, 50, 90, 150, 250 - {turn} angles {at} {random} - {forward} 25 - ``` 4: - story_text: | - In level 4 you have to use quotation marks with `{print}` and `{ask}`. Also when drawing! example_code: | ``` {print} 'Drawing figures' @@ -4673,45 +1894,7 @@ adventures: {turn} angle {forward} 25 ``` - story_text_2: | - You can also change the color of the lines with the command `{color}`. Check out the example. - You can also use the command `{color} {white}` to make 'invisible' lines. You could use these white lines to move the turtle anywhere in the screen before you start drawing. - example_code_2: | - ``` - {color} {white} - {forward} -80 - {color} {green} - {forward} 50 - {color} {yellow} - {forward} 50 - {color} {red} - {forward} 50 - ``` 5: - story_text: | - In level 5 you can make a choice with `{if}`. For example between different types of figures. - example_code: | - ``` - {print} 'Drawing Figures' - figure {is} {ask} 'Do you want a square or a triangle?' - {if} figure {is} triangle angle {is} 120 - {else} angle {is} 90 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - ``` - story_text_2: | - ### Exercise - Fill in the correct numbers in this code to get it to work. - After you've done that, you can try to add the option backwards. - - **Extra** Instead of using 'left' and 'right', remake the program with North, East, South and West. - This way you could add even more directions like Northeast and Southwest etc. example_code_2: | ``` direction {is} {ask} 'Do you want to go left, right, or straight ahead?' @@ -4719,29 +1902,6 @@ adventures: if direction is right turn _ forward 100 ``` - 6: - story_text: | - In this level you can use calculations to draw different figures. - You may have learned in school that turning a full circle is 360 degrees. If not, now you know! - That's why you also use 90 degrees for a square. 360 divided by 4 is 90. - Now that we can do math with Hedy, we can draw all the figures we want! - example_code: | - ``` - angles = {ask} 'How many angles do you want?' - angle = 360 / angles - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - ``` 8: story_text: | Now that we can repeat several lines, we can make figures more easily. @@ -4756,14 +1916,6 @@ adventures: story_text_2: | Also, we can now improve the program that draws different figures. Can you figure out how far the turtle has to turn here? Finish the code and you can draw any polygon you'd like! - example_code_2: | - ``` - figure = {ask} 'How many angles should I draw?' - angle = 360 / figure - {repeat} figure {times} - {turn} _ - {forward} _ - ``` 9: story_text: | Now that we can use a `{repeat}` inside a `{repeat}`, we can create more complex figures. @@ -4772,17 +1924,6 @@ adventures: This code creates three black triangles, change that into five pink squares. **(extra)** Create a figure of your own choosing consisting of at least two different shapes types. - example_code: | - ``` - {color} {black} - {repeat} 3 {times} - {repeat} 3 {times} - {forward} 10 - {turn} 120 - {color} {white} - {forward} 50 - {color} {black} - ``` 10: story_text: | In this level you can make the turtle draw a figure. @@ -4793,162 +1934,9 @@ adventures: **(extra)** can you change the spiral into another shape? Experiment with numbers for the turn! ### Exercise 2 The spiral is drawn outwards, make it go inwards? - example_code: | - ``` - {turn} 90 - distances = 10, 20, 30, 40, 50, 60 - {for} distance {in} distances - {forward} distance - ``` - 12: - story_text: | - We can use functions to draw more complex figures with less code. - ### Exercise 1 - Fill the function so that three squares are created. If you want the image to look nicer, you can make the lines between the squares white. - - ### Exercise 2 - The code can be made even shorter. Place the final lines into a `{repeat}` so the figure remains the same. - - ### Exercise 3 - Create your own drawing with different figures. - Change both the number of figures with the `{repeat}` and the shape of the figures in the `{define}` - example_code: | - ``` - {define} square - {repeat} 4 {times} - {turn} _ - {forward} _ - {call} square - {forward} 50 - {call} square - {forward} 50 - {call} square - ``` turtle_draw_it: - name: Draw it! - default_save_name: Draw it - description: Draw this picture with the turtle levels: - 1: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Rectangle - Square - Stairs -
- 2: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Arrow - Boat -
- 3: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Star - Arrow -
- 4: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Colored Star - Rainbow - Nested squares -
- example_code: | - **Extra** Up for a real challenge? Make sure that the colors of these figures are selected randomly, so that each time you run your programs they'll look differently! - - ``` - colors {is} red, orange, yellow, green, blue, purple, pink, brown, gray, black - color _ - ``` - 5: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Make only one code that lets the player decide which letter they'd like to see! And can you add even more letters? - -
- F - E - L -
- example_code: | - Hint: - ``` - chosen_letter {is} {ask} 'Which letter would you like to see? F, E or L?' - {if} _ - ``` - 6: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Let the player decide which color the square should be. - - ***Extra*** Can you make the letter of your own first name and the flag of your own country too? - -
- Square - Letters - Flag -
- example_code: | - Hint for the square: - ``` - chosen_color = {ask} _ - ``` - 7: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Hexagon - Triangle - Fan -
- 8: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - -
- Square (3) - Randomly colored star (5) - Randomly colored spiral (7) -
9: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - - **Extra** Give the player a choice which country they would like to see the flag of. - -
- Cross (7) - Randomly colored nested squares (8) - Flags -
example_code: | Hint for the nested squares: ``` @@ -4966,14 +1954,6 @@ adventures: color_3 = blue ``` 10: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Nested Hexagon - Traffic lights -
example_code: | Hint Nested Hexagon: ``` @@ -4989,47 +1969,6 @@ adventures: color _ {repeat} _ ``` - story_text_2: | - Christmas lights - example_code_2: | - Hint Christmas Lights: - - Start by moving to the left side of the screen with an invisible white line. Then hang up the Christmas lights! - ``` - {color} white - {turn} -90 - {forward} 300 - {turn} 90 - - colors = red, blue, yellow, purple, green, orange, pink - {for} chosen_color {in} colors - _ - ``` - 11: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Beehive (6) - Fan (5) - Snowflake (13) -
- example_code: | - Hint Beehive: - ``` - {for} amount_of_combs {in} {range} 1 {to} _ - {for} walls_of_one_comb {in} {range} 1 {to} _ - {forward} _ - {turn} _ - {forward} _ - {turn} _ - ``` - - Hint Fan: - Start out like the fan you made in level 7. Or take a peak at the hint for the beehive, because the codes are very similar. - - Hint Snowflake: Start by making one 'leg' and repeat it 6 times. 12: story_text: | ### Exercise @@ -5056,129 +1995,9 @@ adventures: {if} shape = 'square' {call} draw_a_square ``` - 13: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Street in different sizes - Colored street - Snow Storm - example_code: | - Hint Street in different sizes - ``` - {define} draw_a_house {with} size - _ - - {call} draw_a_house {with} 90 - {call} draw_a_house {with} 60 - {call} draw_a_house {with} 30 - ``` - - Hint Colored street - ``` - {define} draw_a_house {with} chosen_color - _ - ``` - - Hint Snow Storm - ``` - {define} draw_snowflake {with} length, color - _ - - numbers = 10, 20, 30 - colors = _ - - {for} i {in} {range} 1 {to} 5 - random_number = _ - random_color = _ - {call} draw_snowflake {with} random_number, random_color - {color} white - {turn} random_number * 5 - {forward} 80 - ``` - 14: - story_text: | - ### Exercise - Create a program that asks the player how many corners their figure should have and then creates that figure. - The figure in the image is the output when the player fills in 10. - -
- - -
- example_code: | - ``` - {define} calculate_degrees {with} amount_of_corners - _ 360 / amount_of_corners - - - {define} draw_figure {with} degrees - _ - {forward} 400/amount_of_corners - {turn} _ - - amount_of_corners = {ask} _ - degrees = {call} _ {with} _ - - {call} _ {with} - {call} _ {with} - ``` - 15: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Spiral - example_code: | - Spiral - ``` - distance = 5 - {while} distance < 200 - distance = distance + 5 - _ - ``` - story_text_2: | - Fan - example_code_2: | - Fan - ``` - {define} draw_a_square {with} side - _ - - i = 100 - {while} i > 1 - _ {with} i - _ - i = i - 3 - ``` - story_text_3: | - Star - example_code_3: | - Star - A star is usually drawn using 144-degree-turns. If you change this slightly to 143 degrees for example and repeat the pattern multiple times with a {while} loop you can make this figure. while_command: - name: '{while}' - default_save_name: while_command description: while - levels: - 15: - story_text: |- - We are going to learn a new loop, the `{while}` loop! We continue the loop as long as the statement is true. - So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. - If the correct answer is never given, the loop never ends! - example_code: | - ``` - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - ``` years: - name: New Year's - default_save_name: New Year's Countdown description: Countdown to the new year! levels: 11: diff --git a/content/adventures/uz.yaml b/content/adventures/uz.yaml index 7db864ee3f3..682e6770bd8 100644 --- a/content/adventures/uz.yaml +++ b/content/adventures/uz.yaml @@ -1,1094 +1,12 @@ adventures: - story: - description: Story - default_save_name: Story - levels: - 18: - example_code: "```\n{print}('Welcome to this story!')\n```\n" - story_text: "We are going to print another story, but now we have to use brackets with `{print}`.\n\n### Exercise 1\nCreate a story of at least 5 sentences. You don't have to use 'name' just yet.\n" - story_text_2: "### Exercise 2\nWe have already prepared an `{input}` for you. First, use the `name` variable in your story.\nThen add a second `{ask}` and use that variable as well.\nTip: Remember the commas in a `{print}` between text and variables!\n" - example_code_2: "```\nnaam = {input}(\"What's your name?\")\n{print}('Welcome to this story!')\n```\n" - 2: - story_text: "In level 2 you can make your story more fun. Your main character's name can now be anywhere in the sentence.\n\nYou do have to program a little bit extra for that. You must now name your main character first.\n\nYou can then put that name anywhere in a sentence.\n" - story_text_2: "### Exercise\nNow it's time to add variables to your own story that you've made in the previous level.\nGo to 'My programs', look for your level 1 story adventure and copy the code. Paste the code in your input screen in this level.\n\nThis code won't work in this level, because you have not used variables yet.\nChange the `{ask}` commands and `{echo}` commands in your code to the correct form that you've learned in this level.\n\n**Extra** Add a `{sleep}` command to your code to build up tension in your story.\n" - example_code: "```\nname {is} {ask} What is the name of the main character?\n{print} name is now going to run in the woods\n{print} name is a bit scared\n{print} Suddenly she hears a crazy noise...\n{sleep}\n{print} name is afraid this is a haunted forest\n```" - 3: - example_code: "```\nanimals {is} 🦔, 🐿, 🦉, 🦇\n{print} They now hear the sound of an animals {at} {random}\n```\n" - example_code_2: "```\n{print} They hear a sound\nanimals {is} 🐿, 🦔, 🦇, 🦉\nanimal {is} {ask} What do you think it is?\n{add} animal {to_list} animals\n{print} it was an animals {at} {random}\n```\n" - example_code_3: "```\n{print} His backpack got way too heavy.\n{print} Inside were a bottle of water, a flashlight and a brick.\nbag {is} water, flashlight, brick\ndump {is} {ask} Which item should he dump?\n{remove} dump {from} bag\n```\n" - story_text: "In level 3 you can make your story more fun. You can use randomness for any monster, animal or other obstacle, like this:\n" - story_text_2: "The command `{add}` can also come in handy in your story.\n" - story_text_3: "This is an example of the `{remove}` command in your story\n\n### Exercise\nCopy your story from the previous levels into this level.\nIn this level you've learned 3 new commands `{at} {random}` , `{add} {to_list}` and `{remove} {from}`.\nAdd new lines of code to your story, so that all of the new commands are featured at least once in your story.\n" - 1: - story_text: "In level 1 you can make a story with a different main character that you enter yourself.\n\nIn the first line, use `{ask}` and ask who the main character of the story will be.\n\nAfter that first line, start with `{print}` if the sentence needs to be printed.\nYou use `{echo}` if you want your main character to be at the end of the sentence.\n" - example_code: "```\n{ask} The main character of this story is\n{print} The main character is now going to walk in the forest\n{echo} They're a bit scared,\n{print} They hear crazy noises everywhere\n{print} They're afraid this is a haunted forest\n```\n" - story_text_2: "### Exercise\nNow create your own story of at least 6 lines of code.\nThis story cannot be the same as the example code.\nUse at least one `{ask}` and one `{echo}` command.\nYou can make it about any topic you like.\nIf you can't think of a topic, use one of our choices: going to the movies, a sports match or a day at the zoo.\n" - 9: - story_text: "In this level you can use `{if}` and `{repeat}` commands inside other `{if}` and `{repeat}` commands. \nThis gives you many options and really helps you to make your story interactive.\n\n### Exercise 1\nFinish the code so the `{if}` works correctly.\n\n### Exercise 2\nAdd an `{if}` and `{else}` for the part of the story where Robin goes home too.\n\n### Exercise 3\nGo back to your level 8 story and use at least two `{if}`s inside another `{if}`.\n" - example_code: "```\n{print} 'Robin is walking downtown'\nlocation = {ask} 'Is Robin going into a shop, or does she go home?'\n{if} location {is} shop\n {print} 'She enters the shop.'\n {print} 'Robin sees an interesting looking book'\n book = {ask} 'Does Robin buy the book?'\n {if} book {is} yes\n _ {print} 'Robin buys the book and goes home'\n _ {else}\n _ {print} 'Robin leaves the shop and goes home'\n{else}\n {print} 'Robin goes home'\n```\n" - 8: - example_code: "```\n{print} 'OH NO! The T-rex is closing in!'\nend = {ask} 'Do you want a happy or a sad ending?'\n{if} end {is} happy\n {print} 'Just in time Richard jumps back into the time machine!'\n {print} _\n{else}\n {print} 'Oh no! Richard is too slow...'\n {print} _\n```\n" - story_text: "In this level you can use multiple lines in your `{if}` commands, this way you can upgrade your happy or sad ending!\n\n### Exercise 1\nThe example code shows two different endings; one where the characters jump in a time machine and one where they do not.\nComplete the blanks with at least one sentence per ending.\n**Extra** Make the story longer. What happens in the story? You can also add a second `{ask}` with different options.\n\n### Exercise 2\nGo back to your saved programs, choose your story program from level 5. Now write a good and a bad ending of at least three lines long each!\n" - 7: - story_text: "In a story, someone says words several times. For example, when someone calls for help or sings a song.\nYou can put such repetitions in your story, in this level with `{repeat}`.\n\n### Exercise\nAdd repetition to your own story. Go back to your saved programs, choose your story program from a previous level and\nfind a line containing `{print}` and repeat it!\n" - example_code: "```\n{print} 'The prince kept calling for help'\n{repeat} 5 {times} {print} 'Help!'\n{print} 'Why is nobody helping me?'\n```\n" - 13: - example_code: "```\n{print} 'Our hero is walking through the forest'\n{print} 'The path splits two ways'\npath = {ask} 'Which path should she choose?'\nweapon = {ask} 'What weapon does she draw?'\n{if} path {is} 'left' {and} weapon {is} 'sword'\n _\n```\n" - story_text: "By using the `{and}` and `{or}` commands, you can make your stories more versatile. You can ask two questions and respond to the combination of answers.\n\n### Exercise 1\nLook at the example code and finish it. Then add at least 2 more `{if}` codes with `{and}` or `{or}`.\n\n### Exercise 2\nFind a story from a previous level, and add one `{and}` or `{or}`.\n" - 12: - story_text: "In this level quotation marks will be needed to save multiple words in a variable.\n\n### Exercise\n\nFind a story from a previous level, any level is ok. Now make sure quotation marks are added in the right places." - example_code: "```\nname = 'The Queen of England'\n{print} name ' was eating a piece of cake, when suddenly…'\n```\n" - 5: - example_code: "```\nname {is} {ask} 'Who is walking in the forest?'\n{print} name ' walks through the forest'\n{print} name ' encounters a monster'\nend {is} {ask} 'Would you like a good or a bad ending?'\n{if} end {is} good {print} name ' takes the sword and the monster quickly runs away'\n{else} {print} 'The monster eats ' name\n```\n" - story_text: "In this level you can program different endings, which will make your story even more fun.\nIn the example code you can see how to make 2 different endings.\n\n### Exercise 1\nWrite a new short story of at least 6 lines of code about a topic of your choosing.\nNo inspiration? Choose one of these topics: a superhero, a boring school day, stranded on a desert island.\n\nNow give the player a change to choose a happy or a bad end, just like in the example code.\nProgram both the endings.\n\n### Exercise 2\nCopy the story you've created in your own story adventure in the previous levels.\nFind a way to add at least 2 `{if}` and `{else}` commands to your story.\nThis can be with a happy or bad ending, but you can also try to find other ways to incoporate the commands.\n" - 4: - story_text: "### Exercise\nCopy the example code and finish it by adding quotation marks on the blanks in lines 1 and 2.\nThe blanks in line 3 and 4 should not be replaced by quotation marks, but a `{sleep}` and a `{clear}` command. Can you make it work?\n\n### Exercise 2\nGo back to the previous level and copy your story code. Make the code work in this level by adding quotation marks in the right spots.\nMind: The variables in your own story should be outside of the quotation marks. Just like the second line of the example code. In that line the variable name is placed outside of the quotation marks.\n" - example_code: "```\nname {is} {ask} _ What is your name? _\n{print} _ The main character is called _ name\n_\n_\n{print} name _ is now going to walk in the woods _\n{print} name _ is a bit scared _\nanimals {is} 🦔, 🐿, 🦉, 🦇\n{print} _ He hears the sound of a _ animals {at} {random}\n{print} name _ is afraid this is a haunted forest _\n```\n" - 10: - example_code: "```\nanimals = _ , _ , _ \n{print} 'Brown bear, Brown bear'\n{print} 'What do you see?'\n```\n" - story_text: "In this level you can use the {for} command in your story. In this way you could easily program the children's book 'Brown bear, Brown bear, what do you see'.\n\n### Exercise\n\nLook at the story if you do not know it, and make sure it is printed as in the book.\n" - 15: - story_text: "Using the `{while}` loop can make your stories more interesting. For example, you can use `{while} game == 'on'` so you can play until the game is over.\nOr you can use `{while} sword == 'lost'` so the player can't continue the game until they have found something.\n\n### Exercise\nThe example code shows you how to use the `{while}` loop in a story. Now **think of your own scenario** in which the player has to find something before they can continue.\n" - example_code: "```\nkeys = 'lost'\n{print} 'You are standing in your garden and you have lost your keys.'\n{print} 'Where do you want to look for them?'\n{print} 'You can choose: tree, flowerbed, rock, postbox'\n{while} keys == 'lost'\n location = {ask} 'Where do you want to look?'\n {if} location == 'flowerbed'\n {print} 'Here they are!'\n keys = 'found'\n {else}\n {print} 'Nope they are not at the ' location\n{print} 'Now you can enter the house!'\n```\n" - name: Story - and_or_command: - default_save_name: and or - name: '{and} & {or}' - levels: - 13: - example_code: "```\nname = {ask} 'what is your name?'\nage = {ask} 'what is your age?'\n{if} name {is} 'Hedy' {and} age {is} 2\n {print} 'You are the real Hedy!'\n```\n" - story_text: "We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two `{if}`s but can use `{and}` and `{or}`.\n\nIf you use `{and}`, both statements, left and right of the `{and}` need to be true. We can also use `{or}`. Then only one statement needs to be correct." - description: introducing {and} & {or} - ask_command: - levels: - 2: - example_code: "```\nname {is} {ask} What is your name?\n{print} Hello name\nage {is} {ask} How old are you?\n{print} name is age years old.\n```\n" - example_code_2: "```\nfavorite_animal {is} {ask} What is your favorite animal?\n{print} I like favorite_animal\n```\n" - story_text_2: "### Exercise\nIn the previous tab you have practised with setting variables with the `{is}` command.\nYou have created at least 3 variables and used them with a print command.\nNow, instead of setting the variables we want you to make the variables interactive, like we did in our example.\n\nCopy your code from the previous tab and make the variables interactive by using `{ask}` commands.\n" - story_text: "## The ask command\nNow that we can use **variables** in our codes, we no longer need the `{echo}` command.\nWe can use variables to store the answers to our questions and this way we can use the answer to multiple questions in our codes.\nCheck it out:\n\nThis way your code is becoming interactive!\n" - 1: - story_text_3: "### Exercise\nTry out the `{ask}` and `{echo}` commands. Firstly, fill in the blanks to make this program work.\nThen ask 2 more questions using the `{ask}` command, after each `{ask}` use an `{echo}` to print the answer on the screen.\n" - story_text: "## The ask command\nNow that you can use the `{print}` command, you are ready to learn the next command: `{ask}`. With the `{ask}` command, you can ask a question. Check it out:\n" - example_code_2: "```\n{print} Hello!\n{ask} What is your name?\n{echo} hello\n```\n" - example_code: "```\n{print} Hello!\n{ask} What is your name?\n```\n" - story_text_2: "## The `{echo}` command\nIf you want the computer to repeat the answer back to you, you can use the `{echo}` command. The answer will be echoed back at the end of the sentence, so in this example after hello.\n" - example_code_3: "```\n_ How are you doing?\n_\n```\n" - 18: - story_text: The final change we will need to make to get Python code is changing `{ask}` into `{input}`. - example_code: "```\n{print}('My name is Hedy!')\nname = {input}('What is your name?')\n{print}('So your name is ', name)\n```\n" - description: Introduction {ask} command - name: '{ask}' - default_save_name: ask_command - blackjack: - description: Try to get as close to 21 as you can - default_save_name: Blackjack - levels: - 17: - story_text: "Blackjack is a simple game of cards in which you have to get as close to 21 points as possible. You get two cards. Each card is worth their numeral value, and the face cards (Jack, Queen and King) are worth 10 points.\nThe Ace is worth either 1 or 11 points (you can choose). The dealer, your opponent, also gets two cards.\nIf you want, you can get another card, and its points will be added to your total. The dealer can also choose to take another card.\nBut be careful not to get more than 21 points, because if you do, you lose!\nThe player who gets closest to 21, without going over it, wins!\n\n### Exercise\nIn this adventure we code the first part of our Blackjack game. We'll create a function to calculate how many points a card is worth.\n\n***Set the variables***\nStart by making a list of all the cards, from 2 to Ace. Next make a list of the face cards, so Jack, Queen and King. Then pick a random card from the list of cards to be card_1.\n\n***Create a function to calculate the points***\nCreate a function that calculates how many points a card is worth.\nAll the face cards are worth 10 points, the Ace is worth 11 and all the other cards are worth their numeral.\nReturn the variable `points` at the end of the function.\n\n***Test the function***\nTest if your function is working properly. Finish the first print command by filling in which card you've drawn. Then finish the second line by calling the function with card_1.\nRun the code a couple of times. Are you happy with the results? Great! Then you can remove the testing part and move on the the next tab!\n" - example_code: "```\n{print} 'BLACKJACK'\n\n# Set these variables\ncards = _\nface_cards = _\ncard_1 =\n\n# Create a function to calculate the points\n{define} calculate_points {with} card:\n {if} card {in} face_cards:\n points = _\n {elif} _\n _\n {else}:\n _\n _ points\n\n# Test your function\n{print} 'Your card is a ' _\n{print} 'That is worth ' _ ' points'.\n```\n" - name: Blackjack - blackjack_2: - description: Blackjack part 2 - default_save_name: Blackjack_2 - name: Blackjack 2 - levels: - 17: - story_text: "### Exercise\nIn this adventure we code the second part of our Blackjack game.\n\n***Paste your code from the previous adventure***\nIn the previous adventure you've started a list of variables and created a function to calculate how many points a card is worth. Copy your code and paste it here. Mind that you don't need the testing part, so if you haven't removed that yet, please do so now.\n\n***Add more variables***\nYou have already set the lists `cards` and `face_cards` and the variable `card_1`. Underneath those variables create 3 more variables: `card_2`, dealer_card_1` and `dealer_card_2`. These variables are all set to a random card from the list of cards.\n\n***Add up points***\nTo calculate how many points you have scored we call the function with card 1 and we do it again for card 2. Then we add both these scores together to get your total.\nDo the same thing for the dealers points, but be sure to use the dealer's cards and not your own!\n\n***2 Aces***\nYou're doing great! Almost all scores can be calculated now. There is only one exception: 2 Aces. If you get 2 Aces, your total is 12 points and not 22 (because 22 points would be losing!). This of course also goes for the dealer.\n\n***Show the score***\nLastly, you want to tell the program to tell you which cards you have drawn and how many points that is. Then show which cards the dealer has and how many points they have.\n\n***Continue in the next tab***\nGreat! You have finished this part of the game! Copy your code and go to the next tab to learn how to ask for an extra card and to declare a winner.\n" - example_code: "```\n# Paste your code from the previous adventure here\n\n# Add these variables to the list of variables\ncard_2 = _\ndealer_card_1 = _\ndealer_card_2 = _\n\n# Add up your points\nyour_points_1 = {call} _ {with} card_1\nyour_points_2 = _\nyour_total = _\n\n# Add up the dealers points\ndealer_points_1 = _\n_\n_\n\n# 2 Aces\n{if} card_1 == 'Ace' {and} _\n your_total = 12\n{if} dealer_card_1 _\n dealer_total = _\n\n# Show the score\n{print} 'You have drawn a ' _ ' and a ' _ '. That is ' _ ' points'\n{print} 'The dealer has drawn a ' _ ' and a ' _ '. That is ' _ ' points'\n```\n" - calculator: - name: Calculator - default_save_name: Calculator - levels: - 9: - story_text: "In a previous level, you've created a calculator. In this level, you can expand that code so it asks multiple questions.\n\n### Exercise 1\nCan you finish line 10 to get the code to work?\n\n### Exercise 2\nGive the player feedback when they enter an answer, like `{print} 'Correct!'` or `{print} 'Wrong! The correct answer is ' correct_answer`.\n" - example_code: "```\nscore = 0\n{repeat} 10 {times}\n numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10\n number_1 = numbers {at} {random}\n number_2 = numbers {at} {random}\n correct_answer = number_1 * number_2\n {print} 'What is ' number_1 ' times ' number_2 '?'\n answer = {ask} 'Type your answer here...'\n {print} 'Your answer is ' answer\n {if} _ {is} _\n score = score + 1\n{print} 'Great job! Your score is... ' score ' out of 10!'\n```\n" - 10: - example_code: "```\nnumbers = 1, 2, 3\n{for} _\n {for} _\n answer = {ask} _\n correct = number_1 * number_2\n {if} answer {is} correct\n {print} 'Great job!'\n {else}\n {print} 'That is wrong. The right answer is ' correct\n```\n" - story_text: "This calculator game helps you practise your tables of multiplication!\n### Exercise\nFill in the blanks. We want this program to ask the player these questions:\n```\nHow much is 1 times 1?\nHow much is 1 times 2?\nHow much is 1 times 3?\nHow much is 2 times 1?\nHow much is 2 times 2?\nHow much is 2 times 3?\nHow much is 3 times 1?\nHow much is 3 times 2?\nHow much is 3 times 3?\n_\n```\n" - 12: - example_code: "```\nnumber1 = {ask} 'What is the first number?'\nnumber2 = {ask} 'What is the second number?'\nanswer = _\n{print} number1 ' plus ' number2 ' is ' _\n```\n" - story_text: "In this level, you can make a calculator that works for decimal numbers.\n\n### Exercise 1\nFill out the blanks to complete the calculator. Remember to use a period and not a comma for decimal numbers.\n\n### Exercise 2\nCreate a new mathematics practice program, but now use decimal numbers.\nCreate a list of numbers, choose two to multiple and let the player answer.\nAnd of course you have to validate the answer! **Extra** Increase the difficulty by adding lives: A player loses a life for a wrong answer and after three wrong answers the game ends.\n" - 15: - story_text: "You can add the `{while}` loop to the calculator game you've learned to make in a previous level.\nThis makes sure the player can't continue to the next question if they answer incorrectly.\n\n### Exercise\nAdd the `{while}` loop in the function, ask the player what number_1 times number_2 is and print their answer.\nThen `{call}` the function.\n" - example_code: "```\n{define} new_question\n numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10\n number_1 = numbers {at} {random}\n number_2 = numbers {at} {random}\n correct = number_1 * number_2\n answer = 0\n _\n _\n _\n {print} 'Well done!'\n\n{print} 'Give 10 correct answers to win!'\n{for} i {in} {range} 1 {to} 10\n _\n{print} 'You win!'\n```\n" - 14: - example_code: "```\n{define} calculate_mean_grade\n total = 0\n {for} i {in} {range} 1 {to} 4\n grade = {ask} _\n total = total + _\n {return} _ / 4\n\nmean_grade = {call} _\n{print} 'Your mean grade is ' mean_grade\n```\n" - story_text: "In this adventure you will build a calculator that calculates your mean grade for you. If you get your calculator to work, you can move on to the next adventure, which allows you to add two extra features.\n\n### Exercise 1\nFill in the blanks to get the calculator to work.\n* Start with the fourth line, add a question to figure out what grade the student got.\n* In the fifth line you'll want to calculate the total of all grades, so the total = total + grade.\n* Then we get to set the return value. We want to return the mean, so the total devided by the amount of tests (4).\n* Lastly we finish the code by calling the function in line 8.\n\nDid you get it? Awesome! Would you like to add even more to your calculator? **This adventure continues in the next tab!**\n" - 13: - story_text: "### Exercise 1\nLet's make the practice program a bit harder. The player now has to answers two questions correctly. Fill out the blanks to complete the program.\n\n### Exercise 2\nSometimes, calculations have multiple correct answers. For example, 10 can be divided by 5 and by 2. So the question 'What number divides 10?' can be answered by 2 and by 5.\nAsk for a calculation that has multiple correct answers, ask the player to answer it, and determine if it is correct using `{or}`.\nEmpty the programming field and create your own solution.\n" - example_code: "```\nanswer1 = {ask} 'What is 10 times 7?'\nanswer2 = {ask} 'What is 6 times 7?'\n{if} _ _ _ _ _ _ _\n {print} _\n```\n" - 6: - example_code: "```\nnumber_1 = {ask} 'Fill in the first number:'\nnumber_2 = {ask} 'Fill in the second number:'\ncorrect_answer = number_1 * number_2\n{print} number_1 ' times ' number_2 ' is ' correct_answer\n```\n" - example_code_2: "```\ncorrect_answer = 11 * 27\nanswer = {ask} 'How much is 11 times 27?'\n{if} answer {is} _ {print} 'good job!'\n{else} {print} 'Wrong! It was ' _\n```\n" - story_text: "Now that you can do maths, you can make a calculator yourself!\n" - story_text_3: "**Extra** You can also let the computer do random products on its own using `{random}`.\n" - example_code_3: "```\nnumbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10\nnumber_1 = _\nnumber_2 = _\ncorrect_answer = number_1 * number_2\ngiven_answer = {ask} 'What is ' number_1 ' times ' number_2 '?'\n{if} _\n{else} _\n```" - story_text_2: "### Exercise\nThe calculator above will calculate the answer for you, but you can also make a program to test your own maths skills, like this:\nFill in the blanks to make it complete!\n" - 11: - story_text: "With a `{for}` you can simplify tables of multiplication practise program.\n\n### Exercise 1\nImprove the example code such that it prints a nice multiplication table:
\"1 times 10 is 10\", \"2 times 10 is 20\", etc.\n\n### Exercise 2\nGo back to your level 10 multiplication code, and modify it so that it uses a `{for}` and `{range}`.\n" - example_code: "```\nnumber = 10\n{for} i {in} {range} 1 {to} 10\n {print} i * number\n```\n" - description: Create a calculator - calculator_2: - name: Calculator 2 - levels: - 14: - story_text: "### Exercise 2\n**This is the second part of this adventure.** The adventure starts in the previous tab.\nOf course, you don't always want to calculate the mean of 4 tests. You might want to calculate the mean of 10 tests or only 2...\nWe can fix this problem by adding the argument and variable 'amount_of_tests'.\n* Start a new line on line 3. Set the amount_of_tests argument by asking the student how many tests they have made.\n* Change the 4 in line 4 to the new argument amount_of_tests.\n* Lastly, change the 4 in line 6 to amount_of_tests\n\nTry out your new program. Does it work?\n\n### Exercise 3\nDid you want to make your program even better? Great! In the previous program you could only calculate the mean grade of 1 subject, but it would be better if you could calculate the mean grade for all subjects you want!\nWe won't tell you how to do it, but we will give you one tip: Start your code in line 1 with: define calculate_mean_grade with subject.\n" - example_code: "```\n# Use your own code from the previous adventure.\n```\n" - description: Calculator 2 - default_save_name: Calculator 2 - clear_command: - default_save_name: clear_command - description: '{clear} command' - name: '{clear}' - levels: - 4: - example_code: "```\n{print} '3'\n{clear}\n{print} '2'\n{clear}\n{print} '1'\n{clear}\n{print} 'wait for it...'\n{sleep} 3\n{clear}\n{print} 'SURPRISE!'\n```\n" - story_text: "Time for a new command! With `{clear}` you can clear all the text form your output screen. This way you can prevent your screen getting too full of text.\nBeware! If you are using a `{clear}` command, you might need to use a `{sleep}` above it. Otherwise Hedy will clear your screen without giving you the time to read as you can see in the example!\n" - debugging: - default_save_name: debugging - description: debugging adventure - name: debugging - levels: - 5: - story_text: "### Exercise\nDebug this code. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\n{print} Welcome to Swimming Pool Hedy!\nclass {is} {ask} 'Are you here to join a class today?'\n{if} class yes\n{print} 'Great! You're joining a class!\n{print} {else} 'You will not be joining a class'\ndiscount {is} 'Do you have a discount code?'\n{if} discount {is} yes\ndiscount_answer {is} {ask} 'What's your discount code?'\ndiscount_codes = Senior4231, Student8786, NewMember6709\n{if} discount_answer {is} {in} discount_cods\n{print} 'That will be $3,50'\n'That will be $5,50'\n{print} 'Have a nice swim!'\n```\n" - 6: - story_text: "### Exercise\nDebug this code. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\n{print} 'Vending machine'\nchosen_product = {ask} 'Please select a product'\n1_dollar_products = coke orange juice water\n2_dollar_products = chocolate, cookie, museli bar\n3dollar_prodcuts = potato chips, beef jerky, banana bread\n{if} chosen {is} {in} 1_dollar_products\nprice = 1\n{if} chosen_product {is} 2_dollar_products\nprice = 2\n{else} chosen_product {in} 3_dollar_products\nprice = 3\namount_of_products = '{ask} How many of ' chosen_product would you like to have?'\ntotal = price + amount_of_product\n{print} 'That will be $' price 'please'\n```\n" - 8: - story_text: "### Exercise\nDebug this code. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\n{print} 'Welcome to Manicures and Pedicures by Hedy'\nbodypart = {ask} 'Are you getting your fingernails or toenails done today? Or both?'\n{if} bodyparts {is} both\n {print} That will be $25'\n price = 25\n {else}\n {print} That will be $18'\n price = 18\ncolor = {ask} What color would you like?\nsparkles = {ask} 'Would you like some sparkles with that?'\n{if} sparkles {is} yes\n {print} 'We charge $3 extra for that'\nprice = price + 3\n{else} {print} 'No sparkles' {print} 'So no extra charge'\n{sleep} 5\n{print} 'All done! That will be $' price ' please!'\n{print} 'Thank you! Byebye!'\n```" - 9: - story_text: "### Exercise\nDebug this code. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\n{print} 'Welcome to our sandwich shop'\namount 'How many sandwiches would you like to buy?'\n{repeat} amount {times}\n{ask} {is} {ask} 'What kind or bread would you like your sandwich to be?'\ntypes_of_bread {is} white, wheat, rye, garlic, gluten free\n{if} chosen_bread in types_of_bread\n{print} 'Lovely!'\n{else}\n'I'm sorry we don't sell that'\ntopping {is} {ask} 'What kind of topping would you like?'\nsauce {is} {ask} 'What kind of sauce would you like?'\n{print} One chosen_bread with topping and sauce.\nprice = amount * 6\n{print} 'That will be 'price dollar' please'\n```\n" - 10: - story_text: "### Exercise\nDebug this code. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\nnames = Muad Hasan Samira Noura\nactivities = fly a kite, go swimming, go hiking, catch tan in the sun\n{for} name {is} names\n{print} At the beach name loves to activity {at} {random}\n```\n" - 12: - story_text: "### Exercise\nDebug this code. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\n{define} greet\ngreetings = 'Hello', 'Hi there', 'Goodevening'\n {print} greetings {at} {random}\n\n{define} take_order\n food = {ask} 'What would you like to eat?'\n {print} 'One food'\n drink = 'What would you like to drink?'\n {print} 'One ' drink\n more = {ask} 'Would you like anything else?'\n {if} more {is} 'no'\n {print} 'Alright'\n {else}\n {print} 'And ' more\n{print} 'Thank you'\n\n{print} 'Welcome to our restaurant'\npeople = {ask} 'How many people are in your party tonight?'\n{for} i {in} {range} 0 {to} people\n {call} greet_costumer\n```\n" - 14: - story_text: "### Exercise\nDebug this code. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\n{define} calculate_heartbeat\n {print} 'Press your fingertips gently against the side of your neck'\n {print} '(just under your jawline)'\n {print} 'Count the number of beats you feel for 15 seconds'\n beats == {ask} 'How many beats do you feel in 15 seconds?'\n heartbeat = beats*4\n {print} 'Your heartbeat is ' heartbeat\n {if} heartbeat >= 60 {or} heartbeat <= 100\n {print} 'Your heartbeat seems fine'\n {else}\n {if} heartbeat > 60\n {print} 'Your heartbeat seems to be too low'\n {if} heartbeat < 100\n {print} 'Your heartbeat seems to be too high'\n {print} 'You might want to contact a medical professional'\n\nmeasure_heartbeat = {ask} 'Would you like to measure your heartbeat?'\n{if} measure_heartbeat = 'yes'\n {call} measure_heartbeat\n{else}\n 'no problem'\n```\n" - 15: - story_text: "### Exercise\nDebug this random children's story. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\nnames = 'Tanya', 'Romy', 'Kayla', 'Aldrin', 'Ali'\nverbs='walking', 'skipping', 'cycling', 'driving', 'running'\nlocations = 'on a mountaintop', 'in the supermarket', 'to the swimming pool'\nhiding_spots = 'behind a tree', under a table', in a box'\nsounds = 'a trumpet', 'a car crash', 'thunder'\ncauses_of_noise = 'a television', 'a kid with firecrackers', 'a magic elephant', 'a dream'\n\nchosen_ name = names {at} {random}\nchosen_verb = verbs {at} {random}\nchosen_location = 'locations {at} {random}'\nchosen_sounds = noises {at} {random}\nchosen_spot = hiding_spots {random}\nchosen_causes = causes_of_noise {at} {random}\n\n{print} chosen_name ' was ' chosen_verb ' ' chosen_location\n{print} 'when they suddenly heard a sound like ' sounds {at} {random}\n{print} chosen_name ' looked around, but they couldn't discover where the noise came from'\n{print} chosen_name ' hid ' chosen_spot'\n{print} 'They tried to look around, but couldn't see anything from there'\nhidden = 'yes'\n{while} hidden = 'yes'\n {print} chosen_name 'still didn't see anything'\nanswer = {ask} 'does ' chosen_name ' move from their hiding spot?'\n {if} answer = 'yes'\n hidden == 'no'\n{print} 'chosen_name moved from' chosen_spot\n{print} 'And then they saw it was just' chosen_cause\n{print} chosen_name 'laughed and went on with their day'\n{print} The End\n```\n" - 11: - story_text: "### Exercise\nDebug this calendar program. The output of this program is supposed to look like a list of dates.\nFor example:\n\n```\nHedy calendar\nHere are all the days of November\nNovember 1\nNovember 2\nNovember 3\n```\nAnd so on.\n\nMind that you have to test your code extra carefully for the month February, because the amount of days in this month changes in leap years." - example_code: "**Warning! This code needs to be debugged!**\n```\n{print} 'Hedy calendar'\nmonths_with_31 days = January, March, May, July, September, October, December\nmonths_with_30_days = April, June, August, November\nmonth = {ask} 'Which month would you like to see?'\n{if} month {in} months_with_31_days\n days = 31\n {if} month {in} months_with30_days\n days = 30\n{if} month = February\n leap_years = 2020, 2024, 2028, 2036, 2040, 2044, 2028\n year = {ask} 'What year is it?'\n{if} year {in} leap_years\n days = 29\n{else}\n days = 28\n\n{print} 'Here are all the days of ' moth\n{for} i {in} {range} 1 {to} days\n {print} month i\n```\n" - 2: - example_code: "**Warning! This code needs to be debugged!**\n```\ndestination {ask} Where are you going on holidays?\n{print} The flight to dstination leaves at 3 pm.\n{ask} Did you check in your luggage yet?\n{echo}\n{print} Let me print your boarding pass for you.\n{sleep}\nHere you go! Have a nice trip!\n```\n" - story_text: "Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code.\nThat means that in these debugging adventures, we will give you a code that does not work yet.\nYou will have to figure out what's wrong and correct the mistakes.\n\n### Exercise\nDebug this code. Good luck!" - 4: - story_text: "### Exercise\nDebug this code. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\n{print} 'Welcome to the online library!\n{ask} What genre of books do you like?\n{print} You like genre\nauthor {is} {ask} 'Who's your favorite author?'\n{print} 'author is your favorite author'\n{print} Hmmm... i think you should try... books {at} {random}\n```\n" - 17: - example_code: "**Warning! This code needs to be debugged!**\n```\n{define} food_order\n toppings = {ask} 'pepperoni, tuna, veggie or cheese?'\n size = {ask} 'big, medium or small?'\n number_of_pizza = {ask} 'How many these pizzas would you like?'\n\n {print} 'YOU ORDERED'\n {print} number_of_pizzas ' size ' topping ' pizza'\n\n{define} drinks_order\n drink = {ask} 'water, coke, icetea, lemonade or coffee?'\n number_of_drinks = {ask} 'How many of these drinks would you like?'\n\n {print} 'YOU ORDERED'\n {print} number_of_drinks ' ' drink\n\n'Welcome to Hedy pizza'\nmore_food = {ask} 'Would you like to order a pizza?'\n{while} more_food = 'yes'\n {return} food_order\n more_food = {ask} 'Would you like to order a pizza?'\nmore_drinks = {ask} 'Would you like to order some drinks?'\n{while} more_drinks == 'yes'\n {call} drink_order\n more_drinks == {ask} 'Would you like to order more drinks?'\n\n\n{print} 'Thanks for ordering!'\n```\n" - story_text: "### Exercise\nDebug this code. Good luck!" - 16: - example_code: "**Warning! This code needs to be debugged!**\n```\ncountry = ['The Netherlands', 'Poland', 'Turkey', 'Zimbabwe', 'Thailand', 'Brasil', 'Peru', 'Australia', 'India', 'Romania' ]\ncapitals = 'Amsterdam', 'Warshaw' 'Istanbul', 'Harare', 'Bangkok', 'Brasilia', 'Lima', 'Canberra', 'New Delhi', 'Bucharest'\nscore = 0\n{for} i {in} {range} 0 {to} 10\n answer = {ask} 'What's the capital of ' countries[i]\n correct = capital[i]\n {if} answer = correct\n {print} 'Correct!'\n score = score + 1\n {else}\n {print} 'Wrong,' capitals[i] 'in the capital of' countries[i]\n {print} 'You scored ' score ' out of 10'\n\n```\n" - story_text: "### Exercise\nDebug this code. Good luck!\nTip: Make sure that you only see your score once in the end." - 13: - example_code: "**Warning! This code needs to be debugged!**\n```\n{define}movie_recommendation {with} name\n action_movies == 'Die Hard', 'Fast and Furious', 'Inglorious Bastards'\n romance_movies = 'Love Actually', 'The Notebook', 'Titanic'\n comedy_movies = 'Mr Bean' 'Barbie''Deadpool'\n kids_movies = 'Minions', 'Paddington', 'Encanto'\n {if} name {is} 'Camila' {or} name {is} 'Manuel'\n recommended_movie = kids_movie {at} {random}\n {if} name {is} 'Pedro' {or} 'Gabriella'\n mood = {ask} 'What you in the mood for?'\n {if} mood {is} 'action'\n recommended_movie = comedy_movies {at} {random}\n {if} mood {is} 'romance'\n recommended_movie = romance_movies\n {if} mood {is} 'comedy'\n recommended_movie = comedy_movies {at} {random}\n\n{print} 'I would recommend ' recommended_movie ' for ' name\n\nname = {ask} 'Who is watching?'\nrecommendation = {ask} 'Would you like a recommendation?'\n{if} recommendaion {is} 'yes'\n{print} movie_recommendation {with} name\n{else}\n{print} 'No problem!'\n```\n" - story_text: "### Exercise\nDebug this code. Good luck!" - 1: - story_text: "Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code.\nThat means that in these debugging adventures, we will show you code that does not work yet.\nYou will have to figure out what's wrong and correct the mistakes.\n\n### Exercise\nDebug this code. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\n{print} I love programming\nDo you love programming too?\n{echo}\n{print} What are your hobbies?\n{echo} Your hobbies are\n```\n" - 18: - story_text: "### Exercise\nDebug this Old MacDonald program from level 16. Good luck!" - example_code: "**Warning! This code needs to be debugged!**\n```\nanimals = ['pig', 'dog', 'cow']\nsounds = ['oink', 'woof', 'moo']\n{for} i {in} {range} 1 {to} 3\n animal = animals[i]\n sound = sounds[i]\n {print} 'Old MacDonald had a farm'\n {print} 'E I E I O!'\n {print} 'and on that farm he had a ' animal\n {print} 'E I E I O!'\n {print} 'with a ' sound sound ' here'\n {print} 'and a ' sound sound ' there'\n {print} 'here a ' sound\n {print} 'there a ' sound\n {print} 'everywhere a ' sound sound\n```\n" - 7: - example_code: "**Warning! This code needs to be debugged!**\n```\nAre you sleeping?\nBrother John!\nMorning bells are ringing!\nDing, dang, dong!\n```\n" - story_text: "### Exercise\nSurprise! This program looks more like an output than a code. And yet, we don't want you to just add `{print}` commands in front of each line.\nFix this program to turn it into the nursery rhyme 'Brother John (Frère Jacques)' by using the {repeat} command of course!" - 3: - example_code: "**Warning! This code needs to be debugged!**\n```\nmovie_choices {is} dracula, fast and furious, home alone, barbie\nchosen_movie {is} movies {at} {random}\n{print} Tonight we will watch chosen _movies\nlike {ask} Do you like that movie?\n{print} Tomorrow we will watch something else.\n{add} chosen_movie {to_list} movie_choices\n{print} Tomorrow we will watch tomorrows_movie\ntomorrows_movie {is} movie_choices {at} {random}\nI'll go get the popcorn! {print}\n```\n" - story_text: "Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code.\nThat means that in these debugging adventures, we will give you a code that does not work yet.\nYou will have to figure out what's wrong and correct the mistakes.\n\n### Exercise\nDebug this code. Good luck!" - default: - levels: - 1: - story_text: "Welcome to Hedy! Here you can learn how to program step by step.\n\nTry the code yourself! The yellow button copies the example code to your programming field.\nThen push the green 'Run code' button under the programming field to run the code.\n\nReady? Then go to the next tab to learn how to make your own codes!\n" - example_code: "```\n{print} Hello world!\n```\n" - 4: - example_code: "```\nname {is} Sophie\n{print} My name is name\n```\n" - story_text: "In the previous levels you've been practising with variables, but you may have come across this problem.\nYou might have tried to run a code like this:\n\nOf course you wanted to print\n\n`My name is Sophie`\n\nbut Hedy prints\n\n`My Sophie is Sophie`.\n\nIn this level this problem is fixed by using quotation marks.\n" - 5: - example_code: "```\npassword {is} {ask} 'What is the correct password?'\n```\n" - story_text: "In the previous levels you've already learned to use `{at} {random}` which made your games different every time you ran the code.\nBut it's not really interactive, the player doesn't have any influence on what happens in the game.\n\nIn this level you'll learn the `{if}` command, that allows you to give different responses in your program. This way you can program a secret password for your computer for example.\nSo let's go to next tab for the new command!\n" - 16: - story_text: "In this level we will grow a bit more towards real Python code. You will also learn how to match two lists together.\nThis way you can program a code in which the correct animal is matched to the right sound.\nBecause the two codes below... Are obviously nonsense!\n" - example_code: "```\nanimals = 'chicken', 'horse', 'cow'\nsounds = 'cluck', 'neigh', 'moo'\n{for} animal {in} animals\n {print} 'A ' animal ' says ' sounds {at} {random}\n```\nYou could also try to make it work this way, but....\n```\nanimals = 'chicken', 'horse', 'cow'\nsounds = 'cluck', 'neigh', 'moo'\n{for} animal {in} animals\n {for} sound {in} sounds\n {print} 'A ' animal ' says ' sound\n```\nNote: These codes will not work like this in this level. Head to the next tab to see which parts you need to correct." - 10: - example_code: "```\n{repeat} 2 {times}\n {print} 'if youre happy and you know it clap your hands'\n{print} 'if youre happy and you know it and you really want to show it'\n{print} 'if youre happy and you know it clap your hands'\n```\n" - story_text: "You're doing great! In the previous levels we still faced a small problem. You have learned to repeat lines, but what if you'd want to slightly change the line.\nFor example if you want to sing the song 'if you're happy and you know it'. It would look like this:\n\nIf you'd also want the next verse 'stomp your feet', and the next one, and the next one, you'd have to change the code completely.\nIn this level you'll learn the `{for}` command, which allows you to make a list of actions and repeat the code with another action each time!\nPlease take a look!\n" - 12: - story_text: "Maybe you have tried using decimal numbers in your restaurant adventure. If you did, you probably noticed that Hedy didn't understand them yet and always rounded off.\nFrom this level on you can use decimal numbers.\n" - example_code: "```\nburger = 5\ndrink = 2\ntotal = burger + drink\nprint 'You have ordered a burger and a drink'\nprint 'That costs ' total ' dollars please'\n```\n" - 11: - story_text: "You have reached level 11, you're doing great! In the higher levels, Hedy is focussing more and more on teaching you the programming language Python.\nIn Python there is no `{repeat}` command, but there is a command that works like {repeat}. Are you curious to find out how to say `{repeat}` in Python language? Quickly go on to find out!\n" - 3: - story_text: "In the previous level you've learned what a variable is and how you can use it to make your adventures more interactive.\nBut... that's not the only thing you can do with variables! You can also use variables to make lists.\nAnd you can even let Hedy pick a random word out of a list, which allows you to make real games!\nTake a quick look at the next tab!\n" - 15: - story_text: "In this game below a code has been made to make sure the player can play on as long as they want...\nBut the code is ineffective and way too long. Also, what if the player wants to play 101 games instead of 100?\nYou can't play to infinity?\nIn this level you will learn a command that makes all of this a lot easier!\n" - example_code: "```\ngame = 'on'\n{for} i {in} {range} 1 {to} 100\n {if} game == 'on'\n answer = {ask} 'Do you want to continue?'\n {if} answer == 'no'\n game = 'over'\n {if} answer == 'yes'\n {print} 'Ok we will continue'\n```\n" - 7: - story_text: "Great job! You've reached the next level, which means you have practiced with `{if}` and `{else}`. You have probably noticed that your codes are getting longer and longer.\nFor example if you want to program 'Happy Birthday'.\n\nThat's a lot of code for mainly the same words over and over again. Luckily in the next tab you'll learn a solution with the `{repeat}` command, that allows you to repeat a line of code multiple times.\n" - example_code: "```\n{print} 'happy birthday to you'\n{print} 'happy birthday to you'\n{print} 'happy birthday dear Hedy'\n{print} 'happy birthday to you'\n```\n" - 6: - story_text: "In the previous level you have practiced with `{ask}` and `{if}`. For example you can ask guests what they would like to eat.\nWhat you can't yet do though, is calculate the price for everyone's dinner.\n\nThis level makes it possible to use addition, subtraction and multiplication in your programs. This way you can calculate the prices in your restaurant, but you could also add a secret code to give your friends and family a discount.\nAnother option in this level is programming your own maths game, for your little brother or sister to practice their multiplications.\nGo see for yourself!\n" - example_code: "```\nfood_price {is} 0\ndrink_price {is} 0\ntotal_price {is} 0\n{print} 'Welcome to McHedy'\norder {is} {ask} 'What would you like to eat?'\n{if} order {is} hamburger food_price {is} 5\n{if} order {is} fries food_price {is} 2\ndrink {is} {ask} 'What would you like to drink?'\n{if} drink {is} water drink_price {is} 0\n{else} drink_price {is} 3\ntotal_price {is} food_price + drink_price\n{print} 'That will be ' total_price ' dollars, please'\n```\n" - 13: - story_text: "In the previous levels you've learned how to put two `{if}`commands inside each other. This works fine, but it does give you very long and unhandy codes like this one:\n\nIn this system you have to give both the correct username and the correct password.\nIn this level you will learn the `{and}` command that will make this code a lot shorter and more understandable!\nCheck it out!\n" - example_code: "```\nusername = {ask} 'What is your username?'\npassword = {ask} 'What is your password?'\n{if} username {is} 'Hedy'\n {if} password {is} 'secret'\n {print} 'Welcome Hedy!'\n {else}\n {print} 'Access denied'\n{else}\n {print} 'Access denied!'\n```\n" - 2: - story_text: "Congratulations! You've reached level 2. Hopefully you've already made some awesome codes!\nIn the first level you might've notice that the `{echo}` command can only save one bit of information at a time.\nFor example in the restaurant adventure, you could echo what the costumer wanted to eat, or what they wanted to drink, but not both in one sentence.\n\nThat changes in level 2. In level 2 you'll learn to work with variables, that allow you to save multiple pieces of information and print them in any place you want.\nSo let's go to the next tab!\n" - example_code: "**Warning! This code does not work!**\nIn Hedy commands will change sometimes. `{echo}` for example only works in level 1. In this level you'll learn a better way to echo answers back.\n```\n{print} Welcome at Hedy's\n{ask} What would you like to eat?\n{echo} So you want\n{ask} what would you like to drink?\n{echo} So you want\n```\n" - 17: - story_text: "Now we are going to change indentation a little bit. Every time that we need an indentation, we need `:` at the line before the indentation.\n\nIn this level you can also use a new command: `{elif}`. `{elif}` is short for ``{else} {if}`` and you need it when you want to make 3 (or more!) options.\nCheck it out!\n" - 8: - story_text: "Now you've learned how to repeat one single line of code. This comes in handy, but it's not always enough. Sometimes you want to repeat multiple lines at once.\nThis level allows you to group a couple of lines of code, and repeat that little group of lines all at once!\n" - example_code: "```\n{repeat} 5 {times} {print} 'In the next tab you can repeat multiple lines of code at once!'\n```\n" - 14: - story_text: "With the example code you can calculate if you've passed a subject at school (so, a grade of six or higher).\nYou can see this code is extremely inefficient, due to the very long code in line 5.\nAll the different grades from 1 to 5 had to be programmed separately. Lucky for you, in this level you'll learn how to do this without this extremely long code!\n" - example_code: "```\nfirst_grade = {ask} 'What score did you get on your first test?'\nsecond_grade = {ask} 'What score did you get on your second test?'\nadded = first_grade + second_grade\nmean_grade = added / 2\n{if} mean_grade = 1 {or} mean_grade = 2 {or} mean_grade = 3 {or} mean_grade = 4 {or} mean_grade = 5\n {print} 'Oh no! You have failed the subject...'\n{else}\n {print} 'Great! You have passed the subject!'\n```\n" - 9: - story_text: "Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two...\nGood news! In this level you will be allowed to put an {if} inside an {if}, or inside a {repeat} command. Putting a block of code inside another block of code is called nesting. ``` Putting a block of code inside another block of code is called nesting.\n" - example_code: "```\nanswer = {ask} 'Are you ready to learn something new?'\n{if} answer {is} yes\n {print} 'Great! You can learn to use the repeat command in the if command!'\n {print} 'Hooray!'\n {print} 'Hooray!'\n {print} 'Hooray!'\n{else}\n {print} 'Maybe you should practice some more in the previous level'\n" - 18: - story_text: "Congratulations! You have reached the last level of Hedy! The code you have created here can be copied to real Python environments like replit or PyCharm, and you can continue learning there!\nNote however that Python can only read English commands, so if you have been using other languages, you will need to switch to English now.\n" - description: Level explanation - default_save_name: intro - name: Introduction - dice: - levels: - 3: - example_code_2: "```\nchoices {is} _\n```\n" - story_text_2: "### Exercise\nThe dice in the example above are dice for a specific game. Can you make normal dice?\nOr other special dice from a different game?\n" - example_code: "```\nchoices {is} 1, 2, 3, 4, 5, earthworm\n{print} You threw _ {at} {random} !\n```\n" - story_text: "In this level we can choose from a list. With that we can let the computer choose one side of the die.\nTake a look at the games you have in your closet at home.\nAre there games with a (special) die? You can also copy it with this code.\nFor example, the dice of the game Earthworms with the numbers 1 to 5 and an earthworm on it.\n\n![Die of earthworms with 1 to 5 and an earthworm on it](https://cdn.jsdelivr.net/gh/felienne/hedy@24f19e9ac16c981517e7243120bc714912407eb5/coursedata/img/dobbelsteen.jpeg)\n" - 6: - story_text: "You can also make an Earthworm die again in this, but now you can also calculate how many points have been rolled.\nYou may know that the worm counts 5 points for Earthworms. Now after a roll you can immediately calculate how many points you have thrown.\nThis is the code to calculate points for one die:\n\n### Exercise\nCan you make the code so that you get the total score for 8 dice? To do that, you have to copy and paste some lines of the code.\n" - example_code: "```\nchoices = 1, 2, 3, 4, 5, earthworm\npoints = 0\nthrow = choices {at} {random}\n{print} 'you threw ' throw\n{if} throw {is} earthworm points = points + 5 {else} points = points + throw\n{print} 'those are ' points ' points'\n```\n" - example_code_2: "Did you manage to calculate the score for 8 dice? That required a lot of copy and pasting, right? We are going to make that easier in level 7!\n" - 7: - example_code: "```\nchoices = 1, 2, 3, 4, 5, 6\n_ _ _ _ _ _ _\n```\n" - story_text: "You can also make a dice again in this level. With the `{repeat}` code you can easily roll a whole hand of dice.\n\n### Exercise\nTry to finish the sample code! **Extra** Think of a game you know that involves a dice and program that using a `{repeat}`.\n" - 10: - story_text: "### Exercise\nIs everybody taking too long throwing the dice? In this level you can let Hedy throw all the dice at once!\nChange the names into names of your friends or family, and finish the code.\n" - example_code: "```\nplayers = Ann, John, Jesse\nchoices = 1, 2, 3, 4, 5, 6\n_ _ _ _\n {print} player ' throws ' choices {at} {random}\n {sleep}\n```\n" - 4: - story_text: "In this level you can also create dice. But this time you can try it yourself, without an example code!\n\n### Exercise\nMake your own dice in this level.\nTip: If you have no idea how to make dice. Take a peek at your dice from the previous level, but don't forget to add quotation marks.\n" - 5: - example_code: "```\nchoices {is} 1, 2, 3, 4, 5, earthworm\nthrow {is} choices {at} {random}\n{print} 'you have thrown ' throw\n_ throw {is} earthworm {print} 'You can stop throwing.'\n_ {print} 'You have to throw it again!'\n```\n" - story_text: "We are going to add the `{if}` and `{else}` commands to our dice!\n\n### Exercise\nComplete the sample code so that the code says \"You can stop throwing\" once you have thrown an earthworm. It should say \"You have to throw again\" if you've thrown anything else.\n**Extra** Maybe you want to recreate a die from a completely different game. That's fine too! Then make up your own reaction, e.g. 'yes' for 6 and 'pity' for something else.\n" - 15: - story_text: "### Exercise\nIn this level you can create a little game in which you'll have to throw 6 as fast as possible.\nWe have started the code, it's up to you to get the game to work!\n\nFirstly, add a `{while}` loop that checks if 6 has been thrown or not.\nAs long as you haven't thrown 6 already, throw the dice on a random number.\nPrint what the player has thrown.\nAdd a try to the amount of tries\nWait a second before you throw again, or - in case you've thrown a 6 - before the game ends.\n" - example_code: "```\noptions = 1, 2, 3, 4, 5, 6\n{print} 'Throw 6 as fast as you can!'\nthrown = 0\ntries = 0\n_\n_\n_\n_\n_\n{print} 'Yes! You have thrown 6 in ' tries ' tries.'\n```\n" - default_save_name: Dice - name: Dice - description: Make your own dice - dishes: - name: Dishes? - description: Use the computer to see who does the dishes - levels: - 4: - example_code: "```\npeople {is} mom, dad, Emma, Sophie\n{print} _ the dishes are done by _\n{sleep}\n{print} people {at} _\n```\n" - story_text: "With quotation marks you can make your dishwashing program even better.\n\n### Exercise\nFirst, fill in right symbols or commands on the blanks to make this example program work.\nDid you get it? Great! Now copy your own code from the previous level and make it work in this level by adding quotation marks in the right spots.\n" - 10: - example_code: "```\ndays = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday\nnames = mom, dad, Emma, Sophie\n{for} day {in} days\n {print} names {at} {random} ' does the dishes on ' day\n```\n" - story_text: "In this level you can make a schedule for the whole week in an easy way!\n\n### Exercise\nAdd a second chore, such as vacuuming or tidying up, and make sure it is also divided for the whole week.\n
**Extra** The program is not fair, you can be unlucky and wash up all week. How could you make the program more fair?\n" - 5: - story_text: "With the `{if}` you can now have more fun with choice in the program. You can have your program respond to the choice that the computer has made.\n### Exercise\nCan you finish the code so that it prints 'too bad' when it is your turn and otherwise 'yes!'?\nDon't forget the quotes!\n" - example_code: "```\npeople {is} mom, dad, Emma, Sophie\ndishwasher {is} people {at} {random}\n_ dishwasher {is} Sophie {print} _ too bad I have to do the dishes _\n_ {print} 'luckily no dishes because ' _ ' is already washing up'\n```\n" - 6: - story_text_2: "If you are extremely unlucky the previous program might choose you to do the dishes for the whole week! That's not fair!\nTo create a fairer system you can use the `{remove}` command to remove the chosen person from the list. This way you don't have to do the dishes again until everybody has had a turn.\n\nMonday and Tuesday are ready for you! Can you add the rest of the week?\nAnd… can you come up with a solution for when your list is empty?\n" - example_code: "```\npeople = mom, dad, Emma, Sophie\nemma_washes = 0\ndishwasher = people {at} {random}\n{print} 'The dishwasher is' dishwasher\n{if} dishwasher {is} Emma emma_washes = emma_washes + 1\n{print} 'Emma will do the dishes this week' emma_washes 'times'\n```\n\nNow you can copy lines 3 to 5 a few times (e.g. 7 times for a whole week) to calculate for a whole week again.\nDo you make the code for the whole week?\n" - example_code_2: "```\npeople = mom, dad, Emma, Sophie\ndishwasher = people {at} {random}\n{print} 'Monday the dishes are done by: ' dishwasher\n{remove} dishwasher {from} people\ndishwasher = people {at} {random}\n{print} 'Tuesday the dishes are done by: ' dishwasher\n{remove} dishwasher {from} people\n```\n" - story_text: "How often is everyone going to do the dishes? Is that fair? You can count it in this level.\n" - 3: - story_text_2: "### Exercise\nMake your own version of the dishwasher program. Firstly make a list of your family members.\nThen think of a task that needs to be done, and let the computer decide who has to do the task with the `{at} {random}` command.\n\n**Extra** Don't feel like doing the dishes yourself? Hack the program by removing your name from the list with the `{remove}` `{from}` command.\n" - example_code: "```\npeople {is} mom, dad, Emma, Sophie\n{print} people {at} {random} has to do the dishes\n```\n" - story_text: "Do you always disagree at home about who should wash the dishes or change the litter box today?\nThen you can let the computer choose very fairly. You can program that in this level!\n" - 7: - story_text: "With the `{repeat}` you can repeat pieces of code. You can use this to calculate who will be washing dishes for multiple days!\n### Exercise\nUse the `{repeat}` command to decide on who needs to wash the dishes for an entire week. Each blank needs to be filled with one command or number!\n**Extra** Can you think of other tasks in the house? Adapt the code so it decides on three household chores. Do not forget to print what tasks it concerns!\n" - example_code: "```\npeople = mom, dad, Emma, Sophie\n{repeat} _ _ {print} 'Dishwashing will be done by ' _ _ _\n```\n" - default_save_name: Dishes - for_command: - levels: - 18: - example_code: "```\n{for} i {in} {range}(1,5):\n {print} (i)\n```\n" - story_text: "Lastly, we'll turn `{for} i {in} {range} 1 to 5` into real Python code, like this:\n" - 17: - story_text: "Now we are going to change indentation a little bit. Every time that we need an indentation, we need `:` at the line before the indentation.\n" - example_code: "```\n{for} i {in} {range} 1 {to} 10:\n {print} i\n{print} 'Ready or not, here I come!'\n```\n" - 10: - example_code_2: "```\nactions = clap your hands, stomp your feet, shout Hurray!\n_\n {repeat} 2 {times}\n {print} 'If youre happy and you know it, ' action\n {sleep} 2\n {print} 'If youre happy and you know it, and you really want to show it'\n {print} 'If youre happy and you know it, ' action\n {sleep} 3\n```\n" - example_code: "```\nanimals = dog, cat, blobfish\n{for} animal {in} animals\n {print} 'I love ' animal\n```\n" - story_text: "## For\nIn this level we learn a new code called `{for}`. With `{for}` you can make a list and use all elements.\n`{for}` creates a block, like `{repeat}` and `{if}` so all lines in the block need to start with 4 spaces." - story_text_2: "### Exercise\nFinish this code by adding `{for} action {in} actions` to line 2.\n" - 11: - story_text: "In this level, we add a new form of the `{for}`. In earlier levels, we used `{for}` with a list, but we can also use `{for}` with numbers.\nWe do that by adding a variable name, followed by `{in}` `{range}`. We then write the number to start at, `{to}` and the number to end at.\n\nTry the example to see what happens! In this level again, you will need to use indentations in lines below the `{for}` statements." - example_code: "```\n{for} counter {in} {range} 1 {to} 10\n {print} counter\n{print} 'Ready or not. Here I come!'\n```\n" - default_save_name: for - name: '{for}' - description: '{for} command' - fortune: - default_save_name: Fortune Teller - levels: - 1: - story_text: "Have you ever been to a carnival and had your future predicted by a fortune teller? Or have you ever played with a magic eight ball?\nThen you probably know that they can't really predict your future, but it's still fun to play!\n\nIn the upcoming levels you can learn how to create your own fortune telling machine!\nIn level 1 you can start off easy by letting Hedy introduce herself as a fortune teller and let her `{echo}` the players' answers.\nLike this:\n" - example_code: "```\n_ Hello, I'm Hedy the fortune teller!\n_ Who are you?\n_ Let me take a look in my crystal ball\n_ I see... I see...\n_ Your name is\n```\n" - story_text_2: "### Exercise\nCopy the example code into your input screen and fill in the blanks to make the code work.\n**Extra** Change the code and let the fortune teller not only predict your name, but also your age, your favorite sports team or something else about yourself.\n" - 5: - example_code: "```\nfriends {is} Jordan, Lucy, Dave\n{print} 'I can predict if you will win the lottery tomorrow!'\nperson {is} {ask} 'Who are you?'\ngood_answer {is} Hurray! You win!, You will definitely win!, We have a winner!\nbad_answer {is} Bad luck! Try again!, Another person will win, You lose!\n{if} person {in} friends {print} good_answer {at} {random}\n{else} {print} bad_answer {at} {random}\n```\n" - story_text: "### Exercise\nIn the example code you see how to make a fortune teller program that allows you to tip the odds in your favor. This cheating program always tells you that you will win the lottery, but your friends will never win.\n\nUse this to make your own program, be creative! For example you could create a code that predicts that:\n* your favorite sports team will beat all the competitors!\n* your favorite movie will be chosen for movie night!\n* you win tickets to your favorite show!\n* you are the fairest of them all, like Snow White's magic mirror.\nLet your imagination do the work!\n\nYour program has to exist of at least 10 lines of code and need to have at least one `{if}` and `{else}` command.\n" - 7: - story_text: "### Exercise\nFinish this program that tells you if your crush loves you back or not.\n" - example_code: "```\n{print} 'I have a flower with magic petals'\n{print} 'If you pick the petals the flower will tell you if your crush loves you back'\namount = {ask} 'How many petals do you want to pick?'\noptions = they love you, they love you not\n_ _ _ _ options {at} {random}\n```\n" - 12: - story_text: "From level 12 on, you will also have to use quotation marks in lists, before and after each item.\n\n### Exercise\nAdd two predictions to the list" - example_code: "```\nfortunes = 'you will slip on a banana peel', _\n{print} 'I will take a look in my crystal ball for your future.'\n{print} 'I see... I see...'\n{sleep}\n{print} fortunes {at} {random}\n```\n" - 10: - story_text: "In this level you'll learn how to program the game MASH (mansion, apartment, shack, house). In this game you can predict for all the players at once, what their future will look like.\n\n### Exercise\nFil in the blanks by using the new command that you've learned this level.\n" - example_code: "```\nhouses = mansion, apartment, shack, house\nloves = nobody, a royal, their neighbour, their true love\npets = dog, cat, elephant\nnames = Jenna, Ryan, Jim\n_\n {print} name ' lives in a ' houses {at} {random}\n {print} name ' will marry ' loves {at} {random}\n {print} name ' will get a ' pets {at} {random} ' as their pet.'\n {sleep}\n```\n" - 6: - example_code: "```\n{print} 'I am Hedy the fortune teller!'\n{print} 'I can predict how many kids youll get when you grow up!'\nage = {ask} 'How old are you?'\nsiblings = {ask} 'How many siblings do you have?'\nlength = {ask} 'How tall are you in centimetres?'\nkids = length / age\nkids = kids - siblings\n{print} 'You will get ...'\n{sleep}\n{print} kids ' kids!'\n```\n" - story_text: "In this level you can use math in your predictions as a fortune teller. This allows you to make up (silly) formulas to calculate the future.\nFor example you could calculate how rich you'll get or how many kids you will have when you grow up.\n\n\n\n### Exercise\nCan you think of your own (silly) fortune telling machine?\n" - 3: - story_text_2: "### Exercise\nNow, Hedy can only answer yes, no or maybe. Can you give Hedy more answer options, like 'definitely' or 'ask again'.\n" - story_text: "In the previous levels you've created your first fortune telling machine, but Hedy couldn't really predict anything, only `{echo}`.\nIn this level you can use a variable and the `{at} {random}` command to really let Hedy choose an answer for you. Check out this code for instance:\n" - example_code: "```\n{print} I’m Hedy the fortune teller!\nquestion {is} {ask} What do you want to know?\n{print} This is what you want to know: question\nanswers {is} yes, no, maybe\n{print} My crystal ball says...\n{sleep} 2\n{print} answers {at} {random}\n```\n" - 4: - example_code: "```\n_ Add the quotation marks to this code _\n{print} Im Hedy the fortune teller!\nquestion {is} {ask} What do you want to know?\n{print} This is your question: question\nanswers {is} yes, no, maybe\n{print} My crystal ball says...\n{sleep} 2\n{print} answers {at} {random}\n```\n" - story_text: "### Exercise\nWe have removed all the quotation marks from this example code, can you add them in all the right places?\n\n### Exercise 2\nGo back to the previous level and copy your fortune teller code. Make the code work in this level by adding quotation marks in the right spots.\n" - 8: - story_text: "In the next example you can have your fortune teller ask multiple questions and also print them!\n\n### Exercise\nCan you fill in right command on the blanks?\n" - example_code: "```\n{print} 'I am Hedy the fortune teller!'\n{print} 'You can ask me 3 questions.'\nanswers = yes, no, maybe\n_ _ _\n question = {ask} 'What do you want to know?'\n {print} question\n {sleep}\n {print} 'My crystal ball says... ' answers {at} {random}\n```\n" - description: Let Hedy predict the future - name: Fortune teller - functions: - name: functions - levels: - 14: - example_code: "```\n{define} calculate_new_price {with} amount, percentage\n percentage = percentage / 100\n discount_amount = amount * percentage\n {return} amount - discount_amount\n\nold_price = {ask} 'How much is on the price tag?'\ndiscount = {ask} 'What percentage is the discount?'\n\nnew_price = _ calculate_new_price {with} old_price, _\n{print} 'The new price is ' new_price ' dollar'\n```\n" - story_text: "In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you.\nYou can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**.\n\nFor example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value.\n\n### Exercise\nFinish this code. We have already made the variable new_price for you, you only need to set it.\nYou should finish the line of code by calling the function that calculates the new price.\n" - 13: - example_code: "```\n{define} song {with} place\n {print} 'My Bonnie is over the ' place\n\n{call} song {with} 'ocean'\n{call} song {with} 'sea'\n{call} song {with} 'ocean'\n```\n" - story_text: "Now that you've learned how to use functions, you'll learn how to use a function with an argument.\nAn **argument** is a variable that is used within a function. It is not used outside the function.\n\nFor example in this code we've programmed the first verse of the song 'My Bonnie is over the ocean'.\nIn this example code the argument 'place' is used. Place is a variable that is only used in the function, so an argument.\nTo use 'place' we have placed `{with} place` after `{define} song`.\nWhen the function is called, the computer will replace the argument 'place', with the piece of text after `{call} song {with}`.\n\n### Exercise\nThe next verse of this song goes:\n\n```not_hedy_code\nLast night as I lay on my pillow\nLast night as I lay on my bed\nLast night as I lay on my pillow\nI dreamed that my Bonnie is dead\n```\n\nCan you program this verse in the same way as the example?\n" - 18: - example_code: "```\n{def} calculate_score(answer, correct_answer):\n {if} answer == correct_answer:\n score = 1\n {elif} answer == '?':\n score = 0\n {else}:\n score = -1\n {return} score\n\nanswer = {input} ('Where can you find the Eiffel Tower?')\ncorrect_answer = 'Paris'\nscore = calculate_score(answer, correct_answer)\n{print} ('Your score is... ', score)\n```\n" - story_text: "Let's make functions the Pythons way! To define a function, we no longer use:\n\n`{define} name_function {with} argument_1, argument_2:`\n\nbut we use:\n\n`{def} name_function(argument_1, argument_2):`.\n\n\nIf you don't want to use arguments, you just leave the space between the parantheses empty.\nTo call a function, we don't need the `{call}` command anymore. You just type the name of the function.\n" - 12: - example_code: "```\nsides = 'left', 'right'\nlimbs = 'hand', 'foot'\ncolors = 'red', 'blue', 'green', 'yellow'\n\n{define} turn\n chosen_side = sides {at} {random}\n chosen_limb = limbs _\n chosen_color = colors _\n {print} chosen_side ' ' chosen_limb ' on ' chosen_color\n\n{print} 'Lets play a game of Twister!'\n{for} i {in} {range} 1 {to} _\n {call} turn\n {sleep} 2\n```\n" - story_text: "In this level you'll learn how to use **functions**. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again.\nTo create a function, use `{define}` and give the function a name. Then put all the lines you want in the function in a indented block under the `{define}` line.\nLeave one empty line in your code to make it look nice and neat. Great job! You have created a function!\n\nNow, whenever we need that block of code, we just use {call} with the function's name to call it up! We don't have to type that block of code again.\n\nCheck out this example code of a game of Twister. The function 'turn' contains a block of code that chooses which limb should go where.\n\n### Exercise\nFinish this code by setting the 2 variables chosen_limb and chosen_color.\nThen, choose how many times you want to call the function to give the twister spinner a spin.\n\n### Exercise 2\nImprove your code by adding a variable called 'people'. Use the variable to give all the players their own command in the game.\nFor example: 'Ahmed, right hand on green' or 'Jessica, left foot on yellow'.\n" - default_save_name: functions - description: functions - hangman: - default_save_name: Hangman - description: Guess the word - levels: - 17: - example_code: "```\nprint 'Hangman!'\n\n# Set the variables\nanswer = []\nguessed_letters = _\nmistakes_made = _\namount_letters = {ask} _\n_ = 'False'\n\n# Choosing the answer\n{for} _\n letter = {ask} 'Player 1, what is letter ' i '?'\n _\n {add} '_' {to} _\n\n# Player 2 turn\nprint _\nprint _\nprint guessed_letters\n```\n" - story_text: "In this adventure we program a game of hangman. First we make some preparations, then we program the game and in the third part we add a drawing with the turtle.\n\n### Exercise\n***Set the variables*** In this game of hangman, Player 1 chooses an answer and Player 2 has to guess the letters in this answer.\nTo let the computer know all the letters in the word, we will turn the answer into a list of letters. We also do this with the guesses Player 2 makes.\nWe will start the game with 2 empty lists. We have made an empty list for the variable answer for you. Now make an empty list for guessed_letters as well.\nThen we fill in how many mistakes were made. At the start of the game, this should be 0.\nThe variable `amount_letters` tells us how many letters are in the answer. Ask Player 1 to tell us how many letters their word has.\nLastly we tell the computer if the game is over. We use the variable `game_over` and set it to `False`.\n\n***Choosing the answer*** We want Player 1 to be able to choose the answer. We'll ask them, as many times as necessary, what the next letter is.\nThen we add that letter to the answer. Lastly, we add an empty _ to the list of guessed letters, so we get as many _s as there are letters in the answer.\n\n***Player 2's turn***\nTell Player 2 its their turn. Then tell Player 2 how many letters there are in the answer. Finally, print the list of `guessed_letters`.\n\n***Go to the next tab*** Now that all the starting variables are set, we can start programming the game itself. Check out the next tab to learn how!\n" - name: Hangman - blackjack_3: - description: Blackjack part 3 - levels: - 17: - story_text: "In the previous tabs you have learned how to draw 2 random cards for yourself and for the dealer and to calculate how many points you both got.\nIn this adventure we add the option to ask for an extra card for both you and the dealer.\n\n### Exercise\n***Paste your code from the previous adventure*** Firstly, copy your code from the previous tab and paste it here.\n\n***Extra card for you*** If you want, you can get an extra card to get your total as close to 21 as possible. First ask the player if they want an extra card.\nIf they do, pick a random card and print what they have drawn. If the card is not an Ace, you can call the function and add the points to your total.\nIn case the card is an Ace, you can't use the function, because the Ace can be either 1 point or 11 points, depending on how many points you already have earned.\nIf your total is less than 11, you want the ace to be 11 points (because this is closest to 21). So you add 11 points to your total.\nIf the total is more than or equal to 11, you want the ace to be 1 point (because you don't want more than 21 points). So you add 1 point to your total.\nLastly, print your new total of points.\n\n***Extra card for the dealer*** The dealer can also get an extra card. The dealer doesn't need to be asked, because they always get an extra card if their total is less than 17.\nCopy the 'Extra card for you code' and paste it in the dealers section. Then change it to fit the dealer picking an extra card and getting points added to their total.\n" - example_code: "```\n# Paste your code from the previous adventure here\n\n# Extra card for you\nhit = {ask} _\n{if} hit == 'yes':\n card_3 = _\n {print} _\n {if} card_3 _ 'Ace':\n your_points_3 = _\n your_total = _\n {else}:\n {if} your_total _\n _\n {else}:\n _\n {print} _\n\n# Extra card for the dealer\n{if} dealer_total < 17\n_\n```\n" - default_save_name: Blackjack_3 - name: Blackjack 3 - hangman_2: - name: Hangman 2 - default_save_name: Hangman_2 - description: Hangman 2 - levels: - 17: - story_text: "Now it's time to program the hangman game.\n\n### Exercise\n\n***Paste your code*** Copy your code from the previous tab and paste the code in the programming field.\n\n***The game*** This games continues playing until Player 2 is game over. Fill in the while command accordingly. Now, Player 2 is allowed to guess a letter, so ask Player 2 to guess a letter.\nWe need to check if their answer is correct, so check if their `guess` is (somewhere) in the (list) `answer`. Then we let the computer figure out which of the letter(s) is the guess. We have already programmed that part for you.\nNext we want to compliment the player for finding a correct letter and we want to print the list `guessed_letters`, so the player can see their progress.\n\nThe next part we're going to program is what happens when the player has guessed all of the letters. So if their list of `guessed_letters` is the same as our list `answer`.\nIf the lists are the same, congratulate Player 2 with their victory and set the variable `game_over` to `True`.\n\nNext we'll program what happens when Player 2 guesses wrong (so the `{else}` command). First, tell the player that their guess was wrong. Then increase the `mistakes_made` variable by 1.\n\nFor the last part we'll program what happens when Player 2 has made 10 mistakes. We'll print that Player 1 has won the game. Then we'll print the correct answer. And finally, we'll set our `game_over` variable to `True`, so the game stops.\n\n***Go to the next tab*** Amazing work! Your game is playable, but wouldn't it be fun if the hangman was actually drawn when Player 2 makes a mistake..?\n" - example_code: "```\n# Paste your code here\n\n# The game\n{while} game_over _\n guess = _\n {if} _\n {for} i {in} {range} 1 {to} amount_letters:\n if answer[i] == guess:\n guessed_letters[i] = guess\n {print} _\n {if} guessed_letters == _:\n {print} _\n game_over = _\n {else}:\n {print} _\n mistakes_made _\n {if} _ == 10:\n {print} _\n {print} _\n _\n```\n" - hangman_3: - default_save_name: Hangman_3 - name: Hangman 3 - description: Hangman 3 - levels: - 17: - example_code: "```\n# Create a function that draws the hangman\n{define} draw_hangman {with} step:\n {if} step == 1:\n {color} white\n {forward} -100\n {turn} 90\n {forward} -50\n {color} black\n {forward} 100\n {forward} -50\n\n {if} step == 2:\n _\n# Paste your hangman game here\n\n```\n" - story_text: "In a game of hangman the mistakes are shown by drawing a part of the hangman each time a mistake has been made.\nWe now add those drawings with our turtle!\n\n### Exercise\n***Create a function that draws the hangman*** Create a function that draws the hangman in 10 steps. We have already made step 1 for you.\n\n***Test the function*** Test the function by calling the function with 10. If you are happy with the function, remove the line that calls the function for now. We will call the function when the player makes a mistake.\n\n***Paste your hangman game under your function*** Go back to the previous tab and copy your hangman game. Paste the game underneath your function.\n\n***Call the function when the player makes a mistake*** Under the line `mistakes_made = mistakes_made + 1` we will call the function. We want the turtle to take the same amount of steps as the player has made mistakes, so we call the function with `mistakes_made` as argument.\n\n***Enjoy your game!***\n
\n The hangman could look like this \n
\n" - harry_potter: - description: Harry Potter adventures - levels: - 10: - story_text: "### Exercise\nWe can also make a Harry Potter themed fortune teller. Fill in blanks such that 9 lines are printed.\n**Extra** Change the theme of the fortune teller into something else, such as your favorite book, film or tv show.\n" - example_code: "```\nhouses = Gryffindor, Slytherin, Hufflepuff, Ravenclaw\nsubjects = potions, defence against the dark arts, charms, transfiguration\nfears = Voldemort, spiders, failing your OWL test\nnames = Harry, Ron, Hermione\n_\n_ {print} name ' is placed in ' houses {at} {random}\n_ {print} name ' is great at ' subjects {at} {random}\n_ {print} name 's greatest fear is ' fears {at} {random}\n```\n" - name: Harry Potter - default_save_name: Harry Potter - haunted: - default_save_name: Haunted House - levels: - 2: - story_text: "In this haunted house you can choose your monsters with emojis. Of course you could also use words.\n" - example_code_2: "```\nmonster_1 {is} _\nmonster_2 {is} _\nmonster_3 {is} _\n{print} You enter the haunted house.\n{print} Suddenly you see a monster_1\n{print} You run into the other room...\n{print} But a monster_2 is waiting there for you!\n{print} Oh no! Quickly get to the kitchen.\n{print} But as you enter monster_3 attacks you!\n```\n" - example_code: "```\nmonster_1 {is} 👻\nmonster_2 {is} 🤡\nmonster_3 {is} 👶\n{print} You enter the haunted house.\n{print} Suddenly you see a monster_1\n{print} You run into the other room...\n{print} But a monster_2 is waiting there for you!\n{print} Oh no! Quickly get to the kitchen.\n{print} But as you enter monster_3 attacks you!\n```\n" - story_text_2: "### Exercise\nIn the example above the monsters are predetermined. So each time you run your code, the output is the same.\nCan you add `{ask}` commands to make the haunted house interactive and have the players choose the monsters they come across?\n" - 4: - example_code: "```\n_ Add quotation marks to this code _\n{print} Escape from the haunted house!\n{print} There are 3 doors in front of you...\nchoice {is} {ask} Which door do you choose?\n{print} You picked door ... choice\nmonsters {is} a zombie, a vampire, NOTHING YOUVE ESCAPED\n{print} You see...\n{sleep}\n{print} monsters {at} {random}\n ```\n" - story_text: "In this level you learn how to use quotation marks in your games.\n\n### Exercise\nCan you make your Haunted House level 4 proof?\n\n### Exercise 2\nGo back to the previous level and copy your haunted house code. Make the code work in this level by adding quotation marks in the right spots.\n" - 9: - story_text: "In this level you can use nesting, which allows you to make the haunted house even more interactive!\n\n### Exercise\nNow it's very hard to win this game, can you make it easier to win?\nChange your code so it only has one wrong door and two correct doors instead of one correct door and two wrong ones? \nTip: This means changing the variable correct_door into wrong_door, and switching the `{if}` and `{else}` code.\nAnd of course you may also change the story and make it your own. Change the monsters or make it a happy game show where you get a gift!\n" - example_code: "```\n{print} 'Escape from the Haunted House!'\nplayer = alive\ndoors = 1, 2, 3\nmonsters = zombie, vampire, giant spider\n{repeat} 3 {times}\n {if} player {is} alive\n correct_door {is} doors {at} {random}\n {print} 'There are 3 doors in front of you...'\n chosen_door = {ask} 'Which door do you choose?'\n {if} chosen_door {is} correct_door\n {print} 'No monsters here!'\n {else}\n {print} 'You are eaten by a ' monsters {at} {random}\n player = dead\n {else}\n {print} 'GAME OVER'\n{if} player {is} alive\n {print} 'Great! You survived!'\n```\n" - 11: - story_text: "In this level we've changed the `{for}` command so we can tell the player where they are. \n\n### Exercise 1\nFinish the program so the player knows which room they are in.\n\n### Exercise 2\nMake the program into an adventure by following these steps:\n\n1. Make a list of choices (like: fight or flight)\n2. Make sure the player can choose an option with `{ask}`\n3. Is answer correct? Then they may proceed to the next monster. Do they give a wrong answer? Let the player know with a `{print}`. \n\n**Extra** If you make a wrong choice, a monster is still shown! How could you change that?\n" - example_code: "```\n{print} 'Escape from the Haunted House!'\nmonsters = zombie, vampire, giant spider\n_\n {print} 'Room ' i\n monster = monsters {at} {random}\n```\n" - 16: - story_text: "### Exercise\nThis haunted house game uses the connection between the lists you can use in this level.\nFor example: all the properties that belong to the zombie are first in all the lists, witch second and vampire third.\nCheck out the code and fill in `weapons[i]`, `monsters[i]` , `bad_fate[i]`, `good_fate[i]`, `hint[i]` on the correct blanks to get the code to work!\n" - example_code: "```\nnumbers = [1, 2, 3]\ni = numbers[{random}]\nhint = ['growling', 'a cackling laugh', 'fluttering batwings']\nmonsters = ['zombie', 'witch', 'vampire']\nbad_fate = ['Your brain is eaten', 'You are forever cursed', 'You are bitten']\ngood_fate = ['You throw the ham. The zombie is distracted and starts eating it.', 'You set the curtains on fire. The witch flees out of fear for the fire', 'The vampire hates garlic and flees']\nweapons = ['ham', 'lighter', 'garlic']\n{print} 'You are standing in front of an old mansion'\n{print} 'Something is not right here'\n{print} 'You hear ' _\n{print} 'You are going to explore it'\n{print} 'You enter the kitchen and see a lighter, a raw ham and a garlic.'\nyour_weapon = {ask} 'What do you bring with you?'\n{print} 'With your ' your_weapon ' you enter the living room'\n{print} 'There you find a ' _\nneeded_weapon = _\n{if} your_weapon == needed_weapon\n {print} 'You use your ' your_weapon\n {print} _\n {print} 'YOU WIN!'\n{else}\n {print} 'You have chosen the wrong weapon...'\n {print} _\n {print} 'GAME OVER'\n```\n" - 1: - story_text: "In this adventure you are working towards making a game in which you have to escape from a haunted house by picking the correct door.\nIf you pick the right door you'll survive, but if not a terrible monster might...\n\nIn level 1 we start our haunted house game by making up a scary story and ask the player what monster they'll see in the haunted house.\n" - example_code: "```\n{print} How did I get here?\n{print} I remember my friend telling me to go into the old mansion...\n{print} and suddenly everything went black.\n{print} But how did I end up on the floor...?\n{print} My head hurts like Ive been hit by a baseball bat!\n{print} What's that sound?\n{print} Oh no! I feel like Im not alone in this house!\n{print} I need to get out of here!\n{print} There are 3 doors in front of me..\n{ask} Which door should i pick?\n{echo} I choose door\n{print} ...?\n```\n" - story_text_2: "### Exercise\nCopy the example code to your input screen by clicking the yellow button.\nNow finish the story by adding at least 5 lines of code.\nRemember to start each line of codes with a `{print}` command.\n" - 14: - example_code: "```\n{print} 'Escape from the haunted house'\nlives = 3\ndoors = 1, 2, 3\nmonsters = 'the wicked witch', 'a zombie', 'a sleeping 3 headed dog'\n{for} i {in} {range} 1 {to} 10\n {if} lives _\n good_door = doors {at} {random}\n monster = monsters {at} {random}\n chosen_door = {ask} 'Which door do you choose?'\n {if} good_door == chosen_door\n {print} 'You have chosen the correct door'\n {else}\n {print} 'You see...' monster\n {if} monster == 'a sleeping 3 headed dog'\n {print} 'Pffieuw.... Its asleep'\n {else}\n {print} 'You lose one life'\n lives = _\n {else}\n {print} 'GAME OVER'\n```\n" - story_text: "### Exercise\nIn this level you can use the `<` and `>` symbol to introduce lives to your game.\nMake sure the player loses a life when they come across the wrong monster and that the game stops if you have no lives left.\n" - 3: - example_code: "```\n_ Escape from the haunted house!\n_ There are 3 doors in front of you...\n_ _ _ Which door do you choose?\n_ You picked door ... choice\nmonsters _ a zombie, a vampire, NOTHING YOUVE ESCAPED\n_ You see...\n{sleep}\n_ _ _ _\n```\n" - story_text: "In the previous levels you've made an introduction to your haunted house game, but as you might have noticed the story would always have a dreadful end.\nIn this level you can make your story more interactive by changing the outcome of the game; sometimes you'll get eaten, sometimes you'll escape!\nLet Hedy decide randomly!\n\n### Exercise\nCopy the example codes and fill in the blanks to make it work!\n\n**Extra** This story is pretty straight forward, maybe you can spook it up a bit by adding a more exciting story.\nAlso you have very limited outcomes right now, there are only 3 options of what's behind the doors. Maybe you can think of more monsters to add to the list!\n" - 5: - story_text: "Up until this level the haunted house game always asked the player to choose a door, but as you might have noticed, they didn't really have to answer correctly.\nIf the player filled in a completely random answer, the game would still work and the player might even win (despite not picking a door).\nIn this level you can only win the game by picking the same door Hedy picked randomly.\n\n### Exercise\nCan you find the 4 missing words to complete the code?\n" - example_code: "```\n{print} 'Escape from the haunted house!'\n{print} 'There are 3 doors in front of you...'\ndoors {is} 1, 2, 3\nmonsters {is} werewolf, mummy, vampire, zombie\nchosen_door {is} {ask} 'Which door do you choose?'\n{print} 'You chose door...' chosen_door\n{sleep}\ncorrect_door {is} doors {at} {random}\n_ _ _ _ {print} 'Great! Youve escaped!'\n{else} {print} 'Oh no! You are being eaten by a...' monsters {at} {random}\n```\n" - description: Escape from the haunted house - name: Haunted House - hotel: - description: hotel - default_save_name: hotel - name: hotel - levels: - 13: - story_text: "In the previous adventure you have learned how to use an argument in a function, and you've learned how to combine it with an {ask}.\nYou might have wondered why you would use functions, because the functions in the example were only one line of code.\nNow we will show you what a bigger function looks like and we will use multiple agruments now as well. You'll see how much better it is to use a function once the function gets bigger.\nHere is an example of a function with arguments combined with {ask} commands.\n" - example_code: "```\n{define} welcome_message {with} title, last_name, country, room_number\n {print} 'Welcome to Hotel Hedy, ' title ' ' last_name\n nice_trip {is} {ask} 'Did you have a nice trip from, ' country '?'\n {if} nice_trip {is} 'yes'\n {print} 'Lovely!'\n {else}\n {print} 'Sorry to hear that.'\n {print} 'Hopefully you can take a nice rest in you room.'\n {print} 'Your room number is ' room_number\n\n{print} 'Hello. Please fill in your information to check in.'\ntitle = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?'\nname = {ask} 'What is you last name?'\nhomecountry = {ask} 'What country do you come from?'\n\n{call} welcome_message {with} title, name, homecountry, 105\n```\n\ntitle = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?'\nname = {ask} 'What is you last name?'\nhomecountry = {ask} 'What country do you come from?'\n\n{call} welcome_message {with} title, name, homecountry, 105\n" - if_command: - name: '{if} & {else}' - default_save_name: if_command - levels: - 5: - story_text: "## If... else....\nIn level 5 there is something new, the `{if}`! With the `{if}` you can choose between two different options.\nThis code prints nice if you enter Hedy as a name, and boo! if you enter something else.\n`{ask}` and `{print}` still work like they did in level 4.\n" - example_code_3: "```\nanswer {is} {ask} '2 + 2 = ?'\n_ _ _ 4 _ 'Great job!'\n_ _ 'No 2 + 2 = 4'\n```\n" - story_text_3: "### Exercise\nTry to create your own code with `{if}` and `{else}`. You can use the example code if you want.\n" - story_text_2: "Sometimes code with an `{if}` gets really long and does not fit on the line well.
You may also divide the code over two lines, starting the second line at the `{else}` like this:\n" - example_code: "```\nname {is} {ask} 'what is your name?'\n{if} name {is} Hedy {print} 'nice' {else} {print} 'boo!'\n```\n" - example_code_2: "```\nname {is} {ask} 'what is your name?'\n{if} name {is} Hedy {print} 'nice'\n{else} {print} 'boo!'\n```\n" - 9: - story_text: "In this level you can also put an `{if}` command inside another `{if}` command.\n" - example_code: "```\ncontinue = {ask} 'Do you want to continue?'\n{if} continue = yes\n sure = {ask} 'Are you sure?'\n {if} sure {is} yes\n {print} 'We will continue'\n {else}\n {print} 'You are not sure'\n{else}\n {print} 'You do not want to continue'\n```\n" - 8: - story_text: "## If... Else...\nYou have learned to repeat a block of lines of code after a `{repeat}` command.\nNow you can also use indentation to make blocks after a {if} or {else} command.\nCheck out the example code.\n\n### Exercise\nAdd an {else} command to the example code. Make a block of line using indentation. You do this by starting each line with 4 spaces.\n" - example_code: "```\nname = {ask} 'What is your name?'\n{if} name {is} Hedy\n {print} 'Welcome Hedy'\n {print} 'You can play on your computer!'\n```\n" - description: Introducing the {if} command - in_command: - description: Introducing the {in} command - name: '{in}' - levels: - 5: - example_code_2: "```\nanimals {is} dog, cow, sheep\nanswer {is} {ask} 'What is your favorite animal?'\n_ answer _ animals _ 'Mine too!'\n_ _ 'My favorite animals are dogs, cows and sheep'\n```\n" - example_code: "```\npretty_colors {is} green, yellow\nfavorite_color {is} {ask} 'What is your favorite color?'\n{if} favorite_color {in} pretty_colors {print} 'pretty!'\n{else} {print} 'meh'\n```\n" - story_text_2: "### Exercise\nFinish the example code by filling in the blanks with commands that you've learned.\nWhen you've finished the code, try to create a code of your own and use a question that you've thought of yourself.\n" - story_text: "## Lists\nWhen we want to check if something is in a list, we can now use the `{in}` command.\nThis code prints pretty! if you choose green or yellow, and meh otherwise.\n" - default_save_name: in_command - is_command: - default_save_name: is_command - name: '{is}' - description: introducing {is} command - levels: - 2: - example_code: "```\nname {is} Hedy\nage {is} 15\n{print} name is age years old\n```\n" - story_text: "## Variables\nYou can name a word with `{is}`. This is called a **variable**. In this example we made a variable called name and a variable called age. You can use the word name anywhere in your code and it will be replaced by Hedy, like this:\n" - example_code_2: "```\nfavorite_animal {is} _\n{print} I like favorite_animal\n```\n" - story_text_2: "### Exercise\nTime to make your own variables!\nIn the example code we made an example of the variable `favorite_animal`. In line 1 the variable is set, and in line 2 we used the variable in a `{print}` command.\nFirstly, finish our example by filling in your favorite animal on the blank. Then make at least 3 of these codes yourself. Pick a variable, and set the variable with the `{is}` command. Then use it with a `{print}` command, just like we did.\n" - 6: - example_code: "```\nname = Hedy\nanswer = 20 + 4\n```\n" - story_text: "We also make a change in storing a word in a variable! You may now use `=` instead of `{is}` when we store a name or a number in a variable, like this:\n" - 14: - story_text_3: "You can also compare if something is *not* equal to something else using `!=` like this:\n" - example_code_2: "```\nname = {ask} 'What is your name?'\n{if} name == 'Hedy'\n {print} 'You are cool!'\n```\n" - story_text: "We are going to learn more new items. You might know them already from mathematics, the `<` and `>`.\nThe `<` checks if the first number is smaller than the second, for example age `<` 12 checks if age is smaller than 12.\nIf you want to check if the first number is smaller or equal to the second, you can use `<=`, for example age `<=` 11.\nThe `>` checks if the first number is bigger than the second, for example points `>` 10 checks if points is larger than 10.\nIf you want to check if the first number is bigger or equal to the second, you can use `>=`, for example points `>=` 11.\nYou use these comparisons in an `{if}`, like this:\n" - example_code_3: "```\nname = {ask} 'What is your name?'\n{if} name != 'Hedy'\n {print} 'You are not Hedy'\n```\n" - example_code: "```\nage = {ask} 'How old are you?'\n{if} age > 12\n {print} 'You are older than I am!'\n```\n```\nage = {ask} 'How old are you?'\n{if} age < 12\n {print} 'You are younger than me!'\n{else}\n {print} 'You are older than me!'\n```\n" - story_text_2: "From this level on, if you want to compare exactly, you can use two equal signs. This is what most programming languages do:\n" - maths: - name: maths - default_save_name: maths - levels: - 12: - example_code_2: "```\na = 'Hello '\nb = 'world!'\n{print} a + b\n```\n" - story_text_2: "**Maths with words**\nIn this level you can also do addition with words like this:" - story_text: "**Decimal numbers**\nSo far, Hedy did not allow for decimal numbers like 1.5, but now we do allow that. Note that computers use the `.` for decimal numbers." - example_code: "```\n{print} 'Two and a half plus two and a half is...'\n{print} 2.5 + 2.5\n```\n" - 6: - story_text: "In this level you learn something new: you can now also calculate.\n\nThe plus is easy, you write it like with math: `5 + 5` for example. The minus also works fine, it is `5 - 5`.\n\nThe times is a bit different, because there is no times symbol on your keyboard. Just search, there really isn't!\nThat is why we multiply with the asterisk above 8: `5 * 5`. Read that as \"5 times 5\" that helps you remember it best.\n" - example_code: "```\n{print} '5 plus 5 is ' 5 + 5\n{print} '5 minus 5 is ' 5 - 5\n{print} '5 times 5 is ' 5 * 5\n{print} '5 divided by 5 is ' 5 / 5\n```\n" - description: Introducing maths - music: - default_save_name: music - name: music - description: Play a tune! - levels: - 7: - example_code: "```\n{print} 'Twinkle Twinkle Little Star'\n{repeat} 2 {times} {play} C4\n{repeat} 2 {times} {play} G4\n_\n```\n" - story_text: "Using the `{repeat}` command can make your codes for melodies a lot shorter!\n\n### Exercise\nFinish the code for Twinkle Twinkle Little Star by using the `{repeat}`command.\nThen go back to the songs you've made in the previous levels. Can you shorten those codes too?\n" - 8: - story_text: "Now that we can use the `{repeat}` command for multiple lines, we can make songs even more easily!\n\n### Exercise\nFinish the song of Brother John (Frère Jacques). Don't forget to use `{repeat}`!\n" - example_code: "```\n{print} 'Brother John'\n{repeat} 2 {times}\n {play} C\n {play} D\n {play} E\n {play} C\n{repeat} 2 {times}\n {play} E\n {play} F\n {play} G\n {sleep} 1\n```\n" - 18: - story_text: "### Exercise\nEven in this last level of Hedy we can make some music! Be careful of all the syntax that is needed now.\nTake a good look at how the functions are defined and called upon in the example code.\nFinish the song!\n" - example_code: "```\n{def} line_1():\n {for} i {in} {range}(1, 5):\n {play} A\n {play} D\n {play} F\n {play} A\n\n{def} line_2():\n {for} i {in} {range}(1, 5):\n {play} G\n {play} C\n {play} E\n {play} G\n\n{def} line_3():\n_\n\n{print} ('The drunken sailor')\n{print} ('What shall we do with the drunken sailor?')\nline_1()\nline_2()\nline_3()\n{print} ('Early in the morning')\n```\n" - 6: - example_code: "```\nnumber = {ask} 'Say a starting number between 1 and 67'\n{print} number\n{play} number\nnumber = number + 1\n{print} number\n{play} number\nnumber = number + 1\n{print} number\n{play} number\n```\n" - story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\nThis calls for musical maths! Try out the example code a couple of times with different starting numbers.\nThen, see if you can compose a song using the numbers.\n" - 9: - story_text: "From this level on you can - among other things - use a {repeat} command inside a {repeat} command.\nThat makes songs like 'Happy birthday' even shorter!\n\n### Exercise\nFinish the song!\n" - example_code: "```\nfirst_time = yes\n{repeat} 2 {times}\n {repeat} 2 {times}\n {play} C\n {play} D\n {play} C\n {if} first_time {is} yes\n {play} F\n {play} E\n first_time {is} no\n {else}\n _\n```\n" - 4: - example_code: "```\n{print} 'Mary had a little lamb'\n{play} E\n{play} D\n{play} C\n{play} D\n{play} E\n{play} E\n{play} E\n{clear}\n{print} 'Little lamb, little lamb'\n{play} D\n{play} D\n{play} D\n{play} E\n{play} E\n{play} E\n{clear}\n{print} 'Mary had a little lamb'\n{play} E\n```\n" - story_text: "Use the `{clear}` command to create a karaoke machine!\n\n### Exercise\nFinish the karaoke version of 'Mary had a little lamb'.\nThen, create a karaoke version of any song you'd like!\n" - 5: - story_text: "You don't always have to use the `{play}` command to play a whole song, sometimes you just want to play one note.\nFor example, if you want to make a quiz, you can play a happy high note if the answer is right and a sad low note if the answer is wrong.\n\n### Exercise\nFinish the first question by adding a line of code that plays a C3 note if the wrong answer is given.\nThen think of 3 more questions to add to this quiz.\n" - example_code: "```\nanswer {is} {ask} 'What is the capital of Zimbabwe?'\n{if} answer {is} Harare {play} C6\n_\n```\n" - 2: - story_text_2: As you can see, you can also use the `{sleep}` command to add a little pause in the song. - example_code_2: "```\n{print} Twinkle Twinkle Little Star\n{play} C\n{play} C\n{play} G\n{play} G\n{play} A\n{play} A\n{play} G\n{sleep} 1\n{play} F\n{play} F\n```\n" - example_code: "```\n{print} Old Mac Donald had a farm\n{play} C5\n{play} C5\n{play} C5\n{play} G4\n{play} A4\n{play} A4\n{play} G4\n```\n" - story_text: "### Exercise\nFinish the songs! We have started the codes for some melodies.\n" - 3: - example_code: "```\nnotes {is} A4, B4, C4\n{play} notes {at} {random}\n{play} notes {at} {random}\n{play} notes {at} {random}\n```\n" - story_text: "Create a random melody!\n\n### Exercise\nThe example code creates a random melody, but it's very short and not many notes are used.\nAdd more notes to the list and create a longer melody by copying the last line a couple more times.\n" - 1: - story_text: "In this level you'll learn how to use the `{play}` command to play a tune!\n\nType `{play}` followed by the note you want to play. The scale goes C-D-E-F-G-A-B.\nAs you can see there are 7 different letters, but we can play more than just 7 notes.\nType a number between 1 and 10 behind the letter to choose the scale, for example after B4 comes C5.\nC1 is the lowest note you can play, C10 is the highest.\n\n### Exercise\nTry out the example code and then play around with it! Can you create your own melody?\nIn the next level you'll learn how to play some existing songs." - example_code: "```\n{play} C4\n{play} D4\n{play} E4\n{play} F4\n{play} G4\n{play} A4\n{play} B4\n{play} C5\n```" - 17: - story_text: "You can use the {elif} to create different options.\n\n### Exercise\nFirstly, add colons to get the code to work.\nThen finish this code by adding at least 2 other songs for other moods. For example a happy song and an angry song.\n" - example_code: "```\n{define} scary_song\n {for} i {in} {range} 1 {to} 3\n {play} G\n {play} E\n {sleep} 2\n {for} i {in} {range} 1 {to} 3\n {play} F\n {play} D\n\nmood = {ask} 'Which emotion are you feeling?'\n{if} mood {is} 'fear'\n {call} scary_song\n{elif} _\n```\n" - 15: - example_code: "```\n{define} song\n {play} _\n\nyes_or_no = {ask} 'Do you want to hear my never-ending song?'\n{while} yes_or_no = 'yes'\n {call} song\n {print} '🥳'\n```\n" - story_text: "**Warning** This adventure can become extremely annoying!\nWe can also use the {while} command to repeat a song forever.\n\n### Exercise\nFinish the never-ending song.\n" - 16: - story_text: "Upgrade your Old MacDonald code!\n\n### Exercise\nTake your code from the 'Sing a Song' adventure and add musical notes to it!\nYou can make a function for each line in the song and call that function after the line is printed.\nWe defined the first line for you and called it in the code. Can you finish the whole song?\n" - example_code: "```\n{define} line_1\n {for} i {in} {range} 1 {to} 3\n {play} G\n {play} D\n {for} i {in} {range} 1 {to} 2\n {play} E\n {play} D\n\nanimals = ['pig', 'dog', 'cow']\nsounds = ['oink', 'woof', 'moo']\nfor i in range 1 to 3\n animal = animals[i]\n sound = sounds[i]\n print 'Old MacDonald had a farm'\n call line_1\n print 'E I E I O!'\n _\n```\n" - 13: - story_text: "You can use a function with an argument for songs that have line that are almost the same, but slightly different each time.\nOne example is the song 'Yankee Doodle'. The first 4 notes of the first lines are the same, but each time they are followed by a different couple of notes.\n\n### Exercise\nCan you finish the song of Yankee Doodle?\nCan you think of another song to program this way?\n" - example_code: "```\n{print} 'Yankee Doodle'\n{define} _ {with} note_1, note_2, note_3\n {play} C4\n {play} C4\n {play} D4\n {play} E4\n {play} _\n {play} _\n {play} _\n\n{call} line_1 {with} 29, 31, 30\n{call} line_1 {with} 29, 28, 0\n{call} line_1 {with} 32, 31, 30\n\n{play} C4\n{play} B3\n{play} G3\n{play} A3\n{play} B3\n{play} C4\n{play} C4\n```\n" - 12: - story_text: "Use functions in your songs! As you can see in the example code, you can make a function for each line of Twinkle Twinkle Little Star. Once you've programmed the first three lines, all you have to do is call the functions in the order you want them played in.\n\n### Exercise\nFinish the song of Twinkle Twinkle Little Star.\nThen look back at all the songs you've programmed in the levels before, can you make those codes better and shorter using functions too?\n" - example_code: "```\n{define} first_line\n {play} C\n {play} C\n {play} G\n {play} G\n {play} A\n {play} A\n {play} G\n {sleep}\n\n{define} second_line\n {play} F\n {play} F\n {play} E\n {play} E\n {play} D\n {play} D\n {play} C\n {sleep}\n\n{define} third_line\n {play} G\n {play} G\n {play} F\n {play} F\n {play} E\n {play} E\n {play} D\n {sleep}\n\n{call} _\n{call} _\n{call} _\n{call} _\n{call} _\n{call} _\n```\n" - 14: - example_code: "```\n{define} fire_alarm\n {print} 'FIRE!'\n note = 40\n {for} i {in} {range} 1 {to} 100\n {if} note _ 50\n note = note + 5\n {play} _\n {else}\n note = 40\n\nfire = {ask} 'Is there a fire?'\n{if} fire _ 'yes'\n {call} fire_alarm\n```\n" - story_text: "You can program music for fun, but you can also use the musical notes to make something useful like a fire alarm!\n\n### Exercise\nMake sure the fire alarm rings when there is a fire!\n" - parrot: - levels: - 1: - story_text_2: "### Exercise\nCopy the example code to your input screen by clicking on the yellow button.\nMake the parrot ask a different question. Fill in the blanks in the example!\n**Extra** You can also let the parrot ask multiple questions. Type in some more lines of code beneath your own code.\n" - example_code_2: "```\n{print} Im Hedy the parrot\n{ask} _\n{echo}\n{echo}\n" - example_code: "```\n{print} Im Hedy the parrot\n{ask} whats your name?\n{echo}\n{echo}\n```\n" - story_text: "Create your own online pet parrot that will copy you!\n" - 2: - example_code: "```\n{print} Im Hedy the parrot\nname _ _ what is your name?\n{print} name\n_\n{print} squawk\n_\n{print} name\n```\n" - story_text_2: "### Exercise\nFirstly, finish line 2 with an `{is}` and an `{ask}` command.\nThen fill in a `{sleep}` command on line 4 and 6 to let the parrot stay quiet for a little bit.\n\n**Extra** Can you make the parrot ask for more then only your name by adding more lines of code?\n" - story_text: "In the previous level you've made a parrot that will repeat after you. In this level we'll make the parrot interactive using a variable and `{ask}` command.\nWe will also make the parrot more life-like by adding `{sleep}` commands after something is said.\n" - 3: - story_text: "Teach your parrot a new word with `{add}`.\n### Exercise\nCan you add the `{add} {to_list}` command to get the code to work?\n" - example_code: "```\nwords {is} squawk, Hedy\n{print} Train your parrot!\nnew_word {is} {ask} Which word do you want to teach them?\n_ new_word _ words\n{print} 🧒 Say new_word, Hedy!\n{print} 🦜 words {at} {random}\n```\n" - 4: - story_text: "In this level we have to use quotation marks with the commands `{ask}` and `{print}`.\n### Exercise\nComplete the code by filling in quotation marks on the blanks.\n" - example_code: "```\nwords {is} squawk, Hedy\n{print} _ Train your parrot! _\nnew_word {is} {ask} _ Which word do you want to teach them? _\n{add} new_word {to_list} words\n{print} _ 🧒 Say _ new_word _, Hedy!_\n{print} _ 🦜 _ words {at} {random}\n```\n" - 5: - story_text: "Reward your parrot if it says the correct word!\n\n### Exercise\nFinish the code by filling in the 4 missing commands.\n" - example_code: "```\nwords {is} squawk, Hedy\n{print} 'Train your parrot!'\nnew_word {is} {ask} 'Which word do you want to teach them?'\n{add} new_word {to_list} words\nsaid_word {is} words {at} {random}\n{print} '🧒 Say ' new_word ', Hedy!'\n{print} '🦜 ' said_word\n_ said_word {is} new_word _ '🧒 Great job, Hedy! 🍪'\n_ _ '🧒 No, Hedy! Say ' new_word\n```\n" - description: Create your own online pet parrot that will copy you! - name: Parrot - default_save_name: Parrot - piggybank: - name: Piggy Bank - description: Count your pocketmoney! - levels: - 14: - example_code: "```\n_ calculate_budget {with} wish, money, allowance\n to_save = wish - money\n weeks = to_save / allowance\n {if} wish _ money\n {print} 'You need to save up some more!'\n {print} 'Youll need ' weeks ' more weeks.'\n {else}\n {print} 'Great! You have enough'\n {print} 'Lets go shopping!'\n\nmoney = {ask} 'How much money have you saved?'\nwish = {ask} 'How much money do you need?'\nallowance = {ask} 'How much pocket money do you get each week?'\n\n{call} _\n```\n" - story_text: "### Exercise\nIn this level you can let Hedy tell you if you have saved up enough money!\nFinish this code by filling in the blanks!\n" - 12: - story_text: "In this adventure you learn how to make a digital piggy bank.\n\n### Exercise\nFinish the code to calculate how much money you have and how long you need to save up to buy what you want!\n**Extra** Maybe you have already saved some money? Deduct that from the amount you will have to save up.\n" - example_code: "```\n{print} 'The digital piggy bank'\nwish = {ask} 'What would you like to buy?'\nprice = {ask} 'How much does that cost?'\nsaved = {ask} 'How much money have you saved already?'\nallowance = {ask} 'How much pocket money do you get per week?'\nto_save = price - saved\nweeks = to_save / allowance\n{print} 'You can buy a ' _ ' in ' _ ' weeks.'\n```\n" - default_save_name: Piggy Bank - pressit: - name: Key presses - default_save_name: Pressed - levels: - 5: - example_code: "```\n{print} 'Do you want a good (g) or bad (b) ending?'\n{if} g {is} {pressed} {print} 'They lived happily ever after ❤'\n{else} {print} 'The prince was eaten by a hippopotamus 😭'\n```\n" - story_text_2: "You can also link turtle commands to keys.\n\n### Exercise\nCopy the lines a few times so you can create a larger drawing.\n" - story_text: "In this level there is another new keyword: `{pressed}`!\nWith `{pressed}` you can use keys on your keyboard to control what lines are used.\n\n### Exercise\nLook at the example and add one more line of code that reacts to a key press.\n" - example_code_2: "```\n{if} y {is} {pressed} {forward} 15\n{else} {turn} 90\n```\n" - 9: - example_code: "```\npoints = 0\nletters = a, b, c, d, e\n{repeat} 10 {times}\n letter = _ _ _\n {print} 'Press the letter ' letter\n {if} letter {is} {pressed}\n _\n _\n _\n```\n" - story_text: "Now that you know how to combine statements, you can create a touch type tool with `{pressed}`.\n\n### Exercise\nFinish the code. Each time a random letter should be chosen, which you have to press. You get a point for a correct press, and and two points deduction for a wrong press.\n**Extra** Clear the screen after each letter, and show the user how many points they have scored.\n" - 7: - story_text: "Now that you have learned about `{repeat}`, we can press keys multiple times.\nYou can use it to make the turtle walk forward and turn.\n\n### Exercise\nThe code you have seen in level 5 only checks the key once. Copy the example code and add a `{repeat}` to it, so that you can press the keys many times.\nUse this code to draw something nice.\n" - example_code: "```\n{if} x {is} {pressed} {forward} 15 {else} {turn} 90\n```\n" - description: Try linking a keyboard key to a command! - print_command: - description: Introduction print command - levels: - 18: - example_code: "```\n{print}('Hello!')\n{for} i {in} {range}(1, 10):\n {print}('This is line ', i)\n```\n" - example_code_2: "```\ntemperature = 25\n{print}('It is ', temperature, ' degrees outside')\n```\n```\nname = 'Hedy'\n{print}('My name is ', name)\n```\n" - story_text_2: If you want to print more than one item, you need to separate them by commas. - story_text: "We arrived at real Python code! That means we need to use parentheses with `{print}` and `{range}` from now on.\nIt also means you can use Hedy code from this level in any Python environment as long as you use the English commands. If you haven't until now, you can switch the toggle in the commands menu to do so." - 1: - example_code_2: "```\n_ Hello!\n```\n" - example_code: "```\n{print} Hi there, programmer!\n{print} Welcome to Hedy!\n```\n" - story_text_2: "### Exercise\nIn Hedy you will find exercises in every adventure. An exercise allows you to practise the new commands and concepts, and lets you give your own twist to the example codes.\nIn this exercise you will see a pink blank space. You have to fill something in the place of the blank space before the code can be run.\n\nFill in the `{print}` command in the blank space and then add five more lines of code. Each line has to start with a `{print}` command.\nHave fun!\n" - story_text: "## The print command\nYou can print text to the screen using the `{print}` command.\n" - name: '{print}' - default_save_name: print - quizmaster: - name: Quizmaster - default_save_name: Quizmaster - levels: - 14: - story_text: "### Exercise\nIn this adventure you can make your own quiz! Fill in the blanks, add more questions and enjoy your own quiz!\nYou can make a quiz about anything you like: your hobby, your favorite animal, your favorite book or anything at all!\n" - example_code: "```\n{print} 'Make your own quiz'\npoints_a = 0\npoints_b = 0\n{print} 'Question'\n{print} 'Answer option A'\n{print} 'Answer option B'\nanswer = {ask} 'Which answer?'\n{if} answer == 'A'\n points_a = points_a + 1\n{if} answer == 'B'\n points_b = points_b + 1\n{print} 'End of the quiz!'\n{print} 'Lets see the results!'\n{if} points_a > points_b\n {print} 'You belong to the A club'\n{if} points_b > points_a\n {print} 'You belong to the B club'\n```\n" - description: Make your own quiz! - quotation_marks: - levels: - 12: - example_code: "```\nname = 'Hedy the Robot'\n{print} 'Hello ' name\n```\n" - example_code_4: "```\nscore = 25\n{print} 'You got ' score\n```\n" - example_code_2: "```\nsuperheroes = 'Spiderman', 'Batman', 'Black Widow'\n{print} superheroes {at} {random}\n```\n" - story_text: "**All texts need to be in quotation marks**\nFor this level on you will also have to use quotation marks when storing a text with `=`:\n" - story_text_3: "**All text after `{if}` comparisons need quotation marks too**\n" - example_code_3: "```\nname = {ask} 'What is your name?'\n{if} name = 'Hedy the Robot'\n {print} 'Hi there!'\n```\n" - story_text_2: "**All items in lists need quotation marks too**\nLists are texts, so they need quotation marks too. Mind that each single item on the list has quotation marks.\nThis allows you to save two words as 1 item on the list, for example 'Black Widow'.\n" - story_text_4: "**Numbers don't need quotation marks**\nFor numbers, you do not use quotation marks in the `=`:\n" - 4: - story_text_2: "## Contractions\nImportant! Mind that now that we're using quotation marks, Hedy will get confused when you use the apostrophe for contractions like I'm or What's.\nMake sure to remove those apostrophes and change the spelling to I am or What is.\nCheck out the example code to see the wrong way of using apostrophes.\n" - story_text: "## 'Quotation marks'\nIn level 4 `{ask}` and `{print}` have changed.\nYou must put text that you want to print between quotation marks.\nThis is useful, because now you can print all the words you want. Also the words you used to store something with `{is}`.\nMost programming languages also use quotation marks when printing, so we are also getting a step closer to real programming!\n" - example_code_2: "```\n_ This is the wrong way of using apostrophes _\n{print} 'I'm babysitting my sister's kids'\n{print} 'What's more fun than that?'\n```\n" - example_code: "```\n{print} 'You need to use quotation marks from now on!'\nanswer {is} {ask} 'What do we need to use from now on?'\n{print} 'We need to use ' answer\n```\n" - default_save_name: quotation_marks - name: "'quotation marks'" - description: Introduction quotation marks - random_command: - name: '{random}' - default_save_name: random_command - description: introducing at random command - levels: - 16: - example_code_2: "```\nfruit = ['apple', 'banana', 'cherry']\n{print} fruit[random]\n```" - story_text: "We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels.\nWe use square brackets to point out a place in a list. For example: `friends[1]` is the first name on the list of friends, as you can see in the first part of the example code.\nThe second part of the example code shows you that we can also match 2 lists using the variable i." - story_text_2: "Now that you've learned to use the brackets in lists, you can also start using the {at} {random} command in the Python way!\nYou simply type the name of your list with `[random]` behind it!" - example_code: "```\nfriends = ['Ahmed', 'Ben', 'Cayden']\n{print} friends[1] ' is the first friend on the list.'\n{print} friends[2] ' is the second friend on the list.'\n{print} friends[3] ' is the third friend on the list.'\n#now we will match 2 lists using the variable i\nlucky_numbers = [15, 18, 6]\n{for} i {in} {range} 1 {to} 3\n {print} friends[i] 's lucky number is ' lucky_numbers[i]\n```\n" - 3: - story_text_3: "### Exercise\nTry out the `{at} {random}` command by making your own gameshow (like the ones on tv) where you choose a door or suitcase and it contains a big price!\nCan you do it? We have already put the first lines into the example code.\n" - story_text_2: "You can use the `{at} {random}` command in a sentence as well.\n" - story_text: "## At random\nIn this level you can make a list using the `{is}` command. You can let the computer choose a random item from that list. You do that with `{at} {random}`.\n" - example_code_2: "```\nfood {is} sandwich, slice of pizza, salad, burrito\n{print} I am going to have a food {at} {random} for lunch.\n```\n" - example_code_3: "```\n{print} The big gameshow!\n{print} There are 3 suitcases in front of you...\nchosen {is} {ask} Which suitcase do you choose?\nprices {is} _\n_\n```\n" - example_code: "```\nanimals {is} dogs, cats, kangaroos\n{print} animals {at} {random}\n```\n" - repeat_command: - description: '{repeat} command' - name: '{repeat}' - levels: - 7: - example_code: "```\n{repeat} 3 {times} {print} 'Hedy is fun!'\n```\n" - story_text: "## Repeat! Repeat! Repeat!\nLevel 7 adds the `{repeat}` command. `{repeat}` can be used to execute one line of code multiple times. Like this:\n\n### Exercise\nPlay around with the `{repeat}` command. Can you make the happy birthday song in only 3 lines of code instead of 4 now?\n" - 9: - story_text: "Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an `{if}` or `{repeat}` command. \nBut you can't yet combine the two...\n\nGood news! In this level you will be allowed to put an `{if}` inside an `{if}`, `{repeat}` inside a `{repeat}` command and in eachother.\nGive it a try!\n" - example_code: "```\n{repeat} 3 {times}\n order = {ask} 'What would you like to order?'\n {if} order {is} pizza\n {print} 'Yammie'\n {else}\n {print} 'pizza is better!'\n```\n" - 8: - example_code: "```\n{repeat} 5 {times}\n {print} 'Hello everyone'\n {print} 'This is all repeated 5 times'\n```\n" - story_text: "### Repeat commands and indentation\nIn this level you can repeat multiple lines of code with only 1 repeat command.\nYou do this by making a block of lines that you want to repeat.\nThe lines in this block will need **indentation** .\nThat means putting four spaces at the beginning of each line. You will also have to indent when you just want to create a block of one line.\n" - default_save_name: repeat_command - restaurant: - levels: - 1: - story_text: "In level 1 you can make your own virtual restaurant and take your guests' orders.\n" - example_code_2: "```\n{print} Welcome to Hedy's restaurant 🍟\n_ What would you like to order?\n{echo} So you would like to order\n{print} Thank you for your order!\n{print} It's on its way!\n```\n" - story_text_2: "### Exercise\nCopy the example code into your input screen by clicking the yellow button.\nFirstly, fill in the correct command on the blanks to make to code work properly.\nThen add at least 4 more lines of code to the restaurant program.\nAsk the costumer what they would like to drink and ask if they want to pay with cash or card.\nLastly, think of a nice way to say goodbye to your costumer.\n" - 3: - example_code: "```\ndishes {is} spaghetti, brussels sprouts, hamburgers\n{print} You will have dishes {at} {random} tonight!\nprices {is} 1 euro, 10 euros, 100 euros\n{print} That will be prices {at} {random} please.\n```\n" - example_code_2: "```\n{print} Welcome to your own random restaurant!\nstarters {is} _\nmains {is} _\ndesserts {is} _\ndrinks {is} _\nprices {is} _\n_\n```\n" - story_text_2: "### Exercise\nNow make your own version of the random restaurant.\nMake a list of starts, mains, desserts, drinks and prices yourself.\nThen use `{print}` and `{at} {random}` commands to tell the costumer what will be on their menu tonight.\n" - story_text: "Having trouble to decide what you wanna have for dinner? You can let Hedy choose for you!\nSimply add lists of your favorite (or least favorite) meals and Hedy can randomly choose your dinner.\nYou can also have a bit of fun, by letting Hedy choose the price for your dinner as well! What will you get?\n" - 4: - story_text: "In the restaurant you have to use quotation marks too when using the `{print}` or `{ask}` command.\n\n### Exercise\nAdd the quotation marks to this code to make it work! Be careful: variables should not be in quotation marks.\nThen, use the `{clear}` command to only show one line at a time in your output screen.\n\n### Exercise 2\nGo back to the previous level and copy your restaurant code. Make the code work in this level by adding quotation marks in the right spots and add some `{clear}` commands.\n" - example_code: "```\n_ Add the quotation marks to this code _\n{print} Welcome to Restaurant Chez Hedy!\n{print} Today we are serving pizza or lasagna.\nfood {is} {ask} What would you like to eat?\n{print} Great choice! The food is my favorite!\ntopping {is} {ask} Would you like meat or veggies on that?\n{print} food with topping is on its way!\ndrinks {is} {ask} What would you like to drink with that?\n{print} Thank you for your order.\n{print} Your food and drinks will be right there!\n```\n" - 8: - story_text: "In this level you can make your virtual restaurant more elaborate by repeating multiple lines of code. Like this:\n\n### Exercise\nThis code can be expanded with more items on the menu, for example offering drinks, and/or multiple courses or desserts. Add at least one more item.\n**Extra** Add even more items, as many options as you like!\n" - example_code: "```\n{print} 'Welcome to Restaurant Chez Hedy!'\npeople = {ask} 'How many people will be joining us today?'\n{print} 'Great!'\n{repeat} people {times}\n food = {ask} 'What would you like to order?'\n {print} food\n{print} 'Thank you for ordering!'\n{print} 'Enjoy your meal!'\n```\n" - 10: - story_text: "In this level you'll learn how to easily ask orders for different courses.\n\n### Exercise 1\nFinish the code with an `{ask}` on the blanks such that the customer is asked what they want to eat for each course.\n" - example_code_2: "```\n_ courses = appetizer, main course, dessert\n_ names = Timon, Ono\n_ {for} name {in} names\n_ {for} course {in} courses\n_ food = {ask} name ', what would you like to eat as your ' course '?'\n_ {print} name ' orders ' food ' as their ' course\n```\n" - story_text_2: "### Exercise\nOf course, you could also order for multiple people!\nCan you add the correct amount of indentation before each line to make the code work properly?\nTip: some lines don't need any indentation at all.\n" - example_code: "```\ncourses = appetizer, main course, dessert\n{for} course {in} courses\n {print} 'What is your order for ' course '?'\n _ \n _\n```\n" - 6: - example_code: "You can make a simple restaurant code, like this:\n```\n{print} 'Welcome to Restaurant Chez Hedy'\n{print} 'Here is our menu:'\n{print} 'Our main courses are pizza, lasagne, or spaghetti'\nmain = {ask} 'Which main course would you like?'\nprice = 0\n{if} main {is} pizza price = 10\n{if} main {is} lasagne price = 12\n{if} main {is} spaghetti price = 8\n{print} 'You have ordered ' main\n{print} 'That will be ' price ' dollars, please'\n{print} 'Thank you, enjoy your meal!'\n```\n" - story_text: "In this level you can use maths to calculate the total price of your customer's order, which can make your virtual restaurant more realistic.\nBut you can also add many more things to your virtual restaurant, for example more courses.\n\n### Exercise\nYou can add many more things to your virtual restaurant. For example, can you...\n- ask how many people are coming and multiply the price by that amount?\n- add another course?\n- give people a discount when they enter a (secret) couponcode?\n- add a children's menu?\n- think of other fun things to add?\n" - 15: - story_text: "With the `{while}` you can make sure your costumers can keep adding orders until they are done.\n\n### Exercise\nCorrectly add the `{while}` command to this code.\n" - example_code: "```\n{print} 'Welcome at McHedy'\nmore = 'yes'\n_\n order = {ask} 'What would you like to order?'\n {print} order\n more = {ask} 'Would you like to order anything else?'\n{print} 'Thank you!'\n```\n" - 7: - story_text: "In this level you've learned how to use the `{repeat}` command to repeat a line of code a certain amount of times.\nYou can use that in your restaurant to `{ask}` multiple people what they'd like to eat.\n\n### Exercise\nCan you complete the code? Hedy needs to repeat this question as many times as there are people. So if there are 5 people, the question needs to be asked 5 times.\n**Extra** Expand your code with more questions, for example about drinks or sauce.\n" - example_code: "```\n{print} 'Welcome to Restaurant Chez Hedy'\npeople = {ask} 'How many people are joining us today?'\n```\n" - 2: - story_text_2: "### Exercise\nCopy your own restaurant code from to previous level to the input screen below.\nFix the code by replacing the `{ask}` and `{echo}` commands and using variables, like you've learned in this level.\n\nNow that your code is working again, it's time to add something more.\nLook at the last line of the example code: `{print} food with topping is on its way!`\nIn this single line 2 variables have been used to create a summary of the order.\nNow add your own summary of the food and drinks ordered by the customer.\n\n**Extra** Now that you've learned how to use variables, you can use as many variables in one line as you'd like. Can you add more variables to your code, like eat in or take-away, cash or card, with or without a straw etc.?\n" - story_text: "In level 2 you could expand your restaurant by using variables. In level 1 Hedy could only `{echo}` the order once and only remember the last thing that was ordered.\nNow you can use variables and Hedy can remember both the food and the toppings!\n" - example_code: "```\n{print} Welcome to Hedy's restaurant!\n{print} Today we're serving pizza or lasagna.\nfood {is} {ask} What would you like to eat?\n{print} Great choice! The food is my favorite!\ntopping {is} {ask} Would you like meat or veggies on that?\n{print} food with topping is on its way!\n```\n" - 12: - example_code: "```\nprice = 0.0\nfood = {ask} 'What would you like to order?'\ndrink = {ask} 'What would you like to drink?'\n{if} food {is} 'hamburger'\n price = price + 6.50\n{if} food {is} 'pizza'\n price = price + 5.75\n{if} drink {is} 'water'\n price = price + 1.20\n{if} drink {is} 'soda'\n price = price + 2.35\n{print} 'That will be ' price ' dollar, please'\n```\n" - story_text: "From this level on, you can use decimal numbers to make your menu more realistic.\n\n### Exercise\nCan you think of a code to give your friends and family a 15% discount?\n" - 5: - story_text: "### Exercise\nThe example code shows how you could program that you've run out of a menu item in your restaurant.\nCopy your own restaurant code from the previous levels. Create a problem in your restaurant and code it, like the example code did.\nFor instance, you could also run out of a menu item, or you don't take credit cards, or the ice cream machine is broken.\n\n**Extra** Have you programmed the problem and programmed appropriate responses? Then try to add more `{if}` and `{else}` commands into your code.\nTry to add an `{if}` after every `{ask}` command in your code to make the code as interactive as possible!\n" - example_code: "```\ndrinks_in_stock {is} water, lemonade, cola, orange juice\ndrink {is} {ask} 'What would you like to drink?'\n{if} drink {in} drinks_in_stock {print} 'One ' drink 'coming up!'\n{else} {print} 'Sorry, we do not sell that'\n```\n" - 13: - story_text: "In this level you will learn new commands to extend your code even further.\n\n### Exercise 1\nPlace a `{and}` and a `{or}` in the logical place in the program.\n\n### Exercise 2\nExpand your restaurant with at least one more `{and}` and one `{or}`.\nFor example, create a special discount coupon that only applies to pizza, or give your customer a free drink\nwith fries and pancakes. Or something completely different of course!\n" - example_code: "```\nprice = 10\nfood = {ask} 'What would you like to eat?'\ndrinks = {ask} 'What would you like to drink?'\n{if} food {is} 'sandwich' _ drinks {is} 'juice'\n {print} 'That is our discount menu'\n price = price - 3\n{if} drinks {is} 'water' _ drinks {is} 'juice'\n {print} 'That is a healthy choice'\n{print} 'That will be ' price ' dollars'\n```\n" - 9: - story_text: "In this level you can use nesting to make your restaurant more realistic and more fun!\n\n### Exercise\nThe indentation was removed in the example code. \nCan you figure out how much indentation each line needs in order for the code to work properly?\nIf the customer orders pizza, Hedy shouldn't ask what sauce the costumer wants.\n\n**Extra** A restaurant does not stock all sauces. Make a list of available sauces and give a reply with each order whether you sell it.
\n**Extra** Pizzas have toppings. Ask customers what they want.
\n**Extra** Do customers want a drink? Ask them too!
\n" - example_code: "```\n{print} 'Welcome to Restaurant Chez Hedy!'\npeople = {ask} 'How many people will be joining us today?'\n{print} 'Great!'\nprice = 0\n{repeat} people {times}\n_ food = {ask} 'What would you like to order?'\n_ {print} food\n_ {if} food {is} fries\n_ price = price + 3\n_ sauce = {ask} 'What kind of sauce would you like with your fries?'\n_ {if} sauce {is} no\n_ {print} 'no sauce'\n_ {else}\n_ price = price + 1\n_ {print} 'with ' sauce\n_ {if} food {is} pizza\n_ price = price + 4\n{print} 'That will be ' price ' dollar'\n{print} 'Enjoy your meal!'\n```\n" - 11: - story_text: "We can use the `{for}` with `{range}` to print the orders from multiple customers in an orderly manner.\n\n### Exercise\nFinish the restaurant code, so that you can ask for the order of multiple people. Print the order number each time: 'Order 1', 'Order 2', etc.\nAre you not sure how to go about this? Have a peek at your level 8 code.\n\n**Extra** In level 9 the restaurant also used prices. You can add that here too!\n" - example_code: "```\n{print} 'Welcome to Restaurant Hedy!'\npeople = {ask} 'For how many people would you like to order?'\n{print} 'So you want to order for ' people ' people.'\n{print} \"Let's go!\"\n```\n" - description: Create your own virtual restaurant - name: Restaurant - default_save_name: Restaurant rock: levels: - 1: - example_code_2: "```\n{print} what do you choose?\n{ask} choose from _\n{echo} so your choice was:\n```\n" - story_text_2: "### Exercise\nInstead of using words, you could also use emojis: ✊✋✌\nCan you create a code using emojis?\n" - example_code: "```\n{print} what do you choose?\n{ask} choose from rock, paper or scissors\n{echo} so your choice was:\n```\n" - story_text: "In level 1 you can start with a rock, paper, scissors game.\n\nWith `{ask}` you can make a choice, and with `{echo}` you can repeat that choice.\n" - 3: - example_code_2: "```\nchoices {is} rock, paper, scissors\nplayer_1 {is} {ask} Name of player 1:\n_\n```\n" - example_code: "```\nchoices {is} rock, paper, scissors\n{print} choices _\n```\n" - story_text: "You can use the `{at} {random}` command to let the computer pick rock, paper or scissors!\n\n### Exercise\nFinish the code by using the `{at} {random}` command.\n" - story_text_2: "**Extra** Make a two player game. Firstly ask the two players to fill in their names. Then let the computer randomly pick their choices.\n" - 10: - example_code: "```\nchoices = _\nplayers = _\n{for} _\n```\n" - story_text: "### Exercise\nIn the previous levels you have often made your own rock paper scissors game. Can you finish the code and use the `{for}` command properly to get the game to work?\n" - 13: - story_text: "With the `{and}` command you can shorten your rock, paper, scissors code! Check out the example code.\n\n### Exercise\nFinish the code such that a winner is always decided on. Run your code a few times to verify there is always a winner printed.\n" - example_code: "```\noptions = 'rock', 'paper', 'scissors'\nyour_choice = {ask} 'What do you choose?'\ncomputer_choice = options {at} {random}\n{print} 'You choose ' your_choice\n{print} 'The computer chooses ' computer_choice\n{if} computer_choice {is} your_choice\n {print} 'Tie'\n{if} computer_choice {is} 'rock' {and} your_choice {is} 'paper'\n {print} 'You win!'\n{if} computer_choice {is} 'rock' {and} your_choice {is} 'scissors'\n {print} 'The computer wins!'\n_\n```\n" - 15: - story_text: "### Exercise\nPlay until you beat the computer! But first, finish the example code...\n" - example_code: "```\nwon = 'no'\noptions = 'rock', 'paper', 'scissors'\n{while} won == 'no'\n your_choice = {ask} 'What do you choose?'\n computer_choice = options {at} {random}\n {print} 'you chose ' your_choice\n {print} 'the computer chose ' computer_choice\n {if} computer_choice == your_choice\n {print} 'Tie!'\n {if} computer_choice == 'rock' {and} your_choice == 'scissors'\n {print} 'You lose!'\n {if} computer_choice == 'rock' {and} your_choice == 'paper'\n {print} 'You win!'\n won = 'yes'\n_\n```\n" 2: story_text: "In this level you can practise using the variables, so that you can make the rock, paper, scissors game in the next level!\n### Exercise\nFinish the code by filling in the **variable** on the blanks.\nThis game is not very interactive, but no worries! In the next tab you'll learn how to use variables with the `{ask}` command to make your game interactive!\n" - example_code: "```\nchoice {is} rock\n{print} I choose _\n```" - 9: - example_code: "```\nchoices = rock, paper, scissors\nyour_choice {is} {ask} 'What do you choose?'\n{print} 'You choose ' your_choice\ncomputer_choice {is} choices {at} {random}\n{print} 'The computer chooses ' computer_choice\n{if} computer_choice {is} your_choice\n {print} 'Tie'\n{if} computer_choice {is} rock\n {if} your_choice {is} paper\n {print} 'You win!'\n {if} your_choice {is} scissors\n {print} 'You lose!'\n# finish this code\n```\n" - story_text: "In this level you can program the whole rock, paper, scissors game by nesting the `{if}` commands. \n\n### Exercise\nCan you finish the code? The program must tell who has won for every combination.\n\n**Extra** Want to play more than one game? Expand the code so that you can play multiple rounds. You can even use an `{ask}` to ask the user how many rounds they want to play.\n" - 4: - example_code: "```\nchoices {is} rock, paper, scissors\n{print} _The computer chooses..._ choices {at} {random}\n```\n" - story_text: "In this level we can further program rock, paper, scissors. But if you want to add text, you have to use quotation marks here too.\n### Exercise\nFill in quotation marks on the blanks. Mind that the variable `choices` should be outside the quotes.\n" - 5: - example_code: "```\noptions {is} rock, paper, scissors\ncomputer_choice {is} _\nchoice {is} _\n{print} 'you chose ' _\n{print} 'computer chose ' _\n{if} _ {is} _ {print} 'tie!' {else} {print} 'no tie'\n```\n\nFill in the correct code on the blanks to see if it is a draw.\n" - story_text: "In this level we can determine whether it's a tie or not. For that you need the new `{if}` code.\n\n### Exercise\nFinish the code by filling in the blanks:\n* Let the computer pick a random option\n* Ask the player what they want to choose\n* Fill in the correct variables in line 4 and 5\n* Finish line 6 so that Hedy can check whether it's a tie or not.\n" - default_save_name: Rock_2 - description: Make your own rock, paper, scissors game - name: Rock, paper, scissors - rock_2: - description: Part 2 of rock, paper, scissors - name: Rock, paper, scissors 2 - default_save_name: rock_2 - levels: - 2: - example_code: "```\nchoice {is} _\n{print} I choose choice\n```\n" - story_text: "Now that you have learned how to use the `{ask}` command, you can make your rock, paper, scissors code interactive too!\n\n### Exercise\nMake the rock, paper, scissors code interactive by adding the `{ask}` command and a question to your rock, paper, scissors code.\n" - secret: - default_save_name: SuperSpy - levels: - 13: - story_text: "We can simplify the superspy code with `{and}`, such that we only need one `{if}`.\n\n### Exercise 1\nComplete the code by filling the right command on the blank. Tip: The superspy has to answer BOTH questions correctly, before they get the confidential information!\n\n### Exercise 2\nWe want to confuse the enemy even more! Create a list with fake answers and select one at random when a wrong answer is given.\n" - example_code: "```\nname = {ask} 'What is your name?'\npassword = {ask} 'What is your password?'\n{if} name {is} 'Agent007' _ password {is} 'TOPSECRET'\n {print} 'Go to the airport at 02.00'\n{else}\n {print} 'Go to the trainstation at 10.00'\n ```\n" - 12: - story_text: "In this adventure you can create your own super spy code. Encode a message that only the right agent can decipher.\nIf the enemy tries to crack the code, they will get some false info to waste their time.\n\n### Exercise 1\nMake your own secret code for your superspy and return both parts only to the real spy.\n\n### Exercise 2\nAdd a third component to the code, like a piece of clothing or an object.\n" - example_code: "```\nname = {ask} 'What is your name?'\n{if} name {is} _\n a = 'Go to the airport '\n{else}\n a = 'Go to the trainstation '\npassword = {ask} 'What is the password?'\n{if} password {is} _\n b = 'tomorrow at 02.00'\n{else}\n b = 'today at 10.00'\n{print} _ _ _\n```\n" - name: SuperSpy - description: Make your own spy code - simon: - description: Make a game of Simon Says - levels: - 16: - story_text: "Let's make a game of Simon Says! Simon Says is a memory game in which the player will be given a color. They have to repeat that color back.\nIf they get it right a color is added to the sequence, so they now have to remember 2 colors, then 3, then 4 etc. the game stops as soon as the player makes a mistake.\n\n### Exercise\nIn this first part of the Simon Says adventure, we'll let the computer pick a random color and add it to a list.\n\n***Make 2 lists*** First, make a list called `colors` and fill it with the colors red, yellow, green and blue.\nThen make a list called `simon_sequence`. This list will be used as the answer.\nAt the start of the game this lists need to be empty. unfortunately, we can't create an empty list (yet), so we'll fill it with the words 'empty' and 'list' and we'll remove them from the list immediately.\n\n***Create a function that adds a color to the sequence*** Now that we have an empty list called simon_sequence, we can start filling it with random colors.\nWe do that with a function, so we can call it everytime there's a new level in our game. Create a function called `add_random_color`.\nThen create the variable random_color and set it to a random color. Next, add this random color to the simon_sequence.\n\n***Create a function that shows the simon_sequence*** Start by naming the new function `show_simon_sequence` with `level` as an argument. Now we want to show as many colors as the level we are in (in level 1 you see 1 color, in level 2 you see 2 colors etc).\nSo we repeat `level` times, to print the `simon_sequence[i]`. Each time a color is shown, wait for 1 second and then clear the screen.\n\n***Test your program*** Before you go to the next level, test if the functions are working by calling both of the functions. If they're working you should see a random color in your output screen.\nRemove this testing part of your code, copy the code and continue to the next tab to learn more about the simon says game!\n" - example_code: "```\n# Make 2 lists\ncolors = _\n_ = ['empty', 'list']\n{remove} _ {from} simon_sequence\n{remove} _\n\n# Create a function that adds a color\n_ add_random_color\n _\n {add} _\n\n# Create a function that shows the simon_sequence\n{define} _\n {for} i {in} {range} 1 {to} _\n {print} _\n _\n _\n\n# Test your program\n{call} _\n{call} show_simon_sequence {with} 1\n```\n" - default_save_name: Simon - name: Simon Says - simon_3: - description: Make a game of Simon Says - default_save_name: Simon - name: Simon Says 3 - levels: - 16: - example_code: "```\n# Paste your code here\n\n# The game\n{while} game_over _\n {print} _\n _\n _\n _ = ['empty', 'list']\n {remove} _\n {remove} _\n {call} _\n {call} _ {with} _\n {call} _ {with} _\n {if} player_sequence == _\n _\n _\n _\n {else}\n _\n game_over = _\n```\n" - story_text: "In this tab we'll program the game of Simon Says!\n\n### Exercise\n***Paste your code*** Copy your code from the previous tab and paste it here.\n\n***Program the game*** We start by making sure the game goes on while the game isn't over. Then we print what level the player is on, we use the variable level for that. We only show that for 1 second and then we clear the screen again.\nNow, we have to create the empty list player_sequence. We've already programmed how to fill the list, with our function `player_sequence`, but we never made the list itself. To create the list we use the same trick as we did in the previous tab.\nWe'll make a list with the words 'empty' and 'list' on it, and then we remove both these words. Next, we'll call all of the 3 functions that we've created.\nLastly, we'll have to check if the player gave the correct answers (so if the player_sequence and the simon_sequence are the same).\nIf that's the case, we'll compliment the player. Wait for 1 second and increase the level with 1.\nDid the player give the wrong answer, we'll tell them and end the game by setting game_over to 'True'\n\n***Enjoy your game!*** Great job! Does your game not work? Use the ladybug button to debug your code!\n" - sleep_command: - levels: - 2: - example_code: "```\n{print} My favorite colour is...\n{sleep} 2\n{print} green!\n```\n" - story_text: "Another new command in this level is `{sleep}`, which pauses your program for a second. If you type a number behind the {sleep} command, the program pauses for that amount of seconds.\n\n### Exercise\nPractise this new command by making a code of your own in which you use the {sleep} command at least 3 times. With each {sleep} command the pausing time should differ.\n" - description: introducing {sleep} command - default_save_name: sleep_command - name: '{sleep}' - songs: - name: Sing a song! - default_save_name: Song - description: Print a song - levels: - 10: - example_code: "```\nfamily = baby, mammy, daddy, grandma, grandpa\n_ _ _ _ \n {print} _\n```\n" - example_code_2: "```\nmonkeys = 5, 4, 3, 2, 1\n```\n" - story_text: "With `{for}` you can print make the whole baby shark song (including all the other sharks in the family) in only 6 lines!\n\n### Exercise 1\nCan you make the baby shark code even shorter by using a `{for}` command? Finish the example code.\n" - story_text_2: "### Exercise 2\nPrint the song Five little moneys jumping on the bed. Look up the text if you don't remember.\n\n**Extra** Print the song Old MacDonald had a farm, and make sure all animals make a different sound, using an `{if}`.\n" - 11: - example_code: "```\n_ monkeys _ _ 5 _ 1\n {print} monkeys ' little monkeys jumping on the bed'\n _\n```\n" - story_text: "In this level you can use the `{for}` with `{range}` to make songs that use counting, like the 5 little monkeys.\n\n### Exercise 1\nFill in the blanks and make the code work! If you don't remember the song text, look it up yourself.\n\n### Exercise 2\nThe final line of the song is different from the others. Print this line inside the `{for}`, and use an `{if}` to make it work correctly.\n" - 13: - example_code: "```\n{define} song {with} place\n {print} 'My Bonnie is ' place\n\nchosen_place = {ask} 'Where do you want Bonnie to be?'\nsynonym = {ask} 'What is another word for that?'\n\n{call} song {with} chosen_place\n{call} song {with} synonym\n{call} song {with} chosen_place\n```\n" - story_text: "In the previous adventure you have learned how to use an argument in a function, but did you know that you could combine them with {ask} commands as well?\nIn this example we have changed the 'My Bonnie' program and made it interactive. You are now asked where Bonnie is.\n" - 18: - story_text: "In level 16 we made songs using lists. These programs however are no longer working properly in this level. The colons from level 17 and the brackets from level 18 still need to be added.\n\n### Exercise 1\nThe Drunken sailor song is given as sample code, but not yet working.\nCan you make sure everything works again? To help you, we've put _ in the places of _some_ errors.\n\n### Exercise 2\nNow also look up your Old MacDonald song from level 16, and correct it.\n" - example_code: "```\nlines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober']\n{for} line {in} lines _\n {for} i {in} {range} 1 {to} 3 _\n {print} _ line _\n {print} 'early in the morning'\n {for} i {in} {range} 1 {to} 3\n {print} 'way hay and up she rises'\n {print} 'early in the morning'\n```\n" - 6: - story_text_2: "This children's song counts down from 5 little monkeys to 1 monkey.\nIf you copy line 2 - 7 and paste it under the the code, you can sing the whole song!\n" - example_code_2: "```\nnumber = 6\nnumber = number - 1\n{print} number ' little monkeys jumping on the bed'\n{print} 'One fell off and bumped his head'\n{print} 'Mama called the doctor and the doctor said'\n{print} 'NO MORE MONKEYS JUMPING ON THE BED!'\n{sleep}\n```\n" - example_code: "```\nverse = 99\n{print} verse ' bottles of beer on the wall'\n{print} verse ' bottles of beer'\n{print} 'Take one down, pass it around'\nverse = verse - 1\n{print} verse ' bottles of beer on the wall'\n{sleep}\n```\n" - story_text: "Songs often contain a lot of repetition. Sometimes the repetition is also based on counting.\nFor example, in the well-known song 'Bottles of beer'. You can program that song with a little math.\n\nTip: Use the read aloud function to let Hedy sing the song to you!\n\n### Exercise\nYou can now repeat lines 2 to 7 as many times as you want by copying the lines.\n" - 8: - example_code: "```\nverse = 99\n_ 99 {times}\n{print} verse ' bottles of beer on the wall'\n{print} verse ' bottles of beer'\n{print} 'Take one down, pass it around'\nverse = verse - 1\n{print} verse ' bottles of beer on the wall'\n```\n" - story_text: "In a previous level you've programmed the song 'Bottles of beer'. But without the `{repeat}` command, you had to copy the verses many times.\nIn this level you can repeat the song 99 times, just by adding one simple line!\n\n### Exercise\nAdd the right command on the blanks and indent the code correctly.\n" - 16: - story_text: "In this level, you can program a song like OldMacDonald even more quickly. You can connect the right animal to the right sound by simply putting them in the same place in the list.\nThe Drunken Sailor is also quickly made in this level. You only need 8 lines for the entire song, check it out!\n\n### Exercise\nComplete the Old MacDonald song by setting the variable `animal` to `animals[i]` and `sound` to `sounds[i]`.\n" - example_code: "```\nanimals = ['pig', 'dog', 'cow']\nsounds = ['oink', 'woof', 'moo']\n{for} i {in} {range} 1 {to} 3\n animal = _\n sound = _\n {print} 'Old MacDonald had a farm'\n {print} 'E I E I O!'\n {print} 'and on that farm he had a ' animal\n {print} 'E I E I O!'\n {print} 'with a ' sound sound ' here'\n {print} 'and a ' sound sound ' there'\n {print} 'here a ' sound\n {print} 'there a ' sound\n {print} 'everywhere a ' sound sound\n```\n\n```\nlines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober']\n{for} line {in} lines\n {for} i {in} {range} 1 {to} 3\n {print} line\n {print} 'early in the morning'\n {for} i {in} {range} 1 {to} 3\n {print} 'way hay and up she rises'\n {print} 'early in the morning'\n```\n" - 7: - example_code: "```\n{repeat} _ _ {print} 'Baby Shark tututudutudu'\n{print} 'Baby Shark'\n```\n" - story_text: "Songs often contain a lot of repetition. For example... Baby Shark! If you sing it, you keep singing the same thing:\n\nBaby Shark tututudutudu
\nBaby Shark tututudutudu
\nBaby Shark tututudutudu
\nBaby Shark\n\n### Exercise\nYou can print the song Baby Shark with a `{repeat}`? Finish the code by replacing the blanks?\n**Extra** After Baby Shark you can of course also program other songs. There are many songs with repetition!\nCan you think of one more song and print it?\n" - 12: - example_code: "```\n_ actions = 'clap your hands', 'stomp your feet', 'shout Hurray!'\n_ {for} action {in} actions\n_ {for} i {in} {range} 1 {to} 2\n_ {print} 'if youre happy and you know it'\n_ {print} action\n_ {print} 'if youre happy and you know it and you really want to show it'\n_ {print} 'if youre happy and you know it'\n_ {print} action\n```\n" - story_text: "In this song we can make it even easier to program 'if you're happy and you know it, clap your hands'. Because we can put all of the actions in a variable, check it out:\n\n### Exercise\nCan you add the right amount of indentation to each line to make the song play correctly?\nHint: Not all lines need indentation.\n" - songs_2: - description: Sing a song 2 - default_save_name: Song 2 - levels: - 12: - story_text: "Songs contain a lot of repetition. We can capture it with a function!\n### Exercise\nLook at the example code with the function. Fill out the two lines so the full song is printed.\n" - example_code: "```\n{define} twinkle\n {print} 'Twinkle'\n {print} _\n\n{call} twinkle\n{print} 'Up above the world so high'\n{print} 'Like a diamond in the sky'\n{call} _\n```\n" - 16: - story_text: "### Exercise\nFinish the nursery rhyme!\n" - story_text_2: "### Exersice 2\nNow create your own code for the nursery rhyme 'The wheels on the bus' on the same way!\n" - example_code_2: "```\nobject = ['wheels', 'doors', _]\nmovement = [ 'round and round', 'open and shut', _]\n```\n" - example_code: "```\nnumber = ['one', 'two', 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'ten']\nobject = ['on his drum', 'on his shoe', 'on his knee', 'on his door', 'on his hive', 'on his sticks', 'up in heaven', 'on his gate', 'on his vine', 'once again']\n\n_\n {print} 'This old man'\n {print} 'He played ' _\n {print} 'He played knick-knack ' _\n {print} 'With a knick-knack paddywhack'\n {print} 'Give the dog a bone'\n {print} 'This old man came rolling home'\n {sleep} 8\n {clear}\n```\n" - name: Sing a song! 2 - tic: - default_save_name: Tic - description: Play a game of Tic Tac Toe! - name: Tic-Tac-Toe - levels: - 16: - example_code: "```\n# Create a list called field\n_ = ['.', '.', '.', '.', '.', '.', '.', '.', '.']\n\n# Create a function that prints the field\n{define} print_field\n _\n {print} 'TIC TAC TOE'\n {print} field[1] field[2] field[3]\n _\n _\n\n# Call the function\n```\n" - story_text: "Let's program a game of tic-tac-toe!\n\n### Exercise\nIn this adventure we'll start with creating an empty field.\n\n***Create a list called field*** This list will be our playing field. This list is filled with 9 dots, since there are no x's and o's yet at the start of our game.\n\n***Create a function that prints the field*** Firstly, clear the screen so the old playing fields will be removed. Then we print the first line of our Tic Tac Toe field. This line constists of the first 3 spots in our list field.\nWe have already programmed this line for you. Now finish the field by printing spot 4, 5, and 6 on the second row and spot 7, 8 and 9 in the third row.\n\n***Call the function that prints the field*** Now call the function.\n
\n Run the code. Your output should look like this: \n
\n\n***Continue in the next tab*** In the next tab you'll learn how to program the game itself.\n" - 17: - example_code: "```\n# Paste your code here and make it level 17 proof\n\n# Create a function that detects if someone has won\n{define} detect_winner {with} field, sign:\n {if} field[1] == field[2] {and} field[2] == field[3] {and} field[1] != '.':\n game_over = 'yes'\n {print} 'Player ' sign 'wins!'\n {elif}:\n _\n {else}:\n game_over = 'no'\n{return} _\n```\n" - story_text: "In the previous level you've learned how to make a tic-tac-toe game. The game works, but is quite annoying as it keeps asking you if you've won yet.\nNow that we have the {elif} command, we can let the game decide if someone has won and it can stop asking us!\n\n### Exercise\n***Paste your code*** Paste your code from the previous level here and make it level 17 proof. In this level you've learned to use a colon everytime you create a block of code. Please add the colons in the correct spots.\n\n***Create a function that detects if someone's won*** We have started the function for you, paste it under the function `print_field` and finish the function. You can see that this first piece of code checks to see if spot 1, 2 and 3 are the same, because if they are you have 3 in a row.\nIt also checks if they are not a dot, because if they are, the line might have the same symbols on them, but that's just because it's still empty.\nIf all these conditions are met, the game is over and the winner is printed.\nFinish this function with all possible ways to win. This means you have to make this for the other 2 rows, 3 columns and 2 diagonals.\nIf you've finished all the other options, the function should return the variable `game_over` so we can use it in our game.\n\n***Call the function in the game*** Go to the line `game_over = {ask} 'Did you win?'` and change it to `game_over = {call} detect_winner {with} field, sign`. Now the function will check if there's a winner and the game doesn't need to keep asking anymore!\n\n***Enjoy your game!*** Great job! You have finished the game! Enjoy playing it!\n" - while_command: - name: '{while}' - levels: - 15: - story_text: "We are going to learn a new loop, the `{while}` loop! We continue the loop as long as the statement is true.\nSo don't forget to change the value in the loop.\n\nIn the example code, we continue until a correct answer has been given.\nIf the correct answer is never given, the loop never ends!" - example_code: "```\nanswer = 0\n{while} answer != 25\n answer = {ask} 'What is 5 times 5?'\n{print} 'A correct answer has been given'\n```\n" - description: '{while}' - default_save_name: while_command - elif_command: - description: '{elif}' - levels: - 17: - story_text: "In this level you can also use a new command: `{elif}`. `{elif}` is a combination of the keywords `{else}` and `{if}` and you need it when you want to make 3 (or more!) options.\nCheck it out!\n" - example_code: "```\nprizes = ['1 million dollars', 'an apple pie', 'nothing']\nyour_prize = prizes[{random}]\n{print} 'You win ' your_prize\n{if} your_prize == '1 million dollars' :\n {print} 'Yeah! You are rich!'\n{elif} your_prize == 'an apple pie' :\n {print} 'Lovely, an apple pie!'\n{else}:\n {print} 'Better luck next time..'\n```\n" - name: '{elif}' - default_save_name: elif - add_remove_command: - levels: - 3: - example_code_3: "```\n{print} Mystery milkshake\nflavors {is} strawberry, chocolate, vanilla\nhope {is} {ask} What flavor are you hoping for?\n_\nallergies {is} {ask} Are you allergic to any flavors?\n_\n{print} You get a flavors {at} {random} milkshake\n```\n" - story_text_3: "### Exercise\nTry out the new commands in this virtual restaurant. Add the flavor the player is hoping for to the list and remove the flavors they are allergic to.\n" - example_code_2: "```\nanimals {is} dog, cat, kangaroo\ndislike {is} {ask} What animal do you not like?\n{remove} dislike {from} animals\n{print} I choose animals {at} {random}\n```\n" - story_text: "## Add to\nYou can add items to the list with the `{add} {to_list}` command. To add an item to a list you can simply type: `{add} penguin {to_list} animals` or you can use the `{ask}` command like in the example code.\n" - story_text_2: "## Remove from\nIf you can add items to a list, of course you can also take them off. This is done with the `{remove} {from}` command.\n" - example_code: "```\nanimals {is} dog, cat, kangaroo\nlike {is} {ask} What is your favorite animal?\n{add} like {to_list} animals\n{print} I choose animals {at} {random}\n```\n" - default_save_name: add_remove_command - name: '{add} {to_list} & {remove} {from}' - description: introducing {add} {to_list} and {remove} {from} - turtle_draw_it: - levels: - 15: - story_text_2: "Fan \n" - story_text_3: "Star \n" - example_code: "Spiral\n```\ndistance = 5\n{while} distance < 200\n distance = distance + 5\n _\n```\n" - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\nSpiral \n" - example_code_3: "Star\nA star is usually drawn using 144-degree-turns. If you change this slightly to 143 degrees for example and repeat the pattern multiple times with a {while} loop you can make this figure.\n" - example_code_2: "Fan\n```\n{define} draw_a_square {with} side\n_\n\ni = 100\n{while} i > 1\n _ {with} i\n _\n i = i - 3\n```\n" - 5: - example_code: "Hint:\n```\nchosen_letter {is} {ask} 'Which letter would you like to see? F, E or L?'\n{if} _\n```\n" - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n**Extra** Make only one code that lets the player decide which letter they'd like to see! And can you add even more letters?\n\n
\nF \nE \nL \n
\n" - 6: - example_code: "Hint for the square:\n```\nchosen_color = {ask} _\n```\n" - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n**Extra** Let the player decide which color the square should be.\n\n***Extra*** Can you make the letter of your own first name and the flag of your own country too?\n\n
\nSquare \nLetters \nFlag \n
\n" - 2: - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n
\nTriangle \nArrow \nBoat \n
\n" - 10: - story_text_2: "Christmas lights \n" - example_code_2: "Hint Christmas Lights:\n\nStart by moving to the left side of the screen with an invisible white line. Then hang up the Christmas lights!\n```\n{color} white\n{turn} -90\n{forward} 300\n{turn} 90\n\ncolors = red, blue, yellow, purple, green, orange, pink\n{for} chosen_color {in} colors\n_\n```\n" - example_code: "Hint Nested Hexagon:\n```\ndistances = 100, 80, 60, 40, 20\n{for} distance {in} distances\n_\n```\n\nHint Traffic Lights:\n```\ncolors = red, yellow, green\n{for} chosen_color {in} colors\n {color} _\n {repeat} _\n```\n" - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n
\nNested Hexagon \nTraffic lights \n
\n" - 7: - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n
\nHexagon \nTriangle \nFan \n
\n" - 12: - example_code: "Hint Bracelet Designing program\n```\n{define} draw_a_square\n_\n\n{color} white\n{turn} -90\n{forward} 300\n{turn} 180\n\n{for} i {in} {range} 1 {to} 5\n {color} gray\n {forward} 100\n shape = {ask} 'What kind of shape would you like next on the bracelet?'\n chosen_color = {ask} 'In which color?'\n {color} chosen_color\n {if} shape = 'square'\n {call} draw_a_square\n```\n" - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\nFirstly, define a function **for each shape** you want to use on the bracelet. Then, add the shapes to the bracelet like this:\n\nBracelet Designing program \n" - 11: - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n
\nBeehive (6) \nFan (5) \nSnowflake (13) \n
\n" - example_code: "Hint Beehive:\n```\n{for} amount_of_combs {in} {range} 1 {to} _\n {for} walls_of_one_comb {in} {range} 1 {to} _\n {forward} _\n {turn} _\n {forward} _\n {turn} _\n```\n\nHint Fan:\nStart out like the fan you made in level 7. Or take a peak at the hint for the beehive, because the codes are very similar.\n\nHint Snowflake: Start by making one 'leg' and repeat it 6 times.\n" - 13: - example_code: "Hint Street in different sizes\n```\n{define} draw_a_house {with} size\n_\n\n{call} draw_a_house {with} 90\n{call} draw_a_house {with} 60\n{call} draw_a_house {with} 30\n```\n\nHint Colored street\n```\n{define} draw_a_house {with} chosen_color\n_\n```\n\nHint Snow Storm\n```\n{define} draw_snowflake {with} length, color\n _\n\nnumbers = 10, 20, 30\ncolors = _\n\n{for} i {in} {range} 1 {to} 5\n random_number = _\n random_color = _\n {call} draw_snowflake {with} random_number, random_color\n {color} white\n {turn} random_number * 5\n {forward} 80\n```\n" - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\nStreet in different sizes \nColored street \nSnow Storm \n" - 4: - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n
\nColored Star \nRainbow \nNested squares \n
\n" - example_code: "**Extra** Up for a real challenge? Make sure that the colors of these figures are selected randomly, so that each time you run your programs they'll look differently!\n\n```\ncolors {is} red, orange, yellow, green, blue, purple, pink, brown, gray, black\ncolor _\n```\n" - 8: - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n**Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines?\n\n
\nSquare (3) \nRandomly colored star (5) \nRandomly colored spiral (7) \n
\n" - 9: - example_code: "Hint for the nested squares:\n```\ncolors = red, blue, orange, yellow, pink, purple, green, brown, black\ndistance = 120\n{repeat} 5 {times}\n_\n```\nHint for the flags:\n```\ncountry = {ask} 'which country would you like to see the flag of?'\n{if} country {is} 'the Netherlands'\n color_1 = red\n color_2 = white\n color_3 = blue\n```\n" - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n**Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines?\n\n**Extra** Give the player a choice which country they would like to see the flag of.\n\n
\nCross (7) \nRandomly colored nested squares (8) \nFlags \n
\n" - 3: - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n
\nTriangle \nStar \nArrow \n
\n" - 1: - story_text: "### Exercise\nRecreate the drawings with the turtle!\n\n
\n Rectangle \n Square \n Stairs\n
\n" - 14: - story_text: "### Exercise\nCreate a program that asks the player how many corners their figure should have and then creates that figure.\nThe figure in the image is the output when the player fills in 10.\n\n
\n \n \n
\n" - example_code: "```\n{define} calculate_degrees {with} amount_of_corners\n _ 360 / amount_of_corners\n\n\n{define} draw_figure {with} degrees\n _\n {forward} 400/amount_of_corners\n {turn} _\n\namount_of_corners = {ask} _\ndegrees = {call} _ {with} _\n\n{call} _ {with}\n{call} _ {with}\n```\n" - description: Draw this picture with the turtle - name: Draw it! - default_save_name: Draw it - tic_2: - description: Play a game of Tic Tac Toe! - default_save_name: Tic - levels: - 16: - example_code: "```\n# Paste your code from the previous adventure here\n\n# Add variables\ngame_over = _\nsign = _\n\n# The game\n{while} _\n choice = _ 'Player ' sign '_?'\n field[choice] = _\n _ print_field\n game_over = {ask} _\n {if} sign = 'o'\n sign = _\n _\n sign = _\n```\n" - story_text: "In the previous adventure you've learned how to create a playing field. Now you'll learn how to create the game!\n\n### Exercise\n***Paste your code*** Start by pasting your code from the previous adventure here.\n\n***Add variables*** Underneath your list called `field` we'll add 2 more variables that we'll need to program the game.\nThe variable `game_over` tells us if the game is over, and should be 'no' at the start of the game.\nThe variable `sign` tells us if it's the turn of player x or player o. Set the variable to 'x'.\n\n***The game*** First use a {while} command, to make sure the game keeps on playing the variable while game_over is set to no.\nDuring the game, we first ask the player which spot they choose. Then we change the field with the number they chose into their sign.\nThen we print the field again and we ask the player if they've won yet. Lastly we want to switch whose turn it is, so if the sign is 'x' it should be 'o' and the other way around.\n\n***Test your game*** Does your game work? Great, have fun playing the game! If not, use the ladybug button to debug your code.\nYou might have noticed one mistake in the code though, you can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot.\nThat's not fair! Go to the next tab to learn how to fix this problem.\n" - name: Tic-Tac-Toe 2 - tic_3: - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - example_code: "```\n# Paste your code here\n\n# Use this to fix the mistake\n{if} _ = '.'\n field[choice] = sign\n{else}\n {print} _\n _\n```\n" - story_text: "You might have noticed one mistake in the code you've made in the previous adventure. You can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot.\nThat's not fair! In this tab we'll fix that mistake.\n\n### Exercise\n***Paste your code here*** Paste your code from the previous adventure here.\n\n***Fix the mistake*** To fix the mistake we replace the line that says `field[choice] = sign`. This turns any spot that the player has chosen into their sign.\nGo to the header that says 'Use this to fix the mistake' and finish the code. We first want to check if the chosen spot is still empty, so `if field[choice] = '.'`. If that is the case, you are allowed to take it.\nThen we make an else command and print 'Sorry, this spot is already taken' if the spot is not empty. Lastly, we add a {sleep} command, so the players can actually read the text before it gets cleared again.\nNow copy this piece of code and replace the line `field[choice] = sign` with this new piece of code.\n\n***Play your game!*** Now the game should work properly! Good job!\nThe only flaw is that you can get a bit annoyed that the game keeps asking you if you've won yet. Do you want to fix that? Go to level 17 and we'll fix it!\n" - name: Tic-Tac-Toe 3 - simon_2: - default_save_name: Simon - levels: - 16: - story_text: "We'll continue with our Simon Says game!\n\n### Exercise\n***Paste your code here*** Paste your code from the previous level here. Don't forget to remove the part that was just used for testing the functions.\n\n***Create a function that creates the player_sequence*** The list `player_sequence` is used to capture the answers of the player. First we define the function with the argument level.\nNext, we ask level times what the color is that they choose. We call that variable `answer`. Then we add the variable `answer` to the list player_sequence.\n\n***Setting up the game*** Before we program the game in the next tab, we'll need some starting variables. First, we'll set the variable `level` to 1 and the variable `game_over` to False.\nThen we make an introduction for the game. We'll print 'Welcome to Simon Says!' and clear the screen after 1 second.\n\n***Continue to the next tab to finish the game!**** Don't forget to copy your code and take it with you to the next tab.\n" - example_code: "```\n# Paste your code here\n\n\n# Create a function that creates the player_sequence\n{define} _\n {for} _\n _ 'What is color number ' i '?'\n {add} answer {to} _\n\n# Set up\nlevel = _\ngame_over = _\n{print} _\n_ 1\n_\n```\n" - description: Make a game of Simon Says - name: Simon Says 2 - language: - description: Practice words in a foreign language - levels: - 5: - story_text: "Make your own program to practice your vocabulary in a new language.\n\n### Exercise\nMake the code longer by adding at least 3 more words for the player to learn.\n**Extra** Of course, you can choose to use a different language than French. You can change to code to any language you'd like to learn.\n" - example_code: "```\n{print} 'Learn French!'\ncat {is} {ask} '🐱'\n{if} cat {is} chat {print} 'Terrific!'\n{else} {print} 'No, cat is chat'\nfrog {is} {ask} '🐸'\n{if} frog {is} grenouille {print} 'Super!'\n{else} {print} 'No, frog is grenouille'\n```\n" - 16: - story_text: "### Exercise\nTake a look at the example code. This is a program to practise French vocabulary. Now make your own program to practice your vocabulary in a new language.\nIf you don't know any other languages, you can use Google translate or you can use emojis and your native language.\n" - example_code: "```\nfrench_words = ['bonjour', 'ordinateur', 'pomme de terre']\ntranslation = ['hello', 'computer', 'potato']\nscore = 0\n{for} i {in} {range} 1 {to} 3\n answer = {ask} 'What does ' french_words[i] ' mean?'\n correct = translation[i]\n {if} answer == correct\n {print} 'Correct!'\n score = score + 1\n {else}\n {print} 'Wrong, ' french_words[i] ' means ' translation[i]\n{print} 'You gave ' score ' correct answers.'\n```\n" - name: Language - default_save_name: Language turtle: levels: - 5: - story_text_2: "### Exercise\nFill in the correct numbers in this code to get it to work.\nAfter you've done that, you can try to add the option backwards.\n\n**Extra** Instead of using 'left' and 'right', remake the program with North, East, South and West.\nThis way you could add even more directions like Northeast and Southwest etc.\n" - example_code_2: "```\ndirection {is} {ask} 'Do you want to go left, right, or straight ahead?'\n{if} direction {is} left {turn} _\n{if} direction {is} right {turn} _\n{forward} 100\n```\n" - story_text: "In level 5 you can make a choice with `{if}`. For example between different types of figures.\n" - example_code: "```\n{print} 'Drawing Figures'\nfigure {is} {ask} 'Do you want a square or a triangle?'\n{if} figure {is} triangle angle {is} 120\n{else} angle {is} 90\n{turn} angle\n{forward} 25\n{turn} angle\n{forward} 25\n{turn} angle\n{forward} 25\n{turn} angle\n{forward} 25\n```\n" - 12: - example_code: "```\n{define} square\n {repeat} 4 {times}\n {turn} _\n {forward} _\n{call} square\n{forward} 50\n{call} square\n{forward} 50\n{call} square\n```\n" - story_text: "We can use functions to draw more complex figures with less code.\n### Exercise 1\nFill the function so that three squares are created. If you want the image to look nicer, you can make the lines between the squares white.\n\n### Exercise 2\nThe code can be made even shorter. Place the final lines into a `{repeat}` so the figure remains the same.\n\n### Exercise 3\nCreate your own drawing with different figures.\nChange both the number of figures with the `{repeat}` and the shape of the figures in the `{define}`\n" - 1: - example_code_2: "```\n{forward} 20\n{turn} {right}\n{forward} 20\n{turn} {left}\n{forward} 20\n```\n" - example_code: "```\n{forward} 100\n{turn} {left}\n```\n" - story_text: "You can also use Hedy to draw. By combining turns and lines, you can make a square or stairs!\n\nUsing `{forward}` you draw a line forwards. The number behind it determines how far the turtle will walk. `{turn} {right}` turns a quarter turn in clockwise direction, `{turn} {left}` turns counter clockwise.\n\nIf you want to go backwards, you use the `{forward}` command but with a negative number. So for example `{forward} -100`\n" - story_text_2: "### Exercise\nThis is the start of a little staircase. Can you make it have 5 steps?\n" - 8: - story_text: "Now that we can repeat several lines, we can make figures more easily.\nWe only have to set the angle once and then use that variable in the `{repeat}`.\n\n### Exercise 1\nThe example code creates a square. Change the code so that it create another figure, such as a triangle or a hexagon. \nThis requires a change to two lines of code.\nTip: An entire circle is 360 degrees.\n\n### Exercise 2\nNow create a drawing consisting of at least two polygons.\n" - story_text_2: "**Extra** We can now improve the program that draws different figures. Finish the code and you can draw any polygon you'd like!\n" - example_code_2: "```\nfigure = {ask} 'How many angles should I draw?'\nangle = 360 / figure\n{repeat} figure {times}\n {turn} _\n {forward} _\n```\n" - example_code: "```\nangle = 90\n{repeat} 4 {times}\n {turn} angle\n {forward} 50\n```\n" - 4: - story_text: "In level 4 you have to use quotation marks with `{print}` and `{ask}`. Also when drawing!\n" - example_code: "```\n{print} _ Drawing figures _\nangle {is} 90\n{turn} angle\n{forward} 25\n{turn} angle\n{forward} 25\n```\n" - example_code_2: "```\n{color} {white}\n{forward} -80\n{color} {green}\n{forward} 50\n{color} {yellow}\n{forward} 50\n{color} {red}\n{forward} 50\n```\n" - story_text_2: "You can also change the color of the lines with the command `{color}`. Check out the example.\nYou can also use the command `{color} {white}` to make 'invisible' lines. You could use these white lines to move the turtle anywhere in the screen before you start drawing.\n" 2: example_code: "```\nanswer {is} {ask} How many steps should the turtle make?\n{forward} answer\n```\n" example_code_2: "```\n{print} Drawing figures\nangle {is} 90\n{turn} angle\n{forward} 25\n{turn} angle\n{forward} 25\n```\n" story_text: "In this level you can use variables to make the turtle interactive. For example you can ask the player how many steps the turtle must make.\n" story_text_2: "Also, in level 1 the turtle could only turn left or right. That is a bit boring!\nIn level 2 he can point his nose in all directions.\n\nUse 90 to turn a quarter. We call this degrees. A full turn is 360 degrees.\n\n### Exercise\nCan you make a figure with this code? Maybe a triangle or a circle?\n" - 9: - story_text: "Now that we can use a `{repeat}` inside a `{repeat}`, we can create more complex figures.\n\n### Exercise 1\nThis code creates three black triangles, change that into five pink squares.\n\n **Extra** Create a figure of your own choosing consisting of at least two different shapes types.\n" - example_code: "```\n{color} {black}\n{repeat} 3 {times}\n {repeat} 3 {times}\n {forward} 10\n {turn} 120\n {color} {white}\n {forward} 50\n {color} {black}\n```\n" - 3: - story_text: "In this level you can use `{at} {random}` with the drawing turtle. A random choice makes the turtle walk a different path each time.\nUse `{at} {random}` to choose a value from a list.\n### Exercise\nCan you copy and paste lines 2 and 3 to create a longer random path?\n" - example_code: "```\nangles {is} 10, 50, 90, 150, 250\n{turn} angles {at} {random}\n{forward} 25\n```\n" - 6: - example_code: "```\nangles = {ask} 'How many angles do you want?'\nangle = 360 / angles\n{forward} 50\n{turn} angle\n{forward} 50\n{turn} angle\n{forward} 50\n{turn} angle\n{forward} 50\n{turn} angle\n{forward} 50\n{turn} angle\n{forward} 50\n{turn} angle\n```\n" - story_text: "In this level you can use calculations to draw different figures.\nYou may have learned in school that turning a full circle is 360 degrees. If not, now you know!\nThat's why you also use 90 degrees for a square. 360 divided by 4 is 90.\nNow that we can do math with Hedy, we can draw all the figures we want!\n" - 10: - example_code: "```\n{turn} 90\ndistances = 10, 20, 30, 40, 50, 60\n{for} distance {in} distances\n {forward} distance\n```\n" - story_text: "In this level you can make the turtle draw a figure.\nThe turtle will travel the distances in the list, one by one, making bigger and bigger steps.\n### Exercise 1\nAdd a 90 degree turn in the loop, so that a spiral is drawn.\nAdd at least 5 numbers to the list, so the spiral grows larger.\n**(extra)** can you change the spiral into another shape? Experiment with numbers for the turn!\n### Exercise 2\nThe spiral is drawn outwards, make it go inwards?\n" - description: Make your own drawing - default_save_name: Turtle - name: Turtle - blackjack_4: - description: Blackjack part 4 - default_save_name: Blackjack_4 - name: Blackjack 4 - levels: - 17: - story_text: "In the last 3 adventures you have alsmost created a working blackjack game! The only thing left to do is to decide a winner!\n\n### Exercise\n***Paste your code from the previous adventure*** Start by pasting the code that you've made so far into your programming field.\n\n***Decide a winner***\nFirstly, if you and the dealer have an equal amount of points, it's a draw.\nSecondly, if the dealer has more than 21 points and you don't, you are the winner.\nThirdly, if both you and the dealer have less than 22 points, we have to see who came closest to 21. We do that by comparing who has the highest score. Is your total higher than the dealer's total, then you are the winner. If not, the dealer wins.\nLastly, in all other scenarios (e.g. you have more than 21 points and the dealer doesn't, or you both have more than 21 points) you are the loser.\n\n***Enjoy the game!***\nDoes your game work properly? Amazing! You have done a great job! Enjoy your game!\nIf it doesn't work right away, no worries, you might have made a mistake. Just keep calm and bebug your code using the ladybug button.\n" - example_code: "```\n# Paste your code from the previous adventure here\n\n# Decide a winner\n{if} _\n {print} 'Its a draw! Play again!'\n{elif} _\n {print} 'You win!'\n{elif} _ :\n {if} _:\n {print} _\n {else}:\n {print} _\n{else}:\n _\n```\n" - repeat_command_2: - levels: - 8: - example_code: "```\n_ {print} 'Do you know the muffin man?'\n_ {repeat} 2 {times}\n_ {print} 'The muffin man'\n_ {print} 'Do you know the muffin man, who lives on Drury Lane?'\n```\n" - story_text: "### In the block or not?\nIn this level you have to think carefully which lines of code should be in the block and which shouldn't.\nFor example: If you want to sing the song *the muffin man*. You only want the line with 'the muffin man' to be repeated twice.\nThis means the last line shouldn't start with indentation as it doesn't belong to the block.\nIf you do start the last line with indentation the song will turn out wrong.\n\n### Exercise\nEach line in the example code starts with a blank. Remove the blanks and try to figure out which line need indentation and which don't to make the muffin man song.\n" - 7: - story_text_2: "Another interesting thing you can do with the `{repeat}` command is using variables to set the amount of times something should be repeated. In the example code you can see that we first ask the person how old they are.\nThen, in line 3, the question is repeated 'age' times. So we have used the variable 'age' with the `{repeat}` command.\n" - example_code_2: "```\n{print} 'Yay! It is your birthday!'\nage = {ask} 'How old are you now?'\n{repeat} age {times} {print} 'Hip Hip Hurray!'\n```\n" - story_text: "## Repeat with other commands and with variables\nYou have practiced the `{repeat}` command in combination with the `{print}` command now, but did you know you could also use other commands with `{repeat}` ?\nIn this example code you can see that `{repeat}` can also be used with an `{ask}`, `{if}` or `{else}` command.\n" - example_code: "```\n{repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?'\n{if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!'\n{else} {repeat} 3 {times} {print} 'You have learned something new!'\n```\n" - default_save_name: repeat_command_2 - description: '{repeat} command 2' - name: '{repeat} 2' - years: - levels: - 11: - example_code: "```\n{for} number {in} {range} _ {to} _\n {print} number\n {sleep}\n{print} 'Happy New Year!'\n```\n" - story_text: "In this level you can use the `{for}` number `{in}` `{range}` command to countdown to the New Year.\n\n### Exercise\nFill in the blanks and make the code work!\n" - description: Countdown to the New Year! - name: New Year's - default_save_name: New Year's Countdown - guess_my_number: - description: guess my number - levels: - 14: - example_code: "```\n{print} 'Guess my number'\nnumbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10\nnumber = numbers {at} {random}\ngame = 'on'\n{for} i {in} {range} 1 {to} 10\n {if} game == 'on'\n guess = {ask} 'Which number do you think it is?'\n {if} guess _ number\n {print} 'Lower!'\n {if} guess _ number\n {print} 'Higher!'\n {if} guess _ number\n {print} 'You win!'\n game = 'over'\n```\n" - story_text: "In this level you can program the game 'Guess my number'\n\n### Exercise\nFill in the correct symbols on the blanks to get the game to work.\n" - name: Guess my number - default_save_name: guess my number diff --git a/content/adventures/vi.yaml b/content/adventures/vi.yaml index bafa5762b93..e34f779070c 100644 --- a/content/adventures/vi.yaml +++ b/content/adventures/vi.yaml @@ -249,369 +249,29 @@ adventures: {print} 'This could come in very handy' sword = 'found' ``` - 15: - story_text: | - Using the `{while}` loop can make your stories more interesting. For example, you can use `{while} game == 'on'` so you can play until the game is over. - Or you can use `{while} sword == 'lost'` so the player can't continue the game until they have found something. - - ### Exercise - The example code shows you how to use the `{while}` loop in a story. Now **think of your own scenario** in which the player has to find something before they can continue. - example_code: | - ``` - keys = 'lost' - {print} 'You are standing in your garden and you have lost your keys.' - {print} 'Where do you want to look for them?' - {print} 'You can choose: tree, flowerbed, rock, postbox' - {while} keys == 'lost' - location = {ask} 'Where do you want to look?' - {if} location == 'flowerbed' - {print} 'Here they are!' - keys = 'found' - {else} - {print} 'Nope they are not at the ' location - {print} 'Now you can enter the house!' - ``` - 18: - story_text: | - We are going to print another story, but now we have to use brackets with `{print}`. - - ### Exercise 1 - Create a story of at least 5 sentences. You don't have to use 'name' just yet. - example_code: | - ``` - {print}('Welcome to this story!') - ``` - story_text_2: | - ### Exercise 2 - We have already prepared an `{input}` for you. First, use the `name` variable in your story. - Then add a second `{ask}` and use that variable as well. - Tip: Remember the commas in a `{print}` between text and variables! - example_code_2: | - ``` - naam = {input}("What's your name?") - {print}('Welcome to this story!') - ``` add_remove_command: name: '{add} {to} & {remove} {from}' - default_save_name: add_remove_command description: introducing add to and remove from levels: 3: story_text: | ## Add to You can add items to the list with the `{add} {to_list}` command. To add an item to a list you can simply type: `{add} penguin {to} animals` or you can use the `{ask}` command like in the example code. - example_code: | - ``` - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - ``` - story_text_2: | - ## Remove from - If you can add items to a list, of course you can also take them off. This is done with the `{remove} {from}` command. - example_code_2: | - ``` - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - ``` story_text_3: | ### Exercise Try out the new commands in this virtual restaurant. Add the flavor the player is hpoing for to the list and remove the flavors they are allergic to. - example_code_3: | - ``` - {print} Mystery milkshake - flavors {is} strawberry, chocolate, vanilla - hope {is} {ask} What flavor are you hoping for? - _ - allergies {is} {ask} Are you allergic to any flavors? - _ - {print} You get a flavors {at} {random} milkshake - ``` and_or_command: - name: '{and} & {or}' - default_save_name: and or description: introducing and or - levels: - 13: - story_text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two `{if}`s but can use `{and}` and `{or}`. - - If you use `{and}`, both statements, left and right of the `{and}` need to be true. We can also use `{or}`. Then only one statement needs to be correct. - example_code: | - ``` - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - ``` ask_command: - name: '{ask}' - default_save_name: ask_command description: Introduction ask command levels: 1: - story_text: | - ## The ask command - Now that you can use the `{print}` command, you are ready to learn the next command: `{ask}`. With the `{ask}` command, you can ask a question. Check it out: - example_code: | - ``` - {print} Hello! - {ask} What is your name? - ``` story_text_2: | ## The echo command If you want the computer to repeat the answer, you can use the `{echo}` command. The answer will then be echoed back at the end of the sentence, so in this example after hello. - example_code_2: | - ``` - {print} Hello! - {ask} What is your name? - {echo} hello - ``` - story_text_3: | - ### Exercise - Try out the `{ask}` and `{echo}` commands. Firstly, fill in the blanks to make this program work. - Then ask 2 more questions using the `{ask}` command, after each `{ask}` use an `{echo}` to print the answer on the screen. - example_code_3: | - ``` - _ How are you doing? - _ - ``` - 2: - story_text: | - ## The ask command - Now that we can use **variables** in our codes, we no longer need the `{echo}` command. - We can use variables to store the answers to our questions and this way we can use the answer to multiple questions in our codes. - Check it out: - - This way your code is becoming interactive! - example_code: | - ``` - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - ``` - story_text_2: | - ### Exercise - In the previous tab you have practised with setting variables with the `{is}` command. - You have created at least 3 variables and used them with a print command. - Now, instead of setting the variables we want you to make the variables interactive, like we did in our example. - - Copy your code from the previous tab and make the variables interactive by using `{ask}` commands. - example_code_2: | - ``` - favorite_animal {is} {ask} What is your favorite animal? - {print} I like favorite_animal - ``` - 18: - story_text: The final change we will need to make to get Python code is changing `{ask}` into `{input}`. - example_code: | - ``` - {print}('My name is Hedy!') - name = {input}('What is your name?') - {print}('So your name is ', name) - ``` - blackjack: - name: Blackjack - default_save_name: Blackjack - description: Try to get as close to 21 as you can - levels: - 17: - story_text: | - Blackjack is a simple game of cards in which you have to get as close to 21 points as possible. You get two cards. Each card is worth their numeral value, and the face cards (Jack, Queen and King) are worth 10 points. - The Ace is worth either 1 or 11 points (you can choose). The dealer, your opponent, also gets two cards. - If you want, you can get another card, and its points will be added to your total. The dealer can also choose to take another card. - But be careful not to get more than 21 points, because if you do, you lose! - The player who gets closest to 21, without going over it, wins! - - ### Exercise - In this adventure we code the first part of our Blackjack game. We'll create a function to calculate how many points a card is worth. - - ***Set the variables*** - Start by making a list of all the cards, from 2 to Ace. Next make a list of the face cards, so Jack, Queen and King. Then pick a random card from the list of cards to be card_1. - - ***Create a function to calculate the points*** - Create a function that calculates how many points a card is worth. - All the face cards are worth 10 points, the Ace is worth 11 and all the other cards are worth their numeral. - Return the variable `points` at the end of the function. - - ***Test the function*** - Test if your function is working properly. Finish the first print command by filling in which card you've drawn. Then finish the second line by calling the function with card_1. - Run the code a couple of times. Are you happy with the results? Great! Then you can remove the testing part and move on the the next tab! - example_code: | - ``` - {print} 'BLACKJACK' - - # Set these variables - cards = _ - face_cards = _ - card_1 = - - # Create a function to calculate the points - {define} calculate_points {with} card: - {if} card {in} face_cards: - points = _ - {elif} _ - _ - {else}: - _ - _ points - - # Test your function - {print} 'Your card is a ' _ - {print} 'That is worth ' _ ' points'. - ``` - blackjack_2: - name: Blackjack 2 - default_save_name: Blackjack_2 - description: Blackjack part 2 - levels: - 17: - story_text: | - ### Exercise - In this adventure we code the second part of our Blackjack game. - - ***Paste your code from the previous adventure*** - In the previous adventure you've started a list of variables and created a function to calculate how many points a card is worth. Copy your code and paste it here. Mind that you don't need the testing part, so if you haven't removed that yet, please do so now. - - ***Add more variables*** - You have already set the lists `cards` and `face_cards` and the variable `card_1`. Underneath those variables create 3 more variables: `card_2`, dealer_card_1` and `dealer_card_2`. These variables are all set to a random card from the list of cards. - - ***Add up points*** - To calculate how many points you have scored we call the function with card 1 and we do it again for card 2. Then we add both these scores together to get your total. - Do the same thing for the dealers points, but be sure to use the dealer's cards and not your own! - - ***2 Aces*** - You're doing great! Almost all scores can be calculated now. There is only one exception: 2 Aces. If you get 2 Aces, your total is 12 points and not 22 (because 22 points would be losing!). This of course also goes for the dealer. - - ***Show the score*** - Lastly, you want to tell the program to tell you which cards you have drawn and how many points that is. Then show which cards the dealer has and how many points they have. - - ***Continue in the next tab*** - Great! You have finished this part of the game! Copy your code and go to the next tab to learn how to ask for an extra card and to declare a winner. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add these variables to the list of variables - card_2 = _ - dealer_card_1 = _ - dealer_card_2 = _ - - # Add up your points - your_points_1 = {call} _ {with} card_1 - your_points_2 = _ - your_total = _ - - # Add up the dealers points - dealer_points_1 = _ - _ - _ - - # 2 Aces - {if} card_1 == 'Ace' {and} _ - your_total = 12 - {if} dealer_card_1 _ - dealer_total = _ - - # Show the score - {print} 'You have drawn a ' _ ' and a ' _ '. That is ' _ ' points' - {print} 'The dealer has drawn a ' _ ' and a ' _ '. That is ' _ ' points' - ``` - blackjack_3: - name: Blackjack 3 - default_save_name: Blackjack_3 - description: Blackjack part 3 - levels: - 17: - story_text: | - In the previous tabs you have learned how to draw 2 random cards for yourself and for the dealer and to calculate how many points you both got. - In this adventure we add the option to ask for an extra card for both you and the dealer. - - ### Exercise - ***Paste your code from the previous adventure*** Firstly, copy your code from the previous tab and paste it here. - - ***Extra card for you*** If you want, you can get an extra card to get your total as close to 21 as possible. First ask the player if they want an extra card. - If they do, pick a random card and print what they have drawn. If the card is not an Ace, you can call the function and add the points to your total. - In case the card is an Ace, you can't use the function, because the Ace can be either 1 point or 11 points, depending on how many points you already have earned. - If your total is less than 11, you want the ace to be 11 points (because this is closest to 21). So you add 11 points to your total. - If the total is more than or equal to 11, you want the ace to be 1 point (because you don't want more than 21 points). So you add 1 point to your total. - Lastly, print your new total of points. - - ***Extra card for the dealer*** The dealer can also get an extra card. The dealer doesn't need to be asked, because they always get an extra card if their total is less than 17. - Copy the 'Extra card for you code' and paste it in the dealers section. Then change it to fit the dealer picking an extra card and getting points added to their total. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Extra card for you - hit = {ask} _ - {if} hit == 'yes': - card_3 = _ - {print} _ - {if} card_3 _ 'Ace': - your_points_3 = _ - your_total = _ - {else}: - {if} your_total _ - _ - {else}: - _ - {print} _ - - # Extra card for the dealer - {if} dealer_total < 17 - _ - ``` - blackjack_4: - name: Blackjack 4 - default_save_name: Blackjack_4 - description: Blackjack part 4 - levels: - 17: - story_text: | - In the last 3 adventures you have alsmost created a working blackjack game! The only thing left to do is to decide a winner! - - ### Exercise - ***Paste your code from the previous adventure*** Start by pasting the code that you've made so far into your programming field. - - ***Decide a winner*** - Firstly, if you and the dealer have an equal amount of points, it's a draw. - Secondly, if the dealer has more than 21 points and you don't, you are the winner. - Thirdly, if both you and the dealer have less than 22 points, we have to see who came closest to 21. We do that by comparing who has the highest score. Is your total higher than the dealer's total, then you are the winner. If not, the dealer wins. - Lastly, in all other scenarios (e.g. you have more than 21 points and the dealer doesn't, or you both have more than 21 points) you are the loser. - - ***Enjoy the game!*** - Does your game work properly? Amazing! You have done a great job! Enjoy your game! - If it doesn't work right away, no worries, you might have made a mistake. Just keep calm and bebug your code using the ladybug button. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Decide a winner - {if} _ - {print} 'Its a draw! Play again!' - {elif} _ - {print} 'You win!' - {elif} _ : - {if} _: - {print} _ - {else}: - {print} _ - {else}: - _ - ``` calculator: - name: Calculator - default_save_name: Calculator - description: Create a calculator levels: 6: - story_text: | - Now that you can do maths, you can make a calculator yourself! example_code: | ``` number_1 {is} {ask} 'Fill in the first number:' @@ -619,17 +279,6 @@ adventures: correct_answer = number_1 * number_2 {print} number_1 ' times ' number_2 ' is ' correct_answer ``` - story_text_2: | - ### Exercise - The calculator above will calculate the answer for you, but you can also make a program to test your own maths skills, like this: - Fill in the blanks to make it complete! - example_code_2: | - ``` - correct_answer = 11 * 27 - answer = {ask} 'How much is 11 times 27?' - {if} answer {is} _ {print} 'good job!' - {else} {print} 'Wrong! It was ' _ - ``` story_text_3: | You can also let the computer do random calculations on its own using {random}. example_code_3: | @@ -649,59 +298,7 @@ adventures: ### Exercise 2 Give the player feedback when the enter an answer, like `{print} 'Correct!'` or `{print} 'Wrong! The correct answer is ' correct_answer`. - example_code: | - ``` - score = 0 - {repeat} 10 {times} - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct_answer = number_1 * number_2 - {print} 'What is ' number_1 ' times ' number_2 '?' - answer = {ask} 'Type your answer here...' - {print} 'Your answer is ' answer - {if} _ {is} _ - score = score + 1 - {print} 'Great job! Your score is... ' score ' out of 10!' - ``` - 10: - story_text: | - This calculator game helps you practise your tables of multiplication! - ### Exercise - Fill in the blanks. We want this program to ask the player these questions: - ``` - How much is 1 times 1? - How much is 1 times 2? - How much is 1 times 3? - How much is 2 times 1? - How much is 2 times 2? - How much is 2 times 3? - How much is 3 times 1? - How much is 3 times 2? - How much is 3 times 3? - _ - ``` - example_code: | - ``` - numbers = 1, 2, 3 - {for} _ - {for} _ - answer = {ask} _ - correct = number_1 * number_2 - {if} answer {is} correct - {print} 'Great job!' - {else} - {print} 'That is wrong. The right answer is ' correct - ``` 11: - story_text: | - With a `{for}` you can simplify tables of multiplication practise program. - - ### Exercise 1 - Improve the example code such that it prints a nice multiplication table:
"1 times 10 is 10", "2 times 10 is 20", etc. - - ### Exercise 2 - Go back to your level 10 multiplication code, and modify it so that it uses a `{for}` and `{range}`. example_code: | ``` number = 10 @@ -718,34 +315,7 @@ adventures: answer = _ {print} number1 ' plus ' number2 ' is ' answer ``` - 13: - story_text: | - ### Exercise 1 - Let's make the practice program a bit harder. The player now has to answers two questions correctly. Fill out the blanks to complete the program. - - ### Exercise 2 - Sometimes, calculations have multiple correct answers. For example, 10 can be divided by 5 and by 2. So the question 'What number divides 10?' can be answered by 2 and by 5. - Ask for a calculation that has multiple correct answers, ask the player to answer it, and determine if it is correct using `{or}`. - Empty the programming field and create your own solution. - example_code: | - ``` - answer1 = {ask} 'What is 10 times 7?' - answer2 = {ask} 'What is 6 times 7?' - {if} _ _ _ _ _ _ _ - {print} _ - ``` 14: - story_text: | - In this adventure you will build a calculator that calculates your mean grade for you. If you get your calculator to work, you can move on to the next adventure, which allows you to add two extra features. - - ### Exercise 1 - Fill in the blanks to get the calculator to work. - * Start with the fourth line, add a question to figure out what grade the student got. - * In the fifth line you'll want to calculate the total of all grades, so the total = total + grade. - * Then we get to set the return value. We want to return the mean, so the total devided by the amount of tests (4). - * Lastly we finish the code by calling the function in line 8. - - Did you get it? Awesome! Would you like to add even more to your calculator? **This adventure continues in the next tab!** example_code: | ``` {define} calculate_mean_grade @@ -764,127 +334,11 @@ adventures: mean_grade = {call} _ {print} 'Your mean grade is ' mean_grade - 15: - story_text: | - You can add the `{while}` loop to the calculator game you've learned to make in a previous level. - This makes sure the player can't continue to the next question if they answer incorrectly. - - ### Exercise - Add the `{while}` loop in the function, ask the player what number_1 times number_2 is and print their answer. - Then `{call}` the function. - example_code: | - ``` - {define} new_question - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct = number_1 * number_2 - answer = 0 - _ - _ - _ - {print} 'Well done!' - - {print} 'Give 10 correct answers to win!' - {for} i {in} {range} 1 {to} 10 - _ - {print} 'You win!' - ``` - calculator_2: - name: Calculator 2 - default_save_name: Calculator 2 - description: Calculator 2 - levels: - 14: - story_text: | - ### Exercise 2 - **This is the second part of this adventure.** The adventure starts in the previous tab. - Of course, you don't always want to calculate the mean of 4 tests. You might want to calculate the mean of 10 tests or only 2... - We can fix this problem by adding the argument and variable 'amount_of_tests'. - * Start a new line on line 3. Set the amount_of_tests argument by asking the student how many tests they have made. - * Change the 4 in line 4 to the new argument amount_of_tests. - * Lastly, change the 4 in line 6 to amount_of_tests - - Try out your new program. Does it work? - - ### Exercise 3 - Did you want to make your program even better? Great! In the previous program you could only calculate the mean grade of 1 subject, but it would be better if you could calculate the mean grade for all subjects you want! - We won't tell you how to do it, but we will give you one tip: Start your code in line 1 with: define calculate_mean_grade with subject. - example_code: | - ``` - # Use your own code from the previous adventure. - ``` clear_command: - name: '{clear}' - default_save_name: clear_command description: clear command - levels: - 4: - story_text: | - Time for a new command! With `{clear}` you can clear all the text form your output screen. This way you can prevent your screen getting too full of text. - Beware! If you are using a `{clear}` command, you might need to use a `{sleep}` above it. Otherwise Hedy will clear your screen without giving you the time to read as you can see in the example! - example_code: | - ``` - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'wait for it...' - {sleep} 3 - {clear} - {print} 'SURPRISE!' - ``` debugging: - name: debugging - default_save_name: debugging - description: debugging adventure levels: - 1: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will show you code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} I love programming - Do you love programming too? - {echo} - {print} What are your hobbies? - {echo} Your hobbies are - ``` - 2: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - destination {ask} Where are you going on holidays? - {print} The flight to dstination leaves at 3 pm. - {ask} Did you check in your luggage yet? - {echo} - {print} Let me print your boarding pass for you. - {sleep} - Here you go! Have a nice trip! - ``` 3: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -898,80 +352,12 @@ adventures: tomorrows_movie {is} movie_choices {at} {random} I'll go get the popcorn! {print} ``` - 4: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Welcome to the online library! - {ask} What genre of books do you like? - {print} You like genre - author {is} {ask} 'Who's your favorite author?' - {print} 'author is your favorite author' - {print} Hmmm... i think you should try... books {at} {random} - ``` - 5: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} Welcome to Swimming Pool Hedy! - class {is} {ask} 'Are you here to join a class today?' - {if} class yes - {print} 'Great! You're joining a class! - {print} {else} 'You will not be joining a class' - discount {is} 'Do you have a discount code?' - {if} discount {is} yes - discount_answer {is} {ask} 'What's your discount code?' - discount_codes = Senior4231, Student8786, NewMember6709 - {if} discount_answer {is} {in} discount_cods - {print} 'That will be $3,50' - 'That will be $5,50' - {print} 'Have a nice swim!' - ``` - 6: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Vending machine' - chosen_product = {ask} 'Please select a product' - 1_dollar_products = coke orange juice water - 2_dollar_products = chocolate, cookie, museli bar - 3dollar_prodcuts = potato chips, beef jerky, banana bread - {if} chosen {is} {in} 1_dollar_products - price = 1 - {if} chosen_product {is} 2_dollar_products - price = 2 - {else} chosen_product {in} 3_dollar_products - price = 3 - amount_of_products = '{ask} How many of ' chosen_product would you like to have?' - total = price + amount_of_product - {print} 'That will be $' price 'please' - ``` 7: story_text: |- ### Exercise Surprise! This program looks more like an output than a code. And yet, we don't want you to just add `{print}` commands in front of each line. Fix this program to turn it into the nursery rhyme 'Brother John (Frère Jaques)' by using the {repeat} command of course! - example_code: | - **Warning! This code needs to be debugged!** - ``` - Are you sleeping? - Brother John! - Morning bells are ringing! - Ding, dang, dong! - ``` 8: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -994,9 +380,6 @@ adventures: {print} 'Thank you! Byebye!' ``` 9: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1019,9 +402,6 @@ adventures: price = amount * 6 {print} 'That will be 'price dollar' please' 10: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1070,9 +450,6 @@ adventures: print month i ``` 12: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1098,9 +475,6 @@ adventures: call greet_costumer ``` 13: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1130,9 +504,6 @@ adventures: print 'No problem!' ``` 14: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1179,9 +550,6 @@ adventures: else 'no problem' 15: - story_text: |- - ### Exercise - Debug this random children's story. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1216,10 +584,6 @@ adventures: print The End ``` 16: - story_text: |- - ### Exercise - Debug this code. Good luck! - Tip: Make sure that you only see your score once in the end. example_code: | **Warning! This code needs to be debugged!** ``` @@ -1238,9 +602,6 @@ adventures: ``` 17: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1273,9 +634,6 @@ adventures: print 'Thanks for ordering!' ``` 18: - story_text: |- - ### Exercise - Debug this Old MacDonald program from level 16. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1305,28 +663,6 @@ adventures: Nhập mã của bạn vào trường lập trình. Hoặc nhấn vào nút màu xanh trong khối mã ví dụ, và mã sẽ được gõ tự động cho bạn! Hãy thử mã của bạn bằng cách sử dụng nút 'Chạy mã' màu xanh dưới trường lập trình. Bạn có thể in ra màn hình văn bản bằng cách sử dụng lệnh `{print}`. - example_code: | - ``` - {print} Hello world! - ``` - 2: - story_text: | - Congratulations! You've reached level 2. Hopefully you've already made some awesome codes! - In the first level you might've notice that the `{echo}` command can only save one bit of information at a time. - For example in the restaurant adventure, you could echo what the costumer wanted to eat, or what they wanted to drink, but not both in one sentence. - - That changes in level 2. In level 2 you'll learn to work with variables, that allow you to save multiple pieces of information and print them in any place you want. - So let's go to the next tab! - example_code: | - **Warning! This code does not work!** - In Hedy commands will change sometimes. `{echo}` for example only works in level 1. In this level you'll learn a better way to echo answers back. - ``` - {print} Welcome at Hedy's - {ask} What would you like to eat? - {echo} So you want - {ask} what would you like to drink? - {echo} So you want - ``` 3: story_text: | Ở cấp độ 3, bạn có thể tạo một danh sách. Bạn có thể để máy tính chọn ngẫu nhiên một phần tử từ danh sách đó. Bạn thực hiện điều đó bằng cách sử dụng `{at} {random}`. @@ -1402,20 +738,6 @@ adventures: {print} 'INTRUDER!' {print} 'You cannot use this computer!' ``` - 9: - story_text: | - Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... - Good news! In this level you will be allowed to put an {if} inside an {if}, or inside a {repeat} command. Putting a block of code inside another block of code is called nesting. ``` Putting a block of code inside another block of code is called nesting. - example_code: | - ``` - answer = {ask} 'Are you ready to learn something new?' - {if} answer {is} yes - {print} 'Great! You can learn to use the repeat command in the if command!' - {print} 'Hooray!' - {print} 'Hooray!' - {print} 'Hooray!' - {else} - {print} 'Maybe you should practice some more in the previous level' 10: story_text: |- In this level we learn a new code called `{for}`. With `{for}` you can make a list and use all elements. @@ -1426,10 +748,6 @@ adventures: {for} animal {in} animals {print} 'I love ' animal ``` - 11: - story_text: | - You have reached level 11, you're doing great! In the higher levels, Hedy is focussing more and more on teaching you the programming language Python. - In Python there is no `{repeat}` command, but there is a command that works like {repeat}. Are you curious to find out how to say `{repeat}` in Python language? Quickly go on to find out! 12: story_text: |- **Decimal numbers** @@ -1509,31 +827,13 @@ adventures: We arrived at real Python code! That means we need to use parentheses with {print} and {range} from now on. {print}('My name is ', name) dice: - name: Dice - default_save_name: Dice - description: Make your own dice levels: 3: - story_text: | - In this level we can choose from a list. With that we can let the computer choose one side of the die. - Take a look at the games you have in your closet at home. - Are there games with a (special) die? You can also copy it with this code. - For example, the dice of the game Earthworms with the numbers 1 to 5 and an earthworm on it. - - ![Die of earthworms with 1 to 5 and an earthworm on it](https://cdn.jsdelivr.net/gh/felienne/hedy@24f19e9ac16c981517e7243120bc714912407eb5/coursedata/img/dobbelsteen.jpeg) example_code: | ``` choices {is} 1, 2, 3, 4, 5, earthworm {print} choices {at} {random} ``` - story_text_2: | - ### Exercise - The dice in the example above are dice for a specific game. Can you make normal dice? - Or other special dice from a different game? - example_code_2: | - ``` - choices {is} _ - ``` 4: story_text: | In this level we can make sentences with the die value in the sentence, with quotes of course. @@ -1593,33 +893,7 @@ adventures: {print} player ' throws ' choices {at} {random} {sleep} ``` - 15: - story_text: | - ### Exercise - In this level you can create a little game in which you'll have to throw 6 as fast as possible. - We have started the code, it's up to you to get the game to work! - - Firstly, add a `{while}` loop that checks if 6 has been thrown or not. - As long as you haven't thrown 6 already, throw the dice on a random number. - Print what the player has thrown. - Add a try to the amount of tries - Wait a second before you throw again, or - in case you've thrown a 6 - before the game ends. - example_code: | - ``` - options = 1, 2, 3, 4, 5, 6 - {print} 'Throw 6 as fast as you can!' - thrown = 0 - tries = 0 - _ - _ - _ - _ - _ - {print} 'Yes! You have thrown 6 in ' tries ' tries.' - ``` dishes: - name: Dishes? - default_save_name: Dishes description: Use the computer to see who does the dishes (Start at level 2) levels: 3: @@ -1642,13 +916,6 @@ adventures: Can you complete the code by filling the blanks? Every blank must be replaced with one word of symbol. Tip: Don't forget the quotation marks! - example_code: | - ``` - people {is} mom, dad, Emma, Sophie - {print} _ the dishes are done by _ - {sleep} - {print} people {at} _ - ``` 5: story_text: | With the `{if}` you can now have more fun with choice in the program. You can have your program respond to the choice that the computer has made. @@ -1657,20 +924,6 @@ adventures: Don't forget the quotes! example_code: "```\npeople {is} mom, dad, Emma, Sophie\ndishwasher {is} people {at} {random}\n{if} dishwasher {is} Sophie {print} _ too bad I have to do the dishes _ \n{else} {print} 'luckily no dishes because' _ 'is already washing up'\n```\n" 6: - story_text: | - How often is everyone going to do the dishes? Is that fair? You can count it in this level. - example_code: | - ``` - people = mom, dad, Emma, Sophie - emma_washes = 0 - dishwasher = people {at} {random} - {print} 'The dishwasher is' dishwasher - {if} dishwasher {is} Emma emma_washes = emma_washes + 1 - {print} 'Emma will do the dishes this week' emma_washes 'times' - ``` - - Now you can copy lines 3 to 5 a few times (e.g. 7 times for a whole week) to calculate for a whole week again. - Do you make the code for the whole week? story_text_2: | If you are extremely unlucky the previous program might choose you to to the dishes for the whole week! That's not fair! To create a fairer system you can use the `{remove}` command to remove the chosen person from the list. This way you don't have to do the dishes again untill everybody has had a turn. @@ -1707,14 +960,9 @@ adventures: {print} names {at} {random} ' does the dishes on ' day ``` elif_command: - name: '{elif}' - default_save_name: elif description: elif levels: 17: - story_text: | - In this level you can also use a new command: `{elif}`. `{elif}` is a combination of the keywords `{else}` and `{if}` and you need it when you want to make 3 (or more!) options. - Check it out! example_code: | ``` prices = ['1 million dollars', 'an apple pie', 'nothing'] @@ -1728,67 +976,14 @@ adventures: {print} 'Better luck next time..' ``` for_command: - name: '{for}' - default_save_name: for description: for command levels: - 10: - story_text: |- - ## For - In this level we learn a new code called `{for}`. With `{for}` you can make a list and use all elements. - `{for}` creates a block, like `{repeat}` and `{if}` so all lines in the block need to start with 4 spaces. - example_code: | - ``` - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - ``` - story_text_2: | - ### Exercise - Finish this code by adding `{for} action {in} actions` to line 2. - example_code_2: | - ``` - actions = clap your hands, stomp your feet, shout Hurray! - _ - {repeat} 2 {times} - {print} 'If youre happy and you know it, ' action - {sleep} 2 - {print} 'If youre happy and you know it, and you really want to show it' - {print} 'If youre happy and you know it, ' action - {sleep} 3 - ``` 11: story_text: |- In this level, we add a new form of the `{for}`. In earlier levels, we used `{for}` with a list, but we can also use `{for}` with numbers. We do that by adding a variable name, followed by `{in}` `{range}`. We then write the number to start at, `{to}` and the number to end at. Try the example to see what happens! In this level again, you will need to use indentations in lines below the `{for}` statements. - example_code: | - ``` - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - ``` - 17: - story_text: | - Now we are going to change indentation a little bit. Every time that we need an indentation, we need `:` at the line before the indentation. - example_code: | - ``` - {for} i {in} {range} 1 {to} 10: - {print} i - {print} 'Ready or not, here I come!' - ``` - 18: - story_text: | - Lastly, we'll turn `{for} i {in} {range} 1 to 5` into real Python code, like this: - example_code: | - ``` - {for} i {in} {range}(1,5): - {print} (i) - ``` fortune: - name: Fortune teller - default_save_name: Fortune Teller - description: Let Hedy predict the future levels: 1: story_text: | @@ -1815,37 +1010,9 @@ adventures: story_text: | In the previous levels you've created your first fortune telling machine, but Hedy couldn't really predict anything, only {echo}. In this level you can use a variable and the `{at} {random}` command to really let Hedy choose an answer for you. Check out this code for instance: - example_code: | - ``` - {print} I’m Hedy the fortune teller! - question {is} {ask} What do you want to know? - {print} This is what you want to know: question - answers {is} yes, no, maybe - {print} My crystal ball says... - {sleep} 2 - {print} answers {at} {random} - ``` story_text_2: | ### Exercise Now, Hedy can only answer yes, no or maybe. Can you give Hedy more answer options, like 'definitely' or '{ask} again'. - 4: - story_text: | - ### Exercise - We have removed all the quotation marks from this example code, can you add them in all the right places? - - ### Exercise 2 - Go back to the previous level and copy your fortune teller code. Make the code work in this level by adding quotation marks in the right spots. - example_code: | - ``` - _ Add the quotation marks to this code _ - {print} Im Hedy the fortune teller! - question {is} {ask} What do you want to know? - {print} This is your question: question - answers {is} yes, no, maybe - {print} My crystal ball says... - {sleep} 2 - {print} answers {at} {random} - ``` 5: story_text: | In this level you'll learn to (secretly) tip the odds in your favor, when using the fortune teller! @@ -1859,14 +1026,6 @@ adventures: {if} person {is} Hedy {print} 'You will definitely win!🤩' {else} {print} 'Bad luck! Someone {else} will win!😭' ``` 6: - story_text: | - In this level you can use math in your predictions as a fortune teller. This allows you to make up (silly) formulas to calculate the future. - For example you could calculate how rich you'll get or how many kids you will have when you grow up. - - - - ### Exercise - Can you think of your own (silly) fortune telling machine? example_code: | ``` {print} 'I am Hedy the fortune teller!' @@ -1949,27 +1108,8 @@ adventures: {print} fortunes {at} {random} ``` functions: - name: functions - default_save_name: functions - description: functions levels: 12: - story_text: | - In this level you'll learn how to use **functions**. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. - To create a function, use `{define}` and give the function a name. Then put all the lines you want in the function in a indented block under the `{define}` line. - Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use {call} with the function's name to call it up! We don't have to type that block of code again. - - Check out this example code of a game of Twister. The function 'turn' contains a block of code that chooses which limb should go where. - - ### Exercise - Finish this code by setting the 2 variables chosen_limb and chosen_color. - Then, choose how many times you want to call the function to give the twister spinner a spin. - - ### Exercise 2 - Improve your code by adding a variable called 'people'. Use the variable to give all the players their own command in the game. - For example: 'Ahmed, right hand on green' or 'Jessica, left foot on yellow'. example_code: | ``` sides = 'left', 'right' @@ -2006,25 +1146,7 @@ adventures: I dreamed that my Bonnie is dead Can you program this verse in the same way as the example? - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - ``` 14: - story_text: | - In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. - You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - - For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - - ### Exercise - Finish this code. We have already made the variable new_price for you, you only need to set it. - You should finish the line of code by calling the function that calculates the new price. example_code: | ``` {define} calculate_new_price {with} amount, percentage @@ -2038,251 +1160,13 @@ adventures: new_price = _ calculate_new_price {with} old_price, _ {print} 'The new price is ' new_price ' dollar' ``` - 18: - story_text: | - Let's make functions the Pythons way! To define a function, we no longer use: - - `{define} name_function {with} argument_1, argument_2:` - - but we use: - - `{def} name_function(argument_1, argument_2):`. - - - If you don't want to use arguments, you just leave the space between the parantheses empty. - To call a function, we don't need the `{call}` command anymore. You just type the name of the function. - example_code: | - ``` - {def} calculate_score(answer, correct_answer): - {if} answer == correct_answer: - score = 1 - {elif} answer == '?': - score = 0 - {else}: - score = -1 - {return} score - - answer = {input} ('Where can you find the Eiffel Tower?') - correct_answer = 'Paris' - score = calculate_score(answer, correct_answer) - {print} ('Your score is... ', score) - ``` - guess_my_number: - name: Guess my number - default_save_name: guess my number - description: guess my number - levels: - 14: - story_text: | - In this level you can program the game 'Guess my number' - - ### Exercise - Fill in the correct symbols on the blanks to get the game to work. - example_code: | - ``` - {print} 'Guess my number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess _ number - {print} 'Lower!' - {if} guess _ number - {print} 'Higher!' - {if} guess _ number - {print} 'You win!' - game = 'over' - ``` - hangman: - name: Hangman - default_save_name: Hangman - description: Guess the word - levels: - 17: - story_text: | - In this adventure we program a game of hangman. First we make some preparations, then we program the game and in the third part we add a drawing with the turtle. - - ### Exercise - ***Set the variables*** In this game of hangman, Player 1 chooses an answer and Player 2 has to guess the letters in this answer. - To let the computer know all the letters in the word, we will turn the answer into a list of letters. We also do this with the guesses Player 2 makes. - We will start the game with 2 empty lists. We have made an empty list for the variable answer for you. Now make an empty list for guessed_letters as well. - Then we fill in how many mistakes were made. At the start of the game, this should be 0. - The variable `amount_letters` tells us how many letters are in the answer. Ask Player 1 to tell us how many letters their word has. - Lastly we tell the computer if the game is over. We use the variable `game_over` and set it to `False`. - - ***Choosing the answer*** We want Player 1 to be able to choose the answer. We'll ask them, as many times as necessary, what the next letter is. - Then we add that letter to the answer. Lastly, we add an empty _ to the list of guessed letters, so we get as many _s as there are letters in the answer. - - ***Player 2's turn*** - Tell Player 2 its their turn. Then tell Player 2 how many letters there are in the answer. Finally, print the list of `guessed_letters`. - - ***Go to the next tab*** Now that all the starting variables are set, we can start programming the game itself. Check out the next tab to learn how! - example_code: | - ``` - print 'Hangman!' - - # Set the variables - answer = [] - guessed_letters = _ - mistakes_made = _ - amount_letters = {ask} _ - _ = 'False' - - # Choosing the answer - {for} _ - letter = {ask} 'Player 1, what is letter ' i '?' - _ - {add} '_' {to} _ - - # Player 2 turn - print _ - print _ - print guessed_letters - ``` - hangman_2: - name: Hangman 2 - default_save_name: Hangman_2 - description: Hangman 2 - levels: - 17: - story_text: | - Now it's time to program the hangman game. - - ### Exercise - - ***Paste your code*** Copy your code from the previous tab and paste the code in the programming field. - - ***The game*** This games continues playing until Player 2 is game over. Fill in the while command accordingly. Now, Player 2 is allowed to guess a letter, so ask Player 2 to guess a letter. - We need to check if their answer is correct, so check if their `guess` is (somewhere) in the (list) `answer`. Then we let the computer figure out which of the letter(s) is the guess. We have already programmed that part for you. - Next we want to compliment the player for finding a correct letter and we want to print the list `guessed_letters`, so the player can see their progress. - - The next part we're going to program is what happens when the player has guessed all of the letters. So if their list of `guessed_letters` is the same as our list `answer`. - If the lists are the same, congratulate Player 2 with their victory and set the variable `game_over` to `True`. - - Next we'll program what happens when Player 2 guesses wrong (so the `{else}` command). First, tell the player that their guess was wrong. Then increase the `mistakes_made` variable by 1. - - For the last part we'll program what happens when Player 2 has made 10 mistakes. We'll print that Player 1 has won the game. Then we'll print the correct answer. And finally, we'll set our `game_over` variable to `True`, so the game stops. - - ***Go to the next tab*** Amazing work! Your game is playable, but wouldn't it be fun if the hangman was actually drawn when Player 2 makes a mistake..? - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - guess = _ - {if} _ - {for} i {in} {range} 1 {to} amount_letters: - if answer[i] == guess: - guessed_letters[i] = guess - {print} _ - {if} guessed_letters == _: - {print} _ - game_over = _ - {else}: - {print} _ - mistakes_made _ - {if} _ == 10: - {print} _ - {print} _ - _ - ``` - hangman_3: - name: Hangman 3 - default_save_name: Hangman_3 - description: Hangman 3 - levels: - 17: - story_text: | - In a game of hangman the mistakes are shown by drawing a part of the hangman each time a mistake has been made. - We now add those drawings with our turtle! - - ### Exercise - ***Create a function that draws the hangman*** Create a function that draws the hangman in 10 steps. We have already made step 1 for you. - - ***Test the function*** Test the function by calling the function with 10. If you are happy with the function, remove the line that calls the function for now. We will call the function when the player makes a mistake. - - ***Paste your hangman game under your function*** Go back to the previous tab and copy your hangman game. Paste the game underneath your function. - - ***Call the function when the player makes a mistake*** Under the line `mistakes_made = mistakes_made + 1` we will call the function. We want the turtle to take the same amount of steps as the player has made mistakes, so we call the function with `mistakes_made` as argument. - - ***Enjoy your game!*** -
- The hangman could look like this -
- example_code: | - ``` - # Create a function that draws the hangman - {define} draw_hangman {with} step: - {if} step == 1: - {color} white - {forward} -100 - {turn} 90 - {forward} -50 - {color} black - {forward} 100 - {forward} -50 - - {if} step == 2: - _ - # Paste your hangman game here - - ``` - harry_potter: - name: Harry Potter - default_save_name: Harry Potter - description: Harry Potter adventures - levels: - 10: - story_text: | - ### Exercise - We can also make a Harry Potter themed fortune teller. Fill in blanks such that 9 lines are printed. - **Extra** Change the theme of the fortune teller into something else, such as your favorite book, film or tv show. - example_code: | - ``` - houses = Gryffindor, Slytherin, Hufflepuff, Ravenclaw - subjects = potions, defence against the dark arts, charms, transfiguration - fears = Voldemort, spiders, failing your OWL test - names = Harry, Ron, Hermione - _ - _ {print} name ' is placed in ' houses {at} {random} - _ {print} name ' is great at ' subjects {at} {random} - _ {print} name 's greatest fear is ' fears {at} {random} - ``` haunted: - name: Haunted House - default_save_name: Haunted House - description: Escape from the haunted house levels: 1: - story_text: | - In this adventure you are working towards making a game in which you have to escape from a haunted house by picking the correct door. - If you pick the right door you'll survive, but if not a terrible monster might... - - In level 1 we start our haunted house game by making up a scary story and ask the player what monster they'll see in the haunted house. - example_code: | - ``` - {print} How did I get here? - {print} I remember my friend telling me to go into the old mansion... - {print} and suddenly everything went black. - {print} But how did I end up on the floor...? - {print} My head hurts like Ive been hit by a baseball bat! - {print} What's that sound? - {print} Oh no! I feel like Im not alone in this house! - {print} I need to get out of here! - {print} There are 3 doors in front of me.. - {ask} Which door should i pick? - {echo} I choose door - {print} ...? - ``` story_text_2: | ### Exercise Can you finish the scary story? Or make up your own haunted house story? 2: - story_text: | - In this haunted house you can choose your monsters with emojis. Of course you could also use words. example_code: | ``` monster_1 {is} 👻 @@ -2294,10 +1178,6 @@ adventures: {print} Oh no! Quickly get to the kitchen. {print} But as you enter monster_3 attacks you! ``` - story_text_2: | - ### Exercise - In the example above the monsters are predetermined. So each time you run your code, the output is the same. - Can you add `{ask}` commands to make the haunted house interactive and have the players choose the monsters they come across? example_code_2: | ``` monster_1 {is} _ @@ -2314,17 +1194,6 @@ adventures: In the previous levels you've made an introduction to your haunted house game, but as you might have noticed the story would always have a dreadful end. In this level you can make your story more interactive by changing the outcome of the game; sometimes you'll get eaten, sometimes you'll escape! Let Hedy decide randomly! - example_code: | - ``` - _ Escape from the haunted house! - _ There are 3 doors in front of you... - _ _ _ Which door do you choose? - _ You picked door ... choice - monsters _ a zombie, a vampire, NOTHING YOUVE ESCAPED - _ You see... - {sleep} - _ _ _ _ - ``` 4: story_text: | In this level you learn how to use quotation marks in your games. @@ -2340,27 +1209,6 @@ adventures: {sleep} {print} monsters {at} {random} ``` - 5: - story_text: | - Up until this level the haunted house game always asked the player to choose a door, but as you might have noticed, they didn't really have to answer correctly. - If the player filled in a completely random answer, the game would still work and the player might even win (despite not picking a door). - In this level you can only win the game by picking the same door Hedy picked randomly. - - ### Exercise - Can you find the 4 missing words to complete the code? - example_code: | - ``` - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you...' - doors {is} 1, 2, 3 - monsters {is} werewolf, mummy, vampire, zombie - chosen_door {is} {ask} 'Which door do you choose?' - {print} 'You chose door...' chosen_door - {sleep} - correct_door {is} doors {at} {random} - _ _ _ _ {print} 'Great! Youve escaped!' - {else} {print} 'Oh no! You are being eaten by a...' monsters {at} {random} - ``` 9: story_text: | In this level you can use nesting, which allows you to make the haunted house even more interactive! @@ -2368,27 +1216,6 @@ adventures: ### Exercise Now it's very hard to win this game, can you make it easier to win? For example by only having 1 wrong door and 2 correct doors instead of 1 correct door and 2 wrong ones? - example_code: | - ``` - {print} 'Escape from the Haunted House!' - player = alive - doors = 1, 2, 3 - monsters = zombie, vampire, giant spider - {repeat} 3 {times} - {if} player {is} alive - correct_door {is} doors {at} {random} - {print} 'There are 3 doors in front of you...' - chosen_door = {ask} 'Which door do you choose?' - {if} chosen_door {is} correct_door - {print} 'No monsters here!' - {else} - {print} 'You are eaten by a ' monsters {at} {random} - player = dead - {else} - {print} 'GAME OVER' - {if} player {is} alive - {print} 'Great! You survived!' - ``` 11: story_text: | In this level we've changed the repeat command and we've added a line to our haunted house that tells the player in which room they are. @@ -2417,252 +1244,39 @@ adventures: {if} player {is} alive {print} 'Great! You survived!' ``` - 14: + if_command: + description: Introducing the if command + levels: + 9: story_text: | + In this level you can also put an {if} command inside another {if} command. + in_command: + description: Introducing the in command + levels: + 5: + example_code_2: | + ``` + animals is dog, cow, sheep + answer is ask 'What is your favorite animal?' + _ answer _ animals _ 'Mine too!' + _ _ 'My favorite animals are dogs, cows and sheep' + ``` + is_command: + description: introducing is command + levels: + 2: + story_text_2: | ### Exercise - In this level you can use the `<` and `>` symbol to introduce lives to your game. - Make sure the player loses a life when they come across the wrong monster and that the game stops if you have no lives left. - example_code: | - ``` - {print} 'Escape from the haunted house' - lives = 3 - doors = 1, 2, 3 - monsters = 'the wicked witch', 'a zombie', 'a sleeping 3 headed dog' - {for} i {in} {range} 1 {to} 10 - {if} lives _ - good_door = doors {at} {random} - monster = monsters {at} {random} - chosen_door = {ask} 'Which door do you choose?' - {if} good_door == chosen_door - {print} 'You have chosen the correct door' - {else} - {print} 'You see...' monster - {if} monster == 'a sleeping 3 headed dog' - {print} 'Pffieuw.... Its asleep' - {else} - {print} 'You lose one life' - lives = _ - {else} - {print} 'GAME OVER' - ``` - 16: - story_text: | - ### Exercise - This haunted house game uses the connection between the lists you can use in this level. - For example: all the properties that belong to the zombie are first in all the lists, witch second and vampire third. - Check out the code and fill in `weapons[i]`, `monsters[i]` , `bad_fate[i]`, `good_fate[i]`, `hint[i]` on the correct blanks to get the code to work! - example_code: | - ``` - numbers = [1, 2, 3] - i = numbers[{random}] - hint = ['growling', 'a cackling laugh', 'fluttering batwings'] - monsters = ['zombie', 'witch', 'vampire'] - bad_fate = ['Your brain is eaten', 'You are forever cursed', 'You are bitten'] - good_fate = ['You throw the ham. The zombie is distracted and starts eating it.', 'You set the curtains on fire. The witch flees out of fear for the fire', 'The vampire hates garlic and flees'] - weapons = ['ham', 'lighter', 'garlic'] - {print} 'You are standing in front of an old mansion' - {print} 'Something is not right here' - {print} 'You hear ' _ - {print} 'You are going to explore it' - {print} 'You enter the kitchen and see a lighter, a raw ham and a garlic.' - your_weapon = {ask} 'What do you bring with you?' - {print} 'With your ' your_weapon ' you enter the living room' - {print} 'There you find a ' _ - needed_weapon = _ - {if} your_weapon == needed_weapon - {print} 'You use your ' your_weapon - {print} _ - {print} 'YOU WIN!' - {else} - {print} 'You have chosen the wrong weapon...' - {print} _ - {print} 'GAME OVER' - ``` - hotel: - name: hotel - default_save_name: hotel - description: hotel - levels: - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, and you've learned how to combine it with an {ask}. - You might have wondered why you would use functions, because the functions in the example were only one line of code. - Now we will show you what a bigger function looks like and we will use multiple agruments now as well. You'll see how much better it is to use a function once the function gets bigger. - Here is an example of a function with arguments combined with {ask} commands. - example_code: | - ``` - {define} welcome_message {with} title, last_name, country, room_number - {print} 'Welcome to Hotel Hedy, ' title ' ' last_name - nice_trip {is} {ask} 'Did you have a nice trip from, ' country '?' - {if} nice_trip {is} 'yes' - {print} 'Lovely!' - {else} - {print} 'Sorry to hear that.' - {print} 'Hopefully you can take a nice rest in you room.' - {print} 'Your room number is ' room_number - - {print} 'Hello. Please fill in your information to check in.' - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - ``` - - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - if_command: - name: '{if} & {else}' - default_save_name: if_command - description: Introducing the if command - levels: - 5: - story_text: | - ## If... else.... - In level 5 there is something new, the `{if}`! With the `{if}` you can choose between two different options. - This code prints nice if you enter Hedy as a name, and boo! if you enter something else. - `{ask}` and `{print}` still work like they did in level 4. - example_code: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' {else} {print} 'boo!' - ``` - story_text_2: | - Sometimes code with an `{if}` gets really long and does not fit on the line well.
You may also divide the code over two lines, starting the second line at the `{else}` like this: - example_code_2: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - ``` - story_text_3: | - ### Exercise - Try to create your own code with `{if}` and `{else}`. You can use the example code if you want. - example_code_3: | - ``` - answer {is} {ask} '2 + 2 = ?' - _ _ _ 4 _ 'Great job!' - _ _ 'No 2 + 2 = 4' - ``` - 8: - story_text: | - ## If... Else... - You have learned to repeat a block of lines of code after a `{repeat}` command. - Now you can also use indentation to make blocks after a {if} or {else} command. - Check out the example code. - - ### Exercise - Add an {else} command to the example code. Make a block of line using indentation. You do this by starting each line with 4 spaces. - example_code: | - ``` - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {print} 'You can play on your computer!' - ``` - 9: - story_text: | - In this level you can also put an {if} command inside another {if} command. - example_code: | - ``` - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - ``` - in_command: - name: '{in}' - default_save_name: in_command - description: Introducing the in command - levels: - 5: - story_text: | - ## Lists - When we want to check if something is in a list, we can now use the `{in}` command. - This code prints pretty! if you choose green or yellow, and meh otherwise. - example_code: | - ``` - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - ``` - story_text_2: | - ### Exercise - Finish the example code by filling in the blanks with commands that you've learned. - When you've finished the code, try to create a code of your own and use a question that you've thought of yourself. - example_code_2: | - ``` - animals is dog, cow, sheep - answer is ask 'What is your favorite animal?' - _ answer _ animals _ 'Mine too!' - _ _ 'My favorite animals are dogs, cows and sheep' - ``` - is_command: - name: '{is}' - default_save_name: is_command - description: introducing is command - levels: - 2: - story_text: | - ## Variables - You can name a word with `{is}`. This is called a **variable**. In this example we made a variable called name and a variable called age. You can use the word name anywhere in your code and it will be replaced by Hedy, like this: - example_code: | - ``` - name {is} Hedy - age {is} 15 - {print} name is age years old - ``` - story_text_2: | - ### Exercise - Time to make your own variables! - In the example code we made an example of the variable `favorite_animal`. In line 1 the variable is set, and in line 2 we haved used the variable in a print command. - Firstly, finish our example by filling in your favorite animal on the blank. Then make at least 3 of these codes yourself. Pick a variable, and set the variable with the {is} command. Then use it with a {print} command, just like we did. - example_code_2: | - ``` - favorite_animal {is} _ - {print} I like favorite_animal - ``` - 6: - story_text: | - We also make a change in storing a word in a variable! You may now use `=` instead of `{is}` when we store a name or a number in a variable, like this: - example_code: | - ``` - name = Hedy - answer = 20 + 4 - ``` - 14: - story_text: | - We are going to learn more new items. You might know them already from mathematics, the `<` and `>`. - The `<` checks if the first number is smaller than the second, for example age `<` 12 checks if age is smaller than 12. - If you want to check if the first number is smaller or equal to the second, you can use `<=`, for example age `<=` 11. - The `>` checks if the first number is bigger than the second, for example points `>` 10 checks if points is larger than 10. - If you want to check if the first number is bigger or equal to the second, you can use `>=`, for example points `>=` 11. - You use these comparisons in an `{if}`, like this: + Time to make your own variables! + In the example code we made an example of the variable `favorite_animal`. In line 1 the variable is set, and in line 2 we haved used the variable in a print command. + Firstly, finish our example by filling in your favorite animal on the blank. Then make at least 3 of these codes yourself. Pick a variable, and set the variable with the {is} command. Then use it with a {print} command, just like we did. + 14: example_code: | ``` age = {ask} 'How old are you?' {if} age > 12 {print} 'You are older than I am!' ``` - story_text_2: | - From this level on, if you want to compare exactly, you can use two equal signs. This is what most programming languages do: - example_code_2: | - ``` - name = {ask} 'What is your name?' - {if} name == 'Hedy' - {print} 'You are cool!' - ``` - story_text_3: | - You can also compare if something is *not* equal to something else using `!=` like this: example_code_3: | ``` name = {ask} 'What is your name?' @@ -2675,9 +1289,6 @@ adventures: {else} {print} 'You are older than me!' language: - name: Language - default_save_name: Language - description: Practice words in a foreign language levels: 5: story_text: | @@ -2685,49 +1296,9 @@ adventures: ### Exercise Can you make this program for a different language? Or can you add more words to the French one? - example_code: | - ``` - {print} 'Learn French!' - cat {is} {ask} '🐱' - {if} cat {is} chat {print} 'Terrific!' - {else} {print} 'No, cat is chat' - frog {is} {ask} '🐸' - {if} frog {is} grenouille {print} 'Super!' - {else} {print} 'No, frog is grenouille' - ``` - 16: - story_text: | - ### Exercise - Take a look at the example code. This is a program to practise French vocabulary. Now make your own program to practice your vocabulary in a new language. - If you don't know any other languages, you can use Google translate or you can use emojis and your native language. - example_code: | - ``` - french_words = ['bonjour', 'ordinateur', 'pomme de terre'] - translation = ['hello', 'computer', 'potato'] - score = 0 - {for} i {in} {range} 1 {to} 3 - answer = {ask} 'What does ' french_words[i] ' mean?' - correct = translation[i] - {if} answer == correct - {print} 'Correct!' - score = score + 1 - {else} - {print} 'Wrong, ' french_words[i] ' means ' translation[i] - {print} 'You gave ' score ' correct answers.' - ``` maths: - name: maths - default_save_name: maths - description: Introducing maths levels: 6: - story_text: | - In this level you learn something new: you can now also calculate. - - The plus is easy, you write it like with math: `5 + 5` for example. The minus also works fine, it is `5 - 5`. - - The times is a bit different, because there is no times symbol on your keyboard. Just search, there really isn't! - That is why we multiply with the asterisk above 8: `5 * 5`. Read that as "5 times 5" that helps you remember it best. example_code: | ``` {print} '5 plus 5 is ' 5 + 5 @@ -2735,17 +1306,6 @@ adventures: {print} '5 times 5 is ' 5 * 5 ``` 12: - story_text: |- - **Decimal numbers** - So far, Hedy did not allow for decimal numbers like 1.5, but now we do allow that. Note that computers use the `.` for decimal numbers. - example_code: | - ``` - {print} 'Two and a half plus two and a half is...' - {print} 2.5 + 2.5 - ``` - story_text_2: |- - **Maths with words** - In this level you can also do addition with words like this: example_code_2: | ``` a = 'Hello ' @@ -2755,414 +1315,15 @@ adventures: {print} 2.5 + 2.5 music: - name: music - default_save_name: music - description: Play a tune! levels: - 1: - story_text: |- - In this level you'll learn how to use the `{play}` command to play a tune! - - Type `{play}` followed by the note you want to play. The scale goes C-D-E-F-G-A-B. - As you can see there are 7 different letters, but we can play more than just 7 notes. - Type a number between 1 and 10 behind the letter to choose the scale, for example after B4 comes C5. - C1 is the lowest note you can play, C10 is the highest. - - ### Exercise - Try out the example code and then play around with it! Can you create your own melody? - In the next level you'll learn how to play some existing songs. - example_code: |- - ``` - {play} C4 - {play} D4 - {play} E4 - {play} F4 - {play} G4 - {play} A4 - {play} B4 - {play} C5 - ``` - 2: - story_text: | - ### Exercise - Finish the songs! We have started the codes for some melodies. - example_code: | - ``` - {print} Old Mac Donald had a farm - {play} C5 - {play} C5 - {play} C5 - {play} G4 - {play} A4 - {play} A4 - {play} G4 - ``` - story_text_2: As you can see, you can also use the `{sleep}` command to add a little pause in the song. - example_code_2: | - ``` - {print} Twinkle Twinkle Little Star - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} 1 - {play} F - {play} F - ``` - 3: - story_text: | - Create a random melody! - - ### Exercise - The example code creates a random melody, but it's very short and not many notes are used. - Add more notes to the list and create a longer melody by copying the last line a couple more times. - example_code: | - ``` - notes {is} A4, B4, C4 - {play} notes {at} {random} - {play} notes {at} {random} - {play} notes {at} {random} - ``` - 4: - story_text: | - Use the `{clear}` command to create a karaoke machine! - - ### Exercise - Finish the karaoke version of 'Mary had a little lamb'. - Then, create a karaoke version of any song you'd like! - example_code: | - ``` - {print} 'Mary had a little lamb' - {play} E - {play} D - {play} C - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Little lamb, little lamb' - {play} D - {play} D - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Mary had a little lamb' - {play} E - ``` - 5: - story_text: | - You don't always have to use the `{play}` command to play a whole song, sometimes you just want to play one note. - For example, if you want to make a quiz, you can play a happy high note if the answer is right and a sad low note if the answer is wrong. - - ### Exercise - Finish the first question by adding a line of code that plays a C3 note if the wrong answer is given. - Then think of 3 more questions to add to this quiz. - example_code: | - ``` - answer {is} {ask} 'What is the capital of Zimbabwe?' - {if} answer {is} Harare {play} C6 - _ - ``` 6: story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\n This calls for musical maths! Try out the example code a couple of times with different starting numbers. \nThen, see if you can compose a song using the numbers.\n" - example_code: | - ``` - number = {ask} 'Say a starting number between 1 and 67' - {print} number - {play} number - number = number + 1 - {print} number - {play} number - number = number + 1 - {print} number - {play} number - ``` - 7: - story_text: | - Using the `{repeat}` command can make your codes for melodies a lot shorter! - - ### Exercise - Finish the code for Twinkle Twinkle Little Star by using the `{repeat}`command. - Then go back to the songs you've made in the previous levels. Can you shorten those codes too? - example_code: | - ``` - {print} 'Twinkle Twinkle Little Star' - {repeat} 2 {times} {play} C4 - {repeat} 2 {times} {play} G4 - _ - ``` - 8: - story_text: | - Now that we can use the `{repeat}` command for multiple lines, we can make songs even more easily! - - ### Exercise - Finish the song of Brother John (Frère Jacques). Don't forget to use `{repeat}`! - example_code: | - ``` - {print} 'Brother John' - {repeat} 2 {times} - {play} C - {play} D - {play} E - {play} C - {repeat} 2 {times} - {play} E - {play} F - {play} G - {sleep} 1 - ``` - 9: - story_text: | - From this level on you can - among other things - use a {repeat} command inside a {repeat} command. - That makes songs like 'Happy birthday' even shorter! - - ### Exercise - Finish the song! - example_code: | - ``` - first_time = yes - {repeat} 2 {times} - {repeat} 2 {times} - {play} C - {play} D - {play} C - {if} first_time {is} yes - {play} F - {play} E - first_time {is} no - {else} - _ - ``` - 12: - story_text: | - Use functions in your songs! As you can see in the example code, you can make a function for each line of Twinkle Twinkle Little Star. Once you've programmed the first three lines, all you have to do is call the functions in the order you want them played in. - - ### Exercise - Finish the song of Twinkle Twinkle Little Star. - Then look back at all the songs you've programmed in the levels before, can you make those codes better and shorter using functions too? - example_code: | - ``` - {define} first_line - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} - - {define} second_line - {play} F - {play} F - {play} E - {play} E - {play} D - {play} D - {play} C - {sleep} - - {define} third_line - {play} G - {play} G - {play} F - {play} F - {play} E - {play} E - {play} D - {sleep} - - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - ``` - 13: - story_text: | - You can use a function with an argument for songs that have line that are almost the same, but slightly different each time. - One example is the song 'Yankee Doodle'. The first 4 notes of the first lines are the same, but each time they are followed by a different couple of notes. - - ### Exercise - Can you finish the song of Yankee Doodle? - Can you think of another song to program this way? - example_code: | - ``` - {print} 'Yankee Doodle' - {define} _ {with} note_1, note_2, note_3 - {play} C4 - {play} C4 - {play} D4 - {play} E4 - {play} _ - {play} _ - {play} _ - - {call} line_1 {with} 29, 31, 30 - {call} line_1 {with} 29, 28, 0 - {call} line_1 {with} 32, 31, 30 - - {play} C4 - {play} B3 - {play} G3 - {play} A3 - {play} B3 - {play} C4 - {play} C4 - ``` - 14: - story_text: | - You can program music for fun, but you can also use the musical notes to make something useful like a fire alarm! - - ### Exercise - Make sure the fire alarm rings when there is a fire! - example_code: | - ``` - {define} fire_alarm - {print} 'FIRE!' - note = 40 - {for} i {in} {range} 1 {to} 100 - {if} note _ 50 - note = note + 5 - {play} _ - {else} - note = 40 - - fire = {ask} 'Is there a fire?' - {if} fire _ 'yes' - {call} fire_alarm - ``` - 15: - story_text: | - **Warning** This adventure can become extremely annoying! - We can also use the {while} command to repeat a song forever. - - ### Exercise - Finish the never-ending song. - example_code: | - ``` - {define} song - {play} _ - - yes_or_no = {ask} 'Do you want to hear my never-ending song?' - {while} yes_or_no = 'yes' - {call} song - {print} '🥳' - ``` - 16: - story_text: | - Upgrade your Old MacDonald code! - - ### Exercise - Take your code from the 'Sing a Song' adventure and add musical notes to it! - You can make a function for each line in the song and call that function after the line is printed. - We defined the first line for you and called it in the code. Can you finish the whole song? - example_code: | - ``` - {define} line_1 - {for} i {in} {range} 1 {to} 3 - {play} G - {play} D - {for} i {in} {range} 1 {to} 2 - {play} E - {play} D - - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - for i in range 1 to 3 - animal = animals[i] - sound = sounds[i] - print 'Old MacDonald had a farm' - call line_1 - print 'E I E I O!' - _ - ``` - 17: - story_text: | - You can use the {elif} to create different options. - - ### Exercise - Firstly, add colons to get the code to work. - Then finish this code by adding at least 2 other songs for other moods. For example a happy song and an angry song. - example_code: | - ``` - {define} scary_song - {for} i {in} {range} 1 {to} 3 - {play} G - {play} E - {sleep} 2 - {for} i {in} {range} 1 {to} 3 - {play} F - {play} D - - mood = {ask} 'Which emotion are you feeling?' - {if} mood {is} 'fear' - {call} scary_song - {elif} _ - ``` - 18: - story_text: | - ### Exercise - Even in this last level of Hedy we can make some music! Be careful of all the syntax that is needed now. - Take a good look at how the functions are defined and called upon in the example code. - Finish the song! - example_code: | - ``` - {def} line_1(): - {for} i {in} {range}(1, 5): - {play} A - {play} D - {play} F - {play} A - - {def} line_2(): - {for} i {in} {range}(1, 5): - {play} G - {play} C - {play} E - {play} G - - {def} line_3(): - _ - - {print} ('The drunken sailor') - {print} ('What shall we do with the drunken sailor?') - line_1() - line_2() - line_3() - {print} ('Early in the morning') - ``` parrot: - name: Parrot - default_save_name: Parrot - description: Create your own online pet parrot that will copy you! levels: 1: - story_text: | - Create your own online pet parrot that will copy you! - example_code: | - ``` - {print} Im Hedy the parrot - {ask} whats your name? - {echo} - {echo} - ``` story_text_2: | ### Exercise Can you make the parrot ask a different question? Fill in the blanks in the example! - example_code_2: | - ``` - {print} Im Hedy the parrot - {ask} _ - {echo} - {echo} 2: story_text: | Create your own online pet parrot that will copy you! @@ -3197,56 +1358,17 @@ adventures: story_text: | In this level we have to use quotation marks with the commands `{ask}` and `{print}`. Can you complete the code by adding quotation marks? - example_code: | - ``` - words {is} squawk, Hedy - {print} _ Train your parrot! _ - new_word {is} {ask} _ Which word do you want to teach them? _ - {add} new_word {to_list} words - {print} _ 🧒 Say _ new_word _, Hedy!_ - {print} _ 🦜 _ words {at} {random} - ``` 5: story_text: | Reward your parrot if it says the correct word! Finish the code by filling in the 4 missing commands. - example_code: | - ``` - words {is} squawk, Hedy - {print} 'Train your parrot!' - new_word {is} {ask} 'Which word do you want to teach them?' - {add} new_word {to_list} words - said_word {is} words {at} {random} - {print} '🧒 Say ' new_word ', Hedy!' - {print} '🦜 ' said_word - _ said_word {is} new_word _ '🧒 Great job, Hedy! 🍪' - _ _ '🧒 No, Hedy! Say ' new_word - ``` piggybank: - name: Piggy Bank - default_save_name: Piggy Bank - description: Count your pocketmoney! levels: 12: story_text: | In this adventure you learn how to make a digital piggy bank. Finish the code to calculate how much money you have and how long you need to save up to buy what you want! - example_code: | - ``` - {print} 'The digital piggy bank' - wish = {ask} 'What would you like to buy?' - price = {ask} 'How much does that cost?' - saved = {ask} 'How much money have you saved already?' - allowance = {ask} 'How much pocket money do you get per week?' - to_save = price - saved - weeks = to_save / allowance - {print} 'You can buy a ' _ ' in ' _ ' weeks.' - ``` 14: - story_text: | - ### Exercise - In this level you can let Hedy tell you if you have saved up enough money! - Finish this code by filling in the blanks! example_code: | ``` _ calculate_budget with wish, money, allowance @@ -3266,45 +1388,7 @@ adventures: {call} calculate_budget with _, _, _ ``` pressit: - name: Key presses - default_save_name: Pressed - description: Try linking a keyboard key to a command! levels: - 5: - story_text: | - In this level there is another new keyword: `{pressed}`! - With `{pressed}` you can use keys on your keyboard to control what lines are used. - - ### Exercise - Look at the example and add one more line of code that reacts to a key press. - example_code: | - ``` - {print} 'Do you want a good (g) or bad (b) ending?' - {if} g {is} {pressed} {print} 'They lived happily ever after ❤' - {else} {print} 'The prince was eaten by a hippopotamus 😭' - ``` - story_text_2: | - You can also link turtle commands to keys. - - ### Exercise - Copy the lines a few times so you can create a larger drawing. - example_code_2: | - ``` - {if} y {is} {pressed} {forward} 15 - {else} {turn} 90 - ``` - 7: - story_text: | - Now that you have learned about `{repeat}`, we can press keys multiple times. - You can use it to make the turtle walk forward and turn. - - ### Exercise - The code you have seen in level 5 only checks the key once. Copy the example code and add a `{repeat}` to it, so that you can press the keys many times. - Use this code to draw something nice. - example_code: | - ``` - {if} x {is} {pressed} {forward} 15 {else} {turn} 90 - ``` 9: story_text: | Now that you know how to combine statements, you can create a touch type tool with `{pressed}`. @@ -3312,54 +1396,9 @@ adventures: ### Exercise Finish the code. Each time a random letter should be chosen, which you have to press. You get a point for a correct press, and and two points deduction for a wrong press. **(extra)** Clear the screen after each letter, and show the user how many points they have scored. - example_code: | - ``` - points = 0 - letters = a, b, c, d, e - {repeat} 10 {times} - letter = _ _ _ - {print} 'Press the letter ' letter - {if} letter {is} {pressed} - _ - _ - _ - ``` print_command: - name: '{print}' - default_save_name: print - description: Introduction print command levels: - 1: - story_text: | - ## The print command - You can print text to the screen using the `{print}` command. - example_code: | - ``` - {print} Hi there, programmer! - {print} Welcome to Hedy! - ``` - story_text_2: | - ### Exercise - In Hedy you will find exercises in every adventure. An exercise allows you to practise the new commands and concepts, and lets you give your own twist to the example codes. - In this exercise you will see a pink blank space. You have to fill something in the place of the blank space before the code can be run. - - Fill in the `{print}` command in the blank space and then add five more lines of code. Each line has to start with a `{print}` command. - Have fun! - example_code_2: | - ``` - _ Hello! - ``` 18: - story_text: |- - We arrived at real Python code! That means we need to use parentheses with `{print}` and `{range}` from now on. - It also means you can use Hedy code from this level in any Python environment as long as you use the English commands. If you haven't until now, you can switch the toggle in the commands menu to do so. - example_code: | - ``` - {print}('Hello!') - {for} i {in} {range}(1, 10): - {print}('This is line ', i) - ``` - story_text_2: If you want to print more than one item, you need to separate them by commas. example_code_2: | ``` temperature = 25 @@ -3367,158 +1406,13 @@ adventures: ``` {print}('My name is ', name) - quizmaster: - name: Quizmaster - default_save_name: Quizmaster - description: Make your own quiz! - levels: - 14: - story_text: | - ### Exercise - In this adventure you can make your own quiz! Fill in the blanks, add more questions and enjoy your own quiz! - You can make a quiz about anything you like: your hobby, your favorite animal, your favorite book or anything at all! - example_code: | - ``` - {print} 'Make your own quiz' - points_a = 0 - points_b = 0 - {print} 'Question' - {print} 'Answer option A' - {print} 'Answer option B' - answer = {ask} 'Which answer?' - {if} answer == 'A' - points_a = points_a + 1 - {if} answer == 'B' - points_b = points_b + 1 - {print} 'End of the quiz!' - {print} 'Lets see the results!' - {if} points_a > points_b - {print} 'You belong to the A club' - {if} points_b > points_a - {print} 'You belong to the B club' - ``` - quotation_marks: - name: '''quotation marks''' - default_save_name: quotation_marks - description: Introduction quotation marks - levels: - 4: - story_text: | - ## 'Quotation marks' - In level 4 `{ask}` and `{print}` have changed. - You must put text that you want to print between quotation marks. - This is useful, because now you can print all the words you want. Also the words you used to store something with `{is}`. - Most programming languages also use quotation marks when printing, so we are also getting a step closer to real programming! - example_code: | - ``` - {print} 'You need to use quotation marks from now on!' - answer {is} {ask} 'What do we need to use from now on?' - {print} 'We need to use ' answer - ``` - story_text_2: | - ## Contractions - Important! Mind that now that we're using quotation marks, Hedy will get confused when you use the apostrophe for contractions like I'm or What's. - Make sure to remove those apostrophes and change the spelling to I am or What is. - Check out the example code to see the wrong way of using apostrophes. - example_code_2: | - ``` - _ This is the wrong way of using apostrophes _ - {print} 'I'm babysitting my sister's kids' - {print} 'What's more fun than that?' - ``` - 12: - story_text: | - **All texts need to be in quotation marks** - For this level on you will also have to use quotation marks when storing a text with `=`: - example_code: | - ``` - name = 'Hedy the Robot' - {print} 'Hello ' name - ``` - story_text_2: | - **All items in lists need quotation marks too** - Lists are texts, so they need quotation marks too. Mind that each single item on the list has quotation marks. - This allows you to save two words as 1 item on the list, for example 'Black Widow'. - example_code_2: | - ``` - superheroes = 'Spiderman', 'Batman', 'Black Widow' - {print} superheroes {at} {random} - ``` - story_text_3: | - **All text after `{if}` comparisons need quotation marks too** - example_code_3: | - ``` - name = {ask} 'What is your name?' - {if} name = 'Hedy the Robot' - {print} 'Hi there!' - ``` - story_text_4: | - **Numbers don't need quotation marks** - For numbers, you do not use quotation marks in the `=`: - example_code_4: | - ``` - score = 25 - {print} 'You got ' score - ``` random_command: - name: '{random}' - default_save_name: random_command - description: introducing at random command levels: - 3: - story_text: | - ## At random - In this level you can make a list using the `{is}` command. You can let the computer choose a random item from that list. You do that with `{at} {random}`. - example_code: | - ``` - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - ``` - story_text_2: | - You can use the `{at} {random}` command in a sentence as well. - example_code_2: | - ``` - food {is} sandwich, slice of pizza, salad, burrito - {print} I am going to have a food {at} {random} for lunch. - ``` - story_text_3: | - ### Exercise - Try out the `{at} {random}` command by making your own gameshow (like the ones on tv) where you choose a door or suitcase and it contains a big price! - Can you do it? We have already put the first lines into the example code. - example_code_3: | - ``` - {print} The big gameshow! - {print} There are 3 suitcases in front of you... - chosen {is} {ask} Which suitcase do you choose? - prices {is} _ - _ - ``` 16: story_text: |- We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. For example: `friends[1]` is the first name on the list of friends, as you can see in the first part of the example code. The second part of the example code shows you that we can also match 2 lists using the variable i. - example_code: | - ``` - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - ``` - story_text_2: |- - Now that you've learned to use the brackets in lists, you can also start using the {at} {random} command in the Python way! - You simply type the name of your list with `[random]` behind it! - example_code_2: |- - ``` - fruit = ['apple', 'banana', 'cherry'] - {print} fruit[random] - ``` repeat_command: - name: '{repeat}' - default_save_name: repeat_command description: repeat command levels: 7: @@ -3528,23 +1422,6 @@ adventures: ### Exercise Play around with the repeat command. Can you make the happy birthday song in only 3 lines of code instead of 4 now? - example_code: | - ``` - {repeat} 3 {times} {print} 'Hedy is fun!' - ``` - 8: - story_text: | - ### Repeat commands and indentation - In this level you can repeat multiple lines of code with only 1 repeat command. - You do this by making a block of lines that you want to repeat. - The lines in this block will need **indentation** . - That means putting four spaces at the beginning of each line. You will also have to indent when you just want to create a block of one line. - example_code: | - ``` - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This is all repeated 5 times' - ``` 9: story_text: | Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... @@ -3560,55 +1437,15 @@ adventures: {else} {print} 'Maybe you should practice some more in the previous level' repeat_command_2: - name: '{repeat} 2' - default_save_name: repeat_command_2 description: repeat command 2 levels: 7: - story_text: | - ## Repeat with other commands and with variables - You have practiced the `{repeat}` command in combination with the `{print}` command now, but did you know you could also use other commands with `{repeat}` ? - In this example code you can see that `{repeat}` can also be used with an `{ask}`, `{if}` or `{else}` command. - example_code: | - ``` - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - ``` story_text_2: | Another interesting thing you can so with the `{repeat}` command is using variables to set the amount of times something should be repeated. In the example code you can see that we first ask the person how old they are. Then, in line 3, the question is repeated 'age' times. So we have used the variable 'age' with the `{repeat}` command. - example_code_2: | - ``` - {print} 'Yay! It is your birthday!' - age = {ask} 'How old are you now?' - {repeat} age {times} {print} 'Hip Hip Hurray!' - ``` - 8: - story_text: | - ### In the block or not? - In this level you have to think carefully which lines of code should be in the block and which shouldn't. - For example: If you want to sing the song *the muffin man*. You only want the line with 'the muffin man' to be repeated twice. - This means the last line shouldn't start with indentation as it doesn't belong to the block. - If you do start the last line with indentation the song will turn out wrong. - - ### Exercise - Each line in the example code starts with a blank. Remove the blanks and try to figure out which line need indentation and which don't to make the muffin man song. - example_code: | - ``` - _ {print} 'Do you know the muffin man?' - _ {repeat} 2 {times} - _ {print} 'The muffin man' - _ {print} 'Do you know the muffin man, who lives on Drury Lane?' - ``` restaurant: - name: Restaurant - default_save_name: Restaurant - description: Create your own virtual restaurant levels: 1: - story_text: | - In level 1 you can make your own virtual restaurant and take your guests' orders. story_text_2: | ### Exercise Can you think of more lines to add to your restaurant code? For example, can you {ask} the guests what they'd like to drink, tell them the price, or wish them a pleasant meal? @@ -3624,15 +1461,6 @@ adventures: story_text: | In level 2 you could expand your restaurant by using variables. In level 1 Hedy could only {echo} the order once and only remember the last thing that was ordered. Now you can use variables and Hedy can remember both the food and the toppings! - example_code: | - ``` - {print} Welcome to Hedy's restaurant! - {print} Today we're serving pizza or lasagna. - food {is} {ask} What would you like to eat? - {print} Great choice! The food is my favorite! - topping {is} {ask} Would you like meat or veggies on that? - {print} food with topping is on its way! - ``` story_text_2: | ### Exercise Can you make this code more elaborate? For example by adding drinks to the order? Or...? @@ -3709,21 +1537,6 @@ adventures: 6: story_text: | In this level you can use maths to calculate the total price of your customer's order, which can make your virtual restaurant more realistic. - example_code: | - You can make a simple restaurant code, like this: - ``` - {print} 'Welcome to Restaurant Chez Hedy' - {print} 'Here is our menu:' - {print} 'Our main courses are pizza, lasagne, or spaghetti' - main = {ask} 'Which main course would you like?' - price = 0 - {if} main {is} pizza price = 10 - {if} main {is} lasagne price = 12 - {if} main {is} spaghetti price = 8 - {print} 'You have ordered ' main - {print} 'That will be ' price ' dollars, please' - {print} 'Thank you, enjoy your meal!' - ``` 7: story_text: | In this level you've learned how to use the `{repeat}` command to repeat a line of code a certain amount of times. @@ -3738,24 +1551,6 @@ adventures: {repeat} _ {times} food = {ask} 'What would you like to eat?' {print} 'Thanks for your order! Its coming right up!' ``` - 8: - story_text: | - In this level you can make your virtual restaurant more elaborate by repeating multiple lines of code. Like this: - - ### Exercise - This code can be expanded with more items on the menu, for example offering drinks, and/or multiple courses or desserts. Add at least one more item. - **Extra** Add even more items, as many options as you like! - example_code: | - ``` - {print} 'Welcome to Restaurant Chez Hedy!' - people = {ask} 'How many people will be joining us today?' - {print} 'Great!' - {repeat} people {times} - food = {ask} 'What would you like to order?' - {print} food - {print} 'Thank you for ordering!' - {print} 'Enjoy your meal!' - ``` 9: story_text: | In this level you can use nesting to make your restaurant more realistic and more fun! @@ -3869,48 +1664,9 @@ adventures: price = price - 3 {print} 'That will be ' price ' dollars' ``` - 15: - story_text: | - With the `{while}` you can make sure your costumers can keep adding orders until they are done. - - ### Exercise - Correctly add the `{while}` command to this code. - example_code: | - ``` - {print} 'Welcome at McHedy' - more = 'yes' - _ - order = {ask} 'What would you like to order?' - {print} order - more = {ask} 'Would you like to order anything else?' - {print} 'Thank you!' - ``` rock: - name: Rock, paper, scissors default_save_name: Rock - description: Make your own rock, paper, scissors game levels: - 1: - story_text: | - In level 1 you can start with a rock, paper, scissors game. - - With `{ask}` you can make a choice, and with `{echo}` you can repeat that choice. - example_code: | - ``` - {print} what do you choose? - {ask} choose from rock, paper or scissors - {echo} so your choice was: - ``` - story_text_2: | - ### Exercise - Instead of using words, you could also use emojis: ✊✋✌ - Can you create a code using emojis? - example_code_2: | - ``` - {print} what do you choose? - {ask} choose from _ - {echo} so your choice was: - ``` 2: story_text: | In this level you can practise using the variables, so that you can make the rock, paper, scissors game in the next level! @@ -3920,11 +1676,6 @@ adventures: {print} I choose _ ``` 3: - story_text: | - You can use the `{at} {random}` command to let the computer pick rock, paper or scissors! - - ### Exercise - Finish the code by using the `{at} {random}` command. example_code: | ``` choices {is} rock, paper, scissors @@ -3940,16 +1691,6 @@ adventures: {print} player 1 chooses... choices {at} {random} {print} player 2 _ ``` - 4: - story_text: | - In this level we can further program rock, paper, scissors. But if you want to add text, you have to use quotation marks here too. - ### Exercise - Fill in quotation marks on the blanks. Mind that the variable `choices` should be outside the quotes. - example_code: | - ``` - choices {is} rock, paper, scissors - {print} _The computer chooses..._ choices {at} {random} - ``` 5: story_text: | In this level we can determine who won. @@ -4002,47 +1743,7 @@ adventures: 13: story_text: | With the `{and}` command you can shorten your rock, paper, scissors code! Check out the example code below and try to finish it. - example_code: | - ``` - options = 'rock', 'paper', 'scissors' - your_choice = {ask} 'What do you choose?' - computer_choice = options {at} {random} - {print} 'You choose ' your_choice - {print} 'The computer chooses ' computer_choice - {if} computer_choice {is} your_choice - {print} 'Tie' - {if} computer_choice {is} 'rock' {and} your_choice {is} 'paper' - {print} 'You win!' - {if} computer_choice {is} 'rock' {and} your_choice {is} 'scissors' - {print} 'The computer wins!' - _ - ``` - 15: - story_text: | - ### Exercise - Play until you beat the computer! But first, finish the example code... - example_code: | - ``` - won = 'no' - options = 'rock', 'paper', 'scissors' - {while} won == 'no' - your_choice = {ask} 'What do you choose?' - computer_choice = options {at} {random} - {print} 'you chose ' your_choice - {print} 'the computer chose ' computer_choice - {if} computer_choice == your_choice - {print} 'Tie!' - {if} computer_choice == 'rock' {and} your_choice == 'scissors' - {print} 'You lose!' - {if} computer_choice == 'rock' {and} your_choice == 'paper' - {print} 'You win!' - won = 'yes' - _ - ``` rock_2: - name: Rock, paper, scissors 2 - default_save_name: rock_2 - description: Part 2 of rock, paper, scissors levels: 2: story_text: | @@ -4056,9 +1757,6 @@ adventures: {print} I choose choice ``` secret: - name: SuperSpy - default_save_name: SuperSpy - description: Make your own spy code levels: 12: story_text: | @@ -4084,174 +1782,16 @@ adventures: 13: story_text: | Can you fill in the right command on the blank? Mind: The superspy has to answer BOTH questions correctly, before they get the confidential information! - example_code: | - ``` - name = {ask} 'What is your name?' - password = {ask} 'What is your password?' - {if} name {is} 'Agent007' _ password {is} 'TOPSECRET' - {print} 'Go to the airport at 02.00' - {else} - {print} 'Go to the trainstation at 10.00' - ``` - simon: - name: Simon Says - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - Let's make a game of Simon Says! Simon Says is a memory game in which the player will be given a color. They have to repeat that color back. - If they get it right a color is added to the sequence, so they now have to remember 2 colors, then 3, then 4 etc. the game stops as soon as the player makes a mistake. - - ### Exercise - In this first part of the Simon Says adventure, we'll let the computer pick a random color and add it to a list. - - ***Make 2 lists*** First, make a list called `colors` and fill it with the colors red, yellow, green and blue. - Then make a list called `simon_sequence`. This list will be used as the answer. - At the start of the game this lists need to be empty. unfortunately, we can't create an empty list (yet), so we'll fill it with the words 'empty' and 'list' and we'll remove them from the list immediately. - - ***Create a function that adds a color to the sequence*** Now that we have an empty list called simon_sequence, we can start filling it with random colors. - We do that with a function, so we can call it everytime there's a new level in our game. Create a function called `add_random_color`. - Then create the variable random_color and set it to a random color. Next, add this random color to the simon_sequence. - - ***Create a function that shows the simon_sequence*** Start by naming the new function `show_simon_sequence` with `level` as an argument. Now we want to show as many colors as the level we are in (in level 1 you see 1 color, in level 2 you see 2 colors etc). - So we repeat `level` times, to print the `simon_sequence[i]`. Each time a color is shown, wait for 1 second and then clear the screen. - - ***Test your program*** Before you go to the next level, test if the functions are working by calling both of the functions. If they're working you should see a random color in your output screen. - Remove this testing part of your code, copy the code and continue to the next tab to learn more about the simon says game! - example_code: | - ``` - # Make 2 lists - colors = _ - _ = ['empty', 'list'] - {remove} _ {from} simon_sequence - {remove} _ - - # Create a function that adds a color - _ add_random_color - _ - {add} _ - - # Create a function that shows the simon_sequence - {define} _ - {for} i {in} {range} 1 {to} _ - {print} _ - _ - _ - - # Test your program - {call} _ - {call} show_simon_sequence {with} 1 - ``` - simon_2: - name: Simon Says 2 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - We'll continue with our Simon Says game! - - ### Exercise - ***Paste your code here*** Paste your code from the previous level here. Don't forget to remove the part that was just used for testing the functions. - - ***Create a function that creates the player_sequence*** The list `player_sequence` is used to capture the answers of the player. First we define the function with the argument level. - Next, we ask level times what the color is that they choose. We call that variable `answer`. Then we add the variable `answer` to the list player_sequence. - - ***Setting up the game*** Before we program the game in the next tab, we'll need some starting variables. First, we'll set the variable `level` to 1 and the variable `game_over` to False. - Then we make an introduction for the game. We'll print 'Welcome to Simon Says!' and clear the screen after 1 second. - - ***Continue to the next tab to finish the game!**** Don't forget to copy your code and take it with you to the next tab. - example_code: | - ``` - # Paste your code here - - - # Create a function that creates the player_sequence - {define} _ - {for} _ - _ 'What is color number ' i '?' - {add} answer {to} _ - - # Set up - level = _ - game_over = _ - {print} _ - _ 1 - _ - ``` - simon_3: - name: Simon Says 3 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - In this tab we'll program the game of Simon Says! - - ### Exercise - ***Paste your code*** Copy your code from the previous tab and paste it here. - - ***Program the game*** We start by making sure the game goes on while the game isn't over. Then we print what level the player is on, we use the variable level for that. We only show that for 1 second and then we clear the screen again. - Now, we have to create the empty list player_sequence. We've already programmed how to fill the list, with our function `player_sequence`, but we never made the list itself. To create the list we use the same trick as we did in the previous tab. - We'll make a list with the words 'empty' and 'list' on it, and then we remove both these words. Next, we'll call all of the 3 functions that we've created. - Lastly, we'll have to check if the player gave the correct answers (so if the player_sequence and the simon_sequence are the same). - If that's the case, we'll compliment the player. Wait for 1 second and increase the level with 1. - Did the player give the wrong answer, we'll tell them and end the game by setting game_over to 'True' - - ***Enjoy your game!*** Great job! Does your game not work? Use the ladybug button to debug your code! - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - {print} _ - _ - _ - _ = ['empty', 'list'] - {remove} _ - {remove} _ - {call} _ - {call} _ {with} _ - {call} _ {with} _ - {if} player_sequence == _ - _ - _ - _ - {else} - _ - game_over = _ - ``` sleep_command: - name: '{sleep}' - default_save_name: sleep_command description: introducing sleep command levels: 2: story_text: | ## The sleep command Another new command in this level is `{sleep}`, which pauses your program for a second. If you type a number behind the {sleep} command, the program pauses for that amount of seconds. - example_code: | - ``` - {print} My favorite colour is... - {sleep} 2 - {print} green! - ``` songs: - name: Sing a song! - default_save_name: Song - description: Print a song levels: 6: - story_text: | - Songs often contain a lot of repetition. Sometimes the repetition is also based on counting. - For example, in the well-known song 'Bottles of beer'. You can program that song with a little math. - - Tip: Use the read aloud function to let Hedy sing the song to you! - - ### Exercise - You can now repeat lines 2 to 7 as many times as you want by copying the lines. example_code: | ``` verse = 99 @@ -4262,9 +1802,6 @@ adventures: {print} verse ' bottles of beer on the wall' sleep ``` - story_text_2: | - This children's song counts down from 5 little monkeys to 1 monkey. - If you copy line 2 - 7 and paste it under the the code, you can sing the whole song! example_code_2: | ``` number = 6 @@ -4362,10 +1899,6 @@ adventures: Print the song Five little moneys jumping on the bed. Look up the text if you don't remember. **(extra)** Print the song Old MacDonald had a farm, and make sure all animals make a different sound, using an `{if}`. - example_code_2: | - ``` - monkeys = 5, 4, 3, 2, 1 - ``` 11: story_text: | In this level you can use the `{for} i {in} {range}` command to make songs that use counting, like the 5 little monkeys. @@ -4388,311 +1921,24 @@ adventures: In this song we can make it even easier to program '{if} you're happy and you know it, clap your hands'. Because we can put all of the actions in a variable, check it out: ### Exercise - Can you add the right amount of indentation to each line to make the song play correctly? - Hint: Not all lines need indentation. - example_code: | - ``` - _ actions = 'clap your hands', 'stomp your feet', 'shout Hurray!' - _ {for} action {in} actions - _ {for} i {in} {range} 1 {to} 2 - _ {print} 'if youre happy and you know it' - _ {print} action - _ {print} 'if youre happy and you know it and you really want to show it' - _ {print} 'if youre happy and you know it' - _ {print} action - ``` - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, but did you know that you could combine them with {ask} commands as well? - In this example we have changed the 'My Bonnie' program and made it interactive. You are now asked where Bonnie is. - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is ' place - - chosen_place = {ask} 'Where do you want Bonnie to be?' - synonym = {ask} 'What is another word for that?' - - {call} song {with} chosen_place - {call} song {with} synonym - {call} song {with} chosen_place - ``` - 16: - story_text: | - In this level, you can program a song like OldMacDonald even more quickly. You can connect the right animal to the right sound by simply putting them in the same place in the list. - The Drunken Sailor is also quickly made in this level. You only need 8 lines for the entire song, check it out! - - ### Exercise - Complete the Old MacDonald song by setting the variable `animal` to `animals[i]` and `sound` to `sounds[i]`. - example_code: | - ``` - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - {for} i {in} {range} 1 {to} 3 - animal = _ - sound = _ - {print} 'Old MacDonald had a farm' - {print} 'E I E I O!' - {print} 'and on that farm he had a ' animal - {print} 'E I E I O!' - {print} 'with a ' sound sound ' here' - {print} 'and a ' sound sound ' there' - {print} 'here a ' sound - {print} 'there a ' sound - {print} 'everywhere a ' sound sound - ``` - - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines - {for} i {in} {range} 1 {to} 3 - {print} line - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - 18: - story_text: | - In level 16 we made songs using lists. These programs however are no longer working properly in this level. The colons from level 17 and the brackets from level 18 still need to be added. - - ### Exercise 1 - The Drunken sailor song is given as sample code, but not yet working. - Can you make sure everything works again? To help you, we've put _ in the places of _some_ errors. - - ### Exercise 2 - Now also look up your Old MacDonald song from level 16, and correct it. - example_code: | - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines _ - {for} i {in} {range} 1 {to} 3 _ - {print} _ line _ - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - songs_2: - name: Sing a song! 2 - default_save_name: Song 2 - description: Sing a song 2 - levels: - 12: - story_text: | - Songs contain a lot of repetition. We can capture it with a function! - ### Exercise - Look at the example code with the function. Fill out the two lines so the full song is printed. - example_code: | - ``` - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} _ - ``` - 16: - story_text: | - ### Exercise - Finish the nursery rhyme! - example_code: | - ``` - number = ['one', 'two', 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'ten'] - object = ['on his drum', 'on his shoe', 'on his knee', 'on his door', 'on his hive', 'on his sticks', 'up in heaven', 'on his gate', 'on his vine', 'once again'] - - _ - {print} 'This old man' - {print} 'He played ' _ - {print} 'He played knick-knack ' _ - {print} 'With a knick-knack paddywhack' - {print} 'Give the dog a bone' - {print} 'This old man came rolling home' - {sleep} 8 - {clear} - ``` - story_text_2: | - ### Exersice 2 - Now create your own code for the nursery rhyme 'The wheels on the bus' on the same way! - example_code_2: | - ``` - object = ['wheels', 'doors', _] - movement = [ 'round and round', 'open and shut', _] - ``` - tic: - name: Tic-Tac-Toe - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - Let's program a game of tic-tac-toe! - - ### Exercise - In this adventure we'll start with creating an empty field. - - ***Create a list called field*** This list will be our playing field. This list is filled with 9 dots, since there are no x's and o's yet at the start of our game. - - ***Create a function that prints the field*** Firstly, clear the screen so the old playing fields will be removed. Then we print the first line of our Tic Tac Toe field. This line constists of the first 3 spots in our list field. - We have already programmed this line for you. Now finish the field by printing spot 4, 5, and 6 on the second row and spot 7, 8 and 9 in the third row. - - ***Call the function that prints the field*** Now call the function. -
- Run the code. Your output should look like this: -
- - ***Continue in the next tab*** In the next tab you'll learn how to program the game itself. - example_code: | - ``` - # Create a list called field - _ = ['.', '.', '.', '.', '.', '.', '.', '.', '.'] - - # Create a function that prints the field - {define} print_field - _ - {print} 'TIC TAC TOE' - {print} field[1] field[2] field[3] - _ - _ - - # Call the function - ``` - 17: - story_text: | - In the previous level you've learned how to make a tic-tac-toe game. The game works, but is quite annoying as it keeps asking you if you've won yet. - Now that we have the {elif} command, we can let the game decide if someone has won and it can stop asking us! - - ### Exercise - ***Paste your code*** Paste your code from the previous level here and make it level 17 proof. In this level you've learned to use a colon everytime you create a block of code. Please add the colons in the correct spots. - - ***Create a function that detects if someone's won*** We have started the function for you, paste it under the function `print_field` and finish the function. You can see that this first piece of code checks to see if spot 1, 2 and 3 are the same, because if they are you have 3 in a row. - It also checks if they are not a dot, because if they are, the line might have the same symbols on them, but that's just because it's still empty. - If all these conditions are met, the game is over and the winner is printed. - Finish this function with all possible ways to win. This means you have to make this for the other 2 rows, 3 columns and 2 diagonals. - If you've finished all the other options, the function should return the variable `game_over` so we can use it in our game. - - ***Call the function in the game*** Go to the line `game_over = {ask} 'Did you win?'` and change it to `game_over = {call} detect_winner {with} field, sign`. Now the function will check if there's a winner and the game doesn't need to keep asking anymore! - - ***Enjoy your game!*** Great job! You have finished the game! Enjoy playing it! - - example_code: | - ``` - # Paste your code here and make it level 17 proof - - # Create a function that detects if someone has won - {define} detect_winner {with} field, sign: - {if} field[1] == field[2] {and} field[2] == field[3] {and} field[1] != '.': - game_over = 'yes' - {print} 'Player ' sign 'wins!' - {elif}: - _ - {else}: - game_over = 'no' - {return} _ - ``` - tic_2: - name: Tic-Tac-Toe 2 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - In the previous adventure you've learned how to create a playing field. Now you'll learn how to create the game! - - ### Exercise - ***Paste your code*** Start by pasting your code from the previous adventure here. - - ***Add variables*** Underneath your list called `field` we'll add 2 more variables that we'll need to program the game. - The variable `game_over` tells us if the game is over, and should be 'no' at the start of the game. - The variable `sign` tells us if it's the turn of player x or player o. Set the variable to 'x'. - - ***The game*** First use a {while} command, to make sure the game keeps on playing the variable while game_over is set to no. - During the game, we first ask the player which spot they choose. Then we change the field with the number they chose into their sign. - Then we print the field again and we ask the player if they've won yet. Lastly we want to switch whose turn it is, so if the sign is 'x' it should be 'o' and the other way around. - - ***Test your game*** Does your game work? Great, have fun playing the game! If not, use the ladybug button to debug your code. - You might have noticed one mistake in the code though, you can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! Go to the next tab to learn how to fix this problem. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add variables - game_over = _ - sign = _ - - # The game - {while} _ - choice = _ 'Player ' sign '_?' - field[choice] = _ - _ print_field - game_over = {ask} _ - {if} sign = 'o' - sign = _ - _ - sign = _ - ``` - tic_3: - name: Tic-Tac-Toe 3 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - You might have noticed one mistake in the code you've made in the previous adventure. You can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! In this tab we'll fix that mistake. - - ### Exercise - ***Paste your code here*** Paste your code from the previous adventure here. - - ***Fix the mistake*** To fix the mistake we replace the line that says `field[choice] = sign`. This turns any spot that the player has chosen into their sign. - Go to the header that says 'Use this to fix the mistake' and finish the code. We first want to check if the chosen spot is still empty, so `if field[choice] = '.'`. If that is the case, you are allowed to take it. - Then we make an else command and print 'Sorry, this spot is already taken' if the spot is not empty. Lastly, we add a {sleep} command, so the players can actually read the text before it gets cleared again. - Now copy this piece of code and replace the line `field[choice] = sign` with this new piece of code. - - ***Play your game!*** Now the game should work properly! Good job! - The only flaw is that you can get a bit annoyed that the game keeps asking you if you've won yet. Do you want to fix that? Go to level 17 and we'll fix it! + Can you add the right amount of indentation to each line to make the song play correctly? + Hint: Not all lines need indentation. + songs_2: + levels: + 12: example_code: | ``` - # Paste your code here + {define} twinkle + {print} 'Twinkle' + {print} '...' - # Use this to fix the mistake - {if} _ = '.' - field[choice] = sign - {else} - {print} _ - _ + {call} twinkle + {print} 'Up above the world so high' + {print} 'Like a diamond in the sky' + {call} _ ``` turtle: - name: Turtle - default_save_name: Turtle - description: Make your own drawing levels: - 1: - story_text: | - You can also use Hedy to draw. By combining turns and lines, you can make a square or stairs! - - Using `{forward}` you draw a line forwards. The number behind it determines how far the turtle will walk. `{turn} {right}` turns a quarter turn in clockwise direction, `{turn} {left}` turns counter clockwise. - - If you want to go backwards, you use the `{forward}` command but with a negative number. So for example `{forward} -100` - example_code: | - ``` - {forward} 100 - {turn} {left} - ``` - story_text_2: | - ### Exercise - This is the start of a little staircase. Can you make it have 5 steps? - example_code_2: | - ``` - {forward} 20 - {turn} {right} - {forward} 20 - {turn} {left} - {forward} 20 - ``` 2: story_text: | In this level you can use variables to make the turtle interactive. For example you can ask the player how many steps the turtle must make. @@ -4724,63 +1970,7 @@ adventures: Use `{at} {random}` to choose a value from a list. ### Exercise Can you copy and paste lines 2 and 3 to create a longer random path? - example_code: | - ``` - angles {is} 10, 50, 90, 150, 250 - {turn} angles {at} {random} - {forward} 25 - ``` - 4: - story_text: | - In level 4 you have to use quotation marks with `{print}` and `{ask}`. Also when drawing! - example_code: | - ``` - {print} _ Drawing figures _ - angle {is} 90 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - ``` - story_text_2: | - You can also change the color of the lines with the command `{color}`. Check out the example. - You can also use the command `{color} {white}` to make 'invisible' lines. You could use these white lines to move the turtle anywhere in the screen before you start drawing. - example_code_2: | - ``` - {color} {white} - {forward} -80 - {color} {green} - {forward} 50 - {color} {yellow} - {forward} 50 - {color} {red} - {forward} 50 - ``` 5: - story_text: | - In level 5 you can make a choice with `{if}`. For example between different types of figures. - example_code: | - ``` - {print} 'Drawing Figures' - figure {is} {ask} 'Do you want a square or a triangle?' - {if} figure {is} triangle angle {is} 120 - {else} angle {is} 90 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - ``` - story_text_2: | - ### Exercise - Fill in the correct numbers in this code to get it to work. - After you've done that, you can try to add the option backwards. - - **Extra** Instead of using 'left' and 'right', remake the program with North, East, South and West. - This way you could add even more directions like Northeast and Southwest etc. example_code_2: | ``` direction {is} {ask} 'Do you want to go left, right, or straight ahead?' @@ -4788,29 +1978,6 @@ adventures: if direction is right turn _ forward 100 ``` - 6: - story_text: | - In this level you can use calculations to draw different figures. - You may have learned in school that turning a full circle is 360 degrees. If not, now you know! - That's why you also use 90 degrees for a square. 360 divided by 4 is 90. - Now that we can do math with Hedy, we can draw all the figures we want! - example_code: | - ``` - angles = {ask} 'How many angles do you want?' - angle = 360 / angles - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - ``` 8: story_text: | Now that we can repeat several lines, we can make figures more easily. @@ -4825,14 +1992,6 @@ adventures: story_text_2: | Also, we can now improve the program that draws different figures. Can you figure out how far the turtle has to turn here? Finish the code and you can draw any polygon you'd like! - example_code_2: | - ``` - figure = {ask} 'How many angles should I draw?' - angle = 360 / figure - {repeat} figure {times} - {turn} _ - {forward} _ - ``` 9: story_text: | Now that we can use a `{repeat}` inside a `{repeat}`, we can create more complex figures. @@ -4841,183 +2000,9 @@ adventures: This code creates three black triangles, change that into five pink squares. **(extra)** Create a figure of your own choosing consisting of at least two different shapes types. - example_code: | - ``` - {color} {black} - {repeat} 3 {times} - {repeat} 3 {times} - {forward} 10 - {turn} 120 - {color} {white} - {forward} 50 - {color} {black} - ``` - 10: - story_text: | - In this level you can make the turtle draw a figure. - The turtle will travel the distances in the list, one by one, making bigger and bigger steps. - ### Exercise 1 - Add a 90 degree turn in the loop, so that a spiral is drawn. - Add at least 5 numbers to the list, so the spiral grows larger. - **(extra)** can you change the spiral into another shape? Experiment with numbers for the turn! - ### Exercise 2 - The spiral is drawn outwards, make it go inwards? - example_code: | - ``` - {turn} 90 - distances = 10, 20, 30, 40, 50, 60 - {for} distance {in} distances - {forward} distance - ``` - 12: - story_text: | - We can use functions to draw more complex figures with less code. - ### Exercise 1 - Fill the function so that three squares are created. If you want the image to look nicer, you can make the lines between the squares white. - - ### Exercise 2 - The code can be made even shorter. Place the final lines into a `{repeat}` so the figure remains the same. - - ### Exercise 3 - Create your own drawing with different figures. - Change both the number of figures with the `{repeat}` and the shape of the figures in the `{define}` - example_code: | - ``` - {define} square - {repeat} 4 {times} - {turn} _ - {forward} _ - {call} square - {forward} 50 - {call} square - {forward} 50 - {call} square - ``` turtle_draw_it: - name: Draw it! - default_save_name: Draw it - description: Draw this picture with the turtle levels: - 1: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Rectangle - Square - Stairs -
- 2: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Arrow - Boat -
- 3: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Star - Arrow -
- 4: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Colored Star - Rainbow - Nested squares -
- example_code: | - **Extra** Up for a real challenge? Make sure that the colors of these figures are selected randomly, so that each time you run your programs they'll look differently! - - ``` - colors {is} red, orange, yellow, green, blue, purple, pink, brown, gray, black - color _ - ``` - 5: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Make only one code that lets the player decide which letter they'd like to see! And can you add even more letters? - -
- F - E - L -
- example_code: | - Hint: - ``` - chosen_letter {is} {ask} 'Which letter would you like to see? F, E or L?' - {if} _ - ``` - 6: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Let the player decide which color the square should be. - - ***Extra*** Can you make the letter of your own first name and the flag of your own country too? - -
- Square - Letters - Flag -
- example_code: | - Hint for the square: - ``` - chosen_color = {ask} _ - ``` - 7: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Hexagon - Triangle - Fan -
- 8: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - -
- Square (3) - Randomly colored star (5) - Randomly colored spiral (7) -
9: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - - **Extra** Give the player a choice which country they would like to see the flag of. - -
- Cross (7) - Randomly colored nested squares (8) - Flags -
example_code: | Hint for the nested squares: ``` @@ -5035,14 +2020,6 @@ adventures: color_3 = blue ``` 10: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Nested Hexagon - Traffic lights -
example_code: | Hint Nested Hexagon: ``` @@ -5058,47 +2035,6 @@ adventures: color _ {repeat} _ ``` - story_text_2: | - Christmas lights - example_code_2: | - Hint Christmas Lights: - - Start by moving to the left side of the screen with an invisible white line. Then hang up the Christmas lights! - ``` - {color} white - {turn} -90 - {forward} 300 - {turn} 90 - - colors = red, blue, yellow, purple, green, orange, pink - {for} chosen_color {in} colors - _ - ``` - 11: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Beehive (6) - Fan (5) - Snowflake (13) -
- example_code: | - Hint Beehive: - ``` - {for} amount_of_combs {in} {range} 1 {to} _ - {for} walls_of_one_comb {in} {range} 1 {to} _ - {forward} _ - {turn} _ - {forward} _ - {turn} _ - ``` - - Hint Fan: - Start out like the fan you made in level 7. Or take a peak at the hint for the beehive, because the codes are very similar. - - Hint Snowflake: Start by making one 'leg' and repeat it 6 times. 12: story_text: | ### Exercise @@ -5125,129 +2061,9 @@ adventures: {if} shape = 'square' {call} draw_a_square ``` - 13: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Street in different sizes - Colored street - Snow Storm - example_code: | - Hint Street in different sizes - ``` - {define} draw_a_house {with} size - _ - - {call} draw_a_house {with} 90 - {call} draw_a_house {with} 60 - {call} draw_a_house {with} 30 - ``` - - Hint Colored street - ``` - {define} draw_a_house {with} chosen_color - _ - ``` - - Hint Snow Storm - ``` - {define} draw_snowflake {with} length, color - _ - - numbers = 10, 20, 30 - colors = _ - - {for} i {in} {range} 1 {to} 5 - random_number = _ - random_color = _ - {call} draw_snowflake {with} random_number, random_color - {color} white - {turn} random_number * 5 - {forward} 80 - ``` - 14: - story_text: | - ### Exercise - Create a program that asks the player how many corners their figure should have and then creates that figure. - The figure in the image is the output when the player fills in 10. - -
- - -
- example_code: | - ``` - {define} calculate_degrees {with} amount_of_corners - _ 360 / amount_of_corners - - - {define} draw_figure {with} degrees - _ - {forward} 400/amount_of_corners - {turn} _ - - amount_of_corners = {ask} _ - degrees = {call} _ {with} _ - - {call} _ {with} - {call} _ {with} - ``` - 15: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Spiral - example_code: | - Spiral - ``` - distance = 5 - {while} distance < 200 - distance = distance + 5 - _ - ``` - story_text_2: | - Fan - example_code_2: | - Fan - ``` - {define} draw_a_square {with} side - _ - - i = 100 - {while} i > 1 - _ {with} i - _ - i = i - 3 - ``` - story_text_3: | - Star - example_code_3: | - Star - A star is usually drawn using 144-degree-turns. If you change this slightly to 143 degrees for example and repeat the pattern multiple times with a {while} loop you can make this figure. while_command: - name: '{while}' - default_save_name: while_command description: while - levels: - 15: - story_text: |- - We are going to learn a new loop, the `{while}` loop! We continue the loop as long as the statement is true. - So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. - If the correct answer is never given, the loop never ends! - example_code: | - ``` - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - ``` years: - name: New Year's - default_save_name: New Year's Countdown description: Countdown to the new year! levels: 11: diff --git a/content/adventures/zh_Hans.yaml b/content/adventures/zh_Hans.yaml index 387ee277682..f4ac9f52919 100644 --- a/content/adventures/zh_Hans.yaml +++ b/content/adventures/zh_Hans.yaml @@ -250,7 +250,6 @@ adventures: {print}('欢迎来到这个故事!') ``` add_remove_command: - name: '{add} {to_list} & {remove} {from}' default_save_name: 添加_删除_命令 description: 简介 {add}{to_list}和{remove}{from} levels: @@ -278,18 +277,7 @@ adventures: story_text_3: | ### 练习 在这个虚拟餐厅中尝试新命令。将玩家想要的口味添加到列表中,并删除他们过敏的口味。 - example_code_3: | - ``` - {print} Mystery milkshake - flavors {is} strawberry, chocolate, vanilla - hope {is} {ask} What flavor are you hoping for? - _ - allergies {is} {ask} Are you allergic to any flavors? - _ - {print} You get a flavors {at} {random} milkshake - ``` and_or_command: - name: '{and} & {or}' default_save_name: 与和或 description: 介绍{and}和{or} levels: @@ -306,7 +294,6 @@ adventures: {print} '你就是真的海蒂!' ``` ask_command: - name: '{ask}' default_save_name: 提问命令 description: '{ask}命令介绍' levels: @@ -400,169 +387,6 @@ adventures: ***Test the function*** Test if your function is working properly. Finish the first print command by filling in which card you've drawn. Then finish the second line by calling the function with card_1. Run the code a couple of times. Are you happy with the results? Great! Then you can remove the testing part and move on the the next tab! - example_code: | - ``` - {print} 'BLACKJACK' - - # Set these variables - cards = _ - face_cards = _ - card_1 = - - # Create a function to calculate the points - {define} calculate_points {with} card: - {if} card {in} face_cards: - points = _ - {elif} _ - _ - {else}: - _ - _ points - - # Test your function - {print} 'Your card is a ' _ - {print} 'That is worth ' _ ' points'. - ``` - blackjack_2: - name: Blackjack 2 - default_save_name: Blackjack_2 - description: Blackjack part 2 - levels: - 17: - story_text: | - ### Exercise - In this adventure we code the second part of our Blackjack game. - - ***Paste your code from the previous adventure*** - In the previous adventure you've started a list of variables and created a function to calculate how many points a card is worth. Copy your code and paste it here. Mind that you don't need the testing part, so if you haven't removed that yet, please do so now. - - ***Add more variables*** - You have already set the lists `cards` and `face_cards` and the variable `card_1`. Underneath those variables create 3 more variables: `card_2`, dealer_card_1` and `dealer_card_2`. These variables are all set to a random card from the list of cards. - - ***Add up points*** - To calculate how many points you have scored we call the function with card 1 and we do it again for card 2. Then we add both these scores together to get your total. - Do the same thing for the dealers points, but be sure to use the dealer's cards and not your own! - - ***2 Aces*** - You're doing great! Almost all scores can be calculated now. There is only one exception: 2 Aces. If you get 2 Aces, your total is 12 points and not 22 (because 22 points would be losing!). This of course also goes for the dealer. - - ***Show the score*** - Lastly, you want to tell the program to tell you which cards you have drawn and how many points that is. Then show which cards the dealer has and how many points they have. - - ***Continue in the next tab*** - Great! You have finished this part of the game! Copy your code and go to the next tab to learn how to ask for an extra card and to declare a winner. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add these variables to the list of variables - card_2 = _ - dealer_card_1 = _ - dealer_card_2 = _ - - # Add up your points - your_points_1 = {call} _ {with} card_1 - your_points_2 = _ - your_total = _ - - # Add up the dealers points - dealer_points_1 = _ - _ - _ - - # 2 Aces - {if} card_1 == 'Ace' {and} _ - your_total = 12 - {if} dealer_card_1 _ - dealer_total = _ - - # Show the score - {print} 'You have drawn a ' _ ' and a ' _ '. That is ' _ ' points' - {print} 'The dealer has drawn a ' _ ' and a ' _ '. That is ' _ ' points' - ``` - blackjack_3: - name: Blackjack 3 - default_save_name: Blackjack_3 - description: Blackjack part 3 - levels: - 17: - story_text: | - In the previous tabs you have learned how to draw 2 random cards for yourself and for the dealer and to calculate how many points you both got. - In this adventure we add the option to ask for an extra card for both you and the dealer. - - ### Exercise - ***Paste your code from the previous adventure*** Firstly, copy your code from the previous tab and paste it here. - - ***Extra card for you*** If you want, you can get an extra card to get your total as close to 21 as possible. First ask the player if they want an extra card. - If they do, pick a random card and print what they have drawn. If the card is not an Ace, you can call the function and add the points to your total. - In case the card is an Ace, you can't use the function, because the Ace can be either 1 point or 11 points, depending on how many points you already have earned. - If your total is less than 11, you want the ace to be 11 points (because this is closest to 21). So you add 11 points to your total. - If the total is more than or equal to 11, you want the ace to be 1 point (because you don't want more than 21 points). So you add 1 point to your total. - Lastly, print your new total of points. - - ***Extra card for the dealer*** The dealer can also get an extra card. The dealer doesn't need to be asked, because they always get an extra card if their total is less than 17. - Copy the 'Extra card for you code' and paste it in the dealers section. Then change it to fit the dealer picking an extra card and getting points added to their total. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Extra card for you - hit = {ask} _ - {if} hit == 'yes': - card_3 = _ - {print} _ - {if} card_3 _ 'Ace': - your_points_3 = _ - your_total = _ - {else}: - {if} your_total _ - _ - {else}: - _ - {print} _ - - # Extra card for the dealer - {if} dealer_total < 17 - _ - ``` - blackjack_4: - name: Blackjack 4 - default_save_name: Blackjack_4 - description: Blackjack part 4 - levels: - 17: - story_text: | - In the last 3 adventures you have alsmost created a working blackjack game! The only thing left to do is to decide a winner! - - ### Exercise - ***Paste your code from the previous adventure*** Start by pasting the code that you've made so far into your programming field. - - ***Decide a winner*** - Firstly, if you and the dealer have an equal amount of points, it's a draw. - Secondly, if the dealer has more than 21 points and you don't, you are the winner. - Thirdly, if both you and the dealer have less than 22 points, we have to see who came closest to 21. We do that by comparing who has the highest score. Is your total higher than the dealer's total, then you are the winner. If not, the dealer wins. - Lastly, in all other scenarios (e.g. you have more than 21 points and the dealer doesn't, or you both have more than 21 points) you are the loser. - - ***Enjoy the game!*** - Does your game work properly? Amazing! You have done a great job! Enjoy your game! - If it doesn't work right away, no worries, you might have made a mistake. Just keep calm and bebug your code using the ladybug button. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Decide a winner - {if} _ - {print} 'Its a draw! Play again!' - {elif} _ - {print} 'You win!' - {elif} _ : - {if} _: - {print} _ - {else}: - {print} _ - {else}: - _ - ``` calculator: name: 计算器 default_save_name: 计算器 @@ -625,35 +449,6 @@ adventures: 分数 = 分数 + 1 {print} '做得好!你的分数是' 分数 '分,满分是10分!' ``` - 10: - story_text: | - This calculator game helps you practise your tables of multiplication! - ### Exercise - Fill in the blanks. We want this program to ask the player these questions: - ``` - How much is 1 times 1? - How much is 1 times 2? - How much is 1 times 3? - How much is 2 times 1? - How much is 2 times 2? - How much is 2 times 3? - How much is 3 times 1? - How much is 3 times 2? - How much is 3 times 3? - _ - ``` - example_code: | - ``` - numbers = 1, 2, 3 - {for} _ - {for} _ - answer = {ask} _ - correct = number_1 * number_2 - {if} answer {is} correct - {print} 'Great job!' - {else} - {print} 'That is wrong. The right answer is ' correct - ``` 11: story_text: | 使用 `{for}`你可以简化乘法运算表的程序。 @@ -735,24 +530,6 @@ adventures: ### 练习 在函数中添加`{while}`循环,询问玩家数1乘以数2是多少,并打印他们的答案。 然后`{call}`(调用)函数。 - example_code: | - ``` - {define} new_question - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct = number_1 * number_2 - answer = 0 - _ - _ - _ - {print} 'Well done!' - - {print} 'Give 10 correct answers to win!' - {for} i {in} {range} 1 {to} 10 - _ - {print} 'You win!' - ``` calculator_2: name: 计算器2 default_save_name: 计算器2 @@ -778,7 +555,6 @@ adventures: # 使用你在之前挑战中的代码。 ``` clear_command: - name: '{clear}' default_save_name: 清屏命令 description: '{clear}命令' levels: @@ -1190,10 +966,6 @@ adventures: 然后按下编程字段下的绿色“运行代码”按钮来运行代码。 准备好了吗?然后转到下一个选项卡学习如何制作自己的代码! - example_code: | - ``` - {print} Hello world! - ``` 2: story_text: | 恭喜! 您已达到第 2 级。希望您已经编写了一些很棒的代码! @@ -1639,9 +1411,6 @@ adventures: {print} 名字们 {at} {random} '负责在' 日期 '洗碗' ``` elif_command: - name: '{elif}' - default_save_name: elif - description: '{elif}' levels: 17: story_text: | @@ -1660,8 +1429,6 @@ adventures: {print} '祝你下次好运..' ``` for_command: - name: '{for}' - default_save_name: for description: '{for}指令' levels: 10: @@ -1675,20 +1442,6 @@ adventures: {for} animal {in} animals {print} '我喜欢' animal ``` - story_text_2: | - ### Exercise - Finish this code by adding `{for} action {in} actions` to line 2. - example_code_2: | - ``` - actions = clap your hands, stomp your feet, shout Hurray! - _ - {repeat} 2 {times} - {print} 'If youre happy and you know it, ' action - {sleep} 2 - {print} 'If youre happy and you know it, and you really want to show it' - {print} 'If youre happy and you know it, ' action - {sleep} 3 - ``` 11: story_text: |- 在本关中,我们增加了一种新的`{for}`形式。在前面的关卡中,我们将`{for}`用于列表,我们也可以将`{for}`用于数字。 @@ -1710,14 +1463,6 @@ adventures: {print} i {print} '准备好了吗?我来了!' ``` - 18: - story_text: | - Lastly, we'll turn `{for} i {in} {range} 1 to 5` into real Python code, like this: - example_code: | - ``` - {for} i {in} {range}(1,5): - {print} (i) - ``` fortune: name: 算命 default_save_name: 算命 @@ -1874,9 +1619,6 @@ adventures: {print} 命运 {at} {random} ``` functions: - name: functions - default_save_name: functions - description: functions levels: 12: story_text: | @@ -1913,26 +1655,6 @@ adventures: {sleep} 2 ``` 13: - story_text: | - Now that you've learned how to use functions, you'll learn how to use a function with an argument. - An **argument** is a variable that is used within a function. It is not used outside the function. - - For example in this code we've programmed the first verse of the song 'My Bonnie is over the ocean'. - In this example code the argument 'place' is used. Place is a variable that is only used in the function, so an argument. - To use 'place' we have placed `{with} place` after `{define} song`. - When the function is called, the computer will replace the argument 'place', with the piece of text after `{call} song {with}`. - - ### Exercise - The next verse of this song goes: - - ```not_hedy_code - Last night as I lay on my pillow - Last night as I lay on my bed - Last night as I lay on my pillow - I dreamed that my Bonnie is dead - ``` - - Can you program this verse in the same way as the example? example_code: | ``` {define} song {with} place @@ -1965,35 +1687,6 @@ adventures: 新价格 = _ 计算新价格 {with} 之前的价格, _ {print} '新价格是' 新价格 ' 美元' ``` - 18: - story_text: | - Let's make functions the Pythons way! To define a function, we no longer use: - - `{define} name_function {with} argument_1, argument_2:` - - but we use: - - `{def} name_function(argument_1, argument_2):`. - - - If you don't want to use arguments, you just leave the space between the parantheses empty. - To call a function, we don't need the `{call}` command anymore. You just type the name of the function. - example_code: | - ``` - {def} calculate_score(answer, correct_answer): - {if} answer == correct_answer: - score = 1 - {elif} answer == '?': - score = 0 - {else}: - score = -1 - {return} score - - answer = {input} ('Where can you find the Eiffel Tower?') - correct_answer = 'Paris' - score = calculate_score(answer, correct_answer) - {print} ('Your score is... ', score) - ``` guess_my_number: name: 猜猜我的数字 default_save_name: 猜猜我的数字 @@ -2022,141 +1715,6 @@ adventures: {print} 'You win!' game = 'over' ``` - hangman: - name: Hangman - default_save_name: Hangman - description: Guess the word - levels: - 17: - story_text: | - In this adventure we program a game of hangman. First we make some preparations, then we program the game and in the third part we add a drawing with the turtle. - - ### Exercise - ***Set the variables*** In this game of hangman, Player 1 chooses an answer and Player 2 has to guess the letters in this answer. - To let the computer know all the letters in the word, we will turn the answer into a list of letters. We also do this with the guesses Player 2 makes. - We will start the game with 2 empty lists. We have made an empty list for the variable answer for you. Now make an empty list for guessed_letters as well. - Then we fill in how many mistakes were made. At the start of the game, this should be 0. - The variable `amount_letters` tells us how many letters are in the answer. Ask Player 1 to tell us how many letters their word has. - Lastly we tell the computer if the game is over. We use the variable `game_over` and set it to `False`. - - ***Choosing the answer*** We want Player 1 to be able to choose the answer. We'll ask them, as many times as necessary, what the next letter is. - Then we add that letter to the answer. Lastly, we add an empty _ to the list of guessed letters, so we get as many _s as there are letters in the answer. - - ***Player 2's turn*** - Tell Player 2 its their turn. Then tell Player 2 how many letters there are in the answer. Finally, print the list of `guessed_letters`. - - ***Go to the next tab*** Now that all the starting variables are set, we can start programming the game itself. Check out the next tab to learn how! - example_code: | - ``` - print 'Hangman!' - - # Set the variables - answer = [] - guessed_letters = _ - mistakes_made = _ - amount_letters = {ask} _ - _ = 'False' - - # Choosing the answer - {for} _ - letter = {ask} 'Player 1, what is letter ' i '?' - _ - {add} '_' {to} _ - - # Player 2 turn - print _ - print _ - print guessed_letters - ``` - hangman_2: - name: Hangman 2 - default_save_name: Hangman_2 - description: Hangman 2 - levels: - 17: - story_text: | - Now it's time to program the hangman game. - - ### Exercise - - ***Paste your code*** Copy your code from the previous tab and paste the code in the programming field. - - ***The game*** This games continues playing until Player 2 is game over. Fill in the while command accordingly. Now, Player 2 is allowed to guess a letter, so ask Player 2 to guess a letter. - We need to check if their answer is correct, so check if their `guess` is (somewhere) in the (list) `answer`. Then we let the computer figure out which of the letter(s) is the guess. We have already programmed that part for you. - Next we want to compliment the player for finding a correct letter and we want to print the list `guessed_letters`, so the player can see their progress. - - The next part we're going to program is what happens when the player has guessed all of the letters. So if their list of `guessed_letters` is the same as our list `answer`. - If the lists are the same, congratulate Player 2 with their victory and set the variable `game_over` to `True`. - - Next we'll program what happens when Player 2 guesses wrong (so the `{else}` command). First, tell the player that their guess was wrong. Then increase the `mistakes_made` variable by 1. - - For the last part we'll program what happens when Player 2 has made 10 mistakes. We'll print that Player 1 has won the game. Then we'll print the correct answer. And finally, we'll set our `game_over` variable to `True`, so the game stops. - - ***Go to the next tab*** Amazing work! Your game is playable, but wouldn't it be fun if the hangman was actually drawn when Player 2 makes a mistake..? - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - guess = _ - {if} _ - {for} i {in} {range} 1 {to} amount_letters: - if answer[i] == guess: - guessed_letters[i] = guess - {print} _ - {if} guessed_letters == _: - {print} _ - game_over = _ - {else}: - {print} _ - mistakes_made _ - {if} _ == 10: - {print} _ - {print} _ - _ - ``` - hangman_3: - name: Hangman 3 - default_save_name: Hangman_3 - description: Hangman 3 - levels: - 17: - story_text: | - In a game of hangman the mistakes are shown by drawing a part of the hangman each time a mistake has been made. - We now add those drawings with our turtle! - - ### Exercise - ***Create a function that draws the hangman*** Create a function that draws the hangman in 10 steps. We have already made step 1 for you. - - ***Test the function*** Test the function by calling the function with 10. If you are happy with the function, remove the line that calls the function for now. We will call the function when the player makes a mistake. - - ***Paste your hangman game under your function*** Go back to the previous tab and copy your hangman game. Paste the game underneath your function. - - ***Call the function when the player makes a mistake*** Under the line `mistakes_made = mistakes_made + 1` we will call the function. We want the turtle to take the same amount of steps as the player has made mistakes, so we call the function with `mistakes_made` as argument. - - ***Enjoy your game!*** -
- The hangman could look like this -
- example_code: | - ``` - # Create a function that draws the hangman - {define} draw_hangman {with} step: - {if} step == 1: - {color} white - {forward} -100 - {turn} 90 - {forward} -50 - {color} black - {forward} 100 - {forward} -50 - - {if} step == 2: - _ - # Paste your hangman game here - - ``` harry_potter: name: 哈利·波特 default_save_name: 哈利·波特 @@ -2391,33 +1949,6 @@ adventures: 这个鬼屋游戏使你可以使用在这个关卡中的列表之间的联系。 例如:所有怪物的属性在所有列表中僵尸排名第一,女巫第二,吸血鬼第三。 检查代码并填入 `weapons[i]`, `monsters[i]` , `bad_fate[i]`, `good_fate[i]`, `hint[i]` 在对的空白处,使代码工作! - example_code: | - ``` - numbers = [1, 2, 3] - i = numbers[{random}] - hint = ['growling', 'a cackling laugh', 'fluttering batwings'] - monsters = ['zombie', 'witch', 'vampire'] - bad_fate = ['Your brain is eaten', 'You are forever cursed', 'You are bitten'] - good_fate = ['You throw the ham. The zombie is distracted and starts eating it.', 'You set the curtains on fire. The witch flees out of fear for the fire', 'The vampire hates garlic and flees'] - weapons = ['ham', 'lighter', 'garlic'] - {print} 'You are standing in front of an old mansion' - {print} 'Something is not right here' - {print} 'You hear ' _ - {print} 'You are going to explore it' - {print} 'You enter the kitchen and see a lighter, a raw ham and a garlic.' - your_weapon = {ask} 'What do you bring with you?' - {print} 'With your ' your_weapon ' you enter the living room' - {print} 'There you find a ' _ - needed_weapon = _ - {if} your_weapon == needed_weapon - {print} 'You use your ' your_weapon - {print} _ - {print} 'YOU WIN!' - {else} - {print} 'You have chosen the wrong weapon...' - {print} _ - {print} 'GAME OVER' - ``` hotel: name: 旅馆 default_save_name: 旅馆 @@ -2455,7 +1986,6 @@ adventures: {call} 欢迎信息 {with} 称谓, 姓氏, 祖国, 105 if_command: - name: '{if} & {else}' default_save_name: if_命令 description: 介绍{if}命令 levels: @@ -2481,12 +2011,6 @@ adventures: story_text_3: | ### 练习 尝试使用`{if}`和`{else}`创建自己的代码。如果需要,可以使用示例代码。 - example_code_3: | - ``` - answer {is} {ask} '2 + 2 = ?' - _ _ _ 4 _ 'Great job!' - _ _ 'No 2 + 2 = 4' - ``` 8: story_text: | ## If... Else... @@ -2519,7 +2043,6 @@ adventures: {print} '你不想继续' ``` in_command: - name: '{in}' default_save_name: in_命令 description: 介绍{in}命令 levels: @@ -2547,7 +2070,6 @@ adventures: _ _ '我最喜欢的动物是狗, 牛, 羊。' ``` is_command: - name: '{is}' default_save_name: is_命令 description: 介绍 {is}命令 levels: @@ -2574,11 +2096,6 @@ adventures: 6: story_text: | 我们还更改了在变量中存储单词的方式!当我们在变量中存储名称或数字时,你现在可以使用`=`而不是`{is}`,如下所示: - example_code: | - ``` - name = Hedy - answer = 20 + 4 - ``` 14: story_text: | 我们将学习更多的新项目。你可能已经从数学中知道了它们,`<` 和 `>`。 @@ -2690,12 +2207,6 @@ adventures: story_text_2: |- **单词数学** 在这个级别中,你还可以用这样的单词做加法: - example_code_2: | - ``` - a = 'Hello ' - b = 'world!' - {print} a + b - ``` music: name: 音乐 default_save_name: 音乐 @@ -2713,32 +2224,10 @@ adventures: ### 练习 尝试示例代码,然后使用它!你能创造自己的旋律吗? 在下一关,你将学习如何播放一些现有的歌曲。 - example_code: |- - ``` - {play} C4 - {play} D4 - {play} E4 - {play} F4 - {play} G4 - {play} A4 - {play} B4 - {play} C5 - ``` 2: story_text: | ### Exercise 把歌唱完!我们已经开始为一些旋律编码。 - example_code: | - ``` - {print} Old Mac Donald had a farm - {play} C5 - {play} C5 - {play} C5 - {play} G4 - {play} A4 - {play} A4 - {play} G4 - ``` story_text_2: 正如您所看到的,您还可以使用`{sleep}`命令在歌曲中添加一点暂停。 example_code_2: | ``` @@ -2761,13 +2250,6 @@ adventures: ### 练习 示例代码创建了一个随机旋律,但它非常短,并且没有使用很多音符。 在列表中添加更多的音符,并通过多次复制最后一行来创建更长的旋律。 - example_code: | - ``` - notes {is} A4, B4, C4 - {play} notes {at} {random} - {play} notes {at} {random} - {play} notes {at} {random} - ``` 4: story_text: | 使用`{clear}`命令创建卡拉ok机! @@ -2775,28 +2257,6 @@ adventures: ### 练习 完成卡拉ok版的“玛丽有一只小羊羔”。 然后,创建一个卡拉ok版本的任何你喜欢歌曲! - example_code: | - ``` - {print} 'Mary had a little lamb' - {play} E - {play} D - {play} C - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Little lamb, little lamb' - {play} D - {play} D - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Mary had a little lamb' - {play} E - ``` 5: story_text: | 你不必总是使用`{play}`命令来播放整首歌,有时你只想播放一个音符。 @@ -2837,33 +2297,12 @@ adventures: ### 练习 使用`{repeat}`命令完成“Twinkle Twinkle Little Star”的代码。 然后回到你在之前关卡中所创造的歌曲中。你能把这些代码也缩短吗? - example_code: | - ``` - {print} 'Twinkle Twinkle Little Star' - {repeat} 2 {times} {play} C4 - {repeat} 2 {times} {play} G4 - _ - ``` 8: story_text: | 现在我们可以对多行使用`{repeat}`命令,我们可以更轻松地制作歌曲! ### 练习 完成兄弟约翰的歌(弗拉德·雅克)。不要忘记使用`{repeat}`! - example_code: | - ``` - {print} 'Brother John' - {repeat} 2 {times} - {play} C - {play} D - {play} E - {play} C - {repeat} 2 {times} - {play} E - {play} F - {play} G - {sleep} 1 - ``` 9: story_text: | 从这个级别开始,您可以在`{repeat}`命令中使用`{repeat}`命令。 @@ -2893,45 +2332,6 @@ adventures: ### 练习 完成《闪烁小星星》这首歌。 然后回头看看你之前在关卡中编写的所有歌曲,你是否也可以使用函数将这些代码变得更好更短? - example_code: | - ``` - {define} first_line - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} - - {define} second_line - {play} F - {play} F - {play} E - {play} E - {play} D - {play} D - {play} C - {sleep} - - {define} third_line - {play} G - {play} G - {play} F - {play} F - {play} E - {play} E - {play} D - {sleep} - - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - ``` 13: story_text: | 您可以使用带有参数的函数来处理歌词几乎相同但每次略有不同的歌曲。 @@ -2940,30 +2340,6 @@ adventures: ### 练习 你能唱完Yankee Doodle 的歌吗? 你能想出另一首歌以这种方式编程吗? - example_code: | - ``` - {print} 'Yankee Doodle' - {define} _ {with} note_1, note_2, note_3 - {play} C4 - {play} C4 - {play} D4 - {play} E4 - {play} _ - {play} _ - {play} _ - - {call} line_1 {with} 29, 31, 30 - {call} line_1 {with} 29, 28, 0 - {call} line_1 {with} 32, 31, 30 - - {play} C4 - {play} B3 - {play} G3 - {play} A3 - {play} B3 - {play} C4 - {play} C4 - ``` 14: story_text: | 你可以为音乐编程取乐,但你也可以用音符制作一些有用的东西,比如火警! @@ -2986,106 +2362,6 @@ adventures: {if} 着火 _ 'yes' {call} 火警 ``` - 15: - story_text: | - **Warning** This adventure can become extremely annoying! - We can also use the {while} command to repeat a song forever. - - ### Exercise - Finish the never-ending song. - example_code: | - ``` - {define} song - {play} _ - - yes_or_no = {ask} 'Do you want to hear my never-ending song?' - {while} yes_or_no = 'yes' - {call} song - {print} '🥳' - ``` - 16: - story_text: | - Upgrade your Old MacDonald code! - - ### Exercise - Take your code from the 'Sing a Song' adventure and add musical notes to it! - You can make a function for each line in the song and call that function after the line is printed. - We defined the first line for you and called it in the code. Can you finish the whole song? - example_code: | - ``` - {define} line_1 - {for} i {in} {range} 1 {to} 3 - {play} G - {play} D - {for} i {in} {range} 1 {to} 2 - {play} E - {play} D - - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - for i in range 1 to 3 - animal = animals[i] - sound = sounds[i] - print 'Old MacDonald had a farm' - call line_1 - print 'E I E I O!' - _ - ``` - 17: - story_text: | - You can use the {elif} to create different options. - - ### Exercise - Firstly, add colons to get the code to work. - Then finish this code by adding at least 2 other songs for other moods. For example a happy song and an angry song. - example_code: | - ``` - {define} scary_song - {for} i {in} {range} 1 {to} 3 - {play} G - {play} E - {sleep} 2 - {for} i {in} {range} 1 {to} 3 - {play} F - {play} D - - mood = {ask} 'Which emotion are you feeling?' - {if} mood {is} 'fear' - {call} scary_song - {elif} _ - ``` - 18: - story_text: | - ### Exercise - Even in this last level of Hedy we can make some music! Be careful of all the syntax that is needed now. - Take a good look at how the functions are defined and called upon in the example code. - Finish the song! - example_code: | - ``` - {def} line_1(): - {for} i {in} {range}(1, 5): - {play} A - {play} D - {play} F - {play} A - - {def} line_2(): - {for} i {in} {range}(1, 5): - {play} G - {play} C - {play} E - {play} G - - {def} line_3(): - _ - - {print} ('The drunken sailor') - {print} ('What shall we do with the drunken sailor?') - line_1() - line_2() - line_3() - {print} ('Early in the morning') - ``` parrot: name: 鹦鹉 default_save_name: 鹦鹉 @@ -3244,11 +2520,6 @@ adventures: ### 练习 复制几次路线,这样你就可以创建一个更大的图纸。 - example_code_2: | - ``` - {if} y {is} {pressed} {forward} 15 - {else} {turn} 90 - ``` 7: story_text: | 现在您已经了解了`{repeat}`,我们可以多次按键。 @@ -3257,10 +2528,6 @@ adventures: ### 练习 你在第5关看到的代码只检查一次按键。复制示例代码并添加`{repeat}`,这样您就可以多次按下这些键。 使用这段代码来画一些漂亮的东西。 - example_code: | - ``` - {if} x {is} {pressed} {forward} 15 {else} {turn} 90 - ``` 9: story_text: | 现在你知道了如何组合语句,你可以用`{pressed}`创建一个触摸类型工具。 @@ -3270,8 +2537,6 @@ adventures: **额外**在每个字母之后清除屏幕,并显示用户他们得了多少分。 example_code: "```\n积分 = 0\n字母们 = a, b, c, d, e\n{repeat} 10{times}\n 字母 = _ _ _ \n {print} '按下字母' 字母\n {if} 字母{is} {pressed}\n _\n _\n _\n```\n" print_command: - name: '{print}' - default_save_name: print description: 介绍print命令 levels: 1: @@ -3408,7 +2673,6 @@ adventures: {print} '你得到' score ``` random_command: - name: '{random}' default_save_name: random_命令 description: 介绍 at random 命令 levels: @@ -3465,7 +2729,6 @@ adventures: {print} fruit[random] ``` repeat_command: - name: '{repeat}' default_save_name: repeat_命令 description: '{repeat}命令' levels: @@ -3509,7 +2772,6 @@ adventures: {else} {print} 'Maybe you should practice some more in the previous level' repeat_command_2: - name: '{repeat} 2' default_save_name: repeat_命令_2 description: '{repeat} 命令 2' levels: @@ -3650,13 +2912,6 @@ adventures: **额外**你是否对问题和适当的回应进行了编程?然后尝试在代码中添加更多的`{if}`和`{else}`命令。 尝试在代码中的每个`{ask}`命令之后添加一个`{if}`,以使代码尽可能具有交互性! - example_code: | - ``` - drinks_in_stock {is} water, lemonade, cola, orange juice - drink {is} {ask} 'What would you like to drink?' - {if} drink {in} drinks_in_stock {print} 'One ' drink 'coming up!' - {else} {print} 'Sorry, we do not sell that' - ``` 6: story_text: | 在这个级别中,你可以使用数学来计算顾客点餐的总价格,这可以使你的虚拟餐厅更加逼真。 @@ -3886,11 +3141,6 @@ adventures: 在这一级,我们可以进一步对石头剪刀布游戏编程。但是如果你想要添加文字,你同样需要使用引号。 ### 练习 Fill in quotation marks on the blanks. Mind that the variable `choices` should be outside the quotes. - example_code: | - ``` - choices {is} rock, paper, scissors - {print} _The computer chooses..._ choices {at} {random} - ``` 5: story_text: | 在这一阶段,我们可以决定胜负。为此,您需要新的`{if}`代码。 @@ -3920,22 +3170,6 @@ adventures: 你能完成代码吗?程序必须能判断赢家以及对应的组合是什么。 **另外** 想玩多玩几个游戏吗?拓展代码,以便您可以多玩几个回合。您甚至可以使用 `{ask}` 询问用户他们想玩多少回合。 - example_code: | - ``` - choices = rock, paper, scissors - your_choice {is} {ask} 'What do you choose?' - {print} 'You choose ' your_choice - computer_choice {is} choices {at} {random} - {print} 'The computer chooses ' computer_choice - {if} computer_choice {is} your_choice - {print} 'Tie' - {if} computer_choice {is} rock - {if} your_choice {is} paper - {print} 'You win!' - {if} your_choice {is} scissors - {print} 'You lose!' - # finish this code - ``` 10: story_text: | ### 练习 @@ -4052,138 +3286,7 @@ adventures: {else} {print} '10.00去火车站' ``` - simon: - name: Simon Says - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - Let's make a game of Simon Says! Simon Says is a memory game in which the player will be given a color. They have to repeat that color back. - If they get it right a color is added to the sequence, so they now have to remember 2 colors, then 3, then 4 etc. the game stops as soon as the player makes a mistake. - - ### Exercise - In this first part of the Simon Says adventure, we'll let the computer pick a random color and add it to a list. - - ***Make 2 lists*** First, make a list called `colors` and fill it with the colors red, yellow, green and blue. - Then make a list called `simon_sequence`. This list will be used as the answer. - At the start of the game this lists need to be empty. unfortunately, we can't create an empty list (yet), so we'll fill it with the words 'empty' and 'list' and we'll remove them from the list immediately. - - ***Create a function that adds a color to the sequence*** Now that we have an empty list called simon_sequence, we can start filling it with random colors. - We do that with a function, so we can call it everytime there's a new level in our game. Create a function called `add_random_color`. - Then create the variable random_color and set it to a random color. Next, add this random color to the simon_sequence. - - ***Create a function that shows the simon_sequence*** Start by naming the new function `show_simon_sequence` with `level` as an argument. Now we want to show as many colors as the level we are in (in level 1 you see 1 color, in level 2 you see 2 colors etc). - So we repeat `level` times, to print the `simon_sequence[i]`. Each time a color is shown, wait for 1 second and then clear the screen. - - ***Test your program*** Before you go to the next level, test if the functions are working by calling both of the functions. If they're working you should see a random color in your output screen. - Remove this testing part of your code, copy the code and continue to the next tab to learn more about the simon says game! - example_code: | - ``` - # Make 2 lists - colors = _ - _ = ['empty', 'list'] - {remove} _ {from} simon_sequence - {remove} _ - - # Create a function that adds a color - _ add_random_color - _ - {add} _ - - # Create a function that shows the simon_sequence - {define} _ - {for} i {in} {range} 1 {to} _ - {print} _ - _ - _ - - # Test your program - {call} _ - {call} show_simon_sequence {with} 1 - ``` - simon_2: - name: Simon Says 2 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - We'll continue with our Simon Says game! - - ### Exercise - ***Paste your code here*** Paste your code from the previous level here. Don't forget to remove the part that was just used for testing the functions. - - ***Create a function that creates the player_sequence*** The list `player_sequence` is used to capture the answers of the player. First we define the function with the argument level. - Next, we ask level times what the color is that they choose. We call that variable `answer`. Then we add the variable `answer` to the list player_sequence. - - ***Setting up the game*** Before we program the game in the next tab, we'll need some starting variables. First, we'll set the variable `level` to 1 and the variable `game_over` to False. - Then we make an introduction for the game. We'll print 'Welcome to Simon Says!' and clear the screen after 1 second. - - ***Continue to the next tab to finish the game!**** Don't forget to copy your code and take it with you to the next tab. - example_code: | - ``` - # Paste your code here - - - # Create a function that creates the player_sequence - {define} _ - {for} _ - _ 'What is color number ' i '?' - {add} answer {to} _ - - # Set up - level = _ - game_over = _ - {print} _ - _ 1 - _ - ``` - simon_3: - name: Simon Says 3 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - In this tab we'll program the game of Simon Says! - - ### Exercise - ***Paste your code*** Copy your code from the previous tab and paste it here. - - ***Program the game*** We start by making sure the game goes on while the game isn't over. Then we print what level the player is on, we use the variable level for that. We only show that for 1 second and then we clear the screen again. - Now, we have to create the empty list player_sequence. We've already programmed how to fill the list, with our function `player_sequence`, but we never made the list itself. To create the list we use the same trick as we did in the previous tab. - We'll make a list with the words 'empty' and 'list' on it, and then we remove both these words. Next, we'll call all of the 3 functions that we've created. - Lastly, we'll have to check if the player gave the correct answers (so if the player_sequence and the simon_sequence are the same). - If that's the case, we'll compliment the player. Wait for 1 second and increase the level with 1. - Did the player give the wrong answer, we'll tell them and end the game by setting game_over to 'True' - - ***Enjoy your game!*** Great job! Does your game not work? Use the ladybug button to debug your code! - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - {print} _ - _ - _ - _ = ['empty', 'list'] - {remove} _ - {remove} _ - {call} _ - {call} _ {with} _ - {call} _ {with} _ - {if} player_sequence == _ - _ - _ - _ - {else} - _ - game_over = _ - ``` sleep_command: - name: '{sleep}' default_save_name: sleep_命令 description: 介绍 {sleep} 命令 levels: @@ -4301,18 +3404,6 @@ adventures: story_text: | 在前面的冒险中,您已经学习了如何在函数中使用参数,但是你知道你也可以将它们与`{ask}`命令结合使用吗? 在这个例子中,我们改变了“我的邦妮”程序,使其具有互动性。你现在要问的是邦妮在哪里。 - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is ' place - - chosen_place = {ask} 'Where do you want Bonnie to be?' - synonym = {ask} 'What is another word for that?' - - {call} song {with} chosen_place - {call} song {with} synonym - {call} song {with} chosen_place - ``` 16: story_text: | 在这个关卡中,你可以更快地编写一首像OldMacDonald这样的歌曲。你可以把正确的动物和正确的声音联系起来,只要把它们放在列表的同一位置。 @@ -4390,177 +3481,6 @@ adventures: {print} '好像一颗钻石' {call} _ ``` - 16: - story_text: | - ### Exercise - Finish the nursery rhyme! - example_code: | - ``` - number = ['one', 'two', 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'ten'] - object = ['on his drum', 'on his shoe', 'on his knee', 'on his door', 'on his hive', 'on his sticks', 'up in heaven', 'on his gate', 'on his vine', 'once again'] - - _ - {print} 'This old man' - {print} 'He played ' _ - {print} 'He played knick-knack ' _ - {print} 'With a knick-knack paddywhack' - {print} 'Give the dog a bone' - {print} 'This old man came rolling home' - {sleep} 8 - {clear} - ``` - story_text_2: | - ### Exersice 2 - Now create your own code for the nursery rhyme 'The wheels on the bus' on the same way! - example_code_2: | - ``` - object = ['wheels', 'doors', _] - movement = [ 'round and round', 'open and shut', _] - ``` - tic: - name: Tic-Tac-Toe - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - Let's program a game of tic-tac-toe! - - ### Exercise - In this adventure we'll start with creating an empty field. - - ***Create a list called field*** This list will be our playing field. This list is filled with 9 dots, since there are no x's and o's yet at the start of our game. - - ***Create a function that prints the field*** Firstly, clear the screen so the old playing fields will be removed. Then we print the first line of our Tic Tac Toe field. This line constists of the first 3 spots in our list field. - We have already programmed this line for you. Now finish the field by printing spot 4, 5, and 6 on the second row and spot 7, 8 and 9 in the third row. - - ***Call the function that prints the field*** Now call the function. -
- Run the code. Your output should look like this: -
- - ***Continue in the next tab*** In the next tab you'll learn how to program the game itself. - example_code: | - ``` - # Create a list called field - _ = ['.', '.', '.', '.', '.', '.', '.', '.', '.'] - - # Create a function that prints the field - {define} print_field - _ - {print} 'TIC TAC TOE' - {print} field[1] field[2] field[3] - _ - _ - - # Call the function - ``` - 17: - story_text: | - In the previous level you've learned how to make a tic-tac-toe game. The game works, but is quite annoying as it keeps asking you if you've won yet. - Now that we have the {elif} command, we can let the game decide if someone has won and it can stop asking us! - - ### Exercise - ***Paste your code*** Paste your code from the previous level here and make it level 17 proof. In this level you've learned to use a colon everytime you create a block of code. Please add the colons in the correct spots. - - ***Create a function that detects if someone's won*** We have started the function for you, paste it under the function `print_field` and finish the function. You can see that this first piece of code checks to see if spot 1, 2 and 3 are the same, because if they are you have 3 in a row. - It also checks if they are not a dot, because if they are, the line might have the same symbols on them, but that's just because it's still empty. - If all these conditions are met, the game is over and the winner is printed. - Finish this function with all possible ways to win. This means you have to make this for the other 2 rows, 3 columns and 2 diagonals. - If you've finished all the other options, the function should return the variable `game_over` so we can use it in our game. - - ***Call the function in the game*** Go to the line `game_over = {ask} 'Did you win?'` and change it to `game_over = {call} detect_winner {with} field, sign`. Now the function will check if there's a winner and the game doesn't need to keep asking anymore! - - ***Enjoy your game!*** Great job! You have finished the game! Enjoy playing it! - - example_code: | - ``` - # Paste your code here and make it level 17 proof - - # Create a function that detects if someone has won - {define} detect_winner {with} field, sign: - {if} field[1] == field[2] {and} field[2] == field[3] {and} field[1] != '.': - game_over = 'yes' - {print} 'Player ' sign 'wins!' - {elif}: - _ - {else}: - game_over = 'no' - {return} _ - ``` - tic_2: - name: Tic-Tac-Toe 2 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - In the previous adventure you've learned how to create a playing field. Now you'll learn how to create the game! - - ### Exercise - ***Paste your code*** Start by pasting your code from the previous adventure here. - - ***Add variables*** Underneath your list called `field` we'll add 2 more variables that we'll need to program the game. - The variable `game_over` tells us if the game is over, and should be 'no' at the start of the game. - The variable `sign` tells us if it's the turn of player x or player o. Set the variable to 'x'. - - ***The game*** First use a {while} command, to make sure the game keeps on playing the variable while game_over is set to no. - During the game, we first ask the player which spot they choose. Then we change the field with the number they chose into their sign. - Then we print the field again and we ask the player if they've won yet. Lastly we want to switch whose turn it is, so if the sign is 'x' it should be 'o' and the other way around. - - ***Test your game*** Does your game work? Great, have fun playing the game! If not, use the ladybug button to debug your code. - You might have noticed one mistake in the code though, you can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! Go to the next tab to learn how to fix this problem. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add variables - game_over = _ - sign = _ - - # The game - {while} _ - choice = _ 'Player ' sign '_?' - field[choice] = _ - _ print_field - game_over = {ask} _ - {if} sign = 'o' - sign = _ - _ - sign = _ - ``` - tic_3: - name: Tic-Tac-Toe 3 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - You might have noticed one mistake in the code you've made in the previous adventure. You can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! In this tab we'll fix that mistake. - - ### Exercise - ***Paste your code here*** Paste your code from the previous adventure here. - - ***Fix the mistake*** To fix the mistake we replace the line that says `field[choice] = sign`. This turns any spot that the player has chosen into their sign. - Go to the header that says 'Use this to fix the mistake' and finish the code. We first want to check if the chosen spot is still empty, so `if field[choice] = '.'`. If that is the case, you are allowed to take it. - Then we make an else command and print 'Sorry, this spot is already taken' if the spot is not empty. Lastly, we add a {sleep} command, so the players can actually read the text before it gets cleared again. - Now copy this piece of code and replace the line `field[choice] = sign` with this new piece of code. - - ***Play your game!*** Now the game should work properly! Good job! - The only flaw is that you can get a bit annoyed that the game keeps asking you if you've won yet. Do you want to fix that? Go to level 17 and we'll fix it! - example_code: | - ``` - # Paste your code here - - # Use this to fix the mistake - {if} _ = '.' - field[choice] = sign - {else} - {print} _ - _ - ``` turtle: name: 海龟 default_save_name: 海龟 @@ -4573,22 +3493,9 @@ adventures: 使用`{forward}`你可以向前画一条线。它后面的数字决定了海龟会走多远。`{turn} {right}`是顺时针转四分之一圈,`{turn} {left}`是逆时针转。 如果你想向后退,你可以使用`{forward}`命令,但要用一个负数。因此,比如说`{forward} -100` - example_code: | - ``` - {forward} 100 - {turn} {left} - ``` story_text_2: | ### 练习 让我们开始画一个小楼梯。你能使它有5个台阶吗? - example_code_2: | - ``` - {forward} 20 - {turn} {right} - {forward} 20 - {turn} {left} - {forward} 20 - ``` 2: story_text: | 在第 1 级中,乌龟只能向左或向右转。这有点无聊! @@ -4601,14 +3508,6 @@ adventures: **额外**将字母更改为不同的字母,例如你名字的第一个字母。 你还可以通过将颜色设置为 `{color}` `{white}` 来制作多个字母。 - example_code: | - ``` - {forward} 20 - {turn} 90 - {forward} 20 - {turn} 180 - {forward} 100 - ``` story_text_2: | 您可以使用变量来让乌龟 `turn`. @@ -4652,17 +3551,6 @@ adventures: story_text_2: | 你也可以用命令`{color}` ,改变线条的颜色。请看这个例子。 你还可以用命令`{color} {white}`来制作 "看不见的 "线条。你可以用这些白线在开始绘图前将乌龟移到屏幕的任何地方。 - example_code_2: | - ``` - {color} {white} - {forward} -80 - {color} {green} - {forward} 50 - {color} {yellow} - {forward} 50 - {color} {red} - {forward} 50 - ``` 5: story_text: | 在第5级,你可以用`{if}`来做出选择。比如选择不同类型的图案。 @@ -4729,14 +3617,6 @@ adventures: ``` story_text_2: | **另外**我们现在还可以改进之前的能画不同图案的程序。完成这段代码,你就能画出任何你想要的多边形! - example_code_2: | - ``` - figure = {ask} 'How many angles should I draw?' - angle = 360 / figure - {repeat} figure {times} - {turn} _ - {forward} _ - ``` 9: story_text: | 我们现在可以在 `{repeat}`中使用 `{repeat}`了,我们可以创建更复杂的图形了。 @@ -4745,17 +3625,6 @@ adventures: 这段代码能画三个黑色的三角形,把它改成能画出五个粉红色方块。 **(另外)** 你自己编码画出一个的至少由两种不同图形类型组成的图形。 - example_code: | - ``` - {color} {black} - {repeat} 3 {times} - {repeat} 3 {times} - {forward} 10 - {turn} 120 - {color} {white} - {forward} 50 - {color} {black} - ``` 10: story_text: | 在这个关卡中,你可以让乌龟画一个图形。 @@ -4785,18 +3654,6 @@ adventures: ###练习3 用不同的图形创建您自己的绘图。 使用`{repeat}`更改图形的数量,并使用`{define}`更改图形的形状。 - example_code: | - ``` - {define} square - {repeat} 4 {times} - {turn} _ - {forward} _ - {call} square - {forward} 50 - {call} square - {forward} 50 - {call} square - ``` turtle_draw_it: name: 绘画! default_save_name: 绘画 @@ -5072,7 +3929,6 @@ adventures: {turn} random_number * 5 {forward} 80 ``` - 14: story_text: | ### 练习 @@ -5134,9 +3990,7 @@ adventures: 星星 星星通常是用144度旋转来画的。例如,如果您将其稍微更改为143度,并使用`{while}`循环重复该模式多次,则可以得到此图。 while_command: - name: '{while}' default_save_name: while_命令 - description: '{while}' levels: 15: story_text: |- diff --git a/content/adventures/zh_Hant.yaml b/content/adventures/zh_Hant.yaml index 6c2eeeed4df..e7719819c3a 100644 --- a/content/adventures/zh_Hant.yaml +++ b/content/adventures/zh_Hant.yaml @@ -5,21 +5,6 @@ adventures: description: 故事 levels: 1: - story_text: | - In level 1 you can make a story with a different main character that you enter yourself. - - In the first line, use `{ask}` and ask who the main character of the story will be. - - After that first line, start with `{print}` if the sentence needs to be printed. - You use `{echo}` if you want your main character to be at the end of the sentence. - example_code: | - ``` - {ask} The main character of this story is - {print} The main character is now going to walk in the forest - {echo} They're a bit scared, - {print} They hear crazy noises everywhere - {print} They're afraid this is a haunted forest - ``` story_text_2: | ### Exercise Can you make your own story in Hedy now by using `{print}` , `{ask}` and `{echo}`? @@ -33,15 +18,6 @@ adventures: ### Exercise Can you make a story using a variable yourself? Can you add even more variables? - example_code: |- - ``` - name {is} {ask} What is the name of the main character? - {print} name is now going to run in the woods - {print} name is a bit scared - {print} Suddenly she hears a crazy noise... - {sleep} - {print} name is afraid this is a haunted forest - ``` story_text_2: | ### Exercise Now it's time to add variables to your own story that you've made in the previous level. @@ -52,57 +28,11 @@ adventures: **Extra** Add a sleep command to your code to build up tension in your story. 3: - story_text: | - In level 3 you can make your story more fun. You can use randomness for any monster, animal or other obstacle, like this: - example_code: | - ``` - animals {is} 🦔, 🐿, 🦉, 🦇 - {print} They now hear the sound of an animals {at} {random} - ``` - story_text_2: | - The command `{add}` can also come in handy in your story. - example_code_2: | - ``` - {print} They hear a sound - animals {is} 🐿, 🦔, 🦇, 🦉 - animal {is} {ask} What do you think it is? - {add} animal {to_list} animals - {print} it was an animals {at} {random} - ``` story_text_3: | This is an example of the `{remove}` command in your story ### Exercise Can you use the 3 new commands `{at} {random}` , `{add} {to_list}` and `{remove} {from}` in your own story? - example_code_3: | - ``` - {print} His backpack got way too heavy. - {print} Inside were a bottle of water, a flashlight and a brick. - bag {is} water, flashlight, brick - dump {is} {ask} Which item should he dump? - {remove} dump {from} bag - ``` - 4: - story_text: | - ### Exercise - Copy the example code and finish it by adding quotation marks on the blanks in lines 1 and 2. - The blanks in line 3 and 4 should not be replaced by quotation marks, but a `{sleep}` and a `{clear}` command. Can you make it work? - - ### Exercise 2 - Go back to the previous level and copy your story code. Make the code work in this level by adding quotation marks in the right spots. - Mind: The variables in your own story should be outside of the quotation marks. Just like the second line of the example code. In that line the variable name is placed outside of the quotation marks. - example_code: | - ``` - name {is} {ask} _ What is your name? _ - {print} _ The main character is called _ name - _ - _ - {print} name _ is now going to walk in the woods _ - {print} name _ is a bit scared _ - animals {is} 🦔, 🐿, 🦉, 🦇 - {print} _ He hears the sound of a _ animals {at} {random} - {print} name _ is afraid this is a haunted forest _ - ``` 5: story_text: | In this level you can program different endings, which will make your story even more fun. @@ -117,15 +47,6 @@ adventures: - Bad Ending: The monster eats the princess You can also ensure that a name can be entered again. That works just like in the previous levels. You can combine that with an `{if}`, and then you have already made a whole program! - example_code: | - ``` - name {is} {ask} 'Who is walking in the forest?' - {print} name ' walks through the forest' - {print} name ' encounters a monster' - end {is} {ask} 'Would you like a good or a bad ending?' - {if} end {is} good {print} name ' takes the sword and the monster quickly runs away' - {else} {print} 'The monster eats ' name - ``` 7: story_text: | In a story, someone says words several times. For example, when someone calls for help or sings a song. @@ -133,12 +54,6 @@ adventures: ### Exercise Can you make your own story with repitition? - example_code: | - ``` - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - ``` 8: story_text: | In this level you can use multiple lines in your {if} commands, this way you can upgrade your happy or sad ending! @@ -232,369 +147,29 @@ adventures: {print} 'This could come in very handy' sword = 'found' ``` - 15: - story_text: | - Using the `{while}` loop can make your stories more interesting. For example, you can use `{while} game == 'on'` so you can play until the game is over. - Or you can use `{while} sword == 'lost'` so the player can't continue the game until they have found something. - - ### Exercise - The example code shows you how to use the `{while}` loop in a story. Now **think of your own scenario** in which the player has to find something before they can continue. - example_code: | - ``` - keys = 'lost' - {print} 'You are standing in your garden and you have lost your keys.' - {print} 'Where do you want to look for them?' - {print} 'You can choose: tree, flowerbed, rock, postbox' - {while} keys == 'lost' - location = {ask} 'Where do you want to look?' - {if} location == 'flowerbed' - {print} 'Here they are!' - keys = 'found' - {else} - {print} 'Nope they are not at the ' location - {print} 'Now you can enter the house!' - ``` - 18: - story_text: | - We are going to print another story, but now we have to use brackets with `{print}`. - - ### Exercise 1 - Create a story of at least 5 sentences. You don't have to use 'name' just yet. - example_code: | - ``` - {print}('Welcome to this story!') - ``` - story_text_2: | - ### Exercise 2 - We have already prepared an `{input}` for you. First, use the `name` variable in your story. - Then add a second `{ask}` and use that variable as well. - Tip: Remember the commas in a `{print}` between text and variables! - example_code_2: | - ``` - naam = {input}("What's your name?") - {print}('Welcome to this story!') - ``` add_remove_command: name: '{add} {to} & {remove} {from}' - default_save_name: add_remove_command description: introducing add to and remove from levels: 3: story_text: | ## Add to You can add items to the list with the `{add} {to_list}` command. To add an item to a list you can simply type: `{add} penguin {to} animals` or you can use the `{ask}` command like in the example code. - example_code: | - ``` - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - ``` - story_text_2: | - ## Remove from - If you can add items to a list, of course you can also take them off. This is done with the `{remove} {from}` command. - example_code_2: | - ``` - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - ``` story_text_3: | ### Exercise Try out the new commands in this virtual restaurant. Add the flavor the player is hpoing for to the list and remove the flavors they are allergic to. - example_code_3: | - ``` - {print} Mystery milkshake - flavors {is} strawberry, chocolate, vanilla - hope {is} {ask} What flavor are you hoping for? - _ - allergies {is} {ask} Are you allergic to any flavors? - _ - {print} You get a flavors {at} {random} milkshake - ``` and_or_command: - name: '{and} & {or}' - default_save_name: and or description: introducing and or - levels: - 13: - story_text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two `{if}`s but can use `{and}` and `{or}`. - - If you use `{and}`, both statements, left and right of the `{and}` need to be true. We can also use `{or}`. Then only one statement needs to be correct. - example_code: | - ``` - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - ``` ask_command: - name: '{ask}' - default_save_name: ask_command description: Introduction ask command levels: 1: - story_text: | - ## The ask command - Now that you can use the `{print}` command, you are ready to learn the next command: `{ask}`. With the `{ask}` command, you can ask a question. Check it out: - example_code: | - ``` - {print} Hello! - {ask} What is your name? - ``` story_text_2: | ## The echo command If you want the computer to repeat the answer, you can use the `{echo}` command. The answer will then be echoed back at the end of the sentence, so in this example after hello. - example_code_2: | - ``` - {print} Hello! - {ask} What is your name? - {echo} hello - ``` - story_text_3: | - ### Exercise - Try out the `{ask}` and `{echo}` commands. Firstly, fill in the blanks to make this program work. - Then ask 2 more questions using the `{ask}` command, after each `{ask}` use an `{echo}` to print the answer on the screen. - example_code_3: | - ``` - _ How are you doing? - _ - ``` - 2: - story_text: | - ## The ask command - Now that we can use **variables** in our codes, we no longer need the `{echo}` command. - We can use variables to store the answers to our questions and this way we can use the answer to multiple questions in our codes. - Check it out: - - This way your code is becoming interactive! - example_code: | - ``` - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - ``` - story_text_2: | - ### Exercise - In the previous tab you have practised with setting variables with the `{is}` command. - You have created at least 3 variables and used them with a print command. - Now, instead of setting the variables we want you to make the variables interactive, like we did in our example. - - Copy your code from the previous tab and make the variables interactive by using `{ask}` commands. - example_code_2: | - ``` - favorite_animal {is} {ask} What is your favorite animal? - {print} I like favorite_animal - ``` - 18: - story_text: The final change we will need to make to get Python code is changing `{ask}` into `{input}`. - example_code: | - ``` - {print}('My name is Hedy!') - name = {input}('What is your name?') - {print}('So your name is ', name) - ``` - blackjack: - name: Blackjack - default_save_name: Blackjack - description: Try to get as close to 21 as you can - levels: - 17: - story_text: | - Blackjack is a simple game of cards in which you have to get as close to 21 points as possible. You get two cards. Each card is worth their numeral value, and the face cards (Jack, Queen and King) are worth 10 points. - The Ace is worth either 1 or 11 points (you can choose). The dealer, your opponent, also gets two cards. - If you want, you can get another card, and its points will be added to your total. The dealer can also choose to take another card. - But be careful not to get more than 21 points, because if you do, you lose! - The player who gets closest to 21, without going over it, wins! - - ### Exercise - In this adventure we code the first part of our Blackjack game. We'll create a function to calculate how many points a card is worth. - - ***Set the variables*** - Start by making a list of all the cards, from 2 to Ace. Next make a list of the face cards, so Jack, Queen and King. Then pick a random card from the list of cards to be card_1. - - ***Create a function to calculate the points*** - Create a function that calculates how many points a card is worth. - All the face cards are worth 10 points, the Ace is worth 11 and all the other cards are worth their numeral. - Return the variable `points` at the end of the function. - - ***Test the function*** - Test if your function is working properly. Finish the first print command by filling in which card you've drawn. Then finish the second line by calling the function with card_1. - Run the code a couple of times. Are you happy with the results? Great! Then you can remove the testing part and move on the the next tab! - example_code: | - ``` - {print} 'BLACKJACK' - - # Set these variables - cards = _ - face_cards = _ - card_1 = - - # Create a function to calculate the points - {define} calculate_points {with} card: - {if} card {in} face_cards: - points = _ - {elif} _ - _ - {else}: - _ - _ points - - # Test your function - {print} 'Your card is a ' _ - {print} 'That is worth ' _ ' points'. - ``` - blackjack_2: - name: Blackjack 2 - default_save_name: Blackjack_2 - description: Blackjack part 2 - levels: - 17: - story_text: | - ### Exercise - In this adventure we code the second part of our Blackjack game. - - ***Paste your code from the previous adventure*** - In the previous adventure you've started a list of variables and created a function to calculate how many points a card is worth. Copy your code and paste it here. Mind that you don't need the testing part, so if you haven't removed that yet, please do so now. - - ***Add more variables*** - You have already set the lists `cards` and `face_cards` and the variable `card_1`. Underneath those variables create 3 more variables: `card_2`, dealer_card_1` and `dealer_card_2`. These variables are all set to a random card from the list of cards. - - ***Add up points*** - To calculate how many points you have scored we call the function with card 1 and we do it again for card 2. Then we add both these scores together to get your total. - Do the same thing for the dealers points, but be sure to use the dealer's cards and not your own! - - ***2 Aces*** - You're doing great! Almost all scores can be calculated now. There is only one exception: 2 Aces. If you get 2 Aces, your total is 12 points and not 22 (because 22 points would be losing!). This of course also goes for the dealer. - - ***Show the score*** - Lastly, you want to tell the program to tell you which cards you have drawn and how many points that is. Then show which cards the dealer has and how many points they have. - - ***Continue in the next tab*** - Great! You have finished this part of the game! Copy your code and go to the next tab to learn how to ask for an extra card and to declare a winner. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Add these variables to the list of variables - card_2 = _ - dealer_card_1 = _ - dealer_card_2 = _ - - # Add up your points - your_points_1 = {call} _ {with} card_1 - your_points_2 = _ - your_total = _ - - # Add up the dealers points - dealer_points_1 = _ - _ - _ - - # 2 Aces - {if} card_1 == 'Ace' {and} _ - your_total = 12 - {if} dealer_card_1 _ - dealer_total = _ - - # Show the score - {print} 'You have drawn a ' _ ' and a ' _ '. That is ' _ ' points' - {print} 'The dealer has drawn a ' _ ' and a ' _ '. That is ' _ ' points' - ``` - blackjack_3: - name: Blackjack 3 - default_save_name: Blackjack_3 - description: Blackjack part 3 - levels: - 17: - story_text: | - In the previous tabs you have learned how to draw 2 random cards for yourself and for the dealer and to calculate how many points you both got. - In this adventure we add the option to ask for an extra card for both you and the dealer. - - ### Exercise - ***Paste your code from the previous adventure*** Firstly, copy your code from the previous tab and paste it here. - - ***Extra card for you*** If you want, you can get an extra card to get your total as close to 21 as possible. First ask the player if they want an extra card. - If they do, pick a random card and print what they have drawn. If the card is not an Ace, you can call the function and add the points to your total. - In case the card is an Ace, you can't use the function, because the Ace can be either 1 point or 11 points, depending on how many points you already have earned. - If your total is less than 11, you want the ace to be 11 points (because this is closest to 21). So you add 11 points to your total. - If the total is more than or equal to 11, you want the ace to be 1 point (because you don't want more than 21 points). So you add 1 point to your total. - Lastly, print your new total of points. - - ***Extra card for the dealer*** The dealer can also get an extra card. The dealer doesn't need to be asked, because they always get an extra card if their total is less than 17. - Copy the 'Extra card for you code' and paste it in the dealers section. Then change it to fit the dealer picking an extra card and getting points added to their total. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Extra card for you - hit = {ask} _ - {if} hit == 'yes': - card_3 = _ - {print} _ - {if} card_3 _ 'Ace': - your_points_3 = _ - your_total = _ - {else}: - {if} your_total _ - _ - {else}: - _ - {print} _ - - # Extra card for the dealer - {if} dealer_total < 17 - _ - ``` - blackjack_4: - name: Blackjack 4 - default_save_name: Blackjack_4 - description: Blackjack part 4 - levels: - 17: - story_text: | - In the last 3 adventures you have alsmost created a working blackjack game! The only thing left to do is to decide a winner! - - ### Exercise - ***Paste your code from the previous adventure*** Start by pasting the code that you've made so far into your programming field. - - ***Decide a winner*** - Firstly, if you and the dealer have an equal amount of points, it's a draw. - Secondly, if the dealer has more than 21 points and you don't, you are the winner. - Thirdly, if both you and the dealer have less than 22 points, we have to see who came closest to 21. We do that by comparing who has the highest score. Is your total higher than the dealer's total, then you are the winner. If not, the dealer wins. - Lastly, in all other scenarios (e.g. you have more than 21 points and the dealer doesn't, or you both have more than 21 points) you are the loser. - - ***Enjoy the game!*** - Does your game work properly? Amazing! You have done a great job! Enjoy your game! - If it doesn't work right away, no worries, you might have made a mistake. Just keep calm and bebug your code using the ladybug button. - example_code: | - ``` - # Paste your code from the previous adventure here - - # Decide a winner - {if} _ - {print} 'Its a draw! Play again!' - {elif} _ - {print} 'You win!' - {elif} _ : - {if} _: - {print} _ - {else}: - {print} _ - {else}: - _ - ``` calculator: - name: Calculator - default_save_name: Calculator - description: Create a calculator levels: 6: - story_text: | - Now that you can do maths, you can make a calculator yourself! example_code: | ``` number_1 {is} {ask} 'Fill in the first number:' @@ -602,17 +177,6 @@ adventures: correct_answer = number_1 * number_2 {print} number_1 ' times ' number_2 ' is ' correct_answer ``` - story_text_2: | - ### Exercise - The calculator above will calculate the answer for you, but you can also make a program to test your own maths skills, like this: - Fill in the blanks to make it complete! - example_code_2: | - ``` - correct_answer = 11 * 27 - answer = {ask} 'How much is 11 times 27?' - {if} answer {is} _ {print} 'good job!' - {else} {print} 'Wrong! It was ' _ - ``` story_text_3: | You can also let the computer do random calculations on its own using {random}. example_code_3: | @@ -632,59 +196,7 @@ adventures: ### Exercise 2 Give the player feedback when the enter an answer, like `{print} 'Correct!'` or `{print} 'Wrong! The correct answer is ' correct_answer`. - example_code: | - ``` - score = 0 - {repeat} 10 {times} - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct_answer = number_1 * number_2 - {print} 'What is ' number_1 ' times ' number_2 '?' - answer = {ask} 'Type your answer here...' - {print} 'Your answer is ' answer - {if} _ {is} _ - score = score + 1 - {print} 'Great job! Your score is... ' score ' out of 10!' - ``` - 10: - story_text: | - This calculator game helps you practise your tables of multiplication! - ### Exercise - Fill in the blanks. We want this program to ask the player these questions: - ``` - How much is 1 times 1? - How much is 1 times 2? - How much is 1 times 3? - How much is 2 times 1? - How much is 2 times 2? - How much is 2 times 3? - How much is 3 times 1? - How much is 3 times 2? - How much is 3 times 3? - _ - ``` - example_code: | - ``` - numbers = 1, 2, 3 - {for} _ - {for} _ - answer = {ask} _ - correct = number_1 * number_2 - {if} answer {is} correct - {print} 'Great job!' - {else} - {print} 'That is wrong. The right answer is ' correct - ``` 11: - story_text: | - With a `{for}` you can simplify tables of multiplication practise program. - - ### Exercise 1 - Improve the example code such that it prints a nice multiplication table:
"1 times 10 is 10", "2 times 10 is 20", etc. - - ### Exercise 2 - Go back to your level 10 multiplication code, and modify it so that it uses a `{for}` and `{range}`. example_code: | ``` number = 10 @@ -701,34 +213,7 @@ adventures: answer = _ {print} number1 ' plus ' number2 ' is ' answer ``` - 13: - story_text: | - ### Exercise 1 - Let's make the practice program a bit harder. The player now has to answers two questions correctly. Fill out the blanks to complete the program. - - ### Exercise 2 - Sometimes, calculations have multiple correct answers. For example, 10 can be divided by 5 and by 2. So the question 'What number divides 10?' can be answered by 2 and by 5. - Ask for a calculation that has multiple correct answers, ask the player to answer it, and determine if it is correct using `{or}`. - Empty the programming field and create your own solution. - example_code: | - ``` - answer1 = {ask} 'What is 10 times 7?' - answer2 = {ask} 'What is 6 times 7?' - {if} _ _ _ _ _ _ _ - {print} _ - ``` 14: - story_text: | - In this adventure you will build a calculator that calculates your mean grade for you. If you get your calculator to work, you can move on to the next adventure, which allows you to add two extra features. - - ### Exercise 1 - Fill in the blanks to get the calculator to work. - * Start with the fourth line, add a question to figure out what grade the student got. - * In the fifth line you'll want to calculate the total of all grades, so the total = total + grade. - * Then we get to set the return value. We want to return the mean, so the total devided by the amount of tests (4). - * Lastly we finish the code by calling the function in line 8. - - Did you get it? Awesome! Would you like to add even more to your calculator? **This adventure continues in the next tab!** example_code: | ``` {define} calculate_mean_grade @@ -747,127 +232,11 @@ adventures: mean_grade = {call} _ {print} 'Your mean grade is ' mean_grade - 15: - story_text: | - You can add the `{while}` loop to the calculator game you've learned to make in a previous level. - This makes sure the player can't continue to the next question if they answer incorrectly. - - ### Exercise - Add the `{while}` loop in the function, ask the player what number_1 times number_2 is and print their answer. - Then `{call}` the function. - example_code: | - ``` - {define} new_question - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number_1 = numbers {at} {random} - number_2 = numbers {at} {random} - correct = number_1 * number_2 - answer = 0 - _ - _ - _ - {print} 'Well done!' - - {print} 'Give 10 correct answers to win!' - {for} i {in} {range} 1 {to} 10 - _ - {print} 'You win!' - ``` - calculator_2: - name: Calculator 2 - default_save_name: Calculator 2 - description: Calculator 2 - levels: - 14: - story_text: | - ### Exercise 2 - **This is the second part of this adventure.** The adventure starts in the previous tab. - Of course, you don't always want to calculate the mean of 4 tests. You might want to calculate the mean of 10 tests or only 2... - We can fix this problem by adding the argument and variable 'amount_of_tests'. - * Start a new line on line 3. Set the amount_of_tests argument by asking the student how many tests they have made. - * Change the 4 in line 4 to the new argument amount_of_tests. - * Lastly, change the 4 in line 6 to amount_of_tests - - Try out your new program. Does it work? - - ### Exercise 3 - Did you want to make your program even better? Great! In the previous program you could only calculate the mean grade of 1 subject, but it would be better if you could calculate the mean grade for all subjects you want! - We won't tell you how to do it, but we will give you one tip: Start your code in line 1 with: define calculate_mean_grade with subject. - example_code: | - ``` - # Use your own code from the previous adventure. - ``` clear_command: - name: '{clear}' - default_save_name: clear_command description: clear command - levels: - 4: - story_text: | - Time for a new command! With `{clear}` you can clear all the text form your output screen. This way you can prevent your screen getting too full of text. - Beware! If you are using a `{clear}` command, you might need to use a `{sleep}` above it. Otherwise Hedy will clear your screen without giving you the time to read as you can see in the example! - example_code: | - ``` - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'wait for it...' - {sleep} 3 - {clear} - {print} 'SURPRISE!' - ``` debugging: - name: debugging - default_save_name: debugging - description: debugging adventure levels: - 1: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will show you code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} I love programming - Do you love programming too? - {echo} - {print} What are your hobbies? - {echo} Your hobbies are - ``` - 2: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - destination {ask} Where are you going on holidays? - {print} The flight to dstination leaves at 3 pm. - {ask} Did you check in your luggage yet? - {echo} - {print} Let me print your boarding pass for you. - {sleep} - Here you go! Have a nice trip! - ``` 3: - story_text: |- - Welcome to a debugging adventure. Debugging a code means getting rid of mistakes in the code. - That means that in these debugging adventures, we will give you a code that does not work yet. - You will have to figure out what's wrong and correct the mistakes. - - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -881,80 +250,12 @@ adventures: tomorrows_movie {is} movie_choices {at} {random} I'll go get the popcorn! {print} ``` - 4: + 7: story_text: |- ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Welcome to the online library! - {ask} What genre of books do you like? - {print} You like genre - author {is} {ask} 'Who's your favorite author?' - {print} 'author is your favorite author' - {print} Hmmm... i think you should try... books {at} {random} - ``` - 5: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} Welcome to Swimming Pool Hedy! - class {is} {ask} 'Are you here to join a class today?' - {if} class yes - {print} 'Great! You're joining a class! - {print} {else} 'You will not be joining a class' - discount {is} 'Do you have a discount code?' - {if} discount {is} yes - discount_answer {is} {ask} 'What's your discount code?' - discount_codes = Senior4231, Student8786, NewMember6709 - {if} discount_answer {is} {in} discount_cods - {print} 'That will be $3,50' - 'That will be $5,50' - {print} 'Have a nice swim!' - ``` - 6: - story_text: |- - ### Exercise - Debug this code. Good luck! - example_code: | - **Warning! This code needs to be debugged!** - ``` - {print} 'Vending machine' - chosen_product = {ask} 'Please select a product' - 1_dollar_products = coke orange juice water - 2_dollar_products = chocolate, cookie, museli bar - 3dollar_prodcuts = potato chips, beef jerky, banana bread - {if} chosen {is} {in} 1_dollar_products - price = 1 - {if} chosen_product {is} 2_dollar_products - price = 2 - {else} chosen_product {in} 3_dollar_products - price = 3 - amount_of_products = '{ask} How many of ' chosen_product would you like to have?' - total = price + amount_of_product - {print} 'That will be $' price 'please' - ``` - 7: - story_text: |- - ### Exercise - Surprise! This program looks more like an output than a code. And yet, we don't want you to just add `{print}` commands in front of each line. - Fix this program to turn it into the nursery rhyme 'Brother John (Frère Jaques)' by using the {repeat} command of course! - example_code: | - **Warning! This code needs to be debugged!** - ``` - Are you sleeping? - Brother John! - Morning bells are ringing! - Ding, dang, dong! - ``` - 8: - story_text: |- - ### Exercise - Debug this code. Good luck! + Surprise! This program looks more like an output than a code. And yet, we don't want you to just add `{print}` commands in front of each line. + Fix this program to turn it into the nursery rhyme 'Brother John (Frère Jaques)' by using the {repeat} command of course! + 8: example_code: | **Warning! This code needs to be debugged!** ``` @@ -977,9 +278,6 @@ adventures: {print} 'Thank you! Byebye!' ``` 9: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1002,9 +300,6 @@ adventures: price = amount * 6 {print} 'That will be 'price dollar' please' 10: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1053,9 +348,6 @@ adventures: print month i ``` 12: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1081,9 +373,6 @@ adventures: call greet_costumer ``` 13: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1113,9 +402,6 @@ adventures: print 'No problem!' ``` 14: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1162,9 +448,6 @@ adventures: else 'no problem' 15: - story_text: |- - ### Exercise - Debug this random children's story. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1199,10 +482,6 @@ adventures: print The End ``` 16: - story_text: |- - ### Exercise - Debug this code. Good luck! - Tip: Make sure that you only see your score once in the end. example_code: | **Warning! This code needs to be debugged!** ``` @@ -1221,9 +500,6 @@ adventures: ``` 17: - story_text: |- - ### Exercise - Debug this code. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1256,9 +532,6 @@ adventures: print 'Thanks for ordering!' ``` 18: - story_text: |- - ### Exercise - Debug this Old MacDonald program from level 16. Good luck! example_code: | **Warning! This code needs to be debugged!** ``` @@ -1284,28 +557,6 @@ adventures: levels: 1: story_text: "在關卡 1 中,您可以使用命令 `{print}`、`{ask}` 和 `{echo}`。\n在編程字段中輸入您的代碼。 或者按下示例代碼塊中的綠色按鈕,代碼將輸入!\n使用編程字段下方的綠色“運行代碼”按鈕自行嘗試代碼。\n\n您可以使用 `{print}` 命令將文本打印到屏幕上。 \n" - example_code: | - ``` - {print} Hello world! - ``` - 2: - story_text: | - Congratulations! You've reached level 2. Hopefully you've already made some awesome codes! - In the first level you might've notice that the `{echo}` command can only save one bit of information at a time. - For example in the restaurant adventure, you could echo what the costumer wanted to eat, or what they wanted to drink, but not both in one sentence. - - That changes in level 2. In level 2 you'll learn to work with variables, that allow you to save multiple pieces of information and print them in any place you want. - So let's go to the next tab! - example_code: | - **Warning! This code does not work!** - In Hedy commands will change sometimes. `{echo}` for example only works in level 1. In this level you'll learn a better way to echo answers back. - ``` - {print} Welcome at Hedy's - {ask} What would you like to eat? - {echo} So you want - {ask} what would you like to drink? - {echo} So you want - ``` 3: story_text: | In level 3 you can make a list. You can let the computer choose something random from the list. You do that with `{at} {random}`. @@ -1381,20 +632,6 @@ adventures: {print} 'INTRUDER!' {print} 'You cannot use this computer!' ``` - 9: - story_text: | - Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... - Good news! In this level you will be allowed to put an {if} inside an {if}, or inside a {repeat} command. Putting a block of code inside another block of code is called nesting. ``` Putting a block of code inside another block of code is called nesting. - example_code: | - ``` - answer = {ask} 'Are you ready to learn something new?' - {if} answer {is} yes - {print} 'Great! You can learn to use the repeat command in the if command!' - {print} 'Hooray!' - {print} 'Hooray!' - {print} 'Hooray!' - {else} - {print} 'Maybe you should practice some more in the previous level' 10: story_text: |- In this level we learn a new code called `{for}`. With `{for}` you can make a list and use all elements. @@ -1405,10 +642,6 @@ adventures: {for} animal {in} animals {print} 'I love ' animal ``` - 11: - story_text: | - You have reached level 11, you're doing great! In the higher levels, Hedy is focussing more and more on teaching you the programming language Python. - In Python there is no `{repeat}` command, but there is a command that works like {repeat}. Are you curious to find out how to say `{repeat}` in Python language? Quickly go on to find out! 12: story_text: |- **Decimal numbers** @@ -1488,31 +721,13 @@ adventures: We arrived at real Python code! That means we need to use parentheses with {print} and {range} from now on. {print}('My name is ', name) dice: - name: Dice - default_save_name: Dice - description: Make your own dice levels: 3: - story_text: | - In this level we can choose from a list. With that we can let the computer choose one side of the die. - Take a look at the games you have in your closet at home. - Are there games with a (special) die? You can also copy it with this code. - For example, the dice of the game Earthworms with the numbers 1 to 5 and an earthworm on it. - - ![Die of earthworms with 1 to 5 and an earthworm on it](https://cdn.jsdelivr.net/gh/felienne/hedy@24f19e9ac16c981517e7243120bc714912407eb5/coursedata/img/dobbelsteen.jpeg) example_code: | ``` choices {is} 1, 2, 3, 4, 5, earthworm {print} choices {at} {random} ``` - story_text_2: | - ### Exercise - The dice in the example above are dice for a specific game. Can you make normal dice? - Or other special dice from a different game? - example_code_2: | - ``` - choices {is} _ - ``` 4: story_text: | In this level we can make sentences with the die value in the sentence, with quotes of course. @@ -1572,33 +787,7 @@ adventures: {print} player ' throws ' choices {at} {random} {sleep} ``` - 15: - story_text: | - ### Exercise - In this level you can create a little game in which you'll have to throw 6 as fast as possible. - We have started the code, it's up to you to get the game to work! - - Firstly, add a `{while}` loop that checks if 6 has been thrown or not. - As long as you haven't thrown 6 already, throw the dice on a random number. - Print what the player has thrown. - Add a try to the amount of tries - Wait a second before you throw again, or - in case you've thrown a 6 - before the game ends. - example_code: | - ``` - options = 1, 2, 3, 4, 5, 6 - {print} 'Throw 6 as fast as you can!' - thrown = 0 - tries = 0 - _ - _ - _ - _ - _ - {print} 'Yes! You have thrown 6 in ' tries ' tries.' - ``` dishes: - name: Dishes? - default_save_name: Dishes description: Use the computer to see who does the dishes (Start at level 2) levels: 3: @@ -1621,13 +810,6 @@ adventures: Can you complete the code by filling the blanks? Every blank must be replaced with one word of symbol. Tip: Don't forget the quotation marks! - example_code: | - ``` - people {is} mom, dad, Emma, Sophie - {print} _ the dishes are done by _ - {sleep} - {print} people {at} _ - ``` 5: story_text: | With the `{if}` you can now have more fun with choice in the program. You can have your program respond to the choice that the computer has made. @@ -1636,20 +818,6 @@ adventures: Don't forget the quotes! example_code: "```\npeople {is} mom, dad, Emma, Sophie\ndishwasher {is} people {at} {random}\n{if} dishwasher {is} Sophie {print} _ too bad I have to do the dishes _ \n{else} {print} 'luckily no dishes because' _ 'is already washing up'\n```\n" 6: - story_text: | - How often is everyone going to do the dishes? Is that fair? You can count it in this level. - example_code: | - ``` - people = mom, dad, Emma, Sophie - emma_washes = 0 - dishwasher = people {at} {random} - {print} 'The dishwasher is' dishwasher - {if} dishwasher {is} Emma emma_washes = emma_washes + 1 - {print} 'Emma will do the dishes this week' emma_washes 'times' - ``` - - Now you can copy lines 3 to 5 a few times (e.g. 7 times for a whole week) to calculate for a whole week again. - Do you make the code for the whole week? story_text_2: | If you are extremely unlucky the previous program might choose you to to the dishes for the whole week! That's not fair! To create a fairer system you can use the `{remove}` command to remove the chosen person from the list. This way you don't have to do the dishes again untill everybody has had a turn. @@ -1686,14 +854,9 @@ adventures: {print} names {at} {random} ' does the dishes on ' day ``` elif_command: - name: '{elif}' - default_save_name: elif description: elif levels: 17: - story_text: | - In this level you can also use a new command: `{elif}`. `{elif}` is a combination of the keywords `{else}` and `{if}` and you need it when you want to make 3 (or more!) options. - Check it out! example_code: | ``` prices = ['1 million dollars', 'an apple pie', 'nothing'] @@ -1707,67 +870,14 @@ adventures: {print} 'Better luck next time..' ``` for_command: - name: '{for}' - default_save_name: for description: for command levels: - 10: - story_text: |- - ## For - In this level we learn a new code called `{for}`. With `{for}` you can make a list and use all elements. - `{for}` creates a block, like `{repeat}` and `{if}` so all lines in the block need to start with 4 spaces. - example_code: | - ``` - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - ``` - story_text_2: | - ### Exercise - Finish this code by adding `{for} action {in} actions` to line 2. - example_code_2: | - ``` - actions = clap your hands, stomp your feet, shout Hurray! - _ - {repeat} 2 {times} - {print} 'If youre happy and you know it, ' action - {sleep} 2 - {print} 'If youre happy and you know it, and you really want to show it' - {print} 'If youre happy and you know it, ' action - {sleep} 3 - ``` 11: story_text: |- In this level, we add a new form of the `{for}`. In earlier levels, we used `{for}` with a list, but we can also use `{for}` with numbers. We do that by adding a variable name, followed by `{in}` `{range}`. We then write the number to start at, `{to}` and the number to end at. Try the example to see what happens! In this level again, you will need to use indentations in lines below the `{for}` statements. - example_code: | - ``` - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - ``` - 17: - story_text: | - Now we are going to change indentation a little bit. Every time that we need an indentation, we need `:` at the line before the indentation. - example_code: | - ``` - {for} i {in} {range} 1 {to} 10: - {print} i - {print} 'Ready or not, here I come!' - ``` - 18: - story_text: | - Lastly, we'll turn `{for} i {in} {range} 1 to 5` into real Python code, like this: - example_code: | - ``` - {for} i {in} {range}(1,5): - {print} (i) - ``` fortune: - name: Fortune teller - default_save_name: Fortune Teller - description: Let Hedy predict the future levels: 1: story_text: | @@ -1794,37 +904,6 @@ adventures: story_text: | In the previous levels you've created your first fortune telling machine, but Hedy couldn't really predict anything, only {echo}. In this level you can use a variable and the `{at} {random}` command to really let Hedy choose an answer for you. Check out this code for instance: - example_code: | - ``` - {print} I’m Hedy the fortune teller! - question {is} {ask} What do you want to know? - {print} This is what you want to know: question - answers {is} yes, no, maybe - {print} My crystal ball says... - {sleep} 2 - {print} answers {at} {random} - ``` - story_text_2: | - ### Exercise - Now, Hedy can only answer yes, no or maybe. Can you give Hedy more answer options, like 'definitely' or 'ask again'. - 4: - story_text: | - ### Exercise - We have removed all the quotation marks from this example code, can you add them in all the right places? - - ### Exercise 2 - Go back to the previous level and copy your fortune teller code. Make the code work in this level by adding quotation marks in the right spots. - example_code: | - ``` - _ Add the quotation marks to this code _ - {print} Im Hedy the fortune teller! - question {is} {ask} What do you want to know? - {print} This is your question: question - answers {is} yes, no, maybe - {print} My crystal ball says... - {sleep} 2 - {print} answers {at} {random} - ``` 5: story_text: | In this level you'll learn to (secretly) tip the odds in your favor, when using the fortune teller! @@ -1838,14 +917,6 @@ adventures: {if} person {is} Hedy {print} 'You will definitely win!🤩' {else} {print} 'Bad luck! Someone else will win!😭' ``` 6: - story_text: | - In this level you can use math in your predictions as a fortune teller. This allows you to make up (silly) formulas to calculate the future. - For example you could calculate how rich you'll get or how many kids you will have when you grow up. - - - - ### Exercise - Can you think of your own (silly) fortune telling machine? example_code: | ``` {print} 'I am Hedy the fortune teller!' @@ -1928,27 +999,8 @@ adventures: {print} fortunes {at} {random} ``` functions: - name: functions - default_save_name: functions - description: functions levels: 12: - story_text: | - In this level you'll learn how to use **functions**. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. - To create a function, use `{define}` and give the function a name. Then put all the lines you want in the function in a indented block under the `{define}` line. - Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use {call} with the function's name to call it up! We don't have to type that block of code again. - - Check out this example code of a game of Twister. The function 'turn' contains a block of code that chooses which limb should go where. - - ### Exercise - Finish this code by setting the 2 variables chosen_limb and chosen_color. - Then, choose how many times you want to call the function to give the twister spinner a spin. - - ### Exercise 2 - Improve your code by adding a variable called 'people'. Use the variable to give all the players their own command in the game. - For example: 'Ahmed, right hand on green' or 'Jessica, left foot on yellow'. example_code: | ``` sides = 'left', 'right' @@ -1985,25 +1037,7 @@ adventures: I dreamed that my Bonnie is dead Can you program this verse in the same way as the example? - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - ``` 14: - story_text: | - In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. - You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - - For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - - ### Exercise - Finish this code. We have already made the variable new_price for you, you only need to set it. - You should finish the line of code by calling the function that calculates the new price. example_code: | ``` {define} calculate_new_price {with} amount, percentage @@ -2017,251 +1051,13 @@ adventures: new_price = _ calculate_new_price {with} old_price, _ {print} 'The new price is ' new_price ' dollar' ``` - 18: - story_text: | - Let's make functions the Pythons way! To define a function, we no longer use: - - `{define} name_function {with} argument_1, argument_2:` - - but we use: - - `{def} name_function(argument_1, argument_2):`. - - - If you don't want to use arguments, you just leave the space between the parantheses empty. - To call a function, we don't need the `{call}` command anymore. You just type the name of the function. - example_code: | - ``` - {def} calculate_score(answer, correct_answer): - {if} answer == correct_answer: - score = 1 - {elif} answer == '?': - score = 0 - {else}: - score = -1 - {return} score - - answer = {input} ('Where can you find the Eiffel Tower?') - correct_answer = 'Paris' - score = calculate_score(answer, correct_answer) - {print} ('Your score is... ', score) - ``` - guess_my_number: - name: Guess my number - default_save_name: guess my number - description: guess my number - levels: - 14: - story_text: | - In this level you can program the game 'Guess my number' - - ### Exercise - Fill in the correct symbols on the blanks to get the game to work. - example_code: | - ``` - {print} 'Guess my number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess _ number - {print} 'Lower!' - {if} guess _ number - {print} 'Higher!' - {if} guess _ number - {print} 'You win!' - game = 'over' - ``` - hangman: - name: Hangman - default_save_name: Hangman - description: Guess the word - levels: - 17: - story_text: | - In this adventure we program a game of hangman. First we make some preparations, then we program the game and in the third part we add a drawing with the turtle. - - ### Exercise - ***Set the variables*** In this game of hangman, Player 1 chooses an answer and Player 2 has to guess the letters in this answer. - To let the computer know all the letters in the word, we will turn the answer into a list of letters. We also do this with the guesses Player 2 makes. - We will start the game with 2 empty lists. We have made an empty list for the variable answer for you. Now make an empty list for guessed_letters as well. - Then we fill in how many mistakes were made. At the start of the game, this should be 0. - The variable `amount_letters` tells us how many letters are in the answer. Ask Player 1 to tell us how many letters their word has. - Lastly we tell the computer if the game is over. We use the variable `game_over` and set it to `False`. - - ***Choosing the answer*** We want Player 1 to be able to choose the answer. We'll ask them, as many times as necessary, what the next letter is. - Then we add that letter to the answer. Lastly, we add an empty _ to the list of guessed letters, so we get as many _s as there are letters in the answer. - - ***Player 2's turn*** - Tell Player 2 its their turn. Then tell Player 2 how many letters there are in the answer. Finally, print the list of `guessed_letters`. - - ***Go to the next tab*** Now that all the starting variables are set, we can start programming the game itself. Check out the next tab to learn how! - example_code: | - ``` - print 'Hangman!' - - # Set the variables - answer = [] - guessed_letters = _ - mistakes_made = _ - amount_letters = {ask} _ - _ = 'False' - - # Choosing the answer - {for} _ - letter = {ask} 'Player 1, what is letter ' i '?' - _ - {add} '_' {to} _ - - # Player 2 turn - print _ - print _ - print guessed_letters - ``` - hangman_2: - name: Hangman 2 - default_save_name: Hangman_2 - description: Hangman 2 - levels: - 17: - story_text: | - Now it's time to program the hangman game. - - ### Exercise - - ***Paste your code*** Copy your code from the previous tab and paste the code in the programming field. - - ***The game*** This games continues playing until Player 2 is game over. Fill in the while command accordingly. Now, Player 2 is allowed to guess a letter, so ask Player 2 to guess a letter. - We need to check if their answer is correct, so check if their `guess` is (somewhere) in the (list) `answer`. Then we let the computer figure out which of the letter(s) is the guess. We have already programmed that part for you. - Next we want to compliment the player for finding a correct letter and we want to print the list `guessed_letters`, so the player can see their progress. - - The next part we're going to program is what happens when the player has guessed all of the letters. So if their list of `guessed_letters` is the same as our list `answer`. - If the lists are the same, congratulate Player 2 with their victory and set the variable `game_over` to `True`. - - Next we'll program what happens when Player 2 guesses wrong (so the `{else}` command). First, tell the player that their guess was wrong. Then increase the `mistakes_made` variable by 1. - - For the last part we'll program what happens when Player 2 has made 10 mistakes. We'll print that Player 1 has won the game. Then we'll print the correct answer. And finally, we'll set our `game_over` variable to `True`, so the game stops. - - ***Go to the next tab*** Amazing work! Your game is playable, but wouldn't it be fun if the hangman was actually drawn when Player 2 makes a mistake..? - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - guess = _ - {if} _ - {for} i {in} {range} 1 {to} amount_letters: - if answer[i] == guess: - guessed_letters[i] = guess - {print} _ - {if} guessed_letters == _: - {print} _ - game_over = _ - {else}: - {print} _ - mistakes_made _ - {if} _ == 10: - {print} _ - {print} _ - _ - ``` - hangman_3: - name: Hangman 3 - default_save_name: Hangman_3 - description: Hangman 3 - levels: - 17: - story_text: | - In a game of hangman the mistakes are shown by drawing a part of the hangman each time a mistake has been made. - We now add those drawings with our turtle! - - ### Exercise - ***Create a function that draws the hangman*** Create a function that draws the hangman in 10 steps. We have already made step 1 for you. - - ***Test the function*** Test the function by calling the function with 10. If you are happy with the function, remove the line that calls the function for now. We will call the function when the player makes a mistake. - - ***Paste your hangman game under your function*** Go back to the previous tab and copy your hangman game. Paste the game underneath your function. - - ***Call the function when the player makes a mistake*** Under the line `mistakes_made = mistakes_made + 1` we will call the function. We want the turtle to take the same amount of steps as the player has made mistakes, so we call the function with `mistakes_made` as argument. - - ***Enjoy your game!*** -
- The hangman could look like this -
- example_code: | - ``` - # Create a function that draws the hangman - {define} draw_hangman {with} step: - {if} step == 1: - {color} white - {forward} -100 - {turn} 90 - {forward} -50 - {color} black - {forward} 100 - {forward} -50 - - {if} step == 2: - _ - # Paste your hangman game here - - ``` - harry_potter: - name: Harry Potter - default_save_name: Harry Potter - description: Harry Potter adventures - levels: - 10: - story_text: | - ### Exercise - We can also make a Harry Potter themed fortune teller. Fill in blanks such that 9 lines are printed. - **Extra** Change the theme of the fortune teller into something else, such as your favorite book, film or tv show. - example_code: | - ``` - houses = Gryffindor, Slytherin, Hufflepuff, Ravenclaw - subjects = potions, defence against the dark arts, charms, transfiguration - fears = Voldemort, spiders, failing your OWL test - names = Harry, Ron, Hermione - _ - _ {print} name ' is placed in ' houses {at} {random} - _ {print} name ' is great at ' subjects {at} {random} - _ {print} name 's greatest fear is ' fears {at} {random} - ``` haunted: - name: Haunted House - default_save_name: Haunted House - description: Escape from the haunted house levels: 1: - story_text: | - In this adventure you are working towards making a game in which you have to escape from a haunted house by picking the correct door. - If you pick the right door you'll survive, but if not a terrible monster might... - - In level 1 we start our haunted house game by making up a scary story and ask the player what monster they'll see in the haunted house. - example_code: | - ``` - {print} How did I get here? - {print} I remember my friend telling me to go into the old mansion... - {print} and suddenly everything went black. - {print} But how did I end up on the floor...? - {print} My head hurts like Ive been hit by a baseball bat! - {print} What's that sound? - {print} Oh no! I feel like Im not alone in this house! - {print} I need to get out of here! - {print} There are 3 doors in front of me.. - {ask} Which door should i pick? - {echo} I choose door - {print} ...? - ``` story_text_2: | ### Exercise Can you finish the scary story? Or make up your own haunted house story? 2: - story_text: | - In this haunted house you can choose your monsters with emojis. Of course you could also use words. example_code: | ``` monster_1 {is} 👻 @@ -2273,10 +1069,6 @@ adventures: {print} Oh no! Quickly get to the kitchen. {print} But as you enter monster_3 attacks you! ``` - story_text_2: | - ### Exercise - In the example above the monsters are predetermined. So each time you run your code, the output is the same. - Can you add `{ask}` commands to make the haunted house interactive and have the players choose the monsters they come across? example_code_2: | ``` monster_1 {is} _ @@ -2293,17 +1085,6 @@ adventures: In the previous levels you've made an introduction to your haunted house game, but as you might have noticed the story would always have a dreadful end. In this level you can make your story more interactive by changing the outcome of the game; sometimes you'll get eaten, sometimes you'll escape! Let Hedy decide randomly! - example_code: | - ``` - _ Escape from the haunted house! - _ There are 3 doors in front of you... - _ _ _ Which door do you choose? - _ You picked door ... choice - monsters _ a zombie, a vampire, NOTHING YOUVE ESCAPED - _ You see... - {sleep} - _ _ _ _ - ``` 4: story_text: | In this level you learn how to use quotation marks in your games. @@ -2319,27 +1100,6 @@ adventures: {sleep} {print} monsters {at} {random} ``` - 5: - story_text: | - Up until this level the haunted house game always asked the player to choose a door, but as you might have noticed, they didn't really have to answer correctly. - If the player filled in a completely random answer, the game would still work and the player might even win (despite not picking a door). - In this level you can only win the game by picking the same door Hedy picked randomly. - - ### Exercise - Can you find the 4 missing words to complete the code? - example_code: | - ``` - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you...' - doors {is} 1, 2, 3 - monsters {is} werewolf, mummy, vampire, zombie - chosen_door {is} {ask} 'Which door do you choose?' - {print} 'You chose door...' chosen_door - {sleep} - correct_door {is} doors {at} {random} - _ _ _ _ {print} 'Great! Youve escaped!' - {else} {print} 'Oh no! You are being eaten by a...' monsters {at} {random} - ``` 9: story_text: | In this level you can use nesting, which allows you to make the haunted house even more interactive! @@ -2347,27 +1107,6 @@ adventures: ### Exercise Now it's very hard to win this game, can you make it easier to win? For example by only having 1 wrong door and 2 correct doors instead of 1 correct door and 2 wrong ones? - example_code: | - ``` - {print} 'Escape from the Haunted House!' - player = alive - doors = 1, 2, 3 - monsters = zombie, vampire, giant spider - {repeat} 3 {times} - {if} player {is} alive - correct_door {is} doors {at} {random} - {print} 'There are 3 doors in front of you...' - chosen_door = {ask} 'Which door do you choose?' - {if} chosen_door {is} correct_door - {print} 'No monsters here!' - {else} - {print} 'You are eaten by a ' monsters {at} {random} - player = dead - {else} - {print} 'GAME OVER' - {if} player {is} alive - {print} 'Great! You survived!' - ``` 11: story_text: | In this level we've changed the repeat command and we've added a line to our haunted house that tells the player in which room they are. @@ -2396,188 +1135,16 @@ adventures: {if} player {is} alive {print} 'Great! You survived!' ``` - 14: - story_text: | - ### Exercise - In this level you can use the `<` and `>` symbol to introduce lives to your game. - Make sure the player loses a life when they come across the wrong monster and that the game stops if you have no lives left. - example_code: | - ``` - {print} 'Escape from the haunted house' - lives = 3 - doors = 1, 2, 3 - monsters = 'the wicked witch', 'a zombie', 'a sleeping 3 headed dog' - {for} i {in} {range} 1 {to} 10 - {if} lives _ - good_door = doors {at} {random} - monster = monsters {at} {random} - chosen_door = {ask} 'Which door do you choose?' - {if} good_door == chosen_door - {print} 'You have chosen the correct door' - {else} - {print} 'You see...' monster - {if} monster == 'a sleeping 3 headed dog' - {print} 'Pffieuw.... Its asleep' - {else} - {print} 'You lose one life' - lives = _ - {else} - {print} 'GAME OVER' - ``` - 16: - story_text: | - ### Exercise - This haunted house game uses the connection between the lists you can use in this level. - For example: all the properties that belong to the zombie are first in all the lists, witch second and vampire third. - Check out the code and fill in `weapons[i]`, `monsters[i]` , `bad_fate[i]`, `good_fate[i]`, `hint[i]` on the correct blanks to get the code to work! - example_code: | - ``` - numbers = [1, 2, 3] - i = numbers[{random}] - hint = ['growling', 'a cackling laugh', 'fluttering batwings'] - monsters = ['zombie', 'witch', 'vampire'] - bad_fate = ['Your brain is eaten', 'You are forever cursed', 'You are bitten'] - good_fate = ['You throw the ham. The zombie is distracted and starts eating it.', 'You set the curtains on fire. The witch flees out of fear for the fire', 'The vampire hates garlic and flees'] - weapons = ['ham', 'lighter', 'garlic'] - {print} 'You are standing in front of an old mansion' - {print} 'Something is not right here' - {print} 'You hear ' _ - {print} 'You are going to explore it' - {print} 'You enter the kitchen and see a lighter, a raw ham and a garlic.' - your_weapon = {ask} 'What do you bring with you?' - {print} 'With your ' your_weapon ' you enter the living room' - {print} 'There you find a ' _ - needed_weapon = _ - {if} your_weapon == needed_weapon - {print} 'You use your ' your_weapon - {print} _ - {print} 'YOU WIN!' - {else} - {print} 'You have chosen the wrong weapon...' - {print} _ - {print} 'GAME OVER' - ``` - hotel: - name: hotel - default_save_name: hotel - description: hotel - levels: - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, and you've learned how to combine it with an {ask}. - You might have wondered why you would use functions, because the functions in the example were only one line of code. - Now we will show you what a bigger function looks like and we will use multiple agruments now as well. You'll see how much better it is to use a function once the function gets bigger. - Here is an example of a function with arguments combined with {ask} commands. - example_code: | - ``` - {define} welcome_message {with} title, last_name, country, room_number - {print} 'Welcome to Hotel Hedy, ' title ' ' last_name - nice_trip {is} {ask} 'Did you have a nice trip from, ' country '?' - {if} nice_trip {is} 'yes' - {print} 'Lovely!' - {else} - {print} 'Sorry to hear that.' - {print} 'Hopefully you can take a nice rest in you room.' - {print} 'Your room number is ' room_number - - {print} 'Hello. Please fill in your information to check in.' - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 - ``` - - title = {ask} 'What is your title (mr, mrs, ms, dr, etc.)?' - name = {ask} 'What is you last name?' - homecountry = {ask} 'What country do you come from?' - - {call} welcome_message {with} title, name, homecountry, 105 if_command: - name: '{if} & {else}' - default_save_name: if_command description: Introducing the if command levels: - 5: - story_text: | - ## If... else.... - In level 5 there is something new, the `{if}`! With the `{if}` you can choose between two different options. - This code prints nice if you enter Hedy as a name, and boo! if you enter something else. - `{ask}` and `{print}` still work like they did in level 4. - example_code: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' {else} {print} 'boo!' - ``` - story_text_2: | - Sometimes code with an `{if}` gets really long and does not fit on the line well.
You may also divide the code over two lines, starting the second line at the `{else}` like this: - example_code_2: | - ``` - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - ``` - story_text_3: | - ### Exercise - Try to create your own code with `{if}` and `{else}`. You can use the example code if you want. - example_code_3: | - ``` - answer {is} {ask} '2 + 2 = ?' - _ _ _ 4 _ 'Great job!' - _ _ 'No 2 + 2 = 4' - ``` - 8: - story_text: | - ## If... Else... - You have learned to repeat a block of lines of code after a `{repeat}` command. - Now you can also use indentation to make blocks after a {if} or {else} command. - Check out the example code. - - ### Exercise - Add an {else} command to the example code. Make a block of line using indentation. You do this by starting each line with 4 spaces. - example_code: | - ``` - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {print} 'You can play on your computer!' - ``` 9: story_text: | In this level you can also put an {if} command inside another {if} command. - example_code: | - ``` - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - ``` in_command: - name: '{in}' - default_save_name: in_command description: Introducing the in command levels: 5: - story_text: | - ## Lists - When we want to check if something is in a list, we can now use the `{in}` command. - This code prints pretty! if you choose green or yellow, and meh otherwise. - example_code: | - ``` - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - ``` - story_text_2: | - ### Exercise - Finish the example code by filling in the blanks with commands that you've learned. - When you've finished the code, try to create a code of your own and use a question that you've thought of yourself. example_code_2: | ``` animals is dog, cow, sheep @@ -2586,62 +1153,21 @@ adventures: _ _ 'My favorite animals are dogs, cows and sheep' ``` is_command: - name: '{is}' - default_save_name: is_command description: introducing is command levels: 2: - story_text: | - ## Variables - You can name a word with `{is}`. This is called a **variable**. In this example we made a variable called name and a variable called age. You can use the word name anywhere in your code and it will be replaced by Hedy, like this: - example_code: | - ``` - name {is} Hedy - age {is} 15 - {print} name is age years old - ``` story_text_2: | ### Exercise Time to make your own variables! In the example code we made an example of the variable `favorite_animal`. In line 1 the variable is set, and in line 2 we haved used the variable in a print command. Firstly, finish our example by filling in your favorite animal on the blank. Then make at least 3 of these codes yourself. Pick a variable, and set the variable with the {is} command. Then use it with a {print} command, just like we did. - example_code_2: | - ``` - favorite_animal {is} _ - {print} I like favorite_animal - ``` - 6: - story_text: | - We also make a change in storing a word in a variable! You may now use `=` instead of `{is}` when we store a name or a number in a variable, like this: - example_code: | - ``` - name = Hedy - answer = 20 + 4 - ``` 14: - story_text: | - We are going to learn more new items. You might know them already from mathematics, the `<` and `>`. - The `<` checks if the first number is smaller than the second, for example age `<` 12 checks if age is smaller than 12. - If you want to check if the first number is smaller or equal to the second, you can use `<=`, for example age `<=` 11. - The `>` checks if the first number is bigger than the second, for example points `>` 10 checks if points is larger than 10. - If you want to check if the first number is bigger or equal to the second, you can use `>=`, for example points `>=` 11. - You use these comparisons in an `{if}`, like this: example_code: | ``` age = {ask} 'How old are you?' {if} age > 12 {print} 'You are older than I am!' ``` - story_text_2: | - From this level on, if you want to compare exactly, you can use two equal signs. This is what most programming languages do: - example_code_2: | - ``` - name = {ask} 'What is your name?' - {if} name == 'Hedy' - {print} 'You are cool!' - ``` - story_text_3: | - You can also compare if something is *not* equal to something else using `!=` like this: example_code_3: | ``` name = {ask} 'What is your name?' @@ -2654,9 +1180,6 @@ adventures: {else} {print} 'You are older than me!' language: - name: Language - default_save_name: Language - description: Practice words in a foreign language levels: 5: story_text: | @@ -2664,49 +1187,9 @@ adventures: ### Exercise Can you make this program for a different language? Or can you add more words to the French one? - example_code: | - ``` - {print} 'Learn French!' - cat {is} {ask} '🐱' - {if} cat {is} chat {print} 'Terrific!' - {else} {print} 'No, cat is chat' - frog {is} {ask} '🐸' - {if} frog {is} grenouille {print} 'Super!' - {else} {print} 'No, frog is grenouille' - ``` - 16: - story_text: | - ### Exercise - Take a look at the example code. This is a program to practise French vocabulary. Now make your own program to practice your vocabulary in a new language. - If you don't know any other languages, you can use Google translate or you can use emojis and your native language. - example_code: | - ``` - french_words = ['bonjour', 'ordinateur', 'pomme de terre'] - translation = ['hello', 'computer', 'potato'] - score = 0 - {for} i {in} {range} 1 {to} 3 - answer = {ask} 'What does ' french_words[i] ' mean?' - correct = translation[i] - {if} answer == correct - {print} 'Correct!' - score = score + 1 - {else} - {print} 'Wrong, ' french_words[i] ' means ' translation[i] - {print} 'You gave ' score ' correct answers.' - ``` maths: - name: maths - default_save_name: maths - description: Introducing maths levels: 6: - story_text: | - In this level you learn something new: you can now also calculate. - - The plus is easy, you write it like with math: `5 + 5` for example. The minus also works fine, it is `5 - 5`. - - The times is a bit different, because there is no times symbol on your keyboard. Just search, there really isn't! - That is why we multiply with the asterisk above 8: `5 * 5`. Read that as "5 times 5" that helps you remember it best. example_code: | ``` {print} '5 plus 5 is ' 5 + 5 @@ -2714,17 +1197,6 @@ adventures: {print} '5 times 5 is ' 5 * 5 ``` 12: - story_text: |- - **Decimal numbers** - So far, Hedy did not allow for decimal numbers like 1.5, but now we do allow that. Note that computers use the `.` for decimal numbers. - example_code: | - ``` - {print} 'Two and a half plus two and a half is...' - {print} 2.5 + 2.5 - ``` - story_text_2: |- - **Maths with words** - In this level you can also do addition with words like this: example_code_2: | ``` a = 'Hello ' @@ -2734,414 +1206,15 @@ adventures: {print} 2.5 + 2.5 music: - name: music - default_save_name: music - description: Play a tune! levels: - 1: - story_text: |- - In this level you'll learn how to use the `{play}` command to play a tune! - - Type `{play}` followed by the note you want to play. The scale goes C-D-E-F-G-A-B. - As you can see there are 7 different letters, but we can play more than just 7 notes. - Type a number between 1 and 10 behind the letter to choose the scale, for example after B4 comes C5. - C1 is the lowest note you can play, C10 is the highest. - - ### Exercise - Try out the example code and then play around with it! Can you create your own melody? - In the next level you'll learn how to play some existing songs. - example_code: |- - ``` - {play} C4 - {play} D4 - {play} E4 - {play} F4 - {play} G4 - {play} A4 - {play} B4 - {play} C5 - ``` - 2: - story_text: | - ### Exercise - Finish the songs! We have started the codes for some melodies. - example_code: | - ``` - {print} Old Mac Donald had a farm - {play} C5 - {play} C5 - {play} C5 - {play} G4 - {play} A4 - {play} A4 - {play} G4 - ``` - story_text_2: As you can see, you can also use the `{sleep}` command to add a little pause in the song. - example_code_2: | - ``` - {print} Twinkle Twinkle Little Star - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} 1 - {play} F - {play} F - ``` - 3: - story_text: | - Create a random melody! - - ### Exercise - The example code creates a random melody, but it's very short and not many notes are used. - Add more notes to the list and create a longer melody by copying the last line a couple more times. - example_code: | - ``` - notes {is} A4, B4, C4 - {play} notes {at} {random} - {play} notes {at} {random} - {play} notes {at} {random} - ``` - 4: - story_text: | - Use the `{clear}` command to create a karaoke machine! - - ### Exercise - Finish the karaoke version of 'Mary had a little lamb'. - Then, create a karaoke version of any song you'd like! - example_code: | - ``` - {print} 'Mary had a little lamb' - {play} E - {play} D - {play} C - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Little lamb, little lamb' - {play} D - {play} D - {play} D - {play} E - {play} E - {play} E - {clear} - {print} 'Mary had a little lamb' - {play} E - ``` - 5: - story_text: | - You don't always have to use the `{play}` command to play a whole song, sometimes you just want to play one note. - For example, if you want to make a quiz, you can play a happy high note if the answer is right and a sad low note if the answer is wrong. - - ### Exercise - Finish the first question by adding a line of code that plays a C3 note if the wrong answer is given. - Then think of 3 more questions to add to this quiz. - example_code: | - ``` - answer {is} {ask} 'What is the capital of Zimbabwe?' - {if} answer {is} Harare {play} C6 - _ - ``` 6: story_text: "Instead of playing notes, you can also play numbers now. Simply type `{play} 1` for the lowest note, `{play} 70` for the highest note, or anything in between.\n\n### Exercise\n This calls for musical maths! Try out the example code a couple of times with different starting numbers. \nThen, see if you can compose a song using the numbers.\n" - example_code: | - ``` - number = {ask} 'Say a starting number between 1 and 67' - {print} number - {play} number - number = number + 1 - {print} number - {play} number - number = number + 1 - {print} number - {play} number - ``` - 7: - story_text: | - Using the `{repeat}` command can make your codes for melodies a lot shorter! - - ### Exercise - Finish the code for Twinkle Twinkle Little Star by using the `{repeat}`command. - Then go back to the songs you've made in the previous levels. Can you shorten those codes too? - example_code: | - ``` - {print} 'Twinkle Twinkle Little Star' - {repeat} 2 {times} {play} C4 - {repeat} 2 {times} {play} G4 - _ - ``` - 8: - story_text: | - Now that we can use the `{repeat}` command for multiple lines, we can make songs even more easily! - - ### Exercise - Finish the song of Brother John (Frère Jacques). Don't forget to use `{repeat}`! - example_code: | - ``` - {print} 'Brother John' - {repeat} 2 {times} - {play} C - {play} D - {play} E - {play} C - {repeat} 2 {times} - {play} E - {play} F - {play} G - {sleep} 1 - ``` - 9: - story_text: | - From this level on you can - among other things - use a {repeat} command inside a {repeat} command. - That makes songs like 'Happy birthday' even shorter! - - ### Exercise - Finish the song! - example_code: | - ``` - first_time = yes - {repeat} 2 {times} - {repeat} 2 {times} - {play} C - {play} D - {play} C - {if} first_time {is} yes - {play} F - {play} E - first_time {is} no - {else} - _ - ``` - 12: - story_text: | - Use functions in your songs! As you can see in the example code, you can make a function for each line of Twinkle Twinkle Little Star. Once you've programmed the first three lines, all you have to do is call the functions in the order you want them played in. - - ### Exercise - Finish the song of Twinkle Twinkle Little Star. - Then look back at all the songs you've programmed in the levels before, can you make those codes better and shorter using functions too? - example_code: | - ``` - {define} first_line - {play} C - {play} C - {play} G - {play} G - {play} A - {play} A - {play} G - {sleep} - - {define} second_line - {play} F - {play} F - {play} E - {play} E - {play} D - {play} D - {play} C - {sleep} - - {define} third_line - {play} G - {play} G - {play} F - {play} F - {play} E - {play} E - {play} D - {sleep} - - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - {call} _ - ``` - 13: - story_text: | - You can use a function with an argument for songs that have line that are almost the same, but slightly different each time. - One example is the song 'Yankee Doodle'. The first 4 notes of the first lines are the same, but each time they are followed by a different couple of notes. - - ### Exercise - Can you finish the song of Yankee Doodle? - Can you think of another song to program this way? - example_code: | - ``` - {print} 'Yankee Doodle' - {define} _ {with} note_1, note_2, note_3 - {play} C4 - {play} C4 - {play} D4 - {play} E4 - {play} _ - {play} _ - {play} _ - - {call} line_1 {with} 29, 31, 30 - {call} line_1 {with} 29, 28, 0 - {call} line_1 {with} 32, 31, 30 - - {play} C4 - {play} B3 - {play} G3 - {play} A3 - {play} B3 - {play} C4 - {play} C4 - ``` - 14: - story_text: | - You can program music for fun, but you can also use the musical notes to make something useful like a fire alarm! - - ### Exercise - Make sure the fire alarm rings when there is a fire! - example_code: | - ``` - {define} fire_alarm - {print} 'FIRE!' - note = 40 - {for} i {in} {range} 1 {to} 100 - {if} note _ 50 - note = note + 5 - {play} _ - {else} - note = 40 - - fire = {ask} 'Is there a fire?' - {if} fire _ 'yes' - {call} fire_alarm - ``` - 15: - story_text: | - **Warning** This adventure can become extremely annoying! - We can also use the {while} command to repeat a song forever. - - ### Exercise - Finish the never-ending song. - example_code: | - ``` - {define} song - {play} _ - - yes_or_no = {ask} 'Do you want to hear my never-ending song?' - {while} yes_or_no = 'yes' - {call} song - {print} '🥳' - ``` - 16: - story_text: | - Upgrade your Old MacDonald code! - - ### Exercise - Take your code from the 'Sing a Song' adventure and add musical notes to it! - You can make a function for each line in the song and call that function after the line is printed. - We defined the first line for you and called it in the code. Can you finish the whole song? - example_code: | - ``` - {define} line_1 - {for} i {in} {range} 1 {to} 3 - {play} G - {play} D - {for} i {in} {range} 1 {to} 2 - {play} E - {play} D - - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - for i in range 1 to 3 - animal = animals[i] - sound = sounds[i] - print 'Old MacDonald had a farm' - call line_1 - print 'E I E I O!' - _ - ``` - 17: - story_text: | - You can use the {elif} to create different options. - - ### Exercise - Firstly, add colons to get the code to work. - Then finish this code by adding at least 2 other songs for other moods. For example a happy song and an angry song. - example_code: | - ``` - {define} scary_song - {for} i {in} {range} 1 {to} 3 - {play} G - {play} E - {sleep} 2 - {for} i {in} {range} 1 {to} 3 - {play} F - {play} D - - mood = {ask} 'Which emotion are you feeling?' - {if} mood {is} 'fear' - {call} scary_song - {elif} _ - ``` - 18: - story_text: | - ### Exercise - Even in this last level of Hedy we can make some music! Be careful of all the syntax that is needed now. - Take a good look at how the functions are defined and called upon in the example code. - Finish the song! - example_code: | - ``` - {def} line_1(): - {for} i {in} {range}(1, 5): - {play} A - {play} D - {play} F - {play} A - - {def} line_2(): - {for} i {in} {range}(1, 5): - {play} G - {play} C - {play} E - {play} G - - {def} line_3(): - _ - - {print} ('The drunken sailor') - {print} ('What shall we do with the drunken sailor?') - line_1() - line_2() - line_3() - {print} ('Early in the morning') - ``` parrot: - name: Parrot - default_save_name: Parrot - description: Create your own online pet parrot that will copy you! levels: 1: - story_text: | - Create your own online pet parrot that will copy you! - example_code: | - ``` - {print} Im Hedy the parrot - {ask} whats your name? - {echo} - {echo} - ``` story_text_2: | ### Exercise Can you make the parrot ask a different question? Fill in the blanks in the example! - example_code_2: | - ``` - {print} Im Hedy the parrot - {ask} _ - {echo} - {echo} 2: story_text: | Create your own online pet parrot that will copy you! @@ -3176,114 +1249,18 @@ adventures: story_text: | In this level we have to use quotation marks with the commands `{ask}` and `{print}`. Can you complete the code by adding quotation marks? - example_code: | - ``` - words {is} squawk, Hedy - {print} _ Train your parrot! _ - new_word {is} {ask} _ Which word do you want to teach them? _ - {add} new_word {to_list} words - {print} _ 🧒 Say _ new_word _, Hedy!_ - {print} _ 🦜 _ words {at} {random} - ``` 5: story_text: | Reward your parrot if it says the correct word! Finish the code by filling in the 4 missing commands. - example_code: | - ``` - words {is} squawk, Hedy - {print} 'Train your parrot!' - new_word {is} {ask} 'Which word do you want to teach them?' - {add} new_word {to_list} words - said_word {is} words {at} {random} - {print} '🧒 Say ' new_word ', Hedy!' - {print} '🦜 ' said_word - _ said_word {is} new_word _ '🧒 Great job, Hedy! 🍪' - _ _ '🧒 No, Hedy! Say ' new_word - ``` piggybank: - name: Piggy Bank - default_save_name: Piggy Bank - description: Count your pocketmoney! levels: 12: story_text: | In this adventure you learn how to make a digital piggy bank. Finish the code to calculate how much money you have and how long you need to save up to buy what you want! - example_code: | - ``` - {print} 'The digital piggy bank' - wish = {ask} 'What would you like to buy?' - price = {ask} 'How much does that cost?' - saved = {ask} 'How much money have you saved already?' - allowance = {ask} 'How much pocket money do you get per week?' - to_save = price - saved - weeks = to_save / allowance - {print} 'You can buy a ' _ ' in ' _ ' weeks.' - ``` - 14: - story_text: | - ### Exercise - In this level you can let Hedy tell you if you have saved up enough money! - Finish this code by filling in the blanks! - example_code: | - ``` - _ calculate_budget {with} wish, money, allowance - to_save = wish - money - weeks = to_save / allowance - {if} wish _ money - {print} 'You need to save up some more!' - {print} 'Youll need ' weeks ' more weeks.' - {else} - {print} 'Great! You have enough' - {print} 'Lets go shopping!' - - money = {ask} 'How much money have you saved?' - wish = {ask} 'How much money do you need?' - allowance = {ask} 'How much pocket money do you get each week?' - - {call} _ - ``` pressit: - name: Key presses - default_save_name: Pressed - description: Try linking a keyboard key to a command! levels: - 5: - story_text: | - In this level there is another new keyword: `{pressed}`! - With `{pressed}` you can use keys on your keyboard to control what lines are used. - - ### Exercise - Look at the example and add one more line of code that reacts to a key press. - example_code: | - ``` - {print} 'Do you want a good (g) or bad (b) ending?' - {if} g {is} {pressed} {print} 'They lived happily ever after ❤' - {else} {print} 'The prince was eaten by a hippopotamus 😭' - ``` - story_text_2: | - You can also link turtle commands to keys. - - ### Exercise - Copy the lines a few times so you can create a larger drawing. - example_code_2: | - ``` - {if} y {is} {pressed} {forward} 15 - {else} {turn} 90 - ``` - 7: - story_text: | - Now that you have learned about `{repeat}`, we can press keys multiple times. - You can use it to make the turtle walk forward and turn. - - ### Exercise - The code you have seen in level 5 only checks the key once. Copy the example code and add a `{repeat}` to it, so that you can press the keys many times. - Use this code to draw something nice. - example_code: | - ``` - {if} x {is} {pressed} {forward} 15 {else} {turn} 90 - ``` 9: story_text: | Now that you know how to combine statements, you can create a touch type tool with `{pressed}`. @@ -3291,54 +1268,9 @@ adventures: ### Exercise Finish the code. Each time a random letter should be chosen, which you have to press. You get a point for a correct press, and and two points deduction for a wrong press. **(extra)** Clear the screen after each letter, and show the user how many points they have scored. - example_code: | - ``` - points = 0 - letters = a, b, c, d, e - {repeat} 10 {times} - letter = _ _ _ - {print} 'Press the letter ' letter - {if} letter {is} {pressed} - _ - _ - _ - ``` print_command: - name: '{print}' - default_save_name: print - description: Introduction print command levels: - 1: - story_text: | - ## The print command - You can print text to the screen using the `{print}` command. - example_code: | - ``` - {print} Hi there, programmer! - {print} Welcome to Hedy! - ``` - story_text_2: | - ### Exercise - In Hedy you will find exercises in every adventure. An exercise allows you to practise the new commands and concepts, and lets you give your own twist to the example codes. - In this exercise you will see a pink blank space. You have to fill something in the place of the blank space before the code can be run. - - Fill in the `{print}` command in the blank space and then add five more lines of code. Each line has to start with a `{print}` command. - Have fun! - example_code_2: | - ``` - _ Hello! - ``` 18: - story_text: |- - We arrived at real Python code! That means we need to use parentheses with `{print}` and `{range}` from now on. - It also means you can use Hedy code from this level in any Python environment as long as you use the English commands. If you haven't until now, you can switch the toggle in the commands menu to do so. - example_code: | - ``` - {print}('Hello!') - {for} i {in} {range}(1, 10): - {print}('This is line ', i) - ``` - story_text_2: If you want to print more than one item, you need to separate them by commas. example_code_2: | ``` temperature = 25 @@ -3346,158 +1278,13 @@ adventures: ``` {print}('My name is ', name) - quizmaster: - name: Quizmaster - default_save_name: Quizmaster - description: Make your own quiz! - levels: - 14: - story_text: | - ### Exercise - In this adventure you can make your own quiz! Fill in the blanks, add more questions and enjoy your own quiz! - You can make a quiz about anything you like: your hobby, your favorite animal, your favorite book or anything at all! - example_code: | - ``` - {print} 'Make your own quiz' - points_a = 0 - points_b = 0 - {print} 'Question' - {print} 'Answer option A' - {print} 'Answer option B' - answer = {ask} 'Which answer?' - {if} answer == 'A' - points_a = points_a + 1 - {if} answer == 'B' - points_b = points_b + 1 - {print} 'End of the quiz!' - {print} 'Lets see the results!' - {if} points_a > points_b - {print} 'You belong to the A club' - {if} points_b > points_a - {print} 'You belong to the B club' - ``` - quotation_marks: - name: '''quotation marks''' - default_save_name: quotation_marks - description: Introduction quotation marks - levels: - 4: - story_text: | - ## 'Quotation marks' - In level 4 `{ask}` and `{print}` have changed. - You must put text that you want to print between quotation marks. - This is useful, because now you can print all the words you want. Also the words you used to store something with `{is}`. - Most programming languages also use quotation marks when printing, so we are also getting a step closer to real programming! - example_code: | - ``` - {print} 'You need to use quotation marks from now on!' - answer {is} {ask} 'What do we need to use from now on?' - {print} 'We need to use ' answer - ``` - story_text_2: | - ## Contractions - Important! Mind that now that we're using quotation marks, Hedy will get confused when you use the apostrophe for contractions like I'm or What's. - Make sure to remove those apostrophes and change the spelling to I am or What is. - Check out the example code to see the wrong way of using apostrophes. - example_code_2: | - ``` - _ This is the wrong way of using apostrophes _ - {print} 'I'm babysitting my sister's kids' - {print} 'What's more fun than that?' - ``` - 12: - story_text: | - **All texts need to be in quotation marks** - For this level on you will also have to use quotation marks when storing a text with `=`: - example_code: | - ``` - name = 'Hedy the Robot' - {print} 'Hello ' name - ``` - story_text_2: | - **All items in lists need quotation marks too** - Lists are texts, so they need quotation marks too. Mind that each single item on the list has quotation marks. - This allows you to save two words as 1 item on the list, for example 'Black Widow'. - example_code_2: | - ``` - superheroes = 'Spiderman', 'Batman', 'Black Widow' - {print} superheroes {at} {random} - ``` - story_text_3: | - **All text after `{if}` comparisons need quotation marks too** - example_code_3: | - ``` - name = {ask} 'What is your name?' - {if} name = 'Hedy the Robot' - {print} 'Hi there!' - ``` - story_text_4: | - **Numbers don't need quotation marks** - For numbers, you do not use quotation marks in the `=`: - example_code_4: | - ``` - score = 25 - {print} 'You got ' score - ``` random_command: - name: '{random}' - default_save_name: random_command - description: introducing at random command levels: - 3: - story_text: | - ## At random - In this level you can make a list using the `{is}` command. You can let the computer choose a random item from that list. You do that with `{at} {random}`. - example_code: | - ``` - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - ``` - story_text_2: | - You can use the `{at} {random}` command in a sentence as well. - example_code_2: | - ``` - food {is} sandwich, slice of pizza, salad, burrito - {print} I am going to have a food {at} {random} for lunch. - ``` - story_text_3: | - ### Exercise - Try out the `{at} {random}` command by making your own gameshow (like the ones on tv) where you choose a door or suitcase and it contains a big price! - Can you do it? We have already put the first lines into the example code. - example_code_3: | - ``` - {print} The big gameshow! - {print} There are 3 suitcases in front of you... - chosen {is} {ask} Which suitcase do you choose? - prices {is} _ - _ - ``` 16: story_text: |- We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. For example: `friends[1]` is the first name on the list of friends, as you can see in the first part of the example code. The second part of the example code shows you that we can also match 2 lists using the variable i. - example_code: | - ``` - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - ``` - story_text_2: |- - Now that you've learned to use the brackets in lists, you can also start using the {at} {random} command in the Python way! - You simply type the name of your list with `[random]` behind it! - example_code_2: |- - ``` - fruit = ['apple', 'banana', 'cherry'] - {print} fruit[random] - ``` repeat_command: - name: '{repeat}' - default_save_name: repeat_command description: repeat command levels: 7: @@ -3507,23 +1294,6 @@ adventures: ### Exercise Play around with the repeat command. Can you make the happy birthday song in only 3 lines of code instead of 4 now? - example_code: | - ``` - {repeat} 3 {times} {print} 'Hedy is fun!' - ``` - 8: - story_text: | - ### Repeat commands and indentation - In this level you can repeat multiple lines of code with only 1 repeat command. - You do this by making a block of lines that you want to repeat. - The lines in this block will need **indentation** . - That means putting four spaces at the beginning of each line. You will also have to indent when you just want to create a block of one line. - example_code: | - ``` - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This is all repeated 5 times' - ``` 9: story_text: | Great job! You've reached another new level! In the previous level you've learned to use multiple lines of code in an {if} or {repeat} command. But you can't yet combine the two... @@ -3537,57 +1307,17 @@ adventures: {print} 'Hooray!' {print} 'Hooray!' {else} - {print} 'Maybe you should practice some more in the previous level' - repeat_command_2: - name: '{repeat} 2' - default_save_name: repeat_command_2 - description: repeat command 2 - levels: - 7: - story_text: | - ## Repeat with other commands and with variables - You have practiced the `{repeat}` command in combination with the `{print}` command now, but did you know you could also use other commands with `{repeat}` ? - In this example code you can see that `{repeat}` can also be used with an `{ask}`, `{if}` or `{else}` command. - example_code: | - ``` - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - ``` - story_text_2: | - Another interesting thing you can so with the `{repeat}` command is using variables to set the amount of times something should be repeated. In the example code you can see that we first ask the person how old they are. - Then, in line 3, the question is repeated 'age' times. So we have used the variable 'age' with the `{repeat}` command. - example_code_2: | - ``` - {print} 'Yay! It is your birthday!' - age = {ask} 'How old are you now?' - {repeat} age {times} {print} 'Hip Hip Hurray!' - ``` - 8: - story_text: | - ### In the block or not? - In this level you have to think carefully which lines of code should be in the block and which shouldn't. - For example: If you want to sing the song *the muffin man*. You only want the line with 'the muffin man' to be repeated twice. - This means the last line shouldn't start with indentation as it doesn't belong to the block. - If you do start the last line with indentation the song will turn out wrong. - - ### Exercise - Each line in the example code starts with a blank. Remove the blanks and try to figure out which line need indentation and which don't to make the muffin man song. - example_code: | - ``` - _ {print} 'Do you know the muffin man?' - _ {repeat} 2 {times} - _ {print} 'The muffin man' - _ {print} 'Do you know the muffin man, who lives on Drury Lane?' - ``` + {print} 'Maybe you should practice some more in the previous level' + repeat_command_2: + description: repeat command 2 + levels: + 7: + story_text_2: | + Another interesting thing you can so with the `{repeat}` command is using variables to set the amount of times something should be repeated. In the example code you can see that we first ask the person how old they are. + Then, in line 3, the question is repeated 'age' times. So we have used the variable 'age' with the `{repeat}` command. restaurant: - name: Restaurant - default_save_name: Restaurant - description: Create your own virtual restaurant levels: 1: - story_text: | - In level 1 you can make your own virtual restaurant and take your guests' orders. story_text_2: | ### Exercise Can you think of more lines to add to your restaurant code? For example, can you {ask} the guests what they'd like to drink, tell them the price, or wish them a pleasant meal? @@ -3603,15 +1333,6 @@ adventures: story_text: | In level 2 you could expand your restaurant by using variables. In level 1 Hedy could only {echo} the order once and only remember the last thing that was ordered. Now you can use variables and Hedy can remember both the food and the toppings! - example_code: | - ``` - {print} Welcome to Hedy's restaurant! - {print} Today we're serving pizza or lasagna. - food {is} {ask} What would you like to eat? - {print} Great choice! The food is my favorite! - topping {is} {ask} Would you like meat or veggies on that? - {print} food with topping is on its way! - ``` story_text_2: | ### Exercise Can you make this code more elaborate? For example by adding drinks to the order? Or...? @@ -3688,21 +1409,6 @@ adventures: 6: story_text: | In this level you can use maths to calculate the total price of your customer's order, which can make your virtual restaurant more realistic. - example_code: | - You can make a simple restaurant code, like this: - ``` - {print} 'Welcome to Restaurant Chez Hedy' - {print} 'Here is our menu:' - {print} 'Our main courses are pizza, lasagne, or spaghetti' - main = {ask} 'Which main course would you like?' - price = 0 - {if} main {is} pizza price = 10 - {if} main {is} lasagne price = 12 - {if} main {is} spaghetti price = 8 - {print} 'You have ordered ' main - {print} 'That will be ' price ' dollars, please' - {print} 'Thank you, enjoy your meal!' - ``` 7: story_text: | In this level you've learned how to use the `{repeat}` command to repeat a line of code a certain amount of times. @@ -3717,24 +1423,6 @@ adventures: {repeat} _ {times} food = {ask} 'What would you like to eat?' {print} 'Thanks for your order! Its coming right up!' ``` - 8: - story_text: | - In this level you can make your virtual restaurant more elaborate by repeating multiple lines of code. Like this: - - ### Exercise - This code can be expanded with more items on the menu, for example offering drinks, and/or multiple courses or desserts. Add at least one more item. - **Extra** Add even more items, as many options as you like! - example_code: | - ``` - {print} 'Welcome to Restaurant Chez Hedy!' - people = {ask} 'How many people will be joining us today?' - {print} 'Great!' - {repeat} people {times} - food = {ask} 'What would you like to order?' - {print} food - {print} 'Thank you for ordering!' - {print} 'Enjoy your meal!' - ``` 9: story_text: | In this level you can use nesting to make your restaurant more realistic and more fun! @@ -3848,48 +1536,9 @@ adventures: price = price - 3 {print} 'That will be ' price ' dollars' ``` - 15: - story_text: | - With the `{while}` you can make sure your costumers can keep adding orders until they are done. - - ### Exercise - Correctly add the `{while}` command to this code. - example_code: | - ``` - {print} 'Welcome at McHedy' - more = 'yes' - _ - order = {ask} 'What would you like to order?' - {print} order - more = {ask} 'Would you like to order anything else?' - {print} 'Thank you!' - ``` rock: - name: Rock, paper, scissors default_save_name: Rock - description: Make your own rock, paper, scissors game levels: - 1: - story_text: | - In level 1 you can start with a rock, paper, scissors game. - - With `{ask}` you can make a choice, and with `{echo}` you can repeat that choice. - example_code: | - ``` - {print} what do you choose? - {ask} choose from rock, paper or scissors - {echo} so your choice was: - ``` - story_text_2: | - ### Exercise - Instead of using words, you could also use emojis: ✊✋✌ - Can you create a code using emojis? - example_code_2: | - ``` - {print} what do you choose? - {ask} choose from _ - {echo} so your choice was: - ``` 2: story_text: | In this level you can practise using the variables, so that you can make the rock, paper, scissors game in the next level! @@ -3899,11 +1548,6 @@ adventures: {print} I choose _ ``` 3: - story_text: | - You can use the `{at} {random}` command to let the computer pick rock, paper or scissors! - - ### Exercise - Finish the code by using the `{at} {random}` command. example_code: | ``` choices {is} rock, paper, scissors @@ -3919,16 +1563,6 @@ adventures: {print} player 1 chooses... choices {at} {random} {print} player 2 _ ``` - 4: - story_text: | - In this level we can further program rock, paper, scissors. But if you want to add text, you have to use quotation marks here too. - ### Exercise - Fill in quotation marks on the blanks. Mind that the variable `choices` should be outside the quotes. - example_code: | - ``` - choices {is} rock, paper, scissors - {print} _The computer chooses..._ choices {at} {random} - ``` 5: story_text: | In this level we can determine who won. @@ -3981,47 +1615,7 @@ adventures: 13: story_text: | With the `{and}` command you can shorten your rock, paper, scissors code! Check out the example code below and try to finish it. - example_code: | - ``` - options = 'rock', 'paper', 'scissors' - your_choice = {ask} 'What do you choose?' - computer_choice = options {at} {random} - {print} 'You choose ' your_choice - {print} 'The computer chooses ' computer_choice - {if} computer_choice {is} your_choice - {print} 'Tie' - {if} computer_choice {is} 'rock' {and} your_choice {is} 'paper' - {print} 'You win!' - {if} computer_choice {is} 'rock' {and} your_choice {is} 'scissors' - {print} 'The computer wins!' - _ - ``` - 15: - story_text: | - ### Exercise - Play until you beat the computer! But first, finish the example code... - example_code: | - ``` - won = 'no' - options = 'rock', 'paper', 'scissors' - {while} won == 'no' - your_choice = {ask} 'What do you choose?' - computer_choice = options {at} {random} - {print} 'you chose ' your_choice - {print} 'the computer chose ' computer_choice - {if} computer_choice == your_choice - {print} 'Tie!' - {if} computer_choice == 'rock' {and} your_choice == 'scissors' - {print} 'You lose!' - {if} computer_choice == 'rock' {and} your_choice == 'paper' - {print} 'You win!' - won = 'yes' - _ - ``` rock_2: - name: Rock, paper, scissors 2 - default_save_name: rock_2 - description: Part 2 of rock, paper, scissors levels: 2: story_text: | @@ -4035,9 +1629,6 @@ adventures: {print} I choose choice ``` secret: - name: SuperSpy - default_save_name: SuperSpy - description: Make your own spy code levels: 12: story_text: | @@ -4063,197 +1654,15 @@ adventures: 13: story_text: | Can you fill in the right command on the blank? Mind: The superspy has to answer BOTH questions correctly, before they get the confidential information! - example_code: | - ``` - name = {ask} 'What is your name?' - password = {ask} 'What is your password?' - {if} name {is} 'Agent007' _ password {is} 'TOPSECRET' - {print} 'Go to the airport at 02.00' - {else} - {print} 'Go to the trainstation at 10.00' - ``` - simon: - name: Simon Says - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - Let's make a game of Simon Says! Simon Says is a memory game in which the player will be given a color. They have to repeat that color back. - If they get it right a color is added to the sequence, so they now have to remember 2 colors, then 3, then 4 etc. the game stops as soon as the player makes a mistake. - - ### Exercise - In this first part of the Simon Says adventure, we'll let the computer pick a random color and add it to a list. - - ***Make 2 lists*** First, make a list called `colors` and fill it with the colors red, yellow, green and blue. - Then make a list called `simon_sequence`. This list will be used as the answer. - At the start of the game this lists need to be empty. unfortunately, we can't create an empty list (yet), so we'll fill it with the words 'empty' and 'list' and we'll remove them from the list immediately. - - ***Create a function that adds a color to the sequence*** Now that we have an empty list called simon_sequence, we can start filling it with random colors. - We do that with a function, so we can call it everytime there's a new level in our game. Create a function called `add_random_color`. - Then create the variable random_color and set it to a random color. Next, add this random color to the simon_sequence. - - ***Create a function that shows the simon_sequence*** Start by naming the new function `show_simon_sequence` with `level` as an argument. Now we want to show as many colors as the level we are in (in level 1 you see 1 color, in level 2 you see 2 colors etc). - So we repeat `level` times, to print the `simon_sequence[i]`. Each time a color is shown, wait for 1 second and then clear the screen. - - ***Test your program*** Before you go to the next level, test if the functions are working by calling both of the functions. If they're working you should see a random color in your output screen. - Remove this testing part of your code, copy the code and continue to the next tab to learn more about the simon says game! - example_code: | - ``` - # Make 2 lists - colors = _ - _ = ['empty', 'list'] - {remove} _ {from} simon_sequence - {remove} _ - - # Create a function that adds a color - _ add_random_color - _ - {add} _ - - # Create a function that shows the simon_sequence - {define} _ - {for} i {in} {range} 1 {to} _ - {print} _ - _ - _ - - # Test your program - {call} _ - {call} show_simon_sequence {with} 1 - ``` - simon_2: - name: Simon Says 2 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - We'll continue with our Simon Says game! - - ### Exercise - ***Paste your code here*** Paste your code from the previous level here. Don't forget to remove the part that was just used for testing the functions. - - ***Create a function that creates the player_sequence*** The list `player_sequence` is used to capture the answers of the player. First we define the function with the argument level. - Next, we ask level times what the color is that they choose. We call that variable `answer`. Then we add the variable `answer` to the list player_sequence. - - ***Setting up the game*** Before we program the game in the next tab, we'll need some starting variables. First, we'll set the variable `level` to 1 and the variable `game_over` to False. - Then we make an introduction for the game. We'll print 'Welcome to Simon Says!' and clear the screen after 1 second. - - ***Continue to the next tab to finish the game!**** Don't forget to copy your code and take it with you to the next tab. - example_code: | - ``` - # Paste your code here - - - # Create a function that creates the player_sequence - {define} _ - {for} _ - _ 'What is color number ' i '?' - {add} answer {to} _ - - # Set up - level = _ - game_over = _ - {print} _ - _ 1 - _ - ``` - simon_3: - name: Simon Says 3 - default_save_name: Simon - description: Make a game of Simon Says - levels: - 16: - story_text: | - In this tab we'll program the game of Simon Says! - - ### Exercise - ***Paste your code*** Copy your code from the previous tab and paste it here. - - ***Program the game*** We start by making sure the game goes on while the game isn't over. Then we print what level the player is on, we use the variable level for that. We only show that for 1 second and then we clear the screen again. - Now, we have to create the empty list player_sequence. We've already programmed how to fill the list, with our function `player_sequence`, but we never made the list itself. To create the list we use the same trick as we did in the previous tab. - We'll make a list with the words 'empty' and 'list' on it, and then we remove both these words. Next, we'll call all of the 3 functions that we've created. - Lastly, we'll have to check if the player gave the correct answers (so if the player_sequence and the simon_sequence are the same). - If that's the case, we'll compliment the player. Wait for 1 second and increase the level with 1. - Did the player give the wrong answer, we'll tell them and end the game by setting game_over to 'True' - - ***Enjoy your game!*** Great job! Does your game not work? Use the ladybug button to debug your code! - example_code: | - ``` - # Paste your code here - - # The game - {while} game_over _ - {print} _ - _ - _ - _ = ['empty', 'list'] - {remove} _ - {remove} _ - {call} _ - {call} _ {with} _ - {call} _ {with} _ - {if} player_sequence == _ - _ - _ - _ - {else} - _ - game_over = _ - ``` sleep_command: - name: '{sleep}' - default_save_name: sleep_command description: introducing sleep command levels: 2: story_text: | ## The sleep command Another new command in this level is `{sleep}`, which pauses your program for a second. If you type a number behind the {sleep} command, the program pauses for that amount of seconds. - example_code: | - ``` - {print} My favorite colour is... - {sleep} 2 - {print} green! - ``` songs: - name: Sing a song! - default_save_name: Song - description: Print a song levels: - 6: - story_text: | - Songs often contain a lot of repetition. Sometimes the repetition is also based on counting. - For example, in the well-known song 'Bottles of beer'. You can program that song with a little math. - - Tip: Use the read aloud function to let Hedy sing the song to you! - - ### Exercise - You can now repeat lines 2 to 7 as many times as you want by copying the lines. - example_code: | - ``` - verse = 99 - {print} verse ' bottles of beer on the wall' - {print} verse ' bottles of beer' - {print} 'Take one down, pass it around' - verse = verse - 1 - {print} verse ' bottles of beer on the wall' - {sleep} - ``` - story_text_2: | - This children's song counts down from 5 little monkeys to 1 monkey. - If you copy line 2 - 7 and paste it under the the code, you can sing the whole song! - example_code_2: | - ``` - number = 6 - number = number - 1 - {print} number ' little monkeys jumping on the bed' - {print} 'One fell off and bumped his head' - {print} 'Mama called the doctor and the doctor said' - {print} 'NO MORE MONKEYS JUMPING ON THE BED!' - {sleep} - ``` 7: story_text: | Songs often contain a lot of repetition. For example... Baby Shark! If you sing it, you keep singing the same thing: @@ -4341,10 +1750,6 @@ adventures: Print the song Five little moneys jumping on the bed. Look up the text if you don't remember. **(extra)** Print the song Old MacDonald had a farm, and make sure all animals make a different sound, using an `{if}`. - example_code_2: | - ``` - monkeys = 5, 4, 3, 2, 1 - ``` 11: story_text: | In this level you can use the `{for} i {in} {range}` command to make songs that use counting, like the 5 little monkeys. @@ -4359,319 +1764,25 @@ adventures: {print} 'Mama called the doctor and the doctor said' {if} i {is} 1 {print} 'PUT THOSE MONKEYS RIGHT TO BED!' - {else} - {print} 'NO MORE MONKEYS JUMPING ON THE BED!' - ``` - 12: - story_text: | - In this song we can make it even easier to program 'if you're happy and you know it, clap your hands'. Because we can put all of the actions in a variable, check it out: - - ### Exercise - Can you add the right amount of indentation to each line to make the song play correctly? - Hint: Not all lines need indentation. - example_code: | - ``` - _ actions = 'clap your hands', 'stomp your feet', 'shout Hurray!' - _ {for} action {in} actions - _ {for} i {in} {range} 1 {to} 2 - _ {print} 'if youre happy and you know it' - _ {print} action - _ {print} 'if youre happy and you know it and you really want to show it' - _ {print} 'if youre happy and you know it' - _ {print} action - ``` - 13: - story_text: | - In the previous adventure you have learned how to use an argument in a function, but did you know that you could combine them with {ask} commands as well? - In this example we have changed the 'My Bonnie' program and made it interactive. You are now asked where Bonnie is. - example_code: | - ``` - {define} song {with} place - {print} 'My Bonnie is ' place - - chosen_place = {ask} 'Where do you want Bonnie to be?' - synonym = {ask} 'What is another word for that?' - - {call} song {with} chosen_place - {call} song {with} synonym - {call} song {with} chosen_place - ``` - 16: - story_text: | - In this level, you can program a song like OldMacDonald even more quickly. You can connect the right animal to the right sound by simply putting them in the same place in the list. - The Drunken Sailor is also quickly made in this level. You only need 8 lines for the entire song, check it out! - - ### Exercise - Complete the Old MacDonald song by setting the variable `animal` to `animals[i]` and `sound` to `sounds[i]`. - example_code: | - ``` - animals = ['pig', 'dog', 'cow'] - sounds = ['oink', 'woof', 'moo'] - {for} i {in} {range} 1 {to} 3 - animal = _ - sound = _ - {print} 'Old MacDonald had a farm' - {print} 'E I E I O!' - {print} 'and on that farm he had a ' animal - {print} 'E I E I O!' - {print} 'with a ' sound sound ' here' - {print} 'and a ' sound sound ' there' - {print} 'here a ' sound - {print} 'there a ' sound - {print} 'everywhere a ' sound sound - ``` - - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines - {for} i {in} {range} 1 {to} 3 - {print} line - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - 18: - story_text: | - In level 16 we made songs using lists. These programs however are no longer working properly in this level. The colons from level 17 and the brackets from level 18 still need to be added. - - ### Exercise 1 - The Drunken sailor song is given as sample code, but not yet working. - Can you make sure everything works again? To help you, we've put _ in the places of _some_ errors. - - ### Exercise 2 - Now also look up your Old MacDonald song from level 16, and correct it. - example_code: | - ``` - lines = ['what shall we do with the drunken sailor', 'shave his belly with a rusty razor', 'put him in a long boat till hes sober'] - {for} line {in} lines _ - {for} i {in} {range} 1 {to} 3 _ - {print} _ line _ - {print} 'early in the morning' - {for} i {in} {range} 1 {to} 3 - {print} 'way hay and up she rises' - {print} 'early in the morning' - ``` - songs_2: - name: Sing a song! 2 - default_save_name: Song 2 - description: Sing a song 2 - levels: - 12: - story_text: | - Songs contain a lot of repetition. We can capture it with a function! - ### Exercise - Look at the example code with the function. Fill out the two lines so the full song is printed. - example_code: | - ``` - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} _ - ``` - 16: - story_text: | - ### Exercise - Finish the nursery rhyme! - example_code: | - ``` - number = ['one', 'two', 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'ten'] - object = ['on his drum', 'on his shoe', 'on his knee', 'on his door', 'on his hive', 'on his sticks', 'up in heaven', 'on his gate', 'on his vine', 'once again'] - - _ - {print} 'This old man' - {print} 'He played ' _ - {print} 'He played knick-knack ' _ - {print} 'With a knick-knack paddywhack' - {print} 'Give the dog a bone' - {print} 'This old man came rolling home' - {sleep} 8 - {clear} - ``` - story_text_2: | - ### Exersice 2 - Now create your own code for the nursery rhyme 'The wheels on the bus' on the same way! - example_code_2: | - ``` - object = ['wheels', 'doors', _] - movement = [ 'round and round', 'open and shut', _] - ``` - tic: - name: Tic-Tac-Toe - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - Let's program a game of tic-tac-toe! - - ### Exercise - In this adventure we'll start with creating an empty field. - - ***Create a list called field*** This list will be our playing field. This list is filled with 9 dots, since there are no x's and o's yet at the start of our game. - - ***Create a function that prints the field*** Firstly, clear the screen so the old playing fields will be removed. Then we print the first line of our Tic Tac Toe field. This line constists of the first 3 spots in our list field. - We have already programmed this line for you. Now finish the field by printing spot 4, 5, and 6 on the second row and spot 7, 8 and 9 in the third row. - - ***Call the function that prints the field*** Now call the function. -
- Run the code. Your output should look like this: -
- - ***Continue in the next tab*** In the next tab you'll learn how to program the game itself. - example_code: | - ``` - # Create a list called field - _ = ['.', '.', '.', '.', '.', '.', '.', '.', '.'] - - # Create a function that prints the field - {define} print_field - _ - {print} 'TIC TAC TOE' - {print} field[1] field[2] field[3] - _ - _ - - # Call the function - ``` - 17: - story_text: | - In the previous level you've learned how to make a tic-tac-toe game. The game works, but is quite annoying as it keeps asking you if you've won yet. - Now that we have the {elif} command, we can let the game decide if someone has won and it can stop asking us! - - ### Exercise - ***Paste your code*** Paste your code from the previous level here and make it level 17 proof. In this level you've learned to use a colon everytime you create a block of code. Please add the colons in the correct spots. - - ***Create a function that detects if someone's won*** We have started the function for you, paste it under the function `print_field` and finish the function. You can see that this first piece of code checks to see if spot 1, 2 and 3 are the same, because if they are you have 3 in a row. - It also checks if they are not a dot, because if they are, the line might have the same symbols on them, but that's just because it's still empty. - If all these conditions are met, the game is over and the winner is printed. - Finish this function with all possible ways to win. This means you have to make this for the other 2 rows, 3 columns and 2 diagonals. - If you've finished all the other options, the function should return the variable `game_over` so we can use it in our game. - - ***Call the function in the game*** Go to the line `game_over = {ask} 'Did you win?'` and change it to `game_over = {call} detect_winner {with} field, sign`. Now the function will check if there's a winner and the game doesn't need to keep asking anymore! - - ***Enjoy your game!*** Great job! You have finished the game! Enjoy playing it! - - example_code: | - ``` - # Paste your code here and make it level 17 proof - - # Create a function that detects if someone has won - {define} detect_winner {with} field, sign: - {if} field[1] == field[2] {and} field[2] == field[3] {and} field[1] != '.': - game_over = 'yes' - {print} 'Player ' sign 'wins!' - {elif}: - _ - {else}: - game_over = 'no' - {return} _ - ``` - tic_2: - name: Tic-Tac-Toe 2 - default_save_name: Tic - description: Play a game of Tic Tac Toe! - levels: - 16: - story_text: | - In the previous adventure you've learned how to create a playing field. Now you'll learn how to create the game! - - ### Exercise - ***Paste your code*** Start by pasting your code from the previous adventure here. - - ***Add variables*** Underneath your list called `field` we'll add 2 more variables that we'll need to program the game. - The variable `game_over` tells us if the game is over, and should be 'no' at the start of the game. - The variable `sign` tells us if it's the turn of player x or player o. Set the variable to 'x'. - - ***The game*** First use a {while} command, to make sure the game keeps on playing the variable while game_over is set to no. - During the game, we first ask the player which spot they choose. Then we change the field with the number they chose into their sign. - Then we print the field again and we ask the player if they've won yet. Lastly we want to switch whose turn it is, so if the sign is 'x' it should be 'o' and the other way around. - - ***Test your game*** Does your game work? Great, have fun playing the game! If not, use the ladybug button to debug your code. - You might have noticed one mistake in the code though, you can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! Go to the next tab to learn how to fix this problem. - example_code: | + {else} + {print} 'NO MORE MONKEYS JUMPING ON THE BED!' ``` - # Paste your code from the previous adventure here - - # Add variables - game_over = _ - sign = _ - - # The game - {while} _ - choice = _ 'Player ' sign '_?' - field[choice] = _ - _ print_field - game_over = {ask} _ - {if} sign = 'o' - sign = _ - _ - sign = _ - ``` - tic_3: - name: Tic-Tac-Toe 3 - default_save_name: Tic - description: Play a game of Tic Tac Toe! + songs_2: levels: - 16: - story_text: | - You might have noticed one mistake in the code you've made in the previous adventure. You can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot. - That's not fair! In this tab we'll fix that mistake. - - ### Exercise - ***Paste your code here*** Paste your code from the previous adventure here. - - ***Fix the mistake*** To fix the mistake we replace the line that says `field[choice] = sign`. This turns any spot that the player has chosen into their sign. - Go to the header that says 'Use this to fix the mistake' and finish the code. We first want to check if the chosen spot is still empty, so `if field[choice] = '.'`. If that is the case, you are allowed to take it. - Then we make an else command and print 'Sorry, this spot is already taken' if the spot is not empty. Lastly, we add a {sleep} command, so the players can actually read the text before it gets cleared again. - Now copy this piece of code and replace the line `field[choice] = sign` with this new piece of code. - - ***Play your game!*** Now the game should work properly! Good job! - The only flaw is that you can get a bit annoyed that the game keeps asking you if you've won yet. Do you want to fix that? Go to level 17 and we'll fix it! + 12: example_code: | ``` - # Paste your code here + {define} twinkle + {print} 'Twinkle' + {print} '...' - # Use this to fix the mistake - {if} _ = '.' - field[choice] = sign - {else} - {print} _ - _ + {call} twinkle + {print} 'Up above the world so high' + {print} 'Like a diamond in the sky' + {call} _ ``` turtle: - name: Turtle - default_save_name: Turtle - description: Make your own drawing levels: - 1: - story_text: | - You can also use Hedy to draw. By combining turns and lines, you can make a square or stairs! - - Using `{forward}` you draw a line forwards. The number behind it determines how far the turtle will walk. `{turn} {right}` turns a quarter turn in clockwise direction, `{turn} {left}` turns counter clockwise. - - If you want to go backwards, you use the `{forward}` command but with a negative number. So for example `{forward} -100` - example_code: | - ``` - {forward} 100 - {turn} {left} - ``` - story_text_2: | - ### Exercise - This is the start of a little staircase. Can you make it have 5 steps? - example_code_2: | - ``` - {forward} 20 - {turn} {right} - {forward} 20 - {turn} {left} - {forward} 20 - ``` 2: story_text: | In this level you can use variables to make the turtle interactive. For example you can ask the player how many steps the turtle must make. @@ -4703,63 +1814,7 @@ adventures: Use `{at} {random}` to choose a value from a list. ### Exercise Can you copy and paste lines 2 and 3 to create a longer random path? - example_code: | - ``` - angles {is} 10, 50, 90, 150, 250 - {turn} angles {at} {random} - {forward} 25 - ``` - 4: - story_text: | - In level 4 you have to use quotation marks with `{print}` and `{ask}`. Also when drawing! - example_code: | - ``` - {print} _ Drawing figures _ - angle {is} 90 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - ``` - story_text_2: | - You can also change the color of the lines with the command `{color}`. Check out the example. - You can also use the command `{color} {white}` to make 'invisible' lines. You could use these white lines to move the turtle anywhere in the screen before you start drawing. - example_code_2: | - ``` - {color} {white} - {forward} -80 - {color} {green} - {forward} 50 - {color} {yellow} - {forward} 50 - {color} {red} - {forward} 50 - ``` 5: - story_text: | - In level 5 you can make a choice with `{if}`. For example between different types of figures. - example_code: | - ``` - {print} 'Drawing Figures' - figure {is} {ask} 'Do you want a square or a triangle?' - {if} figure {is} triangle angle {is} 120 - {else} angle {is} 90 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - {turn} angle - {forward} 25 - ``` - story_text_2: | - ### Exercise - Fill in the correct numbers in this code to get it to work. - After you've done that, you can try to add the option backwards. - - **Extra** Instead of using 'left' and 'right', remake the program with North, East, South and West. - This way you could add even more directions like Northeast and Southwest etc. example_code_2: | ``` direction {is} {ask} 'Do you want to go left, right, or straight ahead?' @@ -4767,29 +1822,6 @@ adventures: if direction is right turn _ forward 100 ``` - 6: - story_text: | - In this level you can use calculations to draw different figures. - You may have learned in school that turning a full circle is 360 degrees. If not, now you know! - That's why you also use 90 degrees for a square. 360 divided by 4 is 90. - Now that we can do math with Hedy, we can draw all the figures we want! - example_code: | - ``` - angles = {ask} 'How many angles do you want?' - angle = 360 / angles - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - {forward} 50 - {turn} angle - ``` 8: story_text: | Now that we can repeat several lines, we can make figures more easily. @@ -4804,14 +1836,6 @@ adventures: story_text_2: | Also, we can now improve the program that draws different figures. Can you figure out how far the turtle has to turn here? Finish the code and you can draw any polygon you'd like! - example_code_2: | - ``` - figure = {ask} 'How many angles should I draw?' - angle = 360 / figure - {repeat} figure {times} - {turn} _ - {forward} _ - ``` 9: story_text: | Now that we can use a `{repeat}` inside a `{repeat}`, we can create more complex figures. @@ -4820,17 +1844,6 @@ adventures: This code creates three black triangles, change that into five pink squares. **(extra)** Create a figure of your own choosing consisting of at least two different shapes types. - example_code: | - ``` - {color} {black} - {repeat} 3 {times} - {repeat} 3 {times} - {forward} 10 - {turn} 120 - {color} {white} - {forward} 50 - {color} {black} - ``` 10: story_text: | In this level you can make the turtle draw a figure. @@ -4841,162 +1854,9 @@ adventures: **(extra)** can you change the spiral into another shape? Experiment with numbers for the turn! ### Exercise 2 The spiral is drawn outwards, make it go inwards? - example_code: | - ``` - {turn} 90 - distances = 10, 20, 30, 40, 50, 60 - {for} distance {in} distances - {forward} distance - ``` - 12: - story_text: | - We can use functions to draw more complex figures with less code. - ### Exercise 1 - Fill the function so that three squares are created. If you want the image to look nicer, you can make the lines between the squares white. - - ### Exercise 2 - The code can be made even shorter. Place the final lines into a `{repeat}` so the figure remains the same. - - ### Exercise 3 - Create your own drawing with different figures. - Change both the number of figures with the `{repeat}` and the shape of the figures in the `{define}` - example_code: | - ``` - {define} square - {repeat} 4 {times} - {turn} _ - {forward} _ - {call} square - {forward} 50 - {call} square - {forward} 50 - {call} square - ``` turtle_draw_it: - name: Draw it! - default_save_name: Draw it - description: Draw this picture with the turtle levels: - 1: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Rectangle - Square - Stairs -
- 2: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Arrow - Boat -
- 3: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Triangle - Star - Arrow -
- 4: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Colored Star - Rainbow - Nested squares -
- example_code: | - **Extra** Up for a real challenge? Make sure that the colors of these figures are selected randomly, so that each time you run your programs they'll look differently! - - ``` - colors {is} red, orange, yellow, green, blue, purple, pink, brown, gray, black - color _ - ``` - 5: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Make only one code that lets the player decide which letter they'd like to see! And can you add even more letters? - -
- F - E - L -
- example_code: | - Hint: - ``` - chosen_letter {is} {ask} 'Which letter would you like to see? F, E or L?' - {if} _ - ``` - 6: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** Let the player decide which color the square should be. - - ***Extra*** Can you make the letter of your own first name and the flag of your own country too? - -
- Square - Letters - Flag -
- example_code: | - Hint for the square: - ``` - chosen_color = {ask} _ - ``` - 7: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Hexagon - Triangle - Fan -
- 8: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - -
- Square (3) - Randomly colored star (5) - Randomly colored spiral (7) -
9: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - **Extra** The number in brackets indicates in how many lines of code this figure can be drawn. Can you do it in the same amount of lines? - - **Extra** Give the player a choice which country they would like to see the flag of. - -
- Cross (7) - Randomly colored nested squares (8) - Flags -
example_code: | Hint for the nested squares: ``` @@ -5014,14 +1874,6 @@ adventures: color_3 = blue ``` 10: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Nested Hexagon - Traffic lights -
example_code: | Hint Nested Hexagon: ``` @@ -5037,47 +1889,6 @@ adventures: color _ {repeat} _ ``` - story_text_2: | - Christmas lights - example_code_2: | - Hint Christmas Lights: - - Start by moving to the left side of the screen with an invisible white line. Then hang up the Christmas lights! - ``` - {color} white - {turn} -90 - {forward} 300 - {turn} 90 - - colors = red, blue, yellow, purple, green, orange, pink - {for} chosen_color {in} colors - _ - ``` - 11: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - -
- Beehive (6) - Fan (5) - Snowflake (13) -
- example_code: | - Hint Beehive: - ``` - {for} amount_of_combs {in} {range} 1 {to} _ - {for} walls_of_one_comb {in} {range} 1 {to} _ - {forward} _ - {turn} _ - {forward} _ - {turn} _ - ``` - - Hint Fan: - Start out like the fan you made in level 7. Or take a peak at the hint for the beehive, because the codes are very similar. - - Hint Snowflake: Start by making one 'leg' and repeat it 6 times. 12: story_text: | ### Exercise @@ -5104,129 +1915,9 @@ adventures: {if} shape = 'square' {call} draw_a_square ``` - 13: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Street in different sizes - Colored street - Snow Storm - example_code: | - Hint Street in different sizes - ``` - {define} draw_a_house {with} size - _ - - {call} draw_a_house {with} 90 - {call} draw_a_house {with} 60 - {call} draw_a_house {with} 30 - ``` - - Hint Colored street - ``` - {define} draw_a_house {with} chosen_color - _ - ``` - - Hint Snow Storm - ``` - {define} draw_snowflake {with} length, color - _ - - numbers = 10, 20, 30 - colors = _ - - {for} i {in} {range} 1 {to} 5 - random_number = _ - random_color = _ - {call} draw_snowflake {with} random_number, random_color - {color} white - {turn} random_number * 5 - {forward} 80 - ``` - 14: - story_text: | - ### Exercise - Create a program that asks the player how many corners their figure should have and then creates that figure. - The figure in the image is the output when the player fills in 10. - -
- - -
- example_code: | - ``` - {define} calculate_degrees {with} amount_of_corners - _ 360 / amount_of_corners - - - {define} draw_figure {with} degrees - _ - {forward} 400/amount_of_corners - {turn} _ - - amount_of_corners = {ask} _ - degrees = {call} _ {with} _ - - {call} _ {with} - {call} _ {with} - ``` - 15: - story_text: | - ### Exercise - Recreate the drawings with the turtle! - - Spiral - example_code: | - Spiral - ``` - distance = 5 - {while} distance < 200 - distance = distance + 5 - _ - ``` - story_text_2: | - Fan - example_code_2: | - Fan - ``` - {define} draw_a_square {with} side - _ - - i = 100 - {while} i > 1 - _ {with} i - _ - i = i - 3 - ``` - story_text_3: | - Star - example_code_3: | - Star - A star is usually drawn using 144-degree-turns. If you change this slightly to 143 degrees for example and repeat the pattern multiple times with a {while} loop you can make this figure. while_command: - name: '{while}' - default_save_name: while_command description: while - levels: - 15: - story_text: |- - We are going to learn a new loop, the `{while}` loop! We continue the loop as long as the statement is true. - So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. - If the correct answer is never given, the loop never ends! - example_code: | - ``` - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - ``` years: - name: New Year's - default_save_name: New Year's Countdown description: Countdown to the new year! levels: 11: diff --git a/content/cheatsheets/ca.yaml b/content/cheatsheets/ca.yaml index ba8448c5f11..6c543d9c699 100644 --- a/content/cheatsheets/ca.yaml +++ b/content/cheatsheets/ca.yaml @@ -165,23 +165,6 @@ {print} 'You pressed A!' {else} {print} 'You pressed another key!' -9: -- name: '{if} with multiple lines' - explanation: The answer of a sum of questions with `{ask}` and see if it is correct. Now we print out two lines. - demo_code: |- - answer = {ask} 'What is 10 plus 10?' - {if} answer {is} 20 - {print} 'Well done!!' - {print} 'The answer is indeed' answer - {else} - {print} 'Wrong' - {print} 'The answer is 20' -- name: '{repeat} with turtle' - explanation: Repeat multiple lines. - demo_code: |- - {repeat} 4 {times} - {turn} 90 - {forward} 50 10: - name: '{print}' explanation: Print something. Remember to use a quotation mark for literal printing. @@ -192,22 +175,6 @@ animals {is} dog, cat, blobfish {for} animal {in} animals {print} 'I love ' animal -11: -- name: '{for} loop' - explanation: We can use `{for}` with a `{range}`. - demo_code: |- - {for} counter {in} {range} 1 {to} 5 - {print} counter -- name: '{ask}' - explanation: Ask for the answer to a sum and check if it is correct. We can now print 2 lines. - demo_code: |- - answer = {ask} 'What is 5 plus 5?' - {if} answer {is} 10 - {print} 'Well done!' - {print} 'Indeed, the answer was ' answer - {else} - {print} 'Oops!' - {print} 'The answer is 10' 12: - name: float directly explanation: Decimal numbers. @@ -231,78 +198,6 @@ demo_code: |- superheroes = 'Iron Man', 'Batman', 'Superman' {print} superheroes {at} {random} -13: -- name: '{and}' - explanation: Two parts both need to be correct. - demo_code: |- - answer1 = {ask} 'What is 3+2?' - answer2 = {ask} 'What is 2+2?' - {if} answer1 {is} 5 {and} answer2 {is} 4 - {print} 'Both answers are correct!' - {else} - {print} 'At least one answer is wrong!' -- name: '{or}' - explanation: At least 1 of the two parts need to be correct. If both are correct, it is also fine. - demo_code: |- - answer1 = {ask} 'What is 3+2?' - answer2 = {ask} 'What is 2+2?' - {if} answer1 {is} 5 {or} answer2 {is} 4 - {print} 'At least one answer is correct!' - {else} - {print} 'Both answers are wrong!' -14: -- name: Smaller - explanation: We use the `<` to check if the first number is smaller than the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age < 13 - {print} 'You are younger than me!' -- name: Bigger - explanation: We use the `>` to check if the first number is bigger than the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age > 13 - {print} 'You are older than me!' -- name: Equal - explanation: We use the `==` to check if two things are the same. - demo_code: |- - answer = {ask} 'What is 5 * 5?' - {if} answer == 25 - {print} 'That is correct!' -- name: Not equal - explanation: We use the `!=` to check if two things are not the same. - demo_code: |- - answer = {ask} 'What is 5 * 5?' - {if} answer != 25 - {print} 'That is not correct!' -- name: Smaller or equal - explanation: We use the `<=` to check if the first number is smaller than or equal to the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age <= 12 - {print} 'You are younger than me!' -- name: Bigger or equal - explanation: We use the `>=` to check if the first number is bigger than or equal to the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age >= 14 - {print} 'You are older than me!' -15: -- name: '{while}' - explanation: We can use the `{while}` loop with not equal. - demo_code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' -- name: Smaller {while} - explanation: We can also use the `{while}` loop with `<` and `>`. - demo_code: |- - count = 1 - {while} count < 3 - {print} 'We do this ' 3 - count ' more times' - count = count + 1 - {print} 'We are done' 16: - name: square brackets explanation: Lists with square brackets. @@ -321,47 +216,3 @@ fruit = ['banana', 'apple', 'cherry'] random_fruit = fruit[{random}] {print} random_fruit -17: -- name: '{elif}' - explanation: '`{elif}`' - demo_code: |- - a = 2 - {if} a == 1: - {print} 'a is 1' - {elif} a == 2: - {print} 'a is 2' - {else}: - {print} 'a is not 1 or 2' -- name: '{print}' - explanation: When we use a `{for}`, we need to put a `:` behind the `{for}` statement! - demo_code: |- - {for} i {in} {range} 1 {to} 12: - {print} i - {print} 'Ready or not, here I come!' -- name: '{if}' - explanation: We need to do the same with all of our `{if}` statements. - demo_code: |- - color = {ask} 'What is your favorite color?' - {if} color == 'green': - {print} 'Your favorite color is green' - {else}: - {print} 'Your favorite color is not green' -18: -- name: '{print}' - explanation: After `{print}` you need to use parentheses. - demo_code: '{print}(''hi!'')' -- name: '{range}' - explanation: After `{range}` you need to use parentheses. - demo_code: |- - {for} i {in} {range} (1,10): - {print}('Hello, times ', i) -- name: '{print} with var' - explanation: With `{print}` you need to use parentheses and commas if you print more items. - demo_code: |- - name = 'Hedy' - {print}('my name is ', name) -- name: ask something with {input} - explanation: Use `{input}` instead of `{ask}` to ask something. - demo_code: |- - name = {input}('What is your name?') - {print}('So your name is ', name) diff --git a/content/cheatsheets/cy.yaml b/content/cheatsheets/cy.yaml index 4e94c702ed9..a7b3430843f 100644 --- a/content/cheatsheets/cy.yaml +++ b/content/cheatsheets/cy.yaml @@ -1,28 +1,3 @@ -1: -- name: '{print}' - explanation: Print something with `{print}`. - demo_code: '{print} Hello welcome to Hedy!' -- name: '{ask}' - explanation: Ask something with `{ask}`. - demo_code: '{ask} What is your favorite color?' -- name: '{echo}' - explanation: Repeat something using `{echo}`. - demo_code: |- - {ask} What is your favorite color? - {echo} so your favorite color is -- name: '{print} emojis' - explanation: Print an emoji with `{print}`. - demo_code: '{print} 🙋 🌍 ❗' -- name: '{forward}' - explanation: Draw a line with `{forward}`. - demo_code: '{forward} 100' -- name: '{turn}' - explanation: Turn the drawing turtle with `{turn}`. - demo_code: |- - {forward} 25 - {turn} {left} - {forward} 25 - {turn} {right} 2: - name: '{is}' explanation: Give a word a name to use in the program using `{is}`. You can choose the name yourself. @@ -48,36 +23,6 @@ angle {is} 90 {turn} angle {forward} 100 -3: -- name: Choose random - explanation: Choose a random word from a group with `{at}` and `{random}`. - demo_code: |- - animals {is} dog, cat, kangaroo - {print} animals {at} {random} -- name: '{add}' - explanation: '`{add}` an item `{to_list}` a list.' - demo_code: |- - animals {is} cow, cat - {add} dog {to_list} animals -- name: '{remove}' - explanation: '`{remove}` an item `{from}` a list.' - demo_code: |- - animals {is} cat, dog, cow - {remove} dog {from} animals -4: -- name: '{print}' - explanation: Print exactly using quotation marks. - demo_code: '{print} ''Hello welcome to Hedy.''' -- name: '{is}' - explanation: Give a name to some text and `{print}` without quotation marks. - demo_code: |- - name {is} Hedy - {print} 'my name is ' name -- name: '{ask}' - explanation: Ask something with `{ask}`. - demo_code: |- - color {is} {ask} 'What is your favorite color?' - {print} color ' is your favorite!' 5: - name: '{print}' explanation: Print exactly using quotation marks. @@ -121,93 +66,6 @@ angles = {ask} 'How many angles?' angle = 360 / angles {forward} 50 -7: -- name: '{print}' - explanation: Print exactly using quotation marks. - demo_code: '{print} ''Hello welcome to Hedy.''' -- name: '{ask}' - explanation: Ask something with `{ask}`. - demo_code: |- - color = {ask} 'What is your favorite color?' - {print} color ' is your favorite!' -- name: '{if}' - explanation: Make a choice with `{if}`. - demo_code: |- - color = {ask} 'What is your favorite color?' - {if} color {is} green {print} 'pretty!' {else} {print} 'meh' -- name: '{repeat} with turtle' - explanation: Repeat a line of code with `{repeat}`. - demo_code: '{repeat} 3 {times} {forward} 10' -8: -- name: '{print}' - explanation: Print something. Remember to use a quotation mark for literal printing. - demo_code: '{print} ''5 times 5 is '' 5 * 5' -- name: '{ask}' - explanation: Ask for the answer to a sum and check if it is correct. We can now print 2 lines. - demo_code: |- - answer = {ask} 'What is 5 plus 5?' - {if} answer {is} 10 - {print} 'Well done!' - {print} 'Indeed, the answer was ' answer - {else} - {print} 'Oops!' - {print} 'The answer is 10' -- name: '{repeat} with turtle' - explanation: Repeat multiple lines. - demo_code: |- - {repeat} 4 {times} - {turn} 90 - {forward} 50 -- name: '{pressed}' - explanation: Check whether a given key on the keyboard is `{pressed}`. - demo_code: |- - {if} a {is} {pressed} - {print} 'You pressed A!' - {else} - {print} 'You pressed another key!' -9: -- name: '{if} with multiple lines' - explanation: The answer of a sum of questions with `{ask}` and see if it is correct. Now we print out two lines. - demo_code: |- - answer = {ask} 'What is 10 plus 10?' - {if} answer {is} 20 - {print} 'Well done!!' - {print} 'The answer is indeed' answer - {else} - {print} 'Wrong' - {print} 'The answer is 20' -- name: '{repeat} with turtle' - explanation: Repeat multiple lines. - demo_code: |- - {repeat} 4 {times} - {turn} 90 - {forward} 50 -10: -- name: '{print}' - explanation: Print something. Remember to use a quotation mark for literal printing. - demo_code: '{print} ''5 times 5 is '' 5 * 5' -- name: '{for} with a list' - explanation: Print all things in a list. - demo_code: |- - animals {is} dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal -11: -- name: '{for} loop' - explanation: We can use `{for}` with a `{range}`. - demo_code: |- - {for} counter {in} {range} 1 {to} 5 - {print} counter -- name: '{ask}' - explanation: Ask for the answer to a sum and check if it is correct. We can now print 2 lines. - demo_code: |- - answer = {ask} 'What is 5 plus 5?' - {if} answer {is} 10 - {print} 'Well done!' - {print} 'Indeed, the answer was ' answer - {else} - {print} 'Oops!' - {print} 'The answer is 10' 12: - name: float directly explanation: Decimal numbers. @@ -231,78 +89,6 @@ demo_code: |- superheroes = 'Iron Man', 'Batman', 'Superman' {print} superheroes {at} {random} -13: -- name: '{and}' - explanation: Two parts both need to be correct. - demo_code: |- - answer1 = {ask} 'What is 3+2?' - answer2 = {ask} 'What is 2+2?' - {if} answer1 {is} 5 {and} answer2 {is} 4 - {print} 'Both answers are correct!' - {else} - {print} 'At least one answer is wrong!' -- name: '{or}' - explanation: At least 1 of the two parts need to be correct. If both are correct, it is also fine. - demo_code: |- - answer1 = {ask} 'What is 3+2?' - answer2 = {ask} 'What is 2+2?' - {if} answer1 {is} 5 {or} answer2 {is} 4 - {print} 'At least one answer is correct!' - {else} - {print} 'Both answers are wrong!' -14: -- name: Smaller - explanation: We use the `<` to check if the first number is smaller than the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age < 13 - {print} 'You are younger than me!' -- name: Bigger - explanation: We use the `>` to check if the first number is bigger than the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age > 13 - {print} 'You are older than me!' -- name: Equal - explanation: We use the `==` to check if two things are the same. - demo_code: |- - answer = {ask} 'What is 5 * 5?' - {if} answer == 25 - {print} 'That is correct!' -- name: Not equal - explanation: We use the `!=` to check if two things are not the same. - demo_code: |- - answer = {ask} 'What is 5 * 5?' - {if} answer != 25 - {print} 'That is not correct!' -- name: Smaller or equal - explanation: We use the `<=` to check if the first number is smaller than or equal to the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age <= 12 - {print} 'You are younger than me!' -- name: Bigger or equal - explanation: We use the `>=` to check if the first number is bigger than or equal to the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age >= 14 - {print} 'You are older than me!' -15: -- name: '{while}' - explanation: We can use the `{while}` loop with not equal. - demo_code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' -- name: Smaller {while} - explanation: We can also use the `{while}` loop with `<` and `>`. - demo_code: |- - count = 1 - {while} count < 3 - {print} 'We do this ' 3 - count ' more times' - count = count + 1 - {print} 'We are done' 16: - name: square brackets explanation: Lists with square brackets. @@ -321,47 +107,3 @@ fruit = ['banana', 'apple', 'cherry'] random_fruit = fruit[{random}] {print} random_fruit -17: -- name: '{elif}' - explanation: '`{elif}`' - demo_code: |- - a = 2 - {if} a == 1: - {print} 'a is 1' - {elif} a == 2: - {print} 'a is 2' - {else}: - {print} 'a is not 1 or 2' -- name: '{print}' - explanation: When we use a `{for}`, we need to put a `:` behind the `{for}` statement! - demo_code: |- - {for} i {in} {range} 1 {to} 12: - {print} i - {print} 'Ready or not, here I come!' -- name: '{if}' - explanation: We need to do the same with all of our `{if}` statements. - demo_code: |- - color = {ask} 'What is your favorite color?' - {if} color == 'green': - {print} 'Your favorite color is green' - {else}: - {print} 'Your favorite color is not green' -18: -- name: '{print}' - explanation: After `{print}` you need to use parentheses. - demo_code: '{print}(''hi!'')' -- name: '{range}' - explanation: After `{range}` you need to use parentheses. - demo_code: |- - {for} i {in} {range} (1,10): - {print}('Hello, times ', i) -- name: '{print} with var' - explanation: With `{print}` you need to use parentheses and commas if you print more items. - demo_code: |- - name = 'Hedy' - {print}('my name is ', name) -- name: ask something with {input} - explanation: Use `{input}` instead of `{ask}` to ask something. - demo_code: |- - name = {input}('What is your name?') - {print}('So your name is ', name) diff --git a/content/cheatsheets/fi.yaml b/content/cheatsheets/fi.yaml index b9c4e0868b0..6a7405eaff0 100644 --- a/content/cheatsheets/fi.yaml +++ b/content/cheatsheets/fi.yaml @@ -321,47 +321,3 @@ fruit = ['banana', 'apple', 'cherry'] random_fruit = fruit[{random}] {print} random_fruit -17: -- name: '{elif}' - explanation: '`{elif}`' - demo_code: |- - a = 2 - {if} a == 1: - {print} 'a is 1' - {elif} a == 2: - {print} 'a is 2' - {else}: - {print} 'a is not 1 or 2' -- name: '{print}' - explanation: When we use a `{for}`, we need to put a `:` behind the `{for}` statement! - demo_code: |- - {for} i {in} {range} 1 {to} 12: - {print} i - {print} 'Ready or not, here I come!' -- name: '{if}' - explanation: We need to do the same with all of our `{if}` statements. - demo_code: |- - color = {ask} 'What is your favorite color?' - {if} color == 'green': - {print} 'Your favorite color is green' - {else}: - {print} 'Your favorite color is not green' -18: -- name: '{print}' - explanation: After `{print}` you need to use parentheses. - demo_code: '{print}(''hi!'')' -- name: '{range}' - explanation: After `{range}` you need to use parentheses. - demo_code: |- - {for} i {in} {range} (1,10): - {print}('Hello, times ', i) -- name: '{print} with var' - explanation: With `{print}` you need to use parentheses and commas if you print more items. - demo_code: |- - name = 'Hedy' - {print}('my name is ', name) -- name: ask something with {input} - explanation: Use `{input}` instead of `{ask}` to ask something. - demo_code: |- - name = {input}('What is your name?') - {print}('So your name is ', name) diff --git a/content/cheatsheets/he.yaml b/content/cheatsheets/he.yaml index e61c9764b34..1522590d1a1 100644 --- a/content/cheatsheets/he.yaml +++ b/content/cheatsheets/he.yaml @@ -287,22 +287,6 @@ age = {ask} 'How old are you?' {if} age >= 14 {print} 'You are older than me!' -15: -- name: '{while}' - explanation: We can use the `{while}` loop with not equal. - demo_code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' -- name: Smaller {while} - explanation: We can also use the `{while}` loop with `<` and `>`. - demo_code: |- - count = 1 - {while} count < 3 - {print} 'We do this ' 3 - count ' more times' - count = count + 1 - {print} 'We are done' 16: - name: square brackets explanation: Lists with square brackets. @@ -321,47 +305,3 @@ fruit = ['banana', 'apple', 'cherry'] random_fruit = fruit[random] {print} random_fruit -17: -- name: '{elif}' - explanation: '`{elif}`' - demo_code: |- - a = 2 - {if} a == 1: - {print} 'a is 1' - {elif} a == 2: - {print} 'a is 2' - {else}: - {print} 'a is not 1 or 2' -- name: '{print}' - explanation: When we use a `{for}`, we need to put a `:` behind the `{for}` statement! - demo_code: |- - {for} i {in} {range} 1 {to} 12: - {print} i - {print} 'Ready or not, here I come!' -- name: '{if}' - explanation: We need to do the same with all of our `{if}` statements. - demo_code: |- - color = {ask} 'What is your favorite color?' - {if} color == 'green': - {print} 'Your favorite color is green' - {else}: - {print} 'Your favorite color is not green' -18: -- name: '{print}' - explanation: After `{print}` you need to use parentheses. - demo_code: '{print}(''hi!'')' -- name: '{range}' - explanation: After `{range}` you need to use parentheses. - demo_code: |- - {for} i {in} {range} (1,10): - {print}('Hello, times ', i) -- name: '{print} with var' - explanation: With `{print}` you need to use parentheses and commas if you print more items. - demo_code: |- - name = 'Hedy' - {print}('my name is ', name) -- name: ask something with {input} - explanation: Use `{input}` instead of `{ask}` to ask something. - demo_code: |- - name = {input}('What is your name?') - {print}('So your name is ', name) diff --git a/content/cheatsheets/hr.yaml b/content/cheatsheets/hr.yaml index e7232083702..0967ef424bc 100644 --- a/content/cheatsheets/hr.yaml +++ b/content/cheatsheets/hr.yaml @@ -1,207 +1 @@ -1: -- demo_code: '{print} Hello welcome to Hedy!' - name: '{print}' - explanation: Print something with `{print}`. -- name: '{ask}' - demo_code: '{ask} What is your favorite color?' - explanation: Ask something with `{ask}`. -- demo_code: "{ask} What is your favorite color?\n{echo} so your favorite color is" - name: '{echo}' - explanation: Repeat something using `{echo}`. -- name: '{print} emojis' - demo_code: '{print} 🙋 🌍 ❗' - explanation: Print an emoji with `{print}`. -- demo_code: '{forward} 100' - explanation: Draw a line with `{forward}`. - name: '{forward}' -- demo_code: "{forward} 25\n{turn} {left}\n{forward} 25\n{turn} {right}" - explanation: Turn the drawing turtle with `{turn}`. - name: '{turn}' -2: -- name: '{is}' - demo_code: "name {is} Hedy\n{print} welcome name" - explanation: Give a word a name to use in the program using `{is}`. You can choose the name yourself. -- demo_code: "color {is} {ask} What is your favorite color?\n{print} color is your favorite!" - name: '{ask}' - explanation: Ask something with `{ask}`. Beware! You need to give the answer a name with `{is}`. -- demo_code: "{print} Let me think for one second...\n{sleep}\n{print} Hmm.. I need 3 more seconds...\n{sleep} 3\n{print} Eureka! Ive got it!" - explanation: With `{sleep}`, you can let Hedy pause for a (couple of) second(s). - name: '{sleep}' -- demo_code: "angle {is} 90\n{turn} angle\n{forward} 100" - explanation: Give a number a name using `{is}`. You can choose the name yourself. - name: '{is} with turtle' -3: -- name: Choose random - explanation: Choose a random word from a group with `{at}` and `{random}`. - demo_code: "animals {is} dog, cat, kangaroo\n{print} animals {at} {random}" -- demo_code: "animals {is} cow, cat\n{add} dog {to_list} animals" - explanation: '`{add}` an item `{to_list}` a list.' - name: '{add}' -- explanation: '`{remove}` an item `{from}` a list.' - demo_code: "animals {is} cat, dog, cow\n{remove} dog {from} animals" - name: '{remove}' -5: -- explanation: Print exactly using quotation marks. - name: '{print}' - demo_code: "{print} 'Hello welcome to Hedy.'" -- name: '{ask}' - demo_code: "color {is} {ask} 'What is your favorite color?'\n{print} color ' is your favorite!'" - explanation: Ask something with `{ask}`. -- demo_code: "color {is} {ask} 'What is your favorite color?'\n{if} color {is} green {print} 'pretty!' {else} {print} 'meh'" - explanation: Make a choice with `{if}`. - name: '{if}' -- name: '{if} with turtle' - explanation: Make a choice with `{if}`. - demo_code: "answer {is} {ask} 'How far should I walk?'\n{if} answer {is} far {forward} 100 {else} {forward} 5" -- demo_code: "pretty_colors {is} green, yellow\ncolor {is} {ask} 'What is your favorite color?'\n{if} color {in} pretty_colors {print} 'pretty!' {else} {print} 'meh'" - explanation: Check elements with `{in}`. - name: '{in}' -- demo_code: "{if} a {is} {pressed} {print} 'You pressed A!' {else} {print} 'You pressed another key!'" - explanation: Check whether a given key on the keyboard is `{pressed}`. - name: '{pressed}' -12: -- explanation: Decimal numbers. - demo_code: "{print} 'Calculate away!'\n{print} 'Two and a half plus two and a half is...'\n{print} 2.5 + 2.5" - name: float directly -- demo_code: "name = 'Hedy the Robot'\n{print} 'Hello ' name" - explanation: Text with quotation marks after `=` - name: assign text -- explanation: Text with quotation marks after `{if}`. - name: quotes after `{if}` comparison - demo_code: "name = {ask} 'Who are you?'\n{if} name = 'Hedy'\n {print} 'Hi there!'" -- demo_code: "superheroes = 'Iron Man', 'Batman', 'Superman'\n{print} superheroes {at} {random}" - explanation: A list with quotation marks. - name: quotes in list -9: -- demo_code: "answer = {ask} 'What is 10 plus 10?'\n{if} answer {is} 20\n {print} 'Well done!!'\n {print} 'The answer is indeed' answer\n{else}\n {print} 'Wrong'\n {print} 'The answer is 20'" - name: '{if} with multiple lines' - explanation: The answer of a sum of questions with `{ask}` and see if it is correct. Now we print out two lines. -- explanation: Repeat multiple lines. - name: '{repeat} with turtle' - demo_code: "{repeat} 4 {times}\n {turn} 90\n {forward} 50" -10: -- name: '{print}' - demo_code: "{print} '5 times 5 is ' 5 * 5" - explanation: Print something. Remember to use a quotation mark for literal printing. -- explanation: Print all things in a list. - name: '{for} with a list' - demo_code: "animals {is} dog, cat, blobfish\n{for} animal {in} animals\n {print} 'I love ' animal" -15: -- demo_code: "answer = 0\n{while} answer != 25\n answer = {ask} 'What is 5 times 5?'\n{print} 'A correct answer has been given'" - explanation: We can use the `{while}` loop with not equal. - name: '{while}' -- name: Smaller {while} - demo_code: "count = 1\n{while} count < 3\n {print} 'We do this ' 3 - count ' more times'\n count = count + 1\n{print} 'We are done'" - explanation: We can also use the `{while}` loop with `<` and `>`. -14: -- explanation: We use the `<` to check if the first number is smaller than the second number. - demo_code: "age = {ask} 'How old are you?'\n{if} age < 13\n {print} 'You are younger than me!'" - name: Smaller -- demo_code: "age = {ask} 'How old are you?'\n{if} age > 13\n {print} 'You are older than me!'" - name: Bigger - explanation: We use the `>` to check if the first number is bigger than the second number. -- demo_code: "answer = {ask} 'What is 5 * 5?'\n{if} answer == 25\n {print} 'That is correct!'" - name: Equal - explanation: We use the `==` to check if two things are the same. -- explanation: We use the `!=` to check if two things are not the same. - name: Not equal - demo_code: "answer = {ask} 'What is 5 * 5?'\n{if} answer != 25\n {print} 'That is not correct!'" -- demo_code: "age = {ask} 'How old are you?'\n{if} age <= 12\n {print} 'You are younger than me!'" - name: Smaller or equal - explanation: We use the `<=` to check if the first number is smaller than or equal to the second number. -- demo_code: "age = {ask} 'How old are you?'\n{if} age >= 14\n {print} 'You are older than me!'" - explanation: We use the `>=` to check if the first number is bigger than or equal to the second number. - name: Bigger or equal -17: -- explanation: '`{elif}`' - demo_code: "a = 2\n{if} a == 1:\n {print} 'a is 1'\n{elif} a == 2:\n {print} 'a is 2'\n{else}:\n {print} 'a is not 1 or 2'" - name: '{elif}' -- name: '{print}' - demo_code: "{for} i {in} {range} 1 {to} 12:\n {print} i\n{print} 'Ready or not, here I come!'" - explanation: When we use a `{for}`, we need to put a `:` behind the `{for}` statement! -- explanation: We need to do the same with all of our `{if}` statements. - name: '{if}' - demo_code: "color = {ask} 'What is your favorite color?'\n{if} color == 'green':\n {print} 'Your favorite color is green'\n{else}:\n {print} 'Your favorite color is not green'" -18: -- explanation: After `{print}` you need to use parentheses. - demo_code: "{print}('hi!')" - name: '{print}' -- name: '{range}' - explanation: After `{range}` you need to use parentheses. - demo_code: "{for} i {in} {range} (1,10):\n {print}('Hello, times ', i)" -- demo_code: "name = 'Hedy'\n{print}('my name is ', name)" - explanation: With `{print}` you need to use parentheses and commas if you print more items. - name: '{print} with var' -- demo_code: "name = {input}('What is your name?')\n{print}('So your name is ', name)" - explanation: Use `{input}` instead of `{ask}` to ask something. - name: ask something with {input} -13: -- explanation: Two parts both need to be correct. - demo_code: "answer1 = {ask} 'What is 3+2?'\nanswer2 = {ask} 'What is 2+2?'\n{if} answer1 {is} 5 {and} answer2 {is} 4\n {print} 'Both answers are correct!'\n{else}\n {print} 'At least one answer is wrong!'" - name: '{and}' -- demo_code: "answer1 = {ask} 'What is 3+2?'\nanswer2 = {ask} 'What is 2+2?'\n{if} answer1 {is} 5 {or} answer2 {is} 4\n {print} 'At least one answer is correct!'\n{else}\n {print} 'Both answers are wrong!'" - name: '{or}' - explanation: At least 1 of the two parts need to be correct. If both are correct, it is also fine. -4: -- explanation: Print exactly using quotation marks. - name: '{print}' - demo_code: "{print} 'Hello welcome to Hedy.'" -- demo_code: "name {is} Hedy\n{print} 'my name is ' name" - name: '{is}' - explanation: Give a name to some text and `{print}` without quotation marks. -- explanation: Ask something with `{ask}`. - demo_code: "color {is} {ask} 'What is your favorite color?'\n{print} color ' is your favorite!'" - name: '{ask}' -16: -- name: square brackets - explanation: Lists with square brackets. - demo_code: "fruit = ['apple', 'banana', 'cherry']\n{print} fruit" -- name: Get an item from a list - explanation: To get an item from a list we use [number] so fruit[1] means, get the first fruit from the list! - demo_code: "fruit = ['banana', 'apple', 'cherry']\nfirstfruit = fruit[1]\n{print} firstfruit" -- name: Get a random item from a list - explanation: To get a random item from a list we use [{random}] so fruit[{random}] means, get a random fruit from the list! - demo_code: "fruit = ['banana', 'apple', 'cherry']\nrandom_fruit = fruit[{random}]\n{print} random_fruit" -8: -- name: '{print}' - explanation: Print something. Remember to use a quotation mark for literal printing. - demo_code: "{print} '5 times 5 is ' 5 * 5" -- name: '{ask}' - demo_code: "answer = {ask} 'What is 5 plus 5?'\n{if} answer {is} 10\n {print} 'Well done!'\n {print} 'Indeed, the answer was ' answer\n{else}\n {print} 'Oops!'\n {print} 'The answer is 10'" - explanation: Ask for the answer to a sum and check if it is correct. We can now print 2 lines. -- explanation: Repeat multiple lines. - name: '{repeat} with turtle' - demo_code: "{repeat} 4 {times}\n {turn} 90\n {forward} 50" -- name: '{pressed}' - explanation: Check whether a given key on the keyboard is `{pressed}`. - demo_code: "{if} a {is} {pressed}\n {print} 'You pressed A!'\n{else}\n {print} 'You pressed another key!'" -6: -- demo_code: "{print} '5 times 5 is ' 5 * 5" - explanation: Print exactly using quotation marks. - name: '{print}' -- name: '{ask}' - demo_code: "answer = {ask} 'What is 10 plus 10?'\n{if} answer {is} 20 {print} 'Yes!' {else} {print} 'Oops'" - explanation: Ask for a calculation and check whether it is correct. -- name: '`{ask}` and `{if}` with turtle' - explanation: Ask the user how many angles they want. - demo_code: "angles = {ask} 'How many angles?'\nangle = 360 / angles\n{forward} 50" -7: -- explanation: Print exactly using quotation marks. - name: '{print}' - demo_code: "{print} 'Hello welcome to Hedy.'" -- name: '{ask}' - explanation: Ask something with `{ask}`. - demo_code: "color = {ask} 'What is your favorite color?'\n{print} color ' is your favorite!'" -- explanation: Make a choice with `{if}`. - name: '{if}' - demo_code: "color = {ask} 'What is your favorite color?'\n{if} color {is} green {print} 'pretty!' {else} {print} 'meh'" -- demo_code: '{repeat} 3 {times} {forward} 10' - explanation: Repeat a line of code with `{repeat}`. - name: '{repeat} with turtle' -11: -- demo_code: "{for} counter {in} {range} 1 {to} 5\n {print} counter" - explanation: We can use `{for}` with a `{range}`. - name: '{for} loop' -- name: '{ask}' - demo_code: "answer = {ask} 'What is 5 plus 5?'\n{if} answer {is} 10\n {print} 'Well done!'\n {print} 'Indeed, the answer was ' answer\n{else}\n {print} 'Oops!'\n {print} 'The answer is 10'" - explanation: Ask for the answer to a sum and check if it is correct. We can now print 2 lines. +{} diff --git a/content/cheatsheets/ia.yaml b/content/cheatsheets/ia.yaml index 4618f42c21a..0967ef424bc 100644 --- a/content/cheatsheets/ia.yaml +++ b/content/cheatsheets/ia.yaml @@ -1,367 +1 @@ -1: -- name: '{print}' - explanation: Print something with `{print}`. - demo_code: '{print} Hello welcome to Hedy!' -- name: '{ask}' - explanation: Ask something with `{ask}`. - demo_code: '{ask} What is your favorite color?' -- name: '{echo}' - explanation: Repeat something using `{echo}`. - demo_code: |- - {ask} What is your favorite color? - {echo} so your favorite color is -- name: '{print} emojis' - explanation: Print an emoji with `{print}`. - demo_code: '{print} 🙋 🌍 ❗' -- name: '{forward}' - explanation: Draw a line with `{forward}`. - demo_code: '{forward} 100' -- name: '{turn}' - explanation: Turn the drawing turtle with `{turn}`. - demo_code: |- - {forward} 25 - {turn} {left} - {forward} 25 - {turn} {right} -2: -- name: '{is}' - explanation: Give a word a name to use in the program using `{is}`. You can choose the name yourself. - demo_code: |- - name {is} Hedy - {print} welcome name -- name: '{ask}' - explanation: Ask something with `{ask}`. Beware! You need to give the answer a name with `{is}`. - demo_code: |- - color {is} {ask} What is your favorite color? - {print} color is your favorite! -- name: '{sleep}' - explanation: With `{sleep}`, you can let Hedy pause for a (couple of) second(s). - demo_code: |- - {print} Let me think for one second... - {sleep} - {print} Hmm.. I need 3 more seconds... - {sleep} 3 - {print} Eureka! Ive got it! -- name: '{is} with turtle' - explanation: Give a number a name using `{is}`. You can choose the name yourself. - demo_code: |- - angle {is} 90 - {turn} angle - {forward} 100 -3: -- name: Choose random - explanation: Choose a random word from a group with `{at}` and `{random}`. - demo_code: |- - animals {is} dog, cat, kangaroo - {print} animals {at} {random} -- name: '{add}' - explanation: '`{add}` an item `{to_list}` a list.' - demo_code: |- - animals {is} cow, cat - {add} dog {to_list} animals -- name: '{remove}' - explanation: '`{remove}` an item `{from}` a list.' - demo_code: |- - animals {is} cat, dog, cow - {remove} dog {from} animals -4: -- name: '{print}' - explanation: Print exactly using quotation marks. - demo_code: '{print} ''Hello welcome to Hedy.''' -- name: '{is}' - explanation: Give a name to some text and `{print}` without quotation marks. - demo_code: |- - name {is} Hedy - {print} 'my name is ' name -- name: '{ask}' - explanation: Ask something with `{ask}`. - demo_code: |- - color {is} {ask} 'What is your favorite color?' - {print} color ' is your favorite!' -5: -- name: '{print}' - explanation: Print exactly using quotation marks. - demo_code: '{print} ''Hello welcome to Hedy.''' -- name: '{ask}' - explanation: Ask something with `{ask}`. - demo_code: |- - color {is} {ask} 'What is your favorite color?' - {print} color ' is your favorite!' -- name: '{if}' - explanation: Make a choice with `{if}`. - demo_code: |- - color {is} {ask} 'What is your favorite color?' - {if} color {is} green {print} 'pretty!' {else} {print} 'meh' -- name: '{if} with turtle' - explanation: Make a choice with `{if}`. - demo_code: |- - answer {is} {ask} 'How far should I walk?' - {if} answer {is} far {forward} 100 {else} {forward} 5 -- name: '{in}' - explanation: Check elements with `{in}`. - demo_code: |- - pretty_colors {is} green, yellow - color {is} {ask} 'What is your favorite color?' - {if} color {in} pretty_colors {print} 'pretty!' {else} {print} 'meh' -- name: '{pressed}' - explanation: Check whether a given key on the keyboard is `{pressed}`. - demo_code: '{if} a {is} {pressed} {print} ''You pressed A!'' {else} {print} ''You pressed another key!''' -6: -- name: '{print}' - explanation: Print exactly using quotation marks. - demo_code: '{print} ''5 times 5 is '' 5 * 5' -- name: '{ask}' - explanation: Ask for a calculation and check whether it is correct. - demo_code: |- - answer = {ask} 'What is 10 plus 10?' - {if} answer {is} 20 {print} 'Yes!' {else} {print} 'Oops' -- name: '`{ask}` and `{if}` with turtle' - explanation: Ask the user how many angles they want. - demo_code: |- - angles = {ask} 'How many angles?' - angle = 360 / angles - {forward} 50 -7: -- name: '{print}' - explanation: Print exactly using quotation marks. - demo_code: '{print} ''Hello welcome to Hedy.''' -- name: '{ask}' - explanation: Ask something with `{ask}`. - demo_code: |- - color = {ask} 'What is your favorite color?' - {print} color ' is your favorite!' -- name: '{if}' - explanation: Make a choice with `{if}`. - demo_code: |- - color = {ask} 'What is your favorite color?' - {if} color {is} green {print} 'pretty!' {else} {print} 'meh' -- name: '{repeat} with turtle' - explanation: Repeat a line of code with `{repeat}`. - demo_code: '{repeat} 3 {times} {forward} 10' -8: -- name: '{print}' - explanation: Print something. Remember to use a quotation mark for literal printing. - demo_code: '{print} ''5 times 5 is '' 5 * 5' -- name: '{ask}' - explanation: Ask for the answer to a sum and check if it is correct. We can now print 2 lines. - demo_code: |- - answer = {ask} 'What is 5 plus 5?' - {if} answer {is} 10 - {print} 'Well done!' - {print} 'Indeed, the answer was ' answer - {else} - {print} 'Oops!' - {print} 'The answer is 10' -- name: '{repeat} with turtle' - explanation: Repeat multiple lines. - demo_code: |- - {repeat} 4 {times} - {turn} 90 - {forward} 50 -- name: '{pressed}' - explanation: Check whether a given key on the keyboard is `{pressed}`. - demo_code: |- - {if} a {is} {pressed} - {print} 'You pressed A!' - {else} - {print} 'You pressed another key!' -9: -- name: '{if} with multiple lines' - explanation: The answer of a sum of questions with `{ask}` and see if it is correct. Now we print out two lines. - demo_code: |- - answer = {ask} 'What is 10 plus 10?' - {if} answer {is} 20 - {print} 'Well done!!' - {print} 'The answer is indeed' answer - {else} - {print} 'Wrong' - {print} 'The answer is 20' -- name: '{repeat} with turtle' - explanation: Repeat multiple lines. - demo_code: |- - {repeat} 4 {times} - {turn} 90 - {forward} 50 -10: -- name: '{print}' - explanation: Print something. Remember to use a quotation mark for literal printing. - demo_code: '{print} ''5 times 5 is '' 5 * 5' -- name: '{for} with a list' - explanation: Print all things in a list. - demo_code: |- - animals {is} dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal -11: -- name: '{for} loop' - explanation: We can use `{for}` with a `{range}`. - demo_code: |- - {for} counter {in} {range} 1 {to} 5 - {print} counter -- name: '{ask}' - explanation: Ask for the answer to a sum and check if it is correct. We can now print 2 lines. - demo_code: |- - answer = {ask} 'What is 5 plus 5?' - {if} answer {is} 10 - {print} 'Well done!' - {print} 'Indeed, the answer was ' answer - {else} - {print} 'Oops!' - {print} 'The answer is 10' -12: -- name: float directly - explanation: Decimal numbers. - demo_code: |- - {print} 'Calculate away!' - {print} 'Two and a half plus two and a half is...' - {print} 2.5 + 2.5 -- name: assign text - explanation: Text with quotation marks after `=` - demo_code: |- - name = 'Hedy the Robot' - {print} 'Hello ' name -- name: quotes after `{if}` comparison - explanation: Text with quotation marks after `{if}`. - demo_code: |- - name = {ask} 'Who are you?' - {if} name = 'Hedy' - {print} 'Hi there!' -- name: quotes in list - explanation: A list with quotation marks. - demo_code: |- - superheroes = 'Iron Man', 'Batman', 'Superman' - {print} superheroes {at} {random} -13: -- name: '{and}' - explanation: Two parts both need to be correct. - demo_code: |- - answer1 = {ask} 'What is 3+2?' - answer2 = {ask} 'What is 2+2?' - {if} answer1 {is} 5 {and} answer2 {is} 4 - {print} 'Both answers are correct!' - {else} - {print} 'At least one answer is wrong!' -- name: '{or}' - explanation: At least 1 of the two parts need to be correct. If both are correct, it is also fine. - demo_code: |- - answer1 = {ask} 'What is 3+2?' - answer2 = {ask} 'What is 2+2?' - {if} answer1 {is} 5 {or} answer2 {is} 4 - {print} 'At least one answer is correct!' - {else} - {print} 'Both answers are wrong!' -14: -- name: Smaller - explanation: We use the `<` to check if the first number is smaller than the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age < 13 - {print} 'You are younger than me!' -- name: Bigger - explanation: We use the `>` to check if the first number is bigger than the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age > 13 - {print} 'You are older than me!' -- name: Equal - explanation: We use the `==` to check if two things are the same. - demo_code: |- - answer = {ask} 'What is 5 * 5?' - {if} answer == 25 - {print} 'That is correct!' -- name: Not equal - explanation: We use the `!=` to check if two things are not the same. - demo_code: |- - answer = {ask} 'What is 5 * 5?' - {if} answer != 25 - {print} 'That is not correct!' -- name: Smaller or equal - explanation: We use the `<=` to check if the first number is smaller than or equal to the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age <= 12 - {print} 'You are younger than me!' -- name: Bigger or equal - explanation: We use the `>=` to check if the first number is bigger than or equal to the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age >= 14 - {print} 'You are older than me!' -15: -- name: '{while}' - explanation: We can use the `{while}` loop with not equal. - demo_code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' -- name: Smaller {while} - explanation: We can also use the `{while}` loop with `<` and `>`. - demo_code: |- - count = 1 - {while} count < 3 - {print} 'We do this ' 3 - count ' more times' - count = count + 1 - {print} 'We are done' -16: -- name: square brackets - explanation: Lists with square brackets. - demo_code: |- - fruit = ['apple', 'banana', 'cherry'] - {print} fruit -- name: Get an item from a list - explanation: To get an item from a list we use [number] so fruit[1] means, get the first fruit from the list! - demo_code: |- - fruit = ['banana', 'apple', 'cherry'] - firstfruit = fruit[1] - {print} firstfruit -- name: Get a random item from a list - explanation: To get a random item from a list we use [{random}] so fruit[{random}] means, get a random fruit from the list! - demo_code: |- - fruit = ['banana', 'apple', 'cherry'] - random_fruit = fruit[{random}] - {print} random_fruit -17: -- name: '{elif}' - explanation: '`{elif}`' - demo_code: |- - a = 2 - {if} a == 1: - {print} 'a is 1' - {elif} a == 2: - {print} 'a is 2' - {else}: - {print} 'a is not 1 or 2' -- name: '{print}' - explanation: When we use a `{for}`, we need to put a `:` behind the `{for}` statement! - demo_code: |- - {for} i {in} {range} 1 {to} 12: - {print} i - {print} 'Ready or not, here I come!' -- name: '{if}' - explanation: We need to do the same with all of our `{if}` statements. - demo_code: |- - color = {ask} 'What is your favorite color?' - {if} color == 'green': - {print} 'Your favorite color is green' - {else}: - {print} 'Your favorite color is not green' -18: -- name: '{print}' - explanation: After `{print}` you need to use parentheses. - demo_code: '{print}(''hi!'')' -- name: '{range}' - explanation: After `{range}` you need to use parentheses. - demo_code: |- - {for} i {in} {range} (1,10): - {print}('Hello, times ', i) -- name: '{print} with var' - explanation: With `{print}` you need to use parentheses and commas if you print more items. - demo_code: |- - name = 'Hedy' - {print}('my name is ', name) -- name: ask something with {input} - explanation: Use `{input}` instead of `{ask}` to ask something. - demo_code: |- - name = {input}('What is your name?') - {print}('So your name is ', name) +{} diff --git a/content/cheatsheets/iba.yaml b/content/cheatsheets/iba.yaml index 98b9842d288..0967ef424bc 100644 --- a/content/cheatsheets/iba.yaml +++ b/content/cheatsheets/iba.yaml @@ -1,207 +1 @@ -5: -- explanation: Print exactly using quotation marks. - name: '{print}' - demo_code: "{print} 'Hello welcome to Hedy.'" -- name: '{ask}' - demo_code: "color {is} {ask} 'What is your favorite color?'\n{print} color ' is your favorite!'" - explanation: Ask something with `{ask}`. -- demo_code: "color {is} {ask} 'What is your favorite color?'\n{if} color {is} green {print} 'pretty!' {else} {print} 'meh'" - explanation: Make a choice with `{if}`. - name: '{if}' -- name: '{if} with turtle' - explanation: Make a choice with `{if}`. - demo_code: "answer {is} {ask} 'How far should I walk?'\n{if} answer {is} far {forward} 100 {else} {forward} 5" -- demo_code: "pretty_colors {is} green, yellow\ncolor {is} {ask} 'What is your favorite color?'\n{if} color {in} pretty_colors {print} 'pretty!' {else} {print} 'meh'" - explanation: Check elements with `{in}`. - name: '{in}' -- explanation: Check whether a given key on the keyboard is `{pressed}`. - name: '{pressed}' - demo_code: "{if} a {is} {pressed} {print} 'You pressed A!' {else} {print} 'You pressed another key!'" -6: -- demo_code: "{print} '5 times 5 is ' 5 * 5" - explanation: Print exactly using quotation marks. - name: '{print}' -- name: '{ask}' - demo_code: "answer = {ask} 'What is 10 plus 10?'\n{if} answer {is} 20 {print} 'Yes!' {else} {print} 'Oops'" - explanation: Ask for a calculation and check whether it is correct. -- name: '`{ask}` and `{if}` with turtle' - explanation: Ask the user how many angles they want. - demo_code: "angles = {ask} 'How many angles?'\nangle = 360 / angles\n{forward} 50" -7: -- explanation: Print exactly using quotation marks. - name: '{print}' - demo_code: "{print} 'Hello welcome to Hedy.'" -- name: '{ask}' - explanation: Ask something with `{ask}`. - demo_code: "color = {ask} 'What is your favorite color?'\n{print} color ' is your favorite!'" -- explanation: Make a choice with `{if}`. - name: '{if}' - demo_code: "color = {ask} 'What is your favorite color?'\n{if} color {is} green {print} 'pretty!' {else} {print} 'meh'" -- demo_code: '{repeat} 3 {times} {forward} 10' - explanation: Repeat a line of code with `{repeat}`. - name: '{repeat} with turtle' -9: -- name: '{if} with multiple lines' - demo_code: "answer = {ask} 'What is 10 plus 10?'\n{if} answer {is} 20\n {print} 'Well done!!'\n {print} 'The answer is indeed' answer\n{else}\n {print} 'Wrong'\n {print} 'The answer is 20'" - explanation: The answer of a sum of questions with `{ask}` and see if it is correct. Now we print out two lines. -- explanation: Repeat multiple lines. - name: '{repeat} with turtle' - demo_code: "{repeat} 4 {times}\n {turn} 90\n {forward} 50" -8: -- name: '{print}' - explanation: Print something. Remember to use a quotation mark for literal printing. - demo_code: "{print} '5 times 5 is ' 5 * 5" -- name: '{ask}' - demo_code: "answer = {ask} 'What is 5 plus 5?'\n{if} answer {is} 10\n {print} 'Well done!'\n {print} 'Indeed, the answer was ' answer\n{else}\n {print} 'Oops!'\n {print} 'The answer is 10'" - explanation: Ask for the answer to a sum and check if it is correct. We can now print 2 lines. -- explanation: Repeat multiple lines. - name: '{repeat} with turtle' - demo_code: "{repeat} 4 {times}\n {turn} 90\n {forward} 50" -- name: '{pressed}' - explanation: Check whether a given key on the keyboard is `{pressed}`. - demo_code: "{if} a {is} {pressed}\n {print} 'You pressed A!'\n{else}\n {print} 'You pressed another key!'" -14: -- explanation: We use the `<` to check if the first number is smaller than the second number. - demo_code: "age = {ask} 'How old are you?'\n{if} age < 13\n {print} 'You are younger than me!'" - name: Smaller -- demo_code: "age = {ask} 'How old are you?'\n{if} age > 13\n {print} 'You are older than me!'" - name: Bigger - explanation: We use the `>` to check if the first number is bigger than the second number. -- demo_code: "answer = {ask} 'What is 5 * 5?'\n{if} answer == 25\n {print} 'That is correct!'" - name: Equal - explanation: We use the `==` to check if two things are the same. -- explanation: We use the `!=` to check if two things are not the same. - name: Not equal - demo_code: "answer = {ask} 'What is 5 * 5?'\n{if} answer != 25\n {print} 'That is not correct!'" -- demo_code: "age = {ask} 'How old are you?'\n{if} age <= 12\n {print} 'You are younger than me!'" - name: Smaller or equal - explanation: We use the `<=` to check if the first number is smaller than or equal to the second number. -- demo_code: "age = {ask} 'How old are you?'\n{if} age >= 14\n {print} 'You are older than me!'" - explanation: We use the `>=` to check if the first number is bigger than or equal to the second number. - name: Bigger or equal -16: -- name: square brackets - explanation: Lists with square brackets. - demo_code: "fruit = ['apple', 'banana', 'cherry']\n{print} fruit" -- name: Get an item from a list - explanation: To get an item from a list we use [number] so fruit[1] means, get the first fruit from the list! - demo_code: "fruit = ['banana', 'apple', 'cherry']\nfirstfruit = fruit[1]\n{print} firstfruit" -- name: Get a random item from a list - explanation: To get a random item from a list we use [{random}] so fruit[{random}] means, get a random fruit from the list! - demo_code: "fruit = ['banana', 'apple', 'cherry']\nrandom_fruit = fruit[{random}]\n{print} random_fruit" -18: -- explanation: After `{print}` you need to use parentheses. - demo_code: "{print}('hi!')" - name: '{print}' -- name: '{range}' - explanation: After `{range}` you need to use parentheses. - demo_code: "{for} i {in} {range} (1,10):\n {print}('Hello, times ', i)" -- demo_code: "name = 'Hedy'\n{print}('my name is ', name)" - explanation: With `{print}` you need to use parentheses and commas if you print more items. - name: '{print} with var' -- explanation: Use `{input}` instead of `{ask}` to ask something. - name: ask something with {input} - demo_code: "name = {input}('What is your name?')\n{print}('So your name is ', name)" -13: -- explanation: Two parts both need to be correct. - demo_code: "answer1 = {ask} 'What is 3+2?'\nanswer2 = {ask} 'What is 2+2?'\n{if} answer1 {is} 5 {and} answer2 {is} 4\n {print} 'Both answers are correct!'\n{else}\n {print} 'At least one answer is wrong!'" - name: '{and}' -- demo_code: "answer1 = {ask} 'What is 3+2?'\nanswer2 = {ask} 'What is 2+2?'\n{if} answer1 {is} 5 {or} answer2 {is} 4\n {print} 'At least one answer is correct!'\n{else}\n {print} 'Both answers are wrong!'" - name: '{or}' - explanation: At least 1 of the two parts need to be correct. If both are correct, it is also fine. -4: -- explanation: Print exactly using quotation marks. - name: '{print}' - demo_code: "{print} 'Hello welcome to Hedy.'" -- demo_code: "name {is} Hedy\n{print} 'my name is ' name" - name: '{is}' - explanation: Give a name to some text and `{print}` without quotation marks. -- explanation: Ask something with `{ask}`. - demo_code: "color {is} {ask} 'What is your favorite color?'\n{print} color ' is your favorite!'" - name: '{ask}' -2: -- name: '{is}' - demo_code: "name {is} Hedy\n{print} welcome name" - explanation: Give a word a name to use in the program using `{is}`. You can choose the name yourself. -- demo_code: "color {is} {ask} What is your favorite color?\n{print} color is your favorite!" - name: '{ask}' - explanation: Ask something with `{ask}`. Beware! You need to give the answer a name with `{is}`. -- demo_code: "{print} Let me think for one second...\n{sleep}\n{print} Hmm.. I need 3 more seconds...\n{sleep} 3\n{print} Eureka! Ive got it!" - explanation: With `{sleep}`, you can let Hedy pause for a (couple of) second(s). - name: '{sleep}' -- demo_code: "angle {is} 90\n{turn} angle\n{forward} 100" - explanation: Give a number a name using `{is}`. You can choose the name yourself. - name: '{is} with turtle' -12: -- explanation: Decimal numbers. - demo_code: "{print} 'Calculate away!'\n{print} 'Two and a half plus two and a half is...'\n{print} 2.5 + 2.5" - name: float directly -- demo_code: "name = 'Hedy the Robot'\n{print} 'Hello ' name" - explanation: Text with quotation marks after `=` - name: assign text -- explanation: Text with quotation marks after `{if}`. - name: quotes after `{if}` comparison - demo_code: "name = {ask} 'Who are you?'\n{if} name = 'Hedy'\n {print} 'Hi there!'" -- demo_code: "superheroes = 'Iron Man', 'Batman', 'Superman'\n{print} superheroes {at} {random}" - explanation: A list with quotation marks. - name: quotes in list -1: -- demo_code: '{print} Hello welcome to Hedy!' - name: '{print}' - explanation: Print something with `{print}`. -- name: '{ask}' - demo_code: '{ask} What is your favorite color?' - explanation: Ask something with `{ask}`. -- demo_code: "{ask} What is your favorite color?\n{echo} so your favorite color is" - name: '{echo}' - explanation: Repeat something using `{echo}`. -- name: '{print} emojis' - demo_code: '{print} 🙋 🌍 ❗' - explanation: Print an emoji with `{print}`. -- demo_code: '{forward} 100' - explanation: Draw a line with `{forward}`. - name: '{forward}' -- demo_code: "{forward} 25\n{turn} {left}\n{forward} 25\n{turn} {right}" - explanation: Turn the drawing turtle with `{turn}`. - name: '{turn}' -17: -- explanation: '`{elif}`' - demo_code: "a = 2\n{if} a == 1:\n {print} 'a is 1'\n{elif} a == 2:\n {print} 'a is 2'\n{else}:\n {print} 'a is not 1 or 2'" - name: '{elif}' -- name: '{print}' - demo_code: "{for} i {in} {range} 1 {to} 12:\n {print} i\n{print} 'Ready or not, here I come!'" - explanation: When we use a `{for}`, we need to put a `:` behind the `{for}` statement! -- explanation: We need to do the same with all of our `{if}` statements. - name: '{if}' - demo_code: "color = {ask} 'What is your favorite color?'\n{if} color == 'green':\n {print} 'Your favorite color is green'\n{else}:\n {print} 'Your favorite color is not green'" -3: -- name: Choose random - explanation: Choose a random word from a group with `{at}` and `{random}`. - demo_code: "animals {is} dog, cat, kangaroo\n{print} animals {at} {random}" -- demo_code: "animals {is} cow, cat\n{add} dog {to_list} animals" - explanation: '`{add}` an item `{to_list}` a list.' - name: '{add}' -- explanation: '`{remove}` an item `{from}` a list.' - demo_code: "animals {is} cat, dog, cow\n{remove} dog {from} animals" - name: '{remove}' -15: -- demo_code: "answer = 0\n{while} answer != 25\n answer = {ask} 'What is 5 times 5?'\n{print} 'A correct answer has been given'" - explanation: We can use the `{while}` loop with not equal. - name: '{while}' -- name: Smaller {while} - demo_code: "count = 1\n{while} count < 3\n {print} 'We do this ' 3 - count ' more times'\n count = count + 1\n{print} 'We are done'" - explanation: We can also use the `{while}` loop with `<` and `>`. -10: -- name: '{print}' - demo_code: "{print} '5 times 5 is ' 5 * 5" - explanation: Print something. Remember to use a quotation mark for literal printing. -- explanation: Print all things in a list. - name: '{for} with a list' - demo_code: "animals {is} dog, cat, blobfish\n{for} animal {in} animals\n {print} 'I love ' animal" -11: -- demo_code: "{for} counter {in} {range} 1 {to} 5\n {print} counter" - explanation: We can use `{for}` with a `{range}`. - name: '{for} loop' -- name: '{ask}' - demo_code: "answer = {ask} 'What is 5 plus 5?'\n{if} answer {is} 10\n {print} 'Well done!'\n {print} 'Indeed, the answer was ' answer\n{else}\n {print} 'Oops!'\n {print} 'The answer is 10'" - explanation: Ask for the answer to a sum and check if it is correct. We can now print 2 lines. +{} diff --git a/content/cheatsheets/kab.yaml b/content/cheatsheets/kab.yaml index fbb1f4417f8..0967ef424bc 100644 --- a/content/cheatsheets/kab.yaml +++ b/content/cheatsheets/kab.yaml @@ -1,207 +1 @@ -2: -- name: '{is}' - demo_code: "name {is} Hedy\n{print} welcome name" - explanation: Give a word a name to use in the program using `{is}`. You can choose the name yourself. -- name: '{ask}' - demo_code: "color {is} {ask} What is your favorite color?\n{print} color is your favorite!" - explanation: Ask something with `{ask}`. Beware! You need to give the answer a name with `{is}`. -- demo_code: "{print} Let me think for one second...\n{sleep}\n{print} Hmm.. I need 3 more seconds...\n{sleep} 3\n{print} Eureka! Ive got it!" - explanation: With `{sleep}`, you can let Hedy pause for a (couple of) second(s). - name: '{sleep}' -- demo_code: "angle {is} 90\n{turn} angle\n{forward} 100" - explanation: Give a number a name using `{is}`. You can choose the name yourself. - name: '{is} with turtle' -3: -- name: Choose random - explanation: Choose a random word from a group with `{at}` and `{random}`. - demo_code: "animals {is} dog, cat, kangaroo\n{print} animals {at} {random}" -- explanation: '`{add}` an item `{to_list}` a list.' - demo_code: "animals {is} cow, cat\n{add} dog {to_list} animals" - name: '{add}' -- explanation: '`{remove}` an item `{from}` a list.' - demo_code: "animals {is} cat, dog, cow\n{remove} dog {from} animals" - name: '{remove}' -4: -- explanation: Print exactly using quotation marks. - name: '{print}' - demo_code: "{print} 'Hello welcome to Hedy.'" -- demo_code: "name {is} Hedy\n{print} 'my name is ' name" - name: '{is}' - explanation: Give a name to some text and `{print}` without quotation marks. -- name: '{ask}' - explanation: Ask something with `{ask}`. - demo_code: "color {is} {ask} 'What is your favorite color?'\n{print} color ' is your favorite!'" -7: -- explanation: Print exactly using quotation marks. - name: '{print}' - demo_code: "{print} 'Hello welcome to Hedy.'" -- name: '{ask}' - explanation: Ask something with `{ask}`. - demo_code: "color = {ask} 'What is your favorite color?'\n{print} color ' is your favorite!'" -- name: '{if}' - explanation: Make a choice with `{if}`. - demo_code: "color = {ask} 'What is your favorite color?'\n{if} color {is} green {print} 'pretty!' {else} {print} 'meh'" -- demo_code: '{repeat} 3 {times} {forward} 10' - explanation: Repeat a line of code with `{repeat}`. - name: '{repeat} with turtle' -8: -- name: '{print}' - explanation: Print something. Remember to use a quotation mark for literal printing. - demo_code: "{print} '5 times 5 is ' 5 * 5" -- name: '{ask}' - demo_code: "answer = {ask} 'What is 5 plus 5?'\n{if} answer {is} 10\n {print} 'Well done!'\n {print} 'Indeed, the answer was ' answer\n{else}\n {print} 'Oops!'\n {print} 'The answer is 10'" - explanation: Ask for the answer to a sum and check if it is correct. We can now print 2 lines. -- explanation: Repeat multiple lines. - name: '{repeat} with turtle' - demo_code: "{repeat} 4 {times}\n {turn} 90\n {forward} 50" -- name: '{pressed}' - explanation: Check whether a given key on the keyboard is `{pressed}`. - demo_code: "{if} a {is} {pressed}\n {print} 'You pressed A!'\n{else}\n {print} 'You pressed another key!'" -13: -- explanation: Two parts both need to be correct. - demo_code: "answer1 = {ask} 'What is 3+2?'\nanswer2 = {ask} 'What is 2+2?'\n{if} answer1 {is} 5 {and} answer2 {is} 4\n {print} 'Both answers are correct!'\n{else}\n {print} 'At least one answer is wrong!'" - name: '{and}' -- demo_code: "answer1 = {ask} 'What is 3+2?'\nanswer2 = {ask} 'What is 2+2?'\n{if} answer1 {is} 5 {or} answer2 {is} 4\n {print} 'At least one answer is correct!'\n{else}\n {print} 'Both answers are wrong!'" - name: '{or}' - explanation: At least 1 of the two parts need to be correct. If both are correct, it is also fine. -14: -- name: Smaller - explanation: We use the `<` to check if the first number is smaller than the second number. - demo_code: "age = {ask} 'How old are you?'\n{if} age < 13\n {print} 'You are younger than me!'" -- demo_code: "age = {ask} 'How old are you?'\n{if} age > 13\n {print} 'You are older than me!'" - name: Bigger - explanation: We use the `>` to check if the first number is bigger than the second number. -- demo_code: "answer = {ask} 'What is 5 * 5?'\n{if} answer == 25\n {print} 'That is correct!'" - name: Equal - explanation: We use the `==` to check if two things are the same. -- explanation: We use the `!=` to check if two things are not the same. - name: Not equal - demo_code: "answer = {ask} 'What is 5 * 5?'\n{if} answer != 25\n {print} 'That is not correct!'" -- demo_code: "age = {ask} 'How old are you?'\n{if} age <= 12\n {print} 'You are younger than me!'" - name: Smaller or equal - explanation: We use the `<=` to check if the first number is smaller than or equal to the second number. -- demo_code: "age = {ask} 'How old are you?'\n{if} age >= 14\n {print} 'You are older than me!'" - explanation: We use the `>=` to check if the first number is bigger than or equal to the second number. - name: Bigger or equal -16: -- name: square brackets - explanation: Lists with square brackets. - demo_code: "fruit = ['apple', 'banana', 'cherry']\n{print} fruit" -- name: Get an item from a list - explanation: To get an item from a list we use [number] so fruit[1] means, get the first fruit from the list! - demo_code: "fruit = ['banana', 'apple', 'cherry']\nfirstfruit = fruit[1]\n{print} firstfruit" -- name: Get a random item from a list - explanation: To get a random item from a list we use [{random}] so fruit[{random}] means, get a random fruit from the list! - demo_code: "fruit = ['banana', 'apple', 'cherry']\nrandom_fruit = fruit[{random}]\n{print} random_fruit" -17: -- explanation: '`{elif}`' - demo_code: "a = 2\n{if} a == 1:\n {print} 'a is 1'\n{elif} a == 2:\n {print} 'a is 2'\n{else}:\n {print} 'a is not 1 or 2'" - name: '{elif}' -- name: '{print}' - demo_code: "{for} i {in} {range} 1 {to} 12:\n {print} i\n{print} 'Ready or not, here I come!'" - explanation: When we use a `{for}`, we need to put a `:` behind the `{for}` statement! -- name: '{if}' - explanation: We need to do the same with all of our `{if}` statements. - demo_code: "color = {ask} 'What is your favorite color?'\n{if} color == 'green':\n {print} 'Your favorite color is green'\n{else}:\n {print} 'Your favorite color is not green'" -18: -- explanation: After `{print}` you need to use parentheses. - demo_code: "{print}('hi!')" - name: '{print}' -- name: '{range}' - explanation: After `{range}` you need to use parentheses. - demo_code: "{for} i {in} {range} (1,10):\n {print}('Hello, times ', i)" -- demo_code: "name = 'Hedy'\n{print}('my name is ', name)" - explanation: With `{print}` you need to use parentheses and commas if you print more items. - name: '{print} with var' -- name: ask something with {input} - explanation: Use `{input}` instead of `{ask}` to ask something. - demo_code: "name = {input}('What is your name?')\n{print}('So your name is ', name)" -5: -- explanation: Print exactly using quotation marks. - name: '{print}' - demo_code: "{print} 'Hello welcome to Hedy.'" -- name: '{ask}' - demo_code: "color {is} {ask} 'What is your favorite color?'\n{print} color ' is your favorite!'" - explanation: Ask something with `{ask}`. -- demo_code: "color {is} {ask} 'What is your favorite color?'\n{if} color {is} green {print} 'pretty!' {else} {print} 'meh'" - explanation: Make a choice with `{if}`. - name: '{if}' -- name: '{if} with turtle' - explanation: Make a choice with `{if}`. - demo_code: "answer {is} {ask} 'How far should I walk?'\n{if} answer {is} far {forward} 100 {else} {forward} 5" -- demo_code: "pretty_colors {is} green, yellow\ncolor {is} {ask} 'What is your favorite color?'\n{if} color {in} pretty_colors {print} 'pretty!' {else} {print} 'meh'" - explanation: Check elements with `{in}`. - name: '{in}' -- demo_code: "{if} a {is} {pressed} {print} 'You pressed A!' {else} {print} 'You pressed another key!'" - explanation: Check whether a given key on the keyboard is `{pressed}`. - name: '{pressed}' -9: -- name: '{if} with multiple lines' - demo_code: "answer = {ask} 'What is 10 plus 10?'\n{if} answer {is} 20\n {print} 'Well done!!'\n {print} 'The answer is indeed' answer\n{else}\n {print} 'Wrong'\n {print} 'The answer is 20'" - explanation: The answer of a sum of questions with `{ask}` and see if it is correct. Now we print out two lines. -- explanation: Repeat multiple lines. - name: '{repeat} with turtle' - demo_code: "{repeat} 4 {times}\n {turn} 90\n {forward} 50" -12: -- explanation: Decimal numbers. - demo_code: "{print} 'Calculate away!'\n{print} 'Two and a half plus two and a half is...'\n{print} 2.5 + 2.5" - name: float directly -- demo_code: "name = 'Hedy the Robot'\n{print} 'Hello ' name" - explanation: Text with quotation marks after `=` - name: assign text -- explanation: Text with quotation marks after `{if}`. - name: quotes after `{if}` comparison - demo_code: "name = {ask} 'Who are you?'\n{if} name = 'Hedy'\n {print} 'Hi there!'" -- demo_code: "superheroes = 'Iron Man', 'Batman', 'Superman'\n{print} superheroes {at} {random}" - explanation: A list with quotation marks. - name: quotes in list -1: -- demo_code: '{print} Hello welcome to Hedy!' - name: '{print}' - explanation: Print something with `{print}`. -- name: '{ask}' - demo_code: '{ask} What is your favorite color?' - explanation: Ask something with `{ask}`. -- demo_code: "{ask} What is your favorite color?\n{echo} so your favorite color is" - name: '{echo}' - explanation: Repeat something using `{echo}`. -- name: '{print} emojis' - demo_code: '{print} 🙋 🌍 ❗' - explanation: Print an emoji with `{print}`. -- demo_code: '{forward} 100' - explanation: Draw a line with `{forward}`. - name: '{forward}' -- demo_code: "{forward} 25\n{turn} {left}\n{forward} 25\n{turn} {right}" - explanation: Turn the drawing turtle with `{turn}`. - name: '{turn}' -15: -- demo_code: "answer = 0\n{while} answer != 25\n answer = {ask} 'What is 5 times 5?'\n{print} 'A correct answer has been given'" - explanation: We can use the `{while}` loop with not equal. - name: '{while}' -- name: Smaller {while} - demo_code: "count = 1\n{while} count < 3\n {print} 'We do this ' 3 - count ' more times'\n count = count + 1\n{print} 'We are done'" - explanation: We can also use the `{while}` loop with `<` and `>`. -6: -- demo_code: "{print} '5 times 5 is ' 5 * 5" - explanation: Print exactly using quotation marks. - name: '{print}' -- name: '{ask}' - demo_code: "answer = {ask} 'What is 10 plus 10?'\n{if} answer {is} 20 {print} 'Yes!' {else} {print} 'Oops'" - explanation: Ask for a calculation and check whether it is correct. -- name: '`{ask}` and `{if}` with turtle' - explanation: Ask the user how many angles they want. - demo_code: "angles = {ask} 'How many angles?'\nangle = 360 / angles\n{forward} 50" -10: -- name: '{print}' - demo_code: "{print} '5 times 5 is ' 5 * 5" - explanation: Print something. Remember to use a quotation mark for literal printing. -- explanation: Print all things in a list. - name: '{for} with a list' - demo_code: "animals {is} dog, cat, blobfish\n{for} animal {in} animals\n {print} 'I love ' animal" -11: -- demo_code: "{for} counter {in} {range} 1 {to} 5\n {print} counter" - explanation: We can use `{for}` with a `{range}`. - name: '{for} loop' -- name: '{ask}' - demo_code: "answer = {ask} 'What is 5 plus 5?'\n{if} answer {is} 10\n {print} 'Well done!'\n {print} 'Indeed, the answer was ' answer\n{else}\n {print} 'Oops!'\n {print} 'The answer is 10'" - explanation: Ask for the answer to a sum and check if it is correct. We can now print 2 lines. +{} diff --git a/content/cheatsheets/kmr.yaml b/content/cheatsheets/kmr.yaml index af1be01e859..5481f1d497b 100644 --- a/content/cheatsheets/kmr.yaml +++ b/content/cheatsheets/kmr.yaml @@ -48,36 +48,6 @@ angle {is} 90 {turn} angle {forward} 100 -3: -- name: Choose random - explanation: Choose a random word from a group with `{at}` and `{random}`. - demo_code: |- - animals {is} dog, cat, kangaroo - {print} animals {at} {random} -- name: '{add}' - explanation: '`{add}` an item `{to_list}` a list.' - demo_code: |- - animals {is} cow, cat - {add} dog {to_list} animals -- name: '{remove}' - explanation: '`{remove}` an item `{from}` a list.' - demo_code: |- - animals {is} cat, dog, cow - {remove} dog {from} animals -4: -- name: '{print}' - explanation: Print exactly using quotation marks. - demo_code: '{print} ''Hello welcome to Hedy.''' -- name: '{is}' - explanation: Give a name to some text and `{print}` without quotation marks. - demo_code: |- - name {is} Hedy - {print} 'my name is ' name -- name: '{ask}' - explanation: Ask something with `{ask}`. - demo_code: |- - color {is} {ask} 'What is your favorite color?' - {print} color ' is your favorite!' 5: - name: '{print}' explanation: Print exactly using quotation marks. @@ -121,93 +91,6 @@ angles = {ask} 'How many angles?' angle = 360 / angles {forward} 50 -7: -- name: '{print}' - explanation: Print exactly using quotation marks. - demo_code: '{print} ''Hello welcome to Hedy.''' -- name: '{ask}' - explanation: Ask something with `{ask}`. - demo_code: |- - color = {ask} 'What is your favorite color?' - {print} color ' is your favorite!' -- name: '{if}' - explanation: Make a choice with `{if}`. - demo_code: |- - color = {ask} 'What is your favorite color?' - {if} color {is} green {print} 'pretty!' {else} {print} 'meh' -- name: '{repeat} with turtle' - explanation: Repeat a line of code with `{repeat}`. - demo_code: '{repeat} 3 {times} {forward} 10' -8: -- name: '{print}' - explanation: Print something. Remember to use a quotation mark for literal printing. - demo_code: '{print} ''5 times 5 is '' 5 * 5' -- name: '{ask}' - explanation: Ask for the answer to a sum and check if it is correct. We can now print 2 lines. - demo_code: |- - answer = {ask} 'What is 5 plus 5?' - {if} answer {is} 10 - {print} 'Well done!' - {print} 'Indeed, the answer was ' answer - {else} - {print} 'Oops!' - {print} 'The answer is 10' -- name: '{repeat} with turtle' - explanation: Repeat multiple lines. - demo_code: |- - {repeat} 4 {times} - {turn} 90 - {forward} 50 -- name: '{pressed}' - explanation: Check whether a given key on the keyboard is `{pressed}`. - demo_code: |- - {if} a {is} {pressed} - {print} 'You pressed A!' - {else} - {print} 'You pressed another key!' -9: -- name: '{if} with multiple lines' - explanation: The answer of a sum of questions with `{ask}` and see if it is correct. Now we print out two lines. - demo_code: |- - answer = {ask} 'What is 10 plus 10?' - {if} answer {is} 20 - {print} 'Well done!!' - {print} 'The answer is indeed' answer - {else} - {print} 'Wrong' - {print} 'The answer is 20' -- name: '{repeat} with turtle' - explanation: Repeat multiple lines. - demo_code: |- - {repeat} 4 {times} - {turn} 90 - {forward} 50 -10: -- name: '{print}' - explanation: Print something. Remember to use a quotation mark for literal printing. - demo_code: '{print} ''5 times 5 is '' 5 * 5' -- name: '{for} with a list' - explanation: Print all things in a list. - demo_code: |- - animals {is} dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal -11: -- name: '{for} loop' - explanation: We can use `{for}` with a `{range}`. - demo_code: |- - {for} counter {in} {range} 1 {to} 5 - {print} counter -- name: '{ask}' - explanation: Ask for the answer to a sum and check if it is correct. We can now print 2 lines. - demo_code: |- - answer = {ask} 'What is 5 plus 5?' - {if} answer {is} 10 - {print} 'Well done!' - {print} 'Indeed, the answer was ' answer - {else} - {print} 'Oops!' - {print} 'The answer is 10' 12: - name: float directly explanation: Decimal numbers. @@ -231,78 +114,6 @@ demo_code: |- superheroes = 'Iron Man', 'Batman', 'Superman' {print} superheroes {at} {random} -13: -- name: '{and}' - explanation: Two parts both need to be correct. - demo_code: |- - answer1 = {ask} 'What is 3+2?' - answer2 = {ask} 'What is 2+2?' - {if} answer1 {is} 5 {and} answer2 {is} 4 - {print} 'Both answers are correct!' - {else} - {print} 'At least one answer is wrong!' -- name: '{or}' - explanation: At least 1 of the two parts need to be correct. If both are correct, it is also fine. - demo_code: |- - answer1 = {ask} 'What is 3+2?' - answer2 = {ask} 'What is 2+2?' - {if} answer1 {is} 5 {or} answer2 {is} 4 - {print} 'At least one answer is correct!' - {else} - {print} 'Both answers are wrong!' -14: -- name: Smaller - explanation: We use the `<` to check if the first number is smaller than the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age < 13 - {print} 'You are younger than me!' -- name: Bigger - explanation: We use the `>` to check if the first number is bigger than the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age > 13 - {print} 'You are older than me!' -- name: Equal - explanation: We use the `==` to check if two things are the same. - demo_code: |- - answer = {ask} 'What is 5 * 5?' - {if} answer == 25 - {print} 'That is correct!' -- name: Not equal - explanation: We use the `!=` to check if two things are not the same. - demo_code: |- - answer = {ask} 'What is 5 * 5?' - {if} answer != 25 - {print} 'That is not correct!' -- name: Smaller or equal - explanation: We use the `<=` to check if the first number is smaller than or equal to the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age <= 12 - {print} 'You are younger than me!' -- name: Bigger or equal - explanation: We use the `>=` to check if the first number is bigger than or equal to the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age >= 14 - {print} 'You are older than me!' -15: -- name: '{while}' - explanation: We can use the `{while}` loop with not equal. - demo_code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' -- name: Smaller {while} - explanation: We can also use the `{while}` loop with `<` and `>`. - demo_code: |- - count = 1 - {while} count < 3 - {print} 'We do this ' 3 - count ' more times' - count = count + 1 - {print} 'We are done' 16: - name: square brackets explanation: Lists with square brackets. @@ -321,47 +132,3 @@ fruit = ['banana', 'apple', 'cherry'] random_fruit = fruit[{random}] {print} random_fruit -17: -- name: '{elif}' - explanation: '`{elif}`' - demo_code: |- - a = 2 - {if} a == 1: - {print} 'a is 1' - {elif} a == 2: - {print} 'a is 2' - {else}: - {print} 'a is not 1 or 2' -- name: '{print}' - explanation: When we use a `{for}`, we need to put a `:` behind the `{for}` statement! - demo_code: |- - {for} i {in} {range} 1 {to} 12: - {print} i - {print} 'Ready or not, here I come!' -- name: '{if}' - explanation: We need to do the same with all of our `{if}` statements. - demo_code: |- - color = {ask} 'What is your favorite color?' - {if} color == 'green': - {print} 'Your favorite color is green' - {else}: - {print} 'Your favorite color is not green' -18: -- name: '{print}' - explanation: After `{print}` you need to use parentheses. - demo_code: '{print}(''hi!'')' -- name: '{range}' - explanation: After `{range}` you need to use parentheses. - demo_code: |- - {for} i {in} {range} (1,10): - {print}('Hello, times ', i) -- name: '{print} with var' - explanation: With `{print}` you need to use parentheses and commas if you print more items. - demo_code: |- - name = 'Hedy' - {print}('my name is ', name) -- name: ask something with {input} - explanation: Use `{input}` instead of `{ask}` to ask something. - demo_code: |- - name = {input}('What is your name?') - {print}('So your name is ', name) diff --git a/content/cheatsheets/mi.yaml b/content/cheatsheets/mi.yaml index 4618f42c21a..0967ef424bc 100644 --- a/content/cheatsheets/mi.yaml +++ b/content/cheatsheets/mi.yaml @@ -1,367 +1 @@ -1: -- name: '{print}' - explanation: Print something with `{print}`. - demo_code: '{print} Hello welcome to Hedy!' -- name: '{ask}' - explanation: Ask something with `{ask}`. - demo_code: '{ask} What is your favorite color?' -- name: '{echo}' - explanation: Repeat something using `{echo}`. - demo_code: |- - {ask} What is your favorite color? - {echo} so your favorite color is -- name: '{print} emojis' - explanation: Print an emoji with `{print}`. - demo_code: '{print} 🙋 🌍 ❗' -- name: '{forward}' - explanation: Draw a line with `{forward}`. - demo_code: '{forward} 100' -- name: '{turn}' - explanation: Turn the drawing turtle with `{turn}`. - demo_code: |- - {forward} 25 - {turn} {left} - {forward} 25 - {turn} {right} -2: -- name: '{is}' - explanation: Give a word a name to use in the program using `{is}`. You can choose the name yourself. - demo_code: |- - name {is} Hedy - {print} welcome name -- name: '{ask}' - explanation: Ask something with `{ask}`. Beware! You need to give the answer a name with `{is}`. - demo_code: |- - color {is} {ask} What is your favorite color? - {print} color is your favorite! -- name: '{sleep}' - explanation: With `{sleep}`, you can let Hedy pause for a (couple of) second(s). - demo_code: |- - {print} Let me think for one second... - {sleep} - {print} Hmm.. I need 3 more seconds... - {sleep} 3 - {print} Eureka! Ive got it! -- name: '{is} with turtle' - explanation: Give a number a name using `{is}`. You can choose the name yourself. - demo_code: |- - angle {is} 90 - {turn} angle - {forward} 100 -3: -- name: Choose random - explanation: Choose a random word from a group with `{at}` and `{random}`. - demo_code: |- - animals {is} dog, cat, kangaroo - {print} animals {at} {random} -- name: '{add}' - explanation: '`{add}` an item `{to_list}` a list.' - demo_code: |- - animals {is} cow, cat - {add} dog {to_list} animals -- name: '{remove}' - explanation: '`{remove}` an item `{from}` a list.' - demo_code: |- - animals {is} cat, dog, cow - {remove} dog {from} animals -4: -- name: '{print}' - explanation: Print exactly using quotation marks. - demo_code: '{print} ''Hello welcome to Hedy.''' -- name: '{is}' - explanation: Give a name to some text and `{print}` without quotation marks. - demo_code: |- - name {is} Hedy - {print} 'my name is ' name -- name: '{ask}' - explanation: Ask something with `{ask}`. - demo_code: |- - color {is} {ask} 'What is your favorite color?' - {print} color ' is your favorite!' -5: -- name: '{print}' - explanation: Print exactly using quotation marks. - demo_code: '{print} ''Hello welcome to Hedy.''' -- name: '{ask}' - explanation: Ask something with `{ask}`. - demo_code: |- - color {is} {ask} 'What is your favorite color?' - {print} color ' is your favorite!' -- name: '{if}' - explanation: Make a choice with `{if}`. - demo_code: |- - color {is} {ask} 'What is your favorite color?' - {if} color {is} green {print} 'pretty!' {else} {print} 'meh' -- name: '{if} with turtle' - explanation: Make a choice with `{if}`. - demo_code: |- - answer {is} {ask} 'How far should I walk?' - {if} answer {is} far {forward} 100 {else} {forward} 5 -- name: '{in}' - explanation: Check elements with `{in}`. - demo_code: |- - pretty_colors {is} green, yellow - color {is} {ask} 'What is your favorite color?' - {if} color {in} pretty_colors {print} 'pretty!' {else} {print} 'meh' -- name: '{pressed}' - explanation: Check whether a given key on the keyboard is `{pressed}`. - demo_code: '{if} a {is} {pressed} {print} ''You pressed A!'' {else} {print} ''You pressed another key!''' -6: -- name: '{print}' - explanation: Print exactly using quotation marks. - demo_code: '{print} ''5 times 5 is '' 5 * 5' -- name: '{ask}' - explanation: Ask for a calculation and check whether it is correct. - demo_code: |- - answer = {ask} 'What is 10 plus 10?' - {if} answer {is} 20 {print} 'Yes!' {else} {print} 'Oops' -- name: '`{ask}` and `{if}` with turtle' - explanation: Ask the user how many angles they want. - demo_code: |- - angles = {ask} 'How many angles?' - angle = 360 / angles - {forward} 50 -7: -- name: '{print}' - explanation: Print exactly using quotation marks. - demo_code: '{print} ''Hello welcome to Hedy.''' -- name: '{ask}' - explanation: Ask something with `{ask}`. - demo_code: |- - color = {ask} 'What is your favorite color?' - {print} color ' is your favorite!' -- name: '{if}' - explanation: Make a choice with `{if}`. - demo_code: |- - color = {ask} 'What is your favorite color?' - {if} color {is} green {print} 'pretty!' {else} {print} 'meh' -- name: '{repeat} with turtle' - explanation: Repeat a line of code with `{repeat}`. - demo_code: '{repeat} 3 {times} {forward} 10' -8: -- name: '{print}' - explanation: Print something. Remember to use a quotation mark for literal printing. - demo_code: '{print} ''5 times 5 is '' 5 * 5' -- name: '{ask}' - explanation: Ask for the answer to a sum and check if it is correct. We can now print 2 lines. - demo_code: |- - answer = {ask} 'What is 5 plus 5?' - {if} answer {is} 10 - {print} 'Well done!' - {print} 'Indeed, the answer was ' answer - {else} - {print} 'Oops!' - {print} 'The answer is 10' -- name: '{repeat} with turtle' - explanation: Repeat multiple lines. - demo_code: |- - {repeat} 4 {times} - {turn} 90 - {forward} 50 -- name: '{pressed}' - explanation: Check whether a given key on the keyboard is `{pressed}`. - demo_code: |- - {if} a {is} {pressed} - {print} 'You pressed A!' - {else} - {print} 'You pressed another key!' -9: -- name: '{if} with multiple lines' - explanation: The answer of a sum of questions with `{ask}` and see if it is correct. Now we print out two lines. - demo_code: |- - answer = {ask} 'What is 10 plus 10?' - {if} answer {is} 20 - {print} 'Well done!!' - {print} 'The answer is indeed' answer - {else} - {print} 'Wrong' - {print} 'The answer is 20' -- name: '{repeat} with turtle' - explanation: Repeat multiple lines. - demo_code: |- - {repeat} 4 {times} - {turn} 90 - {forward} 50 -10: -- name: '{print}' - explanation: Print something. Remember to use a quotation mark for literal printing. - demo_code: '{print} ''5 times 5 is '' 5 * 5' -- name: '{for} with a list' - explanation: Print all things in a list. - demo_code: |- - animals {is} dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal -11: -- name: '{for} loop' - explanation: We can use `{for}` with a `{range}`. - demo_code: |- - {for} counter {in} {range} 1 {to} 5 - {print} counter -- name: '{ask}' - explanation: Ask for the answer to a sum and check if it is correct. We can now print 2 lines. - demo_code: |- - answer = {ask} 'What is 5 plus 5?' - {if} answer {is} 10 - {print} 'Well done!' - {print} 'Indeed, the answer was ' answer - {else} - {print} 'Oops!' - {print} 'The answer is 10' -12: -- name: float directly - explanation: Decimal numbers. - demo_code: |- - {print} 'Calculate away!' - {print} 'Two and a half plus two and a half is...' - {print} 2.5 + 2.5 -- name: assign text - explanation: Text with quotation marks after `=` - demo_code: |- - name = 'Hedy the Robot' - {print} 'Hello ' name -- name: quotes after `{if}` comparison - explanation: Text with quotation marks after `{if}`. - demo_code: |- - name = {ask} 'Who are you?' - {if} name = 'Hedy' - {print} 'Hi there!' -- name: quotes in list - explanation: A list with quotation marks. - demo_code: |- - superheroes = 'Iron Man', 'Batman', 'Superman' - {print} superheroes {at} {random} -13: -- name: '{and}' - explanation: Two parts both need to be correct. - demo_code: |- - answer1 = {ask} 'What is 3+2?' - answer2 = {ask} 'What is 2+2?' - {if} answer1 {is} 5 {and} answer2 {is} 4 - {print} 'Both answers are correct!' - {else} - {print} 'At least one answer is wrong!' -- name: '{or}' - explanation: At least 1 of the two parts need to be correct. If both are correct, it is also fine. - demo_code: |- - answer1 = {ask} 'What is 3+2?' - answer2 = {ask} 'What is 2+2?' - {if} answer1 {is} 5 {or} answer2 {is} 4 - {print} 'At least one answer is correct!' - {else} - {print} 'Both answers are wrong!' -14: -- name: Smaller - explanation: We use the `<` to check if the first number is smaller than the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age < 13 - {print} 'You are younger than me!' -- name: Bigger - explanation: We use the `>` to check if the first number is bigger than the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age > 13 - {print} 'You are older than me!' -- name: Equal - explanation: We use the `==` to check if two things are the same. - demo_code: |- - answer = {ask} 'What is 5 * 5?' - {if} answer == 25 - {print} 'That is correct!' -- name: Not equal - explanation: We use the `!=` to check if two things are not the same. - demo_code: |- - answer = {ask} 'What is 5 * 5?' - {if} answer != 25 - {print} 'That is not correct!' -- name: Smaller or equal - explanation: We use the `<=` to check if the first number is smaller than or equal to the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age <= 12 - {print} 'You are younger than me!' -- name: Bigger or equal - explanation: We use the `>=` to check if the first number is bigger than or equal to the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age >= 14 - {print} 'You are older than me!' -15: -- name: '{while}' - explanation: We can use the `{while}` loop with not equal. - demo_code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' -- name: Smaller {while} - explanation: We can also use the `{while}` loop with `<` and `>`. - demo_code: |- - count = 1 - {while} count < 3 - {print} 'We do this ' 3 - count ' more times' - count = count + 1 - {print} 'We are done' -16: -- name: square brackets - explanation: Lists with square brackets. - demo_code: |- - fruit = ['apple', 'banana', 'cherry'] - {print} fruit -- name: Get an item from a list - explanation: To get an item from a list we use [number] so fruit[1] means, get the first fruit from the list! - demo_code: |- - fruit = ['banana', 'apple', 'cherry'] - firstfruit = fruit[1] - {print} firstfruit -- name: Get a random item from a list - explanation: To get a random item from a list we use [{random}] so fruit[{random}] means, get a random fruit from the list! - demo_code: |- - fruit = ['banana', 'apple', 'cherry'] - random_fruit = fruit[{random}] - {print} random_fruit -17: -- name: '{elif}' - explanation: '`{elif}`' - demo_code: |- - a = 2 - {if} a == 1: - {print} 'a is 1' - {elif} a == 2: - {print} 'a is 2' - {else}: - {print} 'a is not 1 or 2' -- name: '{print}' - explanation: When we use a `{for}`, we need to put a `:` behind the `{for}` statement! - demo_code: |- - {for} i {in} {range} 1 {to} 12: - {print} i - {print} 'Ready or not, here I come!' -- name: '{if}' - explanation: We need to do the same with all of our `{if}` statements. - demo_code: |- - color = {ask} 'What is your favorite color?' - {if} color == 'green': - {print} 'Your favorite color is green' - {else}: - {print} 'Your favorite color is not green' -18: -- name: '{print}' - explanation: After `{print}` you need to use parentheses. - demo_code: '{print}(''hi!'')' -- name: '{range}' - explanation: After `{range}` you need to use parentheses. - demo_code: |- - {for} i {in} {range} (1,10): - {print}('Hello, times ', i) -- name: '{print} with var' - explanation: With `{print}` you need to use parentheses and commas if you print more items. - demo_code: |- - name = 'Hedy' - {print}('my name is ', name) -- name: ask something with {input} - explanation: Use `{input}` instead of `{ask}` to ask something. - demo_code: |- - name = {input}('What is your name?') - {print}('So your name is ', name) +{} diff --git a/content/cheatsheets/ms.yaml b/content/cheatsheets/ms.yaml index a92f912553e..0967ef424bc 100644 --- a/content/cheatsheets/ms.yaml +++ b/content/cheatsheets/ms.yaml @@ -1,207 +1 @@ -4: -- explanation: Print exactly using quotation marks. - name: '{print}' - demo_code: "{print} 'Hello welcome to Hedy.'" -- name: '{is}' - demo_code: "name {is} Hedy\n{print} 'my name is ' name" - explanation: Give a name to some text and `{print}` without quotation marks. -- explanation: Ask something with `{ask}`. - demo_code: "color {is} {ask} 'What is your favorite color?'\n{print} color ' is your favorite!'" - name: '{ask}' -5: -- explanation: Print exactly using quotation marks. - name: '{print}' - demo_code: "{print} 'Hello welcome to Hedy.'" -- name: '{ask}' - demo_code: "color {is} {ask} 'What is your favorite color?'\n{print} color ' is your favorite!'" - explanation: Ask something with `{ask}`. -- demo_code: "color {is} {ask} 'What is your favorite color?'\n{if} color {is} green {print} 'pretty!' {else} {print} 'meh'" - explanation: Make a choice with `{if}`. - name: '{if}' -- name: '{if} with turtle' - explanation: Make a choice with `{if}`. - demo_code: "answer {is} {ask} 'How far should I walk?'\n{if} answer {is} far {forward} 100 {else} {forward} 5" -- explanation: Check elements with `{in}`. - demo_code: "pretty_colors {is} green, yellow\ncolor {is} {ask} 'What is your favorite color?'\n{if} color {in} pretty_colors {print} 'pretty!' {else} {print} 'meh'" - name: '{in}' -- demo_code: "{if} a {is} {pressed} {print} 'You pressed A!' {else} {print} 'You pressed another key!'" - explanation: Check whether a given key on the keyboard is `{pressed}`. - name: '{pressed}' -13: -- explanation: Two parts both need to be correct. - demo_code: "answer1 = {ask} 'What is 3+2?'\nanswer2 = {ask} 'What is 2+2?'\n{if} answer1 {is} 5 {and} answer2 {is} 4\n {print} 'Both answers are correct!'\n{else}\n {print} 'At least one answer is wrong!'" - name: '{and}' -- name: '{or}' - demo_code: "answer1 = {ask} 'What is 3+2?'\nanswer2 = {ask} 'What is 2+2?'\n{if} answer1 {is} 5 {or} answer2 {is} 4\n {print} 'At least one answer is correct!'\n{else}\n {print} 'Both answers are wrong!'" - explanation: At least 1 of the two parts need to be correct. If both are correct, it is also fine. -18: -- explanation: After `{print}` you need to use parentheses. - demo_code: "{print}('hi!')" - name: '{print}' -- name: '{range}' - explanation: After `{range}` you need to use parentheses. - demo_code: "{for} i {in} {range} (1,10):\n {print}('Hello, times ', i)" -- demo_code: "name = 'Hedy'\n{print}('my name is ', name)" - explanation: With `{print}` you need to use parentheses and commas if you print more items. - name: '{print} with var' -- explanation: Use `{input}` instead of `{ask}` to ask something. - name: ask something with {input} - demo_code: "name = {input}('What is your name?')\n{print}('So your name is ', name)" -16: -- name: square brackets - explanation: Lists with square brackets. - demo_code: "fruit = ['apple', 'banana', 'cherry']\n{print} fruit" -- name: Get an item from a list - explanation: To get an item from a list we use [number] so fruit[1] means, get the first fruit from the list! - demo_code: "fruit = ['banana', 'apple', 'cherry']\nfirstfruit = fruit[1]\n{print} firstfruit" -- name: Get a random item from a list - explanation: To get a random item from a list we use [{random}] so fruit[{random}] means, get a random fruit from the list! - demo_code: "fruit = ['banana', 'apple', 'cherry']\nrandom_fruit = fruit[{random}]\n{print} random_fruit" -2: -- name: '{is}' - demo_code: "name {is} Hedy\n{print} welcome name" - explanation: Give a word a name to use in the program using `{is}`. You can choose the name yourself. -- demo_code: "color {is} {ask} What is your favorite color?\n{print} color is your favorite!" - name: '{ask}' - explanation: Ask something with `{ask}`. Beware! You need to give the answer a name with `{is}`. -- demo_code: "{print} Let me think for one second...\n{sleep}\n{print} Hmm.. I need 3 more seconds...\n{sleep} 3\n{print} Eureka! Ive got it!" - explanation: With `{sleep}`, you can let Hedy pause for a (couple of) second(s). - name: '{sleep}' -- demo_code: "angle {is} 90\n{turn} angle\n{forward} 100" - explanation: Give a number a name using `{is}`. You can choose the name yourself. - name: '{is} with turtle' -14: -- explanation: We use the `<` to check if the first number is smaller than the second number. - demo_code: "age = {ask} 'How old are you?'\n{if} age < 13\n {print} 'You are younger than me!'" - name: Smaller -- demo_code: "age = {ask} 'How old are you?'\n{if} age > 13\n {print} 'You are older than me!'" - name: Bigger - explanation: We use the `>` to check if the first number is bigger than the second number. -- demo_code: "answer = {ask} 'What is 5 * 5?'\n{if} answer == 25\n {print} 'That is correct!'" - name: Equal - explanation: We use the `==` to check if two things are the same. -- explanation: We use the `!=` to check if two things are not the same. - name: Not equal - demo_code: "answer = {ask} 'What is 5 * 5?'\n{if} answer != 25\n {print} 'That is not correct!'" -- demo_code: "age = {ask} 'How old are you?'\n{if} age <= 12\n {print} 'You are younger than me!'" - name: Smaller or equal - explanation: We use the `<=` to check if the first number is smaller than or equal to the second number. -- demo_code: "age = {ask} 'How old are you?'\n{if} age >= 14\n {print} 'You are older than me!'" - explanation: We use the `>=` to check if the first number is bigger than or equal to the second number. - name: Bigger or equal -9: -- name: '{if} with multiple lines' - demo_code: "answer = {ask} 'What is 10 plus 10?'\n{if} answer {is} 20\n {print} 'Well done!!'\n {print} 'The answer is indeed' answer\n{else}\n {print} 'Wrong'\n {print} 'The answer is 20'" - explanation: The answer of a sum of questions with `{ask}` and see if it is correct. Now we print out two lines. -- explanation: Repeat multiple lines. - name: '{repeat} with turtle' - demo_code: "{repeat} 4 {times}\n {turn} 90\n {forward} 50" -12: -- explanation: Decimal numbers. - demo_code: "{print} 'Calculate away!'\n{print} 'Two and a half plus two and a half is...'\n{print} 2.5 + 2.5" - name: float directly -- demo_code: "name = 'Hedy the Robot'\n{print} 'Hello ' name" - explanation: Text with quotation marks after `=` - name: assign text -- explanation: Text with quotation marks after `{if}`. - name: quotes after `{if}` comparison - demo_code: "name = {ask} 'Who are you?'\n{if} name = 'Hedy'\n {print} 'Hi there!'" -- demo_code: "superheroes = 'Iron Man', 'Batman', 'Superman'\n{print} superheroes {at} {random}" - explanation: A list with quotation marks. - name: quotes in list -8: -- name: '{print}' - explanation: Print something. Remember to use a quotation mark for literal printing. - demo_code: "{print} '5 times 5 is ' 5 * 5" -- name: '{ask}' - demo_code: "answer = {ask} 'What is 5 plus 5?'\n{if} answer {is} 10\n {print} 'Well done!'\n {print} 'Indeed, the answer was ' answer\n{else}\n {print} 'Oops!'\n {print} 'The answer is 10'" - explanation: Ask for the answer to a sum and check if it is correct. We can now print 2 lines. -- explanation: Repeat multiple lines. - name: '{repeat} with turtle' - demo_code: "{repeat} 4 {times}\n {turn} 90\n {forward} 50" -- name: '{pressed}' - explanation: Check whether a given key on the keyboard is `{pressed}`. - demo_code: "{if} a {is} {pressed}\n {print} 'You pressed A!'\n{else}\n {print} 'You pressed another key!'" -3: -- name: Choose random - explanation: Choose a random word from a group with `{at}` and `{random}`. - demo_code: "animals {is} dog, cat, kangaroo\n{print} animals {at} {random}" -- demo_code: "animals {is} cow, cat\n{add} dog {to_list} animals" - explanation: '`{add}` an item `{to_list}` a list.' - name: '{add}' -- explanation: '`{remove}` an item `{from}` a list.' - demo_code: "animals {is} cat, dog, cow\n{remove} dog {from} animals" - name: '{remove}' -17: -- explanation: '`{elif}`' - demo_code: "a = 2\n{if} a == 1:\n {print} 'a is 1'\n{elif} a == 2:\n {print} 'a is 2'\n{else}:\n {print} 'a is not 1 or 2'" - name: '{elif}' -- name: '{print}' - demo_code: "{for} i {in} {range} 1 {to} 12:\n {print} i\n{print} 'Ready or not, here I come!'" - explanation: When we use a `{for}`, we need to put a `:` behind the `{for}` statement! -- explanation: We need to do the same with all of our `{if}` statements. - name: '{if}' - demo_code: "color = {ask} 'What is your favorite color?'\n{if} color == 'green':\n {print} 'Your favorite color is green'\n{else}:\n {print} 'Your favorite color is not green'" -15: -- demo_code: "answer = 0\n{while} answer != 25\n answer = {ask} 'What is 5 times 5?'\n{print} 'A correct answer has been given'" - explanation: We can use the `{while}` loop with not equal. - name: '{while}' -- name: Smaller {while} - demo_code: "count = 1\n{while} count < 3\n {print} 'We do this ' 3 - count ' more times'\n count = count + 1\n{print} 'We are done'" - explanation: We can also use the `{while}` loop with `<` and `>`. -6: -- demo_code: "{print} '5 times 5 is ' 5 * 5" - explanation: Print exactly using quotation marks. - name: '{print}' -- name: '{ask}' - demo_code: "answer = {ask} 'What is 10 plus 10?'\n{if} answer {is} 20 {print} 'Yes!' {else} {print} 'Oops'" - explanation: Ask for a calculation and check whether it is correct. -- name: '`{ask}` and `{if}` with turtle' - explanation: Ask the user how many angles they want. - demo_code: "angles = {ask} 'How many angles?'\nangle = 360 / angles\n{forward} 50" -7: -- explanation: Print exactly using quotation marks. - name: '{print}' - demo_code: "{print} 'Hello welcome to Hedy.'" -- name: '{ask}' - explanation: Ask something with `{ask}`. - demo_code: "color = {ask} 'What is your favorite color?'\n{print} color ' is your favorite!'" -- explanation: Make a choice with `{if}`. - name: '{if}' - demo_code: "color = {ask} 'What is your favorite color?'\n{if} color {is} green {print} 'pretty!' {else} {print} 'meh'" -- demo_code: '{repeat} 3 {times} {forward} 10' - explanation: Repeat a line of code with `{repeat}`. - name: '{repeat} with turtle' -10: -- name: '{print}' - demo_code: "{print} '5 times 5 is ' 5 * 5" - explanation: Print something. Remember to use a quotation mark for literal printing. -- explanation: Print all things in a list. - name: '{for} with a list' - demo_code: "animals {is} dog, cat, blobfish\n{for} animal {in} animals\n {print} 'I love ' animal" -1: -- name: '{print}' - demo_code: '{print} Hello welcome to Hedy!' - explanation: Print something with `{print}`. -- explanation: Ask something with `{ask}`. - name: '{ask}' - demo_code: '{ask} What is your favorite color?' -- demo_code: "{ask} What is your favorite color?\n{echo} so your favorite color is" - name: '{echo}' - explanation: Repeat something using `{echo}`. -- name: '{print} emojis' - demo_code: '{print} 🙋 🌍 ❗' - explanation: Print an emoji with `{print}`. -- demo_code: '{forward} 100' - explanation: Draw a line with `{forward}`. - name: '{forward}' -- demo_code: "{forward} 25\n{turn} {left}\n{forward} 25\n{turn} {right}" - explanation: Turn the drawing turtle with `{turn}`. - name: '{turn}' -11: -- demo_code: "{for} counter {in} {range} 1 {to} 5\n {print} counter" - explanation: We can use `{for}` with a `{range}`. - name: '{for} loop' -- name: '{ask}' - demo_code: "answer = {ask} 'What is 5 plus 5?'\n{if} answer {is} 10\n {print} 'Well done!'\n {print} 'Indeed, the answer was ' answer\n{else}\n {print} 'Oops!'\n {print} 'The answer is 10'" - explanation: Ask for the answer to a sum and check if it is correct. We can now print 2 lines. +{} diff --git a/content/cheatsheets/ne.yaml b/content/cheatsheets/ne.yaml index 2a99a863c06..0967ef424bc 100644 --- a/content/cheatsheets/ne.yaml +++ b/content/cheatsheets/ne.yaml @@ -1,207 +1 @@ -2: -- name: '{is}' - demo_code: "name {is} Hedy\n{print} welcome name" - explanation: Give a word a name to use in the program using `{is}`. You can choose the name yourself. -- demo_code: "color {is} {ask} What is your favorite color?\n{print} color is your favorite!" - name: '{ask}' - explanation: Ask something with `{ask}`. Beware! You need to give the answer a name with `{is}`. -- demo_code: "{print} Let me think for one second...\n{sleep}\n{print} Hmm.. I need 3 more seconds...\n{sleep} 3\n{print} Eureka! Ive got it!" - explanation: With `{sleep}`, you can let Hedy pause for a (couple of) second(s). - name: '{sleep}' -- demo_code: "angle {is} 90\n{turn} angle\n{forward} 100" - explanation: Give a number a name using `{is}`. You can choose the name yourself. - name: '{is} with turtle' -1: -- demo_code: '{print} Hello welcome to Hedy!' - name: '{print}' - explanation: Print something with `{print}`. -- name: '{ask}' - demo_code: '{ask} What is your favorite color?' - explanation: Ask something with `{ask}`. -- demo_code: "{ask} What is your favorite color?\n{echo} so your favorite color is" - name: '{echo}' - explanation: Repeat something using `{echo}`. -- name: '{print} emojis' - demo_code: '{print} 🙋 🌍 ❗' - explanation: Print an emoji with `{print}`. -- demo_code: '{forward} 100' - explanation: Draw a line with `{forward}`. - name: '{forward}' -- demo_code: "{forward} 25\n{turn} {left}\n{forward} 25\n{turn} {right}" - explanation: Turn the drawing turtle with `{turn}`. - name: '{turn}' -3: -- name: Choose random - explanation: Choose a random word from a group with `{at}` and `{random}`. - demo_code: "animals {is} dog, cat, kangaroo\n{print} animals {at} {random}" -- demo_code: "animals {is} cow, cat\n{add} dog {to_list} animals" - explanation: '`{add}` an item `{to_list}` a list.' - name: '{add}' -- explanation: '`{remove}` an item `{from}` a list.' - demo_code: "animals {is} cat, dog, cow\n{remove} dog {from} animals" - name: '{remove}' -4: -- explanation: Print exactly using quotation marks. - name: '{print}' - demo_code: "{print} 'Hello welcome to Hedy.'" -- demo_code: "name {is} Hedy\n{print} 'my name is ' name" - name: '{is}' - explanation: Give a name to some text and `{print}` without quotation marks. -- explanation: Ask something with `{ask}`. - demo_code: "color {is} {ask} 'What is your favorite color?'\n{print} color ' is your favorite!'" - name: '{ask}' -5: -- explanation: Print exactly using quotation marks. - name: '{print}' - demo_code: "{print} 'Hello welcome to Hedy.'" -- name: '{ask}' - demo_code: "color {is} {ask} 'What is your favorite color?'\n{print} color ' is your favorite!'" - explanation: Ask something with `{ask}`. -- demo_code: "color {is} {ask} 'What is your favorite color?'\n{if} color {is} green {print} 'pretty!' {else} {print} 'meh'" - explanation: Make a choice with `{if}`. - name: '{if}' -- name: '{if} with turtle' - explanation: Make a choice with `{if}`. - demo_code: "answer {is} {ask} 'How far should I walk?'\n{if} answer {is} far {forward} 100 {else} {forward} 5" -- demo_code: "pretty_colors {is} green, yellow\ncolor {is} {ask} 'What is your favorite color?'\n{if} color {in} pretty_colors {print} 'pretty!' {else} {print} 'meh'" - explanation: Check elements with `{in}`. - name: '{in}' -- demo_code: "{if} a {is} {pressed} {print} 'You pressed A!' {else} {print} 'You pressed another key!'" - explanation: Check whether a given key on the keyboard is `{pressed}`. - name: '{pressed}' -6: -- demo_code: "{print} '5 times 5 is ' 5 * 5" - explanation: Print exactly using quotation marks. - name: '{print}' -- name: '{ask}' - demo_code: "answer = {ask} 'What is 10 plus 10?'\n{if} answer {is} 20 {print} 'Yes!' {else} {print} 'Oops'" - explanation: Ask for a calculation and check whether it is correct. -- name: '`{ask}` and `{if}` with turtle' - explanation: Ask the user how many angles they want. - demo_code: "angles = {ask} 'How many angles?'\nangle = 360 / angles\n{forward} 50" -7: -- explanation: Print exactly using quotation marks. - name: '{print}' - demo_code: "{print} 'Hello welcome to Hedy.'" -- name: '{ask}' - explanation: Ask something with `{ask}`. - demo_code: "color = {ask} 'What is your favorite color?'\n{print} color ' is your favorite!'" -- explanation: Make a choice with `{if}`. - name: '{if}' - demo_code: "color = {ask} 'What is your favorite color?'\n{if} color {is} green {print} 'pretty!' {else} {print} 'meh'" -- demo_code: '{repeat} 3 {times} {forward} 10' - explanation: Repeat a line of code with `{repeat}`. - name: '{repeat} with turtle' -9: -- name: '{if} with multiple lines' - demo_code: "answer = {ask} 'What is 10 plus 10?'\n{if} answer {is} 20\n {print} 'Well done!!'\n {print} 'The answer is indeed' answer\n{else}\n {print} 'Wrong'\n {print} 'The answer is 20'" - explanation: The answer of a sum of questions with `{ask}` and see if it is correct. Now we print out two lines. -- explanation: Repeat multiple lines. - name: '{repeat} with turtle' - demo_code: "{repeat} 4 {times}\n {turn} 90\n {forward} 50" -8: -- name: '{print}' - explanation: Print something. Remember to use a quotation mark for literal printing. - demo_code: "{print} '5 times 5 is ' 5 * 5" -- name: '{ask}' - demo_code: "answer = {ask} 'What is 5 plus 5?'\n{if} answer {is} 10\n {print} 'Well done!'\n {print} 'Indeed, the answer was ' answer\n{else}\n {print} 'Oops!'\n {print} 'The answer is 10'" - explanation: Ask for the answer to a sum and check if it is correct. We can now print 2 lines. -- explanation: Repeat multiple lines. - name: '{repeat} with turtle' - demo_code: "{repeat} 4 {times}\n {turn} 90\n {forward} 50" -- name: '{pressed}' - explanation: Check whether a given key on the keyboard is `{pressed}`. - demo_code: "{if} a {is} {pressed}\n {print} 'You pressed A!'\n{else}\n {print} 'You pressed another key!'" -10: -- demo_code: "{print} '5 times 5 is ' 5 * 5" - name: '{print}' - explanation: Print something. Remember to use a quotation mark for literal printing. -- explanation: Print all things in a list. - name: '{for} with a list' - demo_code: "animals {is} dog, cat, blobfish\n{for} animal {in} animals\n {print} 'I love ' animal" -11: -- explanation: We can use `{for}` with a `{range}`. - demo_code: "{for} counter {in} {range} 1 {to} 5\n {print} counter" - name: '{for} loop' -- name: '{ask}' - demo_code: "answer = {ask} 'What is 5 plus 5?'\n{if} answer {is} 10\n {print} 'Well done!'\n {print} 'Indeed, the answer was ' answer\n{else}\n {print} 'Oops!'\n {print} 'The answer is 10'" - explanation: Ask for the answer to a sum and check if it is correct. We can now print 2 lines. -12: -- name: float directly - explanation: Decimal numbers. - demo_code: "{print} 'Calculate away!'\n{print} 'Two and a half plus two and a half is...'\n{print} 2.5 + 2.5" -- demo_code: "name = 'Hedy the Robot'\n{print} 'Hello ' name" - explanation: Text with quotation marks after `=` - name: assign text -- explanation: Text with quotation marks after `{if}`. - name: quotes after `{if}` comparison - demo_code: "name = {ask} 'Who are you?'\n{if} name = 'Hedy'\n {print} 'Hi there!'" -- demo_code: "superheroes = 'Iron Man', 'Batman', 'Superman'\n{print} superheroes {at} {random}" - explanation: A list with quotation marks. - name: quotes in list -13: -- explanation: Two parts both need to be correct. - demo_code: "answer1 = {ask} 'What is 3+2?'\nanswer2 = {ask} 'What is 2+2?'\n{if} answer1 {is} 5 {and} answer2 {is} 4\n {print} 'Both answers are correct!'\n{else}\n {print} 'At least one answer is wrong!'" - name: '{and}' -- name: '{or}' - demo_code: "answer1 = {ask} 'What is 3+2?'\nanswer2 = {ask} 'What is 2+2?'\n{if} answer1 {is} 5 {or} answer2 {is} 4\n {print} 'At least one answer is correct!'\n{else}\n {print} 'Both answers are wrong!'" - explanation: At least 1 of the two parts need to be correct. If both are correct, it is also fine. -14: -- explanation: We use the `<` to check if the first number is smaller than the second number. - demo_code: "age = {ask} 'How old are you?'\n{if} age < 13\n {print} 'You are younger than me!'" - name: Smaller -- demo_code: "age = {ask} 'How old are you?'\n{if} age > 13\n {print} 'You are older than me!'" - explanation: We use the `>` to check if the first number is bigger than the second number. - name: Bigger -- demo_code: "answer = {ask} 'What is 5 * 5?'\n{if} answer == 25\n {print} 'That is correct!'" - name: Equal - explanation: We use the `==` to check if two things are the same. -- explanation: We use the `!=` to check if two things are not the same. - name: Not equal - demo_code: "answer = {ask} 'What is 5 * 5?'\n{if} answer != 25\n {print} 'That is not correct!'" -- demo_code: "age = {ask} 'How old are you?'\n{if} age <= 12\n {print} 'You are younger than me!'" - name: Smaller or equal - explanation: We use the `<=` to check if the first number is smaller than or equal to the second number. -- name: Bigger or equal - demo_code: "age = {ask} 'How old are you?'\n{if} age >= 14\n {print} 'You are older than me!'" - explanation: We use the `>=` to check if the first number is bigger than or equal to the second number. -16: -- name: square brackets - explanation: Lists with square brackets. - demo_code: "fruit = ['apple', 'banana', 'cherry']\n{print} fruit" -- name: Get an item from a list - explanation: To get an item from a list we use [number] so fruit[1] means, get the first fruit from the list! - demo_code: "fruit = ['banana', 'apple', 'cherry']\nfirstfruit = fruit[1]\n{print} firstfruit" -- name: Get a random item from a list - explanation: To get a random item from a list we use [{random}] so fruit[{random}] means, get a random fruit from the list! - demo_code: "fruit = ['banana', 'apple', 'cherry']\nrandom_fruit = fruit[{random}]\n{print} random_fruit" -15: -- demo_code: "answer = 0\n{while} answer != 25\n answer = {ask} 'What is 5 times 5?'\n{print} 'A correct answer has been given'" - explanation: We can use the `{while}` loop with not equal. - name: '{while}' -- name: Smaller {while} - demo_code: "count = 1\n{while} count < 3\n {print} 'We do this ' 3 - count ' more times'\n count = count + 1\n{print} 'We are done'" - explanation: We can also use the `{while}` loop with `<` and `>`. -18: -- explanation: After `{print}` you need to use parentheses. - demo_code: "{print}('hi!')" - name: '{print}' -- name: '{range}' - explanation: After `{range}` you need to use parentheses. - demo_code: "{for} i {in} {range} (1,10):\n {print}('Hello, times ', i)" -- demo_code: "name = 'Hedy'\n{print}('my name is ', name)" - explanation: With `{print}` you need to use parentheses and commas if you print more items. - name: '{print} with var' -- explanation: Use `{input}` instead of `{ask}` to ask something. - name: ask something with {input} - demo_code: "name = {input}('What is your name?')\n{print}('So your name is ', name)" -17: -- explanation: '`{elif}`' - demo_code: "a = 2\n{if} a == 1:\n {print} 'a is 1'\n{elif} a == 2:\n {print} 'a is 2'\n{else}:\n {print} 'a is not 1 or 2'" - name: '{elif}' -- name: '{print}' - demo_code: "{for} i {in} {range} 1 {to} 12:\n {print} i\n{print} 'Ready or not, here I come!'" - explanation: When we use a `{for}`, we need to put a `:` behind the `{for}` statement! -- explanation: We need to do the same with all of our `{if}` statements. - name: '{if}' - demo_code: "color = {ask} 'What is your favorite color?'\n{if} color == 'green':\n {print} 'Your favorite color is green'\n{else}:\n {print} 'Your favorite color is not green'" +{} diff --git a/content/cheatsheets/pa_PK.yaml b/content/cheatsheets/pa_PK.yaml index 4e94c702ed9..a7b3430843f 100644 --- a/content/cheatsheets/pa_PK.yaml +++ b/content/cheatsheets/pa_PK.yaml @@ -1,28 +1,3 @@ -1: -- name: '{print}' - explanation: Print something with `{print}`. - demo_code: '{print} Hello welcome to Hedy!' -- name: '{ask}' - explanation: Ask something with `{ask}`. - demo_code: '{ask} What is your favorite color?' -- name: '{echo}' - explanation: Repeat something using `{echo}`. - demo_code: |- - {ask} What is your favorite color? - {echo} so your favorite color is -- name: '{print} emojis' - explanation: Print an emoji with `{print}`. - demo_code: '{print} 🙋 🌍 ❗' -- name: '{forward}' - explanation: Draw a line with `{forward}`. - demo_code: '{forward} 100' -- name: '{turn}' - explanation: Turn the drawing turtle with `{turn}`. - demo_code: |- - {forward} 25 - {turn} {left} - {forward} 25 - {turn} {right} 2: - name: '{is}' explanation: Give a word a name to use in the program using `{is}`. You can choose the name yourself. @@ -48,36 +23,6 @@ angle {is} 90 {turn} angle {forward} 100 -3: -- name: Choose random - explanation: Choose a random word from a group with `{at}` and `{random}`. - demo_code: |- - animals {is} dog, cat, kangaroo - {print} animals {at} {random} -- name: '{add}' - explanation: '`{add}` an item `{to_list}` a list.' - demo_code: |- - animals {is} cow, cat - {add} dog {to_list} animals -- name: '{remove}' - explanation: '`{remove}` an item `{from}` a list.' - demo_code: |- - animals {is} cat, dog, cow - {remove} dog {from} animals -4: -- name: '{print}' - explanation: Print exactly using quotation marks. - demo_code: '{print} ''Hello welcome to Hedy.''' -- name: '{is}' - explanation: Give a name to some text and `{print}` without quotation marks. - demo_code: |- - name {is} Hedy - {print} 'my name is ' name -- name: '{ask}' - explanation: Ask something with `{ask}`. - demo_code: |- - color {is} {ask} 'What is your favorite color?' - {print} color ' is your favorite!' 5: - name: '{print}' explanation: Print exactly using quotation marks. @@ -121,93 +66,6 @@ angles = {ask} 'How many angles?' angle = 360 / angles {forward} 50 -7: -- name: '{print}' - explanation: Print exactly using quotation marks. - demo_code: '{print} ''Hello welcome to Hedy.''' -- name: '{ask}' - explanation: Ask something with `{ask}`. - demo_code: |- - color = {ask} 'What is your favorite color?' - {print} color ' is your favorite!' -- name: '{if}' - explanation: Make a choice with `{if}`. - demo_code: |- - color = {ask} 'What is your favorite color?' - {if} color {is} green {print} 'pretty!' {else} {print} 'meh' -- name: '{repeat} with turtle' - explanation: Repeat a line of code with `{repeat}`. - demo_code: '{repeat} 3 {times} {forward} 10' -8: -- name: '{print}' - explanation: Print something. Remember to use a quotation mark for literal printing. - demo_code: '{print} ''5 times 5 is '' 5 * 5' -- name: '{ask}' - explanation: Ask for the answer to a sum and check if it is correct. We can now print 2 lines. - demo_code: |- - answer = {ask} 'What is 5 plus 5?' - {if} answer {is} 10 - {print} 'Well done!' - {print} 'Indeed, the answer was ' answer - {else} - {print} 'Oops!' - {print} 'The answer is 10' -- name: '{repeat} with turtle' - explanation: Repeat multiple lines. - demo_code: |- - {repeat} 4 {times} - {turn} 90 - {forward} 50 -- name: '{pressed}' - explanation: Check whether a given key on the keyboard is `{pressed}`. - demo_code: |- - {if} a {is} {pressed} - {print} 'You pressed A!' - {else} - {print} 'You pressed another key!' -9: -- name: '{if} with multiple lines' - explanation: The answer of a sum of questions with `{ask}` and see if it is correct. Now we print out two lines. - demo_code: |- - answer = {ask} 'What is 10 plus 10?' - {if} answer {is} 20 - {print} 'Well done!!' - {print} 'The answer is indeed' answer - {else} - {print} 'Wrong' - {print} 'The answer is 20' -- name: '{repeat} with turtle' - explanation: Repeat multiple lines. - demo_code: |- - {repeat} 4 {times} - {turn} 90 - {forward} 50 -10: -- name: '{print}' - explanation: Print something. Remember to use a quotation mark for literal printing. - demo_code: '{print} ''5 times 5 is '' 5 * 5' -- name: '{for} with a list' - explanation: Print all things in a list. - demo_code: |- - animals {is} dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal -11: -- name: '{for} loop' - explanation: We can use `{for}` with a `{range}`. - demo_code: |- - {for} counter {in} {range} 1 {to} 5 - {print} counter -- name: '{ask}' - explanation: Ask for the answer to a sum and check if it is correct. We can now print 2 lines. - demo_code: |- - answer = {ask} 'What is 5 plus 5?' - {if} answer {is} 10 - {print} 'Well done!' - {print} 'Indeed, the answer was ' answer - {else} - {print} 'Oops!' - {print} 'The answer is 10' 12: - name: float directly explanation: Decimal numbers. @@ -231,78 +89,6 @@ demo_code: |- superheroes = 'Iron Man', 'Batman', 'Superman' {print} superheroes {at} {random} -13: -- name: '{and}' - explanation: Two parts both need to be correct. - demo_code: |- - answer1 = {ask} 'What is 3+2?' - answer2 = {ask} 'What is 2+2?' - {if} answer1 {is} 5 {and} answer2 {is} 4 - {print} 'Both answers are correct!' - {else} - {print} 'At least one answer is wrong!' -- name: '{or}' - explanation: At least 1 of the two parts need to be correct. If both are correct, it is also fine. - demo_code: |- - answer1 = {ask} 'What is 3+2?' - answer2 = {ask} 'What is 2+2?' - {if} answer1 {is} 5 {or} answer2 {is} 4 - {print} 'At least one answer is correct!' - {else} - {print} 'Both answers are wrong!' -14: -- name: Smaller - explanation: We use the `<` to check if the first number is smaller than the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age < 13 - {print} 'You are younger than me!' -- name: Bigger - explanation: We use the `>` to check if the first number is bigger than the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age > 13 - {print} 'You are older than me!' -- name: Equal - explanation: We use the `==` to check if two things are the same. - demo_code: |- - answer = {ask} 'What is 5 * 5?' - {if} answer == 25 - {print} 'That is correct!' -- name: Not equal - explanation: We use the `!=` to check if two things are not the same. - demo_code: |- - answer = {ask} 'What is 5 * 5?' - {if} answer != 25 - {print} 'That is not correct!' -- name: Smaller or equal - explanation: We use the `<=` to check if the first number is smaller than or equal to the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age <= 12 - {print} 'You are younger than me!' -- name: Bigger or equal - explanation: We use the `>=` to check if the first number is bigger than or equal to the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age >= 14 - {print} 'You are older than me!' -15: -- name: '{while}' - explanation: We can use the `{while}` loop with not equal. - demo_code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' -- name: Smaller {while} - explanation: We can also use the `{while}` loop with `<` and `>`. - demo_code: |- - count = 1 - {while} count < 3 - {print} 'We do this ' 3 - count ' more times' - count = count + 1 - {print} 'We are done' 16: - name: square brackets explanation: Lists with square brackets. @@ -321,47 +107,3 @@ fruit = ['banana', 'apple', 'cherry'] random_fruit = fruit[{random}] {print} random_fruit -17: -- name: '{elif}' - explanation: '`{elif}`' - demo_code: |- - a = 2 - {if} a == 1: - {print} 'a is 1' - {elif} a == 2: - {print} 'a is 2' - {else}: - {print} 'a is not 1 or 2' -- name: '{print}' - explanation: When we use a `{for}`, we need to put a `:` behind the `{for}` statement! - demo_code: |- - {for} i {in} {range} 1 {to} 12: - {print} i - {print} 'Ready or not, here I come!' -- name: '{if}' - explanation: We need to do the same with all of our `{if}` statements. - demo_code: |- - color = {ask} 'What is your favorite color?' - {if} color == 'green': - {print} 'Your favorite color is green' - {else}: - {print} 'Your favorite color is not green' -18: -- name: '{print}' - explanation: After `{print}` you need to use parentheses. - demo_code: '{print}(''hi!'')' -- name: '{range}' - explanation: After `{range}` you need to use parentheses. - demo_code: |- - {for} i {in} {range} (1,10): - {print}('Hello, times ', i) -- name: '{print} with var' - explanation: With `{print}` you need to use parentheses and commas if you print more items. - demo_code: |- - name = 'Hedy' - {print}('my name is ', name) -- name: ask something with {input} - explanation: Use `{input}` instead of `{ask}` to ask something. - demo_code: |- - name = {input}('What is your name?') - {print}('So your name is ', name) diff --git a/content/cheatsheets/pap.yaml b/content/cheatsheets/pap.yaml index 4618f42c21a..0967ef424bc 100644 --- a/content/cheatsheets/pap.yaml +++ b/content/cheatsheets/pap.yaml @@ -1,367 +1 @@ -1: -- name: '{print}' - explanation: Print something with `{print}`. - demo_code: '{print} Hello welcome to Hedy!' -- name: '{ask}' - explanation: Ask something with `{ask}`. - demo_code: '{ask} What is your favorite color?' -- name: '{echo}' - explanation: Repeat something using `{echo}`. - demo_code: |- - {ask} What is your favorite color? - {echo} so your favorite color is -- name: '{print} emojis' - explanation: Print an emoji with `{print}`. - demo_code: '{print} 🙋 🌍 ❗' -- name: '{forward}' - explanation: Draw a line with `{forward}`. - demo_code: '{forward} 100' -- name: '{turn}' - explanation: Turn the drawing turtle with `{turn}`. - demo_code: |- - {forward} 25 - {turn} {left} - {forward} 25 - {turn} {right} -2: -- name: '{is}' - explanation: Give a word a name to use in the program using `{is}`. You can choose the name yourself. - demo_code: |- - name {is} Hedy - {print} welcome name -- name: '{ask}' - explanation: Ask something with `{ask}`. Beware! You need to give the answer a name with `{is}`. - demo_code: |- - color {is} {ask} What is your favorite color? - {print} color is your favorite! -- name: '{sleep}' - explanation: With `{sleep}`, you can let Hedy pause for a (couple of) second(s). - demo_code: |- - {print} Let me think for one second... - {sleep} - {print} Hmm.. I need 3 more seconds... - {sleep} 3 - {print} Eureka! Ive got it! -- name: '{is} with turtle' - explanation: Give a number a name using `{is}`. You can choose the name yourself. - demo_code: |- - angle {is} 90 - {turn} angle - {forward} 100 -3: -- name: Choose random - explanation: Choose a random word from a group with `{at}` and `{random}`. - demo_code: |- - animals {is} dog, cat, kangaroo - {print} animals {at} {random} -- name: '{add}' - explanation: '`{add}` an item `{to_list}` a list.' - demo_code: |- - animals {is} cow, cat - {add} dog {to_list} animals -- name: '{remove}' - explanation: '`{remove}` an item `{from}` a list.' - demo_code: |- - animals {is} cat, dog, cow - {remove} dog {from} animals -4: -- name: '{print}' - explanation: Print exactly using quotation marks. - demo_code: '{print} ''Hello welcome to Hedy.''' -- name: '{is}' - explanation: Give a name to some text and `{print}` without quotation marks. - demo_code: |- - name {is} Hedy - {print} 'my name is ' name -- name: '{ask}' - explanation: Ask something with `{ask}`. - demo_code: |- - color {is} {ask} 'What is your favorite color?' - {print} color ' is your favorite!' -5: -- name: '{print}' - explanation: Print exactly using quotation marks. - demo_code: '{print} ''Hello welcome to Hedy.''' -- name: '{ask}' - explanation: Ask something with `{ask}`. - demo_code: |- - color {is} {ask} 'What is your favorite color?' - {print} color ' is your favorite!' -- name: '{if}' - explanation: Make a choice with `{if}`. - demo_code: |- - color {is} {ask} 'What is your favorite color?' - {if} color {is} green {print} 'pretty!' {else} {print} 'meh' -- name: '{if} with turtle' - explanation: Make a choice with `{if}`. - demo_code: |- - answer {is} {ask} 'How far should I walk?' - {if} answer {is} far {forward} 100 {else} {forward} 5 -- name: '{in}' - explanation: Check elements with `{in}`. - demo_code: |- - pretty_colors {is} green, yellow - color {is} {ask} 'What is your favorite color?' - {if} color {in} pretty_colors {print} 'pretty!' {else} {print} 'meh' -- name: '{pressed}' - explanation: Check whether a given key on the keyboard is `{pressed}`. - demo_code: '{if} a {is} {pressed} {print} ''You pressed A!'' {else} {print} ''You pressed another key!''' -6: -- name: '{print}' - explanation: Print exactly using quotation marks. - demo_code: '{print} ''5 times 5 is '' 5 * 5' -- name: '{ask}' - explanation: Ask for a calculation and check whether it is correct. - demo_code: |- - answer = {ask} 'What is 10 plus 10?' - {if} answer {is} 20 {print} 'Yes!' {else} {print} 'Oops' -- name: '`{ask}` and `{if}` with turtle' - explanation: Ask the user how many angles they want. - demo_code: |- - angles = {ask} 'How many angles?' - angle = 360 / angles - {forward} 50 -7: -- name: '{print}' - explanation: Print exactly using quotation marks. - demo_code: '{print} ''Hello welcome to Hedy.''' -- name: '{ask}' - explanation: Ask something with `{ask}`. - demo_code: |- - color = {ask} 'What is your favorite color?' - {print} color ' is your favorite!' -- name: '{if}' - explanation: Make a choice with `{if}`. - demo_code: |- - color = {ask} 'What is your favorite color?' - {if} color {is} green {print} 'pretty!' {else} {print} 'meh' -- name: '{repeat} with turtle' - explanation: Repeat a line of code with `{repeat}`. - demo_code: '{repeat} 3 {times} {forward} 10' -8: -- name: '{print}' - explanation: Print something. Remember to use a quotation mark for literal printing. - demo_code: '{print} ''5 times 5 is '' 5 * 5' -- name: '{ask}' - explanation: Ask for the answer to a sum and check if it is correct. We can now print 2 lines. - demo_code: |- - answer = {ask} 'What is 5 plus 5?' - {if} answer {is} 10 - {print} 'Well done!' - {print} 'Indeed, the answer was ' answer - {else} - {print} 'Oops!' - {print} 'The answer is 10' -- name: '{repeat} with turtle' - explanation: Repeat multiple lines. - demo_code: |- - {repeat} 4 {times} - {turn} 90 - {forward} 50 -- name: '{pressed}' - explanation: Check whether a given key on the keyboard is `{pressed}`. - demo_code: |- - {if} a {is} {pressed} - {print} 'You pressed A!' - {else} - {print} 'You pressed another key!' -9: -- name: '{if} with multiple lines' - explanation: The answer of a sum of questions with `{ask}` and see if it is correct. Now we print out two lines. - demo_code: |- - answer = {ask} 'What is 10 plus 10?' - {if} answer {is} 20 - {print} 'Well done!!' - {print} 'The answer is indeed' answer - {else} - {print} 'Wrong' - {print} 'The answer is 20' -- name: '{repeat} with turtle' - explanation: Repeat multiple lines. - demo_code: |- - {repeat} 4 {times} - {turn} 90 - {forward} 50 -10: -- name: '{print}' - explanation: Print something. Remember to use a quotation mark for literal printing. - demo_code: '{print} ''5 times 5 is '' 5 * 5' -- name: '{for} with a list' - explanation: Print all things in a list. - demo_code: |- - animals {is} dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal -11: -- name: '{for} loop' - explanation: We can use `{for}` with a `{range}`. - demo_code: |- - {for} counter {in} {range} 1 {to} 5 - {print} counter -- name: '{ask}' - explanation: Ask for the answer to a sum and check if it is correct. We can now print 2 lines. - demo_code: |- - answer = {ask} 'What is 5 plus 5?' - {if} answer {is} 10 - {print} 'Well done!' - {print} 'Indeed, the answer was ' answer - {else} - {print} 'Oops!' - {print} 'The answer is 10' -12: -- name: float directly - explanation: Decimal numbers. - demo_code: |- - {print} 'Calculate away!' - {print} 'Two and a half plus two and a half is...' - {print} 2.5 + 2.5 -- name: assign text - explanation: Text with quotation marks after `=` - demo_code: |- - name = 'Hedy the Robot' - {print} 'Hello ' name -- name: quotes after `{if}` comparison - explanation: Text with quotation marks after `{if}`. - demo_code: |- - name = {ask} 'Who are you?' - {if} name = 'Hedy' - {print} 'Hi there!' -- name: quotes in list - explanation: A list with quotation marks. - demo_code: |- - superheroes = 'Iron Man', 'Batman', 'Superman' - {print} superheroes {at} {random} -13: -- name: '{and}' - explanation: Two parts both need to be correct. - demo_code: |- - answer1 = {ask} 'What is 3+2?' - answer2 = {ask} 'What is 2+2?' - {if} answer1 {is} 5 {and} answer2 {is} 4 - {print} 'Both answers are correct!' - {else} - {print} 'At least one answer is wrong!' -- name: '{or}' - explanation: At least 1 of the two parts need to be correct. If both are correct, it is also fine. - demo_code: |- - answer1 = {ask} 'What is 3+2?' - answer2 = {ask} 'What is 2+2?' - {if} answer1 {is} 5 {or} answer2 {is} 4 - {print} 'At least one answer is correct!' - {else} - {print} 'Both answers are wrong!' -14: -- name: Smaller - explanation: We use the `<` to check if the first number is smaller than the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age < 13 - {print} 'You are younger than me!' -- name: Bigger - explanation: We use the `>` to check if the first number is bigger than the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age > 13 - {print} 'You are older than me!' -- name: Equal - explanation: We use the `==` to check if two things are the same. - demo_code: |- - answer = {ask} 'What is 5 * 5?' - {if} answer == 25 - {print} 'That is correct!' -- name: Not equal - explanation: We use the `!=` to check if two things are not the same. - demo_code: |- - answer = {ask} 'What is 5 * 5?' - {if} answer != 25 - {print} 'That is not correct!' -- name: Smaller or equal - explanation: We use the `<=` to check if the first number is smaller than or equal to the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age <= 12 - {print} 'You are younger than me!' -- name: Bigger or equal - explanation: We use the `>=` to check if the first number is bigger than or equal to the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age >= 14 - {print} 'You are older than me!' -15: -- name: '{while}' - explanation: We can use the `{while}` loop with not equal. - demo_code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' -- name: Smaller {while} - explanation: We can also use the `{while}` loop with `<` and `>`. - demo_code: |- - count = 1 - {while} count < 3 - {print} 'We do this ' 3 - count ' more times' - count = count + 1 - {print} 'We are done' -16: -- name: square brackets - explanation: Lists with square brackets. - demo_code: |- - fruit = ['apple', 'banana', 'cherry'] - {print} fruit -- name: Get an item from a list - explanation: To get an item from a list we use [number] so fruit[1] means, get the first fruit from the list! - demo_code: |- - fruit = ['banana', 'apple', 'cherry'] - firstfruit = fruit[1] - {print} firstfruit -- name: Get a random item from a list - explanation: To get a random item from a list we use [{random}] so fruit[{random}] means, get a random fruit from the list! - demo_code: |- - fruit = ['banana', 'apple', 'cherry'] - random_fruit = fruit[{random}] - {print} random_fruit -17: -- name: '{elif}' - explanation: '`{elif}`' - demo_code: |- - a = 2 - {if} a == 1: - {print} 'a is 1' - {elif} a == 2: - {print} 'a is 2' - {else}: - {print} 'a is not 1 or 2' -- name: '{print}' - explanation: When we use a `{for}`, we need to put a `:` behind the `{for}` statement! - demo_code: |- - {for} i {in} {range} 1 {to} 12: - {print} i - {print} 'Ready or not, here I come!' -- name: '{if}' - explanation: We need to do the same with all of our `{if}` statements. - demo_code: |- - color = {ask} 'What is your favorite color?' - {if} color == 'green': - {print} 'Your favorite color is green' - {else}: - {print} 'Your favorite color is not green' -18: -- name: '{print}' - explanation: After `{print}` you need to use parentheses. - demo_code: '{print}(''hi!'')' -- name: '{range}' - explanation: After `{range}` you need to use parentheses. - demo_code: |- - {for} i {in} {range} (1,10): - {print}('Hello, times ', i) -- name: '{print} with var' - explanation: With `{print}` you need to use parentheses and commas if you print more items. - demo_code: |- - name = 'Hedy' - {print}('my name is ', name) -- name: ask something with {input} - explanation: Use `{input}` instead of `{ask}` to ask something. - demo_code: |- - name = {input}('What is your name?') - {print}('So your name is ', name) +{} diff --git a/content/cheatsheets/peo.yaml b/content/cheatsheets/peo.yaml index 128ffbec746..0967ef424bc 100644 --- a/content/cheatsheets/peo.yaml +++ b/content/cheatsheets/peo.yaml @@ -1,207 +1 @@ -1: -- demo_code: '{print} Hello welcome to Hedy!' - name: '{print}' - explanation: Print something with `{print}`. -- name: '{ask}' - demo_code: '{ask} What is your favorite color?' - explanation: Ask something with `{ask}`. -- demo_code: "{ask} What is your favorite color?\n{echo} so your favorite color is" - name: '{echo}' - explanation: Repeat something using `{echo}`. -- name: '{print} emojis' - demo_code: '{print} 🙋 🌍 ❗' - explanation: Print an emoji with `{print}`. -- demo_code: '{forward} 100' - explanation: Draw a line with `{forward}`. - name: '{forward}' -- demo_code: "{forward} 25\n{turn} {left}\n{forward} 25\n{turn} {right}" - explanation: Turn the drawing turtle with `{turn}`. - name: '{turn}' -2: -- name: '{is}' - demo_code: "name {is} Hedy\n{print} welcome name" - explanation: Give a word a name to use in the program using `{is}`. You can choose the name yourself. -- demo_code: "color {is} {ask} What is your favorite color?\n{print} color is your favorite!" - name: '{ask}' - explanation: Ask something with `{ask}`. Beware! You need to give the answer a name with `{is}`. -- explanation: With `{sleep}`, you can let Hedy pause for a (couple of) second(s). - demo_code: "{print} Let me think for one second...\n{sleep}\n{print} Hmm.. I need 3 more seconds...\n{sleep} 3\n{print} Eureka! Ive got it!" - name: '{sleep}' -- demo_code: "angle {is} 90\n{turn} angle\n{forward} 100" - explanation: Give a number a name using `{is}`. You can choose the name yourself. - name: '{is} with turtle' -3: -- name: Choose random - explanation: Choose a random word from a group with `{at}` and `{random}`. - demo_code: "animals {is} dog, cat, kangaroo\n{print} animals {at} {random}" -- demo_code: "animals {is} cow, cat\n{add} dog {to_list} animals" - explanation: '`{add}` an item `{to_list}` a list.' - name: '{add}' -- explanation: '`{remove}` an item `{from}` a list.' - demo_code: "animals {is} cat, dog, cow\n{remove} dog {from} animals" - name: '{remove}' -4: -- explanation: Print exactly using quotation marks. - name: '{print}' - demo_code: "{print} 'Hello welcome to Hedy.'" -- demo_code: "name {is} Hedy\n{print} 'my name is ' name" - name: '{is}' - explanation: Give a name to some text and `{print}` without quotation marks. -- explanation: Ask something with `{ask}`. - demo_code: "color {is} {ask} 'What is your favorite color?'\n{print} color ' is your favorite!'" - name: '{ask}' -5: -- explanation: Print exactly using quotation marks. - name: '{print}' - demo_code: "{print} 'Hello welcome to Hedy.'" -- name: '{ask}' - demo_code: "color {is} {ask} 'What is your favorite color?'\n{print} color ' is your favorite!'" - explanation: Ask something with `{ask}`. -- explanation: Make a choice with `{if}`. - name: '{if}' - demo_code: "color {is} {ask} 'What is your favorite color?'\n{if} color {is} green {print} 'pretty!' {else} {print} 'meh'" -- name: '{if} with turtle' - explanation: Make a choice with `{if}`. - demo_code: "answer {is} {ask} 'How far should I walk?'\n{if} answer {is} far {forward} 100 {else} {forward} 5" -- demo_code: "pretty_colors {is} green, yellow\ncolor {is} {ask} 'What is your favorite color?'\n{if} color {in} pretty_colors {print} 'pretty!' {else} {print} 'meh'" - explanation: Check elements with `{in}`. - name: '{in}' -- demo_code: "{if} a {is} {pressed} {print} 'You pressed A!' {else} {print} 'You pressed another key!'" - explanation: Check whether a given key on the keyboard is `{pressed}`. - name: '{pressed}' -7: -- explanation: Print exactly using quotation marks. - name: '{print}' - demo_code: "{print} 'Hello welcome to Hedy.'" -- name: '{ask}' - explanation: Ask something with `{ask}`. - demo_code: "color = {ask} 'What is your favorite color?'\n{print} color ' is your favorite!'" -- explanation: Make a choice with `{if}`. - name: '{if}' - demo_code: "color = {ask} 'What is your favorite color?'\n{if} color {is} green {print} 'pretty!' {else} {print} 'meh'" -- demo_code: '{repeat} 3 {times} {forward} 10' - explanation: Repeat a line of code with `{repeat}`. - name: '{repeat} with turtle' -8: -- name: '{print}' - explanation: Print something. Remember to use a quotation mark for literal printing. - demo_code: "{print} '5 times 5 is ' 5 * 5" -- name: '{ask}' - demo_code: "answer = {ask} 'What is 5 plus 5?'\n{if} answer {is} 10\n {print} 'Well done!'\n {print} 'Indeed, the answer was ' answer\n{else}\n {print} 'Oops!'\n {print} 'The answer is 10'" - explanation: Ask for the answer to a sum and check if it is correct. We can now print 2 lines. -- explanation: Repeat multiple lines. - name: '{repeat} with turtle' - demo_code: "{repeat} 4 {times}\n {turn} 90\n {forward} 50" -- name: '{pressed}' - explanation: Check whether a given key on the keyboard is `{pressed}`. - demo_code: "{if} a {is} {pressed}\n {print} 'You pressed A!'\n{else}\n {print} 'You pressed another key!'" -10: -- name: '{print}' - demo_code: "{print} '5 times 5 is ' 5 * 5" - explanation: Print something. Remember to use a quotation mark for literal printing. -- explanation: Print all things in a list. - name: '{for} with a list' - demo_code: "animals {is} dog, cat, blobfish\n{for} animal {in} animals\n {print} 'I love ' animal" -11: -- demo_code: "{for} counter {in} {range} 1 {to} 5\n {print} counter" - explanation: We can use `{for}` with a `{range}`. - name: '{for} loop' -- name: '{ask}' - demo_code: "answer = {ask} 'What is 5 plus 5?'\n{if} answer {is} 10\n {print} 'Well done!'\n {print} 'Indeed, the answer was ' answer\n{else}\n {print} 'Oops!'\n {print} 'The answer is 10'" - explanation: Ask for the answer to a sum and check if it is correct. We can now print 2 lines. -12: -- explanation: Decimal numbers. - demo_code: "{print} 'Calculate away!'\n{print} 'Two and a half plus two and a half is...'\n{print} 2.5 + 2.5" - name: float directly -- demo_code: "name = 'Hedy the Robot'\n{print} 'Hello ' name" - explanation: Text with quotation marks after `=` - name: assign text -- explanation: Text with quotation marks after `{if}`. - name: quotes after `{if}` comparison - demo_code: "name = {ask} 'Who are you?'\n{if} name = 'Hedy'\n {print} 'Hi there!'" -- demo_code: "superheroes = 'Iron Man', 'Batman', 'Superman'\n{print} superheroes {at} {random}" - explanation: A list with quotation marks. - name: quotes in list -13: -- explanation: Two parts both need to be correct. - demo_code: "answer1 = {ask} 'What is 3+2?'\nanswer2 = {ask} 'What is 2+2?'\n{if} answer1 {is} 5 {and} answer2 {is} 4\n {print} 'Both answers are correct!'\n{else}\n {print} 'At least one answer is wrong!'" - name: '{and}' -- demo_code: "answer1 = {ask} 'What is 3+2?'\nanswer2 = {ask} 'What is 2+2?'\n{if} answer1 {is} 5 {or} answer2 {is} 4\n {print} 'At least one answer is correct!'\n{else}\n {print} 'Both answers are wrong!'" - name: '{or}' - explanation: At least 1 of the two parts need to be correct. If both are correct, it is also fine. -14: -- explanation: We use the `<` to check if the first number is smaller than the second number. - demo_code: "age = {ask} 'How old are you?'\n{if} age < 13\n {print} 'You are younger than me!'" - name: Smaller -- name: Bigger - demo_code: "age = {ask} 'How old are you?'\n{if} age > 13\n {print} 'You are older than me!'" - explanation: We use the `>` to check if the first number is bigger than the second number. -- demo_code: "answer = {ask} 'What is 5 * 5?'\n{if} answer == 25\n {print} 'That is correct!'" - name: Equal - explanation: We use the `==` to check if two things are the same. -- explanation: We use the `!=` to check if two things are not the same. - name: Not equal - demo_code: "answer = {ask} 'What is 5 * 5?'\n{if} answer != 25\n {print} 'That is not correct!'" -- demo_code: "age = {ask} 'How old are you?'\n{if} age <= 12\n {print} 'You are younger than me!'" - name: Smaller or equal - explanation: We use the `<=` to check if the first number is smaller than or equal to the second number. -- demo_code: "age = {ask} 'How old are you?'\n{if} age >= 14\n {print} 'You are older than me!'" - explanation: We use the `>=` to check if the first number is bigger than or equal to the second number. - name: Bigger or equal -15: -- demo_code: "answer = 0\n{while} answer != 25\n answer = {ask} 'What is 5 times 5?'\n{print} 'A correct answer has been given'" - explanation: We can use the `{while}` loop with not equal. - name: '{while}' -- name: Smaller {while} - demo_code: "count = 1\n{while} count < 3\n {print} 'We do this ' 3 - count ' more times'\n count = count + 1\n{print} 'We are done'" - explanation: We can also use the `{while}` loop with `<` and `>`. -17: -- explanation: '`{elif}`' - name: '{elif}' - demo_code: "a = 2\n{if} a == 1:\n {print} 'a is 1'\n{elif} a == 2:\n {print} 'a is 2'\n{else}:\n {print} 'a is not 1 or 2'" -- name: '{print}' - demo_code: "{for} i {in} {range} 1 {to} 12:\n {print} i\n{print} 'Ready or not, here I come!'" - explanation: When we use a `{for}`, we need to put a `:` behind the `{for}` statement! -- explanation: We need to do the same with all of our `{if}` statements. - name: '{if}' - demo_code: "color = {ask} 'What is your favorite color?'\n{if} color == 'green':\n {print} 'Your favorite color is green'\n{else}:\n {print} 'Your favorite color is not green'" -16: -- name: square brackets - explanation: Lists with square brackets. - demo_code: "fruit = ['apple', 'banana', 'cherry']\n{print} fruit" -- name: Get an item from a list - explanation: To get an item from a list we use [number] so fruit[1] means, get the first fruit from the list! - demo_code: "fruit = ['banana', 'apple', 'cherry']\nfirstfruit = fruit[1]\n{print} firstfruit" -- demo_code: "fruit = ['banana', 'apple', 'cherry']\nrandom_fruit = fruit[{random}]\n{print} random_fruit" - name: Get a random item from a list - explanation: To get a random item from a list we use [{random}] so fruit[{random}] means, get a random fruit from the list! -18: -- explanation: After `{print}` you need to use parentheses. - demo_code: "{print}('hi!')" - name: '{print}' -- name: '{range}' - explanation: After `{range}` you need to use parentheses. - demo_code: "{for} i {in} {range} (1,10):\n {print}('Hello, times ', i)" -- demo_code: "name = 'Hedy'\n{print}('my name is ', name)" - explanation: With `{print}` you need to use parentheses and commas if you print more items. - name: '{print} with var' -- explanation: Use `{input}` instead of `{ask}` to ask something. - name: ask something with {input} - demo_code: "name = {input}('What is your name?')\n{print}('So your name is ', name)" -9: -- name: '{if} with multiple lines' - demo_code: "answer = {ask} 'What is 10 plus 10?'\n{if} answer {is} 20\n {print} 'Well done!!'\n {print} 'The answer is indeed' answer\n{else}\n {print} 'Wrong'\n {print} 'The answer is 20'" - explanation: The answer of a sum of questions with `{ask}` and see if it is correct. Now we print out two lines. -- explanation: Repeat multiple lines. - name: '{repeat} with turtle' - demo_code: "{repeat} 4 {times}\n {turn} 90\n {forward} 50" -6: -- demo_code: "{print} '5 times 5 is ' 5 * 5" - explanation: Print exactly using quotation marks. - name: '{print}' -- name: '{ask}' - demo_code: "answer = {ask} 'What is 10 plus 10?'\n{if} answer {is} 20 {print} 'Yes!' {else} {print} 'Oops'" - explanation: Ask for a calculation and check whether it is correct. -- name: '`{ask}` and `{if}` with turtle' - explanation: Ask the user how many angles they want. - demo_code: "angles = {ask} 'How many angles?'\nangle = 360 / angles\n{forward} 50" +{} diff --git a/content/cheatsheets/ro.yaml b/content/cheatsheets/ro.yaml index e1ec081e686..f47a87d3a81 100644 --- a/content/cheatsheets/ro.yaml +++ b/content/cheatsheets/ro.yaml @@ -48,36 +48,6 @@ angle {is} 90 {turn} angle {forward} 100 -3: -- name: Choose random - explanation: Choose a random word from a group with `{at}` and `{random}`. - demo_code: |- - animals {is} dog, cat, kangaroo - {print} animals {at} {random} -- name: '{add}' - explanation: '`{add}` an item `{to_list}` a list.' - demo_code: |- - animals {is} cow, cat - {add} dog {to_list} animals -- name: '{remove}' - explanation: '`{remove}` an item `{from}` a list.' - demo_code: |- - animals {is} cat, dog, cow - {remove} dog {from} animals -4: -- name: '{print}' - explanation: Print exactly using quotation marks. - demo_code: '{print} ''Hello welcome to Hedy.''' -- name: '{is}' - explanation: Give a name to some text and `{print}` without quotation marks. - demo_code: |- - name {is} Hedy - {print} 'my name is ' name -- name: '{ask}' - explanation: Ask something with `{ask}`. - demo_code: |- - color {is} {ask} 'What is your favorite color?' - {print} color ' is your favorite!' 5: - name: '{print}' explanation: Print exactly using quotation marks. @@ -121,93 +91,6 @@ angles = {ask} 'How many angles?' angle = 360 / angles {forward} 50 -7: -- name: '{print}' - explanation: Print exactly using quotation marks. - demo_code: '{print} ''Hello welcome to Hedy.''' -- name: '{ask}' - explanation: Ask something with `{ask}`. - demo_code: |- - color = {ask} 'What is your favorite color?' - {print} color ' is your favorite!' -- name: '{if}' - explanation: Make a choice with `{if}`. - demo_code: |- - color = {ask} 'What is your favorite color?' - {if} color {is} green {print} 'pretty!' {else} {print} 'meh' -- name: '{repeat} with turtle' - explanation: Repeat a line of code with `{repeat}`. - demo_code: '{repeat} 3 {times} {forward} 10' -8: -- name: '{print}' - explanation: Print something. Remember to use a quotation mark for literal printing. - demo_code: '{print} ''5 times 5 is '' 5 * 5' -- name: '{ask}' - explanation: Ask for the answer to a sum and check if it is correct. We can now print 2 lines. - demo_code: |- - answer = {ask} 'What is 5 plus 5?' - {if} answer {is} 10 - {print} 'Well done!' - {print} 'Indeed, the answer was ' answer - {else} - {print} 'Oops!' - {print} 'The answer is 10' -- name: '{repeat} with turtle' - explanation: Repeat multiple lines. - demo_code: |- - {repeat} 4 {times} - {turn} 90 - {forward} 50 -- name: '{pressed}' - explanation: Check whether a given key on the keyboard is `{pressed}`. - demo_code: |- - {if} a {is} {pressed} - {print} 'You pressed A!' - {else} - {print} 'You pressed another key!' -9: -- name: '{if} with multiple lines' - explanation: The answer of a sum of questions with `{ask}` and see if it is correct. Now we print out two lines. - demo_code: |- - answer = {ask} 'What is 10 plus 10?' - {if} answer {is} 20 - {print} 'Well done!!' - {print} 'The answer is indeed' answer - {else} - {print} 'Wrong' - {print} 'The answer is 20' -- name: '{repeat} with turtle' - explanation: Repeat multiple lines. - demo_code: |- - {repeat} 4 {times} - {turn} 90 - {forward} 50 -10: -- name: '{print}' - explanation: Print something. Remember to use a quotation mark for literal printing. - demo_code: '{print} ''5 times 5 is '' 5 * 5' -- name: '{for} with a list' - explanation: Print all things in a list. - demo_code: |- - animals {is} dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal -11: -- name: '{for} loop' - explanation: We can use `{for}` with a `{range}`. - demo_code: |- - {for} counter {in} {range} 1 {to} 5 - {print} counter -- name: '{ask}' - explanation: Ask for the answer to a sum and check if it is correct. We can now print 2 lines. - demo_code: |- - answer = {ask} 'What is 5 plus 5?' - {if} answer {is} 10 - {print} 'Well done!' - {print} 'Indeed, the answer was ' answer - {else} - {print} 'Oops!' - {print} 'The answer is 10' 12: - name: float directly explanation: Decimal numbers. @@ -231,78 +114,6 @@ demo_code: |- superheroes = 'Iron Man', 'Batman', 'Superman' {print} superheroes {at} {random} -13: -- name: '{and}' - explanation: Two parts both need to be correct. - demo_code: |- - answer1 = {ask} 'What is 3+2?' - answer2 = {ask} 'What is 2+2?' - {if} answer1 {is} 5 {and} answer2 {is} 4 - {print} 'Both answers are correct!' - {else} - {print} 'At least one answer is wrong!' -- name: '{or}' - explanation: At least 1 of the two parts need to be correct. If both are correct, it is also fine. - demo_code: |- - answer1 = {ask} 'What is 3+2?' - answer2 = {ask} 'What is 2+2?' - {if} answer1 {is} 5 {or} answer2 {is} 4 - {print} 'At least one answer is correct!' - {else} - {print} 'Both answers are wrong!' -14: -- name: Smaller - explanation: We use the `<` to check if the first number is smaller than the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age < 13 - {print} 'You are younger than me!' -- name: Bigger - explanation: We use the `>` to check if the first number is bigger than the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age > 13 - {print} 'You are older than me!' -- name: Equal - explanation: We use the `==` to check if two things are the same. - demo_code: |- - answer = {ask} 'What is 5 * 5?' - {if} answer == 25 - {print} 'That is correct!' -- name: Not equal - explanation: We use the `!=` to check if two things are not the same. - demo_code: |- - answer = {ask} 'What is 5 * 5?' - {if} answer != 25 - {print} 'That is not correct!' -- name: Smaller or equal - explanation: We use the `<=` to check if the first number is smaller than or equal to the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age <= 12 - {print} 'You are younger than me!' -- name: Bigger or equal - explanation: We use the `>=` to check if the first number is bigger than or equal to the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age >= 14 - {print} 'You are older than me!' -15: -- name: '{while}' - explanation: We can use the `{while}` loop with not equal. - demo_code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' -- name: Smaller {while} - explanation: We can also use the `{while}` loop with `<` and `>`. - demo_code: |- - count = 1 - {while} count < 3 - {print} 'We do this ' 3 - count ' more times' - count = count + 1 - {print} 'We are done' 16: - name: square brackets explanation: Lists with square brackets. @@ -321,47 +132,3 @@ fruit = ['banana', 'apple', 'cherry'] random_fruit = fruit[{random}] {print} random_fruit -17: -- name: '{elif}' - explanation: '`{elif}`' - demo_code: |- - a = 2 - {if} a == 1: - {print} 'a is 1' - {elif} a == 2: - {print} 'a is 2' - {else}: - {print} 'a is not 1 or 2' -- name: '{print}' - explanation: When we use a `{for}`, we need to put a `:` behind the `{for}` statement! - demo_code: |- - {for} i {in} {range} 1 {to} 12: - {print} i - {print} 'Ready or not, here I come!' -- name: '{if}' - explanation: We need to do the same with all of our `{if}` statements. - demo_code: |- - color = {ask} 'What is your favorite color?' - {if} color == 'green': - {print} 'Your favorite color is green' - {else}: - {print} 'Your favorite color is not green' -18: -- name: '{print}' - explanation: After `{print}` you need to use parentheses. - demo_code: '{print}(''hi!'')' -- name: '{range}' - explanation: After `{range}` you need to use parentheses. - demo_code: |- - {for} i {in} {range} (1,10): - {print}('Hello, times ', i) -- name: '{print} with var' - explanation: With `{print}` you need to use parentheses and commas if you print more items. - demo_code: |- - name = 'Hedy' - {print}('my name is ', name) -- name: ask something with {input} - explanation: Use `{input}` instead of `{ask}` to ask something. - demo_code: |- - name = {input}('What is your name?') - {print}('So your name is ', name) diff --git a/content/cheatsheets/sq.yaml b/content/cheatsheets/sq.yaml index 7b4c8c19132..8338eb9a226 100644 --- a/content/cheatsheets/sq.yaml +++ b/content/cheatsheets/sq.yaml @@ -1,28 +1,3 @@ -1: -- name: '{print}' - explanation: Print something with `{print}`. - demo_code: '{print} Hello welcome to Hedy!' -- name: '{ask}' - explanation: Ask something with `{ask}`. - demo_code: '{ask} What is your favorite color?' -- name: '{echo}' - explanation: Repeat something using `{echo}`. - demo_code: |- - {ask} What is your favorite color? - {echo} so your favorite color is -- name: '{print} emojis' - explanation: Print an emoji with `{print}`. - demo_code: '{print} 🙋 🌍 ❗' -- name: '{forward}' - explanation: Draw a line with `{forward}`. - demo_code: '{forward} 100' -- name: '{turn}' - explanation: Turn the drawing turtle with `{turn}`. - demo_code: |- - {forward} 25 - {turn} {left} - {forward} 25 - {turn} {right} 2: - name: '{is}' explanation: Give a word a name to use in the program using `{is}`. You can choose the name yourself. @@ -64,20 +39,6 @@ demo_code: |- animals {is} cat, dog, cow {remove} dog {from} animals -4: -- name: '{print}' - explanation: Print exactly using quotation marks. - demo_code: '{print} ''Hello welcome to Hedy.''' -- name: '{is}' - explanation: Give a name to some text and `{print}` without quotation marks. - demo_code: |- - name {is} Hedy - {print} 'my name is ' name -- name: '{ask}' - explanation: Ask something with `{ask}`. - demo_code: |- - color {is} {ask} 'What is your favorite color?' - {print} color ' is your favorite!' 5: - name: '{print}' explanation: Print exactly using quotation marks. @@ -121,23 +82,6 @@ angles = {ask} 'How many angles?' angle = 360 / angles {forward} 50 -7: -- name: '{print}' - explanation: Print exactly using quotation marks. - demo_code: '{print} ''Hello welcome to Hedy.''' -- name: '{ask}' - explanation: Ask something with `{ask}`. - demo_code: |- - color = {ask} 'What is your favorite color?' - {print} color ' is your favorite!' -- name: '{if}' - explanation: Make a choice with `{if}`. - demo_code: |- - color = {ask} 'What is your favorite color?' - {if} color {is} green {print} 'pretty!' {else} {print} 'meh' -- name: '{repeat} with turtle' - explanation: Repeat a line of code with `{repeat}`. - demo_code: '{repeat} 3 {times} {forward} 10' 8: - name: '{print}' explanation: Print something. Remember to use a quotation mark for literal printing. @@ -165,49 +109,6 @@ {print} 'You pressed A!' {else} {print} 'You pressed another key!' -9: -- name: '{if} with multiple lines' - explanation: The answer of a sum of questions with `{ask}` and see if it is correct. Now we print out two lines. - demo_code: |- - answer = {ask} 'What is 10 plus 10?' - {if} answer {is} 20 - {print} 'Well done!!' - {print} 'The answer is indeed' answer - {else} - {print} 'Wrong' - {print} 'The answer is 20' -- name: '{repeat} with turtle' - explanation: Repeat multiple lines. - demo_code: |- - {repeat} 4 {times} - {turn} 90 - {forward} 50 -10: -- name: '{print}' - explanation: Print something. Remember to use a quotation mark for literal printing. - demo_code: '{print} ''5 times 5 is '' 5 * 5' -- name: '{for} with a list' - explanation: Print all things in a list. - demo_code: |- - animals {is} dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal -11: -- name: '{for} loop' - explanation: We can use `{for}` with a `{range}`. - demo_code: |- - {for} counter {in} {range} 1 {to} 5 - {print} counter -- name: '{ask}' - explanation: Ask for the answer to a sum and check if it is correct. We can now print 2 lines. - demo_code: |- - answer = {ask} 'What is 5 plus 5?' - {if} answer {is} 10 - {print} 'Well done!' - {print} 'Indeed, the answer was ' answer - {else} - {print} 'Oops!' - {print} 'The answer is 10' 12: - name: float directly explanation: Decimal numbers. @@ -231,78 +132,6 @@ demo_code: |- superheroes = 'Iron Man', 'Batman', 'Superman' {print} superheroes {at} {random} -13: -- name: '{and}' - explanation: Two parts both need to be correct. - demo_code: |- - answer1 = {ask} 'What is 3+2?' - answer2 = {ask} 'What is 2+2?' - {if} answer1 {is} 5 {and} answer2 {is} 4 - {print} 'Both answers are correct!' - {else} - {print} 'At least one answer is wrong!' -- name: '{or}' - explanation: At least 1 of the two parts need to be correct. If both are correct, it is also fine. - demo_code: |- - answer1 = {ask} 'What is 3+2?' - answer2 = {ask} 'What is 2+2?' - {if} answer1 {is} 5 {or} answer2 {is} 4 - {print} 'At least one answer is correct!' - {else} - {print} 'Both answers are wrong!' -14: -- name: Smaller - explanation: We use the `<` to check if the first number is smaller than the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age < 13 - {print} 'You are younger than me!' -- name: Bigger - explanation: We use the `>` to check if the first number is bigger than the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age > 13 - {print} 'You are older than me!' -- name: Equal - explanation: We use the `==` to check if two things are the same. - demo_code: |- - answer = {ask} 'What is 5 * 5?' - {if} answer == 25 - {print} 'That is correct!' -- name: Not equal - explanation: We use the `!=` to check if two things are not the same. - demo_code: |- - answer = {ask} 'What is 5 * 5?' - {if} answer != 25 - {print} 'That is not correct!' -- name: Smaller or equal - explanation: We use the `<=` to check if the first number is smaller than or equal to the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age <= 12 - {print} 'You are younger than me!' -- name: Bigger or equal - explanation: We use the `>=` to check if the first number is bigger than or equal to the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age >= 14 - {print} 'You are older than me!' -15: -- name: '{while}' - explanation: We can use the `{while}` loop with not equal. - demo_code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' -- name: Smaller {while} - explanation: We can also use the `{while}` loop with `<` and `>`. - demo_code: |- - count = 1 - {while} count < 3 - {print} 'We do this ' 3 - count ' more times' - count = count + 1 - {print} 'We are done' 16: - name: square brackets explanation: Lists with square brackets. @@ -321,47 +150,3 @@ fruit = ['banana', 'apple', 'cherry'] random_fruit = fruit[random] {print} random_fruit -17: -- name: '{elif}' - explanation: '`{elif}`' - demo_code: |- - a = 2 - {if} a == 1: - {print} 'a is 1' - {elif} a == 2: - {print} 'a is 2' - {else}: - {print} 'a is not 1 or 2' -- name: '{print}' - explanation: When we use a `{for}`, we need to put a `:` behind the `{for}` statement! - demo_code: |- - {for} i {in} {range} 1 {to} 12: - {print} i - {print} 'Ready or not, here I come!' -- name: '{if}' - explanation: We need to do the same with all of our `{if}` statements. - demo_code: |- - color = {ask} 'What is your favorite color?' - {if} color == 'green': - {print} 'Your favorite color is green' - {else}: - {print} 'Your favorite color is not green' -18: -- name: '{print}' - explanation: After `{print}` you need to use parentheses. - demo_code: '{print}(''hi!'')' -- name: '{range}' - explanation: After `{range}` you need to use parentheses. - demo_code: |- - {for} i {in} {range} (1,10): - {print}('Hello, times ', i) -- name: '{print} with var' - explanation: With `{print}` you need to use parentheses and commas if you print more items. - demo_code: |- - name = 'Hedy' - {print}('my name is ', name) -- name: ask something with {input} - explanation: Use `{input}` instead of `{ask}` to ask something. - demo_code: |- - name = {input}('What is your name?') - {print}('So your name is ', name) diff --git a/content/cheatsheets/ta.yaml b/content/cheatsheets/ta.yaml index 4618f42c21a..0967ef424bc 100644 --- a/content/cheatsheets/ta.yaml +++ b/content/cheatsheets/ta.yaml @@ -1,367 +1 @@ -1: -- name: '{print}' - explanation: Print something with `{print}`. - demo_code: '{print} Hello welcome to Hedy!' -- name: '{ask}' - explanation: Ask something with `{ask}`. - demo_code: '{ask} What is your favorite color?' -- name: '{echo}' - explanation: Repeat something using `{echo}`. - demo_code: |- - {ask} What is your favorite color? - {echo} so your favorite color is -- name: '{print} emojis' - explanation: Print an emoji with `{print}`. - demo_code: '{print} 🙋 🌍 ❗' -- name: '{forward}' - explanation: Draw a line with `{forward}`. - demo_code: '{forward} 100' -- name: '{turn}' - explanation: Turn the drawing turtle with `{turn}`. - demo_code: |- - {forward} 25 - {turn} {left} - {forward} 25 - {turn} {right} -2: -- name: '{is}' - explanation: Give a word a name to use in the program using `{is}`. You can choose the name yourself. - demo_code: |- - name {is} Hedy - {print} welcome name -- name: '{ask}' - explanation: Ask something with `{ask}`. Beware! You need to give the answer a name with `{is}`. - demo_code: |- - color {is} {ask} What is your favorite color? - {print} color is your favorite! -- name: '{sleep}' - explanation: With `{sleep}`, you can let Hedy pause for a (couple of) second(s). - demo_code: |- - {print} Let me think for one second... - {sleep} - {print} Hmm.. I need 3 more seconds... - {sleep} 3 - {print} Eureka! Ive got it! -- name: '{is} with turtle' - explanation: Give a number a name using `{is}`. You can choose the name yourself. - demo_code: |- - angle {is} 90 - {turn} angle - {forward} 100 -3: -- name: Choose random - explanation: Choose a random word from a group with `{at}` and `{random}`. - demo_code: |- - animals {is} dog, cat, kangaroo - {print} animals {at} {random} -- name: '{add}' - explanation: '`{add}` an item `{to_list}` a list.' - demo_code: |- - animals {is} cow, cat - {add} dog {to_list} animals -- name: '{remove}' - explanation: '`{remove}` an item `{from}` a list.' - demo_code: |- - animals {is} cat, dog, cow - {remove} dog {from} animals -4: -- name: '{print}' - explanation: Print exactly using quotation marks. - demo_code: '{print} ''Hello welcome to Hedy.''' -- name: '{is}' - explanation: Give a name to some text and `{print}` without quotation marks. - demo_code: |- - name {is} Hedy - {print} 'my name is ' name -- name: '{ask}' - explanation: Ask something with `{ask}`. - demo_code: |- - color {is} {ask} 'What is your favorite color?' - {print} color ' is your favorite!' -5: -- name: '{print}' - explanation: Print exactly using quotation marks. - demo_code: '{print} ''Hello welcome to Hedy.''' -- name: '{ask}' - explanation: Ask something with `{ask}`. - demo_code: |- - color {is} {ask} 'What is your favorite color?' - {print} color ' is your favorite!' -- name: '{if}' - explanation: Make a choice with `{if}`. - demo_code: |- - color {is} {ask} 'What is your favorite color?' - {if} color {is} green {print} 'pretty!' {else} {print} 'meh' -- name: '{if} with turtle' - explanation: Make a choice with `{if}`. - demo_code: |- - answer {is} {ask} 'How far should I walk?' - {if} answer {is} far {forward} 100 {else} {forward} 5 -- name: '{in}' - explanation: Check elements with `{in}`. - demo_code: |- - pretty_colors {is} green, yellow - color {is} {ask} 'What is your favorite color?' - {if} color {in} pretty_colors {print} 'pretty!' {else} {print} 'meh' -- name: '{pressed}' - explanation: Check whether a given key on the keyboard is `{pressed}`. - demo_code: '{if} a {is} {pressed} {print} ''You pressed A!'' {else} {print} ''You pressed another key!''' -6: -- name: '{print}' - explanation: Print exactly using quotation marks. - demo_code: '{print} ''5 times 5 is '' 5 * 5' -- name: '{ask}' - explanation: Ask for a calculation and check whether it is correct. - demo_code: |- - answer = {ask} 'What is 10 plus 10?' - {if} answer {is} 20 {print} 'Yes!' {else} {print} 'Oops' -- name: '`{ask}` and `{if}` with turtle' - explanation: Ask the user how many angles they want. - demo_code: |- - angles = {ask} 'How many angles?' - angle = 360 / angles - {forward} 50 -7: -- name: '{print}' - explanation: Print exactly using quotation marks. - demo_code: '{print} ''Hello welcome to Hedy.''' -- name: '{ask}' - explanation: Ask something with `{ask}`. - demo_code: |- - color = {ask} 'What is your favorite color?' - {print} color ' is your favorite!' -- name: '{if}' - explanation: Make a choice with `{if}`. - demo_code: |- - color = {ask} 'What is your favorite color?' - {if} color {is} green {print} 'pretty!' {else} {print} 'meh' -- name: '{repeat} with turtle' - explanation: Repeat a line of code with `{repeat}`. - demo_code: '{repeat} 3 {times} {forward} 10' -8: -- name: '{print}' - explanation: Print something. Remember to use a quotation mark for literal printing. - demo_code: '{print} ''5 times 5 is '' 5 * 5' -- name: '{ask}' - explanation: Ask for the answer to a sum and check if it is correct. We can now print 2 lines. - demo_code: |- - answer = {ask} 'What is 5 plus 5?' - {if} answer {is} 10 - {print} 'Well done!' - {print} 'Indeed, the answer was ' answer - {else} - {print} 'Oops!' - {print} 'The answer is 10' -- name: '{repeat} with turtle' - explanation: Repeat multiple lines. - demo_code: |- - {repeat} 4 {times} - {turn} 90 - {forward} 50 -- name: '{pressed}' - explanation: Check whether a given key on the keyboard is `{pressed}`. - demo_code: |- - {if} a {is} {pressed} - {print} 'You pressed A!' - {else} - {print} 'You pressed another key!' -9: -- name: '{if} with multiple lines' - explanation: The answer of a sum of questions with `{ask}` and see if it is correct. Now we print out two lines. - demo_code: |- - answer = {ask} 'What is 10 plus 10?' - {if} answer {is} 20 - {print} 'Well done!!' - {print} 'The answer is indeed' answer - {else} - {print} 'Wrong' - {print} 'The answer is 20' -- name: '{repeat} with turtle' - explanation: Repeat multiple lines. - demo_code: |- - {repeat} 4 {times} - {turn} 90 - {forward} 50 -10: -- name: '{print}' - explanation: Print something. Remember to use a quotation mark for literal printing. - demo_code: '{print} ''5 times 5 is '' 5 * 5' -- name: '{for} with a list' - explanation: Print all things in a list. - demo_code: |- - animals {is} dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal -11: -- name: '{for} loop' - explanation: We can use `{for}` with a `{range}`. - demo_code: |- - {for} counter {in} {range} 1 {to} 5 - {print} counter -- name: '{ask}' - explanation: Ask for the answer to a sum and check if it is correct. We can now print 2 lines. - demo_code: |- - answer = {ask} 'What is 5 plus 5?' - {if} answer {is} 10 - {print} 'Well done!' - {print} 'Indeed, the answer was ' answer - {else} - {print} 'Oops!' - {print} 'The answer is 10' -12: -- name: float directly - explanation: Decimal numbers. - demo_code: |- - {print} 'Calculate away!' - {print} 'Two and a half plus two and a half is...' - {print} 2.5 + 2.5 -- name: assign text - explanation: Text with quotation marks after `=` - demo_code: |- - name = 'Hedy the Robot' - {print} 'Hello ' name -- name: quotes after `{if}` comparison - explanation: Text with quotation marks after `{if}`. - demo_code: |- - name = {ask} 'Who are you?' - {if} name = 'Hedy' - {print} 'Hi there!' -- name: quotes in list - explanation: A list with quotation marks. - demo_code: |- - superheroes = 'Iron Man', 'Batman', 'Superman' - {print} superheroes {at} {random} -13: -- name: '{and}' - explanation: Two parts both need to be correct. - demo_code: |- - answer1 = {ask} 'What is 3+2?' - answer2 = {ask} 'What is 2+2?' - {if} answer1 {is} 5 {and} answer2 {is} 4 - {print} 'Both answers are correct!' - {else} - {print} 'At least one answer is wrong!' -- name: '{or}' - explanation: At least 1 of the two parts need to be correct. If both are correct, it is also fine. - demo_code: |- - answer1 = {ask} 'What is 3+2?' - answer2 = {ask} 'What is 2+2?' - {if} answer1 {is} 5 {or} answer2 {is} 4 - {print} 'At least one answer is correct!' - {else} - {print} 'Both answers are wrong!' -14: -- name: Smaller - explanation: We use the `<` to check if the first number is smaller than the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age < 13 - {print} 'You are younger than me!' -- name: Bigger - explanation: We use the `>` to check if the first number is bigger than the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age > 13 - {print} 'You are older than me!' -- name: Equal - explanation: We use the `==` to check if two things are the same. - demo_code: |- - answer = {ask} 'What is 5 * 5?' - {if} answer == 25 - {print} 'That is correct!' -- name: Not equal - explanation: We use the `!=` to check if two things are not the same. - demo_code: |- - answer = {ask} 'What is 5 * 5?' - {if} answer != 25 - {print} 'That is not correct!' -- name: Smaller or equal - explanation: We use the `<=` to check if the first number is smaller than or equal to the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age <= 12 - {print} 'You are younger than me!' -- name: Bigger or equal - explanation: We use the `>=` to check if the first number is bigger than or equal to the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age >= 14 - {print} 'You are older than me!' -15: -- name: '{while}' - explanation: We can use the `{while}` loop with not equal. - demo_code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' -- name: Smaller {while} - explanation: We can also use the `{while}` loop with `<` and `>`. - demo_code: |- - count = 1 - {while} count < 3 - {print} 'We do this ' 3 - count ' more times' - count = count + 1 - {print} 'We are done' -16: -- name: square brackets - explanation: Lists with square brackets. - demo_code: |- - fruit = ['apple', 'banana', 'cherry'] - {print} fruit -- name: Get an item from a list - explanation: To get an item from a list we use [number] so fruit[1] means, get the first fruit from the list! - demo_code: |- - fruit = ['banana', 'apple', 'cherry'] - firstfruit = fruit[1] - {print} firstfruit -- name: Get a random item from a list - explanation: To get a random item from a list we use [{random}] so fruit[{random}] means, get a random fruit from the list! - demo_code: |- - fruit = ['banana', 'apple', 'cherry'] - random_fruit = fruit[{random}] - {print} random_fruit -17: -- name: '{elif}' - explanation: '`{elif}`' - demo_code: |- - a = 2 - {if} a == 1: - {print} 'a is 1' - {elif} a == 2: - {print} 'a is 2' - {else}: - {print} 'a is not 1 or 2' -- name: '{print}' - explanation: When we use a `{for}`, we need to put a `:` behind the `{for}` statement! - demo_code: |- - {for} i {in} {range} 1 {to} 12: - {print} i - {print} 'Ready or not, here I come!' -- name: '{if}' - explanation: We need to do the same with all of our `{if}` statements. - demo_code: |- - color = {ask} 'What is your favorite color?' - {if} color == 'green': - {print} 'Your favorite color is green' - {else}: - {print} 'Your favorite color is not green' -18: -- name: '{print}' - explanation: After `{print}` you need to use parentheses. - demo_code: '{print}(''hi!'')' -- name: '{range}' - explanation: After `{range}` you need to use parentheses. - demo_code: |- - {for} i {in} {range} (1,10): - {print}('Hello, times ', i) -- name: '{print} with var' - explanation: With `{print}` you need to use parentheses and commas if you print more items. - demo_code: |- - name = 'Hedy' - {print}('my name is ', name) -- name: ask something with {input} - explanation: Use `{input}` instead of `{ask}` to ask something. - demo_code: |- - name = {input}('What is your name?') - {print}('So your name is ', name) +{} diff --git a/content/cheatsheets/te.yaml b/content/cheatsheets/te.yaml index 4e94c702ed9..a7b3430843f 100644 --- a/content/cheatsheets/te.yaml +++ b/content/cheatsheets/te.yaml @@ -1,28 +1,3 @@ -1: -- name: '{print}' - explanation: Print something with `{print}`. - demo_code: '{print} Hello welcome to Hedy!' -- name: '{ask}' - explanation: Ask something with `{ask}`. - demo_code: '{ask} What is your favorite color?' -- name: '{echo}' - explanation: Repeat something using `{echo}`. - demo_code: |- - {ask} What is your favorite color? - {echo} so your favorite color is -- name: '{print} emojis' - explanation: Print an emoji with `{print}`. - demo_code: '{print} 🙋 🌍 ❗' -- name: '{forward}' - explanation: Draw a line with `{forward}`. - demo_code: '{forward} 100' -- name: '{turn}' - explanation: Turn the drawing turtle with `{turn}`. - demo_code: |- - {forward} 25 - {turn} {left} - {forward} 25 - {turn} {right} 2: - name: '{is}' explanation: Give a word a name to use in the program using `{is}`. You can choose the name yourself. @@ -48,36 +23,6 @@ angle {is} 90 {turn} angle {forward} 100 -3: -- name: Choose random - explanation: Choose a random word from a group with `{at}` and `{random}`. - demo_code: |- - animals {is} dog, cat, kangaroo - {print} animals {at} {random} -- name: '{add}' - explanation: '`{add}` an item `{to_list}` a list.' - demo_code: |- - animals {is} cow, cat - {add} dog {to_list} animals -- name: '{remove}' - explanation: '`{remove}` an item `{from}` a list.' - demo_code: |- - animals {is} cat, dog, cow - {remove} dog {from} animals -4: -- name: '{print}' - explanation: Print exactly using quotation marks. - demo_code: '{print} ''Hello welcome to Hedy.''' -- name: '{is}' - explanation: Give a name to some text and `{print}` without quotation marks. - demo_code: |- - name {is} Hedy - {print} 'my name is ' name -- name: '{ask}' - explanation: Ask something with `{ask}`. - demo_code: |- - color {is} {ask} 'What is your favorite color?' - {print} color ' is your favorite!' 5: - name: '{print}' explanation: Print exactly using quotation marks. @@ -121,93 +66,6 @@ angles = {ask} 'How many angles?' angle = 360 / angles {forward} 50 -7: -- name: '{print}' - explanation: Print exactly using quotation marks. - demo_code: '{print} ''Hello welcome to Hedy.''' -- name: '{ask}' - explanation: Ask something with `{ask}`. - demo_code: |- - color = {ask} 'What is your favorite color?' - {print} color ' is your favorite!' -- name: '{if}' - explanation: Make a choice with `{if}`. - demo_code: |- - color = {ask} 'What is your favorite color?' - {if} color {is} green {print} 'pretty!' {else} {print} 'meh' -- name: '{repeat} with turtle' - explanation: Repeat a line of code with `{repeat}`. - demo_code: '{repeat} 3 {times} {forward} 10' -8: -- name: '{print}' - explanation: Print something. Remember to use a quotation mark for literal printing. - demo_code: '{print} ''5 times 5 is '' 5 * 5' -- name: '{ask}' - explanation: Ask for the answer to a sum and check if it is correct. We can now print 2 lines. - demo_code: |- - answer = {ask} 'What is 5 plus 5?' - {if} answer {is} 10 - {print} 'Well done!' - {print} 'Indeed, the answer was ' answer - {else} - {print} 'Oops!' - {print} 'The answer is 10' -- name: '{repeat} with turtle' - explanation: Repeat multiple lines. - demo_code: |- - {repeat} 4 {times} - {turn} 90 - {forward} 50 -- name: '{pressed}' - explanation: Check whether a given key on the keyboard is `{pressed}`. - demo_code: |- - {if} a {is} {pressed} - {print} 'You pressed A!' - {else} - {print} 'You pressed another key!' -9: -- name: '{if} with multiple lines' - explanation: The answer of a sum of questions with `{ask}` and see if it is correct. Now we print out two lines. - demo_code: |- - answer = {ask} 'What is 10 plus 10?' - {if} answer {is} 20 - {print} 'Well done!!' - {print} 'The answer is indeed' answer - {else} - {print} 'Wrong' - {print} 'The answer is 20' -- name: '{repeat} with turtle' - explanation: Repeat multiple lines. - demo_code: |- - {repeat} 4 {times} - {turn} 90 - {forward} 50 -10: -- name: '{print}' - explanation: Print something. Remember to use a quotation mark for literal printing. - demo_code: '{print} ''5 times 5 is '' 5 * 5' -- name: '{for} with a list' - explanation: Print all things in a list. - demo_code: |- - animals {is} dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal -11: -- name: '{for} loop' - explanation: We can use `{for}` with a `{range}`. - demo_code: |- - {for} counter {in} {range} 1 {to} 5 - {print} counter -- name: '{ask}' - explanation: Ask for the answer to a sum and check if it is correct. We can now print 2 lines. - demo_code: |- - answer = {ask} 'What is 5 plus 5?' - {if} answer {is} 10 - {print} 'Well done!' - {print} 'Indeed, the answer was ' answer - {else} - {print} 'Oops!' - {print} 'The answer is 10' 12: - name: float directly explanation: Decimal numbers. @@ -231,78 +89,6 @@ demo_code: |- superheroes = 'Iron Man', 'Batman', 'Superman' {print} superheroes {at} {random} -13: -- name: '{and}' - explanation: Two parts both need to be correct. - demo_code: |- - answer1 = {ask} 'What is 3+2?' - answer2 = {ask} 'What is 2+2?' - {if} answer1 {is} 5 {and} answer2 {is} 4 - {print} 'Both answers are correct!' - {else} - {print} 'At least one answer is wrong!' -- name: '{or}' - explanation: At least 1 of the two parts need to be correct. If both are correct, it is also fine. - demo_code: |- - answer1 = {ask} 'What is 3+2?' - answer2 = {ask} 'What is 2+2?' - {if} answer1 {is} 5 {or} answer2 {is} 4 - {print} 'At least one answer is correct!' - {else} - {print} 'Both answers are wrong!' -14: -- name: Smaller - explanation: We use the `<` to check if the first number is smaller than the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age < 13 - {print} 'You are younger than me!' -- name: Bigger - explanation: We use the `>` to check if the first number is bigger than the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age > 13 - {print} 'You are older than me!' -- name: Equal - explanation: We use the `==` to check if two things are the same. - demo_code: |- - answer = {ask} 'What is 5 * 5?' - {if} answer == 25 - {print} 'That is correct!' -- name: Not equal - explanation: We use the `!=` to check if two things are not the same. - demo_code: |- - answer = {ask} 'What is 5 * 5?' - {if} answer != 25 - {print} 'That is not correct!' -- name: Smaller or equal - explanation: We use the `<=` to check if the first number is smaller than or equal to the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age <= 12 - {print} 'You are younger than me!' -- name: Bigger or equal - explanation: We use the `>=` to check if the first number is bigger than or equal to the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age >= 14 - {print} 'You are older than me!' -15: -- name: '{while}' - explanation: We can use the `{while}` loop with not equal. - demo_code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' -- name: Smaller {while} - explanation: We can also use the `{while}` loop with `<` and `>`. - demo_code: |- - count = 1 - {while} count < 3 - {print} 'We do this ' 3 - count ' more times' - count = count + 1 - {print} 'We are done' 16: - name: square brackets explanation: Lists with square brackets. @@ -321,47 +107,3 @@ fruit = ['banana', 'apple', 'cherry'] random_fruit = fruit[{random}] {print} random_fruit -17: -- name: '{elif}' - explanation: '`{elif}`' - demo_code: |- - a = 2 - {if} a == 1: - {print} 'a is 1' - {elif} a == 2: - {print} 'a is 2' - {else}: - {print} 'a is not 1 or 2' -- name: '{print}' - explanation: When we use a `{for}`, we need to put a `:` behind the `{for}` statement! - demo_code: |- - {for} i {in} {range} 1 {to} 12: - {print} i - {print} 'Ready or not, here I come!' -- name: '{if}' - explanation: We need to do the same with all of our `{if}` statements. - demo_code: |- - color = {ask} 'What is your favorite color?' - {if} color == 'green': - {print} 'Your favorite color is green' - {else}: - {print} 'Your favorite color is not green' -18: -- name: '{print}' - explanation: After `{print}` you need to use parentheses. - demo_code: '{print}(''hi!'')' -- name: '{range}' - explanation: After `{range}` you need to use parentheses. - demo_code: |- - {for} i {in} {range} (1,10): - {print}('Hello, times ', i) -- name: '{print} with var' - explanation: With `{print}` you need to use parentheses and commas if you print more items. - demo_code: |- - name = 'Hedy' - {print}('my name is ', name) -- name: ask something with {input} - explanation: Use `{input}` instead of `{ask}` to ask something. - demo_code: |- - name = {input}('What is your name?') - {print}('So your name is ', name) diff --git a/content/cheatsheets/th.yaml b/content/cheatsheets/th.yaml index d61b2730265..71b63bd42e8 100644 --- a/content/cheatsheets/th.yaml +++ b/content/cheatsheets/th.yaml @@ -64,20 +64,6 @@ demo_code: |- animals {is} cat, dog, cow {remove} dog {from} animals -4: -- name: '{print}' - explanation: Print exactly using quotation marks. - demo_code: '{print} ''Hello welcome to Hedy.''' -- name: '{is}' - explanation: Give a name to some text and `{print}` without quotation marks. - demo_code: |- - name {is} Hedy - {print} 'my name is ' name -- name: '{ask}' - explanation: Ask something with `{ask}`. - demo_code: |- - color {is} {ask} 'What is your favorite color?' - {print} color ' is your favorite!' 5: - name: '{print}' explanation: Print exactly using quotation marks. @@ -121,23 +107,6 @@ angles = {ask} 'How many angles?' angle = 360 / angles {forward} 50 -7: -- name: '{print}' - explanation: Print exactly using quotation marks. - demo_code: '{print} ''Hello welcome to Hedy.''' -- name: '{ask}' - explanation: Ask something with `{ask}`. - demo_code: |- - color = {ask} 'What is your favorite color?' - {print} color ' is your favorite!' -- name: '{if}' - explanation: Make a choice with `{if}`. - demo_code: |- - color = {ask} 'What is your favorite color?' - {if} color {is} green {print} 'pretty!' {else} {print} 'meh' -- name: '{repeat} with turtle' - explanation: Repeat a line of code with `{repeat}`. - demo_code: '{repeat} 3 {times} {forward} 10' 8: - name: '{print}' explanation: Print something. Remember to use a quotation mark for literal printing. @@ -165,49 +134,6 @@ {print} 'คุณกด A!' {else} {print} 'คุณกดปุ่มอื่น!' -9: -- name: '{if} with multiple lines' - explanation: The answer of a sum of questions with `{ask}` and see if it is correct. Now we print out two lines. - demo_code: |- - answer = {ask} 'What is 10 plus 10?' - {if} answer {is} 20 - {print} 'Well done!!' - {print} 'The answer is indeed' answer - {else} - {print} 'Wrong' - {print} 'The answer is 20' -- name: '{repeat} with turtle' - explanation: Repeat multiple lines. - demo_code: |- - {repeat} 4 {times} - {turn} 90 - {forward} 50 -10: -- name: '{print}' - explanation: Print something. Remember to use a quotation mark for literal printing. - demo_code: '{print} ''5 times 5 is '' 5 * 5' -- name: '{for} with a list' - explanation: Print all things in a list. - demo_code: |- - animals {is} dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal -11: -- name: '{for} loop' - explanation: We can use `{for}` with a `{range}`. - demo_code: |- - {for} counter {in} {range} 1 {to} 5 - {print} counter -- name: '{ask}' - explanation: Ask for the answer to a sum and check if it is correct. We can now print 2 lines. - demo_code: |- - answer = {ask} 'What is 5 plus 5?' - {if} answer {is} 10 - {print} 'Well done!' - {print} 'Indeed, the answer was ' answer - {else} - {print} 'Oops!' - {print} 'The answer is 10' 12: - name: float directly explanation: Decimal numbers. @@ -231,78 +157,6 @@ demo_code: |- ฮีโร่ = 'ไอร่อนแมน', 'แบทแมน', 'ซูเปอร์แมน' {print} ฮีโร่ {at} {random} -13: -- name: '{and}' - explanation: Two parts both need to be correct. - demo_code: |- - answer1 = {ask} 'What is 3+2?' - answer2 = {ask} 'What is 2+2?' - {if} answer1 {is} 5 {and} answer2 {is} 4 - {print} 'Both answers are correct!' - {else} - {print} 'At least one answer is wrong!' -- name: '{or}' - explanation: At least 1 of the two parts need to be correct. If both are correct, it is also fine. - demo_code: |- - answer1 = {ask} 'What is 3+2?' - answer2 = {ask} 'What is 2+2?' - {if} answer1 {is} 5 {or} answer2 {is} 4 - {print} 'At least one answer is correct!' - {else} - {print} 'Both answers are wrong!' -14: -- name: Smaller - explanation: We use the `<` to check if the first number is smaller than the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age < 13 - {print} 'You are younger than me!' -- name: Bigger - explanation: We use the `>` to check if the first number is bigger than the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age > 13 - {print} 'You are older than me!' -- name: Equal - explanation: We use the `==` to check if two things are the same. - demo_code: |- - answer = {ask} 'What is 5 * 5?' - {if} answer == 25 - {print} 'That is correct!' -- name: Not equal - explanation: We use the `!=` to check if two things are not the same. - demo_code: |- - answer = {ask} 'What is 5 * 5?' - {if} answer != 25 - {print} 'That is not correct!' -- name: Smaller or equal - explanation: We use the `<=` to check if the first number is smaller than or equal to the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age <= 12 - {print} 'You are younger than me!' -- name: Bigger or equal - explanation: We use the `>=` to check if the first number is bigger than or equal to the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age >= 14 - {print} 'You are older than me!' -15: -- name: '{while}' - explanation: We can use the `{while}` loop with not equal. - demo_code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' -- name: Smaller {while} - explanation: We can also use the `{while}` loop with `<` and `>`. - demo_code: |- - count = 1 - {while} count < 3 - {print} 'We do this ' 3 - count ' more times' - count = count + 1 - {print} 'We are done' 16: - name: วงเล็บแบบเหลี่ยม explanation: สร้างลิสท์โดยใช้วงเล็บแบบเหลี่ยม diff --git a/content/cheatsheets/tl.yaml b/content/cheatsheets/tl.yaml index 4e94c702ed9..a7b3430843f 100644 --- a/content/cheatsheets/tl.yaml +++ b/content/cheatsheets/tl.yaml @@ -1,28 +1,3 @@ -1: -- name: '{print}' - explanation: Print something with `{print}`. - demo_code: '{print} Hello welcome to Hedy!' -- name: '{ask}' - explanation: Ask something with `{ask}`. - demo_code: '{ask} What is your favorite color?' -- name: '{echo}' - explanation: Repeat something using `{echo}`. - demo_code: |- - {ask} What is your favorite color? - {echo} so your favorite color is -- name: '{print} emojis' - explanation: Print an emoji with `{print}`. - demo_code: '{print} 🙋 🌍 ❗' -- name: '{forward}' - explanation: Draw a line with `{forward}`. - demo_code: '{forward} 100' -- name: '{turn}' - explanation: Turn the drawing turtle with `{turn}`. - demo_code: |- - {forward} 25 - {turn} {left} - {forward} 25 - {turn} {right} 2: - name: '{is}' explanation: Give a word a name to use in the program using `{is}`. You can choose the name yourself. @@ -48,36 +23,6 @@ angle {is} 90 {turn} angle {forward} 100 -3: -- name: Choose random - explanation: Choose a random word from a group with `{at}` and `{random}`. - demo_code: |- - animals {is} dog, cat, kangaroo - {print} animals {at} {random} -- name: '{add}' - explanation: '`{add}` an item `{to_list}` a list.' - demo_code: |- - animals {is} cow, cat - {add} dog {to_list} animals -- name: '{remove}' - explanation: '`{remove}` an item `{from}` a list.' - demo_code: |- - animals {is} cat, dog, cow - {remove} dog {from} animals -4: -- name: '{print}' - explanation: Print exactly using quotation marks. - demo_code: '{print} ''Hello welcome to Hedy.''' -- name: '{is}' - explanation: Give a name to some text and `{print}` without quotation marks. - demo_code: |- - name {is} Hedy - {print} 'my name is ' name -- name: '{ask}' - explanation: Ask something with `{ask}`. - demo_code: |- - color {is} {ask} 'What is your favorite color?' - {print} color ' is your favorite!' 5: - name: '{print}' explanation: Print exactly using quotation marks. @@ -121,93 +66,6 @@ angles = {ask} 'How many angles?' angle = 360 / angles {forward} 50 -7: -- name: '{print}' - explanation: Print exactly using quotation marks. - demo_code: '{print} ''Hello welcome to Hedy.''' -- name: '{ask}' - explanation: Ask something with `{ask}`. - demo_code: |- - color = {ask} 'What is your favorite color?' - {print} color ' is your favorite!' -- name: '{if}' - explanation: Make a choice with `{if}`. - demo_code: |- - color = {ask} 'What is your favorite color?' - {if} color {is} green {print} 'pretty!' {else} {print} 'meh' -- name: '{repeat} with turtle' - explanation: Repeat a line of code with `{repeat}`. - demo_code: '{repeat} 3 {times} {forward} 10' -8: -- name: '{print}' - explanation: Print something. Remember to use a quotation mark for literal printing. - demo_code: '{print} ''5 times 5 is '' 5 * 5' -- name: '{ask}' - explanation: Ask for the answer to a sum and check if it is correct. We can now print 2 lines. - demo_code: |- - answer = {ask} 'What is 5 plus 5?' - {if} answer {is} 10 - {print} 'Well done!' - {print} 'Indeed, the answer was ' answer - {else} - {print} 'Oops!' - {print} 'The answer is 10' -- name: '{repeat} with turtle' - explanation: Repeat multiple lines. - demo_code: |- - {repeat} 4 {times} - {turn} 90 - {forward} 50 -- name: '{pressed}' - explanation: Check whether a given key on the keyboard is `{pressed}`. - demo_code: |- - {if} a {is} {pressed} - {print} 'You pressed A!' - {else} - {print} 'You pressed another key!' -9: -- name: '{if} with multiple lines' - explanation: The answer of a sum of questions with `{ask}` and see if it is correct. Now we print out two lines. - demo_code: |- - answer = {ask} 'What is 10 plus 10?' - {if} answer {is} 20 - {print} 'Well done!!' - {print} 'The answer is indeed' answer - {else} - {print} 'Wrong' - {print} 'The answer is 20' -- name: '{repeat} with turtle' - explanation: Repeat multiple lines. - demo_code: |- - {repeat} 4 {times} - {turn} 90 - {forward} 50 -10: -- name: '{print}' - explanation: Print something. Remember to use a quotation mark for literal printing. - demo_code: '{print} ''5 times 5 is '' 5 * 5' -- name: '{for} with a list' - explanation: Print all things in a list. - demo_code: |- - animals {is} dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal -11: -- name: '{for} loop' - explanation: We can use `{for}` with a `{range}`. - demo_code: |- - {for} counter {in} {range} 1 {to} 5 - {print} counter -- name: '{ask}' - explanation: Ask for the answer to a sum and check if it is correct. We can now print 2 lines. - demo_code: |- - answer = {ask} 'What is 5 plus 5?' - {if} answer {is} 10 - {print} 'Well done!' - {print} 'Indeed, the answer was ' answer - {else} - {print} 'Oops!' - {print} 'The answer is 10' 12: - name: float directly explanation: Decimal numbers. @@ -231,78 +89,6 @@ demo_code: |- superheroes = 'Iron Man', 'Batman', 'Superman' {print} superheroes {at} {random} -13: -- name: '{and}' - explanation: Two parts both need to be correct. - demo_code: |- - answer1 = {ask} 'What is 3+2?' - answer2 = {ask} 'What is 2+2?' - {if} answer1 {is} 5 {and} answer2 {is} 4 - {print} 'Both answers are correct!' - {else} - {print} 'At least one answer is wrong!' -- name: '{or}' - explanation: At least 1 of the two parts need to be correct. If both are correct, it is also fine. - demo_code: |- - answer1 = {ask} 'What is 3+2?' - answer2 = {ask} 'What is 2+2?' - {if} answer1 {is} 5 {or} answer2 {is} 4 - {print} 'At least one answer is correct!' - {else} - {print} 'Both answers are wrong!' -14: -- name: Smaller - explanation: We use the `<` to check if the first number is smaller than the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age < 13 - {print} 'You are younger than me!' -- name: Bigger - explanation: We use the `>` to check if the first number is bigger than the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age > 13 - {print} 'You are older than me!' -- name: Equal - explanation: We use the `==` to check if two things are the same. - demo_code: |- - answer = {ask} 'What is 5 * 5?' - {if} answer == 25 - {print} 'That is correct!' -- name: Not equal - explanation: We use the `!=` to check if two things are not the same. - demo_code: |- - answer = {ask} 'What is 5 * 5?' - {if} answer != 25 - {print} 'That is not correct!' -- name: Smaller or equal - explanation: We use the `<=` to check if the first number is smaller than or equal to the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age <= 12 - {print} 'You are younger than me!' -- name: Bigger or equal - explanation: We use the `>=` to check if the first number is bigger than or equal to the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age >= 14 - {print} 'You are older than me!' -15: -- name: '{while}' - explanation: We can use the `{while}` loop with not equal. - demo_code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' -- name: Smaller {while} - explanation: We can also use the `{while}` loop with `<` and `>`. - demo_code: |- - count = 1 - {while} count < 3 - {print} 'We do this ' 3 - count ' more times' - count = count + 1 - {print} 'We are done' 16: - name: square brackets explanation: Lists with square brackets. @@ -321,47 +107,3 @@ fruit = ['banana', 'apple', 'cherry'] random_fruit = fruit[{random}] {print} random_fruit -17: -- name: '{elif}' - explanation: '`{elif}`' - demo_code: |- - a = 2 - {if} a == 1: - {print} 'a is 1' - {elif} a == 2: - {print} 'a is 2' - {else}: - {print} 'a is not 1 or 2' -- name: '{print}' - explanation: When we use a `{for}`, we need to put a `:` behind the `{for}` statement! - demo_code: |- - {for} i {in} {range} 1 {to} 12: - {print} i - {print} 'Ready or not, here I come!' -- name: '{if}' - explanation: We need to do the same with all of our `{if}` statements. - demo_code: |- - color = {ask} 'What is your favorite color?' - {if} color == 'green': - {print} 'Your favorite color is green' - {else}: - {print} 'Your favorite color is not green' -18: -- name: '{print}' - explanation: After `{print}` you need to use parentheses. - demo_code: '{print}(''hi!'')' -- name: '{range}' - explanation: After `{range}` you need to use parentheses. - demo_code: |- - {for} i {in} {range} (1,10): - {print}('Hello, times ', i) -- name: '{print} with var' - explanation: With `{print}` you need to use parentheses and commas if you print more items. - demo_code: |- - name = 'Hedy' - {print}('my name is ', name) -- name: ask something with {input} - explanation: Use `{input}` instead of `{ask}` to ask something. - demo_code: |- - name = {input}('What is your name?') - {print}('So your name is ', name) diff --git a/content/cheatsheets/tn.yaml b/content/cheatsheets/tn.yaml index 6be6ddb30b3..be0e605a4d3 100644 --- a/content/cheatsheets/tn.yaml +++ b/content/cheatsheets/tn.yaml @@ -1,28 +1,3 @@ -1: -- name: '{print}' - explanation: Print something with `{print}`. - demo_code: '{print} Hello welcome to Hedy!' -- name: '{ask}' - explanation: Ask something with `{ask}`. - demo_code: '{ask} What is your favorite color?' -- name: '{echo}' - explanation: Repeat something using `{echo}`. - demo_code: |- - {ask} What is your favorite color? - {echo} so your favorite color is -- name: '{print} emojis' - explanation: Print an emoji with `{print}`. - demo_code: '{print} 🙋 🌍 ❗' -- name: '{forward}' - explanation: Draw a line with `{forward}`. - demo_code: '{forward} 100' -- name: '{turn}' - explanation: Turn the drawing turtle with `{turn}`. - demo_code: |- - {forward} 25 - {turn} {left} - {forward} 25 - {turn} {right} 2: - name: '{is}' explanation: Give a word a name to use in the program using `{is}`. You can choose the name yourself. @@ -64,20 +39,6 @@ demo_code: |- animals {is} cat, dog, cow {remove} dog {from} animals -4: -- name: '{print}' - explanation: Print exactly using quotation marks. - demo_code: '{print} ''Hello welcome to Hedy.''' -- name: '{is}' - explanation: Give a name to some text and `{print}` without quotation marks. - demo_code: |- - name {is} Hedy - {print} 'my name is ' name -- name: '{ask}' - explanation: Ask something with `{ask}`. - demo_code: |- - color {is} {ask} 'What is your favorite color?' - {print} color ' is your favorite!' 5: - name: '{print}' explanation: Print exactly using quotation marks. @@ -121,93 +82,6 @@ angles = {ask} 'How many angles?' angle = 360 / angles {forward} 50 -7: -- name: '{print}' - explanation: Print exactly using quotation marks. - demo_code: '{print} ''Hello welcome to Hedy.''' -- name: '{ask}' - explanation: Ask something with `{ask}`. - demo_code: |- - color = {ask} 'What is your favorite color?' - {print} color ' is your favorite!' -- name: '{if}' - explanation: Make a choice with `{if}`. - demo_code: |- - color = {ask} 'What is your favorite color?' - {if} color {is} green {print} 'pretty!' {else} {print} 'meh' -- name: '{repeat} with turtle' - explanation: Repeat a line of code with `{repeat}`. - demo_code: '{repeat} 3 {times} {forward} 10' -8: -- name: '{print}' - explanation: Print something. Remember to use a quotation mark for literal printing. - demo_code: '{print} ''5 times 5 is '' 5 * 5' -- name: '{ask}' - explanation: Ask for the answer to a sum and check if it is correct. We can now print 2 lines. - demo_code: |- - answer = {ask} 'What is 5 plus 5?' - {if} answer {is} 10 - {print} 'Well done!' - {print} 'Indeed, the answer was ' answer - {else} - {print} 'Oops!' - {print} 'The answer is 10' -- name: '{repeat} with turtle' - explanation: Repeat multiple lines. - demo_code: |- - {repeat} 4 {times} - {turn} 90 - {forward} 50 -- name: '{pressed}' - explanation: Check whether a given key on the keyboard is `{pressed}`. - demo_code: |- - {if} a {is} {pressed} - {print} 'You pressed A!' - {else} - {print} 'You pressed another key!' -9: -- name: '{if} with multiple lines' - explanation: The answer of a sum of questions with `{ask}` and see if it is correct. Now we print out two lines. - demo_code: |- - answer = {ask} 'What is 10 plus 10?' - {if} answer {is} 20 - {print} 'Well done!!' - {print} 'The answer is indeed' answer - {else} - {print} 'Wrong' - {print} 'The answer is 20' -- name: '{repeat} with turtle' - explanation: Repeat multiple lines. - demo_code: |- - {repeat} 4 {times} - {turn} 90 - {forward} 50 -10: -- name: '{print}' - explanation: Print something. Remember to use a quotation mark for literal printing. - demo_code: '{print} ''5 times 5 is '' 5 * 5' -- name: '{for} with a list' - explanation: Print all things in a list. - demo_code: |- - animals {is} dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal -11: -- name: '{for} loop' - explanation: We can use `{for}` with a `{range}`. - demo_code: |- - {for} counter {in} {range} 1 {to} 5 - {print} counter -- name: '{ask}' - explanation: Ask for the answer to a sum and check if it is correct. We can now print 2 lines. - demo_code: |- - answer = {ask} 'What is 5 plus 5?' - {if} answer {is} 10 - {print} 'Well done!' - {print} 'Indeed, the answer was ' answer - {else} - {print} 'Oops!' - {print} 'The answer is 10' 12: - name: float directly explanation: Decimal numbers. @@ -231,78 +105,6 @@ demo_code: |- superheroes = 'Iron Man', 'Batman', 'Superman' {print} superheroes {at} {random} -13: -- name: '{and}' - explanation: Two parts both need to be correct. - demo_code: |- - answer1 = {ask} 'What is 3+2?' - answer2 = {ask} 'What is 2+2?' - {if} answer1 {is} 5 {and} answer2 {is} 4 - {print} 'Both answers are correct!' - {else} - {print} 'At least one answer is wrong!' -- name: '{or}' - explanation: At least 1 of the two parts need to be correct. If both are correct, it is also fine. - demo_code: |- - answer1 = {ask} 'What is 3+2?' - answer2 = {ask} 'What is 2+2?' - {if} answer1 {is} 5 {or} answer2 {is} 4 - {print} 'At least one answer is correct!' - {else} - {print} 'Both answers are wrong!' -14: -- name: Smaller - explanation: We use the `<` to check if the first number is smaller than the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age < 13 - {print} 'You are younger than me!' -- name: Bigger - explanation: We use the `>` to check if the first number is bigger than the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age > 13 - {print} 'You are older than me!' -- name: Equal - explanation: We use the `==` to check if two things are the same. - demo_code: |- - answer = {ask} 'What is 5 * 5?' - {if} answer == 25 - {print} 'That is correct!' -- name: Not equal - explanation: We use the `!=` to check if two things are not the same. - demo_code: |- - answer = {ask} 'What is 5 * 5?' - {if} answer != 25 - {print} 'That is not correct!' -- name: Smaller or equal - explanation: We use the `<=` to check if the first number is smaller than or equal to the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age <= 12 - {print} 'You are younger than me!' -- name: Bigger or equal - explanation: We use the `>=` to check if the first number is bigger than or equal to the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age >= 14 - {print} 'You are older than me!' -15: -- name: '{while}' - explanation: We can use the `{while}` loop with not equal. - demo_code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' -- name: Smaller {while} - explanation: We can also use the `{while}` loop with `<` and `>`. - demo_code: |- - count = 1 - {while} count < 3 - {print} 'We do this ' 3 - count ' more times' - count = count + 1 - {print} 'We are done' 16: - name: square brackets explanation: Lists with square brackets. @@ -321,47 +123,3 @@ fruit = ['banana', 'apple', 'cherry'] random_fruit = fruit[random] {print} random_fruit -17: -- name: '{elif}' - explanation: '`{elif}`' - demo_code: |- - a = 2 - {if} a == 1: - {print} 'a is 1' - {elif} a == 2: - {print} 'a is 2' - {else}: - {print} 'a is not 1 or 2' -- name: '{print}' - explanation: When we use a `{for}`, we need to put a `:` behind the `{for}` statement! - demo_code: |- - {for} i {in} {range} 1 {to} 12: - {print} i - {print} 'Ready or not, here I come!' -- name: '{if}' - explanation: We need to do the same with all of our `{if}` statements. - demo_code: |- - color = {ask} 'What is your favorite color?' - {if} color == 'green': - {print} 'Your favorite color is green' - {else}: - {print} 'Your favorite color is not green' -18: -- name: '{print}' - explanation: After `{print}` you need to use parentheses. - demo_code: '{print}(''hi!'')' -- name: '{range}' - explanation: After `{range}` you need to use parentheses. - demo_code: |- - {for} i {in} {range} (1,10): - {print}('Hello, times ', i) -- name: '{print} with var' - explanation: With `{print}` you need to use parentheses and commas if you print more items. - demo_code: |- - name = 'Hedy' - {print}('my name is ', name) -- name: ask something with {input} - explanation: Use `{input}` instead of `{ask}` to ask something. - demo_code: |- - name = {input}('What is your name?') - {print}('So your name is ', name) diff --git a/content/cheatsheets/ur.yaml b/content/cheatsheets/ur.yaml index 6be6ddb30b3..be0e605a4d3 100644 --- a/content/cheatsheets/ur.yaml +++ b/content/cheatsheets/ur.yaml @@ -1,28 +1,3 @@ -1: -- name: '{print}' - explanation: Print something with `{print}`. - demo_code: '{print} Hello welcome to Hedy!' -- name: '{ask}' - explanation: Ask something with `{ask}`. - demo_code: '{ask} What is your favorite color?' -- name: '{echo}' - explanation: Repeat something using `{echo}`. - demo_code: |- - {ask} What is your favorite color? - {echo} so your favorite color is -- name: '{print} emojis' - explanation: Print an emoji with `{print}`. - demo_code: '{print} 🙋 🌍 ❗' -- name: '{forward}' - explanation: Draw a line with `{forward}`. - demo_code: '{forward} 100' -- name: '{turn}' - explanation: Turn the drawing turtle with `{turn}`. - demo_code: |- - {forward} 25 - {turn} {left} - {forward} 25 - {turn} {right} 2: - name: '{is}' explanation: Give a word a name to use in the program using `{is}`. You can choose the name yourself. @@ -64,20 +39,6 @@ demo_code: |- animals {is} cat, dog, cow {remove} dog {from} animals -4: -- name: '{print}' - explanation: Print exactly using quotation marks. - demo_code: '{print} ''Hello welcome to Hedy.''' -- name: '{is}' - explanation: Give a name to some text and `{print}` without quotation marks. - demo_code: |- - name {is} Hedy - {print} 'my name is ' name -- name: '{ask}' - explanation: Ask something with `{ask}`. - demo_code: |- - color {is} {ask} 'What is your favorite color?' - {print} color ' is your favorite!' 5: - name: '{print}' explanation: Print exactly using quotation marks. @@ -121,93 +82,6 @@ angles = {ask} 'How many angles?' angle = 360 / angles {forward} 50 -7: -- name: '{print}' - explanation: Print exactly using quotation marks. - demo_code: '{print} ''Hello welcome to Hedy.''' -- name: '{ask}' - explanation: Ask something with `{ask}`. - demo_code: |- - color = {ask} 'What is your favorite color?' - {print} color ' is your favorite!' -- name: '{if}' - explanation: Make a choice with `{if}`. - demo_code: |- - color = {ask} 'What is your favorite color?' - {if} color {is} green {print} 'pretty!' {else} {print} 'meh' -- name: '{repeat} with turtle' - explanation: Repeat a line of code with `{repeat}`. - demo_code: '{repeat} 3 {times} {forward} 10' -8: -- name: '{print}' - explanation: Print something. Remember to use a quotation mark for literal printing. - demo_code: '{print} ''5 times 5 is '' 5 * 5' -- name: '{ask}' - explanation: Ask for the answer to a sum and check if it is correct. We can now print 2 lines. - demo_code: |- - answer = {ask} 'What is 5 plus 5?' - {if} answer {is} 10 - {print} 'Well done!' - {print} 'Indeed, the answer was ' answer - {else} - {print} 'Oops!' - {print} 'The answer is 10' -- name: '{repeat} with turtle' - explanation: Repeat multiple lines. - demo_code: |- - {repeat} 4 {times} - {turn} 90 - {forward} 50 -- name: '{pressed}' - explanation: Check whether a given key on the keyboard is `{pressed}`. - demo_code: |- - {if} a {is} {pressed} - {print} 'You pressed A!' - {else} - {print} 'You pressed another key!' -9: -- name: '{if} with multiple lines' - explanation: The answer of a sum of questions with `{ask}` and see if it is correct. Now we print out two lines. - demo_code: |- - answer = {ask} 'What is 10 plus 10?' - {if} answer {is} 20 - {print} 'Well done!!' - {print} 'The answer is indeed' answer - {else} - {print} 'Wrong' - {print} 'The answer is 20' -- name: '{repeat} with turtle' - explanation: Repeat multiple lines. - demo_code: |- - {repeat} 4 {times} - {turn} 90 - {forward} 50 -10: -- name: '{print}' - explanation: Print something. Remember to use a quotation mark for literal printing. - demo_code: '{print} ''5 times 5 is '' 5 * 5' -- name: '{for} with a list' - explanation: Print all things in a list. - demo_code: |- - animals {is} dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal -11: -- name: '{for} loop' - explanation: We can use `{for}` with a `{range}`. - demo_code: |- - {for} counter {in} {range} 1 {to} 5 - {print} counter -- name: '{ask}' - explanation: Ask for the answer to a sum and check if it is correct. We can now print 2 lines. - demo_code: |- - answer = {ask} 'What is 5 plus 5?' - {if} answer {is} 10 - {print} 'Well done!' - {print} 'Indeed, the answer was ' answer - {else} - {print} 'Oops!' - {print} 'The answer is 10' 12: - name: float directly explanation: Decimal numbers. @@ -231,78 +105,6 @@ demo_code: |- superheroes = 'Iron Man', 'Batman', 'Superman' {print} superheroes {at} {random} -13: -- name: '{and}' - explanation: Two parts both need to be correct. - demo_code: |- - answer1 = {ask} 'What is 3+2?' - answer2 = {ask} 'What is 2+2?' - {if} answer1 {is} 5 {and} answer2 {is} 4 - {print} 'Both answers are correct!' - {else} - {print} 'At least one answer is wrong!' -- name: '{or}' - explanation: At least 1 of the two parts need to be correct. If both are correct, it is also fine. - demo_code: |- - answer1 = {ask} 'What is 3+2?' - answer2 = {ask} 'What is 2+2?' - {if} answer1 {is} 5 {or} answer2 {is} 4 - {print} 'At least one answer is correct!' - {else} - {print} 'Both answers are wrong!' -14: -- name: Smaller - explanation: We use the `<` to check if the first number is smaller than the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age < 13 - {print} 'You are younger than me!' -- name: Bigger - explanation: We use the `>` to check if the first number is bigger than the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age > 13 - {print} 'You are older than me!' -- name: Equal - explanation: We use the `==` to check if two things are the same. - demo_code: |- - answer = {ask} 'What is 5 * 5?' - {if} answer == 25 - {print} 'That is correct!' -- name: Not equal - explanation: We use the `!=` to check if two things are not the same. - demo_code: |- - answer = {ask} 'What is 5 * 5?' - {if} answer != 25 - {print} 'That is not correct!' -- name: Smaller or equal - explanation: We use the `<=` to check if the first number is smaller than or equal to the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age <= 12 - {print} 'You are younger than me!' -- name: Bigger or equal - explanation: We use the `>=` to check if the first number is bigger than or equal to the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age >= 14 - {print} 'You are older than me!' -15: -- name: '{while}' - explanation: We can use the `{while}` loop with not equal. - demo_code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' -- name: Smaller {while} - explanation: We can also use the `{while}` loop with `<` and `>`. - demo_code: |- - count = 1 - {while} count < 3 - {print} 'We do this ' 3 - count ' more times' - count = count + 1 - {print} 'We are done' 16: - name: square brackets explanation: Lists with square brackets. @@ -321,47 +123,3 @@ fruit = ['banana', 'apple', 'cherry'] random_fruit = fruit[random] {print} random_fruit -17: -- name: '{elif}' - explanation: '`{elif}`' - demo_code: |- - a = 2 - {if} a == 1: - {print} 'a is 1' - {elif} a == 2: - {print} 'a is 2' - {else}: - {print} 'a is not 1 or 2' -- name: '{print}' - explanation: When we use a `{for}`, we need to put a `:` behind the `{for}` statement! - demo_code: |- - {for} i {in} {range} 1 {to} 12: - {print} i - {print} 'Ready or not, here I come!' -- name: '{if}' - explanation: We need to do the same with all of our `{if}` statements. - demo_code: |- - color = {ask} 'What is your favorite color?' - {if} color == 'green': - {print} 'Your favorite color is green' - {else}: - {print} 'Your favorite color is not green' -18: -- name: '{print}' - explanation: After `{print}` you need to use parentheses. - demo_code: '{print}(''hi!'')' -- name: '{range}' - explanation: After `{range}` you need to use parentheses. - demo_code: |- - {for} i {in} {range} (1,10): - {print}('Hello, times ', i) -- name: '{print} with var' - explanation: With `{print}` you need to use parentheses and commas if you print more items. - demo_code: |- - name = 'Hedy' - {print}('my name is ', name) -- name: ask something with {input} - explanation: Use `{input}` instead of `{ask}` to ask something. - demo_code: |- - name = {input}('What is your name?') - {print}('So your name is ', name) diff --git a/content/cheatsheets/uz.yaml b/content/cheatsheets/uz.yaml index 4618f42c21a..0967ef424bc 100644 --- a/content/cheatsheets/uz.yaml +++ b/content/cheatsheets/uz.yaml @@ -1,367 +1 @@ -1: -- name: '{print}' - explanation: Print something with `{print}`. - demo_code: '{print} Hello welcome to Hedy!' -- name: '{ask}' - explanation: Ask something with `{ask}`. - demo_code: '{ask} What is your favorite color?' -- name: '{echo}' - explanation: Repeat something using `{echo}`. - demo_code: |- - {ask} What is your favorite color? - {echo} so your favorite color is -- name: '{print} emojis' - explanation: Print an emoji with `{print}`. - demo_code: '{print} 🙋 🌍 ❗' -- name: '{forward}' - explanation: Draw a line with `{forward}`. - demo_code: '{forward} 100' -- name: '{turn}' - explanation: Turn the drawing turtle with `{turn}`. - demo_code: |- - {forward} 25 - {turn} {left} - {forward} 25 - {turn} {right} -2: -- name: '{is}' - explanation: Give a word a name to use in the program using `{is}`. You can choose the name yourself. - demo_code: |- - name {is} Hedy - {print} welcome name -- name: '{ask}' - explanation: Ask something with `{ask}`. Beware! You need to give the answer a name with `{is}`. - demo_code: |- - color {is} {ask} What is your favorite color? - {print} color is your favorite! -- name: '{sleep}' - explanation: With `{sleep}`, you can let Hedy pause for a (couple of) second(s). - demo_code: |- - {print} Let me think for one second... - {sleep} - {print} Hmm.. I need 3 more seconds... - {sleep} 3 - {print} Eureka! Ive got it! -- name: '{is} with turtle' - explanation: Give a number a name using `{is}`. You can choose the name yourself. - demo_code: |- - angle {is} 90 - {turn} angle - {forward} 100 -3: -- name: Choose random - explanation: Choose a random word from a group with `{at}` and `{random}`. - demo_code: |- - animals {is} dog, cat, kangaroo - {print} animals {at} {random} -- name: '{add}' - explanation: '`{add}` an item `{to_list}` a list.' - demo_code: |- - animals {is} cow, cat - {add} dog {to_list} animals -- name: '{remove}' - explanation: '`{remove}` an item `{from}` a list.' - demo_code: |- - animals {is} cat, dog, cow - {remove} dog {from} animals -4: -- name: '{print}' - explanation: Print exactly using quotation marks. - demo_code: '{print} ''Hello welcome to Hedy.''' -- name: '{is}' - explanation: Give a name to some text and `{print}` without quotation marks. - demo_code: |- - name {is} Hedy - {print} 'my name is ' name -- name: '{ask}' - explanation: Ask something with `{ask}`. - demo_code: |- - color {is} {ask} 'What is your favorite color?' - {print} color ' is your favorite!' -5: -- name: '{print}' - explanation: Print exactly using quotation marks. - demo_code: '{print} ''Hello welcome to Hedy.''' -- name: '{ask}' - explanation: Ask something with `{ask}`. - demo_code: |- - color {is} {ask} 'What is your favorite color?' - {print} color ' is your favorite!' -- name: '{if}' - explanation: Make a choice with `{if}`. - demo_code: |- - color {is} {ask} 'What is your favorite color?' - {if} color {is} green {print} 'pretty!' {else} {print} 'meh' -- name: '{if} with turtle' - explanation: Make a choice with `{if}`. - demo_code: |- - answer {is} {ask} 'How far should I walk?' - {if} answer {is} far {forward} 100 {else} {forward} 5 -- name: '{in}' - explanation: Check elements with `{in}`. - demo_code: |- - pretty_colors {is} green, yellow - color {is} {ask} 'What is your favorite color?' - {if} color {in} pretty_colors {print} 'pretty!' {else} {print} 'meh' -- name: '{pressed}' - explanation: Check whether a given key on the keyboard is `{pressed}`. - demo_code: '{if} a {is} {pressed} {print} ''You pressed A!'' {else} {print} ''You pressed another key!''' -6: -- name: '{print}' - explanation: Print exactly using quotation marks. - demo_code: '{print} ''5 times 5 is '' 5 * 5' -- name: '{ask}' - explanation: Ask for a calculation and check whether it is correct. - demo_code: |- - answer = {ask} 'What is 10 plus 10?' - {if} answer {is} 20 {print} 'Yes!' {else} {print} 'Oops' -- name: '`{ask}` and `{if}` with turtle' - explanation: Ask the user how many angles they want. - demo_code: |- - angles = {ask} 'How many angles?' - angle = 360 / angles - {forward} 50 -7: -- name: '{print}' - explanation: Print exactly using quotation marks. - demo_code: '{print} ''Hello welcome to Hedy.''' -- name: '{ask}' - explanation: Ask something with `{ask}`. - demo_code: |- - color = {ask} 'What is your favorite color?' - {print} color ' is your favorite!' -- name: '{if}' - explanation: Make a choice with `{if}`. - demo_code: |- - color = {ask} 'What is your favorite color?' - {if} color {is} green {print} 'pretty!' {else} {print} 'meh' -- name: '{repeat} with turtle' - explanation: Repeat a line of code with `{repeat}`. - demo_code: '{repeat} 3 {times} {forward} 10' -8: -- name: '{print}' - explanation: Print something. Remember to use a quotation mark for literal printing. - demo_code: '{print} ''5 times 5 is '' 5 * 5' -- name: '{ask}' - explanation: Ask for the answer to a sum and check if it is correct. We can now print 2 lines. - demo_code: |- - answer = {ask} 'What is 5 plus 5?' - {if} answer {is} 10 - {print} 'Well done!' - {print} 'Indeed, the answer was ' answer - {else} - {print} 'Oops!' - {print} 'The answer is 10' -- name: '{repeat} with turtle' - explanation: Repeat multiple lines. - demo_code: |- - {repeat} 4 {times} - {turn} 90 - {forward} 50 -- name: '{pressed}' - explanation: Check whether a given key on the keyboard is `{pressed}`. - demo_code: |- - {if} a {is} {pressed} - {print} 'You pressed A!' - {else} - {print} 'You pressed another key!' -9: -- name: '{if} with multiple lines' - explanation: The answer of a sum of questions with `{ask}` and see if it is correct. Now we print out two lines. - demo_code: |- - answer = {ask} 'What is 10 plus 10?' - {if} answer {is} 20 - {print} 'Well done!!' - {print} 'The answer is indeed' answer - {else} - {print} 'Wrong' - {print} 'The answer is 20' -- name: '{repeat} with turtle' - explanation: Repeat multiple lines. - demo_code: |- - {repeat} 4 {times} - {turn} 90 - {forward} 50 -10: -- name: '{print}' - explanation: Print something. Remember to use a quotation mark for literal printing. - demo_code: '{print} ''5 times 5 is '' 5 * 5' -- name: '{for} with a list' - explanation: Print all things in a list. - demo_code: |- - animals {is} dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal -11: -- name: '{for} loop' - explanation: We can use `{for}` with a `{range}`. - demo_code: |- - {for} counter {in} {range} 1 {to} 5 - {print} counter -- name: '{ask}' - explanation: Ask for the answer to a sum and check if it is correct. We can now print 2 lines. - demo_code: |- - answer = {ask} 'What is 5 plus 5?' - {if} answer {is} 10 - {print} 'Well done!' - {print} 'Indeed, the answer was ' answer - {else} - {print} 'Oops!' - {print} 'The answer is 10' -12: -- name: float directly - explanation: Decimal numbers. - demo_code: |- - {print} 'Calculate away!' - {print} 'Two and a half plus two and a half is...' - {print} 2.5 + 2.5 -- name: assign text - explanation: Text with quotation marks after `=` - demo_code: |- - name = 'Hedy the Robot' - {print} 'Hello ' name -- name: quotes after `{if}` comparison - explanation: Text with quotation marks after `{if}`. - demo_code: |- - name = {ask} 'Who are you?' - {if} name = 'Hedy' - {print} 'Hi there!' -- name: quotes in list - explanation: A list with quotation marks. - demo_code: |- - superheroes = 'Iron Man', 'Batman', 'Superman' - {print} superheroes {at} {random} -13: -- name: '{and}' - explanation: Two parts both need to be correct. - demo_code: |- - answer1 = {ask} 'What is 3+2?' - answer2 = {ask} 'What is 2+2?' - {if} answer1 {is} 5 {and} answer2 {is} 4 - {print} 'Both answers are correct!' - {else} - {print} 'At least one answer is wrong!' -- name: '{or}' - explanation: At least 1 of the two parts need to be correct. If both are correct, it is also fine. - demo_code: |- - answer1 = {ask} 'What is 3+2?' - answer2 = {ask} 'What is 2+2?' - {if} answer1 {is} 5 {or} answer2 {is} 4 - {print} 'At least one answer is correct!' - {else} - {print} 'Both answers are wrong!' -14: -- name: Smaller - explanation: We use the `<` to check if the first number is smaller than the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age < 13 - {print} 'You are younger than me!' -- name: Bigger - explanation: We use the `>` to check if the first number is bigger than the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age > 13 - {print} 'You are older than me!' -- name: Equal - explanation: We use the `==` to check if two things are the same. - demo_code: |- - answer = {ask} 'What is 5 * 5?' - {if} answer == 25 - {print} 'That is correct!' -- name: Not equal - explanation: We use the `!=` to check if two things are not the same. - demo_code: |- - answer = {ask} 'What is 5 * 5?' - {if} answer != 25 - {print} 'That is not correct!' -- name: Smaller or equal - explanation: We use the `<=` to check if the first number is smaller than or equal to the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age <= 12 - {print} 'You are younger than me!' -- name: Bigger or equal - explanation: We use the `>=` to check if the first number is bigger than or equal to the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age >= 14 - {print} 'You are older than me!' -15: -- name: '{while}' - explanation: We can use the `{while}` loop with not equal. - demo_code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' -- name: Smaller {while} - explanation: We can also use the `{while}` loop with `<` and `>`. - demo_code: |- - count = 1 - {while} count < 3 - {print} 'We do this ' 3 - count ' more times' - count = count + 1 - {print} 'We are done' -16: -- name: square brackets - explanation: Lists with square brackets. - demo_code: |- - fruit = ['apple', 'banana', 'cherry'] - {print} fruit -- name: Get an item from a list - explanation: To get an item from a list we use [number] so fruit[1] means, get the first fruit from the list! - demo_code: |- - fruit = ['banana', 'apple', 'cherry'] - firstfruit = fruit[1] - {print} firstfruit -- name: Get a random item from a list - explanation: To get a random item from a list we use [{random}] so fruit[{random}] means, get a random fruit from the list! - demo_code: |- - fruit = ['banana', 'apple', 'cherry'] - random_fruit = fruit[{random}] - {print} random_fruit -17: -- name: '{elif}' - explanation: '`{elif}`' - demo_code: |- - a = 2 - {if} a == 1: - {print} 'a is 1' - {elif} a == 2: - {print} 'a is 2' - {else}: - {print} 'a is not 1 or 2' -- name: '{print}' - explanation: When we use a `{for}`, we need to put a `:` behind the `{for}` statement! - demo_code: |- - {for} i {in} {range} 1 {to} 12: - {print} i - {print} 'Ready or not, here I come!' -- name: '{if}' - explanation: We need to do the same with all of our `{if}` statements. - demo_code: |- - color = {ask} 'What is your favorite color?' - {if} color == 'green': - {print} 'Your favorite color is green' - {else}: - {print} 'Your favorite color is not green' -18: -- name: '{print}' - explanation: After `{print}` you need to use parentheses. - demo_code: '{print}(''hi!'')' -- name: '{range}' - explanation: After `{range}` you need to use parentheses. - demo_code: |- - {for} i {in} {range} (1,10): - {print}('Hello, times ', i) -- name: '{print} with var' - explanation: With `{print}` you need to use parentheses and commas if you print more items. - demo_code: |- - name = 'Hedy' - {print}('my name is ', name) -- name: ask something with {input} - explanation: Use `{input}` instead of `{ask}` to ask something. - demo_code: |- - name = {input}('What is your name?') - {print}('So your name is ', name) +{} diff --git a/content/cheatsheets/vi.yaml b/content/cheatsheets/vi.yaml index 78424524f12..10df93e95c4 100644 --- a/content/cheatsheets/vi.yaml +++ b/content/cheatsheets/vi.yaml @@ -1,28 +1,3 @@ -1: -- name: '{print}' - explanation: Print something with `{print}`. - demo_code: '{print} Hello welcome to Hedy!' -- name: '{ask}' - explanation: Ask something with `{ask}`. - demo_code: '{ask} What is your favorite color?' -- name: '{echo}' - explanation: Repeat something using `{echo}`. - demo_code: |- - {ask} What is your favorite color? - {echo} so your favorite color is -- name: '{print} emojis' - explanation: Print an emoji with `{print}`. - demo_code: '{print} 🙋 🌍 ❗' -- name: '{forward}' - explanation: Draw a line with `{forward}`. - demo_code: '{forward} 100' -- name: '{turn}' - explanation: Turn the drawing turtle with `{turn}`. - demo_code: |- - {forward} 25 - {turn} {left} - {forward} 25 - {turn} {right} 2: - name: '{is}' explanation: Give a word a name to use in the program using `{is}`. You can choose the name yourself. @@ -48,36 +23,6 @@ angle {is} 90 {turn} angle {forward} 100 -3: -- name: Choose random - explanation: Choose a random word from a group with `{at}` and `{random}`. - demo_code: |- - animals {is} dog, cat, kangaroo - {print} animals {at} {random} -- name: '{add}' - explanation: '`{add}` an item `{to_list}` a list.' - demo_code: |- - animals {is} cow, cat - {add} dog {to_list} animals -- name: '{remove}' - explanation: '`{remove}` an item `{from}` a list.' - demo_code: |- - animals {is} cat, dog, cow - {remove} dog {from} animals -4: -- name: '{print}' - explanation: Print exactly using quotation marks. - demo_code: '{print} ''Hello welcome to Hedy.''' -- name: '{is}' - explanation: Give a name to some text and `{print}` without quotation marks. - demo_code: |- - name {is} Hedy - {print} 'my name is ' name -- name: '{ask}' - explanation: Ask something with `{ask}`. - demo_code: |- - color {is} {ask} 'What is your favorite color?' - {print} color ' is your favorite!' 5: - name: '{print}' explanation: Print exactly using quotation marks. @@ -121,93 +66,6 @@ angles = {ask} 'How many angles?' angle = 360 / angles {forward} 50 -7: -- name: '{print}' - explanation: Print exactly using quotation marks. - demo_code: '{print} ''Hello welcome to Hedy.''' -- name: '{ask}' - explanation: Ask something with `{ask}`. - demo_code: |- - color = {ask} 'What is your favorite color?' - {print} color ' is your favorite!' -- name: '{if}' - explanation: Make a choice with `{if}`. - demo_code: |- - color = {ask} 'What is your favorite color?' - {if} color {is} green {print} 'pretty!' {else} {print} 'meh' -- name: '{repeat} with turtle' - explanation: Repeat a line of code with `{repeat}`. - demo_code: '{repeat} 3 {times} {forward} 10' -8: -- name: '{print}' - explanation: Print something. Remember to use a quotation mark for literal printing. - demo_code: '{print} ''5 times 5 is '' 5 * 5' -- name: '{ask}' - explanation: Ask for the answer to a sum and check if it is correct. We can now print 2 lines. - demo_code: |- - answer = {ask} 'What is 5 plus 5?' - {if} answer {is} 10 - {print} 'Well done!' - {print} 'Indeed, the answer was ' answer - {else} - {print} 'Oops!' - {print} 'The answer is 10' -- name: '{repeat} with turtle' - explanation: Repeat multiple lines. - demo_code: |- - {repeat} 4 {times} - {turn} 90 - {forward} 50 -- name: '{pressed}' - explanation: Check whether a given key on the keyboard is `{pressed}`. - demo_code: |- - {if} a {is} {pressed} - {print} 'You pressed A!' - {else} - {print} 'You pressed another key!' -9: -- name: '{if} with multiple lines' - explanation: The answer of a sum of questions with `{ask}` and see if it is correct. Now we print out two lines. - demo_code: |- - answer = {ask} 'What is 10 plus 10?' - {if} answer {is} 20 - {print} 'Well done!!' - {print} 'The answer is indeed' answer - {else} - {print} 'Wrong' - {print} 'The answer is 20' -- name: '{repeat} with turtle' - explanation: Repeat multiple lines. - demo_code: |- - {repeat} 4 {times} - {turn} 90 - {forward} 50 -10: -- name: '{print}' - explanation: Print something. Remember to use a quotation mark for literal printing. - demo_code: '{print} ''5 times 5 is '' 5 * 5' -- name: '{for} with a list' - explanation: Print all things in a list. - demo_code: |- - animals {is} dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal -11: -- name: '{for} loop' - explanation: We can use `{for}` with a `{range}`. - demo_code: |- - {for} counter {in} {range} 1 {to} 5 - {print} counter -- name: '{ask}' - explanation: Ask for the answer to a sum and check if it is correct. We can now print 2 lines. - demo_code: |- - answer = {ask} 'What is 5 plus 5?' - {if} answer {is} 10 - {print} 'Well done!' - {print} 'Indeed, the answer was ' answer - {else} - {print} 'Oops!' - {print} 'The answer is 10' 12: - name: float directly explanation: Decimal numbers. @@ -231,78 +89,6 @@ demo_code: |- superheroes = 'Iron Man', 'Batman', 'Superman' {print} superheroes {at} {random} -13: -- name: '{and}' - explanation: Two parts both need to be correct. - demo_code: |- - answer1 = {ask} 'What is 3+2?' - answer2 = {ask} 'What is 2+2?' - {if} answer1 {is} 5 {and} answer2 {is} 4 - {print} 'Both answers are correct!' - {else} - {print} 'At least one answer is wrong!' -- name: '{or}' - explanation: At least 1 of the two parts need to be correct. If both are correct, it is also fine. - demo_code: |- - answer1 = {ask} 'What is 3+2?' - answer2 = {ask} 'What is 2+2?' - {if} answer1 {is} 5 {or} answer2 {is} 4 - {print} 'At least one answer is correct!' - {else} - {print} 'Both answers are wrong!' -14: -- name: Smaller - explanation: We use the `<` to check if the first number is smaller than the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age < 13 - {print} 'You are younger than me!' -- name: Bigger - explanation: We use the `>` to check if the first number is bigger than the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age > 13 - {print} 'You are older than me!' -- name: Equal - explanation: We use the `==` to check if two things are the same. - demo_code: |- - answer = {ask} 'What is 5 * 5?' - {if} answer == 25 - {print} 'That is correct!' -- name: Not equal - explanation: We use the `!=` to check if two things are not the same. - demo_code: |- - answer = {ask} 'What is 5 * 5?' - {if} answer != 25 - {print} 'That is not correct!' -- name: Smaller or equal - explanation: We use the `<=` to check if the first number is smaller than or equal to the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age <= 12 - {print} 'You are younger than me!' -- name: Bigger or equal - explanation: We use the `>=` to check if the first number is bigger than or equal to the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age >= 14 - {print} 'You are older than me!' -15: -- name: '{while}' - explanation: We can use the `{while}` loop with not equal. - demo_code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' -- name: Smaller {while} - explanation: We can also use the `{while}` loop with `<` and `>`. - demo_code: |- - count = 1 - {while} count < 3 - {print} 'We do this ' 3 - count ' more times' - count = count + 1 - {print} 'We are done' 16: - name: square brackets explanation: Lists with square brackets. @@ -321,47 +107,3 @@ fruit = ['banana', 'apple', 'cherry'] random_fruit = fruit[{random}] {print} random_fruit -17: -- name: '{elif}' - explanation: '`{elif}`' - demo_code: |- - a = 2 - {if} a == 1: - {print} 'a is 1' - {elif} a == 2: - {print} 'a is 2' - {else}: - {print} 'a is not 1 or 2' -- name: '{print}' - explanation: When we use a `{for}`, we need to put a `:` behind the `{for}` statement! - demo_code: |- - {for} i {in} {range} 1 {to} 12: - {print} i - {print} 'Ready or not, here I come!' -- name: '{if}' - explanation: We need to do the same with all of our `{if}` statements. - demo_code: |- - color = {ask} 'What is your favorite color?' - {if} color == 'green': - {print} 'Your favorite color is green' - {else}: - {print} 'Your favorite color is not green' -18: -- name: '{print}' - explanation: After `{print}` you need to use parentheses. - demo_code: '{print}(''hi!'')' -- name: '{range}' - explanation: After `{range}` you need to use parentheses. - demo_code: |- - {for} i {in} {range} (1,10): - {print}('Hello, times ', i) -- name: '{print} with var' - explanation: With `{print}` you need to use parentheses and commas if you print more items. - demo_code: |- - name = 'Hedy' - {print}('my name is ', name) -- name: ask something with {input} - explanation: Use `{input}` instead of `{ask}` to ask something. - demo_code: |- - name = {input}('What is your name?') - {print}('So your name is ', name) diff --git a/content/cheatsheets/zh_Hant.yaml b/content/cheatsheets/zh_Hant.yaml index 3d4bc7bc842..dd0863496fe 100644 --- a/content/cheatsheets/zh_Hant.yaml +++ b/content/cheatsheets/zh_Hant.yaml @@ -121,93 +121,6 @@ angles = {ask} 'How many angles?' angle = 360 / angles {forward} 50 -7: -- name: '{print}' - explanation: Print exactly using quotation marks. - demo_code: '{print} ''Hello welcome to Hedy.''' -- name: '{ask}' - explanation: Ask something with `{ask}`. - demo_code: |- - color = {ask} 'What is your favorite color?' - {print} color ' is your favorite!' -- name: '{if}' - explanation: Make a choice with `{if}`. - demo_code: |- - color = {ask} 'What is your favorite color?' - {if} color {is} green {print} 'pretty!' {else} {print} 'meh' -- name: '{repeat} with turtle' - explanation: Repeat a line of code with `{repeat}`. - demo_code: '{repeat} 3 {times} {forward} 10' -8: -- name: '{print}' - explanation: Print something. Remember to use a quotation mark for literal printing. - demo_code: '{print} ''5 times 5 is '' 5 * 5' -- name: '{ask}' - explanation: Ask for the answer to a sum and check if it is correct. We can now print 2 lines. - demo_code: |- - answer = {ask} 'What is 5 plus 5?' - {if} answer {is} 10 - {print} 'Well done!' - {print} 'Indeed, the answer was ' answer - {else} - {print} 'Oops!' - {print} 'The answer is 10' -- name: '{repeat} with turtle' - explanation: Repeat multiple lines. - demo_code: |- - {repeat} 4 {times} - {turn} 90 - {forward} 50 -- name: '{pressed}' - explanation: Check whether a given key on the keyboard is `{pressed}`. - demo_code: |- - {if} a {is} {pressed} - {print} 'You pressed A!' - {else} - {print} 'You pressed another key!' -9: -- name: '{if} with multiple lines' - explanation: The answer of a sum of questions with `{ask}` and see if it is correct. Now we print out two lines. - demo_code: |- - answer = {ask} 'What is 10 plus 10?' - {if} answer {is} 20 - {print} 'Well done!!' - {print} 'The answer is indeed' answer - {else} - {print} 'Wrong' - {print} 'The answer is 20' -- name: '{repeat} with turtle' - explanation: Repeat multiple lines. - demo_code: |- - {repeat} 4 {times} - {turn} 90 - {forward} 50 -10: -- name: '{print}' - explanation: Print something. Remember to use a quotation mark for literal printing. - demo_code: '{print} ''5 times 5 is '' 5 * 5' -- name: '{for} with a list' - explanation: Print all things in a list. - demo_code: |- - animals {is} dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal -11: -- name: '{for} loop' - explanation: We can use `{for}` with a `{range}`. - demo_code: |- - {for} counter {in} {range} 1 {to} 5 - {print} counter -- name: '{ask}' - explanation: Ask for the answer to a sum and check if it is correct. We can now print 2 lines. - demo_code: |- - answer = {ask} 'What is 5 plus 5?' - {if} answer {is} 10 - {print} 'Well done!' - {print} 'Indeed, the answer was ' answer - {else} - {print} 'Oops!' - {print} 'The answer is 10' 12: - name: float directly explanation: Decimal numbers. @@ -231,78 +144,6 @@ demo_code: |- superheroes = 'Iron Man', 'Batman', 'Superman' {print} superheroes {at} {random} -13: -- name: '{and}' - explanation: Two parts both need to be correct. - demo_code: |- - answer1 = {ask} 'What is 3+2?' - answer2 = {ask} 'What is 2+2?' - {if} answer1 {is} 5 {and} answer2 {is} 4 - {print} 'Both answers are correct!' - {else} - {print} 'At least one answer is wrong!' -- name: '{or}' - explanation: At least 1 of the two parts need to be correct. If both are correct, it is also fine. - demo_code: |- - answer1 = {ask} 'What is 3+2?' - answer2 = {ask} 'What is 2+2?' - {if} answer1 {is} 5 {or} answer2 {is} 4 - {print} 'At least one answer is correct!' - {else} - {print} 'Both answers are wrong!' -14: -- name: Smaller - explanation: We use the `<` to check if the first number is smaller than the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age < 13 - {print} 'You are younger than me!' -- name: Bigger - explanation: We use the `>` to check if the first number is bigger than the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age > 13 - {print} 'You are older than me!' -- name: Equal - explanation: We use the `==` to check if two things are the same. - demo_code: |- - answer = {ask} 'What is 5 * 5?' - {if} answer == 25 - {print} 'That is correct!' -- name: Not equal - explanation: We use the `!=` to check if two things are not the same. - demo_code: |- - answer = {ask} 'What is 5 * 5?' - {if} answer != 25 - {print} 'That is not correct!' -- name: Smaller or equal - explanation: We use the `<=` to check if the first number is smaller than or equal to the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age <= 12 - {print} 'You are younger than me!' -- name: Bigger or equal - explanation: We use the `>=` to check if the first number is bigger than or equal to the second number. - demo_code: |- - age = {ask} 'How old are you?' - {if} age >= 14 - {print} 'You are older than me!' -15: -- name: '{while}' - explanation: We can use the `{while}` loop with not equal. - demo_code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' -- name: Smaller {while} - explanation: We can also use the `{while}` loop with `<` and `>`. - demo_code: |- - count = 1 - {while} count < 3 - {print} 'We do this ' 3 - count ' more times' - count = count + 1 - {print} 'We are done' 16: - name: square brackets explanation: Lists with square brackets. @@ -321,47 +162,3 @@ fruit = ['banana', 'apple', 'cherry'] random_fruit = fruit[{random}] {print} random_fruit -17: -- name: '{elif}' - explanation: '`{elif}`' - demo_code: |- - a = 2 - {if} a == 1: - {print} 'a is 1' - {elif} a == 2: - {print} 'a is 2' - {else}: - {print} 'a is not 1 or 2' -- name: '{print}' - explanation: When we use a `{for}`, we need to put a `:` behind the `{for}` statement! - demo_code: |- - {for} i {in} {range} 1 {to} 12: - {print} i - {print} 'Ready or not, here I come!' -- name: '{if}' - explanation: We need to do the same with all of our `{if}` statements. - demo_code: |- - color = {ask} 'What is your favorite color?' - {if} color == 'green': - {print} 'Your favorite color is green' - {else}: - {print} 'Your favorite color is not green' -18: -- name: '{print}' - explanation: After `{print}` you need to use parentheses. - demo_code: '{print}(''hi!'')' -- name: '{range}' - explanation: After `{range}` you need to use parentheses. - demo_code: |- - {for} i {in} {range} (1,10): - {print}('Hello, times ', i) -- name: '{print} with var' - explanation: With `{print}` you need to use parentheses and commas if you print more items. - demo_code: |- - name = 'Hedy' - {print}('my name is ', name) -- name: ask something with {input} - explanation: Use `{input}` instead of `{ask}` to ask something. - demo_code: |- - name = {input}('What is your name?') - {print}('So your name is ', name) diff --git a/content/client-messages/ar.yaml b/content/client-messages/ar.yaml index f74a76f7a3b..87a5d0a7599 100644 --- a/content/client-messages/ar.yaml +++ b/content/client-messages/ar.yaml @@ -16,10 +16,3 @@ Transpile_success: - لقد قمت بعمل رائع! Transpile_warning: تحذير! Unsaved_Changes: لديك برنامج غير محفوظ. هل تريد المغادرة دون حفظه؟ -dice: 🎲 -fortune: 🔮, ✨ -haunted: 🦇, 👻, 🎃 -restaurant: 🍣, 🍕, 🍔 -rock: ✂️, 📜, 🗻 -songs: 🎵,🎶 -turtle: 🐢 diff --git a/content/client-messages/bg.yaml b/content/client-messages/bg.yaml index 697c2aa1e73..67bb7262b55 100644 --- a/content/client-messages/bg.yaml +++ b/content/client-messages/bg.yaml @@ -4,22 +4,7 @@ Empty_output: Кодът работи, но няма нищо за принти Errors_found: Допусна грешка! Не се тревожи, ние успяхме да изпълним програмата Execute_error: Нещо се обърка при изпълнението на програмата. Other_error: Ой! Май имаме някаква грешка в кода. -Program_repair: This could be the correct code, can you fix it? Program_too_long: Птограмата ти се изпълнява прекалено дълго време... ServerError: Написал(а) си код, който не очаквахме. Помогни ни и ни изпрати имейл на hello@hedy.org с името на нивото, в което заседна. Предварително благодарим! Transpile_error: Програмата ти не може да бъде изпълнена. -Transpile_success: -- Good job! -- Amazing! -- Well done! -- Excellent! -- You did great! Transpile_warning: Внимание! -Unsaved_Changes: You have an unsaved program. Do you want to leave without saving it? -dice: 🎲 -fortune: 🔮, ✨ -haunted: 🦇, 👻, 🎃 -restaurant: 🍣, 🍕, 🍔 -rock: ✂️, 📜, 🗻 -songs: 🎵,🎶 -turtle: 🐢 diff --git a/content/client-messages/bn.yaml b/content/client-messages/bn.yaml index 6acd7b0a47e..0967ef424bc 100644 --- a/content/client-messages/bn.yaml +++ b/content/client-messages/bn.yaml @@ -1,25 +1 @@ -CheckInternet: Check whether your Internet connection is working. -Connection_error: We couldn't reach the server. -Empty_output: This code works but does not print anything. Add a print command to your code or use the turtle to get output. -Errors_found: You made a mistake! Don't worry, Hedy is trying to find the mistakes -Execute_error: Something went wrong while running the program. -Other_error: Oops! Maybe we made a little mistake. -Program_repair: This could be the correct code, can you fix it? -Program_too_long: Your program takes too long to run. -ServerError: You wrote a program we weren't expecting. If you want to help, send us an email with the level and your program at hello@hedy.org. In the meantime, try something a little different and take another look at the examples. Thanks! -Transpile_error: We can't run your program. -Transpile_success: -- Good job! -- Amazing! -- Well done! -- Excellent! -- You did great! -Transpile_warning: Warning! -Unsaved_Changes: You have an unsaved program. Do you want to leave without saving it? -dice: 🎲 -fortune: 🔮, ✨ -haunted: 🦇, 👻, 🎃 -restaurant: 🍣, 🍕, 🍔 -rock: ✂️, 📜, 🗻 -songs: 🎵,🎶 -turtle: 🐢 +{} diff --git a/content/client-messages/ca.yaml b/content/client-messages/ca.yaml index 977de95e3ef..f9c9ce9fa27 100644 --- a/content/client-messages/ca.yaml +++ b/content/client-messages/ca.yaml @@ -16,10 +16,4 @@ Transpile_success: - Ho has fet genial! Transpile_warning: Vigila! Unsaved_Changes: Tens un programa sense desar. Vols marxar sense desar-lo? -dice: 🎲 -fortune: 🔮, ✨ -haunted: 🦇, 👻, 🎃 -restaurant: 🍣, 🍕, 🍔 -rock: ✂️, 📜, 🗻 songs: 🎵, 🎶 -turtle: 🐢 diff --git a/content/client-messages/cs.yaml b/content/client-messages/cs.yaml index a338ff3d520..a085d299582 100644 --- a/content/client-messages/cs.yaml +++ b/content/client-messages/cs.yaml @@ -1,7 +1,6 @@ CheckInternet: Prosím, zkontroluj své připojení k Internetu. Connection_error: Nelze se připojit k serveru. Empty_output: Tento kód funguje, ale nemá žádný výstup. Použij příkaz print do kódu nebo použij želvu k získání výstupu. -Errors_found: You made a mistake! Don't worry, Hedy is trying to find the mistakes Execute_error: Při provádění programu se něco pokazilo. Other_error: Jejda! Asi jsme někde udělali menší chybu. Program_repair: Tohle by mohl být správný zápis kódu, můžeš to opravit? @@ -16,10 +15,3 @@ Transpile_success: - Vedeš si výborně! Transpile_warning: Pozor! Unsaved_Changes: Tvůj program není uložený. Chceš odejít bez uložení? -dice: 🎲 -fortune: 🔮, ✨ -haunted: 🦇, 👻, 🎃 -restaurant: 🍣, 🍕, 🍔 -rock: ✂️, 📜, 🗻 -songs: 🎵,🎶 -turtle: 🐢 diff --git a/content/client-messages/cy.yaml b/content/client-messages/cy.yaml index d391871a33e..4a247fc2323 100644 --- a/content/client-messages/cy.yaml +++ b/content/client-messages/cy.yaml @@ -1,7 +1,6 @@ CheckInternet: Edrychwch os yw eich cysylltiad rhyngrwyd yn gweithio'n iawn. Connection_error: Ni allem gyrraedd y gweinydd. Empty_output: Mae'r cod hwn yn gweithio ond nid yw'n argraffu unrhyw beth. Ychwanegwch orchymyn argraffu i'ch cod neu defnyddiwch y crwban i gael allbwn. -Errors_found: You made a mistake! Don't worry, Hedy is trying to find the mistakes Execute_error: Aeth rhywbeth o'i le wrth redeg y rhaglen. Other_error: Ŵps! Efallai ein bod wedi gwneud camgymeriad bach. Program_repair: Gallai hwn fod y cod cywir, allwch chi ei drwsio? @@ -16,10 +15,3 @@ Transpile_success: - Fe wnaethoch chi waith gwych! Transpile_warning: Rhybudd! Unsaved_Changes: Mae gennych raglen heb ei chadw. Ydych chi eisiau gadael heb ei arbed? -dice: 🎲 -fortune: 🔮, ✨ -haunted: 🦇, 👻, 🎃 -restaurant: 🍣, 🍕, 🍔 -rock: ✂️, 📜, 🗻 -songs: 🎵,🎶 -turtle: 🐢 diff --git a/content/client-messages/da.yaml b/content/client-messages/da.yaml index 5ee2cb1f655..4bd206ca4f2 100644 --- a/content/client-messages/da.yaml +++ b/content/client-messages/da.yaml @@ -16,10 +16,3 @@ Transpile_success: - Flot gjort! Transpile_warning: Advarsel! Unsaved_Changes: Dit program er ikke gemt. Vil du afslutte uden at gemme det? -dice: 🎲 -fortune: 🔮, ✨ -haunted: 🦇, 👻, 🎃 -restaurant: 🍣, 🍕, 🍔 -rock: ✂️, 📜, 🗻 -songs: 🎵,🎶 -turtle: 🐢 diff --git a/content/client-messages/de.yaml b/content/client-messages/de.yaml index b7241ce8b37..3895c602242 100644 --- a/content/client-messages/de.yaml +++ b/content/client-messages/de.yaml @@ -16,10 +16,3 @@ Transpile_success: - Das hast du großartig gemacht! Transpile_warning: Warnung! Unsaved_Changes: Du hast ein nicht gespeichertes Programm. Möchtest du es verwerfen, ohne zu speichern? -dice: 🎲 -fortune: 🔮, ✨ -haunted: 🦇, 👻, 🎃 -restaurant: 🍣, 🍕, 🍔 -rock: ✂️, 📜, 🗻 -songs: 🎵,🎶 -turtle: 🐢 diff --git a/content/client-messages/el.yaml b/content/client-messages/el.yaml index 4cdd0860087..01a0abbe6ff 100644 --- a/content/client-messages/el.yaml +++ b/content/client-messages/el.yaml @@ -1,7 +1,6 @@ CheckInternet: Ρίξε μια ματιά αν η σύνδεση σου στο Διαδίκτυο δουλεύει σωστά. Connection_error: Δεν μπορέσαμε να βρούμε το διακομιστή. Empty_output: Αυτός ο κώδικας λειτουργεί αλλά δεν εμφανίζει κάτι. Πρόσθεσε μια εντολή εμφάνισης στον κώδικά σου ή χρησιμοποίησε τη χελώνα για να έχεις έξοδο. -Errors_found: You made a mistake! Don't worry, Hedy is trying to find the mistakes Execute_error: Κάτι πήγε στραβά όσο εκτελούσαμε το πρόγραμμα. Other_error: Ουπς! Ίσως να κάναμε κάποιο λαθάκι. Program_repair: Αυτός μπορεί να είναι ο σωστός κώδικας, μπορείς να τον διορθώσεις; @@ -16,10 +15,3 @@ Transpile_success: - Τα πήγες υπέροχα! Transpile_warning: Προσοχή! Unsaved_Changes: Έχεις ένα μη αποθηκευμένο πρόγραμμα. Θέλεις να αποχωρήσεις χωρίς να το αποθηκεύσεις; -dice: 🎲 -fortune: 🔮, ✨ -haunted: 🦇, 👻, 🎃 -restaurant: 🍣, 🍕, 🍔 -rock: ✂️, 📜, 🗻 -songs: 🎵,🎶 -turtle: 🐢 diff --git a/content/client-messages/eo.yaml b/content/client-messages/eo.yaml index 892281cdc10..0a1b050e89f 100644 --- a/content/client-messages/eo.yaml +++ b/content/client-messages/eo.yaml @@ -1,7 +1,6 @@ CheckInternet: Kontrolu, ĉu via Interreta konekto funkcias ĝuste. Connection_error: Ni ne povis atingi la servilon. Empty_output: Tiu kodo funkcias sed presas nenion. Enmetu presan komandon en vian kodon, aŭ uzu la testudon por vidi ion. -Errors_found: You made a mistake! Don't worry, Hedy is trying to find the mistakes Execute_error: Io misfunkciis dum rulado de la programo. Other_error: Ho! Eble ni iomete eraris. Program_repair: Tio povus esti la ĝusta kodo; ĉu vi povas ripari ĝin? @@ -16,10 +15,3 @@ Transpile_success: - Vi bonege faris! Transpile_warning: Atentu! Unsaved_Changes: Via programo estas ne konservita. Ĉu vi volas foriri sen konservi ĝin? -dice: 🎲 -fortune: 🔮, ✨ -haunted: 🦇, 👻, 🎃 -restaurant: 🍣, 🍕, 🍔 -rock: ✂️, 📜, 🗻 -songs: 🎵,🎶 -turtle: 🐢 diff --git a/content/client-messages/es.yaml b/content/client-messages/es.yaml index e9bce8c79f1..ef24519c83e 100644 --- a/content/client-messages/es.yaml +++ b/content/client-messages/es.yaml @@ -16,10 +16,3 @@ Transpile_success: - ¡Lo hiciste genial! Transpile_warning: ¡Cuidado! Unsaved_Changes: Tu programa no se ha guardado. ¿Deseas irte sin guardarlo? -dice: 🎲 -fortune: 🔮, ✨ -haunted: 🦇, 👻, 🎃 -restaurant: 🍣, 🍕, 🍔 -rock: ✂️, 📜, 🗻 -songs: 🎵,🎶 -turtle: 🐢 diff --git a/content/client-messages/et.yaml b/content/client-messages/et.yaml index 625cdcfe134..eba75190aff 100644 --- a/content/client-messages/et.yaml +++ b/content/client-messages/et.yaml @@ -1,7 +1,6 @@ CheckInternet: Kontrolli kas su internetiühendus töötab korralikult. Connection_error: Me ei saanud serveriga ühendust. Empty_output: See programm töötab, aga ei kirjuta midagi ekraanile. Lisa printimise käsk oma koodi või kasuta kilpkonna, et saada väljundit. -Errors_found: You made a mistake! Don't worry, Hedy is trying to find the mistakes Execute_error: Midagi läks programmi käivitamisel valesti. Other_error: Oih! Võib-olla me tegime programmis väikese vea. Program_repair: See programm saaks olla õige, kas sa oskad seda parandada? @@ -16,10 +15,3 @@ Transpile_success: - Väga väga tubli! Transpile_warning: Hoiatus! Unsaved_Changes: Sinu programm ei ole salvestatud. Kas sa tahad lahkuda ilma seda salvestamata? -dice: 🎲 -fortune: 🔮, ✨ -haunted: 🦇, 👻, 🎃 -restaurant: 🍣, 🍕, 🍔 -rock: ✂️, 📜, 🗻 -songs: 🎵,🎶 -turtle: 🐢 diff --git a/content/client-messages/fa.yaml b/content/client-messages/fa.yaml index 5542ce1ca4c..adb055f01bb 100644 --- a/content/client-messages/fa.yaml +++ b/content/client-messages/fa.yaml @@ -1,12 +1,10 @@ CheckInternet: ببین آیا اتصال اینترنت شما به درستی کار می کند. Connection_error: نمیتونیم به سرور دسترسی داشته باشیم. Empty_output: این کد کار می کند اما چیزی را چاپ نمی کند. یک دستور چاپ را به کد خود اضافه کن یا از لاک پشت برای خروجی استفاده کن. -Errors_found: You made a mistake! Don't worry, Hedy is trying to find the mistakes Execute_error: هنگام اجرای برنامه مشکلی پیش آمد. Other_error: اوه! ممکنه ما یک اشتباه کوچکی کردیم. Program_repair: این میتونه کد صحیح باشه، میتونی درستش کنی؟ Program_too_long: اجرای برنامه ات خیلی طول می کشه. -ServerError: You wrote a program we weren't expecting. If you want to help, send us an email with the level and your program at hello@hedy.org. In the meantime, try something a little different and take another look at the examples. Thanks! Transpile_error: نمیتونی برنامه ات را اجرا کنی. Transpile_success: - آفرین! @@ -16,10 +14,3 @@ Transpile_success: - کارت عالی بود! Transpile_warning: هشدار! Unsaved_Changes: یک برنامه ذخیره نشده داری. آیا می خواهی بدون ذخیره آن را ترک کنی؟ -dice: 🎲 -fortune: 🔮, ✨ -haunted: 🦇, 👻, 🎃 -restaurant: 🍣, 🍕, 🍔 -rock: ✂️, 📜, 🗻 -songs: 🎵,🎶 -turtle: 🐢 diff --git a/content/client-messages/fi.yaml b/content/client-messages/fi.yaml index 6acd7b0a47e..0967ef424bc 100644 --- a/content/client-messages/fi.yaml +++ b/content/client-messages/fi.yaml @@ -1,25 +1 @@ -CheckInternet: Check whether your Internet connection is working. -Connection_error: We couldn't reach the server. -Empty_output: This code works but does not print anything. Add a print command to your code or use the turtle to get output. -Errors_found: You made a mistake! Don't worry, Hedy is trying to find the mistakes -Execute_error: Something went wrong while running the program. -Other_error: Oops! Maybe we made a little mistake. -Program_repair: This could be the correct code, can you fix it? -Program_too_long: Your program takes too long to run. -ServerError: You wrote a program we weren't expecting. If you want to help, send us an email with the level and your program at hello@hedy.org. In the meantime, try something a little different and take another look at the examples. Thanks! -Transpile_error: We can't run your program. -Transpile_success: -- Good job! -- Amazing! -- Well done! -- Excellent! -- You did great! -Transpile_warning: Warning! -Unsaved_Changes: You have an unsaved program. Do you want to leave without saving it? -dice: 🎲 -fortune: 🔮, ✨ -haunted: 🦇, 👻, 🎃 -restaurant: 🍣, 🍕, 🍔 -rock: ✂️, 📜, 🗻 -songs: 🎵,🎶 -turtle: 🐢 +{} diff --git a/content/client-messages/fr.yaml b/content/client-messages/fr.yaml index 9545c8eac90..c55eb1724cf 100644 --- a/content/client-messages/fr.yaml +++ b/content/client-messages/fr.yaml @@ -16,10 +16,3 @@ Transpile_success: - Tu as fait du bon travail ! Transpile_warning: Attention ! Unsaved_Changes: Le programme en cours n'a pas été sauvegardé. Souhaites-tu vraiment quitter sans le sauvegarder ? -dice: 🎲 -fortune: 🔮, ✨ -haunted: 🦇, 👻, 🎃 -restaurant: 🍣, 🍕, 🍔 -rock: ✂️, 📜, 🗻 -songs: 🎵,🎶 -turtle: 🐢 diff --git a/content/client-messages/fr_CA.yaml b/content/client-messages/fr_CA.yaml index 9545c8eac90..c55eb1724cf 100644 --- a/content/client-messages/fr_CA.yaml +++ b/content/client-messages/fr_CA.yaml @@ -16,10 +16,3 @@ Transpile_success: - Tu as fait du bon travail ! Transpile_warning: Attention ! Unsaved_Changes: Le programme en cours n'a pas été sauvegardé. Souhaites-tu vraiment quitter sans le sauvegarder ? -dice: 🎲 -fortune: 🔮, ✨ -haunted: 🦇, 👻, 🎃 -restaurant: 🍣, 🍕, 🍔 -rock: ✂️, 📜, 🗻 -songs: 🎵,🎶 -turtle: 🐢 diff --git a/content/client-messages/fy.yaml b/content/client-messages/fy.yaml index 453b36f6751..e7f9c64dbd5 100644 --- a/content/client-messages/fy.yaml +++ b/content/client-messages/fy.yaml @@ -1,25 +1,8 @@ CheckInternet: Wolst eefkes kontrolearje oft dyn internet it noch wol docht. Connection_error: Der is in ferbiningsprobleem. It leit fêst oan ús, mar miskien docht dyn internet it eefkes net. -Empty_output: This code works but does not print anything. Add a print command to your code or use the turtle to get output. -Errors_found: You made a mistake! Don't worry, Hedy is trying to find the mistakes Execute_error: It draaien fan de koade gong niet hielendal goed. Other_error: Krammele! Dat gong net goed, wy ha sels fêst in programmearflater makke. -Program_repair: This could be the correct code, can you fix it? -Program_too_long: Your program takes too long to run. ServerError: Hast in programma skreaun dat wy net ferwachte hienen. Ast ús helpe wolst, stjoer ús dan in mailtsje mei in level en dyn programma nei hello@hedy.org. Besykje dyn programma in bytsje oan te passen om fierder te gean en sjochris nei de foarbylden. Dankewol! Transpile_error: Dyn koade wie net hielendal goed. -Transpile_success: -- Good job! -- Amazing! -- Well done! -- Excellent! -- You did great! Transpile_warning: Tink derom! Unsaved_Changes: Dyn programma is net bewarre. Wolst fuortgean sûnder it te bewarjen? -dice: 🎲 -fortune: 🔮, ✨ -haunted: 🦇, 👻, 🎃 -restaurant: 🍣, 🍕, 🍔 -rock: ✂️, 📜, 🗻 -songs: 🎵,🎶 -turtle: 🐢 diff --git a/content/client-messages/he.yaml b/content/client-messages/he.yaml index 9691ddf4526..28a6fce1cc1 100644 --- a/content/client-messages/he.yaml +++ b/content/client-messages/he.yaml @@ -16,10 +16,3 @@ Transpile_success: - היית מעולה! Transpile_warning: אזהרה! Unsaved_Changes: יש לך תכנית שלא נשמרה. האם ברצונך לעזוב בלי לשמור אותה? -dice: 🎲 -fortune: 🔮, ✨ -haunted: 🦇, 👻, 🎃 -restaurant: 🍣, 🍕, 🍔 -rock: ✂️, 📜, 🗻 -songs: 🎵,🎶 -turtle: 🐢 diff --git a/content/client-messages/hi.yaml b/content/client-messages/hi.yaml index 4126482be21..e89fd7b4d99 100644 --- a/content/client-messages/hi.yaml +++ b/content/client-messages/hi.yaml @@ -16,10 +16,3 @@ Transpile_success: - आपने बहुत अच्छा किया! Transpile_warning: चेतावनी! Unsaved_Changes: आपके पास एक सहेजा नहीं गया प्रोग्राम है। क्या आप इसे सहेजे बिना छोड़ना चाहते हैं? -dice: 🎲 -fortune: 🔮, ✨ -haunted: 🦇, 👻, 🎃 -restaurant: 🍣, 🍕, 🍔 -rock: ✂️, 📜, 🗻 -songs: 🎵,🎶 -turtle: 🐢 diff --git a/content/client-messages/hr.yaml b/content/client-messages/hr.yaml index 88ffc9d4316..0967ef424bc 100644 --- a/content/client-messages/hr.yaml +++ b/content/client-messages/hr.yaml @@ -1,25 +1 @@ -haunted: 🦇, 👻, 🎃 -Program_too_long: Your program takes too long to run. -Errors_found: You made a mistake! Don't worry, we still ran the program -turtle: 🐢 -ServerError: You wrote a program we weren't expecting. If you want to help, send us an email with the level and your program at hello@hedy.org. In the meantime, try something a little different and take another look at the examples. Thanks! -restaurant: 🍣, 🍕, 🍔 -Transpile_success: -- Good job! -- Amazing! -- Well done! -- Excellent! -- You did great! -Execute_error: Something went wrong while running the program. -CheckInternet: Check whether your Internet connection is working. -Program_repair: This could be the correct code, can you fix it? -Other_error: Oops! Maybe we made a little mistake. -Connection_error: We couldn't reach the server. -Transpile_warning: Warning! -Transpile_error: We can't run your program. -songs: 🎵,🎶 -Unsaved_Changes: You have an unsaved program. Do you want to leave without saving it? -rock: ✂️, 📜, 🗻 -dice: 🎲 -Empty_output: This code works but does not print anything. Add a print command to your code or use the turtle to get output. -fortune: 🔮, ✨ +{} diff --git a/content/client-messages/hu.yaml b/content/client-messages/hu.yaml index 415540da269..eeb9016ecf7 100644 --- a/content/client-messages/hu.yaml +++ b/content/client-messages/hu.yaml @@ -16,10 +16,4 @@ Transpile_success: - Remekül csináltad! Transpile_warning: Vigyázat! Unsaved_Changes: Nem mentett programod van. El akarsz menni mentés nélkül? -dice: 🎲 -fortune: 🔮, ✨ -haunted: 🦇, 👻, 🎃 -restaurant: 🍣, 🍕, 🍔 rock: 🗻, 📜, ✂️ -songs: 🎵,🎶 -turtle: 🐢 diff --git a/content/client-messages/ia.yaml b/content/client-messages/ia.yaml index 6e69532a8f8..0967ef424bc 100644 --- a/content/client-messages/ia.yaml +++ b/content/client-messages/ia.yaml @@ -1,25 +1 @@ -CheckInternet: Check whether your Internet connection is working. -Connection_error: We couldn't reach the server. -Empty_output: This code works but does not print anything. Add a print command to your code or use the turtle to get output. -Errors_found: You made a mistake! Don't worry, we still ran the program -Execute_error: Something went wrong while running the program. -Other_error: Oops! Maybe we made a little mistake. -Program_repair: This could be the correct code, can you fix it? -Program_too_long: Your program takes too long to run. -ServerError: You wrote a program we weren't expecting. If you want to help, send us an email with the level and your program at hello@hedy.org. In the meantime, try something a little different and take another look at the examples. Thanks! -Transpile_error: We can't run your program. -Transpile_success: -- Good job! -- Amazing! -- Well done! -- Excellent! -- You did great! -Transpile_warning: Warning! -Unsaved_Changes: You have an unsaved program. Do you want to leave without saving it? -dice: 🎲 -fortune: 🔮, ✨ -haunted: 🦇, 👻, 🎃 -restaurant: 🍣, 🍕, 🍔 -rock: ✂️, 📜, 🗻 -songs: 🎵,🎶 -turtle: 🐢 +{} diff --git a/content/client-messages/iba.yaml b/content/client-messages/iba.yaml index f38e8a93143..0967ef424bc 100644 --- a/content/client-messages/iba.yaml +++ b/content/client-messages/iba.yaml @@ -1,25 +1 @@ -haunted: 🦇, 👻, 🎃 -Program_too_long: Your program takes too long to run. -Errors_found: You made a mistake! Don't worry, we still ran the program -turtle: 🐢 -ServerError: You wrote a program we weren't expecting. If you want to help, send us an email with the level and your program at hello@hedy.org. In the meantime, try something a little different and take another look at the examples. Thanks! -restaurant: 🍣, 🍕, 🍔 -Execute_error: Something went wrong while running the program. -CheckInternet: Check whether your Internet connection is working. -Transpile_success: -- Good job! -- Amazing! -- Well done! -- Excellent! -- You did great! -Program_repair: This could be the correct code, can you fix it? -Other_error: Oops! Maybe we made a little mistake. -Connection_error: We couldn't reach the server. -Transpile_warning: Warning! -Transpile_error: We can't run your program. -songs: 🎵,🎶 -Unsaved_Changes: You have an unsaved program. Do you want to leave without saving it? -rock: ✂️, 📜, 🗻 -dice: 🎲 -Empty_output: This code works but does not print anything. Add a print command to your code or use the turtle to get output. -fortune: 🔮, ✨ +{} diff --git a/content/client-messages/id.yaml b/content/client-messages/id.yaml index 1d35746b6d2..97c00069bd2 100644 --- a/content/client-messages/id.yaml +++ b/content/client-messages/id.yaml @@ -16,10 +16,3 @@ Transpile_success: - Kamu sudah bagus! Transpile_warning: Peringatan! Unsaved_Changes: Kamu memiliki program yang belum disimpan. Apakah kamu mau keluar tanpa menyimpannya? -dice: 🎲 -fortune: 🔮, ✨ -haunted: 🦇, 👻, 🎃 -restaurant: 🍣, 🍕, 🍔 -rock: ✂️, 📜, 🗻 -songs: 🎵,🎶 -turtle: 🐢 diff --git a/content/client-messages/it.yaml b/content/client-messages/it.yaml index 82e59a5e329..19bbdfc63b3 100644 --- a/content/client-messages/it.yaml +++ b/content/client-messages/it.yaml @@ -6,7 +6,6 @@ Execute_error: Qualcosa è andato storto nell'esecuzione del tuo codice. Other_error: Ops! Forse abbiamo fatto un errore. Program_repair: Questo potrebbe essere il codice corretto, puoi risolverlo? Program_too_long: Il tuo programma impiega troppo tempo per essere eseguito. -ServerError: You wrote a program we weren't expecting. If you want to help, send us an email with the level and your program at hello@hedy.org. In the meantime, try something a little different and take another look at the examples. Thanks! Transpile_error: Non possiamo eseguire il tuo programma. Transpile_success: - Ottimo lavoro! diff --git a/content/client-messages/ja.yaml b/content/client-messages/ja.yaml index a83e1047d37..5cd5a5c4a65 100644 --- a/content/client-messages/ja.yaml +++ b/content/client-messages/ja.yaml @@ -1,12 +1,7 @@ CheckInternet: インターネットの接続を調べてください。 Connection_error: サーバに接続できません。 -Empty_output: This code works but does not print anything. Add a print command to your code or use the turtle to get output. -Errors_found: You made a mistake! Don't worry, Hedy is trying to find the mistakes -Execute_error: Something went wrong while running the program. Other_error: あ!多分、私たちは間違いしました。ごめんなさい。 Program_repair: このコードは正解ができます。直せますか? -Program_too_long: Your program takes too long to run. -ServerError: You wrote a program we weren't expecting. If you want to help, send us an email with the level and your program at hello@hedy.org. In the meantime, try something a little different and take another look at the examples. Thanks! Transpile_error: プログラムを実行ができません。 Transpile_success: - よくできた! @@ -16,10 +11,3 @@ Transpile_success: - 頑張ったね! Transpile_warning: 警告! Unsaved_Changes: 非保存プログラムがあります。それでも、終了しますか? -dice: 🎲 -fortune: 🔮, ✨ -haunted: 🦇, 👻, 🎃 -restaurant: 🍣, 🍕, 🍔 -rock: ✂️, 📜, 🗻 -songs: 🎵,🎶 -turtle: 🐢 diff --git a/content/client-messages/kab.yaml b/content/client-messages/kab.yaml index 3cb1129058f..a5a57aa1219 100644 --- a/content/client-messages/kab.yaml +++ b/content/client-messages/kab.yaml @@ -1,9 +1,5 @@ -haunted: 🦇, 👻, 🎃 -turtle: 🐢 Program_too_long: Ahil-ik yettaṭṭaf aṭas n wakud i wakken ad yekker. Errors_found: Tgiḍ tuccḍa ! Ur ttagad, nselkem ahil -ServerError: You wrote a program we weren't expecting. If you want to help, send us an email with the level and your program at hello@hedy.org. In the meantime, try something a little different and take another look at the examples. Thanks! -restaurant: 🍣, 🍕, 🍔 Execute_error: Yella wayen ur neddi ara akken ilaq lawan n uselkem n wahil. CheckInternet: Senqed tuqqna-k ɣer Internet tetteddu akken iwata. Transpile_success: @@ -17,9 +13,4 @@ Other_error: Ihuh! Waqil nga tuccḍa tamecṭuḥt. Connection_error: Ur nessaweḍ ara ɣer uqeddac. Transpile_warning: Ɣur-k! Transpile_error: Ur nezmir ara ad nseddu ahil-ik. -songs: 🎵,🎶 Unsaved_Changes: Ahil-a ur yettwasekles ara. Tebɣiḍ ad teffɣeḍ war ma teskelseḍ-t? -rock: ✂️, 📜, 🗻 -dice: 🎲 -Empty_output: This code works but does not print anything. Add a print command to your code or use the turtle to get output. -fortune: 🔮, ✨ diff --git a/content/client-messages/kmr.yaml b/content/client-messages/kmr.yaml index 6acd7b0a47e..0967ef424bc 100644 --- a/content/client-messages/kmr.yaml +++ b/content/client-messages/kmr.yaml @@ -1,25 +1 @@ -CheckInternet: Check whether your Internet connection is working. -Connection_error: We couldn't reach the server. -Empty_output: This code works but does not print anything. Add a print command to your code or use the turtle to get output. -Errors_found: You made a mistake! Don't worry, Hedy is trying to find the mistakes -Execute_error: Something went wrong while running the program. -Other_error: Oops! Maybe we made a little mistake. -Program_repair: This could be the correct code, can you fix it? -Program_too_long: Your program takes too long to run. -ServerError: You wrote a program we weren't expecting. If you want to help, send us an email with the level and your program at hello@hedy.org. In the meantime, try something a little different and take another look at the examples. Thanks! -Transpile_error: We can't run your program. -Transpile_success: -- Good job! -- Amazing! -- Well done! -- Excellent! -- You did great! -Transpile_warning: Warning! -Unsaved_Changes: You have an unsaved program. Do you want to leave without saving it? -dice: 🎲 -fortune: 🔮, ✨ -haunted: 🦇, 👻, 🎃 -restaurant: 🍣, 🍕, 🍔 -rock: ✂️, 📜, 🗻 -songs: 🎵,🎶 -turtle: 🐢 +{} diff --git a/content/client-messages/ko.yaml b/content/client-messages/ko.yaml index 1690c3cd435..27fe50f80ba 100644 --- a/content/client-messages/ko.yaml +++ b/content/client-messages/ko.yaml @@ -16,10 +16,3 @@ Transpile_success: - 대단해요! Transpile_warning: 경고! Unsaved_Changes: 저장하지 않은 프로그램이 있습니다. 저장하지 않고 나가시겠습니까? -dice: 🎲 -fortune: 🔮, ✨ -haunted: 🦇, 👻, 🎃 -restaurant: 🍣, 🍕, 🍔 -rock: ✂️, 📜, 🗻 -songs: 🎵,🎶 -turtle: 🐢 diff --git a/content/client-messages/mi.yaml b/content/client-messages/mi.yaml index 6e69532a8f8..0967ef424bc 100644 --- a/content/client-messages/mi.yaml +++ b/content/client-messages/mi.yaml @@ -1,25 +1 @@ -CheckInternet: Check whether your Internet connection is working. -Connection_error: We couldn't reach the server. -Empty_output: This code works but does not print anything. Add a print command to your code or use the turtle to get output. -Errors_found: You made a mistake! Don't worry, we still ran the program -Execute_error: Something went wrong while running the program. -Other_error: Oops! Maybe we made a little mistake. -Program_repair: This could be the correct code, can you fix it? -Program_too_long: Your program takes too long to run. -ServerError: You wrote a program we weren't expecting. If you want to help, send us an email with the level and your program at hello@hedy.org. In the meantime, try something a little different and take another look at the examples. Thanks! -Transpile_error: We can't run your program. -Transpile_success: -- Good job! -- Amazing! -- Well done! -- Excellent! -- You did great! -Transpile_warning: Warning! -Unsaved_Changes: You have an unsaved program. Do you want to leave without saving it? -dice: 🎲 -fortune: 🔮, ✨ -haunted: 🦇, 👻, 🎃 -restaurant: 🍣, 🍕, 🍔 -rock: ✂️, 📜, 🗻 -songs: 🎵,🎶 -turtle: 🐢 +{} diff --git a/content/client-messages/ms.yaml b/content/client-messages/ms.yaml index 4a7f7dfcf7a..0967ef424bc 100644 --- a/content/client-messages/ms.yaml +++ b/content/client-messages/ms.yaml @@ -1,25 +1 @@ -Program_too_long: Your program takes too long to run. -haunted: 🦇, 👻, 🎃 -Errors_found: You made a mistake! Don't worry, we still ran the program -turtle: 🐢 -ServerError: You wrote a program we weren't expecting. If you want to help, send us an email with the level and your program at hello@hedy.org. In the meantime, try something a little different and take another look at the examples. Thanks! -restaurant: 🍣, 🍕, 🍔 -Execute_error: Something went wrong while running the program. -CheckInternet: Check whether your Internet connection is working. -Transpile_success: -- Good job! -- Amazing! -- Well done! -- Excellent! -- You did great! -Program_repair: This could be the correct code, can you fix it? -Other_error: Oops! Maybe we made a little mistake. -Connection_error: We couldn't reach the server. -Transpile_warning: Warning! -Transpile_error: We can't run your program. -songs: 🎵,🎶 -Unsaved_Changes: You have an unsaved program. Do you want to leave without saving it? -rock: ✂️, 📜, 🗻 -dice: 🎲 -Empty_output: This code works but does not print anything. Add a print command to your code or use the turtle to get output. -fortune: 🔮, ✨ +{} diff --git a/content/client-messages/ne.yaml b/content/client-messages/ne.yaml index 415b3fc8b17..0967ef424bc 100644 --- a/content/client-messages/ne.yaml +++ b/content/client-messages/ne.yaml @@ -1,25 +1 @@ -Other_error: Oops! Maybe we made a little mistake. -ServerError: You wrote a program we weren't expecting. If you want to help, send us an email with the level and your program at hello@hedy.org. In the meantime, try something a little different and take another look at the examples. Thanks! -Transpile_success: -- Good job! -- Amazing! -- Well done! -- Excellent! -- You did great! -haunted: 🦇, 👻, 🎃 -Program_too_long: Your program takes too long to run. -Errors_found: You made a mistake! Don't worry, we still ran the program -turtle: 🐢 -restaurant: 🍣, 🍕, 🍔 -Execute_error: Something went wrong while running the program. -CheckInternet: Check whether your Internet connection is working. -Program_repair: This could be the correct code, can you fix it? -Connection_error: We couldn't reach the server. -Transpile_warning: Warning! -Transpile_error: We can't run your program. -songs: 🎵,🎶 -Unsaved_Changes: You have an unsaved program. Do you want to leave without saving it? -rock: ✂️, 📜, 🗻 -dice: 🎲 -Empty_output: This code works but does not print anything. Add a print command to your code or use the turtle to get output. -fortune: 🔮, ✨ +{} diff --git a/content/client-messages/nl.yaml b/content/client-messages/nl.yaml index 3a49e1a80ba..92fb43b035a 100644 --- a/content/client-messages/nl.yaml +++ b/content/client-messages/nl.yaml @@ -16,10 +16,3 @@ Transpile_success: - Bravo! Transpile_warning: Let op! Unsaved_Changes: Jouw programma is niet opgeslagen. Wil je weggaan zonder het op te slaan? -dice: 🎲 -fortune: 🔮, ✨ -haunted: 🦇, 👻, 🎃 -restaurant: 🍣, 🍕, 🍔 -rock: ✂️, 📜, 🗻 -songs: 🎵,🎶 -turtle: 🐢 diff --git a/content/client-messages/no_NB.yaml b/content/client-messages/no_NB.yaml index 9f1de657e92..6f02bb46941 100644 --- a/content/client-messages/no_NB.yaml +++ b/content/client-messages/no_NB.yaml @@ -1,7 +1,6 @@ CheckInternet: Sjekk internetttilkoblingen din, fungerer den. Connection_error: Vi fikk ikke kontakt med serveren. Empty_output: Denne koden virker men den skriver ikke ut noe. Legg til en print kommando til koden din eller bruk skipadden til å få noe output. -Errors_found: You made a mistake! Don't worry, Hedy is trying to find the mistakes Execute_error: Noe gikk feil mens vi kjørte programmet. Other_error: Oops! Kanskje vi gjorde en liten feil. Program_repair: Dette kan være det korrekte programmet, kan du fikse det? @@ -16,10 +15,3 @@ Transpile_success: - Dette fikk du til! Transpile_warning: Advarsel! Unsaved_Changes: Du har ulagrede endringer i programmet. Vil du gå uten å lagre de? -dice: 🎲 -fortune: 🔮, ✨ -haunted: 🦇, 👻, 🎃 -restaurant: 🍣, 🍕, 🍔 -rock: ✂️, 📜, 🗻 -songs: 🎵,🎶 -turtle: 🐢 diff --git a/content/client-messages/pa_PK.yaml b/content/client-messages/pa_PK.yaml index 6acd7b0a47e..0967ef424bc 100644 --- a/content/client-messages/pa_PK.yaml +++ b/content/client-messages/pa_PK.yaml @@ -1,25 +1 @@ -CheckInternet: Check whether your Internet connection is working. -Connection_error: We couldn't reach the server. -Empty_output: This code works but does not print anything. Add a print command to your code or use the turtle to get output. -Errors_found: You made a mistake! Don't worry, Hedy is trying to find the mistakes -Execute_error: Something went wrong while running the program. -Other_error: Oops! Maybe we made a little mistake. -Program_repair: This could be the correct code, can you fix it? -Program_too_long: Your program takes too long to run. -ServerError: You wrote a program we weren't expecting. If you want to help, send us an email with the level and your program at hello@hedy.org. In the meantime, try something a little different and take another look at the examples. Thanks! -Transpile_error: We can't run your program. -Transpile_success: -- Good job! -- Amazing! -- Well done! -- Excellent! -- You did great! -Transpile_warning: Warning! -Unsaved_Changes: You have an unsaved program. Do you want to leave without saving it? -dice: 🎲 -fortune: 🔮, ✨ -haunted: 🦇, 👻, 🎃 -restaurant: 🍣, 🍕, 🍔 -rock: ✂️, 📜, 🗻 -songs: 🎵,🎶 -turtle: 🐢 +{} diff --git a/content/client-messages/pap.yaml b/content/client-messages/pap.yaml index 6e69532a8f8..0967ef424bc 100644 --- a/content/client-messages/pap.yaml +++ b/content/client-messages/pap.yaml @@ -1,25 +1 @@ -CheckInternet: Check whether your Internet connection is working. -Connection_error: We couldn't reach the server. -Empty_output: This code works but does not print anything. Add a print command to your code or use the turtle to get output. -Errors_found: You made a mistake! Don't worry, we still ran the program -Execute_error: Something went wrong while running the program. -Other_error: Oops! Maybe we made a little mistake. -Program_repair: This could be the correct code, can you fix it? -Program_too_long: Your program takes too long to run. -ServerError: You wrote a program we weren't expecting. If you want to help, send us an email with the level and your program at hello@hedy.org. In the meantime, try something a little different and take another look at the examples. Thanks! -Transpile_error: We can't run your program. -Transpile_success: -- Good job! -- Amazing! -- Well done! -- Excellent! -- You did great! -Transpile_warning: Warning! -Unsaved_Changes: You have an unsaved program. Do you want to leave without saving it? -dice: 🎲 -fortune: 🔮, ✨ -haunted: 🦇, 👻, 🎃 -restaurant: 🍣, 🍕, 🍔 -rock: ✂️, 📜, 🗻 -songs: 🎵,🎶 -turtle: 🐢 +{} diff --git a/content/client-messages/peo.yaml b/content/client-messages/peo.yaml index 5542ce1ca4c..adb055f01bb 100644 --- a/content/client-messages/peo.yaml +++ b/content/client-messages/peo.yaml @@ -1,12 +1,10 @@ CheckInternet: ببین آیا اتصال اینترنت شما به درستی کار می کند. Connection_error: نمیتونیم به سرور دسترسی داشته باشیم. Empty_output: این کد کار می کند اما چیزی را چاپ نمی کند. یک دستور چاپ را به کد خود اضافه کن یا از لاک پشت برای خروجی استفاده کن. -Errors_found: You made a mistake! Don't worry, Hedy is trying to find the mistakes Execute_error: هنگام اجرای برنامه مشکلی پیش آمد. Other_error: اوه! ممکنه ما یک اشتباه کوچکی کردیم. Program_repair: این میتونه کد صحیح باشه، میتونی درستش کنی؟ Program_too_long: اجرای برنامه ات خیلی طول می کشه. -ServerError: You wrote a program we weren't expecting. If you want to help, send us an email with the level and your program at hello@hedy.org. In the meantime, try something a little different and take another look at the examples. Thanks! Transpile_error: نمیتونی برنامه ات را اجرا کنی. Transpile_success: - آفرین! @@ -16,10 +14,3 @@ Transpile_success: - کارت عالی بود! Transpile_warning: هشدار! Unsaved_Changes: یک برنامه ذخیره نشده داری. آیا می خواهی بدون ذخیره آن را ترک کنی؟ -dice: 🎲 -fortune: 🔮, ✨ -haunted: 🦇, 👻, 🎃 -restaurant: 🍣, 🍕, 🍔 -rock: ✂️, 📜, 🗻 -songs: 🎵,🎶 -turtle: 🐢 diff --git a/content/client-messages/pl.yaml b/content/client-messages/pl.yaml index 89cc56c9d4d..4dcb1d5a5a6 100644 --- a/content/client-messages/pl.yaml +++ b/content/client-messages/pl.yaml @@ -1,7 +1,6 @@ CheckInternet: Upewnij się, że masz połączenie z Internetem. Connection_error: Błąd połączenia z serwerem. Empty_output: Ten kod działa, ale niczego nie wypisuje. Dodaj komendę 'napisz' lub użyj żółwia, by otrzymać dane wyjściowe. -Errors_found: You made a mistake! Don't worry, Hedy is trying to find the mistakes Execute_error: Coś poszło nie tak w trakcie wykonywania programu. Other_error: Ups! Może popełniliśmy mały błąd. Program_repair: To może być poprawny kod, czy możesz go naprawić? @@ -16,10 +15,3 @@ Transpile_success: - Dobrze Ci poszło! Transpile_warning: Ostrzeżenie! Unsaved_Changes: Twój program nie został zapisany. Chcesz wyjść mimo to? -dice: 🎲 -fortune: 🔮, ✨ -haunted: 🦇, 👻, 🎃 -restaurant: 🍣, 🍕, 🍔 -rock: ✂️, 📜, 🗻 -songs: 🎵,🎶 -turtle: 🐢 diff --git a/content/client-messages/pt_BR.yaml b/content/client-messages/pt_BR.yaml index eac4144cad8..9c173203e54 100644 --- a/content/client-messages/pt_BR.yaml +++ b/content/client-messages/pt_BR.yaml @@ -16,10 +16,3 @@ Transpile_success: - Ótimo! Transpile_warning: Aviso! Unsaved_Changes: Você tem um programa não salvo. Você deseja sair sem salvá-lo? -dice: 🎲 -fortune: 🔮, ✨ -haunted: 🦇, 👻, 🎃 -restaurant: 🍣, 🍕, 🍔 -rock: ✂️, 📜, 🗻 -songs: 🎵,🎶 -turtle: 🐢 diff --git a/content/client-messages/pt_PT.yaml b/content/client-messages/pt_PT.yaml index dc68f22d03d..5fe1676f31d 100644 --- a/content/client-messages/pt_PT.yaml +++ b/content/client-messages/pt_PT.yaml @@ -16,10 +16,4 @@ Transpile_success: - Estiveste muito bem! Transpile_warning: Aviso! Unsaved_Changes: Tens um programa por guardar. Queres sair sem o guardar? -dice: 🎲 -fortune: 🔮, ✨ -haunted: 🦇, 👻, 🎃 -restaurant: 🍣, 🍕, 🍔 -rock: ✂️, 📜, 🗻 -songs: 🎵,🎶 turtle: tartaruga🐢 diff --git a/content/client-messages/ro.yaml b/content/client-messages/ro.yaml index f55b16e8211..cd89be62233 100644 --- a/content/client-messages/ro.yaml +++ b/content/client-messages/ro.yaml @@ -1,7 +1,6 @@ CheckInternet: Verifică dacă ai semnal la internet. Connection_error: Nu am putut contacta serverul. Empty_output: Acest program funcționează dar nu printează nimic. Adaugă o comandă de printare sau folosește țestoasa să obții un rezultat. -Errors_found: You made a mistake! Don't worry, Hedy is trying to find the mistakes Execute_error: Ceva nu a funcționat corect in timpul rulării programului. Other_error: Opa! Este posibil să fi făcut vreo greșeală. Program_repair: Probabil așa arată programul corect, poți corecta? @@ -16,10 +15,3 @@ Transpile_success: - Foarte bine! Transpile_warning: Atenție! Unsaved_Changes: Ai un program care nu este salvat. Dorești să ieși fără salvare? -dice: 🎲 -fortune: 🔮, ✨ -haunted: 🦇, 👻, 🎃 -restaurant: 🍣, 🍕, 🍔 -rock: ✂️, 📜, 🗻 -songs: 🎵,🎶 -turtle: 🐢 diff --git a/content/client-messages/ru.yaml b/content/client-messages/ru.yaml index 58187b989fd..5fc86d12253 100644 --- a/content/client-messages/ru.yaml +++ b/content/client-messages/ru.yaml @@ -1,7 +1,6 @@ CheckInternet: Проверь своё интернет подключение. Connection_error: Не могу найти сервер. Empty_output: Этот код работает, но не выводит ничего. Добавь команду печать в твой код или используй черепашке чтобы получить вывод. -Errors_found: You made a mistake! Don't worry, Hedy is trying to find the mistakes Execute_error: Что-то пошло не так при запуске программы. Other_error: Упс, кажется вышла ошибочка. Program_repair: Это может быть правильный код, можете ли вы его исправить? @@ -16,10 +15,3 @@ Transpile_success: - У тебя отлично получается! Transpile_warning: Внимание! Unsaved_Changes: У тебя не сохранена программа. Хочешь выйти без сохранения? -dice: 🎲 -fortune: 🔮, ✨ -haunted: 🦇, 👻, 🎃 -restaurant: 🍣, 🍕, 🍔 -rock: ✂️, 📜, 🗻 -songs: 🎵,🎶 -turtle: 🐢 diff --git a/content/client-messages/sl.yaml b/content/client-messages/sl.yaml index 0e32cffc5e9..c840aa18472 100644 --- a/content/client-messages/sl.yaml +++ b/content/client-messages/sl.yaml @@ -16,10 +16,3 @@ Transpile_success: - Odlično ste se odrezali! Transpile_warning: Opozorilo! Unsaved_Changes: Imate neshranjen program. Ali ga želite zapustiti, ne da bi ga shranili? -dice: 🎲 -fortune: 🔮, ✨ -haunted: 🦇, 👻, 🎃 -restaurant: 🍣, 🍕, 🍔 -rock: ✂️, 📜, 🗻 -songs: 🎵,🎶 -turtle: 🐢 diff --git a/content/client-messages/sq.yaml b/content/client-messages/sq.yaml index a34978ae267..6195db812a1 100644 --- a/content/client-messages/sq.yaml +++ b/content/client-messages/sq.yaml @@ -1,7 +1,6 @@ CheckInternet: Shikoni nëse lidhja juaj e internetit po funksionon siç duhet. Connection_error: Nuk arritëm dot te serveri. Empty_output: Ky kod funksionon, por nuk printon asgjë. Shtoni komandën print në kodin tuaj ose përdorni breshkën për të marrë rezultatin. -Errors_found: You made a mistake! Don't worry, Hedy is trying to find the mistakes Execute_error: Diçka shkoi keq gjatë ekzekutimit të programit. Other_error: Oops! Ndoshta kemi bërë një gabim të vogël. Program_repair: Ky mund të jetë kodi i duhur, a mund ta rregulloni? @@ -16,10 +15,3 @@ Transpile_success: - Ju dolët shumë mirë! Transpile_warning: Paralajmërim! Unsaved_Changes: Ju keni një program të paruajtur. Dëshiron të largohesh pa e ruajtur? -dice: 🎲 -fortune: 🔮, ✨ -haunted: 🦇, 👻, 🎃 -restaurant: 🍣, 🍕, 🍔 -rock: ✂️, 📜, 🗻 -songs: 🎵,🎶 -turtle: 🐢 diff --git a/content/client-messages/sr.yaml b/content/client-messages/sr.yaml index 61c3d6eab10..8885158e5fa 100644 --- a/content/client-messages/sr.yaml +++ b/content/client-messages/sr.yaml @@ -16,10 +16,3 @@ Transpile_success: - Сјајно си урадио! Transpile_warning: Упозорење! Unsaved_Changes: Имате несачуван програм. Да ли желите да изађете без чувања? -dice: 🎲 -fortune: 🔮, ✨ -haunted: 🦇, 👻, 🎃 -restaurant: 🍣, 🍕, 🍔 -rock: ✂️, 📜, 🗻 -songs: 🎵,🎶 -turtle: 🐢 diff --git a/content/client-messages/sv.yaml b/content/client-messages/sv.yaml index 0771ba4d2c3..3a48555ad13 100644 --- a/content/client-messages/sv.yaml +++ b/content/client-messages/sv.yaml @@ -1,7 +1,6 @@ CheckInternet: Kontrollera att din internetanslutning fungerar. Connection_error: Vi kunde inte nå servern. Empty_output: Den här koden fungerar men skriver inget. Lägg till ett utskriftskommando till din kod eller använd sköldpaddan för att få något resultat. -Errors_found: You made a mistake! Don't worry, Hedy is trying to find the mistakes Execute_error: Något gick fel när programmet kördes. Other_error: Hoppsan! Vi gjorde nog ett litet misstag. Program_repair: Detta kan vara rätt kod; kan du laga den? @@ -16,10 +15,3 @@ Transpile_success: - Bra jobbat! Transpile_warning: Varning! Unsaved_Changes: Ditt program är inte sparat. Vill du lämna utan att spara det? -dice: 🎲 -fortune: 🔮, ✨ -haunted: 🦇, 👻, 🎃 -restaurant: 🍣, 🍕, 🍔 -rock: ✂️, 📜, 🗻 -songs: 🎵,🎶 -turtle: 🐢 diff --git a/content/client-messages/sw.yaml b/content/client-messages/sw.yaml index a2268c27d63..e3dbc6aa44f 100644 --- a/content/client-messages/sw.yaml +++ b/content/client-messages/sw.yaml @@ -1,25 +1,6 @@ -CheckInternet: Check whether your Internet connection is working. Connection_error: Hatukuweza kufikia seva. -Empty_output: This code works but does not print anything. Add a print command to your code or use the turtle to get output. -Errors_found: You made a mistake! Don't worry, Hedy is trying to find the mistakes Execute_error: Matatizo fulani ilitokea wakati wa kuendesha programu. Other_error: Oops! Labda tulifanya makosa kidogo. -Program_repair: This could be the correct code, can you fix it? -Program_too_long: Your program takes too long to run. -ServerError: You wrote a program we weren't expecting. If you want to help, send us an email with the level and your program at hello@hedy.org. In the meantime, try something a little different and take another look at the examples. Thanks! Transpile_error: Hatuwezi kuendesha programu yako. -Transpile_success: -- Good job! -- Amazing! -- Well done! -- Excellent! -- You did great! Transpile_warning: Onyo! Unsaved_Changes: Una programu ambao haujahifadhiwa. Je! Unataka kuondoka bila kuiokoa? -dice: 🎲 -fortune: 🔮, ✨ -haunted: 🦇, 👻, 🎃 -restaurant: 🍣, 🍕, 🍔 -rock: ✂️, 📜, 🗻 -songs: 🎵,🎶 -turtle: 🐢 diff --git a/content/client-messages/ta.yaml b/content/client-messages/ta.yaml index c8943d84a57..be714577ae8 100644 --- a/content/client-messages/ta.yaml +++ b/content/client-messages/ta.yaml @@ -1,25 +1,3 @@ -haunted: 🦇, 👻, 🎃 -Program_too_long: Your program takes too long to run. Errors_found: உங்கள் நிரலில் பிழைகள் இருக்கின்றன! எனினும் கவலையுற வேண்டாம். இருப்பினும் உங்கள் நிரலை இயக்க முடிந்தது -turtle: 🐢 -ServerError: You wrote a program we weren't expecting. If you want to help, send us an email with the level and your program at hello@hedy.org. In the meantime, try something a little different and take another look at the examples. Thanks! -restaurant: 🍣, 🍕, 🍔 -Execute_error: Something went wrong while running the program. CheckInternet: உங்கள் இணைய இணைப்பு செயல்படுகிறதா என சரிபார்க்கவும். -Transpile_success: -- Good job! -- Amazing! -- Well done! -- Excellent! -- You did great! -Program_repair: This could be the correct code, can you fix it? -Other_error: Oops! Maybe we made a little mistake. Connection_error: எங்களால் சேவையகத்தை அடைய முடியவில்லை. -Transpile_warning: Warning! -Transpile_error: We can't run your program. -songs: 🎵,🎶 -Unsaved_Changes: You have an unsaved program. Do you want to leave without saving it? -rock: ✂️, 📜, 🗻 -dice: 🎲 -Empty_output: This code works but does not print anything. Add a print command to your code or use the turtle to get output. -fortune: 🔮, ✨ diff --git a/content/client-messages/te.yaml b/content/client-messages/te.yaml index 6acd7b0a47e..0967ef424bc 100644 --- a/content/client-messages/te.yaml +++ b/content/client-messages/te.yaml @@ -1,25 +1 @@ -CheckInternet: Check whether your Internet connection is working. -Connection_error: We couldn't reach the server. -Empty_output: This code works but does not print anything. Add a print command to your code or use the turtle to get output. -Errors_found: You made a mistake! Don't worry, Hedy is trying to find the mistakes -Execute_error: Something went wrong while running the program. -Other_error: Oops! Maybe we made a little mistake. -Program_repair: This could be the correct code, can you fix it? -Program_too_long: Your program takes too long to run. -ServerError: You wrote a program we weren't expecting. If you want to help, send us an email with the level and your program at hello@hedy.org. In the meantime, try something a little different and take another look at the examples. Thanks! -Transpile_error: We can't run your program. -Transpile_success: -- Good job! -- Amazing! -- Well done! -- Excellent! -- You did great! -Transpile_warning: Warning! -Unsaved_Changes: You have an unsaved program. Do you want to leave without saving it? -dice: 🎲 -fortune: 🔮, ✨ -haunted: 🦇, 👻, 🎃 -restaurant: 🍣, 🍕, 🍔 -rock: ✂️, 📜, 🗻 -songs: 🎵,🎶 -turtle: 🐢 +{} diff --git a/content/client-messages/th.yaml b/content/client-messages/th.yaml index 67b32fd6a17..614c131d9f9 100644 --- a/content/client-messages/th.yaml +++ b/content/client-messages/th.yaml @@ -1,7 +1,6 @@ CheckInternet: เอ๋ อินเตอร์เน็ตมีปัญหาหรือเปล่า Connection_error: เราติดต่อกับเซิฟเวอร์ไม่ได้. Empty_output: โค้ดนี้รันได้ปกตินะ แต่ว่าไม่ได้พิมพ์อะไรออกมาเลย น่าจะลืมใช้คำสั่งแสดงหรือใช้ให้เต่าวาดรูปหรือเปล่า -Errors_found: You made a mistake! Don't worry, Hedy is trying to find the mistakes Execute_error: เกิดข้อผิดพลาดระหว่างรันโปรแกรม Other_error: อุ้ยย! น่าจะผิดพลาดอะไรเล็กน้อยหรือเปล่า Program_repair: โค้ดนี้อาจจะถูกแล้ว แต่คุณลองแก้หน่อยได้มั้ย? @@ -16,10 +15,3 @@ Transpile_success: - ทำได้ดีมาก! Transpile_warning: คำเตือน! Unsaved_Changes: โปรแกรมที่เขียนยังไม่ได้เซฟนะ จะออกจากหน้านี้เลย โดยไม่เซฟก่อนหรอ? -dice: 🎲 -fortune: 🔮, ✨ -haunted: 🦇, 👻, 🎃 -restaurant: 🍣, 🍕, 🍔 -rock: ✂️, 📜, 🗻 -songs: 🎵,🎶 -turtle: 🐢 diff --git a/content/client-messages/tl.yaml b/content/client-messages/tl.yaml index 6acd7b0a47e..0967ef424bc 100644 --- a/content/client-messages/tl.yaml +++ b/content/client-messages/tl.yaml @@ -1,25 +1 @@ -CheckInternet: Check whether your Internet connection is working. -Connection_error: We couldn't reach the server. -Empty_output: This code works but does not print anything. Add a print command to your code or use the turtle to get output. -Errors_found: You made a mistake! Don't worry, Hedy is trying to find the mistakes -Execute_error: Something went wrong while running the program. -Other_error: Oops! Maybe we made a little mistake. -Program_repair: This could be the correct code, can you fix it? -Program_too_long: Your program takes too long to run. -ServerError: You wrote a program we weren't expecting. If you want to help, send us an email with the level and your program at hello@hedy.org. In the meantime, try something a little different and take another look at the examples. Thanks! -Transpile_error: We can't run your program. -Transpile_success: -- Good job! -- Amazing! -- Well done! -- Excellent! -- You did great! -Transpile_warning: Warning! -Unsaved_Changes: You have an unsaved program. Do you want to leave without saving it? -dice: 🎲 -fortune: 🔮, ✨ -haunted: 🦇, 👻, 🎃 -restaurant: 🍣, 🍕, 🍔 -rock: ✂️, 📜, 🗻 -songs: 🎵,🎶 -turtle: 🐢 +{} diff --git a/content/client-messages/tn.yaml b/content/client-messages/tn.yaml index 6acd7b0a47e..0967ef424bc 100644 --- a/content/client-messages/tn.yaml +++ b/content/client-messages/tn.yaml @@ -1,25 +1 @@ -CheckInternet: Check whether your Internet connection is working. -Connection_error: We couldn't reach the server. -Empty_output: This code works but does not print anything. Add a print command to your code or use the turtle to get output. -Errors_found: You made a mistake! Don't worry, Hedy is trying to find the mistakes -Execute_error: Something went wrong while running the program. -Other_error: Oops! Maybe we made a little mistake. -Program_repair: This could be the correct code, can you fix it? -Program_too_long: Your program takes too long to run. -ServerError: You wrote a program we weren't expecting. If you want to help, send us an email with the level and your program at hello@hedy.org. In the meantime, try something a little different and take another look at the examples. Thanks! -Transpile_error: We can't run your program. -Transpile_success: -- Good job! -- Amazing! -- Well done! -- Excellent! -- You did great! -Transpile_warning: Warning! -Unsaved_Changes: You have an unsaved program. Do you want to leave without saving it? -dice: 🎲 -fortune: 🔮, ✨ -haunted: 🦇, 👻, 🎃 -restaurant: 🍣, 🍕, 🍔 -rock: ✂️, 📜, 🗻 -songs: 🎵,🎶 -turtle: 🐢 +{} diff --git a/content/client-messages/tr.yaml b/content/client-messages/tr.yaml index 941034ac557..1dfddff10d5 100644 --- a/content/client-messages/tr.yaml +++ b/content/client-messages/tr.yaml @@ -16,10 +16,3 @@ Transpile_success: - Çok iyiydin! Transpile_warning: Uyarı! Unsaved_Changes: Kaydedilmemiş bir programın var. Kaydetmeden ayrılmak mı istiyorsun? -dice: 🎲 -fortune: 🔮, ✨ -haunted: 🦇, 👻, 🎃 -restaurant: 🍣, 🍕, 🍔 -rock: ✂️, 📜, 🗻 -songs: 🎵,🎶 -turtle: 🐢 diff --git a/content/client-messages/uk.yaml b/content/client-messages/uk.yaml index 5a2d63cfd37..f394afab3b0 100644 --- a/content/client-messages/uk.yaml +++ b/content/client-messages/uk.yaml @@ -16,10 +16,3 @@ Transpile_success: - Ви чудово впоралися! Transpile_warning: Попередження! Unsaved_Changes: Ви маєте незбережену програму. Ви хочете вийти, не зберігши її? -dice: 🎲 -fortune: 🔮, ✨ -haunted: 🦇, 👻, 🎃 -restaurant: 🍣, 🍕, 🍔 -rock: ✂️, 📜, 🗻 -songs: 🎵,🎶 -turtle: 🐢 diff --git a/content/client-messages/ur.yaml b/content/client-messages/ur.yaml index 6acd7b0a47e..0967ef424bc 100644 --- a/content/client-messages/ur.yaml +++ b/content/client-messages/ur.yaml @@ -1,25 +1 @@ -CheckInternet: Check whether your Internet connection is working. -Connection_error: We couldn't reach the server. -Empty_output: This code works but does not print anything. Add a print command to your code or use the turtle to get output. -Errors_found: You made a mistake! Don't worry, Hedy is trying to find the mistakes -Execute_error: Something went wrong while running the program. -Other_error: Oops! Maybe we made a little mistake. -Program_repair: This could be the correct code, can you fix it? -Program_too_long: Your program takes too long to run. -ServerError: You wrote a program we weren't expecting. If you want to help, send us an email with the level and your program at hello@hedy.org. In the meantime, try something a little different and take another look at the examples. Thanks! -Transpile_error: We can't run your program. -Transpile_success: -- Good job! -- Amazing! -- Well done! -- Excellent! -- You did great! -Transpile_warning: Warning! -Unsaved_Changes: You have an unsaved program. Do you want to leave without saving it? -dice: 🎲 -fortune: 🔮, ✨ -haunted: 🦇, 👻, 🎃 -restaurant: 🍣, 🍕, 🍔 -rock: ✂️, 📜, 🗻 -songs: 🎵,🎶 -turtle: 🐢 +{} diff --git a/content/client-messages/uz.yaml b/content/client-messages/uz.yaml index 6e69532a8f8..0967ef424bc 100644 --- a/content/client-messages/uz.yaml +++ b/content/client-messages/uz.yaml @@ -1,25 +1 @@ -CheckInternet: Check whether your Internet connection is working. -Connection_error: We couldn't reach the server. -Empty_output: This code works but does not print anything. Add a print command to your code or use the turtle to get output. -Errors_found: You made a mistake! Don't worry, we still ran the program -Execute_error: Something went wrong while running the program. -Other_error: Oops! Maybe we made a little mistake. -Program_repair: This could be the correct code, can you fix it? -Program_too_long: Your program takes too long to run. -ServerError: You wrote a program we weren't expecting. If you want to help, send us an email with the level and your program at hello@hedy.org. In the meantime, try something a little different and take another look at the examples. Thanks! -Transpile_error: We can't run your program. -Transpile_success: -- Good job! -- Amazing! -- Well done! -- Excellent! -- You did great! -Transpile_warning: Warning! -Unsaved_Changes: You have an unsaved program. Do you want to leave without saving it? -dice: 🎲 -fortune: 🔮, ✨ -haunted: 🦇, 👻, 🎃 -restaurant: 🍣, 🍕, 🍔 -rock: ✂️, 📜, 🗻 -songs: 🎵,🎶 -turtle: 🐢 +{} diff --git a/content/client-messages/vi.yaml b/content/client-messages/vi.yaml index 856c8eb2063..aadd78558b2 100644 --- a/content/client-messages/vi.yaml +++ b/content/client-messages/vi.yaml @@ -1,7 +1,6 @@ CheckInternet: Hãy xem kết nối Internet của bạn có hoạt động bình thường không. Connection_error: Chúng tôi không thể kết nối tới server. Empty_output: Chương trình này hoạt động nhưng không in ra gì cả. Thêm lệnh in vào chương trình hoặc sử dụng con rùa để có đầu ra nhé. -Errors_found: You made a mistake! Don't worry, Hedy is trying to find the mistakes Execute_error: Đã xảy ra sự cố khi chạy chương trình. Other_error: Rất tiếc! Có lẽ chúng tôi đã phạm một sai lầm nhỏ. Program_repair: Đây có thể là chương trình chính xác, bạn có thể sửa nó không? @@ -16,10 +15,4 @@ Transpile_success: - Bạn làm rất tốt! Transpile_warning: Cảnh báo! Unsaved_Changes: Bạn có một chương trình chưa được lưu. Bạn có muốn thoát mà không lưu nó không? -dice: 🎲 -fortune: 🔮, ✨ -haunted: 🦇, 👻, 🎃 -restaurant: 🍣, 🍕, 🍔 rock: ✂️, 🔨,📜 -songs: 🎵,🎶 -turtle: 🐢 diff --git a/content/client-messages/zh_Hans.yaml b/content/client-messages/zh_Hans.yaml index 0eeed797362..fa6d8f4fe2e 100644 --- a/content/client-messages/zh_Hans.yaml +++ b/content/client-messages/zh_Hans.yaml @@ -16,10 +16,3 @@ Transpile_success: - 做的真棒! Transpile_warning: 警告! Unsaved_Changes: 你有一个未保存的程序。你想不保存就离开吗? -dice: 🎲 -fortune: 🔮, ✨ -haunted: 🦇, 👻, 🎃 -restaurant: 🍣, 🍕, 🍔 -rock: ✂️, 📜, 🗻 -songs: 🎵,🎶 -turtle: 🐢 diff --git a/content/client-messages/zh_Hant.yaml b/content/client-messages/zh_Hant.yaml index 6acd7b0a47e..0967ef424bc 100644 --- a/content/client-messages/zh_Hant.yaml +++ b/content/client-messages/zh_Hant.yaml @@ -1,25 +1 @@ -CheckInternet: Check whether your Internet connection is working. -Connection_error: We couldn't reach the server. -Empty_output: This code works but does not print anything. Add a print command to your code or use the turtle to get output. -Errors_found: You made a mistake! Don't worry, Hedy is trying to find the mistakes -Execute_error: Something went wrong while running the program. -Other_error: Oops! Maybe we made a little mistake. -Program_repair: This could be the correct code, can you fix it? -Program_too_long: Your program takes too long to run. -ServerError: You wrote a program we weren't expecting. If you want to help, send us an email with the level and your program at hello@hedy.org. In the meantime, try something a little different and take another look at the examples. Thanks! -Transpile_error: We can't run your program. -Transpile_success: -- Good job! -- Amazing! -- Well done! -- Excellent! -- You did great! -Transpile_warning: Warning! -Unsaved_Changes: You have an unsaved program. Do you want to leave without saving it? -dice: 🎲 -fortune: 🔮, ✨ -haunted: 🦇, 👻, 🎃 -restaurant: 🍣, 🍕, 🍔 -rock: ✂️, 📜, 🗻 -songs: 🎵,🎶 -turtle: 🐢 +{} diff --git a/content/keywords/ar.yaml b/content/keywords/ar.yaml index bba00e63b5d..f3e1c09ebcc 100644 --- a/content/keywords/ar.yaml +++ b/content/keywords/ar.yaml @@ -5,7 +5,6 @@ at: بشكل black: اسود blue: ازرق brown: بني -call: call clear: مسح color: لون comma: ، @@ -19,13 +18,9 @@ d6: ٦ d7: ٧ d8: ٨ d9: ٩ -def: def -define: define echo: ردد elif: وإلا اذا else: وإلا -'false': 'false' -'False': 'False' for: لكل forward: تقدم from: من @@ -37,31 +32,24 @@ input: ادخل is: هو|هي left: يسار length: طول -not_in: not in or: أو orange: برتقالي pink: زهري -play: play pressed: مضغوط print: قول purple: بنفسجي -quote: '''' random: عشوائي range: نطاق red: احمر remove: ازل repeat: كرر -return: return right: يمين sleep: انتظر step: خطوة times: مرة to: الى to_list: الى -'true': 'true' -'True': 'True' turn: استدر while: بينما white: ابيض -with: with yellow: اصفر diff --git a/content/keywords/bg.yaml b/content/keywords/bg.yaml index c56380d9ab0..9db3357b72f 100644 --- a/content/keywords/bg.yaml +++ b/content/keywords/bg.yaml @@ -8,17 +8,6 @@ brown: кафяво call: извикай clear: изчисти color: цвят -comma: ',' -d0: '0' -d1: '1' -d2: '2' -d3: '3' -d4: '4' -d5: '5' -d6: '6' -d7: '7' -d8: '8' -d9: '9' def: деф define: дефинирай echo: покажи @@ -41,11 +30,9 @@ not_in: не в/във or: или orange: оранжево pink: розово -play: play pressed: натиснат print: принтирай purple: лилаво -quote: '''' random: произволно range: обхват red: червено diff --git a/content/keywords/bn.yaml b/content/keywords/bn.yaml index 0326d7e4c99..0967ef424bc 100644 --- a/content/keywords/bn.yaml +++ b/content/keywords/bn.yaml @@ -1,67 +1 @@ -add: add -and: and -ask: ask -at: at -black: black -blue: blue -brown: brown -call: call -clear: clear -color: color -comma: ',' -d0: '0' -d1: '1' -d2: '2' -d3: '3' -d4: '4' -d5: '5' -d6: '6' -d7: '7' -d8: '8' -d9: '9' -def: def -define: define -echo: echo -elif: elif -else: else -'false': 'false' -'False': 'False' -for: for -forward: forward -from: from -gray: gray -green: green -if: if -in: in -input: input -is: is -left: left -length: length -not_in: not in -or: or -orange: orange -pink: pink -play: play -pressed: pressed -print: print -purple: purple -quote: '''' -random: random -range: range -red: red -remove: remove -repeat: repeat -return: return -right: right -sleep: sleep -step: step -times: times -to: to -to_list: to -'true': 'true' -'True': 'True' -turn: turn -while: while -white: white -with: with -yellow: yellow +{} diff --git a/content/keywords/ca.yaml b/content/keywords/ca.yaml index 5b7072a0569..267dea351b5 100644 --- a/content/keywords/ca.yaml +++ b/content/keywords/ca.yaml @@ -7,25 +7,10 @@ blue: blau brown: marró call: crida clear: neteja -color: color -comma: ',' -d0: '0' -d1: '1' -d2: '2' -d3: '3' -d4: '4' -d5: '5' -d6: '6' -d7: '7' -d8: '8' -d9: '9' -def: def define: defineix echo: eco elif: sinosi else: sino -'false': 'false' -'False': 'False' for: per forward: avança from: de @@ -41,11 +26,9 @@ not_in: no dins or: o orange: taronja pink: rosa -play: play pressed: pressionat print: imprimeix purple: lila -quote: '''' random: aleatori range: rang red: vermell @@ -58,8 +41,6 @@ step: pas times: vegades to: fins to_list: a -'true': 'true' -'True': 'True' turn: gira while: mentre white: blanc diff --git a/content/keywords/cs.yaml b/content/keywords/cs.yaml index 0326d7e4c99..0967ef424bc 100644 --- a/content/keywords/cs.yaml +++ b/content/keywords/cs.yaml @@ -1,67 +1 @@ -add: add -and: and -ask: ask -at: at -black: black -blue: blue -brown: brown -call: call -clear: clear -color: color -comma: ',' -d0: '0' -d1: '1' -d2: '2' -d3: '3' -d4: '4' -d5: '5' -d6: '6' -d7: '7' -d8: '8' -d9: '9' -def: def -define: define -echo: echo -elif: elif -else: else -'false': 'false' -'False': 'False' -for: for -forward: forward -from: from -gray: gray -green: green -if: if -in: in -input: input -is: is -left: left -length: length -not_in: not in -or: or -orange: orange -pink: pink -play: play -pressed: pressed -print: print -purple: purple -quote: '''' -random: random -range: range -red: red -remove: remove -repeat: repeat -return: return -right: right -sleep: sleep -step: step -times: times -to: to -to_list: to -'true': 'true' -'True': 'True' -turn: turn -while: while -white: white -with: with -yellow: yellow +{} diff --git a/content/keywords/cy.yaml b/content/keywords/cy.yaml index b7394eb09fd..cb3689d39f4 100644 --- a/content/keywords/cy.yaml +++ b/content/keywords/cy.yaml @@ -4,28 +4,9 @@ ask: gofyn at: ar black: du blue: glas -brown: brown -call: call -clear: clear color: lliw -comma: ',' -d0: '0' -d1: '1' -d2: '2' -d3: '3' -d4: '4' -d5: '5' -d6: '6' -d7: '7' -d8: '8' -d9: '9' -def: def -define: define echo: adleisio -elif: elif else: arall -'false': 'false' -'False': 'False' for: ar gyfer forward: ymlaen from: o @@ -41,27 +22,21 @@ not_in: dim mewn or: neu orange: oren pink: pinc -play: play pressed: gwasgu print: argraffu purple: porffor -quote: '''' random: hap range: ystod red: coch remove: dileu repeat: ailadrodd -return: return right: dde sleep: cysgu step: cam times: gwaith to: i to_list: i -'true': 'true' -'True': 'True' turn: troi while: tra white: gwyn -with: with yellow: melyn diff --git a/content/keywords/da.yaml b/content/keywords/da.yaml index 535b367447d..9af1cc3931a 100644 --- a/content/keywords/da.yaml +++ b/content/keywords/da.yaml @@ -8,44 +8,28 @@ brown: brun call: kald clear: rens color: farve -comma: ',' -d0: '0' -d1: '1' -d2: '2' -d3: '3' -d4: '4' -d5: '5' -d6: '6' -d7: '7' -d8: '8' -d9: '9' -def: def define: definer echo: ekko elif: ellers hvis else: ellers 'false': 'falsk' 'False': 'Falsk' -for: for forward: fremad from: fra gray: grå green: grøn if: hvis in: i -input: input is: er left: venstre length: længde not_in: ikke i or: eller -orange: orange pink: lyserød play: spil pressed: trykket ned print: skriv purple: lila -quote: '''' random: tilfældighed range: interval red: rød diff --git a/content/keywords/de.yaml b/content/keywords/de.yaml index 2f0c4faa57d..37ff19021aa 100644 --- a/content/keywords/de.yaml +++ b/content/keywords/de.yaml @@ -8,20 +8,7 @@ brown: Braun call: aufruf clear: abwischen color: farbe -comma: ',' -d0: '0' -d1: '1' -d2: '2' -d3: '3' -d4: '4' -d5: '5' -d6: '6' -d7: '7' -d8: '8' -d9: '9' -def: def define: definiere -echo: echo elif: sofalls else: sonst 'false': 'falsch' @@ -32,7 +19,6 @@ from: aus gray: Grau green: Grün if: falls -in: in input: eingabe is: ist left: links @@ -45,13 +31,11 @@ play: spiele pressed: gedrückt print: drucke purple: Lila -quote: '''' random: zufällig range: bereich red: Rot remove: entferne repeat: wiederhole -return: return right: rechts sleep: schlafe step: schritt diff --git a/content/keywords/el.yaml b/content/keywords/el.yaml index bdc15307dd4..3e6c9c2dfce 100644 --- a/content/keywords/el.yaml +++ b/content/keywords/el.yaml @@ -1,67 +1 @@ -add: add and: και -ask: ask -at: at -black: black -blue: blue -brown: brown -call: call -clear: clear -color: color -comma: ',' -d0: '0' -d1: '1' -d2: '2' -d3: '3' -d4: '4' -d5: '5' -d6: '6' -d7: '7' -d8: '8' -d9: '9' -def: def -define: define -echo: echo -elif: elif -else: else -'false': 'false' -'False': 'False' -for: for -forward: forward -from: from -gray: gray -green: green -if: if -in: in -input: input -is: is -left: left -length: length -not_in: not in -or: or -orange: orange -pink: pink -play: play -pressed: pressed -print: print -purple: purple -quote: '''' -random: random -range: range -red: red -remove: remove -repeat: repeat -return: return -right: right -sleep: sleep -step: step -times: times -to: to -to_list: to -'true': 'true' -'True': 'True' -turn: turn -while: while -white: white -with: with -yellow: yellow diff --git a/content/keywords/eo.yaml b/content/keywords/eo.yaml index 7211ac162d6..fd5e8661424 100644 --- a/content/keywords/eo.yaml +++ b/content/keywords/eo.yaml @@ -5,27 +5,10 @@ at: laŭ|lau|laux black: nigra blue: blua brown: bruna -call: call -clear: clear color: koloro -comma: ',' -d0: '0' -d1: '1' -d2: '2' -d3: '3' -d4: '4' -d5: '5' -d6: '6' -d7: '7' -d8: '8' -d9: '9' -def: def -define: define echo: eĥu|ehhu|ehxu|e^hu|eh^u elif: alie se else: alie -'false': 'false' -'False': 'False' for: por forward: antaŭen|antauen|antauxen from: el @@ -37,31 +20,23 @@ input: enigu is: estas left: maldekstren length: longo -not_in: not in or: aŭ|au|aux orange: oranĝa|orangha|orangxa|oran^ga|orang^a pink: rozkolora -play: play -pressed: pressed print: presu purple: purpura -quote: '''' random: hazardo range: intervalo red: ruĝa|rugha|rugxa|ru^ga|rug^a remove: forigu repeat: ripetu -return: return right: dekstren sleep: dormu step: paŝo|pasho|pasxo|pa^so|pas^o times: fojojn to: ĝis|ghis|gxis|^gis|g^is to_list: al -'true': 'true' -'True': 'True' turn: turnu while: dum white: blanka -with: with yellow: flava diff --git a/content/keywords/es.yaml b/content/keywords/es.yaml index 6ef7d6c2308..50646f91632 100644 --- a/content/keywords/es.yaml +++ b/content/keywords/es.yaml @@ -7,25 +7,10 @@ blue: azul brown: marrón call: llamar clear: limpiar -color: color -comma: ',' -d0: '0' -d1: '1' -d2: '2' -d3: '3' -d4: '4' -d5: '5' -d6: '6' -d7: '7' -d8: '8' -d9: '9' -def: def define: definir echo: eco elif: sinosi else: sino -'false': 'false' -'False': 'False' for: para forward: adelante from: de @@ -41,11 +26,9 @@ not_in: no en or: o orange: naranja pink: rosa -play: play pressed: presionada print: imprimir purple: púrpura -quote: '''' random: aleatorio range: rango red: rojo @@ -58,8 +41,6 @@ step: paso times: veces to: a to_list: a -'true': 'true' -'True': 'True' turn: girar while: mientras white: blanco diff --git a/content/keywords/et.yaml b/content/keywords/et.yaml index 2c4c3d9b361..011c8e82859 100644 --- a/content/keywords/et.yaml +++ b/content/keywords/et.yaml @@ -5,27 +5,10 @@ at: täitsa black: must blue: sinine brown: pruun -call: call -clear: clear color: värv -comma: ',' -d0: '0' -d1: '1' -d2: '2' -d3: '3' -d4: '4' -d5: '5' -d6: '6' -d7: '7' -d8: '8' -d9: '9' -def: def -define: define echo: peegelda elif: muidukui else: muidu -'false': 'false' -'False': 'False' for: jaoks forward: edasi from: nimistust @@ -37,31 +20,23 @@ input: sisesta is: 'on' left: vasakule length: pikkus -not_in: not in or: või orange: oranž pink: roosa -play: play -pressed: pressed print: prindi purple: lilla -quote: '''' random: juhuslikult range: vahemik red: punane remove: kustuta repeat: korda -return: return right: paremale sleep: oota step: sammuga times: korda to: kuni to_list: nimistusse -'true': 'true' -'True': 'True' turn: pööra while: senikui white: valge -with: with yellow: kollane diff --git a/content/keywords/fa.yaml b/content/keywords/fa.yaml index 106e8006a9f..2bd4a3fa967 100644 --- a/content/keywords/fa.yaml +++ b/content/keywords/fa.yaml @@ -1,67 +1,18 @@ -add: add -and: and ask: بپرس -at: at black: سیاه blue: آبی brown: قهوه ای -call: call -clear: clear color: رنگ -comma: ',' -d0: '0' -d1: '1' -d2: '2' -d3: '3' -d4: '4' -d5: '5' -d6: '6' -d7: '7' -d8: '8' -d9: '9' -def: def -define: define -echo: echo -elif: elif -else: else -'false': 'false' -'False': 'False' -for: for forward: به جلو -from: from gray: خاکستری green: سبز -if: if -in: in -input: input -is: is left: چپ -length: length -not_in: not in -or: or orange: نارنجی pink: صورتی -play: play -pressed: pressed print: چاپ purple: بنفش -quote: '''' -random: random -range: range red: قرمز -remove: remove -repeat: repeat -return: return right: راست -sleep: sleep -step: step -times: times -to: to -to_list: to -'true': 'true' -'True': 'True' turn: دور بزن -while: while white: سفید -with: with yellow: زرد diff --git a/content/keywords/fi.yaml b/content/keywords/fi.yaml index 464cc6e2c80..a3761450424 100644 --- a/content/keywords/fi.yaml +++ b/content/keywords/fi.yaml @@ -5,27 +5,11 @@ at: ota black: musta blue: sininen brown: ruskea -call: call clear: nollaa color: väri -comma: ',' -d0: '0' -d1: '1' -d2: '2' -d3: '3' -d4: '4' -d5: '5' -d6: '6' -d7: '7' -d8: '8' -d9: '9' -def: def -define: define echo: kaiku elif: muutenjos else: muuten -'false': 'false' -'False': 'False' for: jokaiselle forward: eteenpäin from: listasta @@ -41,27 +25,21 @@ not_in: ei kohteessa or: tai orange: oranssi pink: vaaleanpunainen -play: play pressed: painettu print: tulosta purple: violetti -quote: '''' random: satunnainen range: väli red: punainen remove: poista repeat: toista -return: return right: oikea sleep: nuku step: askel times: kertaa to: asti to_list: listaksi -'true': 'true' -'True': 'True' turn: käänny while: kun white: valkoinen -with: with yellow: keltainen diff --git a/content/keywords/fr.yaml b/content/keywords/fr.yaml index ca14f24e65f..e62ad5bccc6 100644 --- a/content/keywords/fr.yaml +++ b/content/keywords/fr.yaml @@ -8,24 +8,10 @@ brown: marron call: appelle clear: effacer color: couleur -comma: ',' -d0: '0' -d1: '1' -d2: '2' -d3: '3' -d4: '4' -d5: '5' -d6: '6' -d7: '7' -d8: '8' -d9: '9' -def: def define: définis echo: réponds elif: sinon si else: sinon -'false': 'false' -'False': 'False' for: pour forward: avance from: de @@ -39,27 +25,22 @@ left: gauche length: longueur not_in: pas dans or: ou -orange: orange pink: rose play: joue pressed: pressé print: affiche purple: violet -quote: '''' random: hasard range: intervalle red: rouge remove: supprime repeat: répète|repete -return: return right: droite sleep: dors step: pas times: fois to: à to_list: à -'true': 'true' -'True': 'True' turn: tourne while: tant que white: blanc diff --git a/content/keywords/fr_CA.yaml b/content/keywords/fr_CA.yaml index ca14f24e65f..e62ad5bccc6 100644 --- a/content/keywords/fr_CA.yaml +++ b/content/keywords/fr_CA.yaml @@ -8,24 +8,10 @@ brown: marron call: appelle clear: effacer color: couleur -comma: ',' -d0: '0' -d1: '1' -d2: '2' -d3: '3' -d4: '4' -d5: '5' -d6: '6' -d7: '7' -d8: '8' -d9: '9' -def: def define: définis echo: réponds elif: sinon si else: sinon -'false': 'false' -'False': 'False' for: pour forward: avance from: de @@ -39,27 +25,22 @@ left: gauche length: longueur not_in: pas dans or: ou -orange: orange pink: rose play: joue pressed: pressé print: affiche purple: violet -quote: '''' random: hasard range: intervalle red: rouge remove: supprime repeat: répète|repete -return: return right: droite sleep: dors step: pas times: fois to: à to_list: à -'true': 'true' -'True': 'True' turn: tourne while: tant que white: blanc diff --git a/content/keywords/fy.yaml b/content/keywords/fy.yaml index 0326d7e4c99..0967ef424bc 100644 --- a/content/keywords/fy.yaml +++ b/content/keywords/fy.yaml @@ -1,67 +1 @@ -add: add -and: and -ask: ask -at: at -black: black -blue: blue -brown: brown -call: call -clear: clear -color: color -comma: ',' -d0: '0' -d1: '1' -d2: '2' -d3: '3' -d4: '4' -d5: '5' -d6: '6' -d7: '7' -d8: '8' -d9: '9' -def: def -define: define -echo: echo -elif: elif -else: else -'false': 'false' -'False': 'False' -for: for -forward: forward -from: from -gray: gray -green: green -if: if -in: in -input: input -is: is -left: left -length: length -not_in: not in -or: or -orange: orange -pink: pink -play: play -pressed: pressed -print: print -purple: purple -quote: '''' -random: random -range: range -red: red -remove: remove -repeat: repeat -return: return -right: right -sleep: sleep -step: step -times: times -to: to -to_list: to -'true': 'true' -'True': 'True' -turn: turn -while: while -white: white -with: with -yellow: yellow +{} diff --git a/content/keywords/he.yaml b/content/keywords/he.yaml index 58f0dcb03ce..15559e5897f 100644 --- a/content/keywords/he.yaml +++ b/content/keywords/he.yaml @@ -5,27 +5,11 @@ at: ב black: שחור blue: כחול brown: חום -call: call clear: לנקות color: צבע -comma: ',' -d0: '0' -d1: '1' -d2: '2' -d3: '3' -d4: '4' -d5: '5' -d6: '6' -d7: '7' -d8: '8' -d9: '9' -def: def -define: define echo: הדהד elif: אחרתאם else: אחרת -'false': 'false' -'False': 'False' for: לכל forward: קדימה from: מ @@ -37,31 +21,24 @@ input: קלט is: הוא left: שמאלה length: אורך -not_in: not in or: או orange: כתום pink: ורוד -play: play pressed: נלחץ print: הדפס purple: סגול -quote: '''' random: אקראי range: טווח red: אדום remove: הסר repeat: חזור -return: return right: ימינה sleep: המתן step: צעד times: פעמים to: עד to_list: אל -'true': 'true' -'True': 'True' turn: פנה while: כלעוד white: לבן -with: with yellow: צהוב diff --git a/content/keywords/hi.yaml b/content/keywords/hi.yaml index 33b1c738f2d..130f281fbc3 100644 --- a/content/keywords/hi.yaml +++ b/content/keywords/hi.yaml @@ -5,27 +5,11 @@ at: पर black: काला blue: नीला brown: भूरा -call: call clear: साफ़ color: रंग -comma: ',' -d0: '0' -d1: '1' -d2: '2' -d3: '3' -d4: '4' -d5: '5' -d6: '6' -d7: '7' -d8: '8' -d9: '9' -def: def -define: define echo: गूंज elif: एलिफ else: अन्यथा -'false': 'false' -'False': 'False' for: के लिये forward: आगे from: से @@ -37,31 +21,23 @@ input: इनपुट is: है left: बाएं length: लंबाई -not_in: not in or: या orange: नारंगी pink: गुलाबी -play: play pressed: दबाया गया print: प्रिंट purple: बैंगनी -quote: '''' random: अनियमित range: श्रेणी red: लाल remove: हटाना repeat: दोहराना -return: return -right: right sleep: नींद step: क़दम times: बार to: से to_list: से -'true': 'true' -'True': 'True' turn: मोड़ while: व्हाइल white: सफ़ेद -with: with yellow: पीला diff --git a/content/keywords/hr.yaml b/content/keywords/hr.yaml index 485c222d291..0967ef424bc 100644 --- a/content/keywords/hr.yaml +++ b/content/keywords/hr.yaml @@ -1,67 +1 @@ -brown: brown -and: and -ask: ask -at: at -black: black -add: add -d2: '2' -d7: '7' -d5: '5' -clear: clear -d6: '6' -d4: '4' -d1: '1' -call: call -d8: '8' -def: def -d9: '9' -d3: '3' -comma: ',' -d0: '0' -color: color -define: define -if: if -'True': 'True' -turn: turn -from: from -remove: remove -'false': 'false' -for: for -gray: gray -pink: pink -'False': 'False' -right: right -while: while -white: white -is: is -or: or -range: range -in: in -with: with -repeat: repeat -input: input -to: to -'true': 'true' -not_in: not in -return: return -quote: "'" -times: times -forward: forward -orange: orange -green: green -yellow: yellow -left: left -elif: elif -red: red -random: random -print: print -pressed: pressed -play: play -to_list: to -echo: echo -length: length -else: else -purple: purple -blue: blue -step: step -sleep: sleep +{} diff --git a/content/keywords/hu.yaml b/content/keywords/hu.yaml index 20df9b3a6ad..2d154c8be4c 100644 --- a/content/keywords/hu.yaml +++ b/content/keywords/hu.yaml @@ -5,27 +5,11 @@ at: listából black: fekete blue: kék brown: barna -call: call clear: törlés color: szín -comma: ',' -d0: '0' -d1: '1' -d2: '2' -d3: '3' -d4: '4' -d5: '5' -d6: '6' -d7: '7' -d8: '8' -d9: '9' -def: def -define: define echo: utánoz elif: egybk-ha else: egyébként -'false': 'false' -'False': 'False' for: minden forward: előre from: ebből @@ -40,28 +24,21 @@ length: hossz not_in: nem eleme or: vagy orange: narancs -pink: pink -play: play pressed: lenyomva print: kiír purple: lila quote: '"' -random: random range: szakasz red: piros remove: kivesz repeat: ismételd -return: return right: jobbra sleep: szundi step: lépésenként times: alkalommal to: től to_list: ebbe -'true': 'true' -'True': 'True' turn: fordul while: amíg white: fehér -with: with yellow: sárga diff --git a/content/keywords/ia.yaml b/content/keywords/ia.yaml index 63aad4919e4..365013e81e5 100644 --- a/content/keywords/ia.yaml +++ b/content/keywords/ia.yaml @@ -7,45 +7,25 @@ blue: blau brown: brun call: appella clear: clar -color: color -comma: ',' -d0: '0' -d1: '1' -d2: '2' -d3: '3' -d4: '4' -d5: '5' -d6: '6' -d7: '7' -d8: '8' -d9: '9' -def: def -define: define -echo: echo elif: si non si else: si non -'false': 'false' -'False': 'False' for: per forward: avantiare from: de gray: grise green: verde if: si -in: in input: intrada is: es left: sinestre length: longe not_in: non in or: o -orange: orange pink: rosa play: sonar pressed: pressionate print: imprimer purple: purpure -quote: '''' random: aleatori range: extension red: roge diff --git a/content/keywords/iba.yaml b/content/keywords/iba.yaml index 48009b7da4c..0967ef424bc 100644 --- a/content/keywords/iba.yaml +++ b/content/keywords/iba.yaml @@ -1,67 +1 @@ -define: define -'true': 'true' -'True': 'True' -turn: turn -if: if -d2: '2' -brown: brown -from: from -and: and -remove: remove -d7: '7' -d5: '5' -'false': 'false' -'False': 'False' -for: for -clear: clear -gray: gray -pink: pink -ask: ask -right: right -while: while -white: white -is: is -or: or -range: range -in: in -with: with -repeat: repeat -input: input -to: to -not_in: not in -d6: '6' -return: return -quote: "'" -at: at -times: times -forward: forward -orange: orange -d4: '4' -green: green -yellow: yellow -left: left -d1: '1' -elif: elif -red: red -random: random -black: black -print: print -call: call -d8: '8' -def: def -d9: '9' -pressed: pressed -play: play -to_list: to -d3: '3' -comma: ',' -add: add -echo: echo -length: length -else: else -d0: '0' -color: color -purple: purple -blue: blue -step: step -sleep: sleep +{} diff --git a/content/keywords/id.yaml b/content/keywords/id.yaml index 3f9b3bcebf6..8236c24ede7 100644 --- a/content/keywords/id.yaml +++ b/content/keywords/id.yaml @@ -2,66 +2,30 @@ add: tambah and: dan ask: tanya at: secara -black: black -blue: blue -brown: brown -call: call -clear: clear color: warna -comma: ',' -d0: '0' -d1: '1' -d2: '2' -d3: '3' -d4: '4' -d5: '5' -d6: '6' -d7: '7' -d8: '8' -d9: '9' -def: def -define: define echo: gaungkan elif: lain_jika else: lainnya -'false': 'false' -'False': 'False' for: untuk forward: maju from: dari -gray: gray -green: green if: jika in: dalam input: masukan is: adalah left: kiri length: panjang -not_in: not in or: atau -orange: orange -pink: pink -play: play -pressed: pressed print: cetak -purple: purple -quote: '''' random: acak range: batasan -red: red remove: hapus repeat: ulangi -return: return right: kanan sleep: tidur step: langkah times: kali to: ke to_list: ke -'true': 'true' -'True': 'True' turn: belok while: selama -white: white -with: with -yellow: yellow diff --git a/content/keywords/it.yaml b/content/keywords/it.yaml index 64b9633e935..a02d3eef30d 100644 --- a/content/keywords/it.yaml +++ b/content/keywords/it.yaml @@ -1,67 +1,34 @@ -add: add and: e ask: chiedi -at: at black: nero blue: blu brown: marrone -call: call clear: Elimina color: colore -comma: ',' -d0: '0' -d1: '1' -d2: '2' -d3: '3' -d4: '4' -d5: '5' -d6: '6' -d7: '7' -d8: '8' -d9: '9' -def: def -define: define echo: eco elif: altrimenti se else: altrimenti -'false': 'false' -'False': 'False' -for: for forward: avanti from: da gray: grigio green: verde -if: if -in: in -input: input -is: is left: sinistra length: lunghezza not_in: non quello -or: or orange: arancione pink: rosa -play: play pressed: Premuto print: stampa purple: viola -quote: '''' random: a caso range: intervallo red: rosso remove: rimuovi repeat: ripeti -return: return -right: right sleep: dormi step: passo times: volte -to: to -to_list: to -'true': 'true' -'True': 'True' turn: gira while: mentre white: bianco -with: with yellow: giallo diff --git a/content/keywords/ja.yaml b/content/keywords/ja.yaml index f9dccd141c3..b632cd57c65 100644 --- a/content/keywords/ja.yaml +++ b/content/keywords/ja.yaml @@ -1,67 +1,22 @@ add: たす -and: and ask: きけ -at: at black: くろ blue: あお brown: ちゃいろ -call: call -clear: clear color: いろ -comma: ',' -d0: '0' -d1: '1' -d2: '2' -d3: '3' -d4: '4' -d5: '5' -d6: '6' -d7: '7' -d8: '8' -d9: '9' -def: def -define: define echo: まね -elif: elif -else: else -'false': 'false' -'False': 'False' -for: for forward: すすめ -from: from gray: はいいろ green: みどり -if: if -in: in -input: input -is: is left: ひだり -length: length -not_in: not in -or: or orange: おれんじ pink: ぴんく -play: play -pressed: pressed print: かけ purple: むらさき -quote: '''' -random: random -range: range red: あか -remove: remove -repeat: repeat -return: return right: みぎ sleep: やすめ -step: step times: かい -to: to -to_list: to -'true': 'true' -'True': 'True' turn: まわれ -while: while white: しろ -with: with yellow: きいろ diff --git a/content/keywords/kab.yaml b/content/keywords/kab.yaml index 18b2cd72378..e88e7893a4a 100644 --- a/content/keywords/kab.yaml +++ b/content/keywords/kab.yaml @@ -1,67 +1,45 @@ is: d in: deg input: sekcem -'True': 'True' define: sbadu turn: zzi if: ma yella -d2: '2' brown: aqehwi from: seg and: akked remove: kkes -d7: '7' -'false': 'false' -d5: '5' for: i clear: sfeḍ -gray: gray pink: axuxi -'False': 'False' ask: ssuter right: ayeffus while: imi white: amellal or: neɣ -range: range with: akked repeat: ales to: ɣer -'true': 'true' not_in: mačči deg -d6: '6' return: uɣal ɣer deffir -quote: "'" at: ar times: tikkal forward: welleh orange: aččinawi -d4: '4' green: azegzaw yellow: awreɣ left: ayeffus -d1: '1' elif: neɣ ma yella red: azeggaɣ -random: random black: aberkan print: siggez call: asiwel -d8: '8' -def: def -d9: '9' -pressed: pressed play: urar to_list: ɣer -d3: '3' -comma: ',' add: rnu echo: yerra-d length: teɣzi else: neɣ -d0: '0' color: ini -purple: purple blue: amidadi step: takkayt sleep: gen diff --git a/content/keywords/kmr.yaml b/content/keywords/kmr.yaml index 0326d7e4c99..0967ef424bc 100644 --- a/content/keywords/kmr.yaml +++ b/content/keywords/kmr.yaml @@ -1,67 +1 @@ -add: add -and: and -ask: ask -at: at -black: black -blue: blue -brown: brown -call: call -clear: clear -color: color -comma: ',' -d0: '0' -d1: '1' -d2: '2' -d3: '3' -d4: '4' -d5: '5' -d6: '6' -d7: '7' -d8: '8' -d9: '9' -def: def -define: define -echo: echo -elif: elif -else: else -'false': 'false' -'False': 'False' -for: for -forward: forward -from: from -gray: gray -green: green -if: if -in: in -input: input -is: is -left: left -length: length -not_in: not in -or: or -orange: orange -pink: pink -play: play -pressed: pressed -print: print -purple: purple -quote: '''' -random: random -range: range -red: red -remove: remove -repeat: repeat -return: return -right: right -sleep: sleep -step: step -times: times -to: to -to_list: to -'true': 'true' -'True': 'True' -turn: turn -while: while -white: white -with: with -yellow: yellow +{} diff --git a/content/keywords/ko.yaml b/content/keywords/ko.yaml index 0326d7e4c99..0967ef424bc 100644 --- a/content/keywords/ko.yaml +++ b/content/keywords/ko.yaml @@ -1,67 +1 @@ -add: add -and: and -ask: ask -at: at -black: black -blue: blue -brown: brown -call: call -clear: clear -color: color -comma: ',' -d0: '0' -d1: '1' -d2: '2' -d3: '3' -d4: '4' -d5: '5' -d6: '6' -d7: '7' -d8: '8' -d9: '9' -def: def -define: define -echo: echo -elif: elif -else: else -'false': 'false' -'False': 'False' -for: for -forward: forward -from: from -gray: gray -green: green -if: if -in: in -input: input -is: is -left: left -length: length -not_in: not in -or: or -orange: orange -pink: pink -play: play -pressed: pressed -print: print -purple: purple -quote: '''' -random: random -range: range -red: red -remove: remove -repeat: repeat -return: return -right: right -sleep: sleep -step: step -times: times -to: to -to_list: to -'true': 'true' -'True': 'True' -turn: turn -while: while -white: white -with: with -yellow: yellow +{} diff --git a/content/keywords/mi.yaml b/content/keywords/mi.yaml index 0326d7e4c99..0967ef424bc 100644 --- a/content/keywords/mi.yaml +++ b/content/keywords/mi.yaml @@ -1,67 +1 @@ -add: add -and: and -ask: ask -at: at -black: black -blue: blue -brown: brown -call: call -clear: clear -color: color -comma: ',' -d0: '0' -d1: '1' -d2: '2' -d3: '3' -d4: '4' -d5: '5' -d6: '6' -d7: '7' -d8: '8' -d9: '9' -def: def -define: define -echo: echo -elif: elif -else: else -'false': 'false' -'False': 'False' -for: for -forward: forward -from: from -gray: gray -green: green -if: if -in: in -input: input -is: is -left: left -length: length -not_in: not in -or: or -orange: orange -pink: pink -play: play -pressed: pressed -print: print -purple: purple -quote: '''' -random: random -range: range -red: red -remove: remove -repeat: repeat -return: return -right: right -sleep: sleep -step: step -times: times -to: to -to_list: to -'true': 'true' -'True': 'True' -turn: turn -while: while -white: white -with: with -yellow: yellow +{} diff --git a/content/keywords/ms.yaml b/content/keywords/ms.yaml index c638019363e..f9a74d2fefd 100644 --- a/content/keywords/ms.yaml +++ b/content/keywords/ms.yaml @@ -1,67 +1,3 @@ -brown: brown and: dan -clear: clear ask: tanya -at: at -black: black -call: call add: tambah -blue: blue -define: define -'true': 'true' -'True': 'True' -turn: turn -if: if -d2: '2' -from: from -remove: remove -d7: '7' -d5: '5' -'false': 'false' -'False': 'False' -for: for -gray: gray -pink: pink -right: right -while: while -white: white -is: is -or: or -range: range -in: in -with: with -repeat: repeat -input: input -to: to -not_in: not in -d6: '6' -return: return -quote: "'" -times: times -forward: forward -orange: orange -d4: '4' -green: green -yellow: yellow -left: left -d1: '1' -elif: elif -red: red -random: random -print: print -d8: '8' -def: def -d9: '9' -pressed: pressed -play: play -to_list: to -d3: '3' -comma: ',' -echo: echo -length: length -else: else -d0: '0' -color: color -purple: purple -step: step -sleep: sleep diff --git a/content/keywords/nb_NO.yaml b/content/keywords/nb_NO.yaml index d09ea14f154..21d6e39bdc3 100644 --- a/content/keywords/nb_NO.yaml +++ b/content/keywords/nb_NO.yaml @@ -2,66 +2,28 @@ add: legg and: og ask: spør at: på -black: black -blue: blue -brown: brown -call: call -clear: clear -color: color -comma: ',' -d0: '0' -d1: '1' -d2: '2' -d3: '3' -d4: '4' -d5: '5' -d6: '6' -d7: '7' -d8: '8' -d9: '9' -def: def -define: define echo: ekko elif: elhvis else: ellers -'false': 'false' -'False': 'False' -for: for forward: frem from: fra -gray: gray -green: green if: hvis in: i input: inndata is: er left: venstre length: lengde -not_in: not in or: eller -orange: orange -pink: pink -play: play -pressed: pressed print: skriv -purple: purple -quote: '''' random: tilfeldig range: sekvens -red: red remove: fjern repeat: gjenta -return: return right: høyre sleep: sov step: steg times: ganger to: til to_list: til -'true': 'true' -'True': 'True' turn: snu while: mens -white: white -with: with -yellow: yellow diff --git a/content/keywords/ne.yaml b/content/keywords/ne.yaml index f8d587eb01c..0967ef424bc 100644 --- a/content/keywords/ne.yaml +++ b/content/keywords/ne.yaml @@ -1,67 +1 @@ -d2: '2' -brown: brown -and: and -d5: '5' -clear: clear -ask: ask -define: define -d7: '7' -'false': 'false' -for: for -'False': 'False' -forward: forward -elif: elif -d8: '8' -def: def -d9: '9' -echo: echo -if: if -from: from -gray: gray -is: is -or: or -in: in -input: input -not_in: not in -orange: orange -green: green -left: left -'True': 'True' -turn: turn -remove: remove -pink: pink -right: right -while: while -white: white -range: range -with: with -repeat: repeat -to: to -'true': 'true' -d6: '6' -return: return -quote: "'" -at: at -times: times -d4: '4' -yellow: yellow -d1: '1' -red: red -random: random -black: black -print: print -call: call -pressed: pressed -play: play -to_list: to -d3: '3' -comma: ',' -add: add -length: length -else: else -d0: '0' -color: color -purple: purple -blue: blue -step: step -sleep: sleep +{} diff --git a/content/keywords/nl.yaml b/content/keywords/nl.yaml index 07fbb25c972..c5bf3bc5db1 100644 --- a/content/keywords/nl.yaml +++ b/content/keywords/nl.yaml @@ -8,33 +8,16 @@ brown: bruin call: roep clear: wis color: kleur -comma: ',' -d0: '0' -d1: '1' -d2: '2' -d3: '3' -d4: '4' -d5: '5' -d6: '6' -d7: '7' -d8: '8' -d9: '9' -def: def define: definieer -echo: echo elif: alsanders else: anders -'false': 'false' -'False': 'False' for: voor forward: vooruit from: uit gray: grijs green: groen if: als -in: in input: invoer -is: is left: links length: lengte not_in: niet in @@ -43,23 +26,18 @@ orange: oranje pink: roze play: speel pressed: ingedrukt -print: print purple: paars -quote: '''' random: willekeurig range: bereik red: rood remove: verwijder repeat: herhaal -return: return right: rechts sleep: slaap step: stap times: keer to: tot to_list: toe aan -'true': 'true' -'True': 'True' turn: draai while: zolang white: wit diff --git a/content/keywords/pa_PK.yaml b/content/keywords/pa_PK.yaml index 2e76d564c80..4cbcebf327a 100644 --- a/content/keywords/pa_PK.yaml +++ b/content/keywords/pa_PK.yaml @@ -5,8 +5,6 @@ at: ستھتی black: کالا blue: نیلا brown: بھورا -call: call -clear: clear color: رنگ comma: ، d0: ۰ @@ -19,13 +17,9 @@ d6: ۶ d7: ۷ d8: ۸ d9: ۹ -def: def -define: define echo: فیر elif: ہور else: وکھرا -'false': 'false' -'False': 'False' for: جدوں forward: اگے from: سروت @@ -37,31 +31,23 @@ input: اینپٹ is: سمان left: کھبے length: لمبائی -not_in: not in or: یا orange: سنترا pink: گلابی -play: play -pressed: pressed print: چپائی purple: جامنی -quote: '''' random: رلوان range: سلسلہ red: لال remove: مٹاکے repeat: دہرا -return: return right: سجے sleep: نیند step: سطر times: ضرب to: منزل to_list: منزل -'true': 'true' -'True': 'True' turn: موڑن while: جدکہ white: چٹا -with: with yellow: پیلا diff --git a/content/keywords/pap.yaml b/content/keywords/pap.yaml index 0326d7e4c99..0967ef424bc 100644 --- a/content/keywords/pap.yaml +++ b/content/keywords/pap.yaml @@ -1,67 +1 @@ -add: add -and: and -ask: ask -at: at -black: black -blue: blue -brown: brown -call: call -clear: clear -color: color -comma: ',' -d0: '0' -d1: '1' -d2: '2' -d3: '3' -d4: '4' -d5: '5' -d6: '6' -d7: '7' -d8: '8' -d9: '9' -def: def -define: define -echo: echo -elif: elif -else: else -'false': 'false' -'False': 'False' -for: for -forward: forward -from: from -gray: gray -green: green -if: if -in: in -input: input -is: is -left: left -length: length -not_in: not in -or: or -orange: orange -pink: pink -play: play -pressed: pressed -print: print -purple: purple -quote: '''' -random: random -range: range -red: red -remove: remove -repeat: repeat -return: return -right: right -sleep: sleep -step: step -times: times -to: to -to_list: to -'true': 'true' -'True': 'True' -turn: turn -while: while -white: white -with: with -yellow: yellow +{} diff --git a/content/keywords/peo.yaml b/content/keywords/peo.yaml index 79e0afb8932..0967ef424bc 100644 --- a/content/keywords/peo.yaml +++ b/content/keywords/peo.yaml @@ -1,67 +1 @@ -d2: '2' -clear: clear -if: if -from: from -'false': 'false' -pink: pink -or: or -not_in: not in -orange: orange -left: left -remove: remove -'True': 'True' -define: define -turn: turn -brown: brown -and: and -d7: '7' -d5: '5' -for: for -gray: gray -'False': 'False' -ask: ask -right: right -while: while -white: white -is: is -range: range -in: in -with: with -repeat: repeat -input: input -to: to -'true': 'true' -d6: '6' -return: return -quote: "'" -at: at -times: times -forward: forward -d4: '4' -green: green -yellow: yellow -d1: '1' -elif: elif -red: red -random: random -black: black -print: print -call: call -d8: '8' -def: def -d9: '9' -pressed: pressed -play: play -to_list: to -d3: '3' -comma: ',' -add: add -echo: echo -length: length -else: else -d0: '0' -color: color -purple: purple -blue: blue -step: step -sleep: sleep +{} diff --git a/content/keywords/pl.yaml b/content/keywords/pl.yaml index 27b5d3d40e1..f784d077a27 100644 --- a/content/keywords/pl.yaml +++ b/content/keywords/pl.yaml @@ -5,27 +5,11 @@ at: pozycja black: czarny blue: niebieski brown: brązowy -call: call clear: wyczyść color: kolor -comma: ',' -d0: '0' -d1: '1' -d2: '2' -d3: '3' -d4: '4' -d5: '5' -d6: '6' -d7: '7' -d8: '8' -d9: '9' -def: def -define: define echo: dołącz elif: albo else: inaczej -'false': 'false' -'False': 'False' for: dla forward: naprzód from: z @@ -41,27 +25,21 @@ not_in: nie w or: lub orange: pomarańczowy pink: różowy -play: play pressed: naciśnięty print: napisz purple: fioletowy -quote: '''' random: losowa range: zakres red: czerwony remove: usuń repeat: powtórz -return: return right: prawo sleep: śpij step: krok times: razy to: do to_list: do -'true': 'true' -'True': 'True' turn: obróć while: dopóki white: biały -with: with yellow: żółty diff --git a/content/keywords/pt_BR.yaml b/content/keywords/pt_BR.yaml index 1f48395d7fd..7f15c3782ec 100644 --- a/content/keywords/pt_BR.yaml +++ b/content/keywords/pt_BR.yaml @@ -8,24 +8,10 @@ brown: marrom call: chame clear: limpe color: cor -comma: ',' -d0: '0' -d1: '1' -d2: '2' -d3: '3' -d4: '4' -d5: '5' -d6: '6' -d7: '7' -d8: '8' -d9: '9' -def: def define: defina echo: eco elif: senão se else: senão -'false': 'false' -'False': 'False' for: para forward: adiante from: de @@ -45,7 +31,6 @@ play: toque pressed: apertado print: imprima purple: roxo -quote: '''' random: aleatório range: intervalo red: vermelho @@ -58,8 +43,6 @@ step: passo times: vezes to: para to_list: a -'true': 'true' -'True': 'True' turn: gire while: enquanto white: branco diff --git a/content/keywords/pt_PT.yaml b/content/keywords/pt_PT.yaml index bd643001707..1b655eb9672 100644 --- a/content/keywords/pt_PT.yaml +++ b/content/keywords/pt_PT.yaml @@ -8,25 +8,11 @@ brown: castanho call: chamar clear: limpar color: cor -comma: ',' -d0: '0' -d1: '1' -d2: '2' -d3: '3' -d4: '4' -d5: '5' -d6: '6' -d7: '7' -d8: '8' -d9: '9' -def: def define: definir echo: ecoar -elif: elif else: senão 'false': 'falso' 'False': 'Falso' -for: for forward: avançar from: de gray: cinzento @@ -45,7 +31,6 @@ play: tocar pressed: pressionado print: imprimir purple: roxo -quote: '''' random: aleatório range: intervalo red: vermelho @@ -56,7 +41,6 @@ right: direita sleep: dormir step: passo times: vezes -to: to to_list: para 'true': 'verdadeiro' 'True': 'Verdadeiro' diff --git a/content/keywords/ro.yaml b/content/keywords/ro.yaml index 409469945fb..1e913865e14 100644 --- a/content/keywords/ro.yaml +++ b/content/keywords/ro.yaml @@ -5,63 +5,34 @@ at: la black: negru blue: albastru brown: maro -call: call clear: șterge color: culoare -comma: ',' -d0: '0' -d1: '1' -d2: '2' -d3: '3' -d4: '4' -d5: '5' -d6: '6' -d7: '7' -d8: '8' -d9: '9' -def: def -define: define -echo: echo elif: altfel dacă -else: else -'false': 'false' -'False': 'False' for: pentru forward: înainte from: de la gray: gri green: verde -if: if -in: in input: intrare -is: is left: stânga length: lungime not_in: nu în or: sau orange: portocaliu pink: roz -play: play pressed: apăsat -print: print purple: mov -quote: '''' random: aleatoriu range: interval red: roșu remove: elimină repeat: repetă -return: return right: dreapta -sleep: sleep step: pas times: inmulțit to: către to_list: către -'true': 'true' -'True': 'True' turn: intoarce while: în timp ce white: alb -with: with yellow: galben diff --git a/content/keywords/ru.yaml b/content/keywords/ru.yaml index 56536568894..c735263bd73 100644 --- a/content/keywords/ru.yaml +++ b/content/keywords/ru.yaml @@ -8,18 +8,6 @@ brown: коричневый call: вызвать clear: очистить color: цвет -comma: ',' -d0: '0' -d1: '1' -d2: '2' -d3: '3' -d4: '4' -d5: '5' -d6: '6' -d7: '7' -d8: '8' -d9: '9' -def: def define: определить echo: повторить elif: иначе, если @@ -41,11 +29,9 @@ not_in: не в or: или orange: оранжевый pink: розовый -play: play pressed: нажмите print: печатать purple: пурпурный -quote: '''' random: случайном range: диапазон red: красный diff --git a/content/keywords/sl.yaml b/content/keywords/sl.yaml index 4817deeb13b..ab0ae981544 100644 --- a/content/keywords/sl.yaml +++ b/content/keywords/sl.yaml @@ -8,24 +8,10 @@ brown: rjava call: pokliči clear: počisti color: barva -comma: ',' -d0: '0' -d1: '1' -d2: '2' -d3: '3' -d4: '4' -d5: '5' -d6: '6' -d7: '7' -d8: '8' -d9: '9' -def: def define: definiraj echo: ponovi elif: aliče else: drugače -'false': 'false' -'False': 'False' for: za forward: naprej from: od @@ -45,7 +31,6 @@ play: zaigraj pressed: pritisnjen print: izpiši purple: vijolična -quote: "'" random: naključno range: razpon red: rdeča @@ -58,8 +43,6 @@ step: korak times: krat to: do to_list: do -'true': 'true' -'True': 'True' turn: obrni while: medtem ko white: bela diff --git a/content/keywords/sq.yaml b/content/keywords/sq.yaml index a6de50b10a3..7ff833c0871 100644 --- a/content/keywords/sq.yaml +++ b/content/keywords/sq.yaml @@ -8,24 +8,10 @@ brown: kafe call: thirr clear: pastro color: ngjyrë -comma: ',' -d0: '0' -d1: '1' -d2: '2' -d3: '3' -d4: '4' -d5: '5' -d6: '6' -d7: '7' -d8: '8' -d9: '9' -def: def define: defino echo: përsërit elif: nendryshe else: ndryshe -'false': 'false' -'False': 'False' for: për forward: përpara from: nga @@ -41,11 +27,9 @@ not_in: jo në or: ose orange: portokalli pink: rozë -play: play pressed: shtypur print: printo purple: vjollcë -quote: '''' random: rastësi range: varg red: kuqe @@ -58,8 +42,6 @@ step: hap times: her to: deri to_list: deri -'true': 'true' -'True': 'True' turn: kthesë while: derisa white: bardhë diff --git a/content/keywords/sr.yaml b/content/keywords/sr.yaml index 42eac4d06a2..e137ed468c1 100644 --- a/content/keywords/sr.yaml +++ b/content/keywords/sr.yaml @@ -8,17 +8,6 @@ brown: браон call: позови clear: очисти color: боја -comma: ',' -d0: '0' -d1: '1' -d2: '2' -d3: '3' -d4: '4' -d5: '5' -d6: '6' -d7: '7' -d8: '8' -d9: '9' def: деф define: дефиниши echo: покажи @@ -45,7 +34,6 @@ play: играј pressed: притиснуто print: штампај purple: љубичаста -quote: '''' random: насумично range: опсег red: црвена diff --git a/content/keywords/sv.yaml b/content/keywords/sv.yaml index 4672a92b8e5..0b16cd0e6e3 100644 --- a/content/keywords/sv.yaml +++ b/content/keywords/sv.yaml @@ -8,24 +8,10 @@ brown: brun call: anropa clear: rensa color: färg -comma: ',' -d0: '0' -d1: '1' -d2: '2' -d3: '3' -d4: '4' -d5: '5' -d6: '6' -d7: '7' -d8: '8' -d9: '9' -def: def define: definiera echo: eko elif: anom else: annars -'false': 'false' -'False': 'False' for: för forward: framåt from: från @@ -39,13 +25,10 @@ left: vänster length: längd not_in: inte i or: eller -orange: orange pink: rosa -play: play pressed: nedtryckt print: skriv purple: lila -quote: '''' random: slump range: intervall red: röd @@ -58,8 +41,6 @@ step: steg times: gånger to: till to_list: till -'true': 'true' -'True': 'True' turn: sväng while: medan white: vit diff --git a/content/keywords/sw.yaml b/content/keywords/sw.yaml index 0326d7e4c99..0967ef424bc 100644 --- a/content/keywords/sw.yaml +++ b/content/keywords/sw.yaml @@ -1,67 +1 @@ -add: add -and: and -ask: ask -at: at -black: black -blue: blue -brown: brown -call: call -clear: clear -color: color -comma: ',' -d0: '0' -d1: '1' -d2: '2' -d3: '3' -d4: '4' -d5: '5' -d6: '6' -d7: '7' -d8: '8' -d9: '9' -def: def -define: define -echo: echo -elif: elif -else: else -'false': 'false' -'False': 'False' -for: for -forward: forward -from: from -gray: gray -green: green -if: if -in: in -input: input -is: is -left: left -length: length -not_in: not in -or: or -orange: orange -pink: pink -play: play -pressed: pressed -print: print -purple: purple -quote: '''' -random: random -range: range -red: red -remove: remove -repeat: repeat -return: return -right: right -sleep: sleep -step: step -times: times -to: to -to_list: to -'true': 'true' -'True': 'True' -turn: turn -while: while -white: white -with: with -yellow: yellow +{} diff --git a/content/keywords/ta.yaml b/content/keywords/ta.yaml index 0326d7e4c99..0967ef424bc 100644 --- a/content/keywords/ta.yaml +++ b/content/keywords/ta.yaml @@ -1,67 +1 @@ -add: add -and: and -ask: ask -at: at -black: black -blue: blue -brown: brown -call: call -clear: clear -color: color -comma: ',' -d0: '0' -d1: '1' -d2: '2' -d3: '3' -d4: '4' -d5: '5' -d6: '6' -d7: '7' -d8: '8' -d9: '9' -def: def -define: define -echo: echo -elif: elif -else: else -'false': 'false' -'False': 'False' -for: for -forward: forward -from: from -gray: gray -green: green -if: if -in: in -input: input -is: is -left: left -length: length -not_in: not in -or: or -orange: orange -pink: pink -play: play -pressed: pressed -print: print -purple: purple -quote: '''' -random: random -range: range -red: red -remove: remove -repeat: repeat -return: return -right: right -sleep: sleep -step: step -times: times -to: to -to_list: to -'true': 'true' -'True': 'True' -turn: turn -while: while -white: white -with: with -yellow: yellow +{} diff --git a/content/keywords/te.yaml b/content/keywords/te.yaml index 30f939fe37d..ac573ee3023 100644 --- a/content/keywords/te.yaml +++ b/content/keywords/te.yaml @@ -2,66 +2,28 @@ add: జోడించు and: మరియు ask: అడగండి at: వద్ద -black: black -blue: blue -brown: brown -call: call clear: తుడిచివేయి -color: color -comma: ',' -d0: '0' -d1: '1' -d2: '2' -d3: '3' -d4: '4' -d5: '5' -d6: '6' -d7: '7' -d8: '8' -d9: '9' -def: def -define: define echo: ప్రతిధ్వని elif: మరొకటి ఉంటే else: లేకపోతే -'false': 'false' -'False': 'False' for: కోసం forward: ముందుకు from: నుండి -gray: gray -green: green if: ఉంటే in: मेలో input: ఇన్పుట్ is: ఉంది -left: left length: పొడవు -not_in: not in or: లేదా -orange: orange -pink: pink -play: play -pressed: pressed print: ముద్రణ -purple: purple -quote: '''' random: యాదృచ్ఛికంగా range: పరిధి -red: red remove: తొలగించు repeat: పునరావృతం -return: return -right: right sleep: నిద్ర step: అడుగు times: సార్లు to: కు to_list: కు -'true': 'true' -'True': 'True' turn: మలుపు while: అయితే -white: white -with: with -yellow: yellow diff --git a/content/keywords/th.yaml b/content/keywords/th.yaml index 3fb0cd1a604..42704681fdf 100644 --- a/content/keywords/th.yaml +++ b/content/keywords/th.yaml @@ -5,27 +5,11 @@ at: แบบ black: ดำ blue: น้ำเงิน brown: น้ำตาล -call: call clear: ลบกระดาน color: สี -comma: ',' -d0: '0' -d1: '1' -d2: '2' -d3: '3' -d4: '4' -d5: '5' -d6: '6' -d7: '7' -d8: '8' -d9: '9' -def: def -define: define echo: พูด elif: หรือถ้า else: ไม่อย่างนั้น -'false': 'false' -'False': 'False' for: ให้ forward: เดินหน้า from: จาก @@ -41,27 +25,21 @@ not_in: ไม่อยู่ใน or: หรือ orange: ส้ม pink: ชมพู -play: play pressed: ปุ่มที่ถูกกด print: แสดง purple: ม่วง -quote: '''' random: สุ่ม range: ช่วง red: แดง remove: ลบ repeat: ทำซ้ำ -return: return right: ขวา sleep: รอ step: เดิน times: ครั้ง to: จนถึง to_list: ไปยัง -'true': 'true' -'True': 'True' turn: เลี้ยว while: เมื่อไหร่ก็ตามที่ white: ขาว -with: with yellow: เหลือง diff --git a/content/keywords/tl.yaml b/content/keywords/tl.yaml index 0326d7e4c99..0967ef424bc 100644 --- a/content/keywords/tl.yaml +++ b/content/keywords/tl.yaml @@ -1,67 +1 @@ -add: add -and: and -ask: ask -at: at -black: black -blue: blue -brown: brown -call: call -clear: clear -color: color -comma: ',' -d0: '0' -d1: '1' -d2: '2' -d3: '3' -d4: '4' -d5: '5' -d6: '6' -d7: '7' -d8: '8' -d9: '9' -def: def -define: define -echo: echo -elif: elif -else: else -'false': 'false' -'False': 'False' -for: for -forward: forward -from: from -gray: gray -green: green -if: if -in: in -input: input -is: is -left: left -length: length -not_in: not in -or: or -orange: orange -pink: pink -play: play -pressed: pressed -print: print -purple: purple -quote: '''' -random: random -range: range -red: red -remove: remove -repeat: repeat -return: return -right: right -sleep: sleep -step: step -times: times -to: to -to_list: to -'true': 'true' -'True': 'True' -turn: turn -while: while -white: white -with: with -yellow: yellow +{} diff --git a/content/keywords/tn.yaml b/content/keywords/tn.yaml index a1fc4bef79a..2ca18c6aaa8 100644 --- a/content/keywords/tn.yaml +++ b/content/keywords/tn.yaml @@ -1,67 +1 @@ add: tsenya -and: and -ask: ask -at: at -black: black -blue: blue -brown: brown -call: call -clear: clear -color: color -comma: ',' -d0: '0' -d1: '1' -d2: '2' -d3: '3' -d4: '4' -d5: '5' -d6: '6' -d7: '7' -d8: '8' -d9: '9' -def: def -define: define -echo: echo -elif: elif -else: else -'false': 'false' -'False': 'False' -for: for -forward: forward -from: from -gray: gray -green: green -if: if -in: in -input: input -is: is -left: left -length: length -not_in: not in -or: or -orange: orange -pink: pink -play: play -pressed: pressed -print: print -purple: purple -quote: '''' -random: random -range: range -red: red -remove: remove -repeat: repeat -return: return -right: right -sleep: sleep -step: step -times: times -to: to -to_list: to -'true': 'true' -'True': 'True' -turn: turn -while: while -white: white -with: with -yellow: yellow diff --git a/content/keywords/tr.yaml b/content/keywords/tr.yaml index 282b32f099a..f921fa5b8c5 100644 --- a/content/keywords/tr.yaml +++ b/content/keywords/tr.yaml @@ -8,24 +8,11 @@ brown: kahverengi call: çağır clear: temizle color: renk -comma: ',' -d0: '0' -d1: '1' -d2: '2' -d3: '3' -d4: '4' -d5: '5' -d6: '6' -d7: '7' -d8: '8' -d9: '9' def: tanı define: tanımla echo: yankıla elif: değileğer else: değilse -'false': 'false' -'False': 'False' for: şunun için forward: ileri from: şuradan @@ -41,11 +28,9 @@ not_in: şunda değil or: veya orange: turuncu pink: pembe -play: play pressed: basılı print: yazdır purple: mor -quote: '''' random: rastgele range: aralık red: kırmızı @@ -58,8 +43,6 @@ step: adım times: kere to: şuraya to_list: şuraya -'true': 'true' -'True': 'True' turn: döndür while: şu iken white: beyaz diff --git a/content/keywords/uk.yaml b/content/keywords/uk.yaml index d70677837ff..d70470d440d 100644 --- a/content/keywords/uk.yaml +++ b/content/keywords/uk.yaml @@ -5,27 +5,11 @@ at: на позиції black: чорний blue: синій brown: коричневий -call: call clear: очистити color: колір -comma: ',' -d0: '0' -d1: '1' -d2: '2' -d3: '3' -d4: '4' -d5: '5' -d6: '6' -d7: '7' -d8: '8' -d9: '9' -def: def -define: define echo: ехо elif: інакше якщо else: інакше -'false': 'false' -'False': 'False' for: для forward: вперед from: iз|з @@ -41,27 +25,21 @@ not_in: не в or: або orange: оранжевий pink: рожевий -play: play pressed: натиснув print: друкуй purple: фіолетовий -quote: '''' random: випадковий|випадковій range: діапазон|діапазонi red: червоний remove: видали repeat: повтори -return: return right: вправо sleep: почекай step: крок times: разів|рази|раз to: до to_list: до -'true': 'true' -'True': 'True' turn: поверни while: тоді як white: білий -with: with yellow: жовтий diff --git a/content/keywords/ur.yaml b/content/keywords/ur.yaml index 95f56a7ba4b..161e63d5881 100644 --- a/content/keywords/ur.yaml +++ b/content/keywords/ur.yaml @@ -5,27 +5,12 @@ at: کوئی black: کالا blue: نیلا brown: براؤن -call: call clear: صاف color: رنگ comma: ، -d0: '0' -d1: '1' -d2: '2' -d3: '3' -d4: '4' -d5: '5' -d6: '6' -d7: '7' -d8: '8' -d9: '9' -def: def -define: define echo: پکار elif: یااگر else: ورنہ -'false': 'false' -'False': 'False' for: فی forward: آگے from: سے @@ -41,27 +26,21 @@ not_in: نہیں ہے or: یا orange: اورینج pink: گلابی -play: play pressed: دبا ہوا print: دکھاؤ purple: جامنی -quote: '''' random: سا range: حد red: سرخ remove: نکالو repeat: مکرر -return: return right: دائیں sleep: آرام step: قدم times: دفعہ to: سے to_list: اندر -'true': 'true' -'True': 'True' turn: مڑو while: جبتک white: سفید -with: with yellow: پیلا diff --git a/content/keywords/uz.yaml b/content/keywords/uz.yaml index 0326d7e4c99..0967ef424bc 100644 --- a/content/keywords/uz.yaml +++ b/content/keywords/uz.yaml @@ -1,67 +1 @@ -add: add -and: and -ask: ask -at: at -black: black -blue: blue -brown: brown -call: call -clear: clear -color: color -comma: ',' -d0: '0' -d1: '1' -d2: '2' -d3: '3' -d4: '4' -d5: '5' -d6: '6' -d7: '7' -d8: '8' -d9: '9' -def: def -define: define -echo: echo -elif: elif -else: else -'false': 'false' -'False': 'False' -for: for -forward: forward -from: from -gray: gray -green: green -if: if -in: in -input: input -is: is -left: left -length: length -not_in: not in -or: or -orange: orange -pink: pink -play: play -pressed: pressed -print: print -purple: purple -quote: '''' -random: random -range: range -red: red -remove: remove -repeat: repeat -return: return -right: right -sleep: sleep -step: step -times: times -to: to -to_list: to -'true': 'true' -'True': 'True' -turn: turn -while: while -white: white -with: with -yellow: yellow +{} diff --git a/content/keywords/vi.yaml b/content/keywords/vi.yaml index 557ff5cffa8..681a029f0a4 100644 --- a/content/keywords/vi.yaml +++ b/content/keywords/vi.yaml @@ -1,67 +1,24 @@ -add: add and: và ask: hỏi -at: at black: đen blue: lam brown: nâu -call: call -clear: clear color: màu -comma: ',' -d0: '0' -d1: '1' -d2: '2' -d3: '3' -d4: '4' -d5: '5' -d6: '6' -d7: '7' -d8: '8' -d9: '9' -def: def -define: define echo: đáp -elif: elif -else: else -'false': 'false' -'False': 'False' -for: for forward: tiến -from: from gray: xám green: lục if: nếu -in: in -input: input is: là left: trái -length: length -not_in: not in or: hoặc orange: cam pink: hồng -play: play -pressed: pressed print: xuất purple: tím -quote: '''' random: ngẫu_nhiên -range: range red: đỏ -remove: remove -repeat: repeat -return: return right: phải -sleep: sleep -step: step -times: times -to: to -to_list: to -'true': 'true' -'True': 'True' turn: quay -while: while white: trắng -with: with yellow: vàng diff --git a/content/keywords/zh_Hans.yaml b/content/keywords/zh_Hans.yaml index 93e2198bb1a..7d9939fb41a 100644 --- a/content/keywords/zh_Hans.yaml +++ b/content/keywords/zh_Hans.yaml @@ -9,23 +9,11 @@ call: 调用 clear: 清除 color: 颜色 comma: , -d0: '0' -d1: '1' -d2: '2' -d3: '3' -d4: '4' -d5: '5' -d6: '6' -d7: '7' -d8: '8' -d9: '9' def: 定义函数 define: 定义 echo: 回声 elif: 否则如果 else: 否则 -'false': 'false' -'False': 'False' for: 取 forward: 向前 from: 从 @@ -58,8 +46,6 @@ step: 步 times: 次 to: 到 to_list: 到 -'true': 'true' -'True': 'True' turn: 旋转 while: 当 white: 白色 diff --git a/content/keywords/zh_Hant.yaml b/content/keywords/zh_Hant.yaml index 8fab72966b2..4b4f941f17d 100644 --- a/content/keywords/zh_Hant.yaml +++ b/content/keywords/zh_Hant.yaml @@ -5,63 +5,38 @@ at: 在 black: 黑色 blue: 藍色 brown: 棕色 -call: call clear: 清除 color: 顏色 comma: ',' -d0: '0' -d1: '1' -d2: '2' -d3: '3' -d4: '4' -d5: '5' -d6: '6' -d7: '7' -d8: '8' -d9: '9' -def: def -define: define -echo: echo elif: 否則如果 else: 否則 -'false': 'false' -'False': 'False' -for: for forward: 向前 from: 從 gray: 灰色 green: 綠色 if: 如果 -in: in input: 輸入 is: 是 left: 左 length: 長度 -not_in: not in or: 或 orange: 橙色 pink: 粉紅色 -play: play pressed: 已按下 print: 列印 purple: 紫色 -quote: '''' random: 隨機 range: 範圍 red: 紅色 remove: 移除 repeat: 重複 -return: return right: 右 sleep: 睡眠 step: 步 times: 次 to: 到 to_list: 到 -'true': 'true' -'True': 'True' turn: 轉動 while: 當 white: 白色 -with: with yellow: 黃色 diff --git a/content/pages/ar.yaml b/content/pages/ar.yaml index 6fbf7e93f89..42ae54409a7 100644 --- a/content/pages/ar.yaml +++ b/content/pages/ar.yaml @@ -1,4 +1,3 @@ -title: Hedy documentation home-sections: - title: ماذا تعني لغة برمجة متدرجة؟ text: |- @@ -52,15 +51,15 @@ join-sections: learn-more-sections: - title: The Hedy foundation text: |- - Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. + Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. - The board of the foundation consists of: + The board of the foundation consists of: - * Felienne Hermans, president - * Eelko Huizing, finance - * Renée Merbis, secretary + * Felienne Hermans, president + * Eelko Huizing, finance + * Renée Merbis, secretary - The board of Stichting Hedy does not get any financial compensation for their tasks. + The board of Stichting Hedy does not get any financial compensation for their tasks. - title: A deep dive! text: |- Want to know more about Hedy's philosophy and design? Check out this talk Felienne gave at the StrangeLoop Conference in 2022: @@ -92,7 +91,9 @@ start-sections: - title: Getting started with Hedy text: '*Something about teachers accounts, slides etc*' - title: What other teachers say - text: "A while ago we ran a few short Hedy teachers surveys. \nThe questions span between suggestions of improvement and Hedy’s best features. \nBelow is a testimony of their thoughts:\n\nSimple interface and good examples. *Teacher: 3rd - 6th grades (elementary)*\n\nMultilingual programming and just the gradual programming concept itself. - *US: middle school, 6th-8th grade*\n\nThe gradual nature of introducing programming. *Australia: High school*\n\nThe construction is so good. *Netherlands: Lower secondary school HAVO-VWO*\n\nI can keep the pace of the class. *Netherlands: group 7 en 8* \n\nContinues automatically. *Netherlands: 2 HAVO-VWO*\n\nBoth that the explanation can be in Dutch (and the code in English), and that it builds up with more \nand more possibilities. *Netherlands: Plus class group 7*\n\nThe 'realness' of programming, it resembles how it is in reality. *Netherlands: Plus class group 4 to 8*\n\nStep-by-step activities. Fun activities. *Netherlands: 1e All levels, 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO*\n\nBut Hedy and its gradual levels... what an idea, \nI wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my \nstudents, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, \nbefore starting Python. *Pakistan*\n\nI really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. \nHedy's gradual approach works very well. \nThe short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. \nThe different assignments that the children can choose also work very well. \nYou see the children choose assignments that appeal to them and they then get to work with them, \nthrough the levels. Hedy is great fun for children who are good at programming and want to get a \ntaste of a real programming language. It is good preparation for secondary school as soon as more ICT \neducation is given there. *Netherlands: Oegstgeest Montessori school*\n\n" + text: "A while ago we ran a few short Hedy teachers surveys. \nThe questions span between suggestions of improvement and Hedy’s best features. \nBelow is a testimony of their thoughts:\n\nSimple interface and good examples. *Teacher: 3rd - 6th grades (elementary)*\n\nMultilingual programming and just the gradual programming concept itself. - *US: middle school, 6th-8th grade*\n\nThe gradual nature of introducing programming. *Australia: High school*\n\nThe construction is so good. *Netherlands: Lower secondary school HAVO-VWO*\n\nI can keep the pace of the class. *Netherlands: group 7 en 8* \n\nContinues automatically. *Netherlands: 2 HAVO-VWO*\n\nBoth that the explanation can be in Dutch (and the code in English), and that it builds up with more \nand more possibilities. *Netherlands: Plus class group 7*\n\nThe 'realness' of programming, it resembles how it is in reality. *Netherlands: Plus class group 4 to 8*\n\nStep-by-step activities. Fun activities. *Netherlands: 1e All levels, + 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO*\n\nBut Hedy and its gradual levels... what an idea, \nI wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my \nstudents, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, \nbefore starting Python. *Pakistan*\n\nI really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. \nHedy's gradual approach works very well. \nThe short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. \nThe different assignments that the children can choose also work very well. \nYou see the children choose assignments that appeal to them and they then get to work with them, \nthrough the levels. Hedy is great fun for children who are good at programming and want to get + a \ntaste of a real programming language. It is good preparation for secondary school as soon as more ICT \neducation is given there. *Netherlands: Oegstgeest Montessori school*\n\n" teacher-guide: - title: Introduction key: المقدمة diff --git a/content/pages/bg.yaml b/content/pages/bg.yaml index 33b83e452b5..936e2455bca 100644 --- a/content/pages/bg.yaml +++ b/content/pages/bg.yaml @@ -53,15 +53,15 @@ join-sections: learn-more-sections: - title: The Hedy foundation text: |- - Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. + Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. - The board of the foundation consists of: - - * Felienne Hermans, president - * Eelko Huizing, finance - * Renée Merbis, secretary - - The board of Stichting Hedy does not get any financial compensation for their tasks. + The board of the foundation consists of: + + * Felienne Hermans, president + * Eelko Huizing, finance + * Renée Merbis, secretary + + The board of Stichting Hedy does not get any financial compensation for their tasks. - title: A deep dive! text: |- Want to know more about Hedy's philosophy and design? Check out this talk Felienne gave at the StrangeLoop Conference in 2022: @@ -103,7 +103,9 @@ start-sections: * Every kid can programme!! Hedy is especially helpful for kids who have vision problems because it can read material aloud to you without the need for a mouse. * We are here to help, you can find us for example on [Discord](https://discord.gg/8yY7dEme9r) or you can [email-us](hello@hedy.org). - title: Какво казват други учители за Хеди - text: "A while ago we ran a few short Hedy teachers surveys. \nThe questions span between suggestions of improvement and Hedy’s best features. \nBelow is a testimony of their thoughts:\n\nSimple interface and good examples. *Teacher: 3rd - 6th grades (elementary)*\n\nMultilingual programming and just the gradual programming concept itself. - *US: middle school, 6th-8th grade*\n\nThe gradual nature of introducing programming. *Australia: High school*\n\nThe construction is so good. *Netherlands: Lower secondary school HAVO-VWO*\n\nI can keep the pace of the class. *Netherlands: group 7 en 8* \n\nContinues automatically. *Netherlands: 2 HAVO-VWO*\n\nBoth that the explanation can be in Dutch (and the code in English), and that it builds up with more \nand more possibilities. *Netherlands: Plus class group 7*\n\nThe 'realness' of programming, it resembles how it is in reality. *Netherlands: Plus class group 4 to 8*\n\nStep-by-step activities. Fun activities. *Netherlands: 1e All levels, 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO*\n\nBut Hedy and its gradual levels... what an idea, \nI wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my \nstudents, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, \nbefore starting Python. *Pakistan*\n\nI really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. \nHedy's gradual approach works very well. \nThe short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. \nThe different assignments that the children can choose also work very well. \nYou see the children choose assignments that appeal to them and they then get to work with them, \nthrough the levels. Hedy is great fun for children who are good at programming and want to get a \ntaste of a real programming language. It is good preparation for secondary school as soon as more ICT \neducation is given there. *Netherlands: Oegstgeest Montessori school*\n\n" + text: "A while ago we ran a few short Hedy teachers surveys. \nThe questions span between suggestions of improvement and Hedy’s best features. \nBelow is a testimony of their thoughts:\n\nSimple interface and good examples. *Teacher: 3rd - 6th grades (elementary)*\n\nMultilingual programming and just the gradual programming concept itself. - *US: middle school, 6th-8th grade*\n\nThe gradual nature of introducing programming. *Australia: High school*\n\nThe construction is so good. *Netherlands: Lower secondary school HAVO-VWO*\n\nI can keep the pace of the class. *Netherlands: group 7 en 8* \n\nContinues automatically. *Netherlands: 2 HAVO-VWO*\n\nBoth that the explanation can be in Dutch (and the code in English), and that it builds up with more \nand more possibilities. *Netherlands: Plus class group 7*\n\nThe 'realness' of programming, it resembles how it is in reality. *Netherlands: Plus class group 4 to 8*\n\nStep-by-step activities. Fun activities. *Netherlands: 1e All levels, + 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO*\n\nBut Hedy and its gradual levels... what an idea, \nI wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my \nstudents, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, \nbefore starting Python. *Pakistan*\n\nI really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. \nHedy's gradual approach works very well. \nThe short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. \nThe different assignments that the children can choose also work very well. \nYou see the children choose assignments that appeal to them and they then get to work with them, \nthrough the levels. Hedy is great fun for children who are good at programming and want to get + a \ntaste of a real programming language. It is good preparation for secondary school as soon as more ICT \neducation is given there. *Netherlands: Oegstgeest Montessori school*\n\n" teacher-guide: - title: Въведение key: intro diff --git a/content/pages/bn.yaml b/content/pages/bn.yaml index 501de458e26..787df4ed10b 100644 --- a/content/pages/bn.yaml +++ b/content/pages/bn.yaml @@ -1,4 +1,3 @@ -title: Hedy documentation home-sections: - title: Textual programming made easy! text: |- @@ -54,15 +53,15 @@ join-sections: learn-more-sections: - title: The Hedy foundation text: |- - Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. + Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. - The board of the foundation consists of: - - * Felienne Hermans, president - * Eelko Huizing, finance - * Renée Merbis, secretary - - The board of Stichting Hedy does not get any financial compensation for their tasks. + The board of the foundation consists of: + + * Felienne Hermans, president + * Eelko Huizing, finance + * Renée Merbis, secretary + + The board of Stichting Hedy does not get any financial compensation for their tasks. - title: A deep dive! text: |- Want to know more about Hedy's philosophy and design? Check out this talk Felienne gave at the StrangeLoop Conference in 2022: @@ -95,7 +94,9 @@ start-sections: - title: Getting started with Hedy text: '*Something about teachers accounts, slides etc*' - title: What other teachers say - text: "A while ago we ran a few short Hedy teachers surveys. \nThe questions span between suggestions of improvement and Hedy’s best features. \nBelow is a testimony of their thoughts:\n\nSimple interface and good examples. *Teacher: 3rd - 6th grades (elementary)*\n\nMultilingual programming and just the gradual programming concept itself. - *US: middle school, 6th-8th grade*\n\nThe gradual nature of introducing programming. *Australia: High school*\n\nThe construction is so good. *Netherlands: Lower secondary school HAVO-VWO*\n\nI can keep the pace of the class. *Netherlands: group 7 en 8* \n\nContinues automatically. *Netherlands: 2 HAVO-VWO*\n\nBoth that the explanation can be in Dutch (and the code in English), and that it builds up with more \nand more possibilities. *Netherlands: Plus class group 7*\n\nThe 'realness' of programming, it resembles how it is in reality. *Netherlands: Plus class group 4 to 8*\n\nStep-by-step activities. Fun activities. *Netherlands: 1e All levels, 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO*\n\nBut Hedy and its gradual levels... what an idea, \nI wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my \nstudents, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, \nbefore starting Python. *Pakistan*\n\nI really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. \nHedy's gradual approach works very well. \nThe short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. \nThe different assignments that the children can choose also work very well. \nYou see the children choose assignments that appeal to them and they then get to work with them, \nthrough the levels. Hedy is great fun for children who are good at programming and want to get a \ntaste of a real programming language. It is good preparation for secondary school as soon as more ICT \neducation is given there. *Netherlands: Oegstgeest Montessori school*\n\n" + text: "A while ago we ran a few short Hedy teachers surveys. \nThe questions span between suggestions of improvement and Hedy’s best features. \nBelow is a testimony of their thoughts:\n\nSimple interface and good examples. *Teacher: 3rd - 6th grades (elementary)*\n\nMultilingual programming and just the gradual programming concept itself. - *US: middle school, 6th-8th grade*\n\nThe gradual nature of introducing programming. *Australia: High school*\n\nThe construction is so good. *Netherlands: Lower secondary school HAVO-VWO*\n\nI can keep the pace of the class. *Netherlands: group 7 en 8* \n\nContinues automatically. *Netherlands: 2 HAVO-VWO*\n\nBoth that the explanation can be in Dutch (and the code in English), and that it builds up with more \nand more possibilities. *Netherlands: Plus class group 7*\n\nThe 'realness' of programming, it resembles how it is in reality. *Netherlands: Plus class group 4 to 8*\n\nStep-by-step activities. Fun activities. *Netherlands: 1e All levels, + 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO*\n\nBut Hedy and its gradual levels... what an idea, \nI wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my \nstudents, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, \nbefore starting Python. *Pakistan*\n\nI really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. \nHedy's gradual approach works very well. \nThe short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. \nThe different assignments that the children can choose also work very well. \nYou see the children choose assignments that appeal to them and they then get to work with them, \nthrough the levels. Hedy is great fun for children who are good at programming and want to get + a \ntaste of a real programming language. It is good preparation for secondary school as soon as more ICT \neducation is given there. *Netherlands: Oegstgeest Montessori school*\n\n" teacher-guide: - title: Introduction key: intro diff --git a/content/pages/ca.yaml b/content/pages/ca.yaml index 12fe4dff5cd..13b19476ee8 100644 --- a/content/pages/ca.yaml +++ b/content/pages/ca.yaml @@ -1,7 +1,8 @@ title: Documentació de Hedy home-sections: - title: La programació textual feta fàcil! - text: "Moltes escoles i professors d'arreu del món volen ensenyar als seus alumnes la programació. Inicialment, sovint això es fa amb eines lúdiques, que van des del robot Beebot fins a \nScratch Junior o Scratch. Després d'utilitzar aquestes eines, els nens sovint volen passar a llenguatges de programació textuals més potents, com Python.\n\nTanmateix, Python és difícil, perquè només està disponible en anglès i requereix que els estudiants aprenguin conceptes i sintaxi de programació complexos alhora.\nHedy és la manera fàcil de començar amb els llenguatges de programació textual! Hedy és d'ús gratuït, de codi obert i, a diferència de qualsevol altre llenguatge de programació textual, és les tres coses:\n\n1. Hedy és multilingüe, pots utilitzar Hedy en el teu propi idioma\n2. Hedy és gradual, de manera que pots aprendre un concepte i la seva sintaxi a la vegada\n3. Hedy està dissenyat per a l'aula, la qual cosa permet als professors personalitzar completament l'experiència dels seus alumnes" + text: "Moltes escoles i professors d'arreu del món volen ensenyar als seus alumnes la programació. Inicialment, sovint això es fa amb eines lúdiques, que van des del robot Beebot fins a \nScratch Junior o Scratch. Després d'utilitzar aquestes eines, els nens sovint volen passar a llenguatges de programació textuals més potents, com Python.\n\nTanmateix, Python és difícil, perquè només està disponible en anglès i requereix que els estudiants aprenguin conceptes i sintaxi de programació complexos alhora.\nHedy és la manera fàcil de començar amb els llenguatges de programació textual! Hedy és d'ús gratuït, de codi obert i, a diferència de qualsevol altre llenguatge de programació textual, és les tres coses:\n\n1. Hedy és multilingüe, pots utilitzar Hedy en el teu propi idioma\n2. Hedy és gradual, de manera que pots aprendre un concepte i la seva sintaxi a la vegada\n3. Hedy està dissenyat per a l'aula, la qual cosa permet als professors personalitzar completament l'experiència dels seus + alumnes" - title: Programació multilingüe text: Tot i que gairebé tots els llenguatges de programació textual tenen paraules clau en anglès, com ara "for" o "while", Hedy es pot utilitzar en qualsevol idioma! Actualment, admetem 47 idiomes diferents, inclosos l'holandès, l'espanyol, l'àrab, el turc, el xinès i l'hindi. Si el vostre idioma no està disponible, sempre podeu començar una traducció nova. - title: Aprenentatge pas a pas @@ -85,7 +86,9 @@ start-sections: - title: Primeres passes amb Hedy text: '*Something about teachers accounts, slides etc*' - title: Docents sobre Hedy - text: "A while ago we ran a few short Hedy teachers surveys. \nThe questions span between suggestions of improvement and Hedy’s best features. \nBelow is a testimony of their thoughts:\n\nSimple interface and good examples. *Teacher: 3rd - 6th grades (elementary)*\n\nMultilingual programming and just the gradual programming concept itself. - *US: middle school, 6th-8th grade*\n\nThe gradual nature of introducing programming. *Australia: High school*\n\nThe construction is so good. *Netherlands: Lower secondary school HAVO-VWO*\n\nI can keep the pace of the class. *Netherlands: group 7 en 8* \n\nContinues automatically. *Netherlands: 2 HAVO-VWO*\n\nBoth that the explanation can be in Dutch (and the code in English), and that it builds up with more \nand more possibilities. *Netherlands: Plus class group 7*\n\nThe 'realness' of programming, it resembles how it is in reality. *Netherlands: Plus class group 4 to 8*\n\nStep-by-step activities. Fun activities. *Netherlands: 1e All levels, 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO*\n\nBut Hedy and its gradual levels... what an idea, \nI wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my \nstudents, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, \nbefore starting Python. *Pakistan*\n\nI really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. \nHedy's gradual approach works very well. \nThe short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. \nThe different assignments that the children can choose also work very well. \nYou see the children choose assignments that appeal to them and they then get to work with them, \nthrough the levels. Hedy is great fun for children who are good at programming and want to get a \ntaste of a real programming language. It is good preparation for secondary school as soon as more ICT \neducation is given there. *Netherlands: Oegstgeest Montessori school*\n\n" + text: "A while ago we ran a few short Hedy teachers surveys. \nThe questions span between suggestions of improvement and Hedy’s best features. \nBelow is a testimony of their thoughts:\n\nSimple interface and good examples. *Teacher: 3rd - 6th grades (elementary)*\n\nMultilingual programming and just the gradual programming concept itself. - *US: middle school, 6th-8th grade*\n\nThe gradual nature of introducing programming. *Australia: High school*\n\nThe construction is so good. *Netherlands: Lower secondary school HAVO-VWO*\n\nI can keep the pace of the class. *Netherlands: group 7 en 8* \n\nContinues automatically. *Netherlands: 2 HAVO-VWO*\n\nBoth that the explanation can be in Dutch (and the code in English), and that it builds up with more \nand more possibilities. *Netherlands: Plus class group 7*\n\nThe 'realness' of programming, it resembles how it is in reality. *Netherlands: Plus class group 4 to 8*\n\nStep-by-step activities. Fun activities. *Netherlands: 1e All levels, + 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO*\n\nBut Hedy and its gradual levels... what an idea, \nI wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my \nstudents, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, \nbefore starting Python. *Pakistan*\n\nI really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. \nHedy's gradual approach works very well. \nThe short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. \nThe different assignments that the children can choose also work very well. \nYou see the children choose assignments that appeal to them and they then get to work with them, \nthrough the levels. Hedy is great fun for children who are good at programming and want to get + a \ntaste of a real programming language. It is good preparation for secondary school as soon as more ICT \neducation is given there. *Netherlands: Oegstgeest Montessori school*\n\n" teacher-guide: - title: Introducció key: intro diff --git a/content/pages/cs.yaml b/content/pages/cs.yaml index 9117fdf92fb..66bd8ce6643 100644 --- a/content/pages/cs.yaml +++ b/content/pages/cs.yaml @@ -53,15 +53,15 @@ join-sections: learn-more-sections: - title: The Hedy foundation text: |- - Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. + Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. - The board of the foundation consists of: - - * Felienne Hermans, president - * Eelko Huizing, finance - * Renée Merbis, secretary - - The board of Stichting Hedy does not get any financial compensation for their tasks. + The board of the foundation consists of: + + * Felienne Hermans, president + * Eelko Huizing, finance + * Renée Merbis, secretary + + The board of Stichting Hedy does not get any financial compensation for their tasks. - title: A deep dive! text: |- Want to know more about Hedy's philosophy and design? Check out this talk Felienne gave at the StrangeLoop Conference in 2022: @@ -95,7 +95,9 @@ start-sections: - title: Začínáme s Hedy text: '*Something about teachers accounts, slides etc*' - title: Učitelé o Hedy - text: "A while ago we ran a few short Hedy teachers surveys. \nThe questions span between suggestions of improvement and Hedy’s best features. \nBelow is a testimony of their thoughts:\n\nSimple interface and good examples. *Teacher: 3rd - 6th grades (elementary)*\n\nMultilingual programming and just the gradual programming concept itself. - *US: middle school, 6th-8th grade*\n\nThe gradual nature of introducing programming. *Australia: High school*\n\nThe construction is so good. *Netherlands: Lower secondary school HAVO-VWO*\n\nI can keep the pace of the class. *Netherlands: group 7 en 8* \n\nContinues automatically. *Netherlands: 2 HAVO-VWO*\n\nBoth that the explanation can be in Dutch (and the code in English), and that it builds up with more \nand more possibilities. *Netherlands: Plus class group 7*\n\nThe 'realness' of programming, it resembles how it is in reality. *Netherlands: Plus class group 4 to 8*\n\nStep-by-step activities. Fun activities. *Netherlands: 1e All levels, 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO*\n\nBut Hedy and its gradual levels... what an idea, \nI wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my \nstudents, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, \nbefore starting Python. *Pakistan*\n\nI really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. \nHedy's gradual approach works very well. \nThe short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. \nThe different assignments that the children can choose also work very well. \nYou see the children choose assignments that appeal to them and they then get to work with them, \nthrough the levels. Hedy is great fun for children who are good at programming and want to get a \ntaste of a real programming language. It is good preparation for secondary school as soon as more ICT \neducation is given there. *Netherlands: Oegstgeest Montessori school*\n\n" + text: "A while ago we ran a few short Hedy teachers surveys. \nThe questions span between suggestions of improvement and Hedy’s best features. \nBelow is a testimony of their thoughts:\n\nSimple interface and good examples. *Teacher: 3rd - 6th grades (elementary)*\n\nMultilingual programming and just the gradual programming concept itself. - *US: middle school, 6th-8th grade*\n\nThe gradual nature of introducing programming. *Australia: High school*\n\nThe construction is so good. *Netherlands: Lower secondary school HAVO-VWO*\n\nI can keep the pace of the class. *Netherlands: group 7 en 8* \n\nContinues automatically. *Netherlands: 2 HAVO-VWO*\n\nBoth that the explanation can be in Dutch (and the code in English), and that it builds up with more \nand more possibilities. *Netherlands: Plus class group 7*\n\nThe 'realness' of programming, it resembles how it is in reality. *Netherlands: Plus class group 4 to 8*\n\nStep-by-step activities. Fun activities. *Netherlands: 1e All levels, + 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO*\n\nBut Hedy and its gradual levels... what an idea, \nI wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my \nstudents, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, \nbefore starting Python. *Pakistan*\n\nI really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. \nHedy's gradual approach works very well. \nThe short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. \nThe different assignments that the children can choose also work very well. \nYou see the children choose assignments that appeal to them and they then get to work with them, \nthrough the levels. Hedy is great fun for children who are good at programming and want to get + a \ntaste of a real programming language. It is good preparation for secondary school as soon as more ICT \neducation is given there. *Netherlands: Oegstgeest Montessori school*\n\n" teacher-guide: - title: Introduction key: intro diff --git a/content/pages/cy.yaml b/content/pages/cy.yaml index 501de458e26..787df4ed10b 100644 --- a/content/pages/cy.yaml +++ b/content/pages/cy.yaml @@ -1,4 +1,3 @@ -title: Hedy documentation home-sections: - title: Textual programming made easy! text: |- @@ -54,15 +53,15 @@ join-sections: learn-more-sections: - title: The Hedy foundation text: |- - Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. + Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. - The board of the foundation consists of: - - * Felienne Hermans, president - * Eelko Huizing, finance - * Renée Merbis, secretary - - The board of Stichting Hedy does not get any financial compensation for their tasks. + The board of the foundation consists of: + + * Felienne Hermans, president + * Eelko Huizing, finance + * Renée Merbis, secretary + + The board of Stichting Hedy does not get any financial compensation for their tasks. - title: A deep dive! text: |- Want to know more about Hedy's philosophy and design? Check out this talk Felienne gave at the StrangeLoop Conference in 2022: @@ -95,7 +94,9 @@ start-sections: - title: Getting started with Hedy text: '*Something about teachers accounts, slides etc*' - title: What other teachers say - text: "A while ago we ran a few short Hedy teachers surveys. \nThe questions span between suggestions of improvement and Hedy’s best features. \nBelow is a testimony of their thoughts:\n\nSimple interface and good examples. *Teacher: 3rd - 6th grades (elementary)*\n\nMultilingual programming and just the gradual programming concept itself. - *US: middle school, 6th-8th grade*\n\nThe gradual nature of introducing programming. *Australia: High school*\n\nThe construction is so good. *Netherlands: Lower secondary school HAVO-VWO*\n\nI can keep the pace of the class. *Netherlands: group 7 en 8* \n\nContinues automatically. *Netherlands: 2 HAVO-VWO*\n\nBoth that the explanation can be in Dutch (and the code in English), and that it builds up with more \nand more possibilities. *Netherlands: Plus class group 7*\n\nThe 'realness' of programming, it resembles how it is in reality. *Netherlands: Plus class group 4 to 8*\n\nStep-by-step activities. Fun activities. *Netherlands: 1e All levels, 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO*\n\nBut Hedy and its gradual levels... what an idea, \nI wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my \nstudents, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, \nbefore starting Python. *Pakistan*\n\nI really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. \nHedy's gradual approach works very well. \nThe short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. \nThe different assignments that the children can choose also work very well. \nYou see the children choose assignments that appeal to them and they then get to work with them, \nthrough the levels. Hedy is great fun for children who are good at programming and want to get a \ntaste of a real programming language. It is good preparation for secondary school as soon as more ICT \neducation is given there. *Netherlands: Oegstgeest Montessori school*\n\n" + text: "A while ago we ran a few short Hedy teachers surveys. \nThe questions span between suggestions of improvement and Hedy’s best features. \nBelow is a testimony of their thoughts:\n\nSimple interface and good examples. *Teacher: 3rd - 6th grades (elementary)*\n\nMultilingual programming and just the gradual programming concept itself. - *US: middle school, 6th-8th grade*\n\nThe gradual nature of introducing programming. *Australia: High school*\n\nThe construction is so good. *Netherlands: Lower secondary school HAVO-VWO*\n\nI can keep the pace of the class. *Netherlands: group 7 en 8* \n\nContinues automatically. *Netherlands: 2 HAVO-VWO*\n\nBoth that the explanation can be in Dutch (and the code in English), and that it builds up with more \nand more possibilities. *Netherlands: Plus class group 7*\n\nThe 'realness' of programming, it resembles how it is in reality. *Netherlands: Plus class group 4 to 8*\n\nStep-by-step activities. Fun activities. *Netherlands: 1e All levels, + 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO*\n\nBut Hedy and its gradual levels... what an idea, \nI wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my \nstudents, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, \nbefore starting Python. *Pakistan*\n\nI really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. \nHedy's gradual approach works very well. \nThe short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. \nThe different assignments that the children can choose also work very well. \nYou see the children choose assignments that appeal to them and they then get to work with them, \nthrough the levels. Hedy is great fun for children who are good at programming and want to get + a \ntaste of a real programming language. It is good preparation for secondary school as soon as more ICT \neducation is given there. *Netherlands: Oegstgeest Montessori school*\n\n" teacher-guide: - title: Introduction key: intro diff --git a/content/pages/da.yaml b/content/pages/da.yaml index ed2ca87317f..80e006324bd 100644 --- a/content/pages/da.yaml +++ b/content/pages/da.yaml @@ -110,7 +110,9 @@ start-sections: * Vi er her for at hjælpe, du kan finde os for eksempel på [Discord](https://discord.gg/8yY7dEme9r) eller du kan [sende os en mail](hello@hedy.org).' - title: Undervisere siger om Hedy - text: "Various teachers worldwide have expressed their passion for Hedy, as some have shared with us:\n\n*Incredibly inspiring! Super good way to make programming a lot more accessible for yourself, but also for students. Very fun to play with and a lot of potential to use with the students. I think it is a very nice tool! I believe this is a valuable way for children to start learning programming. Python and coding have always been very exciting, because the barrier to learning is very high. Now everything is a bit lower and it was explained that it can actually be very easy. I enjoyed seeing how Hedy tries to make programming as accessible as possible for users!*\nNetherlands: Mathematics teachers in training (secondary school)\n\n*Simple interface and good examples.* Teacher: 3rd - 6th grades (elementary)\n\n*Multilingual programming and just the gradual programming concept itself.* US: middle school, 6th-8th grade\n\n*The gradual nature of introducing programming.* Australia: High school\n\n*Continues automatically.* Netherlands: 2 HAVO-VWO\n\n*Both that the explanation can be in Dutch (and the code in English), and that it builds up with more and more possibilities.* Netherlands: Plus class group\n\n*But Hedy and its gradual levels...what an idea, I wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my students, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, before starting Python.* Pakistan\n\n*The 'realness' of programming, it resembles how it is in reality.* Netherlands: Plus class group 4 to 8\n\n*Step-by-step activities. Fun activities.* Netherlands: 1e All levels, 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO\n\n*I really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. Hedy's gradual approach works very well. The short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. The different assignments that the children can choose also work very well. You see the children choose assignments that appeal to them and they then get to work with them, through the levels. Hedy is great fun for children who are good at programming and want to get a taste of a real programming language. It is good preparation for secondary school as soon as more ICT education is given there.* Netherlands: Oegstgeest Montessori school\n\n*The construction is so good.* Netherlands: Lower secondary school HAVO-VWO\n\n*I can keep the pace of the class.* Netherlands: group 7 en 8\n\n![Felienne teaching kids](/images/teacherfeedback/Fkids1.JPG) *Felienne teaching kids*\n\n\n![Kids learning about Hedy](/images/teacherfeedback/Fkids2.JPG) *Kids learning about Hedy*" + text: "Various teachers worldwide have expressed their passion for Hedy, as some have shared with us:\n\n*Incredibly inspiring! Super good way to make programming a lot more accessible for yourself, but also for students. Very fun to play with and a lot of potential to use with the students. I think it is a very nice tool! I believe this is a valuable way for children to start learning programming. Python and coding have always been very exciting, because the barrier to learning is very high. Now everything is a bit lower and it was explained that it can actually be very easy. I enjoyed seeing how Hedy tries to make programming as accessible as possible for users!*\nNetherlands: Mathematics teachers in training (secondary school)\n\n*Simple interface and good examples.* Teacher: 3rd - 6th grades (elementary)\n\n*Multilingual programming and just the gradual programming concept itself.* US: middle school, 6th-8th grade\n\n*The gradual nature of introducing programming.* Australia: High + school\n\n*Continues automatically.* Netherlands: 2 HAVO-VWO\n\n*Both that the explanation can be in Dutch (and the code in English), and that it builds up with more and more possibilities.* Netherlands: Plus class group\n\n*But Hedy and its gradual levels...what an idea, I wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my students, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, before starting Python.* Pakistan\n\n*The 'realness' of programming, it resembles how it is in reality.* Netherlands: Plus class group 4 to 8\n\n*Step-by-step activities. Fun activities.* Netherlands: 1e All levels, 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO\n\n*I really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. Hedy's gradual approach works very well. The short explanation at the beginning of each + level and the short example programs help to give the children a quick insight into what is new in the chosen level. The different assignments that the children can choose also work very well. You see the children choose assignments that appeal to them and they then get to work with them, through the levels. Hedy is great fun for children who are good at programming and want to get a taste of a real programming language. It is good preparation for secondary school as soon as more ICT education is given there.* Netherlands: Oegstgeest Montessori school\n\n*The construction is so good.* Netherlands: Lower secondary school HAVO-VWO\n\n*I can keep the pace of the class.* Netherlands: group 7 en 8\n\n![Felienne teaching kids](/images/teacherfeedback/Fkids1.JPG) *Felienne teaching kids*\n\n\n![Kids learning about Hedy](/images/teacherfeedback/Fkids2.JPG) *Kids learning about Hedy*" teacher-guide: - title: Indledning key: intro diff --git a/content/pages/de.yaml b/content/pages/de.yaml index 1699cb1ccaa..1971aa2bafd 100644 --- a/content/pages/de.yaml +++ b/content/pages/de.yaml @@ -53,15 +53,15 @@ join-sections: learn-more-sections: - title: The Hedy foundation text: |- - Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. + Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. - The board of the foundation consists of: - - * Felienne Hermans, president - * Eelko Huizing, finance - * Renée Merbis, secretary - - The board of Stichting Hedy does not get any financial compensation for their tasks. + The board of the foundation consists of: + + * Felienne Hermans, president + * Eelko Huizing, finance + * Renée Merbis, secretary + + The board of Stichting Hedy does not get any financial compensation for their tasks. - title: Ein tiefes Eintauchen! text: |- Möchtest du mehr über Hedys Philosophie und Design erfahren? Schau dir den Vortrag von Felienne bei der StrangeLoop Conference 2022 an: diff --git a/content/pages/el.yaml b/content/pages/el.yaml index 501de458e26..787df4ed10b 100644 --- a/content/pages/el.yaml +++ b/content/pages/el.yaml @@ -1,4 +1,3 @@ -title: Hedy documentation home-sections: - title: Textual programming made easy! text: |- @@ -54,15 +53,15 @@ join-sections: learn-more-sections: - title: The Hedy foundation text: |- - Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. + Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. - The board of the foundation consists of: - - * Felienne Hermans, president - * Eelko Huizing, finance - * Renée Merbis, secretary - - The board of Stichting Hedy does not get any financial compensation for their tasks. + The board of the foundation consists of: + + * Felienne Hermans, president + * Eelko Huizing, finance + * Renée Merbis, secretary + + The board of Stichting Hedy does not get any financial compensation for their tasks. - title: A deep dive! text: |- Want to know more about Hedy's philosophy and design? Check out this talk Felienne gave at the StrangeLoop Conference in 2022: @@ -95,7 +94,9 @@ start-sections: - title: Getting started with Hedy text: '*Something about teachers accounts, slides etc*' - title: What other teachers say - text: "A while ago we ran a few short Hedy teachers surveys. \nThe questions span between suggestions of improvement and Hedy’s best features. \nBelow is a testimony of their thoughts:\n\nSimple interface and good examples. *Teacher: 3rd - 6th grades (elementary)*\n\nMultilingual programming and just the gradual programming concept itself. - *US: middle school, 6th-8th grade*\n\nThe gradual nature of introducing programming. *Australia: High school*\n\nThe construction is so good. *Netherlands: Lower secondary school HAVO-VWO*\n\nI can keep the pace of the class. *Netherlands: group 7 en 8* \n\nContinues automatically. *Netherlands: 2 HAVO-VWO*\n\nBoth that the explanation can be in Dutch (and the code in English), and that it builds up with more \nand more possibilities. *Netherlands: Plus class group 7*\n\nThe 'realness' of programming, it resembles how it is in reality. *Netherlands: Plus class group 4 to 8*\n\nStep-by-step activities. Fun activities. *Netherlands: 1e All levels, 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO*\n\nBut Hedy and its gradual levels... what an idea, \nI wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my \nstudents, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, \nbefore starting Python. *Pakistan*\n\nI really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. \nHedy's gradual approach works very well. \nThe short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. \nThe different assignments that the children can choose also work very well. \nYou see the children choose assignments that appeal to them and they then get to work with them, \nthrough the levels. Hedy is great fun for children who are good at programming and want to get a \ntaste of a real programming language. It is good preparation for secondary school as soon as more ICT \neducation is given there. *Netherlands: Oegstgeest Montessori school*\n\n" + text: "A while ago we ran a few short Hedy teachers surveys. \nThe questions span between suggestions of improvement and Hedy’s best features. \nBelow is a testimony of their thoughts:\n\nSimple interface and good examples. *Teacher: 3rd - 6th grades (elementary)*\n\nMultilingual programming and just the gradual programming concept itself. - *US: middle school, 6th-8th grade*\n\nThe gradual nature of introducing programming. *Australia: High school*\n\nThe construction is so good. *Netherlands: Lower secondary school HAVO-VWO*\n\nI can keep the pace of the class. *Netherlands: group 7 en 8* \n\nContinues automatically. *Netherlands: 2 HAVO-VWO*\n\nBoth that the explanation can be in Dutch (and the code in English), and that it builds up with more \nand more possibilities. *Netherlands: Plus class group 7*\n\nThe 'realness' of programming, it resembles how it is in reality. *Netherlands: Plus class group 4 to 8*\n\nStep-by-step activities. Fun activities. *Netherlands: 1e All levels, + 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO*\n\nBut Hedy and its gradual levels... what an idea, \nI wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my \nstudents, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, \nbefore starting Python. *Pakistan*\n\nI really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. \nHedy's gradual approach works very well. \nThe short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. \nThe different assignments that the children can choose also work very well. \nYou see the children choose assignments that appeal to them and they then get to work with them, \nthrough the levels. Hedy is great fun for children who are good at programming and want to get + a \ntaste of a real programming language. It is good preparation for secondary school as soon as more ICT \neducation is given there. *Netherlands: Oegstgeest Montessori school*\n\n" teacher-guide: - title: Introduction key: intro diff --git a/content/pages/eo.yaml b/content/pages/eo.yaml index 69edcc72178..ea2f185d7cf 100644 --- a/content/pages/eo.yaml +++ b/content/pages/eo.yaml @@ -54,15 +54,15 @@ join-sections: learn-more-sections: - title: The Hedy foundation text: |- - Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. + Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. - The board of the foundation consists of: - - * Felienne Hermans, president - * Eelko Huizing, finance - * Renée Merbis, secretary - - The board of Stichting Hedy does not get any financial compensation for their tasks. + The board of the foundation consists of: + + * Felienne Hermans, president + * Eelko Huizing, finance + * Renée Merbis, secretary + + The board of Stichting Hedy does not get any financial compensation for their tasks. - title: A deep dive! text: |- Want to know more about Hedy's philosophy and design? Check out this talk Felienne gave at the StrangeLoop Conference in 2022: diff --git a/content/pages/et.yaml b/content/pages/et.yaml index 0764a6e2f55..2c8db01565b 100644 --- a/content/pages/et.yaml +++ b/content/pages/et.yaml @@ -51,51 +51,13 @@ join-sections: text: |- Hedy is designed to support teachers in providing programming lessons in class. We have specific teacher features like the option to create a class, customize it and see how your students are doing. If you like Hedy, you can reach out to schools that you know to help teachers get started! We can help you find schools or teachers via [Discord](https://discord.gg/8yY7dEme9r). -learn-more-sections: -- title: The Hedy foundation - text: |- - Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. - - The board of the foundation consists of: - - * Felienne Hermans, president - * Eelko Huizing, finance - * Renée Merbis, secretary - - The board of Stichting Hedy does not get any financial compensation for their tasks. -- title: A deep dive! - text: |- - Want to know more about Hedy's philosophy and design? Check out this talk Felienne gave at the StrangeLoop Conference in 2022: - - -- title: Hedy in the news - text: |- - Some websites and newspapers have written about Hedy since our release in early 2020. We keep a list here: - * [Java Magazine 04.2023](images/Hedy_Javamagazine2023.pdf) - * [Tech Optimism - A Solution to the IT Shortage (Dutch), August 2022](https://pom.show/2022/08/12/een-oplossing-voor-het-it-tekort/) - * [Codeweek Podcast, July 2022](https://codeweek.eu/podcast/26) - * [Heise.de (German), Januari 2022](https://www.heise.de/news/Hedy-die-mitwachsende-Programmiersprache-6336264.html) - * [Strumenta, November 2021](https://tomassetti.me/teaching-programming-with-hedy/) - * [Vives (Dutch), CodeWeek Special October 2021](images/Vives-174-Codeweek.pdf) - * [CodeWeek.eu - Haunted House Challenge, September 2021](https://codeweek.eu/2021/challenges/haunted-house) - * [Opensource.com, April 2021](https://opensource.com/article/21/4/hedy-teach-code) - * [IO Magazine, April 2021](https://ict-research.nl/wordpress/wp-content/uploads/2021/04/IO-magazine-NR1-2021_web.pdf) - * [Ingeniería De Software (Spanish), February 2021](https://ingenieriadesoftware.es/hedy-mejor-lenguaje-ensenar-programacion-ninos/) - * [Hello World Magazine, February 2021](images/Hello_World_15_Hedy.pdf) - * [Discoro, January 2021](https://discoro.wordpress.com/2021/01/09/hedy-gradually-learning-a-programming-language/) - * [Felienne wins the Dutch award for ICT research for Hedy, January 2021](https://www.nwo.nl/en/news/felienne-hermans-receives-dutch-prize-ict-research-2021) - * [SlashDot, August 2020](https://news.slashdot.org/story/20/08/17/024248/scientist-proposes-a-new-programming-language-for-teaching-coding-and-python) - * [GenBeta (Spanish), August 2020](https://www.genbeta.com/desarrollo/nuevo-lenguaje-para-ensenar-programacion-a-ninos-como-se-ensena-a-leer-escribir-forma-gradual-niveles) - * [Developpez (French), August 2020](https://programmation.developpez.com/actu/308095/Une-scientifique-propose-un-nouveau-langage-de-programmation-pour-enseigner-aux-enfants-le-codage-informatique-au-travers-d-une-approche-graduelle-implementee-en-Python-sur-13-paliers/) - * [Vives (Dutch), October 2020](images/artikel_vives.pdf) "Met Hedy stap voor stap leren programmeren" - * [Leiden University, April 2020](https://www.universiteitleiden.nl/en/news/2020/03/looking-to-distract-the-kids-while-you-work-from-home-get-them-programming) - * [Mare (Dutch), April 2020](https://www.mareonline.nl/cultuur/computercode-voor-de-kids/) - * [AG Connect (Dutch), April 2020](https://www.agconnect.nl/artikel/stapsgewijs-python-leren-programmeren-met-nieuwe-taal-hedy) start-sections: - title: Getting started with Hedy text: '*Something about teachers accounts, slides etc*' - title: What other teachers say - text: "A while ago we ran a few short Hedy teachers surveys. \nThe questions span between suggestions of improvement and Hedy’s best features. \nBelow is a testimony of their thoughts:\n\nSimple interface and good examples. *Teacher: 3rd - 6th grades (elementary)*\n\nMultilingual programming and just the gradual programming concept itself. - *US: middle school, 6th-8th grade*\n\nThe gradual nature of introducing programming. *Australia: High school*\n\nThe construction is so good. *Netherlands: Lower secondary school HAVO-VWO*\n\nI can keep the pace of the class. *Netherlands: group 7 en 8* \n\nContinues automatically. *Netherlands: 2 HAVO-VWO*\n\nBoth that the explanation can be in Dutch (and the code in English), and that it builds up with more \nand more possibilities. *Netherlands: Plus class group 7*\n\nThe 'realness' of programming, it resembles how it is in reality. *Netherlands: Plus class group 4 to 8*\n\nStep-by-step activities. Fun activities. *Netherlands: 1e All levels, 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO*\n\nBut Hedy and its gradual levels... what an idea, \nI wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my \nstudents, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, \nbefore starting Python. *Pakistan*\n\nI really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. \nHedy's gradual approach works very well. \nThe short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. \nThe different assignments that the children can choose also work very well. \nYou see the children choose assignments that appeal to them and they then get to work with them, \nthrough the levels. Hedy is great fun for children who are good at programming and want to get a \ntaste of a real programming language. It is good preparation for secondary school as soon as more ICT \neducation is given there. *Netherlands: Oegstgeest Montessori school*\n\n" + text: "A while ago we ran a few short Hedy teachers surveys. \nThe questions span between suggestions of improvement and Hedy’s best features. \nBelow is a testimony of their thoughts:\n\nSimple interface and good examples. *Teacher: 3rd - 6th grades (elementary)*\n\nMultilingual programming and just the gradual programming concept itself. - *US: middle school, 6th-8th grade*\n\nThe gradual nature of introducing programming. *Australia: High school*\n\nThe construction is so good. *Netherlands: Lower secondary school HAVO-VWO*\n\nI can keep the pace of the class. *Netherlands: group 7 en 8* \n\nContinues automatically. *Netherlands: 2 HAVO-VWO*\n\nBoth that the explanation can be in Dutch (and the code in English), and that it builds up with more \nand more possibilities. *Netherlands: Plus class group 7*\n\nThe 'realness' of programming, it resembles how it is in reality. *Netherlands: Plus class group 4 to 8*\n\nStep-by-step activities. Fun activities. *Netherlands: 1e All levels, + 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO*\n\nBut Hedy and its gradual levels... what an idea, \nI wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my \nstudents, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, \nbefore starting Python. *Pakistan*\n\nI really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. \nHedy's gradual approach works very well. \nThe short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. \nThe different assignments that the children can choose also work very well. \nYou see the children choose assignments that appeal to them and they then get to work with them, \nthrough the levels. Hedy is great fun for children who are good at programming and want to get + a \ntaste of a real programming language. It is good preparation for secondary school as soon as more ICT \neducation is given there. *Netherlands: Oegstgeest Montessori school*\n\n" teacher-guide: - title: Sissejuhatus key: sissejuhatus diff --git a/content/pages/fa.yaml b/content/pages/fa.yaml index 178a9ee3278..ba529a86a37 100644 --- a/content/pages/fa.yaml +++ b/content/pages/fa.yaml @@ -54,15 +54,15 @@ join-sections: learn-more-sections: - title: The Hedy foundation text: |- - Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. + Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. - The board of the foundation consists of: - - * Felienne Hermans, president - * Eelko Huizing, finance - * Renée Merbis, secretary - - The board of Stichting Hedy does not get any financial compensation for their tasks. + The board of the foundation consists of: + + * Felienne Hermans, president + * Eelko Huizing, finance + * Renée Merbis, secretary + + The board of Stichting Hedy does not get any financial compensation for their tasks. - title: A deep dive! text: |- Want to know more about Hedy's philosophy and design? Check out this talk Felienne gave at the StrangeLoop Conference in 2022: @@ -95,7 +95,9 @@ start-sections: - title: Getting started with Hedy text: '*Something about teachers accounts, slides etc*' - title: What other teachers say - text: "A while ago we ran a few short Hedy teachers surveys. \nThe questions span between suggestions of improvement and Hedy’s best features. \nBelow is a testimony of their thoughts:\n\nSimple interface and good examples. *Teacher: 3rd - 6th grades (elementary)*\n\nMultilingual programming and just the gradual programming concept itself. - *US: middle school, 6th-8th grade*\n\nThe gradual nature of introducing programming. *Australia: High school*\n\nThe construction is so good. *Netherlands: Lower secondary school HAVO-VWO*\n\nI can keep the pace of the class. *Netherlands: group 7 en 8* \n\nContinues automatically. *Netherlands: 2 HAVO-VWO*\n\nBoth that the explanation can be in Dutch (and the code in English), and that it builds up with more \nand more possibilities. *Netherlands: Plus class group 7*\n\nThe 'realness' of programming, it resembles how it is in reality. *Netherlands: Plus class group 4 to 8*\n\nStep-by-step activities. Fun activities. *Netherlands: 1e All levels, 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO*\n\nBut Hedy and its gradual levels... what an idea, \nI wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my \nstudents, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, \nbefore starting Python. *Pakistan*\n\nI really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. \nHedy's gradual approach works very well. \nThe short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. \nThe different assignments that the children can choose also work very well. \nYou see the children choose assignments that appeal to them and they then get to work with them, \nthrough the levels. Hedy is great fun for children who are good at programming and want to get a \ntaste of a real programming language. It is good preparation for secondary school as soon as more ICT \neducation is given there. *Netherlands: Oegstgeest Montessori school*\n\n" + text: "A while ago we ran a few short Hedy teachers surveys. \nThe questions span between suggestions of improvement and Hedy’s best features. \nBelow is a testimony of their thoughts:\n\nSimple interface and good examples. *Teacher: 3rd - 6th grades (elementary)*\n\nMultilingual programming and just the gradual programming concept itself. - *US: middle school, 6th-8th grade*\n\nThe gradual nature of introducing programming. *Australia: High school*\n\nThe construction is so good. *Netherlands: Lower secondary school HAVO-VWO*\n\nI can keep the pace of the class. *Netherlands: group 7 en 8* \n\nContinues automatically. *Netherlands: 2 HAVO-VWO*\n\nBoth that the explanation can be in Dutch (and the code in English), and that it builds up with more \nand more possibilities. *Netherlands: Plus class group 7*\n\nThe 'realness' of programming, it resembles how it is in reality. *Netherlands: Plus class group 4 to 8*\n\nStep-by-step activities. Fun activities. *Netherlands: 1e All levels, + 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO*\n\nBut Hedy and its gradual levels... what an idea, \nI wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my \nstudents, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, \nbefore starting Python. *Pakistan*\n\nI really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. \nHedy's gradual approach works very well. \nThe short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. \nThe different assignments that the children can choose also work very well. \nYou see the children choose assignments that appeal to them and they then get to work with them, \nthrough the levels. Hedy is great fun for children who are good at programming and want to get + a \ntaste of a real programming language. It is good preparation for secondary school as soon as more ICT \neducation is given there. *Netherlands: Oegstgeest Montessori school*\n\n" teacher-guide: - title: Introduction key: intro diff --git a/content/pages/fi.yaml b/content/pages/fi.yaml index 501de458e26..787df4ed10b 100644 --- a/content/pages/fi.yaml +++ b/content/pages/fi.yaml @@ -1,4 +1,3 @@ -title: Hedy documentation home-sections: - title: Textual programming made easy! text: |- @@ -54,15 +53,15 @@ join-sections: learn-more-sections: - title: The Hedy foundation text: |- - Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. + Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. - The board of the foundation consists of: - - * Felienne Hermans, president - * Eelko Huizing, finance - * Renée Merbis, secretary - - The board of Stichting Hedy does not get any financial compensation for their tasks. + The board of the foundation consists of: + + * Felienne Hermans, president + * Eelko Huizing, finance + * Renée Merbis, secretary + + The board of Stichting Hedy does not get any financial compensation for their tasks. - title: A deep dive! text: |- Want to know more about Hedy's philosophy and design? Check out this talk Felienne gave at the StrangeLoop Conference in 2022: @@ -95,7 +94,9 @@ start-sections: - title: Getting started with Hedy text: '*Something about teachers accounts, slides etc*' - title: What other teachers say - text: "A while ago we ran a few short Hedy teachers surveys. \nThe questions span between suggestions of improvement and Hedy’s best features. \nBelow is a testimony of their thoughts:\n\nSimple interface and good examples. *Teacher: 3rd - 6th grades (elementary)*\n\nMultilingual programming and just the gradual programming concept itself. - *US: middle school, 6th-8th grade*\n\nThe gradual nature of introducing programming. *Australia: High school*\n\nThe construction is so good. *Netherlands: Lower secondary school HAVO-VWO*\n\nI can keep the pace of the class. *Netherlands: group 7 en 8* \n\nContinues automatically. *Netherlands: 2 HAVO-VWO*\n\nBoth that the explanation can be in Dutch (and the code in English), and that it builds up with more \nand more possibilities. *Netherlands: Plus class group 7*\n\nThe 'realness' of programming, it resembles how it is in reality. *Netherlands: Plus class group 4 to 8*\n\nStep-by-step activities. Fun activities. *Netherlands: 1e All levels, 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO*\n\nBut Hedy and its gradual levels... what an idea, \nI wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my \nstudents, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, \nbefore starting Python. *Pakistan*\n\nI really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. \nHedy's gradual approach works very well. \nThe short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. \nThe different assignments that the children can choose also work very well. \nYou see the children choose assignments that appeal to them and they then get to work with them, \nthrough the levels. Hedy is great fun for children who are good at programming and want to get a \ntaste of a real programming language. It is good preparation for secondary school as soon as more ICT \neducation is given there. *Netherlands: Oegstgeest Montessori school*\n\n" + text: "A while ago we ran a few short Hedy teachers surveys. \nThe questions span between suggestions of improvement and Hedy’s best features. \nBelow is a testimony of their thoughts:\n\nSimple interface and good examples. *Teacher: 3rd - 6th grades (elementary)*\n\nMultilingual programming and just the gradual programming concept itself. - *US: middle school, 6th-8th grade*\n\nThe gradual nature of introducing programming. *Australia: High school*\n\nThe construction is so good. *Netherlands: Lower secondary school HAVO-VWO*\n\nI can keep the pace of the class. *Netherlands: group 7 en 8* \n\nContinues automatically. *Netherlands: 2 HAVO-VWO*\n\nBoth that the explanation can be in Dutch (and the code in English), and that it builds up with more \nand more possibilities. *Netherlands: Plus class group 7*\n\nThe 'realness' of programming, it resembles how it is in reality. *Netherlands: Plus class group 4 to 8*\n\nStep-by-step activities. Fun activities. *Netherlands: 1e All levels, + 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO*\n\nBut Hedy and its gradual levels... what an idea, \nI wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my \nstudents, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, \nbefore starting Python. *Pakistan*\n\nI really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. \nHedy's gradual approach works very well. \nThe short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. \nThe different assignments that the children can choose also work very well. \nYou see the children choose assignments that appeal to them and they then get to work with them, \nthrough the levels. Hedy is great fun for children who are good at programming and want to get + a \ntaste of a real programming language. It is good preparation for secondary school as soon as more ICT \neducation is given there. *Netherlands: Oegstgeest Montessori school*\n\n" teacher-guide: - title: Introduction key: intro diff --git a/content/pages/fr.yaml b/content/pages/fr.yaml index bd0ec4a8228..9e1685c3636 100644 --- a/content/pages/fr.yaml +++ b/content/pages/fr.yaml @@ -52,15 +52,15 @@ join-sections: learn-more-sections: - title: The Hedy foundation text: |- - Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. + Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. - The board of the foundation consists of: - - * Felienne Hermans, president - * Eelko Huizing, finance - * Renée Merbis, secretary - - The board of Stichting Hedy does not get any financial compensation for their tasks. + The board of the foundation consists of: + + * Felienne Hermans, president + * Eelko Huizing, finance + * Renée Merbis, secretary + + The board of Stichting Hedy does not get any financial compensation for their tasks. - title: A deep dive! text: |- Want to know more about Hedy's philosophy and design? Check out this talk Felienne gave at the StrangeLoop Conference in 2022: diff --git a/content/pages/fr_CA.yaml b/content/pages/fr_CA.yaml index 252bf50a3b2..d48dbbe3ff5 100644 --- a/content/pages/fr_CA.yaml +++ b/content/pages/fr_CA.yaml @@ -110,7 +110,10 @@ start-sections: * Nous sommes là pour vous aider, vous pouvez nous trouver par exemple sur [Discord](https://discord.gg/8yY7dEme9r) ou vous pouvez [nous envoyer un courriel](hello@hedy.org).' - title: 'Ce que les enseignants disent à propos de Hedy' - text: "Plusieurs enseignants du monde entier ont exprimé leur passion pour Hedy, comme certains nous l'ont partagé:\n\n*Incroyablement inspirant! Un excellent moyen de rendre la programmation beaucoup plus accessible pour soi-même, mais aussi pour les étudiants. Très amusant à utiliser et avec beaucoup de potentiel à utiliser avec les élèves. Je pense que c'est un outil très agréable! Je crois que c'est une excellente façon pour les enfants de commencer à apprendre la programmation. Python et le codage ont toujours été très excitants, car la barrière à l'apprentissage est très élevée. Maintenant, tout est un peu plus simple et il a été expliqué que cela peut en fait être très facile. J'ai apprécié de voir comment Hedy essaie de rendre la programmation aussi accessible que possible pour les utilisateurs!*\nPays-Bas : Enseignants en formation en mathématiques (école secondaire)\n\n*La programmation multilingue et simplement le concept graduel de programmation lui-même.* États-Unis : Collège, 6e-8e année\n\n*Multilingual programming and just the gradual programming concept itself.* US: middle school, 6th-8th grade\n\nLa nature graduelle de l'introduction à la programmation. Australie : École secondaire\n\n*Continue automatiquement.* Pays-Bas : 2 HAVO-VWO\n\n*À la fois l'explication en néerlandais (et le code en anglais), et la progression avec de plus en plus de possibilités.* Pays-Bas : Groupe de classes avancées\n\n*Mais Hedy et ses niveaux progressifs... quelle idée, je voulais vous remercier personnellement pour avoir créé cela. Je ne peux pas vous remercier assez. De plus, je n'ai jamais vu le niveau d'engagement et d'enthousiasme de mes élèves, comme j'ai pu le voir avec Hedy. Nous avons couvert jusqu'au niveau 5, et prévoyons de passer encore une semaine dessus en classe et en laboratoire, avant de commencer Python.* Pakistan\n\n*Le 'réalisme' de la programmation, cela ressemble à ce qu'elle est en réalité.* Pays-Bas : Groupe de classes avancées, de la 4e à la 8e\n\n*Activités étape par étape. Activités amusantes.* Pays-Bas : Tous niveaux, 2e année VWO/HAVO, 2e année VWO +, 3e année HAVO, 3e année VWO\n\n*J'aime vraiment beaucoup Hedy et c'est aussi bien organisé, ce qui le rend bien à utiliser à l'école primaire. L'approche progressive de Hedy fonctionne très bien. La brève explication au début de chaque niveau et les courts programmes d'exemples aident à donner aux enfants un aperçu rapide de ce qui est nouveau dans le niveau choisi. Les différentes tâches que les enfants peuvent choisir fonctionnent également très bien. Vous voyez les enfants choisir des tâches qui leur plaisent et ils se mettent ensuite au travail avec elles, à travers les niveaux. Hedy est très amusant pour les enfants qui sont doués en programmation et qui veulent goûter à un vrai langage de programmation. C'est une bonne préparation pour l'école secondaire comme plus d'éducation en TIC y est donnée.* Pays-Bas : École Montessori d'Oegstgeest\n\n*La structure est tellement bonne.* Pays-Bas : École secondaire inférieure HAVO-VWO\n\n*Je peux suivre le rythme de la classe.* Pays-Bas : Groupes 7 et 8\n\n![Felienne qui enseignent à des enfants](/images/teacherfeedback/Fkids1.JPG) *Felienne qui enseignent à des enfants*\n\n\n![Des enfants qui apprennent à propos d'Hedy](/images/teacherfeedback/Fkids2.JPG) *Des enfants qui apprennent à propos d'Hedy*" + text: "Plusieurs enseignants du monde entier ont exprimé leur passion pour Hedy, comme certains nous l'ont partagé:\n\n*Incroyablement inspirant! Un excellent moyen de rendre la programmation beaucoup plus accessible pour soi-même, mais aussi pour les étudiants. Très amusant à utiliser et avec beaucoup de potentiel à utiliser avec les élèves. Je pense que c'est un outil très agréable! Je crois que c'est une excellente façon pour les enfants de commencer à apprendre la programmation. Python et le codage ont toujours été très excitants, car la barrière à l'apprentissage est très élevée. Maintenant, tout est un peu plus simple et il a été expliqué que cela peut en fait être très facile. J'ai apprécié de voir comment Hedy essaie de rendre la programmation aussi accessible que possible pour les utilisateurs!*\nPays-Bas : Enseignants en formation en mathématiques (école secondaire)\n\n*La programmation multilingue et simplement le concept graduel de programmation lui-même.* États-Unis : Collège, + 6e-8e année\n\n*Multilingual programming and just the gradual programming concept itself.* US: middle school, 6th-8th grade\n\nLa nature graduelle de l'introduction à la programmation. Australie : École secondaire\n\n*Continue automatiquement.* Pays-Bas : 2 HAVO-VWO\n\n*À la fois l'explication en néerlandais (et le code en anglais), et la progression avec de plus en plus de possibilités.* Pays-Bas : Groupe de classes avancées\n\n*Mais Hedy et ses niveaux progressifs... quelle idée, je voulais vous remercier personnellement pour avoir créé cela. Je ne peux pas vous remercier assez. De plus, je n'ai jamais vu le niveau d'engagement et d'enthousiasme de mes élèves, comme j'ai pu le voir avec Hedy. Nous avons couvert jusqu'au niveau 5, et prévoyons de passer encore une semaine dessus en classe et en laboratoire, avant de commencer Python.* Pakistan\n\n*Le 'réalisme' de la programmation, cela ressemble à ce qu'elle est en réalité.* Pays-Bas : Groupe de classes avancées, de la 4e à la + 8e\n\n*Activités étape par étape. Activités amusantes.* Pays-Bas : Tous niveaux, 2e année VWO/HAVO, 2e année VWO +, 3e année HAVO, 3e année VWO\n\n*J'aime vraiment beaucoup Hedy et c'est aussi bien organisé, ce qui le rend bien à utiliser à l'école primaire. L'approche progressive de Hedy fonctionne très bien. La brève explication au début de chaque niveau et les courts programmes d'exemples aident à donner aux enfants un aperçu rapide de ce qui est nouveau dans le niveau choisi. Les différentes tâches que les enfants peuvent choisir fonctionnent également très bien. Vous voyez les enfants choisir des tâches qui leur plaisent et ils se mettent ensuite au travail avec elles, à travers les niveaux. Hedy est très amusant pour les enfants qui sont doués en programmation et qui veulent goûter à un vrai langage de programmation. C'est une bonne préparation pour l'école secondaire comme plus d'éducation en TIC y est donnée.* Pays-Bas : École Montessori d'Oegstgeest\n\n*La structure est + tellement bonne.* Pays-Bas : École secondaire inférieure HAVO-VWO\n\n*Je peux suivre le rythme de la classe.* Pays-Bas : Groupes 7 et 8\n\n![Felienne qui enseignent à des enfants](/images/teacherfeedback/Fkids1.JPG) *Felienne qui enseignent à des enfants*\n\n\n![Des enfants qui apprennent à propos d'Hedy](/images/teacherfeedback/Fkids2.JPG) *Des enfants qui apprennent à propos d'Hedy*" teacher-guide: - title: Introduction key: introduction diff --git a/content/pages/fy.yaml b/content/pages/fy.yaml index f32d84651f2..ee7a9a632a5 100644 --- a/content/pages/fy.yaml +++ b/content/pages/fy.yaml @@ -1,67 +1,15 @@ -title: Hedy documentation -home-sections: -- title: Textual programming made easy! - text: |- - Many schools and teachers around the world want to teach their students programming. Initially this is often done with playful tools, ranging from the Beebot robot to - Scratch Junior or Scratch. After using such tools, kids often want to move to more powerful, textual programming languages, like Python. - - Python however is hard, because it is only available in English, and requires learners to learn complex programming concepts and syntax at once. - Hedy is the easy way to get started with textual programming languages! Hedy is free to use, open source, and unlike any other textual programming language in three ways. - - 1. Hedy is multi-lingual, you can use Hedy in your own language - 2. Hedy is gradual, so you can learn one concept and its syntax a time - 3. Hedy is built for the classroom, allowing teachers to fully customize their student's experience -- title: Multi-lingual programming - text: While almost all textual programming language have keywords in English, such as `for` or `repeat`, Hedy can be used in any language! We currently support 47 different languages, including Dutch, Spanish, Arabic, Turkish, Chinese and Hindi. If your language is not available you can always start a new translation. -- title: Step by step learning - text: Learning a programming language can be overwhelming, since learners have to learn concepts (for example if-else or loops) and syntax (like quotation marks or round brackets) at the same time. In Hedy, concepts are first introduced with little syntax and then refined. A scientifically proven way to learn! -- title: Built for the classroom - text: |- - Hedy is suitable for kids aged 10 and up and designed for classroom use. - Teachers can use our free, built-in lesson plans, but can also author their own lessons and load these into the Hedy user interface. -- title: Programming in context - text: Hedy shows programming in the broadest way possible, and can be used in variety of exciting ways. Hedy allows for the creation of digital and interactive stories, colorful drawings that can be shown on the screen but also drawn with a pen plotter or embroidered on a shirt, and can be used to create games or apps with buttons and keyboard actions. -- title: Is Hedy free? - text: |- - Yes! Hedy is 'Open source', which means that everyone can help us make Hedy better. - You can find our code on Github. - If you like Hedy and want to contribute, we accept (and are very grateful for) donations! -- title: Do I need to install anything? - text: No. Hedy works in the browser, which is the program you are using to look at this page. Probably Chrome or Edge or Firefox. Hedy also works on phones and tablets. -- title: Do I need programming experience to teach with Hedy? - text: |- - No, that is not needed. All concepts are explained in the slides and in the interface for learners. - If you create a free teacher's account, you also get access to the teacher's manual with information on how to teach - and frequently made mistakes. -join-sections: -- title: Supporting Hedy - text: '# There are three ways in which you can support Hedy!' -- title: Improving the language - text: |- - The gradual and multi-lingual nature of Hedy create a lot of interesting technical challenges. - Find those issues on Github. -- title: Translating Hedy - text: |- - Not a programmer? No problem! Another way to support Hedy is by translating keywords, error messages, adventures and other content. - This is the current status, help us complete a language, or add a new one! - - Translation status -- title: Help teachers get started - text: |- - Hedy is designed to support teachers in providing programming lessons in class. We have specific teacher features like the option to create a class, customize it and see how your students are doing. - If you like Hedy, you can reach out to schools that you know to help teachers get started! We can help you find schools or teachers via Discord. learn-more-sections: - title: The Hedy foundation text: |- - Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. + Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. + + The board of the foundation consists of: - The board of the foundation consists of: - - * Felienne Hermans, president - * Eelko Huizing, finance - * Renée Merbis, secretary - - The board of Stichting Hedy does not get any financial compensation for their tasks. + * Felienne Hermans, president + * Eelko Huizing, finance + * Renée Merbis, secretary + + The board of Stichting Hedy does not get any financial compensation for their tasks. - title: A deep dive! text: |- Want to know more about Hedy's philosophy and design? Check out this talk Felienne gave at the StrangeLoop Conference in 2022: @@ -90,52 +38,6 @@ learn-more-sections: * [Leiden University, April 2020](https://www.universiteitleiden.nl/en/news/2020/03/looking-to-distract-the-kids-while-you-work-from-home-get-them-programming) * [Mare (Dutch), April 2020](https://www.mareonline.nl/cultuur/computercode-voor-de-kids/) * [AG Connect (Dutch), April 2020](https://www.agconnect.nl/artikel/stapsgewijs-python-leren-programmeren-met-nieuwe-taal-hedy) -start-sections: -- title: Getting started with Hedy - text: |- - Welcome to Hedy, we are happy to help you get started with Hedy. - - Our [Teacher Manual](https://www.hedy.org/for-teachers/manual) has an overview of all features in detail, but this page has a brief overview so you know what it what before you dive in. - - A few highlights that are important to know: - * Hedy is a tool designed to help manage a classroom of kids programming! You can create your own classes, lesson plans and follow how kids are doing. - * You do not need to know a lot of programming if you begin, Hedy works step by step, also for you! - * You can use Hedy in your native tongue because it has been translated into many other languages! - * Every kid can programme!! Hedy is especially helpful for kids who have vision problems because it can read material aloud to you without the need for a mouse. - * We are here to help, you can find us for example on [Discord](https://discord.gg/8yY7dEme9r) or you can [email-us](hello@hedy.org). -- title: Teachers about Hedy - text: |- - Various teachers worldwide have expressed their passion for Hedy, as some have shared with us: - - *Incredibly inspiring! Super good way to make programming a lot more accessible for yourself, but also for students. Very fun to play with and a lot of potential to use with the students. I think it is a very nice tool! I believe this is a valuable way for children to start learning programming. Python and coding have always been very exciting, because the barrier to learning is very high. Now everything is a bit lower and it was explained that it can actually be very easy. I enjoyed seeing how Hedy tries to make programming as accessible as possible for users!* - Netherlands: Mathematics teachers in training (secondary school) - - *Simple interface and good examples.* Teacher: 3rd - 6th grades (elementary) - - *Multilingual programming and just the gradual programming concept itself.* US: middle school, 6th-8th grade - - *The gradual nature of introducing programming.* Australia: High school - - *Continues automatically.* Netherlands: 2 HAVO-VWO - - *Both that the explanation can be in Dutch (and the code in English), and that it builds up with more and more possibilities.* Netherlands: Plus class group - - *But Hedy and its gradual levels...what an idea, I wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my students, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, before starting Python.* Pakistan - - *The 'realness' of programming, it resembles how it is in reality.* Netherlands: Plus class group 4 to 8 - - *Step-by-step activities. Fun activities.* Netherlands: 1e All levels, 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO - - *I really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. Hedy's gradual approach works very well. The short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. The different assignments that the children can choose also work very well. You see the children choose assignments that appeal to them and they then get to work with them, through the levels. Hedy is great fun for children who are good at programming and want to get a taste of a real programming language. It is good preparation for secondary school as soon as more ICT education is given there.* Netherlands: Oegstgeest Montessori school - - *The construction is so good.* Netherlands: Lower secondary school HAVO-VWO - - *I can keep the pace of the class.* Netherlands: group 7 en 8 - - ![Felienne teaching kids](/images/teacherfeedback/Fkids1.JPG) *Felienne teaching kids* - - - ![Kids learning about Hedy](/images/teacherfeedback/Fkids2.JPG) *Kids learning about Hedy* teacher-guide: - title: Introduction key: intro diff --git a/content/pages/he.yaml b/content/pages/he.yaml index 86af15a5b1e..6155faa59b1 100644 --- a/content/pages/he.yaml +++ b/content/pages/he.yaml @@ -54,15 +54,15 @@ join-sections: learn-more-sections: - title: The Hedy foundation text: |- - Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. + Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. - The board of the foundation consists of: - - * Felienne Hermans, president - * Eelko Huizing, finance - * Renée Merbis, secretary - - The board of Stichting Hedy does not get any financial compensation for their tasks. + The board of the foundation consists of: + + * Felienne Hermans, president + * Eelko Huizing, finance + * Renée Merbis, secretary + + The board of Stichting Hedy does not get any financial compensation for their tasks. - title: A deep dive! text: |- Want to know more about Hedy's philosophy and design? Check out this talk Felienne gave at the StrangeLoop Conference in 2022: @@ -95,7 +95,9 @@ start-sections: - title: להתחיל עם הידי text: '*Something about teachers accounts, slides etc*' - title: מה אומרים מורים על הידי - text: "A while ago we ran a few short Hedy teachers surveys. \nThe questions span between suggestions of improvement and Hedy’s best features. \nBelow is a testimony of their thoughts:\n\nSimple interface and good examples. *Teacher: 3rd - 6th grades (elementary)*\n\nMultilingual programming and just the gradual programming concept itself. - *US: middle school, 6th-8th grade*\n\nThe gradual nature of introducing programming. *Australia: High school*\n\nThe construction is so good. *Netherlands: Lower secondary school HAVO-VWO*\n\nI can keep the pace of the class. *Netherlands: group 7 en 8* \n\nContinues automatically. *Netherlands: 2 HAVO-VWO*\n\nBoth that the explanation can be in Dutch (and the code in English), and that it builds up with more \nand more possibilities. *Netherlands: Plus class group 7*\n\nThe 'realness' of programming, it resembles how it is in reality. *Netherlands: Plus class group 4 to 8*\n\nStep-by-step activities. Fun activities. *Netherlands: 1e All levels, 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO*\n\nBut Hedy and its gradual levels... what an idea, \nI wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my \nstudents, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, \nbefore starting Python. *Pakistan*\n\nI really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. \nHedy's gradual approach works very well. \nThe short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. \nThe different assignments that the children can choose also work very well. \nYou see the children choose assignments that appeal to them and they then get to work with them, \nthrough the levels. Hedy is great fun for children who are good at programming and want to get a \ntaste of a real programming language. It is good preparation for secondary school as soon as more ICT \neducation is given there. *Netherlands: Oegstgeest Montessori school*\n\n" + text: "A while ago we ran a few short Hedy teachers surveys. \nThe questions span between suggestions of improvement and Hedy’s best features. \nBelow is a testimony of their thoughts:\n\nSimple interface and good examples. *Teacher: 3rd - 6th grades (elementary)*\n\nMultilingual programming and just the gradual programming concept itself. - *US: middle school, 6th-8th grade*\n\nThe gradual nature of introducing programming. *Australia: High school*\n\nThe construction is so good. *Netherlands: Lower secondary school HAVO-VWO*\n\nI can keep the pace of the class. *Netherlands: group 7 en 8* \n\nContinues automatically. *Netherlands: 2 HAVO-VWO*\n\nBoth that the explanation can be in Dutch (and the code in English), and that it builds up with more \nand more possibilities. *Netherlands: Plus class group 7*\n\nThe 'realness' of programming, it resembles how it is in reality. *Netherlands: Plus class group 4 to 8*\n\nStep-by-step activities. Fun activities. *Netherlands: 1e All levels, + 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO*\n\nBut Hedy and its gradual levels... what an idea, \nI wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my \nstudents, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, \nbefore starting Python. *Pakistan*\n\nI really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. \nHedy's gradual approach works very well. \nThe short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. \nThe different assignments that the children can choose also work very well. \nYou see the children choose assignments that appeal to them and they then get to work with them, \nthrough the levels. Hedy is great fun for children who are good at programming and want to get + a \ntaste of a real programming language. It is good preparation for secondary school as soon as more ICT \neducation is given there. *Netherlands: Oegstgeest Montessori school*\n\n" teacher-guide: - title: מבוא key: מבוא diff --git a/content/pages/hi.yaml b/content/pages/hi.yaml index d90e751bbcc..ea39b55d78e 100644 --- a/content/pages/hi.yaml +++ b/content/pages/hi.yaml @@ -1,4 +1,3 @@ -title: Hedy documentation home-sections: - title: Textual programming made easy! text: |- @@ -51,51 +50,13 @@ join-sections: text: |- Hedy is designed to support teachers in providing programming lessons in class. We have specific teacher features like the option to create a class, customize it and see how your students are doing. If you like Hedy, you can reach out to schools that you know to help teachers get started! We can help you find schools or teachers via [Discord](https://discord.gg/8yY7dEme9r). -learn-more-sections: -- title: The Hedy foundation - text: |- - Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. - - The board of the foundation consists of: - - * Felienne Hermans, president - * Eelko Huizing, finance - * Renée Merbis, secretary - - The board of Stichting Hedy does not get any financial compensation for their tasks. -- title: A deep dive! - text: |- - Want to know more about Hedy's philosophy and design? Check out this talk Felienne gave at the StrangeLoop Conference in 2022: - - -- title: Hedy in the news - text: |- - Some websites and newspapers have written about Hedy since our release in early 2020. We keep a list here: - * [Java Magazine 04.2023](images/Hedy_Javamagazine2023.pdf) - * [Tech Optimism - A Solution to the IT Shortage (Dutch), August 2022](https://pom.show/2022/08/12/een-oplossing-voor-het-it-tekort/) - * [Codeweek Podcast, July 2022](https://codeweek.eu/podcast/26) - * [Heise.de (German), Januari 2022](https://www.heise.de/news/Hedy-die-mitwachsende-Programmiersprache-6336264.html) - * [Strumenta, November 2021](https://tomassetti.me/teaching-programming-with-hedy/) - * [Vives (Dutch), CodeWeek Special October 2021](images/Vives-174-Codeweek.pdf) - * [CodeWeek.eu - Haunted House Challenge, September 2021](https://codeweek.eu/2021/challenges/haunted-house) - * [Opensource.com, April 2021](https://opensource.com/article/21/4/hedy-teach-code) - * [IO Magazine, April 2021](https://ict-research.nl/wordpress/wp-content/uploads/2021/04/IO-magazine-NR1-2021_web.pdf) - * [Ingeniería De Software (Spanish), February 2021](https://ingenieriadesoftware.es/hedy-mejor-lenguaje-ensenar-programacion-ninos/) - * [Hello World Magazine, February 2021](images/Hello_World_15_Hedy.pdf) - * [Discoro, January 2021](https://discoro.wordpress.com/2021/01/09/hedy-gradually-learning-a-programming-language/) - * [Felienne wins the Dutch award for ICT research for Hedy, January 2021](https://www.nwo.nl/en/news/felienne-hermans-receives-dutch-prize-ict-research-2021) - * [SlashDot, August 2020](https://news.slashdot.org/story/20/08/17/024248/scientist-proposes-a-new-programming-language-for-teaching-coding-and-python) - * [GenBeta (Spanish), August 2020](https://www.genbeta.com/desarrollo/nuevo-lenguaje-para-ensenar-programacion-a-ninos-como-se-ensena-a-leer-escribir-forma-gradual-niveles) - * [Developpez (French), August 2020](https://programmation.developpez.com/actu/308095/Une-scientifique-propose-un-nouveau-langage-de-programmation-pour-enseigner-aux-enfants-le-codage-informatique-au-travers-d-une-approche-graduelle-implementee-en-Python-sur-13-paliers/) - * [Vives (Dutch), October 2020](images/artikel_vives.pdf) "Met Hedy stap voor stap leren programmeren" - * [Leiden University, April 2020](https://www.universiteitleiden.nl/en/news/2020/03/looking-to-distract-the-kids-while-you-work-from-home-get-them-programming) - * [Mare (Dutch), April 2020](https://www.mareonline.nl/cultuur/computercode-voor-de-kids/) - * [AG Connect (Dutch), April 2020](https://www.agconnect.nl/artikel/stapsgewijs-python-leren-programmeren-met-nieuwe-taal-hedy) start-sections: - title: Getting started with Hedy text: '*Something about teachers accounts, slides etc*' - title: What other teachers say - text: "A while ago we ran a few short Hedy teachers surveys. \nThe questions span between suggestions of improvement and Hedy’s best features. \nBelow is a testimony of their thoughts:\n\nSimple interface and good examples. *Teacher: 3rd - 6th grades (elementary)*\n\nMultilingual programming and just the gradual programming concept itself. - *US: middle school, 6th-8th grade*\n\nThe gradual nature of introducing programming. *Australia: High school*\n\nThe construction is so good. *Netherlands: Lower secondary school HAVO-VWO*\n\nI can keep the pace of the class. *Netherlands: group 7 en 8* \n\nContinues automatically. *Netherlands: 2 HAVO-VWO*\n\nBoth that the explanation can be in Dutch (and the code in English), and that it builds up with more \nand more possibilities. *Netherlands: Plus class group 7*\n\nThe 'realness' of programming, it resembles how it is in reality. *Netherlands: Plus class group 4 to 8*\n\nStep-by-step activities. Fun activities. *Netherlands: 1e All levels, 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO*\n\nBut Hedy and its gradual levels... what an idea, \nI wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my \nstudents, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, \nbefore starting Python. *Pakistan*\n\nI really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. \nHedy's gradual approach works very well. \nThe short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. \nThe different assignments that the children can choose also work very well. \nYou see the children choose assignments that appeal to them and they then get to work with them, \nthrough the levels. Hedy is great fun for children who are good at programming and want to get a \ntaste of a real programming language. It is good preparation for secondary school as soon as more ICT \neducation is given there. *Netherlands: Oegstgeest Montessori school*\n\n" + text: "A while ago we ran a few short Hedy teachers surveys. \nThe questions span between suggestions of improvement and Hedy’s best features. \nBelow is a testimony of their thoughts:\n\nSimple interface and good examples. *Teacher: 3rd - 6th grades (elementary)*\n\nMultilingual programming and just the gradual programming concept itself. - *US: middle school, 6th-8th grade*\n\nThe gradual nature of introducing programming. *Australia: High school*\n\nThe construction is so good. *Netherlands: Lower secondary school HAVO-VWO*\n\nI can keep the pace of the class. *Netherlands: group 7 en 8* \n\nContinues automatically. *Netherlands: 2 HAVO-VWO*\n\nBoth that the explanation can be in Dutch (and the code in English), and that it builds up with more \nand more possibilities. *Netherlands: Plus class group 7*\n\nThe 'realness' of programming, it resembles how it is in reality. *Netherlands: Plus class group 4 to 8*\n\nStep-by-step activities. Fun activities. *Netherlands: 1e All levels, + 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO*\n\nBut Hedy and its gradual levels... what an idea, \nI wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my \nstudents, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, \nbefore starting Python. *Pakistan*\n\nI really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. \nHedy's gradual approach works very well. \nThe short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. \nThe different assignments that the children can choose also work very well. \nYou see the children choose assignments that appeal to them and they then get to work with them, \nthrough the levels. Hedy is great fun for children who are good at programming and want to get + a \ntaste of a real programming language. It is good preparation for secondary school as soon as more ICT \neducation is given there. *Netherlands: Oegstgeest Montessori school*\n\n" teacher-guide: - title: Introduction key: intro diff --git a/content/pages/hr.yaml b/content/pages/hr.yaml index 3deedce35eb..545683eada9 100644 --- a/content/pages/hr.yaml +++ b/content/pages/hr.yaml @@ -1,30 +1,3 @@ -title: Hedy documentation -home-sections: -- title: Textual programming made easy! - text: "Many schools and teachers around the world want to teach their students programming. Initially this is often done with playful tools, ranging from the Beebot robot to\nScratch Junior or Scratch. After using such tools, kids often want to move to more powerful, textual programming languages, like Python.\n\nPython however is hard, because it is only available in English, and requires learners to learn complex programming concepts and syntax at once.\nHedy is the easy way to get started with textual programming languages! Hedy is free to use, open source, and unlike any other textual programming language in three ways.\n\n1. Hedy is multi-lingual, you can use Hedy in your own language\n2. Hedy is gradual, so you can learn one concept and its syntax a time\n3. Hedy is built for the classroom, allowing teachers to fully customize their student's experience" -- text: While almost all textual programming language have keywords in English, such as `for` or `repeat`, Hedy can be used in any language! We currently support 47 different languages, including Dutch, Spanish, Arabic, Turkish, Chinese and Hindi. If your language is not available you can always start a new translation. - title: Multi-lingual programming -- text: Learning a programming language can be overwhelming, since learners have to learn concepts (for example if-else or loops) and syntax (like quotation marks or round brackets) at the same time. In Hedy, concepts are first introduced with little syntax and then refined. A scientifically proven way to learn! - title: Step by step learning -- text: "Hedy is suitable for kids aged 10 and up and designed for classroom use.\nTeachers can use our free, built-in lesson plans, but can also author their own lessons and load these into the Hedy user interface." - title: Built for the classroom -- title: Programming in context - text: Hedy shows programming in the broadest way possible, and can be used in variety of exciting ways. Hedy allows for the creation of digital and interactive stories, colorful drawings that can be shown on the screen but also drawn with a pen plotter or embroidered on a shirt, and can be used to create games or apps with buttons and keyboard actions. -- title: Is Hedy free? - text: "Yes! Hedy is 'Open source', which means that everyone can help us make Hedy better.\nYou can find our code on Github.\nIf you like Hedy and want to contribute, we accept (and are very grateful for) donations!" -- title: Do I need to install anything? - text: No. Hedy works in the browser, which is the program you are using to look at this page. Probably Chrome or Edge or Firefox. Hedy also works on phones and tablets. -- text: "No, that is not needed. All concepts are explained in the slides and in the interface for learners.\nIf you create a free teacher's account, you also get access to the teacher's manual with information on how to teach\nand frequently made mistakes." - title: Do I need programming experience to teach with Hedy? -join-sections: -- text: '# There are three ways in which you can support Hedy!' - title: Supporting Hedy -- title: Improving the language - text: "The gradual and multi-lingual nature of Hedy create a lot of interesting technical challenges.\nFind those issues on Github." -- title: Translating Hedy - text: "Not a programmer? No problem! Another way to support Hedy is by translating keywords, error messages, adventures and other content.\nThis is the current status, help us complete a language, or add a new one!\n\n\"Translation" -- text: "Hedy is designed to support teachers in providing programming lessons in class. We have specific teacher features like the option to create a class, customize it and see how your students are doing.\nIf you like Hedy, you can reach out to schools that you know to help teachers get started! We can help you find schools or teachers via Discord." - title: Help teachers get started teacher-guide: - subsections: - title: What's Hedy? @@ -38,7 +11,8 @@ teacher-guide: - title: The Hedy Community text: "All Hedy teachers, programmers and other fans are welcome to join our Discord server. This is the ideal place to chat about Hedy: we have channels where you can show your cool projects and lessons, channels to report bugs, and channels to chat with other teachers and with the Hedy team.\nHere you can find a video on how to join the Discord Community." - title: Hedy and the GDPR - text: "Organizations in the EU have to comply with the GDPR (General Data Protection Regulation) when processing personal data.\nBecause this is a complex issue for many schools, you can use all Hedy programming functionalities without sharing personal data.\nThe easiest way to do this is to use Hedy without creating accounts for the teacher and students. Without accounts, all functionality is available, with the exception of personalizing levels, saving students' programs and viewing their progress. That is limiting, but there are schools that use Hedy in that way.\n\nA second way is for a teacher to create an account with an email address without personal data, for example \"docent25@email.com\". Apart from an email address, which is only required to reset your password, you do not need to share any information when you create a teacher account.\nWith a teacher account, you can create anonymous accounts for students, e.g. rainbow-student1, rainbow-student2, etc (See 'Teaching preparations' for a detailed manual). This way you can use all functionality of Hedy, including saving progress, without sharing personal data of yourself or your students.\n\nIf the above is not sufficient for your context, we can sign a processing agreement for the processing of your personal data." + text: "Organizations in the EU have to comply with the GDPR (General Data Protection Regulation) when processing personal data.\nBecause this is a complex issue for many schools, you can use all Hedy programming functionalities without sharing personal data.\nThe easiest way to do this is to use Hedy without creating accounts for the teacher and students. Without accounts, all functionality is available, with the exception of personalizing levels, saving students' programs and viewing their progress. That is limiting, but there are schools that use Hedy in that way.\n\nA second way is for a teacher to create an account with an email address without personal data, for example \"docent25@email.com\". Apart from an email address, which is only required to reset your password, you do not need to share any information when you create a teacher account.\nWith a teacher account, you can create anonymous accounts for students, e.g. rainbow-student1, rainbow-student2, etc (See 'Teaching preparations' + for a detailed manual). This way you can use all functionality of Hedy, including saving progress, without sharing personal data of yourself or your students.\n\nIf the above is not sufficient for your context, we can sign a processing agreement for the processing of your personal data." title: Introduction key: intro - title: Tutorial @@ -56,11 +30,16 @@ teacher-guide: - text: "Are you not the only teacher that teaches your class? Then you can now add another teacher to the class. Go to the 'For teachers' page and click on the class. Then choose 'Invite a teacher' and fill in the username of your colleague.\nYour colleague will get an invitation on their account to join your class. They can see that invitation message by clicking on their username in the upper right corner of the screen and selecting 'My account'.\nOnce the other teacher accepts the invitation they can customize the class as well.\nTo remove a second teacher from your class, go to the class page and remove the second teacher. The teacher who's created the class cannot be removed." title: Add a second teacher - title: Customize your Class - text: "You can customize your class and choose which adventures are available for your students. This way your students won't be overwhelmed by the amount of adventures and levels, and they can specifically focus on the adventures you'd like them to practice with.\nClick on your class on the for teachers page and choose 'customize class'. On this page you can select levels, set opening dates, unlock level thresholds and more.\n\n**Select and order adventures**\n\nIn this section you can select and order adventures. The pink tabs are adventures with new commands. The gray tabs are regular adventures. To rearrange the order of the adventures, you can drag the tabs. However, we do advise you to use the regular order of adventures as the Hedy team made sure the adventures go from easiest to hardest.\nIf you want to remove an adventure for your students, simply click the cross on the adventure's tab.\n\nIf you want to add adventures, for instance your own adventure or an adventure you accidentally removed, use this menu to add the adventure to your students' adventures. Simply click the adventure you want to add and it (re)appears in the line of adventures. To undo all your changes to the adventures, click 'Reset'.\n\n**Opening dates**\n\nWith this feature you can set opening dates for the levels. This way you can make a lesson plan before your course begins and not worry about opening new levels each week. In the image above the first level is opened directly, the second will open the 23th of september, and the 3rd level the week after. The other levels are closed.\nDon't want to set opening dates? No problem, just leave this section blank.\n\n**Unlock level thresholds**\n\nThis featue allows you to set a threshold for your students' quiz grade, before they can continue to the next level. For example, if you enter \"80\" your students have to score at least 80% on the quiz before they are allowed to go to the next level. If they haven't met the threshold, they are not allowed to continue and have to retake the quiz.\nDon't want to use the threshold? No worries, just keep this section blank.\n\n\n**Other settings**\n\nThere are some other setting that could be usefu to you aswell. Our first extra setting is 'Mandatory developer's mode'. In developers mode the students only see their input and output screens and the run button. The adventures are hidden and there are no cheatsheets available. This might come in handy in a test situation.\nIf this option is not selected the developer's mode is available for students too as a voluntary option.\n\nIf you want all your students to be visible in de class highscore, you can select the second option.\nWith all the other options you can choose to hide some functions or content for your students, this might help them focus more.\n\n**Save**\n\nDon't forget to save your changes when you're done customizing your class." - - text: "To add students to your class go to the class page by clicking in the class name on the 'for teachers' page. Then click 'add students'. There are 2 ways to let your students join your class: You can create accounts for them, or they could create their own accounts.\n\n**You create accounts for your students**\nThe easiest way to add students to your class is by creating an account for them. This can be done by clicking the 'create student accounts' button and filling in the usernames and passwords for them.\nThe students can login with the username and password that you chose. Afterwards, they can change their username or password if they'd like and they'll still remain in your class.\nThis video shows how to add students to your class in the quickest and easiest way.\n\n**Students make their own accounts**\nYour students can also go to the Hedy website and create their own accounts, just like you did. To get them into your class, they simply have to click the invite link.\nYou can find the invite link on the class page and send it to your students. Mind that your students have to be logged in to Hedy when they click the link, in order to make it work smoothly.\nYou can also manually invite a student to your class with the button 'Invite by username'." + text: "You can customize your class and choose which adventures are available for your students. This way your students won't be overwhelmed by the amount of adventures and levels, and they can specifically focus on the adventures you'd like them to practice with.\nClick on your class on the for teachers page and choose 'customize class'. On this page you can select levels, set opening dates, unlock level thresholds and more.\n\n**Select and order adventures**\n\nIn this section you can select and order adventures. The pink tabs are adventures with new commands. The gray tabs are regular adventures. To rearrange the order of the adventures, you can drag the tabs. However, we do advise you to use the regular order of adventures as the Hedy team made sure the adventures go from easiest to hardest.\nIf you want to remove an adventure for your students, simply click the cross + on the adventure's tab.\n\nIf you want to add adventures, for instance your own adventure or an adventure you accidentally removed, use this menu to add the adventure to your students' adventures. Simply click the adventure you want to add and it (re)appears in the line of adventures. To undo all your changes to the adventures, click 'Reset'.\n\n**Opening dates**\n\nWith this feature you can set opening dates for the levels. This way you can make a lesson plan before your course begins and not worry about opening new levels each week. In the image above the first level is opened directly, the second will open the 23th of september, and the 3rd level the week after. The other levels are closed.\nDon't want to set opening dates? No problem, just leave this section + blank.\n\n**Unlock level thresholds**\n\nThis featue allows you to set a threshold for your students' quiz grade, before they can continue to the next level. For example, if you enter \"80\" your students have to score at least 80% on the quiz before they are allowed to go to the next level. If they haven't met the threshold, they are not allowed to continue and have to retake the quiz.\nDon't want to use the threshold? No worries, just keep this section blank.\n\n\n**Other settings**\n\nThere are some other setting that could be usefu to you aswell. Our first extra setting is 'Mandatory developer's mode'. In developers mode the students only see their input and output screens and the run button. The adventures are hidden and there are no cheatsheets available. This + might come in handy in a test situation.\nIf this option is not selected the developer's mode is available for students too as a voluntary option.\n\nIf you want all your students to be visible in de class highscore, you can select the second option.\nWith all the other options you can choose to hide some functions or content for your students, this might help them focus more.\n\n**Save**\n\nDon't forget to save your changes when you're done customizing your class." + - text: "To add students to your class go to the class page by clicking in the class name on the 'for teachers' page. Then click 'add students'. There are 2 ways to let your students join your class: You can create accounts for them, or they could create their own accounts.\n\n**You create accounts for your students**\nThe easiest way to add students to your class is by creating an account for them. This can be done by clicking the 'create student accounts' button and filling in the usernames and passwords for them.\nThe students can login with the username and password that you chose. Afterwards, they can change their username or password if they'd like and they'll still remain in your class.\nThis video shows how to add students to your class in the quickest and easiest way.\n\n**Students make their own accounts**\nYour students can also go to the Hedy website and create their own accounts, just like you + did. To get them into your class, they simply have to click the invite link.\nYou can find the invite link on the class page and send it to your students. Mind that your students have to be logged in to Hedy when they click the link, in order to make it work smoothly.\nYou can also manually invite a student to your class with the button 'Invite by username'." title: Student Accounts - title: Setting preferred language - text: "When students create profiles they are supposed to choose a 'preferred language'. Hedy will always be loaded in this selected language.\nChanging this language can always be done later on by navigating to 'My account' and 'My personal settings' again.\n\n**For non-English speakers**\nNot only can you change the language of the adventures to your own language. You can also choose which language the keywords (for example 'print' or 'ask') should be in.\nThis way you can teach your students to code with English keywords, but you can also let them program in their own language. For example, Dutch students can use the command 'vraag' instead of 'ask'.\nIf a student wants to switch languages, they can click the keyword switcher. It will switch the keywords from English to the preferred language and back.\nFun fact! Students are allowed program in both English and their own language at the same time! So, if they have trouble remembering some keywords in English, but easily remember other ones they can use both at the same time.\n\n\n**Video**\nThis video show you how to set a preferred language and change the keywords to you preferred language as well." + text: "When students create profiles they are supposed to choose a 'preferred language'. Hedy will always be loaded in this selected language.\nChanging this language can always be done later on by navigating to 'My account' and 'My personal settings' again.\n\n**For non-English speakers**\nNot only can you change the language of the adventures to your own language. You can also choose which language the keywords (for example 'print' or 'ask') should be in.\nThis way you can teach your students to code with English keywords, but you can also let them program in their own language. For example, Dutch students can use the command 'vraag' instead of 'ask'.\nIf a student wants to switch languages, they can click the keyword switcher. It will switch the keywords from English to the preferred language and back.\nFun fact! Students are allowed program in both English and their own language at the same time! So, if they have trouble remembering some keywords in English, but easily remember + other ones they can use both at the same time.\n\n\n**Video**\nThis video show you how to set a preferred language and change the keywords to you preferred language as well." - text: "When you are logged in, you'll see My programs next to your profile icon.\nThis option exists for your students too. In My programs you can find all the programs that you've worked on.\nBy default, programs will be saved to 'My programs' when you run the code, and every 10 seconds, under their default name\nand their level (for example: Story 5). If you want to store a program under a new name, just type the new name in the name bar.\nCurrently, only one program can be saved per level, per tab.\n\nYou (and your students) can also share programs using the share button next to program names.\nThese programs will be posted on our explore page, for everybody to see and use.\nIf you want to unshare your program, go to 'My programs' and click 'Unshare'.\n\nThe paper plane icon can be used to hand in programs to the teacher of a class. Programs that have been handed is will no longer be editable." title: Storing programs key: preparations @@ -90,7 +69,8 @@ teacher-guide: - text: "\nIn the class overview you can see which adventure your students are working on right now. You can see that one student is working on the 'Rock, Paper, Scissors' adventure in level 1, one is working on the 'Fortune Teller' in level 1 and one student is working on the 'Rock, Paper, Scissors' adventure in level 2.\nIf you'd like to know which of your students is working on the adventure, simply click the number and their accountnames will appear.\nYou can also see how many of your students have finished the quiz. In this case, one student finished the quiz in level 1. Again, you can click the 1 to see which of your students it is.\n\nYou can also see one of the students is 'missing' from this overview. That's because he's working on an adventure in level 4, which is not selected." title: Class Overview - title: Student List - text: "\nHere you can find a list of your students and you can see their individual progress. The blue ring shows you what your students are currently working on.\n\nIt is important to notice that the blue dots means that a students 'attempted' the adventure. This means that they ran a code in this adventure and went on to the next adventure, so this does not automatically mean that they did a good job!\nIf you want to see how an individual student is getting along, you can click their name in this overview. This is what you see if you click on marleen_h3a for example:\n\nYou see that Marleen is having some trouble programming. She tried to run a program that contains blanks multiple times, so she probably doesn't know that she has to change something in the example code before running it.\nIn this way this overview can give you a better understanding of what a student is struggling with." + text: "\nHere you can find a list of your students and you can see their individual progress. The blue ring shows you what your students are currently working on.\n\nIt is important to notice that the blue dots means that a students 'attempted' the adventure. This means that they ran a code in this adventure and went on to the next adventure, so this does not automatically mean that they did a good job!\nIf you want to see how an individual student is getting along, you can click their name in this overview. This is what you see if you click on marleen_h3a for example:\n\nYou see that Marleen is having some trouble programming. She tried to run a program + that contains blanks multiple times, so she probably doesn't know that she has to change something in the example code before running it.\nIn this way this overview can give you a better understanding of what a student is struggling with." - title: Common Errors text: "\nIf you're not only interested in individual struggles of your students, but you'd like to know what the whole class seems to be doing wrong, you can use this oversight of common errors.\nThe most common error messages that your students are recieving will appear in this oversight for you, so you could give some more instructions to the whole class if needed.\nBy clicking the error, you can see which students are having trouble with this error. By clicking resolve, you'll remove this error from the list." - text: "\nAnother useful overview of all the programs your students made in a level can be found on your class page. Go to the class page and click 'Overview of programs per adventure'. Here you'll find this overview.\nYou could use this overview to check your students' work. If they have made a program in an adventure, an eye appears in your overview. Click the eye to view their work. Did you like it? Then you can check the box and a green tick will appear.\nThis way you create a nice overview for yourself of your students' results." @@ -547,21 +527,18 @@ teacher-guide: learn-more-sections: - title: The Hedy foundation text: |- - Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. + Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. - The board of the foundation consists of: - - * Felienne Hermans, president - * Eelko Huizing, finance - * Renée Merbis, secretary - - The board of Stichting Hedy does not get any financial compensation for their tasks. + The board of the foundation consists of: + + * Felienne Hermans, president + * Eelko Huizing, finance + * Renée Merbis, secretary + + The board of Stichting Hedy does not get any financial compensation for their tasks. - title: A deep dive! text: "Want to know more about Hedy's philosophy and design? Check out this talk Felienne gave at the StrangeLoop Conference in 2022:\n\n" - title: Hedy in the news - text: "Some websites and newspapers have written about Hedy since our release in early 2020. We keep a list here:\n* [Java Magazine 04.2023](images/Hedy_Javamagazine2023.pdf)\n* [Tech Optimism - A Solution to the IT Shortage (Dutch), August 2022](https://pom.show/2022/08/12/een-oplossing-voor-het-it-tekort/)\n* [Codeweek Podcast, July 2022](https://codeweek.eu/podcast/26)\n* [Heise.de (German), Januari 2022](https://www.heise.de/news/Hedy-die-mitwachsende-Programmiersprache-6336264.html)\n* [Strumenta, November 2021](https://tomassetti.me/teaching-programming-with-hedy/)\n* [Vives (Dutch), CodeWeek Special October 2021](images/Vives-174-Codeweek.pdf)\n* [CodeWeek.eu - Haunted House Challenge, September 2021](https://codeweek.eu/2021/challenges/haunted-house)\n* [Opensource.com, April 2021](https://opensource.com/article/21/4/hedy-teach-code)\n* [IO Magazine, April 2021](https://ict-research.nl/wordpress/wp-content/uploads/2021/04/IO-magazine-NR1-2021_web.pdf)\n* [Ingeniería De Software (Spanish), February 2021](https://ingenieriadesoftware.es/hedy-mejor-lenguaje-ensenar-programacion-ninos/)\n* [Hello World Magazine, February 2021](images/Hello_World_15_Hedy.pdf)\n* [Discoro, January 2021](https://discoro.wordpress.com/2021/01/09/hedy-gradually-learning-a-programming-language/)\n* [Felienne wins the Dutch award for ICT research for Hedy, January 2021](https://www.nwo.nl/en/news/felienne-hermans-receives-dutch-prize-ict-research-2021)\n* [SlashDot, August 2020](https://news.slashdot.org/story/20/08/17/024248/scientist-proposes-a-new-programming-language-for-teaching-coding-and-python)\n* [GenBeta (Spanish), August 2020](https://www.genbeta.com/desarrollo/nuevo-lenguaje-para-ensenar-programacion-a-ninos-como-se-ensena-a-leer-escribir-forma-gradual-niveles)\n* [Developpez (French), August 2020](https://programmation.developpez.com/actu/308095/Une-scientifique-propose-un-nouveau-langage-de-programmation-pour-enseigner-aux-enfants-le-codage-informatique-au-travers-d-une-approche-graduelle-implementee-en-Python-sur-13-paliers/)\n* [Vives (Dutch), October 2020](images/artikel_vives.pdf) \"Met Hedy stap voor stap leren programmeren\"\n* [Leiden University, April 2020](https://www.universiteitleiden.nl/en/news/2020/03/looking-to-distract-the-kids-while-you-work-from-home-get-them-programming)\n* [Mare (Dutch), April 2020](https://www.mareonline.nl/cultuur/computercode-voor-de-kids/)\n* [AG Connect (Dutch), April 2020](https://www.agconnect.nl/artikel/stapsgewijs-python-leren-programmeren-met-nieuwe-taal-hedy)" -start-sections: -- text: "Welcome to Hedy, we are happy to help you get started with Hedy.\n\nOur [Teacher Manual](https://www.hedy.org/for-teachers/manual) has an overview of all features in detail, but this page has a brief overview so you know what it what before you dive in.\n\nA few highlights that are important to know:\n* Hedy is a tool designed to help manage a classroom of kids programming! You can create your own classes, lesson plans and follow how kids are doing.\n* You do not need to know a lot of programming if you begin, Hedy works step by step, also for you!\n* You can use Hedy in your native tongue because it has been translated into many other languages!\n* Every kid can programme!! Hedy is especially helpful for kids who have vision problems because it can read material aloud to you without the need for a mouse.\n* We are here to help, you can find us for example on [Discord](https://discord.gg/8yY7dEme9r) or you can [email-us](hello@hedy.org)." - title: Getting started with Hedy -- text: "Various teachers worldwide have expressed their passion for Hedy, as some have shared with us:\n\n*Incredibly inspiring! Super good way to make programming a lot more accessible for yourself, but also for students. Very fun to play with and a lot of potential to use with the students. I think it is a very nice tool! I believe this is a valuable way for children to start learning programming. Python and coding have always been very exciting, because the barrier to learning is very high. Now everything is a bit lower and it was explained that it can actually be very easy. I enjoyed seeing how Hedy tries to make programming as accessible as possible for users!*\nNetherlands: Mathematics teachers in training (secondary school)\n\n*Simple interface and good examples.* Teacher: 3rd - 6th grades (elementary)\n\n*Multilingual programming and just the gradual programming concept itself.* US: middle school, 6th-8th grade\n\n*The gradual nature of introducing programming.* Australia: High school\n\n*Continues automatically.* Netherlands: 2 HAVO-VWO\n\n*Both that the explanation can be in Dutch (and the code in English), and that it builds up with more and more possibilities.* Netherlands: Plus class group\n\n*But Hedy and its gradual levels...what an idea, I wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my students, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, before starting Python.* Pakistan\n\n*The 'realness' of programming, it resembles how it is in reality.* Netherlands: Plus class group 4 to 8\n\n*Step-by-step activities. Fun activities.* Netherlands: 1e All levels, 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO\n\n*I really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. Hedy's gradual approach works very well. The short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. The different assignments that the children can choose also work very well. You see the children choose assignments that appeal to them and they then get to work with them, through the levels. Hedy is great fun for children who are good at programming and want to get a taste of a real programming language. It is good preparation for secondary school as soon as more ICT education is given there.* Netherlands: Oegstgeest Montessori school\n\n*The construction is so good.* Netherlands: Lower secondary school HAVO-VWO\n\n*I can keep the pace of the class.* Netherlands: group 7 en 8\n\n![Felienne teaching kids](/images/teacherfeedback/Fkids1.JPG) *Felienne teaching kids*\n\n\n![Kids learning about Hedy](/images/teacherfeedback/Fkids2.JPG) *Kids learning about Hedy*" - title: Teachers about Hedy + text: "Some websites and newspapers have written about Hedy since our release in early 2020. We keep a list here:\n* [Java Magazine 04.2023](images/Hedy_Javamagazine2023.pdf)\n* [Tech Optimism - A Solution to the IT Shortage (Dutch), August 2022](https://pom.show/2022/08/12/een-oplossing-voor-het-it-tekort/)\n* [Codeweek Podcast, July 2022](https://codeweek.eu/podcast/26)\n* [Heise.de (German), Januari 2022](https://www.heise.de/news/Hedy-die-mitwachsende-Programmiersprache-6336264.html)\n* [Strumenta, November 2021](https://tomassetti.me/teaching-programming-with-hedy/)\n* [Vives (Dutch), CodeWeek Special October 2021](images/Vives-174-Codeweek.pdf)\n* [CodeWeek.eu - Haunted House Challenge, September 2021](https://codeweek.eu/2021/challenges/haunted-house)\n* [Opensource.com, April 2021](https://opensource.com/article/21/4/hedy-teach-code)\n* [IO Magazine, April 2021](https://ict-research.nl/wordpress/wp-content/uploads/2021/04/IO-magazine-NR1-2021_web.pdf)\n* [Ingeniería De Software + (Spanish), February 2021](https://ingenieriadesoftware.es/hedy-mejor-lenguaje-ensenar-programacion-ninos/)\n* [Hello World Magazine, February 2021](images/Hello_World_15_Hedy.pdf)\n* [Discoro, January 2021](https://discoro.wordpress.com/2021/01/09/hedy-gradually-learning-a-programming-language/)\n* [Felienne wins the Dutch award for ICT research for Hedy, January 2021](https://www.nwo.nl/en/news/felienne-hermans-receives-dutch-prize-ict-research-2021)\n* [SlashDot, August 2020](https://news.slashdot.org/story/20/08/17/024248/scientist-proposes-a-new-programming-language-for-teaching-coding-and-python)\n* [GenBeta (Spanish), August 2020](https://www.genbeta.com/desarrollo/nuevo-lenguaje-para-ensenar-programacion-a-ninos-como-se-ensena-a-leer-escribir-forma-gradual-niveles)\n* [Developpez (French), August 2020](https://programmation.developpez.com/actu/308095/Une-scientifique-propose-un-nouveau-langage-de-programmation-pour-enseigner-aux-enfants-le-codage-informatique-au-travers-d-une-approche-graduelle-implementee-en-Python-sur-13-paliers/)\n + * [Vives (Dutch), October 2020](images/artikel_vives.pdf) \"Met Hedy stap voor stap leren programmeren\"\n* [Leiden University, April 2020](https://www.universiteitleiden.nl/en/news/2020/03/looking-to-distract-the-kids-while-you-work-from-home-get-them-programming)\n* [Mare (Dutch), April 2020](https://www.mareonline.nl/cultuur/computercode-voor-de-kids/)\n* [AG Connect (Dutch), April 2020](https://www.agconnect.nl/artikel/stapsgewijs-python-leren-programmeren-met-nieuwe-taal-hedy)" diff --git a/content/pages/hu.yaml b/content/pages/hu.yaml index 380d120e3a2..de1e0cd5f24 100644 --- a/content/pages/hu.yaml +++ b/content/pages/hu.yaml @@ -1,4 +1,3 @@ -title: Hedy documentation home-sections: - title: Textual programming made easy! text: |- @@ -54,15 +53,15 @@ join-sections: learn-more-sections: - title: The Hedy foundation text: |- - Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. + Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. - The board of the foundation consists of: - - * Felienne Hermans, president - * Eelko Huizing, finance - * Renée Merbis, secretary - - The board of Stichting Hedy does not get any financial compensation for their tasks. + The board of the foundation consists of: + + * Felienne Hermans, president + * Eelko Huizing, finance + * Renée Merbis, secretary + + The board of Stichting Hedy does not get any financial compensation for their tasks. - title: A deep dive! text: |- Want to know more about Hedy's philosophy and design? Check out this talk Felienne gave at the StrangeLoop Conference in 2022: @@ -95,7 +94,9 @@ start-sections: - title: Getting started with Hedy text: '*Something about teachers accounts, slides etc*' - title: What other teachers say - text: "A while ago we ran a few short Hedy teachers surveys. \nThe questions span between suggestions of improvement and Hedy’s best features. \nBelow is a testimony of their thoughts:\n\nSimple interface and good examples. *Teacher: 3rd - 6th grades (elementary)*\n\nMultilingual programming and just the gradual programming concept itself. - *US: middle school, 6th-8th grade*\n\nThe gradual nature of introducing programming. *Australia: High school*\n\nThe construction is so good. *Netherlands: Lower secondary school HAVO-VWO*\n\nI can keep the pace of the class. *Netherlands: group 7 en 8* \n\nContinues automatically. *Netherlands: 2 HAVO-VWO*\n\nBoth that the explanation can be in Dutch (and the code in English), and that it builds up with more \nand more possibilities. *Netherlands: Plus class group 7*\n\nThe 'realness' of programming, it resembles how it is in reality. *Netherlands: Plus class group 4 to 8*\n\nStep-by-step activities. Fun activities. *Netherlands: 1e All levels, 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO*\n\nBut Hedy and its gradual levels... what an idea, \nI wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my \nstudents, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, \nbefore starting Python. *Pakistan*\n\nI really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. \nHedy's gradual approach works very well. \nThe short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. \nThe different assignments that the children can choose also work very well. \nYou see the children choose assignments that appeal to them and they then get to work with them, \nthrough the levels. Hedy is great fun for children who are good at programming and want to get a \ntaste of a real programming language. It is good preparation for secondary school as soon as more ICT \neducation is given there. *Netherlands: Oegstgeest Montessori school*\n\n" + text: "A while ago we ran a few short Hedy teachers surveys. \nThe questions span between suggestions of improvement and Hedy’s best features. \nBelow is a testimony of their thoughts:\n\nSimple interface and good examples. *Teacher: 3rd - 6th grades (elementary)*\n\nMultilingual programming and just the gradual programming concept itself. - *US: middle school, 6th-8th grade*\n\nThe gradual nature of introducing programming. *Australia: High school*\n\nThe construction is so good. *Netherlands: Lower secondary school HAVO-VWO*\n\nI can keep the pace of the class. *Netherlands: group 7 en 8* \n\nContinues automatically. *Netherlands: 2 HAVO-VWO*\n\nBoth that the explanation can be in Dutch (and the code in English), and that it builds up with more \nand more possibilities. *Netherlands: Plus class group 7*\n\nThe 'realness' of programming, it resembles how it is in reality. *Netherlands: Plus class group 4 to 8*\n\nStep-by-step activities. Fun activities. *Netherlands: 1e All levels, + 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO*\n\nBut Hedy and its gradual levels... what an idea, \nI wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my \nstudents, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, \nbefore starting Python. *Pakistan*\n\nI really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. \nHedy's gradual approach works very well. \nThe short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. \nThe different assignments that the children can choose also work very well. \nYou see the children choose assignments that appeal to them and they then get to work with them, \nthrough the levels. Hedy is great fun for children who are good at programming and want to get + a \ntaste of a real programming language. It is good preparation for secondary school as soon as more ICT \neducation is given there. *Netherlands: Oegstgeest Montessori school*\n\n" teacher-guide: - title: Hedy bevezetés key: intro diff --git a/content/pages/ia.yaml b/content/pages/ia.yaml index 447c9ab3901..e6b47cdd4e1 100644 --- a/content/pages/ia.yaml +++ b/content/pages/ia.yaml @@ -53,15 +53,15 @@ join-sections: learn-more-sections: - title: The Hedy foundation text: |- - Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. + Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. - The board of the foundation consists of: - - * Felienne Hermans, president - * Eelko Huizing, finance - * Renée Merbis, secretary - - The board of Stichting Hedy does not get any financial compensation for their tasks. + The board of the foundation consists of: + + * Felienne Hermans, president + * Eelko Huizing, finance + * Renée Merbis, secretary + + The board of Stichting Hedy does not get any financial compensation for their tasks. - title: A deep dive! text: |- Want to know more about Hedy's philosophy and design? Check out this talk Felienne gave at the StrangeLoop Conference in 2022: @@ -90,52 +90,6 @@ learn-more-sections: * [Leiden University, April 2020](https://www.universiteitleiden.nl/en/news/2020/03/looking-to-distract-the-kids-while-you-work-from-home-get-them-programming) * [Mare (Dutch), April 2020](https://www.mareonline.nl/cultuur/computercode-voor-de-kids/) * [AG Connect (Dutch), April 2020](https://www.agconnect.nl/artikel/stapsgewijs-python-leren-programmeren-met-nieuwe-taal-hedy) -start-sections: -- title: Getting started with Hedy - text: |- - Welcome to Hedy, we are happy to help you get started with Hedy. - - Our [Teacher Manual](https://www.hedy.org/for-teachers/manual) has an overview of all features in detail, but this page has a brief overview so you know what it what before you dive in. - - A few highlights that are important to know: - * Hedy is a tool designed to help manage a classroom of kids programming! You can create your own classes, lesson plans and follow how kids are doing. - * You do not need to know a lot of programming if you begin, Hedy works step by step, also for you! - * You can use Hedy in your native tongue because it has been translated into many other languages! - * Every kid can programme!! Hedy is especially helpful for kids who have vision problems because it can read material aloud to you without the need for a mouse. - * We are here to help, you can find us for example on [Discord](https://discord.gg/8yY7dEme9r) or you can [email-us](hello@hedy.org). -- title: Teachers about Hedy - text: |- - Various teachers worldwide have expressed their passion for Hedy, as some have shared with us: - - *Incredibly inspiring! Super good way to make programming a lot more accessible for yourself, but also for students. Very fun to play with and a lot of potential to use with the students. I think it is a very nice tool! I believe this is a valuable way for children to start learning programming. Python and coding have always been very exciting, because the barrier to learning is very high. Now everything is a bit lower and it was explained that it can actually be very easy. I enjoyed seeing how Hedy tries to make programming as accessible as possible for users!* - Netherlands: Mathematics teachers in training (secondary school) - - *Simple interface and good examples.* Teacher: 3rd - 6th grades (elementary) - - *Multilingual programming and just the gradual programming concept itself.* US: middle school, 6th-8th grade - - *The gradual nature of introducing programming.* Australia: High school - - *Continues automatically.* Netherlands: 2 HAVO-VWO - - *Both that the explanation can be in Dutch (and the code in English), and that it builds up with more and more possibilities.* Netherlands: Plus class group - - *But Hedy and its gradual levels...what an idea, I wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my students, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, before starting Python.* Pakistan - - *The 'realness' of programming, it resembles how it is in reality.* Netherlands: Plus class group 4 to 8 - - *Step-by-step activities. Fun activities.* Netherlands: 1e All levels, 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO - - *I really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. Hedy's gradual approach works very well. The short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. The different assignments that the children can choose also work very well. You see the children choose assignments that appeal to them and they then get to work with them, through the levels. Hedy is great fun for children who are good at programming and want to get a taste of a real programming language. It is good preparation for secondary school as soon as more ICT education is given there.* Netherlands: Oegstgeest Montessori school - - *The construction is so good.* Netherlands: Lower secondary school HAVO-VWO - - *I can keep the pace of the class.* Netherlands: group 7 en 8 - - ![Felienne teaching kids](/images/teacherfeedback/Fkids1.JPG) *Felienne teaching kids* - - - ![Kids learning about Hedy](/images/teacherfeedback/Fkids2.JPG) *Kids learning about Hedy* teacher-guide: - title: Introduction key: intro diff --git a/content/pages/iba.yaml b/content/pages/iba.yaml index f32d84651f2..ee7a9a632a5 100644 --- a/content/pages/iba.yaml +++ b/content/pages/iba.yaml @@ -1,67 +1,15 @@ -title: Hedy documentation -home-sections: -- title: Textual programming made easy! - text: |- - Many schools and teachers around the world want to teach their students programming. Initially this is often done with playful tools, ranging from the Beebot robot to - Scratch Junior or Scratch. After using such tools, kids often want to move to more powerful, textual programming languages, like Python. - - Python however is hard, because it is only available in English, and requires learners to learn complex programming concepts and syntax at once. - Hedy is the easy way to get started with textual programming languages! Hedy is free to use, open source, and unlike any other textual programming language in three ways. - - 1. Hedy is multi-lingual, you can use Hedy in your own language - 2. Hedy is gradual, so you can learn one concept and its syntax a time - 3. Hedy is built for the classroom, allowing teachers to fully customize their student's experience -- title: Multi-lingual programming - text: While almost all textual programming language have keywords in English, such as `for` or `repeat`, Hedy can be used in any language! We currently support 47 different languages, including Dutch, Spanish, Arabic, Turkish, Chinese and Hindi. If your language is not available you can always start a new translation. -- title: Step by step learning - text: Learning a programming language can be overwhelming, since learners have to learn concepts (for example if-else or loops) and syntax (like quotation marks or round brackets) at the same time. In Hedy, concepts are first introduced with little syntax and then refined. A scientifically proven way to learn! -- title: Built for the classroom - text: |- - Hedy is suitable for kids aged 10 and up and designed for classroom use. - Teachers can use our free, built-in lesson plans, but can also author their own lessons and load these into the Hedy user interface. -- title: Programming in context - text: Hedy shows programming in the broadest way possible, and can be used in variety of exciting ways. Hedy allows for the creation of digital and interactive stories, colorful drawings that can be shown on the screen but also drawn with a pen plotter or embroidered on a shirt, and can be used to create games or apps with buttons and keyboard actions. -- title: Is Hedy free? - text: |- - Yes! Hedy is 'Open source', which means that everyone can help us make Hedy better. - You can find our code on Github. - If you like Hedy and want to contribute, we accept (and are very grateful for) donations! -- title: Do I need to install anything? - text: No. Hedy works in the browser, which is the program you are using to look at this page. Probably Chrome or Edge or Firefox. Hedy also works on phones and tablets. -- title: Do I need programming experience to teach with Hedy? - text: |- - No, that is not needed. All concepts are explained in the slides and in the interface for learners. - If you create a free teacher's account, you also get access to the teacher's manual with information on how to teach - and frequently made mistakes. -join-sections: -- title: Supporting Hedy - text: '# There are three ways in which you can support Hedy!' -- title: Improving the language - text: |- - The gradual and multi-lingual nature of Hedy create a lot of interesting technical challenges. - Find those issues on Github. -- title: Translating Hedy - text: |- - Not a programmer? No problem! Another way to support Hedy is by translating keywords, error messages, adventures and other content. - This is the current status, help us complete a language, or add a new one! - - Translation status -- title: Help teachers get started - text: |- - Hedy is designed to support teachers in providing programming lessons in class. We have specific teacher features like the option to create a class, customize it and see how your students are doing. - If you like Hedy, you can reach out to schools that you know to help teachers get started! We can help you find schools or teachers via Discord. learn-more-sections: - title: The Hedy foundation text: |- - Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. + Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. + + The board of the foundation consists of: - The board of the foundation consists of: - - * Felienne Hermans, president - * Eelko Huizing, finance - * Renée Merbis, secretary - - The board of Stichting Hedy does not get any financial compensation for their tasks. + * Felienne Hermans, president + * Eelko Huizing, finance + * Renée Merbis, secretary + + The board of Stichting Hedy does not get any financial compensation for their tasks. - title: A deep dive! text: |- Want to know more about Hedy's philosophy and design? Check out this talk Felienne gave at the StrangeLoop Conference in 2022: @@ -90,52 +38,6 @@ learn-more-sections: * [Leiden University, April 2020](https://www.universiteitleiden.nl/en/news/2020/03/looking-to-distract-the-kids-while-you-work-from-home-get-them-programming) * [Mare (Dutch), April 2020](https://www.mareonline.nl/cultuur/computercode-voor-de-kids/) * [AG Connect (Dutch), April 2020](https://www.agconnect.nl/artikel/stapsgewijs-python-leren-programmeren-met-nieuwe-taal-hedy) -start-sections: -- title: Getting started with Hedy - text: |- - Welcome to Hedy, we are happy to help you get started with Hedy. - - Our [Teacher Manual](https://www.hedy.org/for-teachers/manual) has an overview of all features in detail, but this page has a brief overview so you know what it what before you dive in. - - A few highlights that are important to know: - * Hedy is a tool designed to help manage a classroom of kids programming! You can create your own classes, lesson plans and follow how kids are doing. - * You do not need to know a lot of programming if you begin, Hedy works step by step, also for you! - * You can use Hedy in your native tongue because it has been translated into many other languages! - * Every kid can programme!! Hedy is especially helpful for kids who have vision problems because it can read material aloud to you without the need for a mouse. - * We are here to help, you can find us for example on [Discord](https://discord.gg/8yY7dEme9r) or you can [email-us](hello@hedy.org). -- title: Teachers about Hedy - text: |- - Various teachers worldwide have expressed their passion for Hedy, as some have shared with us: - - *Incredibly inspiring! Super good way to make programming a lot more accessible for yourself, but also for students. Very fun to play with and a lot of potential to use with the students. I think it is a very nice tool! I believe this is a valuable way for children to start learning programming. Python and coding have always been very exciting, because the barrier to learning is very high. Now everything is a bit lower and it was explained that it can actually be very easy. I enjoyed seeing how Hedy tries to make programming as accessible as possible for users!* - Netherlands: Mathematics teachers in training (secondary school) - - *Simple interface and good examples.* Teacher: 3rd - 6th grades (elementary) - - *Multilingual programming and just the gradual programming concept itself.* US: middle school, 6th-8th grade - - *The gradual nature of introducing programming.* Australia: High school - - *Continues automatically.* Netherlands: 2 HAVO-VWO - - *Both that the explanation can be in Dutch (and the code in English), and that it builds up with more and more possibilities.* Netherlands: Plus class group - - *But Hedy and its gradual levels...what an idea, I wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my students, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, before starting Python.* Pakistan - - *The 'realness' of programming, it resembles how it is in reality.* Netherlands: Plus class group 4 to 8 - - *Step-by-step activities. Fun activities.* Netherlands: 1e All levels, 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO - - *I really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. Hedy's gradual approach works very well. The short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. The different assignments that the children can choose also work very well. You see the children choose assignments that appeal to them and they then get to work with them, through the levels. Hedy is great fun for children who are good at programming and want to get a taste of a real programming language. It is good preparation for secondary school as soon as more ICT education is given there.* Netherlands: Oegstgeest Montessori school - - *The construction is so good.* Netherlands: Lower secondary school HAVO-VWO - - *I can keep the pace of the class.* Netherlands: group 7 en 8 - - ![Felienne teaching kids](/images/teacherfeedback/Fkids1.JPG) *Felienne teaching kids* - - - ![Kids learning about Hedy](/images/teacherfeedback/Fkids2.JPG) *Kids learning about Hedy* teacher-guide: - title: Introduction key: intro diff --git a/content/pages/id.yaml b/content/pages/id.yaml index 2a36d1790fe..f5e779b0089 100644 --- a/content/pages/id.yaml +++ b/content/pages/id.yaml @@ -1,4 +1,3 @@ -title: Hedy documentation home-sections: - title: Apa itu bahasa pemrograman bertahap? text: |- @@ -50,15 +49,15 @@ join-sections: learn-more-sections: - title: The Hedy foundation text: |- - Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. + Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. - The board of the foundation consists of: - - * Felienne Hermans, president - * Eelko Huizing, finance - * Renée Merbis, secretary - - The board of Stichting Hedy does not get any financial compensation for their tasks. + The board of the foundation consists of: + + * Felienne Hermans, president + * Eelko Huizing, finance + * Renée Merbis, secretary + + The board of Stichting Hedy does not get any financial compensation for their tasks. - title: A deep dive! text: |- Want to know more about Hedy's philosophy and design? Check out this talk Felienne gave at the StrangeLoop Conference in 2022: @@ -91,7 +90,9 @@ start-sections: - title: Mengawali dengan Hedy text: '*Ada sesuatu tentang akun guru, slide, dan sebagainya*' - title: Apa yang dikatakan guru lain tentang Hedy - text: "

Antarmuka yang sederhana dan contoh yang baik.

\nGuru: Kelas 3 - 6 (dasar)\n\n

Pemrograman multibahasa dan konsep pemrograman bertahap itu sendiri.

\nAS: Sekolah menengah, kelas 6-8\n\n

Sifat bertahap dari pengenalan pemrograman.

\nAustralia: Sekolah Menengah\n\n

Berlanjut secara otomatis.

\nBelanda: 2 HAVO-VWO\n\n

Baik penjelasan dalam bahasa Belanda (dan kode dalam bahasa Inggris), dan cara membangun dengan lebih banyak kemungkinan.

\nBelanda: Kelas Plus grup 7\n\n

Tapi Hedy dan tingkatannya yang bertahap... ide yang bagus, saya ingin berterima kasih secara pribadi karena telah menciptakan ini. Saya tidak bisa cukup berterima kasih. Juga, saya belum pernah melihat level keterlibatan dan antusiasme siswa saya, seperti yang saya lihat dengan Hedy. Kami telah mencakup hingga level 5, dan berencana untuk menghabiskan satu minggu lagi di kelas dan lab, sebelum memulai Python.

\nPakistan\n \n

'Realitas' pemrograman, itu menyerupai bagaimana kenyataannya.

\nBelanda: Kelas Plus grup 4 hingga 8\n\n

Aktivitas bertahap. Aktivitas yang menyenangkan.

\nBelanda: 1e Semua level, 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO\n\n

Saya sangat menyukai Hedy dan juga disusun dengan baik, yang membuatnya baik untuk digunakan di sekolah dasar. Pendekatan bertahap Hedy bekerja dengan sangat baik. Penjelasan singkat di awal setiap level dan program contoh singkat membantu memberikan wawasan cepat kepada anak-anak tentang apa yang baru di level yang dipilih. Tugas-tugas berbeda yang dapat dipilih anak-anak juga bekerja dengan sangat baik. Anda melihat anak-anak memilih tugas yang menarik bagi mereka dan mereka kemudian bekerja dengannya, melalui level-level. Hedy sangat menyenangkan bagi anak-anak yang pandai pemrograman dan ingin mencicipi bahasa pemrograman sebenarnya. Ini adalah persiapan yang baik untuk sekolah menengah segera setelah lebih banyak pendidikan TIK diberikan di sana.

\nBelanda: Sekolah Montessori Oegstgeest\n\n

Konstruksinya sangat bagus.

\nBelanda: Sekolah Menengah Bawah HAVO-VWO\n\n

Saya bisa menjaga kecepatan kelas.

\nBelanda: grup 7 dan 8\n\n\n

Felienne mengajar anak-anak

\n\n\n

Anak-anak belajar tentang Hedy

" + text: "

Antarmuka yang sederhana dan contoh yang baik.

\nGuru: Kelas 3 - 6 (dasar)\n\n

Pemrograman multibahasa dan konsep pemrograman bertahap itu sendiri.

\nAS: Sekolah menengah, kelas 6-8\n\n

Sifat bertahap dari pengenalan pemrograman.

\nAustralia: Sekolah Menengah\n\n

Berlanjut secara otomatis.

\nBelanda: 2 HAVO-VWO\n\n

Baik penjelasan dalam bahasa Belanda (dan kode dalam bahasa Inggris), dan cara membangun dengan lebih banyak kemungkinan.

\nBelanda: Kelas Plus grup 7\n\n

Tapi Hedy dan tingkatannya yang bertahap... ide yang bagus, saya ingin berterima kasih secara pribadi karena telah menciptakan ini. Saya tidak bisa cukup berterima kasih. Juga, saya belum pernah melihat level keterlibatan dan antusiasme siswa saya, seperti yang saya lihat dengan Hedy. Kami telah mencakup + hingga level 5, dan berencana untuk menghabiskan satu minggu lagi di kelas dan lab, sebelum memulai Python.

\nPakistan\n \n

'Realitas' pemrograman, itu menyerupai bagaimana kenyataannya.

\nBelanda: Kelas Plus grup 4 hingga 8\n\n

Aktivitas bertahap. Aktivitas yang menyenangkan.

\nBelanda: 1e Semua level, 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO\n\n

Saya sangat menyukai Hedy dan juga disusun dengan baik, yang membuatnya baik untuk digunakan di sekolah dasar. Pendekatan bertahap Hedy bekerja dengan sangat baik. Penjelasan singkat di awal setiap level dan program contoh singkat membantu memberikan wawasan cepat kepada anak-anak tentang apa yang baru di level yang dipilih. Tugas-tugas berbeda yang dapat dipilih anak-anak juga bekerja dengan sangat baik. Anda melihat anak-anak memilih tugas yang menarik bagi mereka dan mereka kemudian bekerja dengannya, melalui level-level. Hedy + sangat menyenangkan bagi anak-anak yang pandai pemrograman dan ingin mencicipi bahasa pemrograman sebenarnya. Ini adalah persiapan yang baik untuk sekolah menengah segera setelah lebih banyak pendidikan TIK diberikan di sana.

\nBelanda: Sekolah Montessori Oegstgeest\n\n

Konstruksinya sangat bagus.

\nBelanda: Sekolah Menengah Bawah HAVO-VWO\n\n

Saya bisa menjaga kecepatan kelas.

\nBelanda: grup 7 dan 8\n\n\n

Felienne mengajar anak-anak

\n\n\n

Anak-anak belajar tentang Hedy

" teacher-guide: - title: Pengenalan Hedy key: intro diff --git a/content/pages/it.yaml b/content/pages/it.yaml index 6d64b3e966c..2a0d8971dee 100644 --- a/content/pages/it.yaml +++ b/content/pages/it.yaml @@ -53,15 +53,15 @@ join-sections: learn-more-sections: - title: The Hedy foundation text: |- - Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. + Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. - The board of the foundation consists of: - - * Felienne Hermans, president - * Eelko Huizing, finance - * Renée Merbis, secretary - - The board of Stichting Hedy does not get any financial compensation for their tasks. + The board of the foundation consists of: + + * Felienne Hermans, president + * Eelko Huizing, finance + * Renée Merbis, secretary + + The board of Stichting Hedy does not get any financial compensation for their tasks. - title: A deep dive! text: |- Want to know more about Hedy's philosophy and design? Check out this talk Felienne gave at the StrangeLoop Conference in 2022: diff --git a/content/pages/ja.yaml b/content/pages/ja.yaml index ac814540f83..94f0f315d94 100644 --- a/content/pages/ja.yaml +++ b/content/pages/ja.yaml @@ -51,51 +51,13 @@ join-sections: text: |- Hedy is designed to support teachers in providing programming lessons in class. We have specific teacher features like the option to create a class, customize it and see how your students are doing. If you like Hedy, you can reach out to schools that you know to help teachers get started! We can help you find schools or teachers via [Discord](https://discord.gg/8yY7dEme9r). -learn-more-sections: -- title: The Hedy foundation - text: |- - Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. - - The board of the foundation consists of: - - * Felienne Hermans, president - * Eelko Huizing, finance - * Renée Merbis, secretary - - The board of Stichting Hedy does not get any financial compensation for their tasks. -- title: A deep dive! - text: |- - Want to know more about Hedy's philosophy and design? Check out this talk Felienne gave at the StrangeLoop Conference in 2022: - - -- title: Hedy in the news - text: |- - Some websites and newspapers have written about Hedy since our release in early 2020. We keep a list here: - * [Java Magazine 04.2023](images/Hedy_Javamagazine2023.pdf) - * [Tech Optimism - A Solution to the IT Shortage (Dutch), August 2022](https://pom.show/2022/08/12/een-oplossing-voor-het-it-tekort/) - * [Codeweek Podcast, July 2022](https://codeweek.eu/podcast/26) - * [Heise.de (German), Januari 2022](https://www.heise.de/news/Hedy-die-mitwachsende-Programmiersprache-6336264.html) - * [Strumenta, November 2021](https://tomassetti.me/teaching-programming-with-hedy/) - * [Vives (Dutch), CodeWeek Special October 2021](images/Vives-174-Codeweek.pdf) - * [CodeWeek.eu - Haunted House Challenge, September 2021](https://codeweek.eu/2021/challenges/haunted-house) - * [Opensource.com, April 2021](https://opensource.com/article/21/4/hedy-teach-code) - * [IO Magazine, April 2021](https://ict-research.nl/wordpress/wp-content/uploads/2021/04/IO-magazine-NR1-2021_web.pdf) - * [Ingeniería De Software (Spanish), February 2021](https://ingenieriadesoftware.es/hedy-mejor-lenguaje-ensenar-programacion-ninos/) - * [Hello World Magazine, February 2021](images/Hello_World_15_Hedy.pdf) - * [Discoro, January 2021](https://discoro.wordpress.com/2021/01/09/hedy-gradually-learning-a-programming-language/) - * [Felienne wins the Dutch award for ICT research for Hedy, January 2021](https://www.nwo.nl/en/news/felienne-hermans-receives-dutch-prize-ict-research-2021) - * [SlashDot, August 2020](https://news.slashdot.org/story/20/08/17/024248/scientist-proposes-a-new-programming-language-for-teaching-coding-and-python) - * [GenBeta (Spanish), August 2020](https://www.genbeta.com/desarrollo/nuevo-lenguaje-para-ensenar-programacion-a-ninos-como-se-ensena-a-leer-escribir-forma-gradual-niveles) - * [Developpez (French), August 2020](https://programmation.developpez.com/actu/308095/Une-scientifique-propose-un-nouveau-langage-de-programmation-pour-enseigner-aux-enfants-le-codage-informatique-au-travers-d-une-approche-graduelle-implementee-en-Python-sur-13-paliers/) - * [Vives (Dutch), October 2020](images/artikel_vives.pdf) "Met Hedy stap voor stap leren programmeren" - * [Leiden University, April 2020](https://www.universiteitleiden.nl/en/news/2020/03/looking-to-distract-the-kids-while-you-work-from-home-get-them-programming) - * [Mare (Dutch), April 2020](https://www.mareonline.nl/cultuur/computercode-voor-de-kids/) - * [AG Connect (Dutch), April 2020](https://www.agconnect.nl/artikel/stapsgewijs-python-leren-programmeren-met-nieuwe-taal-hedy) start-sections: - title: Getting started with Hedy text: '*Something about teachers accounts, slides etc*' - title: What other teachers say - text: "A while ago we ran a few short Hedy teachers surveys. \nThe questions span between suggestions of improvement and Hedy’s best features. \nBelow is a testimony of their thoughts:\n\nSimple interface and good examples. *Teacher: 3rd - 6th grades (elementary)*\n\nMultilingual programming and just the gradual programming concept itself. - *US: middle school, 6th-8th grade*\n\nThe gradual nature of introducing programming. *Australia: High school*\n\nThe construction is so good. *Netherlands: Lower secondary school HAVO-VWO*\n\nI can keep the pace of the class. *Netherlands: group 7 en 8* \n\nContinues automatically. *Netherlands: 2 HAVO-VWO*\n\nBoth that the explanation can be in Dutch (and the code in English), and that it builds up with more \nand more possibilities. *Netherlands: Plus class group 7*\n\nThe 'realness' of programming, it resembles how it is in reality. *Netherlands: Plus class group 4 to 8*\n\nStep-by-step activities. Fun activities. *Netherlands: 1e All levels, 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO*\n\nBut Hedy and its gradual levels... what an idea, \nI wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my \nstudents, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, \nbefore starting Python. *Pakistan*\n\nI really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. \nHedy's gradual approach works very well. \nThe short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. \nThe different assignments that the children can choose also work very well. \nYou see the children choose assignments that appeal to them and they then get to work with them, \nthrough the levels. Hedy is great fun for children who are good at programming and want to get a \ntaste of a real programming language. It is good preparation for secondary school as soon as more ICT \neducation is given there. *Netherlands: Oegstgeest Montessori school*\n\n" + text: "A while ago we ran a few short Hedy teachers surveys. \nThe questions span between suggestions of improvement and Hedy’s best features. \nBelow is a testimony of their thoughts:\n\nSimple interface and good examples. *Teacher: 3rd - 6th grades (elementary)*\n\nMultilingual programming and just the gradual programming concept itself. - *US: middle school, 6th-8th grade*\n\nThe gradual nature of introducing programming. *Australia: High school*\n\nThe construction is so good. *Netherlands: Lower secondary school HAVO-VWO*\n\nI can keep the pace of the class. *Netherlands: group 7 en 8* \n\nContinues automatically. *Netherlands: 2 HAVO-VWO*\n\nBoth that the explanation can be in Dutch (and the code in English), and that it builds up with more \nand more possibilities. *Netherlands: Plus class group 7*\n\nThe 'realness' of programming, it resembles how it is in reality. *Netherlands: Plus class group 4 to 8*\n\nStep-by-step activities. Fun activities. *Netherlands: 1e All levels, + 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO*\n\nBut Hedy and its gradual levels... what an idea, \nI wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my \nstudents, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, \nbefore starting Python. *Pakistan*\n\nI really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. \nHedy's gradual approach works very well. \nThe short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. \nThe different assignments that the children can choose also work very well. \nYou see the children choose assignments that appeal to them and they then get to work with them, \nthrough the levels. Hedy is great fun for children who are good at programming and want to get + a \ntaste of a real programming language. It is good preparation for secondary school as soon as more ICT \neducation is given there. *Netherlands: Oegstgeest Montessori school*\n\n" teacher-guide: - title: Introduction key: intro diff --git a/content/pages/kab.yaml b/content/pages/kab.yaml index 88350fbcd6f..941205e1dea 100644 --- a/content/pages/kab.yaml +++ b/content/pages/kab.yaml @@ -11,7 +11,8 @@ teacher-guide: - title: The Hedy Community text: "All Hedy teachers, programmers and other fans are welcome to join our Discord server. This is the ideal place to chat about Hedy: we have channels where you can show your cool projects and lessons, channels to report bugs, and channels to chat with other teachers and with the Hedy team.\nHere you can find a video on how to join the Discord Community." - title: Hedy and the GDPR - text: "Organizations in the EU have to comply with the GDPR (General Data Protection Regulation) when processing personal data.\nBecause this is a complex issue for many schools, you can use all Hedy programming functionalities without sharing personal data.\nThe easiest way to do this is to use Hedy without creating accounts for the teacher and students. Without accounts, all functionality is available, with the exception of personalizing levels, saving students' programs and viewing their progress. That is limiting, but there are schools that use Hedy in that way.\n\nA second way is for a teacher to create an account with an email address without personal data, for example \"docent25@email.com\". Apart from an email address, which is only required to reset your password, you do not need to share any information when you create a teacher account.\nWith a teacher account, you can create anonymous accounts for students, e.g. rainbow-student1, rainbow-student2, etc (See 'Teaching preparations' for a detailed manual). This way you can use all functionality of Hedy, including saving progress, without sharing personal data of yourself or your students.\n\nIf the above is not sufficient for your context, we can sign a processing agreement for the processing of your personal data." + text: "Organizations in the EU have to comply with the GDPR (General Data Protection Regulation) when processing personal data.\nBecause this is a complex issue for many schools, you can use all Hedy programming functionalities without sharing personal data.\nThe easiest way to do this is to use Hedy without creating accounts for the teacher and students. Without accounts, all functionality is available, with the exception of personalizing levels, saving students' programs and viewing their progress. That is limiting, but there are schools that use Hedy in that way.\n\nA second way is for a teacher to create an account with an email address without personal data, for example \"docent25@email.com\". Apart from an email address, which is only required to reset your password, you do not need to share any information when you create a teacher account.\nWith a teacher account, you can create anonymous accounts for students, e.g. rainbow-student1, rainbow-student2, etc (See 'Teaching preparations' + for a detailed manual). This way you can use all functionality of Hedy, including saving progress, without sharing personal data of yourself or your students.\n\nIf the above is not sufficient for your context, we can sign a processing agreement for the processing of your personal data." title: Introduction key: intro - title: Aṭuṭuryel @@ -28,12 +29,17 @@ teacher-guide: title: Duplicate a class - title: Add a second teacher text: "Are you not the only teacher that teaches your class? Then you can now add another teacher to the class. Go to the 'For teachers' page and click on the class. Then choose 'Invite a teacher' and fill in the username of your colleague.\nYour colleague will get an invitation on their account to join your class. They can see that invitation message by clicking on their username in the upper right corner of the screen and selecting 'My account'.\nOnce the other teacher accepts the invitation they can customize the class as well.\nTo remove a second teacher from your class, go to the class page and remove the second teacher. The teacher who's created the class cannot be removed." - - text: "You can customize your class and choose which adventures are available for your students. This way your students won't be overwhelmed by the amount of adventures and levels, and they can specifically focus on the adventures you'd like them to practice with.\nClick on your class on the for teachers page and choose 'customize class'. On this page you can select levels, set opening dates, unlock level thresholds and more.\n\n**Select and order adventures**\n\nIn this section you can select and order adventures. The pink tabs are adventures with new commands. The gray tabs are regular adventures. To rearrange the order of the adventures, you can drag the tabs. However, we do advise you to use the regular order of adventures as the Hedy team made sure the adventures go from easiest to hardest.\nIf you want to remove an adventure for your students, simply click the cross on the adventure's tab.\n\nIf you want to add adventures, for instance your own adventure or an adventure you accidentally removed, use this menu to add the adventure to your students' adventures. Simply click the adventure you want to add and it (re)appears in the line of adventures. To undo all your changes to the adventures, click 'Reset'.\n\n**Opening dates**\n\nWith this feature you can set opening dates for the levels. This way you can make a lesson plan before your course begins and not worry about opening new levels each week. In the image above the first level is opened directly, the second will open the 23th of september, and the 3rd level the week after. The other levels are closed.\nDon't want to set opening dates? No problem, just leave this section blank.\n\n**Unlock level thresholds**\n\nThis featue allows you to set a threshold for your students' quiz grade, before they can continue to the next level. For example, if you enter \"80\" your students have to score at least 80% on the quiz before they are allowed to go to the next level. If they haven't met the threshold, they are not allowed to continue and have to retake the quiz.\nDon't want to use the threshold? No worries, just keep this section blank.\n\n\n**Other settings**\n\nThere are some other setting that could be usefu to you aswell. Our first extra setting is 'Mandatory developer's mode'. In developers mode the students only see their input and output screens and the run button. The adventures are hidden and there are no cheatsheets available. This might come in handy in a test situation.\nIf this option is not selected the developer's mode is available for students too as a voluntary option.\n\nIf you want all your students to be visible in de class highscore, you can select the second option.\nWith all the other options you can choose to hide some functions or content for your students, this might help them focus more.\n\n**Save**\n\nDon't forget to save your changes when you're done customizing your class." + - text: "You can customize your class and choose which adventures are available for your students. This way your students won't be overwhelmed by the amount of adventures and levels, and they can specifically focus on the adventures you'd like them to practice with.\nClick on your class on the for teachers page and choose 'customize class'. On this page you can select levels, set opening dates, unlock level thresholds and more.\n\n**Select and order adventures**\n\nIn this section you can select and order adventures. The pink tabs are adventures with new commands. The gray tabs are regular adventures. To rearrange the order of the adventures, you can drag the tabs. However, we do advise you to use the regular order of adventures as the Hedy team made sure the adventures go from easiest to hardest.\nIf you want to remove an adventure for your students, simply click the cross + on the adventure's tab.\n\nIf you want to add adventures, for instance your own adventure or an adventure you accidentally removed, use this menu to add the adventure to your students' adventures. Simply click the adventure you want to add and it (re)appears in the line of adventures. To undo all your changes to the adventures, click 'Reset'.\n\n**Opening dates**\n\nWith this feature you can set opening dates for the levels. This way you can make a lesson plan before your course begins and not worry about opening new levels each week. In the image above the first level is opened directly, the second will open the 23th of september, and the 3rd level the week after. The other levels are closed.\nDon't want to set opening dates? No problem, just leave this section + blank.\n\n**Unlock level thresholds**\n\nThis featue allows you to set a threshold for your students' quiz grade, before they can continue to the next level. For example, if you enter \"80\" your students have to score at least 80% on the quiz before they are allowed to go to the next level. If they haven't met the threshold, they are not allowed to continue and have to retake the quiz.\nDon't want to use the threshold? No worries, just keep this section blank.\n\n\n**Other settings**\n\nThere are some other setting that could be usefu to you aswell. Our first extra setting is 'Mandatory developer's mode'. In developers mode the students only see their input and output screens and the run button. The adventures are hidden and there are no cheatsheets available. This + might come in handy in a test situation.\nIf this option is not selected the developer's mode is available for students too as a voluntary option.\n\nIf you want all your students to be visible in de class highscore, you can select the second option.\nWith all the other options you can choose to hide some functions or content for your students, this might help them focus more.\n\n**Save**\n\nDon't forget to save your changes when you're done customizing your class." title: Customize your Class - - text: "To add students to your class go to the class page by clicking in the class name on the 'for teachers' page. Then click 'add students'. There are 2 ways to let your students join your class: You can create accounts for them, or they could create their own accounts.\n\n**You create accounts for your students**\nThe easiest way to add students to your class is by creating an account for them. This can be done by clicking the 'create student accounts' button and filling in the usernames and passwords for them.\nThe students can login with the username and password that you chose. Afterwards, they can change their username or password if they'd like and they'll still remain in your class.\nThis video shows how to add students to your class in the quickest and easiest way.\n\n**Students make their own accounts**\nYour students can also go to the Hedy website and create their own accounts, just like you did. To get them into your class, they simply have to click the invite link.\nYou can find the invite link on the class page and send it to your students. Mind that your students have to be logged in to Hedy when they click the link, in order to make it work smoothly.\nYou can also manually invite a student to your class with the button 'Invite by username'." + - text: "To add students to your class go to the class page by clicking in the class name on the 'for teachers' page. Then click 'add students'. There are 2 ways to let your students join your class: You can create accounts for them, or they could create their own accounts.\n\n**You create accounts for your students**\nThe easiest way to add students to your class is by creating an account for them. This can be done by clicking the 'create student accounts' button and filling in the usernames and passwords for them.\nThe students can login with the username and password that you chose. Afterwards, they can change their username or password if they'd like and they'll still remain in your class.\nThis video shows how to add students to your class in the quickest and easiest way.\n\n**Students make their own accounts**\nYour students can also go to the Hedy website and create their own accounts, just like you + did. To get them into your class, they simply have to click the invite link.\nYou can find the invite link on the class page and send it to your students. Mind that your students have to be logged in to Hedy when they click the link, in order to make it work smoothly.\nYou can also manually invite a student to your class with the button 'Invite by username'." title: 'Student Accounts' - title: Setting preferred language - text: "When students create profiles they are supposed to choose a 'preferred language'. Hedy will always be loaded in this selected language.\nChanging this language can always be done later on by navigating to 'My account' and 'My personal settings' again.\n\n**For non-English speakers**\nNot only can you change the language of the adventures to your own language. You can also choose which language the keywords (for example 'print' or 'ask') should be in.\nThis way you can teach your students to code with English keywords, but you can also let them program in their own language. For example, Dutch students can use the command 'vraag' instead of 'ask'.\nIf a student wants to switch languages, they can click the keyword switcher. It will switch the keywords from English to the preferred language and back.\nFun fact! Students are allowed program in both English and their own language at the same time! So, if they have trouble remembering some keywords in English, but easily remember other ones they can use both at the same time.\n\n\n**Video**\nThis video show you how to set a preferred language and change the keywords to you preferred language as well." + text: "When students create profiles they are supposed to choose a 'preferred language'. Hedy will always be loaded in this selected language.\nChanging this language can always be done later on by navigating to 'My account' and 'My personal settings' again.\n\n**For non-English speakers**\nNot only can you change the language of the adventures to your own language. You can also choose which language the keywords (for example 'print' or 'ask') should be in.\nThis way you can teach your students to code with English keywords, but you can also let them program in their own language. For example, Dutch students can use the command 'vraag' instead of 'ask'.\nIf a student wants to switch languages, they can click the keyword switcher. It will switch the keywords from English to the preferred language and back.\nFun fact! Students are allowed program in both English and their own language at the same time! So, if they have trouble remembering some keywords in English, but easily remember + other ones they can use both at the same time.\n\n\n**Video**\nThis video show you how to set a preferred language and change the keywords to you preferred language as well." - text: "When you are logged in, you'll see My programs next to your profile icon.\nThis option exists for your students too. In My programs you can find all the programs that you've worked on.\nBy default, programs will be saved to 'My programs' when you run the code, and every 10 seconds, under their default name\nand their level (for example: Story 5). If you want to store a program under a new name, just type the new name in the name bar.\nCurrently, only one program can be saved per level, per tab.\n\nYou (and your students) can also share programs using the share button next to program names.\nThese programs will be posted on our explore page, for everybody to see and use.\nIf you want to unshare your program, go to 'My programs' and click 'Unshare'.\n\nThe paper plane icon can be used to hand in programs to the teacher of a class. Programs that have been handed is will no longer be editable." title: 'Storing programs' key: preparations @@ -65,7 +71,8 @@ teacher-guide: - title: 'Class Overview' text: "\nIn the class overview you can see which adventure your students are working on right now. You can see that one student is working on the 'Rock, Paper, Scissors' adventure in level 1, one is working on the 'Fortune Teller' in level 1 and one student is working on the 'Rock, Paper, Scissors' adventure in level 2.\nIf you'd like to know which of your students is working on the adventure, simply click the number and their accountnames will appear.\nYou can also see how many of your students have finished the quiz. In this case, one student finished the quiz in level 1. Again, you can click the 1 to see which of your students it is.\n\nYou can also see one of the students is 'missing' from this overview. That's because he's working on an adventure in level 4, which is not selected." - title: 'Student List' - text: "\nHere you can find a list of your students and you can see their individual progress. The blue ring shows you what your students are currently working on.\n\nIt is important to notice that the blue dots means that a students 'attempted' the adventure. This means that they ran a code in this adventure and went on to the next adventure, so this does not automatically mean that they did a good job!\nIf you want to see how an individual student is getting along, you can click their name in this overview. This is what you see if you click on marleen_h3a for example:\n\nYou see that Marleen is having some trouble programming. She tried to run a program that contains blanks multiple times, so she might not realize that she has to change the code examples before running them.\nIn this way this overview can give you a better understanding of what a student is struggling with." + text: "\nHere you can find a list of your students and you can see their individual progress. The blue ring shows you what your students are currently working on.\n\nIt is important to notice that the blue dots means that a students 'attempted' the adventure. This means that they ran a code in this adventure and went on to the next adventure, so this does not automatically mean that they did a good job!\nIf you want to see how an individual student is getting along, you can click their name in this overview. This is what you see if you click on marleen_h3a for example:\n\nYou see that Marleen is having some trouble programming. She tried to run a program + that contains blanks multiple times, so she might not realize that she has to change the code examples before running them.\nIn this way this overview can give you a better understanding of what a student is struggling with." - title: 'Common Errors' text: "\nIf you're not only interested in individual struggles of your students, but you'd like to know what the whole class seems to be doing wrong, you can use this oversight of common errors.\nThe most common error messages that your students are recieving will appear in this oversight for you, so you could give some more instructions to the whole class if needed.\nBy clicking the error, you can see which students are having trouble with this error. By clicking resolve, you'll remove this error from the list." - text: "\nAnother useful overview of all the programs your students made in a level can be found on your class page. Go to the class page and click 'Overview of programs per adventure'. Here you'll find this overview.\nYou could use this overview to check your students' work. If they have made a program in an adventure, an eye appears in your overview. Click the eye to view their work. Did you like it? Then you can check the box and a green tick will appear.\nThis way you create a nice overview for yourself of your students' results." @@ -517,23 +524,6 @@ teacher-guide: key: common_mistakes title: 'Common mistakes' intro: You can learn from your mistakes, especially in coding! Making mistakes is unavoidable, and a great opportunity to learn, but for teachers, it can be a challenge to find the correct fix for a mistake! Especially as the programs get longer and longer as the students progress through the levels. That's why we've made a list with frequently made mistakes in each level, and their solutions. -home-sections: -- text: "Many schools and teachers around the world want to teach their students programming. Initially this is often done with playful tools, ranging from the Beebot robot to\nScratch Junior or Scratch. After using such tools, kids often want to move to more powerful, textual programming languages, like Python.\n\nPython however is hard, because it is only available in English, and requires learners to learn complex programming concepts and syntax at once.\nHedy is the easy way to get started with textual programming languages! Hedy is free to use, open source, and unlike any other textual programming language in three ways.\n\n1. Hedy is multi-lingual, you can use Hedy in your own language\n2. Hedy is gradual, so you can learn one concept and its syntax a time\n3. Hedy is built for the classroom, allowing teachers to fully customize their student's experience" - title: 'Textual programming made easy!' -- text: While almost all textual programming language have keywords in English, such as `for` or `repeat`, Hedy can be used in any language! We currently support 47 different languages, including Dutch, Spanish, Arabic, Turkish, Chinese and Hindi. If your language is not available you can always start a new translation. - title: Multi-lingual programming -- text: Learning a programming language can be overwhelming, since learners have to learn concepts (for example if-else or loops) and syntax (like quotation marks or round brackets) at the same time. In Hedy, concepts are first introduced with little syntax and then refined. A scientifically proven way to learn! - title: 'Step by step learning' -- text: "Hedy is suitable for kids aged 10 and up and designed for classroom use.\nTeachers can use our free, built-in lesson plans, but can also author their own lessons and load these into the Hedy user interface." - title: Built for the classroom -- title: Programming in context - text: Hedy shows programming in the broadest way possible, and can be used in variety of exciting ways. Hedy allows for the creation of digital and interactive stories, colorful drawings that can be shown on the screen but also drawn with a pen plotter or embroidered on a shirt, and can be used to create games or apps with buttons and keyboard actions. -- text: "Yes! Hedy is 'Open source', which means that everyone can help us make Hedy better.\nYou can find our code on Github.\nIf you like Hedy and want to contribute, we accept (and are very grateful for) donations!" - title: 'Is Hedy free?' -- title: Do I need to install anything? - text: No. Hedy works in the browser, which is the program you are using to look at this page. Probably Chrome or Edge or Firefox. Hedy also works on phones and tablets. -- text: "No, that is not needed. All concepts are explained in the slides and in the interface for learners.\nIf you create a free teacher's account, you also get access to the teacher's manual with information on how to teach\nand frequently made mistakes." - title: Do I need programming experience to teach with Hedy? join-sections: - text: '# There are three ways in which you can support Hedy!' title: 'Supporting Hedy' @@ -547,12 +537,7 @@ start-sections: - text: "Welcome to Hedy, we are happy to help you get started with Hedy.\n\nOur [Teacher Manual](https://www.hedy.org/for-teachers/manual) has an overview of all features in detail, but this page has a brief overview so you know what it what before you dive in.\n\nA few highlights that are important to know:\n* Hedy is a tool designed to help manage a classroom of kids programming! You can create your own classes, lesson plans and follow how kids are doing.\n* You do not need to know a lot of programming if you begin, Hedy works step by step, also for you!\n* You can use Hedy in your native tongue because it has been translated into many other languages!\n* Every kid can programme!! Hedy is especially helpful for kids who have vision problems because it can read material aloud to you without the need for a mouse.\n* We are here to help, you can find us for example on [Discord](https://discord.gg/8yY7dEme9r) or you can [email-us](hello@hedy.org)." title: Getting started with Hedy - title: Iselmaden ɣef Hedy - text: "Various teachers worldwide have expressed their passion for Hedy, as some have shared with us:\n\n*Incredibly inspiring! Super good way to make programming a lot more accessible for yourself, but also for students. Very fun to play with and a lot of potential to use with the students. I think it is a very nice tool! I believe this is a valuable way for children to start learning programming. Python and coding have always been very exciting, because the barrier to learning is very high. Now everything is a bit lower and it was explained that it can actually be very easy. I enjoyed seeing how Hedy tries to make programming as accessible as possible for users!*\nNetherlands: Mathematics teachers in training (secondary school)\n\n*Simple interface and good examples.* Teacher: 3rd - 6th grades (elementary)\n\n*Multilingual programming and just the gradual programming concept itself.* US: middle school, 6th-8th grade\n\n*The gradual nature of introducing programming.* Australia: High school\n\n*Continues automatically.* Netherlands: 2 HAVO-VWO\n\n*Both that the explanation can be in Dutch (and the code in English), and that it builds up with more and more possibilities.* Netherlands: Plus class group\n\n*But Hedy and its gradual levels...what an idea, I wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my students, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, before starting Python.* Pakistan\n\n*The 'realness' of programming, it resembles how it is in reality.* Netherlands: Plus class group 4 to 8\n\n*Step-by-step activities. Fun activities.* Netherlands: 1e All levels, 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO\n\n*I really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. Hedy's gradual approach works very well. The short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. The different assignments that the children can choose also work very well. You see the children choose assignments that appeal to them and they then get to work with them, through the levels. Hedy is great fun for children who are good at programming and want to get a taste of a real programming language. It is good preparation for secondary school as soon as more ICT education is given there.* Netherlands: Oegstgeest Montessori school\n\n*The construction is so good.* Netherlands: Lower secondary school HAVO-VWO\n\n*I can keep the pace of the class.* Netherlands: group 7 en 8\n\n![Felienne teaching kids](/images/teacherfeedback/Fkids1.JPG) *Felienne teaching kids*\n\n\n![Kids learning about Hedy](/images/teacherfeedback/Fkids2.JPG) *Kids learning about Hedy*" -learn-more-sections: -- title: The Hedy foundation - text: "Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985.\n\nThe board of the foundation consists of:\n\n * Felienne Hermans, president\n * Eelko Huizing, finance\n * Renée Merbis, secretary\n\nThe board of Stichting Hedy does not get any financial compensation for their tasks. " -- title: 'A deep dive!' - text: "Want to know more about Hedy's philosophy and design? Check out this talk Felienne gave at the StrangeLoop Conference in 2022:\n\n" -- title: Hedy in the news - text: "Some websites and newspapers have written about Hedy since our release in early 2020. We keep a list here:\n* [Java Magazine 04.2023](images/Hedy_Javamagazine2023.pdf)\n* [Tech Optimism - A Solution to the IT Shortage (Dutch), August 2022](https://pom.show/2022/08/12/een-oplossing-voor-het-it-tekort/)\n* [Codeweek Podcast, July 2022](https://codeweek.eu/podcast/26)\n* [Heise.de (German), Januari 2022](https://www.heise.de/news/Hedy-die-mitwachsende-Programmiersprache-6336264.html)\n* [Strumenta, November 2021](https://tomassetti.me/teaching-programming-with-hedy/)\n* [Vives (Dutch), CodeWeek Special October 2021](images/Vives-174-Codeweek.pdf)\n* [CodeWeek.eu - Haunted House Challenge, September 2021](https://codeweek.eu/2021/challenges/haunted-house)\n* [Opensource.com, April 2021](https://opensource.com/article/21/4/hedy-teach-code)\n* [IO Magazine, April 2021](https://ict-research.nl/wordpress/wp-content/uploads/2021/04/IO-magazine-NR1-2021_web.pdf)\n* [Ingeniería De Software (Spanish), February 2021](https://ingenieriadesoftware.es/hedy-mejor-lenguaje-ensenar-programacion-ninos/)\n* [Hello World Magazine, February 2021](images/Hello_World_15_Hedy.pdf)\n* [Discoro, January 2021](https://discoro.wordpress.com/2021/01/09/hedy-gradually-learning-a-programming-language/)\n* [Felienne wins the Dutch award for ICT research for Hedy, January 2021](https://www.nwo.nl/en/news/felienne-hermans-receives-dutch-prize-ict-research-2021)\n* [SlashDot, August 2020](https://news.slashdot.org/story/20/08/17/024248/scientist-proposes-a-new-programming-language-for-teaching-coding-and-python)\n* [GenBeta (Spanish), August 2020](https://www.genbeta.com/desarrollo/nuevo-lenguaje-para-ensenar-programacion-a-ninos-como-se-ensena-a-leer-escribir-forma-gradual-niveles)\n* [Developpez (French), August 2020](https://programmation.developpez.com/actu/308095/Une-scientifique-propose-un-nouveau-langage-de-programmation-pour-enseigner-aux-enfants-le-codage-informatique-au-travers-d-une-approche-graduelle-implementee-en-Python-sur-13-paliers/)\n* [Vives (Dutch), October 2020](images/artikel_vives.pdf) \"Met Hedy stap voor stap leren programmeren\"\n* [Leiden University, April 2020](https://www.universiteitleiden.nl/en/news/2020/03/looking-to-distract-the-kids-while-you-work-from-home-get-them-programming)\n* [Mare (Dutch), April 2020](https://www.mareonline.nl/cultuur/computercode-voor-de-kids/)\n* [AG Connect (Dutch), April 2020](https://www.agconnect.nl/artikel/stapsgewijs-python-leren-programmeren-met-nieuwe-taal-hedy)" + text: "Various teachers worldwide have expressed their passion for Hedy, as some have shared with us:\n\n*Incredibly inspiring! Super good way to make programming a lot more accessible for yourself, but also for students. Very fun to play with and a lot of potential to use with the students. I think it is a very nice tool! I believe this is a valuable way for children to start learning programming. Python and coding have always been very exciting, because the barrier to learning is very high. Now everything is a bit lower and it was explained that it can actually be very easy. I enjoyed seeing how Hedy tries to make programming as accessible as possible for users!*\nNetherlands: Mathematics teachers in training (secondary school)\n\n*Simple interface and good examples.* Teacher: 3rd - 6th grades (elementary)\n\n*Multilingual programming and just the gradual programming concept itself.* US: middle school, 6th-8th grade\n\n*The gradual nature of introducing programming.* Australia: High + school\n\n*Continues automatically.* Netherlands: 2 HAVO-VWO\n\n*Both that the explanation can be in Dutch (and the code in English), and that it builds up with more and more possibilities.* Netherlands: Plus class group\n\n*But Hedy and its gradual levels...what an idea, I wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my students, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, before starting Python.* Pakistan\n\n*The 'realness' of programming, it resembles how it is in reality.* Netherlands: Plus class group 4 to 8\n\n*Step-by-step activities. Fun activities.* Netherlands: 1e All levels, 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO\n\n*I really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. Hedy's gradual approach works very well. The short explanation at the beginning of each + level and the short example programs help to give the children a quick insight into what is new in the chosen level. The different assignments that the children can choose also work very well. You see the children choose assignments that appeal to them and they then get to work with them, through the levels. Hedy is great fun for children who are good at programming and want to get a taste of a real programming language. It is good preparation for secondary school as soon as more ICT education is given there.* Netherlands: Oegstgeest Montessori school\n\n*The construction is so good.* Netherlands: Lower secondary school HAVO-VWO\n\n*I can keep the pace of the class.* Netherlands: group 7 en 8\n\n![Felienne teaching kids](/images/teacherfeedback/Fkids1.JPG) *Felienne teaching kids*\n\n\n![Kids learning about Hedy](/images/teacherfeedback/Fkids2.JPG) *Kids learning about Hedy*" title: Tasemlit n Hedy diff --git a/content/pages/kmr.yaml b/content/pages/kmr.yaml index 7567230d08e..838f1995889 100644 --- a/content/pages/kmr.yaml +++ b/content/pages/kmr.yaml @@ -1,4 +1,3 @@ -title: Hedy documentation home-sections: - title: Textual programming made easy! text: |- @@ -54,15 +53,15 @@ join-sections: learn-more-sections: - title: The Hedy foundation text: |- - Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. + Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. - The board of the foundation consists of: - - * Felienne Hermans, president - * Eelko Huizing, finance - * Renée Merbis, secretary - - The board of Stichting Hedy does not get any financial compensation for their tasks. + The board of the foundation consists of: + + * Felienne Hermans, president + * Eelko Huizing, finance + * Renée Merbis, secretary + + The board of Stichting Hedy does not get any financial compensation for their tasks. - title: A deep dive! text: |- Want to know more about Hedy's philosophy and design? Check out this talk Felienne gave at the StrangeLoop Conference in 2022: @@ -94,7 +93,9 @@ start-sections: - title: Getting started with Hedy text: '*Something about teachers accounts, slides etc*' - title: What other teachers say - text: "A while ago we ran a few short Hedy teachers surveys. \nThe questions span between suggestions of improvement and Hedy’s best features. \nBelow is a testimony of their thoughts:\n\nSimple interface and good examples. *Teacher: 3rd - 6th grades (elementary)*\n\nMultilingual programming and just the gradual programming concept itself. - *US: middle school, 6th-8th grade*\n\nThe gradual nature of introducing programming. *Australia: High school*\n\nThe construction is so good. *Netherlands: Lower secondary school HAVO-VWO*\n\nI can keep the pace of the class. *Netherlands: group 7 en 8* \n\nContinues automatically. *Netherlands: 2 HAVO-VWO*\n\nBoth that the explanation can be in Dutch (and the code in English), and that it builds up with more \nand more possibilities. *Netherlands: Plus class group 7*\n\nThe 'realness' of programming, it resembles how it is in reality. *Netherlands: Plus class group 4 to 8*\n\nStep-by-step activities. Fun activities. *Netherlands: 1e All levels, 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO*\n\nBut Hedy and its gradual levels... what an idea, \nI wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my \nstudents, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, \nbefore starting Python. *Pakistan*\n\nI really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. \nHedy's gradual approach works very well. \nThe short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. \nThe different assignments that the children can choose also work very well. \nYou see the children choose assignments that appeal to them and they then get to work with them, \nthrough the levels. Hedy is great fun for children who are good at programming and want to get a \ntaste of a real programming language. It is good preparation for secondary school as soon as more ICT \neducation is given there. *Netherlands: Oegstgeest Montessori school*\n\n" + text: "A while ago we ran a few short Hedy teachers surveys. \nThe questions span between suggestions of improvement and Hedy’s best features. \nBelow is a testimony of their thoughts:\n\nSimple interface and good examples. *Teacher: 3rd - 6th grades (elementary)*\n\nMultilingual programming and just the gradual programming concept itself. - *US: middle school, 6th-8th grade*\n\nThe gradual nature of introducing programming. *Australia: High school*\n\nThe construction is so good. *Netherlands: Lower secondary school HAVO-VWO*\n\nI can keep the pace of the class. *Netherlands: group 7 en 8* \n\nContinues automatically. *Netherlands: 2 HAVO-VWO*\n\nBoth that the explanation can be in Dutch (and the code in English), and that it builds up with more \nand more possibilities. *Netherlands: Plus class group 7*\n\nThe 'realness' of programming, it resembles how it is in reality. *Netherlands: Plus class group 4 to 8*\n\nStep-by-step activities. Fun activities. *Netherlands: 1e All levels, + 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO*\n\nBut Hedy and its gradual levels... what an idea, \nI wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my \nstudents, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, \nbefore starting Python. *Pakistan*\n\nI really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. \nHedy's gradual approach works very well. \nThe short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. \nThe different assignments that the children can choose also work very well. \nYou see the children choose assignments that appeal to them and they then get to work with them, \nthrough the levels. Hedy is great fun for children who are good at programming and want to get + a \ntaste of a real programming language. It is good preparation for secondary school as soon as more ICT \neducation is given there. *Netherlands: Oegstgeest Montessori school*\n\n" teacher-guide: - title: Introduction key: intro diff --git a/content/pages/ko.yaml b/content/pages/ko.yaml index 7a812e79835..cd25586f55e 100644 --- a/content/pages/ko.yaml +++ b/content/pages/ko.yaml @@ -52,15 +52,15 @@ join-sections: learn-more-sections: - title: The Hedy foundation text: |- - Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. + Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. - The board of the foundation consists of: - - * Felienne Hermans, president - * Eelko Huizing, finance - * Renée Merbis, secretary - - The board of Stichting Hedy does not get any financial compensation for their tasks. + The board of the foundation consists of: + + * Felienne Hermans, president + * Eelko Huizing, finance + * Renée Merbis, secretary + + The board of Stichting Hedy does not get any financial compensation for their tasks. - title: 더 자세히 알아보기! text: |- Hedy의 철학과 디자인에 대해 더 알고 싶으신가요? 2022년 Felienne가 StrangeLoop Conference에서 한 강연을 확인해보세요:: diff --git a/content/pages/mi.yaml b/content/pages/mi.yaml index 149fab91da3..43ed6ba561e 100644 --- a/content/pages/mi.yaml +++ b/content/pages/mi.yaml @@ -1,67 +1,15 @@ -title: Hedy documentation -home-sections: -- title: Textual programming made easy! - text: |- - Many schools and teachers around the world want to teach their students programming. Initially this is often done with playful tools, ranging from the Beebot robot to - Scratch Junior or Scratch. After using such tools, kids often want to move to more powerful, textual programming languages, like Python. - - Python however is hard, because it is only available in English, and requires learners to learn complex programming concepts and syntax at once. - Hedy is the easy way to get started with textual programming languages! Hedy is free to use, open source, and unlike any other textual programming language in three ways. - - 1. Hedy is multi-lingual, you can use Hedy in your own language - 2. Hedy is gradual, so you can learn one concept and its syntax a time - 3. Hedy is built for the classroom, allowing teachers to fully customize their student's experience -- title: Multi-lingual programming - text: While almost all textual programming language have keywords in English, such as `for` or `repeat`, Hedy can be used in any language! We currently support 47 different languages, including Dutch, Spanish, Arabic, Turkish, Chinese and Hindi. If your language is not available you can always start a new translation. -- title: Step by step learning - text: Learning a programming language can be overwhelming, since learners have to learn concepts (for example if-else or loops) and syntax (like quotation marks or round brackets) at the same time. In Hedy, concepts are first introduced with little syntax and then refined. A scientifically proven way to learn! -- title: Built for the classroom - text: |- - Hedy is suitable for kids aged 10 and up and designed for classroom use. - Teachers can use our free, built-in lesson plans, but can also author their own lessons and load these into the Hedy user interface. -- title: Programming in context - text: Hedy shows programming in the broadest way possible, and can be used in variety of exciting ways. Hedy allows for the creation of digital and interactive stories, colorful drawings that can be shown on the screen but also drawn with a pen plotter or embroidered on a shirt, and can be used to create games or apps with buttons and keyboard actions. -- title: Is Hedy free? - text: |- - Yes! Hedy is 'Open source', which means that everyone can help us make Hedy better. - You can find our code on Github. - If you like Hedy and want to contribute, we accept (and are very grateful for) donations! -- title: Do I need to install anything? - text: No. Hedy works in the browser, which is the program you are using to look at this page. Probably Chrome or Edge or Firefox. Hedy also works on phones and tablets. -- title: Do I need programming experience to teach with Hedy? - text: |- - No, that is not needed. All concepts are explained in the slides and in the interface for learners. - If you create a free teacher's account, you also get access to the teacher's manual with information on how to teach - and frequently made mistakes. -join-sections: -- title: Supporting Hedy - text: '# There are three ways in which you can support Hedy!' -- title: Improving the language - text: |- - The gradual and multi-lingual nature of Hedy create a lot of interesting technical challenges. - Find those issues on Github. -- title: Translating Hedy - text: |- - Not a programmer? No problem! Another way to support Hedy is by translating keywords, error messages, adventures and other content. - This is the current status, help us complete a language, or add a new one! - - Translation status -- title: Help teachers get started - text: |- - Hedy is designed to support teachers in providing programming lessons in class. We have specific teacher features like the option to create a class, customize it and see how your students are doing. - If you like Hedy, you can reach out to schools that you know to help teachers get started! We can help you find schools or teachers via Discord. learn-more-sections: - title: The Hedy foundation text: |- - Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. + Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. + + The board of the foundation consists of: + + * Felienne Hermans, president + * Eelko Huizing, finance + * Renée Merbis, secretary - The board of the foundation consists of: - - * Felienne Hermans, president - * Eelko Huizing, finance - * Renée Merbis, secretary - - The board of Stichting Hedy does not get any financial compensation for their tasks. + The board of Stichting Hedy does not get any financial compensation for their tasks. - title: A deep dive! text: |- Want to know more about Hedy's philosophy and design? Check out this talk Felienne gave at the StrangeLoop Conference in 2022: @@ -94,7 +42,9 @@ start-sections: - title: Getting started with Hedy text: '*Something about teachers accounts, slides etc*' - title: What other teachers say about Hedy - text: "

Simple interface and good examples.

\nTeacher: 3rd - 6th grades (elementary)\n\n

Multilingual programming and just the gradual programming concept itself.

\nUS: middle school, 6th-8th grade\n\n

The gradual nature of introducing programming.

\nAustralia: High school\n\n

Continues automatically.

\nNetherlands: 2 HAVO-VWO\n\n

Both that the explanation can be in Dutch (and the code in English), and that it builds up with more \nand more possibilities.

\nNetherlands: Plus class group 7\n\n

But Hedy and its gradual levels... what an idea, \nI wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my \nstudents, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, \nbefore starting Python.

\nPakistan\n \n

The 'realness' of programming, it resembles how it is in reality.

\nNetherlands: Plus class group 4 to 8\n\n

Step-by-step activities. Fun activities.

\nNetherlands: 1e All levels, 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO\n\n

I really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. \nHedy's gradual approach works very well. \nThe short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. \nThe different assignments that the children can choose also work very well. \nYou see the children choose assignments that appeal to them and they then get to work with them, \nthrough the levels. Hedy is great fun for children who are good at programming and want to get a \ntaste of a real programming language. It is good preparation for secondary school as soon as more ICT \neducation is given there.

\nNetherlands: Oegstgeest Montessori school\n\n

The construction is so good.

\nNetherlands: Lower secondary school HAVO-VWO\n\n

I can keep the pace of the class.

\nNetherlands: group 7 en 8\n\n\n

Felienne teaching kids

\n\n\n

Kids learning about Hedy

" + text: "

Simple interface and good examples.

\nTeacher: 3rd - 6th grades (elementary)\n\n

Multilingual programming and just the gradual programming concept itself.

\nUS: middle school, 6th-8th grade\n\n

The gradual nature of introducing programming.

\nAustralia: High school\n\n

Continues automatically.

\nNetherlands: 2 HAVO-VWO\n\n

Both that the explanation can be in Dutch (and the code in English), and that it builds up with more \nand more possibilities.

\nNetherlands: Plus class group 7\n\n

But Hedy and its gradual levels... what an idea, \nI wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my \nstudents, as I have seen with Hedy. We have covered till level 5, and plan to spend one + more week on it in classes and labs, \nbefore starting Python.

\nPakistan\n \n

The 'realness' of programming, it resembles how it is in reality.

\nNetherlands: Plus class group 4 to 8\n\n

Step-by-step activities. Fun activities.

\nNetherlands: 1e All levels, 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO\n\n

I really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. \nHedy's gradual approach works very well. \nThe short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. \nThe different assignments that the children can choose also work very well. \nYou see the children choose assignments that appeal to them and they then get to work with them, \nthrough the levels. Hedy is great fun for children who are good at programming and want to + get a \ntaste of a real programming language. It is good preparation for secondary school as soon as more ICT \neducation is given there.

\nNetherlands: Oegstgeest Montessori school\n\n

The construction is so good.

\nNetherlands: Lower secondary school HAVO-VWO\n\n

I can keep the pace of the class.

\nNetherlands: group 7 en 8\n\n\n

Felienne teaching kids

\n\n\n

Kids learning about Hedy

" teacher-guide: - title: Introduction key: intro diff --git a/content/pages/ms.yaml b/content/pages/ms.yaml index 89232e39209..eec6e81e6a3 100644 --- a/content/pages/ms.yaml +++ b/content/pages/ms.yaml @@ -33,35 +33,18 @@ home-sections: No, that is not needed. All concepts are explained in the slides and in the interface for learners. If you create a free teacher's account, you also get access to the teacher's manual with information on how to teach and frequently made mistakes. -join-sections: -- title: Supporting Hedy - text: '# There are three ways in which you can support Hedy!' -- title: Improving the language - text: |- - The gradual and multi-lingual nature of Hedy create a lot of interesting technical challenges. - Find those issues on Github. -- title: Translating Hedy - text: |- - Not a programmer? No problem! Another way to support Hedy is by translating keywords, error messages, adventures and other content. - This is the current status, help us complete a language, or add a new one! - - Translation status -- title: Help teachers get started - text: |- - Hedy is designed to support teachers in providing programming lessons in class. We have specific teacher features like the option to create a class, customize it and see how your students are doing. - If you like Hedy, you can reach out to schools that you know to help teachers get started! We can help you find schools or teachers via Discord. learn-more-sections: - title: The Hedy foundation text: |- - Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. + Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. - The board of the foundation consists of: - - * Felienne Hermans, president - * Eelko Huizing, finance - * Renée Merbis, secretary - - The board of Stichting Hedy does not get any financial compensation for their tasks. + The board of the foundation consists of: + + * Felienne Hermans, president + * Eelko Huizing, finance + * Renée Merbis, secretary + + The board of Stichting Hedy does not get any financial compensation for their tasks. - title: A deep dive! text: |- Want to know more about Hedy's philosophy and design? Check out this talk Felienne gave at the StrangeLoop Conference in 2022: @@ -90,52 +73,6 @@ learn-more-sections: * [Leiden University, April 2020](https://www.universiteitleiden.nl/en/news/2020/03/looking-to-distract-the-kids-while-you-work-from-home-get-them-programming) * [Mare (Dutch), April 2020](https://www.mareonline.nl/cultuur/computercode-voor-de-kids/) * [AG Connect (Dutch), April 2020](https://www.agconnect.nl/artikel/stapsgewijs-python-leren-programmeren-met-nieuwe-taal-hedy) -start-sections: -- title: Getting started with Hedy - text: |- - Welcome to Hedy, we are happy to help you get started with Hedy. - - Our [Teacher Manual](https://www.hedy.org/for-teachers/manual) has an overview of all features in detail, but this page has a brief overview so you know what it what before you dive in. - - A few highlights that are important to know: - * Hedy is a tool designed to help manage a classroom of kids programming! You can create your own classes, lesson plans and follow how kids are doing. - * You do not need to know a lot of programming if you begin, Hedy works step by step, also for you! - * You can use Hedy in your native tongue because it has been translated into many other languages! - * Every kid can programme!! Hedy is especially helpful for kids who have vision problems because it can read material aloud to you without the need for a mouse. - * We are here to help, you can find us for example on [Discord](https://discord.gg/8yY7dEme9r) or you can [email-us](hello@hedy.org). -- title: Teachers about Hedy - text: |- - Various teachers worldwide have expressed their passion for Hedy, as some have shared with us: - - *Incredibly inspiring! Super good way to make programming a lot more accessible for yourself, but also for students. Very fun to play with and a lot of potential to use with the students. I think it is a very nice tool! I believe this is a valuable way for children to start learning programming. Python and coding have always been very exciting, because the barrier to learning is very high. Now everything is a bit lower and it was explained that it can actually be very easy. I enjoyed seeing how Hedy tries to make programming as accessible as possible for users!* - Netherlands: Mathematics teachers in training (secondary school) - - *Simple interface and good examples.* Teacher: 3rd - 6th grades (elementary) - - *Multilingual programming and just the gradual programming concept itself.* US: middle school, 6th-8th grade - - *The gradual nature of introducing programming.* Australia: High school - - *Continues automatically.* Netherlands: 2 HAVO-VWO - - *Both that the explanation can be in Dutch (and the code in English), and that it builds up with more and more possibilities.* Netherlands: Plus class group - - *But Hedy and its gradual levels...what an idea, I wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my students, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, before starting Python.* Pakistan - - *The 'realness' of programming, it resembles how it is in reality.* Netherlands: Plus class group 4 to 8 - - *Step-by-step activities. Fun activities.* Netherlands: 1e All levels, 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO - - *I really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. Hedy's gradual approach works very well. The short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. The different assignments that the children can choose also work very well. You see the children choose assignments that appeal to them and they then get to work with them, through the levels. Hedy is great fun for children who are good at programming and want to get a taste of a real programming language. It is good preparation for secondary school as soon as more ICT education is given there.* Netherlands: Oegstgeest Montessori school - - *The construction is so good.* Netherlands: Lower secondary school HAVO-VWO - - *I can keep the pace of the class.* Netherlands: group 7 en 8 - - ![Felienne teaching kids](/images/teacherfeedback/Fkids1.JPG) *Felienne teaching kids* - - - ![Kids learning about Hedy](/images/teacherfeedback/Fkids2.JPG) *Kids learning about Hedy* teacher-guide: - title: Introduction key: intro diff --git a/content/pages/nb_NO.yaml b/content/pages/nb_NO.yaml index 56eaf7b9109..5010460cb01 100644 --- a/content/pages/nb_NO.yaml +++ b/content/pages/nb_NO.yaml @@ -54,15 +54,15 @@ join-sections: learn-more-sections: - title: The Hedy foundation text: |- - Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. + Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. - The board of the foundation consists of: - - * Felienne Hermans, president - * Eelko Huizing, finance - * Renée Merbis, secretary - - The board of Stichting Hedy does not get any financial compensation for their tasks. + The board of the foundation consists of: + + * Felienne Hermans, president + * Eelko Huizing, finance + * Renée Merbis, secretary + + The board of Stichting Hedy does not get any financial compensation for their tasks. - title: A deep dive! text: |- Want to know more about Hedy's philosophy and design? Check out this talk Felienne gave at the StrangeLoop Conference in 2022: @@ -95,7 +95,9 @@ start-sections: - title: Getting started with Hedy text: '*Something about teachers accounts, slides etc*' - title: What other teachers say - text: "A while ago we ran a few short Hedy teachers surveys. \nThe questions span between suggestions of improvement and Hedy’s best features. \nBelow is a testimony of their thoughts:\n\nSimple interface and good examples. *Teacher: 3rd - 6th grades (elementary)*\n\nMultilingual programming and just the gradual programming concept itself. - *US: middle school, 6th-8th grade*\n\nThe gradual nature of introducing programming. *Australia: High school*\n\nThe construction is so good. *Netherlands: Lower secondary school HAVO-VWO*\n\nI can keep the pace of the class. *Netherlands: group 7 en 8* \n\nContinues automatically. *Netherlands: 2 HAVO-VWO*\n\nBoth that the explanation can be in Dutch (and the code in English), and that it builds up with more \nand more possibilities. *Netherlands: Plus class group 7*\n\nThe 'realness' of programming, it resembles how it is in reality. *Netherlands: Plus class group 4 to 8*\n\nStep-by-step activities. Fun activities. *Netherlands: 1e All levels, 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO*\n\nBut Hedy and its gradual levels... what an idea, \nI wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my \nstudents, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, \nbefore starting Python. *Pakistan*\n\nI really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. \nHedy's gradual approach works very well. \nThe short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. \nThe different assignments that the children can choose also work very well. \nYou see the children choose assignments that appeal to them and they then get to work with them, \nthrough the levels. Hedy is great fun for children who are good at programming and want to get a \ntaste of a real programming language. It is good preparation for secondary school as soon as more ICT \neducation is given there. *Netherlands: Oegstgeest Montessori school*\n\n" + text: "A while ago we ran a few short Hedy teachers surveys. \nThe questions span between suggestions of improvement and Hedy’s best features. \nBelow is a testimony of their thoughts:\n\nSimple interface and good examples. *Teacher: 3rd - 6th grades (elementary)*\n\nMultilingual programming and just the gradual programming concept itself. - *US: middle school, 6th-8th grade*\n\nThe gradual nature of introducing programming. *Australia: High school*\n\nThe construction is so good. *Netherlands: Lower secondary school HAVO-VWO*\n\nI can keep the pace of the class. *Netherlands: group 7 en 8* \n\nContinues automatically. *Netherlands: 2 HAVO-VWO*\n\nBoth that the explanation can be in Dutch (and the code in English), and that it builds up with more \nand more possibilities. *Netherlands: Plus class group 7*\n\nThe 'realness' of programming, it resembles how it is in reality. *Netherlands: Plus class group 4 to 8*\n\nStep-by-step activities. Fun activities. *Netherlands: 1e All levels, + 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO*\n\nBut Hedy and its gradual levels... what an idea, \nI wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my \nstudents, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, \nbefore starting Python. *Pakistan*\n\nI really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. \nHedy's gradual approach works very well. \nThe short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. \nThe different assignments that the children can choose also work very well. \nYou see the children choose assignments that appeal to them and they then get to work with them, \nthrough the levels. Hedy is great fun for children who are good at programming and want to get + a \ntaste of a real programming language. It is good preparation for secondary school as soon as more ICT \neducation is given there. *Netherlands: Oegstgeest Montessori school*\n\n" teacher-guide: - title: Introduksjon key: intro diff --git a/content/pages/ne.yaml b/content/pages/ne.yaml index a7f58270399..d95cdf5242e 100644 --- a/content/pages/ne.yaml +++ b/content/pages/ne.yaml @@ -1,567 +1,18 @@ -title: Hedy documentation -home-sections: -- title: Textual programming made easy! - text: "Many schools and teachers around the world want to teach their students programming. Initially this is often done with playful tools, ranging from the Beebot robot to\nScratch Junior or Scratch. After using such tools, kids often want to move to more powerful, textual programming languages, like Python.\n\nPython however is hard, because it is only available in English, and requires learners to learn complex programming concepts and syntax at once.\nHedy is the easy way to get started with textual programming languages! Hedy is free to use, open source, and unlike any other textual programming language in three ways.\n\n1. Hedy is multi-lingual, you can use Hedy in your own language\n2. Hedy is gradual, so you can learn one concept and its syntax a time\n3. Hedy is built for the classroom, allowing teachers to fully customize their student's experience" -- text: While almost all textual programming language have keywords in English, such as `for` or `repeat`, Hedy can be used in any language! We currently support 47 different languages, including Dutch, Spanish, Arabic, Turkish, Chinese and Hindi. If your language is not available you can always start a new translation. - title: Multi-lingual programming -- text: Learning a programming language can be overwhelming, since learners have to learn concepts (for example if-else or loops) and syntax (like quotation marks or round brackets) at the same time. In Hedy, concepts are first introduced with little syntax and then refined. A scientifically proven way to learn! - title: Step by step learning -- text: "Hedy is suitable for kids aged 10 and up and designed for classroom use.\nTeachers can use our free, built-in lesson plans, but can also author their own lessons and load these into the Hedy user interface." - title: Built for the classroom -- title: Programming in context - text: Hedy shows programming in the broadest way possible, and can be used in variety of exciting ways. Hedy allows for the creation of digital and interactive stories, colorful drawings that can be shown on the screen but also drawn with a pen plotter or embroidered on a shirt, and can be used to create games or apps with buttons and keyboard actions. -- title: Is Hedy free? - text: "Yes! Hedy is 'Open source', which means that everyone can help us make Hedy better.\nYou can find our code on Github.\nIf you like Hedy and want to contribute, we accept (and are very grateful for) donations!" -- title: Do I need to install anything? - text: No. Hedy works in the browser, which is the program you are using to look at this page. Probably Chrome or Edge or Firefox. Hedy also works on phones and tablets. -- title: Do I need programming experience to teach with Hedy? - text: "No, that is not needed. All concepts are explained in the slides and in the interface for learners.\nIf you create a free teacher's account, you also get access to the teacher's manual with information on how to teach\nand frequently made mistakes." -join-sections: -- text: '# There are three ways in which you can support Hedy!' - title: Supporting Hedy -- title: Improving the language - text: "The gradual and multi-lingual nature of Hedy create a lot of interesting technical challenges.\nFind those issues on Github." -- title: Translating Hedy - text: "Not a programmer? No problem! Another way to support Hedy is by translating keywords, error messages, adventures and other content.\nThis is the current status, help us complete a language, or add a new one!\n\n\"Translation" -- title: Help teachers get started - text: "Hedy is designed to support teachers in providing programming lessons in class. We have specific teacher features like the option to create a class, customize it and see how your students are doing.\nIf you like Hedy, you can reach out to schools that you know to help teachers get started! We can help you find schools or teachers via Discord." learn-more-sections: - title: The Hedy foundation text: |- - Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. + Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. - The board of the foundation consists of: - - * Felienne Hermans, president - * Eelko Huizing, finance - * Renée Merbis, secretary - - The board of Stichting Hedy does not get any financial compensation for their tasks. + The board of the foundation consists of: + + * Felienne Hermans, president + * Eelko Huizing, finance + * Renée Merbis, secretary + + The board of Stichting Hedy does not get any financial compensation for their tasks. - title: A deep dive! text: "Want to know more about Hedy's philosophy and design? Check out this talk Felienne gave at the StrangeLoop Conference in 2022:\n\n" - title: Hedy in the news - text: "Some websites and newspapers have written about Hedy since our release in early 2020. We keep a list here:\n* [Java Magazine 04.2023](images/Hedy_Javamagazine2023.pdf)\n* [Tech Optimism - A Solution to the IT Shortage (Dutch), August 2022](https://pom.show/2022/08/12/een-oplossing-voor-het-it-tekort/)\n* [Codeweek Podcast, July 2022](https://codeweek.eu/podcast/26)\n* [Heise.de (German), Januari 2022](https://www.heise.de/news/Hedy-die-mitwachsende-Programmiersprache-6336264.html)\n* [Strumenta, November 2021](https://tomassetti.me/teaching-programming-with-hedy/)\n* [Vives (Dutch), CodeWeek Special October 2021](images/Vives-174-Codeweek.pdf)\n* [CodeWeek.eu - Haunted House Challenge, September 2021](https://codeweek.eu/2021/challenges/haunted-house)\n* [Opensource.com, April 2021](https://opensource.com/article/21/4/hedy-teach-code)\n* [IO Magazine, April 2021](https://ict-research.nl/wordpress/wp-content/uploads/2021/04/IO-magazine-NR1-2021_web.pdf)\n* [Ingeniería De Software (Spanish), February 2021](https://ingenieriadesoftware.es/hedy-mejor-lenguaje-ensenar-programacion-ninos/)\n* [Hello World Magazine, February 2021](images/Hello_World_15_Hedy.pdf)\n* [Discoro, January 2021](https://discoro.wordpress.com/2021/01/09/hedy-gradually-learning-a-programming-language/)\n* [Felienne wins the Dutch award for ICT research for Hedy, January 2021](https://www.nwo.nl/en/news/felienne-hermans-receives-dutch-prize-ict-research-2021)\n* [SlashDot, August 2020](https://news.slashdot.org/story/20/08/17/024248/scientist-proposes-a-new-programming-language-for-teaching-coding-and-python)\n* [GenBeta (Spanish), August 2020](https://www.genbeta.com/desarrollo/nuevo-lenguaje-para-ensenar-programacion-a-ninos-como-se-ensena-a-leer-escribir-forma-gradual-niveles)\n* [Developpez (French), August 2020](https://programmation.developpez.com/actu/308095/Une-scientifique-propose-un-nouveau-langage-de-programmation-pour-enseigner-aux-enfants-le-codage-informatique-au-travers-d-une-approche-graduelle-implementee-en-Python-sur-13-paliers/)\n* [Vives (Dutch), October 2020](images/artikel_vives.pdf) \"Met Hedy stap voor stap leren programmeren\"\n* [Leiden University, April 2020](https://www.universiteitleiden.nl/en/news/2020/03/looking-to-distract-the-kids-while-you-work-from-home-get-them-programming)\n* [Mare (Dutch), April 2020](https://www.mareonline.nl/cultuur/computercode-voor-de-kids/)\n* [AG Connect (Dutch), April 2020](https://www.agconnect.nl/artikel/stapsgewijs-python-leren-programmeren-met-nieuwe-taal-hedy)" -start-sections: -- title: Getting started with Hedy - text: "Welcome to Hedy, we are happy to help you get started with Hedy.\n\nOur [Teacher Manual](https://www.hedy.org/for-teachers/manual) has an overview of all features in detail, but this page has a brief overview so you know what it what before you dive in.\n\nA few highlights that are important to know:\n* Hedy is a tool designed to help manage a classroom of kids programming! You can create your own classes, lesson plans and follow how kids are doing.\n* You do not need to know a lot of programming if you begin, Hedy works step by step, also for you!\n* You can use Hedy in your native tongue because it has been translated into many other languages!\n* Every kid can programme!! Hedy is especially helpful for kids who have vision problems because it can read material aloud to you without the need for a mouse.\n* We are here to help, you can find us for example on [Discord](https://discord.gg/8yY7dEme9r) or you can [email-us](hello@hedy.org)." -- title: Teachers about Hedy - text: "Various teachers worldwide have expressed their passion for Hedy, as some have shared with us:\n\n*Incredibly inspiring! Super good way to make programming a lot more accessible for yourself, but also for students. Very fun to play with and a lot of potential to use with the students. I think it is a very nice tool! I believe this is a valuable way for children to start learning programming. Python and coding have always been very exciting, because the barrier to learning is very high. Now everything is a bit lower and it was explained that it can actually be very easy. I enjoyed seeing how Hedy tries to make programming as accessible as possible for users!*\nNetherlands: Mathematics teachers in training (secondary school)\n\n*Simple interface and good examples.* Teacher: 3rd - 6th grades (elementary)\n\n*Multilingual programming and just the gradual programming concept itself.* US: middle school, 6th-8th grade\n\n*The gradual nature of introducing programming.* Australia: High school\n\n*Continues automatically.* Netherlands: 2 HAVO-VWO\n\n*Both that the explanation can be in Dutch (and the code in English), and that it builds up with more and more possibilities.* Netherlands: Plus class group\n\n*But Hedy and its gradual levels...what an idea, I wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my students, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, before starting Python.* Pakistan\n\n*The 'realness' of programming, it resembles how it is in reality.* Netherlands: Plus class group 4 to 8\n\n*Step-by-step activities. Fun activities.* Netherlands: 1e All levels, 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO\n\n*I really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. Hedy's gradual approach works very well. The short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. The different assignments that the children can choose also work very well. You see the children choose assignments that appeal to them and they then get to work with them, through the levels. Hedy is great fun for children who are good at programming and want to get a taste of a real programming language. It is good preparation for secondary school as soon as more ICT education is given there.* Netherlands: Oegstgeest Montessori school\n\n*The construction is so good.* Netherlands: Lower secondary school HAVO-VWO\n\n*I can keep the pace of the class.* Netherlands: group 7 en 8\n\n![Felienne teaching kids](/images/teacherfeedback/Fkids1.JPG) *Felienne teaching kids*\n\n\n![Kids learning about Hedy](/images/teacherfeedback/Fkids2.JPG) *Kids learning about Hedy*" -teacher-guide: -- subsections: - - title: What's Hedy? - text: "Hedy is a textual programming language, specifically developed for (pre-)teens (10 to 15 years old).\nIn contrast to programming languages for kids, like Scratch, Hedy doesn't use code blocks but textual code.\nSo with Hedy you'll learn how to type code like the real programmers do, but in small steps with playful exercises.\nThis way Hedy can function as a stepping stone to real programming languages like Python in an accessible and mostly fun way!\nIf you want to know more, you can watch this video about the development of Hedy as a programming language." - - text: "Hedy is developed with middle school and junior high school students in mind (ages 10 - 15).\nIt's important for the students to be able to read well. We recommend not to start with Hedy before the students have achieved at least a 3rd grade reading level.\nStudents (and teachers!) don't need any programming experience before starting with Hedy." - title: Target audience - - title: How does Hedy work? - text: "Hedy is divided into levels, in which new commands are taught. Each level contains a variety of adventures to practice the newly learned commands.\nAs a teacher, you get to decide which adventures are available for your students. Will they be making a restaurant, a calculator or a haunted house this level? Within each level, the adventures are arranged from easiest to hardest.\nSo your students keep getting challenged. The adventures can be done by the students individually, or you can use them in a classical instruction.\n\nThe adventures also include a code example, to make sure the less digitally informed teachers are able to use Hedy too!\nOf course Hedy also caters to the creative teachers that love to make their own lessonplans and adventures!\n\nAfter programming all the adventures of a certain level, your students can test their knowledge in the quiz.\nYou can track your students' work and their progress on the class page." - - text: "Hedy is web-based, which means it works on any device with a browser (Google Chrome, Firefox, Edge etc), so laptops, Chromebooks, tablets and even smartphones are suitable to use Hedy.\nThere's no need to download anything before working with Hedy, just go to the website and you're all set!" - title: Devices - - title: The Hedy Community - text: "All Hedy teachers, programmers and other fans are welcome to join our Discord server. This is the ideal place to chat about Hedy: we have channels where you can show your cool projects and lessons, channels to report bugs, and channels to chat with other teachers and with the Hedy team.\nHere you can find a video on how to join the Discord Community." - - title: Hedy and the GDPR - text: "Organizations in the EU have to comply with the GDPR (General Data Protection Regulation) when processing personal data.\nBecause this is a complex issue for many schools, you can use all Hedy programming functionalities without sharing personal data.\nThe easiest way to do this is to use Hedy without creating accounts for the teacher and students. Without accounts, all functionality is available, with the exception of personalizing levels, saving students' programs and viewing their progress. That is limiting, but there are schools that use Hedy in that way.\n\nA second way is for a teacher to create an account with an email address without personal data, for example \"docent25@email.com\". Apart from an email address, which is only required to reset your password, you do not need to share any information when you create a teacher account.\nWith a teacher account, you can create anonymous accounts for students, e.g. rainbow-student1, rainbow-student2, etc (See 'Teaching preparations' for a detailed manual). This way you can use all functionality of Hedy, including saving progress, without sharing personal data of yourself or your students.\n\nIf the above is not sufficient for your context, we can sign a processing agreement for the processing of your personal data." - title: Introduction - key: intro -- title: Tutorial - subsections: - - text: Do you want to follow the tutorial (again)? Click here. - title: Tutorial - key: tutorial -- subsections: - - text: You can prepare your classes at the For Teachers page. On this page you'll find everything you'll need to teach with Hedy, like your classes, your adventures and slides. All the functionalities of the for teachers page are explained below. - title: For teachers - - title: Creating a Class - text: "As a teacher, you can create a class for your students. In this class you can see the students' accounts and their programs and you could monitor their progress.\nThis video shows you how to quickly create a class in Hedy." - - title: Duplicate a class - text: "Are you teaching multiple classes? Then you don't have to customize each class individually. Simply make a class, costumize the class (see \"Customize your Class\" to learn how) and then duplicate this class as many times as you want.\nYou can duplicate the class on the 'For Teachers' page. If you duplicate a class, all the class settings are duplicated as well. This means that all the levels and adventures you've made unavailable for the first class will now be unavailable for the new class(es) as well.\nThe student accounts and second teacher accounts in your class will not be duplicated into the new class." - - title: Add a second teacher - text: "Are you not the only teacher that teaches your class? Then you can now add another teacher to the class. Go to the 'For teachers' page and click on the class. Then choose 'Invite a teacher' and fill in the username of your colleague.\nYour colleague will get an invitation on their account to join your class. They can see that invitation message by clicking on their username in the upper right corner of the screen and selecting 'My account'.\nOnce the other teacher accepts the invitation they can customize the class as well.\nTo remove a second teacher from your class, go to the class page and remove the second teacher. The teacher who's created the class cannot be removed." - - title: Customize your Class - text: "You can customize your class and choose which adventures are available for your students. This way your students won't be overwhelmed by the amount of adventures and levels, and they can specifically focus on the adventures you'd like them to practice with.\nClick on your class on the for teachers page and choose 'customize class'. On this page you can select levels, set opening dates, unlock level thresholds and more.\n\n**Select and order adventures**\n\nIn this section you can select and order adventures. The pink tabs are adventures with new commands. The gray tabs are regular adventures. To rearrange the order of the adventures, you can drag the tabs. However, we do advise you to use the regular order of adventures as the Hedy team made sure the adventures go from easiest to hardest.\nIf you want to remove an adventure for your students, simply click the cross on the adventure's tab.\n\nIf you want to add adventures, for instance your own adventure or an adventure you accidentally removed, use this menu to add the adventure to your students' adventures. Simply click the adventure you want to add and it (re)appears in the line of adventures. To undo all your changes to the adventures, click 'Reset'.\n\n**Opening dates**\n\nWith this feature you can set opening dates for the levels. This way you can make a lesson plan before your course begins and not worry about opening new levels each week. In the image above the first level is opened directly, the second will open the 23th of september, and the 3rd level the week after. The other levels are closed.\nDon't want to set opening dates? No problem, just leave this section blank.\n\n**Unlock level thresholds**\n\nThis featue allows you to set a threshold for your students' quiz grade, before they can continue to the next level. For example, if you enter \"80\" your students have to score at least 80% on the quiz before they are allowed to go to the next level. If they haven't met the threshold, they are not allowed to continue and have to retake the quiz.\nDon't want to use the threshold? No worries, just keep this section blank.\n\n\n**Other settings**\n\nThere are some other setting that could be usefu to you aswell. Our first extra setting is 'Mandatory developer's mode'. In developers mode the students only see their input and output screens and the run button. The adventures are hidden and there are no cheatsheets available. This might come in handy in a test situation.\nIf this option is not selected the developer's mode is available for students too as a voluntary option.\n\nIf you want all your students to be visible in de class highscore, you can select the second option.\nWith all the other options you can choose to hide some functions or content for your students, this might help them focus more.\n\n**Save**\n\nDon't forget to save your changes when you're done customizing your class." - - title: Student Accounts - text: "To add students to your class go to the class page by clicking in the class name on the 'for teachers' page. Then click 'add students'. There are 2 ways to let your students join your class: You can create accounts for them, or they could create their own accounts.\n\n**You create accounts for your students**\nThe easiest way to add students to your class is by creating an account for them. This can be done by clicking the 'create student accounts' button and filling in the usernames and passwords for them.\nThe students can login with the username and password that you chose. Afterwards, they can change their username or password if they'd like and they'll still remain in your class.\nThis video shows how to add students to your class in the quickest and easiest way.\n\n**Students make their own accounts**\nYour students can also go to the Hedy website and create their own accounts, just like you did. To get them into your class, they simply have to click the invite link.\nYou can find the invite link on the class page and send it to your students. Mind that your students have to be logged in to Hedy when they click the link, in order to make it work smoothly.\nYou can also manually invite a student to your class with the button 'Invite by username'." - - title: Setting preferred language - text: "When students create profiles they are supposed to choose a 'preferred language'. Hedy will always be loaded in this selected language.\nChanging this language can always be done later on by navigating to 'My account' and 'My personal settings' again.\n\n**For non-English speakers**\nNot only can you change the language of the adventures to your own language. You can also choose which language the keywords (for example 'print' or 'ask') should be in.\nThis way you can teach your students to code with English keywords, but you can also let them program in their own language. For example, Dutch students can use the command 'vraag' instead of 'ask'.\nIf a student wants to switch languages, they can click the keyword switcher. It will switch the keywords from English to the preferred language and back.\nFun fact! Students are allowed program in both English and their own language at the same time! So, if they have trouble remembering some keywords in English, but easily remember other ones they can use both at the same time.\n\n\n**Video**\nThis video show you how to set a preferred language and change the keywords to you preferred language as well." - - title: Storing programs - text: "When you are logged in, you'll see My programs next to your profile icon.\nThis option exists for your students too. In My programs you can find all the programs that you've worked on.\nBy default, programs will be saved to 'My programs' when you run the code, and every 10 seconds, under their default name\nand their level (for example: Story 5). If you want to store a program under a new name, just type the new name in the name bar.\nCurrently, only one program can be saved per level, per tab.\n\nYou (and your students) can also share programs using the share button next to program names.\nThese programs will be posted on our explore page, for everybody to see and use.\nIf you want to unshare your program, go to 'My programs' and click 'Unshare'.\n\nThe paper plane icon can be used to hand in programs to the teacher of a class. Programs that have been handed is will no longer be editable." - key: preparations - title: Teaching preparations -- subsections: - - title: Teaching with Hedy - text: "Hedy contains a lot of different levels that each teach a different new skill. We recommend to teach one level per lesson.\nThis gives your students the time to fully grasp a new command or concept and practice with it, before moving on to the next level.\nWe use this structure in our lessons: Introduction, New concepts and commands, let's get to work, puzzles and quizzes." - - text: "When giving instructions you might want to use our slides. Our slides are available on the 'For teachers' page. There is a set of slides for each level. In the slides all the new commands for that level are explained. We have aimed to explain why these changes are nessecary or how the new commands come in handy.\nWe also give some examples of how the new commands can be used. You could of course also use your own slides, or just open Hedy and show your students around the website. Whichever you prefer to give the best Hedy lessons!" - title: Slides - - text: "You can start your lessons by activating your students' prior knowledge: What do they already know about the subject, what did they learn in the previous lesson and which mistakes did they make that they've now learned from?\nThis way all the previously learned commands and frequently made mistakes are fresh in your students' memories, when you start introducing the new lesson." - title: Introduction - - title: Introduction of new concepts and commands - text: "The new concepts and commands can be very hard for some students to fully understand.\nThat's why it's of importance to model the proper use of the new commands to your students.\nEspecially in the lower levels, where some students have no experience with programming at all, it can be hard for them to understand the new abstract concepts.\nShowing a lot of examples makes an abstract concept (for instance: 'What is a variable?') more recognizable and easier to understand ('Look, the variable pet changed into dog'). Our slides could help you with that." - - title: Let's get to work - text: "Each level contains different adventures that you can find in the pink tabs. The first pink tab explains the new commands in this level.\nThe following tabs are adventures that the students can try out and make their own.\nThe adventures are arranged from easiest to hardest, so we recommend to start on the left and your your way to the right.\nThe last tab 'what's next' gives a little teaser of what you'll learn in the next level. Of course, you can select the adventures you want your students to do for each level.\nThey don't always have to make every adventure. Every adventure contains an example code, that the students can try out with the green button.\nThe example code gets copied to the workfield, where the students can try out the code and adjust it to make it their own.\nStimulate your students to turn the example code into their own projects by adding their own ideas and making their own variation of the adventure." - - title: Quizzes and puzzles - text: "To test whether your students have picked up all the new info in the level, you can let them take the quiz.\nThe quiz contains 10 multiple choice questions about the new concepts and command to that level.\nNot every level has a quiz yet, as we are still building the quizzes.\nSome levels also contain puzzles. Puzzles show the students a couple of line of code that the students have to put in the right order.\n\nThis video shows the quizzes and puzzles." - - title: Evaluation - text: "Round up your lesson by having a brief evaluation. What did the students learn? Which hardships did they come across?\nHow did they learn from their mistakes? And of course: What did they create?\nStudents are often very proud of their own creations, so it's nice to save a little time and give your students the opportunity to show their work to their classmates." - title: Teaching with Hedy - key: teaching -- key: teacher_statistics - subsections: - - title: Live Dashboard - text: "If you would like to keep track of your students' progress, you can make use of the live dashboard. You can find the live dashboard by clicking 'Live statistics' on your class page.\n\nAll the features of this dashboard are explained below." - - title: Level Selection - text: "\nFirstly, you can select the levels you'd like to see on the dahsboard. Select the levels your students are currently working on by clicking on the number of that level. Deselect levels that you do not want to see by clicking them again.\nIn this example level 1 and 2 are selected. You can click on refresh to refresh the dashboard and get the most current stats." - - title: Class Overview - text: "\nIn the class overview you can see which adventure your students are working on right now. You can see that one student is working on the 'Rock, Paper, Scissors' adventure in level 1, one is working on the 'Fortune Teller' in level 1 and one student is working on the 'Rock, Paper, Scissors' adventure in level 2.\nIf you'd like to know which of your students is working on the adventure, simply click the number and their accountnames will appear.\nYou can also see how many of your students have finished the quiz. In this case, one student finished the quiz in level 1. Again, you can click the 1 to see which of your students it is.\n\nYou can also see one of the students is 'missing' from this overview. That's because he's working on an adventure in level 4, which is not selected." - - title: Student List - text: "\nHere you can find a list of your students and you can see their individual progress. The blue ring shows you what your students are currently working on.\n\nIt is important to notice that the blue dots means that a students 'attempted' the adventure. This means that they ran a code in this adventure and went on to the next adventure, so this does not automatically mean that they did a good job!\nIf you want to see how an individual student is getting along, you can click their name in this overview. This is what you see if you click on marleen_h3a for example:\n\nYou see that Marleen is having some trouble programming. She tried to run a program that contains blanks multiple times, so she might not realize that she has to change the code examples before running them.\nIn this way this overview can give you a better understanding of what a student is struggling with." - - title: Common Errors - text: "\nIf you're not only interested in individual struggles of your students, but you'd like to know what the whole class seems to be doing wrong, you can use this oversight of common errors.\nThe most common error messages that your students are recieving will appear in this oversight for you, so you could give some more instructions to the whole class if needed.\nBy clicking the error, you can see which students are having trouble with this error. By clicking resolve, you'll remove this error from the list." - - text: "\nAnother useful overview of all the programs your students made in a level can be found on your class page. Go to the class page and click 'Overview of programs per adventure'. Here you'll find this overview.\nYou could use this overview to check your students' work. If they have made a program in an adventure, an eye appears in your overview. Click the eye to view their work. Did you like it? Then you can check the box and a green tick will appear.\nThis way you create a nice overview for yourself of your students' results." - title: Overview of programs per adventure - title: Teacher Statistics -- subsections: - - text: It is also possible for teachers to create your own adventure. This video shows you how to create your own adventure as a teacher and add it to your class(es). - title: Make your own adventure - - text: "On the explore page you can view the work of other Hedy users. You can try out their programs and use them as inspiration to create something cool yourself.\nYou can also add a program you've made to the explore page yourself by clicking 'Save and share code' in the coding screen or go to My Programs and click 'Share'.\nDon't want to share your work anymore? Simply go to 'My Programs' and click 'Unshare'.\nIf you want more information about the explore page, check out this video." - title: Explore page - - title: My achievements - text: "If you click on your username in the topright corner of your screen, you can go to My achievements. On this page you achievements are collected. Your students have such a page as well.\nWhen you hover over the badge with your mouse, you'll see how to earn the badge. There are hidden badges too, of which you'll have to find out yourself how to earn them.\nIf you want more information on the achievements, check out this video." - - title: High Scores - text: "On this page you can see the high scores of all Hedy users.\nIn this videoyou can learn some more about the high scores." - - title: Debugger - text: "Is your (student's) code not working? There must be a bug (coding mistake) in it! You can use the debugger to find the mistake.\nThe debugger is the ladybug button in your coding screen. If you press it, you can run your code line by line to find your mistake.\nHave you found the mistake? Press the red stop button and the debugger will shut off." - - title: Read aloud - text: Do you want the output of your program to be read aloud? Then you can use the read aloud function that is found under the 'run code' button in your coding screen. - - title: Programmers mode - text: "Distracted by all the adventures, or do you want to make a long program? Then check out the 'Programmers Mode' switch at the bottom of your coding screen.\nProgrammers mode allows you and your students to use a bigger coding screen." - - text: "In every level there is a button with this emoji 🤔. You and your students can find the \"cheat sheets\" there. On this cheat sheet, you can find all the commands that are usable in this level in their correct form.\nSo if you've forgotten how a command works, simply take a peek at the cheat sheet!" - title: Cheat sheets - - title: Video - text: This video shows you even more features of Hedy, like the cheatsheets and the keyword switcher. - title: Extra Hedy features - key: features -- subsections: - - title: What to do after Hedy? - text: "Congratulations on reaching the end of Hedy! Your students have now learned how to create their own basic programs in the Python programming language.\nOf course, you could keep programming in our Hedy compiler, but it might be more exciting for your students to transfer to a \"real\" Python interface.\nWould you like to continue teaching Python? Then please visit the Python website to learn how to get started in another compiler.\n\nNow that your students have a basic knowledge of programming in general, you could also show them around in other textual programming languages. The language might change but the concepts do not, so Hedy will still give them a big advantage." - title: After Hedy - key: after -- title: Answers to the exercises - key: answers - intro: "The answers to all the exercises can be found on the public profile of the useraccount 'Hedy_answers'. We often encourage students to use their own creativity in their answers, so these answers are merely a guideline as to what a possible correct answer could look like.\n\nTo go to the 'Hedy_answers' profile, please click here." -- key: common_mistakes - levels: - - sections: - - example: - error_code: Hedy can't print this - error_text: For example they type a sentence without using print. - solution_text: Teach your students to always start a line of code with a command. - solution_code: '{print} Hedy can print this!' - title: Students forget to type commands - - example: - solution_code: "{ask} Why does my code work now?\n{print} Because I removed the capitals!" - error_text: Commands won't work if they are in capitals. - error_code: "Ask Why does my code fail?\nPrint Because I'm using capitals." - solution_text: Remove the capitals. - title: Students use capitals when typing commands - - example: - solution_code: "{ask} What's your name?\n{echo} Your name is" - error_code: '{echo} Your name is' - solution_text: Add an ask command to make it work. - error_text: Echo is made to repeat an answer after an ask command. Without ask echo won't do anything. - title: Students use echo without ask - - example: - solution_text: 'In level 1 we have to keep it at this:' - solution_code: "{ask} Which programming language is the most fun?\n{echo} The best is..." - error_code: "{ask} Which programming language is the most fun?\n{echo} is the best!" - error_text: And they are right! That's why they will learn to use proper variables in the next level. - title: Students want their echo word (variable) to be in the middle of a sentence - - example: - solution_text: In the example, students tend to think that the turn command failed; even though it did what it what supossed to. What happened is the turtle walked past the screen limits. Use smaller numbers to prevent this from happening. - solution_code: "{forward} 100\n{turn} 90" - error_text: Often students love to try out big numbers when using the turtle, which causes the arrow to walk off the screen. - error_code: "{forward} 300\n{turn} 90" - title: 'Turtle: Students let the turtle walk off of the screen' - - example: - error_text: Backward is not a command. - error_code: backward 100 - solution_text: 'To make the turtle go backwards, you use the forward command and a negative number. For example:' - solution_code: '{forward} -100' - title: "Turtle: Students use the command backward, but there's no such command." - level: '1' - - sections: - - title: Students make typos in their commands - example: - error_code: prinnt Don't make typos - error_text: Hedy can't recognize a command with a typo. - solution_text: Teach your students to read the error messages. This way they can find out themselves what went wrong. - solution_code: "{print} Don't make typos" - - example: - solution_code: order {is} {ask} What would you like to eat - error_text: In this level students learn about variables. The ask command requires a variable as well, but students forget this. - solution_text: In this level you have to tell Hedy where to save your answer, so it can be used later on. This is called a variable. - error_code: ask what would you like to eat - title: Students forget that the ask command has changed - - example: - error_code: "answer {is} {ask} Why doesn't {echo} work anymore?!\n{echo}" - solution_code: "answer {is} {ask} Why doens't {echo} work anymore?!\n{print} answer" - solution_text: Use a variable instead. - error_text: For some students it might be frustrating to learn that the `{echo}` command doesn't work anymore. That's why it's very important to explain the advantages of using variables. For example you can use multiple variables in a code, and you can put them anywhere you like in a sentence! - title: Students try to use the `{echo}` command - - example: - solution_code: "name {is} Hedy\n{print} Hi I'm name" - solution_text: So don't use a word you want to use in the text as a variable name. In level 4 this is solved with quotation marks. - error_text: In the example below the word 'name' is used as a variable, but also as a normal text. The output of this code will be 'Hi my Hedy is Hedy'. - error_code: "name {is} Hedy\n{print} Hi my name is name" - title: Students use a variable name or as a normal word - - example: - solution_text: Add an underscore. - error_text: A variable should be named with one word. You could use an underscore to connect two words. That counts as one. - error_code: chosen door is ask Which door do you pick - solution_code: chosen_door {is} {ask} which door do you pick - title: Students use long variable names containing two words. - - example: - error_code: "horse {is} {ask} What is your horse called\n{print} Your horse is called name" - solution_code: "name {is} {ask} What is your horse called\n{print} Your horse is called name" - solution_text: Always check whether the variable has the same name throughout the code. Slight differences can be hard to spot (for example plurals) but they will interfere with the code. - error_text: In this example the student has used 'horse' and 'name' for the same variables. - title: Students might use two different names for the same variable - level: '2' - - sections: - - example: - error_code: "groceries {is} apples, milk, chocolate\n{print} groceries" - solution_text: To print a list of all the groceries, you simply need to put them after a `{print}` command. Else you can use the list to print one item with `{at}` `{random}`. - solution_code: "{print} apples, milk, chocolate\n\n# or\n\ngroceries {is} apples, milk, chocolate\n{print} groceries {at} {random}" - error_text: A list can't be printed. You can only print one item from the list with {at} {random}. - title: Students try to print whole lists - - example: - solution_text: Don't use the names of variables or lists in regular text to print. In level 4 this problem is solved with quotation marks. - solution_code: "name {is} Hedy\n{print} Hi I'm name\n\n# or\n\nanimals {is} rhino, bee, swan\n{print} The best animal is... animals {at} {random}" - error_code: "name {is} Hedy\n{print} Hi my name is name\n\n# or\n\nanimal {is} rhino, bee, swan\n{print} The best animal is... animal {at} {random}" - error_text: This problem probably occured in level 2 as well. Now it can happen with lists too. - title: Students use the name of a variable or list as regular text - - example: - solution_code: "birds {is} sparrow, seagull, robin\n{print} birds {at} {random}" - error_text: Like in the example - error_code: "birds {is} sparrow, seagull, robin\n{print} birds random" - solution_text: This problem is solved by adding the word at. - title: Students forget `{at}` in `{at}` `{random}` - - title: Students forget to use the `{print}` command when also using the `{at}` `{random}` command - example: - error_code: "fruit {is} apple, cherry, banana\nfruit {at} {random}" - solution_text: Emphasize to your students that you always need a print to print text. - error_text: Or they will sometimes put `{at}` `{random}` at the beginning of the line. - solution_code: "fruit {is} apple, cherry, banana\n{print} fruit {at} {random}" - - title: Students forget to use commas in their lists - example: - solution_code: "pizzas {is} funghi, tonno, quattro stagioni\n{print} pizzas {at} {random}" - error_text: In a list items are seperated with a comma. - solution_text: After each item on your list, there should be a comma - error_code: "pizzas {is} funghi tonno quattro stagioni\n{print} pizzas {at} {random}" - - example: - solution_code: "clubs {is} Manchester United, Bayrn Munchen, FC Barcelona\n{print} clubs {at} {random}" - solution_text: Hedy can't print anything at random, because there is no list to choose from. - error_code: "clubs {is} Manchester United\n{print} clubs {at} {random}" - error_text: For example - title: Students try to use `{at}` `{random}` without a list - - example: - error_text: In the example below 'names' is not a list, but a variable. You cannot add anything to it. - solution_code: "names {is} Jake, Amy\nyour_name {is} {ask} Who are you?\n{add} your_name {to} names\n{print} names {at} {random}" - error_code: "names {is} Jake\nyour_name {is} {ask} Who are you?\n{add} your_name {to} names\n{print} names {at} {random}" - solution_text: There has to be a list first, so you have to add a second name to turn names into a list, for example Amy. If you don't want amy on your list, you can use remove to remove it after. - title: Students try to use add/remove without a list - - example: - solution_text: Hedy has to know which list the item should be added to/removed from. - solution_code: "adventures {is} story, parrot, dice\nchoice {is} Which adventure do you like best?\n{add} choice {to_list} adventures\n{remove} dice {from} adventures\n{print} I love adventures {at} {random}" - error_code: "adventures {is} story, parrot, dice\nchoice {is} Which adventure do you like best?\n{add} choice\n{remove} dice\n{print} I love adventures {at} {random}" - error_text: Without to/from the add/remove command won't work. - title: Students forget to use `{to}`/`{from}` in `{add}`/`{remove}` - level: '3' - - sections: - - title: Students forget to use quotation marks on both sides of the text - example: - solution_text: Add the correct quotation marks. - error_text: In this level print and ask need a set of quotation marks. One before of the text and one after. - error_code: "{print} Hello\nmood {is} {ask} 'How are you?" - solution_code: "{print} 'Hello'\nmood {is} {ask} 'How are you?'" - - example: - solution_code: "{print} 'Welcome to the restaurant'\nfood {is} {ask} 'What would you like to order?'" - solution_text: 'These are the correct quotation marks:' - error_code: "{print} `Welcome to the restaurant`\nfood {is} {ask} \"What would you like to order?\"" - error_text: It is important to start your lesson by checking if the students know how to type a quotation mark properly. On Hedy, students might use single quotes ('') and double quotes (""). Backticks on the other hand, are not considered valid quotes (``). - title: Students use the wrong quotation marks - - example: - error_text: From this level on apostrophes are not allowed. They are often used in English when typing contractions like you're, don't or what's. - error_code: "{print} 'You're not allowed to type this'" - solution_text: You can choose to use the wrong grammar and just leave the apostrophe out. Or you could use the ` as an apostrophe. - solution_code: "{print} 'Youre allowed to type this'\n{print} 'And you`re able to do this'" - title: Students use an apostrophe in their text - level: '4' - - sections: - - example: - error_text: After students use `{if}` or `{else}` they forget to use a second command like `{print}` or `{ask}`. - solution_text: Add the print command to fix it. - solution_code: "{if} name {is} Hedy {print} 'Great!'\n{else} {print} 'Hedy is better!'" - error_code: "{if} name {is} Hedy 'Great!'\n{else} Hedy {is} better!" - title: Students forget to use `{print}` in an `{if}` command - - example: - error_code: "horse {is} {ask} 'What is your horse called?'\n{if} name {is} Bonfire {print} 'cool'\n{else} {print} 'less cool!'" - solution_code: "horse {is} {ask} 'What is your horse called'\n{if} horse {is} Bonfire {print} 'cool!'\n{else} {print} 'less cool!'" - solution_text: Always check whether the variable has the same name throughout the code. Slight differences can be hard to spot (for example plurals) but they will interfere with the code. - error_text: In this example the student has used 'horse' and 'name' for the same variables. - title: Students might use two different names for the same variable - - example: - error_text: Using the `if` command can make the code lines very long and students tend to forget to use quotes. - solution_text: Always use 2 quotes in a print command. - error_code: "{if} name {is} Hedy {print} fun\n{else} {print} 'meh!" - solution_code: "{if} name {is} Hedy {print} 'fun'\n{else} {print} 'meh!'" - title: Students still forget the quotes on both sides - - example: - solution_text: Remove the quotes to get the code to work. - error_text: In this level there are no quotes around variable names. - solution_code: "{if} name {is} Hedy {print} 'fun'\n{else} {print} 'meh!" - error_code: "{if} name {is} 'Hedy' {print} 'fun'\n{else} {print} 'meh!'" - title: Students use quotes around variable names - - example: - solution_text: Add an underscore. - solution_code: chosen_door {is} {ask} 'which door do you pick?' - error_code: chosen door is ask Which door do you pick? - error_text: Variables in Hedy can't contain spaces, so, in order to use together several words, students need to connect them using underscores (_) - title: Students use long variable names containing two or more words - - example: - solution_code: "friends {is} Jesse, David, Souf\nname {is} {ask} 'Who are you?'\n{if} name {in} friends {print} 'You are funny'\n{else} {print} 'You are not funny'\n\n# or\n\nname {is} {ask} 'Who are you?'\n{if} naam {is} Jesse {print} 'You are funny'\n{if} naam {is} David {print} 'You are funny'\n{if} naam {is} Souf {print} 'You are funny'" - error_text: For example this student wants Hedy to tell all his friends that they are funny, while other classmates should be told that they are not. - solution_text: "You could use the `{in}` command for that. While it is explained in a higher level, it does already work in level 5.\nAnother solution is to use multiple `{if}` commands and no `{else}` command. The disadvantage is that it won't tell the other classmates that they are not funny." - error_code: "{if} name {is} Jesse, David, Souf {print} 'You are funny' {else} {print} 'You are not funny'" - title: Students want multiple answers to be correct - - example: - error_text: In the example below the password is 'password'. This will result in it always being correct. - solution_text: Pick a different name for your variable. - solution_code: "secret_password {is} {ask} 'What is the password'\n{if} secret_password {is} password {print} 'Access granted!'\n{else} {print} 'Access denied!'" - error_code: "password {is} {ask} 'What is the password?'\n{if} password {is} password {print} 'Access granted'\n{else} {print} 'Acces denied!'" - title: The students make the variable name the same as the value in the `{if}` statement - level: '5' - - sections: - - example: - error_text: Some students struggle with adding quotation marks or not. If you add quotation marks, the output screen will literally show '5+5'. - solution_code: '{print} 5 + 5' - error_code: "{print} '5 + 5'" - solution_text: In this code the output screen will print '10'. - title: Students struggle with quotation marks - - example: - error_text: 'Some students will find it hard to do maths with variables. Try to show them very simple examples, like:' - solution_code: "price = 0\n{print} 'Welcome to our burger restaurant'\nburger = {ask} 'Would you like a burger?'\n{if} burger = yes price = price + 10\ndrink = {ask} 'Would you like a drink?'\n{if} drink = yes price = price + 4\n{print} 'That will be ' price ' euros please'" - error_code: "age = {ask} 'How old are you?'\n{print} 'Next year you will be ' age + 1" - solution_text: Or take it a step further like this. - title: Students struggle with the concept of doing maths with a variable - level: '6' - - sections: - - example: - solution_text: 'This is the correct code:' - error_code: "{repeat} 3 {times} For he`s a jolly good fellow\n{repeat} 3 print" - solution_code: "{repeat} 3 {times} {print} 'For he`s a jolly good fellow'\n{repeat} 3 {times} {print} 'Which nobody can deny!'" - error_text: Make sure that the students know to use both the full repeat command and the print command. - title: Students forget one of the word of the repeat command, or they forget the print command - - example: - error_text: In this level you can only repeat one line of code multiple times. In this code the student wanted to print 3 different drinks, but it won't work. It will ask the question 3 times and only print the last answer. - error_code: "{repeat} 3 {times} drink = {ask} 'What would you like to drink?'\n{print} drink" - solution_text: You should go to the next level to be able to repeat multiple lines. So on this level you'll have to print everything seperately. - solution_code: "drink = {ask} 'What would you like to drink?'\n{print} drink\ndrink = {ask} 'What would you like to drink?'\n{print} drink\ndrink = {ask} 'What would you like to drink?'\n{print} drink" - title: Students try to repeat multiple lines - - title: Students make programs that take too long to run - example: - solution_text: Make sure the code doesn't take too long to execute - error_text: In this level it's very easy to make programs that take a lot of time to complete. If the program takes too long, it'll be stopped, this with the intention to prevent straining the student's machine. - error_code: "{repeat} 100 {times} {print} 'How many times can I repeat this?'" - solution_code: "{repeat} 20 {times} {print} 'This is enough'" - level: '7' - - sections: - - example: - error_code: "{repeat} 3 {times}\n{print} 'hello'" - solution_text: 'This is the correct code:' - solution_code: "{repeat} 3 {times}\n {print} 'hello'" - error_text: Indentation is a new concept in this level, and for some students it might be hard to learn. Make sure they practise some simple examples before making a whole program with it. - title: Students use the indentation wrong - - example: - error_text: For instance, in the code below the student wanted to take the drinks order of 3 people. But instead the program asked 3 times, but only wrote down one order. - solution_code: "{repeat} 3 {times}\n drink = {ask} 'What would you like to drink?'\n {print} drink" - solution_text: "In the correct code the third line starts with indentation too. This way it belongs to the repeat block and therefore it will be repeated 3 times.\nShowing your students these differences can help them understand why we need indentation to make our programs work." - error_code: "{repeat} 3 {times}\n drink = {ask} 'What would you like to drink?'\n{print} drink" - title: Students only repeat 1 line when they wanted to repeat multiple lines - - example: - error_code: "birthday = {ask} 'Is it you birthday?'\n{if} birthday = yes\n {repeat} 3 {times}\n {print} 'Hip Hip Hooray!'" - solution_text: 'This is the correct code for this level:' - error_text: "In this level students aren't allowed yet to put `{if}` statements inside other `{if}` statements or inside repeat loops.\nIn the next level this is allowed." - solution_code: "birthday = {ask} 'Is it you birthday?'\n{if} birthday = yes\n {print} 'Hip Hip Hooray!'\n {print} 'Hip Hip Hooray!'\n {print} 'Hip Hip Hooray!'" - title: Students want to nest `{if}` statements, or put `{if}` statements inside a loop - - example: - error_text: In this level it's very easy to make programs that take a lot of time to complete. If the program takes too long, it'll be stopped, this with the intention to prevent straining the student's machine. - solution_code: "{repeat} 20 {times}\n {print} 'This is enough'" - error_code: "{repeat} 100 {times}\n {print} 'How many times can I repeat this?'" - solution_text: Make sure the code doesn't take too long to execute - title: Students make programs that take too long to run - - example: - solution_text: You can fix this mistake by adding quotation marks. This way the computer knows that the second password in `{if} password {is} 'password'` is a string value (so normal text) and not the variable name. - error_code: "password {is} {ask} 'What is the password?'\n{if} password {is} password\n {print} 'You can come in'\n{else}\n {print} 'You are not allowed'" - solution_code: "password {is} {ask} 'What is the password?'\n{if} password {is} 'password'\n {print} 'You can come in'\n{else}\n {print} 'You are not allowed'" - error_text: "We've noticed a common error among our students: they try to create a program that checks for a password, but they make the password 'password'.\nIn line 2 the computer is asked to check whether the variable password is the same as the variable password, so itself. Which means the answer is always yes.\nSo with this code the answer will always be 'You can come in' no matter what the player fills in." - title: Students use the `{if}` command to check if the variable value is the same as the variable name - level: '8' - - sections: - - example: - solution_text: This is the correct code. Try to keep track of all the different constructions when putting `{if}` statements inside other `{if}` statements. - error_text: The hardest part about this level is getting the indentation right. Students love nesting `{if}` statements, sometimes even inside other nested `{if}` statements. Keeping track of indentation can get pretty tough. - error_code: "{print} 'Robin is walking downtown'\nlocation = {ask} 'Is Robin going into a shop, or does she go home?'\n{if} location {is} shop\n {print} 'She enters the shop.'\n {print} 'Robin sees an interesting looking book'\n book = {ask} 'Does Robin buy the book?'\n {if} book {is} yes\n{print} 'Robin buys the book and goes home'\n{else}\n {print} 'Robin leaves the shop and goes home'\n{else}\n {print} 'Robin goes home'" - solution_code: "{print} 'Robin is walking downtown'\nlocation = {ask} 'Is Robin going into a shop, or does she go home?'\n{if} location {is} shop\n {print} 'She enters the shop.'\n {print} 'Robin sees an interesting looking book'\n book = {ask} 'Does Robin buy the book?'\n {if} book {is} yes\n {print} 'Robin buys the book and goes home'\n {else}\n {print} 'Robin leaves the shop and goes home'\n{else}\n {print} 'Robin goes home'" - title: Students make mistakes with indentation - level: '9' - - level: '10' - sections: - - title: Students do not use the `{for}` command correctly - example: - solution_code: "animals {is} dog, cat, blobfish\n{for} animal {in} animals\n {print} 'I love ' animal" - error_code: "animals {is} dog, cat, blobfish\n{for} animal {in} animals\n {print} 'I love ' animals" - error_text: We often see that students try to print the list (in the example animals) instead of the items of the list. - solution_text: The word animals in the last line should be changed into animal. - - example: - error_code: "animals {is} dog, cat, blobfish\n{for} animal {in} animals\n{print} 'I love ' animals" - error_text: Students tend to forget to use indentation after a for command. - solution_code: "animals {is} dog, cat, blobfish\n{for} animal {in} animals\n {print} 'I love ' animal" - solution_text: You should use indentation after a for command. - title: Students forget the indentation - - sections: - - example: - solution_code: "{for} i {in} {range} 1 {to} 5\n {print} i" - solution_text: 'This is the correct code:' - error_text: Make sure that the students use indentation. - error_code: "{for} i {in} {range} 1 {to} 5\n{print} i" - title: Students forget to use indentation - - example: - error_text: "Some students don't understand that i is a variable. i is chosen, because it is used in Python programming, but you could just as easily use a different variable name.\nFor example, this code:" - solution_text: Could just as well be replaced with this code. It works the same. - solution_code: "{for} banana {in} {range} 1 {to} 5\n {print} banana" - error_code: "{for} i {in} {range} 1 {to} 5\n{print} i" - title: Students don't understand the i - level: '11' - - sections: - - title: Students forget quotation marks - example: - error_text: Students need more quotation marks now than in the previous levels. In this example quotation marks were forgotten in the list and in the `{if}` command. - solution_code: "superheroes = 'Spiderman', 'Batman', 'Iron Man'\nsuperhero = superheroes {at} {random}\n{if} superhero {is} 'Batman'\n {print} 'IM BATMAN!'" - error_code: "superheroes = Spiderman, Batman, Iron Man\nsuperhero = superheroes {at} {random}\n{if} superhero = Batman\n {print} 'IM BATMAN!'" - solution_text: 'This is the correct code:' - - example: - solution_code: "score = 25\nanswer {is} {ask} 'Do you want a point?'\n{if} answer {is} 'yes'\n score = score + 1\n {print} score" - error_text: "You can use quotation marks on numbers, but only if you want the computer to think of them as text. This means you can't do calculations with the number.\nIn the example below, you can't do maths with the number 25, because it's in quotation marks." - solution_text: 'This is the correct code:' - error_code: "score = '25'\nanswer {is} {ask} 'Do you want a point?'\n{if} answer {is} 'yes'\n score = score + 1\n {print} score" - title: Students use quotation marks on numbers they want to use for calculations - - title: Students use commas instead of periods in decimal numbers - example: - solution_code: '{print} 2.5 + 2.5' - error_code: '{print} 2,5 + 2,5' - error_text: Decimal numbers can be used from this level on, but you can't use commas. - solution_text: 'This is the correct code:' - level: '12' - - sections: - - example: - error_text: Both commands might appear similar, but their functions are very different. - solution_text: In this case, the person should answer yes on both questions, so you should use `and`. - solution_code: "game {is} {ask} 'Do you want to play a game?'\ntime {is} {ask} 'Do you have time to play?'\n{if} game {is} 'yes' {and} time {is} 'yes'\n {print} 'Lets play!'" - error_code: "game {is} {ask} 'Do you want to play a game?'\ntime {is} {ask} 'Do you have time to play?'\n{if} game {is} 'yes' {or} time {is} 'yes'\n {print} 'Lets play!'" - title: Students confuse `{and}` with `{or}` - level: '13' - - sections: - - title: Students confuse the < and > signs - example: - error_code: "age = {ask} 'How old are you?'\n{if} age < 12\n {print} 'You are older than I am!'" - solution_text: 'This is the correct code:' - solution_code: "age = {ask} 'How old are you?'\n{if} age > 12\n {print} 'You are older than I am!'" - error_text: Often, students are already familiar with these signs from maths class. But if your students don't know these signs yet, they might have a challenge with it. - - title: Students use the wrong signs for `!=` `<=` and `>=` - example: - error_text: These signs are probably new for most students. Make sure to explain these signs to your students. - solution_code: "name = {ask} 'What is your name?'\n{if} name != 'Hedy'\n {print} 'You are not Hedy'" - error_code: "name = {ask} 'What is your name?'\n{if} name = 'Hedy'\n {print} 'You are not Hedy'" - solution_text: 'This is the correct code:' - - title: Students forget to use the == sign - example: - error_text: In this level, students are still allowed to use = or is. But on other levels, or in python, they might get in trouble for that. So it is best to train them to use it. - solution_code: "name = {ask} 'What is your name?'\n{if} name == 'Hedy'\n {print} 'You are cool!'" - solution_text: 'This is the correct code:' - error_code: "name = {ask} 'What is your name?'\n{if} name = 'Hedy'\n {print} 'You are cool!'" - level: '14' - - sections: - - example: - solution_text: 'This is the correct code:' - solution_code: "answer = 0\n{while} answer != 25\n answer = {ask} 'What is 5 times 5?'\n{print} 'A correct answer has been given'" - error_text: Indentation is often hard for students. - error_code: "answer = 0\n{while} answer != 25\nanswer = {ask} 'What is 5 times 5?'\n{print} 'A correct answer has been given'" - title: Students forget indentation in the while loop - level: '15' - - sections: - - example: - solution_code: "icecream = ['starwberry', 'chocolate']\n{print} 'I love ' icecream[{random}] ' icecream'" - solution_text: 'This is the correct code:' - error_code: "icecream = 'starwberry', 'chocolate'\n{print} 'I love ' icecream[{random}] ' icecream'" - error_text: From this level on lists should be in brackets. - title: Students forget the brackets - - example: - error_text: From this level on lists should be in brackets. - solution_text: 'This is the correct code:' - solution_code: "icecream = ['starwberry', 'chocolate']\n{print} 'I love ' icecream[{random}] ' icecream'" - error_code: "icecream = ('starwberry', 'chocolate')\n{print} 'I love ' icecream[{random}] ' icecream'" - title: Students use the wrong brackets - - title: Students forget the quotation marks while focussing on the brackets - example: - solution_text: 'This is the correct code:' - solution_code: "icecream = ['starwberry', 'chocolate']\n{print} 'I love ' icecream[{random}] ' icecream'" - error_text: Students are sometimes very focussed on the new aspect of the syntax, that they forget the quotation marks. - error_code: "icecream = [starwberry, chocolate]\n{print} 'I love ' icecream[{random}] ' icecream'" - - example: - error_code: "icecream = [starwberry, chocolate]\n{print} 'I love ' icecream at random ' icecream'" - solution_text: 'This is the correct code:' - solution_code: "icecream = ['starwberry', 'chocolate']\n{print} 'I love ' icecream[{random}] ' icecream'" - error_text: Students are sometimes very focussed on the new aspect of the syntax, that they forget the quotation marks. - title: Students still use the old at random command - - example: - solution_code: "icecream = ['starwberry', 'chocolate']\n{print} 'I love ' icecream[{random}] ' icecream'" - error_code: "icecream = [starwberry, chocolate]\n{print} 'I love ' icecream[{random}] ' icecream'" - solution_text: 'This is the correct code:' - error_text: Students are sometimes very focussed on the new aspect of the syntax, that they forget the quotation marks. - title: Students forget the quotation marks while focussing on the brackets - level: '16' - - level: '17' - sections: - - example: - solution_text: 'This is the correct code:' - error_text: The `{elif}` command needs a condition behind it. It cannot be used like `{else}`, without a condition. - solution_code: "color = {ask} 'What is your favorite color?'\n{if} color == 'green':\n {print} 'green is nice'\n{elif} color == yellow:\n {print} 'yellow is alright'\n{else}:\n {print} 'I like green'" - error_code: "color = ask 'What is your favorite color?'\n{if} color == 'green':\n {print} 'green is nice'\n{elif}:\n {print} 'I like green'" - title: Students use `{elif}` like `{else}`, so without a condition - - example: - solution_code: "answer = {ask} 'How are you doing?'\n{if} answer {is} 'great':\n {print} 'Me too!'\n{elif} answer {is} 'bad':\n {print} 'Let me cheer you up!'\n{else}:\n {print} 'Im great!'" - solution_text: 'This is the correct code:' - error_text: After each command that requires indentation, a colon should be used. - error_code: "answer = ask 'How are you doing?'\n{if} answer {is} 'great'\n {print} 'Me too!'\n{elif} answer {is} 'bad'\n {print} 'Let me cheer you up!'\n{else}\n {print} 'Im great!'" - title: Students forget the colon - - sections: - - example: - error_text: Students will forget to put brackets around their text. - error_code: "{print} 'my name is Hedy!'" - solution_code: "{print}('my name is Hedy!')" - solution_text: 'This is the correct code:' - title: Students forget to use the brackets - - example: - solution_code: "{print}('My name is Hedy!')\nname = {input}('What is your name?')\n{print}('So your name is ', name)" - error_code: "{print}('My name is Hedy!')\nname = ask('What is your name?')\n{print}('So your name is ', name)" - solution_text: 'This is the correct code:' - error_text: The ask command has been used since level 1. So it might be hard for the students to switch to input instead of ask. - title: Students will still use the ask command - - title: Students might use the brackets as quotation marks - example: - solution_code: "temperature = 25\n{print}('It is ', temperature, 'degrees outside')" - error_text: They have learned to keep the variables outside of the quotation marks, so they might do the same with the brackets. Which is not the correct way to use them. - error_code: "temperature = 25\n{print}('It is ') temperature ('degrees outside')" - solution_text: 'This is the correct code:' - level: '18' - title: Common mistakes - intro: You can learn from your mistakes, especially in coding! Making mistakes is unavoidable, and a great opportunity to learn, but for teachers, it can be a challenge to find the correct fix for a mistake! Especially as the programs get longer and longer as the students progress through the levels. That's why we've made a list with frequently made mistakes in each level, and their solutions. + text: "Some websites and newspapers have written about Hedy since our release in early 2020. We keep a list here:\n* [Java Magazine 04.2023](images/Hedy_Javamagazine2023.pdf)\n* [Tech Optimism - A Solution to the IT Shortage (Dutch), August 2022](https://pom.show/2022/08/12/een-oplossing-voor-het-it-tekort/)\n* [Codeweek Podcast, July 2022](https://codeweek.eu/podcast/26)\n* [Heise.de (German), Januari 2022](https://www.heise.de/news/Hedy-die-mitwachsende-Programmiersprache-6336264.html)\n* [Strumenta, November 2021](https://tomassetti.me/teaching-programming-with-hedy/)\n* [Vives (Dutch), CodeWeek Special October 2021](images/Vives-174-Codeweek.pdf)\n* [CodeWeek.eu - Haunted House Challenge, September 2021](https://codeweek.eu/2021/challenges/haunted-house)\n* [Opensource.com, April 2021](https://opensource.com/article/21/4/hedy-teach-code)\n* [IO Magazine, April 2021](https://ict-research.nl/wordpress/wp-content/uploads/2021/04/IO-magazine-NR1-2021_web.pdf)\n* [Ingeniería De Software + (Spanish), February 2021](https://ingenieriadesoftware.es/hedy-mejor-lenguaje-ensenar-programacion-ninos/)\n* [Hello World Magazine, February 2021](images/Hello_World_15_Hedy.pdf)\n* [Discoro, January 2021](https://discoro.wordpress.com/2021/01/09/hedy-gradually-learning-a-programming-language/)\n* [Felienne wins the Dutch award for ICT research for Hedy, January 2021](https://www.nwo.nl/en/news/felienne-hermans-receives-dutch-prize-ict-research-2021)\n* [SlashDot, August 2020](https://news.slashdot.org/story/20/08/17/024248/scientist-proposes-a-new-programming-language-for-teaching-coding-and-python)\n* [GenBeta (Spanish), August 2020](https://www.genbeta.com/desarrollo/nuevo-lenguaje-para-ensenar-programacion-a-ninos-como-se-ensena-a-leer-escribir-forma-gradual-niveles)\n* [Developpez (French), August 2020](https://programmation.developpez.com/actu/308095/Une-scientifique-propose-un-nouveau-langage-de-programmation-pour-enseigner-aux-enfants-le-codage-informatique-au-travers-d-une-approche-graduelle-implementee-en-Python-sur-13-paliers/)\n + * [Vives (Dutch), October 2020](images/artikel_vives.pdf) \"Met Hedy stap voor stap leren programmeren\"\n* [Leiden University, April 2020](https://www.universiteitleiden.nl/en/news/2020/03/looking-to-distract-the-kids-while-you-work-from-home-get-them-programming)\n* [Mare (Dutch), April 2020](https://www.mareonline.nl/cultuur/computercode-voor-de-kids/)\n* [AG Connect (Dutch), April 2020](https://www.agconnect.nl/artikel/stapsgewijs-python-leren-programmeren-met-nieuwe-taal-hedy)" diff --git a/content/pages/pa_PK.yaml b/content/pages/pa_PK.yaml index 69ab96143d2..16a52e22652 100644 --- a/content/pages/pa_PK.yaml +++ b/content/pages/pa_PK.yaml @@ -1,4 +1,3 @@ -title: Hedy documentation home-sections: - title: Textual programming made easy! text: |- @@ -1143,8 +1142,3 @@ teacher-guide: solution_code: |- temperature = 25 {print}('It is ', temperature, 'degrees outside') -start-sections: -- title: Getting started with Hedy - text: "Welcome to Hedy, we are happy to help you get started with Hedy.\n\nOur [Teacher Manual](https://www.hedy.org/for-teachers/manual) has an overview of all features in detail, but this page has a brief overview so you know what it what before you dive in.\n\nA few highlights that are important to know:\n* Hedy is a tool designed to help manage a classroom of kids programming! You can create your own classes, lesson plans and follow how kids are doing.\n* You do not need to know a lot of programming if you begin, Hedy works step by step, also for you!\n* You can use Hedy in your native tongue because it has been translated into many other languages!\n* Every kid can programme!! Hedy is especially helpful for kids who have vision problems because it can read material aloud to you without the need for a mouse.\n* We are here to help, you can find us for example on [Discord](https://discord.gg/8yY7dEme9r) or you can [email-us](hello@hedy.org)." -- title: Teachers about Hedy - text: "Various teachers worldwide have expressed their passion for Hedy, as some have shared with us:\n\n*Incredibly inspiring! Super good way to make programming a lot more accessible for yourself, but also for students. Very fun to play with and a lot of potential to use with the students. I think it is a very nice tool! I believe this is a valuable way for children to start learning programming. Python and coding have always been very exciting, because the barrier to learning is very high. Now everything is a bit lower and it was explained that it can actually be very easy. I enjoyed seeing how Hedy tries to make programming as accessible as possible for users!*\nNetherlands: Mathematics teachers in training (secondary school)\n\n*Simple interface and good examples.* Teacher: 3rd - 6th grades (elementary)\n\n*Multilingual programming and just the gradual programming concept itself.* US: middle school, 6th-8th grade\n\n*The gradual nature of introducing programming.* Australia: High school\n\n*Continues automatically.* Netherlands: 2 HAVO-VWO\n\n*Both that the explanation can be in Dutch (and the code in English), and that it builds up with more and more possibilities.* Netherlands: Plus class group\n\n*But Hedy and its gradual levels...what an idea, I wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my students, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, before starting Python.* Pakistan\n\n*The 'realness' of programming, it resembles how it is in reality.* Netherlands: Plus class group 4 to 8\n\n*Step-by-step activities. Fun activities.* Netherlands: 1e All levels, 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO\n\n*I really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. Hedy's gradual approach works very well. The short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. The different assignments that the children can choose also work very well. You see the children choose assignments that appeal to them and they then get to work with them, through the levels. Hedy is great fun for children who are good at programming and want to get a taste of a real programming language. It is good preparation for secondary school as soon as more ICT education is given there.* Netherlands: Oegstgeest Montessori school\n\n*The construction is so good.* Netherlands: Lower secondary school HAVO-VWO\n\n*I can keep the pace of the class.* Netherlands: group 7 en 8\n\n![Felienne teaching kids](/images/teacherfeedback/Fkids1.JPG) *Felienne teaching kids*\n\n\n![Kids learning about Hedy](/images/teacherfeedback/Fkids2.JPG) *Kids learning about Hedy*" diff --git a/content/pages/pap.yaml b/content/pages/pap.yaml index 149fab91da3..43ed6ba561e 100644 --- a/content/pages/pap.yaml +++ b/content/pages/pap.yaml @@ -1,67 +1,15 @@ -title: Hedy documentation -home-sections: -- title: Textual programming made easy! - text: |- - Many schools and teachers around the world want to teach their students programming. Initially this is often done with playful tools, ranging from the Beebot robot to - Scratch Junior or Scratch. After using such tools, kids often want to move to more powerful, textual programming languages, like Python. - - Python however is hard, because it is only available in English, and requires learners to learn complex programming concepts and syntax at once. - Hedy is the easy way to get started with textual programming languages! Hedy is free to use, open source, and unlike any other textual programming language in three ways. - - 1. Hedy is multi-lingual, you can use Hedy in your own language - 2. Hedy is gradual, so you can learn one concept and its syntax a time - 3. Hedy is built for the classroom, allowing teachers to fully customize their student's experience -- title: Multi-lingual programming - text: While almost all textual programming language have keywords in English, such as `for` or `repeat`, Hedy can be used in any language! We currently support 47 different languages, including Dutch, Spanish, Arabic, Turkish, Chinese and Hindi. If your language is not available you can always start a new translation. -- title: Step by step learning - text: Learning a programming language can be overwhelming, since learners have to learn concepts (for example if-else or loops) and syntax (like quotation marks or round brackets) at the same time. In Hedy, concepts are first introduced with little syntax and then refined. A scientifically proven way to learn! -- title: Built for the classroom - text: |- - Hedy is suitable for kids aged 10 and up and designed for classroom use. - Teachers can use our free, built-in lesson plans, but can also author their own lessons and load these into the Hedy user interface. -- title: Programming in context - text: Hedy shows programming in the broadest way possible, and can be used in variety of exciting ways. Hedy allows for the creation of digital and interactive stories, colorful drawings that can be shown on the screen but also drawn with a pen plotter or embroidered on a shirt, and can be used to create games or apps with buttons and keyboard actions. -- title: Is Hedy free? - text: |- - Yes! Hedy is 'Open source', which means that everyone can help us make Hedy better. - You can find our code on Github. - If you like Hedy and want to contribute, we accept (and are very grateful for) donations! -- title: Do I need to install anything? - text: No. Hedy works in the browser, which is the program you are using to look at this page. Probably Chrome or Edge or Firefox. Hedy also works on phones and tablets. -- title: Do I need programming experience to teach with Hedy? - text: |- - No, that is not needed. All concepts are explained in the slides and in the interface for learners. - If you create a free teacher's account, you also get access to the teacher's manual with information on how to teach - and frequently made mistakes. -join-sections: -- title: Supporting Hedy - text: '# There are three ways in which you can support Hedy!' -- title: Improving the language - text: |- - The gradual and multi-lingual nature of Hedy create a lot of interesting technical challenges. - Find those issues on Github. -- title: Translating Hedy - text: |- - Not a programmer? No problem! Another way to support Hedy is by translating keywords, error messages, adventures and other content. - This is the current status, help us complete a language, or add a new one! - - Translation status -- title: Help teachers get started - text: |- - Hedy is designed to support teachers in providing programming lessons in class. We have specific teacher features like the option to create a class, customize it and see how your students are doing. - If you like Hedy, you can reach out to schools that you know to help teachers get started! We can help you find schools or teachers via Discord. learn-more-sections: - title: The Hedy foundation text: |- - Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. + Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. + + The board of the foundation consists of: + + * Felienne Hermans, president + * Eelko Huizing, finance + * Renée Merbis, secretary - The board of the foundation consists of: - - * Felienne Hermans, president - * Eelko Huizing, finance - * Renée Merbis, secretary - - The board of Stichting Hedy does not get any financial compensation for their tasks. + The board of Stichting Hedy does not get any financial compensation for their tasks. - title: A deep dive! text: |- Want to know more about Hedy's philosophy and design? Check out this talk Felienne gave at the StrangeLoop Conference in 2022: @@ -94,7 +42,9 @@ start-sections: - title: Getting started with Hedy text: '*Something about teachers accounts, slides etc*' - title: What other teachers say about Hedy - text: "

Simple interface and good examples.

\nTeacher: 3rd - 6th grades (elementary)\n\n

Multilingual programming and just the gradual programming concept itself.

\nUS: middle school, 6th-8th grade\n\n

The gradual nature of introducing programming.

\nAustralia: High school\n\n

Continues automatically.

\nNetherlands: 2 HAVO-VWO\n\n

Both that the explanation can be in Dutch (and the code in English), and that it builds up with more \nand more possibilities.

\nNetherlands: Plus class group 7\n\n

But Hedy and its gradual levels... what an idea, \nI wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my \nstudents, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, \nbefore starting Python.

\nPakistan\n \n

The 'realness' of programming, it resembles how it is in reality.

\nNetherlands: Plus class group 4 to 8\n\n

Step-by-step activities. Fun activities.

\nNetherlands: 1e All levels, 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO\n\n

I really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. \nHedy's gradual approach works very well. \nThe short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. \nThe different assignments that the children can choose also work very well. \nYou see the children choose assignments that appeal to them and they then get to work with them, \nthrough the levels. Hedy is great fun for children who are good at programming and want to get a \ntaste of a real programming language. It is good preparation for secondary school as soon as more ICT \neducation is given there.

\nNetherlands: Oegstgeest Montessori school\n\n

The construction is so good.

\nNetherlands: Lower secondary school HAVO-VWO\n\n

I can keep the pace of the class.

\nNetherlands: group 7 en 8\n\n\n

Felienne teaching kids

\n\n\n

Kids learning about Hedy

" + text: "

Simple interface and good examples.

\nTeacher: 3rd - 6th grades (elementary)\n\n

Multilingual programming and just the gradual programming concept itself.

\nUS: middle school, 6th-8th grade\n\n

The gradual nature of introducing programming.

\nAustralia: High school\n\n

Continues automatically.

\nNetherlands: 2 HAVO-VWO\n\n

Both that the explanation can be in Dutch (and the code in English), and that it builds up with more \nand more possibilities.

\nNetherlands: Plus class group 7\n\n

But Hedy and its gradual levels... what an idea, \nI wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my \nstudents, as I have seen with Hedy. We have covered till level 5, and plan to spend one + more week on it in classes and labs, \nbefore starting Python.

\nPakistan\n \n

The 'realness' of programming, it resembles how it is in reality.

\nNetherlands: Plus class group 4 to 8\n\n

Step-by-step activities. Fun activities.

\nNetherlands: 1e All levels, 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO\n\n

I really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. \nHedy's gradual approach works very well. \nThe short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. \nThe different assignments that the children can choose also work very well. \nYou see the children choose assignments that appeal to them and they then get to work with them, \nthrough the levels. Hedy is great fun for children who are good at programming and want to + get a \ntaste of a real programming language. It is good preparation for secondary school as soon as more ICT \neducation is given there.

\nNetherlands: Oegstgeest Montessori school\n\n

The construction is so good.

\nNetherlands: Lower secondary school HAVO-VWO\n\n

I can keep the pace of the class.

\nNetherlands: group 7 en 8\n\n\n

Felienne teaching kids

\n\n\n

Kids learning about Hedy

" teacher-guide: - title: Introduction key: intro diff --git a/content/pages/peo.yaml b/content/pages/peo.yaml index f32d84651f2..ee7a9a632a5 100644 --- a/content/pages/peo.yaml +++ b/content/pages/peo.yaml @@ -1,67 +1,15 @@ -title: Hedy documentation -home-sections: -- title: Textual programming made easy! - text: |- - Many schools and teachers around the world want to teach their students programming. Initially this is often done with playful tools, ranging from the Beebot robot to - Scratch Junior or Scratch. After using such tools, kids often want to move to more powerful, textual programming languages, like Python. - - Python however is hard, because it is only available in English, and requires learners to learn complex programming concepts and syntax at once. - Hedy is the easy way to get started with textual programming languages! Hedy is free to use, open source, and unlike any other textual programming language in three ways. - - 1. Hedy is multi-lingual, you can use Hedy in your own language - 2. Hedy is gradual, so you can learn one concept and its syntax a time - 3. Hedy is built for the classroom, allowing teachers to fully customize their student's experience -- title: Multi-lingual programming - text: While almost all textual programming language have keywords in English, such as `for` or `repeat`, Hedy can be used in any language! We currently support 47 different languages, including Dutch, Spanish, Arabic, Turkish, Chinese and Hindi. If your language is not available you can always start a new translation. -- title: Step by step learning - text: Learning a programming language can be overwhelming, since learners have to learn concepts (for example if-else or loops) and syntax (like quotation marks or round brackets) at the same time. In Hedy, concepts are first introduced with little syntax and then refined. A scientifically proven way to learn! -- title: Built for the classroom - text: |- - Hedy is suitable for kids aged 10 and up and designed for classroom use. - Teachers can use our free, built-in lesson plans, but can also author their own lessons and load these into the Hedy user interface. -- title: Programming in context - text: Hedy shows programming in the broadest way possible, and can be used in variety of exciting ways. Hedy allows for the creation of digital and interactive stories, colorful drawings that can be shown on the screen but also drawn with a pen plotter or embroidered on a shirt, and can be used to create games or apps with buttons and keyboard actions. -- title: Is Hedy free? - text: |- - Yes! Hedy is 'Open source', which means that everyone can help us make Hedy better. - You can find our code on Github. - If you like Hedy and want to contribute, we accept (and are very grateful for) donations! -- title: Do I need to install anything? - text: No. Hedy works in the browser, which is the program you are using to look at this page. Probably Chrome or Edge or Firefox. Hedy also works on phones and tablets. -- title: Do I need programming experience to teach with Hedy? - text: |- - No, that is not needed. All concepts are explained in the slides and in the interface for learners. - If you create a free teacher's account, you also get access to the teacher's manual with information on how to teach - and frequently made mistakes. -join-sections: -- title: Supporting Hedy - text: '# There are three ways in which you can support Hedy!' -- title: Improving the language - text: |- - The gradual and multi-lingual nature of Hedy create a lot of interesting technical challenges. - Find those issues on Github. -- title: Translating Hedy - text: |- - Not a programmer? No problem! Another way to support Hedy is by translating keywords, error messages, adventures and other content. - This is the current status, help us complete a language, or add a new one! - - Translation status -- title: Help teachers get started - text: |- - Hedy is designed to support teachers in providing programming lessons in class. We have specific teacher features like the option to create a class, customize it and see how your students are doing. - If you like Hedy, you can reach out to schools that you know to help teachers get started! We can help you find schools or teachers via Discord. learn-more-sections: - title: The Hedy foundation text: |- - Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. + Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. + + The board of the foundation consists of: - The board of the foundation consists of: - - * Felienne Hermans, president - * Eelko Huizing, finance - * Renée Merbis, secretary - - The board of Stichting Hedy does not get any financial compensation for their tasks. + * Felienne Hermans, president + * Eelko Huizing, finance + * Renée Merbis, secretary + + The board of Stichting Hedy does not get any financial compensation for their tasks. - title: A deep dive! text: |- Want to know more about Hedy's philosophy and design? Check out this talk Felienne gave at the StrangeLoop Conference in 2022: @@ -90,52 +38,6 @@ learn-more-sections: * [Leiden University, April 2020](https://www.universiteitleiden.nl/en/news/2020/03/looking-to-distract-the-kids-while-you-work-from-home-get-them-programming) * [Mare (Dutch), April 2020](https://www.mareonline.nl/cultuur/computercode-voor-de-kids/) * [AG Connect (Dutch), April 2020](https://www.agconnect.nl/artikel/stapsgewijs-python-leren-programmeren-met-nieuwe-taal-hedy) -start-sections: -- title: Getting started with Hedy - text: |- - Welcome to Hedy, we are happy to help you get started with Hedy. - - Our [Teacher Manual](https://www.hedy.org/for-teachers/manual) has an overview of all features in detail, but this page has a brief overview so you know what it what before you dive in. - - A few highlights that are important to know: - * Hedy is a tool designed to help manage a classroom of kids programming! You can create your own classes, lesson plans and follow how kids are doing. - * You do not need to know a lot of programming if you begin, Hedy works step by step, also for you! - * You can use Hedy in your native tongue because it has been translated into many other languages! - * Every kid can programme!! Hedy is especially helpful for kids who have vision problems because it can read material aloud to you without the need for a mouse. - * We are here to help, you can find us for example on [Discord](https://discord.gg/8yY7dEme9r) or you can [email-us](hello@hedy.org). -- title: Teachers about Hedy - text: |- - Various teachers worldwide have expressed their passion for Hedy, as some have shared with us: - - *Incredibly inspiring! Super good way to make programming a lot more accessible for yourself, but also for students. Very fun to play with and a lot of potential to use with the students. I think it is a very nice tool! I believe this is a valuable way for children to start learning programming. Python and coding have always been very exciting, because the barrier to learning is very high. Now everything is a bit lower and it was explained that it can actually be very easy. I enjoyed seeing how Hedy tries to make programming as accessible as possible for users!* - Netherlands: Mathematics teachers in training (secondary school) - - *Simple interface and good examples.* Teacher: 3rd - 6th grades (elementary) - - *Multilingual programming and just the gradual programming concept itself.* US: middle school, 6th-8th grade - - *The gradual nature of introducing programming.* Australia: High school - - *Continues automatically.* Netherlands: 2 HAVO-VWO - - *Both that the explanation can be in Dutch (and the code in English), and that it builds up with more and more possibilities.* Netherlands: Plus class group - - *But Hedy and its gradual levels...what an idea, I wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my students, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, before starting Python.* Pakistan - - *The 'realness' of programming, it resembles how it is in reality.* Netherlands: Plus class group 4 to 8 - - *Step-by-step activities. Fun activities.* Netherlands: 1e All levels, 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO - - *I really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. Hedy's gradual approach works very well. The short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. The different assignments that the children can choose also work very well. You see the children choose assignments that appeal to them and they then get to work with them, through the levels. Hedy is great fun for children who are good at programming and want to get a taste of a real programming language. It is good preparation for secondary school as soon as more ICT education is given there.* Netherlands: Oegstgeest Montessori school - - *The construction is so good.* Netherlands: Lower secondary school HAVO-VWO - - *I can keep the pace of the class.* Netherlands: group 7 en 8 - - ![Felienne teaching kids](/images/teacherfeedback/Fkids1.JPG) *Felienne teaching kids* - - - ![Kids learning about Hedy](/images/teacherfeedback/Fkids2.JPG) *Kids learning about Hedy* teacher-guide: - title: Introduction key: intro diff --git a/content/pages/pl.yaml b/content/pages/pl.yaml index 1ef748de710..717ac9baeb7 100644 --- a/content/pages/pl.yaml +++ b/content/pages/pl.yaml @@ -54,15 +54,15 @@ join-sections: learn-more-sections: - title: The Hedy foundation text: |- - Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. + Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. - The board of the foundation consists of: - - * Felienne Hermans, president - * Eelko Huizing, finance - * Renée Merbis, secretary - - The board of Stichting Hedy does not get any financial compensation for their tasks. + The board of the foundation consists of: + + * Felienne Hermans, president + * Eelko Huizing, finance + * Renée Merbis, secretary + + The board of Stichting Hedy does not get any financial compensation for their tasks. - title: A deep dive! text: |- Want to know more about Hedy's philosophy and design? Check out this talk Felienne gave at the StrangeLoop Conference in 2022: diff --git a/content/pages/pt_BR.yaml b/content/pages/pt_BR.yaml index 124d7143f1e..370ee490a27 100644 --- a/content/pages/pt_BR.yaml +++ b/content/pages/pt_BR.yaml @@ -49,15 +49,15 @@ join-sections: learn-more-sections: - title: The Hedy foundation text: |- - Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. + Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. - The board of the foundation consists of: - - * Felienne Hermans, president - * Eelko Huizing, finance - * Renée Merbis, secretary - - The board of Stichting Hedy does not get any financial compensation for their tasks. + The board of the foundation consists of: + + * Felienne Hermans, president + * Eelko Huizing, finance + * Renée Merbis, secretary + + The board of Stichting Hedy does not get any financial compensation for their tasks. - title: A deep dive! text: |- Want to know more about Hedy's philosophy and design? Check out this talk Felienne gave at the StrangeLoop Conference in 2022: @@ -100,7 +100,9 @@ start-sections: * Toda criança pode programar!! Hedy é especialmente útil para crianças com problemas de visão porque pode ler o material em voz alta para você, sem a necessidade de um mouse. * Estamos aqui para ajudar, você pode nos encontrar, por exemplo, no [Discord](https://discord.gg/8yY7dEme9r) ou pode [nos enviar um e-mail](hello@hedy.org). - title: Professores sobre Hedy - text: "A while ago we ran a few short Hedy teachers surveys. \nThe questions span between suggestions of improvement and Hedy’s best features. \nBelow is a testimony of their thoughts:\n\nSimple interface and good examples. *Teacher: 3rd - 6th grades (elementary)*\n\nMultilingual programming and just the gradual programming concept itself. - *US: middle school, 6th-8th grade*\n\nThe gradual nature of introducing programming. *Australia: High school*\n\nThe construction is so good. *Netherlands: Lower secondary school HAVO-VWO*\n\nI can keep the pace of the class. *Netherlands: group 7 en 8* \n\nContinues automatically. *Netherlands: 2 HAVO-VWO*\n\nBoth that the explanation can be in Dutch (and the code in English), and that it builds up with more \nand more possibilities. *Netherlands: Plus class group 7*\n\nThe 'realness' of programming, it resembles how it is in reality. *Netherlands: Plus class group 4 to 8*\n\nStep-by-step activities. Fun activities. *Netherlands: 1e All levels, 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO*\n\nBut Hedy and its gradual levels... what an idea, \nI wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my \nstudents, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, \nbefore starting Python. *Pakistan*\n\nI really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. \nHedy's gradual approach works very well. \nThe short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. \nThe different assignments that the children can choose also work very well. \nYou see the children choose assignments that appeal to them and they then get to work with them, \nthrough the levels. Hedy is great fun for children who are good at programming and want to get a \ntaste of a real programming language. It is good preparation for secondary school as soon as more ICT \neducation is given there. *Netherlands: Oegstgeest Montessori school*\n\n" + text: "A while ago we ran a few short Hedy teachers surveys. \nThe questions span between suggestions of improvement and Hedy’s best features. \nBelow is a testimony of their thoughts:\n\nSimple interface and good examples. *Teacher: 3rd - 6th grades (elementary)*\n\nMultilingual programming and just the gradual programming concept itself. - *US: middle school, 6th-8th grade*\n\nThe gradual nature of introducing programming. *Australia: High school*\n\nThe construction is so good. *Netherlands: Lower secondary school HAVO-VWO*\n\nI can keep the pace of the class. *Netherlands: group 7 en 8* \n\nContinues automatically. *Netherlands: 2 HAVO-VWO*\n\nBoth that the explanation can be in Dutch (and the code in English), and that it builds up with more \nand more possibilities. *Netherlands: Plus class group 7*\n\nThe 'realness' of programming, it resembles how it is in reality. *Netherlands: Plus class group 4 to 8*\n\nStep-by-step activities. Fun activities. *Netherlands: 1e All levels, + 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO*\n\nBut Hedy and its gradual levels... what an idea, \nI wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my \nstudents, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, \nbefore starting Python. *Pakistan*\n\nI really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. \nHedy's gradual approach works very well. \nThe short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. \nThe different assignments that the children can choose also work very well. \nYou see the children choose assignments that appeal to them and they then get to work with them, \nthrough the levels. Hedy is great fun for children who are good at programming and want to get + a \ntaste of a real programming language. It is good preparation for secondary school as soon as more ICT \neducation is given there. *Netherlands: Oegstgeest Montessori school*\n\n" teacher-guide: - title: Introdução key: intro diff --git a/content/pages/pt_PT.yaml b/content/pages/pt_PT.yaml index d1f7c473429..3e3d6f1ccaa 100644 --- a/content/pages/pt_PT.yaml +++ b/content/pages/pt_PT.yaml @@ -107,7 +107,10 @@ start-sections: * Estamos aqui para ajudar, pode encontrar-nos, por exemplo, no [Discord](https://discord.gg/8yY7dEme9r) ou pode [enviar-nos um e-mail](hello@hedy.org).' - title: Professores sobre a Hedy - text: "Vários professores de todo o mundo expressaram a sua paixão pela Hedy, como alguns partilharam connosco:\n\n*Incrívelmente inspirador! É uma óptima maneira de tornar a programação muito mais acessível para si, mas também para os alunos. É muito divertido brincar com ela e tem muito potencial para ser utilizada com os alunos. Penso que é uma ferramenta muito boa! Penso que esta é uma forma valiosa para as crianças começarem a aprender programação. Python e a programação sempre foram muito interessantes, porque a barreira à aprendizagem é muito elevada. Agora tudo está um pouco mais baixo e foi-me explicado que pode ser muito fácil. Gostei de ver como a Hedy tenta tornar a programação tão acessível quanto possível para os utilizadores!\nPaíses Baixos: Professores de matemática em formação (ensino secundário)\n\n*Interface simples e bons exemplos.* Professor: 3º - 6º ano (ensino básico)\n\n*Programação multilingue e apenas o próprio conceito de programação gradual em si. EUA: escola secundária, 6º-8º ano\n\n*A natureza gradual da introdução à programação.* Austrália: Ensino secundário\n\n*Continua automaticamente.* Países Baixos: 2 HAVO-VWO\n\n*Tanto o fato da explicação poder ser dada em neerlandês (e o código em inglês), como o facto de se desenvolverem cada vez mais possibilidades.* Países Baixos: Grupo de turma Plus\n\n*Mas a Hedy e os seus níveis graduais... que ideia, queria agradecer-vos pessoalmente por terem criado isto. Não tenho palavras para vos agradecer. Além disso, nunca vi o nível de envolvimento e entusiasmo dos meus alunos, como tenho visto com a Hedy. Cobrimos até o nível 5 e planeamos passar mais uma semana nele em aulas e laboratórios, antes de começar Python.* Paquistão\n\n*A \"realidade\" da programação, assemelha-se ao que é na realidade.* Países Baixos: Grupo de turmas Plus 4 a 8\n\n*Atividades passo-a-passo. Atividades divertidas.* Países Baixos: 1e Todos os níveis, 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO\n\n*Gosto muito da Hedy e está muito bem organizada, o que a torna adequada para ser utilizada na escola primária. A abordagem gradual da Hedy funciona muito bem. A breve explicação no início de cada nível e os pequenos programas de exemplo ajudam a dar às crianças uma visão rápida do que há de novo no nível escolhido. As diferentes tarefas que as crianças podem escolher também funcionam muito bem. As crianças escolhem tarefas que lhes agradam e depois trabalham com elas, ao longo dos níveis. A Hedy é muito divertida para as crianças que são boas em programação e que querem experimentar uma verdadeira linguagem de programação. É uma boa preparação para a escola secundária, logo que nela seja ministrado mais ensino das TIC.* Países Baixos: Escola Montessori de Oegstgeest\n\n*A construção é muito boa... Países Baixos: Escola secundária inferior HAVO-VWO\n\n*Consigo manter o ritmo da aula.* Países Baixos: grupo 7 e 8\n\n![Felienne a ensinar crianças](/images/teacherfeedback/Fkids1.JPG) *Felienne a ensinar crianças*\n\n\n![Crianças a aprender sobre a Hedy](/images/teacherfeedback/Fkids2.JPG) *Crianças a aprender sobre a Hedy*" + text: "Vários professores de todo o mundo expressaram a sua paixão pela Hedy, como alguns partilharam connosco:\n\n*Incrívelmente inspirador! É uma óptima maneira de tornar a programação muito mais acessível para si, mas também para os alunos. É muito divertido brincar com ela e tem muito potencial para ser utilizada com os alunos. Penso que é uma ferramenta muito boa! Penso que esta é uma forma valiosa para as crianças começarem a aprender programação. Python e a programação sempre foram muito interessantes, porque a barreira à aprendizagem é muito elevada. Agora tudo está um pouco mais baixo e foi-me explicado que pode ser muito fácil. Gostei de ver como a Hedy tenta tornar a programação tão acessível quanto possível para os utilizadores!\nPaíses Baixos: Professores de matemática em formação (ensino secundário)\n\n*Interface simples e bons exemplos.* Professor: 3º - 6º ano (ensino básico)\n\n*Programação multilingue e apenas o próprio conceito de programação gradual em si. EUA: escola + secundária, 6º-8º ano\n\n*A natureza gradual da introdução à programação.* Austrália: Ensino secundário\n\n*Continua automaticamente.* Países Baixos: 2 HAVO-VWO\n\n*Tanto o fato da explicação poder ser dada em neerlandês (e o código em inglês), como o facto de se desenvolverem cada vez mais possibilidades.* Países Baixos: Grupo de turma Plus\n\n*Mas a Hedy e os seus níveis graduais... que ideia, queria agradecer-vos pessoalmente por terem criado isto. Não tenho palavras para vos agradecer. Além disso, nunca vi o nível de envolvimento e entusiasmo dos meus alunos, como tenho visto com a Hedy. Cobrimos até o nível 5 e planeamos passar mais uma semana nele em aulas e laboratórios, antes de começar Python.* Paquistão\n\n*A \"realidade\" da programação, assemelha-se ao que é na realidade.* Países Baixos: Grupo de turmas Plus 4 a 8\n\n*Atividades passo-a-passo. Atividades divertidas.* Países Baixos: 1e Todos os níveis, 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO\n\n*Gosto muito da Hedy e está + muito bem organizada, o que a torna adequada para ser utilizada na escola primária. A abordagem gradual da Hedy funciona muito bem. A breve explicação no início de cada nível e os pequenos programas de exemplo ajudam a dar às crianças uma visão rápida do que há de novo no nível escolhido. As diferentes tarefas que as crianças podem escolher também funcionam muito bem. As crianças escolhem tarefas que lhes agradam e depois trabalham com elas, ao longo dos níveis. A Hedy é muito divertida para as crianças que são boas em programação e que querem experimentar uma verdadeira linguagem de programação. É uma boa preparação para a escola secundária, logo que nela seja ministrado mais ensino das TIC.* Países Baixos: Escola Montessori de Oegstgeest\n\n*A construção é muito boa... Países Baixos: Escola secundária inferior HAVO-VWO\n\n*Consigo manter o ritmo da aula.* Países Baixos: grupo 7 e 8\n\n![Felienne a ensinar crianças](/images/teacherfeedback/Fkids1.JPG) *Felienne a ensinar crianças*\n + \n\n![Crianças a aprender sobre a Hedy](/images/teacherfeedback/Fkids2.JPG) *Crianças a aprender sobre a Hedy*" teacher-guide: - title: Introdução key: intro @@ -125,7 +128,8 @@ teacher-guide: É importante que os estudantes sejam capazes de ler bem. Não recomendamos que se comece com a Hedy antes dos estudantes terem atingido pelo menos um nível de leitura do 3º ano. Os estudantes (e professores!) não precisam de qualquer experiência em programação antes de começarem com a Hedy. - title: Como funciona a Hedy? - text: "A Hedy é dividida em níveis, nos quais são ensinados novos comandos. Cada nível contém uma variedade de aventuras para praticar os novos comandos aprendidos.\nComo professor, pode decidir que aventuras estão disponíveis para os seus alunos. Irão criar um restaurante, uma calculadora ou uma casa assombrada neste nível? Dentro de cada nível, as aventuras estão organizadas da mais fácil para a mais difícil.\nAssim, os seus alunos continuarão a ser desafiados. As aventuras podem ser completadas, individualmente, pelos alunos ou pode usá-las numa instrução clássica.\n\nAs aventuras também incluem um código exemplo, para garantir que os professores menos digitalmente informados, possam utilizar a Hedy também!\nClaro que a Hedy também serve os professores que adoram criar os seus próprios planos de aula e aventuras.\n\nApós programar todas as aventuras de um determinado nível, os seus alunos podem testar os seus conhecimento num breve questionário.\nPode acompanhar o trabalho dos seus alunos e a sua evolução na página da turma." + text: "A Hedy é dividida em níveis, nos quais são ensinados novos comandos. Cada nível contém uma variedade de aventuras para praticar os novos comandos aprendidos.\nComo professor, pode decidir que aventuras estão disponíveis para os seus alunos. Irão criar um restaurante, uma calculadora ou uma casa assombrada neste nível? Dentro de cada nível, as aventuras estão organizadas da mais fácil para a mais difícil.\nAssim, os seus alunos continuarão a ser desafiados. As aventuras podem ser completadas, individualmente, pelos alunos ou pode usá-las numa instrução clássica.\n\nAs aventuras também incluem um código exemplo, para garantir que os professores menos digitalmente informados, possam utilizar a Hedy também!\nClaro que a Hedy também serve os professores que adoram criar os seus próprios planos de aula e aventuras.\n\nApós programar todas as aventuras de um determinado nível, os seus alunos podem testar os seus conhecimento num breve questionário.\nPode acompanhar o trabalho dos + seus alunos e a sua evolução na página da turma." - title: Dispositivos text: |- A Hedy é baseada na web, o que significa que funciona em qualquer dispositivo com um navegador (Google Chrome, Firefox, Edge, entre outros), portanto, portáteis, Chromebooks, tablets e até telemóveis são apropriados para usar a Hedy. diff --git a/content/pages/ro.yaml b/content/pages/ro.yaml index 123bbca3c58..8c7a61a41dc 100644 --- a/content/pages/ro.yaml +++ b/content/pages/ro.yaml @@ -54,15 +54,15 @@ join-sections: learn-more-sections: - title: The Hedy foundation text: |- - Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. + Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. - The board of the foundation consists of: - - * Felienne Hermans, president - * Eelko Huizing, finance - * Renée Merbis, secretary - - The board of Stichting Hedy does not get any financial compensation for their tasks. + The board of the foundation consists of: + + * Felienne Hermans, president + * Eelko Huizing, finance + * Renée Merbis, secretary + + The board of Stichting Hedy does not get any financial compensation for their tasks. - title: A deep dive! text: |- Want to know more about Hedy's philosophy and design? Check out this talk Felienne gave at the StrangeLoop Conference in 2022: @@ -94,7 +94,9 @@ start-sections: - title: Getting started with Hedy text: '*Something about teachers accounts, slides etc*' - title: What other teachers say - text: "A while ago we ran a few short Hedy teachers surveys. \nThe questions span between suggestions of improvement and Hedy’s best features. \nBelow is a testimony of their thoughts:\n\nSimple interface and good examples. *Teacher: 3rd - 6th grades (elementary)*\n\nMultilingual programming and just the gradual programming concept itself. - *US: middle school, 6th-8th grade*\n\nThe gradual nature of introducing programming. *Australia: High school*\n\nThe construction is so good. *Netherlands: Lower secondary school HAVO-VWO*\n\nI can keep the pace of the class. *Netherlands: group 7 en 8* \n\nContinues automatically. *Netherlands: 2 HAVO-VWO*\n\nBoth that the explanation can be in Dutch (and the code in English), and that it builds up with more \nand more possibilities. *Netherlands: Plus class group 7*\n\nThe 'realness' of programming, it resembles how it is in reality. *Netherlands: Plus class group 4 to 8*\n\nStep-by-step activities. Fun activities. *Netherlands: 1e All levels, 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO*\n\nBut Hedy and its gradual levels... what an idea, \nI wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my \nstudents, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, \nbefore starting Python. *Pakistan*\n\nI really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. \nHedy's gradual approach works very well. \nThe short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. \nThe different assignments that the children can choose also work very well. \nYou see the children choose assignments that appeal to them and they then get to work with them, \nthrough the levels. Hedy is great fun for children who are good at programming and want to get a \ntaste of a real programming language. It is good preparation for secondary school as soon as more ICT \neducation is given there. *Netherlands: Oegstgeest Montessori school*\n\n" + text: "A while ago we ran a few short Hedy teachers surveys. \nThe questions span between suggestions of improvement and Hedy’s best features. \nBelow is a testimony of their thoughts:\n\nSimple interface and good examples. *Teacher: 3rd - 6th grades (elementary)*\n\nMultilingual programming and just the gradual programming concept itself. - *US: middle school, 6th-8th grade*\n\nThe gradual nature of introducing programming. *Australia: High school*\n\nThe construction is so good. *Netherlands: Lower secondary school HAVO-VWO*\n\nI can keep the pace of the class. *Netherlands: group 7 en 8* \n\nContinues automatically. *Netherlands: 2 HAVO-VWO*\n\nBoth that the explanation can be in Dutch (and the code in English), and that it builds up with more \nand more possibilities. *Netherlands: Plus class group 7*\n\nThe 'realness' of programming, it resembles how it is in reality. *Netherlands: Plus class group 4 to 8*\n\nStep-by-step activities. Fun activities. *Netherlands: 1e All levels, + 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO*\n\nBut Hedy and its gradual levels... what an idea, \nI wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my \nstudents, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, \nbefore starting Python. *Pakistan*\n\nI really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. \nHedy's gradual approach works very well. \nThe short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. \nThe different assignments that the children can choose also work very well. \nYou see the children choose assignments that appeal to them and they then get to work with them, \nthrough the levels. Hedy is great fun for children who are good at programming and want to get + a \ntaste of a real programming language. It is good preparation for secondary school as soon as more ICT \neducation is given there. *Netherlands: Oegstgeest Montessori school*\n\n" teacher-guide: - title: Introducere key: introducere diff --git a/content/pages/ru.yaml b/content/pages/ru.yaml index 0b089ec5bc6..15963b6b168 100644 --- a/content/pages/ru.yaml +++ b/content/pages/ru.yaml @@ -90,7 +90,8 @@ learn-more-sections: * [AG Connect (Dutch), April 2020](https://www.agconnect.nl/artikel/stapsgewijs-python-leren-programmeren-met-nieuwe-taal-hedy) start-sections: - title: Начать с Hedy - text: "Добро пожаловать в Hedy, мы рады помочь вам начать работу с Hedy.\n\nНаш [Учительский справочник](https://www.hedy.org/for-teachers/manual) содержит подробный обзор всех функций, а эта страница предлагает краткий обзор, чтобы вы знали, что к чему, прежде чем углубиться в изучение.\n\nНесколько важных моментов, которые стоит знать: \n* Hedy — это инструмент, созданный для управления классом детей, занимающихся программированием! Вы можете создавать свои собственные классы, планы уроков и следить за успехами детей. Вам не нужно знать много программирования, если вы только начинаете, Хеди работает шаг за шагом, так же как и для вас!\n* Вы можете использовать Hedy на своем родном языке, потому что он был переведен на многие другие языки!\n* Программировать может каждый ребёнок!! Hedy особенно полезна для детей с проблемами зрения, потому что Hedy может читать материалы вслух, без неободимости использовать мышь. Мы готовы вам помочь, и вы можете найти нас, например, на [Discord](https://discord.gg/8yY7dEme9r) или написать нам на [email](hello@hedy.org)." + text: "Добро пожаловать в Hedy, мы рады помочь вам начать работу с Hedy.\n\nНаш [Учительский справочник](https://www.hedy.org/for-teachers/manual) содержит подробный обзор всех функций, а эта страница предлагает краткий обзор, чтобы вы знали, что к чему, прежде чем углубиться в изучение.\n\nНесколько важных моментов, которые стоит знать: \n* Hedy — это инструмент, созданный для управления классом детей, занимающихся программированием! Вы можете создавать свои собственные классы, планы уроков и следить за успехами детей. Вам не нужно знать много программирования, если вы только начинаете, Хеди работает шаг за шагом, так же как и для вас!\n* Вы можете использовать Hedy на своем родном языке, потому что он был переведен на многие другие языки!\n* Программировать может каждый ребёнок!! Hedy особенно полезна для детей с проблемами зрения, потому что Hedy может читать материалы вслух, без неободимости использовать мышь. Мы готовы вам помочь, и вы можете найти нас, например, на [Discord](https://discord.gg/8yY7dEme9r) + или написать нам на [email](hello@hedy.org)." - title: Учителя о Hedy text: |- Разные учителя по всему миру выразили свою страсть к Хеди, как некоторые из них поделились с нами: diff --git a/content/pages/sl.yaml b/content/pages/sl.yaml index 3ef0df08e74..b92929fe3f6 100644 --- a/content/pages/sl.yaml +++ b/content/pages/sl.yaml @@ -1,51 +1,21 @@ -title: Hedy documentation -home-sections: -- title: Textual programming made easy! - text: "Many schools and teachers around the world want to teach their students programming. Initially this is often done with playful tools, ranging from the Beebot robot to\nScratch Junior or Scratch. After using such tools, kids often want to move to more powerful, textual programming languages, like Python.\n\nPython however is hard, because it is only available in English, and requires learners to learn complex programming concepts and syntax at once.\nHedy is the easy way to get started with textual programming languages! Hedy is free to use, open source, and unlike any other textual programming language in three ways.\n\n1. Hedy is multi-lingual, you can use Hedy in your own language\n2. Hedy is gradual, so you can learn one concept and its syntax a time\n3. Hedy is built for the classroom, allowing teachers to fully customize their student's experience" -- title: Multi-lingual programming - text: While almost all textual programming language have keywords in English, such as `for` or `repeat`, Hedy can be used in any language! We currently support 47 different languages, including Dutch, Spanish, Arabic, Turkish, Chinese and Hindi. If your language is not available you can always start a new translation. -- title: Step by step learning - text: Learning a programming language can be overwhelming, since learners have to learn concepts (for example if-else or loops) and syntax (like quotation marks or round brackets) at the same time. In Hedy, concepts are first introduced with little syntax and then refined. A scientifically proven way to learn! -- title: Built for the classroom - text: "Hedy is suitable for kids aged 10 and up and designed for classroom use.\nTeachers can use our free, built-in lesson plans, but can also author their own lessons and load these into the Hedy user interface." -- title: Programming in context - text: Hedy shows programming in the broadest way possible, and can be used in variety of exciting ways. Hedy allows for the creation of digital and interactive stories, colorful drawings that can be shown on the screen but also drawn with a pen plotter or embroidered on a shirt, and can be used to create games or apps with buttons and keyboard actions. -- title: Is Hedy free? - text: "Yes! Hedy is 'Open source', which means that everyone can help us make Hedy better.\nYou can find our code on Github.\nIf you like Hedy and want to contribute, we accept (and are very grateful for) donations!" -- title: Do I need to install anything? - text: No. Hedy works in the browser, which is the program you are using to look at this page. Probably Chrome or Edge or Firefox. Hedy also works on phones and tablets. -- title: Do I need programming experience to teach with Hedy? - text: "No, that is not needed. All concepts are explained in the slides and in the interface for learners.\nIf you create a free teacher's account, you also get access to the teacher's manual with information on how to teach\nand frequently made mistakes." -join-sections: -- title: Supporting Hedy - text: '# There are three ways in which you can support Hedy!' -- title: Improving the language - text: "The gradual and multi-lingual nature of Hedy create a lot of interesting technical challenges.\nFind those issues on Github." -- title: Translating Hedy - text: "Not a programmer? No problem! Another way to support Hedy is by translating keywords, error messages, adventures and other content.\nThis is the current status, help us complete a language, or add a new one!\n\n\"Translation" -- title: Help teachers get started - text: "Hedy is designed to support teachers in providing programming lessons in class. We have specific teacher features like the option to create a class, customize it and see how your students are doing.\nIf you like Hedy, you can reach out to schools that you know to help teachers get started! We can help you find schools or teachers via Discord." learn-more-sections: - title: The Hedy foundation text: |- - Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. + Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. - The board of the foundation consists of: - - * Felienne Hermans, president - * Eelko Huizing, finance - * Renée Merbis, secretary - - The board of Stichting Hedy does not get any financial compensation for their tasks. + The board of the foundation consists of: + + * Felienne Hermans, president + * Eelko Huizing, finance + * Renée Merbis, secretary + + The board of Stichting Hedy does not get any financial compensation for their tasks. - title: A deep dive! text: "Want to know more about Hedy's philosophy and design? Check out this talk Felienne gave at the StrangeLoop Conference in 2022:\n\n" - title: Hedy in the news - text: "Some websites and newspapers have written about Hedy since our release in early 2020. We keep a list here:\n* [Java Magazine 04.2023](images/Hedy_Javamagazine2023.pdf)\n* [Tech Optimism - A Solution to the IT Shortage (Dutch), August 2022](https://pom.show/2022/08/12/een-oplossing-voor-het-it-tekort/)\n* [Codeweek Podcast, July 2022](https://codeweek.eu/podcast/26)\n* [Heise.de (German), Januari 2022](https://www.heise.de/news/Hedy-die-mitwachsende-Programmiersprache-6336264.html)\n* [Strumenta, November 2021](https://tomassetti.me/teaching-programming-with-hedy/)\n* [Vives (Dutch), CodeWeek Special October 2021](images/Vives-174-Codeweek.pdf)\n* [CodeWeek.eu - Haunted House Challenge, September 2021](https://codeweek.eu/2021/challenges/haunted-house)\n* [Opensource.com, April 2021](https://opensource.com/article/21/4/hedy-teach-code)\n* [IO Magazine, April 2021](https://ict-research.nl/wordpress/wp-content/uploads/2021/04/IO-magazine-NR1-2021_web.pdf)\n* [Ingeniería De Software (Spanish), February 2021](https://ingenieriadesoftware.es/hedy-mejor-lenguaje-ensenar-programacion-ninos/)\n* [Hello World Magazine, February 2021](images/Hello_World_15_Hedy.pdf)\n* [Discoro, January 2021](https://discoro.wordpress.com/2021/01/09/hedy-gradually-learning-a-programming-language/)\n* [Felienne wins the Dutch award for ICT research for Hedy, January 2021](https://www.nwo.nl/en/news/felienne-hermans-receives-dutch-prize-ict-research-2021)\n* [SlashDot, August 2020](https://news.slashdot.org/story/20/08/17/024248/scientist-proposes-a-new-programming-language-for-teaching-coding-and-python)\n* [GenBeta (Spanish), August 2020](https://www.genbeta.com/desarrollo/nuevo-lenguaje-para-ensenar-programacion-a-ninos-como-se-ensena-a-leer-escribir-forma-gradual-niveles)\n* [Developpez (French), August 2020](https://programmation.developpez.com/actu/308095/Une-scientifique-propose-un-nouveau-langage-de-programmation-pour-enseigner-aux-enfants-le-codage-informatique-au-travers-d-une-approche-graduelle-implementee-en-Python-sur-13-paliers/)\n* [Vives (Dutch), October 2020](images/artikel_vives.pdf) \"Met Hedy stap voor stap leren programmeren\"\n* [Leiden University, April 2020](https://www.universiteitleiden.nl/en/news/2020/03/looking-to-distract-the-kids-while-you-work-from-home-get-them-programming)\n* [Mare (Dutch), April 2020](https://www.mareonline.nl/cultuur/computercode-voor-de-kids/)\n* [AG Connect (Dutch), April 2020](https://www.agconnect.nl/artikel/stapsgewijs-python-leren-programmeren-met-nieuwe-taal-hedy)" -start-sections: -- title: Getting started with Hedy - text: "Welcome to Hedy, we are happy to help you get started with Hedy.\n\nOur [Teacher Manual](https://www.hedy.org/for-teachers/manual) has an overview of all features in detail, but this page has a brief overview so you know what it what before you dive in.\n\nA few highlights that are important to know:\n* Hedy is a tool designed to help manage a classroom of kids programming! You can create your own classes, lesson plans and follow how kids are doing.\n* You do not need to know a lot of programming if you begin, Hedy works step by step, also for you!\n* You can use Hedy in your native tongue because it has been translated into many other languages!\n* Every kid can programme!! Hedy is especially helpful for kids who have vision problems because it can read material aloud to you without the need for a mouse.\n* We are here to help, you can find us for example on [Discord](https://discord.gg/8yY7dEme9r) or you can [email-us](hello@hedy.org)." -- title: Teachers about Hedy - text: "Various teachers worldwide have expressed their passion for Hedy, as some have shared with us:\n\n*Incredibly inspiring! Super good way to make programming a lot more accessible for yourself, but also for students. Very fun to play with and a lot of potential to use with the students. I think it is a very nice tool! I believe this is a valuable way for children to start learning programming. Python and coding have always been very exciting, because the barrier to learning is very high. Now everything is a bit lower and it was explained that it can actually be very easy. I enjoyed seeing how Hedy tries to make programming as accessible as possible for users!*\nNetherlands: Mathematics teachers in training (secondary school)\n\n*Simple interface and good examples.* Teacher: 3rd - 6th grades (elementary)\n\n*Multilingual programming and just the gradual programming concept itself.* US: middle school, 6th-8th grade\n\n*The gradual nature of introducing programming.* Australia: High school\n\n*Continues automatically.* Netherlands: 2 HAVO-VWO\n\n*Both that the explanation can be in Dutch (and the code in English), and that it builds up with more and more possibilities.* Netherlands: Plus class group\n\n*But Hedy and its gradual levels...what an idea, I wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my students, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, before starting Python.* Pakistan\n\n*The 'realness' of programming, it resembles how it is in reality.* Netherlands: Plus class group 4 to 8\n\n*Step-by-step activities. Fun activities.* Netherlands: 1e All levels, 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO\n\n*I really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. Hedy's gradual approach works very well. The short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. The different assignments that the children can choose also work very well. You see the children choose assignments that appeal to them and they then get to work with them, through the levels. Hedy is great fun for children who are good at programming and want to get a taste of a real programming language. It is good preparation for secondary school as soon as more ICT education is given there.* Netherlands: Oegstgeest Montessori school\n\n*The construction is so good.* Netherlands: Lower secondary school HAVO-VWO\n\n*I can keep the pace of the class.* Netherlands: group 7 en 8\n\n![Felienne teaching kids](/images/teacherfeedback/Fkids1.JPG) *Felienne teaching kids*\n\n\n![Kids learning about Hedy](/images/teacherfeedback/Fkids2.JPG) *Kids learning about Hedy*" + text: "Some websites and newspapers have written about Hedy since our release in early 2020. We keep a list here:\n* [Java Magazine 04.2023](images/Hedy_Javamagazine2023.pdf)\n* [Tech Optimism - A Solution to the IT Shortage (Dutch), August 2022](https://pom.show/2022/08/12/een-oplossing-voor-het-it-tekort/)\n* [Codeweek Podcast, July 2022](https://codeweek.eu/podcast/26)\n* [Heise.de (German), Januari 2022](https://www.heise.de/news/Hedy-die-mitwachsende-Programmiersprache-6336264.html)\n* [Strumenta, November 2021](https://tomassetti.me/teaching-programming-with-hedy/)\n* [Vives (Dutch), CodeWeek Special October 2021](images/Vives-174-Codeweek.pdf)\n* [CodeWeek.eu - Haunted House Challenge, September 2021](https://codeweek.eu/2021/challenges/haunted-house)\n* [Opensource.com, April 2021](https://opensource.com/article/21/4/hedy-teach-code)\n* [IO Magazine, April 2021](https://ict-research.nl/wordpress/wp-content/uploads/2021/04/IO-magazine-NR1-2021_web.pdf)\n* [Ingeniería De Software + (Spanish), February 2021](https://ingenieriadesoftware.es/hedy-mejor-lenguaje-ensenar-programacion-ninos/)\n* [Hello World Magazine, February 2021](images/Hello_World_15_Hedy.pdf)\n* [Discoro, January 2021](https://discoro.wordpress.com/2021/01/09/hedy-gradually-learning-a-programming-language/)\n* [Felienne wins the Dutch award for ICT research for Hedy, January 2021](https://www.nwo.nl/en/news/felienne-hermans-receives-dutch-prize-ict-research-2021)\n* [SlashDot, August 2020](https://news.slashdot.org/story/20/08/17/024248/scientist-proposes-a-new-programming-language-for-teaching-coding-and-python)\n* [GenBeta (Spanish), August 2020](https://www.genbeta.com/desarrollo/nuevo-lenguaje-para-ensenar-programacion-a-ninos-como-se-ensena-a-leer-escribir-forma-gradual-niveles)\n* [Developpez (French), August 2020](https://programmation.developpez.com/actu/308095/Une-scientifique-propose-un-nouveau-langage-de-programmation-pour-enseigner-aux-enfants-le-codage-informatique-au-travers-d-une-approche-graduelle-implementee-en-Python-sur-13-paliers/)\n + * [Vives (Dutch), October 2020](images/artikel_vives.pdf) \"Met Hedy stap voor stap leren programmeren\"\n* [Leiden University, April 2020](https://www.universiteitleiden.nl/en/news/2020/03/looking-to-distract-the-kids-while-you-work-from-home-get-them-programming)\n* [Mare (Dutch), April 2020](https://www.mareonline.nl/cultuur/computercode-voor-de-kids/)\n* [AG Connect (Dutch), April 2020](https://www.agconnect.nl/artikel/stapsgewijs-python-leren-programmeren-met-nieuwe-taal-hedy)" teacher-guide: - title: Introduction key: intro @@ -61,7 +31,8 @@ teacher-guide: - title: The Hedy Community text: "All Hedy teachers, programmers and other fans are welcome to join our Discord server. This is the ideal place to chat about Hedy: we have channels where you can show your cool projects and lessons, channels to report bugs, and channels to chat with other teachers and with the Hedy team.\nHere you can find a video on how to join the Discord Community." - title: Hedy and the GDPR - text: "Organizations in the EU have to comply with the GDPR (General Data Protection Regulation) when processing personal data.\nBecause this is a complex issue for many schools, you can use all Hedy programming functionalities without sharing personal data.\nThe easiest way to do this is to use Hedy without creating accounts for the teacher and students. Without accounts, all functionality is available, with the exception of personalizing levels, saving students' programs and viewing their progress. That is limiting, but there are schools that use Hedy in that way.\n\nA second way is for a teacher to create an account with an email address without personal data, for example \"docent25@email.com\". Apart from an email address, which is only required to reset your password, you do not need to share any information when you create a teacher account.\nWith a teacher account, you can create anonymous accounts for students, e.g. rainbow-student1, rainbow-student2, etc (See 'Teaching preparations' for a detailed manual). This way you can use all functionality of Hedy, including saving progress, without sharing personal data of yourself or your students.\n\nIf the above is not sufficient for your context, we can sign a processing agreement for the processing of your personal data." + text: "Organizations in the EU have to comply with the GDPR (General Data Protection Regulation) when processing personal data.\nBecause this is a complex issue for many schools, you can use all Hedy programming functionalities without sharing personal data.\nThe easiest way to do this is to use Hedy without creating accounts for the teacher and students. Without accounts, all functionality is available, with the exception of personalizing levels, saving students' programs and viewing their progress. That is limiting, but there are schools that use Hedy in that way.\n\nA second way is for a teacher to create an account with an email address without personal data, for example \"docent25@email.com\". Apart from an email address, which is only required to reset your password, you do not need to share any information when you create a teacher account.\nWith a teacher account, you can create anonymous accounts for students, e.g. rainbow-student1, rainbow-student2, etc (See 'Teaching preparations' + for a detailed manual). This way you can use all functionality of Hedy, including saving progress, without sharing personal data of yourself or your students.\n\nIf the above is not sufficient for your context, we can sign a processing agreement for the processing of your personal data." - title: Tutorial key: tutorial subsections: @@ -79,11 +50,16 @@ teacher-guide: - title: Add a second teacher text: "Are you not the only teacher that teaches your class? Then you can now add another teacher to the class. Go to the 'For teachers' page and click on the class. Then choose 'Invite a teacher' and fill in the username of your colleague.\nYour colleague will get an invitation on their account to join your class. They can see that invitation message by clicking on their username in the upper right corner of the screen and selecting 'My account'.\nOnce the other teacher accepts the invitation they can customize the class as well.\nTo remove a second teacher from your class, go to the class page and remove the second teacher. The teacher who's created the class cannot be removed." - title: Customize your Class - text: "You can customize your class and choose which adventures are available for your students. This way your students won't be overwhelmed by the amount of adventures and levels, and they can specifically focus on the adventures you'd like them to practice with.\nClick on your class on the for teachers page and choose 'customize class'. On this page you can select levels, set opening dates, unlock level thresholds and more.\n\n**Select and order adventures**\n\nIn this section you can select and order adventures. The pink tabs are adventures with new commands. The gray tabs are regular adventures. To rearrange the order of the adventures, you can drag the tabs. However, we do advise you to use the regular order of adventures as the Hedy team made sure the adventures go from easiest to hardest.\nIf you want to remove an adventure for your students, simply click the cross on the adventure's tab.\n\nIf you want to add adventures, for instance your own adventure or an adventure you accidentally removed, use this menu to add the adventure to your students' adventures. Simply click the adventure you want to add and it (re)appears in the line of adventures. To undo all your changes to the adventures, click 'Reset'.\n\n**Opening dates**\n\nWith this feature you can set opening dates for the levels. This way you can make a lesson plan before your course begins and not worry about opening new levels each week. In the image above the first level is opened directly, the second will open the 23th of september, and the 3rd level the week after. The other levels are closed.\nDon't want to set opening dates? No problem, just leave this section blank.\n\n**Unlock level thresholds**\n\nThis featue allows you to set a threshold for your students' quiz grade, before they can continue to the next level. For example, if you enter \"80\" your students have to score at least 80% on the quiz before they are allowed to go to the next level. If they haven't met the threshold, they are not allowed to continue and have to retake the quiz.\nDon't want to use the threshold? No worries, just keep this section blank.\n\n\n**Other settings**\n\nThere are some other setting that could be usefu to you aswell. Our first extra setting is 'Mandatory developer's mode'. In developers mode the students only see their input and output screens and the run button. The adventures are hidden and there are no cheatsheets available. This might come in handy in a test situation.\nIf this option is not selected the developer's mode is available for students too as a voluntary option.\n\nIf you want all your students to be visible in de class highscore, you can select the second option.\nWith all the other options you can choose to hide some functions or content for your students, this might help them focus more.\n\n**Save**\n\nDon't forget to save your changes when you're done customizing your class." + text: "You can customize your class and choose which adventures are available for your students. This way your students won't be overwhelmed by the amount of adventures and levels, and they can specifically focus on the adventures you'd like them to practice with.\nClick on your class on the for teachers page and choose 'customize class'. On this page you can select levels, set opening dates, unlock level thresholds and more.\n\n**Select and order adventures**\n\nIn this section you can select and order adventures. The pink tabs are adventures with new commands. The gray tabs are regular adventures. To rearrange the order of the adventures, you can drag the tabs. However, we do advise you to use the regular order of adventures as the Hedy team made sure the adventures go from easiest to hardest.\nIf you want to remove an adventure for your students, simply click the cross + on the adventure's tab.\n\nIf you want to add adventures, for instance your own adventure or an adventure you accidentally removed, use this menu to add the adventure to your students' adventures. Simply click the adventure you want to add and it (re)appears in the line of adventures. To undo all your changes to the adventures, click 'Reset'.\n\n**Opening dates**\n\nWith this feature you can set opening dates for the levels. This way you can make a lesson plan before your course begins and not worry about opening new levels each week. In the image above the first level is opened directly, the second will open the 23th of september, and the 3rd level the week after. The other levels are closed.\nDon't want to set opening dates? No problem, just leave this section + blank.\n\n**Unlock level thresholds**\n\nThis featue allows you to set a threshold for your students' quiz grade, before they can continue to the next level. For example, if you enter \"80\" your students have to score at least 80% on the quiz before they are allowed to go to the next level. If they haven't met the threshold, they are not allowed to continue and have to retake the quiz.\nDon't want to use the threshold? No worries, just keep this section blank.\n\n\n**Other settings**\n\nThere are some other setting that could be usefu to you aswell. Our first extra setting is 'Mandatory developer's mode'. In developers mode the students only see their input and output screens and the run button. The adventures are hidden and there are no cheatsheets available. This + might come in handy in a test situation.\nIf this option is not selected the developer's mode is available for students too as a voluntary option.\n\nIf you want all your students to be visible in de class highscore, you can select the second option.\nWith all the other options you can choose to hide some functions or content for your students, this might help them focus more.\n\n**Save**\n\nDon't forget to save your changes when you're done customizing your class." - title: Student Accounts - text: "To add students to your class go to the class page by clicking in the class name on the 'for teachers' page. Then click 'add students'. There are 2 ways to let your students join your class: You can create accounts for them, or they could create their own accounts.\n\n**You create accounts for your students**\nThe easiest way to add students to your class is by creating an account for them. This can be done by clicking the 'create student accounts' button and filling in the usernames and passwords for them.\nThe students can login with the username and password that you chose. Afterwards, they can change their username or password if they'd like and they'll still remain in your class.\nThis video shows how to add students to your class in the quickest and easiest way.\n\n**Students make their own accounts**\nYour students can also go to the Hedy website and create their own accounts, just like you did. To get them into your class, they simply have to click the invite link.\nYou can find the invite link on the class page and send it to your students. Mind that your students have to be logged in to Hedy when they click the link, in order to make it work smoothly.\nYou can also manually invite a student to your class with the button 'Invite by username'." + text: "To add students to your class go to the class page by clicking in the class name on the 'for teachers' page. Then click 'add students'. There are 2 ways to let your students join your class: You can create accounts for them, or they could create their own accounts.\n\n**You create accounts for your students**\nThe easiest way to add students to your class is by creating an account for them. This can be done by clicking the 'create student accounts' button and filling in the usernames and passwords for them.\nThe students can login with the username and password that you chose. Afterwards, they can change their username or password if they'd like and they'll still remain in your class.\nThis video shows how to add students to your class in the quickest and easiest way.\n\n**Students make their own accounts**\nYour students can also go to the Hedy website and create their own accounts, just like you + did. To get them into your class, they simply have to click the invite link.\nYou can find the invite link on the class page and send it to your students. Mind that your students have to be logged in to Hedy when they click the link, in order to make it work smoothly.\nYou can also manually invite a student to your class with the button 'Invite by username'." - title: Setting preferred language - text: "When students create profiles they are supposed to choose a 'preferred language'. Hedy will always be loaded in this selected language.\nChanging this language can always be done later on by navigating to 'My account' and 'My personal settings' again.\n\n**For non-English speakers**\nNot only can you change the language of the adventures to your own language. You can also choose which language the keywords (for example 'print' or 'ask') should be in.\nThis way you can teach your students to code with English keywords, but you can also let them program in their own language. For example, Dutch students can use the command 'vraag' instead of 'ask'.\nIf a student wants to switch languages, they can click the keyword switcher. It will switch the keywords from English to the preferred language and back.\nFun fact! Students are allowed program in both English and their own language at the same time! So, if they have trouble remembering some keywords in English, but easily remember other ones they can use both at the same time.\n\n\n**Video**\nThis video show you how to set a preferred language and change the keywords to you preferred language as well." + text: "When students create profiles they are supposed to choose a 'preferred language'. Hedy will always be loaded in this selected language.\nChanging this language can always be done later on by navigating to 'My account' and 'My personal settings' again.\n\n**For non-English speakers**\nNot only can you change the language of the adventures to your own language. You can also choose which language the keywords (for example 'print' or 'ask') should be in.\nThis way you can teach your students to code with English keywords, but you can also let them program in their own language. For example, Dutch students can use the command 'vraag' instead of 'ask'.\nIf a student wants to switch languages, they can click the keyword switcher. It will switch the keywords from English to the preferred language and back.\nFun fact! Students are allowed program in both English and their own language at the same time! So, if they have trouble remembering some keywords in English, but easily remember + other ones they can use both at the same time.\n\n\n**Video**\nThis video show you how to set a preferred language and change the keywords to you preferred language as well." - title: Storing programs text: "When you are logged in, you'll see My programs next to your profile icon.\nThis option exists for your students too. In My programs you can find all the programs that you've worked on.\nBy default, programs will be saved to 'My programs' when you run the code, and every 10 seconds, under their default name\nand their level (for example: Story 5). If you want to store a program under a new name, just type the new name in the name bar.\nCurrently, only one program can be saved per level, per tab.\n\nYou (and your students) can also share programs using the share button next to program names.\nThese programs will be posted on our explore page, for everybody to see and use.\nIf you want to unshare your program, go to 'My programs' and click 'Unshare'.\n\nThe paper plane icon can be used to hand in programs to the teacher of a class. Programs that have been handed is will no longer be editable." - title: Teaching with Hedy @@ -113,7 +89,8 @@ teacher-guide: - title: Class Overview text: "\nIn the class overview you can see which adventure your students are working on right now. You can see that one student is working on the 'Rock, Paper, Scissors' adventure in level 1, one is working on the 'Fortune Teller' in level 1 and one student is working on the 'Rock, Paper, Scissors' adventure in level 2.\nIf you'd like to know which of your students is working on the adventure, simply click the number and their accountnames will appear.\nYou can also see how many of your students have finished the quiz. In this case, one student finished the quiz in level 1. Again, you can click the 1 to see which of your students it is.\n\nYou can also see one of the students is 'missing' from this overview. That's because he's working on an adventure in level 4, which is not selected." - title: Student List - text: "\nHere you can find a list of your students and you can see their individual progress. The blue ring shows you what your students are currently working on.\n\nIt is important to notice that the blue dots means that a students 'attempted' the adventure. This means that they ran a code in this adventure and went on to the next adventure, so this does not automatically mean that they did a good job!\nIf you want to see how an individual student is getting along, you can click their name in this overview. This is what you see if you click on marleen_h3a for example:\n\nYou see that Marleen is having some trouble programming. She tried to run a program that contains blanks multiple times, so she probably doesn't know that she has to change something in the example code before running it.\nIn this way this overview can give you a better understanding of what a student is struggling with." + text: "\nHere you can find a list of your students and you can see their individual progress. The blue ring shows you what your students are currently working on.\n\nIt is important to notice that the blue dots means that a students 'attempted' the adventure. This means that they ran a code in this adventure and went on to the next adventure, so this does not automatically mean that they did a good job!\nIf you want to see how an individual student is getting along, you can click their name in this overview. This is what you see if you click on marleen_h3a for example:\n\nYou see that Marleen is having some trouble programming. She tried to run a program + that contains blanks multiple times, so she probably doesn't know that she has to change something in the example code before running it.\nIn this way this overview can give you a better understanding of what a student is struggling with." - title: Common Errors text: "\nIf you're not only interested in individual struggles of your students, but you'd like to know what the whole class seems to be doing wrong, you can use this oversight of common errors.\nThe most common error messages that your students are recieving will appear in this oversight for you, so you could give some more instructions to the whole class if needed.\nBy clicking the error, you can see which students are having trouble with this error. By clicking resolve, you'll remove this error from the list." - title: Overview of programs per adventure diff --git a/content/pages/sq.yaml b/content/pages/sq.yaml index 501de458e26..787df4ed10b 100644 --- a/content/pages/sq.yaml +++ b/content/pages/sq.yaml @@ -1,4 +1,3 @@ -title: Hedy documentation home-sections: - title: Textual programming made easy! text: |- @@ -54,15 +53,15 @@ join-sections: learn-more-sections: - title: The Hedy foundation text: |- - Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. + Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. - The board of the foundation consists of: - - * Felienne Hermans, president - * Eelko Huizing, finance - * Renée Merbis, secretary - - The board of Stichting Hedy does not get any financial compensation for their tasks. + The board of the foundation consists of: + + * Felienne Hermans, president + * Eelko Huizing, finance + * Renée Merbis, secretary + + The board of Stichting Hedy does not get any financial compensation for their tasks. - title: A deep dive! text: |- Want to know more about Hedy's philosophy and design? Check out this talk Felienne gave at the StrangeLoop Conference in 2022: @@ -95,7 +94,9 @@ start-sections: - title: Getting started with Hedy text: '*Something about teachers accounts, slides etc*' - title: What other teachers say - text: "A while ago we ran a few short Hedy teachers surveys. \nThe questions span between suggestions of improvement and Hedy’s best features. \nBelow is a testimony of their thoughts:\n\nSimple interface and good examples. *Teacher: 3rd - 6th grades (elementary)*\n\nMultilingual programming and just the gradual programming concept itself. - *US: middle school, 6th-8th grade*\n\nThe gradual nature of introducing programming. *Australia: High school*\n\nThe construction is so good. *Netherlands: Lower secondary school HAVO-VWO*\n\nI can keep the pace of the class. *Netherlands: group 7 en 8* \n\nContinues automatically. *Netherlands: 2 HAVO-VWO*\n\nBoth that the explanation can be in Dutch (and the code in English), and that it builds up with more \nand more possibilities. *Netherlands: Plus class group 7*\n\nThe 'realness' of programming, it resembles how it is in reality. *Netherlands: Plus class group 4 to 8*\n\nStep-by-step activities. Fun activities. *Netherlands: 1e All levels, 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO*\n\nBut Hedy and its gradual levels... what an idea, \nI wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my \nstudents, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, \nbefore starting Python. *Pakistan*\n\nI really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. \nHedy's gradual approach works very well. \nThe short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. \nThe different assignments that the children can choose also work very well. \nYou see the children choose assignments that appeal to them and they then get to work with them, \nthrough the levels. Hedy is great fun for children who are good at programming and want to get a \ntaste of a real programming language. It is good preparation for secondary school as soon as more ICT \neducation is given there. *Netherlands: Oegstgeest Montessori school*\n\n" + text: "A while ago we ran a few short Hedy teachers surveys. \nThe questions span between suggestions of improvement and Hedy’s best features. \nBelow is a testimony of their thoughts:\n\nSimple interface and good examples. *Teacher: 3rd - 6th grades (elementary)*\n\nMultilingual programming and just the gradual programming concept itself. - *US: middle school, 6th-8th grade*\n\nThe gradual nature of introducing programming. *Australia: High school*\n\nThe construction is so good. *Netherlands: Lower secondary school HAVO-VWO*\n\nI can keep the pace of the class. *Netherlands: group 7 en 8* \n\nContinues automatically. *Netherlands: 2 HAVO-VWO*\n\nBoth that the explanation can be in Dutch (and the code in English), and that it builds up with more \nand more possibilities. *Netherlands: Plus class group 7*\n\nThe 'realness' of programming, it resembles how it is in reality. *Netherlands: Plus class group 4 to 8*\n\nStep-by-step activities. Fun activities. *Netherlands: 1e All levels, + 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO*\n\nBut Hedy and its gradual levels... what an idea, \nI wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my \nstudents, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, \nbefore starting Python. *Pakistan*\n\nI really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. \nHedy's gradual approach works very well. \nThe short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. \nThe different assignments that the children can choose also work very well. \nYou see the children choose assignments that appeal to them and they then get to work with them, \nthrough the levels. Hedy is great fun for children who are good at programming and want to get + a \ntaste of a real programming language. It is good preparation for secondary school as soon as more ICT \neducation is given there. *Netherlands: Oegstgeest Montessori school*\n\n" teacher-guide: - title: Introduction key: intro diff --git a/content/pages/sr.yaml b/content/pages/sr.yaml index 84e58901f9d..accbf26ceff 100644 --- a/content/pages/sr.yaml +++ b/content/pages/sr.yaml @@ -110,7 +110,9 @@ start-sections: * Овде смо да помогнемо, можете нас пронаћи на пример на [Discord-у](https://discord.gg/8yY7dEme9r) или нам можете [послати имејл](hello@hedy.org).' - title: Наставници о Hedy - text: "Разни наставници широм света изразили су своју страст према Hedy, као што су неки поделили са нама:\n\n*Невероватно инспиративно! Супер добар начин да програмирање учините много приступачнијим за себе, али и за ученике. Веома забавно за играње и пуно потенцијала за коришћење са ученицима. Мислим да је ово веома леп алат! Верујем да је ово вредан начин за децу да почну учити програмирање. Python и кодирање су увек били веома узбудљиви, јер је баријера за учење веома висока. Сада је све мало ниже и објашњено је да може бити веома лако. Уживао сам гледајући како Hedy покушава да учини програмирање што приступачнијим за кориснике!*\nХоландија: Наставници математике у обуци (средња школа)\n\n*Једноставан интерфејс и добри примери.* Наставник: 3. - 6. разред (основна школа)\n\n*Вишејезично програмирање и сам концепт постепеног програмирања.* САД: средња школа, 6. - 8. разред\n\n*Постепена природа увођења програмирања.* Аустралија: средња школа\n\n*Аутоматски наставља.* Холандија: 2 HAVO-VWO\n\n*И то што објашњење може бити на холандском (а код на енглеском), и то што се гради са све више могућности.* Холандија: Плус група\n\n*Али Hedy и њени постепени нивои...какав идеја, желео сам лично да вам захвалим што сте ово створили. Не могу вам довољно захвалити. Такође, никада нисам видео ниво ангажовања и ентузијазма мојих ученика, као што сам видео са Hedy. Покрили смо до нивоа 5, и планирамо да проведемо још једну недељу на томе у часовима и лабораторијама, пре него што почнемо са Python-ом.* Пакистан\n\n*'Реалност' програмирања, подсећа на то како је у стварности.* Холандија: Плус група 4 до 8\n\n*Корак по корак активности. Забавне активности.* Холандија: 1е Сви нивои, 2е VWO/HAVO 2е VWO +, 3е HAVO 3е VWO\n\n*Веома ми се свиђа Hedy и такође је лепо постављен, што га чини добрим за коришћење у основној школи. Постепени приступ Hedy-а ради веома добро. Кратко објашњење на почетку сваког нивоа и кратки пример програми помажу да деца брзо схвате шта је ново у изабраном нивоу. Различити задаци које деца могу изабрати такође раде веома добро. Видите како деца бирају задатке који им се допадају и онда раде на њима, кроз нивое. Hedy је веома забаван за децу која су добра у програмирању и желе да окусе прави програмски језик. То је добра припрема за средњу школу чим се тамо почне давати више ИКТ образовања.* Холандија: Оегстгеест Монтесори школа\n\n*Конструкција је тако добра.* Холандија: Нижи разреди средње школе HAVO-VWO\n\n*Могу да пратим темпо разреда.* Холандија: група 7 и 8\n\n![Felienne учи децу](/images/teacherfeedback/Fkids1.JPG) *Felienne учи децу*\n\n\n![Деца уче о Hedy](/images/teacherfeedback/Fkids2.JPG) *Деца уче о Hedy*" + text: "Разни наставници широм света изразили су своју страст према Hedy, као што су неки поделили са нама:\n\n*Невероватно инспиративно! Супер добар начин да програмирање учините много приступачнијим за себе, али и за ученике. Веома забавно за играње и пуно потенцијала за коришћење са ученицима. Мислим да је ово веома леп алат! Верујем да је ово вредан начин за децу да почну учити програмирање. Python и кодирање су увек били веома узбудљиви, јер је баријера за учење веома висока. Сада је све мало ниже и објашњено је да може бити веома лако. Уживао сам гледајући како Hedy покушава да учини програмирање што приступачнијим за кориснике!*\nХоландија: Наставници математике у обуци (средња школа)\n\n*Једноставан интерфејс и добри примери.* Наставник: 3. - 6. разред (основна школа)\n\n*Вишејезично програмирање и сам концепт постепеног програмирања.* САД: средња школа, 6. - 8. разред\n\n*Постепена природа увођења програмирања.* Аустралија: средња школа\n\n*Аутоматски наставља.* Холандија: 2 + HAVO-VWO\n\n*И то што објашњење може бити на холандском (а код на енглеском), и то што се гради са све више могућности.* Холандија: Плус група\n\n*Али Hedy и њени постепени нивои...какав идеја, желео сам лично да вам захвалим што сте ово створили. Не могу вам довољно захвалити. Такође, никада нисам видео ниво ангажовања и ентузијазма мојих ученика, као што сам видео са Hedy. Покрили смо до нивоа 5, и планирамо да проведемо још једну недељу на томе у часовима и лабораторијама, пре него што почнемо са Python-ом.* Пакистан\n\n*'Реалност' програмирања, подсећа на то како је у стварности.* Холандија: Плус група 4 до 8\n\n*Корак по корак активности. Забавне активности.* Холандија: 1е Сви нивои, 2е VWO/HAVO 2е VWO +, 3е HAVO 3е VWO\n\n*Веома ми се свиђа Hedy и такође је лепо постављен, што га чини добрим за коришћење у основној школи. Постепени приступ Hedy-а ради веома добро. Кратко објашњење на почетку сваког нивоа и кратки пример програми помажу да деца брзо схвате шта је ново у изабраном + нивоу. Различити задаци које деца могу изабрати такође раде веома добро. Видите како деца бирају задатке који им се допадају и онда раде на њима, кроз нивое. Hedy је веома забаван за децу која су добра у програмирању и желе да окусе прави програмски језик. То је добра припрема за средњу школу чим се тамо почне давати више ИКТ образовања.* Холандија: Оегстгеест Монтесори школа\n\n*Конструкција је тако добра.* Холандија: Нижи разреди средње школе HAVO-VWO\n\n*Могу да пратим темпо разреда.* Холандија: група 7 и 8\n\n![Felienne учи децу](/images/teacherfeedback/Fkids1.JPG) *Felienne учи децу*\n\n\n![Деца уче о Hedy](/images/teacherfeedback/Fkids2.JPG) *Деца уче о Hedy*" teacher-guide: - title: Увод key: увод diff --git a/content/pages/sv.yaml b/content/pages/sv.yaml index 511a568a57e..75ff7a4be2a 100644 --- a/content/pages/sv.yaml +++ b/content/pages/sv.yaml @@ -53,15 +53,15 @@ join-sections: learn-more-sections: - title: The Hedy foundation text: |- - Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. + Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. - The board of the foundation consists of: - - * Felienne Hermans, president - * Eelko Huizing, finance - * Renée Merbis, secretary - - The board of Stichting Hedy does not get any financial compensation for their tasks. + The board of the foundation consists of: + + * Felienne Hermans, president + * Eelko Huizing, finance + * Renée Merbis, secretary + + The board of Stichting Hedy does not get any financial compensation for their tasks. - title: En djupdykning! text: |- Vill du veta mer om Hedys filosofi och design? Kolla in det här föredraget som Felienne höll på StrangeLoop-konferensen 2022: diff --git a/content/pages/sw.yaml b/content/pages/sw.yaml index 0c1d9ad2b36..09765fa832b 100644 --- a/content/pages/sw.yaml +++ b/content/pages/sw.yaml @@ -1,4 +1,3 @@ -title: Hedy documentation home-sections: - title: Textual programming made easy! text: |- @@ -51,51 +50,13 @@ join-sections: text: |- Hedy is designed to support teachers in providing programming lessons in class. We have specific teacher features like the option to create a class, customize it and see how your students are doing. If you like Hedy, you can reach out to schools that you know to help teachers get started! We can help you find schools or teachers via [Discord](https://discord.gg/8yY7dEme9r). -learn-more-sections: -- title: The Hedy foundation - text: |- - Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. - - The board of the foundation consists of: - - * Felienne Hermans, president - * Eelko Huizing, finance - * Renée Merbis, secretary - - The board of Stichting Hedy does not get any financial compensation for their tasks. -- title: A deep dive! - text: |- - Want to know more about Hedy's philosophy and design? Check out this talk Felienne gave at the StrangeLoop Conference in 2022: - - -- title: Hedy in the news - text: |- - Some websites and newspapers have written about Hedy since our release in early 2020. We keep a list here: - * [Java Magazine 04.2023](images/Hedy_Javamagazine2023.pdf) - * [Tech Optimism - A Solution to the IT Shortage (Dutch), August 2022](https://pom.show/2022/08/12/een-oplossing-voor-het-it-tekort/) - * [Codeweek Podcast, July 2022](https://codeweek.eu/podcast/26) - * [Heise.de (German), Januari 2022](https://www.heise.de/news/Hedy-die-mitwachsende-Programmiersprache-6336264.html) - * [Strumenta, November 2021](https://tomassetti.me/teaching-programming-with-hedy/) - * [Vives (Dutch), CodeWeek Special October 2021](images/Vives-174-Codeweek.pdf) - * [CodeWeek.eu - Haunted House Challenge, September 2021](https://codeweek.eu/2021/challenges/haunted-house) - * [Opensource.com, April 2021](https://opensource.com/article/21/4/hedy-teach-code) - * [IO Magazine, April 2021](https://ict-research.nl/wordpress/wp-content/uploads/2021/04/IO-magazine-NR1-2021_web.pdf) - * [Ingeniería De Software (Spanish), February 2021](https://ingenieriadesoftware.es/hedy-mejor-lenguaje-ensenar-programacion-ninos/) - * [Hello World Magazine, February 2021](images/Hello_World_15_Hedy.pdf) - * [Discoro, January 2021](https://discoro.wordpress.com/2021/01/09/hedy-gradually-learning-a-programming-language/) - * [Felienne wins the Dutch award for ICT research for Hedy, January 2021](https://www.nwo.nl/en/news/felienne-hermans-receives-dutch-prize-ict-research-2021) - * [SlashDot, August 2020](https://news.slashdot.org/story/20/08/17/024248/scientist-proposes-a-new-programming-language-for-teaching-coding-and-python) - * [GenBeta (Spanish), August 2020](https://www.genbeta.com/desarrollo/nuevo-lenguaje-para-ensenar-programacion-a-ninos-como-se-ensena-a-leer-escribir-forma-gradual-niveles) - * [Developpez (French), August 2020](https://programmation.developpez.com/actu/308095/Une-scientifique-propose-un-nouveau-langage-de-programmation-pour-enseigner-aux-enfants-le-codage-informatique-au-travers-d-une-approche-graduelle-implementee-en-Python-sur-13-paliers/) - * [Vives (Dutch), October 2020](images/artikel_vives.pdf) "Met Hedy stap voor stap leren programmeren" - * [Leiden University, April 2020](https://www.universiteitleiden.nl/en/news/2020/03/looking-to-distract-the-kids-while-you-work-from-home-get-them-programming) - * [Mare (Dutch), April 2020](https://www.mareonline.nl/cultuur/computercode-voor-de-kids/) - * [AG Connect (Dutch), April 2020](https://www.agconnect.nl/artikel/stapsgewijs-python-leren-programmeren-met-nieuwe-taal-hedy) start-sections: - title: Getting started with Hedy text: '*Something about teachers accounts, slides etc*' - title: What other teachers say - text: "A while ago we ran a few short Hedy teachers surveys. \nThe questions span between suggestions of improvement and Hedy’s best features. \nBelow is a testimony of their thoughts:\n\nSimple interface and good examples. *Teacher: 3rd - 6th grades (elementary)*\n\nMultilingual programming and just the gradual programming concept itself. - *US: middle school, 6th-8th grade*\n\nThe gradual nature of introducing programming. *Australia: High school*\n\nThe construction is so good. *Netherlands: Lower secondary school HAVO-VWO*\n\nI can keep the pace of the class. *Netherlands: group 7 en 8* \n\nContinues automatically. *Netherlands: 2 HAVO-VWO*\n\nBoth that the explanation can be in Dutch (and the code in English), and that it builds up with more \nand more possibilities. *Netherlands: Plus class group 7*\n\nThe 'realness' of programming, it resembles how it is in reality. *Netherlands: Plus class group 4 to 8*\n\nStep-by-step activities. Fun activities. *Netherlands: 1e All levels, 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO*\n\nBut Hedy and its gradual levels... what an idea, \nI wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my \nstudents, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, \nbefore starting Python. *Pakistan*\n\nI really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. \nHedy's gradual approach works very well. \nThe short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. \nThe different assignments that the children can choose also work very well. \nYou see the children choose assignments that appeal to them and they then get to work with them, \nthrough the levels. Hedy is great fun for children who are good at programming and want to get a \ntaste of a real programming language. It is good preparation for secondary school as soon as more ICT \neducation is given there. *Netherlands: Oegstgeest Montessori school*\n\n" + text: "A while ago we ran a few short Hedy teachers surveys. \nThe questions span between suggestions of improvement and Hedy’s best features. \nBelow is a testimony of their thoughts:\n\nSimple interface and good examples. *Teacher: 3rd - 6th grades (elementary)*\n\nMultilingual programming and just the gradual programming concept itself. - *US: middle school, 6th-8th grade*\n\nThe gradual nature of introducing programming. *Australia: High school*\n\nThe construction is so good. *Netherlands: Lower secondary school HAVO-VWO*\n\nI can keep the pace of the class. *Netherlands: group 7 en 8* \n\nContinues automatically. *Netherlands: 2 HAVO-VWO*\n\nBoth that the explanation can be in Dutch (and the code in English), and that it builds up with more \nand more possibilities. *Netherlands: Plus class group 7*\n\nThe 'realness' of programming, it resembles how it is in reality. *Netherlands: Plus class group 4 to 8*\n\nStep-by-step activities. Fun activities. *Netherlands: 1e All levels, + 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO*\n\nBut Hedy and its gradual levels... what an idea, \nI wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my \nstudents, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, \nbefore starting Python. *Pakistan*\n\nI really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. \nHedy's gradual approach works very well. \nThe short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. \nThe different assignments that the children can choose also work very well. \nYou see the children choose assignments that appeal to them and they then get to work with them, \nthrough the levels. Hedy is great fun for children who are good at programming and want to get + a \ntaste of a real programming language. It is good preparation for secondary school as soon as more ICT \neducation is given there. *Netherlands: Oegstgeest Montessori school*\n\n" teacher-guide: - title: Introduction key: intro diff --git a/content/pages/ta.yaml b/content/pages/ta.yaml index 74434afb1fd..0967ef424bc 100644 --- a/content/pages/ta.yaml +++ b/content/pages/ta.yaml @@ -1,1187 +1 @@ -title: Hedy documentation -home-sections: -- title: Textual programming made easy! - text: |- - Many schools and teachers around the world want to teach their students programming. Initially this is often done with playful tools, ranging from the Beebot robot to - Scratch Junior or Scratch. After using such tools, kids often want to move to more powerful, textual programming languages, like Python. - - Python however is hard, because it is only available in English, and requires learners to learn complex programming concepts and syntax at once. - Hedy is the easy way to get started with textual programming languages! Hedy is free to use, open source, and unlike any other textual programming language in three ways. - - 1. Hedy is multi-lingual, you can use Hedy in your own language - 2. Hedy is gradual, so you can learn one concept and its syntax a time - 3. Hedy is built for the classroom, allowing teachers to fully customize their student's experience -- title: Multi-lingual programming - text: While almost all textual programming language have keywords in English, such as `for` or `repeat`, Hedy can be used in any language! We currently support 47 different languages, including Dutch, Spanish, Arabic, Turkish, Chinese and Hindi. If your language is not available you can always start a new translation. -- title: Step by step learning - text: Learning a programming language can be overwhelming, since learners have to learn concepts (for example if-else or loops) and syntax (like quotation marks or round brackets) at the same time. In Hedy, concepts are first introduced with little syntax and then refined. A scientifically proven way to learn! -- title: Built for the classroom - text: |- - Hedy is suitable for kids aged 10 and up and designed for classroom use. - Teachers can use our free, built-in lesson plans, but can also author their own lessons and load these into the Hedy user interface. -- title: Programming in context - text: Hedy shows programming in the broadest way possible, and can be used in variety of exciting ways. Hedy allows for the creation of digital and interactive stories, colorful drawings that can be shown on the screen but also drawn with a pen plotter or embroidered on a shirt, and can be used to create games or apps with buttons and keyboard actions. -- title: Is Hedy free? - text: |- - Yes! Hedy is 'Open source', which means that everyone can help us make Hedy better. - You can find our code on Github. - If you like Hedy and want to contribute, we accept (and are very grateful for) donations! -- title: Do I need to install anything? - text: No. Hedy works in the browser, which is the program you are using to look at this page. Probably Chrome or Edge or Firefox. Hedy also works on phones and tablets. -- title: Do I need programming experience to teach with Hedy? - text: |- - No, that is not needed. All concepts are explained in the slides and in the interface for learners. - If you create a free teacher's account, you also get access to the teacher's manual with information on how to teach - and frequently made mistakes. -join-sections: -- title: Supporting Hedy - text: '# There are three ways in which you can support Hedy!' -- title: Improving the language - text: |- - The gradual and multi-lingual nature of Hedy create a lot of interesting technical challenges. - Find those issues on Github. -- title: Translating Hedy - text: |- - Not a programmer? No problem! Another way to support Hedy is by translating keywords, error messages, adventures and other content. - This is the current status, help us complete a language, or add a new one! - - Translation status -- title: Help teachers get started - text: |- - Hedy is designed to support teachers in providing programming lessons in class. We have specific teacher features like the option to create a class, customize it and see how your students are doing. - If you like Hedy, you can reach out to schools that you know to help teachers get started! We can help you find schools or teachers via Discord. -learn-more-sections: -- title: The Hedy foundation - text: |- - Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. - - The board of the foundation consists of: - - * Felienne Hermans, president - * Eelko Huizing, finance - * Renée Merbis, secretary - - The board of Stichting Hedy does not get any financial compensation for their tasks. -- title: A deep dive! - text: |- - Want to know more about Hedy's philosophy and design? Check out this talk Felienne gave at the StrangeLoop Conference in 2022: - - -- title: Hedy in the news - text: |- - Some websites and newspapers have written about Hedy since our release in early 2020. We keep a list here: - * [Java Magazine 04.2023](images/Hedy_Javamagazine2023.pdf) - * [Tech Optimism - A Solution to the IT Shortage (Dutch), August 2022](https://pom.show/2022/08/12/een-oplossing-voor-het-it-tekort/) - * [Codeweek Podcast, July 2022](https://codeweek.eu/podcast/26) - * [Heise.de (German), Januari 2022](https://www.heise.de/news/Hedy-die-mitwachsende-Programmiersprache-6336264.html) - * [Strumenta, November 2021](https://tomassetti.me/teaching-programming-with-hedy/) - * [Vives (Dutch), CodeWeek Special October 2021](images/Vives-174-Codeweek.pdf) - * [CodeWeek.eu - Haunted House Challenge, September 2021](https://codeweek.eu/2021/challenges/haunted-house) - * [Opensource.com, April 2021](https://opensource.com/article/21/4/hedy-teach-code) - * [IO Magazine, April 2021](https://ict-research.nl/wordpress/wp-content/uploads/2021/04/IO-magazine-NR1-2021_web.pdf) - * [Ingeniería De Software (Spanish), February 2021](https://ingenieriadesoftware.es/hedy-mejor-lenguaje-ensenar-programacion-ninos/) - * [Hello World Magazine, February 2021](images/Hello_World_15_Hedy.pdf) - * [Discoro, January 2021](https://discoro.wordpress.com/2021/01/09/hedy-gradually-learning-a-programming-language/) - * [Felienne wins the Dutch award for ICT research for Hedy, January 2021](https://www.nwo.nl/en/news/felienne-hermans-receives-dutch-prize-ict-research-2021) - * [SlashDot, August 2020](https://news.slashdot.org/story/20/08/17/024248/scientist-proposes-a-new-programming-language-for-teaching-coding-and-python) - * [GenBeta (Spanish), August 2020](https://www.genbeta.com/desarrollo/nuevo-lenguaje-para-ensenar-programacion-a-ninos-como-se-ensena-a-leer-escribir-forma-gradual-niveles) - * [Developpez (French), August 2020](https://programmation.developpez.com/actu/308095/Une-scientifique-propose-un-nouveau-langage-de-programmation-pour-enseigner-aux-enfants-le-codage-informatique-au-travers-d-une-approche-graduelle-implementee-en-Python-sur-13-paliers/) - * [Vives (Dutch), October 2020](images/artikel_vives.pdf) "Met Hedy stap voor stap leren programmeren" - * [Leiden University, April 2020](https://www.universiteitleiden.nl/en/news/2020/03/looking-to-distract-the-kids-while-you-work-from-home-get-them-programming) - * [Mare (Dutch), April 2020](https://www.mareonline.nl/cultuur/computercode-voor-de-kids/) - * [AG Connect (Dutch), April 2020](https://www.agconnect.nl/artikel/stapsgewijs-python-leren-programmeren-met-nieuwe-taal-hedy) -start-sections: -- title: Getting started with Hedy - text: |- - Welcome to Hedy, we are happy to help you get started with Hedy. - - Our [Teacher Manual](https://www.hedy.org/for-teachers/manual) has an overview of all features in detail, but this page has a brief overview so you know what it what before you dive in. - - A few highlights that are important to know: - * Hedy is a tool designed to help manage a classroom of kids programming! You can create your own classes, lesson plans and follow how kids are doing. - * You do not need to know a lot of programming if you begin, Hedy works step by step, also for you! - * You can use Hedy in your native tongue because it has been translated into many other languages! - * Every kid can programme!! Hedy is especially helpful for kids who have vision problems because it can read material aloud to you without the need for a mouse. - * We are here to help, you can find us for example on [Discord](https://discord.gg/8yY7dEme9r) or you can [email-us](hello@hedy.org). -- title: Teachers about Hedy - text: |- - Various teachers worldwide have expressed their passion for Hedy, as some have shared with us: - - *Incredibly inspiring! Super good way to make programming a lot more accessible for yourself, but also for students. Very fun to play with and a lot of potential to use with the students. I think it is a very nice tool! I believe this is a valuable way for children to start learning programming. Python and coding have always been very exciting, because the barrier to learning is very high. Now everything is a bit lower and it was explained that it can actually be very easy. I enjoyed seeing how Hedy tries to make programming as accessible as possible for users!* - Netherlands: Mathematics teachers in training (secondary school) - - *Simple interface and good examples.* Teacher: 3rd - 6th grades (elementary) - - *Multilingual programming and just the gradual programming concept itself.* US: middle school, 6th-8th grade - - *The gradual nature of introducing programming.* Australia: High school - - *Continues automatically.* Netherlands: 2 HAVO-VWO - - *Both that the explanation can be in Dutch (and the code in English), and that it builds up with more and more possibilities.* Netherlands: Plus class group - - *But Hedy and its gradual levels...what an idea, I wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my students, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, before starting Python.* Pakistan - - *The 'realness' of programming, it resembles how it is in reality.* Netherlands: Plus class group 4 to 8 - - *Step-by-step activities. Fun activities.* Netherlands: 1e All levels, 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO - - *I really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. Hedy's gradual approach works very well. The short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. The different assignments that the children can choose also work very well. You see the children choose assignments that appeal to them and they then get to work with them, through the levels. Hedy is great fun for children who are good at programming and want to get a taste of a real programming language. It is good preparation for secondary school as soon as more ICT education is given there.* Netherlands: Oegstgeest Montessori school - - *The construction is so good.* Netherlands: Lower secondary school HAVO-VWO - - *I can keep the pace of the class.* Netherlands: group 7 en 8 - - ![Felienne teaching kids](/images/teacherfeedback/Fkids1.JPG) *Felienne teaching kids* - - - ![Kids learning about Hedy](/images/teacherfeedback/Fkids2.JPG) *Kids learning about Hedy* -teacher-guide: -- title: Introduction - key: intro - subsections: - - title: What's Hedy? - text: |- - Hedy is a textual programming language, specifically developed for (pre-)teens (10 to 15 years old). - In contrast to programming languages for kids, like Scratch, Hedy doesn't use code blocks but textual code. - So with Hedy you'll learn how to type code like the real programmers do, but in small steps with playful exercises. - This way Hedy can function as a stepping stone to real programming languages like Python in an accessible and mostly fun way! - If you want to know more, you can watch this video about the development of Hedy as a programming language. - - title: Target audience - text: |- - Hedy is developed with middle school and junior high school students in mind (ages 10 - 15). - It's important for the students to be able to read well. We recommend not to start with Hedy before the students have achieved at least a 3rd grade reading level. - Students (and teachers!) don't need any programming experience before starting with Hedy. - - title: How does Hedy work? - text: |- - Hedy is divided into levels, in which new commands are taught. Each level contains a variety of adventures to practice the newly learned commands. - As a teacher, you get to decide which adventures are available for your students. Will they be making a restaurant, a calculator or a haunted house this level? Within each level, the adventures are arranged from easiest to hardest. - So your students keep getting challenged. The adventures can be done by the students individually, or you can use them in a classical instruction. - - The adventures also include a code example, to make sure the less digitally informed teachers are able to use Hedy too! - Of course Hedy also caters to the creative teachers that love to make their own lessonplans and adventures! - - After programming all the adventures of a certain level, your students can test their knowledge in the quiz. - You can track your students' work and their progress on the class page. - - title: Devices - text: |- - Hedy is web-based, which means it works on any device with a browser (Google Chrome, Firefox, Edge etc), so laptops, Chromebooks, tablets and even smartphones are suitable to use Hedy. - There's no need to download anything before working with Hedy, just go to the website and you're all set! - - title: The Hedy Community - text: |- - All Hedy teachers, programmers and other fans are welcome to join our Discord server. This is the ideal place to chat about Hedy: we have channels where you can show your cool projects and lessons, channels to report bugs, and channels to chat with other teachers and with the Hedy team. - Here you can find a video on how to join the Discord Community. - - title: Hedy and the GDPR - text: |- - Organizations in the EU have to comply with the GDPR (General Data Protection Regulation) when processing personal data. - Because this is a complex issue for many schools, you can use all Hedy programming functionalities without sharing personal data. - The easiest way to do this is to use Hedy without creating accounts for the teacher and students. Without accounts, all functionality is available, with the exception of personalizing levels, saving students' programs and viewing their progress. That is limiting, but there are schools that use Hedy in that way. - - A second way is for a teacher to create an account with an email address without personal data, for example "docent25@email.com". Apart from an email address, which is only required to reset your password, you do not need to share any information when you create a teacher account. - With a teacher account, you can create anonymous accounts for students, e.g. rainbow-student1, rainbow-student2, etc (See 'Teaching preparations' for a detailed manual). This way you can use all functionality of Hedy, including saving progress, without sharing personal data of yourself or your students. - - If the above is not sufficient for your context, we can sign a processing agreement for the processing of your personal data. -- title: Tutorial - key: tutorial - subsections: - - title: Tutorial - text: Do you want to follow the tutorial (again)? Click here. -- title: Teaching preparations - key: preparations - subsections: - - title: For teachers - text: You can prepare your classes at the For Teachers page. On this page you'll find everything you'll need to teach with Hedy, like your classes, your adventures and slides. All the functionalities of the for teachers page are explained below. - - title: Creating a Class - text: |- - As a teacher, you can create a class for your students. In this class you can see the students' accounts and their programs and you could monitor their progress. - This video shows you how to quickly create a class in Hedy. - - title: Duplicate a class - text: |- - Are you teaching multiple classes? Then you don't have to customize each class individually. Simply make a class, costumize the class (see "Customize your Class" to learn how) and then duplicate this class as many times as you want. - You can duplicate the class on the 'For Teachers' page. If you duplicate a class, all the class settings are duplicated as well. This means that all the levels and adventures you've made unavailable for the first class will now be unavailable for the new class(es) as well. - The student accounts and second teacher accounts in your class will not be duplicated into the new class. - - title: Add a second teacher - text: |- - Are you not the only teacher that teaches your class? Then you can now add another teacher to the class. Go to the 'For teachers' page and click on the class. Then choose 'Invite a teacher' and fill in the username of your colleague. - Your colleague will get an invitation on their account to join your class. They can see that invitation message by clicking on their username in the upper right corner of the screen and selecting 'My account'. - Once the other teacher accepts the invitation they can customize the class as well. - To remove a second teacher from your class, go to the class page and remove the second teacher. The teacher who's created the class cannot be removed. - - title: Customize your Class - text: |- - You can customize your class and choose which adventures are available for your students. This way your students won't be overwhelmed by the amount of adventures and levels, and they can specifically focus on the adventures you'd like them to practice with. - Click on your class on the for teachers page and choose 'customize class'. On this page you can select levels, set opening dates, unlock level thresholds and more. - - **Select and order adventures** - - In this section you can select and order adventures. The pink tabs are adventures with new commands. The gray tabs are regular adventures. To rearrange the order of the adventures, you can drag the tabs. However, we do advise you to use the regular order of adventures as the Hedy team made sure the adventures go from easiest to hardest. - If you want to remove an adventure for your students, simply click the cross on the adventure's tab. - - If you want to add adventures, for instance your own adventure or an adventure you accidentally removed, use this menu to add the adventure to your students' adventures. Simply click the adventure you want to add and it (re)appears in the line of adventures. To undo all your changes to the adventures, click 'Reset'. - - **Opening dates** - - With this feature you can set opening dates for the levels. This way you can make a lesson plan before your course begins and not worry about opening new levels each week. In the image above the first level is opened directly, the second will open the 23th of september, and the 3rd level the week after. The other levels are closed. - Don't want to set opening dates? No problem, just leave this section blank. - - **Unlock level thresholds** - - This featue allows you to set a threshold for your students' quiz grade, before they can continue to the next level. For example, if you enter "80" your students have to score at least 80% on the quiz before they are allowed to go to the next level. If they haven't met the threshold, they are not allowed to continue and have to retake the quiz. - Don't want to use the threshold? No worries, just keep this section blank. - - - **Other settings** - - There are some other setting that could be usefu to you aswell. Our first extra setting is 'Mandatory developer's mode'. In developers mode the students only see their input and output screens and the run button. The adventures are hidden and there are no cheatsheets available. This might come in handy in a test situation. - If this option is not selected the developer's mode is available for students too as a voluntary option. - - If you want all your students to be visible in de class highscore, you can select the second option. - With all the other options you can choose to hide some functions or content for your students, this might help them focus more. - - **Save** - - Don't forget to save your changes when you're done customizing your class. - - title: Student Accounts - text: |- - To add students to your class go to the class page by clicking in the class name on the 'for teachers' page. Then click 'add students'. There are 2 ways to let your students join your class: You can create accounts for them, or they could create their own accounts. - - **You create accounts for your students** - The easiest way to add students to your class is by creating an account for them. This can be done by clicking the 'create student accounts' button and filling in the usernames and passwords for them. - The students can login with the username and password that you chose. Afterwards, they can change their username or password if they'd like and they'll still remain in your class. - This video shows how to add students to your class in the quickest and easiest way. - - **Students make their own accounts** - Your students can also go to the Hedy website and create their own accounts, just like you did. To get them into your class, they simply have to click the invite link. - You can find the invite link on the class page and send it to your students. Mind that your students have to be logged in to Hedy when they click the link, in order to make it work smoothly. - You can also manually invite a student to your class with the button 'Invite by username'. - - title: Setting preferred language - text: |- - When students create profiles they are supposed to choose a 'preferred language'. Hedy will always be loaded in this selected language. - Changing this language can always be done later on by navigating to 'My account' and 'My personal settings' again. - - **For non-English speakers** - Not only can you change the language of the adventures to your own language. You can also choose which language the keywords (for example 'print' or 'ask') should be in. - This way you can teach your students to code with English keywords, but you can also let them program in their own language. For example, Dutch students can use the command 'vraag' instead of 'ask'. - If a student wants to switch languages, they can click the keyword switcher. It will switch the keywords from English to the preferred language and back. - Fun fact! Students are allowed program in both English and their own language at the same time! So, if they have trouble remembering some keywords in English, but easily remember other ones they can use both at the same time. - - - **Video** - This video show you how to set a preferred language and change the keywords to you preferred language as well. - - title: Storing programs - text: |- - When you are logged in, you'll see My programs next to your profile icon. - This option exists for your students too. In My programs you can find all the programs that you've worked on. - By default, programs will be saved to 'My programs' when you run the code, and every 10 seconds, under their default name - and their level (for example: Story 5). If you want to store a program under a new name, just type the new name in the name bar. - Currently, only one program can be saved per level, per tab. - - You (and your students) can also share programs using the share button next to program names. - These programs will be posted on our explore page, for everybody to see and use. - If you want to unshare your program, go to 'My programs' and click 'Unshare'. - - The paper plane icon can be used to hand in programs to the teacher of a class. Programs that have been handed is will no longer be editable. -- title: Teaching with Hedy - key: teaching - subsections: - - title: Teaching with Hedy - text: |- - Hedy contains a lot of different levels that each teach a different new skill. We recommend to teach one level per lesson. - This gives your students the time to fully grasp a new command or concept and practice with it, before moving on to the next level. - We use this structure in our lessons: Introduction, New concepts and commands, let's get to work, puzzles and quizzes. - - title: Slides - text: |- - When giving instructions you might want to use our slides. Our slides are available on the 'For teachers' page. There is a set of slides for each level. In the slides all the new commands for that level are explained. We have aimed to explain why these changes are nessecary or how the new commands come in handy. - We also give some examples of how the new commands can be used. You could of course also use your own slides, or just open Hedy and show your students around the website. Whichever you prefer to give the best Hedy lessons! - - title: Introduction - text: |- - You can start your lessons by activating your students' prior knowledge: What do they already know about the subject, what did they learn in the previous lesson and which mistakes did they make that they've now learned from? - This way all the previously learned commands and frequently made mistakes are fresh in your students' memories, when you start introducing the new lesson. - - title: Introduction of new concepts and commands - text: |- - The new concepts and commands can be very hard for some students to fully understand. - That's why it's of importance to model the proper use of the new commands to your students. - Especially in the lower levels, where some students have no experience with programming at all, it can be hard for them to understand the new abstract concepts. - Showing a lot of examples makes an abstract concept (for instance: 'What is a variable?') more recognizable and easier to understand ('Look, the variable pet changed into dog'). Our slides could help you with that. - - title: Let's get to work - text: |- - Each level contains different adventures that you can find in the pink tabs. The first pink tab explains the new commands in this level. - The following tabs are adventures that the students can try out and make their own. - The adventures are arranged from easiest to hardest, so we recommend to start on the left and your your way to the right. - The last tab 'what's next' gives a little teaser of what you'll learn in the next level. Of course, you can select the adventures you want your students to do for each level. - They don't always have to make every adventure. Every adventure contains an example code, that the students can try out with the green button. - The example code gets copied to the workfield, where the students can try out the code and adjust it to make it their own. - Stimulate your students to turn the example code into their own projects by adding their own ideas and making their own variation of the adventure. - - title: Quizzes and puzzles - text: |- - To test whether your students have picked up all the new info in the level, you can let them take the quiz. - The quiz contains 10 multiple choice questions about the new concepts and command to that level. - Not every level has a quiz yet, as we are still building the quizzes. - Some levels also contain puzzles. Puzzles show the students a couple of line of code that the students have to put in the right order. - - This video shows the quizzes and puzzles. - - title: Evaluation - text: |- - Round up your lesson by having a brief evaluation. What did the students learn? Which hardships did they come across? - How did they learn from their mistakes? And of course: What did they create? - Students are often very proud of their own creations, so it's nice to save a little time and give your students the opportunity to show their work to their classmates. -- title: Teacher Statistics - key: teacher_statistics - subsections: - - title: Live Dashboard - text: |- - If you would like to keep track of your students' progress, you can make use of the live dashboard. You can find the live dashboard by clicking 'Live statistics' on your class page. - - All the features of this dashboard are explained below. - - title: Level Selection - text: |- - - Firstly, you can select the levels you'd like to see on the dahsboard. Select the levels your students are currently working on by clicking on the number of that level. Deselect levels that you do not want to see by clicking them again. - In this example level 1 and 2 are selected. You can click on refresh to refresh the dashboard and get the most current stats. - - title: Class Overview - text: |- - - In the class overview you can see which adventure your students are working on right now. You can see that one student is working on the 'Rock, Paper, Scissors' adventure in level 1, one is working on the 'Fortune Teller' in level 1 and one student is working on the 'Rock, Paper, Scissors' adventure in level 2. - If you'd like to know which of your students is working on the adventure, simply click the number and their accountnames will appear. - You can also see how many of your students have finished the quiz. In this case, one student finished the quiz in level 1. Again, you can click the 1 to see which of your students it is. - - You can also see one of the students is 'missing' from this overview. That's because he's working on an adventure in level 4, which is not selected. - - title: Student List - text: |- - - Here you can find a list of your students and you can see their individual progress. The blue ring shows you what your students are currently working on. - - It is important to notice that the blue dots means that a students 'attempted' the adventure. This means that they ran a code in this adventure and went on to the next adventure, so this does not automatically mean that they did a good job! - If you want to see how an individual student is getting along, you can click their name in this overview. This is what you see if you click on marleen_h3a for example: - - You see that Marleen is having some trouble programming. She tried to run a program that contains blanks multiple times, so she might not realize that she has to change the code examples before running them. - In this way this overview can give you a better understanding of what a student is struggling with. - - title: Common Errors - text: |- - - If you're not only interested in individual struggles of your students, but you'd like to know what the whole class seems to be doing wrong, you can use this oversight of common errors. - The most common error messages that your students are recieving will appear in this oversight for you, so you could give some more instructions to the whole class if needed. - By clicking the error, you can see which students are having trouble with this error. By clicking resolve, you'll remove this error from the list. - - title: Overview of programs per adventure - text: |- - - Another useful overview of all the programs your students made in a level can be found on your class page. Go to the class page and click 'Overview of programs per adventure'. Here you'll find this overview. - You could use this overview to check your students' work. If they have made a program in an adventure, an eye appears in your overview. Click the eye to view their work. Did you like it? Then you can check the box and a green tick will appear. - This way you create a nice overview for yourself of your students' results. -- title: Extra Hedy features - key: features - subsections: - - title: Make your own adventure - text: It is also possible for teachers to create your own adventure. This video shows you how to create your own adventure as a teacher and add it to your class(es). - - title: Explore page - text: |- - On the explore page you can view the work of other Hedy users. You can try out their programs and use them as inspiration to create something cool yourself. - You can also add a program you've made to the explore page yourself by clicking 'Save and share code' in the coding screen or go to My Programs and click 'Share'. - Don't want to share your work anymore? Simply go to 'My Programs' and click 'Unshare'. - If you want more information about the explore page, check out this video. - - title: My achievements - text: |- - If you click on your username in the topright corner of your screen, you can go to My achievements. On this page you achievements are collected. Your students have such a page as well. - When you hover over the badge with your mouse, you'll see how to earn the badge. There are hidden badges too, of which you'll have to find out yourself how to earn them. - If you want more information on the achievements, check out this video. - - title: High Scores - text: |- - On this page you can see the high scores of all Hedy users. - In this videoyou can learn some more about the high scores. - - title: Debugger - text: |- - Is your (student's) code not working? There must be a bug (coding mistake) in it! You can use the debugger to find the mistake. - The debugger is the ladybug button in your coding screen. If you press it, you can run your code line by line to find your mistake. - Have you found the mistake? Press the red stop button and the debugger will shut off. - - title: Read aloud - text: Do you want the output of your program to be read aloud? Then you can use the read aloud function that is found under the 'run code' button in your coding screen. - - title: Programmers mode - text: |- - Distracted by all the adventures, or do you want to make a long program? Then check out the 'Programmers Mode' switch at the bottom of your coding screen. - Programmers mode allows you and your students to use a bigger coding screen. - - title: Cheat sheets - text: |- - In every level there is a button with this emoji 🤔. You and your students can find the "cheat sheets" there. On this cheat sheet, you can find all the commands that are usable in this level in their correct form. - So if you've forgotten how a command works, simply take a peek at the cheat sheet! - - title: Video - text: This video shows you even more features of Hedy, like the cheatsheets and the keyword switcher. -- title: After Hedy - key: after - subsections: - - title: What to do after Hedy? - text: |- - Congratulations on reaching the end of Hedy! Your students have now learned how to create their own basic programs in the Python programming language. - Of course, you could keep programming in our Hedy compiler, but it might be more exciting for your students to transfer to a "real" Python interface. - Would you like to continue teaching Python? Then please visit the Python website to learn how to get started in another compiler. - - Now that your students have a basic knowledge of programming in general, you could also show them around in other textual programming languages. The language might change but the concepts do not, so Hedy will still give them a big advantage. -- title: Answers to the exercises - key: answers - intro: |- - The answers to all the exercises can be found on the public profile of the useraccount 'Hedy_answers'. We often encourage students to use their own creativity in their answers, so these answers are merely a guideline as to what a possible correct answer could look like. - - To go to the 'Hedy_answers' profile, please click here. -- title: Common mistakes - key: common_mistakes - intro: |- - You can learn from your mistakes, especially in coding! Making mistakes is unavoidable, and a great opportunity to learn, but for teachers, it can be a challenge to find the correct fix for a mistake! Especially as the programs get longer and longer as the students progress through the levels. That's why we've made a list with frequently made mistakes in each level, and their solutions. - levels: - - level: '1' - sections: - - title: Students forget to type commands - example: - error_text: For example they type a sentence without using print. - error_code: Hedy can't print this - solution_text: Teach your students to always start a line of code with a command. - solution_code: '{print} Hedy can print this!' - - title: Students use capitals when typing commands - example: - error_text: Commands won't work if they are in capitals. - error_code: |- - Ask Why does my code fail? - Print Because I'm using capitals. - solution_text: Remove the capitals. - solution_code: |- - {ask} Why does my code work now? - {print} Because I removed the capitals! - - title: Students use echo without ask - example: - error_text: Echo is made to repeat an answer after an ask command. Without ask echo won't do anything. - error_code: '{echo} Your name is' - solution_text: Add an ask command to make it work. - solution_code: |- - {ask} What's your name? - {echo} Your name is - - title: Students want their echo word (variable) to be in the middle of a sentence - example: - error_text: And they are right! That's why they will learn to use proper variables in the next level. - error_code: |- - {ask} Which programming language is the most fun? - {echo} is the best! - solution_text: 'In level 1 we have to keep it at this:' - solution_code: |- - {ask} Which programming language is the most fun? - {echo} The best is... - - title: 'Turtle: Students let the turtle walk off of the screen' - example: - error_text: Often students love to try out big numbers when using the turtle, which causes the arrow to walk off the screen. - error_code: |- - {forward} 300 - {turn} 90 - solution_text: In the example, students tend to think that the turn command failed; even though it did what it what supossed to. What happened is the turtle walked past the screen limits. Use smaller numbers to prevent this from happening. - solution_code: |- - {forward} 100 - {turn} 90 - - title: "Turtle: Students use the command backward, but there's no such command." - example: - error_text: Backward is not a command. - error_code: backward 100 - solution_text: 'To make the turtle go backwards, you use the forward command and a negative number. For example:' - solution_code: '{forward} -100' - - level: '2' - sections: - - title: Students make typos in their commands - example: - error_text: Hedy can't recognize a command with a typo. - error_code: prinnt Don't make typos - solution_text: Teach your students to read the error messages. This way they can find out themselves what went wrong. - solution_code: "{print} Don't make typos" - - title: Students forget that the ask command has changed - example: - error_text: In this level students learn about variables. The ask command requires a variable as well, but students forget this. - error_code: ask what would you like to eat - solution_text: In this level you have to tell Hedy where to save your answer, so it can be used later on. This is called a variable. - solution_code: order {is} {ask} What would you like to eat - - title: Students try to use the `{echo}` command - example: - error_text: For some students it might be frustrating to learn that the `{echo}` command doesn't work anymore. That's why it's very important to explain the advantages of using variables. For example you can use multiple variables in a code, and you can put them anywhere you like in a sentence! - error_code: |- - answer {is} {ask} Why doesn't {echo} work anymore?! - {echo} - solution_text: Use a variable instead. - solution_code: |- - answer {is} {ask} Why doens't {echo} work anymore?! - {print} answer - - title: Students use a variable name or as a normal word - example: - error_text: In the example below the word 'name' is used as a variable, but also as a normal text. The output of this code will be 'Hi my Hedy is Hedy'. - error_code: |- - name {is} Hedy - {print} Hi my name is name - solution_text: So don't use a word you want to use in the text as a variable name. In level 4 this is solved with quotation marks. - solution_code: |- - name {is} Hedy - {print} Hi I'm name - - title: Students use long variable names containing two words. - example: - error_text: A variable should be named with one word. You could use an underscore to connect two words. That counts as one. - error_code: chosen door is ask Which door do you pick - solution_text: Add an underscore. - solution_code: chosen_door {is} {ask} which door do you pick - - title: Students might use two different names for the same variable - example: - error_text: In this example the student has used 'horse' and 'name' for the same variables. - error_code: |- - horse {is} {ask} What is your horse called - {print} Your horse is called name - solution_text: Always check whether the variable has the same name throughout the code. Slight differences can be hard to spot (for example plurals) but they will interfere with the code. - solution_code: |- - name {is} {ask} What is your horse called - {print} Your horse is called name - - level: '3' - sections: - - title: Students try to print whole lists - example: - error_text: A list can't be printed. You can only print one item from the list with {at} {random}. - error_code: |- - groceries {is} apples, milk, chocolate - {print} groceries - solution_text: To print a list of all the groceries, you simply need to put them after a `{print}` command. Else you can use the list to print one item with `{at}` `{random}`. - solution_code: |- - {print} apples, milk, chocolate - - # or - - groceries {is} apples, milk, chocolate - {print} groceries {at} {random} - - title: Students use the name of a variable or list as regular text - example: - error_text: This problem probably occured in level 2 as well. Now it can happen with lists too. - error_code: |- - name {is} Hedy - {print} Hi my name is name - - # or - - animal {is} rhino, bee, swan - {print} The best animal is... animal {at} {random} - solution_text: Don't use the names of variables or lists in regular text to print. In level 4 this problem is solved with quotation marks. - solution_code: |- - name {is} Hedy - {print} Hi I'm name - - # or - - animals {is} rhino, bee, swan - {print} The best animal is... animals {at} {random} - - title: Students forget `{at}` in `{at}` `{random}` - example: - error_text: Like in the example - error_code: |- - birds {is} sparrow, seagull, robin - {print} birds random - solution_text: This problem is solved by adding the word at. - solution_code: |- - birds {is} sparrow, seagull, robin - {print} birds {at} {random} - - title: Students forget to use the `{print}` command when also using the `{at}` `{random}` command - example: - error_text: Or they will sometimes put `{at}` `{random}` at the beginning of the line. - error_code: |- - fruit {is} apple, cherry, banana - fruit {at} {random} - solution_text: Emphasize to your students that you always need a print to print text. - solution_code: |- - fruit {is} apple, cherry, banana - {print} fruit {at} {random} - - title: Students forget to use commas in their lists - example: - error_text: In a list items are seperated with a comma. - error_code: |- - pizzas {is} funghi tonno quattro stagioni - {print} pizzas {at} {random} - solution_text: After each item on your list, there should be a comma - solution_code: |- - pizzas {is} funghi, tonno, quattro stagioni - {print} pizzas {at} {random} - - title: Students try to use `{at}` `{random}` without a list - example: - error_text: For example - error_code: |- - clubs {is} Manchester United - {print} clubs {at} {random} - solution_text: Hedy can't print anything at random, because there is no list to choose from. - solution_code: |- - clubs {is} Manchester United, Bayrn Munchen, FC Barcelona - {print} clubs {at} {random} - - title: Students try to use add/remove without a list - example: - error_text: In the example below 'names' is not a list, but a variable. You cannot add anything to it. - error_code: |- - names {is} Jake - your_name {is} {ask} Who are you? - {add} your_name {to} names - {print} names {at} {random} - solution_text: There has to be a list first, so you have to add a second name to turn names into a list, for example Amy. If you don't want amy on your list, you can use remove to remove it after. - solution_code: |- - names {is} Jake, Amy - your_name {is} {ask} Who are you? - {add} your_name {to} names - {print} names {at} {random} - - title: Students forget to use `{to}`/`{from}` in `{add}`/`{remove}` - example: - error_text: Without to/from the add/remove command won't work. - error_code: |- - adventures {is} story, parrot, dice - choice {is} Which adventure do you like best? - {add} choice - {remove} dice - {print} I love adventures {at} {random} - solution_text: Hedy has to know which list the item should be added to/removed from. - solution_code: |- - adventures {is} story, parrot, dice - choice {is} Which adventure do you like best? - {add} choice {to_list} adventures - {remove} dice {from} adventures - {print} I love adventures {at} {random} - - level: '4' - sections: - - title: Students forget to use quotation marks on both sides of the text - example: - error_text: In this level print and ask need a set of quotation marks. One before of the text and one after. - error_code: |- - {print} Hello - mood {is} {ask} 'How are you? - solution_text: Add the correct quotation marks. - solution_code: |- - {print} 'Hello' - mood {is} {ask} 'How are you?' - - title: Students use the wrong quotation marks - example: - error_text: It is important to start your lesson by checking if the students know how to type a quotation mark properly. On Hedy, students might use single quotes ('') and double quotes (""). Backticks on the other hand, are not considered valid quotes (``). - error_code: |- - {print} `Welcome to the restaurant` - food {is} {ask} "What would you like to order?" - solution_text: 'These are the correct quotation marks:' - solution_code: |- - {print} 'Welcome to the restaurant' - food {is} {ask} 'What would you like to order?' - - title: Students use an apostrophe in their text - example: - error_text: From this level on apostrophes are not allowed. They are often used in English when typing contractions like you're, don't or what's. - error_code: "{print} 'You're not allowed to type this'" - solution_text: You can choose to use the wrong grammar and just leave the apostrophe out. Or you could use the ` as an apostrophe. - solution_code: |- - {print} 'Youre allowed to type this' - {print} 'And you`re able to do this' - - level: '5' - sections: - - title: Students forget to use `{print}` in an `{if}` command - example: - error_text: After students use `{if}` or `{else}` they forget to use a second command like `{print}` or `{ask}`. - error_code: |- - {if} name {is} Hedy 'Great!' - {else} Hedy {is} better! - solution_text: Add the print command to fix it. - solution_code: |- - {if} name {is} Hedy {print} 'Great!' - {else} {print} 'Hedy is better!' - - title: Students might use two different names for the same variable - example: - error_text: In this example the student has used 'horse' and 'name' for the same variables. - error_code: |- - horse {is} {ask} 'What is your horse called?' - {if} name {is} Bonfire {print} 'cool' - {else} {print} 'less cool!' - solution_text: Always check whether the variable has the same name throughout the code. Slight differences can be hard to spot (for example plurals) but they will interfere with the code. - solution_code: |- - horse {is} {ask} 'What is your horse called' - {if} horse {is} Bonfire {print} 'cool!' - {else} {print} 'less cool!' - - title: Students still forget the quotes on both sides - example: - error_text: Using the `if` command can make the code lines very long and students tend to forget to use quotes. - error_code: |- - {if} name {is} Hedy {print} fun - {else} {print} 'meh! - solution_text: Always use 2 quotes in a print command. - solution_code: |- - {if} name {is} Hedy {print} 'fun' - {else} {print} 'meh!' - - title: Students use quotes around variable names - example: - error_text: In this level there are no quotes around variable names. - error_code: |- - {if} name {is} 'Hedy' {print} 'fun' - {else} {print} 'meh!' - solution_text: Remove the quotes to get the code to work. - solution_code: |- - {if} name {is} Hedy {print} 'fun' - {else} {print} 'meh! - - title: Students use long variable names containing two or more words - example: - error_text: Variables in Hedy can't contain spaces, so, in order to use together several words, students need to connect them using underscores (_) - error_code: chosen door is ask Which door do you pick? - solution_text: Add an underscore. - solution_code: chosen_door {is} {ask} 'which door do you pick?' - - title: Students want multiple answers to be correct - example: - error_text: For example this student wants Hedy to tell all his friends that they are funny, while other classmates should be told that they are not. - error_code: "{if} name {is} Jesse, David, Souf {print} 'You are funny' {else} {print} 'You are not funny'" - solution_text: |- - You could use the `{in}` command for that. While it is explained in a higher level, it does already work in level 5. - Another solution is to use multiple `{if}` commands and no `{else}` command. The disadvantage is that it won't tell the other classmates that they are not funny. - solution_code: |- - friends {is} Jesse, David, Souf - name {is} {ask} 'Who are you?' - {if} name {in} friends {print} 'You are funny' - {else} {print} 'You are not funny' - - # or - - name {is} {ask} 'Who are you?' - {if} naam {is} Jesse {print} 'You are funny' - {if} naam {is} David {print} 'You are funny' - {if} naam {is} Souf {print} 'You are funny' - - title: The students make the variable name the same as the value in the `{if}` statement - example: - error_text: In the example below the password is 'password'. This will result in it always being correct. - error_code: |- - password {is} {ask} 'What is the password?' - {if} password {is} password {print} 'Access granted' - {else} {print} 'Acces denied!' - solution_text: Pick a different name for your variable. - solution_code: |- - secret_password {is} {ask} 'What is the password' - {if} secret_password {is} password {print} 'Access granted!' - {else} {print} 'Access denied!' - - level: '6' - sections: - - title: Students struggle with quotation marks - example: - error_text: Some students struggle with adding quotation marks or not. If you add quotation marks, the output screen will literally show '5+5'. - error_code: "{print} '5 + 5'" - solution_text: In this code the output screen will print '10'. - solution_code: '{print} 5 + 5' - - title: Students struggle with the concept of doing maths with a variable - example: - error_text: 'Some students will find it hard to do maths with variables. Try to show them very simple examples, like:' - error_code: |- - age = {ask} 'How old are you?' - {print} 'Next year you will be ' age + 1 - solution_text: Or take it a step further like this. - solution_code: |- - price = 0 - {print} 'Welcome to our burger restaurant' - burger = {ask} 'Would you like a burger?' - {if} burger = yes price = price + 10 - drink = {ask} 'Would you like a drink?' - {if} drink = yes price = price + 4 - {print} 'That will be ' price ' euros please' - - level: '7' - sections: - - title: Students forget one of the word of the repeat command, or they forget the print command - example: - error_text: Make sure that the students know to use both the full repeat command and the print command. - error_code: |- - {repeat} 3 {times} For he`s a jolly good fellow - {repeat} 3 print - solution_text: 'This is the correct code:' - solution_code: |- - {repeat} 3 {times} {print} 'For he`s a jolly good fellow' - {repeat} 3 {times} {print} 'Which nobody can deny!' - - title: Students try to repeat multiple lines - example: - error_text: In this level you can only repeat one line of code multiple times. In this code the student wanted to print 3 different drinks, but it won't work. It will ask the question 3 times and only print the last answer. - error_code: |- - {repeat} 3 {times} drink = {ask} 'What would you like to drink?' - {print} drink - solution_text: You should go to the next level to be able to repeat multiple lines. So on this level you'll have to print everything seperately. - solution_code: |- - drink = {ask} 'What would you like to drink?' - {print} drink - drink = {ask} 'What would you like to drink?' - {print} drink - drink = {ask} 'What would you like to drink?' - {print} drink - - title: Students make programs that take too long to run - example: - error_text: In this level it's very easy to make programs that take a lot of time to complete. If the program takes too long, it'll be stopped, this with the intention to prevent straining the student's machine. - error_code: "{repeat} 100 {times} {print} 'How many times can I repeat this?'" - solution_text: Make sure the code doesn't take too long to execute - solution_code: "{repeat} 20 {times} {print} 'This is enough'" - - level: '8' - sections: - - title: Students use the indentation wrong - example: - error_text: Indentation is a new concept in this level, and for some students it might be hard to learn. Make sure they practise some simple examples before making a whole program with it. - error_code: |- - {repeat} 3 {times} - {print} 'hello' - solution_text: 'This is the correct code:' - solution_code: |- - {repeat} 3 {times} - {print} 'hello' - - title: Students only repeat 1 line when they wanted to repeat multiple lines - example: - error_text: For instance, in the code below the student wanted to take the drinks order of 3 people. But instead the program asked 3 times, but only wrote down one order. - error_code: |- - {repeat} 3 {times} - drink = {ask} 'What would you like to drink?' - {print} drink - solution_text: |- - In the correct code the third line starts with indentation too. This way it belongs to the repeat block and therefore it will be repeated 3 times. - Showing your students these differences can help them understand why we need indentation to make our programs work. - solution_code: |- - {repeat} 3 {times} - drink = {ask} 'What would you like to drink?' - {print} drink - - title: Students want to nest `{if}` statements, or put `{if}` statements inside a loop - example: - error_text: |- - In this level students aren't allowed yet to put `{if}` statements inside other `{if}` statements or inside repeat loops. - In the next level this is allowed. - error_code: |- - birthday = {ask} 'Is it you birthday?' - {if} birthday = yes - {repeat} 3 {times} - {print} 'Hip Hip Hooray!' - solution_text: 'This is the correct code for this level:' - solution_code: |- - birthday = {ask} 'Is it you birthday?' - {if} birthday = yes - {print} 'Hip Hip Hooray!' - {print} 'Hip Hip Hooray!' - {print} 'Hip Hip Hooray!' - - title: Students make programs that take too long to run - example: - error_text: In this level it's very easy to make programs that take a lot of time to complete. If the program takes too long, it'll be stopped, this with the intention to prevent straining the student's machine. - error_code: |- - {repeat} 100 {times} - {print} 'How many times can I repeat this?' - solution_text: Make sure the code doesn't take too long to execute - solution_code: |- - {repeat} 20 {times} - {print} 'This is enough' - - title: Students use the `{if}` command to check if the variable value is the same as the variable name - example: - error_text: |- - We've noticed a common error among our students: they try to create a program that checks for a password, but they make the password 'password'. - In line 2 the computer is asked to check whether the variable password is the same as the variable password, so itself. Which means the answer is always yes. - So with this code the answer will always be 'You can come in' no matter what the player fills in. - error_code: |- - password {is} {ask} 'What is the password?' - {if} password {is} password - {print} 'You can come in' - {else} - {print} 'You are not allowed' - solution_text: You can fix this mistake by adding quotation marks. This way the computer knows that the second password in `{if} password {is} 'password'` is a string value (so normal text) and not the variable name. - solution_code: |- - password {is} {ask} 'What is the password?' - {if} password {is} 'password' - {print} 'You can come in' - {else} - {print} 'You are not allowed' - - level: '9' - sections: - - title: Students make mistakes with indentation - example: - error_text: The hardest part about this level is getting the indentation right. Students love nesting `{if}` statements, sometimes even inside other nested `{if}` statements. Keeping track of indentation can get pretty tough. - error_code: |- - {print} 'Robin is walking downtown' - location = {ask} 'Is Robin going into a shop, or does she go home?' - {if} location {is} shop - {print} 'She enters the shop.' - {print} 'Robin sees an interesting looking book' - book = {ask} 'Does Robin buy the book?' - {if} book {is} yes - {print} 'Robin buys the book and goes home' - {else} - {print} 'Robin leaves the shop and goes home' - {else} - {print} 'Robin goes home' - solution_text: This is the correct code. Try to keep track of all the different constructions when putting `{if}` statements inside other `{if}` statements. - solution_code: |- - {print} 'Robin is walking downtown' - location = {ask} 'Is Robin going into a shop, or does she go home?' - {if} location {is} shop - {print} 'She enters the shop.' - {print} 'Robin sees an interesting looking book' - book = {ask} 'Does Robin buy the book?' - {if} book {is} yes - {print} 'Robin buys the book and goes home' - {else} - {print} 'Robin leaves the shop and goes home' - {else} - {print} 'Robin goes home' - - level: '10' - sections: - - title: Students do not use the `{for}` command correctly - example: - error_text: We often see that students try to print the list (in the example animals) instead of the items of the list. - error_code: |- - animals {is} dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animals - solution_text: The word animals in the last line should be changed into animal. - solution_code: |- - animals {is} dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - - title: Students forget the indentation - example: - error_text: Students tend to forget to use indentation after a for command. - error_code: |- - animals {is} dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animals - solution_text: You should use indentation after a for command. - solution_code: |- - animals {is} dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - - level: '11' - sections: - - title: Students forget to use indentation - example: - error_text: Make sure that the students use indentation. - error_code: |- - {for} i {in} {range} 1 {to} 5 - {print} i - solution_text: 'This is the correct code:' - solution_code: |- - {for} i {in} {range} 1 {to} 5 - {print} i - - title: Students don't understand the i - example: - error_text: |- - Some students don't understand that i is a variable. i is chosen, because it is used in Python programming, but you could just as easily use a different variable name. - For example, this code: - error_code: |- - {for} i {in} {range} 1 {to} 5 - {print} i - solution_text: Could just as well be replaced with this code. It works the same. - solution_code: |- - {for} banana {in} {range} 1 {to} 5 - {print} banana - - level: '12' - sections: - - title: Students forget quotation marks - example: - error_text: Students need more quotation marks now than in the previous levels. In this example quotation marks were forgotten in the list and in the `{if}` command. - error_code: |- - superheroes = Spiderman, Batman, Iron Man - superhero = superheroes {at} {random} - {if} superhero = Batman - {print} 'IM BATMAN!' - solution_text: 'This is the correct code:' - solution_code: |- - superheroes = 'Spiderman', 'Batman', 'Iron Man' - superhero = superheroes {at} {random} - {if} superhero {is} 'Batman' - {print} 'IM BATMAN!' - - title: Students use quotation marks on numbers they want to use for calculations - example: - error_text: |- - You can use quotation marks on numbers, but only if you want the computer to think of them as text. This means you can't do calculations with the number. - In the example below, you can't do maths with the number 25, because it's in quotation marks. - error_code: |- - score = '25' - answer {is} {ask} 'Do you want a point?' - {if} answer {is} 'yes' - score = score + 1 - {print} score - solution_text: 'This is the correct code:' - solution_code: |- - score = 25 - answer {is} {ask} 'Do you want a point?' - {if} answer {is} 'yes' - score = score + 1 - {print} score - - title: Students use commas instead of periods in decimal numbers - example: - error_text: Decimal numbers can be used from this level on, but you can't use commas. - error_code: '{print} 2,5 + 2,5' - solution_text: 'This is the correct code:' - solution_code: '{print} 2.5 + 2.5' - - level: '13' - sections: - - title: Students confuse `{and}` with `{or}` - example: - error_text: Both commands might appear similar, but their functions are very different. - error_code: |- - game {is} {ask} 'Do you want to play a game?' - time {is} {ask} 'Do you have time to play?' - {if} game {is} 'yes' {or} time {is} 'yes' - {print} 'Lets play!' - solution_text: In this case, the person should answer yes on both questions, so you should use `and`. - solution_code: |- - game {is} {ask} 'Do you want to play a game?' - time {is} {ask} 'Do you have time to play?' - {if} game {is} 'yes' {and} time {is} 'yes' - {print} 'Lets play!' - - level: '14' - sections: - - title: Students confuse the < and > signs - example: - error_text: Often, students are already familiar with these signs from maths class. But if your students don't know these signs yet, they might have a challenge with it. - error_code: |- - age = {ask} 'How old are you?' - {if} age < 12 - {print} 'You are older than I am!' - solution_text: 'This is the correct code:' - solution_code: |- - age = {ask} 'How old are you?' - {if} age > 12 - {print} 'You are older than I am!' - - title: Students use the wrong signs for `!=` `<=` and `>=` - example: - error_text: These signs are probably new for most students. Make sure to explain these signs to your students. - error_code: |- - name = {ask} 'What is your name?' - {if} name = 'Hedy' - {print} 'You are not Hedy' - solution_text: 'This is the correct code:' - solution_code: |- - name = {ask} 'What is your name?' - {if} name != 'Hedy' - {print} 'You are not Hedy' - - title: Students forget to use the == sign - example: - error_text: In this level, students are still allowed to use = or is. But on other levels, or in python, they might get in trouble for that. So it is best to train them to use it. - error_code: |- - name = {ask} 'What is your name?' - {if} name = 'Hedy' - {print} 'You are cool!' - solution_text: 'This is the correct code:' - solution_code: |- - name = {ask} 'What is your name?' - {if} name == 'Hedy' - {print} 'You are cool!' - - level: '15' - sections: - - title: Students forget indentation in the while loop - example: - error_text: Indentation is often hard for students. - error_code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - solution_text: 'This is the correct code:' - solution_code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - - level: '16' - sections: - - title: Students forget the brackets - example: - error_text: From this level on lists should be in brackets. - error_code: |- - icecream = 'starwberry', 'chocolate' - {print} 'I love ' icecream[{random}] ' icecream' - solution_text: 'This is the correct code:' - solution_code: |- - icecream = ['starwberry', 'chocolate'] - {print} 'I love ' icecream[{random}] ' icecream' - - title: Students use the wrong brackets - example: - error_text: From this level on lists should be in brackets. - error_code: |- - icecream = ('starwberry', 'chocolate') - {print} 'I love ' icecream[{random}] ' icecream' - solution_text: 'This is the correct code:' - solution_code: |- - icecream = ['starwberry', 'chocolate'] - {print} 'I love ' icecream[{random}] ' icecream' - - title: Students forget the quotation marks while focussing on the brackets - example: - error_text: Students are sometimes very focussed on the new aspect of the syntax, that they forget the quotation marks. - error_code: |- - icecream = [starwberry, chocolate] - {print} 'I love ' icecream[{random}] ' icecream' - solution_text: 'This is the correct code:' - solution_code: |- - icecream = ['starwberry', 'chocolate'] - {print} 'I love ' icecream[{random}] ' icecream' - - title: Students still use the old at random command - example: - error_text: Students are sometimes very focussed on the new aspect of the syntax, that they forget the quotation marks. - error_code: |- - icecream = [starwberry, chocolate] - {print} 'I love ' icecream at random ' icecream' - solution_text: 'This is the correct code:' - solution_code: |- - icecream = ['starwberry', 'chocolate'] - {print} 'I love ' icecream[{random}] ' icecream' - - title: Students forget the quotation marks while focussing on the brackets - example: - error_text: Students are sometimes very focussed on the new aspect of the syntax, that they forget the quotation marks. - error_code: |- - icecream = [starwberry, chocolate] - {print} 'I love ' icecream[{random}] ' icecream' - solution_text: 'This is the correct code:' - solution_code: |- - icecream = ['starwberry', 'chocolate'] - {print} 'I love ' icecream[{random}] ' icecream' - - level: '17' - sections: - - title: Students use `{elif}` like `{else}`, so without a condition - example: - error_text: The `{elif}` command needs a condition behind it. It cannot be used like `{else}`, without a condition. - error_code: |- - color = ask 'What is your favorite color?' - {if} color == 'green': - {print} 'green is nice' - {elif}: - {print} 'I like green' - solution_text: 'This is the correct code:' - solution_code: |- - color = {ask} 'What is your favorite color?' - {if} color == 'green': - {print} 'green is nice' - {elif} color == yellow: - {print} 'yellow is alright' - {else}: - {print} 'I like green' - - title: Students forget the colon - example: - error_text: After each command that requires indentation, a colon should be used. - error_code: |- - answer = ask 'How are you doing?' - {if} answer {is} 'great' - {print} 'Me too!' - {elif} answer {is} 'bad' - {print} 'Let me cheer you up!' - {else} - {print} 'Im great!' - solution_text: 'This is the correct code:' - solution_code: |- - answer = {ask} 'How are you doing?' - {if} answer {is} 'great': - {print} 'Me too!' - {elif} answer {is} 'bad': - {print} 'Let me cheer you up!' - {else}: - {print} 'Im great!' - - level: '18' - sections: - - title: Students forget to use the brackets - example: - error_text: Students will forget to put brackets around their text. - error_code: "{print} 'my name is Hedy!'" - solution_text: 'This is the correct code:' - solution_code: "{print}('my name is Hedy!')" - - title: Students will still use the ask command - example: - error_text: The ask command has been used since level 1. So it might be hard for the students to switch to input instead of ask. - error_code: |- - {print}('My name is Hedy!') - name = ask('What is your name?') - {print}('So your name is ', name) - solution_text: 'This is the correct code:' - solution_code: |- - {print}('My name is Hedy!') - name = {input}('What is your name?') - {print}('So your name is ', name) - - title: Students might use the brackets as quotation marks - example: - error_text: They have learned to keep the variables outside of the quotation marks, so they might do the same with the brackets. Which is not the correct way to use them. - error_code: |- - temperature = 25 - {print}('It is ') temperature ('degrees outside') - solution_text: 'This is the correct code:' - solution_code: |- - temperature = 25 - {print}('It is ', temperature, 'degrees outside') +{} diff --git a/content/pages/te.yaml b/content/pages/te.yaml index 1da9a2facbb..cc227ca7ceb 100644 --- a/content/pages/te.yaml +++ b/content/pages/te.yaml @@ -52,15 +52,15 @@ join-sections: learn-more-sections: - title: The Hedy foundation text: |- - Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. + Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. - The board of the foundation consists of: - - * Felienne Hermans, president - * Eelko Huizing, finance - * Renée Merbis, secretary - - The board of Stichting Hedy does not get any financial compensation for their tasks. + The board of the foundation consists of: + + * Felienne Hermans, president + * Eelko Huizing, finance + * Renée Merbis, secretary + + The board of Stichting Hedy does not get any financial compensation for their tasks. - title: A deep dive! text: |- Want to know more about Hedy's philosophy and design? Check out this talk Felienne gave at the StrangeLoop Conference in 2022: @@ -93,7 +93,9 @@ start-sections: - title: Hedy తో ప్రారంభం text: '*ఉపాధ్యాయుల ఖాతాలు, స్లయిడ్‌లు మొదలైన వాటి గురించి కొంత*' - title: What other teachers say - text: "A while ago we ran a few short Hedy teachers surveys. \nThe questions span between suggestions of improvement and Hedy’s best features. \nBelow is a testimony of their thoughts:\n\nSimple interface and good examples. *Teacher: 3rd - 6th grades (elementary)*\n\nMultilingual programming and just the gradual programming concept itself. - *US: middle school, 6th-8th grade*\n\nThe gradual nature of introducing programming. *Australia: High school*\n\nThe construction is so good. *Netherlands: Lower secondary school HAVO-VWO*\n\nI can keep the pace of the class. *Netherlands: group 7 en 8* \n\nContinues automatically. *Netherlands: 2 HAVO-VWO*\n\nBoth that the explanation can be in Dutch (and the code in English), and that it builds up with more \nand more possibilities. *Netherlands: Plus class group 7*\n\nThe 'realness' of programming, it resembles how it is in reality. *Netherlands: Plus class group 4 to 8*\n\nStep-by-step activities. Fun activities. *Netherlands: 1e All levels, 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO*\n\nBut Hedy and its gradual levels... what an idea, \nI wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my \nstudents, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, \nbefore starting Python. *Pakistan*\n\nI really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. \nHedy's gradual approach works very well. \nThe short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. \nThe different assignments that the children can choose also work very well. \nYou see the children choose assignments that appeal to them and they then get to work with them, \nthrough the levels. Hedy is great fun for children who are good at programming and want to get a \ntaste of a real programming language. It is good preparation for secondary school as soon as more ICT \neducation is given there. *Netherlands: Oegstgeest Montessori school*\n\n" + text: "A while ago we ran a few short Hedy teachers surveys. \nThe questions span between suggestions of improvement and Hedy’s best features. \nBelow is a testimony of their thoughts:\n\nSimple interface and good examples. *Teacher: 3rd - 6th grades (elementary)*\n\nMultilingual programming and just the gradual programming concept itself. - *US: middle school, 6th-8th grade*\n\nThe gradual nature of introducing programming. *Australia: High school*\n\nThe construction is so good. *Netherlands: Lower secondary school HAVO-VWO*\n\nI can keep the pace of the class. *Netherlands: group 7 en 8* \n\nContinues automatically. *Netherlands: 2 HAVO-VWO*\n\nBoth that the explanation can be in Dutch (and the code in English), and that it builds up with more \nand more possibilities. *Netherlands: Plus class group 7*\n\nThe 'realness' of programming, it resembles how it is in reality. *Netherlands: Plus class group 4 to 8*\n\nStep-by-step activities. Fun activities. *Netherlands: 1e All levels, + 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO*\n\nBut Hedy and its gradual levels... what an idea, \nI wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my \nstudents, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, \nbefore starting Python. *Pakistan*\n\nI really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. \nHedy's gradual approach works very well. \nThe short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. \nThe different assignments that the children can choose also work very well. \nYou see the children choose assignments that appeal to them and they then get to work with them, \nthrough the levels. Hedy is great fun for children who are good at programming and want to get + a \ntaste of a real programming language. It is good preparation for secondary school as soon as more ICT \neducation is given there. *Netherlands: Oegstgeest Montessori school*\n\n" teacher-guide: - title: Introduction key: intro diff --git a/content/pages/th.yaml b/content/pages/th.yaml index c4b600e657e..beea92ff3d4 100644 --- a/content/pages/th.yaml +++ b/content/pages/th.yaml @@ -54,15 +54,15 @@ join-sections: learn-more-sections: - title: The Hedy foundation text: |- - Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. + Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. - The board of the foundation consists of: - - * Felienne Hermans, president - * Eelko Huizing, finance - * Renée Merbis, secretary - - The board of Stichting Hedy does not get any financial compensation for their tasks. + The board of the foundation consists of: + + * Felienne Hermans, president + * Eelko Huizing, finance + * Renée Merbis, secretary + + The board of Stichting Hedy does not get any financial compensation for their tasks. - title: A deep dive! text: |- Want to know more about Hedy's philosophy and design? Check out this talk Felienne gave at the StrangeLoop Conference in 2022: @@ -95,7 +95,9 @@ start-sections: - title: Getting started with Hedy text: '*Something about teachers accounts, slides etc*' - title: What other teachers say - text: "A while ago we ran a few short Hedy teachers surveys. \nThe questions span between suggestions of improvement and Hedy’s best features. \nBelow is a testimony of their thoughts:\n\nSimple interface and good examples. *Teacher: 3rd - 6th grades (elementary)*\n\nMultilingual programming and just the gradual programming concept itself. - *US: middle school, 6th-8th grade*\n\nThe gradual nature of introducing programming. *Australia: High school*\n\nThe construction is so good. *Netherlands: Lower secondary school HAVO-VWO*\n\nI can keep the pace of the class. *Netherlands: group 7 en 8* \n\nContinues automatically. *Netherlands: 2 HAVO-VWO*\n\nBoth that the explanation can be in Dutch (and the code in English), and that it builds up with more \nand more possibilities. *Netherlands: Plus class group 7*\n\nThe 'realness' of programming, it resembles how it is in reality. *Netherlands: Plus class group 4 to 8*\n\nStep-by-step activities. Fun activities. *Netherlands: 1e All levels, 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO*\n\nBut Hedy and its gradual levels... what an idea, \nI wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my \nstudents, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, \nbefore starting Python. *Pakistan*\n\nI really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. \nHedy's gradual approach works very well. \nThe short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. \nThe different assignments that the children can choose also work very well. \nYou see the children choose assignments that appeal to them and they then get to work with them, \nthrough the levels. Hedy is great fun for children who are good at programming and want to get a \ntaste of a real programming language. It is good preparation for secondary school as soon as more ICT \neducation is given there. *Netherlands: Oegstgeest Montessori school*\n\n" + text: "A while ago we ran a few short Hedy teachers surveys. \nThe questions span between suggestions of improvement and Hedy’s best features. \nBelow is a testimony of their thoughts:\n\nSimple interface and good examples. *Teacher: 3rd - 6th grades (elementary)*\n\nMultilingual programming and just the gradual programming concept itself. - *US: middle school, 6th-8th grade*\n\nThe gradual nature of introducing programming. *Australia: High school*\n\nThe construction is so good. *Netherlands: Lower secondary school HAVO-VWO*\n\nI can keep the pace of the class. *Netherlands: group 7 en 8* \n\nContinues automatically. *Netherlands: 2 HAVO-VWO*\n\nBoth that the explanation can be in Dutch (and the code in English), and that it builds up with more \nand more possibilities. *Netherlands: Plus class group 7*\n\nThe 'realness' of programming, it resembles how it is in reality. *Netherlands: Plus class group 4 to 8*\n\nStep-by-step activities. Fun activities. *Netherlands: 1e All levels, + 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO*\n\nBut Hedy and its gradual levels... what an idea, \nI wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my \nstudents, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, \nbefore starting Python. *Pakistan*\n\nI really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. \nHedy's gradual approach works very well. \nThe short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. \nThe different assignments that the children can choose also work very well. \nYou see the children choose assignments that appeal to them and they then get to work with them, \nthrough the levels. Hedy is great fun for children who are good at programming and want to get + a \ntaste of a real programming language. It is good preparation for secondary school as soon as more ICT \neducation is given there. *Netherlands: Oegstgeest Montessori school*\n\n" teacher-guide: - title: คำนำ key: คำนำ diff --git a/content/pages/tl.yaml b/content/pages/tl.yaml index 501de458e26..787df4ed10b 100644 --- a/content/pages/tl.yaml +++ b/content/pages/tl.yaml @@ -1,4 +1,3 @@ -title: Hedy documentation home-sections: - title: Textual programming made easy! text: |- @@ -54,15 +53,15 @@ join-sections: learn-more-sections: - title: The Hedy foundation text: |- - Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. + Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. - The board of the foundation consists of: - - * Felienne Hermans, president - * Eelko Huizing, finance - * Renée Merbis, secretary - - The board of Stichting Hedy does not get any financial compensation for their tasks. + The board of the foundation consists of: + + * Felienne Hermans, president + * Eelko Huizing, finance + * Renée Merbis, secretary + + The board of Stichting Hedy does not get any financial compensation for their tasks. - title: A deep dive! text: |- Want to know more about Hedy's philosophy and design? Check out this talk Felienne gave at the StrangeLoop Conference in 2022: @@ -95,7 +94,9 @@ start-sections: - title: Getting started with Hedy text: '*Something about teachers accounts, slides etc*' - title: What other teachers say - text: "A while ago we ran a few short Hedy teachers surveys. \nThe questions span between suggestions of improvement and Hedy’s best features. \nBelow is a testimony of their thoughts:\n\nSimple interface and good examples. *Teacher: 3rd - 6th grades (elementary)*\n\nMultilingual programming and just the gradual programming concept itself. - *US: middle school, 6th-8th grade*\n\nThe gradual nature of introducing programming. *Australia: High school*\n\nThe construction is so good. *Netherlands: Lower secondary school HAVO-VWO*\n\nI can keep the pace of the class. *Netherlands: group 7 en 8* \n\nContinues automatically. *Netherlands: 2 HAVO-VWO*\n\nBoth that the explanation can be in Dutch (and the code in English), and that it builds up with more \nand more possibilities. *Netherlands: Plus class group 7*\n\nThe 'realness' of programming, it resembles how it is in reality. *Netherlands: Plus class group 4 to 8*\n\nStep-by-step activities. Fun activities. *Netherlands: 1e All levels, 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO*\n\nBut Hedy and its gradual levels... what an idea, \nI wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my \nstudents, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, \nbefore starting Python. *Pakistan*\n\nI really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. \nHedy's gradual approach works very well. \nThe short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. \nThe different assignments that the children can choose also work very well. \nYou see the children choose assignments that appeal to them and they then get to work with them, \nthrough the levels. Hedy is great fun for children who are good at programming and want to get a \ntaste of a real programming language. It is good preparation for secondary school as soon as more ICT \neducation is given there. *Netherlands: Oegstgeest Montessori school*\n\n" + text: "A while ago we ran a few short Hedy teachers surveys. \nThe questions span between suggestions of improvement and Hedy’s best features. \nBelow is a testimony of their thoughts:\n\nSimple interface and good examples. *Teacher: 3rd - 6th grades (elementary)*\n\nMultilingual programming and just the gradual programming concept itself. - *US: middle school, 6th-8th grade*\n\nThe gradual nature of introducing programming. *Australia: High school*\n\nThe construction is so good. *Netherlands: Lower secondary school HAVO-VWO*\n\nI can keep the pace of the class. *Netherlands: group 7 en 8* \n\nContinues automatically. *Netherlands: 2 HAVO-VWO*\n\nBoth that the explanation can be in Dutch (and the code in English), and that it builds up with more \nand more possibilities. *Netherlands: Plus class group 7*\n\nThe 'realness' of programming, it resembles how it is in reality. *Netherlands: Plus class group 4 to 8*\n\nStep-by-step activities. Fun activities. *Netherlands: 1e All levels, + 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO*\n\nBut Hedy and its gradual levels... what an idea, \nI wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my \nstudents, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, \nbefore starting Python. *Pakistan*\n\nI really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. \nHedy's gradual approach works very well. \nThe short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. \nThe different assignments that the children can choose also work very well. \nYou see the children choose assignments that appeal to them and they then get to work with them, \nthrough the levels. Hedy is great fun for children who are good at programming and want to get + a \ntaste of a real programming language. It is good preparation for secondary school as soon as more ICT \neducation is given there. *Netherlands: Oegstgeest Montessori school*\n\n" teacher-guide: - title: Introduction key: intro diff --git a/content/pages/tn.yaml b/content/pages/tn.yaml index 0c1d9ad2b36..09765fa832b 100644 --- a/content/pages/tn.yaml +++ b/content/pages/tn.yaml @@ -1,4 +1,3 @@ -title: Hedy documentation home-sections: - title: Textual programming made easy! text: |- @@ -51,51 +50,13 @@ join-sections: text: |- Hedy is designed to support teachers in providing programming lessons in class. We have specific teacher features like the option to create a class, customize it and see how your students are doing. If you like Hedy, you can reach out to schools that you know to help teachers get started! We can help you find schools or teachers via [Discord](https://discord.gg/8yY7dEme9r). -learn-more-sections: -- title: The Hedy foundation - text: |- - Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. - - The board of the foundation consists of: - - * Felienne Hermans, president - * Eelko Huizing, finance - * Renée Merbis, secretary - - The board of Stichting Hedy does not get any financial compensation for their tasks. -- title: A deep dive! - text: |- - Want to know more about Hedy's philosophy and design? Check out this talk Felienne gave at the StrangeLoop Conference in 2022: - - -- title: Hedy in the news - text: |- - Some websites and newspapers have written about Hedy since our release in early 2020. We keep a list here: - * [Java Magazine 04.2023](images/Hedy_Javamagazine2023.pdf) - * [Tech Optimism - A Solution to the IT Shortage (Dutch), August 2022](https://pom.show/2022/08/12/een-oplossing-voor-het-it-tekort/) - * [Codeweek Podcast, July 2022](https://codeweek.eu/podcast/26) - * [Heise.de (German), Januari 2022](https://www.heise.de/news/Hedy-die-mitwachsende-Programmiersprache-6336264.html) - * [Strumenta, November 2021](https://tomassetti.me/teaching-programming-with-hedy/) - * [Vives (Dutch), CodeWeek Special October 2021](images/Vives-174-Codeweek.pdf) - * [CodeWeek.eu - Haunted House Challenge, September 2021](https://codeweek.eu/2021/challenges/haunted-house) - * [Opensource.com, April 2021](https://opensource.com/article/21/4/hedy-teach-code) - * [IO Magazine, April 2021](https://ict-research.nl/wordpress/wp-content/uploads/2021/04/IO-magazine-NR1-2021_web.pdf) - * [Ingeniería De Software (Spanish), February 2021](https://ingenieriadesoftware.es/hedy-mejor-lenguaje-ensenar-programacion-ninos/) - * [Hello World Magazine, February 2021](images/Hello_World_15_Hedy.pdf) - * [Discoro, January 2021](https://discoro.wordpress.com/2021/01/09/hedy-gradually-learning-a-programming-language/) - * [Felienne wins the Dutch award for ICT research for Hedy, January 2021](https://www.nwo.nl/en/news/felienne-hermans-receives-dutch-prize-ict-research-2021) - * [SlashDot, August 2020](https://news.slashdot.org/story/20/08/17/024248/scientist-proposes-a-new-programming-language-for-teaching-coding-and-python) - * [GenBeta (Spanish), August 2020](https://www.genbeta.com/desarrollo/nuevo-lenguaje-para-ensenar-programacion-a-ninos-como-se-ensena-a-leer-escribir-forma-gradual-niveles) - * [Developpez (French), August 2020](https://programmation.developpez.com/actu/308095/Une-scientifique-propose-un-nouveau-langage-de-programmation-pour-enseigner-aux-enfants-le-codage-informatique-au-travers-d-une-approche-graduelle-implementee-en-Python-sur-13-paliers/) - * [Vives (Dutch), October 2020](images/artikel_vives.pdf) "Met Hedy stap voor stap leren programmeren" - * [Leiden University, April 2020](https://www.universiteitleiden.nl/en/news/2020/03/looking-to-distract-the-kids-while-you-work-from-home-get-them-programming) - * [Mare (Dutch), April 2020](https://www.mareonline.nl/cultuur/computercode-voor-de-kids/) - * [AG Connect (Dutch), April 2020](https://www.agconnect.nl/artikel/stapsgewijs-python-leren-programmeren-met-nieuwe-taal-hedy) start-sections: - title: Getting started with Hedy text: '*Something about teachers accounts, slides etc*' - title: What other teachers say - text: "A while ago we ran a few short Hedy teachers surveys. \nThe questions span between suggestions of improvement and Hedy’s best features. \nBelow is a testimony of their thoughts:\n\nSimple interface and good examples. *Teacher: 3rd - 6th grades (elementary)*\n\nMultilingual programming and just the gradual programming concept itself. - *US: middle school, 6th-8th grade*\n\nThe gradual nature of introducing programming. *Australia: High school*\n\nThe construction is so good. *Netherlands: Lower secondary school HAVO-VWO*\n\nI can keep the pace of the class. *Netherlands: group 7 en 8* \n\nContinues automatically. *Netherlands: 2 HAVO-VWO*\n\nBoth that the explanation can be in Dutch (and the code in English), and that it builds up with more \nand more possibilities. *Netherlands: Plus class group 7*\n\nThe 'realness' of programming, it resembles how it is in reality. *Netherlands: Plus class group 4 to 8*\n\nStep-by-step activities. Fun activities. *Netherlands: 1e All levels, 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO*\n\nBut Hedy and its gradual levels... what an idea, \nI wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my \nstudents, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, \nbefore starting Python. *Pakistan*\n\nI really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. \nHedy's gradual approach works very well. \nThe short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. \nThe different assignments that the children can choose also work very well. \nYou see the children choose assignments that appeal to them and they then get to work with them, \nthrough the levels. Hedy is great fun for children who are good at programming and want to get a \ntaste of a real programming language. It is good preparation for secondary school as soon as more ICT \neducation is given there. *Netherlands: Oegstgeest Montessori school*\n\n" + text: "A while ago we ran a few short Hedy teachers surveys. \nThe questions span between suggestions of improvement and Hedy’s best features. \nBelow is a testimony of their thoughts:\n\nSimple interface and good examples. *Teacher: 3rd - 6th grades (elementary)*\n\nMultilingual programming and just the gradual programming concept itself. - *US: middle school, 6th-8th grade*\n\nThe gradual nature of introducing programming. *Australia: High school*\n\nThe construction is so good. *Netherlands: Lower secondary school HAVO-VWO*\n\nI can keep the pace of the class. *Netherlands: group 7 en 8* \n\nContinues automatically. *Netherlands: 2 HAVO-VWO*\n\nBoth that the explanation can be in Dutch (and the code in English), and that it builds up with more \nand more possibilities. *Netherlands: Plus class group 7*\n\nThe 'realness' of programming, it resembles how it is in reality. *Netherlands: Plus class group 4 to 8*\n\nStep-by-step activities. Fun activities. *Netherlands: 1e All levels, + 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO*\n\nBut Hedy and its gradual levels... what an idea, \nI wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my \nstudents, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, \nbefore starting Python. *Pakistan*\n\nI really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. \nHedy's gradual approach works very well. \nThe short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. \nThe different assignments that the children can choose also work very well. \nYou see the children choose assignments that appeal to them and they then get to work with them, \nthrough the levels. Hedy is great fun for children who are good at programming and want to get + a \ntaste of a real programming language. It is good preparation for secondary school as soon as more ICT \neducation is given there. *Netherlands: Oegstgeest Montessori school*\n\n" teacher-guide: - title: Introduction key: intro diff --git a/content/pages/tr.yaml b/content/pages/tr.yaml index 9a0bf8e9889..11ad5a10e2a 100644 --- a/content/pages/tr.yaml +++ b/content/pages/tr.yaml @@ -53,15 +53,15 @@ join-sections: learn-more-sections: - title: The Hedy foundation text: |- - Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. + Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. - The board of the foundation consists of: - - * Felienne Hermans, president - * Eelko Huizing, finance - * Renée Merbis, secretary - - The board of Stichting Hedy does not get any financial compensation for their tasks. + The board of the foundation consists of: + + * Felienne Hermans, president + * Eelko Huizing, finance + * Renée Merbis, secretary + + The board of Stichting Hedy does not get any financial compensation for their tasks. - title: Derin bir dalış! text: |- Hedy'nin felsefesi ve tasarımı hakkında daha fazla bilgi edinmek ister misiniz? Felienne'in 2022'de StrangeLoop Konferansında yaptığı bu konuşmaya göz atın: diff --git a/content/pages/uk.yaml b/content/pages/uk.yaml index f9a83322bb7..855967cde95 100644 --- a/content/pages/uk.yaml +++ b/content/pages/uk.yaml @@ -54,15 +54,15 @@ join-sections: learn-more-sections: - title: The Hedy foundation text: |- - Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. + Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. - The board of the foundation consists of: - - * Felienne Hermans, president - * Eelko Huizing, finance - * Reneé Merbis, secretary - - The board of Stichting Hedy does not get any financial compensation for their tasks. + The board of the foundation consists of: + + * Felienne Hermans, president + * Eelko Huizing, finance + * Reneé Merbis, secretary + + The board of Stichting Hedy does not get any financial compensation for their tasks. - title: Hedy у новинах text: |- Want to know more about Hedy? Check out this talk Felienne gave at the European Code Week 2020: diff --git a/content/pages/ur.yaml b/content/pages/ur.yaml index 532dcd9743e..d8397cfdfa6 100644 --- a/content/pages/ur.yaml +++ b/content/pages/ur.yaml @@ -51,51 +51,13 @@ join-sections: text: |- Hedy is designed to support teachers in providing programming lessons in class. We have specific teacher features like the option to create a class, customize it and see how your students are doing. If you like Hedy, you can reach out to schools that you know to help teachers get started! We can help you find schools or teachers via [Discord](https://discord.gg/8yY7dEme9r). -learn-more-sections: -- title: The Hedy foundation - text: |- - Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. - - The board of the foundation consists of: - - * Felienne Hermans, president - * Eelko Huizing, finance - * Renée Merbis, secretary - - The board of Stichting Hedy does not get any financial compensation for their tasks. -- title: A deep dive! - text: |- - Want to know more about Hedy's philosophy and design? Check out this talk Felienne gave at the StrangeLoop Conference in 2022: - - -- title: Hedy in the news - text: |- - Some websites and newspapers have written about Hedy since our release in early 2020. We keep a list here: - * [Java Magazine 04.2023](images/Hedy_Javamagazine2023.pdf) - * [Tech Optimism - A Solution to the IT Shortage (Dutch), August 2022](https://pom.show/2022/08/12/een-oplossing-voor-het-it-tekort/) - * [Codeweek Podcast, July 2022](https://codeweek.eu/podcast/26) - * [Heise.de (German), Januari 2022](https://www.heise.de/news/Hedy-die-mitwachsende-Programmiersprache-6336264.html) - * [Strumenta, November 2021](https://tomassetti.me/teaching-programming-with-hedy/) - * [Vives (Dutch), CodeWeek Special October 2021](images/Vives-174-Codeweek.pdf) - * [CodeWeek.eu - Haunted House Challenge, September 2021](https://codeweek.eu/2021/challenges/haunted-house) - * [Opensource.com, April 2021](https://opensource.com/article/21/4/hedy-teach-code) - * [IO Magazine, April 2021](https://ict-research.nl/wordpress/wp-content/uploads/2021/04/IO-magazine-NR1-2021_web.pdf) - * [Ingeniería De Software (Spanish), February 2021](https://ingenieriadesoftware.es/hedy-mejor-lenguaje-ensenar-programacion-ninos/) - * [Hello World Magazine, February 2021](images/Hello_World_15_Hedy.pdf) - * [Discoro, January 2021](https://discoro.wordpress.com/2021/01/09/hedy-gradually-learning-a-programming-language/) - * [Felienne wins the Dutch award for ICT research for Hedy, January 2021](https://www.nwo.nl/en/news/felienne-hermans-receives-dutch-prize-ict-research-2021) - * [SlashDot, August 2020](https://news.slashdot.org/story/20/08/17/024248/scientist-proposes-a-new-programming-language-for-teaching-coding-and-python) - * [GenBeta (Spanish), August 2020](https://www.genbeta.com/desarrollo/nuevo-lenguaje-para-ensenar-programacion-a-ninos-como-se-ensena-a-leer-escribir-forma-gradual-niveles) - * [Developpez (French), August 2020](https://programmation.developpez.com/actu/308095/Une-scientifique-propose-un-nouveau-langage-de-programmation-pour-enseigner-aux-enfants-le-codage-informatique-au-travers-d-une-approche-graduelle-implementee-en-Python-sur-13-paliers/) - * [Vives (Dutch), October 2020](images/artikel_vives.pdf) "Met Hedy stap voor stap leren programmeren" - * [Leiden University, April 2020](https://www.universiteitleiden.nl/en/news/2020/03/looking-to-distract-the-kids-while-you-work-from-home-get-them-programming) - * [Mare (Dutch), April 2020](https://www.mareonline.nl/cultuur/computercode-voor-de-kids/) - * [AG Connect (Dutch), April 2020](https://www.agconnect.nl/artikel/stapsgewijs-python-leren-programmeren-met-nieuwe-taal-hedy) start-sections: - title: Getting started with Hedy text: '*Something about teachers accounts, slides etc*' - title: What other teachers say - text: "A while ago we ran a few short Hedy teachers surveys. \nThe questions span between suggestions of improvement and Hedy’s best features. \nBelow is a testimony of their thoughts:\n\nSimple interface and good examples. *Teacher: 3rd - 6th grades (elementary)*\n\nMultilingual programming and just the gradual programming concept itself. - *US: middle school, 6th-8th grade*\n\nThe gradual nature of introducing programming. *Australia: High school*\n\nThe construction is so good. *Netherlands: Lower secondary school HAVO-VWO*\n\nI can keep the pace of the class. *Netherlands: group 7 en 8* \n\nContinues automatically. *Netherlands: 2 HAVO-VWO*\n\nBoth that the explanation can be in Dutch (and the code in English), and that it builds up with more \nand more possibilities. *Netherlands: Plus class group 7*\n\nThe 'realness' of programming, it resembles how it is in reality. *Netherlands: Plus class group 4 to 8*\n\nStep-by-step activities. Fun activities. *Netherlands: 1e All levels, 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO*\n\nBut Hedy and its gradual levels... what an idea, \nI wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my \nstudents, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, \nbefore starting Python. *Pakistan*\n\nI really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. \nHedy's gradual approach works very well. \nThe short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. \nThe different assignments that the children can choose also work very well. \nYou see the children choose assignments that appeal to them and they then get to work with them, \nthrough the levels. Hedy is great fun for children who are good at programming and want to get a \ntaste of a real programming language. It is good preparation for secondary school as soon as more ICT \neducation is given there. *Netherlands: Oegstgeest Montessori school*\n\n" + text: "A while ago we ran a few short Hedy teachers surveys. \nThe questions span between suggestions of improvement and Hedy’s best features. \nBelow is a testimony of their thoughts:\n\nSimple interface and good examples. *Teacher: 3rd - 6th grades (elementary)*\n\nMultilingual programming and just the gradual programming concept itself. - *US: middle school, 6th-8th grade*\n\nThe gradual nature of introducing programming. *Australia: High school*\n\nThe construction is so good. *Netherlands: Lower secondary school HAVO-VWO*\n\nI can keep the pace of the class. *Netherlands: group 7 en 8* \n\nContinues automatically. *Netherlands: 2 HAVO-VWO*\n\nBoth that the explanation can be in Dutch (and the code in English), and that it builds up with more \nand more possibilities. *Netherlands: Plus class group 7*\n\nThe 'realness' of programming, it resembles how it is in reality. *Netherlands: Plus class group 4 to 8*\n\nStep-by-step activities. Fun activities. *Netherlands: 1e All levels, + 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO*\n\nBut Hedy and its gradual levels... what an idea, \nI wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my \nstudents, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, \nbefore starting Python. *Pakistan*\n\nI really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. \nHedy's gradual approach works very well. \nThe short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. \nThe different assignments that the children can choose also work very well. \nYou see the children choose assignments that appeal to them and they then get to work with them, \nthrough the levels. Hedy is great fun for children who are good at programming and want to get + a \ntaste of a real programming language. It is good preparation for secondary school as soon as more ICT \neducation is given there. *Netherlands: Oegstgeest Montessori school*\n\n" teacher-guide: - title: تعارف key: تعارف diff --git a/content/pages/uz.yaml b/content/pages/uz.yaml index c98ff881993..5100ad76f29 100644 --- a/content/pages/uz.yaml +++ b/content/pages/uz.yaml @@ -1,67 +1,15 @@ -title: Hedy documentation -home-sections: -- title: Textual programming made easy! - text: |- - Many schools and teachers around the world want to teach their students programming. Initially this is often done with playful tools, ranging from the Beebot robot to - Scratch Junior or Scratch. After using such tools, kids often want to move to more powerful, textual programming languages, like Python. - - Python however is hard, because it is only available in English, and requires learners to learn complex programming concepts and syntax at once. - Hedy is the easy way to get started with textual programming languages! Hedy is free to use, open source, and unlike any other textual programming language in three ways. - - 1. Hedy is multi-lingual, you can use Hedy in your own language - 2. Hedy is gradual, so you can learn one concept and its syntax a time - 3. Hedy is built for the classroom, allowing teachers to fully customize their student's experience -- title: Multi-lingual programming - text: While almost all textual programming language have keywords in English, such as `for` or `repeat`, Hedy can be used in any language! We currently support 47 different languages, including Dutch, Spanish, Arabic, Turkish, Chinese and Hindi. If your language is not available you can always start a new translation. -- title: Step by step learning - text: Learning a programming language can be overwhelming, since learners have to learn concepts (for example if-else or loops) and syntax (like quotation marks or round brackets) at the same time. In Hedy, concepts are first introduced with little syntax and then refined. A scientifically proven way to learn! -- title: Built for the classroom - text: |- - Hedy is suitable for kids aged 10 and up and designed for classroom use. - Teachers can use our free, built-in lesson plans, but can also author their own lessons and load these into the Hedy user interface. -- title: Programming in context - text: Hedy shows programming in the broadest way possible, and can be used in variety of exciting ways. Hedy allows for the creation of digital and interactive stories, colorful drawings that can be shown on the screen but also drawn with a pen plotter or embroidered on a shirt, and can be used to create games or apps with buttons and keyboard actions. -- title: Is Hedy free? - text: |- - Yes! Hedy is 'Open source', which means that everyone can help us make Hedy better. - You can find our code on Github. - If you like Hedy and want to contribute, we accept (and are very grateful for) donations! -- title: Do I need to install anything? - text: No. Hedy works in the browser, which is the program you are using to look at this page. Probably Chrome or Edge or Firefox. Hedy also works on phones and tablets. -- title: Do I need programming experience to teach with Hedy? - text: |- - No, that is not needed. All concepts are explained in the slides and in the interface for learners. - If you create a free teacher's account, you also get access to the teacher's manual with information on how to teach - and frequently made mistakes. -join-sections: -- title: Supporting Hedy - text: '# There are three ways in which you can support Hedy!' -- title: Improving the language - text: |- - The gradual and multi-lingual nature of Hedy create a lot of interesting technical challenges. - Find those issues on Github. -- title: Translating Hedy - text: |- - Not a programmer? No problem! Another way to support Hedy is by translating keywords, error messages, adventures and other content. - This is the current status, help us complete a language, or add a new one! - - Translation status -- title: Help teachers get started - text: |- - Hedy is designed to support teachers in providing programming lessons in class. We have specific teacher features like the option to create a class, customize it and see how your students are doing. - If you like Hedy, you can reach out to schools that you know to help teachers get started! We can help you find schools or teachers via Discord. learn-more-sections: - title: The Hedy foundation text: |- - Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. + Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. + + The board of the foundation consists of: - The board of the foundation consists of: - - * Felienne Hermans, president - * Eelko Huizing, finance - * Renée Merbis, secretary - - The board of Stichting Hedy does not get any financial compensation for their tasks. + * Felienne Hermans, president + * Eelko Huizing, finance + * Renée Merbis, secretary + + The board of Stichting Hedy does not get any financial compensation for their tasks. - title: A deep dive! text: |- Want to know more about Hedy's philosophy and design? Check out this talk Felienne gave at the StrangeLoop Conference in 2022: @@ -90,1098 +38,3 @@ learn-more-sections: * [Leiden University, April 2020](https://www.universiteitleiden.nl/en/news/2020/03/looking-to-distract-the-kids-while-you-work-from-home-get-them-programming) * [Mare (Dutch), April 2020](https://www.mareonline.nl/cultuur/computercode-voor-de-kids/) * [AG Connect (Dutch), April 2020](https://www.agconnect.nl/artikel/stapsgewijs-python-leren-programmeren-met-nieuwe-taal-hedy) -start-sections: -- title: Getting started with Hedy - text: |- - Welcome to Hedy, we are happy to help you get started with Hedy. - - Our [Teacher Manual](https://www.hedy.org/for-teachers/manual) has an overview of all features in detail, but this page has a brief overview so you know what it what before you dive in. - - A few highlights that are important to know: - * Hedy is a tool designed to help manage a classroom of kids programming! You can create your own classes, lesson plans and follow how kids are doing. - * You do not need to know a lot of programming if you begin, Hedy works step by step, also for you! - * You can use Hedy in your native tongue because it has been translated into many other languages! - * Every kid can programme!! Hedy is especially helpful for kids who have vision problems because it can read material aloud to you without the need for a mouse. - * We are here to help, you can find us for example on [Discord](https://discord.gg/8yY7dEme9r) or you can [email-us](hello@hedy.org). -- title: Teachers about Hedy - text: |- - Various teachers worldwide have expressed their passion for Hedy, as some have shared with us: - - *Incredibly inspiring! Super good way to make programming a lot more accessible for yourself, but also for students. Very fun to play with and a lot of potential to use with the students. I think it is a very nice tool! I believe this is a valuable way for children to start learning programming. Python and coding have always been very exciting, because the barrier to learning is very high. Now everything is a bit lower and it was explained that it can actually be very easy. I enjoyed seeing how Hedy tries to make programming as accessible as possible for users!* - Netherlands: Mathematics teachers in training (secondary school) - - *Simple interface and good examples.* Teacher: 3rd - 6th grades (elementary) - - *Multilingual programming and just the gradual programming concept itself.* US: middle school, 6th-8th grade - - *The gradual nature of introducing programming.* Australia: High school - - *Continues automatically.* Netherlands: 2 HAVO-VWO - - *Both that the explanation can be in Dutch (and the code in English), and that it builds up with more and more possibilities.* Netherlands: Plus class group - - *But Hedy and its gradual levels...what an idea, I wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my students, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, before starting Python.* Pakistan - - *The 'realness' of programming, it resembles how it is in reality.* Netherlands: Plus class group 4 to 8 - - *Step-by-step activities. Fun activities.* Netherlands: 1e All levels, 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO - - *I really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. Hedy's gradual approach works very well. The short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. The different assignments that the children can choose also work very well. You see the children choose assignments that appeal to them and they then get to work with them, through the levels. Hedy is great fun for children who are good at programming and want to get a taste of a real programming language. It is good preparation for secondary school as soon as more ICT education is given there.* Netherlands: Oegstgeest Montessori school - - *The construction is so good.* Netherlands: Lower secondary school HAVO-VWO - - *I can keep the pace of the class.* Netherlands: group 7 en 8 - - ![Felienne teaching kids](/images/teacherfeedback/Fkids1.JPG) *Felienne teaching kids* - - - ![Kids learning about Hedy](/images/teacherfeedback/Fkids2.JPG) *Kids learning about Hedy* -teacher-guide: -- title: Introduction - key: intro - subsections: - - title: What's Hedy? - text: |- - Hedy is a textual programming language, specifically developed for (pre-)teens (10 to 15 years old). - In contrast to programming languages for kids, like Scratch, Hedy doesn't use code blocks but textual code. - So with Hedy you'll learn how to type code like the real programmers do, but in small steps with playful exercises. - This way Hedy can function as a stepping stone to real programming languages like Python in an accessible and mostly fun way! - If you want to know more, you can watch this video about the development of Hedy as a programming language. - - title: Target audience - text: |- - Hedy is developed with middle school and junior high school students in mind (ages 10 - 15). - It's important for the students to be able to read well. We recommend not to start with Hedy before the students have achieved at least a 3rd grade reading level. - Students (and teachers!) don't need any programming experience before starting with Hedy. - - title: How does Hedy work? - text: |- - Hedy is divided into levels, in which new commands are taught. Each level contains a variety of adventures to practice the newly learned commands. - As a teacher, you get to decide which adventures are available for your students. Will they be making a restaurant, a calculator or a haunted house this level? Within each level, the adventures are arranged from easiest to hardest. - So your students keep getting challenged. The adventures can be done by the students individually, or you can use them in a classical instruction. - - The adventures also include a code example, to make sure the less digitally informed teachers are able to use Hedy too! - Of course Hedy also caters to the creative teachers that love to make their own lessonplans and adventures! - - After programming all the adventures of a certain level, your students can test their knowledge in the quiz. - You can track your students' work and their progress on the class page. - - title: Devices - text: |- - Hedy is web-based, which means it works on any device with a browser (Google Chrome, Firefox, Edge etc), so laptops, Chromebooks, tablets and even smartphones are suitable to use Hedy. - There's no need to download anything before working with Hedy, just go to the website and you're all set! - - title: The Hedy Community - text: |- - All Hedy teachers, programmers and other fans are welcome to join our Discord server. This is the ideal place to chat about Hedy: we have channels where you can show your cool projects and lessons, channels to report bugs, and channels to chat with other teachers and with the Hedy team. - Here you can find a video on how to join the Discord Community. - - title: Hedy and the GDPR - text: |- - Organizations in the EU have to comply with the GDPR (General Data Protection Regulation) when processing personal data. - Because this is a complex issue for many schools, you can use all Hedy programming functionalities without sharing personal data. - The easiest way to do this is to use Hedy without creating accounts for the teacher and students. Without accounts, all functionality is available, with the exception of personalizing levels, saving students' programs and viewing their progress. That is limiting, but there are schools that use Hedy in that way. - - A second way is for a teacher to create an account with an email address without personal data, for example "docent25@email.com". Apart from an email address, which is only required to reset your password, you do not need to share any information when you create a teacher account. - With a teacher account, you can create anonymous accounts for students, e.g. rainbow-student1, rainbow-student2, etc (See 'Teaching preparations' for a detailed manual). This way you can use all functionality of Hedy, including saving progress, without sharing personal data of yourself or your students. - - If the above is not sufficient for your context, we can sign a processing agreement for the processing of your personal data. -- title: Tutorial - key: tutorial - subsections: - - title: Tutorial - text: Do you want to follow the tutorial (again)? Click here. -- title: Teaching preparations - key: preparations - subsections: - - title: For teachers - text: You can prepare your classes at the For Teachers page. On this page you'll find everything you'll need to teach with Hedy, like your classes, your adventures and slides. All the functionalities of the for teachers page are explained below. - - title: Creating a Class - text: |- - As a teacher, you can create a class for your students. In this class you can see the students' accounts and their programs and you could monitor their progress. - This video shows you how to quickly create a class in Hedy. - - title: Duplicate a class - text: |- - Are you teaching multiple classes? Then you don't have to customize each class individually. Simply make a class, costumize the class (see "Customize your Class" to learn how) and then duplicate this class as many times as you want. - You can duplicate the class on the 'For Teachers' page. If you duplicate a class, all the class settings are duplicated as well. This means that all the levels and adventures you've made unavailable for the first class will now be unavailable for the new class(es) as well. - The student accounts and second teacher accounts in your class will not be duplicated into the new class. - - title: Add a second teacher - text: |- - Are you not the only teacher that teaches your class? Then you can now add another teacher to the class. Go to the 'For teachers' page and click on the class. Then choose 'Invite a teacher' and fill in the username of your colleague. - Your colleague will get an invitation on their account to join your class. They can see that invitation message by clicking on their username in the upper right corner of the screen and selecting 'My account'. - Once the other teacher accepts the invitation they can customize the class as well. - To remove a second teacher from your class, go to the class page and remove the second teacher. The teacher who's created the class cannot be removed. - - title: Customize your Class - text: |- - You can customize your class and choose which adventures are available for your students. This way your students won't be overwhelmed by the amount of adventures and levels, and they can specifically focus on the adventures you'd like them to practice with. - Click on your class on the for teachers page and choose 'customize class'. On this page you can select levels, set opening dates, unlock level thresholds and more. - - **Select and order adventures** - - In this section you can select and order adventures. The pink tabs are adventures with new commands. The gray tabs are regular adventures. To rearrange the order of the adventures, you can drag the tabs. However, we do advise you to use the regular order of adventures as the Hedy team made sure the adventures go from easiest to hardest. - If you want to remove an adventure for your students, simply click the cross on the adventure's tab. - - If you want to add adventures, for instance your own adventure or an adventure you accidentally removed, use this menu to add the adventure to your students' adventures. Simply click the adventure you want to add and it (re)appears in the line of adventures. To undo all your changes to the adventures, click 'Reset'. - - **Opening dates** - - With this feature you can set opening dates for the levels. This way you can make a lesson plan before your course begins and not worry about opening new levels each week. In the image above the first level is opened directly, the second will open the 23th of september, and the 3rd level the week after. The other levels are closed. - Don't want to set opening dates? No problem, just leave this section blank. - - **Unlock level thresholds** - - This featue allows you to set a threshold for your students' quiz grade, before they can continue to the next level. For example, if you enter "80" your students have to score at least 80% on the quiz before they are allowed to go to the next level. If they haven't met the threshold, they are not allowed to continue and have to retake the quiz. - Don't want to use the threshold? No worries, just keep this section blank. - - - **Other settings** - - There are some other setting that could be usefu to you aswell. Our first extra setting is 'Mandatory developer's mode'. In developers mode the students only see their input and output screens and the run button. The adventures are hidden and there are no cheatsheets available. This might come in handy in a test situation. - If this option is not selected the developer's mode is available for students too as a voluntary option. - - If you want all your students to be visible in de class highscore, you can select the second option. - With all the other options you can choose to hide some functions or content for your students, this might help them focus more. - - **Save** - - Don't forget to save your changes when you're done customizing your class. - - title: Student Accounts - text: |- - To add students to your class go to the class page by clicking in the class name on the 'for teachers' page. Then click 'add students'. There are 2 ways to let your students join your class: You can create accounts for them, or they could create their own accounts. - - **You create accounts for your students** - The easiest way to add students to your class is by creating an account for them. This can be done by clicking the 'create student accounts' button and filling in the usernames and passwords for them. - The students can login with the username and password that you chose. Afterwards, they can change their username or password if they'd like and they'll still remain in your class. - This video shows how to add students to your class in the quickest and easiest way. - - **Students make their own accounts** - Your students can also go to the Hedy website and create their own accounts, just like you did. To get them into your class, they simply have to click the invite link. - You can find the invite link on the class page and send it to your students. Mind that your students have to be logged in to Hedy when they click the link, in order to make it work smoothly. - You can also manually invite a student to your class with the button 'Invite by username'. - - title: Setting preferred language - text: |- - When students create profiles they are supposed to choose a 'preferred language'. Hedy will always be loaded in this selected language. - Changing this language can always be done later on by navigating to 'My account' and 'My personal settings' again. - - **For non-English speakers** - Not only can you change the language of the adventures to your own language. You can also choose which language the keywords (for example 'print' or 'ask') should be in. - This way you can teach your students to code with English keywords, but you can also let them program in their own language. For example, Dutch students can use the command 'vraag' instead of 'ask'. - If a student wants to switch languages, they can click the keyword switcher. It will switch the keywords from English to the preferred language and back. - Fun fact! Students are allowed program in both English and their own language at the same time! So, if they have trouble remembering some keywords in English, but easily remember other ones they can use both at the same time. - - - **Video** - This video show you how to set a preferred language and change the keywords to you preferred language as well. - - title: Storing programs - text: |- - When you are logged in, you'll see My programs next to your profile icon. - This option exists for your students too. In My programs you can find all the programs that you've worked on. - By default, programs will be saved to 'My programs' when you run the code, and every 10 seconds, under their default name - and their level (for example: Story 5). If you want to store a program under a new name, just type the new name in the name bar. - Currently, only one program can be saved per level, per tab. - - You (and your students) can also share programs using the share button next to program names. - These programs will be posted on our explore page, for everybody to see and use. - If you want to unshare your program, go to 'My programs' and click 'Unshare'. - - The paper plane icon can be used to hand in programs to the teacher of a class. Programs that have been handed is will no longer be editable. -- title: Teaching with Hedy - key: teaching - subsections: - - title: Teaching with Hedy - text: |- - Hedy contains a lot of different levels that each teach a different new skill. We recommend to teach one level per lesson. - This gives your students the time to fully grasp a new command or concept and practice with it, before moving on to the next level. - We use this structure in our lessons: Introduction, New concepts and commands, let's get to work, puzzles and quizzes. - - title: Slides - text: |- - When giving instructions you might want to use our slides. Our slides are available on the 'For teachers' page. There is a set of slides for each level. In the slides all the new commands for that level are explained. We have aimed to explain why these changes are nessecary or how the new commands come in handy. - We also give some examples of how the new commands can be used. You could of course also use your own slides, or just open Hedy and show your students around the website. Whichever you prefer to give the best Hedy lessons! - - title: Introduction - text: |- - You can start your lessons by activating your students' prior knowledge: What do they already know about the subject, what did they learn in the previous lesson and which mistakes did they make that they've now learned from? - This way all the previously learned commands and frequently made mistakes are fresh in your students' memories, when you start introducing the new lesson. - - title: Introduction of new concepts and commands - text: |- - The new concepts and commands can be very hard for some students to fully understand. - That's why it's of importance to model the proper use of the new commands to your students. - Especially in the lower levels, where some students have no experience with programming at all, it can be hard for them to understand the new abstract concepts. - Showing a lot of examples makes an abstract concept (for instance: 'What is a variable?') more recognizable and easier to understand ('Look, the variable pet changed into dog'). Our slides could help you with that. - - title: Let's get to work - text: |- - Each level contains different adventures that you can find in the pink tabs. The first pink tab explains the new commands in this level. - The following tabs are adventures that the students can try out and make their own. - The adventures are arranged from easiest to hardest, so we recommend to start on the left and your your way to the right. - The last tab 'what's next' gives a little teaser of what you'll learn in the next level. Of course, you can select the adventures you want your students to do for each level. - They don't always have to make every adventure. Every adventure contains an example code, that the students can try out with the green button. - The example code gets copied to the workfield, where the students can try out the code and adjust it to make it their own. - Stimulate your students to turn the example code into their own projects by adding their own ideas and making their own variation of the adventure. - - title: Quizzes and puzzles - text: |- - To test whether your students have picked up all the new info in the level, you can let them take the quiz. - The quiz contains 10 multiple choice questions about the new concepts and command to that level. - Not every level has a quiz yet, as we are still building the quizzes. - Some levels also contain puzzles. Puzzles show the students a couple of line of code that the students have to put in the right order. - - This video shows the quizzes and puzzles. - - title: Evaluation - text: |- - Round up your lesson by having a brief evaluation. What did the students learn? Which hardships did they come across? - How did they learn from their mistakes? And of course: What did they create? - Students are often very proud of their own creations, so it's nice to save a little time and give your students the opportunity to show their work to their classmates. -- title: Teacher Statistics - key: teacher_statistics - subsections: - - title: Live Dashboard - text: |- - If you would like to keep track of your students' progress, you can make use of the live dashboard. You can find the live dashboard by clicking 'Live statistics' on your class page. - - All the features of this dashboard are explained below. - - title: Level Selection - text: |- - - Firstly, you can select the levels you'd like to see on the dahsboard. Select the levels your students are currently working on by clicking on the number of that level. Deselect levels that you do not want to see by clicking them again. - In this example level 1 and 2 are selected. You can click on refresh to refresh the dashboard and get the most current stats. - - title: Class Overview - text: |- - - In the class overview you can see which adventure your students are working on right now. You can see that one student is working on the 'Rock, Paper, Scissors' adventure in level 1, one is working on the 'Fortune Teller' in level 1 and one student is working on the 'Rock, Paper, Scissors' adventure in level 2. - If you'd like to know which of your students is working on the adventure, simply click the number and their accountnames will appear. - You can also see how many of your students have finished the quiz. In this case, one student finished the quiz in level 1. Again, you can click the 1 to see which of your students it is. - - You can also see one of the students is 'missing' from this overview. That's because he's working on an adventure in level 4, which is not selected. - - title: Student List - text: |- - - Here you can find a list of your students and you can see their individual progress. The blue ring shows you what your students are currently working on. - - It is important to notice that the blue dots means that a students 'attempted' the adventure. This means that they ran a code in this adventure and went on to the next adventure, so this does not automatically mean that they did a good job! - If you want to see how an individual student is getting along, you can click their name in this overview. This is what you see if you click on marleen_h3a for example: - - You see that Marleen is having some trouble programming. She tried to run a program that contains blanks multiple times, so she might not realize that she has to change the code examples before running them. - In this way this overview can give you a better understanding of what a student is struggling with. - - title: Common Errors - text: |- - - If you're not only interested in individual struggles of your students, but you'd like to know what the whole class seems to be doing wrong, you can use this oversight of common errors. - The most common error messages that your students are recieving will appear in this oversight for you, so you could give some more instructions to the whole class if needed. - By clicking the error, you can see which students are having trouble with this error. By clicking resolve, you'll remove this error from the list. - - title: Overview of programs per adventure - text: |- - - Another useful overview of all the programs your students made in a level can be found on your class page. Go to the class page and click 'Overview of programs per adventure'. Here you'll find this overview. - You could use this overview to check your students' work. If they have made a program in an adventure, an eye appears in your overview. Click the eye to view their work. Did you like it? Then you can check the box and a green tick will appear. - This way you create a nice overview for yourself of your students' results. -- title: Extra Hedy features - key: features - subsections: - - title: Make your own adventure - text: It is also possible for teachers to create your own adventure. This video shows you how to create your own adventure as a teacher and add it to your class(es). - - title: Explore page - text: |- - On the explore page you can view the work of other Hedy users. You can try out their programs and use them as inspiration to create something cool yourself. - You can also add a program you've made to the explore page yourself by clicking 'Save and share code' in the coding screen or go to My Programs and click 'Share'. - Don't want to share your work anymore? Simply go to 'My Programs' and click 'Unshare'. - If you want more information about the explore page, check out this video. - - title: My achievements - text: |- - If you click on your username in the topright corner of your screen, you can go to My achievements. On this page you achievements are collected. Your students have such a page as well. - When you hover over the badge with your mouse, you'll see how to earn the badge. There are hidden badges too, of which you'll have to find out yourself how to earn them. - If you want more information on the achievements, check out this video. - - title: High Scores - text: |- - On this page you can see the high scores of all Hedy users. - In this videoyou can learn some more about the high scores. - - title: Debugger - text: |- - Is your (student's) code not working? There must be a bug (coding mistake) in it! You can use the debugger to find the mistake. - The debugger is the ladybug button in your coding screen. If you press it, you can run your code line by line to find your mistake. - Have you found the mistake? Press the red stop button and the debugger will shut off. - - title: Read aloud - text: Do you want the output of your program to be read aloud? Then you can use the read aloud function that is found under the 'run code' button in your coding screen. - - title: Programmers mode - text: |- - Distracted by all the adventures, or do you want to make a long program? Then check out the 'Programmers Mode' switch at the bottom of your coding screen. - Programmers mode allows you and your students to use a bigger coding screen. - - title: Cheat sheets - text: |- - In every level there is a button with this emoji 🤔. You and your students can find the "cheat sheets" there. On this cheat sheet, you can find all the commands that are usable in this level in their correct form. - So if you've forgotten how a command works, simply take a peek at the cheat sheet! - - title: Video - text: This video shows you even more features of Hedy, like the cheatsheets and the keyword switcher. -- title: After Hedy - key: after - subsections: - - title: What to do after Hedy? - text: |- - Congratulations on reaching the end of Hedy! Your students have now learned how to create their own basic programs in the Python programming language. - Of course, you could keep programming in our Hedy compiler, but it might be more exciting for your students to transfer to a "real" Python interface. - Would you like to continue teaching Python? Then please visit the Python website to learn how to get started in another compiler. - - Now that your students have a basic knowledge of programming in general, you could also show them around in other textual programming languages. The language might change but the concepts do not, so Hedy will still give them a big advantage. -- title: Answers to the exercises - key: answers - intro: |- - The answers to all the exercises can be found on the public profile of the useraccount 'Hedy_answers'. We often encourage students to use their own creativity in their answers, so these answers are merely a guideline as to what a possible correct answer could look like. - - To go to the 'Hedy_answers' profile, please click here. -- title: Common mistakes - key: common_mistakes - intro: |- - You can learn from your mistakes, especially in coding! Making mistakes is unavoidable, and a great opportunity to learn, but for teachers, it can be a challenge to find the correct fix for a mistake! Especially as the programs get longer and longer as the students progress through the levels. That's why we've made a list with frequently made mistakes in each level, and their solutions. - levels: - - level: '1' - sections: - - title: Students forget to type commands - example: - error_text: For example they type a sentence without using print. - error_code: Hedy can't print this - solution_text: Teach your students to always start a line of code with a command. - solution_code: '{print} Hedy can print this!' - - title: Students use capitals when typing commands - example: - error_text: Commands won't work if they are in capitals. - error_code: |- - Ask Why does my code fail? - Print Because I'm using capitals. - solution_text: Remove the capitals. - solution_code: |- - {ask} Why does my code work now? - {print} Because I removed the capitals! - - title: Students use echo without ask - example: - error_text: Echo is made to repeat an answer after an ask command. Without ask echo won't do anything. - error_code: '{echo} Your name is' - solution_text: Add an ask command to make it work. - solution_code: |- - {ask} What's your name? - {echo} Your name is - - title: Students want their echo word (variable) to be in the middle of a sentence - example: - error_text: And they are right! That's why they will learn to use proper variables in the next level. - error_code: |- - {ask} Which programming language is the most fun? - {echo} is the best! - solution_text: 'In level 1 we have to keep it at this:' - solution_code: |- - {ask} Which programming language is the most fun? - {echo} The best is... - - title: 'Turtle: Students let the turtle walk off of the screen' - example: - error_text: Often students love to try out big numbers when using the turtle, which causes the arrow to walk off the screen. - error_code: |- - {forward} 300 - {turn} 90 - solution_text: In the example, students tend to think that the turn command failed; even though it did what it what supossed to. What happened is the turtle walked past the screen limits. Use smaller numbers to prevent this from happening. - solution_code: |- - {forward} 100 - {turn} 90 - - title: "Turtle: Students use the command backward, but there's no such command." - example: - error_text: Backward is not a command. - error_code: backward 100 - solution_text: 'To make the turtle go backwards, you use the forward command and a negative number. For example:' - solution_code: '{forward} -100' - - level: '2' - sections: - - title: Students make typos in their commands - example: - error_text: Hedy can't recognize a command with a typo. - error_code: prinnt Don't make typos - solution_text: Teach your students to read the error messages. This way they can find out themselves what went wrong. - solution_code: "{print} Don't make typos" - - title: Students forget that the ask command has changed - example: - error_text: In this level students learn about variables. The ask command requires a variable as well, but students forget this. - error_code: ask what would you like to eat - solution_text: In this level you have to tell Hedy where to save your answer, so it can be used later on. This is called a variable. - solution_code: order {is} {ask} What would you like to eat - - title: Students try to use the `{echo}` command - example: - error_text: For some students it might be frustrating to learn that the `{echo}` command doesn't work anymore. That's why it's very important to explain the advantages of using variables. For example you can use multiple variables in a code, and you can put them anywhere you like in a sentence! - error_code: |- - answer {is} {ask} Why doesn't {echo} work anymore?! - {echo} - solution_text: Use a variable instead. - solution_code: |- - answer {is} {ask} Why doens't {echo} work anymore?! - {print} answer - - title: Students use a variable name or as a normal word - example: - error_text: In the example below the word 'name' is used as a variable, but also as a normal text. The output of this code will be 'Hi my Hedy is Hedy'. - error_code: |- - name {is} Hedy - {print} Hi my name is name - solution_text: So don't use a word you want to use in the text as a variable name. In level 4 this is solved with quotation marks. - solution_code: |- - name {is} Hedy - {print} Hi I'm name - - title: Students use long variable names containing two words. - example: - error_text: A variable should be named with one word. You could use an underscore to connect two words. That counts as one. - error_code: chosen door is ask Which door do you pick - solution_text: Add an underscore. - solution_code: chosen_door {is} {ask} which door do you pick - - title: Students might use two different names for the same variable - example: - error_text: In this example the student has used 'horse' and 'name' for the same variables. - error_code: |- - horse {is} {ask} What is your horse called - {print} Your horse is called name - solution_text: Always check whether the variable has the same name throughout the code. Slight differences can be hard to spot (for example plurals) but they will interfere with the code. - solution_code: |- - name {is} {ask} What is your horse called - {print} Your horse is called name - - level: '3' - sections: - - title: Students try to print whole lists - example: - error_text: A list can't be printed. You can only print one item from the list with {at} {random}. - error_code: |- - groceries {is} apples, milk, chocolate - {print} groceries - solution_text: To print a list of all the groceries, you simply need to put them after a `{print}` command. Else you can use the list to print one item with `{at}` `{random}`. - solution_code: |- - {print} apples, milk, chocolate - - # or - - groceries {is} apples, milk, chocolate - {print} groceries {at} {random} - - title: Students use the name of a variable or list as regular text - example: - error_text: This problem probably occured in level 2 as well. Now it can happen with lists too. - error_code: |- - name {is} Hedy - {print} Hi my name is name - - # or - - animal {is} rhino, bee, swan - {print} The best animal is... animal {at} {random} - solution_text: Don't use the names of variables or lists in regular text to print. In level 4 this problem is solved with quotation marks. - solution_code: |- - name {is} Hedy - {print} Hi I'm name - - # or - - animals {is} rhino, bee, swan - {print} The best animal is... animals {at} {random} - - title: Students forget `{at}` in `{at}` `{random}` - example: - error_text: Like in the example - error_code: |- - birds {is} sparrow, seagull, robin - {print} birds random - solution_text: This problem is solved by adding the word at. - solution_code: |- - birds {is} sparrow, seagull, robin - {print} birds {at} {random} - - title: Students forget to use the `{print}` command when also using the `{at}` `{random}` command - example: - error_text: Or they will sometimes put `{at}` `{random}` at the beginning of the line. - error_code: |- - fruit {is} apple, cherry, banana - fruit {at} {random} - solution_text: Emphasize to your students that you always need a print to print text. - solution_code: |- - fruit {is} apple, cherry, banana - {print} fruit {at} {random} - - title: Students forget to use commas in their lists - example: - error_text: In a list items are seperated with a comma. - error_code: |- - pizzas {is} funghi tonno quattro stagioni - {print} pizzas {at} {random} - solution_text: After each item on your list, there should be a comma - solution_code: |- - pizzas {is} funghi, tonno, quattro stagioni - {print} pizzas {at} {random} - - title: Students try to use `{at}` `{random}` without a list - example: - error_text: For example - error_code: |- - clubs {is} Manchester United - {print} clubs {at} {random} - solution_text: Hedy can't print anything at random, because there is no list to choose from. - solution_code: |- - clubs {is} Manchester United, Bayrn Munchen, FC Barcelona - {print} clubs {at} {random} - - title: Students try to use add/remove without a list - example: - error_text: In the example below 'names' is not a list, but a variable. You cannot add anything to it. - error_code: |- - names {is} Jake - your_name {is} {ask} Who are you? - {add} your_name {to} names - {print} names {at} {random} - solution_text: There has to be a list first, so you have to add a second name to turn names into a list, for example Amy. If you don't want amy on your list, you can use remove to remove it after. - solution_code: |- - names {is} Jake, Amy - your_name {is} {ask} Who are you? - {add} your_name {to} names - {print} names {at} {random} - - title: Students forget to use `{to}`/`{from}` in `{add}`/`{remove}` - example: - error_text: Without to/from the add/remove command won't work. - error_code: |- - adventures {is} story, parrot, dice - choice {is} Which adventure do you like best? - {add} choice - {remove} dice - {print} I love adventures {at} {random} - solution_text: Hedy has to know which list the item should be added to/removed from. - solution_code: |- - adventures {is} story, parrot, dice - choice {is} Which adventure do you like best? - {add} choice {to_list} adventures - {remove} dice {from} adventures - {print} I love adventures {at} {random} - - level: '4' - sections: - - title: Students forget to use quotation marks on both sides of the text - example: - error_text: In this level print and ask need a set of quotation marks. One before of the text and one after. - error_code: |- - {print} Hello - mood {is} {ask} 'How are you? - solution_text: Add the correct quotation marks. - solution_code: |- - {print} 'Hello' - mood {is} {ask} 'How are you?' - - title: Students use the wrong quotation marks - example: - error_text: It is important to start your lesson by checking if the students know how to type a quotation mark properly. On Hedy, students might use single quotes ('') and double quotes (""). Backticks on the other hand, are not considered valid quotes (``). - error_code: |- - {print} `Welcome to the restaurant` - food {is} {ask} "What would you like to order?" - solution_text: 'These are the correct quotation marks:' - solution_code: |- - {print} 'Welcome to the restaurant' - food {is} {ask} 'What would you like to order?' - - title: Students use an apostrophe in their text - example: - error_text: From this level on apostrophes are not allowed. They are often used in English when typing contractions like you're, don't or what's. - error_code: "{print} 'You're not allowed to type this'" - solution_text: You can choose to use the wrong grammar and just leave the apostrophe out. Or you could use the ` as an apostrophe. - solution_code: |- - {print} 'Youre allowed to type this' - {print} 'And you`re able to do this' - - level: '5' - sections: - - title: Students forget to use `{print}` in an `{if}` command - example: - error_text: After students use `{if}` or `{else}` they forget to use a second command like `{print}` or `{ask}`. - error_code: |- - {if} name {is} Hedy 'Great!' - {else} Hedy {is} better! - solution_text: Add the print command to fix it. - solution_code: |- - {if} name {is} Hedy {print} 'Great!' - {else} {print} 'Hedy is better!' - - title: Students might use two different names for the same variable - example: - error_text: In this example the student has used 'horse' and 'name' for the same variables. - error_code: |- - horse {is} {ask} 'What is your horse called?' - {if} name {is} Bonfire {print} 'cool' - {else} {print} 'less cool!' - solution_text: Always check whether the variable has the same name throughout the code. Slight differences can be hard to spot (for example plurals) but they will interfere with the code. - solution_code: |- - horse {is} {ask} 'What is your horse called' - {if} horse {is} Bonfire {print} 'cool!' - {else} {print} 'less cool!' - - title: Students still forget the quotes on both sides - example: - error_text: Using the `if` command can make the code lines very long and students tend to forget to use quotes. - error_code: |- - {if} name {is} Hedy {print} fun - {else} {print} 'meh! - solution_text: Always use 2 quotes in a print command. - solution_code: |- - {if} name {is} Hedy {print} 'fun' - {else} {print} 'meh!' - - title: Students use quotes around variable names - example: - error_text: In this level there are no quotes around variable names. - error_code: |- - {if} name {is} 'Hedy' {print} 'fun' - {else} {print} 'meh!' - solution_text: Remove the quotes to get the code to work. - solution_code: |- - {if} name {is} Hedy {print} 'fun' - {else} {print} 'meh! - - title: Students use long variable names containing two or more words - example: - error_text: Variables in Hedy can't contain spaces, so, in order to use together several words, students need to connect them using underscores (_) - error_code: chosen door is ask Which door do you pick? - solution_text: Add an underscore. - solution_code: chosen_door {is} {ask} 'which door do you pick?' - - title: Students want multiple answers to be correct - example: - error_text: For example this student wants Hedy to tell all his friends that they are funny, while other classmates should be told that they are not. - error_code: "{if} name {is} Jesse, David, Souf {print} 'You are funny' {else} {print} 'You are not funny'" - solution_text: |- - You could use the `{in}` command for that. While it is explained in a higher level, it does already work in level 5. - Another solution is to use multiple `{if}` commands and no `{else}` command. The disadvantage is that it won't tell the other classmates that they are not funny. - solution_code: |- - friends {is} Jesse, David, Souf - name {is} {ask} 'Who are you?' - {if} name {in} friends {print} 'You are funny' - {else} {print} 'You are not funny' - - # or - - name {is} {ask} 'Who are you?' - {if} naam {is} Jesse {print} 'You are funny' - {if} naam {is} David {print} 'You are funny' - {if} naam {is} Souf {print} 'You are funny' - - title: The students make the variable name the same as the value in the `{if}` statement - example: - error_text: In the example below the password is 'password'. This will result in it always being correct. - error_code: |- - password {is} {ask} 'What is the password?' - {if} password {is} password {print} 'Access granted' - {else} {print} 'Acces denied!' - solution_text: Pick a different name for your variable. - solution_code: |- - secret_password {is} {ask} 'What is the password' - {if} secret_password {is} password {print} 'Access granted!' - {else} {print} 'Access denied!' - - level: '6' - sections: - - title: Students struggle with quotation marks - example: - error_text: Some students struggle with adding quotation marks or not. If you add quotation marks, the output screen will literally show '5+5'. - error_code: "{print} '5 + 5'" - solution_text: In this code the output screen will print '10'. - solution_code: '{print} 5 + 5' - - title: Students struggle with the concept of doing maths with a variable - example: - error_text: 'Some students will find it hard to do maths with variables. Try to show them very simple examples, like:' - error_code: |- - age = {ask} 'How old are you?' - {print} 'Next year you will be ' age + 1 - solution_text: Or take it a step further like this. - solution_code: |- - price = 0 - {print} 'Welcome to our burger restaurant' - burger = {ask} 'Would you like a burger?' - {if} burger = yes price = price + 10 - drink = {ask} 'Would you like a drink?' - {if} drink = yes price = price + 4 - {print} 'That will be ' price ' euros please' - - level: '7' - sections: - - title: Students forget one of the word of the repeat command, or they forget the print command - example: - error_text: Make sure that the students know to use both the full repeat command and the print command. - error_code: |- - {repeat} 3 {times} For he`s a jolly good fellow - {repeat} 3 print - solution_text: 'This is the correct code:' - solution_code: |- - {repeat} 3 {times} {print} 'For he`s a jolly good fellow' - {repeat} 3 {times} {print} 'Which nobody can deny!' - - title: Students try to repeat multiple lines - example: - error_text: In this level you can only repeat one line of code multiple times. In this code the student wanted to print 3 different drinks, but it won't work. It will ask the question 3 times and only print the last answer. - error_code: |- - {repeat} 3 {times} drink = {ask} 'What would you like to drink?' - {print} drink - solution_text: You should go to the next level to be able to repeat multiple lines. So on this level you'll have to print everything seperately. - solution_code: |- - drink = {ask} 'What would you like to drink?' - {print} drink - drink = {ask} 'What would you like to drink?' - {print} drink - drink = {ask} 'What would you like to drink?' - {print} drink - - title: Students make programs that take too long to run - example: - error_text: In this level it's very easy to make programs that take a lot of time to complete. If the program takes too long, it'll be stopped, this with the intention to prevent straining the student's machine. - error_code: "{repeat} 100 {times} {print} 'How many times can I repeat this?'" - solution_text: Make sure the code doesn't take too long to execute - solution_code: "{repeat} 20 {times} {print} 'This is enough'" - - level: '8' - sections: - - title: Students use the indentation wrong - example: - error_text: Indentation is a new concept in this level, and for some students it might be hard to learn. Make sure they practise some simple examples before making a whole program with it. - error_code: |- - {repeat} 3 {times} - {print} 'hello' - solution_text: 'This is the correct code:' - solution_code: |- - {repeat} 3 {times} - {print} 'hello' - - title: Students only repeat 1 line when they wanted to repeat multiple lines - example: - error_text: For instance, in the code below the student wanted to take the drinks order of 3 people. But instead the program asked 3 times, but only wrote down one order. - error_code: |- - {repeat} 3 {times} - drink = {ask} 'What would you like to drink?' - {print} drink - solution_text: |- - In the correct code the third line starts with indentation too. This way it belongs to the repeat block and therefore it will be repeated 3 times. - Showing your students these differences can help them understand why we need indentation to make our programs work. - solution_code: |- - {repeat} 3 {times} - drink = {ask} 'What would you like to drink?' - {print} drink - - title: Students want to nest `{if}` statements, or put `{if}` statements inside a loop - example: - error_text: |- - In this level students aren't allowed yet to put `{if}` statements inside other `{if}` statements or inside repeat loops. - In the next level this is allowed. - error_code: |- - birthday = {ask} 'Is it you birthday?' - {if} birthday = yes - {repeat} 3 {times} - {print} 'Hip Hip Hooray!' - solution_text: 'This is the correct code for this level:' - solution_code: |- - birthday = {ask} 'Is it you birthday?' - {if} birthday = yes - {print} 'Hip Hip Hooray!' - {print} 'Hip Hip Hooray!' - {print} 'Hip Hip Hooray!' - - title: Students make programs that take too long to run - example: - error_text: In this level it's very easy to make programs that take a lot of time to complete. If the program takes too long, it'll be stopped, this with the intention to prevent straining the student's machine. - error_code: |- - {repeat} 100 {times} - {print} 'How many times can I repeat this?' - solution_text: Make sure the code doesn't take too long to execute - solution_code: |- - {repeat} 20 {times} - {print} 'This is enough' - - title: Students use the `{if}` command to check if the variable value is the same as the variable name - example: - error_text: |- - We've noticed a common error among our students: they try to create a program that checks for a password, but they make the password 'password'. - In line 2 the computer is asked to check whether the variable password is the same as the variable password, so itself. Which means the answer is always yes. - So with this code the answer will always be 'You can come in' no matter what the player fills in. - error_code: |- - password {is} {ask} 'What is the password?' - {if} password {is} password - {print} 'You can come in' - {else} - {print} 'You are not allowed' - solution_text: You can fix this mistake by adding quotation marks. This way the computer knows that the second password in `{if} password {is} 'password'` is a string value (so normal text) and not the variable name. - solution_code: |- - password {is} {ask} 'What is the password?' - {if} password {is} 'password' - {print} 'You can come in' - {else} - {print} 'You are not allowed' - - level: '9' - sections: - - title: Students make mistakes with indentation - example: - error_text: The hardest part about this level is getting the indentation right. Students love nesting `{if}` statements, sometimes even inside other nested `{if}` statements. Keeping track of indentation can get pretty tough. - error_code: |- - {print} 'Robin is walking downtown' - location = {ask} 'Is Robin going into a shop, or does she go home?' - {if} location {is} shop - {print} 'She enters the shop.' - {print} 'Robin sees an interesting looking book' - book = {ask} 'Does Robin buy the book?' - {if} book {is} yes - {print} 'Robin buys the book and goes home' - {else} - {print} 'Robin leaves the shop and goes home' - {else} - {print} 'Robin goes home' - solution_text: This is the correct code. Try to keep track of all the different constructions when putting `{if}` statements inside other `{if}` statements. - solution_code: |- - {print} 'Robin is walking downtown' - location = {ask} 'Is Robin going into a shop, or does she go home?' - {if} location {is} shop - {print} 'She enters the shop.' - {print} 'Robin sees an interesting looking book' - book = {ask} 'Does Robin buy the book?' - {if} book {is} yes - {print} 'Robin buys the book and goes home' - {else} - {print} 'Robin leaves the shop and goes home' - {else} - {print} 'Robin goes home' - - level: '10' - sections: - - title: Students do not use the `{for}` command correctly - example: - error_text: We often see that students try to print the list (in the example animals) instead of the items of the list. - error_code: |- - animals {is} dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animals - solution_text: The word animals in the last line should be changed into animal. - solution_code: |- - animals {is} dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - - title: Students forget the indentation - example: - error_text: Students tend to forget to use indentation after a for command. - error_code: |- - animals {is} dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animals - solution_text: You should use indentation after a for command. - solution_code: |- - animals {is} dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - - level: '11' - sections: - - title: Students forget to use indentation - example: - error_text: Make sure that the students use indentation. - error_code: |- - {for} i {in} {range} 1 {to} 5 - {print} i - solution_text: 'This is the correct code:' - solution_code: |- - {for} i {in} {range} 1 {to} 5 - {print} i - - title: Students don't understand the i - example: - error_text: |- - Some students don't understand that i is a variable. i is chosen, because it is used in Python programming, but you could just as easily use a different variable name. - For example, this code: - error_code: |- - {for} i {in} {range} 1 {to} 5 - {print} i - solution_text: Could just as well be replaced with this code. It works the same. - solution_code: |- - {for} banana {in} {range} 1 {to} 5 - {print} banana - - level: '12' - sections: - - title: Students forget quotation marks - example: - error_text: Students need more quotation marks now than in the previous levels. In this example quotation marks were forgotten in the list and in the `{if}` command. - error_code: |- - superheroes = Spiderman, Batman, Iron Man - superhero = superheroes {at} {random} - {if} superhero = Batman - {print} 'IM BATMAN!' - solution_text: 'This is the correct code:' - solution_code: |- - superheroes = 'Spiderman', 'Batman', 'Iron Man' - superhero = superheroes {at} {random} - {if} superhero {is} 'Batman' - {print} 'IM BATMAN!' - - title: Students use quotation marks on numbers they want to use for calculations - example: - error_text: |- - You can use quotation marks on numbers, but only if you want the computer to think of them as text. This means you can't do calculations with the number. - In the example below, you can't do maths with the number 25, because it's in quotation marks. - error_code: |- - score = '25' - answer {is} {ask} 'Do you want a point?' - {if} answer {is} 'yes' - score = score + 1 - {print} score - solution_text: 'This is the correct code:' - solution_code: |- - score = 25 - answer {is} {ask} 'Do you want a point?' - {if} answer {is} 'yes' - score = score + 1 - {print} score - - title: Students use commas instead of periods in decimal numbers - example: - error_text: Decimal numbers can be used from this level on, but you can't use commas. - error_code: '{print} 2,5 + 2,5' - solution_text: 'This is the correct code:' - solution_code: '{print} 2.5 + 2.5' - - level: '13' - sections: - - title: Students confuse `{and}` with `{or}` - example: - error_text: Both commands might appear similar, but their functions are very different. - error_code: |- - game {is} {ask} 'Do you want to play a game?' - time {is} {ask} 'Do you have time to play?' - {if} game {is} 'yes' {or} time {is} 'yes' - {print} 'Lets play!' - solution_text: In this case, the person should answer yes on both questions, so you should use `and`. - solution_code: |- - game {is} {ask} 'Do you want to play a game?' - time {is} {ask} 'Do you have time to play?' - {if} game {is} 'yes' {and} time {is} 'yes' - {print} 'Lets play!' - - level: '14' - sections: - - title: Students confuse the < and > signs - example: - error_text: Often, students are already familiar with these signs from maths class. But if your students don't know these signs yet, they might have a challenge with it. - error_code: |- - age = {ask} 'How old are you?' - {if} age < 12 - {print} 'You are older than I am!' - solution_text: 'This is the correct code:' - solution_code: |- - age = {ask} 'How old are you?' - {if} age > 12 - {print} 'You are older than I am!' - - title: Students use the wrong signs for `!=` `<=` and `>=` - example: - error_text: These signs are probably new for most students. Make sure to explain these signs to your students. - error_code: |- - name = {ask} 'What is your name?' - {if} name = 'Hedy' - {print} 'You are not Hedy' - solution_text: 'This is the correct code:' - solution_code: |- - name = {ask} 'What is your name?' - {if} name != 'Hedy' - {print} 'You are not Hedy' - - title: Students forget to use the == sign - example: - error_text: In this level, students are still allowed to use = or is. But on other levels, or in python, they might get in trouble for that. So it is best to train them to use it. - error_code: |- - name = {ask} 'What is your name?' - {if} name = 'Hedy' - {print} 'You are cool!' - solution_text: 'This is the correct code:' - solution_code: |- - name = {ask} 'What is your name?' - {if} name == 'Hedy' - {print} 'You are cool!' - - level: '15' - sections: - - title: Students forget indentation in the while loop - example: - error_text: Indentation is often hard for students. - error_code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - solution_text: 'This is the correct code:' - solution_code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - - level: '16' - sections: - - title: Students forget the brackets - example: - error_text: From this level on lists should be in brackets. - error_code: |- - icecream = 'starwberry', 'chocolate' - {print} 'I love ' icecream[{random}] ' icecream' - solution_text: 'This is the correct code:' - solution_code: |- - icecream = ['starwberry', 'chocolate'] - {print} 'I love ' icecream[{random}] ' icecream' - - title: Students use the wrong brackets - example: - error_text: From this level on lists should be in brackets. - error_code: |- - icecream = ('starwberry', 'chocolate') - {print} 'I love ' icecream[{random}] ' icecream' - solution_text: 'This is the correct code:' - solution_code: |- - icecream = ['starwberry', 'chocolate'] - {print} 'I love ' icecream[{random}] ' icecream' - - title: Students forget the quotation marks while focussing on the brackets - example: - error_text: Students are sometimes very focussed on the new aspect of the syntax, that they forget the quotation marks. - error_code: |- - icecream = [starwberry, chocolate] - {print} 'I love ' icecream[{random}] ' icecream' - solution_text: 'This is the correct code:' - solution_code: |- - icecream = ['starwberry', 'chocolate'] - {print} 'I love ' icecream[{random}] ' icecream' - - title: Students still use the old at random command - example: - error_text: Students are sometimes very focussed on the new aspect of the syntax, that they forget the quotation marks. - error_code: |- - icecream = [starwberry, chocolate] - {print} 'I love ' icecream at random ' icecream' - solution_text: 'This is the correct code:' - solution_code: |- - icecream = ['starwberry', 'chocolate'] - {print} 'I love ' icecream[{random}] ' icecream' - - title: Students forget the quotation marks while focussing on the brackets - example: - error_text: Students are sometimes very focussed on the new aspect of the syntax, that they forget the quotation marks. - error_code: |- - icecream = [starwberry, chocolate] - {print} 'I love ' icecream[{random}] ' icecream' - solution_text: 'This is the correct code:' - solution_code: |- - icecream = ['starwberry', 'chocolate'] - {print} 'I love ' icecream[{random}] ' icecream' - - level: '17' - sections: - - title: Students use `{elif}` like `{else}`, so without a condition - example: - error_text: The `{elif}` command needs a condition behind it. It cannot be used like `{else}`, without a condition. - error_code: |- - color = ask 'What is your favorite color?' - {if} color == 'green': - {print} 'green is nice' - {elif}: - {print} 'I like green' - solution_text: 'This is the correct code:' - solution_code: |- - color = {ask} 'What is your favorite color?' - {if} color == 'green': - {print} 'green is nice' - {elif} color == yellow: - {print} 'yellow is alright' - {else}: - {print} 'I like green' - - title: Students forget the colon - example: - error_text: After each command that requires indentation, a colon should be used. - error_code: |- - answer = ask 'How are you doing?' - {if} answer {is} 'great' - {print} 'Me too!' - {elif} answer {is} 'bad' - {print} 'Let me cheer you up!' - {else} - {print} 'Im great!' - solution_text: 'This is the correct code:' - solution_code: |- - answer = {ask} 'How are you doing?' - {if} answer {is} 'great': - {print} 'Me too!' - {elif} answer {is} 'bad': - {print} 'Let me cheer you up!' - {else}: - {print} 'Im great!' - - level: '18' - sections: - - title: Students forget to use the brackets - example: - error_text: Students will forget to put brackets around their text. - error_code: "{print} 'my name is Hedy!'" - solution_text: 'This is the correct code:' - solution_code: "{print}('my name is Hedy!')" - - title: Students will still use the ask command - example: - error_text: The ask command has been used since level 1. So it might be hard for the students to switch to input instead of ask. - error_code: |- - {print}('My name is Hedy!') - name = ask('What is your name?') - {print}('So your name is ', name) - solution_text: 'This is the correct code:' - solution_code: |- - {print}('My name is Hedy!') - name = {input}('What is your name?') - {print}('So your name is ', name) - - title: Students might use the brackets as quotation marks - example: - error_text: They have learned to keep the variables outside of the quotation marks, so they might do the same with the brackets. Which is not the correct way to use them. - error_code: |- - temperature = 25 - {print}('It is ') temperature ('degrees outside') - solution_text: 'This is the correct code:' - solution_code: |- - temperature = 25 - {print}('It is ', temperature, 'degrees outside') diff --git a/content/pages/vi.yaml b/content/pages/vi.yaml index 7f76d2503b0..c4023fed499 100644 --- a/content/pages/vi.yaml +++ b/content/pages/vi.yaml @@ -54,15 +54,15 @@ join-sections: learn-more-sections: - title: The Hedy foundation text: |- - Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. + Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. - The board of the foundation consists of: - - * Felienne Hermans, president - * Eelko Huizing, finance - * Renée Merbis, secretary - - The board of Stichting Hedy does not get any financial compensation for their tasks. + The board of the foundation consists of: + + * Felienne Hermans, president + * Eelko Huizing, finance + * Renée Merbis, secretary + + The board of Stichting Hedy does not get any financial compensation for their tasks. - title: Code week talk text: |- Nếu bạn muốn biết thêm về Hedy, hãy xem bài thuyết trình của Felienne tại Tuần lễ lập trình Châu Âu 2020 (European Code Week 2020): @@ -95,7 +95,9 @@ start-sections: - title: Getting started with Hedy text: '*Something about teachers accounts, slides etc*' - title: What other teachers say - text: "A while ago we ran a few short Hedy teachers surveys. \nThe questions span between suggestions of improvement and Hedy’s best features. \nBelow is a testimony of their thoughts:\n\nSimple interface and good examples. *Teacher: 3rd - 6th grades (elementary)*\n\nMultilingual programming and just the gradual programming concept itself. - *US: middle school, 6th-8th grade*\n\nThe gradual nature of introducing programming. *Australia: High school*\n\nThe construction is so good. *Netherlands: Lower secondary school HAVO-VWO*\n\nI can keep the pace of the class. *Netherlands: group 7 en 8* \n\nContinues automatically. *Netherlands: 2 HAVO-VWO*\n\nBoth that the explanation can be in Dutch (and the code in English), and that it builds up with more \nand more possibilities. *Netherlands: Plus class group 7*\n\nThe 'realness' of programming, it resembles how it is in reality. *Netherlands: Plus class group 4 to 8*\n\nStep-by-step activities. Fun activities. *Netherlands: 1e All levels, 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO*\n\nBut Hedy and its gradual levels... what an idea, \nI wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my \nstudents, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, \nbefore starting Python. *Pakistan*\n\nI really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. \nHedy's gradual approach works very well. \nThe short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. \nThe different assignments that the children can choose also work very well. \nYou see the children choose assignments that appeal to them and they then get to work with them, \nthrough the levels. Hedy is great fun for children who are good at programming and want to get a \ntaste of a real programming language. It is good preparation for secondary school as soon as more ICT \neducation is given there. *Netherlands: Oegstgeest Montessori school*\n\n" + text: "A while ago we ran a few short Hedy teachers surveys. \nThe questions span between suggestions of improvement and Hedy’s best features. \nBelow is a testimony of their thoughts:\n\nSimple interface and good examples. *Teacher: 3rd - 6th grades (elementary)*\n\nMultilingual programming and just the gradual programming concept itself. - *US: middle school, 6th-8th grade*\n\nThe gradual nature of introducing programming. *Australia: High school*\n\nThe construction is so good. *Netherlands: Lower secondary school HAVO-VWO*\n\nI can keep the pace of the class. *Netherlands: group 7 en 8* \n\nContinues automatically. *Netherlands: 2 HAVO-VWO*\n\nBoth that the explanation can be in Dutch (and the code in English), and that it builds up with more \nand more possibilities. *Netherlands: Plus class group 7*\n\nThe 'realness' of programming, it resembles how it is in reality. *Netherlands: Plus class group 4 to 8*\n\nStep-by-step activities. Fun activities. *Netherlands: 1e All levels, + 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO*\n\nBut Hedy and its gradual levels... what an idea, \nI wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my \nstudents, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, \nbefore starting Python. *Pakistan*\n\nI really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. \nHedy's gradual approach works very well. \nThe short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. \nThe different assignments that the children can choose also work very well. \nYou see the children choose assignments that appeal to them and they then get to work with them, \nthrough the levels. Hedy is great fun for children who are good at programming and want to get + a \ntaste of a real programming language. It is good preparation for secondary school as soon as more ICT \neducation is given there. *Netherlands: Oegstgeest Montessori school*\n\n" teacher-guide: - title: Giới thiệu key: giới thiệu diff --git a/content/pages/zh_Hant.yaml b/content/pages/zh_Hant.yaml index 23848f7a144..0f2ec21591f 100644 --- a/content/pages/zh_Hant.yaml +++ b/content/pages/zh_Hant.yaml @@ -1,4 +1,3 @@ -title: Hedy documentation home-sections: - title: Textual programming made easy! text: |- @@ -54,15 +53,15 @@ join-sections: learn-more-sections: - title: The Hedy foundation text: |- - Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. + Hedy is maintained by the Hedy Foundation (Stichting Hedy), Sportmanstaat 8, 2341 JG Oegstgeest, Dutch Chamber of Commerce number 94013985. - The board of the foundation consists of: - - * Felienne Hermans, president - * Eelko Huizing, finance - * Renée Merbis, secretary - - The board of Stichting Hedy does not get any financial compensation for their tasks. + The board of the foundation consists of: + + * Felienne Hermans, president + * Eelko Huizing, finance + * Renée Merbis, secretary + + The board of Stichting Hedy does not get any financial compensation for their tasks. - title: A deep dive! text: |- Want to know more about Hedy's philosophy and design? Check out this talk Felienne gave at the StrangeLoop Conference in 2022: @@ -94,7 +93,9 @@ start-sections: - title: Getting started with Hedy text: '*Something about teachers accounts, slides etc*' - title: What other teachers say - text: "A while ago we ran a few short Hedy teachers surveys. \nThe questions span between suggestions of improvement and Hedy’s best features. \nBelow is a testimony of their thoughts:\n\nSimple interface and good examples. *Teacher: 3rd - 6th grades (elementary)*\n\nMultilingual programming and just the gradual programming concept itself. - *US: middle school, 6th-8th grade*\n\nThe gradual nature of introducing programming. *Australia: High school*\n\nThe construction is so good. *Netherlands: Lower secondary school HAVO-VWO*\n\nI can keep the pace of the class. *Netherlands: group 7 en 8* \n\nContinues automatically. *Netherlands: 2 HAVO-VWO*\n\nBoth that the explanation can be in Dutch (and the code in English), and that it builds up with more \nand more possibilities. *Netherlands: Plus class group 7*\n\nThe 'realness' of programming, it resembles how it is in reality. *Netherlands: Plus class group 4 to 8*\n\nStep-by-step activities. Fun activities. *Netherlands: 1e All levels, 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO*\n\nBut Hedy and its gradual levels... what an idea, \nI wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my \nstudents, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, \nbefore starting Python. *Pakistan*\n\nI really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. \nHedy's gradual approach works very well. \nThe short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. \nThe different assignments that the children can choose also work very well. \nYou see the children choose assignments that appeal to them and they then get to work with them, \nthrough the levels. Hedy is great fun for children who are good at programming and want to get a \ntaste of a real programming language. It is good preparation for secondary school as soon as more ICT \neducation is given there. *Netherlands: Oegstgeest Montessori school*\n\n" + text: "A while ago we ran a few short Hedy teachers surveys. \nThe questions span between suggestions of improvement and Hedy’s best features. \nBelow is a testimony of their thoughts:\n\nSimple interface and good examples. *Teacher: 3rd - 6th grades (elementary)*\n\nMultilingual programming and just the gradual programming concept itself. - *US: middle school, 6th-8th grade*\n\nThe gradual nature of introducing programming. *Australia: High school*\n\nThe construction is so good. *Netherlands: Lower secondary school HAVO-VWO*\n\nI can keep the pace of the class. *Netherlands: group 7 en 8* \n\nContinues automatically. *Netherlands: 2 HAVO-VWO*\n\nBoth that the explanation can be in Dutch (and the code in English), and that it builds up with more \nand more possibilities. *Netherlands: Plus class group 7*\n\nThe 'realness' of programming, it resembles how it is in reality. *Netherlands: Plus class group 4 to 8*\n\nStep-by-step activities. Fun activities. *Netherlands: 1e All levels, + 2e VWO/HAVO 2e VWO +, 3e HAVO 3e VWO*\n\nBut Hedy and its gradual levels... what an idea, \nI wanted to personally thank you for creating this. I cannot thank you enough. Also, I have never seen the level of engagement and enthusiasm of my \nstudents, as I have seen with Hedy. We have covered till level 5, and plan to spend one more week on it in classes and labs, \nbefore starting Python. *Pakistan*\n\nI really like Hedy very much and it is also nicely set up, which makes it good to use in primary school. \nHedy's gradual approach works very well. \nThe short explanation at the beginning of each level and the short example programs help to give the children a quick insight into what is new in the chosen level. \nThe different assignments that the children can choose also work very well. \nYou see the children choose assignments that appeal to them and they then get to work with them, \nthrough the levels. Hedy is great fun for children who are good at programming and want to get + a \ntaste of a real programming language. It is good preparation for secondary school as soon as more ICT \neducation is given there. *Netherlands: Oegstgeest Montessori school*\n\n" teacher-guide: - title: Introduction key: intro diff --git a/content/parsons/ar.yaml b/content/parsons/ar.yaml index d30b226dea3..0f62f118c7c 100644 --- a/content/parsons/ar.yaml +++ b/content/parsons/ar.yaml @@ -36,35 +36,13 @@ levels: {print} تم إضافة اللعبة إلى سلة المشتريات الخاصة بك. {print} شكرًا لك على الشراء من متجرنا 3: - 1: - story: "The new school year at Hogwarts is starting! \nIt is the job of the sorting hat to sort you into one of the houses.\nWhich house will you be sorted into? Are you a Gryffindor, Hufflepuff, Ravenclaw or Slytherin.\nBefore the sorting hat reveals your house, you can tell it to not pick one of the houses." - code: |- - {print} The sorting hat is ready to sort you into a Hogwarts house. - houses {is} Gryffindor, Hufflepuf, Ravenclaw, Slytherin - dislike {is} {ask} Are there any houses you do not want to be part of? - {remove} dislike {from} houses - {print} Not dislike eh? Better be... houses {at} {random} 2: - story: Create a program that chooses a random meal for you. Make a list of food and a list of toppings and let the program decide what you'll have! code: |- food {is} pizza, icecream, salad, sandwich toppings {is} chocolate, cheese, tuna, sprinkles {print} Your random meal for today is... sleep 2 {print} food at random with toppings at random - 3: - story: |- - In a chess tournament there are three players left. - Create a program that decides which two players have to play against each other first. - Start by printing the two players who play the first match, then print against which player the winner will play. - code: |- - players {is} Liam, Noah, Sophie - player_1 {is} players {at} {random} - {remove} player_1 {from} players - player_2 {is} players {at} {random} - {print} player_1 ' first plays against ' player_2 - {remove} player_2 {from} players - {print} 'The winner plays against ' players {at} {random} 4: 1: story: |- @@ -85,9 +63,6 @@ levels: {print} 'You won a ' prices {at} {random} 5: 1: - story: |- - Make a program that checks if your favourite movie is already in the list of the computer. - If so, print that you have great taste, otherwise add the movie to the list. code: |- favoriete_movies {is} Batman, Spiderman, The Avengers, Jurassic Park movie {is} {ask} 'What is your favourite movie?' @@ -95,7 +70,6 @@ levels: {else} {print} 'Such a shame that your favourite movie is not in the list, we will add it right away!' {add} movie {to_list} favoriete_movies 2: - story: Create a maths game. code: |- {print} 'Solve this problem' answer {is} {ask} '88 - 16 = ?' @@ -103,11 +77,6 @@ levels: {else} print 'Wrong! The answer was 72' 6: 1: - story: |- - Make a program that calculates how old you are in dog and cat years. - First ask the age of the user and start calculating. - First calculate the dogyears then the catyears. - Show the user the different ages. code: |- age = {ask} 'How old are you?' dog_age = age * 7 @@ -115,29 +84,11 @@ levels: {print} 'In dogyears you are ' dog_age ' years old.' {print} 'In catyears you are ' cat_age ' years old.' 2: - story: Create a program that helps you calculate how many cakes you should buy for your birthday party. code: |- {print} 'It is your birthday!' people = {ask} 'How many people do you want to give a slice of cake?' cakes_amount is people/8 {print} 'You will have to buy ' cakes_amount ' cakes' - 7: - 1: - story: Complete the baby shark song. First comes baby shark, then mommy and finally daddy shark. - code: |- - {repeat} 3 {times} {print} 'Baby shark tututututudu' - {print} 'Baby shark' - {repeat} 3 {times} {print} 'Mommy shark tututututudu' - {print} 'Mommy shark' - {repeat} 3 {times} {print} 'Daddy shark tututututudu' - {print} 'Daddy shark' - 2: - story: Create the song 'The wheels on the bus go round and round' - code: |- - {print} 'the wheels on the bus go' - {repeat} 3 {times} {print} 'round and round' - {print} 'the wheels of the bus go round and round' - {print} 'all through the town' 8: 1: story: |- @@ -159,108 +110,8 @@ levels: {print} counter {sleep} 1 {print} 'Ready or not here I come!' - 9: - 1: - story: This game will give you three maths assignments. Each time the question is different. Can you figure out the order? - code: |- - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - {repeat} 3 {times} - number = numbers {at} {random} - correct_answer = 5 * number - answer = {ask} 'What is 5 times' number '?' - {if} answer = correct_answer - {print} 'Good job!' - {else} - {print} 'No! The correct answer is ' correct_answer - 2: - story: |- - This code asks the costumers in a restaurant if they would like to order dessert. If they do, it asks them what kind of dessert. If they order tiramisu they are told that the tiramisu is sold out. - Can you get the code to work? - code: |- - order = {ask} 'Would you like to order dessert?' - {if} order = yes - dessert = {ask} 'What kind of dessert would you like?' - {if} dessert = tiramisu - {print} 'Sorry, we are out of tiramisu.' - {else} - {print} 'One ' dessert ' coming right up!' - {else} - {print} 'You dont want a dessert. No problem!' 10: 1: story: |- Help this family out by creating a schedule of who is cooking and what they should be making this week. The remove commands make sure nobody has to cook twice and they have a differnet dinner every day. **Mind!** the variable order should be first days, then people, and lastly dinner_options. This goes for the lines with the remove commands too. - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday - people = mom, dad, Martin, Abby, Jesse - dinner_options = pizza, tacos, pancakes, a salad, lasagne - {for} day {in} days - chosen_person = people {at} {random} - chosen_dinner = dinner_options {at} {random} - {print} 'On ' day ' ' chosen_person ' is making ' chosen_dinner - {remove} chosen_person {from} people - {remove} chosen_dinner {from} dinner_options - 2: - story: |- - This make-over robot will decide your new hairstyle for you. If you do not agree with the first choice, you can try again. - **Mind** The variable people is defined in the first line. The variable hairstyles in the second. - code: |- - people = Betty, Amanda, Marc - hairstyles = a bald head, a mohawk, a ponytail, spikes - {for} person {in} people - {print} person ' will get ' hairstyles {at} {random} - happy = {ask} person ', are you happy with this choice?' - {if} happy {is} yes - {print} 'Great' - {else} - {print} 'Lets try again... Then 'person ' will get ' hairstyles {at} {random} - 11: - 1: - story: Create the count down clock for New Year's eve! The program should show the numbers from 10 to 1 for a second and then wish you a happy new year. - code: |- - {for} number {in} {range} 10 {to} 1 - {print} number - {sleep} - {clear} - {print} 'Happy New Year!' - 2: - story: |- - Create a program that tells us the final results of the science fair. Firstly define the variable contestants, then the variable place. - **Hint** Line 5 should be the sleep command, and you should end with saying congratulations. - code: |- - {print} 'And now we will reveal the results of the science fair' - contestants = Vivienne, Paul, Trixy, Bianca, Katya - place = 5 - {for} contestant {in} contestants - {sleep} 2 - {print} 'On number ' place ' has ended... ' contestant - place = place - 1 - {print} 'Congratulations!' - 12: - 1: - story: |- - Sing the song 'What shall we do with the drunken sailor'. In case you don't know it, the song goed like this: - - What will we do with the drunken sailor - What will we do with the drunken sailor - What will we do with the drunken sailor - Early in the morning - Way hey and up she rises - Way hey and up she rises - Way hey and up she rises - Early in the morning - code: |- - verses = 'What will we do with the drunken sailor', 'Way hey and up she rises' - {for} verse {in} verses - {for} count {in} {range} 1 {to} 3 - {print} verse - {print} 'Early in the morning' - 2: - story: Play a game of Twister with us! First define the variable people, then limbs, then colors. - code: |- - people = 'Jess', 'Nick', 'Winston' - limbs = 'left hand', 'left foot', 'right hand', 'right foot' - colors = 'red', 'blue', 'green', 'yellow' - {for} person {in} people - {print} person ', put your ' limbs {at} {random} ' on ' colors {at} {random} diff --git a/content/parsons/bg.yaml b/content/parsons/bg.yaml index 7f64a09c699..bdaf4bcdf3a 100644 --- a/content/parsons/bg.yaml +++ b/content/parsons/bg.yaml @@ -12,7 +12,6 @@ levels: {echo} Значи искате {print} Твоята поръчка се принтрира! 2: - story: You're at the DJ Booth requesting a song. Create a program that asks if you are ready to party and then asks which song you would like to hear. code: |- {print} Това е диджей Хеди {ask} Готови ли сте за парти? @@ -20,51 +19,19 @@ levels: {echo} Чудесен избор! Аз обичам 2: 1: - story: |- - You and your friends are going to watch some Netflix. - Show which movie you're about to watch and wish the viewers lot of fun! code: |- {print} It is time for an evening of Netflix film {is} Sonic the Hedgehog 2 {print} We're going to film {print} Have fun! - 2: - story: This is the webshop of a toy store. Create a program where costumers can add an item to their shopping cart. - code: |- - {print} Welcome to our toystore - toy {is} {ask} What would you like to buy? - {print} toy is added to your shopping cart. - {print} Thank you for shopping with us! 3: - 1: - story: "The new school year at Hogwarts is starting! \nIt is the job of the sorting hat to sort you into one of the houses.\nWhich house will you be sorted into? Are you a Gryffindor, Hufflepuff, Ravenclaw or Slytherin.\nBefore the sorting hat reveals your house, you can tell it to not pick one of the houses." - code: |- - {print} The sorting hat is ready to sort you into a Hogwarts house. - houses {is} Gryffindor, Hufflepuf, Ravenclaw, Slytherin - dislike {is} {ask} Are there any houses you do not want to be part of? - {remove} dislike {from} houses - {print} Not dislike eh? Better be... houses {at} {random} 2: - story: Create a program that chooses a random meal for you. Make a list of food and a list of toppings and let the program decide what you'll have! code: |- food {is} pizza, icecream, salad, sandwich toppings {is} chocolate, cheese, tuna, sprinkles {print} Your random meal for today is... sleep 2 {print} food at random with toppings at random - 3: - story: |- - In a chess tournament there are three players left. - Create a program that decides which two players have to play against each other first. - Start by printing the two players who play the first match, then print against which player the winner will play. - code: |- - players {is} Liam, Noah, Sophie - player_1 {is} players {at} {random} - {remove} player_1 {from} players - player_2 {is} players {at} {random} - {print} player_1 ' first plays against ' player_2 - {remove} player_2 {from} players - {print} 'The winner plays against ' players {at} {random} 4: 1: story: |- @@ -85,9 +52,6 @@ levels: {print} 'You won a ' prices {at} {random} 5: 1: - story: |- - Make a program that checks if your favourite movie is already in the list of the computer. - If so, print that you have great taste, otherwise add the movie to the list. code: |- favoriete_movies {is} Batman, Spiderman, The Avengers, Jurassic Park movie {is} {ask} 'What is your favourite movie?' @@ -95,7 +59,6 @@ levels: {else} {print} 'Such a shame that your favourite movie is not in the list, we will add it right away!' {add} movie {to_list} favoriete_movies 2: - story: Create a maths game. code: |- {print} 'Solve this problem' answer {is} {ask} '88 - 16 = ?' @@ -103,11 +66,6 @@ levels: {else} print 'Wrong! The answer was 72' 6: 1: - story: |- - Make a program that calculates how old you are in dog and cat years. - First ask the age of the user and start calculating. - First calculate the dogyears then the catyears. - Show the user the different ages. code: |- age = {ask} 'How old are you?' dog_age = age * 7 @@ -115,29 +73,11 @@ levels: {print} 'In dogyears you are ' dog_age ' years old.' {print} 'In catyears you are ' cat_age ' years old.' 2: - story: Create a program that helps you calculate how many cakes you should buy for your birthday party. code: |- {print} 'It is your birthday!' people = {ask} 'How many people do you want to give a slice of cake?' cakes_amount is people/8 {print} 'You will have to buy ' cakes_amount ' cakes' - 7: - 1: - story: Complete the baby shark song. First comes baby shark, then mommy and finally daddy shark. - code: |- - {repeat} 3 {times} {print} 'Baby shark tututututudu' - {print} 'Baby shark' - {repeat} 3 {times} {print} 'Mommy shark tututututudu' - {print} 'Mommy shark' - {repeat} 3 {times} {print} 'Daddy shark tututututudu' - {print} 'Daddy shark' - 2: - story: Create the song 'The wheels on the bus go round and round' - code: |- - {print} 'the wheels on the bus go' - {repeat} 3 {times} {print} 'round and round' - {print} 'the wheels of the bus go round and round' - {print} 'all through the town' 8: 1: story: |- @@ -159,108 +99,8 @@ levels: {print} counter {sleep} 1 {print} 'Ready or not here I come!' - 9: - 1: - story: This game will give you three maths assignments. Each time the question is different. Can you figure out the order? - code: |- - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - {repeat} 3 {times} - number = numbers {at} {random} - correct_answer = 5 * number - answer = {ask} 'What is 5 times' number '?' - {if} answer = correct_answer - {print} 'Good job!' - {else} - {print} 'No! The correct answer is ' correct_answer - 2: - story: |- - This code asks the costumers in a restaurant if they would like to order dessert. If they do, it asks them what kind of dessert. If they order tiramisu they are told that the tiramisu is sold out. - Can you get the code to work? - code: |- - order = {ask} 'Would you like to order dessert?' - {if} order = yes - dessert = {ask} 'What kind of dessert would you like?' - {if} dessert = tiramisu - {print} 'Sorry, we are out of tiramisu.' - {else} - {print} 'One ' dessert ' coming right up!' - {else} - {print} 'You dont want a dessert. No problem!' 10: 1: story: |- Help this family out by creating a schedule of who is cooking and what they should be making this week. The remove commands make sure nobody has to cook twice and they have a differnet dinner every day. **Mind!** the variable order should be first days, then people, and lastly dinner_options. This goes for the lines with the remove commands too. - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday - people = mom, dad, Martin, Abby, Jesse - dinner_options = pizza, tacos, pancakes, a salad, lasagne - {for} day {in} days - chosen_person = people {at} {random} - chosen_dinner = dinner_options {at} {random} - {print} 'On ' day ' ' chosen_person ' is making ' chosen_dinner - {remove} chosen_person {from} people - {remove} chosen_dinner {from} dinner_options - 2: - story: |- - This make-over robot will decide your new hairstyle for you. If you do not agree with the first choice, you can try again. - **Mind** The variable people is defined in the first line. The variable hairstyles in the second. - code: |- - people = Betty, Amanda, Marc - hairstyles = a bald head, a mohawk, a ponytail, spikes - {for} person {in} people - {print} person ' will get ' hairstyles {at} {random} - happy = {ask} person ', are you happy with this choice?' - {if} happy {is} yes - {print} 'Great' - {else} - {print} 'Lets try again... Then 'person ' will get ' hairstyles {at} {random} - 11: - 1: - story: Create the count down clock for New Year's eve! The program should show the numbers from 10 to 1 for a second and then wish you a happy new year. - code: |- - {for} number {in} {range} 10 {to} 1 - {print} number - {sleep} - {clear} - {print} 'Happy New Year!' - 2: - story: |- - Create a program that tells us the final results of the science fair. Firstly define the variable contestants, then the variable place. - **Hint** Line 5 should be the sleep command, and you should end with saying congratulations. - code: |- - {print} 'And now we will reveal the results of the science fair' - contestants = Vivienne, Paul, Trixy, Bianca, Katya - place = 5 - {for} contestant {in} contestants - {sleep} 2 - {print} 'On number ' place ' has ended... ' contestant - place = place - 1 - {print} 'Congratulations!' - 12: - 1: - story: |- - Sing the song 'What shall we do with the drunken sailor'. In case you don't know it, the song goed like this: - - What will we do with the drunken sailor - What will we do with the drunken sailor - What will we do with the drunken sailor - Early in the morning - Way hey and up she rises - Way hey and up she rises - Way hey and up she rises - Early in the morning - code: |- - verses = 'What will we do with the drunken sailor', 'Way hey and up she rises' - {for} verse {in} verses - {for} count {in} {range} 1 {to} 3 - {print} verse - {print} 'Early in the morning' - 2: - story: Play a game of Twister with us! First define the variable people, then limbs, then colors. - code: |- - people = 'Jess', 'Nick', 'Winston' - limbs = 'left hand', 'left foot', 'right hand', 'right foot' - colors = 'red', 'blue', 'green', 'yellow' - {for} person {in} people - {print} person ', put your ' limbs {at} {random} ' on ' colors {at} {random} diff --git a/content/parsons/bn.yaml b/content/parsons/bn.yaml index 691d9a1a842..846d6e4af02 100644 --- a/content/parsons/bn.yaml +++ b/content/parsons/bn.yaml @@ -8,35 +8,13 @@ levels: He asks what type of pie you want to order. Then he repeats your answer back to you. Lastly, your order is being prepared. - code: |- - {print} Welcome to bakery Hedy! - {ask} What type of pie do you want to order? - {echo} So you want - {print} Your order is being prepared! - 2: - story: You're at the DJ Booth requesting a song. Create a program that asks if you are ready to party and then asks which song you would like to hear. - code: |- - {print} This is DJ Hedy - {ask} Are you ready to party? - {ask} What song would you like to hear? - {echo} Great choice! I love the song 2: 1: - story: |- - You and your friends are going to watch some Netflix. - Show which movie you're about to watch and wish the viewers lot of fun! code: |- {print} It is time for an evening of Netflix film {is} Sonic the Hedgehog 2 {print} We're going to film {print} Have fun! - 2: - story: This is the webshop of a toy store. Create a program where costumers can add an item to their shopping cart. - code: |- - {print} Welcome to our toystore - toy {is} {ask} What would you like to buy? - {print} toy is added to your shopping cart. - {print} Thank you for shopping with us! 3: 1: story: |- @@ -44,33 +22,13 @@ levels: It is the job of the sorting hat to sort you into one of the houses. Which house will you be sorted into? Are you a Gryffindor, Hufflepuff, Ravenclaw or Slytherin. Before the sorting hat reveals your house, you can tell it to not pick one of the houses. - code: |- - {print} The sorting hat is ready to sort you into a Hogwarts house. - houses {is} Gryffindor, Hufflepuf, Ravenclaw, Slytherin - dislike {is} {ask} Are there any houses you do not want to be part of? - {remove} dislike {from} houses - {print} Not dislike eh? Better be... houses {at} {random} 2: - story: Create a program that chooses a random meal for you. Make a list of food and a list of toppings and let the program decide what you'll have! code: |- food {is} pizza, icecream, salad, sandwich toppings {is} chocolate, cheese, tuna, sprinkles {print} Your random meal for today is... sleep 2 {print} food at random with toppings at random - 3: - story: |- - In a chess tournament there are three players left. - Create a program that decides which two players have to play against each other first. - Start by printing the two players who play the first match, then print against which player the winner will play. - code: |- - players {is} Liam, Noah, Sophie - player_1 {is} players {at} {random} - {remove} player_1 {from} players - player_2 {is} players {at} {random} - {print} player_1 ' first plays against ' player_2 - {remove} player_2 {from} players - {print} 'The winner plays against ' players {at} {random} 4: 1: story: |- @@ -91,9 +49,6 @@ levels: {print} 'You won a ' prices {at} {random} 5: 1: - story: |- - Make a program that checks if your favourite movie is already in the list of the computer. - If so, print that you have great taste, otherwise add the movie to the list. code: |- favoriete_movies {is} Batman, Spiderman, The Avengers, Jurassic Park movie {is} {ask} 'What is your favourite movie?' @@ -101,7 +56,6 @@ levels: {else} {print} 'Such a shame that your favourite movie is not in the list, we will add it right away!' {add} movie {to_list} favoriete_movies 2: - story: Create a maths game. code: |- {print} 'Solve this problem' answer {is} {ask} '88 - 16 = ?' @@ -109,11 +63,6 @@ levels: {else} print 'Wrong! The answer was 72' 6: 1: - story: |- - Make a program that calculates how old you are in dog and cat years. - First ask the age of the user and start calculating. - First calculate the dogyears then the catyears. - Show the user the different ages. code: |- age = {ask} 'How old are you?' dog_age = age * 7 @@ -121,29 +70,11 @@ levels: {print} 'In dogyears you are ' dog_age ' years old.' {print} 'In catyears you are ' cat_age ' years old.' 2: - story: Create a program that helps you calculate how many cakes you should buy for your birthday party. code: |- {print} 'It is your birthday!' people = {ask} 'How many people do you want to give a slice of cake?' cakes_amount is people/8 {print} 'You will have to buy ' cakes_amount ' cakes' - 7: - 1: - story: Complete the baby shark song. First comes baby shark, then mommy and finally daddy shark. - code: |- - {repeat} 3 {times} {print} 'Baby shark tututututudu' - {print} 'Baby shark' - {repeat} 3 {times} {print} 'Mommy shark tututututudu' - {print} 'Mommy shark' - {repeat} 3 {times} {print} 'Daddy shark tututututudu' - {print} 'Daddy shark' - 2: - story: Create the song 'The wheels on the bus go round and round' - code: |- - {print} 'the wheels on the bus go' - {repeat} 3 {times} {print} 'round and round' - {print} 'the wheels of the bus go round and round' - {print} 'all through the town' 8: 1: story: |- @@ -165,108 +96,8 @@ levels: {print} counter {sleep} 1 {print} 'Ready or not here I come!' - 9: - 1: - story: This game will give you three maths assignments. Each time the question is different. Can you figure out the order? - code: |- - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - {repeat} 3 {times} - number = numbers {at} {random} - correct_answer = 5 * number - answer = {ask} 'What is 5 times' number '?' - {if} answer = correct_answer - {print} 'Good job!' - {else} - {print} 'No! The correct answer is ' correct_answer - 2: - story: |- - This code asks the costumers in a restaurant if they would like to order dessert. If they do, it asks them what kind of dessert. If they order tiramisu they are told that the tiramisu is sold out. - Can you get the code to work? - code: |- - order = {ask} 'Would you like to order dessert?' - {if} order = yes - dessert = {ask} 'What kind of dessert would you like?' - {if} dessert = tiramisu - {print} 'Sorry, we are out of tiramisu.' - {else} - {print} 'One ' dessert ' coming right up!' - {else} - {print} 'You dont want a dessert. No problem!' 10: 1: story: |- Help this family out by creating a schedule of who is cooking and what they should be making this week. The remove commands make sure nobody has to cook twice and they have a differnet dinner every day. **Mind!** the variable order should be first days, then people, and lastly dinner_options. This goes for the lines with the remove commands too. - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday - people = mom, dad, Martin, Abby, Jesse - dinner_options = pizza, tacos, pancakes, a salad, lasagne - {for} day {in} days - chosen_person = people {at} {random} - chosen_dinner = dinner_options {at} {random} - {print} 'On ' day ' ' chosen_person ' is making ' chosen_dinner - {remove} chosen_person {from} people - {remove} chosen_dinner {from} dinner_options - 2: - story: |- - This make-over robot will decide your new hairstyle for you. If you do not agree with the first choice, you can try again. - **Mind** The variable people is defined in the first line. The variable hairstyles in the second. - code: |- - people = Betty, Amanda, Marc - hairstyles = a bald head, a mohawk, a ponytail, spikes - {for} person {in} people - {print} person ' will get ' hairstyles {at} {random} - happy = {ask} person ', are you happy with this choice?' - {if} happy {is} yes - {print} 'Great' - {else} - {print} 'Lets try again... Then 'person ' will get ' hairstyles {at} {random} - 11: - 1: - story: Create the count down clock for New Year's eve! The program should show the numbers from 10 to 1 for a second and then wish you a happy new year. - code: |- - {for} number {in} {range} 10 {to} 1 - {print} number - {sleep} - {clear} - {print} 'Happy New Year!' - 2: - story: |- - Create a program that tells us the final results of the science fair. Firstly define the variable contestants, then the variable place. - **Hint** Line 5 should be the sleep command, and you should end with saying congratulations. - code: |- - {print} 'And now we will reveal the results of the science fair' - contestants = Vivienne, Paul, Trixy, Bianca, Katya - place = 5 - {for} contestant {in} contestants - {sleep} 2 - {print} 'On number ' place ' has ended... ' contestant - place = place - 1 - {print} 'Congratulations!' - 12: - 1: - story: |- - Sing the song 'What shall we do with the drunken sailor'. In case you don't know it, the song goed like this: - - What will we do with the drunken sailor - What will we do with the drunken sailor - What will we do with the drunken sailor - Early in the morning - Way hey and up she rises - Way hey and up she rises - Way hey and up she rises - Early in the morning - code: |- - verses = 'What will we do with the drunken sailor', 'Way hey and up she rises' - {for} verse {in} verses - {for} count {in} {range} 1 {to} 3 - {print} verse - {print} 'Early in the morning' - 2: - story: Play a game of Twister with us! First define the variable people, then limbs, then colors. - code: |- - people = 'Jess', 'Nick', 'Winston' - limbs = 'left hand', 'left foot', 'right hand', 'right foot' - colors = 'red', 'blue', 'green', 'yellow' - {for} person {in} people - {print} person ', put your ' limbs {at} {random} ' on ' colors {at} {random} diff --git a/content/parsons/ca.yaml b/content/parsons/ca.yaml index cf205fd844c..7ee617faee9 100644 --- a/content/parsons/ca.yaml +++ b/content/parsons/ca.yaml @@ -131,13 +131,6 @@ levels: 7: 1: story: Completa la cançó del Baby shark. Primer comença amb el Baby shark, després la mare (mommy shark) i finalment el pare (daddy shark). - code: |- - {repeat} 3 {times} {print} 'Baby shark tututututudu' - {print} 'Baby shark' - {repeat} 3 {times} {print} 'Mommy shark tututututudu' - {print} 'Mommy shark' - {repeat} 3 {times} {print} 'Daddy shark tututututudu' - {print} 'Daddy shark' 2: story: Crea la cançó "Les rodes de l'autobús van girant" code: |- @@ -146,9 +139,6 @@ levels: {print} "les rodes de l'autobús girant, van rodant, van rodant" {print} "per tota la ciutat" 8: - 1: - story: "You and four other friends are playing Pokémon Go! Create a program that decides in which team each of you will play.\nEither red, yellow or blue! Take a little pause after announcing a team." - code: "teams = red, yellow, blue\n{print} 'Red, Yellow or Blue?'\n{repeat} 5 {times}\n {print} 'You are selected in team... '\n {print} teams {at} {random}\n {sleep} 2" 2: story: Imprimeix el compte enrere per al joc de l'amagatall. code: |- @@ -171,9 +161,6 @@ levels: {print} 'Bona feina!' {else} {print} 'No! La resposta correcta és ' resposta_correcta - 2: - story: "This code asks the costumers in a restaurant if they would like to order dessert. If they do, it asks them what kind of dessert. If they order tiramisu they are told that the tiramisu is sold out.\nCan you get the code to work?" - code: "order = {ask} 'Would you like to order dessert?'\n{if} order = yes\n dessert = {ask} 'What kind of dessert would you like?'\n {if} dessert = tiramisu\n {print} 'Sorry, we are out of tiramisu.'\n {else}\n {print} 'One ' dessert ' coming right up!'\n{else}\n {print} 'You dont want a dessert. No problem!'" 10: 1: story: |- @@ -216,15 +203,6 @@ levels: story: |- Crea un programa que ens expliqui els resultats finals de la fira de la ciència. Primer defineix la variable concursants, després la variable lloc. **Pista** La línia 5 hauria de tenir la comanda sleep (dorm), i hauries d'acabar amb un text de felicitació. - code: |- - {print} 'And now we will reveal the results of the science fair' - contestants = Vivienne, Paul, Trixy, Bianca, Katya - place = 5 - {for} contestant {in} contestants - {sleep} 2 - {print} 'On number ' place ' has ended... ' contestant - place = place - 1 - {print} 'Congratulations!' 12: 1: story: |- diff --git a/content/parsons/cs.yaml b/content/parsons/cs.yaml index 691d9a1a842..846d6e4af02 100644 --- a/content/parsons/cs.yaml +++ b/content/parsons/cs.yaml @@ -8,35 +8,13 @@ levels: He asks what type of pie you want to order. Then he repeats your answer back to you. Lastly, your order is being prepared. - code: |- - {print} Welcome to bakery Hedy! - {ask} What type of pie do you want to order? - {echo} So you want - {print} Your order is being prepared! - 2: - story: You're at the DJ Booth requesting a song. Create a program that asks if you are ready to party and then asks which song you would like to hear. - code: |- - {print} This is DJ Hedy - {ask} Are you ready to party? - {ask} What song would you like to hear? - {echo} Great choice! I love the song 2: 1: - story: |- - You and your friends are going to watch some Netflix. - Show which movie you're about to watch and wish the viewers lot of fun! code: |- {print} It is time for an evening of Netflix film {is} Sonic the Hedgehog 2 {print} We're going to film {print} Have fun! - 2: - story: This is the webshop of a toy store. Create a program where costumers can add an item to their shopping cart. - code: |- - {print} Welcome to our toystore - toy {is} {ask} What would you like to buy? - {print} toy is added to your shopping cart. - {print} Thank you for shopping with us! 3: 1: story: |- @@ -44,33 +22,13 @@ levels: It is the job of the sorting hat to sort you into one of the houses. Which house will you be sorted into? Are you a Gryffindor, Hufflepuff, Ravenclaw or Slytherin. Before the sorting hat reveals your house, you can tell it to not pick one of the houses. - code: |- - {print} The sorting hat is ready to sort you into a Hogwarts house. - houses {is} Gryffindor, Hufflepuf, Ravenclaw, Slytherin - dislike {is} {ask} Are there any houses you do not want to be part of? - {remove} dislike {from} houses - {print} Not dislike eh? Better be... houses {at} {random} 2: - story: Create a program that chooses a random meal for you. Make a list of food and a list of toppings and let the program decide what you'll have! code: |- food {is} pizza, icecream, salad, sandwich toppings {is} chocolate, cheese, tuna, sprinkles {print} Your random meal for today is... sleep 2 {print} food at random with toppings at random - 3: - story: |- - In a chess tournament there are three players left. - Create a program that decides which two players have to play against each other first. - Start by printing the two players who play the first match, then print against which player the winner will play. - code: |- - players {is} Liam, Noah, Sophie - player_1 {is} players {at} {random} - {remove} player_1 {from} players - player_2 {is} players {at} {random} - {print} player_1 ' first plays against ' player_2 - {remove} player_2 {from} players - {print} 'The winner plays against ' players {at} {random} 4: 1: story: |- @@ -91,9 +49,6 @@ levels: {print} 'You won a ' prices {at} {random} 5: 1: - story: |- - Make a program that checks if your favourite movie is already in the list of the computer. - If so, print that you have great taste, otherwise add the movie to the list. code: |- favoriete_movies {is} Batman, Spiderman, The Avengers, Jurassic Park movie {is} {ask} 'What is your favourite movie?' @@ -101,7 +56,6 @@ levels: {else} {print} 'Such a shame that your favourite movie is not in the list, we will add it right away!' {add} movie {to_list} favoriete_movies 2: - story: Create a maths game. code: |- {print} 'Solve this problem' answer {is} {ask} '88 - 16 = ?' @@ -109,11 +63,6 @@ levels: {else} print 'Wrong! The answer was 72' 6: 1: - story: |- - Make a program that calculates how old you are in dog and cat years. - First ask the age of the user and start calculating. - First calculate the dogyears then the catyears. - Show the user the different ages. code: |- age = {ask} 'How old are you?' dog_age = age * 7 @@ -121,29 +70,11 @@ levels: {print} 'In dogyears you are ' dog_age ' years old.' {print} 'In catyears you are ' cat_age ' years old.' 2: - story: Create a program that helps you calculate how many cakes you should buy for your birthday party. code: |- {print} 'It is your birthday!' people = {ask} 'How many people do you want to give a slice of cake?' cakes_amount is people/8 {print} 'You will have to buy ' cakes_amount ' cakes' - 7: - 1: - story: Complete the baby shark song. First comes baby shark, then mommy and finally daddy shark. - code: |- - {repeat} 3 {times} {print} 'Baby shark tututututudu' - {print} 'Baby shark' - {repeat} 3 {times} {print} 'Mommy shark tututututudu' - {print} 'Mommy shark' - {repeat} 3 {times} {print} 'Daddy shark tututututudu' - {print} 'Daddy shark' - 2: - story: Create the song 'The wheels on the bus go round and round' - code: |- - {print} 'the wheels on the bus go' - {repeat} 3 {times} {print} 'round and round' - {print} 'the wheels of the bus go round and round' - {print} 'all through the town' 8: 1: story: |- @@ -165,108 +96,8 @@ levels: {print} counter {sleep} 1 {print} 'Ready or not here I come!' - 9: - 1: - story: This game will give you three maths assignments. Each time the question is different. Can you figure out the order? - code: |- - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - {repeat} 3 {times} - number = numbers {at} {random} - correct_answer = 5 * number - answer = {ask} 'What is 5 times' number '?' - {if} answer = correct_answer - {print} 'Good job!' - {else} - {print} 'No! The correct answer is ' correct_answer - 2: - story: |- - This code asks the costumers in a restaurant if they would like to order dessert. If they do, it asks them what kind of dessert. If they order tiramisu they are told that the tiramisu is sold out. - Can you get the code to work? - code: |- - order = {ask} 'Would you like to order dessert?' - {if} order = yes - dessert = {ask} 'What kind of dessert would you like?' - {if} dessert = tiramisu - {print} 'Sorry, we are out of tiramisu.' - {else} - {print} 'One ' dessert ' coming right up!' - {else} - {print} 'You dont want a dessert. No problem!' 10: 1: story: |- Help this family out by creating a schedule of who is cooking and what they should be making this week. The remove commands make sure nobody has to cook twice and they have a differnet dinner every day. **Mind!** the variable order should be first days, then people, and lastly dinner_options. This goes for the lines with the remove commands too. - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday - people = mom, dad, Martin, Abby, Jesse - dinner_options = pizza, tacos, pancakes, a salad, lasagne - {for} day {in} days - chosen_person = people {at} {random} - chosen_dinner = dinner_options {at} {random} - {print} 'On ' day ' ' chosen_person ' is making ' chosen_dinner - {remove} chosen_person {from} people - {remove} chosen_dinner {from} dinner_options - 2: - story: |- - This make-over robot will decide your new hairstyle for you. If you do not agree with the first choice, you can try again. - **Mind** The variable people is defined in the first line. The variable hairstyles in the second. - code: |- - people = Betty, Amanda, Marc - hairstyles = a bald head, a mohawk, a ponytail, spikes - {for} person {in} people - {print} person ' will get ' hairstyles {at} {random} - happy = {ask} person ', are you happy with this choice?' - {if} happy {is} yes - {print} 'Great' - {else} - {print} 'Lets try again... Then 'person ' will get ' hairstyles {at} {random} - 11: - 1: - story: Create the count down clock for New Year's eve! The program should show the numbers from 10 to 1 for a second and then wish you a happy new year. - code: |- - {for} number {in} {range} 10 {to} 1 - {print} number - {sleep} - {clear} - {print} 'Happy New Year!' - 2: - story: |- - Create a program that tells us the final results of the science fair. Firstly define the variable contestants, then the variable place. - **Hint** Line 5 should be the sleep command, and you should end with saying congratulations. - code: |- - {print} 'And now we will reveal the results of the science fair' - contestants = Vivienne, Paul, Trixy, Bianca, Katya - place = 5 - {for} contestant {in} contestants - {sleep} 2 - {print} 'On number ' place ' has ended... ' contestant - place = place - 1 - {print} 'Congratulations!' - 12: - 1: - story: |- - Sing the song 'What shall we do with the drunken sailor'. In case you don't know it, the song goed like this: - - What will we do with the drunken sailor - What will we do with the drunken sailor - What will we do with the drunken sailor - Early in the morning - Way hey and up she rises - Way hey and up she rises - Way hey and up she rises - Early in the morning - code: |- - verses = 'What will we do with the drunken sailor', 'Way hey and up she rises' - {for} verse {in} verses - {for} count {in} {range} 1 {to} 3 - {print} verse - {print} 'Early in the morning' - 2: - story: Play a game of Twister with us! First define the variable people, then limbs, then colors. - code: |- - people = 'Jess', 'Nick', 'Winston' - limbs = 'left hand', 'left foot', 'right hand', 'right foot' - colors = 'red', 'blue', 'green', 'yellow' - {for} person {in} people - {print} person ', put your ' limbs {at} {random} ' on ' colors {at} {random} diff --git a/content/parsons/cy.yaml b/content/parsons/cy.yaml index 91dab9aa0ee..6b75889df67 100644 --- a/content/parsons/cy.yaml +++ b/content/parsons/cy.yaml @@ -8,35 +8,6 @@ levels: He asks what type of pie you want to order. Then he repeats your answer back to you. Lastly, your order is being prepared. - code: |- - {print} Welcome to bakery Hedy! - {ask} What type of pie do you want to order? - {echo} So you want - {print} Your order is being prepared! - 2: - story: You're at the DJ Booth requesting a song. Create a program that asks if you are ready to party and then asks which song you would like to hear. - code: |- - {print} This is DJ Hedy - {ask} Are you ready to party? - {ask} What song would you like to hear? - {echo} Great choice! I love the song - 2: - 1: - story: |- - You and your friends are going to watch some Netflix. - Show which movie you're about to watch and wish the viewers lot of fun! - code: |- - {print} It is time for an evening of Netflix - film {is} Sonic the Hedgehog 2 - {print} We're going to watch film - {print} Have fun! - 2: - story: This is the webshop of a toy store. Create a program where costumers can add an item to their shopping cart. - code: |- - {print} Welcome to our toystore - toy {is} {ask} What would you like to buy? - {print} toy is added to your shopping cart. - {print} Thank you for shopping with us! 3: 1: story: |- @@ -44,44 +15,12 @@ levels: It is the job of the sorting hat to sort you into one of the houses. Which house will you be sorted into? Are you a Gryffindor, Hufflepuff, Ravenclaw or Slytherin. Before the sorting hat reveals your house, you can tell it to not pick one of the houses. - code: |- - {print} The sorting hat is ready to sort you into a Hogwarts house. - houses {is} Gryffindor, Hufflepuf, Ravenclaw, Slytherin - dislike {is} {ask} Are there any houses you do not want to be part of? - {remove} dislike {from} houses - {print} Not dislike eh? Better be... houses {at} {random} - 2: - story: Create a program that chooses a random meal for you. Make a list of food and a list of toppings and let the program decide what you'll have! - code: |- - food {is} pizza, icecream, salad, sandwich - toppings {is} chocolate, cheese, tuna, sprinkles - {print} Your random meal for today is... - {sleep} 2 - {print} food {at} {random} with toppings {at} {random} - 3: - story: |- - In a chess tournament there are three players left. - Create a program that decides which two players have to play against each other first. - Start by printing the two players who play the first match, then print against which player the winner will play. - code: |- - players {is} Liam, Noah, Sophie - player_1 {is} players {at} {random} - {remove} player_1 {from} players - player_2 {is} players {at} {random} - {print} player_1 ' first plays against ' player_2 - {remove} player_2 {from} players - {print} 'The winner plays against ' players {at} {random} 4: 1: story: |- You are the newest Pokémon trainer from Pallet Town! Make a program that selects your first Pokémon. Let the program wait a minute before revealing your first pokémon. - code: |- - pokemons {is} Pikachu, Charmander, Bulbasaur, Squirtle - {print} 'This is going to be your first Pokémon!' - {sleep} - {print} pokemons {at} {random} 2: story: Create a lottery that lets you choose an extra price that you might win. code: |- @@ -89,66 +28,8 @@ levels: price {is} {ask} 'What would you like to win?' {add} price {to_list} prices {print} 'You won a ' prices {at} {random} - 5: - 1: - story: |- - Make a program that checks if your favourite movie is already in the list of the computer. - If so, print that you have great taste, otherwise add the movie to the list. - code: |- - favorite_movies {is} Batman, Spiderman, The Avengers, Jurassic Park - movie {is} {ask} 'What is your favourite movie?' - {if} movie {in} favorite_movies {print} 'You have great taste!' - {else} {print} 'Such a shame that your favourite movie is not in the list, we will add it right away!' - {add} movie {to_list} favorite_movies - 2: - story: Create a maths game. - code: |- - {print} 'Solve this problem' - answer {is} {ask} '88 - 16 = ?' - {if} answer {is} 72 {print} 'Correct!' - {else} {print} 'Wrong! The answer was 72' - 6: - 1: - story: |- - Make a program that calculates how old you are in dog and cat years. - First ask the age of the user and start calculating. - First calculate the dogyears then the catyears. - Show the user the different ages. - code: |- - age = {ask} 'How old are you?' - dog_age = age * 7 - cat_age = age * 5 - {print} 'In dog years you are ' dog_age ' years old.' - {print} 'In cat years you are ' cat_age ' years old.' - 2: - story: Create a program that helps you calculate how many cakes you should buy for your birthday party. - code: |- - {print} 'It is your birthday!' - people = {ask} 'How many people do you want to give a slice of cake?' - cakes_amount = people/8 - {print} 'You will have to buy ' cakes_amount ' cakes' - 7: - 1: - story: Complete the baby shark song. First comes baby shark, then mommy and finally daddy shark. - code: |- - {repeat} 3 {times} {print} 'Baby shark tututututudu' - {print} 'Baby shark' - {repeat} 3 {times} {print} 'Mommy shark tututututudu' - {print} 'Mommy shark' - {repeat} 3 {times} {print} 'Daddy shark tututututudu' - {print} 'Daddy shark' - 2: - story: Create the song 'The wheels on the bus go round and round' - code: |- - {print} 'the wheels on the bus go' - {repeat} 3 {times} {print} 'round and round' - {print} 'the wheels of the bus go round and round' - {print} 'all through the town' 8: 1: - story: |- - You and four other friends are playing Pokémon Go! Create a program that decides in which team each of you will play. - Either red, yellow or blue! Take a little pause after announcing a team. code: |- teams = red, yellow, blue {print} 'Red, Yellow or Blue?' @@ -156,117 +37,8 @@ levels: {print} 'You are selected in team... ' {print} teams {at} {random} sleep 2 - 2: - story: Print the countdown for a game of hide and seek. - code: |- - counter = 11 - {repeat} 10 {times} - counter = counter - 1 - {print} counter - {sleep} 1 - {print} 'Ready or not here I come!' - 9: - 1: - story: This game will give you three maths assignments. Each time the question is different. Can you figure out the order? - code: |- - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - {repeat} 3 {times} - number = numbers {at} {random} - correct_answer = 5 * number - answer = {ask} 'What is 5 times' number '?' - {if} answer = correct_answer - {print} 'Good job!' - {else} - {print} 'No! The correct answer is ' correct_answer - 2: - story: |- - This code asks the costumers in a restaurant if they would like to order dessert. If they do, it asks them what kind of dessert. If they order tiramisu they are told that the tiramisu is sold out. - Can you get the code to work? - code: |- - order = {ask} 'Would you like to order dessert?' - {if} order = yes - dessert = {ask} 'What kind of dessert would you like?' - {if} dessert = tiramisu - {print} 'Sorry, we are out of tiramisu.' - {else} - {print} 'One ' dessert ' coming right up!' - {else} - {print} 'You dont want a dessert. No problem!' 10: 1: story: |- Help this family out by creating a schedule of who is cooking and what they should be making this week. The remove commands make sure nobody has to cook twice and they have a differnet dinner every day. **Mind!** the variable order should be first days, then people, and lastly dinner_options. This goes for the lines with the remove commands too. - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday - people = mom, dad, Martin, Abby, Jesse - dinner_options = pizza, tacos, pancakes, a salad, lasagne - {for} day {in} days - chosen_person = people {at} {random} - chosen_dinner = dinner_options {at} {random} - {print} 'On ' day ' ' chosen_person ' is making ' chosen_dinner - {remove} chosen_person {from} people - {remove} chosen_dinner {from} dinner_options - 2: - story: |- - This make-over robot will decide your new hairstyle for you. If you do not agree with the first choice, you can try again. - **Mind** The variable people is defined in the first line. The variable hairstyles in the second. - code: |- - people = Betty, Amanda, Marc - hairstyles = a bald head, a mohawk, a ponytail, spikes - {for} person {in} people - {print} person ' will get ' hairstyles {at} {random} - happy = {ask} person ', are you happy with this choice?' - {if} happy {is} yes - {print} 'Great' - {else} - {print} 'Lets try again... Then 'person ' will get ' hairstyles {at} {random} - 11: - 1: - story: Create the count down clock for New Year's eve! The program should show the numbers from 10 to 1 for a second and then wish you a happy new year. - code: |- - {for} number {in} {range} 10 {to} 1 - {print} number - {sleep} - {clear} - {print} 'Happy New Year!' - 2: - story: |- - Create a program that tells us the final results of the science fair. Firstly define the variable contestants, then the variable place. - **Hint** Line 5 should be the sleep command, and you should end with saying congratulations. - code: |- - {print} 'And now we will reveal the results of the science fair' - contestants = Vivienne, Paul, Trixy, Bianca, Katya - place = 5 - {for} contestant {in} contestants - {sleep} 2 - {print} 'On number ' place ' has ended... ' contestant - place = place - 1 - {print} 'Congratulations!' - 12: - 1: - story: |- - Sing the song 'What shall we do with the drunken sailor'. In case you don't know it, the song goed like this: - - What will we do with the drunken sailor - What will we do with the drunken sailor - What will we do with the drunken sailor - Early in the morning - Way hey and up she rises - Way hey and up she rises - Way hey and up she rises - Early in the morning - code: |- - verses = 'What will we do with the drunken sailor', 'Way hey and up she rises' - {for} verse {in} verses - {for} count {in} {range} 1 {to} 3 - {print} verse - {print} 'Early in the morning' - 2: - story: Play a game of Twister with us! First define the variable people, then limbs, then colors. - code: |- - people = 'Jess', 'Nick', 'Winston' - limbs = 'left hand', 'left foot', 'right hand', 'right foot' - colors = 'red', 'blue', 'green', 'yellow' - {for} person {in} people - {print} person ', put your ' limbs {at} {random} ' on ' colors {at} {random} diff --git a/content/parsons/da.yaml b/content/parsons/da.yaml index 53927b79ec6..bce495689c9 100644 --- a/content/parsons/da.yaml +++ b/content/parsons/da.yaml @@ -1,88 +1,10 @@ levels: - 1: - 1: - story: |- - Puzzels are exercises in which the lines of code are already written for you. You only have to place the lines in the correct order. Drag the lines of code into the input screen and run the code. Can you get the program to work? - - You're a customer at bakery Hedy. - You walk into the bakery and are welcomed by the baker. - He asks what type of pie you want to order. - Then he repeats your answer back to you. - Lastly, your order is being prepared. - code: |- - {print} Welcome to bakery Hedy! - {ask} What type of pie do you want to order? - {echo} So you want - {print} Your order is being prepared! - 2: - story: You're at the DJ Booth requesting a song. Create a program that asks if you are ready to party and then asks which song you would like to hear. - code: |- - {print} This is DJ Hedy - {ask} Are you ready to party? - {ask} What song would you like to hear? - {echo} Great choice! I love the song - 2: - 1: - story: |- - You and your friends are going to watch some Netflix. - Show which movie you're about to watch and wish the viewers lot of fun! - code: |- - {print} It is time for an evening of Netflix - film {is} Sonic the Hedgehog 2 - {print} We're going to watch film - {print} Have fun! - 2: - story: This is the webshop of a toy store. Create a program where costumers can add an item to their shopping cart. - code: |- - {print} Welcome to our toystore - toy {is} {ask} What would you like to buy? - {print} toy is added to your shopping cart. - {print} Thank you for shopping with us! - 3: - 1: - story: |- - The new school year at Hogwarts is starting! - It is the job of the sorting hat to sort you into one of the houses. - Which house will you be sorted into? Are you a Gryffindor, Hufflepuff, Ravenclaw or Slytherin. - Before the sorting hat reveals your house, you can tell it to not pick one of the houses. - code: |- - {print} The sorting hat is ready to sort you into a Hogwarts house. - houses {is} Gryffindor, Hufflepuf, Ravenclaw, Slytherin - dislike {is} {ask} Are there any houses you do not want to be part of? - {remove} dislike {from} houses - {print} Not dislike eh? Better be... houses {at} {random} - 2: - story: Create a program that chooses a random meal for you. Make a list of food and a list of toppings and let the program decide what you'll have! - code: |- - food {is} pizza, icecream, salad, sandwich - toppings {is} chocolate, cheese, tuna, sprinkles - {print} Your random meal for today is... - {sleep} 2 - {print} food {at} {random} with toppings {at} {random} - 3: - story: |- - In a chess tournament there are three players left. - Create a program that decides which two players have to play against each other first. - Start by printing the two players who play the first match, then print against which player the winner will play. - code: |- - players {is} Liam, Noah, Sophie - player_1 {is} players {at} {random} - {remove} player_1 {from} players - player_2 {is} players {at} {random} - {print} player_1 ' first plays against ' player_2 - {remove} player_2 {from} players - {print} 'The winner plays against ' players {at} {random} 4: 1: story: |- You are the newest Pokémon trainer from Pallet Town! Make a program that selects your first Pokémon. Let the program wait a minute before revealing your first pokémon. - code: |- - pokemons {is} Pikachu, Charmander, Bulbasaur, Squirtle - {print} 'This is going to be your first Pokémon!' - {sleep} - {print} pokemons {at} {random} 2: story: Create a lottery that lets you choose an extra price that you might win. code: |- @@ -90,66 +12,8 @@ levels: price {is} {ask} 'What would you like to win?' {add} price {to_list} prices {print} 'You won a ' prices {at} {random} - 5: - 1: - story: |- - Make a program that checks if your favourite movie is already in the list of the computer. - If so, print that you have great taste, otherwise add the movie to the list. - code: |- - favorite_movies {is} Batman, Spiderman, The Avengers, Jurassic Park - movie {is} {ask} 'What is your favourite movie?' - {if} movie {in} favorite_movies {print} 'You have great taste!' - {else} {print} 'Such a shame that your favourite movie is not in the list, we will add it right away!' - {add} movie {to_list} favorite_movies - 2: - story: Create a maths game. - code: |- - {print} 'Solve this problem' - answer {is} {ask} '88 - 16 = ?' - {if} answer {is} 72 {print} 'Correct!' - {else} {print} 'Wrong! The answer was 72' - 6: - 1: - story: |- - Make a program that calculates how old you are in dog and cat years. - First ask the age of the user and start calculating. - First calculate the dogyears then the catyears. - Show the user the different ages. - code: |- - age = {ask} 'How old are you?' - dog_age = age * 7 - cat_age = age * 5 - {print} 'In dog years you are ' dog_age ' years old.' - {print} 'In cat years you are ' cat_age ' years old.' - 2: - story: Create a program that helps you calculate how many cakes you should buy for your birthday party. - code: |- - {print} 'It is your birthday!' - people = {ask} 'How many people do you want to give a slice of cake?' - cakes_amount = people/8 - {print} 'You will have to buy ' cakes_amount ' cakes' - 7: - 1: - story: Complete the baby shark song. First comes baby shark, then mommy and finally daddy shark. - code: |- - {repeat} 3 {times} {print} 'Baby shark tututututudu' - {print} 'Baby shark' - {repeat} 3 {times} {print} 'Mommy shark tututututudu' - {print} 'Mommy shark' - {repeat} 3 {times} {print} 'Daddy shark tututututudu' - {print} 'Daddy shark' - 2: - story: Create the song 'The wheels on the bus go round and round' - code: |- - {print} 'the wheels on the bus go' - {repeat} 3 {times} {print} 'round and round' - {print} 'the wheels of the bus go round and round' - {print} 'all through the town' 8: 1: - story: |- - You and four other friends are playing Pokémon Go! Create a program that decides in which team each of you will play. - Either red, yellow or blue! Take a little pause after announcing a team. code: |- teams = red, yellow, blue {print} 'Red, Yellow or Blue?' @@ -157,117 +21,8 @@ levels: {print} 'You are selected in team... ' {print} teams {at} {random} sleep 2 - 2: - story: Print the countdown for a game of hide and seek. - code: |- - counter = 11 - {repeat} 10 {times} - counter = counter - 1 - {print} counter - {sleep} 1 - {print} 'Ready or not here I come!' - 9: - 1: - story: This game will give you three maths assignments. Each time the question is different. Can you figure out the order? - code: |- - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - {repeat} 3 {times} - number = numbers {at} {random} - correct_answer = 5 * number - answer = {ask} 'What is 5 times' number '?' - {if} answer = correct_answer - {print} 'Good job!' - {else} - {print} 'No! The correct answer is ' correct_answer - 2: - story: |- - This code asks the costumers in a restaurant if they would like to order dessert. If they do, it asks them what kind of dessert. If they order tiramisu they are told that the tiramisu is sold out. - Can you get the code to work? - code: |- - order = {ask} 'Would you like to order dessert?' - {if} order = yes - dessert = {ask} 'What kind of dessert would you like?' - {if} dessert = tiramisu - {print} 'Sorry, we are out of tiramisu.' - {else} - {print} 'One ' dessert ' coming right up!' - {else} - {print} 'You dont want a dessert. No problem!' 10: 1: story: |- Help this family out by creating a schedule of who is cooking and what they should be making this week. The remove commands make sure nobody has to cook twice and they have a differnet dinner every day. **Mind!** the variable order should be first days, then people, and lastly dinner_options. This goes for the lines with the remove commands too. - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday - people = mom, dad, Martin, Abby, Jesse - dinner_options = pizza, tacos, pancakes, a salad, lasagne - {for} day {in} days - chosen_person = people {at} {random} - chosen_dinner = dinner_options {at} {random} - {print} 'On ' day ' ' chosen_person ' is making ' chosen_dinner - {remove} chosen_person {from} people - {remove} chosen_dinner {from} dinner_options - 2: - story: |- - This make-over robot will decide your new hairstyle for you. If you do not agree with the first choice, you can try again. - **Mind** The variable people is defined in the first line. The variable hairstyles in the second. - code: |- - people = Betty, Amanda, Marc - hairstyles = a bald head, a mohawk, a ponytail, spikes - {for} person {in} people - {print} person ' will get ' hairstyles {at} {random} - happy = {ask} person ', are you happy with this choice?' - {if} happy {is} yes - {print} 'Great' - {else} - {print} 'Lets try again... Then 'person ' will get ' hairstyles {at} {random} - 11: - 1: - story: Create the count down clock for New Year's eve! The program should show the numbers from 10 to 1 for a second and then wish you a happy new year. - code: |- - {for} number {in} {range} 10 {to} 1 - {print} number - {sleep} - {clear} - {print} 'Happy New Year!' - 2: - story: |- - Create a program that tells us the final results of the science fair. Firstly define the variable contestants, then the variable place. - **Hint** Line 5 should be the sleep command, and you should end with saying congratulations. - code: |- - {print} 'And now we will reveal the results of the science fair' - contestants = Vivienne, Paul, Trixy, Bianca, Katya - place = 5 - {for} contestant {in} contestants - {sleep} 2 - {print} 'On number ' place ' has ended... ' contestant - place = place - 1 - {print} 'Congratulations!' - 12: - 1: - story: |- - Sing the song 'What shall we do with the drunken sailor'. In case you don't know it, the song goed like this: - - What will we do with the drunken sailor - What will we do with the drunken sailor - What will we do with the drunken sailor - Early in the morning - Way hey and up she rises - Way hey and up she rises - Way hey and up she rises - Early in the morning - code: |- - verses = 'What will we do with the drunken sailor', 'Way hey and up she rises' - {for} verse {in} verses - {for} count {in} {range} 1 {to} 3 - {print} verse - {print} 'Early in the morning' - 2: - story: Play a game of Twister with us! First define the variable people, then limbs, then colors. - code: |- - people = 'Jess', 'Nick', 'Winston' - limbs = 'left hand', 'left foot', 'right hand', 'right foot' - colors = 'red', 'blue', 'green', 'yellow' - {for} person {in} people - {print} person ', put your ' limbs {at} {random} ' on ' colors {at} {random} diff --git a/content/parsons/de.yaml b/content/parsons/de.yaml index ea85f78aef3..d557be2d100 100644 --- a/content/parsons/de.yaml +++ b/content/parsons/de.yaml @@ -122,13 +122,6 @@ levels: 7: 1: story: Vervollständige den Baby Shark Song. Zuerst kommt Baby Shark, dann Mommy und zum Schluss Daddy Shark. - code: |- - {repeat} 3 {times} {print} 'Baby shark tututututudu' - {print} 'Baby shark' - {repeat} 3 {times} {print} 'Mommy shark tututututudu' - {print} 'Mommy shark' - {repeat} 3 {times} {print} 'Daddy shark tututututudu' - {print} 'Daddy shark' 2: story: Erstelle den Song 'Die Räder am Bus gehen rundherum' code: |- @@ -160,16 +153,6 @@ levels: 9: 1: story: Dieses Spiel wird dir drei Mathe Aufgaben geben. Die Frage ist jedesmal anders. Kannst du die Reihenfolge herausfinden? - code: |- - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - {repeat} 3 {times} - number = numbers {at} {random} - correct_answer = 5 * number - answer = {ask} 'What is 5 times' number '?' - {if} answer = correct_answer - {print} 'Good job!' - {else} - {print} 'No! The correct answer is ' correct_answer 2: story: |- Dieser Code fragt die Kunden in einem Restaurant, ob sie Nachtisch bestellen wollen. Falls sie Nachtisch bestellen wollen, frag sie, was sie für einen Nachtisch wollen. Wenn sie Tiramisu bestellen, wird ihnen gesagt, dass es ausverkauft ist. @@ -203,25 +186,9 @@ levels: story: |- Dieser Friseur-Roboter wird für dich einen neuen Haarschnitt aussuchen. Wenn du mit der ersten Wahl nicht einverstanden bist, kannst du es nochmal versuchen. **Achtung** Die Variable person wird in der ersten Zeile bestimmt. Die Variable frisur wird in der zweiten Zeile bestimmt. - code: |- - people = Betty, Amanda, Marc - hairstyles = a bald head, a mohawk, a ponytail, spikes - {for} person {in} people - {print} person ' will get ' hairstyles {at} {random} - happy = {ask} person ', are you happy with this choice?' - {if} happy {is} yes - {print} 'Great' - {else} - {print} 'Lets try again... Then 'person ' will get ' hairstyles {at} {random} 11: 1: story: Erzeuge die Countdown Uhr für Neujahr! Das Programm sollte die Zahlen 10 bis 1 für eine Sekunde zeigen und dir dann ein Frohes neues Jahr wünschen. - code: |- - {for} number {in} {range} 10 {to} 1 - {print} number - {sleep} - {clear} - {print} 'Happy New Year!' 2: story: |- Erstelle ein Programm, das uns die Ergebnisse der Wissenschaftsschau sagt. Definiere zuerst die Variable Teilnehmer, dann die Variable Platzierung. @@ -248,17 +215,3 @@ levels: Way hey and up she rises Way hey and up she rises Early in the morning - code: |- - verses = 'What will we do with the drunken sailor', 'Way hey and up she rises' - {for} verse {in} verses - {for} count {in} {range} 1 {to} 3 - {print} verse - {print} 'Early in the morning' - 2: - story: Play a game of Twister with us! First define the variable people, then limbs, then colors. - code: |- - people = 'Jess', 'Nick', 'Winston' - limbs = 'left hand', 'left foot', 'right hand', 'right foot' - colors = 'red', 'blue', 'green', 'yellow' - {for} person {in} people - {print} person ', put your ' limbs {at} {random} ' on ' colors {at} {random} diff --git a/content/parsons/el.yaml b/content/parsons/el.yaml index 691d9a1a842..846d6e4af02 100644 --- a/content/parsons/el.yaml +++ b/content/parsons/el.yaml @@ -8,35 +8,13 @@ levels: He asks what type of pie you want to order. Then he repeats your answer back to you. Lastly, your order is being prepared. - code: |- - {print} Welcome to bakery Hedy! - {ask} What type of pie do you want to order? - {echo} So you want - {print} Your order is being prepared! - 2: - story: You're at the DJ Booth requesting a song. Create a program that asks if you are ready to party and then asks which song you would like to hear. - code: |- - {print} This is DJ Hedy - {ask} Are you ready to party? - {ask} What song would you like to hear? - {echo} Great choice! I love the song 2: 1: - story: |- - You and your friends are going to watch some Netflix. - Show which movie you're about to watch and wish the viewers lot of fun! code: |- {print} It is time for an evening of Netflix film {is} Sonic the Hedgehog 2 {print} We're going to film {print} Have fun! - 2: - story: This is the webshop of a toy store. Create a program where costumers can add an item to their shopping cart. - code: |- - {print} Welcome to our toystore - toy {is} {ask} What would you like to buy? - {print} toy is added to your shopping cart. - {print} Thank you for shopping with us! 3: 1: story: |- @@ -44,33 +22,13 @@ levels: It is the job of the sorting hat to sort you into one of the houses. Which house will you be sorted into? Are you a Gryffindor, Hufflepuff, Ravenclaw or Slytherin. Before the sorting hat reveals your house, you can tell it to not pick one of the houses. - code: |- - {print} The sorting hat is ready to sort you into a Hogwarts house. - houses {is} Gryffindor, Hufflepuf, Ravenclaw, Slytherin - dislike {is} {ask} Are there any houses you do not want to be part of? - {remove} dislike {from} houses - {print} Not dislike eh? Better be... houses {at} {random} 2: - story: Create a program that chooses a random meal for you. Make a list of food and a list of toppings and let the program decide what you'll have! code: |- food {is} pizza, icecream, salad, sandwich toppings {is} chocolate, cheese, tuna, sprinkles {print} Your random meal for today is... sleep 2 {print} food at random with toppings at random - 3: - story: |- - In a chess tournament there are three players left. - Create a program that decides which two players have to play against each other first. - Start by printing the two players who play the first match, then print against which player the winner will play. - code: |- - players {is} Liam, Noah, Sophie - player_1 {is} players {at} {random} - {remove} player_1 {from} players - player_2 {is} players {at} {random} - {print} player_1 ' first plays against ' player_2 - {remove} player_2 {from} players - {print} 'The winner plays against ' players {at} {random} 4: 1: story: |- @@ -91,9 +49,6 @@ levels: {print} 'You won a ' prices {at} {random} 5: 1: - story: |- - Make a program that checks if your favourite movie is already in the list of the computer. - If so, print that you have great taste, otherwise add the movie to the list. code: |- favoriete_movies {is} Batman, Spiderman, The Avengers, Jurassic Park movie {is} {ask} 'What is your favourite movie?' @@ -101,7 +56,6 @@ levels: {else} {print} 'Such a shame that your favourite movie is not in the list, we will add it right away!' {add} movie {to_list} favoriete_movies 2: - story: Create a maths game. code: |- {print} 'Solve this problem' answer {is} {ask} '88 - 16 = ?' @@ -109,11 +63,6 @@ levels: {else} print 'Wrong! The answer was 72' 6: 1: - story: |- - Make a program that calculates how old you are in dog and cat years. - First ask the age of the user and start calculating. - First calculate the dogyears then the catyears. - Show the user the different ages. code: |- age = {ask} 'How old are you?' dog_age = age * 7 @@ -121,29 +70,11 @@ levels: {print} 'In dogyears you are ' dog_age ' years old.' {print} 'In catyears you are ' cat_age ' years old.' 2: - story: Create a program that helps you calculate how many cakes you should buy for your birthday party. code: |- {print} 'It is your birthday!' people = {ask} 'How many people do you want to give a slice of cake?' cakes_amount is people/8 {print} 'You will have to buy ' cakes_amount ' cakes' - 7: - 1: - story: Complete the baby shark song. First comes baby shark, then mommy and finally daddy shark. - code: |- - {repeat} 3 {times} {print} 'Baby shark tututututudu' - {print} 'Baby shark' - {repeat} 3 {times} {print} 'Mommy shark tututututudu' - {print} 'Mommy shark' - {repeat} 3 {times} {print} 'Daddy shark tututututudu' - {print} 'Daddy shark' - 2: - story: Create the song 'The wheels on the bus go round and round' - code: |- - {print} 'the wheels on the bus go' - {repeat} 3 {times} {print} 'round and round' - {print} 'the wheels of the bus go round and round' - {print} 'all through the town' 8: 1: story: |- @@ -165,108 +96,8 @@ levels: {print} counter {sleep} 1 {print} 'Ready or not here I come!' - 9: - 1: - story: This game will give you three maths assignments. Each time the question is different. Can you figure out the order? - code: |- - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - {repeat} 3 {times} - number = numbers {at} {random} - correct_answer = 5 * number - answer = {ask} 'What is 5 times' number '?' - {if} answer = correct_answer - {print} 'Good job!' - {else} - {print} 'No! The correct answer is ' correct_answer - 2: - story: |- - This code asks the costumers in a restaurant if they would like to order dessert. If they do, it asks them what kind of dessert. If they order tiramisu they are told that the tiramisu is sold out. - Can you get the code to work? - code: |- - order = {ask} 'Would you like to order dessert?' - {if} order = yes - dessert = {ask} 'What kind of dessert would you like?' - {if} dessert = tiramisu - {print} 'Sorry, we are out of tiramisu.' - {else} - {print} 'One ' dessert ' coming right up!' - {else} - {print} 'You dont want a dessert. No problem!' 10: 1: story: |- Help this family out by creating a schedule of who is cooking and what they should be making this week. The remove commands make sure nobody has to cook twice and they have a differnet dinner every day. **Mind!** the variable order should be first days, then people, and lastly dinner_options. This goes for the lines with the remove commands too. - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday - people = mom, dad, Martin, Abby, Jesse - dinner_options = pizza, tacos, pancakes, a salad, lasagne - {for} day {in} days - chosen_person = people {at} {random} - chosen_dinner = dinner_options {at} {random} - {print} 'On ' day ' ' chosen_person ' is making ' chosen_dinner - {remove} chosen_person {from} people - {remove} chosen_dinner {from} dinner_options - 2: - story: |- - This make-over robot will decide your new hairstyle for you. If you do not agree with the first choice, you can try again. - **Mind** The variable people is defined in the first line. The variable hairstyles in the second. - code: |- - people = Betty, Amanda, Marc - hairstyles = a bald head, a mohawk, a ponytail, spikes - {for} person {in} people - {print} person ' will get ' hairstyles {at} {random} - happy = {ask} person ', are you happy with this choice?' - {if} happy {is} yes - {print} 'Great' - {else} - {print} 'Lets try again... Then 'person ' will get ' hairstyles {at} {random} - 11: - 1: - story: Create the count down clock for New Year's eve! The program should show the numbers from 10 to 1 for a second and then wish you a happy new year. - code: |- - {for} number {in} {range} 10 {to} 1 - {print} number - {sleep} - {clear} - {print} 'Happy New Year!' - 2: - story: |- - Create a program that tells us the final results of the science fair. Firstly define the variable contestants, then the variable place. - **Hint** Line 5 should be the sleep command, and you should end with saying congratulations. - code: |- - {print} 'And now we will reveal the results of the science fair' - contestants = Vivienne, Paul, Trixy, Bianca, Katya - place = 5 - {for} contestant {in} contestants - {sleep} 2 - {print} 'On number ' place ' has ended... ' contestant - place = place - 1 - {print} 'Congratulations!' - 12: - 1: - story: |- - Sing the song 'What shall we do with the drunken sailor'. In case you don't know it, the song goed like this: - - What will we do with the drunken sailor - What will we do with the drunken sailor - What will we do with the drunken sailor - Early in the morning - Way hey and up she rises - Way hey and up she rises - Way hey and up she rises - Early in the morning - code: |- - verses = 'What will we do with the drunken sailor', 'Way hey and up she rises' - {for} verse {in} verses - {for} count {in} {range} 1 {to} 3 - {print} verse - {print} 'Early in the morning' - 2: - story: Play a game of Twister with us! First define the variable people, then limbs, then colors. - code: |- - people = 'Jess', 'Nick', 'Winston' - limbs = 'left hand', 'left foot', 'right hand', 'right foot' - colors = 'red', 'blue', 'green', 'yellow' - {for} person {in} people - {print} person ', put your ' limbs {at} {random} ' on ' colors {at} {random} diff --git a/content/parsons/eo.yaml b/content/parsons/eo.yaml index 40e15928904..66082cf31b6 100644 --- a/content/parsons/eo.yaml +++ b/content/parsons/eo.yaml @@ -8,46 +8,15 @@ levels: He asks what type of pie you want to order. Then he repeats your answer back to you. Lastly, your order is being prepared. - code: |- - {print} Welcome to bakery Hedy! - {ask} What type of pie do you want to order? - {echo} So you want - {print} Your order is being prepared! - 2: - story: You're at the DJ Booth requesting a song. Create a program that asks if you are ready to party and then asks which song you would like to hear. - code: |- - {print} This is DJ Hedy - {ask} Are you ready to party? - {ask} What song would you like to hear? - {echo} Great choice! I love the song 2: 1: - story: |- - You and your friends are going to watch some Netflix. - Show which movie you're about to watch and wish the viewers lot of fun! code: |- {print} It is time for an evening of Netflix film {is} Sonic the Hedgehog 2 {print} We're going to film {print} Have fun! - 2: - story: This is the webshop of a toy store. Create a program where costumers can add an item to their shopping cart. - code: |- - {print} Welcome to our toystore - toy {is} {ask} What would you like to buy? - {print} toy is added to your shopping cart. - {print} Thank you for shopping with us! 3: - 1: - story: "The new school year at Hogwarts is starting! \nIt is the job of the sorting hat to sort you into one of the houses.\nWhich house will you be sorted into? Are you a Gryffindor, Hufflepuff, Ravenclaw or Slytherin.\nBefore the sorting hat reveals your house, you can tell it to not pick one of the houses." - code: |- - {print} The sorting hat is ready to sort you into a Hogwarts house. - houses {is} Gryffindor, Hufflepuf, Ravenclaw, Slytherin - dislike {is} {ask} Are there any houses you do not want to be part of? - {remove} dislike {from} houses - {print} Not dislike eh? Better be... houses {at} {random} 2: - story: Create a program that chooses a random meal for you. Make a list of food and a list of toppings and let the program decide what you'll have! code: |- food {is} pizza, icecream, salad, sandwich toppings {is} chocolate, cheese, tuna, sprinkles @@ -55,10 +24,6 @@ levels: {sleep} 2 {print} food at random with toppings at random 3: - story: |- - In a chess tournament there are three players left. - Create a program that decides which two players have to play against each other first. - Start by printing the two players who play the first match, then print against which player the winner will play. code: |- ludantoj {is} Liam, Noah, Sophie ludanto_1 {is} ludantoj {at} {random} @@ -87,9 +52,6 @@ levels: {print} 'You won a ' prices {at} {random} 5: 1: - story: |- - Make a program that checks if your favourite movie is already in the list of the computer. - If so, print that you have great taste, otherwise add the movie to the list. code: |- favoriete_movies {is} Batman, Spiderman, The Avengers, Jurassic Park movie {is} {ask} 'What is your favourite movie?' @@ -97,7 +59,6 @@ levels: {else} {print} 'Such a shame that your favourite movie is not in the list, we will add it right away!' {add} movie {to_list} favoriete_movies 2: - story: Create a maths game. code: |- {print} 'Solve this problem' respondo {is} {ask} '88 - 16 = ?' @@ -105,11 +66,6 @@ levels: {else} print 'Wrong! The answer was 72' 6: 1: - story: |- - Make a program that calculates how old you are in dog and cat years. - First ask the age of the user and start calculating. - First calculate the dogyears then the catyears. - Show the user the different ages. code: |- age = {ask} 'How old are you?' dog_age = age * 7 @@ -117,29 +73,11 @@ levels: {print} 'In dogyears you are ' dog_age ' years old.' {print} 'In catyears you are ' cat_age ' years old.' 2: - story: Create a program that helps you calculate how many cakes you should buy for your birthday party. code: |- {print} 'It is your birthday!' people = {ask} 'How many people do you want to give a slice of cake?' cakes_amount is people/8 {print} 'You will have to buy ' cakes_amount ' cakes' - 7: - 1: - story: Complete the baby shark song. First comes baby shark, then mommy and finally daddy shark. - code: |- - {repeat} 3 {times} {print} 'Baby shark tututututudu' - {print} 'Baby shark' - {repeat} 3 {times} {print} 'Mommy shark tututututudu' - {print} 'Mommy shark' - {repeat} 3 {times} {print} 'Daddy shark tututututudu' - {print} 'Daddy shark' - 2: - story: Create the song 'The wheels on the bus go round and round' - code: |- - {print} 'the wheels on the bus go' - {repeat} 3 {times} {print} 'round and round' - {print} 'the wheels of the bus go round and round' - {print} 'all through the town' 8: 1: story: |- @@ -161,108 +99,8 @@ levels: {print} counter {sleep} 1 {print} 'Ready or not here I come!' - 9: - 1: - story: This game will give you three maths assignments. Each time the question is different. Can you figure out the order? - code: |- - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - {repeat} 3 {times} - number = numbers {at} {random} - correct_answer = 5 * number - answer = {ask} 'What is 5 times' number '?' - {if} answer = correct_answer - {print} 'Good job!' - {else} - {print} 'No! The correct answer is ' correct_answer - 2: - story: |- - This code asks the costumers in a restaurant if they would like to order dessert. If they do, it asks them what kind of dessert. If they order tiramisu they are told that the tiramisu is sold out. - Can you get the code to work? - code: |- - order = {ask} 'Would you like to order dessert?' - {if} order = yes - dessert = {ask} 'What kind of dessert would you like?' - {if} dessert = tiramisu - {print} 'Sorry, we are out of tiramisu.' - {else} - {print} 'One ' dessert ' coming right up!' - {else} - {print} 'You dont want a dessert. No problem!' 10: 1: story: |- Helpu tiun ĉi familion kreante hortabelon pri kiu kaj kion ili devas kuiri ĉi semajne. La komando `{remove}` certigas ke neniu devas kuiru dufoje, kaj ke ili havu ĉiuvespere malsaman manĝon. **Atentu!** la ordo de la variabloj devas esti unue «tagoj», poste «familianoj», kaj laste «manĝelektoj». Tio ankaŭ devas esti por la linioj kun la komando `{remove}`. - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday - people = mom, dad, Martin, Abby, Jesse - dinner_options = pizza, tacos, pancakes, a salad, lasagne - {for} day {in} days - chosen_person = people {at} {random} - chosen_dinner = dinner_options {at} {random} - {print} 'On ' day ' ' chosen_person ' is making ' chosen_dinner - {remove} chosen_person {from} people - {remove} chosen_dinner {from} dinner_options - 2: - story: |- - This make-over robot will decide your new hairstyle for you. If you do not agree with the first choice, you can try again. - **Mind** The variable people is defined in the first line. The variable hairstyles in the second. - code: |- - people = Betty, Amanda, Marc - hairstyles = a bald head, a mohawk, a ponytail, spikes - {for} person {in} people - {print} person ' will get ' hairstyles {at} {random} - happy = {ask} person ', are you happy with this choice?' - {if} happy {is} yes - {print} 'Great' - {else} - {print} 'Lets try again... Then 'person ' will get ' hairstyles {at} {random} - 11: - 1: - story: Create the count down clock for New Year's eve! The program should show the numbers from 10 to 1 for a second and then wish you a happy new year. - code: |- - {for} number {in} {range} 10 {to} 1 - {print} number - {sleep} - {clear} - {print} 'Happy New Year!' - 2: - story: |- - Create a program that tells us the final results of the science fair. Firstly define the variable contestants, then the variable place. - **Hint** Line 5 should be the sleep command, and you should end with saying congratulations. - code: |- - {print} 'And now we will reveal the results of the science fair' - contestants = Vivienne, Paul, Trixy, Bianca, Katya - place = 5 - {for} contestant {in} contestants - {sleep} 2 - {print} 'On number ' place ' has ended... ' contestant - place = place - 1 - {print} 'Congratulations!' - 12: - 1: - story: |- - Sing the song 'What shall we do with the drunken sailor'. In case you don't know it, the song goed like this: - - What will we do with the drunken sailor - What will we do with the drunken sailor - What will we do with the drunken sailor - Early in the morning - Way hey and up she rises - Way hey and up she rises - Way hey and up she rises - Early in the morning - code: |- - verses = 'What will we do with the drunken sailor', 'Way hey and up she rises' - {for} verse {in} verses - {for} count {in} {range} 1 {to} 3 - {print} verse - {print} 'Early in the morning' - 2: - story: Play a game of Twister with us! First define the variable people, then limbs, then colors. - code: |- - people = 'Jess', 'Nick', 'Winston' - limbs = 'left hand', 'left foot', 'right hand', 'right foot' - colors = 'red', 'blue', 'green', 'yellow' - {for} person {in} people - {print} person ', put your ' limbs {at} {random} ' on ' colors {at} {random} diff --git a/content/parsons/et.yaml b/content/parsons/et.yaml index 6396a557a1a..65012fd73a0 100644 --- a/content/parsons/et.yaml +++ b/content/parsons/et.yaml @@ -11,13 +11,6 @@ levels: {ask} Millist kooki sa osta tahad? {echo} Nii et sa tahad {print} Sinu tellimus tehakse valmis! - 2: - story: You're at the DJ Booth requesting a song. Create a program that asks if you are ready to party and then asks which song you would like to hear. - code: |- - {print} This is DJ Hedy - {ask} Are you ready to party? - {ask} What song would you like to hear? - {echo} Great choice! I love the song 2: 1: story: |- @@ -50,26 +43,12 @@ levels: {sleep} 2 {print} Sa oled majad {at} {random} 2: - story: Create a program that chooses a random meal for you. Make a list of food and a list of toppings and let the program decide what you'll have! code: |- food {is} pizza, icecream, salad, sandwich toppings {is} chocolate, cheese, tuna, sprinkles {print} Your random meal for today is... sleep 2 {print} food at random with toppings at random - 3: - story: |- - In a chess tournament there are three players left. - Create a program that decides which two players have to play against each other first. - Start by printing the two players who play the first match, then print against which player the winner will play. - code: |- - players {is} Liam, Noah, Sophie - player_1 {is} players {at} {random} - {remove} player_1 {from} players - player_2 {is} players {at} {random} - {print} player_1 ' first plays against ' player_2 - {remove} player_2 {from} players - {print} 'The winner plays against ' players {at} {random} 4: 1: story: |- @@ -90,9 +69,6 @@ levels: {print} 'You won a ' prices {at} {random} 5: 1: - story: |- - Make a program that checks if your favourite movie is already in the list of the computer. - If so, print that you have great taste, otherwise add the movie to the list. code: |- favoriete_movies {is} Batman, Spiderman, The Avengers, Jurassic Park movie {is} {ask} 'What is your favourite movie?' @@ -100,7 +76,6 @@ levels: {else} {print} 'Such a shame that your favourite movie is not in the list, we will add it right away!' {add} movie {to_list} favoriete_movies 2: - story: Create a maths game. code: |- {print} 'Solve this problem' answer {is} {ask} '88 - 16 = ?' @@ -108,11 +83,6 @@ levels: {else} print 'Wrong! The answer was 72' 6: 1: - story: |- - Make a program that calculates how old you are in dog and cat years. - First ask the age of the user and start calculating. - First calculate the dogyears then the catyears. - Show the user the different ages. code: |- age = {ask} 'How old are you?' dog_age = age * 7 @@ -120,29 +90,11 @@ levels: {print} 'In dogyears you are ' dog_age ' years old.' {print} 'In catyears you are ' cat_age ' years old.' 2: - story: Create a program that helps you calculate how many cakes you should buy for your birthday party. code: |- {print} 'It is your birthday!' people = {ask} 'How many people do you want to give a slice of cake?' cakes_amount is people/8 {print} 'You will have to buy ' cakes_amount ' cakes' - 7: - 1: - story: Complete the baby shark song. First comes baby shark, then mommy and finally daddy shark. - code: |- - {repeat} 3 {times} {print} 'Baby shark tututututudu' - {print} 'Baby shark' - {repeat} 3 {times} {print} 'Mommy shark tututututudu' - {print} 'Mommy shark' - {repeat} 3 {times} {print} 'Daddy shark tututututudu' - {print} 'Daddy shark' - 2: - story: Create the song 'The wheels on the bus go round and round' - code: |- - {print} 'the wheels on the bus go' - {repeat} 3 {times} {print} 'round and round' - {print} 'the wheels of the bus go round and round' - {print} 'all through the town' 8: 1: story: |- @@ -164,108 +116,8 @@ levels: {print} counter {sleep} 1 {print} 'Ready or not here I come!' - 9: - 1: - story: This game will give you three maths assignments. Each time the question is different. Can you figure out the order? - code: |- - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - {repeat} 3 {times} - number = numbers {at} {random} - correct_answer = 5 * number - answer = {ask} 'What is 5 times' number '?' - {if} answer = correct_answer - {print} 'Good job!' - {else} - {print} 'No! The correct answer is ' correct_answer - 2: - story: |- - This code asks the costumers in a restaurant if they would like to order dessert. If they do, it asks them what kind of dessert. If they order tiramisu they are told that the tiramisu is sold out. - Can you get the code to work? - code: |- - order = {ask} 'Would you like to order dessert?' - {if} order = yes - dessert = {ask} 'What kind of dessert would you like?' - {if} dessert = tiramisu - {print} 'Sorry, we are out of tiramisu.' - {else} - {print} 'One ' dessert ' coming right up!' - {else} - {print} 'You dont want a dessert. No problem!' 10: 1: story: |- Help this family out by creating a schedule of who is cooking and what they should be making this week. The remove commands make sure nobody has to cook twice and they have a differnet dinner every day. **Mind!** the variable order should be first days, then people, and lastly dinner_options. This goes for the lines with the remove commands too. - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday - people = mom, dad, Martin, Abby, Jesse - dinner_options = pizza, tacos, pancakes, a salad, lasagne - {for} day {in} days - chosen_person = people {at} {random} - chosen_dinner = dinner_options {at} {random} - {print} 'On ' day ' ' chosen_person ' is making ' chosen_dinner - {remove} chosen_person {from} people - {remove} chosen_dinner {from} dinner_options - 2: - story: |- - This make-over robot will decide your new hairstyle for you. If you do not agree with the first choice, you can try again. - **Mind** The variable people is defined in the first line. The variable hairstyles in the second. - code: |- - people = Betty, Amanda, Marc - hairstyles = a bald head, a mohawk, a ponytail, spikes - {for} person {in} people - {print} person ' will get ' hairstyles {at} {random} - happy = {ask} person ', are you happy with this choice?' - {if} happy {is} yes - {print} 'Great' - {else} - {print} 'Lets try again... Then 'person ' will get ' hairstyles {at} {random} - 11: - 1: - story: Create the count down clock for New Year's eve! The program should show the numbers from 10 to 1 for a second and then wish you a happy new year. - code: |- - {for} number {in} {range} 10 {to} 1 - {print} number - {sleep} - {clear} - {print} 'Happy New Year!' - 2: - story: |- - Create a program that tells us the final results of the science fair. Firstly define the variable contestants, then the variable place. - **Hint** Line 5 should be the sleep command, and you should end with saying congratulations. - code: |- - {print} 'And now we will reveal the results of the science fair' - contestants = Vivienne, Paul, Trixy, Bianca, Katya - place = 5 - {for} contestant {in} contestants - {sleep} 2 - {print} 'On number ' place ' has ended... ' contestant - place = place - 1 - {print} 'Congratulations!' - 12: - 1: - story: |- - Sing the song 'What shall we do with the drunken sailor'. In case you don't know it, the song goed like this: - - What will we do with the drunken sailor - What will we do with the drunken sailor - What will we do with the drunken sailor - Early in the morning - Way hey and up she rises - Way hey and up she rises - Way hey and up she rises - Early in the morning - code: |- - verses = 'What will we do with the drunken sailor', 'Way hey and up she rises' - {for} verse {in} verses - {for} count {in} {range} 1 {to} 3 - {print} verse - {print} 'Early in the morning' - 2: - story: Play a game of Twister with us! First define the variable people, then limbs, then colors. - code: |- - people = 'Jess', 'Nick', 'Winston' - limbs = 'left hand', 'left foot', 'right hand', 'right foot' - colors = 'red', 'blue', 'green', 'yellow' - {for} person {in} people - {print} person ', put your ' limbs {at} {random} ' on ' colors {at} {random} diff --git a/content/parsons/fa.yaml b/content/parsons/fa.yaml index 540c6617fbf..dbc6dd0d8fa 100644 --- a/content/parsons/fa.yaml +++ b/content/parsons/fa.yaml @@ -37,7 +37,6 @@ levels: {print} از خرید شما سپاسگذاریم! 3: 1: - story: "The new school year at Hogwarts is starting! \nIt is the job of the sorting hat to sort you into one of the houses.\nWhich house will you be sorted into? Are you a Gryffindor, Hufflepuff, Ravenclaw or Slytherin.\nBefore the sorting hat reveals your house, you can tell it to not pick one of the houses." code: |- {print} سال تحصیلی جدید در هاگوارتز شروع می شود! {print} The sorting hat is ready to sort you into a Hogwarts house. @@ -45,26 +44,12 @@ levels: {sleep} 2 {print} And it is houses {at} {random} 2: - story: Create a program that chooses a random meal for you. Make a list of food and a list of toppings and let the program decide what you'll have! code: |- food {is} pizza, icecream, salad, sandwich toppings {is} chocolate, cheese, tuna, sprinkles {print} Your random meal for today is... sleep 2 {print} food at random with toppings at random - 3: - story: |- - In a chess tournament there are three players left. - Create a program that decides which two players have to play against each other first. - Start by printing the two players who play the first match, then print against which player the winner will play. - code: |- - players {is} Liam, Noah, Sophie - player_1 {is} players {at} {random} - {remove} player_1 {from} players - player_2 {is} players {at} {random} - {print} player_1 ' first plays against ' player_2 - {remove} player_2 {from} players - {print} 'The winner plays against ' players {at} {random} 4: 1: story: |- @@ -85,9 +70,6 @@ levels: {print} 'You won a ' prices {at} {random} 5: 1: - story: |- - Make a program that checks if your favourite movie is already in the list of the computer. - If so, print that you have great taste, otherwise add the movie to the list. code: |- favoriete_movies {is} Batman, Spiderman, The Avengers, Jurassic Park movie {is} {ask} 'What is your favourite movie?' @@ -95,7 +77,6 @@ levels: {else} {print} 'Such a shame that your favourite movie is not in the list, we will add it right away!' {add} movie {to_list} favoriete_movies 2: - story: Create a maths game. code: |- {print} 'Solve this problem' answer {is} {ask} '88 - 16 = ?' @@ -103,11 +84,6 @@ levels: {else} print 'Wrong! The answer was 72' 6: 1: - story: |- - Make a program that calculates how old you are in dog and cat years. - First ask the age of the user and start calculating. - First calculate the dogyears then the catyears. - Show the user the different ages. code: |- age = {ask} 'How old are you?' dog_age = age * 7 @@ -115,29 +91,11 @@ levels: {print} 'In dogyears you are ' dog_age ' years old.' {print} 'In catyears you are ' cat_age ' years old.' 2: - story: Create a program that helps you calculate how many cakes you should buy for your birthday party. code: |- {print} 'It is your birthday!' people = {ask} 'How many people do you want to give a slice of cake?' cakes_amount is people/8 {print} 'You will have to buy ' cakes_amount ' cakes' - 7: - 1: - story: Complete the baby shark song. First comes baby shark, then mommy and finally daddy shark. - code: |- - {repeat} 3 {times} {print} 'Baby shark tututututudu' - {print} 'Baby shark' - {repeat} 3 {times} {print} 'Mommy shark tututututudu' - {print} 'Mommy shark' - {repeat} 3 {times} {print} 'Daddy shark tututututudu' - {print} 'Daddy shark' - 2: - story: Create the song 'The wheels on the bus go round and round' - code: |- - {print} 'the wheels on the bus go' - {repeat} 3 {times} {print} 'round and round' - {print} 'the wheels of the bus go round and round' - {print} 'all through the town' 8: 1: story: |- @@ -159,108 +117,8 @@ levels: {print} counter {sleep} 1 {print} 'Ready or not here I come!' - 9: - 1: - story: This game will give you three maths assignments. Each time the question is different. Can you figure out the order? - code: |- - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - {repeat} 3 {times} - number = numbers {at} {random} - correct_answer = 5 * number - answer = {ask} 'What is 5 times' number '?' - {if} answer = correct_answer - {print} 'Good job!' - {else} - {print} 'No! The correct answer is ' correct_answer - 2: - story: |- - This code asks the costumers in a restaurant if they would like to order dessert. If they do, it asks them what kind of dessert. If they order tiramisu they are told that the tiramisu is sold out. - Can you get the code to work? - code: |- - order = {ask} 'Would you like to order dessert?' - {if} order = yes - dessert = {ask} 'What kind of dessert would you like?' - {if} dessert = tiramisu - {print} 'Sorry, we are out of tiramisu.' - {else} - {print} 'One ' dessert ' coming right up!' - {else} - {print} 'You dont want a dessert. No problem!' 10: 1: story: |- Help this family out by creating a schedule of who is cooking and what they should be making this week. The remove commands make sure nobody has to cook twice and they have a differnet dinner every day. **Mind!** the variable order should be first days, then people, and lastly dinner_options. This goes for the lines with the remove commands too. - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday - people = mom, dad, Martin, Abby, Jesse - dinner_options = pizza, tacos, pancakes, a salad, lasagne - {for} day {in} days - chosen_person = people {at} {random} - chosen_dinner = dinner_options {at} {random} - {print} 'On ' day ' ' chosen_person ' is making ' chosen_dinner - {remove} chosen_person {from} people - {remove} chosen_dinner {from} dinner_options - 2: - story: |- - This make-over robot will decide your new hairstyle for you. If you do not agree with the first choice, you can try again. - **Mind** The variable people is defined in the first line. The variable hairstyles in the second. - code: |- - people = Betty, Amanda, Marc - hairstyles = a bald head, a mohawk, a ponytail, spikes - {for} person {in} people - {print} person ' will get ' hairstyles {at} {random} - happy = {ask} person ', are you happy with this choice?' - {if} happy {is} yes - {print} 'Great' - {else} - {print} 'Lets try again... Then 'person ' will get ' hairstyles {at} {random} - 11: - 1: - story: Create the count down clock for New Year's eve! The program should show the numbers from 10 to 1 for a second and then wish you a happy new year. - code: |- - {for} number {in} {range} 10 {to} 1 - {print} number - {sleep} - {clear} - {print} 'Happy New Year!' - 2: - story: |- - Create a program that tells us the final results of the science fair. Firstly define the variable contestants, then the variable place. - **Hint** Line 5 should be the sleep command, and you should end with saying congratulations. - code: |- - {print} 'And now we will reveal the results of the science fair' - contestants = Vivienne, Paul, Trixy, Bianca, Katya - place = 5 - {for} contestant {in} contestants - {sleep} 2 - {print} 'On number ' place ' has ended... ' contestant - place = place - 1 - {print} 'Congratulations!' - 12: - 1: - story: |- - Sing the song 'What shall we do with the drunken sailor'. In case you don't know it, the song goed like this: - - What will we do with the drunken sailor - What will we do with the drunken sailor - What will we do with the drunken sailor - Early in the morning - Way hey and up she rises - Way hey and up she rises - Way hey and up she rises - Early in the morning - code: |- - verses = 'What will we do with the drunken sailor', 'Way hey and up she rises' - {for} verse {in} verses - {for} count {in} {range} 1 {to} 3 - {print} verse - {print} 'Early in the morning' - 2: - story: Play a game of Twister with us! First define the variable people, then limbs, then colors. - code: |- - people = 'Jess', 'Nick', 'Winston' - limbs = 'left hand', 'left foot', 'right hand', 'right foot' - colors = 'red', 'blue', 'green', 'yellow' - {for} person {in} people - {print} person ', put your ' limbs {at} {random} ' on ' colors {at} {random} diff --git a/content/parsons/fi.yaml b/content/parsons/fi.yaml index 48b26fce92e..fcf0b661194 100644 --- a/content/parsons/fi.yaml +++ b/content/parsons/fi.yaml @@ -8,35 +8,13 @@ levels: He asks what type of pie you want to order. Then he repeats your answer back to you. Lastly, your order is being prepared. - code: |- - {print} Welcome to bakery Hedy! - {ask} What type of pie do you want to order? - {echo} So you want - {print} Your order is being prepared! - 2: - story: You're at the DJ Booth requesting a song. Create a program that asks if you are ready to party and then asks which song you would like to hear. - code: |- - {print} This is DJ Hedy - {ask} Are you ready to party? - {ask} What song would you like to hear? - {echo} Great choice! I love the song 2: 1: - story: |- - You and your friends are going to watch some Netflix. - Show which movie you're about to watch and wish the viewers lot of fun! code: |- {print} It is time for an evening of Netflix film {is} Sonic the Hedgehog 2 {print} We're going to watch {print} Have fun! - 2: - story: This is the webshop of a toy store. Create a program where costumers can add an item to their shopping cart. - code: |- - {print} Welcome to our toystore - toy {is} {ask} What would you like to buy? - {print} toy is added to your shopping cart. - {print} Thank you for shopping with us! 3: 1: story: |- @@ -44,44 +22,12 @@ levels: It is the job of the sorting hat to sort you into one of the houses. Which house will you be sorted into? Are you a Gryffindor, Hufflepuff, Ravenclaw or Slytherin. Before the sorting hat reveals your house, you can tell it to not pick one of the houses. - code: |- - {print} The sorting hat is ready to sort you into a Hogwarts house. - houses {is} Gryffindor, Hufflepuf, Ravenclaw, Slytherin - dislike {is} {ask} Are there any houses you do not want to be part of? - {remove} dislike {from} houses - {print} Not dislike eh? Better be... houses {at} {random} - 2: - story: Create a program that chooses a random meal for you. Make a list of food and a list of toppings and let the program decide what you'll have! - code: |- - food {is} pizza, icecream, salad, sandwich - toppings {is} chocolate, cheese, tuna, sprinkles - {print} Your random meal for today is... - {sleep} 2 - {print} food {at} {random} with toppings {at} {random} - 3: - story: |- - In a chess tournament there are three players left. - Create a program that decides which two players have to play against each other first. - Start by printing the two players who play the first match, then print against which player the winner will play. - code: |- - players {is} Liam, Noah, Sophie - player_1 {is} players {at} {random} - {remove} player_1 {from} players - player_2 {is} players {at} {random} - {print} player_1 ' first plays against ' player_2 - {remove} player_2 {from} players - {print} 'The winner plays against ' players {at} {random} 4: 1: story: |- You are the newest Pokémon trainer from Pallet Town! Make a program that selects your first Pokémon. Let the program wait a minute before revealing your first pokémon. - code: |- - pokemons {is} Pikachu, Charmander, Bulbasaur, Squirtle - {print} 'This is going to be your first Pokémon!' - {sleep} - {print} pokemons {at} {random} 2: story: Create a lottery that lets you choose an extra price that you might win. code: |- @@ -89,66 +35,8 @@ levels: price {is} {ask} 'What would you like to win?' {add} price {to_list} prices {print} 'You won a ' prices {at} {random} - 5: - 1: - story: |- - Make a program that checks if your favourite movie is already in the list of the computer. - If so, print that you have great taste, otherwise add the movie to the list. - code: |- - favorite_movies {is} Batman, Spiderman, The Avengers, Jurassic Park - movie {is} {ask} 'What is your favourite movie?' - {if} movie {in} favorite_movies {print} 'You have great taste!' - {else} {print} 'Such a shame that your favourite movie is not in the list, we will add it right away!' - {add} movie {to_list} favorite_movies - 2: - story: Create a maths game. - code: |- - {print} 'Solve this problem' - answer {is} {ask} '88 - 16 = ?' - {if} answer {is} 72 {print} 'Correct!' - {else} {print} 'Wrong! The answer was 72' - 6: - 1: - story: |- - Make a program that calculates how old you are in dog and cat years. - First ask the age of the user and start calculating. - First calculate the dogyears then the catyears. - Show the user the different ages. - code: |- - age = {ask} 'How old are you?' - dog_age = age * 7 - cat_age = age * 5 - {print} 'In dog years you are ' dog_age ' years old.' - {print} 'In cat years you are ' cat_age ' years old.' - 2: - story: Create a program that helps you calculate how many cakes you should buy for your birthday party. - code: |- - {print} 'It is your birthday!' - people = {ask} 'How many people do you want to give a slice of cake?' - cakes_amount = people/8 - {print} 'You will have to buy ' cakes_amount ' cakes' - 7: - 1: - story: Complete the baby shark song. First comes baby shark, then mommy and finally daddy shark. - code: |- - {repeat} 3 {times} {print} 'Baby shark tututututudu' - {print} 'Baby shark' - {repeat} 3 {times} {print} 'Mommy shark tututututudu' - {print} 'Mommy shark' - {repeat} 3 {times} {print} 'Daddy shark tututututudu' - {print} 'Daddy shark' - 2: - story: Create the song 'The wheels on the bus go round and round' - code: |- - {print} 'the wheels on the bus go' - {repeat} 3 {times} {print} 'round and round' - {print} 'the wheels of the bus go round and round' - {print} 'all through the town' 8: 1: - story: |- - You and four other friends are playing Pokémon Go! Create a program that decides in which team each of you will play. - Either red, yellow or blue! Take a little pause after announcing a team. code: |- teams = red, yellow, blue {print} 'Red, Yellow or Blue?' @@ -156,117 +44,8 @@ levels: {print} 'You are selected in team... ' {print} teams {at} {random} sleep 2 - 2: - story: Print the countdown for a game of hide and seek. - code: |- - counter = 11 - {repeat} 10 {times} - counter = counter - 1 - {print} counter - {sleep} 1 - {print} 'Ready or not here I come!' - 9: - 1: - story: This game will give you three maths assignments. Each time the question is different. Can you figure out the order? - code: |- - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - {repeat} 3 {times} - number = numbers {at} {random} - correct_answer = 5 * number - answer = {ask} 'What is 5 times' number '?' - {if} answer = correct_answer - {print} 'Good job!' - {else} - {print} 'No! The correct answer is ' correct_answer - 2: - story: |- - This code asks the costumers in a restaurant if they would like to order dessert. If they do, it asks them what kind of dessert. If they order tiramisu they are told that the tiramisu is sold out. - Can you get the code to work? - code: |- - order = {ask} 'Would you like to order dessert?' - {if} order = yes - dessert = {ask} 'What kind of dessert would you like?' - {if} dessert = tiramisu - {print} 'Sorry, we are out of tiramisu.' - {else} - {print} 'One ' dessert ' coming right up!' - {else} - {print} 'You dont want a dessert. No problem!' 10: 1: story: |- Help this family out by creating a schedule of who is cooking and what they should be making this week. The remove commands make sure nobody has to cook twice and they have a differnet dinner every day. **Mind!** the variable order should be first days, then people, and lastly dinner_options. This goes for the lines with the remove commands too. - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday - people = mom, dad, Martin, Abby, Jesse - dinner_options = pizza, tacos, pancakes, a salad, lasagne - {for} day {in} days - chosen_person = people {at} {random} - chosen_dinner = dinner_options {at} {random} - {print} 'On ' day ' ' chosen_person ' is making ' chosen_dinner - {remove} chosen_person {from} people - {remove} chosen_dinner {from} dinner_options - 2: - story: |- - This make-over robot will decide your new hairstyle for you. If you do not agree with the first choice, you can try again. - **Mind** The variable people is defined in the first line. The variable hairstyles in the second. - code: |- - people = Betty, Amanda, Marc - hairstyles = a bald head, a mohawk, a ponytail, spikes - {for} person {in} people - {print} person ' will get ' hairstyles {at} {random} - happy = {ask} person ', are you happy with this choice?' - {if} happy {is} yes - {print} 'Great' - {else} - {print} 'Lets try again... Then 'person ' will get ' hairstyles {at} {random} - 11: - 1: - story: Create the count down clock for New Year's eve! The program should show the numbers from 10 to 1 for a second and then wish you a happy new year. - code: |- - {for} number {in} {range} 10 {to} 1 - {print} number - {sleep} - {clear} - {print} 'Happy New Year!' - 2: - story: |- - Create a program that tells us the final results of the science fair. Firstly define the variable contestants, then the variable place. - **Hint** Line 5 should be the sleep command, and you should end with saying congratulations. - code: |- - {print} 'And now we will reveal the results of the science fair' - contestants = Vivienne, Paul, Trixy, Bianca, Katya - place = 5 - {for} contestant {in} contestants - {sleep} 2 - {print} 'On number ' place ' has ended... ' contestant - place = place - 1 - {print} 'Congratulations!' - 12: - 1: - story: |- - Sing the song 'What shall we do with the drunken sailor'. In case you don't know it, the song goed like this: - - What will we do with the drunken sailor - What will we do with the drunken sailor - What will we do with the drunken sailor - Early in the morning - Way hey and up she rises - Way hey and up she rises - Way hey and up she rises - Early in the morning - code: |- - verses = 'What will we do with the drunken sailor', 'Way hey and up she rises' - {for} verse {in} verses - {for} count {in} {range} 1 {to} 3 - {print} verse - {print} 'Early in the morning' - 2: - story: Play a game of Twister with us! First define the variable people, then limbs, then colors. - code: |- - people = 'Jess', 'Nick', 'Winston' - limbs = 'left hand', 'left foot', 'right hand', 'right foot' - colors = 'red', 'blue', 'green', 'yellow' - {for} person {in} people - {print} person ', put your ' limbs {at} {random} ' on ' colors {at} {random} diff --git a/content/parsons/fr.yaml b/content/parsons/fr.yaml index 440819a01dc..a357acd1a57 100644 --- a/content/parsons/fr.yaml +++ b/content/parsons/fr.yaml @@ -19,9 +19,6 @@ levels: {ask} Quelle chanson veux-tu écouter ? {echo} Super choix ! J'adore 2: - 1: - story: "You and your friends are going to watch some Netflix.\nShow which movie you're about to watch and wish the viewers lot of fun!" - code: "{print} It is time for an evening of Netflix\nfilm {is} Sonic the Hedgehog 2\n{print} We're going to watch film\n{print} Have fun!" 2: story: Ceci est la boutique en ligne d'un magasin de jouets. Crée un programme où les clients peuvent ajouter un jouet dans leur panier. code: |- @@ -50,19 +47,6 @@ levels: {print} Ton repas du jour hasard est... {sleep} 2 {print} nourriture {at} {random} avec garnitures {at} {random} - 3: - story: |- - In a chess tournament there are three players left. - Create a program that decides which two players have to play against each other first. - Start by printing the two players who play the first match, then print against which player the winner will play. - code: |- - players {is} Liam, Noah, Sophie - player_1 {is} players {at} {random} - {remove} player_1 {from} players - player_2 {is} players {at} {random} - {print} player_1 ' first plays against ' player_2 - {remove} player_2 {from} players - {print} 'The winner plays against ' players {at} {random} 4: 1: story: |- @@ -122,13 +106,6 @@ levels: 7: 1: story: Remets dans l'ordre la chanson Baby Shark. Baby Shark arrive en premier, puis Mommy Shark et finalement Daddy Shark. - code: |- - {repeat} 3 {times} {print} 'Baby shark tututututudu' - {print} 'Baby shark' - {repeat} 3 {times} {print} 'Mommy shark tututututudu' - {print} 'Mommy shark' - {repeat} 3 {times} {print} 'Daddy shark tututututudu' - {print} 'Daddy shark' 2: story: Écris la chanson « Les roues de l’autobus tournent tournent » code: |- @@ -234,9 +211,6 @@ levels: place = place - 1 {print} "Félicitations !" 12: - 1: - story: "Sing the song 'What shall we do with the drunken sailor'. In case you don't know it, the song goed like this:\n\nWhat will we do with the drunken sailor\nWhat will we do with the drunken sailor\nWhat will we do with the drunken sailor\nEarly in the morning\nWay hey and up she rises\nWay hey and up she rises\nWay hey and up she rises\nEarly in the morning" - code: "verses = 'What will we do with the drunken sailor', 'Way hey and up she rises'\n{for} verse {in} verses\n {for} count {in} {range} 1 {to} 3\n {print} verse\n {print} 'Early in the morning'" 2: story: Joue avec nous le jeux du Twister ! Commencer par définir la variable « personnes », puis « membres », et enfin « couleurs » code: |- diff --git a/content/parsons/fr_CA.yaml b/content/parsons/fr_CA.yaml index 440819a01dc..a357acd1a57 100644 --- a/content/parsons/fr_CA.yaml +++ b/content/parsons/fr_CA.yaml @@ -19,9 +19,6 @@ levels: {ask} Quelle chanson veux-tu écouter ? {echo} Super choix ! J'adore 2: - 1: - story: "You and your friends are going to watch some Netflix.\nShow which movie you're about to watch and wish the viewers lot of fun!" - code: "{print} It is time for an evening of Netflix\nfilm {is} Sonic the Hedgehog 2\n{print} We're going to watch film\n{print} Have fun!" 2: story: Ceci est la boutique en ligne d'un magasin de jouets. Crée un programme où les clients peuvent ajouter un jouet dans leur panier. code: |- @@ -50,19 +47,6 @@ levels: {print} Ton repas du jour hasard est... {sleep} 2 {print} nourriture {at} {random} avec garnitures {at} {random} - 3: - story: |- - In a chess tournament there are three players left. - Create a program that decides which two players have to play against each other first. - Start by printing the two players who play the first match, then print against which player the winner will play. - code: |- - players {is} Liam, Noah, Sophie - player_1 {is} players {at} {random} - {remove} player_1 {from} players - player_2 {is} players {at} {random} - {print} player_1 ' first plays against ' player_2 - {remove} player_2 {from} players - {print} 'The winner plays against ' players {at} {random} 4: 1: story: |- @@ -122,13 +106,6 @@ levels: 7: 1: story: Remets dans l'ordre la chanson Baby Shark. Baby Shark arrive en premier, puis Mommy Shark et finalement Daddy Shark. - code: |- - {repeat} 3 {times} {print} 'Baby shark tututututudu' - {print} 'Baby shark' - {repeat} 3 {times} {print} 'Mommy shark tututututudu' - {print} 'Mommy shark' - {repeat} 3 {times} {print} 'Daddy shark tututututudu' - {print} 'Daddy shark' 2: story: Écris la chanson « Les roues de l’autobus tournent tournent » code: |- @@ -234,9 +211,6 @@ levels: place = place - 1 {print} "Félicitations !" 12: - 1: - story: "Sing the song 'What shall we do with the drunken sailor'. In case you don't know it, the song goed like this:\n\nWhat will we do with the drunken sailor\nWhat will we do with the drunken sailor\nWhat will we do with the drunken sailor\nEarly in the morning\nWay hey and up she rises\nWay hey and up she rises\nWay hey and up she rises\nEarly in the morning" - code: "verses = 'What will we do with the drunken sailor', 'Way hey and up she rises'\n{for} verse {in} verses\n {for} count {in} {range} 1 {to} 3\n {print} verse\n {print} 'Early in the morning'" 2: story: Joue avec nous le jeux du Twister ! Commencer par définir la variable « personnes », puis « membres », et enfin « couleurs » code: |- diff --git a/content/parsons/fy.yaml b/content/parsons/fy.yaml index 691d9a1a842..846d6e4af02 100644 --- a/content/parsons/fy.yaml +++ b/content/parsons/fy.yaml @@ -8,35 +8,13 @@ levels: He asks what type of pie you want to order. Then he repeats your answer back to you. Lastly, your order is being prepared. - code: |- - {print} Welcome to bakery Hedy! - {ask} What type of pie do you want to order? - {echo} So you want - {print} Your order is being prepared! - 2: - story: You're at the DJ Booth requesting a song. Create a program that asks if you are ready to party and then asks which song you would like to hear. - code: |- - {print} This is DJ Hedy - {ask} Are you ready to party? - {ask} What song would you like to hear? - {echo} Great choice! I love the song 2: 1: - story: |- - You and your friends are going to watch some Netflix. - Show which movie you're about to watch and wish the viewers lot of fun! code: |- {print} It is time for an evening of Netflix film {is} Sonic the Hedgehog 2 {print} We're going to film {print} Have fun! - 2: - story: This is the webshop of a toy store. Create a program where costumers can add an item to their shopping cart. - code: |- - {print} Welcome to our toystore - toy {is} {ask} What would you like to buy? - {print} toy is added to your shopping cart. - {print} Thank you for shopping with us! 3: 1: story: |- @@ -44,33 +22,13 @@ levels: It is the job of the sorting hat to sort you into one of the houses. Which house will you be sorted into? Are you a Gryffindor, Hufflepuff, Ravenclaw or Slytherin. Before the sorting hat reveals your house, you can tell it to not pick one of the houses. - code: |- - {print} The sorting hat is ready to sort you into a Hogwarts house. - houses {is} Gryffindor, Hufflepuf, Ravenclaw, Slytherin - dislike {is} {ask} Are there any houses you do not want to be part of? - {remove} dislike {from} houses - {print} Not dislike eh? Better be... houses {at} {random} 2: - story: Create a program that chooses a random meal for you. Make a list of food and a list of toppings and let the program decide what you'll have! code: |- food {is} pizza, icecream, salad, sandwich toppings {is} chocolate, cheese, tuna, sprinkles {print} Your random meal for today is... sleep 2 {print} food at random with toppings at random - 3: - story: |- - In a chess tournament there are three players left. - Create a program that decides which two players have to play against each other first. - Start by printing the two players who play the first match, then print against which player the winner will play. - code: |- - players {is} Liam, Noah, Sophie - player_1 {is} players {at} {random} - {remove} player_1 {from} players - player_2 {is} players {at} {random} - {print} player_1 ' first plays against ' player_2 - {remove} player_2 {from} players - {print} 'The winner plays against ' players {at} {random} 4: 1: story: |- @@ -91,9 +49,6 @@ levels: {print} 'You won a ' prices {at} {random} 5: 1: - story: |- - Make a program that checks if your favourite movie is already in the list of the computer. - If so, print that you have great taste, otherwise add the movie to the list. code: |- favoriete_movies {is} Batman, Spiderman, The Avengers, Jurassic Park movie {is} {ask} 'What is your favourite movie?' @@ -101,7 +56,6 @@ levels: {else} {print} 'Such a shame that your favourite movie is not in the list, we will add it right away!' {add} movie {to_list} favoriete_movies 2: - story: Create a maths game. code: |- {print} 'Solve this problem' answer {is} {ask} '88 - 16 = ?' @@ -109,11 +63,6 @@ levels: {else} print 'Wrong! The answer was 72' 6: 1: - story: |- - Make a program that calculates how old you are in dog and cat years. - First ask the age of the user and start calculating. - First calculate the dogyears then the catyears. - Show the user the different ages. code: |- age = {ask} 'How old are you?' dog_age = age * 7 @@ -121,29 +70,11 @@ levels: {print} 'In dogyears you are ' dog_age ' years old.' {print} 'In catyears you are ' cat_age ' years old.' 2: - story: Create a program that helps you calculate how many cakes you should buy for your birthday party. code: |- {print} 'It is your birthday!' people = {ask} 'How many people do you want to give a slice of cake?' cakes_amount is people/8 {print} 'You will have to buy ' cakes_amount ' cakes' - 7: - 1: - story: Complete the baby shark song. First comes baby shark, then mommy and finally daddy shark. - code: |- - {repeat} 3 {times} {print} 'Baby shark tututututudu' - {print} 'Baby shark' - {repeat} 3 {times} {print} 'Mommy shark tututututudu' - {print} 'Mommy shark' - {repeat} 3 {times} {print} 'Daddy shark tututututudu' - {print} 'Daddy shark' - 2: - story: Create the song 'The wheels on the bus go round and round' - code: |- - {print} 'the wheels on the bus go' - {repeat} 3 {times} {print} 'round and round' - {print} 'the wheels of the bus go round and round' - {print} 'all through the town' 8: 1: story: |- @@ -165,108 +96,8 @@ levels: {print} counter {sleep} 1 {print} 'Ready or not here I come!' - 9: - 1: - story: This game will give you three maths assignments. Each time the question is different. Can you figure out the order? - code: |- - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - {repeat} 3 {times} - number = numbers {at} {random} - correct_answer = 5 * number - answer = {ask} 'What is 5 times' number '?' - {if} answer = correct_answer - {print} 'Good job!' - {else} - {print} 'No! The correct answer is ' correct_answer - 2: - story: |- - This code asks the costumers in a restaurant if they would like to order dessert. If they do, it asks them what kind of dessert. If they order tiramisu they are told that the tiramisu is sold out. - Can you get the code to work? - code: |- - order = {ask} 'Would you like to order dessert?' - {if} order = yes - dessert = {ask} 'What kind of dessert would you like?' - {if} dessert = tiramisu - {print} 'Sorry, we are out of tiramisu.' - {else} - {print} 'One ' dessert ' coming right up!' - {else} - {print} 'You dont want a dessert. No problem!' 10: 1: story: |- Help this family out by creating a schedule of who is cooking and what they should be making this week. The remove commands make sure nobody has to cook twice and they have a differnet dinner every day. **Mind!** the variable order should be first days, then people, and lastly dinner_options. This goes for the lines with the remove commands too. - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday - people = mom, dad, Martin, Abby, Jesse - dinner_options = pizza, tacos, pancakes, a salad, lasagne - {for} day {in} days - chosen_person = people {at} {random} - chosen_dinner = dinner_options {at} {random} - {print} 'On ' day ' ' chosen_person ' is making ' chosen_dinner - {remove} chosen_person {from} people - {remove} chosen_dinner {from} dinner_options - 2: - story: |- - This make-over robot will decide your new hairstyle for you. If you do not agree with the first choice, you can try again. - **Mind** The variable people is defined in the first line. The variable hairstyles in the second. - code: |- - people = Betty, Amanda, Marc - hairstyles = a bald head, a mohawk, a ponytail, spikes - {for} person {in} people - {print} person ' will get ' hairstyles {at} {random} - happy = {ask} person ', are you happy with this choice?' - {if} happy {is} yes - {print} 'Great' - {else} - {print} 'Lets try again... Then 'person ' will get ' hairstyles {at} {random} - 11: - 1: - story: Create the count down clock for New Year's eve! The program should show the numbers from 10 to 1 for a second and then wish you a happy new year. - code: |- - {for} number {in} {range} 10 {to} 1 - {print} number - {sleep} - {clear} - {print} 'Happy New Year!' - 2: - story: |- - Create a program that tells us the final results of the science fair. Firstly define the variable contestants, then the variable place. - **Hint** Line 5 should be the sleep command, and you should end with saying congratulations. - code: |- - {print} 'And now we will reveal the results of the science fair' - contestants = Vivienne, Paul, Trixy, Bianca, Katya - place = 5 - {for} contestant {in} contestants - {sleep} 2 - {print} 'On number ' place ' has ended... ' contestant - place = place - 1 - {print} 'Congratulations!' - 12: - 1: - story: |- - Sing the song 'What shall we do with the drunken sailor'. In case you don't know it, the song goed like this: - - What will we do with the drunken sailor - What will we do with the drunken sailor - What will we do with the drunken sailor - Early in the morning - Way hey and up she rises - Way hey and up she rises - Way hey and up she rises - Early in the morning - code: |- - verses = 'What will we do with the drunken sailor', 'Way hey and up she rises' - {for} verse {in} verses - {for} count {in} {range} 1 {to} 3 - {print} verse - {print} 'Early in the morning' - 2: - story: Play a game of Twister with us! First define the variable people, then limbs, then colors. - code: |- - people = 'Jess', 'Nick', 'Winston' - limbs = 'left hand', 'left foot', 'right hand', 'right foot' - colors = 'red', 'blue', 'green', 'yellow' - {for} person {in} people - {print} person ', put your ' limbs {at} {random} ' on ' colors {at} {random} diff --git a/content/parsons/he.yaml b/content/parsons/he.yaml index 06a5a0af40b..6deee0a1d40 100644 --- a/content/parsons/he.yaml +++ b/content/parsons/he.yaml @@ -8,18 +8,8 @@ levels: He asks what type of pie you want to order. Then he repeats your answer back to you. Lastly, your order is being prepared. - code: |- - {print} Welcome to bakery Hedy! - {ask} What type of pie do you want to order? - {echo} So you want - {print} Your order is being prepared! 2: story: You're at the DJ Booth requesting a song. Create a program that asks if you are ready to party and then asks which song you would like to hear.\n - code: |- - {print} This is DJ Hedy - {ask} Are you ready to party? - {ask} What song would you like to hear? - {echo} Great choice! I love the song 2: 1: story: You and your friends are going to watch some Netflix.\nShow which movie you're about to watch and wish the viewers lot of fun!\n @@ -38,12 +28,6 @@ levels: 3: 1: story: The new school year at Hogwarts is starting! \nIt is the job of the sorting hat to sort you into one of the houses.\nWhich house will you be sorted into?\nAre you a Gryffindor, Hufflepuf, Ravenclaw or Slytherin.\nLet the program wait a short period before revealing your house.\n - code: |- - {print} The sorting hat is ready to sort you into a Hogwarts house. - houses {is} Gryffindor, Hufflepuf, Ravenclaw, Slytherin - dislike {is} {ask} Are there any houses you do not want to be part of? - {remove} dislike {from} houses - {print} Not dislike eh? Better be... houses {at} {random} 2: story: Create a program that chooses a random meal for you. Make a list of food and a list of toppings and let the program decide what you'll have!\n code: |- @@ -52,19 +36,6 @@ levels: {print} Your random meal for today is...' sleep 2 {print} food at random with toppings at random - 3: - story: |- - In a chess tournament there are three players left. - Create a program that decides which two players have to play against each other first. - Start by printing the two players who play the first match, then print against which player the winner will play. - code: |- - players {is} Liam, Noah, Sophie - player_1 {is} players {at} {random} - {remove} player_1 {from} players - player_2 {is} players {at} {random} - {print} player_1 ' first plays against ' player_2 - {remove} player_2 {from} players - {print} 'The winner plays against ' players {at} {random} 4: 1: story: You are the newest Pokémon trainer from Pallet Town!\nMake a program that selects your first Pokémon.\nLet the program wait a minute before revealing your first pokémon.\n @@ -113,22 +84,8 @@ levels: cakes_amount is people/8 {print} 'You will have to buy ' cakes_amount ' cakes' 7: - 1: - story: Complete the baby shark song. First comes baby shark, then mommy and finally daddy shark. - code: |- - {repeat} 3 {times} {print} 'Baby shark tututututudu' - {print} 'Baby shark' - {repeat} 3 {times} {print} 'Mommy shark tututututudu' - {print} 'Mommy shark' - {repeat} 3 {times} {print} 'Daddy shark tututututudu' - {print} 'Daddy shark' 2: story: Create the song 'The wheels on the bus go round and round'\n - code: |- - {print} 'the wheels on the bus go' - {repeat} 3 {times} {print} 'round and round' - {print} 'the wheels of the bus go round and round' - {print} 'all through the town' 8: 1: story: You and four other friends are playing Pokémon Go! Create a program that decides in which team each of you will play.\nEither red, yellow or blue! Take a little pauze after announcing a team.\n @@ -148,108 +105,8 @@ levels: {print} counter {sleep} 1 {print} 'Ready or not here I come!' - 9: - 1: - story: This game will give you three maths assignments. Each time the question is different. Can you figure out the order? - code: |- - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - {repeat} 3 {times} - number = numbers {at} {random} - correct_answer = 5 * number - answer = {ask} 'What is 5 times' number '?' - {if} answer = correct_answer - {print} 'Good job!' - {else} - {print} 'No! The correct answer is ' correct_answer - 2: - story: |- - This code asks the costumers in a restaurant if they would like to order dessert. If they do, it asks them what kind of dessert. If they order tiramisu they are told that the tiramisu is sold out. - Can you get the code to work? - code: |- - order = {ask} 'Would you like to order dessert?' - {if} order = yes - dessert = {ask} 'What kind of dessert would you like?' - {if} dessert = tiramisu - {print} 'Sorry, we are out of tiramisu.' - {else} - {print} 'One ' dessert ' coming right up!' - {else} - {print} 'You dont want a dessert. No problem!' 10: 1: story: |- Help this family out by creating a schedule of who is cooking and what they should be making this week. The remove commands make sure nobody has to cook twice and they have a differnet dinner every day. **Mind!** the variable order should be first days, then people, and lastly dinner_options. This goes for the lines with the remove commands too. - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday - people = mom, dad, Martin, Abby, Jesse - dinner_options = pizza, tacos, pancakes, a salad, lasagne - {for} day {in} days - chosen_person = people {at} {random} - chosen_dinner = dinner_options {at} {random} - {print} 'On ' day ' ' chosen_person ' is making ' chosen_dinner - {remove} chosen_person {from} people - {remove} chosen_dinner {from} dinner_options - 2: - story: |- - This make-over robot will decide your new hairstyle for you. If you do not agree with the first choice, you can try again. - **Mind** The variable people is defined in the first line. The variable hairstyles in the second. - code: |- - people = Betty, Amanda, Marc - hairstyles = a bald head, a mohawk, a ponytail, spikes - {for} person {in} people - {print} person ' will get ' hairstyles {at} {random} - happy = {ask} person ', are you happy with this choice?' - {if} happy {is} yes - {print} 'Great' - {else} - {print} 'Lets try again... Then 'person ' will get ' hairstyles {at} {random} - 11: - 1: - story: Create the count down clock for New Year's eve! The program should show the numbers from 10 to 1 for a second and then wish you a happy new year. - code: |- - {for} number {in} {range} 10 {to} 1 - {print} number - {sleep} - {clear} - {print} 'Happy New Year!' - 2: - story: |- - Create a program that tells us the final results of the science fair. Firstly define the variable contestants, then the variable place. - **Hint** Line 5 should be the sleep command, and you should end with saying congratulations. - code: |- - {print} 'And now we will reveal the results of the science fair' - contestants = Vivienne, Paul, Trixy, Bianca, Katya - place = 5 - {for} contestant {in} contestants - {sleep} 2 - {print} 'On number ' place ' has ended... ' contestant - place = place - 1 - {print} 'Congratulations!' - 12: - 1: - story: |- - Sing the song 'What shall we do with the drunken sailor'. In case you don't know it, the song goed like this: - - What will we do with the drunken sailor - What will we do with the drunken sailor - What will we do with the drunken sailor - Early in the morning - Way hey and up she rises - Way hey and up she rises - Way hey and up she rises - Early in the morning - code: |- - verses = 'What will we do with the drunken sailor', 'Way hey and up she rises' - {for} verse {in} verses - {for} count {in} {range} 1 {to} 3 - {print} verse - {print} 'Early in the morning' - 2: - story: Play a game of Twister with us! First define the variable people, then limbs, then colors. - code: |- - people = 'Jess', 'Nick', 'Winston' - limbs = 'left hand', 'left foot', 'right hand', 'right foot' - colors = 'red', 'blue', 'green', 'yellow' - {for} person {in} people - {print} person ', put your ' limbs {at} {random} ' on ' colors {at} {random} diff --git a/content/parsons/hi.yaml b/content/parsons/hi.yaml index 691d9a1a842..846d6e4af02 100644 --- a/content/parsons/hi.yaml +++ b/content/parsons/hi.yaml @@ -8,35 +8,13 @@ levels: He asks what type of pie you want to order. Then he repeats your answer back to you. Lastly, your order is being prepared. - code: |- - {print} Welcome to bakery Hedy! - {ask} What type of pie do you want to order? - {echo} So you want - {print} Your order is being prepared! - 2: - story: You're at the DJ Booth requesting a song. Create a program that asks if you are ready to party and then asks which song you would like to hear. - code: |- - {print} This is DJ Hedy - {ask} Are you ready to party? - {ask} What song would you like to hear? - {echo} Great choice! I love the song 2: 1: - story: |- - You and your friends are going to watch some Netflix. - Show which movie you're about to watch and wish the viewers lot of fun! code: |- {print} It is time for an evening of Netflix film {is} Sonic the Hedgehog 2 {print} We're going to film {print} Have fun! - 2: - story: This is the webshop of a toy store. Create a program where costumers can add an item to their shopping cart. - code: |- - {print} Welcome to our toystore - toy {is} {ask} What would you like to buy? - {print} toy is added to your shopping cart. - {print} Thank you for shopping with us! 3: 1: story: |- @@ -44,33 +22,13 @@ levels: It is the job of the sorting hat to sort you into one of the houses. Which house will you be sorted into? Are you a Gryffindor, Hufflepuff, Ravenclaw or Slytherin. Before the sorting hat reveals your house, you can tell it to not pick one of the houses. - code: |- - {print} The sorting hat is ready to sort you into a Hogwarts house. - houses {is} Gryffindor, Hufflepuf, Ravenclaw, Slytherin - dislike {is} {ask} Are there any houses you do not want to be part of? - {remove} dislike {from} houses - {print} Not dislike eh? Better be... houses {at} {random} 2: - story: Create a program that chooses a random meal for you. Make a list of food and a list of toppings and let the program decide what you'll have! code: |- food {is} pizza, icecream, salad, sandwich toppings {is} chocolate, cheese, tuna, sprinkles {print} Your random meal for today is... sleep 2 {print} food at random with toppings at random - 3: - story: |- - In a chess tournament there are three players left. - Create a program that decides which two players have to play against each other first. - Start by printing the two players who play the first match, then print against which player the winner will play. - code: |- - players {is} Liam, Noah, Sophie - player_1 {is} players {at} {random} - {remove} player_1 {from} players - player_2 {is} players {at} {random} - {print} player_1 ' first plays against ' player_2 - {remove} player_2 {from} players - {print} 'The winner plays against ' players {at} {random} 4: 1: story: |- @@ -91,9 +49,6 @@ levels: {print} 'You won a ' prices {at} {random} 5: 1: - story: |- - Make a program that checks if your favourite movie is already in the list of the computer. - If so, print that you have great taste, otherwise add the movie to the list. code: |- favoriete_movies {is} Batman, Spiderman, The Avengers, Jurassic Park movie {is} {ask} 'What is your favourite movie?' @@ -101,7 +56,6 @@ levels: {else} {print} 'Such a shame that your favourite movie is not in the list, we will add it right away!' {add} movie {to_list} favoriete_movies 2: - story: Create a maths game. code: |- {print} 'Solve this problem' answer {is} {ask} '88 - 16 = ?' @@ -109,11 +63,6 @@ levels: {else} print 'Wrong! The answer was 72' 6: 1: - story: |- - Make a program that calculates how old you are in dog and cat years. - First ask the age of the user and start calculating. - First calculate the dogyears then the catyears. - Show the user the different ages. code: |- age = {ask} 'How old are you?' dog_age = age * 7 @@ -121,29 +70,11 @@ levels: {print} 'In dogyears you are ' dog_age ' years old.' {print} 'In catyears you are ' cat_age ' years old.' 2: - story: Create a program that helps you calculate how many cakes you should buy for your birthday party. code: |- {print} 'It is your birthday!' people = {ask} 'How many people do you want to give a slice of cake?' cakes_amount is people/8 {print} 'You will have to buy ' cakes_amount ' cakes' - 7: - 1: - story: Complete the baby shark song. First comes baby shark, then mommy and finally daddy shark. - code: |- - {repeat} 3 {times} {print} 'Baby shark tututututudu' - {print} 'Baby shark' - {repeat} 3 {times} {print} 'Mommy shark tututututudu' - {print} 'Mommy shark' - {repeat} 3 {times} {print} 'Daddy shark tututututudu' - {print} 'Daddy shark' - 2: - story: Create the song 'The wheels on the bus go round and round' - code: |- - {print} 'the wheels on the bus go' - {repeat} 3 {times} {print} 'round and round' - {print} 'the wheels of the bus go round and round' - {print} 'all through the town' 8: 1: story: |- @@ -165,108 +96,8 @@ levels: {print} counter {sleep} 1 {print} 'Ready or not here I come!' - 9: - 1: - story: This game will give you three maths assignments. Each time the question is different. Can you figure out the order? - code: |- - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - {repeat} 3 {times} - number = numbers {at} {random} - correct_answer = 5 * number - answer = {ask} 'What is 5 times' number '?' - {if} answer = correct_answer - {print} 'Good job!' - {else} - {print} 'No! The correct answer is ' correct_answer - 2: - story: |- - This code asks the costumers in a restaurant if they would like to order dessert. If they do, it asks them what kind of dessert. If they order tiramisu they are told that the tiramisu is sold out. - Can you get the code to work? - code: |- - order = {ask} 'Would you like to order dessert?' - {if} order = yes - dessert = {ask} 'What kind of dessert would you like?' - {if} dessert = tiramisu - {print} 'Sorry, we are out of tiramisu.' - {else} - {print} 'One ' dessert ' coming right up!' - {else} - {print} 'You dont want a dessert. No problem!' 10: 1: story: |- Help this family out by creating a schedule of who is cooking and what they should be making this week. The remove commands make sure nobody has to cook twice and they have a differnet dinner every day. **Mind!** the variable order should be first days, then people, and lastly dinner_options. This goes for the lines with the remove commands too. - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday - people = mom, dad, Martin, Abby, Jesse - dinner_options = pizza, tacos, pancakes, a salad, lasagne - {for} day {in} days - chosen_person = people {at} {random} - chosen_dinner = dinner_options {at} {random} - {print} 'On ' day ' ' chosen_person ' is making ' chosen_dinner - {remove} chosen_person {from} people - {remove} chosen_dinner {from} dinner_options - 2: - story: |- - This make-over robot will decide your new hairstyle for you. If you do not agree with the first choice, you can try again. - **Mind** The variable people is defined in the first line. The variable hairstyles in the second. - code: |- - people = Betty, Amanda, Marc - hairstyles = a bald head, a mohawk, a ponytail, spikes - {for} person {in} people - {print} person ' will get ' hairstyles {at} {random} - happy = {ask} person ', are you happy with this choice?' - {if} happy {is} yes - {print} 'Great' - {else} - {print} 'Lets try again... Then 'person ' will get ' hairstyles {at} {random} - 11: - 1: - story: Create the count down clock for New Year's eve! The program should show the numbers from 10 to 1 for a second and then wish you a happy new year. - code: |- - {for} number {in} {range} 10 {to} 1 - {print} number - {sleep} - {clear} - {print} 'Happy New Year!' - 2: - story: |- - Create a program that tells us the final results of the science fair. Firstly define the variable contestants, then the variable place. - **Hint** Line 5 should be the sleep command, and you should end with saying congratulations. - code: |- - {print} 'And now we will reveal the results of the science fair' - contestants = Vivienne, Paul, Trixy, Bianca, Katya - place = 5 - {for} contestant {in} contestants - {sleep} 2 - {print} 'On number ' place ' has ended... ' contestant - place = place - 1 - {print} 'Congratulations!' - 12: - 1: - story: |- - Sing the song 'What shall we do with the drunken sailor'. In case you don't know it, the song goed like this: - - What will we do with the drunken sailor - What will we do with the drunken sailor - What will we do with the drunken sailor - Early in the morning - Way hey and up she rises - Way hey and up she rises - Way hey and up she rises - Early in the morning - code: |- - verses = 'What will we do with the drunken sailor', 'Way hey and up she rises' - {for} verse {in} verses - {for} count {in} {range} 1 {to} 3 - {print} verse - {print} 'Early in the morning' - 2: - story: Play a game of Twister with us! First define the variable people, then limbs, then colors. - code: |- - people = 'Jess', 'Nick', 'Winston' - limbs = 'left hand', 'left foot', 'right hand', 'right foot' - colors = 'red', 'blue', 'green', 'yellow' - {for} person {in} people - {print} person ', put your ' limbs {at} {random} ' on ' colors {at} {random} diff --git a/content/parsons/hr.yaml b/content/parsons/hr.yaml index 3a6c9c13ee6..0967ef424bc 100644 --- a/content/parsons/hr.yaml +++ b/content/parsons/hr.yaml @@ -1,88 +1 @@ -levels: - 1: - 1: - code: "{print} Welcome to bakery Hedy!\n{ask} What type of pie do you want to order?\n{echo} So you want\n{print} Your order is being prepared!" - story: "Puzzels are exercises in which the lines of code are already written for you. You only have to place the lines in the correct order. Drag the lines of code into the input screen and run the code. Can you get the program to work?\n\nYou're a customer at bakery Hedy.\nYou walk into the bakery and are welcomed by the baker.\nHe asks what type of pie you want to order.\nThen he repeats your answer back to you.\nLastly, your order is being prepared." - 2: - code: "{print} This is DJ Hedy\n{ask} Are you ready to party?\n{ask} What song would you like to hear?\n{echo} Great choice! I love the song" - story: You're at the DJ Booth requesting a song. Create a program that asks if you are ready to party and then asks which song you would like to hear. - 3: - 1: - story: "The new school year at Hogwarts is starting! \nIt is the job of the sorting hat to sort you into one of the houses.\nWhich house will you be sorted into? Are you a Gryffindor, Hufflepuff, Ravenclaw or Slytherin.\nBefore the sorting hat reveals your house, you can tell it to not pick one of the houses." - code: "{print} The sorting hat is ready to sort you into a Hogwarts house.\nhouses {is} Gryffindor, Hufflepuf, Ravenclaw, Slytherin\ndislike {is} {ask} Are there any houses you do not want to be part of?\n{remove} dislike {from} houses\n{print} Not dislike eh? Better be... houses {at} {random}" - 2: - story: Create a program that chooses a random meal for you. Make a list of food and a list of toppings and let the program decide what you'll have! - code: "food {is} pizza, icecream, salad, sandwich\ntoppings {is} chocolate, cheese, tuna, sprinkles\n{print} Your random meal for today is...\n{sleep} 2\n{print} food {at} {random} with toppings {at} {random}" - 3: - story: "In a chess tournament there are three players left.\nCreate a program that decides which two players have to play against each other first.\nStart by printing the two players who play the first match, then print against which player the winner will play." - code: "players {is} Liam, Noah, Sophie\nplayer_1 {is} players {at} {random}\n{remove} player_1 {from} players\nplayer_2 {is} players {at} {random}\n{print} player_1 ' first plays against ' player_2\n{remove} player_2 {from} players\n{print} 'The winner plays against ' players {at} {random}" - 4: - 2: - story: Create a lottery that lets you choose an extra prize that you might win. - code: "prizes {is} car, hamster, 1 million euros\nprize {is} {ask} 'What would you like to win?'\n{add} prize {to_list} prizes\n{print} 'You won a ' prizes {at} {random}" - 1: - story: "You are the newest Pokémon trainer from Pallet Town!\nMake a program that selects your first Pokémon.\nLet the program wait a second before revealing your first Pokémon." - code: "pokemons {is} Pikachu, Charmander, Bulbasaur, Squirtle\n{print} 'This is going to be your first Pokémon!'\n{sleep}\n{print} pokemons {at} {random}" - 10: - 2: - story: "This make-over robot will decide your new hairstyle for you. If you do not agree with the first choice, you can try again.\n**Mind** The variable people is defined in the first line. The variable hairstyles in the second." - code: "people = Betty, Amanda, Marc\nhairstyles = a bald head, a mohawk, a ponytail, spikes\n{for} person {in} people\n {print} person ' will get ' hairstyles {at} {random}\n happy = {ask} person ', are you happy with this choice?'\n {if} happy {is} yes\n {print} 'Great'\n {else}\n {print} 'Lets try again... Then 'person ' will get ' hairstyles {at} {random}" - 1: - story: "Help this family out by creating a schedule of who is cooking and what they should be making this week. The `{remove}` commands make sure nobody has to cook twice and they have a different dinner every day.\n**Mind!** the variable order should be first days, then people, and lastly dinner_options. This goes for the lines with the `{remove}` commands too." - code: "days = Monday, Tuesday, Wednesday, Thursday, Friday\npeople = mom, dad, Martin, Abby, Jesse\ndinner_options = pizza, tacos, pancakes, a salad, lasagne\n{for} day {in} days\n chosen_person = people {at} {random}\n chosen_dinner = dinner_options {at} {random}\n {print} 'On ' day ' ' chosen_person ' is making ' chosen_dinner\n {remove} chosen_person {from} people\n {remove} chosen_dinner {from} dinner_options" - 12: - 1: - code: "verses = 'What will we do with the drunken sailor', 'Way hey and up she rises'\n{for} verse {in} verses\n {for} count {in} {range} 1 {to} 3\n {print} verse\n {print} 'Early in the morning'" - story: "Sing the song 'What shall we do with the drunken sailor'. In case you don't know it, the song goed like this:\n\nWhat will we do with the drunken sailor\nWhat will we do with the drunken sailor\nWhat will we do with the drunken sailor\nEarly in the morning\nWay hey and up she rises\nWay hey and up she rises\nWay hey and up she rises\nEarly in the morning" - 2: - story: Play a game of Twister with us! First define the variable people, then limbs, then colors. - code: "people = 'Jess', 'Nick', 'Winston'\nlimbs = 'left hand', 'left foot', 'right hand', 'right foot'\ncolors = 'red', 'blue', 'green', 'yellow'\n{for} person {in} people\n {print} person ', put your ' limbs {at} {random} ' on ' colors {at} {random}" - 11: - 1: - story: Create the count down clock for New Year's eve! The program should show the numbers from 10 to 1 for a second and then wish you a happy new year. - code: "{for} number {in} {range} 10 {to} 1\n {print} number\n {sleep}\n {clear}\n{print} 'Happy New Year!'" - 2: - story: "Create a program that tells us the final results of the science fair. Firstly define the variable contestants, then the variable place.\n**Hint** Line 5 should be the sleep command, and you should end with saying congratulations." - code: "{print} 'And now we will reveal the results of the science fair'\ncontestants = Vivienne, Paul, Trixy, Bianca, Katya\nplace = 5\n{for} contestant {in} contestants\n {sleep} 2\n {print} 'On number ' place ' has ended... ' contestant\n place = place - 1\n{print} 'Congratulations!'" - 6: - 2: - code: "{print} 'It is your birthday!'\npeople = {ask} 'How many people do you want to give a slice of cake?'\ncakes_amount = people/8\n{print} 'You will have to buy ' cakes_amount ' cakes'" - story: Create a program that helps you calculate how many cakes you should buy for your birthday party. - 1: - code: "age = {ask} 'How old are you?'\ndog_age = age * 7\ncat_age = age * 5\n{print} 'In dog years you are ' dog_age ' years old.'\n{print} 'In cat years you are ' cat_age ' years old.'" - story: "Make a program that calculates how old you are in dog and cat years.\nFirst ask the age of the user and start calculating.\nFirst calculate the dogyears then the catyears.\nShow the user the different ages." - 9: - 2: - story: "This code asks the costumers in a restaurant if they would like to order dessert. If they do, it asks them what kind of dessert. If they order tiramisu they are told that the tiramisu is sold out.\nCan you get the code to work?" - code: "order = {ask} 'Would you like to order dessert?'\n{if} order = yes\n dessert = {ask} 'What kind of dessert would you like?'\n {if} dessert = tiramisu\n {print} 'Sorry, we are out of tiramisu.'\n {else}\n {print} 'One ' dessert ' coming right up!'\n{else}\n {print} 'You dont want a dessert. No problem!'" - 1: - story: This game will give you three maths assignments. Each time the question is different. Can you figure out the order? - code: "numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10\n{repeat} 3 {times}\n number = numbers {at} {random}\n correct_answer = 5 * number\n answer = {ask} 'What is 5 times' number '?'\n {if} answer = correct_answer\n {print} 'Good job!'\n {else}\n {print} 'No! The correct answer is ' correct_answer" - 2: - 1: - story: "You and your friends are going to watch some Netflix.\nShow which movie you're about to watch and wish the viewers lot of fun!" - code: "{print} It is time for an evening of Netflix\nfilm {is} Sonic the Hedgehog 2\n{print} We're going to watch film\n{print} Have fun!" - 2: - story: This is the webshop of a toy store. Create a program where costumers can add an item to their shopping cart. - code: "{print} Welcome to our toystore\ntoy {is} {ask} What would you like to buy?\n{print} toy is added to your shopping cart.\n{print} Thank you for shopping with us!" - 7: - 1: - code: "{repeat} 3 {times} {print} 'Baby shark tututututudu'\n{print} 'Baby shark'\n{repeat} 3 {times} {print} 'Mommy shark tututututudu'\n{print} 'Mommy shark'\n{repeat} 3 {times} {print} 'Daddy shark tututututudu'\n{print} 'Daddy shark'" - story: Complete the baby shark song. First comes baby shark, then mommy and finally daddy shark. - 2: - code: "{print} 'the wheels on the bus go'\n{repeat} 3 {times} {print} 'round and round'\n{print} 'the wheels of the bus go round and round'\n{print} 'all through the town'" - story: Create the song 'The wheels on the bus go round and round' - 8: - 1: - story: "You and four other friends are playing Pokémon Go! Create a program that decides in which team each of you will play.\nEither red, yellow or blue! Take a little pause after announcing a team." - code: "teams = red, yellow, blue\n{print} 'Red, Yellow or Blue?'\n{repeat} 5 {times}\n {print} 'You are selected in team... '\n {print} teams {at} {random}\n {sleep} 2" - 2: - code: "counter = 11\n{repeat} 10 {times}\n counter = counter - 1\n {print} counter\n {sleep} 1\n{print} 'Ready or not here I come!'" - story: Print the countdown for a game of hide and seek. - 5: - 2: - code: "{print} 'Solve this problem'\nanswer {is} {ask} '88 - 16 = ?'\n{if} answer {is} 72 {print} 'Correct!'\n{else} {print} 'Wrong! The answer was 72'" - story: Create a maths game. - 1: - story: "Make a program that checks if your favourite movie is already in the list of the computer.\nIf so, print that you have great taste, otherwise add the movie to the list." - code: "favorite_movies {is} Batman, Spiderman, The Avengers, Jurassic Park\nmovie {is} {ask} 'What is your favourite movie?'\n{if} movie {in} favorite_movies {print} 'You have great taste!'\n{else} {print} 'Such a shame that your favourite movie is not in the list, we will add it right away!'\n{add} movie {to_list} favorite_movies" +{} diff --git a/content/parsons/hu.yaml b/content/parsons/hu.yaml index 2936f647571..de4783a2b50 100644 --- a/content/parsons/hu.yaml +++ b/content/parsons/hu.yaml @@ -12,7 +12,6 @@ levels: {echo} Ezt kértél: {print} Mindjárt hozom! 2: - story: You're at the DJ Booth requesting a song. Create a program that asks if you are ready to party and then asks which song you would like to hear. code: |- {print} Yo, itt DJ Hedy {ask} Kezdődhet a buli? @@ -20,51 +19,19 @@ levels: {echo} Szuper! A legjobb szám a 2: 1: - story: |- - You and your friends are going to watch some Netflix. - Show which movie you're about to watch and wish the viewers lot of fun! code: |- {print} It is time for an evening of Netflix film {is} Sonic the Hedgehog 2 {print} We're going to film {print} Have fun! - 2: - story: This is the webshop of a toy store. Create a program where costumers can add an item to their shopping cart. - code: |- - {print} Welcome to our toystore - toy {is} {ask} What would you like to buy? - {print} toy is added to your shopping cart. - {print} Thank you for shopping with us! 3: - 1: - story: "The new school year at Hogwarts is starting! \nIt is the job of the sorting hat to sort you into one of the houses.\nWhich house will you be sorted into? Are you a Gryffindor, Hufflepuff, Ravenclaw or Slytherin.\nBefore the sorting hat reveals your house, you can tell it to not pick one of the houses." - code: |- - {print} The sorting hat is ready to sort you into a Hogwarts house. - houses {is} Gryffindor, Hufflepuf, Ravenclaw, Slytherin - dislike {is} {ask} Are there any houses you do not want to be part of? - {remove} dislike {from} houses - {print} Not dislike eh? Better be... houses {at} {random} 2: - story: Create a program that chooses a random meal for you. Make a list of food and a list of toppings and let the program decide what you'll have! code: |- food {is} pizza, icecream, salad, sandwich toppings {is} chocolate, cheese, tuna, sprinkles {print} Your random meal for today is... sleep 2 {print} food at random with toppings at random - 3: - story: |- - In a chess tournament there are three players left. - Create a program that decides which two players have to play against each other first. - Start by printing the two players who play the first match, then print against which player the winner will play. - code: |- - players {is} Liam, Noah, Sophie - player_1 {is} players {at} {random} - {remove} player_1 {from} players - player_2 {is} players {at} {random} - {print} player_1 ' first plays against ' player_2 - {remove} player_2 {from} players - {print} 'The winner plays against ' players {at} {random} 4: 1: story: |- @@ -85,9 +52,6 @@ levels: {print} 'You won a ' prices {at} {random} 5: 1: - story: |- - Make a program that checks if your favourite movie is already in the list of the computer. - If so, print that you have great taste, otherwise add the movie to the list. code: |- favoriete_movies {is} Batman, Spiderman, The Avengers, Jurassic Park movie {is} {ask} 'What is your favourite movie?' @@ -95,7 +59,6 @@ levels: {else} {print} 'Such a shame that your favourite movie is not in the list, we will add it right away!' {add} movie {to_list} favoriete_movies 2: - story: Create a maths game. code: |- {print} 'Solve this problem' answer {is} {ask} '88 - 16 = ?' @@ -103,11 +66,6 @@ levels: {else} print 'Wrong! The answer was 72' 6: 1: - story: |- - Make a program that calculates how old you are in dog and cat years. - First ask the age of the user and start calculating. - First calculate the dogyears then the catyears. - Show the user the different ages. code: |- age = {ask} 'How old are you?' dog_age = age * 7 @@ -115,29 +73,11 @@ levels: {print} 'In dogyears you are ' dog_age ' years old.' {print} 'In catyears you are ' cat_age ' years old.' 2: - story: Create a program that helps you calculate how many cakes you should buy for your birthday party. code: |- {print} 'It is your birthday!' people = {ask} 'How many people do you want to give a slice of cake?' cakes_amount is people/8 {print} 'You will have to buy ' cakes_amount ' cakes' - 7: - 1: - story: Complete the baby shark song. First comes baby shark, then mommy and finally daddy shark. - code: |- - {repeat} 3 {times} {print} 'Baby shark tututututudu' - {print} 'Baby shark' - {repeat} 3 {times} {print} 'Mommy shark tututututudu' - {print} 'Mommy shark' - {repeat} 3 {times} {print} 'Daddy shark tututututudu' - {print} 'Daddy shark' - 2: - story: Create the song 'The wheels on the bus go round and round' - code: |- - {print} 'the wheels on the bus go' - {repeat} 3 {times} {print} 'round and round' - {print} 'the wheels of the bus go round and round' - {print} 'all through the town' 8: 1: story: |- @@ -159,108 +99,8 @@ levels: {print} counter {sleep} 1 {print} 'Ready or not here I come!' - 9: - 1: - story: This game will give you three maths assignments. Each time the question is different. Can you figure out the order? - code: |- - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - {repeat} 3 {times} - number = numbers {at} {random} - correct_answer = 5 * number - answer = {ask} 'What is 5 times' number '?' - {if} answer = correct_answer - {print} 'Good job!' - {else} - {print} 'No! The correct answer is ' correct_answer - 2: - story: |- - This code asks the costumers in a restaurant if they would like to order dessert. If they do, it asks them what kind of dessert. If they order tiramisu they are told that the tiramisu is sold out. - Can you get the code to work? - code: |- - order = {ask} 'Would you like to order dessert?' - {if} order = yes - dessert = {ask} 'What kind of dessert would you like?' - {if} dessert = tiramisu - {print} 'Sorry, we are out of tiramisu.' - {else} - {print} 'One ' dessert ' coming right up!' - {else} - {print} 'You dont want a dessert. No problem!' 10: 1: story: |- Help this family out by creating a schedule of who is cooking and what they should be making this week. The remove commands make sure nobody has to cook twice and they have a differnet dinner every day. **Mind!** the variable order should be first days, then people, and lastly dinner_options. This goes for the lines with the remove commands too. - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday - people = mom, dad, Martin, Abby, Jesse - dinner_options = pizza, tacos, pancakes, a salad, lasagne - {for} day {in} days - chosen_person = people {at} {random} - chosen_dinner = dinner_options {at} {random} - {print} 'On ' day ' ' chosen_person ' is making ' chosen_dinner - {remove} chosen_person {from} people - {remove} chosen_dinner {from} dinner_options - 2: - story: |- - This make-over robot will decide your new hairstyle for you. If you do not agree with the first choice, you can try again. - **Mind** The variable people is defined in the first line. The variable hairstyles in the second. - code: |- - people = Betty, Amanda, Marc - hairstyles = a bald head, a mohawk, a ponytail, spikes - {for} person {in} people - {print} person ' will get ' hairstyles {at} {random} - happy = {ask} person ', are you happy with this choice?' - {if} happy {is} yes - {print} 'Great' - {else} - {print} 'Lets try again... Then 'person ' will get ' hairstyles {at} {random} - 11: - 1: - story: Create the count down clock for New Year's eve! The program should show the numbers from 10 to 1 for a second and then wish you a happy new year. - code: |- - {for} number {in} {range} 10 {to} 1 - {print} number - {sleep} - {clear} - {print} 'Happy New Year!' - 2: - story: |- - Create a program that tells us the final results of the science fair. Firstly define the variable contestants, then the variable place. - **Hint** Line 5 should be the sleep command, and you should end with saying congratulations. - code: |- - {print} 'And now we will reveal the results of the science fair' - contestants = Vivienne, Paul, Trixy, Bianca, Katya - place = 5 - {for} contestant {in} contestants - {sleep} 2 - {print} 'On number ' place ' has ended... ' contestant - place = place - 1 - {print} 'Congratulations!' - 12: - 1: - story: |- - Sing the song 'What shall we do with the drunken sailor'. In case you don't know it, the song goed like this: - - What will we do with the drunken sailor - What will we do with the drunken sailor - What will we do with the drunken sailor - Early in the morning - Way hey and up she rises - Way hey and up she rises - Way hey and up she rises - Early in the morning - code: |- - verses = 'What will we do with the drunken sailor', 'Way hey and up she rises' - {for} verse {in} verses - {for} count {in} {range} 1 {to} 3 - {print} verse - {print} 'Early in the morning' - 2: - story: Play a game of Twister with us! First define the variable people, then limbs, then colors. - code: |- - people = 'Jess', 'Nick', 'Winston' - limbs = 'left hand', 'left foot', 'right hand', 'right foot' - colors = 'red', 'blue', 'green', 'yellow' - {for} person {in} people - {print} person ', put your ' limbs {at} {random} ' on ' colors {at} {random} diff --git a/content/parsons/ia.yaml b/content/parsons/ia.yaml index 594bfa31eda..0967ef424bc 100644 --- a/content/parsons/ia.yaml +++ b/content/parsons/ia.yaml @@ -1,269 +1 @@ -levels: - 1: - 1: - story: |- - Puzzels are exercises in which the lines of code are already written for you. You only have to place the lines in the correct order. Drag the lines of code into the input screen and run the code. Can you get the program to work? - - You're a customer at bakery Hedy. - You walk into the bakery and are welcomed by the baker. - He asks what type of pie you want to order. - Then he repeats your answer back to you. - Lastly, your order is being prepared. - code: |- - {print} Welcome to bakery Hedy! - {ask} What type of pie do you want to order? - {echo} So you want - {print} Your order is being prepared! - 2: - story: You're at the DJ Booth requesting a song. Create a program that asks if you are ready to party and then asks which song you would like to hear. - code: |- - {print} This is DJ Hedy - {ask} Are you ready to party? - {ask} What song would you like to hear? - {echo} Great choice! I love the song - 2: - 1: - story: |- - You and your friends are going to watch some Netflix. - Show which movie you're about to watch and wish the viewers lot of fun! - code: |- - {print} It is time for an evening of Netflix - film {is} Sonic the Hedgehog 2 - {print} We're going to watch film - {print} Have fun! - 2: - story: This is the webshop of a toy store. Create a program where costumers can add an item to their shopping cart. - code: |- - {print} Welcome to our toystore - toy {is} {ask} What would you like to buy? - {print} toy is added to your shopping cart. - {print} Thank you for shopping with us! - 3: - 1: - story: "The new school year at Hogwarts is starting! \nIt is the job of the sorting hat to sort you into one of the houses.\nWhich house will you be sorted into? Are you a Gryffindor, Hufflepuff, Ravenclaw or Slytherin.\nBefore the sorting hat reveals your house, you can tell it to not pick one of the houses." - code: |- - {print} The sorting hat is ready to sort you into a Hogwarts house. - houses {is} Gryffindor, Hufflepuf, Ravenclaw, Slytherin - dislike {is} {ask} Are there any houses you do not want to be part of? - {remove} dislike {from} houses - {print} Not dislike eh? Better be... houses {at} {random} - 2: - story: Create a program that chooses a random meal for you. Make a list of food and a list of toppings and let the program decide what you'll have! - code: |- - food {is} pizza, icecream, salad, sandwich - toppings {is} chocolate, cheese, tuna, sprinkles - {print} Your random meal for today is... - {sleep} 2 - {print} food {at} {random} with toppings {at} {random} - 3: - story: |- - In a chess tournament there are three players left. - Create a program that decides which two players have to play against each other first. - Start by printing the two players who play the first match, then print against which player the winner will play. - code: |- - players {is} Liam, Noah, Sophie - player_1 {is} players {at} {random} - {remove} player_1 {from} players - player_2 {is} players {at} {random} - {print} player_1 ' first plays against ' player_2 - {remove} player_2 {from} players - {print} 'The winner plays against ' players {at} {random} - 4: - 1: - story: |- - You are the newest Pokémon trainer from Pallet Town! - Make a program that selects your first Pokémon. - Let the program wait a second before revealing your first Pokémon. - code: |- - pokemons {is} Pikachu, Charmander, Bulbasaur, Squirtle - {print} 'This is going to be your first Pokémon!' - {sleep} - {print} pokemons {at} {random} - 2: - story: Create a lottery that lets you choose an extra prize that you might win. - code: |- - prizes {is} car, hamster, 1 million euros - prize {is} {ask} 'What would you like to win?' - {add} prize {to_list} prizes - {print} 'You won a ' prizes {at} {random} - 5: - 1: - story: |- - Make a program that checks if your favourite movie is already in the list of the computer. - If so, print that you have great taste, otherwise add the movie to the list. - code: |- - favorite_movies {is} Batman, Spiderman, The Avengers, Jurassic Park - movie {is} {ask} 'What is your favourite movie?' - {if} movie {in} favorite_movies {print} 'You have great taste!' - {else} {print} 'Such a shame that your favourite movie is not in the list, we will add it right away!' - {add} movie {to_list} favorite_movies - 2: - story: Create a maths game. - code: |- - {print} 'Solve this problem' - answer {is} {ask} '88 - 16 = ?' - {if} answer {is} 72 {print} 'Correct!' - {else} {print} 'Wrong! The answer was 72' - 6: - 1: - story: |- - Make a program that calculates how old you are in dog and cat years. - First ask the age of the user and start calculating. - First calculate the dogyears then the catyears. - Show the user the different ages. - code: |- - age = {ask} 'How old are you?' - dog_age = age * 7 - cat_age = age * 5 - {print} 'In dog years you are ' dog_age ' years old.' - {print} 'In cat years you are ' cat_age ' years old.' - 2: - story: Create a program that helps you calculate how many cakes you should buy for your birthday party. - code: |- - {print} 'It is your birthday!' - people = {ask} 'How many people do you want to give a slice of cake?' - cakes_amount = people/8 - {print} 'You will have to buy ' cakes_amount ' cakes' - 7: - 1: - story: Complete the baby shark song. First comes baby shark, then mommy and finally daddy shark. - code: |- - {repeat} 3 {times} {print} 'Baby shark tututututudu' - {print} 'Baby shark' - {repeat} 3 {times} {print} 'Mommy shark tututututudu' - {print} 'Mommy shark' - {repeat} 3 {times} {print} 'Daddy shark tututututudu' - {print} 'Daddy shark' - 2: - story: Create the song 'The wheels on the bus go round and round' - code: |- - {print} 'the wheels on the bus go' - {repeat} 3 {times} {print} 'round and round' - {print} 'the wheels of the bus go round and round' - {print} 'all through the town' - 8: - 1: - story: |- - You and four other friends are playing Pokémon Go! Create a program that decides in which team each of you will play. - Either red, yellow or blue! Take a little pause after announcing a team. - code: |- - teams = red, yellow, blue - {print} 'Red, Yellow or Blue?' - {repeat} 5 {times} - {print} 'You are selected in team... ' - {print} teams {at} {random} - {sleep} 2 - 2: - story: Print the countdown for a game of hide and seek. - code: |- - counter = 11 - {repeat} 10 {times} - counter = counter - 1 - {print} counter - {sleep} 1 - {print} 'Ready or not here I come!' - 9: - 1: - story: This game will give you three maths assignments. Each time the question is different. Can you figure out the order? - code: |- - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - {repeat} 3 {times} - number = numbers {at} {random} - correct_answer = 5 * number - answer = {ask} 'What is 5 times' number '?' - {if} answer = correct_answer - {print} 'Good job!' - {else} - {print} 'No! The correct answer is ' correct_answer - 2: - story: |- - This code asks the costumers in a restaurant if they would like to order dessert. If they do, it asks them what kind of dessert. If they order tiramisu they are told that the tiramisu is sold out. - Can you get the code to work? - code: |- - order = {ask} 'Would you like to order dessert?' - {if} order = yes - dessert = {ask} 'What kind of dessert would you like?' - {if} dessert = tiramisu - {print} 'Sorry, we are out of tiramisu.' - {else} - {print} 'One ' dessert ' coming right up!' - {else} - {print} 'You dont want a dessert. No problem!' - 10: - 1: - story: |- - Help this family out by creating a schedule of who is cooking and what they should be making this week. The `{remove}` commands make sure nobody has to cook twice and they have a different dinner every day. - **Mind!** the variable order should be first days, then people, and lastly dinner_options. This goes for the lines with the `{remove}` commands too. - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday - people = mom, dad, Martin, Abby, Jesse - dinner_options = pizza, tacos, pancakes, a salad, lasagne - {for} day {in} days - chosen_person = people {at} {random} - chosen_dinner = dinner_options {at} {random} - {print} 'On ' day ' ' chosen_person ' is making ' chosen_dinner - {remove} chosen_person {from} people - {remove} chosen_dinner {from} dinner_options - 2: - story: |- - This make-over robot will decide your new hairstyle for you. If you do not agree with the first choice, you can try again. - **Mind** The variable people is defined in the first line. The variable hairstyles in the second. - code: |- - people = Betty, Amanda, Marc - hairstyles = a bald head, a mohawk, a ponytail, spikes - {for} person {in} people - {print} person ' will get ' hairstyles {at} {random} - happy = {ask} person ', are you happy with this choice?' - {if} happy {is} yes - {print} 'Great' - {else} - {print} 'Lets try again... Then 'person ' will get ' hairstyles {at} {random} - 11: - 1: - story: Create the count down clock for New Year's eve! The program should show the numbers from 10 to 1 for a second and then wish you a happy new year. - code: |- - {for} number {in} {range} 10 {to} 1 - {print} number - {sleep} - {clear} - {print} 'Happy New Year!' - 2: - story: |- - Create a program that tells us the final results of the science fair. Firstly define the variable contestants, then the variable place. - **Hint** Line 5 should be the sleep command, and you should end with saying congratulations. - code: |- - {print} 'And now we will reveal the results of the science fair' - contestants = Vivienne, Paul, Trixy, Bianca, Katya - place = 5 - {for} contestant {in} contestants - {sleep} 2 - {print} 'On number ' place ' has ended... ' contestant - place = place - 1 - {print} 'Congratulations!' - 12: - 1: - story: |- - Sing the song 'What shall we do with the drunken sailor'. In case you don't know it, the song goed like this: - - What will we do with the drunken sailor - What will we do with the drunken sailor - What will we do with the drunken sailor - Early in the morning - Way hey and up she rises - Way hey and up she rises - Way hey and up she rises - Early in the morning - code: |- - verses = 'What will we do with the drunken sailor', 'Way hey and up she rises' - {for} verse {in} verses - {for} count {in} {range} 1 {to} 3 - {print} verse - {print} 'Early in the morning' - 2: - story: Play a game of Twister with us! First define the variable people, then limbs, then colors. - code: |- - people = 'Jess', 'Nick', 'Winston' - limbs = 'left hand', 'left foot', 'right hand', 'right foot' - colors = 'red', 'blue', 'green', 'yellow' - {for} person {in} people - {print} person ', put your ' limbs {at} {random} ' on ' colors {at} {random} +{} diff --git a/content/parsons/iba.yaml b/content/parsons/iba.yaml index c0b4204a2c4..0967ef424bc 100644 --- a/content/parsons/iba.yaml +++ b/content/parsons/iba.yaml @@ -1,88 +1 @@ -levels: - 11: - 1: - code: "{for} number {in} {range} 10 {to} 1\n {print} number\n {sleep}\n {clear}\n{print} 'Happy New Year!'" - story: Create the count down clock for New Year's eve! The program should show the numbers from 10 to 1 for a second and then wish you a happy new year. - 2: - story: "Create a program that tells us the final results of the science fair. Firstly define the variable contestants, then the variable place.\n**Hint** Line 5 should be the sleep command, and you should end with saying congratulations." - code: "{print} 'And now we will reveal the results of the science fair'\ncontestants = Vivienne, Paul, Trixy, Bianca, Katya\nplace = 5\n{for} contestant {in} contestants\n {sleep} 2\n {print} 'On number ' place ' has ended... ' contestant\n place = place - 1\n{print} 'Congratulations!'" - 1: - 1: - code: "{print} Welcome to bakery Hedy!\n{ask} What type of pie do you want to order?\n{echo} So you want\n{print} Your order is being prepared!" - story: "Puzzels are exercises in which the lines of code are already written for you. You only have to place the lines in the correct order. Drag the lines of code into the input screen and run the code. Can you get the program to work?\n\nYou're a customer at bakery Hedy.\nYou walk into the bakery and are welcomed by the baker.\nHe asks what type of pie you want to order.\nThen he repeats your answer back to you.\nLastly, your order is being prepared." - 2: - code: "{print} This is DJ Hedy\n{ask} Are you ready to party?\n{ask} What song would you like to hear?\n{echo} Great choice! I love the song" - story: You're at the DJ Booth requesting a song. Create a program that asks if you are ready to party and then asks which song you would like to hear. - 3: - 1: - story: "The new school year at Hogwarts is starting! \nIt is the job of the sorting hat to sort you into one of the houses.\nWhich house will you be sorted into? Are you a Gryffindor, Hufflepuff, Ravenclaw or Slytherin.\nBefore the sorting hat reveals your house, you can tell it to not pick one of the houses." - code: "{print} The sorting hat is ready to sort you into a Hogwarts house.\nhouses {is} Gryffindor, Hufflepuf, Ravenclaw, Slytherin\ndislike {is} {ask} Are there any houses you do not want to be part of?\n{remove} dislike {from} houses\n{print} Not dislike eh? Better be... houses {at} {random}" - 2: - story: Create a program that chooses a random meal for you. Make a list of food and a list of toppings and let the program decide what you'll have! - code: "food {is} pizza, icecream, salad, sandwich\ntoppings {is} chocolate, cheese, tuna, sprinkles\n{print} Your random meal for today is...\n{sleep} 2\n{print} food {at} {random} with toppings {at} {random}" - 3: - story: "In a chess tournament there are three players left.\nCreate a program that decides which two players have to play against each other first.\nStart by printing the two players who play the first match, then print against which player the winner will play." - code: "players {is} Liam, Noah, Sophie\nplayer_1 {is} players {at} {random}\n{remove} player_1 {from} players\nplayer_2 {is} players {at} {random}\n{print} player_1 ' first plays against ' player_2\n{remove} player_2 {from} players\n{print} 'The winner plays against ' players {at} {random}" - 10: - 2: - story: "This make-over robot will decide your new hairstyle for you. If you do not agree with the first choice, you can try again.\n**Mind** The variable people is defined in the first line. The variable hairstyles in the second." - code: "people = Betty, Amanda, Marc\nhairstyles = a bald head, a mohawk, a ponytail, spikes\n{for} person {in} people\n {print} person ' will get ' hairstyles {at} {random}\n happy = {ask} person ', are you happy with this choice?'\n {if} happy {is} yes\n {print} 'Great'\n {else}\n {print} 'Lets try again... Then 'person ' will get ' hairstyles {at} {random}" - 1: - story: "Help this family out by creating a schedule of who is cooking and what they should be making this week. The `{remove}` commands make sure nobody has to cook twice and they have a different dinner every day.\n**Mind!** the variable order should be first days, then people, and lastly dinner_options. This goes for the lines with the `{remove}` commands too." - code: "days = Monday, Tuesday, Wednesday, Thursday, Friday\npeople = mom, dad, Martin, Abby, Jesse\ndinner_options = pizza, tacos, pancakes, a salad, lasagne\n{for} day {in} days\n chosen_person = people {at} {random}\n chosen_dinner = dinner_options {at} {random}\n {print} 'On ' day ' ' chosen_person ' is making ' chosen_dinner\n {remove} chosen_person {from} people\n {remove} chosen_dinner {from} dinner_options" - 6: - 2: - code: "{print} 'It is your birthday!'\npeople = {ask} 'How many people do you want to give a slice of cake?'\ncakes_amount = people/8\n{print} 'You will have to buy ' cakes_amount ' cakes'" - story: Create a program that helps you calculate how many cakes you should buy for your birthday party. - 1: - code: "age = {ask} 'How old are you?'\ndog_age = age * 7\ncat_age = age * 5\n{print} 'In dog years you are ' dog_age ' years old.'\n{print} 'In cat years you are ' cat_age ' years old.'" - story: "Make a program that calculates how old you are in dog and cat years.\nFirst ask the age of the user and start calculating.\nFirst calculate the dogyears then the catyears.\nShow the user the different ages." - 4: - 2: - story: Create a lottery that lets you choose an extra prize that you might win. - code: "prizes {is} car, hamster, 1 million euros\nprize {is} {ask} 'What would you like to win?'\n{add} prize {to_list} prizes\n{print} 'You won a ' prizes {at} {random}" - 1: - story: "You are the newest Pokémon trainer from Pallet Town!\nMake a program that selects your first Pokémon.\nLet the program wait a second before revealing your first Pokémon." - code: "pokemons {is} Pikachu, Charmander, Bulbasaur, Squirtle\n{print} 'This is going to be your first Pokémon!'\n{sleep}\n{print} pokemons {at} {random}" - 9: - 2: - story: "This code asks the costumers in a restaurant if they would like to order dessert. If they do, it asks them what kind of dessert. If they order tiramisu they are told that the tiramisu is sold out.\nCan you get the code to work?" - code: "order = {ask} 'Would you like to order dessert?'\n{if} order = yes\n dessert = {ask} 'What kind of dessert would you like?'\n {if} dessert = tiramisu\n {print} 'Sorry, we are out of tiramisu.'\n {else}\n {print} 'One ' dessert ' coming right up!'\n{else}\n {print} 'You dont want a dessert. No problem!'" - 1: - story: This game will give you three maths assignments. Each time the question is different. Can you figure out the order? - code: "numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10\n{repeat} 3 {times}\n number = numbers {at} {random}\n correct_answer = 5 * number\n answer = {ask} 'What is 5 times' number '?'\n {if} answer = correct_answer\n {print} 'Good job!'\n {else}\n {print} 'No! The correct answer is ' correct_answer" - 2: - 1: - story: "You and your friends are going to watch some Netflix.\nShow which movie you're about to watch and wish the viewers lot of fun!" - code: "{print} It is time for an evening of Netflix\nfilm {is} Sonic the Hedgehog 2\n{print} We're going to watch film\n{print} Have fun!" - 2: - story: This is the webshop of a toy store. Create a program where costumers can add an item to their shopping cart. - code: "{print} Welcome to our toystore\ntoy {is} {ask} What would you like to buy?\n{print} toy is added to your shopping cart.\n{print} Thank you for shopping with us!" - 7: - 1: - code: "{repeat} 3 {times} {print} 'Baby shark tututututudu'\n{print} 'Baby shark'\n{repeat} 3 {times} {print} 'Mommy shark tututututudu'\n{print} 'Mommy shark'\n{repeat} 3 {times} {print} 'Daddy shark tututututudu'\n{print} 'Daddy shark'" - story: Complete the baby shark song. First comes baby shark, then mommy and finally daddy shark. - 2: - code: "{print} 'the wheels on the bus go'\n{repeat} 3 {times} {print} 'round and round'\n{print} 'the wheels of the bus go round and round'\n{print} 'all through the town'" - story: Create the song 'The wheels on the bus go round and round' - 12: - 1: - code: "verses = 'What will we do with the drunken sailor', 'Way hey and up she rises'\n{for} verse {in} verses\n {for} count {in} {range} 1 {to} 3\n {print} verse\n {print} 'Early in the morning'" - story: "Sing the song 'What shall we do with the drunken sailor'. In case you don't know it, the song goed like this:\n\nWhat will we do with the drunken sailor\nWhat will we do with the drunken sailor\nWhat will we do with the drunken sailor\nEarly in the morning\nWay hey and up she rises\nWay hey and up she rises\nWay hey and up she rises\nEarly in the morning" - 2: - story: Play a game of Twister with us! First define the variable people, then limbs, then colors. - code: "people = 'Jess', 'Nick', 'Winston'\nlimbs = 'left hand', 'left foot', 'right hand', 'right foot'\ncolors = 'red', 'blue', 'green', 'yellow'\n{for} person {in} people\n {print} person ', put your ' limbs {at} {random} ' on ' colors {at} {random}" - 8: - 1: - story: "You and four other friends are playing Pokémon Go! Create a program that decides in which team each of you will play.\nEither red, yellow or blue! Take a little pause after announcing a team." - code: "teams = red, yellow, blue\n{print} 'Red, Yellow or Blue?'\n{repeat} 5 {times}\n {print} 'You are selected in team... '\n {print} teams {at} {random}\n {sleep} 2" - 2: - code: "counter = 11\n{repeat} 10 {times}\n counter = counter - 1\n {print} counter\n {sleep} 1\n{print} 'Ready or not here I come!'" - story: Print the countdown for a game of hide and seek. - 5: - 2: - code: "{print} 'Solve this problem'\nanswer {is} {ask} '88 - 16 = ?'\n{if} answer {is} 72 {print} 'Correct!'\n{else} {print} 'Wrong! The answer was 72'" - story: Create a maths game. - 1: - story: "Make a program that checks if your favourite movie is already in the list of the computer.\nIf so, print that you have great taste, otherwise add the movie to the list." - code: "favorite_movies {is} Batman, Spiderman, The Avengers, Jurassic Park\nmovie {is} {ask} 'What is your favourite movie?'\n{if} movie {in} favorite_movies {print} 'You have great taste!'\n{else} {print} 'Such a shame that your favourite movie is not in the list, we will add it right away!'\n{add} movie {to_list} favorite_movies" +{} diff --git a/content/parsons/id.yaml b/content/parsons/id.yaml index 6fbfb3c54d5..c58bd715b0b 100644 --- a/content/parsons/id.yaml +++ b/content/parsons/id.yaml @@ -9,35 +9,13 @@ levels: Dia bertanya jenis pai apa yang ingin Anda pesan. Kemudian dia mengulang jawaban Anda. Terakhir, pesanan Anda sedang disiapkan. - code: |- - {print} Welcome to bakery Hedy! - {ask} What type of pie do you want to order? - {echo} So you want - {print} Your order is being prepared! - 2: - story: You're at the DJ Booth requesting a song. Create a program that asks if you are ready to party and then asks which song you would like to hear. - code: |- - {print} This is DJ Hedy - {ask} Are you ready to party? - {ask} What song would you like to hear? - {echo} Great choice! I love the song 2: 1: - story: |- - You and your friends are going to watch some Netflix. - Show which movie you're about to watch and wish the viewers lot of fun! code: |- {print} It is time for an evening of Netflix film {is} Sonic the Hedgehog 2 {print} We're going to film {print} Have fun! - 2: - story: This is the webshop of a toy store. Create a program where costumers can add an item to their shopping cart. - code: |- - {print} Welcome to our toystore - toy {is} {ask} What would you like to buy? - {print} toy is added to your shopping cart. - {print} Thank you for shopping with us! 3: 1: story: |- @@ -45,18 +23,6 @@ levels: It is the job of the sorting hat to sort you into one of the houses. Which house will you be sorted into? Are you a Gryffindor, Hufflepuff, Ravenclaw or Slytherin. Before the sorting hat reveals your house, you can tell it to not pick one of the houses. - code: |- - {print} The sorting hat is ready to sort you into a Hogwarts house. - houses {is} Gryffindor, Hufflepuf, Ravenclaw, Slytherin - dislike {is} {ask} Are there any houses you do not want to be part of? - {remove} dislike {from} houses - {print} Not dislike eh? Better be... houses {at} {random} - 2: - story: Create a program that chooses a random meal for you. Make a list of food and a list of toppings and let the program decide what you'll have! - code: "food {is} pizza, icecream, salad, sandwich\ntoppings {is} chocolate, cheese, tuna, sprinkles\n{print} Your random meal for today is...\n{sleep} 2\n{print} food {at} {random} with toppings {at} {random}" - 3: - story: "In a chess tournament there are three players left.\nCreate a program that decides which two players have to play against each other first.\nStart by printing the two players who play the first match, then print against which player the winner will play." - code: "players {is} Liam, Noah, Sophie\nplayer_1 {is} players {at} {random}\n{remove} player_1 {from} players\nplayer_2 {is} players {at} {random}\n{print} player_1 ' first plays against ' player_2\n{remove} player_2 {from} players\n{print} 'The winner plays against ' players {at} {random}" 4: 1: story: |- @@ -77,9 +43,6 @@ levels: {print} 'You won a ' prices {at} {random} 5: 1: - story: |- - Make a program that checks if your favourite movie is already in the list of the computer. - If so, print that you have great taste, otherwise add the movie to the list. code: |- favoriete_movies {is} Batman, Spiderman, The Avengers, Jurassic Park movie {is} {ask} 'What is your favourite movie?' @@ -87,7 +50,6 @@ levels: {else} {print} 'Such a shame that your favourite movie is not in the list, we will add it right away!' {add} movie {to_list} favoriete_movies 2: - story: Create a maths game. code: |- {print} 'Selesaikan masalah ini' jawaban {is} {ask} '88 - 16 = ?' @@ -95,11 +57,6 @@ levels: {else} {print} 'Salah! Jawabannya adalah 72' 6: 1: - story: |- - Make a program that calculates how old you are in dog and cat years. - First ask the age of the user and start calculating. - First calculate the dogyears then the catyears. - Show the user the different ages. code: |- age = {ask} 'How old are you?' dog_age = age * 7 @@ -107,29 +64,11 @@ levels: {print} 'In dogyears you are ' dog_age ' years old.' {print} 'In catyears you are ' cat_age ' years old.' 2: - story: Create a program that helps you calculate how many cakes you should buy for your birthday party. code: |- {print} 'It is your birthday!' people = {ask} 'How many people do you want to give a slice of cake?' cakes_amount is people/8 {print} 'You will have to buy ' cakes_amount ' cakes' - 7: - 1: - story: Complete the baby shark song. First comes baby shark, then mommy and finally daddy shark. - code: |- - {repeat} 3 {times} {print} 'Baby shark tututututudu' - {print} 'Baby shark' - {repeat} 3 {times} {print} 'Mommy shark tututututudu' - {print} 'Mommy shark' - {repeat} 3 {times} {print} 'Daddy shark tututututudu' - {print} 'Daddy shark' - 2: - story: Create the song 'The wheels on the bus go round and round' - code: |- - {print} 'the wheels on the bus go' - {repeat} 3 {times} {print} 'round and round' - {print} 'the wheels of the bus go round and round' - {print} 'all through the town' 8: 1: story: |- @@ -151,108 +90,13 @@ levels: {print} counter {sleep} 1 {print} 'Ready or not here I come!' - 9: - 1: - story: This game will give you three maths assignments. Each time the question is different. Can you figure out the order? - code: |- - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - {repeat} 3 {times} - number = numbers {at} {random} - correct_answer = 5 * number - answer = {ask} 'What is 5 times' number '?' - {if} answer = correct_answer - {print} 'Good job!' - {else} - {print} 'No! The correct answer is ' correct_answer - 2: - story: |- - This code asks the costumers in a restaurant if they would like to order dessert. If they do, it asks them what kind of dessert. If they order tiramisu they are told that the tiramisu is sold out. - Can you get the code to work? - code: |- - order = {ask} 'Would you like to order dessert?' - {if} order = yes - dessert = {ask} 'What kind of dessert would you like?' - {if} dessert = tiramisu - {print} 'Sorry, we are out of tiramisu.' - {else} - {print} 'One ' dessert ' coming right up!' - {else} - {print} 'You dont want a dessert. No problem!' 10: 1: story: |- Bantu keluarga ini dengan membuat jadwal siapa yang memasak dan apa yang harus mereka buat minggu ini. Perintah hapus memastikan tidak ada yang memasak dua kali dan mereka mendapatkan makan malam berbeda setiap hari. **Keberatan!** urutan variabel harus hari pertama, lalu orang, dan terakhir pilihan makan malam. Ini juga berlaku untuk baris dengan perintah `{remove}`. - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday - people = mom, dad, Martin, Abby, Jesse - dinner_options = pizza, tacos, pancakes, a salad, lasagne - {for} day {in} days - chosen_person = people {at} {random} - chosen_dinner = dinner_options {at} {random} - {print} 'On ' day ' ' chosen_person ' is making ' chosen_dinner - {remove} chosen_person {from} people - {remove} chosen_dinner {from} dinner_options - 2: - story: |- - This make-over robot will decide your new hairstyle for you. If you do not agree with the first choice, you can try again. - **Mind** The variable people is defined in the first line. The variable hairstyles in the second. - code: |- - people = Betty, Amanda, Marc - hairstyles = a bald head, a mohawk, a ponytail, spikes - {for} person {in} people - {print} person ' will get ' hairstyles {at} {random} - happy = {ask} person ', are you happy with this choice?' - {if} happy {is} yes - {print} 'Great' - {else} - {print} 'Lets try again... Then 'person ' will get ' hairstyles {at} {random} 11: - 1: - story: Create the count down clock for New Year's eve! The program should show the numbers from 10 to 1 for a second and then wish you a happy new year. - code: |- - {for} number {in} {range} 10 {to} 1 - {print} number - {sleep} - {clear} - {print} 'Happy New Year!' 2: story: |- Buatlah program yang memberi tahu kita hasil akhir pameran sains. Pertama tentukan variabel kontestan, lalu variabel tempatnya. **Petunjuk** Baris 5 harus menjadi perintah tidur, dan kamu harus mengakhirinya dengan mengucapkan selamat. - code: |- - {print} 'And now we will reveal the results of the science fair' - contestants = Vivienne, Paul, Trixy, Bianca, Katya - place = 5 - {for} contestant {in} contestants - {sleep} 2 - {print} 'On number ' place ' has ended... ' contestant - place = place - 1 - {print} 'Congratulations!' - 12: - 1: - story: |- - Sing the song 'What shall we do with the drunken sailor'. In case you don't know it, the song goed like this: - - What will we do with the drunken sailor - What will we do with the drunken sailor - What will we do with the drunken sailor - Early in the morning - Way hey and up she rises - Way hey and up she rises - Way hey and up she rises - Early in the morning - code: |- - verses = 'What will we do with the drunken sailor', 'Way hey and up she rises' - {for} verse {in} verses - {for} count {in} {range} 1 {to} 3 - {print} verse - {print} 'Early in the morning' - 2: - story: Play a game of Twister with us! First define the variable people, then limbs, then colors. - code: |- - people = 'Jess', 'Nick', 'Winston' - limbs = 'left hand', 'left foot', 'right hand', 'right foot' - colors = 'red', 'blue', 'green', 'yellow' - {for} person {in} people - {print} person ', put your ' limbs {at} {random} ' on ' colors {at} {random} diff --git a/content/parsons/it.yaml b/content/parsons/it.yaml index 691d9a1a842..846d6e4af02 100644 --- a/content/parsons/it.yaml +++ b/content/parsons/it.yaml @@ -8,35 +8,13 @@ levels: He asks what type of pie you want to order. Then he repeats your answer back to you. Lastly, your order is being prepared. - code: |- - {print} Welcome to bakery Hedy! - {ask} What type of pie do you want to order? - {echo} So you want - {print} Your order is being prepared! - 2: - story: You're at the DJ Booth requesting a song. Create a program that asks if you are ready to party and then asks which song you would like to hear. - code: |- - {print} This is DJ Hedy - {ask} Are you ready to party? - {ask} What song would you like to hear? - {echo} Great choice! I love the song 2: 1: - story: |- - You and your friends are going to watch some Netflix. - Show which movie you're about to watch and wish the viewers lot of fun! code: |- {print} It is time for an evening of Netflix film {is} Sonic the Hedgehog 2 {print} We're going to film {print} Have fun! - 2: - story: This is the webshop of a toy store. Create a program where costumers can add an item to their shopping cart. - code: |- - {print} Welcome to our toystore - toy {is} {ask} What would you like to buy? - {print} toy is added to your shopping cart. - {print} Thank you for shopping with us! 3: 1: story: |- @@ -44,33 +22,13 @@ levels: It is the job of the sorting hat to sort you into one of the houses. Which house will you be sorted into? Are you a Gryffindor, Hufflepuff, Ravenclaw or Slytherin. Before the sorting hat reveals your house, you can tell it to not pick one of the houses. - code: |- - {print} The sorting hat is ready to sort you into a Hogwarts house. - houses {is} Gryffindor, Hufflepuf, Ravenclaw, Slytherin - dislike {is} {ask} Are there any houses you do not want to be part of? - {remove} dislike {from} houses - {print} Not dislike eh? Better be... houses {at} {random} 2: - story: Create a program that chooses a random meal for you. Make a list of food and a list of toppings and let the program decide what you'll have! code: |- food {is} pizza, icecream, salad, sandwich toppings {is} chocolate, cheese, tuna, sprinkles {print} Your random meal for today is... sleep 2 {print} food at random with toppings at random - 3: - story: |- - In a chess tournament there are three players left. - Create a program that decides which two players have to play against each other first. - Start by printing the two players who play the first match, then print against which player the winner will play. - code: |- - players {is} Liam, Noah, Sophie - player_1 {is} players {at} {random} - {remove} player_1 {from} players - player_2 {is} players {at} {random} - {print} player_1 ' first plays against ' player_2 - {remove} player_2 {from} players - {print} 'The winner plays against ' players {at} {random} 4: 1: story: |- @@ -91,9 +49,6 @@ levels: {print} 'You won a ' prices {at} {random} 5: 1: - story: |- - Make a program that checks if your favourite movie is already in the list of the computer. - If so, print that you have great taste, otherwise add the movie to the list. code: |- favoriete_movies {is} Batman, Spiderman, The Avengers, Jurassic Park movie {is} {ask} 'What is your favourite movie?' @@ -101,7 +56,6 @@ levels: {else} {print} 'Such a shame that your favourite movie is not in the list, we will add it right away!' {add} movie {to_list} favoriete_movies 2: - story: Create a maths game. code: |- {print} 'Solve this problem' answer {is} {ask} '88 - 16 = ?' @@ -109,11 +63,6 @@ levels: {else} print 'Wrong! The answer was 72' 6: 1: - story: |- - Make a program that calculates how old you are in dog and cat years. - First ask the age of the user and start calculating. - First calculate the dogyears then the catyears. - Show the user the different ages. code: |- age = {ask} 'How old are you?' dog_age = age * 7 @@ -121,29 +70,11 @@ levels: {print} 'In dogyears you are ' dog_age ' years old.' {print} 'In catyears you are ' cat_age ' years old.' 2: - story: Create a program that helps you calculate how many cakes you should buy for your birthday party. code: |- {print} 'It is your birthday!' people = {ask} 'How many people do you want to give a slice of cake?' cakes_amount is people/8 {print} 'You will have to buy ' cakes_amount ' cakes' - 7: - 1: - story: Complete the baby shark song. First comes baby shark, then mommy and finally daddy shark. - code: |- - {repeat} 3 {times} {print} 'Baby shark tututututudu' - {print} 'Baby shark' - {repeat} 3 {times} {print} 'Mommy shark tututututudu' - {print} 'Mommy shark' - {repeat} 3 {times} {print} 'Daddy shark tututututudu' - {print} 'Daddy shark' - 2: - story: Create the song 'The wheels on the bus go round and round' - code: |- - {print} 'the wheels on the bus go' - {repeat} 3 {times} {print} 'round and round' - {print} 'the wheels of the bus go round and round' - {print} 'all through the town' 8: 1: story: |- @@ -165,108 +96,8 @@ levels: {print} counter {sleep} 1 {print} 'Ready or not here I come!' - 9: - 1: - story: This game will give you three maths assignments. Each time the question is different. Can you figure out the order? - code: |- - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - {repeat} 3 {times} - number = numbers {at} {random} - correct_answer = 5 * number - answer = {ask} 'What is 5 times' number '?' - {if} answer = correct_answer - {print} 'Good job!' - {else} - {print} 'No! The correct answer is ' correct_answer - 2: - story: |- - This code asks the costumers in a restaurant if they would like to order dessert. If they do, it asks them what kind of dessert. If they order tiramisu they are told that the tiramisu is sold out. - Can you get the code to work? - code: |- - order = {ask} 'Would you like to order dessert?' - {if} order = yes - dessert = {ask} 'What kind of dessert would you like?' - {if} dessert = tiramisu - {print} 'Sorry, we are out of tiramisu.' - {else} - {print} 'One ' dessert ' coming right up!' - {else} - {print} 'You dont want a dessert. No problem!' 10: 1: story: |- Help this family out by creating a schedule of who is cooking and what they should be making this week. The remove commands make sure nobody has to cook twice and they have a differnet dinner every day. **Mind!** the variable order should be first days, then people, and lastly dinner_options. This goes for the lines with the remove commands too. - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday - people = mom, dad, Martin, Abby, Jesse - dinner_options = pizza, tacos, pancakes, a salad, lasagne - {for} day {in} days - chosen_person = people {at} {random} - chosen_dinner = dinner_options {at} {random} - {print} 'On ' day ' ' chosen_person ' is making ' chosen_dinner - {remove} chosen_person {from} people - {remove} chosen_dinner {from} dinner_options - 2: - story: |- - This make-over robot will decide your new hairstyle for you. If you do not agree with the first choice, you can try again. - **Mind** The variable people is defined in the first line. The variable hairstyles in the second. - code: |- - people = Betty, Amanda, Marc - hairstyles = a bald head, a mohawk, a ponytail, spikes - {for} person {in} people - {print} person ' will get ' hairstyles {at} {random} - happy = {ask} person ', are you happy with this choice?' - {if} happy {is} yes - {print} 'Great' - {else} - {print} 'Lets try again... Then 'person ' will get ' hairstyles {at} {random} - 11: - 1: - story: Create the count down clock for New Year's eve! The program should show the numbers from 10 to 1 for a second and then wish you a happy new year. - code: |- - {for} number {in} {range} 10 {to} 1 - {print} number - {sleep} - {clear} - {print} 'Happy New Year!' - 2: - story: |- - Create a program that tells us the final results of the science fair. Firstly define the variable contestants, then the variable place. - **Hint** Line 5 should be the sleep command, and you should end with saying congratulations. - code: |- - {print} 'And now we will reveal the results of the science fair' - contestants = Vivienne, Paul, Trixy, Bianca, Katya - place = 5 - {for} contestant {in} contestants - {sleep} 2 - {print} 'On number ' place ' has ended... ' contestant - place = place - 1 - {print} 'Congratulations!' - 12: - 1: - story: |- - Sing the song 'What shall we do with the drunken sailor'. In case you don't know it, the song goed like this: - - What will we do with the drunken sailor - What will we do with the drunken sailor - What will we do with the drunken sailor - Early in the morning - Way hey and up she rises - Way hey and up she rises - Way hey and up she rises - Early in the morning - code: |- - verses = 'What will we do with the drunken sailor', 'Way hey and up she rises' - {for} verse {in} verses - {for} count {in} {range} 1 {to} 3 - {print} verse - {print} 'Early in the morning' - 2: - story: Play a game of Twister with us! First define the variable people, then limbs, then colors. - code: |- - people = 'Jess', 'Nick', 'Winston' - limbs = 'left hand', 'left foot', 'right hand', 'right foot' - colors = 'red', 'blue', 'green', 'yellow' - {for} person {in} people - {print} person ', put your ' limbs {at} {random} ' on ' colors {at} {random} diff --git a/content/parsons/ja.yaml b/content/parsons/ja.yaml index 691d9a1a842..846d6e4af02 100644 --- a/content/parsons/ja.yaml +++ b/content/parsons/ja.yaml @@ -8,35 +8,13 @@ levels: He asks what type of pie you want to order. Then he repeats your answer back to you. Lastly, your order is being prepared. - code: |- - {print} Welcome to bakery Hedy! - {ask} What type of pie do you want to order? - {echo} So you want - {print} Your order is being prepared! - 2: - story: You're at the DJ Booth requesting a song. Create a program that asks if you are ready to party and then asks which song you would like to hear. - code: |- - {print} This is DJ Hedy - {ask} Are you ready to party? - {ask} What song would you like to hear? - {echo} Great choice! I love the song 2: 1: - story: |- - You and your friends are going to watch some Netflix. - Show which movie you're about to watch and wish the viewers lot of fun! code: |- {print} It is time for an evening of Netflix film {is} Sonic the Hedgehog 2 {print} We're going to film {print} Have fun! - 2: - story: This is the webshop of a toy store. Create a program where costumers can add an item to their shopping cart. - code: |- - {print} Welcome to our toystore - toy {is} {ask} What would you like to buy? - {print} toy is added to your shopping cart. - {print} Thank you for shopping with us! 3: 1: story: |- @@ -44,33 +22,13 @@ levels: It is the job of the sorting hat to sort you into one of the houses. Which house will you be sorted into? Are you a Gryffindor, Hufflepuff, Ravenclaw or Slytherin. Before the sorting hat reveals your house, you can tell it to not pick one of the houses. - code: |- - {print} The sorting hat is ready to sort you into a Hogwarts house. - houses {is} Gryffindor, Hufflepuf, Ravenclaw, Slytherin - dislike {is} {ask} Are there any houses you do not want to be part of? - {remove} dislike {from} houses - {print} Not dislike eh? Better be... houses {at} {random} 2: - story: Create a program that chooses a random meal for you. Make a list of food and a list of toppings and let the program decide what you'll have! code: |- food {is} pizza, icecream, salad, sandwich toppings {is} chocolate, cheese, tuna, sprinkles {print} Your random meal for today is... sleep 2 {print} food at random with toppings at random - 3: - story: |- - In a chess tournament there are three players left. - Create a program that decides which two players have to play against each other first. - Start by printing the two players who play the first match, then print against which player the winner will play. - code: |- - players {is} Liam, Noah, Sophie - player_1 {is} players {at} {random} - {remove} player_1 {from} players - player_2 {is} players {at} {random} - {print} player_1 ' first plays against ' player_2 - {remove} player_2 {from} players - {print} 'The winner plays against ' players {at} {random} 4: 1: story: |- @@ -91,9 +49,6 @@ levels: {print} 'You won a ' prices {at} {random} 5: 1: - story: |- - Make a program that checks if your favourite movie is already in the list of the computer. - If so, print that you have great taste, otherwise add the movie to the list. code: |- favoriete_movies {is} Batman, Spiderman, The Avengers, Jurassic Park movie {is} {ask} 'What is your favourite movie?' @@ -101,7 +56,6 @@ levels: {else} {print} 'Such a shame that your favourite movie is not in the list, we will add it right away!' {add} movie {to_list} favoriete_movies 2: - story: Create a maths game. code: |- {print} 'Solve this problem' answer {is} {ask} '88 - 16 = ?' @@ -109,11 +63,6 @@ levels: {else} print 'Wrong! The answer was 72' 6: 1: - story: |- - Make a program that calculates how old you are in dog and cat years. - First ask the age of the user and start calculating. - First calculate the dogyears then the catyears. - Show the user the different ages. code: |- age = {ask} 'How old are you?' dog_age = age * 7 @@ -121,29 +70,11 @@ levels: {print} 'In dogyears you are ' dog_age ' years old.' {print} 'In catyears you are ' cat_age ' years old.' 2: - story: Create a program that helps you calculate how many cakes you should buy for your birthday party. code: |- {print} 'It is your birthday!' people = {ask} 'How many people do you want to give a slice of cake?' cakes_amount is people/8 {print} 'You will have to buy ' cakes_amount ' cakes' - 7: - 1: - story: Complete the baby shark song. First comes baby shark, then mommy and finally daddy shark. - code: |- - {repeat} 3 {times} {print} 'Baby shark tututututudu' - {print} 'Baby shark' - {repeat} 3 {times} {print} 'Mommy shark tututututudu' - {print} 'Mommy shark' - {repeat} 3 {times} {print} 'Daddy shark tututututudu' - {print} 'Daddy shark' - 2: - story: Create the song 'The wheels on the bus go round and round' - code: |- - {print} 'the wheels on the bus go' - {repeat} 3 {times} {print} 'round and round' - {print} 'the wheels of the bus go round and round' - {print} 'all through the town' 8: 1: story: |- @@ -165,108 +96,8 @@ levels: {print} counter {sleep} 1 {print} 'Ready or not here I come!' - 9: - 1: - story: This game will give you three maths assignments. Each time the question is different. Can you figure out the order? - code: |- - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - {repeat} 3 {times} - number = numbers {at} {random} - correct_answer = 5 * number - answer = {ask} 'What is 5 times' number '?' - {if} answer = correct_answer - {print} 'Good job!' - {else} - {print} 'No! The correct answer is ' correct_answer - 2: - story: |- - This code asks the costumers in a restaurant if they would like to order dessert. If they do, it asks them what kind of dessert. If they order tiramisu they are told that the tiramisu is sold out. - Can you get the code to work? - code: |- - order = {ask} 'Would you like to order dessert?' - {if} order = yes - dessert = {ask} 'What kind of dessert would you like?' - {if} dessert = tiramisu - {print} 'Sorry, we are out of tiramisu.' - {else} - {print} 'One ' dessert ' coming right up!' - {else} - {print} 'You dont want a dessert. No problem!' 10: 1: story: |- Help this family out by creating a schedule of who is cooking and what they should be making this week. The remove commands make sure nobody has to cook twice and they have a differnet dinner every day. **Mind!** the variable order should be first days, then people, and lastly dinner_options. This goes for the lines with the remove commands too. - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday - people = mom, dad, Martin, Abby, Jesse - dinner_options = pizza, tacos, pancakes, a salad, lasagne - {for} day {in} days - chosen_person = people {at} {random} - chosen_dinner = dinner_options {at} {random} - {print} 'On ' day ' ' chosen_person ' is making ' chosen_dinner - {remove} chosen_person {from} people - {remove} chosen_dinner {from} dinner_options - 2: - story: |- - This make-over robot will decide your new hairstyle for you. If you do not agree with the first choice, you can try again. - **Mind** The variable people is defined in the first line. The variable hairstyles in the second. - code: |- - people = Betty, Amanda, Marc - hairstyles = a bald head, a mohawk, a ponytail, spikes - {for} person {in} people - {print} person ' will get ' hairstyles {at} {random} - happy = {ask} person ', are you happy with this choice?' - {if} happy {is} yes - {print} 'Great' - {else} - {print} 'Lets try again... Then 'person ' will get ' hairstyles {at} {random} - 11: - 1: - story: Create the count down clock for New Year's eve! The program should show the numbers from 10 to 1 for a second and then wish you a happy new year. - code: |- - {for} number {in} {range} 10 {to} 1 - {print} number - {sleep} - {clear} - {print} 'Happy New Year!' - 2: - story: |- - Create a program that tells us the final results of the science fair. Firstly define the variable contestants, then the variable place. - **Hint** Line 5 should be the sleep command, and you should end with saying congratulations. - code: |- - {print} 'And now we will reveal the results of the science fair' - contestants = Vivienne, Paul, Trixy, Bianca, Katya - place = 5 - {for} contestant {in} contestants - {sleep} 2 - {print} 'On number ' place ' has ended... ' contestant - place = place - 1 - {print} 'Congratulations!' - 12: - 1: - story: |- - Sing the song 'What shall we do with the drunken sailor'. In case you don't know it, the song goed like this: - - What will we do with the drunken sailor - What will we do with the drunken sailor - What will we do with the drunken sailor - Early in the morning - Way hey and up she rises - Way hey and up she rises - Way hey and up she rises - Early in the morning - code: |- - verses = 'What will we do with the drunken sailor', 'Way hey and up she rises' - {for} verse {in} verses - {for} count {in} {range} 1 {to} 3 - {print} verse - {print} 'Early in the morning' - 2: - story: Play a game of Twister with us! First define the variable people, then limbs, then colors. - code: |- - people = 'Jess', 'Nick', 'Winston' - limbs = 'left hand', 'left foot', 'right hand', 'right foot' - colors = 'red', 'blue', 'green', 'yellow' - {for} person {in} people - {print} person ', put your ' limbs {at} {random} ' on ' colors {at} {random} diff --git a/content/parsons/kab.yaml b/content/parsons/kab.yaml index efe255da183..0967ef424bc 100644 --- a/content/parsons/kab.yaml +++ b/content/parsons/kab.yaml @@ -1,88 +1 @@ -levels: - 1: - 1: - code: "{print} Welcome to bakery Hedy!\n{ask} What type of pie do you want to order?\n{echo} So you want\n{print} Your order is being prepared!" - story: "Puzzels are exercises in which the lines of code are already written for you. You only have to place the lines in the correct order. Drag the lines of code into the input screen and run the code. Can you get the program to work?\n\nYou're a customer at bakery Hedy.\nYou walk into the bakery and are welcomed by the baker.\nHe asks what type of pie you want to order.\nThen he repeats your answer back to you.\nLastly, your order is being prepared." - 2: - code: "{print} This is DJ Hedy\n{ask} Are you ready to party?\n{ask} What song would you like to hear?\n{echo} Great choice! I love the song" - story: You're at the DJ Booth requesting a song. Create a program that asks if you are ready to party and then asks which song you would like to hear. - 5: - 2: - story: Create a maths game. - code: "{print} 'Solve this problem'\nanswer {is} {ask} '88 - 16 = ?'\n{if} answer {is} 72 {print} 'Correct!'\n{else} {print} 'Wrong! The answer was 72'" - 1: - story: "Make a program that checks if your favourite movie is already in the list of the computer.\nIf so, print that you have great taste, otherwise add the movie to the list." - code: "favorite_movies {is} Batman, Spiderman, The Avengers, Jurassic Park\nmovie {is} {ask} 'What is your favourite movie?'\n{if} movie {in} favorite_movies {print} 'You have great taste!'\n{else} {print} 'Such a shame that your favourite movie is not in the list, we will add it right away!'\n{add} movie {to_list} favorite_movies" - 6: - 2: - code: "{print} 'It is your birthday!'\npeople = {ask} 'How many people do you want to give a slice of cake?'\ncakes_amount = people/8\n{print} 'You will have to buy ' cakes_amount ' cakes'" - story: Create a program that helps you calculate how many cakes you should buy for your birthday party. - 1: - code: "age = {ask} 'How old are you?'\ndog_age = age * 7\ncat_age = age * 5\n{print} 'In dog years you are ' dog_age ' years old.'\n{print} 'In cat years you are ' cat_age ' years old.'" - story: "Make a program that calculates how old you are in dog and cat years.\nFirst ask the age of the user and start calculating.\nFirst calculate the dogyears then the catyears.\nShow the user the different ages." - 11: - 1: - code: "{for} number {in} {range} 10 {to} 1\n {print} number\n {sleep}\n {clear}\n{print} 'Happy New Year!'" - story: Create the count down clock for New Year's eve! The program should show the numbers from 10 to 1 for a second and then wish you a happy new year. - 2: - story: "Create a program that tells us the final results of the science fair. Firstly define the variable contestants, then the variable place.\n**Hint** Line 5 should be the sleep command, and you should end with saying congratulations." - code: "{print} 'And now we will reveal the results of the science fair'\ncontestants = Vivienne, Paul, Trixy, Bianca, Katya\nplace = 5\n{for} contestant {in} contestants\n {sleep} 2\n {print} 'On number ' place ' has ended... ' contestant\n place = place - 1\n{print} 'Congratulations!'" - 3: - 1: - story: "The new school year at Hogwarts is starting! \nIt is the job of the sorting hat to sort you into one of the houses.\nWhich house will you be sorted into? Are you a Gryffindor, Hufflepuff, Ravenclaw or Slytherin.\nBefore the sorting hat reveals your house, you can tell it to not pick one of the houses." - code: "{print} The sorting hat is ready to sort you into a Hogwarts house.\nhouses {is} Gryffindor, Hufflepuf, Ravenclaw, Slytherin\ndislike {is} {ask} Are there any houses you do not want to be part of?\n{remove} dislike {from} houses\n{print} Not dislike eh? Better be... houses {at} {random}" - 2: - story: Create a program that chooses a random meal for you. Make a list of food and a list of toppings and let the program decide what you'll have! - code: "food {is} pizza, icecream, salad, sandwich\ntoppings {is} chocolate, cheese, tuna, sprinkles\n{print} Your random meal for today is...\n{sleep} 2\n{print} food {at} {random} with toppings {at} {random}" - 3: - story: "In a chess tournament there are three players left.\nCreate a program that decides which two players have to play against each other first.\nStart by printing the two players who play the first match, then print against which player the winner will play." - code: "players {is} Liam, Noah, Sophie\nplayer_1 {is} players {at} {random}\n{remove} player_1 {from} players\nplayer_2 {is} players {at} {random}\n{print} player_1 ' first plays against ' player_2\n{remove} player_2 {from} players\n{print} 'The winner plays against ' players {at} {random}" - 10: - 2: - story: "This make-over robot will decide your new hairstyle for you. If you do not agree with the first choice, you can try again.\n**Mind** The variable people is defined in the first line. The variable hairstyles in the second." - code: "people = Betty, Amanda, Marc\nhairstyles = a bald head, a mohawk, a ponytail, spikes\n{for} person {in} people\n {print} person ' will get ' hairstyles {at} {random}\n happy = {ask} person ', are you happy with this choice?'\n {if} happy {is} yes\n {print} 'Great'\n {else}\n {print} 'Lets try again... Then 'person ' will get ' hairstyles {at} {random}" - 1: - story: "Help this family out by creating a schedule of who is cooking and what they should be making this week. The `{remove}` commands make sure nobody has to cook twice and they have a different dinner every day.\n**Mind!** the variable order should be first days, then people, and lastly dinner_options. This goes for the lines with the `{remove}` commands too." - code: "days = Monday, Tuesday, Wednesday, Thursday, Friday\npeople = mom, dad, Martin, Abby, Jesse\ndinner_options = pizza, tacos, pancakes, a salad, lasagne\n{for} day {in} days\n chosen_person = people {at} {random}\n chosen_dinner = dinner_options {at} {random}\n {print} 'On ' day ' ' chosen_person ' is making ' chosen_dinner\n {remove} chosen_person {from} people\n {remove} chosen_dinner {from} dinner_options" - 4: - 2: - story: Create a lottery that lets you choose an extra prize that you might win. - code: "prizes {is} car, hamster, 1 million euros\nprize {is} {ask} 'What would you like to win?'\n{add} prize {to_list} prizes\n{print} 'You won a ' prizes {at} {random}" - 1: - story: "You are the newest Pokémon trainer from Pallet Town!\nMake a program that selects your first Pokémon.\nLet the program wait a second before revealing your first Pokémon." - code: "pokemons {is} Pikachu, Charmander, Bulbasaur, Squirtle\n{print} 'This is going to be your first Pokémon!'\n{sleep}\n{print} pokemons {at} {random}" - 9: - 2: - story: "This code asks the costumers in a restaurant if they would like to order dessert. If they do, it asks them what kind of dessert. If they order tiramisu they are told that the tiramisu is sold out.\nCan you get the code to work?" - code: "order = {ask} 'Would you like to order dessert?'\n{if} order = yes\n dessert = {ask} 'What kind of dessert would you like?'\n {if} dessert = tiramisu\n {print} 'Sorry, we are out of tiramisu.'\n {else}\n {print} 'One ' dessert ' coming right up!'\n{else}\n {print} 'You dont want a dessert. No problem!'" - 1: - story: This game will give you three maths assignments. Each time the question is different. Can you figure out the order? - code: "numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10\n{repeat} 3 {times}\n number = numbers {at} {random}\n correct_answer = 5 * number\n answer = {ask} 'What is 5 times' number '?'\n {if} answer = correct_answer\n {print} 'Good job!'\n {else}\n {print} 'No! The correct answer is ' correct_answer" - 2: - 1: - story: "You and your friends are going to watch some Netflix.\nShow which movie you're about to watch and wish the viewers lot of fun!" - code: "{print} It is time for an evening of Netflix\nfilm {is} Sonic the Hedgehog 2\n{print} We're going to watch film\n{print} Have fun!" - 2: - story: This is the webshop of a toy store. Create a program where costumers can add an item to their shopping cart. - code: "{print} Welcome to our toystore\ntoy {is} {ask} What would you like to buy?\n{print} toy is added to your shopping cart.\n{print} Thank you for shopping with us!" - 7: - 1: - code: "{repeat} 3 {times} {print} 'Baby shark tututututudu'\n{print} 'Baby shark'\n{repeat} 3 {times} {print} 'Mommy shark tututututudu'\n{print} 'Mommy shark'\n{repeat} 3 {times} {print} 'Daddy shark tututututudu'\n{print} 'Daddy shark'" - story: Complete the baby shark song. First comes baby shark, then mommy and finally daddy shark. - 2: - code: "{print} 'the wheels on the bus go'\n{repeat} 3 {times} {print} 'round and round'\n{print} 'the wheels of the bus go round and round'\n{print} 'all through the town'" - story: Create the song 'The wheels on the bus go round and round' - 12: - 1: - code: "verses = 'What will we do with the drunken sailor', 'Way hey and up she rises'\n{for} verse {in} verses\n {for} count {in} {range} 1 {to} 3\n {print} verse\n {print} 'Early in the morning'" - story: "Sing the song 'What shall we do with the drunken sailor'. In case you don't know it, the song goed like this:\n\nWhat will we do with the drunken sailor\nWhat will we do with the drunken sailor\nWhat will we do with the drunken sailor\nEarly in the morning\nWay hey and up she rises\nWay hey and up she rises\nWay hey and up she rises\nEarly in the morning" - 2: - story: Play a game of Twister with us! First define the variable people, then limbs, then colors. - code: "people = 'Jess', 'Nick', 'Winston'\nlimbs = 'left hand', 'left foot', 'right hand', 'right foot'\ncolors = 'red', 'blue', 'green', 'yellow'\n{for} person {in} people\n {print} person ', put your ' limbs {at} {random} ' on ' colors {at} {random}" - 8: - 1: - story: "You and four other friends are playing Pokémon Go! Create a program that decides in which team each of you will play.\nEither red, yellow or blue! Take a little pause after announcing a team." - code: "teams = red, yellow, blue\n{print} 'Red, Yellow or Blue?'\n{repeat} 5 {times}\n {print} 'You are selected in team... '\n {print} teams {at} {random}\n {sleep} 2" - 2: - code: "counter = 11\n{repeat} 10 {times}\n counter = counter - 1\n {print} counter\n {sleep} 1\n{print} 'Ready or not here I come!'" - story: Print the countdown for a game of hide and seek. +{} diff --git a/content/parsons/kmr.yaml b/content/parsons/kmr.yaml index 91dab9aa0ee..6b75889df67 100644 --- a/content/parsons/kmr.yaml +++ b/content/parsons/kmr.yaml @@ -8,35 +8,6 @@ levels: He asks what type of pie you want to order. Then he repeats your answer back to you. Lastly, your order is being prepared. - code: |- - {print} Welcome to bakery Hedy! - {ask} What type of pie do you want to order? - {echo} So you want - {print} Your order is being prepared! - 2: - story: You're at the DJ Booth requesting a song. Create a program that asks if you are ready to party and then asks which song you would like to hear. - code: |- - {print} This is DJ Hedy - {ask} Are you ready to party? - {ask} What song would you like to hear? - {echo} Great choice! I love the song - 2: - 1: - story: |- - You and your friends are going to watch some Netflix. - Show which movie you're about to watch and wish the viewers lot of fun! - code: |- - {print} It is time for an evening of Netflix - film {is} Sonic the Hedgehog 2 - {print} We're going to watch film - {print} Have fun! - 2: - story: This is the webshop of a toy store. Create a program where costumers can add an item to their shopping cart. - code: |- - {print} Welcome to our toystore - toy {is} {ask} What would you like to buy? - {print} toy is added to your shopping cart. - {print} Thank you for shopping with us! 3: 1: story: |- @@ -44,44 +15,12 @@ levels: It is the job of the sorting hat to sort you into one of the houses. Which house will you be sorted into? Are you a Gryffindor, Hufflepuff, Ravenclaw or Slytherin. Before the sorting hat reveals your house, you can tell it to not pick one of the houses. - code: |- - {print} The sorting hat is ready to sort you into a Hogwarts house. - houses {is} Gryffindor, Hufflepuf, Ravenclaw, Slytherin - dislike {is} {ask} Are there any houses you do not want to be part of? - {remove} dislike {from} houses - {print} Not dislike eh? Better be... houses {at} {random} - 2: - story: Create a program that chooses a random meal for you. Make a list of food and a list of toppings and let the program decide what you'll have! - code: |- - food {is} pizza, icecream, salad, sandwich - toppings {is} chocolate, cheese, tuna, sprinkles - {print} Your random meal for today is... - {sleep} 2 - {print} food {at} {random} with toppings {at} {random} - 3: - story: |- - In a chess tournament there are three players left. - Create a program that decides which two players have to play against each other first. - Start by printing the two players who play the first match, then print against which player the winner will play. - code: |- - players {is} Liam, Noah, Sophie - player_1 {is} players {at} {random} - {remove} player_1 {from} players - player_2 {is} players {at} {random} - {print} player_1 ' first plays against ' player_2 - {remove} player_2 {from} players - {print} 'The winner plays against ' players {at} {random} 4: 1: story: |- You are the newest Pokémon trainer from Pallet Town! Make a program that selects your first Pokémon. Let the program wait a minute before revealing your first pokémon. - code: |- - pokemons {is} Pikachu, Charmander, Bulbasaur, Squirtle - {print} 'This is going to be your first Pokémon!' - {sleep} - {print} pokemons {at} {random} 2: story: Create a lottery that lets you choose an extra price that you might win. code: |- @@ -89,66 +28,8 @@ levels: price {is} {ask} 'What would you like to win?' {add} price {to_list} prices {print} 'You won a ' prices {at} {random} - 5: - 1: - story: |- - Make a program that checks if your favourite movie is already in the list of the computer. - If so, print that you have great taste, otherwise add the movie to the list. - code: |- - favorite_movies {is} Batman, Spiderman, The Avengers, Jurassic Park - movie {is} {ask} 'What is your favourite movie?' - {if} movie {in} favorite_movies {print} 'You have great taste!' - {else} {print} 'Such a shame that your favourite movie is not in the list, we will add it right away!' - {add} movie {to_list} favorite_movies - 2: - story: Create a maths game. - code: |- - {print} 'Solve this problem' - answer {is} {ask} '88 - 16 = ?' - {if} answer {is} 72 {print} 'Correct!' - {else} {print} 'Wrong! The answer was 72' - 6: - 1: - story: |- - Make a program that calculates how old you are in dog and cat years. - First ask the age of the user and start calculating. - First calculate the dogyears then the catyears. - Show the user the different ages. - code: |- - age = {ask} 'How old are you?' - dog_age = age * 7 - cat_age = age * 5 - {print} 'In dog years you are ' dog_age ' years old.' - {print} 'In cat years you are ' cat_age ' years old.' - 2: - story: Create a program that helps you calculate how many cakes you should buy for your birthday party. - code: |- - {print} 'It is your birthday!' - people = {ask} 'How many people do you want to give a slice of cake?' - cakes_amount = people/8 - {print} 'You will have to buy ' cakes_amount ' cakes' - 7: - 1: - story: Complete the baby shark song. First comes baby shark, then mommy and finally daddy shark. - code: |- - {repeat} 3 {times} {print} 'Baby shark tututututudu' - {print} 'Baby shark' - {repeat} 3 {times} {print} 'Mommy shark tututututudu' - {print} 'Mommy shark' - {repeat} 3 {times} {print} 'Daddy shark tututututudu' - {print} 'Daddy shark' - 2: - story: Create the song 'The wheels on the bus go round and round' - code: |- - {print} 'the wheels on the bus go' - {repeat} 3 {times} {print} 'round and round' - {print} 'the wheels of the bus go round and round' - {print} 'all through the town' 8: 1: - story: |- - You and four other friends are playing Pokémon Go! Create a program that decides in which team each of you will play. - Either red, yellow or blue! Take a little pause after announcing a team. code: |- teams = red, yellow, blue {print} 'Red, Yellow or Blue?' @@ -156,117 +37,8 @@ levels: {print} 'You are selected in team... ' {print} teams {at} {random} sleep 2 - 2: - story: Print the countdown for a game of hide and seek. - code: |- - counter = 11 - {repeat} 10 {times} - counter = counter - 1 - {print} counter - {sleep} 1 - {print} 'Ready or not here I come!' - 9: - 1: - story: This game will give you three maths assignments. Each time the question is different. Can you figure out the order? - code: |- - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - {repeat} 3 {times} - number = numbers {at} {random} - correct_answer = 5 * number - answer = {ask} 'What is 5 times' number '?' - {if} answer = correct_answer - {print} 'Good job!' - {else} - {print} 'No! The correct answer is ' correct_answer - 2: - story: |- - This code asks the costumers in a restaurant if they would like to order dessert. If they do, it asks them what kind of dessert. If they order tiramisu they are told that the tiramisu is sold out. - Can you get the code to work? - code: |- - order = {ask} 'Would you like to order dessert?' - {if} order = yes - dessert = {ask} 'What kind of dessert would you like?' - {if} dessert = tiramisu - {print} 'Sorry, we are out of tiramisu.' - {else} - {print} 'One ' dessert ' coming right up!' - {else} - {print} 'You dont want a dessert. No problem!' 10: 1: story: |- Help this family out by creating a schedule of who is cooking and what they should be making this week. The remove commands make sure nobody has to cook twice and they have a differnet dinner every day. **Mind!** the variable order should be first days, then people, and lastly dinner_options. This goes for the lines with the remove commands too. - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday - people = mom, dad, Martin, Abby, Jesse - dinner_options = pizza, tacos, pancakes, a salad, lasagne - {for} day {in} days - chosen_person = people {at} {random} - chosen_dinner = dinner_options {at} {random} - {print} 'On ' day ' ' chosen_person ' is making ' chosen_dinner - {remove} chosen_person {from} people - {remove} chosen_dinner {from} dinner_options - 2: - story: |- - This make-over robot will decide your new hairstyle for you. If you do not agree with the first choice, you can try again. - **Mind** The variable people is defined in the first line. The variable hairstyles in the second. - code: |- - people = Betty, Amanda, Marc - hairstyles = a bald head, a mohawk, a ponytail, spikes - {for} person {in} people - {print} person ' will get ' hairstyles {at} {random} - happy = {ask} person ', are you happy with this choice?' - {if} happy {is} yes - {print} 'Great' - {else} - {print} 'Lets try again... Then 'person ' will get ' hairstyles {at} {random} - 11: - 1: - story: Create the count down clock for New Year's eve! The program should show the numbers from 10 to 1 for a second and then wish you a happy new year. - code: |- - {for} number {in} {range} 10 {to} 1 - {print} number - {sleep} - {clear} - {print} 'Happy New Year!' - 2: - story: |- - Create a program that tells us the final results of the science fair. Firstly define the variable contestants, then the variable place. - **Hint** Line 5 should be the sleep command, and you should end with saying congratulations. - code: |- - {print} 'And now we will reveal the results of the science fair' - contestants = Vivienne, Paul, Trixy, Bianca, Katya - place = 5 - {for} contestant {in} contestants - {sleep} 2 - {print} 'On number ' place ' has ended... ' contestant - place = place - 1 - {print} 'Congratulations!' - 12: - 1: - story: |- - Sing the song 'What shall we do with the drunken sailor'. In case you don't know it, the song goed like this: - - What will we do with the drunken sailor - What will we do with the drunken sailor - What will we do with the drunken sailor - Early in the morning - Way hey and up she rises - Way hey and up she rises - Way hey and up she rises - Early in the morning - code: |- - verses = 'What will we do with the drunken sailor', 'Way hey and up she rises' - {for} verse {in} verses - {for} count {in} {range} 1 {to} 3 - {print} verse - {print} 'Early in the morning' - 2: - story: Play a game of Twister with us! First define the variable people, then limbs, then colors. - code: |- - people = 'Jess', 'Nick', 'Winston' - limbs = 'left hand', 'left foot', 'right hand', 'right foot' - colors = 'red', 'blue', 'green', 'yellow' - {for} person {in} people - {print} person ', put your ' limbs {at} {random} ' on ' colors {at} {random} diff --git a/content/parsons/ko.yaml b/content/parsons/ko.yaml index 7ce46490a78..e6b65459493 100644 --- a/content/parsons/ko.yaml +++ b/content/parsons/ko.yaml @@ -60,14 +60,6 @@ levels: 체스 토너먼트에는 세 명의 선수가 남아 있다. 두 선수가 먼저 맞붙어야 할 상대를 결정하는 프로그램을 만드세요. 첫 번째 경기를 치른 두 명의 플레이어를 인쇄하는 것으로 시작한 다음 승자가 상대할 플레이어를 인쇄합니다. - code: |- - players {is} Liam, Noah, Sophie - player_1 {is} players {at} {random} - {remove} player_1 {from} players - player_2 {is} players {at} {random} - {print} player_1 ' first plays against ' player_2 - {remove} player_2 {from} players - {print} 'The winner plays against ' players {at} {random} 4: 1: story: |- @@ -119,28 +111,11 @@ levels: {print} 'In catyears you are ' cat_age ' years old.' 2: story: 생일 파티를 위해 몇 개의 케이크를 사야 하는지 계산할 수 있도록 도와주는 프로그램을 만드세요. - code: |- - {print} 'It is your birthday!' - people = {ask} 'How many people do you want to give a slice of cake?' - cakes_amount = people/8 - {print} 'You will have to buy ' cakes_amount ' cakes' 7: 1: story: 아기 상어 노래를 완성하세요. 먼저 아기 상어, 그 다음에 엄마, 그리고 마지막으로 아빠 상어. - code: |- - {repeat} 3 {times} {print} 'Baby shark tututututudu' - {print} 'Baby shark' - {repeat} 3 {times} {print} 'Mommy shark tututututudu' - {print} 'Mommy shark' - {repeat} 3 {times} {print} 'Daddy shark tututututudu' - {print} 'Daddy shark' 2: story: '''버스 바퀴는 돌고 돈다''라는 노래를 만들어 보세요' - code: |- - {print} 'the wheels on the bus go' - {repeat} 3 {times} {print} 'round and round' - {print} 'the wheels of the bus go round and round' - {print} 'all through the town' 8: 1: story: |- @@ -155,115 +130,25 @@ levels: sleep 2 2: story: 숨바꼭질 게임의 카운트다운을 인쇄하세요. - code: |- - counter = 11 - {repeat} 10 {times} - counter = counter - 1 - {print} counter - {sleep} 1 - {print} 'Ready or not here I come!' 9: 1: story: 이 게임은 당신에게 세가지 수학과제를 줄 것이다. 매번 문제가 다르다. 당신은 순서를 알아낼 수 있습니까? - code: |- - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - {repeat} 3 {times} - number = numbers {at} {random} - correct_answer = 5 * number - answer = {ask} 'What is 5 times' number '?' - {if} answer = correct_answer - {print} 'Good job!' - {else} - {print} 'No! The correct answer is ' correct_answer 2: story: |- 이 코드는 식당에 있는 고객들에게 디저트를 주문할 것인지를 물어봅니다. 만약 주문한다면, 어떤 디저트를 주문할 것인지를 물어봅니다. 만약 그들이 티라미수를 주문하면, 그들은 티라미수가 매진되었다는 말을 듣습니다. 코드를 작동시킬 수 있나요? - code: |- - order = {ask} 'Would you like to order dessert?' - {if} order = yes - dessert = {ask} 'What kind of dessert would you like?' - {if} dessert = tiramisu - {print} 'Sorry, we are out of tiramisu.' - {else} - {print} 'One ' dessert ' coming right up!' - {else} - {print} 'You dont want a dessert. No problem!' 10: 1: story: |- 누가 요리를 하고 있고 이번 주에 그들이 무엇을 만들어야 하는지에 대한 일정표를 만들어서 이 가족을 도와주세요. 제거 명령은 아무도 두 번 요리할 필요가 없도록 해주고 그들은 매일 다른 저녁식사를 하도록 해줍니다. **Mind!** 변수 순서는 첫째 날, 그 다음에 사람, 그리고 마지막에 dinner_options이어야 합니다. 이 순서는 remove 명령이 있는 줄에도 적용됩니다. - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday - people = mom, dad, Martin, Abby, Jesse - dinner_options = pizza, tacos, pancakes, a salad, lasagne - {for} day {in} days - chosen_person = people {at} {random} - chosen_dinner = dinner_options {at} {random} - {print} 'On ' day ' ' chosen_person ' is making ' chosen_dinner - {remove} chosen_person {from} people - {remove} chosen_dinner {from} dinner_options 2: story: |- 이 변신 로봇이 여러분의 새로운 머리 모양을 결정해 줄 것입니다. 만약 여러분이 첫 번째 선택에 동의하지 않는다면, 다시 시도해 볼 수 있습니다. **Mind** 변수 사람은 첫 번째 줄에 정의하고, 두 번째 줄에 변수 머리 스타일을 정의합니다. - code: |- - people = Betty, Amanda, Marc - hairstyles = a bald head, a mohawk, a ponytail, spikes - {for} person {in} people - {print} person ' will get ' hairstyles {at} {random} - happy = {ask} person ', are you happy with this choice?' - {if} happy {is} yes - {print} 'Great' - {else} - {print} 'Lets try again... Then 'person ' will get ' hairstyles {at} {random} 11: 1: story: 새해 전날을 위한 카운트 다운 시계를 만드세요! 이 프로그램은 10부터 1까지의 숫자를 잠깐 동안 보여주고 나서 여러분에게 새해 복 많이 받으세요. - code: |- - {for} number {in} {range} 10 {to} 1 - {print} number - {sleep} - {clear} - {print} 'Happy New Year!' - 2: - story: |- - Create a program that tells us the final results of the science fair. Firstly define the variable contestants, then the variable place. - **Hint** Line 5 should be the sleep command, and you should end with saying congratulations. - code: |- - {print} 'And now we will reveal the results of the science fair' - contestants = Vivienne, Paul, Trixy, Bianca, Katya - place = 5 - {for} contestant {in} contestants - {sleep} 2 - {print} 'On number ' place ' has ended... ' contestant - place = place - 1 - {print} 'Congratulations!' 12: - 1: - story: |- - Sing the song 'What shall we do with the drunken sailor'. In case you don't know it, the song goed like this: - - What will we do with the drunken sailor - What will we do with the drunken sailor - What will we do with the drunken sailor - Early in the morning - Way hey and up she rises - Way hey and up she rises - Way hey and up she rises - Early in the morning - code: |- - verses = 'What will we do with the drunken sailor', 'Way hey and up she rises' - {for} verse {in} verses - {for} count {in} {range} 1 {to} 3 - {print} verse - {print} 'Early in the morning' 2: story: 우리와 함께 트위스터 게임을 해보세요! 먼저 가변적인 사람들을 정의하고, 팔다리, 그리고 색을 정의하세요. - code: |- - people = 'Jess', 'Nick', 'Winston' - limbs = 'left hand', 'left foot', 'right hand', 'right foot' - colors = 'red', 'blue', 'green', 'yellow' - {for} person {in} people - {print} person ', put your ' limbs {at} {random} ' on ' colors {at} {random} diff --git a/content/parsons/mi.yaml b/content/parsons/mi.yaml index fe77f55542b..6ac4961c7e4 100644 --- a/content/parsons/mi.yaml +++ b/content/parsons/mi.yaml @@ -1,151 +1,6 @@ levels: - 1: - 1: - story: |- - Puzzels are exercises in which the lines of code are already written for you. You only have to place the lines in the correct order. Drag the lines of code into the input screen and run the code. Can you get the program to work? - - You're a customer at bakery Hedy. - You walk into the bakery and are welcomed by the baker. - He asks what type of pie you want to order. - Then he repeats your answer back to you. - Lastly, your order is being prepared. - code: |- - {print} Welcome to bakery Hedy! - {ask} What type of pie do you want to order? - {echo} So you want - {print} Your order is being prepared! - 2: - story: You're at the DJ Booth requesting a song. Create a program that asks if you are ready to party and then asks which song you would like to hear. - code: |- - {print} This is DJ Hedy - {ask} Are you ready to party? - {ask} What song would you like to hear? - {echo} Great choice! I love the song - 2: - 1: - story: |- - You and your friends are going to watch some Netflix. - Show which movie you're about to watch and wish the viewers lot of fun! - code: |- - {print} It is time for an evening of Netflix - film {is} Sonic the Hedgehog 2 - {print} We're going to watch film - {print} Have fun! - 2: - story: This is the webshop of a toy store. Create a program where costumers can add an item to their shopping cart. - code: |- - {print} Welcome to our toystore - toy {is} {ask} What would you like to buy? - {print} toy is added to your shopping cart. - {print} Thank you for shopping with us! - 3: - 1: - story: "The new school year at Hogwarts is starting! \nIt is the job of the sorting hat to sort you into one of the houses.\nWhich house will you be sorted into? Are you a Gryffindor, Hufflepuff, Ravenclaw or Slytherin.\nBefore the sorting hat reveals your house, you can tell it to not pick one of the houses." - code: |- - {print} The sorting hat is ready to sort you into a Hogwarts house. - houses {is} Gryffindor, Hufflepuf, Ravenclaw, Slytherin - dislike {is} {ask} Are there any houses you do not want to be part of? - {remove} dislike {from} houses - {print} Not dislike eh? Better be... houses {at} {random} - 2: - story: Create a program that chooses a random meal for you. Make a list of food and a list of toppings and let the program decide what you'll have! - code: |- - food {is} pizza, icecream, salad, sandwich - toppings {is} chocolate, cheese, tuna, sprinkles - {print} Your random meal for today is... - {sleep} 2 - {print} food {at} {random} with toppings {at} {random} - 3: - story: |- - In a chess tournament there are three players left. - Create a program that decides which two players have to play against each other first. - Start by printing the two players who play the first match, then print against which player the winner will play. - code: |- - players {is} Liam, Noah, Sophie - player_1 {is} players {at} {random} - {remove} player_1 {from} players - player_2 {is} players {at} {random} - {print} player_1 ' first plays against ' player_2 - {remove} player_2 {from} players - {print} 'The winner plays against ' players {at} {random} - 4: - 1: - story: |- - You are the newest Pokémon trainer from Pallet Town! - Make a program that selects your first Pokémon. - Let the program wait a second before revealing your first Pokémon. - code: |- - pokemons {is} Pikachu, Charmander, Bulbasaur, Squirtle - {print} 'This is going to be your first Pokémon!' - {sleep} - {print} pokemons {at} {random} - 2: - story: Create a lottery that lets you choose an extra prize that you might win. - code: |- - prizes {is} car, hamster, 1 million euros - prize {is} {ask} 'What would you like to win?' - {add} prize {to_list} prizes - {print} 'You won a ' prizes {at} {random} - 5: - 1: - story: |- - Make a program that checks if your favourite movie is already in the list of the computer. - If so, print that you have great taste, otherwise add the movie to the list. - code: |- - favorite_movies {is} Batman, Spiderman, The Avengers, Jurassic Park - movie {is} {ask} 'What is your favourite movie?' - {if} movie {in} favorite_movies {print} 'You have great taste!' - {else} {print} 'Such a shame that your favourite movie is not in the list, we will add it right away!' - {add} movie {to_list} favorite_movies - 2: - story: Create a maths game. - code: |- - {print} 'Solve this problem' - answer {is} {ask} '88 - 16 = ?' - {if} answer {is} 72 {print} 'Correct!' - {else} {print} 'Wrong! The answer was 72' - 6: - 1: - story: |- - Make a program that calculates how old you are in dog and cat years. - First ask the age of the user and start calculating. - First calculate the dogyears then the catyears. - Show the user the different ages. - code: |- - age = {ask} 'How old are you?' - dog_age = age * 7 - cat_age = age * 5 - {print} 'In dog years you are ' dog_age ' years old.' - {print} 'In cat years you are ' cat_age ' years old.' - 2: - story: Create a program that helps you calculate how many cakes you should buy for your birthday party. - code: |- - {print} 'It is your birthday!' - people = {ask} 'How many people do you want to give a slice of cake?' - cakes_amount = people/8 - {print} 'You will have to buy ' cakes_amount ' cakes' - 7: - 1: - story: Complete the baby shark song. First comes baby shark, then mommy and finally daddy shark. - code: |- - {repeat} 3 {times} {print} 'Baby shark tututututudu' - {print} 'Baby shark' - {repeat} 3 {times} {print} 'Mommy shark tututututudu' - {print} 'Mommy shark' - {repeat} 3 {times} {print} 'Daddy shark tututututudu' - {print} 'Daddy shark' - 2: - story: Create the song 'The wheels on the bus go round and round' - code: |- - {print} 'the wheels on the bus go' - {repeat} 3 {times} {print} 'round and round' - {print} 'the wheels of the bus go round and round' - {print} 'all through the town' 8: 1: - story: |- - You and four other friends are playing Pokémon Go! Create a program that decides in which team each of you will play. - Either red, yellow or blue! Take a little pause after announcing a team. code: |- teams = red, yellow, blue {print} 'Red, Yellow or Blue?' @@ -153,117 +8,8 @@ levels: {print} 'You are selected in team... ' {print} teams {at} {random} sleep 2 - 2: - story: Print the countdown for a game of hide and seek. - code: |- - counter = 11 - {repeat} 10 {times} - counter = counter - 1 - {print} counter - {sleep} 1 - {print} 'Ready or not here I come!' - 9: - 1: - story: This game will give you three maths assignments. Each time the question is different. Can you figure out the order? - code: |- - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - {repeat} 3 {times} - number = numbers {at} {random} - correct_answer = 5 * number - answer = {ask} 'What is 5 times' number '?' - {if} answer = correct_answer - {print} 'Good job!' - {else} - {print} 'No! The correct answer is ' correct_answer - 2: - story: |- - This code asks the costumers in a restaurant if they would like to order dessert. If they do, it asks them what kind of dessert. If they order tiramisu they are told that the tiramisu is sold out. - Can you get the code to work? - code: |- - order = {ask} 'Would you like to order dessert?' - {if} order = yes - dessert = {ask} 'What kind of dessert would you like?' - {if} dessert = tiramisu - {print} 'Sorry, we are out of tiramisu.' - {else} - {print} 'One ' dessert ' coming right up!' - {else} - {print} 'You dont want a dessert. No problem!' 10: 1: story: |- Help this family out by creating a schedule of who is cooking and what they should be making this week. The remove commands make sure nobody has to cook twice and they have a differnet dinner every day. **Mind!** the variable order should be first days, then people, and lastly dinner_options. This goes for the lines with the remove commands too. - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday - people = mom, dad, Martin, Abby, Jesse - dinner_options = pizza, tacos, pancakes, a salad, lasagne - {for} day {in} days - chosen_person = people {at} {random} - chosen_dinner = dinner_options {at} {random} - {print} 'On ' day ' ' chosen_person ' is making ' chosen_dinner - {remove} chosen_person {from} people - {remove} chosen_dinner {from} dinner_options - 2: - story: |- - This make-over robot will decide your new hairstyle for you. If you do not agree with the first choice, you can try again. - **Mind** The variable people is defined in the first line. The variable hairstyles in the second. - code: |- - people = Betty, Amanda, Marc - hairstyles = a bald head, a mohawk, a ponytail, spikes - {for} person {in} people - {print} person ' will get ' hairstyles {at} {random} - happy = {ask} person ', are you happy with this choice?' - {if} happy {is} yes - {print} 'Great' - {else} - {print} 'Lets try again... Then 'person ' will get ' hairstyles {at} {random} - 11: - 1: - story: Create the count down clock for New Year's eve! The program should show the numbers from 10 to 1 for a second and then wish you a happy new year. - code: |- - {for} number {in} {range} 10 {to} 1 - {print} number - {sleep} - {clear} - {print} 'Happy New Year!' - 2: - story: |- - Create a program that tells us the final results of the science fair. Firstly define the variable contestants, then the variable place. - **Hint** Line 5 should be the sleep command, and you should end with saying congratulations. - code: |- - {print} 'And now we will reveal the results of the science fair' - contestants = Vivienne, Paul, Trixy, Bianca, Katya - place = 5 - {for} contestant {in} contestants - {sleep} 2 - {print} 'On number ' place ' has ended... ' contestant - place = place - 1 - {print} 'Congratulations!' - 12: - 1: - story: |- - Sing the song 'What shall we do with the drunken sailor'. In case you don't know it, the song goed like this: - - What will we do with the drunken sailor - What will we do with the drunken sailor - What will we do with the drunken sailor - Early in the morning - Way hey and up she rises - Way hey and up she rises - Way hey and up she rises - Early in the morning - code: |- - verses = 'What will we do with the drunken sailor', 'Way hey and up she rises' - {for} verse {in} verses - {for} count {in} {range} 1 {to} 3 - {print} verse - {print} 'Early in the morning' - 2: - story: Play a game of Twister with us! First define the variable people, then limbs, then colors. - code: |- - people = 'Jess', 'Nick', 'Winston' - limbs = 'left hand', 'left foot', 'right hand', 'right foot' - colors = 'red', 'blue', 'green', 'yellow' - {for} person {in} people - {print} person ', put your ' limbs {at} {random} ' on ' colors {at} {random} diff --git a/content/parsons/ms.yaml b/content/parsons/ms.yaml index 86bb7f59ba9..0967ef424bc 100644 --- a/content/parsons/ms.yaml +++ b/content/parsons/ms.yaml @@ -1,88 +1 @@ -levels: - 9: - 1: - story: This game will give you three maths assignments. Each time the question is different. Can you figure out the order? - code: "numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10\n{repeat} 3 {times}\n number = numbers {at} {random}\n correct_answer = 5 * number\n answer = {ask} 'What is 5 times' number '?'\n {if} answer = correct_answer\n {print} 'Good job!'\n {else}\n {print} 'No! The correct answer is ' correct_answer" - 2: - story: "This code asks the costumers in a restaurant if they would like to order dessert. If they do, it asks them what kind of dessert. If they order tiramisu they are told that the tiramisu is sold out.\nCan you get the code to work?" - code: "order = {ask} 'Would you like to order dessert?'\n{if} order = yes\n dessert = {ask} 'What kind of dessert would you like?'\n {if} dessert = tiramisu\n {print} 'Sorry, we are out of tiramisu.'\n {else}\n {print} 'One ' dessert ' coming right up!'\n{else}\n {print} 'You dont want a dessert. No problem!'" - 1: - 1: - code: "{print} Welcome to bakery Hedy!\n{ask} What type of pie do you want to order?\n{echo} So you want\n{print} Your order is being prepared!" - story: "Puzzels are exercises in which the lines of code are already written for you. You only have to place the lines in the correct order. Drag the lines of code into the input screen and run the code. Can you get the program to work?\n\nYou're a customer at bakery Hedy.\nYou walk into the bakery and are welcomed by the baker.\nHe asks what type of pie you want to order.\nThen he repeats your answer back to you.\nLastly, your order is being prepared." - 2: - code: "{print} This is DJ Hedy\n{ask} Are you ready to party?\n{ask} What song would you like to hear?\n{echo} Great choice! I love the song" - story: You're at the DJ Booth requesting a song. Create a program that asks if you are ready to party and then asks which song you would like to hear. - 3: - 1: - story: "The new school year at Hogwarts is starting! \nIt is the job of the sorting hat to sort you into one of the houses.\nWhich house will you be sorted into? Are you a Gryffindor, Hufflepuff, Ravenclaw or Slytherin.\nBefore the sorting hat reveals your house, you can tell it to not pick one of the houses." - code: "{print} The sorting hat is ready to sort you into a Hogwarts house.\nhouses {is} Gryffindor, Hufflepuf, Ravenclaw, Slytherin\ndislike {is} {ask} Are there any houses you do not want to be part of?\n{remove} dislike {from} houses\n{print} Not dislike eh? Better be... houses {at} {random}" - 2: - story: Create a program that chooses a random meal for you. Make a list of food and a list of toppings and let the program decide what you'll have! - code: "food {is} pizza, icecream, salad, sandwich\ntoppings {is} chocolate, cheese, tuna, sprinkles\n{print} Your random meal for today is...\n{sleep} 2\n{print} food {at} {random} with toppings {at} {random}" - 3: - story: "In a chess tournament there are three players left.\nCreate a program that decides which two players have to play against each other first.\nStart by printing the two players who play the first match, then print against which player the winner will play." - code: "players {is} Liam, Noah, Sophie\nplayer_1 {is} players {at} {random}\n{remove} player_1 {from} players\nplayer_2 {is} players {at} {random}\n{print} player_1 ' first plays against ' player_2\n{remove} player_2 {from} players\n{print} 'The winner plays against ' players {at} {random}" - 10: - 2: - story: "This make-over robot will decide your new hairstyle for you. If you do not agree with the first choice, you can try again.\n**Mind** The variable people is defined in the first line. The variable hairstyles in the second." - code: "people = Betty, Amanda, Marc\nhairstyles = a bald head, a mohawk, a ponytail, spikes\n{for} person {in} people\n {print} person ' will get ' hairstyles {at} {random}\n happy = {ask} person ', are you happy with this choice?'\n {if} happy {is} yes\n {print} 'Great'\n {else}\n {print} 'Lets try again... Then 'person ' will get ' hairstyles {at} {random}" - 1: - story: "Help this family out by creating a schedule of who is cooking and what they should be making this week. The `{remove}` commands make sure nobody has to cook twice and they have a different dinner every day.\n**Mind!** the variable order should be first days, then people, and lastly dinner_options. This goes for the lines with the `{remove}` commands too." - code: "days = Monday, Tuesday, Wednesday, Thursday, Friday\npeople = mom, dad, Martin, Abby, Jesse\ndinner_options = pizza, tacos, pancakes, a salad, lasagne\n{for} day {in} days\n chosen_person = people {at} {random}\n chosen_dinner = dinner_options {at} {random}\n {print} 'On ' day ' ' chosen_person ' is making ' chosen_dinner\n {remove} chosen_person {from} people\n {remove} chosen_dinner {from} dinner_options" - 6: - 2: - code: "{print} 'It is your birthday!'\npeople = {ask} 'How many people do you want to give a slice of cake?'\ncakes_amount = people/8\n{print} 'You will have to buy ' cakes_amount ' cakes'" - story: Create a program that helps you calculate how many cakes you should buy for your birthday party. - 1: - code: "age = {ask} 'How old are you?'\ndog_age = age * 7\ncat_age = age * 5\n{print} 'In dog years you are ' dog_age ' years old.'\n{print} 'In cat years you are ' cat_age ' years old.'" - story: "Make a program that calculates how old you are in dog and cat years.\nFirst ask the age of the user and start calculating.\nFirst calculate the dogyears then the catyears.\nShow the user the different ages." - 4: - 2: - story: Create a lottery that lets you choose an extra prize that you might win. - code: "prizes {is} car, hamster, 1 million euros\nprize {is} {ask} 'What would you like to win?'\n{add} prize {to_list} prizes\n{print} 'You won a ' prizes {at} {random}" - 1: - story: "You are the newest Pokémon trainer from Pallet Town!\nMake a program that selects your first Pokémon.\nLet the program wait a second before revealing your first Pokémon." - code: "pokemons {is} Pikachu, Charmander, Bulbasaur, Squirtle\n{print} 'This is going to be your first Pokémon!'\n{sleep}\n{print} pokemons {at} {random}" - 2: - 1: - story: "You and your friends are going to watch some Netflix.\nShow which movie you're about to watch and wish the viewers lot of fun!" - code: "{print} It is time for an evening of Netflix\nfilm {is} Sonic the Hedgehog 2\n{print} We're going to watch film\n{print} Have fun!" - 2: - story: This is the webshop of a toy store. Create a program where costumers can add an item to their shopping cart. - code: "{print} Welcome to our toystore\ntoy {is} {ask} What would you like to buy?\n{print} toy is added to your shopping cart.\n{print} Thank you for shopping with us!" - 7: - 1: - code: "{repeat} 3 {times} {print} 'Baby shark tututututudu'\n{print} 'Baby shark'\n{repeat} 3 {times} {print} 'Mommy shark tututututudu'\n{print} 'Mommy shark'\n{repeat} 3 {times} {print} 'Daddy shark tututututudu'\n{print} 'Daddy shark'" - story: Complete the baby shark song. First comes baby shark, then mommy and finally daddy shark. - 2: - code: "{print} 'the wheels on the bus go'\n{repeat} 3 {times} {print} 'round and round'\n{print} 'the wheels of the bus go round and round'\n{print} 'all through the town'" - story: Create the song 'The wheels on the bus go round and round' - 12: - 1: - code: "verses = 'What will we do with the drunken sailor', 'Way hey and up she rises'\n{for} verse {in} verses\n {for} count {in} {range} 1 {to} 3\n {print} verse\n {print} 'Early in the morning'" - story: "Sing the song 'What shall we do with the drunken sailor'. In case you don't know it, the song goed like this:\n\nWhat will we do with the drunken sailor\nWhat will we do with the drunken sailor\nWhat will we do with the drunken sailor\nEarly in the morning\nWay hey and up she rises\nWay hey and up she rises\nWay hey and up she rises\nEarly in the morning" - 2: - story: Play a game of Twister with us! First define the variable people, then limbs, then colors. - code: "people = 'Jess', 'Nick', 'Winston'\nlimbs = 'left hand', 'left foot', 'right hand', 'right foot'\ncolors = 'red', 'blue', 'green', 'yellow'\n{for} person {in} people\n {print} person ', put your ' limbs {at} {random} ' on ' colors {at} {random}" - 8: - 1: - story: "You and four other friends are playing Pokémon Go! Create a program that decides in which team each of you will play.\nEither red, yellow or blue! Take a little pause after announcing a team." - code: "teams = red, yellow, blue\n{print} 'Red, Yellow or Blue?'\n{repeat} 5 {times}\n {print} 'You are selected in team... '\n {print} teams {at} {random}\n {sleep} 2" - 2: - code: "counter = 11\n{repeat} 10 {times}\n counter = counter - 1\n {print} counter\n {sleep} 1\n{print} 'Ready or not here I come!'" - story: Print the countdown for a game of hide and seek. - 11: - 1: - story: Create the count down clock for New Year's eve! The program should show the numbers from 10 to 1 for a second and then wish you a happy new year. - code: "{for} number {in} {range} 10 {to} 1\n {print} number\n {sleep}\n {clear}\n{print} 'Happy New Year!'" - 2: - story: "Create a program that tells us the final results of the science fair. Firstly define the variable contestants, then the variable place.\n**Hint** Line 5 should be the sleep command, and you should end with saying congratulations." - code: "{print} 'And now we will reveal the results of the science fair'\ncontestants = Vivienne, Paul, Trixy, Bianca, Katya\nplace = 5\n{for} contestant {in} contestants\n {sleep} 2\n {print} 'On number ' place ' has ended... ' contestant\n place = place - 1\n{print} 'Congratulations!'" - 5: - 2: - code: "{print} 'Solve this problem'\nanswer {is} {ask} '88 - 16 = ?'\n{if} answer {is} 72 {print} 'Correct!'\n{else} {print} 'Wrong! The answer was 72'" - story: Create a maths game. - 1: - story: "Make a program that checks if your favourite movie is already in the list of the computer.\nIf so, print that you have great taste, otherwise add the movie to the list." - code: "favorite_movies {is} Batman, Spiderman, The Avengers, Jurassic Park\nmovie {is} {ask} 'What is your favourite movie?'\n{if} movie {in} favorite_movies {print} 'You have great taste!'\n{else} {print} 'Such a shame that your favourite movie is not in the list, we will add it right away!'\n{add} movie {to_list} favorite_movies" +{} diff --git a/content/parsons/nb_NO.yaml b/content/parsons/nb_NO.yaml index 691d9a1a842..846d6e4af02 100644 --- a/content/parsons/nb_NO.yaml +++ b/content/parsons/nb_NO.yaml @@ -8,35 +8,13 @@ levels: He asks what type of pie you want to order. Then he repeats your answer back to you. Lastly, your order is being prepared. - code: |- - {print} Welcome to bakery Hedy! - {ask} What type of pie do you want to order? - {echo} So you want - {print} Your order is being prepared! - 2: - story: You're at the DJ Booth requesting a song. Create a program that asks if you are ready to party and then asks which song you would like to hear. - code: |- - {print} This is DJ Hedy - {ask} Are you ready to party? - {ask} What song would you like to hear? - {echo} Great choice! I love the song 2: 1: - story: |- - You and your friends are going to watch some Netflix. - Show which movie you're about to watch and wish the viewers lot of fun! code: |- {print} It is time for an evening of Netflix film {is} Sonic the Hedgehog 2 {print} We're going to film {print} Have fun! - 2: - story: This is the webshop of a toy store. Create a program where costumers can add an item to their shopping cart. - code: |- - {print} Welcome to our toystore - toy {is} {ask} What would you like to buy? - {print} toy is added to your shopping cart. - {print} Thank you for shopping with us! 3: 1: story: |- @@ -44,33 +22,13 @@ levels: It is the job of the sorting hat to sort you into one of the houses. Which house will you be sorted into? Are you a Gryffindor, Hufflepuff, Ravenclaw or Slytherin. Before the sorting hat reveals your house, you can tell it to not pick one of the houses. - code: |- - {print} The sorting hat is ready to sort you into a Hogwarts house. - houses {is} Gryffindor, Hufflepuf, Ravenclaw, Slytherin - dislike {is} {ask} Are there any houses you do not want to be part of? - {remove} dislike {from} houses - {print} Not dislike eh? Better be... houses {at} {random} 2: - story: Create a program that chooses a random meal for you. Make a list of food and a list of toppings and let the program decide what you'll have! code: |- food {is} pizza, icecream, salad, sandwich toppings {is} chocolate, cheese, tuna, sprinkles {print} Your random meal for today is... sleep 2 {print} food at random with toppings at random - 3: - story: |- - In a chess tournament there are three players left. - Create a program that decides which two players have to play against each other first. - Start by printing the two players who play the first match, then print against which player the winner will play. - code: |- - players {is} Liam, Noah, Sophie - player_1 {is} players {at} {random} - {remove} player_1 {from} players - player_2 {is} players {at} {random} - {print} player_1 ' first plays against ' player_2 - {remove} player_2 {from} players - {print} 'The winner plays against ' players {at} {random} 4: 1: story: |- @@ -91,9 +49,6 @@ levels: {print} 'You won a ' prices {at} {random} 5: 1: - story: |- - Make a program that checks if your favourite movie is already in the list of the computer. - If so, print that you have great taste, otherwise add the movie to the list. code: |- favoriete_movies {is} Batman, Spiderman, The Avengers, Jurassic Park movie {is} {ask} 'What is your favourite movie?' @@ -101,7 +56,6 @@ levels: {else} {print} 'Such a shame that your favourite movie is not in the list, we will add it right away!' {add} movie {to_list} favoriete_movies 2: - story: Create a maths game. code: |- {print} 'Solve this problem' answer {is} {ask} '88 - 16 = ?' @@ -109,11 +63,6 @@ levels: {else} print 'Wrong! The answer was 72' 6: 1: - story: |- - Make a program that calculates how old you are in dog and cat years. - First ask the age of the user and start calculating. - First calculate the dogyears then the catyears. - Show the user the different ages. code: |- age = {ask} 'How old are you?' dog_age = age * 7 @@ -121,29 +70,11 @@ levels: {print} 'In dogyears you are ' dog_age ' years old.' {print} 'In catyears you are ' cat_age ' years old.' 2: - story: Create a program that helps you calculate how many cakes you should buy for your birthday party. code: |- {print} 'It is your birthday!' people = {ask} 'How many people do you want to give a slice of cake?' cakes_amount is people/8 {print} 'You will have to buy ' cakes_amount ' cakes' - 7: - 1: - story: Complete the baby shark song. First comes baby shark, then mommy and finally daddy shark. - code: |- - {repeat} 3 {times} {print} 'Baby shark tututututudu' - {print} 'Baby shark' - {repeat} 3 {times} {print} 'Mommy shark tututututudu' - {print} 'Mommy shark' - {repeat} 3 {times} {print} 'Daddy shark tututututudu' - {print} 'Daddy shark' - 2: - story: Create the song 'The wheels on the bus go round and round' - code: |- - {print} 'the wheels on the bus go' - {repeat} 3 {times} {print} 'round and round' - {print} 'the wheels of the bus go round and round' - {print} 'all through the town' 8: 1: story: |- @@ -165,108 +96,8 @@ levels: {print} counter {sleep} 1 {print} 'Ready or not here I come!' - 9: - 1: - story: This game will give you three maths assignments. Each time the question is different. Can you figure out the order? - code: |- - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - {repeat} 3 {times} - number = numbers {at} {random} - correct_answer = 5 * number - answer = {ask} 'What is 5 times' number '?' - {if} answer = correct_answer - {print} 'Good job!' - {else} - {print} 'No! The correct answer is ' correct_answer - 2: - story: |- - This code asks the costumers in a restaurant if they would like to order dessert. If they do, it asks them what kind of dessert. If they order tiramisu they are told that the tiramisu is sold out. - Can you get the code to work? - code: |- - order = {ask} 'Would you like to order dessert?' - {if} order = yes - dessert = {ask} 'What kind of dessert would you like?' - {if} dessert = tiramisu - {print} 'Sorry, we are out of tiramisu.' - {else} - {print} 'One ' dessert ' coming right up!' - {else} - {print} 'You dont want a dessert. No problem!' 10: 1: story: |- Help this family out by creating a schedule of who is cooking and what they should be making this week. The remove commands make sure nobody has to cook twice and they have a differnet dinner every day. **Mind!** the variable order should be first days, then people, and lastly dinner_options. This goes for the lines with the remove commands too. - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday - people = mom, dad, Martin, Abby, Jesse - dinner_options = pizza, tacos, pancakes, a salad, lasagne - {for} day {in} days - chosen_person = people {at} {random} - chosen_dinner = dinner_options {at} {random} - {print} 'On ' day ' ' chosen_person ' is making ' chosen_dinner - {remove} chosen_person {from} people - {remove} chosen_dinner {from} dinner_options - 2: - story: |- - This make-over robot will decide your new hairstyle for you. If you do not agree with the first choice, you can try again. - **Mind** The variable people is defined in the first line. The variable hairstyles in the second. - code: |- - people = Betty, Amanda, Marc - hairstyles = a bald head, a mohawk, a ponytail, spikes - {for} person {in} people - {print} person ' will get ' hairstyles {at} {random} - happy = {ask} person ', are you happy with this choice?' - {if} happy {is} yes - {print} 'Great' - {else} - {print} 'Lets try again... Then 'person ' will get ' hairstyles {at} {random} - 11: - 1: - story: Create the count down clock for New Year's eve! The program should show the numbers from 10 to 1 for a second and then wish you a happy new year. - code: |- - {for} number {in} {range} 10 {to} 1 - {print} number - {sleep} - {clear} - {print} 'Happy New Year!' - 2: - story: |- - Create a program that tells us the final results of the science fair. Firstly define the variable contestants, then the variable place. - **Hint** Line 5 should be the sleep command, and you should end with saying congratulations. - code: |- - {print} 'And now we will reveal the results of the science fair' - contestants = Vivienne, Paul, Trixy, Bianca, Katya - place = 5 - {for} contestant {in} contestants - {sleep} 2 - {print} 'On number ' place ' has ended... ' contestant - place = place - 1 - {print} 'Congratulations!' - 12: - 1: - story: |- - Sing the song 'What shall we do with the drunken sailor'. In case you don't know it, the song goed like this: - - What will we do with the drunken sailor - What will we do with the drunken sailor - What will we do with the drunken sailor - Early in the morning - Way hey and up she rises - Way hey and up she rises - Way hey and up she rises - Early in the morning - code: |- - verses = 'What will we do with the drunken sailor', 'Way hey and up she rises' - {for} verse {in} verses - {for} count {in} {range} 1 {to} 3 - {print} verse - {print} 'Early in the morning' - 2: - story: Play a game of Twister with us! First define the variable people, then limbs, then colors. - code: |- - people = 'Jess', 'Nick', 'Winston' - limbs = 'left hand', 'left foot', 'right hand', 'right foot' - colors = 'red', 'blue', 'green', 'yellow' - {for} person {in} people - {print} person ', put your ' limbs {at} {random} ' on ' colors {at} {random} diff --git a/content/parsons/ne.yaml b/content/parsons/ne.yaml index fbd4f836430..0967ef424bc 100644 --- a/content/parsons/ne.yaml +++ b/content/parsons/ne.yaml @@ -1,88 +1 @@ -levels: - 3: - 2: - story: Create a program that chooses a random meal for you. Make a list of food and a list of toppings and let the program decide what you'll have! - code: "food {is} pizza, icecream, salad, sandwich\ntoppings {is} chocolate, cheese, tuna, sprinkles\n{print} Your random meal for today is...\n{sleep} 2\n{print} food {at} {random} with toppings {at} {random}" - 3: - story: "In a chess tournament there are three players left.\nCreate a program that decides which two players have to play against each other first.\nStart by printing the two players who play the first match, then print against which player the winner will play." - code: "players {is} Liam, Noah, Sophie\nplayer_1 {is} players {at} {random}\n{remove} player_1 {from} players\nplayer_2 {is} players {at} {random}\n{print} player_1 ' first plays against ' player_2\n{remove} player_2 {from} players\n{print} 'The winner plays against ' players {at} {random}" - 1: - story: "The new school year at Hogwarts is starting! \nIt is the job of the sorting hat to sort you into one of the houses.\nWhich house will you be sorted into? Are you a Gryffindor, Hufflepuff, Ravenclaw or Slytherin.\nBefore the sorting hat reveals your house, you can tell it to not pick one of the houses." - code: "{print} The sorting hat is ready to sort you into a Hogwarts house.\nhouses {is} Gryffindor, Hufflepuf, Ravenclaw, Slytherin\ndislike {is} {ask} Are there any houses you do not want to be part of?\n{remove} dislike {from} houses\n{print} Not dislike eh? Better be... houses {at} {random}" - 4: - 1: - story: "You are the newest Pokémon trainer from Pallet Town!\nMake a program that selects your first Pokémon.\nLet the program wait a second before revealing your first Pokémon." - code: "pokemons {is} Pikachu, Charmander, Bulbasaur, Squirtle\n{print} 'This is going to be your first Pokémon!'\n{sleep}\n{print} pokemons {at} {random}" - 2: - story: Create a lottery that lets you choose an extra prize that you might win. - code: "prizes {is} car, hamster, 1 million euros\nprize {is} {ask} 'What would you like to win?'\n{add} prize {to_list} prizes\n{print} 'You won a ' prizes {at} {random}" - 5: - 2: - code: "{print} 'Solve this problem'\nanswer {is} {ask} '88 - 16 = ?'\n{if} answer {is} 72 {print} 'Correct!'\n{else} {print} 'Wrong! The answer was 72'" - story: Create a maths game. - 1: - story: "Make a program that checks if your favourite movie is already in the list of the computer.\nIf so, print that you have great taste, otherwise add the movie to the list." - code: "favorite_movies {is} Batman, Spiderman, The Avengers, Jurassic Park\nmovie {is} {ask} 'What is your favourite movie?'\n{if} movie {in} favorite_movies {print} 'You have great taste!'\n{else} {print} 'Such a shame that your favourite movie is not in the list, we will add it right away!'\n{add} movie {to_list} favorite_movies" - 9: - 1: - story: This game will give you three maths assignments. Each time the question is different. Can you figure out the order? - code: "numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10\n{repeat} 3 {times}\n number = numbers {at} {random}\n correct_answer = 5 * number\n answer = {ask} 'What is 5 times' number '?'\n {if} answer = correct_answer\n {print} 'Good job!'\n {else}\n {print} 'No! The correct answer is ' correct_answer" - 2: - story: "This code asks the costumers in a restaurant if they would like to order dessert. If they do, it asks them what kind of dessert. If they order tiramisu they are told that the tiramisu is sold out.\nCan you get the code to work?" - code: "order = {ask} 'Would you like to order dessert?'\n{if} order = yes\n dessert = {ask} 'What kind of dessert would you like?'\n {if} dessert = tiramisu\n {print} 'Sorry, we are out of tiramisu.'\n {else}\n {print} 'One ' dessert ' coming right up!'\n{else}\n {print} 'You dont want a dessert. No problem!'" - 8: - 2: - code: "counter = 11\n{repeat} 10 {times}\n counter = counter - 1\n {print} counter\n {sleep} 1\n{print} 'Ready or not here I come!'" - story: Print the countdown for a game of hide and seek. - 1: - story: "You and four other friends are playing Pokémon Go! Create a program that decides in which team each of you will play.\nEither red, yellow or blue! Take a little pause after announcing a team." - code: "teams = red, yellow, blue\n{print} 'Red, Yellow or Blue?'\n{repeat} 5 {times}\n {print} 'You are selected in team... '\n {print} teams {at} {random}\n {sleep} 2" - 1: - 1: - code: "{print} Welcome to bakery Hedy!\n{ask} What type of pie do you want to order?\n{echo} So you want\n{print} Your order is being prepared!" - story: "Puzzels are exercises in which the lines of code are already written for you. You only have to place the lines in the correct order. Drag the lines of code into the input screen and run the code. Can you get the program to work?\n\nYou're a customer at bakery Hedy.\nYou walk into the bakery and are welcomed by the baker.\nHe asks what type of pie you want to order.\nThen he repeats your answer back to you.\nLastly, your order is being prepared." - 2: - code: "{print} This is DJ Hedy\n{ask} Are you ready to party?\n{ask} What song would you like to hear?\n{echo} Great choice! I love the song" - story: You're at the DJ Booth requesting a song. Create a program that asks if you are ready to party and then asks which song you would like to hear. - 10: - 2: - story: "This make-over robot will decide your new hairstyle for you. If you do not agree with the first choice, you can try again.\n**Mind** The variable people is defined in the first line. The variable hairstyles in the second." - code: "people = Betty, Amanda, Marc\nhairstyles = a bald head, a mohawk, a ponytail, spikes\n{for} person {in} people\n {print} person ' will get ' hairstyles {at} {random}\n happy = {ask} person ', are you happy with this choice?'\n {if} happy {is} yes\n {print} 'Great'\n {else}\n {print} 'Lets try again... Then 'person ' will get ' hairstyles {at} {random}" - 1: - story: "Help this family out by creating a schedule of who is cooking and what they should be making this week. The `{remove}` commands make sure nobody has to cook twice and they have a different dinner every day.\n**Mind!** the variable order should be first days, then people, and lastly dinner_options. This goes for the lines with the `{remove}` commands too." - code: "days = Monday, Tuesday, Wednesday, Thursday, Friday\npeople = mom, dad, Martin, Abby, Jesse\ndinner_options = pizza, tacos, pancakes, a salad, lasagne\n{for} day {in} days\n chosen_person = people {at} {random}\n chosen_dinner = dinner_options {at} {random}\n {print} 'On ' day ' ' chosen_person ' is making ' chosen_dinner\n {remove} chosen_person {from} people\n {remove} chosen_dinner {from} dinner_options" - 6: - 2: - code: "{print} 'It is your birthday!'\npeople = {ask} 'How many people do you want to give a slice of cake?'\ncakes_amount = people/8\n{print} 'You will have to buy ' cakes_amount ' cakes'" - story: Create a program that helps you calculate how many cakes you should buy for your birthday party. - 1: - code: "age = {ask} 'How old are you?'\ndog_age = age * 7\ncat_age = age * 5\n{print} 'In dog years you are ' dog_age ' years old.'\n{print} 'In cat years you are ' cat_age ' years old.'" - story: "Make a program that calculates how old you are in dog and cat years.\nFirst ask the age of the user and start calculating.\nFirst calculate the dogyears then the catyears.\nShow the user the different ages." - 2: - 1: - story: "You and your friends are going to watch some Netflix.\nShow which movie you're about to watch and wish the viewers lot of fun!" - code: "{print} It is time for an evening of Netflix\nfilm {is} Sonic the Hedgehog 2\n{print} We're going to watch film\n{print} Have fun!" - 2: - story: This is the webshop of a toy store. Create a program where costumers can add an item to their shopping cart. - code: "{print} Welcome to our toystore\ntoy {is} {ask} What would you like to buy?\n{print} toy is added to your shopping cart.\n{print} Thank you for shopping with us!" - 7: - 1: - code: "{repeat} 3 {times} {print} 'Baby shark tututututudu'\n{print} 'Baby shark'\n{repeat} 3 {times} {print} 'Mommy shark tututututudu'\n{print} 'Mommy shark'\n{repeat} 3 {times} {print} 'Daddy shark tututututudu'\n{print} 'Daddy shark'" - story: Complete the baby shark song. First comes baby shark, then mommy and finally daddy shark. - 2: - code: "{print} 'the wheels on the bus go'\n{repeat} 3 {times} {print} 'round and round'\n{print} 'the wheels of the bus go round and round'\n{print} 'all through the town'" - story: Create the song 'The wheels on the bus go round and round' - 12: - 1: - code: "verses = 'What will we do with the drunken sailor', 'Way hey and up she rises'\n{for} verse {in} verses\n {for} count {in} {range} 1 {to} 3\n {print} verse\n {print} 'Early in the morning'" - story: "Sing the song 'What shall we do with the drunken sailor'. In case you don't know it, the song goed like this:\n\nWhat will we do with the drunken sailor\nWhat will we do with the drunken sailor\nWhat will we do with the drunken sailor\nEarly in the morning\nWay hey and up she rises\nWay hey and up she rises\nWay hey and up she rises\nEarly in the morning" - 2: - story: Play a game of Twister with us! First define the variable people, then limbs, then colors. - code: "people = 'Jess', 'Nick', 'Winston'\nlimbs = 'left hand', 'left foot', 'right hand', 'right foot'\ncolors = 'red', 'blue', 'green', 'yellow'\n{for} person {in} people\n {print} person ', put your ' limbs {at} {random} ' on ' colors {at} {random}" - 11: - 1: - story: Create the count down clock for New Year's eve! The program should show the numbers from 10 to 1 for a second and then wish you a happy new year. - code: "{for} number {in} {range} 10 {to} 1\n {print} number\n {sleep}\n {clear}\n{print} 'Happy New Year!'" - 2: - story: "Create a program that tells us the final results of the science fair. Firstly define the variable contestants, then the variable place.\n**Hint** Line 5 should be the sleep command, and you should end with saying congratulations." - code: "{print} 'And now we will reveal the results of the science fair'\ncontestants = Vivienne, Paul, Trixy, Bianca, Katya\nplace = 5\n{for} contestant {in} contestants\n {sleep} 2\n {print} 'On number ' place ' has ended... ' contestant\n place = place - 1\n{print} 'Congratulations!'" +{} diff --git a/content/parsons/nl.yaml b/content/parsons/nl.yaml index 3828da1d390..d3ee3e75686 100644 --- a/content/parsons/nl.yaml +++ b/content/parsons/nl.yaml @@ -116,13 +116,6 @@ levels: 7: 1: story: Maak het baby shark liedje compleet. Eerst komt baby, dan mama tot slot papa haai. - code: |- - {repeat} 3 {times} {print} 'Baby shark tututututudu' - {print} 'Baby shark' - {repeat} 3 {times} {print} 'Mommy shark tututututudu' - {print} 'Mommy shark' - {repeat} 3 {times} {print} 'Daddy shark tututututudu' - {print} 'Daddy shark' 2: story: Maak het liedje 'de wielen van de bus' code: |- diff --git a/content/parsons/pa_PK.yaml b/content/parsons/pa_PK.yaml index 708147d1f28..337d2af976f 100644 --- a/content/parsons/pa_PK.yaml +++ b/content/parsons/pa_PK.yaml @@ -8,18 +8,8 @@ levels: He asks what type of pie you want to order. Then he repeats your answer back to you. Lastly, your order is being prepared. - code: |- - {print} Welcome to bakery Hedy! - {ask} What type of pie do you want to order? - {echo} So you want - {print} Your order is being prepared! 2: story: You're at the DJ Booth requesting a song. Create a program that asks if you are ready to party and then asks which song you would like to hear.\n - code: |- - {print} This is DJ Hedy - {ask} Are you ready to party? - {ask} What song would you like to hear? - {echo} Great choice! I love the song 2: 1: story: You and your friends are going to watch some Netflix.\nShow which movie you're about to watch and wish the viewers lot of fun!\n @@ -52,27 +42,9 @@ levels: food {is} pizza, icecream, salad, sandwich sleep 2 {print} food {at} {random} with toppings {at} {random} - 3: - story: |- - In a chess tournament there are three players left. - Create a program that decides which two players have to play against each other first. - Start by printing the two players who play the first match, then print against which player the winner will play. - code: |- - players {is} Liam, Noah, Sophie - player_1 {is} players {at} {random} - {remove} player_1 {from} players - player_2 {is} players {at} {random} - {print} player_1 ' first plays against ' player_2 - {remove} player_2 {from} players - {print} 'The winner plays against ' players {at} {random} 4: 1: story: You are the newest Pokémon trainer from Pallet Town!\nMake a program that selects your first Pokémon.\nLet the program wait a minute before revealing your first pokémon.\n - code: |- - pokemons {is} Pikachu, Charmander, Bulbasaur, Squirtle - {print} 'This is going to be your first Pokémon!' - {sleep} - {print} pokemons {at} {random} 2: story: Create a lottery that lets you choose an extra price that you might win.\n code: |- @@ -83,19 +55,8 @@ levels: 5: 1: story: Make a program that checks if your favourite movie is already in the list of the computer.\nIf so, print that you have great taste, otherwise add the movie to the list.\n - code: |- - favorite_movies {is} Batman, Spiderman, The Avengers, Jurassic Park - movie {is} {ask} 'What is your favourite movie?' - {if} movie {in} favorite_movies {print} 'You have great taste!' - {else} {print} 'Such a shame that your favourite movie is not in the list, we will add it right away!' - {add} movie {to_list} favorite_movies 2: story: Create a maths game.\n - code: |- - {print} 'Solve this problem' - answer {is} {ask} '88 - 16 = ?' - {if} answer {is} 72 {print} 'Correct!' - {else} {print} 'Wrong! The answer was 72' 6: 1: story: Make a program that calculates how old you are in dog and cat years.\nFirst ask the age of the user and start calculating.\nFirst calculate the dogyears then the catyears.\nShow the user the different ages.\n @@ -107,28 +68,9 @@ levels: {print} 'In cat years you are ' cat_age ' years old.' 2: story: Create a program that helps you calculate how many cakes you should buy for your birthday party.\n - code: |- - {print} 'It is your birthday!' - people = {ask} 'How many people do you want to give a slice of cake?' - cakes_amount = people/8 - {print} 'You will have to buy ' cakes_amount ' cakes' 7: - 1: - story: Complete the baby shark song. First comes baby shark, then mommy and finally daddy shark. - code: |- - {repeat} 3 {times} {print} 'Baby shark tututututudu' - {print} 'Baby shark' - {repeat} 3 {times} {print} 'Mommy shark tututututudu' - {print} 'Mommy shark' - {repeat} 3 {times} {print} 'Daddy shark tututututudu' - {print} 'Daddy shark' 2: story: Create the song 'The wheels on the bus go round and round'\n - code: |- - {print} 'the wheels on the bus go' - {repeat} 3 {times} {print} 'round and round' - {print} 'the wheels of the bus go round and round' - {print} 'all through the town' 8: 1: story: You and four other friends are playing Pokémon Go! Create a program that decides in which team each of you will play.\nEither red, yellow or blue! Take a little pauze after announcing a team.\n @@ -148,108 +90,8 @@ levels: counter = counter - 1 {print} counter {sleep} 1 - 9: - 1: - story: This game will give you three maths assignments. Each time the question is different. Can you figure out the order? - code: |- - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - {repeat} 3 {times} - number = numbers {at} {random} - correct_answer = 5 * number - answer = {ask} 'What is 5 times' number '?' - {if} answer = correct_answer - {print} 'Good job!' - {else} - {print} 'No! The correct answer is ' correct_answer - 2: - story: |- - This code asks the costumers in a restaurant if they would like to order dessert. If they do, it asks them what kind of dessert. If they order tiramisu they are told that the tiramisu is sold out. - Can you get the code to work? - code: |- - order = {ask} 'Would you like to order dessert?' - {if} order = yes - dessert = {ask} 'What kind of dessert would you like?' - {if} dessert = tiramisu - {print} 'Sorry, we are out of tiramisu.' - {else} - {print} 'One ' dessert ' coming right up!' - {else} - {print} 'You dont want a dessert. No problem!' 10: 1: story: |- Help this family out by creating a schedule of who is cooking and what they should be making this week. The remove commands make sure nobody has to cook twice and they have a differnet dinner every day. **Mind!** the variable order should be first days, then people, and lastly dinner_options. This goes for the lines with the remove commands too. - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday - people = mom, dad, Martin, Abby, Jesse - dinner_options = pizza, tacos, pancakes, a salad, lasagne - {for} day {in} days - chosen_person = people {at} {random} - chosen_dinner = dinner_options {at} {random} - {print} 'On ' day ' ' chosen_person ' is making ' chosen_dinner - {remove} chosen_person {from} people - {remove} chosen_dinner {from} dinner_options - 2: - story: |- - This make-over robot will decide your new hairstyle for you. If you do not agree with the first choice, you can try again. - **Mind** The variable people is defined in the first line. The variable hairstyles in the second. - code: |- - people = Betty, Amanda, Marc - hairstyles = a bald head, a mohawk, a ponytail, spikes - {for} person {in} people - {print} person ' will get ' hairstyles {at} {random} - happy = {ask} person ', are you happy with this choice?' - {if} happy {is} yes - {print} 'Great' - {else} - {print} 'Lets try again... Then 'person ' will get ' hairstyles {at} {random} - 11: - 1: - story: Create the count down clock for New Year's eve! The program should show the numbers from 10 to 1 for a second and then wish you a happy new year. - code: |- - {for} number {in} {range} 10 {to} 1 - {print} number - {sleep} - {clear} - {print} 'Happy New Year!' - 2: - story: |- - Create a program that tells us the final results of the science fair. Firstly define the variable contestants, then the variable place. - **Hint** Line 5 should be the sleep command, and you should end with saying congratulations. - code: |- - {print} 'And now we will reveal the results of the science fair' - contestants = Vivienne, Paul, Trixy, Bianca, Katya - place = 5 - {for} contestant {in} contestants - {sleep} 2 - {print} 'On number ' place ' has ended... ' contestant - place = place - 1 - {print} 'Congratulations!' - 12: - 1: - story: |- - Sing the song 'What shall we do with the drunken sailor'. In case you don't know it, the song goed like this: - - What will we do with the drunken sailor - What will we do with the drunken sailor - What will we do with the drunken sailor - Early in the morning - Way hey and up she rises - Way hey and up she rises - Way hey and up she rises - Early in the morning - code: |- - verses = 'What will we do with the drunken sailor', 'Way hey and up she rises' - {for} verse {in} verses - {for} count {in} {range} 1 {to} 3 - {print} verse - {print} 'Early in the morning' - 2: - story: Play a game of Twister with us! First define the variable people, then limbs, then colors. - code: |- - people = 'Jess', 'Nick', 'Winston' - limbs = 'left hand', 'left foot', 'right hand', 'right foot' - colors = 'red', 'blue', 'green', 'yellow' - {for} person {in} people - {print} person ', put your ' limbs {at} {random} ' on ' colors {at} {random} diff --git a/content/parsons/pap.yaml b/content/parsons/pap.yaml index fe77f55542b..6ac4961c7e4 100644 --- a/content/parsons/pap.yaml +++ b/content/parsons/pap.yaml @@ -1,151 +1,6 @@ levels: - 1: - 1: - story: |- - Puzzels are exercises in which the lines of code are already written for you. You only have to place the lines in the correct order. Drag the lines of code into the input screen and run the code. Can you get the program to work? - - You're a customer at bakery Hedy. - You walk into the bakery and are welcomed by the baker. - He asks what type of pie you want to order. - Then he repeats your answer back to you. - Lastly, your order is being prepared. - code: |- - {print} Welcome to bakery Hedy! - {ask} What type of pie do you want to order? - {echo} So you want - {print} Your order is being prepared! - 2: - story: You're at the DJ Booth requesting a song. Create a program that asks if you are ready to party and then asks which song you would like to hear. - code: |- - {print} This is DJ Hedy - {ask} Are you ready to party? - {ask} What song would you like to hear? - {echo} Great choice! I love the song - 2: - 1: - story: |- - You and your friends are going to watch some Netflix. - Show which movie you're about to watch and wish the viewers lot of fun! - code: |- - {print} It is time for an evening of Netflix - film {is} Sonic the Hedgehog 2 - {print} We're going to watch film - {print} Have fun! - 2: - story: This is the webshop of a toy store. Create a program where costumers can add an item to their shopping cart. - code: |- - {print} Welcome to our toystore - toy {is} {ask} What would you like to buy? - {print} toy is added to your shopping cart. - {print} Thank you for shopping with us! - 3: - 1: - story: "The new school year at Hogwarts is starting! \nIt is the job of the sorting hat to sort you into one of the houses.\nWhich house will you be sorted into? Are you a Gryffindor, Hufflepuff, Ravenclaw or Slytherin.\nBefore the sorting hat reveals your house, you can tell it to not pick one of the houses." - code: |- - {print} The sorting hat is ready to sort you into a Hogwarts house. - houses {is} Gryffindor, Hufflepuf, Ravenclaw, Slytherin - dislike {is} {ask} Are there any houses you do not want to be part of? - {remove} dislike {from} houses - {print} Not dislike eh? Better be... houses {at} {random} - 2: - story: Create a program that chooses a random meal for you. Make a list of food and a list of toppings and let the program decide what you'll have! - code: |- - food {is} pizza, icecream, salad, sandwich - toppings {is} chocolate, cheese, tuna, sprinkles - {print} Your random meal for today is... - {sleep} 2 - {print} food {at} {random} with toppings {at} {random} - 3: - story: |- - In a chess tournament there are three players left. - Create a program that decides which two players have to play against each other first. - Start by printing the two players who play the first match, then print against which player the winner will play. - code: |- - players {is} Liam, Noah, Sophie - player_1 {is} players {at} {random} - {remove} player_1 {from} players - player_2 {is} players {at} {random} - {print} player_1 ' first plays against ' player_2 - {remove} player_2 {from} players - {print} 'The winner plays against ' players {at} {random} - 4: - 1: - story: |- - You are the newest Pokémon trainer from Pallet Town! - Make a program that selects your first Pokémon. - Let the program wait a second before revealing your first Pokémon. - code: |- - pokemons {is} Pikachu, Charmander, Bulbasaur, Squirtle - {print} 'This is going to be your first Pokémon!' - {sleep} - {print} pokemons {at} {random} - 2: - story: Create a lottery that lets you choose an extra prize that you might win. - code: |- - prizes {is} car, hamster, 1 million euros - prize {is} {ask} 'What would you like to win?' - {add} prize {to_list} prizes - {print} 'You won a ' prizes {at} {random} - 5: - 1: - story: |- - Make a program that checks if your favourite movie is already in the list of the computer. - If so, print that you have great taste, otherwise add the movie to the list. - code: |- - favorite_movies {is} Batman, Spiderman, The Avengers, Jurassic Park - movie {is} {ask} 'What is your favourite movie?' - {if} movie {in} favorite_movies {print} 'You have great taste!' - {else} {print} 'Such a shame that your favourite movie is not in the list, we will add it right away!' - {add} movie {to_list} favorite_movies - 2: - story: Create a maths game. - code: |- - {print} 'Solve this problem' - answer {is} {ask} '88 - 16 = ?' - {if} answer {is} 72 {print} 'Correct!' - {else} {print} 'Wrong! The answer was 72' - 6: - 1: - story: |- - Make a program that calculates how old you are in dog and cat years. - First ask the age of the user and start calculating. - First calculate the dogyears then the catyears. - Show the user the different ages. - code: |- - age = {ask} 'How old are you?' - dog_age = age * 7 - cat_age = age * 5 - {print} 'In dog years you are ' dog_age ' years old.' - {print} 'In cat years you are ' cat_age ' years old.' - 2: - story: Create a program that helps you calculate how many cakes you should buy for your birthday party. - code: |- - {print} 'It is your birthday!' - people = {ask} 'How many people do you want to give a slice of cake?' - cakes_amount = people/8 - {print} 'You will have to buy ' cakes_amount ' cakes' - 7: - 1: - story: Complete the baby shark song. First comes baby shark, then mommy and finally daddy shark. - code: |- - {repeat} 3 {times} {print} 'Baby shark tututututudu' - {print} 'Baby shark' - {repeat} 3 {times} {print} 'Mommy shark tututututudu' - {print} 'Mommy shark' - {repeat} 3 {times} {print} 'Daddy shark tututututudu' - {print} 'Daddy shark' - 2: - story: Create the song 'The wheels on the bus go round and round' - code: |- - {print} 'the wheels on the bus go' - {repeat} 3 {times} {print} 'round and round' - {print} 'the wheels of the bus go round and round' - {print} 'all through the town' 8: 1: - story: |- - You and four other friends are playing Pokémon Go! Create a program that decides in which team each of you will play. - Either red, yellow or blue! Take a little pause after announcing a team. code: |- teams = red, yellow, blue {print} 'Red, Yellow or Blue?' @@ -153,117 +8,8 @@ levels: {print} 'You are selected in team... ' {print} teams {at} {random} sleep 2 - 2: - story: Print the countdown for a game of hide and seek. - code: |- - counter = 11 - {repeat} 10 {times} - counter = counter - 1 - {print} counter - {sleep} 1 - {print} 'Ready or not here I come!' - 9: - 1: - story: This game will give you three maths assignments. Each time the question is different. Can you figure out the order? - code: |- - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - {repeat} 3 {times} - number = numbers {at} {random} - correct_answer = 5 * number - answer = {ask} 'What is 5 times' number '?' - {if} answer = correct_answer - {print} 'Good job!' - {else} - {print} 'No! The correct answer is ' correct_answer - 2: - story: |- - This code asks the costumers in a restaurant if they would like to order dessert. If they do, it asks them what kind of dessert. If they order tiramisu they are told that the tiramisu is sold out. - Can you get the code to work? - code: |- - order = {ask} 'Would you like to order dessert?' - {if} order = yes - dessert = {ask} 'What kind of dessert would you like?' - {if} dessert = tiramisu - {print} 'Sorry, we are out of tiramisu.' - {else} - {print} 'One ' dessert ' coming right up!' - {else} - {print} 'You dont want a dessert. No problem!' 10: 1: story: |- Help this family out by creating a schedule of who is cooking and what they should be making this week. The remove commands make sure nobody has to cook twice and they have a differnet dinner every day. **Mind!** the variable order should be first days, then people, and lastly dinner_options. This goes for the lines with the remove commands too. - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday - people = mom, dad, Martin, Abby, Jesse - dinner_options = pizza, tacos, pancakes, a salad, lasagne - {for} day {in} days - chosen_person = people {at} {random} - chosen_dinner = dinner_options {at} {random} - {print} 'On ' day ' ' chosen_person ' is making ' chosen_dinner - {remove} chosen_person {from} people - {remove} chosen_dinner {from} dinner_options - 2: - story: |- - This make-over robot will decide your new hairstyle for you. If you do not agree with the first choice, you can try again. - **Mind** The variable people is defined in the first line. The variable hairstyles in the second. - code: |- - people = Betty, Amanda, Marc - hairstyles = a bald head, a mohawk, a ponytail, spikes - {for} person {in} people - {print} person ' will get ' hairstyles {at} {random} - happy = {ask} person ', are you happy with this choice?' - {if} happy {is} yes - {print} 'Great' - {else} - {print} 'Lets try again... Then 'person ' will get ' hairstyles {at} {random} - 11: - 1: - story: Create the count down clock for New Year's eve! The program should show the numbers from 10 to 1 for a second and then wish you a happy new year. - code: |- - {for} number {in} {range} 10 {to} 1 - {print} number - {sleep} - {clear} - {print} 'Happy New Year!' - 2: - story: |- - Create a program that tells us the final results of the science fair. Firstly define the variable contestants, then the variable place. - **Hint** Line 5 should be the sleep command, and you should end with saying congratulations. - code: |- - {print} 'And now we will reveal the results of the science fair' - contestants = Vivienne, Paul, Trixy, Bianca, Katya - place = 5 - {for} contestant {in} contestants - {sleep} 2 - {print} 'On number ' place ' has ended... ' contestant - place = place - 1 - {print} 'Congratulations!' - 12: - 1: - story: |- - Sing the song 'What shall we do with the drunken sailor'. In case you don't know it, the song goed like this: - - What will we do with the drunken sailor - What will we do with the drunken sailor - What will we do with the drunken sailor - Early in the morning - Way hey and up she rises - Way hey and up she rises - Way hey and up she rises - Early in the morning - code: |- - verses = 'What will we do with the drunken sailor', 'Way hey and up she rises' - {for} verse {in} verses - {for} count {in} {range} 1 {to} 3 - {print} verse - {print} 'Early in the morning' - 2: - story: Play a game of Twister with us! First define the variable people, then limbs, then colors. - code: |- - people = 'Jess', 'Nick', 'Winston' - limbs = 'left hand', 'left foot', 'right hand', 'right foot' - colors = 'red', 'blue', 'green', 'yellow' - {for} person {in} people - {print} person ', put your ' limbs {at} {random} ' on ' colors {at} {random} diff --git a/content/parsons/peo.yaml b/content/parsons/peo.yaml index 75dbc8215d0..0967ef424bc 100644 --- a/content/parsons/peo.yaml +++ b/content/parsons/peo.yaml @@ -1,88 +1 @@ -levels: - 1: - 1: - code: "{print} Welcome to bakery Hedy!\n{ask} What type of pie do you want to order?\n{echo} So you want\n{print} Your order is being prepared!" - story: "Puzzels are exercises in which the lines of code are already written for you. You only have to place the lines in the correct order. Drag the lines of code into the input screen and run the code. Can you get the program to work?\n\nYou're a customer at bakery Hedy.\nYou walk into the bakery and are welcomed by the baker.\nHe asks what type of pie you want to order.\nThen he repeats your answer back to you.\nLastly, your order is being prepared." - 2: - code: "{print} This is DJ Hedy\n{ask} Are you ready to party?\n{ask} What song would you like to hear?\n{echo} Great choice! I love the song" - story: You're at the DJ Booth requesting a song. Create a program that asks if you are ready to party and then asks which song you would like to hear. - 6: - 2: - story: Create a program that helps you calculate how many cakes you should buy for your birthday party. - code: "{print} 'It is your birthday!'\npeople = {ask} 'How many people do you want to give a slice of cake?'\ncakes_amount = people/8\n{print} 'You will have to buy ' cakes_amount ' cakes'" - 1: - code: "age = {ask} 'How old are you?'\ndog_age = age * 7\ncat_age = age * 5\n{print} 'In dog years you are ' dog_age ' years old.'\n{print} 'In cat years you are ' cat_age ' years old.'" - story: "Make a program that calculates how old you are in dog and cat years.\nFirst ask the age of the user and start calculating.\nFirst calculate the dogyears then the catyears.\nShow the user the different ages." - 9: - 2: - story: "This code asks the costumers in a restaurant if they would like to order dessert. If they do, it asks them what kind of dessert. If they order tiramisu they are told that the tiramisu is sold out.\nCan you get the code to work?" - code: "order = {ask} 'Would you like to order dessert?'\n{if} order = yes\n dessert = {ask} 'What kind of dessert would you like?'\n {if} dessert = tiramisu\n {print} 'Sorry, we are out of tiramisu.'\n {else}\n {print} 'One ' dessert ' coming right up!'\n{else}\n {print} 'You dont want a dessert. No problem!'" - 1: - story: This game will give you three maths assignments. Each time the question is different. Can you figure out the order? - code: "numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10\n{repeat} 3 {times}\n number = numbers {at} {random}\n correct_answer = 5 * number\n answer = {ask} 'What is 5 times' number '?'\n {if} answer = correct_answer\n {print} 'Good job!'\n {else}\n {print} 'No! The correct answer is ' correct_answer" - 10: - 2: - story: "This make-over robot will decide your new hairstyle for you. If you do not agree with the first choice, you can try again.\n**Mind** The variable people is defined in the first line. The variable hairstyles in the second." - code: "people = Betty, Amanda, Marc\nhairstyles = a bald head, a mohawk, a ponytail, spikes\n{for} person {in} people\n {print} person ' will get ' hairstyles {at} {random}\n happy = {ask} person ', are you happy with this choice?'\n {if} happy {is} yes\n {print} 'Great'\n {else}\n {print} 'Lets try again... Then 'person ' will get ' hairstyles {at} {random}" - 1: - story: "Help this family out by creating a schedule of who is cooking and what they should be making this week. The `{remove}` commands make sure nobody has to cook twice and they have a different dinner every day.\n**Mind!** the variable order should be first days, then people, and lastly dinner_options. This goes for the lines with the `{remove}` commands too." - code: "days = Monday, Tuesday, Wednesday, Thursday, Friday\npeople = mom, dad, Martin, Abby, Jesse\ndinner_options = pizza, tacos, pancakes, a salad, lasagne\n{for} day {in} days\n chosen_person = people {at} {random}\n chosen_dinner = dinner_options {at} {random}\n {print} 'On ' day ' ' chosen_person ' is making ' chosen_dinner\n {remove} chosen_person {from} people\n {remove} chosen_dinner {from} dinner_options" - 12: - 1: - code: "verses = 'What will we do with the drunken sailor', 'Way hey and up she rises'\n{for} verse {in} verses\n {for} count {in} {range} 1 {to} 3\n {print} verse\n {print} 'Early in the morning'" - story: "Sing the song 'What shall we do with the drunken sailor'. In case you don't know it, the song goed like this:\n\nWhat will we do with the drunken sailor\nWhat will we do with the drunken sailor\nWhat will we do with the drunken sailor\nEarly in the morning\nWay hey and up she rises\nWay hey and up she rises\nWay hey and up she rises\nEarly in the morning" - 2: - story: Play a game of Twister with us! First define the variable people, then limbs, then colors. - code: "people = 'Jess', 'Nick', 'Winston'\nlimbs = 'left hand', 'left foot', 'right hand', 'right foot'\ncolors = 'red', 'blue', 'green', 'yellow'\n{for} person {in} people\n {print} person ', put your ' limbs {at} {random} ' on ' colors {at} {random}" - 3: - 1: - story: "The new school year at Hogwarts is starting! \nIt is the job of the sorting hat to sort you into one of the houses.\nWhich house will you be sorted into? Are you a Gryffindor, Hufflepuff, Ravenclaw or Slytherin.\nBefore the sorting hat reveals your house, you can tell it to not pick one of the houses." - code: "{print} The sorting hat is ready to sort you into a Hogwarts house.\nhouses {is} Gryffindor, Hufflepuf, Ravenclaw, Slytherin\ndislike {is} {ask} Are there any houses you do not want to be part of?\n{remove} dislike {from} houses\n{print} Not dislike eh? Better be... houses {at} {random}" - 2: - story: Create a program that chooses a random meal for you. Make a list of food and a list of toppings and let the program decide what you'll have! - code: "food {is} pizza, icecream, salad, sandwich\ntoppings {is} chocolate, cheese, tuna, sprinkles\n{print} Your random meal for today is...\n{sleep} 2\n{print} food {at} {random} with toppings {at} {random}" - 3: - story: "In a chess tournament there are three players left.\nCreate a program that decides which two players have to play against each other first.\nStart by printing the two players who play the first match, then print against which player the winner will play." - code: "players {is} Liam, Noah, Sophie\nplayer_1 {is} players {at} {random}\n{remove} player_1 {from} players\nplayer_2 {is} players {at} {random}\n{print} player_1 ' first plays against ' player_2\n{remove} player_2 {from} players\n{print} 'The winner plays against ' players {at} {random}" - 4: - 2: - story: Create a lottery that lets you choose an extra prize that you might win. - code: "prizes {is} car, hamster, 1 million euros\nprize {is} {ask} 'What would you like to win?'\n{add} prize {to_list} prizes\n{print} 'You won a ' prizes {at} {random}" - 1: - story: "You are the newest Pokémon trainer from Pallet Town!\nMake a program that selects your first Pokémon.\nLet the program wait a second before revealing your first Pokémon." - code: "pokemons {is} Pikachu, Charmander, Bulbasaur, Squirtle\n{print} 'This is going to be your first Pokémon!'\n{sleep}\n{print} pokemons {at} {random}" - 2: - 1: - story: "You and your friends are going to watch some Netflix.\nShow which movie you're about to watch and wish the viewers lot of fun!" - code: "{print} It is time for an evening of Netflix\nfilm {is} Sonic the Hedgehog 2\n{print} We're going to watch film\n{print} Have fun!" - 2: - story: This is the webshop of a toy store. Create a program where costumers can add an item to their shopping cart. - code: "{print} Welcome to our toystore\ntoy {is} {ask} What would you like to buy?\n{print} toy is added to your shopping cart.\n{print} Thank you for shopping with us!" - 7: - 1: - code: "{repeat} 3 {times} {print} 'Baby shark tututututudu'\n{print} 'Baby shark'\n{repeat} 3 {times} {print} 'Mommy shark tututututudu'\n{print} 'Mommy shark'\n{repeat} 3 {times} {print} 'Daddy shark tututututudu'\n{print} 'Daddy shark'" - story: Complete the baby shark song. First comes baby shark, then mommy and finally daddy shark. - 2: - code: "{print} 'the wheels on the bus go'\n{repeat} 3 {times} {print} 'round and round'\n{print} 'the wheels of the bus go round and round'\n{print} 'all through the town'" - story: Create the song 'The wheels on the bus go round and round' - 8: - 1: - story: "You and four other friends are playing Pokémon Go! Create a program that decides in which team each of you will play.\nEither red, yellow or blue! Take a little pause after announcing a team." - code: "teams = red, yellow, blue\n{print} 'Red, Yellow or Blue?'\n{repeat} 5 {times}\n {print} 'You are selected in team... '\n {print} teams {at} {random}\n {sleep} 2" - 2: - code: "counter = 11\n{repeat} 10 {times}\n counter = counter - 1\n {print} counter\n {sleep} 1\n{print} 'Ready or not here I come!'" - story: Print the countdown for a game of hide and seek. - 11: - 1: - story: Create the count down clock for New Year's eve! The program should show the numbers from 10 to 1 for a second and then wish you a happy new year. - code: "{for} number {in} {range} 10 {to} 1\n {print} number\n {sleep}\n {clear}\n{print} 'Happy New Year!'" - 2: - story: "Create a program that tells us the final results of the science fair. Firstly define the variable contestants, then the variable place.\n**Hint** Line 5 should be the sleep command, and you should end with saying congratulations." - code: "{print} 'And now we will reveal the results of the science fair'\ncontestants = Vivienne, Paul, Trixy, Bianca, Katya\nplace = 5\n{for} contestant {in} contestants\n {sleep} 2\n {print} 'On number ' place ' has ended... ' contestant\n place = place - 1\n{print} 'Congratulations!'" - 5: - 2: - code: "{print} 'Solve this problem'\nanswer {is} {ask} '88 - 16 = ?'\n{if} answer {is} 72 {print} 'Correct!'\n{else} {print} 'Wrong! The answer was 72'" - story: Create a maths game. - 1: - story: "Make a program that checks if your favourite movie is already in the list of the computer.\nIf so, print that you have great taste, otherwise add the movie to the list." - code: "favorite_movies {is} Batman, Spiderman, The Avengers, Jurassic Park\nmovie {is} {ask} 'What is your favourite movie?'\n{if} movie {in} favorite_movies {print} 'You have great taste!'\n{else} {print} 'Such a shame that your favourite movie is not in the list, we will add it right away!'\n{add} movie {to_list} favorite_movies" +{} diff --git a/content/parsons/pl.yaml b/content/parsons/pl.yaml index 9c04d98cc92..5cc935201c9 100644 --- a/content/parsons/pl.yaml +++ b/content/parsons/pl.yaml @@ -57,19 +57,6 @@ levels: {print} Twój dzisiejszy losowy posiłek to... {sleep} 2 {print} jedzenie {at} {random} z losowymi dodatki {at} {random} - 3: - story: |- - In a chess tournament there are three players left. - Create a program that decides which two players have to play against each other first. - Start by printing the two players who play the first match, then print against which player the winner will play. - code: |- - players {is} Liam, Noah, Sophie - player_1 {is} players {at} {random} - {remove} player_1 {from} players - player_2 {is} players {at} {random} - {print} player_1 ' first plays against ' player_2 - {remove} player_2 {from} players - {print} 'The winner plays against ' players {at} {random} 4: 1: story: |- @@ -168,108 +155,8 @@ levels: {print} licznik {sleep} 1 {print} 'Gotowi czy nie, szukam!' - 9: - 1: - story: This game will give you three maths assignments. Each time the question is different. Can you figure out the order? - code: |- - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - {repeat} 3 {times} - number = numbers {at} {random} - correct_answer = 5 * number - answer = {ask} 'What is 5 times' number '?' - {if} answer = correct_answer - {print} 'Good job!' - {else} - {print} 'No! The correct answer is ' correct_answer - 2: - story: |- - This code asks the costumers in a restaurant if they would like to order dessert. If they do, it asks them what kind of dessert. If they order tiramisu they are told that the tiramisu is sold out. - Can you get the code to work? - code: |- - order = {ask} 'Would you like to order dessert?' - {if} order = yes - dessert = {ask} 'What kind of dessert would you like?' - {if} dessert = tiramisu - {print} 'Sorry, we are out of tiramisu.' - {else} - {print} 'One ' dessert ' coming right up!' - {else} - {print} 'You dont want a dessert. No problem!' 10: 1: story: |- Help this family out by creating a schedule of who is cooking and what they should be making this week. The remove commands make sure nobody has to cook twice and they have a differnet dinner every day. **Mind!** the variable order should be first days, then people, and lastly dinner_options. This goes for the lines with the remove commands too. - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday - people = mom, dad, Martin, Abby, Jesse - dinner_options = pizza, tacos, pancakes, a salad, lasagne - {for} day {in} days - chosen_person = people {at} {random} - chosen_dinner = dinner_options {at} {random} - {print} 'On ' day ' ' chosen_person ' is making ' chosen_dinner - {remove} chosen_person {from} people - {remove} chosen_dinner {from} dinner_options - 2: - story: |- - This make-over robot will decide your new hairstyle for you. If you do not agree with the first choice, you can try again. - **Mind** The variable people is defined in the first line. The variable hairstyles in the second. - code: |- - people = Betty, Amanda, Marc - hairstyles = a bald head, a mohawk, a ponytail, spikes - {for} person {in} people - {print} person ' will get ' hairstyles {at} {random} - happy = {ask} person ', are you happy with this choice?' - {if} happy {is} yes - {print} 'Great' - {else} - {print} 'Lets try again... Then 'person ' will get ' hairstyles {at} {random} - 11: - 1: - story: Create the count down clock for New Year's eve! The program should show the numbers from 10 to 1 for a second and then wish you a happy new year. - code: |- - {for} number {in} {range} 10 {to} 1 - {print} number - {sleep} - {clear} - {print} 'Happy New Year!' - 2: - story: |- - Create a program that tells us the final results of the science fair. Firstly define the variable contestants, then the variable place. - **Hint** Line 5 should be the sleep command, and you should end with saying congratulations. - code: |- - {print} 'And now we will reveal the results of the science fair' - contestants = Vivienne, Paul, Trixy, Bianca, Katya - place = 5 - {for} contestant {in} contestants - {sleep} 2 - {print} 'On number ' place ' has ended... ' contestant - place = place - 1 - {print} 'Congratulations!' - 12: - 1: - story: |- - Sing the song 'What shall we do with the drunken sailor'. In case you don't know it, the song goed like this: - - What will we do with the drunken sailor - What will we do with the drunken sailor - What will we do with the drunken sailor - Early in the morning - Way hey and up she rises - Way hey and up she rises - Way hey and up she rises - Early in the morning - code: |- - verses = 'What will we do with the drunken sailor', 'Way hey and up she rises' - {for} verse {in} verses - {for} count {in} {range} 1 {to} 3 - {print} verse - {print} 'Early in the morning' - 2: - story: Play a game of Twister with us! First define the variable people, then limbs, then colors. - code: |- - people = 'Jess', 'Nick', 'Winston' - limbs = 'left hand', 'left foot', 'right hand', 'right foot' - colors = 'red', 'blue', 'green', 'yellow' - {for} person {in} people - {print} person ', put your ' limbs {at} {random} ' on ' colors {at} {random} diff --git a/content/parsons/pt_BR.yaml b/content/parsons/pt_BR.yaml index f6687f7307b..922b790d1a7 100644 --- a/content/parsons/pt_BR.yaml +++ b/content/parsons/pt_BR.yaml @@ -124,13 +124,6 @@ levels: 7: 1: story: Complete a canção baby shark. Primeiro vem baby shark, depois mommy e, por fim, daddy shark. - code: |- - {repeat} 3 {times} {print} 'Baby shark tututututudu' - {print} 'Baby shark' - {repeat} 3 {times} {print} 'Mommy shark tututututudu' - {print} 'Mommy shark' - {repeat} 3 {times} {print} 'Daddy shark tututututudu' - {print} 'Daddy shark' 2: story: Crie a canção 'As rodas do ônibus giram, giram' code: |- @@ -201,20 +194,6 @@ levels: {print} 'Na ' dia ' ' pessoa_escolhida ' vai fazer ' jantar_escolhido {remove} pessoa_escolhida {from} pessoas {remove} jantar_escolhido {from} opções_de_jantar - 2: - story: |- - This make-over robot will decide your new hairstyle for you. If you do not agree with the first choice, you can try again. - **Mind** The variable people is defined in the first line. The variable hairstyles in the second. - code: |- - people = Betty, Amanda, Marc - hairstyles = a bald head, a mohawk, a ponytail, spikes - {for} person {in} people - {print} person ' will get ' hairstyles {at} {random} - happy = {ask} person ', are you happy with this choice?' - {if} happy {is} yes - {print} 'Great' - {else} - {print} 'Lets try again... Then 'person ' will get ' hairstyles {at} {random} 11: 1: story: Crie um relógio de contagem regressiva para a noite de Ano Novo! O programa deve mostrar os números de 10 a 1 por um segundo e então te desejar um feliz ano novo. @@ -224,43 +203,3 @@ levels: {sleep} {clear} {print} 'Feliz Ano Novo!' - 2: - story: |- - Create a program that tells us the final results of the science fair. Firstly define the variable contestants, then the variable place. - **Hint** Line 5 should be the sleep command, and you should end with saying congratulations. - code: |- - {print} 'And now we will reveal the results of the science fair' - contestants = Vivienne, Paul, Trixy, Bianca, Katya - place = 5 - {for} contestant {in} contestants - {sleep} 2 - {print} 'On number ' place ' has ended... ' contestant - place = place - 1 - {print} 'Congratulations!' - 12: - 1: - story: |- - Sing the song 'What shall we do with the drunken sailor'. In case you don't know it, the song goed like this: - - What will we do with the drunken sailor - What will we do with the drunken sailor - What will we do with the drunken sailor - Early in the morning - Way hey and up she rises - Way hey and up she rises - Way hey and up she rises - Early in the morning - code: |- - verses = 'What will we do with the drunken sailor', 'Way hey and up she rises' - {for} verse {in} verses - {for} count {in} {range} 1 {to} 3 - {print} verse - {print} 'Early in the morning' - 2: - story: Play a game of Twister with us! First define the variable people, then limbs, then colors. - code: |- - people = 'Jess', 'Nick', 'Winston' - limbs = 'left hand', 'left foot', 'right hand', 'right foot' - colors = 'red', 'blue', 'green', 'yellow' - {for} person {in} people - {print} person ', put your ' limbs {at} {random} ' on ' colors {at} {random} diff --git a/content/parsons/pt_PT.yaml b/content/parsons/pt_PT.yaml index 5922de79240..7ad0b4aab92 100644 --- a/content/parsons/pt_PT.yaml +++ b/content/parsons/pt_PT.yaml @@ -9,35 +9,13 @@ levels: Ele(a) pergunta que torta queres pedir. E depois repete a tua resposta de volta para ti. Finalmente, o teu pedido está a ser preparado. - code: |- - {print} Welcome to bakery Hedy! - {ask} What type of pie do you want to order? - {echo} So you want - {print} Your order is being prepared! - 2: - story: You're at the DJ Booth requesting a song. Create a program that asks if you are ready to party and then asks which song you would like to hear. - code: |- - {print} This is DJ Hedy - {ask} Are you ready to party? - {ask} What song would you like to hear? - {echo} Great choice! I love the song 2: 1: - story: |- - You and your friends are going to watch some Netflix. - Show which movie you're about to watch and wish the viewers lot of fun! code: |- {print} It is time for an evening of Netflix film {is} Sonic the Hedgehog 2 {print} We're going to film {print} Have fun! - 2: - story: This is the webshop of a toy store. Create a program where costumers can add an item to their shopping cart. - code: |- - {print} Welcome to our toystore - toy {is} {ask} What would you like to buy? - {print} toy is added to your shopping cart. - {print} Thank you for shopping with us! 3: 1: story: |- @@ -45,14 +23,7 @@ levels: It is the job of the sorting hat to sort you into one of the houses. Which house will you be sorted into? Are you a Gryffindor, Hufflepuff, Ravenclaw or Slytherin. Before the sorting hat reveals your house, you can tell it to not pick one of the houses. - code: |- - {print} The sorting hat is ready to sort you into a Hogwarts house. - houses {is} Gryffindor, Hufflepuf, Ravenclaw, Slytherin - dislike {is} {ask} Are there any houses you do not want to be part of? - {remove} dislike {from} houses - {print} Not dislike eh? Better be... houses {at} {random} 2: - story: Create a program that chooses a random meal for you. Make a list of food and a list of toppings and let the program decide what you'll have! code: |- comida {is} pizza, gelado, salada, sandwich coberturas {is} chocolate, queijo, atum, sprinkles @@ -60,10 +31,6 @@ levels: {sleep} 2 {print} comida {at}{random} com cobertura de {at}{random} 3: - story: |- - In a chess tournament there are three players left. - Create a program that decides which two players have to play against each other first. - Start by printing the two players who play the first match, then print against which player the winner will play. code: |- jogadores {is} Liam, Noah, Sofia jogador_1 {is} jogadores {at} {random} @@ -92,9 +59,6 @@ levels: {print} 'You won a ' prices {at} {random} 5: 1: - story: |- - Make a program that checks if your favourite movie is already in the list of the computer. - If so, print that you have great taste, otherwise add the movie to the list. code: |- favoriete_movies {is} Batman, Spiderman, The Avengers, Jurassic Park movie {is} {ask} 'What is your favourite movie?' @@ -102,7 +66,6 @@ levels: {else} {print} 'Such a shame that your favourite movie is not in the list, we will add it right away!' {add} movie {to_list} favoriete_movies 2: - story: Create a maths game. code: |- {print} 'Resolve o problema' resposta {is} {ask} '88 - 16 = ?' @@ -110,11 +73,6 @@ levels: {else} {print} 'Incorrecto! A resposta era 72' 6: 1: - story: |- - Make a program that calculates how old you are in dog and cat years. - First ask the age of the user and start calculating. - First calculate the dogyears then the catyears. - Show the user the different ages. code: |- age = {ask} 'How old are you?' dog_age = age * 7 @@ -122,29 +80,11 @@ levels: {print} 'In dogyears you are ' dog_age ' years old.' {print} 'In catyears you are ' cat_age ' years old.' 2: - story: Create a program that helps you calculate how many cakes you should buy for your birthday party. code: |- {print} 'It is your birthday!' people = {ask} 'How many people do you want to give a slice of cake?' cakes_amount is people/8 {print} 'You will have to buy ' cakes_amount ' cakes' - 7: - 1: - story: Complete the baby shark song. First comes baby shark, then mommy and finally daddy shark. - code: |- - {repeat} 3 {times} {print} 'Baby shark tututututudu' - {print} 'Baby shark' - {repeat} 3 {times} {print} 'Mommy shark tututututudu' - {print} 'Mommy shark' - {repeat} 3 {times} {print} 'Daddy shark tututututudu' - {print} 'Daddy shark' - 2: - story: Create the song 'The wheels on the bus go round and round' - code: |- - {print} 'the wheels on the bus go' - {repeat} 3 {times} {print} 'round and round' - {print} 'the wheels of the bus go round and round' - {print} 'all through the town' 8: 1: story: |- @@ -166,108 +106,13 @@ levels: {print} counter {sleep} 1 {print} 'Ready or not here I come!' - 9: - 1: - story: This game will give you three maths assignments. Each time the question is different. Can you figure out the order? - code: |- - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - {repeat} 3 {times} - number = numbers {at} {random} - correct_answer = 5 * number - answer = {ask} 'What is 5 times' number '?' - {if} answer = correct_answer - {print} 'Good job!' - {else} - {print} 'No! The correct answer is ' correct_answer - 2: - story: |- - This code asks the costumers in a restaurant if they would like to order dessert. If they do, it asks them what kind of dessert. If they order tiramisu they are told that the tiramisu is sold out. - Can you get the code to work? - code: |- - order = {ask} 'Would you like to order dessert?' - {if} order = yes - dessert = {ask} 'What kind of dessert would you like?' - {if} dessert = tiramisu - {print} 'Sorry, we are out of tiramisu.' - {else} - {print} 'One ' dessert ' coming right up!' - {else} - {print} 'You dont want a dessert. No problem!' 10: 1: story: |- Ajude esta família criando um calendário de quem está a cozinhar e o que deve fazer esta semana. Os comandos `{remove}` garantem que ninguém tem de cozinhar duas vezes e que todos os dias têm um jantar diferente. **Detalhe!** a ordem das variáveis deve ser primeiro dias, depois pessoas e, por último, opções_jantar. Isto é válido para as linhas com os comandos `{remove}` também. - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday - people = mom, dad, Martin, Abby, Jesse - dinner_options = pizza, tacos, pancakes, a salad, lasagne - {for} day {in} days - chosen_person = people {at} {random} - chosen_dinner = dinner_options {at} {random} - {print} 'On ' day ' ' chosen_person ' is making ' chosen_dinner - {remove} chosen_person {from} people - {remove} chosen_dinner {from} dinner_options - 2: - story: |- - This make-over robot will decide your new hairstyle for you. If you do not agree with the first choice, you can try again. - **Mind** The variable people is defined in the first line. The variable hairstyles in the second. - code: |- - people = Betty, Amanda, Marc - hairstyles = a bald head, a mohawk, a ponytail, spikes - {for} person {in} people - {print} person ' will get ' hairstyles {at} {random} - happy = {ask} person ', are you happy with this choice?' - {if} happy {is} yes - {print} 'Great' - {else} - {print} 'Lets try again... Then 'person ' will get ' hairstyles {at} {random} 11: - 1: - story: Create the count down clock for New Year's eve! The program should show the numbers from 10 to 1 for a second and then wish you a happy new year. - code: |- - {for} number {in} {range} 10 {to} 1 - {print} number - {sleep} - {clear} - {print} 'Happy New Year!' 2: story: |- Crie um programa que nos diga os resultados finais da feira de ciências. Primeiro define a variável concorrentes e depois a variável lugar. **Dica** A linha 5 deve ser o comando sleep, e deves terminar com os parabéns. - code: |- - {print} 'And now we will reveal the results of the science fair' - contestants = Vivienne, Paul, Trixy, Bianca, Katya - place = 5 - {for} contestant {in} contestants - {sleep} 2 - {print} 'On number ' place ' has ended... ' contestant - place = place - 1 - {print} 'Congratulations!' - 12: - 1: - story: |- - Sing the song 'What shall we do with the drunken sailor'. In case you don't know it, the song goed like this: - - What will we do with the drunken sailor - What will we do with the drunken sailor - What will we do with the drunken sailor - Early in the morning - Way hey and up she rises - Way hey and up she rises - Way hey and up she rises - Early in the morning - code: |- - verses = 'What will we do with the drunken sailor', 'Way hey and up she rises' - {for} verse {in} verses - {for} count {in} {range} 1 {to} 3 - {print} verse - {print} 'Early in the morning' - 2: - story: Play a game of Twister with us! First define the variable people, then limbs, then colors. - code: |- - people = 'Jess', 'Nick', 'Winston' - limbs = 'left hand', 'left foot', 'right hand', 'right foot' - colors = 'red', 'blue', 'green', 'yellow' - {for} person {in} people - {print} person ', put your ' limbs {at} {random} ' on ' colors {at} {random} diff --git a/content/parsons/ro.yaml b/content/parsons/ro.yaml index 91dab9aa0ee..6b75889df67 100644 --- a/content/parsons/ro.yaml +++ b/content/parsons/ro.yaml @@ -8,35 +8,6 @@ levels: He asks what type of pie you want to order. Then he repeats your answer back to you. Lastly, your order is being prepared. - code: |- - {print} Welcome to bakery Hedy! - {ask} What type of pie do you want to order? - {echo} So you want - {print} Your order is being prepared! - 2: - story: You're at the DJ Booth requesting a song. Create a program that asks if you are ready to party and then asks which song you would like to hear. - code: |- - {print} This is DJ Hedy - {ask} Are you ready to party? - {ask} What song would you like to hear? - {echo} Great choice! I love the song - 2: - 1: - story: |- - You and your friends are going to watch some Netflix. - Show which movie you're about to watch and wish the viewers lot of fun! - code: |- - {print} It is time for an evening of Netflix - film {is} Sonic the Hedgehog 2 - {print} We're going to watch film - {print} Have fun! - 2: - story: This is the webshop of a toy store. Create a program where costumers can add an item to their shopping cart. - code: |- - {print} Welcome to our toystore - toy {is} {ask} What would you like to buy? - {print} toy is added to your shopping cart. - {print} Thank you for shopping with us! 3: 1: story: |- @@ -44,44 +15,12 @@ levels: It is the job of the sorting hat to sort you into one of the houses. Which house will you be sorted into? Are you a Gryffindor, Hufflepuff, Ravenclaw or Slytherin. Before the sorting hat reveals your house, you can tell it to not pick one of the houses. - code: |- - {print} The sorting hat is ready to sort you into a Hogwarts house. - houses {is} Gryffindor, Hufflepuf, Ravenclaw, Slytherin - dislike {is} {ask} Are there any houses you do not want to be part of? - {remove} dislike {from} houses - {print} Not dislike eh? Better be... houses {at} {random} - 2: - story: Create a program that chooses a random meal for you. Make a list of food and a list of toppings and let the program decide what you'll have! - code: |- - food {is} pizza, icecream, salad, sandwich - toppings {is} chocolate, cheese, tuna, sprinkles - {print} Your random meal for today is... - {sleep} 2 - {print} food {at} {random} with toppings {at} {random} - 3: - story: |- - In a chess tournament there are three players left. - Create a program that decides which two players have to play against each other first. - Start by printing the two players who play the first match, then print against which player the winner will play. - code: |- - players {is} Liam, Noah, Sophie - player_1 {is} players {at} {random} - {remove} player_1 {from} players - player_2 {is} players {at} {random} - {print} player_1 ' first plays against ' player_2 - {remove} player_2 {from} players - {print} 'The winner plays against ' players {at} {random} 4: 1: story: |- You are the newest Pokémon trainer from Pallet Town! Make a program that selects your first Pokémon. Let the program wait a minute before revealing your first pokémon. - code: |- - pokemons {is} Pikachu, Charmander, Bulbasaur, Squirtle - {print} 'This is going to be your first Pokémon!' - {sleep} - {print} pokemons {at} {random} 2: story: Create a lottery that lets you choose an extra price that you might win. code: |- @@ -89,66 +28,8 @@ levels: price {is} {ask} 'What would you like to win?' {add} price {to_list} prices {print} 'You won a ' prices {at} {random} - 5: - 1: - story: |- - Make a program that checks if your favourite movie is already in the list of the computer. - If so, print that you have great taste, otherwise add the movie to the list. - code: |- - favorite_movies {is} Batman, Spiderman, The Avengers, Jurassic Park - movie {is} {ask} 'What is your favourite movie?' - {if} movie {in} favorite_movies {print} 'You have great taste!' - {else} {print} 'Such a shame that your favourite movie is not in the list, we will add it right away!' - {add} movie {to_list} favorite_movies - 2: - story: Create a maths game. - code: |- - {print} 'Solve this problem' - answer {is} {ask} '88 - 16 = ?' - {if} answer {is} 72 {print} 'Correct!' - {else} {print} 'Wrong! The answer was 72' - 6: - 1: - story: |- - Make a program that calculates how old you are in dog and cat years. - First ask the age of the user and start calculating. - First calculate the dogyears then the catyears. - Show the user the different ages. - code: |- - age = {ask} 'How old are you?' - dog_age = age * 7 - cat_age = age * 5 - {print} 'In dog years you are ' dog_age ' years old.' - {print} 'In cat years you are ' cat_age ' years old.' - 2: - story: Create a program that helps you calculate how many cakes you should buy for your birthday party. - code: |- - {print} 'It is your birthday!' - people = {ask} 'How many people do you want to give a slice of cake?' - cakes_amount = people/8 - {print} 'You will have to buy ' cakes_amount ' cakes' - 7: - 1: - story: Complete the baby shark song. First comes baby shark, then mommy and finally daddy shark. - code: |- - {repeat} 3 {times} {print} 'Baby shark tututututudu' - {print} 'Baby shark' - {repeat} 3 {times} {print} 'Mommy shark tututututudu' - {print} 'Mommy shark' - {repeat} 3 {times} {print} 'Daddy shark tututututudu' - {print} 'Daddy shark' - 2: - story: Create the song 'The wheels on the bus go round and round' - code: |- - {print} 'the wheels on the bus go' - {repeat} 3 {times} {print} 'round and round' - {print} 'the wheels of the bus go round and round' - {print} 'all through the town' 8: 1: - story: |- - You and four other friends are playing Pokémon Go! Create a program that decides in which team each of you will play. - Either red, yellow or blue! Take a little pause after announcing a team. code: |- teams = red, yellow, blue {print} 'Red, Yellow or Blue?' @@ -156,117 +37,8 @@ levels: {print} 'You are selected in team... ' {print} teams {at} {random} sleep 2 - 2: - story: Print the countdown for a game of hide and seek. - code: |- - counter = 11 - {repeat} 10 {times} - counter = counter - 1 - {print} counter - {sleep} 1 - {print} 'Ready or not here I come!' - 9: - 1: - story: This game will give you three maths assignments. Each time the question is different. Can you figure out the order? - code: |- - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - {repeat} 3 {times} - number = numbers {at} {random} - correct_answer = 5 * number - answer = {ask} 'What is 5 times' number '?' - {if} answer = correct_answer - {print} 'Good job!' - {else} - {print} 'No! The correct answer is ' correct_answer - 2: - story: |- - This code asks the costumers in a restaurant if they would like to order dessert. If they do, it asks them what kind of dessert. If they order tiramisu they are told that the tiramisu is sold out. - Can you get the code to work? - code: |- - order = {ask} 'Would you like to order dessert?' - {if} order = yes - dessert = {ask} 'What kind of dessert would you like?' - {if} dessert = tiramisu - {print} 'Sorry, we are out of tiramisu.' - {else} - {print} 'One ' dessert ' coming right up!' - {else} - {print} 'You dont want a dessert. No problem!' 10: 1: story: |- Help this family out by creating a schedule of who is cooking and what they should be making this week. The remove commands make sure nobody has to cook twice and they have a differnet dinner every day. **Mind!** the variable order should be first days, then people, and lastly dinner_options. This goes for the lines with the remove commands too. - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday - people = mom, dad, Martin, Abby, Jesse - dinner_options = pizza, tacos, pancakes, a salad, lasagne - {for} day {in} days - chosen_person = people {at} {random} - chosen_dinner = dinner_options {at} {random} - {print} 'On ' day ' ' chosen_person ' is making ' chosen_dinner - {remove} chosen_person {from} people - {remove} chosen_dinner {from} dinner_options - 2: - story: |- - This make-over robot will decide your new hairstyle for you. If you do not agree with the first choice, you can try again. - **Mind** The variable people is defined in the first line. The variable hairstyles in the second. - code: |- - people = Betty, Amanda, Marc - hairstyles = a bald head, a mohawk, a ponytail, spikes - {for} person {in} people - {print} person ' will get ' hairstyles {at} {random} - happy = {ask} person ', are you happy with this choice?' - {if} happy {is} yes - {print} 'Great' - {else} - {print} 'Lets try again... Then 'person ' will get ' hairstyles {at} {random} - 11: - 1: - story: Create the count down clock for New Year's eve! The program should show the numbers from 10 to 1 for a second and then wish you a happy new year. - code: |- - {for} number {in} {range} 10 {to} 1 - {print} number - {sleep} - {clear} - {print} 'Happy New Year!' - 2: - story: |- - Create a program that tells us the final results of the science fair. Firstly define the variable contestants, then the variable place. - **Hint** Line 5 should be the sleep command, and you should end with saying congratulations. - code: |- - {print} 'And now we will reveal the results of the science fair' - contestants = Vivienne, Paul, Trixy, Bianca, Katya - place = 5 - {for} contestant {in} contestants - {sleep} 2 - {print} 'On number ' place ' has ended... ' contestant - place = place - 1 - {print} 'Congratulations!' - 12: - 1: - story: |- - Sing the song 'What shall we do with the drunken sailor'. In case you don't know it, the song goed like this: - - What will we do with the drunken sailor - What will we do with the drunken sailor - What will we do with the drunken sailor - Early in the morning - Way hey and up she rises - Way hey and up she rises - Way hey and up she rises - Early in the morning - code: |- - verses = 'What will we do with the drunken sailor', 'Way hey and up she rises' - {for} verse {in} verses - {for} count {in} {range} 1 {to} 3 - {print} verse - {print} 'Early in the morning' - 2: - story: Play a game of Twister with us! First define the variable people, then limbs, then colors. - code: |- - people = 'Jess', 'Nick', 'Winston' - limbs = 'left hand', 'left foot', 'right hand', 'right foot' - colors = 'red', 'blue', 'green', 'yellow' - {for} person {in} people - {print} person ', put your ' limbs {at} {random} ' on ' colors {at} {random} diff --git a/content/parsons/ru.yaml b/content/parsons/ru.yaml index 8e38d583cbe..ab1c41e03f7 100644 --- a/content/parsons/ru.yaml +++ b/content/parsons/ru.yaml @@ -12,7 +12,6 @@ levels: {echo} Так вы хотите. {print} Ваш заказ готовится! 2: - story: You're at the DJ Booth requesting a song. Create a program that asks if you are ready to party and then asks which song you would like to hear. code: |- {print} Это DJ Hedy {ask} Вы готовы к вечеринке? @@ -20,16 +19,12 @@ levels: {echo} Отличный выбор! Я люблю 2: 1: - story: |- - You and your friends are going to watch some Netflix. - Show which movie you're about to watch and wish the viewers lot of fun! code: |- {print} It is time for an evening of Netflix film {is} Sonic the Hedgehog 2 {print} Мы будем смотреть {print} Have fun! 2: - story: This is the webshop of a toy store. Create a program where costumers can add an item to their shopping cart. code: |- {print} Добро пожаловать в наш магазин игрушек игрушка {is} {ask} Что бы вы хотели купить? @@ -37,7 +32,6 @@ levels: {print} Спасибо за покупки с нами! 3: 1: - story: "The new school year at Hogwarts is starting! \nIt is the job of the sorting hat to sort you into one of the houses.\nWhich house will you be sorted into? Are you a Gryffindor, Hufflepuff, Ravenclaw or Slytherin.\nBefore the sorting hat reveals your house, you can tell it to not pick one of the houses." code: |- {print} Новый учебный год в Хогвартсе начинается! {print} Распределяющая шляпа готова распределить вас по домам Хогвартса. @@ -45,26 +39,12 @@ levels: {sleep} 2 {print} И это дома {at} {random} 2: - story: Create a program that chooses a random meal for you. Make a list of food and a list of toppings and let the program decide what you'll have! code: |- еда {is} пицца, мороженое, салат, сэндвич начинки {is} шоколад, сыр, тунец, посыпка {print} Ваша случайная на сегодня... {sleep} 2 {print} еда {at} {random} с начинки {at} {random} - 3: - story: |- - In a chess tournament there are three players left. - Create a program that decides which two players have to play against each other first. - Start by printing the two players who play the first match, then print against which player the winner will play. - code: |- - players {is} Liam, Noah, Sophie - player_1 {is} players {at} {random} - {remove} player_1 {from} players - player_2 {is} players {at} {random} - {print} player_1 ' first plays against ' player_2 - {remove} player_2 {from} players - {print} 'The winner plays against ' players {at} {random} 4: 1: story: |- @@ -85,9 +65,6 @@ levels: {print} 'Вы выиграли ' призы {at} {random} 5: 1: - story: |- - Make a program that checks if your favourite movie is already in the list of the computer. - If so, print that you have great taste, otherwise add the movie to the list. code: |- favorite_movies {is} Бэтмен, Человек-паук, Мстители, Парк Юрского периода movie {is} {ask} 'Какой твой любимый фильм?' @@ -95,7 +72,6 @@ levels: {else} {print} 'Очень жаль, вашего любимого фильма нет в списке, мы обязательно его добавим!' {add} movie {to_list} favorite_movies 2: - story: Create a maths game. code: |- {print} 'Решите эту задачу' ответ {is} {ask} '88 - 16 = ?' @@ -103,11 +79,6 @@ levels: {else} {print} 'Неправильно! Ответ был 72' 6: 1: - story: |- - Make a program that calculates how old you are in dog and cat years. - First ask the age of the user and start calculating. - First calculate the dogyears then the catyears. - Show the user the different ages. code: |- age = {ask} 'Сколько тебе лет?' dog_age = age * 7 @@ -115,24 +86,13 @@ levels: {print} 'В собачьих годах тебе' dog_age ' лет.' {print} 'В кошачьих годах тебе ' cat_age ' лет.' 2: - story: Create a program that helps you calculate how many cakes you should buy for your birthday party. code: |- {print} 'Сегодня твой день рождения!' people = {ask} 'Скольким людям вы хотите дать по кусочку торта?' cakes_amount = people/8 {print} 'Вам придется купить ' cakes_amount ' торты' 7: - 1: - story: Complete the baby shark song. First comes baby shark, then mommy and finally daddy shark. - code: |- - {repeat} 3 {times} {print} 'Baby shark tututututudu' - {print} 'Baby shark' - {repeat} 3 {times} {print} 'Mommy shark tututututudu' - {print} 'Mommy shark' - {repeat} 3 {times} {print} 'Daddy shark tututututudu' - {print} 'Daddy shark' 2: - story: Create the song 'The wheels on the bus go round and round' code: |- {print} 'колеса автобуса едут' {repeat} 3 {times} {print} 'туда сюда' @@ -159,108 +119,8 @@ levels: {print} счётчик {sleep} 1 {print} 'Готов или нет, но я иду!' - 9: - 1: - story: This game will give you three maths assignments. Each time the question is different. Can you figure out the order? - code: |- - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - {repeat} 3 {times} - number = numbers {at} {random} - correct_answer = 5 * number - answer = {ask} 'What is 5 times' number '?' - {if} answer = correct_answer - {print} 'Good job!' - {else} - {print} 'No! The correct answer is ' correct_answer - 2: - story: |- - This code asks the costumers in a restaurant if they would like to order dessert. If they do, it asks them what kind of dessert. If they order tiramisu they are told that the tiramisu is sold out. - Can you get the code to work? - code: |- - order = {ask} 'Would you like to order dessert?' - {if} order = yes - dessert = {ask} 'What kind of dessert would you like?' - {if} dessert = tiramisu - {print} 'Sorry, we are out of tiramisu.' - {else} - {print} 'One ' dessert ' coming right up!' - {else} - {print} 'You dont want a dessert. No problem!' 10: 1: story: |- Help this family out by creating a schedule of who is cooking and what they should be making this week. The remove commands make sure nobody has to cook twice and they have a differnet dinner every day. **Mind!** the variable order should be first days, then people, and lastly dinner_options. This goes for the lines with the remove commands too. - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday - people = mom, dad, Martin, Abby, Jesse - dinner_options = pizza, tacos, pancakes, a salad, lasagne - {for} day {in} days - chosen_person = people {at} {random} - chosen_dinner = dinner_options {at} {random} - {print} 'On ' day ' ' chosen_person ' is making ' chosen_dinner - {remove} chosen_person {from} people - {remove} chosen_dinner {from} dinner_options - 2: - story: |- - This make-over robot will decide your new hairstyle for you. If you do not agree with the first choice, you can try again. - **Mind** The variable people is defined in the first line. The variable hairstyles in the second. - code: |- - people = Betty, Amanda, Marc - hairstyles = a bald head, a mohawk, a ponytail, spikes - {for} person {in} people - {print} person ' will get ' hairstyles {at} {random} - happy = {ask} person ', are you happy with this choice?' - {if} happy {is} yes - {print} 'Great' - {else} - {print} 'Lets try again... Then 'person ' will get ' hairstyles {at} {random} - 11: - 1: - story: Create the count down clock for New Year's eve! The program should show the numbers from 10 to 1 for a second and then wish you a happy new year. - code: |- - {for} number {in} {range} 10 {to} 1 - {print} number - {sleep} - {clear} - {print} 'Happy New Year!' - 2: - story: |- - Create a program that tells us the final results of the science fair. Firstly define the variable contestants, then the variable place. - **Hint** Line 5 should be the sleep command, and you should end with saying congratulations. - code: |- - {print} 'And now we will reveal the results of the science fair' - contestants = Vivienne, Paul, Trixy, Bianca, Katya - place = 5 - {for} contestant {in} contestants - {sleep} 2 - {print} 'On number ' place ' has ended... ' contestant - place = place - 1 - {print} 'Congratulations!' - 12: - 1: - story: |- - Sing the song 'What shall we do with the drunken sailor'. In case you don't know it, the song goed like this: - - What will we do with the drunken sailor - What will we do with the drunken sailor - What will we do with the drunken sailor - Early in the morning - Way hey and up she rises - Way hey and up she rises - Way hey and up she rises - Early in the morning - code: |- - verses = 'What will we do with the drunken sailor', 'Way hey and up she rises' - {for} verse {in} verses - {for} count {in} {range} 1 {to} 3 - {print} verse - {print} 'Early in the morning' - 2: - story: Play a game of Twister with us! First define the variable people, then limbs, then colors. - code: |- - people = 'Jess', 'Nick', 'Winston' - limbs = 'left hand', 'left foot', 'right hand', 'right foot' - colors = 'red', 'blue', 'green', 'yellow' - {for} person {in} people - {print} person ', put your ' limbs {at} {random} ' on ' colors {at} {random} diff --git a/content/parsons/sl.yaml b/content/parsons/sl.yaml index fd13965c429..65120a28257 100644 --- a/content/parsons/sl.yaml +++ b/content/parsons/sl.yaml @@ -14,75 +14,15 @@ levels: story: To je spletna trgovina z igračami. Ustvarite program, v katerem lahko kupci dodajo predmet v nakupovalno košarico. code: "{print} Dobrodošli v naši trgovini z igračami\nigrača {is} {ask} Kaj bi radi kupili?\n{print} igrača je dodana v vašo košarico.\n{print} Hvala, ker ste nakupovali pri nas!" 3: - 1: - story: "The new school year at Hogwarts is starting! \nIt is the job of the sorting hat to sort you into one of the houses.\nWhich house will you be sorted into? Are you a Gryffindor, Hufflepuff, Ravenclaw or Slytherin.\nBefore the sorting hat reveals your house, you can tell it to not pick one of the houses." - code: "{print} The sorting hat is ready to sort you into a Hogwarts house.\nhouses {is} Gryffindor, Hufflepuf, Ravenclaw, Slytherin\ndislike {is} {ask} Are there any houses you do not want to be part of?\n{remove} dislike {from} houses\n{print} Not dislike eh? Better be... houses {at} {random}" 2: story: Ustvarite program, ki bo za vas izbral naključni obrok. Sestavite seznam jedi in seznam prelivov ter pustite programu, da odloči, kaj boste jedli! code: "hrana {is} pica, sladoled, solata, sendvič\ndodatki {is} čokolada, sir, tuna, mrvice\n{print} Vaš naključni obrok za danes je...\n{sleep} 2\n{print} hrana {at} {random} z dodatki {at} {random}" 3: story: "Na šahovskem turnirju ostanejo trije igralci.\nUstvarite program, ki odloči, katera dva igralca morata najprej igrati drug proti drugemu.\nZačnite tako, da natisnete dva igralca, ki igrata prvo tekmo, nato natisnite, proti kateremu igralcu bo igral zmagovalec." - code: "players {is} Liam, Noah, Sophie\nplayer_1 {is} players {at} {random}\n{remove} player_1 {from} players\nplayer_2 {is} players {at} {random}\n{print} player_1 ' first plays against ' player_2\n{remove} player_2 {from} players\n{print} 'The winner plays against ' players {at} {random}" - 4: - 1: - story: "You are the newest Pokémon trainer from Pallet Town!\nMake a program that selects your first Pokémon.\nLet the program wait a second before revealing your first Pokémon." - code: "pokemons {is} Pikachu, Charmander, Bulbasaur, Squirtle\n{print} 'This is going to be your first Pokémon!'\n{sleep}\n{print} pokemons {at} {random}" - 2: - story: Create a lottery that lets you choose an extra prize that you might win. - code: "prizes {is} car, hamster, 1 million euros\nprize {is} {ask} 'What would you like to win?'\n{add} prize {to_list} prizes\n{print} 'You won a ' prizes {at} {random}" - 5: - 1: - story: "Make a program that checks if your favourite movie is already in the list of the computer.\nIf so, print that you have great taste, otherwise add the movie to the list." - code: "favorite_movies {is} Batman, Spiderman, The Avengers, Jurassic Park\nmovie {is} {ask} 'What is your favourite movie?'\n{if} movie {in} favorite_movies {print} 'You have great taste!'\n{else} {print} 'Such a shame that your favourite movie is not in the list, we will add it right away!'\n{add} movie {to_list} favorite_movies" - 2: - story: Create a maths game. - code: "{print} 'Solve this problem'\nanswer {is} {ask} '88 - 16 = ?'\n{if} answer {is} 72 {print} 'Correct!'\n{else} {print} 'Wrong! The answer was 72'" 6: - 1: - story: "Make a program that calculates how old you are in dog and cat years.\nFirst ask the age of the user and start calculating.\nFirst calculate the dogyears then the catyears.\nShow the user the different ages." - code: "age = {ask} 'How old are you?'\ndog_age = age * 7\ncat_age = age * 5\n{print} 'In dog years you are ' dog_age ' years old.'\n{print} 'In cat years you are ' cat_age ' years old.'" 2: story: Ustvarite program, ki vam pomaga izračunati, koliko tort morate kupiti za rojstnodnevno zabavo. code: "{print} 'Danes imate rojstni dan!'\nljudje = {ask} 'Kolikim ljudem želite dati košček torte?'\nštevilo_tort = ljudje/8\n{print} 'Kupiti boste morali ' število_tort ' torte'" 7: 1: story: Dokončajte pesem Baby Shark. Najprej pride Baby Shartk, nato njegova mama in na koncu še oče morski pes. - code: "{repeat} 3 {times} {print} 'Baby shark tututututudu'\n{print} 'Baby shark'\n{repeat} 3 {times} {print} 'Mommy shark tututututudu'\n{print} 'Mommy shark'\n{repeat} 3 {times} {print} 'Daddy shark tututututudu'\n{print} 'Daddy shark'" - 2: - story: Create the song 'The wheels on the bus go round and round' - code: "{print} 'the wheels on the bus go'\n{repeat} 3 {times} {print} 'round and round'\n{print} 'the wheels of the bus go round and round'\n{print} 'all through the town'" - 8: - 1: - story: "You and four other friends are playing Pokémon Go! Create a program that decides in which team each of you will play.\nEither red, yellow or blue! Take a little pause after announcing a team." - code: "teams = red, yellow, blue\n{print} 'Red, Yellow or Blue?'\n{repeat} 5 {times}\n {print} 'You are selected in team... '\n {print} teams {at} {random}\n {sleep} 2" - 2: - story: Print the countdown for a game of hide and seek. - code: "counter = 11\n{repeat} 10 {times}\n counter = counter - 1\n {print} counter\n {sleep} 1\n{print} 'Ready or not here I come!'" - 9: - 1: - story: This game will give you three maths assignments. Each time the question is different. Can you figure out the order? - code: "numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10\n{repeat} 3 {times}\n number = numbers {at} {random}\n correct_answer = 5 * number\n answer = {ask} 'What is 5 times' number '?'\n {if} answer = correct_answer\n {print} 'Good job!'\n {else}\n {print} 'No! The correct answer is ' correct_answer" - 2: - story: "This code asks the costumers in a restaurant if they would like to order dessert. If they do, it asks them what kind of dessert. If they order tiramisu they are told that the tiramisu is sold out.\nCan you get the code to work?" - code: "order = {ask} 'Would you like to order dessert?'\n{if} order = yes\n dessert = {ask} 'What kind of dessert would you like?'\n {if} dessert = tiramisu\n {print} 'Sorry, we are out of tiramisu.'\n {else}\n {print} 'One ' dessert ' coming right up!'\n{else}\n {print} 'You dont want a dessert. No problem!'" - 10: - 1: - story: "Help this family out by creating a schedule of who is cooking and what they should be making this week. The `{remove}` commands make sure nobody has to cook twice and they have a different dinner every day.\n**Mind!** the variable order should be first days, then people, and lastly dinner_options. This goes for the lines with the `{remove}` commands too." - code: "days = Monday, Tuesday, Wednesday, Thursday, Friday\npeople = mom, dad, Martin, Abby, Jesse\ndinner_options = pizza, tacos, pancakes, a salad, lasagne\n{for} day {in} days\n chosen_person = people {at} {random}\n chosen_dinner = dinner_options {at} {random}\n {print} 'On ' day ' ' chosen_person ' is making ' chosen_dinner\n {remove} chosen_person {from} people\n {remove} chosen_dinner {from} dinner_options" - 2: - story: "This make-over robot will decide your new hairstyle for you. If you do not agree with the first choice, you can try again.\n**Mind** The variable people is defined in the first line. The variable hairstyles in the second." - code: "people = Betty, Amanda, Marc\nhairstyles = a bald head, a mohawk, a ponytail, spikes\n{for} person {in} people\n {print} person ' will get ' hairstyles {at} {random}\n happy = {ask} person ', are you happy with this choice?'\n {if} happy {is} yes\n {print} 'Great'\n {else}\n {print} 'Lets try again... Then 'person ' will get ' hairstyles {at} {random}" - 11: - 1: - story: Create the count down clock for New Year's eve! The program should show the numbers from 10 to 1 for a second and then wish you a happy new year. - code: "{for} number {in} {range} 10 {to} 1\n {print} number\n {sleep}\n {clear}\n{print} 'Happy New Year!'" - 2: - story: "Create a program that tells us the final results of the science fair. Firstly define the variable contestants, then the variable place.\n**Hint** Line 5 should be the sleep command, and you should end with saying congratulations." - code: "{print} 'And now we will reveal the results of the science fair'\ncontestants = Vivienne, Paul, Trixy, Bianca, Katya\nplace = 5\n{for} contestant {in} contestants\n {sleep} 2\n {print} 'On number ' place ' has ended... ' contestant\n place = place - 1\n{print} 'Congratulations!'" - 12: - 1: - story: "Sing the song 'What shall we do with the drunken sailor'. In case you don't know it, the song goed like this:\n\nWhat will we do with the drunken sailor\nWhat will we do with the drunken sailor\nWhat will we do with the drunken sailor\nEarly in the morning\nWay hey and up she rises\nWay hey and up she rises\nWay hey and up she rises\nEarly in the morning" - code: "verses = 'What will we do with the drunken sailor', 'Way hey and up she rises'\n{for} verse {in} verses\n {for} count {in} {range} 1 {to} 3\n {print} verse\n {print} 'Early in the morning'" - 2: - story: Play a game of Twister with us! First define the variable people, then limbs, then colors. - code: "people = 'Jess', 'Nick', 'Winston'\nlimbs = 'left hand', 'left foot', 'right hand', 'right foot'\ncolors = 'red', 'blue', 'green', 'yellow'\n{for} person {in} people\n {print} person ', put your ' limbs {at} {random} ' on ' colors {at} {random}" diff --git a/content/parsons/sq.yaml b/content/parsons/sq.yaml index ab030e9fc67..8881b24a278 100644 --- a/content/parsons/sq.yaml +++ b/content/parsons/sq.yaml @@ -57,19 +57,6 @@ levels: {print} Vakti juaj i rastësishëm për sot është... {sleep} 2 {print} ushqimi {at} {random} me majë {at} {random} - 3: - story: |- - In a chess tournament there are three players left. - Create a program that decides which two players have to play against each other first. - Start by printing the two players who play the first match, then print against which player the winner will play. - code: |- - players {is} Liam, Noah, Sophie - player_1 {is} players {at} {random} - {remove} player_1 {from} players - player_2 {is} players {at} {random} - {print} player_1 ' first plays against ' player_2 - {remove} player_2 {from} players - {print} 'The winner plays against ' players {at} {random} 4: 1: story: |- @@ -168,108 +155,8 @@ levels: {print} numëruesi {sleep} 1 {print} 'Gati apo jo ja ku po vij!' - 9: - 1: - story: This game will give you three maths assignments. Each time the question is different. Can you figure out the order? - code: |- - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - {repeat} 3 {times} - number = numbers {at} {random} - correct_answer = 5 * number - answer = {ask} 'What is 5 times' number '?' - {if} answer = correct_answer - {print} 'Good job!' - {else} - {print} 'No! The correct answer is ' correct_answer - 2: - story: |- - This code asks the costumers in a restaurant if they would like to order dessert. If they do, it asks them what kind of dessert. If they order tiramisu they are told that the tiramisu is sold out. - Can you get the code to work? - code: |- - order = {ask} 'Would you like to order dessert?' - {if} order = yes - dessert = {ask} 'What kind of dessert would you like?' - {if} dessert = tiramisu - {print} 'Sorry, we are out of tiramisu.' - {else} - {print} 'One ' dessert ' coming right up!' - {else} - {print} 'You dont want a dessert. No problem!' 10: 1: story: |- Help this family out by creating a schedule of who is cooking and what they should be making this week. The remove commands make sure nobody has to cook twice and they have a differnet dinner every day. **Mind!** the variable order should be first days, then people, and lastly dinner_options. This goes for the lines with the remove commands too. - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday - people = mom, dad, Martin, Abby, Jesse - dinner_options = pizza, tacos, pancakes, a salad, lasagne - {for} day {in} days - chosen_person = people {at} {random} - chosen_dinner = dinner_options {at} {random} - {print} 'On ' day ' ' chosen_person ' is making ' chosen_dinner - {remove} chosen_person {from} people - {remove} chosen_dinner {from} dinner_options - 2: - story: |- - This make-over robot will decide your new hairstyle for you. If you do not agree with the first choice, you can try again. - **Mind** The variable people is defined in the first line. The variable hairstyles in the second. - code: |- - people = Betty, Amanda, Marc - hairstyles = a bald head, a mohawk, a ponytail, spikes - {for} person {in} people - {print} person ' will get ' hairstyles {at} {random} - happy = {ask} person ', are you happy with this choice?' - {if} happy {is} yes - {print} 'Great' - {else} - {print} 'Lets try again... Then 'person ' will get ' hairstyles {at} {random} - 11: - 1: - story: Create the count down clock for New Year's eve! The program should show the numbers from 10 to 1 for a second and then wish you a happy new year. - code: |- - {for} number {in} {range} 10 {to} 1 - {print} number - {sleep} - {clear} - {print} 'Happy New Year!' - 2: - story: |- - Create a program that tells us the final results of the science fair. Firstly define the variable contestants, then the variable place. - **Hint** Line 5 should be the sleep command, and you should end with saying congratulations. - code: |- - {print} 'And now we will reveal the results of the science fair' - contestants = Vivienne, Paul, Trixy, Bianca, Katya - place = 5 - {for} contestant {in} contestants - {sleep} 2 - {print} 'On number ' place ' has ended... ' contestant - place = place - 1 - {print} 'Congratulations!' - 12: - 1: - story: |- - Sing the song 'What shall we do with the drunken sailor'. In case you don't know it, the song goed like this: - - What will we do with the drunken sailor - What will we do with the drunken sailor - What will we do with the drunken sailor - Early in the morning - Way hey and up she rises - Way hey and up she rises - Way hey and up she rises - Early in the morning - code: |- - verses = 'What will we do with the drunken sailor', 'Way hey and up she rises' - {for} verse {in} verses - {for} count {in} {range} 1 {to} 3 - {print} verse - {print} 'Early in the morning' - 2: - story: Play a game of Twister with us! First define the variable people, then limbs, then colors. - code: |- - people = 'Jess', 'Nick', 'Winston' - limbs = 'left hand', 'left foot', 'right hand', 'right foot' - colors = 'red', 'blue', 'green', 'yellow' - {for} person {in} people - {print} person ', put your ' limbs {at} {random} ' on ' colors {at} {random} diff --git a/content/parsons/sv.yaml b/content/parsons/sv.yaml index bc7828d00de..755e4275ff0 100644 --- a/content/parsons/sv.yaml +++ b/content/parsons/sv.yaml @@ -52,19 +52,6 @@ levels: {print} Din slumpade måltid för dagen är... {sleep} 2 {print} mat {at} {random} med tillbehör {at} {random} - 3: - story: |- - In a chess tournament there are three players left. - Create a program that decides which two players have to play against each other first. - Start by printing the two players who play the first match, then print against which player the winner will play. - code: |- - players {is} Liam, Noah, Sophie - player_1 {is} players {at} {random} - {remove} player_1 {from} players - player_2 {is} players {at} {random} - {print} player_1 ' first plays against ' player_2 - {remove} player_2 {from} players - {print} 'The winner plays against ' players {at} {random} 4: 1: story: |- @@ -163,108 +150,8 @@ levels: {print} räknare {sleep} 1 {print} 'Nu kommer jag!' - 9: - 1: - story: This game will give you three maths assignments. Each time the question is different. Can you figure out the order? - code: |- - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - {repeat} 3 {times} - number = numbers {at} {random} - correct_answer = 5 * number - answer = {ask} 'What is 5 times' number '?' - {if} answer = correct_answer - {print} 'Good job!' - {else} - {print} 'No! The correct answer is ' correct_answer - 2: - story: |- - This code asks the costumers in a restaurant if they would like to order dessert. If they do, it asks them what kind of dessert. If they order tiramisu they are told that the tiramisu is sold out. - Can you get the code to work? - code: |- - order = {ask} 'Would you like to order dessert?' - {if} order = yes - dessert = {ask} 'What kind of dessert would you like?' - {if} dessert = tiramisu - {print} 'Sorry, we are out of tiramisu.' - {else} - {print} 'One ' dessert ' coming right up!' - {else} - {print} 'You dont want a dessert. No problem!' 10: 1: story: |- Help this family out by creating a schedule of who is cooking and what they should be making this week. The remove commands make sure nobody has to cook twice and they have a differnet dinner every day. **Mind!** the variable order should be first days, then people, and lastly dinner_options. This goes for the lines with the remove commands too. - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday - people = mom, dad, Martin, Abby, Jesse - dinner_options = pizza, tacos, pancakes, a salad, lasagne - {for} day {in} days - chosen_person = people {at} {random} - chosen_dinner = dinner_options {at} {random} - {print} 'On ' day ' ' chosen_person ' is making ' chosen_dinner - {remove} chosen_person {from} people - {remove} chosen_dinner {from} dinner_options - 2: - story: |- - This make-over robot will decide your new hairstyle for you. If you do not agree with the first choice, you can try again. - **Mind** The variable people is defined in the first line. The variable hairstyles in the second. - code: |- - people = Betty, Amanda, Marc - hairstyles = a bald head, a mohawk, a ponytail, spikes - {for} person {in} people - {print} person ' will get ' hairstyles {at} {random} - happy = {ask} person ', are you happy with this choice?' - {if} happy {is} yes - {print} 'Great' - {else} - {print} 'Lets try again... Then 'person ' will get ' hairstyles {at} {random} - 11: - 1: - story: Create the count down clock for New Year's eve! The program should show the numbers from 10 to 1 for a second and then wish you a happy new year. - code: |- - {for} number {in} {range} 10 {to} 1 - {print} number - {sleep} - {clear} - {print} 'Happy New Year!' - 2: - story: |- - Create a program that tells us the final results of the science fair. Firstly define the variable contestants, then the variable place. - **Hint** Line 5 should be the sleep command, and you should end with saying congratulations. - code: |- - {print} 'And now we will reveal the results of the science fair' - contestants = Vivienne, Paul, Trixy, Bianca, Katya - place = 5 - {for} contestant {in} contestants - {sleep} 2 - {print} 'On number ' place ' has ended... ' contestant - place = place - 1 - {print} 'Congratulations!' - 12: - 1: - story: |- - Sing the song 'What shall we do with the drunken sailor'. In case you don't know it, the song goed like this: - - What will we do with the drunken sailor - What will we do with the drunken sailor - What will we do with the drunken sailor - Early in the morning - Way hey and up she rises - Way hey and up she rises - Way hey and up she rises - Early in the morning - code: |- - verses = 'What will we do with the drunken sailor', 'Way hey and up she rises' - {for} verse {in} verses - {for} count {in} {range} 1 {to} 3 - {print} verse - {print} 'Early in the morning' - 2: - story: Play a game of Twister with us! First define the variable people, then limbs, then colors. - code: |- - people = 'Jess', 'Nick', 'Winston' - limbs = 'left hand', 'left foot', 'right hand', 'right foot' - colors = 'red', 'blue', 'green', 'yellow' - {for} person {in} people - {print} person ', put your ' limbs {at} {random} ' on ' colors {at} {random} diff --git a/content/parsons/sw.yaml b/content/parsons/sw.yaml index 691d9a1a842..846d6e4af02 100644 --- a/content/parsons/sw.yaml +++ b/content/parsons/sw.yaml @@ -8,35 +8,13 @@ levels: He asks what type of pie you want to order. Then he repeats your answer back to you. Lastly, your order is being prepared. - code: |- - {print} Welcome to bakery Hedy! - {ask} What type of pie do you want to order? - {echo} So you want - {print} Your order is being prepared! - 2: - story: You're at the DJ Booth requesting a song. Create a program that asks if you are ready to party and then asks which song you would like to hear. - code: |- - {print} This is DJ Hedy - {ask} Are you ready to party? - {ask} What song would you like to hear? - {echo} Great choice! I love the song 2: 1: - story: |- - You and your friends are going to watch some Netflix. - Show which movie you're about to watch and wish the viewers lot of fun! code: |- {print} It is time for an evening of Netflix film {is} Sonic the Hedgehog 2 {print} We're going to film {print} Have fun! - 2: - story: This is the webshop of a toy store. Create a program where costumers can add an item to their shopping cart. - code: |- - {print} Welcome to our toystore - toy {is} {ask} What would you like to buy? - {print} toy is added to your shopping cart. - {print} Thank you for shopping with us! 3: 1: story: |- @@ -44,33 +22,13 @@ levels: It is the job of the sorting hat to sort you into one of the houses. Which house will you be sorted into? Are you a Gryffindor, Hufflepuff, Ravenclaw or Slytherin. Before the sorting hat reveals your house, you can tell it to not pick one of the houses. - code: |- - {print} The sorting hat is ready to sort you into a Hogwarts house. - houses {is} Gryffindor, Hufflepuf, Ravenclaw, Slytherin - dislike {is} {ask} Are there any houses you do not want to be part of? - {remove} dislike {from} houses - {print} Not dislike eh? Better be... houses {at} {random} 2: - story: Create a program that chooses a random meal for you. Make a list of food and a list of toppings and let the program decide what you'll have! code: |- food {is} pizza, icecream, salad, sandwich toppings {is} chocolate, cheese, tuna, sprinkles {print} Your random meal for today is... sleep 2 {print} food at random with toppings at random - 3: - story: |- - In a chess tournament there are three players left. - Create a program that decides which two players have to play against each other first. - Start by printing the two players who play the first match, then print against which player the winner will play. - code: |- - players {is} Liam, Noah, Sophie - player_1 {is} players {at} {random} - {remove} player_1 {from} players - player_2 {is} players {at} {random} - {print} player_1 ' first plays against ' player_2 - {remove} player_2 {from} players - {print} 'The winner plays against ' players {at} {random} 4: 1: story: |- @@ -91,9 +49,6 @@ levels: {print} 'You won a ' prices {at} {random} 5: 1: - story: |- - Make a program that checks if your favourite movie is already in the list of the computer. - If so, print that you have great taste, otherwise add the movie to the list. code: |- favoriete_movies {is} Batman, Spiderman, The Avengers, Jurassic Park movie {is} {ask} 'What is your favourite movie?' @@ -101,7 +56,6 @@ levels: {else} {print} 'Such a shame that your favourite movie is not in the list, we will add it right away!' {add} movie {to_list} favoriete_movies 2: - story: Create a maths game. code: |- {print} 'Solve this problem' answer {is} {ask} '88 - 16 = ?' @@ -109,11 +63,6 @@ levels: {else} print 'Wrong! The answer was 72' 6: 1: - story: |- - Make a program that calculates how old you are in dog and cat years. - First ask the age of the user and start calculating. - First calculate the dogyears then the catyears. - Show the user the different ages. code: |- age = {ask} 'How old are you?' dog_age = age * 7 @@ -121,29 +70,11 @@ levels: {print} 'In dogyears you are ' dog_age ' years old.' {print} 'In catyears you are ' cat_age ' years old.' 2: - story: Create a program that helps you calculate how many cakes you should buy for your birthday party. code: |- {print} 'It is your birthday!' people = {ask} 'How many people do you want to give a slice of cake?' cakes_amount is people/8 {print} 'You will have to buy ' cakes_amount ' cakes' - 7: - 1: - story: Complete the baby shark song. First comes baby shark, then mommy and finally daddy shark. - code: |- - {repeat} 3 {times} {print} 'Baby shark tututututudu' - {print} 'Baby shark' - {repeat} 3 {times} {print} 'Mommy shark tututututudu' - {print} 'Mommy shark' - {repeat} 3 {times} {print} 'Daddy shark tututututudu' - {print} 'Daddy shark' - 2: - story: Create the song 'The wheels on the bus go round and round' - code: |- - {print} 'the wheels on the bus go' - {repeat} 3 {times} {print} 'round and round' - {print} 'the wheels of the bus go round and round' - {print} 'all through the town' 8: 1: story: |- @@ -165,108 +96,8 @@ levels: {print} counter {sleep} 1 {print} 'Ready or not here I come!' - 9: - 1: - story: This game will give you three maths assignments. Each time the question is different. Can you figure out the order? - code: |- - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - {repeat} 3 {times} - number = numbers {at} {random} - correct_answer = 5 * number - answer = {ask} 'What is 5 times' number '?' - {if} answer = correct_answer - {print} 'Good job!' - {else} - {print} 'No! The correct answer is ' correct_answer - 2: - story: |- - This code asks the costumers in a restaurant if they would like to order dessert. If they do, it asks them what kind of dessert. If they order tiramisu they are told that the tiramisu is sold out. - Can you get the code to work? - code: |- - order = {ask} 'Would you like to order dessert?' - {if} order = yes - dessert = {ask} 'What kind of dessert would you like?' - {if} dessert = tiramisu - {print} 'Sorry, we are out of tiramisu.' - {else} - {print} 'One ' dessert ' coming right up!' - {else} - {print} 'You dont want a dessert. No problem!' 10: 1: story: |- Help this family out by creating a schedule of who is cooking and what they should be making this week. The remove commands make sure nobody has to cook twice and they have a differnet dinner every day. **Mind!** the variable order should be first days, then people, and lastly dinner_options. This goes for the lines with the remove commands too. - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday - people = mom, dad, Martin, Abby, Jesse - dinner_options = pizza, tacos, pancakes, a salad, lasagne - {for} day {in} days - chosen_person = people {at} {random} - chosen_dinner = dinner_options {at} {random} - {print} 'On ' day ' ' chosen_person ' is making ' chosen_dinner - {remove} chosen_person {from} people - {remove} chosen_dinner {from} dinner_options - 2: - story: |- - This make-over robot will decide your new hairstyle for you. If you do not agree with the first choice, you can try again. - **Mind** The variable people is defined in the first line. The variable hairstyles in the second. - code: |- - people = Betty, Amanda, Marc - hairstyles = a bald head, a mohawk, a ponytail, spikes - {for} person {in} people - {print} person ' will get ' hairstyles {at} {random} - happy = {ask} person ', are you happy with this choice?' - {if} happy {is} yes - {print} 'Great' - {else} - {print} 'Lets try again... Then 'person ' will get ' hairstyles {at} {random} - 11: - 1: - story: Create the count down clock for New Year's eve! The program should show the numbers from 10 to 1 for a second and then wish you a happy new year. - code: |- - {for} number {in} {range} 10 {to} 1 - {print} number - {sleep} - {clear} - {print} 'Happy New Year!' - 2: - story: |- - Create a program that tells us the final results of the science fair. Firstly define the variable contestants, then the variable place. - **Hint** Line 5 should be the sleep command, and you should end with saying congratulations. - code: |- - {print} 'And now we will reveal the results of the science fair' - contestants = Vivienne, Paul, Trixy, Bianca, Katya - place = 5 - {for} contestant {in} contestants - {sleep} 2 - {print} 'On number ' place ' has ended... ' contestant - place = place - 1 - {print} 'Congratulations!' - 12: - 1: - story: |- - Sing the song 'What shall we do with the drunken sailor'. In case you don't know it, the song goed like this: - - What will we do with the drunken sailor - What will we do with the drunken sailor - What will we do with the drunken sailor - Early in the morning - Way hey and up she rises - Way hey and up she rises - Way hey and up she rises - Early in the morning - code: |- - verses = 'What will we do with the drunken sailor', 'Way hey and up she rises' - {for} verse {in} verses - {for} count {in} {range} 1 {to} 3 - {print} verse - {print} 'Early in the morning' - 2: - story: Play a game of Twister with us! First define the variable people, then limbs, then colors. - code: |- - people = 'Jess', 'Nick', 'Winston' - limbs = 'left hand', 'left foot', 'right hand', 'right foot' - colors = 'red', 'blue', 'green', 'yellow' - {for} person {in} people - {print} person ', put your ' limbs {at} {random} ' on ' colors {at} {random} diff --git a/content/parsons/ta.yaml b/content/parsons/ta.yaml index 594bfa31eda..0967ef424bc 100644 --- a/content/parsons/ta.yaml +++ b/content/parsons/ta.yaml @@ -1,269 +1 @@ -levels: - 1: - 1: - story: |- - Puzzels are exercises in which the lines of code are already written for you. You only have to place the lines in the correct order. Drag the lines of code into the input screen and run the code. Can you get the program to work? - - You're a customer at bakery Hedy. - You walk into the bakery and are welcomed by the baker. - He asks what type of pie you want to order. - Then he repeats your answer back to you. - Lastly, your order is being prepared. - code: |- - {print} Welcome to bakery Hedy! - {ask} What type of pie do you want to order? - {echo} So you want - {print} Your order is being prepared! - 2: - story: You're at the DJ Booth requesting a song. Create a program that asks if you are ready to party and then asks which song you would like to hear. - code: |- - {print} This is DJ Hedy - {ask} Are you ready to party? - {ask} What song would you like to hear? - {echo} Great choice! I love the song - 2: - 1: - story: |- - You and your friends are going to watch some Netflix. - Show which movie you're about to watch and wish the viewers lot of fun! - code: |- - {print} It is time for an evening of Netflix - film {is} Sonic the Hedgehog 2 - {print} We're going to watch film - {print} Have fun! - 2: - story: This is the webshop of a toy store. Create a program where costumers can add an item to their shopping cart. - code: |- - {print} Welcome to our toystore - toy {is} {ask} What would you like to buy? - {print} toy is added to your shopping cart. - {print} Thank you for shopping with us! - 3: - 1: - story: "The new school year at Hogwarts is starting! \nIt is the job of the sorting hat to sort you into one of the houses.\nWhich house will you be sorted into? Are you a Gryffindor, Hufflepuff, Ravenclaw or Slytherin.\nBefore the sorting hat reveals your house, you can tell it to not pick one of the houses." - code: |- - {print} The sorting hat is ready to sort you into a Hogwarts house. - houses {is} Gryffindor, Hufflepuf, Ravenclaw, Slytherin - dislike {is} {ask} Are there any houses you do not want to be part of? - {remove} dislike {from} houses - {print} Not dislike eh? Better be... houses {at} {random} - 2: - story: Create a program that chooses a random meal for you. Make a list of food and a list of toppings and let the program decide what you'll have! - code: |- - food {is} pizza, icecream, salad, sandwich - toppings {is} chocolate, cheese, tuna, sprinkles - {print} Your random meal for today is... - {sleep} 2 - {print} food {at} {random} with toppings {at} {random} - 3: - story: |- - In a chess tournament there are three players left. - Create a program that decides which two players have to play against each other first. - Start by printing the two players who play the first match, then print against which player the winner will play. - code: |- - players {is} Liam, Noah, Sophie - player_1 {is} players {at} {random} - {remove} player_1 {from} players - player_2 {is} players {at} {random} - {print} player_1 ' first plays against ' player_2 - {remove} player_2 {from} players - {print} 'The winner plays against ' players {at} {random} - 4: - 1: - story: |- - You are the newest Pokémon trainer from Pallet Town! - Make a program that selects your first Pokémon. - Let the program wait a second before revealing your first Pokémon. - code: |- - pokemons {is} Pikachu, Charmander, Bulbasaur, Squirtle - {print} 'This is going to be your first Pokémon!' - {sleep} - {print} pokemons {at} {random} - 2: - story: Create a lottery that lets you choose an extra prize that you might win. - code: |- - prizes {is} car, hamster, 1 million euros - prize {is} {ask} 'What would you like to win?' - {add} prize {to_list} prizes - {print} 'You won a ' prizes {at} {random} - 5: - 1: - story: |- - Make a program that checks if your favourite movie is already in the list of the computer. - If so, print that you have great taste, otherwise add the movie to the list. - code: |- - favorite_movies {is} Batman, Spiderman, The Avengers, Jurassic Park - movie {is} {ask} 'What is your favourite movie?' - {if} movie {in} favorite_movies {print} 'You have great taste!' - {else} {print} 'Such a shame that your favourite movie is not in the list, we will add it right away!' - {add} movie {to_list} favorite_movies - 2: - story: Create a maths game. - code: |- - {print} 'Solve this problem' - answer {is} {ask} '88 - 16 = ?' - {if} answer {is} 72 {print} 'Correct!' - {else} {print} 'Wrong! The answer was 72' - 6: - 1: - story: |- - Make a program that calculates how old you are in dog and cat years. - First ask the age of the user and start calculating. - First calculate the dogyears then the catyears. - Show the user the different ages. - code: |- - age = {ask} 'How old are you?' - dog_age = age * 7 - cat_age = age * 5 - {print} 'In dog years you are ' dog_age ' years old.' - {print} 'In cat years you are ' cat_age ' years old.' - 2: - story: Create a program that helps you calculate how many cakes you should buy for your birthday party. - code: |- - {print} 'It is your birthday!' - people = {ask} 'How many people do you want to give a slice of cake?' - cakes_amount = people/8 - {print} 'You will have to buy ' cakes_amount ' cakes' - 7: - 1: - story: Complete the baby shark song. First comes baby shark, then mommy and finally daddy shark. - code: |- - {repeat} 3 {times} {print} 'Baby shark tututututudu' - {print} 'Baby shark' - {repeat} 3 {times} {print} 'Mommy shark tututututudu' - {print} 'Mommy shark' - {repeat} 3 {times} {print} 'Daddy shark tututututudu' - {print} 'Daddy shark' - 2: - story: Create the song 'The wheels on the bus go round and round' - code: |- - {print} 'the wheels on the bus go' - {repeat} 3 {times} {print} 'round and round' - {print} 'the wheels of the bus go round and round' - {print} 'all through the town' - 8: - 1: - story: |- - You and four other friends are playing Pokémon Go! Create a program that decides in which team each of you will play. - Either red, yellow or blue! Take a little pause after announcing a team. - code: |- - teams = red, yellow, blue - {print} 'Red, Yellow or Blue?' - {repeat} 5 {times} - {print} 'You are selected in team... ' - {print} teams {at} {random} - {sleep} 2 - 2: - story: Print the countdown for a game of hide and seek. - code: |- - counter = 11 - {repeat} 10 {times} - counter = counter - 1 - {print} counter - {sleep} 1 - {print} 'Ready or not here I come!' - 9: - 1: - story: This game will give you three maths assignments. Each time the question is different. Can you figure out the order? - code: |- - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - {repeat} 3 {times} - number = numbers {at} {random} - correct_answer = 5 * number - answer = {ask} 'What is 5 times' number '?' - {if} answer = correct_answer - {print} 'Good job!' - {else} - {print} 'No! The correct answer is ' correct_answer - 2: - story: |- - This code asks the costumers in a restaurant if they would like to order dessert. If they do, it asks them what kind of dessert. If they order tiramisu they are told that the tiramisu is sold out. - Can you get the code to work? - code: |- - order = {ask} 'Would you like to order dessert?' - {if} order = yes - dessert = {ask} 'What kind of dessert would you like?' - {if} dessert = tiramisu - {print} 'Sorry, we are out of tiramisu.' - {else} - {print} 'One ' dessert ' coming right up!' - {else} - {print} 'You dont want a dessert. No problem!' - 10: - 1: - story: |- - Help this family out by creating a schedule of who is cooking and what they should be making this week. The `{remove}` commands make sure nobody has to cook twice and they have a different dinner every day. - **Mind!** the variable order should be first days, then people, and lastly dinner_options. This goes for the lines with the `{remove}` commands too. - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday - people = mom, dad, Martin, Abby, Jesse - dinner_options = pizza, tacos, pancakes, a salad, lasagne - {for} day {in} days - chosen_person = people {at} {random} - chosen_dinner = dinner_options {at} {random} - {print} 'On ' day ' ' chosen_person ' is making ' chosen_dinner - {remove} chosen_person {from} people - {remove} chosen_dinner {from} dinner_options - 2: - story: |- - This make-over robot will decide your new hairstyle for you. If you do not agree with the first choice, you can try again. - **Mind** The variable people is defined in the first line. The variable hairstyles in the second. - code: |- - people = Betty, Amanda, Marc - hairstyles = a bald head, a mohawk, a ponytail, spikes - {for} person {in} people - {print} person ' will get ' hairstyles {at} {random} - happy = {ask} person ', are you happy with this choice?' - {if} happy {is} yes - {print} 'Great' - {else} - {print} 'Lets try again... Then 'person ' will get ' hairstyles {at} {random} - 11: - 1: - story: Create the count down clock for New Year's eve! The program should show the numbers from 10 to 1 for a second and then wish you a happy new year. - code: |- - {for} number {in} {range} 10 {to} 1 - {print} number - {sleep} - {clear} - {print} 'Happy New Year!' - 2: - story: |- - Create a program that tells us the final results of the science fair. Firstly define the variable contestants, then the variable place. - **Hint** Line 5 should be the sleep command, and you should end with saying congratulations. - code: |- - {print} 'And now we will reveal the results of the science fair' - contestants = Vivienne, Paul, Trixy, Bianca, Katya - place = 5 - {for} contestant {in} contestants - {sleep} 2 - {print} 'On number ' place ' has ended... ' contestant - place = place - 1 - {print} 'Congratulations!' - 12: - 1: - story: |- - Sing the song 'What shall we do with the drunken sailor'. In case you don't know it, the song goed like this: - - What will we do with the drunken sailor - What will we do with the drunken sailor - What will we do with the drunken sailor - Early in the morning - Way hey and up she rises - Way hey and up she rises - Way hey and up she rises - Early in the morning - code: |- - verses = 'What will we do with the drunken sailor', 'Way hey and up she rises' - {for} verse {in} verses - {for} count {in} {range} 1 {to} 3 - {print} verse - {print} 'Early in the morning' - 2: - story: Play a game of Twister with us! First define the variable people, then limbs, then colors. - code: |- - people = 'Jess', 'Nick', 'Winston' - limbs = 'left hand', 'left foot', 'right hand', 'right foot' - colors = 'red', 'blue', 'green', 'yellow' - {for} person {in} people - {print} person ', put your ' limbs {at} {random} ' on ' colors {at} {random} +{} diff --git a/content/parsons/te.yaml b/content/parsons/te.yaml index 0a160bd9eed..a5c6bf6d995 100644 --- a/content/parsons/te.yaml +++ b/content/parsons/te.yaml @@ -8,35 +8,13 @@ levels: He asks what type of pie you want to order. Then he repeats your answer back to you. Lastly, your order is being prepared. - code: |- - {print} Welcome to bakery Hedy! - {ask} What type of pie do you want to order? - {echo} So you want - {print} Your order is being prepared! - 2: - story: You're at the DJ Booth requesting a song. Create a program that asks if you are ready to party and then asks which song you would like to hear. - code: |- - {print} This is DJ Hedy - {ask} Are you ready to party? - {ask} What song would you like to hear? - {echo} Great choice! I love the song 2: 1: - story: |- - You and your friends are going to watch some Netflix. - Show which movie you're about to watch and wish the viewers lot of fun! code: |- {print} It is time for an evening of Netflix film {is} Sonic the Hedgehog 2 {print} We're going to watch {print} Have fun! - 2: - story: This is the webshop of a toy store. Create a program where costumers can add an item to their shopping cart. - code: |- - {print} Welcome to our toystore - toy {is} {ask} What would you like to buy? - {print} toy is added to your shopping cart. - {print} Thank you for shopping with us! 3: 1: story: |- @@ -50,38 +28,12 @@ levels: houses {is} Gryffindor, Hufflepuf, Ravenclaw, Slytherin {sleep} 2 {print} And it is houses {at} {random} - 2: - story: Create a program that chooses a random meal for you. Make a list of food and a list of toppings and let the program decide what you'll have! - code: |- - food {is} pizza, icecream, salad, sandwich - toppings {is} chocolate, cheese, tuna, sprinkles - {print} Your random meal for today is... - {sleep} 2 - {print} food {at} {random} with toppings {at} {random} - 3: - story: |- - In a chess tournament there are three players left. - Create a program that decides which two players have to play against each other first. - Start by printing the two players who play the first match, then print against which player the winner will play. - code: |- - players {is} Liam, Noah, Sophie - player_1 {is} players {at} {random} - {remove} player_1 {from} players - player_2 {is} players {at} {random} - {print} player_1 ' first plays against ' player_2 - {remove} player_2 {from} players - {print} 'The winner plays against ' players {at} {random} 4: 1: story: |- You are the newest Pokémon trainer from Pallet Town! Make a program that selects your first Pokémon. Let the program wait a minute before revealing your first pokémon. - code: |- - pokemons {is} Pikachu, Charmander, Bulbasaur, Squirtle - {print} 'This is going to be your first Pokémon!' - {sleep} - {print} pokemons {at} {random} 2: story: Create a lottery that lets you choose an extra price that you might win. code: |- @@ -89,66 +41,8 @@ levels: price {is} {ask} 'What would you like to win?' {add} price {to_list} prices {print} 'You won a ' prices {at} {random} - 5: - 1: - story: |- - Make a program that checks if your favourite movie is already in the list of the computer. - If so, print that you have great taste, otherwise add the movie to the list. - code: |- - favorite_movies {is} Batman, Spiderman, The Avengers, Jurassic Park - movie {is} {ask} 'What is your favourite movie?' - {if} movie {in} favorite_movies {print} 'You have great taste!' - {else} {print} 'Such a shame that your favourite movie is not in the list, we will add it right away!' - {add} movie {to_list} favorite_movies - 2: - story: Create a maths game. - code: |- - {print} 'Solve this problem' - answer {is} {ask} '88 - 16 = ?' - {if} answer {is} 72 {print} 'Correct!' - {else} {print} 'Wrong! The answer was 72' - 6: - 1: - story: |- - Make a program that calculates how old you are in dog and cat years. - First ask the age of the user and start calculating. - First calculate the dogyears then the catyears. - Show the user the different ages. - code: |- - age = {ask} 'How old are you?' - dog_age = age * 7 - cat_age = age * 5 - {print} 'In dog years you are ' dog_age ' years old.' - {print} 'In cat years you are ' cat_age ' years old.' - 2: - story: Create a program that helps you calculate how many cakes you should buy for your birthday party. - code: |- - {print} 'It is your birthday!' - people = {ask} 'How many people do you want to give a slice of cake?' - cakes_amount = people/8 - {print} 'You will have to buy ' cakes_amount ' cakes' - 7: - 1: - story: Complete the baby shark song. First comes baby shark, then mommy and finally daddy shark. - code: |- - {repeat} 3 {times} {print} 'Baby shark tututututudu' - {print} 'Baby shark' - {repeat} 3 {times} {print} 'Mommy shark tututututudu' - {print} 'Mommy shark' - {repeat} 3 {times} {print} 'Daddy shark tututututudu' - {print} 'Daddy shark' - 2: - story: Create the song 'The wheels on the bus go round and round' - code: |- - {print} 'the wheels on the bus go' - {repeat} 3 {times} {print} 'round and round' - {print} 'the wheels of the bus go round and round' - {print} 'all through the town' 8: 1: - story: |- - You and four other friends are playing Pokémon Go! Create a program that decides in which team each of you will play. - Either red, yellow or blue! Take a little pause after announcing a team. code: |- teams = red, yellow, blue {print} 'Red, Yellow or Blue?' @@ -156,117 +50,8 @@ levels: {print} 'You are selected in team... ' {print} teams {at} {random} sleep 2 - 2: - story: Print the countdown for a game of hide and seek. - code: |- - counter = 11 - {repeat} 10 {times} - counter = counter - 1 - {print} counter - {sleep} 1 - {print} 'Ready or not here I come!' - 9: - 1: - story: This game will give you three maths assignments. Each time the question is different. Can you figure out the order? - code: |- - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - {repeat} 3 {times} - number = numbers {at} {random} - correct_answer = 5 * number - answer = {ask} 'What is 5 times' number '?' - {if} answer = correct_answer - {print} 'Good job!' - {else} - {print} 'No! The correct answer is ' correct_answer - 2: - story: |- - This code asks the costumers in a restaurant if they would like to order dessert. If they do, it asks them what kind of dessert. If they order tiramisu they are told that the tiramisu is sold out. - Can you get the code to work? - code: |- - order = {ask} 'Would you like to order dessert?' - {if} order = yes - dessert = {ask} 'What kind of dessert would you like?' - {if} dessert = tiramisu - {print} 'Sorry, we are out of tiramisu.' - {else} - {print} 'One ' dessert ' coming right up!' - {else} - {print} 'You dont want a dessert. No problem!' 10: 1: story: |- Help this family out by creating a schedule of who is cooking and what they should be making this week. The remove commands make sure nobody has to cook twice and they have a differnet dinner every day. **Mind!** the variable order should be first days, then people, and lastly dinner_options. This goes for the lines with the remove commands too. - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday - people = mom, dad, Martin, Abby, Jesse - dinner_options = pizza, tacos, pancakes, a salad, lasagne - {for} day {in} days - chosen_person = people {at} {random} - chosen_dinner = dinner_options {at} {random} - {print} 'On ' day ' ' chosen_person ' is making ' chosen_dinner - {remove} chosen_person {from} people - {remove} chosen_dinner {from} dinner_options - 2: - story: |- - This make-over robot will decide your new hairstyle for you. If you do not agree with the first choice, you can try again. - **Mind** The variable people is defined in the first line. The variable hairstyles in the second. - code: |- - people = Betty, Amanda, Marc - hairstyles = a bald head, a mohawk, a ponytail, spikes - {for} person {in} people - {print} person ' will get ' hairstyles {at} {random} - happy = {ask} person ', are you happy with this choice?' - {if} happy {is} yes - {print} 'Great' - {else} - {print} 'Lets try again... Then 'person ' will get ' hairstyles {at} {random} - 11: - 1: - story: Create the count down clock for New Year's eve! The program should show the numbers from 10 to 1 for a second and then wish you a happy new year. - code: |- - {for} number {in} {range} 10 {to} 1 - {print} number - {sleep} - {clear} - {print} 'Happy New Year!' - 2: - story: |- - Create a program that tells us the final results of the science fair. Firstly define the variable contestants, then the variable place. - **Hint** Line 5 should be the sleep command, and you should end with saying congratulations. - code: |- - {print} 'And now we will reveal the results of the science fair' - contestants = Vivienne, Paul, Trixy, Bianca, Katya - place = 5 - {for} contestant {in} contestants - {sleep} 2 - {print} 'On number ' place ' has ended... ' contestant - place = place - 1 - {print} 'Congratulations!' - 12: - 1: - story: |- - Sing the song 'What shall we do with the drunken sailor'. In case you don't know it, the song goed like this: - - What will we do with the drunken sailor - What will we do with the drunken sailor - What will we do with the drunken sailor - Early in the morning - Way hey and up she rises - Way hey and up she rises - Way hey and up she rises - Early in the morning - code: |- - verses = 'What will we do with the drunken sailor', 'Way hey and up she rises' - {for} verse {in} verses - {for} count {in} {range} 1 {to} 3 - {print} verse - {print} 'Early in the morning' - 2: - story: Play a game of Twister with us! First define the variable people, then limbs, then colors. - code: |- - people = 'Jess', 'Nick', 'Winston' - limbs = 'left hand', 'left foot', 'right hand', 'right foot' - colors = 'red', 'blue', 'green', 'yellow' - {for} person {in} people - {print} person ', put your ' limbs {at} {random} ' on ' colors {at} {random} diff --git a/content/parsons/th.yaml b/content/parsons/th.yaml index dcffad0441b..1fb71049533 100644 --- a/content/parsons/th.yaml +++ b/content/parsons/th.yaml @@ -52,19 +52,6 @@ levels: {print} Your random meal for today is...' sleep 2 {print} food at random with toppings at random - 3: - story: |- - In a chess tournament there are three players left. - Create a program that decides which two players have to play against each other first. - Start by printing the two players who play the first match, then print against which player the winner will play. - code: |- - players {is} Liam, Noah, Sophie - player_1 {is} players {at} {random} - {remove} player_1 {from} players - player_2 {is} players {at} {random} - {print} player_1 ' first plays against ' player_2 - {remove} player_2 {from} players - {print} 'The winner plays against ' players {at} {random} 4: 1: story: You are the newest Pokémon trainer from Pallet Town!\nMake a program that selects your first Pokémon.\nLet the program wait a minute before revealing your first pokémon.\n @@ -83,12 +70,6 @@ levels: 5: 1: story: Make a program that checks if your favourite movie is already in the list of the computer.\nIf so, print that you have great taste, otherwise add the movie to the list.\n - code: |- - favorite_movies {is} Batman, Spiderman, The Avengers, Jurassic Park - movie {is} {ask} 'What is your favourite movie?' - {if} movie {in} favorite_movies {print} 'You have great taste!' - {else} {print} 'Such a shame that your favourite movie is not in the list, we will add it right away!' - {add} movie {to_list} favorite_movies 2: story: Create a maths game.\n code: |- @@ -113,22 +94,8 @@ levels: cakes_amount is people/8 {print} 'You will have to buy ' cakes_amount ' cakes' 7: - 1: - story: Complete the baby shark song. First comes baby shark, then mommy and finally daddy shark. - code: |- - {repeat} 3 {times} {print} 'Baby shark tututututudu' - {print} 'Baby shark' - {repeat} 3 {times} {print} 'Mommy shark tututututudu' - {print} 'Mommy shark' - {repeat} 3 {times} {print} 'Daddy shark tututututudu' - {print} 'Daddy shark' 2: story: Create the song 'The wheels on the bus go round and round'\n - code: |- - {print} 'the wheels on the bus go' - {repeat} 3 {times} {print} 'round and round' - {print} 'the wheels of the bus go round and round' - {print} 'all through the town' 8: 1: story: You and four other friends are playing Pokémon Go! Create a program that decides in which team each of you will play.\nEither red, yellow or blue! Take a little pauze after announcing a team.\n @@ -141,115 +108,8 @@ levels: sleep 2 2: story: Print the countdown for a game of hide and seek.\n - code: |- - counter = 11 - {repeat} 10 {times} - counter = counter - 1 - {print} counter - {sleep} 1 - {print} 'Ready or not here I come!' - 9: - 1: - story: This game will give you three maths assignments. Each time the question is different. Can you figure out the order? - code: |- - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - {repeat} 3 {times} - number = numbers {at} {random} - correct_answer = 5 * number - answer = {ask} 'What is 5 times' number '?' - {if} answer = correct_answer - {print} 'Good job!' - {else} - {print} 'No! The correct answer is ' correct_answer - 2: - story: |- - This code asks the costumers in a restaurant if they would like to order dessert. If they do, it asks them what kind of dessert. If they order tiramisu they are told that the tiramisu is sold out. - Can you get the code to work? - code: |- - order = {ask} 'Would you like to order dessert?' - {if} order = yes - dessert = {ask} 'What kind of dessert would you like?' - {if} dessert = tiramisu - {print} 'Sorry, we are out of tiramisu.' - {else} - {print} 'One ' dessert ' coming right up!' - {else} - {print} 'You dont want a dessert. No problem!' 10: 1: story: |- Help this family out by creating a schedule of who is cooking and what they should be making this week. The remove commands make sure nobody has to cook twice and they have a differnet dinner every day. **Mind!** the variable order should be first days, then people, and lastly dinner_options. This goes for the lines with the remove commands too. - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday - people = mom, dad, Martin, Abby, Jesse - dinner_options = pizza, tacos, pancakes, a salad, lasagne - {for} day {in} days - chosen_person = people {at} {random} - chosen_dinner = dinner_options {at} {random} - {print} 'On ' day ' ' chosen_person ' is making ' chosen_dinner - {remove} chosen_person {from} people - {remove} chosen_dinner {from} dinner_options - 2: - story: |- - This make-over robot will decide your new hairstyle for you. If you do not agree with the first choice, you can try again. - **Mind** The variable people is defined in the first line. The variable hairstyles in the second. - code: |- - people = Betty, Amanda, Marc - hairstyles = a bald head, a mohawk, a ponytail, spikes - {for} person {in} people - {print} person ' will get ' hairstyles {at} {random} - happy = {ask} person ', are you happy with this choice?' - {if} happy {is} yes - {print} 'Great' - {else} - {print} 'Lets try again... Then 'person ' will get ' hairstyles {at} {random} - 11: - 1: - story: Create the count down clock for New Year's eve! The program should show the numbers from 10 to 1 for a second and then wish you a happy new year. - code: |- - {for} number {in} {range} 10 {to} 1 - {print} number - {sleep} - {clear} - {print} 'Happy New Year!' - 2: - story: |- - Create a program that tells us the final results of the science fair. Firstly define the variable contestants, then the variable place. - **Hint** Line 5 should be the sleep command, and you should end with saying congratulations. - code: |- - {print} 'And now we will reveal the results of the science fair' - contestants = Vivienne, Paul, Trixy, Bianca, Katya - place = 5 - {for} contestant {in} contestants - {sleep} 2 - {print} 'On number ' place ' has ended... ' contestant - place = place - 1 - {print} 'Congratulations!' - 12: - 1: - story: |- - Sing the song 'What shall we do with the drunken sailor'. In case you don't know it, the song goed like this: - - What will we do with the drunken sailor - What will we do with the drunken sailor - What will we do with the drunken sailor - Early in the morning - Way hey and up she rises - Way hey and up she rises - Way hey and up she rises - Early in the morning - code: |- - verses = 'What will we do with the drunken sailor', 'Way hey and up she rises' - {for} verse {in} verses - {for} count {in} {range} 1 {to} 3 - {print} verse - {print} 'Early in the morning' - 2: - story: Play a game of Twister with us! First define the variable people, then limbs, then colors. - code: |- - people = 'Jess', 'Nick', 'Winston' - limbs = 'left hand', 'left foot', 'right hand', 'right foot' - colors = 'red', 'blue', 'green', 'yellow' - {for} person {in} people - {print} person ', put your ' limbs {at} {random} ' on ' colors {at} {random} diff --git a/content/parsons/tl.yaml b/content/parsons/tl.yaml index 98a2e94268e..29f0c4d0b0c 100644 --- a/content/parsons/tl.yaml +++ b/content/parsons/tl.yaml @@ -8,35 +8,13 @@ levels: He asks what type of pie you want to order. Then he repeats your answer back to you. Lastly, your order is being prepared. - code: |- - {print} Welcome to bakery Hedy! - {ask} What type of pie do you want to order? - {echo} So you want - {print} Your order is being prepared! - 2: - story: You're at the DJ Booth requesting a song. Create a program that asks if you are ready to party and then asks which song you would like to hear. - code: |- - {print} This is DJ Hedy - {ask} Are you ready to party? - {ask} What song would you like to hear? - {echo} Great choice! I love the song 2: 1: - story: |- - You and your friends are going to watch some Netflix. - Show which movie you're about to watch and wish the viewers lot of fun! code: |- {print} It is time for an evening of Netflix film {is} Sonic the Hedgehog 2 {print} We're going to watch {print} Have fun! - 2: - story: This is the webshop of a toy store. Create a program where costumers can add an item to their shopping cart. - code: |- - {print} Welcome to our toystore - toy {is} {ask} What would you like to buy? - {print} toy is added to your shopping cart. - {print} Thank you for shopping with us! 3: 1: story: |- @@ -44,33 +22,6 @@ levels: It is the job of the sorting hat to sort you into one of the houses. Which house will you be sorted into? Are you a Gryffindor, Hufflepuff, Ravenclaw or Slytherin. Before the sorting hat reveals your house, you can tell it to not pick one of the houses. - code: |- - {print} The sorting hat is ready to sort you into a Hogwarts house. - houses {is} Gryffindor, Hufflepuf, Ravenclaw, Slytherin - dislike {is} {ask} Are there any houses you do not want to be part of? - {remove} dislike {from} houses - {print} Not dislike eh? Better be... houses {at} {random} - 2: - story: Create a program that chooses a random meal for you. Make a list of food and a list of toppings and let the program decide what you'll have! - code: |- - food {is} pizza, icecream, salad, sandwich - toppings {is} chocolate, cheese, tuna, sprinkles - {print} Your random meal for today is... - {sleep} 2 - {print} food {at} {random} with toppings {at} {random} - 3: - story: |- - In a chess tournament there are three players left. - Create a program that decides which two players have to play against each other first. - Start by printing the two players who play the first match, then print against which player the winner will play. - code: |- - players {is} Liam, Noah, Sophie - player_1 {is} players {at} {random} - {remove} player_1 {from} players - player_2 {is} players {at} {random} - {print} player_1 ' first plays against ' player_2 - {remove} player_2 {from} players - {print} 'The winner plays against ' players {at} {random} 4: 1: story: |- @@ -89,66 +40,16 @@ levels: price {is} {ask} 'What would you like to win?' {add} price {to_list} prices {print} 'You won a ' prices {at} {random} - 5: - 1: - story: |- - Make a program that checks if your favourite movie is already in the list of the computer. - If so, print that you have great taste, otherwise add the movie to the list. - code: |- - favorite_movies {is} Batman, Spiderman, The Avengers, Jurassic Park - movie {is} {ask} 'What is your favourite movie?' - {if} movie {in} favorite_movies {print} 'You have great taste!' - {else} {print} 'Such a shame that your favourite movie is not in the list, we will add it right away!' - {add} movie {to_list} favorite_movies - 2: - story: Create a maths game. - code: |- - {print} 'Solve this problem' - answer {is} {ask} '88 - 16 = ?' - {if} answer {is} 72 {print} 'Correct!' - {else} {print} 'Wrong! The answer was 72' 6: 1: - story: |- - Make a program that calculates how old you are in dog and cat years. - First ask the age of the user and start calculating. - First calculate the dogyears then the catyears. - Show the user the different ages. code: |- age = {ask} 'How old are you?' dog_age = age * 7 cat_age = age * 5 {print} 'In dogyears you are ' dog_age ' years old.' {print} 'In catyears you are ' cat_age ' years old.' - 2: - story: Create a program that helps you calculate how many cakes you should buy for your birthday party. - code: |- - {print} 'It is your birthday!' - people = {ask} 'How many people do you want to give a slice of cake?' - cakes_amount = people/8 - {print} 'You will have to buy ' cakes_amount ' cakes' - 7: - 1: - story: Complete the baby shark song. First comes baby shark, then mommy and finally daddy shark. - code: |- - {repeat} 3 {times} {print} 'Baby shark tututututudu' - {print} 'Baby shark' - {repeat} 3 {times} {print} 'Mommy shark tututututudu' - {print} 'Mommy shark' - {repeat} 3 {times} {print} 'Daddy shark tututututudu' - {print} 'Daddy shark' - 2: - story: Create the song 'The wheels on the bus go round and round' - code: |- - {print} 'the wheels on the bus go' - {repeat} 3 {times} {print} 'round and round' - {print} 'the wheels of the bus go round and round' - {print} 'all through the town' 8: 1: - story: |- - You and four other friends are playing Pokémon Go! Create a program that decides in which team each of you will play. - Either red, yellow or blue! Take a little pause after announcing a team. code: |- teams = red, yellow, blue {print} 'Red, Yellow or Blue?' @@ -157,7 +58,6 @@ levels: {print} teams {at} {random} sleep 2 2: - story: Print the countdown for a game of hide and seek. code: |- counter = 11 {repeat} 10 {times} @@ -165,108 +65,8 @@ levels: {print} counter {sleep} 1 {print} 'Ready or not here I come!' - 9: - 1: - story: This game will give you three maths assignments. Each time the question is different. Can you figure out the order? - code: |- - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - {repeat} 3 {times} - number = numbers {at} {random} - correct_answer = 5 * number - answer = {ask} 'What is 5 times' number '?' - {if} answer = correct_answer - {print} 'Good job!' - {else} - {print} 'No! The correct answer is ' correct_answer - 2: - story: |- - This code asks the costumers in a restaurant if they would like to order dessert. If they do, it asks them what kind of dessert. If they order tiramisu they are told that the tiramisu is sold out. - Can you get the code to work? - code: |- - order = {ask} 'Would you like to order dessert?' - {if} order = yes - dessert = {ask} 'What kind of dessert would you like?' - {if} dessert = tiramisu - {print} 'Sorry, we are out of tiramisu.' - {else} - {print} 'One ' dessert ' coming right up!' - {else} - {print} 'You dont want a dessert. No problem!' 10: 1: story: |- Help this family out by creating a schedule of who is cooking and what they should be making this week. The remove commands make sure nobody has to cook twice and they have a differnet dinner every day. **Mind!** the variable order should be first days, then people, and lastly dinner_options. This goes for the lines with the remove commands too. - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday - people = mom, dad, Martin, Abby, Jesse - dinner_options = pizza, tacos, pancakes, a salad, lasagne - {for} day {in} days - chosen_person = people {at} {random} - chosen_dinner = dinner_options {at} {random} - {print} 'On ' day ' ' chosen_person ' is making ' chosen_dinner - {remove} chosen_person {from} people - {remove} chosen_dinner {from} dinner_options - 2: - story: |- - This make-over robot will decide your new hairstyle for you. If you do not agree with the first choice, you can try again. - **Mind** The variable people is defined in the first line. The variable hairstyles in the second. - code: |- - people = Betty, Amanda, Marc - hairstyles = a bald head, a mohawk, a ponytail, spikes - {for} person {in} people - {print} person ' will get ' hairstyles {at} {random} - happy = {ask} person ', are you happy with this choice?' - {if} happy {is} yes - {print} 'Great' - {else} - {print} 'Lets try again... Then 'person ' will get ' hairstyles {at} {random} - 11: - 1: - story: Create the count down clock for New Year's eve! The program should show the numbers from 10 to 1 for a second and then wish you a happy new year. - code: |- - {for} number {in} {range} 10 {to} 1 - {print} number - {sleep} - {clear} - {print} 'Happy New Year!' - 2: - story: |- - Create a program that tells us the final results of the science fair. Firstly define the variable contestants, then the variable place. - **Hint** Line 5 should be the sleep command, and you should end with saying congratulations. - code: |- - {print} 'And now we will reveal the results of the science fair' - contestants = Vivienne, Paul, Trixy, Bianca, Katya - place = 5 - {for} contestant {in} contestants - {sleep} 2 - {print} 'On number ' place ' has ended... ' contestant - place = place - 1 - {print} 'Congratulations!' - 12: - 1: - story: |- - Sing the song 'What shall we do with the drunken sailor'. In case you don't know it, the song goed like this: - - What will we do with the drunken sailor - What will we do with the drunken sailor - What will we do with the drunken sailor - Early in the morning - Way hey and up she rises - Way hey and up she rises - Way hey and up she rises - Early in the morning - code: |- - verses = 'What will we do with the drunken sailor', 'Way hey and up she rises' - {for} verse {in} verses - {for} count {in} {range} 1 {to} 3 - {print} verse - {print} 'Early in the morning' - 2: - story: Play a game of Twister with us! First define the variable people, then limbs, then colors. - code: |- - people = 'Jess', 'Nick', 'Winston' - limbs = 'left hand', 'left foot', 'right hand', 'right foot' - colors = 'red', 'blue', 'green', 'yellow' - {for} person {in} people - {print} person ', put your ' limbs {at} {random} ' on ' colors {at} {random} diff --git a/content/parsons/tn.yaml b/content/parsons/tn.yaml index 98ad2f2aa48..dba737e5d30 100644 --- a/content/parsons/tn.yaml +++ b/content/parsons/tn.yaml @@ -1,19 +1,5 @@ levels: 1: - 1: - story: |- - Puzzels are exercises in which the lines of code are already written for you. You only have to place the lines in the correct order. Drag the lines of code into the input screen and run the code. Can you get the program to work? - - You're a customer at bakery Hedy. - You walk into the bakery and are welcomed by the baker. - He asks what type of pie you want to order. - Then he repeats your answer back to you. - Lastly, your order is being prepared. - code: |- - {print} Welcome to bakery Hedy! - {ask} What type of pie do you want to order? - {echo} So you want - {print} Your order is being prepared! 2: story: You're at the DJ Booth requesting a song. Create a program that asks if you are ready to party and then asks which song you would like to hear.\n code: |- @@ -39,12 +25,6 @@ levels: 3: 1: story: The new school year at Hogwarts is starting! \nIt is the job of the sorting hat to sort you into one of the houses.\nWhich house will you be sorted into?\nAre you a Gryffindor, Hufflepuf, Ravenclaw or Slytherin.\nLet the program wait a short period before revealing your house.\n - code: |- - {print} The sorting hat is ready to sort you into a Hogwarts house. - houses {is} Gryffindor, Hufflepuf, Ravenclaw, Slytherin - dislike {is} {ask} Are there any houses you do not want to be part of? - {remove} dislike {from} houses - {print} Not dislike eh? Better be... houses {at} {random} 2: story: Create a program that chooses a random meal for you. Make a list of food and a list of toppings and let the program decide what you'll have!\n code: |- @@ -53,19 +33,6 @@ levels: {print} Your random meal for today is... sleep 2 {print} food at random with toppings at random - 3: - story: |- - In a chess tournament there are three players left. - Create a program that decides which two players have to play against each other first. - Start by printing the two players who play the first match, then print against which player the winner will play. - code: |- - players {is} Liam, Noah, Sophie - player_1 {is} players {at} {random} - {remove} player_1 {from} players - player_2 {is} players {at} {random} - {print} player_1 ' first plays against ' player_2 - {remove} player_2 {from} players - {print} 'The winner plays against ' players {at} {random} 4: 1: story: You are the newest Pokémon trainer from Pallet Town!\nMake a program that selects your first Pokémon.\nLet the program wait a minute before revealing your first pokémon.\n @@ -84,12 +51,6 @@ levels: 5: 1: story: Make a program that checks if your favourite movie is already in the list of the computer.\nIf so, print that you have great taste, otherwise add the movie to the list.\n - code: |- - favorite_movies {is} Batman, Spiderman, The Avengers, Jurassic Park - movie {is} {ask} 'What is your favourite movie?' - {if} movie {in} favorite_movies {print} 'You have great taste!' - {else} {print} 'Such a shame that your favourite movie is not in the list, we will add it right away!' - {add} movie {to_list} favorite_movies 2: story: Create a maths game.\n code: |- @@ -100,12 +61,6 @@ levels: 6: 1: story: Make a program that calculates how old you are in dog and cat years.\nFirst ask the age of the user and start calculating.\nFirst calculate the dogyears then the catyears.\nShow the user the different ages.\n - code: |- - age = {ask} 'How old are you?' - dog_age = age * 7 - cat_age = age * 5 - {print} 'In dog years you are ' dog_age ' years old.' - {print} 'In cat years you are ' cat_age ' years old.' 2: story: Create a program that helps you calculate how many cakes you should buy for your birthday party.\n code: |- @@ -114,22 +69,8 @@ levels: cakes_amount is people/8 {print} 'You will have to buy ' cakes_amount ' cakes' 7: - 1: - story: Complete the baby shark song. First comes baby shark, then mommy and finally daddy shark. - code: |- - {repeat} 3 {times} {print} 'Baby shark tututututudu' - {print} 'Baby shark' - {repeat} 3 {times} {print} 'Mommy shark tututututudu' - {print} 'Mommy shark' - {repeat} 3 {times} {print} 'Daddy shark tututututudu' - {print} 'Daddy shark' 2: story: Create the song 'The wheels on the bus go round and round'\n - code: |- - {print} 'the wheels on the bus go' - {repeat} 3 {times} {print} 'round and round' - {print} 'the wheels of the bus go round and round' - {print} 'all through the town' 8: 1: story: You and four other friends are playing Pokémon Go! Create a program that decides in which team each of you will play.\nEither red, yellow or blue! Take a little pauze after announcing a team.\n @@ -149,108 +90,8 @@ levels: {print} counter {sleep} 1 {print} 'Ready or not here I come!' - 9: - 1: - story: This game will give you three maths assignments. Each time the question is different. Can you figure out the order? - code: |- - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - {repeat} 3 {times} - number = numbers {at} {random} - correct_answer = 5 * number - answer = {ask} 'What is 5 times' number '?' - {if} answer = correct_answer - {print} 'Good job!' - {else} - {print} 'No! The correct answer is ' correct_answer - 2: - story: |- - This code asks the costumers in a restaurant if they would like to order dessert. If they do, it asks them what kind of dessert. If they order tiramisu they are told that the tiramisu is sold out. - Can you get the code to work? - code: |- - order = {ask} 'Would you like to order dessert?' - {if} order = yes - dessert = {ask} 'What kind of dessert would you like?' - {if} dessert = tiramisu - {print} 'Sorry, we are out of tiramisu.' - {else} - {print} 'One ' dessert ' coming right up!' - {else} - {print} 'You dont want a dessert. No problem!' 10: 1: story: |- Help this family out by creating a schedule of who is cooking and what they should be making this week. The remove commands make sure nobody has to cook twice and they have a differnet dinner every day. **Mind!** the variable order should be first days, then people, and lastly dinner_options. This goes for the lines with the remove commands too. - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday - people = mom, dad, Martin, Abby, Jesse - dinner_options = pizza, tacos, pancakes, a salad, lasagne - {for} day {in} days - chosen_person = people {at} {random} - chosen_dinner = dinner_options {at} {random} - {print} 'On ' day ' ' chosen_person ' is making ' chosen_dinner - {remove} chosen_person {from} people - {remove} chosen_dinner {from} dinner_options - 2: - story: |- - This make-over robot will decide your new hairstyle for you. If you do not agree with the first choice, you can try again. - **Mind** The variable people is defined in the first line. The variable hairstyles in the second. - code: |- - people = Betty, Amanda, Marc - hairstyles = a bald head, a mohawk, a ponytail, spikes - {for} person {in} people - {print} person ' will get ' hairstyles {at} {random} - happy = {ask} person ', are you happy with this choice?' - {if} happy {is} yes - {print} 'Great' - {else} - {print} 'Lets try again... Then 'person ' will get ' hairstyles {at} {random} - 11: - 1: - story: Create the count down clock for New Year's eve! The program should show the numbers from 10 to 1 for a second and then wish you a happy new year. - code: |- - {for} number {in} {range} 10 {to} 1 - {print} number - {sleep} - {clear} - {print} 'Happy New Year!' - 2: - story: |- - Create a program that tells us the final results of the science fair. Firstly define the variable contestants, then the variable place. - **Hint** Line 5 should be the sleep command, and you should end with saying congratulations. - code: |- - {print} 'And now we will reveal the results of the science fair' - contestants = Vivienne, Paul, Trixy, Bianca, Katya - place = 5 - {for} contestant {in} contestants - {sleep} 2 - {print} 'On number ' place ' has ended... ' contestant - place = place - 1 - {print} 'Congratulations!' - 12: - 1: - story: |- - Sing the song 'What shall we do with the drunken sailor'. In case you don't know it, the song goed like this: - - What will we do with the drunken sailor - What will we do with the drunken sailor - What will we do with the drunken sailor - Early in the morning - Way hey and up she rises - Way hey and up she rises - Way hey and up she rises - Early in the morning - code: |- - verses = 'What will we do with the drunken sailor', 'Way hey and up she rises' - {for} verse {in} verses - {for} count {in} {range} 1 {to} 3 - {print} verse - {print} 'Early in the morning' - 2: - story: Play a game of Twister with us! First define the variable people, then limbs, then colors. - code: |- - people = 'Jess', 'Nick', 'Winston' - limbs = 'left hand', 'left foot', 'right hand', 'right foot' - colors = 'red', 'blue', 'green', 'yellow' - {for} person {in} people - {print} person ', put your ' limbs {at} {random} ' on ' colors {at} {random} diff --git a/content/parsons/uk.yaml b/content/parsons/uk.yaml index 5a1f8781cfe..7ed480231ca 100644 --- a/content/parsons/uk.yaml +++ b/content/parsons/uk.yaml @@ -57,19 +57,6 @@ levels: {print} Ваша випадкова вечеря на сьогодні - це... {sleep} 2 {print} їжа {at} {random} начинки {at} {random} - 3: - story: |- - In a chess tournament there are three players left. - Create a program that decides which two players have to play against each other first. - Start by printing the two players who play the first match, then print against which player the winner will play. - code: |- - players {is} Liam, Noah, Sophie - player_1 {is} players {at} {random} - {remove} player_1 {from} players - player_2 {is} players {at} {random} - {print} player_1 ' first plays against ' player_2 - {remove} player_2 {from} players - {print} 'The winner plays against ' players {at} {random} 4: 1: story: |- @@ -168,108 +155,8 @@ levels: {print} лічильник {sleep} 1 {print} 'Готові чи ні, але я йду!' - 9: - 1: - story: This game will give you three maths assignments. Each time the question is different. Can you figure out the order? - code: |- - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - {repeat} 3 {times} - number = numbers {at} {random} - correct_answer = 5 * number - answer = {ask} 'What is 5 times' number '?' - {if} answer = correct_answer - {print} 'Good job!' - {else} - {print} 'No! The correct answer is ' correct_answer - 2: - story: |- - This code asks the costumers in a restaurant if they would like to order dessert. If they do, it asks them what kind of dessert. If they order tiramisu they are told that the tiramisu is sold out. - Can you get the code to work? - code: |- - order = {ask} 'Would you like to order dessert?' - {if} order = yes - dessert = {ask} 'What kind of dessert would you like?' - {if} dessert = tiramisu - {print} 'Sorry, we are out of tiramisu.' - {else} - {print} 'One ' dessert ' coming right up!' - {else} - {print} 'You dont want a dessert. No problem!' 10: 1: story: |- Help this family out by creating a schedule of who is cooking and what they should be making this week. The remove commands make sure nobody has to cook twice and they have a differnet dinner every day. **Mind!** the variable order should be first days, then people, and lastly dinner_options. This goes for the lines with the remove commands too. - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday - people = mom, dad, Martin, Abby, Jesse - dinner_options = pizza, tacos, pancakes, a salad, lasagne - {for} day {in} days - chosen_person = people {at} {random} - chosen_dinner = dinner_options {at} {random} - {print} 'On ' day ' ' chosen_person ' is making ' chosen_dinner - {remove} chosen_person {from} people - {remove} chosen_dinner {from} dinner_options - 2: - story: |- - This make-over robot will decide your new hairstyle for you. If you do not agree with the first choice, you can try again. - **Mind** The variable people is defined in the first line. The variable hairstyles in the second. - code: |- - people = Betty, Amanda, Marc - hairstyles = a bald head, a mohawk, a ponytail, spikes - {for} person {in} people - {print} person ' will get ' hairstyles {at} {random} - happy = {ask} person ', are you happy with this choice?' - {if} happy {is} yes - {print} 'Great' - {else} - {print} 'Lets try again... Then 'person ' will get ' hairstyles {at} {random} - 11: - 1: - story: Create the count down clock for New Year's eve! The program should show the numbers from 10 to 1 for a second and then wish you a happy new year. - code: |- - {for} number {in} {range} 10 {to} 1 - {print} number - {sleep} - {clear} - {print} 'Happy New Year!' - 2: - story: |- - Create a program that tells us the final results of the science fair. Firstly define the variable contestants, then the variable place. - **Hint** Line 5 should be the sleep command, and you should end with saying congratulations. - code: |- - {print} 'And now we will reveal the results of the science fair' - contestants = Vivienne, Paul, Trixy, Bianca, Katya - place = 5 - {for} contestant {in} contestants - {sleep} 2 - {print} 'On number ' place ' has ended... ' contestant - place = place - 1 - {print} 'Congratulations!' - 12: - 1: - story: |- - Sing the song 'What shall we do with the drunken sailor'. In case you don't know it, the song goed like this: - - What will we do with the drunken sailor - What will we do with the drunken sailor - What will we do with the drunken sailor - Early in the morning - Way hey and up she rises - Way hey and up she rises - Way hey and up she rises - Early in the morning - code: |- - verses = 'What will we do with the drunken sailor', 'Way hey and up she rises' - {for} verse {in} verses - {for} count {in} {range} 1 {to} 3 - {print} verse - {print} 'Early in the morning' - 2: - story: Play a game of Twister with us! First define the variable people, then limbs, then colors. - code: |- - people = 'Jess', 'Nick', 'Winston' - limbs = 'left hand', 'left foot', 'right hand', 'right foot' - colors = 'red', 'blue', 'green', 'yellow' - {for} person {in} people - {print} person ', put your ' limbs {at} {random} ' on ' colors {at} {random} diff --git a/content/parsons/ur.yaml b/content/parsons/ur.yaml index 4e32e7325dd..53a5cffda71 100644 --- a/content/parsons/ur.yaml +++ b/content/parsons/ur.yaml @@ -50,19 +50,6 @@ levels: {print} Your random meal for today is...' sleep 2 {print} food at random with toppings at random - 3: - story: |- - In a chess tournament there are three players left. - Create a program that decides which two players have to play against each other first. - Start by printing the two players who play the first match, then print against which player the winner will play. - code: |- - players {is} Liam, Noah, Sophie - player_1 {is} players {at} {random} - {remove} player_1 {from} players - player_2 {is} players {at} {random} - {print} player_1 ' first plays against ' player_2 - {remove} player_2 {from} players - {print} 'The winner plays against ' players {at} {random} 4: 1: story: You are the newest Pokémon trainer from Pallet Town!\nMake a program that selects your first Pokémon.\nLet the program wait a minute before revealing your first pokémon.\n @@ -81,12 +68,6 @@ levels: 5: 1: story: Make a program that checks if your favourite movie is already in the list of the computer.\nIf so, print that you have great taste, otherwise add the movie to the list.\n - code: |- - favorite_movies {is} Batman, Spiderman, The Avengers, Jurassic Park - movie {is} {ask} 'What is your favourite movie?' - {if} movie {in} favorite_movies {print} 'You have great taste!' - {else} {print} 'Such a shame that your favourite movie is not in the list, we will add it right away!' - {add} movie {to_list} favorite_movies 2: story: Create a maths game.\n code: |- @@ -111,15 +92,6 @@ levels: cakes_amount is people/8 {print} 'You will have to buy ' cakes_amount ' cakes' 7: - 1: - story: Complete the baby shark song. First comes baby shark, then mommy and finally daddy shark. - code: |- - {repeat} 3 {times} {print} 'Baby shark tututututudu' - {print} 'Baby shark' - {repeat} 3 {times} {print} 'Mommy shark tututututudu' - {print} 'Mommy shark' - {repeat} 3 {times} {print} 'Daddy shark tututututudu' - {print} 'Daddy shark' 2: story: Create the song 'The wheels on the bus go round and round'\n code: |- @@ -139,115 +111,8 @@ levels: sleep 2 2: story: Print the countdown for a game of hide and seek.\n - code: |- - counter = 11 - {repeat} 10 {times} - counter = counter - 1 - {print} counter - {sleep} 1 - {print} 'Ready or not here I come!' - 9: - 1: - story: This game will give you three maths assignments. Each time the question is different. Can you figure out the order? - code: |- - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - {repeat} 3 {times} - number = numbers {at} {random} - correct_answer = 5 * number - answer = {ask} 'What is 5 times' number '?' - {if} answer = correct_answer - {print} 'Good job!' - {else} - {print} 'No! The correct answer is ' correct_answer - 2: - story: |- - This code asks the costumers in a restaurant if they would like to order dessert. If they do, it asks them what kind of dessert. If they order tiramisu they are told that the tiramisu is sold out. - Can you get the code to work? - code: |- - order = {ask} 'Would you like to order dessert?' - {if} order = yes - dessert = {ask} 'What kind of dessert would you like?' - {if} dessert = tiramisu - {print} 'Sorry, we are out of tiramisu.' - {else} - {print} 'One ' dessert ' coming right up!' - {else} - {print} 'You dont want a dessert. No problem!' 10: 1: story: |- Help this family out by creating a schedule of who is cooking and what they should be making this week. The remove commands make sure nobody has to cook twice and they have a differnet dinner every day. **Mind!** the variable order should be first days, then people, and lastly dinner_options. This goes for the lines with the remove commands too. - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday - people = mom, dad, Martin, Abby, Jesse - dinner_options = pizza, tacos, pancakes, a salad, lasagne - {for} day {in} days - chosen_person = people {at} {random} - chosen_dinner = dinner_options {at} {random} - {print} 'On ' day ' ' chosen_person ' is making ' chosen_dinner - {remove} chosen_person {from} people - {remove} chosen_dinner {from} dinner_options - 2: - story: |- - This make-over robot will decide your new hairstyle for you. If you do not agree with the first choice, you can try again. - **Mind** The variable people is defined in the first line. The variable hairstyles in the second. - code: |- - people = Betty, Amanda, Marc - hairstyles = a bald head, a mohawk, a ponytail, spikes - {for} person {in} people - {print} person ' will get ' hairstyles {at} {random} - happy = {ask} person ', are you happy with this choice?' - {if} happy {is} yes - {print} 'Great' - {else} - {print} 'Lets try again... Then 'person ' will get ' hairstyles {at} {random} - 11: - 1: - story: Create the count down clock for New Year's eve! The program should show the numbers from 10 to 1 for a second and then wish you a happy new year. - code: |- - {for} number {in} {range} 10 {to} 1 - {print} number - {sleep} - {clear} - {print} 'Happy New Year!' - 2: - story: |- - Create a program that tells us the final results of the science fair. Firstly define the variable contestants, then the variable place. - **Hint** Line 5 should be the sleep command, and you should end with saying congratulations. - code: |- - {print} 'And now we will reveal the results of the science fair' - contestants = Vivienne, Paul, Trixy, Bianca, Katya - place = 5 - {for} contestant {in} contestants - {sleep} 2 - {print} 'On number ' place ' has ended... ' contestant - place = place - 1 - {print} 'Congratulations!' - 12: - 1: - story: |- - Sing the song 'What shall we do with the drunken sailor'. In case you don't know it, the song goed like this: - - What will we do with the drunken sailor - What will we do with the drunken sailor - What will we do with the drunken sailor - Early in the morning - Way hey and up she rises - Way hey and up she rises - Way hey and up she rises - Early in the morning - code: |- - verses = 'What will we do with the drunken sailor', 'Way hey and up she rises' - {for} verse {in} verses - {for} count {in} {range} 1 {to} 3 - {print} verse - {print} 'Early in the morning' - 2: - story: Play a game of Twister with us! First define the variable people, then limbs, then colors. - code: |- - people = 'Jess', 'Nick', 'Winston' - limbs = 'left hand', 'left foot', 'right hand', 'right foot' - colors = 'red', 'blue', 'green', 'yellow' - {for} person {in} people - {print} person ', put your ' limbs {at} {random} ' on ' colors {at} {random} diff --git a/content/parsons/uz.yaml b/content/parsons/uz.yaml index 594bfa31eda..0967ef424bc 100644 --- a/content/parsons/uz.yaml +++ b/content/parsons/uz.yaml @@ -1,269 +1 @@ -levels: - 1: - 1: - story: |- - Puzzels are exercises in which the lines of code are already written for you. You only have to place the lines in the correct order. Drag the lines of code into the input screen and run the code. Can you get the program to work? - - You're a customer at bakery Hedy. - You walk into the bakery and are welcomed by the baker. - He asks what type of pie you want to order. - Then he repeats your answer back to you. - Lastly, your order is being prepared. - code: |- - {print} Welcome to bakery Hedy! - {ask} What type of pie do you want to order? - {echo} So you want - {print} Your order is being prepared! - 2: - story: You're at the DJ Booth requesting a song. Create a program that asks if you are ready to party and then asks which song you would like to hear. - code: |- - {print} This is DJ Hedy - {ask} Are you ready to party? - {ask} What song would you like to hear? - {echo} Great choice! I love the song - 2: - 1: - story: |- - You and your friends are going to watch some Netflix. - Show which movie you're about to watch and wish the viewers lot of fun! - code: |- - {print} It is time for an evening of Netflix - film {is} Sonic the Hedgehog 2 - {print} We're going to watch film - {print} Have fun! - 2: - story: This is the webshop of a toy store. Create a program where costumers can add an item to their shopping cart. - code: |- - {print} Welcome to our toystore - toy {is} {ask} What would you like to buy? - {print} toy is added to your shopping cart. - {print} Thank you for shopping with us! - 3: - 1: - story: "The new school year at Hogwarts is starting! \nIt is the job of the sorting hat to sort you into one of the houses.\nWhich house will you be sorted into? Are you a Gryffindor, Hufflepuff, Ravenclaw or Slytherin.\nBefore the sorting hat reveals your house, you can tell it to not pick one of the houses." - code: |- - {print} The sorting hat is ready to sort you into a Hogwarts house. - houses {is} Gryffindor, Hufflepuf, Ravenclaw, Slytherin - dislike {is} {ask} Are there any houses you do not want to be part of? - {remove} dislike {from} houses - {print} Not dislike eh? Better be... houses {at} {random} - 2: - story: Create a program that chooses a random meal for you. Make a list of food and a list of toppings and let the program decide what you'll have! - code: |- - food {is} pizza, icecream, salad, sandwich - toppings {is} chocolate, cheese, tuna, sprinkles - {print} Your random meal for today is... - {sleep} 2 - {print} food {at} {random} with toppings {at} {random} - 3: - story: |- - In a chess tournament there are three players left. - Create a program that decides which two players have to play against each other first. - Start by printing the two players who play the first match, then print against which player the winner will play. - code: |- - players {is} Liam, Noah, Sophie - player_1 {is} players {at} {random} - {remove} player_1 {from} players - player_2 {is} players {at} {random} - {print} player_1 ' first plays against ' player_2 - {remove} player_2 {from} players - {print} 'The winner plays against ' players {at} {random} - 4: - 1: - story: |- - You are the newest Pokémon trainer from Pallet Town! - Make a program that selects your first Pokémon. - Let the program wait a second before revealing your first Pokémon. - code: |- - pokemons {is} Pikachu, Charmander, Bulbasaur, Squirtle - {print} 'This is going to be your first Pokémon!' - {sleep} - {print} pokemons {at} {random} - 2: - story: Create a lottery that lets you choose an extra prize that you might win. - code: |- - prizes {is} car, hamster, 1 million euros - prize {is} {ask} 'What would you like to win?' - {add} prize {to_list} prizes - {print} 'You won a ' prizes {at} {random} - 5: - 1: - story: |- - Make a program that checks if your favourite movie is already in the list of the computer. - If so, print that you have great taste, otherwise add the movie to the list. - code: |- - favorite_movies {is} Batman, Spiderman, The Avengers, Jurassic Park - movie {is} {ask} 'What is your favourite movie?' - {if} movie {in} favorite_movies {print} 'You have great taste!' - {else} {print} 'Such a shame that your favourite movie is not in the list, we will add it right away!' - {add} movie {to_list} favorite_movies - 2: - story: Create a maths game. - code: |- - {print} 'Solve this problem' - answer {is} {ask} '88 - 16 = ?' - {if} answer {is} 72 {print} 'Correct!' - {else} {print} 'Wrong! The answer was 72' - 6: - 1: - story: |- - Make a program that calculates how old you are in dog and cat years. - First ask the age of the user and start calculating. - First calculate the dogyears then the catyears. - Show the user the different ages. - code: |- - age = {ask} 'How old are you?' - dog_age = age * 7 - cat_age = age * 5 - {print} 'In dog years you are ' dog_age ' years old.' - {print} 'In cat years you are ' cat_age ' years old.' - 2: - story: Create a program that helps you calculate how many cakes you should buy for your birthday party. - code: |- - {print} 'It is your birthday!' - people = {ask} 'How many people do you want to give a slice of cake?' - cakes_amount = people/8 - {print} 'You will have to buy ' cakes_amount ' cakes' - 7: - 1: - story: Complete the baby shark song. First comes baby shark, then mommy and finally daddy shark. - code: |- - {repeat} 3 {times} {print} 'Baby shark tututututudu' - {print} 'Baby shark' - {repeat} 3 {times} {print} 'Mommy shark tututututudu' - {print} 'Mommy shark' - {repeat} 3 {times} {print} 'Daddy shark tututututudu' - {print} 'Daddy shark' - 2: - story: Create the song 'The wheels on the bus go round and round' - code: |- - {print} 'the wheels on the bus go' - {repeat} 3 {times} {print} 'round and round' - {print} 'the wheels of the bus go round and round' - {print} 'all through the town' - 8: - 1: - story: |- - You and four other friends are playing Pokémon Go! Create a program that decides in which team each of you will play. - Either red, yellow or blue! Take a little pause after announcing a team. - code: |- - teams = red, yellow, blue - {print} 'Red, Yellow or Blue?' - {repeat} 5 {times} - {print} 'You are selected in team... ' - {print} teams {at} {random} - {sleep} 2 - 2: - story: Print the countdown for a game of hide and seek. - code: |- - counter = 11 - {repeat} 10 {times} - counter = counter - 1 - {print} counter - {sleep} 1 - {print} 'Ready or not here I come!' - 9: - 1: - story: This game will give you three maths assignments. Each time the question is different. Can you figure out the order? - code: |- - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - {repeat} 3 {times} - number = numbers {at} {random} - correct_answer = 5 * number - answer = {ask} 'What is 5 times' number '?' - {if} answer = correct_answer - {print} 'Good job!' - {else} - {print} 'No! The correct answer is ' correct_answer - 2: - story: |- - This code asks the costumers in a restaurant if they would like to order dessert. If they do, it asks them what kind of dessert. If they order tiramisu they are told that the tiramisu is sold out. - Can you get the code to work? - code: |- - order = {ask} 'Would you like to order dessert?' - {if} order = yes - dessert = {ask} 'What kind of dessert would you like?' - {if} dessert = tiramisu - {print} 'Sorry, we are out of tiramisu.' - {else} - {print} 'One ' dessert ' coming right up!' - {else} - {print} 'You dont want a dessert. No problem!' - 10: - 1: - story: |- - Help this family out by creating a schedule of who is cooking and what they should be making this week. The `{remove}` commands make sure nobody has to cook twice and they have a different dinner every day. - **Mind!** the variable order should be first days, then people, and lastly dinner_options. This goes for the lines with the `{remove}` commands too. - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday - people = mom, dad, Martin, Abby, Jesse - dinner_options = pizza, tacos, pancakes, a salad, lasagne - {for} day {in} days - chosen_person = people {at} {random} - chosen_dinner = dinner_options {at} {random} - {print} 'On ' day ' ' chosen_person ' is making ' chosen_dinner - {remove} chosen_person {from} people - {remove} chosen_dinner {from} dinner_options - 2: - story: |- - This make-over robot will decide your new hairstyle for you. If you do not agree with the first choice, you can try again. - **Mind** The variable people is defined in the first line. The variable hairstyles in the second. - code: |- - people = Betty, Amanda, Marc - hairstyles = a bald head, a mohawk, a ponytail, spikes - {for} person {in} people - {print} person ' will get ' hairstyles {at} {random} - happy = {ask} person ', are you happy with this choice?' - {if} happy {is} yes - {print} 'Great' - {else} - {print} 'Lets try again... Then 'person ' will get ' hairstyles {at} {random} - 11: - 1: - story: Create the count down clock for New Year's eve! The program should show the numbers from 10 to 1 for a second and then wish you a happy new year. - code: |- - {for} number {in} {range} 10 {to} 1 - {print} number - {sleep} - {clear} - {print} 'Happy New Year!' - 2: - story: |- - Create a program that tells us the final results of the science fair. Firstly define the variable contestants, then the variable place. - **Hint** Line 5 should be the sleep command, and you should end with saying congratulations. - code: |- - {print} 'And now we will reveal the results of the science fair' - contestants = Vivienne, Paul, Trixy, Bianca, Katya - place = 5 - {for} contestant {in} contestants - {sleep} 2 - {print} 'On number ' place ' has ended... ' contestant - place = place - 1 - {print} 'Congratulations!' - 12: - 1: - story: |- - Sing the song 'What shall we do with the drunken sailor'. In case you don't know it, the song goed like this: - - What will we do with the drunken sailor - What will we do with the drunken sailor - What will we do with the drunken sailor - Early in the morning - Way hey and up she rises - Way hey and up she rises - Way hey and up she rises - Early in the morning - code: |- - verses = 'What will we do with the drunken sailor', 'Way hey and up she rises' - {for} verse {in} verses - {for} count {in} {range} 1 {to} 3 - {print} verse - {print} 'Early in the morning' - 2: - story: Play a game of Twister with us! First define the variable people, then limbs, then colors. - code: |- - people = 'Jess', 'Nick', 'Winston' - limbs = 'left hand', 'left foot', 'right hand', 'right foot' - colors = 'red', 'blue', 'green', 'yellow' - {for} person {in} people - {print} person ', put your ' limbs {at} {random} ' on ' colors {at} {random} +{} diff --git a/content/parsons/vi.yaml b/content/parsons/vi.yaml index 821581a1ee0..c682ec22b39 100644 --- a/content/parsons/vi.yaml +++ b/content/parsons/vi.yaml @@ -38,12 +38,6 @@ levels: 3: 1: story: The new school year at Hogwarts is starting! \nIt is the job of the sorting hat to sort you into one of the houses.\nWhich house will you be sorted into?\nAre you a Gryffindor, Hufflepuf, Ravenclaw or Slytherin.\nLet the program wait a short period before revealing your house.\n - code: |- - {print} The sorting hat is ready to sort you into a Hogwarts house. - houses {is} Gryffindor, Hufflepuf, Ravenclaw, Slytherin - dislike {is} {ask} Are there any houses you do not want to be part of? - {remove} dislike {from} houses - {print} Not dislike eh? Better be... houses {at} {random} 2: story: Viết chương trình chọn một món ăn ngẫu nhiên. Tạo một danh sách đồ ăn và lớp phủ (topping) và để chương trình quyết định bạn sẽ ăn gì! code: |- @@ -52,19 +46,6 @@ levels: {print} Món ăn ngẫu nhiên của ngày hôm nay là... {sleep} 2 {print} do_an {at} {random} lớp_phủ {at} {random} - 3: - story: |- - In a chess tournament there are three players left. - Create a program that decides which two players have to play against each other first. - Start by printing the two players who play the first match, then print against which player the winner will play. - code: |- - players {is} Liam, Noah, Sophie - player_1 {is} players {at} {random} - {remove} player_1 {from} players - player_2 {is} players {at} {random} - {print} player_1 ' first plays against ' player_2 - {remove} player_2 {from} players - {print} 'The winner plays against ' players {at} {random} 4: 1: story: You are the newest Pokémon trainer from Pallet Town!\nMake a program that selects your first Pokémon.\nLet the program wait a minute before revealing your first pokémon.\n @@ -83,19 +64,8 @@ levels: 5: 1: story: Make a program that checks if your favourite movie is already in the list of the computer.\nIf so, print that you have great taste, otherwise add the movie to the list.\n - code: |- - favorite_movies {is} Batman, Spiderman, The Avengers, Jurassic Park - movie {is} {ask} 'What is your favourite movie?' - {if} movie {in} favorite_movies {print} 'You have great taste!' - {else} {print} 'Such a shame that your favourite movie is not in the list, we will add it right away!' - {add} movie {to_list} favorite_movies 2: story: Create a maths game.\n - code: |- - {print} 'Solve this problem' - answer {is} {ask} '88 - 16 = ?' - {if} answer {is} 72 {print} 'Correct!' - {else} {print} 'Wrong! The answer was 72' 6: 1: story: Make a program that calculates how old you are in dog and cat years.\nFirst ask the age of the user and start calculating.\nFirst calculate the dogyears then the catyears.\nShow the user the different ages.\n @@ -107,21 +77,7 @@ levels: {print} 'In catyears you are ' cat_age ' years old.' 2: story: Create a program that helps you calculate how many cakes you should buy for your birthday party.\n - code: |- - {print} 'It is your birthday!' - people = {ask} 'How many people do you want to give a slice of cake?' - cakes_amount = people/8 - {print} 'You will have to buy ' cakes_amount ' cakes' 7: - 1: - story: Complete the baby shark song. First comes baby shark, then mommy and finally daddy shark. - code: |- - {repeat} 3 {times} {print} 'Baby shark tututututudu' - {print} 'Baby shark' - {repeat} 3 {times} {print} 'Mommy shark tututututudu' - {print} 'Mommy shark' - {repeat} 3 {times} {print} 'Daddy shark tututututudu' - {print} 'Daddy shark' 2: story: Create the song 'The wheels on the bus go round and round'\n code: |- @@ -148,108 +104,8 @@ levels: {print} counter {sleep} 1 {print} 'Ready or not here I come!' - 9: - 1: - story: This game will give you three maths assignments. Each time the question is different. Can you figure out the order? - code: |- - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - {repeat} 3 {times} - number = numbers {at} {random} - correct_answer = 5 * number - answer = {ask} 'What is 5 times' number '?' - {if} answer = correct_answer - {print} 'Good job!' - {else} - {print} 'No! The correct answer is ' correct_answer - 2: - story: |- - This code asks the costumers in a restaurant if they would like to order dessert. If they do, it asks them what kind of dessert. If they order tiramisu they are told that the tiramisu is sold out. - Can you get the code to work? - code: |- - order = {ask} 'Would you like to order dessert?' - {if} order = yes - dessert = {ask} 'What kind of dessert would you like?' - {if} dessert = tiramisu - {print} 'Sorry, we are out of tiramisu.' - {else} - {print} 'One ' dessert ' coming right up!' - {else} - {print} 'You dont want a dessert. No problem!' 10: 1: story: |- Help this family out by creating a schedule of who is cooking and what they should be making this week. The remove commands make sure nobody has to cook twice and they have a differnet dinner every day. **Mind!** the variable order should be first days, then people, and lastly dinner_options. This goes for the lines with the remove commands too. - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday - people = mom, dad, Martin, Abby, Jesse - dinner_options = pizza, tacos, pancakes, a salad, lasagne - {for} day {in} days - chosen_person = people {at} {random} - chosen_dinner = dinner_options {at} {random} - {print} 'On ' day ' ' chosen_person ' is making ' chosen_dinner - {remove} chosen_person {from} people - {remove} chosen_dinner {from} dinner_options - 2: - story: |- - This make-over robot will decide your new hairstyle for you. If you do not agree with the first choice, you can try again. - **Mind** The variable people is defined in the first line. The variable hairstyles in the second. - code: |- - people = Betty, Amanda, Marc - hairstyles = a bald head, a mohawk, a ponytail, spikes - {for} person {in} people - {print} person ' will get ' hairstyles {at} {random} - happy = {ask} person ', are you happy with this choice?' - {if} happy {is} yes - {print} 'Great' - {else} - {print} 'Lets try again... Then 'person ' will get ' hairstyles {at} {random} - 11: - 1: - story: Create the count down clock for New Year's eve! The program should show the numbers from 10 to 1 for a second and then wish you a happy new year. - code: |- - {for} number {in} {range} 10 {to} 1 - {print} number - {sleep} - {clear} - {print} 'Happy New Year!' - 2: - story: |- - Create a program that tells us the final results of the science fair. Firstly define the variable contestants, then the variable place. - **Hint** Line 5 should be the sleep command, and you should end with saying congratulations. - code: |- - {print} 'And now we will reveal the results of the science fair' - contestants = Vivienne, Paul, Trixy, Bianca, Katya - place = 5 - {for} contestant {in} contestants - {sleep} 2 - {print} 'On number ' place ' has ended... ' contestant - place = place - 1 - {print} 'Congratulations!' - 12: - 1: - story: |- - Sing the song 'What shall we do with the drunken sailor'. In case you don't know it, the song goed like this: - - What will we do with the drunken sailor - What will we do with the drunken sailor - What will we do with the drunken sailor - Early in the morning - Way hey and up she rises - Way hey and up she rises - Way hey and up she rises - Early in the morning - code: |- - verses = 'What will we do with the drunken sailor', 'Way hey and up she rises' - {for} verse {in} verses - {for} count {in} {range} 1 {to} 3 - {print} verse - {print} 'Early in the morning' - 2: - story: Play a game of Twister with us! First define the variable people, then limbs, then colors. - code: |- - people = 'Jess', 'Nick', 'Winston' - limbs = 'left hand', 'left foot', 'right hand', 'right foot' - colors = 'red', 'blue', 'green', 'yellow' - {for} person {in} people - {print} person ', put your ' limbs {at} {random} ' on ' colors {at} {random} diff --git a/content/parsons/zh_Hans.yaml b/content/parsons/zh_Hans.yaml index df680755072..e1bf0363ae0 100644 --- a/content/parsons/zh_Hans.yaml +++ b/content/parsons/zh_Hans.yaml @@ -15,7 +15,6 @@ levels: {echo} 所以你想要 {print} 您的订单正在准备中! 2: - story: You're at the DJ Booth requesting a song. Create a program that asks if you are ready to party and then asks which song you would like to hear. code: |- {print} 这是DJ海蒂 {ask} 你准备好参加派对了吗? @@ -23,31 +22,17 @@ levels: {echo} 很棒的选择!我喜欢这首歌 2: 1: - story: |- - You and your friends are going to watch some Netflix. - Show which movie you're about to watch and wish the viewers lot of fun! code: |- {print} 是时候度过一个晚上的网飞了 电影 {is} 刺猬索尼克2 {print} 我们要看电影 {print} 玩得愉快! 2: - story: This is the webshop of a toy store. Create a program where costumers can add an item to their shopping cart. code: |- {print} 欢迎来到我们的玩具店 玩具 {is} {ask} 你想买什么? {print}玩具已添加到您的购物车中。 {print} 感谢您与我们一起购物! - 3: - 1: - story: "The new school year at Hogwarts is starting! \nIt is the job of the sorting hat to sort you into one of the houses.\nWhich house will you be sorted into? Are you a Gryffindor, Hufflepuff, Ravenclaw or Slytherin.\nBefore the sorting hat reveals your house, you can tell it to not pick one of the houses." - code: "{print} The sorting hat is ready to sort you into a Hogwarts house.\nhouses {is} Gryffindor, Hufflepuf, Ravenclaw, Slytherin\ndislike {is} {ask} Are there any houses you do not want to be part of?\n{remove} dislike {from} houses\n{print} Not dislike eh? Better be... houses {at} {random}" - 2: - story: Create a program that chooses a random meal for you. Make a list of food and a list of toppings and let the program decide what you'll have! - code: "food {is} pizza, icecream, salad, sandwich\ntoppings {is} chocolate, cheese, tuna, sprinkles\n{print} Your random meal for today is...\n{sleep} 2\n{print} food {at} {random} with toppings {at} {random}" - 3: - story: "In a chess tournament there are three players left.\nCreate a program that decides which two players have to play against each other first.\nStart by printing the two players who play the first match, then print against which player the winner will play." - code: "players {is} Liam, Noah, Sophie\nplayer_1 {is} players {at} {random}\n{remove} player_1 {from} players\nplayer_2 {is} players {at} {random}\n{print} player_1 ' first plays against ' player_2\n{remove} player_2 {from} players\n{print} 'The winner plays against ' players {at} {random}" 4: 1: story: |- @@ -59,53 +44,22 @@ levels: {print} “这将是你的第一只神奇宝贝!” {sleep} {print} 口袋妖怪 {at} {random} - 2: - story: Create a lottery that lets you choose an extra prize that you might win. - code: "prizes {is} car, hamster, 1 million euros\nprize {is} {ask} 'What would you like to win?'\n{add} prize {to_list} prizes\n{print} 'You won a ' prizes {at} {random}" - 5: - 1: - story: "Make a program that checks if your favourite movie is already in the list of the computer.\nIf so, print that you have great taste, otherwise add the movie to the list." - code: "favorite_movies {is} Batman, Spiderman, The Avengers, Jurassic Park\nmovie {is} {ask} 'What is your favourite movie?'\n{if} movie {in} favorite_movies {print} 'You have great taste!'\n{else} {print} 'Such a shame that your favourite movie is not in the list, we will add it right away!'\n{add} movie {to_list} favorite_movies" - 2: - story: Create a maths game. - code: "{print} 'Solve this problem'\nanswer {is} {ask} '88 - 16 = ?'\n{if} answer {is} 72 {print} 'Correct!'\n{else} {print} 'Wrong! The answer was 72'" 6: 1: - story: |- - Make a program that calculates how old you are in dog and cat years. - First ask the age of the user and start calculating. - First calculate the dogyears then the catyears. - Show the user the different ages. code: |- 年龄 = {ask}“你多大了?” 狗的年龄 = 年龄 * 7 猫的年龄 = 年龄 * 5 {print}“在狗年里,你已经'dog_age'岁了。” {print} “在猫年里,你已经'cat_age'岁了。” - 2: - story: Create a program that helps you calculate how many cakes you should buy for your birthday party. - code: "{print} 'It is your birthday!'\npeople = {ask} 'How many people do you want to give a slice of cake?'\ncakes_amount = people/8\n{print} 'You will have to buy ' cakes_amount ' cakes'" 7: - 1: - story: Complete the baby shark song. First comes baby shark, then mommy and finally daddy shark. - code: |- - {repeat} 3 {times} {print} 'Baby shark tututututudu' - {print} 'Baby shark' - {repeat} 3 {times} {print} 'Mommy shark tututututudu' - {print} 'Mommy shark' - {repeat} 3 {times} {print} 'Daddy shark tututututudu' - {print} 'Daddy shark' 2: - story: Create the song 'The wheels on the bus go round and round' code: |- {print} “公共汽车上的轮子” {repeat} 3 {times} {print} 'round and round' {print} 'the wheels of the bus go round and round' {print} 'all through the town' 8: - 1: - story: "You and four other friends are playing Pokémon Go! Create a program that decides in which team each of you will play.\nEither red, yellow or blue! Take a little pause after announcing a team." - code: "teams = red, yellow, blue\n{print} 'Red, Yellow or Blue?'\n{repeat} 5 {times}\n {print} 'You are selected in team... '\n {print} teams {at} {random}\n {sleep} 2" 2: story: Print the countdown for a game of hide and seek. code: |- @@ -116,52 +70,19 @@ levels: {sleep} 1 {print} “准备好了,我来不来!” 9: - 1: - story: This game will give you three maths assignments. Each time the question is different. Can you figure out the order? - code: "numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10\n{repeat} 3 {times}\n number = numbers {at} {random}\n correct_answer = 5 * number\n answer = {ask} 'What is 5 times' number '?'\n {if} answer = correct_answer\n {print} 'Good job!'\n {else}\n {print} 'No! The correct answer is ' correct_answer" 2: story: |- 此代码询问餐厅的顾客是否要订购甜点。如果他们这样做,它会问他们什么样的甜点。如果他们订购提拉米苏,他们会被告知提拉米苏已经售罄。 你能让代码工作吗? - code: |- - order = {ask} 'Would you like to order dessert?' - {if} order = yes - dessert = {ask} 'What kind of dessert would you like?' - {if} dessert = tiramisu - {print} 'Sorry, we are out of tiramisu.' - {else} - {print} 'One ' dessert ' coming right up!' - {else} - {print} 'You dont want a dessert. No problem!' 10: 1: story: |- 通过制定一个时间表来帮助这个家庭摆脱困境,确定谁在做饭以及他们本周应该做什么。 `{remove}` 命令确保没有人需要做饭两次,这样每天都有不同的晚餐。 **注意!** 变量顺序应该是先是哪一天,然后是人,最后是晚餐选项。 这也适用于带有`{remove}` 命令的行。 - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday - people = mom, dad, Martin, Abby, Jesse - dinner_options = pizza, tacos, pancakes, a salad, lasagne - {for} day {in} days - chosen_person = people {at} {random} - chosen_dinner = dinner_options {at} {random} - {print} 'On ' day ' ' chosen_person ' is making ' chosen_dinner - {remove} chosen_person {from} people - {remove} chosen_dinner {from} dinner_options 2: story: |- 这个化妆机器人将为您决定您的新发型。如果您不同意第一个选择,可以重试。 **头脑**变量人定义在第一行。第二个中的可变发型。 - code: |- - people = Betty, Amanda, Marc - hairstyles = a bald head, a mohawk, a ponytail, spikes - {for} person {in} people - {print} person ' will get ' hairstyles {at} {random} - happy = {ask} person ', are you happy with this choice?' - {if} happy {is} yes - {print} 'Great' - {else} - {print} 'Lets try again... Then 'person ' will get ' hairstyles {at} {random} 11: 1: story: 创建除夕倒计时!程序应该在一秒钟内显示从10到1的数字,然后祝你新年快乐。 @@ -175,15 +96,6 @@ levels: story: |- 创建一个程序,告诉我们科学集市的最终结果。首先定义变量参赛者,然后定义变量位置。 **提示** 第 5 行应该是睡眠命令,而且你应该以表示祝贺结束。 - code: |- - {print} 'And now we will reveal the results of the science fair' - contestants = Vivienne, Paul, Trixy, Bianca, Katya - place = 5 - {for} contestant {in} contestants - {sleep} 2 - {print} 'On number ' place ' has ended... ' contestant - place = place - 1 - {print} 'Congratulations!' 12: 1: story: |- @@ -197,17 +109,5 @@ levels: 她冉冉升起 她冉冉升起 清晨 - code: |- - verses = 'What will we do with the drunken sailor', 'Way hey and up she rises' - {for} verse {in} verses - {for} count {in} {range} 1 {to} 3 - {print} verse - {print} 'Early in the morning' 2: story: 和我们一起玩龙卷风游戏!首先定义可变的人,然后是四肢,然后是颜色。 - code: |- - people = 'Jess', 'Nick', 'Winston' - limbs = 'left hand', 'left foot', 'right hand', 'right foot' - colors = 'red', 'blue', 'green', 'yellow' - {for} person {in} people - {print} person ', put your ' limbs {at} {random} ' on ' colors {at} {random} diff --git a/content/parsons/zh_Hant.yaml b/content/parsons/zh_Hant.yaml index 91dab9aa0ee..6b75889df67 100644 --- a/content/parsons/zh_Hant.yaml +++ b/content/parsons/zh_Hant.yaml @@ -8,35 +8,6 @@ levels: He asks what type of pie you want to order. Then he repeats your answer back to you. Lastly, your order is being prepared. - code: |- - {print} Welcome to bakery Hedy! - {ask} What type of pie do you want to order? - {echo} So you want - {print} Your order is being prepared! - 2: - story: You're at the DJ Booth requesting a song. Create a program that asks if you are ready to party and then asks which song you would like to hear. - code: |- - {print} This is DJ Hedy - {ask} Are you ready to party? - {ask} What song would you like to hear? - {echo} Great choice! I love the song - 2: - 1: - story: |- - You and your friends are going to watch some Netflix. - Show which movie you're about to watch and wish the viewers lot of fun! - code: |- - {print} It is time for an evening of Netflix - film {is} Sonic the Hedgehog 2 - {print} We're going to watch film - {print} Have fun! - 2: - story: This is the webshop of a toy store. Create a program where costumers can add an item to their shopping cart. - code: |- - {print} Welcome to our toystore - toy {is} {ask} What would you like to buy? - {print} toy is added to your shopping cart. - {print} Thank you for shopping with us! 3: 1: story: |- @@ -44,44 +15,12 @@ levels: It is the job of the sorting hat to sort you into one of the houses. Which house will you be sorted into? Are you a Gryffindor, Hufflepuff, Ravenclaw or Slytherin. Before the sorting hat reveals your house, you can tell it to not pick one of the houses. - code: |- - {print} The sorting hat is ready to sort you into a Hogwarts house. - houses {is} Gryffindor, Hufflepuf, Ravenclaw, Slytherin - dislike {is} {ask} Are there any houses you do not want to be part of? - {remove} dislike {from} houses - {print} Not dislike eh? Better be... houses {at} {random} - 2: - story: Create a program that chooses a random meal for you. Make a list of food and a list of toppings and let the program decide what you'll have! - code: |- - food {is} pizza, icecream, salad, sandwich - toppings {is} chocolate, cheese, tuna, sprinkles - {print} Your random meal for today is... - {sleep} 2 - {print} food {at} {random} with toppings {at} {random} - 3: - story: |- - In a chess tournament there are three players left. - Create a program that decides which two players have to play against each other first. - Start by printing the two players who play the first match, then print against which player the winner will play. - code: |- - players {is} Liam, Noah, Sophie - player_1 {is} players {at} {random} - {remove} player_1 {from} players - player_2 {is} players {at} {random} - {print} player_1 ' first plays against ' player_2 - {remove} player_2 {from} players - {print} 'The winner plays against ' players {at} {random} 4: 1: story: |- You are the newest Pokémon trainer from Pallet Town! Make a program that selects your first Pokémon. Let the program wait a minute before revealing your first pokémon. - code: |- - pokemons {is} Pikachu, Charmander, Bulbasaur, Squirtle - {print} 'This is going to be your first Pokémon!' - {sleep} - {print} pokemons {at} {random} 2: story: Create a lottery that lets you choose an extra price that you might win. code: |- @@ -89,66 +28,8 @@ levels: price {is} {ask} 'What would you like to win?' {add} price {to_list} prices {print} 'You won a ' prices {at} {random} - 5: - 1: - story: |- - Make a program that checks if your favourite movie is already in the list of the computer. - If so, print that you have great taste, otherwise add the movie to the list. - code: |- - favorite_movies {is} Batman, Spiderman, The Avengers, Jurassic Park - movie {is} {ask} 'What is your favourite movie?' - {if} movie {in} favorite_movies {print} 'You have great taste!' - {else} {print} 'Such a shame that your favourite movie is not in the list, we will add it right away!' - {add} movie {to_list} favorite_movies - 2: - story: Create a maths game. - code: |- - {print} 'Solve this problem' - answer {is} {ask} '88 - 16 = ?' - {if} answer {is} 72 {print} 'Correct!' - {else} {print} 'Wrong! The answer was 72' - 6: - 1: - story: |- - Make a program that calculates how old you are in dog and cat years. - First ask the age of the user and start calculating. - First calculate the dogyears then the catyears. - Show the user the different ages. - code: |- - age = {ask} 'How old are you?' - dog_age = age * 7 - cat_age = age * 5 - {print} 'In dog years you are ' dog_age ' years old.' - {print} 'In cat years you are ' cat_age ' years old.' - 2: - story: Create a program that helps you calculate how many cakes you should buy for your birthday party. - code: |- - {print} 'It is your birthday!' - people = {ask} 'How many people do you want to give a slice of cake?' - cakes_amount = people/8 - {print} 'You will have to buy ' cakes_amount ' cakes' - 7: - 1: - story: Complete the baby shark song. First comes baby shark, then mommy and finally daddy shark. - code: |- - {repeat} 3 {times} {print} 'Baby shark tututututudu' - {print} 'Baby shark' - {repeat} 3 {times} {print} 'Mommy shark tututututudu' - {print} 'Mommy shark' - {repeat} 3 {times} {print} 'Daddy shark tututututudu' - {print} 'Daddy shark' - 2: - story: Create the song 'The wheels on the bus go round and round' - code: |- - {print} 'the wheels on the bus go' - {repeat} 3 {times} {print} 'round and round' - {print} 'the wheels of the bus go round and round' - {print} 'all through the town' 8: 1: - story: |- - You and four other friends are playing Pokémon Go! Create a program that decides in which team each of you will play. - Either red, yellow or blue! Take a little pause after announcing a team. code: |- teams = red, yellow, blue {print} 'Red, Yellow or Blue?' @@ -156,117 +37,8 @@ levels: {print} 'You are selected in team... ' {print} teams {at} {random} sleep 2 - 2: - story: Print the countdown for a game of hide and seek. - code: |- - counter = 11 - {repeat} 10 {times} - counter = counter - 1 - {print} counter - {sleep} 1 - {print} 'Ready or not here I come!' - 9: - 1: - story: This game will give you three maths assignments. Each time the question is different. Can you figure out the order? - code: |- - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - {repeat} 3 {times} - number = numbers {at} {random} - correct_answer = 5 * number - answer = {ask} 'What is 5 times' number '?' - {if} answer = correct_answer - {print} 'Good job!' - {else} - {print} 'No! The correct answer is ' correct_answer - 2: - story: |- - This code asks the costumers in a restaurant if they would like to order dessert. If they do, it asks them what kind of dessert. If they order tiramisu they are told that the tiramisu is sold out. - Can you get the code to work? - code: |- - order = {ask} 'Would you like to order dessert?' - {if} order = yes - dessert = {ask} 'What kind of dessert would you like?' - {if} dessert = tiramisu - {print} 'Sorry, we are out of tiramisu.' - {else} - {print} 'One ' dessert ' coming right up!' - {else} - {print} 'You dont want a dessert. No problem!' 10: 1: story: |- Help this family out by creating a schedule of who is cooking and what they should be making this week. The remove commands make sure nobody has to cook twice and they have a differnet dinner every day. **Mind!** the variable order should be first days, then people, and lastly dinner_options. This goes for the lines with the remove commands too. - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday - people = mom, dad, Martin, Abby, Jesse - dinner_options = pizza, tacos, pancakes, a salad, lasagne - {for} day {in} days - chosen_person = people {at} {random} - chosen_dinner = dinner_options {at} {random} - {print} 'On ' day ' ' chosen_person ' is making ' chosen_dinner - {remove} chosen_person {from} people - {remove} chosen_dinner {from} dinner_options - 2: - story: |- - This make-over robot will decide your new hairstyle for you. If you do not agree with the first choice, you can try again. - **Mind** The variable people is defined in the first line. The variable hairstyles in the second. - code: |- - people = Betty, Amanda, Marc - hairstyles = a bald head, a mohawk, a ponytail, spikes - {for} person {in} people - {print} person ' will get ' hairstyles {at} {random} - happy = {ask} person ', are you happy with this choice?' - {if} happy {is} yes - {print} 'Great' - {else} - {print} 'Lets try again... Then 'person ' will get ' hairstyles {at} {random} - 11: - 1: - story: Create the count down clock for New Year's eve! The program should show the numbers from 10 to 1 for a second and then wish you a happy new year. - code: |- - {for} number {in} {range} 10 {to} 1 - {print} number - {sleep} - {clear} - {print} 'Happy New Year!' - 2: - story: |- - Create a program that tells us the final results of the science fair. Firstly define the variable contestants, then the variable place. - **Hint** Line 5 should be the sleep command, and you should end with saying congratulations. - code: |- - {print} 'And now we will reveal the results of the science fair' - contestants = Vivienne, Paul, Trixy, Bianca, Katya - place = 5 - {for} contestant {in} contestants - {sleep} 2 - {print} 'On number ' place ' has ended... ' contestant - place = place - 1 - {print} 'Congratulations!' - 12: - 1: - story: |- - Sing the song 'What shall we do with the drunken sailor'. In case you don't know it, the song goed like this: - - What will we do with the drunken sailor - What will we do with the drunken sailor - What will we do with the drunken sailor - Early in the morning - Way hey and up she rises - Way hey and up she rises - Way hey and up she rises - Early in the morning - code: |- - verses = 'What will we do with the drunken sailor', 'Way hey and up she rises' - {for} verse {in} verses - {for} count {in} {range} 1 {to} 3 - {print} verse - {print} 'Early in the morning' - 2: - story: Play a game of Twister with us! First define the variable people, then limbs, then colors. - code: |- - people = 'Jess', 'Nick', 'Winston' - limbs = 'left hand', 'left foot', 'right hand', 'right foot' - colors = 'red', 'blue', 'green', 'yellow' - {for} person {in} people - {print} person ', put your ' limbs {at} {random} ' on ' colors {at} {random} diff --git a/content/quizzes/ar.yaml b/content/quizzes/ar.yaml index 4924ce58787..39384ab6226 100644 --- a/content/quizzes/ar.yaml +++ b/content/quizzes/ar.yaml @@ -12,8 +12,6 @@ levels: - option: هييدي feedback: حاول مرة اخرى! hint: سميت على اسم هيدي لامار. - correct_answer: A - question_score: '10' 2: question_text: أي الخيارات التالية يجب ملؤها في الفراغ لجعل النص "مرحبا" يظهر؟ code: _ مرحبا! @@ -27,8 +25,6 @@ levels: - option: '`{إسأل}`' feedback: مع `{ask}`، يمكنك طرح سؤال. hint: _أهلا يا عالم! - correct_answer: B - question_score: '10' 3: question_text: كيف تسأل ما هو اللون المفضل لشخص ما؟ mp_choice_options: @@ -53,8 +49,6 @@ levels: ``` feedback: '`{echo}` يكرر إجابة سؤالك.' hint: يمكنك أن تسأل شيئاً باستخدام الأمر `{ask}` - correct_answer: C - question_score: '10' 4: question_text: ما الخطأ في هذا الكود؟ code: |- @@ -71,8 +65,6 @@ levels: - option: لا شئ! إنه كود ممتاز! feedback: خطأ، حاول النظر بتمعن اكثر! hint: السطر الاول لا يبدو صحيحًا - correct_answer: A - question_score: '10' 5: question_text: ما هو الأمر المفقود في السطر 2؟ code: |- @@ -100,8 +92,6 @@ levels: ``` feedback: أحسنت! hint: تريد أن ترى الإجابة في نهاية السطر 2 ... - correct_answer: D - question_score: '10' 6: question_text: ما الخطأ في هذا الكود؟ code: |- @@ -119,8 +109,6 @@ levels: - option: في السطر الرابع، تهجئة `{print}` ليست صحيحة. feedback: لا، يوجد خطأ في مكان أخر hint: تحقق من الأمر `{print}`. - correct_answer: B - question_score: '10' 7: question_text: ما الخطأ في هذا الكود؟ code: |- @@ -138,8 +126,6 @@ levels: - option: لا شئ! الكود ممتاز! feedback: إجابة صحيحة! hint: تحقق من الرمز سطرا سطرا - correct_answer: D - question_score: '10' 8: question_text: كيف تستخدم الأمر `{echo}`؟ mp_choice_options: @@ -152,8 +138,6 @@ levels: - option: يمكن إستخدامه لجعل النص يختفي. feedback: هذا غير صحيح... hint: '`{echo}` يستخدم بعد الأمر `{ask}`.' - correct_answer: C - question_score: '10' 9: question_text: ما الخطأ في هذا الكود؟ code: |- @@ -170,14 +154,8 @@ levels: - option: لا شيء! الكود ممتاز! feedback: ابحث عن الخطأ... hint: '`{ask}` يمكنك من طرح سؤال' - correct_answer: B - question_score: '10' 10: question_text: ما هو المخرج الذي سيكون على شاشة الإخراج بعد قيامك بتشغيل هذا الرمز؟ - code: |- - {ask} Are you ready to go to level 2? - {echo} - {echo} mp_choice_options: - option: Are you ready to go to level 2? feedback: هنالك أمرين لـ`{echo}` @@ -191,9 +169,6 @@ levels: Are you ready to go to level 2? Yes! feedback: هنالك أمرين لـ`{echo}` - hint: Let's go! - correct_answer: B - question_score: '10' 2: 1: question_text: اختر الجملة الصحيحة @@ -207,8 +182,6 @@ levels: - option: باستخدام الأمر `{sleep}` يمكنك إزالة النص عن الشاشة feedback: لا يعمل الأمر `{sleep}` بهذه الطريقة hint: الأمر `{print}` ما زال يعمل كما كان في المستوى الأول - correct_answer: C - question_score: '10' 2: question_text: اختر الكود الصحيح mp_choice_options: @@ -233,8 +206,6 @@ levels: ``` feedback: الكلمات صحيحة، لكن ترتيبها خاطئ! hint: الأمر `{ask}` يعمل الآن بشكل مختلف عن المستوى الأول - correct_answer: A - question_score: '10' 3: question_text: ما النتيجة التي تظهر على الشاشة عند تنفيذ الكود التالي؟ code: |- @@ -250,8 +221,6 @@ levels: - option: مريم ذهبت إلى البقالة مريم اشترت تفاحة feedback: من المفترض أن يظهر اسم مريم مرة واحدة hint: يتم استبدال كلمة "الاسم" بـِ"مريم" - correct_answer: C - question_score: '10' 4: question_text: ما النتيجة التي تظهر على الشاشة عند تنفيذ الكود التالي؟ code: |- @@ -267,8 +236,6 @@ levels: - option: مرحبًا، هيدي هو هيدي feedback: صحيح! سيتم تصحيح هذا الخطأ في المستور الرابع! hint: كلمة "اسمي" سيتم استبدالها بـِ"هيدي" مرتين - correct_answer: D - question_score: '10' 5: question_text: ماذا يحدث عند استخدام الأمر `{sleep}` ؟ mp_choice_options: @@ -281,8 +248,6 @@ levels: - option: يتم استخدام الأمر `{sleep}` في نهاية الكود عادةً لنخبر هيدي أن البرنامج انتهى feedback: لا طبعًا، لن تستفيد منه إذا وضعته في نهاية الكود hint: الحاسوب ينتظر لمدة ثانية عند استخدام الأمر `{sleep}` - correct_answer: C - question_score: '10' 6: question_text: ماذا يجب أن يكون في الأسطر الفارغة؟ code: |- @@ -311,8 +276,6 @@ levels: ``` feedback: لا يوجد سؤال لاستخدام `{ask}` من أجله! hint: توقف للحظة من أجل هذا الحدث الرائع - correct_answer: A - question_score: '10' 7: question_text: ما هو الأمر الذي يجب استخدامه في السطر ٢؟ code: |- @@ -341,8 +304,6 @@ levels: ``` feedback: استخدم الرقم ٣ لتسهل الأمر عليك hint: نريد من الحاسوب أن ينتظر لثلاثة ثوانٍ - correct_answer: B - question_score: '10' 8: question_text: كيف ستصلح السطر الأول من الكود؟ code: |- @@ -370,8 +331,6 @@ levels: ``` feedback: أين الأمر `{ask}`؟ hint: اسم المتغير يجب أن ياتي أولًا - correct_answer: C - question_score: '10' 9: question_text: اكتشف الخطأ في الكود التالي code: |- @@ -387,8 +346,6 @@ levels: - option: 'السطر الثاني يجب أن يكون هكذا: `{sleep}` حيواني المفضل هو الكلب' feedback: '`{sleep}` لا يستخدم لطباعة الكلام' hint: أنت تريد أن تـ`{print}` "حيواني المفضل هو الكلب" - correct_answer: B - question_score: '10' 10: question_text: ما الأمر الذي يجب ان نستخدمه في السطر الأول؟ code: |- @@ -418,8 +375,6 @@ levels: ``` feedback: رائع! hint: أنت تريد أن تسأل سؤالًا - correct_answer: D - question_score: '10' 3: 1: question_text: أياً من الأوامر التالية يستخدم لجعل هيدي تختار شيئاً بطريقة تعسفية؟ @@ -445,13 +400,8 @@ levels: ``` feedback: إجابة صحيحة! hint: تعسفي يعني بدون تخطيط أو بعشوائية. - correct_answer: D - question_score: '10' 2: question_text: ما الخطأ في هذا الكود؟ - code: |- - animals {is} dog cat cow - {print} animals {at} {random} mp_choice_options: - option: 'في السطر ١ يجب إستخدام الفاصلة: كلب، قطة، بقرة.' feedback: أحسنت! @@ -462,8 +412,6 @@ levels: - option: '`{at} {random}`الأمر `{at} {random}` تهجئته غير صحيحة' feedback: الأمر `{at} {random}` تهجئته صحيحة hint: هناك شيء خاطيء في السطر ١ - correct_answer: A - question_score: '10' 3: question_text: كيف بمكنك تصحيح الخطأ في السطر٢ للكود؟ code: |- @@ -488,8 +436,6 @@ levels: - option: لا شيء، الكود صحيح! feedback: أبحث جيداً عن الخطأ hint: المتغير المستخدم (القائمة) تسمى الخيارات. - correct_answer: C - question_score: '10' 4: question_text: ما الذي يجب تغييره في السطر٢ لطباعة سعر عشوائي؟ code: |- @@ -514,8 +460,6 @@ levels: - option: لا شيء، الكود صحيح. feedback: أنظر جيداً هناك خطأ لم تنتبه له! hint: المتغيير اسمه الأسعار - correct_answer: B - question_score: '10' 5: question_text: ما الخطأ في هذا الكود؟ code: |- @@ -533,8 +477,6 @@ levels: - option: لا شيء، الكود صحيح feedback: أجل هذا صحيح! hint: هل هذا الكود يحتوي على أي أخطاء من الأساس؟ - correct_answer: D - question_score: '10' 6: question_text: ما الخطأ في هذا الكود؟ code: |- @@ -551,8 +493,6 @@ levels: - option: لا شيء! الكود رائع! feedback: فالواقع، السطر٢ يوجد به خطأ. hint: هناك شيء خاطيء في السطر٢. - correct_answer: B - question_score: '10' 7: question_text: ما الذي يفعله الأمر `{add}`؟ code: |- @@ -570,8 +510,6 @@ levels: - option: الأمر `{add}` يطبع اسم كتابك المفضل. feedback: لا، بل يضيف كتابك المفضل للقائمة hint: الأمر `{add}` يضيف كتاب للقائمة، ولكن أي كتاب؟ - correct_answer: C - question_score: '10' 8: question_text: ما خرج هذا الكود عند تشغيله؟ code: |- @@ -589,8 +527,6 @@ levels: - option: القشدة الحامضة feedback: هذا صحيح! hint: هناك ثلاث نكهات، تم حذف اثنين. ما المتبقي؟ - correct_answer: D - question_score: '10' 9: question_text: ما الخطأ في هذا الكود؟ code: "الألوان هي الأزرق، الأرجواني، الأخضر\nاللون_المختار {is} {ask} ما لون الشعر الذي لا ترغب في الحصول عليه؟\n{remove} اللون_المختار {from} الألوان \n{print} سوف أصبغ شعري اللون {at} {random}" @@ -604,8 +540,6 @@ levels: - option: لا شئ، هذا الكود صحيح! feedback: أوجد الخطأ! hint: تحقق من السطر٣ - correct_answer: C - question_score: '10' 10: question_text: ماذا يجب أن يوضع مكان _؟_؟ code: |- @@ -636,8 +570,6 @@ levels: ``` feedback: معنى تلك الإضافة أن الذي قام بتمشية الكلب أمس عليه أن يفعل ذلك مرة أخرى اليوم، هذا معناه. hint: الشخص الذي قام بتمشية الكلب أمس يجب حذف اسمه من القائمة. - correct_answer: A - question_score: '10' 4: 1: question_text: 'اختر الجملة الصحيحة مما يلي:' @@ -651,7 +583,6 @@ levels: - option: يجب استخدام علامات الاقتباس مع `{at} {random}` feedback: لا, ولكن هناك أمران يجب استخدام علامات الاقتباس معهما. hint: في المستوى الرابع تحتاج لعلامات الاقتباس عند استخدام أمران من الأوامر. - correct_answer: A question_score: ١٠ 2: question_text: ما الكود الذي يستخدم علامات الاقتباس الصحيحة؟ @@ -677,7 +608,6 @@ levels: ``` feedback: هذه فاصلة, أنت تريد علامات الاقتباس hint: اختر علامات الاقتباس الصحيحة. - correct_answer: B question_score: ١٠ 3: question_text: في أي كود تم استخدام علامات الاقتباس بالشكل الصحيح؟ @@ -703,7 +633,6 @@ levels: ``` feedback: رائع! hint: يجب أن تكون علامات الاقتباس محيطة بالكلام الذي تريد طباعته (قبله وبعده) - correct_answer: D question_score: ١٠ 4: question_text: 'اختر العبارة الصحيحة مما يلي:' @@ -717,7 +646,6 @@ levels: - option: لك حرية الاختيار ان تستخدم علامات الاقتباس أم لا. feedback: للأسف, هيدي قوانينها صارمة بشأن علامات الاقتباس. hint: ابتداءً من المستوى الرابع عليك استخدام علامات الاقتباس. - correct_answer: B question_score: ١٠ 5: question_text: ما الذي يجب تغييره في الكود كي تعمل للعبة بالشكل الصحيح؟ @@ -742,11 +670,8 @@ levels: feedback: إجابة صحيحة, أحسنت! - option: لا شيء, اللعبة تعمل بالشكل الصحيح! feedback: انظر جيدًا. هناك خطأ في الكود. - hint: You don't want Hedy to literally print 'options {at} {random}', you want it to print 'rock' or 'paper' or 'scissors'. - correct_answer: C question_score: ١٠ 6: - question_text: What would be a good next line in this code? code: الجوائز {is} ١ دولار, ١٠٠ دولارات, مليون دولار mp_choice_options: - option: |- @@ -770,7 +695,6 @@ levels: ``` feedback: هيدي ستطبع حرفيًا عبارة "الجوائز {at}{random}" hint: فكّر جيدًا قبل الإجابة, فرّق بين المتغير الذي لا ينبغي وضعه داخل علامات اقتباس والكلمات العادية التي يجب وضعها داخل علامات اقتباس عند الطباعة - correct_answer: A question_score: ١٠ 7: question_text: ما الخطأ في هذا الكود؟ @@ -788,7 +712,6 @@ levels: - option: لا شيء, الكود يبدو جيدًا كما هو! feedback: انظر جيدًا, هناك خطأ في الكود! hint: تفقد كل سط إن كان بحاجة علامات الاقتباس أم لا. - correct_answer: A question_score: ١٠ 8: question_text: ما هو السطر المناسب ليكمل الكود التالي؟ @@ -818,7 +741,6 @@ levels: ``` feedback: هيدي ستطبع حرفيًا عبارة "لقد اخترت الباب الباب" hint: المتغير "الباب" يجب أن تطبع قيمته كرقم... - correct_answer: C question_score: ١٠ 9: question_text: ما الخيار الذي لن يظهر على الشاشة أبدًا؟ @@ -835,7 +757,6 @@ levels: - option: نادي برشلونة سيفوز في دوري أبطال أوروبا feedback: إجابة صحيحة, نادي برشلونة ليس من ضمن القائمة hint: ما هي الخيارات التي ستختار منها هيدي عشوائيًا؟ - correct_answer: D question_score: ١٠ 10: question_text: 'اختر الإجابة الصحيحة مما يلي:' @@ -853,7 +774,6 @@ levels: - option: لا شيء, الكود لا يحتوي على أخطاء feedback: ركّز جيّدًا ستجد خطأ! hint: أحد السطور يحتاج إلى علامات اقتباس, لأننا نريد طباعته حرفيًا. - correct_answer: B question_score: ١٠ 5: 1: @@ -872,79 +792,8 @@ levels: - option: In level 5 `{ask}` and `{print}` work the same as in level 4 feedback: Correct! hint: We have only learned a new command in level 5. - correct_answer: D - question_score: '10' - 2: - question_text: What appears in your output screen when you type in the name Hedy? - code: |- - name {is} {ask} 'What is your name?' - {if} name {is} Hedy {print} 'fun' {else} {print} 'less fun' - mp_choice_options: - - option: fun - feedback: That's right! - - option: less fun - feedback: If the name is Hedy, it will say 'fun'' - - option: Hedy - feedback: No, it doesn't print the name - - option: Error - feedback: Fortunately not! - hint: '`{if}` name `{is}` Hedy `{print}` ...?' - correct_answer: A - question_score: '10' 3: - question_text: What is the right password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct! - feedback: This is printed when you type in the correct password - - option: SECRET - feedback: That's right!' - - option: password - feedback: The password isn't password... - - option: ALARM INTRUDER - feedback: This is printed when you type in the incorrect password! hint: '`{if}` password `{is}` ... `{print}` ''Correct!''!''' - correct_answer: B - question_score: '10' - 4: - question_text: What does Hedy print when you type in the wrong password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct - feedback: That's printed if the correct answer is given, not the wrong one... - - option: SECRET - feedback: That's not the right answer - - option: Wrong! - feedback: No, this is not what Hedy will print - - option: ALARM! INTRUDER! - feedback: Great job! - hint: Your computer will sound the alarm for intruders! - correct_answer: D - question_score: '10' - 5: - question_text: Why will Hedy say 'ALARM! INTRUDER' when you type in 'secret'? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Because it needs to be in capitals, so SECRET - feedback: Indeed! - - option: Because the password is alarm - feedback: No, this is not the password. - - option: Because it's spelled wrong. - feedback: That's not how you spell secret - - option: Because Hedy makes a mistake - feedback: No, Hedy is right - hint: The spelling of the word has to be exactly the same. - correct_answer: A - question_score: '10' 6: question_text: Which word should be on the place of the question mark in the last line? code: |- @@ -953,30 +802,6 @@ levels: club is {ask} 'Which club is your favorite?' {if} club {is} ajax {print} 'Ajax is going to win of course!' _?_ {print} 'Sorry, your club is gonna be in last place...' - mp_choice_options: - - option: |- - ``` - {if} - ``` - feedback: '`{if}` is already in the line above' - - option: |- - ``` - {at} {random} - ``` - feedback: No, you need `{else}`. - - option: |- - ``` - {else} - ``` - feedback: Great! - - option: |- - ``` - {print} - ``` - feedback: '`{print}` is already there, we need a word before it!' - hint: '`{if}` goes together with...?' - correct_answer: C - question_score: '10' 7: question_text: Which word should be in the place of the question mark? code: |- @@ -1005,9 +830,6 @@ levels: {print} ``` feedback: Awesome! - hint: After `{else}` a `{print}` command follows - correct_answer: D - question_score: '10' 8: question_text: Which word should be on the place of the question mark? code: |- @@ -1035,222 +857,12 @@ levels: {print} ``` feedback: No, that's not it. - hint: What the variable name? - correct_answer: B - question_score: '10' - 9: - question_text: Which door should you choose to escape?? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} - mp_choice_options: - - option: '1' - feedback: Bad choice! You're being eaten - - option: '2' - feedback: Super! You escaped! - - option: '3' - feedback: Bad choice! You're being eaten. - - option: It's a trap, you will always be eaten! - feedback: Luckily not! - hint: One of the doors will keep you safe.. - correct_answer: B - question_score: '10' - 10: - question_text: Which monster is standing behind door 1? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} - mp_choice_options: - - option: Hedy picks a random monster each time. - feedback: Awesome! - - option: vampire - feedback: Not always... - - option: werewolf - feedback: Not always... - - option: giant spider - feedback: Not always... - hint: Mind the last 3 words... monsters `{at} {random}`... - correct_answer: A - question_score: '10' 6: - 1: - question_text: What's Hedy's output when you run this code? - code: '{print} 2*10' - mp_choice_options: - - option: '20' - feedback: Correct! - - option: '12' - feedback: No, the plus sign is used in addition - - option: 2*10 - feedback: No, Hedy will calculate the answer - - option: '210' - feedback: Mind it's a calculation. - hint: The `*` is used as a multiplication sign - correct_answer: A - question_score: '10' 2: question_text: Which sign do you use for an addition? - mp_choice_options: - - option: '`-`' - feedback: That's not it - - option: plus - feedback: That's not it - - option: '`*`' - feedback: That's not it - - option: '`+`' - feedback: Correct! - hint: It's the plus sign. - correct_answer: D - question_score: '10' - 3: - question_text: What's Hedy's output when you run this code? - code: '{print} ''3*10''' - mp_choice_options: - - option: '30' - feedback: This would be the right answer if there were no quotation marks. - - option: '13' - feedback: Try again.. - - option: 3*10 - feedback: Correct! There are quotation marks, so Hedy will print it literally. - - option: Nothing, Hedy will give an error message. - feedback: No, Hedy will print it literally. - hint: Mind the quotation marks!! - correct_answer: C - question_score: '10' - 4: - question_text: Kim is 10 years old. What will Hedy print for her? - code: |- - name = {ask} 'How many letters are in your name?' - age = {ask} 'How old are you?' - luckynumber = name*age - {print} 'Your lucky number is...' luckynumber - mp_choice_options: - - option: '30' - feedback: Mind, Hedy also prints 'Your lucky number is...' - - option: '10' - feedback: Please try again. - - option: Your lucky number is... 30 - feedback: That's right! - - option: Your lucky number is... 10 - feedback: Her lucky number is name times age... - hint: 'Kim has 3 letters, she is 10 years old so: letters times age = 3*10 = 30.' - correct_answer: C - question_score: '10' - 5: - question_text: If 5 people eat at this restaurant, how much do they have to pay in total? - code: |- - {print} 'Welcome to Hedys!' - people = {ask} 'How many people are eating with us tonight?' - price = people * 10 - {print} 'That will be ' price 'dollar please' - mp_choice_options: - - option: 5 dollars - feedback: Unfortunately, it's not that cheap. - - option: 10 dollars - feedback: No, it's 10 dollars each. - - option: 15 dollars - feedback: The * means multiplication. - - option: 50 dollars - feedback: Great! - hint: '`price` `is` `people` `times` 10' - correct_answer: D - question_score: '10' 6: question_text: How much does a hamburger cost is this virtual restaurant? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = 15 - {if} food {is} fries price = 6 - mp_choice_options: - - option: 15 dollars - feedback: Super! - - option: 6 dollars - feedback: The fries are 6 dollars - - option: 0 dollars - feedback: The hamburger isn't free! - - option: 21 dollars - feedback: That's the price for a hamburger and fries! - hint: Mind the fourth line. - correct_answer: A - question_score: '10' - 7: - question_text: Why does line 7 say 'price is price + 3' instead of 'price is 3'? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = price + 15 - {if} food {is} fries price = price + 6 - drinks is {ask} 'What would you like to drink?' - {if} drinks {is} coke price = price + 3 - {if} drinks {is} water price = price + 1 - {print} price ' dollars please' - mp_choice_options: - - option: It could have been `price = 3` just as well. - feedback: No, that's not true. Hedy needs to add 3 dollars to the total. - - option: Because Hedy doesn't understand `price = 3`. - feedback: Hedy would understand, but it wouldn't be right. - - option: Because Hedy would otherwise forget about the previous order. The price would be 3 dollars in total. - feedback: That's right! - - option: Because the price is 0 dollars to begin with. - feedback: That's true, but not the reason - hint: The price shouldn't be 3, but 3 dollars more than it already was - correct_answer: C - question_score: '10' - 8: - question_text: Why is this code incorrect? - code: |- - correct answer = 3*12 - answer = {ask} 'What is 3 times 12?' - {if} answer {is} correct answer {print} 'Good job!' - {else} {print} 'No... It was ' correct answer - mp_choice_options: - - option: There shouldn't be quotation marks in line 2 - feedback: No, there should be! - - option: The variable is called correct answer, but a variable's name can only be 1 word. So it should be correct_answer - feedback: Correct! - - option: The `{if}` and `{else}` commands should be in the same line. - feedback: No, that's not true. - - option: The variable in line 2 can't be called answer, because it is too similar to the variable correct answer. - feedback: Variable names can be similar, but they can't be 2 words... - hint: Inspect what the variables are called. - correct_answer: B - question_score: '10' - 9: - question_text: Imagine you love football a 10, you've eaten 2 bananas and have washed your hands 3 times today. How smart does the silly fortune teller think you are? - code: |- - {print} 'Im Hedy the silly fortune teller' - {print} 'I will predict how smart you are!' - football = {ask} 'On a scale of 0 to 10 how much do you love football?' - bananas = {ask} 'How many bananas have you eaten this week?' - hygiene = {ask} 'How many times did you wash your hands today??' - result = bananas + hygiene - result = result * football - {print} 'You are ' result 'percent smart.' - mp_choice_options: - - option: 10% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 32% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 50% - feedback: Super! You are 100 percent smart! - - option: 100% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - hint: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - correct_answer: C - question_score: '10' 10: - question_text: Which statement is true? code: |- name _?_ Hedy {print} name 'is walking trough the forrest' @@ -1263,12 +875,8 @@ levels: feedback: No, one `=` sign is enough - option: You can only use the `=` sign when working with numbers, not with words. feedback: You can also use `=` with words. - hint: '`{is}` and `=` are both allowed' - correct_answer: B - question_score: '10' 7: 1: - question_text: How many lines can you repeat at once with the repeat command at this level? mp_choice_options: - option: '0' feedback: No you can repeat a line. @@ -1279,54 +887,9 @@ levels: - option: infinite feedback: In this level you can only repeat one line at a time hint: You can only repeat 1 line at a time - correct_answer: B - question_score: '10' 2: - question_text: Which code is right? - mp_choice_options: - - option: |- - ``` - {print} 100 {times} 'hello' - ``` - feedback: '`{repeat}` 100 `{times}` `{print}` ''hello''' - - option: |- - ``` - {print} {repeat} 100 {times} 'hello' - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 'hello' 100 {times} - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 100 {times} {print} 'hello' - ``` - feedback: That's right! hint: First the repeat command, then the `{print}` command - correct_answer: D - question_score: '10' - 3: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} ''Hello!''' - mp_choice_options: - - option: Right - feedback: No, a word is missing - - option: Wrong, the word `{repeat}` is missing - feedback: The word `{repeat}` is there, another word is missing - - option: Wrong, the word `{times}` is missing - feedback: The word `{times}` is there, another word is missing. - - option: Wrong, the word `{print}` is missing - feedback: Correct - hint: 'It should be: `{repeat}` 100 `{times}` `{print}` ''Hello''' - correct_answer: D - question_score: '10' 4: - question_text: Which word is wrong in the code? - code: |- - {print} 'I'm blue' - {repeat} 7 {times} {print} 'da ba dee, da ba da' mp_choice_options: - option: |- ``` @@ -1349,24 +912,7 @@ levels: ``` feedback: '`{times}` is spelled correctly' hint: I'm is wrong, you can't use apostrophes - correct_answer: A - question_score: '10' - 5: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} {print} ''Hedy is awesome!''' - mp_choice_options: - - option: Correct - feedback: That's right! - - option: Wrong - feedback: That's not it - hint: The code is correct! - correct_answer: A - question_score: '10' 6: - question_text: What will be the output from this code? - code: |- - {print} 'The wheels on the bus go' - {repeat} 3 {times} {print} ' round and round' mp_choice_options: - option: |- the wheels on the bus go @@ -1392,14 +938,7 @@ levels: round and round round and round feedback: All though the town! Perfect! - hint: Only 'round and round' is repeated 3 times. - correct_answer: D - question_score: '10' 7: - question_text: What will be the output from this code? - code: |- - {repeat} 2 {times} {print} 'We will' - {print} 'ROCK YOU!' mp_choice_options: - option: |- We will We will @@ -1420,17 +959,8 @@ levels: We will ROCK YOU! feedback: Mind the repeat command - hint: Mind the `{repeat}` command. - correct_answer: B - question_score: '10' 8: question_text: Welke Hedy code hoort bij dit resultaat - code: |- - Here comes the sun - Do do do do - Here comes the sun - And I say - Its alright mp_choice_options: - option: |- ``` @@ -1464,8 +994,6 @@ levels: ``` feedback: Dit is niet de juiste volgorde.. hint: '`{repeat}` kan alleen worden gebruikt als je dezelfde regel meerdere keren achter elkaar wil uitvoeren.' - correct_answer: A - question_score: '10' 9: question_text: Welke Hedy code hoort bij dit resultaat ? code: |- @@ -1509,15 +1037,8 @@ levels: ``` feedback: Perfect hint: '''Help !'' wordt 3x herhaald.' - correct_answer: D - question_score: '10' 10: question_text: What Hedy code belongs to this output? - code: |- - if youre happy and you know it clap your hands - if youre happy and you know it clap your hands - if youre happy and you know it and you really want to show it - if youre happy and you know it clap your hands mp_choice_options: - option: |- ``` @@ -1547,46 +1068,8 @@ levels: {print} 'clap your hands' ``` feedback: This is not in the right order. - hint: Mind the order of the sentences. - correct_answer: B - question_score: '10' 8: - 1: - question_text: Which output will be produced by this code? - code: |- - {repeat} 2 {times} - {print} 'Hello' - {print} 'Im Hedy!' - mp_choice_options: - - option: |- - Hello - Im Hedy! - feedback: Everything is printed twice. - - option: |- - Hello - Hello - Im Hedy - feedback: The second line is repeated twice as well. - - option: |- - Hello - Im Hedy! - Hello - Im Hedy! - feedback: Super! - - option: |- - Hello - Hello - Im Hedy! - Im Hedy! - feedback: Everything is printed twice - hint: Both lines are repeated twice. - correct_answer: C - question_score: '10' 2: - question_text: What is wrong with this code? - code: |- - {repeat} 5 {times} - {print} 'Hedy is cool!' mp_choice_options: - option: This should be only one line, not 2. feedback: No it should be 2 lines. @@ -1596,15 +1079,7 @@ levels: feedback: Nee, repeat is de goede spelling - option: The second line need to start with 4 spaces as indentation. feedback: Correct! - hint: Something is missing in the second line? - correct_answer: D - question_score: '10' 3: - question_text: What output will be produced when you run this program? - code: |- - {repeat} 3 {times} - {print} 'Baby shark tututudutudu' - {print} 'Baby shark' mp_choice_options: - option: |- Baby shark tututudutudu @@ -1631,10 +1106,7 @@ levels: Baby shark feedback: What is being repeated and what isn't. hint: What is being repeated and what is not?. - correct_answer: C - question_score: '10' 4: - question_text: Which output is correct? code: |- {print} 'The children went:' {repeat} 2 {times} @@ -1666,15 +1138,7 @@ levels: Yay! Were going on holiday! feedback: The last line is repeated too. - hint: The block under the `{repeat}` command is repeated twice. - correct_answer: B - question_score: '10' 5: - question_text: What is wrong with this code? - code: |- - end = {ask} 'Do you want a happy or a sad ending?' - {if} end {is} happy {print} 'They lived happily ever after' - {else} {print} 'The world exploded. The end.' mp_choice_options: - option: The `{print}` commands on the last two lines should start on new lines en start with 4 spaces. feedback: That's right! @@ -1684,44 +1148,7 @@ levels: feedback: That's not true - option: '`{ask}` is no longer a command' feedback: That's not true - hint: Something is wrong with indentation - correct_answer: A - question_score: '10' - 6: - question_text: What will be the output of this code when we enter pancakes? - code: |- - {print} 'Welcome to restaurant Hedy' - {repeat} 2 {times} - food {is} {ask} 'What do you want to eat?' - {print} food - mp_choice_options: - - option: |- - Welcome to restaurant Hedy - Pancakes - feedback: There is no repetition in this answer. - - option: |- - Welcome to restaurant Hedy - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: This answer also repeats the welcome message - - option: |- - Welcome to restaurant Hedy - What do you want to eat? - What do you want to eat? - Pancakes - Pancakes - feedback: Almost! But look at the question, it is not repeated. - - option: |- - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: Well done! - hint: The first sentence and question will not be repeated - correct_answer: D - question_score: '10' 7: - question_text: What is wrong with this code? code: |- eten = {ask} 'What would you like to eat?' {if} food {is} fries @@ -1740,11 +1167,7 @@ levels: feedback: You always have to use indentation. - option: The indentation is wrong in the first `{if}` command. feedback: That's right. - hint: Take a careful look at the indentation. - correct_answer: D - question_score: '10' 8: - question_text: In which of the codes is the indentation done right? mp_choice_options: - option: |- ``` @@ -1786,50 +1209,20 @@ levels: {print} You are wrong! ``` feedback: You are wrong! - hint: What should happen if the person is right? And what else? - correct_answer: C - question_score: '10' 9: - question_text: What line(s) in this code should start with 4 spaces? code: |- 1 music = {ask} 'What is your favorite music genre?' 2 {if} music is rock 3 {print} '🤘' 4 {else} 5 {print} '👎' - mp_choice_options: - - option: Line 2 and 4 - feedback: The lines after the `{if}` and `{else}` command should start with 4 spaces - - option: Only line 3 - feedback: Not only 3... - - option: Line 3, 4 and 5 - feedback: Line 4 shouldn't - - option: Line 3 and 5 - feedback: Great job! - hint: The lines after an `{if}` or `{else}` command should start with 4 spaces. - correct_answer: D - question_score: '10' 10: - question_text: Which statement is true? code: |- 1 level = {ask} 'What level are you on?" 2 {if} level {is} 8 3 {print} Great job! - mp_choice_options: - - option: All lines should start with 4 spaces - feedback: That's not true - - option: Line 2 and 3 should start with 4 spaces - feedback: That's not true - - option: Line 2 should start with 4 spaces - feedback: That's not true - - option: Line 3 should start with 4 spaces - feedback: You are correct! - hint: Only one line starts with 4 spaces, but which one...? - correct_answer: D - question_score: '10' 9: 1: - question_text: What is wrong with this code? code: |- {repeat} 3 {times} eten = {ask} 'What would you like to eat?' @@ -1850,19 +1243,7 @@ levels: - option: The indentation is wrong in the last `{if}` command. feedback: It not, though. hint: all the indentation is done correctly. - correct_answer: A - question_score: '10' 2: - question_text: What will be printed after entering the correct password? - code: |- - password = {ask} 'What is the password?' - correct_password = Hedy - {if} password {is} correct_password - {repeat} 2 {times} - {print} 'Good job!' - {print} 'You can use the computer!' - {else} - {print} 'The computer will explode in 5... 4... 3... 2... 1...' mp_choice_options: - option: |- Good job! @@ -1881,11 +1262,7 @@ levels: Good job! You can use the computer! feedback: Correct! - hint: Everything under the `{repeat}` command is repeated twice. - correct_answer: D - question_score: '10' 3: - question_text: Which case should you choose to win a million dollars? code: |- {print} 'Choose the right case and win!' case = {ask} 'Which case will you pick? 1 or 2?' @@ -1901,20 +1278,7 @@ levels: {print} 'You sell the case for 500 dollars' {if} action {is} open {print} 'You open the case and win a million dollars!' - mp_choice_options: - - option: case 1, sell - feedback: You don't win a million! - - option: case 1, open - feedback: You don't win a million - - option: case 2, sell - feedback: You don't win a million - - option: case 2, open - feedback: Great job! You win! - hint: Follow the right path - correct_answer: D - question_score: '10' 4: - question_text: Which statement is true? code: |- name = {ask} 'What is your name?' size = {ask} 'What is your shoe size?' @@ -1934,15 +1298,7 @@ levels: feedback: That's right! - option: Cinderella with shoe size 40 gets the output 'I was looking for you!' feedback: No she gets 'Ill keep looking' - hint: No matter what your name is, if you have shoe size 40 you will get the message 'Ill keep looking'. - correct_answer: C - question_score: '10' 5: - question_text: Which code produced this output? - output: |- - Icecream is the best! - Icecream is the best! - Icecream is the best! mp_choice_options: - option: |- ``` @@ -1977,11 +1333,7 @@ levels: {print} 'Icecream is the best!' ``` feedback: There are 2 `{repeat}` commands in this code. - hint: Watch the indentation - correct_answer: C - question_score: '10' 6: - question_text: After which command(s) should you use indentation (starting the next line with 4 spaces)? mp_choice_options: - option: '`{if}`' feedback: Don't forget the others @@ -1991,9 +1343,6 @@ levels: feedback: Keep it up! - option: '`{if}` `{else}` `{repeat}` `{print}`' feedback: Not with print - hint: Indentation happens on the line below some commands - correct_answer: C - question_score: '10' 7: question_text: "In this code from a pizza restaurant. \nYoull get a 5 dollar discount if you order a medium pizza with coke.\n What should you do to debug this code?" code: |- @@ -2034,9 +1383,6 @@ levels: price = price - 2 ``` feedback: Try again - hint: After each `{if}` command, the line below should indent - correct_answer: A - question_score: '10' 8: question_text: What is wrong is this code? code: |- @@ -2054,25 +1400,7 @@ levels: feedback: You actually must start like that. - option: A code must always start with a `{print}` command in the first line feedback: That's not true. - hint: The indentation is done right this time - correct_answer: B - question_score: '10' - 9: - question_text: How many `{if}` commands can be placed inside another `{if}` command? - mp_choice_options: - - option: None, that is not allowed - feedback: You are allowed to - - option: Only 1 - feedback: You could use more if you like - - option: '3' - feedback: You could use more if you like - - option: Infinite, as long as you keep using indentation correctly - feedback: That is true - hint: You can put an `{if}` command inside an `{if}` command. - correct_answer: D - question_score: '10' 10: - question_text: Which statement is true? code: |- 1 {repeat} 2 {times} 2 {if} level {is} 9 @@ -2087,8 +1415,6 @@ levels: - option: line 2 should atart with 4 spaces and line 3 with 8 feedback: You are correct! hint: The first line doens't start with any spaces - correct_answer: D - question_score: '10' 10: 1: question_text: What do we need to fill in on the `_?_` if we want to print each compliment? @@ -2096,91 +1422,6 @@ levels: compliments = perfect, great job, amazing _?_ {print} compliment - mp_choice_options: - - option: |- - ``` - {for} each compliment - ``` - feedback: That's not it - - option: |- - ``` - {for} compliment {in} compliments - ``` - feedback: You deserve all those compliments! - - option: |- - ``` - {if} compliment {in} compliments - ``` - feedback: That's not it - - option: |- - ``` - {for} compliments {in} compliment - ``` - feedback: Almost there! - hint: '`{for}` each compliment in the lists of compliments...' - correct_answer: B - question_score: '10' - 2: - question_text: Which output is correct? - code: |- - meals = pizza, pasta, pancakes - {for} meal {in} meals - {print} 'I love ' meal - mp_choice_options: - - option: I love pizza - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pasta - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pancakes - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: |- - I love pizza - I love pasta - I love pancakes - feedback: Great! - hint: Line 2 says for each meal in the list of meals. So each meal is printed. - correct_answer: D - question_score: '10' - 3: - question_text: Which output is correct? - code: |- - animals = dogs, cats, hamsters, chickens - {for} animal {in} animals - {print} animal ' are lovely pets' - mp_choice_options: - - option: dogs are lovely pets - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - - option: dogs, cats, hamsters, chickens are lovely pets - feedback: Each animal gets their own line in the output. - - option: |- - dogs are lovely pets - cats are lovely pets - hamsters are lovely pets - chickens are lovely pets - feedback: Great! - - option: You don't know yet. Because it chooses one of the animals {at} {random}. - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - hint: Line 2 says {for} each animal in the list of animals. So each animal is printed - correct_answer: C - question_score: '10' - 4: - question_text: What's wrong with this code? - code: |- - groceries = apples, bread, milk - {for} item {in} groceries - {print} 'We need ' groceries - mp_choice_options: - - option: Line 2 needs to start with 4 spaces as indentation - feedback: No it doesn't. Only line 3 needs indentation, which it has. - - option: Line 3 does not need to start with 4 spaces as indentation - feedback: Line 2 is a `{for}`command so line 3 does need to start with an indent. - - option: Line 3 should say item instead of groceries - feedback: Good job! - - option: Line 2 should say groceries instead of item - feedback: No it does not. - hint: Line 2 says `{for}` each item in the list of groceries - correct_answer: C - question_score: '10' 5: question_text: What word should be on the _?_ with these digital dice? code: |- @@ -2189,25 +1430,7 @@ levels: choices = 1, 2, 3, 4, 5, 6 {for} player {in} players {print} player ' throws ' _?_ {at} {random} - mp_choice_options: - - option: players - feedback: It would say 'Ann throws Jesse', instead of 'Ann throws 6'. - - option: choices - feedback: That's right! - - option: choice - feedback: You are very close. But you need Hedy to pick from the list called 'choices' not 'choice'... - - option: dice - feedback: Look at the names of the variables. - hint: Hedy needs to pick a number `{at} {random}` - correct_answer: B - question_score: '10' 6: - question_text: Which of the answers below is a possible outcome when you run the code? - code: |- - choices = rock, paper, scissors - players = Kelly, Meredith - {for} player {in} players - {print} player ' chooses ' choices {at} {random} mp_choice_options: - option: Kelly chooses rock feedback: Meredith wants to play too! @@ -2221,9 +1444,6 @@ levels: Kelly chooses paper Meredith chooses scissors feedback: Amazing! - hint: Each player will pick an option. The player that's first on the list will go first. - correct_answer: D - question_score: '10' 7: question_text: What line should be on the _?_ in this code that decides what these people will have for dinner? code: |- @@ -2231,30 +1451,6 @@ levels: food = pasta, fries, salad _?_ {print} name ' has to eat ' food {at} {random} ' for dinner' - mp_choice_options: - - option: |- - ``` - {for} name {in} names - ``` - feedback: You are on fire! - - option: |- - ``` - {for} names {in} name - ``` - feedback: No it should be for each name in the list nameS, so the other way around - - option: |- - ``` - {for} food {in} food - ``` - feedback: Each name should be told what they will have for dinner. - - option: |- - ``` - {for} name {in} food - ``` - feedback: Each name should be told what they will have for dinner. - hint: Each name should be told what they will have for dinner. - correct_answer: A - question_score: '10' 8: question_text: What should be on the _?_ in this code that decides which color shirt you get? code: |- @@ -2283,9 +1479,6 @@ levels: 'people gets a colors shirt' ``` feedback: There is no variable named people.. - hint: Mind the quotation marks and the names of the variables - correct_answer: B - question_score: '10' 9: question_text: What is the first question Hedy will `{ask}` you when you run the program? code: |- @@ -2295,20 +1488,7 @@ levels: {for} course {in} courses food = {ask} name ', what would you like to eat as your ' course '?' {print} name ' orders ' food ' as their ' course - mp_choice_options: - - option: Timon, what would you like to eat as your appetizer? - feedback: Perfect! - - option: Onno, what would you like to eat as your appetizer? - feedback: Timon is first on the list! - - option: Timon, what would you like to eat as your dessert? - feedback: Appetizers are first in the list - - option: You don't know that. Hedy will choose `{at} {random}`. - feedback: There is no `{at} {random}` in this code... - hint: The first options from both lists are chosen. - correct_answer: A - question_score: '10' 10: - question_text: What is true about this code? code: |- prices = 1 million dollars, car, sandwich names = Bob, Patrick, Sandy, Larry @@ -2323,9 +1503,6 @@ levels: feedback: That is not true. Larry has the same odds as the others - option: Someone might win with two prices feedback: You get it! - hint: Try to imagine the output of this code. - correct_answer: D - question_score: '10' 11: 1: question_text: What word should be at the place of the question mark? @@ -2353,14 +1530,7 @@ levels: {for} ``` feedback: 'No' - hint: What did you learn in this level? - correct_answer: B - question_score: '10' 2: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 1 {to} 3 - {print} i mp_choice_options: - option: |- 1 @@ -2373,64 +1543,7 @@ levels: feedback: That's not it - option: '123' feedback: That's not it - hint: How do the numbers appear in the screen? - correct_answer: A - question_score: '10' - 3: - question_text: Which code was used to get this output? - output: |- - 1 - 2 - 3 - 4 - 5 - Once I caught a fish alive! - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Perfect - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: This code won't work. You need an indent after {for}. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Now Hedy will count '1 Once I caught a fish alive!, 2 Once I caught a fish alive! etc. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} 'i' - {print} 'Once I caught a fish alive!' - ``` - feedback: i is a variable and shouldn't have quotation marks - hint: First all the numbers, then the sentence - correct_answer: A - question_score: '10' 4: - question_text: Which code was used to get this output? - output: |- - 10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0 mp_choice_options: - option: |- ``` @@ -2457,42 +1570,6 @@ levels: ``` feedback: That's right! hint: It has to be a calculation... - correct_answer: D - question_score: '10' - 5: - question_text: What's wrong with this code? - code: |- - {for} i {in} {range} 1 {to} 10 - {print} i - mp_choice_options: - - option: The i in the last line need quotation marks - feedback: No it doesn't. - - option: You can't use `{range}` 1 `{to}` 5 only `{range}` 1 `{to}` 10 - feedback: You could use 1 to 5 just as well! - - option: Line 1 needs to start with an indention. - feedback: Not line 1... - - option: Line 2 needs to start with an indention - feedback: Perfect! - hint: There is something wrong with the indention - correct_answer: D - question_score: '10' - 6: - question_text: How many times does the word Hello appear on your screen when you run the code? - code: |- - {for} i {in} {range} 0 {to} 2 - {print} 'Hello' - mp_choice_options: - - option: 1 time - feedback: 'No' - - option: 2 times - feedback: 'No' - - option: 3 times - feedback: That's right! - - option: Never - feedback: 'No' - hint: 0 also counts. So 0,1,2 that's 3 times. - correct_answer: C - question_score: '10' 7: question_text: What should be on the place of the question mark? code: |- @@ -2501,35 +1578,7 @@ levels: _?_ food is {ask} 'What would you like to order?' {print} food - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 0 {to} 3 - ``` - feedback: There's not always 3 people - - option: |- - ``` - {for} i {in} {range} 1 {to} guests - ``` - feedback: The variable is not named guests - - option: |- - ``` - {for} i {in} {range} 1 {to} people - ``` - feedback: Great! - - option: |- - ``` - {for} i {in} {range} 0 {to} people - ``` - feedback: That's one order too many! - hint: Use the variable 'people' - correct_answer: C - question_score: '10' 8: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 23 {to} 25 - {print} 'hi' mp_choice_options: - option: |- 23 @@ -2545,34 +1594,7 @@ levels: feedback: Correct - option: The word 'hi' will appear 25 times in a row. feedback: No it will only appear 3 times. - hint: It doesn't say `{print}` i - correct_answer: C - question_score: '10' - 9: - question_text: How many times does Hedy chant Hip Hip Hooray? - code: |- - age = {ask} 'How old are you?' - {for} i {in} {range} 1 {to} age - {print} 'Hip Hip Hoorray!' - mp_choice_options: - - option: 1 time - feedback: Try again - - option: 2 times - feedback: Try again - - option: Never - feedback: Try again - - option: That depends on how old you are - feedback: That's right! - hint: '`{for}` i `{in}` `{range}` 1 `{to}` age' - correct_answer: D - question_score: '10' 10: - question_text: Which code belongs to this output? - output: |- - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark mp_choice_options: - option: |- ``` @@ -2603,11 +1625,8 @@ levels: ``` feedback: '`{range}` 0 `{to}` 3 is 4 times.' hint: Mind the indention - correct_answer: B - question_score: '10' 12: 1: - question_text: Which output is correct? code: |- print 'three and a half plus one and a half is...' print 3.5 + 1.5 @@ -2624,11 +1643,7 @@ levels: three and a half plus one and a half is... 5 feedback: Great job! - hint: Both lines are printed! - correct_answer: D - question_score: '10' 2: - question_text: Which of these codes is correct? mp_choice_options: - option: |- ``` @@ -2654,11 +1669,7 @@ levels: print 'I would like a ' flavors at random ' cake.' ``` feedback: All the different values of flavors should be in quotation marks. - hint: The second line is the same in each code, pay attention to the first line - correct_answer: C - question_score: '10' 3: - question_text: What's wrong with this code? code: |- favorite_animal = ask 'What is your favorite animal?' print 'I like ' favoriteanimal ' too!' @@ -2671,30 +1682,13 @@ levels: feedback: That's not true - option: Nothing is wrong. feedback: That's not true - hint: The quotation marks are used correctly - correct_answer: A - question_score: '10' 4: - question_text: In which lines are quotation marks needed to get the code to work? code: |- print Welcome to the online shoe shop category = ask What kind of shoes are you looking for? if category = high heels print High heels are 50% off now! - mp_choice_options: - - option: Line 1 and 2 - feedback: 'No' - - option: Line 1, 2 and 3 - feedback: 'No' - - option: Line 1, 2 and 4 - feedback: 'No' - - option: All of the lines - feedback: Perfect! - hint: Does line 3 need quotation marks too? - correct_answer: D - question_score: '10' 5: - question_text: What output does Agent007 get when they put in the correct password? code: |- name is ask 'What is your name?' if name is 'Agent007' @@ -2707,18 +1701,6 @@ levels: else b is 'today at 10.00' print a + b - mp_choice_options: - - option: Go to the train station today at 10.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 02.00 - feedback: You've cracked the code! - - option: Go to the train station tomorrow at 02.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 10.00 - feedback: The agent won't be catching any bad guys here - hint: The correct password is TOPSECRET - correct_answer: B - question_score: '10' 6: question_text: Which line should be filled in at the ??? code: |- @@ -2732,32 +1714,7 @@ levels: if drinks = 'yes' ??? print 'That will be ' price ' dollar please' - mp_choice_options: - - option: |- - ``` - price = 14 - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = '14' - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = price + 2 - ``` - feedback: Excellent! - - option: |- - ``` - price = + 2 - ``` - feedback: Almost there! - hint: What if you only order fries and a drink? - correct_answer: C - question_score: '10' 7: - question_text: Which output does a vegan get? code: |- menu = 'cookies', 'cheese', 'grapes' print "It's my birthday! I`ve brought some snacks!" @@ -2769,36 +1726,7 @@ levels: print 'For you I have brought: ' for snack in menu print snack - mp_choice_options: - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cookies - grapes - feedback: Terrific! - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - feedback: There's more options than just one - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cheese - grapes - feedback: A vegan person can't have cheese - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - cookies - feedback: Almost there, but look at the order of snacks in the list - hint: What item is removed from the list when you answer 'vegan'? - correct_answer: A - question_score: '10' 8: - question_text: Which code was used to create this output? - code: '3.5' mp_choice_options: - option: |- ``` @@ -2820,9 +1748,6 @@ levels: print 7 * 2 ``` feedback: 'No' - hint: 7 devided by 2 is 3.5 - correct_answer: B - question_score: '10' 9: question_text: Which code should be filled in in line 1 at the ??? code: |- @@ -2849,9 +1774,6 @@ levels: 'prices' = 'one million dollars', 'nothing' ``` feedback: You one nothing - hint: The items on the list should be in quotation marks - correct_answer: C - question_score: '10' 10: question_text: Which line of code should be filled in at the ??? to complete the song ? code: |- @@ -2872,12 +1794,8 @@ levels: feedback: This is a hard one! All the actions on the list must be in the song. - option: print actions at random feedback: This is a hard one! All the actions on the list must be in the song. - hint: This is a hard one! All the actions on the list must be in the song. - correct_answer: B - question_score: '10' 13: 1: - question_text: Which code should be filled in at the ??? ? code: |- name = ask 'What is your name?' song = ask 'Whould you like to hear a song?' @@ -2908,11 +1826,7 @@ levels: if song = 'yes' or birthday = 'yes' ``` feedback: Hedy only sings if both answers are yes - hint: Hedy sings if you want to hear a song and it's you birthday - correct_answer: C - question_score: '10' 2: - question_text: Which command is missing in the code at the place of the ??? ? code: |- menu = 'cheese', 'sausage rolls', 'cookies' diet = ask 'Do you have any dietary restrictions?' @@ -2927,11 +1841,7 @@ levels: feedback: 'No' - option: print feedback: 'No' - hint: Neither vegans nor muslims can eat sausage rolls. - correct_answer: B - question_score: '10' 3: - question_text: Which output is given to a member without a discount code? code: |- member = ask 'Do you have a membership card?' discount = ask 'Do you have a discount code?' @@ -2949,10 +1859,7 @@ levels: - option: There is no way of knowing feedback: There is! Read the question carefully hint: Mind the command 'or' in line 3 - correct_answer: A - question_score: '10' 4: - question_text: Which line of code should follow this line in rock-paper-scissors game? code: if computer_choice is 'rock' and your_choice is 'paper' mp_choice_options: - option: print 'you win' @@ -2963,28 +1870,11 @@ levels: feedback: It's only a tie if both choices are the same - option: print 'try again' feedback: Try again! - hint: Paper beats rock - correct_answer: A - question_score: '10' 5: - question_text: Which statement is true about this code? code: |- if name = 'Cinderella' and shoe_size = 38 print 'You are my one true love!' - mp_choice_options: - - option: Every person with shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person named Cinderella is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person that is named Cinderella and has shoe size 38 is this prince's one true love - feedback: Fantastic! - - option: Every person that's not named Cinderella and does not have shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - hint: Both statements have to be true - correct_answer: C - question_score: '10' 6: - question_text: Which statement about this code is true? code: |- print 'Let me guess which family member you are!' glasses = ask 'Do you wear glasses?' @@ -2997,20 +1887,7 @@ levels: print 'You must be Wouter!' if glasses = 'no' and female = 'no' print 'You must be Michael!' - mp_choice_options: - - option: Michael is a boy with glasses - feedback: Try again - - option: Marleen is a girl with glasses - feedback: Try again - - option: Wouter is a boy without glasses - feedback: Try again - - option: Sophie is a girl with glasses - feedback: Great job! - hint: Take a good look! Or do you need glasses? - correct_answer: D - question_score: '10' 7: - question_text: Which statement is false? code: |- print 'Thank you for helping me take care of my pets' print 'Here is a program to help feed them' @@ -3024,20 +1901,7 @@ levels: print 'I fed them this moring! They do not need more food today' if animal is 'hamster' and color is 'brown' print 'You can feed them a piece of carrot' - mp_choice_options: - - option: The grey cat is called Abby - feedback: This is true! - - option: Milo the orange cat eats 4 scoops of cat nibbles - feedback: This is true - - option: The black hamster needs to be fed a piece of carrot - feedback: Great job! - - option: The yellow bird was fed this morning - feedback: This is true - hint: Read the last 4 lines carefully - correct_answer: C - question_score: '10' 8: - question_text: What output do you get if you order popcorn but no drink? code: |- print 'Welcome to the movie theater' popcorn = ask 'Would you like some popcorn?' @@ -3051,32 +1915,7 @@ levels: if popcorn = 'no' and drink = 'no' print 'Ok' print 'Enjoy the movie' - mp_choice_options: - - option: |- - Welcome to the movie theater - That will be 8 dollars please - Enjoy the movie - feedback: You have paid too much! - - option: |- - Welcome to the movie theater - That will be 5 dollars please - Enjoy the movie - feedback: Amazing! - - option: |- - Welcome to the movie theater - That will be 3 dollars please - Enjoy the movie - feedback: That's not enough money! - - option: |- - Welcome to the movie theater - Ok - Enjoy the movie - feedback: You have to pay for your popcorn! - hint: popcorn = yes and drink = no - correct_answer: B - question_score: '10' 9: - question_text: What is wrong with this code? code: |- 1 chocolate = ask 'Would you like chocolate sauce on your ice cream?' 2 sprinkles = ask 'Would you like sprinkles on your ice cream?' @@ -3113,11 +1952,7 @@ levels: {if} chocolate = 'yes' {and} sprinkles = 'no' ``` feedback: This is not what I ordered! - hint: There is a mistake in line 3 - correct_answer: A - question_score: '10' 10: - question_text: Which command needs to be in line 8 at the place of the ??? ? code: |- print 'Welcome to the product finder of this supermarkt' item is ask 'What product are you looking for?' @@ -3141,65 +1976,8 @@ levels: feedback: 'No' - option: if feedback: 'No' - hint: The item is either in the list of snacks, or in the list of drinks - correct_answer: B - question_score: '10' 14: - 1: - question_text: Which symbol should be used on the blank? - code: |- - name _ {ask} 'Who are you?' - {if} name == 'Hedy' - {print} 'Me too!' - mp_choice_options: - - option: '`=>`' - feedback: This is not a symbol. - - option: '`==`' - feedback: We are not comparing anything, just asking. - - option: '`!=`' - feedback: We are not comparing anything, just asking - - option: '`=`' - feedback: Right! - hint: We are not comparing anything, we are just asking a name. - correct_answer: D - question_score: '10' - 2: - question_text: Which of these codes has used the correct = or == symbol? - mp_choice_options: - - option: '{if} name = Hedy' - feedback: 'No' - - option: '{if} age = 24' - feedback: 'No' - - option: answer = {ask} 'What is your answer' - feedback: Yes! - - option: answer == {ask} 'How are you doing?' - feedback: 'No' - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' - 3: - question_text: Which symbols should be filled in on the two blanks? - code: |- - guests = {ask} 'How many people are at the party?' - {if} guests _ 130 - {print} 'You can come in!' - {if} guests _ 130 - {print} 'Im sorry, the club is full. ' - {print} 'You have to wait for a guest to leave' - mp_choice_options: - - option: '`>` and `<`' - feedback: That's not it - - option: '`=` and `>=`' - feedback: That's not it - - option: '`<` and `>=`' - feedback: You are right - - option: '`+` and `==`' - hint: There are 130 people allowed in the club - correct_answer: C - question_score: '10' - feedback: That's not it 4: - question_text: What's wrong with this code? code: |- price = 10 money = {ask} How much money do you have? @@ -3208,20 +1986,7 @@ levels: {print} 'You can buy the bear!' {else} {print} 'You cannot buy this bear!' - mp_choice_options: - - option: In line 1 == should be used instead of = - feedback: No that's not it - - option: Line 2 misses quotation marks - feedback: You are correct - - option: In line 4 = should have been used instead of == - feedback: No that's not it - - option: In line 4 <= should have been used instead of >= - feedback: No that's not it - hint: The symbols are right - correct_answer: B - question_score: '10' 5: - question_text: Which symbol should be filled in on the blanks if the movie is suitable for kids for the age of 12 and up? code: |- age = {ask} 'How old are you?' ticket = {ask} 'Do you have a ticket?' @@ -3229,20 +1994,7 @@ levels: {print} 'You can enter the movie theater.' {else} {print} 'You are not allowed to come in!' - mp_choice_options: - - option: '`> 12`' - feedback: 12 year olds are allowed too - - option: '`>= 12`' - feedback: Great! - - option: '`< 12`' - feedback: These kids are too young! - - option: '`<= 12`' - feedback: These kids are too young - hint: '> means greater than' - correct_answer: B - question_score: '10' 6: - question_text: How many times do you have to say you are annoyed before this annoying game stops? code: |- lives = 2 {repeat} 10 times @@ -3250,69 +2002,7 @@ levels: answer = {ask} 'Are you annoyed yet?' {if} answer == 'yes' lives = lives - 1 - mp_choice_options: - - option: 10 times - feedback: It stops after 2 times - - option: 0 times - feedback: It stops after 2 times - - option: 1 time - feedback: It stops after 2 times - - option: 2 times - feedback: That is correct - hint: '!= means ''is not''' - correct_answer: D - question_score: '10' - 7: - question_text: What should be filled in on the three blanks? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' - mp_choice_options: - - option: '`''Lower''` and `''Higher''` and `''You win!''`' - feedback: That's not quite right. - - option: '`''Higher''` and `''Lower''` and `''You win!''`' - feedback: You win! - - option: '`''You win!''` and `''Lower!''` and `''Higher''`' - feedback: That's not quite right. - - option: '`''Lower!''` and `''You win!''` and `''Higher!''`' - feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: B - question_score: '10' - 8: - question_text: Which statement is true about this roller coaster? - code: |- - length = {ask} 'Please fill in your length in cm' - {if} length < 120 - {print} 'Sorry, you cannot go on this roller coaster.' - {else} - {print} 'Enjoy the ride' - mp_choice_options: - - option: You must be taller than 120 cm to go on the roller coaster - feedback: True! - - option: You must be taller than 119 cm to go on the roller coaster - feedback: If you are 120 cm you won't get in - - option: You must be shorter than 120 cm to go on the roller coaster - feedback: '> means greater than' - - option: There are no length restrictions to go on the roller coaster - feedback: There are. - hint: '> means greater than' - correct_answer: A - question_score: '10' 9: - question_text: How many pieces of chocolate will give you a stomach ache according to this fitbit? code: |- chocolate = {ask} 'How many pieces of chocolate have you eaten?' {if} chocolate <= 2 @@ -3321,101 +2011,19 @@ levels: {print} 'That is a bit much' {if} chocolate > 8 {print} 'You will get a stomach ache!' - mp_choice_options: - - option: 1 or more - feedback: 'No' - - option: 2 or more - feedback: 'No' - - option: 8 or more - feedback: Almost - - option: 9 or more - feedback: Great! - hint: '> 8 means more than 8' - correct_answer: D - question_score: '10' - 10: - question_text: What should be filled in in the blanks? - code: |- - {print} 'Whoever gets the most points wins!' - {if} points_player_1 < points_player_2 - {print} _ - mp_choice_options: - - option: '''player 1 wins''' - feedback: Look at who has the highest score! - - option: '''player 2 wins''' - feedback: Yes! - - option: '''player 2 loses''' - feedback: Look at who has the highest score! - - option: '''It is a tie''' - feedback: No it's not, one player has a higher score - hint: You win the game by having the most points - correct_answer: B - question_score: '10' 15: 1: - question_text: 'Which symbol should be used on the blank? Tip: You must keep guessing until you get it right.' code: |- answer = 0 while answer _ 'Amsterdam' answer = ask 'What is the capital city of the Netherlands?' print 'You have given the correct answer' - mp_choice_options: - - option: '`=!`' - feedback: That is not right. - - option: '`==`' - feedback: You don't have to keep guessing if you've given the right answer. - - option: '`!=`' - feedback: Correct - - option: '`=`' - feedback: That's not it - hint: Keep guessing until you say Amsterdam - correct_answer: C - question_score: '10' - 2: - question_text: Which of these codes has used the correct symbol(s)? - mp_choice_options: - - option: |- - ``` - {while} name = Hedy - ``` - feedback: 'No' - - option: |- - ``` - {while} age = 24 - ``` - feedback: 'No' - - option: |- - ``` - {while} time > 0 - ``` - feedback: Yes! - - option: |- - ``` - {while} answer == yes' - ``` - feedback: A quotation mark is missing - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' 3: question_text: Which command should be filled in on the two blanks? code: |- _ age >= 18 print 'you are not allowed in this bar' - mp_choice_options: - - option: '`{in}`' - feedback: That's not it - - option: '`{while}`' - feedback: You are right - - option: '`{for}`' - feedback: That's not it - - option: '`{range}`' - feedback: That's not it - hint: You are not allowed in the bar as long as you are 17 or younger - correct_answer: B - question_score: '10' 4: - question_text: What's wrong with this code? code: |- options = 1, 2, 3, 4, 5, 6 print 'Throw 6 as fast as you can!' @@ -3435,11 +2043,7 @@ levels: feedback: That's not it - option: In line 5 != should have been used instead of == feedback: You are correct - hint: There is something wrong in line 5 - correct_answer: D - question_score: '10' 5: - question_text: What should be placed on the blank to make this program work correctly? code: |- wetness = 10 while wetness != 0 @@ -3458,9 +2062,6 @@ levels: feedback: You are correct! - option: = wetness + 1 feedback: The program should count down - hint: wetness should get less each time - correct_answer: C - question_score: '10' 6: question_text: what is wrong with this code? code: |- @@ -3478,25 +2079,8 @@ levels: feedback: No that's not right - option: Line 2 should start with less indentation feedback: That is correct - hint: Look closely at the indentation - correct_answer: D - question_score: '10' 7: question_text: How should this program be changed to that it works? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' mp_choice_options: - option: '... change the first {if} into a {while}' feedback: Perfect! @@ -3506,32 +2090,9 @@ levels: feedback: That's not quite right. - option: '... change the fourth {if} into a {while}' feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: A - question_score: '10' 8: - question_text: Which statement is true about this automated toilet system? - code: |- - {while} toilet == 'occupied' - lights = 'on' - air_freshener_sprays = 'yes' - {sleep} 60 - lights = 'off' - air_freshener_sprays = 'no' - mp_choice_options: - - option: The lights and air freshener will turn off after 1 minute - feedback: False! - - option: The air freshener sprays once every minute and the lights stay on the whole time while you are on the toilet - feedback: Great job - - option: The air freshener sprays once you leave the toilet. - feedback: It only sprays when you're in there. - - option: The lights will always stay on. - feedback: That wouldn't be right. hint: The block after the while command keeps happening while the toilet is occupied. - correct_answer: B - question_score: '10' 9: - question_text: What will the diet app say if you have eaten 1600 calories today? code: |- chocolate = {ask} 'How many calories have you eaten today?' {while} calories <= 1000 @@ -3549,16 +2110,7 @@ levels: feedback: Yes! - option: You have eaten enough for today feedback: 'No' - hint: 1600 is between 1000 and 2000 - correct_answer: C - question_score: '10' 10: - question_text: 'What should be filled in in the blanks? Tip: the player with the most points is in the lead.' - code: |- - name_player_1 = {ask} 'Name player 1:' - name_player_2 = {ask} 'Name player 2:' - {while} points_player_1 > points_player_2 - {print} _ ' is in the lead right now!' mp_choice_options: - option: name_player_1 feedback: You are right! @@ -3568,105 +2120,20 @@ levels: feedback: You should fill in a name, not a number - option: points_player_2 feedback: You should fill in a name, not a number - hint: You win the game by having the most points. Your name should appear on the screen - correct_answer: A - question_score: '10' 16: - 1: - question_text: Which command should be filled in on the blanks to print a random snack? - code: |- - snacks = nachos, chips, cucumber, sweets - {print} _ - mp_choice_options: - - option: '`snacks {at} {random}`' - feedback: This is the old way. - - option: '`[{random} snack]`' - feedback: The order is wrong. - - option: '`snacks[{random}]`' - feedback: Correct - - option: '`snacks[{at} {random}]`' - feedback: We do not need `at`anymore - hint: We no longer use {at} - correct_answer: C - question_score: '10' 2: - question_text: What should be filled in on the blanks if you want a list of what chores are done by whom? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chores = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} _ - mp_choice_options: - - option: |- - ``` - friends[i] has to do chores [i] - ``` - feedback: Mind the spacing. - - option: |- - ``` - friends[1] has to do chores[1] - ``` - feedback: It will print 3 times that Wesley has to do the cooking - - option: |- - ``` - chores[i] ' has to do ' friends[random] - ``` - feedback: The person has to do the chore, not the other way around - - option: |- - ``` - friends[i] ' has to do ' chores[i] - ``` - feedback: Fantastic! - hint: '`i` tells us what item in the list it is. So friend 1 does chore 1 etc.' - correct_answer: D - question_score: '10' 3: - question_text: What is a possible output for this program? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chore = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} friends[i] has to do chores[i] - mp_choice_options: - - option: |- - ``` - Wesley has to do the cooking - Eric has to do the cleaning - Kaylee has to do nothing - ``` - feedback: Super! - - option: |- - ``` - Kaylee has to do the cooking - Wesley has to do the cleaning - Eric has to do nothing - ``` - feedback: No, it is not random. - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cleaning - Wesley has to do the nothing - ``` - feedback: Poor Wesley! - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cooking - Wesley has to do the cooking - ``` - feedback: That's not it - hint: It's not random... - correct_answer: A - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - friends = ['Jaylee', 'Erin', 'Fay'] - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 0 {to} 3 - print 'the lucky number of ' friends[i] - print 'is ' lucky_numbers[i] mp_choice_options: - option: The variable in line 4 should be 'friend[i]', not 'friends[i]' feedback: That is not right. @@ -3676,16 +2143,7 @@ levels: feedback: It's not a variable, it's just text. - option: '{in} in line 3 should be removed' feedback: That's not it - hint: There's nothing wrong with line 4 - correct_answer: B - question_score: '10' 5: - question_text: Which line should be filled in in the blank? - code: |- - animals = ['dog', 'cow', 'horse'] - _ - {for} i {in} {range} 1 {to} 3 - {print} 'the ' animals[i] ' says ' sounds[i] mp_choice_options: - option: noises = ['moo', 'woof', 'neigh'] feedback: Mind the variable name and the order of the sounds. @@ -3695,487 +2153,3 @@ levels: feedback: Don't forget the quotation marks! - option: sounds = ['woof', 'moo', 'neigh'] feedback: Great job! - hint: Look at line 1 to see proper use of brackets and quotation marks. - correct_answer: D - question_score: '10' - 6: - question_text: Which statement is true? - code: |- - people = ['Chris', 'Jaylino', 'Ryan'] - games = ['fortnite', 'minecraft', 'fifa'] - {for} o {in} {range} 1 {to} 3 - {print} people[o] ' likes ' games[o] - mp_choice_options: - - option: You are not allowed to use the variable o. It should be named i. - feedback: i is the most commonly used variable name in this case, but it's not mandatory to use i. - - option: The output will say that Jaylino likes fortnite. - feedback: No, he likes minecraft. - - option: The output will say that Ryan likes fifa - feedback: Correct - - option: This code will not work. It will give and error. - feedback: No, the code is correct. - hint: There is nothing wrong with this code. - correct_answer: C - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - people = ['Savi', 'Senna', 'Fayenne'] - transportation = ['bike', 'train', 'car'] - {for} i {in} {range} 1 {to} 3 - {print} people[i] goes to school by transportation[i] - mp_choice_options: - - option: Line 1 needs less quotation marks - feedback: That is not right. - - option: Line 3 should start with indentation - feedback: It should not! - - option: Line 4 should start without indentation - feedback: It should not - - option: Line 4 needs more quotation marks. - feedback: Amazing! - hint: There is a mistake made in the usage of quotation marks. - correct_answer: D - question_score: '10' - 8: - question_text: Which of these codes belongs to this output? - code: |- - Macy and Kate get to go first - Lionell and Raj get to go second - Kim and Leroy get to go third - mp_choice_options: - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 0 {to} 3 - {print} teams[random] ' get to go ' position[i] - ``` - feedback: This is not right - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: Amazing! - - option: |- - ``` - teams = ['Macy', 'Kate', 'Lionell', 'Raj', 'Kim', 'Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 6 - {print} teams[random] ' get to go ' position[random] - ``` - feedback: This is not it. - - option: |- - ``` - teams = ['Macy and Kate' 'Lionell and Raj' 'Kim and Leroy'] - position = ['first' 'second' 'third'] - {for} teams {in} {range} 0 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: This is not going to work! - hint: If you look carefully at the first line, you'll see that only the first two answers are possibly correct. - correct_answer: B - question_score: '10' - 9: - question_text: What is a possible output for this code? - code: |- - countries = ['Canada', 'Zimbabwe', 'New Zealand'] - {for} i {in} {range} 0 {to} 1 - {print} 'I will travel to ' countries[random] - mp_choice_options: - - option: |- - ``` - I will travel to Canada - I will travel to Canada - ``` - feedback: Great job! - - option: |- - ``` - I will travel to Canada - ``` - feedback: It will be repeated twice - - option: |- - ``` - I will travel to Canada, Zimbabwe and New Zealand - ``` - feedback: This is not it. - - option: |- - ``` - I will travel to Canada - I will travel to Zimbabwe - I will travel to New Zealand - ``` - feedback: It's only repeated twice - hint: Range 0 to 1 is 2 times - correct_answer: A - question_score: '10' - 10: - question_text: Which 3 lines will complete this code correctly? - code: |- - {print} 'The book raffle will start soon' - {print} 'Get your tickets now!' - books = ['Narnia', 'The Hobbit', 'Oliver Twist', 'Harry Potter', 'Green eggs and ham'] - people = {ask} 'How many raffle tickets are sold?' - list_of_numbers = [1, 2] - {for} i {in} {range} 3 {to} people - {add} i {to} list_of_numbers - {for} i {in} {range} 1 {to} 5 - mp_choice_options: - - option: |- - ``` - chosen_number = list_of_numbers at random - print books[i] ' will go to person number ' chosen_number - {add} chosen_number {to} list_of_numbers - ``` - feedback: Almost there... but adding the winner to the list makes this raffle unfair - - option: |- - ``` - print person[i] ' wins ' book[i] - ``` - feedback: There is no list called 'person' - - option: |- - ``` - chosen_number = list_of_numbers[people] - print books[people] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: This is not it. - - option: |- - ``` - chosen_number = list_of_numbers[random] - print books[i] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: Fantastic! - hint: You need to use the {remove} command - correct_answer: D - question_score: '10' - 17: - 1: - question_text: What is the output of this code? - code: |- - minions = ['Bob', 'Kevin', 'Stuart'] - {for} x in minions: - {print} x - mp_choice_options: - - option: |- - ``` - m i n i o n s - ``` - feedback: This is not it. - - option: |- - ``` - Bob - Kevin - Stuart - ``` - feedback: Correct! - - option: |- - ``` - minions - minions - minions - ``` - feedback: Take a look at the content of your list. - - option: |- - ``` - B o b K e v i n S t u a r t - ``` - feedback: Do not loop through the letters. - hint: Loop through your list. - correct_answer: B - question_score: '10' - 2: - question_text: What is wrong with this code? - code: |- - seconds_minute = 60 - minute_hour = 60 - hour_day = 24 - leap_year = 366 - no_leap_year = 365 - years = ask 'what year is it?' - {if} years = 2024: - print seconds_minute * minute_hour * hour_day * leap_year - {else}: - print seconds_minute * minute_hour * hour_day * noleap_year - mp_choice_options: - - option: You cannot have so many variables. - feedback: This is not it. - - option: The way the variables are multiplied is incorrect. - feedback: Not true! - - option: One of the variables `noleap_year` does not belong with the `{if}` statement. - feedback: Keep looking for the mistake. - - option: The `noleap_year` has to be identical in both cases. - feedback: Correct! - hint: Read the code carefully. - correct_answer: D - question_score: '10' - 3: - question_text: How many hedgehogs will this code print? - code: |- - {for} x in range 1 to 3: - {for} y in range 1 to 2: - {print} 🦔 - mp_choice_options: - - option: |- - ``` - 🦔 - 🦔 - 🦔 - ``` - feedback: Try again. - - option: |- - ``` - 🦔 - 🦔 - ``` - feedback: One more try. - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: Well done! - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating. - correct_answer: C - question_score: '10' - 4: - question_text: What is wrong with code? - code: |- - name_color = {ask} 'What is your favorite color?' - {if} name_color == 'red': - {print} 'the color of a tomato' - {elif} name_color == 'green': - {print} 'the color of an apple' - {elif} name_color == 'blue': - {print} 'the color of a blueberry' - {elif} name_color == 'yellow': - {print} 'the color of a banana' - {elif}: - {print} 'this fruit-color does not exist' - mp_choice_options: - - option: The first `{elif}` should be used before the `print` command - feedback: Try again. - - option: '`{elif}` can only be used once' - feedback: From now on we can use elif multiple times. - - option: '`==` used with `{elif}` should be replaced by `=`' - feedback: Not correct. - - option: '`{elif}` in the last line should be replaced by `{else}`' - feedback: Great! - hint: Think about `{if}`, `{elif}`, `{else}`. - correct_answer: D - question_score: '10' - 5: - question_text: What is the output of this code? - code: |- - numbers = [7, 19, 29, 41, 53, 71, 79, 97] - {for} prime in numbers: - {if} prime <= 10: - {print} prime - {elif} prime >= 60: - {print} prime - {elif} prime >= 90: - {print} prime - {else}: - {print} 'another number' - mp_choice_options: - - option: |- - ``` - 7 - another number - another number - another number - another number - 71 - 79 - 97 - ``` - feedback: Well done! - - option: |- - ``` - another number - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: Try again. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - another number - ``` - feedback: One more try. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating and the values of if and elif. - correct_answer: A - question_score: '10' - 6: - question_text: What is wrong with code? - code: |- - name = {ask} 'What is your name?' - {if} name == 'Hedy': - password = {ask} 'What is your password?' - {if} password =='turtle123': - {print} 'Yey' - {else}: - {print} 'Access denied' - {else}: - {print} 'Go fish' - mp_choice_options: - - option: '`{elif}` is missing.' - feedback: Try again. - - option: '`{else}` can only be used once.' - feedback: From now on we can use elif multiple times. - - option: Nothing! - feedback: There is a mistake. Look carefully! - - option: There is an indentation mistake in the last line. - feedback: Amazing! - hint: There is a mistake somewhere... - correct_answer: D - question_score: '10' - 7: - question_text: Which of the following codes will print five times 'the result is 3' on the screen? - mp_choice_options: - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - result = n * 1 - {print} 'The result is ' result - ``` - feedback: Try again! - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} u in numbers: - number = u - {print} 'The result is ' number - ``` - feedback: That is not it. - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} number in numbers: - number = 3 - {print} 'The result is ' number - ``` - feedback: Very good! - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - n = result - {print} 'The result is ' result - ``` - feedback: That is not it. - hint: Think about mathematical symbols. - correct_answer: C - question_score: '10' - 8: - question_text: What is wrong with code? - code: |- - insects = ['🐝', '🦋', '🕷', '🐞'] - your_favorite = {ask} 'what is your favorite insect?' - {for} insect in insects: - {if} your_favorite == '🐝' {or} your_favorite == '🐞': - {print} 'very useful' - {elif} your_favorite == '🕷': - {print} 'it can catch mosquitoes' - {else}: - {print} 'almost all insects can be useful one way or another' - mp_choice_options: - - option: '`{or}` cannot be used with `{if}`.' - feedback: Try again. - - option: In the `{for}` command `insect` should be `insects`. - feedback: Not true. - - option: Nothing! - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 9: - question_text: Which one of the codes below gave this output? - code: |- - -5 is negative - -4 is negative - -3 is negative - -2 is negative - -1 is negative - 0 is positive - 1 is positive - 2 is positive - 3 is positive - mp_choice_options: - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Try again! - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number <= 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - - option: "```\n {for} number in range -5 to 3:\n {if} number >= 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Very good! - - option: "```\n {for} number in range -5 to 3:\n {if} number < 0: \n {print} number ' is positive'\n {elif} number <=0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 10: - question_text: What is wrong with this code? - code: |- - {for} number in range 1 to 5: - volume_room = num * num * num - {print} volume_room ' cubic meters' - {if} volume_room > 100: - {print} 'this is a large room' - {elif} volume_room < 100: - {print} 'small room but cosy' - {else}: - {print} 'i will look for something else' - mp_choice_options: - - option: The word num needs quotation marks. - feedback: Try again. - - option: The `{if}` command is not used correctly. - feedback: Not true. - - option: Line 3 should be `volume_room = number * number * number`. - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' diff --git a/content/quizzes/bg.yaml b/content/quizzes/bg.yaml index 7044e23c3fe..bbfeedbeecb 100644 --- a/content/quizzes/bg.yaml +++ b/content/quizzes/bg.yaml @@ -11,9 +11,6 @@ levels: feedback: Not this one! - option: Heidi feedback: Not this one! - hint: It's named after Hedy Lamarr. - correct_answer: A - question_score: '10' 2: question_text: Which command makes text appear? code: ___ Hello! @@ -39,40 +36,9 @@ levels: ``` feedback: With `{ask}`, you can ask a question. hint: _?_ Hello world! - correct_answer: B - question_score: '10' 3: - question_text: How do you ask what someone's favorite color is? - mp_choice_options: - - option: |- - ``` - {print} What is your favorite color? - ``` - feedback: '`{print}` prints text, but it doesn''t ask questions.' - - option: |- - ``` - {ask} {print} What is your favorite color? - ``` - feedback: You only need one command, not two. - - option: |- - ``` - {ask} What is your favorite color? - ``` - feedback: Great! - - option: |- - ``` - {echo} What is your favorite color? - ``` - feedback: '`{echo}` repeats your answer back to you.' hint: You can {ask} something with the {ask} command - correct_answer: C - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - Hi Im Hedy! - {ask} Who are you? - {echo} Hi... mp_choice_options: - option: '`{print}` in line 1 is missing.' feedback: Correct! @@ -82,11 +48,7 @@ levels: feedback: '`{echo}` is a command, there''s another mistake.' - option: Nothing! This is a perfect code! feedback: Wrong, look carefully! - hint: Line 1 doesn't seem right - correct_answer: A - question_score: '10' 5: - question_text: Which command is missing in line 2? code: |- {ask} What is your favorite pet? _?_ So your favorite pet is... @@ -111,49 +73,7 @@ levels: {echo} ``` feedback: Right on! - hint: You want to see the answer at the end of line 2... - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - {print} Hi im Hedy! - {print} Which football team do you support? - {echo} You support... - {print} Cool! Me too! - mp_choice_options: - - option: In line 1 `{print}` should be replaced with `{ask}`. - feedback: '`{print}` in line 1 is correct.' - - option: In line 2, `{print}` should be replaced with `{ask}`. - feedback: Great! You paid attention! - - option: Line 3 has to begin with `{print}` instead of `{echo}`. - feedback: '`{echo}` is correct.' - - option: In line 4, `{print}` is spelled wrong. - feedback: No, there is a mistake somewhere else - hint: Check the `{print}` commands. - correct_answer: B - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - {print} Welcome at Hedys restaurant! - {ask} What would you like to eat? - {echo} So you want to order ... - {print} Coming right up! Enjoy! - mp_choice_options: - - option: In line 1 `{print}` needs to be replaced with `{ask}` - feedback: Are you sure something is wrong? - - option: In line 1 `{print}` needs to be replaced with `{echo}` - feedback: Are you sure something's wrong? - - option: In line 3 `{echo}` needs to be replaced with `{print}` - feedback: Are you sure something is wrong? - - option: Nothing! This is a perfect code! - feedback: Correct! - hint: Check the code line by line - correct_answer: D - question_score: '10' 8: - question_text: How do you use the `{echo}` command? mp_choice_options: - option: You can use it to `{ask}` a question. feedback: That's what `{ask}` is for! @@ -163,33 +83,8 @@ levels: feedback: Good job! - option: You can use it to make text disappear. feedback: That's not right... - hint: '`{echo}` is used after an `{ask}` command.' - correct_answer: C - question_score: '10' - 9: - question_text: What's wrong with this code? - code: |- - {print} Hello! - {print} How are you doing? - {echo} So you are doing... - mp_choice_options: - - option: '`{print}` in line 1 should be `{ask}`' - feedback: No, `{print}` is right. Where is the question being asked? - - option: '`{print}` in line 2 should be `{ask}`' - feedback: Super! - - option: '`{echo}` in line 3 should be `{ask}`' - feedback: No, `{echo}` is right. Where is the question being asked? - - option: Nothing. This is a perfect code! - feedback: Look carefully for the mistake... - hint: '`{ask}` allows you to ask a question' - correct_answer: B - question_score: '10' 10: question_text: Which output will be in your outputscreen after you've run this code? - code: |- - {ask} Are you ready to go to level 2? - {echo} - {echo} mp_choice_options: - option: Are you ready to go to level 2? feedback: There are two echo commands @@ -203,12 +98,8 @@ levels: Are you ready to go to level 2? Yes! feedback: There are two echo commands - hint: Let's go! - correct_answer: B - question_score: '10' 2: 1: - question_text: Which statement is true? mp_choice_options: - option: In level 2 the `{print}` command doesn't exist anymore feedback: '`{print}` still works' @@ -219,84 +110,7 @@ levels: - option: In level 2 all the level 1 commands still work feedback: No one command doesn't work anymore. hint: '`{print}` and `{ask}` still exist.' - correct_answer: C - question_score: '10' - 2: - question_text: Which code is correct? - mp_choice_options: - - option: |- - ``` - name {is} {ask} What is your name? - ``` - feedback: Super! - - option: |- - ``` - {ask} {is} name What is your name - ``` - feedback: The words are right, the order is not! - - option: |- - ``` - {ask} What is your name? - ``` - feedback: This worked in level 1, but in level 2 and up it works differently. - - option: |- - ``` - {ask} What is your name? {is} name - ``` - feedback: The words are right, the order isn't! - hint: '`{ask}` doesn''t work like in level 1' - correct_answer: A - question_score: '10' - 3: - question_text: What appears on your output screen when you run this code? - code: |- - name {is} Marleen - {print} name goes to the market and she buys an apple. - mp_choice_options: - - option: name goes to the market and she buys an apple. - feedback: The word name is replaced with Marleen - - option: Marleen goes to the market. - feedback: The second part of the sentence isn't left out! - - option: Marleen goes to the market and she buys an apple. - feedback: Right on! - - option: Marleen goes to the market and Marleen buys an apple. - feedback: She is not replaced with the name - hint: The word name is replaced with Marleen - correct_answer: C - question_score: '10' - 4: - question_text: What will you see on the output screen when you run this code? - code: |- - name {is} Hedy - {print} Hi my name is name - mp_choice_options: - - option: Hi my name is name - feedback: The variable name is replaced with Hedy - - option: Hi my name is Hedy - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is name - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is Hedy - feedback: Correct, this mistake will be fixed in level 4! - hint: '''name'' is being replaced with ''Hedy'' in both places' - correct_answer: D - question_score: '10' - 5: - question_text: What happens when you use the `{sleep}` command? - mp_choice_options: - - option: It slows down your computer - feedback: fortunately not! - - option: It closes down Hedy - feedback: fortunately not! - - option: Your program pauses for a second and then continues - feedback: That's right! - - option: You put it at the end so Hedy knows your program is finished - feedback: No it would be useless at the end of your code - hint: The computer waits for a second at the `{sleep}` command - correct_answer: C - question_score: '10' 6: - question_text: What should be on the lines? code: |- {print} And the award for best programming language goes to... _?_ @@ -322,116 +136,17 @@ levels: {ask} ``` feedback: There is no question there to be asked - hint: Pause for dramatic effect... - correct_answer: A - question_score: '10' 7: - question_text: What command should be used on line 2? code: |- {print} I will explode in 3 seconds! _?_ {print} BOOM! - mp_choice_options: - - option: |- - ``` - {print} 3 - ``` - feedback: You don't need to `{print}` - - option: |- - ``` - {sleep} 3 - ``` - feedback: Perfect! - - option: |- - ``` - {sleep} - ``` - feedback: This way the bomb will explode in 1 second - - option: |- - ``` - {sleep} {sleep} {sleep} - ``` - feedback: Make it easier on yourself by using the number 3 - hint: You want the computer to wait for 3 seconds - correct_answer: B - question_score: '10' - 8: - question_text: How would you correct the first line of code? - code: |- - {ask} {is} How old are you? - {print} age - mp_choice_options: - - option: |- - ``` - age {ask} {is} How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - {ask} {is} age How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - age {is} {ask} How old are you? - ``` - feedback: You get it! - - option: |- - ``` - age {is} How old are you? - ``` - feedback: Where is the `{ask}` command? - hint: The variable name should come first - correct_answer: C - question_score: '10' - 9: - question_text: What is going wrong in this code? - code: |- - dogs {is} animal - {print} I love animal - mp_choice_options: - - option: 'Line 1 should say: dogs `{is}` animals' - feedback: The variable name is animal - - option: 'Line 1 should say: animal `{is}` dogs' - feedback: Great! - - option: 'Line 2 should say: `{print}` I love animals' - feedback: The variable name is animal - - option: 'Line 2 should say: `{sleep}` I love animals' - feedback: Sleep is not used to `{print}` text - hint: You want to `{print}` 'I love dogs' - correct_answer: B - question_score: '10' 10: - question_text: What command should be used on the line 1? code: |- flavor {is} _?_ {print} Your favorite icecream is... {sleep} {print} flavor - mp_choice_options: - - option: |- - ``` - {sleep} 3 - ``` - feedback: You want to know the favorite flavor! - - option: |- - ``` - {print} strawberries - ``` - feedback: You do not want a `{print}` command at the middle of the line... - - option: |- - ``` - strawberries, chocolate, vanilla - ``` - feedback: This way you are making a list. You don't want that now. - - option: |- - ``` - {ask} What flavor icecream do you like? - ``` - feedback: That's right! - hint: You want to `{ask}` a question - correct_answer: D - question_score: '10' 3: 1: question_text: What command do you use to let Hedy pick something arbitrarily? @@ -456,14 +171,7 @@ levels: {at} {random} ``` feedback: Correct! - hint: Arbitrarily means without a plan or randomly. - correct_answer: D - question_score: '10' 2: - question_text: What's wrong with this code? - code: |- - animals {is} dog cat cow - {print} animals {at} {random} mp_choice_options: - option: 'You need commas in line 1: dog, cat, cow.' feedback: Good job! @@ -473,155 +181,15 @@ levels: feedback: animals is correct. - option: '`{at} {random}` is spelled incorrectly' feedback: '`{at} {random}` is the correct spelling' - hint: There's something wrong in line 1 - correct_answer: A - question_score: '10' 3: question_text: How do you fix the mistake in line 2 of this code? - code: |- - options {is} rock, paper, scissors - {print} rock, paper, scissors {at} {random} - mp_choice_options: - - option: |- - ``` - {at} {random} {print} options - ``` - feedback: You're almost there. The order of the words isn't right yet. - - option: |- - ``` - {print} rock {at} {random} - ``` - feedback: you don't always want the Hedy to {print} rock, sometimes you want scissors or paper. - - option: |- - ``` - {print} options {at} {random} - ``` - feedback: Very good! - - option: Nothing, the code is correct! - feedback: Look carefully for the mistake - hint: The variable (the list) is called options. - correct_answer: C - question_score: '10' - 4: - question_text: What should change in line 2 to print a random price? - code: |- - prices {is} 1 dollar, 100 dollar, 1 million dollar - {print} price {at} {random} - mp_choice_options: - - option: |- - ``` - {print} price - ``` - feedback: You don't want to `{print}` the word price, but you want to `{print}` one price out of your list `{at} {random}` - - option: |- - ``` - {print} prices {at} {random} - ``` - feedback: Great! You've really paid attention. - - option: |- - ``` - {print} {at} {random} price - ``` - feedback: '`{at} {random}` is placed behind the variable.' - - option: Nothing, this code is alright. - feedback: Look carefully for the mistake you missed! - hint: The variable name is prices - correct_answer: B - question_score: '10' - 5: - question_text: What is wrong in this code? - code: |- - question {is} {ask} What do you want to know? - {print} question - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 1 needs to say `{print}` instead of `{ask}` - feedback: No, that's not wrong. - - option: Line 2 needs to say `{ask}` instead of `{print}` - feedback: No that's not wrong. - - option: Line 2 needs to say answers `{at} {random}` `{is}` yes, no, maybe - feedback: No, that's not wrong. - - option: Nothing, this code is perfect - feedback: That's right! - hint: Does this code even have a mistake? - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 2 needs to say question instead of answers - feedback: No that's not right - - option: Line 2 needs the `{is}` command - feedback: Correct - - option: Line 3 needs to say answer instead of answers - feedback: No the variable's called answers - - option: Nothing! This code is great! - feedback: Actually, line 2 has a mistake. - hint: There is something wrong with line 2. - correct_answer: B - question_score: '10' - 7: - question_text: What does the `{add}` command do? - code: |- - books {is} Harry Potter, The Hobbit, Green Eggs and Ham - your_book {is} {ask} What is your favorite book? - {add} your_book {to} books - {print} books {at} {random} - mp_choice_options: - - option: The `{add}` command removes a random book from the list - feedback: The remove command removes, the add command adds - - option: The `{add}` command adds a random book to a list - feedback: It doesn't. It adds your answer to the list! - - option: The `{add}` command adds your favorite book to the list - feedback: Correct! - - option: The `{add}` command prints your favorite book. - feedback: No, it adds your favorite book to the list - hint: The `{add}` command adds a book, but which one? - correct_answer: C - question_score: '10' - 8: - question_text: What is the output of this code? - code: |- - crisps {is} sea salt, paprika, sour cream - {remove} sea salt {from} crisps - {remove} paprika {from} crisps - {print} crisps {at} {random} - mp_choice_options: - - option: You can't tell, because Hedy will `{print}` one of the 3 flavors `{at} {random}` - feedback: Take a look at the `{remove}` commands - - option: sea salt - feedback: sea salt is removed from the list - - option: paprika - feedback: Paprika is removed from the list - - option: sour cream - feedback: That's right! - hint: There are 3 flavors, bit 2 are removed. Which one remains? - correct_answer: D - question_score: '10' 9: - question_text: What's wrong with this code? code: |- colors {is} blue, purple, green chosen_color {is} {ask} Which haircolor wouldn't your like to have? {remove} chosen_color {from} colors {print} I will dye my hair color {at} {random} - mp_choice_options: - - option: 'Line 3 should say: `{remove}` blue `{from}` colors' - feedback: Maybe you want blue hair though! - - option: Line 3 should have an `{add}` command instead of a `{remove}` command - feedback: You want to remove the chosen color so `{remove}` is right. - - option: In line 4 the variable should be called colors instead of color - feedback: Great job! - - option: Nothing, this is a correct code! - feedback: Find the mistake! hint: Look at line 3 - correct_answer: C - question_score: '10' 10: question_text: What should be on the _?_? code: |- @@ -652,8 +220,6 @@ levels: ``` feedback: This increased the change that the person who walked yesterday now has to do it again. That's mean. hint: The person who walked the dog yesterday should be removed from the list. - correct_answer: A - question_score: '10' 4: 1: question_text: Which of these is true? @@ -666,11 +232,7 @@ levels: feedback: '`{at} {random}` still works' - option: '`{at} {random}` now needs quotation marks' feedback: No, but 2 other commands do. - hint: In level 4 you need quotation marks for 2 commands. - correct_answer: A - question_score: '10' 2: - question_text: Which code uses the proper quotation marks? mp_choice_options: - option: |- ``` @@ -692,11 +254,7 @@ levels: {print} ,hello, ``` feedback: This is a comma, you need quotation marks. - hint: Pick the right quotation marks. - correct_answer: B - question_score: '10' 3: - question_text: Where are the quotation marks used correctly? mp_choice_options: - option: |- ``` @@ -718,28 +276,7 @@ levels: {print} 'Hi Im Hedy' ``` feedback: Perfect! - hint: Both before and after the words you want to print should be a quotation mark. - correct_answer: D - question_score: '10' - 4: - question_text: Which statement is true? - mp_choice_options: - - option: 'You need quotation marks around the word `{print}`, like this: `''{print}''`.' - feedback: The quotation marks shouldn't be around the command itself. - - option: You need quotation marks around the words you want to print. - feedback: Super! - - option: You do not need quotation marks when using the `{ask}` command - feedback: Both `{print}` and `{ask}` require quotation marks - - option: You can choose yourself whether to use quotation marks or not. - feedback: Unfortunately, Hedy is stricter than that. - hint: From level 4 on you need to use quotation marks. - correct_answer: B - question_score: '10' 5: - question_text: What has to be changed in order for the game to work? - code: |- - options {is} rock, paper, scissors - {print} 'options {at} {random}' mp_choice_options: - option: |- ``` @@ -758,89 +295,9 @@ levels: feedback: That's right - option: Nothing, the game already works! feedback: Look carefully. There is an error. - hint: You don't want Hedy to literally print 'options {at} {random}', you want it to print 'rock' or 'paper' or 'scissors'. - correct_answer: C - question_score: '10' 6: - question_text: What would be a good next line in this code? - code: prices {is} 1 dollar, 100 dollars, 1 million dollars - mp_choice_options: - - option: |- - ``` - {print} 'You win...' prices {at} {random} - ``` - feedback: Great! You get it! - - option: |- - ``` - {print} You win... 'prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}' - - option: |- - ``` - {print} You win... prices {at} {random} - ``` - feedback: You need some quotation marks! - - option: |- - ``` - {print} 'You win... prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}'' hint: 'Think carefully: what is a variable and should be outside of the quotation marks? And what are normal words that should be inside?.' - correct_answer: A - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: Correct! - - option: Quotation marks are missing in line 2 - feedback: A variable doesn't need quotes - - option: Quotation marks are missing in line 3 - feedback: You don't want Hedy to literally print 'answers {at} {random}' so no quotation marks needed here! - - option: Nothing, this code is good as is! - feedback: Look carefully. You missed a mistake! - hint: Check each line on whether they'd need quotation marks or not. - correct_answer: A - question_score: '10' - 8: - question_text: What would be a good next line for this code? - code: |- - {print} 'Welcome at the money show!' - {print} 'In front of you are 3 doors' - door {is} {ask} 'Which door do you choose?' - mp_choice_options: - - option: |- - ``` - {print} So you pick door door - ``` - feedback: We need quotation marks - - option: |- - ``` - {print} 'So you pick ' door door - ``` - feedback: If the player chooses door 3, Hedy will say 'So you pick 3 3 - - option: |- - ``` - {print} 'So you pick door ' door - ``` - feedback: Super! - - option: |- - ``` - {print} 'So you pick door door' - ``` - feedback: Hedy will literally print 'So you pick door door - hint: The second word door should be replaced with the number, the first should still be the word door... - correct_answer: C - question_score: '10' 9: - question_text: What will never appear in your output screen? - code: |- - clubs {is} Real Madrid, Bayern Munchen, Manchester United, Ajax - {print} clubs {at} {random} ' is going the win the champions league' mp_choice_options: - option: Ajax is going to win the champions league feedback: Hedy could `{print}` that @@ -850,27 +307,6 @@ levels: feedback: Hedy could `{print}` that - option: FC Barcelona is going to win the champions league feedback: That's right. It's not in the list - hint: What are Hedy's options to randomly pick from? - correct_answer: D - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - people {is} mom, dad, Emma, Sophie - {print} The dishes are done by... - {print} people {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: A list doesn't need quotation marks - - option: Quotation marks are missing in line 2 - feedback: Correct - - option: Quotation marks are missing in both line 2 and 3 - feedback: Line 3 doesn't need quotation marks because it's not printed literally - - option: Nothing, this code has no mistakes - feedback: You missed one! - hint: One line needs quotation marks, because you want it to be printed literally. - correct_answer: B - question_score: '10' 5: 1: question_text: What is true? @@ -888,79 +324,8 @@ levels: - option: In level 5 `{ask}` and `{print}` work the same as in level 4 feedback: Correct! hint: We have only learned a new command in level 5. - correct_answer: D - question_score: '10' - 2: - question_text: What appears in your output screen when you type in the name Hedy? - code: |- - name {is} {ask} 'What is your name?' - {if} name {is} Hedy {print} 'fun' {else} {print} 'less fun' - mp_choice_options: - - option: fun - feedback: That's right! - - option: less fun - feedback: If the name is Hedy, it will say 'fun'' - - option: Hedy - feedback: No, it doesn't print the name - - option: Error - feedback: Fortunately not! - hint: '`{if}` name `{is}` Hedy `{print}` ...?' - correct_answer: A - question_score: '10' 3: - question_text: What is the right password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct! - feedback: This is printed when you type in the correct password - - option: SECRET - feedback: That's right!' - - option: password - feedback: The password isn't password... - - option: ALARM INTRUDER - feedback: This is printed when you type in the incorrect password! hint: '`{if}` password `{is}` ... `{print}` ''Correct!''!''' - correct_answer: B - question_score: '10' - 4: - question_text: What does Hedy print when you type in the wrong password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct - feedback: That's printed if the correct answer is given, not the wrong one... - - option: SECRET - feedback: That's not the right answer - - option: Wrong! - feedback: No, this is not what Hedy will print - - option: ALARM! INTRUDER! - feedback: Great job! - hint: Your computer will sound the alarm for intruders! - correct_answer: D - question_score: '10' - 5: - question_text: Why will Hedy say 'ALARM! INTRUDER' when you type in 'secret'? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Because it needs to be in capitals, so SECRET - feedback: Indeed! - - option: Because the password is alarm - feedback: No, this is not the password. - - option: Because it's spelled wrong. - feedback: That's not how you spell secret - - option: Because Hedy makes a mistake - feedback: No, Hedy is right - hint: The spelling of the word has to be exactly the same. - correct_answer: A - question_score: '10' 6: question_text: Which word should be on the place of the question mark in the last line? code: |- @@ -969,30 +334,6 @@ levels: club is {ask} 'Which club is your favorite?' {if} club {is} ajax {print} 'Ajax is going to win of course!' _?_ {print} 'Sorry, your club is gonna be in last place...' - mp_choice_options: - - option: |- - ``` - {if} - ``` - feedback: '`{if}` is already in the line above' - - option: |- - ``` - {at} {random} - ``` - feedback: No, you need `{else}`. - - option: |- - ``` - {else} - ``` - feedback: Great! - - option: |- - ``` - {print} - ``` - feedback: '`{print}` is already there, we need a word before it!' - hint: '`{if}` goes together with...?' - correct_answer: C - question_score: '10' 7: question_text: Which word should be in the place of the question mark? code: |- @@ -1021,9 +362,6 @@ levels: {print} ``` feedback: Awesome! - hint: After `{else}` a `{print}` command follows - correct_answer: D - question_score: '10' 8: question_text: Which word should be on the place of the question mark? code: |- @@ -1051,225 +389,15 @@ levels: {print} ``` feedback: No, that's not it. - hint: What the variable name? - correct_answer: B - question_score: '10' - 9: - question_text: Which door should you choose to escape?? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} - mp_choice_options: - - option: '1' - feedback: Bad choice! You're being eaten - - option: '2' - feedback: Super! You escaped! - - option: '3' - feedback: Bad choice! You're being eaten. - - option: It's a trap, you will always be eaten! - feedback: Luckily not! - hint: One of the doors will keep you safe.. - correct_answer: B - question_score: '10' - 10: - question_text: Which monster is standing behind door 1? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} - mp_choice_options: - - option: Hedy picks a random monster each time. - feedback: Awesome! - - option: vampire - feedback: Not always... - - option: werewolf - feedback: Not always... - - option: giant spider - feedback: Not always... - hint: Mind the last 3 words... monsters `{at} {random}`... - correct_answer: A - question_score: '10' 6: - 1: - question_text: What's Hedy's output when you run this code? - code: '{print} 2*10' - mp_choice_options: - - option: '20' - feedback: Correct! - - option: '12' - feedback: No, the plus sign is used in addition - - option: 2*10 - feedback: No, Hedy will calculate the answer - - option: '210' - feedback: Mind it's a calculation. - hint: The `*` is used as a multiplication sign - correct_answer: A - question_score: '10' 2: question_text: Which sign do you use for an addition? - mp_choice_options: - - option: '`-`' - feedback: That's not it - - option: plus - feedback: That's not it - - option: '`*`' - feedback: That's not it - - option: '`+`' - feedback: Correct! - hint: It's the plus sign. - correct_answer: D - question_score: '10' - 3: - question_text: What's Hedy's output when you run this code? - code: '{print} ''3*10''' - mp_choice_options: - - option: '30' - feedback: This would be the right answer if there were no quotation marks. - - option: '13' - feedback: Try again.. - - option: 3*10 - feedback: Correct! There are quotation marks, so Hedy will print it literally. - - option: Nothing, Hedy will give an error message. - feedback: No, Hedy will print it literally. - hint: Mind the quotation marks!! - correct_answer: C - question_score: '10' - 4: - question_text: Kim is 10 years old. What will Hedy print for her? - code: |- - name = {ask} 'How many letters are in your name?' - age = {ask} 'How old are you?' - luckynumber = name*age - {print} 'Your lucky number is...' luckynumber - mp_choice_options: - - option: '30' - feedback: Mind, Hedy also prints 'Your lucky number is...' - - option: '10' - feedback: Please try again. - - option: Your lucky number is... 30 - feedback: That's right! - - option: Your lucky number is... 10 - feedback: Her lucky number is name times age... - hint: 'Kim has 3 letters, she is 10 years old so: letters times age = 3*10 = 30.' - correct_answer: C - question_score: '10' - 5: - question_text: If 5 people eat at this restaurant, how much do they have to pay in total? - code: |- - {print} 'Welcome to Hedys!' - people = {ask} 'How many people are eating with us tonight?' - price = people * 10 - {print} 'That will be ' price 'dollar please' - mp_choice_options: - - option: 5 dollars - feedback: Unfortunately, it's not that cheap. - - option: 10 dollars - feedback: No, it's 10 dollars each. - - option: 15 dollars - feedback: The * means multiplication. - - option: 50 dollars - feedback: Great! - hint: '`price` `is` `people` `times` 10' - correct_answer: D - question_score: '10' 6: question_text: How much does a hamburger cost is this virtual restaurant? + 10: code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = 15 - {if} food {is} fries price = 6 - mp_choice_options: - - option: 15 dollars - feedback: Super! - - option: 6 dollars - feedback: The fries are 6 dollars - - option: 0 dollars - feedback: The hamburger isn't free! - - option: 21 dollars - feedback: That's the price for a hamburger and fries! - hint: Mind the fourth line. - correct_answer: A - question_score: '10' - 7: - question_text: Why does line 7 say 'price is price + 3' instead of 'price is 3'? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = price + 15 - {if} food {is} fries price = price + 6 - drinks is {ask} 'What would you like to drink?' - {if} drinks {is} coke price = price + 3 - {if} drinks {is} water price = price + 1 - {print} price ' dollars please' - mp_choice_options: - - option: It could have been `price = 3` just as well. - feedback: No, that's not true. Hedy needs to add 3 dollars to the total. - - option: Because Hedy doesn't understand `price = 3`. - feedback: Hedy would understand, but it wouldn't be right. - - option: Because Hedy would otherwise forget about the previous order. The price would be 3 dollars in total. - feedback: That's right! - - option: Because the price is 0 dollars to begin with. - feedback: That's true, but not the reason - hint: The price shouldn't be 3, but 3 dollars more than it already was - correct_answer: C - question_score: '10' - 8: - question_text: Why is this code incorrect? - code: |- - correct answer = 3*12 - answer = {ask} 'What is 3 times 12?' - {if} answer {is} correct answer {print} 'Good job!' - {else} {print} 'No... It was ' correct answer - mp_choice_options: - - option: There shouldn't be quotation marks in line 2 - feedback: No, there should be! - - option: The variable is called correct answer, but a variable's name can only be 1 word. So it should be correct_answer - feedback: Correct! - - option: The `{if}` and `{else}` commands should be in the same line. - feedback: No, that's not true. - - option: The variable in line 2 can't be called answer, because it is too similar to the variable correct answer. - feedback: Variable names can be similar, but they can't be 2 words... - hint: Inspect what the variables are called. - correct_answer: B - question_score: '10' - 9: - question_text: Imagine you love football a 10, you've eaten 2 bananas and have washed your hands 3 times today. How smart does the silly fortune teller think you are? - code: |- - {print} 'Im Hedy the silly fortune teller' - {print} 'I will predict how smart you are!' - football = {ask} 'On a scale of 0 to 10 how much do you love football?' - bananas = {ask} 'How many bananas have you eaten this week?' - hygiene = {ask} 'How many times did you wash your hands today??' - result = bananas + hygiene - result = result * football - {print} 'You are ' result 'percent smart.' - mp_choice_options: - - option: 10% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 32% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 50% - feedback: Super! You are 100 percent smart! - - option: 100% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - hint: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - correct_answer: C - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - name _?_ Hedy - {print} name 'is walking trough the forrest' + name _?_ Hedy + {print} name 'is walking trough the forrest' mp_choice_options: - option: You can only fill in the word is on the `_?_` feedback: You are allowed to use the `=` sign as well @@ -1279,12 +407,8 @@ levels: feedback: No, one `=` sign is enough - option: You can only use the `=` sign when working with numbers, not with words. feedback: You can also use `=` with words. - hint: '`{is}` and `=` are both allowed' - correct_answer: B - question_score: '10' 7: 1: - question_text: How many lines can you repeat at once with the repeat command at this level? mp_choice_options: - option: '0' feedback: No you can repeat a line. @@ -1295,54 +419,9 @@ levels: - option: infinite feedback: In this level you can only repeat one line at a time hint: You can only repeat 1 line at a time - correct_answer: B - question_score: '10' 2: - question_text: Which code is right? - mp_choice_options: - - option: |- - ``` - {print} 100 {times} 'hello' - ``` - feedback: '`{repeat}` 100 `{times}` `{print}` ''hello''' - - option: |- - ``` - {print} {repeat} 100 {times} 'hello' - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 'hello' 100 {times} - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 100 {times} {print} 'hello' - ``` - feedback: That's right! hint: First the repeat command, then the `{print}` command - correct_answer: D - question_score: '10' - 3: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} ''Hello!''' - mp_choice_options: - - option: Right - feedback: No, a word is missing - - option: Wrong, the word `{repeat}` is missing - feedback: The word `{repeat}` is there, another word is missing - - option: Wrong, the word `{times}` is missing - feedback: The word `{times}` is there, another word is missing. - - option: Wrong, the word `{print}` is missing - feedback: Correct - hint: 'It should be: `{repeat}` 100 `{times}` `{print}` ''Hello''' - correct_answer: D - question_score: '10' 4: - question_text: Which word is wrong in the code? - code: |- - {print} 'I'm blue' - {repeat} 7 {times} {print} 'da ba dee, da ba da' mp_choice_options: - option: |- ``` @@ -1365,24 +444,7 @@ levels: ``` feedback: '`{times}` is spelled correctly' hint: I'm is wrong, you can't use apostrophes - correct_answer: A - question_score: '10' - 5: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} {print} ''Hedy is awesome!''' - mp_choice_options: - - option: Correct - feedback: That's right! - - option: Wrong - feedback: That's not it - hint: The code is correct! - correct_answer: A - question_score: '10' 6: - question_text: What will be the output from this code? - code: |- - {print} 'The wheels on the bus go' - {repeat} 3 {times} {print} ' round and round' mp_choice_options: - option: |- the wheels on the bus go @@ -1408,14 +470,7 @@ levels: round and round round and round feedback: All though the town! Perfect! - hint: Only 'round and round' is repeated 3 times. - correct_answer: D - question_score: '10' 7: - question_text: What will be the output from this code? - code: |- - {repeat} 2 {times} {print} 'We will' - {print} 'ROCK YOU!' mp_choice_options: - option: |- We will We will @@ -1436,17 +491,8 @@ levels: We will ROCK YOU! feedback: Mind the repeat command - hint: Mind the `{repeat}` command. - correct_answer: B - question_score: '10' 8: question_text: Welke Hedy code hoort bij dit resultaat - code: |- - Here comes the sun - Do do do do - Here comes the sun - And I say - Its alright mp_choice_options: - option: |- ``` @@ -1480,8 +526,6 @@ levels: ``` feedback: Dit is niet de juiste volgorde.. hint: '`{repeat}` kan alleen worden gebruikt als je dezelfde regel meerdere keren achter elkaar wil uitvoeren.' - correct_answer: A - question_score: '10' 9: question_text: Welke Hedy code hoort bij dit resultaat ? code: |- @@ -1525,15 +569,8 @@ levels: ``` feedback: Perfect hint: '''Help !'' wordt 3x herhaald.' - correct_answer: D - question_score: '10' 10: question_text: What Hedy code belongs to this output? - code: |- - if youre happy and you know it clap your hands - if youre happy and you know it clap your hands - if youre happy and you know it and you really want to show it - if youre happy and you know it clap your hands mp_choice_options: - option: |- ``` @@ -1563,46 +600,8 @@ levels: {print} 'clap your hands' ``` feedback: This is not in the right order. - hint: Mind the order of the sentences. - correct_answer: B - question_score: '10' 8: - 1: - question_text: Which output will be produced by this code? - code: |- - {repeat} 2 {times} - {print} 'Hello' - {print} 'Im Hedy!' - mp_choice_options: - - option: |- - Hello - Im Hedy! - feedback: Everything is printed twice. - - option: |- - Hello - Hello - Im Hedy - feedback: The second line is repeated twice as well. - - option: |- - Hello - Im Hedy! - Hello - Im Hedy! - feedback: Super! - - option: |- - Hello - Hello - Im Hedy! - Im Hedy! - feedback: Everything is printed twice - hint: Both lines are repeated twice. - correct_answer: C - question_score: '10' 2: - question_text: What is wrong with this code? - code: |- - {repeat} 5 {times} - {print} 'Hedy is cool!' mp_choice_options: - option: This should be only one line, not 2. feedback: No it should be 2 lines. @@ -1612,15 +611,7 @@ levels: feedback: Nee, repeat is de goede spelling - option: The second line need to start with 4 spaces as indentation. feedback: Correct! - hint: Something is missing in the second line? - correct_answer: D - question_score: '10' 3: - question_text: What output will be produced when you run this program? - code: |- - {repeat} 3 {times} - {print} 'Baby shark tututudutudu' - {print} 'Baby shark' mp_choice_options: - option: |- Baby shark tututudutudu @@ -1647,10 +638,7 @@ levels: Baby shark feedback: What is being repeated and what isn't. hint: What is being repeated and what is not?. - correct_answer: C - question_score: '10' 4: - question_text: Which output is correct? code: |- {print} 'The children went:' {repeat} 2 {times} @@ -1682,15 +670,7 @@ levels: Yay! Were going on holiday! feedback: The last line is repeated too. - hint: The block under the `{repeat}` command is repeated twice. - correct_answer: B - question_score: '10' 5: - question_text: What is wrong with this code? - code: |- - end = {ask} 'Do you want a happy or a sad ending?' - {if} end {is} happy {print} 'They lived happily ever after' - {else} {print} 'The world exploded. The end.' mp_choice_options: - option: The `{print}` commands on the last two lines should start on new lines en start with 4 spaces. feedback: That's right! @@ -1700,44 +680,7 @@ levels: feedback: That's not true - option: '`{ask}` is no longer a command' feedback: That's not true - hint: Something is wrong with indentation - correct_answer: A - question_score: '10' - 6: - question_text: What will be the output of this code when we enter pancakes? - code: |- - {print} 'Welcome to restaurant Hedy' - {repeat} 2 {times} - food {is} {ask} 'What do you want to eat?' - {print} food - mp_choice_options: - - option: |- - Welcome to restaurant Hedy - Pancakes - feedback: There is no repetition in this answer. - - option: |- - Welcome to restaurant Hedy - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: This answer also repeats the welcome message - - option: |- - Welcome to restaurant Hedy - What do you want to eat? - What do you want to eat? - Pancakes - Pancakes - feedback: Almost! But look at the question, it is not repeated. - - option: |- - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: Well done! - hint: The first sentence and question will not be repeated - correct_answer: D - question_score: '10' 7: - question_text: What is wrong with this code? code: |- eten = {ask} 'What would you like to eat?' {if} food {is} fries @@ -1756,11 +699,7 @@ levels: feedback: You always have to use indentation. - option: The indentation is wrong in the first `{if}` command. feedback: That's right. - hint: Take a careful look at the indentation. - correct_answer: D - question_score: '10' 8: - question_text: In which of the codes is the indentation done right? mp_choice_options: - option: |- ``` @@ -1802,50 +741,20 @@ levels: {print} You are wrong! ``` feedback: You are wrong! - hint: What should happen if the person is right? And what else? - correct_answer: C - question_score: '10' 9: - question_text: What line(s) in this code should start with 4 spaces? code: |- 1 music = {ask} 'What is your favorite music genre?' 2 {if} music is rock 3 {print} '🤘' 4 {else} 5 {print} '👎' - mp_choice_options: - - option: Line 2 and 4 - feedback: The lines after the `{if}` and `{else}` command should start with 4 spaces - - option: Only line 3 - feedback: Not only 3... - - option: Line 3, 4 and 5 - feedback: Line 4 shouldn't - - option: Line 3 and 5 - feedback: Great job! - hint: The lines after an `{if}` or `{else}` command should start with 4 spaces. - correct_answer: D - question_score: '10' 10: - question_text: Which statement is true? code: |- 1 level = {ask} 'What level are you on?" 2 {if} level {is} 8 3 {print} Great job! - mp_choice_options: - - option: All lines should start with 4 spaces - feedback: That's not true - - option: Line 2 and 3 should start with 4 spaces - feedback: That's not true - - option: Line 2 should start with 4 spaces - feedback: That's not true - - option: Line 3 should start with 4 spaces - feedback: You are correct! - hint: Only one line starts with 4 spaces, but which one...? - correct_answer: D - question_score: '10' 9: 1: - question_text: What is wrong with this code? code: |- {repeat} 3 {times} eten = {ask} 'What would you like to eat?' @@ -1866,19 +775,7 @@ levels: - option: The indentation is wrong in the last `{if}` command. feedback: It not, though. hint: all the indentation is done correctly. - correct_answer: A - question_score: '10' 2: - question_text: What will be printed after entering the correct password? - code: |- - password = {ask} 'What is the password?' - correct_password = Hedy - {if} password {is} correct_password - {repeat} 2 {times} - {print} 'Good job!' - {print} 'You can use the computer!' - {else} - {print} 'The computer will explode in 5... 4... 3... 2... 1...' mp_choice_options: - option: |- Good job! @@ -1897,11 +794,7 @@ levels: Good job! You can use the computer! feedback: Correct! - hint: Everything under the `{repeat}` command is repeated twice. - correct_answer: D - question_score: '10' 3: - question_text: Which case should you choose to win a million dollars? code: |- {print} 'Choose the right case and win!' case = {ask} 'Which case will you pick? 1 or 2?' @@ -1917,20 +810,7 @@ levels: {print} 'You sell the case for 500 dollars' {if} action {is} open {print} 'You open the case and win a million dollars!' - mp_choice_options: - - option: case 1, sell - feedback: You don't win a million! - - option: case 1, open - feedback: You don't win a million - - option: case 2, sell - feedback: You don't win a million - - option: case 2, open - feedback: Great job! You win! - hint: Follow the right path - correct_answer: D - question_score: '10' 4: - question_text: Which statement is true? code: |- name = {ask} 'What is your name?' size = {ask} 'What is your shoe size?' @@ -1950,15 +830,7 @@ levels: feedback: That's right! - option: Cinderella with shoe size 40 gets the output 'I was looking for you!' feedback: No she gets 'Ill keep looking' - hint: No matter what your name is, if you have shoe size 40 you will get the message 'Ill keep looking'. - correct_answer: C - question_score: '10' 5: - question_text: Which code produced this output? - output: |- - Icecream is the best! - Icecream is the best! - Icecream is the best! mp_choice_options: - option: |- ``` @@ -1993,11 +865,7 @@ levels: {print} 'Icecream is the best!' ``` feedback: There are 2 `{repeat}` commands in this code. - hint: Watch the indentation - correct_answer: C - question_score: '10' 6: - question_text: After which command(s) should you use indentation (starting the next line with 4 spaces)? mp_choice_options: - option: '`{if}`' feedback: Don't forget the others @@ -2007,9 +875,6 @@ levels: feedback: Keep it up! - option: '`{if}` `{else}` `{repeat}` `{print}`' feedback: Not with print - hint: Indentation happens on the line below some commands - correct_answer: C - question_score: '10' 7: question_text: "In this code from a pizza restaurant. \nYoull get a 5 dollar discount if you order a medium pizza with coke.\n What should you do to debug this code?" code: |- @@ -2050,9 +915,6 @@ levels: price = price - 2 ``` feedback: Try again - hint: After each `{if}` command, the line below should indent - correct_answer: A - question_score: '10' 8: question_text: What is wrong is this code? code: |- @@ -2070,25 +932,7 @@ levels: feedback: You actually must start like that. - option: A code must always start with a `{print}` command in the first line feedback: That's not true. - hint: The indentation is done right this time - correct_answer: B - question_score: '10' - 9: - question_text: How many `{if}` commands can be placed inside another `{if}` command? - mp_choice_options: - - option: None, that is not allowed - feedback: You are allowed to - - option: Only 1 - feedback: You could use more if you like - - option: '3' - feedback: You could use more if you like - - option: Infinite, as long as you keep using indentation correctly - feedback: That is true - hint: You can put an `{if}` command inside an `{if}` command. - correct_answer: D - question_score: '10' 10: - question_text: Which statement is true? code: |- 1 {repeat} 2 {times} 2 {if} level {is} 9 @@ -2103,8 +947,6 @@ levels: - option: line 2 should atart with 4 spaces and line 3 with 8 feedback: You are correct! hint: The first line doens't start with any spaces - correct_answer: D - question_score: '10' 10: 1: question_text: What do we need to fill in on the `_?_` if we want to print each compliment? @@ -2112,91 +954,6 @@ levels: compliments = perfect, great job, amazing _?_ {print} compliment - mp_choice_options: - - option: |- - ``` - {for} each compliment - ``` - feedback: That's not it - - option: |- - ``` - {for} compliment {in} compliments - ``` - feedback: You deserve all those compliments! - - option: |- - ``` - {if} compliment {in} compliments - ``` - feedback: That's not it - - option: |- - ``` - {for} compliments {in} compliment - ``` - feedback: Almost there! - hint: '`{for}` each compliment in the lists of compliments...' - correct_answer: B - question_score: '10' - 2: - question_text: Which output is correct? - code: |- - meals = pizza, pasta, pancakes - {for} meal {in} meals - {print} 'I love ' meal - mp_choice_options: - - option: I love pizza - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pasta - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pancakes - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: |- - I love pizza - I love pasta - I love pancakes - feedback: Great! - hint: Line 2 says for each meal in the list of meals. So each meal is printed. - correct_answer: D - question_score: '10' - 3: - question_text: Which output is correct? - code: |- - animals = dogs, cats, hamsters, chickens - {for} animal {in} animals - {print} animal ' are lovely pets' - mp_choice_options: - - option: dogs are lovely pets - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - - option: dogs, cats, hamsters, chickens are lovely pets - feedback: Each animal gets their own line in the output. - - option: |- - dogs are lovely pets - cats are lovely pets - hamsters are lovely pets - chickens are lovely pets - feedback: Great! - - option: You don't know yet. Because it chooses one of the animals {at} {random}. - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - hint: Line 2 says {for} each animal in the list of animals. So each animal is printed - correct_answer: C - question_score: '10' - 4: - question_text: What's wrong with this code? - code: |- - groceries = apples, bread, milk - {for} item {in} groceries - {print} 'We need ' groceries - mp_choice_options: - - option: Line 2 needs to start with 4 spaces as indentation - feedback: No it doesn't. Only line 3 needs indentation, which it has. - - option: Line 3 does not need to start with 4 spaces as indentation - feedback: Line 2 is a `{for}`command so line 3 does need to start with an indent. - - option: Line 3 should say item instead of groceries - feedback: Good job! - - option: Line 2 should say groceries instead of item - feedback: No it does not. - hint: Line 2 says `{for}` each item in the list of groceries - correct_answer: C - question_score: '10' 5: question_text: What word should be on the _?_ with these digital dice? code: |- @@ -2205,25 +962,7 @@ levels: choices = 1, 2, 3, 4, 5, 6 {for} player {in} players {print} player ' throws ' _?_ {at} {random} - mp_choice_options: - - option: players - feedback: It would say 'Ann throws Jesse', instead of 'Ann throws 6'. - - option: choices - feedback: That's right! - - option: choice - feedback: You are very close. But you need Hedy to pick from the list called 'choices' not 'choice'... - - option: dice - feedback: Look at the names of the variables. - hint: Hedy needs to pick a number `{at} {random}` - correct_answer: B - question_score: '10' 6: - question_text: Which of the answers below is a possible outcome when you run the code? - code: |- - choices = rock, paper, scissors - players = Kelly, Meredith - {for} player {in} players - {print} player ' chooses ' choices {at} {random} mp_choice_options: - option: Kelly chooses rock feedback: Meredith wants to play too! @@ -2237,9 +976,6 @@ levels: Kelly chooses paper Meredith chooses scissors feedback: Amazing! - hint: Each player will pick an option. The player that's first on the list will go first. - correct_answer: D - question_score: '10' 7: question_text: What line should be on the _?_ in this code that decides what these people will have for dinner? code: |- @@ -2247,30 +983,6 @@ levels: food = pasta, fries, salad _?_ {print} name ' has to eat ' food {at} {random} ' for dinner' - mp_choice_options: - - option: |- - ``` - {for} name {in} names - ``` - feedback: You are on fire! - - option: |- - ``` - {for} names {in} name - ``` - feedback: No it should be for each name in the list nameS, so the other way around - - option: |- - ``` - {for} food {in} food - ``` - feedback: Each name should be told what they will have for dinner. - - option: |- - ``` - {for} name {in} food - ``` - feedback: Each name should be told what they will have for dinner. - hint: Each name should be told what they will have for dinner. - correct_answer: A - question_score: '10' 8: question_text: What should be on the _?_ in this code that decides which color shirt you get? code: |- @@ -2299,9 +1011,6 @@ levels: 'people gets a colors shirt' ``` feedback: There is no variable named people.. - hint: Mind the quotation marks and the names of the variables - correct_answer: B - question_score: '10' 9: question_text: What is the first question Hedy will `{ask}` you when you run the program? code: |- @@ -2311,20 +1020,7 @@ levels: {for} course {in} courses food = {ask} name ', what would you like to eat as your ' course '?' {print} name ' orders ' food ' as their ' course - mp_choice_options: - - option: Timon, what would you like to eat as your appetizer? - feedback: Perfect! - - option: Onno, what would you like to eat as your appetizer? - feedback: Timon is first on the list! - - option: Timon, what would you like to eat as your dessert? - feedback: Appetizers are first in the list - - option: You don't know that. Hedy will choose `{at} {random}`. - feedback: There is no `{at} {random}` in this code... - hint: The first options from both lists are chosen. - correct_answer: A - question_score: '10' 10: - question_text: What is true about this code? code: |- prices = 1 million dollars, car, sandwich names = Bob, Patrick, Sandy, Larry @@ -2339,9 +1035,6 @@ levels: feedback: That is not true. Larry has the same odds as the others - option: Someone might win with two prices feedback: You get it! - hint: Try to imagine the output of this code. - correct_answer: D - question_score: '10' 11: 1: question_text: What word should be at the place of the question mark? @@ -2369,14 +1062,7 @@ levels: {for} ``` feedback: 'No' - hint: What did you learn in this level? - correct_answer: B - question_score: '10' 2: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 1 {to} 3 - {print} i mp_choice_options: - option: |- 1 @@ -2389,64 +1075,7 @@ levels: feedback: That's not it - option: '123' feedback: That's not it - hint: How do the numbers appear in the screen? - correct_answer: A - question_score: '10' - 3: - question_text: Which code was used to get this output? - output: |- - 1 - 2 - 3 - 4 - 5 - Once I caught a fish alive! - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Perfect - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: This code won't work. You need an indent after {for}. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Now Hedy will count '1 Once I caught a fish alive!, 2 Once I caught a fish alive! etc. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} 'i' - {print} 'Once I caught a fish alive!' - ``` - feedback: i is a variable and shouldn't have quotation marks - hint: First all the numbers, then the sentence - correct_answer: A - question_score: '10' 4: - question_text: Which code was used to get this output? - output: |- - 10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0 mp_choice_options: - option: |- ``` @@ -2473,42 +1102,6 @@ levels: ``` feedback: That's right! hint: It has to be a calculation... - correct_answer: D - question_score: '10' - 5: - question_text: What's wrong with this code? - code: |- - {for} i {in} {range} 1 {to} 10 - {print} i - mp_choice_options: - - option: The i in the last line need quotation marks - feedback: No it doesn't. - - option: You can't use `{range}` 1 `{to}` 5 only `{range}` 1 `{to}` 10 - feedback: You could use 1 to 5 just as well! - - option: Line 1 needs to start with an indention. - feedback: Not line 1... - - option: Line 2 needs to start with an indention - feedback: Perfect! - hint: There is something wrong with the indention - correct_answer: D - question_score: '10' - 6: - question_text: How many times does the word Hello appear on your screen when you run the code? - code: |- - {for} i {in} {range} 0 {to} 2 - {print} 'Hello' - mp_choice_options: - - option: 1 time - feedback: 'No' - - option: 2 times - feedback: 'No' - - option: 3 times - feedback: That's right! - - option: Never - feedback: 'No' - hint: 0 also counts. So 0,1,2 that's 3 times. - correct_answer: C - question_score: '10' 7: question_text: What should be on the place of the question mark? code: |- @@ -2517,35 +1110,7 @@ levels: _?_ food is {ask} 'What would you like to order?' {print} food - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 0 {to} 3 - ``` - feedback: There's not always 3 people - - option: |- - ``` - {for} i {in} {range} 1 {to} guests - ``` - feedback: The variable is not named guests - - option: |- - ``` - {for} i {in} {range} 1 {to} people - ``` - feedback: Great! - - option: |- - ``` - {for} i {in} {range} 0 {to} people - ``` - feedback: That's one order too many! - hint: Use the variable 'people' - correct_answer: C - question_score: '10' 8: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 23 {to} 25 - {print} 'hi' mp_choice_options: - option: |- 23 @@ -2561,34 +1126,7 @@ levels: feedback: Correct - option: The word 'hi' will appear 25 times in a row. feedback: No it will only appear 3 times. - hint: It doesn't say `{print}` i - correct_answer: C - question_score: '10' - 9: - question_text: How many times does Hedy chant Hip Hip Hooray? - code: |- - age = {ask} 'How old are you?' - {for} i {in} {range} 1 {to} age - {print} 'Hip Hip Hoorray!' - mp_choice_options: - - option: 1 time - feedback: Try again - - option: 2 times - feedback: Try again - - option: Never - feedback: Try again - - option: That depends on how old you are - feedback: That's right! - hint: '`{for}` i `{in}` `{range}` 1 `{to}` age' - correct_answer: D - question_score: '10' 10: - question_text: Which code belongs to this output? - output: |- - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark mp_choice_options: - option: |- ``` @@ -2619,11 +1157,8 @@ levels: ``` feedback: '`{range}` 0 `{to}` 3 is 4 times.' hint: Mind the indention - correct_answer: B - question_score: '10' 12: 1: - question_text: Which output is correct? code: |- print 'three and a half plus one and a half is...' print 3.5 + 1.5 @@ -2640,11 +1175,7 @@ levels: three and a half plus one and a half is... 5 feedback: Great job! - hint: Both lines are printed! - correct_answer: D - question_score: '10' 2: - question_text: Which of these codes is correct? mp_choice_options: - option: |- ``` @@ -2670,11 +1201,7 @@ levels: print 'I would like a ' flavors at random ' cake.' ``` feedback: All the different values of flavors should be in quotation marks. - hint: The second line is the same in each code, pay attention to the first line - correct_answer: C - question_score: '10' 3: - question_text: What's wrong with this code? code: |- favorite_animal = ask 'What is your favorite animal?' print 'I like ' favoriteanimal ' too!' @@ -2687,30 +1214,13 @@ levels: feedback: That's not true - option: Nothing is wrong. feedback: That's not true - hint: The quotation marks are used correctly - correct_answer: A - question_score: '10' 4: - question_text: In which lines are quotation marks needed to get the code to work? code: |- print Welcome to the online shoe shop category = ask What kind of shoes are you looking for? if category = high heels print High heels are 50% off now! - mp_choice_options: - - option: Line 1 and 2 - feedback: 'No' - - option: Line 1, 2 and 3 - feedback: 'No' - - option: Line 1, 2 and 4 - feedback: 'No' - - option: All of the lines - feedback: Perfect! - hint: Does line 3 need quotation marks too? - correct_answer: D - question_score: '10' 5: - question_text: What output does Agent007 get when they put in the correct password? code: |- name is ask 'What is your name?' if name is 'Agent007' @@ -2723,18 +1233,6 @@ levels: else b is 'today at 10.00' print a + b - mp_choice_options: - - option: Go to the train station today at 10.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 02.00 - feedback: You've cracked the code! - - option: Go to the train station tomorrow at 02.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 10.00 - feedback: The agent won't be catching any bad guys here - hint: The correct password is TOPSECRET - correct_answer: B - question_score: '10' 6: question_text: Which line should be filled in at the ??? code: |- @@ -2748,32 +1246,7 @@ levels: if drinks = 'yes' ??? print 'That will be ' price ' dollar please' - mp_choice_options: - - option: |- - ``` - price = 14 - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = '14' - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = price + 2 - ``` - feedback: Excellent! - - option: |- - ``` - price = + 2 - ``` - feedback: Almost there! - hint: What if you only order fries and a drink? - correct_answer: C - question_score: '10' 7: - question_text: Which output does a vegan get? code: |- menu = 'cookies', 'cheese', 'grapes' print "It's my birthday! I`ve brought some snacks!" @@ -2785,36 +1258,7 @@ levels: print 'For you I have brought: ' for snack in menu print snack - mp_choice_options: - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cookies - grapes - feedback: Terrific! - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - feedback: There's more options than just one - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cheese - grapes - feedback: A vegan person can't have cheese - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - cookies - feedback: Almost there, but look at the order of snacks in the list - hint: What item is removed from the list when you answer 'vegan'? - correct_answer: A - question_score: '10' 8: - question_text: Which code was used to create this output? - code: '3.5' mp_choice_options: - option: |- ``` @@ -2836,9 +1280,6 @@ levels: print 7 * 2 ``` feedback: 'No' - hint: 7 devided by 2 is 3.5 - correct_answer: B - question_score: '10' 9: question_text: Which code should be filled in in line 1 at the ??? code: |- @@ -2865,9 +1306,6 @@ levels: 'prices' = 'one million dollars', 'nothing' ``` feedback: You one nothing - hint: The items on the list should be in quotation marks - correct_answer: C - question_score: '10' 10: question_text: Which line of code should be filled in at the ??? to complete the song ? code: |- @@ -2888,12 +1326,8 @@ levels: feedback: This is a hard one! All the actions on the list must be in the song. - option: print actions at random feedback: This is a hard one! All the actions on the list must be in the song. - hint: This is a hard one! All the actions on the list must be in the song. - correct_answer: B - question_score: '10' 13: 1: - question_text: Which code should be filled in at the ??? ? code: |- name = ask 'What is your name?' song = ask 'Whould you like to hear a song?' @@ -2924,11 +1358,7 @@ levels: if song = 'yes' or birthday = 'yes' ``` feedback: Hedy only sings if both answers are yes - hint: Hedy sings if you want to hear a song and it's you birthday - correct_answer: C - question_score: '10' 2: - question_text: Which command is missing in the code at the place of the ??? ? code: |- menu = 'cheese', 'sausage rolls', 'cookies' diet = ask 'Do you have any dietary restrictions?' @@ -2943,11 +1373,7 @@ levels: feedback: 'No' - option: print feedback: 'No' - hint: Neither vegans nor muslims can eat sausage rolls. - correct_answer: B - question_score: '10' 3: - question_text: Which output is given to a member without a discount code? code: |- member = ask 'Do you have a membership card?' discount = ask 'Do you have a discount code?' @@ -2965,10 +1391,7 @@ levels: - option: There is no way of knowing feedback: There is! Read the question carefully hint: Mind the command 'or' in line 3 - correct_answer: A - question_score: '10' 4: - question_text: Which line of code should follow this line in rock-paper-scissors game? code: if computer_choice is 'rock' and your_choice is 'paper' mp_choice_options: - option: print 'you win' @@ -2979,28 +1402,11 @@ levels: feedback: It's only a tie if both choices are the same - option: print 'try again' feedback: Try again! - hint: Paper beats rock - correct_answer: A - question_score: '10' 5: - question_text: Which statement is true about this code? code: |- if name = 'Cinderella' and shoe_size = 38 print 'You are my one true love!' - mp_choice_options: - - option: Every person with shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person named Cinderella is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person that is named Cinderella and has shoe size 38 is this prince's one true love - feedback: Fantastic! - - option: Every person that's not named Cinderella and does not have shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - hint: Both statements have to be true - correct_answer: C - question_score: '10' 6: - question_text: Which statement about this code is true? code: |- print 'Let me guess which family member you are!' glasses = ask 'Do you wear glasses?' @@ -3013,20 +1419,7 @@ levels: print 'You must be Wouter!' if glasses = 'no' and female = 'no' print 'You must be Michael!' - mp_choice_options: - - option: Michael is a boy with glasses - feedback: Try again - - option: Marleen is a girl with glasses - feedback: Try again - - option: Wouter is a boy without glasses - feedback: Try again - - option: Sophie is a girl with glasses - feedback: Great job! - hint: Take a good look! Or do you need glasses? - correct_answer: D - question_score: '10' 7: - question_text: Which statement is false? code: |- print 'Thank you for helping me take care of my pets' print 'Here is a program to help feed them' @@ -3040,20 +1433,7 @@ levels: print 'I fed them this moring! They do not need more food today' if animal is 'hamster' and color is 'brown' print 'You can feed them a piece of carrot' - mp_choice_options: - - option: The grey cat is called Abby - feedback: This is true! - - option: Milo the orange cat eats 4 scoops of cat nibbles - feedback: This is true - - option: The black hamster needs to be fed a piece of carrot - feedback: Great job! - - option: The yellow bird was fed this morning - feedback: This is true - hint: Read the last 4 lines carefully - correct_answer: C - question_score: '10' 8: - question_text: What output do you get if you order popcorn but no drink? code: |- print 'Welcome to the movie theater' popcorn = ask 'Would you like some popcorn?' @@ -3067,32 +1447,7 @@ levels: if popcorn = 'no' and drink = 'no' print 'Ok' print 'Enjoy the movie' - mp_choice_options: - - option: |- - Welcome to the movie theater - That will be 8 dollars please - Enjoy the movie - feedback: You have paid too much! - - option: |- - Welcome to the movie theater - That will be 5 dollars please - Enjoy the movie - feedback: Amazing! - - option: |- - Welcome to the movie theater - That will be 3 dollars please - Enjoy the movie - feedback: That's not enough money! - - option: |- - Welcome to the movie theater - Ok - Enjoy the movie - feedback: You have to pay for your popcorn! - hint: popcorn = yes and drink = no - correct_answer: B - question_score: '10' 9: - question_text: What is wrong with this code? code: |- 1 chocolate = ask 'Would you like chocolate sauce on your ice cream?' 2 sprinkles = ask 'Would you like sprinkles on your ice cream?' @@ -3129,11 +1484,7 @@ levels: {if} chocolate = 'yes' {and} sprinkles = 'no' ``` feedback: This is not what I ordered! - hint: There is a mistake in line 3 - correct_answer: A - question_score: '10' 10: - question_text: Which command needs to be in line 8 at the place of the ??? ? code: |- print 'Welcome to the product finder of this supermarkt' item is ask 'What product are you looking for?' @@ -3157,65 +1508,8 @@ levels: feedback: 'No' - option: if feedback: 'No' - hint: The item is either in the list of snacks, or in the list of drinks - correct_answer: B - question_score: '10' 14: - 1: - question_text: Which symbol should be used on the blank? - code: |- - name _ {ask} 'Who are you?' - {if} name == 'Hedy' - {print} 'Me too!' - mp_choice_options: - - option: '`=>`' - feedback: This is not a symbol. - - option: '`==`' - feedback: We are not comparing anything, just asking. - - option: '`!=`' - feedback: We are not comparing anything, just asking - - option: '`=`' - feedback: Right! - hint: We are not comparing anything, we are just asking a name. - correct_answer: D - question_score: '10' - 2: - question_text: Which of these codes has used the correct = or == symbol? - mp_choice_options: - - option: '{if} name = Hedy' - feedback: 'No' - - option: '{if} age = 24' - feedback: 'No' - - option: answer = {ask} 'What is your answer' - feedback: Yes! - - option: answer == {ask} 'How are you doing?' - feedback: 'No' - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' - 3: - question_text: Which symbols should be filled in on the two blanks? - code: |- - guests = {ask} 'How many people are at the party?' - {if} guests _ 130 - {print} 'You can come in!' - {if} guests _ 130 - {print} 'Im sorry, the club is full. ' - {print} 'You have to wait for a guest to leave' - mp_choice_options: - - option: '`>` and `<`' - feedback: That's not it - - option: '`=` and `>=`' - feedback: That's not it - - option: '`<` and `>=`' - feedback: You are right - - option: '`+` and `==`' - hint: There are 130 people allowed in the club - correct_answer: C - question_score: '10' - feedback: That's not it 4: - question_text: What's wrong with this code? code: |- price = 10 money = {ask} How much money do you have? @@ -3224,20 +1518,7 @@ levels: {print} 'You can buy the bear!' {else} {print} 'You cannot buy this bear!' - mp_choice_options: - - option: In line 1 == should be used instead of = - feedback: No that's not it - - option: Line 2 misses quotation marks - feedback: You are correct - - option: In line 4 = should have been used instead of == - feedback: No that's not it - - option: In line 4 <= should have been used instead of >= - feedback: No that's not it - hint: The symbols are right - correct_answer: B - question_score: '10' 5: - question_text: Which symbol should be filled in on the blanks if the movie is suitable for kids for the age of 12 and up? code: |- age = {ask} 'How old are you?' ticket = {ask} 'Do you have a ticket?' @@ -3245,20 +1526,7 @@ levels: {print} 'You can enter the movie theater.' {else} {print} 'You are not allowed to come in!' - mp_choice_options: - - option: '`> 12`' - feedback: 12 year olds are allowed too - - option: '`>= 12`' - feedback: Great! - - option: '`< 12`' - feedback: These kids are too young! - - option: '`<= 12`' - feedback: These kids are too young - hint: '> means greater than' - correct_answer: B - question_score: '10' 6: - question_text: How many times do you have to say you are annoyed before this annoying game stops? code: |- lives = 2 {repeat} 10 times @@ -3266,69 +1534,7 @@ levels: answer = {ask} 'Are you annoyed yet?' {if} answer == 'yes' lives = lives - 1 - mp_choice_options: - - option: 10 times - feedback: It stops after 2 times - - option: 0 times - feedback: It stops after 2 times - - option: 1 time - feedback: It stops after 2 times - - option: 2 times - feedback: That is correct - hint: '!= means ''is not''' - correct_answer: D - question_score: '10' - 7: - question_text: What should be filled in on the three blanks? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' - mp_choice_options: - - option: '`''Lower''` and `''Higher''` and `''You win!''`' - feedback: That's not quite right. - - option: '`''Higher''` and `''Lower''` and `''You win!''`' - feedback: You win! - - option: '`''You win!''` and `''Lower!''` and `''Higher''`' - feedback: That's not quite right. - - option: '`''Lower!''` and `''You win!''` and `''Higher!''`' - feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: B - question_score: '10' - 8: - question_text: Which statement is true about this roller coaster? - code: |- - length = {ask} 'Please fill in your length in cm' - {if} length < 120 - {print} 'Sorry, you cannot go on this roller coaster.' - {else} - {print} 'Enjoy the ride' - mp_choice_options: - - option: You must be taller than 120 cm to go on the roller coaster - feedback: True! - - option: You must be taller than 119 cm to go on the roller coaster - feedback: If you are 120 cm you won't get in - - option: You must be shorter than 120 cm to go on the roller coaster - feedback: '> means greater than' - - option: There are no length restrictions to go on the roller coaster - feedback: There are. - hint: '> means greater than' - correct_answer: A - question_score: '10' 9: - question_text: How many pieces of chocolate will give you a stomach ache according to this fitbit? code: |- chocolate = {ask} 'How many pieces of chocolate have you eaten?' {if} chocolate <= 2 @@ -3337,101 +1543,19 @@ levels: {print} 'That is a bit much' {if} chocolate > 8 {print} 'You will get a stomach ache!' - mp_choice_options: - - option: 1 or more - feedback: 'No' - - option: 2 or more - feedback: 'No' - - option: 8 or more - feedback: Almost - - option: 9 or more - feedback: Great! - hint: '> 8 means more than 8' - correct_answer: D - question_score: '10' - 10: - question_text: What should be filled in in the blanks? - code: |- - {print} 'Whoever gets the most points wins!' - {if} points_player_1 < points_player_2 - {print} _ - mp_choice_options: - - option: '''player 1 wins''' - feedback: Look at who has the highest score! - - option: '''player 2 wins''' - feedback: Yes! - - option: '''player 2 loses''' - feedback: Look at who has the highest score! - - option: '''It is a tie''' - feedback: No it's not, one player has a higher score - hint: You win the game by having the most points - correct_answer: B - question_score: '10' 15: 1: - question_text: 'Which symbol should be used on the blank? Tip: You must keep guessing until you get it right.' code: |- answer = 0 while answer _ 'Amsterdam' answer = ask 'What is the capital city of the Netherlands?' print 'You have given the correct answer' - mp_choice_options: - - option: '`=!`' - feedback: That is not right. - - option: '`==`' - feedback: You don't have to keep guessing if you've given the right answer. - - option: '`!=`' - feedback: Correct - - option: '`=`' - feedback: That's not it - hint: Keep guessing until you say Amsterdam - correct_answer: C - question_score: '10' - 2: - question_text: Which of these codes has used the correct symbol(s)? - mp_choice_options: - - option: |- - ``` - {while} name = Hedy - ``` - feedback: 'No' - - option: |- - ``` - {while} age = 24 - ``` - feedback: 'No' - - option: |- - ``` - {while} time > 0 - ``` - feedback: Yes! - - option: |- - ``` - {while} answer == yes' - ``` - feedback: A quotation mark is missing - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' 3: question_text: Which command should be filled in on the two blanks? code: |- _ age >= 18 print 'you are not allowed in this bar' - mp_choice_options: - - option: '`{in}`' - feedback: That's not it - - option: '`{while}`' - feedback: You are right - - option: '`{for}`' - feedback: That's not it - - option: '`{range}`' - feedback: That's not it - hint: You are not allowed in the bar as long as you are 17 or younger - correct_answer: B - question_score: '10' 4: - question_text: What's wrong with this code? code: |- options = 1, 2, 3, 4, 5, 6 print 'Throw 6 as fast as you can!' @@ -3451,11 +1575,7 @@ levels: feedback: That's not it - option: In line 5 != should have been used instead of == feedback: You are correct - hint: There is something wrong in line 5 - correct_answer: D - question_score: '10' 5: - question_text: What should be placed on the blank to make this program work correctly? code: |- wetness = 10 while wetness != 0 @@ -3474,9 +1594,6 @@ levels: feedback: You are correct! - option: = wetness + 1 feedback: The program should count down - hint: wetness should get less each time - correct_answer: C - question_score: '10' 6: question_text: what is wrong with this code? code: |- @@ -3494,25 +1611,8 @@ levels: feedback: No that's not right - option: Line 2 should start with less indentation feedback: That is correct - hint: Look closely at the indentation - correct_answer: D - question_score: '10' 7: question_text: How should this program be changed to that it works? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' mp_choice_options: - option: '... change the first {if} into a {while}' feedback: Perfect! @@ -3522,32 +1622,9 @@ levels: feedback: That's not quite right. - option: '... change the fourth {if} into a {while}' feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: A - question_score: '10' 8: - question_text: Which statement is true about this automated toilet system? - code: |- - {while} toilet == 'occupied' - lights = 'on' - air_freshener_sprays = 'yes' - {sleep} 60 - lights = 'off' - air_freshener_sprays = 'no' - mp_choice_options: - - option: The lights and air freshener will turn off after 1 minute - feedback: False! - - option: The air freshener sprays once every minute and the lights stay on the whole time while you are on the toilet - feedback: Great job - - option: The air freshener sprays once you leave the toilet. - feedback: It only sprays when you're in there. - - option: The lights will always stay on. - feedback: That wouldn't be right. hint: The block after the while command keeps happening while the toilet is occupied. - correct_answer: B - question_score: '10' 9: - question_text: What will the diet app say if you have eaten 1600 calories today? code: |- chocolate = {ask} 'How many calories have you eaten today?' {while} calories <= 1000 @@ -3565,16 +1642,7 @@ levels: feedback: Yes! - option: You have eaten enough for today feedback: 'No' - hint: 1600 is between 1000 and 2000 - correct_answer: C - question_score: '10' 10: - question_text: 'What should be filled in in the blanks? Tip: the player with the most points is in the lead.' - code: |- - name_player_1 = {ask} 'Name player 1:' - name_player_2 = {ask} 'Name player 2:' - {while} points_player_1 > points_player_2 - {print} _ ' is in the lead right now!' mp_choice_options: - option: name_player_1 feedback: You are right! @@ -3584,105 +1652,20 @@ levels: feedback: You should fill in a name, not a number - option: points_player_2 feedback: You should fill in a name, not a number - hint: You win the game by having the most points. Your name should appear on the screen - correct_answer: A - question_score: '10' 16: - 1: - question_text: Which command should be filled in on the blanks to print a random snack? - code: |- - snacks = nachos, chips, cucumber, sweets - {print} _ - mp_choice_options: - - option: '`snacks {at} {random}`' - feedback: This is the old way. - - option: '`[{random} snack]`' - feedback: The order is wrong. - - option: '`snacks[{random}]`' - feedback: Correct - - option: '`snacks[{at} {random}]`' - feedback: We do not need `at`anymore - hint: We no longer use {at} - correct_answer: C - question_score: '10' 2: - question_text: What should be filled in on the blanks if you want a list of what chores are done by whom? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chores = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} _ - mp_choice_options: - - option: |- - ``` - friends[i] has to do chores [i] - ``` - feedback: Mind the spacing. - - option: |- - ``` - friends[1] has to do chores[1] - ``` - feedback: It will print 3 times that Wesley has to do the cooking - - option: |- - ``` - chores[i] ' has to do ' friends[random] - ``` - feedback: The person has to do the chore, not the other way around - - option: |- - ``` - friends[i] ' has to do ' chores[i] - ``` - feedback: Fantastic! - hint: '`i` tells us what item in the list it is. So friend 1 does chore 1 etc.' - correct_answer: D - question_score: '10' 3: - question_text: What is a possible output for this program? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chore = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} friends[i] has to do chores[i] - mp_choice_options: - - option: |- - ``` - Wesley has to do the cooking - Eric has to do the cleaning - Kaylee has to do nothing - ``` - feedback: Super! - - option: |- - ``` - Kaylee has to do the cooking - Wesley has to do the cleaning - Eric has to do nothing - ``` - feedback: No, it is not random. - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cleaning - Wesley has to do the nothing - ``` - feedback: Poor Wesley! - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cooking - Wesley has to do the cooking - ``` - feedback: That's not it - hint: It's not random... - correct_answer: A - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - friends = ['Jaylee', 'Erin', 'Fay'] - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 0 {to} 3 - print 'the lucky number of ' friends[i] - print 'is ' lucky_numbers[i] mp_choice_options: - option: The variable in line 4 should be 'friend[i]', not 'friends[i]' feedback: That is not right. @@ -3692,16 +1675,7 @@ levels: feedback: It's not a variable, it's just text. - option: '{in} in line 3 should be removed' feedback: That's not it - hint: There's nothing wrong with line 4 - correct_answer: B - question_score: '10' 5: - question_text: Which line should be filled in in the blank? - code: |- - animals = ['dog', 'cow', 'horse'] - _ - {for} i {in} {range} 1 {to} 3 - {print} 'the ' animals[i] ' says ' sounds[i] mp_choice_options: - option: noises = ['moo', 'woof', 'neigh'] feedback: Mind the variable name and the order of the sounds. @@ -3711,478 +1685,8 @@ levels: feedback: Don't forget the quotation marks! - option: sounds = ['woof', 'moo', 'neigh'] feedback: Great job! - hint: Look at line 1 to see proper use of brackets and quotation marks. - correct_answer: D - question_score: '10' - 6: - question_text: Which statement is true? - code: |- - people = ['Chris', 'Jaylino', 'Ryan'] - games = ['fortnite', 'minecraft', 'fifa'] - {for} o {in} {range} 1 {to} 3 - {print} people[o] ' likes ' games[o] - mp_choice_options: - - option: You are not allowed to use the variable o. It should be named i. - feedback: i is the most commonly used variable name in this case, but it's not mandatory to use i. - - option: The output will say that Jaylino likes fortnite. - feedback: No, he likes minecraft. - - option: The output will say that Ryan likes fifa - feedback: Correct - - option: This code will not work. It will give and error. - feedback: No, the code is correct. - hint: There is nothing wrong with this code. - correct_answer: C - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - people = ['Savi', 'Senna', 'Fayenne'] - transportation = ['bike', 'train', 'car'] - {for} i {in} {range} 1 {to} 3 - {print} people[i] goes to school by transportation[i] - mp_choice_options: - - option: Line 1 needs less quotation marks - feedback: That is not right. - - option: Line 3 should start with indentation - feedback: It should not! - - option: Line 4 should start without indentation - feedback: It should not - - option: Line 4 needs more quotation marks. - feedback: Amazing! - hint: There is a mistake made in the usage of quotation marks. - correct_answer: D - question_score: '10' - 8: - question_text: Which of these codes belongs to this output? - code: |- - Macy and Kate get to go first - Lionell and Raj get to go second - Kim and Leroy get to go third - mp_choice_options: - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 0 {to} 3 - {print} teams[random] ' get to go ' position[i] - ``` - feedback: This is not right - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: Amazing! - - option: |- - ``` - teams = ['Macy', 'Kate', 'Lionell', 'Raj', 'Kim', 'Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 6 - {print} teams[random] ' get to go ' position[random] - ``` - feedback: This is not it. - - option: |- - ``` - teams = ['Macy and Kate' 'Lionell and Raj' 'Kim and Leroy'] - position = ['first' 'second' 'third'] - {for} teams {in} {range} 0 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: This is not going to work! - hint: If you look carefully at the first line, you'll see that only the first two answers are possibly correct. - correct_answer: B - question_score: '10' - 9: - question_text: What is a possible output for this code? - code: |- - countries = ['Canada', 'Zimbabwe', 'New Zealand'] - {for} i {in} {range} 0 {to} 1 - {print} 'I will travel to ' countries[random] - mp_choice_options: - - option: |- - ``` - I will travel to Canada - I will travel to Canada - ``` - feedback: Great job! - - option: |- - ``` - I will travel to Canada - ``` - feedback: It will be repeated twice - - option: |- - ``` - I will travel to Canada, Zimbabwe and New Zealand - ``` - feedback: This is not it. - - option: |- - ``` - I will travel to Canada - I will travel to Zimbabwe - I will travel to New Zealand - ``` - feedback: It's only repeated twice - hint: Range 0 to 1 is 2 times - correct_answer: A - question_score: '10' - 10: - question_text: Which 3 lines will complete this code correctly? - code: |- - {print} 'The book raffle will start soon' - {print} 'Get your tickets now!' - books = ['Narnia', 'The Hobbit', 'Oliver Twist', 'Harry Potter', 'Green eggs and ham'] - people = {ask} 'How many raffle tickets are sold?' - list_of_numbers = [1, 2] - {for} i {in} {range} 3 {to} people - {add} i {to} list_of_numbers - {for} i {in} {range} 1 {to} 5 - mp_choice_options: - - option: |- - ``` - chosen_number = list_of_numbers at random - print books[i] ' will go to person number ' chosen_number - {add} chosen_number {to} list_of_numbers - ``` - feedback: Almost there... but adding the winner to the list makes this raffle unfair - - option: |- - ``` - print person[i] ' wins ' book[i] - ``` - feedback: There is no list called 'person' - - option: |- - ``` - chosen_number = list_of_numbers[people] - print books[people] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: This is not it. - - option: |- - ``` - chosen_number = list_of_numbers[random] - print books[i] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: Fantastic! - hint: You need to use the {remove} command - correct_answer: D - question_score: '10' 17: - 1: - question_text: What is the output of this code? - code: |- - minions = ['Bob', 'Kevin', 'Stuart'] - {for} x in minions: - {print} x - mp_choice_options: - - option: |- - ``` - m i n i o n s - ``` - feedback: This is not it. - - option: |- - ``` - Bob - Kevin - Stuart - ``` - feedback: Correct! - - option: |- - ``` - minions - minions - minions - ``` - feedback: Take a look at the content of your list. - - option: |- - ``` - B o b K e v i n S t u a r t - ``` - feedback: Do not loop through the letters. - hint: Loop through your list. - correct_answer: B - question_score: '10' - 2: - question_text: What is wrong with this code? - code: |- - seconds_minute = 60 - minute_hour = 60 - hour_day = 24 - leap_year = 366 - no_leap_year = 365 - years = ask 'what year is it?' - {if} years = 2024: - print seconds_minute * minute_hour * hour_day * leap_year - {else}: - print seconds_minute * minute_hour * hour_day * noleap_year - mp_choice_options: - - option: You cannot have so many variables. - feedback: This is not it. - - option: The way the variables are multiplied is incorrect. - feedback: Not true! - - option: One of the variables `noleap_year` does not belong with the `{if}` statement. - feedback: Keep looking for the mistake. - - option: The `noleap_year` has to be identical in both cases. - feedback: Correct! - hint: Read the code carefully. - correct_answer: D - question_score: '10' - 3: - question_text: How many hedgehogs will this code print? - code: |- - {for} x in range 1 to 3: - {for} y in range 1 to 2: - {print} 🦔 - mp_choice_options: - - option: |- - ``` - 🦔 - 🦔 - 🦔 - ``` - feedback: Try again. - - option: |- - ``` - 🦔 - 🦔 - ``` - feedback: One more try. - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: Well done! - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating. - correct_answer: C - question_score: '10' - 4: - question_text: What is wrong with code? - code: |- - name_color = {ask} 'What is your favorite color?' - {if} name_color == 'red': - {print} 'the color of a tomato' - {elif} name_color == 'green': - {print} 'the color of an apple' - {elif} name_color == 'blue': - {print} 'the color of a blueberry' - {elif} name_color == 'yellow': - {print} 'the color of a banana' - {elif}: - {print} 'this fruit-color does not exist' - mp_choice_options: - - option: The first `{elif}` should be used before the `print` command - feedback: Try again. - - option: '`{elif}` can only be used once' - feedback: From now on we can use elif multiple times. - - option: '`==` used with `{elif}` should be replaced by `=`' - feedback: Not correct. - - option: '`{elif}` in the last line should be replaced by `{else}`' - feedback: Great! - hint: Think about `{if}`, `{elif}`, `{else}`. - correct_answer: D - question_score: '10' - 5: - question_text: What is the output of this code? - code: |- - numbers = [7, 19, 29, 41, 53, 71, 79, 97] - {for} prime in numbers: - {if} prime <= 10: - {print} prime - {elif} prime >= 60: - {print} prime - {elif} prime >= 90: - {print} prime - {else}: - {print} 'another number' - mp_choice_options: - - option: |- - ``` - 7 - another number - another number - another number - another number - 71 - 79 - 97 - ``` - feedback: Well done! - - option: |- - ``` - another number - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: Try again. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - another number - ``` - feedback: One more try. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating and the values of if and elif. - correct_answer: A - question_score: '10' - 6: - question_text: What is wrong with code? - code: |- - name = {ask} 'What is your name?' - {if} name == 'Hedy': - password = {ask} 'What is your password?' - {if} password =='turtle123': - {print} 'Yey' - {else}: - {print} 'Access denied' - {else}: - {print} 'Go fish' - mp_choice_options: - - option: '`{elif}` is missing.' - feedback: Try again. - - option: '`{else}` can only be used once.' - feedback: From now on we can use elif multiple times. - - option: Nothing! - feedback: There is a mistake. Look carefully! - - option: There is an indentation mistake in the last line. - feedback: Amazing! - hint: There is a mistake somewhere... - correct_answer: D - question_score: '10' - 7: - question_text: Which of the following codes will print five times 'the result is 3' on the screen? - mp_choice_options: - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - result = n * 1 - {print} 'The result is ' result - ``` - feedback: Try again! - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} u in numbers: - number = u - {print} 'The result is ' number - ``` - feedback: That is not it. - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} number in numbers: - number = 3 - {print} 'The result is ' number - ``` - feedback: Very good! - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - n = result - {print} 'The result is ' result - ``` - feedback: That is not it. - hint: Think about mathematical symbols. - correct_answer: C - question_score: '10' - 8: - question_text: What is wrong with code? - code: |- - insects = ['🐝', '🦋', '🕷', '🐞'] - your_favorite = {ask} 'what is your favorite insect?' - {for} insect in insects: - {if} your_favorite == '🐝' {or} your_favorite == '🐞': - {print} 'very useful' - {elif} your_favorite == '🕷': - {print} 'it can catch mosquitoes' - {else}: - {print} 'almost all insects can be useful one way or another' - mp_choice_options: - - option: '`{or}` cannot be used with `{if}`.' - feedback: Try again. - - option: In the `{for}` command `insect` should be `insects`. - feedback: Not true. - - option: Nothing! - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 9: - question_text: Which one of the codes below gave this output? - code: |- - -5 is negative - -4 is negative - -3 is negative - -2 is negative - -1 is negative - 0 is positive - 1 is positive - 2 is positive - 3 is positive - mp_choice_options: - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Try again! - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number <= 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - - option: "```\n {for} number in range -5 to 3:\n {if} number >= 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Very good! - - option: "```\n {for} number in range -5 to 3:\n {if} number < 0: \n {print} number ' is positive'\n {elif} number <=0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - hint: Read the code carefully. - correct_answer: C - question_score: '10' 10: - question_text: What is wrong with this code? - code: |- - {for} number in range 1 to 5: - volume_room = num * num * num - {print} volume_room ' cubic meters' - {if} volume_room > 100: - {print} 'this is a large room' - {elif} volume_room < 100: - {print} 'small room but cosy' - {else}: - {print} 'i will look for something else' mp_choice_options: - option: The word num needs quotation marks. feedback: Опитай отново. @@ -4193,5 +1697,3 @@ levels: - option: There is an indentation mistake in the last line. feedback: Не. hint: Прочети кода внимателно. - correct_answer: C - question_score: '10' diff --git a/content/quizzes/bn.yaml b/content/quizzes/bn.yaml index c704bc5e02b..e7c635d29e4 100644 --- a/content/quizzes/bn.yaml +++ b/content/quizzes/bn.yaml @@ -1,19 +1,5 @@ levels: 1: - 1: - question_text: What's this programming language called? - mp_choice_options: - - option: Hedy - feedback: Good job! - - option: Heddy - feedback: Not this one! - - option: Haydie - feedback: Not this one! - - option: Heidi - feedback: Not this one! - hint: It's named after Hedy Lamarr. - correct_answer: A - question_score: '10' 2: question_text: Which command makes text appear? code: ___ Hello! @@ -39,40 +25,9 @@ levels: ``` feedback: With `{ask}`, you can ask a question. hint: _?_ Hello world! - correct_answer: B - question_score: '10' 3: - question_text: How do you ask what someone's favorite color is? - mp_choice_options: - - option: |- - ``` - {print} What is your favorite color? - ``` - feedback: '`{print}` prints text, but it doesn''t ask questions.' - - option: |- - ``` - {ask} {print} What is your favorite color? - ``` - feedback: You only need one command, not two. - - option: |- - ``` - {ask} What is your favorite color? - ``` - feedback: Great! - - option: |- - ``` - {echo} What is your favorite color? - ``` - feedback: '`{echo}` repeats your answer back to you.' hint: You can {ask} something with the {ask} command - correct_answer: C - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - Hi Im Hedy! - {ask} Who are you? - {echo} Hi... mp_choice_options: - option: '`{print}` in line 1 is missing.' feedback: Correct! @@ -82,11 +37,7 @@ levels: feedback: '`{echo}` is a command, there''s another mistake.' - option: Nothing! This is a perfect code! feedback: Wrong, look carefully! - hint: Line 1 doesn't seem right - correct_answer: A - question_score: '10' 5: - question_text: Which command is missing in line 2? code: |- {ask} What is your favorite pet? _?_ So your favorite pet is... @@ -111,49 +62,7 @@ levels: {echo} ``` feedback: Right on! - hint: You want to see the answer at the end of line 2... - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - {print} Hi im Hedy! - {print} Which football team do you support? - {echo} You support... - {print} Cool! Me too! - mp_choice_options: - - option: In line 1 `{print}` should be replaced with `{ask}`. - feedback: '`{print}` in line 1 is correct.' - - option: In line 2, `{print}` should be replaced with `{ask}`. - feedback: Great! You paid attention! - - option: Line 3 has to begin with `{print}` instead of `{echo}`. - feedback: '`{echo}` is correct.' - - option: In line 4, `{print}` is spelled wrong. - feedback: No, there is a mistake somewhere else - hint: Check the `{print}` commands. - correct_answer: B - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - {print} Welcome at Hedys restaurant! - {ask} What would you like to eat? - {echo} So you want to order ... - {print} Coming right up! Enjoy! - mp_choice_options: - - option: In line 1 `{print}` needs to be replaced with `{ask}` - feedback: Are you sure something is wrong? - - option: In line 1 `{print}` needs to be replaced with `{echo}` - feedback: Are you sure something's wrong? - - option: In line 3 `{echo}` needs to be replaced with `{print}` - feedback: Are you sure something is wrong? - - option: Nothing! This is a perfect code! - feedback: Correct! - hint: Check the code line by line - correct_answer: D - question_score: '10' 8: - question_text: How do you use the `{echo}` command? mp_choice_options: - option: You can use it to `{ask}` a question. feedback: That's what `{ask}` is for! @@ -163,33 +72,8 @@ levels: feedback: Good job! - option: You can use it to make text disappear. feedback: That's not right... - hint: '`{echo}` is used after an `{ask}` command.' - correct_answer: C - question_score: '10' - 9: - question_text: What's wrong with this code? - code: |- - {print} Hello! - {print} How are you doing? - {echo} So you are doing... - mp_choice_options: - - option: '`{print}` in line 1 should be `{ask}`' - feedback: No, `{print}` is right. Where is the question being asked? - - option: '`{print}` in line 2 should be `{ask}`' - feedback: Super! - - option: '`{echo}` in line 3 should be `{ask}`' - feedback: No, `{echo}` is right. Where is the question being asked? - - option: Nothing. This is a perfect code! - feedback: Look carefully for the mistake... - hint: '`{ask}` allows you to ask a question' - correct_answer: B - question_score: '10' 10: question_text: Which output will be in your outputscreen after you've run this code? - code: |- - {ask} Are you ready to go to level 2? - {echo} - {echo} mp_choice_options: - option: Are you ready to go to level 2? feedback: There are two echo commands @@ -203,12 +87,8 @@ levels: Are you ready to go to level 2? Yes! feedback: There are two echo commands - hint: Let's go! - correct_answer: B - question_score: '10' 2: 1: - question_text: Which statement is true? mp_choice_options: - option: In level 2 the `{print}` command doesn't exist anymore feedback: '`{print}` still works' @@ -219,84 +99,7 @@ levels: - option: In level 2 all the level 1 commands still work feedback: No one command doesn't work anymore. hint: '`{print}` and `{ask}` still exist.' - correct_answer: C - question_score: '10' - 2: - question_text: Which code is correct? - mp_choice_options: - - option: |- - ``` - name {is} {ask} What is your name? - ``` - feedback: Super! - - option: |- - ``` - {ask} {is} name What is your name - ``` - feedback: The words are right, the order is not! - - option: |- - ``` - {ask} What is your name? - ``` - feedback: This worked in level 1, but in level 2 and up it works differently. - - option: |- - ``` - {ask} What is your name? {is} name - ``` - feedback: The words are right, the order isn't! - hint: '`{ask}` doesn''t work like in level 1' - correct_answer: A - question_score: '10' - 3: - question_text: What appears on your output screen when you run this code? - code: |- - name {is} Marleen - {print} name goes to the market and she buys an apple. - mp_choice_options: - - option: name goes to the market and she buys an apple. - feedback: The word name is replaced with Marleen - - option: Marleen goes to the market. - feedback: The second part of the sentence isn't left out! - - option: Marleen goes to the market and she buys an apple. - feedback: Right on! - - option: Marleen goes to the market and Marleen buys an apple. - feedback: She is not replaced with the name - hint: The word name is replaced with Marleen - correct_answer: C - question_score: '10' - 4: - question_text: What will you see on the output screen when you run this code? - code: |- - name {is} Hedy - {print} Hi my name is name - mp_choice_options: - - option: Hi my name is name - feedback: The variable name is replaced with Hedy - - option: Hi my name is Hedy - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is name - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is Hedy - feedback: Correct, this mistake will be fixed in level 4! - hint: '''name'' is being replaced with ''Hedy'' in both places' - correct_answer: D - question_score: '10' - 5: - question_text: What happens when you use the `{sleep}` command? - mp_choice_options: - - option: It slows down your computer - feedback: fortunately not! - - option: It closes down Hedy - feedback: fortunately not! - - option: Your program pauses for a second and then continues - feedback: That's right! - - option: You put it at the end so Hedy knows your program is finished - feedback: No it would be useless at the end of your code - hint: The computer waits for a second at the `{sleep}` command - correct_answer: C - question_score: '10' 6: - question_text: What should be on the lines? code: |- {print} And the award for best programming language goes to... _?_ @@ -322,116 +125,17 @@ levels: {ask} ``` feedback: There is no question there to be asked - hint: Pause for dramatic effect... - correct_answer: A - question_score: '10' 7: - question_text: What command should be used on line 2? code: |- {print} I will explode in 3 seconds! _?_ {print} BOOM! - mp_choice_options: - - option: |- - ``` - {print} 3 - ``` - feedback: You don't need to `{print}` - - option: |- - ``` - {sleep} 3 - ``` - feedback: Perfect! - - option: |- - ``` - {sleep} - ``` - feedback: This way the bomb will explode in 1 second - - option: |- - ``` - {sleep} {sleep} {sleep} - ``` - feedback: Make it easier on yourself by using the number 3 - hint: You want the computer to wait for 3 seconds - correct_answer: B - question_score: '10' - 8: - question_text: How would you correct the first line of code? - code: |- - {ask} {is} How old are you? - {print} age - mp_choice_options: - - option: |- - ``` - age {ask} {is} How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - {ask} {is} age How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - age {is} {ask} How old are you? - ``` - feedback: You get it! - - option: |- - ``` - age {is} How old are you? - ``` - feedback: Where is the `{ask}` command? - hint: The variable name should come first - correct_answer: C - question_score: '10' - 9: - question_text: What is going wrong in this code? - code: |- - dogs {is} animal - {print} I love animal - mp_choice_options: - - option: 'Line 1 should say: dogs `{is}` animals' - feedback: The variable name is animal - - option: 'Line 1 should say: animal `{is}` dogs' - feedback: Great! - - option: 'Line 2 should say: `{print}` I love animals' - feedback: The variable name is animal - - option: 'Line 2 should say: `{sleep}` I love animals' - feedback: Sleep is not used to `{print}` text - hint: You want to `{print}` 'I love dogs' - correct_answer: B - question_score: '10' 10: - question_text: What command should be used on the line 1? code: |- flavor {is} _?_ {print} Your favorite icecream is... {sleep} {print} flavor - mp_choice_options: - - option: |- - ``` - {sleep} 3 - ``` - feedback: You want to know the favorite flavor! - - option: |- - ``` - {print} strawberries - ``` - feedback: You do not want a `{print}` command at the middle of the line... - - option: |- - ``` - strawberries, chocolate, vanilla - ``` - feedback: This way you are making a list. You don't want that now. - - option: |- - ``` - {ask} What flavor icecream do you like? - ``` - feedback: That's right! - hint: You want to `{ask}` a question - correct_answer: D - question_score: '10' 3: 1: question_text: What command do you use to let Hedy pick something arbitrarily? @@ -456,14 +160,7 @@ levels: {at} {random} ``` feedback: Correct! - hint: Arbitrarily means without a plan or randomly. - correct_answer: D - question_score: '10' 2: - question_text: What's wrong with this code? - code: |- - animals {is} dog cat cow - {print} animals {at} {random} mp_choice_options: - option: 'You need commas in line 1: dog, cat, cow.' feedback: Good job! @@ -473,155 +170,15 @@ levels: feedback: animals is correct. - option: '`{at} {random}` is spelled incorrectly' feedback: '`{at} {random}` is the correct spelling' - hint: There's something wrong in line 1 - correct_answer: A - question_score: '10' 3: question_text: How do you fix the mistake in line 2 of this code? - code: |- - options {is} rock, paper, scissors - {print} rock, paper, scissors {at} {random} - mp_choice_options: - - option: |- - ``` - {at} {random} {print} options - ``` - feedback: You're almost there. The order of the words isn't right yet. - - option: |- - ``` - {print} rock {at} {random} - ``` - feedback: you don't always want the Hedy to {print} rock, sometimes you want scissors or paper. - - option: |- - ``` - {print} options {at} {random} - ``` - feedback: Very good! - - option: Nothing, the code is correct! - feedback: Look carefully for the mistake - hint: The variable (the list) is called options. - correct_answer: C - question_score: '10' - 4: - question_text: What should change in line 2 to print a random price? - code: |- - prices {is} 1 dollar, 100 dollar, 1 million dollar - {print} price {at} {random} - mp_choice_options: - - option: |- - ``` - {print} price - ``` - feedback: You don't want to `{print}` the word price, but you want to `{print}` one price out of your list `{at} {random}` - - option: |- - ``` - {print} prices {at} {random} - ``` - feedback: Great! You've really paid attention. - - option: |- - ``` - {print} {at} {random} price - ``` - feedback: '`{at} {random}` is placed behind the variable.' - - option: Nothing, this code is alright. - feedback: Look carefully for the mistake you missed! - hint: The variable name is prices - correct_answer: B - question_score: '10' - 5: - question_text: What is wrong in this code? - code: |- - question {is} {ask} What do you want to know? - {print} question - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 1 needs to say `{print}` instead of `{ask}` - feedback: No, that's not wrong. - - option: Line 2 needs to say `{ask}` instead of `{print}` - feedback: No that's not wrong. - - option: Line 2 needs to say answers `{at} {random}` `{is}` yes, no, maybe - feedback: No, that's not wrong. - - option: Nothing, this code is perfect - feedback: That's right! - hint: Does this code even have a mistake? - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 2 needs to say question instead of answers - feedback: No that's not right - - option: Line 2 needs the `{is}` command - feedback: Correct - - option: Line 3 needs to say answer instead of answers - feedback: No the variable's called answers - - option: Nothing! This code is great! - feedback: Actually, line 2 has a mistake. - hint: There is something wrong with line 2. - correct_answer: B - question_score: '10' - 7: - question_text: What does the `{add}` command do? - code: |- - books {is} Harry Potter, The Hobbit, Green Eggs and Ham - your_book {is} {ask} What is your favorite book? - {add} your_book {to} books - {print} books {at} {random} - mp_choice_options: - - option: The `{add}` command removes a random book from the list - feedback: The remove command removes, the add command adds - - option: The `{add}` command adds a random book to a list - feedback: It doesn't. It adds your answer to the list! - - option: The `{add}` command adds your favorite book to the list - feedback: Correct! - - option: The `{add}` command prints your favorite book. - feedback: No, it adds your favorite book to the list - hint: The `{add}` command adds a book, but which one? - correct_answer: C - question_score: '10' - 8: - question_text: What is the output of this code? - code: |- - crisps {is} sea salt, paprika, sour cream - {remove} sea salt {from} crisps - {remove} paprika {from} crisps - {print} crisps {at} {random} - mp_choice_options: - - option: You can't tell, because Hedy will `{print}` one of the 3 flavors `{at} {random}` - feedback: Take a look at the `{remove}` commands - - option: sea salt - feedback: sea salt is removed from the list - - option: paprika - feedback: Paprika is removed from the list - - option: sour cream - feedback: That's right! - hint: There are 3 flavors, bit 2 are removed. Which one remains? - correct_answer: D - question_score: '10' 9: - question_text: What's wrong with this code? code: |- colors {is} blue, purple, green chosen_color {is} {ask} Which haircolor wouldn't your like to have? {remove} chosen_color {from} colors {print} I will dye my hair color {at} {random} - mp_choice_options: - - option: 'Line 3 should say: `{remove}` blue `{from}` colors' - feedback: Maybe you want blue hair though! - - option: Line 3 should have an `{add}` command instead of a `{remove}` command - feedback: You want to remove the chosen color so `{remove}` is right. - - option: In line 4 the variable should be called colors instead of color - feedback: Great job! - - option: Nothing, this is a correct code! - feedback: Find the mistake! hint: Look at line 3 - correct_answer: C - question_score: '10' 10: question_text: What should be on the _?_? code: |- @@ -652,8 +209,6 @@ levels: ``` feedback: This increased the change that the person who walked yesterday now has to do it again. That's mean. hint: The person who walked the dog yesterday should be removed from the list. - correct_answer: A - question_score: '10' 4: 1: question_text: Which of these is true? @@ -666,11 +221,7 @@ levels: feedback: '`{at} {random}` still works' - option: '`{at} {random}` now needs quotation marks' feedback: No, but 2 other commands do. - hint: In level 4 you need quotation marks for 2 commands. - correct_answer: A - question_score: '10' 2: - question_text: Which code uses the proper quotation marks? mp_choice_options: - option: |- ``` @@ -692,11 +243,7 @@ levels: {print} ,hello, ``` feedback: This is a comma, you need quotation marks. - hint: Pick the right quotation marks. - correct_answer: B - question_score: '10' 3: - question_text: Where are the quotation marks used correctly? mp_choice_options: - option: |- ``` @@ -718,28 +265,7 @@ levels: {print} 'Hi Im Hedy' ``` feedback: Perfect! - hint: Both before and after the words you want to print should be a quotation mark. - correct_answer: D - question_score: '10' - 4: - question_text: Which statement is true? - mp_choice_options: - - option: 'You need quotation marks around the word `{print}`, like this: `''{print}''`.' - feedback: The quotation marks shouldn't be around the command itself. - - option: You need quotation marks around the words you want to print. - feedback: Super! - - option: You do not need quotation marks when using the `{ask}` command - feedback: Both `{print}` and `{ask}` require quotation marks - - option: You can choose yourself whether to use quotation marks or not. - feedback: Unfortunately, Hedy is stricter than that. - hint: From level 4 on you need to use quotation marks. - correct_answer: B - question_score: '10' 5: - question_text: What has to be changed in order for the game to work? - code: |- - options {is} rock, paper, scissors - {print} 'options {at} {random}' mp_choice_options: - option: |- ``` @@ -758,89 +284,9 @@ levels: feedback: That's right - option: Nothing, the game already works! feedback: Look carefully. There is an error. - hint: You don't want Hedy to literally print 'options {at} {random}', you want it to print 'rock' or 'paper' or 'scissors'. - correct_answer: C - question_score: '10' 6: - question_text: What would be a good next line in this code? - code: prices {is} 1 dollar, 100 dollars, 1 million dollars - mp_choice_options: - - option: |- - ``` - {print} 'You win...' prices {at} {random} - ``` - feedback: Great! You get it! - - option: |- - ``` - {print} You win... 'prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}' - - option: |- - ``` - {print} You win... prices {at} {random} - ``` - feedback: You need some quotation marks! - - option: |- - ``` - {print} 'You win... prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}'' hint: 'Think carefully: what is a variable and should be outside of the quotation marks? And what are normal words that should be inside?.' - correct_answer: A - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: Correct! - - option: Quotation marks are missing in line 2 - feedback: A variable doesn't need quotes - - option: Quotation marks are missing in line 3 - feedback: You don't want Hedy to literally print 'answers {at} {random}' so no quotation marks needed here! - - option: Nothing, this code is good as is! - feedback: Look carefully. You missed a mistake! - hint: Check each line on whether they'd need quotation marks or not. - correct_answer: A - question_score: '10' - 8: - question_text: What would be a good next line for this code? - code: |- - {print} 'Welcome at the money show!' - {print} 'In front of you are 3 doors' - door {is} {ask} 'Which door do you choose?' - mp_choice_options: - - option: |- - ``` - {print} So you pick door door - ``` - feedback: We need quotation marks - - option: |- - ``` - {print} 'So you pick ' door door - ``` - feedback: If the player chooses door 3, Hedy will say 'So you pick 3 3 - - option: |- - ``` - {print} 'So you pick door ' door - ``` - feedback: Super! - - option: |- - ``` - {print} 'So you pick door door' - ``` - feedback: Hedy will literally print 'So you pick door door - hint: The second word door should be replaced with the number, the first should still be the word door... - correct_answer: C - question_score: '10' 9: - question_text: What will never appear in your output screen? - code: |- - clubs {is} Real Madrid, Bayern Munchen, Manchester United, Ajax - {print} clubs {at} {random} ' is going the win the champions league' mp_choice_options: - option: Ajax is going to win the champions league feedback: Hedy could `{print}` that @@ -850,27 +296,6 @@ levels: feedback: Hedy could `{print}` that - option: FC Barcelona is going to win the champions league feedback: That's right. It's not in the list - hint: What are Hedy's options to randomly pick from? - correct_answer: D - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - people {is} mom, dad, Emma, Sophie - {print} The dishes are done by... - {print} people {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: A list doesn't need quotation marks - - option: Quotation marks are missing in line 2 - feedback: Correct - - option: Quotation marks are missing in both line 2 and 3 - feedback: Line 3 doesn't need quotation marks because it's not printed literally - - option: Nothing, this code has no mistakes - feedback: You missed one! - hint: One line needs quotation marks, because you want it to be printed literally. - correct_answer: B - question_score: '10' 5: 1: question_text: What is true? @@ -888,79 +313,8 @@ levels: - option: In level 5 `{ask}` and `{print}` work the same as in level 4 feedback: Correct! hint: We have only learned a new command in level 5. - correct_answer: D - question_score: '10' - 2: - question_text: What appears in your output screen when you type in the name Hedy? - code: |- - name {is} {ask} 'What is your name?' - {if} name {is} Hedy {print} 'fun' {else} {print} 'less fun' - mp_choice_options: - - option: fun - feedback: That's right! - - option: less fun - feedback: If the name is Hedy, it will say 'fun'' - - option: Hedy - feedback: No, it doesn't print the name - - option: Error - feedback: Fortunately not! - hint: '`{if}` name `{is}` Hedy `{print}` ...?' - correct_answer: A - question_score: '10' 3: - question_text: What is the right password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct! - feedback: This is printed when you type in the correct password - - option: SECRET - feedback: That's right!' - - option: password - feedback: The password isn't password... - - option: ALARM INTRUDER - feedback: This is printed when you type in the incorrect password! hint: '`{if}` password `{is}` ... `{print}` ''Correct!''!''' - correct_answer: B - question_score: '10' - 4: - question_text: What does Hedy print when you type in the wrong password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct - feedback: That's printed if the correct answer is given, not the wrong one... - - option: SECRET - feedback: That's not the right answer - - option: Wrong! - feedback: No, this is not what Hedy will print - - option: ALARM! INTRUDER! - feedback: Great job! - hint: Your computer will sound the alarm for intruders! - correct_answer: D - question_score: '10' - 5: - question_text: Why will Hedy say 'ALARM! INTRUDER' when you type in 'secret'? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Because it needs to be in capitals, so SECRET - feedback: Indeed! - - option: Because the password is alarm - feedback: No, this is not the password. - - option: Because it's spelled wrong. - feedback: That's not how you spell secret - - option: Because Hedy makes a mistake - feedback: No, Hedy is right - hint: The spelling of the word has to be exactly the same. - correct_answer: A - question_score: '10' 6: question_text: Which word should be on the place of the question mark in the last line? code: |- @@ -969,30 +323,6 @@ levels: club is {ask} 'Which club is your favorite?' {if} club {is} ajax {print} 'Ajax is going to win of course!' _?_ {print} 'Sorry, your club is gonna be in last place...' - mp_choice_options: - - option: |- - ``` - {if} - ``` - feedback: '`{if}` is already in the line above' - - option: |- - ``` - {at} {random} - ``` - feedback: No, you need `{else}`. - - option: |- - ``` - {else} - ``` - feedback: Great! - - option: |- - ``` - {print} - ``` - feedback: '`{print}` is already there, we need a word before it!' - hint: '`{if}` goes together with...?' - correct_answer: C - question_score: '10' 7: question_text: Which word should be in the place of the question mark? code: |- @@ -1021,9 +351,6 @@ levels: {print} ``` feedback: Awesome! - hint: After `{else}` a `{print}` command follows - correct_answer: D - question_score: '10' 8: question_text: Which word should be on the place of the question mark? code: |- @@ -1051,222 +378,12 @@ levels: {print} ``` feedback: No, that's not it. - hint: What the variable name? - correct_answer: B - question_score: '10' - 9: - question_text: Which door should you choose to escape?? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} - mp_choice_options: - - option: '1' - feedback: Bad choice! You're being eaten - - option: '2' - feedback: Super! You escaped! - - option: '3' - feedback: Bad choice! You're being eaten. - - option: It's a trap, you will always be eaten! - feedback: Luckily not! - hint: One of the doors will keep you safe.. - correct_answer: B - question_score: '10' - 10: - question_text: Which monster is standing behind door 1? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} - mp_choice_options: - - option: Hedy picks a random monster each time. - feedback: Awesome! - - option: vampire - feedback: Not always... - - option: werewolf - feedback: Not always... - - option: giant spider - feedback: Not always... - hint: Mind the last 3 words... monsters `{at} {random}`... - correct_answer: A - question_score: '10' 6: - 1: - question_text: What's Hedy's output when you run this code? - code: '{print} 2*10' - mp_choice_options: - - option: '20' - feedback: Correct! - - option: '12' - feedback: No, the plus sign is used in addition - - option: 2*10 - feedback: No, Hedy will calculate the answer - - option: '210' - feedback: Mind it's a calculation. - hint: The `*` is used as a multiplication sign - correct_answer: A - question_score: '10' 2: question_text: Which sign do you use for an addition? - mp_choice_options: - - option: '`-`' - feedback: That's not it - - option: plus - feedback: That's not it - - option: '`*`' - feedback: That's not it - - option: '`+`' - feedback: Correct! - hint: It's the plus sign. - correct_answer: D - question_score: '10' - 3: - question_text: What's Hedy's output when you run this code? - code: '{print} ''3*10''' - mp_choice_options: - - option: '30' - feedback: This would be the right answer if there were no quotation marks. - - option: '13' - feedback: Try again.. - - option: 3*10 - feedback: Correct! There are quotation marks, so Hedy will print it literally. - - option: Nothing, Hedy will give an error message. - feedback: No, Hedy will print it literally. - hint: Mind the quotation marks!! - correct_answer: C - question_score: '10' - 4: - question_text: Kim is 10 years old. What will Hedy print for her? - code: |- - name = {ask} 'How many letters are in your name?' - age = {ask} 'How old are you?' - luckynumber = name*age - {print} 'Your lucky number is...' luckynumber - mp_choice_options: - - option: '30' - feedback: Mind, Hedy also prints 'Your lucky number is...' - - option: '10' - feedback: Please try again. - - option: Your lucky number is... 30 - feedback: That's right! - - option: Your lucky number is... 10 - feedback: Her lucky number is name times age... - hint: 'Kim has 3 letters, she is 10 years old so: letters times age = 3*10 = 30.' - correct_answer: C - question_score: '10' - 5: - question_text: If 5 people eat at this restaurant, how much do they have to pay in total? - code: |- - {print} 'Welcome to Hedys!' - people = {ask} 'How many people are eating with us tonight?' - price = people * 10 - {print} 'That will be ' price 'dollar please' - mp_choice_options: - - option: 5 dollars - feedback: Unfortunately, it's not that cheap. - - option: 10 dollars - feedback: No, it's 10 dollars each. - - option: 15 dollars - feedback: The * means multiplication. - - option: 50 dollars - feedback: Great! - hint: '`price` `is` `people` `times` 10' - correct_answer: D - question_score: '10' 6: question_text: How much does a hamburger cost is this virtual restaurant? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = 15 - {if} food {is} fries price = 6 - mp_choice_options: - - option: 15 dollars - feedback: Super! - - option: 6 dollars - feedback: The fries are 6 dollars - - option: 0 dollars - feedback: The hamburger isn't free! - - option: 21 dollars - feedback: That's the price for a hamburger and fries! - hint: Mind the fourth line. - correct_answer: A - question_score: '10' - 7: - question_text: Why does line 7 say 'price is price + 3' instead of 'price is 3'? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = price + 15 - {if} food {is} fries price = price + 6 - drinks is {ask} 'What would you like to drink?' - {if} drinks {is} coke price = price + 3 - {if} drinks {is} water price = price + 1 - {print} price ' dollars please' - mp_choice_options: - - option: It could have been `price = 3` just as well. - feedback: No, that's not true. Hedy needs to add 3 dollars to the total. - - option: Because Hedy doesn't understand `price = 3`. - feedback: Hedy would understand, but it wouldn't be right. - - option: Because Hedy would otherwise forget about the previous order. The price would be 3 dollars in total. - feedback: That's right! - - option: Because the price is 0 dollars to begin with. - feedback: That's true, but not the reason - hint: The price shouldn't be 3, but 3 dollars more than it already was - correct_answer: C - question_score: '10' - 8: - question_text: Why is this code incorrect? - code: |- - correct answer = 3*12 - answer = {ask} 'What is 3 times 12?' - {if} answer {is} correct answer {print} 'Good job!' - {else} {print} 'No... It was ' correct answer - mp_choice_options: - - option: There shouldn't be quotation marks in line 2 - feedback: No, there should be! - - option: The variable is called correct answer, but a variable's name can only be 1 word. So it should be correct_answer - feedback: Correct! - - option: The `{if}` and `{else}` commands should be in the same line. - feedback: No, that's not true. - - option: The variable in line 2 can't be called answer, because it is too similar to the variable correct answer. - feedback: Variable names can be similar, but they can't be 2 words... - hint: Inspect what the variables are called. - correct_answer: B - question_score: '10' - 9: - question_text: Imagine you love football a 10, you've eaten 2 bananas and have washed your hands 3 times today. How smart does the silly fortune teller think you are? - code: |- - {print} 'Im Hedy the silly fortune teller' - {print} 'I will predict how smart you are!' - football = {ask} 'On a scale of 0 to 10 how much do you love football?' - bananas = {ask} 'How many bananas have you eaten this week?' - hygiene = {ask} 'How many times did you wash your hands today??' - result = bananas + hygiene - result = result * football - {print} 'You are ' result 'percent smart.' - mp_choice_options: - - option: 10% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 32% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 50% - feedback: Super! You are 100 percent smart! - - option: 100% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - hint: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - correct_answer: C - question_score: '10' 10: - question_text: Which statement is true? code: |- name _?_ Hedy {print} name 'is walking trough the forrest' @@ -1279,12 +396,8 @@ levels: feedback: No, one `=` sign is enough - option: You can only use the `=` sign when working with numbers, not with words. feedback: You can also use `=` with words. - hint: '`{is}` and `=` are both allowed' - correct_answer: B - question_score: '10' 7: 1: - question_text: How many lines can you repeat at once with the repeat command at this level? mp_choice_options: - option: '0' feedback: No you can repeat a line. @@ -1295,54 +408,9 @@ levels: - option: infinite feedback: In this level you can only repeat one line at a time hint: You can only repeat 1 line at a time - correct_answer: B - question_score: '10' 2: - question_text: Which code is right? - mp_choice_options: - - option: |- - ``` - {print} 100 {times} 'hello' - ``` - feedback: '`{repeat}` 100 `{times}` `{print}` ''hello''' - - option: |- - ``` - {print} {repeat} 100 {times} 'hello' - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 'hello' 100 {times} - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 100 {times} {print} 'hello' - ``` - feedback: That's right! hint: First the repeat command, then the `{print}` command - correct_answer: D - question_score: '10' - 3: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} ''Hello!''' - mp_choice_options: - - option: Right - feedback: No, a word is missing - - option: Wrong, the word `{repeat}` is missing - feedback: The word `{repeat}` is there, another word is missing - - option: Wrong, the word `{times}` is missing - feedback: The word `{times}` is there, another word is missing. - - option: Wrong, the word `{print}` is missing - feedback: Correct - hint: 'It should be: `{repeat}` 100 `{times}` `{print}` ''Hello''' - correct_answer: D - question_score: '10' 4: - question_text: Which word is wrong in the code? - code: |- - {print} 'I'm blue' - {repeat} 7 {times} {print} 'da ba dee, da ba da' mp_choice_options: - option: |- ``` @@ -1362,27 +430,10 @@ levels: - option: |- ``` {times} - ``` - feedback: '`{times}` is spelled correctly' - hint: I'm is wrong, you can't use apostrophes - correct_answer: A - question_score: '10' - 5: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} {print} ''Hedy is awesome!''' - mp_choice_options: - - option: Correct - feedback: That's right! - - option: Wrong - feedback: That's not it - hint: The code is correct! - correct_answer: A - question_score: '10' + ``` + feedback: '`{times}` is spelled correctly' + hint: I'm is wrong, you can't use apostrophes 6: - question_text: What will be the output from this code? - code: |- - {print} 'The wheels on the bus go' - {repeat} 3 {times} {print} ' round and round' mp_choice_options: - option: |- the wheels on the bus go @@ -1408,14 +459,7 @@ levels: round and round round and round feedback: All though the town! Perfect! - hint: Only 'round and round' is repeated 3 times. - correct_answer: D - question_score: '10' 7: - question_text: What will be the output from this code? - code: |- - {repeat} 2 {times} {print} 'We will' - {print} 'ROCK YOU!' mp_choice_options: - option: |- We will We will @@ -1436,17 +480,8 @@ levels: We will ROCK YOU! feedback: Mind the repeat command - hint: Mind the `{repeat}` command. - correct_answer: B - question_score: '10' 8: question_text: Welke Hedy code hoort bij dit resultaat - code: |- - Here comes the sun - Do do do do - Here comes the sun - And I say - Its alright mp_choice_options: - option: |- ``` @@ -1480,8 +515,6 @@ levels: ``` feedback: Dit is niet de juiste volgorde.. hint: '`{repeat}` kan alleen worden gebruikt als je dezelfde regel meerdere keren achter elkaar wil uitvoeren.' - correct_answer: A - question_score: '10' 9: question_text: Welke Hedy code hoort bij dit resultaat ? code: |- @@ -1525,15 +558,8 @@ levels: ``` feedback: Perfect hint: '''Help !'' wordt 3x herhaald.' - correct_answer: D - question_score: '10' 10: question_text: What Hedy code belongs to this output? - code: |- - if youre happy and you know it clap your hands - if youre happy and you know it clap your hands - if youre happy and you know it and you really want to show it - if youre happy and you know it clap your hands mp_choice_options: - option: |- ``` @@ -1563,46 +589,8 @@ levels: {print} 'clap your hands' ``` feedback: This is not in the right order. - hint: Mind the order of the sentences. - correct_answer: B - question_score: '10' 8: - 1: - question_text: Which output will be produced by this code? - code: |- - {repeat} 2 {times} - {print} 'Hello' - {print} 'Im Hedy!' - mp_choice_options: - - option: |- - Hello - Im Hedy! - feedback: Everything is printed twice. - - option: |- - Hello - Hello - Im Hedy - feedback: The second line is repeated twice as well. - - option: |- - Hello - Im Hedy! - Hello - Im Hedy! - feedback: Super! - - option: |- - Hello - Hello - Im Hedy! - Im Hedy! - feedback: Everything is printed twice - hint: Both lines are repeated twice. - correct_answer: C - question_score: '10' 2: - question_text: What is wrong with this code? - code: |- - {repeat} 5 {times} - {print} 'Hedy is cool!' mp_choice_options: - option: This should be only one line, not 2. feedback: No it should be 2 lines. @@ -1612,15 +600,7 @@ levels: feedback: Nee, repeat is de goede spelling - option: The second line need to start with 4 spaces as indentation. feedback: Correct! - hint: Something is missing in the second line? - correct_answer: D - question_score: '10' 3: - question_text: What output will be produced when you run this program? - code: |- - {repeat} 3 {times} - {print} 'Baby shark tututudutudu' - {print} 'Baby shark' mp_choice_options: - option: |- Baby shark tututudutudu @@ -1647,10 +627,7 @@ levels: Baby shark feedback: What is being repeated and what isn't. hint: What is being repeated and what is not?. - correct_answer: C - question_score: '10' 4: - question_text: Which output is correct? code: |- {print} 'The children went:' {repeat} 2 {times} @@ -1682,15 +659,7 @@ levels: Yay! Were going on holiday! feedback: The last line is repeated too. - hint: The block under the `{repeat}` command is repeated twice. - correct_answer: B - question_score: '10' 5: - question_text: What is wrong with this code? - code: |- - end = {ask} 'Do you want a happy or a sad ending?' - {if} end {is} happy {print} 'They lived happily ever after' - {else} {print} 'The world exploded. The end.' mp_choice_options: - option: The `{print}` commands on the last two lines should start on new lines en start with 4 spaces. feedback: That's right! @@ -1700,44 +669,7 @@ levels: feedback: That's not true - option: '`{ask}` is no longer a command' feedback: That's not true - hint: Something is wrong with indentation - correct_answer: A - question_score: '10' - 6: - question_text: What will be the output of this code when we enter pancakes? - code: |- - {print} 'Welcome to restaurant Hedy' - {repeat} 2 {times} - food {is} {ask} 'What do you want to eat?' - {print} food - mp_choice_options: - - option: |- - Welcome to restaurant Hedy - Pancakes - feedback: There is no repetition in this answer. - - option: |- - Welcome to restaurant Hedy - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: This answer also repeats the welcome message - - option: |- - Welcome to restaurant Hedy - What do you want to eat? - What do you want to eat? - Pancakes - Pancakes - feedback: Almost! But look at the question, it is not repeated. - - option: |- - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: Well done! - hint: The first sentence and question will not be repeated - correct_answer: D - question_score: '10' 7: - question_text: What is wrong with this code? code: |- eten = {ask} 'What would you like to eat?' {if} food {is} fries @@ -1756,11 +688,7 @@ levels: feedback: You always have to use indentation. - option: The indentation is wrong in the first `{if}` command. feedback: That's right. - hint: Take a careful look at the indentation. - correct_answer: D - question_score: '10' 8: - question_text: In which of the codes is the indentation done right? mp_choice_options: - option: |- ``` @@ -1802,50 +730,20 @@ levels: {print} You are wrong! ``` feedback: You are wrong! - hint: What should happen if the person is right? And what else? - correct_answer: C - question_score: '10' 9: - question_text: What line(s) in this code should start with 4 spaces? code: |- 1 music = {ask} 'What is your favorite music genre?' 2 {if} music is rock 3 {print} '🤘' 4 {else} 5 {print} '👎' - mp_choice_options: - - option: Line 2 and 4 - feedback: The lines after the `{if}` and `{else}` command should start with 4 spaces - - option: Only line 3 - feedback: Not only 3... - - option: Line 3, 4 and 5 - feedback: Line 4 shouldn't - - option: Line 3 and 5 - feedback: Great job! - hint: The lines after an `{if}` or `{else}` command should start with 4 spaces. - correct_answer: D - question_score: '10' 10: - question_text: Which statement is true? code: |- 1 level = {ask} 'What level are you on?" 2 {if} level {is} 8 3 {print} Great job! - mp_choice_options: - - option: All lines should start with 4 spaces - feedback: That's not true - - option: Line 2 and 3 should start with 4 spaces - feedback: That's not true - - option: Line 2 should start with 4 spaces - feedback: That's not true - - option: Line 3 should start with 4 spaces - feedback: You are correct! - hint: Only one line starts with 4 spaces, but which one...? - correct_answer: D - question_score: '10' 9: 1: - question_text: What is wrong with this code? code: |- {repeat} 3 {times} eten = {ask} 'What would you like to eat?' @@ -1866,19 +764,7 @@ levels: - option: The indentation is wrong in the last `{if}` command. feedback: It not, though. hint: all the indentation is done correctly. - correct_answer: A - question_score: '10' 2: - question_text: What will be printed after entering the correct password? - code: |- - password = {ask} 'What is the password?' - correct_password = Hedy - {if} password {is} correct_password - {repeat} 2 {times} - {print} 'Good job!' - {print} 'You can use the computer!' - {else} - {print} 'The computer will explode in 5... 4... 3... 2... 1...' mp_choice_options: - option: |- Good job! @@ -1897,11 +783,7 @@ levels: Good job! You can use the computer! feedback: Correct! - hint: Everything under the `{repeat}` command is repeated twice. - correct_answer: D - question_score: '10' 3: - question_text: Which case should you choose to win a million dollars? code: |- {print} 'Choose the right case and win!' case = {ask} 'Which case will you pick? 1 or 2?' @@ -1917,20 +799,7 @@ levels: {print} 'You sell the case for 500 dollars' {if} action {is} open {print} 'You open the case and win a million dollars!' - mp_choice_options: - - option: case 1, sell - feedback: You don't win a million! - - option: case 1, open - feedback: You don't win a million - - option: case 2, sell - feedback: You don't win a million - - option: case 2, open - feedback: Great job! You win! - hint: Follow the right path - correct_answer: D - question_score: '10' 4: - question_text: Which statement is true? code: |- name = {ask} 'What is your name?' size = {ask} 'What is your shoe size?' @@ -1950,15 +819,7 @@ levels: feedback: That's right! - option: Cinderella with shoe size 40 gets the output 'I was looking for you!' feedback: No she gets 'Ill keep looking' - hint: No matter what your name is, if you have shoe size 40 you will get the message 'Ill keep looking'. - correct_answer: C - question_score: '10' 5: - question_text: Which code produced this output? - output: |- - Icecream is the best! - Icecream is the best! - Icecream is the best! mp_choice_options: - option: |- ``` @@ -1993,11 +854,7 @@ levels: {print} 'Icecream is the best!' ``` feedback: There are 2 `{repeat}` commands in this code. - hint: Watch the indentation - correct_answer: C - question_score: '10' 6: - question_text: After which command(s) should you use indentation (starting the next line with 4 spaces)? mp_choice_options: - option: '`{if}`' feedback: Don't forget the others @@ -2007,9 +864,6 @@ levels: feedback: Keep it up! - option: '`{if}` `{else}` `{repeat}` `{print}`' feedback: Not with print - hint: Indentation happens on the line below some commands - correct_answer: C - question_score: '10' 7: question_text: "In this code from a pizza restaurant. \nYoull get a 5 dollar discount if you order a medium pizza with coke.\n What should you do to debug this code?" code: |- @@ -2050,9 +904,6 @@ levels: price = price - 2 ``` feedback: Try again - hint: After each `{if}` command, the line below should indent - correct_answer: A - question_score: '10' 8: question_text: What is wrong is this code? code: |- @@ -2070,25 +921,7 @@ levels: feedback: You actually must start like that. - option: A code must always start with a `{print}` command in the first line feedback: That's not true. - hint: The indentation is done right this time - correct_answer: B - question_score: '10' - 9: - question_text: How many `{if}` commands can be placed inside another `{if}` command? - mp_choice_options: - - option: None, that is not allowed - feedback: You are allowed to - - option: Only 1 - feedback: You could use more if you like - - option: '3' - feedback: You could use more if you like - - option: Infinite, as long as you keep using indentation correctly - feedback: That is true - hint: You can put an `{if}` command inside an `{if}` command. - correct_answer: D - question_score: '10' 10: - question_text: Which statement is true? code: |- 1 {repeat} 2 {times} 2 {if} level {is} 9 @@ -2103,8 +936,6 @@ levels: - option: line 2 should atart with 4 spaces and line 3 with 8 feedback: You are correct! hint: The first line doens't start with any spaces - correct_answer: D - question_score: '10' 10: 1: question_text: What do we need to fill in on the `_?_` if we want to print each compliment? @@ -2112,91 +943,6 @@ levels: compliments = perfect, great job, amazing _?_ {print} compliment - mp_choice_options: - - option: |- - ``` - {for} each compliment - ``` - feedback: That's not it - - option: |- - ``` - {for} compliment {in} compliments - ``` - feedback: You deserve all those compliments! - - option: |- - ``` - {if} compliment {in} compliments - ``` - feedback: That's not it - - option: |- - ``` - {for} compliments {in} compliment - ``` - feedback: Almost there! - hint: '`{for}` each compliment in the lists of compliments...' - correct_answer: B - question_score: '10' - 2: - question_text: Which output is correct? - code: |- - meals = pizza, pasta, pancakes - {for} meal {in} meals - {print} 'I love ' meal - mp_choice_options: - - option: I love pizza - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pasta - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pancakes - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: |- - I love pizza - I love pasta - I love pancakes - feedback: Great! - hint: Line 2 says for each meal in the list of meals. So each meal is printed. - correct_answer: D - question_score: '10' - 3: - question_text: Which output is correct? - code: |- - animals = dogs, cats, hamsters, chickens - {for} animal {in} animals - {print} animal ' are lovely pets' - mp_choice_options: - - option: dogs are lovely pets - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - - option: dogs, cats, hamsters, chickens are lovely pets - feedback: Each animal gets their own line in the output. - - option: |- - dogs are lovely pets - cats are lovely pets - hamsters are lovely pets - chickens are lovely pets - feedback: Great! - - option: You don't know yet. Because it chooses one of the animals {at} {random}. - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - hint: Line 2 says {for} each animal in the list of animals. So each animal is printed - correct_answer: C - question_score: '10' - 4: - question_text: What's wrong with this code? - code: |- - groceries = apples, bread, milk - {for} item {in} groceries - {print} 'We need ' groceries - mp_choice_options: - - option: Line 2 needs to start with 4 spaces as indentation - feedback: No it doesn't. Only line 3 needs indentation, which it has. - - option: Line 3 does not need to start with 4 spaces as indentation - feedback: Line 2 is a `{for}`command so line 3 does need to start with an indent. - - option: Line 3 should say item instead of groceries - feedback: Good job! - - option: Line 2 should say groceries instead of item - feedback: No it does not. - hint: Line 2 says `{for}` each item in the list of groceries - correct_answer: C - question_score: '10' 5: question_text: What word should be on the _?_ with these digital dice? code: |- @@ -2205,25 +951,7 @@ levels: choices = 1, 2, 3, 4, 5, 6 {for} player {in} players {print} player ' throws ' _?_ {at} {random} - mp_choice_options: - - option: players - feedback: It would say 'Ann throws Jesse', instead of 'Ann throws 6'. - - option: choices - feedback: That's right! - - option: choice - feedback: You are very close. But you need Hedy to pick from the list called 'choices' not 'choice'... - - option: dice - feedback: Look at the names of the variables. - hint: Hedy needs to pick a number `{at} {random}` - correct_answer: B - question_score: '10' 6: - question_text: Which of the answers below is a possible outcome when you run the code? - code: |- - choices = rock, paper, scissors - players = Kelly, Meredith - {for} player {in} players - {print} player ' chooses ' choices {at} {random} mp_choice_options: - option: Kelly chooses rock feedback: Meredith wants to play too! @@ -2237,9 +965,6 @@ levels: Kelly chooses paper Meredith chooses scissors feedback: Amazing! - hint: Each player will pick an option. The player that's first on the list will go first. - correct_answer: D - question_score: '10' 7: question_text: What line should be on the _?_ in this code that decides what these people will have for dinner? code: |- @@ -2247,30 +972,6 @@ levels: food = pasta, fries, salad _?_ {print} name ' has to eat ' food {at} {random} ' for dinner' - mp_choice_options: - - option: |- - ``` - {for} name {in} names - ``` - feedback: You are on fire! - - option: |- - ``` - {for} names {in} name - ``` - feedback: No it should be for each name in the list nameS, so the other way around - - option: |- - ``` - {for} food {in} food - ``` - feedback: Each name should be told what they will have for dinner. - - option: |- - ``` - {for} name {in} food - ``` - feedback: Each name should be told what they will have for dinner. - hint: Each name should be told what they will have for dinner. - correct_answer: A - question_score: '10' 8: question_text: What should be on the _?_ in this code that decides which color shirt you get? code: |- @@ -2299,9 +1000,6 @@ levels: 'people gets a colors shirt' ``` feedback: There is no variable named people.. - hint: Mind the quotation marks and the names of the variables - correct_answer: B - question_score: '10' 9: question_text: What is the first question Hedy will `{ask}` you when you run the program? code: |- @@ -2311,20 +1009,7 @@ levels: {for} course {in} courses food = {ask} name ', what would you like to eat as your ' course '?' {print} name ' orders ' food ' as their ' course - mp_choice_options: - - option: Timon, what would you like to eat as your appetizer? - feedback: Perfect! - - option: Onno, what would you like to eat as your appetizer? - feedback: Timon is first on the list! - - option: Timon, what would you like to eat as your dessert? - feedback: Appetizers are first in the list - - option: You don't know that. Hedy will choose `{at} {random}`. - feedback: There is no `{at} {random}` in this code... - hint: The first options from both lists are chosen. - correct_answer: A - question_score: '10' 10: - question_text: What is true about this code? code: |- prices = 1 million dollars, car, sandwich names = Bob, Patrick, Sandy, Larry @@ -2339,9 +1024,6 @@ levels: feedback: That is not true. Larry has the same odds as the others - option: Someone might win with two prices feedback: You get it! - hint: Try to imagine the output of this code. - correct_answer: D - question_score: '10' 11: 1: question_text: What word should be at the place of the question mark? @@ -2369,14 +1051,7 @@ levels: {for} ``` feedback: 'No' - hint: What did you learn in this level? - correct_answer: B - question_score: '10' 2: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 1 {to} 3 - {print} i mp_choice_options: - option: |- 1 @@ -2389,64 +1064,7 @@ levels: feedback: That's not it - option: '123' feedback: That's not it - hint: How do the numbers appear in the screen? - correct_answer: A - question_score: '10' - 3: - question_text: Which code was used to get this output? - output: |- - 1 - 2 - 3 - 4 - 5 - Once I caught a fish alive! - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Perfect - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: This code won't work. You need an indent after {for}. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Now Hedy will count '1 Once I caught a fish alive!, 2 Once I caught a fish alive! etc. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} 'i' - {print} 'Once I caught a fish alive!' - ``` - feedback: i is a variable and shouldn't have quotation marks - hint: First all the numbers, then the sentence - correct_answer: A - question_score: '10' 4: - question_text: Which code was used to get this output? - output: |- - 10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0 mp_choice_options: - option: |- ``` @@ -2473,42 +1091,6 @@ levels: ``` feedback: That's right! hint: It has to be a calculation... - correct_answer: D - question_score: '10' - 5: - question_text: What's wrong with this code? - code: |- - {for} i {in} {range} 1 {to} 10 - {print} i - mp_choice_options: - - option: The i in the last line need quotation marks - feedback: No it doesn't. - - option: You can't use `{range}` 1 `{to}` 5 only `{range}` 1 `{to}` 10 - feedback: You could use 1 to 5 just as well! - - option: Line 1 needs to start with an indention. - feedback: Not line 1... - - option: Line 2 needs to start with an indention - feedback: Perfect! - hint: There is something wrong with the indention - correct_answer: D - question_score: '10' - 6: - question_text: How many times does the word Hello appear on your screen when you run the code? - code: |- - {for} i {in} {range} 0 {to} 2 - {print} 'Hello' - mp_choice_options: - - option: 1 time - feedback: 'No' - - option: 2 times - feedback: 'No' - - option: 3 times - feedback: That's right! - - option: Never - feedback: 'No' - hint: 0 also counts. So 0,1,2 that's 3 times. - correct_answer: C - question_score: '10' 7: question_text: What should be on the place of the question mark? code: |- @@ -2517,35 +1099,7 @@ levels: _?_ food is {ask} 'What would you like to order?' {print} food - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 0 {to} 3 - ``` - feedback: There's not always 3 people - - option: |- - ``` - {for} i {in} {range} 1 {to} guests - ``` - feedback: The variable is not named guests - - option: |- - ``` - {for} i {in} {range} 1 {to} people - ``` - feedback: Great! - - option: |- - ``` - {for} i {in} {range} 0 {to} people - ``` - feedback: That's one order too many! - hint: Use the variable 'people' - correct_answer: C - question_score: '10' 8: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 23 {to} 25 - {print} 'hi' mp_choice_options: - option: |- 23 @@ -2561,34 +1115,7 @@ levels: feedback: Correct - option: The word 'hi' will appear 25 times in a row. feedback: No it will only appear 3 times. - hint: It doesn't say `{print}` i - correct_answer: C - question_score: '10' - 9: - question_text: How many times does Hedy chant Hip Hip Hooray? - code: |- - age = {ask} 'How old are you?' - {for} i {in} {range} 1 {to} age - {print} 'Hip Hip Hoorray!' - mp_choice_options: - - option: 1 time - feedback: Try again - - option: 2 times - feedback: Try again - - option: Never - feedback: Try again - - option: That depends on how old you are - feedback: That's right! - hint: '`{for}` i `{in}` `{range}` 1 `{to}` age' - correct_answer: D - question_score: '10' 10: - question_text: Which code belongs to this output? - output: |- - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark mp_choice_options: - option: |- ``` @@ -2619,11 +1146,8 @@ levels: ``` feedback: '`{range}` 0 `{to}` 3 is 4 times.' hint: Mind the indention - correct_answer: B - question_score: '10' 12: 1: - question_text: Which output is correct? code: |- print 'three and a half plus one and a half is...' print 3.5 + 1.5 @@ -2640,11 +1164,7 @@ levels: three and a half plus one and a half is... 5 feedback: Great job! - hint: Both lines are printed! - correct_answer: D - question_score: '10' 2: - question_text: Which of these codes is correct? mp_choice_options: - option: |- ``` @@ -2670,11 +1190,7 @@ levels: print 'I would like a ' flavors at random ' cake.' ``` feedback: All the different values of flavors should be in quotation marks. - hint: The second line is the same in each code, pay attention to the first line - correct_answer: C - question_score: '10' 3: - question_text: What's wrong with this code? code: |- favorite_animal = ask 'What is your favorite animal?' print 'I like ' favoriteanimal ' too!' @@ -2687,30 +1203,13 @@ levels: feedback: That's not true - option: Nothing is wrong. feedback: That's not true - hint: The quotation marks are used correctly - correct_answer: A - question_score: '10' 4: - question_text: In which lines are quotation marks needed to get the code to work? code: |- print Welcome to the online shoe shop category = ask What kind of shoes are you looking for? if category = high heels print High heels are 50% off now! - mp_choice_options: - - option: Line 1 and 2 - feedback: 'No' - - option: Line 1, 2 and 3 - feedback: 'No' - - option: Line 1, 2 and 4 - feedback: 'No' - - option: All of the lines - feedback: Perfect! - hint: Does line 3 need quotation marks too? - correct_answer: D - question_score: '10' 5: - question_text: What output does Agent007 get when they put in the correct password? code: |- name is ask 'What is your name?' if name is 'Agent007' @@ -2723,18 +1222,6 @@ levels: else b is 'today at 10.00' print a + b - mp_choice_options: - - option: Go to the train station today at 10.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 02.00 - feedback: You've cracked the code! - - option: Go to the train station tomorrow at 02.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 10.00 - feedback: The agent won't be catching any bad guys here - hint: The correct password is TOPSECRET - correct_answer: B - question_score: '10' 6: question_text: Which line should be filled in at the ??? code: |- @@ -2748,32 +1235,7 @@ levels: if drinks = 'yes' ??? print 'That will be ' price ' dollar please' - mp_choice_options: - - option: |- - ``` - price = 14 - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = '14' - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = price + 2 - ``` - feedback: Excellent! - - option: |- - ``` - price = + 2 - ``` - feedback: Almost there! - hint: What if you only order fries and a drink? - correct_answer: C - question_score: '10' 7: - question_text: Which output does a vegan get? code: |- menu = 'cookies', 'cheese', 'grapes' print "It's my birthday! I`ve brought some snacks!" @@ -2785,36 +1247,7 @@ levels: print 'For you I have brought: ' for snack in menu print snack - mp_choice_options: - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cookies - grapes - feedback: Terrific! - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - feedback: There's more options than just one - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cheese - grapes - feedback: A vegan person can't have cheese - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - cookies - feedback: Almost there, but look at the order of snacks in the list - hint: What item is removed from the list when you answer 'vegan'? - correct_answer: A - question_score: '10' 8: - question_text: Which code was used to create this output? - code: '3.5' mp_choice_options: - option: |- ``` @@ -2836,9 +1269,6 @@ levels: print 7 * 2 ``` feedback: 'No' - hint: 7 devided by 2 is 3.5 - correct_answer: B - question_score: '10' 9: question_text: Which code should be filled in in line 1 at the ??? code: |- @@ -2865,9 +1295,6 @@ levels: 'prices' = 'one million dollars', 'nothing' ``` feedback: You one nothing - hint: The items on the list should be in quotation marks - correct_answer: C - question_score: '10' 10: question_text: Which line of code should be filled in at the ??? to complete the song ? code: |- @@ -2888,12 +1315,8 @@ levels: feedback: This is a hard one! All the actions on the list must be in the song. - option: print actions at random feedback: This is a hard one! All the actions on the list must be in the song. - hint: This is a hard one! All the actions on the list must be in the song. - correct_answer: B - question_score: '10' 13: 1: - question_text: Which code should be filled in at the ??? ? code: |- name = ask 'What is your name?' song = ask 'Whould you like to hear a song?' @@ -2924,11 +1347,7 @@ levels: if song = 'yes' or birthday = 'yes' ``` feedback: Hedy only sings if both answers are yes - hint: Hedy sings if you want to hear a song and it's you birthday - correct_answer: C - question_score: '10' 2: - question_text: Which command is missing in the code at the place of the ??? ? code: |- menu = 'cheese', 'sausage rolls', 'cookies' diet = ask 'Do you have any dietary restrictions?' @@ -2943,11 +1362,7 @@ levels: feedback: 'No' - option: print feedback: 'No' - hint: Neither vegans nor muslims can eat sausage rolls. - correct_answer: B - question_score: '10' 3: - question_text: Which output is given to a member without a discount code? code: |- member = ask 'Do you have a membership card?' discount = ask 'Do you have a discount code?' @@ -2965,10 +1380,7 @@ levels: - option: There is no way of knowing feedback: There is! Read the question carefully hint: Mind the command 'or' in line 3 - correct_answer: A - question_score: '10' 4: - question_text: Which line of code should follow this line in rock-paper-scissors game? code: if computer_choice is 'rock' and your_choice is 'paper' mp_choice_options: - option: print 'you win' @@ -2979,28 +1391,11 @@ levels: feedback: It's only a tie if both choices are the same - option: print 'try again' feedback: Try again! - hint: Paper beats rock - correct_answer: A - question_score: '10' 5: - question_text: Which statement is true about this code? code: |- if name = 'Cinderella' and shoe_size = 38 print 'You are my one true love!' - mp_choice_options: - - option: Every person with shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person named Cinderella is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person that is named Cinderella and has shoe size 38 is this prince's one true love - feedback: Fantastic! - - option: Every person that's not named Cinderella and does not have shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - hint: Both statements have to be true - correct_answer: C - question_score: '10' 6: - question_text: Which statement about this code is true? code: |- print 'Let me guess which family member you are!' glasses = ask 'Do you wear glasses?' @@ -3013,20 +1408,7 @@ levels: print 'You must be Wouter!' if glasses = 'no' and female = 'no' print 'You must be Michael!' - mp_choice_options: - - option: Michael is a boy with glasses - feedback: Try again - - option: Marleen is a girl with glasses - feedback: Try again - - option: Wouter is a boy without glasses - feedback: Try again - - option: Sophie is a girl with glasses - feedback: Great job! - hint: Take a good look! Or do you need glasses? - correct_answer: D - question_score: '10' 7: - question_text: Which statement is false? code: |- print 'Thank you for helping me take care of my pets' print 'Here is a program to help feed them' @@ -3040,20 +1422,7 @@ levels: print 'I fed them this moring! They do not need more food today' if animal is 'hamster' and color is 'brown' print 'You can feed them a piece of carrot' - mp_choice_options: - - option: The grey cat is called Abby - feedback: This is true! - - option: Milo the orange cat eats 4 scoops of cat nibbles - feedback: This is true - - option: The black hamster needs to be fed a piece of carrot - feedback: Great job! - - option: The yellow bird was fed this morning - feedback: This is true - hint: Read the last 4 lines carefully - correct_answer: C - question_score: '10' 8: - question_text: What output do you get if you order popcorn but no drink? code: |- print 'Welcome to the movie theater' popcorn = ask 'Would you like some popcorn?' @@ -3067,32 +1436,7 @@ levels: if popcorn = 'no' and drink = 'no' print 'Ok' print 'Enjoy the movie' - mp_choice_options: - - option: |- - Welcome to the movie theater - That will be 8 dollars please - Enjoy the movie - feedback: You have paid too much! - - option: |- - Welcome to the movie theater - That will be 5 dollars please - Enjoy the movie - feedback: Amazing! - - option: |- - Welcome to the movie theater - That will be 3 dollars please - Enjoy the movie - feedback: That's not enough money! - - option: |- - Welcome to the movie theater - Ok - Enjoy the movie - feedback: You have to pay for your popcorn! - hint: popcorn = yes and drink = no - correct_answer: B - question_score: '10' 9: - question_text: What is wrong with this code? code: |- 1 chocolate = ask 'Would you like chocolate sauce on your ice cream?' 2 sprinkles = ask 'Would you like sprinkles on your ice cream?' @@ -3129,11 +1473,7 @@ levels: {if} chocolate = 'yes' {and} sprinkles = 'no' ``` feedback: This is not what I ordered! - hint: There is a mistake in line 3 - correct_answer: A - question_score: '10' 10: - question_text: Which command needs to be in line 8 at the place of the ??? ? code: |- print 'Welcome to the product finder of this supermarkt' item is ask 'What product are you looking for?' @@ -3157,16 +1497,8 @@ levels: feedback: 'No' - option: if feedback: 'No' - hint: The item is either in the list of snacks, or in the list of drinks - correct_answer: B - question_score: '10' 14: 1: - question_text: Which symbol should be used on the blank? - code: |- - name _ {ask} 'Who are you?' - {if} name == 'Hedy' - {print} 'Me too!' mp_choice_options: - option: '`=>`' feedback: This is not a symbol। @@ -3177,45 +1509,7 @@ levels: - option: '`=`' feedback: Right! hint: We are not comparing anything, we are just asking a name। - correct_answer: D - question_score: '10' - 2: - question_text: Which of these codes has used the correct = or == symbol? - mp_choice_options: - - option: '{if} name = Hedy' - feedback: 'No' - - option: '{if} age = 24' - feedback: 'No' - - option: answer = {ask} 'What is your answer' - feedback: Yes! - - option: answer == {ask} 'How are you doing?' - feedback: 'No' - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' - 3: - question_text: Which symbols should be filled in on the two blanks? - code: |- - guests = {ask} 'How many people are at the party?' - {if} guests _ 130 - {print} 'You can come in!' - {if} guests _ 130 - {print} 'Im sorry, the club is full. ' - {print} 'You have to wait for a guest to leave' - mp_choice_options: - - option: '`>` and `<`' - feedback: That's not it - - option: '`=` and `>=`' - feedback: That's not it - - option: '`<` and `>=`' - feedback: You are right - - option: '`+` and `==`' - hint: There are 130 people allowed in the club - correct_answer: C - question_score: '10' - feedback: That's not it 4: - question_text: What's wrong with this code? code: |- price = 10 money = {ask} How much money do you have? @@ -3224,20 +1518,7 @@ levels: {print} 'You can buy the bear!' {else} {print} 'You cannot buy this bear!' - mp_choice_options: - - option: In line 1 == should be used instead of = - feedback: No that's not it - - option: Line 2 misses quotation marks - feedback: You are correct - - option: In line 4 = should have been used instead of == - feedback: No that's not it - - option: In line 4 <= should have been used instead of >= - feedback: No that's not it - hint: The symbols are right - correct_answer: B - question_score: '10' 5: - question_text: Which symbol should be filled in on the blanks if the movie is suitable for kids for the age of 12 and up? code: |- age = {ask} 'How old are you?' ticket = {ask} 'Do you have a ticket?' @@ -3245,20 +1526,7 @@ levels: {print} 'You can enter the movie theater.' {else} {print} 'You are not allowed to come in!' - mp_choice_options: - - option: '`> 12`' - feedback: 12 year olds are allowed too - - option: '`>= 12`' - feedback: Great! - - option: '`< 12`' - feedback: These kids are too young! - - option: '`<= 12`' - feedback: These kids are too young - hint: '> means greater than' - correct_answer: B - question_score: '10' 6: - question_text: How many times do you have to say you are annoyed before this annoying game stops? code: |- lives = 2 {repeat} 10 times @@ -3266,35 +1534,7 @@ levels: answer = {ask} 'Are you annoyed yet?' {if} answer == 'yes' lives = lives - 1 - mp_choice_options: - - option: 10 times - feedback: It stops after 2 times - - option: 0 times - feedback: It stops after 2 times - - option: 1 time - feedback: It stops after 2 times - - option: 2 times - feedback: That is correct - hint: '!= means ''is not''' - correct_answer: D - question_score: '10' 7: - question_text: What should be filled in on the three blanks? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' mp_choice_options: - option: '`''Lower''` and `''Higher''` and `''You win!''`' feedback: That's not quite right। @@ -3305,16 +1545,7 @@ levels: - option: '`''Lower!''` and `''You win!''` and `''Higher!''`' feedback: That's not quite right। hint: The last one should say you win। - correct_answer: B - question_score: '10' 8: - question_text: Which statement is true about this roller coaster? - code: |- - length = {ask} 'Please fill in your length in cm' - {if} length < 120 - {print} 'Sorry, you cannot go on this roller coaster.' - {else} - {print} 'Enjoy the ride' mp_choice_options: - option: You must be taller than 120 cm to go on the roller coaster feedback: True! @@ -3324,11 +1555,7 @@ levels: feedback: '> means greater than' - option: There are no length restrictions to go on the roller coaster feedback: There are। - hint: '> means greater than' - correct_answer: A - question_score: '10' 9: - question_text: How many pieces of chocolate will give you a stomach ache according to this fitbit? code: |- chocolate = {ask} 'How many pieces of chocolate have you eaten?' {if} chocolate <= 2 @@ -3337,36 +1564,6 @@ levels: {print} 'That is a bit much' {if} chocolate > 8 {print} 'You will get a stomach ache!' - mp_choice_options: - - option: 1 or more - feedback: 'No' - - option: 2 or more - feedback: 'No' - - option: 8 or more - feedback: Almost - - option: 9 or more - feedback: Great! - hint: '> 8 means more than 8' - correct_answer: D - question_score: '10' - 10: - question_text: What should be filled in in the blanks? - code: |- - {print} 'Whoever gets the most points wins!' - {if} points_player_1 < points_player_2 - {print} _ - mp_choice_options: - - option: '''player 1 wins''' - feedback: Look at who has the highest score! - - option: '''player 2 wins''' - feedback: Yes! - - option: '''player 2 loses''' - feedback: Look at who has the highest score! - - option: '''It is a tie''' - feedback: No it's not, one player has a higher score - hint: You win the game by having the most points - correct_answer: B - question_score: '10' 15: 1: question_text: 'Which symbol should be used on the blank? Tip: You must keep guessing until you get it right।' @@ -3384,54 +1581,12 @@ levels: feedback: Correct - option: '`=`' feedback: That's not it - hint: Keep guessing until you say Amsterdam - correct_answer: C - question_score: '10' - 2: - question_text: Which of these codes has used the correct symbol(s)? - mp_choice_options: - - option: |- - ``` - {while} name = Hedy - ``` - feedback: 'No' - - option: |- - ``` - {while} age = 24 - ``` - feedback: 'No' - - option: |- - ``` - {while} time > 0 - ``` - feedback: Yes! - - option: |- - ``` - {while} answer == yes' - ``` - feedback: A quotation mark is missing - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' 3: question_text: Which command should be filled in on the two blanks? code: |- _ age >= 18 print 'you are not allowed in this bar' - mp_choice_options: - - option: '`{in}`' - feedback: That's not it - - option: '`{while}`' - feedback: You are right - - option: '`{for}`' - feedback: That's not it - - option: '`{range}`' - feedback: That's not it - hint: You are not allowed in the bar as long as you are 17 or younger - correct_answer: B - question_score: '10' 4: - question_text: What's wrong with this code? code: |- options = 1, 2, 3, 4, 5, 6 print 'Throw 6 as fast as you can!' @@ -3451,11 +1606,7 @@ levels: feedback: That's not it - option: In line 5 != should have been used instead of == feedback: You are correct - hint: There is something wrong in line 5 - correct_answer: D - question_score: '10' 5: - question_text: What should be placed on the blank to make this program work correctly? code: |- wetness = 10 while wetness != 0 @@ -3474,9 +1625,6 @@ levels: feedback: You are correct! - option: = wetness + 1 feedback: The program should count down - hint: wetness should get less each time - correct_answer: C - question_score: '10' 6: question_text: what is wrong with this code? code: |- @@ -3494,25 +1642,8 @@ levels: feedback: No that's not right - option: Line 2 should start with less indentation feedback: That is correct - hint: Look closely at the indentation - correct_answer: D - question_score: '10' 7: question_text: How should this program be changed to that it works? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' mp_choice_options: - option: '... change the first {if} into a {while}' feedback: Perfect! @@ -3523,17 +1654,7 @@ levels: - option: '... change the fourth {if} into a {while}' feedback: That's not quite right। hint: The last one should say you win। - correct_answer: A - question_score: '10' 8: - question_text: Which statement is true about this automated toilet system? - code: |- - {while} toilet == 'occupied' - lights = 'on' - air_freshener_sprays = 'yes' - {sleep} 60 - lights = 'off' - air_freshener_sprays = 'no' mp_choice_options: - option: The lights and air freshener will turn off after 1 minute feedback: False! @@ -3544,10 +1665,7 @@ levels: - option: The lights will always stay on। feedback: That wouldn't be right। hint: The block after the while command keeps happening while the toilet is occupied। - correct_answer: B - question_score: '10' 9: - question_text: What will the diet app say if you have eaten 1600 calories today? code: |- chocolate = {ask} 'How many calories have you eaten today?' {while} calories <= 1000 @@ -3565,16 +1683,8 @@ levels: feedback: Yes! - option: You have eaten enough for today feedback: 'No' - hint: 1600 is between 1000 and 2000 - correct_answer: C - question_score: '10' 10: question_text: 'What should be filled in in the blanks? Tip: the player with the most points is in the lead।' - code: |- - name_player_1 = {ask} 'Name player 1:' - name_player_2 = {ask} 'Name player 2:' - {while} points_player_1 > points_player_2 - {print} _ ' is in the lead right now!' mp_choice_options: - option: name_player_1 feedback: You are right! @@ -3584,15 +1694,8 @@ levels: feedback: You should fill in a name, not a number - option: points_player_2 feedback: You should fill in a name, not a number - hint: You win the game by having the most points. Your name should appear on the screen - correct_answer: A - question_score: '10' 16: 1: - question_text: Which command should be filled in on the blanks to print a random snack? - code: |- - snacks = nachos, chips, cucumber, sweets - {print} _ mp_choice_options: - option: '`snacks {at} {random}`' feedback: This is the old way। @@ -3602,11 +1705,7 @@ levels: feedback: Correct - option: '`snacks[{at} {random}]`' feedback: We do not need `at`anymore - hint: We no longer use {at} - correct_answer: C - question_score: '10' 2: - question_text: What should be filled in on the blanks if you want a list of what chores are done by whom? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chores = [the cooking, the cleaning, nothing] @@ -3634,10 +1733,7 @@ levels: ``` feedback: Fantastic! hint: '`i` tells us what item in the list it is. So friend 1 does chore 1 etc।' - correct_answer: D - question_score: '10' 3: - question_text: What is a possible output for this program? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chore = [the cooking, the cleaning, nothing] @@ -3673,16 +1769,7 @@ levels: ``` feedback: That's not it hint: It's not random..। - correct_answer: A - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - friends = ['Jaylee', 'Erin', 'Fay'] - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 0 {to} 3 - print 'the lucky number of ' friends[i] - print 'is ' lucky_numbers[i] mp_choice_options: - option: The variable in line 4 should be 'friend[i]', not 'friends[i]' feedback: That is not right। @@ -3692,16 +1779,7 @@ levels: feedback: It's not a variable, it's just text। - option: '{in} in line 3 should be removed' feedback: That's not it - hint: There's nothing wrong with line 4 - correct_answer: B - question_score: '10' 5: - question_text: Which line should be filled in in the blank? - code: |- - animals = ['dog', 'cow', 'horse'] - _ - {for} i {in} {range} 1 {to} 3 - {print} 'the ' animals[i] ' says ' sounds[i] mp_choice_options: - option: noises = ['moo', 'woof', 'neigh'] feedback: Mind the variable name and the order of the sounds। @@ -3712,15 +1790,7 @@ levels: - option: sounds = ['woof', 'moo', 'neigh'] feedback: Great job! hint: Look at line 1 to see proper use of brackets and quotation marks। - correct_answer: D - question_score: '10' 6: - question_text: Which statement is true? - code: |- - people = ['Chris', 'Jaylino', 'Ryan'] - games = ['fortnite', 'minecraft', 'fifa'] - {for} o {in} {range} 1 {to} 3 - {print} people[o] ' likes ' games[o] mp_choice_options: - option: You are not allowed to use the variable o. It should be named i। feedback: i is the most commonly used variable name in this case, but it's not mandatory to use i। @@ -3731,15 +1801,7 @@ levels: - option: This code will not work. It will give and error। feedback: No, the code is correct। hint: There is nothing wrong with this code। - correct_answer: C - question_score: '10' 7: - question_text: What's wrong with this code? - code: |- - people = ['Savi', 'Senna', 'Fayenne'] - transportation = ['bike', 'train', 'car'] - {for} i {in} {range} 1 {to} 3 - {print} people[i] goes to school by transportation[i] mp_choice_options: - option: Line 1 needs less quotation marks feedback: That is not right। @@ -3750,14 +1812,7 @@ levels: - option: Line 4 needs more quotation marks। feedback: Amazing! hint: There is a mistake made in the usage of quotation marks। - correct_answer: D - question_score: '10' 8: - question_text: Which of these codes belongs to this output? - code: |- - Macy and Kate get to go first - Lionell and Raj get to go second - Kim and Leroy get to go third mp_choice_options: - option: |- ``` @@ -3792,14 +1847,7 @@ levels: ``` feedback: This is not going to work! hint: If you look carefully at the first line, you'll see that only the first two answers are possibly correct। - correct_answer: B - question_score: '10' 9: - question_text: What is a possible output for this code? - code: |- - countries = ['Canada', 'Zimbabwe', 'New Zealand'] - {for} i {in} {range} 0 {to} 1 - {print} 'I will travel to ' countries[random] mp_choice_options: - option: |- ``` @@ -3824,20 +1872,7 @@ levels: I will travel to New Zealand ``` feedback: It's only repeated twice - hint: Range 0 to 1 is 2 times - correct_answer: A - question_score: '10' 10: - question_text: Which 3 lines will complete this code correctly? - code: |- - {print} 'The book raffle will start soon' - {print} 'Get your tickets now!' - books = ['Narnia', 'The Hobbit', 'Oliver Twist', 'Harry Potter', 'Green eggs and ham'] - people = {ask} 'How many raffle tickets are sold?' - list_of_numbers = [1, 2] - {for} i {in} {range} 3 {to} people - {add} i {to} list_of_numbers - {for} i {in} {range} 1 {to} 5 mp_choice_options: - option: |- ``` @@ -3865,16 +1900,8 @@ levels: {remove} chosen_number {from} list_of_numbers ``` feedback: Fantastic! - hint: You need to use the {remove} command - correct_answer: D - question_score: '10' 17: 1: - question_text: What is the output of this code? - code: |- - minions = ['Bob', 'Kevin', 'Stuart'] - {for} x in minions: - {print} x mp_choice_options: - option: |- ``` @@ -3901,21 +1928,7 @@ levels: ``` feedback: Do not loop through the letters। hint: Loop through your list। - correct_answer: B - question_score: '10' 2: - question_text: What is wrong with this code? - code: |- - seconds_minute = 60 - minute_hour = 60 - hour_day = 24 - leap_year = 366 - no_leap_year = 365 - years = ask 'what year is it?' - {if} years = 2024: - print seconds_minute * minute_hour * hour_day * leap_year - {else}: - print seconds_minute * minute_hour * hour_day * noleap_year mp_choice_options: - option: You cannot have so many variables। feedback: This is not it। @@ -3926,14 +1939,7 @@ levels: - option: The `noleap_year` has to be identical in both cases। feedback: Correct! hint: Read the code carefully। - correct_answer: D - question_score: '10' 3: - question_text: How many hedgehogs will this code print? - code: |- - {for} x in range 1 to 3: - {for} y in range 1 to 2: - {print} 🦔 mp_choice_options: - option: |- ``` @@ -3968,22 +1974,7 @@ levels: ``` feedback: That is not it। hint: Think about how many times you need repeating। - correct_answer: C - question_score: '10' 4: - question_text: What is wrong with code? - code: |- - name_color = {ask} 'What is your favorite color?' - {if} name_color == 'red': - {print} 'the color of a tomato' - {elif} name_color == 'green': - {print} 'the color of an apple' - {elif} name_color == 'blue': - {print} 'the color of a blueberry' - {elif} name_color == 'yellow': - {print} 'the color of a banana' - {elif}: - {print} 'this fruit-color does not exist' mp_choice_options: - option: The first `{elif}` should be used before the `print` command feedback: Try again। @@ -3994,21 +1985,7 @@ levels: - option: '`{elif}` in the last line should be replaced by `{else}`' feedback: Great! hint: Think about `{if}`, `{elif}`, `{else}`। - correct_answer: D - question_score: '10' 5: - question_text: What is the output of this code? - code: |- - numbers = [7, 19, 29, 41, 53, 71, 79, 97] - {for} prime in numbers: - {if} prime <= 10: - {print} prime - {elif} prime >= 60: - {print} prime - {elif} prime >= 90: - {print} prime - {else}: - {print} 'another number' mp_choice_options: - option: |- ``` @@ -4059,20 +2036,7 @@ levels: ``` feedback: That is not it। hint: Think about how many times you need repeating and the values of if and elif। - correct_answer: A - question_score: '10' 6: - question_text: What is wrong with code? - code: |- - name = {ask} 'What is your name?' - {if} name == 'Hedy': - password = {ask} 'What is your password?' - {if} password =='turtle123': - {print} 'Yey' - {else}: - {print} 'Access denied' - {else}: - {print} 'Go fish' mp_choice_options: - option: '`{elif}` is missing।' feedback: Try again। @@ -4083,10 +2047,7 @@ levels: - option: There is an indentation mistake in the last line। feedback: Amazing! hint: There is a mistake somewhere..। - correct_answer: D - question_score: '10' 7: - question_text: Which of the following codes will print five times 'the result is 3' on the screen? mp_choice_options: - option: |- ``` @@ -4121,20 +2082,7 @@ levels: ``` feedback: That is not it। hint: Think about mathematical symbols। - correct_answer: C - question_score: '10' 8: - question_text: What is wrong with code? - code: |- - insects = ['🐝', '🦋', '🕷', '🐞'] - your_favorite = {ask} 'what is your favorite insect?' - {for} insect in insects: - {if} your_favorite == '🐝' {or} your_favorite == '🐞': - {print} 'very useful' - {elif} your_favorite == '🕷': - {print} 'it can catch mosquitoes' - {else}: - {print} 'almost all insects can be useful one way or another' mp_choice_options: - option: '`{or}` cannot be used with `{if}`।' feedback: Try again। @@ -4145,20 +2093,7 @@ levels: - option: There is an indentation mistake in the last line। feedback: Nope। hint: Read the code carefully। - correct_answer: C - question_score: '10' 9: - question_text: Which one of the codes below gave this output? - code: |- - -5 is negative - -4 is negative - -3 is negative - -2 is negative - -1 is negative - 0 is positive - 1 is positive - 2 is positive - 3 is positive mp_choice_options: - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" feedback: Try again! @@ -4169,20 +2104,7 @@ levels: - option: "```\n {for} number in range -5 to 3:\n {if} number < 0: \n {print} number ' is positive'\n {elif} number <=0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" feedback: That is not it। hint: Read the code carefully। - correct_answer: C - question_score: '10' 10: - question_text: What is wrong with this code? - code: |- - {for} number in range 1 to 5: - volume_room = num * num * num - {print} volume_room ' cubic meters' - {if} volume_room > 100: - {print} 'this is a large room' - {elif} volume_room < 100: - {print} 'small room but cosy' - {else}: - {print} 'i will look for something else' mp_choice_options: - option: The word num needs quotation marks। feedback: Try again। @@ -4193,5 +2115,3 @@ levels: - option: There is an indentation mistake in the last line। feedback: Nope। hint: Read the code carefully। - correct_answer: C - question_score: '10' diff --git a/content/quizzes/ca.yaml b/content/quizzes/ca.yaml index 4a4e1bc3d6e..af03d52505c 100644 --- a/content/quizzes/ca.yaml +++ b/content/quizzes/ca.yaml @@ -11,11 +11,7 @@ levels: feedback: Aquest no! - option: Heidi feedback: Aquest no! - hint: It's named after Hedy Lamarr. - correct_answer: A - question_score: '10' 2: - question_text: Which need to be filled in on the blanks to make the text Hello! appear? code: _ Hola! mp_choice_options: - option: |- @@ -39,10 +35,7 @@ levels: ``` feedback: With `{ask}`, you can ask a question. hint: _ Hola món! - correct_answer: B - question_score: '10' 3: - question_text: How do you ask what someone's favorite color is? mp_choice_options: - option: |- ``` @@ -64,9 +57,6 @@ levels: {echo} Quin és el teu color preferit? ``` feedback: '`{echo}` repeats your answer back to you.' - hint: You can ask something with the `{ask}` command - correct_answer: C - question_score: '10' 4: question_text: Què falla en aquest codi? code: |- @@ -82,11 +72,7 @@ levels: feedback: '`{echo}` is a command, there''s another mistake.' - option: Nothing! This is a perfect code! feedback: Wrong, look carefully! - hint: Line 1 doesn't seem right - correct_answer: A - question_score: '10' 5: - question_text: Which command is missing in line 2? code: |- {ask} Quin és el teu animal preferit? _ Així que el teu animal preferit és... @@ -111,16 +97,8 @@ levels: {echo} ``` feedback: Endavant! - hint: You want to see the answer at the end of line 2... - correct_answer: D - question_score: '10' 6: question_text: Què falla en aquest codi? - code: |- - {print} Hi im Hedy! - {print} Which football team do you support? - {echo} You support... - {print} Cool! Me too! mp_choice_options: - option: In line 1 `{print}` should be replaced with `{ask}`. feedback: '`{print}` in line 1 is correct.' @@ -130,16 +108,8 @@ levels: feedback: '`{echo}` és correcte.' - option: In line 4, `{print}` is spelled wrong. feedback: No, there is a mistake somewhere else - hint: Check the `{print}` commands. - correct_answer: B - question_score: '10' 7: question_text: Què falla en aquest codi? - code: |- - {print} Welcome at Hedys restaurant! - {ask} What would you like to eat? - {echo} So you want to order ... - {print} Coming right up! Enjoy! mp_choice_options: - option: In line 1 `{print}` needs to be replaced with `{ask}` feedback: Are you sure something is wrong? @@ -149,11 +119,7 @@ levels: feedback: Are you sure something is wrong? - option: Res! Aquest codi és perfecte! feedback: Correcte! - hint: Check the code line by line - correct_answer: D - question_score: '10' 8: - question_text: How do you use the `{echo}` command? mp_choice_options: - option: You can use it to `{ask}` a question. feedback: That's what `{ask}` is for! @@ -163,11 +129,7 @@ levels: feedback: Bona feina! - option: You can use it to make text disappear. feedback: That's not right... - hint: '`{echo}` is used after an `{ask}` command.' - correct_answer: C - question_score: '10' 9: - question_text: What's wrong with this code? code: |- {print} Hola! {print} Com estàs? @@ -181,15 +143,8 @@ levels: feedback: No, `{echo}` is right. Where is the question being asked? - option: Nothing. This is a perfect code! feedback: Look carefully for the mistake... - hint: '`{ask}` allows you to ask a question' - correct_answer: B - question_score: '10' 10: question_text: Which output will be in your outputscreen after you've run this code? - code: |- - {ask} Are you ready to go to level 2? - {echo} - {echo} mp_choice_options: - option: Are you ready to go to level 2? feedback: There are two echo commands @@ -203,12 +158,8 @@ levels: Are you ready to go to level 2? Yes! feedback: There are two echo commands - hint: Let's go! - correct_answer: B - question_score: '10' 2: 1: - question_text: Which statement is true? mp_choice_options: - option: You can use the {print} command to ask questions. feedback: That is what ask is for @@ -218,85 +169,7 @@ levels: feedback: Good - option: With the {sleep} command, you can remove text from the screen. feedback: That's not how sleep works. - hint: '`{print}` still works the same way as in level 1' - correct_answer: C - question_score: '10' - 2: - question_text: Which code is correct? - mp_choice_options: - - option: |- - ``` - name {is} {ask} What is your name? - ``` - feedback: Super! - - option: |- - ``` - {ask} {is} name What is your name - ``` - feedback: The words are right, the order is not! - - option: |- - ``` - {ask} What is your name? - ``` - feedback: This worked in level 1, but in level 2 and up it works differently. - - option: |- - ``` - {ask} What is your name? {is} name - ``` - feedback: The words are right, the order isn't! - hint: '`{ask}` doesn''t work like in level 1' - correct_answer: A - question_score: '10' - 3: - question_text: What appears on your output screen when you run this code? - code: |- - name {is} Marleen - {print} name goes to the market and she buys an apple. - mp_choice_options: - - option: name goes to the market and she buys an apple. - feedback: The word name is replaced with Marleen - - option: Marleen goes to the market. - feedback: The second part of the sentence isn't left out! - - option: Marleen goes to the market and she buys an apple. - feedback: Right on! - - option: Marleen goes to the market and Marleen buys an apple. - feedback: She is not replaced with the name - hint: The word name is replaced with Marleen - correct_answer: C - question_score: '10' - 4: - question_text: What will you see on the output screen when you run this code? - code: |- - name {is} Hedy - {print} Hi my name is name - mp_choice_options: - - option: Hi my name is name - feedback: The variable name is replaced with Hedy - - option: Hi my name is Hedy - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is name - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is Hedy - feedback: Correct, this mistake will be fixed in level 4! - hint: '''name'' is being replaced with ''Hedy'' in both places' - correct_answer: D - question_score: '10' - 5: - question_text: What happens when you use the `{sleep}` command? - mp_choice_options: - - option: It slows down your computer - feedback: fortunately not! - - option: It closes down Hedy - feedback: fortunately not! - - option: Your program pauses for a second and then continues - feedback: That's right! - - option: You put it at the end so Hedy knows your program is finished - feedback: No it would be useless at the end of your code - hint: The computer waits for a second at the `{sleep}` command - correct_answer: C - question_score: '10' 6: - question_text: What should be on the lines? code: |- {print} And the award for best programming language goes to... _?_ @@ -322,116 +195,17 @@ levels: {ask} ``` feedback: There is no question there to be asked - hint: Pause for dramatic effect... - correct_answer: A - question_score: '10' 7: - question_text: What command should be used on line 2? code: |- {print} I will explode in 3 seconds! _?_ {print} BOOM! - mp_choice_options: - - option: |- - ``` - {print} 3 - ``` - feedback: You don't need to `{print}` - - option: |- - ``` - {sleep} 3 - ``` - feedback: Perfect! - - option: |- - ``` - {sleep} - ``` - feedback: This way the bomb will explode in 1 second - - option: |- - ``` - {sleep} {sleep} {sleep} - ``` - feedback: Make it easier on yourself by using the number 3 - hint: You want the computer to wait for 3 seconds - correct_answer: B - question_score: '10' - 8: - question_text: How would you correct the first line of code? - code: |- - {ask} {is} How old are you? - {print} age - mp_choice_options: - - option: |- - ``` - age {ask} {is} How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - {ask} {is} age How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - age {is} {ask} How old are you? - ``` - feedback: You get it! - - option: |- - ``` - age {is} How old are you? - ``` - feedback: Where is the `{ask}` command? - hint: The variable name should come first - correct_answer: C - question_score: '10' - 9: - question_text: What is going wrong in this code? - code: |- - dogs {is} animal - {print} I love animal - mp_choice_options: - - option: 'Line 1 should say: dogs `{is}` animals' - feedback: The variable name is animal - - option: 'Line 1 should say: animal `{is}` dogs' - feedback: Great! - - option: 'Line 2 should say: `{print}` I love animals' - feedback: The variable name is animal - - option: 'Line 2 should say: `{sleep}` I love animals' - feedback: Sleep is not used to `{print}` text - hint: You want to `{print}` 'I love dogs' - correct_answer: B - question_score: '10' 10: - question_text: What command should be used on the line 1? code: |- flavor {is} _?_ {print} Your favorite icecream is... {sleep} {print} flavor - mp_choice_options: - - option: |- - ``` - {sleep} 3 - ``` - feedback: You want to know the favorite flavor! - - option: |- - ``` - {print} strawberries - ``` - feedback: You do not want a `{print}` command at the middle of the line... - - option: |- - ``` - strawberries, chocolate, vanilla - ``` - feedback: This way you are making a list. You don't want that now. - - option: |- - ``` - {ask} What flavor icecream do you like? - ``` - feedback: That's right! - hint: You want to `{ask}` a question - correct_answer: D - question_score: '10' 3: 1: question_text: What command do you use to let Hedy pick something arbitrarily? @@ -456,14 +230,7 @@ levels: {at} {random} ``` feedback: Correct! - hint: Arbitrarily means without a plan or randomly. - correct_answer: D - question_score: '10' 2: - question_text: What's wrong with this code? - code: |- - animals {is} dog cat cow - {print} animals {at} {random} mp_choice_options: - option: 'You need commas in line 1: dog, cat, cow.' feedback: Good job! @@ -473,155 +240,8 @@ levels: feedback: animals is correct. - option: '`{at} {random}` is spelled incorrectly' feedback: '`{at} {random}` is the correct spelling' - hint: There's something wrong in line 1 - correct_answer: A - question_score: '10' - 3: - question_text: How do you fix the mistake in line 2? - code: |- - options {is} rock, paper, scissors - {print} rock, paper, scissors {at} {random} - mp_choice_options: - - option: |- - ``` - {at} {random} {print} options - ``` - feedback: You're almost there. The order of the words isn't right yet. - - option: |- - ``` - {print} rock {at} {random} - ``` - feedback: you don't always want the Hedy to {print} rock, sometimes you want scissors or paper. - - option: |- - ``` - {print} options {at} {random} - ``` - feedback: Very good! - - option: Nothing, the code is correct! - feedback: Look carefully for the mistake - hint: The variable (the list) is called options. - correct_answer: C - question_score: '10' - 4: - question_text: What should change in line 2 to print a random price? - code: |- - prices {is} 1 dollar, 100 dollar, 1 million dollar - {print} price {at} {random} - mp_choice_options: - - option: |- - ``` - {print} price - ``` - feedback: You don't want to `{print}` the word price, but you want to `{print}` one price out of your list `{at} {random}` - - option: |- - ``` - {print} prices {at} {random} - ``` - feedback: Great! You've really paid attention. - - option: |- - ``` - {print} {at} {random} price - ``` - feedback: '`{at} {random}` is placed behind the variable.' - - option: Nothing, this code is alright. - feedback: Look carefully for the mistake you missed! - hint: The variable name is prices - correct_answer: B - question_score: '10' - 5: - question_text: What is wrong in this code? - code: |- - question {is} {ask} What do you want to know? - {print} question - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 1 needs to say `{print}` instead of `{ask}` - feedback: No, that's not wrong. - - option: Line 2 needs to say `{ask}` instead of `{print}` - feedback: No that's not wrong. - - option: Line 2 needs to say answers `{at} {random}` `{is}` yes, no, maybe - feedback: No, that's not wrong. - - option: Nothing, this code is perfect - feedback: That's right! - hint: Does this code even have a mistake? - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 2 needs to say question instead of answers - feedback: No that's not right - - option: Line 2 needs the `{is}` command - feedback: Correct - - option: Line 3 needs to say answer instead of answers - feedback: No the variable's called answers - - option: Nothing! This code is great! - feedback: Actually, line 2 has a mistake. - hint: There is something wrong with line 2. - correct_answer: B - question_score: '10' - 7: - question_text: What does the `{add}` command do? - code: |- - books {is} Harry Potter, The Hobbit, Green Eggs and Ham - your_book {is} {ask} What is your favorite book? - {add} your_book {to} books - {print} books {at} {random} - mp_choice_options: - - option: The `{add}` command removes a random book from the list - feedback: The remove command removes, the add command adds - - option: The `{add}` command adds a random book to a list - feedback: It doesn't. It adds your answer to the list! - - option: The `{add}` command adds your favorite book to the list - feedback: Correct! - - option: The `{add}` command prints your favorite book. - feedback: No, it adds your favorite book to the list - hint: The `{add}` command adds a book, but which one? - correct_answer: C - question_score: '10' - 8: - question_text: What is the output of this code? - code: |- - crisps {is} sea salt, paprika, sour cream - {remove} sea salt {from} crisps - {remove} paprika {from} crisps - {print} crisps {at} {random} - mp_choice_options: - - option: You can't tell, because Hedy will `{print}` one of the 3 flavors `{at} {random}` - feedback: Take a look at the `{remove}` commands - - option: sea salt - feedback: sea salt is removed from the list - - option: paprika - feedback: Paprika is removed from the list - - option: sour cream - feedback: That's right! - hint: There are 3 flavors, bit 2 are removed. Which one remains? - correct_answer: D - question_score: '10' 9: - question_text: What's wrong with this code? - code: |- - colors {is} blue, purple, green - chosen_color {is} {ask} Which hair color wouldn't you like to have? - {remove} chosen_color {from} colors - {print} I will dye my hair color {at} {random} - mp_choice_options: - - option: 'Line 3 should say: `{remove}` blue `{from}` colors' - feedback: Maybe you want blue hair though! - - option: Line 3 should have an `{add}` command instead of a `{remove}` command - feedback: You want to remove the chosen color so `{remove}` is right. - - option: In line 4 the variable should be called colors instead of color - feedback: Great job! - - option: Nothing, this is a correct code! - feedback: Find the mistake! hint: Look at line 3 - correct_answer: C - question_score: '10' 10: question_text: What should be on the _?_? code: |- @@ -652,8 +272,6 @@ levels: ``` feedback: This increased the change that the person who walked yesterday now has to do it again. That's mean. hint: The person who walked the dog yesterday should be removed from the list. - correct_answer: A - question_score: '10' 4: 1: question_text: Which of these is true? @@ -666,11 +284,7 @@ levels: feedback: '`{at} {random}` still works' - option: '`{at} {random}` now needs quotation marks' feedback: No, but 2 other commands do. - hint: In level 4 you need quotation marks for 2 commands. - correct_answer: A - question_score: '10' 2: - question_text: Which code uses the proper quotation marks? mp_choice_options: - option: |- ``` @@ -692,11 +306,7 @@ levels: {print} ,hello, ``` feedback: This is a comma, you need quotation marks. - hint: Pick the right quotation marks. - correct_answer: B - question_score: '10' 3: - question_text: Where are the quotation marks used correctly? mp_choice_options: - option: |- ``` @@ -718,28 +328,7 @@ levels: {print} 'Hi Im Hedy' ``` feedback: Perfect! - hint: Both before and after the words you want to print should be a quotation mark. - correct_answer: D - question_score: '10' - 4: - question_text: Which statement is true? - mp_choice_options: - - option: 'You need quotation marks around the word `{print}`, like this: `''{print}''`.' - feedback: The quotation marks shouldn't be around the command itself. - - option: You need quotation marks around the words you want to print. - feedback: Super! - - option: You do not need quotation marks when using the `{ask}` command - feedback: Both `{print}` and `{ask}` require quotation marks - - option: You can choose yourself whether to use quotation marks or not. - feedback: Unfortunately, Hedy is stricter than that. - hint: From level 4 on you need to use quotation marks. - correct_answer: B - question_score: '10' 5: - question_text: What has to be changed in order for the game to work? - code: |- - options {is} rock, paper, scissors - {print} 'options {at} {random}' mp_choice_options: - option: |- ``` @@ -758,89 +347,9 @@ levels: feedback: That's right - option: Nothing, the game already works! feedback: Look carefully. There is an error. - hint: You don't want Hedy to literally print 'options {at} {random}', you want it to print 'rock' or 'paper' or 'scissors'. - correct_answer: C - question_score: '10' 6: - question_text: What would be a good next line in this code? - code: prices {is} 1 dollar, 100 dollars, 1 million dollars - mp_choice_options: - - option: |- - ``` - {print} 'You win...' prices {at} {random} - ``` - feedback: Great! You get it! - - option: |- - ``` - {print} You win... 'prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}' - - option: |- - ``` - {print} You win... prices {at} {random} - ``` - feedback: You need some quotation marks! - - option: |- - ``` - {print} 'You win... prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}'' hint: 'Think carefully: what is a variable and should be outside of the quotation marks? And what are normal words that should be inside?.' - correct_answer: A - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: Correct! - - option: Quotation marks are missing in line 2 - feedback: A variable doesn't need quotes - - option: Quotation marks are missing in line 3 - feedback: You don't want Hedy to literally print 'answers {at} {random}' so no quotation marks needed here! - - option: Nothing, this code is good as is! - feedback: Look carefully. You missed a mistake! - hint: Check each line on whether they'd need quotation marks or not. - correct_answer: A - question_score: '10' - 8: - question_text: What would be a good next line for this code? - code: |- - {print} 'Welcome at the money show!' - {print} 'In front of you are 3 doors' - door {is} {ask} 'Which door do you choose?' - mp_choice_options: - - option: |- - ``` - {print} So you pick door door - ``` - feedback: We need quotation marks - - option: |- - ``` - {print} 'So you pick ' door door - ``` - feedback: If the player chooses door 3, Hedy will say 'So you pick 3 3 - - option: |- - ``` - {print} 'So you pick door ' door - ``` - feedback: Super! - - option: |- - ``` - {print} 'So you pick door door' - ``` - feedback: Hedy will literally print 'So you pick door door - hint: The second word door should be replaced with the number, the first should still be the word door... - correct_answer: C - question_score: '10' 9: - question_text: What will never appear in your output screen? - code: |- - clubs {is} Real Madrid, Bayern Munchen, Manchester United, Ajax - {print} clubs {at} {random} ' is going the win the champions league' mp_choice_options: - option: Ajax is going to win the champions league feedback: Hedy could `{print}` that @@ -850,27 +359,6 @@ levels: feedback: Hedy could `{print}` that - option: FC Barcelona is going to win the champions league feedback: That's right. It's not in the list - hint: What are Hedy's options to randomly pick from? - correct_answer: D - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - people {is} mom, dad, Emma, Sophie - {print} The dishes are done by... - {print} people {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: A list doesn't need quotation marks - - option: Quotation marks are missing in line 2 - feedback: Correct - - option: Quotation marks are missing in both line 2 and 3 - feedback: Line 3 doesn't need quotation marks because it's not printed literally - - option: Nothing, this code has no mistakes - feedback: You missed one! - hint: One line needs quotation marks, because you want it to be printed literally. - correct_answer: B - question_score: '10' 5: 1: question_text: Which command should be filled in on the _?_? @@ -899,80 +387,8 @@ levels: {else} ``` feedback: That's right! - hint: Which one goes together with the `{if}` command? - correct_answer: D - question_score: '10' - 2: - question_text: What appears in your output screen when you type in the name Hedy? - code: |- - name {is} {ask} 'What is your name?' - {if} name {is} Hedy {print} 'fun' {else} {print} 'less fun' - mp_choice_options: - - option: fun - feedback: That's right! - - option: less fun - feedback: If the name is Hedy, it will say 'fun'' - - option: Hedy - feedback: No, it doesn't print the name - - option: Error - feedback: Fortunately not! - hint: '`{if}` name `{is}` Hedy `{print}` ...?' - correct_answer: A - question_score: '10' 3: - question_text: What is the right password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct! - feedback: This is printed when you type in the correct password - - option: SECRET - feedback: That's right!' - - option: password - feedback: The password isn't password... - - option: ALARM INTRUDER - feedback: This is printed when you type in the incorrect password! hint: '`{if}` password `{is}` ... `{print}` ''Correct!''!''' - correct_answer: B - question_score: '10' - 4: - question_text: What does Hedy print when you type in the wrong password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct - feedback: That's printed if the correct answer is given, not the wrong one... - - option: SECRET - feedback: That's not the right answer - - option: Wrong! - feedback: No, this is not what Hedy will print - - option: ALARM! INTRUDER! - feedback: Great job! - hint: Your computer will sound the alarm for intruders! - correct_answer: D - question_score: '10' - 5: - question_text: Why will Hedy say 'ALARM! INTRUDER' when you type in 'secret'? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Because it needs to be in capitals, so SECRET - feedback: Indeed! - - option: Because the password is alarm - feedback: No, this is not the password. - - option: Because it's spelled wrong. - feedback: That's not how you spell secret - - option: Because Hedy makes a mistake - feedback: No, Hedy is right - hint: The spelling of the word has to be exactly the same. - correct_answer: A - question_score: '10' 6: question_text: Which word should be on the place of the question mark in the last line? code: |- @@ -981,30 +397,6 @@ levels: club is {ask} 'Which club is your favorite?' {if} club {is} ajax {print} 'Ajax is going to win of course!' _?_ {print} 'Sorry, your club is gonna be in last place...' - mp_choice_options: - - option: |- - ``` - {if} - ``` - feedback: '`{if}` is already in the line above' - - option: |- - ``` - {at} {random} - ``` - feedback: No, you need `{else}`. - - option: |- - ``` - {else} - ``` - feedback: Great! - - option: |- - ``` - {print} - ``` - feedback: '`{print}` is already there, we need a word before it!' - hint: '`{if}` goes together with...?' - correct_answer: C - question_score: '10' 7: question_text: Which word should be in the place of the question mark? code: |- @@ -1033,9 +425,6 @@ levels: {print} ``` feedback: Awesome! - hint: After `{else}` a `{print}` command follows - correct_answer: D - question_score: '10' 8: question_text: Which word should be on the place of the question mark? code: |- @@ -1063,222 +452,10 @@ levels: {print} ``` feedback: No, that's not it. - hint: What the variable name? - correct_answer: B - question_score: '10' - 9: - question_text: Which door should you choose to escape?? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} - mp_choice_options: - - option: '1' - feedback: Bad choice! You're being eaten - - option: '2' - feedback: Super! You escaped! - - option: '3' - feedback: Bad choice! You're being eaten. - - option: It's a trap, you will always be eaten! - feedback: Luckily not! - hint: One of the doors will keep you safe.. - correct_answer: B - question_score: '10' - 10: - question_text: Which monster is standing behind door 1? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} - mp_choice_options: - - option: Hedy picks a random monster each time. - feedback: Awesome! - - option: vampire - feedback: Not always... - - option: werewolf - feedback: Not always... - - option: giant spider - feedback: Not always... - hint: Mind the last 3 words... monsters `{at} {random}`... - correct_answer: A - question_score: '10' 6: - 1: - question_text: What's Hedy's output when you run this code? - code: '{print} 2*10' - mp_choice_options: - - option: '20' - feedback: Correct! - - option: '12' - feedback: No, the plus sign is used in addition - - option: 2*10 - feedback: No, Hedy will calculate the answer - - option: '210' - feedback: Mind it's a calculation. - hint: The `*` is used as a multiplication sign - correct_answer: A - question_score: '10' - 2: - question_text: What do you use when you want to add two numbers? - mp_choice_options: - - option: '`-`' - feedback: That's not it - - option: plus - feedback: That's not it - - option: '`*`' - feedback: That's not it - - option: '`+`' - feedback: Correct! - hint: It's the plus sign. - correct_answer: D - question_score: '10' - 3: - question_text: What's Hedy's output when you run this code? - code: '{print} ''3*10''' - mp_choice_options: - - option: '30' - feedback: This would be the right answer if there were no quotation marks. - - option: '13' - feedback: Try again.. - - option: 3*10 - feedback: Correct! There are quotation marks, so Hedy will print it literally. - - option: Nothing, Hedy will give an error message. - feedback: No, Hedy will print it literally. - hint: Mind the quotation marks!! - correct_answer: C - question_score: '10' - 4: - question_text: Kim is 10 years old. What will Hedy print for her? - code: |- - name = {ask} 'How many letters are in your name?' - age = {ask} 'How old are you?' - luckynumber = name*age - {print} 'Your lucky number is...' luckynumber - mp_choice_options: - - option: '30' - feedback: Mind, Hedy also prints 'Your lucky number is...' - - option: '10' - feedback: Please try again. - - option: Your lucky number is... 30 - feedback: That's right! - - option: Your lucky number is... 10 - feedback: Her lucky number is name times age... - hint: 'Kim has 3 letters, she is 10 years old so: letters times age = 3*10 = 30.' - correct_answer: C - question_score: '10' - 5: - question_text: If 5 people eat at this restaurant, how much do they have to pay in total? - code: |- - {print} 'Welcome to Hedys!' - people = {ask} 'How many people are eating with us tonight?' - price = people * 10 - {print} 'That will be ' price 'dollar please' - mp_choice_options: - - option: 5 dollars - feedback: Unfortunately, it's not that cheap. - - option: 10 dollars - feedback: No, it's 10 dollars each. - - option: 15 dollars - feedback: The * means multiplication. - - option: 50 dollars - feedback: Great! - hint: '`price` `is` `people` `times` 10' - correct_answer: D - question_score: '10' 6: question_text: How much does a hamburger cost is this virtual restaurant? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = 15 - {if} food {is} fries price = 6 - mp_choice_options: - - option: 15 dollars - feedback: Super! - - option: 6 dollars - feedback: The fries are 6 dollars - - option: 0 dollars - feedback: The hamburger isn't free! - - option: 21 dollars - feedback: That's the price for a hamburger and fries! - hint: Mind the fourth line. - correct_answer: A - question_score: '10' - 7: - question_text: Why does line 7 say 'price is price + 3' instead of 'price is 3'? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = price + 15 - {if} food {is} fries price = price + 6 - drinks is {ask} 'What would you like to drink?' - {if} drinks {is} coke price = price + 3 - {if} drinks {is} water price = price + 1 - {print} price ' dollars please' - mp_choice_options: - - option: It could have been `price = 3` just as well. - feedback: No, that's not true. Hedy needs to add 3 dollars to the total. - - option: Because Hedy doesn't understand `price = 3`. - feedback: Hedy would understand, but it wouldn't be right. - - option: Because Hedy would otherwise forget about the previous order. The price would be 3 dollars in total. - feedback: That's right! - - option: Because the price is 0 dollars to begin with. - feedback: That's true, but not the reason - hint: The price shouldn't be 3, but 3 dollars more than it already was - correct_answer: C - question_score: '10' - 8: - question_text: Why is this code incorrect? - code: |- - correct answer = 3*12 - answer = {ask} 'What is 3 times 12?' - {if} answer {is} correct answer {print} 'Good job!' - {else} {print} 'No... It was ' correct answer - mp_choice_options: - - option: There shouldn't be quotation marks in line 2 - feedback: No, there should be! - - option: The variable is called correct answer, but a variable's name can only be 1 word. So it should be correct_answer - feedback: Correct! - - option: The `{if}` and `{else}` commands should be in the same line. - feedback: No, that's not true. - - option: The variable in line 2 can't be called answer, because it is too similar to the variable correct answer. - feedback: Variable names can be similar, but they can't be 2 words... - hint: Inspect what the variables are called. - correct_answer: B - question_score: '10' - 9: - question_text: Imagine you love football a 10, you've eaten 2 bananas and have washed your hands 3 times today. How smart does the silly fortune teller think you are? - code: |- - {print} 'Im Hedy the silly fortune teller' - {print} 'I will predict how smart you are!' - football = {ask} 'On a scale of 0 to 10 how much do you love football?' - bananas = {ask} 'How many bananas have you eaten this week?' - hygiene = {ask} 'How many times did you wash your hands today??' - result = bananas + hygiene - result = result * football - {print} 'You are ' result 'percent smart.' - mp_choice_options: - - option: 10% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 32% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 50% - feedback: Super! You are 100 percent smart! - - option: 100% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - hint: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - correct_answer: C - question_score: '10' 10: - question_text: Which statement is true? code: |- name _?_ Hedy {print} name 'is walking trough the forrest' @@ -1291,12 +468,8 @@ levels: feedback: No, one `=` sign is enough - option: You can only use the `=` sign when working with numbers, not with words. feedback: You can also use `=` with words. - hint: '`{is}` and `=` are both allowed' - correct_answer: B - question_score: '10' 7: 1: - question_text: How many lines can you repeat at once with the repeat command at this level? mp_choice_options: - option: '0' feedback: No you can repeat a line. @@ -1307,91 +480,32 @@ levels: - option: infinite feedback: In this level you can only repeat one line at a time hint: You can only repeat 1 line at a time - correct_answer: B - question_score: '10' 2: - question_text: Which code is right? + hint: First the repeat command, then the `{print}` command + 4: mp_choice_options: - option: |- ``` - {print} 100 {times} 'hello' + I'm ``` - feedback: '`{repeat}` 100 `{times}` `{print}` ''hello''' + feedback: That's right! - option: |- ``` - {print} {repeat} 100 {times} 'hello' + {print} ``` - feedback: '{repeat} 100 {times} {print} ''hello''' + feedback: '`{print}` is spelled correctly' - option: |- ``` - {repeat} 'hello' 100 {times} + {repeat} ``` - feedback: '{repeat} 100 {times} {print} ''hello''' + feedback: '`{repeat}` is spelled correctly' - option: |- ``` - {repeat} 100 {times} {print} 'hello' - ``` - feedback: That's right! - hint: First the repeat command, then the `{print}` command - correct_answer: D - question_score: '10' - 3: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} ''Hello!''' - mp_choice_options: - - option: Right - feedback: No, a word is missing - - option: Wrong, the word `{repeat}` is missing - feedback: The word `{repeat}` is there, another word is missing - - option: Wrong, the word `{times}` is missing - feedback: The word `{times}` is there, another word is missing. - - option: Wrong, the word `{print}` is missing - feedback: Correct - hint: 'It should be: `{repeat}` 100 `{times}` `{print}` ''Hello''' - correct_answer: D - question_score: '10' - 4: - question_text: Which word is wrong in the code? - code: |- - {print} 'I'm blue' - {repeat} 7 {times} {print} 'da ba dee, da ba da' - mp_choice_options: - - option: |- - ``` - I'm - ``` - feedback: That's right! - - option: |- - ``` - {print} - ``` - feedback: '`{print}` is spelled correctly' - - option: |- - ``` - {repeat} - ``` - feedback: '`{repeat}` is spelled correctly' - - option: |- - ``` - {times} + {times} ``` feedback: '`{times}` is spelled correctly' hint: I'm is wrong, you can't use apostrophes - correct_answer: A - question_score: '10' - 5: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} {print} ''Hedy is awesome!''' - mp_choice_options: - - option: Correct - feedback: That's right! - - option: Wrong - feedback: That's not it - hint: The code is correct! - correct_answer: A - question_score: '10' 6: - question_text: What will be the output from this code? code: |- {print} 'Les rodes de l'autobús van girant' {repeat} 3 {times} {print} ' van rodant' @@ -1420,14 +534,7 @@ levels: van rodant van rodant feedback: All though the town! Perfect! - hint: Only 'round and round' is repeated 3 times. - correct_answer: D - question_score: '10' 7: - question_text: What will be the output from this code? - code: |- - {repeat} 2 {times} {print} 'We will' - {print} 'ROCK YOU!' mp_choice_options: - option: |- We will We will @@ -1448,61 +555,7 @@ levels: We will ROCK YOU! feedback: Mind the repeat command - hint: Mind the `{repeat}` command. - correct_answer: B - question_score: '10' - 8: - question_text: What Hedy code belongs to this output? - code: |- - Here comes the sun - Do do do do - Here comes the sun - And I say - Its alright - mp_choice_options: - - option: |- - ``` - {print} 'Here comes the sun' - {print} 'Do do do do' - {print} 'Here comes the sun' - {print} 'And I say' - {print} 'Its alright' - ``` - feedback: Awesome, you can't use the `{repeat}` command here. - - option: |- - ``` - {repeat} 2 {times} {print} 'Here comes the sun' - {print} 'And I say' - {print} 'Its alright' - feedback: Where did you leave 'Do do do do'? - - option: |- - ``` - {repeat} 2 {times} {print} 'Here comes the sun' - {print} 'Do do do do' - {print} 'And I say' - {print} 'Its alright' - ``` - feedback: This is not the correct order.. - - option: |- - ``` - {repeat} 2 {times} {print} 'Here comes the sun' - {repeat} 2 {times} {print} 'Do do' - {print} 'And I say' - {print} 'Its alright' - ``` - feedback: This is not the correct order.. - hint: '`{repeat}` can only be used if you want to execute the same line multiple times in a row.' - correct_answer: A - question_score: '10' 9: - question_text: What Hedy code belongs to this output? - code: |- - Batman was flying through Gotham. - When suddenly he heard someone screaming... - Help! - Help! - Help! - Please help me! mp_choice_options: - option: |- ``` @@ -1536,16 +589,8 @@ levels: {print} 'Please help me!' ``` feedback: Perfect - hint: '''Help!'' is repeated 3 times.' - correct_answer: D - question_score: '10' 10: question_text: What Hedy code belongs to this output? - code: |- - if youre happy and you know it clap your hands - if youre happy and you know it clap your hands - if youre happy and you know it and you really want to show it - if youre happy and you know it clap your hands mp_choice_options: - option: |- ``` @@ -1575,46 +620,8 @@ levels: {print} 'pica de mans' ``` feedback: This is not in the right order. - hint: Mind the order of the sentences. - correct_answer: B - question_score: '10' 8: - 1: - question_text: Which output will be produced by this code? - code: |- - {repeat} 2 {times} - {print} 'Hello' - {print} 'Im Hedy!' - mp_choice_options: - - option: |- - Hello - Im Hedy! - feedback: Everything is printed twice. - - option: |- - Hello - Hello - Im Hedy - feedback: The second line is repeated twice as well. - - option: |- - Hello - Im Hedy! - Hello - Im Hedy! - feedback: Super! - - option: |- - Hello - Hello - Im Hedy! - Im Hedy! - feedback: Everything is printed twice - hint: Both lines are repeated twice. - correct_answer: C - question_score: '10' 2: - question_text: What is wrong with this code? - code: |- - {repeat} 5 {times} - {print} 'Hedy is cool!' mp_choice_options: - option: This should be only one line, not 2. feedback: No it should be 2 lines. @@ -1624,15 +631,7 @@ levels: feedback: Nee, repeat is de goede spelling - option: The second line need to start with 4 spaces as indentation. feedback: Correct! - hint: Something is missing in the second line? - correct_answer: D - question_score: '10' 3: - question_text: What output will be produced when you run this program? - code: |- - {repeat} 3 {times} - {print} 'Baby shark tututudutudu' - {print} 'Baby shark' mp_choice_options: - option: |- Baby shark tututudutudu @@ -1659,97 +658,7 @@ levels: Baby shark feedback: What is being repeated and what isn't. hint: What is being repeated and what is not?. - correct_answer: C - question_score: '10' - 4: - question_text: Which output is correct? - code: |- - {print} 'The children went:' - {repeat} 2 {times} - {print} 'Yay!' - {print} 'We are going on vacation!' - mp_choice_options: - - option: |- - The children went: - Yay! - We are going on vacation! - feedback: Mind the `{repeat}` command! - - option: |- - The children went: - Yay! - We are going on vacation! - Yay! - We are going on vacation! - feedback: Correct! - - option: |- - The children went: - Yay! - Yay! - We are going on vacation! - We are going on vacation! - feedback: This order is incorrect. - - option: |- - The children went: - Yay! - Yay! - We are going on vacation! - feedback: The last line is repeated too. - hint: The block under the `{repeat}` command is repeated twice. - correct_answer: B - question_score: '10' - 5: - question_text: What is wrong with this code? - code: |- - end = {ask} 'Do you want a happy or a sad ending?' - {if} end {is} happy {print} 'They lived happily ever after' - {else} {print} 'The world exploded. The end.' - mp_choice_options: - - option: The `{print}` commands on the last two lines should start on new lines and start with 4 spaces. - feedback: That's right! - - option: '`{else}` is not a command!' - feedback: It is! - - option: Lines that start with `{if}` should start with 4 spaces - feedback: That's not true - - option: '`{ask}` is no longer a command' - feedback: That's not true - hint: Something is wrong with indentation - correct_answer: A - question_score: '10' - 6: - question_text: What will be the output of this code when we enter pancakes? - code: |- - {print} 'Welcome to restaurant Hedy' - {repeat} 2 {times} - food {is} {ask} 'What do you want to eat?' - {print} food - mp_choice_options: - - option: |- - Welcome to restaurant Hedy - Pancakes - feedback: There is no repetition in this answer. - - option: |- - Welcome to restaurant Hedy - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: This answer also repeats the welcome message - - option: |- - Welcome to restaurant Hedy - What do you want to eat? - What do you want to eat? - Pancakes - Pancakes - feedback: Almost! But look at the question, it is not repeated. - - option: |- - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: Well done! - hint: The first sentence and question will not be repeated - correct_answer: D - question_score: '10' 7: - question_text: What is wrong with this code? code: |- food = {ask} 'What would you like to eat?' {if} food {is} fries @@ -1768,96 +677,8 @@ levels: feedback: You always have to use indentation. - option: The indentation is wrong in the first `{if}` command. feedback: That's right. - hint: Take a careful look at the indentation. - correct_answer: D - question_score: '10' - 8: - question_text: In which of the codes is the indentation done right? - mp_choice_options: - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are wrong! - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are wrong! - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are... right! - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are wrong! - hint: What should happen if the person is right? And what else? - correct_answer: C - question_score: '10' - 9: - question_text: What line(s) in this code should start with 4 spaces? - code: |- - 1 music = {ask} 'What is your favorite music genre?' - 2 {if} music {is} rock - 3 {print} '🤘' - 4 {else} - 5 {print} '👎' - mp_choice_options: - - option: Line 2 and 4 - feedback: The lines after the `{if}` and `{else}` command should start with 4 spaces - - option: Only line 3 - feedback: Not only 3... - - option: Line 3, 4 and 5 - feedback: Line 4 shouldn't - - option: Line 3 and 5 - feedback: Great job! - hint: The lines after an `{if}` or `{else}` command should start with 4 spaces. - correct_answer: D - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - 1 level = {ask} 'What level are you on?' - 2 {if} level {is} 8 - 3 {print} 'Great job!' - mp_choice_options: - - option: All lines should start with 4 spaces - feedback: That's not true - - option: Line 2 and 3 should start with 4 spaces - feedback: That's not true - - option: Line 2 should start with 4 spaces - feedback: That's not true - - option: Line 3 should start with 4 spaces - feedback: You are correct! - hint: Only one line starts with 4 spaces, but which one...? - correct_answer: D - question_score: '10' 9: 1: - question_text: What is wrong with this code? code: |- {repeat} 3 {times} eten = {ask} 'What would you like to eat?' @@ -1878,51 +699,7 @@ levels: - option: The indentation is wrong in the last `{if}` command. feedback: It not, though. hint: all the indentation is done correctly. - correct_answer: A - question_score: '10' - 2: - question_text: What will be printed after entering the correct password? - code: |- - password = {ask} 'What is the password?' - correct_password = Hedy - {if} password {is} correct_password - {repeat} 2 {times} - {print} 'Good job!' - {print} 'You can use the computer!' - {else} - {print} 'The computer will explode in 5... 4... 3... 2... 1...' - mp_choice_options: - - option: |- - ``` - Good job! - Good job! - ``` - feedback: That's not it! - - option: |- - ``` - The computer will explode in 5... 4... 3... 2... 1... - ``` - feedback: That's not it! - - option: |- - ``` - Good job! - Good job! - You can use the computer! - ``` - feedback: That's not it! - - option: |- - ``` - Good job! - You can use the computer! - Good job! - You can use the computer! - ``` - feedback: Correct! - hint: Everything under the `{repeat}` command is repeated twice. - correct_answer: D - question_score: '10' 3: - question_text: Which case should you choose to win a million dollars? code: |- {print} 'Choose the right case and win!' case = {ask} 'Which case will you pick? 1 or 2?' @@ -1938,20 +715,7 @@ levels: {print} 'You sell the case for 500 dollars' {if} action {is} open {print} 'You open the case and win a million dollars!' - mp_choice_options: - - option: case 1, sell - feedback: You don't win a million! - - option: case 1, open - feedback: You don't win a million - - option: case 2, sell - feedback: You don't win a million - - option: case 2, open - feedback: Great job! You win! - hint: Follow the right path - correct_answer: D - question_score: '10' 4: - question_text: Which statement is true? code: |- name = {ask} 'What is your name?' size = {ask} 'What is your shoe size?' @@ -1971,15 +735,7 @@ levels: feedback: That's right! - option: Cinderella with shoe size 40 gets the output 'I was looking for you!' feedback: No she gets 'Ill keep looking' - hint: No matter what your name is, if you have shoe size 40 you will get the message 'Ill keep looking'. - correct_answer: C - question_score: '10' 5: - question_text: Which code produced this output? - output: |- - Icecream is the best! - Icecream is the best! - Icecream is the best! mp_choice_options: - option: |- ``` @@ -2014,11 +770,7 @@ levels: {print} 'Icecream is the best!' ``` feedback: There are 2 `{repeat}` commands in this code. - hint: Watch the indentation - correct_answer: C - question_score: '10' 6: - question_text: After which command(s) should you use indentation (starting the next line with 4 spaces)? mp_choice_options: - option: '`{if}`' feedback: Don't forget the others @@ -2028,9 +780,6 @@ levels: feedback: Keep it up! - option: '`{if}` `{else}` `{repeat}` `{print}`' feedback: Not with print - hint: Indentation happens on the line below some commands - correct_answer: C - question_score: '10' 7: question_text: "In this code from a pizza restaurant. \nYou'll get a 5 dollar discount if you order a medium pizza with coke.\n What should you do to debug this code?" code: |- @@ -2071,9 +820,6 @@ levels: price = price - 2 ``` feedback: Try again - hint: After each `{if}` command, the line below should indent - correct_answer: A - question_score: '10' 8: question_text: What is wrong is this code? code: |- @@ -2091,41 +837,12 @@ levels: feedback: You actually must start like that. - option: A code must always start with a `{print}` command in the first line feedback: That's not true. - hint: The indentation is done right this time - correct_answer: B - question_score: '10' - 9: - question_text: How many `{if}` commands can be placed inside another `{if}` command? - mp_choice_options: - - option: None, that is not allowed - feedback: You are allowed to - - option: Only 1 - feedback: You could use more if you like - - option: '3' - feedback: You could use more if you like - - option: Infinite, as long as you keep using indentation correctly - feedback: That is true - hint: You can put an `{if}` command inside an `{if}` command. - correct_answer: D - question_score: '10' 10: - question_text: Which statement is true? code: |- 1 {repeat} 2 {times} 2 {if} level {is} 9 3 {print} Great job! - mp_choice_options: - - option: All lines should start with 4 spaces - feedback: Only line 2 and 3 start with spaces - - option: Line 2 and 3 should start with 4 spaces - feedback: Line 3 should start with 8 - - option: Line 2 and 3 should start with 8 spaces - feedback: Line 2 should start with 4 - - option: line 2 should start with 4 spaces and line 3 with 8 - feedback: You are correct! hint: The first line doens't start with any spaces - correct_answer: D - question_score: '10' 10: 1: question_text: What do we need to fill in on the `_?_` if we want to print each compliment? @@ -2133,91 +850,6 @@ levels: compliments = perfect, great job, amazing _?_ {print} compliment - mp_choice_options: - - option: |- - ``` - {for} each compliment - ``` - feedback: That's not it - - option: |- - ``` - {for} compliment {in} compliments - ``` - feedback: You deserve all those compliments! - - option: |- - ``` - {if} compliment {in} compliments - ``` - feedback: That's not it - - option: |- - ``` - {for} compliments {in} compliment - ``` - feedback: Almost there! - hint: '`{for}` each compliment in the lists of compliments...' - correct_answer: B - question_score: '10' - 2: - question_text: Which output is correct? - code: |- - meals = pizza, pasta, pancakes - {for} meal {in} meals - {print} 'I love ' meal - mp_choice_options: - - option: I love pizza - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pasta - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pancakes - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: |- - I love pizza - I love pasta - I love pancakes - feedback: Great! - hint: Line 2 says for each meal in the list of meals. So each meal is printed. - correct_answer: D - question_score: '10' - 3: - question_text: Which output is correct? - code: |- - animals = dogs, cats, hamsters, chickens - {for} animal {in} animals - {print} animal ' are lovely pets' - mp_choice_options: - - option: dogs are lovely pets - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - - option: dogs, cats, hamsters, chickens are lovely pets - feedback: Each animal gets their own line in the output. - - option: |- - dogs are lovely pets - cats are lovely pets - hamsters are lovely pets - chickens are lovely pets - feedback: Great! - - option: You don't know yet. Because it chooses one of the animals {at} {random}. - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - hint: Line 2 says {for} each animal in the list of animals. So each animal is printed - correct_answer: C - question_score: '10' - 4: - question_text: What's wrong with this code? - code: |- - groceries = apples, bread, milk - {for} item {in} groceries - {print} 'We need ' groceries - mp_choice_options: - - option: Line 2 needs to start with 4 spaces as indentation - feedback: No it doesn't. Only line 3 needs indentation, which it has. - - option: Line 3 does not need to start with 4 spaces as indentation - feedback: Line 2 is a `{for}`command so line 3 does need to start with an indent. - - option: Line 3 should say item instead of groceries - feedback: Good job! - - option: Line 2 should say groceries instead of item - feedback: No it does not. - hint: Line 2 says `{for}` each item in the list of groceries - correct_answer: C - question_score: '10' 5: question_text: What word should be on the _?_ with these digital dice? code: |- @@ -2226,25 +858,7 @@ levels: choices = 1, 2, 3, 4, 5, 6 {for} player {in} players {print} player ' throws ' _?_ {at} {random} - mp_choice_options: - - option: players - feedback: It would say 'Ann throws Jesse', instead of 'Ann throws 6'. - - option: choices - feedback: That's right! - - option: choice - feedback: You are very close. But you need Hedy to pick from the list called 'choices' not 'choice'... - - option: dice - feedback: Look at the names of the variables. - hint: Hedy needs to pick a number `{at} {random}` - correct_answer: B - question_score: '10' 6: - question_text: Which of the answers below is a possible outcome when you run the code? - code: |- - choices = rock, paper, scissors - players = Kelly, Meredith - {for} player {in} players - {print} player ' chooses ' choices {at} {random} mp_choice_options: - option: Kelly chooses rock feedback: Meredith wants to play too! @@ -2258,9 +872,6 @@ levels: Kelly chooses paper Meredith chooses scissors feedback: Amazing! - hint: Each player will pick an option. The player that's first on the list will go first. - correct_answer: D - question_score: '10' 7: question_text: What line should be on the _?_ in this code that decides what these people will have for dinner? code: |- @@ -2268,30 +879,6 @@ levels: food = pasta, fries, salad _?_ {print} name ' has to eat ' food {at} {random} ' for dinner' - mp_choice_options: - - option: |- - ``` - {for} name {in} names - ``` - feedback: You are on fire! - - option: |- - ``` - {for} names {in} name - ``` - feedback: No it should be for each name in the list nameS, so the other way around - - option: |- - ``` - {for} food {in} food - ``` - feedback: Each name should be told what they will have for dinner. - - option: |- - ``` - {for} name {in} food - ``` - feedback: Each name should be told what they will have for dinner. - hint: Each name should be told what they will have for dinner. - correct_answer: A - question_score: '10' 8: question_text: What should be on the _?_ in this code that decides which color shirt you get? code: |- @@ -2320,11 +907,7 @@ levels: 'people gets a colors shirt' ``` feedback: There is no variable named people.. - hint: Mind the quotation marks and the names of the variables - correct_answer: B - question_score: '10' 9: - question_text: What is the first question Hedy will ask you when you run the program? code: |- courses = appetizer, main course, dessert names = Timon, Onno @@ -2332,20 +915,7 @@ levels: {for} course {in} courses food = {ask} name ', what would you like to eat as your ' course '?' {print} name ' orders ' food ' as their ' course - mp_choice_options: - - option: Timon, what would you like to eat as your appetizer? - feedback: Perfect! - - option: Onno, what would you like to eat as your appetizer? - feedback: Timon is first on the list! - - option: Timon, what would you like to eat as your dessert? - feedback: Appetizers are first in the list - - option: You don't know that. Hedy will choose `{at} {random}`. - feedback: There is no `{at} {random}` in this code... - hint: The first options from both lists are chosen. - correct_answer: A - question_score: '10' 10: - question_text: What is true about this code? code: |- prices = 1 million dollars, car, sandwich names = Bob, Patrick, Sandy, Larry @@ -2360,9 +930,6 @@ levels: feedback: That is not true. Larry has the same odds as the others - option: Someone might win with two prices feedback: You get it! - hint: Try to imagine the output of this code. - correct_answer: D - question_score: '10' 11: 1: question_text: What word should be at the place of the question mark? @@ -2390,14 +957,7 @@ levels: {for} ``` feedback: 'No' - hint: What did you learn in this level? - correct_answer: B - question_score: '10' 2: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 1 {to} 3 - {print} i mp_choice_options: - option: |- 1 @@ -2410,64 +970,7 @@ levels: feedback: That's not it - option: '123' feedback: That's not it - hint: How do the numbers appear in the screen? - correct_answer: A - question_score: '10' - 3: - question_text: Which code was used to get this output? - output: |- - 1 - 2 - 3 - 4 - 5 - Once I caught a fish alive! - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Perfect - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: This code won't work. You need an indent after {for}. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Now Hedy will count '1 Once I caught a fish alive!, 2 Once I caught a fish alive! etc. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} 'i' - {print} 'Once I caught a fish alive!' - ``` - feedback: i is a variable and shouldn't have quotation marks - hint: First all the numbers, then the sentence - correct_answer: A - question_score: '10' 4: - question_text: Which code was used to get this output? - output: |- - 10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0 mp_choice_options: - option: |- ``` @@ -2494,42 +997,6 @@ levels: ``` feedback: That's right! hint: It has to be a calculation... - correct_answer: D - question_score: '10' - 5: - question_text: What's wrong with this code? - code: |- - {for} i {in} {range} 1 {to} 10 - {print} i - mp_choice_options: - - option: The i in the last line need quotation marks - feedback: No it doesn't. - - option: You can't use `{range}` 1 `{to}` 5 only `{range}` 1 `{to}` 10 - feedback: You could use 1 to 5 just as well! - - option: Line 1 needs to start with an indention. - feedback: Not line 1... - - option: Line 2 needs to start with an indention - feedback: Perfect! - hint: There is something wrong with the indention - correct_answer: D - question_score: '10' - 6: - question_text: How many times does the word Hello appear on your screen when you run the code? - code: |- - {for} i {in} {range} 0 {to} 2 - {print} 'Hello' - mp_choice_options: - - option: 1 time - feedback: 'No' - - option: 2 times - feedback: 'No' - - option: 3 times - feedback: That's right! - - option: Never - feedback: 'No' - hint: 0 also counts. So 0,1,2 that's 3 times. - correct_answer: C - question_score: '10' 7: question_text: What should be on the place of the question mark? code: |- @@ -2538,35 +1005,7 @@ levels: _?_ food is {ask} 'What would you like to order?' {print} food - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 0 {to} 3 - ``` - feedback: There's not always 3 people - - option: |- - ``` - {for} i {in} {range} 1 {to} guests - ``` - feedback: The variable is not named guests - - option: |- - ``` - {for} i {in} {range} 1 {to} people - ``` - feedback: Great! - - option: |- - ``` - {for} i {in} {range} 0 {to} people - ``` - feedback: That's one order too many! - hint: Use the variable 'people' - correct_answer: C - question_score: '10' 8: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 23 {to} 25 - {print} 'hi' mp_choice_options: - option: |- 23 @@ -2582,34 +1021,7 @@ levels: feedback: Correct - option: The word 'hi' will appear 25 times in a row. feedback: No it will only appear 3 times. - hint: It doesn't say `{print}` i - correct_answer: C - question_score: '10' - 9: - question_text: How many times does Hedy chant Hip Hip Hooray? - code: |- - age = {ask} 'How old are you?' - {for} i {in} {range} 1 {to} age - {print} 'Hip Hip Hoorray!' - mp_choice_options: - - option: 1 time - feedback: Try again - - option: 2 times - feedback: Try again - - option: Never - feedback: Try again - - option: That depends on how old you are - feedback: That's right! - hint: '`{for}` i `{in}` `{range}` 1 `{to}` age' - correct_answer: D - question_score: '10' 10: - question_text: Which code belongs to this output? - output: |- - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark mp_choice_options: - option: |- ``` @@ -2640,11 +1052,8 @@ levels: ``` feedback: '`{range}` 0 `{to}` 3 is 4 times.' hint: Mind the indention - correct_answer: B - question_score: '10' 12: 1: - question_text: Which output is correct? code: |- print 'three and a half plus one and a half is...' print 3.5 + 1.5 @@ -2661,11 +1070,7 @@ levels: three and a half plus one and a half is... 5 feedback: Great job! - hint: Both lines are printed! - correct_answer: D - question_score: '10' 2: - question_text: Which of these codes is correct? mp_choice_options: - option: |- ``` @@ -2691,11 +1096,7 @@ levels: print 'I would like a ' flavors at random ' cake.' ``` feedback: All the different values of flavors should be in quotation marks. - hint: The second line is the same in each code, pay attention to the first line - correct_answer: C - question_score: '10' 3: - question_text: What's wrong with this code? code: |- favorite_animal = ask 'What is your favorite animal?' print 'I like ' favoriteanimal ' too!' @@ -2708,30 +1109,13 @@ levels: feedback: That's not true - option: Nothing is wrong. feedback: That's not true - hint: The quotation marks are used correctly - correct_answer: A - question_score: '10' 4: - question_text: In which lines are quotation marks needed to get the code to work? code: |- print Welcome to the online shoe shop category = ask What kind of shoes are you looking for? if category = high heels print High heels are 50% off now! - mp_choice_options: - - option: Line 1 and 2 - feedback: 'No' - - option: Line 1, 2 and 3 - feedback: 'No' - - option: Line 1, 2 and 4 - feedback: 'No' - - option: All of the lines - feedback: Perfect! - hint: Does line 3 need quotation marks too? - correct_answer: D - question_score: '10' 5: - question_text: What output does Agent007 get when they put in the correct password? code: |- name is ask 'What is your name?' if name is 'Agent007' @@ -2744,18 +1128,6 @@ levels: else b is 'today at 10.00' print a + b - mp_choice_options: - - option: Go to the train station today at 10.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 02.00 - feedback: You've cracked the code! - - option: Go to the train station tomorrow at 02.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 10.00 - feedback: The agent won't be catching any bad guys here - hint: The correct password is TOPSECRET - correct_answer: B - question_score: '10' 6: question_text: Which line should be filled in at the ??? code: |- @@ -2769,32 +1141,7 @@ levels: if drinks = 'yes' ??? print 'That will be ' price ' dollar please' - mp_choice_options: - - option: |- - ``` - price = 14 - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = '14' - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = price + 2 - ``` - feedback: Excellent! - - option: |- - ``` - price = + 2 - ``` - feedback: Almost there! - hint: What if you only order fries and a drink? - correct_answer: C - question_score: '10' 7: - question_text: Which output does a vegan get? code: |- menu = 'cookies', 'cheese', 'grapes' print "It's my birthday! I`ve brought some snacks!" @@ -2806,36 +1153,7 @@ levels: print 'For you I have brought: ' for snack in menu print snack - mp_choice_options: - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cookies - grapes - feedback: Terrific! - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - feedback: There's more options than just one - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cheese - grapes - feedback: A vegan person can't have cheese - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - cookies - feedback: Almost there, but look at the order of snacks in the list - hint: What item is removed from the list when you answer 'vegan'? - correct_answer: A - question_score: '10' - 8: - question_text: Which code was used to create this output? - code: '3.5' + 8: mp_choice_options: - option: |- ``` @@ -2857,9 +1175,6 @@ levels: print 7 * 2 ``` feedback: 'No' - hint: 7 devided by 2 is 3.5 - correct_answer: B - question_score: '10' 9: question_text: Which code should be filled in in line 1 at the ??? code: |- @@ -2886,9 +1201,6 @@ levels: 'prices' = 'one million dollars', 'nothing' ``` feedback: You one nothing - hint: The items on the list should be in quotation marks - correct_answer: C - question_score: '10' 10: question_text: Which line of code should be filled in at the ??? to complete the song ? code: |- @@ -2911,12 +1223,8 @@ levels: feedback: This is a hard one! All the actions on the list must be in the song. - option: print actions at random feedback: This is a hard one! All the actions on the list must be in the song. - hint: This is a hard one! All the actions on the list must be in the song. - correct_answer: B - question_score: '10' 13: 1: - question_text: Which code should be filled in at the ??? ? code: |- name = ask 'What is your name?' song = ask 'Whould you like to hear a song?' @@ -2947,11 +1255,7 @@ levels: if song = 'yes' or birthday = 'yes' ``` feedback: Hedy only sings if both answers are yes - hint: Hedy sings if you want to hear a song and it's you birthday - correct_answer: C - question_score: '10' 2: - question_text: Which command is missing in the code at the place of the ??? ? code: |- menu = 'cheese', 'sausage rolls', 'cookies' diet = ask 'Do you have any dietary restrictions?' @@ -2966,11 +1270,7 @@ levels: feedback: 'No' - option: print feedback: 'No' - hint: Neither vegans nor muslims can eat sausage rolls. - correct_answer: B - question_score: '10' 3: - question_text: Which output is given to a member without a discount code? code: |- member = ask 'Do you have a membership card?' discount = ask 'Do you have a discount code?' @@ -2988,10 +1288,7 @@ levels: - option: There is no way of knowing feedback: There is! Read the question carefully hint: Mind the command 'or' in line 3 - correct_answer: A - question_score: '10' 4: - question_text: Which line of code should follow this line in rock-paper-scissors game? code: if computer_choice is 'rock' and your_choice is 'paper' mp_choice_options: - option: print 'you win' @@ -3002,28 +1299,11 @@ levels: feedback: It's only a tie if both choices are the same - option: print 'try again' feedback: Try again! - hint: Paper beats rock - correct_answer: A - question_score: '10' 5: - question_text: Which statement is true about this code? code: |- if name = 'Cinderella' and shoe_size = 38 print 'You are my one true love!' - mp_choice_options: - - option: Every person with shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person named Cinderella is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person that is named Cinderella and has shoe size 38 is this prince's one true love - feedback: Fantastic! - - option: Every person that's not named Cinderella and does not have shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - hint: Both statements have to be true - correct_answer: C - question_score: '10' 6: - question_text: Which statement about this code is true? code: |- print 'Let me guess which family member you are!' glasses = ask 'Do you wear glasses?' @@ -3036,20 +1316,7 @@ levels: print 'You must be Wouter!' if glasses = 'no' and female = 'no' print 'You must be Michael!' - mp_choice_options: - - option: Michael is a boy with glasses - feedback: Try again - - option: Marleen is a girl with glasses - feedback: Try again - - option: Wouter is a boy without glasses - feedback: Try again - - option: Sophie is a girl with glasses - feedback: Great job! - hint: Take a good look! Or do you need glasses? - correct_answer: D - question_score: '10' 7: - question_text: Which statement is false? code: |- print 'Thank you for helping me take care of my pets' print 'Here is a program to help feed them' @@ -3063,20 +1330,7 @@ levels: print 'I fed them this moring! They do not need more food today' if animal is 'hamster' and color is 'brown' print 'You can feed them a piece of carrot' - mp_choice_options: - - option: The grey cat is called Abby - feedback: This is true! - - option: Milo the orange cat eats 4 scoops of cat nibbles - feedback: This is true - - option: The black hamster needs to be fed a piece of carrot - feedback: Great job! - - option: The yellow bird was fed this morning - feedback: This is true - hint: Read the last 4 lines carefully - correct_answer: C - question_score: '10' 8: - question_text: What output do you get if you order popcorn but no drink? code: |- print 'Welcome to the movie theater' popcorn = ask 'Would you like some popcorn?' @@ -3090,32 +1344,7 @@ levels: if popcorn = 'no' and drink = 'no' print 'Ok' print 'Enjoy the movie' - mp_choice_options: - - option: |- - Welcome to the movie theater - That will be 8 dollars please - Enjoy the movie - feedback: You have paid too much! - - option: |- - Welcome to the movie theater - That will be 5 dollars please - Enjoy the movie - feedback: Amazing! - - option: |- - Welcome to the movie theater - That will be 3 dollars please - Enjoy the movie - feedback: That's not enough money! - - option: |- - Welcome to the movie theater - Ok - Enjoy the movie - feedback: You have to pay for your popcorn! - hint: popcorn = yes and drink = no - correct_answer: B - question_score: '10' 9: - question_text: What is wrong with this code? code: |- 1 chocolate = ask 'Would you like chocolate sauce on your ice cream?' 2 sprinkles = ask 'Would you like sprinkles on your ice cream?' @@ -3152,11 +1381,7 @@ levels: {if} chocolate = 'yes' {and} sprinkles = 'no' ``` feedback: This is not what I ordered! - hint: There is a mistake in line 3 - correct_answer: A - question_score: '10' 10: - question_text: Which command needs to be in line 8 at the place of the ??? ? code: |- print 'Welcome to the product finder of this supermarkt' item is ask 'What product are you looking for?' @@ -3180,65 +1405,8 @@ levels: feedback: 'No' - option: if feedback: 'No' - hint: The item is either in the list of snacks, or in the list of drinks - correct_answer: B - question_score: '10' 14: - 1: - question_text: Which symbol should be used on the blank? - code: |- - name _ {ask} 'Who are you?' - {if} name == 'Hedy' - {print} 'Me too!' - mp_choice_options: - - option: '`=>`' - feedback: This is not a symbol. - - option: '`==`' - feedback: We are not comparing anything, just asking. - - option: '`!=`' - feedback: We are not comparing anything, just asking - - option: '`=`' - feedback: Right! - hint: We are not comparing anything, we are just asking a name. - correct_answer: D - question_score: '10' - 2: - question_text: Which of these codes has used the correct = or == symbol? - mp_choice_options: - - option: '{if} name = Hedy' - feedback: 'No' - - option: '{if} age = 24' - feedback: 'No' - - option: answer = {ask} 'What is your answer' - feedback: Yes! - - option: answer == {ask} 'How are you doing?' - feedback: 'No' - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' - 3: - question_text: Which symbols should be filled in on the two blanks? - code: |- - guests = {ask} 'How many people are at the party?' - {if} guests _ 130 - {print} 'You can come in!' - {if} guests _ 130 - {print} 'Im sorry, the club is full. ' - {print} 'You have to wait for a guest to leave' - mp_choice_options: - - option: '`>` and `<`' - feedback: That's not it - - option: '`=` and `>=`' - feedback: That's not it - - option: '`<` and `>=`' - feedback: You are right - - option: '`+` and `==`' - hint: There are 130 people allowed in the club - correct_answer: C - question_score: '10' - feedback: That's not it 4: - question_text: What's wrong with this code? code: |- price = 10 money = {ask} How much money do you have? @@ -3247,20 +1415,7 @@ levels: {print} 'You can buy the bear!' {else} {print} 'You cannot buy this bear!' - mp_choice_options: - - option: In line 1 == should be used instead of = - feedback: No that's not it - - option: Line 2 misses quotation marks - feedback: You are correct - - option: In line 4 = should have been used instead of == - feedback: No that's not it - - option: In line 4 <= should have been used instead of >= - feedback: No that's not it - hint: The symbols are right - correct_answer: B - question_score: '10' 5: - question_text: Which symbol should be filled in on the blanks if the movie is suitable for kids for the age of 12 and up? code: |- age = {ask} 'How old are you?' ticket = {ask} 'Do you have a ticket?' @@ -3268,20 +1423,7 @@ levels: {print} 'You can enter the movie theater.' {else} {print} 'You are not allowed to come in!' - mp_choice_options: - - option: '`> 12`' - feedback: 12 year olds are allowed too - - option: '`>= 12`' - feedback: Great! - - option: '`< 12`' - feedback: These kids are too young! - - option: '`<= 12`' - feedback: These kids are too young - hint: '> means greater than' - correct_answer: B - question_score: '10' 6: - question_text: How many times do you have to say you are annoyed before this annoying game stops? code: |- lives = 2 {repeat} 10 times @@ -3289,69 +1431,7 @@ levels: answer = {ask} 'Are you annoyed yet?' {if} answer == 'yes' lives = lives - 1 - mp_choice_options: - - option: 10 times - feedback: It stops after 2 times - - option: 0 times - feedback: It stops after 2 times - - option: 1 time - feedback: It stops after 2 times - - option: 2 times - feedback: That is correct - hint: '!= means ''is not''' - correct_answer: D - question_score: '10' - 7: - question_text: What should be filled in on the three blanks? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' - mp_choice_options: - - option: '`''Lower''` and `''Higher''` and `''You win!''`' - feedback: That's not quite right. - - option: '`''Higher''` and `''Lower''` and `''You win!''`' - feedback: You win! - - option: '`''You win!''` and `''Lower!''` and `''Higher''`' - feedback: That's not quite right. - - option: '`''Lower!''` and `''You win!''` and `''Higher!''`' - feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: B - question_score: '10' - 8: - question_text: Which statement is true about this roller coaster? - code: |- - length = {ask} 'Please fill in your length in cm' - {if} length < 120 - {print} 'Sorry, you cannot go on this roller coaster.' - {else} - {print} 'Enjoy the ride' - mp_choice_options: - - option: You must be taller than 120 cm to go on the roller coaster - feedback: True! - - option: You must be taller than 119 cm to go on the roller coaster - feedback: If you are 120 cm you won't get in - - option: You must be shorter than 120 cm to go on the roller coaster - feedback: '> means greater than' - - option: There are no length restrictions to go on the roller coaster - feedback: There are. - hint: '> means greater than' - correct_answer: A - question_score: '10' 9: - question_text: How many pieces of chocolate will give you a stomach ache according to this fitbit? code: |- chocolate = {ask} 'How many pieces of chocolate have you eaten?' {if} chocolate <= 2 @@ -3360,101 +1440,19 @@ levels: {print} 'That is a bit much' {if} chocolate > 8 {print} 'You will get a stomach ache!' - mp_choice_options: - - option: 1 or more - feedback: 'No' - - option: 2 or more - feedback: 'No' - - option: 8 or more - feedback: Almost - - option: 9 or more - feedback: Great! - hint: '> 8 means more than 8' - correct_answer: D - question_score: '10' - 10: - question_text: What should be filled in in the blanks? - code: |- - {print} 'Whoever gets the most points wins!' - {if} points_player_1 < points_player_2 - {print} _ - mp_choice_options: - - option: '''player 1 wins''' - feedback: Look at who has the highest score! - - option: '''player 2 wins''' - feedback: Yes! - - option: '''player 2 loses''' - feedback: Look at who has the highest score! - - option: '''It is a tie''' - feedback: No it's not, one player has a higher score - hint: You win the game by having the most points - correct_answer: B - question_score: '10' 15: 1: - question_text: 'Which symbol should be used on the blank? Tip: You must keep guessing until you get it right.' code: |- answer = 0 while answer _ 'Amsterdam' answer = ask 'What is the capital city of the Netherlands?' print 'You have given the correct answer' - mp_choice_options: - - option: '`=!`' - feedback: That is not right. - - option: '`==`' - feedback: You don't have to keep guessing if you've given the right answer. - - option: '`!=`' - feedback: Correct - - option: '`=`' - feedback: That's not it - hint: Keep guessing until you say Amsterdam - correct_answer: C - question_score: '10' - 2: - question_text: Which of these codes has used the correct symbol(s)? - mp_choice_options: - - option: |- - ``` - {while} name = Hedy - ``` - feedback: 'No' - - option: |- - ``` - {while} age = 24 - ``` - feedback: 'No' - - option: |- - ``` - {while} time > 0 - ``` - feedback: Yes! - - option: |- - ``` - {while} answer == yes' - ``` - feedback: A quotation mark is missing - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' 3: question_text: Which command should be filled in on the two blanks? code: |- _ age >= 18 print 'you are not allowed in this bar' - mp_choice_options: - - option: '`{in}`' - feedback: That's not it - - option: '`{while}`' - feedback: You are right - - option: '`{for}`' - feedback: That's not it - - option: '`{range}`' - feedback: That's not it - hint: You are not allowed in the bar as long as you are 17 or younger - correct_answer: B - question_score: '10' 4: - question_text: What's wrong with this code? code: |- options = 1, 2, 3, 4, 5, 6 print 'Throw 6 as fast as you can!' @@ -3474,11 +1472,7 @@ levels: feedback: That's not it - option: In line 5 != should have been used instead of == feedback: You are correct - hint: There is something wrong in line 5 - correct_answer: D - question_score: '10' 5: - question_text: What should be placed on the blank to make this program work correctly? code: |- wetness = 10 while wetness != 0 @@ -3497,9 +1491,6 @@ levels: feedback: You are correct! - option: = wetness + 1 feedback: The program should count down - hint: wetness should get less each time - correct_answer: C - question_score: '10' 6: question_text: what is wrong with this code? code: |- @@ -3517,25 +1508,8 @@ levels: feedback: No that's not right - option: Line 2 should start with less indentation feedback: That is correct - hint: Look closely at the indentation - correct_answer: D - question_score: '10' 7: question_text: How should this program be changed to that it works? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' mp_choice_options: - option: '... change the first {if} into a {while}' feedback: Perfect! @@ -3545,32 +1519,9 @@ levels: feedback: That's not quite right. - option: '... change the fourth {if} into a {while}' feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: A - question_score: '10' 8: - question_text: Which statement is true about this automated toilet system? - code: |- - {while} toilet == 'occupied' - lights = 'on' - air_freshener_sprays = 'yes' - {sleep} 60 - lights = 'off' - air_freshener_sprays = 'no' - mp_choice_options: - - option: The lights and air freshener will turn off after 1 minute - feedback: False! - - option: The air freshener sprays once every minute and the lights stay on the whole time while you are on the toilet - feedback: Great job - - option: The air freshener sprays once you leave the toilet. - feedback: It only sprays when you're in there. - - option: The lights will always stay on. - feedback: That wouldn't be right. hint: The block after the while command keeps happening while the toilet is occupied. - correct_answer: B - question_score: '10' 9: - question_text: What will the diet app say if you have eaten 1600 calories today? code: |- chocolate = {ask} 'How many calories have you eaten today?' {while} calories <= 1000 @@ -3588,16 +1539,7 @@ levels: feedback: Yes! - option: You have eaten enough for today feedback: 'No' - hint: 1600 is between 1000 and 2000 - correct_answer: C - question_score: '10' 10: - question_text: 'What should be filled in in the blanks? Tip: the player with the most points is in the lead.' - code: |- - name_player_1 = {ask} 'Name player 1:' - name_player_2 = {ask} 'Name player 2:' - {while} points_player_1 > points_player_2 - {print} _ ' is in the lead right now!' mp_choice_options: - option: name_player_1 feedback: You are right! @@ -3607,105 +1549,20 @@ levels: feedback: You should fill in a name, not a number - option: points_player_2 feedback: You should fill in a name, not a number - hint: You win the game by having the most points. Your name should appear on the screen - correct_answer: A - question_score: '10' 16: - 1: - question_text: Which command should be filled in on the blanks to print a random snack? - code: |- - snacks = nachos, chips, cucumber, sweets - {print} _ - mp_choice_options: - - option: '`snacks {at} {random}`' - feedback: This is the old way. - - option: '`[{random} snack]`' - feedback: The order is wrong. - - option: '`snacks[{random}]`' - feedback: Correct - - option: '`snacks[{at} {random}]`' - feedback: We do not need `at`anymore - hint: We no longer use {at} - correct_answer: C - question_score: '10' 2: - question_text: What should be filled in on the blanks if you want a list of what chores are done by whom? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chores = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} _ - mp_choice_options: - - option: |- - ``` - friends[i] has to do chores [i] - ``` - feedback: Mind the spacing. - - option: |- - ``` - friends[1] has to do chores[1] - ``` - feedback: It will print 3 times that Wesley has to do the cooking - - option: |- - ``` - chores[i] ' has to do ' friends[random] - ``` - feedback: The person has to do the chore, not the other way around - - option: |- - ``` - friends[i] ' has to do ' chores[i] - ``` - feedback: Fantastic! - hint: '`i` tells us what item in the list it is. So friend 1 does chore 1 etc.' - correct_answer: D - question_score: '10' 3: - question_text: What is a possible output for this program? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chore = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} friends[i] has to do chores[i] - mp_choice_options: - - option: |- - ``` - Wesley has to do the cooking - Eric has to do the cleaning - Kaylee has to do nothing - ``` - feedback: Super! - - option: |- - ``` - Kaylee has to do the cooking - Wesley has to do the cleaning - Eric has to do nothing - ``` - feedback: No, it is not random. - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cleaning - Wesley has to do the nothing - ``` - feedback: Poor Wesley! - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cooking - Wesley has to do the cooking - ``` - feedback: That's not it - hint: It's not random... - correct_answer: A - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - friends = ['Jaylee', 'Erin', 'Fay'] - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 0 {to} 3 - print 'the lucky number of ' friends[i] - print 'is ' lucky_numbers[i] mp_choice_options: - option: The variable in line 4 should be 'friend[i]', not 'friends[i]' feedback: That is not right. @@ -3715,16 +1572,7 @@ levels: feedback: It's not a variable, it's just text. - option: '{in} in line 3 should be removed' feedback: That's not it - hint: There's nothing wrong with line 4 - correct_answer: B - question_score: '10' 5: - question_text: Which line should be filled in in the blank? - code: |- - animals = ['dog', 'cow', 'horse'] - _ - {for} i {in} {range} 1 {to} 3 - {print} 'the ' animals[i] ' says ' sounds[i] mp_choice_options: - option: noises = ['moo', 'woof', 'neigh'] feedback: Mind the variable name and the order of the sounds. @@ -3734,487 +1582,3 @@ levels: feedback: Don't forget the quotation marks! - option: sounds = ['woof', 'moo', 'neigh'] feedback: Great job! - hint: Look at line 1 to see proper use of brackets and quotation marks. - correct_answer: D - question_score: '10' - 6: - question_text: Which statement is true? - code: |- - people = ['Chris', 'Jaylino', 'Ryan'] - games = ['fortnite', 'minecraft', 'fifa'] - {for} o {in} {range} 1 {to} 3 - {print} people[o] ' likes ' games[o] - mp_choice_options: - - option: You are not allowed to use the variable o. It should be named i. - feedback: i is the most commonly used variable name in this case, but it's not mandatory to use i. - - option: The output will say that Jaylino likes fortnite. - feedback: No, he likes minecraft. - - option: The output will say that Ryan likes fifa - feedback: Correct - - option: This code will not work. It will give and error. - feedback: No, the code is correct. - hint: There is nothing wrong with this code. - correct_answer: C - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - people = ['Savi', 'Senna', 'Fayenne'] - transportation = ['bike', 'train', 'car'] - {for} i {in} {range} 1 {to} 3 - {print} people[i] goes to school by transportation[i] - mp_choice_options: - - option: Line 1 needs less quotation marks - feedback: That is not right. - - option: Line 3 should start with indentation - feedback: It should not! - - option: Line 4 should start without indentation - feedback: It should not - - option: Line 4 needs more quotation marks. - feedback: Amazing! - hint: There is a mistake made in the usage of quotation marks. - correct_answer: D - question_score: '10' - 8: - question_text: Which of these codes belongs to this output? - code: |- - Macy and Kate get to go first - Lionell and Raj get to go second - Kim and Leroy get to go third - mp_choice_options: - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 0 {to} 3 - {print} teams[random] ' get to go ' position[i] - ``` - feedback: This is not right - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: Amazing! - - option: |- - ``` - teams = ['Macy', 'Kate', 'Lionell', 'Raj', 'Kim', 'Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 6 - {print} teams[random] ' get to go ' position[random] - ``` - feedback: This is not it. - - option: |- - ``` - teams = ['Macy and Kate' 'Lionell and Raj' 'Kim and Leroy'] - position = ['first' 'second' 'third'] - {for} teams {in} {range} 0 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: This is not going to work! - hint: If you look carefully at the first line, you'll see that only the first two answers are possibly correct. - correct_answer: B - question_score: '10' - 9: - question_text: What is a possible output for this code? - code: |- - countries = ['Canada', 'Zimbabwe', 'New Zealand'] - {for} i {in} {range} 0 {to} 1 - {print} 'I will travel to ' countries[random] - mp_choice_options: - - option: |- - ``` - I will travel to Canada - I will travel to Canada - ``` - feedback: Great job! - - option: |- - ``` - I will travel to Canada - ``` - feedback: It will be repeated twice - - option: |- - ``` - I will travel to Canada, Zimbabwe and New Zealand - ``` - feedback: This is not it. - - option: |- - ``` - I will travel to Canada - I will travel to Zimbabwe - I will travel to New Zealand - ``` - feedback: It's only repeated twice - hint: Range 0 to 1 is 2 times - correct_answer: A - question_score: '10' - 10: - question_text: Which 3 lines will complete this code correctly? - code: |- - {print} 'The book raffle will start soon' - {print} 'Get your tickets now!' - books = ['Narnia', 'The Hobbit', 'Oliver Twist', 'Harry Potter', 'Green eggs and ham'] - people = {ask} 'How many raffle tickets are sold?' - list_of_numbers = [1, 2] - {for} i {in} {range} 3 {to} people - {add} i {to} list_of_numbers - {for} i {in} {range} 1 {to} 5 - mp_choice_options: - - option: |- - ``` - chosen_number = list_of_numbers at random - print books[i] ' will go to person number ' chosen_number - {add} chosen_number {to} list_of_numbers - ``` - feedback: Almost there... but adding the winner to the list makes this raffle unfair - - option: |- - ``` - print person[i] ' wins ' book[i] - ``` - feedback: There is no list called 'person' - - option: |- - ``` - chosen_number = list_of_numbers[people] - print books[people] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: This is not it. - - option: |- - ``` - chosen_number = list_of_numbers[random] - print books[i] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: Fantastic! - hint: You need to use the {remove} command - correct_answer: D - question_score: '10' - 17: - 1: - question_text: What is the output of this code? - code: |- - minions = ['Bob', 'Kevin', 'Stuart'] - {for} x in minions: - {print} x - mp_choice_options: - - option: |- - ``` - m i n i o n s - ``` - feedback: This is not it. - - option: |- - ``` - Bob - Kevin - Stuart - ``` - feedback: Correct! - - option: |- - ``` - minions - minions - minions - ``` - feedback: Take a look at the content of your list. - - option: |- - ``` - B o b K e v i n S t u a r t - ``` - feedback: Do not loop through the letters. - hint: Loop through your list. - correct_answer: B - question_score: '10' - 2: - question_text: What is wrong with this code? - code: |- - seconds_minute = 60 - minute_hour = 60 - hour_day = 24 - leap_year = 366 - no_leap_year = 365 - years = ask 'what year is it?' - {if} years = 2024: - print seconds_minute * minute_hour * hour_day * leap_year - {else}: - print seconds_minute * minute_hour * hour_day * noleap_year - mp_choice_options: - - option: You cannot have so many variables. - feedback: This is not it. - - option: The way the variables are multiplied is incorrect. - feedback: Not true! - - option: One of the variables `noleap_year` does not belong with the `{if}` statement. - feedback: Keep looking for the mistake. - - option: The `noleap_year` has to be identical in both cases. - feedback: Correct! - hint: Read the code carefully. - correct_answer: D - question_score: '10' - 3: - question_text: How many hedgehogs will this code print? - code: |- - {for} x in range 1 to 3: - {for} y in range 1 to 2: - {print} 🦔 - mp_choice_options: - - option: |- - ``` - 🦔 - 🦔 - 🦔 - ``` - feedback: Try again. - - option: |- - ``` - 🦔 - 🦔 - ``` - feedback: One more try. - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: Well done! - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating. - correct_answer: C - question_score: '10' - 4: - question_text: What is wrong with code? - code: |- - name_color = {ask} 'What is your favorite color?' - {if} name_color == 'red': - {print} 'the color of a tomato' - {elif} name_color == 'green': - {print} 'the color of an apple' - {elif} name_color == 'blue': - {print} 'the color of a blueberry' - {elif} name_color == 'yellow': - {print} 'the color of a banana' - {elif}: - {print} 'this fruit-color does not exist' - mp_choice_options: - - option: The first `{elif}` should be used before the `print` command - feedback: Try again. - - option: '`{elif}` can only be used once' - feedback: From now on we can use elif multiple times. - - option: '`==` used with `{elif}` should be replaced by `=`' - feedback: Not correct. - - option: '`{elif}` in the last line should be replaced by `{else}`' - feedback: Great! - hint: Think about `{if}`, `{elif}`, `{else}`. - correct_answer: D - question_score: '10' - 5: - question_text: What is the output of this code? - code: |- - numbers = [7, 19, 29, 41, 53, 71, 79, 97] - {for} prime in numbers: - {if} prime <= 10: - {print} prime - {elif} prime >= 60: - {print} prime - {elif} prime >= 90: - {print} prime - {else}: - {print} 'another number' - mp_choice_options: - - option: |- - ``` - 7 - another number - another number - another number - another number - 71 - 79 - 97 - ``` - feedback: Well done! - - option: |- - ``` - another number - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: Try again. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - another number - ``` - feedback: One more try. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating and the values of if and elif. - correct_answer: A - question_score: '10' - 6: - question_text: What is wrong with code? - code: |- - name = {ask} 'What is your name?' - {if} name == 'Hedy': - password = {ask} 'What is your password?' - {if} password =='turtle123': - {print} 'Yey' - {else}: - {print} 'Access denied' - {else}: - {print} 'Go fish' - mp_choice_options: - - option: '`{elif}` is missing.' - feedback: Try again. - - option: '`{else}` can only be used once.' - feedback: From now on we can use elif multiple times. - - option: Nothing! - feedback: There is a mistake. Look carefully! - - option: There is an indentation mistake in the last line. - feedback: Amazing! - hint: There is a mistake somewhere... - correct_answer: D - question_score: '10' - 7: - question_text: Which of the following codes will print five times 'the result is 3' on the screen? - mp_choice_options: - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - result = n * 1 - {print} 'The result is ' result - ``` - feedback: Try again! - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} u in numbers: - number = u - {print} 'The result is ' number - ``` - feedback: That is not it. - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} number in numbers: - number = 3 - {print} 'The result is ' number - ``` - feedback: Very good! - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - n = result - {print} 'The result is ' result - ``` - feedback: That is not it. - hint: Think about mathematical symbols. - correct_answer: C - question_score: '10' - 8: - question_text: What is wrong with code? - code: |- - insects = ['🐝', '🦋', '🕷', '🐞'] - your_favorite = {ask} 'what is your favorite insect?' - {for} insect in insects: - {if} your_favorite == '🐝' {or} your_favorite == '🐞': - {print} 'very useful' - {elif} your_favorite == '🕷': - {print} 'it can catch mosquitoes' - {else}: - {print} 'almost all insects can be useful one way or another' - mp_choice_options: - - option: '`{or}` cannot be used with `{if}`.' - feedback: Try again. - - option: In the `{for}` command `insect` should be `insects`. - feedback: Not true. - - option: Nothing! - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 9: - question_text: Which one of the codes below gave this output? - code: |- - -5 is negative - -4 is negative - -3 is negative - -2 is negative - -1 is negative - 0 is positive - 1 is positive - 2 is positive - 3 is positive - mp_choice_options: - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Try again! - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number <= 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - - option: "```\n {for} number in range -5 to 3:\n {if} number >= 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Very good! - - option: "```\n {for} number in range -5 to 3:\n {if} number < 0: \n {print} number ' is positive'\n {elif} number <=0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 10: - question_text: What is wrong with this code? - code: |- - {for} number in range 1 to 5: - volume_room = num * num * num - {print} volume_room ' cubic meters' - {if} volume_room > 100: - {print} 'this is a large room' - {elif} volume_room < 100: - {print} 'small room but cosy' - {else}: - {print} 'i will look for something else' - mp_choice_options: - - option: The word num needs quotation marks. - feedback: Try again. - - option: The `{if}` command is not used correctly. - feedback: Not true. - - option: Line 3 should be `volume_room = number * number * number`. - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' diff --git a/content/quizzes/cs.yaml b/content/quizzes/cs.yaml index b4243bbce6c..f651d0795b2 100644 --- a/content/quizzes/cs.yaml +++ b/content/quizzes/cs.yaml @@ -12,8 +12,6 @@ levels: - option: Heidi feedback: Tahle ne! hint: Je pojmenován po Hedy Lamarr. - correct_answer: A - question_score: '10' 2: question_text: Který příkaz je třeba doplnit místo podtržítek, aby se zobrazil text Ahoj!? code: ___ Hello! @@ -39,8 +37,6 @@ levels: ``` feedback: Pomocí příkazu `{ask}` se můžete ptát na otázky. hint: _?_ Ahoj světe! - correct_answer: B - question_score: '10' 3: question_text: Jak se někoho zeptáte na jeho oblíbenou barvu? mp_choice_options: @@ -65,8 +61,6 @@ levels: ``` feedback: Příkaz `{echo}` zopakuje odpověď. hint: Pomocí příkazu `{ask}` se můžete na něco zeptat. - correct_answer: C - question_score: '10' 4: question_text: Co je na tomto kódu špatně? code: |- @@ -83,8 +77,6 @@ levels: - option: Nic! Toto je perfektní kód! feedback: Špatně, zkontroluj si to ještě jednou! hint: Řádek 1 se nezdá být správně - correct_answer: A - question_score: '10' 5: question_text: Který příkaz chybí na řádku 2? code: |- @@ -112,8 +104,6 @@ levels: ``` feedback: Přesně tak! hint: Chcete vidět odpověď na konci řádku 2... - correct_answer: D - question_score: '10' 6: question_text: Co je špatně na tomto kódu? code: |- @@ -131,8 +121,6 @@ levels: - option: Na řádku 4 je `{print}` napsán špatně. feedback: Ne, chyba je někde jinde hint: Zkontroluj příkaz `{print}`. - correct_answer: B - question_score: '10' 7: question_text: Co je špatně s tímto kódem? code: |- @@ -150,8 +138,6 @@ levels: - option: Nic! Toto je skvělý kód! feedback: Správně! hint: Zkontroluj kód řádek po řádku - correct_answer: D - question_score: '10' 8: question_text: Jak byste použili příkaz `{echo}`? mp_choice_options: @@ -164,8 +150,6 @@ levels: - option: Můžete to použít pro zmizení textu. feedback: Toto není správně... hint: Příkaz `{echo}` se používá po příkazu `{ask}`. - correct_answer: C - question_score: '10' 9: question_text: Co je s tímto kódem špatně? code: |- @@ -182,14 +166,8 @@ levels: - option: Nic. Tento kód je správně! feedback: Podívej se pořádně na chyby... hint: Příkaz `{ask}` umožňuje pokládat otázky - correct_answer: B - question_score: '10' 10: question_text: Which output will be in your outputscreen after you've run this code? - code: |- - {ask} Are you ready to go to level 2? - {echo} - {echo} mp_choice_options: - option: Are you ready to go to level 2? feedback: There are two echo commands @@ -203,9 +181,6 @@ levels: Are you ready to go to level 2? Yes! feedback: There are two echo commands - hint: Let's go! - correct_answer: B - question_score: '10' 2: 1: question_text: Která podmínka je pravdivá? @@ -219,8 +194,6 @@ levels: - option: Na úrovni 2 fungují všechny příkazy z úrovně 1 feedback: Žádný příkaz již nefunguje. hint: Příkazy `{print}` a `{ask}` stále existují. - correct_answer: C - question_score: '10' 2: question_text: Který kód je správně? mp_choice_options: @@ -245,8 +218,6 @@ levels: ``` feedback: Slova jsou správně, pořadí nikoliv! hint: příkaz `{ask}` nefunguje stejně jako na úrovni 1 - correct_answer: A - question_score: '10' 3: question_text: Co se zobrazí po spuštění tohoto kódu? code: |- @@ -262,8 +233,6 @@ levels: - option: Marleen jde na trh a kupuje jablko. feedback: Ona není nahrazena jménem hint: Slovo jméno je nahrazeno Marleen - correct_answer: C - question_score: '10' 4: question_text: Co se zobrazí po spuštění tohoto kódu? code: |- @@ -278,25 +247,7 @@ levels: feedback: The variable name is replaced with Hedy - option: Hi my Hedy is Hedy feedback: Correct, this mistake will be fixed in level 4! - hint: '''name'' is being replaced with ''Hedy'' in both places' - correct_answer: D - question_score: '10' - 5: - question_text: What happens when you use the `{sleep}` command? - mp_choice_options: - - option: It slows down your computer - feedback: fortunately not! - - option: It closes down Hedy - feedback: fortunately not! - - option: Your program pauses for a second and then continues - feedback: That's right! - - option: You put it at the end so Hedy knows your program is finished - feedback: No it would be useless at the end of your code - hint: The computer waits for a second at the `{sleep}` command - correct_answer: C - question_score: '10' 6: - question_text: What should be on the lines? code: |- {print} And the award for best programming language goes to... _?_ @@ -322,116 +273,17 @@ levels: {ask} ``` feedback: There is no question there to be asked - hint: Pause for dramatic effect... - correct_answer: A - question_score: '10' 7: - question_text: What command should be used on line 2? code: |- {print} I will explode in 3 seconds! _?_ {print} BOOM! - mp_choice_options: - - option: |- - ``` - {print} 3 - ``` - feedback: You don't need to `{print}` - - option: |- - ``` - {sleep} 3 - ``` - feedback: Perfect! - - option: |- - ``` - {sleep} - ``` - feedback: This way the bomb will explode in 1 second - - option: |- - ``` - {sleep} {sleep} {sleep} - ``` - feedback: Make it easier on yourself by using the number 3 - hint: You want the computer to wait for 3 seconds - correct_answer: B - question_score: '10' - 8: - question_text: How would you correct the first line of code? - code: |- - {ask} {is} How old are you? - {print} age - mp_choice_options: - - option: |- - ``` - age {ask} {is} How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - {ask} {is} age How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - age {is} {ask} How old are you? - ``` - feedback: You get it! - - option: |- - ``` - age {is} How old are you? - ``` - feedback: Where is the `{ask}` command? - hint: The variable name should come first - correct_answer: C - question_score: '10' - 9: - question_text: What is going wrong in this code? - code: |- - dogs {is} animal - {print} I love animal - mp_choice_options: - - option: 'Line 1 should say: dogs `{is}` animals' - feedback: The variable name is animal - - option: 'Line 1 should say: animal `{is}` dogs' - feedback: Great! - - option: 'Line 2 should say: `{print}` I love animals' - feedback: The variable name is animal - - option: 'Line 2 should say: `{sleep}` I love animals' - feedback: Sleep is not used to `{print}` text - hint: You want to `{print}` 'I love dogs' - correct_answer: B - question_score: '10' 10: - question_text: What command should be used on the line 1? code: |- flavor {is} _?_ {print} Your favorite icecream is... {sleep} {print} flavor - mp_choice_options: - - option: |- - ``` - {sleep} 3 - ``` - feedback: You want to know the favorite flavor! - - option: |- - ``` - {print} strawberries - ``` - feedback: You do not want a `{print}` command at the middle of the line... - - option: |- - ``` - strawberries, chocolate, vanilla - ``` - feedback: This way you are making a list. You don't want that now. - - option: |- - ``` - {ask} What flavor icecream do you like? - ``` - feedback: That's right! - hint: You want to `{ask}` a question - correct_answer: D - question_score: '10' 3: 1: question_text: What command do you use to let Hedy pick something arbitrarily? @@ -456,14 +308,7 @@ levels: {at} {random} ``` feedback: Correct! - hint: Arbitrarily means without a plan or randomly. - correct_answer: D - question_score: '10' 2: - question_text: What's wrong with this code? - code: |- - animals {is} dog cat cow - {print} animals {at} {random} mp_choice_options: - option: 'You need commas in line 1: dog, cat, cow.' feedback: Good job! @@ -473,9 +318,6 @@ levels: feedback: animals is correct. - option: '`{at} {random}` is spelled incorrectly' feedback: '`{at} {random}` is the correct spelling' - hint: There's something wrong in line 1 - correct_answer: A - question_score: '10' 3: question_text: How do you fix the mistake in line 2 of this code? code: |- @@ -499,129 +341,13 @@ levels: feedback: Very good! - option: Nothing, the code is correct! feedback: Look carefully for the mistake - hint: The variable (the list) is called options. - correct_answer: C - question_score: '10' - 4: - question_text: What should change in line 2 to print a random price? - code: |- - prices {is} 1 dollar, 100 dollar, 1 million dollar - {print} price {at} {random} - mp_choice_options: - - option: |- - ``` - {print} price - ``` - feedback: You don't want to `{print}` the word price, but you want to `{print}` one price out of your list `{at} {random}` - - option: |- - ``` - {print} prices {at} {random} - ``` - feedback: Great! You've really paid attention. - - option: |- - ``` - {print} {at} {random} price - ``` - feedback: '`{at} {random}` is placed behind the variable.' - - option: Nothing, this code is alright. - feedback: Look carefully for the mistake you missed! - hint: The variable name is prices - correct_answer: B - question_score: '10' - 5: - question_text: What is wrong in this code? - code: |- - question {is} {ask} What do you want to know? - {print} question - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 1 needs to say `{print}` instead of `{ask}` - feedback: No, that's not wrong. - - option: Line 2 needs to say `{ask}` instead of `{print}` - feedback: No that's not wrong. - - option: Line 2 needs to say answers `{at} {random}` `{is}` yes, no, maybe - feedback: No, that's not wrong. - - option: Nothing, this code is perfect - feedback: That's right! - hint: Does this code even have a mistake? - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 2 needs to say question instead of answers - feedback: No that's not right - - option: Line 2 needs the `{is}` command - feedback: Correct - - option: Line 3 needs to say answer instead of answers - feedback: No the variable's called answers - - option: Nothing! This code is great! - feedback: Actually, line 2 has a mistake. - hint: There is something wrong with line 2. - correct_answer: B - question_score: '10' - 7: - question_text: What does the `{add}` command do? - code: |- - books {is} Harry Potter, The Hobbit, Green Eggs and Ham - your_book {is} {ask} What is your favorite book? - {add} your_book {to} books - {print} books {at} {random} - mp_choice_options: - - option: The `{add}` command removes a random book from the list - feedback: The remove command removes, the add command adds - - option: The `{add}` command adds a random book to a list - feedback: It doesn't. It adds your answer to the list! - - option: The `{add}` command adds your favorite book to the list - feedback: Correct! - - option: The `{add}` command prints your favorite book. - feedback: No, it adds your favorite book to the list - hint: The `{add}` command adds a book, but which one? - correct_answer: C - question_score: '10' - 8: - question_text: What is the output of this code? - code: |- - crisps {is} sea salt, paprika, sour cream - {remove} sea salt {from} crisps - {remove} paprika {from} crisps - {print} crisps {at} {random} - mp_choice_options: - - option: You can't tell, because Hedy will `{print}` one of the 3 flavors `{at} {random}` - feedback: Take a look at the `{remove}` commands - - option: sea salt - feedback: sea salt is removed from the list - - option: paprika - feedback: Paprika is removed from the list - - option: sour cream - feedback: That's right! - hint: There are 3 flavors, bit 2 are removed. Which one remains? - correct_answer: D - question_score: '10' 9: - question_text: What's wrong with this code? code: |- colors {is} blue, purple, green chosen_color {is} {ask} Which haircolor wouldn't your like to have? {remove} chosen_color {from} colors {print} I will dye my hair color {at} {random} - mp_choice_options: - - option: 'Line 3 should say: `{remove}` blue `{from}` colors' - feedback: Maybe you want blue hair though! - - option: Line 3 should have an `{add}` command instead of a `{remove}` command - feedback: You want to remove the chosen color so `{remove}` is right. - - option: In line 4 the variable should be called colors instead of color - feedback: Great job! - - option: Nothing, this is a correct code! - feedback: Find the mistake! hint: Look at line 3 - correct_answer: C - question_score: '10' 10: question_text: What should be on the _?_? code: |- @@ -652,8 +378,6 @@ levels: ``` feedback: This increased the change that the person who walked yesterday now has to do it again. That's mean. hint: The person who walked the dog yesterday should be removed from the list. - correct_answer: A - question_score: '10' 4: 1: question_text: Which of these is true? @@ -666,11 +390,7 @@ levels: feedback: '`{at} {random}` still works' - option: '`{at} {random}` now needs quotation marks' feedback: No, but 2 other commands do. - hint: In level 4 you need quotation marks for 2 commands. - correct_answer: A - question_score: '10' 2: - question_text: Which code uses the proper quotation marks? mp_choice_options: - option: |- ``` @@ -692,11 +412,7 @@ levels: {print} ,hello, ``` feedback: This is a comma, you need quotation marks. - hint: Pick the right quotation marks. - correct_answer: B - question_score: '10' 3: - question_text: Where are the quotation marks used correctly? mp_choice_options: - option: |- ``` @@ -718,25 +434,7 @@ levels: {print} 'Hi Im Hedy' ``` feedback: Perfect! - hint: Both before and after the words you want to print should be a quotation mark. - correct_answer: D - question_score: '10' - 4: - question_text: Which statement is true? - mp_choice_options: - - option: 'You need quotation marks around the word `{print}`, like this: `''{print}''`.' - feedback: The quotation marks shouldn't be around the command itself. - - option: You need quotation marks around the words you want to print. - feedback: Super! - - option: You do not need quotation marks when using the `{ask}` command - feedback: Both `{print}` and `{ask}` require quotation marks - - option: You can choose yourself whether to use quotation marks or not. - feedback: Unfortunately, Hedy is stricter than that. - hint: From level 4 on you need to use quotation marks. - correct_answer: B - question_score: '10' 5: - question_text: What has to be changed in order for the game to work? code: |- volba {is} kámen, nůžky, papír {print} 'volba {at} {random}' @@ -759,88 +457,9 @@ levels: - option: Nothing, the game already works! feedback: Look carefully. There is an error. hint: Nechceme, aby Hedy doslova vypsala 'volba {at} {random}', ale aby vypsala 'kámen' nebo 'nůžky' nebo 'papír'. - correct_answer: C - question_score: '10' 6: - question_text: What would be a good next line in this code? - code: prices {is} 1 dollar, 100 dollars, 1 million dollars - mp_choice_options: - - option: |- - ``` - {print} 'You win...' prices {at} {random} - ``` - feedback: Great! You get it! - - option: |- - ``` - {print} You win... 'prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}' - - option: |- - ``` - {print} You win... prices {at} {random} - ``` - feedback: You need some quotation marks! - - option: |- - ``` - {print} 'You win... prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}'' hint: 'Think carefully: what is a variable and should be outside of the quotation marks? And what are normal words that should be inside?.' - correct_answer: A - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: Correct! - - option: Quotation marks are missing in line 2 - feedback: A variable doesn't need quotes - - option: Quotation marks are missing in line 3 - feedback: You don't want Hedy to literally print 'answers {at} {random}' so no quotation marks needed here! - - option: Nothing, this code is good as is! - feedback: Look carefully. You missed a mistake! - hint: Check each line on whether they'd need quotation marks or not. - correct_answer: A - question_score: '10' - 8: - question_text: What would be a good next line for this code? - code: |- - {print} 'Welcome at the money show!' - {print} 'In front of you are 3 doors' - door {is} {ask} 'Which door do you choose?' - mp_choice_options: - - option: |- - ``` - {print} So you pick door door - ``` - feedback: We need quotation marks - - option: |- - ``` - {print} 'So you pick ' door door - ``` - feedback: If the player chooses door 3, Hedy will say 'So you pick 3 3 - - option: |- - ``` - {print} 'So you pick door ' door - ``` - feedback: Super! - - option: |- - ``` - {print} 'So you pick door door' - ``` - feedback: Hedy will literally print 'So you pick door door - hint: The second word door should be replaced with the number, the first should still be the word door... - correct_answer: C - question_score: '10' 9: - question_text: What will never appear in your output screen? - code: |- - clubs {is} Real Madrid, Bayern Munchen, Manchester United, Ajax - {print} clubs {at} {random} ' is going the win the champions league' mp_choice_options: - option: Ajax is going to win the champions league feedback: Hedy could `{print}` that @@ -850,27 +469,6 @@ levels: feedback: Hedy could `{print}` that - option: FC Barcelona is going to win the champions league feedback: That's right. It's not in the list - hint: What are Hedy's options to randomly pick from? - correct_answer: D - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - people {is} mom, dad, Emma, Sophie - {print} The dishes are done by... - {print} people {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: A list doesn't need quotation marks - - option: Quotation marks are missing in line 2 - feedback: Correct - - option: Quotation marks are missing in both line 2 and 3 - feedback: Line 3 doesn't need quotation marks because it's not printed literally - - option: Nothing, this code has no mistakes - feedback: You missed one! - hint: One line needs quotation marks, because you want it to be printed literally. - correct_answer: B - question_score: '10' 5: 1: question_text: What is true? @@ -888,79 +486,8 @@ levels: - option: In level 5 `{ask}` and `{print}` work the same as in level 4 feedback: Correct! hint: We have only learned a new command in level 5. - correct_answer: D - question_score: '10' - 2: - question_text: What appears in your output screen when you type in the name Hedy? - code: |- - name {is} {ask} 'What is your name?' - {if} name {is} Hedy {print} 'fun' {else} {print} 'less fun' - mp_choice_options: - - option: fun - feedback: That's right! - - option: less fun - feedback: If the name is Hedy, it will say 'fun'' - - option: Hedy - feedback: No, it doesn't print the name - - option: Error - feedback: Fortunately not! - hint: '`{if}` name `{is}` Hedy `{print}` ...?' - correct_answer: A - question_score: '10' 3: - question_text: What is the right password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct! - feedback: This is printed when you type in the correct password - - option: SECRET - feedback: That's right!' - - option: password - feedback: The password isn't password... - - option: ALARM INTRUDER - feedback: This is printed when you type in the incorrect password! hint: '`{if}` password `{is}` ... `{print}` ''Correct!''!''' - correct_answer: B - question_score: '10' - 4: - question_text: What does Hedy print when you type in the wrong password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct - feedback: That's printed if the correct answer is given, not the wrong one... - - option: SECRET - feedback: That's not the right answer - - option: Wrong! - feedback: No, this is not what Hedy will print - - option: ALARM! INTRUDER! - feedback: Great job! - hint: Your computer will sound the alarm for intruders! - correct_answer: D - question_score: '10' - 5: - question_text: Why will Hedy say 'ALARM! INTRUDER' when you type in 'secret'? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Because it needs to be in capitals, so SECRET - feedback: Indeed! - - option: Because the password is alarm - feedback: No, this is not the password. - - option: Because it's spelled wrong. - feedback: That's not how you spell secret - - option: Because Hedy makes a mistake - feedback: No, Hedy is right - hint: The spelling of the word has to be exactly the same. - correct_answer: A - question_score: '10' 6: question_text: Which word should be on the place of the question mark in the last line? code: |- @@ -969,30 +496,6 @@ levels: club is {ask} 'Which club is your favorite?' {if} club {is} ajax {print} 'Ajax is going to win of course!' _?_ {print} 'Sorry, your club is gonna be in last place...' - mp_choice_options: - - option: |- - ``` - {if} - ``` - feedback: '`{if}` is already in the line above' - - option: |- - ``` - {at} {random} - ``` - feedback: No, you need `{else}`. - - option: |- - ``` - {else} - ``` - feedback: Great! - - option: |- - ``` - {print} - ``` - feedback: '`{print}` is already there, we need a word before it!' - hint: '`{if}` goes together with...?' - correct_answer: C - question_score: '10' 7: question_text: Which word should be in the place of the question mark? code: |- @@ -1021,9 +524,6 @@ levels: {print} ``` feedback: Awesome! - hint: After `{else}` a `{print}` command follows - correct_answer: D - question_score: '10' 8: question_text: Which word should be on the place of the question mark? code: |- @@ -1051,222 +551,12 @@ levels: {print} ``` feedback: No, that's not it. - hint: What the variable name? - correct_answer: B - question_score: '10' - 9: - question_text: Which door should you choose to escape?? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} - mp_choice_options: - - option: '1' - feedback: Bad choice! You're being eaten - - option: '2' - feedback: Super! You escaped! - - option: '3' - feedback: Bad choice! You're being eaten. - - option: It's a trap, you will always be eaten! - feedback: Luckily not! - hint: One of the doors will keep you safe.. - correct_answer: B - question_score: '10' - 10: - question_text: Which monster is standing behind door 1? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} - mp_choice_options: - - option: Hedy picks a random monster each time. - feedback: Awesome! - - option: vampire - feedback: Not always... - - option: werewolf - feedback: Not always... - - option: giant spider - feedback: Not always... - hint: Mind the last 3 words... monsters `{at} {random}`... - correct_answer: A - question_score: '10' 6: - 1: - question_text: What's Hedy's output when you run this code? - code: '{print} 2*10' - mp_choice_options: - - option: '20' - feedback: Correct! - - option: '12' - feedback: No, the plus sign is used in addition - - option: 2*10 - feedback: No, Hedy will calculate the answer - - option: '210' - feedback: Mind it's a calculation. - hint: The `*` is used as a multiplication sign - correct_answer: A - question_score: '10' 2: question_text: Which sign do you use for an addition? - mp_choice_options: - - option: '`-`' - feedback: That's not it - - option: plus - feedback: That's not it - - option: '`*`' - feedback: That's not it - - option: '`+`' - feedback: Correct! - hint: It's the plus sign. - correct_answer: D - question_score: '10' - 3: - question_text: What's Hedy's output when you run this code? - code: '{print} ''3*10''' - mp_choice_options: - - option: '30' - feedback: This would be the right answer if there were no quotation marks. - - option: '13' - feedback: Try again.. - - option: 3*10 - feedback: Correct! There are quotation marks, so Hedy will print it literally. - - option: Nothing, Hedy will give an error message. - feedback: No, Hedy will print it literally. - hint: Mind the quotation marks!! - correct_answer: C - question_score: '10' - 4: - question_text: Kim is 10 years old. What will Hedy print for her? - code: |- - name = {ask} 'How many letters are in your name?' - age = {ask} 'How old are you?' - luckynumber = name*age - {print} 'Your lucky number is...' luckynumber - mp_choice_options: - - option: '30' - feedback: Mind, Hedy also prints 'Your lucky number is...' - - option: '10' - feedback: Please try again. - - option: Your lucky number is... 30 - feedback: That's right! - - option: Your lucky number is... 10 - feedback: Her lucky number is name times age... - hint: 'Kim has 3 letters, she is 10 years old so: letters times age = 3*10 = 30.' - correct_answer: C - question_score: '10' - 5: - question_text: If 5 people eat at this restaurant, how much do they have to pay in total? - code: |- - {print} 'Welcome to Hedys!' - people = {ask} 'How many people are eating with us tonight?' - price = people * 10 - {print} 'That will be ' price 'dollar please' - mp_choice_options: - - option: 5 dollars - feedback: Unfortunately, it's not that cheap. - - option: 10 dollars - feedback: No, it's 10 dollars each. - - option: 15 dollars - feedback: The * means multiplication. - - option: 50 dollars - feedback: Great! - hint: '`price` `is` `people` `times` 10' - correct_answer: D - question_score: '10' 6: question_text: How much does a hamburger cost is this virtual restaurant? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = 15 - {if} food {is} fries price = 6 - mp_choice_options: - - option: 15 dollars - feedback: Super! - - option: 6 dollars - feedback: The fries are 6 dollars - - option: 0 dollars - feedback: The hamburger isn't free! - - option: 21 dollars - feedback: That's the price for a hamburger and fries! - hint: Mind the fourth line. - correct_answer: A - question_score: '10' - 7: - question_text: Why does line 7 say 'price is price + 3' instead of 'price is 3'? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = price + 15 - {if} food {is} fries price = price + 6 - drinks is {ask} 'What would you like to drink?' - {if} drinks {is} coke price = price + 3 - {if} drinks {is} water price = price + 1 - {print} price ' dollars please' - mp_choice_options: - - option: It could have been `price = 3` just as well. - feedback: No, that's not true. Hedy needs to add 3 dollars to the total. - - option: Because Hedy doesn't understand `price = 3`. - feedback: Hedy would understand, but it wouldn't be right. - - option: Because Hedy would otherwise forget about the previous order. The price would be 3 dollars in total. - feedback: That's right! - - option: Because the price is 0 dollars to begin with. - feedback: That's true, but not the reason - hint: The price shouldn't be 3, but 3 dollars more than it already was - correct_answer: C - question_score: '10' - 8: - question_text: Why is this code incorrect? - code: |- - correct answer = 3*12 - answer = {ask} 'What is 3 times 12?' - {if} answer {is} correct answer {print} 'Good job!' - {else} {print} 'No... It was ' correct answer - mp_choice_options: - - option: There shouldn't be quotation marks in line 2 - feedback: No, there should be! - - option: The variable is called correct answer, but a variable's name can only be 1 word. So it should be correct_answer - feedback: Correct! - - option: The `{if}` and `{else}` commands should be in the same line. - feedback: No, that's not true. - - option: The variable in line 2 can't be called answer, because it is too similar to the variable correct answer. - feedback: Variable names can be similar, but they can't be 2 words... - hint: Inspect what the variables are called. - correct_answer: B - question_score: '10' - 9: - question_text: Imagine you love football a 10, you've eaten 2 bananas and have washed your hands 3 times today. How smart does the silly fortune teller think you are? - code: |- - {print} 'Im Hedy the silly fortune teller' - {print} 'I will predict how smart you are!' - football = {ask} 'On a scale of 0 to 10 how much do you love football?' - bananas = {ask} 'How many bananas have you eaten this week?' - hygiene = {ask} 'How many times did you wash your hands today??' - result = bananas + hygiene - result = result * football - {print} 'You are ' result 'percent smart.' - mp_choice_options: - - option: 10% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 32% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 50% - feedback: Super! You are 100 percent smart! - - option: 100% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - hint: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - correct_answer: C - question_score: '10' 10: - question_text: Which statement is true? code: |- name _?_ Hedy {print} name 'is walking trough the forrest' @@ -1279,12 +569,8 @@ levels: feedback: No, one `=` sign is enough - option: You can only use the `=` sign when working with numbers, not with words. feedback: You can also use `=` with words. - hint: '`{is}` and `=` are both allowed' - correct_answer: B - question_score: '10' 7: 1: - question_text: How many lines can you repeat at once with the repeat command at this level? mp_choice_options: - option: '0' feedback: No you can repeat a line. @@ -1295,54 +581,9 @@ levels: - option: infinite feedback: In this level you can only repeat one line at a time hint: You can only repeat 1 line at a time - correct_answer: B - question_score: '10' 2: - question_text: Which code is right? - mp_choice_options: - - option: |- - ``` - {print} 100 {times} 'hello' - ``` - feedback: '`{repeat}` 100 `{times}` `{print}` ''hello''' - - option: |- - ``` - {print} {repeat} 100 {times} 'hello' - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 'hello' 100 {times} - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 100 {times} {print} 'hello' - ``` - feedback: That's right! hint: First the repeat command, then the `{print}` command - correct_answer: D - question_score: '10' - 3: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} ''Hello!''' - mp_choice_options: - - option: Right - feedback: No, a word is missing - - option: Wrong, the word `{repeat}` is missing - feedback: The word `{repeat}` is there, another word is missing - - option: Wrong, the word `{times}` is missing - feedback: The word `{times}` is there, another word is missing. - - option: Wrong, the word `{print}` is missing - feedback: Correct - hint: 'It should be: `{repeat}` 100 `{times}` `{print}` ''Hello''' - correct_answer: D - question_score: '10' 4: - question_text: Which word is wrong in the code? - code: |- - {print} 'I'm blue' - {repeat} 7 {times} {print} 'da ba dee, da ba da' mp_choice_options: - option: |- ``` @@ -1365,24 +606,7 @@ levels: ``` feedback: '`{times}` is spelled correctly' hint: I'm is wrong, you can't use apostrophes - correct_answer: A - question_score: '10' - 5: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} {print} ''Hedy is awesome!''' - mp_choice_options: - - option: Correct - feedback: That's right! - - option: Wrong - feedback: That's not it - hint: The code is correct! - correct_answer: A - question_score: '10' 6: - question_text: What will be the output from this code? - code: |- - {print} 'The wheels on the bus go' - {repeat} 3 {times} {print} ' round and round' mp_choice_options: - option: |- the wheels on the bus go @@ -1408,14 +632,7 @@ levels: round and round round and round feedback: All though the town! Perfect! - hint: Only 'round and round' is repeated 3 times. - correct_answer: D - question_score: '10' 7: - question_text: What will be the output from this code? - code: |- - {repeat} 2 {times} {print} 'We will' - {print} 'ROCK YOU!' mp_choice_options: - option: |- We will We will @@ -1436,17 +653,8 @@ levels: We will ROCK YOU! feedback: Mind the repeat command - hint: Mind the `{repeat}` command. - correct_answer: B - question_score: '10' 8: question_text: Welke Hedy code hoort bij dit resultaat - code: |- - Here comes the sun - Do do do do - Here comes the sun - And I say - Its alright mp_choice_options: - option: |- ``` @@ -1480,8 +688,6 @@ levels: ``` feedback: Dit is niet de juiste volgorde.. hint: '`{repeat}` kan alleen worden gebruikt als je dezelfde regel meerdere keren achter elkaar wil uitvoeren.' - correct_answer: A - question_score: '10' 9: question_text: Welke Hedy code hoort bij dit resultaat ? code: |- @@ -1525,15 +731,8 @@ levels: ``` feedback: Perfect hint: '''Help !'' wordt 3x herhaald.' - correct_answer: D - question_score: '10' 10: question_text: What Hedy code belongs to this output? - code: |- - if youre happy and you know it clap your hands - if youre happy and you know it clap your hands - if youre happy and you know it and you really want to show it - if youre happy and you know it clap your hands mp_choice_options: - option: |- ``` @@ -1563,46 +762,8 @@ levels: {print} 'clap your hands' ``` feedback: This is not in the right order. - hint: Mind the order of the sentences. - correct_answer: B - question_score: '10' 8: - 1: - question_text: Which output will be produced by this code? - code: |- - {repeat} 2 {times} - {print} 'Hello' - {print} 'Im Hedy!' - mp_choice_options: - - option: |- - Hello - Im Hedy! - feedback: Everything is printed twice. - - option: |- - Hello - Hello - Im Hedy - feedback: The second line is repeated twice as well. - - option: |- - Hello - Im Hedy! - Hello - Im Hedy! - feedback: Super! - - option: |- - Hello - Hello - Im Hedy! - Im Hedy! - feedback: Everything is printed twice - hint: Both lines are repeated twice. - correct_answer: C - question_score: '10' 2: - question_text: What is wrong with this code? - code: |- - {repeat} 5 {times} - {print} 'Hedy is cool!' mp_choice_options: - option: This should be only one line, not 2. feedback: No it should be 2 lines. @@ -1612,15 +773,7 @@ levels: feedback: Nee, repeat is de goede spelling - option: The second line need to start with 4 spaces as indentation. feedback: Correct! - hint: Something is missing in the second line? - correct_answer: D - question_score: '10' 3: - question_text: What output will be produced when you run this program? - code: |- - {repeat} 3 {times} - {print} 'Baby shark tututudutudu' - {print} 'Baby shark' mp_choice_options: - option: |- Baby shark tututudutudu @@ -1647,10 +800,7 @@ levels: Baby shark feedback: What is being repeated and what isn't. hint: What is being repeated and what is not?. - correct_answer: C - question_score: '10' 4: - question_text: Which output is correct? code: |- {print} 'The children went:' {repeat} 2 {times} @@ -1682,15 +832,7 @@ levels: Yay! Were going on holiday! feedback: The last line is repeated too. - hint: The block under the `{repeat}` command is repeated twice. - correct_answer: B - question_score: '10' 5: - question_text: What is wrong with this code? - code: |- - end = {ask} 'Do you want a happy or a sad ending?' - {if} end {is} happy {print} 'They lived happily ever after' - {else} {print} 'The world exploded. The end.' mp_choice_options: - option: The `{print}` commands on the last two lines should start on new lines en start with 4 spaces. feedback: That's right! @@ -1700,44 +842,7 @@ levels: feedback: That's not true - option: '`{ask}` is no longer a command' feedback: That's not true - hint: Something is wrong with indentation - correct_answer: A - question_score: '10' - 6: - question_text: What will be the output of this code when we enter pancakes? - code: |- - {print} 'Welcome to restaurant Hedy' - {repeat} 2 {times} - food {is} {ask} 'What do you want to eat?' - {print} food - mp_choice_options: - - option: |- - Welcome to restaurant Hedy - Pancakes - feedback: There is no repetition in this answer. - - option: |- - Welcome to restaurant Hedy - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: This answer also repeats the welcome message - - option: |- - Welcome to restaurant Hedy - What do you want to eat? - What do you want to eat? - Pancakes - Pancakes - feedback: Almost! But look at the question, it is not repeated. - - option: |- - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: Well done! - hint: The first sentence and question will not be repeated - correct_answer: D - question_score: '10' 7: - question_text: What is wrong with this code? code: |- eten = {ask} 'What would you like to eat?' {if} food {is} fries @@ -1756,11 +861,7 @@ levels: feedback: You always have to use indentation. - option: The indentation is wrong in the first `{if}` command. feedback: That's right. - hint: Take a careful look at the indentation. - correct_answer: D - question_score: '10' 8: - question_text: In which of the codes is the indentation done right? mp_choice_options: - option: |- ``` @@ -1802,50 +903,20 @@ levels: {print} You are wrong! ``` feedback: You are wrong! - hint: What should happen if the person is right? And what else? - correct_answer: C - question_score: '10' 9: - question_text: What line(s) in this code should start with 4 spaces? code: |- 1 hudebni_styl = {ask} 'Jaký hudební styl máš nejradši?' 2 {if} hudebni_styl is rock 3 {print} '🤘' 4 {else} 5 {print} '👎' - mp_choice_options: - - option: Line 2 and 4 - feedback: The lines after the `{if}` and `{else}` command should start with 4 spaces - - option: Only line 3 - feedback: Not only 3... - - option: Line 3, 4 and 5 - feedback: Line 4 shouldn't - - option: Line 3 and 5 - feedback: Great job! - hint: The lines after an `{if}` or `{else}` command should start with 4 spaces. - correct_answer: D - question_score: '10' 10: - question_text: Which statement is true? code: |- 1 level = {ask} 'What level are you on?" 2 {if} level {is} 8 3 {print} Great job! - mp_choice_options: - - option: All lines should start with 4 spaces - feedback: That's not true - - option: Line 2 and 3 should start with 4 spaces - feedback: That's not true - - option: Line 2 should start with 4 spaces - feedback: That's not true - - option: Line 3 should start with 4 spaces - feedback: You are correct! - hint: Only one line starts with 4 spaces, but which one...? - correct_answer: D - question_score: '10' 9: 1: - question_text: What is wrong with this code? code: |- {repeat} 3 {times} eten = {ask} 'What would you like to eat?' @@ -1866,19 +937,7 @@ levels: - option: The indentation is wrong in the last `{if}` command. feedback: It not, though. hint: all the indentation is done correctly. - correct_answer: A - question_score: '10' 2: - question_text: What will be printed after entering the correct password? - code: |- - password = {ask} 'What is the password?' - correct_password = Hedy - {if} password {is} correct_password - {repeat} 2 {times} - {print} 'Good job!' - {print} 'You can use the computer!' - {else} - {print} 'The computer will explode in 5... 4... 3... 2... 1...' mp_choice_options: - option: |- Good job! @@ -1897,11 +956,7 @@ levels: Good job! You can use the computer! feedback: Correct! - hint: Everything under the `{repeat}` command is repeated twice. - correct_answer: D - question_score: '10' 3: - question_text: Which case should you choose to win a million dollars? code: |- {print} 'Choose the right case and win!' case = {ask} 'Which case will you pick? 1 or 2?' @@ -1917,20 +972,7 @@ levels: {print} 'You sell the case for 500 dollars' {if} action {is} open {print} 'You open the case and win a million dollars!' - mp_choice_options: - - option: case 1, sell - feedback: You don't win a million! - - option: case 1, open - feedback: You don't win a million - - option: case 2, sell - feedback: You don't win a million - - option: case 2, open - feedback: Great job! You win! - hint: Follow the right path - correct_answer: D - question_score: '10' 4: - question_text: Which statement is true? code: |- name = {ask} 'What is your name?' size = {ask} 'What is your shoe size?' @@ -1950,15 +992,7 @@ levels: feedback: That's right! - option: Cinderella with shoe size 40 gets the output 'I was looking for you!' feedback: No she gets 'Ill keep looking' - hint: No matter what your name is, if you have shoe size 40 you will get the message 'Ill keep looking'. - correct_answer: C - question_score: '10' 5: - question_text: Which code produced this output? - output: |- - Icecream is the best! - Icecream is the best! - Icecream is the best! mp_choice_options: - option: |- ``` @@ -1993,11 +1027,7 @@ levels: {print} 'Icecream is the best!' ``` feedback: There are 2 `{repeat}` commands in this code. - hint: Watch the indentation - correct_answer: C - question_score: '10' 6: - question_text: After which command(s) should you use indentation (starting the next line with 4 spaces)? mp_choice_options: - option: '`{if}`' feedback: Don't forget the others @@ -2007,9 +1037,6 @@ levels: feedback: Keep it up! - option: '`{if}` `{else}` `{repeat}` `{print}`' feedback: Not with print - hint: Indentation happens on the line below some commands - correct_answer: C - question_score: '10' 7: question_text: "In this code from a pizza restaurant. \nYoull get a 5 dollar discount if you order a medium pizza with coke.\n What should you do to debug this code?" code: |- @@ -2050,9 +1077,6 @@ levels: price = price - 2 ``` feedback: Try again - hint: After each `{if}` command, the line below should indent - correct_answer: A - question_score: '10' 8: question_text: What is wrong is this code? code: |- @@ -2070,25 +1094,7 @@ levels: feedback: You actually must start like that. - option: A code must always start with a `{print}` command in the first line feedback: That's not true. - hint: The indentation is done right this time - correct_answer: B - question_score: '10' - 9: - question_text: How many `{if}` commands can be placed inside another `{if}` command? - mp_choice_options: - - option: None, that is not allowed - feedback: You are allowed to - - option: Only 1 - feedback: You could use more if you like - - option: '3' - feedback: You could use more if you like - - option: Infinite, as long as you keep using indentation correctly - feedback: That is true - hint: You can put an `{if}` command inside an `{if}` command. - correct_answer: D - question_score: '10' 10: - question_text: Which statement is true? code: |- 1 {repeat} 2 {times} 2 {if} level {is} 9 @@ -2103,8 +1109,6 @@ levels: - option: line 2 should atart with 4 spaces and line 3 with 8 feedback: You are correct! hint: The first line doens't start with any spaces - correct_answer: D - question_score: '10' 10: 1: question_text: What do we need to fill in on the `_?_` if we want to print each compliment? @@ -2112,91 +1116,6 @@ levels: compliments = perfect, great job, amazing _?_ {print} compliment - mp_choice_options: - - option: |- - ``` - {for} each compliment - ``` - feedback: That's not it - - option: |- - ``` - {for} compliment {in} compliments - ``` - feedback: You deserve all those compliments! - - option: |- - ``` - {if} compliment {in} compliments - ``` - feedback: That's not it - - option: |- - ``` - {for} compliments {in} compliment - ``` - feedback: Almost there! - hint: '`{for}` each compliment in the lists of compliments...' - correct_answer: B - question_score: '10' - 2: - question_text: Which output is correct? - code: |- - meals = pizza, pasta, pancakes - {for} meal {in} meals - {print} 'I love ' meal - mp_choice_options: - - option: I love pizza - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pasta - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pancakes - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: |- - I love pizza - I love pasta - I love pancakes - feedback: Great! - hint: Line 2 says for each meal in the list of meals. So each meal is printed. - correct_answer: D - question_score: '10' - 3: - question_text: Which output is correct? - code: |- - animals = dogs, cats, hamsters, chickens - {for} animal {in} animals - {print} animal ' are lovely pets' - mp_choice_options: - - option: dogs are lovely pets - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - - option: dogs, cats, hamsters, chickens are lovely pets - feedback: Each animal gets their own line in the output. - - option: |- - dogs are lovely pets - cats are lovely pets - hamsters are lovely pets - chickens are lovely pets - feedback: Great! - - option: You don't know yet. Because it chooses one of the animals {at} {random}. - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - hint: Line 2 says {for} each animal in the list of animals. So each animal is printed - correct_answer: C - question_score: '10' - 4: - question_text: What's wrong with this code? - code: |- - groceries = apples, bread, milk - {for} item {in} groceries - {print} 'We need ' groceries - mp_choice_options: - - option: Line 2 needs to start with 4 spaces as indentation - feedback: No it doesn't. Only line 3 needs indentation, which it has. - - option: Line 3 does not need to start with 4 spaces as indentation - feedback: Line 2 is a `{for}`command so line 3 does need to start with an indent. - - option: Line 3 should say item instead of groceries - feedback: Good job! - - option: Line 2 should say groceries instead of item - feedback: No it does not. - hint: Line 2 says `{for}` each item in the list of groceries - correct_answer: C - question_score: '10' 5: question_text: What word should be on the _?_ with these digital dice? code: |- @@ -2214,11 +1133,7 @@ levels: feedback: You are very close. But you need Hedy to pick from the list called 'choices' not 'choice'... - option: dice feedback: Look at the names of the variables. - hint: Hedy needs to pick a number `{at} {random}` - correct_answer: B - question_score: '10' 6: - question_text: Which of the answers below is a possible outcome when you run the code? code: |- volba = kámen, nůžky, papír hráči = Kelly, Meredith @@ -2237,9 +1152,6 @@ levels: Kelly chooses paper Meredith chooses scissors feedback: Amazing! - hint: Each player will pick an option. The player that's first on the list will go first. - correct_answer: D - question_score: '10' 7: question_text: What line should be on the _?_ in this code that decides what these people will have for dinner? code: |- @@ -2247,30 +1159,6 @@ levels: food = pasta, fries, salad _?_ {print} name ' has to eat ' food {at} {random} ' for dinner' - mp_choice_options: - - option: |- - ``` - {for} name {in} names - ``` - feedback: You are on fire! - - option: |- - ``` - {for} names {in} name - ``` - feedback: No it should be for each name in the list nameS, so the other way around - - option: |- - ``` - {for} food {in} food - ``` - feedback: Each name should be told what they will have for dinner. - - option: |- - ``` - {for} name {in} food - ``` - feedback: Each name should be told what they will have for dinner. - hint: Each name should be told what they will have for dinner. - correct_answer: A - question_score: '10' 8: question_text: What should be on the _?_ in this code that decides which color shirt you get? code: |- @@ -2299,9 +1187,6 @@ levels: 'people gets a colors shirt' ``` feedback: There is no variable named people.. - hint: Mind the quotation marks and the names of the variables - correct_answer: B - question_score: '10' 9: question_text: What is the first question Hedy will `{ask}` you when you run the program? code: |- @@ -2311,20 +1196,7 @@ levels: {for} course {in} courses food = {ask} name ', what would you like to eat as your ' course '?' {print} name ' orders ' food ' as their ' course - mp_choice_options: - - option: Timon, what would you like to eat as your appetizer? - feedback: Perfect! - - option: Onno, what would you like to eat as your appetizer? - feedback: Timon is first on the list! - - option: Timon, what would you like to eat as your dessert? - feedback: Appetizers are first in the list - - option: You don't know that. Hedy will choose `{at} {random}`. - feedback: There is no `{at} {random}` in this code... - hint: The first options from both lists are chosen. - correct_answer: A - question_score: '10' 10: - question_text: What is true about this code? code: |- prices = 1 million dollars, car, sandwich names = Bob, Patrick, Sandy, Larry @@ -2339,9 +1211,6 @@ levels: feedback: That is not true. Larry has the same odds as the others - option: Someone might win with two prices feedback: You get it! - hint: Try to imagine the output of this code. - correct_answer: D - question_score: '10' 11: 1: question_text: What word should be at the place of the question mark? @@ -2369,14 +1238,7 @@ levels: {for} ``` feedback: 'No' - hint: What did you learn in this level? - correct_answer: B - question_score: '10' 2: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 1 {to} 3 - {print} i mp_choice_options: - option: |- 1 @@ -2389,64 +1251,7 @@ levels: feedback: That's not it - option: '123' feedback: That's not it - hint: How do the numbers appear in the screen? - correct_answer: A - question_score: '10' - 3: - question_text: Which code was used to get this output? - output: |- - 1 - 2 - 3 - 4 - 5 - Once I caught a fish alive! - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Perfect - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: This code won't work. You need an indent after {for}. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Now Hedy will count '1 Once I caught a fish alive!, 2 Once I caught a fish alive! etc. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} 'i' - {print} 'Once I caught a fish alive!' - ``` - feedback: i is a variable and shouldn't have quotation marks - hint: First all the numbers, then the sentence - correct_answer: A - question_score: '10' 4: - question_text: Which code was used to get this output? - output: |- - 10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0 mp_choice_options: - option: |- ``` @@ -2473,42 +1278,6 @@ levels: ``` feedback: That's right! hint: It has to be a calculation... - correct_answer: D - question_score: '10' - 5: - question_text: What's wrong with this code? - code: |- - {for} i {in} {range} 1 {to} 10 - {print} i - mp_choice_options: - - option: The i in the last line need quotation marks - feedback: No it doesn't. - - option: You can't use `{range}` 1 `{to}` 5 only `{range}` 1 `{to}` 10 - feedback: You could use 1 to 5 just as well! - - option: Line 1 needs to start with an indention. - feedback: Not line 1... - - option: Line 2 needs to start with an indention - feedback: Perfect! - hint: There is something wrong with the indention - correct_answer: D - question_score: '10' - 6: - question_text: How many times does the word Hello appear on your screen when you run the code? - code: |- - {for} i {in} {range} 0 {to} 2 - {print} 'Hello' - mp_choice_options: - - option: 1 time - feedback: 'No' - - option: 2 times - feedback: 'No' - - option: 3 times - feedback: That's right! - - option: Never - feedback: 'No' - hint: 0 also counts. So 0,1,2 that's 3 times. - correct_answer: C - question_score: '10' 7: question_text: What should be on the place of the question mark? code: |- @@ -2517,35 +1286,7 @@ levels: _?_ food is {ask} 'What would you like to order?' {print} food - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 0 {to} 3 - ``` - feedback: There's not always 3 people - - option: |- - ``` - {for} i {in} {range} 1 {to} guests - ``` - feedback: The variable is not named guests - - option: |- - ``` - {for} i {in} {range} 1 {to} people - ``` - feedback: Great! - - option: |- - ``` - {for} i {in} {range} 0 {to} people - ``` - feedback: That's one order too many! - hint: Use the variable 'people' - correct_answer: C - question_score: '10' 8: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 23 {to} 25 - {print} 'hi' mp_choice_options: - option: |- 23 @@ -2561,34 +1302,7 @@ levels: feedback: Correct - option: The word 'hi' will appear 25 times in a row. feedback: No it will only appear 3 times. - hint: It doesn't say `{print}` i - correct_answer: C - question_score: '10' - 9: - question_text: How many times does Hedy chant Hip Hip Hooray? - code: |- - age = {ask} 'How old are you?' - {for} i {in} {range} 1 {to} age - {print} 'Hip Hip Hoorray!' - mp_choice_options: - - option: 1 time - feedback: Try again - - option: 2 times - feedback: Try again - - option: Never - feedback: Try again - - option: That depends on how old you are - feedback: That's right! - hint: '`{for}` i `{in}` `{range}` 1 `{to}` age' - correct_answer: D - question_score: '10' 10: - question_text: Which code belongs to this output? - output: |- - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark mp_choice_options: - option: |- ``` @@ -2619,11 +1333,8 @@ levels: ``` feedback: '`{range}` 0 `{to}` 3 is 4 times.' hint: Mind the indention - correct_answer: B - question_score: '10' 12: 1: - question_text: Which output is correct? code: |- print 'three and a half plus one and a half is...' print 3.5 + 1.5 @@ -2640,11 +1351,7 @@ levels: three and a half plus one and a half is... 5 feedback: Great job! - hint: Both lines are printed! - correct_answer: D - question_score: '10' 2: - question_text: Which of these codes is correct? mp_choice_options: - option: |- ``` @@ -2670,11 +1377,7 @@ levels: print 'I would like a ' flavors at random ' cake.' ``` feedback: All the different values of flavors should be in quotation marks. - hint: The second line is the same in each code, pay attention to the first line - correct_answer: C - question_score: '10' 3: - question_text: What's wrong with this code? code: |- favorite_animal = ask 'What is your favorite animal?' print 'I like ' favoriteanimal ' too!' @@ -2687,30 +1390,13 @@ levels: feedback: That's not true - option: Nothing is wrong. feedback: That's not true - hint: The quotation marks are used correctly - correct_answer: A - question_score: '10' 4: - question_text: In which lines are quotation marks needed to get the code to work? code: |- print Welcome to the online shoe shop category = ask What kind of shoes are you looking for? if category = high heels print High heels are 50% off now! - mp_choice_options: - - option: Line 1 and 2 - feedback: 'No' - - option: Line 1, 2 and 3 - feedback: 'No' - - option: Line 1, 2 and 4 - feedback: 'No' - - option: All of the lines - feedback: Perfect! - hint: Does line 3 need quotation marks too? - correct_answer: D - question_score: '10' 5: - question_text: What output does Agent007 get when they put in the correct password? code: |- name is ask 'What is your name?' if name is 'Agent007' @@ -2723,18 +1409,6 @@ levels: else b is 'today at 10.00' print a + b - mp_choice_options: - - option: Go to the train station today at 10.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 02.00 - feedback: You've cracked the code! - - option: Go to the train station tomorrow at 02.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 10.00 - feedback: The agent won't be catching any bad guys here - hint: The correct password is TOPSECRET - correct_answer: B - question_score: '10' 6: question_text: Which line should be filled in at the ??? code: |- @@ -2748,32 +1422,7 @@ levels: if drinks = 'yes' ??? print 'That will be ' price ' dollar please' - mp_choice_options: - - option: |- - ``` - price = 14 - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = '14' - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = price + 2 - ``` - feedback: Excellent! - - option: |- - ``` - price = + 2 - ``` - feedback: Almost there! - hint: What if you only order fries and a drink? - correct_answer: C - question_score: '10' 7: - question_text: Which output does a vegan get? code: |- menu = 'cookies', 'cheese', 'grapes' print "It's my birthday! I`ve brought some snacks!" @@ -2785,36 +1434,7 @@ levels: print 'For you I have brought: ' for snack in menu print snack - mp_choice_options: - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cookies - grapes - feedback: Terrific! - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - feedback: There's more options than just one - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cheese - grapes - feedback: A vegan person can't have cheese - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - cookies - feedback: Almost there, but look at the order of snacks in the list - hint: What item is removed from the list when you answer 'vegan'? - correct_answer: A - question_score: '10' 8: - question_text: Which code was used to create this output? - code: '3.5' mp_choice_options: - option: |- ``` @@ -2836,9 +1456,6 @@ levels: print 7 * 2 ``` feedback: 'No' - hint: 7 devided by 2 is 3.5 - correct_answer: B - question_score: '10' 9: question_text: Which code should be filled in in line 1 at the ??? code: |- @@ -2865,9 +1482,6 @@ levels: 'prices' = 'one million dollars', 'nothing' ``` feedback: You one nothing - hint: The items on the list should be in quotation marks - correct_answer: C - question_score: '10' 10: question_text: Which line of code should be filled in at the ??? to complete the song ? code: |- @@ -2888,12 +1502,8 @@ levels: feedback: This is a hard one! All the actions on the list must be in the song. - option: print actions at random feedback: This is a hard one! All the actions on the list must be in the song. - hint: This is a hard one! All the actions on the list must be in the song. - correct_answer: B - question_score: '10' 13: 1: - question_text: Which code should be filled in at the ??? ? code: |- name = ask 'What is your name?' song = ask 'Whould you like to hear a song?' @@ -2924,11 +1534,7 @@ levels: if song = 'yes' or birthday = 'yes' ``` feedback: Hedy only sings if both answers are yes - hint: Hedy sings if you want to hear a song and it's you birthday - correct_answer: C - question_score: '10' 2: - question_text: Which command is missing in the code at the place of the ??? ? code: |- menu = 'cheese', 'sausage rolls', 'cookies' diet = ask 'Do you have any dietary restrictions?' @@ -2943,11 +1549,7 @@ levels: feedback: 'No' - option: print feedback: 'No' - hint: Neither vegans nor muslims can eat sausage rolls. - correct_answer: B - question_score: '10' 3: - question_text: Which output is given to a member without a discount code? code: |- member = ask 'Do you have a membership card?' discount = ask 'Do you have a discount code?' @@ -2965,10 +1567,7 @@ levels: - option: There is no way of knowing feedback: There is! Read the question carefully hint: Mind the command 'or' in line 3 - correct_answer: A - question_score: '10' 4: - question_text: Which line of code should follow this line in rock-paper-scissors game? code: if computer_choice is 'rock' and your_choice is 'paper' mp_choice_options: - option: print 'you win' @@ -2979,28 +1578,11 @@ levels: feedback: It's only a tie if both choices are the same - option: print 'try again' feedback: Try again! - hint: Paper beats rock - correct_answer: A - question_score: '10' 5: - question_text: Which statement is true about this code? code: |- if name = 'Cinderella' and shoe_size = 38 print 'You are my one true love!' - mp_choice_options: - - option: Every person with shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person named Cinderella is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person that is named Cinderella and has shoe size 38 is this prince's one true love - feedback: Fantastic! - - option: Every person that's not named Cinderella and does not have shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - hint: Both statements have to be true - correct_answer: C - question_score: '10' 6: - question_text: Which statement about this code is true? code: |- print 'Let me guess which family member you are!' glasses = ask 'Do you wear glasses?' @@ -3013,20 +1595,7 @@ levels: print 'You must be Wouter!' if glasses = 'no' and female = 'no' print 'You must be Michael!' - mp_choice_options: - - option: Michael is a boy with glasses - feedback: Try again - - option: Marleen is a girl with glasses - feedback: Try again - - option: Wouter is a boy without glasses - feedback: Try again - - option: Sophie is a girl with glasses - feedback: Great job! - hint: Take a good look! Or do you need glasses? - correct_answer: D - question_score: '10' 7: - question_text: Which statement is false? code: |- print 'Thank you for helping me take care of my pets' print 'Here is a program to help feed them' @@ -3040,20 +1609,7 @@ levels: print 'I fed them this moring! They do not need more food today' if animal is 'hamster' and color is 'brown' print 'You can feed them a piece of carrot' - mp_choice_options: - - option: The grey cat is called Abby - feedback: This is true! - - option: Milo the orange cat eats 4 scoops of cat nibbles - feedback: This is true - - option: The black hamster needs to be fed a piece of carrot - feedback: Great job! - - option: The yellow bird was fed this morning - feedback: This is true - hint: Read the last 4 lines carefully - correct_answer: C - question_score: '10' 8: - question_text: What output do you get if you order popcorn but no drink? code: |- print 'Welcome to the movie theater' popcorn = ask 'Would you like some popcorn?' @@ -3067,32 +1623,7 @@ levels: if popcorn = 'no' and drink = 'no' print 'Ok' print 'Enjoy the movie' - mp_choice_options: - - option: |- - Welcome to the movie theater - That will be 8 dollars please - Enjoy the movie - feedback: You have paid too much! - - option: |- - Welcome to the movie theater - That will be 5 dollars please - Enjoy the movie - feedback: Amazing! - - option: |- - Welcome to the movie theater - That will be 3 dollars please - Enjoy the movie - feedback: That's not enough money! - - option: |- - Welcome to the movie theater - Ok - Enjoy the movie - feedback: You have to pay for your popcorn! - hint: popcorn = yes and drink = no - correct_answer: B - question_score: '10' 9: - question_text: What is wrong with this code? code: |- 1 chocolate = ask 'Would you like chocolate sauce on your ice cream?' 2 sprinkles = ask 'Would you like sprinkles on your ice cream?' @@ -3129,11 +1660,7 @@ levels: {if} chocolate = 'yes' {and} sprinkles = 'no' ``` feedback: This is not what I ordered! - hint: There is a mistake in line 3 - correct_answer: A - question_score: '10' 10: - question_text: Which command needs to be in line 8 at the place of the ??? ? code: |- print 'Welcome to the product finder of this supermarkt' item is ask 'What product are you looking for?' @@ -3157,65 +1684,8 @@ levels: feedback: 'No' - option: if feedback: 'No' - hint: The item is either in the list of snacks, or in the list of drinks - correct_answer: B - question_score: '10' 14: - 1: - question_text: Which symbol should be used on the blank? - code: |- - name _ {ask} 'Who are you?' - {if} name == 'Hedy' - {print} 'Me too!' - mp_choice_options: - - option: '`=>`' - feedback: This is not a symbol. - - option: '`==`' - feedback: We are not comparing anything, just asking. - - option: '`!=`' - feedback: We are not comparing anything, just asking - - option: '`=`' - feedback: Right! - hint: We are not comparing anything, we are just asking a name. - correct_answer: D - question_score: '10' - 2: - question_text: Which of these codes has used the correct = or == symbol? - mp_choice_options: - - option: '{if} name = Hedy' - feedback: 'No' - - option: '{if} age = 24' - feedback: 'No' - - option: answer = {ask} 'What is your answer' - feedback: Yes! - - option: answer == {ask} 'How are you doing?' - feedback: 'No' - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' - 3: - question_text: Which symbols should be filled in on the two blanks? - code: |- - guests = {ask} 'How many people are at the party?' - {if} guests _ 130 - {print} 'You can come in!' - {if} guests _ 130 - {print} 'Im sorry, the club is full. ' - {print} 'You have to wait for a guest to leave' - mp_choice_options: - - option: '`>` and `<`' - feedback: That's not it - - option: '`=` and `>=`' - feedback: That's not it - - option: '`<` and `>=`' - feedback: You are right - - option: '`+` and `==`' - hint: There are 130 people allowed in the club - correct_answer: C - question_score: '10' - feedback: That's not it 4: - question_text: What's wrong with this code? code: |- price = 10 money = {ask} How much money do you have? @@ -3224,20 +1694,7 @@ levels: {print} 'You can buy the bear!' {else} {print} 'You cannot buy this bear!' - mp_choice_options: - - option: In line 1 == should be used instead of = - feedback: No that's not it - - option: Line 2 misses quotation marks - feedback: You are correct - - option: In line 4 = should have been used instead of == - feedback: No that's not it - - option: In line 4 <= should have been used instead of >= - feedback: No that's not it - hint: The symbols are right - correct_answer: B - question_score: '10' 5: - question_text: Which symbol should be filled in on the blanks if the movie is suitable for kids for the age of 12 and up? code: |- age = {ask} 'How old are you?' ticket = {ask} 'Do you have a ticket?' @@ -3245,20 +1702,7 @@ levels: {print} 'You can enter the movie theater.' {else} {print} 'You are not allowed to come in!' - mp_choice_options: - - option: '`> 12`' - feedback: 12 year olds are allowed too - - option: '`>= 12`' - feedback: Great! - - option: '`< 12`' - feedback: These kids are too young! - - option: '`<= 12`' - feedback: These kids are too young - hint: '> means greater than' - correct_answer: B - question_score: '10' 6: - question_text: How many times do you have to say you are annoyed before this annoying game stops? code: |- lives = 2 {repeat} 10 times @@ -3266,69 +1710,7 @@ levels: answer = {ask} 'Are you annoyed yet?' {if} answer == 'yes' lives = lives - 1 - mp_choice_options: - - option: 10 times - feedback: It stops after 2 times - - option: 0 times - feedback: It stops after 2 times - - option: 1 time - feedback: It stops after 2 times - - option: 2 times - feedback: That is correct - hint: '!= means ''is not''' - correct_answer: D - question_score: '10' - 7: - question_text: What should be filled in on the three blanks? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' - mp_choice_options: - - option: '`''Lower''` and `''Higher''` and `''You win!''`' - feedback: That's not quite right. - - option: '`''Higher''` and `''Lower''` and `''You win!''`' - feedback: You win! - - option: '`''You win!''` and `''Lower!''` and `''Higher''`' - feedback: That's not quite right. - - option: '`''Lower!''` and `''You win!''` and `''Higher!''`' - feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: B - question_score: '10' - 8: - question_text: Which statement is true about this roller coaster? - code: |- - length = {ask} 'Please fill in your length in cm' - {if} length < 120 - {print} 'Sorry, you cannot go on this roller coaster.' - {else} - {print} 'Enjoy the ride' - mp_choice_options: - - option: You must be taller than 120 cm to go on the roller coaster - feedback: True! - - option: You must be taller than 119 cm to go on the roller coaster - feedback: If you are 120 cm you won't get in - - option: You must be shorter than 120 cm to go on the roller coaster - feedback: '> means greater than' - - option: There are no length restrictions to go on the roller coaster - feedback: There are. - hint: '> means greater than' - correct_answer: A - question_score: '10' 9: - question_text: How many pieces of chocolate will give you a stomach ache according to this fitbit? code: |- chocolate = {ask} 'How many pieces of chocolate have you eaten?' {if} chocolate <= 2 @@ -3337,101 +1719,19 @@ levels: {print} 'That is a bit much' {if} chocolate > 8 {print} 'You will get a stomach ache!' - mp_choice_options: - - option: 1 or more - feedback: 'No' - - option: 2 or more - feedback: 'No' - - option: 8 or more - feedback: Almost - - option: 9 or more - feedback: Great! - hint: '> 8 means more than 8' - correct_answer: D - question_score: '10' - 10: - question_text: What should be filled in in the blanks? - code: |- - {print} 'Whoever gets the most points wins!' - {if} points_player_1 < points_player_2 - {print} _ - mp_choice_options: - - option: '''player 1 wins''' - feedback: Look at who has the highest score! - - option: '''player 2 wins''' - feedback: Yes! - - option: '''player 2 loses''' - feedback: Look at who has the highest score! - - option: '''It is a tie''' - feedback: No it's not, one player has a higher score - hint: You win the game by having the most points - correct_answer: B - question_score: '10' 15: 1: - question_text: 'Which symbol should be used on the blank? Tip: You must keep guessing until you get it right.' code: |- answer = 0 while answer _ 'Amsterdam' answer = ask 'What is the capital city of the Netherlands?' print 'You have given the correct answer' - mp_choice_options: - - option: '`=!`' - feedback: That is not right. - - option: '`==`' - feedback: You don't have to keep guessing if you've given the right answer. - - option: '`!=`' - feedback: Correct - - option: '`=`' - feedback: That's not it - hint: Keep guessing until you say Amsterdam - correct_answer: C - question_score: '10' - 2: - question_text: Which of these codes has used the correct symbol(s)? - mp_choice_options: - - option: |- - ``` - {while} name = Hedy - ``` - feedback: 'No' - - option: |- - ``` - {while} age = 24 - ``` - feedback: 'No' - - option: |- - ``` - {while} time > 0 - ``` - feedback: Yes! - - option: |- - ``` - {while} answer == yes' - ``` - feedback: A quotation mark is missing - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' 3: question_text: Which command should be filled in on the two blanks? code: |- _ age >= 18 print 'you are not allowed in this bar' - mp_choice_options: - - option: '`{in}`' - feedback: That's not it - - option: '`{while}`' - feedback: You are right - - option: '`{for}`' - feedback: That's not it - - option: '`{range}`' - feedback: That's not it - hint: You are not allowed in the bar as long as you are 17 or younger - correct_answer: B - question_score: '10' 4: - question_text: What's wrong with this code? code: |- options = 1, 2, 3, 4, 5, 6 print 'Throw 6 as fast as you can!' @@ -3451,11 +1751,7 @@ levels: feedback: That's not it - option: In line 5 != should have been used instead of == feedback: You are correct - hint: There is something wrong in line 5 - correct_answer: D - question_score: '10' 5: - question_text: What should be placed on the blank to make this program work correctly? code: |- wetness = 10 while wetness != 0 @@ -3474,9 +1770,6 @@ levels: feedback: You are correct! - option: = wetness + 1 feedback: The program should count down - hint: wetness should get less each time - correct_answer: C - question_score: '10' 6: question_text: what is wrong with this code? code: |- @@ -3494,25 +1787,8 @@ levels: feedback: No that's not right - option: Line 2 should start with less indentation feedback: That is correct - hint: Look closely at the indentation - correct_answer: D - question_score: '10' 7: question_text: How should this program be changed to that it works? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' mp_choice_options: - option: '... change the first {if} into a {while}' feedback: Perfect! @@ -3522,32 +1798,9 @@ levels: feedback: That's not quite right. - option: '... change the fourth {if} into a {while}' feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: A - question_score: '10' 8: - question_text: Which statement is true about this automated toilet system? - code: |- - {while} toilet == 'occupied' - lights = 'on' - air_freshener_sprays = 'yes' - {sleep} 60 - lights = 'off' - air_freshener_sprays = 'no' - mp_choice_options: - - option: The lights and air freshener will turn off after 1 minute - feedback: False! - - option: The air freshener sprays once every minute and the lights stay on the whole time while you are on the toilet - feedback: Great job - - option: The air freshener sprays once you leave the toilet. - feedback: It only sprays when you're in there. - - option: The lights will always stay on. - feedback: That wouldn't be right. hint: The block after the while command keeps happening while the toilet is occupied. - correct_answer: B - question_score: '10' 9: - question_text: What will the diet app say if you have eaten 1600 calories today? code: |- chocolate = {ask} 'How many calories have you eaten today?' {while} calories <= 1000 @@ -3565,16 +1818,7 @@ levels: feedback: Yes! - option: You have eaten enough for today feedback: 'No' - hint: 1600 is between 1000 and 2000 - correct_answer: C - question_score: '10' 10: - question_text: 'What should be filled in in the blanks? Tip: the player with the most points is in the lead.' - code: |- - name_player_1 = {ask} 'Name player 1:' - name_player_2 = {ask} 'Name player 2:' - {while} points_player_1 > points_player_2 - {print} _ ' is in the lead right now!' mp_choice_options: - option: name_player_1 feedback: You are right! @@ -3584,105 +1828,20 @@ levels: feedback: You should fill in a name, not a number - option: points_player_2 feedback: You should fill in a name, not a number - hint: You win the game by having the most points. Your name should appear on the screen - correct_answer: A - question_score: '10' 16: - 1: - question_text: Which command should be filled in on the blanks to print a random snack? - code: |- - snacks = nachos, chips, cucumber, sweets - {print} _ - mp_choice_options: - - option: '`snacks {at} {random}`' - feedback: This is the old way. - - option: '`[{random} snack]`' - feedback: The order is wrong. - - option: '`snacks[{random}]`' - feedback: Correct - - option: '`snacks[{at} {random}]`' - feedback: We do not need `at`anymore - hint: We no longer use {at} - correct_answer: C - question_score: '10' 2: - question_text: What should be filled in on the blanks if you want a list of what chores are done by whom? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chores = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} _ - mp_choice_options: - - option: |- - ``` - friends[i] has to do chores [i] - ``` - feedback: Mind the spacing. - - option: |- - ``` - friends[1] has to do chores[1] - ``` - feedback: It will print 3 times that Wesley has to do the cooking - - option: |- - ``` - chores[i] ' has to do ' friends[random] - ``` - feedback: The person has to do the chore, not the other way around - - option: |- - ``` - friends[i] ' has to do ' chores[i] - ``` - feedback: Fantastic! - hint: '`i` tells us what item in the list it is. So friend 1 does chore 1 etc.' - correct_answer: D - question_score: '10' 3: - question_text: What is a possible output for this program? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chore = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} friends[i] has to do chores[i] - mp_choice_options: - - option: |- - ``` - Wesley has to do the cooking - Eric has to do the cleaning - Kaylee has to do nothing - ``` - feedback: Super! - - option: |- - ``` - Kaylee has to do the cooking - Wesley has to do the cleaning - Eric has to do nothing - ``` - feedback: No, it is not random. - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cleaning - Wesley has to do the nothing - ``` - feedback: Poor Wesley! - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cooking - Wesley has to do the cooking - ``` - feedback: That's not it - hint: It's not random... - correct_answer: A - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - friends = ['Jaylee', 'Erin', 'Fay'] - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 0 {to} 3 - print 'the lucky number of ' friends[i] - print 'is ' lucky_numbers[i] mp_choice_options: - option: The variable in line 4 should be 'friend[i]', not 'friends[i]' feedback: That is not right. @@ -3692,16 +1851,7 @@ levels: feedback: It's not a variable, it's just text. - option: '{in} in line 3 should be removed' feedback: That's not it - hint: There's nothing wrong with line 4 - correct_answer: B - question_score: '10' 5: - question_text: Which line should be filled in in the blank? - code: |- - animals = ['dog', 'cow', 'horse'] - _ - {for} i {in} {range} 1 {to} 3 - {print} 'the ' animals[i] ' says ' sounds[i] mp_choice_options: - option: noises = ['moo', 'woof', 'neigh'] feedback: Mind the variable name and the order of the sounds. @@ -3711,487 +1861,3 @@ levels: feedback: Don't forget the quotation marks! - option: sounds = ['woof', 'moo', 'neigh'] feedback: Great job! - hint: Look at line 1 to see proper use of brackets and quotation marks. - correct_answer: D - question_score: '10' - 6: - question_text: Which statement is true? - code: |- - people = ['Chris', 'Jaylino', 'Ryan'] - games = ['fortnite', 'minecraft', 'fifa'] - {for} o {in} {range} 1 {to} 3 - {print} people[o] ' likes ' games[o] - mp_choice_options: - - option: You are not allowed to use the variable o. It should be named i. - feedback: i is the most commonly used variable name in this case, but it's not mandatory to use i. - - option: The output will say that Jaylino likes fortnite. - feedback: No, he likes minecraft. - - option: The output will say that Ryan likes fifa - feedback: Correct - - option: This code will not work. It will give and error. - feedback: No, the code is correct. - hint: There is nothing wrong with this code. - correct_answer: C - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - people = ['Savi', 'Senna', 'Fayenne'] - transportation = ['bike', 'train', 'car'] - {for} i {in} {range} 1 {to} 3 - {print} people[i] goes to school by transportation[i] - mp_choice_options: - - option: Line 1 needs less quotation marks - feedback: That is not right. - - option: Line 3 should start with indentation - feedback: It should not! - - option: Line 4 should start without indentation - feedback: It should not - - option: Line 4 needs more quotation marks. - feedback: Amazing! - hint: There is a mistake made in the usage of quotation marks. - correct_answer: D - question_score: '10' - 8: - question_text: Which of these codes belongs to this output? - code: |- - Macy and Kate get to go first - Lionell and Raj get to go second - Kim and Leroy get to go third - mp_choice_options: - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 0 {to} 3 - {print} teams[random] ' get to go ' position[i] - ``` - feedback: This is not right - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: Amazing! - - option: |- - ``` - teams = ['Macy', 'Kate', 'Lionell', 'Raj', 'Kim', 'Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 6 - {print} teams[random] ' get to go ' position[random] - ``` - feedback: This is not it. - - option: |- - ``` - teams = ['Macy and Kate' 'Lionell and Raj' 'Kim and Leroy'] - position = ['first' 'second' 'third'] - {for} teams {in} {range} 0 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: This is not going to work! - hint: If you look carefully at the first line, you'll see that only the first two answers are possibly correct. - correct_answer: B - question_score: '10' - 9: - question_text: What is a possible output for this code? - code: |- - countries = ['Canada', 'Zimbabwe', 'New Zealand'] - {for} i {in} {range} 0 {to} 1 - {print} 'I will travel to ' countries[random] - mp_choice_options: - - option: |- - ``` - I will travel to Canada - I will travel to Canada - ``` - feedback: Great job! - - option: |- - ``` - I will travel to Canada - ``` - feedback: It will be repeated twice - - option: |- - ``` - I will travel to Canada, Zimbabwe and New Zealand - ``` - feedback: This is not it. - - option: |- - ``` - I will travel to Canada - I will travel to Zimbabwe - I will travel to New Zealand - ``` - feedback: It's only repeated twice - hint: Range 0 to 1 is 2 times - correct_answer: A - question_score: '10' - 10: - question_text: Which 3 lines will complete this code correctly? - code: |- - {print} 'The book raffle will start soon' - {print} 'Get your tickets now!' - books = ['Narnia', 'The Hobbit', 'Oliver Twist', 'Harry Potter', 'Green eggs and ham'] - people = {ask} 'How many raffle tickets are sold?' - list_of_numbers = [1, 2] - {for} i {in} {range} 3 {to} people - {add} i {to} list_of_numbers - {for} i {in} {range} 1 {to} 5 - mp_choice_options: - - option: |- - ``` - chosen_number = list_of_numbers at random - print books[i] ' will go to person number ' chosen_number - {add} chosen_number {to} list_of_numbers - ``` - feedback: Almost there... but adding the winner to the list makes this raffle unfair - - option: |- - ``` - print person[i] ' wins ' book[i] - ``` - feedback: There is no list called 'person' - - option: |- - ``` - chosen_number = list_of_numbers[people] - print books[people] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: This is not it. - - option: |- - ``` - chosen_number = list_of_numbers[random] - print books[i] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: Fantastic! - hint: You need to use the {remove} command - correct_answer: D - question_score: '10' - 17: - 1: - question_text: What is the output of this code? - code: |- - minions = ['Bob', 'Kevin', 'Stuart'] - {for} x in minions: - {print} x - mp_choice_options: - - option: |- - ``` - m i n i o n s - ``` - feedback: This is not it. - - option: |- - ``` - Bob - Kevin - Stuart - ``` - feedback: Correct! - - option: |- - ``` - minions - minions - minions - ``` - feedback: Take a look at the content of your list. - - option: |- - ``` - B o b K e v i n S t u a r t - ``` - feedback: Do not loop through the letters. - hint: Loop through your list. - correct_answer: B - question_score: '10' - 2: - question_text: What is wrong with this code? - code: |- - seconds_minute = 60 - minute_hour = 60 - hour_day = 24 - leap_year = 366 - no_leap_year = 365 - years = ask 'what year is it?' - {if} years = 2024: - print seconds_minute * minute_hour * hour_day * leap_year - {else}: - print seconds_minute * minute_hour * hour_day * noleap_year - mp_choice_options: - - option: You cannot have so many variables. - feedback: This is not it. - - option: The way the variables are multiplied is incorrect. - feedback: Not true! - - option: One of the variables `noleap_year` does not belong with the `{if}` statement. - feedback: Keep looking for the mistake. - - option: The `noleap_year` has to be identical in both cases. - feedback: Correct! - hint: Read the code carefully. - correct_answer: D - question_score: '10' - 3: - question_text: How many hedgehogs will this code print? - code: |- - {for} x in range 1 to 3: - {for} y in range 1 to 2: - {print} 🦔 - mp_choice_options: - - option: |- - ``` - 🦔 - 🦔 - 🦔 - ``` - feedback: Try again. - - option: |- - ``` - 🦔 - 🦔 - ``` - feedback: One more try. - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: Well done! - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating. - correct_answer: C - question_score: '10' - 4: - question_text: What is wrong with code? - code: |- - name_color = {ask} 'What is your favorite color?' - {if} name_color == 'red': - {print} 'the color of a tomato' - {elif} name_color == 'green': - {print} 'the color of an apple' - {elif} name_color == 'blue': - {print} 'the color of a blueberry' - {elif} name_color == 'yellow': - {print} 'the color of a banana' - {elif}: - {print} 'this fruit-color does not exist' - mp_choice_options: - - option: The first `{elif}` should be used before the `print` command - feedback: Try again. - - option: '`{elif}` can only be used once' - feedback: From now on we can use elif multiple times. - - option: '`==` used with `{elif}` should be replaced by `=`' - feedback: Not correct. - - option: '`{elif}` in the last line should be replaced by `{else}`' - feedback: Great! - hint: Think about `{if}`, `{elif}`, `{else}`. - correct_answer: D - question_score: '10' - 5: - question_text: What is the output of this code? - code: |- - numbers = [7, 19, 29, 41, 53, 71, 79, 97] - {for} prime in numbers: - {if} prime <= 10: - {print} prime - {elif} prime >= 60: - {print} prime - {elif} prime >= 90: - {print} prime - {else}: - {print} 'another number' - mp_choice_options: - - option: |- - ``` - 7 - another number - another number - another number - another number - 71 - 79 - 97 - ``` - feedback: Well done! - - option: |- - ``` - another number - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: Try again. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - another number - ``` - feedback: One more try. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating and the values of if and elif. - correct_answer: A - question_score: '10' - 6: - question_text: What is wrong with code? - code: |- - name = {ask} 'What is your name?' - {if} name == 'Hedy': - password = {ask} 'What is your password?' - {if} password =='turtle123': - {print} 'Yey' - {else}: - {print} 'Access denied' - {else}: - {print} 'Go fish' - mp_choice_options: - - option: '`{elif}` is missing.' - feedback: Try again. - - option: '`{else}` can only be used once.' - feedback: From now on we can use elif multiple times. - - option: Nothing! - feedback: There is a mistake. Look carefully! - - option: There is an indentation mistake in the last line. - feedback: Amazing! - hint: There is a mistake somewhere... - correct_answer: D - question_score: '10' - 7: - question_text: Which of the following codes will print five times 'the result is 3' on the screen? - mp_choice_options: - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - result = n * 1 - {print} 'The result is ' result - ``` - feedback: Try again! - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} u in numbers: - number = u - {print} 'The result is ' number - ``` - feedback: That is not it. - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} number in numbers: - number = 3 - {print} 'The result is ' number - ``` - feedback: Very good! - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - n = result - {print} 'The result is ' result - ``` - feedback: That is not it. - hint: Think about mathematical symbols. - correct_answer: C - question_score: '10' - 8: - question_text: What is wrong with code? - code: |- - insects = ['🐝', '🦋', '🕷', '🐞'] - your_favorite = {ask} 'what is your favorite insect?' - {for} insect in insects: - {if} your_favorite == '🐝' {or} your_favorite == '🐞': - {print} 'very useful' - {elif} your_favorite == '🕷': - {print} 'it can catch mosquitoes' - {else}: - {print} 'almost all insects can be useful one way or another' - mp_choice_options: - - option: '`{or}` cannot be used with `{if}`.' - feedback: Try again. - - option: In the `{for}` command `insect` should be `insects`. - feedback: Not true. - - option: Nothing! - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 9: - question_text: Which one of the codes below gave this output? - code: |- - -5 is negative - -4 is negative - -3 is negative - -2 is negative - -1 is negative - 0 is positive - 1 is positive - 2 is positive - 3 is positive - mp_choice_options: - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Try again! - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number <= 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - - option: "```\n {for} number in range -5 to 3:\n {if} number >= 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Very good! - - option: "```\n {for} number in range -5 to 3:\n {if} number < 0: \n {print} number ' is positive'\n {elif} number <=0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 10: - question_text: What is wrong with this code? - code: |- - {for} number in range 1 to 5: - volume_room = num * num * num - {print} volume_room ' cubic meters' - {if} volume_room > 100: - {print} 'this is a large room' - {elif} volume_room < 100: - {print} 'small room but cosy' - {else}: - {print} 'i will look for something else' - mp_choice_options: - - option: The word num needs quotation marks. - feedback: Try again. - - option: The `{if}` command is not used correctly. - feedback: Not true. - - option: Line 3 should be `volume_room = number * number * number`. - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' diff --git a/content/quizzes/cy.yaml b/content/quizzes/cy.yaml index c4e98e77e2e..b7c7321ade8 100644 --- a/content/quizzes/cy.yaml +++ b/content/quizzes/cy.yaml @@ -1,21 +1,6 @@ levels: 1: - 1: - question_text: What's this programming language called? - mp_choice_options: - - option: Hedy - feedback: Good job! - - option: Heddy - feedback: Not this one! - - option: Haydie - feedback: Not this one! - - option: Heidi - feedback: Not this one! - hint: It's named after Hedy Lamarr. - correct_answer: A - question_score: '10' 2: - question_text: Which need to be filled in on the blanks to make the text Hello! appear? code: ___ Hello! mp_choice_options: - option: |- @@ -39,40 +24,7 @@ levels: ``` feedback: With `{ask}`, you can ask a question. hint: _?_ Hello world! - correct_answer: B - question_score: '10' - 3: - question_text: How do you ask what someone's favorite color is? - mp_choice_options: - - option: |- - ``` - {print} What is your favorite color? - ``` - feedback: '`{print}` prints text, but it doesn''t ask questions.' - - option: |- - ``` - {ask} {print} What is your favorite color? - ``` - feedback: You only need one command, not two. - - option: |- - ``` - {ask} What is your favorite color? - ``` - feedback: Great! - - option: |- - ``` - {echo} What is your favorite color? - ``` - feedback: '`{echo}` repeats your answer back to you.' - hint: You can ask something with the `{ask}` command - correct_answer: C - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - Hi Im Hedy! - {ask} Who are you? - {echo} Hi... mp_choice_options: - option: '`{print}` in line 1 is missing.' feedback: Correct! @@ -82,11 +34,7 @@ levels: feedback: '`{echo}` is a command, there''s another mistake.' - option: Nothing! This is a perfect code! feedback: Wrong, look carefully! - hint: Line 1 doesn't seem right - correct_answer: A - question_score: '10' 5: - question_text: Which command is missing in line 2? code: |- {ask} What is your favorite pet? _?_ So your favorite pet is... @@ -111,49 +59,7 @@ levels: {echo} ``` feedback: Right on! - hint: You want to see the answer at the end of line 2... - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - {print} Hi im Hedy! - {print} Which football team do you support? - {echo} You support... - {print} Cool! Me too! - mp_choice_options: - - option: In line 1 `{print}` should be replaced with `{ask}`. - feedback: '`{print}` in line 1 is correct.' - - option: In line 2, `{print}` should be replaced with `{ask}`. - feedback: Great! You paid attention! - - option: Line 3 has to begin with `{print}` instead of `{echo}`. - feedback: '`{echo}` is correct.' - - option: In line 4, `{print}` is spelled wrong. - feedback: No, there is a mistake somewhere else - hint: Check the `{print}` commands. - correct_answer: B - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - {print} Welcome at Hedys restaurant! - {ask} What would you like to eat? - {echo} So you want to order ... - {print} Coming right up! Enjoy! - mp_choice_options: - - option: In line 1 `{print}` needs to be replaced with `{ask}` - feedback: Are you sure something is wrong? - - option: In line 1 `{print}` needs to be replaced with `{echo}` - feedback: Are you sure something's wrong? - - option: In line 3 `{echo}` needs to be replaced with `{print}` - feedback: Are you sure something is wrong? - - option: Nothing! This is a perfect code! - feedback: Correct! - hint: Check the code line by line - correct_answer: D - question_score: '10' 8: - question_text: How do you use the `{echo}` command? mp_choice_options: - option: You can use it to `{ask}` a question. feedback: That's what `{ask}` is for! @@ -163,33 +69,8 @@ levels: feedback: Good job! - option: You can use it to make text disappear. feedback: That's not right... - hint: '`{echo}` is used after an `{ask}` command.' - correct_answer: C - question_score: '10' - 9: - question_text: What's wrong with this code? - code: |- - {print} Hello! - {print} How are you doing? - {echo} So you are doing... - mp_choice_options: - - option: '`{print}` in line 1 should be `{ask}`' - feedback: No, `{print}` is right. Where is the question being asked? - - option: '`{print}` in line 2 should be `{ask}`' - feedback: Super! - - option: '`{echo}` in line 3 should be `{ask}`' - feedback: No, `{echo}` is right. Where is the question being asked? - - option: Nothing. This is a perfect code! - feedback: Look carefully for the mistake... - hint: '`{ask}` allows you to ask a question' - correct_answer: B - question_score: '10' 10: question_text: Which output will be in your outputscreen after you've run this code? - code: |- - {ask} Are you ready to go to level 2? - {echo} - {echo} mp_choice_options: - option: Are you ready to go to level 2? feedback: There are two echo commands @@ -203,12 +84,8 @@ levels: Are you ready to go to level 2? Yes! feedback: There are two echo commands - hint: Let's go! - correct_answer: B - question_score: '10' 2: 1: - question_text: Which statement is true? mp_choice_options: - option: You can use the {print} command to ask questions. feedback: That is what ask is for @@ -218,85 +95,7 @@ levels: feedback: Good - option: With the {sleep} command, you can remove text from the screen. feedback: That's not how sleep works. - hint: '`{print}` still works the same way as in level 1' - correct_answer: C - question_score: '10' - 2: - question_text: Which code is correct? - mp_choice_options: - - option: |- - ``` - name {is} {ask} What is your name? - ``` - feedback: Super! - - option: |- - ``` - {ask} {is} name What is your name - ``` - feedback: The words are right, the order is not! - - option: |- - ``` - {ask} What is your name? - ``` - feedback: This worked in level 1, but in level 2 and up it works differently. - - option: |- - ``` - {ask} What is your name? {is} name - ``` - feedback: The words are right, the order isn't! - hint: '`{ask}` doesn''t work like in level 1' - correct_answer: A - question_score: '10' - 3: - question_text: What appears on your output screen when you run this code? - code: |- - name {is} Marleen - {print} name goes to the market and she buys an apple. - mp_choice_options: - - option: name goes to the market and she buys an apple. - feedback: The word name is replaced with Marleen - - option: Marleen goes to the market. - feedback: The second part of the sentence isn't left out! - - option: Marleen goes to the market and she buys an apple. - feedback: Right on! - - option: Marleen goes to the market and Marleen buys an apple. - feedback: She is not replaced with the name - hint: The word name is replaced with Marleen - correct_answer: C - question_score: '10' - 4: - question_text: What will you see on the output screen when you run this code? - code: |- - name {is} Hedy - {print} Hi my name is name - mp_choice_options: - - option: Hi my name is name - feedback: The variable name is replaced with Hedy - - option: Hi my name is Hedy - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is name - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is Hedy - feedback: Correct, this mistake will be fixed in level 4! - hint: '''name'' is being replaced with ''Hedy'' in both places' - correct_answer: D - question_score: '10' - 5: - question_text: What happens when you use the `{sleep}` command? - mp_choice_options: - - option: It slows down your computer - feedback: fortunately not! - - option: It closes down Hedy - feedback: fortunately not! - - option: Your program pauses for a second and then continues - feedback: That's right! - - option: You put it at the end so Hedy knows your program is finished - feedback: No it would be useless at the end of your code - hint: The computer waits for a second at the `{sleep}` command - correct_answer: C - question_score: '10' 6: - question_text: What should be on the lines? code: |- {print} And the award for best programming language goes to... _?_ @@ -322,116 +121,17 @@ levels: {ask} ``` feedback: There is no question there to be asked - hint: Pause for dramatic effect... - correct_answer: A - question_score: '10' 7: - question_text: What command should be used on line 2? code: |- {print} I will explode in 3 seconds! _?_ {print} BOOM! - mp_choice_options: - - option: |- - ``` - {print} 3 - ``` - feedback: You don't need to `{print}` - - option: |- - ``` - {sleep} 3 - ``` - feedback: Perfect! - - option: |- - ``` - {sleep} - ``` - feedback: This way the bomb will explode in 1 second - - option: |- - ``` - {sleep} {sleep} {sleep} - ``` - feedback: Make it easier on yourself by using the number 3 - hint: You want the computer to wait for 3 seconds - correct_answer: B - question_score: '10' - 8: - question_text: How would you correct the first line of code? - code: |- - {ask} {is} How old are you? - {print} age - mp_choice_options: - - option: |- - ``` - age {ask} {is} How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - {ask} {is} age How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - age {is} {ask} How old are you? - ``` - feedback: You get it! - - option: |- - ``` - age {is} How old are you? - ``` - feedback: Where is the `{ask}` command? - hint: The variable name should come first - correct_answer: C - question_score: '10' - 9: - question_text: What is going wrong in this code? - code: |- - dogs {is} animal - {print} I love animal - mp_choice_options: - - option: 'Line 1 should say: dogs `{is}` animals' - feedback: The variable name is animal - - option: 'Line 1 should say: animal `{is}` dogs' - feedback: Great! - - option: 'Line 2 should say: `{print}` I love animals' - feedback: The variable name is animal - - option: 'Line 2 should say: `{sleep}` I love animals' - feedback: Sleep is not used to `{print}` text - hint: You want to `{print}` 'I love dogs' - correct_answer: B - question_score: '10' 10: - question_text: What command should be used on the line 1? code: |- flavor {is} _?_ {print} Your favorite icecream is... {sleep} {print} flavor - mp_choice_options: - - option: |- - ``` - {sleep} 3 - ``` - feedback: You want to know the favorite flavor! - - option: |- - ``` - {print} strawberries - ``` - feedback: You do not want a `{print}` command at the middle of the line... - - option: |- - ``` - strawberries, chocolate, vanilla - ``` - feedback: This way you are making a list. You don't want that now. - - option: |- - ``` - {ask} What flavor icecream do you like? - ``` - feedback: That's right! - hint: You want to `{ask}` a question - correct_answer: D - question_score: '10' 3: 1: question_text: What command do you use to let Hedy pick something arbitrarily? @@ -456,14 +156,7 @@ levels: {at} {random} ``` feedback: Correct! - hint: Arbitrarily means without a plan or randomly. - correct_answer: D - question_score: '10' 2: - question_text: What's wrong with this code? - code: |- - animals {is} dog cat cow - {print} animals {at} {random} mp_choice_options: - option: 'You need commas in line 1: dog, cat, cow.' feedback: Good job! @@ -473,155 +166,8 @@ levels: feedback: animals is correct. - option: '`{at} {random}` is spelled incorrectly' feedback: '`{at} {random}` is the correct spelling' - hint: There's something wrong in line 1 - correct_answer: A - question_score: '10' - 3: - question_text: How do you fix the mistake in line 2? - code: |- - options {is} rock, paper, scissors - {print} rock, paper, scissors {at} {random} - mp_choice_options: - - option: |- - ``` - {at} {random} {print} options - ``` - feedback: You're almost there. The order of the words isn't right yet. - - option: |- - ``` - {print} rock {at} {random} - ``` - feedback: you don't always want the Hedy to {print} rock, sometimes you want scissors or paper. - - option: |- - ``` - {print} options {at} {random} - ``` - feedback: Very good! - - option: Nothing, the code is correct! - feedback: Look carefully for the mistake - hint: The variable (the list) is called options. - correct_answer: C - question_score: '10' - 4: - question_text: What should change in line 2 to print a random price? - code: |- - prices {is} 1 dollar, 100 dollar, 1 million dollar - {print} price {at} {random} - mp_choice_options: - - option: |- - ``` - {print} price - ``` - feedback: You don't want to `{print}` the word price, but you want to `{print}` one price out of your list `{at} {random}` - - option: |- - ``` - {print} prices {at} {random} - ``` - feedback: Great! You've really paid attention. - - option: |- - ``` - {print} {at} {random} price - ``` - feedback: '`{at} {random}` is placed behind the variable.' - - option: Nothing, this code is alright. - feedback: Look carefully for the mistake you missed! - hint: The variable name is prices - correct_answer: B - question_score: '10' - 5: - question_text: What is wrong in this code? - code: |- - question {is} {ask} What do you want to know? - {print} question - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 1 needs to say `{print}` instead of `{ask}` - feedback: No, that's not wrong. - - option: Line 2 needs to say `{ask}` instead of `{print}` - feedback: No that's not wrong. - - option: Line 2 needs to say answers `{at} {random}` `{is}` yes, no, maybe - feedback: No, that's not wrong. - - option: Nothing, this code is perfect - feedback: That's right! - hint: Does this code even have a mistake? - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 2 needs to say question instead of answers - feedback: No that's not right - - option: Line 2 needs the `{is}` command - feedback: Correct - - option: Line 3 needs to say answer instead of answers - feedback: No the variable's called answers - - option: Nothing! This code is great! - feedback: Actually, line 2 has a mistake. - hint: There is something wrong with line 2. - correct_answer: B - question_score: '10' - 7: - question_text: What does the `{add}` command do? - code: |- - books {is} Harry Potter, The Hobbit, Green Eggs and Ham - your_book {is} {ask} What is your favorite book? - {add} your_book {to} books - {print} books {at} {random} - mp_choice_options: - - option: The `{add}` command removes a random book from the list - feedback: The remove command removes, the add command adds - - option: The `{add}` command adds a random book to a list - feedback: It doesn't. It adds your answer to the list! - - option: The `{add}` command adds your favorite book to the list - feedback: Correct! - - option: The `{add}` command prints your favorite book. - feedback: No, it adds your favorite book to the list - hint: The `{add}` command adds a book, but which one? - correct_answer: C - question_score: '10' - 8: - question_text: What is the output of this code? - code: |- - crisps {is} sea salt, paprika, sour cream - {remove} sea salt {from} crisps - {remove} paprika {from} crisps - {print} crisps {at} {random} - mp_choice_options: - - option: You can't tell, because Hedy will `{print}` one of the 3 flavors `{at} {random}` - feedback: Take a look at the `{remove}` commands - - option: sea salt - feedback: sea salt is removed from the list - - option: paprika - feedback: Paprika is removed from the list - - option: sour cream - feedback: That's right! - hint: There are 3 flavors, bit 2 are removed. Which one remains? - correct_answer: D - question_score: '10' 9: - question_text: What's wrong with this code? - code: |- - colors {is} blue, purple, green - chosen_color {is} {ask} Which hair color wouldn't you like to have? - {remove} chosen_color {from} colors - {print} I will dye my hair color {at} {random} - mp_choice_options: - - option: 'Line 3 should say: `{remove}` blue `{from}` colors' - feedback: Maybe you want blue hair though! - - option: Line 3 should have an `{add}` command instead of a `{remove}` command - feedback: You want to remove the chosen color so `{remove}` is right. - - option: In line 4 the variable should be called colors instead of color - feedback: Great job! - - option: Nothing, this is a correct code! - feedback: Find the mistake! hint: Look at line 3 - correct_answer: C - question_score: '10' 10: question_text: What should be on the _?_? code: |- @@ -652,8 +198,6 @@ levels: ``` feedback: This increased the change that the person who walked yesterday now has to do it again. That's mean. hint: The person who walked the dog yesterday should be removed from the list. - correct_answer: A - question_score: '10' 4: 1: question_text: Which of these is true? @@ -666,11 +210,7 @@ levels: feedback: '`{at} {random}` still works' - option: '`{at} {random}` now needs quotation marks' feedback: No, but 2 other commands do. - hint: In level 4 you need quotation marks for 2 commands. - correct_answer: A - question_score: '10' 2: - question_text: Which code uses the proper quotation marks? mp_choice_options: - option: |- ``` @@ -692,11 +232,7 @@ levels: {print} ,hello, ``` feedback: This is a comma, you need quotation marks. - hint: Pick the right quotation marks. - correct_answer: B - question_score: '10' 3: - question_text: Where are the quotation marks used correctly? mp_choice_options: - option: |- ``` @@ -718,28 +254,7 @@ levels: {print} 'Hi Im Hedy' ``` feedback: Perfect! - hint: Both before and after the words you want to print should be a quotation mark. - correct_answer: D - question_score: '10' - 4: - question_text: Which statement is true? - mp_choice_options: - - option: 'You need quotation marks around the word `{print}`, like this: `''{print}''`.' - feedback: The quotation marks shouldn't be around the command itself. - - option: You need quotation marks around the words you want to print. - feedback: Super! - - option: You do not need quotation marks when using the `{ask}` command - feedback: Both `{print}` and `{ask}` require quotation marks - - option: You can choose yourself whether to use quotation marks or not. - feedback: Unfortunately, Hedy is stricter than that. - hint: From level 4 on you need to use quotation marks. - correct_answer: B - question_score: '10' 5: - question_text: What has to be changed in order for the game to work? - code: |- - options {is} rock, paper, scissors - {print} 'options {at} {random}' mp_choice_options: - option: |- ``` @@ -758,89 +273,9 @@ levels: feedback: That's right - option: Nothing, the game already works! feedback: Look carefully. There is an error. - hint: You don't want Hedy to literally print 'options {at} {random}', you want it to print 'rock' or 'paper' or 'scissors'. - correct_answer: C - question_score: '10' 6: - question_text: What would be a good next line in this code? - code: prices {is} 1 dollar, 100 dollars, 1 million dollars - mp_choice_options: - - option: |- - ``` - {print} 'You win...' prices {at} {random} - ``` - feedback: Great! You get it! - - option: |- - ``` - {print} You win... 'prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}' - - option: |- - ``` - {print} You win... prices {at} {random} - ``` - feedback: You need some quotation marks! - - option: |- - ``` - {print} 'You win... prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}'' hint: 'Think carefully: what is a variable and should be outside of the quotation marks? And what are normal words that should be inside?.' - correct_answer: A - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: Correct! - - option: Quotation marks are missing in line 2 - feedback: A variable doesn't need quotes - - option: Quotation marks are missing in line 3 - feedback: You don't want Hedy to literally print 'answers {at} {random}' so no quotation marks needed here! - - option: Nothing, this code is good as is! - feedback: Look carefully. You missed a mistake! - hint: Check each line on whether they'd need quotation marks or not. - correct_answer: A - question_score: '10' - 8: - question_text: What would be a good next line for this code? - code: |- - {print} 'Welcome at the money show!' - {print} 'In front of you are 3 doors' - door {is} {ask} 'Which door do you choose?' - mp_choice_options: - - option: |- - ``` - {print} So you pick door door - ``` - feedback: We need quotation marks - - option: |- - ``` - {print} 'So you pick ' door door - ``` - feedback: If the player chooses door 3, Hedy will say 'So you pick 3 3 - - option: |- - ``` - {print} 'So you pick door ' door - ``` - feedback: Super! - - option: |- - ``` - {print} 'So you pick door door' - ``` - feedback: Hedy will literally print 'So you pick door door - hint: The second word door should be replaced with the number, the first should still be the word door... - correct_answer: C - question_score: '10' 9: - question_text: What will never appear in your output screen? - code: |- - clubs {is} Real Madrid, Bayern Munchen, Manchester United, Ajax - {print} clubs {at} {random} ' is going the win the champions league' mp_choice_options: - option: Ajax is going to win the champions league feedback: Hedy could `{print}` that @@ -850,27 +285,6 @@ levels: feedback: Hedy could `{print}` that - option: FC Barcelona is going to win the champions league feedback: That's right. It's not in the list - hint: What are Hedy's options to randomly pick from? - correct_answer: D - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - people {is} mom, dad, Emma, Sophie - {print} The dishes are done by... - {print} people {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: A list doesn't need quotation marks - - option: Quotation marks are missing in line 2 - feedback: Correct - - option: Quotation marks are missing in both line 2 and 3 - feedback: Line 3 doesn't need quotation marks because it's not printed literally - - option: Nothing, this code has no mistakes - feedback: You missed one! - hint: One line needs quotation marks, because you want it to be printed literally. - correct_answer: B - question_score: '10' 5: 1: question_text: What is true? @@ -888,79 +302,8 @@ levels: - option: In level 5 `{ask}` and `{print}` work the same as in level 4 feedback: Correct! hint: We have only learned a new command in level 5. - correct_answer: D - question_score: '10' - 2: - question_text: What appears in your output screen when you type in the name Hedy? - code: |- - name {is} {ask} 'What is your name?' - {if} name {is} Hedy {print} 'fun' {else} {print} 'less fun' - mp_choice_options: - - option: fun - feedback: That's right! - - option: less fun - feedback: If the name is Hedy, it will say 'fun'' - - option: Hedy - feedback: No, it doesn't print the name - - option: Error - feedback: Fortunately not! - hint: '`{if}` name `{is}` Hedy `{print}` ...?' - correct_answer: A - question_score: '10' 3: - question_text: What is the right password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct! - feedback: This is printed when you type in the correct password - - option: SECRET - feedback: That's right!' - - option: password - feedback: The password isn't password... - - option: ALARM INTRUDER - feedback: This is printed when you type in the incorrect password! hint: '`{if}` password `{is}` ... `{print}` ''Correct!''!''' - correct_answer: B - question_score: '10' - 4: - question_text: What does Hedy print when you type in the wrong password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct - feedback: That's printed if the correct answer is given, not the wrong one... - - option: SECRET - feedback: That's not the right answer - - option: Wrong! - feedback: No, this is not what Hedy will print - - option: ALARM! INTRUDER! - feedback: Great job! - hint: Your computer will sound the alarm for intruders! - correct_answer: D - question_score: '10' - 5: - question_text: Why will Hedy say 'ALARM! INTRUDER' when you type in 'secret'? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Because it needs to be in capitals, so SECRET - feedback: Indeed! - - option: Because the password is alarm - feedback: No, this is not the password. - - option: Because it's spelled wrong. - feedback: That's not how you spell secret - - option: Because Hedy makes a mistake - feedback: No, Hedy is right - hint: The spelling of the word has to be exactly the same. - correct_answer: A - question_score: '10' 6: question_text: Which word should be on the place of the question mark in the last line? code: |- @@ -969,30 +312,6 @@ levels: club is {ask} 'Which club is your favorite?' {if} club {is} ajax {print} 'Ajax is going to win of course!' _?_ {print} 'Sorry, your club is gonna be in last place...' - mp_choice_options: - - option: |- - ``` - {if} - ``` - feedback: '`{if}` is already in the line above' - - option: |- - ``` - {at} {random} - ``` - feedback: No, you need `{else}`. - - option: |- - ``` - {else} - ``` - feedback: Great! - - option: |- - ``` - {print} - ``` - feedback: '`{print}` is already there, we need a word before it!' - hint: '`{if}` goes together with...?' - correct_answer: C - question_score: '10' 7: question_text: Which word should be in the place of the question mark? code: |- @@ -1021,9 +340,6 @@ levels: {print} ``` feedback: Awesome! - hint: After `{else}` a `{print}` command follows - correct_answer: D - question_score: '10' 8: question_text: Which word should be on the place of the question mark? code: |- @@ -1051,298 +367,37 @@ levels: {print} ``` feedback: No, that's not it. - hint: What the variable name? - correct_answer: B - question_score: '10' - 9: - question_text: Which door should you choose to escape?? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} - mp_choice_options: - - option: '1' - feedback: Bad choice! You're being eaten - - option: '2' - feedback: Super! You escaped! - - option: '3' - feedback: Bad choice! You're being eaten. - - option: It's a trap, you will always be eaten! - feedback: Luckily not! - hint: One of the doors will keep you safe.. - correct_answer: B - question_score: '10' + 6: + 6: + question_text: How much does a hamburger cost is this virtual restaurant? 10: - question_text: Which monster is standing behind door 1? code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} + name _?_ Hedy + {print} name 'is walking trough the forrest' mp_choice_options: - - option: Hedy picks a random monster each time. - feedback: Awesome! - - option: vampire - feedback: Not always... - - option: werewolf - feedback: Not always... - - option: giant spider - feedback: Not always... - hint: Mind the last 3 words... monsters `{at} {random}`... - correct_answer: A - question_score: '10' - 6: + - option: You can only fill in the word is on the `_?_` + feedback: You are allowed to use the `=` sign as well + - option: You can fill in either the word is or the `=` sign on the `_?_` + feedback: Amazing! + - option: You have to fill in =is= on the `_?_` + feedback: No, one `=` sign is enough + - option: You can only use the `=` sign when working with numbers, not with words. + feedback: You can also use `=` with words. + 7: 1: - question_text: What's Hedy's output when you run this code? - code: '{print} 2*10' mp_choice_options: - - option: '20' - feedback: Correct! - - option: '12' - feedback: No, the plus sign is used in addition - - option: 2*10 - feedback: No, Hedy will calculate the answer - - option: '210' - feedback: Mind it's a calculation. - hint: The `*` is used as a multiplication sign - correct_answer: A - question_score: '10' + - option: '0' + feedback: No you can repeat a line. + - option: '1' + feedback: Correct, one line at a time + - option: '2' + feedback: In this level only one line at a time + - option: infinite + feedback: In this level you can only repeat one line at a time + hint: You can only repeat 1 line at a time 2: - question_text: What do you use when you want to add two numbers? - mp_choice_options: - - option: '`-`' - feedback: That's not it - - option: plus - feedback: That's not it - - option: '`*`' - feedback: That's not it - - option: '`+`' - feedback: Correct! - hint: It's the plus sign. - correct_answer: D - question_score: '10' - 3: - question_text: What's Hedy's output when you run this code? - code: '{print} ''3*10''' - mp_choice_options: - - option: '30' - feedback: This would be the right answer if there were no quotation marks. - - option: '13' - feedback: Try again.. - - option: 3*10 - feedback: Correct! There are quotation marks, so Hedy will print it literally. - - option: Nothing, Hedy will give an error message. - feedback: No, Hedy will print it literally. - hint: Mind the quotation marks!! - correct_answer: C - question_score: '10' - 4: - question_text: Kim is 10 years old. What will Hedy print for her? - code: |- - name = {ask} 'How many letters are in your name?' - age = {ask} 'How old are you?' - luckynumber = name*age - {print} 'Your lucky number is...' luckynumber - mp_choice_options: - - option: '30' - feedback: Mind, Hedy also prints 'Your lucky number is...' - - option: '10' - feedback: Please try again. - - option: Your lucky number is... 30 - feedback: That's right! - - option: Your lucky number is... 10 - feedback: Her lucky number is name times age... - hint: 'Kim has 3 letters, she is 10 years old so: letters times age = 3*10 = 30.' - correct_answer: C - question_score: '10' - 5: - question_text: If 5 people eat at this restaurant, how much do they have to pay in total? - code: |- - {print} 'Welcome to Hedys!' - people = {ask} 'How many people are eating with us tonight?' - price = people * 10 - {print} 'That will be ' price 'dollar please' - mp_choice_options: - - option: 5 dollars - feedback: Unfortunately, it's not that cheap. - - option: 10 dollars - feedback: No, it's 10 dollars each. - - option: 15 dollars - feedback: The * means multiplication. - - option: 50 dollars - feedback: Great! - hint: '`price` `is` `people` `times` 10' - correct_answer: D - question_score: '10' - 6: - question_text: How much does a hamburger cost is this virtual restaurant? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = 15 - {if} food {is} fries price = 6 - mp_choice_options: - - option: 15 dollars - feedback: Super! - - option: 6 dollars - feedback: The fries are 6 dollars - - option: 0 dollars - feedback: The hamburger isn't free! - - option: 21 dollars - feedback: That's the price for a hamburger and fries! - hint: Mind the fourth line. - correct_answer: A - question_score: '10' - 7: - question_text: Why does line 7 say 'price is price + 3' instead of 'price is 3'? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = price + 15 - {if} food {is} fries price = price + 6 - drinks is {ask} 'What would you like to drink?' - {if} drinks {is} coke price = price + 3 - {if} drinks {is} water price = price + 1 - {print} price ' dollars please' - mp_choice_options: - - option: It could have been `price = 3` just as well. - feedback: No, that's not true. Hedy needs to add 3 dollars to the total. - - option: Because Hedy doesn't understand `price = 3`. - feedback: Hedy would understand, but it wouldn't be right. - - option: Because Hedy would otherwise forget about the previous order. The price would be 3 dollars in total. - feedback: That's right! - - option: Because the price is 0 dollars to begin with. - feedback: That's true, but not the reason - hint: The price shouldn't be 3, but 3 dollars more than it already was - correct_answer: C - question_score: '10' - 8: - question_text: Why is this code incorrect? - code: |- - correct answer = 3*12 - answer = {ask} 'What is 3 times 12?' - {if} answer {is} correct answer {print} 'Good job!' - {else} {print} 'No... It was ' correct answer - mp_choice_options: - - option: There shouldn't be quotation marks in line 2 - feedback: No, there should be! - - option: The variable is called correct answer, but a variable's name can only be 1 word. So it should be correct_answer - feedback: Correct! - - option: The `{if}` and `{else}` commands should be in the same line. - feedback: No, that's not true. - - option: The variable in line 2 can't be called answer, because it is too similar to the variable correct answer. - feedback: Variable names can be similar, but they can't be 2 words... - hint: Inspect what the variables are called. - correct_answer: B - question_score: '10' - 9: - question_text: Imagine you love football a 10, you've eaten 2 bananas and have washed your hands 3 times today. How smart does the silly fortune teller think you are? - code: |- - {print} 'Im Hedy the silly fortune teller' - {print} 'I will predict how smart you are!' - football = {ask} 'On a scale of 0 to 10 how much do you love football?' - bananas = {ask} 'How many bananas have you eaten this week?' - hygiene = {ask} 'How many times did you wash your hands today??' - result = bananas + hygiene - result = result * football - {print} 'You are ' result 'percent smart.' - mp_choice_options: - - option: 10% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 32% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 50% - feedback: Super! You are 100 percent smart! - - option: 100% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - hint: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - correct_answer: C - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - name _?_ Hedy - {print} name 'is walking trough the forrest' - mp_choice_options: - - option: You can only fill in the word is on the `_?_` - feedback: You are allowed to use the `=` sign as well - - option: You can fill in either the word is or the `=` sign on the `_?_` - feedback: Amazing! - - option: You have to fill in =is= on the `_?_` - feedback: No, one `=` sign is enough - - option: You can only use the `=` sign when working with numbers, not with words. - feedback: You can also use `=` with words. - hint: '`{is}` and `=` are both allowed' - correct_answer: B - question_score: '10' - 7: - 1: - question_text: How many lines can you repeat at once with the repeat command at this level? - mp_choice_options: - - option: '0' - feedback: No you can repeat a line. - - option: '1' - feedback: Correct, one line at a time - - option: '2' - feedback: In this level only one line at a time - - option: infinite - feedback: In this level you can only repeat one line at a time - hint: You can only repeat 1 line at a time - correct_answer: B - question_score: '10' - 2: - question_text: Which code is right? - mp_choice_options: - - option: |- - ``` - {print} 100 {times} 'hello' - ``` - feedback: '`{repeat}` 100 `{times}` `{print}` ''hello''' - - option: |- - ``` - {print} {repeat} 100 {times} 'hello' - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 'hello' 100 {times} - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 100 {times} {print} 'hello' - ``` - feedback: That's right! hint: First the repeat command, then the `{print}` command - correct_answer: D - question_score: '10' - 3: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} ''Hello!''' - mp_choice_options: - - option: Right - feedback: No, a word is missing - - option: Wrong, the word `{repeat}` is missing - feedback: The word `{repeat}` is there, another word is missing - - option: Wrong, the word `{times}` is missing - feedback: The word `{times}` is there, another word is missing. - - option: Wrong, the word `{print}` is missing - feedback: Correct - hint: 'It should be: `{repeat}` 100 `{times}` `{print}` ''Hello''' - correct_answer: D - question_score: '10' 4: - question_text: Which word is wrong in the code? - code: |- - {print} 'I'm blue' - {repeat} 7 {times} {print} 'da ba dee, da ba da' mp_choice_options: - option: |- ``` @@ -1365,24 +420,7 @@ levels: ``` feedback: '`{times}` is spelled correctly' hint: I'm is wrong, you can't use apostrophes - correct_answer: A - question_score: '10' - 5: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} {print} ''Hedy is awesome!''' - mp_choice_options: - - option: Correct - feedback: That's right! - - option: Wrong - feedback: That's not it - hint: The code is correct! - correct_answer: A - question_score: '10' 6: - question_text: What will be the output from this code? - code: |- - {print} 'The wheels on the bus go' - {repeat} 3 {times} {print} ' round and round' mp_choice_options: - option: |- the wheels on the bus go @@ -1408,14 +446,7 @@ levels: round and round round and round feedback: All though the town! Perfect! - hint: Only 'round and round' is repeated 3 times. - correct_answer: D - question_score: '10' 7: - question_text: What will be the output from this code? - code: |- - {repeat} 2 {times} {print} 'We will' - {print} 'ROCK YOU!' mp_choice_options: - option: |- We will We will @@ -1436,61 +467,7 @@ levels: We will ROCK YOU! feedback: Mind the repeat command - hint: Mind the `{repeat}` command. - correct_answer: B - question_score: '10' - 8: - question_text: What Hedy code belongs to this output? - code: |- - Here comes the sun - Do do do do - Here comes the sun - And I say - Its alright - mp_choice_options: - - option: |- - ``` - {print} 'Here comes the sun' - {print} 'Do do do do' - {print} 'Here comes the sun' - {print} 'And I say' - {print} 'Its alright' - ``` - feedback: Awesome, you can't use the `{repeat}` command here. - - option: |- - ``` - {repeat} 2 {times} {print} 'Here comes the sun' - {print} 'And I say' - {print} 'Its alright' - feedback: Where did you leave 'Do do do do'? - - option: |- - ``` - {repeat} 2 {times} {print} 'Here comes the sun' - {print} 'Do do do do' - {print} 'And I say' - {print} 'Its alright' - ``` - feedback: This is not the correct order.. - - option: |- - ``` - {repeat} 2 {times} {print} 'Here comes the sun' - {repeat} 2 {times} {print} 'Do do' - {print} 'And I say' - {print} 'Its alright' - ``` - feedback: This is not the correct order.. - hint: '`{repeat}` can only be used if you want to execute the same line multiple times in a row.' - correct_answer: A - question_score: '10' 9: - question_text: What Hedy code belongs to this output? - code: |- - Batman was flying through Gotham. - When suddenly he heard someone screaming... - Help! - Help! - Help! - Please help me! mp_choice_options: - option: |- ``` @@ -1524,16 +501,8 @@ levels: {print} 'Please help me!' ``` feedback: Perfect - hint: '''Help!'' is repeated 3 times.' - correct_answer: D - question_score: '10' 10: question_text: What Hedy code belongs to this output? - code: |- - if youre happy and you know it clap your hands - if youre happy and you know it clap your hands - if youre happy and you know it and you really want to show it - if youre happy and you know it clap your hands mp_choice_options: - option: |- ``` @@ -1563,46 +532,8 @@ levels: {print} 'clap your hands' ``` feedback: This is not in the right order. - hint: Mind the order of the sentences. - correct_answer: B - question_score: '10' 8: - 1: - question_text: Which output will be produced by this code? - code: |- - {repeat} 2 {times} - {print} 'Hello' - {print} 'Im Hedy!' - mp_choice_options: - - option: |- - Hello - Im Hedy! - feedback: Everything is printed twice. - - option: |- - Hello - Hello - Im Hedy - feedback: The second line is repeated twice as well. - - option: |- - Hello - Im Hedy! - Hello - Im Hedy! - feedback: Super! - - option: |- - Hello - Hello - Im Hedy! - Im Hedy! - feedback: Everything is printed twice - hint: Both lines are repeated twice. - correct_answer: C - question_score: '10' 2: - question_text: What is wrong with this code? - code: |- - {repeat} 5 {times} - {print} 'Hedy is cool!' mp_choice_options: - option: This should be only one line, not 2. feedback: No it should be 2 lines. @@ -1612,15 +543,7 @@ levels: feedback: Nee, repeat is de goede spelling - option: The second line need to start with 4 spaces as indentation. feedback: Correct! - hint: Something is missing in the second line? - correct_answer: D - question_score: '10' 3: - question_text: What output will be produced when you run this program? - code: |- - {repeat} 3 {times} - {print} 'Baby shark tututudutudu' - {print} 'Baby shark' mp_choice_options: - option: |- Baby shark tututudutudu @@ -1647,97 +570,7 @@ levels: Baby shark feedback: What is being repeated and what isn't. hint: What is being repeated and what is not?. - correct_answer: C - question_score: '10' - 4: - question_text: Which output is correct? - code: |- - {print} 'The children went:' - {repeat} 2 {times} - {print} 'Yay!' - {print} 'We are going on vacation!' - mp_choice_options: - - option: |- - The children went: - Yay! - We are going on vacation! - feedback: Mind the `{repeat}` command! - - option: |- - The children went: - Yay! - We are going on vacation! - Yay! - We are going on vacation! - feedback: Correct! - - option: |- - The children went: - Yay! - Yay! - We are going on vacation! - We are going on vacation! - feedback: This order is incorrect. - - option: |- - The children went: - Yay! - Yay! - We are going on vacation! - feedback: The last line is repeated too. - hint: The block under the `{repeat}` command is repeated twice. - correct_answer: B - question_score: '10' - 5: - question_text: What is wrong with this code? - code: |- - end = {ask} 'Do you want a happy or a sad ending?' - {if} end {is} happy {print} 'They lived happily ever after' - {else} {print} 'The world exploded. The end.' - mp_choice_options: - - option: The `{print}` commands on the last two lines should start on new lines and start with 4 spaces. - feedback: That's right! - - option: '`{else}` is not a command!' - feedback: It is! - - option: Lines that start with `{if}` should start with 4 spaces - feedback: That's not true - - option: '`{ask}` is no longer a command' - feedback: That's not true - hint: Something is wrong with indentation - correct_answer: A - question_score: '10' - 6: - question_text: What will be the output of this code when we enter pancakes? - code: |- - {print} 'Welcome to restaurant Hedy' - {repeat} 2 {times} - food {is} {ask} 'What do you want to eat?' - {print} food - mp_choice_options: - - option: |- - Welcome to restaurant Hedy - Pancakes - feedback: There is no repetition in this answer. - - option: |- - Welcome to restaurant Hedy - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: This answer also repeats the welcome message - - option: |- - Welcome to restaurant Hedy - What do you want to eat? - What do you want to eat? - Pancakes - Pancakes - feedback: Almost! But look at the question, it is not repeated. - - option: |- - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: Well done! - hint: The first sentence and question will not be repeated - correct_answer: D - question_score: '10' 7: - question_text: What is wrong with this code? code: |- food = {ask} 'What would you like to eat?' {if} food {is} fries @@ -1756,96 +589,8 @@ levels: feedback: You always have to use indentation. - option: The indentation is wrong in the first `{if}` command. feedback: That's right. - hint: Take a careful look at the indentation. - correct_answer: D - question_score: '10' - 8: - question_text: In which of the codes is the indentation done right? - mp_choice_options: - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are wrong! - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are wrong! - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are... right! - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are wrong! - hint: What should happen if the person is right? And what else? - correct_answer: C - question_score: '10' - 9: - question_text: What line(s) in this code should start with 4 spaces? - code: |- - 1 music = {ask} 'What is your favorite music genre?' - 2 {if} music {is} rock - 3 {print} '🤘' - 4 {else} - 5 {print} '👎' - mp_choice_options: - - option: Line 2 and 4 - feedback: The lines after the `{if}` and `{else}` command should start with 4 spaces - - option: Only line 3 - feedback: Not only 3... - - option: Line 3, 4 and 5 - feedback: Line 4 shouldn't - - option: Line 3 and 5 - feedback: Great job! - hint: The lines after an `{if}` or `{else}` command should start with 4 spaces. - correct_answer: D - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - 1 level = {ask} 'What level are you on?' - 2 {if} level {is} 8 - 3 {print} 'Great job!' - mp_choice_options: - - option: All lines should start with 4 spaces - feedback: That's not true - - option: Line 2 and 3 should start with 4 spaces - feedback: That's not true - - option: Line 2 should start with 4 spaces - feedback: That's not true - - option: Line 3 should start with 4 spaces - feedback: You are correct! - hint: Only one line starts with 4 spaces, but which one...? - correct_answer: D - question_score: '10' 9: 1: - question_text: What is wrong with this code? code: |- {repeat} 3 {times} eten = {ask} 'What would you like to eat?' @@ -1866,51 +611,7 @@ levels: - option: The indentation is wrong in the last `{if}` command. feedback: It not, though. hint: all the indentation is done correctly. - correct_answer: A - question_score: '10' - 2: - question_text: What will be printed after entering the correct password? - code: |- - password = {ask} 'What is the password?' - correct_password = Hedy - {if} password {is} correct_password - {repeat} 2 {times} - {print} 'Good job!' - {print} 'You can use the computer!' - {else} - {print} 'The computer will explode in 5... 4... 3... 2... 1...' - mp_choice_options: - - option: |- - ``` - Good job! - Good job! - ``` - feedback: That's not it! - - option: |- - ``` - The computer will explode in 5... 4... 3... 2... 1... - ``` - feedback: That's not it! - - option: |- - ``` - Good job! - Good job! - You can use the computer! - ``` - feedback: That's not it! - - option: |- - ``` - Good job! - You can use the computer! - Good job! - You can use the computer! - ``` - feedback: Correct! - hint: Everything under the `{repeat}` command is repeated twice. - correct_answer: D - question_score: '10' 3: - question_text: Which case should you choose to win a million dollars? code: |- {print} 'Choose the right case and win!' case = {ask} 'Which case will you pick? 1 or 2?' @@ -1926,20 +627,7 @@ levels: {print} 'You sell the case for 500 dollars' {if} action {is} open {print} 'You open the case and win a million dollars!' - mp_choice_options: - - option: case 1, sell - feedback: You don't win a million! - - option: case 1, open - feedback: You don't win a million - - option: case 2, sell - feedback: You don't win a million - - option: case 2, open - feedback: Great job! You win! - hint: Follow the right path - correct_answer: D - question_score: '10' 4: - question_text: Which statement is true? code: |- name = {ask} 'What is your name?' size = {ask} 'What is your shoe size?' @@ -1959,15 +647,7 @@ levels: feedback: That's right! - option: Cinderella with shoe size 40 gets the output 'I was looking for you!' feedback: No she gets 'Ill keep looking' - hint: No matter what your name is, if you have shoe size 40 you will get the message 'Ill keep looking'. - correct_answer: C - question_score: '10' 5: - question_text: Which code produced this output? - output: |- - Icecream is the best! - Icecream is the best! - Icecream is the best! mp_choice_options: - option: |- ``` @@ -2002,11 +682,7 @@ levels: {print} 'Icecream is the best!' ``` feedback: There are 2 `{repeat}` commands in this code. - hint: Watch the indentation - correct_answer: C - question_score: '10' 6: - question_text: After which command(s) should you use indentation (starting the next line with 4 spaces)? mp_choice_options: - option: '`{if}`' feedback: Don't forget the others @@ -2016,9 +692,6 @@ levels: feedback: Keep it up! - option: '`{if}` `{else}` `{repeat}` `{print}`' feedback: Not with print - hint: Indentation happens on the line below some commands - correct_answer: C - question_score: '10' 7: question_text: "In this code from a pizza restaurant. \nYou'll get a 5 dollar discount if you order a medium pizza with coke.\n What should you do to debug this code?" code: |- @@ -2059,9 +732,6 @@ levels: price = price - 2 ``` feedback: Try again - hint: After each `{if}` command, the line below should indent - correct_answer: A - question_score: '10' 8: question_text: What is wrong is this code? code: |- @@ -2079,41 +749,12 @@ levels: feedback: You actually must start like that. - option: A code must always start with a `{print}` command in the first line feedback: That's not true. - hint: The indentation is done right this time - correct_answer: B - question_score: '10' - 9: - question_text: How many `{if}` commands can be placed inside another `{if}` command? - mp_choice_options: - - option: None, that is not allowed - feedback: You are allowed to - - option: Only 1 - feedback: You could use more if you like - - option: '3' - feedback: You could use more if you like - - option: Infinite, as long as you keep using indentation correctly - feedback: That is true - hint: You can put an `{if}` command inside an `{if}` command. - correct_answer: D - question_score: '10' 10: - question_text: Which statement is true? code: |- 1 {repeat} 2 {times} 2 {if} level {is} 9 3 {print} Great job! - mp_choice_options: - - option: All lines should start with 4 spaces - feedback: Only line 2 and 3 start with spaces - - option: Line 2 and 3 should start with 4 spaces - feedback: Line 3 should start with 8 - - option: Line 2 and 3 should start with 8 spaces - feedback: Line 2 should start with 4 - - option: line 2 should start with 4 spaces and line 3 with 8 - feedback: You are correct! hint: The first line doens't start with any spaces - correct_answer: D - question_score: '10' 10: 1: question_text: What do we need to fill in on the `_?_` if we want to print each compliment? @@ -2121,91 +762,6 @@ levels: compliments = perfect, great job, amazing _?_ {print} compliment - mp_choice_options: - - option: |- - ``` - {for} each compliment - ``` - feedback: That's not it - - option: |- - ``` - {for} compliment {in} compliments - ``` - feedback: You deserve all those compliments! - - option: |- - ``` - {if} compliment {in} compliments - ``` - feedback: That's not it - - option: |- - ``` - {for} compliments {in} compliment - ``` - feedback: Almost there! - hint: '`{for}` each compliment in the lists of compliments...' - correct_answer: B - question_score: '10' - 2: - question_text: Which output is correct? - code: |- - meals = pizza, pasta, pancakes - {for} meal {in} meals - {print} 'I love ' meal - mp_choice_options: - - option: I love pizza - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pasta - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pancakes - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: |- - I love pizza - I love pasta - I love pancakes - feedback: Great! - hint: Line 2 says for each meal in the list of meals. So each meal is printed. - correct_answer: D - question_score: '10' - 3: - question_text: Which output is correct? - code: |- - animals = dogs, cats, hamsters, chickens - {for} animal {in} animals - {print} animal ' are lovely pets' - mp_choice_options: - - option: dogs are lovely pets - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - - option: dogs, cats, hamsters, chickens are lovely pets - feedback: Each animal gets their own line in the output. - - option: |- - dogs are lovely pets - cats are lovely pets - hamsters are lovely pets - chickens are lovely pets - feedback: Great! - - option: You don't know yet. Because it chooses one of the animals {at} {random}. - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - hint: Line 2 says {for} each animal in the list of animals. So each animal is printed - correct_answer: C - question_score: '10' - 4: - question_text: What's wrong with this code? - code: |- - groceries = apples, bread, milk - {for} item {in} groceries - {print} 'We need ' groceries - mp_choice_options: - - option: Line 2 needs to start with 4 spaces as indentation - feedback: No it doesn't. Only line 3 needs indentation, which it has. - - option: Line 3 does not need to start with 4 spaces as indentation - feedback: Line 2 is a `{for}`command so line 3 does need to start with an indent. - - option: Line 3 should say item instead of groceries - feedback: Good job! - - option: Line 2 should say groceries instead of item - feedback: No it does not. - hint: Line 2 says `{for}` each item in the list of groceries - correct_answer: C - question_score: '10' 5: question_text: What word should be on the _?_ with these digital dice? code: |- @@ -2214,25 +770,7 @@ levels: choices = 1, 2, 3, 4, 5, 6 {for} player {in} players {print} player ' throws ' _?_ {at} {random} - mp_choice_options: - - option: players - feedback: It would say 'Ann throws Jesse', instead of 'Ann throws 6'. - - option: choices - feedback: That's right! - - option: choice - feedback: You are very close. But you need Hedy to pick from the list called 'choices' not 'choice'... - - option: dice - feedback: Look at the names of the variables. - hint: Hedy needs to pick a number `{at} {random}` - correct_answer: B - question_score: '10' 6: - question_text: Which of the answers below is a possible outcome when you run the code? - code: |- - choices = rock, paper, scissors - players = Kelly, Meredith - {for} player {in} players - {print} player ' chooses ' choices {at} {random} mp_choice_options: - option: Kelly chooses rock feedback: Meredith wants to play too! @@ -2246,9 +784,6 @@ levels: Kelly chooses paper Meredith chooses scissors feedback: Amazing! - hint: Each player will pick an option. The player that's first on the list will go first. - correct_answer: D - question_score: '10' 7: question_text: What line should be on the _?_ in this code that decides what these people will have for dinner? code: |- @@ -2256,30 +791,6 @@ levels: food = pasta, fries, salad _?_ {print} name ' has to eat ' food {at} {random} ' for dinner' - mp_choice_options: - - option: |- - ``` - {for} name {in} names - ``` - feedback: You are on fire! - - option: |- - ``` - {for} names {in} name - ``` - feedback: No it should be for each name in the list nameS, so the other way around - - option: |- - ``` - {for} food {in} food - ``` - feedback: Each name should be told what they will have for dinner. - - option: |- - ``` - {for} name {in} food - ``` - feedback: Each name should be told what they will have for dinner. - hint: Each name should be told what they will have for dinner. - correct_answer: A - question_score: '10' 8: question_text: What should be on the _?_ in this code that decides which color shirt you get? code: |- @@ -2308,11 +819,7 @@ levels: 'people gets a colors shirt' ``` feedback: There is no variable named people.. - hint: Mind the quotation marks and the names of the variables - correct_answer: B - question_score: '10' 9: - question_text: What is the first question Hedy will ask you when you run the program? code: |- courses = appetizer, main course, dessert names = Timon, Onno @@ -2320,20 +827,7 @@ levels: {for} course {in} courses food = {ask} name ', what would you like to eat as your ' course '?' {print} name ' orders ' food ' as their ' course - mp_choice_options: - - option: Timon, what would you like to eat as your appetizer? - feedback: Perfect! - - option: Onno, what would you like to eat as your appetizer? - feedback: Timon is first on the list! - - option: Timon, what would you like to eat as your dessert? - feedback: Appetizers are first in the list - - option: You don't know that. Hedy will choose `{at} {random}`. - feedback: There is no `{at} {random}` in this code... - hint: The first options from both lists are chosen. - correct_answer: A - question_score: '10' 10: - question_text: What is true about this code? code: |- prices = 1 million dollars, car, sandwich names = Bob, Patrick, Sandy, Larry @@ -2348,9 +842,6 @@ levels: feedback: That is not true. Larry has the same odds as the others - option: Someone might win with two prices feedback: You get it! - hint: Try to imagine the output of this code. - correct_answer: D - question_score: '10' 11: 1: question_text: What word should be at the place of the question mark? @@ -2378,14 +869,7 @@ levels: {for} ``` feedback: 'No' - hint: What did you learn in this level? - correct_answer: B - question_score: '10' 2: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 1 {to} 3 - {print} i mp_choice_options: - option: |- 1 @@ -2398,126 +882,33 @@ levels: feedback: That's not it - option: '123' feedback: That's not it - hint: How do the numbers appear in the screen? - correct_answer: A - question_score: '10' - 3: - question_text: Which code was used to get this output? - output: |- - 1 - 2 - 3 - 4 - 5 - Once I caught a fish alive! + 4: mp_choice_options: - option: |- ``` - {for} i {in} {range} 1 {to} 5 + {for} i {in} {range} 0 {to} 10 {print} i - {print} 'Once I caught a fish alive!' ``` - feedback: Perfect + feedback: Now Hedy prints the numbers from 0 to 10 instead of 10 to 0. - option: |- ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' + {for} i {in} {range} 0 to 10 + {print} - i ``` - feedback: This code won't work. You need an indent after {for}. + feedback: Hedy would print negative numbers in this case. - option: |- ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' + {for} i {in} {range} 10 to 0 + {print} 10 9 8 7 6 5 4 3 2 1 0 ``` - feedback: Now Hedy will count '1 Once I caught a fish alive!, 2 Once I caught a fish alive! etc. + feedback: Unfortunately this does not exist. - option: |- ``` - {for} i {in} {range} 1 {to} 5 - {print} 'i' - {print} 'Once I caught a fish alive!' - ``` - feedback: i is a variable and shouldn't have quotation marks - hint: First all the numbers, then the sentence - correct_answer: A - question_score: '10' - 4: - question_text: Which code was used to get this output? - output: |- - 10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0 - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 0 {to} 10 - {print} i - ``` - feedback: Now Hedy prints the numbers from 0 to 10 instead of 10 to 0. - - option: |- - ``` - {for} i {in} {range} 0 to 10 - {print} - i - ``` - feedback: Hedy would print negative numbers in this case. - - option: |- - ``` - {for} i {in} {range} 10 to 0 - {print} 10 9 8 7 6 5 4 3 2 1 0 - ``` - feedback: Unfortunately this does not exist. - - option: |- - ``` - {for} i {in} {range} 0 {to} 10 - {print} 10 - i + {for} i {in} {range} 0 {to} 10 + {print} 10 - i ``` feedback: That's right! hint: It has to be a calculation... - correct_answer: D - question_score: '10' - 5: - question_text: What's wrong with this code? - code: |- - {for} i {in} {range} 1 {to} 10 - {print} i - mp_choice_options: - - option: The i in the last line need quotation marks - feedback: No it doesn't. - - option: You can't use `{range}` 1 `{to}` 5 only `{range}` 1 `{to}` 10 - feedback: You could use 1 to 5 just as well! - - option: Line 1 needs to start with an indention. - feedback: Not line 1... - - option: Line 2 needs to start with an indention - feedback: Perfect! - hint: There is something wrong with the indention - correct_answer: D - question_score: '10' - 6: - question_text: How many times does the word Hello appear on your screen when you run the code? - code: |- - {for} i {in} {range} 0 {to} 2 - {print} 'Hello' - mp_choice_options: - - option: 1 time - feedback: 'No' - - option: 2 times - feedback: 'No' - - option: 3 times - feedback: That's right! - - option: Never - feedback: 'No' - hint: 0 also counts. So 0,1,2 that's 3 times. - correct_answer: C - question_score: '10' 7: question_text: What should be on the place of the question mark? code: |- @@ -2526,35 +917,7 @@ levels: _?_ food is {ask} 'What would you like to order?' {print} food - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 0 {to} 3 - ``` - feedback: There's not always 3 people - - option: |- - ``` - {for} i {in} {range} 1 {to} guests - ``` - feedback: The variable is not named guests - - option: |- - ``` - {for} i {in} {range} 1 {to} people - ``` - feedback: Great! - - option: |- - ``` - {for} i {in} {range} 0 {to} people - ``` - feedback: That's one order too many! - hint: Use the variable 'people' - correct_answer: C - question_score: '10' 8: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 23 {to} 25 - {print} 'hi' mp_choice_options: - option: |- 23 @@ -2570,34 +933,7 @@ levels: feedback: Correct - option: The word 'hi' will appear 25 times in a row. feedback: No it will only appear 3 times. - hint: It doesn't say `{print}` i - correct_answer: C - question_score: '10' - 9: - question_text: How many times does Hedy chant Hip Hip Hooray? - code: |- - age = {ask} 'How old are you?' - {for} i {in} {range} 1 {to} age - {print} 'Hip Hip Hoorray!' - mp_choice_options: - - option: 1 time - feedback: Try again - - option: 2 times - feedback: Try again - - option: Never - feedback: Try again - - option: That depends on how old you are - feedback: That's right! - hint: '`{for}` i `{in}` `{range}` 1 `{to}` age' - correct_answer: D - question_score: '10' 10: - question_text: Which code belongs to this output? - output: |- - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark mp_choice_options: - option: |- ``` @@ -2628,11 +964,8 @@ levels: ``` feedback: '`{range}` 0 `{to}` 3 is 4 times.' hint: Mind the indention - correct_answer: B - question_score: '10' 12: 1: - question_text: Which output is correct? code: |- print 'three and a half plus one and a half is...' print 3.5 + 1.5 @@ -2649,11 +982,7 @@ levels: three and a half plus one and a half is... 5 feedback: Great job! - hint: Both lines are printed! - correct_answer: D - question_score: '10' 2: - question_text: Which of these codes is correct? mp_choice_options: - option: |- ``` @@ -2679,11 +1008,7 @@ levels: print 'I would like a ' flavors at random ' cake.' ``` feedback: All the different values of flavors should be in quotation marks. - hint: The second line is the same in each code, pay attention to the first line - correct_answer: C - question_score: '10' 3: - question_text: What's wrong with this code? code: |- favorite_animal = ask 'What is your favorite animal?' print 'I like ' favoriteanimal ' too!' @@ -2696,30 +1021,13 @@ levels: feedback: That's not true - option: Nothing is wrong. feedback: That's not true - hint: The quotation marks are used correctly - correct_answer: A - question_score: '10' 4: - question_text: In which lines are quotation marks needed to get the code to work? code: |- print Welcome to the online shoe shop category = ask What kind of shoes are you looking for? if category = high heels print High heels are 50% off now! - mp_choice_options: - - option: Line 1 and 2 - feedback: 'No' - - option: Line 1, 2 and 3 - feedback: 'No' - - option: Line 1, 2 and 4 - feedback: 'No' - - option: All of the lines - feedback: Perfect! - hint: Does line 3 need quotation marks too? - correct_answer: D - question_score: '10' 5: - question_text: What output does Agent007 get when they put in the correct password? code: |- name is ask 'What is your name?' if name is 'Agent007' @@ -2732,18 +1040,6 @@ levels: else b is 'today at 10.00' print a + b - mp_choice_options: - - option: Go to the train station today at 10.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 02.00 - feedback: You've cracked the code! - - option: Go to the train station tomorrow at 02.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 10.00 - feedback: The agent won't be catching any bad guys here - hint: The correct password is TOPSECRET - correct_answer: B - question_score: '10' 6: question_text: Which line should be filled in at the ??? code: |- @@ -2757,32 +1053,7 @@ levels: if drinks = 'yes' ??? print 'That will be ' price ' dollar please' - mp_choice_options: - - option: |- - ``` - price = 14 - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = '14' - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = price + 2 - ``` - feedback: Excellent! - - option: |- - ``` - price = + 2 - ``` - feedback: Almost there! - hint: What if you only order fries and a drink? - correct_answer: C - question_score: '10' 7: - question_text: Which output does a vegan get? code: |- menu = 'cookies', 'cheese', 'grapes' print "It's my birthday! I`ve brought some snacks!" @@ -2794,36 +1065,7 @@ levels: print 'For you I have brought: ' for snack in menu print snack - mp_choice_options: - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cookies - grapes - feedback: Terrific! - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - feedback: There's more options than just one - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cheese - grapes - feedback: A vegan person can't have cheese - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - cookies - feedback: Almost there, but look at the order of snacks in the list - hint: What item is removed from the list when you answer 'vegan'? - correct_answer: A - question_score: '10' 8: - question_text: Which code was used to create this output? - code: '3.5' mp_choice_options: - option: |- ``` @@ -2845,9 +1087,6 @@ levels: print 7 * 2 ``` feedback: 'No' - hint: 7 devided by 2 is 3.5 - correct_answer: B - question_score: '10' 9: question_text: Which code should be filled in in line 1 at the ??? code: |- @@ -2874,9 +1113,6 @@ levels: 'prices' = 'one million dollars', 'nothing' ``` feedback: You one nothing - hint: The items on the list should be in quotation marks - correct_answer: C - question_score: '10' 10: question_text: Which line of code should be filled in at the ??? to complete the song ? code: |- @@ -2897,12 +1133,8 @@ levels: feedback: This is a hard one! All the actions on the list must be in the song. - option: print actions at random feedback: This is a hard one! All the actions on the list must be in the song. - hint: This is a hard one! All the actions on the list must be in the song. - correct_answer: B - question_score: '10' 13: 1: - question_text: Which code should be filled in at the ??? ? code: |- name = ask 'What is your name?' song = ask 'Whould you like to hear a song?' @@ -2933,11 +1165,7 @@ levels: if song = 'yes' or birthday = 'yes' ``` feedback: Hedy only sings if both answers are yes - hint: Hedy sings if you want to hear a song and it's you birthday - correct_answer: C - question_score: '10' 2: - question_text: Which command is missing in the code at the place of the ??? ? code: |- menu = 'cheese', 'sausage rolls', 'cookies' diet = ask 'Do you have any dietary restrictions?' @@ -2952,11 +1180,7 @@ levels: feedback: 'No' - option: print feedback: 'No' - hint: Neither vegans nor muslims can eat sausage rolls. - correct_answer: B - question_score: '10' 3: - question_text: Which output is given to a member without a discount code? code: |- member = ask 'Do you have a membership card?' discount = ask 'Do you have a discount code?' @@ -2974,10 +1198,7 @@ levels: - option: There is no way of knowing feedback: There is! Read the question carefully hint: Mind the command 'or' in line 3 - correct_answer: A - question_score: '10' 4: - question_text: Which line of code should follow this line in rock-paper-scissors game? code: if computer_choice is 'rock' and your_choice is 'paper' mp_choice_options: - option: print 'you win' @@ -2988,28 +1209,11 @@ levels: feedback: It's only a tie if both choices are the same - option: print 'try again' feedback: Try again! - hint: Paper beats rock - correct_answer: A - question_score: '10' 5: - question_text: Which statement is true about this code? code: |- if name = 'Cinderella' and shoe_size = 38 print 'You are my one true love!' - mp_choice_options: - - option: Every person with shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person named Cinderella is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person that is named Cinderella and has shoe size 38 is this prince's one true love - feedback: Fantastic! - - option: Every person that's not named Cinderella and does not have shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - hint: Both statements have to be true - correct_answer: C - question_score: '10' 6: - question_text: Which statement about this code is true? code: |- print 'Let me guess which family member you are!' glasses = ask 'Do you wear glasses?' @@ -3022,20 +1226,7 @@ levels: print 'You must be Wouter!' if glasses = 'no' and female = 'no' print 'You must be Michael!' - mp_choice_options: - - option: Michael is a boy with glasses - feedback: Try again - - option: Marleen is a girl with glasses - feedback: Try again - - option: Wouter is a boy without glasses - feedback: Try again - - option: Sophie is a girl with glasses - feedback: Great job! - hint: Take a good look! Or do you need glasses? - correct_answer: D - question_score: '10' 7: - question_text: Which statement is false? code: |- print 'Thank you for helping me take care of my pets' print 'Here is a program to help feed them' @@ -3049,20 +1240,7 @@ levels: print 'I fed them this moring! They do not need more food today' if animal is 'hamster' and color is 'brown' print 'You can feed them a piece of carrot' - mp_choice_options: - - option: The grey cat is called Abby - feedback: This is true! - - option: Milo the orange cat eats 4 scoops of cat nibbles - feedback: This is true - - option: The black hamster needs to be fed a piece of carrot - feedback: Great job! - - option: The yellow bird was fed this morning - feedback: This is true - hint: Read the last 4 lines carefully - correct_answer: C - question_score: '10' 8: - question_text: What output do you get if you order popcorn but no drink? code: |- print 'Welcome to the movie theater' popcorn = ask 'Would you like some popcorn?' @@ -3076,32 +1254,7 @@ levels: if popcorn = 'no' and drink = 'no' print 'Ok' print 'Enjoy the movie' - mp_choice_options: - - option: |- - Welcome to the movie theater - That will be 8 dollars please - Enjoy the movie - feedback: You have paid too much! - - option: |- - Welcome to the movie theater - That will be 5 dollars please - Enjoy the movie - feedback: Amazing! - - option: |- - Welcome to the movie theater - That will be 3 dollars please - Enjoy the movie - feedback: That's not enough money! - - option: |- - Welcome to the movie theater - Ok - Enjoy the movie - feedback: You have to pay for your popcorn! - hint: popcorn = yes and drink = no - correct_answer: B - question_score: '10' 9: - question_text: What is wrong with this code? code: |- 1 chocolate = ask 'Would you like chocolate sauce on your ice cream?' 2 sprinkles = ask 'Would you like sprinkles on your ice cream?' @@ -3138,11 +1291,7 @@ levels: {if} chocolate = 'yes' {and} sprinkles = 'no' ``` feedback: This is not what I ordered! - hint: There is a mistake in line 3 - correct_answer: A - question_score: '10' 10: - question_text: Which command needs to be in line 8 at the place of the ??? ? code: |- print 'Welcome to the product finder of this supermarkt' item is ask 'What product are you looking for?' @@ -3166,65 +1315,8 @@ levels: feedback: 'No' - option: if feedback: 'No' - hint: The item is either in the list of snacks, or in the list of drinks - correct_answer: B - question_score: '10' 14: - 1: - question_text: Which symbol should be used on the blank? - code: |- - name _ {ask} 'Who are you?' - {if} name == 'Hedy' - {print} 'Me too!' - mp_choice_options: - - option: '`=>`' - feedback: This is not a symbol. - - option: '`==`' - feedback: We are not comparing anything, just asking. - - option: '`!=`' - feedback: We are not comparing anything, just asking - - option: '`=`' - feedback: Right! - hint: We are not comparing anything, we are just asking a name. - correct_answer: D - question_score: '10' - 2: - question_text: Which of these codes has used the correct = or == symbol? - mp_choice_options: - - option: '{if} name = Hedy' - feedback: 'No' - - option: '{if} age = 24' - feedback: 'No' - - option: answer = {ask} 'What is your answer' - feedback: Yes! - - option: answer == {ask} 'How are you doing?' - feedback: 'No' - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' - 3: - question_text: Which symbols should be filled in on the two blanks? - code: |- - guests = {ask} 'How many people are at the party?' - {if} guests _ 130 - {print} 'You can come in!' - {if} guests _ 130 - {print} 'Im sorry, the club is full. ' - {print} 'You have to wait for a guest to leave' - mp_choice_options: - - option: '`>` and `<`' - feedback: That's not it - - option: '`=` and `>=`' - feedback: That's not it - - option: '`<` and `>=`' - feedback: You are right - - option: '`+` and `==`' - hint: There are 130 people allowed in the club - correct_answer: C - question_score: '10' - feedback: That's not it 4: - question_text: What's wrong with this code? code: |- price = 10 money = {ask} How much money do you have? @@ -3233,20 +1325,7 @@ levels: {print} 'You can buy the bear!' {else} {print} 'You cannot buy this bear!' - mp_choice_options: - - option: In line 1 == should be used instead of = - feedback: No that's not it - - option: Line 2 misses quotation marks - feedback: You are correct - - option: In line 4 = should have been used instead of == - feedback: No that's not it - - option: In line 4 <= should have been used instead of >= - feedback: No that's not it - hint: The symbols are right - correct_answer: B - question_score: '10' 5: - question_text: Which symbol should be filled in on the blanks if the movie is suitable for kids for the age of 12 and up? code: |- age = {ask} 'How old are you?' ticket = {ask} 'Do you have a ticket?' @@ -3254,20 +1333,7 @@ levels: {print} 'You can enter the movie theater.' {else} {print} 'You are not allowed to come in!' - mp_choice_options: - - option: '`> 12`' - feedback: 12 year olds are allowed too - - option: '`>= 12`' - feedback: Great! - - option: '`< 12`' - feedback: These kids are too young! - - option: '`<= 12`' - feedback: These kids are too young - hint: '> means greater than' - correct_answer: B - question_score: '10' 6: - question_text: How many times do you have to say you are annoyed before this annoying game stops? code: |- lives = 2 {repeat} 10 times @@ -3275,69 +1341,7 @@ levels: answer = {ask} 'Are you annoyed yet?' {if} answer == 'yes' lives = lives - 1 - mp_choice_options: - - option: 10 times - feedback: It stops after 2 times - - option: 0 times - feedback: It stops after 2 times - - option: 1 time - feedback: It stops after 2 times - - option: 2 times - feedback: That is correct - hint: '!= means ''is not''' - correct_answer: D - question_score: '10' - 7: - question_text: What should be filled in on the three blanks? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' - mp_choice_options: - - option: '`''Lower''` and `''Higher''` and `''You win!''`' - feedback: That's not quite right. - - option: '`''Higher''` and `''Lower''` and `''You win!''`' - feedback: You win! - - option: '`''You win!''` and `''Lower!''` and `''Higher''`' - feedback: That's not quite right. - - option: '`''Lower!''` and `''You win!''` and `''Higher!''`' - feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: B - question_score: '10' - 8: - question_text: Which statement is true about this roller coaster? - code: |- - length = {ask} 'Please fill in your length in cm' - {if} length < 120 - {print} 'Sorry, you cannot go on this roller coaster.' - {else} - {print} 'Enjoy the ride' - mp_choice_options: - - option: You must be taller than 120 cm to go on the roller coaster - feedback: True! - - option: You must be taller than 119 cm to go on the roller coaster - feedback: If you are 120 cm you won't get in - - option: You must be shorter than 120 cm to go on the roller coaster - feedback: '> means greater than' - - option: There are no length restrictions to go on the roller coaster - feedback: There are. - hint: '> means greater than' - correct_answer: A - question_score: '10' 9: - question_text: How many pieces of chocolate will give you a stomach ache according to this fitbit? code: |- chocolate = {ask} 'How many pieces of chocolate have you eaten?' {if} chocolate <= 2 @@ -3346,101 +1350,19 @@ levels: {print} 'That is a bit much' {if} chocolate > 8 {print} 'You will get a stomach ache!' - mp_choice_options: - - option: 1 or more - feedback: 'No' - - option: 2 or more - feedback: 'No' - - option: 8 or more - feedback: Almost - - option: 9 or more - feedback: Great! - hint: '> 8 means more than 8' - correct_answer: D - question_score: '10' - 10: - question_text: What should be filled in in the blanks? - code: |- - {print} 'Whoever gets the most points wins!' - {if} points_player_1 < points_player_2 - {print} _ - mp_choice_options: - - option: '''player 1 wins''' - feedback: Look at who has the highest score! - - option: '''player 2 wins''' - feedback: Yes! - - option: '''player 2 loses''' - feedback: Look at who has the highest score! - - option: '''It is a tie''' - feedback: No it's not, one player has a higher score - hint: You win the game by having the most points - correct_answer: B - question_score: '10' 15: 1: - question_text: 'Which symbol should be used on the blank? Tip: You must keep guessing until you get it right.' code: |- answer = 0 while answer _ 'Amsterdam' answer = ask 'What is the capital city of the Netherlands?' print 'You have given the correct answer' - mp_choice_options: - - option: '`=!`' - feedback: That is not right. - - option: '`==`' - feedback: You don't have to keep guessing if you've given the right answer. - - option: '`!=`' - feedback: Correct - - option: '`=`' - feedback: That's not it - hint: Keep guessing until you say Amsterdam - correct_answer: C - question_score: '10' - 2: - question_text: Which of these codes has used the correct symbol(s)? - mp_choice_options: - - option: |- - ``` - {while} name = Hedy - ``` - feedback: 'No' - - option: |- - ``` - {while} age = 24 - ``` - feedback: 'No' - - option: |- - ``` - {while} time > 0 - ``` - feedback: Yes! - - option: |- - ``` - {while} answer == yes' - ``` - feedback: A quotation mark is missing - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' 3: question_text: Which command should be filled in on the two blanks? code: |- _ age >= 18 print 'you are not allowed in this bar' - mp_choice_options: - - option: '`{in}`' - feedback: That's not it - - option: '`{while}`' - feedback: You are right - - option: '`{for}`' - feedback: That's not it - - option: '`{range}`' - feedback: That's not it - hint: You are not allowed in the bar as long as you are 17 or younger - correct_answer: B - question_score: '10' 4: - question_text: What's wrong with this code? code: |- options = 1, 2, 3, 4, 5, 6 print 'Throw 6 as fast as you can!' @@ -3460,11 +1382,7 @@ levels: feedback: That's not it - option: In line 5 != should have been used instead of == feedback: You are correct - hint: There is something wrong in line 5 - correct_answer: D - question_score: '10' 5: - question_text: What should be placed on the blank to make this program work correctly? code: |- wetness = 10 while wetness != 0 @@ -3483,9 +1401,6 @@ levels: feedback: You are correct! - option: = wetness + 1 feedback: The program should count down - hint: wetness should get less each time - correct_answer: C - question_score: '10' 6: question_text: what is wrong with this code? code: |- @@ -3503,25 +1418,8 @@ levels: feedback: No that's not right - option: Line 2 should start with less indentation feedback: That is correct - hint: Look closely at the indentation - correct_answer: D - question_score: '10' 7: question_text: How should this program be changed to that it works? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' mp_choice_options: - option: '... change the first {if} into a {while}' feedback: Perfect! @@ -3531,32 +1429,9 @@ levels: feedback: That's not quite right. - option: '... change the fourth {if} into a {while}' feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: A - question_score: '10' 8: - question_text: Which statement is true about this automated toilet system? - code: |- - {while} toilet == 'occupied' - lights = 'on' - air_freshener_sprays = 'yes' - {sleep} 60 - lights = 'off' - air_freshener_sprays = 'no' - mp_choice_options: - - option: The lights and air freshener will turn off after 1 minute - feedback: False! - - option: The air freshener sprays once every minute and the lights stay on the whole time while you are on the toilet - feedback: Great job - - option: The air freshener sprays once you leave the toilet. - feedback: It only sprays when you're in there. - - option: The lights will always stay on. - feedback: That wouldn't be right. hint: The block after the while command keeps happening while the toilet is occupied. - correct_answer: B - question_score: '10' 9: - question_text: What will the diet app say if you have eaten 1600 calories today? code: |- chocolate = {ask} 'How many calories have you eaten today?' {while} calories <= 1000 @@ -3574,16 +1449,7 @@ levels: feedback: Yes! - option: You have eaten enough for today feedback: 'No' - hint: 1600 is between 1000 and 2000 - correct_answer: C - question_score: '10' 10: - question_text: 'What should be filled in in the blanks? Tip: the player with the most points is in the lead.' - code: |- - name_player_1 = {ask} 'Name player 1:' - name_player_2 = {ask} 'Name player 2:' - {while} points_player_1 > points_player_2 - {print} _ ' is in the lead right now!' mp_choice_options: - option: name_player_1 feedback: You are right! @@ -3593,105 +1459,20 @@ levels: feedback: You should fill in a name, not a number - option: points_player_2 feedback: You should fill in a name, not a number - hint: You win the game by having the most points. Your name should appear on the screen - correct_answer: A - question_score: '10' 16: - 1: - question_text: Which command should be filled in on the blanks to print a random snack? - code: |- - snacks = nachos, chips, cucumber, sweets - {print} _ - mp_choice_options: - - option: '`snacks {at} {random}`' - feedback: This is the old way. - - option: '`[{random} snack]`' - feedback: The order is wrong. - - option: '`snacks[{random}]`' - feedback: Correct - - option: '`snacks[{at} {random}]`' - feedback: We do not need `at`anymore - hint: We no longer use {at} - correct_answer: C - question_score: '10' 2: - question_text: What should be filled in on the blanks if you want a list of what chores are done by whom? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chores = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} _ - mp_choice_options: - - option: |- - ``` - friends[i] has to do chores [i] - ``` - feedback: Mind the spacing. - - option: |- - ``` - friends[1] has to do chores[1] - ``` - feedback: It will print 3 times that Wesley has to do the cooking - - option: |- - ``` - chores[i] ' has to do ' friends[random] - ``` - feedback: The person has to do the chore, not the other way around - - option: |- - ``` - friends[i] ' has to do ' chores[i] - ``` - feedback: Fantastic! - hint: '`i` tells us what item in the list it is. So friend 1 does chore 1 etc.' - correct_answer: D - question_score: '10' 3: - question_text: What is a possible output for this program? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chore = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} friends[i] has to do chores[i] - mp_choice_options: - - option: |- - ``` - Wesley has to do the cooking - Eric has to do the cleaning - Kaylee has to do nothing - ``` - feedback: Super! - - option: |- - ``` - Kaylee has to do the cooking - Wesley has to do the cleaning - Eric has to do nothing - ``` - feedback: No, it is not random. - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cleaning - Wesley has to do the nothing - ``` - feedback: Poor Wesley! - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cooking - Wesley has to do the cooking - ``` - feedback: That's not it - hint: It's not random... - correct_answer: A - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - friends = ['Jaylee', 'Erin', 'Fay'] - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 0 {to} 3 - print 'the lucky number of ' friends[i] - print 'is ' lucky_numbers[i] mp_choice_options: - option: The variable in line 4 should be 'friend[i]', not 'friends[i]' feedback: That is not right. @@ -3701,16 +1482,7 @@ levels: feedback: It's not a variable, it's just text. - option: '{in} in line 3 should be removed' feedback: That's not it - hint: There's nothing wrong with line 4 - correct_answer: B - question_score: '10' 5: - question_text: Which line should be filled in in the blank? - code: |- - animals = ['dog', 'cow', 'horse'] - _ - {for} i {in} {range} 1 {to} 3 - {print} 'the ' animals[i] ' says ' sounds[i] mp_choice_options: - option: noises = ['moo', 'woof', 'neigh'] feedback: Mind the variable name and the order of the sounds. @@ -3720,487 +1492,3 @@ levels: feedback: Don't forget the quotation marks! - option: sounds = ['woof', 'moo', 'neigh'] feedback: Great job! - hint: Look at line 1 to see proper use of brackets and quotation marks. - correct_answer: D - question_score: '10' - 6: - question_text: Which statement is true? - code: |- - people = ['Chris', 'Jaylino', 'Ryan'] - games = ['fortnite', 'minecraft', 'fifa'] - {for} o {in} {range} 1 {to} 3 - {print} people[o] ' likes ' games[o] - mp_choice_options: - - option: You are not allowed to use the variable o. It should be named i. - feedback: i is the most commonly used variable name in this case, but it's not mandatory to use i. - - option: The output will say that Jaylino likes fortnite. - feedback: No, he likes minecraft. - - option: The output will say that Ryan likes fifa - feedback: Correct - - option: This code will not work. It will give and error. - feedback: No, the code is correct. - hint: There is nothing wrong with this code. - correct_answer: C - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - people = ['Savi', 'Senna', 'Fayenne'] - transportation = ['bike', 'train', 'car'] - {for} i {in} {range} 1 {to} 3 - {print} people[i] goes to school by transportation[i] - mp_choice_options: - - option: Line 1 needs less quotation marks - feedback: That is not right. - - option: Line 3 should start with indentation - feedback: It should not! - - option: Line 4 should start without indentation - feedback: It should not - - option: Line 4 needs more quotation marks. - feedback: Amazing! - hint: There is a mistake made in the usage of quotation marks. - correct_answer: D - question_score: '10' - 8: - question_text: Which of these codes belongs to this output? - code: |- - Macy and Kate get to go first - Lionell and Raj get to go second - Kim and Leroy get to go third - mp_choice_options: - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 0 {to} 3 - {print} teams[random] ' get to go ' position[i] - ``` - feedback: This is not right - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: Amazing! - - option: |- - ``` - teams = ['Macy', 'Kate', 'Lionell', 'Raj', 'Kim', 'Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 6 - {print} teams[random] ' get to go ' position[random] - ``` - feedback: This is not it. - - option: |- - ``` - teams = ['Macy and Kate' 'Lionell and Raj' 'Kim and Leroy'] - position = ['first' 'second' 'third'] - {for} teams {in} {range} 0 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: This is not going to work! - hint: If you look carefully at the first line, you'll see that only the first two answers are possibly correct. - correct_answer: B - question_score: '10' - 9: - question_text: What is a possible output for this code? - code: |- - countries = ['Canada', 'Zimbabwe', 'New Zealand'] - {for} i {in} {range} 0 {to} 1 - {print} 'I will travel to ' countries[random] - mp_choice_options: - - option: |- - ``` - I will travel to Canada - I will travel to Canada - ``` - feedback: Great job! - - option: |- - ``` - I will travel to Canada - ``` - feedback: It will be repeated twice - - option: |- - ``` - I will travel to Canada, Zimbabwe and New Zealand - ``` - feedback: This is not it. - - option: |- - ``` - I will travel to Canada - I will travel to Zimbabwe - I will travel to New Zealand - ``` - feedback: It's only repeated twice - hint: Range 0 to 1 is 2 times - correct_answer: A - question_score: '10' - 10: - question_text: Which 3 lines will complete this code correctly? - code: |- - {print} 'The book raffle will start soon' - {print} 'Get your tickets now!' - books = ['Narnia', 'The Hobbit', 'Oliver Twist', 'Harry Potter', 'Green eggs and ham'] - people = {ask} 'How many raffle tickets are sold?' - list_of_numbers = [1, 2] - {for} i {in} {range} 3 {to} people - {add} i {to} list_of_numbers - {for} i {in} {range} 1 {to} 5 - mp_choice_options: - - option: |- - ``` - chosen_number = list_of_numbers at random - print books[i] ' will go to person number ' chosen_number - {add} chosen_number {to} list_of_numbers - ``` - feedback: Almost there... but adding the winner to the list makes this raffle unfair - - option: |- - ``` - print person[i] ' wins ' book[i] - ``` - feedback: There is no list called 'person' - - option: |- - ``` - chosen_number = list_of_numbers[people] - print books[people] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: This is not it. - - option: |- - ``` - chosen_number = list_of_numbers[random] - print books[i] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: Fantastic! - hint: You need to use the {remove} command - correct_answer: D - question_score: '10' - 17: - 1: - question_text: What is the output of this code? - code: |- - minions = ['Bob', 'Kevin', 'Stuart'] - {for} x in minions: - {print} x - mp_choice_options: - - option: |- - ``` - m i n i o n s - ``` - feedback: This is not it. - - option: |- - ``` - Bob - Kevin - Stuart - ``` - feedback: Correct! - - option: |- - ``` - minions - minions - minions - ``` - feedback: Take a look at the content of your list. - - option: |- - ``` - B o b K e v i n S t u a r t - ``` - feedback: Do not loop through the letters. - hint: Loop through your list. - correct_answer: B - question_score: '10' - 2: - question_text: What is wrong with this code? - code: |- - seconds_minute = 60 - minute_hour = 60 - hour_day = 24 - leap_year = 366 - no_leap_year = 365 - years = ask 'what year is it?' - {if} years = 2024: - print seconds_minute * minute_hour * hour_day * leap_year - {else}: - print seconds_minute * minute_hour * hour_day * noleap_year - mp_choice_options: - - option: You cannot have so many variables. - feedback: This is not it. - - option: The way the variables are multiplied is incorrect. - feedback: Not true! - - option: One of the variables `noleap_year` does not belong with the `{if}` statement. - feedback: Keep looking for the mistake. - - option: The `noleap_year` has to be identical in both cases. - feedback: Correct! - hint: Read the code carefully. - correct_answer: D - question_score: '10' - 3: - question_text: How many hedgehogs will this code print? - code: |- - {for} x in range 1 to 3: - {for} y in range 1 to 2: - {print} 🦔 - mp_choice_options: - - option: |- - ``` - 🦔 - 🦔 - 🦔 - ``` - feedback: Try again. - - option: |- - ``` - 🦔 - 🦔 - ``` - feedback: One more try. - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: Well done! - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating. - correct_answer: C - question_score: '10' - 4: - question_text: What is wrong with code? - code: |- - name_color = {ask} 'What is your favorite color?' - {if} name_color == 'red': - {print} 'the color of a tomato' - {elif} name_color == 'green': - {print} 'the color of an apple' - {elif} name_color == 'blue': - {print} 'the color of a blueberry' - {elif} name_color == 'yellow': - {print} 'the color of a banana' - {elif}: - {print} 'this fruit-color does not exist' - mp_choice_options: - - option: The first `{elif}` should be used before the `print` command - feedback: Try again. - - option: '`{elif}` can only be used once' - feedback: From now on we can use elif multiple times. - - option: '`==` used with `{elif}` should be replaced by `=`' - feedback: Not correct. - - option: '`{elif}` in the last line should be replaced by `{else}`' - feedback: Great! - hint: Think about `{if}`, `{elif}`, `{else}`. - correct_answer: D - question_score: '10' - 5: - question_text: What is the output of this code? - code: |- - numbers = [7, 19, 29, 41, 53, 71, 79, 97] - {for} prime in numbers: - {if} prime <= 10: - {print} prime - {elif} prime >= 60: - {print} prime - {elif} prime >= 90: - {print} prime - {else}: - {print} 'another number' - mp_choice_options: - - option: |- - ``` - 7 - another number - another number - another number - another number - 71 - 79 - 97 - ``` - feedback: Well done! - - option: |- - ``` - another number - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: Try again. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - another number - ``` - feedback: One more try. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating and the values of if and elif. - correct_answer: A - question_score: '10' - 6: - question_text: What is wrong with code? - code: |- - name = {ask} 'What is your name?' - {if} name == 'Hedy': - password = {ask} 'What is your password?' - {if} password =='turtle123': - {print} 'Yey' - {else}: - {print} 'Access denied' - {else}: - {print} 'Go fish' - mp_choice_options: - - option: '`{elif}` is missing.' - feedback: Try again. - - option: '`{else}` can only be used once.' - feedback: From now on we can use elif multiple times. - - option: Nothing! - feedback: There is a mistake. Look carefully! - - option: There is an indentation mistake in the last line. - feedback: Amazing! - hint: There is a mistake somewhere... - correct_answer: D - question_score: '10' - 7: - question_text: Which of the following codes will print five times 'the result is 3' on the screen? - mp_choice_options: - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - result = n * 1 - {print} 'The result is ' result - ``` - feedback: Try again! - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} u in numbers: - number = u - {print} 'The result is ' number - ``` - feedback: That is not it. - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} number in numbers: - number = 3 - {print} 'The result is ' number - ``` - feedback: Very good! - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - n = result - {print} 'The result is ' result - ``` - feedback: That is not it. - hint: Think about mathematical symbols. - correct_answer: C - question_score: '10' - 8: - question_text: What is wrong with code? - code: |- - insects = ['🐝', '🦋', '🕷', '🐞'] - your_favorite = {ask} 'what is your favorite insect?' - {for} insect in insects: - {if} your_favorite == '🐝' {or} your_favorite == '🐞': - {print} 'very useful' - {elif} your_favorite == '🕷': - {print} 'it can catch mosquitoes' - {else}: - {print} 'almost all insects can be useful one way or another' - mp_choice_options: - - option: '`{or}` cannot be used with `{if}`.' - feedback: Try again. - - option: In the `{for}` command `insect` should be `insects`. - feedback: Not true. - - option: Nothing! - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 9: - question_text: Which one of the codes below gave this output? - code: |- - -5 is negative - -4 is negative - -3 is negative - -2 is negative - -1 is negative - 0 is positive - 1 is positive - 2 is positive - 3 is positive - mp_choice_options: - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Try again! - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number <= 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - - option: "```\n {for} number in range -5 to 3:\n {if} number >= 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Very good! - - option: "```\n {for} number in range -5 to 3:\n {if} number < 0: \n {print} number ' is positive'\n {elif} number <=0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 10: - question_text: What is wrong with this code? - code: |- - {for} number in range 1 to 5: - volume_room = num * num * num - {print} volume_room ' cubic meters' - {if} volume_room > 100: - {print} 'this is a large room' - {elif} volume_room < 100: - {print} 'small room but cosy' - {else}: - {print} 'i will look for something else' - mp_choice_options: - - option: The word num needs quotation marks. - feedback: Try again. - - option: The `{if}` command is not used correctly. - feedback: Not true. - - option: Line 3 should be `volume_room = number * number * number`. - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' diff --git a/content/quizzes/da.yaml b/content/quizzes/da.yaml index 9b1bf1ecf7a..2b85a16b58f 100644 --- a/content/quizzes/da.yaml +++ b/content/quizzes/da.yaml @@ -1,40 +1,9 @@ levels: 1: - 1: - question_text: What's this programming language called? - mp_choice_options: - - option: Hedy - feedback: Good job! - - option: Heddy - feedback: Not this one! - - option: Haydie - feedback: Not this one! - - option: Heidi - feedback: Not this one! - hint: It's named after Hedy Lamarr. - correct_answer: A - question_score: '10' 2: - question_text: Which need to be filled in on the blanks to make the text Hello! appear? code: _ Hej! - mp_choice_options: - - option: |- - `{echo}` - feedback: '`{echo}` repeats a given answer.' - - option: |- - `{print}` - feedback: Correct! - - option: |- - `hello` - feedback: Hello isn't a command. - - option: |- - `{ask}` - feedback: With `{ask}`, you can ask a question. hint: _?_ Hello world! - correct_answer: B - question_score: '10' 3: - question_text: How do you ask what someone's favorite color is? mp_choice_options: - option: |- ``` @@ -56,15 +25,7 @@ levels: {echo} Hvad er din yndlingsfarve? ``` feedback: '`{echo}` repeats your answer back to you.' - hint: You can ask something with the `{ask}` command - correct_answer: C - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - Hi Im Hedy! - {ask} Who are you? - {echo} Hi... mp_choice_options: - option: '`{print}` in line 1 is missing.' feedback: Correct! @@ -74,70 +35,11 @@ levels: feedback: '`{echo}` is a command, there''s another mistake.' - option: Nothing! This is a perfect code! feedback: Wrong, look carefully! - hint: Line 1 doesn't seem right - correct_answer: A - question_score: '10' 5: - question_text: Which command is missing in line 2? code: |- {ask} What is your favorite pet? _?_ So your favorite pet is... - mp_choice_options: - - option: |- - `{print}` - feedback: No, you would like the answer to be repeated back to you. - - option: |- - `Hedy` - feedback: Hedy isn't a command. - - option: |- - `{ask}` - feedback: With `{ask}` you can ask a question. - - option: |- - `{echo}` - feedback: Right on! - hint: You want to see the answer at the end of line 2... - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - {print} Hi im Hedy! - {print} Which football team do you support? - {echo} You support... - {print} Cool! Me too! - mp_choice_options: - - option: In line 1 `{print}` should be replaced with `{ask}`. - feedback: '`{print}` in line 1 is correct.' - - option: In line 2, `{print}` should be replaced with `{ask}`. - feedback: Great! You paid attention! - - option: Line 3 has to begin with `{print}` instead of `{echo}`. - feedback: '`{echo}` is correct.' - - option: In line 4, `{print}` is spelled wrong. - feedback: No, there is a mistake somewhere else - hint: Check the `{print}` commands. - correct_answer: B - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - {print} Welcome at Hedys restaurant! - {ask} What would you like to eat? - {echo} So you want to order ... - {print} Coming right up! Enjoy! - mp_choice_options: - - option: In line 1 `{print}` needs to be replaced with `{ask}` - feedback: Are you sure something is wrong? - - option: In line 1 `{print}` needs to be replaced with `{echo}` - feedback: Are you sure something's wrong? - - option: In line 3 `{echo}` needs to be replaced with `{print}` - feedback: Are you sure something is wrong? - - option: Nothing! This is a perfect code! - feedback: Correct! - hint: Check the code line by line - correct_answer: D - question_score: '10' 8: - question_text: How do you use the `{echo}` command? mp_choice_options: - option: You can use it to `{ask}` a question. feedback: That's what `{ask}` is for! @@ -147,33 +49,8 @@ levels: feedback: Good job! - option: You can use it to make text disappear. feedback: That's not right... - hint: '`{echo}` is used after an `{ask}` command.' - correct_answer: C - question_score: '10' - 9: - question_text: What's wrong with this code? - code: |- - {print} Hello! - {print} How are you doing? - {echo} So you are doing... - mp_choice_options: - - option: '`{print}` in line 1 should be `{ask}`' - feedback: No, `{print}` is right. Where is the question being asked? - - option: '`{print}` in line 2 should be `{ask}`' - feedback: Super! - - option: '`{echo}` in line 3 should be `{ask}`' - feedback: No, `{echo}` is right. Where is the question being asked? - - option: Nothing. This is a perfect code! - feedback: Look carefully for the mistake... - hint: '`{ask}` allows you to ask a question' - correct_answer: B - question_score: '10' 10: question_text: Which output will be in your outputscreen after you've run this code? - code: |- - {ask} Are you ready to go to level 2? - {echo} - {echo} mp_choice_options: - option: Er du klar til at gå videre til niveau 2? feedback: There are two echo commands @@ -187,12 +64,8 @@ levels: Er du klar til at gå videre til niveau 2? Ja! feedback: There are two echo commands - hint: Let's go! - correct_answer: B - question_score: '10' 2: 1: - question_text: Which statement is true? mp_choice_options: - option: You can use the {print} command to ask questions. feedback: That is what ask is for @@ -202,11 +75,7 @@ levels: feedback: Good - option: With the {sleep} command, you can remove text from the screen. feedback: That's not how sleep works. - hint: '`{print}` still works the same way as in level 1' - correct_answer: C - question_score: '10' 2: - question_text: Which code is correct? mp_choice_options: - option: |- ``` @@ -228,114 +97,17 @@ levels: {ask} Hvad hedder du? {is} navn ``` feedback: The words are right, the order isn't! - hint: '`{ask}` doesn''t work like in level 1' - correct_answer: A - question_score: '10' - 3: - question_text: What appears on your output screen when you run this code? - code: |- - name {is} Marleen - {print} name goes to the market and she buys an apple. - mp_choice_options: - - option: name goes to the market and she buys an apple. - feedback: The word name is replaced with Marleen - - option: Marleen goes to the market. - feedback: The second part of the sentence isn't left out! - - option: Marleen goes to the market and she buys an apple. - feedback: Right on! - - option: Marleen goes to the market and Marleen buys an apple. - feedback: She is not replaced with the name - hint: The word name is replaced with Marleen - correct_answer: C - question_score: '10' - 4: - question_text: What will you see on the output screen when you run this code? - code: |- - name {is} Hedy - {print} Hi my name is name - mp_choice_options: - - option: Hi my name is name - feedback: The variable name is replaced with Hedy - - option: Hi my name is Hedy - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is name - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is Hedy - feedback: Correct, this mistake will be fixed in level 4! - hint: '''name'' is being replaced with ''Hedy'' in both places' - correct_answer: D - question_score: '10' - 5: - question_text: What happens when you use the `{sleep}` command? - mp_choice_options: - - option: It slows down your computer - feedback: fortunately not! - - option: It closes down Hedy - feedback: fortunately not! - - option: Your program pauses for a second and then continues - feedback: That's right! - - option: You put it at the end so Hedy knows your program is finished - feedback: No it would be useless at the end of your code - hint: The computer waits for a second at the `{sleep}` command - correct_answer: C - question_score: '10' 6: - question_text: What should be on the lines? code: |- {print} And the award for best programming language goes to... _?_ {print} Hedy! - mp_choice_options: - - option: |- - `{sleep}` - feedback: Perfect! - - option: |- - `{echo}` - feedback: There is nothing to repeat back here - - option: |- - `{print}` - feedback: There is no text there to `{print}` there - - option: |- - `{ask}` - feedback: There is no question there to be asked - hint: Pause for dramatic effect... - correct_answer: A - question_score: '10' 7: - question_text: What command should be used on line 2? code: |- {print} I will explode in 3 seconds! _?_ {print} BOOM! - mp_choice_options: - - option: |- - ``` - {print} 3 - ``` - feedback: You don't need to `{print}` - - option: |- - ``` - {sleep} 3 - ``` - feedback: Perfect! - - option: |- - ``` - {sleep} - ``` - feedback: This way the bomb will explode in 1 second - - option: |- - ``` - {sleep} {sleep} {sleep} - ``` - feedback: Make it easier on yourself by using the number 3 - hint: You want the computer to wait for 3 seconds - correct_answer: B - question_score: '10' 8: - question_text: How would you correct the first line of code? - code: |- - {ask} {is} How old are you? - {print} age mp_choice_options: - option: |- ``` @@ -357,28 +129,7 @@ levels: alder {is} Hvor gammel er du? ``` feedback: Where is the `{ask}` command? - hint: The variable name should come first - correct_answer: C - question_score: '10' - 9: - question_text: What is going wrong in this code? - code: |- - dogs {is} animal - {print} I love animal - mp_choice_options: - - option: 'Line 1 should say: dogs `{is}` animals' - feedback: The variable name is animal - - option: 'Line 1 should say: animal `{is}` dogs' - feedback: Great! - - option: 'Line 2 should say: `{print}` I love animals' - feedback: The variable name is animal - - option: 'Line 2 should say: `{sleep}` I love animals' - feedback: Sleep is not used to `{print}` text - hint: You want to `{print}` 'I love dogs' - correct_answer: B - question_score: '10' 10: - question_text: What command should be used on the line 1? code: |- flavor {is} _?_ {print} Your favorite icecream is... @@ -405,9 +156,6 @@ levels: {ask} What flavor icecream do you like? ``` feedback: That's right! - hint: You want to `{ask}` a question - correct_answer: D - question_score: '10' 3: 1: question_text: What command do you use to let Hedy pick something arbitrarily? @@ -426,14 +174,7 @@ levels: {at} {random} ``` feedback: Correct! - hint: Arbitrarily means without a plan or randomly. - correct_answer: D - question_score: '10' 2: - question_text: What's wrong with this code? - code: |- - animals {is} dog cat cow - {print} animals {at} {random} mp_choice_options: - option: 'You need commas in line 1: dog, cat, cow.' feedback: Good job! @@ -443,14 +184,7 @@ levels: feedback: animals is correct. - option: '`{at} {random}` is spelled incorrectly' feedback: '`{at} {random}` is the correct spelling' - hint: There's something wrong in line 1 - correct_answer: A - question_score: '10' 3: - question_text: How do you fix the mistake in line 2? - code: |- - options {is} rock, paper, scissors - {print} rock, paper, scissors {at} {random} mp_choice_options: - option: |- ``` @@ -469,14 +203,7 @@ levels: feedback: Very good! - option: Nothing, the code is correct! feedback: Look carefully for the mistake - hint: The variable (the list) is called options. - correct_answer: C - question_score: '10' 4: - question_text: What should change in line 2 to print a random price? - code: |- - prices {is} 1 dollar, 100 dollar, 1 million dollar - {print} price {at} {random} mp_choice_options: - option: |- ``` @@ -495,103 +222,8 @@ levels: feedback: '`{at} {random}` is placed behind the variable.' - option: Nothing, this code is alright. feedback: Look carefully for the mistake you missed! - hint: The variable name is prices - correct_answer: B - question_score: '10' - 5: - question_text: What is wrong in this code? - code: |- - question {is} {ask} What do you want to know? - {print} question - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 1 needs to say `{print}` instead of `{ask}` - feedback: No, that's not wrong. - - option: Line 2 needs to say `{ask}` instead of `{print}` - feedback: No that's not wrong. - - option: Line 2 needs to say answers `{at} {random}` `{is}` yes, no, maybe - feedback: No, that's not wrong. - - option: Nothing, this code is perfect - feedback: That's right! - hint: Does this code even have a mistake? - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 2 needs to say question instead of answers - feedback: No that's not right - - option: Line 2 needs the `{is}` command - feedback: Correct - - option: Line 3 needs to say answer instead of answers - feedback: No the variable's called answers - - option: Nothing! This code is great! - feedback: Actually, line 2 has a mistake. - hint: There is something wrong with line 2. - correct_answer: B - question_score: '10' - 7: - question_text: What does the `{add}` command do? - code: |- - books {is} Harry Potter, The Hobbit, Green Eggs and Ham - your_book {is} {ask} What is your favorite book? - {add} your_book {to} books - {print} books {at} {random} - mp_choice_options: - - option: The `{add}` command removes a random book from the list - feedback: The remove command removes, the add command adds - - option: The `{add}` command adds a random book to a list - feedback: It doesn't. It adds your answer to the list! - - option: The `{add}` command adds your favorite book to the list - feedback: Correct! - - option: The `{add}` command prints your favorite book. - feedback: No, it adds your favorite book to the list - hint: The `{add}` command adds a book, but which one? - correct_answer: C - question_score: '10' - 8: - question_text: What is the output of this code? - code: |- - crisps {is} sea salt, paprika, sour cream - {remove} sea salt {from} crisps - {remove} paprika {from} crisps - {print} crisps {at} {random} - mp_choice_options: - - option: You can't tell, because Hedy will `{print}` one of the 3 flavors `{at} {random}` - feedback: Take a look at the `{remove}` commands - - option: sea salt - feedback: sea salt is removed from the list - - option: paprika - feedback: Paprika is removed from the list - - option: sour cream - feedback: That's right! - hint: There are 3 flavors, bit 2 are removed. Which one remains? - correct_answer: D - question_score: '10' 9: - question_text: What's wrong with this code? - code: |- - colors {is} blue, purple, green - chosen_color {is} {ask} Which hair color wouldn't you like to have? - {remove} chosen_color {from} colors - {print} I will dye my hair color {at} {random} - mp_choice_options: - - option: 'Line 3 should say: `{remove}` blue `{from}` colors' - feedback: Maybe you want blue hair though! - - option: Line 3 should have an `{add}` command instead of a `{remove}` command - feedback: You want to remove the chosen color so `{remove}` is right. - - option: In line 4 the variable should be called colors instead of color - feedback: Great job! - - option: Nothing, this is a correct code! - feedback: Find the mistake! hint: Look at line 3 - correct_answer: C - question_score: '10' 10: question_text: What should be on the _?_? code: |- @@ -622,8 +254,6 @@ levels: ``` feedback: This increased the change that the person who walked yesterday now has to do it again. That's mean. hint: The person who walked the dog yesterday should be removed from the list. - correct_answer: A - question_score: '10' 4: 1: question_text: Which of these is true? @@ -636,11 +266,7 @@ levels: feedback: '`{at} {random}` still works' - option: '`{at} {random}` now needs quotation marks' feedback: No, but 2 other commands do. - hint: In level 4 you need quotation marks for 2 commands. - correct_answer: A - question_score: '10' 2: - question_text: Which code uses the proper quotation marks? mp_choice_options: - option: |- ``` @@ -662,11 +288,7 @@ levels: {print} ,hello, ``` feedback: This is a comma, you need quotation marks. - hint: Pick the right quotation marks. - correct_answer: B - question_score: '10' 3: - question_text: Where are the quotation marks used correctly? mp_choice_options: - option: |- ``` @@ -688,28 +310,7 @@ levels: {print} 'Hi Im Hedy' ``` feedback: Perfect! - hint: Both before and after the words you want to print should be a quotation mark. - correct_answer: D - question_score: '10' - 4: - question_text: Which statement is true? - mp_choice_options: - - option: 'You need quotation marks around the word `{print}`, like this: `''{print}''`.' - feedback: The quotation marks shouldn't be around the command itself. - - option: You need quotation marks around the words you want to print. - feedback: Super! - - option: You do not need quotation marks when using the `{ask}` command - feedback: Both `{print}` and `{ask}` require quotation marks - - option: You can choose yourself whether to use quotation marks or not. - feedback: Unfortunately, Hedy is stricter than that. - hint: From level 4 on you need to use quotation marks. - correct_answer: B - question_score: '10' 5: - question_text: What has to be changed in order for the game to work? - code: |- - options {is} rock, paper, scissors - {print} 'options {at} {random}' mp_choice_options: - option: |- ``` @@ -728,89 +329,9 @@ levels: feedback: That's right - option: Nothing, the game already works! feedback: Look carefully. There is an error. - hint: You don't want Hedy to literally print 'options {at} {random}', you want it to print 'rock' or 'paper' or 'scissors'. - correct_answer: C - question_score: '10' 6: - question_text: What would be a good next line in this code? - code: prices {is} 1 dollar, 100 dollars, 1 million dollars - mp_choice_options: - - option: |- - ``` - {print} 'You win...' prices {at} {random} - ``` - feedback: Great! You get it! - - option: |- - ``` - {print} You win... 'prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}' - - option: |- - ``` - {print} You win... prices {at} {random} - ``` - feedback: You need some quotation marks! - - option: |- - ``` - {print} 'You win... prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}'' hint: 'Think carefully: what is a variable and should be outside of the quotation marks? And what are normal words that should be inside?.' - correct_answer: A - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: Correct! - - option: Quotation marks are missing in line 2 - feedback: A variable doesn't need quotes - - option: Quotation marks are missing in line 3 - feedback: You don't want Hedy to literally print 'answers {at} {random}' so no quotation marks needed here! - - option: Nothing, this code is good as is! - feedback: Look carefully. You missed a mistake! - hint: Check each line on whether they'd need quotation marks or not. - correct_answer: A - question_score: '10' - 8: - question_text: What would be a good next line for this code? - code: |- - {print} 'Welcome at the money show!' - {print} 'In front of you are 3 doors' - door {is} {ask} 'Which door do you choose?' - mp_choice_options: - - option: |- - ``` - {print} So you pick door door - ``` - feedback: We need quotation marks - - option: |- - ``` - {print} 'So you pick ' door door - ``` - feedback: If the player chooses door 3, Hedy will say 'So you pick 3 3 - - option: |- - ``` - {print} 'So you pick door ' door - ``` - feedback: Super! - - option: |- - ``` - {print} 'So you pick door door' - ``` - feedback: Hedy will literally print 'So you pick door door - hint: The second word door should be replaced with the number, the first should still be the word door... - correct_answer: C - question_score: '10' 9: - question_text: What will never appear in your output screen? - code: |- - clubs {is} Real Madrid, Bayern Munchen, Manchester United, Ajax - {print} clubs {at} {random} ' is going the win the champions league' mp_choice_options: - option: Ajax is going to win the champions league feedback: Hedy could `{print}` that @@ -820,27 +341,6 @@ levels: feedback: Hedy could `{print}` that - option: FC Barcelona is going to win the champions league feedback: That's right. It's not in the list - hint: What are Hedy's options to randomly pick from? - correct_answer: D - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - people {is} mom, dad, Emma, Sophie - {print} The dishes are done by... - {print} people {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: A list doesn't need quotation marks - - option: Quotation marks are missing in line 2 - feedback: Correct - - option: Quotation marks are missing in both line 2 and 3 - feedback: Line 3 doesn't need quotation marks because it's not printed literally - - option: Nothing, this code has no mistakes - feedback: You missed one! - hint: One line needs quotation marks, because you want it to be printed literally. - correct_answer: B - question_score: '10' 5: 1: question_text: Which command should be filled in on the _?_? @@ -848,93 +348,8 @@ levels: number {is} {ask} 'What is your lucky number?' {if} number {is} 5 {print} 'Mine too!' _?_ {print} 'My lucky number is 5!' - mp_choice_options: - - option: |- - `{print}` - feedback: There already is a `{print}` command. - - option: |- - `{if}` - feedback: The `{if}` command is used in the line above. - - option: |- - `{sleep}` - feedback: That's not it! - - option: |- - `{else}` - feedback: That's right! - hint: Which one goes together with the `{if}` command? - correct_answer: D - question_score: '10' - 2: - question_text: What appears in your output screen when you type in the name Hedy? - code: |- - name {is} {ask} 'What is your name?' - {if} name {is} Hedy {print} 'fun' {else} {print} 'less fun' - mp_choice_options: - - option: fun - feedback: That's right! - - option: less fun - feedback: If the name is Hedy, it will say 'fun'' - - option: Hedy - feedback: No, it doesn't print the name - - option: Error - feedback: Fortunately not! - hint: '`{if}` name `{is}` Hedy `{print}` ...?' - correct_answer: A - question_score: '10' 3: - question_text: What is the right password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct! - feedback: This is printed when you type in the correct password - - option: SECRET - feedback: That's right!' - - option: password - feedback: The password isn't password... - - option: ALARM INTRUDER - feedback: This is printed when you type in the incorrect password! hint: '`{if}` password `{is}` ... `{print}` ''Correct!''!''' - correct_answer: B - question_score: '10' - 4: - question_text: What does Hedy print when you type in the wrong password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct - feedback: That's printed if the correct answer is given, not the wrong one... - - option: SECRET - feedback: That's not the right answer - - option: Wrong! - feedback: No, this is not what Hedy will print - - option: ALARM! INTRUDER! - feedback: Great job! - hint: Your computer will sound the alarm for intruders! - correct_answer: D - question_score: '10' - 5: - question_text: Why will Hedy say 'ALARM! INTRUDER' when you type in 'secret'? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Because it needs to be in capitals, so SECRET - feedback: Indeed! - - option: Because the password is alarm - feedback: No, this is not the password. - - option: Because it's spelled wrong. - feedback: That's not how you spell secret - - option: Because Hedy makes a mistake - feedback: No, Hedy is right - hint: The spelling of the word has to be exactly the same. - correct_answer: A - question_score: '10' 6: question_text: Which word should be on the place of the question mark in the last line? code: |- @@ -943,30 +358,6 @@ levels: club is {ask} 'Which club is your favorite?' {if} club {is} ajax {print} 'Ajax is going to win of course!' _?_ {print} 'Sorry, your club is gonna be in last place...' - mp_choice_options: - - option: |- - ``` - {if} - ``` - feedback: '`{if}` is already in the line above' - - option: |- - ``` - {at} {random} - ``` - feedback: No, you need `{else}`. - - option: |- - ``` - {else} - ``` - feedback: Great! - - option: |- - ``` - {print} - ``` - feedback: '`{print}` is already there, we need a word before it!' - hint: '`{if}` goes together with...?' - correct_answer: C - question_score: '10' 7: question_text: Which word should be in the place of the question mark? code: |- @@ -974,22 +365,6 @@ levels: name {is} {ask} 'Whats your name?' {if} name {is} Hedy {print} 'You will be a millionair!' {else} _?_ 'Unfortunately... No big money for you.' - mp_choice_options: - - option: |- - `{if}` - feedback: '`{if}` is in the line above.' - - option: |- - `{at}` `{random}` - feedback: No, you don't need `{at} {random}`. - - option: |- - `{else}` - feedback: There already is an `{else}` command - - option: |- - `{print}` - feedback: Awesome! - hint: After `{else}` a `{print}` command follows - correct_answer: D - question_score: '10' 8: question_text: Which word should be on the place of the question mark? code: |- @@ -1013,222 +388,10 @@ levels: - option: |- `{print}` feedback: No, that's not it. - hint: What the variable name? - correct_answer: B - question_score: '10' - 9: - question_text: Which door should you choose to escape?? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} - mp_choice_options: - - option: '1' - feedback: Bad choice! You're being eaten - - option: '2' - feedback: Super! You escaped! - - option: '3' - feedback: Bad choice! You're being eaten. - - option: It's a trap, you will always be eaten! - feedback: Luckily not! - hint: One of the doors will keep you safe.. - correct_answer: B - question_score: '10' - 10: - question_text: Which monster is standing behind door 1? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} - mp_choice_options: - - option: Hedy picks a random monster each time. - feedback: Awesome! - - option: vampire - feedback: Not always... - - option: werewolf - feedback: Not always... - - option: giant spider - feedback: Not always... - hint: Mind the last 3 words... monsters `{at} {random}`... - correct_answer: A - question_score: '10' 6: - 1: - question_text: What's Hedy's output when you run this code? - code: '{print} 2*10' - mp_choice_options: - - option: '20' - feedback: Correct! - - option: '12' - feedback: No, the plus sign is used in addition - - option: 2*10 - feedback: No, Hedy will calculate the answer - - option: '210' - feedback: Mind it's a calculation. - hint: The `*` is used as a multiplication sign - correct_answer: A - question_score: '10' - 2: - question_text: What do you use when you want to add two numbers? - mp_choice_options: - - option: '`-`' - feedback: That's not it - - option: plus - feedback: That's not it - - option: '`*`' - feedback: That's not it - - option: '`+`' - feedback: Correct! - hint: It's the plus sign. - correct_answer: D - question_score: '10' - 3: - question_text: What's Hedy's output when you run this code? - code: '{print} ''3*10''' - mp_choice_options: - - option: '30' - feedback: This would be the right answer if there were no quotation marks. - - option: '13' - feedback: Try again.. - - option: 3*10 - feedback: Correct! There are quotation marks, so Hedy will print it literally. - - option: Nothing, Hedy will give an error message. - feedback: No, Hedy will print it literally. - hint: Mind the quotation marks!! - correct_answer: C - question_score: '10' - 4: - question_text: Kim is 10 years old. What will Hedy print for her? - code: |- - name = {ask} 'How many letters are in your name?' - age = {ask} 'How old are you?' - luckynumber = name*age - {print} 'Your lucky number is...' luckynumber - mp_choice_options: - - option: '30' - feedback: Mind, Hedy also prints 'Your lucky number is...' - - option: '10' - feedback: Please try again. - - option: Your lucky number is... 30 - feedback: That's right! - - option: Your lucky number is... 10 - feedback: Her lucky number is name times age... - hint: 'Kim has 3 letters, she is 10 years old so: letters times age = 3*10 = 30.' - correct_answer: C - question_score: '10' - 5: - question_text: If 5 people eat at this restaurant, how much do they have to pay in total? - code: |- - {print} 'Welcome to Hedys!' - people = {ask} 'How many people are eating with us tonight?' - price = people * 10 - {print} 'That will be ' price 'dollar please' - mp_choice_options: - - option: 5 dollars - feedback: Unfortunately, it's not that cheap. - - option: 10 dollars - feedback: No, it's 10 dollars each. - - option: 15 dollars - feedback: The * means multiplication. - - option: 50 dollars - feedback: Great! - hint: '`price` `is` `people` `times` 10' - correct_answer: D - question_score: '10' 6: question_text: How much does a hamburger cost is this virtual restaurant? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = 15 - {if} food {is} fries price = 6 - mp_choice_options: - - option: 15 dollars - feedback: Super! - - option: 6 dollars - feedback: The fries are 6 dollars - - option: 0 dollars - feedback: The hamburger isn't free! - - option: 21 dollars - feedback: That's the price for a hamburger and fries! - hint: Mind the fourth line. - correct_answer: A - question_score: '10' - 7: - question_text: Why does line 7 say 'price is price + 3' instead of 'price is 3'? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = price + 15 - {if} food {is} fries price = price + 6 - drinks is {ask} 'What would you like to drink?' - {if} drinks {is} coke price = price + 3 - {if} drinks {is} water price = price + 1 - {print} price ' dollars please' - mp_choice_options: - - option: It could have been `price = 3` just as well. - feedback: No, that's not true. Hedy needs to add 3 dollars to the total. - - option: Because Hedy doesn't understand `price = 3`. - feedback: Hedy would understand, but it wouldn't be right. - - option: Because Hedy would otherwise forget about the previous order. The price would be 3 dollars in total. - feedback: That's right! - - option: Because the price is 0 dollars to begin with. - feedback: That's true, but not the reason - hint: The price shouldn't be 3, but 3 dollars more than it already was - correct_answer: C - question_score: '10' - 8: - question_text: Why is this code incorrect? - code: |- - correct answer = 3*12 - answer = {ask} 'What is 3 times 12?' - {if} answer {is} correct answer {print} 'Good job!' - {else} {print} 'No... It was ' correct answer - mp_choice_options: - - option: There shouldn't be quotation marks in line 2 - feedback: No, there should be! - - option: The variable is called correct answer, but a variable's name can only be 1 word. So it should be correct_answer - feedback: Correct! - - option: The `{if}` and `{else}` commands should be in the same line. - feedback: No, that's not true. - - option: The variable in line 2 can't be called answer, because it is too similar to the variable correct answer. - feedback: Variable names can be similar, but they can't be 2 words... - hint: Inspect what the variables are called. - correct_answer: B - question_score: '10' - 9: - question_text: Imagine you love football a 10, you've eaten 2 bananas and have washed your hands 3 times today. How smart does the silly fortune teller think you are? - code: |- - {print} 'Im Hedy the silly fortune teller' - {print} 'I will predict how smart you are!' - football = {ask} 'On a scale of 0 to 10 how much do you love football?' - bananas = {ask} 'How many bananas have you eaten this week?' - hygiene = {ask} 'How many times did you wash your hands today??' - result = bananas + hygiene - result = result * football - {print} 'You are ' result 'percent smart.' - mp_choice_options: - - option: 10% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 32% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 50% - feedback: Super! You are 100 percent smart! - - option: 100% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - hint: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - correct_answer: C - question_score: '10' 10: - question_text: Which statement is true? code: |- name _?_ Hedy {print} name 'is walking trough the forrest' @@ -1241,12 +404,8 @@ levels: feedback: No, one `=` sign is enough - option: You can only use the `=` sign when working with numbers, not with words. feedback: You can also use `=` with words. - hint: '`{is}` and `=` are both allowed' - correct_answer: B - question_score: '10' 7: 1: - question_text: How many lines can you repeat at once with the repeat command at this level? mp_choice_options: - option: '0' feedback: No you can repeat a line. @@ -1257,10 +416,7 @@ levels: - option: infinite feedback: In this level you can only repeat one line at a time hint: You can only repeat 1 line at a time - correct_answer: B - question_score: '10' 2: - question_text: Which code is right? mp_choice_options: - option: |- ``` @@ -1283,28 +439,7 @@ levels: ``` feedback: That's right! hint: First the repeat command, then the `{print}` command - correct_answer: D - question_score: '10' - 3: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} ''Hello!''' - mp_choice_options: - - option: Right - feedback: No, a word is missing - - option: Wrong, the word `{repeat}` is missing - feedback: The word `{repeat}` is there, another word is missing - - option: Wrong, the word `{times}` is missing - feedback: The word `{times}` is there, another word is missing. - - option: Wrong, the word `{print}` is missing - feedback: Correct - hint: 'It should be: `{repeat}` 100 `{times}` `{print}` ''Hello''' - correct_answer: D - question_score: '10' 4: - question_text: Which word is wrong in the code? - code: |- - {print} 'I'm blue' - {repeat} 7 {times} {print} 'da ba dee, da ba da' mp_choice_options: - option: |- ``` @@ -1321,24 +456,7 @@ levels: `{times}` feedback: '`{times}` is spelled correctly' hint: I'm is wrong, you can't use apostrophes - correct_answer: A - question_score: '10' - 5: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} {print} ''Hedy is awesome!''' - mp_choice_options: - - option: Correct - feedback: That's right! - - option: Wrong - feedback: That's not it - hint: The code is correct! - correct_answer: A - question_score: '10' 6: - question_text: What will be the output from this code? - code: |- - {print} 'The wheels on the bus go' - {repeat} 3 {times} {print} ' round and round' mp_choice_options: - option: |- the wheels on the bus go @@ -1364,14 +482,7 @@ levels: round and round round and round feedback: All though the town! Perfect! - hint: Only 'round and round' is repeated 3 times. - correct_answer: D - question_score: '10' 7: - question_text: What will be the output from this code? - code: |- - {repeat} 2 {times} {print} 'We will' - {print} 'ROCK YOU!' mp_choice_options: - option: |- We will We will @@ -1392,173 +503,33 @@ levels: We will ROCK YOU! feedback: Mind the repeat command - hint: Mind the `{repeat}` command. - correct_answer: B - question_score: '10' - 8: + 10: question_text: What Hedy code belongs to this output? - code: |- - Here comes the sun - Do do do do - Here comes the sun - And I say - Its alright + 8: + 1: mp_choice_options: - option: |- - ``` - {print} 'Here comes the sun' - {print} 'Do do do do' - {print} 'Here comes the sun' - {print} 'And I say' - {print} 'Its alright' - ``` - feedback: Awesome, you can't use the `{repeat}` command here. + Hej + Jeg hedder Hedy! + feedback: Everything is printed twice. - option: |- - ``` - {repeat} 2 {times} {print} 'Here comes the sun' - {print} 'And I say' - {print} 'Its alright' - feedback: Where did you leave 'Do do do do'? + Hej + Hej + Jeg hedder Hedy + feedback: The second line is repeated twice as well. - option: |- - ``` - {repeat} 2 {times} {print} 'Here comes the sun' - {print} 'Do do do do' - {print} 'And I say' - {print} 'Its alright' - ``` - feedback: This is not the correct order.. - - option: |- - ``` - {repeat} 2 {times} {print} 'Here comes the sun' - {repeat} 2 {times} {print} 'Do do' - {print} 'And I say' - {print} 'Its alright' - ``` - feedback: This is not the correct order.. - hint: '`{repeat}` can only be used if you want to execute the same line multiple times in a row.' - correct_answer: A - question_score: '10' - 9: - question_text: What Hedy code belongs to this output? - code: |- - Batman was flying through Gotham. - When suddenly he heard someone screaming... - Help! - Help! - Help! - Please help me! - mp_choice_options: - - option: |- - ``` - {print} 'Batman was flying through Gotham. ' - {print} 'When suddenly he heard someone screaming!' - {print} 'Help!' - {repeat} 3 {times} {print} 'Please help me!' - ``` - feedback: Your repeated line is incorrect. - - option: |- - ``` - {print} 'Batman was flying through Gotham.' - {print} 'When suddenly he heard someone screaming!' - {repeat} 3 {times} 'Help!' - {print} 'Please help me!' - ``` - feedback: The `{print}` command is missing on line 3. - - option: |- - ``` - {print} Batman was flying through Gotham. - {print} When suddenly he heard someone screaming! - {repeat} 3 {times} {print} Help! - {print} Please help me! - ``` - feedback: You're missing the quotation marks - - option: |- - ``` - {print} 'Batman was flying through Gotham.' - {print} 'When suddenly he heard someone screaming!' - {repeat} 3 {times} {print} 'Help!' - {print} 'Please help me!' - ``` - feedback: Perfect - hint: '''Help!'' is repeated 3 times.' - correct_answer: D - question_score: '10' - 10: - question_text: What Hedy code belongs to this output? - code: |- - if youre happy and you know it clap your hands - if youre happy and you know it clap your hands - if youre happy and you know it and you really want to show it - if youre happy and you know it clap your hands - mp_choice_options: - - option: |- - ``` - {repeat} 2 {times} 'if youre happy and you know it clap your hands' - {print} 'if youre happy and you know it and you really want to show it' - {print} 'if youre happy and you know it clap your hands' - ``` - feedback: Almost! the first line needs an extra word - - option: |- - ``` - {repeat} 2 {times} {print} 'if youre happy and you know it clap your hands' - {print} 'if youre happy and you know it and you really want to show it' - {print} 'if youre happy and you know it clap your hands' - ``` - feedback: Great! - - option: |- - ``` - {repeat} 3 {times} {print} 'if youre happy and you know it clap your hands' - {print} 'if youre happy and you know it and you really want to show it' - ``` - feedback: This is not in the right order. - - option: |- - ``` - {repeat} 4 {times} 'if youre happy and you know it' - {repeat} 2 {times} 'clap your hands' - {print} 'and you really want to show it' - {print} 'clap your hands' - ``` - feedback: This is not in the right order. - hint: Mind the order of the sentences. - correct_answer: B - question_score: '10' - 8: - 1: - question_text: Which output will be produced by this code? - code: |- - {repeat} 2 {times} - {print} 'Hello' - {print} 'Im Hedy!' - mp_choice_options: - - option: |- - Hej - Jeg hedder Hedy! - feedback: Everything is printed twice. - - option: |- - Hej - Hej - Jeg hedder Hedy - feedback: The second line is repeated twice as well. - - option: |- - Hej - Jeg hedder Hedy! - Hej - Jeg hedder Hedy! - feedback: Super! + Hej + Jeg hedder Hedy! + Hej + Jeg hedder Hedy! + feedback: Super! - option: |- Hej Hej Jeg hedder Hedy! Jeg hedder Hedy! feedback: Everything is printed twice - hint: Both lines are repeated twice. - correct_answer: C - question_score: '10' 2: - question_text: What is wrong with this code? - code: |- - {repeat} 5 {times} - {print} 'Hedy is cool!' mp_choice_options: - option: This should be only one line, not 2. feedback: No it should be 2 lines. @@ -1568,15 +539,7 @@ levels: feedback: Nee, repeat is de goede spelling - option: The second line need to start with 4 spaces as indentation. feedback: Correct! - hint: Something is missing in the second line? - correct_answer: D - question_score: '10' 3: - question_text: What output will be produced when you run this program? - code: |- - {repeat} 3 {times} - {print} 'Baby shark tututudutudu' - {print} 'Baby shark' mp_choice_options: - option: |- Baby shark tututudutudu @@ -1603,69 +566,7 @@ levels: Baby shark feedback: What is being repeated and what isn't. hint: What is being repeated and what is not?. - correct_answer: C - question_score: '10' - 4: - question_text: Which output is correct? - code: |- - {print} 'The children went:' - {repeat} 2 {times} - {print} 'Yay!' - {print} 'We are going on vacation!' - mp_choice_options: - - option: |- - The children went: - Yay! - We are going on vacation! - feedback: Mind the `{repeat}` command! - - option: |- - The children went: - Yay! - We are going on vacation! - Yay! - We are going on vacation! - feedback: Correct! - - option: |- - The children went: - Yay! - Yay! - We are going on vacation! - We are going on vacation! - feedback: This order is incorrect. - - option: |- - The children went: - Yay! - Yay! - We are going on vacation! - feedback: The last line is repeated too. - hint: The block under the `{repeat}` command is repeated twice. - correct_answer: B - question_score: '10' - 5: - question_text: What is wrong with this code? - code: |- - end = {ask} 'Do you want a happy or a sad ending?' - {if} end {is} happy {print} 'They lived happily ever after' - {else} {print} 'The world exploded. The end.' - mp_choice_options: - - option: The `{print}` commands on the last two lines should start on new lines and start with 4 spaces. - feedback: That's right! - - option: '`{else}` is not a command!' - feedback: It is! - - option: Lines that start with `{if}` should start with 4 spaces - feedback: That's not true - - option: '`{ask}` is no longer a command' - feedback: That's not true - hint: Something is wrong with indentation - correct_answer: A - question_score: '10' 6: - question_text: What will be the output of this code when we enter pancakes? - code: |- - {print} 'Welcome to restaurant Hedy' - {repeat} 2 {times} - food {is} {ask} 'What do you want to eat?' - {print} food mp_choice_options: - option: |- Welcome to restaurant Hedy @@ -1689,11 +590,7 @@ levels: Pancakes Pancakes feedback: Godt klaret! - hint: The first sentence and question will not be repeated - correct_answer: D - question_score: '10' 7: - question_text: What is wrong with this code? code: |- food = {ask} 'What would you like to eat?' {if} food {is} fries @@ -1712,96 +609,8 @@ levels: feedback: You always have to use indentation. - option: The indentation is wrong in the first `{if}` command. feedback: That's right. - hint: Take a careful look at the indentation. - correct_answer: D - question_score: '10' - 8: - question_text: In which of the codes is the indentation done right? - mp_choice_options: - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are wrong! - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are wrong! - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are... right! - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are wrong! - hint: What should happen if the person is right? And what else? - correct_answer: C - question_score: '10' - 9: - question_text: What line(s) in this code should start with 4 spaces? - code: |- - 1 music = {ask} 'What is your favorite music genre?' - 2 {if} music {is} rock - 3 {print} '🤘' - 4 {else} - 5 {print} '👎' - mp_choice_options: - - option: Line 2 and 4 - feedback: The lines after the `{if}` and `{else}` command should start with 4 spaces - - option: Only line 3 - feedback: Not only 3... - - option: Line 3, 4 and 5 - feedback: Line 4 shouldn't - - option: Line 3 and 5 - feedback: Great job! - hint: The lines after an `{if}` or `{else}` command should start with 4 spaces. - correct_answer: D - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - 1 level = {ask} 'What level are you on?' - 2 {if} level {is} 8 - 3 {print} 'Great job!' - mp_choice_options: - - option: All lines should start with 4 spaces - feedback: That's not true - - option: Line 2 and 3 should start with 4 spaces - feedback: That's not true - - option: Line 2 should start with 4 spaces - feedback: That's not true - - option: Line 3 should start with 4 spaces - feedback: You are correct! - hint: Only one line starts with 4 spaces, but which one...? - correct_answer: D - question_score: '10' 9: 1: - question_text: What is wrong with this code? code: |- {repeat} 3 {times} eten = {ask} 'What would you like to eat?' @@ -1822,51 +631,7 @@ levels: - option: The indentation is wrong in the last `{if}` command. feedback: It not, though. hint: all the indentation is done correctly. - correct_answer: A - question_score: '10' - 2: - question_text: What will be printed after entering the correct password? - code: |- - password = {ask} 'What is the password?' - correct_password = Hedy - {if} password {is} correct_password - {repeat} 2 {times} - {print} 'Good job!' - {print} 'You can use the computer!' - {else} - {print} 'The computer will explode in 5... 4... 3... 2... 1...' - mp_choice_options: - - option: |- - ``` - Good job! - Good job! - ``` - feedback: That's not it! - - option: |- - ``` - The computer will explode in 5... 4... 3... 2... 1... - ``` - feedback: That's not it! - - option: |- - ``` - Good job! - Good job! - You can use the computer! - ``` - feedback: That's not it! - - option: |- - ``` - Good job! - You can use the computer! - Good job! - You can use the computer! - ``` - feedback: Correct! - hint: Everything under the `{repeat}` command is repeated twice. - correct_answer: D - question_score: '10' 3: - question_text: Which case should you choose to win a million dollars? code: |- {print} 'Choose the right case and win!' case = {ask} 'Which case will you pick? 1 or 2?' @@ -1882,20 +647,7 @@ levels: {print} 'You sell the case for 500 dollars' {if} action {is} open {print} 'You open the case and win a million dollars!' - mp_choice_options: - - option: case 1, sell - feedback: You don't win a million! - - option: case 1, open - feedback: You don't win a million - - option: case 2, sell - feedback: You don't win a million - - option: case 2, open - feedback: Great job! You win! - hint: Follow the right path - correct_answer: D - question_score: '10' 4: - question_text: Which statement is true? code: |- name = {ask} 'What is your name?' size = {ask} 'What is your shoe size?' @@ -1915,54 +667,7 @@ levels: feedback: That's right! - option: Cinderella with shoe size 40 gets the output 'I was looking for you!' feedback: No she gets 'Ill keep looking' - hint: No matter what your name is, if you have shoe size 40 you will get the message 'Ill keep looking'. - correct_answer: C - question_score: '10' - 5: - question_text: Which code produced this output? - output: |- - Icecream is the best! - Icecream is the best! - Icecream is the best! - mp_choice_options: - - option: |- - ``` - dessert = {ask} 'What is your favorite type of dessert?' - {if} dessert {is} icecream - {repeat} 3 {times} - {print} 'Icecream is the best!' - ``` - feedback: Don't forget the indentation after `{repeat}` commands. - - option: |- - ``` - dessert = {ask} 'What is your favorite type of dessert?' - {if} dessert {is} icecream - {repeat} 3 {times} - {print} 'Icecream is the best!' - ``` - feedback: Use indentation after an `{if}` command - - option: |- - ``` - dessert = {ask} 'What is your favorite type of dessert?' - {if} dessert {is} icecream - {repeat} 3 {times} - {print} 'Icecream is the best!' - ``` - feedback: Perfect - - option: |- - ``` - {repeat} 3 {times} - dessert = {ask} 'What is your favorite type of dessert?' - {if} dessert {is} icecream - {repeat} 3 {times} - {print} 'Icecream is the best!' - ``` - feedback: There are 2 `{repeat}` commands in this code. - hint: Watch the indentation - correct_answer: C - question_score: '10' 6: - question_text: After which command(s) should you use indentation (starting the next line with 4 spaces)? mp_choice_options: - option: '`{if}`' feedback: Don't forget the others @@ -1972,9 +677,6 @@ levels: feedback: Keep it up! - option: '`{if}` `{else}` `{repeat}` `{print}`' feedback: Not with print - hint: Indentation happens on the line below some commands - correct_answer: C - question_score: '10' 7: question_text: "In this code from a pizza restaurant. \nYou'll get a 5 dollar discount if you order a medium pizza with coke.\n What should you do to debug this code?" code: |- @@ -2015,9 +717,6 @@ levels: price = price - 5 ``` feedback: Try again - hint: After each `{if}` command, the line below should indent - correct_answer: A - question_score: '10' 8: question_text: What is wrong is this code? code: |- @@ -2035,41 +734,12 @@ levels: feedback: You actually must start like that. - option: A code must always start with a `{print}` command in the first line feedback: That's not true. - hint: The indentation is done right this time - correct_answer: B - question_score: '10' - 9: - question_text: How many `{if}` commands can be placed inside another `{if}` command? - mp_choice_options: - - option: None, that is not allowed - feedback: You are allowed to - - option: Only 1 - feedback: You could use more if you like - - option: '3' - feedback: You could use more if you like - - option: Infinite, as long as you keep using indentation correctly - feedback: That is true - hint: You can put an `{if}` command inside an `{if}` command. - correct_answer: D - question_score: '10' 10: - question_text: Which statement is true? code: |- 1 {repeat} 2 {times} 2 {if} level {is} 9 3 {print} Great job! - mp_choice_options: - - option: All lines should start with 4 spaces - feedback: Only line 2 and 3 start with spaces - - option: Line 2 and 3 should start with 4 spaces - feedback: Line 3 should start with 8 - - option: Line 2 and 3 should start with 8 spaces - feedback: Line 2 should start with 4 - - option: line 2 should start with 4 spaces and line 3 with 8 - feedback: You are correct! hint: The first line doens't start with any spaces - correct_answer: D - question_score: '10' 10: 1: question_text: What do we need to fill in on the `_?_` if we want to print each compliment? @@ -2077,91 +747,6 @@ levels: compliments = perfect, great job, amazing _?_ {print} compliment - mp_choice_options: - - option: |- - ``` - {for} each compliment - ``` - feedback: That's not it - - option: |- - ``` - {for} compliment {in} compliments - ``` - feedback: You deserve all those compliments! - - option: |- - ``` - {if} compliment {in} compliments - ``` - feedback: That's not it - - option: |- - ``` - {for} compliments {in} compliment - ``` - feedback: Almost there! - hint: '`{for}` each compliment in the lists of compliments...' - correct_answer: B - question_score: '10' - 2: - question_text: Which output is correct? - code: |- - meals = pizza, pasta, pancakes - {for} meal {in} meals - {print} 'I love ' meal - mp_choice_options: - - option: I love pizza - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pasta - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pancakes - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: |- - I love pizza - I love pasta - I love pancakes - feedback: Great! - hint: Line 2 says for each meal in the list of meals. So each meal is printed. - correct_answer: D - question_score: '10' - 3: - question_text: Which output is correct? - code: |- - animals = dogs, cats, hamsters, chickens - {for} animal {in} animals - {print} animal ' are lovely pets' - mp_choice_options: - - option: dogs are lovely pets - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - - option: dogs, cats, hamsters, chickens are lovely pets - feedback: Each animal gets their own line in the output. - - option: |- - dogs are lovely pets - cats are lovely pets - hamsters are lovely pets - chickens are lovely pets - feedback: Great! - - option: You don't know yet. Because it chooses one of the animals {at} {random}. - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - hint: Line 2 says {for} each animal in the list of animals. So each animal is printed - correct_answer: C - question_score: '10' - 4: - question_text: What's wrong with this code? - code: |- - groceries = apples, bread, milk - {for} item {in} groceries - {print} 'We need ' groceries - mp_choice_options: - - option: Line 2 needs to start with 4 spaces as indentation - feedback: No it doesn't. Only line 3 needs indentation, which it has. - - option: Line 3 does not need to start with 4 spaces as indentation - feedback: Line 2 is a `{for}`command so line 3 does need to start with an indent. - - option: Line 3 should say item instead of groceries - feedback: Good job! - - option: Line 2 should say groceries instead of item - feedback: No it does not. - hint: Line 2 says `{for}` each item in the list of groceries - correct_answer: C - question_score: '10' 5: question_text: What word should be on the _?_ with these digital dice? code: |- @@ -2170,25 +755,7 @@ levels: choices = 1, 2, 3, 4, 5, 6 {for} player {in} players {print} player ' throws ' _?_ {at} {random} - mp_choice_options: - - option: players - feedback: It would say 'Ann throws Jesse', instead of 'Ann throws 6'. - - option: choices - feedback: That's right! - - option: choice - feedback: You are very close. But you need Hedy to pick from the list called 'choices' not 'choice'... - - option: dice - feedback: Look at the names of the variables. - hint: Hedy needs to pick a number `{at} {random}` - correct_answer: B - question_score: '10' 6: - question_text: Which of the answers below is a possible outcome when you run the code? - code: |- - choices = rock, paper, scissors - players = Kelly, Meredith - {for} player {in} players - {print} player ' chooses ' choices {at} {random} mp_choice_options: - option: Kelly chooses rock feedback: Meredith wants to play too! @@ -2202,9 +769,6 @@ levels: Kelly chooses paper Meredith chooses scissors feedback: Amazing! - hint: Each player will pick an option. The player that's first on the list will go first. - correct_answer: D - question_score: '10' 7: question_text: What line should be on the _?_ in this code that decides what these people will have for dinner? code: |- @@ -2212,30 +776,6 @@ levels: food = pasta, fries, salad _?_ {print} name ' has to eat ' food {at} {random} ' for dinner' - mp_choice_options: - - option: |- - ``` - {for} name {in} names - ``` - feedback: You are on fire! - - option: |- - ``` - {for} names {in} name - ``` - feedback: No it should be for each name in the list nameS, so the other way around - - option: |- - ``` - {for} food {in} food - ``` - feedback: Each name should be told what they will have for dinner. - - option: |- - ``` - {for} name {in} food - ``` - feedback: Each name should be told what they will have for dinner. - hint: Each name should be told what they will have for dinner. - correct_answer: A - question_score: '10' 8: question_text: What should be on the _?_ in this code that decides which color shirt you get? code: |- @@ -2243,32 +783,7 @@ levels: colors = blue, red, purple {for} name {in} names {print} _?_ - mp_choice_options: - - option: |- - ``` - 'name gets a color shirt' - ``` - feedback: That's not it! - - option: |- - ``` - name 'gets a ' colors {at} {random} ' shirt' - ``` - feedback: Great job! This was a hard one! - - option: |- - ``` - names 'gets a ' color {at} {random} ' shirt' - ``` - feedback: You want each name printed. So the first word should not be names but... - - option: |- - ``` - people ' gets a colors shirt' - ``` - feedback: There is no variable named people.. - hint: Mind the quotation marks and the names of the variables - correct_answer: B - question_score: '10' 9: - question_text: What is the first question Hedy will ask you when you run the program? code: |- courses = appetizer, main course, dessert names = Timon, Onno @@ -2276,20 +791,7 @@ levels: {for} course {in} courses food = {ask} name ', what would you like to eat as your ' course '?' {print} name ' orders ' food ' as their ' course - mp_choice_options: - - option: Timon, what would you like to eat as your appetizer? - feedback: Perfect! - - option: Onno, what would you like to eat as your appetizer? - feedback: Timon is first on the list! - - option: Timon, what would you like to eat as your dessert? - feedback: Appetizers are first in the list - - option: You don't know that. Hedy will choose `{at} {random}`. - feedback: There is no `{at} {random}` in this code... - hint: The first options from both lists are chosen. - correct_answer: A - question_score: '10' 10: - question_text: What is true about this code? code: |- prices = 1 million dollars, car, sandwich names = Bob, Patrick, Sandy, Larry @@ -2304,9 +806,6 @@ levels: feedback: That is not true. Larry has the same odds as the others - option: Someone might win with two prices feedback: You get it! - hint: Try to imagine the output of this code. - correct_answer: D - question_score: '10' 11: 1: question_text: What word should be at the place of the question mark? @@ -2328,14 +827,7 @@ levels: - option: |- `{for}` feedback: 'No' - hint: What did you learn in this level? - correct_answer: B - question_score: '10' 2: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 1 {to} 3 - {print} i mp_choice_options: - option: |- 1 @@ -2348,64 +840,7 @@ levels: feedback: That's not it - option: '123' feedback: That's not it - hint: How do the numbers appear in the screen? - correct_answer: A - question_score: '10' - 3: - question_text: Which code was used to get this output? - output: |- - 1 - 2 - 3 - 4 - 5 - Once I caught a fish alive! - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Perfect - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: This code won't work. You need an indent after {for}. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Now Hedy will count '1 Once I caught a fish alive!, 2 Once I caught a fish alive! etc. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} 'i' - {print} 'Once I caught a fish alive!' - ``` - feedback: i is a variable and shouldn't have quotation marks - hint: First all the numbers, then the sentence - correct_answer: A - question_score: '10' 4: - question_text: Which code was used to get this output? - output: |- - 10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0 mp_choice_options: - option: |- ``` @@ -2432,42 +867,6 @@ levels: ``` feedback: That's right! hint: It has to be a calculation... - correct_answer: D - question_score: '10' - 5: - question_text: What's wrong with this code? - code: |- - {for} i {in} {range} 1 {to} 10 - {print} i - mp_choice_options: - - option: The i in the last line need quotation marks - feedback: No it doesn't. - - option: You can't use `{range}` 1 `{to}` 5 only `{range}` 1 `{to}` 10 - feedback: You could use 1 to 5 just as well! - - option: Line 1 needs to start with an indention. - feedback: Not line 1... - - option: Line 2 needs to start with an indention - feedback: Perfect! - hint: There is something wrong with the indention - correct_answer: D - question_score: '10' - 6: - question_text: How many times does the word Hello appear on your screen when you run the code? - code: |- - {for} i {in} {range} 0 {to} 2 - {print} 'Hello' - mp_choice_options: - - option: 1 time - feedback: 'No' - - option: 2 times - feedback: 'No' - - option: 3 times - feedback: That's right! - - option: Never - feedback: 'No' - hint: 0 also counts. So 0,1,2 that's 3 times. - correct_answer: C - question_score: '10' 7: question_text: What should be on the place of the question mark? code: |- @@ -2476,35 +875,7 @@ levels: _?_ food is {ask} 'What would you like to order?' {print} food - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 0 {to} 3 - ``` - feedback: There's not always 3 people - - option: |- - ``` - {for} i {in} {range} 1 {to} guests - ``` - feedback: The variable is not named guests - - option: |- - ``` - {for} i {in} {range} 1 {to} people - ``` - feedback: Great! - - option: |- - ``` - {for} i {in} {range} 0 {to} people - ``` - feedback: That's one order too many! - hint: Use the variable 'people' - correct_answer: C - question_score: '10' 8: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 23 {to} 25 - {print} 'hi' mp_choice_options: - option: |- 23 @@ -2520,34 +891,7 @@ levels: feedback: Correct - option: The word 'hi' will appear 25 times in a row. feedback: No it will only appear 3 times. - hint: It doesn't say `{print}` i - correct_answer: C - question_score: '10' - 9: - question_text: How many times does Hedy chant Hip Hip Hooray? - code: |- - age = {ask} 'How old are you?' - {for} i {in} {range} 1 {to} age - {print} 'Hip Hip Hoorray!' - mp_choice_options: - - option: 1 time - feedback: Try again - - option: 2 times - feedback: Try again - - option: Never - feedback: Try again - - option: That depends on how old you are - feedback: That's right! - hint: '`{for}` i `{in}` `{range}` 1 `{to}` age' - correct_answer: D - question_score: '10' 10: - question_text: Which code belongs to this output? - output: |- - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark mp_choice_options: - option: |- ``` @@ -2578,32 +922,12 @@ levels: ``` feedback: '`{range}` 0 `{to}` 3 is 4 times.' hint: Mind the indention - correct_answer: B - question_score: '10' 12: 1: - question_text: Which output is correct? code: |- print 'three and a half plus one and a half is...' print 3.5 + 1.5 - mp_choice_options: - - option: '5' - feedback: Don't forget the first line of code! - - option: 3.5 + 1.5 - feedback: This is not the one! - - option: |- - three and a half plus one and a half is... - five - feedback: Take a close look at the second line... - - option: |- - three and a half plus one and a half is... - 5 - feedback: Great job! - hint: Both lines are printed! - correct_answer: D - question_score: '10' 2: - question_text: Which of these codes is correct? mp_choice_options: - option: |- ``` @@ -2629,28 +953,11 @@ levels: print 'I would like a ' flavors at random ' cake.' ``` feedback: All the different values of flavors should be in quotation marks. - hint: The second line is the same in each code, pay attention to the first line - correct_answer: C - question_score: '10' 3: - question_text: What's wrong with this code? code: |- favorite_animal = ask 'What is your favorite animal?' print 'I like ' favoriteanimal ' too!' - mp_choice_options: - - option: The name of the variable is different in line 1 than in line 2. - feedback: Correct! - - option: The quotation marks aren't used correctly in line 2 - feedback: That's not true - - option: You can't use the = sign when using an {ask} command - feedback: That's not true - - option: Nothing is wrong. - feedback: That's not true - hint: The quotation marks are used correctly - correct_answer: A - question_score: '10' 4: - question_text: In which lines are quotation marks needed to get the code to work? code: |- print Welcome to the online shoe shop category = ask What kind of shoes are you looking for? @@ -2665,11 +972,7 @@ levels: feedback: 'No' - option: All of the lines feedback: Perfect! - hint: Does line 3 need quotation marks too? - correct_answer: D - question_score: '10' 5: - question_text: What output does Agent007 get when they put in the correct password? code: |- name is ask 'What is your name?' if name is 'Agent007' @@ -2682,20 +985,7 @@ levels: else b is 'today at 10.00' print a + b - mp_choice_options: - - option: Go to the train station today at 10.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 02.00 - feedback: You've cracked the code! - - option: Go to the train station tomorrow at 02.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 10.00 - feedback: The agent won't be catching any bad guys here - hint: The correct password is TOPSECRET - correct_answer: B - question_score: '10' 6: - question_text: Which line should be filled in at the `_`? code: |- print 'Welcome to McHedy!' order = ask 'Would you like a hamburger or fries?' @@ -2707,32 +997,7 @@ levels: if drinks = 'yes' ??? print 'That will be ' price ' dollar please' - mp_choice_options: - - option: |- - ``` - price = 14 - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = '14' - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = price + 2 - ``` - feedback: Excellent! - - option: |- - ``` - price = + 2 - ``` - feedback: Almost there! - hint: What if you only order fries and a drink? - correct_answer: C - question_score: '10' 7: - question_text: Which output does a vegan get? code: |- menu = 'cookies', 'cheese', 'grapes' print "It's my birthday! I`ve brought some snacks!" @@ -2744,36 +1009,7 @@ levels: print 'For you I have brought: ' for snack in menu print snack - mp_choice_options: - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cookies - grapes - feedback: Terrific! - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - feedback: There's more options than just one - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cheese - grapes - feedback: A vegan person can't have cheese - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - cookies - feedback: Almost there, but look at the order of snacks in the list - hint: What item is removed from the list when you answer 'vegan'? - correct_answer: A - question_score: '10' 8: - question_text: Which code was used to create this output? - code: '3.5' mp_choice_options: - option: |- ``` @@ -2795,14 +1031,7 @@ levels: print 7 * 2 ``` feedback: 'No' - hint: 7 devided by 2 is 3.5 - correct_answer: B - question_score: '10' 9: - question_text: Which code should be filled in in line 1 at the `_`? - code: |- - _ - {print} 'You won ' prizes {at} {random} '!' mp_choice_options: - option: |- ``` @@ -2824,20 +1053,7 @@ levels: 'prices' = 'one million dollars', 'nothing' ``` feedback: You one nothing - hint: The items on the list should be in quotation marks - correct_answer: C - question_score: '10' 10: - question_text: Which line of code should be filled in at the `_` to complete the song ? - code: |- - actions = 'clap your hands', 'stomp your feet', 'shout Hurray!' - _ - {for} i {in} {range} 0 {to} 1 - {print} 'if youre happy and you know it' - {print} action - {print} 'if youre happy and you know it and you really want to show it' - {print} 'if youre happy and you know it' - {print} action mp_choice_options: - option: for i in range 1 to 3 feedback: This is a hard one! All the actions on the list must be in the song. @@ -2847,12 +1063,8 @@ levels: feedback: This is a hard one! All the actions on the list must be in the song. - option: print actions at random feedback: This is a hard one! All the actions on the list must be in the song. - hint: This is a hard one! All the actions on the list must be in the song. - correct_answer: B - question_score: '10' 13: 1: - question_text: Which code should be filled in at the ??? ? code: |- name = ask 'What is your name?' song = ask 'Whould you like to hear a song?' @@ -2883,11 +1095,7 @@ levels: if song = 'yes' or birthday = 'yes' ``` feedback: Hedy only sings if both answers are yes - hint: Hedy sings if you want to hear a song and it's you birthday - correct_answer: C - question_score: '10' 2: - question_text: Which command is missing in the code at the place of the ??? ? code: |- menu = 'cheese', 'sausage rolls', 'cookies' diet = ask 'Do you have any dietary restrictions?' @@ -2902,11 +1110,7 @@ levels: feedback: 'No' - option: print feedback: 'No' - hint: Neither vegans nor muslims can eat sausage rolls. - correct_answer: B - question_score: '10' 3: - question_text: Which output is given to a member without a discount code? code: |- member = ask 'Do you have a membership card?' discount = ask 'Do you have a discount code?' @@ -2924,10 +1128,7 @@ levels: - option: There is no way of knowing feedback: There is! Read the question carefully hint: Mind the command 'or' in line 3 - correct_answer: A - question_score: '10' 4: - question_text: Which line of code should follow this line in rock-paper-scissors game? code: if computer_choice is 'rock' and your_choice is 'paper' mp_choice_options: - option: print 'you win' @@ -2938,28 +1139,7 @@ levels: feedback: It's only a tie if both choices are the same - option: print 'try again' feedback: Try again! - hint: Paper beats rock - correct_answer: A - question_score: '10' - 5: - question_text: Which statement is true about this code? - code: |- - {if} name = 'Cinderella' {and} shoe_size = 38 - {print} 'You are my one true love!' - mp_choice_options: - - option: Every person with shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person named Cinderella is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person that is named Cinderella and has shoe size 38 is this prince's one true love - feedback: Fantastic! - - option: Every person that's not named Cinderella and does not have shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - hint: Both statements have to be true - correct_answer: C - question_score: '10' 6: - question_text: Which statement about this code is true? code: |- print 'Let me guess which family member you are!' glasses = ask 'Do you wear glasses?' @@ -2972,20 +1152,7 @@ levels: print 'You must be Wouter!' if glasses = 'no' and female = 'no' print 'You must be Michael!' - mp_choice_options: - - option: Michael is a boy with glasses - feedback: Try again - - option: Marleen is a girl with glasses - feedback: Try again - - option: Wouter is a boy without glasses - feedback: Try again - - option: Sophie is a girl with glasses - feedback: Great job! - hint: Take a good look! Or do you need glasses? - correct_answer: D - question_score: '10' 7: - question_text: Which statement is false? code: |- print 'Thank you for helping me take care of my pets' print 'Here is a program to help feed them' @@ -2999,20 +1166,7 @@ levels: print 'I fed them this moring! They do not need more food today' if animal is 'hamster' and color is 'brown' print 'You can feed them a piece of carrot' - mp_choice_options: - - option: The grey cat is called Abby - feedback: This is true! - - option: Milo the orange cat eats 4 scoops of cat nibbles - feedback: This is true - - option: The black hamster needs to be fed a piece of carrot - feedback: Great job! - - option: The yellow bird was fed this morning - feedback: This is true - hint: Read the last 4 lines carefully - correct_answer: C - question_score: '10' 8: - question_text: What output do you get if you order popcorn but no drink? code: |- print 'Welcome to the movie theater' popcorn = ask 'Would you like some popcorn?' @@ -3026,32 +1180,7 @@ levels: if popcorn = 'no' and drink = 'no' print 'Ok' print 'Enjoy the movie' - mp_choice_options: - - option: |- - Welcome to the movie theater - That will be 8 dollars please - Enjoy the movie - feedback: You have paid too much! - - option: |- - Welcome to the movie theater - That will be 5 dollars please - Enjoy the movie - feedback: Amazing! - - option: |- - Welcome to the movie theater - That will be 3 dollars please - Enjoy the movie - feedback: That's not enough money! - - option: |- - Welcome to the movie theater - Ok - Enjoy the movie - feedback: You have to pay for your popcorn! - hint: popcorn = yes and drink = no - correct_answer: B - question_score: '10' 9: - question_text: What is wrong with this code? code: |- 1 chocolate = ask 'Would you like chocolate sauce on your ice cream?' 2 sprinkles = ask 'Would you like sprinkles on your ice cream?' @@ -3063,36 +1192,7 @@ levels: 8 print 'Ice cream with sprinkles, coming up' 9 if chocolate = 'no' and sprinkles = 'no' 10 print 'Just plain icecream, coming up!' - mp_choice_options: - - option: |- - Line 3 should be: - ``` - {if} chocolate = 'yes' {and} sprinkles = 'yes' - ``` - feedback: Correct! - - option: |- - Line 3 should be: - ``` - {if} chocolate = 'no' {and} sprinkles = 'no' - ``` - feedback: This is not what I ordered! - - option: |- - Line 5 should be: - ``` - {if} chocolate = 'yes' {and} sprinkles = 'yes' - ``` - feedback: This is not what I ordered! - - option: |- - Line 7 should be: - ``` - {if} chocolate = 'yes' {and} sprinkles = 'no' - ``` - feedback: This is not what I ordered! - hint: There is a mistake in line 3 - correct_answer: A - question_score: '10' 10: - question_text: Which command needs to be in line 8 at the place of the ??? ? code: |- print 'Welcome to the product finder of this supermarkt' item is ask 'What product are you looking for?' @@ -3116,51 +1216,8 @@ levels: feedback: 'No' - option: if feedback: 'No' - hint: The item is either in the list of snacks, or in the list of drinks - correct_answer: B - question_score: '10' 14: - 1: - question_text: Which symbol should be used on the blank? - code: |- - name _ {ask} 'Who are you?' - {if} name == 'Hedy' - {print} 'Me too!' - mp_choice_options: - - option: '`=>`' - feedback: This is not a symbol. - - option: '`==`' - feedback: We are not comparing anything, just asking. - - option: '`!=`' - feedback: We are not comparing anything, just asking - - option: '`=`' - feedback: Right! - hint: We are not comparing anything, we are just asking a name. - correct_answer: D - question_score: '10' - 2: - question_text: Which of these codes has used the correct = or == symbol? - mp_choice_options: - - option: '{if} name = Hedy' - feedback: 'No' - - option: '{if} age = 24' - feedback: 'No' - - option: answer = {ask} 'What is your answer' - feedback: Yes! - - option: answer == {ask} 'How are you doing?' - feedback: 'No' - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' 3: - question_text: Which symbols should be filled in on the two blanks? - code: |- - guests = {ask} 'How many people are at the party?' - {if} guests _ 130 - {print} 'You can come in!' - {if} guests _ 130 - {print} 'Im sorry, the club is full. ' - {print} 'You have to wait for a guest to leave' mp_choice_options: - option: '`>` and `<`' feedback: That's not it @@ -3169,111 +1226,7 @@ levels: - option: '`<` and `>=`' feedback: You are right - option: '`+` og `==`' - hint: There are 130 people allowed in the club - correct_answer: C - question_score: '10' - feedback: That's not it - 4: - question_text: What's wrong with this code? - code: |- - price = 10 - money = {ask} How much money do you have? - buy = {ask} 'Would you like to buy this teddy bear?' - {if} money >= price {and} buy == 'yes' - {print} 'You can buy the bear!' - {else} - {print} 'You cannot buy this bear!' - mp_choice_options: - - option: In line 1 == should be used instead of = - feedback: No that's not it - - option: Line 2 misses quotation marks - feedback: You are correct - - option: In line 4 = should have been used instead of == - feedback: No that's not it - - option: In line 4 <= should have been used instead of >= - feedback: No that's not it - hint: The symbols are right - correct_answer: B - question_score: '10' - 5: - question_text: Which symbol should be filled in on the blanks if the movie is suitable for kids for the age of 12 and up? - code: |- - age = {ask} 'How old are you?' - ticket = {ask} 'Do you have a ticket?' - {if} age _ {and} ticket == 'yes' - {print} 'You can enter the movie theater.' - {else} - {print} 'You are not allowed to come in!' - mp_choice_options: - - option: '`> 12`' - feedback: 12 year olds are allowed too - - option: '`>= 12`' - feedback: Great! - - option: '`< 12`' - feedback: These kids are too young! - - option: '`<= 12`' - feedback: These kids are too young - hint: '> means greater than' - correct_answer: B - question_score: '10' - 6: - question_text: How many times do you have to say you are annoyed before this annoying game stops? - code: |- - lives = 2 - {repeat} 10 {times} - {if} lives != 0 - answer = {ask} 'Are you annoyed yet?' - {if} answer == 'yes' - lives = lives - 1 - mp_choice_options: - - option: 10 times - feedback: It stops after 2 times - - option: 0 times - feedback: It stops after 2 times - - option: 1 time - feedback: It stops after 2 times - - option: 2 times - feedback: That is correct - hint: '!= means ''is not''' - correct_answer: D - question_score: '10' - 7: - question_text: What should be filled in on the three blanks? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' - mp_choice_options: - - option: '`''Lower''` and `''Higher''` and `''You win!''`' - feedback: That's not quite right. - - option: '`''Higher''` and `''Lower''` and `''You win!''`' - feedback: You win! - - option: '`''You win!''` and `''Lower!''` and `''Higher''`' - feedback: That's not quite right. - - option: '`''Lower!''` and `''You win!''` and `''Higher!''`' - feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: B - question_score: '10' 8: - question_text: Which statement is true about this roller coaster? - code: |- - length = {ask} 'Please fill in your length in cm' - {if} length < 120 - {print} 'Sorry, you cannot go on this roller coaster.' - {else} - {print} 'Enjoy the ride' mp_choice_options: - option: You must be taller than 120 cm to go on the roller coaster feedback: Det er sandt! @@ -3284,123 +1237,10 @@ levels: - option: There are no length restrictions to go on the roller coaster feedback: There are. hint: '> betyder større end' - correct_answer: A - question_score: '10' - 9: - question_text: How many pieces of chocolate will give you a stomach ache according to this fitbit? - code: |- - chocolate = {ask} 'How many pieces of chocolate have you eaten?' - {if} chocolate <= 2 - {print} 'That is a healthy amount' - {if} chocolate > 2 {and} chocolate =< 8 - {print} 'That is a bit much' - {if} chocolate > 8 - {print} 'You will get a stomach ache!' - mp_choice_options: - - option: 1 or more - feedback: 'No' - - option: 2 or more - feedback: 'No' - - option: 8 or more - feedback: Almost - - option: 9 or more - feedback: Great! - hint: '> 8 means more than 8' - correct_answer: D - question_score: '10' - 10: - question_text: What should be filled in in the blanks? - code: |- - {print} 'Whoever gets the most points wins!' - {if} points_player_1 < points_player_2 - {print} _ - mp_choice_options: - - option: '''player 1 wins''' - feedback: Look at who has the highest score! - - option: '''player 2 wins''' - feedback: Yes! - - option: '''player 2 loses''' - feedback: Look at who has the highest score! - - option: '''It is a tie''' - feedback: No it's not, one player has a higher score - hint: You win the game by having the most points - correct_answer: B - question_score: '10' 15: - 1: - question_text: 'Which symbol should be used on the blank? Tip: You must keep guessing until you get it right.' - code: |- - answer = 0 - {while} answer _ 'Amsterdam' - answer = {ask} 'What is the capital city of the Netherlands?' - {print} 'You have given the correct answer' - mp_choice_options: - - option: '`=!`' - feedback: That is not right. - - option: '`==`' - feedback: You don't have to keep guessing if you've given the right answer. - - option: '`!=`' - feedback: Correct - - option: '`=`' - feedback: That's not it - hint: Keep guessing until you say Amsterdam - correct_answer: C - question_score: '10' - 2: - question_text: Which of these codes has used the correct symbol(s)? - mp_choice_options: - - option: |- - ``` - {while} name = Hedy - ``` - feedback: 'No' - - option: |- - ``` - {while} age = 24 - ``` - feedback: 'No' - - option: |- - ``` - {while} time > 0 - ``` - feedback: Yes! - - option: |- - ``` - {while} answer == yes' - ``` - feedback: A quotation mark is missing - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' 3: question_text: Which command should be filled in on the two blanks? - code: |- - _ age < 18 - {print} 'you are not allowed in this bar' - mp_choice_options: - - option: '`{in}`' - feedback: That's not it - - option: '`{while}`' - feedback: You are right - - option: '`{for}`' - feedback: That's not it - - option: '`{range}`' - feedback: That's not it - hint: You are not allowed in the bar as long as you are 17 or younger - correct_answer: B - question_score: '10' 4: - question_text: What's wrong with this code? - code: |- - options = 1, 2, 3, 4, 5, 6 - {print} 'Throw 6 as fast as you can!' - thrown = 0 - tries = 0 - {while} thrown == 6 - thrown = options {at} {random} - {print} 'You threw ' thrown - tries = tries + 1 - {print} 'Yes! You have thrown 6 in ' tries ' tries.' mp_choice_options: - option: In line 1 == should be used instead of = feedback: No that's not it @@ -3410,20 +1250,7 @@ levels: feedback: That's not it - option: In line 5 != should have been used instead of == feedback: You are correct - hint: There is something wrong in line 5 - correct_answer: D - question_score: '10' 5: - question_text: What should be placed on the blank to make this program work correctly? - code: |- - wetness = 10 - {while} wetness != 0 - {print} 'Your hair is still wet, hair dryer on!' - {sleep} 1 - {clear} - wetness _ - - {print} 'All dry!' mp_choice_options: - option: = wetness feedback: That will not change anything @@ -3433,17 +1260,8 @@ levels: feedback: You are correct! - option: = wetness + 1 feedback: The program should count down - hint: wetness should get less each time - correct_answer: C - question_score: '10' 6: question_text: what is wrong with this code? - code: |- - lives = 100 - {while} lives != 0 - answer = {ask} 'Are you annoyed yet?' - {if} answer == 'yes' - lives = lives - 1 mp_choice_options: - option: while should be if feedback: No that is not right @@ -3453,25 +1271,8 @@ levels: feedback: No that's not right - option: Line 2 should start with less indentation feedback: That is correct - hint: Look closely at the indentation - correct_answer: D - question_score: '10' 7: question_text: How should this program be changed to that it works? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' mp_choice_options: - option: '... change the first {if} into a {while}' feedback: Perfect! @@ -3481,40 +1282,7 @@ levels: feedback: That's not quite right. - option: '... change the fourth {if} into a {while}' feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: A - question_score: '10' - 8: - question_text: Which statement is true about this automated toilet system? - code: |- - {while} toilet == 'occupied' - lights = 'on' - air_freshener_sprays = 'yes' - {sleep} 60 - lights = 'off' - air_freshener_sprays = 'no' - mp_choice_options: - - option: The lights and air freshener will turn off after 1 minute - feedback: False! - - option: The air freshener sprays once every minute and the lights stay on the whole time while you are on the toilet - feedback: Great job - - option: The air freshener sprays once you leave the toilet. - feedback: It only sprays when you're in there. - - option: The lights will always stay on. - feedback: That wouldn't be right. - hint: The block after the {while} command keeps happening while the toilet is occupied. - correct_answer: B - question_score: '10' 9: - question_text: What will the diet app say if you have eaten 1600 calories today? - code: |- - calories = {ask} 'How many calories have you eaten today?' - {while} calories <= 1000 - {print} 'You could eat some more' - {while} calories > 1000 {and} calories =< 2000 - {print} 'That is alright' - {while} calories > 2000 - {print} 'You have had enough for today' mp_choice_options: - option: Nothing. 1600 is not programmed into the app. feedback: 'No' @@ -3524,16 +1292,7 @@ levels: feedback: Yes! - option: You have eaten enough for today feedback: 'No' - hint: 1600 is between 1000 and 2000 - correct_answer: C - question_score: '10' 10: - question_text: 'What should be filled in in the blanks? Tip: the player with the most points is in the lead.' - code: |- - name_player_1 = {ask} 'Name player 1:' - name_player_2 = {ask} 'Name player 2:' - {while} points_player_1 > points_player_2 - {print} _ ' is in the lead right now!' mp_choice_options: - option: name_player_1 feedback: You are right! @@ -3543,105 +1302,20 @@ levels: feedback: You should fill in a name, not a number - option: points_player_2 feedback: You should fill in a name, not a number - hint: You win the game by having the most points. Your name should appear on the screen - correct_answer: A - question_score: '10' 16: - 1: - question_text: Which command should be filled in on the blanks to print a random snack? - code: |- - snacks = nachos, chips, cucumber, sweets - {print} _ - mp_choice_options: - - option: '`snacks {at} {random}`' - feedback: This is the old way. - - option: '`[{random} snack]`' - feedback: The order is wrong. - - option: '`snacks[{random}]`' - feedback: Correct - - option: '`snacks[{at} {random}]`' - feedback: We do not need `at`anymore - hint: We no longer use {at} - correct_answer: C - question_score: '10' 2: - question_text: What should be filled in on the blanks if you want a list of what chores are done by whom? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chores = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} _ - mp_choice_options: - - option: |- - ``` - friends[i] has to do chores [i] - ``` - feedback: Mind the spacing. - - option: |- - ``` - friends[1] has to do chores[1] - ``` - feedback: It will print 3 times that Wesley has to do the cooking - - option: |- - ``` - chores[i] ' has to do ' friends[random] - ``` - feedback: The person has to do the chore, not the other way around - - option: |- - ``` - friends[i] ' has to do ' chores[i] - ``` - feedback: Fantastic! - hint: '`i` tells us what item in the list it is. So friend 1 does chore 1 etc.' - correct_answer: D - question_score: '10' 3: - question_text: What is a possible output for this program? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chore = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} friends[i] has to do chores[i] - mp_choice_options: - - option: |- - ``` - Wesley has to do the cooking - Eric has to do the cleaning - Kaylee has to do nothing - ``` - feedback: Super! - - option: |- - ``` - Kaylee has to do the cooking - Wesley has to do the cleaning - Eric has to do nothing - ``` - feedback: No, it is not random. - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cleaning - Wesley has to do the nothing - ``` - feedback: Poor Wesley! - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cooking - Wesley has to do the cooking - ``` - feedback: That's not it - hint: It's not random... - correct_answer: A - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - friends = ['Jaylee', 'Erin', 'Fay'] - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 0 {to} 3 - print 'the lucky number of ' friends[i] - print 'is ' lucky_numbers[i] mp_choice_options: - option: The variable in line 4 should be 'friend[i]', not 'friends[i]' feedback: That is not right. @@ -3651,16 +1325,7 @@ levels: feedback: It's not a variable, it's just text. - option: '{in} in line 3 should be removed' feedback: That's not it - hint: There's nothing wrong with line 4 - correct_answer: B - question_score: '10' 5: - question_text: Which line should be filled in in the blank? - code: |- - animals = ['dog', 'cow', 'horse'] - _ - {for} i {in} {range} 1 {to} 3 - {print} 'the ' animals[i] ' says ' sounds[i] mp_choice_options: - option: noises = ['moo', 'woof', 'neigh'] feedback: Mind the variable name and the order of the sounds. @@ -3670,229 +1335,8 @@ levels: feedback: Don't forget the quotation marks! - option: sounds = ['woof', 'moo', 'neigh'] feedback: Great job! - hint: Look at line 1 to see proper use of brackets and quotation marks. - correct_answer: D - question_score: '10' - 6: - question_text: Which statement is true? - code: |- - people = ['Chris', 'Jaylino', 'Ryan'] - games = ['fortnite', 'minecraft', 'fifa'] - {for} o {in} {range} 1 {to} 3 - {print} people[o] ' likes ' games[o] - mp_choice_options: - - option: You are not allowed to use the variable o. It should be named i. - feedback: i is the most commonly used variable name in this case, but it's not mandatory to use i. - - option: The output will say that Jaylino likes fortnite. - feedback: No, he likes minecraft. - - option: The output will say that Ryan likes fifa - feedback: Correct - - option: This code will not work. It will give and error. - feedback: No, the code is correct. - hint: There is nothing wrong with this code. - correct_answer: C - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - people = ['Savi', 'Senna', 'Fayenne'] - transportation = ['bike', 'train', 'car'] - {for} i {in} {range} 1 {to} 3 - {print} people[i] goes to school by transportation[i] - mp_choice_options: - - option: Line 1 needs less quotation marks - feedback: That is not right. - - option: Line 3 should start with indentation - feedback: It should not! - - option: Line 4 should start without indentation - feedback: It should not - - option: Line 4 needs more quotation marks. - feedback: Amazing! - hint: There is a mistake made in the usage of quotation marks. - correct_answer: D - question_score: '10' - 8: - question_text: Which of these codes belongs to this output? - code: |- - Macy and Kate get to go first - Lionell and Raj get to go second - Kim and Leroy get to go third - mp_choice_options: - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 0 {to} 3 - {print} teams[random] ' get to go ' position[i] - ``` - feedback: This is not right - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: Amazing! - - option: |- - ``` - teams = ['Macy', 'Kate', 'Lionell', 'Raj', 'Kim', 'Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 6 - {print} teams[random] ' get to go ' position[random] - ``` - feedback: This is not it. - - option: |- - ``` - teams = ['Macy and Kate' 'Lionell and Raj' 'Kim and Leroy'] - position = ['first' 'second' 'third'] - {for} teams {in} {range} 0 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: This is not going to work! - hint: If you look carefully at the first line, you'll see that only the first two answers are possibly correct. - correct_answer: B - question_score: '10' - 9: - question_text: What is a possible output for this code? - code: |- - countries = ['Canada', 'Zimbabwe', 'New Zealand'] - {for} i {in} {range} 0 {to} 1 - {print} 'I will travel to ' countries[random] - mp_choice_options: - - option: |- - ``` - I will travel to Canada - I will travel to Canada - ``` - feedback: Great job! - - option: |- - ``` - I will travel to Canada - ``` - feedback: It will be repeated twice - - option: |- - ``` - I will travel to Canada, Zimbabwe and New Zealand - ``` - feedback: This is not it. - - option: |- - ``` - I will travel to Canada - I will travel to Zimbabwe - I will travel to New Zealand - ``` - feedback: It's only repeated twice - hint: Range 0 to 1 is 2 times - correct_answer: A - question_score: '10' - 10: - question_text: Which 3 lines will complete this code correctly? - code: |- - {print} 'The book raffle will start soon' - {print} 'Get your tickets now!' - books = ['Narnia', 'The Hobbit', 'Oliver Twist', 'Harry Potter', 'Green eggs and ham'] - people = {ask} 'How many raffle tickets are sold?' - list_of_numbers = [1, 2] - {for} i {in} {range} 3 {to} people - {add} i {to} list_of_numbers - {for} i {in} {range} 1 {to} 5 - mp_choice_options: - - option: |- - ``` - chosen_number = list_of_numbers at random - print books[i] ' will go to person number ' chosen_number - {add} chosen_number {to} list_of_numbers - ``` - feedback: Almost there... but adding the winner to the list makes this raffle unfair - - option: |- - ``` - print person[i] ' wins ' book[i] - ``` - feedback: There is no list called 'person' - - option: |- - ``` - chosen_number = list_of_numbers[people] - print books[people] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: This is not it. - - option: |- - ``` - chosen_number = list_of_numbers[random] - print books[i] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: Fantastic! - hint: You need to use the {remove} command - correct_answer: D - question_score: '10' 17: - 1: - question_text: What is the output of this code? - code: |- - minions = ['Bob', 'Kevin', 'Stuart'] - {for} x in minions: - {print} x - mp_choice_options: - - option: |- - ``` - m i n i o n s - ``` - feedback: This is not it. - - option: |- - ``` - Bob - Kevin - Stuart - ``` - feedback: Correct! - - option: |- - ``` - minions - minions - minions - ``` - feedback: Take a look at the content of your list. - - option: |- - ``` - B o b K e v i n S t u a r t - ``` - feedback: Do not loop through the letters. - hint: Loop through your list. - correct_answer: B - question_score: '10' - 2: - question_text: What is wrong with this code? - code: |- - seconds_minute = 60 - minute_hour = 60 - hour_day = 24 - leap_year = 366 - no_leap_year = 365 - years = ask 'what year is it?' - {if} years = 2024: - print seconds_minute * minute_hour * hour_day * leap_year - {else}: - print seconds_minute * minute_hour * hour_day * noleap_year - mp_choice_options: - - option: You cannot have so many variables. - feedback: This is not it. - - option: The way the variables are multiplied is incorrect. - feedback: Not true! - - option: One of the variables `noleap_year` does not belong with the `{if}` statement. - feedback: Keep looking for the mistake. - - option: The `noleap_year` has to be identical in both cases. - feedback: Correct! - hint: Read the code carefully. - correct_answer: D - question_score: '10' 3: - question_text: How many hedgehogs will this code print? - code: |- - {for} x in range 1 to 3: - {for} y in range 1 to 2: - {print} 🦔 mp_choice_options: - option: |- ``` @@ -3926,48 +1370,7 @@ levels: 🦔 ``` feedback: That is not it. - hint: Think about how many times you need repeating. - correct_answer: C - question_score: '10' - 4: - question_text: What is wrong with code? - code: |- - name_color = {ask} 'What is your favorite color?' - {if} name_color == 'red': - {print} 'the color of a tomato' - {elif} name_color == 'green': - {print} 'the color of an apple' - {elif} name_color == 'blue': - {print} 'the color of a blueberry' - {elif} name_color == 'yellow': - {print} 'the color of a banana' - {elif}: - {print} 'this fruit-color does not exist' - mp_choice_options: - - option: The first `{elif}` should be used before the `print` command - feedback: Try again. - - option: '`{elif}` can only be used once' - feedback: From now on we can use elif multiple times. - - option: '`==` used with `{elif}` should be replaced by `=`' - feedback: Not correct. - - option: '`{elif}` in the last line should be replaced by `{else}`' - feedback: Great! - hint: Think about `{if}`, `{elif}`, `{else}`. - correct_answer: D - question_score: '10' 5: - question_text: What is the output of this code? - code: |- - numbers = [7, 19, 29, 41, 53, 71, 79, 97] - {for} prime in numbers: - {if} prime <= 10: - {print} prime - {elif} prime >= 60: - {print} prime - {elif} prime >= 90: - {print} prime - {else}: - {print} 'another number' mp_choice_options: - option: |- ``` @@ -4017,83 +1420,7 @@ levels: 97 ``` feedback: That is not it. - hint: Think about how many times you need repeating and the values of if and elif. - correct_answer: A - question_score: '10' - 6: - question_text: What is wrong with code? - code: |- - name = {ask} 'What is your name?' - {if} name == 'Hedy': - password = {ask} 'What is your password?' - {if} password =='turtle123': - {print} 'Yey' - {else}: - {print} 'Access denied' - {else}: - {print} 'Go fish' - mp_choice_options: - - option: '`{elif}` is missing.' - feedback: Try again. - - option: '`{else}` can only be used once.' - feedback: From now on we can use elif multiple times. - - option: Nothing! - feedback: There is a mistake. Look carefully! - - option: There is an indentation mistake in the last line. - feedback: Amazing! - hint: There is a mistake somewhere... - correct_answer: D - question_score: '10' - 7: - question_text: Which of the following codes will print five times 'the result is 3' on the screen? - mp_choice_options: - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - result = n * 1 - {print} 'The result is ' result - ``` - feedback: Try again! - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} u in numbers: - number = u - {print} 'The result is ' number - ``` - feedback: That is not it. - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} number in numbers: - number = 3 - {print} 'The result is ' number - ``` - feedback: Very good! - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - n = result - {print} 'The result is ' result - ``` - feedback: That is not it. - hint: Think about mathematical symbols. - correct_answer: C - question_score: '10' 8: - question_text: What is wrong with code? - code: |- - insects = ['🐝', '🦋', '🕷', '🐞'] - your_favorite = {ask} 'what is your favorite insect?' - {for} insect in insects: - {if} your_favorite == '🐝' {or} your_favorite == '🐞': - {print} 'very useful' - {elif} your_favorite == '🕷': - {print} 'it can catch mosquitoes' - {else}: - {print} 'almost all insects can be useful one way or another' mp_choice_options: - option: '`{or}` cannot be used with `{if}`.' feedback: Try again. @@ -4103,45 +1430,7 @@ levels: feedback: Godt klaret! - option: There is an indentation mistake in the last line. feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 9: - question_text: Which one of the codes below gave this output? - code: |- - -5 is negative - -4 is negative - -3 is negative - -2 is negative - -1 is negative - 0 is positive - 1 is positive - 2 is positive - 3 is positive - mp_choice_options: - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Try again! - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number <= 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - - option: "```\n {for} number in range -5 to 3:\n {if} number >= 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Very good! - - option: "```\n {for} number in range -5 to 3:\n {if} number < 0: \n {print} number ' is positive'\n {elif} number <=0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - hint: Read the code carefully. - correct_answer: C - question_score: '10' 10: - question_text: What is wrong with this code? - code: |- - {for} number in range 1 to 5: - volume_room = num * num * num - {print} volume_room ' cubic meters' - {if} volume_room > 100: - {print} 'this is a large room' - {elif} volume_room < 100: - {print} 'small room but cosy' - {else}: - {print} 'i will look for something else' mp_choice_options: - option: The word num needs quotation marks. feedback: Try again. @@ -4151,6 +1440,3 @@ levels: feedback: Godt klaret! - option: There is an indentation mistake in the last line. feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' diff --git a/content/quizzes/de.yaml b/content/quizzes/de.yaml index 614fd950c93..948bebc9e0d 100644 --- a/content/quizzes/de.yaml +++ b/content/quizzes/de.yaml @@ -12,8 +12,6 @@ levels: - option: Heidi feedback: Nicht dieses! hint: Es ist nach Hedy Lamarr benannt. - correct_answer: A - question_score: '10' 2: question_text: Welche müssen in die Lücken gefüllt werden, um den Text Hello! erscheinen zu lassen? code: _ Hallo! @@ -27,8 +25,6 @@ levels: - option: '`{ask}`' feedback: Mit `{ask}` kannst du eine Frage stellen. hint: _ Hallo Welt! - correct_answer: B - question_score: '10' 3: question_text: Wie fragst du, was jemandes Lieblingsfarbe ist? mp_choice_options: @@ -53,8 +49,6 @@ levels: ``` feedback: '`{echo}` gibt deine Antwort aus.' hint: Mit dem `{ask}`-Befehl kannst du etwas fragen - correct_answer: C - question_score: '10' 4: question_text: Was ist falsch an diesem Code? code: |- @@ -71,8 +65,6 @@ levels: - option: Nichts! Der Code ist perfekt! feedback: Falsch, schau nochmal genau hin! hint: Zeile 1 sieht nicht ganz richtig aus - correct_answer: A - question_score: '10' 5: question_text: Welcher Befehl fehlt in Zeile 2? code: |- @@ -88,8 +80,6 @@ levels: - option: '`{echo}`' feedback: Richtig! hint: Du möchtest die Antwort am Ende von Zeile 2 sehen... - correct_answer: D - question_score: '10' 6: question_text: Was stimmt mit diesem Code nicht? code: |- @@ -107,8 +97,6 @@ levels: - option: In Zeile 4, `{print}` ist falsch geschrieben. feedback: Nein, der Fehler liegt woanders hint: Prüfe die `{print}` Befehle. - correct_answer: B - question_score: '10' 7: question_text: Was stimmt mit diesem Code nicht? code: |- @@ -126,8 +114,6 @@ levels: - option: Nichts! Dies ist ein perfekter Code! feedback: Richtig! hint: Prüfe den Code Zeile für Zeile - correct_answer: D - question_score: '10' 8: question_text: Wie wird der Befehl `{echo}` verwendet? mp_choice_options: @@ -140,8 +126,6 @@ levels: - option: Du kannst es verwenden, um Text verschwinden zu lassen. feedback: Das ist nicht richtig... hint: '`{echo}` wird nach einem `{ask}` Befehl benutzt.' - correct_answer: C - question_score: '10' 9: question_text: Was ist an diesem Code falsch? code: |- @@ -158,14 +142,8 @@ levels: - option: Nichts. Dies ist einwandfreier Code! feedback: Suche sorgfältig nach dem Fehler... hint: '`{ask}` erlaubt es dir, eine Frage zu stellen' - correct_answer: B - question_score: '10' 10: question_text: Welche Ausgabe wird im Ausgabebereich erscheinen, wenn du diesen Code ausführst? - code: |- - {ask} Are you ready to go to level 2? - {echo} - {echo} mp_choice_options: - option: Are you ready to go to level 2? feedback: Es gibt zwei `{echo}` Befehle @@ -179,9 +157,6 @@ levels: Are you ready to go to level 2? Yes! feedback: Es gibt zwei `{echo}` -Befehle - hint: Let's go! - correct_answer: B - question_score: '10' 2: 1: question_text: Welche Aussage ist wahr? @@ -195,8 +170,6 @@ levels: - option: Mit dem {sleep} Befehl kannst du Text vom Bildschirm entfernen. feedback: So funktioniert `{sleep}` nicht. hint: '`{print}` funktioniert genauso wie in Level 1' - correct_answer: C - question_score: '10' 2: question_text: Welcher Code ist korrekt? mp_choice_options: @@ -221,8 +194,6 @@ levels: ``` feedback: Die Worte sind richtig, die Reihenfolge nicht! hint: '`{ask}` funktioniert nicht wie in Level 1' - correct_answer: A - question_score: '10' 3: question_text: Was erscheint in der Ausgabe, wenn du diesen Code ausführst? code: |- @@ -238,8 +209,6 @@ levels: - option: Marleen geht auf den Markt und Marleen kauft einen Apfel. feedback: Sie wird nicht durch name ersetzt hint: Das Wort name wird durch Marleen ersetzt - correct_answer: C - question_score: '10' 4: question_text: Was wird auf dem Ausgabebildschirm angezeigt, wenn du diesen Code ausführst? code: |- @@ -255,8 +224,6 @@ levels: - option: Hi my Hedy is Hedy feedback: Richtig, dieser Fehler wird in Level 4 behoben! hint: '''name'' wird an beiden Stellen durch ''Hedy'' ersetzt' - correct_answer: D - question_score: '10' 5: question_text: Was passiert wenn du den `{sleep}` Befehl verwendest? mp_choice_options: @@ -269,8 +236,6 @@ levels: - option: Du fügst es am Ende ein, damit Hedy weiß, dass dein Programm fertig ist feedback: Nein, es wäre am Ende deines Codes nutzlos hint: Der Computer wartet eine Sekunde lang beim Befehl `{sleep}` - correct_answer: C - question_score: '10' 6: question_text: Was sollte in den Zeilen stehen? code: |- @@ -287,8 +252,6 @@ levels: - option: '`{ask}`' feedback: Es gibt keine Frage, die gestellt wird hint: Pause für dramatischen Effekt... - correct_answer: A - question_score: '10' 7: question_text: Welcher Befehl sollte in Zeile 2 verwendet werden? code: |- @@ -317,8 +280,6 @@ levels: ``` feedback: Mach es dir leichter, indem du die Zahl 3 verwendest hint: Du willst, dass der Computer 3 Sekunden lang wartet - correct_answer: B - question_score: '10' 8: question_text: Wie würdest du die erste Zeile des Codes korrigieren? code: |- @@ -346,13 +307,8 @@ levels: ``` feedback: Wo ist der `{ask}` Befehl? hint: Der Variablenname sollte an erster Stelle stehen - correct_answer: C - question_score: '10' 9: question_text: Was läuft in diesem Code schief? - code: |- - dogs {is} animal - {print} I love animal mp_choice_options: - option: 'Zeile 1 sollte lauten: dogs `{is}` animals' feedback: Der Variablenname ist animal @@ -363,8 +319,6 @@ levels: - option: 'Zeile 2 sollte lauten: `{sleep}` I love animals' feedback: Schlafe wird nicht benutzt, um Text zu `{print}` hint: Du willst mit `{print}` 'I love dogs' ausgeben - correct_answer: B - question_score: '10' 10: question_text: Welcher Befehl muss in Zeile 1 verwendet werden? code: |- @@ -394,8 +348,6 @@ levels: ``` feedback: Das ist richtig! hint: Du willst mit `{ask}` eine Frage stellen - correct_answer: D - question_score: '10' 3: 1: question_text: Mit welchen Befehlen kann Hedy etwas Zufälliges auswählen? @@ -409,8 +361,6 @@ levels: - option: '`{at}` `{random}`' feedback: Korrekt! hint: Zufällig bedeutet ohne Plan. - correct_answer: D - question_score: '10' 2: question_text: Welcher Fehler versteckt sich in diesem Code? code: |- @@ -426,8 +376,6 @@ levels: - option: '`{at} {random}` ist nicht richtig geschrieben' feedback: '`{at} {random}` ist die richtige Schreibweise' hint: In Zeile 1 hat sich ein Fehler eingeschlichen - correct_answer: A - question_score: '10' 3: question_text: Wie beseitigt man den Fehler in Zeile 2? code: |- @@ -452,8 +400,6 @@ levels: - option: Nichts, der Code ist korrekt! feedback: Such genau nach dem Fehler hint: Die Variable (die Liste) heißt optionen. - correct_answer: C - question_score: '10' 4: question_text: Was muss in Zeile 2 geändert werden, um einen Zufallspreis auszugeben? code: |- @@ -478,8 +424,6 @@ levels: - option: Nichts, dieser Code ist in Ordnung. feedback: Such aufmerksam nach dem Fehler den du übersehen hast! hint: Der Variablenname ist prices - correct_answer: B - question_score: '10' 5: question_text: Wo ist der Fehler in diesem Code? code: |- @@ -497,8 +441,6 @@ levels: - option: Nichts, dieser Code ist perfekt feedback: Das ist richtig! hint: Hat dieser Code überhaupt einen Fehler? - correct_answer: D - question_score: '10' 6: question_text: Was stimmt mit diesem Code nicht? code: |- @@ -515,8 +457,6 @@ levels: - option: Nichts! Dieser Code ist großartig! feedback: Tatsächlich hat Zeile 2 einen Fehler. hint: Da stimmt etwas nicht mit Zeile 2. - correct_answer: B - question_score: '10' 7: question_text: Was macht der `{add}` Befehl? code: |- @@ -534,8 +474,6 @@ levels: - option: Der `{add}` Befehl gibt dein Lieblingsbuch aus. feedback: Nein, es fügt dein Lieblingsbuch zur Liste hinzu hint: Der `{add}` Befehl fügt ein Buch hinzu, aber welches? - correct_answer: C - question_score: '10' 8: question_text: Was ist die Ausgabe dieses Code? code: |- @@ -553,8 +491,6 @@ levels: - option: Saure Sahne feedback: Das ist richtig! hint: Es gibt 3 Geschmacksrichtungen, aber 2 werden entfernt. Welche bleibt übrig? - correct_answer: D - question_score: '10' 9: question_text: Was stimmt mit diesem Code nicht? code: |- @@ -572,8 +508,6 @@ levels: - option: Nichts, dies ist korrekter Code! feedback: Finde den Fehler! hint: Schau in Zeile 3 - correct_answer: C - question_score: '10' 10: question_text: Was sollte in den Lücken sein _? code: |- @@ -604,8 +538,6 @@ levels: ``` feedback: Dies hat die Wahrscheinlichkeit erhöht, dass die Person die gestern ging jetzt schon wieder gehen muss. Das ist gemein. hint: Die Person, die gestern ging, sollte von der Liste entfernt werden. - correct_answer: A - question_score: '10' 4: 1: question_text: Welches dieser Programme ist korrekt? @@ -631,8 +563,6 @@ levels: ``` feedback: Vorsicht bei der Nutzung von Anführungszeichen und Apostrophen hint: In Level 4 benötigst du für 2 Befehle Anführungszeichen. - correct_answer: A - question_score: '10' 2: question_text: Welcher Code benutzt die richtigen Anführungszeichen? mp_choice_options: @@ -657,8 +587,6 @@ levels: ``` feedback: Dies ist ein Komma, du brauchst Anführungszeichen. hint: Wähle die richtigen Anführungszeichen. - correct_answer: B - question_score: '10' 3: question_text: Wo werden die Anführungszeichen richtig benutzt? mp_choice_options: @@ -683,8 +611,6 @@ levels: ``` feedback: Perfekt! hint: Sowohl vor als auch hinter Wörtern, die du ausgeben möchtest, sollten Anführungszeichen stehen. - correct_answer: D - question_score: '10' 4: question_text: Welche Aussage ist wahr? mp_choice_options: @@ -697,8 +623,6 @@ levels: - option: Du kannst selbst wählen, ob du Anführungszeichen benutzt oder nicht. feedback: Leider ist Hedy strenger. hint: Ab Level 4 musst du Anführungszeichen benutzen. - correct_answer: B - question_score: '10' 5: question_text: Was muss geändert werden, um das Spiel zum Laufen zu bringen? code: |- @@ -723,8 +647,6 @@ levels: - option: Nichts, das Spiel funktioniert bereits! feedback: Schau genau hin. Dort ist ein Fehler. hint: Du möchtest nicht das Hedy wortwörtlich 'auswahlmöglichkeiten {at} {random}' ausgibt, du möchtest 'Stein' oder 'Papier' oder 'Schere' ausgeben. - correct_answer: C - question_score: '10' 6: question_text: Was wäre eine gute nächste Zeile in diesem Code? code: preise {is} 1 Euro, 100 Euro, 1 Million Euro @@ -750,8 +672,6 @@ levels: ``` feedback: Hedy wird wortwörtlich 'preise {at} {random}'' ausgeben hint: 'Denk scharf nach: was ist eine Variable und sollte außerhalb von Anführungszeichen stehen? Und was sind normale Wörter, die innerhalb stehen sollten?' - correct_answer: A - question_score: '10' 7: question_text: Was stimmt mit diesem Code nicht? code: |- @@ -768,8 +688,6 @@ levels: - option: Nichts, dieser Code ist gut so wie er ist! feedback: Schau genau hin. Du hast einen Fehler übersehen! hint: Prüfe jede Zeile, ob sie Anführungszeichen benötigen könnte oder nicht. - correct_answer: A - question_score: '10' 8: question_text: Was wäre eine gute nächste Zeile in diesem Code? code: |- @@ -798,8 +716,6 @@ levels: ``` feedback: Hedy wird wortwörtlich 'Also wählst du Tür Tür ausgeben hint: Das zweite Wort Tür sollte mit der Nummer ersetzt werden, das erste sollte weiterhin das Wort Tür sein... - correct_answer: C - question_score: '10' 9: question_text: Was wird nie im Ausgabebereich erscheinen? code: |- @@ -815,8 +731,6 @@ levels: - option: FC Barcelona wird die Champions League gewinnen feedback: Das ist richtig. Es ist nicht in der Liste hint: Was sind Hedys Auswahlmöglichkeiten von denen zufällig gewählt wird? - correct_answer: D - question_score: '10' 10: question_text: Welche Aussage ist wahr? code: |- @@ -833,8 +747,6 @@ levels: - option: Nichts, dieser Code hat keine Fehler feedback: Du hast einen übersehen! hint: Eine Zeile benötigt Anführungszeichen, weil du sie wortwörtlich ausgeben möchtest. - correct_answer: B - question_score: '10' 5: 1: question_text: Welcher Befehl sollte in die Lücken _? @@ -852,8 +764,6 @@ levels: - option: '`{else}`' feedback: Das ist richtig! hint: Welches passt zum `{if}` Befehl? - correct_answer: D - question_score: '10' 2: question_text: Was erscheint im Ausgabebereich, wenn du den Namen Hedy eintippst? code: |- @@ -868,9 +778,6 @@ levels: feedback: Nein, es gibt den Namen nicht aus - option: Error feedback: Glücklicherweise nicht! - hint: '`{if}` name `{is}` Hedy `{print}` ...?' - correct_answer: A - question_score: '10' 3: question_text: Was ist das richtige Passwort? code: |- @@ -887,8 +794,6 @@ levels: - option: ALARM INTRUDER feedback: Dies wird ausgegeben, wenn du das falsche Passwort eintippst! hint: '`{if}` passwort `{is}` ... `{print}` ''Richtig!''' - correct_answer: B - question_score: '10' 4: question_text: Was gibt Hedy aus, wenn du das falsche Passwort eintippst? code: |- @@ -905,8 +810,6 @@ levels: - option: ALARM! INTRUDER! feedback: Großartig gemacht! hint: Dein Computer wird bei Eindringlingen Alarm schlagen! - correct_answer: D - question_score: '10' 5: question_text: Warum wird Hedy 'ALARM! EINDINGLING' ausgeben, wenn du 'geheimnis' eintippst? code: |- @@ -923,8 +826,6 @@ levels: - option: Weil Hedy Fehler macht feedback: Nein, Hedy hat recht hint: Die Rechtschreibung des Wortes muss genau gleich sein. - correct_answer: A - question_score: '10' 6: question_text: Welches Wort sollte anstelle des Leerzeichens in der letzten Zeile stehen? code: |- @@ -955,8 +856,6 @@ levels: ``` feedback: '`{print}` ist bereits dort, wir brauchen ein Wort davor!' hint: '`{if}` geht zusammen mit...?' - correct_answer: C - question_score: '10' 7: question_text: Welches Wort sollte anstelle des Leerzeichens stehen? code: |- @@ -974,8 +873,6 @@ levels: - option: '`{print}`' feedback: Toll! hint: Nach `{else}` folgt ein `{print}` Befehl - correct_answer: D - question_score: '10' 8: question_text: Welches Wort sollte anstelle des Leerzeichens stehen? code: |- @@ -998,8 +895,6 @@ levels: - option: '`{print}`' feedback: Nein, das ist es nicht. hint: Was ist der Variablenname? - correct_answer: B - question_score: '10' 9: question_text: Welche Tür solltest du wählen um zu entkommen?? code: |- @@ -1019,8 +914,6 @@ levels: - option: Es ist eine Falle, du wirst immer gegessen werden! feedback: Glücklicherweise nicht! hint: Eine der Türen wird dich in Sicherheit bringen.. - correct_answer: B - question_score: '10' 10: question_text: Welches Monster steht hinter Tür 1? code: |- @@ -1040,12 +933,9 @@ levels: - option: Riesenspinne feedback: Nicht immer... hint: Beachte die letzten 3 Wörter... Monster `{at} {random}`... - correct_answer: A - question_score: '10' 6: 1: question_text: Was gibt Hedy aus, wenn du diesen Code laufen lässt? - code: '{print} 2*10' mp_choice_options: - option: '20' feedback: Richtig! @@ -1056,8 +946,6 @@ levels: - option: '210' feedback: Beachte, dass es eine Berechnung ist. hint: Das `*` wird als Multiplikationszeichen benutzt - correct_answer: A - question_score: '10' 2: question_text: Was benutzt du wenn du zwei Zahlen addieren möchtest? mp_choice_options: @@ -1070,11 +958,8 @@ levels: - option: '`+`' feedback: Richtig! hint: Es ist das Pluszeichen. - correct_answer: D - question_score: '10' 3: question_text: Was ist Hedys Ausgabe, wenn du diesen Code ausführst? - code: '{print} ''3*10''' mp_choice_options: - option: '30' feedback: Dies wäre die richtige Antwort, wenn es keine Anführungszeichen geben würde. @@ -1085,8 +970,6 @@ levels: - option: Nichts, Hedy wird eine Fehlermeldung ausgeben. feedback: Nein, Hedy wird es wortwörtlich ausgeben. hint: Beachte die Anführungszeichen!! - correct_answer: C - question_score: '10' 4: question_text: Kim ist 10 Jahre alt. Was wird Hedy für sie ausgeben? code: |- @@ -1104,8 +987,6 @@ levels: - option: Deine Glückszahl ist... 10 feedback: Ihre Glückszahl ist Name mal Alter... hint: 'Kim hat 3 Buchstaben, sie ist 10 Jahre alt, also: Buchstaben mal Alter = 3*10 = 30.' - correct_answer: C - question_score: '10' 5: question_text: Wenn 5 Leute im Restaurant essen, wie viel müssen sie insgesamt bezahlen? code: |- @@ -1123,8 +1004,6 @@ levels: - option: 50 Euro feedback: Großartig! hint: preis ist leute mal 10 - correct_answer: D - question_score: '10' 6: question_text: Wie viel kostet ein Hamburger in diesem virtuellen Restaurant? code: |- @@ -1143,8 +1022,6 @@ levels: - option: 21 Euro feedback: Das ist der Preis für einen Hamburger und Pommes! hint: Beachte die vierte Zeile. - correct_answer: A - question_score: '10' 7: question_text: Warum sagt Zeile 7 'preis ist preis + 3' anstelle von 'preis ist 3'? code: |- @@ -1167,8 +1044,6 @@ levels: - option: Weil der Preis 0 Euro ist. feedback: Das ist wahr, jedoch nicht der Grund hint: Der Preis sollte nicht 3 sein, aber 3 Euro mehr als es bereits war - correct_answer: C - question_score: '10' 8: question_text: Warum ist dieser Code inkorrekt? code: |- @@ -1186,8 +1061,6 @@ levels: - option: Die Variable in Zeile 2 kann nicht antwort heißen, weil sie zu ähnlich zur Variable richtige antwort ist. feedback: Variablennamen können ähnlich sein, aber sie dürfen nicht aus 2 Wörtern bestehen... hint: Untersuche die Namen der Variablen. - correct_answer: B - question_score: '10' 9: question_text: Stell dir vor, du liebst Fußball eine 10, du hast 2 Bananen gegessen und hast heute 3 Mal deine Hände gewaschen. Wie schlau denkt die alberne Wahrsagerin, dass du bist? code: |- @@ -1209,8 +1082,6 @@ levels: - option: 100% feedback: (2 Bananen + 3 Hygiene) * 10 Fußball = 5*10 =? hint: (2 Bananen + 3 Hygiene) * 10 Fußball = 5*10 =? - correct_answer: C - question_score: '10' 10: question_text: Welche Aussage ist wahr? code: |- @@ -1226,8 +1097,6 @@ levels: - option: Du kannst nur das `=` Zeichen verwenden, wenn du mit Zahlen arbeitest, nicht mit Wörtern. feedback: Du kannst das `=` auch mit Wörtern benutzen. hint: '`{is}` und `=` sind beide erlaubt' - correct_answer: B - question_score: '10' 7: 1: question_text: Wie viele Zeilen Code kannst du mit einem Mal mit dem wiederhole-Befehl in diesem Level wiederholen? @@ -1241,8 +1110,6 @@ levels: - option: unendlich feedback: In diesem Level kannst du nur eine Zeile wiederholen hint: Du kannst nur eine Zeile mit einem Mal wiederholen - correct_answer: B - question_score: '10' 2: question_text: Welcher Code ist richtig? mp_choice_options: @@ -1267,8 +1134,6 @@ levels: ``` feedback: Das ist richtig! hint: Erst der `{repeat}` -Befehl, dann der `{print}` Befehl - correct_answer: D - question_score: '10' 3: question_text: Ist dieser Code richtig oder falsch? code: '{repeat} 100 {times} ''Hallo!''' @@ -1282,13 +1147,8 @@ levels: - option: Falsch, das Wort `{print}` fehlt feedback: Richtig hint: 'Es sollte so sein: `{repeat}` 100 `{times}` `{print}` ''Hallo''' - correct_answer: D - question_score: '10' 4: question_text: Welches Wort ist falsch im Code? - code: |- - {print} 'I'm blue' - {repeat} 7 {times} {print} 'da ba dee, da ba da' mp_choice_options: - option: |- ``` @@ -1302,8 +1162,6 @@ levels: - option: '`{times}`' feedback: '`{times}` ist richtig geschrieben' hint: I'm ist falsch, du kannst keine Apostrophe in einem Satz verwenden - correct_answer: A - question_score: '10' 5: question_text: Ist dieser Code richtig oder falsch? code: '{repeat} 100 {times} {print} ''Hedy ist toll!''' @@ -1313,13 +1171,8 @@ levels: - option: Falsch feedback: Das ist es nicht hint: Der Code ist richtig! - correct_answer: A - question_score: '10' 6: question_text: Was wird die Ausgabe dieses Code sein? - code: |- - {print} 'The wheels on the bus go' - {repeat} 3 {times} {print} ' round and round' mp_choice_options: - option: |- the wheels on the bus go @@ -1346,13 +1199,8 @@ levels: round and round feedback: All through the town! Perfekt! hint: Nur 'round and round' wird 3 Mal wiederholt. - correct_answer: D - question_score: '10' 7: question_text: Was wird die Ausgabe dieses Code sein? - code: |- - {repeat} 2 {times} {print} 'We will' - {print} 'ROCK YOU!' mp_choice_options: - option: |- We will We will @@ -1374,16 +1222,8 @@ levels: ROCK YOU! feedback: Beachte den wiederhole-Befehl hint: Beachte den `{repeat}` Befehl. - correct_answer: B - question_score: '10' 8: question_text: Welcher Hedy code gehört zu dieser Ausgabe? - code: |- - Here comes the sun - Do do do do - Here comes the sun - And I say - Its alright mp_choice_options: - option: |- ``` @@ -1417,8 +1257,6 @@ levels: ``` feedback: Dies ist nicht die richtige Reihenfolge.. hint: '`{repeat}` kann nur benutzt werden, wenn du die gleiche Zeile mehrfach in Folge ausführen möchtest.' - correct_answer: A - question_score: '10' 9: question_text: Welcher Hedy-Code gehört dieser Ausgabe? code: |- @@ -1462,15 +1300,8 @@ levels: ``` feedback: Perfekt hint: '''Help!'' wird 3 Mal wiederholt.' - correct_answer: D - question_score: '10' 10: question_text: Welcher Code gehört zu dieser Ausgabe? - code: |- - if youre happy and you know it clap your hands - if youre happy and you know it clap your hands - if youre happy and you know it and you really want to show it - if youre happy and you know it clap your hands mp_choice_options: - option: |- ``` @@ -1501,8 +1332,6 @@ levels: ``` feedback: Dies ist nicht in der richtigen Reihenfolge. hint: Beachte die Reihenfolge der Sätze. - correct_answer: B - question_score: '10' 8: 1: question_text: Welche Ausgabe wird von diesem Code erzeugt? @@ -1533,8 +1362,6 @@ levels: Ich bin Hedy! feedback: Alles wird doppelt ausgegeben hint: Beide Zeilen werden zweimal wiederholt. - correct_answer: C - question_score: '10' 2: question_text: Was stimmt mit diesem Code nicht? code: |- @@ -1550,14 +1377,8 @@ levels: - option: Die zweite Zeile sollte mit 4 Leerzeichen als Einrückung beginnen. feedback: Richtig! hint: Etwas fehlt in der zweiten Zeile? - correct_answer: D - question_score: '10' 3: question_text: Welche Ausgabe wird erzeugt, wenn du dieses Programm ausführst? - code: |- - {repeat} 3 {times} - {print} 'Baby shark tututudutudu' - {print} 'Baby shark' mp_choice_options: - option: |- Baby shark tututudutudu @@ -1584,8 +1405,6 @@ levels: Baby shark feedback: Was wird wiederholt und was nicht. hint: Was wird wiederholt und was nicht? - correct_answer: C - question_score: '10' 4: question_text: Welche Ausgabe ist richtig? code: |- @@ -1620,8 +1439,6 @@ levels: Wir fahren in den Urlaub! feedback: Die letzte Zeile wird auch wiederholt. hint: Der Block unter dem `{repeat}` Befehl wird zwei Mal wiederholt. - correct_answer: B - question_score: '10' 5: question_text: Was stimmt mit diesem Code nicht? code: |- @@ -1638,15 +1455,8 @@ levels: - option: '`{ask}` ist kein Befehl mehr' feedback: Das ist nicht wahr hint: Etwas stimmt mit der Einrückung nicht - correct_answer: A - question_score: '10' 6: question_text: Which code was used to create this output? - code: |- - {print} 'Welcome to restaurant Hedy' - {repeat} 2 {times} - food {is} {ask} 'What do you want to eat?' - {print} food mp_choice_options: - option: |- ``` @@ -1680,8 +1490,6 @@ levels: ``` feedback: Awesome! hint: Pay attention to what sould be repeated and what should only be printed once. - correct_answer: D - question_score: '10' 7: question_text: Was stimmt mit diesem Code nicht? code: |- @@ -1703,8 +1511,6 @@ levels: - option: Die Einrückung ist im ersten `{if}` Befehl falsch. feedback: Das ist richtig. hint: Schau dir die Einrückung genau an. - correct_answer: D - question_score: '10' 8: question_text: In welchem Programm wurde die Einrückung richtig gemacht? mp_choice_options: @@ -1749,8 +1555,6 @@ levels: ``` feedback: Du liegst falsch! hint: Was sollte passieren, wenn die Person richtig liegt? Und was sonst? - correct_answer: C - question_score: '10' 9: question_text: Welche Zeilen sollten mit 4 Leerzeichen beginnen? code: |- @@ -1769,8 +1573,6 @@ levels: - option: Zeile 3 und 5 feedback: Gut gemacht! hint: Die Zeilen nach dem `{if}` oder `{else}` Befehl sollten mit 4 Leerzeichen beginnen. - correct_answer: D - question_score: '10' 10: question_text: Welche Aussage ist wahr? code: |- @@ -1787,8 +1589,6 @@ levels: - option: Zeile 3 sollte mit 4 Leerzeichen beginnen feedback: Du liegst richtig! hint: Nur eine Zeile sollte mit 4 Leerzeichen beginnen, aber welche...? - correct_answer: D - question_score: '10' 9: 1: question_text: Was stimmt mit diesem Code nicht? @@ -1812,8 +1612,6 @@ levels: - option: Die Einrückung im letzten `{if}` Befehl ist falsch. feedback: Es ist nicht die Einrückung. hint: Alle Einrückungen wurden richtig gemacht. - correct_answer: A - question_score: '10' 2: question_text: Was wird ausgegeben nachdem man das richtige Passwort eingegeben hat? code: |- @@ -1853,8 +1651,6 @@ levels: ``` feedback: Richtig! hint: Alles unter dem `{repeat}` Befehl wird zwei Mal wiederholt. - correct_answer: D - question_score: '10' 3: question_text: Welchen Fall solltest du wählen, um eine Million Euro zu gewinnen? code: |- @@ -1882,8 +1678,6 @@ levels: - option: Fall 2, offen feedback: Großartig gemacht! Du gewinnst! hint: Folge dem richtigen Pfad - correct_answer: D - question_score: '10' 4: question_text: Welche Aussage ist wahr? code: |- @@ -1906,8 +1700,6 @@ levels: - option: Aschenputtel mit Schuhgröße 38 bekommt den Ausgang "Ich suche weiter" feedback: Nein, sie bekommt "❤️❤️❤️" hint: Egal wie du heißt, wenn du Schuhgröße 40 hast, bekommst du die Nachricht "Ich suche weiter". - correct_answer: C - question_score: '10' 5: question_text: Welcher Code hat diese Ausgabe erzeugt? output: |- @@ -1949,8 +1741,6 @@ levels: ``` feedback: Es gibt 2 `{repeat}` Befehle in diesem Code. hint: Beachte die Einrückung - correct_answer: C - question_score: '10' 6: question_text: Nach welchen/welchem Befehl/Befehlen solltest du Einrückung verwenden (die Zeile mit 4 Leerzeichen beginnen)? mp_choice_options: @@ -1963,8 +1753,6 @@ levels: - option: '`{if}` `{else}` `{repeat}` `{print}`' feedback: Nicht mit drucke hint: Einrückung passiert in der Zeile unter manchen Befehlen - correct_answer: C - question_score: '10' 7: question_text: Du bekommst 5 Euro Rabatt, wenn du eine mittlere Pizza mit Cola bestellst.
Aber der Code hat einen Fehler! Wie kann man ihn debuggen? code: |- @@ -2006,8 +1794,6 @@ levels: ``` feedback: Du bist sehr gut, aber du musst dich an die letzte Regel halten. hint: Nach jedem `{if}` Befehl sollte die Zeile darunter eingerückt sein - correct_answer: A - question_score: '10' 8: question_text: Was stimmt mit diesem Code nicht? code: |- @@ -2026,8 +1812,6 @@ levels: - option: Code muss immer mit einem `{print}` Befehl in der ersten Zeile beginnen feedback: Das ist nicht wahr. hint: Die Einrückung wurde dieses Mal richtig gemacht - correct_answer: B - question_score: '10' 9: question_text: Wie viele `{if}` Befehle können in einem anderen `{if}` Befehl platziert werden? mp_choice_options: @@ -2040,8 +1824,6 @@ levels: - option: Unendlich, solange du die Einrückung richtig benutzt feedback: Das ist wahr hint: Du kannst einen `{if}` Befehl in einen `{if}` Befehl schreiben. - correct_answer: D - question_score: '10' 10: question_text: Welche Aussage ist wahr? code: |- @@ -2058,8 +1840,6 @@ levels: - option: Zeile 2 sollte mit 4 Leerzeichen beginnen und Zeile 3 mit 8 feedback: Du liegst richtig! hint: Die erste Zeile beginnt nicht mit Leerzeichen - correct_answer: D - question_score: '10' 10: 1: question_text: Was müssen wir in die Lücken `_` füllen, wenn wir jedes Kompliment ausgeben wollen? @@ -2089,8 +1869,6 @@ levels: ``` feedback: Fast richtig! hint: '`{for}` jedes kompliment in der Liste der komplimente...' - correct_answer: B - question_score: '10' 2: question_text: Welche Ausgabe ist richtig? code: |- @@ -2110,8 +1888,6 @@ levels: Ich liebe Eierkuchen feedback: Großartig! hint: Zeile 2 sagt für jede mahlzeit in der Liste der mahlzeiten. Also wird jede mahlzeit ausgegeben. - correct_answer: D - question_score: '10' 3: question_text: Welche Ausgabe ist richtig? code: |- @@ -2132,8 +1908,6 @@ levels: - option: Das weißt du noch nicht. Weil es eines der Tiere {at} {random} auswählt. feedback: Zeile 2 sagt {for} jedes tier in der Liste der tiere. Also wird jedes tier ge{print}t. hint: Zeile 2 sagt {for} jedes tier in der Liste der tiere. Also wird jedes tier ausgegeben - correct_answer: C - question_score: '10' 4: question_text: Was stimmt mit diesem Code nicht? code: |- @@ -2150,8 +1924,6 @@ levels: - option: 'In Zeile 2 muss es heißen: "einkäufe" anstelle von "artikel"' feedback: Nein, tut es nicht. hint: Zeile 2 lautet `{for}` jeden "artikel" in der Liste "einkäufe" - correct_answer: C - question_score: '10' 5: question_text: Welches Wort sollte beim _ stehen? code: |- @@ -2170,8 +1942,6 @@ levels: - option: würfel feedback: Schau dir die Namen der Variablen an. hint: Hedy muss eine Zahl `{at} {random}` auswählen - correct_answer: B - question_score: '10' 6: question_text: Welche der Antworten unten ist ein mögliches Resultat, wenn du den Code ausführst? code: |- @@ -2193,8 +1963,6 @@ levels: Meredith wählt Schere feedback: Toll! hint: Jede Spielerin wird eine Auswahl treffen. Die Spielerin die zuvorderst in der Liste steht beginnt. - correct_answer: D - question_score: '10' 7: question_text: Welche Ziele sollte in die Lücken _ in diesem Programm, die entscheidet, was diese Leute zu Abend essen werden? code: |- @@ -2224,8 +1992,6 @@ levels: ``` feedback: Jedem name sollte gesagt werden, was sie zum Abendessen haben werden. hint: Jedem name sollte gesagt werden, was sie zum Abendessen haben werden. - correct_answer: A - question_score: '10' 8: question_text: Was sollte in den Lücken _ in diesem Programm stehen, was entscheidet, welche Farbe das Hemd hat, das du bekommst? code: |- @@ -2255,8 +2021,6 @@ levels: ``` feedback: Es gibt keine Variable mit dem Namen leute.. hint: Beachten Sie die Anführungszeichen und die Namen der Variablen - correct_answer: B - question_score: '10' 9: question_text: Was ist die erste Frage, die Hedy stellt, wenn du das Programm ausführst? code: |- @@ -2276,8 +2040,6 @@ levels: - option: Das weißt du nicht. Hedy wird `{at} {random}` auswählen. feedback: Es gibt kein `{at} {random}` in diesem Code... hint: Die jeweils ersten Möglichkeiten von beiden Listen werden gewählt. - correct_answer: A - question_score: '10' 10: question_text: Was ist wahr bezüglich dieses Code? code: |- @@ -2295,14 +2057,9 @@ levels: - option: Jemand könnte zwei Preise gewinnen feedback: Du kapierst es! hint: Versuche dir die Ausgabe dieses Code vorzustellen. - correct_answer: D - question_score: '10' 11: 1: question_text: Welches Wort sollte anstelle des Fragezeichens stehen? - code: |- - {for} i {in} _ 1 {to} 10 - {print} i mp_choice_options: - option: |- ``` @@ -2316,13 +2073,8 @@ levels: - option: '`{for}`' feedback: Nein hint: Was hast du in diesem Level gelernt? - correct_answer: B - question_score: '10' 2: question_text: Was wird die Ausgabe dieses Code sein? - code: |- - {for} i {in} {range} 1 {to} 3 - {print} i mp_choice_options: - option: |- 1 @@ -2336,17 +2088,8 @@ levels: - option: '123' feedback: Das ist es nicht hint: Wie erscheinen die Zahlen auf dem Bildschirm? - correct_answer: A - question_score: '10' 3: question_text: Welcher Code wurde benutzt um diese Ausgabe zu bekommen? - output: |- - 1 - 2 - 3 - 4 - 5 - Once I caught a fish alive! mp_choice_options: - option: |- ``` @@ -2377,22 +2120,8 @@ levels: ``` feedback: i ist eine Variable und sollte Anführungszeichen haben hint: Erst alle Zahlen und dann den Satz - correct_answer: A - question_score: '10' 4: question_text: Welcher Code wurde benutzt um diese Ausgabe zu erzeugen? - output: |- - 10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0 mp_choice_options: - option: |- ``` @@ -2419,13 +2148,8 @@ levels: ``` feedback: Das ist richtig! hint: Es muss eine Berechnung sein... - correct_answer: D - question_score: '10' 5: question_text: Was stimmt mit diesem Code nicht? - code: |- - {for} i {in} {range} 1 {to} 10 - {print} i mp_choice_options: - option: The i in the last line need quotation marks feedback: Nein, tut es nicht. @@ -2436,8 +2160,6 @@ levels: - option: Line 2 needs to start with an indention feedback: Perfekt! hint: Da stimmt etwas mit der Einrückung nicht - correct_answer: D - question_score: '10' 6: question_text: Wie oft erscheint das Wort Hallo in der Ausgabe, wenn du den Code ausführst? code: |- @@ -2453,8 +2175,6 @@ levels: - option: Nie feedback: Nein hint: 0 zählt auch. Also 0,1,2 ist 3 Mal. - correct_answer: C - question_score: '10' 7: question_text: Was sollte anstelle des Fragezeichens stehen? code: |- @@ -2485,13 +2205,8 @@ levels: ``` feedback: Das ist eine Bestellung zu viel! hint: Benutze die Variable 'personen' - correct_answer: C - question_score: '10' 8: question_text: Was wird die Ausgabe dieses Code sein? - code: |- - {for} i {in} {range} 23 {to} 25 - {print} 'hi' mp_choice_options: - option: |- 23 @@ -2508,8 +2223,6 @@ levels: - option: Das Wort 'hi' wird 25 Mal in Folge erscheinen. feedback: Nein, es wird nur 3 Mal erscheinen. hint: Es fehlt `{print}` i - correct_answer: C - question_score: '10' 9: question_text: Wie oft sagt Hedy Hip Hip Hooray? code: |- @@ -2526,15 +2239,8 @@ levels: - option: Das hängt davon ab wie alt du bist feedback: Das ist richtig! hint: '`{for}` i `{in}` `{range}` 1 `{to}` alter' - correct_answer: D - question_score: '10' 10: question_text: Welcher Code gehört zu dieser Ausgabe? - output: |- - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark mp_choice_options: - option: |- ``` @@ -2565,8 +2271,6 @@ levels: ``` feedback: '`{range}` 0 `{to}` 3 ist 4 Mal.' hint: Beachte die Einrückung - correct_answer: B - question_score: '10' 12: 1: question_text: Welche Ausgabe ist korrekt? @@ -2587,8 +2291,6 @@ levels: 5 feedback: Großartig gemacht! hint: Beide Zeilen werden ausgegeben! - correct_answer: D - question_score: '10' 2: question_text: Welches dieser Programme ist korrekt? mp_choice_options: @@ -2617,8 +2319,6 @@ levels: ``` feedback: Alle unterschiedlichen Werte von aromen sollten in Anführungszeichen sein. hint: Die zweite Zeile ist gleich in beiden Programmen, achte auf die erste Zeile - correct_answer: C - question_score: '10' 3: question_text: Was stimmt mit diesem Code nicht? code: |- @@ -2634,8 +2334,6 @@ levels: - option: Nichts ist falsch. feedback: Das stimmt nicht hint: Die Anführungszeichen werden richtig benutzt - correct_answer: A - question_score: '10' 4: question_text: In welchen Zeilen werden Anführungszeichen gebraucht, um den Code zum Laufen zu bringen? code: "{print} Willkommen im Online-Schuhgeschäft\nkategorie = {ask} Welche Art von Schuhen suchen Sie?\n{if} kategorie = High Heels\n\t{print} High Heels sind jetzt 50% reduziert!" @@ -2649,8 +2347,6 @@ levels: - option: Alle Zeilen feedback: Perfekt! hint: Braucht Zeile 3 auch Anführungszeichen? - correct_answer: D - question_score: '10' 5: question_text: Welche Ausgabe erhält Agent007 wenn er oder sie das richtige Passwort eingibt? code: "name {is} {ask} 'Was ist dein Name?'\n{if} name {is} 'Agent007'\n\ta {is} 'Gehe zum Flughafen '\nelse\n\ta {is} 'Gehe zum Bahnhof '\npasswort {is} {ask} 'Was ist das Passwort?'\n{if} passwort {is} 'TOPSECRET'\n\tb {is} 'morgen um 02:00'\nelse\n\tb {is} 'heute um 10:00'\nprint a + b" @@ -2664,8 +2360,6 @@ levels: - option: Gehe zum Flughafen morgen um 10:00 feedback: Der Agent wird hier keine Bösewichte erwischen hint: Das richtige Passwort lautet TOPSECRET - correct_answer: B - question_score: '10' 6: question_text: Welche Zeile soll bei ??? eingefügt werden? code: "{print} 'Willkommen bei McHedy!'\nbestellung = {ask} 'Möchtest du einen Hamburger oder Pommes?'\n{if} bestellung = 'Hamburger'\n\tpreis = 12\n{if} bestellung = 'Pommes'\n\tpreis = 4\ngetränk = {ask} 'Möchtest du einen Getränk dazu für 2 Euro?'\n{if} getränk = 'Ja'\n\t???\n{print} 'Das macht dann ' preis ' Euro bitte'" @@ -2691,8 +2385,6 @@ levels: ``` feedback: Fast richtig! hint: Was ist, wenn du nur Pommes und ein Getränk bestellst? - correct_answer: C - question_score: '10' 7: question_text: Welche Ausgabe erhält eine Veganerin? code: "menü = 'Kekse', 'Käse', 'Weintrauben'\n{print} \"Es ist mein Geburtstag! Ich habe ein paar Snacks mitgebracht!\"\ndiät = {ask} \"Haben Sie irgendwelche diätetischen Einschränkungen?\n{if} diät = 'glutenfrei'\n\t{remove} 'Kekse' {from} menü\n{if} diät = 'vegan'\n\t{remove} 'Käse' {from} menü\n{print} 'Für dich habe ich mitgebracht: '\n{for} snack {in} menü\n\t{print} snack" @@ -2721,11 +2413,8 @@ levels: Kekse feedback: Fast richtig, aber beachte die Reihenfolge der Snacks in der Liste hint: Welcher Eintrag wird aus der Liste gestrichen, wenn du "vegan" antwortest? - correct_answer: A - question_score: '10' 8: question_text: Welcher Code wurde verwendet, um diese Ausgabe zu erzeugen? - code: '3.5' mp_choice_options: - option: |- ``` @@ -2748,8 +2437,6 @@ levels: ``` feedback: Nein hint: 7 geteilt durch 2 ist 3.5 - correct_answer: B - question_score: '10' 9: question_text: Welcher Code soll in Zeile 1 anstelle der ??? code: |- @@ -2777,8 +2464,6 @@ levels: ``` feedback: Du eine nichts hint: Die Elemente in der Liste sollten in Anführungszeichen stehen - correct_answer: C - question_score: '10' 10: question_text: Welche Codezeile soll bei ??? ausgefüllt werden um das Lied zu vervollständigen? code: "aktionen = 'clap your hands', 'stomp your feet', 'shout Hurray!'\n???\n\t{for} i {in} range 0 {to} 1\n\t\t{print} 'if youre happy and you know it'\n\t\t{print} aktion\n\t{print} 'if youre happy and you know it and you really want to show it'\n\t{print} 'if youre happy and you know it'\n\t{print} aktion" @@ -2804,8 +2489,6 @@ levels: ``` feedback: Das ist eine schwierige Aufgabe! Alle Aktionen aus der Liste müssen im Lied vorkommen. hint: Das ist eine schwierige Aufgabe! Alle Aktionen aus der Liste müssen im Lied vorkommen. - correct_answer: B - question_score: '10' 13: 1: question_text: Welcher Code soll bei ??? eingefügt werden? @@ -2832,8 +2515,6 @@ levels: ``` feedback: Hedy singt nur, wenn beide Antworten Ja lauten hint: Hedy singt, wenn du ein Lied hören willst und es dein Geburtstag ist - correct_answer: C - question_score: '10' 2: question_text: Welcher Befehl fehlt an der Stelle der ??? ? code: |- @@ -2851,8 +2532,6 @@ levels: - option: '`{print}`' feedback: Nein hint: Weder Veganer noch Muslime können Wurstbrötchen essen. - correct_answer: B - question_score: '10' 3: question_text: Welche Ausgabe bekommt das Mitglied ohne Rabatt-Code? code: |- @@ -2872,8 +2551,6 @@ levels: - option: Es gibt keinen Weg es herauszufinden feedback: Gibt es! Lies die Frage genau hint: Beachte den Befehl `{or}` in Zeile 3 - correct_answer: A - question_score: '10' 4: question_text: Welche Zeile Code sollte dieser Zeile im Stein-Schere-Papier-Spiel folgen? code: '{if} computer_wahl {is} ''Stein'' {and} deine_wahl {is} ''Papier''' @@ -2899,8 +2576,6 @@ levels: ``` feedback: Versuche es nochmal! hint: Papier schlägt Stein - correct_answer: A - question_score: '10' 5: question_text: Welche Aussage über diesen Code ist wahr? code: |- @@ -2916,8 +2591,6 @@ levels: - option: Jede Person nicht namens Cinderella mit Schuhgröße 38 ist dieses Prinzen wahre Liebe feedback: Der Prinz ist etwas wählerischer! hint: Beide Aussagen müssen wahr sein - correct_answer: C - question_score: '10' 6: question_text: Welche Aussage über diesen Code ist wahr? code: |- @@ -2942,8 +2615,6 @@ levels: - option: Sophie ist ein Mädchen mit Brille feedback: Großartig gemacht! hint: Schau es dir genau an! Oder brauchst du eine Brille? - correct_answer: D - question_score: '10' 7: question_text: Welche Aussage ist falsch? code: |- @@ -2969,8 +2640,6 @@ levels: - option: Der gelbe Vogel wurde heute morgen gefüttert feedback: Dies ist wahr hint: Lies die letzten 4 Zeilen genau - correct_answer: C - question_score: '10' 8: question_text: Welche Ausgabe erhältst du, wenn du Popcorn bestellst, aber kein Getränk? code: |- @@ -3008,8 +2677,6 @@ levels: Viel Spaß beim Film feedback: Du musst für das Popcorn bezahlen! hint: popcorn = ja und getränk = nein - correct_answer: B - question_score: '10' 9: question_text: Was stimmt mit diesem Code nicht? code: |- @@ -3033,8 +2700,6 @@ levels: - option: 'Zeile 7 sollte sein: {if} schokolade = ''ja'' {and} streusel = ''nein''' feedback: Dies ist nicht was ich bestellt habe! hint: Da ist ein Fehler in Zeile 3 - correct_answer: A - question_score: '10' 10: question_text: Welcher Befehl muss in Zeile 8 anstelle der ??? stehen? code: |- @@ -3061,64 +2726,8 @@ levels: - option: '`{if}`' feedback: Nein hint: Das Produkt ist entweder in der Liste der Snacks oder in der Liste der Getränke - correct_answer: B - question_score: '10' 14: - 1: - question_text: Which symbol should be used on the blank? - code: |- - name _ {ask} 'Who are you?' - {if} name == 'Hedy' - {print} 'Me too!' - mp_choice_options: - - option: '`=>`' - feedback: This is not a symbol. - - option: '`==`' - feedback: We are not comparing anything, just asking. - - option: '`!=`' - feedback: We are not comparing anything, just asking - - option: '`=`' - feedback: Right! - hint: We are not comparing anything, we are just asking a name. - correct_answer: D - question_score: '10' - 2: - question_text: Which of these codes has used the correct = or == symbol? - mp_choice_options: - - option: '{if} name = Hedy' - feedback: 'No' - - option: '{if} age = 24' - feedback: 'No' - - option: answer = {ask} 'What is your answer' - feedback: Yes! - - option: answer == {ask} 'How are you doing?' - feedback: 'No' - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' - 3: - question_text: Which symbols should be filled in on the two blanks? - code: |- - guests = {ask} 'How many people are at the party?' - {if} guests _ 130 - {print} 'You can come in!' - {if} guests _ 130 - {print} 'Im sorry, the club is full. ' - {print} 'You have to wait for a guest to leave' - mp_choice_options: - - option: '`>` and `<`' - feedback: That's not it - - option: '`=` and `>=`' - feedback: That's not it - - option: '`<` and `>=`' - feedback: You are right - - option: '`+` and `==`' - hint: There are 130 people allowed in the club - correct_answer: C - question_score: '10' - feedback: That's not it 4: - question_text: What's wrong with this code? code: |- price = 10 money = {ask} How much money do you have? @@ -3127,20 +2736,7 @@ levels: {print} 'You can buy the bear!' {else} {print} 'You cannot buy this bear!' - mp_choice_options: - - option: In line 1 == should be used instead of = - feedback: No that's not it - - option: Line 2 misses quotation marks - feedback: You are correct - - option: In line 4 = should have been used instead of == - feedback: No that's not it - - option: In line 4 <= should have been used instead of >= - feedback: No that's not it - hint: The symbols are right - correct_answer: B - question_score: '10' 5: - question_text: Which symbol should be filled in on the blanks if the movie is suitable for kids for the age of 12 and up? code: |- age = {ask} 'How old are you?' ticket = {ask} 'Do you have a ticket?' @@ -3148,20 +2744,7 @@ levels: {print} 'You can enter the movie theater.' {else} {print} 'You are not allowed to come in!' - mp_choice_options: - - option: '`> 12`' - feedback: 12 year olds are allowed too - - option: '`>= 12`' - feedback: Great! - - option: '`< 12`' - feedback: These kids are too young! - - option: '`<= 12`' - feedback: These kids are too young - hint: '> means greater than' - correct_answer: B - question_score: '10' 6: - question_text: How many times do you have to say you are annoyed before this annoying game stops? code: |- lives = 2 {repeat} 10 times @@ -3169,69 +2752,7 @@ levels: answer = {ask} 'Are you annoyed yet?' {if} answer == 'yes' lives = lives - 1 - mp_choice_options: - - option: 10 times - feedback: It stops after 2 times - - option: 0 times - feedback: It stops after 2 times - - option: 1 time - feedback: It stops after 2 times - - option: 2 times - feedback: That is correct - hint: '!= means ''is not''' - correct_answer: D - question_score: '10' - 7: - question_text: What should be filled in on the three blanks? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' - mp_choice_options: - - option: '`''Lower''` and `''Higher''` and `''You win!''`' - feedback: That's not quite right. - - option: '`''Higher''` and `''Lower''` and `''You win!''`' - feedback: You win! - - option: '`''You win!''` and `''Lower!''` and `''Higher''`' - feedback: That's not quite right. - - option: '`''Lower!''` and `''You win!''` and `''Higher!''`' - feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: B - question_score: '10' - 8: - question_text: Which statement is true about this roller coaster? - code: |- - length = {ask} 'Please fill in your length in cm' - {if} length < 120 - {print} 'Sorry, you cannot go on this roller coaster.' - {else} - {print} 'Enjoy the ride' - mp_choice_options: - - option: You must be taller than 120 cm to go on the roller coaster - feedback: True! - - option: You must be taller than 119 cm to go on the roller coaster - feedback: If you are 120 cm you won't get in - - option: You must be shorter than 120 cm to go on the roller coaster - feedback: '> means greater than' - - option: There are no length restrictions to go on the roller coaster - feedback: There are. - hint: '> means greater than' - correct_answer: A - question_score: '10' 9: - question_text: How many pieces of chocolate will give you a stomach ache according to this fitbit? code: |- chocolate = {ask} 'How many pieces of chocolate have you eaten?' {if} chocolate <= 2 @@ -3240,101 +2761,19 @@ levels: {print} 'That is a bit much' {if} chocolate > 8 {print} 'You will get a stomach ache!' - mp_choice_options: - - option: 1 or more - feedback: 'No' - - option: 2 or more - feedback: 'No' - - option: 8 or more - feedback: Almost - - option: 9 or more - feedback: Great! - hint: '> 8 means more than 8' - correct_answer: D - question_score: '10' - 10: - question_text: What should be filled in in the blanks? - code: |- - {print} 'Whoever gets the most points wins!' - {if} points_player_1 < points_player_2 - {print} _ - mp_choice_options: - - option: '''player 1 wins''' - feedback: Look at who has the highest score! - - option: '''player 2 wins''' - feedback: Yes! - - option: '''player 2 loses''' - feedback: Look at who has the highest score! - - option: '''It is a tie''' - feedback: No it's not, one player has a higher score - hint: You win the game by having the most points - correct_answer: B - question_score: '10' 15: 1: - question_text: 'Which symbol should be used on the blank? Tip: You must keep guessing until you get it right.' code: |- answer = 0 while answer _ 'Amsterdam' answer = ask 'What is the capital city of the Netherlands?' print 'You have given the correct answer' - mp_choice_options: - - option: '`=!`' - feedback: That is not right. - - option: '`==`' - feedback: You don't have to keep guessing if you've given the right answer. - - option: '`!=`' - feedback: Correct - - option: '`=`' - feedback: That's not it - hint: Keep guessing until you say Amsterdam - correct_answer: C - question_score: '10' - 2: - question_text: Which of these codes has used the correct symbol(s)? - mp_choice_options: - - option: |- - ``` - {while} name = Hedy - ``` - feedback: 'No' - - option: |- - ``` - {while} age = 24 - ``` - feedback: 'No' - - option: |- - ``` - {while} time > 0 - ``` - feedback: Yes! - - option: |- - ``` - {while} answer == yes' - ``` - feedback: A quotation mark is missing - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' 3: question_text: Which command should be filled in on the two blanks? code: |- _ age >= 18 print 'you are not allowed in this bar' - mp_choice_options: - - option: '`{in}`' - feedback: That's not it - - option: '`{while}`' - feedback: You are right - - option: '`{for}`' - feedback: That's not it - - option: '`{range}`' - feedback: That's not it - hint: You are not allowed in the bar as long as you are 17 or younger - correct_answer: B - question_score: '10' 4: - question_text: What's wrong with this code? code: |- options = 1, 2, 3, 4, 5, 6 print 'Throw 6 as fast as you can!' @@ -3354,11 +2793,7 @@ levels: feedback: That's not it - option: In line 5 != should have been used instead of == feedback: You are correct - hint: There is something wrong in line 5 - correct_answer: D - question_score: '10' 5: - question_text: What should be placed on the blank to make this program work correctly? code: |- wetness = 10 while wetness != 0 @@ -3377,9 +2812,6 @@ levels: feedback: You are correct! - option: = wetness + 1 feedback: The program should count down - hint: wetness should get less each time - correct_answer: C - question_score: '10' 6: question_text: what is wrong with this code? code: |- @@ -3397,25 +2829,8 @@ levels: feedback: No that's not right - option: Line 2 should start with less indentation feedback: That is correct - hint: Look closely at the indentation - correct_answer: D - question_score: '10' 7: question_text: How should this program be changed to that it works? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' mp_choice_options: - option: '... change the first {if} into a {while}' feedback: Perfect! @@ -3425,32 +2840,9 @@ levels: feedback: That's not quite right. - option: '... change the fourth {if} into a {while}' feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: A - question_score: '10' 8: - question_text: Which statement is true about this automated toilet system? - code: |- - {while} toilet == 'occupied' - lights = 'on' - air_freshener_sprays = 'yes' - {sleep} 60 - lights = 'off' - air_freshener_sprays = 'no' - mp_choice_options: - - option: The lights and air freshener will turn off after 1 minute - feedback: False! - - option: The air freshener sprays once every minute and the lights stay on the whole time while you are on the toilet - feedback: Great job - - option: The air freshener sprays once you leave the toilet. - feedback: It only sprays when you're in there. - - option: The lights will always stay on. - feedback: That wouldn't be right. hint: The block after the while command keeps happening while the toilet is occupied. - correct_answer: B - question_score: '10' 9: - question_text: What will the diet app say if you have eaten 1600 calories today? code: |- chocolate = {ask} 'How many calories have you eaten today?' {while} calories <= 1000 @@ -3468,16 +2860,7 @@ levels: feedback: Yes! - option: You have eaten enough for today feedback: 'No' - hint: 1600 is between 1000 and 2000 - correct_answer: C - question_score: '10' 10: - question_text: 'What should be filled in in the blanks? Tip: the player with the most points is in the lead.' - code: |- - name_player_1 = {ask} 'Name player 1:' - name_player_2 = {ask} 'Name player 2:' - {while} points_player_1 > points_player_2 - {print} _ ' is in the lead right now!' mp_choice_options: - option: name_player_1 feedback: You are right! @@ -3487,105 +2870,20 @@ levels: feedback: You should fill in a name, not a number - option: points_player_2 feedback: You should fill in a name, not a number - hint: You win the game by having the most points. Your name should appear on the screen - correct_answer: A - question_score: '10' 16: - 1: - question_text: Which command should be filled in on the blanks to print a random snack? - code: |- - snacks = nachos, chips, cucumber, sweets - {print} _ - mp_choice_options: - - option: '`snacks {at} {random}`' - feedback: This is the old way. - - option: '`[{random} snack]`' - feedback: The order is wrong. - - option: '`snacks[{random}]`' - feedback: Correct - - option: '`snacks[{at} {random}]`' - feedback: We do not need `at`anymore - hint: We no longer use {at} - correct_answer: C - question_score: '10' 2: - question_text: What should be filled in on the blanks if you want a list of what chores are done by whom? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chores = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} _ - mp_choice_options: - - option: |- - ``` - friends[i] has to do chores [i] - ``` - feedback: Mind the spacing. - - option: |- - ``` - friends[1] has to do chores[1] - ``` - feedback: It will print 3 times that Wesley has to do the cooking - - option: |- - ``` - chores[i] ' has to do ' friends[random] - ``` - feedback: The person has to do the chore, not the other way around - - option: |- - ``` - friends[i] ' has to do ' chores[i] - ``` - feedback: Fantastic! - hint: '`i` tells us what item in the list it is. So friend 1 does chore 1 etc.' - correct_answer: D - question_score: '10' 3: - question_text: What is a possible output for this program? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chore = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} friends[i] has to do chores[i] - mp_choice_options: - - option: |- - ``` - Wesley has to do the cooking - Eric has to do the cleaning - Kaylee has to do nothing - ``` - feedback: Super! - - option: |- - ``` - Kaylee has to do the cooking - Wesley has to do the cleaning - Eric has to do nothing - ``` - feedback: No, it is not random. - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cleaning - Wesley has to do the nothing - ``` - feedback: Poor Wesley! - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cooking - Wesley has to do the cooking - ``` - feedback: That's not it - hint: It's not random... - correct_answer: A - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - friends = ['Jaylee', 'Erin', 'Fay'] - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 0 {to} 3 - print 'the lucky number of ' friends[i] - print 'is ' lucky_numbers[i] mp_choice_options: - option: The variable in line 4 should be 'friend[i]', not 'friends[i]' feedback: That is not right. @@ -3595,16 +2893,7 @@ levels: feedback: It's not a variable, it's just text. - option: '{in} in line 3 should be removed' feedback: That's not it - hint: There's nothing wrong with line 4 - correct_answer: B - question_score: '10' 5: - question_text: Which line should be filled in in the blank? - code: |- - animals = ['dog', 'cow', 'horse'] - _ - {for} i {in} {range} 1 {to} 3 - {print} 'the ' animals[i] ' says ' sounds[i] mp_choice_options: - option: noises = ['moo', 'woof', 'neigh'] feedback: Mind the variable name and the order of the sounds. @@ -3614,487 +2903,3 @@ levels: feedback: Don't forget the quotation marks! - option: sounds = ['woof', 'moo', 'neigh'] feedback: Great job! - hint: Look at line 1 to see proper use of brackets and quotation marks. - correct_answer: D - question_score: '10' - 6: - question_text: Which statement is true? - code: |- - people = ['Chris', 'Jaylino', 'Ryan'] - games = ['fortnite', 'minecraft', 'fifa'] - {for} o {in} {range} 1 {to} 3 - {print} people[o] ' likes ' games[o] - mp_choice_options: - - option: You are not allowed to use the variable o. It should be named i. - feedback: i is the most commonly used variable name in this case, but it's not mandatory to use i. - - option: The output will say that Jaylino likes fortnite. - feedback: No, he likes minecraft. - - option: The output will say that Ryan likes fifa - feedback: Correct - - option: This code will not work. It will give and error. - feedback: No, the code is correct. - hint: There is nothing wrong with this code. - correct_answer: C - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - people = ['Savi', 'Senna', 'Fayenne'] - transportation = ['bike', 'train', 'car'] - {for} i {in} {range} 1 {to} 3 - {print} people[i] goes to school by transportation[i] - mp_choice_options: - - option: Line 1 needs less quotation marks - feedback: That is not right. - - option: Line 3 should start with indentation - feedback: It should not! - - option: Line 4 should start without indentation - feedback: It should not - - option: Line 4 needs more quotation marks. - feedback: Amazing! - hint: There is a mistake made in the usage of quotation marks. - correct_answer: D - question_score: '10' - 8: - question_text: Which of these codes belongs to this output? - code: |- - Macy and Kate get to go first - Lionell and Raj get to go second - Kim and Leroy get to go third - mp_choice_options: - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 0 {to} 3 - {print} teams[random] ' get to go ' position[i] - ``` - feedback: This is not right - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: Amazing! - - option: |- - ``` - teams = ['Macy', 'Kate', 'Lionell', 'Raj', 'Kim', 'Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 6 - {print} teams[random] ' get to go ' position[random] - ``` - feedback: This is not it. - - option: |- - ``` - teams = ['Macy and Kate' 'Lionell and Raj' 'Kim and Leroy'] - position = ['first' 'second' 'third'] - {for} teams {in} {range} 0 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: This is not going to work! - hint: If you look carefully at the first line, you'll see that only the first two answers are possibly correct. - correct_answer: B - question_score: '10' - 9: - question_text: What is a possible output for this code? - code: |- - countries = ['Canada', 'Zimbabwe', 'New Zealand'] - {for} i {in} {range} 0 {to} 1 - {print} 'I will travel to ' countries[random] - mp_choice_options: - - option: |- - ``` - I will travel to Canada - I will travel to Canada - ``` - feedback: Great job! - - option: |- - ``` - I will travel to Canada - ``` - feedback: It will be repeated twice - - option: |- - ``` - I will travel to Canada, Zimbabwe and New Zealand - ``` - feedback: This is not it. - - option: |- - ``` - I will travel to Canada - I will travel to Zimbabwe - I will travel to New Zealand - ``` - feedback: It's only repeated twice - hint: Range 0 to 1 is 2 times - correct_answer: A - question_score: '10' - 10: - question_text: Which 3 lines will complete this code correctly? - code: |- - {print} 'The book raffle will start soon' - {print} 'Get your tickets now!' - books = ['Narnia', 'The Hobbit', 'Oliver Twist', 'Harry Potter', 'Green eggs and ham'] - people = {ask} 'How many raffle tickets are sold?' - list_of_numbers = [1, 2] - {for} i {in} {range} 3 {to} people - {add} i {to} list_of_numbers - {for} i {in} {range} 1 {to} 5 - mp_choice_options: - - option: |- - ``` - chosen_number = list_of_numbers at random - print books[i] ' will go to person number ' chosen_number - {add} chosen_number {to} list_of_numbers - ``` - feedback: Almost there... but adding the winner to the list makes this raffle unfair - - option: |- - ``` - print person[i] ' wins ' book[i] - ``` - feedback: There is no list called 'person' - - option: |- - ``` - chosen_number = list_of_numbers[people] - print books[people] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: This is not it. - - option: |- - ``` - chosen_number = list_of_numbers[random] - print books[i] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: Fantastic! - hint: You need to use the {remove} command - correct_answer: D - question_score: '10' - 17: - 1: - question_text: What is the output of this code? - code: |- - minions = ['Bob', 'Kevin', 'Stuart'] - {for} x in minions: - {print} x - mp_choice_options: - - option: |- - ``` - m i n i o n s - ``` - feedback: This is not it. - - option: |- - ``` - Bob - Kevin - Stuart - ``` - feedback: Correct! - - option: |- - ``` - minions - minions - minions - ``` - feedback: Take a look at the content of your list. - - option: |- - ``` - B o b K e v i n S t u a r t - ``` - feedback: Do not loop through the letters. - hint: Loop through your list. - correct_answer: B - question_score: '10' - 2: - question_text: What is wrong with this code? - code: |- - seconds_minute = 60 - minute_hour = 60 - hour_day = 24 - leap_year = 366 - no_leap_year = 365 - years = ask 'what year is it?' - {if} years = 2024: - print seconds_minute * minute_hour * hour_day * leap_year - {else}: - print seconds_minute * minute_hour * hour_day * noleap_year - mp_choice_options: - - option: You cannot have so many variables. - feedback: This is not it. - - option: The way the variables are multiplied is incorrect. - feedback: Not true! - - option: One of the variables `noleap_year` does not belong with the `{if}` statement. - feedback: Keep looking for the mistake. - - option: The `noleap_year` has to be identical in both cases. - feedback: Correct! - hint: Read the code carefully. - correct_answer: D - question_score: '10' - 3: - question_text: How many hedgehogs will this code print? - code: |- - {for} x in range 1 to 3: - {for} y in range 1 to 2: - {print} 🦔 - mp_choice_options: - - option: |- - ``` - 🦔 - 🦔 - 🦔 - ``` - feedback: Try again. - - option: |- - ``` - 🦔 - 🦔 - ``` - feedback: One more try. - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: Well done! - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating. - correct_answer: C - question_score: '10' - 4: - question_text: What is wrong with code? - code: |- - name_color = {ask} 'What is your favorite color?' - {if} name_color == 'red': - {print} 'the color of a tomato' - {elif} name_color == 'green': - {print} 'the color of an apple' - {elif} name_color == 'blue': - {print} 'the color of a blueberry' - {elif} name_color == 'yellow': - {print} 'the color of a banana' - {elif}: - {print} 'this fruit-color does not exist' - mp_choice_options: - - option: The first `{elif}` should be used before the `print` command - feedback: Try again. - - option: '`{elif}` can only be used once' - feedback: From now on we can use elif multiple times. - - option: '`==` used with `{elif}` should be replaced by `=`' - feedback: Not correct. - - option: '`{elif}` in the last line should be replaced by `{else}`' - feedback: Great! - hint: Think about `{if}`, `{elif}`, `{else}`. - correct_answer: D - question_score: '10' - 5: - question_text: What is the output of this code? - code: |- - numbers = [7, 19, 29, 41, 53, 71, 79, 97] - {for} prime in numbers: - {if} prime <= 10: - {print} prime - {elif} prime >= 60: - {print} prime - {elif} prime >= 90: - {print} prime - {else}: - {print} 'another number' - mp_choice_options: - - option: |- - ``` - 7 - another number - another number - another number - another number - 71 - 79 - 97 - ``` - feedback: Well done! - - option: |- - ``` - another number - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: Try again. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - another number - ``` - feedback: One more try. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating and the values of if and elif. - correct_answer: A - question_score: '10' - 6: - question_text: What is wrong with code? - code: |- - name = {ask} 'What is your name?' - {if} name == 'Hedy': - password = {ask} 'What is your password?' - {if} password =='turtle123': - {print} 'Yey' - {else}: - {print} 'Access denied' - {else}: - {print} 'Go fish' - mp_choice_options: - - option: '`{elif}` is missing.' - feedback: Try again. - - option: '`{else}` can only be used once.' - feedback: From now on we can use elif multiple times. - - option: Nothing! - feedback: There is a mistake. Look carefully! - - option: There is an indentation mistake in the last line. - feedback: Amazing! - hint: There is a mistake somewhere... - correct_answer: D - question_score: '10' - 7: - question_text: Which of the following codes will print five times 'the result is 3' on the screen? - mp_choice_options: - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - result = n * 1 - {print} 'The result is ' result - ``` - feedback: Try again! - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} u in numbers: - number = u - {print} 'The result is ' number - ``` - feedback: That is not it. - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} number in numbers: - number = 3 - {print} 'The result is ' number - ``` - feedback: Very good! - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - n = result - {print} 'The result is ' result - ``` - feedback: That is not it. - hint: Think about mathematical symbols. - correct_answer: C - question_score: '10' - 8: - question_text: What is wrong with code? - code: |- - insects = ['🐝', '🦋', '🕷', '🐞'] - your_favorite = {ask} 'what is your favorite insect?' - {for} insect in insects: - {if} your_favorite == '🐝' {or} your_favorite == '🐞': - {print} 'very useful' - {elif} your_favorite == '🕷': - {print} 'it can catch mosquitoes' - {else}: - {print} 'almost all insects can be useful one way or another' - mp_choice_options: - - option: '`{or}` cannot be used with `{if}`.' - feedback: Try again. - - option: In the `{for}` command `insect` should be `insects`. - feedback: Not true. - - option: Nothing! - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 9: - question_text: Which one of the codes below gave this output? - code: |- - -5 is negative - -4 is negative - -3 is negative - -2 is negative - -1 is negative - 0 is positive - 1 is positive - 2 is positive - 3 is positive - mp_choice_options: - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Try again! - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number <= 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - - option: "```\n {for} number in range -5 to 3:\n {if} number >= 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Very good! - - option: "```\n {for} number in range -5 to 3:\n {if} number < 0: \n {print} number ' is positive'\n {elif} number <=0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 10: - question_text: What is wrong with this code? - code: |- - {for} number in range 1 to 5: - volume_room = num * num * num - {print} volume_room ' cubic meters' - {if} volume_room > 100: - {print} 'this is a large room' - {elif} volume_room < 100: - {print} 'small room but cosy' - {else}: - {print} 'i will look for something else' - mp_choice_options: - - option: The word num needs quotation marks. - feedback: Try again. - - option: The `{if}` command is not used correctly. - feedback: Not true. - - option: Line 3 should be `volume_room = number * number * number`. - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' diff --git a/content/quizzes/el.yaml b/content/quizzes/el.yaml index c3479e96ab7..0ed35944321 100644 --- a/content/quizzes/el.yaml +++ b/content/quizzes/el.yaml @@ -2,18 +2,6 @@ levels: 1: 1: question_text: Πώς λέγεται αυτή η γλώσσα προγραμματισμού; - mp_choice_options: - - option: Hedy - feedback: Good job! - - option: Heddy - feedback: Not this one! - - option: Haydie - feedback: Not this one! - - option: Heidi - feedback: Not this one! - hint: It's named after Hedy Lamarr. - correct_answer: A - question_score: '10' 2: question_text: Which command makes text appear? code: ___ Hello! @@ -39,40 +27,9 @@ levels: ``` feedback: With `{ask}`, you can ask a question. hint: _?_ Hello world! - correct_answer: B - question_score: '10' 3: - question_text: How do you ask what someone's favorite color is? - mp_choice_options: - - option: |- - ``` - {print} What is your favorite color? - ``` - feedback: '`{print}` prints text, but it doesn''t ask questions.' - - option: |- - ``` - {ask} {print} What is your favorite color? - ``` - feedback: You only need one command, not two. - - option: |- - ``` - {ask} What is your favorite color? - ``` - feedback: Great! - - option: |- - ``` - {echo} What is your favorite color? - ``` - feedback: '`{echo}` repeats your answer back to you.' hint: You can {ask} something with the {ask} command - correct_answer: C - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - Hi Im Hedy! - {ask} Who are you? - {echo} Hi... mp_choice_options: - option: '`{print}` in line 1 is missing.' feedback: Correct! @@ -82,11 +39,7 @@ levels: feedback: '`{echo}` is a command, there''s another mistake.' - option: Nothing! This is a perfect code! feedback: Wrong, look carefully! - hint: Line 1 doesn't seem right - correct_answer: A - question_score: '10' 5: - question_text: Which command is missing in line 2? code: |- {ask} What is your favorite pet? _?_ So your favorite pet is... @@ -111,49 +64,7 @@ levels: {echo} ``` feedback: Right on! - hint: You want to see the answer at the end of line 2... - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - {print} Hi im Hedy! - {print} Which football team do you support? - {echo} You support... - {print} Cool! Me too! - mp_choice_options: - - option: In line 1 `{print}` should be replaced with `{ask}`. - feedback: '`{print}` in line 1 is correct.' - - option: In line 2, `{print}` should be replaced with `{ask}`. - feedback: Great! You paid attention! - - option: Line 3 has to begin with `{print}` instead of `{echo}`. - feedback: '`{echo}` is correct.' - - option: In line 4, `{print}` is spelled wrong. - feedback: No, there is a mistake somewhere else - hint: Check the `{print}` commands. - correct_answer: B - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - {print} Welcome at Hedys restaurant! - {ask} What would you like to eat? - {echo} So you want to order ... - {print} Coming right up! Enjoy! - mp_choice_options: - - option: In line 1 `{print}` needs to be replaced with `{ask}` - feedback: Are you sure something is wrong? - - option: In line 1 `{print}` needs to be replaced with `{echo}` - feedback: Are you sure something's wrong? - - option: In line 3 `{echo}` needs to be replaced with `{print}` - feedback: Are you sure something is wrong? - - option: Nothing! This is a perfect code! - feedback: Correct! - hint: Check the code line by line - correct_answer: D - question_score: '10' 8: - question_text: How do you use the `{echo}` command? mp_choice_options: - option: You can use it to `{ask}` a question. feedback: That's what `{ask}` is for! @@ -163,33 +74,8 @@ levels: feedback: Good job! - option: You can use it to make text disappear. feedback: That's not right... - hint: '`{echo}` is used after an `{ask}` command.' - correct_answer: C - question_score: '10' - 9: - question_text: What's wrong with this code? - code: |- - {print} Hello! - {print} How are you doing? - {echo} So you are doing... - mp_choice_options: - - option: '`{print}` in line 1 should be `{ask}`' - feedback: No, `{print}` is right. Where is the question being asked? - - option: '`{print}` in line 2 should be `{ask}`' - feedback: Super! - - option: '`{echo}` in line 3 should be `{ask}`' - feedback: No, `{echo}` is right. Where is the question being asked? - - option: Nothing. This is a perfect code! - feedback: Look carefully for the mistake... - hint: '`{ask}` allows you to ask a question' - correct_answer: B - question_score: '10' 10: question_text: Which output will be in your outputscreen after you've run this code? - code: |- - {ask} Are you ready to go to level 2? - {echo} - {echo} mp_choice_options: - option: Are you ready to go to level 2? feedback: There are two echo commands @@ -203,12 +89,8 @@ levels: Are you ready to go to level 2? Yes! feedback: There are two echo commands - hint: Let's go! - correct_answer: B - question_score: '10' 2: 1: - question_text: Which statement is true? mp_choice_options: - option: In level 2 the `{print}` command doesn't exist anymore feedback: '`{print}` still works' @@ -219,84 +101,7 @@ levels: - option: In level 2 all the level 1 commands still work feedback: No one command doesn't work anymore. hint: '`{print}` and `{ask}` still exist.' - correct_answer: C - question_score: '10' - 2: - question_text: Which code is correct? - mp_choice_options: - - option: |- - ``` - name {is} {ask} What is your name? - ``` - feedback: Super! - - option: |- - ``` - {ask} {is} name What is your name - ``` - feedback: The words are right, the order is not! - - option: |- - ``` - {ask} What is your name? - ``` - feedback: This worked in level 1, but in level 2 and up it works differently. - - option: |- - ``` - {ask} What is your name? {is} name - ``` - feedback: The words are right, the order isn't! - hint: '`{ask}` doesn''t work like in level 1' - correct_answer: A - question_score: '10' - 3: - question_text: What appears on your output screen when you run this code? - code: |- - name {is} Marleen - {print} name goes to the market and she buys an apple. - mp_choice_options: - - option: name goes to the market and she buys an apple. - feedback: The word name is replaced with Marleen - - option: Marleen goes to the market. - feedback: The second part of the sentence isn't left out! - - option: Marleen goes to the market and she buys an apple. - feedback: Right on! - - option: Marleen goes to the market and Marleen buys an apple. - feedback: She is not replaced with the name - hint: The word name is replaced with Marleen - correct_answer: C - question_score: '10' - 4: - question_text: What will you see on the output screen when you run this code? - code: |- - name {is} Hedy - {print} Hi my name is name - mp_choice_options: - - option: Hi my name is name - feedback: The variable name is replaced with Hedy - - option: Hi my name is Hedy - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is name - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is Hedy - feedback: Correct, this mistake will be fixed in level 4! - hint: '''name'' is being replaced with ''Hedy'' in both places' - correct_answer: D - question_score: '10' - 5: - question_text: What happens when you use the `{sleep}` command? - mp_choice_options: - - option: It slows down your computer - feedback: fortunately not! - - option: It closes down Hedy - feedback: fortunately not! - - option: Your program pauses for a second and then continues - feedback: That's right! - - option: You put it at the end so Hedy knows your program is finished - feedback: No it would be useless at the end of your code - hint: The computer waits for a second at the `{sleep}` command - correct_answer: C - question_score: '10' 6: - question_text: What should be on the lines? code: |- {print} And the award for best programming language goes to... _?_ @@ -322,116 +127,17 @@ levels: {ask} ``` feedback: There is no question there to be asked - hint: Pause for dramatic effect... - correct_answer: A - question_score: '10' 7: - question_text: What command should be used on line 2? code: |- {print} I will explode in 3 seconds! _?_ {print} BOOM! - mp_choice_options: - - option: |- - ``` - {print} 3 - ``` - feedback: You don't need to `{print}` - - option: |- - ``` - {sleep} 3 - ``` - feedback: Perfect! - - option: |- - ``` - {sleep} - ``` - feedback: This way the bomb will explode in 1 second - - option: |- - ``` - {sleep} {sleep} {sleep} - ``` - feedback: Make it easier on yourself by using the number 3 - hint: You want the computer to wait for 3 seconds - correct_answer: B - question_score: '10' - 8: - question_text: How would you correct the first line of code? - code: |- - {ask} {is} How old are you? - {print} age - mp_choice_options: - - option: |- - ``` - age {ask} {is} How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - {ask} {is} age How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - age {is} {ask} How old are you? - ``` - feedback: You get it! - - option: |- - ``` - age {is} How old are you? - ``` - feedback: Where is the `{ask}` command? - hint: The variable name should come first - correct_answer: C - question_score: '10' - 9: - question_text: What is going wrong in this code? - code: |- - dogs {is} animal - {print} I love animal - mp_choice_options: - - option: 'Line 1 should say: dogs `{is}` animals' - feedback: The variable name is animal - - option: 'Line 1 should say: animal `{is}` dogs' - feedback: Great! - - option: 'Line 2 should say: `{print}` I love animals' - feedback: The variable name is animal - - option: 'Line 2 should say: `{sleep}` I love animals' - feedback: Sleep is not used to `{print}` text - hint: You want to `{print}` 'I love dogs' - correct_answer: B - question_score: '10' 10: - question_text: What command should be used on the line 1? code: |- flavor {is} _?_ {print} Your favorite icecream is... {sleep} {print} flavor - mp_choice_options: - - option: |- - ``` - {sleep} 3 - ``` - feedback: You want to know the favorite flavor! - - option: |- - ``` - {print} strawberries - ``` - feedback: You do not want a `{print}` command at the middle of the line... - - option: |- - ``` - strawberries, chocolate, vanilla - ``` - feedback: This way you are making a list. You don't want that now. - - option: |- - ``` - {ask} What flavor icecream do you like? - ``` - feedback: That's right! - hint: You want to `{ask}` a question - correct_answer: D - question_score: '10' 3: 1: question_text: What command do you use to let Hedy pick something arbitrarily? @@ -456,14 +162,7 @@ levels: {at} {random} ``` feedback: Correct! - hint: Arbitrarily means without a plan or randomly. - correct_answer: D - question_score: '10' 2: - question_text: What's wrong with this code? - code: |- - animals {is} dog cat cow - {print} animals {at} {random} mp_choice_options: - option: 'You need commas in line 1: dog, cat, cow.' feedback: Good job! @@ -473,155 +172,15 @@ levels: feedback: animals is correct. - option: '`{at} {random}` is spelled incorrectly' feedback: '`{at} {random}` is the correct spelling' - hint: There's something wrong in line 1 - correct_answer: A - question_score: '10' 3: question_text: How do you fix the mistake in line 2 of this code? - code: |- - options {is} rock, paper, scissors - {print} rock, paper, scissors {at} {random} - mp_choice_options: - - option: |- - ``` - {at} {random} {print} options - ``` - feedback: You're almost there. The order of the words isn't right yet. - - option: |- - ``` - {print} rock {at} {random} - ``` - feedback: you don't always want the Hedy to {print} rock, sometimes you want scissors or paper. - - option: |- - ``` - {print} options {at} {random} - ``` - feedback: Very good! - - option: Nothing, the code is correct! - feedback: Look carefully for the mistake - hint: The variable (the list) is called options. - correct_answer: C - question_score: '10' - 4: - question_text: What should change in line 2 to print a random price? - code: |- - prices {is} 1 dollar, 100 dollar, 1 million dollar - {print} price {at} {random} - mp_choice_options: - - option: |- - ``` - {print} price - ``` - feedback: You don't want to `{print}` the word price, but you want to `{print}` one price out of your list `{at} {random}` - - option: |- - ``` - {print} prices {at} {random} - ``` - feedback: Great! You've really paid attention. - - option: |- - ``` - {print} {at} {random} price - ``` - feedback: '`{at} {random}` is placed behind the variable.' - - option: Nothing, this code is alright. - feedback: Look carefully for the mistake you missed! - hint: The variable name is prices - correct_answer: B - question_score: '10' - 5: - question_text: What is wrong in this code? - code: |- - question {is} {ask} What do you want to know? - {print} question - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 1 needs to say `{print}` instead of `{ask}` - feedback: No, that's not wrong. - - option: Line 2 needs to say `{ask}` instead of `{print}` - feedback: No that's not wrong. - - option: Line 2 needs to say answers `{at} {random}` `{is}` yes, no, maybe - feedback: No, that's not wrong. - - option: Nothing, this code is perfect - feedback: That's right! - hint: Does this code even have a mistake? - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 2 needs to say question instead of answers - feedback: No that's not right - - option: Line 2 needs the `{is}` command - feedback: Correct - - option: Line 3 needs to say answer instead of answers - feedback: No the variable's called answers - - option: Nothing! This code is great! - feedback: Actually, line 2 has a mistake. - hint: There is something wrong with line 2. - correct_answer: B - question_score: '10' - 7: - question_text: What does the `{add}` command do? - code: |- - books {is} Harry Potter, The Hobbit, Green Eggs and Ham - your_book {is} {ask} What is your favorite book? - {add} your_book {to} books - {print} books {at} {random} - mp_choice_options: - - option: The `{add}` command removes a random book from the list - feedback: The remove command removes, the add command adds - - option: The `{add}` command adds a random book to a list - feedback: It doesn't. It adds your answer to the list! - - option: The `{add}` command adds your favorite book to the list - feedback: Correct! - - option: The `{add}` command prints your favorite book. - feedback: No, it adds your favorite book to the list - hint: The `{add}` command adds a book, but which one? - correct_answer: C - question_score: '10' - 8: - question_text: What is the output of this code? - code: |- - crisps {is} sea salt, paprika, sour cream - {remove} sea salt {from} crisps - {remove} paprika {from} crisps - {print} crisps {at} {random} - mp_choice_options: - - option: You can't tell, because Hedy will `{print}` one of the 3 flavors `{at} {random}` - feedback: Take a look at the `{remove}` commands - - option: sea salt - feedback: sea salt is removed from the list - - option: paprika - feedback: Paprika is removed from the list - - option: sour cream - feedback: That's right! - hint: There are 3 flavors, bit 2 are removed. Which one remains? - correct_answer: D - question_score: '10' 9: - question_text: What's wrong with this code? code: |- colors {is} blue, purple, green chosen_color {is} {ask} Which haircolor wouldn't your like to have? {remove} chosen_color {from} colors {print} I will dye my hair color {at} {random} - mp_choice_options: - - option: 'Line 3 should say: `{remove}` blue `{from}` colors' - feedback: Maybe you want blue hair though! - - option: Line 3 should have an `{add}` command instead of a `{remove}` command - feedback: You want to remove the chosen color so `{remove}` is right. - - option: In line 4 the variable should be called colors instead of color - feedback: Great job! - - option: Nothing, this is a correct code! - feedback: Find the mistake! hint: Look at line 3 - correct_answer: C - question_score: '10' 10: question_text: What should be on the _?_? code: |- @@ -652,8 +211,6 @@ levels: ``` feedback: This increased the change that the person who walked yesterday now has to do it again. That's mean. hint: The person who walked the dog yesterday should be removed from the list. - correct_answer: A - question_score: '10' 4: 1: question_text: Which of these is true? @@ -666,11 +223,7 @@ levels: feedback: '`{at} {random}` still works' - option: '`{at} {random}` now needs quotation marks' feedback: No, but 2 other commands do. - hint: In level 4 you need quotation marks for 2 commands. - correct_answer: A - question_score: '10' 2: - question_text: Which code uses the proper quotation marks? mp_choice_options: - option: |- ``` @@ -692,11 +245,7 @@ levels: {print} ,hello, ``` feedback: This is a comma, you need quotation marks. - hint: Pick the right quotation marks. - correct_answer: B - question_score: '10' 3: - question_text: Where are the quotation marks used correctly? mp_choice_options: - option: |- ``` @@ -718,28 +267,7 @@ levels: {print} 'Hi Im Hedy' ``` feedback: Perfect! - hint: Both before and after the words you want to print should be a quotation mark. - correct_answer: D - question_score: '10' - 4: - question_text: Which statement is true? - mp_choice_options: - - option: 'You need quotation marks around the word `{print}`, like this: `''{print}''`.' - feedback: The quotation marks shouldn't be around the command itself. - - option: You need quotation marks around the words you want to print. - feedback: Super! - - option: You do not need quotation marks when using the `{ask}` command - feedback: Both `{print}` and `{ask}` require quotation marks - - option: You can choose yourself whether to use quotation marks or not. - feedback: Unfortunately, Hedy is stricter than that. - hint: From level 4 on you need to use quotation marks. - correct_answer: B - question_score: '10' 5: - question_text: What has to be changed in order for the game to work? - code: |- - options {is} rock, paper, scissors - {print} 'options {at} {random}' mp_choice_options: - option: |- ``` @@ -758,89 +286,9 @@ levels: feedback: That's right - option: Nothing, the game already works! feedback: Look carefully. There is an error. - hint: You don't want Hedy to literally print 'options {at} {random}', you want it to print 'rock' or 'paper' or 'scissors'. - correct_answer: C - question_score: '10' 6: - question_text: What would be a good next line in this code? - code: prices {is} 1 dollar, 100 dollars, 1 million dollars - mp_choice_options: - - option: |- - ``` - {print} 'You win...' prices {at} {random} - ``` - feedback: Great! You get it! - - option: |- - ``` - {print} You win... 'prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}' - - option: |- - ``` - {print} You win... prices {at} {random} - ``` - feedback: You need some quotation marks! - - option: |- - ``` - {print} 'You win... prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}'' hint: 'Think carefully: what is a variable and should be outside of the quotation marks? And what are normal words that should be inside?.' - correct_answer: A - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: Correct! - - option: Quotation marks are missing in line 2 - feedback: A variable doesn't need quotes - - option: Quotation marks are missing in line 3 - feedback: You don't want Hedy to literally print 'answers {at} {random}' so no quotation marks needed here! - - option: Nothing, this code is good as is! - feedback: Look carefully. You missed a mistake! - hint: Check each line on whether they'd need quotation marks or not. - correct_answer: A - question_score: '10' - 8: - question_text: What would be a good next line for this code? - code: |- - {print} 'Welcome at the money show!' - {print} 'In front of you are 3 doors' - door {is} {ask} 'Which door do you choose?' - mp_choice_options: - - option: |- - ``` - {print} So you pick door door - ``` - feedback: We need quotation marks - - option: |- - ``` - {print} 'So you pick ' door door - ``` - feedback: If the player chooses door 3, Hedy will say 'So you pick 3 3 - - option: |- - ``` - {print} 'So you pick door ' door - ``` - feedback: Super! - - option: |- - ``` - {print} 'So you pick door door' - ``` - feedback: Hedy will literally print 'So you pick door door - hint: The second word door should be replaced with the number, the first should still be the word door... - correct_answer: C - question_score: '10' 9: - question_text: What will never appear in your output screen? - code: |- - clubs {is} Real Madrid, Bayern Munchen, Manchester United, Ajax - {print} clubs {at} {random} ' is going the win the champions league' mp_choice_options: - option: Ajax is going to win the champions league feedback: Hedy could `{print}` that @@ -850,27 +298,6 @@ levels: feedback: Hedy could `{print}` that - option: FC Barcelona is going to win the champions league feedback: That's right. It's not in the list - hint: What are Hedy's options to randomly pick from? - correct_answer: D - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - people {is} mom, dad, Emma, Sophie - {print} The dishes are done by... - {print} people {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: A list doesn't need quotation marks - - option: Quotation marks are missing in line 2 - feedback: Correct - - option: Quotation marks are missing in both line 2 and 3 - feedback: Line 3 doesn't need quotation marks because it's not printed literally - - option: Nothing, this code has no mistakes - feedback: You missed one! - hint: One line needs quotation marks, because you want it to be printed literally. - correct_answer: B - question_score: '10' 5: 1: question_text: What is true? @@ -888,79 +315,8 @@ levels: - option: In level 5 `{ask}` and `{print}` work the same as in level 4 feedback: Correct! hint: We have only learned a new command in level 5. - correct_answer: D - question_score: '10' - 2: - question_text: What appears in your output screen when you type in the name Hedy? - code: |- - name {is} {ask} 'What is your name?' - {if} name {is} Hedy {print} 'fun' {else} {print} 'less fun' - mp_choice_options: - - option: fun - feedback: That's right! - - option: less fun - feedback: If the name is Hedy, it will say 'fun'' - - option: Hedy - feedback: No, it doesn't print the name - - option: Error - feedback: Fortunately not! - hint: '`{if}` name `{is}` Hedy `{print}` ...?' - correct_answer: A - question_score: '10' 3: - question_text: What is the right password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct! - feedback: This is printed when you type in the correct password - - option: SECRET - feedback: That's right!' - - option: password - feedback: The password isn't password... - - option: ALARM INTRUDER - feedback: This is printed when you type in the incorrect password! hint: '`{if}` password `{is}` ... `{print}` ''Correct!''!''' - correct_answer: B - question_score: '10' - 4: - question_text: What does Hedy print when you type in the wrong password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct - feedback: That's printed if the correct answer is given, not the wrong one... - - option: SECRET - feedback: That's not the right answer - - option: Wrong! - feedback: No, this is not what Hedy will print - - option: ALARM! INTRUDER! - feedback: Great job! - hint: Your computer will sound the alarm for intruders! - correct_answer: D - question_score: '10' - 5: - question_text: Why will Hedy say 'ALARM! INTRUDER' when you type in 'secret'? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Because it needs to be in capitals, so SECRET - feedback: Indeed! - - option: Because the password is alarm - feedback: No, this is not the password. - - option: Because it's spelled wrong. - feedback: That's not how you spell secret - - option: Because Hedy makes a mistake - feedback: No, Hedy is right - hint: The spelling of the word has to be exactly the same. - correct_answer: A - question_score: '10' 6: question_text: Which word should be on the place of the question mark in the last line? code: |- @@ -969,30 +325,6 @@ levels: club is {ask} 'Which club is your favorite?' {if} club {is} ajax {print} 'Ajax is going to win of course!' _?_ {print} 'Sorry, your club is gonna be in last place...' - mp_choice_options: - - option: |- - ``` - {if} - ``` - feedback: '`{if}` is already in the line above' - - option: |- - ``` - {at} {random} - ``` - feedback: No, you need `{else}`. - - option: |- - ``` - {else} - ``` - feedback: Great! - - option: |- - ``` - {print} - ``` - feedback: '`{print}` is already there, we need a word before it!' - hint: '`{if}` goes together with...?' - correct_answer: C - question_score: '10' 7: question_text: Which word should be in the place of the question mark? code: |- @@ -1021,9 +353,6 @@ levels: {print} ``` feedback: Awesome! - hint: After `{else}` a `{print}` command follows - correct_answer: D - question_score: '10' 8: question_text: Which word should be on the place of the question mark? code: |- @@ -1051,225 +380,15 @@ levels: {print} ``` feedback: No, that's not it. - hint: What the variable name? - correct_answer: B - question_score: '10' - 9: - question_text: Which door should you choose to escape?? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} - mp_choice_options: - - option: '1' - feedback: Bad choice! You're being eaten - - option: '2' - feedback: Super! You escaped! - - option: '3' - feedback: Bad choice! You're being eaten. - - option: It's a trap, you will always be eaten! - feedback: Luckily not! - hint: One of the doors will keep you safe.. - correct_answer: B - question_score: '10' - 10: - question_text: Which monster is standing behind door 1? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} - mp_choice_options: - - option: Hedy picks a random monster each time. - feedback: Awesome! - - option: vampire - feedback: Not always... - - option: werewolf - feedback: Not always... - - option: giant spider - feedback: Not always... - hint: Mind the last 3 words... monsters `{at} {random}`... - correct_answer: A - question_score: '10' 6: - 1: - question_text: What's Hedy's output when you run this code? - code: '{print} 2*10' - mp_choice_options: - - option: '20' - feedback: Correct! - - option: '12' - feedback: No, the plus sign is used in addition - - option: 2*10 - feedback: No, Hedy will calculate the answer - - option: '210' - feedback: Mind it's a calculation. - hint: The `*` is used as a multiplication sign - correct_answer: A - question_score: '10' 2: question_text: Which sign do you use for an addition? - mp_choice_options: - - option: '`-`' - feedback: That's not it - - option: plus - feedback: That's not it - - option: '`*`' - feedback: That's not it - - option: '`+`' - feedback: Correct! - hint: It's the plus sign. - correct_answer: D - question_score: '10' - 3: - question_text: What's Hedy's output when you run this code? - code: '{print} ''3*10''' - mp_choice_options: - - option: '30' - feedback: This would be the right answer if there were no quotation marks. - - option: '13' - feedback: Try again.. - - option: 3*10 - feedback: Correct! There are quotation marks, so Hedy will print it literally. - - option: Nothing, Hedy will give an error message. - feedback: No, Hedy will print it literally. - hint: Mind the quotation marks!! - correct_answer: C - question_score: '10' - 4: - question_text: Kim is 10 years old. What will Hedy print for her? - code: |- - name = {ask} 'How many letters are in your name?' - age = {ask} 'How old are you?' - luckynumber = name*age - {print} 'Your lucky number is...' luckynumber - mp_choice_options: - - option: '30' - feedback: Mind, Hedy also prints 'Your lucky number is...' - - option: '10' - feedback: Please try again. - - option: Your lucky number is... 30 - feedback: That's right! - - option: Your lucky number is... 10 - feedback: Her lucky number is name times age... - hint: 'Kim has 3 letters, she is 10 years old so: letters times age = 3*10 = 30.' - correct_answer: C - question_score: '10' - 5: - question_text: If 5 people eat at this restaurant, how much do they have to pay in total? - code: |- - {print} 'Welcome to Hedys!' - people = {ask} 'How many people are eating with us tonight?' - price = people * 10 - {print} 'That will be ' price 'dollar please' - mp_choice_options: - - option: 5 dollars - feedback: Unfortunately, it's not that cheap. - - option: 10 dollars - feedback: No, it's 10 dollars each. - - option: 15 dollars - feedback: The * means multiplication. - - option: 50 dollars - feedback: Great! - hint: '`price` `is` `people` `times` 10' - correct_answer: D - question_score: '10' 6: question_text: How much does a hamburger cost is this virtual restaurant? + 10: code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = 15 - {if} food {is} fries price = 6 - mp_choice_options: - - option: 15 dollars - feedback: Super! - - option: 6 dollars - feedback: The fries are 6 dollars - - option: 0 dollars - feedback: The hamburger isn't free! - - option: 21 dollars - feedback: That's the price for a hamburger and fries! - hint: Mind the fourth line. - correct_answer: A - question_score: '10' - 7: - question_text: Why does line 7 say 'price is price + 3' instead of 'price is 3'? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = price + 15 - {if} food {is} fries price = price + 6 - drinks is {ask} 'What would you like to drink?' - {if} drinks {is} coke price = price + 3 - {if} drinks {is} water price = price + 1 - {print} price ' dollars please' - mp_choice_options: - - option: It could have been `price = 3` just as well. - feedback: No, that's not true. Hedy needs to add 3 dollars to the total. - - option: Because Hedy doesn't understand `price = 3`. - feedback: Hedy would understand, but it wouldn't be right. - - option: Because Hedy would otherwise forget about the previous order. The price would be 3 dollars in total. - feedback: That's right! - - option: Because the price is 0 dollars to begin with. - feedback: That's true, but not the reason - hint: The price shouldn't be 3, but 3 dollars more than it already was - correct_answer: C - question_score: '10' - 8: - question_text: Why is this code incorrect? - code: |- - correct answer = 3*12 - answer = {ask} 'What is 3 times 12?' - {if} answer {is} correct answer {print} 'Good job!' - {else} {print} 'No... It was ' correct answer - mp_choice_options: - - option: There shouldn't be quotation marks in line 2 - feedback: No, there should be! - - option: The variable is called correct answer, but a variable's name can only be 1 word. So it should be correct_answer - feedback: Correct! - - option: The `{if}` and `{else}` commands should be in the same line. - feedback: No, that's not true. - - option: The variable in line 2 can't be called answer, because it is too similar to the variable correct answer. - feedback: Variable names can be similar, but they can't be 2 words... - hint: Inspect what the variables are called. - correct_answer: B - question_score: '10' - 9: - question_text: Imagine you love football a 10, you've eaten 2 bananas and have washed your hands 3 times today. How smart does the silly fortune teller think you are? - code: |- - {print} 'Im Hedy the silly fortune teller' - {print} 'I will predict how smart you are!' - football = {ask} 'On a scale of 0 to 10 how much do you love football?' - bananas = {ask} 'How many bananas have you eaten this week?' - hygiene = {ask} 'How many times did you wash your hands today??' - result = bananas + hygiene - result = result * football - {print} 'You are ' result 'percent smart.' - mp_choice_options: - - option: 10% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 32% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 50% - feedback: Super! You are 100 percent smart! - - option: 100% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - hint: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - correct_answer: C - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - name _?_ Hedy - {print} name 'is walking trough the forrest' + name _?_ Hedy + {print} name 'is walking trough the forrest' mp_choice_options: - option: You can only fill in the word is on the `_?_` feedback: You are allowed to use the `=` sign as well @@ -1279,12 +398,8 @@ levels: feedback: No, one `=` sign is enough - option: You can only use the `=` sign when working with numbers, not with words. feedback: You can also use `=` with words. - hint: '`{is}` and `=` are both allowed' - correct_answer: B - question_score: '10' 7: 1: - question_text: How many lines can you repeat at once with the repeat command at this level? mp_choice_options: - option: '0' feedback: No you can repeat a line. @@ -1295,54 +410,9 @@ levels: - option: infinite feedback: In this level you can only repeat one line at a time hint: You can only repeat 1 line at a time - correct_answer: B - question_score: '10' 2: - question_text: Which code is right? - mp_choice_options: - - option: |- - ``` - {print} 100 {times} 'hello' - ``` - feedback: '`{repeat}` 100 `{times}` `{print}` ''hello''' - - option: |- - ``` - {print} {repeat} 100 {times} 'hello' - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 'hello' 100 {times} - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 100 {times} {print} 'hello' - ``` - feedback: That's right! hint: First the repeat command, then the `{print}` command - correct_answer: D - question_score: '10' - 3: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} ''Hello!''' - mp_choice_options: - - option: Right - feedback: No, a word is missing - - option: Wrong, the word `{repeat}` is missing - feedback: The word `{repeat}` is there, another word is missing - - option: Wrong, the word `{times}` is missing - feedback: The word `{times}` is there, another word is missing. - - option: Wrong, the word `{print}` is missing - feedback: Correct - hint: 'It should be: `{repeat}` 100 `{times}` `{print}` ''Hello''' - correct_answer: D - question_score: '10' 4: - question_text: Which word is wrong in the code? - code: |- - {print} 'I'm blue' - {repeat} 7 {times} {print} 'da ba dee, da ba da' mp_choice_options: - option: |- ``` @@ -1365,24 +435,7 @@ levels: ``` feedback: '`{times}` is spelled correctly' hint: I'm is wrong, you can't use apostrophes - correct_answer: A - question_score: '10' - 5: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} {print} ''Hedy is awesome!''' - mp_choice_options: - - option: Correct - feedback: That's right! - - option: Wrong - feedback: That's not it - hint: The code is correct! - correct_answer: A - question_score: '10' 6: - question_text: What will be the output from this code? - code: |- - {print} 'The wheels on the bus go' - {repeat} 3 {times} {print} ' round and round' mp_choice_options: - option: |- the wheels on the bus go @@ -1408,14 +461,7 @@ levels: round and round round and round feedback: All though the town! Perfect! - hint: Only 'round and round' is repeated 3 times. - correct_answer: D - question_score: '10' 7: - question_text: What will be the output from this code? - code: |- - {repeat} 2 {times} {print} 'We will' - {print} 'ROCK YOU!' mp_choice_options: - option: |- We will We will @@ -1436,17 +482,8 @@ levels: We will ROCK YOU! feedback: Mind the repeat command - hint: Mind the `{repeat}` command. - correct_answer: B - question_score: '10' 8: question_text: Welke Hedy code hoort bij dit resultaat - code: |- - Here comes the sun - Do do do do - Here comes the sun - And I say - Its alright mp_choice_options: - option: |- ``` @@ -1480,8 +517,6 @@ levels: ``` feedback: Dit is niet de juiste volgorde.. hint: '`{repeat}` kan alleen worden gebruikt als je dezelfde regel meerdere keren achter elkaar wil uitvoeren.' - correct_answer: A - question_score: '10' 9: question_text: Welke Hedy code hoort bij dit resultaat ? code: |- @@ -1525,15 +560,8 @@ levels: ``` feedback: Perfect hint: '''Help !'' wordt 3x herhaald.' - correct_answer: D - question_score: '10' 10: question_text: What Hedy code belongs to this output? - code: |- - if youre happy and you know it clap your hands - if youre happy and you know it clap your hands - if youre happy and you know it and you really want to show it - if youre happy and you know it clap your hands mp_choice_options: - option: |- ``` @@ -1563,46 +591,8 @@ levels: {print} 'clap your hands' ``` feedback: This is not in the right order. - hint: Mind the order of the sentences. - correct_answer: B - question_score: '10' 8: - 1: - question_text: Which output will be produced by this code? - code: |- - {repeat} 2 {times} - {print} 'Hello' - {print} 'Im Hedy!' - mp_choice_options: - - option: |- - Hello - Im Hedy! - feedback: Everything is printed twice. - - option: |- - Hello - Hello - Im Hedy - feedback: The second line is repeated twice as well. - - option: |- - Hello - Im Hedy! - Hello - Im Hedy! - feedback: Super! - - option: |- - Hello - Hello - Im Hedy! - Im Hedy! - feedback: Everything is printed twice - hint: Both lines are repeated twice. - correct_answer: C - question_score: '10' 2: - question_text: What is wrong with this code? - code: |- - {repeat} 5 {times} - {print} 'Hedy is cool!' mp_choice_options: - option: This should be only one line, not 2. feedback: No it should be 2 lines. @@ -1612,15 +602,7 @@ levels: feedback: Nee, repeat is de goede spelling - option: The second line need to start with 4 spaces as indentation. feedback: Correct! - hint: Something is missing in the second line? - correct_answer: D - question_score: '10' 3: - question_text: What output will be produced when you run this program? - code: |- - {repeat} 3 {times} - {print} 'Baby shark tututudutudu' - {print} 'Baby shark' mp_choice_options: - option: |- Baby shark tututudutudu @@ -1647,10 +629,7 @@ levels: Baby shark feedback: What is being repeated and what isn't. hint: What is being repeated and what is not?. - correct_answer: C - question_score: '10' 4: - question_text: Which output is correct? code: |- {print} 'The children went:' {repeat} 2 {times} @@ -1682,15 +661,7 @@ levels: Yay! Were going on holiday! feedback: The last line is repeated too. - hint: The block under the `{repeat}` command is repeated twice. - correct_answer: B - question_score: '10' 5: - question_text: What is wrong with this code? - code: |- - end = {ask} 'Do you want a happy or a sad ending?' - {if} end {is} happy {print} 'They lived happily ever after' - {else} {print} 'The world exploded. The end.' mp_choice_options: - option: The `{print}` commands on the last two lines should start on new lines en start with 4 spaces. feedback: That's right! @@ -1700,44 +671,7 @@ levels: feedback: That's not true - option: '`{ask}` is no longer a command' feedback: That's not true - hint: Something is wrong with indentation - correct_answer: A - question_score: '10' - 6: - question_text: What will be the output of this code when we enter pancakes? - code: |- - {print} 'Welcome to restaurant Hedy' - {repeat} 2 {times} - food {is} {ask} 'What do you want to eat?' - {print} food - mp_choice_options: - - option: |- - Welcome to restaurant Hedy - Pancakes - feedback: There is no repetition in this answer. - - option: |- - Welcome to restaurant Hedy - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: This answer also repeats the welcome message - - option: |- - Welcome to restaurant Hedy - What do you want to eat? - What do you want to eat? - Pancakes - Pancakes - feedback: Almost! But look at the question, it is not repeated. - - option: |- - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: Well done! - hint: The first sentence and question will not be repeated - correct_answer: D - question_score: '10' 7: - question_text: What is wrong with this code? code: |- eten = {ask} 'What would you like to eat?' {if} food {is} fries @@ -1756,11 +690,7 @@ levels: feedback: You always have to use indentation. - option: The indentation is wrong in the first `{if}` command. feedback: That's right. - hint: Take a careful look at the indentation. - correct_answer: D - question_score: '10' 8: - question_text: In which of the codes is the indentation done right? mp_choice_options: - option: |- ``` @@ -1802,50 +732,20 @@ levels: {print} You are wrong! ``` feedback: You are wrong! - hint: What should happen if the person is right? And what else? - correct_answer: C - question_score: '10' 9: - question_text: What line(s) in this code should start with 4 spaces? code: |- 1 music = {ask} 'What is your favorite music genre?' 2 {if} music is rock 3 {print} '🤘' 4 {else} 5 {print} '👎' - mp_choice_options: - - option: Line 2 and 4 - feedback: The lines after the `{if}` and `{else}` command should start with 4 spaces - - option: Only line 3 - feedback: Not only 3... - - option: Line 3, 4 and 5 - feedback: Line 4 shouldn't - - option: Line 3 and 5 - feedback: Great job! - hint: The lines after an `{if}` or `{else}` command should start with 4 spaces. - correct_answer: D - question_score: '10' 10: - question_text: Which statement is true? code: |- 1 level = {ask} 'What level are you on?" 2 {if} level {is} 8 3 {print} Great job! - mp_choice_options: - - option: All lines should start with 4 spaces - feedback: That's not true - - option: Line 2 and 3 should start with 4 spaces - feedback: That's not true - - option: Line 2 should start with 4 spaces - feedback: That's not true - - option: Line 3 should start with 4 spaces - feedback: You are correct! - hint: Only one line starts with 4 spaces, but which one...? - correct_answer: D - question_score: '10' 9: 1: - question_text: What is wrong with this code? code: |- {repeat} 3 {times} eten = {ask} 'What would you like to eat?' @@ -1866,19 +766,7 @@ levels: - option: The indentation is wrong in the last `{if}` command. feedback: It not, though. hint: all the indentation is done correctly. - correct_answer: A - question_score: '10' 2: - question_text: What will be printed after entering the correct password? - code: |- - password = {ask} 'What is the password?' - correct_password = Hedy - {if} password {is} correct_password - {repeat} 2 {times} - {print} 'Good job!' - {print} 'You can use the computer!' - {else} - {print} 'The computer will explode in 5... 4... 3... 2... 1...' mp_choice_options: - option: |- Good job! @@ -1897,11 +785,7 @@ levels: Good job! You can use the computer! feedback: Correct! - hint: Everything under the `{repeat}` command is repeated twice. - correct_answer: D - question_score: '10' 3: - question_text: Which case should you choose to win a million dollars? code: |- {print} 'Choose the right case and win!' case = {ask} 'Which case will you pick? 1 or 2?' @@ -1917,20 +801,7 @@ levels: {print} 'You sell the case for 500 dollars' {if} action {is} open {print} 'You open the case and win a million dollars!' - mp_choice_options: - - option: case 1, sell - feedback: You don't win a million! - - option: case 1, open - feedback: You don't win a million - - option: case 2, sell - feedback: You don't win a million - - option: case 2, open - feedback: Great job! You win! - hint: Follow the right path - correct_answer: D - question_score: '10' 4: - question_text: Which statement is true? code: |- name = {ask} 'What is your name?' size = {ask} 'What is your shoe size?' @@ -1950,15 +821,7 @@ levels: feedback: That's right! - option: Cinderella with shoe size 40 gets the output 'I was looking for you!' feedback: No she gets 'Ill keep looking' - hint: No matter what your name is, if you have shoe size 40 you will get the message 'Ill keep looking'. - correct_answer: C - question_score: '10' 5: - question_text: Which code produced this output? - output: |- - Icecream is the best! - Icecream is the best! - Icecream is the best! mp_choice_options: - option: |- ``` @@ -1993,11 +856,7 @@ levels: {print} 'Icecream is the best!' ``` feedback: There are 2 `{repeat}` commands in this code. - hint: Watch the indentation - correct_answer: C - question_score: '10' 6: - question_text: After which command(s) should you use indentation (starting the next line with 4 spaces)? mp_choice_options: - option: '`{if}`' feedback: Don't forget the others @@ -2007,9 +866,6 @@ levels: feedback: Keep it up! - option: '`{if}` `{else}` `{repeat}` `{print}`' feedback: Not with print - hint: Indentation happens on the line below some commands - correct_answer: C - question_score: '10' 7: question_text: "In this code from a pizza restaurant. \nYoull get a 5 dollar discount if you order a medium pizza with coke.\n What should you do to debug this code?" code: |- @@ -2050,9 +906,6 @@ levels: price = price - 2 ``` feedback: Try again - hint: After each `{if}` command, the line below should indent - correct_answer: A - question_score: '10' 8: question_text: What is wrong is this code? code: |- @@ -2070,25 +923,7 @@ levels: feedback: You actually must start like that. - option: A code must always start with a `{print}` command in the first line feedback: That's not true. - hint: The indentation is done right this time - correct_answer: B - question_score: '10' - 9: - question_text: How many `{if}` commands can be placed inside another `{if}` command? - mp_choice_options: - - option: None, that is not allowed - feedback: You are allowed to - - option: Only 1 - feedback: You could use more if you like - - option: '3' - feedback: You could use more if you like - - option: Infinite, as long as you keep using indentation correctly - feedback: That is true - hint: You can put an `{if}` command inside an `{if}` command. - correct_answer: D - question_score: '10' 10: - question_text: Which statement is true? code: |- 1 {repeat} 2 {times} 2 {if} level {is} 9 @@ -2103,8 +938,6 @@ levels: - option: line 2 should atart with 4 spaces and line 3 with 8 feedback: You are correct! hint: The first line doens't start with any spaces - correct_answer: D - question_score: '10' 10: 1: question_text: What do we need to fill in on the `_?_` if we want to print each compliment? @@ -2112,91 +945,6 @@ levels: compliments = perfect, great job, amazing _?_ {print} compliment - mp_choice_options: - - option: |- - ``` - {for} each compliment - ``` - feedback: That's not it - - option: |- - ``` - {for} compliment {in} compliments - ``` - feedback: You deserve all those compliments! - - option: |- - ``` - {if} compliment {in} compliments - ``` - feedback: That's not it - - option: |- - ``` - {for} compliments {in} compliment - ``` - feedback: Almost there! - hint: '`{for}` each compliment in the lists of compliments...' - correct_answer: B - question_score: '10' - 2: - question_text: Which output is correct? - code: |- - meals = pizza, pasta, pancakes - {for} meal {in} meals - {print} 'I love ' meal - mp_choice_options: - - option: I love pizza - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pasta - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pancakes - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: |- - I love pizza - I love pasta - I love pancakes - feedback: Great! - hint: Line 2 says for each meal in the list of meals. So each meal is printed. - correct_answer: D - question_score: '10' - 3: - question_text: Which output is correct? - code: |- - animals = dogs, cats, hamsters, chickens - {for} animal {in} animals - {print} animal ' are lovely pets' - mp_choice_options: - - option: dogs are lovely pets - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - - option: dogs, cats, hamsters, chickens are lovely pets - feedback: Each animal gets their own line in the output. - - option: |- - dogs are lovely pets - cats are lovely pets - hamsters are lovely pets - chickens are lovely pets - feedback: Great! - - option: You don't know yet. Because it chooses one of the animals {at} {random}. - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - hint: Line 2 says {for} each animal in the list of animals. So each animal is printed - correct_answer: C - question_score: '10' - 4: - question_text: What's wrong with this code? - code: |- - groceries = apples, bread, milk - {for} item {in} groceries - {print} 'We need ' groceries - mp_choice_options: - - option: Line 2 needs to start with 4 spaces as indentation - feedback: No it doesn't. Only line 3 needs indentation, which it has. - - option: Line 3 does not need to start with 4 spaces as indentation - feedback: Line 2 is a `{for}`command so line 3 does need to start with an indent. - - option: Line 3 should say item instead of groceries - feedback: Good job! - - option: Line 2 should say groceries instead of item - feedback: No it does not. - hint: Line 2 says `{for}` each item in the list of groceries - correct_answer: C - question_score: '10' 5: question_text: What word should be on the _?_ with these digital dice? code: |- @@ -2205,25 +953,7 @@ levels: choices = 1, 2, 3, 4, 5, 6 {for} player {in} players {print} player ' throws ' _?_ {at} {random} - mp_choice_options: - - option: players - feedback: It would say 'Ann throws Jesse', instead of 'Ann throws 6'. - - option: choices - feedback: That's right! - - option: choice - feedback: You are very close. But you need Hedy to pick from the list called 'choices' not 'choice'... - - option: dice - feedback: Look at the names of the variables. - hint: Hedy needs to pick a number `{at} {random}` - correct_answer: B - question_score: '10' 6: - question_text: Which of the answers below is a possible outcome when you run the code? - code: |- - choices = rock, paper, scissors - players = Kelly, Meredith - {for} player {in} players - {print} player ' chooses ' choices {at} {random} mp_choice_options: - option: Kelly chooses rock feedback: Meredith wants to play too! @@ -2237,9 +967,6 @@ levels: Kelly chooses paper Meredith chooses scissors feedback: Amazing! - hint: Each player will pick an option. The player that's first on the list will go first. - correct_answer: D - question_score: '10' 7: question_text: What line should be on the _?_ in this code that decides what these people will have for dinner? code: |- @@ -2247,30 +974,6 @@ levels: food = pasta, fries, salad _?_ {print} name ' has to eat ' food {at} {random} ' for dinner' - mp_choice_options: - - option: |- - ``` - {for} name {in} names - ``` - feedback: You are on fire! - - option: |- - ``` - {for} names {in} name - ``` - feedback: No it should be for each name in the list nameS, so the other way around - - option: |- - ``` - {for} food {in} food - ``` - feedback: Each name should be told what they will have for dinner. - - option: |- - ``` - {for} name {in} food - ``` - feedback: Each name should be told what they will have for dinner. - hint: Each name should be told what they will have for dinner. - correct_answer: A - question_score: '10' 8: question_text: What should be on the _?_ in this code that decides which color shirt you get? code: |- @@ -2299,9 +1002,6 @@ levels: 'people gets a colors shirt' ``` feedback: There is no variable named people.. - hint: Mind the quotation marks and the names of the variables - correct_answer: B - question_score: '10' 9: question_text: What is the first question Hedy will `{ask}` you when you run the program? code: |- @@ -2311,20 +1011,7 @@ levels: {for} course {in} courses food = {ask} name ', what would you like to eat as your ' course '?' {print} name ' orders ' food ' as their ' course - mp_choice_options: - - option: Timon, what would you like to eat as your appetizer? - feedback: Perfect! - - option: Onno, what would you like to eat as your appetizer? - feedback: Timon is first on the list! - - option: Timon, what would you like to eat as your dessert? - feedback: Appetizers are first in the list - - option: You don't know that. Hedy will choose `{at} {random}`. - feedback: There is no `{at} {random}` in this code... - hint: The first options from both lists are chosen. - correct_answer: A - question_score: '10' 10: - question_text: What is true about this code? code: |- prices = 1 million dollars, car, sandwich names = Bob, Patrick, Sandy, Larry @@ -2339,9 +1026,6 @@ levels: feedback: That is not true. Larry has the same odds as the others - option: Someone might win with two prices feedback: You get it! - hint: Try to imagine the output of this code. - correct_answer: D - question_score: '10' 11: 1: question_text: What word should be at the place of the question mark? @@ -2369,14 +1053,7 @@ levels: {for} ``` feedback: 'No' - hint: What did you learn in this level? - correct_answer: B - question_score: '10' 2: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 1 {to} 3 - {print} i mp_choice_options: - option: |- 1 @@ -2389,64 +1066,7 @@ levels: feedback: That's not it - option: '123' feedback: That's not it - hint: How do the numbers appear in the screen? - correct_answer: A - question_score: '10' - 3: - question_text: Which code was used to get this output? - output: |- - 1 - 2 - 3 - 4 - 5 - Once I caught a fish alive! - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Perfect - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: This code won't work. You need an indent after {for}. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Now Hedy will count '1 Once I caught a fish alive!, 2 Once I caught a fish alive! etc. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} 'i' - {print} 'Once I caught a fish alive!' - ``` - feedback: i is a variable and shouldn't have quotation marks - hint: First all the numbers, then the sentence - correct_answer: A - question_score: '10' 4: - question_text: Which code was used to get this output? - output: |- - 10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0 mp_choice_options: - option: |- ``` @@ -2473,42 +1093,6 @@ levels: ``` feedback: That's right! hint: It has to be a calculation... - correct_answer: D - question_score: '10' - 5: - question_text: What's wrong with this code? - code: |- - {for} i {in} {range} 1 {to} 10 - {print} i - mp_choice_options: - - option: The i in the last line need quotation marks - feedback: No it doesn't. - - option: You can't use `{range}` 1 `{to}` 5 only `{range}` 1 `{to}` 10 - feedback: You could use 1 to 5 just as well! - - option: Line 1 needs to start with an indention. - feedback: Not line 1... - - option: Line 2 needs to start with an indention - feedback: Perfect! - hint: There is something wrong with the indention - correct_answer: D - question_score: '10' - 6: - question_text: How many times does the word Hello appear on your screen when you run the code? - code: |- - {for} i {in} {range} 0 {to} 2 - {print} 'Hello' - mp_choice_options: - - option: 1 time - feedback: 'No' - - option: 2 times - feedback: 'No' - - option: 3 times - feedback: That's right! - - option: Never - feedback: 'No' - hint: 0 also counts. So 0,1,2 that's 3 times. - correct_answer: C - question_score: '10' 7: question_text: What should be on the place of the question mark? code: |- @@ -2517,35 +1101,7 @@ levels: _?_ food is {ask} 'What would you like to order?' {print} food - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 0 {to} 3 - ``` - feedback: There's not always 3 people - - option: |- - ``` - {for} i {in} {range} 1 {to} guests - ``` - feedback: The variable is not named guests - - option: |- - ``` - {for} i {in} {range} 1 {to} people - ``` - feedback: Great! - - option: |- - ``` - {for} i {in} {range} 0 {to} people - ``` - feedback: That's one order too many! - hint: Use the variable 'people' - correct_answer: C - question_score: '10' 8: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 23 {to} 25 - {print} 'hi' mp_choice_options: - option: |- 23 @@ -2561,34 +1117,7 @@ levels: feedback: Correct - option: The word 'hi' will appear 25 times in a row. feedback: No it will only appear 3 times. - hint: It doesn't say `{print}` i - correct_answer: C - question_score: '10' - 9: - question_text: How many times does Hedy chant Hip Hip Hooray? - code: |- - age = {ask} 'How old are you?' - {for} i {in} {range} 1 {to} age - {print} 'Hip Hip Hoorray!' - mp_choice_options: - - option: 1 time - feedback: Try again - - option: 2 times - feedback: Try again - - option: Never - feedback: Try again - - option: That depends on how old you are - feedback: That's right! - hint: '`{for}` i `{in}` `{range}` 1 `{to}` age' - correct_answer: D - question_score: '10' 10: - question_text: Which code belongs to this output? - output: |- - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark mp_choice_options: - option: |- ``` @@ -2619,11 +1148,8 @@ levels: ``` feedback: '`{range}` 0 `{to}` 3 is 4 times.' hint: Mind the indention - correct_answer: B - question_score: '10' 12: 1: - question_text: Which output is correct? code: |- print 'three and a half plus one and a half is...' print 3.5 + 1.5 @@ -2640,11 +1166,7 @@ levels: three and a half plus one and a half is... 5 feedback: Great job! - hint: Both lines are printed! - correct_answer: D - question_score: '10' 2: - question_text: Which of these codes is correct? mp_choice_options: - option: |- ``` @@ -2670,11 +1192,7 @@ levels: print 'I would like a ' flavors at random ' cake.' ``` feedback: All the different values of flavors should be in quotation marks. - hint: The second line is the same in each code, pay attention to the first line - correct_answer: C - question_score: '10' 3: - question_text: What's wrong with this code? code: |- favorite_animal = ask 'What is your favorite animal?' print 'I like ' favoriteanimal ' too!' @@ -2687,30 +1205,13 @@ levels: feedback: That's not true - option: Nothing is wrong. feedback: That's not true - hint: The quotation marks are used correctly - correct_answer: A - question_score: '10' 4: - question_text: In which lines are quotation marks needed to get the code to work? code: |- print Welcome to the online shoe shop category = ask What kind of shoes are you looking for? if category = high heels print High heels are 50% off now! - mp_choice_options: - - option: Line 1 and 2 - feedback: 'No' - - option: Line 1, 2 and 3 - feedback: 'No' - - option: Line 1, 2 and 4 - feedback: 'No' - - option: All of the lines - feedback: Perfect! - hint: Does line 3 need quotation marks too? - correct_answer: D - question_score: '10' 5: - question_text: What output does Agent007 get when they put in the correct password? code: |- name is ask 'What is your name?' if name is 'Agent007' @@ -2723,18 +1224,6 @@ levels: else b is 'today at 10.00' print a + b - mp_choice_options: - - option: Go to the train station today at 10.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 02.00 - feedback: You've cracked the code! - - option: Go to the train station tomorrow at 02.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 10.00 - feedback: The agent won't be catching any bad guys here - hint: The correct password is TOPSECRET - correct_answer: B - question_score: '10' 6: question_text: Which line should be filled in at the ??? code: |- @@ -2748,32 +1237,7 @@ levels: if drinks = 'yes' ??? print 'That will be ' price ' dollar please' - mp_choice_options: - - option: |- - ``` - price = 14 - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = '14' - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = price + 2 - ``` - feedback: Excellent! - - option: |- - ``` - price = + 2 - ``` - feedback: Almost there! - hint: What if you only order fries and a drink? - correct_answer: C - question_score: '10' 7: - question_text: Which output does a vegan get? code: |- menu = 'cookies', 'cheese', 'grapes' print "It's my birthday! I`ve brought some snacks!" @@ -2785,36 +1249,7 @@ levels: print 'For you I have brought: ' for snack in menu print snack - mp_choice_options: - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cookies - grapes - feedback: Terrific! - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - feedback: There's more options than just one - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cheese - grapes - feedback: A vegan person can't have cheese - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - cookies - feedback: Almost there, but look at the order of snacks in the list - hint: What item is removed from the list when you answer 'vegan'? - correct_answer: A - question_score: '10' 8: - question_text: Which code was used to create this output? - code: '3.5' mp_choice_options: - option: |- ``` @@ -2836,9 +1271,6 @@ levels: print 7 * 2 ``` feedback: 'No' - hint: 7 devided by 2 is 3.5 - correct_answer: B - question_score: '10' 9: question_text: Which code should be filled in in line 1 at the ??? code: |- @@ -2865,9 +1297,6 @@ levels: 'prices' = 'one million dollars', 'nothing' ``` feedback: You one nothing - hint: The items on the list should be in quotation marks - correct_answer: C - question_score: '10' 10: question_text: Which line of code should be filled in at the ??? to complete the song ? code: |- @@ -2888,12 +1317,8 @@ levels: feedback: This is a hard one! All the actions on the list must be in the song. - option: print actions at random feedback: This is a hard one! All the actions on the list must be in the song. - hint: This is a hard one! All the actions on the list must be in the song. - correct_answer: B - question_score: '10' 13: 1: - question_text: Which code should be filled in at the ??? ? code: |- name = ask 'What is your name?' song = ask 'Whould you like to hear a song?' @@ -2924,11 +1349,7 @@ levels: if song = 'yes' or birthday = 'yes' ``` feedback: Hedy only sings if both answers are yes - hint: Hedy sings if you want to hear a song and it's you birthday - correct_answer: C - question_score: '10' 2: - question_text: Which command is missing in the code at the place of the ??? ? code: |- menu = 'cheese', 'sausage rolls', 'cookies' diet = ask 'Do you have any dietary restrictions?' @@ -2943,11 +1364,7 @@ levels: feedback: 'No' - option: print feedback: 'No' - hint: Neither vegans nor muslims can eat sausage rolls. - correct_answer: B - question_score: '10' 3: - question_text: Which output is given to a member without a discount code? code: |- member = ask 'Do you have a membership card?' discount = ask 'Do you have a discount code?' @@ -2965,10 +1382,7 @@ levels: - option: There is no way of knowing feedback: There is! Read the question carefully hint: Mind the command 'or' in line 3 - correct_answer: A - question_score: '10' 4: - question_text: Which line of code should follow this line in rock-paper-scissors game? code: if computer_choice is 'rock' and your_choice is 'paper' mp_choice_options: - option: print 'you win' @@ -2979,28 +1393,11 @@ levels: feedback: It's only a tie if both choices are the same - option: print 'try again' feedback: Try again! - hint: Paper beats rock - correct_answer: A - question_score: '10' 5: - question_text: Which statement is true about this code? code: |- if name = 'Cinderella' and shoe_size = 38 print 'You are my one true love!' - mp_choice_options: - - option: Every person with shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person named Cinderella is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person that is named Cinderella and has shoe size 38 is this prince's one true love - feedback: Fantastic! - - option: Every person that's not named Cinderella and does not have shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - hint: Both statements have to be true - correct_answer: C - question_score: '10' 6: - question_text: Which statement about this code is true? code: |- print 'Let me guess which family member you are!' glasses = ask 'Do you wear glasses?' @@ -3013,20 +1410,7 @@ levels: print 'You must be Wouter!' if glasses = 'no' and female = 'no' print 'You must be Michael!' - mp_choice_options: - - option: Michael is a boy with glasses - feedback: Try again - - option: Marleen is a girl with glasses - feedback: Try again - - option: Wouter is a boy without glasses - feedback: Try again - - option: Sophie is a girl with glasses - feedback: Great job! - hint: Take a good look! Or do you need glasses? - correct_answer: D - question_score: '10' 7: - question_text: Which statement is false? code: |- print 'Thank you for helping me take care of my pets' print 'Here is a program to help feed them' @@ -3040,20 +1424,7 @@ levels: print 'I fed them this moring! They do not need more food today' if animal is 'hamster' and color is 'brown' print 'You can feed them a piece of carrot' - mp_choice_options: - - option: The grey cat is called Abby - feedback: This is true! - - option: Milo the orange cat eats 4 scoops of cat nibbles - feedback: This is true - - option: The black hamster needs to be fed a piece of carrot - feedback: Great job! - - option: The yellow bird was fed this morning - feedback: This is true - hint: Read the last 4 lines carefully - correct_answer: C - question_score: '10' 8: - question_text: What output do you get if you order popcorn but no drink? code: |- print 'Welcome to the movie theater' popcorn = ask 'Would you like some popcorn?' @@ -3067,32 +1438,7 @@ levels: if popcorn = 'no' and drink = 'no' print 'Ok' print 'Enjoy the movie' - mp_choice_options: - - option: |- - Welcome to the movie theater - That will be 8 dollars please - Enjoy the movie - feedback: You have paid too much! - - option: |- - Welcome to the movie theater - That will be 5 dollars please - Enjoy the movie - feedback: Amazing! - - option: |- - Welcome to the movie theater - That will be 3 dollars please - Enjoy the movie - feedback: That's not enough money! - - option: |- - Welcome to the movie theater - Ok - Enjoy the movie - feedback: You have to pay for your popcorn! - hint: popcorn = yes and drink = no - correct_answer: B - question_score: '10' 9: - question_text: What is wrong with this code? code: |- 1 chocolate = ask 'Would you like chocolate sauce on your ice cream?' 2 sprinkles = ask 'Would you like sprinkles on your ice cream?' @@ -3129,11 +1475,7 @@ levels: {if} chocolate = 'yes' {and} sprinkles = 'no' ``` feedback: This is not what I ordered! - hint: There is a mistake in line 3 - correct_answer: A - question_score: '10' 10: - question_text: Which command needs to be in line 8 at the place of the ??? ? code: |- print 'Welcome to the product finder of this supermarkt' item is ask 'What product are you looking for?' @@ -3157,65 +1499,8 @@ levels: feedback: 'No' - option: if feedback: 'No' - hint: The item is either in the list of snacks, or in the list of drinks - correct_answer: B - question_score: '10' 14: - 1: - question_text: Which symbol should be used on the blank? - code: |- - name _ {ask} 'Who are you?' - {if} name == 'Hedy' - {print} 'Me too!' - mp_choice_options: - - option: '`=>`' - feedback: This is not a symbol. - - option: '`==`' - feedback: We are not comparing anything, just asking. - - option: '`!=`' - feedback: We are not comparing anything, just asking - - option: '`=`' - feedback: Right! - hint: We are not comparing anything, we are just asking a name. - correct_answer: D - question_score: '10' - 2: - question_text: Which of these codes has used the correct = or == symbol? - mp_choice_options: - - option: '{if} name = Hedy' - feedback: 'No' - - option: '{if} age = 24' - feedback: 'No' - - option: answer = {ask} 'What is your answer' - feedback: Yes! - - option: answer == {ask} 'How are you doing?' - feedback: 'No' - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' - 3: - question_text: Which symbols should be filled in on the two blanks? - code: |- - guests = {ask} 'How many people are at the party?' - {if} guests _ 130 - {print} 'You can come in!' - {if} guests _ 130 - {print} 'Im sorry, the club is full. ' - {print} 'You have to wait for a guest to leave' - mp_choice_options: - - option: '`>` and `<`' - feedback: That's not it - - option: '`=` and `>=`' - feedback: That's not it - - option: '`<` and `>=`' - feedback: You are right - - option: '`+` and `==`' - hint: There are 130 people allowed in the club - correct_answer: C - question_score: '10' - feedback: That's not it 4: - question_text: What's wrong with this code? code: |- price = 10 money = {ask} How much money do you have? @@ -3224,20 +1509,7 @@ levels: {print} 'You can buy the bear!' {else} {print} 'You cannot buy this bear!' - mp_choice_options: - - option: In line 1 == should be used instead of = - feedback: No that's not it - - option: Line 2 misses quotation marks - feedback: You are correct - - option: In line 4 = should have been used instead of == - feedback: No that's not it - - option: In line 4 <= should have been used instead of >= - feedback: No that's not it - hint: The symbols are right - correct_answer: B - question_score: '10' 5: - question_text: Which symbol should be filled in on the blanks if the movie is suitable for kids for the age of 12 and up? code: |- age = {ask} 'How old are you?' ticket = {ask} 'Do you have a ticket?' @@ -3245,20 +1517,7 @@ levels: {print} 'You can enter the movie theater.' {else} {print} 'You are not allowed to come in!' - mp_choice_options: - - option: '`> 12`' - feedback: 12 year olds are allowed too - - option: '`>= 12`' - feedback: Great! - - option: '`< 12`' - feedback: These kids are too young! - - option: '`<= 12`' - feedback: These kids are too young - hint: '> means greater than' - correct_answer: B - question_score: '10' 6: - question_text: How many times do you have to say you are annoyed before this annoying game stops? code: |- lives = 2 {repeat} 10 times @@ -3266,69 +1525,7 @@ levels: answer = {ask} 'Are you annoyed yet?' {if} answer == 'yes' lives = lives - 1 - mp_choice_options: - - option: 10 times - feedback: It stops after 2 times - - option: 0 times - feedback: It stops after 2 times - - option: 1 time - feedback: It stops after 2 times - - option: 2 times - feedback: That is correct - hint: '!= means ''is not''' - correct_answer: D - question_score: '10' - 7: - question_text: What should be filled in on the three blanks? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' - mp_choice_options: - - option: '`''Lower''` and `''Higher''` and `''You win!''`' - feedback: That's not quite right. - - option: '`''Higher''` and `''Lower''` and `''You win!''`' - feedback: You win! - - option: '`''You win!''` and `''Lower!''` and `''Higher''`' - feedback: That's not quite right. - - option: '`''Lower!''` and `''You win!''` and `''Higher!''`' - feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: B - question_score: '10' - 8: - question_text: Which statement is true about this roller coaster? - code: |- - length = {ask} 'Please fill in your length in cm' - {if} length < 120 - {print} 'Sorry, you cannot go on this roller coaster.' - {else} - {print} 'Enjoy the ride' - mp_choice_options: - - option: You must be taller than 120 cm to go on the roller coaster - feedback: True! - - option: You must be taller than 119 cm to go on the roller coaster - feedback: If you are 120 cm you won't get in - - option: You must be shorter than 120 cm to go on the roller coaster - feedback: '> means greater than' - - option: There are no length restrictions to go on the roller coaster - feedback: There are. - hint: '> means greater than' - correct_answer: A - question_score: '10' 9: - question_text: How many pieces of chocolate will give you a stomach ache according to this fitbit? code: |- chocolate = {ask} 'How many pieces of chocolate have you eaten?' {if} chocolate <= 2 @@ -3337,101 +1534,19 @@ levels: {print} 'That is a bit much' {if} chocolate > 8 {print} 'You will get a stomach ache!' - mp_choice_options: - - option: 1 or more - feedback: 'No' - - option: 2 or more - feedback: 'No' - - option: 8 or more - feedback: Almost - - option: 9 or more - feedback: Great! - hint: '> 8 means more than 8' - correct_answer: D - question_score: '10' - 10: - question_text: What should be filled in in the blanks? - code: |- - {print} 'Whoever gets the most points wins!' - {if} points_player_1 < points_player_2 - {print} _ - mp_choice_options: - - option: '''player 1 wins''' - feedback: Look at who has the highest score! - - option: '''player 2 wins''' - feedback: Yes! - - option: '''player 2 loses''' - feedback: Look at who has the highest score! - - option: '''It is a tie''' - feedback: No it's not, one player has a higher score - hint: You win the game by having the most points - correct_answer: B - question_score: '10' 15: 1: - question_text: 'Which symbol should be used on the blank? Tip: You must keep guessing until you get it right.' code: |- answer = 0 while answer _ 'Amsterdam' answer = ask 'What is the capital city of the Netherlands?' print 'You have given the correct answer' - mp_choice_options: - - option: '`=!`' - feedback: That is not right. - - option: '`==`' - feedback: You don't have to keep guessing if you've given the right answer. - - option: '`!=`' - feedback: Correct - - option: '`=`' - feedback: That's not it - hint: Keep guessing until you say Amsterdam - correct_answer: C - question_score: '10' - 2: - question_text: Which of these codes has used the correct symbol(s)? - mp_choice_options: - - option: |- - ``` - {while} name = Hedy - ``` - feedback: 'No' - - option: |- - ``` - {while} age = 24 - ``` - feedback: 'No' - - option: |- - ``` - {while} time > 0 - ``` - feedback: Yes! - - option: |- - ``` - {while} answer == yes' - ``` - feedback: A quotation mark is missing - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' 3: question_text: Which command should be filled in on the two blanks? code: |- _ age >= 18 print 'you are not allowed in this bar' - mp_choice_options: - - option: '`{in}`' - feedback: That's not it - - option: '`{while}`' - feedback: You are right - - option: '`{for}`' - feedback: That's not it - - option: '`{range}`' - feedback: That's not it - hint: You are not allowed in the bar as long as you are 17 or younger - correct_answer: B - question_score: '10' 4: - question_text: What's wrong with this code? code: |- options = 1, 2, 3, 4, 5, 6 print 'Throw 6 as fast as you can!' @@ -3451,11 +1566,7 @@ levels: feedback: That's not it - option: In line 5 != should have been used instead of == feedback: You are correct - hint: There is something wrong in line 5 - correct_answer: D - question_score: '10' 5: - question_text: What should be placed on the blank to make this program work correctly? code: |- wetness = 10 while wetness != 0 @@ -3474,9 +1585,6 @@ levels: feedback: You are correct! - option: = wetness + 1 feedback: The program should count down - hint: wetness should get less each time - correct_answer: C - question_score: '10' 6: question_text: what is wrong with this code? code: |- @@ -3494,25 +1602,8 @@ levels: feedback: No that's not right - option: Line 2 should start with less indentation feedback: That is correct - hint: Look closely at the indentation - correct_answer: D - question_score: '10' 7: question_text: How should this program be changed to that it works? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' mp_choice_options: - option: '... change the first {if} into a {while}' feedback: Perfect! @@ -3522,32 +1613,9 @@ levels: feedback: That's not quite right. - option: '... change the fourth {if} into a {while}' feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: A - question_score: '10' 8: - question_text: Which statement is true about this automated toilet system? - code: |- - {while} toilet == 'occupied' - lights = 'on' - air_freshener_sprays = 'yes' - {sleep} 60 - lights = 'off' - air_freshener_sprays = 'no' - mp_choice_options: - - option: The lights and air freshener will turn off after 1 minute - feedback: False! - - option: The air freshener sprays once every minute and the lights stay on the whole time while you are on the toilet - feedback: Great job - - option: The air freshener sprays once you leave the toilet. - feedback: It only sprays when you're in there. - - option: The lights will always stay on. - feedback: That wouldn't be right. hint: The block after the while command keeps happening while the toilet is occupied. - correct_answer: B - question_score: '10' 9: - question_text: What will the diet app say if you have eaten 1600 calories today? code: |- chocolate = {ask} 'How many calories have you eaten today?' {while} calories <= 1000 @@ -3565,16 +1633,7 @@ levels: feedback: Yes! - option: You have eaten enough for today feedback: 'No' - hint: 1600 is between 1000 and 2000 - correct_answer: C - question_score: '10' 10: - question_text: 'What should be filled in in the blanks? Tip: the player with the most points is in the lead.' - code: |- - name_player_1 = {ask} 'Name player 1:' - name_player_2 = {ask} 'Name player 2:' - {while} points_player_1 > points_player_2 - {print} _ ' is in the lead right now!' mp_choice_options: - option: name_player_1 feedback: You are right! @@ -3584,105 +1643,20 @@ levels: feedback: You should fill in a name, not a number - option: points_player_2 feedback: You should fill in a name, not a number - hint: You win the game by having the most points. Your name should appear on the screen - correct_answer: A - question_score: '10' 16: - 1: - question_text: Which command should be filled in on the blanks to print a random snack? - code: |- - snacks = nachos, chips, cucumber, sweets - {print} _ - mp_choice_options: - - option: '`snacks {at} {random}`' - feedback: This is the old way. - - option: '`[{random} snack]`' - feedback: The order is wrong. - - option: '`snacks[{random}]`' - feedback: Correct - - option: '`snacks[{at} {random}]`' - feedback: We do not need `at`anymore - hint: We no longer use {at} - correct_answer: C - question_score: '10' 2: - question_text: What should be filled in on the blanks if you want a list of what chores are done by whom? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chores = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} _ - mp_choice_options: - - option: |- - ``` - friends[i] has to do chores [i] - ``` - feedback: Mind the spacing. - - option: |- - ``` - friends[1] has to do chores[1] - ``` - feedback: It will print 3 times that Wesley has to do the cooking - - option: |- - ``` - chores[i] ' has to do ' friends[random] - ``` - feedback: The person has to do the chore, not the other way around - - option: |- - ``` - friends[i] ' has to do ' chores[i] - ``` - feedback: Fantastic! - hint: '`i` tells us what item in the list it is. So friend 1 does chore 1 etc.' - correct_answer: D - question_score: '10' 3: - question_text: What is a possible output for this program? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chore = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} friends[i] has to do chores[i] - mp_choice_options: - - option: |- - ``` - Wesley has to do the cooking - Eric has to do the cleaning - Kaylee has to do nothing - ``` - feedback: Super! - - option: |- - ``` - Kaylee has to do the cooking - Wesley has to do the cleaning - Eric has to do nothing - ``` - feedback: No, it is not random. - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cleaning - Wesley has to do the nothing - ``` - feedback: Poor Wesley! - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cooking - Wesley has to do the cooking - ``` - feedback: That's not it - hint: It's not random... - correct_answer: A - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - friends = ['Jaylee', 'Erin', 'Fay'] - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 0 {to} 3 - print 'the lucky number of ' friends[i] - print 'is ' lucky_numbers[i] mp_choice_options: - option: The variable in line 4 should be 'friend[i]', not 'friends[i]' feedback: That is not right. @@ -3692,16 +1666,7 @@ levels: feedback: It's not a variable, it's just text. - option: '{in} in line 3 should be removed' feedback: That's not it - hint: There's nothing wrong with line 4 - correct_answer: B - question_score: '10' 5: - question_text: Which line should be filled in in the blank? - code: |- - animals = ['dog', 'cow', 'horse'] - _ - {for} i {in} {range} 1 {to} 3 - {print} 'the ' animals[i] ' says ' sounds[i] mp_choice_options: - option: noises = ['moo', 'woof', 'neigh'] feedback: Mind the variable name and the order of the sounds. @@ -3711,487 +1676,3 @@ levels: feedback: Don't forget the quotation marks! - option: sounds = ['woof', 'moo', 'neigh'] feedback: Great job! - hint: Look at line 1 to see proper use of brackets and quotation marks. - correct_answer: D - question_score: '10' - 6: - question_text: Which statement is true? - code: |- - people = ['Chris', 'Jaylino', 'Ryan'] - games = ['fortnite', 'minecraft', 'fifa'] - {for} o {in} {range} 1 {to} 3 - {print} people[o] ' likes ' games[o] - mp_choice_options: - - option: You are not allowed to use the variable o. It should be named i. - feedback: i is the most commonly used variable name in this case, but it's not mandatory to use i. - - option: The output will say that Jaylino likes fortnite. - feedback: No, he likes minecraft. - - option: The output will say that Ryan likes fifa - feedback: Correct - - option: This code will not work. It will give and error. - feedback: No, the code is correct. - hint: There is nothing wrong with this code. - correct_answer: C - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - people = ['Savi', 'Senna', 'Fayenne'] - transportation = ['bike', 'train', 'car'] - {for} i {in} {range} 1 {to} 3 - {print} people[i] goes to school by transportation[i] - mp_choice_options: - - option: Line 1 needs less quotation marks - feedback: That is not right. - - option: Line 3 should start with indentation - feedback: It should not! - - option: Line 4 should start without indentation - feedback: It should not - - option: Line 4 needs more quotation marks. - feedback: Amazing! - hint: There is a mistake made in the usage of quotation marks. - correct_answer: D - question_score: '10' - 8: - question_text: Which of these codes belongs to this output? - code: |- - Macy and Kate get to go first - Lionell and Raj get to go second - Kim and Leroy get to go third - mp_choice_options: - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 0 {to} 3 - {print} teams[random] ' get to go ' position[i] - ``` - feedback: This is not right - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: Amazing! - - option: |- - ``` - teams = ['Macy', 'Kate', 'Lionell', 'Raj', 'Kim', 'Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 6 - {print} teams[random] ' get to go ' position[random] - ``` - feedback: This is not it. - - option: |- - ``` - teams = ['Macy and Kate' 'Lionell and Raj' 'Kim and Leroy'] - position = ['first' 'second' 'third'] - {for} teams {in} {range} 0 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: This is not going to work! - hint: If you look carefully at the first line, you'll see that only the first two answers are possibly correct. - correct_answer: B - question_score: '10' - 9: - question_text: What is a possible output for this code? - code: |- - countries = ['Canada', 'Zimbabwe', 'New Zealand'] - {for} i {in} {range} 0 {to} 1 - {print} 'I will travel to ' countries[random] - mp_choice_options: - - option: |- - ``` - I will travel to Canada - I will travel to Canada - ``` - feedback: Great job! - - option: |- - ``` - I will travel to Canada - ``` - feedback: It will be repeated twice - - option: |- - ``` - I will travel to Canada, Zimbabwe and New Zealand - ``` - feedback: This is not it. - - option: |- - ``` - I will travel to Canada - I will travel to Zimbabwe - I will travel to New Zealand - ``` - feedback: It's only repeated twice - hint: Range 0 to 1 is 2 times - correct_answer: A - question_score: '10' - 10: - question_text: Which 3 lines will complete this code correctly? - code: |- - {print} 'The book raffle will start soon' - {print} 'Get your tickets now!' - books = ['Narnia', 'The Hobbit', 'Oliver Twist', 'Harry Potter', 'Green eggs and ham'] - people = {ask} 'How many raffle tickets are sold?' - list_of_numbers = [1, 2] - {for} i {in} {range} 3 {to} people - {add} i {to} list_of_numbers - {for} i {in} {range} 1 {to} 5 - mp_choice_options: - - option: |- - ``` - chosen_number = list_of_numbers at random - print books[i] ' will go to person number ' chosen_number - {add} chosen_number {to} list_of_numbers - ``` - feedback: Almost there... but adding the winner to the list makes this raffle unfair - - option: |- - ``` - print person[i] ' wins ' book[i] - ``` - feedback: There is no list called 'person' - - option: |- - ``` - chosen_number = list_of_numbers[people] - print books[people] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: This is not it. - - option: |- - ``` - chosen_number = list_of_numbers[random] - print books[i] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: Fantastic! - hint: You need to use the {remove} command - correct_answer: D - question_score: '10' - 17: - 1: - question_text: What is the output of this code? - code: |- - minions = ['Bob', 'Kevin', 'Stuart'] - {for} x in minions: - {print} x - mp_choice_options: - - option: |- - ``` - m i n i o n s - ``` - feedback: This is not it. - - option: |- - ``` - Bob - Kevin - Stuart - ``` - feedback: Correct! - - option: |- - ``` - minions - minions - minions - ``` - feedback: Take a look at the content of your list. - - option: |- - ``` - B o b K e v i n S t u a r t - ``` - feedback: Do not loop through the letters. - hint: Loop through your list. - correct_answer: B - question_score: '10' - 2: - question_text: What is wrong with this code? - code: |- - seconds_minute = 60 - minute_hour = 60 - hour_day = 24 - leap_year = 366 - no_leap_year = 365 - years = ask 'what year is it?' - {if} years = 2024: - print seconds_minute * minute_hour * hour_day * leap_year - {else}: - print seconds_minute * minute_hour * hour_day * noleap_year - mp_choice_options: - - option: You cannot have so many variables. - feedback: This is not it. - - option: The way the variables are multiplied is incorrect. - feedback: Not true! - - option: One of the variables `noleap_year` does not belong with the `{if}` statement. - feedback: Keep looking for the mistake. - - option: The `noleap_year` has to be identical in both cases. - feedback: Correct! - hint: Read the code carefully. - correct_answer: D - question_score: '10' - 3: - question_text: How many hedgehogs will this code print? - code: |- - {for} x in range 1 to 3: - {for} y in range 1 to 2: - {print} 🦔 - mp_choice_options: - - option: |- - ``` - 🦔 - 🦔 - 🦔 - ``` - feedback: Try again. - - option: |- - ``` - 🦔 - 🦔 - ``` - feedback: One more try. - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: Well done! - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating. - correct_answer: C - question_score: '10' - 4: - question_text: What is wrong with code? - code: |- - name_color = {ask} 'What is your favorite color?' - {if} name_color == 'red': - {print} 'the color of a tomato' - {elif} name_color == 'green': - {print} 'the color of an apple' - {elif} name_color == 'blue': - {print} 'the color of a blueberry' - {elif} name_color == 'yellow': - {print} 'the color of a banana' - {elif}: - {print} 'this fruit-color does not exist' - mp_choice_options: - - option: The first `{elif}` should be used before the `print` command - feedback: Try again. - - option: '`{elif}` can only be used once' - feedback: From now on we can use elif multiple times. - - option: '`==` used with `{elif}` should be replaced by `=`' - feedback: Not correct. - - option: '`{elif}` in the last line should be replaced by `{else}`' - feedback: Great! - hint: Think about `{if}`, `{elif}`, `{else}`. - correct_answer: D - question_score: '10' - 5: - question_text: What is the output of this code? - code: |- - numbers = [7, 19, 29, 41, 53, 71, 79, 97] - {for} prime in numbers: - {if} prime <= 10: - {print} prime - {elif} prime >= 60: - {print} prime - {elif} prime >= 90: - {print} prime - {else}: - {print} 'another number' - mp_choice_options: - - option: |- - ``` - 7 - another number - another number - another number - another number - 71 - 79 - 97 - ``` - feedback: Well done! - - option: |- - ``` - another number - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: Try again. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - another number - ``` - feedback: One more try. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating and the values of if and elif. - correct_answer: A - question_score: '10' - 6: - question_text: What is wrong with code? - code: |- - name = {ask} 'What is your name?' - {if} name == 'Hedy': - password = {ask} 'What is your password?' - {if} password =='turtle123': - {print} 'Yey' - {else}: - {print} 'Access denied' - {else}: - {print} 'Go fish' - mp_choice_options: - - option: '`{elif}` is missing.' - feedback: Try again. - - option: '`{else}` can only be used once.' - feedback: From now on we can use elif multiple times. - - option: Nothing! - feedback: There is a mistake. Look carefully! - - option: There is an indentation mistake in the last line. - feedback: Amazing! - hint: There is a mistake somewhere... - correct_answer: D - question_score: '10' - 7: - question_text: Which of the following codes will print five times 'the result is 3' on the screen? - mp_choice_options: - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - result = n * 1 - {print} 'The result is ' result - ``` - feedback: Try again! - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} u in numbers: - number = u - {print} 'The result is ' number - ``` - feedback: That is not it. - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} number in numbers: - number = 3 - {print} 'The result is ' number - ``` - feedback: Very good! - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - n = result - {print} 'The result is ' result - ``` - feedback: That is not it. - hint: Think about mathematical symbols. - correct_answer: C - question_score: '10' - 8: - question_text: What is wrong with code? - code: |- - insects = ['🐝', '🦋', '🕷', '🐞'] - your_favorite = {ask} 'what is your favorite insect?' - {for} insect in insects: - {if} your_favorite == '🐝' {or} your_favorite == '🐞': - {print} 'very useful' - {elif} your_favorite == '🕷': - {print} 'it can catch mosquitoes' - {else}: - {print} 'almost all insects can be useful one way or another' - mp_choice_options: - - option: '`{or}` cannot be used with `{if}`.' - feedback: Try again. - - option: In the `{for}` command `insect` should be `insects`. - feedback: Not true. - - option: Nothing! - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 9: - question_text: Which one of the codes below gave this output? - code: |- - -5 is negative - -4 is negative - -3 is negative - -2 is negative - -1 is negative - 0 is positive - 1 is positive - 2 is positive - 3 is positive - mp_choice_options: - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Try again! - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number <= 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - - option: "```\n {for} number in range -5 to 3:\n {if} number >= 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Very good! - - option: "```\n {for} number in range -5 to 3:\n {if} number < 0: \n {print} number ' is positive'\n {elif} number <=0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 10: - question_text: What is wrong with this code? - code: |- - {for} number in range 1 to 5: - volume_room = num * num * num - {print} volume_room ' cubic meters' - {if} volume_room > 100: - {print} 'this is a large room' - {elif} volume_room < 100: - {print} 'small room but cosy' - {else}: - {print} 'i will look for something else' - mp_choice_options: - - option: The word num needs quotation marks. - feedback: Try again. - - option: The `{if}` command is not used correctly. - feedback: Not true. - - option: Line 3 should be `volume_room = number * number * number`. - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' diff --git a/content/quizzes/eo.yaml b/content/quizzes/eo.yaml index 5623277f5cb..4571fd6d6ed 100644 --- a/content/quizzes/eo.yaml +++ b/content/quizzes/eo.yaml @@ -12,8 +12,6 @@ levels: - option: Heidi feedback: Ne, ne estas tio! hint: Ĝi estas nomita laŭ Hedy Lamarr. - correct_answer: A - question_score: '10' 2: question_text: Kion bezonas esti skribita en la spaco por aperigi la tekston «Hello!»? code: ___ Hello! @@ -36,8 +34,6 @@ levels: ``` feedback: Per `{ask}`, vi povas fari demandon. hint: _ Saluton mondo! - correct_answer: B - question_score: '10' 3: question_text: Kiel vi demandas kio estas ies plej ŝatata koloro? mp_choice_options: @@ -62,8 +58,6 @@ levels: ``` feedback: '`{echo}` reskribas vian respondon al vi.' hint: Vi povas demandi ion per la komando `{ask}` - correct_answer: C - question_score: '10' 4: question_text: Kiel la jena kodo estas erara? code: |- @@ -80,8 +74,6 @@ levels: - option: Nenio! Jen perfekta kodo! feedback: Malĝuste, rigardu atente! hint: La linio 1 ne ŝajnas korekta - correct_answer: A - question_score: '10' 5: question_text: Kiu komando mankas en la linio 2? code: |- @@ -109,8 +101,6 @@ levels: ``` feedback: Ĝuste! hint: Vi volas vidi la respondon je la fino de la linio 2… - correct_answer: D - question_score: '10' 6: question_text: Kio estas malĝusta pri la jena kodo? code: |- @@ -128,15 +118,8 @@ levels: - option: En linio 4, `{print}` estas skribita malĝuste. feedback: Ne, estas eraro ie aliloke hint: Kontrolu la komandojn `{print}`. - correct_answer: B - question_score: '10' 7: question_text: Kio estas malĝusta pri la jena kodo? - code: |- - {print} Welcome at Hedys restaurant! - {ask} What would you like to eat? - {echo} So you want to order ... - {print} Coming right up! Enjoy! mp_choice_options: - option: En linio 1, `{print}` devas esti anstataŭigita per `{ask}` feedback: Ĉu vi certas, ke io estas malĝusta? @@ -146,9 +129,6 @@ levels: feedback: Ĉu vi certas, ke io estas malĝusta? - option: Nenio! Jen perfekta kodo! feedback: Ĝuste! - hint: Check the code line by line - correct_answer: D - question_score: '10' 8: question_text: Kial uzi la komandon `{echo}`? mp_choice_options: @@ -160,9 +140,6 @@ levels: feedback: Bonege! - option: You can use it to make text disappear. feedback: That's not right... - hint: '`{echo}` is used after an `{ask}` command.' - correct_answer: C - question_score: '10' 9: question_text: Kio estas malĝusta pri la jena kodo? code: |- @@ -178,15 +155,8 @@ levels: feedback: No, `{echo}` is right. Where is the question being asked? - option: Nenio. Jen perfekta kodo! feedback: Look carefully for the mistake... - hint: '`{ask}` allows you to ask a question' - correct_answer: B - question_score: '10' 10: question_text: Which output will be in your outputscreen after you've run this code? - code: |- - {ask} Are you ready to go to level 2? - {echo} - {echo} mp_choice_options: - option: Are you ready to go to level 2? feedback: There are two echo commands @@ -200,9 +170,6 @@ levels: Are you ready to go to level 2? Yes! feedback: There are two echo commands - hint: Let's go! - correct_answer: B - question_score: '10' 2: 1: question_text: Kiu aserto estas vera? @@ -216,10 +183,7 @@ levels: - option: In level 2 all the level 1 commands still work feedback: No one command doesn't work anymore. hint: '`{print}` kaj `{ask}` ankoraŭ ekzistas.' - correct_answer: C - question_score: '10' 2: - question_text: Which code is correct? mp_choice_options: - option: |- ``` @@ -241,28 +205,7 @@ levels: {ask} Kio estas via nomo? {is} nomo ``` feedback: The words are right, the order isn't! - hint: '`{ask}` doesn''t work like in level 1' - correct_answer: A - question_score: '10' - 3: - question_text: What appears on your output screen when you run this code? - code: |- - name {is} Marleen - {print} name goes to the market and she buys an apple. - mp_choice_options: - - option: name goes to the market and she buys an apple. - feedback: The word name is replaced with Marleen - - option: Marleen goes to the market. - feedback: The second part of the sentence isn't left out! - - option: Marleen goes to the market and she buys an apple. - feedback: Right on! - - option: Marleen goes to the market and Marleen buys an apple. - feedback: She is not replaced with the name - hint: The word name is replaced with Marleen - correct_answer: C - question_score: '10' 4: - question_text: What will you see on the output screen when you run this code? code: |- nomo {is} Hedy {print} Saluton mia nomo estas nomo! @@ -275,9 +218,6 @@ levels: feedback: La variablo `nomo` estas anstataŭigota per `Hedy` - option: Saluton mia Hedy estas Hedy feedback: Correct, this mistake will be fixed in level 4! - hint: '''name'' is being replaced with ''Hedy'' in both places' - correct_answer: D - question_score: '10' 5: question_text: Kio okazas, kiam oni uzas la komandon `{sleep}`? mp_choice_options: @@ -289,9 +229,6 @@ levels: feedback: Vi pravas! - option: You put it at the end so Hedy knows your program is finished feedback: No it would be useless at the end of your code - hint: The computer waits for a second at the `{sleep}` command - correct_answer: C - question_score: '10' 6: question_text: Kio estu en la mankanta linio? code: |- @@ -319,11 +256,7 @@ levels: {ask} ``` feedback: There is no question there to be asked - hint: Pause for dramatic effect... - correct_answer: A - question_score: '10' 7: - question_text: What command should be used on line 2? code: |- {print} I will explode in 3 seconds! _?_ @@ -349,9 +282,6 @@ levels: {sleep} {sleep} {sleep} ``` feedback: Make it easier on yourself by using the number 3 - hint: You want the computer to wait for 3 seconds - correct_answer: B - question_score: '10' 8: question_text: Kiel korekti la unuan linion de la jena kodo? code: |- @@ -378,14 +308,7 @@ levels: aĝo {is} Kian aĝon vi havas? ``` feedback: Kie estas la komando `{ask}`? - hint: The variable name should come first - correct_answer: C - question_score: '10' 9: - question_text: What is going wrong in this code? - code: |- - dogs {is} animal - {print} I love animal mp_choice_options: - option: 'Line 1 should say: dogs `{is}` animals' feedback: The variable name is animal @@ -395,11 +318,7 @@ levels: feedback: The variable name is animal - option: 'Line 2 should say: `{sleep}` I love animals' feedback: Sleep is not used to `{print}` text - hint: You want to `{print}` 'I love dogs' - correct_answer: B - question_score: '10' 10: - question_text: What command should be used on the line 1? code: |- flavor {is} _?_ {print} Your favorite icecream is... @@ -426,9 +345,6 @@ levels: {ask} What flavor icecream do you like? ``` feedback: Vi pravas! - hint: You want to `{ask}` a question - correct_answer: D - question_score: '10' 3: 1: question_text: What command do you use to let Hedy pick something arbitrarily? @@ -453,14 +369,8 @@ levels: {at} {random} ``` feedback: Ĝuste! - hint: Arbitrarily means without a plan or randomly. - correct_answer: D - question_score: '10' 2: question_text: Kio estas malĝusta pri la jena kodo? - code: |- - animals {is} dog cat cow - {print} animals {at} {random} mp_choice_options: - option: 'You need commas in line 1: dog, cat, cow.' feedback: Good job! @@ -470,40 +380,9 @@ levels: feedback: animals is correct. - option: '`{at} {random}` is spelled incorrectly' feedback: '`{at} {random}` is the correct spelling' - hint: There's something wrong in line 1 - correct_answer: A - question_score: '10' 3: question_text: Kio estas malĝusta en linio 2 de la jena kodo? - code: |- - options {is} rock, paper, scissors - {print} rock, paper, scissors {at} {random} - mp_choice_options: - - option: |- - ``` - {at} {random} {print} options - ``` - feedback: You're almost there. The order of the words isn't right yet. - - option: |- - ``` - {print} rock {at} {random} - ``` - feedback: you don't always want the Hedy to {print} rock, sometimes you want scissors or paper. - - option: |- - ``` - {print} options {at} {random} - ``` - feedback: Very good! - - option: Nothing, the code is correct! - feedback: Look carefully for the mistake - hint: The variable (the list) is called options. - correct_answer: C - question_score: '10' 4: - question_text: What should change in line 2 to print a random price? - code: |- - prices {is} 1 dollar, 100 dollar, 1 million dollar - {print} price {at} {random} mp_choice_options: - option: |- ``` @@ -522,16 +401,7 @@ levels: feedback: '`{at} {random}` is placed behind the variable.' - option: Nothing, this code is alright. feedback: Look carefully for the mistake you missed! - hint: The variable name is prices - correct_answer: B - question_score: '10' 5: - question_text: What is wrong in this code? - code: |- - question {is} {ask} What do you want to know? - {print} question - answers {is} yes, no, maybe - {print} answers {at} {random} mp_choice_options: - option: Line 1 needs to say `{print}` instead of `{ask}` feedback: No, that's not wrong. @@ -541,15 +411,8 @@ levels: feedback: No, that's not wrong. - option: Nothing, this code is perfect feedback: Vi pravas! - hint: Does this code even have a mistake? - correct_answer: D - question_score: '10' 6: question_text: Kio estas malĝusta pri la jena kodo? - code: |- - question {is} {ask} What do you want to know? - answers yes, no, maybe - {print} answers {at} {random} mp_choice_options: - option: Line 2 needs to say question instead of answers feedback: No that's not right @@ -559,16 +422,7 @@ levels: feedback: No the variable's called answers - option: Nothing! This code is great! feedback: Actually, line 2 has a mistake. - hint: There is something wrong with line 2. - correct_answer: B - question_score: '10' 7: - question_text: What does the `{add}` command do? - code: |- - books {is} Harry Potter, The Hobbit, Green Eggs and Ham - your_book {is} {ask} What is your favorite book? - {add} your_book {to} books - {print} books {at} {random} mp_choice_options: - option: The `{add}` command removes a random book from the list feedback: The remove command removes, the add command adds @@ -578,16 +432,7 @@ levels: feedback: Ĝuste! - option: The `{add}` command prints your favorite book. feedback: No, it adds your favorite book to the list - hint: The `{add}` command adds a book, but which one? - correct_answer: C - question_score: '10' 8: - question_text: What is the output of this code? - code: |- - crisps {is} sea salt, paprika, sour cream - {remove} sea salt {from} crisps - {remove} paprika {from} crisps - {print} crisps {at} {random} mp_choice_options: - option: You can't tell, because Hedy will `{print}` one of the 3 flavors `{at} {random}` feedback: Take a look at the `{remove}` commands @@ -597,9 +442,6 @@ levels: feedback: Paprika is removed from the list - option: sour cream feedback: Vi pravas! - hint: There are 3 flavors, bit 2 are removed. Which one remains? - correct_answer: D - question_score: '10' 9: question_text: Kio estas malĝusta pri la jena kodo? code: |- @@ -607,18 +449,7 @@ levels: chosen_color {is} {ask} Which haircolor wouldn't your like to have? {remove} chosen_color {from} colors {print} I will dye my hair color {at} {random} - mp_choice_options: - - option: 'Line 3 should say: `{remove}` blue `{from}` colors' - feedback: Maybe you want blue hair though! - - option: Line 3 should have an `{add}` command instead of a `{remove}` command - feedback: You want to remove the chosen color so `{remove}` is right. - - option: In line 4 the variable should be called colors instead of color - feedback: Great job! - - option: Nothing, this is a correct code! - feedback: Find the mistake! hint: Look at line 3 - correct_answer: C - question_score: '10' 10: question_text: What should be on the _?_? code: |- @@ -649,8 +480,6 @@ levels: ``` feedback: This increased the change that the person who walked yesterday now has to do it again. That's mean. hint: The person who walked the dog yesterday should be removed from the list. - correct_answer: A - question_score: '10' 4: 1: question_text: Which of these is true? @@ -663,11 +492,7 @@ levels: feedback: '`{at} {random}` still works' - option: '`{at} {random}` now needs quotation marks' feedback: No, but 2 other commands do. - hint: In level 4 you need quotation marks for 2 commands. - correct_answer: A - question_score: '10' 2: - question_text: Which code uses the proper quotation marks? mp_choice_options: - option: |- ``` @@ -689,11 +514,7 @@ levels: {print} ,hello, ``` feedback: This is a comma, you need quotation marks. - hint: Pick the right quotation marks. - correct_answer: B - question_score: '10' 3: - question_text: Where are the quotation marks used correctly? mp_choice_options: - option: |- ``` @@ -715,9 +536,6 @@ levels: {print} 'Hi Im Hedy' ``` feedback: Perfekte! - hint: Both before and after the words you want to print should be a quotation mark. - correct_answer: D - question_score: '10' 4: question_text: Kiu aserto estas vera? mp_choice_options: @@ -729,14 +547,7 @@ levels: feedback: Both `{print}` and `{ask}` require quotation marks - option: You can choose yourself whether to use quotation marks or not. feedback: Unfortunately, Hedy is stricter than that. - hint: From level 4 on you need to use quotation marks. - correct_answer: B - question_score: '10' 5: - question_text: What has to be changed in order for the game to work? - code: |- - options {is} rock, paper, scissors - {print} 'options {at} {random}' mp_choice_options: - option: |- ``` @@ -755,12 +566,7 @@ levels: feedback: That's right - option: Nothing, the game already works! feedback: Look carefully. There is an error. - hint: You don't want Hedy to literally print 'options {at} {random}', you want it to print 'rock' or 'paper' or 'scissors'. - correct_answer: C - question_score: '10' 6: - question_text: What would be a good next line in this code? - code: prices {is} 1 dollar, 100 dollars, 1 million dollars mp_choice_options: - option: |- ``` @@ -783,14 +589,8 @@ levels: ``` feedback: Hedy will literally print 'prices {at} {random}'' hint: 'Think carefully: what is a variable and should be outside of the quotation marks? And what are normal words that should be inside?.' - correct_answer: A - question_score: '10' 7: question_text: Kio estas malĝusta pri la jena kodo? - code: |- - question {is} {ask} What do you want to know? - answers {is} yes, no, maybe - {print} answers {at} {random} mp_choice_options: - option: Quotation marks are missing in line 1 feedback: Ĝuste! @@ -800,15 +600,7 @@ levels: feedback: You don't want Hedy to literally print 'answers {at} {random}' so no quotation marks needed here! - option: Nothing, this code is good as is! feedback: Look carefully. You missed a mistake! - hint: Check each line on whether they'd need quotation marks or not. - correct_answer: A - question_score: '10' 8: - question_text: What would be a good next line for this code? - code: |- - {print} 'Welcome at the money show!' - {print} 'In front of you are 3 doors' - door {is} {ask} 'Which door do you choose?' mp_choice_options: - option: |- ``` @@ -830,14 +622,7 @@ levels: {print} 'So you pick door door' ``` feedback: Hedy will literally print 'So you pick door door - hint: The second word door should be replaced with the number, the first should still be the word door... - correct_answer: C - question_score: '10' 9: - question_text: What will never appear in your output screen? - code: |- - clubs {is} Real Madrid, Bayern Munchen, Manchester United, Ajax - {print} clubs {at} {random} ' is going the win the champions league' mp_choice_options: - option: Ajax is going to win the champions league feedback: Hedy could `{print}` that @@ -847,15 +632,8 @@ levels: feedback: Hedy could `{print}` that - option: FC Barcelona is going to win the champions league feedback: That's right. It's not in the list - hint: What are Hedy's options to randomly pick from? - correct_answer: D - question_score: '10' 10: question_text: Kiu aserto estas vera? - code: |- - people {is} mom, dad, Emma, Sophie - {print} The dishes are done by... - {print} people {at} {random} mp_choice_options: - option: Quotation marks are missing in line 1 feedback: A list doesn't need quotation marks @@ -865,9 +643,6 @@ levels: feedback: Line 3 doesn't need quotation marks because it's not printed literally - option: Nothing, this code has no mistakes feedback: You missed one! - hint: One line needs quotation marks, because you want it to be printed literally. - correct_answer: B - question_score: '10' 5: 1: question_text: What is true? @@ -885,13 +660,7 @@ levels: - option: In level 5 `{ask}` and `{print}` work the same as in level 4 feedback: Correct! hint: We have only learned a new command in level 5. - correct_answer: D - question_score: '10' 2: - question_text: What appears in your output screen when you type in the name Hedy? - code: |- - name {is} {ask} 'What is your name?' - {if} name {is} Hedy {print} 'fun' {else} {print} 'less fun' mp_choice_options: - option: fun feedback: Vi pravas! @@ -901,11 +670,7 @@ levels: feedback: No, it doesn't print the name - option: Eraro feedback: Fortunately not! - hint: '`{if}` name `{is}` Hedy `{print}` ...?' - correct_answer: A - question_score: '10' 3: - question_text: What is the right password? code: |- pasvorto {is} {ask} 'Kio estas la pasvorto?' {if} pasvorto {is} SEKRETO {print} 'Ĝuste!' @@ -920,10 +685,7 @@ levels: - option: ALARMO ENTRUDULO feedback: This is printed when you type in the incorrect password! hint: '`{if}` password `{is}` ... `{print}` ''Ĝuste!''!''' - correct_answer: B - question_score: '10' 4: - question_text: What does Hedy print when you type in the wrong password? code: |- pasvorto {is} {ask} 'Kio estas la pasvorto?' {if} pasvorto {is} SEKRETO {print} 'Ĝuste!' @@ -937,9 +699,6 @@ levels: feedback: No, this is not what Hedy will print - option: ALARMO! ENTRUDULO! feedback: Great job! - hint: Your computer will sound the alarm for intruders! - correct_answer: D - question_score: '10' 5: question_text: Kial Hedy diros «ALARMO! ENTRUDULO!», se vi tajpos «sekreto»? code: |- @@ -955,9 +714,6 @@ levels: feedback: That's not how you spell secret - option: Ĉar Hedy eraras feedback: Ne, Hedy pravas - hint: The spelling of the word has to be exactly the same. - correct_answer: A - question_score: '10' 6: question_text: Which word should be on the place of the question mark in the last line? code: |- @@ -987,9 +743,6 @@ levels: {print} ``` feedback: '`{print}` is already there, we need a word before it!' - hint: '`{if}` goes together with...?' - correct_answer: C - question_score: '10' 7: question_text: Which word should be in the place of the question mark? code: |- @@ -1018,9 +771,6 @@ levels: {print} ``` feedback: Bonege! - hint: After `{else}` a `{print}` command follows - correct_answer: D - question_score: '10' 8: question_text: Which word should be on the place of the question mark? code: |- @@ -1048,39 +798,7 @@ levels: {print} ``` feedback: No, that's not it. - hint: What the variable name? - correct_answer: B - question_score: '10' - 9: - question_text: Which door should you choose to escape?? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} - mp_choice_options: - - option: '1' - feedback: Bad choice! You're being eaten - - option: '2' - feedback: Super! You escaped! - - option: '3' - feedback: Bad choice! You're being eaten. - - option: It's a trap, you will always be eaten! - feedback: Luckily not! - hint: One of the doors will keep you safe.. - correct_answer: B - question_score: '10' 10: - question_text: Which monster is standing behind door 1? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} mp_choice_options: - option: Hedy picks a random monster each time. feedback: Bonege! @@ -1090,13 +808,8 @@ levels: feedback: Not always... - option: giant spider feedback: Not always... - hint: Mind the last 3 words... monsters `{at} {random}`... - correct_answer: A - question_score: '10' 6: 1: - question_text: What's Hedy's output when you run this code? - code: '{print} 2*10' mp_choice_options: - option: '20' feedback: Ĝuste! @@ -1106,9 +819,6 @@ levels: feedback: No, Hedy will calculate the answer - option: '210' feedback: Mind it's a calculation. - hint: The `*` is used as a multiplication sign - correct_answer: A - question_score: '10' 2: question_text: Which sign do you use for an addition? mp_choice_options: @@ -1120,12 +830,7 @@ levels: feedback: Vi malpravas - option: '`+`' feedback: Ĝuste! - hint: It's the plus sign. - correct_answer: D - question_score: '10' 3: - question_text: What's Hedy's output when you run this code? - code: '{print} ''3*10''' mp_choice_options: - option: '30' feedback: This would be the right answer if there were no quotation marks. @@ -1135,16 +840,8 @@ levels: feedback: Ĝuste! There are quotation marks, so Hedy will print it literally. - option: Nothing, Hedy will give an error message. feedback: No, Hedy will print it literally. - hint: Mind the quotation marks!! - correct_answer: C - question_score: '10' 4: question_text: Kim estas 10 jarojn aĝa. Kion Hedy presos por ŝi? - code: |- - name = {ask} 'How many letters are in your name?' - age = {ask} 'How old are you?' - luckynumber = name*age - {print} 'Your lucky number is...' luckynumber mp_choice_options: - option: '30' feedback: Mind, Hedy also prints 'Your lucky number is...' @@ -1154,16 +851,7 @@ levels: feedback: Vi pravas! - option: Your lucky number is... 10 feedback: Her lucky number is name times age... - hint: 'Kim has 3 letters, she is 10 years old so: letters times age = 3*10 = 30.' - correct_answer: C - question_score: '10' 5: - question_text: If 5 people eat at this restaurant, how much do they have to pay in total? - code: |- - {print} 'Welcome to Hedys!' - people = {ask} 'How many people are eating with us tonight?' - price = people * 10 - {print} 'That will be ' price 'dollar please' mp_choice_options: - option: 5 dollars feedback: Unfortunately, it's not that cheap. @@ -1173,41 +861,9 @@ levels: feedback: The * means multiplication. - option: 50 dollars feedback: Bonege! - hint: '`price` `is` `people` `times` 10' - correct_answer: D - question_score: '10' 6: question_text: How much does a hamburger cost is this virtual restaurant? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = 15 - {if} food {is} fries price = 6 - mp_choice_options: - - option: 15 dollars - feedback: Super! - - option: 6 dollars - feedback: The fries are 6 dollars - - option: 0 dollars - feedback: The hamburger isn't free! - - option: 21 dollars - feedback: That's the price for a hamburger and fries! - hint: Mind the fourth line. - correct_answer: A - question_score: '10' 7: - question_text: Why does line 7 say 'price is price + 3' instead of 'price is 3'? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = price + 15 - {if} food {is} fries price = price + 6 - drinks is {ask} 'What would you like to drink?' - {if} drinks {is} coke price = price + 3 - {if} drinks {is} water price = price + 1 - {print} price ' dollars please' mp_choice_options: - option: It could have been `price = 3` just as well. feedback: No, that's not true. Hedy needs to add 3 dollars to the total. @@ -1217,16 +873,7 @@ levels: feedback: Vi pravas! - option: Because the price is 0 dollars to begin with. feedback: That's true, but not the reason - hint: The price shouldn't be 3, but 3 dollars more than it already was - correct_answer: C - question_score: '10' 8: - question_text: Why is this code incorrect? - code: |- - correct answer = 3*12 - answer = {ask} 'What is 3 times 12?' - {if} answer {is} correct answer {print} 'Good job!' - {else} {print} 'No... It was ' correct answer mp_choice_options: - option: There shouldn't be quotation marks in line 2 feedback: No, there should be! @@ -1236,32 +883,6 @@ levels: feedback: No, that's not true. - option: The variable in line 2 can't be called answer, because it is too similar to the variable correct answer. feedback: Variable names can be similar, but they can't be 2 words... - hint: Inspect what the variables are called. - correct_answer: B - question_score: '10' - 9: - question_text: Imagine you love football a 10, you've eaten 2 bananas and have washed your hands 3 times today. How smart does the silly fortune teller think you are? - code: |- - {print} 'Im Hedy the silly fortune teller' - {print} 'I will predict how smart you are!' - football = {ask} 'On a scale of 0 to 10 how much do you love football?' - bananas = {ask} 'How many bananas have you eaten this week?' - hygiene = {ask} 'How many times did you wash your hands today??' - result = bananas + hygiene - result = result * football - {print} 'You are ' result 'percent smart.' - mp_choice_options: - - option: 10% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 32% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 50% - feedback: Super! You are 100 percent smart! - - option: 100% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - hint: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - correct_answer: C - question_score: '10' 10: question_text: Kiu aserto estas vera? code: |- @@ -1276,12 +897,8 @@ levels: feedback: No, one `=` sign is enough - option: You can only use the `=` sign when working with numbers, not with words. feedback: You can also use `=` with words. - hint: '`{is}` and `=` are both allowed' - correct_answer: B - question_score: '10' 7: 1: - question_text: How many lines can you repeat at once with the repeat command at this level? mp_choice_options: - option: '0' feedback: No you can repeat a line. @@ -1292,8 +909,6 @@ levels: - option: senfine feedback: In this level you can only repeat one line at a time hint: You can only repeat 1 line at a time - correct_answer: B - question_score: '10' 2: question_text: Kiu kodo estas ĝusta? mp_choice_options: @@ -1318,8 +933,6 @@ levels: ``` feedback: Vi pravas! hint: First the repeat command, then the `{print}` command - correct_answer: D - question_score: '10' 3: question_text: Ĉu la jena kodo estas ĝusta aŭ ne? code: '{repeat} 100 {times} ''Saluton!''' @@ -1332,14 +945,7 @@ levels: feedback: The word `{times}` is there, another word is missing. - option: Vi malpravas, la vorto `{print}` mankas feedback: Ĝuste - hint: 'It should be: `{repeat}` 100 `{times}` `{print}` ''Hello''' - correct_answer: D - question_score: '10' 4: - question_text: Which word is wrong in the code? - code: |- - {print} 'I'm blue' - {repeat} 7 {times} {print} 'da ba dee, da ba da' mp_choice_options: - option: |- ``` @@ -1362,24 +968,14 @@ levels: ``` feedback: '`{times}` is spelled correctly' hint: I'm is wrong, you can't use apostrophes - correct_answer: A - question_score: '10' 5: question_text: Ĉu la jena kodo estas ĝusta aŭ ne? - code: '{repeat} 100 {times} {print} ''Hedy is awesome!''' mp_choice_options: - option: Ĝuste feedback: Vi pravas! - option: Malĝuste feedback: Vi malpravas - hint: The code is correct! - correct_answer: A - question_score: '10' 6: - question_text: What will be the output from this code? - code: |- - {print} 'The wheels on the bus go' - {repeat} 3 {times} {print} ' round and round' mp_choice_options: - option: |- the wheels on the bus go @@ -1405,14 +1001,7 @@ levels: round and round round and round feedback: All though the town! Perfekte! - hint: Only 'round and round' is repeated 3 times. - correct_answer: D - question_score: '10' 7: - question_text: What will be the output from this code? - code: |- - {repeat} 2 {times} {print} 'We will' - {print} 'ROCK YOU!' mp_choice_options: - option: |- We will We will @@ -1433,17 +1022,8 @@ levels: We will ROCK YOU! feedback: Mind the repeat command - hint: Mind the `{repeat}` command. - correct_answer: B - question_score: '10' 8: question_text: Kiu kodo presas la jenon? - code: |- - Here comes the sun - Do do do do - Here comes the sun - And I say - Its alright mp_choice_options: - option: |- ``` @@ -1477,8 +1057,6 @@ levels: ``` feedback: Tio ne estas la ĝusta ordo.. hint: '`{repeat}` kan alleen worden gebruikt als je dezelfde regel meerdere keren achter elkaar wil uitvoeren.' - correct_answer: A - question_score: '10' 9: question_text: Kiu kodo presas la jenon? code: |- @@ -1522,15 +1100,8 @@ levels: ``` feedback: Perfekte hint: '''Help !'' wordt 3x herhaald.' - correct_answer: D - question_score: '10' 10: question_text: Kiu kodo presas la jenon? - code: |- - if youre happy and you know it clap your hands - if youre happy and you know it clap your hands - if youre happy and you know it and you really want to show it - if youre happy and you know it clap your hands mp_choice_options: - option: |- ``` @@ -1560,46 +1131,8 @@ levels: {print} 'clap your hands' ``` feedback: This is not in the right order. - hint: Mind the order of the sentences. - correct_answer: B - question_score: '10' 8: - 1: - question_text: Which output will be produced by this code? - code: |- - {repeat} 2 {times} - {print} 'Hello' - {print} 'Im Hedy!' - mp_choice_options: - - option: |- - Hello - Im Hedy! - feedback: Everything is printed twice. - - option: |- - Hello - Hello - Im Hedy - feedback: The second line is repeated twice as well. - - option: |- - Hello - Im Hedy! - Hello - Im Hedy! - feedback: Super! - - option: |- - Hello - Hello - Im Hedy! - Im Hedy! - feedback: Everything is printed twice - hint: Both lines are repeated twice. - correct_answer: C - question_score: '10' 2: - question_text: What is wrong with this code? - code: |- - {repeat} 5 {times} - {print} 'Hedy is cool!' mp_choice_options: - option: This should be only one line, not 2. feedback: No it should be 2 lines. @@ -1609,15 +1142,7 @@ levels: feedback: Nee, repeat is de goede spelling - option: The second line need to start with 4 spaces as indentation. feedback: Ĝuste! - hint: Something is missing in the second line? - correct_answer: D - question_score: '10' 3: - question_text: What output will be produced when you run this program? - code: |- - {repeat} 3 {times} - {print} 'Baby shark tututudutudu' - {print} 'Baby shark' mp_choice_options: - option: |- Baby shark tututudutudu @@ -1644,10 +1169,7 @@ levels: Baby shark feedback: What is being repeated and what isn't. hint: What is being repeated and what is not?. - correct_answer: C - question_score: '10' 4: - question_text: Which output is correct? code: |- {print} 'The children went:' {repeat} 2 {times} @@ -1679,15 +1201,7 @@ levels: Yay! Were going on holiday! feedback: The last line is repeated too. - hint: The block under the `{repeat}` command is repeated twice. - correct_answer: B - question_score: '10' 5: - question_text: What is wrong with this code? - code: |- - end = {ask} 'Do you want a happy or a sad ending?' - {if} end {is} happy {print} 'They lived happily ever after' - {else} {print} 'The world exploded. The end.' mp_choice_options: - option: The `{print}` commands on the last two lines should start on new lines en start with 4 spaces. feedback: Vi pravas! @@ -1697,44 +1211,7 @@ levels: feedback: That's not true - option: '`{ask}` is no longer a command' feedback: That's not true - hint: Something is wrong with indentation - correct_answer: A - question_score: '10' - 6: - question_text: What will be the output of this code when we enter pancakes? - code: |- - {print} 'Welcome to restaurant Hedy' - {repeat} 2 {times} - food {is} {ask} 'What do you want to eat?' - {print} food - mp_choice_options: - - option: |- - Welcome to restaurant Hedy - Pancakes - feedback: There is no repetition in this answer. - - option: |- - Welcome to restaurant Hedy - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: This answer also repeats the welcome message - - option: |- - Welcome to restaurant Hedy - What do you want to eat? - What do you want to eat? - Pancakes - Pancakes - feedback: Almost! But look at the question, it is not repeated. - - option: |- - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: Well done! - hint: The first sentence and question will not be repeated - correct_answer: D - question_score: '10' 7: - question_text: What is wrong with this code? code: |- eten = {ask} 'What would you like to eat?' {if} food {is} fries @@ -1753,11 +1230,7 @@ levels: feedback: You always have to use indentation. - option: The indentation is wrong in the first `{if}` command. feedback: That's right. - hint: Take a careful look at the indentation. - correct_answer: D - question_score: '10' 8: - question_text: In which of the codes is the indentation done right? mp_choice_options: - option: |- ``` @@ -1799,50 +1272,21 @@ levels: {print} You are wrong! ``` feedback: You are wrong! - hint: What should happen if the person is right? And what else? - correct_answer: C - question_score: '10' 9: - question_text: What line(s) in this code should start with 4 spaces? code: |- 1 music = {ask} 'What is your favorite music genre?' 2 {if} music is rock 3 {print} '🤘' 4 {else} 5 {print} '👎' - mp_choice_options: - - option: Line 2 and 4 - feedback: The lines after the `{if}` and `{else}` command should start with 4 spaces - - option: Only line 3 - feedback: Not only 3... - - option: Line 3, 4 and 5 - feedback: Line 4 shouldn't - - option: Line 3 and 5 - feedback: Great job! - hint: The lines after an `{if}` or `{else}` command should start with 4 spaces. - correct_answer: D - question_score: '10' 10: question_text: Kiu aserto estas vera? code: |- 1 level = {ask} 'What level are you on?" 2 {if} level {is} 8 3 {print} Great job! - mp_choice_options: - - option: All lines should start with 4 spaces - feedback: That's not true - - option: Line 2 and 3 should start with 4 spaces - feedback: That's not true - - option: Line 2 should start with 4 spaces - feedback: That's not true - - option: Line 3 should start with 4 spaces - feedback: You are correct! - hint: Only one line starts with 4 spaces, but which one...? - correct_answer: D - question_score: '10' 9: 1: - question_text: What is wrong with this code? code: |- {repeat} 3 {times} eten = {ask} 'What would you like to eat?' @@ -1863,19 +1307,7 @@ levels: - option: The indentation is wrong in the last `{if}` command. feedback: It not, though. hint: all the indentation is done correctly. - correct_answer: A - question_score: '10' 2: - question_text: What will be printed after entering the correct password? - code: |- - password = {ask} 'What is the password?' - correct_password = Hedy - {if} password {is} correct_password - {repeat} 2 {times} - {print} 'Good job!' - {print} 'You can use the computer!' - {else} - {print} 'The computer will explode in 5... 4... 3... 2... 1...' mp_choice_options: - option: |- Good job! @@ -1894,11 +1326,7 @@ levels: Good job! You can use the computer! feedback: Ĝuste! - hint: Everything under the `{repeat}` command is repeated twice. - correct_answer: D - question_score: '10' 3: - question_text: Which case should you choose to win a million dollars? code: |- {print} 'Choose the right case and win!' case = {ask} 'Which case will you pick? 1 or 2?' @@ -1914,18 +1342,6 @@ levels: {print} 'You sell the case for 500 dollars' {if} action {is} open {print} 'You open the case and win a million dollars!' - mp_choice_options: - - option: case 1, sell - feedback: You don't win a million! - - option: case 1, open - feedback: You don't win a million - - option: case 2, sell - feedback: You don't win a million - - option: case 2, open - feedback: Great job! You win! - hint: Follow the right path - correct_answer: D - question_score: '10' 4: question_text: Kiu aserto estas vera? code: |- @@ -1947,15 +1363,7 @@ levels: feedback: Vi pravas! - option: Cinderella with shoe size 40 gets the output 'I was looking for you!' feedback: No she gets 'Ill keep looking' - hint: No matter what your name is, if you have shoe size 40 you will get the message 'Ill keep looking'. - correct_answer: C - question_score: '10' 5: - question_text: Which code produced this output? - output: |- - Icecream is the best! - Icecream is the best! - Icecream is the best! mp_choice_options: - option: |- ``` @@ -1990,11 +1398,7 @@ levels: {print} 'Icecream is the best!' ``` feedback: There are 2 `{repeat}` commands in this code. - hint: Watch the indentation - correct_answer: C - question_score: '10' 6: - question_text: After which command(s) should you use indentation (starting the next line with 4 spaces)? mp_choice_options: - option: '`{if}`' feedback: Don't forget the others @@ -2004,9 +1408,6 @@ levels: feedback: Keep it up! - option: '`{if}` `{else}` `{repeat}` `{print}`' feedback: Not with print - hint: Indentation happens on the line below some commands - correct_answer: C - question_score: '10' 7: question_text: "In this code from a pizza restaurant. \nYoull get a 5 dollar discount if you order a medium pizza with coke.\n What should you do to debug this code?" code: |- @@ -2047,9 +1448,6 @@ levels: price = price - 2 ``` feedback: Reprovu - hint: After each `{if}` command, the line below should indent - correct_answer: A - question_score: '10' 8: question_text: What is wrong is this code? code: |- @@ -2067,23 +1465,6 @@ levels: feedback: You actually must start like that. - option: A code must always start with a `{print}` command in the first line feedback: That's not true. - hint: The indentation is done right this time - correct_answer: B - question_score: '10' - 9: - question_text: How many `{if}` commands can be placed inside another `{if}` command? - mp_choice_options: - - option: None, that is not allowed - feedback: You are allowed to - - option: Only 1 - feedback: You could use more if you like - - option: '3' - feedback: You could use more if you like - - option: Infinite, as long as you keep using indentation correctly - feedback: That is true - hint: You can put an `{if}` command inside an `{if}` command. - correct_answer: D - question_score: '10' 10: question_text: Kiu aserto estas vera? code: |- @@ -2100,8 +1481,6 @@ levels: - option: line 2 should atart with 4 spaces and line 3 with 8 feedback: You are correct! hint: The first line doens't start with any spaces - correct_answer: D - question_score: '10' 10: 1: question_text: What do we need to fill in on the `_?_` if we want to print each compliment? @@ -2130,11 +1509,7 @@ levels: {for} compliments {in} compliment ``` feedback: Almost there! - hint: '`{for}` each compliment in the lists of compliments...' - correct_answer: B - question_score: '10' 2: - question_text: Which output is correct? code: |- manĝaĵoj = pico, pastaĵoj, patkuko {for} manĝaĵo {in} manĝaĵoj @@ -2151,15 +1526,7 @@ levels: pastaĵoj plaĉas al mi patkuko plaĉas al mi feedback: Bonege! - hint: Line 2 says for each meal in the list of meals. So each meal is printed. - correct_answer: D - question_score: '10' 3: - question_text: Which output is correct? - code: |- - animals = dogs, cats, hamsters, chickens - {for} animal {in} animals - {print} animal ' are lovely pets' mp_choice_options: - option: dogs are lovely pets feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. @@ -2173,27 +1540,8 @@ levels: feedback: Bonege! - option: You don't know yet. Because it chooses one of the animals {at} {random}. feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - hint: Line 2 says {for} each animal in the list of animals. So each animal is printed - correct_answer: C - question_score: '10' 4: question_text: Kio estas malĝusta pri la jena kodo? - code: |- - groceries = apples, bread, milk - {for} item {in} groceries - {print} 'We need ' groceries - mp_choice_options: - - option: Line 2 needs to start with 4 spaces as indentation - feedback: No it doesn't. Only line 3 needs indentation, which it has. - - option: Line 3 does not need to start with 4 spaces as indentation - feedback: Line 2 is a `{for}`command so line 3 does need to start with an indent. - - option: Line 3 should say item instead of groceries - feedback: Good job! - - option: Line 2 should say groceries instead of item - feedback: No it does not. - hint: Line 2 says `{for}` each item in the list of groceries - correct_answer: C - question_score: '10' 5: question_text: What word should be on the _?_ with these digital dice? code: |- @@ -2212,15 +1560,7 @@ levels: - option: dice feedback: Rigardu la nomojn de la variabloj. hint: Hedy bezonas elekti nombron `{at} {random}` - correct_answer: B - question_score: '10' 6: - question_text: Which of the answers below is a possible outcome when you run the code? - code: |- - choices = rock, paper, scissors - players = Kelly, Meredith - {for} player {in} players - {print} player ' chooses ' choices {at} {random} mp_choice_options: - option: Kelly chooses rock feedback: Meredith wants to play too! @@ -2234,9 +1574,6 @@ levels: Kelly chooses paper Meredith chooses scissors feedback: Mirinde! - hint: Each player will pick an option. The player that's first on the list will go first. - correct_answer: D - question_score: '10' 7: question_text: What line should be on the _?_ in this code that decides what these people will have for dinner? code: |- @@ -2265,9 +1602,6 @@ levels: {for} nomo {in} manĝaĵo ``` feedback: Each name should be told what they will have for dinner. - hint: Each name should be told what they will have for dinner. - correct_answer: A - question_score: '10' 8: question_text: What should be on the _?_ in this code that decides which color shirt you get? code: |- @@ -2296,9 +1630,6 @@ levels: 'people gets a colors shirt' ``` feedback: There is no variable named people.. - hint: Mind the quotation marks and the names of the variables - correct_answer: B - question_score: '10' 9: question_text: What is the first question Hedy will `{ask}` you when you run the program? code: |- @@ -2317,11 +1648,7 @@ levels: feedback: Appetizers are first in the list - option: You don't know that. Hedy will choose `{at} {random}`. feedback: There is no `{at} {random}` in this code... - hint: The first options from both lists are chosen. - correct_answer: A - question_score: '10' 10: - question_text: What is true about this code? code: |- prices = 1 million dollars, car, sandwich names = Bob, Patrick, Sandy, Larry @@ -2336,9 +1663,6 @@ levels: feedback: That is not true. Larry has the same odds as the others - option: Someone might win with two prices feedback: You get it! - hint: Try to imagine the output of this code. - correct_answer: D - question_score: '10' 11: 1: question_text: What word should be at the place of the question mark? @@ -2366,14 +1690,7 @@ levels: {for} ``` feedback: 'No' - hint: What did you learn in this level? - correct_answer: B - question_score: '10' 2: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 1 {to} 3 - {print} i mp_choice_options: - option: |- 1 @@ -2386,64 +1703,7 @@ levels: feedback: That's not it - option: '123' feedback: That's not it - hint: How do the numbers appear in the screen? - correct_answer: A - question_score: '10' - 3: - question_text: Which code was used to get this output? - output: |- - 1 - 2 - 3 - 4 - 5 - Once I caught a fish alive! - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Perfect - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: This code won't work. You need an indent after {for}. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Now Hedy will count '1 Once I caught a fish alive!, 2 Once I caught a fish alive! etc. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} 'i' - {print} 'Once I caught a fish alive!' - ``` - feedback: i is a variable and shouldn't have quotation marks - hint: First all the numbers, then the sentence - correct_answer: A - question_score: '10' 4: - question_text: Which code was used to get this output? - output: |- - 10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0 mp_choice_options: - option: |- ``` @@ -2470,42 +1730,6 @@ levels: ``` feedback: That's right! hint: It has to be a calculation... - correct_answer: D - question_score: '10' - 5: - question_text: What's wrong with this code? - code: |- - {for} i {in} {range} 1 {to} 10 - {print} i - mp_choice_options: - - option: The i in the last line need quotation marks - feedback: No it doesn't. - - option: You can't use `{range}` 1 `{to}` 5 only `{range}` 1 `{to}` 10 - feedback: You could use 1 to 5 just as well! - - option: Line 1 needs to start with an indention. - feedback: Not line 1... - - option: Line 2 needs to start with an indention - feedback: Perfect! - hint: There is something wrong with the indention - correct_answer: D - question_score: '10' - 6: - question_text: How many times does the word Hello appear on your screen when you run the code? - code: |- - {for} i {in} {range} 0 {to} 2 - {print} 'Hello' - mp_choice_options: - - option: 1 time - feedback: 'No' - - option: 2 times - feedback: 'No' - - option: 3 times - feedback: That's right! - - option: Never - feedback: 'No' - hint: 0 also counts. So 0,1,2 that's 3 times. - correct_answer: C - question_score: '10' 7: question_text: What should be on the place of the question mark? code: |- @@ -2514,35 +1738,7 @@ levels: _?_ food is {ask} 'What would you like to order?' {print} food - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 0 {to} 3 - ``` - feedback: There's not always 3 people - - option: |- - ``` - {for} i {in} {range} 1 {to} guests - ``` - feedback: The variable is not named guests - - option: |- - ``` - {for} i {in} {range} 1 {to} people - ``` - feedback: Great! - - option: |- - ``` - {for} i {in} {range} 0 {to} people - ``` - feedback: That's one order too many! - hint: Use the variable 'people' - correct_answer: C - question_score: '10' 8: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 23 {to} 25 - {print} 'hi' mp_choice_options: - option: |- 23 @@ -2558,34 +1754,7 @@ levels: feedback: Correct - option: The word 'hi' will appear 25 times in a row. feedback: No it will only appear 3 times. - hint: It doesn't say `{print}` i - correct_answer: C - question_score: '10' - 9: - question_text: How many times does Hedy chant Hip Hip Hooray? - code: |- - age = {ask} 'How old are you?' - {for} i {in} {range} 1 {to} age - {print} 'Hip Hip Hoorray!' - mp_choice_options: - - option: 1 time - feedback: Try again - - option: 2 times - feedback: Try again - - option: Never - feedback: Try again - - option: That depends on how old you are - feedback: That's right! - hint: '`{for}` i `{in}` `{range}` 1 `{to}` age' - correct_answer: D - question_score: '10' 10: - question_text: Which code belongs to this output? - output: |- - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark mp_choice_options: - option: |- ``` @@ -2616,11 +1785,8 @@ levels: ``` feedback: '`{range}` 0 `{to}` 3 is 4 times.' hint: Mind the indention - correct_answer: B - question_score: '10' 12: 1: - question_text: Which output is correct? code: |- print 'three and a half plus one and a half is...' print 3.5 + 1.5 @@ -2637,11 +1803,7 @@ levels: three and a half plus one and a half is... 5 feedback: Great job! - hint: Both lines are printed! - correct_answer: D - question_score: '10' 2: - question_text: Which of these codes is correct? mp_choice_options: - option: |- ``` @@ -2667,11 +1829,7 @@ levels: print 'I would like a ' flavors at random ' cake.' ``` feedback: All the different values of flavors should be in quotation marks. - hint: The second line is the same in each code, pay attention to the first line - correct_answer: C - question_score: '10' 3: - question_text: What's wrong with this code? code: |- favorite_animal = ask 'What is your favorite animal?' print 'I like ' favoriteanimal ' too!' @@ -2684,30 +1842,13 @@ levels: feedback: That's not true - option: Nothing is wrong. feedback: That's not true - hint: The quotation marks are used correctly - correct_answer: A - question_score: '10' 4: - question_text: In which lines are quotation marks needed to get the code to work? code: |- print Welcome to the online shoe shop category = ask What kind of shoes are you looking for? if category = high heels print High heels are 50% off now! - mp_choice_options: - - option: Line 1 and 2 - feedback: 'No' - - option: Line 1, 2 and 3 - feedback: 'No' - - option: Line 1, 2 and 4 - feedback: 'No' - - option: All of the lines - feedback: Perfect! - hint: Does line 3 need quotation marks too? - correct_answer: D - question_score: '10' 5: - question_text: What output does Agent007 get when they put in the correct password? code: |- name is ask 'What is your name?' if name is 'Agent007' @@ -2720,18 +1861,6 @@ levels: else b is 'today at 10.00' print a + b - mp_choice_options: - - option: Go to the train station today at 10.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 02.00 - feedback: You've cracked the code! - - option: Go to the train station tomorrow at 02.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 10.00 - feedback: The agent won't be catching any bad guys here - hint: The correct password is TOPSECRET - correct_answer: B - question_score: '10' 6: question_text: Which line should be filled in at the ??? code: |- @@ -2745,32 +1874,7 @@ levels: if drinks = 'yes' ??? print 'That will be ' price ' dollar please' - mp_choice_options: - - option: |- - ``` - price = 14 - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = '14' - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = price + 2 - ``` - feedback: Excellent! - - option: |- - ``` - price = + 2 - ``` - feedback: Almost there! - hint: What if you only order fries and a drink? - correct_answer: C - question_score: '10' 7: - question_text: Which output does a vegan get? code: |- menu = 'cookies', 'cheese', 'grapes' print "It's my birthday! I`ve brought some snacks!" @@ -2782,36 +1886,7 @@ levels: print 'For you I have brought: ' for snack in menu print snack - mp_choice_options: - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cookies - grapes - feedback: Terrific! - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - feedback: There's more options than just one - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cheese - grapes - feedback: A vegan person can't have cheese - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - cookies - feedback: Almost there, but look at the order of snacks in the list - hint: What item is removed from the list when you answer 'vegan'? - correct_answer: A - question_score: '10' 8: - question_text: Which code was used to create this output? - code: '3.5' mp_choice_options: - option: |- ``` @@ -2833,9 +1908,6 @@ levels: print 7 * 2 ``` feedback: 'No' - hint: 7 devided by 2 is 3.5 - correct_answer: B - question_score: '10' 9: question_text: Which code should be filled in in line 1 at the ??? code: |- @@ -2862,9 +1934,6 @@ levels: 'prices' = 'one million dollars', 'nothing' ``` feedback: You one nothing - hint: The items on the list should be in quotation marks - correct_answer: C - question_score: '10' 10: question_text: Which line of code should be filled in at the ??? to complete the song ? code: |- @@ -2885,12 +1954,8 @@ levels: feedback: This is a hard one! All the actions on the list must be in the song. - option: print actions at random feedback: This is a hard one! All the actions on the list must be in the song. - hint: This is a hard one! All the actions on the list must be in the song. - correct_answer: B - question_score: '10' 13: 1: - question_text: Which code should be filled in at the ??? ? code: |- name = ask 'What is your name?' song = ask 'Whould you like to hear a song?' @@ -2921,11 +1986,7 @@ levels: if song = 'yes' or birthday = 'yes' ``` feedback: Hedy only sings if both answers are yes - hint: Hedy sings if you want to hear a song and it's you birthday - correct_answer: C - question_score: '10' 2: - question_text: Which command is missing in the code at the place of the ??? ? code: |- menu = 'cheese', 'sausage rolls', 'cookies' diet = ask 'Do you have any dietary restrictions?' @@ -2940,11 +2001,7 @@ levels: feedback: 'No' - option: print feedback: 'No' - hint: Neither vegans nor muslims can eat sausage rolls. - correct_answer: B - question_score: '10' 3: - question_text: Which output is given to a member without a discount code? code: |- member = ask 'Do you have a membership card?' discount = ask 'Do you have a discount code?' @@ -2962,10 +2019,7 @@ levels: - option: There is no way of knowing feedback: There is! Read the question carefully hint: Mind the command 'or' in line 3 - correct_answer: A - question_score: '10' 4: - question_text: Which line of code should follow this line in rock-paper-scissors game? code: if computer_choice is 'rock' and your_choice is 'paper' mp_choice_options: - option: print 'you win' @@ -2976,28 +2030,11 @@ levels: feedback: It's only a tie if both choices are the same - option: print 'try again' feedback: Try again! - hint: Paper beats rock - correct_answer: A - question_score: '10' 5: - question_text: Which statement is true about this code? code: |- if name = 'Cinderella' and shoe_size = 38 print 'You are my one true love!' - mp_choice_options: - - option: Every person with shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person named Cinderella is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person that is named Cinderella and has shoe size 38 is this prince's one true love - feedback: Fantastic! - - option: Every person that's not named Cinderella and does not have shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - hint: Both statements have to be true - correct_answer: C - question_score: '10' 6: - question_text: Which statement about this code is true? code: |- print 'Let me guess which family member you are!' glasses = ask 'Do you wear glasses?' @@ -3010,20 +2047,7 @@ levels: print 'You must be Wouter!' if glasses = 'no' and female = 'no' print 'You must be Michael!' - mp_choice_options: - - option: Michael is a boy with glasses - feedback: Try again - - option: Marleen is a girl with glasses - feedback: Try again - - option: Wouter is a boy without glasses - feedback: Try again - - option: Sophie is a girl with glasses - feedback: Great job! - hint: Take a good look! Or do you need glasses? - correct_answer: D - question_score: '10' 7: - question_text: Which statement is false? code: |- print 'Thank you for helping me take care of my pets' print 'Here is a program to help feed them' @@ -3037,20 +2061,7 @@ levels: print 'I fed them this moring! They do not need more food today' if animal is 'hamster' and color is 'brown' print 'You can feed them a piece of carrot' - mp_choice_options: - - option: The grey cat is called Abby - feedback: This is true! - - option: Milo the orange cat eats 4 scoops of cat nibbles - feedback: This is true - - option: The black hamster needs to be fed a piece of carrot - feedback: Great job! - - option: The yellow bird was fed this morning - feedback: This is true - hint: Read the last 4 lines carefully - correct_answer: C - question_score: '10' 8: - question_text: What output do you get if you order popcorn but no drink? code: |- print 'Welcome to the movie theater' popcorn = ask 'Would you like some popcorn?' @@ -3064,32 +2075,7 @@ levels: if popcorn = 'no' and drink = 'no' print 'Ok' print 'Enjoy the movie' - mp_choice_options: - - option: |- - Welcome to the movie theater - That will be 8 dollars please - Enjoy the movie - feedback: You have paid too much! - - option: |- - Welcome to the movie theater - That will be 5 dollars please - Enjoy the movie - feedback: Amazing! - - option: |- - Welcome to the movie theater - That will be 3 dollars please - Enjoy the movie - feedback: That's not enough money! - - option: |- - Welcome to the movie theater - Ok - Enjoy the movie - feedback: You have to pay for your popcorn! - hint: popcorn = yes and drink = no - correct_answer: B - question_score: '10' 9: - question_text: What is wrong with this code? code: |- 1 chocolate = ask 'Would you like chocolate sauce on your ice cream?' 2 sprinkles = ask 'Would you like sprinkles on your ice cream?' @@ -3126,11 +2112,7 @@ levels: {if} chocolate = 'yes' {and} sprinkles = 'no' ``` feedback: This is not what I ordered! - hint: There is a mistake in line 3 - correct_answer: A - question_score: '10' 10: - question_text: Which command needs to be in line 8 at the place of the ??? ? code: |- print 'Welcome to the product finder of this supermarkt' item is ask 'What product are you looking for?' @@ -3154,65 +2136,8 @@ levels: feedback: 'No' - option: if feedback: 'No' - hint: The item is either in the list of snacks, or in the list of drinks - correct_answer: B - question_score: '10' 14: - 1: - question_text: Which symbol should be used on the blank? - code: |- - name _ {ask} 'Who are you?' - {if} name == 'Hedy' - {print} 'Me too!' - mp_choice_options: - - option: '`=>`' - feedback: This is not a symbol. - - option: '`==`' - feedback: We are not comparing anything, just asking. - - option: '`!=`' - feedback: We are not comparing anything, just asking - - option: '`=`' - feedback: Right! - hint: We are not comparing anything, we are just asking a name. - correct_answer: D - question_score: '10' - 2: - question_text: Which of these codes has used the correct = or == symbol? - mp_choice_options: - - option: '{if} name = Hedy' - feedback: 'No' - - option: '{if} age = 24' - feedback: 'No' - - option: answer = {ask} 'What is your answer' - feedback: Yes! - - option: answer == {ask} 'How are you doing?' - feedback: 'No' - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' - 3: - question_text: Which symbols should be filled in on the two blanks? - code: |- - guests = {ask} 'How many people are at the party?' - {if} guests _ 130 - {print} 'You can come in!' - {if} guests _ 130 - {print} 'Im sorry, the club is full. ' - {print} 'You have to wait for a guest to leave' - mp_choice_options: - - option: '`>` and `<`' - feedback: That's not it - - option: '`=` and `>=`' - feedback: That's not it - - option: '`<` and `>=`' - feedback: You are right - - option: '`+` and `==`' - hint: There are 130 people allowed in the club - correct_answer: C - question_score: '10' - feedback: That's not it 4: - question_text: What's wrong with this code? code: |- price = 10 money = {ask} How much money do you have? @@ -3221,20 +2146,7 @@ levels: {print} 'You can buy the bear!' {else} {print} 'You cannot buy this bear!' - mp_choice_options: - - option: In line 1 == should be used instead of = - feedback: No that's not it - - option: Line 2 misses quotation marks - feedback: You are correct - - option: In line 4 = should have been used instead of == - feedback: No that's not it - - option: In line 4 <= should have been used instead of >= - feedback: No that's not it - hint: The symbols are right - correct_answer: B - question_score: '10' 5: - question_text: Which symbol should be filled in on the blanks if the movie is suitable for kids for the age of 12 and up? code: |- age = {ask} 'How old are you?' ticket = {ask} 'Do you have a ticket?' @@ -3242,20 +2154,7 @@ levels: {print} 'You can enter the movie theater.' {else} {print} 'You are not allowed to come in!' - mp_choice_options: - - option: '`> 12`' - feedback: 12 year olds are allowed too - - option: '`>= 12`' - feedback: Great! - - option: '`< 12`' - feedback: These kids are too young! - - option: '`<= 12`' - feedback: These kids are too young - hint: '> means greater than' - correct_answer: B - question_score: '10' 6: - question_text: How many times do you have to say you are annoyed before this annoying game stops? code: |- lives = 2 {repeat} 10 times @@ -3263,69 +2162,7 @@ levels: answer = {ask} 'Are you annoyed yet?' {if} answer == 'yes' lives = lives - 1 - mp_choice_options: - - option: 10 times - feedback: It stops after 2 times - - option: 0 times - feedback: It stops after 2 times - - option: 1 time - feedback: It stops after 2 times - - option: 2 times - feedback: That is correct - hint: '!= means ''is not''' - correct_answer: D - question_score: '10' - 7: - question_text: What should be filled in on the three blanks? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' - mp_choice_options: - - option: '`''Lower''` and `''Higher''` and `''You win!''`' - feedback: That's not quite right. - - option: '`''Higher''` and `''Lower''` and `''You win!''`' - feedback: You win! - - option: '`''You win!''` and `''Lower!''` and `''Higher''`' - feedback: That's not quite right. - - option: '`''Lower!''` and `''You win!''` and `''Higher!''`' - feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: B - question_score: '10' - 8: - question_text: Which statement is true about this roller coaster? - code: |- - length = {ask} 'Please fill in your length in cm' - {if} length < 120 - {print} 'Sorry, you cannot go on this roller coaster.' - {else} - {print} 'Enjoy the ride' - mp_choice_options: - - option: You must be taller than 120 cm to go on the roller coaster - feedback: True! - - option: You must be taller than 119 cm to go on the roller coaster - feedback: If you are 120 cm you won't get in - - option: You must be shorter than 120 cm to go on the roller coaster - feedback: '> means greater than' - - option: There are no length restrictions to go on the roller coaster - feedback: There are. - hint: '> means greater than' - correct_answer: A - question_score: '10' 9: - question_text: How many pieces of chocolate will give you a stomach ache according to this fitbit? code: |- chocolate = {ask} 'How many pieces of chocolate have you eaten?' {if} chocolate <= 2 @@ -3334,101 +2171,19 @@ levels: {print} 'That is a bit much' {if} chocolate > 8 {print} 'You will get a stomach ache!' - mp_choice_options: - - option: 1 or more - feedback: 'No' - - option: 2 or more - feedback: 'No' - - option: 8 or more - feedback: Almost - - option: 9 or more - feedback: Great! - hint: '> 8 means more than 8' - correct_answer: D - question_score: '10' - 10: - question_text: What should be filled in in the blanks? - code: |- - {print} 'Whoever gets the most points wins!' - {if} points_player_1 < points_player_2 - {print} _ - mp_choice_options: - - option: '''player 1 wins''' - feedback: Look at who has the highest score! - - option: '''player 2 wins''' - feedback: Yes! - - option: '''player 2 loses''' - feedback: Look at who has the highest score! - - option: '''It is a tie''' - feedback: No it's not, one player has a higher score - hint: You win the game by having the most points - correct_answer: B - question_score: '10' 15: 1: - question_text: 'Which symbol should be used on the blank? Tip: You must keep guessing until you get it right.' code: |- answer = 0 while answer _ 'Amsterdam' answer = ask 'What is the capital city of the Netherlands?' print 'You have given the correct answer' - mp_choice_options: - - option: '`=!`' - feedback: That is not right. - - option: '`==`' - feedback: You don't have to keep guessing if you've given the right answer. - - option: '`!=`' - feedback: Correct - - option: '`=`' - feedback: That's not it - hint: Keep guessing until you say Amsterdam - correct_answer: C - question_score: '10' - 2: - question_text: Which of these codes has used the correct symbol(s)? - mp_choice_options: - - option: |- - ``` - {while} name = Hedy - ``` - feedback: 'No' - - option: |- - ``` - {while} age = 24 - ``` - feedback: 'No' - - option: |- - ``` - {while} time > 0 - ``` - feedback: Yes! - - option: |- - ``` - {while} answer == yes' - ``` - feedback: A quotation mark is missing - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' 3: question_text: Which command should be filled in on the two blanks? code: |- _ age >= 18 print 'you are not allowed in this bar' - mp_choice_options: - - option: '`{in}`' - feedback: That's not it - - option: '`{while}`' - feedback: You are right - - option: '`{for}`' - feedback: That's not it - - option: '`{range}`' - feedback: That's not it - hint: You are not allowed in the bar as long as you are 17 or younger - correct_answer: B - question_score: '10' 4: - question_text: What's wrong with this code? code: |- options = 1, 2, 3, 4, 5, 6 print 'Throw 6 as fast as you can!' @@ -3448,11 +2203,7 @@ levels: feedback: That's not it - option: In line 5 != should have been used instead of == feedback: You are correct - hint: There is something wrong in line 5 - correct_answer: D - question_score: '10' 5: - question_text: What should be placed on the blank to make this program work correctly? code: |- wetness = 10 while wetness != 0 @@ -3471,9 +2222,6 @@ levels: feedback: You are correct! - option: = wetness + 1 feedback: The program should count down - hint: wetness should get less each time - correct_answer: C - question_score: '10' 6: question_text: what is wrong with this code? code: |- @@ -3491,25 +2239,8 @@ levels: feedback: No that's not right - option: Line 2 should start with less indentation feedback: That is correct - hint: Look closely at the indentation - correct_answer: D - question_score: '10' 7: question_text: How should this program be changed to that it works? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' mp_choice_options: - option: '... change the first {if} into a {while}' feedback: Perfect! @@ -3519,32 +2250,9 @@ levels: feedback: That's not quite right. - option: '... change the fourth {if} into a {while}' feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: A - question_score: '10' 8: - question_text: Which statement is true about this automated toilet system? - code: |- - {while} toilet == 'occupied' - lights = 'on' - air_freshener_sprays = 'yes' - {sleep} 60 - lights = 'off' - air_freshener_sprays = 'no' - mp_choice_options: - - option: The lights and air freshener will turn off after 1 minute - feedback: False! - - option: The air freshener sprays once every minute and the lights stay on the whole time while you are on the toilet - feedback: Great job - - option: The air freshener sprays once you leave the toilet. - feedback: It only sprays when you're in there. - - option: The lights will always stay on. - feedback: That wouldn't be right. hint: The block after the while command keeps happening while the toilet is occupied. - correct_answer: B - question_score: '10' 9: - question_text: What will the diet app say if you have eaten 1600 calories today? code: |- chocolate = {ask} 'How many calories have you eaten today?' {while} calories <= 1000 @@ -3562,16 +2270,7 @@ levels: feedback: Yes! - option: You have eaten enough for today feedback: 'No' - hint: 1600 is between 1000 and 2000 - correct_answer: C - question_score: '10' 10: - question_text: 'What should be filled in in the blanks? Tip: the player with the most points is in the lead.' - code: |- - name_player_1 = {ask} 'Name player 1:' - name_player_2 = {ask} 'Name player 2:' - {while} points_player_1 > points_player_2 - {print} _ ' is in the lead right now!' mp_choice_options: - option: name_player_1 feedback: You are right! @@ -3581,105 +2280,20 @@ levels: feedback: You should fill in a name, not a number - option: points_player_2 feedback: You should fill in a name, not a number - hint: You win the game by having the most points. Your name should appear on the screen - correct_answer: A - question_score: '10' 16: - 1: - question_text: Which command should be filled in on the blanks to print a random snack? - code: |- - snacks = nachos, chips, cucumber, sweets - {print} _ - mp_choice_options: - - option: '`snacks {at} {random}`' - feedback: This is the old way. - - option: '`[{random} snack]`' - feedback: The order is wrong. - - option: '`snacks[{random}]`' - feedback: Correct - - option: '`snacks[{at} {random}]`' - feedback: We do not need `at`anymore - hint: We no longer use {at} - correct_answer: C - question_score: '10' 2: - question_text: What should be filled in on the blanks if you want a list of what chores are done by whom? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chores = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} _ - mp_choice_options: - - option: |- - ``` - friends[i] has to do chores [i] - ``` - feedback: Mind the spacing. - - option: |- - ``` - friends[1] has to do chores[1] - ``` - feedback: It will print 3 times that Wesley has to do the cooking - - option: |- - ``` - chores[i] ' has to do ' friends[random] - ``` - feedback: The person has to do the chore, not the other way around - - option: |- - ``` - friends[i] ' has to do ' chores[i] - ``` - feedback: Fantastic! - hint: '`i` tells us what item in the list it is. So friend 1 does chore 1 etc.' - correct_answer: D - question_score: '10' 3: - question_text: What is a possible output for this program? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chore = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} friends[i] has to do chores[i] - mp_choice_options: - - option: |- - ``` - Wesley has to do the cooking - Eric has to do the cleaning - Kaylee has to do nothing - ``` - feedback: Super! - - option: |- - ``` - Kaylee has to do the cooking - Wesley has to do the cleaning - Eric has to do nothing - ``` - feedback: No, it is not random. - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cleaning - Wesley has to do the nothing - ``` - feedback: Poor Wesley! - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cooking - Wesley has to do the cooking - ``` - feedback: That's not it - hint: It's not random... - correct_answer: A - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - friends = ['Jaylee', 'Erin', 'Fay'] - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 0 {to} 3 - print 'the lucky number of ' friends[i] - print 'is ' lucky_numbers[i] mp_choice_options: - option: The variable in line 4 should be 'friend[i]', not 'friends[i]' feedback: That is not right. @@ -3689,16 +2303,7 @@ levels: feedback: It's not a variable, it's just text. - option: '{in} in line 3 should be removed' feedback: That's not it - hint: There's nothing wrong with line 4 - correct_answer: B - question_score: '10' 5: - question_text: Which line should be filled in in the blank? - code: |- - animals = ['dog', 'cow', 'horse'] - _ - {for} i {in} {range} 1 {to} 3 - {print} 'the ' animals[i] ' says ' sounds[i] mp_choice_options: - option: noises = ['moo', 'woof', 'neigh'] feedback: Mind the variable name and the order of the sounds. @@ -3708,444 +2313,8 @@ levels: feedback: Don't forget the quotation marks! - option: sounds = ['woof', 'moo', 'neigh'] feedback: Great job! - hint: Look at line 1 to see proper use of brackets and quotation marks. - correct_answer: D - question_score: '10' - 6: - question_text: Which statement is true? - code: |- - people = ['Chris', 'Jaylino', 'Ryan'] - games = ['fortnite', 'minecraft', 'fifa'] - {for} o {in} {range} 1 {to} 3 - {print} people[o] ' likes ' games[o] - mp_choice_options: - - option: You are not allowed to use the variable o. It should be named i. - feedback: i is the most commonly used variable name in this case, but it's not mandatory to use i. - - option: The output will say that Jaylino likes fortnite. - feedback: No, he likes minecraft. - - option: The output will say that Ryan likes fifa - feedback: Correct - - option: This code will not work. It will give and error. - feedback: No, the code is correct. - hint: There is nothing wrong with this code. - correct_answer: C - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - people = ['Savi', 'Senna', 'Fayenne'] - transportation = ['bike', 'train', 'car'] - {for} i {in} {range} 1 {to} 3 - {print} people[i] goes to school by transportation[i] - mp_choice_options: - - option: Line 1 needs less quotation marks - feedback: That is not right. - - option: Line 3 should start with indentation - feedback: It should not! - - option: Line 4 should start without indentation - feedback: It should not - - option: Line 4 needs more quotation marks. - feedback: Amazing! - hint: There is a mistake made in the usage of quotation marks. - correct_answer: D - question_score: '10' - 8: - question_text: Which of these codes belongs to this output? - code: |- - Macy and Kate get to go first - Lionell and Raj get to go second - Kim and Leroy get to go third - mp_choice_options: - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 0 {to} 3 - {print} teams[random] ' get to go ' position[i] - ``` - feedback: This is not right - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: Amazing! - - option: |- - ``` - teams = ['Macy', 'Kate', 'Lionell', 'Raj', 'Kim', 'Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 6 - {print} teams[random] ' get to go ' position[random] - ``` - feedback: This is not it. - - option: |- - ``` - teams = ['Macy and Kate' 'Lionell and Raj' 'Kim and Leroy'] - position = ['first' 'second' 'third'] - {for} teams {in} {range} 0 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: This is not going to work! - hint: If you look carefully at the first line, you'll see that only the first two answers are possibly correct. - correct_answer: B - question_score: '10' - 9: - question_text: What is a possible output for this code? - code: |- - countries = ['Canada', 'Zimbabwe', 'New Zealand'] - {for} i {in} {range} 0 {to} 1 - {print} 'I will travel to ' countries[random] - mp_choice_options: - - option: |- - ``` - I will travel to Canada - I will travel to Canada - ``` - feedback: Great job! - - option: |- - ``` - I will travel to Canada - ``` - feedback: It will be repeated twice - - option: |- - ``` - I will travel to Canada, Zimbabwe and New Zealand - ``` - feedback: This is not it. - - option: |- - ``` - I will travel to Canada - I will travel to Zimbabwe - I will travel to New Zealand - ``` - feedback: It's only repeated twice - hint: Range 0 to 1 is 2 times - correct_answer: A - question_score: '10' - 10: - question_text: Which 3 lines will complete this code correctly? - code: |- - {print} 'The book raffle will start soon' - {print} 'Get your tickets now!' - books = ['Narnia', 'The Hobbit', 'Oliver Twist', 'Harry Potter', 'Green eggs and ham'] - people = {ask} 'How many raffle tickets are sold?' - list_of_numbers = [1, 2] - {for} i {in} {range} 3 {to} people - {add} i {to} list_of_numbers - {for} i {in} {range} 1 {to} 5 - mp_choice_options: - - option: |- - ``` - chosen_number = list_of_numbers at random - print books[i] ' will go to person number ' chosen_number - {add} chosen_number {to} list_of_numbers - ``` - feedback: Almost there... but adding the winner to the list makes this raffle unfair - - option: |- - ``` - print person[i] ' wins ' book[i] - ``` - feedback: There is no list called 'person' - - option: |- - ``` - chosen_number = list_of_numbers[people] - print books[people] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: This is not it. - - option: |- - ``` - chosen_number = list_of_numbers[random] - print books[i] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: Fantastic! - hint: You need to use the {remove} command - correct_answer: D - question_score: '10' 17: - 1: - question_text: What is the output of this code? - code: |- - minions = ['Bob', 'Kevin', 'Stuart'] - {for} x in minions: - {print} x - mp_choice_options: - - option: |- - ``` - m i n i o n s - ``` - feedback: This is not it. - - option: |- - ``` - Bob - Kevin - Stuart - ``` - feedback: Correct! - - option: |- - ``` - minions - minions - minions - ``` - feedback: Take a look at the content of your list. - - option: |- - ``` - B o b K e v i n S t u a r t - ``` - feedback: Do not loop through the letters. - hint: Loop through your list. - correct_answer: B - question_score: '10' - 2: - question_text: What is wrong with this code? - code: |- - seconds_minute = 60 - minute_hour = 60 - hour_day = 24 - leap_year = 366 - no_leap_year = 365 - years = ask 'what year is it?' - {if} years = 2024: - print seconds_minute * minute_hour * hour_day * leap_year - {else}: - print seconds_minute * minute_hour * hour_day * noleap_year - mp_choice_options: - - option: You cannot have so many variables. - feedback: This is not it. - - option: The way the variables are multiplied is incorrect. - feedback: Not true! - - option: One of the variables `noleap_year` does not belong with the `{if}` statement. - feedback: Keep looking for the mistake. - - option: The `noleap_year` has to be identical in both cases. - feedback: Correct! - hint: Read the code carefully. - correct_answer: D - question_score: '10' - 3: - question_text: How many hedgehogs will this code print? - code: |- - {for} x in range 1 to 3: - {for} y in range 1 to 2: - {print} 🦔 - mp_choice_options: - - option: |- - ``` - 🦔 - 🦔 - 🦔 - ``` - feedback: Try again. - - option: |- - ``` - 🦔 - 🦔 - ``` - feedback: One more try. - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: Well done! - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating. - correct_answer: C - question_score: '10' - 4: - question_text: What is wrong with code? - code: |- - name_color = {ask} 'What is your favorite color?' - {if} name_color == 'red': - {print} 'the color of a tomato' - {elif} name_color == 'green': - {print} 'the color of an apple' - {elif} name_color == 'blue': - {print} 'the color of a blueberry' - {elif} name_color == 'yellow': - {print} 'the color of a banana' - {elif}: - {print} 'this fruit-color does not exist' - mp_choice_options: - - option: The first `{elif}` should be used before the `print` command - feedback: Try again. - - option: '`{elif}` can only be used once' - feedback: From now on we can use elif multiple times. - - option: '`==` used with `{elif}` should be replaced by `=`' - feedback: Not correct. - - option: '`{elif}` in the last line should be replaced by `{else}`' - feedback: Great! - hint: Think about `{if}`, `{elif}`, `{else}`. - correct_answer: D - question_score: '10' - 5: - question_text: What is the output of this code? - code: |- - numbers = [7, 19, 29, 41, 53, 71, 79, 97] - {for} prime in numbers: - {if} prime <= 10: - {print} prime - {elif} prime >= 60: - {print} prime - {elif} prime >= 90: - {print} prime - {else}: - {print} 'another number' - mp_choice_options: - - option: |- - ``` - 7 - another number - another number - another number - another number - 71 - 79 - 97 - ``` - feedback: Well done! - - option: |- - ``` - another number - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: Try again. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - another number - ``` - feedback: One more try. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating and the values of if and elif. - correct_answer: A - question_score: '10' - 6: - question_text: What is wrong with code? - code: |- - name = {ask} 'What is your name?' - {if} name == 'Hedy': - password = {ask} 'What is your password?' - {if} password =='turtle123': - {print} 'Yey' - {else}: - {print} 'Access denied' - {else}: - {print} 'Go fish' - mp_choice_options: - - option: '`{elif}` is missing.' - feedback: Try again. - - option: '`{else}` can only be used once.' - feedback: From now on we can use elif multiple times. - - option: Nothing! - feedback: There is a mistake. Look carefully! - - option: There is an indentation mistake in the last line. - feedback: Amazing! - hint: There is a mistake somewhere... - correct_answer: D - question_score: '10' - 7: - question_text: Which of the following codes will print five times 'the result is 3' on the screen? - mp_choice_options: - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - result = n * 1 - {print} 'The result is ' result - ``` - feedback: Try again! - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} u in numbers: - number = u - {print} 'The result is ' number - ``` - feedback: That is not it. - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} number in numbers: - number = 3 - {print} 'The result is ' number - ``` - feedback: Very good! - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - n = result - {print} 'The result is ' result - ``` - feedback: That is not it. - hint: Think about mathematical symbols. - correct_answer: C - question_score: '10' - 8: - question_text: What is wrong with code? - code: |- - insects = ['🐝', '🦋', '🕷', '🐞'] - your_favorite = {ask} 'what is your favorite insect?' - {for} insect in insects: - {if} your_favorite == '🐝' {or} your_favorite == '🐞': - {print} 'very useful' - {elif} your_favorite == '🕷': - {print} 'it can catch mosquitoes' - {else}: - {print} 'almost all insects can be useful one way or another' - mp_choice_options: - - option: '`{or}` cannot be used with `{if}`.' - feedback: Try again. - - option: In the `{for}` command `insect` should be `insects`. - feedback: Not true. - - option: Nothing! - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' 9: - question_text: Which one of the codes below gave this output? code: |- -5 is negative -4 is negative @@ -4156,39 +2325,3 @@ levels: 1 is positiveLast nitpick from Kelly: 2 is positive 3 is positive - mp_choice_options: - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Try again! - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number <= 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - - option: "```\n {for} number in range -5 to 3:\n {if} number >= 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Very good! - - option: "```\n {for} number in range -5 to 3:\n {if} number < 0: \n {print} number ' is positive'\n {elif} number <=0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 10: - question_text: What is wrong with this code? - code: |- - {for} number in range 1 to 5: - volume_room = num * num * num - {print} volume_room ' cubic meters' - {if} volume_room > 100: - {print} 'this is a large room' - {elif} volume_room < 100: - {print} 'small room but cosy' - {else}: - {print} 'i will look for something else' - mp_choice_options: - - option: The word num needs quotation marks. - feedback: Try again. - - option: The `{if}` command is not used correctly. - feedback: Not true. - - option: Line 3 should be `volume_room = number * number * number`. - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' diff --git a/content/quizzes/es.yaml b/content/quizzes/es.yaml index 67efd4c28d0..e6c02a66dd4 100644 --- a/content/quizzes/es.yaml +++ b/content/quizzes/es.yaml @@ -12,8 +12,6 @@ levels: - option: Heidi feedback: ¡Este no! hint: Es nombrado en honor de Hedy Lamarr. - correct_answer: A - question_score: '10' 2: question_text: ¿Qué debe introducirse en los huecos para que aparezca el texto "Hello!"? code: _ ¡Hola! @@ -27,8 +25,6 @@ levels: - option: '`{ask}`' feedback: Con `{ask}`, puedes preguntar una pregunta. hint: _ ¡Hola mundo! - correct_answer: B - question_score: '10' 3: question_text: ¿Cómo preguntas cuál el color favorito de alguien? mp_choice_options: @@ -53,8 +49,6 @@ levels: ``` feedback: '`{echo}` te repite tu respuesta.' hint: Puedes preguntar algo con el comando `{ask}` - correct_answer: C - question_score: '10' 4: question_text: ¿Qué está mal en este código? code: |- @@ -71,8 +65,6 @@ levels: - option: ¡Nada! ¡Este código está perfecto! feedback: Incorrecto, ¡presta atención! hint: La línea 1 no parece correcta - correct_answer: A - question_score: '10' 5: question_text: ¿Qué comando falta en la línea 2? code: |- @@ -88,8 +80,6 @@ levels: - option: '`{echo}`' feedback: ¡Exacto! hint: Quieres ver la respuesta al final de la línea 2... - correct_answer: D - question_score: '10' 6: question_text: ¿Qué le pasa a este código? code: |- @@ -107,8 +97,6 @@ levels: - option: En la línea 4, `{print}` está mal escrito. feedback: No, hay un fallo en algún otro lugar hint: Comprueba los comandos `{print}`. - correct_answer: B - question_score: '10' 7: question_text: ¿Qué le pasa a este código? code: |- @@ -126,8 +114,6 @@ levels: - option: ¡Nada! ¡El código está perfecto! feedback: ¡Correcto! hint: Chequea el código línea por línea - correct_answer: D - question_score: '10' 8: question_text: ¿Cómo usas el comando `{echo}`? mp_choice_options: @@ -140,8 +126,6 @@ levels: - option: Puedes utilizarlo para hacer que el texto desaparezca. feedback: Eso no es correcto.... hint: '`{echo}` de usa después de un comando para `{ask}`.' - correct_answer: C - question_score: '10' 9: question_text: ¿Qué le pasa a este código? code: |- @@ -158,8 +142,6 @@ levels: - option: Nada. ¡El código está perfecto! feedback: Busca con más cuidado por el error... hint: '`{ask}` te deja preguntar una pregunta' - correct_answer: B - question_score: '10' 10: question_text: ¿Qué resultado habrá en tu pantalla de salida después de ejecutar este código? code: |- @@ -180,8 +162,6 @@ levels: Yes! feedback: Hay dos comandos `{echo}` hint: ¡Vamos! - correct_answer: B - question_score: '10' 2: 1: question_text: ¿Qué sentencia es cierta? @@ -195,8 +175,6 @@ levels: - option: Con el comando `{sleep}`, puedes eliminar texto de tu pantalla. feedback: Así no es como funciona `{sleep}`. hint: '`{print}` todavía funciona de la misma manera que en el nivel 1' - correct_answer: C - question_score: '10' 2: question_text: ¿Qué código es correcto? mp_choice_options: @@ -221,8 +199,6 @@ levels: ``` feedback: Las palabras son correctas, ¡el orden no! hint: '`{ask}` no funciona como en el nivel 1' - correct_answer: A - question_score: '10' 3: question_text: Que aparece en tu pantalla de producción cuando usas este código ? code: |- @@ -238,8 +214,6 @@ levels: - option: Marleen va al mercado y Marleen compra una manzana. feedback: No se le sustituye por el nombre hint: The palabra nombre es reemplazada com Marleen - correct_answer: C - question_score: '10' 4: question_text: ¿Qué verás en la pantalla de salida cuando ejecutes este código? code: |- @@ -255,8 +229,6 @@ levels: - option: Hola mi Hedy es Hedy feedback: ¡Correcto, este error se solucionará en el nivel 4! hint: '''nombre'' se está reemplazando con ''Hedy'' en los dos lugares' - correct_answer: D - question_score: '10' 5: question_text: ¿Qué pasa cuando usas el comando `{sleep}`? mp_choice_options: @@ -269,8 +241,6 @@ levels: - option: Lo pones al final para que Hedy sepa que tu programa ha acabado feedback: No, sería inútil al final de tu código hint: El ordenador espera durante un segundo en el comando `{sleep}` - correct_answer: C - question_score: '10' 6: question_text: ¿Qué debería ir en las líneas? code: |- @@ -287,8 +257,6 @@ levels: - option: '`{ask}`' feedback: No hay ninguna pregunta para hacer hint: Pausa para un efecto dramático... - correct_answer: A - question_score: '10' 7: question_text: ¿Qué comando se debería usar en la línea 2? code: |- @@ -317,8 +285,6 @@ levels: ``` feedback: Póntelo más fácil usando el número 3 hint: Quieres que el ordenador espere durante 3 segundos - correct_answer: B - question_score: '10' 8: question_text: ¿Cómo corregirías la primera línea de código? code: |- @@ -346,8 +312,6 @@ levels: ``` feedback: ¿Dónde está el comando `{ask}`? hint: El nombre de la variable debe ir primero - correct_answer: C - question_score: '10' 9: question_text: ¿Qué está fallando en este código? code: |- @@ -363,8 +327,6 @@ levels: - option: 'La línea 2 debería decir: `{sleep}` Amo los animales' feedback: Dormir no se usa para `{print}` texto hint: Quieres `{print}` 'Amo los perros' - correct_answer: B - question_score: '10' 10: question_text: ¿Qué comando se debería usar en la línea 1? code: |- @@ -394,8 +356,6 @@ levels: ``` feedback: ¡Eso es correcto! hint: Quieres `{ask}` una pregunta - correct_answer: D - question_score: '10' 3: 1: question_text: ¿Qué comando(s) usas para dejar que Hedy elija algo arbitrariamente? @@ -409,8 +369,6 @@ levels: - option: '`{at} {random}`' feedback: ¡Correcto! hint: Arbitrariamente significa sin planificar o de manera aleatoria. - correct_answer: D - question_score: '10' 2: question_text: ¿Qué le pasa a este código? code: |- @@ -426,8 +384,6 @@ levels: - option: '`{at} {random}` está mal escrito' feedback: '`{at} {random}` está bien escrito' hint: Hay algo mal en la línea 1 - correct_answer: A - question_score: '10' 3: question_text: How do you fix the mistake in line 2 of this code? code: |- @@ -452,8 +408,6 @@ levels: - option: Nada, ¡el código es correcto! feedback: Busca cuidadosamente el error hint: La variable (la lista) se llama opciones. - correct_answer: C - question_score: '10' 4: question_text: ¿Qué debería cambiar en la línea 2 para mostrar un precio aleatorio? code: |- @@ -478,8 +432,6 @@ levels: - option: Nada, tu código está bien. feedback: ¡Busca cuidadosamente el error que has pasado por alto! hint: El nombre de la variable es precios - correct_answer: B - question_score: '10' 5: question_text: ¿Qué falla en este código? code: |- @@ -497,8 +449,6 @@ levels: - option: Nada, el código está perfecto feedback: ¡Eso es! hint: ¿Tiene algún error este código? - correct_answer: D - question_score: '10' 6: question_text: ¿Qué le pasa a este código? code: |- @@ -515,8 +465,6 @@ levels: - option: ¡Nada! ¡Este código está genial! feedback: En realidad, la línea 2 tiene un fallo. hint: Hay algo mal en la línea 2. - correct_answer: B - question_score: '10' 7: question_text: ¿Qué hace el comando `{add}`? code: |- @@ -534,8 +482,6 @@ levels: - option: El comando `{add}` imprime tu libro favorito. feedback: No, añade tu libro favorito a la lista hint: El comando `{add}` añade un libro, ¿pero cuál? - correct_answer: C - question_score: '10' 8: question_text: ¿Cuál es el resultado de este código? code: |- @@ -553,8 +499,6 @@ levels: - option: crema agria feedback: ¡Cierto! hint: Hay 3 sabores, pero 2 se han eliminado. ¿Cuál queda? - correct_answer: D - question_score: '10' 9: question_text: ¿Qué le pasa a este código? code: |- @@ -572,8 +516,6 @@ levels: - option: Nada, ¡el código es correcto! feedback: ¡Encuentra el fallo! hint: Mira la línea 4 - correct_answer: C - question_score: '10' 10: question_text: ¿Qué debería ser en el _? code: |- @@ -604,8 +546,6 @@ levels: ``` feedback: Esto aumenta la probabilidad de que la persona que andó ayer tenga que hacerlo otra vez. Eso es malo. hint: Se debería borrar de la lista a la persona que paseó a los perros ayer. - correct_answer: A - question_score: '10' 4: 1: question_text: ¿Cuál de estos códigos es correcto? @@ -631,8 +571,6 @@ levels: ``` feedback: cuidado al usar comillas y apóstrofe hint: En el nivel 4 necesitas comillas para 2 comandos. - correct_answer: A - question_score: '10' 2: question_text: ¿Qué código utiliza las comillas adecuadas? mp_choice_options: @@ -657,8 +595,6 @@ levels: ``` feedback: Esto es una coma, necesitas comillas. hint: Elige las comillas correctas. - correct_answer: B - question_score: '10' 3: question_text: ¿Dónde se utilizan correctamente las comillas? mp_choice_options: @@ -683,8 +619,6 @@ levels: ``` feedback: ¡Perfecto! hint: Debe haber una comilla tanto antes como después de las palabras que quieras imprimir. - correct_answer: D - question_score: '10' 4: question_text: ¿Qué sentencia es verdadera? mp_choice_options: @@ -697,8 +631,6 @@ levels: - option: Tú mismo puedes elegir si usar comillas o no. feedback: Por desgracia, Hedy es más estricto que eso. hint: Desde el nivel 4 en adelante necesitas usar comillas. - correct_answer: B - question_score: '10' 5: question_text: ¿Qué hay que cambiar para que el juego funcione? code: |- @@ -723,8 +655,6 @@ levels: - option: Nada, ¡el juego ya funciona! feedback: Presta atención. Hay un error. hint: No quieres que Hedy imprima literalmente 'opciones {at} {random}', quieres que imprima 'piedra' o 'papel' o 'tijeras'. - correct_answer: C - question_score: '10' 6: question_text: ¿Cuál sería una buena línea siguiente en este código? code: precios {is} 1 dólar, 100 dólares, 1 millón dólares @@ -750,8 +680,6 @@ levels: ``` feedback: Hedy literalmente imprimirá 'precios {at} {random}'' hint: 'Piénsalo bien: ¿Qué es una variable y debería estar fuera de las comillas?¿Y cuáles son las palabras que deberían estar dentro?' - correct_answer: A - question_score: '10' 7: question_text: ¿Qué le pasa a este código? code: |- @@ -768,8 +696,6 @@ levels: - option: Nada, ¡tu código está bien como está! feedback: Presta atención. Look carefully. ¡Te has saltado un error! hint: Comprueba en cada línea sí necesitan comillas o no. - correct_answer: A - question_score: '10' 8: question_text: ¿Qué sería una buena siguiente línea para este código? code: |- @@ -798,8 +724,6 @@ levels: ``` feedback: Hedy literalmente imprimirá 'Así que eliges la puerta puerta hint: La segunda palabra puerta se debe reemplazar con el número, la primera aun debe seguir siendo la palabra puerta... - correct_answer: C - question_score: '10' 9: question_text: ¿Qué no aparecerá nunca en tu pantalla de salida? code: |- @@ -815,8 +739,6 @@ levels: - option: FC Barcelona va a ganar la Liga de Campeones feedback: Cierto. No está en la lista hint: ¿Cuáles son las opciones de Hedy para elegir al azar? - correct_answer: D - question_score: '10' 10: question_text: ¿Qué sentencia es verdadera? code: |- @@ -833,8 +755,6 @@ levels: - option: Nada, este código no tiene fallos feedback: ¡Te dejaste una! hint: Una línea necesita comillas, porque quieres que se imprima literalmente. - correct_answer: B - question_score: '10' 5: 1: question_text: ¿Qué comando debe rellenarse en el _? @@ -852,8 +772,6 @@ levels: - option: '`{else}`' feedback: ¡Correcto! hint: ¿Cuál va junto con el comando `{if}`? - correct_answer: D - question_score: '10' 2: question_text: ¿Qué aparece en tu pantalla de salida cuando escribes Hedy en el nombre? code: |- @@ -868,9 +786,6 @@ levels: feedback: No, no imprime el nombre - option: Error feedback: ¡Afortunadamente no! - hint: '`{if}` name `{is}` Hedy `{print}` ...?' - correct_answer: A - question_score: '10' 3: question_text: ¿Cuál es la contraseña correcta? code: |- @@ -887,8 +802,6 @@ levels: - option: ALARM INTRUDER feedback: ¡Esto se imprime cuando escribes la contraseña incorrecta! hint: '`{if}` contraseña `{is}` ... `{print}` ''¡Correcto!''' - correct_answer: B - question_score: '10' 4: question_text: ¿Qué imprimirá Hedy cuando escribas la contraseña incorrecta? code: |- @@ -905,8 +818,6 @@ levels: - option: ¡ALERTA! ¡INTRUSO! feedback: ¡Gran trabajo! hint: ¡Tu ordenador hará sonar la alarma a los intrusos! - correct_answer: D - question_score: '10' 5: question_text: ¿Por qué Hedy dirá '¡ALERTA! INTRUSO' cuando escribas 'secreta'? code: |- @@ -923,8 +834,6 @@ levels: - option: Porque Because Hedy cometió un fallo feedback: No, Hedy is right hint: La ortografía de la palabra tiene que ser exactamente la misma. - correct_answer: A - question_score: '10' 6: question_text: ¿Qué palabra debe ir en el lugar del espacio en blanco en la última línea? code: |- @@ -955,8 +864,6 @@ levels: ``` feedback: '`{print}` ya está ahí, ¡necesitas una palabra antes de eso!' hint: '`{if}` va junto con...?' - correct_answer: C - question_score: '10' 7: question_text: ¿Qué palabra debe ir en el lugar del espacio en blanco? code: |- @@ -974,8 +881,6 @@ levels: - option: '`{print}`' feedback: ¡Increible! hint: Tras `{else}` le sigue un comando `{print}` - correct_answer: D - question_score: '10' 8: question_text: ¿Qué palabra debe ir en el lugar del espacio en blanco? code: |- @@ -998,8 +903,6 @@ levels: - option: '`{print}`' feedback: No, no es eso. hint: ¿Cuál es el nombre de la variable? - correct_answer: B - question_score: '10' 9: question_text: ¿Qué puerta debes elegir para escapar? code: |- @@ -1019,8 +922,6 @@ levels: - option: Es una trampa, ¡siempre se te comerán! feedback: ¡Afortunadamente no! hint: Una de las puertas te mantendrá a salvo.. - correct_answer: B - question_score: '10' 10: question_text: ¿Qué monstruo se encuentra detrás de la puerta 1? code: |- @@ -1040,12 +941,9 @@ levels: - option: araña gigante feedback: No siempre... hint: Cuidado con las 3 últimas palabras... monstruos `{at} {random}`... - correct_answer: A - question_score: '10' 6: 1: question_text: ¿Cuál es el resultado de Hedy cuando ejecutes este código? - code: '{print} 2*10' mp_choice_options: - option: '20' feedback: ¡Correcto! @@ -1056,8 +954,6 @@ levels: - option: '210' feedback: Cuidado, es un cálculo. hint: El `*` se usa como signo de multiplicación - correct_answer: A - question_score: '10' 2: question_text: ¿Qué signo usas para una suma? mp_choice_options: @@ -1070,11 +966,8 @@ levels: - option: '`+`' feedback: ¡Correcto! hint: Es el signo de suma. - correct_answer: D - question_score: '10' 3: question_text: ¿Cuál es el resultado de Hedy cuando ejecutes este código? - code: '{print} ''3*10''' mp_choice_options: - option: '30' feedback: Esta sería la respuesta correcta si no hubiera comillas. @@ -1085,8 +978,6 @@ levels: - option: Nada, Hedy mostrará un mensaje de error. feedback: No, Hedy lo imprimirá literalmente. hint: ¡¡Cuidado con las comillas!! - correct_answer: C - question_score: '10' 4: question_text: Kim tiene 10 años. ¿Qué imprimirá Hedy para ella? code: |- @@ -1104,8 +995,6 @@ levels: - option: Tu número de la suerte es... 10 feedback: Su número de la suerte es el nombre multiplicado por la edad... hint: 'Kim tiene 3 letras, ella tiene 10 años así que: letras por edad = 3*10 = 30.' - correct_answer: C - question_score: '10' 5: question_text: Si 5 personas comen en este restaurante, ¿cuánto tienen que pagar en total? code: |- @@ -1122,9 +1011,6 @@ levels: feedback: El * significa multiplicación. - option: 50 dólares feedback: ¡Genial! - hint: '`price` `is` `people` `times` 10' - correct_answer: D - question_score: '10' 6: question_text: ¿Cuánto cuesta una hamburguesa en este restaurante virtual? code: |- @@ -1143,8 +1029,6 @@ levels: - option: 21 dólares feedback: ¡Ese es el precio por una hamburguesa y patatas fritas! hint: Cuidado con la cuarta línea. - correct_answer: A - question_score: '10' 7: question_text: ¿Por qué la línea 7 dice 'precio es precio + 3' en vez de 'precio es 3'? code: |- @@ -1167,8 +1051,6 @@ levels: - option: Para empezar, porque el precio es 0 dólares. feedback: Eso es verdad, pero no es la razón hint: El precio no debe ser 3 sino 3 dólares más de lo que ya es - correct_answer: C - question_score: '10' 8: question_text: ¿Por qué este código es incorrecto? code: |- @@ -1186,8 +1068,6 @@ levels: - option: La variable en la línea 2 no se puede llamar respuesta, porque es muy similar a la variable respuesta correcta. feedback: Los nombres de las variables pueden ser parecidos, pero no pueden ser 2 palabras... hint: Revisa como se llaman las variables. - correct_answer: B - question_score: '10' 9: question_text: Imagina que te gusta el fútbol un 10, te has comido 2 plátanos y te has lavado las manos 3 veces hoy. ¿Cómo de listo se cree que eres el necio adivino? code: |- @@ -1209,8 +1089,6 @@ levels: - option: 100% feedback: (2 plátanos + 3 higiene) * 10 fútbol = 5*10 =? hint: (2 plátanos + 3 higiene) * 10 fútbol = 5*10 =? - correct_answer: C - question_score: '10' 10: question_text: ¿Qué afirmación es cierta? code: |- @@ -1226,8 +1104,6 @@ levels: - option: Sólo puedes usar el signo `=` cuando trabajas con números, no con palabras. feedback: También puedes usar `=` con palabras. hint: se permiten ambos `{is}` y `=` - correct_answer: B - question_score: '10' 7: 1: question_text: ¿Cuántas líneas puedes repetir de una vez con el comando repeat en este nivel? @@ -1241,8 +1117,6 @@ levels: - option: infinito feedback: En este nivel sólo puedes repetir una línea cada vez hint: Sólo se puede repetir una línea a la vez - correct_answer: B - question_score: '10' 2: question_text: ¿Qué código es correcto? mp_choice_options: @@ -1267,8 +1141,6 @@ levels: ``` feedback: ¡Eso es! hint: Primero el comando `{repeat}`, luego el comando `{print}` - correct_answer: D - question_score: '10' 3: question_text: ¿Este código está bien o mal? code: '{repeat} 100 {times} ''¡Hola!''' @@ -1282,8 +1154,6 @@ levels: - option: Incorrecto, falta la palabra `{print}` feedback: Correcto hint: 'Debería ser: `{repeat}` 100 `{times}` `{print}` ''Hola''' - correct_answer: D - question_score: '10' 4: question_text: ¿Qué palabra es incorrecta en el código? code: |- @@ -1299,8 +1169,6 @@ levels: - option: '`{times}`' feedback: '`{times}` está mal escrito' hint: Estoy equivocado, no puedes usar apóstrofes en una oración - correct_answer: A - question_score: '10' 5: question_text: ¿Este código está bien o mal? code: '{repeat} 100 {times} {print} ''¡Hedy es increíble!''' @@ -1310,8 +1178,6 @@ levels: - option: Incorrecto feedback: No es eso hint: ¡El código es correcto! - correct_answer: A - question_score: '10' 6: question_text: ¿Cuál será la salida de este código? code: |- @@ -1351,8 +1217,6 @@ levels: ``` feedback: ¡Por toda la ciudad! ¡Perfecto! hint: Sólo 'giran y giran' se repite 3 veces. - correct_answer: D - question_score: '10' 7: question_text: ¿Cuál será el resultado de este código? code: |- @@ -1386,8 +1250,6 @@ levels: ¡A SACUDIRTE! feedback: Cuidado con el comando `{repeat}` hint: Cuidado con el comando `{repeat}`. - correct_answer: B - question_score: '10' 8: question_text: ¿Qué código de Hedy corresponde a esta salida? code: |- @@ -1429,8 +1291,6 @@ levels: ``` feedback: Este no es el orden correcto.. hint: '`{repeat}` sólo se puede usar si quieres ejecutar la misma línea varias veces seguidas.' - correct_answer: A - question_score: '10' 9: question_text: ¿Qué código de Hedy pertenece a este resultado? code: |- @@ -1474,8 +1334,6 @@ levels: ``` feedback: Perfecto hint: '''¡Ayuda!'' se repite 3 veces.' - correct_answer: D - question_score: '10' 10: question_text: ¿Qué código de Hedy corresponde a este resultado? code: |- @@ -1513,8 +1371,6 @@ levels: ``` feedback: Esto no está en el orden correcto. hint: Cuidado con el orden de las frases. - correct_answer: B - question_score: '10' 8: 1: question_text: ¿Qué resultado producirá este código? @@ -1545,8 +1401,6 @@ levels: ¡Soy Hedy! feedback: Todo se imprime dos veces hint: Ambas líneas se repiten dos veces. - correct_answer: C - question_score: '10' 2: question_text: ¿Qué le pasa a este código? code: |- @@ -1562,14 +1416,8 @@ levels: - option: La segunda línea tiene que empezar con 4 espacios de sangría. feedback: ¡Correcto! hint: ¿Falla algo en la segunda línea? - correct_answer: D - question_score: '10' 3: question_text: ¿Qué resultado se producirá al ejecutar este programa? - code: |- - {repeat} 3 {times} - {print} 'Baby shark tututudutudu' - {print} 'Baby shark' mp_choice_options: - option: |- Baby shark tututudutudu @@ -1596,8 +1444,6 @@ levels: Baby shark feedback: ¿Qué se repite y qué no ? hint: ¿Qué se está repitiendo y qué no? - correct_answer: C - question_score: '10' 4: question_text: ¿Qué resultado es correcto? code: |- @@ -1632,8 +1478,6 @@ levels: ¡Estamos de vacaciones! feedback: La última línea también se repite. hint: El bloque debajo del comando `{repeat}` se repite dos veces. - correct_answer: B - question_score: '10' 5: question_text: ¿Qué le pasa a este código? code: |- @@ -1650,8 +1494,6 @@ levels: - option: '`{ask}` ya no es un comando' feedback: Eso no es cierto hint: Algo falla con la sangría - correct_answer: A - question_score: '10' 6: question_text: ¿Cuál será el resultado de este código cuando pongas tortitas? code: |- @@ -1683,8 +1525,6 @@ levels: Tortitas feedback: ¡Bien hecho! hint: La primera frase y la pregunta no se repetirán - correct_answer: D - question_score: '10' 7: question_text: ¿Qué le pasa a este código? code: |- @@ -1706,8 +1546,6 @@ levels: - option: La sangría está mal en el primer comando `{if}`. feedback: Eso es. hint: Presta mucha atención a la sangría. - correct_answer: D - question_score: '10' 8: question_text: ¿En cuál de los códigos la sangría está bien hecha? mp_choice_options: @@ -1752,8 +1590,6 @@ levels: ``` feedback: ¡Te equivocas! hint: ¿Qué debería ocurrir si la persona tiene razón? ¿Y qué más? - correct_answer: C - question_score: '10' 9: question_text: ¿Qué línea(s) en este código deberían empezar con 4 espacios? code: |- @@ -1772,8 +1608,6 @@ levels: - option: Línea 3 y 5 feedback: ¡Gran trabajo! hint: Las líneas tras un comando `{if}` o `{else}` deberían empezar con 4 espacios. - correct_answer: D - question_score: '10' 10: question_text: ¿Qué afirmación es cierta? code: |- @@ -1790,8 +1624,6 @@ levels: - option: La línea 3 debería empezar con 4 espacios feedback: ¡Tienes razón! hint: Sólo una linea empieza con 4 espacios, ¿pero cuál de ellas...? - correct_answer: D - question_score: '10' 9: 1: question_text: ¿Qué le pasa a este código? @@ -1815,8 +1647,6 @@ levels: - option: La sangría está mal en el último comando `{if}`. feedback: No es la sangría. hint: Todá la sangría está hecha correctamente. - correct_answer: A - question_score: '10' 2: question_text: ¿Qué se imprimirá tras introducir la contraseña correcta? code: |- @@ -1856,8 +1686,6 @@ levels: ``` feedback: ¡Correcto! hint: Todo debajo del comando `{repeat}` se repite dos veces. - correct_answer: D - question_score: '10' 3: question_text: ¿Qué caso deberías elegir para ganar un millón de dólares? code: |- @@ -1885,8 +1713,6 @@ levels: - option: caso 2, abrir feedback: ¡Gran trabajo! ¡Ganaste! hint: Sigue el camino correcto - correct_answer: D - question_score: '10' 4: question_text: ¿Qué afirmación es cierta? code: |- @@ -1909,8 +1735,6 @@ levels: - option: Cenicienta con talla 38 de calzado recibe el mensaje 'seguiré mirando' feedback: No, ella conseguirá '❤️❤️❤️' hint: No importa como se llama, si tiene una talla 40 de calzado recibe el mensaje 'seguiré mirando'. - correct_answer: C - question_score: '10' 5: question_text: ¿Qué código produce este resultado? output: |- @@ -1952,8 +1776,6 @@ levels: ``` feedback: Hay 2 comandos `{repeat}` en este código. hint: Revisa la sangría - correct_answer: C - question_score: '10' 6: question_text: ¿Tras qué comando(s) se debería usar sangría (Que empiece la siguiente línea con 4 espacios)? mp_choice_options: @@ -1966,8 +1788,6 @@ levels: - option: '`{if}` `{else}` `{repeat}` `{print}`' feedback: No con `{print}` hint: La sangría ocurre en la línea inferior de algunos comandos - correct_answer: C - question_score: '10' 7: question_text: Conseguirás un descuento de 5 dólares si pides una pizza mediana y un refresco.
¡Pero el código tiene un fallo! ¿Cómo depurarlo? code: |- @@ -2009,8 +1829,6 @@ levels: ``` feedback: Casi correcto. Echa otro vistazo a la última línea hint: Tras cada comando `{if}`, la línea de debajo debe tener sangría - correct_answer: A - question_score: '10' 8: question_text: ¿Qué es lo que falla en este código? code: |- @@ -2029,8 +1847,6 @@ levels: - option: Un código siempre debe empezar con un comando `{print}` en la primera línea feedback: Eso no es cierto. hint: Esta vez la sangría está bien hecha - correct_answer: B - question_score: '10' 9: question_text: ¿Cuántos comandos `{if}` se pueden poner dentro de otro comando `{if}`? mp_choice_options: @@ -2043,8 +1859,6 @@ levels: - option: Infinito, siempre y cuando utilices la sangría correctamente feedback: Eso es cierto hint: Puedes poner un comando `{if}` dentro de un comando `{if}`. - correct_answer: D - question_score: '10' 10: question_text: ¿Qué afirmación es cierta? code: |- @@ -2061,8 +1875,6 @@ levels: - option: la línea 2 debería empezar con 4 espacios y la línea 3 con 8 feedback: ¡Tienes razón! hint: La primera línea no empieza con ningún espacio - correct_answer: D - question_score: '10' 10: 1: question_text: ¿Qué tenemos que rellenar en el `_` si queremos imprimir cada cumplido? @@ -2092,8 +1904,6 @@ levels: ``` feedback: ¡Ya casi está! hint: '`{for}` cada cumplido en la lista de cumplidos...' - correct_answer: B - question_score: '10' 2: question_text: ¿Qué resultado es correcto? code: |- @@ -2113,8 +1923,6 @@ levels: Me encanta las tortitas feedback: ¡Genial! hint: La línea 2 dice cada comida en la lista de comidas. Así que se imprime cada comida. - correct_answer: D - question_score: '10' 3: question_text: ¿Qué resultado es correcto? code: |- @@ -2135,8 +1943,6 @@ levels: - option: Todavía no lo sabes. Porque elige uno de los animales {at} {random}. feedback: La línea 2 dice {for} cada animal en la lista de animales. Así que se {print} cada animal. hint: La línea 2 dice {for} cada animal en la lista de animales. Así que se imprime cada animal - correct_answer: C - question_score: '10' 4: question_text: ¿Qué le pasa a este código? code: |- @@ -2153,8 +1959,6 @@ levels: - option: La línea 2 debería decir comestibles en vez de artículo feedback: No, no es así. hint: La línea 2 dice `{for}` cada artículo en la lista de la compra - correct_answer: C - question_score: '10' 5: question_text: ¿Qué palabra debería ir en el `_` con estos dados digitales? code: |- @@ -2173,8 +1977,6 @@ levels: - option: dados feedback: Mira los nombres de las variables. hint: Hedy tiene que elegir un número `{at} {random}` - correct_answer: B - question_score: '10' 6: question_text: ¿Cuál de las respuestas de abajo es un posible resultado cuando ejecutes el código? code: |- @@ -2200,8 +2002,6 @@ levels: ``` feedback: ¡Increíble! hint: Cada jugador elegirá una opción. El jugador que esté primero en la lista escogerá primero. - correct_answer: D - question_score: '10' 7: question_text: ¿Qué línea debería ir en el `_` en este código que decide lo que cenarán estas personas? code: |- @@ -2231,8 +2031,6 @@ levels: ``` feedback: Hay que decir a cada uno lo que va a cenar. hint: Hay que decir a cada uno lo que va a cenar. - correct_answer: A - question_score: '10' 8: question_text: ¿Qué debería ir en el `_` en este código que decide qué color de camiseta recibes? code: |- @@ -2262,8 +2060,6 @@ levels: ``` feedback: No hay una variable llamada gente.. hint: Cuidado con las comillas y los nombres de las variables - correct_answer: B - question_score: '10' 9: question_text: ¿Cuál será la primera pregunta que Hedy te preguntará cuando ejecutes el programa? code: |- @@ -2283,8 +2079,6 @@ levels: - option: No sabes eso. Hedy elegirá `{at} {random}`. feedback: No hay `{at} {random}` en este código... hint: Se eligen las primeras opciones de ambas listas. - correct_answer: A - question_score: '10' 10: question_text: ¿Qué hay de cierto en este código? code: "premios = 1 millón dólares, coche, sandwich\nnombres = Bob, Patrick, Sandy, Larry\n{for} premio {in} premios\n {print} 'El ' premio 'lo gana ' nombres {at} {random}" @@ -2298,14 +2092,9 @@ levels: - option: Alguno podría ganar dos premios feedback: ¡Lo conseguiste! hint: Intenta imaginar el resultado de este código. - correct_answer: D - question_score: '10' 11: 1: question_text: ¿Qué palabra debe ir en el lugar del espacio en blanco? - code: |- - {for} i {in} _ 1 {to} 10 - {print} i mp_choice_options: - option: |- `counter` @@ -2317,13 +2106,8 @@ levels: - option: '`{for}`' feedback: 'No' hint: ¿Qué aprendiste en este nivel? - correct_answer: B - question_score: '10' 2: question_text: ¿Cuál será el resultado de este código? - code: |- - {for} i {in} {range} 1 {to} 3 - {print} i mp_choice_options: - option: |- ``` @@ -2343,8 +2127,6 @@ levels: ```' feedback: No es eso hint: ¿Cómo aparecen los números en la pantalla? - correct_answer: A - question_score: '10' 3: question_text: ¿Qué código se usó para conseguir este resultado? output: |- @@ -2384,22 +2166,8 @@ levels: ``` feedback: i es una variable y no debería llevar comillas hint: Primero todos los números, después la frase - correct_answer: A - question_score: '10' 4: question_text: ¿Qué código se usó para conseguir este resultado? - output: |- - 10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0 mp_choice_options: - option: |- ``` @@ -2426,13 +2194,8 @@ levels: ``` feedback: ¡Eso es cierto! hint: Tiene que ser un cálculo… - correct_answer: D - question_score: '10' 5: question_text: ¿Qué le pasa a este código? - code: |- - {for} i {in} {range} 1 {to} 10 - {print} i mp_choice_options: - option: La i en la última línea necesita comillas feedback: No es cierto. @@ -2443,8 +2206,6 @@ levels: - option: La línea 2 tiene que empezar con una sangría feedback: ¡Perfecto! hint: No hay nada mal con la sangría - correct_answer: D - question_score: '10' 6: question_text: ¿Cuántas veces aparece la palabra Hola en tu pantalla cuando ejecutes el código? code: |- @@ -2460,8 +2221,6 @@ levels: - option: Nunca feedback: 'No' hint: 0 también cuenta. Así que 0,1,2 son 3 veces. - correct_answer: C - question_score: '10' 7: question_text: ¿Qué debe haber en el lugar del espacio en blanco? code: |- @@ -2492,13 +2251,8 @@ levels: ``` feedback: ¡Es un pedido de más! hint: Usa la variable 'gente' - correct_answer: C - question_score: '10' 8: question_text: ¿Cuál será el resultado de este código? - code: |- - {for} i {in} {range} 23 {to} 25 - {print} 'hi' mp_choice_options: - option: |- ``` @@ -2519,8 +2273,6 @@ levels: - option: La palabra 'hola' aparecerá 25 veces seguidas. feedback: No, sólo aparecerá 3 veces. hint: No dice `{print}` i - correct_answer: C - question_score: '10' 9: question_text: ¿Cuántas veces Hedy canta Hip Hip Hurra? code: |- @@ -2537,15 +2289,8 @@ levels: - option: Que depende de cuantos años tienes feedback: ¡Eso es! hint: '`{for}` i `{in}` `{range}` 1 `{to}` edad' - correct_answer: D - question_score: '10' 10: question_text: ¿Qué código pertenece a este resultado? - output: |- - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark mp_choice_options: - option: |- ``` @@ -2576,8 +2321,6 @@ levels: ``` feedback: '`{range}` 0 `{to}` 3 son 4 veces.' hint: Cuidado con la sangría - correct_answer: B - question_score: '10' 12: 1: question_text: ¿Qué resultado es correcto? @@ -2598,8 +2341,6 @@ levels: 5 feedback: ¡Gran trabajo! hint: ¡Se imprimen ambas líneas! - correct_answer: D - question_score: '10' 2: question_text: ¿Cuál de estos códigos es correcto? mp_choice_options: @@ -2628,8 +2369,6 @@ levels: ``` feedback: Todos los diferentes valores de sabores deberían estar entre comillas. hint: La segunda línea es la misma en cada código, presta atención a la primera línea - correct_answer: C - question_score: '10' 3: question_text: ¿Qué le pasa a este código? code: |- @@ -2645,8 +2384,6 @@ levels: - option: No ocurre nada. feedback: Eso no es cierto hint: Las comillas se han utilizado correctamente - correct_answer: A - question_score: '10' 4: question_text: ¿En qué líneas se necesitan comillas para conseguir que el código funcione? code: |- @@ -2664,8 +2401,6 @@ levels: - option: Todas las líneas feedback: ¡Perfecto! hint: ¿La línea 3 también necesita comillas? - correct_answer: D - question_score: '10' 5: question_text: ¿Qué resultado tendrá el Agente007 cuando pongan la contraseña correcta? code: |- @@ -2690,8 +2425,6 @@ levels: - option: Ve al aeropuerto mañana a las 10.00 feedback: El agente no atrapará a ningún malo aquí hint: La contraseña correcta es TOPSECRET - correct_answer: B - question_score: '10' 6: question_text: ¿Qué línea debe rellenarse en `_`? code: |- @@ -2727,8 +2460,6 @@ levels: ``` feedback: ¡Ya casi está! hint: ¿Qué ocurre si sólo pides patatas fritas y una bebida? - correct_answer: C - question_score: '10' 7: question_text: ¿Qué resultado obtiene un vegano? code: |- @@ -2767,11 +2498,8 @@ levels: galletas feedback: Ya casi está, pero mira el orden de los aperitivos de la lista hint: ¿Qué elemento se elimina de la lista cuando respondes 'vegano'? - correct_answer: A - question_score: '10' 8: question_text: ¿Qué código se ha utilizado para crear este resultado? - code: '3.5' mp_choice_options: - option: |- ``` @@ -2794,8 +2522,6 @@ levels: ``` feedback: 'No' hint: 7 dividido por 2 es 3.5 - correct_answer: B - question_score: '10' 9: question_text: ¿Qué código debe rellenarse en la línea 1 en la `_`? code: |- @@ -2823,8 +2549,6 @@ levels: ``` feedback: No ganaste nada hint: Los objetos de la lista deben ir entre comillas - correct_answer: C - question_score: '10' 10: question_text: ¿Qué línea de código debe rellenarse en la `_` para completar la canción? code: |- @@ -2858,8 +2582,6 @@ levels: ``` feedback: ¡Esta es difícil! En la canción deben aparecer todas las acciones de la lista. hint: ¡Esta es difícil! En la canción deben aparecer todas las acciones de la lista. - correct_answer: B - question_score: '10' 13: 1: question_text: ¿Qué código debe rellenarse en ??? ? @@ -2894,8 +2616,6 @@ levels: ``` feedback: Hedy sólo canta si ambas respuestas son afirmativas hint: Hedy canta si quieres escuchar una canción y es tu cumpleaños - correct_answer: C - question_score: '10' 2: question_text: ¿Qué comando falta en el código en el lugar de ??? ? code: |- @@ -2913,8 +2633,6 @@ levels: - option: '`{print}`' feedback: 'No' hint: Ni los veganos ni los musulmanes pueden comer panecillos de salchichas. - correct_answer: B - question_score: '10' 3: question_text: ¿Qué salida se le da a un miembro sin un código de descuento? code: |- @@ -2934,8 +2652,6 @@ levels: - option: No hay manera de saber feedback: ¡Ahí está! Lee la pregunta con cuidado hint: Atención al comando `{or}` en la línea 3 - correct_answer: A - question_score: '10' 4: question_text: ¿Qué línea de código debe seguir a esta línea en el juego de piedra-papel-tijeras? code: '{if} opcion_ordenador {is} ''piedra'' {and} tu_opcion {is} ''papel''' @@ -2961,8 +2677,6 @@ levels: ``` feedback: ¡Inténtalo de nuevo! hint: Papel vence a piedra - correct_answer: A - question_score: '10' 5: question_text: ¿Qué afirmación es cierta sobre este código? code: |- @@ -2978,8 +2692,6 @@ levels: - option: Toda persona que no se llama Cenicienta y no tiene una talla 38 de calzado es el amor verdadero del príncipe feedback: ¡El príncipe es un poco más exigente que eso! hint: Ambas afirmaciones tienen que ser ciertas - correct_answer: C - question_score: '10' 6: question_text: ¿Qué afirmación sobre este código es cierta? code: |- @@ -3004,8 +2716,6 @@ levels: - option: Sofía es una chica que lleva gafas feedback: ¡Gran trabajo! hint: ¡Mira bien! ¿O necesitas gafas? - correct_answer: D - question_score: '10' 7: question_text: ¿Qué afirmación es falsa? code: |- @@ -3031,8 +2741,6 @@ levels: - option: El pájaro amarillo se alimentó esta mañana feedback: Esto es verdad hint: Lee con atención las 4 últimas líneas - correct_answer: C - question_score: '10' 8: question_text: ¿Qué salida recibes si pides palomitas sin bebida? code: |- @@ -3070,8 +2778,6 @@ levels: Disfruta de la película feedback: ¡Tienes que pagar tus palomitas! hint: palomitas = sí y bebida = no - correct_answer: B - question_score: '10' 9: question_text: ¿Qué le pasa a este código? code: |- @@ -3111,8 +2817,6 @@ levels: ``` feedback: ¡Esto no es lo que he pedido! hint: Hay un fallo en la línea 3 - correct_answer: A - question_score: '10' 10: question_text: ¿Qué comando se necesita en la línea 8 en el lugar de ??? ? code: |- @@ -3139,8 +2843,6 @@ levels: - option: '`{if}`' feedback: 'No' hint: El artículo o está en la lista de aperitivos, o en la lista de bebidas - correct_answer: B - question_score: '10' 14: 1: question_text: ¿Qué símbolo se debería usar en el espacio en blanco? @@ -3158,8 +2860,6 @@ levels: - option: '`=`' feedback: ¡Muy bien! hint: No comparamos nada, sólo estamos preguntando un nombre. - correct_answer: D - question_score: '10' 2: question_text: ¿Cuál de estos códigos han usado el símbolo correcto = o ==? mp_choice_options: @@ -3172,8 +2872,6 @@ levels: - option: respuesta == {ask} '¿Qué tal estás?' feedback: 'No' hint: Cuando comparas dos respuestas debes usar == - correct_answer: C - question_score: '10' 3: question_text: ¿Qué símbolo debe rellenarse en los dos espacios en blanco? code: |- @@ -3192,8 +2890,6 @@ levels: feedback: Tienes razón - option: '`+` y `==`' hint: El club admite 130 personas - correct_answer: C - question_score: '10' feedback: No es eso 4: question_text: ¿Qué le pasa a este código? @@ -3215,8 +2911,6 @@ levels: - option: En la línea 4 se debería haber usado <= en vez de >= feedback: No es eso hint: Los símbolos son correctos - correct_answer: B - question_score: '10' 5: question_text: ¿Qué símbolo debe rellenarse en los espacios en blanco si la película es apta para niños a partir de 12 años? code: |- @@ -3236,8 +2930,6 @@ levels: - option: '`<= 12`' feedback: Estos niños son muy jóvenes hint: '> significa mayor que' - correct_answer: B - question_score: '10' 6: question_text: ¿Cuántas veces tienes que decir que estás enfadado antes que este irritante juego pare? code: |- @@ -3257,8 +2949,6 @@ levels: - option: 2 veces feedback: Eso es correcto hint: '!= significa ''no es''' - correct_answer: D - question_score: '10' 7: question_text: ¿Qué debe rellenarse en los tres espacios en blanco? code: |- @@ -3286,8 +2976,6 @@ levels: - option: '`''Lower!''` y `''You win!''` y `''Higher!''`' feedback: Eso no es del todo correcto. hint: La última debe decir que ganaste. - correct_answer: B - question_score: '10' 8: question_text: ¿Qué sentencia es verdadera sobre esta montaña rusa? code: |- @@ -3306,8 +2994,6 @@ levels: - option: No hay restricciones de altura para montar en una montaña rusa feedback: Ahí está. hint: '> significa mayor que' - correct_answer: A - question_score: '10' 9: question_text: ¿Cuántas porciones de chocolate harán que te duela el estómago de acuerdo a este fitbit? code: |- @@ -3328,8 +3014,6 @@ levels: - option: 9 o más feedback: ¡Genial! hint: '> 8 significa más de 8' - correct_answer: D - question_score: '10' 10: question_text: ¿Qué debe rellenarse en los espacios en blanco? code: |- @@ -3346,8 +3030,6 @@ levels: - option: '''Es un empate''' feedback: No, no lo es, un jugador tiene una puntuación más alta hint: Ganas el juego por tener más puntos - correct_answer: B - question_score: '10' 15: 1: question_text: '¿Qué símbolo debería usarse en el espacio en blanco? Consejo: Debes seguir adivinando hasta que lo consigas.' @@ -3366,8 +3048,6 @@ levels: - option: '`=`' feedback: No es eso hint: Sigue adivinando hasta que digas Amsterdam - correct_answer: C - question_score: '10' 2: question_text: ¿Cuál de estos códigos ha usado el/los símbolo/s correcto/s? mp_choice_options: @@ -3392,8 +3072,6 @@ levels: ``` feedback: Falta una comilla hint: Cuando comparas dos respuestas debes usar == - correct_answer: C - question_score: '10' 3: question_text: ¿Qué comando debe completar los espacio en blanco? code: |- @@ -3409,8 +3087,6 @@ levels: - option: '`{range}`' feedback: Eso no es todo hint: No puedes entrar al bar si tienes 17 años o menos - correct_answer: B - question_score: '10' 4: question_text: ¿Qué le pasa a este código? code: |- @@ -3433,8 +3109,6 @@ levels: - option: En la línea 5 se debería haber usado `!=` en vez de `==` feedback: Tienes razón hint: Hay algo mal en la línea 5 - correct_answer: D - question_score: '10' 5: question_text: ¿Qué hay que poner en el espacio en blanco para hacer que este programa funcione correctamente? code: |- @@ -3456,8 +3130,6 @@ levels: - option: "```\n = humedad + 1\n```" feedback: El programa debe contar hacia abajo hint: la humedad debería ser menor cada vez - correct_answer: C - question_score: '10' 6: question_text: ¿Qué le pasa a este código? code: |- @@ -3476,8 +3148,6 @@ levels: - option: La línea 2 debe empezar con menos sangría feedback: Eso es correcto hint: Presta atención a la sangría - correct_answer: D - question_score: '10' 7: question_text: ¿Cómo debería modificarse este programa para que funcione? code: |- @@ -3504,8 +3174,6 @@ levels: - option: '... cambia el cuarto `{if}` por un `{while}`' feedback: Eso no es del todo correcto. hint: El último debe decir que ganaste. - correct_answer: A - question_score: '10' 8: question_text: ¿Qué sentencia es cierta sobre este sistema de baño automático? code: |- @@ -3525,8 +3193,6 @@ levels: - option: Las luces siempre estarán encendidas. feedback: Eso no estaría bien. hint: El bloqueo después del comando {while} sigue ocurriendo mientras el baño está ocupado. - correct_answer: B - question_score: '10' 9: question_text: ¿Qué dirá la aplicación de dieta si hoy te has comido 1600 calorías? code: |- @@ -3547,8 +3213,6 @@ levels: - option: Ya has comido suficiente por hoy feedback: 'No' hint: 1600 se encuentra entre 1000 y 2000 - correct_answer: C - question_score: '10' 10: question_text: '¿Qué debería rellenarse en los espacios en blanco? Consejo: el jugador con más puntos está a la cabeza.' code: |- @@ -3566,8 +3230,6 @@ levels: - option: "```\n points_player_2\n```" feedback: Debes rellenar un nombre, no un número hint: Ganas el juego por tener más puntos. Tu nombe debe aparecer en la pantalla - correct_answer: A - question_score: '10' 16: 1: question_text: ¿Qué comando debería rellenar los espacios en blancos para imprimir un snack aleatorio? @@ -3584,8 +3246,6 @@ levels: - option: '`snacks[{at} {random}]`' feedback: Ya no vamos a necesitar `at` más hint: Ya no vamos a usar {at} - correct_answer: C - question_score: '10' 2: question_text: ¿Qué debería rellenarse en los espacios en blanco si quieres una lista de qué tareas de casa son hechas por quien? code: |- @@ -3615,8 +3275,6 @@ levels: ``` feedback: ¡Fantastico! hint: '`i` nos dice que objeto de la lista es. Así que amigo 1 hace tarea 1 etc.' - correct_answer: D - question_score: '10' 3: question_text: ¿Cuál es un resultado posible para este programa? code: |- @@ -3654,8 +3312,6 @@ levels: ``` feedback: No es así hint: No es aleatorio... - correct_answer: A - question_score: '10' 4: question_text: ¿Qué está mal en este código? code: |- @@ -3674,8 +3330,6 @@ levels: - option: Se debería borrar {in} en la línea 3 feedback: No es eso hint: No hay ningún error en la línea 4 - correct_answer: B - question_score: '10' 5: question_text: ¿Qué línea debería llenar el espacio en blanco? code: |- @@ -3693,8 +3347,6 @@ levels: - option: "```\n sonidos = ['woof', 'moo', 'neigh']\n```" feedback: ¡Buen trabajo! hint: Mira la línea 1 para ver el uso apropiado de los corchetes y las comillas. - correct_answer: D - question_score: '10' 6: question_text: ¿Qué sentencia es verdadera? code: |- @@ -3712,8 +3364,6 @@ levels: - option: Este código no funcionará. Dará y error. feedback: No, el código es correcto. hint: Este código no tiene nada de malo. - correct_answer: C - question_score: '10' 7: question_text: ¿Qué le pasa a este código? code: |- @@ -3731,8 +3381,6 @@ levels: - option: La línea 4 necesita más comillas. feedback: ¡Genial! hint: Hay un error en el uso de las comillas. - correct_answer: D - question_score: '10' 8: question_text: ¿Cuál de estos códigos pertenece a este resultado? code: |- @@ -3773,8 +3421,6 @@ levels: ``` feedback: ¡Esto no va a funcionar! hint: Si prestas atención a la primera línea, verás que sólo las primeras dos respuestas probablemente sean correctas. - correct_answer: B - question_score: '10' 9: question_text: ¿Qué resultado es probable para este código? code: |- @@ -3806,8 +3452,6 @@ levels: ``` feedback: Sólo se repite dos veces hint: Rango 0 a 1 es 2 veces - correct_answer: A - question_score: '10' 10: question_text: ¿Qué 3 línea completarán este código correctamente? code: |- @@ -3847,15 +3491,9 @@ levels: ``` feedback: ¡Fantastico! hint: Tienes que usar el comando {remove} - correct_answer: D - question_score: '10' 17: 1: question_text: ¿Cuál es la salida de este código? - code: |- - minions = ['Bob', 'Kevin', 'Stuart'] - {for} x in minions: - {print} x mp_choice_options: - option: |- ``` @@ -3882,8 +3520,6 @@ levels: ``` feedback: No hace bucle a través de las letras. hint: Bucle a través de tu lista. - correct_answer: B - question_score: '10' 2: question_text: ¿Qué le pasa a este código? code: |- @@ -3907,14 +3543,8 @@ levels: - option: El `noleap_year` tiene que ser idéntico en ambos casos. feedback: ¡Correcto! hint: Lea cuidadosamente el código. - correct_answer: D - question_score: '10' 3: question_text: ¿Cuántos erizos se imprimirán en este código? - code: |- - {for} x in range 1 to 3: - {for} y in range 1 to 2: - {print} 🦔 mp_choice_options: - option: |- ``` @@ -3949,8 +3579,6 @@ levels: ``` feedback: No es eso. hint: Piensa en cuántas veces lo necesitas repetir. - correct_answer: C - question_score: '10' 4: question_text: ¿Dónde está el error en el código? code: |- @@ -3975,8 +3603,6 @@ levels: - option: '`{elif}` en la última línea debe ser reemplazado por `{else}`' feedback: ¡Genial! hint: Piensa en `{if}`, `{elif}`, `{else}`. - correct_answer: D - question_score: '10' 5: question_text: ¿Cuál es el resultado de este código? code: |- @@ -4040,8 +3666,6 @@ levels: ``` feedback: No es eso. hint: Piensa en cuántas veces necesitas repetir y los valores de if y elif. - correct_answer: A - question_score: '10' 6: question_text: ¿Qué tiene de malo el código? code: |- @@ -4064,8 +3688,6 @@ levels: - option: There is an indentation mistake in the last line. feedback: Amazing! hint: Hay un error en alguna parte... - correct_answer: D - question_score: '10' 7: question_text: ¿Cuál de los siguientes códigos imprimirá cinco veces "el resultado es 3" en la pantalla? mp_choice_options: @@ -4102,8 +3724,6 @@ levels: ``` feedback: No es eso. hint: Piensa en símbolos matemáticos. - correct_answer: C - question_score: '10' 8: question_text: ¿Qué tiene de malo el código? code: |- @@ -4126,8 +3746,6 @@ levels: - option: Hay un error de sangría en la última línea. feedback: No. hint: Lee cuidadosamente el código. - correct_answer: C - question_score: '10' 9: question_text: ¿Cuál de los códigos de abajo dio esta salida? code: |- @@ -4150,8 +3768,6 @@ levels: - option: "```\n {for} numero en rango -5 a 3:\n {if} numero < 0: \n {print} numero ' es positivo'\n {elif} numero <=0: \n {print} numero ' es negativo' \n {else}: \n {print} numero ' es cero'\n```" feedback: Eso no es. hint: Lee atentamente el código. - correct_answer: C - question_score: '10' 10: question_text: ¿Qué le pasa a este código? code: |- @@ -4174,5 +3790,3 @@ levels: - option: Hay un error de sangría en la última línea. feedback: No. hint: Lee atentamente el código. - correct_answer: C - question_score: '10' diff --git a/content/quizzes/et.yaml b/content/quizzes/et.yaml index 3bab634a2a8..b248b1bd86e 100644 --- a/content/quizzes/et.yaml +++ b/content/quizzes/et.yaml @@ -12,8 +12,6 @@ levels: - option: Heidi feedback: See ei ole õige! hint: See sai nime Hedy Lamarr' järgi. - correct_answer: A - question_score: '10' 2: question_text: Mis on vaja lünkadesse kirjutada, et ilmuks tekst "Hello!" ? code: ___ Hello! @@ -39,8 +37,6 @@ levels: ``` feedback: '`{ask}` aitab sul midagi küsida.' hint: _ Tere maailm! - correct_answer: B - question_score: '10' 3: question_text: Kuidas sa kellegi lemmikvärvi küsid? mp_choice_options: @@ -65,8 +61,6 @@ levels: ``` feedback: '`{echo}` kordab mida sa kirjutanud oled, aga ei oota vastust.' hint: '`{ask}` käsk aitab sul midagi küsida' - correct_answer: C - question_score: '10' 4: question_text: Mis siin valesti on? code: |- @@ -83,8 +77,6 @@ levels: - option: Mitte midagi! Kood on õige! feedback: Ei ole, proovi uuesti! hint: Esimene rida ei tundu õige - correct_answer: A - question_score: '10' 5: question_text: Milline käsk puudub teisel real? code: |- @@ -112,8 +104,6 @@ levels: ``` feedback: Tubli! hint: Sa tahad teisel real on vastust tagasi näha. - correct_answer: D - question_score: '10' 6: question_text: Mis on selles koodis valesti? code: |- @@ -121,39 +111,7 @@ levels: {print} Milline jalkameeskond sulle meeldib? {echo} Sulle meeldib... {print} Lahe! Mulle ka! - mp_choice_options: - - option: In line 1 `{print}` should be replaced with `{ask}`. - feedback: '`{print}` in line 1 is correct.' - - option: In line 2, `{print}` should be replaced with `{ask}`. - feedback: Great! You paid attention! - - option: Line 3 has to begin with `{print}` instead of `{echo}`. - feedback: '`{echo}` is correct.' - - option: In line 4, `{print}` is spelled wrong. - feedback: No, there is a mistake somewhere else - hint: Check the `{print}` commands. - correct_answer: B - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - {print} Welcome at Hedys restaurant! - {ask} What would you like to eat? - {echo} So you want to order ... - {print} Coming right up! Enjoy! - mp_choice_options: - - option: In line 1 `{print}` needs to be replaced with `{ask}` - feedback: Are you sure something is wrong? - - option: In line 1 `{print}` needs to be replaced with `{echo}` - feedback: Are you sure something's wrong? - - option: In line 3 `{echo}` needs to be replaced with `{print}` - feedback: Are you sure something is wrong? - - option: Nothing! This is a perfect code! - feedback: Correct! - hint: Check the code line by line - correct_answer: D - question_score: '10' 8: - question_text: How do you use the `{echo}` command? mp_choice_options: - option: You can use it to `{ask}` a question. feedback: That's what `{ask}` is for! @@ -163,33 +121,8 @@ levels: feedback: Good job! - option: You can use it to make text disappear. feedback: That's not right... - hint: '`{echo}` is used after an `{ask}` command.' - correct_answer: C - question_score: '10' - 9: - question_text: What's wrong with this code? - code: |- - {print} Hello! - {print} How are you doing? - {echo} So you are doing... - mp_choice_options: - - option: '`{print}` in line 1 should be `{ask}`' - feedback: No, `{print}` is right. Where is the question being asked? - - option: '`{print}` in line 2 should be `{ask}`' - feedback: Super! - - option: '`{echo}` in line 3 should be `{ask}`' - feedback: No, `{echo}` is right. Where is the question being asked? - - option: Nothing. This is a perfect code! - feedback: Look carefully for the mistake... - hint: '`{ask}` allows you to ask a question' - correct_answer: B - question_score: '10' 10: question_text: Which output will be in your outputscreen after you've run this code? - code: |- - {ask} Are you ready to go to level 2? - {echo} - {echo} mp_choice_options: - option: Are you ready to go to level 2? feedback: There are two echo commands @@ -203,12 +136,8 @@ levels: Are you ready to go to level 2? Yes! feedback: There are two echo commands - hint: Let's go! - correct_answer: B - question_score: '10' 2: 1: - question_text: Which statement is true? mp_choice_options: - option: Sa saad kasutada käsku `{print}` küsimuste esitamiseks. feedback: '`{print}` still works' @@ -219,84 +148,7 @@ levels: - option: Käsuga `{sleep}` saad teksti ekraanilt eemaldada. feedback: No one command doesn't work anymore. hint: '`{print}` töötab jätkuvalt samal viisil kui tasemel 1' - correct_answer: C - question_score: '10' - 2: - question_text: Which code is correct? - mp_choice_options: - - option: |- - ``` - name {is} {ask} What is your name? - ``` - feedback: Super! - - option: |- - ``` - {ask} {is} name What is your name - ``` - feedback: The words are right, the order is not! - - option: |- - ``` - {ask} What is your name? - ``` - feedback: This worked in level 1, but in level 2 and up it works differently. - - option: |- - ``` - {ask} What is your name? {is} name - ``` - feedback: The words are right, the order isn't! - hint: '`{ask}` doesn''t work like in level 1' - correct_answer: A - question_score: '10' - 3: - question_text: What appears on your output screen when you run this code? - code: |- - name {is} Marleen - {print} name goes to the market and she buys an apple. - mp_choice_options: - - option: name goes to the market and she buys an apple. - feedback: The word name is replaced with Marleen - - option: Marleen goes to the market. - feedback: The second part of the sentence isn't left out! - - option: Marleen goes to the market and she buys an apple. - feedback: Right on! - - option: Marleen goes to the market and Marleen buys an apple. - feedback: She is not replaced with the name - hint: The word name is replaced with Marleen - correct_answer: C - question_score: '10' - 4: - question_text: What will you see on the output screen when you run this code? - code: |- - name {is} Hedy - {print} Hi my name is name - mp_choice_options: - - option: Hi my name is name - feedback: The variable name is replaced with Hedy - - option: Hi my name is Hedy - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is name - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is Hedy - feedback: Correct, this mistake will be fixed in level 4! - hint: '''name'' is being replaced with ''Hedy'' in both places' - correct_answer: D - question_score: '10' - 5: - question_text: What happens when you use the `{sleep}` command? - mp_choice_options: - - option: It slows down your computer - feedback: fortunately not! - - option: It closes down Hedy - feedback: fortunately not! - - option: Your program pauses for a second and then continues - feedback: That's right! - - option: You put it at the end so Hedy knows your program is finished - feedback: No it would be useless at the end of your code - hint: The computer waits for a second at the `{sleep}` command - correct_answer: C - question_score: '10' 6: - question_text: What should be on the lines? code: |- {print} And the award for best programming language goes to... _?_ @@ -322,116 +174,17 @@ levels: {ask} ``` feedback: There is no question there to be asked - hint: Pause for dramatic effect... - correct_answer: A - question_score: '10' 7: - question_text: What command should be used on line 2? code: |- {print} I will explode in 3 seconds! _?_ {print} BOOM! - mp_choice_options: - - option: |- - ``` - {print} 3 - ``` - feedback: You don't need to `{print}` - - option: |- - ``` - {sleep} 3 - ``` - feedback: Perfect! - - option: |- - ``` - {sleep} - ``` - feedback: This way the bomb will explode in 1 second - - option: |- - ``` - {sleep} {sleep} {sleep} - ``` - feedback: Make it easier on yourself by using the number 3 - hint: You want the computer to wait for 3 seconds - correct_answer: B - question_score: '10' - 8: - question_text: How would you correct the first line of code? - code: |- - {ask} {is} How old are you? - {print} age - mp_choice_options: - - option: |- - ``` - age {ask} {is} How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - {ask} {is} age How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - age {is} {ask} How old are you? - ``` - feedback: You get it! - - option: |- - ``` - age {is} How old are you? - ``` - feedback: Where is the `{ask}` command? - hint: The variable name should come first - correct_answer: C - question_score: '10' - 9: - question_text: What is going wrong in this code? - code: |- - dogs {is} animal - {print} I love animal - mp_choice_options: - - option: 'Line 1 should say: dogs `{is}` animals' - feedback: The variable name is animal - - option: 'Line 1 should say: animal `{is}` dogs' - feedback: Great! - - option: 'Line 2 should say: `{print}` I love animals' - feedback: The variable name is animal - - option: 'Line 2 should say: `{sleep}` I love animals' - feedback: Sleep is not used to `{print}` text - hint: You want to `{print}` 'I love dogs' - correct_answer: B - question_score: '10' 10: - question_text: What command should be used on the line 1? code: |- flavor {is} _?_ {print} Your favorite icecream is... {sleep} {print} flavor - mp_choice_options: - - option: |- - ``` - {sleep} 3 - ``` - feedback: You want to know the favorite flavor! - - option: |- - ``` - {print} strawberries - ``` - feedback: You do not want a `{print}` command at the middle of the line... - - option: |- - ``` - strawberries, chocolate, vanilla - ``` - feedback: This way you are making a list. You don't want that now. - - option: |- - ``` - {ask} What flavor icecream do you like? - ``` - feedback: That's right! - hint: You want to `{ask}` a question - correct_answer: D - question_score: '10' 3: 1: question_text: What command do you use to let Hedy pick something arbitrarily? @@ -456,14 +209,7 @@ levels: {at} {random} ``` feedback: Correct! - hint: Arbitrarily means without a plan or randomly. - correct_answer: D - question_score: '10' 2: - question_text: What's wrong with this code? - code: |- - animals {is} dog cat cow - {print} animals {at} {random} mp_choice_options: - option: 'You need commas in line 1: dog, cat, cow.' feedback: Good job! @@ -473,155 +219,15 @@ levels: feedback: animals is correct. - option: '`{at} {random}` is spelled incorrectly' feedback: '`{at} {random}` is the correct spelling' - hint: There's something wrong in line 1 - correct_answer: A - question_score: '10' 3: question_text: What's wrong in line 2 of this code? - code: |- - options {is} rock, paper, scissors - {print} rock, paper, scissors {at} {random} - mp_choice_options: - - option: |- - ``` - {at} {random} {print} options - ``` - feedback: You're almost there. The order of the words isn't right yet. - - option: |- - ``` - {print} rock {at} {random} - ``` - feedback: you don't always want the Hedy to {print} rock, sometimes you want scissors or paper. - - option: |- - ``` - {print} options {at} {random} - ``` - feedback: Very good! - - option: Nothing, the code is correct! - feedback: Look carefully for the mistake - hint: The variable (the list) is called options. - correct_answer: C - question_score: '10' - 4: - question_text: What should change in line 2 to print a random price? - code: |- - prices {is} 1 dollar, 100 dollar, 1 million dollar - {print} price {at} {random} - mp_choice_options: - - option: |- - ``` - {print} price - ``` - feedback: You don't want to `{print}` the word price, but you want to `{print}` one price out of your list `{at} {random}` - - option: |- - ``` - {print} prices {at} {random} - ``` - feedback: Great! You've really paid attention. - - option: |- - ``` - {print} {at} {random} price - ``` - feedback: '`{at} {random}` is placed behind the variable.' - - option: Nothing, this code is alright. - feedback: Look carefully for the mistake you missed! - hint: The variable name is prices - correct_answer: B - question_score: '10' - 5: - question_text: What is wrong in this code? - code: |- - question {is} {ask} What do you want to know? - {print} question - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 1 needs to say `{print}` instead of `{ask}` - feedback: No, that's not wrong. - - option: Line 2 needs to say `{ask}` instead of `{print}` - feedback: No that's not wrong. - - option: Line 2 needs to say answers `{at} {random}` `{is}` yes, no, maybe - feedback: No, that's not wrong. - - option: Nothing, this code is perfect - feedback: That's right! - hint: Does this code even have a mistake? - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 2 needs to say question instead of answers - feedback: No that's not right - - option: Line 2 needs the `{is}` command - feedback: Correct - - option: Line 3 needs to say answer instead of answers - feedback: No the variable's called answers - - option: Nothing! This code is great! - feedback: Actually, line 2 has a mistake. - hint: There is something wrong with line 2. - correct_answer: B - question_score: '10' - 7: - question_text: What does the `{add}` command do? - code: |- - books {is} Harry Potter, The Hobbit, Green Eggs and Ham - your_book {is} {ask} What is your favorite book? - {add} your_book {to} books - {print} books {at} {random} - mp_choice_options: - - option: The `{add}` command removes a random book from the list - feedback: The remove command removes, the add command adds - - option: The `{add}` command adds a random book to a list - feedback: It doesn't. It adds your answer to the list! - - option: The `{add}` command adds your favorite book to the list - feedback: Correct! - - option: The `{add}` command prints your favorite book. - feedback: No, it adds your favorite book to the list - hint: The `{add}` command adds a book, but which one? - correct_answer: C - question_score: '10' - 8: - question_text: What is the output of this code? - code: |- - crisps {is} sea salt, paprika, sour cream - {remove} sea salt {from} crisps - {remove} paprika {from} crisps - {print} crisps {at} {random} - mp_choice_options: - - option: You can't tell, because Hedy will `{print}` one of the 3 flavors `{at} {random}` - feedback: Take a look at the `{remove}` commands - - option: sea salt - feedback: sea salt is removed from the list - - option: paprika - feedback: Paprika is removed from the list - - option: sour cream - feedback: That's right! - hint: There are 3 flavors, bit 2 are removed. Which one remains? - correct_answer: D - question_score: '10' 9: - question_text: What's wrong with this code? code: |- colors {is} blue, purple, green chosen_color {is} {ask} Which haircolor wouldn't your like to have? {remove} chosen_color {from} colors {print} I will dye my hair color {at} {random} - mp_choice_options: - - option: 'Line 3 should say: `{remove}` blue `{from}` colors' - feedback: Maybe you want blue hair though! - - option: Line 3 should have an `{add}` command instead of a `{remove}` command - feedback: You want to remove the chosen color so `{remove}` is right. - - option: In line 4 the variable should be called colors instead of color - feedback: Great job! - - option: Nothing, this is a correct code! - feedback: Find the mistake! hint: Look at line 3 - correct_answer: C - question_score: '10' 10: question_text: What should be on the _?_? code: |- @@ -652,8 +258,6 @@ levels: ``` feedback: This increased the change that the person who walked yesterday now has to do it again. That's mean. hint: The person who walked the dog yesterday should be removed from the list. - correct_answer: A - question_score: '10' 4: 1: question_text: Which of these is true? @@ -666,11 +270,7 @@ levels: feedback: '`{at} {random}` still works' - option: '`{at} {random}` now needs quotation marks' feedback: ettevaatlik, kui kasutad jutumärke (") või ülakoma (`) - hint: In level 4 you need quotation marks for 2 commands. - correct_answer: A - question_score: '10' 2: - question_text: Which code uses the proper quotation marks? mp_choice_options: - option: |- ``` @@ -692,11 +292,7 @@ levels: {print} ,hello, ``` feedback: This is a comma, you need quotation marks. - hint: Pick the right quotation marks. - correct_answer: B - question_score: '10' 3: - question_text: Where are the quotation marks used correctly? mp_choice_options: - option: |- ``` @@ -718,28 +314,7 @@ levels: {print} 'Hi Im Hedy' ``` feedback: Perfect! - hint: Both before and after the words you want to print should be a quotation mark. - correct_answer: D - question_score: '10' - 4: - question_text: Which statement is true? - mp_choice_options: - - option: 'You need quotation marks around the word `{print}`, like this: `''{print}''`.' - feedback: The quotation marks shouldn't be around the command itself. - - option: You need quotation marks around the words you want to print. - feedback: Super! - - option: You do not need quotation marks when using the `{ask}` command - feedback: Both `{print}` and `{ask}` require quotation marks - - option: You can choose yourself whether to use quotation marks or not. - feedback: Unfortunately, Hedy is stricter than that. - hint: From level 4 on you need to use quotation marks. - correct_answer: B - question_score: '10' 5: - question_text: What has to be changed in order for the game to work? - code: |- - options {is} rock, paper, scissors - {print} 'options {at} {random}' mp_choice_options: - option: |- ``` @@ -758,89 +333,9 @@ levels: feedback: That's right - option: Nothing, the game already works! feedback: Look carefully. There is an error. - hint: You don't want Hedy to literally print 'options {at} {random}', you want it to print 'rock' or 'paper' or 'scissors'. - correct_answer: C - question_score: '10' 6: - question_text: What would be a good next line in this code? - code: prices {is} 1 dollar, 100 dollars, 1 million dollars - mp_choice_options: - - option: |- - ``` - {print} 'You win...' prices {at} {random} - ``` - feedback: Great! You get it! - - option: |- - ``` - {print} You win... 'prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}' - - option: |- - ``` - {print} You win... prices {at} {random} - ``` - feedback: You need some quotation marks! - - option: |- - ``` - {print} 'You win... prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}'' hint: 'Mõtle hoolikalt: mis on muutuja mis peaks olema väljaspool jutumärke? Ja mis on tavalised sõnad, mis peaks olema jutumärkide sees?' - correct_answer: A - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: Correct! - - option: Quotation marks are missing in line 2 - feedback: A variable doesn't need quotes - - option: Quotation marks are missing in line 3 - feedback: You don't want Hedy to literally print 'answers {at} {random}' so no quotation marks needed here! - - option: Nothing, this code is good as is! - feedback: Look carefully. You missed a mistake! - hint: Check each line on whether they'd need quotation marks or not. - correct_answer: A - question_score: '10' - 8: - question_text: What would be a good next line for this code? - code: |- - {print} 'Welcome at the money show!' - {print} 'In front of you are 3 doors' - door {is} {ask} 'Which door do you choose?' - mp_choice_options: - - option: |- - ``` - {print} So you pick door door - ``` - feedback: We need quotation marks - - option: |- - ``` - {print} 'So you pick ' door door - ``` - feedback: If the player chooses door 3, Hedy will say 'So you pick 3 3 - - option: |- - ``` - {print} 'So you pick door ' door - ``` - feedback: Super! - - option: |- - ``` - {print} 'So you pick door door' - ``` - feedback: Hedy will literally print 'So you pick door door - hint: The second word door should be replaced with the number, the first should still be the word door... - correct_answer: C - question_score: '10' 9: - question_text: What will never appear in your output screen? - code: |- - clubs {is} Real Madrid, Bayern Munchen, Manchester United, Ajax - {print} clubs {at} {random} ' is going the win the champions league' mp_choice_options: - option: Ajax is going to win the champions league feedback: Hedy could `{print}` that @@ -850,27 +345,6 @@ levels: feedback: Hedy could `{print}` that - option: FC Barcelona is going to win the champions league feedback: That's right. It's not in the list - hint: What are Hedy's options to randomly pick from? - correct_answer: D - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - people {is} mom, dad, Emma, Sophie - {print} The dishes are done by... - {print} people {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: A list doesn't need quotation marks - - option: Quotation marks are missing in line 2 - feedback: Correct - - option: Quotation marks are missing in both line 2 and 3 - feedback: Line 3 doesn't need quotation marks because it's not printed literally - - option: Nothing, this code has no mistakes - feedback: You missed one! - hint: One line needs quotation marks, because you want it to be printed literally. - correct_answer: B - question_score: '10' 5: 1: question_text: What is true? @@ -888,79 +362,8 @@ levels: - option: In level 5 `{ask}` and `{print}` work the same as in level 4 feedback: Correct! hint: Mis käib koos käsuga `{if}` ? - correct_answer: D - question_score: '10' - 2: - question_text: What appears in your output screen when you type in the name Hedy? - code: |- - name {is} {ask} 'What is your name?' - {if} name {is} Hedy {print} 'fun' {else} {print} 'less fun' - mp_choice_options: - - option: fun - feedback: That's right! - - option: less fun - feedback: If the name is Hedy, it will say 'fun'' - - option: Hedy - feedback: No, it doesn't print the name - - option: Error - feedback: Fortunately not! - hint: '`{if}` name `{is}` Hedy `{print}` ...?' - correct_answer: A - question_score: '10' 3: - question_text: What is the right password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct! - feedback: This is printed when you type in the correct password - - option: SECRET - feedback: That's right!' - - option: password - feedback: The password isn't password... - - option: ALARM INTRUDER - feedback: This is printed when you type in the incorrect password! hint: '`{if}` password `{is}` ... `{print}` ''Correct!''!''' - correct_answer: B - question_score: '10' - 4: - question_text: What does Hedy print when you type in the wrong password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct - feedback: That's printed if the correct answer is given, not the wrong one... - - option: SECRET - feedback: That's not the right answer - - option: Wrong! - feedback: No, this is not what Hedy will print - - option: ALARM! INTRUDER! - feedback: Great job! - hint: Your computer will sound the alarm for intruders! - correct_answer: D - question_score: '10' - 5: - question_text: Why will Hedy say 'ALARM! INTRUDER' when you type in 'secret'? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Because it needs to be in capitals, so SECRET - feedback: Indeed! - - option: Because the password is alarm - feedback: No, this is not the password. - - option: Because it's spelled wrong. - feedback: That's not how you spell secret - - option: Because Hedy makes a mistake - feedback: No, Hedy is right - hint: The spelling of the word has to be exactly the same. - correct_answer: A - question_score: '10' 6: question_text: Which word should be on the place of the question mark in the last line? code: |- @@ -969,30 +372,6 @@ levels: club is {ask} 'Which club is your favorite?' {if} club {is} ajax {print} 'Ajax is going to win of course!' _?_ {print} 'Sorry, your club is gonna be in last place...' - mp_choice_options: - - option: |- - ``` - {if} - ``` - feedback: '`{if}` is already in the line above' - - option: |- - ``` - {at} {random} - ``` - feedback: No, you need `{else}`. - - option: |- - ``` - {else} - ``` - feedback: Great! - - option: |- - ``` - {print} - ``` - feedback: '`{print}` is already there, we need a word before it!' - hint: '`{if}` goes together with...?' - correct_answer: C - question_score: '10' 7: question_text: Which word should be in the place of the question mark? code: |- @@ -1021,9 +400,6 @@ levels: {print} ``` feedback: Awesome! - hint: After `{else}` a `{print}` command follows - correct_answer: D - question_score: '10' 8: question_text: Which word should be on the place of the question mark? code: |- @@ -1051,84 +427,8 @@ levels: {print} ``` feedback: No, that's not it. - hint: What the variable name? - correct_answer: B - question_score: '10' - 9: - question_text: Which door should you choose to escape?? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} - mp_choice_options: - - option: '1' - feedback: Bad choice! You're being eaten - - option: '2' - feedback: Super! You escaped! - - option: '3' - feedback: Bad choice! You're being eaten. - - option: It's a trap, you will always be eaten! - feedback: Luckily not! - hint: One of the doors will keep you safe.. - correct_answer: B - question_score: '10' - 10: - question_text: Which monster is standing behind door 1? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} - mp_choice_options: - - option: Hedy picks a random monster each time. - feedback: Awesome! - - option: vampire - feedback: Not always... - - option: werewolf - feedback: Not always... - - option: giant spider - feedback: Not always... - hint: Mind the last 3 words... monsters `{at} {random}`... - correct_answer: A - question_score: '10' 6: - 1: - question_text: What's Hedy's output when you run this code? - code: '{print} 2*10' - mp_choice_options: - - option: '20' - feedback: Correct! - - option: '12' - feedback: No, the plus sign is used in addition - - option: 2*10 - feedback: No, Hedy will calculate the answer - - option: '210' - feedback: Mind it's a calculation. - hint: The `*` is used as a multiplication sign - correct_answer: A - question_score: '10' - 2: - question_text: What do you use when you want to add two numbers? - mp_choice_options: - - option: '`-`' - feedback: That's not it - - option: plus - feedback: That's not it - - option: '`*`' - feedback: That's not it - - option: '`+`' - feedback: Correct! - hint: It's the plus sign. - correct_answer: D - question_score: '10' 3: - question_text: What's Hedy's output when you run this code? - code: '{print} ''3*10''' mp_choice_options: - option: '30' feedback: This would be the right answer if there were no quotation marks. @@ -1138,135 +438,9 @@ levels: feedback: Correct! There are quotation marks, so Hedy will print it literally. - option: Nothing, Hedy will give an error message. feedback: No, Hedy will print it literally. - hint: Mind the quotation marks!! - correct_answer: C - question_score: '10' - 4: - question_text: Kim is 10 years old. What will Hedy print for her? - code: |- - name = {ask} 'How many letters are in your name?' - age = {ask} 'How old are you?' - luckynumber = name*age - {print} 'Your lucky number is...' luckynumber - mp_choice_options: - - option: '30' - feedback: Mind, Hedy also prints 'Your lucky number is...' - - option: '10' - feedback: Please try again. - - option: Your lucky number is... 30 - feedback: That's right! - - option: Your lucky number is... 10 - feedback: Her lucky number is name times age... - hint: 'Kim has 3 letters, she is 10 years old so: letters times age = 3*10 = 30.' - correct_answer: C - question_score: '10' - 5: - question_text: If 5 people eat at this restaurant, how much do they have to pay in total? - code: |- - {print} 'Welcome to Hedys!' - people = {ask} 'How many people are eating with us tonight?' - price = people * 10 - {print} 'That will be ' price 'dollar please' - mp_choice_options: - - option: 5 dollars - feedback: Unfortunately, it's not that cheap. - - option: 10 dollars - feedback: No, it's 10 dollars each. - - option: 15 dollars - feedback: The * means multiplication. - - option: 50 dollars - feedback: Great! - hint: '`price` `is` `people` `times` 10' - correct_answer: D - question_score: '10' 6: question_text: How much does a hamburger cost is this virtual restaurant? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = 15 - {if} food {is} fries price = 6 - mp_choice_options: - - option: 15 dollars - feedback: Super! - - option: 6 dollars - feedback: The fries are 6 dollars - - option: 0 dollars - feedback: The hamburger isn't free! - - option: 21 dollars - feedback: That's the price for a hamburger and fries! - hint: Mind the fourth line. - correct_answer: A - question_score: '10' - 7: - question_text: Why does line 7 say 'price is price + 3' instead of 'price is 3'? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = price + 15 - {if} food {is} fries price = price + 6 - drinks is {ask} 'What would you like to drink?' - {if} drinks {is} coke price = price + 3 - {if} drinks {is} water price = price + 1 - {print} price ' dollars please' - mp_choice_options: - - option: It could have been `price = 3` just as well. - feedback: No, that's not true. Hedy needs to add 3 dollars to the total. - - option: Because Hedy doesn't understand `price = 3`. - feedback: Hedy would understand, but it wouldn't be right. - - option: Because Hedy would otherwise forget about the previous order. The price would be 3 dollars in total. - feedback: That's right! - - option: Because the price is 0 dollars to begin with. - feedback: That's true, but not the reason - hint: The price shouldn't be 3, but 3 dollars more than it already was - correct_answer: C - question_score: '10' - 8: - question_text: Why is this code incorrect? - code: |- - correct answer = 3*12 - answer = {ask} 'What is 3 times 12?' - {if} answer {is} correct answer {print} 'Good job!' - {else} {print} 'No... It was ' correct answer - mp_choice_options: - - option: There shouldn't be quotation marks in line 2 - feedback: No, there should be! - - option: The variable is called correct answer, but a variable's name can only be 1 word. So it should be correct_answer - feedback: Correct! - - option: The `{if}` and `{else}` commands should be in the same line. - feedback: No, that's not true. - - option: The variable in line 2 can't be called answer, because it is too similar to the variable correct answer. - feedback: Variable names can be similar, but they can't be 2 words... - hint: Inspect what the variables are called. - correct_answer: B - question_score: '10' - 9: - question_text: Imagine you love football a 10, you've eaten 2 bananas and have washed your hands 3 times today. How smart does the silly fortune teller think you are? - code: |- - {print} 'Im Hedy the silly fortune teller' - {print} 'I will predict how smart you are!' - football = {ask} 'On a scale of 0 to 10 how much do you love football?' - bananas = {ask} 'How many bananas have you eaten this week?' - hygiene = {ask} 'How many times did you wash your hands today??' - result = bananas + hygiene - result = result * football - {print} 'You are ' result 'percent smart.' - mp_choice_options: - - option: 10% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 32% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 50% - feedback: Super! You are 100 percent smart! - - option: 100% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - hint: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - correct_answer: C - question_score: '10' 10: - question_text: Which statement is true? code: |- name _?_ Hedy {print} name 'is walking trough the forrest' @@ -1279,12 +453,8 @@ levels: feedback: No, one `=` sign is enough - option: You can only use the `=` sign when working with numbers, not with words. feedback: You can also use `=` with words. - hint: '`{is}` and `=` are both allowed' - correct_answer: B - question_score: '10' 7: 1: - question_text: How many lines can you repeat at once with the repeat command at this level? mp_choice_options: - option: '0' feedback: No you can repeat a line. @@ -1295,94 +465,32 @@ levels: - option: infinite feedback: In this level you can only repeat one line at a time hint: You can only repeat 1 line at a time - correct_answer: B - question_score: '10' 2: - question_text: Which code is right? + hint: First the repeat command, then the `{print}` command + 4: mp_choice_options: - option: |- ``` - {print} 100 {times} 'hello' + I'm ``` - feedback: '`{repeat}` 100 `{times}` `{print}` ''hello''' + feedback: That's right! - option: |- ``` - {print} {repeat} 100 {times} 'hello' + {print} ``` - feedback: '{repeat} 100 {times} {print} ''hello''' + feedback: '`{print}` is spelled correctly' - option: |- ``` - {repeat} 'hello' 100 {times} + {repeat} ``` - feedback: '{repeat} 100 {times} {print} ''hello''' + feedback: '`{repeat}` is spelled correctly' - option: |- ``` - {repeat} 100 {times} {print} 'hello' - ``` - feedback: That's right! - hint: First the repeat command, then the `{print}` command - correct_answer: D - question_score: '10' - 3: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} ''Hello!''' - mp_choice_options: - - option: Right - feedback: No, a word is missing - - option: Wrong, the word `{repeat}` is missing - feedback: The word `{repeat}` is there, another word is missing - - option: Wrong, the word `{times}` is missing - feedback: The word `{times}` is there, another word is missing. - - option: Wrong, the word `{print}` is missing - feedback: Correct - hint: 'It should be: `{repeat}` 100 `{times}` `{print}` ''Hello''' - correct_answer: D - question_score: '10' - 4: - question_text: Which word is wrong in the code? - code: |- - {print} 'I'm blue' - {repeat} 7 {times} {print} 'da ba dee, da ba da' - mp_choice_options: - - option: |- - ``` - I'm - ``` - feedback: That's right! - - option: |- - ``` - {print} - ``` - feedback: '`{print}` is spelled correctly' - - option: |- - ``` - {repeat} - ``` - feedback: '`{repeat}` is spelled correctly' - - option: |- - ``` - {times} + {times} ``` feedback: '`{times}` is spelled correctly' hint: I'm is wrong, you can't use apostrophes - correct_answer: A - question_score: '10' - 5: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} {print} ''Hedy is awesome!''' - mp_choice_options: - - option: Correct - feedback: That's right! - - option: Wrong - feedback: That's not it - hint: The code is correct! - correct_answer: A - question_score: '10' 6: - question_text: What will be the output from this code? - code: |- - {print} 'The wheels on the bus go' - {repeat} 3 {times} {print} ' round and round' mp_choice_options: - option: |- the wheels on the bus go @@ -1408,14 +516,7 @@ levels: round and round round and round feedback: All though the town! Perfect! - hint: Only 'round and round' is repeated 3 times. - correct_answer: D - question_score: '10' 7: - question_text: What will be the output from this code? - code: |- - {repeat} 2 {times} {print} 'We will' - {print} 'ROCK YOU!' mp_choice_options: - option: |- We will We will @@ -1436,17 +537,7 @@ levels: We will ROCK YOU! feedback: Mind the repeat command - hint: Mind the `{repeat}` command. - correct_answer: B - question_score: '10' 8: - question_text: What Hedy code belongs to this output? - code: |- - Here comes the sun - Do do do do - Here comes the sun - And I say - Its alright mp_choice_options: - option: |- ``` @@ -1479,11 +570,7 @@ levels: {print} 'Its alright'" ``` feedback: This is not the correct order.. - hint: '`{repeat}` can only be used if you want to execute the same line multiple times in a row.' - correct_answer: A - question_score: '10' 9: - question_text: What Hedy code belongs to this output? code: |- Batman was flying through Gotham. When suddenly he heard someone screaming... @@ -1524,16 +611,8 @@ levels: {print} 'Please help me !' ``` feedback: Perfect - hint: '''Help!'' is repeated 3 times.' - correct_answer: D - question_score: '10' 10: question_text: What Hedy code belongs to this output? - code: |- - if youre happy and you know it clap your hands - if youre happy and you know it clap your hands - if youre happy and you know it and you really want to show it - if youre happy and you know it clap your hands mp_choice_options: - option: |- ``` @@ -1563,46 +642,8 @@ levels: {print} 'clap your hands' ``` feedback: This is not in the right order. - hint: Mind the order of the sentences. - correct_answer: B - question_score: '10' 8: - 1: - question_text: Which output will be produced by this code? - code: |- - {repeat} 2 {times} - {print} 'Hello' - {print} 'Im Hedy!' - mp_choice_options: - - option: |- - Hello - Im Hedy! - feedback: Everything is printed twice. - - option: |- - Hello - Hello - Im Hedy - feedback: The second line is repeated twice as well. - - option: |- - Hello - Im Hedy! - Hello - Im Hedy! - feedback: Super! - - option: |- - Hello - Hello - Im Hedy! - Im Hedy! - feedback: Everything is printed twice - hint: Both lines are repeated twice. - correct_answer: C - question_score: '10' 2: - question_text: What is wrong with this code? - code: |- - {repeat} 5 {times} - {print} 'Hedy is cool!' mp_choice_options: - option: This should be only one line, not 2. feedback: No it should be 2 lines. @@ -1612,15 +653,7 @@ levels: feedback: Nee, repeat is de goede spelling - option: The second line need to start with 4 spaces as indentation. feedback: Correct! - hint: Something is missing in the second line? - correct_answer: D - question_score: '10' 3: - question_text: What output will be produced when you run this program? - code: |- - {repeat} 3 {times} - {print} 'Baby shark tututudutudu' - {print} 'Baby shark' mp_choice_options: - option: |- Baby shark tututudutudu @@ -1647,10 +680,7 @@ levels: Baby shark feedback: Mida korratakse ja mida mitte? hint: Mida korratakse ja mida mitte? - correct_answer: C - question_score: '10' 4: - question_text: Which output is correct? code: |- {print} 'The children went:' {repeat} 2 {times} @@ -1682,15 +712,7 @@ levels: Yay! Were going on holiday! feedback: The last line is repeated too. - hint: The block under the `{repeat}` command is repeated twice. - correct_answer: B - question_score: '10' 5: - question_text: What is wrong with this code? - code: |- - end = {ask} 'Do you want a happy or a sad ending?' - {if} end {is} happy {print} 'They lived happily ever after' - {else} {print} 'The world exploded. The end.' mp_choice_options: - option: The `{print}` commands on the last two lines should start on new lines en start with 4 spaces. feedback: That's right! @@ -1700,44 +722,7 @@ levels: feedback: That's not true - option: '`{ask}` is no longer a command' feedback: That's not true - hint: Something is wrong with indentation - correct_answer: A - question_score: '10' - 6: - question_text: What will be the output of this code when we enter pancakes? - code: |- - {print} 'Welcome to restaurant Hedy' - {repeat} 2 {times} - food {is} {ask} 'What do you want to eat?' - {print} food - mp_choice_options: - - option: |- - Welcome to restaurant Hedy - Pancakes - feedback: There is no repetition in this answer. - - option: |- - Welcome to restaurant Hedy - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: This answer also repeats the welcome message - - option: |- - Welcome to restaurant Hedy - What do you want to eat? - What do you want to eat? - Pancakes - Pancakes - feedback: Almost! But look at the question, it is not repeated. - - option: |- - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: Well done! - hint: The first sentence and question will not be repeated - correct_answer: D - question_score: '10' 7: - question_text: What is wrong with this code? code: |- eten = {ask} 'What would you like to eat?' {if} food {is} fries @@ -1756,11 +741,7 @@ levels: feedback: You always have to use indentation. - option: The indentation is wrong in the first `{if}` command. feedback: That's right. - hint: Take a careful look at the indentation. - correct_answer: D - question_score: '10' 8: - question_text: In which of the codes is the indentation done right? mp_choice_options: - option: |- ``` @@ -1802,50 +783,20 @@ levels: {print} You are wrong! ``` feedback: You are wrong! - hint: What should happen if the person is right? And what else? - correct_answer: C - question_score: '10' 9: - question_text: What line(s) in this code should start with 4 spaces? code: |- 1 music = {ask} 'What is your favorite music genre?' 2 {if} music is rock 3 {print} '🤘' 4 {else} 5 {print} '👎' - mp_choice_options: - - option: Line 2 and 4 - feedback: The lines after the `{if}` and `{else}` command should start with 4 spaces - - option: Only line 3 - feedback: Not only 3... - - option: Line 3, 4 and 5 - feedback: Line 4 shouldn't - - option: Line 3 and 5 - feedback: Great job! - hint: The lines after an `{if}` or `{else}` command should start with 4 spaces. - correct_answer: D - question_score: '10' 10: - question_text: Which statement is true? code: |- 1 level = {ask} 'What level are you on?" 2 {if} level {is} 8 3 {print} Great job! - mp_choice_options: - - option: All lines should start with 4 spaces - feedback: That's not true - - option: Line 2 and 3 should start with 4 spaces - feedback: That's not true - - option: Line 2 should start with 4 spaces - feedback: That's not true - - option: Line 3 should start with 4 spaces - feedback: You are correct! - hint: Only one line starts with 4 spaces, but which one...? - correct_answer: D - question_score: '10' 9: 1: - question_text: What is wrong with this code? code: |- {repeat} 3 {times} eten = {ask} 'What would you like to eat?' @@ -1866,19 +817,7 @@ levels: - option: The indentation is wrong in the last `{if}` command. feedback: It not, though. hint: all the indentation is done correctly. - correct_answer: A - question_score: '10' 2: - question_text: What will be printed after entering the correct password? - code: |- - password = {ask} 'What is the password?' - correct_password = Hedy - {if} password {is} correct_password - {repeat} 2 {times} - {print} 'Good job!' - {print} 'You can use the computer!' - {else} - {print} 'The computer will explode in 5... 4... 3... 2... 1...' mp_choice_options: - option: |- Good job! @@ -1900,11 +839,7 @@ levels: Good job! You can use the computer! feedback: Correct! - hint: Everything under the `{repeat}` command is repeated twice. - correct_answer: D - question_score: '10' 3: - question_text: Which case should you choose to win a million dollars? code: |- {print} 'Choose the right case and win!' case = {ask} 'Which case will you pick? 1 or 2?' @@ -1920,20 +855,7 @@ levels: {print} 'You sell the case for 500 dollars' {if} action {is} open {print} 'You open the case and win a million dollars!' - mp_choice_options: - - option: case 1, sell - feedback: You don't win a million! - - option: case 1, open - feedback: You don't win a million - - option: case 2, sell - feedback: You don't win a million - - option: case 2, open - feedback: Great job! You win! - hint: Follow the right path - correct_answer: D - question_score: '10' 4: - question_text: Which statement is true? code: |- name = {ask} 'What is your name?' size = {ask} 'What is your shoe size?' @@ -1953,15 +875,7 @@ levels: feedback: That's right! - option: Cinderella with shoe size 40 gets the output 'I was looking for you!' feedback: No she gets 'Ill keep looking' - hint: No matter what your name is, if you have shoe size 40 you will get the message 'Ill keep looking'. - correct_answer: C - question_score: '10' 5: - question_text: Which code produced this output? - output: |- - Icecream is the best! - Icecream is the best! - Icecream is the best! mp_choice_options: - option: |- ``` @@ -1996,11 +910,7 @@ levels: {print} 'Icecream is the best!' ``` feedback: There are 2 `{repeat}` commands in this code. - hint: Watch the indentation - correct_answer: C - question_score: '10' 6: - question_text: After which command(s) should you use indentation (starting the next line with 4 spaces)? mp_choice_options: - option: '`{if}`' feedback: Don't forget the others @@ -2010,9 +920,6 @@ levels: feedback: Keep it up! - option: '`{if}` `{else}` `{repeat}` `{print}`' feedback: Not with print - hint: Indentation happens on the line below some commands - correct_answer: C - question_score: '10' 7: question_text: "In this code from a pizza restaurant. \nYoull get a 5 dollar discount if you order a medium pizza with coke.\n What should you do to debug this code?" code: |- @@ -2053,9 +960,6 @@ levels: price = price - 2 ``` feedback: Try again - hint: After each `{if}` command, the line below should indent - correct_answer: A - question_score: '10' 8: question_text: What is wrong is this code? code: |- @@ -2073,25 +977,7 @@ levels: feedback: You actually must start like that. - option: A code must always start with a `{print}` command in the first line feedback: That's not true. - hint: The indentation is done right this time - correct_answer: B - question_score: '10' - 9: - question_text: How many `{if}` commands can be placed inside another `{if}` command? - mp_choice_options: - - option: None, that is not allowed - feedback: You are allowed to - - option: Only 1 - feedback: You could use more if you like - - option: '3' - feedback: You could use more if you like - - option: Infinite, as long as you keep using indentation correctly - feedback: That is true - hint: You can put an `{if}` command inside an `{if}` command. - correct_answer: D - question_score: '10' 10: - question_text: Which statement is true? code: |- 1 {repeat} 2 {times} 2 {if} level {is} 9 @@ -2106,8 +992,6 @@ levels: - option: line 2 should atart with 4 spaces and line 3 with 8 feedback: You are correct! hint: The first line doens't start with any spaces - correct_answer: D - question_score: '10' 10: 1: question_text: What do we need to fill in on the `_?_` if we want to print each compliment? @@ -2115,91 +999,6 @@ levels: compliments = perfect, great job, amazing _?_ {print} compliment - mp_choice_options: - - option: |- - ``` - {for} each compliment - ``` - feedback: That's not it - - option: |- - ``` - {for} compliment {in} compliments - ``` - feedback: You deserve all those compliments! - - option: |- - ``` - {if} compliment {in} compliments - ``` - feedback: That's not it - - option: |- - ``` - {for} compliments {in} compliment - ``` - feedback: Almost there! - hint: '`{for}` each compliment in the lists of compliments...' - correct_answer: B - question_score: '10' - 2: - question_text: Which output is correct? - code: |- - meals = pizza, pasta, pancakes - {for} meal {in} meals - {print} 'I love ' meal - mp_choice_options: - - option: I love pizza - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pasta - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pancakes - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: |- - I love pizza - I love pasta - I love pancakes - feedback: Great! - hint: Line 2 says for each meal in the list of meals. So each meal is printed. - correct_answer: D - question_score: '10' - 3: - question_text: Which output is correct? - code: |- - animals = dogs, cats, hamsters, chickens - {for} animal {in} animals - {print} animal ' are lovely pets' - mp_choice_options: - - option: dogs are lovely pets - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - - option: dogs, cats, hamsters, chickens are lovely pets - feedback: Each animal gets their own line in the output. - - option: |- - dogs are lovely pets - cats are lovely pets - hamsters are lovely pets - chickens are lovely pets - feedback: Great! - - option: You don't know yet. Because it chooses one of the animals {at} {random}. - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - hint: Line 2 says {for} each animal in the list of animals. So each animal is printed - correct_answer: C - question_score: '10' - 4: - question_text: What's wrong with this code? - code: |- - groceries = apples, bread, milk - {for} item {in} groceries - {print} 'We need ' groceries - mp_choice_options: - - option: Line 2 needs to start with 4 spaces as indentation - feedback: No it doesn't. Only line 3 needs indentation, which it has. - - option: Line 3 does not need to start with 4 spaces as indentation - feedback: Line 2 is a `{for}`command so line 3 does need to start with an indent. - - option: Line 3 should say item instead of groceries - feedback: Good job! - - option: Line 2 should say groceries instead of item - feedback: No it does not. - hint: Line 2 says `{for}` each item in the list of groceries - correct_answer: C - question_score: '10' 5: question_text: What word should be on the _?_ with these digital dice? code: |- @@ -2208,25 +1007,7 @@ levels: choices = 1, 2, 3, 4, 5, 6 {for} player {in} players {print} player ' throws ' _?_ {at} {random} - mp_choice_options: - - option: players - feedback: It would say 'Ann throws Jesse', instead of 'Ann throws 6'. - - option: choices - feedback: That's right! - - option: choice - feedback: You are very close. But you need Hedy to pick from the list called 'choices' not 'choice'... - - option: dice - feedback: Look at the names of the variables. - hint: Hedy needs to pick a number `{at} {random}` - correct_answer: B - question_score: '10' 6: - question_text: Which of the answers below is a possible outcome when you run the code? - code: |- - choices = rock, paper, scissors - players = Kelly, Meredith - {for} player {in} players - {print} player ' chooses ' choices {at} {random} mp_choice_options: - option: Kelly chooses rock feedback: Meredith wants to play too! @@ -2240,9 +1021,6 @@ levels: Kelly chooses paper Meredith chooses scissors feedback: Amazing! - hint: Each player will pick an option. The player that's first on the list will go first. - correct_answer: D - question_score: '10' 7: question_text: What line should be on the _?_ in this code that decides what these people will have for dinner? code: |- @@ -2250,30 +1028,6 @@ levels: food = pasta, fries, salad _?_ {print} name ' has to eat ' food {at} {random} ' for dinner' - mp_choice_options: - - option: |- - ``` - {for} name {in} names - ``` - feedback: You are on fire! - - option: |- - ``` - {for} names {in} name - ``` - feedback: No it should be for each name in the list nameS, so the other way around - - option: |- - ``` - {for} food {in} food - ``` - feedback: Each name should be told what they will have for dinner. - - option: |- - ``` - {for} name {in} food - ``` - feedback: Each name should be told what they will have for dinner. - hint: Each name should be told what they will have for dinner. - correct_answer: A - question_score: '10' 8: question_text: What should be on the _?_ in this code that decides which color shirt you get? code: |- @@ -2302,9 +1056,6 @@ levels: 'people gets a colors shirt' ``` feedback: There is no variable named people.. - hint: Mind the quotation marks and the names of the variables - correct_answer: B - question_score: '10' 9: question_text: What is the first question Hedy will `{ask}` you when you run the program? code: |- @@ -2314,20 +1065,7 @@ levels: {for} course {in} courses food = {ask} name ', what would you like to eat as your ' course '?' {print} name ' orders ' food ' as their ' course - mp_choice_options: - - option: Timon, what would you like to eat as your appetizer? - feedback: Perfect! - - option: Onno, what would you like to eat as your appetizer? - feedback: Timon is first on the list! - - option: Timon, what would you like to eat as your dessert? - feedback: Appetizers are first in the list - - option: You don't know that. Hedy will choose `{at} {random}`. - feedback: There is no `{at} {random}` in this code... - hint: The first options from both lists are chosen. - correct_answer: A - question_score: '10' 10: - question_text: What is true about this code? code: |- prices = 1 million dollars, car, sandwich names = Bob, Patrick, Sandy, Larry @@ -2342,9 +1080,6 @@ levels: feedback: That is not true. Larry has the same odds as the others - option: Someone might win with two prices feedback: You get it! - hint: Try to imagine the output of this code. - correct_answer: D - question_score: '10' 11: 1: question_text: What word should be at the place of the question mark? @@ -2372,14 +1107,7 @@ levels: {for} ``` feedback: 'No' - hint: What did you learn in this level? - correct_answer: B - question_score: '10' 2: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 1 {to} 3 - {print} i mp_choice_options: - option: |- 1 @@ -2392,64 +1120,7 @@ levels: feedback: That's not it - option: '123' feedback: That's not it - hint: How do the numbers appear in the screen? - correct_answer: A - question_score: '10' - 3: - question_text: Which code was used to get this output? - output: |- - 1 - 2 - 3 - 4 - 5 - Once I caught a fish alive! - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Perfect - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: This code won't work. You need an indent after {for}. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Now Hedy will count '1 Once I caught a fish alive!, 2 Once I caught a fish alive! etc. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} 'i' - {print} 'Once I caught a fish alive!' - ``` - feedback: i is a variable and shouldn't have quotation marks - hint: First all the numbers, then the sentence - correct_answer: A - question_score: '10' 4: - question_text: Which code was used to get this output? - output: |- - 10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0 mp_choice_options: - option: |- ``` @@ -2476,42 +1147,6 @@ levels: ``` feedback: That's right! hint: It has to be a calculation... - correct_answer: D - question_score: '10' - 5: - question_text: What's wrong with this code? - code: |- - {for} i {in} {range} 1 {to} 10 - {print} i - mp_choice_options: - - option: The i in the last line need quotation marks - feedback: No it doesn't. - - option: You can't use `{range}` 1 `{to}` 5 only `{range}` 1 `{to}` 10 - feedback: You could use 1 to 5 just as well! - - option: Line 1 needs to start with an indention. - feedback: Not line 1... - - option: Line 2 needs to start with an indention - feedback: Perfect! - hint: There is something wrong with the indention - correct_answer: D - question_score: '10' - 6: - question_text: How many times does the word Hello appear on your screen when you run the code? - code: |- - {for} i {in} {range} 0 {to} 2 - {print} 'Hello' - mp_choice_options: - - option: 1 time - feedback: 'No' - - option: 2 times - feedback: 'No' - - option: 3 times - feedback: That's right! - - option: Never - feedback: 'No' - hint: 0 also counts. So 0,1,2 that's 3 times. - correct_answer: C - question_score: '10' 7: question_text: What should be on the place of the question mark? code: |- @@ -2520,35 +1155,7 @@ levels: _?_ food is {ask} 'What would you like to order?' {print} food - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 0 {to} 3 - ``` - feedback: There's not always 3 people - - option: |- - ``` - {for} i {in} {range} 1 {to} guests - ``` - feedback: The variable is not named guests - - option: |- - ``` - {for} i {in} {range} 1 {to} people - ``` - feedback: Great! - - option: |- - ``` - {for} i {in} {range} 0 {to} people - ``` - feedback: That's one order too many! - hint: Use the variable 'people' - correct_answer: C - question_score: '10' 8: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 23 {to} 25 - {print} 'hi' mp_choice_options: - option: |- 23 @@ -2564,34 +1171,7 @@ levels: feedback: Correct - option: The word 'hi' will appear 25 times in a row. feedback: No it will only appear 3 times. - hint: It doesn't say `{print}` i - correct_answer: C - question_score: '10' - 9: - question_text: How many times does Hedy chant Hip Hip Hooray? - code: |- - age = {ask} 'How old are you?' - {for} i {in} {range} 1 {to} age - {print} 'Hip Hip Hoorray!' - mp_choice_options: - - option: 1 time - feedback: Try again - - option: 2 times - feedback: Try again - - option: Never - feedback: Try again - - option: That depends on how old you are - feedback: That's right! - hint: '`{for}` i `{in}` `{range}` 1 `{to}` age' - correct_answer: D - question_score: '10' 10: - question_text: Which code belongs to this output? - output: |- - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark mp_choice_options: - option: |- ``` @@ -2622,11 +1202,8 @@ levels: ``` feedback: '`{range}` 0 `{to}` 3 is 4 times.' hint: Mind the indention - correct_answer: B - question_score: '10' 12: 1: - question_text: Which output is correct? code: |- print 'three and a half plus one and a half is...' print 3.5 + 1.5 @@ -2643,11 +1220,7 @@ levels: three and a half plus one and a half is... 5 feedback: Great job! - hint: Both lines are printed! - correct_answer: D - question_score: '10' 2: - question_text: Which of these codes is correct? mp_choice_options: - option: |- ``` @@ -2673,11 +1246,7 @@ levels: print 'I would like a ' flavors at random ' cake.' ``` feedback: All the different values of flavors should be in quotation marks. - hint: The second line is the same in each code, pay attention to the first line - correct_answer: C - question_score: '10' 3: - question_text: What's wrong with this code? code: |- favorite_animal = ask 'What is your favorite animal?' print 'I like ' favoriteanimal ' too!' @@ -2690,30 +1259,13 @@ levels: feedback: That's not true - option: Nothing is wrong. feedback: That's not true - hint: The quotation marks are used correctly - correct_answer: A - question_score: '10' 4: - question_text: In which lines are quotation marks needed to get the code to work? code: |- print Welcome to the online shoe shop category = ask What kind of shoes are you looking for? if category = high heels print High heels are 50% off now! - mp_choice_options: - - option: Line 1 and 2 - feedback: 'No' - - option: Line 1, 2 and 3 - feedback: 'No' - - option: Line 1, 2 and 4 - feedback: 'No' - - option: All of the lines - feedback: Perfect! - hint: Does line 3 need quotation marks too? - correct_answer: D - question_score: '10' 5: - question_text: What output does Agent007 get when they put in the correct password? code: |- name is ask 'What is your name?' if name is 'Agent007' @@ -2726,18 +1278,6 @@ levels: else b is 'today at 10.00' print a + b - mp_choice_options: - - option: Go to the train station today at 10.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 02.00 - feedback: You've cracked the code! - - option: Go to the train station tomorrow at 02.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 10.00 - feedback: The agent won't be catching any bad guys here - hint: The correct password is TOPSECRET - correct_answer: B - question_score: '10' 6: question_text: Which line should be filled in at the ??? code: |- @@ -2751,32 +1291,7 @@ levels: if drinks = 'yes' ??? print 'That will be ' price ' dollar please' - mp_choice_options: - - option: |- - ``` - price = 14 - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = '14' - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = price + 2 - ``` - feedback: Excellent! - - option: |- - ``` - price = + 2 - ``` - feedback: Almost there! - hint: What if you only order fries and a drink? - correct_answer: C - question_score: '10' 7: - question_text: Which output does a vegan get? code: |- menu = 'cookies', 'cheese', 'grapes' print "It's my birthday! I`ve brought some snacks!" @@ -2788,36 +1303,7 @@ levels: print 'For you I have brought: ' for snack in menu print snack - mp_choice_options: - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cookies - grapes - feedback: Terrific! - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - feedback: There's more options than just one - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cheese - grapes - feedback: A vegan person can't have cheese - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - cookies - feedback: Almost there, but look at the order of snacks in the list - hint: What item is removed from the list when you answer 'vegan'? - correct_answer: A - question_score: '10' 8: - question_text: Which code was used to create this output? - code: '3.5' mp_choice_options: - option: |- ``` @@ -2839,9 +1325,6 @@ levels: print 7 * 2 ``` feedback: 'No' - hint: 7 devided by 2 is 3.5 - correct_answer: B - question_score: '10' 9: question_text: Which code should be filled in in line 1 at the ??? code: |- @@ -2868,9 +1351,6 @@ levels: 'prices' = 'one million dollars', 'nothing' ``` feedback: You one nothing - hint: The items on the list should be in quotation marks - correct_answer: C - question_score: '10' 10: question_text: Which line of code should be filled in at the ??? to complete the song ? code: |- @@ -2891,12 +1371,8 @@ levels: feedback: This is a hard one! All the actions on the list must be in the song. - option: print actions at random feedback: This is a hard one! All the actions on the list must be in the song. - hint: This is a hard one! All the actions on the list must be in the song. - correct_answer: B - question_score: '10' 13: 1: - question_text: Which code should be filled in at the ??? ? code: |- name = ask 'What is your name?' song = ask 'Whould you like to hear a song?' @@ -2927,11 +1403,7 @@ levels: if song = 'yes' or birthday = 'yes' ``` feedback: Hedy only sings if both answers are yes - hint: Hedy sings if you want to hear a song and it's you birthday - correct_answer: C - question_score: '10' 2: - question_text: Which command is missing in the code at the place of the ??? ? code: |- menu = 'cheese', 'sausage rolls', 'cookies' diet = ask 'Do you have any dietary restrictions?' @@ -2946,11 +1418,7 @@ levels: feedback: 'No' - option: print feedback: 'No' - hint: Neither vegans nor muslims can eat sausage rolls. - correct_answer: B - question_score: '10' 3: - question_text: Which output is given to a member without a discount code? code: |- member = ask 'Do you have a membership card?' discount = ask 'Do you have a discount code?' @@ -2968,10 +1436,7 @@ levels: - option: There is no way of knowing feedback: There is! Read the question carefully hint: Mind the command 'or' in line 3 - correct_answer: A - question_score: '10' 4: - question_text: Which line of code should follow this line in rock-paper-scissors game? code: if computer_choice is 'rock' and your_choice is 'paper' mp_choice_options: - option: print 'you win' @@ -2982,28 +1447,11 @@ levels: feedback: It's only a tie if both choices are the same - option: print 'try again' feedback: Try again! - hint: Paper beats rock - correct_answer: A - question_score: '10' 5: - question_text: Which statement is true about this code? code: |- if name = 'Cinderella' and shoe_size = 38 print 'You are my one true love!' - mp_choice_options: - - option: Every person with shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person named Cinderella is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person that is named Cinderella and has shoe size 38 is this prince's one true love - feedback: Fantastic! - - option: Every person that's not named Cinderella and does not have shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - hint: Both statements have to be true - correct_answer: C - question_score: '10' 6: - question_text: Which statement about this code is true? code: |- print 'Let me guess which family member you are!' glasses = ask 'Do you wear glasses?' @@ -3016,20 +1464,7 @@ levels: print 'You must be Wouter!' if glasses = 'no' and female = 'no' print 'You must be Michael!' - mp_choice_options: - - option: Michael is a boy with glasses - feedback: Try again - - option: Marleen is a girl with glasses - feedback: Try again - - option: Wouter is a boy without glasses - feedback: Try again - - option: Sophie is a girl with glasses - feedback: Great job! - hint: Take a good look! Or do you need glasses? - correct_answer: D - question_score: '10' 7: - question_text: Which statement is false? code: |- print 'Thank you for helping me take care of my pets' print 'Here is a program to help feed them' @@ -3043,20 +1478,7 @@ levels: print 'I fed them this moring! They do not need more food today' if animal is 'hamster' and color is 'brown' print 'You can feed them a piece of carrot' - mp_choice_options: - - option: The grey cat is called Abby - feedback: This is true! - - option: Milo the orange cat eats 4 scoops of cat nibbles - feedback: This is true - - option: The black hamster needs to be fed a piece of carrot - feedback: Great job! - - option: The yellow bird was fed this morning - feedback: This is true - hint: Read the last 4 lines carefully - correct_answer: C - question_score: '10' 8: - question_text: What output do you get if you order popcorn but no drink? code: |- print 'Welcome to the movie theater' popcorn = ask 'Would you like some popcorn?' @@ -3070,32 +1492,7 @@ levels: if popcorn = 'no' and drink = 'no' print 'Ok' print 'Enjoy the movie' - mp_choice_options: - - option: |- - Welcome to the movie theater - That will be 8 dollars please - Enjoy the movie - feedback: You have paid too much! - - option: |- - Welcome to the movie theater - That will be 5 dollars please - Enjoy the movie - feedback: Amazing! - - option: |- - Welcome to the movie theater - That will be 3 dollars please - Enjoy the movie - feedback: That's not enough money! - - option: |- - Welcome to the movie theater - Ok - Enjoy the movie - feedback: You have to pay for your popcorn! - hint: popcorn = yes and drink = no - correct_answer: B - question_score: '10' 9: - question_text: What is wrong with this code? code: |- 1 chocolate = ask 'Would you like chocolate sauce on your ice cream?' 2 sprinkles = ask 'Would you like sprinkles on your ice cream?' @@ -3132,11 +1529,7 @@ levels: {if} chocolate = 'yes' {and} sprinkles = 'no' ``` feedback: This is not what I ordered! - hint: There is a mistake in line 3 - correct_answer: A - question_score: '10' 10: - question_text: Which command needs to be in line 8 at the place of the ??? ? code: |- print 'Welcome to the product finder of this supermarkt' item is ask 'What product are you looking for?' @@ -3160,65 +1553,8 @@ levels: feedback: 'No' - option: if feedback: 'No' - hint: The item is either in the list of snacks, or in the list of drinks - correct_answer: B - question_score: '10' 14: - 1: - question_text: Which symbol should be used on the blank? - code: |- - name _ {ask} 'Who are you?' - {if} name == 'Hedy' - {print} 'Me too!' - mp_choice_options: - - option: '`=>`' - feedback: This is not a symbol. - - option: '`==`' - feedback: We are not comparing anything, just asking. - - option: '`!=`' - feedback: We are not comparing anything, just asking - - option: '`=`' - feedback: Right! - hint: We are not comparing anything, we are just asking a name. - correct_answer: D - question_score: '10' - 2: - question_text: Which of these codes has used the correct = or == symbol? - mp_choice_options: - - option: '{if} name = Hedy' - feedback: 'No' - - option: '{if} age = 24' - feedback: 'No' - - option: answer = {ask} 'What is your answer' - feedback: Yes! - - option: answer == {ask} 'How are you doing?' - feedback: 'No' - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' - 3: - question_text: Which symbols should be filled in on the two blanks? - code: |- - guests = {ask} 'How many people are at the party?' - {if} guests _ 130 - {print} 'You can come in!' - {if} guests _ 130 - {print} 'Im sorry, the club is full. ' - {print} 'You have to wait for a guest to leave' - mp_choice_options: - - option: '`>` and `<`' - feedback: That's not it - - option: '`=` and `>=`' - feedback: That's not it - - option: '`<` and `>=`' - feedback: You are right - - option: '`+` and `==`' - hint: There are 130 people allowed in the club - correct_answer: C - question_score: '10' - feedback: That's not it 4: - question_text: What's wrong with this code? code: |- price = 10 money = {ask} How much money do you have? @@ -3227,20 +1563,7 @@ levels: {print} 'You can buy the bear!' {else} {print} 'You cannot buy this bear!' - mp_choice_options: - - option: In line 1 == should be used instead of = - feedback: No that's not it - - option: Line 2 misses quotation marks - feedback: You are correct - - option: In line 4 = should have been used instead of == - feedback: No that's not it - - option: In line 4 <= should have been used instead of >= - feedback: No that's not it - hint: The symbols are right - correct_answer: B - question_score: '10' 5: - question_text: Which symbol should be filled in on the blanks if the movie is suitable for kids for the age of 12 and up? code: |- age = {ask} 'How old are you?' ticket = {ask} 'Do you have a ticket?' @@ -3248,20 +1571,7 @@ levels: {print} 'You can enter the movie theater.' {else} {print} 'You are not allowed to come in!' - mp_choice_options: - - option: '`> 12`' - feedback: 12 year olds are allowed too - - option: '`>= 12`' - feedback: Great! - - option: '`< 12`' - feedback: These kids are too young! - - option: '`<= 12`' - feedback: These kids are too young - hint: '> means greater than' - correct_answer: B - question_score: '10' 6: - question_text: How many times do you have to say you are annoyed before this annoying game stops? code: |- lives = 2 {repeat} 10 times @@ -3269,69 +1579,7 @@ levels: answer = {ask} 'Are you annoyed yet?' {if} answer == 'yes' lives = lives - 1 - mp_choice_options: - - option: 10 times - feedback: It stops after 2 times - - option: 0 times - feedback: It stops after 2 times - - option: 1 time - feedback: It stops after 2 times - - option: 2 times - feedback: That is correct - hint: '!= means ''is not''' - correct_answer: D - question_score: '10' - 7: - question_text: What should be filled in on the three blanks? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' - mp_choice_options: - - option: '`''Lower''` and `''Higher''` and `''You win!''`' - feedback: That's not quite right. - - option: '`''Higher''` and `''Lower''` and `''You win!''`' - feedback: You win! - - option: '`''You win!''` and `''Lower!''` and `''Higher''`' - feedback: That's not quite right. - - option: '`''Lower!''` and `''You win!''` and `''Higher!''`' - feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: B - question_score: '10' - 8: - question_text: Which statement is true about this roller coaster? - code: |- - length = {ask} 'Please fill in your length in cm' - {if} length < 120 - {print} 'Sorry, you cannot go on this roller coaster.' - {else} - {print} 'Enjoy the ride' - mp_choice_options: - - option: You must be taller than 120 cm to go on the roller coaster - feedback: True! - - option: You must be taller than 119 cm to go on the roller coaster - feedback: If you are 120 cm you won't get in - - option: You must be shorter than 120 cm to go on the roller coaster - feedback: '> means greater than' - - option: There are no length restrictions to go on the roller coaster - feedback: There are. - hint: '> means greater than' - correct_answer: A - question_score: '10' 9: - question_text: How many pieces of chocolate will give you a stomach ache according to this fitbit? code: |- chocolate = {ask} 'How many pieces of chocolate have you eaten?' {if} chocolate <= 2 @@ -3340,101 +1588,19 @@ levels: {print} 'That is a bit much' {if} chocolate > 8 {print} 'You will get a stomach ache!' - mp_choice_options: - - option: 1 or more - feedback: 'No' - - option: 2 or more - feedback: 'No' - - option: 8 or more - feedback: Almost - - option: 9 or more - feedback: Great! - hint: '> 8 means more than 8' - correct_answer: D - question_score: '10' - 10: - question_text: What should be filled in in the blanks? - code: |- - {print} 'Whoever gets the most points wins!' - {if} points_player_1 < points_player_2 - {print} _ - mp_choice_options: - - option: '''player 1 wins''' - feedback: Look at who has the highest score! - - option: '''player 2 wins''' - feedback: Yes! - - option: '''player 2 loses''' - feedback: Look at who has the highest score! - - option: '''It is a tie''' - feedback: No it's not, one player has a higher score - hint: You win the game by having the most points - correct_answer: B - question_score: '10' 15: 1: - question_text: 'Which symbol should be used on the blank? Tip: You must keep guessing until you get it right.' code: |- answer = 0 while answer _ 'Amsterdam' answer = ask 'What is the capital city of the Netherlands?' print 'You have given the correct answer' - mp_choice_options: - - option: '`=!`' - feedback: That is not right. - - option: '`==`' - feedback: You don't have to keep guessing if you've given the right answer. - - option: '`!=`' - feedback: Correct - - option: '`=`' - feedback: That's not it - hint: Keep guessing until you say Amsterdam - correct_answer: C - question_score: '10' - 2: - question_text: Which of these codes has used the correct symbol(s)? - mp_choice_options: - - option: |- - ``` - {while} name = Hedy - ``` - feedback: 'No' - - option: |- - ``` - {while} age = 24 - ``` - feedback: 'No' - - option: |- - ``` - {while} time > 0 - ``` - feedback: Yes! - - option: |- - ``` - {while} answer == yes' - ``` - feedback: A quotation mark is missing - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' 3: question_text: Which command should be filled in on the two blanks? code: |- _ age >= 18 print 'you are not allowed in this bar' - mp_choice_options: - - option: '`{in}`' - feedback: That's not it - - option: '`{while}`' - feedback: You are right - - option: '`{for}`' - feedback: That's not it - - option: '`{range}`' - feedback: That's not it - hint: You are not allowed in the bar as long as you are 17 or younger - correct_answer: B - question_score: '10' 4: - question_text: What's wrong with this code? code: |- options = 1, 2, 3, 4, 5, 6 print 'Throw 6 as fast as you can!' @@ -3454,11 +1620,7 @@ levels: feedback: That's not it - option: In line 5 != should have been used instead of == feedback: You are correct - hint: There is something wrong in line 5 - correct_answer: D - question_score: '10' 5: - question_text: What should be placed on the blank to make this program work correctly? code: |- wetness = 10 while wetness != 0 @@ -3477,9 +1639,6 @@ levels: feedback: You are correct! - option: = wetness + 1 feedback: The program should count down - hint: wetness should get less each time - correct_answer: C - question_score: '10' 6: question_text: what is wrong with this code? code: |- @@ -3497,25 +1656,8 @@ levels: feedback: No that's not right - option: Line 2 should start with less indentation feedback: That is correct - hint: Look closely at the indentation - correct_answer: D - question_score: '10' 7: question_text: How should this program be changed to that it works? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' mp_choice_options: - option: '... change the first {if} into a {while}' feedback: Perfect! @@ -3525,32 +1667,9 @@ levels: feedback: That's not quite right. - option: '... change the fourth {if} into a {while}' feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: A - question_score: '10' 8: - question_text: Which statement is true about this automated toilet system? - code: |- - {while} toilet == 'occupied' - lights = 'on' - air_freshener_sprays = 'yes' - {sleep} 60 - lights = 'off' - air_freshener_sprays = 'no' - mp_choice_options: - - option: The lights and air freshener will turn off after 1 minute - feedback: False! - - option: The air freshener sprays once every minute and the lights stay on the whole time while you are on the toilet - feedback: Great job - - option: The air freshener sprays once you leave the toilet. - feedback: It only sprays when you're in there. - - option: The lights will always stay on. - feedback: That wouldn't be right. hint: The block after the while command keeps happening while the toilet is occupied. - correct_answer: B - question_score: '10' 9: - question_text: What will the diet app say if you have eaten 1600 calories today? code: |- chocolate = {ask} 'How many calories have you eaten today?' {while} calories <= 1000 @@ -3568,16 +1687,7 @@ levels: feedback: Yes! - option: You have eaten enough for today feedback: 'No' - hint: 1600 is between 1000 and 2000 - correct_answer: C - question_score: '10' 10: - question_text: 'What should be filled in in the blanks? Tip: the player with the most points is in the lead.' - code: |- - name_player_1 = {ask} 'Name player 1:' - name_player_2 = {ask} 'Name player 2:' - {while} points_player_1 > points_player_2 - {print} _ ' is in the lead right now!' mp_choice_options: - option: name_player_1 feedback: You are right! @@ -3587,105 +1697,20 @@ levels: feedback: You should fill in a name, not a number - option: points_player_2 feedback: You should fill in a name, not a number - hint: You win the game by having the most points. Your name should appear on the screen - correct_answer: A - question_score: '10' 16: - 1: - question_text: Which command should be filled in on the blanks to print a random snack? - code: |- - snacks = nachos, chips, cucumber, sweets - {print} _ - mp_choice_options: - - option: '`snacks {at} {random}`' - feedback: This is the old way. - - option: '`[{random} snack]`' - feedback: The order is wrong. - - option: '`snacks[{random}]`' - feedback: Correct - - option: '`snacks[{at} {random}]`' - feedback: We do not need `at`anymore - hint: We no longer use {at} - correct_answer: C - question_score: '10' 2: - question_text: What should be filled in on the blanks if you want a list of what chores are done by whom? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chores = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} _ - mp_choice_options: - - option: |- - ``` - friends[i] has to do chores [i] - ``` - feedback: Mind the spacing. - - option: |- - ``` - friends[1] has to do chores[1] - ``` - feedback: It will print 3 times that Wesley has to do the cooking - - option: |- - ``` - chores[i] ' has to do ' friends[random] - ``` - feedback: The person has to do the chore, not the other way around - - option: |- - ``` - friends[i] ' has to do ' chores[i] - ``` - feedback: Fantastic! - hint: '`i` tells us what item in the list it is. So friend 1 does chore 1 etc.' - correct_answer: D - question_score: '10' 3: - question_text: What is a possible output for this program? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chore = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} friends[i] has to do chores[i] - mp_choice_options: - - option: |- - ``` - Wesley has to do the cooking - Eric has to do the cleaning - Kaylee has to do nothing - ``` - feedback: Super! - - option: |- - ``` - Kaylee has to do the cooking - Wesley has to do the cleaning - Eric has to do nothing - ``` - feedback: No, it is not random. - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cleaning - Wesley has to do the nothing - ``` - feedback: Poor Wesley! - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cooking - Wesley has to do the cooking - ``` - feedback: That's not it - hint: It's not random... - correct_answer: A - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - friends = ['Jaylee', 'Erin', 'Fay'] - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 0 {to} 3 - print 'the lucky number of ' friends[i] - print 'is ' lucky_numbers[i] mp_choice_options: - option: The variable in line 4 should be 'friend[i]', not 'friends[i]' feedback: That is not right. @@ -3695,16 +1720,7 @@ levels: feedback: It's not a variable, it's just text. - option: '{in} in line 3 should be removed' feedback: That's not it - hint: There's nothing wrong with line 4 - correct_answer: B - question_score: '10' 5: - question_text: Which line should be filled in in the blank? - code: |- - animals = ['dog', 'cow', 'horse'] - _ - {for} i {in} {range} 1 {to} 3 - {print} 'the ' animals[i] ' says ' sounds[i] mp_choice_options: - option: noises = ['moo', 'woof', 'neigh'] feedback: Mind the variable name and the order of the sounds. @@ -3714,487 +1730,3 @@ levels: feedback: Don't forget the quotation marks! - option: sounds = ['woof', 'moo', 'neigh'] feedback: Great job! - hint: Look at line 1 to see proper use of brackets and quotation marks. - correct_answer: D - question_score: '10' - 6: - question_text: Which statement is true? - code: |- - people = ['Chris', 'Jaylino', 'Ryan'] - games = ['fortnite', 'minecraft', 'fifa'] - {for} o {in} {range} 1 {to} 3 - {print} people[o] ' likes ' games[o] - mp_choice_options: - - option: You are not allowed to use the variable o. It should be named i. - feedback: i is the most commonly used variable name in this case, but it's not mandatory to use i. - - option: The output will say that Jaylino likes fortnite. - feedback: No, he likes minecraft. - - option: The output will say that Ryan likes fifa - feedback: Correct - - option: This code will not work. It will give and error. - feedback: No, the code is correct. - hint: There is nothing wrong with this code. - correct_answer: C - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - people = ['Savi', 'Senna', 'Fayenne'] - transportation = ['bike', 'train', 'car'] - {for} i {in} {range} 1 {to} 3 - {print} people[i] goes to school by transportation[i] - mp_choice_options: - - option: Line 1 needs less quotation marks - feedback: That is not right. - - option: Line 3 should start with indentation - feedback: It should not! - - option: Line 4 should start without indentation - feedback: It should not - - option: Line 4 needs more quotation marks. - feedback: Amazing! - hint: There is a mistake made in the usage of quotation marks. - correct_answer: D - question_score: '10' - 8: - question_text: Which of these codes belongs to this output? - code: |- - Macy and Kate get to go first - Lionell and Raj get to go second - Kim and Leroy get to go third - mp_choice_options: - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 0 {to} 3 - {print} teams[random] ' get to go ' position[i] - ``` - feedback: This is not right - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: Amazing! - - option: |- - ``` - teams = ['Macy', 'Kate', 'Lionell', 'Raj', 'Kim', 'Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 6 - {print} teams[random] ' get to go ' position[random] - ``` - feedback: This is not it. - - option: |- - ``` - teams = ['Macy and Kate' 'Lionell and Raj' 'Kim and Leroy'] - position = ['first' 'second' 'third'] - {for} teams {in} {range} 0 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: This is not going to work! - hint: If you look carefully at the first line, you'll see that only the first two answers are possibly correct. - correct_answer: B - question_score: '10' - 9: - question_text: What is a possible output for this code? - code: |- - countries = ['Canada', 'Zimbabwe', 'New Zealand'] - {for} i {in} {range} 0 {to} 1 - {print} 'I will travel to ' countries[random] - mp_choice_options: - - option: |- - ``` - I will travel to Canada - I will travel to Canada - ``` - feedback: Great job! - - option: |- - ``` - I will travel to Canada - ``` - feedback: It will be repeated twice - - option: |- - ``` - I will travel to Canada, Zimbabwe and New Zealand - ``` - feedback: This is not it. - - option: |- - ``` - I will travel to Canada - I will travel to Zimbabwe - I will travel to New Zealand - ``` - feedback: It's only repeated twice - hint: Range 0 to 1 is 2 times - correct_answer: A - question_score: '10' - 10: - question_text: Which 3 lines will complete this code correctly? - code: |- - {print} 'The book raffle will start soon' - {print} 'Get your tickets now!' - books = ['Narnia', 'The Hobbit', 'Oliver Twist', 'Harry Potter', 'Green eggs and ham'] - people = {ask} 'How many raffle tickets are sold?' - list_of_numbers = [1, 2] - {for} i {in} {range} 3 {to} people - {add} i {to} list_of_numbers - {for} i {in} {range} 1 {to} 5 - mp_choice_options: - - option: |- - ``` - chosen_number = list_of_numbers at random - print books[i] ' will go to person number ' chosen_number - {add} chosen_number {to} list_of_numbers - ``` - feedback: Almost there... but adding the winner to the list makes this raffle unfair - - option: |- - ``` - print person[i] ' wins ' book[i] - ``` - feedback: There is no list called 'person' - - option: |- - ``` - chosen_number = list_of_numbers[people] - print books[people] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: This is not it. - - option: |- - ``` - chosen_number = list_of_numbers[random] - print books[i] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: Fantastic! - hint: You need to use the {remove} command - correct_answer: D - question_score: '10' - 17: - 1: - question_text: What is the output of this code? - code: |- - minions = ['Bob', 'Kevin', 'Stuart'] - {for} x in minions: - {print} x - mp_choice_options: - - option: |- - ``` - m i n i o n s - ``` - feedback: This is not it. - - option: |- - ``` - Bob - Kevin - Stuart - ``` - feedback: Correct! - - option: |- - ``` - minions - minions - minions - ``` - feedback: Take a look at the content of your list. - - option: |- - ``` - B o b K e v i n S t u a r t - ``` - feedback: Do not loop through the letters. - hint: Loop through your list. - correct_answer: B - question_score: '10' - 2: - question_text: What is wrong with this code? - code: |- - seconds_minute = 60 - minute_hour = 60 - hour_day = 24 - leap_year = 366 - no_leap_year = 365 - years = ask 'what year is it?' - {if} years = 2024: - print seconds_minute * minute_hour * hour_day * leap_year - {else}: - print seconds_minute * minute_hour * hour_day * noleap_year - mp_choice_options: - - option: You cannot have so many variables. - feedback: This is not it. - - option: The way the variables are multiplied is incorrect. - feedback: Not true! - - option: One of the variables `noleap_year` does not belong with the `{if}` statement. - feedback: Keep looking for the mistake. - - option: The `noleap_year` has to be identical in both cases. - feedback: Correct! - hint: Read the code carefully. - correct_answer: D - question_score: '10' - 3: - question_text: How many hedgehogs will this code print? - code: |- - {for} x in range 1 to 3: - {for} y in range 1 to 2: - {print} 🦔 - mp_choice_options: - - option: |- - ``` - 🦔 - 🦔 - 🦔 - ``` - feedback: Try again. - - option: |- - ``` - 🦔 - 🦔 - ``` - feedback: One more try. - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: Well done! - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating. - correct_answer: C - question_score: '10' - 4: - question_text: What is wrong with code? - code: |- - name_color = {ask} 'What is your favorite color?' - {if} name_color == 'red': - {print} 'the color of a tomato' - {elif} name_color == 'green': - {print} 'the color of an apple' - {elif} name_color == 'blue': - {print} 'the color of a blueberry' - {elif} name_color == 'yellow': - {print} 'the color of a banana' - {elif}: - {print} 'this fruit-color does not exist' - mp_choice_options: - - option: The first `{elif}` should be used before the `print` command - feedback: Try again. - - option: '`{elif}` can only be used once' - feedback: From now on we can use elif multiple times. - - option: '`==` used with `{elif}` should be replaced by `=`' - feedback: Not correct. - - option: '`{elif}` in the last line should be replaced by `{else}`' - feedback: Great! - hint: Think about `{if}`, `{elif}`, `{else}`. - correct_answer: D - question_score: '10' - 5: - question_text: What is the output of this code? - code: |- - numbers = [7, 19, 29, 41, 53, 71, 79, 97] - {for} prime in numbers: - {if} prime <= 10: - {print} prime - {elif} prime >= 60: - {print} prime - {elif} prime >= 90: - {print} prime - {else}: - {print} 'another number' - mp_choice_options: - - option: |- - ``` - 7 - another number - another number - another number - another number - 71 - 79 - 97 - ``` - feedback: Well done! - - option: |- - ``` - another number - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: Try again. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - another number - ``` - feedback: One more try. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating and the values of if and elif. - correct_answer: A - question_score: '10' - 6: - question_text: What is wrong with code? - code: |- - name = {ask} 'What is your name?' - {if} name == 'Hedy': - password = {ask} 'What is your password?' - {if} password =='turtle123': - {print} 'Yey' - {else}: - {print} 'Access denied' - {else}: - {print} 'Go fish' - mp_choice_options: - - option: '`{elif}` is missing.' - feedback: Try again. - - option: '`{else}` can only be used once.' - feedback: From now on we can use elif multiple times. - - option: Nothing! - feedback: There is a mistake. Look carefully! - - option: There is an indentation mistake in the last line. - feedback: Amazing! - hint: There is a mistake somewhere... - correct_answer: D - question_score: '10' - 7: - question_text: Which of the following codes will print five times 'the result is 3' on the screen? - mp_choice_options: - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - result = n * 1 - {print} 'The result is ' result - ``` - feedback: Try again! - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} u in numbers: - number = u - {print} 'The result is ' number - ``` - feedback: That is not it. - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} number in numbers: - number = 3 - {print} 'The result is ' number - ``` - feedback: Very good! - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - n = result - {print} 'The result is ' result - ``` - feedback: That is not it. - hint: Think about mathematical symbols. - correct_answer: C - question_score: '10' - 8: - question_text: What is wrong with code? - code: |- - insects = ['🐝', '🦋', '🕷', '🐞'] - your_favorite = {ask} 'what is your favorite insect?' - {for} insect in insects: - {if} your_favorite == '🐝' {or} your_favorite == '🐞': - {print} 'very useful' - {elif} your_favorite == '🕷': - {print} 'it can catch mosquitoes' - {else}: - {print} 'almost all insects can be useful one way or another' - mp_choice_options: - - option: '`{or}` cannot be used with `{if}`.' - feedback: Try again. - - option: In the `{for}` command `insect` should be `insects`. - feedback: Not true. - - option: Nothing! - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 9: - question_text: Which one of the codes below gave this output? - code: |- - -5 is negative - -4 is negative - -3 is negative - -2 is negative - -1 is negative - 0 is positive - 1 is positive - 2 is positive - 3 is positive - mp_choice_options: - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Try again! - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number <= 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - - option: "```\n {for} number in range -5 to 3:\n {if} number >= 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Very good! - - option: "```\n {for} number in range -5 to 3:\n {if} number < 0: \n {print} number ' is positive'\n {elif} number <=0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 10: - question_text: What is wrong with this code? - code: |- - {for} number in range 1 to 5: - volume_room = num * num * num - {print} volume_room ' cubic meters' - {if} volume_room > 100: - {print} 'this is a large room' - {elif} volume_room < 100: - {print} 'small room but cosy' - {else}: - {print} 'i will look for something else' - mp_choice_options: - - option: The word num needs quotation marks. - feedback: Try again. - - option: The `{if}` command is not used correctly. - feedback: Not true. - - option: Line 3 should be `volume_room = number * number * number`. - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' diff --git a/content/quizzes/fa.yaml b/content/quizzes/fa.yaml index a69f0f86c61..de901cca12d 100644 --- a/content/quizzes/fa.yaml +++ b/content/quizzes/fa.yaml @@ -1,19 +1,5 @@ levels: 1: - 1: - question_text: What's this programming language called? - mp_choice_options: - - option: Hedy - feedback: Good job! - - option: Heddy - feedback: Not this one! - - option: Haydie - feedback: Not this one! - - option: Heidi - feedback: Not this one! - hint: It's named after Hedy Lamarr. - correct_answer: A - question_score: '10' 2: question_text: Which command makes text appear? code: ___ Hello! @@ -39,40 +25,9 @@ levels: ``` feedback: With `{ask}`, you can ask a question. hint: _?_ Hello world! - correct_answer: B - question_score: '10' 3: - question_text: How do you ask what someone's favorite color is? - mp_choice_options: - - option: |- - ``` - {print} What is your favorite color? - ``` - feedback: '`{print}` prints text, but it doesn''t ask questions.' - - option: |- - ``` - {ask} {print} What is your favorite color? - ``` - feedback: You only need one command, not two. - - option: |- - ``` - {ask} What is your favorite color? - ``` - feedback: Great! - - option: |- - ``` - {echo} What is your favorite color? - ``` - feedback: '`{echo}` repeats your answer back to you.' hint: You can {ask} something with the {ask} command - correct_answer: C - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - Hi Im Hedy! - {ask} Who are you? - {echo} Hi... mp_choice_options: - option: '`{print}` in line 1 is missing.' feedback: Correct! @@ -82,11 +37,7 @@ levels: feedback: '`{echo}` is a command, there''s another mistake.' - option: Nothing! This is a perfect code! feedback: Wrong, look carefully! - hint: Line 1 doesn't seem right - correct_answer: A - question_score: '10' 5: - question_text: Which command is missing in line 2? code: |- {ask} What is your favorite pet? _?_ So your favorite pet is... @@ -111,49 +62,7 @@ levels: {echo} ``` feedback: Right on! - hint: You want to see the answer at the end of line 2... - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - {print} Hi im Hedy! - {print} Which football team do you support? - {echo} You support... - {print} Cool! Me too! - mp_choice_options: - - option: In line 1 `{print}` should be replaced with `{ask}`. - feedback: '`{print}` in line 1 is correct.' - - option: In line 2, `{print}` should be replaced with `{ask}`. - feedback: Great! You paid attention! - - option: Line 3 has to begin with `{print}` instead of `{echo}`. - feedback: '`{echo}` is correct.' - - option: In line 4, `{print}` is spelled wrong. - feedback: No, there is a mistake somewhere else - hint: Check the `{print}` commands. - correct_answer: B - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - {print} Welcome at Hedys restaurant! - {ask} What would you like to eat? - {echo} So you want to order ... - {print} Coming right up! Enjoy! - mp_choice_options: - - option: In line 1 `{print}` needs to be replaced with `{ask}` - feedback: Are you sure something is wrong? - - option: In line 1 `{print}` needs to be replaced with `{echo}` - feedback: Are you sure something's wrong? - - option: In line 3 `{echo}` needs to be replaced with `{print}` - feedback: Are you sure something is wrong? - - option: Nothing! This is a perfect code! - feedback: Correct! - hint: Check the code line by line - correct_answer: D - question_score: '10' 8: - question_text: How do you use the `{echo}` command? mp_choice_options: - option: You can use it to `{ask}` a question. feedback: That's what `{ask}` is for! @@ -163,33 +72,8 @@ levels: feedback: Good job! - option: You can use it to make text disappear. feedback: That's not right... - hint: '`{echo}` is used after an `{ask}` command.' - correct_answer: C - question_score: '10' - 9: - question_text: What's wrong with this code? - code: |- - {print} Hello! - {print} How are you doing? - {echo} So you are doing... - mp_choice_options: - - option: '`{print}` in line 1 should be `{ask}`' - feedback: No, `{print}` is right. Where is the question being asked? - - option: '`{print}` in line 2 should be `{ask}`' - feedback: Super! - - option: '`{echo}` in line 3 should be `{ask}`' - feedback: No, `{echo}` is right. Where is the question being asked? - - option: Nothing. This is a perfect code! - feedback: Look carefully for the mistake... - hint: '`{ask}` allows you to ask a question' - correct_answer: B - question_score: '10' 10: question_text: Which output will be in your outputscreen after you've run this code? - code: |- - {ask} Are you ready to go to level 2? - {echo} - {echo} mp_choice_options: - option: Are you ready to go to level 2? feedback: There are two echo commands @@ -203,12 +87,8 @@ levels: Are you ready to go to level 2? Yes! feedback: There are two echo commands - hint: Let's go! - correct_answer: B - question_score: '10' 2: 1: - question_text: Which statement is true? mp_choice_options: - option: In level 2 the `{print}` command doesn't exist anymore feedback: '`{print}` still works' @@ -219,84 +99,7 @@ levels: - option: In level 2 all the level 1 commands still work feedback: No one command doesn't work anymore. hint: '`{print}` and `{ask}` still exist.' - correct_answer: C - question_score: '10' - 2: - question_text: Which code is correct? - mp_choice_options: - - option: |- - ``` - name {is} {ask} What is your name? - ``` - feedback: Super! - - option: |- - ``` - {ask} {is} name What is your name - ``` - feedback: The words are right, the order is not! - - option: |- - ``` - {ask} What is your name? - ``` - feedback: This worked in level 1, but in level 2 and up it works differently. - - option: |- - ``` - {ask} What is your name? {is} name - ``` - feedback: The words are right, the order isn't! - hint: '`{ask}` doesn''t work like in level 1' - correct_answer: A - question_score: '10' - 3: - question_text: What appears on your output screen when you run this code? - code: |- - name {is} Marleen - {print} name goes to the market and she buys an apple. - mp_choice_options: - - option: name goes to the market and she buys an apple. - feedback: The word name is replaced with Marleen - - option: Marleen goes to the market. - feedback: The second part of the sentence isn't left out! - - option: Marleen goes to the market and she buys an apple. - feedback: Right on! - - option: Marleen goes to the market and Marleen buys an apple. - feedback: She is not replaced with the name - hint: The word name is replaced with Marleen - correct_answer: C - question_score: '10' - 4: - question_text: What will you see on the output screen when you run this code? - code: |- - name {is} Hedy - {print} Hi my name is name - mp_choice_options: - - option: Hi my name is name - feedback: The variable name is replaced with Hedy - - option: Hi my name is Hedy - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is name - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is Hedy - feedback: Correct, this mistake will be fixed in level 4! - hint: '''name'' is being replaced with ''Hedy'' in both places' - correct_answer: D - question_score: '10' - 5: - question_text: What happens when you use the `{sleep}` command? - mp_choice_options: - - option: It slows down your computer - feedback: fortunately not! - - option: It closes down Hedy - feedback: fortunately not! - - option: Your program pauses for a second and then continues - feedback: That's right! - - option: You put it at the end so Hedy knows your program is finished - feedback: No it would be useless at the end of your code - hint: The computer waits for a second at the `{sleep}` command - correct_answer: C - question_score: '10' 6: - question_text: What should be on the lines? code: |- {print} And the award for best programming language goes to... _?_ @@ -322,116 +125,17 @@ levels: {ask} ``` feedback: There is no question there to be asked - hint: Pause for dramatic effect... - correct_answer: A - question_score: '10' 7: - question_text: What command should be used on line 2? code: |- {print} I will explode in 3 seconds! _?_ {print} BOOM! - mp_choice_options: - - option: |- - ``` - {print} 3 - ``` - feedback: You don't need to `{print}` - - option: |- - ``` - {sleep} 3 - ``` - feedback: Perfect! - - option: |- - ``` - {sleep} - ``` - feedback: This way the bomb will explode in 1 second - - option: |- - ``` - {sleep} {sleep} {sleep} - ``` - feedback: Make it easier on yourself by using the number 3 - hint: You want the computer to wait for 3 seconds - correct_answer: B - question_score: '10' - 8: - question_text: How would you correct the first line of code? - code: |- - {ask} {is} How old are you? - {print} age - mp_choice_options: - - option: |- - ``` - age {ask} {is} How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - {ask} {is} age How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - age {is} {ask} How old are you? - ``` - feedback: You get it! - - option: |- - ``` - age {is} How old are you? - ``` - feedback: Where is the `{ask}` command? - hint: The variable name should come first - correct_answer: C - question_score: '10' - 9: - question_text: What is going wrong in this code? - code: |- - dogs {is} animal - {print} I love animal - mp_choice_options: - - option: 'Line 1 should say: dogs `{is}` animals' - feedback: The variable name is animal - - option: 'Line 1 should say: animal `{is}` dogs' - feedback: Great! - - option: 'Line 2 should say: `{print}` I love animals' - feedback: The variable name is animal - - option: 'Line 2 should say: `{sleep}` I love animals' - feedback: Sleep is not used to `{print}` text - hint: You want to `{print}` 'I love dogs' - correct_answer: B - question_score: '10' 10: - question_text: What command should be used on the line 1? code: |- flavor {is} _?_ {print} Your favorite icecream is... {sleep} {print} flavor - mp_choice_options: - - option: |- - ``` - {sleep} 3 - ``` - feedback: You want to know the favorite flavor! - - option: |- - ``` - {print} strawberries - ``` - feedback: You do not want a `{print}` command at the middle of the line... - - option: |- - ``` - strawberries, chocolate, vanilla - ``` - feedback: This way you are making a list. You don't want that now. - - option: |- - ``` - {ask} What flavor icecream do you like? - ``` - feedback: That's right! - hint: You want to `{ask}` a question - correct_answer: D - question_score: '10' 3: 1: question_text: What command do you use to let Hedy pick something arbitrarily? @@ -456,14 +160,7 @@ levels: {at} {random} ``` feedback: Correct! - hint: Arbitrarily means without a plan or randomly. - correct_answer: D - question_score: '10' 2: - question_text: What's wrong with this code? - code: |- - animals {is} dog cat cow - {print} animals {at} {random} mp_choice_options: - option: 'You need commas in line 1: dog, cat, cow.' feedback: Good job! @@ -473,155 +170,15 @@ levels: feedback: animals is correct. - option: '`{at} {random}` is spelled incorrectly' feedback: '`{at} {random}` is the correct spelling' - hint: There's something wrong in line 1 - correct_answer: A - question_score: '10' 3: question_text: How do you fix the mistake in line 2 of this code? - code: |- - options {is} rock, paper, scissors - {print} rock, paper, scissors {at} {random} - mp_choice_options: - - option: |- - ``` - {at} {random} {print} options - ``` - feedback: You're almost there. The order of the words isn't right yet. - - option: |- - ``` - {print} rock {at} {random} - ``` - feedback: you don't always want the Hedy to {print} rock, sometimes you want scissors or paper. - - option: |- - ``` - {print} options {at} {random} - ``` - feedback: Very good! - - option: Nothing, the code is correct! - feedback: Look carefully for the mistake - hint: The variable (the list) is called options. - correct_answer: C - question_score: '10' - 4: - question_text: What should change in line 2 to print a random price? - code: |- - prices {is} 1 dollar, 100 dollar, 1 million dollar - {print} price {at} {random} - mp_choice_options: - - option: |- - ``` - {print} price - ``` - feedback: You don't want to `{print}` the word price, but you want to `{print}` one price out of your list `{at} {random}` - - option: |- - ``` - {print} prices {at} {random} - ``` - feedback: Great! You've really paid attention. - - option: |- - ``` - {print} {at} {random} price - ``` - feedback: '`{at} {random}` is placed behind the variable.' - - option: Nothing, this code is alright. - feedback: Look carefully for the mistake you missed! - hint: The variable name is prices - correct_answer: B - question_score: '10' - 5: - question_text: What is wrong in this code? - code: |- - question {is} {ask} What do you want to know? - {print} question - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 1 needs to say `{print}` instead of `{ask}` - feedback: No, that's not wrong. - - option: Line 2 needs to say `{ask}` instead of `{print}` - feedback: No that's not wrong. - - option: Line 2 needs to say answers `{at} {random}` `{is}` yes, no, maybe - feedback: No, that's not wrong. - - option: Nothing, this code is perfect - feedback: That's right! - hint: Does this code even have a mistake? - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 2 needs to say question instead of answers - feedback: No that's not right - - option: Line 2 needs the `{is}` command - feedback: Correct - - option: Line 3 needs to say answer instead of answers - feedback: No the variable's called answers - - option: Nothing! This code is great! - feedback: Actually, line 2 has a mistake. - hint: There is something wrong with line 2. - correct_answer: B - question_score: '10' - 7: - question_text: What does the `{add}` command do? - code: |- - books {is} Harry Potter, The Hobbit, Green Eggs and Ham - your_book {is} {ask} What is your favorite book? - {add} your_book {to} books - {print} books {at} {random} - mp_choice_options: - - option: The `{add}` command removes a random book from the list - feedback: The remove command removes, the add command adds - - option: The `{add}` command adds a random book to a list - feedback: It doesn't. It adds your answer to the list! - - option: The `{add}` command adds your favorite book to the list - feedback: Correct! - - option: The `{add}` command prints your favorite book. - feedback: No, it adds your favorite book to the list - hint: The `{add}` command adds a book, but which one? - correct_answer: C - question_score: '10' - 8: - question_text: What is the output of this code? - code: |- - crisps {is} sea salt, paprika, sour cream - {remove} sea salt {from} crisps - {remove} paprika {from} crisps - {print} crisps {at} {random} - mp_choice_options: - - option: You can't tell, because Hedy will `{print}` one of the 3 flavors `{at} {random}` - feedback: Take a look at the `{remove}` commands - - option: sea salt - feedback: sea salt is removed from the list - - option: paprika - feedback: Paprika is removed from the list - - option: sour cream - feedback: That's right! - hint: There are 3 flavors, bit 2 are removed. Which one remains? - correct_answer: D - question_score: '10' 9: - question_text: What's wrong with this code? code: |- colors {is} blue, purple, green chosen_color {is} {ask} Which haircolor wouldn't your like to have? {remove} chosen_color {from} colors {print} I will dye my hair color {at} {random} - mp_choice_options: - - option: 'Line 3 should say: `{remove}` blue `{from}` colors' - feedback: Maybe you want blue hair though! - - option: Line 3 should have an `{add}` command instead of a `{remove}` command - feedback: You want to remove the chosen color so `{remove}` is right. - - option: In line 4 the variable should be called colors instead of color - feedback: Great job! - - option: Nothing, this is a correct code! - feedback: Find the mistake! hint: Look at line 3 - correct_answer: C - question_score: '10' 10: question_text: What should be on the _?_? code: |- @@ -652,8 +209,6 @@ levels: ``` feedback: This increased the change that the person who walked yesterday now has to do it again. That's mean. hint: The person who walked the dog yesterday should be removed from the list. - correct_answer: A - question_score: '10' 4: 1: question_text: Which of these is true? @@ -666,11 +221,7 @@ levels: feedback: '`{at} {random}` still works' - option: '`{at} {random}` now needs quotation marks' feedback: No, but 2 other commands do. - hint: In level 4 you need quotation marks for 2 commands. - correct_answer: A - question_score: '10' 2: - question_text: Which code uses the proper quotation marks? mp_choice_options: - option: |- ``` @@ -692,11 +243,7 @@ levels: {print} ,hello, ``` feedback: This is a comma, you need quotation marks. - hint: Pick the right quotation marks. - correct_answer: B - question_score: '10' 3: - question_text: Where are the quotation marks used correctly? mp_choice_options: - option: |- ``` @@ -718,28 +265,7 @@ levels: {print} 'Hi Im Hedy' ``` feedback: Perfect! - hint: Both before and after the words you want to print should be a quotation mark. - correct_answer: D - question_score: '10' - 4: - question_text: Which statement is true? - mp_choice_options: - - option: 'You need quotation marks around the word `{print}`, like this: `''{print}''`.' - feedback: The quotation marks shouldn't be around the command itself. - - option: You need quotation marks around the words you want to print. - feedback: Super! - - option: You do not need quotation marks when using the `{ask}` command - feedback: Both `{print}` and `{ask}` require quotation marks - - option: You can choose yourself whether to use quotation marks or not. - feedback: Unfortunately, Hedy is stricter than that. - hint: From level 4 on you need to use quotation marks. - correct_answer: B - question_score: '10' 5: - question_text: What has to be changed in order for the game to work? - code: |- - options {is} rock, paper, scissors - {print} 'options {at} {random}' mp_choice_options: - option: |- ``` @@ -758,89 +284,9 @@ levels: feedback: That's right - option: Nothing, the game already works! feedback: Look carefully. There is an error. - hint: You don't want Hedy to literally print 'options {at} {random}', you want it to print 'rock' or 'paper' or 'scissors'. - correct_answer: C - question_score: '10' 6: - question_text: What would be a good next line in this code? - code: prices {is} 1 dollar, 100 dollars, 1 million dollars - mp_choice_options: - - option: |- - ``` - {print} 'You win...' prices {at} {random} - ``` - feedback: Great! You get it! - - option: |- - ``` - {print} You win... 'prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}' - - option: |- - ``` - {print} You win... prices {at} {random} - ``` - feedback: You need some quotation marks! - - option: |- - ``` - {print} 'You win... prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}'' hint: 'Think carefully: what is a variable and should be outside of the quotation marks? And what are normal words that should be inside?.' - correct_answer: A - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: Correct! - - option: Quotation marks are missing in line 2 - feedback: A variable doesn't need quotes - - option: Quotation marks are missing in line 3 - feedback: You don't want Hedy to literally print 'answers {at} {random}' so no quotation marks needed here! - - option: Nothing, this code is good as is! - feedback: Look carefully. You missed a mistake! - hint: Check each line on whether they'd need quotation marks or not. - correct_answer: A - question_score: '10' - 8: - question_text: What would be a good next line for this code? - code: |- - {print} 'Welcome at the money show!' - {print} 'In front of you are 3 doors' - door {is} {ask} 'Which door do you choose?' - mp_choice_options: - - option: |- - ``` - {print} So you pick door door - ``` - feedback: We need quotation marks - - option: |- - ``` - {print} 'So you pick ' door door - ``` - feedback: If the player chooses door 3, Hedy will say 'So you pick 3 3 - - option: |- - ``` - {print} 'So you pick door ' door - ``` - feedback: Super! - - option: |- - ``` - {print} 'So you pick door door' - ``` - feedback: Hedy will literally print 'So you pick door door - hint: The second word door should be replaced with the number, the first should still be the word door... - correct_answer: C - question_score: '10' 9: - question_text: What will never appear in your output screen? - code: |- - clubs {is} Real Madrid, Bayern Munchen, Manchester United, Ajax - {print} clubs {at} {random} ' is going the win the champions league' mp_choice_options: - option: Ajax is going to win the champions league feedback: Hedy could `{print}` that @@ -850,27 +296,6 @@ levels: feedback: Hedy could `{print}` that - option: FC Barcelona is going to win the champions league feedback: That's right. It's not in the list - hint: What are Hedy's options to randomly pick from? - correct_answer: D - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - people {is} mom, dad, Emma, Sophie - {print} The dishes are done by... - {print} people {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: A list doesn't need quotation marks - - option: Quotation marks are missing in line 2 - feedback: Correct - - option: Quotation marks are missing in both line 2 and 3 - feedback: Line 3 doesn't need quotation marks because it's not printed literally - - option: Nothing, this code has no mistakes - feedback: You missed one! - hint: One line needs quotation marks, because you want it to be printed literally. - correct_answer: B - question_score: '10' 5: 1: question_text: What is true? @@ -888,79 +313,8 @@ levels: - option: In level 5 `{ask}` and `{print}` work the same as in level 4 feedback: Correct! hint: We have only learned a new command in level 5. - correct_answer: D - question_score: '10' - 2: - question_text: What appears in your output screen when you type in the name Hedy? - code: |- - name {is} {ask} 'What is your name?' - {if} name {is} Hedy {print} 'fun' {else} {print} 'less fun' - mp_choice_options: - - option: fun - feedback: That's right! - - option: less fun - feedback: If the name is Hedy, it will say 'fun'' - - option: Hedy - feedback: No, it doesn't print the name - - option: Error - feedback: Fortunately not! - hint: '`{if}` name `{is}` Hedy `{print}` ...?' - correct_answer: A - question_score: '10' 3: - question_text: What is the right password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct! - feedback: This is printed when you type in the correct password - - option: SECRET - feedback: That's right!' - - option: password - feedback: The password isn't password... - - option: ALARM INTRUDER - feedback: This is printed when you type in the incorrect password! hint: '`{if}` password `{is}` ... `{print}` ''Correct!''!''' - correct_answer: B - question_score: '10' - 4: - question_text: What does Hedy print when you type in the wrong password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct - feedback: That's printed if the correct answer is given, not the wrong one... - - option: SECRET - feedback: That's not the right answer - - option: Wrong! - feedback: No, this is not what Hedy will print - - option: ALARM! INTRUDER! - feedback: Great job! - hint: Your computer will sound the alarm for intruders! - correct_answer: D - question_score: '10' - 5: - question_text: Why will Hedy say 'ALARM! INTRUDER' when you type in 'secret'? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Because it needs to be in capitals, so SECRET - feedback: Indeed! - - option: Because the password is alarm - feedback: No, this is not the password. - - option: Because it's spelled wrong. - feedback: That's not how you spell secret - - option: Because Hedy makes a mistake - feedback: No, Hedy is right - hint: The spelling of the word has to be exactly the same. - correct_answer: A - question_score: '10' 6: question_text: Which word should be on the place of the question mark in the last line? code: |- @@ -969,30 +323,6 @@ levels: club is {ask} 'Which club is your favorite?' {if} club {is} ajax {print} 'Ajax is going to win of course!' _?_ {print} 'Sorry, your club is gonna be in last place...' - mp_choice_options: - - option: |- - ``` - {if} - ``` - feedback: '`{if}` is already in the line above' - - option: |- - ``` - {at} {random} - ``` - feedback: No, you need `{else}`. - - option: |- - ``` - {else} - ``` - feedback: Great! - - option: |- - ``` - {print} - ``` - feedback: '`{print}` is already there, we need a word before it!' - hint: '`{if}` goes together with...?' - correct_answer: C - question_score: '10' 7: question_text: Which word should be in the place of the question mark? code: |- @@ -1021,9 +351,6 @@ levels: {print} ``` feedback: Awesome! - hint: After `{else}` a `{print}` command follows - correct_answer: D - question_score: '10' 8: question_text: Which word should be on the place of the question mark? code: |- @@ -1051,225 +378,15 @@ levels: {print} ``` feedback: No, that's not it. - hint: What the variable name? - correct_answer: B - question_score: '10' - 9: - question_text: Which door should you choose to escape?? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} - mp_choice_options: - - option: '1' - feedback: Bad choice! You're being eaten - - option: '2' - feedback: Super! You escaped! - - option: '3' - feedback: Bad choice! You're being eaten. - - option: It's a trap, you will always be eaten! - feedback: Luckily not! - hint: One of the doors will keep you safe.. - correct_answer: B - question_score: '10' - 10: - question_text: Which monster is standing behind door 1? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} - mp_choice_options: - - option: Hedy picks a random monster each time. - feedback: Awesome! - - option: vampire - feedback: Not always... - - option: werewolf - feedback: Not always... - - option: giant spider - feedback: Not always... - hint: Mind the last 3 words... monsters `{at} {random}`... - correct_answer: A - question_score: '10' 6: - 1: - question_text: What's Hedy's output when you run this code? - code: '{print} 2*10' - mp_choice_options: - - option: '20' - feedback: Correct! - - option: '12' - feedback: No, the plus sign is used in addition - - option: 2*10 - feedback: No, Hedy will calculate the answer - - option: '210' - feedback: Mind it's a calculation. - hint: The `*` is used as a multiplication sign - correct_answer: A - question_score: '10' 2: question_text: Which sign do you use for an addition? - mp_choice_options: - - option: '`-`' - feedback: That's not it - - option: plus - feedback: That's not it - - option: '`*`' - feedback: That's not it - - option: '`+`' - feedback: Correct! - hint: It's the plus sign. - correct_answer: D - question_score: '10' - 3: - question_text: What's Hedy's output when you run this code? - code: '{print} ''3*10''' - mp_choice_options: - - option: '30' - feedback: This would be the right answer if there were no quotation marks. - - option: '13' - feedback: Try again.. - - option: 3*10 - feedback: Correct! There are quotation marks, so Hedy will print it literally. - - option: Nothing, Hedy will give an error message. - feedback: No, Hedy will print it literally. - hint: Mind the quotation marks!! - correct_answer: C - question_score: '10' - 4: - question_text: Kim is 10 years old. What will Hedy print for her? - code: |- - name = {ask} 'How many letters are in your name?' - age = {ask} 'How old are you?' - luckynumber = name*age - {print} 'Your lucky number is...' luckynumber - mp_choice_options: - - option: '30' - feedback: Mind, Hedy also prints 'Your lucky number is...' - - option: '10' - feedback: Please try again. - - option: Your lucky number is... 30 - feedback: That's right! - - option: Your lucky number is... 10 - feedback: Her lucky number is name times age... - hint: 'Kim has 3 letters, she is 10 years old so: letters times age = 3*10 = 30.' - correct_answer: C - question_score: '10' - 5: - question_text: If 5 people eat at this restaurant, how much do they have to pay in total? - code: |- - {print} 'Welcome to Hedys!' - people = {ask} 'How many people are eating with us tonight?' - price = people * 10 - {print} 'That will be ' price 'dollar please' - mp_choice_options: - - option: 5 dollars - feedback: Unfortunately, it's not that cheap. - - option: 10 dollars - feedback: No, it's 10 dollars each. - - option: 15 dollars - feedback: The * means multiplication. - - option: 50 dollars - feedback: Great! - hint: '`price` `is` `people` `times` 10' - correct_answer: D - question_score: '10' 6: question_text: How much does a hamburger cost is this virtual restaurant? + 10: code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = 15 - {if} food {is} fries price = 6 - mp_choice_options: - - option: 15 dollars - feedback: Super! - - option: 6 dollars - feedback: The fries are 6 dollars - - option: 0 dollars - feedback: The hamburger isn't free! - - option: 21 dollars - feedback: That's the price for a hamburger and fries! - hint: Mind the fourth line. - correct_answer: A - question_score: '10' - 7: - question_text: Why does line 7 say 'price is price + 3' instead of 'price is 3'? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = price + 15 - {if} food {is} fries price = price + 6 - drinks is {ask} 'What would you like to drink?' - {if} drinks {is} coke price = price + 3 - {if} drinks {is} water price = price + 1 - {print} price ' dollars please' - mp_choice_options: - - option: It could have been `price = 3` just as well. - feedback: No, that's not true. Hedy needs to add 3 dollars to the total. - - option: Because Hedy doesn't understand `price = 3`. - feedback: Hedy would understand, but it wouldn't be right. - - option: Because Hedy would otherwise forget about the previous order. The price would be 3 dollars in total. - feedback: That's right! - - option: Because the price is 0 dollars to begin with. - feedback: That's true, but not the reason - hint: The price shouldn't be 3, but 3 dollars more than it already was - correct_answer: C - question_score: '10' - 8: - question_text: Why is this code incorrect? - code: |- - correct answer = 3*12 - answer = {ask} 'What is 3 times 12?' - {if} answer {is} correct answer {print} 'Good job!' - {else} {print} 'No... It was ' correct answer - mp_choice_options: - - option: There shouldn't be quotation marks in line 2 - feedback: No, there should be! - - option: The variable is called correct answer, but a variable's name can only be 1 word. So it should be correct_answer - feedback: Correct! - - option: The `{if}` and `{else}` commands should be in the same line. - feedback: No, that's not true. - - option: The variable in line 2 can't be called answer, because it is too similar to the variable correct answer. - feedback: Variable names can be similar, but they can't be 2 words... - hint: Inspect what the variables are called. - correct_answer: B - question_score: '10' - 9: - question_text: Imagine you love football a 10, you've eaten 2 bananas and have washed your hands 3 times today. How smart does the silly fortune teller think you are? - code: |- - {print} 'Im Hedy the silly fortune teller' - {print} 'I will predict how smart you are!' - football = {ask} 'On a scale of 0 to 10 how much do you love football?' - bananas = {ask} 'How many bananas have you eaten this week?' - hygiene = {ask} 'How many times did you wash your hands today??' - result = bananas + hygiene - result = result * football - {print} 'You are ' result 'percent smart.' - mp_choice_options: - - option: 10% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 32% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 50% - feedback: Super! You are 100 percent smart! - - option: 100% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - hint: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - correct_answer: C - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - name _?_ Hedy - {print} name 'is walking trough the forrest' + name _?_ Hedy + {print} name 'is walking trough the forrest' mp_choice_options: - option: You can only fill in the word is on the `_?_` feedback: You are allowed to use the `=` sign as well @@ -1279,12 +396,8 @@ levels: feedback: No, one `=` sign is enough - option: You can only use the `=` sign when working with numbers, not with words. feedback: You can also use `=` with words. - hint: '`{is}` and `=` are both allowed' - correct_answer: B - question_score: '10' 7: 1: - question_text: How many lines can you repeat at once with the repeat command at this level? mp_choice_options: - option: '0' feedback: No you can repeat a line. @@ -1295,54 +408,9 @@ levels: - option: infinite feedback: In this level you can only repeat one line at a time hint: You can only repeat 1 line at a time - correct_answer: B - question_score: '10' 2: - question_text: Which code is right? - mp_choice_options: - - option: |- - ``` - {print} 100 {times} 'hello' - ``` - feedback: '`{repeat}` 100 `{times}` `{print}` ''hello''' - - option: |- - ``` - {print} {repeat} 100 {times} 'hello' - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 'hello' 100 {times} - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 100 {times} {print} 'hello' - ``` - feedback: That's right! hint: First the repeat command, then the `{print}` command - correct_answer: D - question_score: '10' - 3: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} ''Hello!''' - mp_choice_options: - - option: Right - feedback: No, a word is missing - - option: Wrong, the word `{repeat}` is missing - feedback: The word `{repeat}` is there, another word is missing - - option: Wrong, the word `{times}` is missing - feedback: The word `{times}` is there, another word is missing. - - option: Wrong, the word `{print}` is missing - feedback: Correct - hint: 'It should be: `{repeat}` 100 `{times}` `{print}` ''Hello''' - correct_answer: D - question_score: '10' 4: - question_text: Which word is wrong in the code? - code: |- - {print} 'I'm blue' - {repeat} 7 {times} {print} 'da ba dee, da ba da' mp_choice_options: - option: |- ``` @@ -1365,24 +433,7 @@ levels: ``` feedback: '`{times}` is spelled correctly' hint: I'm is wrong, you can't use apostrophes - correct_answer: A - question_score: '10' - 5: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} {print} ''Hedy is awesome!''' - mp_choice_options: - - option: Correct - feedback: That's right! - - option: Wrong - feedback: That's not it - hint: The code is correct! - correct_answer: A - question_score: '10' 6: - question_text: What will be the output from this code? - code: |- - {print} 'The wheels on the bus go' - {repeat} 3 {times} {print} ' round and round' mp_choice_options: - option: |- the wheels on the bus go @@ -1408,14 +459,7 @@ levels: round and round round and round feedback: All though the town! Perfect! - hint: Only 'round and round' is repeated 3 times. - correct_answer: D - question_score: '10' 7: - question_text: What will be the output from this code? - code: |- - {repeat} 2 {times} {print} 'We will' - {print} 'ROCK YOU!' mp_choice_options: - option: |- We will We will @@ -1436,17 +480,8 @@ levels: We will ROCK YOU! feedback: Mind the repeat command - hint: Mind the `{repeat}` command. - correct_answer: B - question_score: '10' 8: question_text: Welke Hedy code hoort bij dit resultaat - code: |- - Here comes the sun - Do do do do - Here comes the sun - And I say - Its alright mp_choice_options: - option: |- ``` @@ -1480,8 +515,6 @@ levels: ``` feedback: Dit is niet de juiste volgorde.. hint: '`{repeat}` kan alleen worden gebruikt als je dezelfde regel meerdere keren achter elkaar wil uitvoeren.' - correct_answer: A - question_score: '10' 9: question_text: Welke Hedy code hoort bij dit resultaat ? code: |- @@ -1525,15 +558,8 @@ levels: ``` feedback: Perfect hint: '''Help !'' wordt 3x herhaald.' - correct_answer: D - question_score: '10' 10: question_text: What Hedy code belongs to this output? - code: |- - if youre happy and you know it clap your hands - if youre happy and you know it clap your hands - if youre happy and you know it and you really want to show it - if youre happy and you know it clap your hands mp_choice_options: - option: |- ``` @@ -1563,46 +589,8 @@ levels: {print} 'clap your hands' ``` feedback: This is not in the right order. - hint: Mind the order of the sentences. - correct_answer: B - question_score: '10' 8: - 1: - question_text: Which output will be produced by this code? - code: |- - {repeat} 2 {times} - {print} 'Hello' - {print} 'Im Hedy!' - mp_choice_options: - - option: |- - Hello - Im Hedy! - feedback: Everything is printed twice. - - option: |- - Hello - Hello - Im Hedy - feedback: The second line is repeated twice as well. - - option: |- - Hello - Im Hedy! - Hello - Im Hedy! - feedback: Super! - - option: |- - Hello - Hello - Im Hedy! - Im Hedy! - feedback: Everything is printed twice - hint: Both lines are repeated twice. - correct_answer: C - question_score: '10' 2: - question_text: What is wrong with this code? - code: |- - {repeat} 5 {times} - {print} 'Hedy is cool!' mp_choice_options: - option: This should be only one line, not 2. feedback: No it should be 2 lines. @@ -1612,15 +600,7 @@ levels: feedback: Nee, repeat is de goede spelling - option: The second line need to start with 4 spaces as indentation. feedback: Correct! - hint: Something is missing in the second line? - correct_answer: D - question_score: '10' 3: - question_text: What output will be produced when you run this program? - code: |- - {repeat} 3 {times} - {print} 'Baby shark tututudutudu' - {print} 'Baby shark' mp_choice_options: - option: |- Baby shark tututudutudu @@ -1647,10 +627,7 @@ levels: Baby shark feedback: What is being repeated and what isn't. hint: What is being repeated and what is not?. - correct_answer: C - question_score: '10' 4: - question_text: Which output is correct? code: |- {print} 'The children went:' {repeat} 2 {times} @@ -1682,15 +659,7 @@ levels: Yay! Were going on holiday! feedback: The last line is repeated too. - hint: The block under the `{repeat}` command is repeated twice. - correct_answer: B - question_score: '10' 5: - question_text: What is wrong with this code? - code: |- - end = {ask} 'Do you want a happy or a sad ending?' - {if} end {is} happy {print} 'They lived happily ever after' - {else} {print} 'The world exploded. The end.' mp_choice_options: - option: The `{print}` commands on the last two lines should start on new lines en start with 4 spaces. feedback: That's right! @@ -1700,44 +669,7 @@ levels: feedback: That's not true - option: '`{ask}` is no longer a command' feedback: That's not true - hint: Something is wrong with indentation - correct_answer: A - question_score: '10' - 6: - question_text: What will be the output of this code when we enter pancakes? - code: |- - {print} 'Welcome to restaurant Hedy' - {repeat} 2 {times} - food {is} {ask} 'What do you want to eat?' - {print} food - mp_choice_options: - - option: |- - Welcome to restaurant Hedy - Pancakes - feedback: There is no repetition in this answer. - - option: |- - Welcome to restaurant Hedy - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: This answer also repeats the welcome message - - option: |- - Welcome to restaurant Hedy - What do you want to eat? - What do you want to eat? - Pancakes - Pancakes - feedback: Almost! But look at the question, it is not repeated. - - option: |- - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: Well done! - hint: The first sentence and question will not be repeated - correct_answer: D - question_score: '10' 7: - question_text: What is wrong with this code? code: |- eten = {ask} 'What would you like to eat?' {if} food {is} fries @@ -1756,11 +688,7 @@ levels: feedback: You always have to use indentation. - option: The indentation is wrong in the first `{if}` command. feedback: That's right. - hint: Take a careful look at the indentation. - correct_answer: D - question_score: '10' 8: - question_text: In which of the codes is the indentation done right? mp_choice_options: - option: |- ``` @@ -1802,50 +730,20 @@ levels: {print} You are wrong! ``` feedback: You are wrong! - hint: What should happen if the person is right? And what else? - correct_answer: C - question_score: '10' 9: - question_text: What line(s) in this code should start with 4 spaces? code: |- 1 music = {ask} 'What is your favorite music genre?' 2 {if} music is rock 3 {print} '🤘' 4 {else} 5 {print} '👎' - mp_choice_options: - - option: Line 2 and 4 - feedback: The lines after the `{if}` and `{else}` command should start with 4 spaces - - option: Only line 3 - feedback: Not only 3... - - option: Line 3, 4 and 5 - feedback: Line 4 shouldn't - - option: Line 3 and 5 - feedback: Great job! - hint: The lines after an `{if}` or `{else}` command should start with 4 spaces. - correct_answer: D - question_score: '10' 10: - question_text: Which statement is true? code: |- 1 level = {ask} 'What level are you on?" 2 {if} level {is} 8 3 {print} Great job! - mp_choice_options: - - option: All lines should start with 4 spaces - feedback: That's not true - - option: Line 2 and 3 should start with 4 spaces - feedback: That's not true - - option: Line 2 should start with 4 spaces - feedback: That's not true - - option: Line 3 should start with 4 spaces - feedback: You are correct! - hint: Only one line starts with 4 spaces, but which one...? - correct_answer: D - question_score: '10' 9: 1: - question_text: What is wrong with this code? code: |- {repeat} 3 {times} eten = {ask} 'What would you like to eat?' @@ -1866,19 +764,7 @@ levels: - option: The indentation is wrong in the last `{if}` command. feedback: It not, though. hint: all the indentation is done correctly. - correct_answer: A - question_score: '10' 2: - question_text: What will be printed after entering the correct password? - code: |- - password = {ask} 'What is the password?' - correct_password = Hedy - {if} password {is} correct_password - {repeat} 2 {times} - {print} 'Good job!' - {print} 'You can use the computer!' - {else} - {print} 'The computer will explode in 5... 4... 3... 2... 1...' mp_choice_options: - option: |- Good job! @@ -1897,11 +783,7 @@ levels: Good job! You can use the computer! feedback: Correct! - hint: Everything under the `{repeat}` command is repeated twice. - correct_answer: D - question_score: '10' 3: - question_text: Which case should you choose to win a million dollars? code: |- {print} 'Choose the right case and win!' case = {ask} 'Which case will you pick? 1 or 2?' @@ -1917,20 +799,7 @@ levels: {print} 'You sell the case for 500 dollars' {if} action {is} open {print} 'You open the case and win a million dollars!' - mp_choice_options: - - option: case 1, sell - feedback: You don't win a million! - - option: case 1, open - feedback: You don't win a million - - option: case 2, sell - feedback: You don't win a million - - option: case 2, open - feedback: Great job! You win! - hint: Follow the right path - correct_answer: D - question_score: '10' 4: - question_text: Which statement is true? code: |- name = {ask} 'What is your name?' size = {ask} 'What is your shoe size?' @@ -1950,15 +819,7 @@ levels: feedback: That's right! - option: Cinderella with shoe size 40 gets the output 'I was looking for you!' feedback: No she gets 'Ill keep looking' - hint: No matter what your name is, if you have shoe size 40 you will get the message 'Ill keep looking'. - correct_answer: C - question_score: '10' 5: - question_text: Which code produced this output? - output: |- - Icecream is the best! - Icecream is the best! - Icecream is the best! mp_choice_options: - option: |- ``` @@ -1993,11 +854,7 @@ levels: {print} 'Icecream is the best!' ``` feedback: There are 2 `{repeat}` commands in this code. - hint: Watch the indentation - correct_answer: C - question_score: '10' 6: - question_text: After which command(s) should you use indentation (starting the next line with 4 spaces)? mp_choice_options: - option: '`{if}`' feedback: Don't forget the others @@ -2007,9 +864,6 @@ levels: feedback: Keep it up! - option: '`{if}` `{else}` `{repeat}` `{print}`' feedback: Not with print - hint: Indentation happens on the line below some commands - correct_answer: C - question_score: '10' 7: question_text: "In this code from a pizza restaurant. \nYoull get a 5 dollar discount if you order a medium pizza with coke.\n What should you do to debug this code?" code: |- @@ -2050,9 +904,6 @@ levels: price = price - 2 ``` feedback: Try again - hint: After each `{if}` command, the line below should indent - correct_answer: A - question_score: '10' 8: question_text: What is wrong is this code? code: |- @@ -2070,25 +921,7 @@ levels: feedback: You actually must start like that. - option: A code must always start with a `{print}` command in the first line feedback: That's not true. - hint: The indentation is done right this time - correct_answer: B - question_score: '10' - 9: - question_text: How many `{if}` commands can be placed inside another `{if}` command? - mp_choice_options: - - option: None, that is not allowed - feedback: You are allowed to - - option: Only 1 - feedback: You could use more if you like - - option: '3' - feedback: You could use more if you like - - option: Infinite, as long as you keep using indentation correctly - feedback: That is true - hint: You can put an `{if}` command inside an `{if}` command. - correct_answer: D - question_score: '10' 10: - question_text: Which statement is true? code: |- 1 {repeat} 2 {times} 2 {if} level {is} 9 @@ -2103,8 +936,6 @@ levels: - option: line 2 should atart with 4 spaces and line 3 with 8 feedback: You are correct! hint: The first line doens't start with any spaces - correct_answer: D - question_score: '10' 10: 1: question_text: What do we need to fill in on the `_?_` if we want to print each compliment? @@ -2112,91 +943,6 @@ levels: compliments = perfect, great job, amazing _?_ {print} compliment - mp_choice_options: - - option: |- - ``` - {for} each compliment - ``` - feedback: That's not it - - option: |- - ``` - {for} compliment {in} compliments - ``` - feedback: You deserve all those compliments! - - option: |- - ``` - {if} compliment {in} compliments - ``` - feedback: That's not it - - option: |- - ``` - {for} compliments {in} compliment - ``` - feedback: Almost there! - hint: '`{for}` each compliment in the lists of compliments...' - correct_answer: B - question_score: '10' - 2: - question_text: Which output is correct? - code: |- - meals = pizza, pasta, pancakes - {for} meal {in} meals - {print} 'I love ' meal - mp_choice_options: - - option: I love pizza - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pasta - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pancakes - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: |- - I love pizza - I love pasta - I love pancakes - feedback: Great! - hint: Line 2 says for each meal in the list of meals. So each meal is printed. - correct_answer: D - question_score: '10' - 3: - question_text: Which output is correct? - code: |- - animals = dogs, cats, hamsters, chickens - {for} animal {in} animals - {print} animal ' are lovely pets' - mp_choice_options: - - option: dogs are lovely pets - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - - option: dogs, cats, hamsters, chickens are lovely pets - feedback: Each animal gets their own line in the output. - - option: |- - dogs are lovely pets - cats are lovely pets - hamsters are lovely pets - chickens are lovely pets - feedback: Great! - - option: You don't know yet. Because it chooses one of the animals {at} {random}. - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - hint: Line 2 says {for} each animal in the list of animals. So each animal is printed - correct_answer: C - question_score: '10' - 4: - question_text: What's wrong with this code? - code: |- - groceries = apples, bread, milk - {for} item {in} groceries - {print} 'We need ' groceries - mp_choice_options: - - option: Line 2 needs to start with 4 spaces as indentation - feedback: No it doesn't. Only line 3 needs indentation, which it has. - - option: Line 3 does not need to start with 4 spaces as indentation - feedback: Line 2 is a `{for}`command so line 3 does need to start with an indent. - - option: Line 3 should say item instead of groceries - feedback: Good job! - - option: Line 2 should say groceries instead of item - feedback: No it does not. - hint: Line 2 says `{for}` each item in the list of groceries - correct_answer: C - question_score: '10' 5: question_text: What word should be on the _?_ with these digital dice? code: |- @@ -2205,25 +951,7 @@ levels: choices = 1, 2, 3, 4, 5, 6 {for} player {in} players {print} player ' throws ' _?_ {at} {random} - mp_choice_options: - - option: players - feedback: It would say 'Ann throws Jesse', instead of 'Ann throws 6'. - - option: choices - feedback: That's right! - - option: choice - feedback: You are very close. But you need Hedy to pick from the list called 'choices' not 'choice'... - - option: dice - feedback: Look at the names of the variables. - hint: Hedy needs to pick a number `{at} {random}` - correct_answer: B - question_score: '10' 6: - question_text: Which of the answers below is a possible outcome when you run the code? - code: |- - choices = rock, paper, scissors - players = Kelly, Meredith - {for} player {in} players - {print} player ' chooses ' choices {at} {random} mp_choice_options: - option: Kelly chooses rock feedback: Meredith wants to play too! @@ -2237,9 +965,6 @@ levels: Kelly chooses paper Meredith chooses scissors feedback: Amazing! - hint: Each player will pick an option. The player that's first on the list will go first. - correct_answer: D - question_score: '10' 7: question_text: What line should be on the _?_ in this code that decides what these people will have for dinner? code: |- @@ -2247,30 +972,6 @@ levels: food = pasta, fries, salad _?_ {print} name ' has to eat ' food {at} {random} ' for dinner' - mp_choice_options: - - option: |- - ``` - {for} name {in} names - ``` - feedback: You are on fire! - - option: |- - ``` - {for} names {in} name - ``` - feedback: No it should be for each name in the list nameS, so the other way around - - option: |- - ``` - {for} food {in} food - ``` - feedback: Each name should be told what they will have for dinner. - - option: |- - ``` - {for} name {in} food - ``` - feedback: Each name should be told what they will have for dinner. - hint: Each name should be told what they will have for dinner. - correct_answer: A - question_score: '10' 8: question_text: What should be on the _?_ in this code that decides which color shirt you get? code: |- @@ -2299,9 +1000,6 @@ levels: 'people gets a colors shirt' ``` feedback: There is no variable named people.. - hint: Mind the quotation marks and the names of the variables - correct_answer: B - question_score: '10' 9: question_text: What is the first question Hedy will `{ask}` you when you run the program? code: |- @@ -2311,20 +1009,7 @@ levels: {for} course {in} courses food = {ask} name ', what would you like to eat as your ' course '?' {print} name ' orders ' food ' as their ' course - mp_choice_options: - - option: Timon, what would you like to eat as your appetizer? - feedback: Perfect! - - option: Onno, what would you like to eat as your appetizer? - feedback: Timon is first on the list! - - option: Timon, what would you like to eat as your dessert? - feedback: Appetizers are first in the list - - option: You don't know that. Hedy will choose `{at} {random}`. - feedback: There is no `{at} {random}` in this code... - hint: The first options from both lists are chosen. - correct_answer: A - question_score: '10' 10: - question_text: What is true about this code? code: |- prices = 1 million dollars, car, sandwich names = Bob, Patrick, Sandy, Larry @@ -2339,9 +1024,6 @@ levels: feedback: That is not true. Larry has the same odds as the others - option: Someone might win with two prices feedback: You get it! - hint: Try to imagine the output of this code. - correct_answer: D - question_score: '10' 11: 1: question_text: What word should be at the place of the question mark? @@ -2369,14 +1051,7 @@ levels: {for} ``` feedback: 'No' - hint: What did you learn in this level? - correct_answer: B - question_score: '10' 2: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 1 {to} 3 - {print} i mp_choice_options: - option: |- 1 @@ -2389,64 +1064,7 @@ levels: feedback: That's not it - option: '123' feedback: That's not it - hint: How do the numbers appear in the screen? - correct_answer: A - question_score: '10' - 3: - question_text: Which code was used to get this output? - output: |- - 1 - 2 - 3 - 4 - 5 - Once I caught a fish alive! - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Perfect - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: This code won't work. You need an indent after {for}. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Now Hedy will count '1 Once I caught a fish alive!, 2 Once I caught a fish alive! etc. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} 'i' - {print} 'Once I caught a fish alive!' - ``` - feedback: i is a variable and shouldn't have quotation marks - hint: First all the numbers, then the sentence - correct_answer: A - question_score: '10' 4: - question_text: Which code was used to get this output? - output: |- - 10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0 mp_choice_options: - option: |- ``` @@ -2473,42 +1091,6 @@ levels: ``` feedback: That's right! hint: It has to be a calculation... - correct_answer: D - question_score: '10' - 5: - question_text: What's wrong with this code? - code: |- - {for} i {in} {range} 1 {to} 10 - {print} i - mp_choice_options: - - option: The i in the last line need quotation marks - feedback: No it doesn't. - - option: You can't use `{range}` 1 `{to}` 5 only `{range}` 1 `{to}` 10 - feedback: You could use 1 to 5 just as well! - - option: Line 1 needs to start with an indention. - feedback: Not line 1... - - option: Line 2 needs to start with an indention - feedback: Perfect! - hint: There is something wrong with the indention - correct_answer: D - question_score: '10' - 6: - question_text: How many times does the word Hello appear on your screen when you run the code? - code: |- - {for} i {in} {range} 0 {to} 2 - {print} 'Hello' - mp_choice_options: - - option: 1 time - feedback: 'No' - - option: 2 times - feedback: 'No' - - option: 3 times - feedback: That's right! - - option: Never - feedback: 'No' - hint: 0 also counts. So 0,1,2 that's 3 times. - correct_answer: C - question_score: '10' 7: question_text: What should be on the place of the question mark? code: |- @@ -2517,35 +1099,7 @@ levels: _?_ food is {ask} 'What would you like to order?' {print} food - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 0 {to} 3 - ``` - feedback: There's not always 3 people - - option: |- - ``` - {for} i {in} {range} 1 {to} guests - ``` - feedback: The variable is not named guests - - option: |- - ``` - {for} i {in} {range} 1 {to} people - ``` - feedback: Great! - - option: |- - ``` - {for} i {in} {range} 0 {to} people - ``` - feedback: That's one order too many! - hint: Use the variable 'people' - correct_answer: C - question_score: '10' 8: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 23 {to} 25 - {print} 'hi' mp_choice_options: - option: |- 23 @@ -2561,34 +1115,7 @@ levels: feedback: Correct - option: The word 'hi' will appear 25 times in a row. feedback: No it will only appear 3 times. - hint: It doesn't say `{print}` i - correct_answer: C - question_score: '10' - 9: - question_text: How many times does Hedy chant Hip Hip Hooray? - code: |- - age = {ask} 'How old are you?' - {for} i {in} {range} 1 {to} age - {print} 'Hip Hip Hoorray!' - mp_choice_options: - - option: 1 time - feedback: Try again - - option: 2 times - feedback: Try again - - option: Never - feedback: Try again - - option: That depends on how old you are - feedback: That's right! - hint: '`{for}` i `{in}` `{range}` 1 `{to}` age' - correct_answer: D - question_score: '10' 10: - question_text: Which code belongs to this output? - output: |- - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark mp_choice_options: - option: |- ``` @@ -2619,11 +1146,8 @@ levels: ``` feedback: '`{range}` 0 `{to}` 3 is 4 times.' hint: Mind the indention - correct_answer: B - question_score: '10' 12: 1: - question_text: Which output is correct? code: |- print 'three and a half plus one and a half is...' print 3.5 + 1.5 @@ -2640,11 +1164,7 @@ levels: three and a half plus one and a half is... 5 feedback: Great job! - hint: Both lines are printed! - correct_answer: D - question_score: '10' 2: - question_text: Which of these codes is correct? mp_choice_options: - option: |- ``` @@ -2670,11 +1190,7 @@ levels: print 'I would like a ' flavors at random ' cake.' ``` feedback: All the different values of flavors should be in quotation marks. - hint: The second line is the same in each code, pay attention to the first line - correct_answer: C - question_score: '10' 3: - question_text: What's wrong with this code? code: |- favorite_animal = ask 'What is your favorite animal?' print 'I like ' favoriteanimal ' too!' @@ -2687,30 +1203,13 @@ levels: feedback: That's not true - option: Nothing is wrong. feedback: That's not true - hint: The quotation marks are used correctly - correct_answer: A - question_score: '10' 4: - question_text: In which lines are quotation marks needed to get the code to work? code: |- print Welcome to the online shoe shop category = ask What kind of shoes are you looking for? if category = high heels print High heels are 50% off now! - mp_choice_options: - - option: Line 1 and 2 - feedback: 'No' - - option: Line 1, 2 and 3 - feedback: 'No' - - option: Line 1, 2 and 4 - feedback: 'No' - - option: All of the lines - feedback: Perfect! - hint: Does line 3 need quotation marks too? - correct_answer: D - question_score: '10' 5: - question_text: What output does Agent007 get when they put in the correct password? code: |- name is ask 'What is your name?' if name is 'Agent007' @@ -2723,18 +1222,6 @@ levels: else b is 'today at 10.00' print a + b - mp_choice_options: - - option: Go to the train station today at 10.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 02.00 - feedback: You've cracked the code! - - option: Go to the train station tomorrow at 02.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 10.00 - feedback: The agent won't be catching any bad guys here - hint: The correct password is TOPSECRET - correct_answer: B - question_score: '10' 6: question_text: Which line should be filled in at the ??? code: |- @@ -2748,32 +1235,7 @@ levels: if drinks = 'yes' ??? print 'That will be ' price ' dollar please' - mp_choice_options: - - option: |- - ``` - price = 14 - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = '14' - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = price + 2 - ``` - feedback: Excellent! - - option: |- - ``` - price = + 2 - ``` - feedback: Almost there! - hint: What if you only order fries and a drink? - correct_answer: C - question_score: '10' 7: - question_text: Which output does a vegan get? code: |- menu = 'cookies', 'cheese', 'grapes' print "It's my birthday! I`ve brought some snacks!" @@ -2785,36 +1247,7 @@ levels: print 'For you I have brought: ' for snack in menu print snack - mp_choice_options: - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cookies - grapes - feedback: Terrific! - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - feedback: There's more options than just one - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cheese - grapes - feedback: A vegan person can't have cheese - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - cookies - feedback: Almost there, but look at the order of snacks in the list - hint: What item is removed from the list when you answer 'vegan'? - correct_answer: A - question_score: '10' 8: - question_text: Which code was used to create this output? - code: '3.5' mp_choice_options: - option: |- ``` @@ -2836,9 +1269,6 @@ levels: print 7 * 2 ``` feedback: 'No' - hint: 7 devided by 2 is 3.5 - correct_answer: B - question_score: '10' 9: question_text: Which code should be filled in in line 1 at the ??? code: |- @@ -2865,9 +1295,6 @@ levels: 'prices' = 'one million dollars', 'nothing' ``` feedback: You one nothing - hint: The items on the list should be in quotation marks - correct_answer: C - question_score: '10' 10: question_text: Which line of code should be filled in at the ??? to complete the song ? code: |- @@ -2888,12 +1315,8 @@ levels: feedback: This is a hard one! All the actions on the list must be in the song. - option: print actions at random feedback: This is a hard one! All the actions on the list must be in the song. - hint: This is a hard one! All the actions on the list must be in the song. - correct_answer: B - question_score: '10' 13: 1: - question_text: Which code should be filled in at the ??? ? code: |- name = ask 'What is your name?' song = ask 'Whould you like to hear a song?' @@ -2924,11 +1347,7 @@ levels: if song = 'yes' or birthday = 'yes' ``` feedback: Hedy only sings if both answers are yes - hint: Hedy sings if you want to hear a song and it's you birthday - correct_answer: C - question_score: '10' 2: - question_text: Which command is missing in the code at the place of the ??? ? code: |- menu = 'cheese', 'sausage rolls', 'cookies' diet = ask 'Do you have any dietary restrictions?' @@ -2943,11 +1362,7 @@ levels: feedback: 'No' - option: print feedback: 'No' - hint: Neither vegans nor muslims can eat sausage rolls. - correct_answer: B - question_score: '10' 3: - question_text: Which output is given to a member without a discount code? code: |- member = ask 'Do you have a membership card?' discount = ask 'Do you have a discount code?' @@ -2965,10 +1380,7 @@ levels: - option: There is no way of knowing feedback: There is! Read the question carefully hint: Mind the command 'or' in line 3 - correct_answer: A - question_score: '10' 4: - question_text: Which line of code should follow this line in rock-paper-scissors game? code: if computer_choice is 'rock' and your_choice is 'paper' mp_choice_options: - option: print 'you win' @@ -2979,28 +1391,11 @@ levels: feedback: It's only a tie if both choices are the same - option: print 'try again' feedback: Try again! - hint: Paper beats rock - correct_answer: A - question_score: '10' 5: - question_text: Which statement is true about this code? code: |- if name = 'Cinderella' and shoe_size = 38 print 'You are my one true love!' - mp_choice_options: - - option: Every person with shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person named Cinderella is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person that is named Cinderella and has shoe size 38 is this prince's one true love - feedback: Fantastic! - - option: Every person that's not named Cinderella and does not have shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - hint: Both statements have to be true - correct_answer: C - question_score: '10' 6: - question_text: Which statement about this code is true? code: |- print 'Let me guess which family member you are!' glasses = ask 'Do you wear glasses?' @@ -3013,20 +1408,7 @@ levels: print 'You must be Wouter!' if glasses = 'no' and female = 'no' print 'You must be Michael!' - mp_choice_options: - - option: Michael is a boy with glasses - feedback: Try again - - option: Marleen is a girl with glasses - feedback: Try again - - option: Wouter is a boy without glasses - feedback: Try again - - option: Sophie is a girl with glasses - feedback: Great job! - hint: Take a good look! Or do you need glasses? - correct_answer: D - question_score: '10' 7: - question_text: Which statement is false? code: |- print 'Thank you for helping me take care of my pets' print 'Here is a program to help feed them' @@ -3040,20 +1422,7 @@ levels: print 'I fed them this moring! They do not need more food today' if animal is 'hamster' and color is 'brown' print 'You can feed them a piece of carrot' - mp_choice_options: - - option: The grey cat is called Abby - feedback: This is true! - - option: Milo the orange cat eats 4 scoops of cat nibbles - feedback: This is true - - option: The black hamster needs to be fed a piece of carrot - feedback: Great job! - - option: The yellow bird was fed this morning - feedback: This is true - hint: Read the last 4 lines carefully - correct_answer: C - question_score: '10' 8: - question_text: What output do you get if you order popcorn but no drink? code: |- print 'Welcome to the movie theater' popcorn = ask 'Would you like some popcorn?' @@ -3067,32 +1436,7 @@ levels: if popcorn = 'no' and drink = 'no' print 'Ok' print 'Enjoy the movie' - mp_choice_options: - - option: |- - Welcome to the movie theater - That will be 8 dollars please - Enjoy the movie - feedback: You have paid too much! - - option: |- - Welcome to the movie theater - That will be 5 dollars please - Enjoy the movie - feedback: Amazing! - - option: |- - Welcome to the movie theater - That will be 3 dollars please - Enjoy the movie - feedback: That's not enough money! - - option: |- - Welcome to the movie theater - Ok - Enjoy the movie - feedback: You have to pay for your popcorn! - hint: popcorn = yes and drink = no - correct_answer: B - question_score: '10' 9: - question_text: What is wrong with this code? code: |- 1 chocolate = ask 'Would you like chocolate sauce on your ice cream?' 2 sprinkles = ask 'Would you like sprinkles on your ice cream?' @@ -3129,11 +1473,7 @@ levels: {if} chocolate = 'yes' {and} sprinkles = 'no' ``` feedback: This is not what I ordered! - hint: There is a mistake in line 3 - correct_answer: A - question_score: '10' 10: - question_text: Which command needs to be in line 8 at the place of the ??? ? code: |- print 'Welcome to the product finder of this supermarkt' item is ask 'What product are you looking for?' @@ -3157,65 +1497,8 @@ levels: feedback: 'No' - option: if feedback: 'No' - hint: The item is either in the list of snacks, or in the list of drinks - correct_answer: B - question_score: '10' 14: - 1: - question_text: Which symbol should be used on the blank? - code: |- - name _ {ask} 'Who are you?' - {if} name == 'Hedy' - {print} 'Me too!' - mp_choice_options: - - option: '`=>`' - feedback: This is not a symbol. - - option: '`==`' - feedback: We are not comparing anything, just asking. - - option: '`!=`' - feedback: We are not comparing anything, just asking - - option: '`=`' - feedback: Right! - hint: We are not comparing anything, we are just asking a name. - correct_answer: D - question_score: '10' - 2: - question_text: Which of these codes has used the correct = or == symbol? - mp_choice_options: - - option: '{if} name = Hedy' - feedback: 'No' - - option: '{if} age = 24' - feedback: 'No' - - option: answer = {ask} 'What is your answer' - feedback: Yes! - - option: answer == {ask} 'How are you doing?' - feedback: 'No' - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' - 3: - question_text: Which symbols should be filled in on the two blanks? - code: |- - guests = {ask} 'How many people are at the party?' - {if} guests _ 130 - {print} 'You can come in!' - {if} guests _ 130 - {print} 'Im sorry, the club is full. ' - {print} 'You have to wait for a guest to leave' - mp_choice_options: - - option: '`>` and `<`' - feedback: That's not it - - option: '`=` and `>=`' - feedback: That's not it - - option: '`<` and `>=`' - feedback: You are right - - option: '`+` and `==`' - hint: There are 130 people allowed in the club - correct_answer: C - question_score: '10' - feedback: That's not it 4: - question_text: What's wrong with this code? code: |- price = 10 money = {ask} How much money do you have? @@ -3224,20 +1507,7 @@ levels: {print} 'You can buy the bear!' {else} {print} 'You cannot buy this bear!' - mp_choice_options: - - option: In line 1 == should be used instead of = - feedback: No that's not it - - option: Line 2 misses quotation marks - feedback: You are correct - - option: In line 4 = should have been used instead of == - feedback: No that's not it - - option: In line 4 <= should have been used instead of >= - feedback: No that's not it - hint: The symbols are right - correct_answer: B - question_score: '10' 5: - question_text: Which symbol should be filled in on the blanks if the movie is suitable for kids for the age of 12 and up? code: |- age = {ask} 'How old are you?' ticket = {ask} 'Do you have a ticket?' @@ -3245,20 +1515,7 @@ levels: {print} 'You can enter the movie theater.' {else} {print} 'You are not allowed to come in!' - mp_choice_options: - - option: '`> 12`' - feedback: 12 year olds are allowed too - - option: '`>= 12`' - feedback: Great! - - option: '`< 12`' - feedback: These kids are too young! - - option: '`<= 12`' - feedback: These kids are too young - hint: '> means greater than' - correct_answer: B - question_score: '10' 6: - question_text: How many times do you have to say you are annoyed before this annoying game stops? code: |- lives = 2 {repeat} 10 times @@ -3266,69 +1523,7 @@ levels: answer = {ask} 'Are you annoyed yet?' {if} answer == 'yes' lives = lives - 1 - mp_choice_options: - - option: 10 times - feedback: It stops after 2 times - - option: 0 times - feedback: It stops after 2 times - - option: 1 time - feedback: It stops after 2 times - - option: 2 times - feedback: That is correct - hint: '!= means ''is not''' - correct_answer: D - question_score: '10' - 7: - question_text: What should be filled in on the three blanks? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' - mp_choice_options: - - option: '`''Lower''` and `''Higher''` and `''You win!''`' - feedback: That's not quite right. - - option: '`''Higher''` and `''Lower''` and `''You win!''`' - feedback: You win! - - option: '`''You win!''` and `''Lower!''` and `''Higher''`' - feedback: That's not quite right. - - option: '`''Lower!''` and `''You win!''` and `''Higher!''`' - feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: B - question_score: '10' - 8: - question_text: Which statement is true about this roller coaster? - code: |- - length = {ask} 'Please fill in your length in cm' - {if} length < 120 - {print} 'Sorry, you cannot go on this roller coaster.' - {else} - {print} 'Enjoy the ride' - mp_choice_options: - - option: You must be taller than 120 cm to go on the roller coaster - feedback: True! - - option: You must be taller than 119 cm to go on the roller coaster - feedback: If you are 120 cm you won't get in - - option: You must be shorter than 120 cm to go on the roller coaster - feedback: '> means greater than' - - option: There are no length restrictions to go on the roller coaster - feedback: There are. - hint: '> means greater than' - correct_answer: A - question_score: '10' 9: - question_text: How many pieces of chocolate will give you a stomach ache according to this fitbit? code: |- chocolate = {ask} 'How many pieces of chocolate have you eaten?' {if} chocolate <= 2 @@ -3337,101 +1532,19 @@ levels: {print} 'That is a bit much' {if} chocolate > 8 {print} 'You will get a stomach ache!' - mp_choice_options: - - option: 1 or more - feedback: 'No' - - option: 2 or more - feedback: 'No' - - option: 8 or more - feedback: Almost - - option: 9 or more - feedback: Great! - hint: '> 8 means more than 8' - correct_answer: D - question_score: '10' - 10: - question_text: What should be filled in in the blanks? - code: |- - {print} 'Whoever gets the most points wins!' - {if} points_player_1 < points_player_2 - {print} _ - mp_choice_options: - - option: '''player 1 wins''' - feedback: Look at who has the highest score! - - option: '''player 2 wins''' - feedback: Yes! - - option: '''player 2 loses''' - feedback: Look at who has the highest score! - - option: '''It is a tie''' - feedback: No it's not, one player has a higher score - hint: You win the game by having the most points - correct_answer: B - question_score: '10' 15: 1: - question_text: 'Which symbol should be used on the blank? Tip: You must keep guessing until you get it right.' code: |- answer = 0 while answer _ 'Amsterdam' answer = ask 'What is the capital city of the Netherlands?' print 'You have given the correct answer' - mp_choice_options: - - option: '`=!`' - feedback: That is not right. - - option: '`==`' - feedback: You don't have to keep guessing if you've given the right answer. - - option: '`!=`' - feedback: Correct - - option: '`=`' - feedback: That's not it - hint: Keep guessing until you say Amsterdam - correct_answer: C - question_score: '10' - 2: - question_text: Which of these codes has used the correct symbol(s)? - mp_choice_options: - - option: |- - ``` - {while} name = Hedy - ``` - feedback: 'No' - - option: |- - ``` - {while} age = 24 - ``` - feedback: 'No' - - option: |- - ``` - {while} time > 0 - ``` - feedback: Yes! - - option: |- - ``` - {while} answer == yes' - ``` - feedback: A quotation mark is missing - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' 3: question_text: Which command should be filled in on the two blanks? code: |- _ age >= 18 print 'you are not allowed in this bar' - mp_choice_options: - - option: '`{in}`' - feedback: That's not it - - option: '`{while}`' - feedback: You are right - - option: '`{for}`' - feedback: That's not it - - option: '`{range}`' - feedback: That's not it - hint: You are not allowed in the bar as long as you are 17 or younger - correct_answer: B - question_score: '10' 4: - question_text: What's wrong with this code? code: |- options = 1, 2, 3, 4, 5, 6 print 'Throw 6 as fast as you can!' @@ -3451,11 +1564,7 @@ levels: feedback: That's not it - option: In line 5 != should have been used instead of == feedback: You are correct - hint: There is something wrong in line 5 - correct_answer: D - question_score: '10' 5: - question_text: What should be placed on the blank to make this program work correctly? code: |- wetness = 10 while wetness != 0 @@ -3474,9 +1583,6 @@ levels: feedback: You are correct! - option: = wetness + 1 feedback: The program should count down - hint: wetness should get less each time - correct_answer: C - question_score: '10' 6: question_text: what is wrong with this code? code: |- @@ -3494,25 +1600,8 @@ levels: feedback: No that's not right - option: Line 2 should start with less indentation feedback: That is correct - hint: Look closely at the indentation - correct_answer: D - question_score: '10' 7: question_text: How should this program be changed to that it works? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' mp_choice_options: - option: '... change the first {if} into a {while}' feedback: Perfect! @@ -3522,32 +1611,9 @@ levels: feedback: That's not quite right. - option: '... change the fourth {if} into a {while}' feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: A - question_score: '10' 8: - question_text: Which statement is true about this automated toilet system? - code: |- - {while} toilet == 'occupied' - lights = 'on' - air_freshener_sprays = 'yes' - {sleep} 60 - lights = 'off' - air_freshener_sprays = 'no' - mp_choice_options: - - option: The lights and air freshener will turn off after 1 minute - feedback: False! - - option: The air freshener sprays once every minute and the lights stay on the whole time while you are on the toilet - feedback: Great job - - option: The air freshener sprays once you leave the toilet. - feedback: It only sprays when you're in there. - - option: The lights will always stay on. - feedback: That wouldn't be right. hint: The block after the while command keeps happening while the toilet is occupied. - correct_answer: B - question_score: '10' 9: - question_text: What will the diet app say if you have eaten 1600 calories today? code: |- chocolate = {ask} 'How many calories have you eaten today?' {while} calories <= 1000 @@ -3565,16 +1631,7 @@ levels: feedback: Yes! - option: You have eaten enough for today feedback: 'No' - hint: 1600 is between 1000 and 2000 - correct_answer: C - question_score: '10' 10: - question_text: 'What should be filled in in the blanks? Tip: the player with the most points is in the lead.' - code: |- - name_player_1 = {ask} 'Name player 1:' - name_player_2 = {ask} 'Name player 2:' - {while} points_player_1 > points_player_2 - {print} _ ' is in the lead right now!' mp_choice_options: - option: name_player_1 feedback: You are right! @@ -3584,105 +1641,20 @@ levels: feedback: You should fill in a name, not a number - option: points_player_2 feedback: You should fill in a name, not a number - hint: You win the game by having the most points. Your name should appear on the screen - correct_answer: A - question_score: '10' 16: - 1: - question_text: Which command should be filled in on the blanks to print a random snack? - code: |- - snacks = nachos, chips, cucumber, sweets - {print} _ - mp_choice_options: - - option: '`snacks {at} {random}`' - feedback: This is the old way. - - option: '`[{random} snack]`' - feedback: The order is wrong. - - option: '`snacks[{random}]`' - feedback: Correct - - option: '`snacks[{at} {random}]`' - feedback: We do not need `at`anymore - hint: We no longer use {at} - correct_answer: C - question_score: '10' 2: - question_text: What should be filled in on the blanks if you want a list of what chores are done by whom? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chores = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} _ - mp_choice_options: - - option: |- - ``` - friends[i] has to do chores [i] - ``` - feedback: Mind the spacing. - - option: |- - ``` - friends[1] has to do chores[1] - ``` - feedback: It will print 3 times that Wesley has to do the cooking - - option: |- - ``` - chores[i] ' has to do ' friends[random] - ``` - feedback: The person has to do the chore, not the other way around - - option: |- - ``` - friends[i] ' has to do ' chores[i] - ``` - feedback: Fantastic! - hint: '`i` tells us what item in the list it is. So friend 1 does chore 1 etc.' - correct_answer: D - question_score: '10' 3: - question_text: What is a possible output for this program? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chore = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} friends[i] has to do chores[i] - mp_choice_options: - - option: |- - ``` - Wesley has to do the cooking - Eric has to do the cleaning - Kaylee has to do nothing - ``` - feedback: Super! - - option: |- - ``` - Kaylee has to do the cooking - Wesley has to do the cleaning - Eric has to do nothing - ``` - feedback: No, it is not random. - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cleaning - Wesley has to do the nothing - ``` - feedback: Poor Wesley! - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cooking - Wesley has to do the cooking - ``` - feedback: That's not it - hint: It's not random... - correct_answer: A - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - friends = ['Jaylee', 'Erin', 'Fay'] - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 0 {to} 3 - print 'the lucky number of ' friends[i] - print 'is ' lucky_numbers[i] mp_choice_options: - option: The variable in line 4 should be 'friend[i]', not 'friends[i]' feedback: That is not right. @@ -3692,16 +1664,7 @@ levels: feedback: It's not a variable, it's just text. - option: '{in} in line 3 should be removed' feedback: That's not it - hint: There's nothing wrong with line 4 - correct_answer: B - question_score: '10' 5: - question_text: Which line should be filled in in the blank? - code: |- - animals = ['dog', 'cow', 'horse'] - _ - {for} i {in} {range} 1 {to} 3 - {print} 'the ' animals[i] ' says ' sounds[i] mp_choice_options: - option: noises = ['moo', 'woof', 'neigh'] feedback: Mind the variable name and the order of the sounds. @@ -3711,487 +1674,3 @@ levels: feedback: Don't forget the quotation marks! - option: sounds = ['woof', 'moo', 'neigh'] feedback: Great job! - hint: Look at line 1 to see proper use of brackets and quotation marks. - correct_answer: D - question_score: '10' - 6: - question_text: Which statement is true? - code: |- - people = ['Chris', 'Jaylino', 'Ryan'] - games = ['fortnite', 'minecraft', 'fifa'] - {for} o {in} {range} 1 {to} 3 - {print} people[o] ' likes ' games[o] - mp_choice_options: - - option: You are not allowed to use the variable o. It should be named i. - feedback: i is the most commonly used variable name in this case, but it's not mandatory to use i. - - option: The output will say that Jaylino likes fortnite. - feedback: No, he likes minecraft. - - option: The output will say that Ryan likes fifa - feedback: Correct - - option: This code will not work. It will give and error. - feedback: No, the code is correct. - hint: There is nothing wrong with this code. - correct_answer: C - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - people = ['Savi', 'Senna', 'Fayenne'] - transportation = ['bike', 'train', 'car'] - {for} i {in} {range} 1 {to} 3 - {print} people[i] goes to school by transportation[i] - mp_choice_options: - - option: Line 1 needs less quotation marks - feedback: That is not right. - - option: Line 3 should start with indentation - feedback: It should not! - - option: Line 4 should start without indentation - feedback: It should not - - option: Line 4 needs more quotation marks. - feedback: Amazing! - hint: There is a mistake made in the usage of quotation marks. - correct_answer: D - question_score: '10' - 8: - question_text: Which of these codes belongs to this output? - code: |- - Macy and Kate get to go first - Lionell and Raj get to go second - Kim and Leroy get to go third - mp_choice_options: - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 0 {to} 3 - {print} teams[random] ' get to go ' position[i] - ``` - feedback: This is not right - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: Amazing! - - option: |- - ``` - teams = ['Macy', 'Kate', 'Lionell', 'Raj', 'Kim', 'Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 6 - {print} teams[random] ' get to go ' position[random] - ``` - feedback: This is not it. - - option: |- - ``` - teams = ['Macy and Kate' 'Lionell and Raj' 'Kim and Leroy'] - position = ['first' 'second' 'third'] - {for} teams {in} {range} 0 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: This is not going to work! - hint: If you look carefully at the first line, you'll see that only the first two answers are possibly correct. - correct_answer: B - question_score: '10' - 9: - question_text: What is a possible output for this code? - code: |- - countries = ['Canada', 'Zimbabwe', 'New Zealand'] - {for} i {in} {range} 0 {to} 1 - {print} 'I will travel to ' countries[random] - mp_choice_options: - - option: |- - ``` - I will travel to Canada - I will travel to Canada - ``` - feedback: Great job! - - option: |- - ``` - I will travel to Canada - ``` - feedback: It will be repeated twice - - option: |- - ``` - I will travel to Canada, Zimbabwe and New Zealand - ``` - feedback: This is not it. - - option: |- - ``` - I will travel to Canada - I will travel to Zimbabwe - I will travel to New Zealand - ``` - feedback: It's only repeated twice - hint: Range 0 to 1 is 2 times - correct_answer: A - question_score: '10' - 10: - question_text: Which 3 lines will complete this code correctly? - code: |- - {print} 'The book raffle will start soon' - {print} 'Get your tickets now!' - books = ['Narnia', 'The Hobbit', 'Oliver Twist', 'Harry Potter', 'Green eggs and ham'] - people = {ask} 'How many raffle tickets are sold?' - list_of_numbers = [1, 2] - {for} i {in} {range} 3 {to} people - {add} i {to} list_of_numbers - {for} i {in} {range} 1 {to} 5 - mp_choice_options: - - option: |- - ``` - chosen_number = list_of_numbers at random - print books[i] ' will go to person number ' chosen_number - {add} chosen_number {to} list_of_numbers - ``` - feedback: Almost there... but adding the winner to the list makes this raffle unfair - - option: |- - ``` - print person[i] ' wins ' book[i] - ``` - feedback: There is no list called 'person' - - option: |- - ``` - chosen_number = list_of_numbers[people] - print books[people] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: This is not it. - - option: |- - ``` - chosen_number = list_of_numbers[random] - print books[i] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: Fantastic! - hint: You need to use the {remove} command - correct_answer: D - question_score: '10' - 17: - 1: - question_text: What is the output of this code? - code: |- - minions = ['Bob', 'Kevin', 'Stuart'] - {for} x in minions: - {print} x - mp_choice_options: - - option: |- - ``` - m i n i o n s - ``` - feedback: This is not it. - - option: |- - ``` - Bob - Kevin - Stuart - ``` - feedback: Correct! - - option: |- - ``` - minions - minions - minions - ``` - feedback: Take a look at the content of your list. - - option: |- - ``` - B o b K e v i n S t u a r t - ``` - feedback: Do not loop through the letters. - hint: Loop through your list. - correct_answer: B - question_score: '10' - 2: - question_text: What is wrong with this code? - code: |- - seconds_minute = 60 - minute_hour = 60 - hour_day = 24 - leap_year = 366 - no_leap_year = 365 - years = ask 'what year is it?' - {if} years = 2024: - print seconds_minute * minute_hour * hour_day * leap_year - {else}: - print seconds_minute * minute_hour * hour_day * noleap_year - mp_choice_options: - - option: You cannot have so many variables. - feedback: This is not it. - - option: The way the variables are multiplied is incorrect. - feedback: Not true! - - option: One of the variables `noleap_year` does not belong with the `{if}` statement. - feedback: Keep looking for the mistake. - - option: The `noleap_year` has to be identical in both cases. - feedback: Correct! - hint: Read the code carefully. - correct_answer: D - question_score: '10' - 3: - question_text: How many hedgehogs will this code print? - code: |- - {for} x in range 1 to 3: - {for} y in range 1 to 2: - {print} 🦔 - mp_choice_options: - - option: |- - ``` - 🦔 - 🦔 - 🦔 - ``` - feedback: Try again. - - option: |- - ``` - 🦔 - 🦔 - ``` - feedback: One more try. - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: Well done! - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating. - correct_answer: C - question_score: '10' - 4: - question_text: What is wrong with code? - code: |- - name_color = {ask} 'What is your favorite color?' - {if} name_color == 'red': - {print} 'the color of a tomato' - {elif} name_color == 'green': - {print} 'the color of an apple' - {elif} name_color == 'blue': - {print} 'the color of a blueberry' - {elif} name_color == 'yellow': - {print} 'the color of a banana' - {elif}: - {print} 'this fruit-color does not exist' - mp_choice_options: - - option: The first `{elif}` should be used before the `print` command - feedback: Try again. - - option: '`{elif}` can only be used once' - feedback: From now on we can use elif multiple times. - - option: '`==` used with `{elif}` should be replaced by `=`' - feedback: Not correct. - - option: '`{elif}` in the last line should be replaced by `{else}`' - feedback: Great! - hint: Think about `{if}`, `{elif}`, `{else}`. - correct_answer: D - question_score: '10' - 5: - question_text: What is the output of this code? - code: |- - numbers = [7, 19, 29, 41, 53, 71, 79, 97] - {for} prime in numbers: - {if} prime <= 10: - {print} prime - {elif} prime >= 60: - {print} prime - {elif} prime >= 90: - {print} prime - {else}: - {print} 'another number' - mp_choice_options: - - option: |- - ``` - 7 - another number - another number - another number - another number - 71 - 79 - 97 - ``` - feedback: Well done! - - option: |- - ``` - another number - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: Try again. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - another number - ``` - feedback: One more try. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating and the values of if and elif. - correct_answer: A - question_score: '10' - 6: - question_text: What is wrong with code? - code: |- - name = {ask} 'What is your name?' - {if} name == 'Hedy': - password = {ask} 'What is your password?' - {if} password =='turtle123': - {print} 'Yey' - {else}: - {print} 'Access denied' - {else}: - {print} 'Go fish' - mp_choice_options: - - option: '`{elif}` is missing.' - feedback: Try again. - - option: '`{else}` can only be used once.' - feedback: From now on we can use elif multiple times. - - option: Nothing! - feedback: There is a mistake. Look carefully! - - option: There is an indentation mistake in the last line. - feedback: Amazing! - hint: There is a mistake somewhere... - correct_answer: D - question_score: '10' - 7: - question_text: Which of the following codes will print five times 'the result is 3' on the screen? - mp_choice_options: - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - result = n * 1 - {print} 'The result is ' result - ``` - feedback: Try again! - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} u in numbers: - number = u - {print} 'The result is ' number - ``` - feedback: That is not it. - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} number in numbers: - number = 3 - {print} 'The result is ' number - ``` - feedback: Very good! - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - n = result - {print} 'The result is ' result - ``` - feedback: That is not it. - hint: Think about mathematical symbols. - correct_answer: C - question_score: '10' - 8: - question_text: What is wrong with code? - code: |- - insects = ['🐝', '🦋', '🕷', '🐞'] - your_favorite = {ask} 'what is your favorite insect?' - {for} insect in insects: - {if} your_favorite == '🐝' {or} your_favorite == '🐞': - {print} 'very useful' - {elif} your_favorite == '🕷': - {print} 'it can catch mosquitoes' - {else}: - {print} 'almost all insects can be useful one way or another' - mp_choice_options: - - option: '`{or}` cannot be used with `{if}`.' - feedback: Try again. - - option: In the `{for}` command `insect` should be `insects`. - feedback: Not true. - - option: Nothing! - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 9: - question_text: Which one of the codes below gave this output? - code: |- - -5 is negative - -4 is negative - -3 is negative - -2 is negative - -1 is negative - 0 is positive - 1 is positive - 2 is positive - 3 is positive - mp_choice_options: - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Try again! - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number <= 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - - option: "```\n {for} number in range -5 to 3:\n {if} number >= 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Very good! - - option: "```\n {for} number in range -5 to 3:\n {if} number < 0: \n {print} number ' is positive'\n {elif} number <=0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 10: - question_text: What is wrong with this code? - code: |- - {for} number in range 1 to 5: - volume_room = num * num * num - {print} volume_room ' cubic meters' - {if} volume_room > 100: - {print} 'this is a large room' - {elif} volume_room < 100: - {print} 'small room but cosy' - {else}: - {print} 'i will look for something else' - mp_choice_options: - - option: The word num needs quotation marks. - feedback: Try again. - - option: The `{if}` command is not used correctly. - feedback: Not true. - - option: Line 3 should be `volume_room = number * number * number`. - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' diff --git a/content/quizzes/fi.yaml b/content/quizzes/fi.yaml index 7eb06695bce..868ec1e6dca 100644 --- a/content/quizzes/fi.yaml +++ b/content/quizzes/fi.yaml @@ -1,19 +1,5 @@ levels: 1: - 1: - question_text: What's this programming language called? - mp_choice_options: - - option: Hedy - feedback: Good job! - - option: Heddy - feedback: Not this one! - - option: Haydie - feedback: Not this one! - - option: Heidi - feedback: Not this one! - hint: It's named after Hedy Lamarr. - correct_answer: A - question_score: '10' 2: question_text: Which command makes text appear? code: ___ Hello! @@ -39,40 +25,7 @@ levels: ``` feedback: With `{ask}`, you can ask a question. hint: _?_ Hello world! - correct_answer: B - question_score: '10' - 3: - question_text: How do you ask what someone's favorite color is? - mp_choice_options: - - option: |- - ``` - {print} What is your favorite color? - ``` - feedback: '`{print}` prints text, but it doesn''t ask questions.' - - option: |- - ``` - {ask} {print} What is your favorite color? - ``` - feedback: You only need one command, not two. - - option: |- - ``` - {ask} What is your favorite color? - ``` - feedback: Great! - - option: |- - ``` - {echo} What is your favorite color? - ``` - feedback: '`{echo}` repeats your answer back to you.' - hint: You can ask something with the `{ask}` command - correct_answer: C - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - Hi Im Hedy! - {ask} Who are you? - {echo} Hi... mp_choice_options: - option: '`{print}` in line 1 is missing.' feedback: Correct! @@ -82,11 +35,7 @@ levels: feedback: '`{echo}` is a command, there''s another mistake.' - option: Nothing! This is a perfect code! feedback: Wrong, look carefully! - hint: Line 1 doesn't seem right - correct_answer: A - question_score: '10' 5: - question_text: Which command is missing in line 2? code: |- {ask} What is your favorite pet? _?_ So your favorite pet is... @@ -111,49 +60,7 @@ levels: {echo} ``` feedback: Right on! - hint: You want to see the answer at the end of line 2... - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - {print} Hi im Hedy! - {print} Which football team do you support? - {echo} You support... - {print} Cool! Me too! - mp_choice_options: - - option: In line 1 `{print}` should be replaced with `{ask}`. - feedback: '`{print}` in line 1 is correct.' - - option: In line 2, `{print}` should be replaced with `{ask}`. - feedback: Great! You paid attention! - - option: Line 3 has to begin with `{print}` instead of `{echo}`. - feedback: '`{echo}` is correct.' - - option: In line 4, `{print}` is spelled wrong. - feedback: No, there is a mistake somewhere else - hint: Check the `{print}` commands. - correct_answer: B - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - {print} Welcome at Hedys restaurant! - {ask} What would you like to eat? - {echo} So you want to order ... - {print} Coming right up! Enjoy! - mp_choice_options: - - option: In line 1 `{print}` needs to be replaced with `{ask}` - feedback: Are you sure something is wrong? - - option: In line 1 `{print}` needs to be replaced with `{echo}` - feedback: Are you sure something's wrong? - - option: In line 3 `{echo}` needs to be replaced with `{print}` - feedback: Are you sure something is wrong? - - option: Nothing! This is a perfect code! - feedback: Correct! - hint: Check the code line by line - correct_answer: D - question_score: '10' 8: - question_text: How do you use the `{echo}` command? mp_choice_options: - option: You can use it to `{ask}` a question. feedback: That's what `{ask}` is for! @@ -163,33 +70,8 @@ levels: feedback: Good job! - option: You can use it to make text disappear. feedback: That's not right... - hint: '`{echo}` is used after an `{ask}` command.' - correct_answer: C - question_score: '10' - 9: - question_text: What's wrong with this code? - code: |- - {print} Hello! - {print} How are you doing? - {echo} So you are doing... - mp_choice_options: - - option: '`{print}` in line 1 should be `{ask}`' - feedback: No, `{print}` is right. Where is the question being asked? - - option: '`{print}` in line 2 should be `{ask}`' - feedback: Super! - - option: '`{echo}` in line 3 should be `{ask}`' - feedback: No, `{echo}` is right. Where is the question being asked? - - option: Nothing. This is a perfect code! - feedback: Look carefully for the mistake... - hint: '`{ask}` allows you to ask a question' - correct_answer: B - question_score: '10' 10: question_text: Which output will be in your outputscreen after you've run this code? - code: |- - {ask} Are you ready to go to level 2? - {echo} - {echo} mp_choice_options: - option: Are you ready to go to level 2? feedback: There are two echo commands @@ -203,12 +85,8 @@ levels: Are you ready to go to level 2? Yes! feedback: There are two echo commands - hint: Let's go! - correct_answer: B - question_score: '10' 2: 1: - question_text: Which statement is true? mp_choice_options: - option: You can use the {print} command to ask questions. feedback: That is what ask is for @@ -218,85 +96,7 @@ levels: feedback: Good - option: With the {sleep} command, you can remove text from the screen. feedback: That's not how sleep works. - hint: '`{print}` still works the same way as in level 1' - correct_answer: C - question_score: '10' - 2: - question_text: Which code is correct? - mp_choice_options: - - option: |- - ``` - name {is} {ask} What is your name? - ``` - feedback: Super! - - option: |- - ``` - {ask} {is} name What is your name - ``` - feedback: The words are right, the order is not! - - option: |- - ``` - {ask} What is your name? - ``` - feedback: This worked in level 1, but in level 2 and up it works differently. - - option: |- - ``` - {ask} What is your name? {is} name - ``` - feedback: The words are right, the order isn't! - hint: '`{ask}` doesn''t work like in level 1' - correct_answer: A - question_score: '10' - 3: - question_text: What appears on your output screen when you run this code? - code: |- - name {is} Marleen - {print} name goes to the market and she buys an apple. - mp_choice_options: - - option: name goes to the market and she buys an apple. - feedback: The word name is replaced with Marleen - - option: Marleen goes to the market. - feedback: The second part of the sentence isn't left out! - - option: Marleen goes to the market and she buys an apple. - feedback: Right on! - - option: Marleen goes to the market and Marleen buys an apple. - feedback: She is not replaced with the name - hint: The word name is replaced with Marleen - correct_answer: C - question_score: '10' - 4: - question_text: What will you see on the output screen when you run this code? - code: |- - name {is} Hedy - {print} Hi my name is name - mp_choice_options: - - option: Hi my name is name - feedback: The variable name is replaced with Hedy - - option: Hi my name is Hedy - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is name - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is Hedy - feedback: Correct, this mistake will be fixed in level 4! - hint: '''name'' is being replaced with ''Hedy'' in both places' - correct_answer: D - question_score: '10' - 5: - question_text: What happens when you use the `{sleep}` command? - mp_choice_options: - - option: It slows down your computer - feedback: fortunately not! - - option: It closes down Hedy - feedback: fortunately not! - - option: Your program pauses for a second and then continues - feedback: That's right! - - option: You put it at the end so Hedy knows your program is finished - feedback: No it would be useless at the end of your code - hint: The computer waits for a second at the `{sleep}` command - correct_answer: C - question_score: '10' 6: - question_text: What should be on the lines? code: |- {print} And the award for best programming language goes to... _?_ @@ -322,116 +122,17 @@ levels: {ask} ``` feedback: There is no question there to be asked - hint: Pause for dramatic effect... - correct_answer: A - question_score: '10' 7: - question_text: What command should be used on line 2? code: |- {print} I will explode in 3 seconds! _?_ {print} BOOM! - mp_choice_options: - - option: |- - ``` - {print} 3 - ``` - feedback: You don't need to `{print}` - - option: |- - ``` - {sleep} 3 - ``` - feedback: Perfect! - - option: |- - ``` - {sleep} - ``` - feedback: This way the bomb will explode in 1 second - - option: |- - ``` - {sleep} {sleep} {sleep} - ``` - feedback: Make it easier on yourself by using the number 3 - hint: You want the computer to wait for 3 seconds - correct_answer: B - question_score: '10' - 8: - question_text: How would you correct the first line of code? - code: |- - {ask} {is} How old are you? - {print} age - mp_choice_options: - - option: |- - ``` - age {ask} {is} How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - {ask} {is} age How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - age {is} {ask} How old are you? - ``` - feedback: You get it! - - option: |- - ``` - age {is} How old are you? - ``` - feedback: Where is the `{ask}` command? - hint: The variable name should come first - correct_answer: C - question_score: '10' - 9: - question_text: What is going wrong in this code? - code: |- - dogs {is} animal - {print} I love animal - mp_choice_options: - - option: 'Line 1 should say: dogs `{is}` animals' - feedback: The variable name is animal - - option: 'Line 1 should say: animal `{is}` dogs' - feedback: Great! - - option: 'Line 2 should say: `{print}` I love animals' - feedback: The variable name is animal - - option: 'Line 2 should say: `{sleep}` I love animals' - feedback: Sleep is not used to `{print}` text - hint: You want to `{print}` 'I love dogs' - correct_answer: B - question_score: '10' 10: - question_text: What command should be used on the line 1? code: |- flavor {is} _?_ {print} Your favorite icecream is... {sleep} {print} flavor - mp_choice_options: - - option: |- - ``` - {sleep} 3 - ``` - feedback: You want to know the favorite flavor! - - option: |- - ``` - {print} strawberries - ``` - feedback: You do not want a `{print}` command at the middle of the line... - - option: |- - ``` - strawberries, chocolate, vanilla - ``` - feedback: This way you are making a list. You don't want that now. - - option: |- - ``` - {ask} What flavor icecream do you like? - ``` - feedback: That's right! - hint: You want to `{ask}` a question - correct_answer: D - question_score: '10' 3: 1: question_text: What command do you use to let Hedy pick something arbitrarily? @@ -456,14 +157,7 @@ levels: {at} {random} ``` feedback: Correct! - hint: Arbitrarily means without a plan or randomly. - correct_answer: D - question_score: '10' 2: - question_text: What's wrong with this code? - code: |- - animals {is} dog cat cow - {print} animals {at} {random} mp_choice_options: - option: 'You need commas in line 1: dog, cat, cow.' feedback: Good job! @@ -473,155 +167,8 @@ levels: feedback: animals is correct. - option: '`{at} {random}` is spelled incorrectly' feedback: '`{at} {random}` is the correct spelling' - hint: There's something wrong in line 1 - correct_answer: A - question_score: '10' - 3: - question_text: How do you fix the mistake in line 2? - code: |- - options {is} rock, paper, scissors - {print} rock, paper, scissors {at} {random} - mp_choice_options: - - option: |- - ``` - {at} {random} {print} options - ``` - feedback: You're almost there. The order of the words isn't right yet. - - option: |- - ``` - {print} rock {at} {random} - ``` - feedback: you don't always want the Hedy to {print} rock, sometimes you want scissors or paper. - - option: |- - ``` - {print} options {at} {random} - ``` - feedback: Very good! - - option: Nothing, the code is correct! - feedback: Look carefully for the mistake - hint: The variable (the list) is called options. - correct_answer: C - question_score: '10' - 4: - question_text: What should change in line 2 to print a random price? - code: |- - prices {is} 1 dollar, 100 dollar, 1 million dollar - {print} price {at} {random} - mp_choice_options: - - option: |- - ``` - {print} price - ``` - feedback: You don't want to `{print}` the word price, but you want to `{print}` one price out of your list `{at} {random}` - - option: |- - ``` - {print} prices {at} {random} - ``` - feedback: Great! You've really paid attention. - - option: |- - ``` - {print} {at} {random} price - ``` - feedback: '`{at} {random}` is placed behind the variable.' - - option: Nothing, this code is alright. - feedback: Look carefully for the mistake you missed! - hint: The variable name is prices - correct_answer: B - question_score: '10' - 5: - question_text: What is wrong in this code? - code: |- - question {is} {ask} What do you want to know? - {print} question - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 1 needs to say `{print}` instead of `{ask}` - feedback: No, that's not wrong. - - option: Line 2 needs to say `{ask}` instead of `{print}` - feedback: No that's not wrong. - - option: Line 2 needs to say answers `{at} {random}` `{is}` yes, no, maybe - feedback: No, that's not wrong. - - option: Nothing, this code is perfect - feedback: That's right! - hint: Does this code even have a mistake? - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 2 needs to say question instead of answers - feedback: No that's not right - - option: Line 2 needs the `{is}` command - feedback: Correct - - option: Line 3 needs to say answer instead of answers - feedback: No the variable's called answers - - option: Nothing! This code is great! - feedback: Actually, line 2 has a mistake. - hint: There is something wrong with line 2. - correct_answer: B - question_score: '10' - 7: - question_text: What does the `{add}` command do? - code: |- - books {is} Harry Potter, The Hobbit, Green Eggs and Ham - your_book {is} {ask} What is your favorite book? - {add} your_book {to} books - {print} books {at} {random} - mp_choice_options: - - option: The `{add}` command removes a random book from the list - feedback: The remove command removes, the add command adds - - option: The `{add}` command adds a random book to a list - feedback: It doesn't. It adds your answer to the list! - - option: The `{add}` command adds your favorite book to the list - feedback: Correct! - - option: The `{add}` command prints your favorite book. - feedback: No, it adds your favorite book to the list - hint: The `{add}` command adds a book, but which one? - correct_answer: C - question_score: '10' - 8: - question_text: What is the output of this code? - code: |- - crisps {is} sea salt, paprika, sour cream - {remove} sea salt {from} crisps - {remove} paprika {from} crisps - {print} crisps {at} {random} - mp_choice_options: - - option: You can't tell, because Hedy will `{print}` one of the 3 flavors `{at} {random}` - feedback: Take a look at the `{remove}` commands - - option: sea salt - feedback: sea salt is removed from the list - - option: paprika - feedback: Paprika is removed from the list - - option: sour cream - feedback: That's right! - hint: There are 3 flavors, bit 2 are removed. Which one remains? - correct_answer: D - question_score: '10' 9: - question_text: What's wrong with this code? - code: |- - colors {is} blue, purple, green - chosen_color {is} {ask} Which hair color wouldn't you like to have? - {remove} chosen_color {from} colors - {print} I will dye my hair color {at} {random} - mp_choice_options: - - option: 'Line 3 should say: `{remove}` blue `{from}` colors' - feedback: Maybe you want blue hair though! - - option: Line 3 should have an `{add}` command instead of a `{remove}` command - feedback: You want to remove the chosen color so `{remove}` is right. - - option: In line 4 the variable should be called colors instead of color - feedback: Great job! - - option: Nothing, this is a correct code! - feedback: Find the mistake! hint: Look at line 3 - correct_answer: C - question_score: '10' 10: question_text: What should be on the _?_? code: |- @@ -652,8 +199,6 @@ levels: ``` feedback: This increased the change that the person who walked yesterday now has to do it again. That's mean. hint: The person who walked the dog yesterday should be removed from the list. - correct_answer: A - question_score: '10' 4: 1: question_text: Which of these is true? @@ -666,11 +211,7 @@ levels: feedback: '`{at} {random}` still works' - option: '`{at} {random}` now needs quotation marks' feedback: No, but 2 other commands do. - hint: In level 4 you need quotation marks for 2 commands. - correct_answer: A - question_score: '10' 2: - question_text: Which code uses the proper quotation marks? mp_choice_options: - option: |- ``` @@ -692,11 +233,7 @@ levels: {print} ,hello, ``` feedback: This is a comma, you need quotation marks. - hint: Pick the right quotation marks. - correct_answer: B - question_score: '10' 3: - question_text: Where are the quotation marks used correctly? mp_choice_options: - option: |- ``` @@ -718,28 +255,7 @@ levels: {print} 'Hi Im Hedy' ``` feedback: Perfect! - hint: Both before and after the words you want to print should be a quotation mark. - correct_answer: D - question_score: '10' - 4: - question_text: Which statement is true? - mp_choice_options: - - option: 'You need quotation marks around the word `{print}`, like this: `''{print}''`.' - feedback: The quotation marks shouldn't be around the command itself. - - option: You need quotation marks around the words you want to print. - feedback: Super! - - option: You do not need quotation marks when using the `{ask}` command - feedback: Both `{print}` and `{ask}` require quotation marks - - option: You can choose yourself whether to use quotation marks or not. - feedback: Unfortunately, Hedy is stricter than that. - hint: From level 4 on you need to use quotation marks. - correct_answer: B - question_score: '10' 5: - question_text: What has to be changed in order for the game to work? - code: |- - options {is} rock, paper, scissors - {print} 'options {at} {random}' mp_choice_options: - option: |- ``` @@ -758,89 +274,9 @@ levels: feedback: That's right - option: Nothing, the game already works! feedback: Look carefully. There is an error. - hint: You don't want Hedy to literally print 'options {at} {random}', you want it to print 'rock' or 'paper' or 'scissors'. - correct_answer: C - question_score: '10' 6: - question_text: What would be a good next line in this code? - code: prices {is} 1 dollar, 100 dollars, 1 million dollars - mp_choice_options: - - option: |- - ``` - {print} 'You win...' prices {at} {random} - ``` - feedback: Great! You get it! - - option: |- - ``` - {print} You win... 'prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}' - - option: |- - ``` - {print} You win... prices {at} {random} - ``` - feedback: You need some quotation marks! - - option: |- - ``` - {print} 'You win... prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}'' hint: 'Think carefully: what is a variable and should be outside of the quotation marks? And what are normal words that should be inside?.' - correct_answer: A - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: Correct! - - option: Quotation marks are missing in line 2 - feedback: A variable doesn't need quotes - - option: Quotation marks are missing in line 3 - feedback: You don't want Hedy to literally print 'answers {at} {random}' so no quotation marks needed here! - - option: Nothing, this code is good as is! - feedback: Look carefully. You missed a mistake! - hint: Check each line on whether they'd need quotation marks or not. - correct_answer: A - question_score: '10' - 8: - question_text: What would be a good next line for this code? - code: |- - {print} 'Welcome at the money show!' - {print} 'In front of you are 3 doors' - door {is} {ask} 'Which door do you choose?' - mp_choice_options: - - option: |- - ``` - {print} So you pick door door - ``` - feedback: We need quotation marks - - option: |- - ``` - {print} 'So you pick ' door door - ``` - feedback: If the player chooses door 3, Hedy will say 'So you pick 3 3 - - option: |- - ``` - {print} 'So you pick door ' door - ``` - feedback: Super! - - option: |- - ``` - {print} 'So you pick door door' - ``` - feedback: Hedy will literally print 'So you pick door door - hint: The second word door should be replaced with the number, the first should still be the word door... - correct_answer: C - question_score: '10' 9: - question_text: What will never appear in your output screen? - code: |- - clubs {is} Real Madrid, Bayern Munchen, Manchester United, Ajax - {print} clubs {at} {random} ' is going the win the champions league' mp_choice_options: - option: Ajax is going to win the champions league feedback: Hedy could `{print}` that @@ -850,27 +286,6 @@ levels: feedback: Hedy could `{print}` that - option: FC Barcelona is going to win the champions league feedback: That's right. It's not in the list - hint: What are Hedy's options to randomly pick from? - correct_answer: D - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - people {is} mom, dad, Emma, Sophie - {print} The dishes are done by... - {print} people {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: A list doesn't need quotation marks - - option: Quotation marks are missing in line 2 - feedback: Correct - - option: Quotation marks are missing in both line 2 and 3 - feedback: Line 3 doesn't need quotation marks because it's not printed literally - - option: Nothing, this code has no mistakes - feedback: You missed one! - hint: One line needs quotation marks, because you want it to be printed literally. - correct_answer: B - question_score: '10' 5: 1: question_text: What is true? @@ -888,79 +303,8 @@ levels: - option: In level 5 `{ask}` and `{print}` work the same as in level 4 feedback: Correct! hint: We have only learned a new command in level 5. - correct_answer: D - question_score: '10' - 2: - question_text: What appears in your output screen when you type in the name Hedy? - code: |- - name {is} {ask} 'What is your name?' - {if} name {is} Hedy {print} 'fun' {else} {print} 'less fun' - mp_choice_options: - - option: fun - feedback: That's right! - - option: less fun - feedback: If the name is Hedy, it will say 'fun'' - - option: Hedy - feedback: No, it doesn't print the name - - option: Error - feedback: Fortunately not! - hint: '`{if}` name `{is}` Hedy `{print}` ...?' - correct_answer: A - question_score: '10' 3: - question_text: What is the right password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct! - feedback: This is printed when you type in the correct password - - option: SECRET - feedback: That's right!' - - option: password - feedback: The password isn't password... - - option: ALARM INTRUDER - feedback: This is printed when you type in the incorrect password! hint: '`{if}` password `{is}` ... `{print}` ''Correct!''!''' - correct_answer: B - question_score: '10' - 4: - question_text: What does Hedy print when you type in the wrong password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct - feedback: That's printed if the correct answer is given, not the wrong one... - - option: SECRET - feedback: That's not the right answer - - option: Wrong! - feedback: No, this is not what Hedy will print - - option: ALARM! INTRUDER! - feedback: Great job! - hint: Your computer will sound the alarm for intruders! - correct_answer: D - question_score: '10' - 5: - question_text: Why will Hedy say 'ALARM! INTRUDER' when you type in 'secret'? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Because it needs to be in capitals, so SECRET - feedback: Indeed! - - option: Because the password is alarm - feedback: No, this is not the password. - - option: Because it's spelled wrong. - feedback: That's not how you spell secret - - option: Because Hedy makes a mistake - feedback: No, Hedy is right - hint: The spelling of the word has to be exactly the same. - correct_answer: A - question_score: '10' 6: question_text: Which word should be on the place of the question mark in the last line? code: |- @@ -969,30 +313,6 @@ levels: club is {ask} 'Which club is your favorite?' {if} club {is} ajax {print} 'Ajax is going to win of course!' _?_ {print} 'Sorry, your club is gonna be in last place...' - mp_choice_options: - - option: |- - ``` - {if} - ``` - feedback: '`{if}` is already in the line above' - - option: |- - ``` - {at} {random} - ``` - feedback: No, you need `{else}`. - - option: |- - ``` - {else} - ``` - feedback: Great! - - option: |- - ``` - {print} - ``` - feedback: '`{print}` is already there, we need a word before it!' - hint: '`{if}` goes together with...?' - correct_answer: C - question_score: '10' 7: question_text: Which word should be in the place of the question mark? code: |- @@ -1021,9 +341,6 @@ levels: {print} ``` feedback: Awesome! - hint: After `{else}` a `{print}` command follows - correct_answer: D - question_score: '10' 8: question_text: Which word should be on the place of the question mark? code: |- @@ -1051,298 +368,37 @@ levels: {print} ``` feedback: No, that's not it. - hint: What the variable name? - correct_answer: B - question_score: '10' - 9: - question_text: Which door should you choose to escape?? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} - mp_choice_options: - - option: '1' - feedback: Bad choice! You're being eaten - - option: '2' - feedback: Super! You escaped! - - option: '3' - feedback: Bad choice! You're being eaten. - - option: It's a trap, you will always be eaten! - feedback: Luckily not! - hint: One of the doors will keep you safe.. - correct_answer: B - question_score: '10' + 6: + 6: + question_text: How much does a hamburger cost is this virtual restaurant? 10: - question_text: Which monster is standing behind door 1? code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} + name _?_ Hedy + {print} name 'is walking trough the forrest' mp_choice_options: - - option: Hedy picks a random monster each time. - feedback: Awesome! - - option: vampire - feedback: Not always... - - option: werewolf - feedback: Not always... - - option: giant spider - feedback: Not always... - hint: Mind the last 3 words... monsters `{at} {random}`... - correct_answer: A - question_score: '10' - 6: + - option: You can only fill in the word is on the `_?_` + feedback: You are allowed to use the `=` sign as well + - option: You can fill in either the word is or the `=` sign on the `_?_` + feedback: Amazing! + - option: You have to fill in =is= on the `_?_` + feedback: No, one `=` sign is enough + - option: You can only use the `=` sign when working with numbers, not with words. + feedback: You can also use `=` with words. + 7: 1: - question_text: What's Hedy's output when you run this code? - code: '{print} 2*10' mp_choice_options: - - option: '20' - feedback: Correct! - - option: '12' - feedback: No, the plus sign is used in addition - - option: 2*10 - feedback: No, Hedy will calculate the answer - - option: '210' - feedback: Mind it's a calculation. - hint: The `*` is used as a multiplication sign - correct_answer: A - question_score: '10' + - option: '0' + feedback: No you can repeat a line. + - option: '1' + feedback: Correct, one line at a time + - option: '2' + feedback: In this level only one line at a time + - option: infinite + feedback: In this level you can only repeat one line at a time + hint: You can only repeat 1 line at a time 2: - question_text: What do you use when you want to add two numbers? - mp_choice_options: - - option: '`-`' - feedback: That's not it - - option: plus - feedback: That's not it - - option: '`*`' - feedback: That's not it - - option: '`+`' - feedback: Correct! - hint: It's the plus sign. - correct_answer: D - question_score: '10' - 3: - question_text: What's Hedy's output when you run this code? - code: '{print} ''3*10''' - mp_choice_options: - - option: '30' - feedback: This would be the right answer if there were no quotation marks. - - option: '13' - feedback: Try again.. - - option: 3*10 - feedback: Correct! There are quotation marks, so Hedy will print it literally. - - option: Nothing, Hedy will give an error message. - feedback: No, Hedy will print it literally. - hint: Mind the quotation marks!! - correct_answer: C - question_score: '10' - 4: - question_text: Kim is 10 years old. What will Hedy print for her? - code: |- - name = {ask} 'How many letters are in your name?' - age = {ask} 'How old are you?' - luckynumber = name*age - {print} 'Your lucky number is...' luckynumber - mp_choice_options: - - option: '30' - feedback: Mind, Hedy also prints 'Your lucky number is...' - - option: '10' - feedback: Please try again. - - option: Your lucky number is... 30 - feedback: That's right! - - option: Your lucky number is... 10 - feedback: Her lucky number is name times age... - hint: 'Kim has 3 letters, she is 10 years old so: letters times age = 3*10 = 30.' - correct_answer: C - question_score: '10' - 5: - question_text: If 5 people eat at this restaurant, how much do they have to pay in total? - code: |- - {print} 'Welcome to Hedys!' - people = {ask} 'How many people are eating with us tonight?' - price = people * 10 - {print} 'That will be ' price 'dollar please' - mp_choice_options: - - option: 5 dollars - feedback: Unfortunately, it's not that cheap. - - option: 10 dollars - feedback: No, it's 10 dollars each. - - option: 15 dollars - feedback: The * means multiplication. - - option: 50 dollars - feedback: Great! - hint: '`price` `is` `people` `times` 10' - correct_answer: D - question_score: '10' - 6: - question_text: How much does a hamburger cost is this virtual restaurant? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = 15 - {if} food {is} fries price = 6 - mp_choice_options: - - option: 15 dollars - feedback: Super! - - option: 6 dollars - feedback: The fries are 6 dollars - - option: 0 dollars - feedback: The hamburger isn't free! - - option: 21 dollars - feedback: That's the price for a hamburger and fries! - hint: Mind the fourth line. - correct_answer: A - question_score: '10' - 7: - question_text: Why does line 7 say 'price is price + 3' instead of 'price is 3'? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = price + 15 - {if} food {is} fries price = price + 6 - drinks is {ask} 'What would you like to drink?' - {if} drinks {is} coke price = price + 3 - {if} drinks {is} water price = price + 1 - {print} price ' dollars please' - mp_choice_options: - - option: It could have been `price = 3` just as well. - feedback: No, that's not true. Hedy needs to add 3 dollars to the total. - - option: Because Hedy doesn't understand `price = 3`. - feedback: Hedy would understand, but it wouldn't be right. - - option: Because Hedy would otherwise forget about the previous order. The price would be 3 dollars in total. - feedback: That's right! - - option: Because the price is 0 dollars to begin with. - feedback: That's true, but not the reason - hint: The price shouldn't be 3, but 3 dollars more than it already was - correct_answer: C - question_score: '10' - 8: - question_text: Why is this code incorrect? - code: |- - correct answer = 3*12 - answer = {ask} 'What is 3 times 12?' - {if} answer {is} correct answer {print} 'Good job!' - {else} {print} 'No... It was ' correct answer - mp_choice_options: - - option: There shouldn't be quotation marks in line 2 - feedback: No, there should be! - - option: The variable is called correct answer, but a variable's name can only be 1 word. So it should be correct_answer - feedback: Correct! - - option: The `{if}` and `{else}` commands should be in the same line. - feedback: No, that's not true. - - option: The variable in line 2 can't be called answer, because it is too similar to the variable correct answer. - feedback: Variable names can be similar, but they can't be 2 words... - hint: Inspect what the variables are called. - correct_answer: B - question_score: '10' - 9: - question_text: Imagine you love football a 10, you've eaten 2 bananas and have washed your hands 3 times today. How smart does the silly fortune teller think you are? - code: |- - {print} 'Im Hedy the silly fortune teller' - {print} 'I will predict how smart you are!' - football = {ask} 'On a scale of 0 to 10 how much do you love football?' - bananas = {ask} 'How many bananas have you eaten this week?' - hygiene = {ask} 'How many times did you wash your hands today??' - result = bananas + hygiene - result = result * football - {print} 'You are ' result 'percent smart.' - mp_choice_options: - - option: 10% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 32% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 50% - feedback: Super! You are 100 percent smart! - - option: 100% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - hint: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - correct_answer: C - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - name _?_ Hedy - {print} name 'is walking trough the forrest' - mp_choice_options: - - option: You can only fill in the word is on the `_?_` - feedback: You are allowed to use the `=` sign as well - - option: You can fill in either the word is or the `=` sign on the `_?_` - feedback: Amazing! - - option: You have to fill in =is= on the `_?_` - feedback: No, one `=` sign is enough - - option: You can only use the `=` sign when working with numbers, not with words. - feedback: You can also use `=` with words. - hint: '`{is}` and `=` are both allowed' - correct_answer: B - question_score: '10' - 7: - 1: - question_text: How many lines can you repeat at once with the repeat command at this level? - mp_choice_options: - - option: '0' - feedback: No you can repeat a line. - - option: '1' - feedback: Correct, one line at a time - - option: '2' - feedback: In this level only one line at a time - - option: infinite - feedback: In this level you can only repeat one line at a time - hint: You can only repeat 1 line at a time - correct_answer: B - question_score: '10' - 2: - question_text: Which code is right? - mp_choice_options: - - option: |- - ``` - {print} 100 {times} 'hello' - ``` - feedback: '`{repeat}` 100 `{times}` `{print}` ''hello''' - - option: |- - ``` - {print} {repeat} 100 {times} 'hello' - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 'hello' 100 {times} - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 100 {times} {print} 'hello' - ``` - feedback: That's right! hint: First the repeat command, then the `{print}` command - correct_answer: D - question_score: '10' - 3: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} ''Hello!''' - mp_choice_options: - - option: Right - feedback: No, a word is missing - - option: Wrong, the word `{repeat}` is missing - feedback: The word `{repeat}` is there, another word is missing - - option: Wrong, the word `{times}` is missing - feedback: The word `{times}` is there, another word is missing. - - option: Wrong, the word `{print}` is missing - feedback: Correct - hint: 'It should be: `{repeat}` 100 `{times}` `{print}` ''Hello''' - correct_answer: D - question_score: '10' 4: - question_text: Which word is wrong in the code? - code: |- - {print} 'I'm blue' - {repeat} 7 {times} {print} 'da ba dee, da ba da' mp_choice_options: - option: |- ``` @@ -1365,24 +421,7 @@ levels: ``` feedback: '`{times}` is spelled correctly' hint: I'm is wrong, you can't use apostrophes - correct_answer: A - question_score: '10' - 5: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} {print} ''Hedy is awesome!''' - mp_choice_options: - - option: Correct - feedback: That's right! - - option: Wrong - feedback: That's not it - hint: The code is correct! - correct_answer: A - question_score: '10' 6: - question_text: What will be the output from this code? - code: |- - {print} 'The wheels on the bus go' - {repeat} 3 {times} {print} ' round and round' mp_choice_options: - option: |- the wheels on the bus go @@ -1408,14 +447,7 @@ levels: round and round round and round feedback: All though the town! Perfect! - hint: Only 'round and round' is repeated 3 times. - correct_answer: D - question_score: '10' 7: - question_text: What will be the output from this code? - code: |- - {repeat} 2 {times} {print} 'We will' - {print} 'ROCK YOU!' mp_choice_options: - option: |- We will We will @@ -1436,61 +468,7 @@ levels: We will ROCK YOU! feedback: Mind the repeat command - hint: Mind the `{repeat}` command. - correct_answer: B - question_score: '10' - 8: - question_text: What Hedy code belongs to this output? - code: |- - Here comes the sun - Do do do do - Here comes the sun - And I say - Its alright - mp_choice_options: - - option: |- - ``` - {print} 'Here comes the sun' - {print} 'Do do do do' - {print} 'Here comes the sun' - {print} 'And I say' - {print} 'Its alright' - ``` - feedback: Awesome, you can't use the `{repeat}` command here. - - option: |- - ``` - {repeat} 2 {times} {print} 'Here comes the sun' - {print} 'And I say' - {print} 'Its alright' - feedback: Where did you leave 'Do do do do'? - - option: |- - ``` - {repeat} 2 {times} {print} 'Here comes the sun' - {print} 'Do do do do' - {print} 'And I say' - {print} 'Its alright' - ``` - feedback: This is not the correct order.. - - option: |- - ``` - {repeat} 2 {times} {print} 'Here comes the sun' - {repeat} 2 {times} {print} 'Do do' - {print} 'And I say' - {print} 'Its alright' - ``` - feedback: This is not the correct order.. - hint: '`{repeat}` can only be used if you want to execute the same line multiple times in a row.' - correct_answer: A - question_score: '10' 9: - question_text: What Hedy code belongs to this output? - code: |- - Batman was flying through Gotham. - When suddenly he heard someone screaming... - Help! - Help! - Help! - Please help me! mp_choice_options: - option: |- ``` @@ -1524,16 +502,8 @@ levels: {print} 'Please help me!' ``` feedback: Perfect - hint: '''Help!'' is repeated 3 times.' - correct_answer: D - question_score: '10' 10: question_text: What Hedy code belongs to this output? - code: |- - if youre happy and you know it clap your hands - if youre happy and you know it clap your hands - if youre happy and you know it and you really want to show it - if youre happy and you know it clap your hands mp_choice_options: - option: |- ``` @@ -1563,46 +533,8 @@ levels: {print} 'clap your hands' ``` feedback: This is not in the right order. - hint: Mind the order of the sentences. - correct_answer: B - question_score: '10' 8: - 1: - question_text: Which output will be produced by this code? - code: |- - {repeat} 2 {times} - {print} 'Hello' - {print} 'Im Hedy!' - mp_choice_options: - - option: |- - Hello - Im Hedy! - feedback: Everything is printed twice. - - option: |- - Hello - Hello - Im Hedy - feedback: The second line is repeated twice as well. - - option: |- - Hello - Im Hedy! - Hello - Im Hedy! - feedback: Super! - - option: |- - Hello - Hello - Im Hedy! - Im Hedy! - feedback: Everything is printed twice - hint: Both lines are repeated twice. - correct_answer: C - question_score: '10' 2: - question_text: What is wrong with this code? - code: |- - {repeat} 5 {times} - {print} 'Hedy is cool!' mp_choice_options: - option: This should be only one line, not 2. feedback: No it should be 2 lines. @@ -1612,15 +544,7 @@ levels: feedback: Nee, repeat is de goede spelling - option: The second line need to start with 4 spaces as indentation. feedback: Correct! - hint: Something is missing in the second line? - correct_answer: D - question_score: '10' 3: - question_text: What output will be produced when you run this program? - code: |- - {repeat} 3 {times} - {print} 'Baby shark tututudutudu' - {print} 'Baby shark' mp_choice_options: - option: |- Baby shark tututudutudu @@ -1647,97 +571,7 @@ levels: Baby shark feedback: What is being repeated and what isn't. hint: What is being repeated and what is not?. - correct_answer: C - question_score: '10' - 4: - question_text: Which output is correct? - code: |- - {print} 'The children went:' - {repeat} 2 {times} - {print} 'Yay!' - {print} 'We are going on vacation!' - mp_choice_options: - - option: |- - The children went: - Yay! - We are going on vacation! - feedback: Mind the `{repeat}` command! - - option: |- - The children went: - Yay! - We are going on vacation! - Yay! - We are going on vacation! - feedback: Correct! - - option: |- - The children went: - Yay! - Yay! - We are going on vacation! - We are going on vacation! - feedback: This order is incorrect. - - option: |- - The children went: - Yay! - Yay! - We are going on vacation! - feedback: The last line is repeated too. - hint: The block under the `{repeat}` command is repeated twice. - correct_answer: B - question_score: '10' - 5: - question_text: What is wrong with this code? - code: |- - end = {ask} 'Do you want a happy or a sad ending?' - {if} end {is} happy {print} 'They lived happily ever after' - {else} {print} 'The world exploded. The end.' - mp_choice_options: - - option: The `{print}` commands on the last two lines should start on new lines and start with 4 spaces. - feedback: That's right! - - option: '`{else}` is not a command!' - feedback: It is! - - option: Lines that start with `{if}` should start with 4 spaces - feedback: That's not true - - option: '`{ask}` is no longer a command' - feedback: That's not true - hint: Something is wrong with indentation - correct_answer: A - question_score: '10' - 6: - question_text: What will be the output of this code when we enter pancakes? - code: |- - {print} 'Welcome to restaurant Hedy' - {repeat} 2 {times} - food {is} {ask} 'What do you want to eat?' - {print} food - mp_choice_options: - - option: |- - Welcome to restaurant Hedy - Pancakes - feedback: There is no repetition in this answer. - - option: |- - Welcome to restaurant Hedy - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: This answer also repeats the welcome message - - option: |- - Welcome to restaurant Hedy - What do you want to eat? - What do you want to eat? - Pancakes - Pancakes - feedback: Almost! But look at the question, it is not repeated. - - option: |- - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: Well done! - hint: The first sentence and question will not be repeated - correct_answer: D - question_score: '10' 7: - question_text: What is wrong with this code? code: |- food = {ask} 'What would you like to eat?' {if} food {is} fries @@ -1756,96 +590,8 @@ levels: feedback: You always have to use indentation. - option: The indentation is wrong in the first `{if}` command. feedback: That's right. - hint: Take a careful look at the indentation. - correct_answer: D - question_score: '10' - 8: - question_text: In which of the codes is the indentation done right? - mp_choice_options: - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are wrong! - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are wrong! - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are... right! - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are wrong! - hint: What should happen if the person is right? And what else? - correct_answer: C - question_score: '10' - 9: - question_text: What line(s) in this code should start with 4 spaces? - code: |- - 1 music = {ask} 'What is your favorite music genre?' - 2 {if} music {is} rock - 3 {print} '🤘' - 4 {else} - 5 {print} '👎' - mp_choice_options: - - option: Line 2 and 4 - feedback: The lines after the `{if}` and `{else}` command should start with 4 spaces - - option: Only line 3 - feedback: Not only 3... - - option: Line 3, 4 and 5 - feedback: Line 4 shouldn't - - option: Line 3 and 5 - feedback: Great job! - hint: The lines after an `{if}` or `{else}` command should start with 4 spaces. - correct_answer: D - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - 1 level = {ask} 'What level are you on?' - 2 {if} level {is} 8 - 3 {print} 'Great job!' - mp_choice_options: - - option: All lines should start with 4 spaces - feedback: That's not true - - option: Line 2 and 3 should start with 4 spaces - feedback: That's not true - - option: Line 2 should start with 4 spaces - feedback: That's not true - - option: Line 3 should start with 4 spaces - feedback: You are correct! - hint: Only one line starts with 4 spaces, but which one...? - correct_answer: D - question_score: '10' 9: 1: - question_text: What is wrong with this code? code: |- {repeat} 3 {times} eten = {ask} 'What would you like to eat?' @@ -1866,51 +612,7 @@ levels: - option: The indentation is wrong in the last `{if}` command. feedback: It not, though. hint: all the indentation is done correctly. - correct_answer: A - question_score: '10' - 2: - question_text: What will be printed after entering the correct password? - code: |- - password = {ask} 'What is the password?' - correct_password = Hedy - {if} password {is} correct_password - {repeat} 2 {times} - {print} 'Good job!' - {print} 'You can use the computer!' - {else} - {print} 'The computer will explode in 5... 4... 3... 2... 1...' - mp_choice_options: - - option: |- - ``` - Good job! - Good job! - ``` - feedback: That's not it! - - option: |- - ``` - The computer will explode in 5... 4... 3... 2... 1... - ``` - feedback: That's not it! - - option: |- - ``` - Good job! - Good job! - You can use the computer! - ``` - feedback: That's not it! - - option: |- - ``` - Good job! - You can use the computer! - Good job! - You can use the computer! - ``` - feedback: Correct! - hint: Everything under the `{repeat}` command is repeated twice. - correct_answer: D - question_score: '10' 3: - question_text: Which case should you choose to win a million dollars? code: |- {print} 'Choose the right case and win!' case = {ask} 'Which case will you pick? 1 or 2?' @@ -1926,20 +628,7 @@ levels: {print} 'You sell the case for 500 dollars' {if} action {is} open {print} 'You open the case and win a million dollars!' - mp_choice_options: - - option: case 1, sell - feedback: You don't win a million! - - option: case 1, open - feedback: You don't win a million - - option: case 2, sell - feedback: You don't win a million - - option: case 2, open - feedback: Great job! You win! - hint: Follow the right path - correct_answer: D - question_score: '10' 4: - question_text: Which statement is true? code: |- name = {ask} 'What is your name?' size = {ask} 'What is your shoe size?' @@ -1959,15 +648,7 @@ levels: feedback: That's right! - option: Cinderella with shoe size 40 gets the output 'I was looking for you!' feedback: No she gets 'Ill keep looking' - hint: No matter what your name is, if you have shoe size 40 you will get the message 'Ill keep looking'. - correct_answer: C - question_score: '10' 5: - question_text: Which code produced this output? - output: |- - Icecream is the best! - Icecream is the best! - Icecream is the best! mp_choice_options: - option: |- ``` @@ -2002,11 +683,7 @@ levels: {print} 'Icecream is the best!' ``` feedback: There are 2 `{repeat}` commands in this code. - hint: Watch the indentation - correct_answer: C - question_score: '10' 6: - question_text: After which command(s) should you use indentation (starting the next line with 4 spaces)? mp_choice_options: - option: '`{if}`' feedback: Don't forget the others @@ -2016,9 +693,6 @@ levels: feedback: Keep it up! - option: '`{if}` `{else}` `{repeat}` `{print}`' feedback: Not with print - hint: Indentation happens on the line below some commands - correct_answer: C - question_score: '10' 7: question_text: "In this code from a pizza restaurant. \nYou'll get a 5 dollar discount if you order a medium pizza with coke.\n What should you do to debug this code?" code: |- @@ -2059,9 +733,6 @@ levels: price = price - 2 ``` feedback: Try again - hint: After each `{if}` command, the line below should indent - correct_answer: A - question_score: '10' 8: question_text: What is wrong is this code? code: |- @@ -2079,41 +750,12 @@ levels: feedback: You actually must start like that. - option: A code must always start with a `{print}` command in the first line feedback: That's not true. - hint: The indentation is done right this time - correct_answer: B - question_score: '10' - 9: - question_text: How many `{if}` commands can be placed inside another `{if}` command? - mp_choice_options: - - option: None, that is not allowed - feedback: You are allowed to - - option: Only 1 - feedback: You could use more if you like - - option: '3' - feedback: You could use more if you like - - option: Infinite, as long as you keep using indentation correctly - feedback: That is true - hint: You can put an `{if}` command inside an `{if}` command. - correct_answer: D - question_score: '10' 10: - question_text: Which statement is true? code: |- 1 {repeat} 2 {times} 2 {if} level {is} 9 3 {print} Great job! - mp_choice_options: - - option: All lines should start with 4 spaces - feedback: Only line 2 and 3 start with spaces - - option: Line 2 and 3 should start with 4 spaces - feedback: Line 3 should start with 8 - - option: Line 2 and 3 should start with 8 spaces - feedback: Line 2 should start with 4 - - option: line 2 should start with 4 spaces and line 3 with 8 - feedback: You are correct! hint: The first line doens't start with any spaces - correct_answer: D - question_score: '10' 10: 1: question_text: What do we need to fill in on the `_?_` if we want to print each compliment? @@ -2121,91 +763,6 @@ levels: compliments = perfect, great job, amazing _?_ {print} compliment - mp_choice_options: - - option: |- - ``` - {for} each compliment - ``` - feedback: That's not it - - option: |- - ``` - {for} compliment {in} compliments - ``` - feedback: You deserve all those compliments! - - option: |- - ``` - {if} compliment {in} compliments - ``` - feedback: That's not it - - option: |- - ``` - {for} compliments {in} compliment - ``` - feedback: Almost there! - hint: '`{for}` each compliment in the lists of compliments...' - correct_answer: B - question_score: '10' - 2: - question_text: Which output is correct? - code: |- - meals = pizza, pasta, pancakes - {for} meal {in} meals - {print} 'I love ' meal - mp_choice_options: - - option: I love pizza - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pasta - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pancakes - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: |- - I love pizza - I love pasta - I love pancakes - feedback: Great! - hint: Line 2 says for each meal in the list of meals. So each meal is printed. - correct_answer: D - question_score: '10' - 3: - question_text: Which output is correct? - code: |- - animals = dogs, cats, hamsters, chickens - {for} animal {in} animals - {print} animal ' are lovely pets' - mp_choice_options: - - option: dogs are lovely pets - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - - option: dogs, cats, hamsters, chickens are lovely pets - feedback: Each animal gets their own line in the output. - - option: |- - dogs are lovely pets - cats are lovely pets - hamsters are lovely pets - chickens are lovely pets - feedback: Great! - - option: You don't know yet. Because it chooses one of the animals {at} {random}. - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - hint: Line 2 says {for} each animal in the list of animals. So each animal is printed - correct_answer: C - question_score: '10' - 4: - question_text: What's wrong with this code? - code: |- - groceries = apples, bread, milk - {for} item {in} groceries - {print} 'We need ' groceries - mp_choice_options: - - option: Line 2 needs to start with 4 spaces as indentation - feedback: No it doesn't. Only line 3 needs indentation, which it has. - - option: Line 3 does not need to start with 4 spaces as indentation - feedback: Line 2 is a `{for}`command so line 3 does need to start with an indent. - - option: Line 3 should say item instead of groceries - feedback: Good job! - - option: Line 2 should say groceries instead of item - feedback: No it does not. - hint: Line 2 says `{for}` each item in the list of groceries - correct_answer: C - question_score: '10' 5: question_text: What word should be on the _?_ with these digital dice? code: |- @@ -2214,25 +771,7 @@ levels: choices = 1, 2, 3, 4, 5, 6 {for} player {in} players {print} player ' throws ' _?_ {at} {random} - mp_choice_options: - - option: players - feedback: It would say 'Ann throws Jesse', instead of 'Ann throws 6'. - - option: choices - feedback: That's right! - - option: choice - feedback: You are very close. But you need Hedy to pick from the list called 'choices' not 'choice'... - - option: dice - feedback: Look at the names of the variables. - hint: Hedy needs to pick a number `{at} {random}` - correct_answer: B - question_score: '10' 6: - question_text: Which of the answers below is a possible outcome when you run the code? - code: |- - choices = rock, paper, scissors - players = Kelly, Meredith - {for} player {in} players - {print} player ' chooses ' choices {at} {random} mp_choice_options: - option: Kelly chooses rock feedback: Meredith wants to play too! @@ -2246,9 +785,6 @@ levels: Kelly chooses paper Meredith chooses scissors feedback: Amazing! - hint: Each player will pick an option. The player that's first on the list will go first. - correct_answer: D - question_score: '10' 7: question_text: What line should be on the _?_ in this code that decides what these people will have for dinner? code: |- @@ -2256,30 +792,6 @@ levels: food = pasta, fries, salad _?_ {print} name ' has to eat ' food {at} {random} ' for dinner' - mp_choice_options: - - option: |- - ``` - {for} name {in} names - ``` - feedback: You are on fire! - - option: |- - ``` - {for} names {in} name - ``` - feedback: No it should be for each name in the list nameS, so the other way around - - option: |- - ``` - {for} food {in} food - ``` - feedback: Each name should be told what they will have for dinner. - - option: |- - ``` - {for} name {in} food - ``` - feedback: Each name should be told what they will have for dinner. - hint: Each name should be told what they will have for dinner. - correct_answer: A - question_score: '10' 8: question_text: What should be on the _?_ in this code that decides which color shirt you get? code: |- @@ -2308,11 +820,7 @@ levels: 'people gets a colors shirt' ``` feedback: There is no variable named people.. - hint: Mind the quotation marks and the names of the variables - correct_answer: B - question_score: '10' 9: - question_text: What is the first question Hedy will ask you when you run the program? code: |- courses = appetizer, main course, dessert names = Timon, Onno @@ -2320,20 +828,7 @@ levels: {for} course {in} courses food = {ask} name ', what would you like to eat as your ' course '?' {print} name ' orders ' food ' as their ' course - mp_choice_options: - - option: Timon, what would you like to eat as your appetizer? - feedback: Perfect! - - option: Onno, what would you like to eat as your appetizer? - feedback: Timon is first on the list! - - option: Timon, what would you like to eat as your dessert? - feedback: Appetizers are first in the list - - option: You don't know that. Hedy will choose `{at} {random}`. - feedback: There is no `{at} {random}` in this code... - hint: The first options from both lists are chosen. - correct_answer: A - question_score: '10' 10: - question_text: What is true about this code? code: |- prices = 1 million dollars, car, sandwich names = Bob, Patrick, Sandy, Larry @@ -2348,9 +843,6 @@ levels: feedback: That is not true. Larry has the same odds as the others - option: Someone might win with two prices feedback: You get it! - hint: Try to imagine the output of this code. - correct_answer: D - question_score: '10' 11: 1: question_text: What word should be at the place of the question mark? @@ -2378,14 +870,7 @@ levels: {for} ``` feedback: 'No' - hint: What did you learn in this level? - correct_answer: B - question_score: '10' 2: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 1 {to} 3 - {print} i mp_choice_options: - option: |- 1 @@ -2398,126 +883,33 @@ levels: feedback: That's not it - option: '123' feedback: That's not it - hint: How do the numbers appear in the screen? - correct_answer: A - question_score: '10' - 3: - question_text: Which code was used to get this output? - output: |- - 1 - 2 - 3 - 4 - 5 - Once I caught a fish alive! + 4: mp_choice_options: - option: |- ``` - {for} i {in} {range} 1 {to} 5 + {for} i {in} {range} 0 {to} 10 {print} i - {print} 'Once I caught a fish alive!' ``` - feedback: Perfect + feedback: Now Hedy prints the numbers from 0 to 10 instead of 10 to 0. - option: |- ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' + {for} i {in} {range} 0 to 10 + {print} - i ``` - feedback: This code won't work. You need an indent after {for}. + feedback: Hedy would print negative numbers in this case. - option: |- ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' + {for} i {in} {range} 10 to 0 + {print} 10 9 8 7 6 5 4 3 2 1 0 ``` - feedback: Now Hedy will count '1 Once I caught a fish alive!, 2 Once I caught a fish alive! etc. + feedback: Unfortunately this does not exist. - option: |- ``` - {for} i {in} {range} 1 {to} 5 - {print} 'i' - {print} 'Once I caught a fish alive!' - ``` - feedback: i is a variable and shouldn't have quotation marks - hint: First all the numbers, then the sentence - correct_answer: A - question_score: '10' - 4: - question_text: Which code was used to get this output? - output: |- - 10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0 - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 0 {to} 10 - {print} i - ``` - feedback: Now Hedy prints the numbers from 0 to 10 instead of 10 to 0. - - option: |- - ``` - {for} i {in} {range} 0 to 10 - {print} - i - ``` - feedback: Hedy would print negative numbers in this case. - - option: |- - ``` - {for} i {in} {range} 10 to 0 - {print} 10 9 8 7 6 5 4 3 2 1 0 - ``` - feedback: Unfortunately this does not exist. - - option: |- - ``` - {for} i {in} {range} 0 {to} 10 - {print} 10 - i + {for} i {in} {range} 0 {to} 10 + {print} 10 - i ``` feedback: That's right! hint: It has to be a calculation... - correct_answer: D - question_score: '10' - 5: - question_text: What's wrong with this code? - code: |- - {for} i {in} {range} 1 {to} 10 - {print} i - mp_choice_options: - - option: The i in the last line need quotation marks - feedback: No it doesn't. - - option: You can't use `{range}` 1 `{to}` 5 only `{range}` 1 `{to}` 10 - feedback: You could use 1 to 5 just as well! - - option: Line 1 needs to start with an indention. - feedback: Not line 1... - - option: Line 2 needs to start with an indention - feedback: Perfect! - hint: There is something wrong with the indention - correct_answer: D - question_score: '10' - 6: - question_text: How many times does the word Hello appear on your screen when you run the code? - code: |- - {for} i {in} {range} 0 {to} 2 - {print} 'Hello' - mp_choice_options: - - option: 1 time - feedback: 'No' - - option: 2 times - feedback: 'No' - - option: 3 times - feedback: That's right! - - option: Never - feedback: 'No' - hint: 0 also counts. So 0,1,2 that's 3 times. - correct_answer: C - question_score: '10' 7: question_text: What should be on the place of the question mark? code: |- @@ -2526,35 +918,7 @@ levels: _?_ food is {ask} 'What would you like to order?' {print} food - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 0 {to} 3 - ``` - feedback: There's not always 3 people - - option: |- - ``` - {for} i {in} {range} 1 {to} guests - ``` - feedback: The variable is not named guests - - option: |- - ``` - {for} i {in} {range} 1 {to} people - ``` - feedback: Great! - - option: |- - ``` - {for} i {in} {range} 0 {to} people - ``` - feedback: That's one order too many! - hint: Use the variable 'people' - correct_answer: C - question_score: '10' 8: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 23 {to} 25 - {print} 'hi' mp_choice_options: - option: |- 23 @@ -2570,34 +934,7 @@ levels: feedback: Correct - option: The word 'hi' will appear 25 times in a row. feedback: No it will only appear 3 times. - hint: It doesn't say `{print}` i - correct_answer: C - question_score: '10' - 9: - question_text: How many times does Hedy chant Hip Hip Hooray? - code: |- - age = {ask} 'How old are you?' - {for} i {in} {range} 1 {to} age - {print} 'Hip Hip Hoorray!' - mp_choice_options: - - option: 1 time - feedback: Try again - - option: 2 times - feedback: Try again - - option: Never - feedback: Try again - - option: That depends on how old you are - feedback: That's right! - hint: '`{for}` i `{in}` `{range}` 1 `{to}` age' - correct_answer: D - question_score: '10' 10: - question_text: Which code belongs to this output? - output: |- - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark mp_choice_options: - option: |- ``` @@ -2628,11 +965,8 @@ levels: ``` feedback: '`{range}` 0 `{to}` 3 is 4 times.' hint: Mind the indention - correct_answer: B - question_score: '10' 12: 1: - question_text: Which output is correct? code: |- print 'three and a half plus one and a half is...' print 3.5 + 1.5 @@ -2649,11 +983,7 @@ levels: three and a half plus one and a half is... 5 feedback: Great job! - hint: Both lines are printed! - correct_answer: D - question_score: '10' 2: - question_text: Which of these codes is correct? mp_choice_options: - option: |- ``` @@ -2679,11 +1009,7 @@ levels: print 'I would like a ' flavors at random ' cake.' ``` feedback: All the different values of flavors should be in quotation marks. - hint: The second line is the same in each code, pay attention to the first line - correct_answer: C - question_score: '10' 3: - question_text: What's wrong with this code? code: |- favorite_animal = ask 'What is your favorite animal?' print 'I like ' favoriteanimal ' too!' @@ -2696,30 +1022,13 @@ levels: feedback: That's not true - option: Nothing is wrong. feedback: That's not true - hint: The quotation marks are used correctly - correct_answer: A - question_score: '10' 4: - question_text: In which lines are quotation marks needed to get the code to work? code: |- print Welcome to the online shoe shop category = ask What kind of shoes are you looking for? if category = high heels print High heels are 50% off now! - mp_choice_options: - - option: Line 1 and 2 - feedback: 'No' - - option: Line 1, 2 and 3 - feedback: 'No' - - option: Line 1, 2 and 4 - feedback: 'No' - - option: All of the lines - feedback: Perfect! - hint: Does line 3 need quotation marks too? - correct_answer: D - question_score: '10' 5: - question_text: What output does Agent007 get when they put in the correct password? code: |- name is ask 'What is your name?' if name is 'Agent007' @@ -2732,18 +1041,6 @@ levels: else b is 'today at 10.00' print a + b - mp_choice_options: - - option: Go to the train station today at 10.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 02.00 - feedback: You've cracked the code! - - option: Go to the train station tomorrow at 02.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 10.00 - feedback: The agent won't be catching any bad guys here - hint: The correct password is TOPSECRET - correct_answer: B - question_score: '10' 6: question_text: Which line should be filled in at the ??? code: |- @@ -2757,32 +1054,7 @@ levels: if drinks = 'yes' ??? print 'That will be ' price ' dollar please' - mp_choice_options: - - option: |- - ``` - price = 14 - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = '14' - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = price + 2 - ``` - feedback: Excellent! - - option: |- - ``` - price = + 2 - ``` - feedback: Almost there! - hint: What if you only order fries and a drink? - correct_answer: C - question_score: '10' 7: - question_text: Which output does a vegan get? code: |- menu = 'cookies', 'cheese', 'grapes' print "It's my birthday! I`ve brought some snacks!" @@ -2794,36 +1066,7 @@ levels: print 'For you I have brought: ' for snack in menu print snack - mp_choice_options: - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cookies - grapes - feedback: Terrific! - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - feedback: There's more options than just one - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cheese - grapes - feedback: A vegan person can't have cheese - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - cookies - feedback: Almost there, but look at the order of snacks in the list - hint: What item is removed from the list when you answer 'vegan'? - correct_answer: A - question_score: '10' 8: - question_text: Which code was used to create this output? - code: '3.5' mp_choice_options: - option: |- ``` @@ -2845,9 +1088,6 @@ levels: print 7 * 2 ``` feedback: 'No' - hint: 7 devided by 2 is 3.5 - correct_answer: B - question_score: '10' 9: question_text: Which code should be filled in in line 1 at the ??? code: |- @@ -2874,9 +1114,6 @@ levels: 'prices' = 'one million dollars', 'nothing' ``` feedback: You one nothing - hint: The items on the list should be in quotation marks - correct_answer: C - question_score: '10' 10: question_text: Which line of code should be filled in at the ??? to complete the song ? code: |- @@ -2897,12 +1134,8 @@ levels: feedback: This is a hard one! All the actions on the list must be in the song. - option: print actions at random feedback: This is a hard one! All the actions on the list must be in the song. - hint: This is a hard one! All the actions on the list must be in the song. - correct_answer: B - question_score: '10' 13: 1: - question_text: Which code should be filled in at the ??? ? code: |- name = ask 'What is your name?' song = ask 'Whould you like to hear a song?' @@ -2933,11 +1166,7 @@ levels: if song = 'yes' or birthday = 'yes' ``` feedback: Hedy only sings if both answers are yes - hint: Hedy sings if you want to hear a song and it's you birthday - correct_answer: C - question_score: '10' 2: - question_text: Which command is missing in the code at the place of the ??? ? code: |- menu = 'cheese', 'sausage rolls', 'cookies' diet = ask 'Do you have any dietary restrictions?' @@ -2952,11 +1181,7 @@ levels: feedback: 'No' - option: print feedback: 'No' - hint: Neither vegans nor muslims can eat sausage rolls. - correct_answer: B - question_score: '10' 3: - question_text: Which output is given to a member without a discount code? code: |- member = ask 'Do you have a membership card?' discount = ask 'Do you have a discount code?' @@ -2974,10 +1199,7 @@ levels: - option: There is no way of knowing feedback: There is! Read the question carefully hint: Mind the command 'or' in line 3 - correct_answer: A - question_score: '10' 4: - question_text: Which line of code should follow this line in rock-paper-scissors game? code: if computer_choice is 'rock' and your_choice is 'paper' mp_choice_options: - option: print 'you win' @@ -2988,28 +1210,11 @@ levels: feedback: It's only a tie if both choices are the same - option: print 'try again' feedback: Try again! - hint: Paper beats rock - correct_answer: A - question_score: '10' 5: - question_text: Which statement is true about this code? code: |- if name = 'Cinderella' and shoe_size = 38 print 'You are my one true love!' - mp_choice_options: - - option: Every person with shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person named Cinderella is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person that is named Cinderella and has shoe size 38 is this prince's one true love - feedback: Fantastic! - - option: Every person that's not named Cinderella and does not have shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - hint: Both statements have to be true - correct_answer: C - question_score: '10' 6: - question_text: Which statement about this code is true? code: |- print 'Let me guess which family member you are!' glasses = ask 'Do you wear glasses?' @@ -3022,20 +1227,7 @@ levels: print 'You must be Wouter!' if glasses = 'no' and female = 'no' print 'You must be Michael!' - mp_choice_options: - - option: Michael is a boy with glasses - feedback: Try again - - option: Marleen is a girl with glasses - feedback: Try again - - option: Wouter is a boy without glasses - feedback: Try again - - option: Sophie is a girl with glasses - feedback: Great job! - hint: Take a good look! Or do you need glasses? - correct_answer: D - question_score: '10' 7: - question_text: Which statement is false? code: |- print 'Thank you for helping me take care of my pets' print 'Here is a program to help feed them' @@ -3049,20 +1241,7 @@ levels: print 'I fed them this moring! They do not need more food today' if animal is 'hamster' and color is 'brown' print 'You can feed them a piece of carrot' - mp_choice_options: - - option: The grey cat is called Abby - feedback: This is true! - - option: Milo the orange cat eats 4 scoops of cat nibbles - feedback: This is true - - option: The black hamster needs to be fed a piece of carrot - feedback: Great job! - - option: The yellow bird was fed this morning - feedback: This is true - hint: Read the last 4 lines carefully - correct_answer: C - question_score: '10' 8: - question_text: What output do you get if you order popcorn but no drink? code: |- print 'Welcome to the movie theater' popcorn = ask 'Would you like some popcorn?' @@ -3076,32 +1255,7 @@ levels: if popcorn = 'no' and drink = 'no' print 'Ok' print 'Enjoy the movie' - mp_choice_options: - - option: |- - Welcome to the movie theater - That will be 8 dollars please - Enjoy the movie - feedback: You have paid too much! - - option: |- - Welcome to the movie theater - That will be 5 dollars please - Enjoy the movie - feedback: Amazing! - - option: |- - Welcome to the movie theater - That will be 3 dollars please - Enjoy the movie - feedback: That's not enough money! - - option: |- - Welcome to the movie theater - Ok - Enjoy the movie - feedback: You have to pay for your popcorn! - hint: popcorn = yes and drink = no - correct_answer: B - question_score: '10' 9: - question_text: What is wrong with this code? code: |- 1 chocolate = ask 'Would you like chocolate sauce on your ice cream?' 2 sprinkles = ask 'Would you like sprinkles on your ice cream?' @@ -3138,11 +1292,7 @@ levels: {if} chocolate = 'yes' {and} sprinkles = 'no' ``` feedback: This is not what I ordered! - hint: There is a mistake in line 3 - correct_answer: A - question_score: '10' 10: - question_text: Which command needs to be in line 8 at the place of the ??? ? code: |- print 'Welcome to the product finder of this supermarkt' item is ask 'What product are you looking for?' @@ -3166,65 +1316,8 @@ levels: feedback: 'No' - option: if feedback: 'No' - hint: The item is either in the list of snacks, or in the list of drinks - correct_answer: B - question_score: '10' 14: - 1: - question_text: Which symbol should be used on the blank? - code: |- - name _ {ask} 'Who are you?' - {if} name == 'Hedy' - {print} 'Me too!' - mp_choice_options: - - option: '`=>`' - feedback: This is not a symbol. - - option: '`==`' - feedback: We are not comparing anything, just asking. - - option: '`!=`' - feedback: We are not comparing anything, just asking - - option: '`=`' - feedback: Right! - hint: We are not comparing anything, we are just asking a name. - correct_answer: D - question_score: '10' - 2: - question_text: Which of these codes has used the correct = or == symbol? - mp_choice_options: - - option: '{if} name = Hedy' - feedback: 'No' - - option: '{if} age = 24' - feedback: 'No' - - option: answer = {ask} 'What is your answer' - feedback: Yes! - - option: answer == {ask} 'How are you doing?' - feedback: 'No' - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' - 3: - question_text: Which symbols should be filled in on the two blanks? - code: |- - guests = {ask} 'How many people are at the party?' - {if} guests _ 130 - {print} 'You can come in!' - {if} guests _ 130 - {print} 'Im sorry, the club is full. ' - {print} 'You have to wait for a guest to leave' - mp_choice_options: - - option: '`>` and `<`' - feedback: That's not it - - option: '`=` and `>=`' - feedback: That's not it - - option: '`<` and `>=`' - feedback: You are right - - option: '`+` and `==`' - hint: There are 130 people allowed in the club - correct_answer: C - question_score: '10' - feedback: That's not it 4: - question_text: What's wrong with this code? code: |- price = 10 money = {ask} How much money do you have? @@ -3233,20 +1326,7 @@ levels: {print} 'You can buy the bear!' {else} {print} 'You cannot buy this bear!' - mp_choice_options: - - option: In line 1 == should be used instead of = - feedback: No that's not it - - option: Line 2 misses quotation marks - feedback: You are correct - - option: In line 4 = should have been used instead of == - feedback: No that's not it - - option: In line 4 <= should have been used instead of >= - feedback: No that's not it - hint: The symbols are right - correct_answer: B - question_score: '10' 5: - question_text: Which symbol should be filled in on the blanks if the movie is suitable for kids for the age of 12 and up? code: |- age = {ask} 'How old are you?' ticket = {ask} 'Do you have a ticket?' @@ -3254,20 +1334,7 @@ levels: {print} 'You can enter the movie theater.' {else} {print} 'You are not allowed to come in!' - mp_choice_options: - - option: '`> 12`' - feedback: 12 year olds are allowed too - - option: '`>= 12`' - feedback: Great! - - option: '`< 12`' - feedback: These kids are too young! - - option: '`<= 12`' - feedback: These kids are too young - hint: '> means greater than' - correct_answer: B - question_score: '10' 6: - question_text: How many times do you have to say you are annoyed before this annoying game stops? code: |- lives = 2 {repeat} 10 times @@ -3275,69 +1342,7 @@ levels: answer = {ask} 'Are you annoyed yet?' {if} answer == 'yes' lives = lives - 1 - mp_choice_options: - - option: 10 times - feedback: It stops after 2 times - - option: 0 times - feedback: It stops after 2 times - - option: 1 time - feedback: It stops after 2 times - - option: 2 times - feedback: That is correct - hint: '!= means ''is not''' - correct_answer: D - question_score: '10' - 7: - question_text: What should be filled in on the three blanks? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' - mp_choice_options: - - option: '`''Lower''` and `''Higher''` and `''You win!''`' - feedback: That's not quite right. - - option: '`''Higher''` and `''Lower''` and `''You win!''`' - feedback: You win! - - option: '`''You win!''` and `''Lower!''` and `''Higher''`' - feedback: That's not quite right. - - option: '`''Lower!''` and `''You win!''` and `''Higher!''`' - feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: B - question_score: '10' - 8: - question_text: Which statement is true about this roller coaster? - code: |- - length = {ask} 'Please fill in your length in cm' - {if} length < 120 - {print} 'Sorry, you cannot go on this roller coaster.' - {else} - {print} 'Enjoy the ride' - mp_choice_options: - - option: You must be taller than 120 cm to go on the roller coaster - feedback: True! - - option: You must be taller than 119 cm to go on the roller coaster - feedback: If you are 120 cm you won't get in - - option: You must be shorter than 120 cm to go on the roller coaster - feedback: '> means greater than' - - option: There are no length restrictions to go on the roller coaster - feedback: There are. - hint: '> means greater than' - correct_answer: A - question_score: '10' 9: - question_text: How many pieces of chocolate will give you a stomach ache according to this fitbit? code: |- chocolate = {ask} 'How many pieces of chocolate have you eaten?' {if} chocolate <= 2 @@ -3346,101 +1351,19 @@ levels: {print} 'That is a bit much' {if} chocolate > 8 {print} 'You will get a stomach ache!' - mp_choice_options: - - option: 1 or more - feedback: 'No' - - option: 2 or more - feedback: 'No' - - option: 8 or more - feedback: Almost - - option: 9 or more - feedback: Great! - hint: '> 8 means more than 8' - correct_answer: D - question_score: '10' - 10: - question_text: What should be filled in in the blanks? - code: |- - {print} 'Whoever gets the most points wins!' - {if} points_player_1 < points_player_2 - {print} _ - mp_choice_options: - - option: '''player 1 wins''' - feedback: Look at who has the highest score! - - option: '''player 2 wins''' - feedback: Yes! - - option: '''player 2 loses''' - feedback: Look at who has the highest score! - - option: '''It is a tie''' - feedback: No it's not, one player has a higher score - hint: You win the game by having the most points - correct_answer: B - question_score: '10' 15: 1: - question_text: 'Which symbol should be used on the blank? Tip: You must keep guessing until you get it right.' code: |- answer = 0 while answer _ 'Amsterdam' answer = ask 'What is the capital city of the Netherlands?' print 'You have given the correct answer' - mp_choice_options: - - option: '`=!`' - feedback: That is not right. - - option: '`==`' - feedback: You don't have to keep guessing if you've given the right answer. - - option: '`!=`' - feedback: Correct - - option: '`=`' - feedback: That's not it - hint: Keep guessing until you say Amsterdam - correct_answer: C - question_score: '10' - 2: - question_text: Which of these codes has used the correct symbol(s)? - mp_choice_options: - - option: |- - ``` - {while} name = Hedy - ``` - feedback: 'No' - - option: |- - ``` - {while} age = 24 - ``` - feedback: 'No' - - option: |- - ``` - {while} time > 0 - ``` - feedback: Yes! - - option: |- - ``` - {while} answer == yes' - ``` - feedback: A quotation mark is missing - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' 3: question_text: Which command should be filled in on the two blanks? code: |- _ age >= 18 print 'you are not allowed in this bar' - mp_choice_options: - - option: '`{in}`' - feedback: That's not it - - option: '`{while}`' - feedback: You are right - - option: '`{for}`' - feedback: That's not it - - option: '`{range}`' - feedback: That's not it - hint: You are not allowed in the bar as long as you are 17 or younger - correct_answer: B - question_score: '10' 4: - question_text: What's wrong with this code? code: |- options = 1, 2, 3, 4, 5, 6 print 'Throw 6 as fast as you can!' @@ -3460,11 +1383,7 @@ levels: feedback: That's not it - option: In line 5 != should have been used instead of == feedback: You are correct - hint: There is something wrong in line 5 - correct_answer: D - question_score: '10' 5: - question_text: What should be placed on the blank to make this program work correctly? code: |- wetness = 10 while wetness != 0 @@ -3483,9 +1402,6 @@ levels: feedback: You are correct! - option: = wetness + 1 feedback: The program should count down - hint: wetness should get less each time - correct_answer: C - question_score: '10' 6: question_text: what is wrong with this code? code: |- @@ -3503,25 +1419,8 @@ levels: feedback: No that's not right - option: Line 2 should start with less indentation feedback: That is correct - hint: Look closely at the indentation - correct_answer: D - question_score: '10' 7: question_text: How should this program be changed to that it works? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' mp_choice_options: - option: '... change the first {if} into a {while}' feedback: Perfect! @@ -3531,32 +1430,9 @@ levels: feedback: That's not quite right. - option: '... change the fourth {if} into a {while}' feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: A - question_score: '10' 8: - question_text: Which statement is true about this automated toilet system? - code: |- - {while} toilet == 'occupied' - lights = 'on' - air_freshener_sprays = 'yes' - {sleep} 60 - lights = 'off' - air_freshener_sprays = 'no' - mp_choice_options: - - option: The lights and air freshener will turn off after 1 minute - feedback: False! - - option: The air freshener sprays once every minute and the lights stay on the whole time while you are on the toilet - feedback: Great job - - option: The air freshener sprays once you leave the toilet. - feedback: It only sprays when you're in there. - - option: The lights will always stay on. - feedback: That wouldn't be right. hint: The block after the while command keeps happening while the toilet is occupied. - correct_answer: B - question_score: '10' 9: - question_text: What will the diet app say if you have eaten 1600 calories today? code: |- chocolate = {ask} 'How many calories have you eaten today?' {while} calories <= 1000 @@ -3574,16 +1450,7 @@ levels: feedback: Yes! - option: You have eaten enough for today feedback: 'No' - hint: 1600 is between 1000 and 2000 - correct_answer: C - question_score: '10' 10: - question_text: 'What should be filled in in the blanks? Tip: the player with the most points is in the lead.' - code: |- - name_player_1 = {ask} 'Name player 1:' - name_player_2 = {ask} 'Name player 2:' - {while} points_player_1 > points_player_2 - {print} _ ' is in the lead right now!' mp_choice_options: - option: name_player_1 feedback: You are right! @@ -3593,105 +1460,20 @@ levels: feedback: You should fill in a name, not a number - option: points_player_2 feedback: You should fill in a name, not a number - hint: You win the game by having the most points. Your name should appear on the screen - correct_answer: A - question_score: '10' 16: - 1: - question_text: Which command should be filled in on the blanks to print a random snack? - code: |- - snacks = nachos, chips, cucumber, sweets - {print} _ - mp_choice_options: - - option: '`snacks {at} {random}`' - feedback: This is the old way. - - option: '`[{random} snack]`' - feedback: The order is wrong. - - option: '`snacks[{random}]`' - feedback: Correct - - option: '`snacks[{at} {random}]`' - feedback: We do not need `at`anymore - hint: We no longer use {at} - correct_answer: C - question_score: '10' 2: - question_text: What should be filled in on the blanks if you want a list of what chores are done by whom? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chores = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} _ - mp_choice_options: - - option: |- - ``` - friends[i] has to do chores [i] - ``` - feedback: Mind the spacing. - - option: |- - ``` - friends[1] has to do chores[1] - ``` - feedback: It will print 3 times that Wesley has to do the cooking - - option: |- - ``` - chores[i] ' has to do ' friends[random] - ``` - feedback: The person has to do the chore, not the other way around - - option: |- - ``` - friends[i] ' has to do ' chores[i] - ``` - feedback: Fantastic! - hint: '`i` tells us what item in the list it is. So friend 1 does chore 1 etc.' - correct_answer: D - question_score: '10' 3: - question_text: What is a possible output for this program? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chore = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} friends[i] has to do chores[i] - mp_choice_options: - - option: |- - ``` - Wesley has to do the cooking - Eric has to do the cleaning - Kaylee has to do nothing - ``` - feedback: Super! - - option: |- - ``` - Kaylee has to do the cooking - Wesley has to do the cleaning - Eric has to do nothing - ``` - feedback: No, it is not random. - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cleaning - Wesley has to do the nothing - ``` - feedback: Poor Wesley! - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cooking - Wesley has to do the cooking - ``` - feedback: That's not it - hint: It's not random... - correct_answer: A - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - friends = ['Jaylee', 'Erin', 'Fay'] - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 0 {to} 3 - print 'the lucky number of ' friends[i] - print 'is ' lucky_numbers[i] mp_choice_options: - option: The variable in line 4 should be 'friend[i]', not 'friends[i]' feedback: That is not right. @@ -3701,16 +1483,7 @@ levels: feedback: It's not a variable, it's just text. - option: '{in} in line 3 should be removed' feedback: That's not it - hint: There's nothing wrong with line 4 - correct_answer: B - question_score: '10' 5: - question_text: Which line should be filled in in the blank? - code: |- - animals = ['dog', 'cow', 'horse'] - _ - {for} i {in} {range} 1 {to} 3 - {print} 'the ' animals[i] ' says ' sounds[i] mp_choice_options: - option: noises = ['moo', 'woof', 'neigh'] feedback: Mind the variable name and the order of the sounds. @@ -3720,487 +1493,3 @@ levels: feedback: Don't forget the quotation marks! - option: sounds = ['woof', 'moo', 'neigh'] feedback: Great job! - hint: Look at line 1 to see proper use of brackets and quotation marks. - correct_answer: D - question_score: '10' - 6: - question_text: Which statement is true? - code: |- - people = ['Chris', 'Jaylino', 'Ryan'] - games = ['fortnite', 'minecraft', 'fifa'] - {for} o {in} {range} 1 {to} 3 - {print} people[o] ' likes ' games[o] - mp_choice_options: - - option: You are not allowed to use the variable o. It should be named i. - feedback: i is the most commonly used variable name in this case, but it's not mandatory to use i. - - option: The output will say that Jaylino likes fortnite. - feedback: No, he likes minecraft. - - option: The output will say that Ryan likes fifa - feedback: Correct - - option: This code will not work. It will give and error. - feedback: No, the code is correct. - hint: There is nothing wrong with this code. - correct_answer: C - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - people = ['Savi', 'Senna', 'Fayenne'] - transportation = ['bike', 'train', 'car'] - {for} i {in} {range} 1 {to} 3 - {print} people[i] goes to school by transportation[i] - mp_choice_options: - - option: Line 1 needs less quotation marks - feedback: That is not right. - - option: Line 3 should start with indentation - feedback: It should not! - - option: Line 4 should start without indentation - feedback: It should not - - option: Line 4 needs more quotation marks. - feedback: Amazing! - hint: There is a mistake made in the usage of quotation marks. - correct_answer: D - question_score: '10' - 8: - question_text: Which of these codes belongs to this output? - code: |- - Macy and Kate get to go first - Lionell and Raj get to go second - Kim and Leroy get to go third - mp_choice_options: - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 0 {to} 3 - {print} teams[random] ' get to go ' position[i] - ``` - feedback: This is not right - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: Amazing! - - option: |- - ``` - teams = ['Macy', 'Kate', 'Lionell', 'Raj', 'Kim', 'Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 6 - {print} teams[random] ' get to go ' position[random] - ``` - feedback: This is not it. - - option: |- - ``` - teams = ['Macy and Kate' 'Lionell and Raj' 'Kim and Leroy'] - position = ['first' 'second' 'third'] - {for} teams {in} {range} 0 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: This is not going to work! - hint: If you look carefully at the first line, you'll see that only the first two answers are possibly correct. - correct_answer: B - question_score: '10' - 9: - question_text: What is a possible output for this code? - code: |- - countries = ['Canada', 'Zimbabwe', 'New Zealand'] - {for} i {in} {range} 0 {to} 1 - {print} 'I will travel to ' countries[random] - mp_choice_options: - - option: |- - ``` - I will travel to Canada - I will travel to Canada - ``` - feedback: Great job! - - option: |- - ``` - I will travel to Canada - ``` - feedback: It will be repeated twice - - option: |- - ``` - I will travel to Canada, Zimbabwe and New Zealand - ``` - feedback: This is not it. - - option: |- - ``` - I will travel to Canada - I will travel to Zimbabwe - I will travel to New Zealand - ``` - feedback: It's only repeated twice - hint: Range 0 to 1 is 2 times - correct_answer: A - question_score: '10' - 10: - question_text: Which 3 lines will complete this code correctly? - code: |- - {print} 'The book raffle will start soon' - {print} 'Get your tickets now!' - books = ['Narnia', 'The Hobbit', 'Oliver Twist', 'Harry Potter', 'Green eggs and ham'] - people = {ask} 'How many raffle tickets are sold?' - list_of_numbers = [1, 2] - {for} i {in} {range} 3 {to} people - {add} i {to} list_of_numbers - {for} i {in} {range} 1 {to} 5 - mp_choice_options: - - option: |- - ``` - chosen_number = list_of_numbers at random - print books[i] ' will go to person number ' chosen_number - {add} chosen_number {to} list_of_numbers - ``` - feedback: Almost there... but adding the winner to the list makes this raffle unfair - - option: |- - ``` - print person[i] ' wins ' book[i] - ``` - feedback: There is no list called 'person' - - option: |- - ``` - chosen_number = list_of_numbers[people] - print books[people] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: This is not it. - - option: |- - ``` - chosen_number = list_of_numbers[random] - print books[i] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: Fantastic! - hint: You need to use the {remove} command - correct_answer: D - question_score: '10' - 17: - 1: - question_text: What is the output of this code? - code: |- - minions = ['Bob', 'Kevin', 'Stuart'] - {for} x in minions: - {print} x - mp_choice_options: - - option: |- - ``` - m i n i o n s - ``` - feedback: This is not it. - - option: |- - ``` - Bob - Kevin - Stuart - ``` - feedback: Correct! - - option: |- - ``` - minions - minions - minions - ``` - feedback: Take a look at the content of your list. - - option: |- - ``` - B o b K e v i n S t u a r t - ``` - feedback: Do not loop through the letters. - hint: Loop through your list. - correct_answer: B - question_score: '10' - 2: - question_text: What is wrong with this code? - code: |- - seconds_minute = 60 - minute_hour = 60 - hour_day = 24 - leap_year = 366 - no_leap_year = 365 - years = ask 'what year is it?' - {if} years = 2024: - print seconds_minute * minute_hour * hour_day * leap_year - {else}: - print seconds_minute * minute_hour * hour_day * noleap_year - mp_choice_options: - - option: You cannot have so many variables. - feedback: This is not it. - - option: The way the variables are multiplied is incorrect. - feedback: Not true! - - option: One of the variables `noleap_year` does not belong with the `{if}` statement. - feedback: Keep looking for the mistake. - - option: The `noleap_year` has to be identical in both cases. - feedback: Correct! - hint: Read the code carefully. - correct_answer: D - question_score: '10' - 3: - question_text: How many hedgehogs will this code print? - code: |- - {for} x in range 1 to 3: - {for} y in range 1 to 2: - {print} 🦔 - mp_choice_options: - - option: |- - ``` - 🦔 - 🦔 - 🦔 - ``` - feedback: Try again. - - option: |- - ``` - 🦔 - 🦔 - ``` - feedback: One more try. - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: Well done! - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating. - correct_answer: C - question_score: '10' - 4: - question_text: What is wrong with code? - code: |- - name_color = {ask} 'What is your favorite color?' - {if} name_color == 'red': - {print} 'the color of a tomato' - {elif} name_color == 'green': - {print} 'the color of an apple' - {elif} name_color == 'blue': - {print} 'the color of a blueberry' - {elif} name_color == 'yellow': - {print} 'the color of a banana' - {elif}: - {print} 'this fruit-color does not exist' - mp_choice_options: - - option: The first `{elif}` should be used before the `print` command - feedback: Try again. - - option: '`{elif}` can only be used once' - feedback: From now on we can use elif multiple times. - - option: '`==` used with `{elif}` should be replaced by `=`' - feedback: Not correct. - - option: '`{elif}` in the last line should be replaced by `{else}`' - feedback: Great! - hint: Think about `{if}`, `{elif}`, `{else}`. - correct_answer: D - question_score: '10' - 5: - question_text: What is the output of this code? - code: |- - numbers = [7, 19, 29, 41, 53, 71, 79, 97] - {for} prime in numbers: - {if} prime <= 10: - {print} prime - {elif} prime >= 60: - {print} prime - {elif} prime >= 90: - {print} prime - {else}: - {print} 'another number' - mp_choice_options: - - option: |- - ``` - 7 - another number - another number - another number - another number - 71 - 79 - 97 - ``` - feedback: Well done! - - option: |- - ``` - another number - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: Try again. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - another number - ``` - feedback: One more try. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating and the values of if and elif. - correct_answer: A - question_score: '10' - 6: - question_text: What is wrong with code? - code: |- - name = {ask} 'What is your name?' - {if} name == 'Hedy': - password = {ask} 'What is your password?' - {if} password =='turtle123': - {print} 'Yey' - {else}: - {print} 'Access denied' - {else}: - {print} 'Go fish' - mp_choice_options: - - option: '`{elif}` is missing.' - feedback: Try again. - - option: '`{else}` can only be used once.' - feedback: From now on we can use elif multiple times. - - option: Nothing! - feedback: There is a mistake. Look carefully! - - option: There is an indentation mistake in the last line. - feedback: Amazing! - hint: There is a mistake somewhere... - correct_answer: D - question_score: '10' - 7: - question_text: Which of the following codes will print five times 'the result is 3' on the screen? - mp_choice_options: - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - result = n * 1 - {print} 'The result is ' result - ``` - feedback: Try again! - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} u in numbers: - number = u - {print} 'The result is ' number - ``` - feedback: That is not it. - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} number in numbers: - number = 3 - {print} 'The result is ' number - ``` - feedback: Very good! - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - n = result - {print} 'The result is ' result - ``` - feedback: That is not it. - hint: Think about mathematical symbols. - correct_answer: C - question_score: '10' - 8: - question_text: What is wrong with code? - code: |- - insects = ['🐝', '🦋', '🕷', '🐞'] - your_favorite = {ask} 'what is your favorite insect?' - {for} insect in insects: - {if} your_favorite == '🐝' {or} your_favorite == '🐞': - {print} 'very useful' - {elif} your_favorite == '🕷': - {print} 'it can catch mosquitoes' - {else}: - {print} 'almost all insects can be useful one way or another' - mp_choice_options: - - option: '`{or}` cannot be used with `{if}`.' - feedback: Try again. - - option: In the `{for}` command `insect` should be `insects`. - feedback: Not true. - - option: Nothing! - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 9: - question_text: Which one of the codes below gave this output? - code: |- - -5 is negative - -4 is negative - -3 is negative - -2 is negative - -1 is negative - 0 is positive - 1 is positive - 2 is positive - 3 is positive - mp_choice_options: - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Try again! - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number <= 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - - option: "```\n {for} number in range -5 to 3:\n {if} number >= 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Very good! - - option: "```\n {for} number in range -5 to 3:\n {if} number < 0: \n {print} number ' is positive'\n {elif} number <=0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 10: - question_text: What is wrong with this code? - code: |- - {for} number in range 1 to 5: - volume_room = num * num * num - {print} volume_room ' cubic meters' - {if} volume_room > 100: - {print} 'this is a large room' - {elif} volume_room < 100: - {print} 'small room but cosy' - {else}: - {print} 'i will look for something else' - mp_choice_options: - - option: The word num needs quotation marks. - feedback: Try again. - - option: The `{if}` command is not used correctly. - feedback: Not true. - - option: Line 3 should be `volume_room = number * number * number`. - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' diff --git a/content/quizzes/fr.yaml b/content/quizzes/fr.yaml index 59289a8165c..9e9cdd8cb83 100644 --- a/content/quizzes/fr.yaml +++ b/content/quizzes/fr.yaml @@ -12,8 +12,6 @@ levels: - option: Heidi feedback: Non, ce n'est pas ça ! hint: Il a été nommé d'après Hedy Lamarr. - correct_answer: A - question_score: '10' 2: question_text: Comment remplir ce code pour faire apparaître le texte « Bonjour ! » ? code: _ Bonjour ! @@ -27,8 +25,6 @@ levels: - option: '`{ask}`' feedback: Avec `{ask}`, tu peux poser une question. hint: _ Bonjour le monde ! - correct_answer: B - question_score: '10' 3: question_text: Comment demander à quelqu'un quelle est sa couleur préférée ? mp_choice_options: @@ -53,8 +49,6 @@ levels: ``` feedback: '`{echo}` te répète la réponse que tu as donnée.' hint: Tu peux demander quelque chose avec la commande `{ask}` - correct_answer: C - question_score: '10' 4: question_text: Quel est le problème avec ce code ? code: |- @@ -71,8 +65,6 @@ levels: - option: Rien ! C'est un code parfait ! feedback: Faux. Regarde bien ! hint: La ligne 1 ne semble pas correcte - correct_answer: A - question_score: '10' 5: question_text: Quelle commande manque à la ligne 2 ? code: |- @@ -88,8 +80,6 @@ levels: - option: '`{echo}`' feedback: C'est ça ! hint: Tu veux voir la réponse à la fin de la ligne 2... - correct_answer: D - question_score: '10' 6: question_text: Quel est le problème avec ce code ? code: |- @@ -107,8 +97,6 @@ levels: - option: À la ligne 4, `{print}` est mal orthographié. feedback: Non, il y a une faute d'orthographe quelque part ailleurs hint: Vérifie les commandes `{print}`. - correct_answer: B - question_score: '10' 7: question_text: Quel est le problème avec ce code ? code: |- @@ -126,8 +114,6 @@ levels: - option: Rien ! C'est un code parfait ! feedback: Exact ! hint: Vérifie le code ligne par ligne - correct_answer: D - question_score: '10' 8: question_text: Comment utiliser la commande `{echo}` ? mp_choice_options: @@ -140,8 +126,6 @@ levels: - option: Tu peux l'utiliser pour faire disparaître du texte. feedback: Ce n'est pas correct... hint: '`{echo}` est utilisé après une commande `{ask}`.' - correct_answer: C - question_score: '10' 9: question_text: Quel est le problème avec ce code ? code: |- @@ -158,8 +142,6 @@ levels: - option: Rien. C'est un code parfait ! feedback: Cherches bien l'erreur... hint: '`{ask}` te permet de poser une question' - correct_answer: B - question_score: '10' 10: question_text: Quelle sortie sera affichée par ce code ? code: |- @@ -180,8 +162,6 @@ levels: Oui ! feedback: Il y a deux commandes `{echo}` hint: Allons-y ! - correct_answer: B - question_score: '10' 2: 1: question_text: Quelle affirmation est vraie ? @@ -195,8 +175,6 @@ levels: - option: Avec la commande `{sleep}`, tu peux supprimer du texte de l'écran. feedback: '`{sleep}` ne fonctionne pas comme ça.' hint: '`{print}` fonctionne toujours de la même manière qu''au niveau 1.' - correct_answer: C - question_score: '10' 2: question_text: Quel code est correct ? mp_choice_options: @@ -221,8 +199,6 @@ levels: ``` feedback: Les mots sont justes, l'ordre ne l'est pas ! hint: '`{ask}` ne fonctionne pas comme au niveau 1' - correct_answer: A - question_score: '10' 3: question_text: Qu'est-ce qui apparaît sur ton écran de sortie lorsque tu exécutes ce code ? code: |- @@ -238,8 +214,6 @@ levels: - option: Marion va au marché et Marion achète une pomme. feedback: Le mot « elle » n'est pas remplacé par le nom hint: Le mot « nom » est remplacé par « Marion » - correct_answer: C - question_score: '10' 4: question_text: Que verras-tu sur l'écran de sortie lorsque tu exécuteras ce code ? code: |- @@ -255,8 +229,6 @@ levels: - option: Salut mon Hedy est Hedy feedback: Correct, ce problème sera corrigé dans le niveau 4 ! hint: Le mot « nom » est remplacé par « Hedy » aux deux endroits - correct_answer: D - question_score: '10' 5: question_text: Que se passe-t-il lorsque tu utilises la commande `{sleep}` ? mp_choice_options: @@ -269,8 +241,6 @@ levels: - option: On le met à la fin pour qu'Hedy sache que ton programme est terminé feedback: Non, ce serait inutile à la fin de ton code hint: L'ordinateur attend une seconde quand il rencontre la commande `{sleep}` - correct_answer: C - question_score: '10' 6: question_text: Par quoi compléter l'espace vide ? code: |- @@ -287,8 +257,6 @@ levels: - option: '`{ask}`' feedback: Il n'y a pas de question à poser ici hint: Une pause pour l'effet dramatique… - correct_answer: A - question_score: '10' 7: question_text: Quelle commande doit être utilisée sur la ligne 2 ? code: |- @@ -317,8 +285,6 @@ levels: ``` feedback: Il y a plus simple avec le chiffre 3 hint: Tu veux que l'ordinateur attende 3 secondes - correct_answer: B - question_score: '10' 8: question_text: Comment corriger la première ligne de code ? code: |- @@ -346,8 +312,6 @@ levels: ``` feedback: Où est la commande `{ask}` ? hint: Le nom de la variable doit venir en premier - correct_answer: C - question_score: '10' 9: question_text: Qu'est-ce qui ne va pas dans ce code ? code: |- @@ -363,8 +327,6 @@ levels: - option: 'La ligne 2 devrait dire : `{sleep}` Jaime les animal' feedback: '`{sleep}` ne sert pas à afficher du texte' hint: Tu veux afficher « J'aime les chiens » - correct_answer: B - question_score: '10' 10: question_text: Quelle commande doit être utilisée sur la ligne 1 ? code: |- @@ -394,8 +356,6 @@ levels: ``` feedback: C'est juste ! hint: Tu veux poser une question avec la commande `{ask}` - correct_answer: D - question_score: '10' 3: 1: question_text: Quelle(s) commande(s) utiliser pour que Hedy choisisse quelque chose arbitrairement ? @@ -409,8 +369,6 @@ levels: - option: '`{at}` `{random}`' feedback: C’est bien ça ! hint: Arbitrairement signifie aléatoirement ou au hasard. - correct_answer: D - question_score: '10' 2: question_text: Quel est le problème avec ce code ? code: |- @@ -426,8 +384,6 @@ levels: - option: '`{at} {random}` est mal écrit' feedback: '`{at} {random}` est l''orthographe correcte' hint: Il y a un problème à la ligne 1 - correct_answer: A - question_score: '10' 3: question_text: Comment corriges-tu l'erreur de la ligne 2 ? code: |- @@ -452,8 +408,6 @@ levels: - option: Pas besoin, le code est correct ! feedback: Cherche bien l'erreur hint: La variable (la liste) est appelée « options ». - correct_answer: C - question_score: '10' 4: question_text: Que faut-il changer dans la ligne 2 pour afficher un coût aléatoire ? code: |- @@ -478,8 +432,6 @@ levels: - option: Rien, ce code est correct. feedback: Cherche bien l'erreur que tu as manquée ! hint: Le nom de la variable est « coûts » - correct_answer: B - question_score: '10' 5: question_text: Qu'est-ce qui ne va pas dans ce code ? code: |- @@ -497,8 +449,6 @@ levels: - option: Rien, ce code est parfait feedback: C'est bien ça ! hint: Ce code a-t-il une erreur ? - correct_answer: D - question_score: '10' 6: question_text: Quel est le problème avec ce code ? code: |- @@ -515,8 +465,6 @@ levels: - option: Rien ! Ce code est génial ! feedback: Et non, la ligne 2 comporte une erreur. hint: Il y a quelque chose qui ne va pas à la ligne 2. - correct_answer: B - question_score: '10' 7: question_text: Que fait la commande `{add}` ? code: |- @@ -534,8 +482,6 @@ levels: - option: La commande `{add}` affiche ton livre préféré. feedback: Non, elle ajoute ton livre préféré à la liste hint: La commande `{add}` ajoute un livre, mais lequel ? - correct_answer: C - question_score: '10' 8: question_text: Qu'affiche ce code ? code: |- @@ -553,8 +499,6 @@ levels: - option: crème fraîche feedback: C'est bien ça ! hint: Il y a 3 condiments, 2 sont retirés. Lequel reste-t-il ? - correct_answer: D - question_score: '10' 9: question_text: Quel est le problème avec ce code ? code: |- @@ -572,8 +516,6 @@ levels: - option: Rien, ce code est correct ! feedback: Trouve l'erreur ! hint: Regarde à la ligne 4 - correct_answer: C - question_score: '10' 10: question_text: Que devrait-il y avoir sur le _ ? code: |- @@ -604,8 +546,6 @@ levels: ``` feedback: Cela augmente les chances que la personne qui a promené les chiens hier le face encore. C'est méchant. hint: La personne qui a promené les chiens hier devrait être retirée de la liste. - correct_answer: A - question_score: '10' 4: 1: question_text: Lequel de ces codes est correct ? @@ -631,8 +571,6 @@ levels: ``` feedback: Il manque les guillemets à la fin hint: Au niveau 4, tu dois utiliser les guillemets pour 2 commandes. - correct_answer: A - question_score: '10' 2: question_text: Quel code utilise les bons guillemets ? mp_choice_options: @@ -657,8 +595,6 @@ levels: ``` feedback: C'est une virgule, tu as besoin de guillemets. hint: Choisis les bons guillemets. - correct_answer: B - question_score: '10' 3: question_text: Où est-ce que les guillemets sont correctement utilisés ? mp_choice_options: @@ -683,8 +619,6 @@ levels: ``` feedback: Parfait ! hint: Les mots que tu veux afficher doivent être précédés et suivis de guillemets. - correct_answer: D - question_score: '10' 4: question_text: Laquelle de ces réponses est vraie ? mp_choice_options: @@ -697,8 +631,6 @@ levels: - option: Tu peux choisir toi-même d'utiliser ou non des guillemets. feedback: Malheureusement, Hedy est plus exigeante que ça. hint: À partir du niveau 4, tu dois utiliser des guillemets. - correct_answer: B - question_score: '10' 5: question_text: Qu'est-ce qui doit être changé pour que le code fonctionne ? code: |- @@ -723,8 +655,6 @@ levels: - option: Rien, le jeu fonctionne déjà ! feedback: Regardes bien. Il y a une erreur. hint: Tu ne veux pas qu'Hedy affiche littéralement « options {at} {random} », tu veux qu'elle affiche « pierre », « papier » ou « ciseaux ». - correct_answer: C - question_score: '10' 6: question_text: Quelle serait la prochaine ligne de ce code ? code: prix {is} 1 euro, 100 euros, 1 million d'euros @@ -750,8 +680,6 @@ levels: ``` feedback: Hedy va afficher littéralement « Tu gagnes… prix {at} {random} » hint: 'Réfléchis bien : qu''est-ce qui est une variable et doit être en dehors des guillemets ? Et quels sont les mots normaux qui doivent être à l''intérieur ?' - correct_answer: A - question_score: '10' 7: question_text: Quel est le problème avec ce code ? code: |- @@ -768,8 +696,6 @@ levels: - option: Rien, le code est bien comme ça ! feedback: Regardes bien. Tu as loupé une erreur ! hint: Vérifies chaque ligne pour savoir si elle a besoin de guillemets ou pas. - correct_answer: A - question_score: '10' 8: question_text: Quelle serait la prochaine ligne à ajouter à ce code ? code: |- @@ -798,8 +724,6 @@ levels: ``` feedback: Hedy affichera « Donc tu choisis la porte porte » hint: Le deuxième mot « porte » doit être remplacé par le numéro, le premier doit rester le mot « porte »… - correct_answer: C - question_score: '10' 9: question_text: Qu'est-ce qui ne pourra pas être affiché sur ton écran de sortie ? code: |- @@ -815,8 +739,6 @@ levels: - option: FC Barcelona va gagner la ligue des champions feedback: C'est vrai. Ce n'est pas dans la liste hint: Quelles sont les options parmi lesquelles Hedy peut choisir au hasard ? - correct_answer: D - question_score: '10' 10: question_text: Quelle affirmation est vraie ? code: |- @@ -833,8 +755,6 @@ levels: - option: Rien, ce code n'a pas d'erreurs feedback: Tu en as loupé une ! hint: Regarde bien les guillemets ! - correct_answer: B - question_score: '10' 5: 1: question_text: Quelle commande devrait-on écrire à la place du _ ? @@ -852,8 +772,6 @@ levels: - option: '`{else}`' feedback: C'est exact ! hint: Laquelle fonctionne de paire avec la commande `{if}` ? - correct_answer: D - question_score: '10' 2: question_text: Qu'est-ce qui s'affichera si tu réponds le nom Hedy ? code: |- @@ -869,8 +787,6 @@ levels: - option: Erreur feedback: Heureusement, non ! hint: '`{if}` nom `{is}` Hedy `{print}` … ?' - correct_answer: A - question_score: '10' 3: question_text: Quel est le bon mot de passe ? code: |- @@ -887,8 +803,6 @@ levels: - option: ALERTE INTRUSION feedback: Ceci est le texte qui sera affiché si tu ne donnes pas le bon mot de passe ! hint: '`{if}` mot-de-passe `{is}` … `{print}` "Correct !"' - correct_answer: B - question_score: '10' 4: question_text: Qu'est-ce qu'Hedy affiche si tu tapes un mauvais mot de passe ? code: |- @@ -905,8 +819,6 @@ levels: - option: ALERTE ! INTRUSION ! feedback: Excellent travail ! hint: L'ordinateur déclenchera l'alarme pour les intrusions ! - correct_answer: D - question_score: '10' 5: question_text: Pourquoi Hedy dira 'ALARME ! INTRUSION !' si tu réponds « secret » ? code: |- @@ -923,8 +835,6 @@ levels: - option: Parce que Hedy fait une erreur feedback: Non, Hedy a raison hint: La réponse doit être exactement la même que le mot de passe. - correct_answer: A - question_score: '10' 6: question_text: Quel mot devrait être à la place de l'espace vide à la dernière ligne ? code: |- @@ -955,8 +865,6 @@ levels: ``` feedback: '`{print}` est déjà là, il nous faut un mot avant !' hint: '`{if}` va de pair avec… ?' - correct_answer: C - question_score: '10' 7: question_text: Quel mot devrait être à la place de l'espace vide ? code: |- @@ -974,8 +882,6 @@ levels: - option: '`{print}`' feedback: Génial ! hint: Après `{else}` il faut la commande `{print}` - correct_answer: D - question_score: '10' 8: question_text: Quel mot devrait être à la place de l'espace vide ? code: |- @@ -998,8 +904,6 @@ levels: - option: '`{print}`' feedback: Non, ce n'est pas ça. hint: Quel est le nom de la variable ? - correct_answer: B - question_score: '10' 9: question_text: Quelle porte dois-tu choisir pour t'échapper ? code: |- @@ -1019,8 +923,6 @@ levels: - option: C'est un piège, tu seras toujours mangé ! feedback: Heureusement, non ! hint: L'une des portes te mettra en sécurité. - correct_answer: B - question_score: '10' 10: question_text: Quel monstre se tient derrière la porte 1 ? code: |- @@ -1040,12 +942,9 @@ levels: - option: araignée géante feedback: Pas toujours… hint: Attention aux 3 derniers mots… monstres `{at} {random}`… - correct_answer: A - question_score: '10' 6: 1: question_text: Qu'affiche Hedy lorsque tu exécutes ce programme ? - code: '{print} 2*10' mp_choice_options: - option: '20' feedback: Correct ! @@ -1056,8 +955,6 @@ levels: - option: '210' feedback: Attention, c'est un calcul. hint: Le caractère `*` est utilisé comme signe de multiplication - correct_answer: A - question_score: '10' 2: question_text: Quel signe utilises-tu pour ajouter deux nombres ? mp_choice_options: @@ -1070,8 +967,6 @@ levels: - option: '`+`' feedback: Correct ! hint: C'est le signe « plus ». - correct_answer: D - question_score: '10' 3: question_text: Qu'affiche Hedy lorsque tu exécutes ce code ? code: '{print} "3*10"' @@ -1085,8 +980,6 @@ levels: - option: Rien, Hedy donnera un message d'erreur. feedback: Non, il n'y aura pas d'erreurs hint: Attention aux guillemets ! - correct_answer: C - question_score: '10' 4: question_text: Eve a 10 ans. Que va afficher Hedy pour elle ? code: |- @@ -1104,8 +997,6 @@ levels: - option: Ton numéro porte-bonheur est… 10 feedback: Son numéro porte-bonheur est lettres multiplié par âge… hint: 'Son nom Eve a 3 lettres et elle a 10 ans donc : lettres fois âge = 3*10 = 30.' - correct_answer: C - question_score: '10' 5: question_text: Si 5 personnes mangent dans ce restaurant, combien doivent-elles payer au total ? code: |- @@ -1123,8 +1014,6 @@ levels: - option: 50 euros feedback: Génial ! hint: '`prix` = `personnes` fois `10`' - correct_answer: D - question_score: '10' 6: question_text: Combien coûte un hamburger dans ce restaurant virtuel ? code: |- @@ -1143,8 +1032,6 @@ levels: - option: 21 euros feedback: Ça c'est le prix d'un hamburger avec des frites ! hint: Regarde la ligne 4. - correct_answer: A - question_score: '10' 7: question_text: Pourquoi n'a-t-on pas mis `prix = 3` à la place de `prix = prix + 3` à la ligne 7 ? code: |- @@ -1167,8 +1054,6 @@ levels: - option: Parce que le prix est de 0 euros pour commencer. feedback: C'est vrai, mais ce n'est pas la raison hint: Le prix ne doit pas être de 3 euros, mais de 3 euros… de plus ! - correct_answer: C - question_score: '10' 8: question_text: Pourquoi ce code est-il incorrect ? code: |- @@ -1186,8 +1071,6 @@ levels: - option: La variable de la ligne 2 ne peut pas être appelée `réponse`, car elle est trop similaire à la variable `réponse correcte`. feedback: Les noms des variables peuvent être similaires, mais ne peuvent pas être composés de deux mots séparés hint: Vérifie le nom des variables ! - correct_answer: B - question_score: '10' 9: question_text: Imagine que tu aimes le football à 10, que tu as mangé 2 bananes et que tu t'es lavé les mains 3 fois aujourd'hui. Quel est ton niveau d'intelligence selon la voyante folle ? code: |- @@ -1209,8 +1092,6 @@ levels: - option: '100' feedback: (2 bananes + 3 hygiène) * 10 foot = 5*10 = ? hint: (2 bananes + 3 hygiène) * 10 foot = 5*10 = ? - correct_answer: C - question_score: '10' 10: question_text: Quelle affirmation est vraie ? code: |- @@ -1226,8 +1107,6 @@ levels: - option: On ne peut utiliser le signe `=` qu'avec les nombres, pas avec les mots. feedback: Tu peux utiliser `=` avec les mots aussi. hint: '`{is}` et `=` sont tous les deux autorisés.' - correct_answer: B - question_score: '10' 7: 1: question_text: Combien de lignes peut-on répéter à la fois avec la commande `{repeat}` à ce niveau ? @@ -1241,8 +1120,6 @@ levels: - option: Une infinité feedback: À ce niveau, tu peux seulement répéter une ligne à la fois hint: Tu ne peux répéter qu'une ligne à la fois ! - correct_answer: B - question_score: '10' 2: question_text: Quel est le bon code ? mp_choice_options: @@ -1267,8 +1144,6 @@ levels: ``` feedback: C'est ça ! hint: D'abord la commande `{repeat}`, puis la commande `{print}` - correct_answer: D - question_score: '10' 3: question_text: Ce code est-il bon ou mauvais ? code: '{repeat} 100 {times} "Salut !"' @@ -1282,8 +1157,6 @@ levels: - option: Mauvais, il manque le mot `{print}` feedback: Correct hint: 'Ce devrait être : `{repeat} 100 {times} {print} "Salut !"`' - correct_answer: D - question_score: '10' 4: question_text: Quel mot est incorrect dans ce code ? code: |- @@ -1299,8 +1172,6 @@ levels: - option: '`{times}`' feedback: '`{times}` est écrit correctement' hint: '`couleur` est incorrecte, La variable est inconnue' - correct_answer: A - question_score: '10' 5: question_text: Ce code est-il bon ou mauvais ? code: '{repeat} 100 {times} {print} "Hedy est géniale !"' @@ -1310,8 +1181,6 @@ levels: - option: Mauvais feedback: Et non ! hint: Le code est correct ! - correct_answer: A - question_score: '10' 6: question_text: Que va écrire ce code ? code: |- @@ -1347,8 +1216,6 @@ levels: ``` feedback: Dans toute la ville ! Parfait ! hint: Seul « Tournent tournent » est répété 2 fois - correct_answer: D - question_score: '10' 7: question_text: Que va écrire ce code ? code: |- @@ -1375,8 +1242,6 @@ levels: ROCK YOU! feedback: Attention à la commande `{repeat}` hint: Regarde où est la commande `{repeat}` - correct_answer: B - question_score: '10' 8: question_text: Quel code faut-il pour écrire ça ? code: |- @@ -1419,8 +1284,6 @@ levels: ``` feedback: Il ne faut pas répéter « chocolat » hint: '`{repeat}` ne peut être utilisé que si l''on veut exécuter la même ligne plusieurs fois de suite.' - correct_answer: A - question_score: '10' 9: question_text: Quel code faut-il pour afficher ça ? code: |- @@ -1464,8 +1327,6 @@ levels: ``` feedback: Parfait hint: « Au secours ! » est répété 3 fois - correct_answer: D - question_score: '10' 10: question_text: Quel code faut-il pour afficher ça ? code: |- @@ -1503,8 +1364,6 @@ levels: ``` feedback: Ce n'est pas le bon ordre. hint: Fais attention à l'ordre des phrases. - correct_answer: B - question_score: '10' 8: 1: question_text: Que va écrire ce code ? @@ -1543,8 +1402,6 @@ levels: ``` feedback: L'ensemble est écrit deux fois. hint: Les deux lignes sont répétées deux fois. - correct_answer: C - question_score: '10' 2: question_text: Qu'est-ce qui ne va pas avec ce code ? code: |- @@ -1560,8 +1417,6 @@ levels: - option: La deuxième ligne doit démarrer avec une indentation de 4 espaces. feedback: Correct ! hint: Quelque chose manque à la deuxième ligne ? - correct_answer: D - question_score: '10' 3: question_text: Que va écrire ce programme si tu l'exécutes ? code: |- @@ -1602,8 +1457,6 @@ levels: ``` feedback: Qu'est-ce qui est répété et qu'est-ce qui ne l'est pas ? hint: Qu'est-ce qui est répété et qu'est-ce qui ne l'est pas ? - correct_answer: C - question_score: '10' 4: question_text: Quel sera le bon résultat ? code: |- @@ -1646,8 +1499,6 @@ levels: ``` feedback: La dernière ligne est répétée aussi. hint: Le bloc sous la commande `{repeat}` est répété deux fois. - correct_answer: B - question_score: '10' 5: question_text: Qu'est-ce qui ne va pas avec ce code ? code: |- @@ -1664,8 +1515,6 @@ levels: - option: '`{ask}` n''est plus une commande' feedback: Ce n'est pas vrai hint: Il y a un problème d'indentation - correct_answer: A - question_score: '10' 6: question_text: Que verra-t-on dans l'écran de sortie quand nous répondrons « Des crêpes » ? code: |- @@ -1705,8 +1554,6 @@ levels: ``` feedback: Bien joué ! hint: La première phrase n'est pas répétée et la question n'apparait pas dans l'écran de sortie - correct_answer: D - question_score: '10' 7: question_text: Qu'est-ce qui ne va pas avec ce code ? code: |- @@ -1728,8 +1575,6 @@ levels: - option: L'indentation n'est pas bonne pour la première commande `{if}`. feedback: C'est ça. hint: Regarde attentivement les indentations. - correct_answer: D - question_score: '10' 8: question_text: Dans lequel de ces codes les indentations sont-elles correctes ? mp_choice_options: @@ -1774,8 +1619,6 @@ levels: ``` feedback: Mauvaise réponse ! hint: Que devrait-il se passer si la personne a raison ? Et sinon ? - correct_answer: C - question_score: '10' 9: question_text: Quelles ligne(s) de ce code devraient commencer par 4 espaces ? code: |- @@ -1794,8 +1637,6 @@ levels: - option: Lignes 3 et 5 feedback: Bon travail ! hint: Les lignes après un `{if}` ou un `{else}` doivent commencer par 4 espaces. - correct_answer: D - question_score: '10' 10: question_text: Quelle affirmation est vraie ? code: |- @@ -1812,8 +1653,6 @@ levels: - option: La ligne 3 doit commencer par 4 espaces feedback: Tu as raison ! hint: Seule une ligne doit commencer par 4 espaces, mais laquelle… ? - correct_answer: D - question_score: '10' 9: 1: question_text: Qu'est-ce qui ne va pas avec ce code ? @@ -1837,8 +1676,6 @@ levels: - option: L'indentation n'est pas bonne pour la dernière commande `{if}`. feedback: Ce n'est pas un problème d'indentation. hint: Toutes les indentations sont bonnes. - correct_answer: A - question_score: '10' 2: question_text: Qu'est-ce qui sera affiché après avoir entré le bon mot de passe ? code: |- @@ -1878,8 +1715,6 @@ levels: ``` feedback: Correct ! hint: Tout ce qui se trouve sous la commande `{repeat}` est répété deux fois. - correct_answer: D - question_score: '10' 3: question_text: Quelle valise choisis-tu pour gagner un million d'euros ? code: |- @@ -1907,8 +1742,6 @@ levels: - option: valise 2, ouvrir feedback: Excellent travail ! C'est gagné ! hint: Parcours le bon chemin - correct_answer: D - question_score: '10' 4: question_text: Quelle affirmation est vraie ? code: |- @@ -1931,8 +1764,6 @@ levels: - option: Cendrillon avec une pointure 38 obtient « Je vais continuer à chercher » feedback: 'Non, elle aura : « ❤️❤️❤️ »' hint: Quel que soit ton nom, si tu chausses du 40, tu auras le message « Je vais continuer à chercher » - correct_answer: C - question_score: '10' 5: question_text: Quel code affiche ce résultat ? output: |- @@ -1974,8 +1805,6 @@ levels: ``` feedback: Il y a 2 commande `{repeat}` dans ce code. hint: Attention à l'indentation - correct_answer: C - question_score: '10' 6: question_text: Après quelle commande(s) dois-tu utiliser une indentation (commencer la ligne suivante avec 4 espaces) ? mp_choice_options: @@ -1988,8 +1817,6 @@ levels: - option: '`{if}` `{else}` `{repeat}` `{print}`' feedback: Pas avec `{print}` hint: Il faut une indentation pour les lignes en dessous de certaines commandes - correct_answer: C - question_score: '10' 7: question_text: Tu auras une réduction de 5 euros si tu commandes une pizza de taille moyenne avec un coca.
Mais ce code a une erreur ! Comment le débuggé ? code: |- @@ -2031,8 +1858,6 @@ levels: ``` feedback: Presque. Regarde de nouveau la dernière ligne. hint: Après chaque commande `{if}`, la ligne en dessous doit être indentée - correct_answer: A - question_score: '10' 8: question_text: Qu'est-ce qui ne va pas avec ce code ? code: |- @@ -2051,8 +1876,6 @@ levels: - option: Un code doit toujours commencer par une commande `{print}` en première ligne feedback: Ce n'est pas vrai. hint: L'indentation est bien faite cette fois. - correct_answer: B - question_score: '10' 9: question_text: Combien de commande `{if}` peut être placée à l'intérieur d'une autre commande `{if}` ? mp_choice_options: @@ -2065,8 +1888,6 @@ levels: - option: Infinie, tant que tu utilises bien l'indentation correctement feedback: C'est vrai hint: Tu peux mettre une commande `{if}` à l'intérieur d'une commande `{if}`. - correct_answer: D - question_score: '10' 10: question_text: Quelle affirmation est vraie ? code: |- @@ -2083,8 +1904,6 @@ levels: - option: La ligne 2 doit démarrer par 4 espaces et la ligne 3 par 8 feedback: Tu as raison ! hint: La première ligne ne doit pas commencer par des espaces - correct_answer: D - question_score: '10' 10: 1: question_text: Par quoi devons-nous remplacer le `_` si nous voulons afficher chaque compliment ? @@ -2114,8 +1933,6 @@ levels: ``` feedback: Tu y es presque ! hint: '`{for}` chaque compliment dans la liste des compliments…' - correct_answer: B - question_score: '10' 2: question_text: Que va-t-il s'afficher ? code: |- @@ -2146,8 +1963,6 @@ levels: ``` feedback: Super ! hint: La ligne 2 dit « pour chaque plat dans la liste des plats ». Donc chaque plat est affiché. - correct_answer: D - question_score: '10' 3: question_text: Que va-t-il s'afficher ? code: |- @@ -2176,8 +1991,6 @@ levels: - option: Tu ne sais pas encore. Car le code choisi un animal au hasard feedback: La ligne 2 dit « pour chaque animal dans la liste des animaux ». Donc chaque animal est affiché. hint: La ligne 2 dit « pour chaque animal dans la liste des animaux ». Donc chaque animal est affiché. - correct_answer: C - question_score: '10' 4: question_text: Quel est le problème avec ce code ? code: |- @@ -2194,8 +2007,6 @@ levels: - option: La ligne 2 doit dire « produit » à la place de « courses » feedback: Non, ce n'est pas le cas. hint: La ligne 2 dit « Pour chaque produit de la liste de courses » - correct_answer: C - question_score: '10' 5: question_text: Quel mot doit être écrit à la place de `_` ? code: |- @@ -2214,8 +2025,6 @@ levels: - option: dés feedback: Regarde le nom des variables. hint: Hedy doit choisir un nombre `{at} {random}` - correct_answer: B - question_score: '10' 6: question_text: Laquelle des réponses ci-dessous est un affichage possible quand tu exécutes le code ? code: |- @@ -2247,8 +2056,6 @@ levels: ``` feedback: Génial ! hint: Chaque joueuse choisira un objet. La première joueuse dans la liste commence - correct_answer: D - question_score: '10' 7: question_text: Quelle ligne doit être à la place de `_` dans ce code qui décide ce que les personnes vont manger pour dîner ? code: |- @@ -2278,8 +2085,6 @@ levels: ``` feedback: Il faut dire à chaque nom ce qu'il doit manger pour dîner. hint: Il faut dire à chaque nom ce qu'il doit manger pour dîner. - correct_answer: A - question_score: '10' 8: question_text: Que doit-on écrire à la place du `_` dans ce code qui décide quelle couleur de T-shirt chacun recevra ? code: |- @@ -2309,8 +2114,6 @@ levels: ``` feedback: Il n'y a aucune variable qui s'appelle « chacun ». hint: Fais attention aux guillemets et aux noms des variables - correct_answer: B - question_score: '10' 9: question_text: Quelle est la première question que Hedy te pose quand tu exécutes ce programme ? code: |- @@ -2330,8 +2133,6 @@ levels: - option: Tu ne sais pas. Hedy choisira `{at} {random}` feedback: Il n'y a pas de `{at} {random}` dans ce code… hint: Ce sera le premier élément de chaque liste. - correct_answer: A - question_score: '10' 10: question_text: Quelle affirmation est vraie à propos de ce code ? code: |- @@ -2349,14 +2150,9 @@ levels: - option: Une personne peut gagner deux prix feedback: Tu as bien compris ! hint: Essaye d'imaginer ce qui sera écrit. - correct_answer: D - question_score: '10' 11: 1: question_text: Qu'est-ce qu'il devrait y avoir à la place de l'espace vide ? - code: |- - {for} i {in} _ 1 {to} 10 - {print} i mp_choice_options: - option: '`compteur`' feedback: Non @@ -2367,13 +2163,8 @@ levels: - option: '`{for}`' feedback: Non hint: Qu'as-tu appris à ce niveau ? - correct_answer: B - question_score: '10' 2: question_text: Qu'est-ce qui va s'afficher ? - code: |- - {for} i {in} {range} 1 {to} 3 - {print} i mp_choice_options: - option: |- ``` @@ -2398,8 +2189,6 @@ levels: ``` feedback: Ce n'est pas ça hint: Comment les nombres vont-ils apparaitre à l'écran ? - correct_answer: A - question_score: '10' 3: question_text: Lequel de ces codes a été utilisé pour produire cet affichage ? output: |- @@ -2439,22 +2228,8 @@ levels: ``` feedback: '`i` est une variable et ne doit donc pas avoir de guillemets' hint: D'abord, tous les nombres, puis la phrase - correct_answer: A - question_score: '10' 4: question_text: Lequel de ces codes a été utilisé pour produire cet affichage ? - output: |- - 10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0 mp_choice_options: - option: |- ``` @@ -2481,13 +2256,8 @@ levels: ``` feedback: C'est ça ! hint: Il faut faire un calcule… - correct_answer: D - question_score: '10' 5: question_text: Qu'est-ce qui ne va pas avec ce code ? - code: |- - {for} i {in} {range} 1 {to} 10 - {print} i mp_choice_options: - option: Le i à la dernière ligne doit avoir des guillements feedback: Non, il ne doit pas. @@ -2498,8 +2268,6 @@ levels: - option: La ligne 2 doit commencer par une indentation feedback: Parfait ! hint: Il y a quelque chose qui ne va pas avec l'indentation - correct_answer: D - question_score: '10' 6: question_text: Combien de fois sera affiché le mot « Bonjour » si tu exécutes ce code ? code: |- @@ -2515,8 +2283,6 @@ levels: - option: Jamais feedback: Non hint: Le 0 conte aussi. Donc 0, 1, 2, ça fait 3 fois. - correct_answer: C - question_score: '10' 7: question_text: Qu'est-ce qu'il devrait y avoir à la place de l'espace vide ? code: |- @@ -2547,8 +2313,6 @@ levels: ``` feedback: Celle-là commandera trop de plat ! hint: Utilise la variable « nombre_de_personnes » - correct_answer: C - question_score: '10' 8: question_text: Qu'affichera ce code ? code: |- @@ -2577,8 +2341,6 @@ levels: - option: Le mot « Salut » apparaitra 25 fois à la suite. feedback: Non, il apparaitra seulement 3 fois. hint: Ça ne dit pas « `{print}` i » - correct_answer: C - question_score: '10' 9: question_text: Combien de fois Hedy chantera-t-elle « Hip hip hip Hourra » ? code: |- @@ -2595,15 +2357,8 @@ levels: - option: Ça dépend de ton âge feedback: C'est ça ! hint: '`{for}` i `{in}` `{range}` 1 `{to}` âge' - correct_answer: D - question_score: '10' 10: question_text: Quel code correspond à cet affichage ? - output: |- - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark mp_choice_options: - option: |- ``` @@ -2634,8 +2389,6 @@ levels: ``` feedback: '`{range}` 0 `{to}` 3, ça fait 4 fois.' hint: Attention à l'indentation - correct_answer: B - question_score: '10' 12: 1: question_text: Que va-t-il s'afficher ? @@ -2656,8 +2409,6 @@ levels: 5 feedback: Excellent travail ! hint: Les deux lignes s'affichent ! - correct_answer: D - question_score: '10' 2: question_text: Lequel de ces codes est correct ? mp_choice_options: @@ -2686,8 +2437,6 @@ levels: ``` feedback: Les différents parfums doivent être entre guillemets. hint: La deuxième ligne est la même pour chaque code, regarde attentivement la première ligne - correct_answer: C - question_score: '10' 3: question_text: Qu'est-ce qui ne va pas avec ce code ? code: |- @@ -2703,8 +2452,6 @@ levels: - option: Il n'y a aucun problème. feedback: Ce n'est pas vrai hint: Les guillemets sont tous placés correctement - correct_answer: A - question_score: '10' 4: question_text: Quelles lignes ont besoins des guillemets ? code: |- @@ -2722,8 +2469,6 @@ levels: - option: Toutes les lignes feedback: Parfait ! hint: Est-ce que la ligne 3 a besoins de guillemets aussi ? - correct_answer: D - question_score: '10' 5: question_text: Quel affichage Agent007 obtient quand il donne le bon mot de passe ? code: |- @@ -2748,8 +2493,6 @@ levels: - option: Rends-toi à l'aéroport demain à 10 h 00. feedback: L'agent ne va pas attraper de méchants ici hint: Le mot de passe est TOPSECRET - correct_answer: B - question_score: '10' 6: question_text: Quelle ligne écrire à la place de `_` ? code: |- @@ -2785,8 +2528,6 @@ levels: ``` feedback: Presque ! hint: Tu ne peux pas calculer le prix à l'avance ! - correct_answer: C - question_score: '10' 7: question_text: Que sera-t-il affiché pour une personne végane ? code: |- @@ -2825,11 +2566,8 @@ levels: cookies feedback: Presque, mais regarde bien l'ordre des éléments dans la liste hint: Quel élément est retiré de la liste quand tu réponds « végan » ? - correct_answer: A - question_score: '10' 8: question_text: Quel code a été utilisé pour écrire ça ? - code: '3.5' mp_choice_options: - option: |- ``` @@ -2852,8 +2590,6 @@ levels: ``` feedback: 'Non' hint: 7 divisé par 2 fait 3.5 - correct_answer: B - question_score: '10' 9: question_text: Quel code devrait être écrit à la ligne 1 à la place de `_` ? code: |- @@ -2880,9 +2616,6 @@ levels: "prix" = "un million d'euro", "rien" ``` feedback: Il ne faut pas mettre de guillemets aux noms des variables - hint: The items on the list should be in quotation marks - correct_answer: C - question_score: '10' 10: question_text: Quelle ligne de code devrait remplacer le `_` pour terminer le code ? code: |- @@ -2904,11 +2637,8 @@ levels: - option: "```\n{print} actions {at} {random}\n```" feedback: C'est difficile ! Toutes les actions de la liste doivent être dans la chanson. hint: C'est difficile ! Toutes les actions de la liste doivent être dans la chanson. - correct_answer: B - question_score: '10' 13: 1: - question_text: Which code should be filled in at the ??? ? code: |- name = ask 'What is your name?' song = ask 'Whould you like to hear a song?' @@ -2939,11 +2669,7 @@ levels: if song = 'yes' or birthday = 'yes' ``` feedback: Hedy only sings if both answers are yes - hint: Hedy sings if you want to hear a song and it's you birthday - correct_answer: C - question_score: '10' 2: - question_text: Which command is missing in the code at the place of the ??? ? code: |- menu = 'cheese', 'sausage rolls', 'cookies' diet = ask 'Do you have any dietary restrictions?' @@ -2958,11 +2684,7 @@ levels: feedback: 'No' - option: print feedback: 'No' - hint: Neither vegans nor muslims can eat sausage rolls. - correct_answer: B - question_score: '10' 3: - question_text: Which output is given to a member without a discount code? code: |- member = ask 'Do you have a membership card?' discount = ask 'Do you have a discount code?' @@ -2980,10 +2702,7 @@ levels: - option: There is no way of knowing feedback: There is! Read the question carefully hint: Mind the command 'or' in line 3 - correct_answer: A - question_score: '10' 4: - question_text: Which line of code should follow this line in rock-paper-scissors game? code: if computer_choice is 'rock' and your_choice is 'paper' mp_choice_options: - option: print 'you win' @@ -2994,28 +2713,11 @@ levels: feedback: It's only a tie if both choices are the same - option: print 'try again' feedback: Try again! - hint: Paper beats rock - correct_answer: A - question_score: '10' 5: - question_text: Which statement is true about this code? code: |- if name = 'Cinderella' and shoe_size = 38 print 'You are my one true love!' - mp_choice_options: - - option: Every person with shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person named Cinderella is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person that is named Cinderella and has shoe size 38 is this prince's one true love - feedback: Fantastic! - - option: Every person that's not named Cinderella and does not have shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - hint: Both statements have to be true - correct_answer: C - question_score: '10' 6: - question_text: Which statement about this code is true? code: |- print 'Let me guess which family member you are!' glasses = ask 'Do you wear glasses?' @@ -3037,11 +2739,7 @@ levels: feedback: Try again - option: Sophie is a girl with glasses feedback: Excellent travail ! - hint: Take a good look! Or do you need glasses? - correct_answer: D - question_score: '10' 7: - question_text: Which statement is false? code: |- print 'Thank you for helping me take care of my pets' print 'Here is a program to help feed them' @@ -3064,11 +2762,7 @@ levels: feedback: Excellent travail ! - option: The yellow bird was fed this morning feedback: This is true - hint: Read the last 4 lines carefully - correct_answer: C - question_score: '10' 8: - question_text: What output do you get if you order popcorn but no drink? code: |- print 'Welcome to the movie theater' popcorn = ask 'Would you like some popcorn?' @@ -3082,32 +2776,7 @@ levels: if popcorn = 'no' and drink = 'no' print 'Ok' print 'Enjoy the movie' - mp_choice_options: - - option: |- - Welcome to the movie theater - That will be 8 dollars please - Enjoy the movie - feedback: You have paid too much! - - option: |- - Welcome to the movie theater - That will be 5 dollars please - Enjoy the movie - feedback: Amazing! - - option: |- - Welcome to the movie theater - That will be 3 dollars please - Enjoy the movie - feedback: That's not enough money! - - option: |- - Welcome to the movie theater - Ok - Enjoy the movie - feedback: You have to pay for your popcorn! - hint: popcorn = yes and drink = no - correct_answer: B - question_score: '10' 9: - question_text: What is wrong with this code? code: |- 1 chocolate = ask 'Would you like chocolate sauce on your ice cream?' 2 sprinkles = ask 'Would you like sprinkles on your ice cream?' @@ -3144,11 +2813,7 @@ levels: {if} chocolate = 'yes' {and} sprinkles = 'no' ``` feedback: This is not what I ordered! - hint: There is a mistake in line 3 - correct_answer: A - question_score: '10' 10: - question_text: Which command needs to be in line 8 at the place of the ??? ? code: |- print 'Welcome to the product finder of this supermarkt' item is ask 'What product are you looking for?' @@ -3172,30 +2837,8 @@ levels: feedback: 'No' - option: if feedback: 'No' - hint: The item is either in the list of snacks, or in the list of drinks - correct_answer: B - question_score: '10' 14: - 1: - question_text: Which symbol should be used on the blank? - code: |- - name _ {ask} 'Who are you?' - {if} name == 'Hedy' - {print} 'Me too!' - mp_choice_options: - - option: '`=>`' - feedback: This is not a symbol. - - option: '`==`' - feedback: We are not comparing anything, just asking. - - option: '`!=`' - feedback: We are not comparing anything, just asking - - option: '`=`' - feedback: Right! - hint: We are not comparing anything, we are just asking a name. - correct_answer: D - question_score: '10' 2: - question_text: Which of these codes has used the correct = or == symbol? mp_choice_options: - option: '{if} name = Hedy' feedback: 'No' @@ -3205,32 +2848,7 @@ levels: feedback: Oui ! - option: answer == {ask} 'How are you doing?' feedback: 'No' - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' - 3: - question_text: Which symbols should be filled in on the two blanks? - code: |- - guests = {ask} 'How many people are at the party?' - {if} guests _ 130 - {print} 'You can come in!' - {if} guests _ 130 - {print} 'Im sorry, the club is full. ' - {print} 'You have to wait for a guest to leave' - mp_choice_options: - - option: '`>` and `<`' - feedback: That's not it - - option: '`=` and `>=`' - feedback: That's not it - - option: '`<` and `>=`' - feedback: You are right - - option: '`+` and `==`' - hint: There are 130 people allowed in the club - correct_answer: C - question_score: '10' - feedback: That's not it 4: - question_text: What's wrong with this code? code: |- price = 10 money = {ask} How much money do you have? @@ -3239,20 +2857,7 @@ levels: {print} 'You can buy the bear!' {else} {print} 'You cannot buy this bear!' - mp_choice_options: - - option: In line 1 == should be used instead of = - feedback: No that's not it - - option: Line 2 misses quotation marks - feedback: You are correct - - option: In line 4 = should have been used instead of == - feedback: No that's not it - - option: In line 4 <= should have been used instead of >= - feedback: No that's not it - hint: The symbols are right - correct_answer: B - question_score: '10' 5: - question_text: Which symbol should be filled in on the blanks if the movie is suitable for kids for the age of 12 and up? code: |- age = {ask} 'How old are you?' ticket = {ask} 'Do you have a ticket?' @@ -3260,20 +2865,7 @@ levels: {print} 'You can enter the movie theater.' {else} {print} 'You are not allowed to come in!' - mp_choice_options: - - option: '`> 12`' - feedback: 12 year olds are allowed too - - option: '`>= 12`' - feedback: Great! - - option: '`< 12`' - feedback: These kids are too young! - - option: '`<= 12`' - feedback: These kids are too young - hint: '> means greater than' - correct_answer: B - question_score: '10' 6: - question_text: How many times do you have to say you are annoyed before this annoying game stops? code: |- lives = 2 {repeat} 10 times @@ -3281,69 +2873,7 @@ levels: answer = {ask} 'Are you annoyed yet?' {if} answer == 'yes' lives = lives - 1 - mp_choice_options: - - option: 10 times - feedback: It stops after 2 times - - option: 0 times - feedback: It stops after 2 times - - option: 1 time - feedback: It stops after 2 times - - option: 2 times - feedback: That is correct - hint: '!= means ''is not''' - correct_answer: D - question_score: '10' - 7: - question_text: What should be filled in on the three blanks? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' - mp_choice_options: - - option: '`''Lower''` and `''Higher''` and `''You win!''`' - feedback: That's not quite right. - - option: '`''Higher''` and `''Lower''` and `''You win!''`' - feedback: You win! - - option: '`''You win!''` and `''Lower!''` and `''Higher''`' - feedback: That's not quite right. - - option: '`''Lower!''` and `''You win!''` and `''Higher!''`' - feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: B - question_score: '10' - 8: - question_text: Which statement is true about this roller coaster? - code: |- - length = {ask} 'Please fill in your length in cm' - {if} length < 120 - {print} 'Sorry, you cannot go on this roller coaster.' - {else} - {print} 'Enjoy the ride' - mp_choice_options: - - option: You must be taller than 120 cm to go on the roller coaster - feedback: True! - - option: You must be taller than 119 cm to go on the roller coaster - feedback: If you are 120 cm you won't get in - - option: You must be shorter than 120 cm to go on the roller coaster - feedback: '> means greater than' - - option: There are no length restrictions to go on the roller coaster - feedback: There are. - hint: '> means greater than' - correct_answer: A - question_score: '10' 9: - question_text: How many pieces of chocolate will give you a stomach ache according to this fitbit? code: |- chocolate = {ask} 'How many pieces of chocolate have you eaten?' {if} chocolate <= 2 @@ -3352,20 +2882,7 @@ levels: {print} 'That is a bit much' {if} chocolate > 8 {print} 'You will get a stomach ache!' - mp_choice_options: - - option: 1 or more - feedback: 'No' - - option: 2 or more - feedback: 'No' - - option: 8 or more - feedback: Almost - - option: 9 or more - feedback: Great! - hint: '> 8 means more than 8' - correct_answer: D - question_score: '10' 10: - question_text: What should be filled in in the blanks? code: |- {print} 'Celle qui marque le plus de points gagne !' {if} points_joueuse_1 < points_joueuse_2 @@ -3380,30 +2897,14 @@ levels: - option: '''C''est match nul''' feedback: No it's not, one player has a higher score hint: Tu gagnes la partie en ayant le plus de points - correct_answer: B - question_score: '10' 15: 1: - question_text: 'Which symbol should be used on the blank? Tip: You must keep guessing until you get it right.' code: |- answer = 0 while answer _ 'Amsterdam' answer = ask 'What is the capital city of the Netherlands?' print 'You have given the correct answer' - mp_choice_options: - - option: '`=!`' - feedback: That is not right. - - option: '`==`' - feedback: You don't have to keep guessing if you've given the right answer. - - option: '`!=`' - feedback: Correct - - option: '`=`' - feedback: That's not it - hint: Keep guessing until you say Amsterdam - correct_answer: C - question_score: '10' 2: - question_text: Which of these codes has used the correct symbol(s)? mp_choice_options: - option: |- ``` @@ -3425,28 +2926,12 @@ levels: {while} answer == yes' ``` feedback: A quotation mark is missing - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' 3: question_text: Which command should be filled in on the two blanks? code: |- _ age >= 18 print 'you are not allowed in this bar' - mp_choice_options: - - option: '`{in}`' - feedback: That's not it - - option: '`{while}`' - feedback: You are right - - option: '`{for}`' - feedback: That's not it - - option: '`{range}`' - feedback: That's not it - hint: You are not allowed in the bar as long as you are 17 or younger - correct_answer: B - question_score: '10' 4: - question_text: What's wrong with this code? code: |- options = 1, 2, 3, 4, 5, 6 print 'Throw 6 as fast as you can!' @@ -3466,11 +2951,7 @@ levels: feedback: That's not it - option: In line 5 != should have been used instead of == feedback: You are correct - hint: There is something wrong in line 5 - correct_answer: D - question_score: '10' 5: - question_text: What should be placed on the blank to make this program work correctly? code: |- wetness = 10 while wetness != 0 @@ -3489,9 +2970,6 @@ levels: feedback: You are correct! - option: = wetness + 1 feedback: The program should count down - hint: wetness should get less each time - correct_answer: C - question_score: '10' 6: question_text: what is wrong with this code? code: |- @@ -3509,25 +2987,8 @@ levels: feedback: No that's not right - option: Line 2 should start with less indentation feedback: That is correct - hint: Look closely at the indentation - correct_answer: D - question_score: '10' 7: question_text: How should this program be changed to that it works? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' mp_choice_options: - option: '... change the first {if} into a {while}' feedback: Perfect! @@ -3537,32 +2998,9 @@ levels: feedback: That's not quite right. - option: '... change the fourth {if} into a {while}' feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: A - question_score: '10' 8: - question_text: Which statement is true about this automated toilet system? - code: |- - {while} toilet == 'occupied' - lights = 'on' - air_freshener_sprays = 'yes' - {sleep} 60 - lights = 'off' - air_freshener_sprays = 'no' - mp_choice_options: - - option: The lights and air freshener will turn off after 1 minute - feedback: False! - - option: The air freshener sprays once every minute and the lights stay on the whole time while you are on the toilet - feedback: Great job - - option: The air freshener sprays once you leave the toilet. - feedback: It only sprays when you're in there. - - option: The lights will always stay on. - feedback: That wouldn't be right. hint: The block after the while command keeps happening while the toilet is occupied. - correct_answer: B - question_score: '10' 9: - question_text: What will the diet app say if you have eaten 1600 calories today? code: |- chocolate = {ask} 'How many calories have you eaten today?' {while} calories <= 1000 @@ -3580,16 +3018,7 @@ levels: feedback: Oui ! - option: You have eaten enough for today feedback: 'No' - hint: 1600 is between 1000 and 2000 - correct_answer: C - question_score: '10' 10: - question_text: 'What should be filled in in the blanks? Tip: the player with the most points is in the lead.' - code: |- - name_player_1 = {ask} 'Name player 1:' - name_player_2 = {ask} 'Name player 2:' - {while} points_player_1 > points_player_2 - {print} _ ' is in the lead right now!' mp_choice_options: - option: name_player_1 feedback: You are right! @@ -3599,105 +3028,20 @@ levels: feedback: You should fill in a name, not a number - option: points_player_2 feedback: You should fill in a name, not a number - hint: You win the game by having the most points. Your name should appear on the screen - correct_answer: A - question_score: '10' 16: - 1: - question_text: Which command should be filled in on the blanks to print a random snack? - code: |- - snacks = nachos, chips, cucumber, sweets - {print} _ - mp_choice_options: - - option: '`snacks {at} {random}`' - feedback: This is the old way. - - option: '`[{random} snack]`' - feedback: The order is wrong. - - option: '`snacks[{random}]`' - feedback: Correct - - option: '`snacks[{at} {random}]`' - feedback: We do not need `at`anymore - hint: We no longer use {at} - correct_answer: C - question_score: '10' 2: - question_text: What should be filled in on the blanks if you want a list of what chores are done by whom? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chores = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} _ - mp_choice_options: - - option: |- - ``` - friends[i] has to do chores [i] - ``` - feedback: Mind the spacing. - - option: |- - ``` - friends[1] has to do chores[1] - ``` - feedback: It will print 3 times that Wesley has to do the cooking - - option: |- - ``` - chores[i] ' has to do ' friends[random] - ``` - feedback: The person has to do the chore, not the other way around - - option: |- - ``` - friends[i] ' has to do ' chores[i] - ``` - feedback: Fantastic! - hint: '`i` tells us what item in the list it is. So friend 1 does chore 1 etc.' - correct_answer: D - question_score: '10' 3: - question_text: What is a possible output for this program? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chore = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} friends[i] has to do chores[i] - mp_choice_options: - - option: |- - ``` - Wesley has to do the cooking - Eric has to do the cleaning - Kaylee has to do nothing - ``` - feedback: Super! - - option: |- - ``` - Kaylee has to do the cooking - Wesley has to do the cleaning - Eric has to do nothing - ``` - feedback: No, it is not random. - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cleaning - Wesley has to do the nothing - ``` - feedback: Poor Wesley! - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cooking - Wesley has to do the cooking - ``` - feedback: That's not it - hint: It's not random... - correct_answer: A - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - friends = ['Jaylee', 'Erin', 'Fay'] - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 0 {to} 3 - print 'the lucky number of ' friends[i] - print 'is ' lucky_numbers[i] mp_choice_options: - option: The variable in line 4 should be 'friend[i]', not 'friends[i]' feedback: That is not right. @@ -3707,16 +3051,7 @@ levels: feedback: It's not a variable, it's just text. - option: '{in} in line 3 should be removed' feedback: That's not it - hint: There's nothing wrong with line 4 - correct_answer: B - question_score: '10' 5: - question_text: Which line should be filled in in the blank? - code: |- - animals = ['dog', 'cow', 'horse'] - _ - {for} i {in} {range} 1 {to} 3 - {print} 'the ' animals[i] ' says ' sounds[i] mp_choice_options: - option: noises = ['moo', 'woof', 'neigh'] feedback: Mind the variable name and the order of the sounds. @@ -3726,95 +3061,7 @@ levels: feedback: Don't forget the quotation marks! - option: sounds = ['woof', 'moo', 'neigh'] feedback: Excellent travail ! - hint: Look at line 1 to see proper use of brackets and quotation marks. - correct_answer: D - question_score: '10' - 6: - question_text: Which statement is true? - code: |- - people = ['Chris', 'Jaylino', 'Ryan'] - games = ['fortnite', 'minecraft', 'fifa'] - {for} o {in} {range} 1 {to} 3 - {print} people[o] ' likes ' games[o] - mp_choice_options: - - option: You are not allowed to use the variable o. It should be named i. - feedback: i is the most commonly used variable name in this case, but it's not mandatory to use i. - - option: The output will say that Jaylino likes fortnite. - feedback: No, he likes minecraft. - - option: The output will say that Ryan likes fifa - feedback: Correct - - option: This code will not work. It will give and error. - feedback: No, the code is correct. - hint: There is nothing wrong with this code. - correct_answer: C - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - people = ['Savi', 'Senna', 'Fayenne'] - transportation = ['bike', 'train', 'car'] - {for} i {in} {range} 1 {to} 3 - {print} people[i] goes to school by transportation[i] - mp_choice_options: - - option: Line 1 needs less quotation marks - feedback: That is not right. - - option: Line 3 should start with indentation - feedback: It should not! - - option: Line 4 should start without indentation - feedback: It should not - - option: Line 4 needs more quotation marks. - feedback: Amazing! - hint: There is a mistake made in the usage of quotation marks. - correct_answer: D - question_score: '10' - 8: - question_text: Which of these codes belongs to this output? - code: |- - Macy and Kate get to go first - Lionell and Raj get to go second - Kim and Leroy get to go third - mp_choice_options: - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 0 {to} 3 - {print} teams[random] ' get to go ' position[i] - ``` - feedback: This is not right - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: Amazing! - - option: |- - ``` - teams = ['Macy', 'Kate', 'Lionell', 'Raj', 'Kim', 'Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 6 - {print} teams[random] ' get to go ' position[random] - ``` - feedback: This is not it. - - option: |- - ``` - teams = ['Macy and Kate' 'Lionell and Raj' 'Kim and Leroy'] - position = ['first' 'second' 'third'] - {for} teams {in} {range} 0 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: This is not going to work! - hint: If you look carefully at the first line, you'll see that only the first two answers are possibly correct. - correct_answer: B - question_score: '10' 9: - question_text: What is a possible output for this code? - code: |- - countries = ['Canada', 'Zimbabwe', 'New Zealand'] - {for} i {in} {range} 0 {to} 1 - {print} 'I will travel to ' countries[random] mp_choice_options: - option: |- ``` @@ -3839,374 +3086,3 @@ levels: I will travel to New Zealand ``` feedback: It's only repeated twice - hint: Range 0 to 1 is 2 times - correct_answer: A - question_score: '10' - 10: - question_text: Which 3 lines will complete this code correctly? - code: |- - {print} 'The book raffle will start soon' - {print} 'Get your tickets now!' - books = ['Narnia', 'The Hobbit', 'Oliver Twist', 'Harry Potter', 'Green eggs and ham'] - people = {ask} 'How many raffle tickets are sold?' - list_of_numbers = [1, 2] - {for} i {in} {range} 3 {to} people - {add} i {to} list_of_numbers - {for} i {in} {range} 1 {to} 5 - mp_choice_options: - - option: |- - ``` - chosen_number = list_of_numbers at random - print books[i] ' will go to person number ' chosen_number - {add} chosen_number {to} list_of_numbers - ``` - feedback: Almost there... but adding the winner to the list makes this raffle unfair - - option: |- - ``` - print person[i] ' wins ' book[i] - ``` - feedback: There is no list called 'person' - - option: |- - ``` - chosen_number = list_of_numbers[people] - print books[people] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: This is not it. - - option: |- - ``` - chosen_number = list_of_numbers[random] - print books[i] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: Fantastic! - hint: You need to use the {remove} command - correct_answer: D - question_score: '10' - 17: - 1: - question_text: What is the output of this code? - code: |- - minions = ['Bob', 'Kevin', 'Stuart'] - {for} x in minions: - {print} x - mp_choice_options: - - option: |- - ``` - m i n i o n s - ``` - feedback: This is not it. - - option: |- - ``` - Bob - Kevin - Stuart - ``` - feedback: Correct! - - option: |- - ``` - minions - minions - minions - ``` - feedback: Take a look at the content of your list. - - option: |- - ``` - B o b K e v i n S t u a r t - ``` - feedback: Do not loop through the letters. - hint: Loop through your list. - correct_answer: B - question_score: '10' - 2: - question_text: What is wrong with this code? - code: |- - seconds_minute = 60 - minute_hour = 60 - hour_day = 24 - leap_year = 366 - no_leap_year = 365 - years = ask 'what year is it?' - {if} years = 2024: - print seconds_minute * minute_hour * hour_day * leap_year - {else}: - print seconds_minute * minute_hour * hour_day * noleap_year - mp_choice_options: - - option: You cannot have so many variables. - feedback: This is not it. - - option: The way the variables are multiplied is incorrect. - feedback: Not true! - - option: One of the variables `noleap_year` does not belong with the `{if}` statement. - feedback: Keep looking for the mistake. - - option: The `noleap_year` has to be identical in both cases. - feedback: Correct! - hint: Read the code carefully. - correct_answer: D - question_score: '10' - 3: - question_text: How many hedgehogs will this code print? - code: |- - {for} x in range 1 to 3: - {for} y in range 1 to 2: - {print} 🦔 - mp_choice_options: - - option: |- - ``` - 🦔 - 🦔 - 🦔 - ``` - feedback: Try again. - - option: |- - ``` - 🦔 - 🦔 - ``` - feedback: One more try. - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: Well done! - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating. - correct_answer: C - question_score: '10' - 4: - question_text: What is wrong with code? - code: |- - name_color = {ask} 'What is your favorite color?' - {if} name_color == 'red': - {print} 'the color of a tomato' - {elif} name_color == 'green': - {print} 'the color of an apple' - {elif} name_color == 'blue': - {print} 'the color of a blueberry' - {elif} name_color == 'yellow': - {print} 'the color of a banana' - {elif}: - {print} 'this fruit-color does not exist' - mp_choice_options: - - option: The first `{elif}` should be used before the `print` command - feedback: Try again. - - option: '`{elif}` can only be used once' - feedback: From now on we can use elif multiple times. - - option: '`==` used with `{elif}` should be replaced by `=`' - feedback: Not correct. - - option: '`{elif}` in the last line should be replaced by `{else}`' - feedback: Great! - hint: Think about `{if}`, `{elif}`, `{else}`. - correct_answer: D - question_score: '10' - 5: - question_text: What is the output of this code? - code: |- - numbers = [7, 19, 29, 41, 53, 71, 79, 97] - {for} prime in numbers: - {if} prime <= 10: - {print} prime - {elif} prime >= 60: - {print} prime - {elif} prime >= 90: - {print} prime - {else}: - {print} 'another number' - mp_choice_options: - - option: |- - ``` - 7 - another number - another number - another number - another number - 71 - 79 - 97 - ``` - feedback: Well done! - - option: |- - ``` - another number - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: Try again. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - another number - ``` - feedback: One more try. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating and the values of if and elif. - correct_answer: A - question_score: '10' - 6: - question_text: What is wrong with code? - code: |- - name = {ask} 'What is your name?' - {if} name == 'Hedy': - password = {ask} 'What is your password?' - {if} password =='turtle123': - {print} 'Yey' - {else}: - {print} 'Access denied' - {else}: - {print} 'Go fish' - mp_choice_options: - - option: '`{elif}` is missing.' - feedback: Try again. - - option: '`{else}` can only be used once.' - feedback: From now on we can use elif multiple times. - - option: Nothing! - feedback: There is a mistake. Look carefully! - - option: There is an indentation mistake in the last line. - feedback: Amazing! - hint: There is a mistake somewhere... - correct_answer: D - question_score: '10' - 7: - question_text: Which of the following codes will print five times 'the result is 3' on the screen? - mp_choice_options: - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - result = n * 1 - {print} 'The result is ' result - ``` - feedback: Try again! - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} u in numbers: - number = u - {print} 'The result is ' number - ``` - feedback: That is not it. - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} number in numbers: - number = 3 - {print} 'The result is ' number - ``` - feedback: Very good! - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - n = result - {print} 'The result is ' result - ``` - feedback: That is not it. - hint: Think about mathematical symbols. - correct_answer: C - question_score: '10' - 8: - question_text: What is wrong with code? - code: |- - insects = ['🐝', '🦋', '🕷', '🐞'] - your_favorite = {ask} 'what is your favorite insect?' - {for} insect in insects: - {if} your_favorite == '🐝' {or} your_favorite == '🐞': - {print} 'very useful' - {elif} your_favorite == '🕷': - {print} 'it can catch mosquitoes' - {else}: - {print} 'almost all insects can be useful one way or another' - mp_choice_options: - - option: '`{or}` cannot be used with `{if}`.' - feedback: Try again. - - option: In the `{for}` command `insect` should be `insects`. - feedback: Not true. - - option: Nothing! - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 9: - question_text: Which one of the codes below gave this output? - code: |- - -5 is negative - -4 is negative - -3 is negative - -2 is negative - -1 is negative - 0 is positive - 1 is positive - 2 is positive - 3 is positive - mp_choice_options: - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Try again! - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number <= 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - - option: "```\n {for} number in range -5 to 3:\n {if} number >= 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Very good! - - option: "```\n {for} number in range -5 to 3:\n {if} number < 0: \n {print} number ' is positive'\n {elif} number <=0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 10: - question_text: What is wrong with this code? - code: |- - {for} number in range 1 to 5: - volume_room = num * num * num - {print} volume_room ' cubic meters' - {if} volume_room > 100: - {print} 'this is a large room' - {elif} volume_room < 100: - {print} 'small room but cosy' - {else}: - {print} 'i will look for something else' - mp_choice_options: - - option: The word num needs quotation marks. - feedback: Try again. - - option: The `{if}` command is not used correctly. - feedback: Not true. - - option: Line 3 should be `volume_room = number * number * number`. - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' diff --git a/content/quizzes/fr_CA.yaml b/content/quizzes/fr_CA.yaml index 59289a8165c..9e9cdd8cb83 100644 --- a/content/quizzes/fr_CA.yaml +++ b/content/quizzes/fr_CA.yaml @@ -12,8 +12,6 @@ levels: - option: Heidi feedback: Non, ce n'est pas ça ! hint: Il a été nommé d'après Hedy Lamarr. - correct_answer: A - question_score: '10' 2: question_text: Comment remplir ce code pour faire apparaître le texte « Bonjour ! » ? code: _ Bonjour ! @@ -27,8 +25,6 @@ levels: - option: '`{ask}`' feedback: Avec `{ask}`, tu peux poser une question. hint: _ Bonjour le monde ! - correct_answer: B - question_score: '10' 3: question_text: Comment demander à quelqu'un quelle est sa couleur préférée ? mp_choice_options: @@ -53,8 +49,6 @@ levels: ``` feedback: '`{echo}` te répète la réponse que tu as donnée.' hint: Tu peux demander quelque chose avec la commande `{ask}` - correct_answer: C - question_score: '10' 4: question_text: Quel est le problème avec ce code ? code: |- @@ -71,8 +65,6 @@ levels: - option: Rien ! C'est un code parfait ! feedback: Faux. Regarde bien ! hint: La ligne 1 ne semble pas correcte - correct_answer: A - question_score: '10' 5: question_text: Quelle commande manque à la ligne 2 ? code: |- @@ -88,8 +80,6 @@ levels: - option: '`{echo}`' feedback: C'est ça ! hint: Tu veux voir la réponse à la fin de la ligne 2... - correct_answer: D - question_score: '10' 6: question_text: Quel est le problème avec ce code ? code: |- @@ -107,8 +97,6 @@ levels: - option: À la ligne 4, `{print}` est mal orthographié. feedback: Non, il y a une faute d'orthographe quelque part ailleurs hint: Vérifie les commandes `{print}`. - correct_answer: B - question_score: '10' 7: question_text: Quel est le problème avec ce code ? code: |- @@ -126,8 +114,6 @@ levels: - option: Rien ! C'est un code parfait ! feedback: Exact ! hint: Vérifie le code ligne par ligne - correct_answer: D - question_score: '10' 8: question_text: Comment utiliser la commande `{echo}` ? mp_choice_options: @@ -140,8 +126,6 @@ levels: - option: Tu peux l'utiliser pour faire disparaître du texte. feedback: Ce n'est pas correct... hint: '`{echo}` est utilisé après une commande `{ask}`.' - correct_answer: C - question_score: '10' 9: question_text: Quel est le problème avec ce code ? code: |- @@ -158,8 +142,6 @@ levels: - option: Rien. C'est un code parfait ! feedback: Cherches bien l'erreur... hint: '`{ask}` te permet de poser une question' - correct_answer: B - question_score: '10' 10: question_text: Quelle sortie sera affichée par ce code ? code: |- @@ -180,8 +162,6 @@ levels: Oui ! feedback: Il y a deux commandes `{echo}` hint: Allons-y ! - correct_answer: B - question_score: '10' 2: 1: question_text: Quelle affirmation est vraie ? @@ -195,8 +175,6 @@ levels: - option: Avec la commande `{sleep}`, tu peux supprimer du texte de l'écran. feedback: '`{sleep}` ne fonctionne pas comme ça.' hint: '`{print}` fonctionne toujours de la même manière qu''au niveau 1.' - correct_answer: C - question_score: '10' 2: question_text: Quel code est correct ? mp_choice_options: @@ -221,8 +199,6 @@ levels: ``` feedback: Les mots sont justes, l'ordre ne l'est pas ! hint: '`{ask}` ne fonctionne pas comme au niveau 1' - correct_answer: A - question_score: '10' 3: question_text: Qu'est-ce qui apparaît sur ton écran de sortie lorsque tu exécutes ce code ? code: |- @@ -238,8 +214,6 @@ levels: - option: Marion va au marché et Marion achète une pomme. feedback: Le mot « elle » n'est pas remplacé par le nom hint: Le mot « nom » est remplacé par « Marion » - correct_answer: C - question_score: '10' 4: question_text: Que verras-tu sur l'écran de sortie lorsque tu exécuteras ce code ? code: |- @@ -255,8 +229,6 @@ levels: - option: Salut mon Hedy est Hedy feedback: Correct, ce problème sera corrigé dans le niveau 4 ! hint: Le mot « nom » est remplacé par « Hedy » aux deux endroits - correct_answer: D - question_score: '10' 5: question_text: Que se passe-t-il lorsque tu utilises la commande `{sleep}` ? mp_choice_options: @@ -269,8 +241,6 @@ levels: - option: On le met à la fin pour qu'Hedy sache que ton programme est terminé feedback: Non, ce serait inutile à la fin de ton code hint: L'ordinateur attend une seconde quand il rencontre la commande `{sleep}` - correct_answer: C - question_score: '10' 6: question_text: Par quoi compléter l'espace vide ? code: |- @@ -287,8 +257,6 @@ levels: - option: '`{ask}`' feedback: Il n'y a pas de question à poser ici hint: Une pause pour l'effet dramatique… - correct_answer: A - question_score: '10' 7: question_text: Quelle commande doit être utilisée sur la ligne 2 ? code: |- @@ -317,8 +285,6 @@ levels: ``` feedback: Il y a plus simple avec le chiffre 3 hint: Tu veux que l'ordinateur attende 3 secondes - correct_answer: B - question_score: '10' 8: question_text: Comment corriger la première ligne de code ? code: |- @@ -346,8 +312,6 @@ levels: ``` feedback: Où est la commande `{ask}` ? hint: Le nom de la variable doit venir en premier - correct_answer: C - question_score: '10' 9: question_text: Qu'est-ce qui ne va pas dans ce code ? code: |- @@ -363,8 +327,6 @@ levels: - option: 'La ligne 2 devrait dire : `{sleep}` Jaime les animal' feedback: '`{sleep}` ne sert pas à afficher du texte' hint: Tu veux afficher « J'aime les chiens » - correct_answer: B - question_score: '10' 10: question_text: Quelle commande doit être utilisée sur la ligne 1 ? code: |- @@ -394,8 +356,6 @@ levels: ``` feedback: C'est juste ! hint: Tu veux poser une question avec la commande `{ask}` - correct_answer: D - question_score: '10' 3: 1: question_text: Quelle(s) commande(s) utiliser pour que Hedy choisisse quelque chose arbitrairement ? @@ -409,8 +369,6 @@ levels: - option: '`{at}` `{random}`' feedback: C’est bien ça ! hint: Arbitrairement signifie aléatoirement ou au hasard. - correct_answer: D - question_score: '10' 2: question_text: Quel est le problème avec ce code ? code: |- @@ -426,8 +384,6 @@ levels: - option: '`{at} {random}` est mal écrit' feedback: '`{at} {random}` est l''orthographe correcte' hint: Il y a un problème à la ligne 1 - correct_answer: A - question_score: '10' 3: question_text: Comment corriges-tu l'erreur de la ligne 2 ? code: |- @@ -452,8 +408,6 @@ levels: - option: Pas besoin, le code est correct ! feedback: Cherche bien l'erreur hint: La variable (la liste) est appelée « options ». - correct_answer: C - question_score: '10' 4: question_text: Que faut-il changer dans la ligne 2 pour afficher un coût aléatoire ? code: |- @@ -478,8 +432,6 @@ levels: - option: Rien, ce code est correct. feedback: Cherche bien l'erreur que tu as manquée ! hint: Le nom de la variable est « coûts » - correct_answer: B - question_score: '10' 5: question_text: Qu'est-ce qui ne va pas dans ce code ? code: |- @@ -497,8 +449,6 @@ levels: - option: Rien, ce code est parfait feedback: C'est bien ça ! hint: Ce code a-t-il une erreur ? - correct_answer: D - question_score: '10' 6: question_text: Quel est le problème avec ce code ? code: |- @@ -515,8 +465,6 @@ levels: - option: Rien ! Ce code est génial ! feedback: Et non, la ligne 2 comporte une erreur. hint: Il y a quelque chose qui ne va pas à la ligne 2. - correct_answer: B - question_score: '10' 7: question_text: Que fait la commande `{add}` ? code: |- @@ -534,8 +482,6 @@ levels: - option: La commande `{add}` affiche ton livre préféré. feedback: Non, elle ajoute ton livre préféré à la liste hint: La commande `{add}` ajoute un livre, mais lequel ? - correct_answer: C - question_score: '10' 8: question_text: Qu'affiche ce code ? code: |- @@ -553,8 +499,6 @@ levels: - option: crème fraîche feedback: C'est bien ça ! hint: Il y a 3 condiments, 2 sont retirés. Lequel reste-t-il ? - correct_answer: D - question_score: '10' 9: question_text: Quel est le problème avec ce code ? code: |- @@ -572,8 +516,6 @@ levels: - option: Rien, ce code est correct ! feedback: Trouve l'erreur ! hint: Regarde à la ligne 4 - correct_answer: C - question_score: '10' 10: question_text: Que devrait-il y avoir sur le _ ? code: |- @@ -604,8 +546,6 @@ levels: ``` feedback: Cela augmente les chances que la personne qui a promené les chiens hier le face encore. C'est méchant. hint: La personne qui a promené les chiens hier devrait être retirée de la liste. - correct_answer: A - question_score: '10' 4: 1: question_text: Lequel de ces codes est correct ? @@ -631,8 +571,6 @@ levels: ``` feedback: Il manque les guillemets à la fin hint: Au niveau 4, tu dois utiliser les guillemets pour 2 commandes. - correct_answer: A - question_score: '10' 2: question_text: Quel code utilise les bons guillemets ? mp_choice_options: @@ -657,8 +595,6 @@ levels: ``` feedback: C'est une virgule, tu as besoin de guillemets. hint: Choisis les bons guillemets. - correct_answer: B - question_score: '10' 3: question_text: Où est-ce que les guillemets sont correctement utilisés ? mp_choice_options: @@ -683,8 +619,6 @@ levels: ``` feedback: Parfait ! hint: Les mots que tu veux afficher doivent être précédés et suivis de guillemets. - correct_answer: D - question_score: '10' 4: question_text: Laquelle de ces réponses est vraie ? mp_choice_options: @@ -697,8 +631,6 @@ levels: - option: Tu peux choisir toi-même d'utiliser ou non des guillemets. feedback: Malheureusement, Hedy est plus exigeante que ça. hint: À partir du niveau 4, tu dois utiliser des guillemets. - correct_answer: B - question_score: '10' 5: question_text: Qu'est-ce qui doit être changé pour que le code fonctionne ? code: |- @@ -723,8 +655,6 @@ levels: - option: Rien, le jeu fonctionne déjà ! feedback: Regardes bien. Il y a une erreur. hint: Tu ne veux pas qu'Hedy affiche littéralement « options {at} {random} », tu veux qu'elle affiche « pierre », « papier » ou « ciseaux ». - correct_answer: C - question_score: '10' 6: question_text: Quelle serait la prochaine ligne de ce code ? code: prix {is} 1 euro, 100 euros, 1 million d'euros @@ -750,8 +680,6 @@ levels: ``` feedback: Hedy va afficher littéralement « Tu gagnes… prix {at} {random} » hint: 'Réfléchis bien : qu''est-ce qui est une variable et doit être en dehors des guillemets ? Et quels sont les mots normaux qui doivent être à l''intérieur ?' - correct_answer: A - question_score: '10' 7: question_text: Quel est le problème avec ce code ? code: |- @@ -768,8 +696,6 @@ levels: - option: Rien, le code est bien comme ça ! feedback: Regardes bien. Tu as loupé une erreur ! hint: Vérifies chaque ligne pour savoir si elle a besoin de guillemets ou pas. - correct_answer: A - question_score: '10' 8: question_text: Quelle serait la prochaine ligne à ajouter à ce code ? code: |- @@ -798,8 +724,6 @@ levels: ``` feedback: Hedy affichera « Donc tu choisis la porte porte » hint: Le deuxième mot « porte » doit être remplacé par le numéro, le premier doit rester le mot « porte »… - correct_answer: C - question_score: '10' 9: question_text: Qu'est-ce qui ne pourra pas être affiché sur ton écran de sortie ? code: |- @@ -815,8 +739,6 @@ levels: - option: FC Barcelona va gagner la ligue des champions feedback: C'est vrai. Ce n'est pas dans la liste hint: Quelles sont les options parmi lesquelles Hedy peut choisir au hasard ? - correct_answer: D - question_score: '10' 10: question_text: Quelle affirmation est vraie ? code: |- @@ -833,8 +755,6 @@ levels: - option: Rien, ce code n'a pas d'erreurs feedback: Tu en as loupé une ! hint: Regarde bien les guillemets ! - correct_answer: B - question_score: '10' 5: 1: question_text: Quelle commande devrait-on écrire à la place du _ ? @@ -852,8 +772,6 @@ levels: - option: '`{else}`' feedback: C'est exact ! hint: Laquelle fonctionne de paire avec la commande `{if}` ? - correct_answer: D - question_score: '10' 2: question_text: Qu'est-ce qui s'affichera si tu réponds le nom Hedy ? code: |- @@ -869,8 +787,6 @@ levels: - option: Erreur feedback: Heureusement, non ! hint: '`{if}` nom `{is}` Hedy `{print}` … ?' - correct_answer: A - question_score: '10' 3: question_text: Quel est le bon mot de passe ? code: |- @@ -887,8 +803,6 @@ levels: - option: ALERTE INTRUSION feedback: Ceci est le texte qui sera affiché si tu ne donnes pas le bon mot de passe ! hint: '`{if}` mot-de-passe `{is}` … `{print}` "Correct !"' - correct_answer: B - question_score: '10' 4: question_text: Qu'est-ce qu'Hedy affiche si tu tapes un mauvais mot de passe ? code: |- @@ -905,8 +819,6 @@ levels: - option: ALERTE ! INTRUSION ! feedback: Excellent travail ! hint: L'ordinateur déclenchera l'alarme pour les intrusions ! - correct_answer: D - question_score: '10' 5: question_text: Pourquoi Hedy dira 'ALARME ! INTRUSION !' si tu réponds « secret » ? code: |- @@ -923,8 +835,6 @@ levels: - option: Parce que Hedy fait une erreur feedback: Non, Hedy a raison hint: La réponse doit être exactement la même que le mot de passe. - correct_answer: A - question_score: '10' 6: question_text: Quel mot devrait être à la place de l'espace vide à la dernière ligne ? code: |- @@ -955,8 +865,6 @@ levels: ``` feedback: '`{print}` est déjà là, il nous faut un mot avant !' hint: '`{if}` va de pair avec… ?' - correct_answer: C - question_score: '10' 7: question_text: Quel mot devrait être à la place de l'espace vide ? code: |- @@ -974,8 +882,6 @@ levels: - option: '`{print}`' feedback: Génial ! hint: Après `{else}` il faut la commande `{print}` - correct_answer: D - question_score: '10' 8: question_text: Quel mot devrait être à la place de l'espace vide ? code: |- @@ -998,8 +904,6 @@ levels: - option: '`{print}`' feedback: Non, ce n'est pas ça. hint: Quel est le nom de la variable ? - correct_answer: B - question_score: '10' 9: question_text: Quelle porte dois-tu choisir pour t'échapper ? code: |- @@ -1019,8 +923,6 @@ levels: - option: C'est un piège, tu seras toujours mangé ! feedback: Heureusement, non ! hint: L'une des portes te mettra en sécurité. - correct_answer: B - question_score: '10' 10: question_text: Quel monstre se tient derrière la porte 1 ? code: |- @@ -1040,12 +942,9 @@ levels: - option: araignée géante feedback: Pas toujours… hint: Attention aux 3 derniers mots… monstres `{at} {random}`… - correct_answer: A - question_score: '10' 6: 1: question_text: Qu'affiche Hedy lorsque tu exécutes ce programme ? - code: '{print} 2*10' mp_choice_options: - option: '20' feedback: Correct ! @@ -1056,8 +955,6 @@ levels: - option: '210' feedback: Attention, c'est un calcul. hint: Le caractère `*` est utilisé comme signe de multiplication - correct_answer: A - question_score: '10' 2: question_text: Quel signe utilises-tu pour ajouter deux nombres ? mp_choice_options: @@ -1070,8 +967,6 @@ levels: - option: '`+`' feedback: Correct ! hint: C'est le signe « plus ». - correct_answer: D - question_score: '10' 3: question_text: Qu'affiche Hedy lorsque tu exécutes ce code ? code: '{print} "3*10"' @@ -1085,8 +980,6 @@ levels: - option: Rien, Hedy donnera un message d'erreur. feedback: Non, il n'y aura pas d'erreurs hint: Attention aux guillemets ! - correct_answer: C - question_score: '10' 4: question_text: Eve a 10 ans. Que va afficher Hedy pour elle ? code: |- @@ -1104,8 +997,6 @@ levels: - option: Ton numéro porte-bonheur est… 10 feedback: Son numéro porte-bonheur est lettres multiplié par âge… hint: 'Son nom Eve a 3 lettres et elle a 10 ans donc : lettres fois âge = 3*10 = 30.' - correct_answer: C - question_score: '10' 5: question_text: Si 5 personnes mangent dans ce restaurant, combien doivent-elles payer au total ? code: |- @@ -1123,8 +1014,6 @@ levels: - option: 50 euros feedback: Génial ! hint: '`prix` = `personnes` fois `10`' - correct_answer: D - question_score: '10' 6: question_text: Combien coûte un hamburger dans ce restaurant virtuel ? code: |- @@ -1143,8 +1032,6 @@ levels: - option: 21 euros feedback: Ça c'est le prix d'un hamburger avec des frites ! hint: Regarde la ligne 4. - correct_answer: A - question_score: '10' 7: question_text: Pourquoi n'a-t-on pas mis `prix = 3` à la place de `prix = prix + 3` à la ligne 7 ? code: |- @@ -1167,8 +1054,6 @@ levels: - option: Parce que le prix est de 0 euros pour commencer. feedback: C'est vrai, mais ce n'est pas la raison hint: Le prix ne doit pas être de 3 euros, mais de 3 euros… de plus ! - correct_answer: C - question_score: '10' 8: question_text: Pourquoi ce code est-il incorrect ? code: |- @@ -1186,8 +1071,6 @@ levels: - option: La variable de la ligne 2 ne peut pas être appelée `réponse`, car elle est trop similaire à la variable `réponse correcte`. feedback: Les noms des variables peuvent être similaires, mais ne peuvent pas être composés de deux mots séparés hint: Vérifie le nom des variables ! - correct_answer: B - question_score: '10' 9: question_text: Imagine que tu aimes le football à 10, que tu as mangé 2 bananes et que tu t'es lavé les mains 3 fois aujourd'hui. Quel est ton niveau d'intelligence selon la voyante folle ? code: |- @@ -1209,8 +1092,6 @@ levels: - option: '100' feedback: (2 bananes + 3 hygiène) * 10 foot = 5*10 = ? hint: (2 bananes + 3 hygiène) * 10 foot = 5*10 = ? - correct_answer: C - question_score: '10' 10: question_text: Quelle affirmation est vraie ? code: |- @@ -1226,8 +1107,6 @@ levels: - option: On ne peut utiliser le signe `=` qu'avec les nombres, pas avec les mots. feedback: Tu peux utiliser `=` avec les mots aussi. hint: '`{is}` et `=` sont tous les deux autorisés.' - correct_answer: B - question_score: '10' 7: 1: question_text: Combien de lignes peut-on répéter à la fois avec la commande `{repeat}` à ce niveau ? @@ -1241,8 +1120,6 @@ levels: - option: Une infinité feedback: À ce niveau, tu peux seulement répéter une ligne à la fois hint: Tu ne peux répéter qu'une ligne à la fois ! - correct_answer: B - question_score: '10' 2: question_text: Quel est le bon code ? mp_choice_options: @@ -1267,8 +1144,6 @@ levels: ``` feedback: C'est ça ! hint: D'abord la commande `{repeat}`, puis la commande `{print}` - correct_answer: D - question_score: '10' 3: question_text: Ce code est-il bon ou mauvais ? code: '{repeat} 100 {times} "Salut !"' @@ -1282,8 +1157,6 @@ levels: - option: Mauvais, il manque le mot `{print}` feedback: Correct hint: 'Ce devrait être : `{repeat} 100 {times} {print} "Salut !"`' - correct_answer: D - question_score: '10' 4: question_text: Quel mot est incorrect dans ce code ? code: |- @@ -1299,8 +1172,6 @@ levels: - option: '`{times}`' feedback: '`{times}` est écrit correctement' hint: '`couleur` est incorrecte, La variable est inconnue' - correct_answer: A - question_score: '10' 5: question_text: Ce code est-il bon ou mauvais ? code: '{repeat} 100 {times} {print} "Hedy est géniale !"' @@ -1310,8 +1181,6 @@ levels: - option: Mauvais feedback: Et non ! hint: Le code est correct ! - correct_answer: A - question_score: '10' 6: question_text: Que va écrire ce code ? code: |- @@ -1347,8 +1216,6 @@ levels: ``` feedback: Dans toute la ville ! Parfait ! hint: Seul « Tournent tournent » est répété 2 fois - correct_answer: D - question_score: '10' 7: question_text: Que va écrire ce code ? code: |- @@ -1375,8 +1242,6 @@ levels: ROCK YOU! feedback: Attention à la commande `{repeat}` hint: Regarde où est la commande `{repeat}` - correct_answer: B - question_score: '10' 8: question_text: Quel code faut-il pour écrire ça ? code: |- @@ -1419,8 +1284,6 @@ levels: ``` feedback: Il ne faut pas répéter « chocolat » hint: '`{repeat}` ne peut être utilisé que si l''on veut exécuter la même ligne plusieurs fois de suite.' - correct_answer: A - question_score: '10' 9: question_text: Quel code faut-il pour afficher ça ? code: |- @@ -1464,8 +1327,6 @@ levels: ``` feedback: Parfait hint: « Au secours ! » est répété 3 fois - correct_answer: D - question_score: '10' 10: question_text: Quel code faut-il pour afficher ça ? code: |- @@ -1503,8 +1364,6 @@ levels: ``` feedback: Ce n'est pas le bon ordre. hint: Fais attention à l'ordre des phrases. - correct_answer: B - question_score: '10' 8: 1: question_text: Que va écrire ce code ? @@ -1543,8 +1402,6 @@ levels: ``` feedback: L'ensemble est écrit deux fois. hint: Les deux lignes sont répétées deux fois. - correct_answer: C - question_score: '10' 2: question_text: Qu'est-ce qui ne va pas avec ce code ? code: |- @@ -1560,8 +1417,6 @@ levels: - option: La deuxième ligne doit démarrer avec une indentation de 4 espaces. feedback: Correct ! hint: Quelque chose manque à la deuxième ligne ? - correct_answer: D - question_score: '10' 3: question_text: Que va écrire ce programme si tu l'exécutes ? code: |- @@ -1602,8 +1457,6 @@ levels: ``` feedback: Qu'est-ce qui est répété et qu'est-ce qui ne l'est pas ? hint: Qu'est-ce qui est répété et qu'est-ce qui ne l'est pas ? - correct_answer: C - question_score: '10' 4: question_text: Quel sera le bon résultat ? code: |- @@ -1646,8 +1499,6 @@ levels: ``` feedback: La dernière ligne est répétée aussi. hint: Le bloc sous la commande `{repeat}` est répété deux fois. - correct_answer: B - question_score: '10' 5: question_text: Qu'est-ce qui ne va pas avec ce code ? code: |- @@ -1664,8 +1515,6 @@ levels: - option: '`{ask}` n''est plus une commande' feedback: Ce n'est pas vrai hint: Il y a un problème d'indentation - correct_answer: A - question_score: '10' 6: question_text: Que verra-t-on dans l'écran de sortie quand nous répondrons « Des crêpes » ? code: |- @@ -1705,8 +1554,6 @@ levels: ``` feedback: Bien joué ! hint: La première phrase n'est pas répétée et la question n'apparait pas dans l'écran de sortie - correct_answer: D - question_score: '10' 7: question_text: Qu'est-ce qui ne va pas avec ce code ? code: |- @@ -1728,8 +1575,6 @@ levels: - option: L'indentation n'est pas bonne pour la première commande `{if}`. feedback: C'est ça. hint: Regarde attentivement les indentations. - correct_answer: D - question_score: '10' 8: question_text: Dans lequel de ces codes les indentations sont-elles correctes ? mp_choice_options: @@ -1774,8 +1619,6 @@ levels: ``` feedback: Mauvaise réponse ! hint: Que devrait-il se passer si la personne a raison ? Et sinon ? - correct_answer: C - question_score: '10' 9: question_text: Quelles ligne(s) de ce code devraient commencer par 4 espaces ? code: |- @@ -1794,8 +1637,6 @@ levels: - option: Lignes 3 et 5 feedback: Bon travail ! hint: Les lignes après un `{if}` ou un `{else}` doivent commencer par 4 espaces. - correct_answer: D - question_score: '10' 10: question_text: Quelle affirmation est vraie ? code: |- @@ -1812,8 +1653,6 @@ levels: - option: La ligne 3 doit commencer par 4 espaces feedback: Tu as raison ! hint: Seule une ligne doit commencer par 4 espaces, mais laquelle… ? - correct_answer: D - question_score: '10' 9: 1: question_text: Qu'est-ce qui ne va pas avec ce code ? @@ -1837,8 +1676,6 @@ levels: - option: L'indentation n'est pas bonne pour la dernière commande `{if}`. feedback: Ce n'est pas un problème d'indentation. hint: Toutes les indentations sont bonnes. - correct_answer: A - question_score: '10' 2: question_text: Qu'est-ce qui sera affiché après avoir entré le bon mot de passe ? code: |- @@ -1878,8 +1715,6 @@ levels: ``` feedback: Correct ! hint: Tout ce qui se trouve sous la commande `{repeat}` est répété deux fois. - correct_answer: D - question_score: '10' 3: question_text: Quelle valise choisis-tu pour gagner un million d'euros ? code: |- @@ -1907,8 +1742,6 @@ levels: - option: valise 2, ouvrir feedback: Excellent travail ! C'est gagné ! hint: Parcours le bon chemin - correct_answer: D - question_score: '10' 4: question_text: Quelle affirmation est vraie ? code: |- @@ -1931,8 +1764,6 @@ levels: - option: Cendrillon avec une pointure 38 obtient « Je vais continuer à chercher » feedback: 'Non, elle aura : « ❤️❤️❤️ »' hint: Quel que soit ton nom, si tu chausses du 40, tu auras le message « Je vais continuer à chercher » - correct_answer: C - question_score: '10' 5: question_text: Quel code affiche ce résultat ? output: |- @@ -1974,8 +1805,6 @@ levels: ``` feedback: Il y a 2 commande `{repeat}` dans ce code. hint: Attention à l'indentation - correct_answer: C - question_score: '10' 6: question_text: Après quelle commande(s) dois-tu utiliser une indentation (commencer la ligne suivante avec 4 espaces) ? mp_choice_options: @@ -1988,8 +1817,6 @@ levels: - option: '`{if}` `{else}` `{repeat}` `{print}`' feedback: Pas avec `{print}` hint: Il faut une indentation pour les lignes en dessous de certaines commandes - correct_answer: C - question_score: '10' 7: question_text: Tu auras une réduction de 5 euros si tu commandes une pizza de taille moyenne avec un coca.
Mais ce code a une erreur ! Comment le débuggé ? code: |- @@ -2031,8 +1858,6 @@ levels: ``` feedback: Presque. Regarde de nouveau la dernière ligne. hint: Après chaque commande `{if}`, la ligne en dessous doit être indentée - correct_answer: A - question_score: '10' 8: question_text: Qu'est-ce qui ne va pas avec ce code ? code: |- @@ -2051,8 +1876,6 @@ levels: - option: Un code doit toujours commencer par une commande `{print}` en première ligne feedback: Ce n'est pas vrai. hint: L'indentation est bien faite cette fois. - correct_answer: B - question_score: '10' 9: question_text: Combien de commande `{if}` peut être placée à l'intérieur d'une autre commande `{if}` ? mp_choice_options: @@ -2065,8 +1888,6 @@ levels: - option: Infinie, tant que tu utilises bien l'indentation correctement feedback: C'est vrai hint: Tu peux mettre une commande `{if}` à l'intérieur d'une commande `{if}`. - correct_answer: D - question_score: '10' 10: question_text: Quelle affirmation est vraie ? code: |- @@ -2083,8 +1904,6 @@ levels: - option: La ligne 2 doit démarrer par 4 espaces et la ligne 3 par 8 feedback: Tu as raison ! hint: La première ligne ne doit pas commencer par des espaces - correct_answer: D - question_score: '10' 10: 1: question_text: Par quoi devons-nous remplacer le `_` si nous voulons afficher chaque compliment ? @@ -2114,8 +1933,6 @@ levels: ``` feedback: Tu y es presque ! hint: '`{for}` chaque compliment dans la liste des compliments…' - correct_answer: B - question_score: '10' 2: question_text: Que va-t-il s'afficher ? code: |- @@ -2146,8 +1963,6 @@ levels: ``` feedback: Super ! hint: La ligne 2 dit « pour chaque plat dans la liste des plats ». Donc chaque plat est affiché. - correct_answer: D - question_score: '10' 3: question_text: Que va-t-il s'afficher ? code: |- @@ -2176,8 +1991,6 @@ levels: - option: Tu ne sais pas encore. Car le code choisi un animal au hasard feedback: La ligne 2 dit « pour chaque animal dans la liste des animaux ». Donc chaque animal est affiché. hint: La ligne 2 dit « pour chaque animal dans la liste des animaux ». Donc chaque animal est affiché. - correct_answer: C - question_score: '10' 4: question_text: Quel est le problème avec ce code ? code: |- @@ -2194,8 +2007,6 @@ levels: - option: La ligne 2 doit dire « produit » à la place de « courses » feedback: Non, ce n'est pas le cas. hint: La ligne 2 dit « Pour chaque produit de la liste de courses » - correct_answer: C - question_score: '10' 5: question_text: Quel mot doit être écrit à la place de `_` ? code: |- @@ -2214,8 +2025,6 @@ levels: - option: dés feedback: Regarde le nom des variables. hint: Hedy doit choisir un nombre `{at} {random}` - correct_answer: B - question_score: '10' 6: question_text: Laquelle des réponses ci-dessous est un affichage possible quand tu exécutes le code ? code: |- @@ -2247,8 +2056,6 @@ levels: ``` feedback: Génial ! hint: Chaque joueuse choisira un objet. La première joueuse dans la liste commence - correct_answer: D - question_score: '10' 7: question_text: Quelle ligne doit être à la place de `_` dans ce code qui décide ce que les personnes vont manger pour dîner ? code: |- @@ -2278,8 +2085,6 @@ levels: ``` feedback: Il faut dire à chaque nom ce qu'il doit manger pour dîner. hint: Il faut dire à chaque nom ce qu'il doit manger pour dîner. - correct_answer: A - question_score: '10' 8: question_text: Que doit-on écrire à la place du `_` dans ce code qui décide quelle couleur de T-shirt chacun recevra ? code: |- @@ -2309,8 +2114,6 @@ levels: ``` feedback: Il n'y a aucune variable qui s'appelle « chacun ». hint: Fais attention aux guillemets et aux noms des variables - correct_answer: B - question_score: '10' 9: question_text: Quelle est la première question que Hedy te pose quand tu exécutes ce programme ? code: |- @@ -2330,8 +2133,6 @@ levels: - option: Tu ne sais pas. Hedy choisira `{at} {random}` feedback: Il n'y a pas de `{at} {random}` dans ce code… hint: Ce sera le premier élément de chaque liste. - correct_answer: A - question_score: '10' 10: question_text: Quelle affirmation est vraie à propos de ce code ? code: |- @@ -2349,14 +2150,9 @@ levels: - option: Une personne peut gagner deux prix feedback: Tu as bien compris ! hint: Essaye d'imaginer ce qui sera écrit. - correct_answer: D - question_score: '10' 11: 1: question_text: Qu'est-ce qu'il devrait y avoir à la place de l'espace vide ? - code: |- - {for} i {in} _ 1 {to} 10 - {print} i mp_choice_options: - option: '`compteur`' feedback: Non @@ -2367,13 +2163,8 @@ levels: - option: '`{for}`' feedback: Non hint: Qu'as-tu appris à ce niveau ? - correct_answer: B - question_score: '10' 2: question_text: Qu'est-ce qui va s'afficher ? - code: |- - {for} i {in} {range} 1 {to} 3 - {print} i mp_choice_options: - option: |- ``` @@ -2398,8 +2189,6 @@ levels: ``` feedback: Ce n'est pas ça hint: Comment les nombres vont-ils apparaitre à l'écran ? - correct_answer: A - question_score: '10' 3: question_text: Lequel de ces codes a été utilisé pour produire cet affichage ? output: |- @@ -2439,22 +2228,8 @@ levels: ``` feedback: '`i` est une variable et ne doit donc pas avoir de guillemets' hint: D'abord, tous les nombres, puis la phrase - correct_answer: A - question_score: '10' 4: question_text: Lequel de ces codes a été utilisé pour produire cet affichage ? - output: |- - 10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0 mp_choice_options: - option: |- ``` @@ -2481,13 +2256,8 @@ levels: ``` feedback: C'est ça ! hint: Il faut faire un calcule… - correct_answer: D - question_score: '10' 5: question_text: Qu'est-ce qui ne va pas avec ce code ? - code: |- - {for} i {in} {range} 1 {to} 10 - {print} i mp_choice_options: - option: Le i à la dernière ligne doit avoir des guillements feedback: Non, il ne doit pas. @@ -2498,8 +2268,6 @@ levels: - option: La ligne 2 doit commencer par une indentation feedback: Parfait ! hint: Il y a quelque chose qui ne va pas avec l'indentation - correct_answer: D - question_score: '10' 6: question_text: Combien de fois sera affiché le mot « Bonjour » si tu exécutes ce code ? code: |- @@ -2515,8 +2283,6 @@ levels: - option: Jamais feedback: Non hint: Le 0 conte aussi. Donc 0, 1, 2, ça fait 3 fois. - correct_answer: C - question_score: '10' 7: question_text: Qu'est-ce qu'il devrait y avoir à la place de l'espace vide ? code: |- @@ -2547,8 +2313,6 @@ levels: ``` feedback: Celle-là commandera trop de plat ! hint: Utilise la variable « nombre_de_personnes » - correct_answer: C - question_score: '10' 8: question_text: Qu'affichera ce code ? code: |- @@ -2577,8 +2341,6 @@ levels: - option: Le mot « Salut » apparaitra 25 fois à la suite. feedback: Non, il apparaitra seulement 3 fois. hint: Ça ne dit pas « `{print}` i » - correct_answer: C - question_score: '10' 9: question_text: Combien de fois Hedy chantera-t-elle « Hip hip hip Hourra » ? code: |- @@ -2595,15 +2357,8 @@ levels: - option: Ça dépend de ton âge feedback: C'est ça ! hint: '`{for}` i `{in}` `{range}` 1 `{to}` âge' - correct_answer: D - question_score: '10' 10: question_text: Quel code correspond à cet affichage ? - output: |- - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark mp_choice_options: - option: |- ``` @@ -2634,8 +2389,6 @@ levels: ``` feedback: '`{range}` 0 `{to}` 3, ça fait 4 fois.' hint: Attention à l'indentation - correct_answer: B - question_score: '10' 12: 1: question_text: Que va-t-il s'afficher ? @@ -2656,8 +2409,6 @@ levels: 5 feedback: Excellent travail ! hint: Les deux lignes s'affichent ! - correct_answer: D - question_score: '10' 2: question_text: Lequel de ces codes est correct ? mp_choice_options: @@ -2686,8 +2437,6 @@ levels: ``` feedback: Les différents parfums doivent être entre guillemets. hint: La deuxième ligne est la même pour chaque code, regarde attentivement la première ligne - correct_answer: C - question_score: '10' 3: question_text: Qu'est-ce qui ne va pas avec ce code ? code: |- @@ -2703,8 +2452,6 @@ levels: - option: Il n'y a aucun problème. feedback: Ce n'est pas vrai hint: Les guillemets sont tous placés correctement - correct_answer: A - question_score: '10' 4: question_text: Quelles lignes ont besoins des guillemets ? code: |- @@ -2722,8 +2469,6 @@ levels: - option: Toutes les lignes feedback: Parfait ! hint: Est-ce que la ligne 3 a besoins de guillemets aussi ? - correct_answer: D - question_score: '10' 5: question_text: Quel affichage Agent007 obtient quand il donne le bon mot de passe ? code: |- @@ -2748,8 +2493,6 @@ levels: - option: Rends-toi à l'aéroport demain à 10 h 00. feedback: L'agent ne va pas attraper de méchants ici hint: Le mot de passe est TOPSECRET - correct_answer: B - question_score: '10' 6: question_text: Quelle ligne écrire à la place de `_` ? code: |- @@ -2785,8 +2528,6 @@ levels: ``` feedback: Presque ! hint: Tu ne peux pas calculer le prix à l'avance ! - correct_answer: C - question_score: '10' 7: question_text: Que sera-t-il affiché pour une personne végane ? code: |- @@ -2825,11 +2566,8 @@ levels: cookies feedback: Presque, mais regarde bien l'ordre des éléments dans la liste hint: Quel élément est retiré de la liste quand tu réponds « végan » ? - correct_answer: A - question_score: '10' 8: question_text: Quel code a été utilisé pour écrire ça ? - code: '3.5' mp_choice_options: - option: |- ``` @@ -2852,8 +2590,6 @@ levels: ``` feedback: 'Non' hint: 7 divisé par 2 fait 3.5 - correct_answer: B - question_score: '10' 9: question_text: Quel code devrait être écrit à la ligne 1 à la place de `_` ? code: |- @@ -2880,9 +2616,6 @@ levels: "prix" = "un million d'euro", "rien" ``` feedback: Il ne faut pas mettre de guillemets aux noms des variables - hint: The items on the list should be in quotation marks - correct_answer: C - question_score: '10' 10: question_text: Quelle ligne de code devrait remplacer le `_` pour terminer le code ? code: |- @@ -2904,11 +2637,8 @@ levels: - option: "```\n{print} actions {at} {random}\n```" feedback: C'est difficile ! Toutes les actions de la liste doivent être dans la chanson. hint: C'est difficile ! Toutes les actions de la liste doivent être dans la chanson. - correct_answer: B - question_score: '10' 13: 1: - question_text: Which code should be filled in at the ??? ? code: |- name = ask 'What is your name?' song = ask 'Whould you like to hear a song?' @@ -2939,11 +2669,7 @@ levels: if song = 'yes' or birthday = 'yes' ``` feedback: Hedy only sings if both answers are yes - hint: Hedy sings if you want to hear a song and it's you birthday - correct_answer: C - question_score: '10' 2: - question_text: Which command is missing in the code at the place of the ??? ? code: |- menu = 'cheese', 'sausage rolls', 'cookies' diet = ask 'Do you have any dietary restrictions?' @@ -2958,11 +2684,7 @@ levels: feedback: 'No' - option: print feedback: 'No' - hint: Neither vegans nor muslims can eat sausage rolls. - correct_answer: B - question_score: '10' 3: - question_text: Which output is given to a member without a discount code? code: |- member = ask 'Do you have a membership card?' discount = ask 'Do you have a discount code?' @@ -2980,10 +2702,7 @@ levels: - option: There is no way of knowing feedback: There is! Read the question carefully hint: Mind the command 'or' in line 3 - correct_answer: A - question_score: '10' 4: - question_text: Which line of code should follow this line in rock-paper-scissors game? code: if computer_choice is 'rock' and your_choice is 'paper' mp_choice_options: - option: print 'you win' @@ -2994,28 +2713,11 @@ levels: feedback: It's only a tie if both choices are the same - option: print 'try again' feedback: Try again! - hint: Paper beats rock - correct_answer: A - question_score: '10' 5: - question_text: Which statement is true about this code? code: |- if name = 'Cinderella' and shoe_size = 38 print 'You are my one true love!' - mp_choice_options: - - option: Every person with shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person named Cinderella is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person that is named Cinderella and has shoe size 38 is this prince's one true love - feedback: Fantastic! - - option: Every person that's not named Cinderella and does not have shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - hint: Both statements have to be true - correct_answer: C - question_score: '10' 6: - question_text: Which statement about this code is true? code: |- print 'Let me guess which family member you are!' glasses = ask 'Do you wear glasses?' @@ -3037,11 +2739,7 @@ levels: feedback: Try again - option: Sophie is a girl with glasses feedback: Excellent travail ! - hint: Take a good look! Or do you need glasses? - correct_answer: D - question_score: '10' 7: - question_text: Which statement is false? code: |- print 'Thank you for helping me take care of my pets' print 'Here is a program to help feed them' @@ -3064,11 +2762,7 @@ levels: feedback: Excellent travail ! - option: The yellow bird was fed this morning feedback: This is true - hint: Read the last 4 lines carefully - correct_answer: C - question_score: '10' 8: - question_text: What output do you get if you order popcorn but no drink? code: |- print 'Welcome to the movie theater' popcorn = ask 'Would you like some popcorn?' @@ -3082,32 +2776,7 @@ levels: if popcorn = 'no' and drink = 'no' print 'Ok' print 'Enjoy the movie' - mp_choice_options: - - option: |- - Welcome to the movie theater - That will be 8 dollars please - Enjoy the movie - feedback: You have paid too much! - - option: |- - Welcome to the movie theater - That will be 5 dollars please - Enjoy the movie - feedback: Amazing! - - option: |- - Welcome to the movie theater - That will be 3 dollars please - Enjoy the movie - feedback: That's not enough money! - - option: |- - Welcome to the movie theater - Ok - Enjoy the movie - feedback: You have to pay for your popcorn! - hint: popcorn = yes and drink = no - correct_answer: B - question_score: '10' 9: - question_text: What is wrong with this code? code: |- 1 chocolate = ask 'Would you like chocolate sauce on your ice cream?' 2 sprinkles = ask 'Would you like sprinkles on your ice cream?' @@ -3144,11 +2813,7 @@ levels: {if} chocolate = 'yes' {and} sprinkles = 'no' ``` feedback: This is not what I ordered! - hint: There is a mistake in line 3 - correct_answer: A - question_score: '10' 10: - question_text: Which command needs to be in line 8 at the place of the ??? ? code: |- print 'Welcome to the product finder of this supermarkt' item is ask 'What product are you looking for?' @@ -3172,30 +2837,8 @@ levels: feedback: 'No' - option: if feedback: 'No' - hint: The item is either in the list of snacks, or in the list of drinks - correct_answer: B - question_score: '10' 14: - 1: - question_text: Which symbol should be used on the blank? - code: |- - name _ {ask} 'Who are you?' - {if} name == 'Hedy' - {print} 'Me too!' - mp_choice_options: - - option: '`=>`' - feedback: This is not a symbol. - - option: '`==`' - feedback: We are not comparing anything, just asking. - - option: '`!=`' - feedback: We are not comparing anything, just asking - - option: '`=`' - feedback: Right! - hint: We are not comparing anything, we are just asking a name. - correct_answer: D - question_score: '10' 2: - question_text: Which of these codes has used the correct = or == symbol? mp_choice_options: - option: '{if} name = Hedy' feedback: 'No' @@ -3205,32 +2848,7 @@ levels: feedback: Oui ! - option: answer == {ask} 'How are you doing?' feedback: 'No' - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' - 3: - question_text: Which symbols should be filled in on the two blanks? - code: |- - guests = {ask} 'How many people are at the party?' - {if} guests _ 130 - {print} 'You can come in!' - {if} guests _ 130 - {print} 'Im sorry, the club is full. ' - {print} 'You have to wait for a guest to leave' - mp_choice_options: - - option: '`>` and `<`' - feedback: That's not it - - option: '`=` and `>=`' - feedback: That's not it - - option: '`<` and `>=`' - feedback: You are right - - option: '`+` and `==`' - hint: There are 130 people allowed in the club - correct_answer: C - question_score: '10' - feedback: That's not it 4: - question_text: What's wrong with this code? code: |- price = 10 money = {ask} How much money do you have? @@ -3239,20 +2857,7 @@ levels: {print} 'You can buy the bear!' {else} {print} 'You cannot buy this bear!' - mp_choice_options: - - option: In line 1 == should be used instead of = - feedback: No that's not it - - option: Line 2 misses quotation marks - feedback: You are correct - - option: In line 4 = should have been used instead of == - feedback: No that's not it - - option: In line 4 <= should have been used instead of >= - feedback: No that's not it - hint: The symbols are right - correct_answer: B - question_score: '10' 5: - question_text: Which symbol should be filled in on the blanks if the movie is suitable for kids for the age of 12 and up? code: |- age = {ask} 'How old are you?' ticket = {ask} 'Do you have a ticket?' @@ -3260,20 +2865,7 @@ levels: {print} 'You can enter the movie theater.' {else} {print} 'You are not allowed to come in!' - mp_choice_options: - - option: '`> 12`' - feedback: 12 year olds are allowed too - - option: '`>= 12`' - feedback: Great! - - option: '`< 12`' - feedback: These kids are too young! - - option: '`<= 12`' - feedback: These kids are too young - hint: '> means greater than' - correct_answer: B - question_score: '10' 6: - question_text: How many times do you have to say you are annoyed before this annoying game stops? code: |- lives = 2 {repeat} 10 times @@ -3281,69 +2873,7 @@ levels: answer = {ask} 'Are you annoyed yet?' {if} answer == 'yes' lives = lives - 1 - mp_choice_options: - - option: 10 times - feedback: It stops after 2 times - - option: 0 times - feedback: It stops after 2 times - - option: 1 time - feedback: It stops after 2 times - - option: 2 times - feedback: That is correct - hint: '!= means ''is not''' - correct_answer: D - question_score: '10' - 7: - question_text: What should be filled in on the three blanks? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' - mp_choice_options: - - option: '`''Lower''` and `''Higher''` and `''You win!''`' - feedback: That's not quite right. - - option: '`''Higher''` and `''Lower''` and `''You win!''`' - feedback: You win! - - option: '`''You win!''` and `''Lower!''` and `''Higher''`' - feedback: That's not quite right. - - option: '`''Lower!''` and `''You win!''` and `''Higher!''`' - feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: B - question_score: '10' - 8: - question_text: Which statement is true about this roller coaster? - code: |- - length = {ask} 'Please fill in your length in cm' - {if} length < 120 - {print} 'Sorry, you cannot go on this roller coaster.' - {else} - {print} 'Enjoy the ride' - mp_choice_options: - - option: You must be taller than 120 cm to go on the roller coaster - feedback: True! - - option: You must be taller than 119 cm to go on the roller coaster - feedback: If you are 120 cm you won't get in - - option: You must be shorter than 120 cm to go on the roller coaster - feedback: '> means greater than' - - option: There are no length restrictions to go on the roller coaster - feedback: There are. - hint: '> means greater than' - correct_answer: A - question_score: '10' 9: - question_text: How many pieces of chocolate will give you a stomach ache according to this fitbit? code: |- chocolate = {ask} 'How many pieces of chocolate have you eaten?' {if} chocolate <= 2 @@ -3352,20 +2882,7 @@ levels: {print} 'That is a bit much' {if} chocolate > 8 {print} 'You will get a stomach ache!' - mp_choice_options: - - option: 1 or more - feedback: 'No' - - option: 2 or more - feedback: 'No' - - option: 8 or more - feedback: Almost - - option: 9 or more - feedback: Great! - hint: '> 8 means more than 8' - correct_answer: D - question_score: '10' 10: - question_text: What should be filled in in the blanks? code: |- {print} 'Celle qui marque le plus de points gagne !' {if} points_joueuse_1 < points_joueuse_2 @@ -3380,30 +2897,14 @@ levels: - option: '''C''est match nul''' feedback: No it's not, one player has a higher score hint: Tu gagnes la partie en ayant le plus de points - correct_answer: B - question_score: '10' 15: 1: - question_text: 'Which symbol should be used on the blank? Tip: You must keep guessing until you get it right.' code: |- answer = 0 while answer _ 'Amsterdam' answer = ask 'What is the capital city of the Netherlands?' print 'You have given the correct answer' - mp_choice_options: - - option: '`=!`' - feedback: That is not right. - - option: '`==`' - feedback: You don't have to keep guessing if you've given the right answer. - - option: '`!=`' - feedback: Correct - - option: '`=`' - feedback: That's not it - hint: Keep guessing until you say Amsterdam - correct_answer: C - question_score: '10' 2: - question_text: Which of these codes has used the correct symbol(s)? mp_choice_options: - option: |- ``` @@ -3425,28 +2926,12 @@ levels: {while} answer == yes' ``` feedback: A quotation mark is missing - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' 3: question_text: Which command should be filled in on the two blanks? code: |- _ age >= 18 print 'you are not allowed in this bar' - mp_choice_options: - - option: '`{in}`' - feedback: That's not it - - option: '`{while}`' - feedback: You are right - - option: '`{for}`' - feedback: That's not it - - option: '`{range}`' - feedback: That's not it - hint: You are not allowed in the bar as long as you are 17 or younger - correct_answer: B - question_score: '10' 4: - question_text: What's wrong with this code? code: |- options = 1, 2, 3, 4, 5, 6 print 'Throw 6 as fast as you can!' @@ -3466,11 +2951,7 @@ levels: feedback: That's not it - option: In line 5 != should have been used instead of == feedback: You are correct - hint: There is something wrong in line 5 - correct_answer: D - question_score: '10' 5: - question_text: What should be placed on the blank to make this program work correctly? code: |- wetness = 10 while wetness != 0 @@ -3489,9 +2970,6 @@ levels: feedback: You are correct! - option: = wetness + 1 feedback: The program should count down - hint: wetness should get less each time - correct_answer: C - question_score: '10' 6: question_text: what is wrong with this code? code: |- @@ -3509,25 +2987,8 @@ levels: feedback: No that's not right - option: Line 2 should start with less indentation feedback: That is correct - hint: Look closely at the indentation - correct_answer: D - question_score: '10' 7: question_text: How should this program be changed to that it works? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' mp_choice_options: - option: '... change the first {if} into a {while}' feedback: Perfect! @@ -3537,32 +2998,9 @@ levels: feedback: That's not quite right. - option: '... change the fourth {if} into a {while}' feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: A - question_score: '10' 8: - question_text: Which statement is true about this automated toilet system? - code: |- - {while} toilet == 'occupied' - lights = 'on' - air_freshener_sprays = 'yes' - {sleep} 60 - lights = 'off' - air_freshener_sprays = 'no' - mp_choice_options: - - option: The lights and air freshener will turn off after 1 minute - feedback: False! - - option: The air freshener sprays once every minute and the lights stay on the whole time while you are on the toilet - feedback: Great job - - option: The air freshener sprays once you leave the toilet. - feedback: It only sprays when you're in there. - - option: The lights will always stay on. - feedback: That wouldn't be right. hint: The block after the while command keeps happening while the toilet is occupied. - correct_answer: B - question_score: '10' 9: - question_text: What will the diet app say if you have eaten 1600 calories today? code: |- chocolate = {ask} 'How many calories have you eaten today?' {while} calories <= 1000 @@ -3580,16 +3018,7 @@ levels: feedback: Oui ! - option: You have eaten enough for today feedback: 'No' - hint: 1600 is between 1000 and 2000 - correct_answer: C - question_score: '10' 10: - question_text: 'What should be filled in in the blanks? Tip: the player with the most points is in the lead.' - code: |- - name_player_1 = {ask} 'Name player 1:' - name_player_2 = {ask} 'Name player 2:' - {while} points_player_1 > points_player_2 - {print} _ ' is in the lead right now!' mp_choice_options: - option: name_player_1 feedback: You are right! @@ -3599,105 +3028,20 @@ levels: feedback: You should fill in a name, not a number - option: points_player_2 feedback: You should fill in a name, not a number - hint: You win the game by having the most points. Your name should appear on the screen - correct_answer: A - question_score: '10' 16: - 1: - question_text: Which command should be filled in on the blanks to print a random snack? - code: |- - snacks = nachos, chips, cucumber, sweets - {print} _ - mp_choice_options: - - option: '`snacks {at} {random}`' - feedback: This is the old way. - - option: '`[{random} snack]`' - feedback: The order is wrong. - - option: '`snacks[{random}]`' - feedback: Correct - - option: '`snacks[{at} {random}]`' - feedback: We do not need `at`anymore - hint: We no longer use {at} - correct_answer: C - question_score: '10' 2: - question_text: What should be filled in on the blanks if you want a list of what chores are done by whom? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chores = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} _ - mp_choice_options: - - option: |- - ``` - friends[i] has to do chores [i] - ``` - feedback: Mind the spacing. - - option: |- - ``` - friends[1] has to do chores[1] - ``` - feedback: It will print 3 times that Wesley has to do the cooking - - option: |- - ``` - chores[i] ' has to do ' friends[random] - ``` - feedback: The person has to do the chore, not the other way around - - option: |- - ``` - friends[i] ' has to do ' chores[i] - ``` - feedback: Fantastic! - hint: '`i` tells us what item in the list it is. So friend 1 does chore 1 etc.' - correct_answer: D - question_score: '10' 3: - question_text: What is a possible output for this program? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chore = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} friends[i] has to do chores[i] - mp_choice_options: - - option: |- - ``` - Wesley has to do the cooking - Eric has to do the cleaning - Kaylee has to do nothing - ``` - feedback: Super! - - option: |- - ``` - Kaylee has to do the cooking - Wesley has to do the cleaning - Eric has to do nothing - ``` - feedback: No, it is not random. - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cleaning - Wesley has to do the nothing - ``` - feedback: Poor Wesley! - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cooking - Wesley has to do the cooking - ``` - feedback: That's not it - hint: It's not random... - correct_answer: A - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - friends = ['Jaylee', 'Erin', 'Fay'] - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 0 {to} 3 - print 'the lucky number of ' friends[i] - print 'is ' lucky_numbers[i] mp_choice_options: - option: The variable in line 4 should be 'friend[i]', not 'friends[i]' feedback: That is not right. @@ -3707,16 +3051,7 @@ levels: feedback: It's not a variable, it's just text. - option: '{in} in line 3 should be removed' feedback: That's not it - hint: There's nothing wrong with line 4 - correct_answer: B - question_score: '10' 5: - question_text: Which line should be filled in in the blank? - code: |- - animals = ['dog', 'cow', 'horse'] - _ - {for} i {in} {range} 1 {to} 3 - {print} 'the ' animals[i] ' says ' sounds[i] mp_choice_options: - option: noises = ['moo', 'woof', 'neigh'] feedback: Mind the variable name and the order of the sounds. @@ -3726,95 +3061,7 @@ levels: feedback: Don't forget the quotation marks! - option: sounds = ['woof', 'moo', 'neigh'] feedback: Excellent travail ! - hint: Look at line 1 to see proper use of brackets and quotation marks. - correct_answer: D - question_score: '10' - 6: - question_text: Which statement is true? - code: |- - people = ['Chris', 'Jaylino', 'Ryan'] - games = ['fortnite', 'minecraft', 'fifa'] - {for} o {in} {range} 1 {to} 3 - {print} people[o] ' likes ' games[o] - mp_choice_options: - - option: You are not allowed to use the variable o. It should be named i. - feedback: i is the most commonly used variable name in this case, but it's not mandatory to use i. - - option: The output will say that Jaylino likes fortnite. - feedback: No, he likes minecraft. - - option: The output will say that Ryan likes fifa - feedback: Correct - - option: This code will not work. It will give and error. - feedback: No, the code is correct. - hint: There is nothing wrong with this code. - correct_answer: C - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - people = ['Savi', 'Senna', 'Fayenne'] - transportation = ['bike', 'train', 'car'] - {for} i {in} {range} 1 {to} 3 - {print} people[i] goes to school by transportation[i] - mp_choice_options: - - option: Line 1 needs less quotation marks - feedback: That is not right. - - option: Line 3 should start with indentation - feedback: It should not! - - option: Line 4 should start without indentation - feedback: It should not - - option: Line 4 needs more quotation marks. - feedback: Amazing! - hint: There is a mistake made in the usage of quotation marks. - correct_answer: D - question_score: '10' - 8: - question_text: Which of these codes belongs to this output? - code: |- - Macy and Kate get to go first - Lionell and Raj get to go second - Kim and Leroy get to go third - mp_choice_options: - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 0 {to} 3 - {print} teams[random] ' get to go ' position[i] - ``` - feedback: This is not right - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: Amazing! - - option: |- - ``` - teams = ['Macy', 'Kate', 'Lionell', 'Raj', 'Kim', 'Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 6 - {print} teams[random] ' get to go ' position[random] - ``` - feedback: This is not it. - - option: |- - ``` - teams = ['Macy and Kate' 'Lionell and Raj' 'Kim and Leroy'] - position = ['first' 'second' 'third'] - {for} teams {in} {range} 0 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: This is not going to work! - hint: If you look carefully at the first line, you'll see that only the first two answers are possibly correct. - correct_answer: B - question_score: '10' 9: - question_text: What is a possible output for this code? - code: |- - countries = ['Canada', 'Zimbabwe', 'New Zealand'] - {for} i {in} {range} 0 {to} 1 - {print} 'I will travel to ' countries[random] mp_choice_options: - option: |- ``` @@ -3839,374 +3086,3 @@ levels: I will travel to New Zealand ``` feedback: It's only repeated twice - hint: Range 0 to 1 is 2 times - correct_answer: A - question_score: '10' - 10: - question_text: Which 3 lines will complete this code correctly? - code: |- - {print} 'The book raffle will start soon' - {print} 'Get your tickets now!' - books = ['Narnia', 'The Hobbit', 'Oliver Twist', 'Harry Potter', 'Green eggs and ham'] - people = {ask} 'How many raffle tickets are sold?' - list_of_numbers = [1, 2] - {for} i {in} {range} 3 {to} people - {add} i {to} list_of_numbers - {for} i {in} {range} 1 {to} 5 - mp_choice_options: - - option: |- - ``` - chosen_number = list_of_numbers at random - print books[i] ' will go to person number ' chosen_number - {add} chosen_number {to} list_of_numbers - ``` - feedback: Almost there... but adding the winner to the list makes this raffle unfair - - option: |- - ``` - print person[i] ' wins ' book[i] - ``` - feedback: There is no list called 'person' - - option: |- - ``` - chosen_number = list_of_numbers[people] - print books[people] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: This is not it. - - option: |- - ``` - chosen_number = list_of_numbers[random] - print books[i] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: Fantastic! - hint: You need to use the {remove} command - correct_answer: D - question_score: '10' - 17: - 1: - question_text: What is the output of this code? - code: |- - minions = ['Bob', 'Kevin', 'Stuart'] - {for} x in minions: - {print} x - mp_choice_options: - - option: |- - ``` - m i n i o n s - ``` - feedback: This is not it. - - option: |- - ``` - Bob - Kevin - Stuart - ``` - feedback: Correct! - - option: |- - ``` - minions - minions - minions - ``` - feedback: Take a look at the content of your list. - - option: |- - ``` - B o b K e v i n S t u a r t - ``` - feedback: Do not loop through the letters. - hint: Loop through your list. - correct_answer: B - question_score: '10' - 2: - question_text: What is wrong with this code? - code: |- - seconds_minute = 60 - minute_hour = 60 - hour_day = 24 - leap_year = 366 - no_leap_year = 365 - years = ask 'what year is it?' - {if} years = 2024: - print seconds_minute * minute_hour * hour_day * leap_year - {else}: - print seconds_minute * minute_hour * hour_day * noleap_year - mp_choice_options: - - option: You cannot have so many variables. - feedback: This is not it. - - option: The way the variables are multiplied is incorrect. - feedback: Not true! - - option: One of the variables `noleap_year` does not belong with the `{if}` statement. - feedback: Keep looking for the mistake. - - option: The `noleap_year` has to be identical in both cases. - feedback: Correct! - hint: Read the code carefully. - correct_answer: D - question_score: '10' - 3: - question_text: How many hedgehogs will this code print? - code: |- - {for} x in range 1 to 3: - {for} y in range 1 to 2: - {print} 🦔 - mp_choice_options: - - option: |- - ``` - 🦔 - 🦔 - 🦔 - ``` - feedback: Try again. - - option: |- - ``` - 🦔 - 🦔 - ``` - feedback: One more try. - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: Well done! - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating. - correct_answer: C - question_score: '10' - 4: - question_text: What is wrong with code? - code: |- - name_color = {ask} 'What is your favorite color?' - {if} name_color == 'red': - {print} 'the color of a tomato' - {elif} name_color == 'green': - {print} 'the color of an apple' - {elif} name_color == 'blue': - {print} 'the color of a blueberry' - {elif} name_color == 'yellow': - {print} 'the color of a banana' - {elif}: - {print} 'this fruit-color does not exist' - mp_choice_options: - - option: The first `{elif}` should be used before the `print` command - feedback: Try again. - - option: '`{elif}` can only be used once' - feedback: From now on we can use elif multiple times. - - option: '`==` used with `{elif}` should be replaced by `=`' - feedback: Not correct. - - option: '`{elif}` in the last line should be replaced by `{else}`' - feedback: Great! - hint: Think about `{if}`, `{elif}`, `{else}`. - correct_answer: D - question_score: '10' - 5: - question_text: What is the output of this code? - code: |- - numbers = [7, 19, 29, 41, 53, 71, 79, 97] - {for} prime in numbers: - {if} prime <= 10: - {print} prime - {elif} prime >= 60: - {print} prime - {elif} prime >= 90: - {print} prime - {else}: - {print} 'another number' - mp_choice_options: - - option: |- - ``` - 7 - another number - another number - another number - another number - 71 - 79 - 97 - ``` - feedback: Well done! - - option: |- - ``` - another number - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: Try again. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - another number - ``` - feedback: One more try. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating and the values of if and elif. - correct_answer: A - question_score: '10' - 6: - question_text: What is wrong with code? - code: |- - name = {ask} 'What is your name?' - {if} name == 'Hedy': - password = {ask} 'What is your password?' - {if} password =='turtle123': - {print} 'Yey' - {else}: - {print} 'Access denied' - {else}: - {print} 'Go fish' - mp_choice_options: - - option: '`{elif}` is missing.' - feedback: Try again. - - option: '`{else}` can only be used once.' - feedback: From now on we can use elif multiple times. - - option: Nothing! - feedback: There is a mistake. Look carefully! - - option: There is an indentation mistake in the last line. - feedback: Amazing! - hint: There is a mistake somewhere... - correct_answer: D - question_score: '10' - 7: - question_text: Which of the following codes will print five times 'the result is 3' on the screen? - mp_choice_options: - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - result = n * 1 - {print} 'The result is ' result - ``` - feedback: Try again! - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} u in numbers: - number = u - {print} 'The result is ' number - ``` - feedback: That is not it. - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} number in numbers: - number = 3 - {print} 'The result is ' number - ``` - feedback: Very good! - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - n = result - {print} 'The result is ' result - ``` - feedback: That is not it. - hint: Think about mathematical symbols. - correct_answer: C - question_score: '10' - 8: - question_text: What is wrong with code? - code: |- - insects = ['🐝', '🦋', '🕷', '🐞'] - your_favorite = {ask} 'what is your favorite insect?' - {for} insect in insects: - {if} your_favorite == '🐝' {or} your_favorite == '🐞': - {print} 'very useful' - {elif} your_favorite == '🕷': - {print} 'it can catch mosquitoes' - {else}: - {print} 'almost all insects can be useful one way or another' - mp_choice_options: - - option: '`{or}` cannot be used with `{if}`.' - feedback: Try again. - - option: In the `{for}` command `insect` should be `insects`. - feedback: Not true. - - option: Nothing! - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 9: - question_text: Which one of the codes below gave this output? - code: |- - -5 is negative - -4 is negative - -3 is negative - -2 is negative - -1 is negative - 0 is positive - 1 is positive - 2 is positive - 3 is positive - mp_choice_options: - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Try again! - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number <= 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - - option: "```\n {for} number in range -5 to 3:\n {if} number >= 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Very good! - - option: "```\n {for} number in range -5 to 3:\n {if} number < 0: \n {print} number ' is positive'\n {elif} number <=0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 10: - question_text: What is wrong with this code? - code: |- - {for} number in range 1 to 5: - volume_room = num * num * num - {print} volume_room ' cubic meters' - {if} volume_room > 100: - {print} 'this is a large room' - {elif} volume_room < 100: - {print} 'small room but cosy' - {else}: - {print} 'i will look for something else' - mp_choice_options: - - option: The word num needs quotation marks. - feedback: Try again. - - option: The `{if}` command is not used correctly. - feedback: Not true. - - option: Line 3 should be `volume_room = number * number * number`. - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' diff --git a/content/quizzes/fy.yaml b/content/quizzes/fy.yaml index a69f0f86c61..de901cca12d 100644 --- a/content/quizzes/fy.yaml +++ b/content/quizzes/fy.yaml @@ -1,19 +1,5 @@ levels: 1: - 1: - question_text: What's this programming language called? - mp_choice_options: - - option: Hedy - feedback: Good job! - - option: Heddy - feedback: Not this one! - - option: Haydie - feedback: Not this one! - - option: Heidi - feedback: Not this one! - hint: It's named after Hedy Lamarr. - correct_answer: A - question_score: '10' 2: question_text: Which command makes text appear? code: ___ Hello! @@ -39,40 +25,9 @@ levels: ``` feedback: With `{ask}`, you can ask a question. hint: _?_ Hello world! - correct_answer: B - question_score: '10' 3: - question_text: How do you ask what someone's favorite color is? - mp_choice_options: - - option: |- - ``` - {print} What is your favorite color? - ``` - feedback: '`{print}` prints text, but it doesn''t ask questions.' - - option: |- - ``` - {ask} {print} What is your favorite color? - ``` - feedback: You only need one command, not two. - - option: |- - ``` - {ask} What is your favorite color? - ``` - feedback: Great! - - option: |- - ``` - {echo} What is your favorite color? - ``` - feedback: '`{echo}` repeats your answer back to you.' hint: You can {ask} something with the {ask} command - correct_answer: C - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - Hi Im Hedy! - {ask} Who are you? - {echo} Hi... mp_choice_options: - option: '`{print}` in line 1 is missing.' feedback: Correct! @@ -82,11 +37,7 @@ levels: feedback: '`{echo}` is a command, there''s another mistake.' - option: Nothing! This is a perfect code! feedback: Wrong, look carefully! - hint: Line 1 doesn't seem right - correct_answer: A - question_score: '10' 5: - question_text: Which command is missing in line 2? code: |- {ask} What is your favorite pet? _?_ So your favorite pet is... @@ -111,49 +62,7 @@ levels: {echo} ``` feedback: Right on! - hint: You want to see the answer at the end of line 2... - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - {print} Hi im Hedy! - {print} Which football team do you support? - {echo} You support... - {print} Cool! Me too! - mp_choice_options: - - option: In line 1 `{print}` should be replaced with `{ask}`. - feedback: '`{print}` in line 1 is correct.' - - option: In line 2, `{print}` should be replaced with `{ask}`. - feedback: Great! You paid attention! - - option: Line 3 has to begin with `{print}` instead of `{echo}`. - feedback: '`{echo}` is correct.' - - option: In line 4, `{print}` is spelled wrong. - feedback: No, there is a mistake somewhere else - hint: Check the `{print}` commands. - correct_answer: B - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - {print} Welcome at Hedys restaurant! - {ask} What would you like to eat? - {echo} So you want to order ... - {print} Coming right up! Enjoy! - mp_choice_options: - - option: In line 1 `{print}` needs to be replaced with `{ask}` - feedback: Are you sure something is wrong? - - option: In line 1 `{print}` needs to be replaced with `{echo}` - feedback: Are you sure something's wrong? - - option: In line 3 `{echo}` needs to be replaced with `{print}` - feedback: Are you sure something is wrong? - - option: Nothing! This is a perfect code! - feedback: Correct! - hint: Check the code line by line - correct_answer: D - question_score: '10' 8: - question_text: How do you use the `{echo}` command? mp_choice_options: - option: You can use it to `{ask}` a question. feedback: That's what `{ask}` is for! @@ -163,33 +72,8 @@ levels: feedback: Good job! - option: You can use it to make text disappear. feedback: That's not right... - hint: '`{echo}` is used after an `{ask}` command.' - correct_answer: C - question_score: '10' - 9: - question_text: What's wrong with this code? - code: |- - {print} Hello! - {print} How are you doing? - {echo} So you are doing... - mp_choice_options: - - option: '`{print}` in line 1 should be `{ask}`' - feedback: No, `{print}` is right. Where is the question being asked? - - option: '`{print}` in line 2 should be `{ask}`' - feedback: Super! - - option: '`{echo}` in line 3 should be `{ask}`' - feedback: No, `{echo}` is right. Where is the question being asked? - - option: Nothing. This is a perfect code! - feedback: Look carefully for the mistake... - hint: '`{ask}` allows you to ask a question' - correct_answer: B - question_score: '10' 10: question_text: Which output will be in your outputscreen after you've run this code? - code: |- - {ask} Are you ready to go to level 2? - {echo} - {echo} mp_choice_options: - option: Are you ready to go to level 2? feedback: There are two echo commands @@ -203,12 +87,8 @@ levels: Are you ready to go to level 2? Yes! feedback: There are two echo commands - hint: Let's go! - correct_answer: B - question_score: '10' 2: 1: - question_text: Which statement is true? mp_choice_options: - option: In level 2 the `{print}` command doesn't exist anymore feedback: '`{print}` still works' @@ -219,84 +99,7 @@ levels: - option: In level 2 all the level 1 commands still work feedback: No one command doesn't work anymore. hint: '`{print}` and `{ask}` still exist.' - correct_answer: C - question_score: '10' - 2: - question_text: Which code is correct? - mp_choice_options: - - option: |- - ``` - name {is} {ask} What is your name? - ``` - feedback: Super! - - option: |- - ``` - {ask} {is} name What is your name - ``` - feedback: The words are right, the order is not! - - option: |- - ``` - {ask} What is your name? - ``` - feedback: This worked in level 1, but in level 2 and up it works differently. - - option: |- - ``` - {ask} What is your name? {is} name - ``` - feedback: The words are right, the order isn't! - hint: '`{ask}` doesn''t work like in level 1' - correct_answer: A - question_score: '10' - 3: - question_text: What appears on your output screen when you run this code? - code: |- - name {is} Marleen - {print} name goes to the market and she buys an apple. - mp_choice_options: - - option: name goes to the market and she buys an apple. - feedback: The word name is replaced with Marleen - - option: Marleen goes to the market. - feedback: The second part of the sentence isn't left out! - - option: Marleen goes to the market and she buys an apple. - feedback: Right on! - - option: Marleen goes to the market and Marleen buys an apple. - feedback: She is not replaced with the name - hint: The word name is replaced with Marleen - correct_answer: C - question_score: '10' - 4: - question_text: What will you see on the output screen when you run this code? - code: |- - name {is} Hedy - {print} Hi my name is name - mp_choice_options: - - option: Hi my name is name - feedback: The variable name is replaced with Hedy - - option: Hi my name is Hedy - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is name - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is Hedy - feedback: Correct, this mistake will be fixed in level 4! - hint: '''name'' is being replaced with ''Hedy'' in both places' - correct_answer: D - question_score: '10' - 5: - question_text: What happens when you use the `{sleep}` command? - mp_choice_options: - - option: It slows down your computer - feedback: fortunately not! - - option: It closes down Hedy - feedback: fortunately not! - - option: Your program pauses for a second and then continues - feedback: That's right! - - option: You put it at the end so Hedy knows your program is finished - feedback: No it would be useless at the end of your code - hint: The computer waits for a second at the `{sleep}` command - correct_answer: C - question_score: '10' 6: - question_text: What should be on the lines? code: |- {print} And the award for best programming language goes to... _?_ @@ -322,116 +125,17 @@ levels: {ask} ``` feedback: There is no question there to be asked - hint: Pause for dramatic effect... - correct_answer: A - question_score: '10' 7: - question_text: What command should be used on line 2? code: |- {print} I will explode in 3 seconds! _?_ {print} BOOM! - mp_choice_options: - - option: |- - ``` - {print} 3 - ``` - feedback: You don't need to `{print}` - - option: |- - ``` - {sleep} 3 - ``` - feedback: Perfect! - - option: |- - ``` - {sleep} - ``` - feedback: This way the bomb will explode in 1 second - - option: |- - ``` - {sleep} {sleep} {sleep} - ``` - feedback: Make it easier on yourself by using the number 3 - hint: You want the computer to wait for 3 seconds - correct_answer: B - question_score: '10' - 8: - question_text: How would you correct the first line of code? - code: |- - {ask} {is} How old are you? - {print} age - mp_choice_options: - - option: |- - ``` - age {ask} {is} How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - {ask} {is} age How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - age {is} {ask} How old are you? - ``` - feedback: You get it! - - option: |- - ``` - age {is} How old are you? - ``` - feedback: Where is the `{ask}` command? - hint: The variable name should come first - correct_answer: C - question_score: '10' - 9: - question_text: What is going wrong in this code? - code: |- - dogs {is} animal - {print} I love animal - mp_choice_options: - - option: 'Line 1 should say: dogs `{is}` animals' - feedback: The variable name is animal - - option: 'Line 1 should say: animal `{is}` dogs' - feedback: Great! - - option: 'Line 2 should say: `{print}` I love animals' - feedback: The variable name is animal - - option: 'Line 2 should say: `{sleep}` I love animals' - feedback: Sleep is not used to `{print}` text - hint: You want to `{print}` 'I love dogs' - correct_answer: B - question_score: '10' 10: - question_text: What command should be used on the line 1? code: |- flavor {is} _?_ {print} Your favorite icecream is... {sleep} {print} flavor - mp_choice_options: - - option: |- - ``` - {sleep} 3 - ``` - feedback: You want to know the favorite flavor! - - option: |- - ``` - {print} strawberries - ``` - feedback: You do not want a `{print}` command at the middle of the line... - - option: |- - ``` - strawberries, chocolate, vanilla - ``` - feedback: This way you are making a list. You don't want that now. - - option: |- - ``` - {ask} What flavor icecream do you like? - ``` - feedback: That's right! - hint: You want to `{ask}` a question - correct_answer: D - question_score: '10' 3: 1: question_text: What command do you use to let Hedy pick something arbitrarily? @@ -456,14 +160,7 @@ levels: {at} {random} ``` feedback: Correct! - hint: Arbitrarily means without a plan or randomly. - correct_answer: D - question_score: '10' 2: - question_text: What's wrong with this code? - code: |- - animals {is} dog cat cow - {print} animals {at} {random} mp_choice_options: - option: 'You need commas in line 1: dog, cat, cow.' feedback: Good job! @@ -473,155 +170,15 @@ levels: feedback: animals is correct. - option: '`{at} {random}` is spelled incorrectly' feedback: '`{at} {random}` is the correct spelling' - hint: There's something wrong in line 1 - correct_answer: A - question_score: '10' 3: question_text: How do you fix the mistake in line 2 of this code? - code: |- - options {is} rock, paper, scissors - {print} rock, paper, scissors {at} {random} - mp_choice_options: - - option: |- - ``` - {at} {random} {print} options - ``` - feedback: You're almost there. The order of the words isn't right yet. - - option: |- - ``` - {print} rock {at} {random} - ``` - feedback: you don't always want the Hedy to {print} rock, sometimes you want scissors or paper. - - option: |- - ``` - {print} options {at} {random} - ``` - feedback: Very good! - - option: Nothing, the code is correct! - feedback: Look carefully for the mistake - hint: The variable (the list) is called options. - correct_answer: C - question_score: '10' - 4: - question_text: What should change in line 2 to print a random price? - code: |- - prices {is} 1 dollar, 100 dollar, 1 million dollar - {print} price {at} {random} - mp_choice_options: - - option: |- - ``` - {print} price - ``` - feedback: You don't want to `{print}` the word price, but you want to `{print}` one price out of your list `{at} {random}` - - option: |- - ``` - {print} prices {at} {random} - ``` - feedback: Great! You've really paid attention. - - option: |- - ``` - {print} {at} {random} price - ``` - feedback: '`{at} {random}` is placed behind the variable.' - - option: Nothing, this code is alright. - feedback: Look carefully for the mistake you missed! - hint: The variable name is prices - correct_answer: B - question_score: '10' - 5: - question_text: What is wrong in this code? - code: |- - question {is} {ask} What do you want to know? - {print} question - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 1 needs to say `{print}` instead of `{ask}` - feedback: No, that's not wrong. - - option: Line 2 needs to say `{ask}` instead of `{print}` - feedback: No that's not wrong. - - option: Line 2 needs to say answers `{at} {random}` `{is}` yes, no, maybe - feedback: No, that's not wrong. - - option: Nothing, this code is perfect - feedback: That's right! - hint: Does this code even have a mistake? - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 2 needs to say question instead of answers - feedback: No that's not right - - option: Line 2 needs the `{is}` command - feedback: Correct - - option: Line 3 needs to say answer instead of answers - feedback: No the variable's called answers - - option: Nothing! This code is great! - feedback: Actually, line 2 has a mistake. - hint: There is something wrong with line 2. - correct_answer: B - question_score: '10' - 7: - question_text: What does the `{add}` command do? - code: |- - books {is} Harry Potter, The Hobbit, Green Eggs and Ham - your_book {is} {ask} What is your favorite book? - {add} your_book {to} books - {print} books {at} {random} - mp_choice_options: - - option: The `{add}` command removes a random book from the list - feedback: The remove command removes, the add command adds - - option: The `{add}` command adds a random book to a list - feedback: It doesn't. It adds your answer to the list! - - option: The `{add}` command adds your favorite book to the list - feedback: Correct! - - option: The `{add}` command prints your favorite book. - feedback: No, it adds your favorite book to the list - hint: The `{add}` command adds a book, but which one? - correct_answer: C - question_score: '10' - 8: - question_text: What is the output of this code? - code: |- - crisps {is} sea salt, paprika, sour cream - {remove} sea salt {from} crisps - {remove} paprika {from} crisps - {print} crisps {at} {random} - mp_choice_options: - - option: You can't tell, because Hedy will `{print}` one of the 3 flavors `{at} {random}` - feedback: Take a look at the `{remove}` commands - - option: sea salt - feedback: sea salt is removed from the list - - option: paprika - feedback: Paprika is removed from the list - - option: sour cream - feedback: That's right! - hint: There are 3 flavors, bit 2 are removed. Which one remains? - correct_answer: D - question_score: '10' 9: - question_text: What's wrong with this code? code: |- colors {is} blue, purple, green chosen_color {is} {ask} Which haircolor wouldn't your like to have? {remove} chosen_color {from} colors {print} I will dye my hair color {at} {random} - mp_choice_options: - - option: 'Line 3 should say: `{remove}` blue `{from}` colors' - feedback: Maybe you want blue hair though! - - option: Line 3 should have an `{add}` command instead of a `{remove}` command - feedback: You want to remove the chosen color so `{remove}` is right. - - option: In line 4 the variable should be called colors instead of color - feedback: Great job! - - option: Nothing, this is a correct code! - feedback: Find the mistake! hint: Look at line 3 - correct_answer: C - question_score: '10' 10: question_text: What should be on the _?_? code: |- @@ -652,8 +209,6 @@ levels: ``` feedback: This increased the change that the person who walked yesterday now has to do it again. That's mean. hint: The person who walked the dog yesterday should be removed from the list. - correct_answer: A - question_score: '10' 4: 1: question_text: Which of these is true? @@ -666,11 +221,7 @@ levels: feedback: '`{at} {random}` still works' - option: '`{at} {random}` now needs quotation marks' feedback: No, but 2 other commands do. - hint: In level 4 you need quotation marks for 2 commands. - correct_answer: A - question_score: '10' 2: - question_text: Which code uses the proper quotation marks? mp_choice_options: - option: |- ``` @@ -692,11 +243,7 @@ levels: {print} ,hello, ``` feedback: This is a comma, you need quotation marks. - hint: Pick the right quotation marks. - correct_answer: B - question_score: '10' 3: - question_text: Where are the quotation marks used correctly? mp_choice_options: - option: |- ``` @@ -718,28 +265,7 @@ levels: {print} 'Hi Im Hedy' ``` feedback: Perfect! - hint: Both before and after the words you want to print should be a quotation mark. - correct_answer: D - question_score: '10' - 4: - question_text: Which statement is true? - mp_choice_options: - - option: 'You need quotation marks around the word `{print}`, like this: `''{print}''`.' - feedback: The quotation marks shouldn't be around the command itself. - - option: You need quotation marks around the words you want to print. - feedback: Super! - - option: You do not need quotation marks when using the `{ask}` command - feedback: Both `{print}` and `{ask}` require quotation marks - - option: You can choose yourself whether to use quotation marks or not. - feedback: Unfortunately, Hedy is stricter than that. - hint: From level 4 on you need to use quotation marks. - correct_answer: B - question_score: '10' 5: - question_text: What has to be changed in order for the game to work? - code: |- - options {is} rock, paper, scissors - {print} 'options {at} {random}' mp_choice_options: - option: |- ``` @@ -758,89 +284,9 @@ levels: feedback: That's right - option: Nothing, the game already works! feedback: Look carefully. There is an error. - hint: You don't want Hedy to literally print 'options {at} {random}', you want it to print 'rock' or 'paper' or 'scissors'. - correct_answer: C - question_score: '10' 6: - question_text: What would be a good next line in this code? - code: prices {is} 1 dollar, 100 dollars, 1 million dollars - mp_choice_options: - - option: |- - ``` - {print} 'You win...' prices {at} {random} - ``` - feedback: Great! You get it! - - option: |- - ``` - {print} You win... 'prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}' - - option: |- - ``` - {print} You win... prices {at} {random} - ``` - feedback: You need some quotation marks! - - option: |- - ``` - {print} 'You win... prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}'' hint: 'Think carefully: what is a variable and should be outside of the quotation marks? And what are normal words that should be inside?.' - correct_answer: A - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: Correct! - - option: Quotation marks are missing in line 2 - feedback: A variable doesn't need quotes - - option: Quotation marks are missing in line 3 - feedback: You don't want Hedy to literally print 'answers {at} {random}' so no quotation marks needed here! - - option: Nothing, this code is good as is! - feedback: Look carefully. You missed a mistake! - hint: Check each line on whether they'd need quotation marks or not. - correct_answer: A - question_score: '10' - 8: - question_text: What would be a good next line for this code? - code: |- - {print} 'Welcome at the money show!' - {print} 'In front of you are 3 doors' - door {is} {ask} 'Which door do you choose?' - mp_choice_options: - - option: |- - ``` - {print} So you pick door door - ``` - feedback: We need quotation marks - - option: |- - ``` - {print} 'So you pick ' door door - ``` - feedback: If the player chooses door 3, Hedy will say 'So you pick 3 3 - - option: |- - ``` - {print} 'So you pick door ' door - ``` - feedback: Super! - - option: |- - ``` - {print} 'So you pick door door' - ``` - feedback: Hedy will literally print 'So you pick door door - hint: The second word door should be replaced with the number, the first should still be the word door... - correct_answer: C - question_score: '10' 9: - question_text: What will never appear in your output screen? - code: |- - clubs {is} Real Madrid, Bayern Munchen, Manchester United, Ajax - {print} clubs {at} {random} ' is going the win the champions league' mp_choice_options: - option: Ajax is going to win the champions league feedback: Hedy could `{print}` that @@ -850,27 +296,6 @@ levels: feedback: Hedy could `{print}` that - option: FC Barcelona is going to win the champions league feedback: That's right. It's not in the list - hint: What are Hedy's options to randomly pick from? - correct_answer: D - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - people {is} mom, dad, Emma, Sophie - {print} The dishes are done by... - {print} people {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: A list doesn't need quotation marks - - option: Quotation marks are missing in line 2 - feedback: Correct - - option: Quotation marks are missing in both line 2 and 3 - feedback: Line 3 doesn't need quotation marks because it's not printed literally - - option: Nothing, this code has no mistakes - feedback: You missed one! - hint: One line needs quotation marks, because you want it to be printed literally. - correct_answer: B - question_score: '10' 5: 1: question_text: What is true? @@ -888,79 +313,8 @@ levels: - option: In level 5 `{ask}` and `{print}` work the same as in level 4 feedback: Correct! hint: We have only learned a new command in level 5. - correct_answer: D - question_score: '10' - 2: - question_text: What appears in your output screen when you type in the name Hedy? - code: |- - name {is} {ask} 'What is your name?' - {if} name {is} Hedy {print} 'fun' {else} {print} 'less fun' - mp_choice_options: - - option: fun - feedback: That's right! - - option: less fun - feedback: If the name is Hedy, it will say 'fun'' - - option: Hedy - feedback: No, it doesn't print the name - - option: Error - feedback: Fortunately not! - hint: '`{if}` name `{is}` Hedy `{print}` ...?' - correct_answer: A - question_score: '10' 3: - question_text: What is the right password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct! - feedback: This is printed when you type in the correct password - - option: SECRET - feedback: That's right!' - - option: password - feedback: The password isn't password... - - option: ALARM INTRUDER - feedback: This is printed when you type in the incorrect password! hint: '`{if}` password `{is}` ... `{print}` ''Correct!''!''' - correct_answer: B - question_score: '10' - 4: - question_text: What does Hedy print when you type in the wrong password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct - feedback: That's printed if the correct answer is given, not the wrong one... - - option: SECRET - feedback: That's not the right answer - - option: Wrong! - feedback: No, this is not what Hedy will print - - option: ALARM! INTRUDER! - feedback: Great job! - hint: Your computer will sound the alarm for intruders! - correct_answer: D - question_score: '10' - 5: - question_text: Why will Hedy say 'ALARM! INTRUDER' when you type in 'secret'? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Because it needs to be in capitals, so SECRET - feedback: Indeed! - - option: Because the password is alarm - feedback: No, this is not the password. - - option: Because it's spelled wrong. - feedback: That's not how you spell secret - - option: Because Hedy makes a mistake - feedback: No, Hedy is right - hint: The spelling of the word has to be exactly the same. - correct_answer: A - question_score: '10' 6: question_text: Which word should be on the place of the question mark in the last line? code: |- @@ -969,30 +323,6 @@ levels: club is {ask} 'Which club is your favorite?' {if} club {is} ajax {print} 'Ajax is going to win of course!' _?_ {print} 'Sorry, your club is gonna be in last place...' - mp_choice_options: - - option: |- - ``` - {if} - ``` - feedback: '`{if}` is already in the line above' - - option: |- - ``` - {at} {random} - ``` - feedback: No, you need `{else}`. - - option: |- - ``` - {else} - ``` - feedback: Great! - - option: |- - ``` - {print} - ``` - feedback: '`{print}` is already there, we need a word before it!' - hint: '`{if}` goes together with...?' - correct_answer: C - question_score: '10' 7: question_text: Which word should be in the place of the question mark? code: |- @@ -1021,9 +351,6 @@ levels: {print} ``` feedback: Awesome! - hint: After `{else}` a `{print}` command follows - correct_answer: D - question_score: '10' 8: question_text: Which word should be on the place of the question mark? code: |- @@ -1051,225 +378,15 @@ levels: {print} ``` feedback: No, that's not it. - hint: What the variable name? - correct_answer: B - question_score: '10' - 9: - question_text: Which door should you choose to escape?? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} - mp_choice_options: - - option: '1' - feedback: Bad choice! You're being eaten - - option: '2' - feedback: Super! You escaped! - - option: '3' - feedback: Bad choice! You're being eaten. - - option: It's a trap, you will always be eaten! - feedback: Luckily not! - hint: One of the doors will keep you safe.. - correct_answer: B - question_score: '10' - 10: - question_text: Which monster is standing behind door 1? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} - mp_choice_options: - - option: Hedy picks a random monster each time. - feedback: Awesome! - - option: vampire - feedback: Not always... - - option: werewolf - feedback: Not always... - - option: giant spider - feedback: Not always... - hint: Mind the last 3 words... monsters `{at} {random}`... - correct_answer: A - question_score: '10' 6: - 1: - question_text: What's Hedy's output when you run this code? - code: '{print} 2*10' - mp_choice_options: - - option: '20' - feedback: Correct! - - option: '12' - feedback: No, the plus sign is used in addition - - option: 2*10 - feedback: No, Hedy will calculate the answer - - option: '210' - feedback: Mind it's a calculation. - hint: The `*` is used as a multiplication sign - correct_answer: A - question_score: '10' 2: question_text: Which sign do you use for an addition? - mp_choice_options: - - option: '`-`' - feedback: That's not it - - option: plus - feedback: That's not it - - option: '`*`' - feedback: That's not it - - option: '`+`' - feedback: Correct! - hint: It's the plus sign. - correct_answer: D - question_score: '10' - 3: - question_text: What's Hedy's output when you run this code? - code: '{print} ''3*10''' - mp_choice_options: - - option: '30' - feedback: This would be the right answer if there were no quotation marks. - - option: '13' - feedback: Try again.. - - option: 3*10 - feedback: Correct! There are quotation marks, so Hedy will print it literally. - - option: Nothing, Hedy will give an error message. - feedback: No, Hedy will print it literally. - hint: Mind the quotation marks!! - correct_answer: C - question_score: '10' - 4: - question_text: Kim is 10 years old. What will Hedy print for her? - code: |- - name = {ask} 'How many letters are in your name?' - age = {ask} 'How old are you?' - luckynumber = name*age - {print} 'Your lucky number is...' luckynumber - mp_choice_options: - - option: '30' - feedback: Mind, Hedy also prints 'Your lucky number is...' - - option: '10' - feedback: Please try again. - - option: Your lucky number is... 30 - feedback: That's right! - - option: Your lucky number is... 10 - feedback: Her lucky number is name times age... - hint: 'Kim has 3 letters, she is 10 years old so: letters times age = 3*10 = 30.' - correct_answer: C - question_score: '10' - 5: - question_text: If 5 people eat at this restaurant, how much do they have to pay in total? - code: |- - {print} 'Welcome to Hedys!' - people = {ask} 'How many people are eating with us tonight?' - price = people * 10 - {print} 'That will be ' price 'dollar please' - mp_choice_options: - - option: 5 dollars - feedback: Unfortunately, it's not that cheap. - - option: 10 dollars - feedback: No, it's 10 dollars each. - - option: 15 dollars - feedback: The * means multiplication. - - option: 50 dollars - feedback: Great! - hint: '`price` `is` `people` `times` 10' - correct_answer: D - question_score: '10' 6: question_text: How much does a hamburger cost is this virtual restaurant? + 10: code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = 15 - {if} food {is} fries price = 6 - mp_choice_options: - - option: 15 dollars - feedback: Super! - - option: 6 dollars - feedback: The fries are 6 dollars - - option: 0 dollars - feedback: The hamburger isn't free! - - option: 21 dollars - feedback: That's the price for a hamburger and fries! - hint: Mind the fourth line. - correct_answer: A - question_score: '10' - 7: - question_text: Why does line 7 say 'price is price + 3' instead of 'price is 3'? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = price + 15 - {if} food {is} fries price = price + 6 - drinks is {ask} 'What would you like to drink?' - {if} drinks {is} coke price = price + 3 - {if} drinks {is} water price = price + 1 - {print} price ' dollars please' - mp_choice_options: - - option: It could have been `price = 3` just as well. - feedback: No, that's not true. Hedy needs to add 3 dollars to the total. - - option: Because Hedy doesn't understand `price = 3`. - feedback: Hedy would understand, but it wouldn't be right. - - option: Because Hedy would otherwise forget about the previous order. The price would be 3 dollars in total. - feedback: That's right! - - option: Because the price is 0 dollars to begin with. - feedback: That's true, but not the reason - hint: The price shouldn't be 3, but 3 dollars more than it already was - correct_answer: C - question_score: '10' - 8: - question_text: Why is this code incorrect? - code: |- - correct answer = 3*12 - answer = {ask} 'What is 3 times 12?' - {if} answer {is} correct answer {print} 'Good job!' - {else} {print} 'No... It was ' correct answer - mp_choice_options: - - option: There shouldn't be quotation marks in line 2 - feedback: No, there should be! - - option: The variable is called correct answer, but a variable's name can only be 1 word. So it should be correct_answer - feedback: Correct! - - option: The `{if}` and `{else}` commands should be in the same line. - feedback: No, that's not true. - - option: The variable in line 2 can't be called answer, because it is too similar to the variable correct answer. - feedback: Variable names can be similar, but they can't be 2 words... - hint: Inspect what the variables are called. - correct_answer: B - question_score: '10' - 9: - question_text: Imagine you love football a 10, you've eaten 2 bananas and have washed your hands 3 times today. How smart does the silly fortune teller think you are? - code: |- - {print} 'Im Hedy the silly fortune teller' - {print} 'I will predict how smart you are!' - football = {ask} 'On a scale of 0 to 10 how much do you love football?' - bananas = {ask} 'How many bananas have you eaten this week?' - hygiene = {ask} 'How many times did you wash your hands today??' - result = bananas + hygiene - result = result * football - {print} 'You are ' result 'percent smart.' - mp_choice_options: - - option: 10% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 32% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 50% - feedback: Super! You are 100 percent smart! - - option: 100% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - hint: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - correct_answer: C - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - name _?_ Hedy - {print} name 'is walking trough the forrest' + name _?_ Hedy + {print} name 'is walking trough the forrest' mp_choice_options: - option: You can only fill in the word is on the `_?_` feedback: You are allowed to use the `=` sign as well @@ -1279,12 +396,8 @@ levels: feedback: No, one `=` sign is enough - option: You can only use the `=` sign when working with numbers, not with words. feedback: You can also use `=` with words. - hint: '`{is}` and `=` are both allowed' - correct_answer: B - question_score: '10' 7: 1: - question_text: How many lines can you repeat at once with the repeat command at this level? mp_choice_options: - option: '0' feedback: No you can repeat a line. @@ -1295,54 +408,9 @@ levels: - option: infinite feedback: In this level you can only repeat one line at a time hint: You can only repeat 1 line at a time - correct_answer: B - question_score: '10' 2: - question_text: Which code is right? - mp_choice_options: - - option: |- - ``` - {print} 100 {times} 'hello' - ``` - feedback: '`{repeat}` 100 `{times}` `{print}` ''hello''' - - option: |- - ``` - {print} {repeat} 100 {times} 'hello' - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 'hello' 100 {times} - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 100 {times} {print} 'hello' - ``` - feedback: That's right! hint: First the repeat command, then the `{print}` command - correct_answer: D - question_score: '10' - 3: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} ''Hello!''' - mp_choice_options: - - option: Right - feedback: No, a word is missing - - option: Wrong, the word `{repeat}` is missing - feedback: The word `{repeat}` is there, another word is missing - - option: Wrong, the word `{times}` is missing - feedback: The word `{times}` is there, another word is missing. - - option: Wrong, the word `{print}` is missing - feedback: Correct - hint: 'It should be: `{repeat}` 100 `{times}` `{print}` ''Hello''' - correct_answer: D - question_score: '10' 4: - question_text: Which word is wrong in the code? - code: |- - {print} 'I'm blue' - {repeat} 7 {times} {print} 'da ba dee, da ba da' mp_choice_options: - option: |- ``` @@ -1365,24 +433,7 @@ levels: ``` feedback: '`{times}` is spelled correctly' hint: I'm is wrong, you can't use apostrophes - correct_answer: A - question_score: '10' - 5: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} {print} ''Hedy is awesome!''' - mp_choice_options: - - option: Correct - feedback: That's right! - - option: Wrong - feedback: That's not it - hint: The code is correct! - correct_answer: A - question_score: '10' 6: - question_text: What will be the output from this code? - code: |- - {print} 'The wheels on the bus go' - {repeat} 3 {times} {print} ' round and round' mp_choice_options: - option: |- the wheels on the bus go @@ -1408,14 +459,7 @@ levels: round and round round and round feedback: All though the town! Perfect! - hint: Only 'round and round' is repeated 3 times. - correct_answer: D - question_score: '10' 7: - question_text: What will be the output from this code? - code: |- - {repeat} 2 {times} {print} 'We will' - {print} 'ROCK YOU!' mp_choice_options: - option: |- We will We will @@ -1436,17 +480,8 @@ levels: We will ROCK YOU! feedback: Mind the repeat command - hint: Mind the `{repeat}` command. - correct_answer: B - question_score: '10' 8: question_text: Welke Hedy code hoort bij dit resultaat - code: |- - Here comes the sun - Do do do do - Here comes the sun - And I say - Its alright mp_choice_options: - option: |- ``` @@ -1480,8 +515,6 @@ levels: ``` feedback: Dit is niet de juiste volgorde.. hint: '`{repeat}` kan alleen worden gebruikt als je dezelfde regel meerdere keren achter elkaar wil uitvoeren.' - correct_answer: A - question_score: '10' 9: question_text: Welke Hedy code hoort bij dit resultaat ? code: |- @@ -1525,15 +558,8 @@ levels: ``` feedback: Perfect hint: '''Help !'' wordt 3x herhaald.' - correct_answer: D - question_score: '10' 10: question_text: What Hedy code belongs to this output? - code: |- - if youre happy and you know it clap your hands - if youre happy and you know it clap your hands - if youre happy and you know it and you really want to show it - if youre happy and you know it clap your hands mp_choice_options: - option: |- ``` @@ -1563,46 +589,8 @@ levels: {print} 'clap your hands' ``` feedback: This is not in the right order. - hint: Mind the order of the sentences. - correct_answer: B - question_score: '10' 8: - 1: - question_text: Which output will be produced by this code? - code: |- - {repeat} 2 {times} - {print} 'Hello' - {print} 'Im Hedy!' - mp_choice_options: - - option: |- - Hello - Im Hedy! - feedback: Everything is printed twice. - - option: |- - Hello - Hello - Im Hedy - feedback: The second line is repeated twice as well. - - option: |- - Hello - Im Hedy! - Hello - Im Hedy! - feedback: Super! - - option: |- - Hello - Hello - Im Hedy! - Im Hedy! - feedback: Everything is printed twice - hint: Both lines are repeated twice. - correct_answer: C - question_score: '10' 2: - question_text: What is wrong with this code? - code: |- - {repeat} 5 {times} - {print} 'Hedy is cool!' mp_choice_options: - option: This should be only one line, not 2. feedback: No it should be 2 lines. @@ -1612,15 +600,7 @@ levels: feedback: Nee, repeat is de goede spelling - option: The second line need to start with 4 spaces as indentation. feedback: Correct! - hint: Something is missing in the second line? - correct_answer: D - question_score: '10' 3: - question_text: What output will be produced when you run this program? - code: |- - {repeat} 3 {times} - {print} 'Baby shark tututudutudu' - {print} 'Baby shark' mp_choice_options: - option: |- Baby shark tututudutudu @@ -1647,10 +627,7 @@ levels: Baby shark feedback: What is being repeated and what isn't. hint: What is being repeated and what is not?. - correct_answer: C - question_score: '10' 4: - question_text: Which output is correct? code: |- {print} 'The children went:' {repeat} 2 {times} @@ -1682,15 +659,7 @@ levels: Yay! Were going on holiday! feedback: The last line is repeated too. - hint: The block under the `{repeat}` command is repeated twice. - correct_answer: B - question_score: '10' 5: - question_text: What is wrong with this code? - code: |- - end = {ask} 'Do you want a happy or a sad ending?' - {if} end {is} happy {print} 'They lived happily ever after' - {else} {print} 'The world exploded. The end.' mp_choice_options: - option: The `{print}` commands on the last two lines should start on new lines en start with 4 spaces. feedback: That's right! @@ -1700,44 +669,7 @@ levels: feedback: That's not true - option: '`{ask}` is no longer a command' feedback: That's not true - hint: Something is wrong with indentation - correct_answer: A - question_score: '10' - 6: - question_text: What will be the output of this code when we enter pancakes? - code: |- - {print} 'Welcome to restaurant Hedy' - {repeat} 2 {times} - food {is} {ask} 'What do you want to eat?' - {print} food - mp_choice_options: - - option: |- - Welcome to restaurant Hedy - Pancakes - feedback: There is no repetition in this answer. - - option: |- - Welcome to restaurant Hedy - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: This answer also repeats the welcome message - - option: |- - Welcome to restaurant Hedy - What do you want to eat? - What do you want to eat? - Pancakes - Pancakes - feedback: Almost! But look at the question, it is not repeated. - - option: |- - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: Well done! - hint: The first sentence and question will not be repeated - correct_answer: D - question_score: '10' 7: - question_text: What is wrong with this code? code: |- eten = {ask} 'What would you like to eat?' {if} food {is} fries @@ -1756,11 +688,7 @@ levels: feedback: You always have to use indentation. - option: The indentation is wrong in the first `{if}` command. feedback: That's right. - hint: Take a careful look at the indentation. - correct_answer: D - question_score: '10' 8: - question_text: In which of the codes is the indentation done right? mp_choice_options: - option: |- ``` @@ -1802,50 +730,20 @@ levels: {print} You are wrong! ``` feedback: You are wrong! - hint: What should happen if the person is right? And what else? - correct_answer: C - question_score: '10' 9: - question_text: What line(s) in this code should start with 4 spaces? code: |- 1 music = {ask} 'What is your favorite music genre?' 2 {if} music is rock 3 {print} '🤘' 4 {else} 5 {print} '👎' - mp_choice_options: - - option: Line 2 and 4 - feedback: The lines after the `{if}` and `{else}` command should start with 4 spaces - - option: Only line 3 - feedback: Not only 3... - - option: Line 3, 4 and 5 - feedback: Line 4 shouldn't - - option: Line 3 and 5 - feedback: Great job! - hint: The lines after an `{if}` or `{else}` command should start with 4 spaces. - correct_answer: D - question_score: '10' 10: - question_text: Which statement is true? code: |- 1 level = {ask} 'What level are you on?" 2 {if} level {is} 8 3 {print} Great job! - mp_choice_options: - - option: All lines should start with 4 spaces - feedback: That's not true - - option: Line 2 and 3 should start with 4 spaces - feedback: That's not true - - option: Line 2 should start with 4 spaces - feedback: That's not true - - option: Line 3 should start with 4 spaces - feedback: You are correct! - hint: Only one line starts with 4 spaces, but which one...? - correct_answer: D - question_score: '10' 9: 1: - question_text: What is wrong with this code? code: |- {repeat} 3 {times} eten = {ask} 'What would you like to eat?' @@ -1866,19 +764,7 @@ levels: - option: The indentation is wrong in the last `{if}` command. feedback: It not, though. hint: all the indentation is done correctly. - correct_answer: A - question_score: '10' 2: - question_text: What will be printed after entering the correct password? - code: |- - password = {ask} 'What is the password?' - correct_password = Hedy - {if} password {is} correct_password - {repeat} 2 {times} - {print} 'Good job!' - {print} 'You can use the computer!' - {else} - {print} 'The computer will explode in 5... 4... 3... 2... 1...' mp_choice_options: - option: |- Good job! @@ -1897,11 +783,7 @@ levels: Good job! You can use the computer! feedback: Correct! - hint: Everything under the `{repeat}` command is repeated twice. - correct_answer: D - question_score: '10' 3: - question_text: Which case should you choose to win a million dollars? code: |- {print} 'Choose the right case and win!' case = {ask} 'Which case will you pick? 1 or 2?' @@ -1917,20 +799,7 @@ levels: {print} 'You sell the case for 500 dollars' {if} action {is} open {print} 'You open the case and win a million dollars!' - mp_choice_options: - - option: case 1, sell - feedback: You don't win a million! - - option: case 1, open - feedback: You don't win a million - - option: case 2, sell - feedback: You don't win a million - - option: case 2, open - feedback: Great job! You win! - hint: Follow the right path - correct_answer: D - question_score: '10' 4: - question_text: Which statement is true? code: |- name = {ask} 'What is your name?' size = {ask} 'What is your shoe size?' @@ -1950,15 +819,7 @@ levels: feedback: That's right! - option: Cinderella with shoe size 40 gets the output 'I was looking for you!' feedback: No she gets 'Ill keep looking' - hint: No matter what your name is, if you have shoe size 40 you will get the message 'Ill keep looking'. - correct_answer: C - question_score: '10' 5: - question_text: Which code produced this output? - output: |- - Icecream is the best! - Icecream is the best! - Icecream is the best! mp_choice_options: - option: |- ``` @@ -1993,11 +854,7 @@ levels: {print} 'Icecream is the best!' ``` feedback: There are 2 `{repeat}` commands in this code. - hint: Watch the indentation - correct_answer: C - question_score: '10' 6: - question_text: After which command(s) should you use indentation (starting the next line with 4 spaces)? mp_choice_options: - option: '`{if}`' feedback: Don't forget the others @@ -2007,9 +864,6 @@ levels: feedback: Keep it up! - option: '`{if}` `{else}` `{repeat}` `{print}`' feedback: Not with print - hint: Indentation happens on the line below some commands - correct_answer: C - question_score: '10' 7: question_text: "In this code from a pizza restaurant. \nYoull get a 5 dollar discount if you order a medium pizza with coke.\n What should you do to debug this code?" code: |- @@ -2050,9 +904,6 @@ levels: price = price - 2 ``` feedback: Try again - hint: After each `{if}` command, the line below should indent - correct_answer: A - question_score: '10' 8: question_text: What is wrong is this code? code: |- @@ -2070,25 +921,7 @@ levels: feedback: You actually must start like that. - option: A code must always start with a `{print}` command in the first line feedback: That's not true. - hint: The indentation is done right this time - correct_answer: B - question_score: '10' - 9: - question_text: How many `{if}` commands can be placed inside another `{if}` command? - mp_choice_options: - - option: None, that is not allowed - feedback: You are allowed to - - option: Only 1 - feedback: You could use more if you like - - option: '3' - feedback: You could use more if you like - - option: Infinite, as long as you keep using indentation correctly - feedback: That is true - hint: You can put an `{if}` command inside an `{if}` command. - correct_answer: D - question_score: '10' 10: - question_text: Which statement is true? code: |- 1 {repeat} 2 {times} 2 {if} level {is} 9 @@ -2103,8 +936,6 @@ levels: - option: line 2 should atart with 4 spaces and line 3 with 8 feedback: You are correct! hint: The first line doens't start with any spaces - correct_answer: D - question_score: '10' 10: 1: question_text: What do we need to fill in on the `_?_` if we want to print each compliment? @@ -2112,91 +943,6 @@ levels: compliments = perfect, great job, amazing _?_ {print} compliment - mp_choice_options: - - option: |- - ``` - {for} each compliment - ``` - feedback: That's not it - - option: |- - ``` - {for} compliment {in} compliments - ``` - feedback: You deserve all those compliments! - - option: |- - ``` - {if} compliment {in} compliments - ``` - feedback: That's not it - - option: |- - ``` - {for} compliments {in} compliment - ``` - feedback: Almost there! - hint: '`{for}` each compliment in the lists of compliments...' - correct_answer: B - question_score: '10' - 2: - question_text: Which output is correct? - code: |- - meals = pizza, pasta, pancakes - {for} meal {in} meals - {print} 'I love ' meal - mp_choice_options: - - option: I love pizza - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pasta - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pancakes - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: |- - I love pizza - I love pasta - I love pancakes - feedback: Great! - hint: Line 2 says for each meal in the list of meals. So each meal is printed. - correct_answer: D - question_score: '10' - 3: - question_text: Which output is correct? - code: |- - animals = dogs, cats, hamsters, chickens - {for} animal {in} animals - {print} animal ' are lovely pets' - mp_choice_options: - - option: dogs are lovely pets - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - - option: dogs, cats, hamsters, chickens are lovely pets - feedback: Each animal gets their own line in the output. - - option: |- - dogs are lovely pets - cats are lovely pets - hamsters are lovely pets - chickens are lovely pets - feedback: Great! - - option: You don't know yet. Because it chooses one of the animals {at} {random}. - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - hint: Line 2 says {for} each animal in the list of animals. So each animal is printed - correct_answer: C - question_score: '10' - 4: - question_text: What's wrong with this code? - code: |- - groceries = apples, bread, milk - {for} item {in} groceries - {print} 'We need ' groceries - mp_choice_options: - - option: Line 2 needs to start with 4 spaces as indentation - feedback: No it doesn't. Only line 3 needs indentation, which it has. - - option: Line 3 does not need to start with 4 spaces as indentation - feedback: Line 2 is a `{for}`command so line 3 does need to start with an indent. - - option: Line 3 should say item instead of groceries - feedback: Good job! - - option: Line 2 should say groceries instead of item - feedback: No it does not. - hint: Line 2 says `{for}` each item in the list of groceries - correct_answer: C - question_score: '10' 5: question_text: What word should be on the _?_ with these digital dice? code: |- @@ -2205,25 +951,7 @@ levels: choices = 1, 2, 3, 4, 5, 6 {for} player {in} players {print} player ' throws ' _?_ {at} {random} - mp_choice_options: - - option: players - feedback: It would say 'Ann throws Jesse', instead of 'Ann throws 6'. - - option: choices - feedback: That's right! - - option: choice - feedback: You are very close. But you need Hedy to pick from the list called 'choices' not 'choice'... - - option: dice - feedback: Look at the names of the variables. - hint: Hedy needs to pick a number `{at} {random}` - correct_answer: B - question_score: '10' 6: - question_text: Which of the answers below is a possible outcome when you run the code? - code: |- - choices = rock, paper, scissors - players = Kelly, Meredith - {for} player {in} players - {print} player ' chooses ' choices {at} {random} mp_choice_options: - option: Kelly chooses rock feedback: Meredith wants to play too! @@ -2237,9 +965,6 @@ levels: Kelly chooses paper Meredith chooses scissors feedback: Amazing! - hint: Each player will pick an option. The player that's first on the list will go first. - correct_answer: D - question_score: '10' 7: question_text: What line should be on the _?_ in this code that decides what these people will have for dinner? code: |- @@ -2247,30 +972,6 @@ levels: food = pasta, fries, salad _?_ {print} name ' has to eat ' food {at} {random} ' for dinner' - mp_choice_options: - - option: |- - ``` - {for} name {in} names - ``` - feedback: You are on fire! - - option: |- - ``` - {for} names {in} name - ``` - feedback: No it should be for each name in the list nameS, so the other way around - - option: |- - ``` - {for} food {in} food - ``` - feedback: Each name should be told what they will have for dinner. - - option: |- - ``` - {for} name {in} food - ``` - feedback: Each name should be told what they will have for dinner. - hint: Each name should be told what they will have for dinner. - correct_answer: A - question_score: '10' 8: question_text: What should be on the _?_ in this code that decides which color shirt you get? code: |- @@ -2299,9 +1000,6 @@ levels: 'people gets a colors shirt' ``` feedback: There is no variable named people.. - hint: Mind the quotation marks and the names of the variables - correct_answer: B - question_score: '10' 9: question_text: What is the first question Hedy will `{ask}` you when you run the program? code: |- @@ -2311,20 +1009,7 @@ levels: {for} course {in} courses food = {ask} name ', what would you like to eat as your ' course '?' {print} name ' orders ' food ' as their ' course - mp_choice_options: - - option: Timon, what would you like to eat as your appetizer? - feedback: Perfect! - - option: Onno, what would you like to eat as your appetizer? - feedback: Timon is first on the list! - - option: Timon, what would you like to eat as your dessert? - feedback: Appetizers are first in the list - - option: You don't know that. Hedy will choose `{at} {random}`. - feedback: There is no `{at} {random}` in this code... - hint: The first options from both lists are chosen. - correct_answer: A - question_score: '10' 10: - question_text: What is true about this code? code: |- prices = 1 million dollars, car, sandwich names = Bob, Patrick, Sandy, Larry @@ -2339,9 +1024,6 @@ levels: feedback: That is not true. Larry has the same odds as the others - option: Someone might win with two prices feedback: You get it! - hint: Try to imagine the output of this code. - correct_answer: D - question_score: '10' 11: 1: question_text: What word should be at the place of the question mark? @@ -2369,14 +1051,7 @@ levels: {for} ``` feedback: 'No' - hint: What did you learn in this level? - correct_answer: B - question_score: '10' 2: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 1 {to} 3 - {print} i mp_choice_options: - option: |- 1 @@ -2389,64 +1064,7 @@ levels: feedback: That's not it - option: '123' feedback: That's not it - hint: How do the numbers appear in the screen? - correct_answer: A - question_score: '10' - 3: - question_text: Which code was used to get this output? - output: |- - 1 - 2 - 3 - 4 - 5 - Once I caught a fish alive! - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Perfect - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: This code won't work. You need an indent after {for}. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Now Hedy will count '1 Once I caught a fish alive!, 2 Once I caught a fish alive! etc. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} 'i' - {print} 'Once I caught a fish alive!' - ``` - feedback: i is a variable and shouldn't have quotation marks - hint: First all the numbers, then the sentence - correct_answer: A - question_score: '10' 4: - question_text: Which code was used to get this output? - output: |- - 10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0 mp_choice_options: - option: |- ``` @@ -2473,42 +1091,6 @@ levels: ``` feedback: That's right! hint: It has to be a calculation... - correct_answer: D - question_score: '10' - 5: - question_text: What's wrong with this code? - code: |- - {for} i {in} {range} 1 {to} 10 - {print} i - mp_choice_options: - - option: The i in the last line need quotation marks - feedback: No it doesn't. - - option: You can't use `{range}` 1 `{to}` 5 only `{range}` 1 `{to}` 10 - feedback: You could use 1 to 5 just as well! - - option: Line 1 needs to start with an indention. - feedback: Not line 1... - - option: Line 2 needs to start with an indention - feedback: Perfect! - hint: There is something wrong with the indention - correct_answer: D - question_score: '10' - 6: - question_text: How many times does the word Hello appear on your screen when you run the code? - code: |- - {for} i {in} {range} 0 {to} 2 - {print} 'Hello' - mp_choice_options: - - option: 1 time - feedback: 'No' - - option: 2 times - feedback: 'No' - - option: 3 times - feedback: That's right! - - option: Never - feedback: 'No' - hint: 0 also counts. So 0,1,2 that's 3 times. - correct_answer: C - question_score: '10' 7: question_text: What should be on the place of the question mark? code: |- @@ -2517,35 +1099,7 @@ levels: _?_ food is {ask} 'What would you like to order?' {print} food - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 0 {to} 3 - ``` - feedback: There's not always 3 people - - option: |- - ``` - {for} i {in} {range} 1 {to} guests - ``` - feedback: The variable is not named guests - - option: |- - ``` - {for} i {in} {range} 1 {to} people - ``` - feedback: Great! - - option: |- - ``` - {for} i {in} {range} 0 {to} people - ``` - feedback: That's one order too many! - hint: Use the variable 'people' - correct_answer: C - question_score: '10' 8: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 23 {to} 25 - {print} 'hi' mp_choice_options: - option: |- 23 @@ -2561,34 +1115,7 @@ levels: feedback: Correct - option: The word 'hi' will appear 25 times in a row. feedback: No it will only appear 3 times. - hint: It doesn't say `{print}` i - correct_answer: C - question_score: '10' - 9: - question_text: How many times does Hedy chant Hip Hip Hooray? - code: |- - age = {ask} 'How old are you?' - {for} i {in} {range} 1 {to} age - {print} 'Hip Hip Hoorray!' - mp_choice_options: - - option: 1 time - feedback: Try again - - option: 2 times - feedback: Try again - - option: Never - feedback: Try again - - option: That depends on how old you are - feedback: That's right! - hint: '`{for}` i `{in}` `{range}` 1 `{to}` age' - correct_answer: D - question_score: '10' 10: - question_text: Which code belongs to this output? - output: |- - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark mp_choice_options: - option: |- ``` @@ -2619,11 +1146,8 @@ levels: ``` feedback: '`{range}` 0 `{to}` 3 is 4 times.' hint: Mind the indention - correct_answer: B - question_score: '10' 12: 1: - question_text: Which output is correct? code: |- print 'three and a half plus one and a half is...' print 3.5 + 1.5 @@ -2640,11 +1164,7 @@ levels: three and a half plus one and a half is... 5 feedback: Great job! - hint: Both lines are printed! - correct_answer: D - question_score: '10' 2: - question_text: Which of these codes is correct? mp_choice_options: - option: |- ``` @@ -2670,11 +1190,7 @@ levels: print 'I would like a ' flavors at random ' cake.' ``` feedback: All the different values of flavors should be in quotation marks. - hint: The second line is the same in each code, pay attention to the first line - correct_answer: C - question_score: '10' 3: - question_text: What's wrong with this code? code: |- favorite_animal = ask 'What is your favorite animal?' print 'I like ' favoriteanimal ' too!' @@ -2687,30 +1203,13 @@ levels: feedback: That's not true - option: Nothing is wrong. feedback: That's not true - hint: The quotation marks are used correctly - correct_answer: A - question_score: '10' 4: - question_text: In which lines are quotation marks needed to get the code to work? code: |- print Welcome to the online shoe shop category = ask What kind of shoes are you looking for? if category = high heels print High heels are 50% off now! - mp_choice_options: - - option: Line 1 and 2 - feedback: 'No' - - option: Line 1, 2 and 3 - feedback: 'No' - - option: Line 1, 2 and 4 - feedback: 'No' - - option: All of the lines - feedback: Perfect! - hint: Does line 3 need quotation marks too? - correct_answer: D - question_score: '10' 5: - question_text: What output does Agent007 get when they put in the correct password? code: |- name is ask 'What is your name?' if name is 'Agent007' @@ -2723,18 +1222,6 @@ levels: else b is 'today at 10.00' print a + b - mp_choice_options: - - option: Go to the train station today at 10.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 02.00 - feedback: You've cracked the code! - - option: Go to the train station tomorrow at 02.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 10.00 - feedback: The agent won't be catching any bad guys here - hint: The correct password is TOPSECRET - correct_answer: B - question_score: '10' 6: question_text: Which line should be filled in at the ??? code: |- @@ -2748,32 +1235,7 @@ levels: if drinks = 'yes' ??? print 'That will be ' price ' dollar please' - mp_choice_options: - - option: |- - ``` - price = 14 - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = '14' - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = price + 2 - ``` - feedback: Excellent! - - option: |- - ``` - price = + 2 - ``` - feedback: Almost there! - hint: What if you only order fries and a drink? - correct_answer: C - question_score: '10' 7: - question_text: Which output does a vegan get? code: |- menu = 'cookies', 'cheese', 'grapes' print "It's my birthday! I`ve brought some snacks!" @@ -2785,36 +1247,7 @@ levels: print 'For you I have brought: ' for snack in menu print snack - mp_choice_options: - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cookies - grapes - feedback: Terrific! - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - feedback: There's more options than just one - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cheese - grapes - feedback: A vegan person can't have cheese - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - cookies - feedback: Almost there, but look at the order of snacks in the list - hint: What item is removed from the list when you answer 'vegan'? - correct_answer: A - question_score: '10' 8: - question_text: Which code was used to create this output? - code: '3.5' mp_choice_options: - option: |- ``` @@ -2836,9 +1269,6 @@ levels: print 7 * 2 ``` feedback: 'No' - hint: 7 devided by 2 is 3.5 - correct_answer: B - question_score: '10' 9: question_text: Which code should be filled in in line 1 at the ??? code: |- @@ -2865,9 +1295,6 @@ levels: 'prices' = 'one million dollars', 'nothing' ``` feedback: You one nothing - hint: The items on the list should be in quotation marks - correct_answer: C - question_score: '10' 10: question_text: Which line of code should be filled in at the ??? to complete the song ? code: |- @@ -2888,12 +1315,8 @@ levels: feedback: This is a hard one! All the actions on the list must be in the song. - option: print actions at random feedback: This is a hard one! All the actions on the list must be in the song. - hint: This is a hard one! All the actions on the list must be in the song. - correct_answer: B - question_score: '10' 13: 1: - question_text: Which code should be filled in at the ??? ? code: |- name = ask 'What is your name?' song = ask 'Whould you like to hear a song?' @@ -2924,11 +1347,7 @@ levels: if song = 'yes' or birthday = 'yes' ``` feedback: Hedy only sings if both answers are yes - hint: Hedy sings if you want to hear a song and it's you birthday - correct_answer: C - question_score: '10' 2: - question_text: Which command is missing in the code at the place of the ??? ? code: |- menu = 'cheese', 'sausage rolls', 'cookies' diet = ask 'Do you have any dietary restrictions?' @@ -2943,11 +1362,7 @@ levels: feedback: 'No' - option: print feedback: 'No' - hint: Neither vegans nor muslims can eat sausage rolls. - correct_answer: B - question_score: '10' 3: - question_text: Which output is given to a member without a discount code? code: |- member = ask 'Do you have a membership card?' discount = ask 'Do you have a discount code?' @@ -2965,10 +1380,7 @@ levels: - option: There is no way of knowing feedback: There is! Read the question carefully hint: Mind the command 'or' in line 3 - correct_answer: A - question_score: '10' 4: - question_text: Which line of code should follow this line in rock-paper-scissors game? code: if computer_choice is 'rock' and your_choice is 'paper' mp_choice_options: - option: print 'you win' @@ -2979,28 +1391,11 @@ levels: feedback: It's only a tie if both choices are the same - option: print 'try again' feedback: Try again! - hint: Paper beats rock - correct_answer: A - question_score: '10' 5: - question_text: Which statement is true about this code? code: |- if name = 'Cinderella' and shoe_size = 38 print 'You are my one true love!' - mp_choice_options: - - option: Every person with shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person named Cinderella is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person that is named Cinderella and has shoe size 38 is this prince's one true love - feedback: Fantastic! - - option: Every person that's not named Cinderella and does not have shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - hint: Both statements have to be true - correct_answer: C - question_score: '10' 6: - question_text: Which statement about this code is true? code: |- print 'Let me guess which family member you are!' glasses = ask 'Do you wear glasses?' @@ -3013,20 +1408,7 @@ levels: print 'You must be Wouter!' if glasses = 'no' and female = 'no' print 'You must be Michael!' - mp_choice_options: - - option: Michael is a boy with glasses - feedback: Try again - - option: Marleen is a girl with glasses - feedback: Try again - - option: Wouter is a boy without glasses - feedback: Try again - - option: Sophie is a girl with glasses - feedback: Great job! - hint: Take a good look! Or do you need glasses? - correct_answer: D - question_score: '10' 7: - question_text: Which statement is false? code: |- print 'Thank you for helping me take care of my pets' print 'Here is a program to help feed them' @@ -3040,20 +1422,7 @@ levels: print 'I fed them this moring! They do not need more food today' if animal is 'hamster' and color is 'brown' print 'You can feed them a piece of carrot' - mp_choice_options: - - option: The grey cat is called Abby - feedback: This is true! - - option: Milo the orange cat eats 4 scoops of cat nibbles - feedback: This is true - - option: The black hamster needs to be fed a piece of carrot - feedback: Great job! - - option: The yellow bird was fed this morning - feedback: This is true - hint: Read the last 4 lines carefully - correct_answer: C - question_score: '10' 8: - question_text: What output do you get if you order popcorn but no drink? code: |- print 'Welcome to the movie theater' popcorn = ask 'Would you like some popcorn?' @@ -3067,32 +1436,7 @@ levels: if popcorn = 'no' and drink = 'no' print 'Ok' print 'Enjoy the movie' - mp_choice_options: - - option: |- - Welcome to the movie theater - That will be 8 dollars please - Enjoy the movie - feedback: You have paid too much! - - option: |- - Welcome to the movie theater - That will be 5 dollars please - Enjoy the movie - feedback: Amazing! - - option: |- - Welcome to the movie theater - That will be 3 dollars please - Enjoy the movie - feedback: That's not enough money! - - option: |- - Welcome to the movie theater - Ok - Enjoy the movie - feedback: You have to pay for your popcorn! - hint: popcorn = yes and drink = no - correct_answer: B - question_score: '10' 9: - question_text: What is wrong with this code? code: |- 1 chocolate = ask 'Would you like chocolate sauce on your ice cream?' 2 sprinkles = ask 'Would you like sprinkles on your ice cream?' @@ -3129,11 +1473,7 @@ levels: {if} chocolate = 'yes' {and} sprinkles = 'no' ``` feedback: This is not what I ordered! - hint: There is a mistake in line 3 - correct_answer: A - question_score: '10' 10: - question_text: Which command needs to be in line 8 at the place of the ??? ? code: |- print 'Welcome to the product finder of this supermarkt' item is ask 'What product are you looking for?' @@ -3157,65 +1497,8 @@ levels: feedback: 'No' - option: if feedback: 'No' - hint: The item is either in the list of snacks, or in the list of drinks - correct_answer: B - question_score: '10' 14: - 1: - question_text: Which symbol should be used on the blank? - code: |- - name _ {ask} 'Who are you?' - {if} name == 'Hedy' - {print} 'Me too!' - mp_choice_options: - - option: '`=>`' - feedback: This is not a symbol. - - option: '`==`' - feedback: We are not comparing anything, just asking. - - option: '`!=`' - feedback: We are not comparing anything, just asking - - option: '`=`' - feedback: Right! - hint: We are not comparing anything, we are just asking a name. - correct_answer: D - question_score: '10' - 2: - question_text: Which of these codes has used the correct = or == symbol? - mp_choice_options: - - option: '{if} name = Hedy' - feedback: 'No' - - option: '{if} age = 24' - feedback: 'No' - - option: answer = {ask} 'What is your answer' - feedback: Yes! - - option: answer == {ask} 'How are you doing?' - feedback: 'No' - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' - 3: - question_text: Which symbols should be filled in on the two blanks? - code: |- - guests = {ask} 'How many people are at the party?' - {if} guests _ 130 - {print} 'You can come in!' - {if} guests _ 130 - {print} 'Im sorry, the club is full. ' - {print} 'You have to wait for a guest to leave' - mp_choice_options: - - option: '`>` and `<`' - feedback: That's not it - - option: '`=` and `>=`' - feedback: That's not it - - option: '`<` and `>=`' - feedback: You are right - - option: '`+` and `==`' - hint: There are 130 people allowed in the club - correct_answer: C - question_score: '10' - feedback: That's not it 4: - question_text: What's wrong with this code? code: |- price = 10 money = {ask} How much money do you have? @@ -3224,20 +1507,7 @@ levels: {print} 'You can buy the bear!' {else} {print} 'You cannot buy this bear!' - mp_choice_options: - - option: In line 1 == should be used instead of = - feedback: No that's not it - - option: Line 2 misses quotation marks - feedback: You are correct - - option: In line 4 = should have been used instead of == - feedback: No that's not it - - option: In line 4 <= should have been used instead of >= - feedback: No that's not it - hint: The symbols are right - correct_answer: B - question_score: '10' 5: - question_text: Which symbol should be filled in on the blanks if the movie is suitable for kids for the age of 12 and up? code: |- age = {ask} 'How old are you?' ticket = {ask} 'Do you have a ticket?' @@ -3245,20 +1515,7 @@ levels: {print} 'You can enter the movie theater.' {else} {print} 'You are not allowed to come in!' - mp_choice_options: - - option: '`> 12`' - feedback: 12 year olds are allowed too - - option: '`>= 12`' - feedback: Great! - - option: '`< 12`' - feedback: These kids are too young! - - option: '`<= 12`' - feedback: These kids are too young - hint: '> means greater than' - correct_answer: B - question_score: '10' 6: - question_text: How many times do you have to say you are annoyed before this annoying game stops? code: |- lives = 2 {repeat} 10 times @@ -3266,69 +1523,7 @@ levels: answer = {ask} 'Are you annoyed yet?' {if} answer == 'yes' lives = lives - 1 - mp_choice_options: - - option: 10 times - feedback: It stops after 2 times - - option: 0 times - feedback: It stops after 2 times - - option: 1 time - feedback: It stops after 2 times - - option: 2 times - feedback: That is correct - hint: '!= means ''is not''' - correct_answer: D - question_score: '10' - 7: - question_text: What should be filled in on the three blanks? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' - mp_choice_options: - - option: '`''Lower''` and `''Higher''` and `''You win!''`' - feedback: That's not quite right. - - option: '`''Higher''` and `''Lower''` and `''You win!''`' - feedback: You win! - - option: '`''You win!''` and `''Lower!''` and `''Higher''`' - feedback: That's not quite right. - - option: '`''Lower!''` and `''You win!''` and `''Higher!''`' - feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: B - question_score: '10' - 8: - question_text: Which statement is true about this roller coaster? - code: |- - length = {ask} 'Please fill in your length in cm' - {if} length < 120 - {print} 'Sorry, you cannot go on this roller coaster.' - {else} - {print} 'Enjoy the ride' - mp_choice_options: - - option: You must be taller than 120 cm to go on the roller coaster - feedback: True! - - option: You must be taller than 119 cm to go on the roller coaster - feedback: If you are 120 cm you won't get in - - option: You must be shorter than 120 cm to go on the roller coaster - feedback: '> means greater than' - - option: There are no length restrictions to go on the roller coaster - feedback: There are. - hint: '> means greater than' - correct_answer: A - question_score: '10' 9: - question_text: How many pieces of chocolate will give you a stomach ache according to this fitbit? code: |- chocolate = {ask} 'How many pieces of chocolate have you eaten?' {if} chocolate <= 2 @@ -3337,101 +1532,19 @@ levels: {print} 'That is a bit much' {if} chocolate > 8 {print} 'You will get a stomach ache!' - mp_choice_options: - - option: 1 or more - feedback: 'No' - - option: 2 or more - feedback: 'No' - - option: 8 or more - feedback: Almost - - option: 9 or more - feedback: Great! - hint: '> 8 means more than 8' - correct_answer: D - question_score: '10' - 10: - question_text: What should be filled in in the blanks? - code: |- - {print} 'Whoever gets the most points wins!' - {if} points_player_1 < points_player_2 - {print} _ - mp_choice_options: - - option: '''player 1 wins''' - feedback: Look at who has the highest score! - - option: '''player 2 wins''' - feedback: Yes! - - option: '''player 2 loses''' - feedback: Look at who has the highest score! - - option: '''It is a tie''' - feedback: No it's not, one player has a higher score - hint: You win the game by having the most points - correct_answer: B - question_score: '10' 15: 1: - question_text: 'Which symbol should be used on the blank? Tip: You must keep guessing until you get it right.' code: |- answer = 0 while answer _ 'Amsterdam' answer = ask 'What is the capital city of the Netherlands?' print 'You have given the correct answer' - mp_choice_options: - - option: '`=!`' - feedback: That is not right. - - option: '`==`' - feedback: You don't have to keep guessing if you've given the right answer. - - option: '`!=`' - feedback: Correct - - option: '`=`' - feedback: That's not it - hint: Keep guessing until you say Amsterdam - correct_answer: C - question_score: '10' - 2: - question_text: Which of these codes has used the correct symbol(s)? - mp_choice_options: - - option: |- - ``` - {while} name = Hedy - ``` - feedback: 'No' - - option: |- - ``` - {while} age = 24 - ``` - feedback: 'No' - - option: |- - ``` - {while} time > 0 - ``` - feedback: Yes! - - option: |- - ``` - {while} answer == yes' - ``` - feedback: A quotation mark is missing - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' 3: question_text: Which command should be filled in on the two blanks? code: |- _ age >= 18 print 'you are not allowed in this bar' - mp_choice_options: - - option: '`{in}`' - feedback: That's not it - - option: '`{while}`' - feedback: You are right - - option: '`{for}`' - feedback: That's not it - - option: '`{range}`' - feedback: That's not it - hint: You are not allowed in the bar as long as you are 17 or younger - correct_answer: B - question_score: '10' 4: - question_text: What's wrong with this code? code: |- options = 1, 2, 3, 4, 5, 6 print 'Throw 6 as fast as you can!' @@ -3451,11 +1564,7 @@ levels: feedback: That's not it - option: In line 5 != should have been used instead of == feedback: You are correct - hint: There is something wrong in line 5 - correct_answer: D - question_score: '10' 5: - question_text: What should be placed on the blank to make this program work correctly? code: |- wetness = 10 while wetness != 0 @@ -3474,9 +1583,6 @@ levels: feedback: You are correct! - option: = wetness + 1 feedback: The program should count down - hint: wetness should get less each time - correct_answer: C - question_score: '10' 6: question_text: what is wrong with this code? code: |- @@ -3494,25 +1600,8 @@ levels: feedback: No that's not right - option: Line 2 should start with less indentation feedback: That is correct - hint: Look closely at the indentation - correct_answer: D - question_score: '10' 7: question_text: How should this program be changed to that it works? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' mp_choice_options: - option: '... change the first {if} into a {while}' feedback: Perfect! @@ -3522,32 +1611,9 @@ levels: feedback: That's not quite right. - option: '... change the fourth {if} into a {while}' feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: A - question_score: '10' 8: - question_text: Which statement is true about this automated toilet system? - code: |- - {while} toilet == 'occupied' - lights = 'on' - air_freshener_sprays = 'yes' - {sleep} 60 - lights = 'off' - air_freshener_sprays = 'no' - mp_choice_options: - - option: The lights and air freshener will turn off after 1 minute - feedback: False! - - option: The air freshener sprays once every minute and the lights stay on the whole time while you are on the toilet - feedback: Great job - - option: The air freshener sprays once you leave the toilet. - feedback: It only sprays when you're in there. - - option: The lights will always stay on. - feedback: That wouldn't be right. hint: The block after the while command keeps happening while the toilet is occupied. - correct_answer: B - question_score: '10' 9: - question_text: What will the diet app say if you have eaten 1600 calories today? code: |- chocolate = {ask} 'How many calories have you eaten today?' {while} calories <= 1000 @@ -3565,16 +1631,7 @@ levels: feedback: Yes! - option: You have eaten enough for today feedback: 'No' - hint: 1600 is between 1000 and 2000 - correct_answer: C - question_score: '10' 10: - question_text: 'What should be filled in in the blanks? Tip: the player with the most points is in the lead.' - code: |- - name_player_1 = {ask} 'Name player 1:' - name_player_2 = {ask} 'Name player 2:' - {while} points_player_1 > points_player_2 - {print} _ ' is in the lead right now!' mp_choice_options: - option: name_player_1 feedback: You are right! @@ -3584,105 +1641,20 @@ levels: feedback: You should fill in a name, not a number - option: points_player_2 feedback: You should fill in a name, not a number - hint: You win the game by having the most points. Your name should appear on the screen - correct_answer: A - question_score: '10' 16: - 1: - question_text: Which command should be filled in on the blanks to print a random snack? - code: |- - snacks = nachos, chips, cucumber, sweets - {print} _ - mp_choice_options: - - option: '`snacks {at} {random}`' - feedback: This is the old way. - - option: '`[{random} snack]`' - feedback: The order is wrong. - - option: '`snacks[{random}]`' - feedback: Correct - - option: '`snacks[{at} {random}]`' - feedback: We do not need `at`anymore - hint: We no longer use {at} - correct_answer: C - question_score: '10' 2: - question_text: What should be filled in on the blanks if you want a list of what chores are done by whom? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chores = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} _ - mp_choice_options: - - option: |- - ``` - friends[i] has to do chores [i] - ``` - feedback: Mind the spacing. - - option: |- - ``` - friends[1] has to do chores[1] - ``` - feedback: It will print 3 times that Wesley has to do the cooking - - option: |- - ``` - chores[i] ' has to do ' friends[random] - ``` - feedback: The person has to do the chore, not the other way around - - option: |- - ``` - friends[i] ' has to do ' chores[i] - ``` - feedback: Fantastic! - hint: '`i` tells us what item in the list it is. So friend 1 does chore 1 etc.' - correct_answer: D - question_score: '10' 3: - question_text: What is a possible output for this program? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chore = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} friends[i] has to do chores[i] - mp_choice_options: - - option: |- - ``` - Wesley has to do the cooking - Eric has to do the cleaning - Kaylee has to do nothing - ``` - feedback: Super! - - option: |- - ``` - Kaylee has to do the cooking - Wesley has to do the cleaning - Eric has to do nothing - ``` - feedback: No, it is not random. - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cleaning - Wesley has to do the nothing - ``` - feedback: Poor Wesley! - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cooking - Wesley has to do the cooking - ``` - feedback: That's not it - hint: It's not random... - correct_answer: A - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - friends = ['Jaylee', 'Erin', 'Fay'] - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 0 {to} 3 - print 'the lucky number of ' friends[i] - print 'is ' lucky_numbers[i] mp_choice_options: - option: The variable in line 4 should be 'friend[i]', not 'friends[i]' feedback: That is not right. @@ -3692,16 +1664,7 @@ levels: feedback: It's not a variable, it's just text. - option: '{in} in line 3 should be removed' feedback: That's not it - hint: There's nothing wrong with line 4 - correct_answer: B - question_score: '10' 5: - question_text: Which line should be filled in in the blank? - code: |- - animals = ['dog', 'cow', 'horse'] - _ - {for} i {in} {range} 1 {to} 3 - {print} 'the ' animals[i] ' says ' sounds[i] mp_choice_options: - option: noises = ['moo', 'woof', 'neigh'] feedback: Mind the variable name and the order of the sounds. @@ -3711,487 +1674,3 @@ levels: feedback: Don't forget the quotation marks! - option: sounds = ['woof', 'moo', 'neigh'] feedback: Great job! - hint: Look at line 1 to see proper use of brackets and quotation marks. - correct_answer: D - question_score: '10' - 6: - question_text: Which statement is true? - code: |- - people = ['Chris', 'Jaylino', 'Ryan'] - games = ['fortnite', 'minecraft', 'fifa'] - {for} o {in} {range} 1 {to} 3 - {print} people[o] ' likes ' games[o] - mp_choice_options: - - option: You are not allowed to use the variable o. It should be named i. - feedback: i is the most commonly used variable name in this case, but it's not mandatory to use i. - - option: The output will say that Jaylino likes fortnite. - feedback: No, he likes minecraft. - - option: The output will say that Ryan likes fifa - feedback: Correct - - option: This code will not work. It will give and error. - feedback: No, the code is correct. - hint: There is nothing wrong with this code. - correct_answer: C - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - people = ['Savi', 'Senna', 'Fayenne'] - transportation = ['bike', 'train', 'car'] - {for} i {in} {range} 1 {to} 3 - {print} people[i] goes to school by transportation[i] - mp_choice_options: - - option: Line 1 needs less quotation marks - feedback: That is not right. - - option: Line 3 should start with indentation - feedback: It should not! - - option: Line 4 should start without indentation - feedback: It should not - - option: Line 4 needs more quotation marks. - feedback: Amazing! - hint: There is a mistake made in the usage of quotation marks. - correct_answer: D - question_score: '10' - 8: - question_text: Which of these codes belongs to this output? - code: |- - Macy and Kate get to go first - Lionell and Raj get to go second - Kim and Leroy get to go third - mp_choice_options: - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 0 {to} 3 - {print} teams[random] ' get to go ' position[i] - ``` - feedback: This is not right - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: Amazing! - - option: |- - ``` - teams = ['Macy', 'Kate', 'Lionell', 'Raj', 'Kim', 'Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 6 - {print} teams[random] ' get to go ' position[random] - ``` - feedback: This is not it. - - option: |- - ``` - teams = ['Macy and Kate' 'Lionell and Raj' 'Kim and Leroy'] - position = ['first' 'second' 'third'] - {for} teams {in} {range} 0 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: This is not going to work! - hint: If you look carefully at the first line, you'll see that only the first two answers are possibly correct. - correct_answer: B - question_score: '10' - 9: - question_text: What is a possible output for this code? - code: |- - countries = ['Canada', 'Zimbabwe', 'New Zealand'] - {for} i {in} {range} 0 {to} 1 - {print} 'I will travel to ' countries[random] - mp_choice_options: - - option: |- - ``` - I will travel to Canada - I will travel to Canada - ``` - feedback: Great job! - - option: |- - ``` - I will travel to Canada - ``` - feedback: It will be repeated twice - - option: |- - ``` - I will travel to Canada, Zimbabwe and New Zealand - ``` - feedback: This is not it. - - option: |- - ``` - I will travel to Canada - I will travel to Zimbabwe - I will travel to New Zealand - ``` - feedback: It's only repeated twice - hint: Range 0 to 1 is 2 times - correct_answer: A - question_score: '10' - 10: - question_text: Which 3 lines will complete this code correctly? - code: |- - {print} 'The book raffle will start soon' - {print} 'Get your tickets now!' - books = ['Narnia', 'The Hobbit', 'Oliver Twist', 'Harry Potter', 'Green eggs and ham'] - people = {ask} 'How many raffle tickets are sold?' - list_of_numbers = [1, 2] - {for} i {in} {range} 3 {to} people - {add} i {to} list_of_numbers - {for} i {in} {range} 1 {to} 5 - mp_choice_options: - - option: |- - ``` - chosen_number = list_of_numbers at random - print books[i] ' will go to person number ' chosen_number - {add} chosen_number {to} list_of_numbers - ``` - feedback: Almost there... but adding the winner to the list makes this raffle unfair - - option: |- - ``` - print person[i] ' wins ' book[i] - ``` - feedback: There is no list called 'person' - - option: |- - ``` - chosen_number = list_of_numbers[people] - print books[people] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: This is not it. - - option: |- - ``` - chosen_number = list_of_numbers[random] - print books[i] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: Fantastic! - hint: You need to use the {remove} command - correct_answer: D - question_score: '10' - 17: - 1: - question_text: What is the output of this code? - code: |- - minions = ['Bob', 'Kevin', 'Stuart'] - {for} x in minions: - {print} x - mp_choice_options: - - option: |- - ``` - m i n i o n s - ``` - feedback: This is not it. - - option: |- - ``` - Bob - Kevin - Stuart - ``` - feedback: Correct! - - option: |- - ``` - minions - minions - minions - ``` - feedback: Take a look at the content of your list. - - option: |- - ``` - B o b K e v i n S t u a r t - ``` - feedback: Do not loop through the letters. - hint: Loop through your list. - correct_answer: B - question_score: '10' - 2: - question_text: What is wrong with this code? - code: |- - seconds_minute = 60 - minute_hour = 60 - hour_day = 24 - leap_year = 366 - no_leap_year = 365 - years = ask 'what year is it?' - {if} years = 2024: - print seconds_minute * minute_hour * hour_day * leap_year - {else}: - print seconds_minute * minute_hour * hour_day * noleap_year - mp_choice_options: - - option: You cannot have so many variables. - feedback: This is not it. - - option: The way the variables are multiplied is incorrect. - feedback: Not true! - - option: One of the variables `noleap_year` does not belong with the `{if}` statement. - feedback: Keep looking for the mistake. - - option: The `noleap_year` has to be identical in both cases. - feedback: Correct! - hint: Read the code carefully. - correct_answer: D - question_score: '10' - 3: - question_text: How many hedgehogs will this code print? - code: |- - {for} x in range 1 to 3: - {for} y in range 1 to 2: - {print} 🦔 - mp_choice_options: - - option: |- - ``` - 🦔 - 🦔 - 🦔 - ``` - feedback: Try again. - - option: |- - ``` - 🦔 - 🦔 - ``` - feedback: One more try. - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: Well done! - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating. - correct_answer: C - question_score: '10' - 4: - question_text: What is wrong with code? - code: |- - name_color = {ask} 'What is your favorite color?' - {if} name_color == 'red': - {print} 'the color of a tomato' - {elif} name_color == 'green': - {print} 'the color of an apple' - {elif} name_color == 'blue': - {print} 'the color of a blueberry' - {elif} name_color == 'yellow': - {print} 'the color of a banana' - {elif}: - {print} 'this fruit-color does not exist' - mp_choice_options: - - option: The first `{elif}` should be used before the `print` command - feedback: Try again. - - option: '`{elif}` can only be used once' - feedback: From now on we can use elif multiple times. - - option: '`==` used with `{elif}` should be replaced by `=`' - feedback: Not correct. - - option: '`{elif}` in the last line should be replaced by `{else}`' - feedback: Great! - hint: Think about `{if}`, `{elif}`, `{else}`. - correct_answer: D - question_score: '10' - 5: - question_text: What is the output of this code? - code: |- - numbers = [7, 19, 29, 41, 53, 71, 79, 97] - {for} prime in numbers: - {if} prime <= 10: - {print} prime - {elif} prime >= 60: - {print} prime - {elif} prime >= 90: - {print} prime - {else}: - {print} 'another number' - mp_choice_options: - - option: |- - ``` - 7 - another number - another number - another number - another number - 71 - 79 - 97 - ``` - feedback: Well done! - - option: |- - ``` - another number - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: Try again. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - another number - ``` - feedback: One more try. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating and the values of if and elif. - correct_answer: A - question_score: '10' - 6: - question_text: What is wrong with code? - code: |- - name = {ask} 'What is your name?' - {if} name == 'Hedy': - password = {ask} 'What is your password?' - {if} password =='turtle123': - {print} 'Yey' - {else}: - {print} 'Access denied' - {else}: - {print} 'Go fish' - mp_choice_options: - - option: '`{elif}` is missing.' - feedback: Try again. - - option: '`{else}` can only be used once.' - feedback: From now on we can use elif multiple times. - - option: Nothing! - feedback: There is a mistake. Look carefully! - - option: There is an indentation mistake in the last line. - feedback: Amazing! - hint: There is a mistake somewhere... - correct_answer: D - question_score: '10' - 7: - question_text: Which of the following codes will print five times 'the result is 3' on the screen? - mp_choice_options: - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - result = n * 1 - {print} 'The result is ' result - ``` - feedback: Try again! - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} u in numbers: - number = u - {print} 'The result is ' number - ``` - feedback: That is not it. - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} number in numbers: - number = 3 - {print} 'The result is ' number - ``` - feedback: Very good! - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - n = result - {print} 'The result is ' result - ``` - feedback: That is not it. - hint: Think about mathematical symbols. - correct_answer: C - question_score: '10' - 8: - question_text: What is wrong with code? - code: |- - insects = ['🐝', '🦋', '🕷', '🐞'] - your_favorite = {ask} 'what is your favorite insect?' - {for} insect in insects: - {if} your_favorite == '🐝' {or} your_favorite == '🐞': - {print} 'very useful' - {elif} your_favorite == '🕷': - {print} 'it can catch mosquitoes' - {else}: - {print} 'almost all insects can be useful one way or another' - mp_choice_options: - - option: '`{or}` cannot be used with `{if}`.' - feedback: Try again. - - option: In the `{for}` command `insect` should be `insects`. - feedback: Not true. - - option: Nothing! - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 9: - question_text: Which one of the codes below gave this output? - code: |- - -5 is negative - -4 is negative - -3 is negative - -2 is negative - -1 is negative - 0 is positive - 1 is positive - 2 is positive - 3 is positive - mp_choice_options: - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Try again! - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number <= 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - - option: "```\n {for} number in range -5 to 3:\n {if} number >= 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Very good! - - option: "```\n {for} number in range -5 to 3:\n {if} number < 0: \n {print} number ' is positive'\n {elif} number <=0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 10: - question_text: What is wrong with this code? - code: |- - {for} number in range 1 to 5: - volume_room = num * num * num - {print} volume_room ' cubic meters' - {if} volume_room > 100: - {print} 'this is a large room' - {elif} volume_room < 100: - {print} 'small room but cosy' - {else}: - {print} 'i will look for something else' - mp_choice_options: - - option: The word num needs quotation marks. - feedback: Try again. - - option: The `{if}` command is not used correctly. - feedback: Not true. - - option: Line 3 should be `volume_room = number * number * number`. - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' diff --git a/content/quizzes/he.yaml b/content/quizzes/he.yaml index 1467809cafe..5075e1faa3a 100644 --- a/content/quizzes/he.yaml +++ b/content/quizzes/he.yaml @@ -2,18 +2,6 @@ levels: 1: 1: question_text: כיצד נקראת שפת התכנות הזו? - mp_choice_options: - - option: Hedy - feedback: Good job! - - option: Heddy - feedback: Not this one! - - option: Haydie - feedback: Not this one! - - option: Heidi - feedback: Not this one! - hint: It's named after Hedy Lamarr. - correct_answer: A - question_score: '10' 2: question_text: Which command makes text appear? code: ___ Hello! @@ -39,40 +27,7 @@ levels: ``` feedback: With `{ask}`, you can ask a question. hint: _?_ Hello world! - correct_answer: B - question_score: '10' - 3: - question_text: How do you ask what someone's favorite color is? - mp_choice_options: - - option: |- - ``` - {print} What is your favorite color? - ``` - feedback: '`{print}` prints text, but it doesn''t ask questions.' - - option: |- - ``` - {ask} {print} What is your favorite color? - ``` - feedback: You only need one command, not two. - - option: |- - ``` - {ask} What is your favorite color? - ``` - feedback: Great! - - option: |- - ``` - {echo} What is your favorite color? - ``` - feedback: '`{echo}` repeats your answer back to you.' - hint: You can ask something with the `{ask}` command - correct_answer: C - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - Hi Im Hedy! - {ask} Who are you? - {echo} Hi... mp_choice_options: - option: '`{print}` in line 1 is missing.' feedback: Correct! @@ -82,11 +37,7 @@ levels: feedback: '`{echo}` is a command, there''s another mistake.' - option: Nothing! This is a perfect code! feedback: Wrong, look carefully! - hint: Line 1 doesn't seem right - correct_answer: A - question_score: '10' 5: - question_text: Which command is missing in line 2? code: |- {ask} What is your favorite pet? _?_ So your favorite pet is... @@ -111,49 +62,7 @@ levels: {echo} ``` feedback: Right on! - hint: You want to see the answer at the end of line 2... - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - {print} Hi im Hedy! - {print} Which football team do you support? - {echo} You support... - {print} Cool! Me too! - mp_choice_options: - - option: In line 1 `{print}` should be replaced with `{ask}`. - feedback: '`{print}` in line 1 is correct.' - - option: In line 2, `{print}` should be replaced with `{ask}`. - feedback: Great! You paid attention! - - option: Line 3 has to begin with `{print}` instead of `{echo}`. - feedback: '`{echo}` is correct.' - - option: In line 4, `{print}` is spelled wrong. - feedback: No, there is a mistake somewhere else - hint: Check the `{print}` commands. - correct_answer: B - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - {print} Welcome at Hedys restaurant! - {ask} What would you like to eat? - {echo} So you want to order ... - {print} Coming right up! Enjoy! - mp_choice_options: - - option: In line 1 `{print}` needs to be replaced with `{ask}` - feedback: Are you sure something is wrong? - - option: In line 1 `{print}` needs to be replaced with `{echo}` - feedback: Are you sure something's wrong? - - option: In line 3 `{echo}` needs to be replaced with `{print}` - feedback: Are you sure something is wrong? - - option: Nothing! This is a perfect code! - feedback: Correct! - hint: Check the code line by line - correct_answer: D - question_score: '10' 8: - question_text: How do you use the `{echo}` command? mp_choice_options: - option: You can use it to `{ask}` a question. feedback: That's what `{ask}` is for! @@ -163,33 +72,8 @@ levels: feedback: Good job! - option: You can use it to make text disappear. feedback: That's not right... - hint: '`{echo}` is used after an `{ask}` command.' - correct_answer: C - question_score: '10' - 9: - question_text: What's wrong with this code? - code: |- - {print} Hello! - {print} How are you doing? - {echo} So you are doing... - mp_choice_options: - - option: '`{print}` in line 1 should be `{ask}`' - feedback: No, `{print}` is right. Where is the question being asked? - - option: '`{print}` in line 2 should be `{ask}`' - feedback: Super! - - option: '`{echo}` in line 3 should be `{ask}`' - feedback: No, `{echo}` is right. Where is the question being asked? - - option: Nothing. This is a perfect code! - feedback: Look carefully for the mistake... - hint: '`{ask}` allows you to ask a question' - correct_answer: B - question_score: '10' 10: question_text: Which output will be in your outputscreen after you've run this code? - code: |- - {ask} Are you ready to go to level 2? - {echo} - {echo} mp_choice_options: - option: Are you ready to go to level 2? feedback: There are two echo commands @@ -203,12 +87,8 @@ levels: Are you ready to go to level 2? Yes! feedback: There are two echo commands - hint: Let's go! - correct_answer: B - question_score: '10' 2: 1: - question_text: Which statement is true? mp_choice_options: - option: In level 2 the `{print}` command doesn't exist anymore feedback: '`{print}` still works' @@ -219,84 +99,7 @@ levels: - option: In level 2 all the level 1 commands still work feedback: No one command doesn't work anymore. hint: '`{print}` and `{ask}` still exist.' - correct_answer: C - question_score: '10' - 2: - question_text: Which code is correct? - mp_choice_options: - - option: |- - ``` - name {is} {ask} What is your name? - ``` - feedback: Super! - - option: |- - ``` - {ask} {is} name What is your name - ``` - feedback: The words are right, the order is not! - - option: |- - ``` - {ask} What is your name? - ``` - feedback: This worked in level 1, but in level 2 and up it works differently. - - option: |- - ``` - {ask} What is your name? {is} name - ``` - feedback: The words are right, the order isn't! - hint: '`{ask}` doesn''t work like in level 1' - correct_answer: A - question_score: '10' - 3: - question_text: What appears on your output screen when you run this code? - code: |- - name {is} Marleen - {print} name goes to the market and she buys an apple. - mp_choice_options: - - option: name goes to the market and she buys an apple. - feedback: The word name is replaced with Marleen - - option: Marleen goes to the market. - feedback: The second part of the sentence isn't left out! - - option: Marleen goes to the market and she buys an apple. - feedback: Right on! - - option: Marleen goes to the market and Marleen buys an apple. - feedback: She is not replaced with the name - hint: The word name is replaced with Marleen - correct_answer: C - question_score: '10' - 4: - question_text: What will you see on the output screen when you run this code? - code: |- - name {is} Hedy - {print} Hi my name is name - mp_choice_options: - - option: Hi my name is name - feedback: The variable name is replaced with Hedy - - option: Hi my name is Hedy - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is name - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is Hedy - feedback: Correct, this mistake will be fixed in level 4! - hint: '''name'' is being replaced with ''Hedy'' in both places' - correct_answer: D - question_score: '10' - 5: - question_text: What happens when you use the `{sleep}` command? - mp_choice_options: - - option: It slows down your computer - feedback: fortunately not! - - option: It closes down Hedy - feedback: fortunately not! - - option: Your program pauses for a second and then continues - feedback: That's right! - - option: You put it at the end so Hedy knows your program is finished - feedback: No it would be useless at the end of your code - hint: The computer waits for a second at the `{sleep}` command - correct_answer: C - question_score: '10' 6: - question_text: What should be on the lines? code: |- {print} And the award for best programming language goes to... _?_ @@ -322,116 +125,17 @@ levels: {ask} ``` feedback: There is no question there to be asked - hint: Pause for dramatic effect... - correct_answer: A - question_score: '10' 7: - question_text: What command should be used on line 2? code: |- {print} I will explode in 3 seconds! _?_ {print} BOOM! - mp_choice_options: - - option: |- - ``` - {print} 3 - ``` - feedback: You don't need to `{print}` - - option: |- - ``` - {sleep} 3 - ``` - feedback: Perfect! - - option: |- - ``` - {sleep} - ``` - feedback: This way the bomb will explode in 1 second - - option: |- - ``` - {sleep} {sleep} {sleep} - ``` - feedback: Make it easier on yourself by using the number 3 - hint: You want the computer to wait for 3 seconds - correct_answer: B - question_score: '10' - 8: - question_text: How would you correct the first line of code? - code: |- - {ask} {is} How old are you? - {print} age - mp_choice_options: - - option: |- - ``` - age {ask} {is} How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - {ask} {is} age How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - age {is} {ask} How old are you? - ``` - feedback: You get it! - - option: |- - ``` - age {is} How old are you? - ``` - feedback: Where is the `{ask}` command? - hint: The variable name should come first - correct_answer: C - question_score: '10' - 9: - question_text: What is going wrong in this code? - code: |- - dogs {is} animal - {print} I love animal - mp_choice_options: - - option: 'Line 1 should say: dogs `{is}` animals' - feedback: The variable name is animal - - option: 'Line 1 should say: animal `{is}` dogs' - feedback: Great! - - option: 'Line 2 should say: `{print}` I love animals' - feedback: The variable name is animal - - option: 'Line 2 should say: `{sleep}` I love animals' - feedback: Sleep is not used to `{print}` text - hint: You want to `{print}` 'I love dogs' - correct_answer: B - question_score: '10' 10: - question_text: What command should be used on the line 1? code: |- flavor {is} _?_ {print} Your favorite icecream is... {sleep} {print} flavor - mp_choice_options: - - option: |- - ``` - {sleep} 3 - ``` - feedback: You want to know the favorite flavor! - - option: |- - ``` - {print} strawberries - ``` - feedback: You do not want a `{print}` command at the middle of the line... - - option: |- - ``` - strawberries, chocolate, vanilla - ``` - feedback: This way you are making a list. You don't want that now. - - option: |- - ``` - {ask} What flavor icecream do you like? - ``` - feedback: That's right! - hint: You want to `{ask}` a question - correct_answer: D - question_score: '10' 3: 1: question_text: What command do you use to let Hedy pick something arbitrarily? @@ -456,14 +160,7 @@ levels: {at} {random} ``` feedback: Correct! - hint: Arbitrarily means without a plan or randomly. - correct_answer: D - question_score: '10' 2: - question_text: What's wrong with this code? - code: |- - animals {is} dog cat cow - {print} animals {at} {random} mp_choice_options: - option: 'You need commas in line 1: dog, cat, cow.' feedback: Good job! @@ -473,155 +170,15 @@ levels: feedback: animals is correct. - option: '`{at} {random}` is spelled incorrectly' feedback: '`{at} {random}` is the correct spelling' - hint: There's something wrong in line 1 - correct_answer: A - question_score: '10' 3: question_text: What's wrong in line 2 of this code? - code: |- - options {is} rock, paper, scissors - {print} rock, paper, scissors {at} {random} - mp_choice_options: - - option: |- - ``` - {at} {random} {print} options - ``` - feedback: You're almost there. The order of the words isn't right yet. - - option: |- - ``` - {print} rock {at} {random} - ``` - feedback: you don't always want the Hedy to {print} rock, sometimes you want scissors or paper. - - option: |- - ``` - {print} options {at} {random} - ``` - feedback: Very good! - - option: Nothing, the code is correct! - feedback: Look carefully for the mistake - hint: The variable (the list) is called options. - correct_answer: C - question_score: '10' - 4: - question_text: What should change in line 2 to print a random price? - code: |- - prices {is} 1 dollar, 100 dollar, 1 million dollar - {print} price {at} {random} - mp_choice_options: - - option: |- - ``` - {print} price - ``` - feedback: You don't want to `{print}` the word price, but you want to `{print}` one price out of your list `{at} {random}` - - option: |- - ``` - {print} prices {at} {random} - ``` - feedback: Great! You've really paid attention. - - option: |- - ``` - {print} {at} {random} price - ``` - feedback: '`{at} {random}` is placed behind the variable.' - - option: Nothing, this code is alright. - feedback: Look carefully for the mistake you missed! - hint: The variable name is prices - correct_answer: B - question_score: '10' - 5: - question_text: What is wrong in this code? - code: |- - question {is} {ask} What do you want to know? - {print} question - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 1 needs to say `{print}` instead of `{ask}` - feedback: No, that's not wrong. - - option: Line 2 needs to say `{ask}` instead of `{print}` - feedback: No that's not wrong. - - option: Line 2 needs to say answers `{at} {random}` `{is}` yes, no, maybe - feedback: No, that's not wrong. - - option: Nothing, this code is perfect - feedback: That's right! - hint: Does this code even have a mistake? - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 2 needs to say question instead of answers - feedback: No that's not right - - option: Line 2 needs the `{is}` command - feedback: Correct - - option: Line 3 needs to say answer instead of answers - feedback: No the variable's called answers - - option: Nothing! This code is great! - feedback: Actually, line 2 has a mistake. - hint: There is something wrong with line 2. - correct_answer: B - question_score: '10' - 7: - question_text: What does the `{add}` command do? - code: |- - books {is} Harry Potter, The Hobbit, Green Eggs and Ham - your_book {is} {ask} What is your favorite book? - {add} your_book {to} books - {print} books {at} {random} - mp_choice_options: - - option: The `{add}` command removes a random book from the list - feedback: The remove command removes, the add command adds - - option: The `{add}` command adds a random book to a list - feedback: It doesn't. It adds your answer to the list! - - option: The `{add}` command adds your favorite book to the list - feedback: Correct! - - option: The `{add}` command prints your favorite book. - feedback: No, it adds your favorite book to the list - hint: The `{add}` command adds a book, but which one? - correct_answer: C - question_score: '10' - 8: - question_text: What is the output of this code? - code: |- - crisps {is} sea salt, paprika, sour cream - {remove} sea salt {from} crisps - {remove} paprika {from} crisps - {print} crisps {at} {random} - mp_choice_options: - - option: You can't tell, because Hedy will `{print}` one of the 3 flavors `{at} {random}` - feedback: Take a look at the `{remove}` commands - - option: sea salt - feedback: sea salt is removed from the list - - option: paprika - feedback: Paprika is removed from the list - - option: sour cream - feedback: That's right! - hint: There are 3 flavors, bit 2 are removed. Which one remains? - correct_answer: D - question_score: '10' 9: - question_text: What's wrong with this code? code: |- colors {is} blue, purple, green chosen_color {is} {ask} Which haircolor wouldn't your like to have? {remove} chosen_color {from} colors {print} I will dye my hair color {at} {random} - mp_choice_options: - - option: 'Line 3 should say: `{remove}` blue `{from}` colors' - feedback: Maybe you want blue hair though! - - option: Line 3 should have an `{add}` command instead of a `{remove}` command - feedback: You want to remove the chosen color so `{remove}` is right. - - option: In line 4 the variable should be called colors instead of color - feedback: Great job! - - option: Nothing, this is a correct code! - feedback: Find the mistake! hint: Look at line 3 - correct_answer: C - question_score: '10' 10: question_text: What should be on the _?_? code: |- @@ -652,8 +209,6 @@ levels: ``` feedback: This increased the change that the person who walked yesterday now has to do it again. That's mean. hint: The person who walked the dog yesterday should be removed from the list. - correct_answer: A - question_score: '10' 4: 1: question_text: Which of these is true? @@ -666,11 +221,7 @@ levels: feedback: '`{at} {random}` still works' - option: '`{at} {random}` now needs quotation marks' feedback: No, but 2 other commands do. - hint: In level 4 you need quotation marks for 2 commands. - correct_answer: A - question_score: '10' 2: - question_text: Which code uses the proper quotation marks? mp_choice_options: - option: |- ``` @@ -692,11 +243,7 @@ levels: {print} ,hello, ``` feedback: This is a comma, you need quotation marks. - hint: Pick the right quotation marks. - correct_answer: B - question_score: '10' 3: - question_text: Where are the quotation marks used correctly? mp_choice_options: - option: |- ``` @@ -718,28 +265,7 @@ levels: {print} 'Hi Im Hedy' ``` feedback: Perfect! - hint: Both before and after the words you want to print should be a quotation mark. - correct_answer: D - question_score: '10' - 4: - question_text: Which statement is true? - mp_choice_options: - - option: 'You need quotation marks around the word `{print}`, like this: `''{print}''`.' - feedback: The quotation marks shouldn't be around the command itself. - - option: You need quotation marks around the words you want to print. - feedback: Super! - - option: You do not need quotation marks when using the `{ask}` command - feedback: Both `{print}` and `{ask}` require quotation marks - - option: You can choose yourself whether to use quotation marks or not. - feedback: Unfortunately, Hedy is stricter than that. - hint: From level 4 on you need to use quotation marks. - correct_answer: B - question_score: '10' 5: - question_text: What has to be changed in order for the game to work? - code: |- - options {is} rock, paper, scissors - {print} 'options {at} {random}' mp_choice_options: - option: |- ``` @@ -758,89 +284,9 @@ levels: feedback: That's right - option: Nothing, the game already works! feedback: Look carefully. There is an error. - hint: You don't want Hedy to literally print 'options {at} {random}', you want it to print 'rock' or 'paper' or 'scissors'. - correct_answer: C - question_score: '10' 6: - question_text: What would be a good next line in this code? - code: prices {is} 1 dollar, 100 dollars, 1 million dollars - mp_choice_options: - - option: |- - ``` - {print} 'You win...' prices {at} {random} - ``` - feedback: Great! You get it! - - option: |- - ``` - {print} You win... 'prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}' - - option: |- - ``` - {print} You win... prices {at} {random} - ``` - feedback: You need some quotation marks! - - option: |- - ``` - {print} 'You win... prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}'' hint: 'Think carefully: what is a variable and should be outside of the quotation marks? And what are normal words that should be inside?.' - correct_answer: A - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: Correct! - - option: Quotation marks are missing in line 2 - feedback: A variable doesn't need quotes - - option: Quotation marks are missing in line 3 - feedback: You don't want Hedy to literally print 'answers {at} {random}' so no quotation marks needed here! - - option: Nothing, this code is good as is! - feedback: Look carefully. You missed a mistake! - hint: Check each line on whether they'd need quotation marks or not. - correct_answer: A - question_score: '10' - 8: - question_text: What would be a good next line for this code? - code: |- - {print} 'Welcome at the money show!' - {print} 'In front of you are 3 doors' - door {is} {ask} 'Which door do you choose?' - mp_choice_options: - - option: |- - ``` - {print} So you pick door door - ``` - feedback: We need quotation marks - - option: |- - ``` - {print} 'So you pick ' door door - ``` - feedback: If the player chooses door 3, Hedy will say 'So you pick 3 3 - - option: |- - ``` - {print} 'So you pick door ' door - ``` - feedback: Super! - - option: |- - ``` - {print} 'So you pick door door' - ``` - feedback: Hedy will literally print 'So you pick door door - hint: The second word door should be replaced with the number, the first should still be the word door... - correct_answer: C - question_score: '10' 9: - question_text: What will never appear in your output screen? - code: |- - clubs {is} Real Madrid, Bayern Munchen, Manchester United, Ajax - {print} clubs {at} {random} ' is going the win the champions league' mp_choice_options: - option: Ajax is going to win the champions league feedback: Hedy could `{print}` that @@ -850,27 +296,6 @@ levels: feedback: Hedy could `{print}` that - option: FC Barcelona is going to win the champions league feedback: That's right. It's not in the list - hint: What are Hedy's options to randomly pick from? - correct_answer: D - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - people {is} mom, dad, Emma, Sophie - {print} The dishes are done by... - {print} people {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: A list doesn't need quotation marks - - option: Quotation marks are missing in line 2 - feedback: Correct - - option: Quotation marks are missing in both line 2 and 3 - feedback: Line 3 doesn't need quotation marks because it's not printed literally - - option: Nothing, this code has no mistakes - feedback: You missed one! - hint: One line needs quotation marks, because you want it to be printed literally. - correct_answer: B - question_score: '10' 5: 1: question_text: What is true? @@ -888,79 +313,8 @@ levels: - option: In level 5 `{ask}` and `{print}` work the same as in level 4 feedback: Correct! hint: We have only learned a new command in level 5. - correct_answer: D - question_score: '10' - 2: - question_text: What appears in your output screen when you type in the name Hedy? - code: |- - name {is} {ask} 'What is your name?' - {if} name {is} Hedy {print} 'fun' {else} {print} 'less fun' - mp_choice_options: - - option: fun - feedback: That's right! - - option: less fun - feedback: If the name is Hedy, it will say 'fun'' - - option: Hedy - feedback: No, it doesn't print the name - - option: Error - feedback: Fortunately not! - hint: '`{if}` name `{is}` Hedy `{print}` ...?' - correct_answer: A - question_score: '10' 3: - question_text: What is the right password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct! - feedback: This is printed when you type in the correct password - - option: SECRET - feedback: That's right!' - - option: password - feedback: The password isn't password... - - option: ALARM INTRUDER - feedback: This is printed when you type in the incorrect password! hint: '`{if}` password `{is}` ... `{print}` ''Correct!''!''' - correct_answer: B - question_score: '10' - 4: - question_text: What does Hedy print when you type in the wrong password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct - feedback: That's printed if the correct answer is given, not the wrong one... - - option: SECRET - feedback: That's not the right answer - - option: Wrong! - feedback: No, this is not what Hedy will print - - option: ALARM! INTRUDER! - feedback: Great job! - hint: Your computer will sound the alarm for intruders! - correct_answer: D - question_score: '10' - 5: - question_text: Why will Hedy say 'ALARM! INTRUDER' when you type in 'secret'? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Because it needs to be in capitals, so SECRET - feedback: Indeed! - - option: Because the password is alarm - feedback: No, this is not the password. - - option: Because it's spelled wrong. - feedback: That's not how you spell secret - - option: Because Hedy makes a mistake - feedback: No, Hedy is right - hint: The spelling of the word has to be exactly the same. - correct_answer: A - question_score: '10' 6: question_text: Which word should be on the place of the question mark in the last line? code: |- @@ -969,30 +323,6 @@ levels: club is {ask} 'Which club is your favorite?' {if} club {is} ajax {print} 'Ajax is going to win of course!' _?_ {print} 'Sorry, your club is gonna be in last place...' - mp_choice_options: - - option: |- - ``` - {if} - ``` - feedback: '`{if}` is already in the line above' - - option: |- - ``` - {at} {random} - ``` - feedback: No, you need `{else}`. - - option: |- - ``` - {else} - ``` - feedback: Great! - - option: |- - ``` - {print} - ``` - feedback: '`{print}` is already there, we need a word before it!' - hint: '`{if}` goes together with...?' - correct_answer: C - question_score: '10' 7: question_text: Which word should be in the place of the question mark? code: |- @@ -1021,9 +351,6 @@ levels: {print} ``` feedback: Awesome! - hint: After `{else}` a `{print}` command follows - correct_answer: D - question_score: '10' 8: question_text: Which word should be on the place of the question mark? code: |- @@ -1051,298 +378,37 @@ levels: {print} ``` feedback: No, that's not it. - hint: What the variable name? - correct_answer: B - question_score: '10' - 9: - question_text: Which door should you choose to escape?? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} - mp_choice_options: - - option: '1' - feedback: Bad choice! You're being eaten - - option: '2' - feedback: Super! You escaped! - - option: '3' - feedback: Bad choice! You're being eaten. - - option: It's a trap, you will always be eaten! - feedback: Luckily not! - hint: One of the doors will keep you safe.. - correct_answer: B - question_score: '10' + 6: + 6: + question_text: How much does a hamburger cost is this virtual restaurant? 10: - question_text: Which monster is standing behind door 1? code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} + name _?_ Hedy + {print} name 'is walking trough the forrest' mp_choice_options: - - option: Hedy picks a random monster each time. - feedback: Awesome! - - option: vampire - feedback: Not always... - - option: werewolf - feedback: Not always... - - option: giant spider - feedback: Not always... - hint: Mind the last 3 words... monsters `{at} {random}`... - correct_answer: A - question_score: '10' - 6: + - option: You can only fill in the word is on the `_?_` + feedback: You are allowed to use the `=` sign as well + - option: You can fill in either the word is or the `=` sign on the `_?_` + feedback: Amazing! + - option: You have to fill in =is= on the `_?_` + feedback: No, one `=` sign is enough + - option: You can only use the `=` sign when working with numbers, not with words. + feedback: You can also use `=` with words. + 7: 1: - question_text: What's Hedy's output when you run this code? - code: '{print} 2*10' mp_choice_options: - - option: '20' - feedback: Correct! - - option: '12' - feedback: No, the plus sign is used in addition - - option: 2*10 - feedback: No, Hedy will calculate the answer - - option: '210' - feedback: Mind it's a calculation. - hint: The `*` is used as a multiplication sign - correct_answer: A - question_score: '10' + - option: '0' + feedback: No you can repeat a line. + - option: '1' + feedback: Correct, one line at a time + - option: '2' + feedback: In this level only one line at a time + - option: infinite + feedback: In this level you can only repeat one line at a time + hint: You can only repeat 1 line at a time 2: - question_text: What do you use when you want to add two numbers? - mp_choice_options: - - option: '`-`' - feedback: That's not it - - option: plus - feedback: That's not it - - option: '`*`' - feedback: That's not it - - option: '`+`' - feedback: Correct! - hint: It's the plus sign. - correct_answer: D - question_score: '10' - 3: - question_text: What's Hedy's output when you run this code? - code: '{print} ''3*10''' - mp_choice_options: - - option: '30' - feedback: This would be the right answer if there were no quotation marks. - - option: '13' - feedback: Try again.. - - option: 3*10 - feedback: Correct! There are quotation marks, so Hedy will print it literally. - - option: Nothing, Hedy will give an error message. - feedback: No, Hedy will print it literally. - hint: Mind the quotation marks!! - correct_answer: C - question_score: '10' - 4: - question_text: Kim is 10 years old. What will Hedy print for her? - code: |- - name = {ask} 'How many letters are in your name?' - age = {ask} 'How old are you?' - luckynumber = name*age - {print} 'Your lucky number is...' luckynumber - mp_choice_options: - - option: '30' - feedback: Mind, Hedy also prints 'Your lucky number is...' - - option: '10' - feedback: Please try again. - - option: Your lucky number is... 30 - feedback: That's right! - - option: Your lucky number is... 10 - feedback: Her lucky number is name times age... - hint: 'Kim has 3 letters, she is 10 years old so: letters times age = 3*10 = 30.' - correct_answer: C - question_score: '10' - 5: - question_text: If 5 people eat at this restaurant, how much do they have to pay in total? - code: |- - {print} 'Welcome to Hedys!' - people = {ask} 'How many people are eating with us tonight?' - price = people * 10 - {print} 'That will be ' price 'dollar please' - mp_choice_options: - - option: 5 dollars - feedback: Unfortunately, it's not that cheap. - - option: 10 dollars - feedback: No, it's 10 dollars each. - - option: 15 dollars - feedback: The * means multiplication. - - option: 50 dollars - feedback: Great! - hint: '`price` `is` `people` `times` 10' - correct_answer: D - question_score: '10' - 6: - question_text: How much does a hamburger cost is this virtual restaurant? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = 15 - {if} food {is} fries price = 6 - mp_choice_options: - - option: 15 dollars - feedback: Super! - - option: 6 dollars - feedback: The fries are 6 dollars - - option: 0 dollars - feedback: The hamburger isn't free! - - option: 21 dollars - feedback: That's the price for a hamburger and fries! - hint: Mind the fourth line. - correct_answer: A - question_score: '10' - 7: - question_text: Why does line 7 say 'price is price + 3' instead of 'price is 3'? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = price + 15 - {if} food {is} fries price = price + 6 - drinks is {ask} 'What would you like to drink?' - {if} drinks {is} coke price = price + 3 - {if} drinks {is} water price = price + 1 - {print} price ' dollars please' - mp_choice_options: - - option: It could have been `price = 3` just as well. - feedback: No, that's not true. Hedy needs to add 3 dollars to the total. - - option: Because Hedy doesn't understand `price = 3`. - feedback: Hedy would understand, but it wouldn't be right. - - option: Because Hedy would otherwise forget about the previous order. The price would be 3 dollars in total. - feedback: That's right! - - option: Because the price is 0 dollars to begin with. - feedback: That's true, but not the reason - hint: The price shouldn't be 3, but 3 dollars more than it already was - correct_answer: C - question_score: '10' - 8: - question_text: Why is this code incorrect? - code: |- - correct answer = 3*12 - answer = {ask} 'What is 3 times 12?' - {if} answer {is} correct answer {print} 'Good job!' - {else} {print} 'No... It was ' correct answer - mp_choice_options: - - option: There shouldn't be quotation marks in line 2 - feedback: No, there should be! - - option: The variable is called correct answer, but a variable's name can only be 1 word. So it should be correct_answer - feedback: Correct! - - option: The `{if}` and `{else}` commands should be in the same line. - feedback: No, that's not true. - - option: The variable in line 2 can't be called answer, because it is too similar to the variable correct answer. - feedback: Variable names can be similar, but they can't be 2 words... - hint: Inspect what the variables are called. - correct_answer: B - question_score: '10' - 9: - question_text: Imagine you love football a 10, you've eaten 2 bananas and have washed your hands 3 times today. How smart does the silly fortune teller think you are? - code: |- - {print} 'Im Hedy the silly fortune teller' - {print} 'I will predict how smart you are!' - football = {ask} 'On a scale of 0 to 10 how much do you love football?' - bananas = {ask} 'How many bananas have you eaten this week?' - hygiene = {ask} 'How many times did you wash your hands today??' - result = bananas + hygiene - result = result * football - {print} 'You are ' result 'percent smart.' - mp_choice_options: - - option: 10% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 32% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 50% - feedback: Super! You are 100 percent smart! - - option: 100% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - hint: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - correct_answer: C - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - name _?_ Hedy - {print} name 'is walking trough the forrest' - mp_choice_options: - - option: You can only fill in the word is on the `_?_` - feedback: You are allowed to use the `=` sign as well - - option: You can fill in either the word is or the `=` sign on the `_?_` - feedback: Amazing! - - option: You have to fill in =is= on the `_?_` - feedback: No, one `=` sign is enough - - option: You can only use the `=` sign when working with numbers, not with words. - feedback: You can also use `=` with words. - hint: '`{is}` and `=` are both allowed' - correct_answer: B - question_score: '10' - 7: - 1: - question_text: How many lines can you repeat at once with the repeat command at this level? - mp_choice_options: - - option: '0' - feedback: No you can repeat a line. - - option: '1' - feedback: Correct, one line at a time - - option: '2' - feedback: In this level only one line at a time - - option: infinite - feedback: In this level you can only repeat one line at a time - hint: You can only repeat 1 line at a time - correct_answer: B - question_score: '10' - 2: - question_text: Which code is right? - mp_choice_options: - - option: |- - ``` - {print} 100 {times} 'hello' - ``` - feedback: '`{repeat}` 100 `{times}` `{print}` ''hello''' - - option: |- - ``` - {print} {repeat} 100 {times} 'hello' - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 'hello' 100 {times} - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 100 {times} {print} 'hello' - ``` - feedback: That's right! - hint: First the repeat command, then the `{print}` command - correct_answer: D - question_score: '10' - 3: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} ''Hello!''' - mp_choice_options: - - option: Right - feedback: No, a word is missing - - option: Wrong, the word `{repeat}` is missing - feedback: The word `{repeat}` is there, another word is missing - - option: Wrong, the word `{times}` is missing - feedback: The word `{times}` is there, another word is missing. - - option: Wrong, the word `{print}` is missing - feedback: Correct - hint: 'It should be: `{repeat}` 100 `{times}` `{print}` ''Hello''' - correct_answer: D - question_score: '10' - 4: - question_text: Which word is wrong in the code? - code: |- - {print} 'I'm blue' - {repeat} 7 {times} {print} 'da ba dee, da ba da' + hint: First the repeat command, then the `{print}` command + 4: mp_choice_options: - option: |- ``` @@ -1365,24 +431,7 @@ levels: ``` feedback: '`{times}` is spelled correctly' hint: I'm is wrong, you can't use apostrophes - correct_answer: A - question_score: '10' - 5: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} {print} ''Hedy is awesome!''' - mp_choice_options: - - option: Correct - feedback: That's right! - - option: Wrong - feedback: That's not it - hint: The code is correct! - correct_answer: A - question_score: '10' 6: - question_text: What will be the output from this code? - code: |- - {print} 'The wheels on the bus go' - {repeat} 3 {times} {print} ' round and round' mp_choice_options: - option: |- the wheels on the bus go @@ -1408,14 +457,7 @@ levels: round and round round and round feedback: All though the town! Perfect! - hint: Only 'round and round' is repeated 3 times. - correct_answer: D - question_score: '10' 7: - question_text: What will be the output from this code? - code: |- - {repeat} 2 {times} {print} 'We will' - {print} 'ROCK YOU!' mp_choice_options: - option: |- We will We will @@ -1436,17 +478,7 @@ levels: We will ROCK YOU! feedback: Mind the repeat command - hint: Mind the `{repeat}` command. - correct_answer: B - question_score: '10' 8: - question_text: What Hedy code belongs to this output? - code: |- - Here comes the sun - Do do do do - Here comes the sun - And I say - Its alright mp_choice_options: - option: |- ``` @@ -1479,11 +511,7 @@ levels: {print} 'Its alright'" ``` feedback: This is not the correct order.. - hint: '`{repeat}` can only be used if you want to execute the same line multiple times in a row.' - correct_answer: A - question_score: '10' 9: - question_text: What Hedy code belongs to this output? code: |- Batman was flying through Gotham. When suddenly he heard someone screaming... @@ -1524,16 +552,8 @@ levels: {print} 'Please help me !' ``` feedback: Perfect - hint: '''Help!'' is repeated 3 times.' - correct_answer: D - question_score: '10' 10: question_text: What Hedy code belongs to this output? - code: |- - if youre happy and you know it clap your hands - if youre happy and you know it clap your hands - if youre happy and you know it and you really want to show it - if youre happy and you know it clap your hands mp_choice_options: - option: |- ``` @@ -1563,16 +583,8 @@ levels: {print} 'clap your hands' ``` feedback: This is not in the right order. - hint: Mind the order of the sentences. - correct_answer: B - question_score: '10' 8: 1: - question_text: Which output will be produced by this code? - code: |- - {repeat} 2 {times} - {print} 'Hello' - {print} 'Im Hedy!' mp_choice_options: - option: |- Hello @@ -1595,14 +607,7 @@ levels: Im Hedy! Im Hedy!" feedback: Everything is printed twice - hint: Both lines are repeated twice. - correct_answer: C - question_score: '10' 2: - question_text: What is wrong with this code? - code: |- - {repeat} 5 {times} - {print} 'Hedy is cool!' mp_choice_options: - option: This should be only one line, not 2. feedback: No it should be 2 lines. @@ -1612,15 +617,7 @@ levels: feedback: Nee, repeat is de goede spelling - option: The second line need to start with 4 spaces as indentation. feedback: Correct! - hint: Something is missing in the second line? - correct_answer: D - question_score: '10' 3: - question_text: What output will be produced when you run this program? - code: |- - {repeat} 3 {times} - {print} 'Baby shark tututudutudu' - {print} 'Baby shark' mp_choice_options: - option: |- Baby shark tututudutudu @@ -1647,10 +644,7 @@ levels: Baby shark feedback: What is being repeated and what isn't. hint: What is being repeated and what is not?. - correct_answer: C - question_score: '10' 4: - question_text: Which output is correct? code: |- {print} 'The children went:' {repeat} 2 {times} @@ -1682,15 +676,7 @@ levels: Yay! Were going on holiday! feedback: The last line is repeated too. - hint: The block under the `{repeat}` command is repeated twice. - correct_answer: B - question_score: '10' 5: - question_text: What is wrong with this code? - code: |- - end = {ask} 'Do you want a happy or a sad ending?' - {if} end {is} happy {print} 'They lived happily ever after' - {else} {print} 'The world exploded. The end.' mp_choice_options: - option: The `{print}` commands on the last two lines should start on new lines en start with 4 spaces. feedback: That's right! @@ -1700,44 +686,7 @@ levels: feedback: That's not true - option: '`{ask}` is no longer a command' feedback: That's not true - hint: Something is wrong with indentation - correct_answer: A - question_score: '10' - 6: - question_text: What will be the output of this code when we enter pancakes? - code: |- - {print} 'Welcome to restaurant Hedy' - {repeat} 2 {times} - food {is} {ask} 'What do you want to eat?' - {print} food - mp_choice_options: - - option: |- - Welcome to restaurant Hedy - Pancakes - feedback: There is no repetition in this answer. - - option: |- - Welcome to restaurant Hedy - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: This answer also repeats the welcome message - - option: |- - Welcome to restaurant Hedy - What do you want to eat? - What do you want to eat? - Pancakes - Pancakes - feedback: Almost! But look at the question, it is not repeated. - - option: |- - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: Well done! - hint: The first sentence and question will not be repeated - correct_answer: D - question_score: '10' 7: - question_text: What is wrong with this code? code: |- eten = {ask} 'What would you like to eat?' {if} food {is} fries @@ -1756,11 +705,7 @@ levels: feedback: You always have to use indentation. - option: The indentation is wrong in the first `{if}` command. feedback: That's right. - hint: Take a careful look at the indentation. - correct_answer: D - question_score: '10' 8: - question_text: In which of the codes is the indentation done right? mp_choice_options: - option: |- ``` @@ -1802,50 +747,20 @@ levels: {print} You are wrong! ``` feedback: You are wrong! - hint: What should happen if the person is right? And what else? - correct_answer: C - question_score: '10' 9: - question_text: What line(s) in this code should start with 4 spaces? code: |- 1 music = {ask} 'What is your favorite music genre?' 2 {if} music is rock 3 {print} '🤘' 4 {else} 5 {print} '👎' - mp_choice_options: - - option: Line 2 and 4 - feedback: The lines after the `{if}` and `{else}` command should start with 4 spaces - - option: Only line 3 - feedback: Not only 3... - - option: Line 3, 4 and 5 - feedback: Line 4 shouldn't - - option: Line 3 and 5 - feedback: Great job! - hint: The lines after an `{if}` or `{else}` command should start with 4 spaces. - correct_answer: D - question_score: '10' 10: - question_text: Which statement is true? code: |- 1 level = {ask} 'What level are you on?" 2 {if} level {is} 8 3 {print} Great job! - mp_choice_options: - - option: All lines should start with 4 spaces - feedback: That's not true - - option: Line 2 and 3 should start with 4 spaces - feedback: That's not true - - option: Line 2 should start with 4 spaces - feedback: That's not true - - option: Line 3 should start with 4 spaces - feedback: You are correct! - hint: Only one line starts with 4 spaces, but which one...? - correct_answer: D - question_score: '10' 9: 1: - question_text: What is wrong with this code? code: |- {repeat} 3 {times} eten = {ask} 'What would you like to eat?' @@ -1866,19 +781,7 @@ levels: - option: The indentation is wrong in the last `{if}` command. feedback: It not, though. hint: all the indentation is done correctly. - correct_answer: A - question_score: '10' 2: - question_text: What will be printed after entering the correct password? - code: |- - password = {ask} 'What is the password?' - correct_password = Hedy - {if} password {is} correct_password - {repeat} 2 {times} - {print} 'Good job!' - {print} 'You can use the computer!' - {else} - {print} 'The computer will explode in 5... 4... 3... 2... 1...' mp_choice_options: - option: |- Good job! @@ -1897,11 +800,7 @@ levels: Good job! You can use the computer! feedback: Correct! - hint: Everything under the `{repeat}` command is repeated twice. - correct_answer: D - question_score: '10' 3: - question_text: Which case should you choose to win a million dollars? code: |- {print} 'Choose the right case and win!' case = {ask} 'Which case will you pick? 1 or 2?' @@ -1917,20 +816,7 @@ levels: {print} 'You sell the case for 500 dollars' {if} action {is} open {print} 'You open the case and win a million dollars!' - mp_choice_options: - - option: case 1, sell - feedback: You don't win a million! - - option: case 1, open - feedback: You don't win a million - - option: case 2, sell - feedback: You don't win a million - - option: case 2, open - feedback: Great job! You win! - hint: Follow the right path - correct_answer: D - question_score: '10' 4: - question_text: Which statement is true? code: |- name = {ask} 'What is your name?' size = {ask} 'What is your shoe size?' @@ -1950,15 +836,7 @@ levels: feedback: That's right! - option: Cinderella with shoe size 40 gets the output 'I was looking for you!' feedback: No she gets 'Ill keep looking' - hint: No matter what your name is, if you have shoe size 40 you will get the message 'Ill keep looking'. - correct_answer: C - question_score: '10' 5: - question_text: Which code produced this output? - output: |- - Icecream is the best! - Icecream is the best! - Icecream is the best! mp_choice_options: - option: |- ``` @@ -1993,11 +871,7 @@ levels: {print} 'Icecream is the best!' ``` feedback: There are 2 `{repeat}` commands in this code. - hint: Watch the indentation - correct_answer: C - question_score: '10' 6: - question_text: After which command(s) should you use indentation (starting the next line with 4 spaces)? mp_choice_options: - option: '`{if}`' feedback: Don't forget the others @@ -2007,9 +881,6 @@ levels: feedback: Keep it up! - option: '`{if}` `{else}` `{repeat}` `{print}`' feedback: Not with print - hint: Indentation happens on the line below some commands - correct_answer: C - question_score: '10' 7: question_text: "In this code from a pizza restaurant. \nYoull get a 5 dollar discount if you order a medium pizza with coke.\n What should you do to debug this code?" code: |- @@ -2050,9 +921,6 @@ levels: price = price - 2 ``` feedback: Try again - hint: After each `{if}` command, the line below should indent - correct_answer: A - question_score: '10' 8: question_text: What is wrong is this code? code: |- @@ -2070,25 +938,7 @@ levels: feedback: You actually must start like that. - option: A code must always start with a `{print}` command in the first line feedback: That's not true. - hint: The indentation is done right this time - correct_answer: B - question_score: '10' - 9: - question_text: How many `{if}` commands can be placed inside another `{if}` command? - mp_choice_options: - - option: None, that is not allowed - feedback: You are allowed to - - option: Only 1 - feedback: You could use more if you like - - option: '3' - feedback: You could use more if you like - - option: Infinite, as long as you keep using indentation correctly - feedback: That is true - hint: You can put an `{if}` command inside an `{if}` command. - correct_answer: D - question_score: '10' 10: - question_text: Which statement is true? code: |- 1 {repeat} 2 {times} 2 {if} level {is} 9 @@ -2103,8 +953,6 @@ levels: - option: line 2 should atart with 4 spaces and line 3 with 8 feedback: You are correct! hint: The first line doens't start with any spaces - correct_answer: D - question_score: '10' 10: 1: question_text: What do we need to fill in on the `_?_` if we want to print each compliment? @@ -2112,91 +960,6 @@ levels: compliments = perfect, great job, amazing _?_ {print} compliment - mp_choice_options: - - option: |- - ``` - {for} each compliment - ``` - feedback: That's not it - - option: |- - ``` - {for} compliment {in} compliments - ``` - feedback: You deserve all those compliments! - - option: |- - ``` - {if} compliment {in} compliments - ``` - feedback: That's not it - - option: |- - ``` - {for} compliments {in} compliment - ``` - feedback: Almost there! - hint: '`{for}` each compliment in the lists of compliments...' - correct_answer: B - question_score: '10' - 2: - question_text: Which output is correct? - code: |- - meals = pizza, pasta, pancakes - {for} meal {in} meals - {print} 'I love ' meal - mp_choice_options: - - option: I love pizza - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pasta - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pancakes - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: |- - I love pizza - I love pasta - I love pancakes - feedback: Great! - hint: Line 2 says for each meal in the list of meals. So each meal is printed. - correct_answer: D - question_score: '10' - 3: - question_text: Which output is correct? - code: |- - animals = dogs, cats, hamsters, chickens - {for} animal {in} animals - {print} animal ' are lovely pets' - mp_choice_options: - - option: dogs are lovely pets - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - - option: dogs, cats, hamsters, chickens are lovely pets - feedback: Each animal gets their own line in the output. - - option: |- - dogs are lovely pets - cats are lovely pets - hamsters are lovely pets - chickens are lovely pets - feedback: Great! - - option: You don't know yet. Because it chooses one of the animals {at} {random}. - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - hint: Line 2 says {for} each animal in the list of animals. So each animal is printed - correct_answer: C - question_score: '10' - 4: - question_text: What's wrong with this code? - code: |- - groceries = apples, bread, milk - {for} item {in} groceries - {print} 'We need ' groceries - mp_choice_options: - - option: Line 2 needs to start with 4 spaces as indentation - feedback: No it doesn't. Only line 3 needs indentation, which it has. - - option: Line 3 does not need to start with 4 spaces as indentation - feedback: Line 2 is a `{for}`command so line 3 does need to start with an indent. - - option: Line 3 should say item instead of groceries - feedback: Good job! - - option: Line 2 should say groceries instead of item - feedback: No it does not. - hint: Line 2 says `{for}` each item in the list of groceries - correct_answer: C - question_score: '10' 5: question_text: What word should be on the _?_ with these digital dice? code: |- @@ -2205,25 +968,7 @@ levels: choices = 1, 2, 3, 4, 5, 6 {for} player {in} players {print} player ' throws ' _?_ {at} {random} - mp_choice_options: - - option: players - feedback: It would say 'Ann throws Jesse', instead of 'Ann throws 6'. - - option: choices - feedback: That's right! - - option: choice - feedback: You are very close. But you need Hedy to pick from the list called 'choices' not 'choice'... - - option: dice - feedback: Look at the names of the variables. - hint: Hedy needs to pick a number `{at} {random}` - correct_answer: B - question_score: '10' 6: - question_text: Which of the answers below is a possible outcome when you run the code? - code: |- - choices = rock, paper, scissors - players = Kelly, Meredith - {for} player {in} players - {print} player ' chooses ' choices {at} {random} mp_choice_options: - option: Kelly chooses rock feedback: Meredith wants to play too! @@ -2237,9 +982,6 @@ levels: Kelly chooses paper Meredith chooses scissors feedback: Amazing! - hint: Each player will pick an option. The player that's first on the list will go first. - correct_answer: D - question_score: '10' 7: question_text: What line should be on the _?_ in this code that decides what these people will have for dinner? code: |- @@ -2247,30 +989,6 @@ levels: food = pasta, fries, salad _?_ {print} name ' has to eat ' food {at} {random} ' for dinner' - mp_choice_options: - - option: |- - ``` - {for} name {in} names - ``` - feedback: You are on fire! - - option: |- - ``` - {for} names {in} name - ``` - feedback: No it should be for each name in the list nameS, so the other way around - - option: |- - ``` - {for} food {in} food - ``` - feedback: Each name should be told what they will have for dinner. - - option: |- - ``` - {for} name {in} food - ``` - feedback: Each name should be told what they will have for dinner. - hint: Each name should be told what they will have for dinner. - correct_answer: A - question_score: '10' 8: question_text: What should be on the _?_ in this code that decides which color shirt you get? code: |- @@ -2299,9 +1017,6 @@ levels: 'people gets a colors shirt' ``` feedback: There is no variable named people.. - hint: Mind the quotation marks and the names of the variables - correct_answer: B - question_score: '10' 9: question_text: What is the first question Hedy will `{ask}` you when you run the program? code: |- @@ -2311,20 +1026,7 @@ levels: {for} course {in} courses food = {ask} name ', what would you like to eat as your ' course '?' {print} name ' orders ' food ' as their ' course - mp_choice_options: - - option: Timon, what would you like to eat as your appetizer? - feedback: Perfect! - - option: Onno, what would you like to eat as your appetizer? - feedback: Timon is first on the list! - - option: Timon, what would you like to eat as your dessert? - feedback: Appetizers are first in the list - - option: You don't know that. Hedy will choose `{at} {random}`. - feedback: There is no `{at} {random}` in this code... - hint: The first options from both lists are chosen. - correct_answer: A - question_score: '10' 10: - question_text: What is true about this code? code: |- prices = 1 million dollars, car, sandwich names = Bob, Patrick, Sandy, Larry @@ -2339,9 +1041,6 @@ levels: feedback: That is not true. Larry has the same odds as the others - option: Someone might win with two prices feedback: You get it! - hint: Try to imagine the output of this code. - correct_answer: D - question_score: '10' 11: 1: question_text: What word should be at the place of the question mark? @@ -2369,14 +1068,7 @@ levels: {for} ``` feedback: 'No' - hint: What did you learn in this level? - correct_answer: B - question_score: '10' 2: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 1 {to} 3 - {print} i mp_choice_options: - option: |- 1 @@ -2389,64 +1081,7 @@ levels: feedback: That's not it - option: '123' feedback: That's not it - hint: How do the numbers appear in the screen? - correct_answer: A - question_score: '10' - 3: - question_text: Which code was used to get this output? - output: |- - 1 - 2 - 3 - 4 - 5 - Once I caught a fish alive! - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Perfect - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: This code won't work. You need an indent after {for}. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Now Hedy will count '1 Once I caught a fish alive!, 2 Once I caught a fish alive! etc. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} 'i' - {print} 'Once I caught a fish alive!' - ``` - feedback: i is a variable and shouldn't have quotation marks - hint: First all the numbers, then the sentence - correct_answer: A - question_score: '10' 4: - question_text: Which code was used to get this output? - output: |- - 10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0 mp_choice_options: - option: |- ``` @@ -2473,42 +1108,6 @@ levels: ``` feedback: That's right! hint: It has to be a calculation... - correct_answer: D - question_score: '10' - 5: - question_text: What's wrong with this code? - code: |- - {for} i {in} {range} 1 {to} 10 - {print} i - mp_choice_options: - - option: The i in the last line need quotation marks - feedback: No it doesn't. - - option: You can't use `{range}` 1 `{to}` 5 only `{range}` 1 `{to}` 10 - feedback: You could use 1 to 5 just as well! - - option: Line 1 needs to start with an indention. - feedback: Not line 1... - - option: Line 2 needs to start with an indention - feedback: Perfect! - hint: There is something wrong with the indention - correct_answer: D - question_score: '10' - 6: - question_text: How many times does the word Hello appear on your screen when you run the code? - code: |- - {for} i {in} {range} 0 {to} 2 - {print} 'Hello' - mp_choice_options: - - option: 1 time - feedback: 'No' - - option: 2 times - feedback: 'No' - - option: 3 times - feedback: That's right! - - option: Never - feedback: 'No' - hint: 0 also counts. So 0,1,2 that's 3 times. - correct_answer: C - question_score: '10' 7: question_text: What should be on the place of the question mark? code: |- @@ -2517,35 +1116,7 @@ levels: _?_ food is {ask} 'What would you like to order?' {print} food - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 0 {to} 3 - ``` - feedback: There's not always 3 people - - option: |- - ``` - {for} i {in} {range} 1 {to} guests - ``` - feedback: The variable is not named guests - - option: |- - ``` - {for} i {in} {range} 1 {to} people - ``` - feedback: Great! - - option: |- - ``` - {for} i {in} {range} 0 {to} people - ``` - feedback: That's one order too many! - hint: Use the variable 'people' - correct_answer: C - question_score: '10' 8: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 23 {to} 25 - {print} 'hi' mp_choice_options: - option: |- 23 @@ -2561,34 +1132,7 @@ levels: feedback: Correct - option: The word 'hi' will appear 25 times in a row. feedback: No it will only appear 3 times. - hint: It doesn't say `{print}` i - correct_answer: C - question_score: '10' - 9: - question_text: How many times does Hedy chant Hip Hip Hooray? - code: |- - age = {ask} 'How old are you?' - {for} i {in} {range} 1 {to} age - {print} 'Hip Hip Hoorray!' - mp_choice_options: - - option: 1 time - feedback: Try again - - option: 2 times - feedback: Try again - - option: Never - feedback: Try again - - option: That depends on how old you are - feedback: That's right! - hint: '`{for}` i `{in}` `{range}` 1 `{to}` age' - correct_answer: D - question_score: '10' 10: - question_text: Which code belongs to this output? - output: |- - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark mp_choice_options: - option: |- ``` @@ -2619,11 +1163,8 @@ levels: ``` feedback: '`{range}` 0 `{to}` 3 is 4 times.' hint: Mind the indention - correct_answer: B - question_score: '10' 12: 1: - question_text: Which output is correct? code: |- print 'three and a half plus one and a half is...' print 3.5 + 1.5 @@ -2640,11 +1181,7 @@ levels: three and a half plus one and a half is... 5 feedback: Great job! - hint: Both lines are printed! - correct_answer: D - question_score: '10' 2: - question_text: Which of these codes is correct? mp_choice_options: - option: |- ``` @@ -2670,11 +1207,7 @@ levels: print 'I would like a ' flavors at random ' cake.' ``` feedback: All the different values of flavors should be in quotation marks. - hint: The second line is the same in each code, pay attention to the first line - correct_answer: C - question_score: '10' 3: - question_text: What's wrong with this code? code: |- favorite_animal = ask 'What is your favorite animal?' print 'I like ' favoriteanimal ' too!' @@ -2687,30 +1220,13 @@ levels: feedback: That's not true - option: Nothing is wrong. feedback: That's not true - hint: The quotation marks are used correctly - correct_answer: A - question_score: '10' 4: - question_text: In which lines are quotation marks needed to get the code to work? code: |- print Welcome to the online shoe shop category = ask What kind of shoes are you looking for? if category = high heels print High heels are 50% off now! - mp_choice_options: - - option: Line 1 and 2 - feedback: 'No' - - option: Line 1, 2 and 3 - feedback: 'No' - - option: Line 1, 2 and 4 - feedback: 'No' - - option: All of the lines - feedback: Perfect! - hint: Does line 3 need quotation marks too? - correct_answer: D - question_score: '10' 5: - question_text: What output does Agent007 get when they put in the correct password? code: |- name is ask 'What is your name?' if name is 'Agent007' @@ -2723,18 +1239,6 @@ levels: else b is 'today at 10.00' print a + b - mp_choice_options: - - option: Go to the train station today at 10.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 02.00 - feedback: You've cracked the code! - - option: Go to the train station tomorrow at 02.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 10.00 - feedback: The agent won't be catching any bad guys here - hint: The correct password is TOPSECRET - correct_answer: B - question_score: '10' 6: question_text: Which line should be filled in at the ??? code: |- @@ -2748,32 +1252,7 @@ levels: if drinks = 'yes' ??? print 'That will be ' price ' dollar please' - mp_choice_options: - - option: |- - ``` - price = 14 - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = '14' - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = price + 2 - ``` - feedback: Excellent! - - option: |- - ``` - price = + 2 - ``` - feedback: Almost there! - hint: What if you only order fries and a drink? - correct_answer: C - question_score: '10' 7: - question_text: Which output does a vegan get? code: |- menu = 'cookies', 'cheese', 'grapes' print "It's my birthday! I`ve brought some snacks!" @@ -2785,36 +1264,7 @@ levels: print 'For you I have brought: ' for snack in menu print snack - mp_choice_options: - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cookies - grapes - feedback: Terrific! - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - feedback: There's more options than just one - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cheese - grapes - feedback: A vegan person can't have cheese - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - cookies - feedback: Almost there, but look at the order of snacks in the list - hint: What item is removed from the list when you answer 'vegan'? - correct_answer: A - question_score: '10' 8: - question_text: Which code was used to create this output? - code: '3.5' mp_choice_options: - option: |- ``` @@ -2836,9 +1286,6 @@ levels: print 7 * 2 ``` feedback: 'No' - hint: 7 devided by 2 is 3.5 - correct_answer: B - question_score: '10' 9: question_text: Which code should be filled in in line 1 at the ??? code: |- @@ -2865,9 +1312,6 @@ levels: 'prices' = 'one million dollars', 'nothing' ``` feedback: You one nothing - hint: The items on the list should be in quotation marks - correct_answer: C - question_score: '10' 10: question_text: Which line of code should be filled in at the ??? to complete the song ? code: |- @@ -2888,12 +1332,8 @@ levels: feedback: This is a hard one! All the actions on the list must be in the song. - option: print actions at random feedback: This is a hard one! All the actions on the list must be in the song. - hint: This is a hard one! All the actions on the list must be in the song. - correct_answer: B - question_score: '10' 13: 1: - question_text: Which code should be filled in at the ??? ? code: |- name = ask 'What is your name?' song = ask 'Whould you like to hear a song?' @@ -2924,11 +1364,7 @@ levels: if song = 'yes' or birthday = 'yes' ``` feedback: Hedy only sings if both answers are yes - hint: Hedy sings if you want to hear a song and it's you birthday - correct_answer: C - question_score: '10' 2: - question_text: Which command is missing in the code at the place of the ??? ? code: |- menu = 'cheese', 'sausage rolls', 'cookies' diet = ask 'Do you have any dietary restrictions?' @@ -2943,11 +1379,7 @@ levels: feedback: 'No' - option: print feedback: 'No' - hint: Neither vegans nor muslims can eat sausage rolls. - correct_answer: B - question_score: '10' 3: - question_text: Which output is given to a member without a discount code? code: |- member = ask 'Do you have a membership card?' discount = ask 'Do you have a discount code?' @@ -2965,10 +1397,7 @@ levels: - option: There is no way of knowing feedback: There is! Read the question carefully hint: Mind the command 'or' in line 3 - correct_answer: A - question_score: '10' 4: - question_text: Which line of code should follow this line in rock-paper-scissors game? code: if computer_choice is 'rock' and your_choice is 'paper' mp_choice_options: - option: print 'you win' @@ -2979,28 +1408,11 @@ levels: feedback: It's only a tie if both choices are the same - option: print 'try again' feedback: Try again! - hint: Paper beats rock - correct_answer: A - question_score: '10' 5: - question_text: Which statement is true about this code? code: |- if name = 'Cinderella' and shoe_size = 38 print 'You are my one true love!' - mp_choice_options: - - option: Every person with shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person named Cinderella is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person that is named Cinderella and has shoe size 38 is this prince's one true love - feedback: Fantastic! - - option: Every person that's not named Cinderella and does not have shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - hint: Both statements have to be true - correct_answer: C - question_score: '10' 6: - question_text: Which statement about this code is true? code: |- print 'Let me guess which family member you are!' glasses = ask 'Do you wear glasses?' @@ -3013,20 +1425,7 @@ levels: print 'You must be Wouter!' if glasses = 'no' and female = 'no' print 'You must be Michael!' - mp_choice_options: - - option: Michael is a boy with glasses - feedback: Try again - - option: Marleen is a girl with glasses - feedback: Try again - - option: Wouter is a boy without glasses - feedback: Try again - - option: Sophie is a girl with glasses - feedback: Great job! - hint: Take a good look! Or do you need glasses? - correct_answer: D - question_score: '10' 7: - question_text: Which statement is false? code: |- print 'Thank you for helping me take care of my pets' print 'Here is a program to help feed them' @@ -3040,20 +1439,7 @@ levels: print 'I fed them this moring! They do not need more food today' if animal is 'hamster' and color is 'brown' print 'You can feed them a piece of carrot' - mp_choice_options: - - option: The grey cat is called Abby - feedback: This is true! - - option: Milo the orange cat eats 4 scoops of cat nibbles - feedback: This is true - - option: The black hamster needs to be fed a piece of carrot - feedback: Great job! - - option: The yellow bird was fed this morning - feedback: This is true - hint: Read the last 4 lines carefully - correct_answer: C - question_score: '10' 8: - question_text: What output do you get if you order popcorn but no drink? code: |- print 'Welcome to the movie theater' popcorn = ask 'Would you like some popcorn?' @@ -3067,32 +1453,7 @@ levels: if popcorn = 'no' and drink = 'no' print 'Ok' print 'Enjoy the movie' - mp_choice_options: - - option: |- - Welcome to the movie theater - That will be 8 dollars please - Enjoy the movie - feedback: You have paid too much! - - option: |- - Welcome to the movie theater - That will be 5 dollars please - Enjoy the movie - feedback: Amazing! - - option: |- - Welcome to the movie theater - That will be 3 dollars please - Enjoy the movie - feedback: That's not enough money! - - option: |- - Welcome to the movie theater - Ok - Enjoy the movie - feedback: You have to pay for your popcorn! - hint: popcorn = yes and drink = no - correct_answer: B - question_score: '10' 9: - question_text: What is wrong with this code? code: |- 1 chocolate = ask 'Would you like chocolate sauce on your ice cream?' 2 sprinkles = ask 'Would you like sprinkles on your ice cream?' @@ -3129,11 +1490,7 @@ levels: {if} chocolate = 'yes' {and} sprinkles = 'no' ``` feedback: This is not what I ordered! - hint: There is a mistake in line 3 - correct_answer: A - question_score: '10' 10: - question_text: Which command needs to be in line 8 at the place of the ??? ? code: |- print 'Welcome to the product finder of this supermarkt' item is ask 'What product are you looking for?' @@ -3157,65 +1514,8 @@ levels: feedback: 'No' - option: if feedback: 'No' - hint: The item is either in the list of snacks, or in the list of drinks - correct_answer: B - question_score: '10' 14: - 1: - question_text: Which symbol should be used on the blank? - code: |- - name _ {ask} 'Who are you?' - {if} name == 'Hedy' - {print} 'Me too!' - mp_choice_options: - - option: '`=>`' - feedback: This is not a symbol. - - option: '`==`' - feedback: We are not comparing anything, just asking. - - option: '`!=`' - feedback: We are not comparing anything, just asking - - option: '`=`' - feedback: Right! - hint: We are not comparing anything, we are just asking a name. - correct_answer: D - question_score: '10' - 2: - question_text: Which of these codes has used the correct = or == symbol? - mp_choice_options: - - option: '{if} name = Hedy' - feedback: 'No' - - option: '{if} age = 24' - feedback: 'No' - - option: answer = {ask} 'What is your answer' - feedback: Yes! - - option: answer == {ask} 'How are you doing?' - feedback: 'No' - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' - 3: - question_text: Which symbols should be filled in on the two blanks? - code: |- - guests = {ask} 'How many people are at the party?' - {if} guests _ 130 - {print} 'You can come in!' - {if} guests _ 130 - {print} 'Im sorry, the club is full. ' - {print} 'You have to wait for a guest to leave' - mp_choice_options: - - option: '`>` and `<`' - feedback: That's not it - - option: '`=` and `>=`' - feedback: That's not it - - option: '`<` and `>=`' - feedback: You are right - - option: '`+` and `==`' - hint: There are 130 people allowed in the club - correct_answer: C - question_score: '10' - feedback: That's not it 4: - question_text: What's wrong with this code? code: |- price = 10 money = {ask} How much money do you have? @@ -3224,20 +1524,7 @@ levels: {print} 'You can buy the bear!' {else} {print} 'You cannot buy this bear!' - mp_choice_options: - - option: In line 1 == should be used instead of = - feedback: No that's not it - - option: Line 2 misses quotation marks - feedback: You are correct - - option: In line 4 = should have been used instead of == - feedback: No that's not it - - option: In line 4 <= should have been used instead of >= - feedback: No that's not it - hint: The symbols are right - correct_answer: B - question_score: '10' 5: - question_text: Which symbol should be filled in on the blanks if the movie is suitable for kids for the age of 12 and up? code: |- age = {ask} 'How old are you?' ticket = {ask} 'Do you have a ticket?' @@ -3245,20 +1532,7 @@ levels: {print} 'You can enter the movie theater.' {else} {print} 'You are not allowed to come in!' - mp_choice_options: - - option: '`> 12`' - feedback: 12 year olds are allowed too - - option: '`>= 12`' - feedback: Great! - - option: '`< 12`' - feedback: These kids are too young! - - option: '`<= 12`' - feedback: These kids are too young - hint: '> means greater than' - correct_answer: B - question_score: '10' 6: - question_text: How many times do you have to say you are annoyed before this annoying game stops? code: |- lives = 2 {repeat} 10 times @@ -3266,69 +1540,7 @@ levels: answer = {ask} 'Are you annoyed yet?' {if} answer == 'yes' lives = lives - 1 - mp_choice_options: - - option: 10 times - feedback: It stops after 2 times - - option: 0 times - feedback: It stops after 2 times - - option: 1 time - feedback: It stops after 2 times - - option: 2 times - feedback: That is correct - hint: '!= means ''is not''' - correct_answer: D - question_score: '10' - 7: - question_text: What should be filled in on the three blanks? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' - mp_choice_options: - - option: '`''Lower''` and `''Higher''` and `''You win!''`' - feedback: That's not quite right. - - option: '`''Higher''` and `''Lower''` and `''You win!''`' - feedback: You win! - - option: '`''You win!''` and `''Lower!''` and `''Higher''`' - feedback: That's not quite right. - - option: '`''Lower!''` and `''You win!''` and `''Higher!''`' - feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: B - question_score: '10' - 8: - question_text: Which statement is true about this roller coaster? - code: |- - length = {ask} 'Please fill in your length in cm' - {if} length < 120 - {print} 'Sorry, you cannot go on this roller coaster.' - {else} - {print} 'Enjoy the ride' - mp_choice_options: - - option: You must be taller than 120 cm to go on the roller coaster - feedback: True! - - option: You must be taller than 119 cm to go on the roller coaster - feedback: If you are 120 cm you won't get in - - option: You must be shorter than 120 cm to go on the roller coaster - feedback: '> means greater than' - - option: There are no length restrictions to go on the roller coaster - feedback: There are. - hint: '> means greater than' - correct_answer: A - question_score: '10' 9: - question_text: How many pieces of chocolate will give you a stomach ache according to this fitbit? code: |- chocolate = {ask} 'How many pieces of chocolate have you eaten?' {if} chocolate <= 2 @@ -3337,101 +1549,19 @@ levels: {print} 'That is a bit much' {if} chocolate > 8 {print} 'You will get a stomach ache!' - mp_choice_options: - - option: 1 or more - feedback: 'No' - - option: 2 or more - feedback: 'No' - - option: 8 or more - feedback: Almost - - option: 9 or more - feedback: Great! - hint: '> 8 means more than 8' - correct_answer: D - question_score: '10' - 10: - question_text: What should be filled in in the blanks? - code: |- - {print} 'Whoever gets the most points wins!' - {if} points_player_1 < points_player_2 - {print} _ - mp_choice_options: - - option: '''player 1 wins''' - feedback: Look at who has the highest score! - - option: '''player 2 wins''' - feedback: Yes! - - option: '''player 2 loses''' - feedback: Look at who has the highest score! - - option: '''It is a tie''' - feedback: No it's not, one player has a higher score - hint: You win the game by having the most points - correct_answer: B - question_score: '10' 15: 1: - question_text: 'Which symbol should be used on the blank? Tip: You must keep guessing until you get it right.' code: |- answer = 0 while answer _ 'Amsterdam' answer = ask 'What is the capital city of the Netherlands?' print 'You have given the correct answer' - mp_choice_options: - - option: '`=!`' - feedback: That is not right. - - option: '`==`' - feedback: You don't have to keep guessing if you've given the right answer. - - option: '`!=`' - feedback: Correct - - option: '`=`' - feedback: That's not it - hint: Keep guessing until you say Amsterdam - correct_answer: C - question_score: '10' - 2: - question_text: Which of these codes has used the correct symbol(s)? - mp_choice_options: - - option: |- - ``` - {while} name = Hedy - ``` - feedback: 'No' - - option: |- - ``` - {while} age = 24 - ``` - feedback: 'No' - - option: |- - ``` - {while} time > 0 - ``` - feedback: Yes! - - option: |- - ``` - {while} answer == yes' - ``` - feedback: A quotation mark is missing - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' 3: question_text: Which command should be filled in on the two blanks? code: |- _ age >= 18 print 'you are not allowed in this bar' - mp_choice_options: - - option: '`{in}`' - feedback: That's not it - - option: '`{while}`' - feedback: You are right - - option: '`{for}`' - feedback: That's not it - - option: '`{range}`' - feedback: That's not it - hint: You are not allowed in the bar as long as you are 17 or younger - correct_answer: B - question_score: '10' 4: - question_text: What's wrong with this code? code: |- options = 1, 2, 3, 4, 5, 6 print 'Throw 6 as fast as you can!' @@ -3451,11 +1581,7 @@ levels: feedback: That's not it - option: In line 5 != should have been used instead of == feedback: You are correct - hint: There is something wrong in line 5 - correct_answer: D - question_score: '10' 5: - question_text: What should be placed on the blank to make this program work correctly? code: |- wetness = 10 while wetness != 0 @@ -3474,9 +1600,6 @@ levels: feedback: You are correct! - option: = wetness + 1 feedback: The program should count down - hint: wetness should get less each time - correct_answer: C - question_score: '10' 6: question_text: what is wrong with this code? code: |- @@ -3494,25 +1617,8 @@ levels: feedback: No that's not right - option: Line 2 should start with less indentation feedback: That is correct - hint: Look closely at the indentation - correct_answer: D - question_score: '10' 7: question_text: How should this program be changed to that it works? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' mp_choice_options: - option: '... change the first {if} into a {while}' feedback: Perfect! @@ -3522,32 +1628,9 @@ levels: feedback: That's not quite right. - option: '... change the fourth {if} into a {while}' feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: A - question_score: '10' 8: - question_text: Which statement is true about this automated toilet system? - code: |- - {while} toilet == 'occupied' - lights = 'on' - air_freshener_sprays = 'yes' - {sleep} 60 - lights = 'off' - air_freshener_sprays = 'no' - mp_choice_options: - - option: The lights and air freshener will turn off after 1 minute - feedback: False! - - option: The air freshener sprays once every minute and the lights stay on the whole time while you are on the toilet - feedback: Great job - - option: The air freshener sprays once you leave the toilet. - feedback: It only sprays when you're in there. - - option: The lights will always stay on. - feedback: That wouldn't be right. hint: The block after the while command keeps happening while the toilet is occupied. - correct_answer: B - question_score: '10' 9: - question_text: What will the diet app say if you have eaten 1600 calories today? code: |- chocolate = {ask} 'How many calories have you eaten today?' {while} calories <= 1000 @@ -3565,16 +1648,7 @@ levels: feedback: Yes! - option: You have eaten enough for today feedback: 'No' - hint: 1600 is between 1000 and 2000 - correct_answer: C - question_score: '10' 10: - question_text: 'What should be filled in in the blanks? Tip: the player with the most points is in the lead.' - code: |- - name_player_1 = {ask} 'Name player 1:' - name_player_2 = {ask} 'Name player 2:' - {while} points_player_1 > points_player_2 - {print} _ ' is in the lead right now!' mp_choice_options: - option: name_player_1 feedback: You are right! @@ -3584,105 +1658,20 @@ levels: feedback: You should fill in a name, not a number - option: points_player_2 feedback: You should fill in a name, not a number - hint: You win the game by having the most points. Your name should appear on the screen - correct_answer: A - question_score: '10' 16: - 1: - question_text: Which command should be filled in on the blanks to print a random snack? - code: |- - snacks = nachos, chips, cucumber, sweets - {print} _ - mp_choice_options: - - option: '`snacks {at} {random}`' - feedback: This is the old way. - - option: '`[{random} snack]`' - feedback: The order is wrong. - - option: '`snacks[{random}]`' - feedback: Correct - - option: '`snacks[{at} {random}]`' - feedback: We do not need `at`anymore - hint: We no longer use {at} - correct_answer: C - question_score: '10' 2: - question_text: What should be filled in on the blanks if you want a list of what chores are done by whom? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chores = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} _ - mp_choice_options: - - option: |- - ``` - friends[i] has to do chores [i] - ``` - feedback: Mind the spacing. - - option: |- - ``` - friends[1] has to do chores[1] - ``` - feedback: It will print 3 times that Wesley has to do the cooking - - option: |- - ``` - chores[i] ' has to do ' friends[random] - ``` - feedback: The person has to do the chore, not the other way around - - option: |- - ``` - friends[i] ' has to do ' chores[i] - ``` - feedback: Fantastic! - hint: '`i` tells us what item in the list it is. So friend 1 does chore 1 etc.' - correct_answer: D - question_score: '10' 3: - question_text: What is a possible output for this program? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chore = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} friends[i] has to do chores[i] - mp_choice_options: - - option: |- - ``` - Wesley has to do the cooking - Eric has to do the cleaning - Kaylee has to do nothing - ``` - feedback: Super! - - option: |- - ``` - Kaylee has to do the cooking - Wesley has to do the cleaning - Eric has to do nothing - ``` - feedback: No, it is not random. - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cleaning - Wesley has to do the nothing - ``` - feedback: Poor Wesley! - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cooking - Wesley has to do the cooking - ``` - feedback: That's not it - hint: It's not random... - correct_answer: A - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - friends = ['Jaylee', 'Erin', 'Fay'] - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 0 {to} 3 - print 'the lucky number of ' friends[i] - print 'is ' lucky_numbers[i] mp_choice_options: - option: The variable in line 4 should be 'friend[i]', not 'friends[i]' feedback: That is not right. @@ -3692,16 +1681,7 @@ levels: feedback: It's not a variable, it's just text. - option: '{in} in line 3 should be removed' feedback: That's not it - hint: There's nothing wrong with line 4 - correct_answer: B - question_score: '10' 5: - question_text: Which line should be filled in in the blank? - code: |- - animals = ['dog', 'cow', 'horse'] - _ - {for} i {in} {range} 1 {to} 3 - {print} 'the ' animals[i] ' says ' sounds[i] mp_choice_options: - option: noises = ['moo', 'woof', 'neigh'] feedback: Mind the variable name and the order of the sounds. @@ -3711,487 +1691,3 @@ levels: feedback: Don't forget the quotation marks! - option: sounds = ['woof', 'moo', 'neigh'] feedback: Great job! - hint: Look at line 1 to see proper use of brackets and quotation marks. - correct_answer: D - question_score: '10' - 6: - question_text: Which statement is true? - code: |- - people = ['Chris', 'Jaylino', 'Ryan'] - games = ['fortnite', 'minecraft', 'fifa'] - {for} o {in} {range} 1 {to} 3 - {print} people[o] ' likes ' games[o] - mp_choice_options: - - option: You are not allowed to use the variable o. It should be named i. - feedback: i is the most commonly used variable name in this case, but it's not mandatory to use i. - - option: The output will say that Jaylino likes fortnite. - feedback: No, he likes minecraft. - - option: The output will say that Ryan likes fifa - feedback: Correct - - option: This code will not work. It will give and error. - feedback: No, the code is correct. - hint: There is nothing wrong with this code. - correct_answer: C - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - people = ['Savi', 'Senna', 'Fayenne'] - transportation = ['bike', 'train', 'car'] - {for} i {in} {range} 1 {to} 3 - {print} people[i] goes to school by transportation[i] - mp_choice_options: - - option: Line 1 needs less quotation marks - feedback: That is not right. - - option: Line 3 should start with indentation - feedback: It should not! - - option: Line 4 should start without indentation - feedback: It should not - - option: Line 4 needs more quotation marks. - feedback: Amazing! - hint: There is a mistake made in the usage of quotation marks. - correct_answer: D - question_score: '10' - 8: - question_text: Which of these codes belongs to this output? - code: |- - Macy and Kate get to go first - Lionell and Raj get to go second - Kim and Leroy get to go third - mp_choice_options: - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 0 {to} 3 - {print} teams[random] ' get to go ' position[i] - ``` - feedback: This is not right - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: Amazing! - - option: |- - ``` - teams = ['Macy', 'Kate', 'Lionell', 'Raj', 'Kim', 'Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 6 - {print} teams[random] ' get to go ' position[random] - ``` - feedback: This is not it. - - option: |- - ``` - teams = ['Macy and Kate' 'Lionell and Raj' 'Kim and Leroy'] - position = ['first' 'second' 'third'] - {for} teams {in} {range} 0 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: This is not going to work! - hint: If you look carefully at the first line, you'll see that only the first two answers are possibly correct. - correct_answer: B - question_score: '10' - 9: - question_text: What is a possible output for this code? - code: |- - countries = ['Canada', 'Zimbabwe', 'New Zealand'] - {for} i {in} {range} 0 {to} 1 - {print} 'I will travel to ' countries[random] - mp_choice_options: - - option: |- - ``` - I will travel to Canada - I will travel to Canada - ``` - feedback: Great job! - - option: |- - ``` - I will travel to Canada - ``` - feedback: It will be repeated twice - - option: |- - ``` - I will travel to Canada, Zimbabwe and New Zealand - ``` - feedback: This is not it. - - option: |- - ``` - I will travel to Canada - I will travel to Zimbabwe - I will travel to New Zealand - ``` - feedback: It's only repeated twice - hint: Range 0 to 1 is 2 times - correct_answer: A - question_score: '10' - 10: - question_text: Which 3 lines will complete this code correctly? - code: |- - {print} 'The book raffle will start soon' - {print} 'Get your tickets now!' - books = ['Narnia', 'The Hobbit', 'Oliver Twist', 'Harry Potter', 'Green eggs and ham'] - people = {ask} 'How many raffle tickets are sold?' - list_of_numbers = [1, 2] - {for} i {in} {range} 3 {to} people - {add} i {to} list_of_numbers - {for} i {in} {range} 1 {to} 5 - mp_choice_options: - - option: |- - ``` - chosen_number = list_of_numbers at random - print books[i] ' will go to person number ' chosen_number - {add} chosen_number {to} list_of_numbers - ``` - feedback: Almost there... but adding the winner to the list makes this raffle unfair - - option: |- - ``` - print person[i] ' wins ' book[i] - ``` - feedback: There is no list called 'person' - - option: |- - ``` - chosen_number = list_of_numbers[people] - print books[people] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: This is not it. - - option: |- - ``` - chosen_number = list_of_numbers[random] - print books[i] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: Fantastic! - hint: You need to use the {remove} command - correct_answer: D - question_score: '10' - 17: - 1: - question_text: What is the output of this code? - code: |- - minions = ['Bob', 'Kevin', 'Stuart'] - {for} x in minions: - {print} x - mp_choice_options: - - option: |- - ``` - m i n i o n s - ``` - feedback: This is not it. - - option: |- - ``` - Bob - Kevin - Stuart - ``` - feedback: Correct! - - option: |- - ``` - minions - minions - minions - ``` - feedback: Take a look at the content of your list. - - option: |- - ``` - B o b K e v i n S t u a r t - ``` - feedback: Do not loop through the letters. - hint: Loop through your list. - correct_answer: B - question_score: '10' - 2: - question_text: What is wrong with this code? - code: |- - seconds_minute = 60 - minute_hour = 60 - hour_day = 24 - leap_year = 366 - no_leap_year = 365 - years = ask 'what year is it?' - {if} years = 2024: - print seconds_minute * minute_hour * hour_day * leap_year - {else}: - print seconds_minute * minute_hour * hour_day * noleap_year - mp_choice_options: - - option: You cannot have so many variables. - feedback: This is not it. - - option: The way the variables are multiplied is incorrect. - feedback: Not true! - - option: One of the variables `noleap_year` does not belong with the `{if}` statement. - feedback: Keep looking for the mistake. - - option: The `noleap_year` has to be identical in both cases. - feedback: Correct! - hint: Read the code carefully. - correct_answer: D - question_score: '10' - 3: - question_text: How many hedgehogs will this code print? - code: |- - {for} x in range 1 to 3: - {for} y in range 1 to 2: - {print} 🦔 - mp_choice_options: - - option: |- - ``` - 🦔 - 🦔 - 🦔 - ``` - feedback: Try again. - - option: |- - ``` - 🦔 - 🦔 - ``` - feedback: One more try. - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: Well done! - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating. - correct_answer: C - question_score: '10' - 4: - question_text: What is wrong with code? - code: |- - name_color = {ask} 'What is your favorite color?' - {if} name_color == 'red': - {print} 'the color of a tomato' - {elif} name_color == 'green': - {print} 'the color of an apple' - {elif} name_color == 'blue': - {print} 'the color of a blueberry' - {elif} name_color == 'yellow': - {print} 'the color of a banana' - {elif}: - {print} 'this fruit-color does not exist' - mp_choice_options: - - option: The first `{elif}` should be used before the `print` command - feedback: Try again. - - option: '`{elif}` can only be used once' - feedback: From now on we can use elif multiple times. - - option: '`==` used with `{elif}` should be replaced by `=`' - feedback: Not correct. - - option: '`{elif}` in the last line should be replaced by `{else}`' - feedback: Great! - hint: Think about `{if}`, `{elif}`, `{else}`. - correct_answer: D - question_score: '10' - 5: - question_text: What is the output of this code? - code: |- - numbers = [7, 19, 29, 41, 53, 71, 79, 97] - {for} prime in numbers: - {if} prime <= 10: - {print} prime - {elif} prime >= 60: - {print} prime - {elif} prime >= 90: - {print} prime - {else}: - {print} 'another number' - mp_choice_options: - - option: |- - ``` - 7 - another number - another number - another number - another number - 71 - 79 - 97 - ``` - feedback: Well done! - - option: |- - ``` - another number - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: Try again. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - another number - ``` - feedback: One more try. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating and the values of if and elif. - correct_answer: A - question_score: '10' - 6: - question_text: What is wrong with code? - code: |- - name = {ask} 'What is your name?' - {if} name == 'Hedy': - password = {ask} 'What is your password?' - {if} password =='turtle123': - {print} 'Yey' - {else}: - {print} 'Access denied' - {else}: - {print} 'Go fish' - mp_choice_options: - - option: '`{elif}` is missing.' - feedback: Try again. - - option: '`{else}` can only be used once.' - feedback: From now on we can use elif multiple times. - - option: Nothing! - feedback: There is a mistake. Look carefully! - - option: There is an indentation mistake in the last line. - feedback: Amazing! - hint: There is a mistake somewhere... - correct_answer: D - question_score: '10' - 7: - question_text: Which of the following codes will print five times 'the result is 3' on the screen? - mp_choice_options: - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - result = n * 1 - {print} 'The result is ' result - ``` - feedback: Try again! - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} u in numbers: - number = u - {print} 'The result is ' number - ``` - feedback: That is not it. - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} number in numbers: - number = 3 - {print} 'The result is ' number - ``` - feedback: Very good! - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - n = result - {print} 'The result is ' result - ``` - feedback: That is not it. - hint: Think about mathematical symbols. - correct_answer: C - question_score: '10' - 8: - question_text: What is wrong with code? - code: |- - insects = ['🐝', '🦋', '🕷', '🐞'] - your_favorite = {ask} 'what is your favorite insect?' - {for} insect in insects: - {if} your_favorite == '🐝' {or} your_favorite == '🐞': - {print} 'very useful' - {elif} your_favorite == '🕷': - {print} 'it can catch mosquitoes' - {else}: - {print} 'almost all insects can be useful one way or another' - mp_choice_options: - - option: '`{or}` cannot be used with `{if}`.' - feedback: Try again. - - option: In the `{for}` command `insect` should be `insects`. - feedback: Not true. - - option: Nothing! - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 9: - question_text: Which one of the codes below gave this output? - code: |- - -5 is negative - -4 is negative - -3 is negative - -2 is negative - -1 is negative - 0 is positive - 1 is positive - 2 is positive - 3 is positive - mp_choice_options: - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Try again! - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number <= 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - - option: "```\n {for} number in range -5 to 3:\n {if} number >= 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Very good! - - option: "```\n {for} number in range -5 to 3:\n {if} number < 0: \n {print} number ' is positive'\n {elif} number <=0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 10: - question_text: What is wrong with this code? - code: |- - {for} number in range 1 to 5: - volume_room = num * num * num - {print} volume_room ' cubic meters' - {if} volume_room > 100: - {print} 'this is a large room' - {elif} volume_room < 100: - {print} 'small room but cosy' - {else}: - {print} 'i will look for something else' - mp_choice_options: - - option: The word num needs quotation marks. - feedback: Try again. - - option: The `{if}` command is not used correctly. - feedback: Not true. - - option: Line 3 should be `volume_room = number * number * number`. - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' diff --git a/content/quizzes/hi.yaml b/content/quizzes/hi.yaml index a845bc914d8..dddcac4d04c 100644 --- a/content/quizzes/hi.yaml +++ b/content/quizzes/hi.yaml @@ -12,8 +12,6 @@ levels: - option: Heidi feedback: ये वाला नहीं! hint: इसका नाम हेडी लैमर के नाम पर रखा गया है। - correct_answer: A - question_score: '10' 2: question_text: हैलो! टेक्स्ट प्रदर्शित करने के लिए रिक्त स्थान पर किसे भरना आवश्यक है? code: ___ Hello! @@ -39,40 +37,9 @@ levels: ``` feedback: With `{ask}`, you can ask a question. hint: _?_ Hello world! - correct_answer: B - question_score: '10' 3: - question_text: How do you ask what someone's favorite color is? - mp_choice_options: - - option: |- - ``` - {print} What is your favorite color? - ``` - feedback: '`{print}` prints text, but it doesn''t ask questions.' - - option: |- - ``` - {ask} {print} What is your favorite color? - ``` - feedback: You only need one command, not two. - - option: |- - ``` - {ask} What is your favorite color? - ``` - feedback: Great! - - option: |- - ``` - {echo} What is your favorite color? - ``` - feedback: '`{echo}` repeats your answer back to you.' hint: You can {ask} something with the {ask} command - correct_answer: C - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - Hi Im Hedy! - {ask} Who are you? - {echo} Hi... mp_choice_options: - option: '`{print}` in line 1 is missing.' feedback: Correct! @@ -82,11 +49,7 @@ levels: feedback: '`{echo}` is a command, there''s another mistake.' - option: Nothing! This is a perfect code! feedback: Wrong, look carefully! - hint: Line 1 doesn't seem right - correct_answer: A - question_score: '10' 5: - question_text: Which command is missing in line 2? code: |- {ask} What is your favorite pet? _?_ So your favorite pet is... @@ -111,49 +74,7 @@ levels: {echo} ``` feedback: Right on! - hint: You want to see the answer at the end of line 2... - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - {print} Hi im Hedy! - {print} Which football team do you support? - {echo} You support... - {print} Cool! Me too! - mp_choice_options: - - option: In line 1 `{print}` should be replaced with `{ask}`. - feedback: '`{print}` in line 1 is correct.' - - option: In line 2, `{print}` should be replaced with `{ask}`. - feedback: Great! You paid attention! - - option: Line 3 has to begin with `{print}` instead of `{echo}`. - feedback: '`{echo}` is correct.' - - option: In line 4, `{print}` is spelled wrong. - feedback: No, there is a mistake somewhere else - hint: Check the `{print}` commands. - correct_answer: B - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - {print} Welcome at Hedys restaurant! - {ask} What would you like to eat? - {echo} So you want to order ... - {print} Coming right up! Enjoy! - mp_choice_options: - - option: In line 1 `{print}` needs to be replaced with `{ask}` - feedback: Are you sure something is wrong? - - option: In line 1 `{print}` needs to be replaced with `{echo}` - feedback: Are you sure something's wrong? - - option: In line 3 `{echo}` needs to be replaced with `{print}` - feedback: Are you sure something is wrong? - - option: Nothing! This is a perfect code! - feedback: Correct! - hint: Check the code line by line - correct_answer: D - question_score: '10' 8: - question_text: How do you use the `{echo}` command? mp_choice_options: - option: You can use it to `{ask}` a question. feedback: That's what `{ask}` is for! @@ -163,33 +84,8 @@ levels: feedback: Good job! - option: You can use it to make text disappear. feedback: That's not right... - hint: '`{echo}` is used after an `{ask}` command.' - correct_answer: C - question_score: '10' - 9: - question_text: What's wrong with this code? - code: |- - {print} Hello! - {print} How are you doing? - {echo} So you are doing... - mp_choice_options: - - option: '`{print}` in line 1 should be `{ask}`' - feedback: No, `{print}` is right. Where is the question being asked? - - option: '`{print}` in line 2 should be `{ask}`' - feedback: Super! - - option: '`{echo}` in line 3 should be `{ask}`' - feedback: No, `{echo}` is right. Where is the question being asked? - - option: Nothing. This is a perfect code! - feedback: Look carefully for the mistake... - hint: '`{ask}` allows you to ask a question' - correct_answer: B - question_score: '10' 10: question_text: Which output will be in your outputscreen after you've run this code? - code: |- - {ask} Are you ready to go to level 2? - {echo} - {echo} mp_choice_options: - option: Are you ready to go to level 2? feedback: There are two echo commands @@ -203,12 +99,8 @@ levels: Are you ready to go to level 2? Yes! feedback: There are two echo commands - hint: Let's go! - correct_answer: B - question_score: '10' 2: 1: - question_text: Which statement is true? mp_choice_options: - option: In level 2 the `{print}` command doesn't exist anymore feedback: '`{print}` still works' @@ -219,84 +111,7 @@ levels: - option: In level 2 all the level 1 commands still work feedback: No one command doesn't work anymore. hint: '`{print}` and `{ask}` still exist.' - correct_answer: C - question_score: '10' - 2: - question_text: Which code is correct? - mp_choice_options: - - option: |- - ``` - name {is} {ask} What is your name? - ``` - feedback: Super! - - option: |- - ``` - {ask} {is} name What is your name - ``` - feedback: The words are right, the order is not! - - option: |- - ``` - {ask} What is your name? - ``` - feedback: This worked in level 1, but in level 2 and up it works differently. - - option: |- - ``` - {ask} What is your name? {is} name - ``` - feedback: The words are right, the order isn't! - hint: '`{ask}` doesn''t work like in level 1' - correct_answer: A - question_score: '10' - 3: - question_text: What appears on your output screen when you run this code? - code: |- - name {is} Marleen - {print} name goes to the market and she buys an apple. - mp_choice_options: - - option: name goes to the market and she buys an apple. - feedback: The word name is replaced with Marleen - - option: Marleen goes to the market. - feedback: The second part of the sentence isn't left out! - - option: Marleen goes to the market and she buys an apple. - feedback: Right on! - - option: Marleen goes to the market and Marleen buys an apple. - feedback: She is not replaced with the name - hint: The word name is replaced with Marleen - correct_answer: C - question_score: '10' - 4: - question_text: What will you see on the output screen when you run this code? - code: |- - name {is} Hedy - {print} Hi my name is name - mp_choice_options: - - option: Hi my name is name - feedback: The variable name is replaced with Hedy - - option: Hi my name is Hedy - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is name - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is Hedy - feedback: Correct, this mistake will be fixed in level 4! - hint: '''name'' is being replaced with ''Hedy'' in both places' - correct_answer: D - question_score: '10' - 5: - question_text: What happens when you use the `{sleep}` command? - mp_choice_options: - - option: It slows down your computer - feedback: fortunately not! - - option: It closes down Hedy - feedback: fortunately not! - - option: Your program pauses for a second and then continues - feedback: That's right! - - option: You put it at the end so Hedy knows your program is finished - feedback: No it would be useless at the end of your code - hint: The computer waits for a second at the `{sleep}` command - correct_answer: C - question_score: '10' 6: - question_text: What should be on the lines? code: |- {print} And the award for best programming language goes to... _?_ @@ -322,116 +137,17 @@ levels: {ask} ``` feedback: There is no question there to be asked - hint: Pause for dramatic effect... - correct_answer: A - question_score: '10' 7: - question_text: What command should be used on line 2? code: |- {print} I will explode in 3 seconds! _?_ {print} BOOM! - mp_choice_options: - - option: |- - ``` - {print} 3 - ``` - feedback: You don't need to `{print}` - - option: |- - ``` - {sleep} 3 - ``` - feedback: Perfect! - - option: |- - ``` - {sleep} - ``` - feedback: This way the bomb will explode in 1 second - - option: |- - ``` - {sleep} {sleep} {sleep} - ``` - feedback: Make it easier on yourself by using the number 3 - hint: You want the computer to wait for 3 seconds - correct_answer: B - question_score: '10' - 8: - question_text: How would you correct the first line of code? - code: |- - {ask} {is} How old are you? - {print} age - mp_choice_options: - - option: |- - ``` - age {ask} {is} How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - {ask} {is} age How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - age {is} {ask} How old are you? - ``` - feedback: You get it! - - option: |- - ``` - age {is} How old are you? - ``` - feedback: Where is the `{ask}` command? - hint: The variable name should come first - correct_answer: C - question_score: '10' - 9: - question_text: What is going wrong in this code? - code: |- - dogs {is} animal - {print} I love animal - mp_choice_options: - - option: 'Line 1 should say: dogs `{is}` animals' - feedback: The variable name is animal - - option: 'Line 1 should say: animal `{is}` dogs' - feedback: Great! - - option: 'Line 2 should say: `{print}` I love animals' - feedback: The variable name is animal - - option: 'Line 2 should say: `{sleep}` I love animals' - feedback: Sleep is not used to `{print}` text - hint: You want to `{print}` 'I love dogs' - correct_answer: B - question_score: '10' 10: - question_text: What command should be used on the line 1? code: |- flavor {is} _?_ {print} Your favorite icecream is... {sleep} {print} flavor - mp_choice_options: - - option: |- - ``` - {sleep} 3 - ``` - feedback: You want to know the favorite flavor! - - option: |- - ``` - {print} strawberries - ``` - feedback: You do not want a `{print}` command at the middle of the line... - - option: |- - ``` - strawberries, chocolate, vanilla - ``` - feedback: This way you are making a list. You don't want that now. - - option: |- - ``` - {ask} What flavor icecream do you like? - ``` - feedback: That's right! - hint: You want to `{ask}` a question - correct_answer: D - question_score: '10' 3: 1: question_text: What command do you use to let Hedy pick something arbitrarily? @@ -456,14 +172,7 @@ levels: {at} {random} ``` feedback: Correct! - hint: Arbitrarily means without a plan or randomly. - correct_answer: D - question_score: '10' 2: - question_text: What's wrong with this code? - code: |- - animals {is} dog cat cow - {print} animals {at} {random} mp_choice_options: - option: 'You need commas in line 1: dog, cat, cow.' feedback: Good job! @@ -473,155 +182,15 @@ levels: feedback: animals is correct. - option: '`{at} {random}` is spelled incorrectly' feedback: '`{at} {random}` is the correct spelling' - hint: There's something wrong in line 1 - correct_answer: A - question_score: '10' 3: question_text: How do you fix the mistake in line 2 of this code? - code: |- - options {is} rock, paper, scissors - {print} rock, paper, scissors {at} {random} - mp_choice_options: - - option: |- - ``` - {at} {random} {print} options - ``` - feedback: You're almost there. The order of the words isn't right yet. - - option: |- - ``` - {print} rock {at} {random} - ``` - feedback: you don't always want the Hedy to {print} rock, sometimes you want scissors or paper. - - option: |- - ``` - {print} options {at} {random} - ``` - feedback: Very good! - - option: Nothing, the code is correct! - feedback: Look carefully for the mistake - hint: The variable (the list) is called options. - correct_answer: C - question_score: '10' - 4: - question_text: What should change in line 2 to print a random price? - code: |- - prices {is} 1 dollar, 100 dollar, 1 million dollar - {print} price {at} {random} - mp_choice_options: - - option: |- - ``` - {print} price - ``` - feedback: You don't want to `{print}` the word price, but you want to `{print}` one price out of your list `{at} {random}` - - option: |- - ``` - {print} prices {at} {random} - ``` - feedback: Great! You've really paid attention. - - option: |- - ``` - {print} {at} {random} price - ``` - feedback: '`{at} {random}` is placed behind the variable.' - - option: Nothing, this code is alright. - feedback: Look carefully for the mistake you missed! - hint: The variable name is prices - correct_answer: B - question_score: '10' - 5: - question_text: What is wrong in this code? - code: |- - question {is} {ask} What do you want to know? - {print} question - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 1 needs to say `{print}` instead of `{ask}` - feedback: No, that's not wrong. - - option: Line 2 needs to say `{ask}` instead of `{print}` - feedback: No that's not wrong. - - option: Line 2 needs to say answers `{at} {random}` `{is}` yes, no, maybe - feedback: No, that's not wrong. - - option: Nothing, this code is perfect - feedback: That's right! - hint: Does this code even have a mistake? - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 2 needs to say question instead of answers - feedback: No that's not right - - option: Line 2 needs the `{is}` command - feedback: Correct - - option: Line 3 needs to say answer instead of answers - feedback: No the variable's called answers - - option: Nothing! This code is great! - feedback: Actually, line 2 has a mistake. - hint: There is something wrong with line 2. - correct_answer: B - question_score: '10' - 7: - question_text: What does the `{add}` command do? - code: |- - books {is} Harry Potter, The Hobbit, Green Eggs and Ham - your_book {is} {ask} What is your favorite book? - {add} your_book {to} books - {print} books {at} {random} - mp_choice_options: - - option: The `{add}` command removes a random book from the list - feedback: The remove command removes, the add command adds - - option: The `{add}` command adds a random book to a list - feedback: It doesn't. It adds your answer to the list! - - option: The `{add}` command adds your favorite book to the list - feedback: Correct! - - option: The `{add}` command prints your favorite book. - feedback: No, it adds your favorite book to the list - hint: The `{add}` command adds a book, but which one? - correct_answer: C - question_score: '10' - 8: - question_text: What is the output of this code? - code: |- - crisps {is} sea salt, paprika, sour cream - {remove} sea salt {from} crisps - {remove} paprika {from} crisps - {print} crisps {at} {random} - mp_choice_options: - - option: You can't tell, because Hedy will `{print}` one of the 3 flavors `{at} {random}` - feedback: Take a look at the `{remove}` commands - - option: sea salt - feedback: sea salt is removed from the list - - option: paprika - feedback: Paprika is removed from the list - - option: sour cream - feedback: That's right! - hint: There are 3 flavors, bit 2 are removed. Which one remains? - correct_answer: D - question_score: '10' 9: - question_text: What's wrong with this code? code: |- colors {is} blue, purple, green chosen_color {is} {ask} Which haircolor wouldn't your like to have? {remove} chosen_color {from} colors {print} I will dye my hair color {at} {random} - mp_choice_options: - - option: 'Line 3 should say: `{remove}` blue `{from}` colors' - feedback: Maybe you want blue hair though! - - option: Line 3 should have an `{add}` command instead of a `{remove}` command - feedback: You want to remove the chosen color so `{remove}` is right. - - option: In line 4 the variable should be called colors instead of color - feedback: Great job! - - option: Nothing, this is a correct code! - feedback: Find the mistake! hint: Look at line 3 - correct_answer: C - question_score: '10' 10: question_text: What should be on the _?_? code: |- @@ -652,8 +221,6 @@ levels: ``` feedback: This increased the change that the person who walked yesterday now has to do it again. That's mean. hint: The person who walked the dog yesterday should be removed from the list. - correct_answer: A - question_score: '10' 4: 1: question_text: Which of these is true? @@ -666,11 +233,7 @@ levels: feedback: '`{at} {random}` still works' - option: '`{at} {random}` now needs quotation marks' feedback: No, but 2 other commands do. - hint: In level 4 you need quotation marks for 2 commands. - correct_answer: A - question_score: '10' 2: - question_text: Which code uses the proper quotation marks? mp_choice_options: - option: |- ``` @@ -692,11 +255,7 @@ levels: {print} ,hello, ``` feedback: This is a comma, you need quotation marks. - hint: Pick the right quotation marks. - correct_answer: B - question_score: '10' 3: - question_text: Where are the quotation marks used correctly? mp_choice_options: - option: |- ``` @@ -718,28 +277,7 @@ levels: {print} 'Hi Im Hedy' ``` feedback: Perfect! - hint: Both before and after the words you want to print should be a quotation mark. - correct_answer: D - question_score: '10' - 4: - question_text: Which statement is true? - mp_choice_options: - - option: 'You need quotation marks around the word `{print}`, like this: `''{print}''`.' - feedback: The quotation marks shouldn't be around the command itself. - - option: You need quotation marks around the words you want to print. - feedback: Super! - - option: You do not need quotation marks when using the `{ask}` command - feedback: Both `{print}` and `{ask}` require quotation marks - - option: You can choose yourself whether to use quotation marks or not. - feedback: Unfortunately, Hedy is stricter than that. - hint: From level 4 on you need to use quotation marks. - correct_answer: B - question_score: '10' 5: - question_text: What has to be changed in order for the game to work? - code: |- - options {is} rock, paper, scissors - {print} 'options {at} {random}' mp_choice_options: - option: |- ``` @@ -758,89 +296,9 @@ levels: feedback: That's right - option: Nothing, the game already works! feedback: Look carefully. There is an error. - hint: You don't want Hedy to literally print 'options {at} {random}', you want it to print 'rock' or 'paper' or 'scissors'. - correct_answer: C - question_score: '10' 6: - question_text: What would be a good next line in this code? - code: prices {is} 1 dollar, 100 dollars, 1 million dollars - mp_choice_options: - - option: |- - ``` - {print} 'You win...' prices {at} {random} - ``` - feedback: Great! You get it! - - option: |- - ``` - {print} You win... 'prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}' - - option: |- - ``` - {print} You win... prices {at} {random} - ``` - feedback: You need some quotation marks! - - option: |- - ``` - {print} 'You win... prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}'' hint: 'Think carefully: what is a variable and should be outside of the quotation marks? And what are normal words that should be inside?.' - correct_answer: A - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: Correct! - - option: Quotation marks are missing in line 2 - feedback: A variable doesn't need quotes - - option: Quotation marks are missing in line 3 - feedback: You don't want Hedy to literally print 'answers {at} {random}' so no quotation marks needed here! - - option: Nothing, this code is good as is! - feedback: Look carefully. You missed a mistake! - hint: Check each line on whether they'd need quotation marks or not. - correct_answer: A - question_score: '10' - 8: - question_text: What would be a good next line for this code? - code: |- - {print} 'Welcome at the money show!' - {print} 'In front of you are 3 doors' - door {is} {ask} 'Which door do you choose?' - mp_choice_options: - - option: |- - ``` - {print} So you pick door door - ``` - feedback: We need quotation marks - - option: |- - ``` - {print} 'So you pick ' door door - ``` - feedback: If the player chooses door 3, Hedy will say 'So you pick 3 3 - - option: |- - ``` - {print} 'So you pick door ' door - ``` - feedback: Super! - - option: |- - ``` - {print} 'So you pick door door' - ``` - feedback: Hedy will literally print 'So you pick door door - hint: The second word door should be replaced with the number, the first should still be the word door... - correct_answer: C - question_score: '10' 9: - question_text: What will never appear in your output screen? - code: |- - clubs {is} Real Madrid, Bayern Munchen, Manchester United, Ajax - {print} clubs {at} {random} ' is going the win the champions league' mp_choice_options: - option: Ajax is going to win the champions league feedback: Hedy could `{print}` that @@ -850,27 +308,6 @@ levels: feedback: Hedy could `{print}` that - option: FC Barcelona is going to win the champions league feedback: That's right. It's not in the list - hint: What are Hedy's options to randomly pick from? - correct_answer: D - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - people {is} mom, dad, Emma, Sophie - {print} The dishes are done by... - {print} people {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: A list doesn't need quotation marks - - option: Quotation marks are missing in line 2 - feedback: Correct - - option: Quotation marks are missing in both line 2 and 3 - feedback: Line 3 doesn't need quotation marks because it's not printed literally - - option: Nothing, this code has no mistakes - feedback: You missed one! - hint: One line needs quotation marks, because you want it to be printed literally. - correct_answer: B - question_score: '10' 5: 1: question_text: What is true? @@ -888,79 +325,8 @@ levels: - option: In level 5 `{ask}` and `{print}` work the same as in level 4 feedback: Correct! hint: We have only learned a new command in level 5. - correct_answer: D - question_score: '10' - 2: - question_text: What appears in your output screen when you type in the name Hedy? - code: |- - name {is} {ask} 'What is your name?' - {if} name {is} Hedy {print} 'fun' {else} {print} 'less fun' - mp_choice_options: - - option: fun - feedback: That's right! - - option: less fun - feedback: If the name is Hedy, it will say 'fun'' - - option: Hedy - feedback: No, it doesn't print the name - - option: Error - feedback: Fortunately not! - hint: '`{if}` name `{is}` Hedy `{print}` ...?' - correct_answer: A - question_score: '10' 3: - question_text: What is the right password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct! - feedback: This is printed when you type in the correct password - - option: SECRET - feedback: That's right!' - - option: password - feedback: The password isn't password... - - option: ALARM INTRUDER - feedback: This is printed when you type in the incorrect password! hint: '`{if}` password `{is}` ... `{print}` ''Correct!''!''' - correct_answer: B - question_score: '10' - 4: - question_text: What does Hedy print when you type in the wrong password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct - feedback: That's printed if the correct answer is given, not the wrong one... - - option: SECRET - feedback: That's not the right answer - - option: Wrong! - feedback: No, this is not what Hedy will print - - option: ALARM! INTRUDER! - feedback: Great job! - hint: Your computer will sound the alarm for intruders! - correct_answer: D - question_score: '10' - 5: - question_text: Why will Hedy say 'ALARM! INTRUDER' when you type in 'secret'? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Because it needs to be in capitals, so SECRET - feedback: Indeed! - - option: Because the password is alarm - feedback: No, this is not the password. - - option: Because it's spelled wrong. - feedback: That's not how you spell secret - - option: Because Hedy makes a mistake - feedback: No, Hedy is right - hint: The spelling of the word has to be exactly the same. - correct_answer: A - question_score: '10' 6: question_text: Which word should be on the place of the question mark in the last line? code: |- @@ -969,30 +335,6 @@ levels: club is {ask} 'Which club is your favorite?' {if} club {is} ajax {print} 'Ajax is going to win of course!' _?_ {print} 'Sorry, your club is gonna be in last place...' - mp_choice_options: - - option: |- - ``` - {if} - ``` - feedback: '`{if}` is already in the line above' - - option: |- - ``` - {at} {random} - ``` - feedback: No, you need `{else}`. - - option: |- - ``` - {else} - ``` - feedback: Great! - - option: |- - ``` - {print} - ``` - feedback: '`{print}` is already there, we need a word before it!' - hint: '`{if}` goes together with...?' - correct_answer: C - question_score: '10' 7: question_text: Which word should be in the place of the question mark? code: |- @@ -1021,9 +363,6 @@ levels: {print} ``` feedback: Awesome! - hint: After `{else}` a `{print}` command follows - correct_answer: D - question_score: '10' 8: question_text: Which word should be on the place of the question mark? code: |- @@ -1051,222 +390,12 @@ levels: {print} ``` feedback: No, that's not it. - hint: What the variable name? - correct_answer: B - question_score: '10' - 9: - question_text: Which door should you choose to escape?? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} - mp_choice_options: - - option: '1' - feedback: Bad choice! You're being eaten - - option: '2' - feedback: Super! You escaped! - - option: '3' - feedback: Bad choice! You're being eaten. - - option: It's a trap, you will always be eaten! - feedback: Luckily not! - hint: One of the doors will keep you safe.. - correct_answer: B - question_score: '10' - 10: - question_text: Which monster is standing behind door 1? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} - mp_choice_options: - - option: Hedy picks a random monster each time. - feedback: Awesome! - - option: vampire - feedback: Not always... - - option: werewolf - feedback: Not always... - - option: giant spider - feedback: Not always... - hint: Mind the last 3 words... monsters `{at} {random}`... - correct_answer: A - question_score: '10' 6: - 1: - question_text: What's Hedy's output when you run this code? - code: '{print} 2*10' - mp_choice_options: - - option: '20' - feedback: Correct! - - option: '12' - feedback: No, the plus sign is used in addition - - option: 2*10 - feedback: No, Hedy will calculate the answer - - option: '210' - feedback: Mind it's a calculation. - hint: The `*` is used as a multiplication sign - correct_answer: A - question_score: '10' 2: question_text: Which sign do you use for an addition? - mp_choice_options: - - option: '`-`' - feedback: That's not it - - option: plus - feedback: That's not it - - option: '`*`' - feedback: That's not it - - option: '`+`' - feedback: Correct! - hint: It's the plus sign. - correct_answer: D - question_score: '10' - 3: - question_text: What's Hedy's output when you run this code? - code: '{print} ''3*10''' - mp_choice_options: - - option: '30' - feedback: This would be the right answer if there were no quotation marks. - - option: '13' - feedback: Try again.. - - option: 3*10 - feedback: Correct! There are quotation marks, so Hedy will print it literally. - - option: Nothing, Hedy will give an error message. - feedback: No, Hedy will print it literally. - hint: Mind the quotation marks!! - correct_answer: C - question_score: '10' - 4: - question_text: Kim is 10 years old. What will Hedy print for her? - code: |- - name = {ask} 'How many letters are in your name?' - age = {ask} 'How old are you?' - luckynumber = name*age - {print} 'Your lucky number is...' luckynumber - mp_choice_options: - - option: '30' - feedback: Mind, Hedy also prints 'Your lucky number is...' - - option: '10' - feedback: Please try again. - - option: Your lucky number is... 30 - feedback: That's right! - - option: Your lucky number is... 10 - feedback: Her lucky number is name times age... - hint: 'Kim has 3 letters, she is 10 years old so: letters times age = 3*10 = 30.' - correct_answer: C - question_score: '10' - 5: - question_text: If 5 people eat at this restaurant, how much do they have to pay in total? - code: |- - {print} 'Welcome to Hedys!' - people = {ask} 'How many people are eating with us tonight?' - price = people * 10 - {print} 'That will be ' price 'dollar please' - mp_choice_options: - - option: 5 dollars - feedback: Unfortunately, it's not that cheap. - - option: 10 dollars - feedback: No, it's 10 dollars each. - - option: 15 dollars - feedback: The * means multiplication. - - option: 50 dollars - feedback: Great! - hint: '`price` `is` `people` `times` 10' - correct_answer: D - question_score: '10' 6: question_text: How much does a hamburger cost is this virtual restaurant? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = 15 - {if} food {is} fries price = 6 - mp_choice_options: - - option: 15 dollars - feedback: Super! - - option: 6 dollars - feedback: The fries are 6 dollars - - option: 0 dollars - feedback: The hamburger isn't free! - - option: 21 dollars - feedback: That's the price for a hamburger and fries! - hint: Mind the fourth line. - correct_answer: A - question_score: '10' - 7: - question_text: Why does line 7 say 'price is price + 3' instead of 'price is 3'? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = price + 15 - {if} food {is} fries price = price + 6 - drinks is {ask} 'What would you like to drink?' - {if} drinks {is} coke price = price + 3 - {if} drinks {is} water price = price + 1 - {print} price ' dollars please' - mp_choice_options: - - option: It could have been `price = 3` just as well. - feedback: No, that's not true. Hedy needs to add 3 dollars to the total. - - option: Because Hedy doesn't understand `price = 3`. - feedback: Hedy would understand, but it wouldn't be right. - - option: Because Hedy would otherwise forget about the previous order. The price would be 3 dollars in total. - feedback: That's right! - - option: Because the price is 0 dollars to begin with. - feedback: That's true, but not the reason - hint: The price shouldn't be 3, but 3 dollars more than it already was - correct_answer: C - question_score: '10' - 8: - question_text: Why is this code incorrect? - code: |- - correct answer = 3*12 - answer = {ask} 'What is 3 times 12?' - {if} answer {is} correct answer {print} 'Good job!' - {else} {print} 'No... It was ' correct answer - mp_choice_options: - - option: There shouldn't be quotation marks in line 2 - feedback: No, there should be! - - option: The variable is called correct answer, but a variable's name can only be 1 word. So it should be correct_answer - feedback: Correct! - - option: The `{if}` and `{else}` commands should be in the same line. - feedback: No, that's not true. - - option: The variable in line 2 can't be called answer, because it is too similar to the variable correct answer. - feedback: Variable names can be similar, but they can't be 2 words... - hint: Inspect what the variables are called. - correct_answer: B - question_score: '10' - 9: - question_text: Imagine you love football a 10, you've eaten 2 bananas and have washed your hands 3 times today. How smart does the silly fortune teller think you are? - code: |- - {print} 'Im Hedy the silly fortune teller' - {print} 'I will predict how smart you are!' - football = {ask} 'On a scale of 0 to 10 how much do you love football?' - bananas = {ask} 'How many bananas have you eaten this week?' - hygiene = {ask} 'How many times did you wash your hands today??' - result = bananas + hygiene - result = result * football - {print} 'You are ' result 'percent smart.' - mp_choice_options: - - option: 10% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 32% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 50% - feedback: Super! You are 100 percent smart! - - option: 100% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - hint: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - correct_answer: C - question_score: '10' 10: - question_text: Which statement is true? code: |- name _?_ Hedy {print} name 'is walking trough the forrest' @@ -1279,12 +408,8 @@ levels: feedback: No, one `=` sign is enough - option: You can only use the `=` sign when working with numbers, not with words. feedback: You can also use `=` with words. - hint: '`{is}` and `=` are both allowed' - correct_answer: B - question_score: '10' 7: 1: - question_text: How many lines can you repeat at once with the repeat command at this level? mp_choice_options: - option: '0' feedback: No you can repeat a line. @@ -1295,54 +420,9 @@ levels: - option: infinite feedback: In this level you can only repeat one line at a time hint: You can only repeat 1 line at a time - correct_answer: B - question_score: '10' 2: - question_text: Which code is right? - mp_choice_options: - - option: |- - ``` - {print} 100 {times} 'hello' - ``` - feedback: '`{repeat}` 100 `{times}` `{print}` ''hello''' - - option: |- - ``` - {print} {repeat} 100 {times} 'hello' - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 'hello' 100 {times} - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 100 {times} {print} 'hello' - ``` - feedback: That's right! hint: First the repeat command, then the `{print}` command - correct_answer: D - question_score: '10' - 3: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} ''Hello!''' - mp_choice_options: - - option: Right - feedback: No, a word is missing - - option: Wrong, the word `{repeat}` is missing - feedback: The word `{repeat}` is there, another word is missing - - option: Wrong, the word `{times}` is missing - feedback: The word `{times}` is there, another word is missing. - - option: Wrong, the word `{print}` is missing - feedback: Correct - hint: 'It should be: `{repeat}` 100 `{times}` `{print}` ''Hello''' - correct_answer: D - question_score: '10' 4: - question_text: Which word is wrong in the code? - code: |- - {print} 'I'm blue' - {repeat} 7 {times} {print} 'da ba dee, da ba da' mp_choice_options: - option: |- ``` @@ -1362,27 +442,10 @@ levels: - option: |- ``` {times} - ``` - feedback: '`{times}` is spelled correctly' - hint: I'm is wrong, you can't use apostrophes - correct_answer: A - question_score: '10' - 5: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} {print} ''Hedy is awesome!''' - mp_choice_options: - - option: Correct - feedback: That's right! - - option: Wrong - feedback: That's not it - hint: The code is correct! - correct_answer: A - question_score: '10' + ``` + feedback: '`{times}` is spelled correctly' + hint: I'm is wrong, you can't use apostrophes 6: - question_text: What will be the output from this code? - code: |- - {print} 'The wheels on the bus go' - {repeat} 3 {times} {print} ' round and round' mp_choice_options: - option: |- the wheels on the bus go @@ -1408,14 +471,7 @@ levels: round and round round and round feedback: All though the town! Perfect! - hint: Only 'round and round' is repeated 3 times. - correct_answer: D - question_score: '10' 7: - question_text: What will be the output from this code? - code: |- - {repeat} 2 {times} {print} 'We will' - {print} 'ROCK YOU!' mp_choice_options: - option: |- We will We will @@ -1436,17 +492,8 @@ levels: We will ROCK YOU! feedback: Mind the repeat command - hint: Mind the `{repeat}` command. - correct_answer: B - question_score: '10' 8: question_text: Welke Hedy code hoort bij dit resultaat - code: |- - Here comes the sun - Do do do do - Here comes the sun - And I say - Its alright mp_choice_options: - option: |- ``` @@ -1480,8 +527,6 @@ levels: ``` feedback: Dit is niet de juiste volgorde.. hint: '`{repeat}` kan alleen worden gebruikt als je dezelfde regel meerdere keren achter elkaar wil uitvoeren.' - correct_answer: A - question_score: '10' 9: question_text: Welke Hedy code hoort bij dit resultaat ? code: |- @@ -1525,15 +570,8 @@ levels: ``` feedback: Perfect hint: '''Help !'' wordt 3x herhaald.' - correct_answer: D - question_score: '10' 10: question_text: What Hedy code belongs to this output? - code: |- - if youre happy and you know it clap your hands - if youre happy and you know it clap your hands - if youre happy and you know it and you really want to show it - if youre happy and you know it clap your hands mp_choice_options: - option: |- ``` @@ -1563,46 +601,8 @@ levels: {print} 'clap your hands' ``` feedback: This is not in the right order. - hint: Mind the order of the sentences. - correct_answer: B - question_score: '10' 8: - 1: - question_text: Which output will be produced by this code? - code: |- - {repeat} 2 {times} - {print} 'Hello' - {print} 'Im Hedy!' - mp_choice_options: - - option: |- - Hello - Im Hedy! - feedback: Everything is printed twice. - - option: |- - Hello - Hello - Im Hedy - feedback: The second line is repeated twice as well. - - option: |- - Hello - Im Hedy! - Hello - Im Hedy! - feedback: Super! - - option: |- - Hello - Hello - Im Hedy! - Im Hedy! - feedback: Everything is printed twice - hint: Both lines are repeated twice. - correct_answer: C - question_score: '10' 2: - question_text: What is wrong with this code? - code: |- - {repeat} 5 {times} - {print} 'Hedy is cool!' mp_choice_options: - option: This should be only one line, not 2. feedback: No it should be 2 lines. @@ -1612,15 +612,7 @@ levels: feedback: Nee, repeat is de goede spelling - option: The second line need to start with 4 spaces as indentation. feedback: Correct! - hint: Something is missing in the second line? - correct_answer: D - question_score: '10' 3: - question_text: What output will be produced when you run this program? - code: |- - {repeat} 3 {times} - {print} 'Baby shark tututudutudu' - {print} 'Baby shark' mp_choice_options: - option: |- Baby shark tututudutudu @@ -1647,10 +639,7 @@ levels: Baby shark feedback: What is being repeated and what isn't. hint: What is being repeated and what is not?. - correct_answer: C - question_score: '10' 4: - question_text: Which output is correct? code: |- {print} 'The children went:' {repeat} 2 {times} @@ -1682,15 +671,7 @@ levels: Yay! Were going on holiday! feedback: The last line is repeated too. - hint: The block under the `{repeat}` command is repeated twice. - correct_answer: B - question_score: '10' 5: - question_text: What is wrong with this code? - code: |- - end = {ask} 'Do you want a happy or a sad ending?' - {if} end {is} happy {print} 'They lived happily ever after' - {else} {print} 'The world exploded. The end.' mp_choice_options: - option: The `{print}` commands on the last two lines should start on new lines en start with 4 spaces. feedback: That's right! @@ -1700,44 +681,7 @@ levels: feedback: That's not true - option: '`{ask}` is no longer a command' feedback: That's not true - hint: Something is wrong with indentation - correct_answer: A - question_score: '10' - 6: - question_text: What will be the output of this code when we enter pancakes? - code: |- - {print} 'Welcome to restaurant Hedy' - {repeat} 2 {times} - food {is} {ask} 'What do you want to eat?' - {print} food - mp_choice_options: - - option: |- - Welcome to restaurant Hedy - Pancakes - feedback: There is no repetition in this answer. - - option: |- - Welcome to restaurant Hedy - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: This answer also repeats the welcome message - - option: |- - Welcome to restaurant Hedy - What do you want to eat? - What do you want to eat? - Pancakes - Pancakes - feedback: Almost! But look at the question, it is not repeated. - - option: |- - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: Well done! - hint: The first sentence and question will not be repeated - correct_answer: D - question_score: '10' 7: - question_text: What is wrong with this code? code: |- eten = {ask} 'What would you like to eat?' {if} food {is} fries @@ -1756,11 +700,7 @@ levels: feedback: You always have to use indentation. - option: The indentation is wrong in the first `{if}` command. feedback: That's right. - hint: Take a careful look at the indentation. - correct_answer: D - question_score: '10' 8: - question_text: In which of the codes is the indentation done right? mp_choice_options: - option: |- ``` @@ -1802,50 +742,20 @@ levels: {print} You are wrong! ``` feedback: You are wrong! - hint: What should happen if the person is right? And what else? - correct_answer: C - question_score: '10' 9: - question_text: What line(s) in this code should start with 4 spaces? code: |- 1 music = {ask} 'What is your favorite music genre?' 2 {if} music is rock 3 {print} '🤘' 4 {else} 5 {print} '👎' - mp_choice_options: - - option: Line 2 and 4 - feedback: The lines after the `{if}` and `{else}` command should start with 4 spaces - - option: Only line 3 - feedback: Not only 3... - - option: Line 3, 4 and 5 - feedback: Line 4 shouldn't - - option: Line 3 and 5 - feedback: Great job! - hint: The lines after an `{if}` or `{else}` command should start with 4 spaces. - correct_answer: D - question_score: '10' 10: - question_text: Which statement is true? code: |- 1 level = {ask} 'What level are you on?" 2 {if} level {is} 8 3 {print} Great job! - mp_choice_options: - - option: All lines should start with 4 spaces - feedback: That's not true - - option: Line 2 and 3 should start with 4 spaces - feedback: That's not true - - option: Line 2 should start with 4 spaces - feedback: That's not true - - option: Line 3 should start with 4 spaces - feedback: You are correct! - hint: Only one line starts with 4 spaces, but which one...? - correct_answer: D - question_score: '10' 9: 1: - question_text: What is wrong with this code? code: |- {repeat} 3 {times} eten = {ask} 'What would you like to eat?' @@ -1866,19 +776,7 @@ levels: - option: The indentation is wrong in the last `{if}` command. feedback: It not, though. hint: all the indentation is done correctly. - correct_answer: A - question_score: '10' 2: - question_text: What will be printed after entering the correct password? - code: |- - password = {ask} 'What is the password?' - correct_password = Hedy - {if} password {is} correct_password - {repeat} 2 {times} - {print} 'Good job!' - {print} 'You can use the computer!' - {else} - {print} 'The computer will explode in 5... 4... 3... 2... 1...' mp_choice_options: - option: |- Good job! @@ -1897,11 +795,7 @@ levels: Good job! You can use the computer! feedback: Correct! - hint: Everything under the `{repeat}` command is repeated twice. - correct_answer: D - question_score: '10' 3: - question_text: Which case should you choose to win a million dollars? code: |- {print} 'Choose the right case and win!' case = {ask} 'Which case will you pick? 1 or 2?' @@ -1917,20 +811,7 @@ levels: {print} 'You sell the case for 500 dollars' {if} action {is} open {print} 'You open the case and win a million dollars!' - mp_choice_options: - - option: case 1, sell - feedback: You don't win a million! - - option: case 1, open - feedback: You don't win a million - - option: case 2, sell - feedback: You don't win a million - - option: case 2, open - feedback: Great job! You win! - hint: Follow the right path - correct_answer: D - question_score: '10' 4: - question_text: Which statement is true? code: |- name = {ask} 'What is your name?' size = {ask} 'What is your shoe size?' @@ -1950,15 +831,7 @@ levels: feedback: That's right! - option: Cinderella with shoe size 40 gets the output 'I was looking for you!' feedback: No she gets 'Ill keep looking' - hint: No matter what your name is, if you have shoe size 40 you will get the message 'Ill keep looking'. - correct_answer: C - question_score: '10' 5: - question_text: Which code produced this output? - output: |- - Icecream is the best! - Icecream is the best! - Icecream is the best! mp_choice_options: - option: |- ``` @@ -1993,11 +866,7 @@ levels: {print} 'Icecream is the best!' ``` feedback: There are 2 `{repeat}` commands in this code. - hint: Watch the indentation - correct_answer: C - question_score: '10' 6: - question_text: After which command(s) should you use indentation (starting the next line with 4 spaces)? mp_choice_options: - option: '`{if}`' feedback: Don't forget the others @@ -2007,9 +876,6 @@ levels: feedback: Keep it up! - option: '`{if}` `{else}` `{repeat}` `{print}`' feedback: Not with print - hint: Indentation happens on the line below some commands - correct_answer: C - question_score: '10' 7: question_text: "In this code from a pizza restaurant. \nYoull get a 5 dollar discount if you order a medium pizza with coke.\n What should you do to debug this code?" code: |- @@ -2050,9 +916,6 @@ levels: price = price - 2 ``` feedback: Try again - hint: After each `{if}` command, the line below should indent - correct_answer: A - question_score: '10' 8: question_text: What is wrong is this code? code: |- @@ -2070,25 +933,7 @@ levels: feedback: You actually must start like that. - option: A code must always start with a `{print}` command in the first line feedback: That's not true. - hint: The indentation is done right this time - correct_answer: B - question_score: '10' - 9: - question_text: How many `{if}` commands can be placed inside another `{if}` command? - mp_choice_options: - - option: None, that is not allowed - feedback: You are allowed to - - option: Only 1 - feedback: You could use more if you like - - option: '3' - feedback: You could use more if you like - - option: Infinite, as long as you keep using indentation correctly - feedback: That is true - hint: You can put an `{if}` command inside an `{if}` command. - correct_answer: D - question_score: '10' 10: - question_text: Which statement is true? code: |- 1 {repeat} 2 {times} 2 {if} level {is} 9 @@ -2103,8 +948,6 @@ levels: - option: line 2 should atart with 4 spaces and line 3 with 8 feedback: You are correct! hint: The first line doens't start with any spaces - correct_answer: D - question_score: '10' 10: 1: question_text: What do we need to fill in on the `_?_` if we want to print each compliment? @@ -2112,91 +955,6 @@ levels: compliments = perfect, great job, amazing _?_ {print} compliment - mp_choice_options: - - option: |- - ``` - {for} each compliment - ``` - feedback: That's not it - - option: |- - ``` - {for} compliment {in} compliments - ``` - feedback: You deserve all those compliments! - - option: |- - ``` - {if} compliment {in} compliments - ``` - feedback: That's not it - - option: |- - ``` - {for} compliments {in} compliment - ``` - feedback: Almost there! - hint: '`{for}` each compliment in the lists of compliments...' - correct_answer: B - question_score: '10' - 2: - question_text: Which output is correct? - code: |- - meals = pizza, pasta, pancakes - {for} meal {in} meals - {print} 'I love ' meal - mp_choice_options: - - option: I love pizza - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pasta - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pancakes - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: |- - I love pizza - I love pasta - I love pancakes - feedback: Great! - hint: Line 2 says for each meal in the list of meals. So each meal is printed. - correct_answer: D - question_score: '10' - 3: - question_text: Which output is correct? - code: |- - animals = dogs, cats, hamsters, chickens - {for} animal {in} animals - {print} animal ' are lovely pets' - mp_choice_options: - - option: dogs are lovely pets - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - - option: dogs, cats, hamsters, chickens are lovely pets - feedback: Each animal gets their own line in the output. - - option: |- - dogs are lovely pets - cats are lovely pets - hamsters are lovely pets - chickens are lovely pets - feedback: Great! - - option: You don't know yet. Because it chooses one of the animals {at} {random}. - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - hint: Line 2 says {for} each animal in the list of animals. So each animal is printed - correct_answer: C - question_score: '10' - 4: - question_text: What's wrong with this code? - code: |- - groceries = apples, bread, milk - {for} item {in} groceries - {print} 'We need ' groceries - mp_choice_options: - - option: Line 2 needs to start with 4 spaces as indentation - feedback: No it doesn't. Only line 3 needs indentation, which it has. - - option: Line 3 does not need to start with 4 spaces as indentation - feedback: Line 2 is a `{for}`command so line 3 does need to start with an indent. - - option: Line 3 should say item instead of groceries - feedback: Good job! - - option: Line 2 should say groceries instead of item - feedback: No it does not. - hint: Line 2 says `{for}` each item in the list of groceries - correct_answer: C - question_score: '10' 5: question_text: What word should be on the _?_ with these digital dice? code: |- @@ -2205,25 +963,7 @@ levels: choices = 1, 2, 3, 4, 5, 6 {for} player {in} players {print} player ' throws ' _?_ {at} {random} - mp_choice_options: - - option: players - feedback: It would say 'Ann throws Jesse', instead of 'Ann throws 6'. - - option: choices - feedback: That's right! - - option: choice - feedback: You are very close. But you need Hedy to pick from the list called 'choices' not 'choice'... - - option: dice - feedback: Look at the names of the variables. - hint: Hedy needs to pick a number `{at} {random}` - correct_answer: B - question_score: '10' 6: - question_text: Which of the answers below is a possible outcome when you run the code? - code: |- - choices = rock, paper, scissors - players = Kelly, Meredith - {for} player {in} players - {print} player ' chooses ' choices {at} {random} mp_choice_options: - option: Kelly chooses rock feedback: Meredith wants to play too! @@ -2237,9 +977,6 @@ levels: Kelly chooses paper Meredith chooses scissors feedback: Amazing! - hint: Each player will pick an option. The player that's first on the list will go first. - correct_answer: D - question_score: '10' 7: question_text: What line should be on the _?_ in this code that decides what these people will have for dinner? code: |- @@ -2247,30 +984,6 @@ levels: food = pasta, fries, salad _?_ {print} name ' has to eat ' food {at} {random} ' for dinner' - mp_choice_options: - - option: |- - ``` - {for} name {in} names - ``` - feedback: You are on fire! - - option: |- - ``` - {for} names {in} name - ``` - feedback: No it should be for each name in the list nameS, so the other way around - - option: |- - ``` - {for} food {in} food - ``` - feedback: Each name should be told what they will have for dinner. - - option: |- - ``` - {for} name {in} food - ``` - feedback: Each name should be told what they will have for dinner. - hint: Each name should be told what they will have for dinner. - correct_answer: A - question_score: '10' 8: question_text: What should be on the _?_ in this code that decides which color shirt you get? code: |- @@ -2299,9 +1012,6 @@ levels: 'people gets a colors shirt' ``` feedback: There is no variable named people.. - hint: Mind the quotation marks and the names of the variables - correct_answer: B - question_score: '10' 9: question_text: What is the first question Hedy will `{ask}` you when you run the program? code: |- @@ -2311,20 +1021,7 @@ levels: {for} course {in} courses food = {ask} name ', what would you like to eat as your ' course '?' {print} name ' orders ' food ' as their ' course - mp_choice_options: - - option: Timon, what would you like to eat as your appetizer? - feedback: Perfect! - - option: Onno, what would you like to eat as your appetizer? - feedback: Timon is first on the list! - - option: Timon, what would you like to eat as your dessert? - feedback: Appetizers are first in the list - - option: You don't know that. Hedy will choose `{at} {random}`. - feedback: There is no `{at} {random}` in this code... - hint: The first options from both lists are chosen. - correct_answer: A - question_score: '10' 10: - question_text: What is true about this code? code: |- prices = 1 million dollars, car, sandwich names = Bob, Patrick, Sandy, Larry @@ -2339,9 +1036,6 @@ levels: feedback: That is not true. Larry has the same odds as the others - option: Someone might win with two prices feedback: You get it! - hint: Try to imagine the output of this code. - correct_answer: D - question_score: '10' 11: 1: question_text: What word should be at the place of the question mark? @@ -2369,14 +1063,7 @@ levels: {for} ``` feedback: 'No' - hint: What did you learn in this level? - correct_answer: B - question_score: '10' 2: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 1 {to} 3 - {print} i mp_choice_options: - option: |- 1 @@ -2389,64 +1076,7 @@ levels: feedback: That's not it - option: '123' feedback: That's not it - hint: How do the numbers appear in the screen? - correct_answer: A - question_score: '10' - 3: - question_text: Which code was used to get this output? - output: |- - 1 - 2 - 3 - 4 - 5 - Once I caught a fish alive! - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Perfect - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: This code won't work. You need an indent after {for}. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Now Hedy will count '1 Once I caught a fish alive!, 2 Once I caught a fish alive! etc. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} 'i' - {print} 'Once I caught a fish alive!' - ``` - feedback: i is a variable and shouldn't have quotation marks - hint: First all the numbers, then the sentence - correct_answer: A - question_score: '10' 4: - question_text: Which code was used to get this output? - output: |- - 10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0 mp_choice_options: - option: |- ``` @@ -2473,42 +1103,6 @@ levels: ``` feedback: That's right! hint: It has to be a calculation... - correct_answer: D - question_score: '10' - 5: - question_text: What's wrong with this code? - code: |- - {for} i {in} {range} 1 {to} 10 - {print} i - mp_choice_options: - - option: The i in the last line need quotation marks - feedback: No it doesn't. - - option: You can't use `{range}` 1 `{to}` 5 only `{range}` 1 `{to}` 10 - feedback: You could use 1 to 5 just as well! - - option: Line 1 needs to start with an indention. - feedback: Not line 1... - - option: Line 2 needs to start with an indention - feedback: Perfect! - hint: There is something wrong with the indention - correct_answer: D - question_score: '10' - 6: - question_text: How many times does the word Hello appear on your screen when you run the code? - code: |- - {for} i {in} {range} 0 {to} 2 - {print} 'Hello' - mp_choice_options: - - option: 1 time - feedback: 'No' - - option: 2 times - feedback: 'No' - - option: 3 times - feedback: That's right! - - option: Never - feedback: 'No' - hint: 0 also counts. So 0,1,2 that's 3 times. - correct_answer: C - question_score: '10' 7: question_text: What should be on the place of the question mark? code: |- @@ -2517,35 +1111,7 @@ levels: _?_ food is {ask} 'What would you like to order?' {print} food - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 0 {to} 3 - ``` - feedback: There's not always 3 people - - option: |- - ``` - {for} i {in} {range} 1 {to} guests - ``` - feedback: The variable is not named guests - - option: |- - ``` - {for} i {in} {range} 1 {to} people - ``` - feedback: Great! - - option: |- - ``` - {for} i {in} {range} 0 {to} people - ``` - feedback: That's one order too many! - hint: Use the variable 'people' - correct_answer: C - question_score: '10' 8: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 23 {to} 25 - {print} 'hi' mp_choice_options: - option: |- 23 @@ -2561,34 +1127,7 @@ levels: feedback: Correct - option: The word 'hi' will appear 25 times in a row. feedback: No it will only appear 3 times. - hint: It doesn't say `{print}` i - correct_answer: C - question_score: '10' - 9: - question_text: How many times does Hedy chant Hip Hip Hooray? - code: |- - age = {ask} 'How old are you?' - {for} i {in} {range} 1 {to} age - {print} 'Hip Hip Hoorray!' - mp_choice_options: - - option: 1 time - feedback: Try again - - option: 2 times - feedback: Try again - - option: Never - feedback: Try again - - option: That depends on how old you are - feedback: That's right! - hint: '`{for}` i `{in}` `{range}` 1 `{to}` age' - correct_answer: D - question_score: '10' 10: - question_text: Which code belongs to this output? - output: |- - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark mp_choice_options: - option: |- ``` @@ -2619,11 +1158,8 @@ levels: ``` feedback: '`{range}` 0 `{to}` 3 is 4 times.' hint: Mind the indention - correct_answer: B - question_score: '10' 12: 1: - question_text: Which output is correct? code: |- print 'three and a half plus one and a half is...' print 3.5 + 1.5 @@ -2640,11 +1176,7 @@ levels: three and a half plus one and a half is... 5 feedback: Great job! - hint: Both lines are printed! - correct_answer: D - question_score: '10' 2: - question_text: Which of these codes is correct? mp_choice_options: - option: |- ``` @@ -2670,11 +1202,7 @@ levels: print 'I would like a ' flavors at random ' cake.' ``` feedback: All the different values of flavors should be in quotation marks. - hint: The second line is the same in each code, pay attention to the first line - correct_answer: C - question_score: '10' 3: - question_text: What's wrong with this code? code: |- favorite_animal = ask 'What is your favorite animal?' print 'I like ' favoriteanimal ' too!' @@ -2687,30 +1215,13 @@ levels: feedback: That's not true - option: Nothing is wrong. feedback: That's not true - hint: The quotation marks are used correctly - correct_answer: A - question_score: '10' 4: - question_text: In which lines are quotation marks needed to get the code to work? code: |- print Welcome to the online shoe shop category = ask What kind of shoes are you looking for? if category = high heels print High heels are 50% off now! - mp_choice_options: - - option: Line 1 and 2 - feedback: 'No' - - option: Line 1, 2 and 3 - feedback: 'No' - - option: Line 1, 2 and 4 - feedback: 'No' - - option: All of the lines - feedback: Perfect! - hint: Does line 3 need quotation marks too? - correct_answer: D - question_score: '10' 5: - question_text: What output does Agent007 get when they put in the correct password? code: |- name is ask 'What is your name?' if name is 'Agent007' @@ -2723,18 +1234,6 @@ levels: else b is 'today at 10.00' print a + b - mp_choice_options: - - option: Go to the train station today at 10.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 02.00 - feedback: You've cracked the code! - - option: Go to the train station tomorrow at 02.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 10.00 - feedback: The agent won't be catching any bad guys here - hint: The correct password is TOPSECRET - correct_answer: B - question_score: '10' 6: question_text: Which line should be filled in at the ??? code: |- @@ -2748,32 +1247,7 @@ levels: if drinks = 'yes' ??? print 'That will be ' price ' dollar please' - mp_choice_options: - - option: |- - ``` - price = 14 - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = '14' - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = price + 2 - ``` - feedback: Excellent! - - option: |- - ``` - price = + 2 - ``` - feedback: Almost there! - hint: What if you only order fries and a drink? - correct_answer: C - question_score: '10' 7: - question_text: Which output does a vegan get? code: |- menu = 'cookies', 'cheese', 'grapes' print "It's my birthday! I`ve brought some snacks!" @@ -2785,36 +1259,7 @@ levels: print 'For you I have brought: ' for snack in menu print snack - mp_choice_options: - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cookies - grapes - feedback: Terrific! - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - feedback: There's more options than just one - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cheese - grapes - feedback: A vegan person can't have cheese - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - cookies - feedback: Almost there, but look at the order of snacks in the list - hint: What item is removed from the list when you answer 'vegan'? - correct_answer: A - question_score: '10' 8: - question_text: Which code was used to create this output? - code: '3.5' mp_choice_options: - option: |- ``` @@ -2836,9 +1281,6 @@ levels: print 7 * 2 ``` feedback: 'No' - hint: 7 devided by 2 is 3.5 - correct_answer: B - question_score: '10' 9: question_text: Which code should be filled in in line 1 at the ??? code: |- @@ -2865,9 +1307,6 @@ levels: 'prices' = 'one million dollars', 'nothing' ``` feedback: You one nothing - hint: The items on the list should be in quotation marks - correct_answer: C - question_score: '10' 10: question_text: Which line of code should be filled in at the ??? to complete the song ? code: |- @@ -2888,12 +1327,8 @@ levels: feedback: This is a hard one! All the actions on the list must be in the song. - option: print actions at random feedback: This is a hard one! All the actions on the list must be in the song. - hint: This is a hard one! All the actions on the list must be in the song. - correct_answer: B - question_score: '10' 13: 1: - question_text: Which code should be filled in at the ??? ? code: |- name = ask 'What is your name?' song = ask 'Whould you like to hear a song?' @@ -2924,11 +1359,7 @@ levels: if song = 'yes' or birthday = 'yes' ``` feedback: Hedy only sings if both answers are yes - hint: Hedy sings if you want to hear a song and it's you birthday - correct_answer: C - question_score: '10' 2: - question_text: Which command is missing in the code at the place of the ??? ? code: |- menu = 'cheese', 'sausage rolls', 'cookies' diet = ask 'Do you have any dietary restrictions?' @@ -2943,11 +1374,7 @@ levels: feedback: 'No' - option: print feedback: 'No' - hint: Neither vegans nor muslims can eat sausage rolls. - correct_answer: B - question_score: '10' 3: - question_text: Which output is given to a member without a discount code? code: |- member = ask 'Do you have a membership card?' discount = ask 'Do you have a discount code?' @@ -2965,10 +1392,7 @@ levels: - option: There is no way of knowing feedback: There is! Read the question carefully hint: Mind the command 'or' in line 3 - correct_answer: A - question_score: '10' 4: - question_text: Which line of code should follow this line in rock-paper-scissors game? code: if computer_choice is 'rock' and your_choice is 'paper' mp_choice_options: - option: print 'you win' @@ -2979,28 +1403,11 @@ levels: feedback: It's only a tie if both choices are the same - option: print 'try again' feedback: Try again! - hint: Paper beats rock - correct_answer: A - question_score: '10' 5: - question_text: Which statement is true about this code? code: |- if name = 'Cinderella' and shoe_size = 38 print 'You are my one true love!' - mp_choice_options: - - option: Every person with shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person named Cinderella is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person that is named Cinderella and has shoe size 38 is this prince's one true love - feedback: Fantastic! - - option: Every person that's not named Cinderella and does not have shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - hint: Both statements have to be true - correct_answer: C - question_score: '10' 6: - question_text: Which statement about this code is true? code: |- print 'Let me guess which family member you are!' glasses = ask 'Do you wear glasses?' @@ -3013,20 +1420,7 @@ levels: print 'You must be Wouter!' if glasses = 'no' and female = 'no' print 'You must be Michael!' - mp_choice_options: - - option: Michael is a boy with glasses - feedback: Try again - - option: Marleen is a girl with glasses - feedback: Try again - - option: Wouter is a boy without glasses - feedback: Try again - - option: Sophie is a girl with glasses - feedback: Great job! - hint: Take a good look! Or do you need glasses? - correct_answer: D - question_score: '10' 7: - question_text: Which statement is false? code: |- print 'Thank you for helping me take care of my pets' print 'Here is a program to help feed them' @@ -3040,20 +1434,7 @@ levels: print 'I fed them this moring! They do not need more food today' if animal is 'hamster' and color is 'brown' print 'You can feed them a piece of carrot' - mp_choice_options: - - option: The grey cat is called Abby - feedback: This is true! - - option: Milo the orange cat eats 4 scoops of cat nibbles - feedback: This is true - - option: The black hamster needs to be fed a piece of carrot - feedback: Great job! - - option: The yellow bird was fed this morning - feedback: This is true - hint: Read the last 4 lines carefully - correct_answer: C - question_score: '10' 8: - question_text: What output do you get if you order popcorn but no drink? code: |- print 'Welcome to the movie theater' popcorn = ask 'Would you like some popcorn?' @@ -3067,32 +1448,7 @@ levels: if popcorn = 'no' and drink = 'no' print 'Ok' print 'Enjoy the movie' - mp_choice_options: - - option: |- - Welcome to the movie theater - That will be 8 dollars please - Enjoy the movie - feedback: You have paid too much! - - option: |- - Welcome to the movie theater - That will be 5 dollars please - Enjoy the movie - feedback: Amazing! - - option: |- - Welcome to the movie theater - That will be 3 dollars please - Enjoy the movie - feedback: That's not enough money! - - option: |- - Welcome to the movie theater - Ok - Enjoy the movie - feedback: You have to pay for your popcorn! - hint: popcorn = yes and drink = no - correct_answer: B - question_score: '10' 9: - question_text: What is wrong with this code? code: |- 1 chocolate = ask 'Would you like chocolate sauce on your ice cream?' 2 sprinkles = ask 'Would you like sprinkles on your ice cream?' @@ -3129,11 +1485,7 @@ levels: {if} chocolate = 'yes' {and} sprinkles = 'no' ``` feedback: This is not what I ordered! - hint: There is a mistake in line 3 - correct_answer: A - question_score: '10' 10: - question_text: Which command needs to be in line 8 at the place of the ??? ? code: |- print 'Welcome to the product finder of this supermarkt' item is ask 'What product are you looking for?' @@ -3157,16 +1509,8 @@ levels: feedback: 'No' - option: if feedback: 'No' - hint: The item is either in the list of snacks, or in the list of drinks - correct_answer: B - question_score: '10' 14: 1: - question_text: Which symbol should be used on the blank? - code: |- - name _ {ask} 'Who are you?' - {if} name == 'Hedy' - {print} 'Me too!' mp_choice_options: - option: '`=>`' feedback: This is not a symbol। @@ -3177,45 +1521,7 @@ levels: - option: '`=`' feedback: Right! hint: We are not comparing anything, we are just asking a name। - correct_answer: D - question_score: '10' - 2: - question_text: Which of these codes has used the correct = or == symbol? - mp_choice_options: - - option: '{if} name = Hedy' - feedback: 'No' - - option: '{if} age = 24' - feedback: 'No' - - option: answer = {ask} 'What is your answer' - feedback: Yes! - - option: answer == {ask} 'How are you doing?' - feedback: 'No' - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' - 3: - question_text: Which symbols should be filled in on the two blanks? - code: |- - guests = {ask} 'How many people are at the party?' - {if} guests _ 130 - {print} 'You can come in!' - {if} guests _ 130 - {print} 'Im sorry, the club is full. ' - {print} 'You have to wait for a guest to leave' - mp_choice_options: - - option: '`>` and `<`' - feedback: That's not it - - option: '`=` and `>=`' - feedback: That's not it - - option: '`<` and `>=`' - feedback: You are right - - option: '`+` and `==`' - hint: There are 130 people allowed in the club - correct_answer: C - question_score: '10' - feedback: That's not it 4: - question_text: What's wrong with this code? code: |- price = 10 money = {ask} How much money do you have? @@ -3224,20 +1530,7 @@ levels: {print} 'You can buy the bear!' {else} {print} 'You cannot buy this bear!' - mp_choice_options: - - option: In line 1 == should be used instead of = - feedback: No that's not it - - option: Line 2 misses quotation marks - feedback: You are correct - - option: In line 4 = should have been used instead of == - feedback: No that's not it - - option: In line 4 <= should have been used instead of >= - feedback: No that's not it - hint: The symbols are right - correct_answer: B - question_score: '10' 5: - question_text: Which symbol should be filled in on the blanks if the movie is suitable for kids for the age of 12 and up? code: |- age = {ask} 'How old are you?' ticket = {ask} 'Do you have a ticket?' @@ -3245,20 +1538,7 @@ levels: {print} 'You can enter the movie theater.' {else} {print} 'You are not allowed to come in!' - mp_choice_options: - - option: '`> 12`' - feedback: 12 year olds are allowed too - - option: '`>= 12`' - feedback: Great! - - option: '`< 12`' - feedback: These kids are too young! - - option: '`<= 12`' - feedback: These kids are too young - hint: '> means greater than' - correct_answer: B - question_score: '10' 6: - question_text: How many times do you have to say you are annoyed before this annoying game stops? code: |- lives = 2 {repeat} 10 times @@ -3266,35 +1546,7 @@ levels: answer = {ask} 'Are you annoyed yet?' {if} answer == 'yes' lives = lives - 1 - mp_choice_options: - - option: 10 times - feedback: It stops after 2 times - - option: 0 times - feedback: It stops after 2 times - - option: 1 time - feedback: It stops after 2 times - - option: 2 times - feedback: That is correct - hint: '!= means ''is not''' - correct_answer: D - question_score: '10' 7: - question_text: What should be filled in on the three blanks? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' mp_choice_options: - option: '`''Lower''` and `''Higher''` and `''You win!''`' feedback: That's not quite right। @@ -3305,16 +1557,7 @@ levels: - option: '`''Lower!''` and `''You win!''` and `''Higher!''`' feedback: That's not quite right। hint: The last one should say you win। - correct_answer: B - question_score: '10' 8: - question_text: Which statement is true about this roller coaster? - code: |- - length = {ask} 'Please fill in your length in cm' - {if} length < 120 - {print} 'Sorry, you cannot go on this roller coaster.' - {else} - {print} 'Enjoy the ride' mp_choice_options: - option: You must be taller than 120 cm to go on the roller coaster feedback: True! @@ -3324,11 +1567,7 @@ levels: feedback: '> means greater than' - option: There are no length restrictions to go on the roller coaster feedback: There are। - hint: '> means greater than' - correct_answer: A - question_score: '10' 9: - question_text: How many pieces of chocolate will give you a stomach ache according to this fitbit? code: |- chocolate = {ask} 'How many pieces of chocolate have you eaten?' {if} chocolate <= 2 @@ -3337,36 +1576,6 @@ levels: {print} 'That is a bit much' {if} chocolate > 8 {print} 'You will get a stomach ache!' - mp_choice_options: - - option: 1 or more - feedback: 'No' - - option: 2 or more - feedback: 'No' - - option: 8 or more - feedback: Almost - - option: 9 or more - feedback: Great! - hint: '> 8 means more than 8' - correct_answer: D - question_score: '10' - 10: - question_text: What should be filled in in the blanks? - code: |- - {print} 'Whoever gets the most points wins!' - {if} points_player_1 < points_player_2 - {print} _ - mp_choice_options: - - option: '''player 1 wins''' - feedback: Look at who has the highest score! - - option: '''player 2 wins''' - feedback: Yes! - - option: '''player 2 loses''' - feedback: Look at who has the highest score! - - option: '''It is a tie''' - feedback: No it's not, one player has a higher score - hint: You win the game by having the most points - correct_answer: B - question_score: '10' 15: 1: question_text: 'Which symbol should be used on the blank? Tip: You must keep guessing until you get it right।' @@ -3384,54 +1593,12 @@ levels: feedback: Correct - option: '`=`' feedback: That's not it - hint: Keep guessing until you say Amsterdam - correct_answer: C - question_score: '10' - 2: - question_text: Which of these codes has used the correct symbol(s)? - mp_choice_options: - - option: |- - ``` - {while} name = Hedy - ``` - feedback: 'No' - - option: |- - ``` - {while} age = 24 - ``` - feedback: 'No' - - option: |- - ``` - {while} time > 0 - ``` - feedback: Yes! - - option: |- - ``` - {while} answer == yes' - ``` - feedback: A quotation mark is missing - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' 3: question_text: Which command should be filled in on the two blanks? code: |- _ age >= 18 print 'you are not allowed in this bar' - mp_choice_options: - - option: '`{in}`' - feedback: That's not it - - option: '`{while}`' - feedback: You are right - - option: '`{for}`' - feedback: That's not it - - option: '`{range}`' - feedback: That's not it - hint: You are not allowed in the bar as long as you are 17 or younger - correct_answer: B - question_score: '10' 4: - question_text: What's wrong with this code? code: |- options = 1, 2, 3, 4, 5, 6 print 'Throw 6 as fast as you can!' @@ -3451,11 +1618,7 @@ levels: feedback: That's not it - option: In line 5 != should have been used instead of == feedback: You are correct - hint: There is something wrong in line 5 - correct_answer: D - question_score: '10' 5: - question_text: What should be placed on the blank to make this program work correctly? code: |- wetness = 10 while wetness != 0 @@ -3474,9 +1637,6 @@ levels: feedback: You are correct! - option: = wetness + 1 feedback: The program should count down - hint: wetness should get less each time - correct_answer: C - question_score: '10' 6: question_text: what is wrong with this code? code: |- @@ -3494,25 +1654,8 @@ levels: feedback: No that's not right - option: Line 2 should start with less indentation feedback: That is correct - hint: Look closely at the indentation - correct_answer: D - question_score: '10' 7: question_text: How should this program be changed to that it works? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' mp_choice_options: - option: '... change the first {if} into a {while}' feedback: Perfect! @@ -3523,17 +1666,7 @@ levels: - option: '... change the fourth {if} into a {while}' feedback: That's not quite right। hint: The last one should say you win। - correct_answer: A - question_score: '10' 8: - question_text: Which statement is true about this automated toilet system? - code: |- - {while} toilet == 'occupied' - lights = 'on' - air_freshener_sprays = 'yes' - {sleep} 60 - lights = 'off' - air_freshener_sprays = 'no' mp_choice_options: - option: The lights and air freshener will turn off after 1 minute feedback: False! @@ -3544,10 +1677,7 @@ levels: - option: The lights will always stay on। feedback: That wouldn't be right। hint: The block after the while command keeps happening while the toilet is occupied। - correct_answer: B - question_score: '10' 9: - question_text: What will the diet app say if you have eaten 1600 calories today? code: |- chocolate = {ask} 'How many calories have you eaten today?' {while} calories <= 1000 @@ -3565,16 +1695,8 @@ levels: feedback: Yes! - option: You have eaten enough for today feedback: 'No' - hint: 1600 is between 1000 and 2000 - correct_answer: C - question_score: '10' 10: question_text: 'What should be filled in in the blanks? Tip: the player with the most points is in the lead।' - code: |- - name_player_1 = {ask} 'Name player 1:' - name_player_2 = {ask} 'Name player 2:' - {while} points_player_1 > points_player_2 - {print} _ ' is in the lead right now!' mp_choice_options: - option: name_player_1 feedback: You are right! @@ -3584,15 +1706,8 @@ levels: feedback: You should fill in a name, not a number - option: points_player_2 feedback: You should fill in a name, not a number - hint: You win the game by having the most points. Your name should appear on the screen - correct_answer: A - question_score: '10' 16: 1: - question_text: Which command should be filled in on the blanks to print a random snack? - code: |- - snacks = nachos, chips, cucumber, sweets - {print} _ mp_choice_options: - option: '`snacks {at} {random}`' feedback: This is the old way। @@ -3602,11 +1717,7 @@ levels: feedback: Correct - option: '`snacks[{at} {random}]`' feedback: We do not need `at`anymore - hint: We no longer use {at} - correct_answer: C - question_score: '10' 2: - question_text: What should be filled in on the blanks if you want a list of what chores are done by whom? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chores = [the cooking, the cleaning, nothing] @@ -3634,10 +1745,7 @@ levels: ``` feedback: Fantastic! hint: '`i` tells us what item in the list it is. So friend 1 does chore 1 etc।' - correct_answer: D - question_score: '10' 3: - question_text: What is a possible output for this program? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chore = [the cooking, the cleaning, nothing] @@ -3673,16 +1781,7 @@ levels: ``` feedback: That's not it hint: It's not random..। - correct_answer: A - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - friends = ['Jaylee', 'Erin', 'Fay'] - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 0 {to} 3 - print 'the lucky number of ' friends[i] - print 'is ' lucky_numbers[i] mp_choice_options: - option: The variable in line 4 should be 'friend[i]', not 'friends[i]' feedback: That is not right। @@ -3692,16 +1791,7 @@ levels: feedback: It's not a variable, it's just text। - option: '{in} in line 3 should be removed' feedback: That's not it - hint: There's nothing wrong with line 4 - correct_answer: B - question_score: '10' 5: - question_text: Which line should be filled in in the blank? - code: |- - animals = ['dog', 'cow', 'horse'] - _ - {for} i {in} {range} 1 {to} 3 - {print} 'the ' animals[i] ' says ' sounds[i] mp_choice_options: - option: noises = ['moo', 'woof', 'neigh'] feedback: Mind the variable name and the order of the sounds। @@ -3712,15 +1802,7 @@ levels: - option: sounds = ['woof', 'moo', 'neigh'] feedback: Great job! hint: Look at line 1 to see proper use of brackets and quotation marks। - correct_answer: D - question_score: '10' 6: - question_text: Which statement is true? - code: |- - people = ['Chris', 'Jaylino', 'Ryan'] - games = ['fortnite', 'minecraft', 'fifa'] - {for} o {in} {range} 1 {to} 3 - {print} people[o] ' likes ' games[o] mp_choice_options: - option: You are not allowed to use the variable o. It should be named i। feedback: i is the most commonly used variable name in this case, but it's not mandatory to use i। @@ -3731,15 +1813,7 @@ levels: - option: This code will not work. It will give and error। feedback: No, the code is correct। hint: There is nothing wrong with this code। - correct_answer: C - question_score: '10' 7: - question_text: What's wrong with this code? - code: |- - people = ['Savi', 'Senna', 'Fayenne'] - transportation = ['bike', 'train', 'car'] - {for} i {in} {range} 1 {to} 3 - {print} people[i] goes to school by transportation[i] mp_choice_options: - option: Line 1 needs less quotation marks feedback: That is not right। @@ -3750,14 +1824,7 @@ levels: - option: Line 4 needs more quotation marks। feedback: Amazing! hint: There is a mistake made in the usage of quotation marks। - correct_answer: D - question_score: '10' 8: - question_text: Which of these codes belongs to this output? - code: |- - Macy and Kate get to go first - Lionell and Raj get to go second - Kim and Leroy get to go third mp_choice_options: - option: |- ``` @@ -3792,14 +1859,7 @@ levels: ``` feedback: This is not going to work! hint: If you look carefully at the first line, you'll see that only the first two answers are possibly correct। - correct_answer: B - question_score: '10' 9: - question_text: What is a possible output for this code? - code: |- - countries = ['Canada', 'Zimbabwe', 'New Zealand'] - {for} i {in} {range} 0 {to} 1 - {print} 'I will travel to ' countries[random] mp_choice_options: - option: |- ``` @@ -3824,20 +1884,7 @@ levels: I will travel to New Zealand ``` feedback: It's only repeated twice - hint: Range 0 to 1 is 2 times - correct_answer: A - question_score: '10' 10: - question_text: Which 3 lines will complete this code correctly? - code: |- - {print} 'The book raffle will start soon' - {print} 'Get your tickets now!' - books = ['Narnia', 'The Hobbit', 'Oliver Twist', 'Harry Potter', 'Green eggs and ham'] - people = {ask} 'How many raffle tickets are sold?' - list_of_numbers = [1, 2] - {for} i {in} {range} 3 {to} people - {add} i {to} list_of_numbers - {for} i {in} {range} 1 {to} 5 mp_choice_options: - option: |- ``` @@ -3865,16 +1912,8 @@ levels: {remove} chosen_number {from} list_of_numbers ``` feedback: Fantastic! - hint: You need to use the {remove} command - correct_answer: D - question_score: '10' 17: 1: - question_text: What is the output of this code? - code: |- - minions = ['Bob', 'Kevin', 'Stuart'] - {for} x in minions: - {print} x mp_choice_options: - option: |- ``` @@ -3901,21 +1940,7 @@ levels: ``` feedback: Do not loop through the letters। hint: Loop through your list। - correct_answer: B - question_score: '10' 2: - question_text: What is wrong with this code? - code: |- - seconds_minute = 60 - minute_hour = 60 - hour_day = 24 - leap_year = 366 - no_leap_year = 365 - years = ask 'what year is it?' - {if} years = 2024: - print seconds_minute * minute_hour * hour_day * leap_year - {else}: - print seconds_minute * minute_hour * hour_day * noleap_year mp_choice_options: - option: You cannot have so many variables। feedback: This is not it। @@ -3926,14 +1951,7 @@ levels: - option: The `noleap_year` has to be identical in both cases। feedback: Correct! hint: Read the code carefully। - correct_answer: D - question_score: '10' 3: - question_text: How many hedgehogs will this code print? - code: |- - {for} x in range 1 to 3: - {for} y in range 1 to 2: - {print} 🦔 mp_choice_options: - option: |- ``` @@ -3968,22 +1986,7 @@ levels: ``` feedback: That is not it। hint: Think about how many times you need repeating। - correct_answer: C - question_score: '10' 4: - question_text: What is wrong with code? - code: |- - name_color = {ask} 'What is your favorite color?' - {if} name_color == 'red': - {print} 'the color of a tomato' - {elif} name_color == 'green': - {print} 'the color of an apple' - {elif} name_color == 'blue': - {print} 'the color of a blueberry' - {elif} name_color == 'yellow': - {print} 'the color of a banana' - {elif}: - {print} 'this fruit-color does not exist' mp_choice_options: - option: The first `{elif}` should be used before the `print` command feedback: Try again। @@ -3994,21 +1997,7 @@ levels: - option: '`{elif}` in the last line should be replaced by `{else}`' feedback: Great! hint: Think about `{if}`, `{elif}`, `{else}`। - correct_answer: D - question_score: '10' 5: - question_text: What is the output of this code? - code: |- - numbers = [7, 19, 29, 41, 53, 71, 79, 97] - {for} prime in numbers: - {if} prime <= 10: - {print} prime - {elif} prime >= 60: - {print} prime - {elif} prime >= 90: - {print} prime - {else}: - {print} 'another number' mp_choice_options: - option: |- ``` @@ -4059,20 +2048,7 @@ levels: ``` feedback: That is not it। hint: Think about how many times you need repeating and the values of if and elif। - correct_answer: A - question_score: '10' 6: - question_text: What is wrong with code? - code: |- - name = {ask} 'What is your name?' - {if} name == 'Hedy': - password = {ask} 'What is your password?' - {if} password =='turtle123': - {print} 'Yey' - {else}: - {print} 'Access denied' - {else}: - {print} 'Go fish' mp_choice_options: - option: '`{elif}` is missing।' feedback: Try again। @@ -4083,10 +2059,7 @@ levels: - option: There is an indentation mistake in the last line। feedback: Amazing! hint: There is a mistake somewhere..। - correct_answer: D - question_score: '10' 7: - question_text: Which of the following codes will print five times 'the result is 3' on the screen? mp_choice_options: - option: |- ``` @@ -4121,20 +2094,7 @@ levels: ``` feedback: That is not it। hint: Think about mathematical symbols। - correct_answer: C - question_score: '10' 8: - question_text: What is wrong with code? - code: |- - insects = ['🐝', '🦋', '🕷', '🐞'] - your_favorite = {ask} 'what is your favorite insect?' - {for} insect in insects: - {if} your_favorite == '🐝' {or} your_favorite == '🐞': - {print} 'very useful' - {elif} your_favorite == '🕷': - {print} 'it can catch mosquitoes' - {else}: - {print} 'almost all insects can be useful one way or another' mp_choice_options: - option: '`{or}` cannot be used with `{if}`।' feedback: Try again। @@ -4145,20 +2105,7 @@ levels: - option: There is an indentation mistake in the last line। feedback: Nope। hint: Read the code carefully। - correct_answer: C - question_score: '10' 9: - question_text: Which one of the codes below gave this output? - code: |- - -5 is negative - -4 is negative - -3 is negative - -2 is negative - -1 is negative - 0 is positive - 1 is positive - 2 is positive - 3 is positive mp_choice_options: - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" feedback: Try again! @@ -4169,20 +2116,7 @@ levels: - option: "```\n {for} number in range -5 to 3:\n {if} number < 0: \n {print} number ' is positive'\n {elif} number <=0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" feedback: That is not it। hint: Read the code carefully। - correct_answer: C - question_score: '10' 10: - question_text: What is wrong with this code? - code: |- - {for} number in range 1 to 5: - volume_room = num * num * num - {print} volume_room ' cubic meters' - {if} volume_room > 100: - {print} 'this is a large room' - {elif} volume_room < 100: - {print} 'small room but cosy' - {else}: - {print} 'i will look for something else' mp_choice_options: - option: The word num needs quotation marks। feedback: Try again। @@ -4193,5 +2127,3 @@ levels: - option: There is an indentation mistake in the last line। feedback: Nope। hint: Read the code carefully। - correct_answer: C - question_score: '10' diff --git a/content/quizzes/hr.yaml b/content/quizzes/hr.yaml index 941fb7e387f..0967ef424bc 100644 --- a/content/quizzes/hr.yaml +++ b/content/quizzes/hr.yaml @@ -1,2543 +1 @@ -levels: - 1: - 1: - mp_choice_options: - - option: Hedy - feedback: Good job! - - option: Heddy - feedback: Not this one! - - option: Haydie - feedback: Not this one! - - feedback: Not this one! - option: Heidi - hint: It's named after Hedy Lamarr. - correct_answer: A - question_score: '10' - question_text: What's this programming language called? - 2: - mp_choice_options: - - feedback: '`{echo}` repeats a given answer.' - option: '`{echo}`' - - option: '`{print}`' - feedback: Correct! - - option: '`hello`' - feedback: Hello isn't a command. - - feedback: With `{ask}`, you can ask a question. - option: '`{ask}`' - code: _ Hello! - correct_answer: B - question_score: '10' - hint: _ Hello world! - question_text: Which need to be filled in on the blanks to make the text Hello! appear? - 4: - question_text: What is wrong with this code? - mp_choice_options: - - feedback: Correct! - option: '`{print}` in line 1 is missing.' - - option: The command in line 2 is spelled wrong. - feedback: The command is spelled correctly. - - option: "`{echo}` isn't a command." - feedback: "`{echo}` is a command, there's another mistake." - - feedback: Wrong, look carefully! - option: Nothing! This is a perfect code! - hint: Line 1 doesn't seem right - question_score: '10' - correct_answer: A - code: "Hi Im Hedy!\n{ask} Who are you?\n{echo} Hi..." - 3: - mp_choice_options: - - feedback: "`{print}` prints text, but it doesn't ask questions." - option: "```\n{print} What is your favorite color?\n```" - - option: "```\n{ask} {print} What is your favorite color?\n```" - feedback: You only need one command, not two. - - option: "```\n{ask} What is your favorite color?\n```" - feedback: Great! - - feedback: '`{echo}` repeats your answer back to you.' - option: "```\n{echo} What is your favorite color?\n```" - hint: You can ask something with the `{ask}` command - correct_answer: C - question_score: '10' - question_text: How do you ask what someone's favorite color is? - 5: - code: "{ask} What is your favorite pet?\n_ So your favorite pet is..." - mp_choice_options: - - feedback: No, you would like the answer to be repeated back to you. - option: '`{print}`' - - option: '`Hedy`' - feedback: Hedy isn't a command. - - option: '`{ask}`' - feedback: With `{ask}` you can ask a question. - - feedback: Right on! - option: '`{echo}`' - question_text: Which command is missing in line 2? - correct_answer: D - question_score: '10' - hint: You want to see the answer at the end of line 2... - 6: - question_text: What's wrong with this code? - mp_choice_options: - - feedback: '`{print}` in line 1 is correct.' - option: In line 1 `{print}` should be replaced with `{ask}`. - - option: In line 2, `{print}` should be replaced with `{ask}`. - feedback: Great! You paid attention! - - feedback: '`{echo}` is correct.' - option: Line 3 has to begin with `{print}` instead of `{echo}`. - - feedback: No, there is a mistake somewhere else - option: In line 4, `{print}` is spelled wrong. - code: "{print} Hi im Hedy!\n{print} Which football team do you support?\n{echo} You support...\n{print} Cool! Me too!" - hint: Check the `{print}` commands. - question_score: '10' - correct_answer: B - 7: - question_text: What's wrong with this code? - mp_choice_options: - - option: In line 1 `{print}` needs to be replaced with `{ask}` - feedback: Are you sure something is wrong? - - option: In line 1 `{print}` needs to be replaced with `{echo}` - feedback: Are you sure something's wrong? - - feedback: Are you sure something is wrong? - option: In line 3 `{echo}` needs to be replaced with `{print}` - - option: Nothing! This is a perfect code! - feedback: Correct! - question_score: '10' - correct_answer: D - code: "{print} Welcome at Hedys restaurant!\n{ask} What would you like to eat?\n{echo} So you want to order ...\n{print} Coming right up! Enjoy!" - hint: Check the code line by line - 8: - question_text: How do you use the `{echo}` command? - mp_choice_options: - - option: You can use it to `{ask}` a question. - feedback: That's what `{ask}` is for! - - feedback: That's what `{print}` is for! - option: You can use it exactly the same way as `{print}`. - - feedback: Good job! - option: You can use it to repeat an answer. - - feedback: That's not right... - option: You can use it to make text disappear. - correct_answer: C - hint: '`{echo}` is used after an `{ask}` command.' - question_score: '10' - 9: - mp_choice_options: - - option: '`{print}` in line 1 should be `{ask}`' - feedback: No, `{print}` is right. Where is the question being asked? - - feedback: Super! - option: '`{print}` in line 2 should be `{ask}`' - - feedback: No, `{echo}` is right. Where is the question being asked? - option: '`{echo}` in line 3 should be `{ask}`' - - feedback: Look carefully for the mistake... - option: Nothing. This is a perfect code! - correct_answer: B - hint: '`{ask}` allows you to ask a question' - code: "{print} Hello!\n{print} How are you doing?\n{echo} So you are doing..." - question_text: What's wrong with this code? - question_score: '10' - 10: - code: "{ask} Are you ready to go to level 2?\n{echo}\n{echo}" - mp_choice_options: - - option: Are you ready to go to level 2? - feedback: There are two `{echo}` commands - - feedback: Great job! - option: "Yes!\nYes!" - - option: Yes! - feedback: There are two `{echo}` commands - - option: "Are you ready to go to level 2?\nYes!" - feedback: There are two `{echo}` commands - question_text: Which output will be in your output screen after you've run this code? - correct_answer: B - hint: Let's go! - question_score: '10' - 2: - 4: - mp_choice_options: - - option: Hi my name is name - feedback: The variable name is replaced with Hedy - - feedback: The variable name is replaced with Hedy - option: Hi my name is Hedy - - option: Hi my Hedy is name - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is Hedy - feedback: Correct, this mistake will be fixed in level 4! - question_score: '10' - correct_answer: D - hint: "'name' is being replaced with 'Hedy' in both places" - code: "name {is} Hedy\n{print} Hi my name is name" - question_text: What will you see on the output screen when you run this code? - 3: - mp_choice_options: - - feedback: The word name is replaced with Marleen - option: name goes to the market and she buys an apple. - - option: Marleen goes to the market. - feedback: The second part of the sentence isn't left out! - - feedback: Right on! - option: Marleen goes to the market and she buys an apple. - - feedback: She is not replaced with the name - option: Marleen goes to the market and Marleen buys an apple. - correct_answer: C - code: "name {is} Marleen\n{print} name goes to the market and she buys an apple." - question_score: '10' - question_text: What appears on your output screen when you run this code? - hint: The word name is replaced with Marleen - 5: - mp_choice_options: - - option: It slows down your computer - feedback: fortunately not! - - option: It closes down Hedy - feedback: fortunately not! - - feedback: That's right! - option: Your program pauses for a second and then continues - - feedback: No it would be useless at the end of your code - option: You put it at the end so Hedy knows your program is finished - question_score: '10' - hint: The computer waits for a second at the `{sleep}` command - correct_answer: C - question_text: What happens when you use the `{sleep}` command? - 10: - correct_answer: D - mp_choice_options: - - feedback: You want to know the favorite flavor! - option: "```\n{sleep} 3\n```" - - option: "```\n{print} strawberries\n```" - feedback: You do not want a `{print}` command at the middle of the line... - - option: "```\nstrawberries, chocolate, vanilla\n```" - feedback: This way you are making a list. You don't want that now. - - feedback: That's right! - option: "```\n{ask} What flavor icecream do you like?\n```" - hint: You want to `{ask}` a question - question_text: What command should be used on the line 1? - question_score: '10' - code: "flavor {is} _\n{print} Your favorite icecream is...\n{sleep}\n{print} flavor" - 8: - hint: The variable name should come first - mp_choice_options: - - option: "```\nage {ask} {is} How old are you?\n```" - feedback: That is the wrong order - - feedback: That is the wrong order - option: "```\n{ask} {is} age How old are you?\n```" - - option: "```\nage {is} {ask} How old are you?\n```" - feedback: You get it! - - option: "```\nage {is} How old are you?\n```" - feedback: Where is the `{ask}` command? - question_text: How would you correct the first line of code? - correct_answer: C - code: "{ask} {is} How old are you?\n{print} age" - question_score: '10' - 1: - correct_answer: C - mp_choice_options: - - option: You can use the `{print}` command to ask questions. - feedback: That is what `{ask}` is for - - option: You can use the `{ask}` command to echo answers. - feedback: That is not true - - option: With the `{print}` command you can make text appear - feedback: Good - - option: With the `{sleep}` command, you can remove text from the screen. - feedback: That's not how `{sleep}` works. - hint: '`{print}` still works the same way as in level 1' - question_score: '10' - question_text: Which statement is true? - 7: - hint: You want the computer to wait for 3 seconds - mp_choice_options: - - option: "```\n{print} 3\n```" - feedback: You don't need to `{print}` - - feedback: Perfect! - option: "```\n{sleep} 3\n```" - - feedback: This way the bomb will explode in 1 second - option: "```\n{sleep}\n```" - - feedback: Make it easier on yourself by using the number 3 - option: "```\n{sleep} {sleep} {sleep}\n```" - correct_answer: B - code: "{print} I will explode in 3 seconds!\n_\n{print} BOOM!" - question_text: What command should be used on line 2? - question_score: '10' - 2: - mp_choice_options: - - option: "```\nname {is} {ask} What is your name?\n```" - feedback: Super! - - feedback: The words are right, the order is not! - option: "```\n{ask} {is} name What is your name\n```" - - feedback: This worked in level 1, but in level 2 and up it works differently. - option: "```\n{ask} What is your name?\n```" - - feedback: The words are right, the order isn't! - option: "```\n{ask} What is your name? {is} name\n```" - question_text: Which code is correct? - hint: "`{ask}` doesn't work like in level 1" - question_score: '10' - correct_answer: A - 9: - mp_choice_options: - - feedback: The variable name is animal - option: 'Line 1 should say: dogs `{is}` animals' - - option: 'Line 1 should say: animal `{is}` dogs' - feedback: Great! - - option: 'Line 2 should say: `{print}` I love animals' - feedback: The variable name is animal - - option: 'Line 2 should say: `{sleep}` I love animals' - feedback: Sleep is not used to `{print}` text - question_score: '10' - question_text: What is going wrong in this code? - code: "dogs {is} animal\n{print} I love animal" - hint: You want to `{print}` 'I love dogs' - correct_answer: B - 6: - question_text: What should be on the lines? - code: "{print} And the award for best programming language goes to...\n_\n{print} Hedy!" - hint: Pause for dramatic effect... - mp_choice_options: - - feedback: Perfect! - option: '`{sleep}`' - - feedback: There is nothing to repeat back here - option: '`{echo}`' - - option: '`{print}`' - feedback: There is no text there to `{print}` there - - option: '`{ask}`' - feedback: There is no question there to be asked - correct_answer: A - question_score: '10' - 3: - 2: - question_score: '10' - mp_choice_options: - - feedback: Good job! - option: 'You need commas in line 1: dog, cat, cow.' - - feedback: No, you don't need `{print}` - option: Line 1 needs to start with `{print}`. - - feedback: animals is correct. - option: Line 2 needs to say 'animal' instead of 'animals' - - feedback: '`{at} {random}` is the correct spelling' - option: '`{at} {random}` is spelled incorrectly' - correct_answer: A - hint: There's something wrong in line 1 - question_text: What's wrong with this code? - code: "animals {is} dog cat cow\n{print} animals {at} {random}" - 4: - mp_choice_options: - - option: "```\n{print} price\n```" - feedback: You don't want to `{print}` the word price, but you want to `{print}` one price out of your list `{at} {random}` - - option: "```\n{print} prices {at} {random}\n```" - feedback: Great! You've really paid attention. - - feedback: '`{at} {random}` is placed behind the variable.' - option: "```\n{print} {at} {random} price\n```" - - option: Nothing, this code is alright. - feedback: Look carefully for the mistake you missed! - hint: The variable name is prices - question_text: What should change in line 2 to print a random price? - correct_answer: B - question_score: '10' - code: "prices {is} 1 dollar, 100 dollar, 1 million dollar\n{print} price {at} {random}" - 7: - mp_choice_options: - - feedback: The remove command removes, the add command adds - option: The `{add}` command removes a random book from the list - - option: The `{add}` command adds a random book to a list - feedback: It doesn't. It adds your answer to the list! - - feedback: Correct! - option: The `{add}` command adds your favorite book to the list - - option: The `{add}` command prints your favorite book. - feedback: No, it adds your favorite book to the list - correct_answer: C - hint: The `{add}` command adds a book, but which one? - code: "books {is} Harry Potter, The Hobbit, Green Eggs and Ham\nyour_book {is} {ask} What is your favorite book?\n{add} your_book {to} books\n{print} books {at} {random}" - question_text: What does the `{add}` command do? - question_score: '10' - 10: - mp_choice_options: - - feedback: Super! - option: "```\n{remove} walked_yesterday {from} walkers\n```" - - feedback: '`{remove} {from}` or `{add} {to}`, not `{remove} {to}`' - option: "```\n{remove} walked_yesterday {to} walkers\n```" - - option: "```\n{remove} walkers {from} yesterday\n```" - feedback: yesterday is not a variable - - feedback: This increased the chance that the person who walked yesterday now has to do it again. That's mean. - option: "```\n{add} walked_yesterday {to} walkers\n```" - hint: The person who walked the dogs yesterday should be removed from the list. - question_score: '10' - correct_answer: A - question_text: What should be on the _? - code: "walkers {is} dad, mom, Sam, Petra\nwalked_yesterday {is} {ask} Who walked the dogs yesterday?\n{print} walked_yesterday shouldn't have to walk the dogs again today\n_\n{print} walkers {at} {random} , it's your turn to walk the dogs!" - 1: - mp_choice_options: - - option: '`{print}`' - feedback: '`{print}` is used to print text' - - feedback: '`{ask}` is used to ask a question' - option: '`{ask}`' - - option: '`{is}`' - feedback: '`{is}` is used to make a list' - - option: '`{at} {random}`' - feedback: Correct! - hint: Arbitrarily means without a plan or randomly. - question_score: '10' - correct_answer: D - question_text: What command(s) do you use to let Hedy pick something arbitrarily? - 8: - code: "crisps {is} sea salt, paprika, sour cream\n{remove} sea salt {from} crisps\n{remove} paprika {from} crisps\n{print} crisps {at} {random}" - hint: There are 3 flavors, bit 2 are removed. Which one remains? - mp_choice_options: - - option: You can't tell, because Hedy will `{print}` one of the 3 flavors `{at} {random}` - feedback: Take a look at the `{remove}` commands - - feedback: sea salt is removed from the list - option: sea salt - - feedback: Paprika is removed from the list - option: paprika - - option: sour cream - feedback: That's right! - correct_answer: D - question_score: '10' - question_text: What is the output of this code? - 5: - question_score: '10' - mp_choice_options: - - feedback: No, that's not wrong. - option: Line 1 needs to say `{print}` instead of `{ask}` - - feedback: No that's not wrong. - option: Line 2 needs to say `{ask}` instead of `{print}` - - feedback: No, that's not wrong. - option: Line 2 needs to say answers `{at} {random}` `{is}` yes, no, maybe - - feedback: That's right! - option: Nothing, this code is perfect - correct_answer: D - hint: Does this code even have a mistake? - code: "question {is} {ask} What do you want to know?\n{print} question\nanswers {is} yes, no, maybe\n{print} answers {at} {random}" - question_text: What is wrong in this code? - 9: - code: "colors {is} blue, purple, green\nchosen_color {is} {ask} Which hair color wouldn't you like to have?\n{remove} chosen_color {from} colors\n{print} I will dye my hair color {at} {random}" - mp_choice_options: - - feedback: Maybe you want blue hair though! - option: 'Line 3 should say: `{remove}` blue `{from}` colors' - - feedback: You want to remove the chosen color so `{remove}` is right. - option: Line 3 should have an `{add}` command instead of a `{remove}` command - - feedback: Great job! - option: In line 4 the variable should be called colors instead of color - - feedback: Find the mistake! - option: Nothing, this is a correct code! - hint: Look at line 4 - question_score: '10' - question_text: What's wrong with this code? - correct_answer: C - 6: - mp_choice_options: - - option: Line 2 needs to say question instead of answers - feedback: No that's not right - - option: Line 2 needs the `{is}` command - feedback: Correct - - option: Line 3 needs to say answer instead of answers - feedback: No the variable's called answers - - option: Nothing! This code is great! - feedback: Actually, line 2 has a mistake. - correct_answer: B - code: "question {is} {ask} What do you want to know?\nanswers yes, no, maybe\n{print} answers {at} {random}" - question_text: What's wrong with this code? - hint: There is something wrong with line 2. - question_score: '10' - 3: - mp_choice_options: - - option: "```\n{at} {random} {print} options\n```" - feedback: You're almost there. The order of the words isn't right yet. - - option: "```\n{print} rock {at} {random}\n```" - feedback: you don't always want the Hedy to {print} rock, sometimes you want scissors or paper. - - option: "```\n{print} options {at} {random}\n```" - feedback: Very good! - - option: Nothing, the code is correct! - feedback: Look carefully for the mistake - question_score: '10' - correct_answer: C - hint: The variable (the list) is called options. - code: "options {is} rock, paper, scissors\n{print} rock, paper, scissors {at} {random}" - question_text: How do you fix the mistake in line 2? - 4: - 1: - mp_choice_options: - - feedback: That's right - option: "```\n{print} 'Im very excited to take this quiz!'\n```" - - option: "```\n{print} Im very excited to take this quiz!\n```" - feedback: '{print} now needs quotation marks!' - - option: "```\n{print} 'I'm very excited to take this quiz!'\n```" - feedback: do not use apostrophe or use backticks instead - - feedback: careful when using quotes and apostrophe - option: "```\n{print} 'I'm very excited to take this quiz!\n```" - question_text: Which of these codes is correct? - hint: In level 4 you need quotation marks for 2 commands. - question_score: '10' - correct_answer: A - 2: - mp_choice_options: - - feedback: This quotation mark is skewed, you need a straight one. - option: "```\n{print} `hello`\n```" - - feedback: Correct - option: "```\n{print} 'hello'\n```" - - option: "```\n{print} hello\n```" - feedback: There are no quotation marks here! - - option: "```\n{print} ,hello,\n```" - feedback: This is a comma, you need quotation marks. - question_text: Which code uses the proper quotation marks? - question_score: '10' - correct_answer: B - hint: Pick the right quotation marks. - 3: - correct_answer: D - mp_choice_options: - - option: "```\n{print} Hi Im Hedy\n```" - feedback: Add quotation marks please! - - feedback: Both before and after the words you want to print should be a quotation mark. - option: "```\n{print} 'Hi Im Hedy\n```" - - feedback: The first quotation mark should be behind the word `{print}` - option: "```\n'{print} Hi Im Hedy'\n```" - - feedback: Perfect! - option: "```\n{print} 'Hi Im Hedy'\n```" - question_text: Where are the quotation marks used correctly? - hint: Both before and after the words you want to print should be a quotation mark. - question_score: '10' - 5: - correct_answer: C - mp_choice_options: - - feedback: Never put the quotation mark in front of the `{print}` command. - option: "```\n'{print} options {at} {random}'\n```" - - option: "```\n{print} 'options' {at} {random}\n```" - feedback: options is a variable. You don't literally want to print 'options {at} {random}'. - - option: "```\n{print} options {at} {random}\n```" - feedback: That's right - - option: Nothing, the game already works! - feedback: Look carefully. There is an error. - question_text: What has to be changed in order for the game to work? - question_score: '10' - code: "options {is} rock, paper, scissors\n{print} 'options {at} {random}'" - hint: You don't want Hedy to literally print 'options {at} {random}', you want it to print 'rock' or 'paper' or 'scissors'. - 4: - mp_choice_options: - - option: "You need quotation marks around the word `{print}`, like this: `'{print}'`." - feedback: The quotation marks shouldn't be around the command itself. - - option: You need quotation marks around the words you want to print. - feedback: Super! - - feedback: Both `{print}` and `{ask}` require quotation marks - option: You do not need quotation marks when using the `{ask}` command - - feedback: Unfortunately, Hedy is stricter than that. - option: You can choose yourself whether to use quotation marks or not. - correct_answer: B - hint: From level 4 on you need to use quotation marks. - question_text: Which statement is true? - question_score: '10' - 6: - mp_choice_options: - - feedback: Great! You get it! - option: "```\n{print} 'You win...' prices {at} {random}\n```" - - option: "```\n{print} You win... 'prices {at} {random}'\n```" - feedback: Hedy will literally print 'prices {at} {random}' - - option: "```\n{print} You win... prices {at} {random}\n```" - feedback: You need some quotation marks! - - option: "```\n{print} 'You win... prices {at} {random}'\n```" - feedback: Hedy will literally print 'prices {at} {random}'' - question_text: What would be a good next line in this code? - code: prices {is} 1 dollar, 100 dollars, 1 million dollars - correct_answer: A - question_score: '10' - hint: 'Think carefully: what is a variable and should be outside of the quotation marks? And what are normal words that should be inside?' - 7: - mp_choice_options: - - feedback: Correct! - option: Quotation marks are missing in line 1 - - option: Quotation marks are missing in line 2 - feedback: A variable doesn't need quotes - - feedback: You don't want Hedy to literally print 'answers {at} {random}' so no quotation marks needed here! - option: Quotation marks are missing in line 3 - - feedback: Look carefully. You missed a mistake! - option: Nothing, this code is good as is! - hint: Check each line on whether they'd need quotation marks or not. - correct_answer: A - question_score: '10' - question_text: What's wrong with this code? - code: "question {is} {ask} What do you want to know?\nanswers {is} yes, no, maybe\n{print} answers {at} {random}" - 8: - question_text: What would be a good next line for this code? - mp_choice_options: - - feedback: We need quotation marks - option: "```\n{print} So you pick door door\n```" - - feedback: If the player chooses door 3, Hedy will say 'So you pick 3 3 - option: "```\n{print} 'So you pick ' door door\n```" - - feedback: Super! - option: "```\n{print} 'So you pick door ' door\n```" - - feedback: Hedy will literally print 'So you pick door door - option: "```\n{print} 'So you pick door door'\n```" - hint: The second word door should be replaced with the number, the first should still be the word door... - question_score: '10' - correct_answer: C - code: "{print} 'Welcome at the money show!'\n{print} 'In front of you are 3 doors'\ndoor {is} {ask} 'Which door do you choose?'" - 9: - code: "clubs {is} Real Madrid, Bayern Munchen, Manchester United, Ajax\n{print} clubs {at} {random} ' is going the win the champions league'" - hint: What are Hedy's options to randomly pick from? - mp_choice_options: - - feedback: Hedy could `{print}` that - option: Ajax is going to win the champions league - - feedback: Hedy could `{print}` that - option: Real Madrid is going to win the champions league - - option: Bayern Munchen is going to win the champions league - feedback: Hedy could `{print}` that - - feedback: That's right. It's not in the list - option: FC Barcelona is going to win the champions league - question_text: What will never appear in your output screen? - question_score: '10' - correct_answer: D - 10: - mp_choice_options: - - feedback: A list doesn't need quotation marks - option: Quotation marks are missing in line 1 - - feedback: Correct - option: Quotation marks are missing in line 2 - - option: Quotation marks are missing in both line 2 and 3 - feedback: Line 3 doesn't need quotation marks because it's not printed literally - - feedback: You missed one! - option: Nothing, this code has no mistakes - question_text: Which statement is true? - code: "people {is} mom, dad, Emma, Sophie\n{print} The dishes are done by...\n{print} people {at} {random}" - correct_answer: B - question_score: '10' - hint: One line needs quotation marks, because you want it to be printed literally. - 5: - 8: - mp_choice_options: - - option: "```\nfavorite animal\n```" - feedback: That's not the variable name. - - option: "```\nanimal\n```" - feedback: Great job! - - option: '`{if}`' - feedback: '`{if}` is already there' - - feedback: No, that's not it. - option: '`{print}`' - question_score: '10' - question_text: Which word should be on the place of the blank? - code: "animal {is} {ask} 'What is your favorite animal?'\n{if} _ {is} penguin {print} 'Thats my favorite animal too!'\n{else} {print} 'Cool! I like penguins.'" - hint: What the variable name? - correct_answer: B - 5: - mp_choice_options: - - feedback: Indeed! - option: Because it needs to be in capitals, so SECRET - - feedback: No, this is not the password. - option: Because the password is alarm - - option: Because it's spelled wrong. - feedback: That's not how you spell secret - - option: Because Hedy makes a mistake - feedback: No, Hedy is right - question_score: '10' - code: "password {is} {ask} 'What is the password?'\n{if} password {is} SECRET {print} 'Correct!'\n{else} {print} 'ALARM! INTRUDER!'" - correct_answer: A - hint: The spelling of the word has to be exactly the same. - question_text: Why will Hedy say 'ALARM! INTRUDER' when you type in 'secret'? - 7: - hint: After `{else}` a `{print}` command follows - mp_choice_options: - - feedback: '`{if}` is in the line above.' - option: '`{if}`' - - option: '`{at}` `{random}`' - feedback: No, you don't need `{at} {random}`. - - feedback: There already is an `{else}` command - option: '`{else}`' - - feedback: Awesome! - option: '`{print}`' - question_score: '10' - question_text: Which word should be in the place of the blank? - correct_answer: D - code: "{print} 'I can predict if you will be a millionair or not!'\nname {is} {ask} 'Whats your name?'\n{if} name {is} Hedy {print} 'You will be a millionair!'\n{else} _ 'Unfortunately... No big money for you.'" - 10: - question_text: Which monster is standing behind door 1? - mp_choice_options: - - feedback: Awesome! - option: Hedy picks a random monster each time. - - feedback: Not always... - option: vampire - - option: werewolf - feedback: Not always... - - feedback: Not always... - option: giant spider - code: "{print} 'Escape from the haunted house!'\n{print} 'There are 3 doors in front of you'\ndoor {is} {ask} 'Which door do you choose?'\nmonsters {is} vampire, werewolf, giant spider\n{if} door {is} 2 {print} 'Yay, you can escape!'\n{else} {print} 'You are being devoured by a... ' monsters {at} {random}" - correct_answer: A - question_score: '10' - hint: Mind the last 3 words... monsters `{at} {random}`... - 2: - mp_choice_options: - - feedback: That's right! - option: fun - - option: less fun - feedback: If the name is Hedy, it will say 'fun'' - - option: Hedy - feedback: No, it doesn't print the name - - option: Error - feedback: Fortunately not! - code: "name {is} {ask} 'What is your name?'\n{if} name {is} Hedy {print} 'fun' {else} {print} 'less fun'" - question_text: What appears in your output screen when you type in the name Hedy? - question_score: '10' - hint: '`{if}` name `{is}` Hedy `{print}` ...?' - correct_answer: A - 6: - mp_choice_options: - - option: "```\n{if}\n```" - feedback: '`{if}` is already in the line above' - - feedback: No, you need `{else}`. - option: "```\n{at} {random}\n```" - - feedback: Great! - option: "```\n{else}\n```" - - option: "```\n{print}\n```" - feedback: '`{print}` is already there, we need a word before it!' - hint: '`{if}` goes together with...?' - correct_answer: C - question_score: '10' - question_text: Which word should be on the place of the blank in the last line? - code: "{print} 'Im Hedy the football fortune teller!'\n{print} 'I will predict what place your team will end up!'\nclub is {ask} 'Which club is your favorite?'\n{if} club {is} ajax {print} 'Ajax is going to win of course!'\n_ {print} 'Sorry, your club is gonna be in last place...'" - 9: - question_score: '10' - question_text: Which door should you choose to escape?? - correct_answer: B - mp_choice_options: - - feedback: Bad choice! You're being eaten - option: '1' - - feedback: Super! You escaped! - option: '2' - - feedback: Bad choice! You're being eaten. - option: '3' - - option: It's a trap, you will always be eaten! - feedback: Luckily not! - hint: One of the doors will keep you safe.. - code: "{print} 'Escape from the haunted house!'\n{print} 'There are 3 doors in front of you'\ndoor {is} {ask} 'Which door do you choose?'\nmonsters {is} vampire, werewolf, giant spider\n{if} door {is} 2 {print} 'Yay, you can escape!'\n{else} {print} 'You are being devoured by a... ' monsters {at} {random}" - 1: - mp_choice_options: - - feedback: There already is a `{print}` command. - option: '`{print}`' - - option: '`{if}`' - feedback: The `{if}` command is used in the line above. - - option: '`{sleep}`' - feedback: That's not it! - - option: '`{else}`' - feedback: That's right! - question_text: Which command should be filled in on the _? - hint: Which one goes together with the `{if}` command? - question_score: '10' - correct_answer: D - code: "number {is} {ask} 'What is your lucky number?'\n{if} number {is} 5 {print} 'Mine too!'\n_ {print} 'My lucky number is 5!'" - 4: - code: "password {is} {ask} 'What is the password?'\n{if} password {is} SECRET {print} 'Correct!'\n{else} {print} 'ALARM! INTRUDER!'" - mp_choice_options: - - feedback: That's printed if the correct answer is given, not the wrong one... - option: Correct - - feedback: That's not the right answer - option: SECRET - - option: Wrong! - feedback: No, this is not what Hedy will print - - option: ALARM! INTRUDER! - feedback: Great job! - hint: Your computer will sound the alarm for intruders! - correct_answer: D - question_score: '10' - question_text: What does Hedy print when you type in the wrong password? - 3: - mp_choice_options: - - feedback: This is printed when you type in the correct password - option: Correct! - - feedback: That's right!' - option: SECRET - - option: password - feedback: The password isn't password... - - feedback: This is printed when you type in the incorrect password! - option: ALARM INTRUDER - question_score: '10' - question_text: What is the right password? - hint: "`{if}` password `{is}` ... `{print}` 'Correct!'" - correct_answer: B - code: "password {is} {ask} 'What is the password?'\n{if} password {is} SECRET {print} 'Correct!'\n{else} {print} 'ALARM! INTRUDER!'" - 6: - 2: - mp_choice_options: - - feedback: That's not it - option: '`-`' - - option: plus - feedback: That's not it - - option: '`*`' - feedback: That's not it - - option: '`+`' - feedback: Correct! - question_score: '10' - question_text: What do you use when you want to add two numbers? - hint: It's the plus sign. - correct_answer: D - 3: - hint: Mind the quotation marks!! - correct_answer: C - mp_choice_options: - - feedback: This would be the right answer if there were no quotation marks. - option: '30' - - feedback: Try again.. - option: '13' - - feedback: Correct! There are quotation marks, so Hedy will print it literally. - option: 3*10 - - option: Nothing, Hedy will give an error message. - feedback: No, Hedy will print it literally. - question_text: What's Hedy's output when you run this code? - code: "{print} '3*10'" - question_score: '10' - 4: - mp_choice_options: - - feedback: Mind, Hedy also prints 'Your lucky number is...' - option: '30' - - feedback: Please try again. - option: '10' - - option: Your lucky number is... 30 - feedback: That's right! - - option: Your lucky number is... 10 - feedback: Her lucky number is name times age... - question_text: Kim is 10 years old. What will Hedy print for her? - code: "name = {ask} 'How many letters are in your name?'\nage = {ask} 'How old are you?'\nluckynumber = name*age\n{print} 'Your lucky number is...' luckynumber" - hint: 'Kim has 3 letters, she is 10 years old so: letters times age = 3*10 = 30.' - correct_answer: C - question_score: '10' - 8: - mp_choice_options: - - feedback: No, there should be! - option: There shouldn't be quotation marks in line 2 - - feedback: Correct! - option: The variable is called correct answer, but a variable's name can only be 1 word. So it should be correct_answer - - option: The `{if}` and `{else}` commands should be in the same line. - feedback: No, that's not true. - - feedback: Variable names can be similar, but they can't be 2 words... - option: The variable in line 2 can't be called answer, because it is too similar to the variable correct answer. - question_score: '10' - code: "correct answer = 3*12\nanswer = {ask} 'What is 3 times 12?'\n{if} answer {is} correct answer {print} 'Good job!'\n{else} {print} 'No... It was ' correct answer" - correct_answer: B - question_text: Why is this code incorrect? - hint: Inspect what the variables are called. - 10: - mp_choice_options: - - feedback: You are allowed to use the `=` sign as well - option: You can only fill in the word is on the `_` - - option: You can fill in either the word is or the `=` sign on the `_` - feedback: Amazing! - - option: You have to fill in =is= on the `_` - feedback: No, one `=` sign is enough - - feedback: You can also use `=` with words. - option: You can only use the `=` sign when working with numbers, not with words. - hint: '`{is}` and `=` are both allowed' - correct_answer: B - question_score: '10' - question_text: Which statement is true? - code: "name _ Hedy\n{print} name 'is walking trough the forrest'" - 1: - mp_choice_options: - - option: '20' - feedback: Correct! - - feedback: No, the plus sign is used in addition - option: '12' - - feedback: No, Hedy will calculate the answer - option: 2*10 - - feedback: Mind it's a calculation. - option: '210' - question_text: What's Hedy's output when you run this code? - code: '{print} 2*10' - question_score: '10' - correct_answer: A - hint: The `*` is used as a multiplication sign - 7: - mp_choice_options: - - option: It could have been `price = 3` just as well. - feedback: No, that's not true. Hedy needs to add 3 dollars to the total. - - feedback: Hedy would understand, but it wouldn't be right. - option: Because Hedy doesn't understand `price = 3`. - - option: Because Hedy would otherwise forget about the previous order. The price would be 3 dollars in total. - feedback: That's right! - - option: Because the price is 0 dollars to begin with. - feedback: That's true, but not the reason - question_text: Why does line 7 say 'price is price + 3' instead of 'price is 3'? - correct_answer: C - hint: The price shouldn't be 3, but 3 dollars more than it already was - code: "{print} 'Welcome at Hedys diner'\nfood = {ask} 'What would you like to eat?'\nprice = 0\n{if} food {is} hamburger price = price + 15\n{if} food {is} fries price = price + 6\ndrinks is {ask} 'What would you like to drink?'\n{if} drinks {is} coke price = price + 3\n{if} drinks {is} water price = price + 1\n{print} price ' dollars please'" - question_score: '10' - 5: - mp_choice_options: - - option: 5 dollars - feedback: Unfortunately, it's not that cheap. - - feedback: No, it's 10 dollars each. - option: 10 dollars - - feedback: The * means multiplication. - option: 15 dollars - - option: 50 dollars - feedback: Great! - question_text: If 5 people eat at this restaurant, how much do they have to pay in total? - correct_answer: D - hint: '`price` `is` `people` `times` 10' - question_score: '10' - code: "{print} 'Welcome to Hedys!'\npeople = {ask} 'How many people are eating with us tonight?'\nprice = people * 10\n{print} 'That will be ' price 'dollar please'" - 9: - mp_choice_options: - - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - option: 10% - - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - option: 32% - - option: 50% - feedback: Super! You are 100 percent smart! - - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - option: 100% - question_score: '10' - correct_answer: C - question_text: Imagine you love football a 10, you've eaten 2 bananas and have washed your hands 3 times today. How smart does the silly fortune teller think you are? - hint: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - code: "{print} 'Im Hedy the silly fortune teller'\n{print} 'I will predict how smart you are!'\nfootball = {ask} 'On a scale of 0 to 10 how much do you love football?'\nbananas = {ask} 'How many bananas have you eaten this week?'\nhygiene = {ask} 'How many times did you wash your hands today??'\nresult = bananas + hygiene\nresult = result * football\n{print} 'You are ' result 'percent smart.'" - 6: - mp_choice_options: - - feedback: Super! - option: 15 dollars - - option: 6 dollars - feedback: The fries are 6 dollars - - feedback: The hamburger isn't free! - option: 0 dollars - - feedback: That's the price for a hamburger and fries! - option: 21 dollars - question_text: How much does a hamburger cost in this virtual restaurant? - question_score: '10' - hint: Mind the fourth line. - correct_answer: A - code: "{print} 'Welcome at Hedys diner'\nfood = {ask} 'What would you like to eat?'\nprice = 0\n{if} food {is} hamburger price = 15\n{if} food {is} fries price = 6" - 7: - 1: - mp_choice_options: - - feedback: No you can repeat a line. - option: '0' - - option: '1' - feedback: Correct, one line at a time - - feedback: In this level only one line at a time - option: '3' - - feedback: In this level you can only repeat one line at a time - option: infinite - correct_answer: B - question_score: '10' - question_text: How many lines can you repeat at once with the repeat command at this level? - hint: You can only repeat one line at a time - 2: - question_text: Which code is right? - mp_choice_options: - - feedback: "`{repeat}` 100 `{times}` `{print}` 'hello'" - option: "```\n{print} 100 {times} 'hello'\n```" - - option: "```\n{print} {repeat} 100 {times} 'hello'\n```" - feedback: "{repeat} 100 {times} {print} 'hello'" - - feedback: "{repeat} 100 {times} {print} 'hello'" - option: "```\n{repeat} 'hello' 100 {times}\n```" - - feedback: That's right! - option: "```\n{repeat} 100 {times} {print} 'hello'\n```" - hint: First the `{repeat}` command, then the `{print}` command - correct_answer: D - question_score: '10' - 3: - mp_choice_options: - - feedback: No, a word is missing - option: Right - - feedback: The word `{repeat}` is there, another word is missing - option: Wrong, the word `{repeat}` is missing - - option: Wrong, the word `{times}` is missing - feedback: The word `{times}` is there, another word is missing. - - option: Wrong, the word `{print}` is missing - feedback: Correct - correct_answer: D - code: "{repeat} 100 {times} 'Hello!'" - question_score: '10' - hint: "It should be: `{repeat}` 100 `{times}` `{print}` 'Hello'" - question_text: Is this code right or wrong? - 7: - mp_choice_options: - - option: "```\nWe will We will\nROCK YOU!\n```" - feedback: "'We will' won't appear twice in the same line" - - feedback: Great! - option: "```\nWe will\nWe will\nROCK YOU!\n```" - - feedback: ROCK YOU! won't be repeated - option: "```\nWe will\nROCK YOU!\nWe will\nROCK YOU!\n```" - - feedback: Mind the `{repeat}` command - option: "```\nWe will\nROCK YOU!" - hint: Mind the `{repeat}` command. - correct_answer: B - question_text: What will be the output from this code? - code: "{repeat} 2 {times} {print} 'We will'\n{print} 'ROCK YOU!'" - question_score: '10' - 6: - mp_choice_options: - - option: "```\nthe wheels on the bus go\nround and round\n```" - feedback: Only the second line is repeated 3 times - - option: "```\nthe wheels on the bus go\nthe wheels on the bus go\nthe wheels on the bus go\nround and round\n```" - feedback: Only the second line is repeated 3 times - - option: "```\nthe wheels on the bus go\nround and round\nthe wheels on the bus go\nround and round\nthe wheels on the bus go\nround and round\n```" - feedback: Only the second line is repeated 3 times - - option: "```\nthe wheels on the bus go\nround and round\nround and round\nround and round\n```" - feedback: All through the town! Perfect! - correct_answer: D - hint: Only 'round and round' is repeated 3 times. - question_score: '10' - question_text: What will be the output from this code? - code: "{print} 'The wheels on the bus go'\n{repeat} 3 {times} {print} ' round and round'" - 8: - code: "Here comes the sun\nDo do do do\nHere comes the sun\nAnd I say\nIts alright" - mp_choice_options: - - option: "```\n{print} 'Here comes the sun'\n{print} 'Do do do do'\n{print} 'Here comes the sun'\n{print} 'And I say'\n{print} 'Its alright'\n```" - feedback: Awesome, you can't use the `{repeat}` command here. - - option: "```\n{repeat} 2 {times} {print} 'Here comes the sun'\n{print} 'And I say'\n{print} 'Its alright'" - feedback: Where did you leave 'Do do do do'? - - option: "```\n{repeat} 2 {times} {print} 'Here comes the sun'\n{print} 'Do do do do'\n{print} 'And I say'\n{print} 'Its alright'\n```" - feedback: This is not the correct order.. - - option: "```\n{repeat} 2 {times} {print} 'Here comes the sun'\n{repeat} 2 {times} {print} 'Do do'\n{print} 'And I say'\n{print} 'Its alright'\n```" - feedback: This is not the correct order.. - question_score: '10' - question_text: What Hedy code belongs to this output? - correct_answer: A - hint: '`{repeat}` can only be used if you want to execute the same line multiple times in a row.' - 9: - mp_choice_options: - - feedback: Your repeated line is incorrect. - option: "```\n{print} 'Batman was flying through Gotham. '\n{print} 'When suddenly he heard someone screaming!'\n{print} 'Help!'\n{repeat} 3 {times} {print} 'Please help me!'\n```" - - option: "```\n{print} 'Batman was flying through Gotham.'\n{print} 'When suddenly he heard someone screaming!'\n{repeat} 3 {times} 'Help!'\n{print} 'Please help me!'\n```" - feedback: The `{print}` command is missing on line 3. - - feedback: You're missing the quotation marks - option: "```\n{print} Batman was flying through Gotham.\n{print} When suddenly he heard someone screaming!\n{repeat} 3 {times} {print} Help!\n{print} Please help me!\n```" - - option: "```\n{print} 'Batman was flying through Gotham.'\n{print} 'When suddenly he heard someone screaming!'\n{repeat} 3 {times} {print} 'Help!'\n{print} 'Please help me!'\n```" - feedback: Perfect - correct_answer: D - question_score: '10' - code: "Batman was flying through Gotham.\nWhen suddenly he heard someone screaming...\nHelp!\nHelp!\nHelp!\nPlease help me!" - question_text: What Hedy code belongs to this output? - hint: "'Help!' is repeated 3 times." - 10: - code: "if youre happy and you know it clap your hands\nif youre happy and you know it clap your hands\nif youre happy and you know it and you really want to show it\nif youre happy and you know it clap your hands" - mp_choice_options: - - feedback: Almost! the first line needs an extra word - option: "```\n{repeat} 2 {times} 'if youre happy and you know it clap your hands'\n{print} 'if youre happy and you know it and you really want to show it'\n{print} 'if youre happy and you know it clap your hands'\n```" - - option: "```\n{repeat} 2 {times} {print} 'if youre happy and you know it clap your hands'\n{print} 'if youre happy and you know it and you really want to show it'\n{print} 'if youre happy and you know it clap your hands'\n```" - feedback: Great! - - feedback: This is not in the right order. - option: "```\n{repeat} 3 {times} {print} 'if youre happy and you know it clap your hands'\n{print} 'if youre happy and you know it and you really want to show it'\n```" - - option: "```\n{repeat} 4 {times} 'if youre happy and you know it'\n{repeat} 2 {times} 'clap your hands'\n{print} 'and you really want to show it'\n{print} 'clap your hands'\n```" - feedback: This is not in the right order. - hint: Mind the order of the sentences. - correct_answer: B - question_score: '10' - question_text: Which code belongs to this output? - 4: - question_score: '10' - mp_choice_options: - - option: "`I'm`" - feedback: That's right! - - feedback: '`{print}` is spelled correctly' - option: '`{print}`' - - feedback: '`{repeat}` is spelled correctly' - option: '`{repeat}`' - - feedback: '`{times}` is spelled correctly' - option: '`{times}`' - code: "{print} 'I'm blue'\n{repeat} 7 {times} {print} 'da ba dee, da ba da'" - hint: I'm is wrong, you can't use apostrophes in a sentence - correct_answer: A - question_text: Which word is wrong in the code? - 5: - mp_choice_options: - - option: Correct - feedback: That's right! - - option: Wrong - feedback: That's not it - hint: The code is correct! - question_score: '10' - question_text: Is this code right or wrong? - code: "{repeat} 100 {times} {print} 'Hedy is awesome!'" - correct_answer: A - 8: - 1: - mp_choice_options: - - option: "Hello\nIm Hedy!" - feedback: Everything is printed twice. - - option: "Hello\nHello\nIm Hedy" - feedback: The second line is repeated twice as well. - - option: "Hello\nIm Hedy!\nHello\nIm Hedy!" - feedback: Super! - - option: "Hello\nHello\nIm Hedy!\nIm Hedy!" - feedback: Everything is printed twice - question_text: Which output will be produced by this code? - correct_answer: C - hint: Both lines are repeated twice. - question_score: '10' - code: "{repeat} 2 {times}\n {print} 'Hello'\n {print} 'Im Hedy!'" - 2: - correct_answer: D - mp_choice_options: - - feedback: No it should be 2 lines. - option: This should be only one line, not 2. - - option: This `{print}` command has to be removed. - feedback: No, you need it. - - feedback: No, `{repeat}` is the correct spelling - option: There is a spelling mistake in the `{repeat}` command. - - option: The second line needs to start with 4 spaces as indentation. - feedback: Correct! - code: "{repeat} 5 {times}\n{print} 'Hedy is cool!'" - hint: Something is missing in the second line? - question_text: What is wrong with this code? - question_score: '10' - 6: - mp_choice_options: - - feedback: There is no repetition in this answer. - option: "Welcome to restaurant Hedy\nPancakes" - - option: "Welcome to restaurant Hedy\nWelcome to restaurant Hedy\nPancakes\nPancakes" - feedback: This answer also repeats the welcome message - - option: "Welcome to restaurant Hedy\nWhat do you want to eat?\nWhat do you want to eat?\nPancakes\nPancakes" - feedback: Almost! But look at the question, it is not repeated. - - option: "Welcome to restaurant Hedy\nPancakes\nPancakes" - feedback: Well done! - question_score: '10' - correct_answer: D - hint: The first sentence and question will not be repeated - question_text: What will be the output of this code when we enter pancakes? - code: "{print} 'Welcome to restaurant Hedy'\n{repeat} 2 {times}\n food {is} {ask} 'What do you want to eat?'\n {print} food" - 7: - correct_answer: D - mp_choice_options: - - option: Nothing. This code is correct! - feedback: Something is wrong! - - feedback: You are! - option: You're not allowed to use an `{if}` command after an `{ask}` command. - - option: You don't have to use indentation twice. Only in the first `{if}` command. - feedback: You always have to use indentation. - - feedback: That's right. - option: The indentation is wrong in the first `{if}` command. - code: "food = {ask} 'What would you like to eat?'\n{if} food {is} fries\nsauce = {ask} 'What sauce would you like?'\n {print} 'One fries with ' sauce\n{if} food {is} pizza\n topping = {ask} 'What topping would you like?'\n {print} 'One pizza with ' topping\n{print} 'Thank you for your order'" - hint: Take a careful look at the indentation. - question_score: '10' - question_text: What is wrong with this code? - 8: - question_score: '10' - mp_choice_options: - - feedback: You are wrong! - option: "```\n{if} answer {is} 32\n {print} 'You are...'\n {sleep}\n {print} 'right!'\n {else}\n {print} 'You are wrong!'\n```" - - feedback: You are wrong! - option: "```\n{if} answer {is} 32\n{print} 'You are...'\n{sleep}\n{print} 'right!'\n{else}\n{print} 'You are wrong!'\n```" - - option: "```\n{if} answer {is} 32\n {print} 'You are...'\n {sleep}\n {print} 'right!'\n{else}\n {print} 'You are wrong!'\n```" - feedback: You are... right! - - feedback: You are wrong! - option: "```\n{if} answer {is} 32\n {print} 'You are...'\n {sleep}\n{print} 'right!'\n{else}\n {print} 'You are wrong!'\n```" - hint: What should happen if the person is right? And what else? - question_text: In which of the codes is the indentation done right? - correct_answer: C - 4: - question_text: Which output is correct? - hint: The block under the `{repeat}` command is repeated twice. - mp_choice_options: - - option: "The children went:\nYay!\nWe are going on vacation!" - feedback: Mind the `{repeat}` command! - - option: "The children went:\nYay!\nWe are going on vacation!\nYay!\nWe are going on vacation!" - feedback: Correct! - - option: "The children went:\nYay!\nYay!\nWe are going on vacation!\nWe are going on vacation!" - feedback: This order is incorrect. - - option: "The children went:\nYay!\nYay!\nWe are going on vacation!" - feedback: The last line is repeated too. - question_score: '10' - correct_answer: B - code: "{print} 'The children went:'\n{repeat} 2 {times}\n {print} 'Yay!'\n {print} 'We are going on vacation!'" - 9: - mp_choice_options: - - feedback: The lines after the `{if}` and `{else}` command should start with 4 spaces - option: Line 2 and 4 - - feedback: Not only 3... - option: Only line 3 - - option: Line 3, 4 and 5 - feedback: Line 4 shouldn't - - feedback: Great job! - option: Line 3 and 5 - code: "1 music = {ask} 'What is your favorite music genre?'\n2 {if} music {is} rock\n3 {print} '🤘'\n4 {else}\n5 {print} '👎'" - question_score: '10' - hint: The lines after an `{if}` or `{else}` command should start with 4 spaces. - correct_answer: D - question_text: What line(s) in this code should start with 4 spaces? - 3: - mp_choice_options: - - option: "Baby shark tututudutudu\nBaby shark" - feedback: Mind the `{repeat}` command! - - feedback: The last line has no indentation, so it's not repeated. - option: "Baby shark tututudutudu\nBaby shark\nBaby shark tututudutudu\nBaby shark\nBaby shark tututudutudu\nBaby shark" - - feedback: Right! - option: "Baby shark tututudutudu\nBaby shark tututudutudu\nBaby shark tututudutudu\nBaby shark" - - feedback: What is being repeated and what isn't ? - option: "Baby shark tututudutudu\nBaby shark\nBaby shark\nBaby shark" - question_score: '10' - code: "{repeat} 3 {times}\n {print} 'Baby shark tututudutudu'\n{print} 'Baby shark'" - hint: What is being repeated and what is not? - question_text: What output will be produced when you run this program? - correct_answer: C - 10: - correct_answer: D - mp_choice_options: - - feedback: That's not true - option: All lines should start with 4 spaces - - option: Line 2 and 3 should start with 4 spaces - feedback: That's not true - - feedback: That's not true - option: Line 2 should start with 4 spaces - - option: Line 3 should start with 4 spaces - feedback: You are correct! - code: "1 level = {ask} 'What level are you on?'\n2 {if} level {is} 8\n3 {print} 'Great job!'" - question_text: Which statement is true? - hint: Only one line starts with 4 spaces, but which one...? - question_score: '10' - 5: - question_score: '10' - mp_choice_options: - - option: The `{print}` commands on the last two lines should start on new lines and start with 4 spaces. - feedback: That's right! - - option: '`{else}` is not a command!' - feedback: It is! - - feedback: That's not true - option: Lines that start with `{if}` should start with 4 spaces - - feedback: That's not true - option: '`{ask}` is no longer a command' - correct_answer: A - code: "end = {ask} 'Do you want a happy or a sad ending?'\n{if} end {is} happy {print} 'They lived happily ever after'\n{else} {print} 'The world exploded. The end.'" - question_text: What is wrong with this code? - hint: Something is wrong with indentation - 9: - 2: - mp_choice_options: - - option: "```\nGood job!\nGood job!\n```" - feedback: That's not it! - - feedback: That's not it! - option: "```\nThe computer will explode in 5... 4... 3... 2... 1...\n```" - - feedback: That's not it! - option: "```\nGood job!\nGood job!\nYou can use the computer!\n```" - - option: "```\nGood job!\nYou can use the computer!\nGood job!\nYou can use the computer!\n```" - feedback: Correct! - correct_answer: D - code: "password = {ask} 'What is the password?'\ncorrect_password = Hedy\n{if} password {is} correct_password\n {repeat} 2 {times}\n {print} 'Good job!'\n {print} 'You can use the computer!'\n{else}\n {print} 'The computer will explode in 5... 4... 3... 2... 1...'" - question_text: What will be printed after entering the correct password? - hint: Everything under the `{repeat}` command is repeated twice. - question_score: '10' - 1: - mp_choice_options: - - feedback: That's right! - option: Nothing, this code is correct! - - feedback: You are! - option: You're not allowed to use an `{if}` command after an `{ask}` command. - - feedback: You always have to use indentation. - option: You don't have to use indentation twice. - - option: The indentation is wrong in the last `{if}` command. - feedback: It is not the indentation. - question_score: '10' - correct_answer: A - question_text: What is wrong with this code? - code: "{repeat} 3 {times}\n food = {ask} 'What would you like to eat?'\n {if} food {is} fries\n sauce = {ask} 'What sauce would you like?'\n {print} 'One fries with ' sauce\n {if} food {is} pizza\n topping = {ask} 'What topping would you like?'\n {print} 'One pizza with ' topping\n{print} 'Thank you for your order'" - hint: All the indentation is done correctly. - 3: - mp_choice_options: - - feedback: You don't win a million! - option: case 1, sell - - option: case 1, open - feedback: You don't win a million - - feedback: You don't win a million - option: case 2, sell - - option: case 2, open - feedback: Great job! You win! - code: "{print} 'Choose the right case and win!'\ncase = {ask} 'Which case will you pick? 1 or 2?'\n{if} case {is} 1\n action = {ask} 'Open it or sell it?'\n {if} action {is} sell\n {print} 'You sell your case for 10 dollars'\n {if} action {is} open\n {print} 'You open the case and win an apple pie'\n{if} case {is} 2\n action = {ask} 'Open it or sell it?'\n {if} action {is} sell\n {print} 'You sell the case for 500 dollars'\n {if} action {is} open\n {print} 'You open the case and win a million dollars!'" - correct_answer: D - hint: Follow the right path - question_score: '10' - question_text: Which case should you choose to win a million dollars? - 6: - hint: Indentation happens on the line below some commands - mp_choice_options: - - feedback: Don't forget the others - option: '`{if}`' - - feedback: Don't forget `{else}`! - option: '`{if}` `{repeat}`' - - option: '`{if}` `{else}` `{repeat}`' - feedback: Keep it up! - - feedback: Not with `{print}` - option: '`{if}` `{else}` `{repeat}` `{print}`' - question_score: '10' - question_text: After which command(s) should you use indentation (starting the next line with 4 spaces)? - correct_answer: C - 7: - question_score: '10' - code: "{if} food {is} pizza\n{if} size {is} medium\n{if} drink {is} coke\nprice = price - 5" - hint: After each `{if}` command, the line below should indent - mp_choice_options: - - option: "```\n{if} food {is} pizza\n {if} size {is} medium\n {if} drink {is} coke\n price = price - 5\n```" - feedback: Amazing! - - option: "```\n{if} food {is} pizza\n {if} size {is} medium\n{if} drink {is} coke\n price = price - 5\n```" - feedback: The second `{if}` misses code! - - option: "```\n{if} food {is} pizza\n{if} size {is} medium\n{if} drink {is} coke\n price = price - 5\n```" - feedback: Two consecutive `{if}`s is never correct. - - feedback: Almost right. Take another look at the last line - option: "```\n{if} food {is} pizza\n {if} size {is} medium\n {if} drink {is} coke\n price = price - 5\n```" - correct_answer: A - question_text: You'll get a 5 dollar discount if you order a medium pizza with coke.
But the code has a mistake! How to debug it? - 8: - mp_choice_options: - - feedback: Yes you can. - option: You can't put two questions in a row - - feedback: Keen eye! Good job! - option: The variable called 'age' is later on used as 'years' - - option: You're not allowed to start with 8 spaces, like line 5 does - feedback: You actually must start like that. - - feedback: That's not true. - option: A code must always start with a `{print}` command in the first line - code: "age = {ask} 'Happy Birthday! How old are you?'\nsinging = {ask} 'Would you like us to sing?'\n{if} singing {is} yes\n {repeat} years {times}\n {print} 'Hip Hip Hooray'" - correct_answer: B - question_score: '10' - hint: The indentation is done right this time - question_text: What is wrong in this code? - 10: - mp_choice_options: - - feedback: Only line 2 and 3 start with spaces - option: All lines should start with 4 spaces - - option: Line 2 and 3 should start with 4 spaces - feedback: Line 3 should start with 8 - - option: Line 2 and 3 should start with 8 spaces - feedback: Line 2 should start with 4 - - feedback: You are correct! - option: line 2 should start with 4 spaces and line 3 with 8 - question_score: '10' - correct_answer: D - hint: The first line doesn't start with any spaces - question_text: Which statement is true? - code: "1 {repeat} 2 {times}\n2 {if} level {is} 9\n3 {print} 'Great job!'" - 4: - mp_choice_options: - - option: Sleeping Beauty with shoe size 38 gets the output 'Ill keep looking' - feedback: No, she gets 'You are not the one!' - - feedback: No, she gets 'Ill keep looking' - option: Cinderella with shoe size 40 gets the output '❤️❤️❤️' - - feedback: That's right! - option: Sleeping Beauty with shoe size 40 gets the output 'Ill keep looking' - - feedback: No she gets '❤️❤️❤️' - option: Cinderella with shoe size 38 gets the output 'Ill keep looking' - code: "name = {ask} 'What is your name?'\nsize = {ask} 'What is your shoe size?'\n{if} size {is} 38\n {if} name {is} Cinderella\n {print} '❤️❤️❤️'\n {else}\n {print} 'You are not the one!'\n{else}\n {print} 'Ill keep looking'" - hint: No matter what your name is, if you have shoe size 40 you will get the message 'Ill keep looking'. - question_text: Which statement is true? - question_score: '10' - correct_answer: C - 5: - output: "Icecream is the best!\nIcecream is the best!\nIcecream is the best!" - mp_choice_options: - - option: "```\ndessert = {ask} 'What is your favorite type of dessert?'\n{if} dessert {is} icecream\n {repeat} 3 {times}\n {print} 'Icecream is the best!'\n```" - feedback: Don't forget the indentation after `{repeat}` commands. - - feedback: Use indentation after an `{if}` command - option: "```\ndessert = {ask} 'What is your favorite type of dessert?'\n{if} dessert {is} icecream\n{repeat} 3 {times}\n {print} 'Icecream is the best!'\n```" - - feedback: Perfect - option: "```\ndessert = {ask} 'What is your favorite type of dessert?'\n{if} dessert {is} icecream\n {repeat} 3 {times}\n {print} 'Icecream is the best!'\n```" - - option: "```\n{repeat} 3 {times}\n dessert = {ask} 'What is your favorite type of dessert?'\n {if} dessert {is} icecream\n {repeat} 3 {times}\n {print} 'Icecream is the best!'\n```" - feedback: There are 2 `{repeat}` commands in this code. - hint: Watch the indentation - question_score: '10' - question_text: Which code produced this output? - correct_answer: C - 9: - question_score: '10' - mp_choice_options: - - feedback: You are allowed to - option: None, that is not allowed - - option: Only 1 - feedback: You could use more if you like - - feedback: You could use more if you like - option: '3' - - option: Infinite, as long as you keep using indentation correctly - feedback: That is true - question_text: How many `{if}` commands can be placed inside another `{if}` command? - correct_answer: D - hint: You can put an `{if}` command inside an `{if}` command. - 10: - 3: - mp_choice_options: - - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - option: dogs are lovely pets - - option: dogs, cats, hamsters, chickens are lovely pets - feedback: Each animal gets their own line in the output. - - option: "dogs are lovely pets\ncats are lovely pets\nhamsters are lovely pets\nchickens are lovely pets" - feedback: Great! - - option: You don't know yet. Because it chooses one of the animals {at} {random}. - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - question_score: '10' - correct_answer: C - question_text: Which output is correct? - code: "animals = dogs, cats, hamsters, chickens\n{for} animal {in} animals\n {print} animal ' are lovely pets'" - hint: Line 2 says {for} each animal in the list of animals. So each animal is printed - 2: - mp_choice_options: - - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - option: I love pizza - - option: I love pasta - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pancakes - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - feedback: Great! - option: "I love pizza\nI love pasta\nI love pancakes" - correct_answer: D - hint: Line 2 says for each meal in the list of meals. So each meal is printed. - code: "meals = pizza, pasta, pancakes\n{for} meal {in} meals\n {print} 'I love ' meal" - question_score: '10' - question_text: Which output is correct? - 8: - mp_choice_options: - - feedback: That's not it! - option: "```\n'name gets a color shirt'\n```" - - option: "```\nname 'gets a ' colors {at} {random} ' shirt'\n```" - feedback: Great job! This was a hard one! - - feedback: You want each name printed. So the first word should not be names but... - option: "```\nnames 'gets a ' color {at} {random} ' shirt'\n```" - - feedback: There is no variable named people.. - option: "```\npeople ' gets a colors shirt'\n```" - code: "names = Donna, Tommy, Ben\ncolors = blue, red, purple\n{for} name {in} names\n {print} _" - question_text: What should be on the `_` in this code that decides which color shirt you get? - correct_answer: B - hint: Mind the quotation marks and the names of the variables - question_score: '10' - 5: - question_score: '10' - question_text: What word should be on the `_` with these digital dice? - correct_answer: B - mp_choice_options: - - option: players - feedback: It would say 'Ann throws Jesse', instead of 'Ann throws 6'. - - feedback: That's right! - option: choices - - feedback: You are very close. But you need Hedy to pick from the list called 'choices' not 'choice'... - option: choice - - feedback: Look at the names of the variables. - option: dice - hint: Hedy needs to pick a number `{at} {random}` - code: "{print} 'Welcome to the digital dice!'\nplayers = Ann, John, Jesse\nchoices = 1, 2, 3, 4, 5, 6\n{for} player {in} players\n {print} player ' throws ' _ {at} {random}" - 9: - code: "courses = appetizer, main course, dessert\nnames = Timon, Onno\n{for} name {in} names\n {for} course {in} courses\n food = {ask} name ', what would you like to eat as your ' course '?'\n {print} name ' orders ' food ' as their ' course" - mp_choice_options: - - option: Timon, what would you like to eat as your appetizer? - feedback: Perfect! - - option: Onno, what would you like to eat as your appetizer? - feedback: Timon is first on the list! - - feedback: Appetizers are first in the list - option: Timon, what would you like to eat as your dessert? - - option: You don't know that. Hedy will choose `{at} {random}`. - feedback: There is no `{at} {random}` in this code... - question_score: '10' - question_text: What is the first question Hedy will ask you when you run the program? - correct_answer: A - hint: The first options from both lists are chosen. - 10: - mp_choice_options: - - feedback: That is not true, you could end up without a prize. - option: Everybody will always win a prize. - - option: All the prizes always go to one single person. - feedback: That is not true. All the prizes are given away, but to random people - - feedback: That is not true. Larry has the same odds as the others - option: Larry will never win a prize - - feedback: You get it! - option: Someone might win two prizes - question_text: What is true about this code? - correct_answer: D - code: "prizes = 1 million dollars, car, sandwich\nnames = Bob, Patrick, Sandy, Larry\n{for} prize {in} prizes\n {print} 'The ' prize ' is won by ' names {at} {random}" - hint: Try to imagine the output of this code. - question_score: '10' - 7: - mp_choice_options: - - feedback: You are on fire! - option: "```\n{for} name {in} names\n```" - - feedback: No it should be for each name in the list nameS, so the other way around - option: "```\n{for} names {in} name\n```" - - option: "```\n{for} food {in} food\n```" - feedback: Each name should be told what they will have for dinner. - - option: "```\n{for} name {in} food\n```" - feedback: Each name should be told what they will have for dinner. - question_score: '10' - question_text: What line should be on the `_` in this code that decides what these people will have for dinner? - correct_answer: A - code: "names = Ron, Leslie, April, Andy\nfood = pasta, fries, salad\n_\n {print} name ' has to eat ' food {at} {random} ' for dinner'" - hint: Each name should be told what they will have for dinner. - 1: - mp_choice_options: - - feedback: That's not it - option: "```\n{for} each compliment\n```" - - feedback: You deserve all those compliments! - option: "```\n{for} compliment {in} compliments\n```" - - feedback: That's not it - option: "```\n{if} compliment {in} compliments\n```" - - feedback: Almost there! - option: "```\n{for} compliments {in} compliment\n```" - question_text: What do we need to fill in on the `_` if we want to print each compliment? - hint: '`{for}` each compliment in the lists of compliments...' - question_score: '10' - correct_answer: B - code: "compliments = perfect, great job, amazing\n_\n {print} compliment" - 6: - question_text: Which of the answers below is a possible outcome when you run the code? - mp_choice_options: - - option: "```\nKelly chooses rock\n```" - feedback: Meredith wants to play too! - - option: "```\nMeredith chooses scissors\nKelly chooses rock\n```" - feedback: So close! But Kelly is first in the list, so she goes first - - feedback: Kelly wants to play too! - option: "```\nMeredith chooses paper\n```" - - option: "```\nKelly chooses paper\nMeredith chooses scissors\n```" - feedback: Amazing! - question_score: '10' - code: "choices = rock, paper, scissors\nplayers = Kelly, Meredith\n{for} player {in} players\n {print} player ' chooses ' choices {at} {random}" - correct_answer: D - hint: Each player will pick an option. The player that's first on the list will go first. - 4: - mp_choice_options: - - option: Line 2 needs to start with 4 spaces as indentation - feedback: No it doesn't. Only line 3 needs indentation, which it has. - - feedback: Line 2 is a `{for}`command so line 3 does need to start with an indent. - option: Line 3 does not need to start with 4 spaces as indentation - - feedback: Good job! - option: Line 3 should say item instead of groceries - - feedback: No it does not. - option: Line 2 should say groceries instead of item - question_score: '10' - hint: Line 2 says `{for}` each item in the list of groceries - question_text: What's wrong with this code? - correct_answer: C - code: "groceries = apples, bread, milk\n{for} item {in} groceries\n {print} 'We need ' groceries" - 11: - 1: - mp_choice_options: - - option: '`counter`' - feedback: No - - feedback: Correct - option: '`{range}`' - - feedback: No - option: '`{if}`' - - option: '`{for}`' - feedback: No - hint: What did you learn in this level? - code: "{for} i {in} _ 1 {to} 10\n {print} i" - correct_answer: B - question_text: What word should be at the place of the blank? - question_score: '10' - 4: - question_text: Which code was used to get this output? - correct_answer: D - mp_choice_options: - - option: "```\n{for} i {in} {range} 0 {to} 10\n {print} i\n```" - feedback: Now Hedy prints the numbers from 0 to 10 instead of 10 to 0. - - feedback: Hedy would print negative numbers in this case. - option: "```\n{for} i {in} {range} 0 {to} 10\n {print} -1 * i\n```" - - feedback: Unfortunately this does not exist. - option: "```\n{for} i {in} {range} 10 {to} 0\n {print} i\n```" - - option: "```\n{for} i {in} {range} 0 {to} 10\n {print} 10 - i\n```" - feedback: That's right! - hint: It has to be a calculation… - output: "10\n9\n8\n7\n6\n5\n4\n3\n2\n1\n0" - question_score: '10' - 10: - output: "Baby shark tututudutudu\nBaby shark tututudutudu\nBaby shark tututudutudu\nBaby shark" - question_score: '10' - mp_choice_options: - - option: "```\n{for} i {in} {range} 1 {to} 3\n {print} Baby shark tututudutudu\n {print} Baby shark\n```" - feedback: Mind the indentation - - option: "```\n{for} i {in} {range} 1 {to} 3\n {print} Baby shark tututudutudu\n{print} Baby shark\n```" - feedback: That's right! - - feedback: '`{range}` 0 `{to}` 3 is 4 times.' - option: "```\n{for} i {in} {range} 0 {to} 3\n {print} Baby shark tututudutudu\n{print} Baby shark\n```" - - option: "```\n{for} i {in} {range} 0 {to} 3\n {print} Baby shark tututudutudu\n {print} Baby shark\n```" - feedback: '`{range}` 0 `{to}` 3 is 4 times.' - hint: Mind the indentation - correct_answer: B - question_text: Which code belongs to this output? - 7: - mp_choice_options: - - option: "```\n{for} i {in} {range} 0 {to} 3\n```" - feedback: There's not always 3 people - - feedback: The variable is not named guests - option: "```\n{for} i {in} {range} 1 {to} guests\n```" - - feedback: Great! - option: "```\n{for} i {in} {range} 1 {to} people\n```" - - feedback: That's one order too many! - option: "```\n{for} i {in} {range} 0 {to} people\n```" - question_text: What should be on the place of the blank? - question_score: '10' - correct_answer: C - code: "{print} 'Welcome to Hedys diner'\npeople = {ask} 'How many people will be eating here tonight?'\n_\n food = {ask} 'What would you like to order?'\n {print} food" - hint: Use the variable 'people' - 6: - correct_answer: C - mp_choice_options: - - option: 1 time - feedback: No - - feedback: No - option: 2 times - - feedback: That's right! - option: 3 times - - option: Never - feedback: No - code: "{for} i {in} {range} 0 {to} 2\n {print} 'Hello'" - hint: 0 also counts. So 0,1,2 that's 3 times. - question_score: '10' - question_text: How many times does the word Hello appear on your screen when you run the code? - 9: - code: "age = {ask} 'How old are you?'\n{for} i {in} {range} 1 {to} age\n {print} 'Hip Hip Hoorray!'" - question_score: '10' - mp_choice_options: - - feedback: Try again - option: 1 time - - feedback: Try again - option: 2 times - - feedback: Try again - option: Never - - feedback: That's right! - option: That depends on how old you are - hint: '`{for}` i `{in}` `{range}` 1 `{to}` age' - question_text: How many times does Hedy chant Hip Hip Hooray? - correct_answer: D - 8: - mp_choice_options: - - feedback: The numbers don't appear. It doesn't say `{print}` i. - option: "```\n23\n24\n25\n```" - - feedback: The numbers don't appear. It doesn't say `{print}` i - option: "```\n23 hi 24 hi 25 hi\n```" - - feedback: Correct - option: "```\nhi\nhi\nhi\n```" - - feedback: No it will only appear 3 times. - option: The word 'hi' will appear 25 times in a row. - correct_answer: C - hint: It doesn't say `{print}` i - question_text: What will be the output from this code? - code: "{for} i {in} {range} 23 {to} 25\n {print} 'hi'" - question_score: '10' - 5: - mp_choice_options: - - feedback: No it doesn't. - option: The i in the last line need quotation marks - - feedback: You could use 1 to 5 just as well! - option: You can't use `{range}` 1 `{to}` 5 only `{range}` 1 `{to}` 10 - - option: Line 1 needs to start with an indention. - feedback: Not line 1... - - feedback: Perfect! - option: Line 2 needs to start with an indention - question_score: '10' - correct_answer: D - question_text: What's wrong with this code? - code: "{for} i {in} {range} 1 {to} 10\n{print} i" - hint: There is something wrong with the indention - 3: - mp_choice_options: - - option: "```\n{for} i {in} {range} 1 {to} 5\n {print} i\n{print} 'Once I caught a fish alive!'\n```" - feedback: Perfect - - option: "```\n{for} i {in} {range} 1 {to} 5\n{print} i\n{print} 'Once I caught a fish alive!'\n```" - feedback: This code won't work. You need an indent after {for}. - - option: "```\n{for} i {in} {range} 1 {to} 5\n {print} i\n {print} 'Once I caught a fish alive!'\n```" - feedback: Now Hedy will count '1 Once I caught a fish alive!, 2 Once I caught a fish alive! etc. - - option: "```\n{for} i {in} {range} 1 {to} 5\n {print} 'i'\n{print} 'Once I caught a fish alive!'\n```" - feedback: i is a variable and shouldn't have quotation marks - question_score: '10' - question_text: Which code was used to get this output? - hint: First all the numbers, then the sentence - correct_answer: A - output: "1\n2\n3\n4\n5\nOnce I caught a fish alive!" - 2: - mp_choice_options: - - option: "```\n1\n2\n3\n```" - feedback: Correct! - - option: "```\n1 2 3\n```" - feedback: That's not it - - option: "```\n1, 2, 3\n```" - feedback: That's not it - - feedback: That's not it - option: "```\n123\n```" - hint: How do the numbers appear in the screen? - question_text: What will be the output from this code? - correct_answer: A - code: "{for} i {in} {range} 1 {to} 3\n {print} i" - question_score: '10' - 12: - 1: - code: "{print} 'three and a half plus one and a half is...'\n{print} 3.5 + 1.5" - hint: Both lines are printed! - mp_choice_options: - - feedback: Don't forget the first line of code! - option: '5' - - feedback: This is not the one! - option: 3.5 + 1.5 - - option: "three and a half plus one and a half is...\nfive" - feedback: Take a close look at the second line... - - option: "three and a half plus one and a half is...\n5" - feedback: Great job! - question_text: Which output is correct? - correct_answer: D - question_score: '10' - 2: - hint: The second line is the same in each code, pay attention to the first line - mp_choice_options: - - feedback: All the different values of flavors should be in quotation marks. - option: "```\nflavors {is} vanilla, strawberry, chocolate\n{print} 'I would like a ' flavors {at} {random} ' cake.'\n```" - - feedback: All the different values of flavors should be in quotation marks. - option: "```\n'flavors = vanilla, strawberry, chocolate'\n{print} 'I would like a ' flavors {at} {random} ' cake.'\n```" - - option: "```\nflavors = 'vanilla', 'strawberry', 'chocolate'\n{print} 'I would like a ' flavors {at} {random} ' cake.'\n```" - feedback: Alright! - - feedback: All the different values of flavors should be in quotation marks. - option: "```\nflavors = 'vanilla, strawberry, chocolate'\n{print} 'I would like a ' flavors {at} {random} ' cake.'\n```" - correct_answer: C - question_score: '10' - question_text: Which of these codes is correct? - 3: - mp_choice_options: - - option: The name of the variable is different in line 1 than in line 2. - feedback: Correct! - - feedback: That's not true - option: The quotation marks aren't used correctly in line 2 - - option: You can't use the = sign when using an {ask} command - feedback: That's not true - - feedback: That's not true - option: Nothing is wrong. - hint: The quotation marks are used correctly - code: "favorite_animal = {ask} 'What is your favorite animal?'\n{print} 'I like ' favoriteanimal ' too!'" - correct_answer: A - question_text: What's wrong with this code? - question_score: '10' - 4: - mp_choice_options: - - feedback: No - option: Line 1 and 2 - - feedback: No - option: Line 1, 2 and 3 - - option: Line 1, 2 and 4 - feedback: No - - feedback: Perfect! - option: All of the lines - correct_answer: D - question_score: '10' - hint: Does line 3 need quotation marks too? - code: "{print} Welcome to the online shoe shop\ncategory = {ask} What kind of shoes are you looking for?\n{if} category = high heels\n {print} High heels are 50% off now!" - question_text: In which lines are quotation marks needed to get the code to work? - 8: - mp_choice_options: - - feedback: No - option: "```\n{print} '7 / 2'\n```" - - option: "```\n{print} 7 / 2\n```" - feedback: That is right! - - option: "```\n{print} 7 : 2\n```" - feedback: No - - feedback: No - option: "```\n{print} 7 * 2\n```" - hint: 7 devided by 2 is 3.5 - code: '3.5' - question_text: Which code was used to create this output? - question_score: '10' - correct_answer: B - 7: - mp_choice_options: - - feedback: Terrific! - option: "It's my birthday! I've brought some snacks!\nFor you I have brought:\ncookies\ngrapes" - - option: "It's my birthday! I've brought some snacks!\nFor you I have brought:\ngrapes" - feedback: There's more options than just one - - option: "It's my birthday! I've brought some snacks!\nFor you I have brought:\ncheese\ngrapes" - feedback: A vegan person can't have cheese - - option: "It's my birthday! I've brought some snacks!\nFor you I have brought:\ngrapes\ncookies" - feedback: Almost there, but look at the order of snacks in the list - question_text: Which output does a vegan get? - hint: What item is removed from the list when you answer 'vegan'? - code: "menu = 'cookies', 'cheese', 'grapes'\n{print} \"It's my birthday! I`ve brought some snacks!\"\ndiet = {ask} 'Do you have any dietary restrictions?'\n{if} diet = 'gluten free'\n {remove} 'cookies' {from} menu\n{if} diet = 'vegan'\n {remove} 'cheese' {from} menu\n{print} 'For you I have brought: '\n{for} snack {in} menu\n {print} snack" - question_score: '10' - correct_answer: A - 10: - mp_choice_options: - - option: "```\n{for} i {in} {range} 1 {to} 3\n```" - feedback: This is a hard one! All the actions on the list must be in the song. - - option: "```\n{for} action {in} actions\n```" - feedback: You are amazing! - - feedback: This is a hard one! All the actions on the list must be in the song. - option: "```\n{repeat} 3 {times}\n```" - - feedback: This is a hard one! All the actions on the list must be in the song. - option: "```\n{print} actions {at} {random}\n```" - question_score: '10' - hint: This is a hard one! All the actions on the list must be in the song. - question_text: Which line of code should be filled in at the `_` to complete the song ? - correct_answer: B - code: "actions = 'clap your hands', 'stomp your feet', 'shout Hurray!'\n_\n {for} i {in} {range} 0 {to} 1\n {print} 'if youre happy and you know it'\n {print} action\n {print} 'if youre happy and you know it and you really want to show it'\n {print} 'if youre happy and you know it'\n {print} action" - 9: - question_score: '10' - mp_choice_options: - - feedback: You won nothing - option: "```\nprizes = 'one' 'million' 'dollars', 'nothing'\n```" - - feedback: You won nothing - option: "```\nprizes = 'one million dollars, nothing'\n```" - - option: "```\nprizes = 'one million dollars', 'nothing'\n```" - feedback: Winner! - - feedback: You won nothing - option: "```\n'prizes' = 'one million dollars', 'nothing'\n```" - hint: The items on the list should be in quotation marks - correct_answer: C - code: "_\n{print} 'You won ' prizes {at} {random} '!'" - question_text: Which code should be filled in in line 1 at the `_`? - 6: - correct_answer: C - question_text: Which line should be filled in at the `_`? - mp_choice_options: - - feedback: What if you only order fries and a drink? - option: "```\nprice = 14\n```" - - option: "```\nprice = '14'\n```" - feedback: What if you only order fries and a drink? - - feedback: Excellent! - option: "```\nprice = price + 2\n```" - - feedback: Almost there! - option: "```\nprice = + 2\n```" - hint: What if you only order fries and a drink? - code: "{print} 'Welcome to McHedy!'\norder = {ask} 'Would you like a hamburger or fries?'\n{if} order = 'hamburger'\n price = 12\n{if} order = 'fries'\n price = 4\ndrinks = {ask} 'Would you like a drink with that for 2 dollars?'\n{if} drinks = 'yes'\n _\n{print} 'That will be ' price ' dollar please'" - question_score: '10' - 5: - code: "name {is} {ask} 'What is your name?'\n{if} name {is} 'Agent007'\n a {is} 'Go to the airport '\nelse\n a {is} 'Go to the train station '\npassword {is} {ask} 'What is the password?'\n{if} password {is} 'TOPSECRET'\n b {is} 'tomorrow at 02.00'\n{else}\n b {is} 'today at 10.00'\n{print} a + b" - question_text: What output does Agent007 get when they put in the correct password? - mp_choice_options: - - feedback: The agent won't be catching any bad guys here - option: Go to the train station today at 10.00 - - feedback: You've cracked the code! - option: Go to the airport tomorrow at 02.00 - - option: Go to the train station tomorrow at 02.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 10.00 - feedback: The agent won't be catching any bad guys here - question_score: '10' - correct_answer: B - hint: The correct password is TOPSECRET - 13: - 1: - mp_choice_options: - - option: "```\n{if} birthday {and} song = 'yes'\n```" - feedback: Almost there - - feedback: Hedy only sings for you if you like to hear a song - option: "```\n{if} birthday = 'yes' {and} name = 'Hedy'\n```" - - option: "```\n{if} song = 'yes' {and} birthday = 'yes'\n```" - feedback: Super! - - feedback: Hedy only sings if both answers are yes - option: "```\n{if} song = 'yes' {or} birthday = 'yes'\n```" - correct_answer: C - question_text: Which code should be filled in at the ??? ? - code: "name = {ask} 'What is your name?'\nsong = {ask} 'Whould you like to hear a song?'\nbirthday = {ask} 'Is today your birthday?'\n???\n {print} 'Happy Birthday to you!'\n {print} 'Happy Birthday to you!'\n {print} 'Happy Birthday dear ' name\n {print} 'Happy Birthday to you!'" - question_score: '10' - hint: Hedy sings if you want to hear a song and it's you birthday - 3: - mp_choice_options: - - option: You get a free apple pie! - feedback: Great job! - - option: That will be 5 dollars please - feedback: That is not true - - feedback: There is nothing wrong with the code - option: This code won't work, so there is no output - - feedback: There is! Read the question carefully - option: There is no way of knowing - hint: Mind the command `{or}` in line 3 - correct_answer: A - question_text: Which output is given to a member without a discount code? - code: "member = {ask} 'Do you have a membership card?'\ndiscount = {ask} 'Do you have a discount code?'\n{if} member = 'yes' {or} discount = 'yes'\n {print} 'You get a free apple pie!'\n{else}\n {print} 'That will be 5 dollars please'" - question_score: '10' - 4: - mp_choice_options: - - option: "```\n{print} 'you win'\n```" - feedback: You win! - - feedback: You lose! - option: "```\n{print} 'you lose'\n```" - - option: "```\n{print} 'tie'\n```" - feedback: It's only a tie if both choices are the same - - option: "```\n{print} 'try again'\n```" - feedback: Try again! - code: "{if} computer_choice {is} 'rock' {and} your_choice {is} 'paper'" - question_text: Which line of code should follow this line in rock-paper-scissors game? - correct_answer: A - question_score: '10' - hint: Paper beats rock - 5: - question_text: Which statement is true about this code? - mp_choice_options: - - feedback: The prince is a little more picky than that! - option: Every person with shoe size 38 is this prince's one true love - - option: Every person named Cinderella is this prince's one true love - feedback: The prince is a little more picky than that! - - feedback: Fantastic! - option: Every person that is named Cinderella and has shoe size 38 is this prince's one true love - - feedback: The prince is a little more picky than that! - option: Every person that's not named Cinderella and does not have shoe size 38 is this prince's one true love - code: "{if} name = 'Cinderella' {and} shoe_size = 38\n {print} 'You are my one true love!'" - hint: Both statements have to be true - correct_answer: C - question_score: '10' - 7: - question_text: Which statement is false? - question_score: '10' - mp_choice_options: - - option: The grey cat is called Abby - feedback: This is true! - - option: Milo the orange cat eats 4 scoops of cat nibbles - feedback: This is true - - feedback: Great job! - option: The black hamster needs to be fed a piece of carrot - - option: The yellow bird was fed this morning - feedback: This is true - hint: Read the last 4 lines carefully - correct_answer: C - code: "{print} 'Thank you for helping me take care of my pets'\n{print} 'Here is a program to help feed them'\nanimal = {ask} 'What kind of animal are they?'\ncolor = {ask} 'What colour are they?'\n{if} animal = 'cat' {and} color = 'grey'\n {print} 'That is Abby. She eats 3 scoops of cat nibbles'\n{if} animal = 'cat' {and} color = 'orange'\n {print} 'That is Milo. He eats 4 scoops of cat nibbles'\n{if} animal = 'bird' {or} color = 'black'\n {print} 'I fed them this moring! They do not need more food today'\n{if} animal = 'hamster' {and} color = 'brown'\n {print} 'You can feed them a piece of carrot'" - 6: - mp_choice_options: - - option: Michael is a boy with glasses - feedback: Try again - - feedback: Try again - option: Marleen is a girl with glasses - - feedback: Try again - option: Wouter is a boy without glasses - - option: Sophie is a girl with glasses - feedback: Great job! - code: "{print} 'Let me guess which family member you are!'\nglasses = {ask} 'Do you wear glasses?'\nfemale = {ask} 'Are you female?'\n{if} glasses = 'yes' {and} female = 'yes'\n {print} 'You must be Sophie!'\n{if} glasses = 'no' {and} female = 'yes'\n {print} 'You must be Marleen!'\n{if} glasses = 'yes' {and} female = 'no'\n {print} 'You must be Wouter!'\n{if} glasses = 'no' {and} female = 'no'\n {print} 'You must be Michael!'" - question_text: Which statement about this code is true? - hint: Take a good look! Or do you need glasses? - correct_answer: D - question_score: '10' - 8: - mp_choice_options: - - feedback: You have paid too much! - option: "Welcome to the movie theater\nThat will be 8 dollars please\nEnjoy the movie" - - option: "Welcome to the movie theater\nThat will be 5 dollars please\nEnjoy the movie" - feedback: Amazing! - - feedback: That's not enough money! - option: "Welcome to the movie theater\nThat will be 3 dollars please\nEnjoy the movie" - - option: "Welcome to the movie theater\nOk\nEnjoy the movie" - feedback: You have to pay for your popcorn! - correct_answer: B - question_score: '10' - code: "{print} 'Welcome to the movie theater'\npopcorn = {ask} 'Would you like some popcorn?'\ndrink = {ask} 'Would you like a drink?'\n{if} popcorn = 'yes' {and} drink = 'yes'\n {print} 'That will be 8 dollars please'\n{if} popcorn = 'no' {and} drink = 'yes'\n {print} 'That will be 3 dollars please'\n{if} popcorn = 'yes' {and} drink = 'no'\n {print} 'That will be 5 dollars please'\n{if} popcorn = 'no' {and} drink = 'no'\n {print} 'Ok'\n{print} 'Enjoy the movie'" - question_text: What output do you get if you order popcorn but no drink? - hint: popcorn = yes and drink = no - 9: - mp_choice_options: - - option: "Line 3 should be:\n```\n{if} chocolate = 'yes' {and} sprinkles = 'yes'\n```" - feedback: Correct! - - option: "Line 3 should be: \n```\n{if} chocolate = 'no' {and} sprinkles = 'no'\n```" - feedback: This is not what I ordered! - - option: "Line 5 should be: \n```\n{if} chocolate = 'yes' {and} sprinkles = 'yes'\n```" - feedback: This is not what I ordered! - - option: "Line 7 should be:\n```\n{if} chocolate = 'yes' {and} sprinkles = 'no'\n```" - feedback: This is not what I ordered! - question_text: What is wrong with this code? - question_score: '10' - code: "1 chocolate = {ask} 'Would you like chocolate sauce on your ice cream?'\n2 sprinkles = {ask} 'Would you like sprinkles on your ice cream?'\n3 {if} chocolate {and} sprinkles = 'yes'\n4 {print} 'Ice cream with chocolate sauce and sprinkles, coming up!'\n5 {if} chocolate = 'yes' {and} sprinkles = 'no'\n6 {print} 'Ice cream with chocolate sauce, coming up!'\n7 {if} chocolate = 'no' {and} sprinkles = 'yes'\n8 {print} 'Ice cream with sprinkles, coming up'\n9 {if} chocolate = 'no' {and} sprinkles = 'no'\n10 {print} 'Just plain icecream, coming up!'" - correct_answer: A - hint: There is a mistake in line 3 - 10: - question_text: Which command needs to be in line 8 at the place of the ??? ? - mp_choice_options: - - feedback: There are no items that are both the list of snacks and the list of drinks - option: '`{and}`' - - option: '`{or}`' - feedback: Great job! - - option: '`{in}`' - feedback: No - - feedback: No - option: '`{if}`' - question_score: '10' - correct_answer: B - code: "{print} 'Welcome to the product finder of this supermarkt'\nitem = {ask} 'What product are you looking for?'\nbakery = 'bread', 'buns', 'muffins'\ndrinks = 'soda', 'water', 'lemonade'\nsnacks = 'chips', 'nuts', 'dips'\nfrozen = 'fries', 'icecream', 'pizza'\nfruit = 'bananas', 'apples', 'oranges'\n{if} item {in} snacks ??? item {in} drinks\n {print} 'This item is in aisle 3'\n{if} item {in} bakery {or} item {in} bakery\n {print} 'This item in in the back of the store'\n{if} item {in} fruit\n {print} 'The fruit is sold near the register'" - hint: The item is either in the list of snacks, or in the list of drinks - 2: - mp_choice_options: - - option: '`{and}`' - feedback: You don't have to be vegan and muslim - - feedback: Great thinking! - option: '`{or}`' - - feedback: No - option: '`+`' - - feedback: No - option: '`{print}`' - hint: Neither vegans nor muslims can eat sausage rolls. - correct_answer: B - code: "menu = 'cheese', 'sausage rolls', 'cookies'\ndiet = {ask} 'Do you have any dietary restrictions?'\n{if} diet = 'vegan' ??? diet = 'halal'\n {remove} 'sausage rolls' {from} menu" - question_text: Which command is missing in the code at the place of the ??? ? - question_score: '10' - 14: - 1: - mp_choice_options: - - feedback: This is not a symbol. - option: '`=>`' - - option: '`==`' - feedback: We are not comparing anything, just asking. - - option: '`!=`' - feedback: We are not comparing anything, just asking - - feedback: Right! - option: '`=`' - code: "name _ {ask} 'Who are you?'\n{if} name == 'Hedy'\n {print} 'Me too!'" - hint: We are not comparing anything, we are just asking a name. - question_text: Which symbol should be used on the blank? - question_score: '10' - correct_answer: D - 4: - hint: The symbols are right - mp_choice_options: - - option: In line 1 == should be used instead of = - feedback: No that's not it - - option: Line 2 misses quotation marks - feedback: You are correct - - feedback: No that's not it - option: In line 4 = should have been used instead of == - - option: In line 4 <= should have been used instead of >= - feedback: No that's not it - code: "price = 10\nmoney = {ask} How much money do you have?\nbuy = {ask} 'Would you like to buy this teddy bear?'\n{if} money >= price {and} buy == 'yes'\n {print} 'You can buy the bear!'\n{else}\n {print} 'You cannot buy this bear!'" - question_text: What's wrong with this code? - correct_answer: B - question_score: '10' - 3: - question_score: '10' - mp_choice_options: - - option: '`>` and `<`' - feedback: That's not it - - option: '`=` and `>=`' - feedback: That's not it - - option: '`<` and `>=`' - feedback: You are right - - option: '`+` and `==`' - feedback: That's not it - correct_answer: C - code: "guests = {ask} 'How many people are at the party?'\n{if} guests _ 130\n {print} 'You can come in!'\n{if} guests _ 130\n {print} 'Im sorry, the club is full. '\n {print} 'You have to wait for a guest to leave'" - hint: There are 130 people allowed in the club - question_text: Which symbols should be filled in on the two blanks? - 5: - mp_choice_options: - - feedback: 12 year olds are allowed too - option: '`> 12`' - - option: '`>= 12`' - feedback: Great! - - option: '`< 12`' - feedback: These kids are too young! - - feedback: These kids are too young - option: '`<= 12`' - hint: '> means greater than' - code: "age = {ask} 'How old are you?'\nticket = {ask} 'Do you have a ticket?'\n{if} age _ {and} ticket == 'yes'\n {print} 'You can enter the movie theater.'\n{else}\n {print} 'You are not allowed to come in!'" - question_score: '10' - question_text: Which symbol should be filled in on the blanks if the movie is suitable for kids for the age of 12 and up? - correct_answer: B - 6: - question_text: How many times do you have to say you are annoyed before this annoying game stops? - mp_choice_options: - - feedback: It stops after 2 times - option: 10 times - - option: 0 times - feedback: It stops after 2 times - - option: 1 time - feedback: It stops after 2 times - - feedback: That is correct - option: 2 times - question_score: '10' - correct_answer: D - code: "lives = 2\n{repeat} 10 {times}\n {if} lives != 0\n answer = {ask} 'Are you annoyed yet?'\n {if} answer == 'yes'\n lives = lives - 1" - hint: "!= means 'is not'" - 7: - mp_choice_options: - - feedback: That's not quite right. - option: "`'Lower'` and `'Higher'` and `'You win!'`" - - option: "`'Higher'` and `'Lower'` and `'You win!'`" - feedback: You win! - - option: "`'You win!'` and `'Lower!'` and `'Higher'`" - feedback: That's not quite right. - - option: "`'Lower!'` and `'You win!'` and `'Higher!'`" - feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: B - question_text: What should be filled in on the three blanks? - question_score: '10' - code: "{print} 'Guess which number'\nnumbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10\nnumber = numbers {at} {random}\ngame = 'on'\n{for} i {in} {range} 1 {to} 10\n {if} game == 'on'\n guess = {ask} 'Which number do you think it is?'\n {if} guess < number\n {print} _\n {if} guess > number\n {print} _\n {if} guess == number\n {print} _\n game = 'over'" - 8: - question_text: Which statement is true about this roller coaster? - mp_choice_options: - - feedback: True! - option: You must be taller than 120 cm to go on the roller coaster - - feedback: If you are 120 cm you won't get in - option: You must be taller than 119 cm to go on the roller coaster - - feedback: '> means greater than' - option: You must be shorter than 120 cm to go on the roller coaster - - option: There are no length restrictions to go on the roller coaster - feedback: There are. - correct_answer: A - hint: '> means greater than' - question_score: '10' - code: "length = {ask} 'Please fill in your length in cm'\n{if} length < 120\n {print} 'Sorry, you cannot go on this roller coaster.'\n{else}\n {print} 'Enjoy the ride'" - 10: - correct_answer: B - mp_choice_options: - - feedback: Look at who has the highest score! - option: "'player 1 wins'" - - option: "'player 2 wins'" - feedback: Yes! - - option: "'player 2 loses'" - feedback: Look at who has the highest score! - - feedback: No it's not, one player has a higher score - option: "'It is a tie'" - hint: You win the game by having the most points - code: "{print} 'Whoever gets the most points wins!'\n{if} points_player_1 < points_player_2\n {print} _" - question_text: What should be filled in in the blanks? - question_score: '10' - 2: - mp_choice_options: - - feedback: No - option: '{if} name = Hedy' - - option: '{if} age = 24' - feedback: No - - option: answer = {ask} 'What is your answer' - feedback: Yes! - - feedback: No - option: answer == {ask} 'How are you doing?' - correct_answer: C - question_score: '10' - hint: When you are comparing two answers you should use == - question_text: Which of these codes has used the correct = or == symbol? - 9: - mp_choice_options: - - option: 1 or more - feedback: No - - option: 2 or more - feedback: No - - option: 8 or more - feedback: Almost - - feedback: Great! - option: 9 or more - code: "chocolate = {ask} 'How many pieces of chocolate have you eaten?'\n {if} chocolate <= 2\n {print} 'That is a healthy amount'\n {if} chocolate > 2 {and} chocolate =< 8\n {print} 'That is a bit much'\n {if} chocolate > 8\n {print} 'You will get a stomach ache!'" - hint: '> 8 means more than 8' - question_text: How many pieces of chocolate will give you a stomach ache according to this fitbit? - question_score: '10' - correct_answer: D - 15: - 1: - mp_choice_options: - - feedback: That is not right. - option: '`=!`' - - option: '`==`' - feedback: You don't have to keep guessing if you've given the right answer. - - feedback: Correct - option: '`!=`' - - feedback: That's not it - option: '`=`' - correct_answer: C - hint: Keep guessing until you say Amsterdam - question_score: '10' - code: "answer = 0\n{while} answer _ 'Amsterdam'\n answer = {ask} 'What is the capital city of the Netherlands?'\n{print} 'You have given the correct answer'" - question_text: 'Which symbol should be used on the blank? Tip: You must keep guessing until you get it right.' - 3: - code: "_ age < 18\n {print} 'you are not allowed in this bar'" - mp_choice_options: - - option: '`{in}`' - feedback: That's not it - - option: '`{while}`' - feedback: You are right - - option: '`{for}`' - feedback: That's not it - - option: '`{range}`' - feedback: That's not it - question_score: '10' - question_text: Which command should be filled in on the blank? - correct_answer: B - hint: You are not allowed in the bar as long as you are 17 or younger - 4: - question_text: What's wrong with this code? - mp_choice_options: - - option: In line 1 `==` should be used instead of `=` - feedback: No that's not it - - option: Line 2 misses quotation marks - feedback: That's not right - - feedback: That's not it - option: In line 5 `{if}` should have been used instead of `{while}` - - feedback: You are correct - option: In line 5 `!=` should have been used instead of `==` - code: "options = 1, 2, 3, 4, 5, 6\n{print} 'Throw 6 as fast as you can!'\nthrown = 0\ntries = 0\n{while} thrown == 6\n thrown = options {at} {random}\n {print} 'You threw ' thrown\n tries = tries + 1\n{print} 'Yes! You have thrown 6 in ' tries ' tries.'" - hint: There is something wrong in line 5 - question_score: '10' - correct_answer: D - 5: - hint: wetness should get less each time - mp_choice_options: - - option: "```\n = wetness\n```" - feedback: That will not change anything - - feedback: You can't have two times = in one line - option: "```\n = wetness = 1\n```" - - option: "```\n = wetness - 1\n```" - feedback: You are correct! - - feedback: The program should count down - option: "```\n = wetness + 1\n```" - correct_answer: C - question_text: What should be placed on the blank to make this program work correctly? - question_score: '10' - code: "wetness = 10\n{while} wetness != 0\n {print} 'Your hair is still wet, hair dryer on!'\n {sleep} 1\n {clear}\n wetness _\n\n{print} 'All dry!'" - 6: - mp_choice_options: - - option: '`{while}` should be`{if}`' - feedback: No that is not right - - feedback: No that is not right - option: '`{if}` should be `{while}`' - - option: Line 3 should start with more indentation - feedback: No that's not right - - feedback: That is correct - option: Line 2 should start with less indentation - hint: Look closely at the indentation - correct_answer: D - question_score: '10' - question_text: What is wrong with this code? - code: "lives = 100\n {while} lives != 0\n answer = {ask} 'Are you annoyed yet?'\n {if} answer == 'yes'\n lives = lives - 1" - 7: - question_text: How should this program be changed so that it works? - hint: The last one should say you win. - question_score: '10' - mp_choice_options: - - option: '... change the first `{if}` into a `{while}`' - feedback: Perfect! - - feedback: That's not quite right. - option: '... change the second `{if}` into a `{while}`' - - feedback: That's not quite right. - option: '... change the third `{if}` into a `{while}`' - - feedback: That's not quite right. - option: '... change the fourth `{if}` into a `{while}`' - correct_answer: A - code: "{print} 'Guess which number'\nnumbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10\nnumber = numbers {at} {random}\ngame = 'on'\n{if} game == 'on'\n guess = {ask} 'Which number do you think it is?'\n {if} guess < number\n {print} _\n {if} guess > number\n {print} _\n {if} guess == number\n {print} _\n game = 'over'" - 9: - mp_choice_options: - - feedback: No - option: Nothing. 1600 is not programmed into the app. - - feedback: No - option: You could eat some more - - option: That is alright - feedback: Yes! - - option: You have eaten enough for today - feedback: No - hint: 1600 is between 1000 and 2000 - question_score: '10' - correct_answer: C - code: "calories = {ask} 'How many calories have you eaten today?'\n {while} calories <= 1000\n {print} 'You could eat some more'\n {while} calories > 1000 {and} calories =< 2000\n {print} 'That is alright'\n {while} calories > 2000\n {print} 'You have had enough for today'" - question_text: What will the diet app say if you have eaten 1600 calories today? - 8: - hint: The block after the {while} command keeps happening while the toilet is occupied. - mp_choice_options: - - option: The lights and air freshener will turn off after 1 minute - feedback: False! - - option: The air freshener sprays once every minute and the lights stay on the whole time while you are on the toilet - feedback: Great job - - option: The air freshener sprays once you leave the toilet. - feedback: It only sprays when you're in there. - - feedback: That wouldn't be right. - option: The lights will always stay on. - code: "{while} toilet == 'occupied'\n lights = 'on'\n air_freshener_sprays = 'yes'\n {sleep} 60\nlights = 'off'\nair_freshener_sprays = 'no'" - question_score: '10' - correct_answer: B - question_text: Which statement is true about this automated toilet system? - 10: - hint: You win the game by having the most points. Your name should appear on the screen - correct_answer: A - mp_choice_options: - - option: "```\n name_player_1\n```" - feedback: You are right! - - feedback: No they are losing! - option: "```\n name_player_2\n```" - - feedback: You should fill in a name, not a number - option: "```\n points_player_1\n```" - - feedback: You should fill in a name, not a number - option: "```\n points_player_2\n```" - question_text: 'What should be filled in in the blanks? Tip: the player with the most points is in the lead.' - question_score: '10' - code: "name_player_1 = {ask} 'Name player 1:'\nname_player_2 = {ask} 'Name player 2:'\n{while} points_player_1 > points_player_2\n {print} _ ' is in the lead right now!'" - 2: - mp_choice_options: - - feedback: No - option: "```\n{while} name = Hedy\n```" - - option: "```\n{while} age = 24\n```" - feedback: No - - feedback: Yes! - option: "```\n{while} time > 0\n```" - - option: "```\n{while} answer == yes'\n```" - feedback: A quotation mark is missing - question_text: Which of these codes has used the correct symbol(s)? - hint: When you are comparing two answers you should use == - question_score: '10' - correct_answer: C - 16: - 2: - code: "friends = ['Wesley', 'Eric', 'Kaylee']\nchores = ['the cooking', 'the cleaning', 'nothing']\n{for} i {in} {range} 1 {to} 3\n {print} _" - mp_choice_options: - - feedback: Mind the spacing. - option: "```\nfriends[i] has to do chores [i]\n```" - - option: "```\nfriends[1] has to do chores[1]\n```" - feedback: It will print 3 times that Wesley has to do the cooking - - feedback: The person has to do the chore, not the other way around - option: "```\nchores[i] ' has to do ' friends[random]\n```" - - option: "```\nfriends[i] ' has to do ' chores[i]\n```" - feedback: Fantastic! - hint: '`i` tells us what item in the list it is. So friend 1 does chore 1 etc.' - question_text: What should be filled in on the blanks if you want a list of what chores are done by whom? - correct_answer: D - question_score: '10' - 3: - code: "friends = ['Wesley', 'Eric', 'Kaylee']\nchore = ['the cooking', 'the cleaning', 'nothing']\n{for} i {in} {range} 1 {to} 3\n {print} friends[i] has to do chores[i]" - mp_choice_options: - - feedback: Super! - option: "```\nWesley has to do the cooking\nEric has to do the cleaning\nKaylee has to do nothing\n```" - - option: "```\nKaylee has to do the cooking\nWesley has to do the cleaning\nEric has to do nothing\n```" - feedback: No, it is not random. - - feedback: Poor Wesley! - option: "```\nWesley has to do the cooking\nWesley has to do the cleaning\nWesley has to do the nothing\n```" - - feedback: That's not it - option: "```\nWesley has to do the cooking\nWesley has to do the cooking\nWesley has to do the cooking\n```" - hint: It's not random... - correct_answer: A - question_score: '10' - question_text: What is a possible output for this program? - 4: - mp_choice_options: - - option: The variable in line 4 should be `friend[i]`, not `friends[i]` - feedback: That is not right. - - option: Line 3 should say `in range 1 to 3` not `in range 0 to 3` - feedback: Good catch! - - feedback: It's not a variable, it's just text. - option: Line 4 should say 'lucky_number', not 'lucky number - - feedback: That's not it - option: '{in} in line 3 should be removed' - correct_answer: B - hint: There's nothing wrong with line 4 - code: "friends = ['Jaylee', 'Erin', 'Fay']\nlucky_numbers = [15, 18, 6]\n{for} i {in} {range} 0 {to} 3\n print 'the lucky number of ' friends[i]\n print 'is ' lucky_numbers[i]" - question_score: '10' - question_text: What is wrong with this code? - 7: - mp_choice_options: - - feedback: That is not right. - option: Line 1 needs less quotation marks - - feedback: It should not! - option: Line 3 should start with indentation - - feedback: It should not - option: Line 4 should start without indentation - - feedback: Amazing! - option: Line 4 needs more quotation marks. - correct_answer: D - hint: There is a mistake made in the usage of quotation marks. - question_text: What's wrong with this code? - code: "people = ['Savi', 'Senna', 'Fayenne']\ntransportation = ['bike', 'train', 'car']\n{for} i {in} {range} 1 {to} 3\n {print} people[i] goes to school by transportation[i]" - question_score: '10' - 10: - mp_choice_options: - - feedback: Almost there... but adding the winner to the list makes this raffle unfair - option: "```\nchosen_number = list_of_numbers at random\nprint books[i] ' will go to person number ' chosen_number\n{add} chosen_number {to} list_of_numbers\n```" - - option: "```\nprint person[i] ' wins ' book[i]\n```" - feedback: There is no list called 'person' - - feedback: This is not it. - option: "```\nchosen_number = list_of_numbers[people]\nprint books[people] ' will go to person number ' chosen_number\n{remove} chosen_number {from} list_of_numbers\n```" - - option: "```\nchosen_number = list_of_numbers[random]\nprint books[i] ' will go to person number ' chosen_number\n{remove} chosen_number {from} list_of_numbers\n```" - feedback: Fantastic! - hint: You need to use the {remove} command - correct_answer: D - code: "{print} 'The book raffle will start soon'\n{print} 'Get your tickets now!'\nbooks = ['Narnia', 'The Hobbit', 'Oliver Twist', 'Harry Potter', 'Green eggs and ham']\npeople = {ask} 'How many raffle tickets are sold?'\nlist_of_numbers = [1, 2]\n{for} i {in} {range} 3 {to} people\n {add} i {to} list_of_numbers\n{for} i {in} {range} 1 {to} 5" - question_text: Which 3 lines will complete this code correctly? - question_score: '10' - 9: - code: "countries = ['Canada', 'Zimbabwe', 'New Zealand']\n{for} i {in} {range} 0 {to} 1\n {print} 'I will travel to ' countries[random]" - mp_choice_options: - - option: "```\nI will travel to Canada\nI will travel to Canada\n```" - feedback: Great job! - - feedback: It will be repeated twice - option: "```\nI will travel to Canada\n```" - - feedback: This is not it. - option: "```\nI will travel to Canada, Zimbabwe and New Zealand\n```" - - feedback: It's only repeated twice - option: "```\nI will travel to Canada\nI will travel to Zimbabwe\nI will travel to New Zealand\n```" - hint: Range 0 to 1 is 2 times - question_score: '10' - question_text: What is a possible output for this code? - correct_answer: A - 8: - mp_choice_options: - - option: "```\nteams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy']\nposition = ['first', 'second', 'third']\n{for} i {in} {range} 0 {to} 3\n{print} teams[random] ' get to go ' position[i]\n```" - feedback: This is not right - - option: "```\nteams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy']\nposition = ['first', 'second', 'third']\n{for} i {in} {range} 1 {to} 3\n {print} teams[i] ' get to go ' position[i]\n```" - feedback: Amazing! - - feedback: This is not it. - option: "```\nteams = ['Macy', 'Kate', 'Lionell', 'Raj', 'Kim', 'Leroy']\nposition = ['first', 'second', 'third']\n{for} i {in} {range} 1 {to} 6\n {print} teams[random] ' get to go ' position[random]\n```" - - option: "```\nteams = ['Macy and Kate' 'Lionell and Raj' 'Kim and Leroy']\nposition = ['first' 'second' 'third']\n{for} teams {in} {range} 0 {to} 3\n {print} teams[i] ' get to go ' position[i]\n```" - feedback: This is not going to work! - correct_answer: B - code: "Macy and Kate get to go first\nLionell and Raj get to go second\nKim and Leroy get to go third" - hint: If you look carefully at the first line, you'll see that only the first two answers are possibly correct. - question_score: '10' - question_text: Which of these codes belongs to this output? - 5: - mp_choice_options: - - option: "```\n noises = ['moo', 'woof', 'neigh']\n```" - feedback: Mind the variable name and the order of the sounds. - - feedback: Look at line one to see how brackets are supposed to be used. - option: "```\n sounds = '[woof], [moo], [neigh]'\n```" - - feedback: Don't forget the quotation marks! - option: "```\n sounds = [woof, moo, neigh]\n```" - - feedback: Great job! - option: "```\n sounds = ['woof', 'moo', 'neigh']\n```" - hint: Look at line 1 to see proper use of brackets and quotation marks. - question_score: '10' - question_text: Which line should be filled in in the blank? - correct_answer: D - code: "animals = ['dog', 'cow', 'horse']\n_\n{for} i {in} {range} 1 {to} 3\n {print} 'the ' animals[i] ' says ' sounds[i]" - 6: - mp_choice_options: - - option: You are not allowed to use the variable o. It should be named i. - feedback: i is the most commonly used variable name in this case, but it's not mandatory to use i. - - feedback: No, he likes minecraft. - option: The output will say that Jaylino likes fortnite. - - feedback: Correct - option: The output will say that Ryan likes fifa - - option: This code will not work. It will give and error. - feedback: No, the code is correct. - question_score: '10' - correct_answer: C - code: "people = ['Chris', 'Jaylino', 'Ryan']\ngames = ['fortnite', 'minecraft', 'fifa']\n{for} o {in} {range} 1 {to} 3\n {print} people[o] ' likes ' games[o]" - hint: There is nothing wrong with this code. - question_text: Which statement is true? - 1: - mp_choice_options: - - feedback: This is the old way. - option: '`snacks {at} {random}`' - - option: '`[{random} snack]`' - feedback: The order is wrong. - - option: '`snacks[{random}]`' - feedback: Correct - - option: '`snacks[{at} {random}]`' - feedback: We do not need `at`anymore - code: "snacks = nachos, chips, cucumber, sweets\n{print} _" - question_score: '10' - correct_answer: C - hint: We no longer use {at} - question_text: Which command should be filled in on the blanks to print a random snack? - 17: - 1: - mp_choice_options: - - option: "```\nm i n i o n s\n```" - feedback: This is not it. - - feedback: Correct! - option: "```\nBob\nKevin\nStuart\n```" - - option: "```\nminions\nminions\nminions\n```" - feedback: Take a look at the content of your list. - - option: "```\nB o b K e v i n S t u a r t\n```" - feedback: Do not loop through the letters. - question_text: What is the output of this code? - code: "minions = ['Bob', 'Kevin', 'Stuart']\n{for} x in minions:\n {print} x" - correct_answer: B - question_score: '10' - hint: Loop through your list. - 2: - correct_answer: D - hint: Read the code carefully. - mp_choice_options: - - feedback: This is not it. - option: You cannot have so many variables. - - feedback: Not true! - option: The way the variables are multiplied is incorrect. - - feedback: Keep looking for the mistake. - option: One of the variables `noleap_year` does not belong with the `{if}` statement. - - option: The `noleap_year` has to be identical in both cases. - feedback: Correct! - code: "seconds_minute = 60\nminute_hour = 60\nhour_day = 24\nleap_year = 366\nno_leap_year = 365\nyears = ask 'what year is it?'\n{if} years = 2024:\n print seconds_minute * minute_hour * hour_day * leap_year\n{else}:\n print seconds_minute * minute_hour * hour_day * noleap_year" - question_text: What is wrong with this code? - question_score: '10' - 3: - mp_choice_options: - - option: "```\n🦔\n🦔\n🦔\n```" - feedback: Try again. - - feedback: One more try. - option: "```\n🦔\n🦔\n```" - - option: "```\n🦔\n🦔\n🦔\n🦔\n🦔\n🦔\n```" - feedback: Well done! - - feedback: That is not it. - option: "```\n🦔\n🦔\n🦔\n🦔\n🦔\n```" - hint: Think about how many times you need repeating. - code: "{for} x in range 1 to 3:\n {for} y in range 1 to 2:\n {print} 🦔" - correct_answer: C - question_score: '10' - question_text: How many hedgehogs will this code print? - 4: - mp_choice_options: - - feedback: Try again. - option: The first `{elif}` should be used before the `print` command - - feedback: From now on we can use elif multiple times. - option: '`{elif}` can only be used once' - - feedback: Not correct. - option: '`==` used with `{elif}` should be replaced by `=`' - - feedback: Great! - option: '`{elif}` in the last line should be replaced by `{else}`' - correct_answer: D - question_text: What is wrong with code? - code: "name_color = {ask} 'What is your favorite color?'\n{if} name_color == 'red':\n {print} 'the color of a tomato'\n{elif} name_color == 'green':\n {print} 'the color of an apple'\n{elif} name_color == 'blue':\n {print} 'the color of a blueberry'\n{elif} name_color == 'yellow':\n {print} 'the color of a banana'\n{elif}:\n {print} 'this fruit-color does not exist'" - question_score: '10' - hint: Think about `{if}`, `{elif}`, `{else}`. - 5: - mp_choice_options: - - option: "```\n7\nanother number\nanother number\nanother number\nanother number\n71\n79\n97\n```" - feedback: Well done! - - option: "```\nanother number\n19\n29\n41\n53\n71\n79\n97\n```" - feedback: Try again. - - option: "```\n7\n19\n29\n41\n53\n71\n79\nanother number\n```" - feedback: One more try. - - option: "```\n7\n19\n29\n41\n53\n71\n79\n97\n```" - feedback: That is not it. - question_score: '10' - code: "numbers = [7, 19, 29, 41, 53, 71, 79, 97]\n{for} prime in numbers:\n {if} prime <= 10:\n {print} prime\n {elif} prime >= 60:\n {print} prime\n {elif} prime >= 90:\n {print} prime\n {else}:\n {print} 'another number'" - question_text: What is the output of this code? - hint: Think about how many times you need repeating and the values of if and elif. - correct_answer: A - 6: - correct_answer: D - mp_choice_options: - - feedback: Try again. - option: '`{elif}` is missing.' - - option: '`{else}` can only be used once.' - feedback: From now on we can use elif multiple times. - - option: Nothing! - feedback: There is a mistake. Look carefully! - - feedback: Amazing! - option: There is an indentation mistake in the last line. - code: "name = {ask} 'What is your name?'\n{if} name == 'Hedy':\n password = {ask} 'What is your password?'\n {if} password =='turtle123':\n {print} 'Yey'\n {else}:\n {print} 'Access denied'\n{else}:\n {print} 'Go fish'" - hint: There is a mistake somewhere... - question_score: '10' - question_text: What is wrong with code? - 8: - hint: Read the code carefully. - mp_choice_options: - - option: '`{or}` cannot be used with `{if}`.' - feedback: Try again. - - option: In the `{for}` command `insect` should be `insects`. - feedback: Not true. - - feedback: Well done! - option: Nothing! - - option: There is an indentation mistake in the last line. - feedback: Nope. - question_score: '10' - question_text: What is wrong with code? - correct_answer: C - code: "insects = ['🐝', '🦋', '🕷', '🐞']\nyour_favorite = {ask} 'what is your favorite insect?'\n{for} insect in insects:\n {if} your_favorite == '🐝' {or} your_favorite == '🐞':\n {print} 'very useful'\n {elif} your_favorite == '🕷':\n {print} 'it can catch mosquitoes'\n {else}:\n {print} 'almost all insects can be useful one way or another'" - 9: - correct_answer: C - mp_choice_options: - - feedback: Try again! - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - - feedback: That is not it. - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number <= 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - - option: "```\n {for} number in range -5 to 3:\n {if} number >= 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Very good! - - option: "```\n {for} number in range -5 to 3:\n {if} number < 0: \n {print} number ' is positive'\n {elif} number <=0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - question_text: Which one of the codes below gave this output? - code: "-5 is negative\n-4 is negative\n-3 is negative\n-2 is negative\n-1 is negative\n0 is positive\n1 is positive\n2 is positive\n3 is positive" - hint: Read the code carefully. - question_score: '10' - 7: - question_score: '10' - mp_choice_options: - - feedback: Try again! - option: "```\n numbers = [1, 2 , 3, 4, 5]\n {for} n in numbers:\n result = n * 1\n {print} 'The result is ' result\n```" - - option: "```\nnumbers = [1, 2, 3, 4, 5]\n {for} u in numbers:\n number = u\n {print} 'The result is ' number\n```" - feedback: That is not it. - - option: "```\nnumbers = [1, 2, 3, 4, 5]\n {for} number in numbers:\n number = 3\n {print} 'The result is ' number\n```" - feedback: Very good! - - option: "```\nnumbers = [1, 2 , 3, 4, 5]\n {for} n in numbers:\n n = result\n {print} 'The result is ' result\n```" - feedback: That is not it. - hint: Think about mathematical symbols. - question_text: Which of the following codes will print five times 'the result is 3' on the screen? - correct_answer: C - 10: - mp_choice_options: - - feedback: Try again. - option: The word num needs quotation marks. - - feedback: Not true. - option: The `{if}` command is not used correctly. - - option: Line 3 should be `volume_room = number * number * number`. - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - question_score: '10' - question_text: What is wrong with this code? - hint: Read the code carefully. - code: "{for} number in range 1 to 5:\n volume_room = num * num * num\n {print} volume_room ' cubic meters'\n {if} volume_room > 100:\n {print} 'this is a large room'\n {elif} volume_room < 100:\n {print} 'small room but cosy'\n {else}:\n {print} 'i will look for something else'" - correct_answer: C +{} diff --git a/content/quizzes/hu.yaml b/content/quizzes/hu.yaml index e0a52276845..57530aad910 100644 --- a/content/quizzes/hu.yaml +++ b/content/quizzes/hu.yaml @@ -11,9 +11,6 @@ levels: feedback: Not this one! - option: Heidi feedback: Not this one! - hint: It's named after Hedy Lamarr. - correct_answer: A - question_score: '10' 2: question_text: Which command makes text appear? code: ___ Hello! @@ -39,40 +36,9 @@ levels: ``` feedback: With `{ask}`, you can ask a question. hint: _?_ Hello world! - correct_answer: B - question_score: '10' 3: - question_text: How do you ask what someone's favorite color is? - mp_choice_options: - - option: |- - ``` - {print} What is your favorite color? - ``` - feedback: '`{print}` prints text, but it doesn''t ask questions.' - - option: |- - ``` - {ask} {print} What is your favorite color? - ``` - feedback: You only need one command, not two. - - option: |- - ``` - {ask} What is your favorite color? - ``` - feedback: Great! - - option: |- - ``` - {echo} What is your favorite color? - ``` - feedback: '`{echo}` repeats your answer back to you.' hint: You can {ask} something with the {ask} command - correct_answer: C - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - Hi Im Hedy! - {ask} Who are you? - {echo} Hi... mp_choice_options: - option: '`{print}` in line 1 is missing.' feedback: Correct! @@ -82,11 +48,7 @@ levels: feedback: '`{echo}` is a command, there''s another mistake.' - option: Nothing! This is a perfect code! feedback: Wrong, look carefully! - hint: Line 1 doesn't seem right - correct_answer: A - question_score: '10' 5: - question_text: Which command is missing in line 2? code: |- {ask} What is your favorite pet? _?_ So your favorite pet is... @@ -111,49 +73,7 @@ levels: {echo} ``` feedback: Right on! - hint: You want to see the answer at the end of line 2... - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - {print} Hi im Hedy! - {print} Which football team do you support? - {echo} You support... - {print} Cool! Me too! - mp_choice_options: - - option: In line 1 `{print}` should be replaced with `{ask}`. - feedback: '`{print}` in line 1 is correct.' - - option: In line 2, `{print}` should be replaced with `{ask}`. - feedback: Great! You paid attention! - - option: Line 3 has to begin with `{print}` instead of `{echo}`. - feedback: '`{echo}` is correct.' - - option: In line 4, `{print}` is spelled wrong. - feedback: No, there is a mistake somewhere else - hint: Check the `{print}` commands. - correct_answer: B - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - {print} Welcome at Hedys restaurant! - {ask} What would you like to eat? - {echo} So you want to order ... - {print} Coming right up! Enjoy! - mp_choice_options: - - option: In line 1 `{print}` needs to be replaced with `{ask}` - feedback: Are you sure something is wrong? - - option: In line 1 `{print}` needs to be replaced with `{echo}` - feedback: Are you sure something's wrong? - - option: In line 3 `{echo}` needs to be replaced with `{print}` - feedback: Are you sure something is wrong? - - option: Nothing! This is a perfect code! - feedback: Correct! - hint: Check the code line by line - correct_answer: D - question_score: '10' 8: - question_text: How do you use the `{echo}` command? mp_choice_options: - option: You can use it to `{ask}` a question. feedback: That's what `{ask}` is for! @@ -163,33 +83,8 @@ levels: feedback: Good job! - option: You can use it to make text disappear. feedback: That's not right... - hint: '`{echo}` is used after an `{ask}` command.' - correct_answer: C - question_score: '10' - 9: - question_text: What's wrong with this code? - code: |- - {print} Hello! - {print} How are you doing? - {echo} So you are doing... - mp_choice_options: - - option: '`{print}` in line 1 should be `{ask}`' - feedback: No, `{print}` is right. Where is the question being asked? - - option: '`{print}` in line 2 should be `{ask}`' - feedback: Super! - - option: '`{echo}` in line 3 should be `{ask}`' - feedback: No, `{echo}` is right. Where is the question being asked? - - option: Nothing. This is a perfect code! - feedback: Look carefully for the mistake... - hint: '`{ask}` allows you to ask a question' - correct_answer: B - question_score: '10' 10: question_text: Which output will be in your outputscreen after you've run this code? - code: |- - {ask} Are you ready to go to level 2? - {echo} - {echo} mp_choice_options: - option: Are you ready to go to level 2? feedback: There are two echo commands @@ -203,12 +98,8 @@ levels: Are you ready to go to level 2? Yes! feedback: There are two echo commands - hint: Let's go! - correct_answer: B - question_score: '10' 2: 1: - question_text: Which statement is true? mp_choice_options: - option: In level 2 the `{print}` command doesn't exist anymore feedback: '`{print}` still works' @@ -219,84 +110,7 @@ levels: - option: In level 2 all the level 1 commands still work feedback: No one command doesn't work anymore. hint: '`{print}` and `{ask}` still exist.' - correct_answer: C - question_score: '10' - 2: - question_text: Which code is correct? - mp_choice_options: - - option: |- - ``` - name {is} {ask} What is your name? - ``` - feedback: Super! - - option: |- - ``` - {ask} {is} name What is your name - ``` - feedback: The words are right, the order is not! - - option: |- - ``` - {ask} What is your name? - ``` - feedback: This worked in level 1, but in level 2 and up it works differently. - - option: |- - ``` - {ask} What is your name? {is} name - ``` - feedback: The words are right, the order isn't! - hint: '`{ask}` doesn''t work like in level 1' - correct_answer: A - question_score: '10' - 3: - question_text: What appears on your output screen when you run this code? - code: |- - name {is} Marleen - {print} name goes to the market and she buys an apple. - mp_choice_options: - - option: name goes to the market and she buys an apple. - feedback: The word name is replaced with Marleen - - option: Marleen goes to the market. - feedback: The second part of the sentence isn't left out! - - option: Marleen goes to the market and she buys an apple. - feedback: Right on! - - option: Marleen goes to the market and Marleen buys an apple. - feedback: She is not replaced with the name - hint: The word name is replaced with Marleen - correct_answer: C - question_score: '10' - 4: - question_text: What will you see on the output screen when you run this code? - code: |- - name {is} Hedy - {print} Hi my name is name - mp_choice_options: - - option: Hi my name is name - feedback: The variable name is replaced with Hedy - - option: Hi my name is Hedy - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is name - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is Hedy - feedback: Correct, this mistake will be fixed in level 4! - hint: '''name'' is being replaced with ''Hedy'' in both places' - correct_answer: D - question_score: '10' - 5: - question_text: What happens when you use the `{sleep}` command? - mp_choice_options: - - option: It slows down your computer - feedback: fortunately not! - - option: It closes down Hedy - feedback: fortunately not! - - option: Your program pauses for a second and then continues - feedback: That's right! - - option: You put it at the end so Hedy knows your program is finished - feedback: No it would be useless at the end of your code - hint: The computer waits for a second at the `{sleep}` command - correct_answer: C - question_score: '10' 6: - question_text: What should be on the lines? code: |- {print} And the award for best programming language goes to... _?_ @@ -322,116 +136,17 @@ levels: {ask} ``` feedback: There is no question there to be asked - hint: Pause for dramatic effect... - correct_answer: A - question_score: '10' 7: - question_text: What command should be used on line 2? code: |- {print} I will explode in 3 seconds! _?_ {print} BOOM! - mp_choice_options: - - option: |- - ``` - {print} 3 - ``` - feedback: You don't need to `{print}` - - option: |- - ``` - {sleep} 3 - ``` - feedback: Perfect! - - option: |- - ``` - {sleep} - ``` - feedback: This way the bomb will explode in 1 second - - option: |- - ``` - {sleep} {sleep} {sleep} - ``` - feedback: Make it easier on yourself by using the number 3 - hint: You want the computer to wait for 3 seconds - correct_answer: B - question_score: '10' - 8: - question_text: How would you correct the first line of code? - code: |- - {ask} {is} How old are you? - {print} age - mp_choice_options: - - option: |- - ``` - age {ask} {is} How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - {ask} {is} age How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - age {is} {ask} How old are you? - ``` - feedback: You get it! - - option: |- - ``` - age {is} How old are you? - ``` - feedback: Where is the `{ask}` command? - hint: The variable name should come first - correct_answer: C - question_score: '10' - 9: - question_text: What is going wrong in this code? - code: |- - dogs {is} animal - {print} I love animal - mp_choice_options: - - option: 'Line 1 should say: dogs `{is}` animals' - feedback: The variable name is animal - - option: 'Line 1 should say: animal `{is}` dogs' - feedback: Great! - - option: 'Line 2 should say: `{print}` I love animals' - feedback: The variable name is animal - - option: 'Line 2 should say: `{sleep}` I love animals' - feedback: Sleep is not used to `{print}` text - hint: You want to `{print}` 'I love dogs' - correct_answer: B - question_score: '10' 10: - question_text: What command should be used on the line 1? code: |- flavor {is} _?_ {print} Your favorite icecream is... {sleep} {print} flavor - mp_choice_options: - - option: |- - ``` - {sleep} 3 - ``` - feedback: You want to know the favorite flavor! - - option: |- - ``` - {print} strawberries - ``` - feedback: You do not want a `{print}` command at the middle of the line... - - option: |- - ``` - strawberries, chocolate, vanilla - ``` - feedback: This way you are making a list. You don't want that now. - - option: |- - ``` - {ask} What flavor icecream do you like? - ``` - feedback: That's right! - hint: You want to `{ask}` a question - correct_answer: D - question_score: '10' 3: 1: question_text: What command do you use to let Hedy pick something arbitrarily? @@ -456,14 +171,7 @@ levels: {at} {random} ``` feedback: Correct! - hint: Arbitrarily means without a plan or randomly. - correct_answer: D - question_score: '10' 2: - question_text: What's wrong with this code? - code: |- - animals {is} dog cat cow - {print} animals {at} {random} mp_choice_options: - option: 'You need commas in line 1: dog, cat, cow.' feedback: Good job! @@ -473,155 +181,15 @@ levels: feedback: animals is correct. - option: '`{at} {random}` is spelled incorrectly' feedback: '`{at} {random}` is the correct spelling' - hint: There's something wrong in line 1 - correct_answer: A - question_score: '10' 3: question_text: How do you fix the mistake in line 2 of this code? - code: |- - options {is} rock, paper, scissors - {print} rock, paper, scissors {at} {random} - mp_choice_options: - - option: |- - ``` - {at} {random} {print} options - ``` - feedback: You're almost there. The order of the words isn't right yet. - - option: |- - ``` - {print} rock {at} {random} - ``` - feedback: you don't always want the Hedy to {print} rock, sometimes you want scissors or paper. - - option: |- - ``` - {print} options {at} {random} - ``` - feedback: Very good! - - option: Nothing, the code is correct! - feedback: Look carefully for the mistake - hint: The variable (the list) is called options. - correct_answer: C - question_score: '10' - 4: - question_text: What should change in line 2 to print a random price? - code: |- - prices {is} 1 dollar, 100 dollar, 1 million dollar - {print} price {at} {random} - mp_choice_options: - - option: |- - ``` - {print} price - ``` - feedback: You don't want to `{print}` the word price, but you want to `{print}` one price out of your list `{at} {random}` - - option: |- - ``` - {print} prices {at} {random} - ``` - feedback: Great! You've really paid attention. - - option: |- - ``` - {print} {at} {random} price - ``` - feedback: '`{at} {random}` is placed behind the variable.' - - option: Nothing, this code is alright. - feedback: Look carefully for the mistake you missed! - hint: The variable name is prices - correct_answer: B - question_score: '10' - 5: - question_text: What is wrong in this code? - code: |- - question {is} {ask} What do you want to know? - {print} question - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 1 needs to say `{print}` instead of `{ask}` - feedback: No, that's not wrong. - - option: Line 2 needs to say `{ask}` instead of `{print}` - feedback: No that's not wrong. - - option: Line 2 needs to say answers `{at} {random}` `{is}` yes, no, maybe - feedback: No, that's not wrong. - - option: Nothing, this code is perfect - feedback: That's right! - hint: Does this code even have a mistake? - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 2 needs to say question instead of answers - feedback: No that's not right - - option: Line 2 needs the `{is}` command - feedback: Correct - - option: Line 3 needs to say answer instead of answers - feedback: No the variable's called answers - - option: Nothing! This code is great! - feedback: Actually, line 2 has a mistake. - hint: There is something wrong with line 2. - correct_answer: B - question_score: '10' - 7: - question_text: What does the `{add}` command do? - code: |- - books {is} Harry Potter, The Hobbit, Green Eggs and Ham - your_book {is} {ask} What is your favorite book? - {add} your_book {to} books - {print} books {at} {random} - mp_choice_options: - - option: The `{add}` command removes a random book from the list - feedback: The remove command removes, the add command adds - - option: The `{add}` command adds a random book to a list - feedback: It doesn't. It adds your answer to the list! - - option: The `{add}` command adds your favorite book to the list - feedback: Correct! - - option: The `{add}` command prints your favorite book. - feedback: No, it adds your favorite book to the list - hint: The `{add}` command adds a book, but which one? - correct_answer: C - question_score: '10' - 8: - question_text: What is the output of this code? - code: |- - crisps {is} sea salt, paprika, sour cream - {remove} sea salt {from} crisps - {remove} paprika {from} crisps - {print} crisps {at} {random} - mp_choice_options: - - option: You can't tell, because Hedy will `{print}` one of the 3 flavors `{at} {random}` - feedback: Take a look at the `{remove}` commands - - option: sea salt - feedback: sea salt is removed from the list - - option: paprika - feedback: Paprika is removed from the list - - option: sour cream - feedback: That's right! - hint: There are 3 flavors, bit 2 are removed. Which one remains? - correct_answer: D - question_score: '10' 9: - question_text: What's wrong with this code? code: |- colors {is} blue, purple, green chosen_color {is} {ask} Which haircolor wouldn't your like to have? {remove} chosen_color {from} colors {print} I will dye my hair color {at} {random} - mp_choice_options: - - option: 'Line 3 should say: `{remove}` blue `{from}` colors' - feedback: Maybe you want blue hair though! - - option: Line 3 should have an `{add}` command instead of a `{remove}` command - feedback: You want to remove the chosen color so `{remove}` is right. - - option: In line 4 the variable should be called colors instead of color - feedback: Great job! - - option: Nothing, this is a correct code! - feedback: Find the mistake! hint: Look at line 3 - correct_answer: C - question_score: '10' 10: question_text: What should be on the _?_? code: |- @@ -652,8 +220,6 @@ levels: ``` feedback: This increased the change that the person who walked yesterday now has to do it again. That's mean. hint: The person who walked the dog yesterday should be removed from the list. - correct_answer: A - question_score: '10' 4: 1: question_text: Which of these is true? @@ -666,11 +232,7 @@ levels: feedback: '`{at} {random}` still works' - option: '`{at} {random}` now needs quotation marks' feedback: No, but 2 other commands do. - hint: In level 4 you need quotation marks for 2 commands. - correct_answer: A - question_score: '10' 2: - question_text: Which code uses the proper quotation marks? mp_choice_options: - option: |- ``` @@ -692,11 +254,7 @@ levels: {print} ,hello, ``` feedback: This is a comma, you need quotation marks. - hint: Pick the right quotation marks. - correct_answer: B - question_score: '10' 3: - question_text: Where are the quotation marks used correctly? mp_choice_options: - option: |- ``` @@ -718,28 +276,7 @@ levels: {print} 'Hi Im Hedy' ``` feedback: Perfect! - hint: Both before and after the words you want to print should be a quotation mark. - correct_answer: D - question_score: '10' - 4: - question_text: Which statement is true? - mp_choice_options: - - option: 'You need quotation marks around the word `{print}`, like this: `''{print}''`.' - feedback: The quotation marks shouldn't be around the command itself. - - option: You need quotation marks around the words you want to print. - feedback: Super! - - option: You do not need quotation marks when using the `{ask}` command - feedback: Both `{print}` and `{ask}` require quotation marks - - option: You can choose yourself whether to use quotation marks or not. - feedback: Unfortunately, Hedy is stricter than that. - hint: From level 4 on you need to use quotation marks. - correct_answer: B - question_score: '10' 5: - question_text: What has to be changed in order for the game to work? - code: |- - options {is} rock, paper, scissors - {print} 'options {at} {random}' mp_choice_options: - option: |- ``` @@ -758,89 +295,9 @@ levels: feedback: That's right - option: Nothing, the game already works! feedback: Look carefully. There is an error. - hint: You don't want Hedy to literally print 'options {at} {random}', you want it to print 'rock' or 'paper' or 'scissors'. - correct_answer: C - question_score: '10' 6: - question_text: What would be a good next line in this code? - code: prices {is} 1 dollar, 100 dollars, 1 million dollars - mp_choice_options: - - option: |- - ``` - {print} 'You win...' prices {at} {random} - ``` - feedback: Great! You get it! - - option: |- - ``` - {print} You win... 'prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}' - - option: |- - ``` - {print} You win... prices {at} {random} - ``` - feedback: You need some quotation marks! - - option: |- - ``` - {print} 'You win... prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}'' hint: 'Think carefully: what is a variable and should be outside of the quotation marks? And what are normal words that should be inside?.' - correct_answer: A - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: Correct! - - option: Quotation marks are missing in line 2 - feedback: A variable doesn't need quotes - - option: Quotation marks are missing in line 3 - feedback: You don't want Hedy to literally print 'answers {at} {random}' so no quotation marks needed here! - - option: Nothing, this code is good as is! - feedback: Look carefully. You missed a mistake! - hint: Check each line on whether they'd need quotation marks or not. - correct_answer: A - question_score: '10' - 8: - question_text: What would be a good next line for this code? - code: |- - {print} 'Welcome at the money show!' - {print} 'In front of you are 3 doors' - door {is} {ask} 'Which door do you choose?' - mp_choice_options: - - option: |- - ``` - {print} So you pick door door - ``` - feedback: We need quotation marks - - option: |- - ``` - {print} 'So you pick ' door door - ``` - feedback: If the player chooses door 3, Hedy will say 'So you pick 3 3 - - option: |- - ``` - {print} 'So you pick door ' door - ``` - feedback: Super! - - option: |- - ``` - {print} 'So you pick door door' - ``` - feedback: Hedy will literally print 'So you pick door door - hint: The second word door should be replaced with the number, the first should still be the word door... - correct_answer: C - question_score: '10' 9: - question_text: What will never appear in your output screen? - code: |- - clubs {is} Real Madrid, Bayern Munchen, Manchester United, Ajax - {print} clubs {at} {random} ' is going the win the champions league' mp_choice_options: - option: Ajax is going to win the champions league feedback: Hedy could `{print}` that @@ -850,27 +307,6 @@ levels: feedback: Hedy could `{print}` that - option: FC Barcelona is going to win the champions league feedback: That's right. It's not in the list - hint: What are Hedy's options to randomly pick from? - correct_answer: D - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - people {is} mom, dad, Emma, Sophie - {print} The dishes are done by... - {print} people {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: A list doesn't need quotation marks - - option: Quotation marks are missing in line 2 - feedback: Correct - - option: Quotation marks are missing in both line 2 and 3 - feedback: Line 3 doesn't need quotation marks because it's not printed literally - - option: Nothing, this code has no mistakes - feedback: You missed one! - hint: One line needs quotation marks, because you want it to be printed literally. - correct_answer: B - question_score: '10' 5: 1: question_text: What is true? @@ -888,79 +324,8 @@ levels: - option: In level 5 `{ask}` and `{print}` work the same as in level 4 feedback: Correct! hint: We have only learned a new command in level 5. - correct_answer: D - question_score: '10' - 2: - question_text: What appears in your output screen when you type in the name Hedy? - code: |- - name {is} {ask} 'What is your name?' - {if} name {is} Hedy {print} 'fun' {else} {print} 'less fun' - mp_choice_options: - - option: fun - feedback: That's right! - - option: less fun - feedback: If the name is Hedy, it will say 'fun'' - - option: Hedy - feedback: No, it doesn't print the name - - option: Error - feedback: Fortunately not! - hint: '`{if}` name `{is}` Hedy `{print}` ...?' - correct_answer: A - question_score: '10' 3: - question_text: What is the right password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct! - feedback: This is printed when you type in the correct password - - option: SECRET - feedback: That's right!' - - option: password - feedback: The password isn't password... - - option: ALARM INTRUDER - feedback: This is printed when you type in the incorrect password! hint: '`{if}` password `{is}` ... `{print}` ''Correct!''!''' - correct_answer: B - question_score: '10' - 4: - question_text: What does Hedy print when you type in the wrong password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct - feedback: That's printed if the correct answer is given, not the wrong one... - - option: SECRET - feedback: That's not the right answer - - option: Wrong! - feedback: No, this is not what Hedy will print - - option: ALARM! INTRUDER! - feedback: Great job! - hint: Your computer will sound the alarm for intruders! - correct_answer: D - question_score: '10' - 5: - question_text: Why will Hedy say 'ALARM! INTRUDER' when you type in 'secret'? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Because it needs to be in capitals, so SECRET - feedback: Indeed! - - option: Because the password is alarm - feedback: No, this is not the password. - - option: Because it's spelled wrong. - feedback: That's not how you spell secret - - option: Because Hedy makes a mistake - feedback: No, Hedy is right - hint: The spelling of the word has to be exactly the same. - correct_answer: A - question_score: '10' 6: question_text: Which word should be on the place of the question mark in the last line? code: |- @@ -969,30 +334,6 @@ levels: club is {ask} 'Which club is your favorite?' {if} club {is} ajax {print} 'Ajax is going to win of course!' _?_ {print} 'Sorry, your club is gonna be in last place...' - mp_choice_options: - - option: |- - ``` - {if} - ``` - feedback: '`{if}` is already in the line above' - - option: |- - ``` - {at} {random} - ``` - feedback: No, you need `{else}`. - - option: |- - ``` - {else} - ``` - feedback: Great! - - option: |- - ``` - {print} - ``` - feedback: '`{print}` is already there, we need a word before it!' - hint: '`{if}` goes together with...?' - correct_answer: C - question_score: '10' 7: question_text: Which word should be in the place of the question mark? code: |- @@ -1021,9 +362,6 @@ levels: {print} ``` feedback: Awesome! - hint: After `{else}` a `{print}` command follows - correct_answer: D - question_score: '10' 8: question_text: Which word should be on the place of the question mark? code: |- @@ -1051,225 +389,15 @@ levels: {print} ``` feedback: No, that's not it. - hint: What the variable name? - correct_answer: B - question_score: '10' - 9: - question_text: Which door should you choose to escape?? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} - mp_choice_options: - - option: '1' - feedback: Bad choice! You're being eaten - - option: '2' - feedback: Super! You escaped! - - option: '3' - feedback: Bad choice! You're being eaten. - - option: It's a trap, you will always be eaten! - feedback: Luckily not! - hint: One of the doors will keep you safe.. - correct_answer: B - question_score: '10' - 10: - question_text: Which monster is standing behind door 1? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} - mp_choice_options: - - option: Hedy picks a random monster each time. - feedback: Awesome! - - option: vampire - feedback: Not always... - - option: werewolf - feedback: Not always... - - option: giant spider - feedback: Not always... - hint: Mind the last 3 words... monsters `{at} {random}`... - correct_answer: A - question_score: '10' 6: - 1: - question_text: What's Hedy's output when you run this code? - code: '{print} 2*10' - mp_choice_options: - - option: '20' - feedback: Correct! - - option: '12' - feedback: No, the plus sign is used in addition - - option: 2*10 - feedback: No, Hedy will calculate the answer - - option: '210' - feedback: Mind it's a calculation. - hint: The `*` is used as a multiplication sign - correct_answer: A - question_score: '10' 2: question_text: Which sign do you use for an addition? - mp_choice_options: - - option: '`-`' - feedback: That's not it - - option: plus - feedback: That's not it - - option: '`*`' - feedback: That's not it - - option: '`+`' - feedback: Correct! - hint: It's the plus sign. - correct_answer: D - question_score: '10' - 3: - question_text: What's Hedy's output when you run this code? - code: '{print} ''3*10''' - mp_choice_options: - - option: '30' - feedback: This would be the right answer if there were no quotation marks. - - option: '13' - feedback: Try again.. - - option: 3*10 - feedback: Correct! There are quotation marks, so Hedy will print it literally. - - option: Nothing, Hedy will give an error message. - feedback: No, Hedy will print it literally. - hint: Mind the quotation marks!! - correct_answer: C - question_score: '10' - 4: - question_text: Kim is 10 years old. What will Hedy print for her? - code: |- - name = {ask} 'How many letters are in your name?' - age = {ask} 'How old are you?' - luckynumber = name*age - {print} 'Your lucky number is...' luckynumber - mp_choice_options: - - option: '30' - feedback: Mind, Hedy also prints 'Your lucky number is...' - - option: '10' - feedback: Please try again. - - option: Your lucky number is... 30 - feedback: That's right! - - option: Your lucky number is... 10 - feedback: Her lucky number is name times age... - hint: 'Kim has 3 letters, she is 10 years old so: letters times age = 3*10 = 30.' - correct_answer: C - question_score: '10' - 5: - question_text: If 5 people eat at this restaurant, how much do they have to pay in total? - code: |- - {print} 'Welcome to Hedys!' - people = {ask} 'How many people are eating with us tonight?' - price = people * 10 - {print} 'That will be ' price 'dollar please' - mp_choice_options: - - option: 5 dollars - feedback: Unfortunately, it's not that cheap. - - option: 10 dollars - feedback: No, it's 10 dollars each. - - option: 15 dollars - feedback: The * means multiplication. - - option: 50 dollars - feedback: Great! - hint: '`price` `is` `people` `times` 10' - correct_answer: D - question_score: '10' 6: question_text: How much does a hamburger cost is this virtual restaurant? + 10: code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = 15 - {if} food {is} fries price = 6 - mp_choice_options: - - option: 15 dollars - feedback: Super! - - option: 6 dollars - feedback: The fries are 6 dollars - - option: 0 dollars - feedback: The hamburger isn't free! - - option: 21 dollars - feedback: That's the price for a hamburger and fries! - hint: Mind the fourth line. - correct_answer: A - question_score: '10' - 7: - question_text: Why does line 7 say 'price is price + 3' instead of 'price is 3'? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = price + 15 - {if} food {is} fries price = price + 6 - drinks is {ask} 'What would you like to drink?' - {if} drinks {is} coke price = price + 3 - {if} drinks {is} water price = price + 1 - {print} price ' dollars please' - mp_choice_options: - - option: It could have been `price = 3` just as well. - feedback: No, that's not true. Hedy needs to add 3 dollars to the total. - - option: Because Hedy doesn't understand `price = 3`. - feedback: Hedy would understand, but it wouldn't be right. - - option: Because Hedy would otherwise forget about the previous order. The price would be 3 dollars in total. - feedback: That's right! - - option: Because the price is 0 dollars to begin with. - feedback: That's true, but not the reason - hint: The price shouldn't be 3, but 3 dollars more than it already was - correct_answer: C - question_score: '10' - 8: - question_text: Why is this code incorrect? - code: |- - correct answer = 3*12 - answer = {ask} 'What is 3 times 12?' - {if} answer {is} correct answer {print} 'Good job!' - {else} {print} 'No... It was ' correct answer - mp_choice_options: - - option: There shouldn't be quotation marks in line 2 - feedback: No, there should be! - - option: The variable is called correct answer, but a variable's name can only be 1 word. So it should be correct_answer - feedback: Correct! - - option: The `{if}` and `{else}` commands should be in the same line. - feedback: No, that's not true. - - option: The variable in line 2 can't be called answer, because it is too similar to the variable correct answer. - feedback: Variable names can be similar, but they can't be 2 words... - hint: Inspect what the variables are called. - correct_answer: B - question_score: '10' - 9: - question_text: Imagine you love football a 10, you've eaten 2 bananas and have washed your hands 3 times today. How smart does the silly fortune teller think you are? - code: |- - {print} 'Im Hedy the silly fortune teller' - {print} 'I will predict how smart you are!' - football = {ask} 'On a scale of 0 to 10 how much do you love football?' - bananas = {ask} 'How many bananas have you eaten this week?' - hygiene = {ask} 'How many times did you wash your hands today??' - result = bananas + hygiene - result = result * football - {print} 'You are ' result 'percent smart.' - mp_choice_options: - - option: 10% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 32% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 50% - feedback: Super! You are 100 percent smart! - - option: 100% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - hint: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - correct_answer: C - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - name _?_ Hedy - {print} name 'is walking trough the forrest' + name _?_ Hedy + {print} name 'is walking trough the forrest' mp_choice_options: - option: You can only fill in the word is on the `_?_` feedback: You are allowed to use the `=` sign as well @@ -1279,12 +407,8 @@ levels: feedback: No, one `=` sign is enough - option: You can only use the `=` sign when working with numbers, not with words. feedback: You can also use `=` with words. - hint: '`{is}` and `=` are both allowed' - correct_answer: B - question_score: '10' 7: 1: - question_text: How many lines can you repeat at once with the repeat command at this level? mp_choice_options: - option: '0' feedback: No you can repeat a line. @@ -1295,54 +419,9 @@ levels: - option: infinite feedback: In this level you can only repeat one line at a time hint: You can only repeat 1 line at a time - correct_answer: B - question_score: '10' 2: - question_text: Which code is right? - mp_choice_options: - - option: |- - ``` - {print} 100 {times} 'hello' - ``` - feedback: '`{repeat}` 100 `{times}` `{print}` ''hello''' - - option: |- - ``` - {print} {repeat} 100 {times} 'hello' - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 'hello' 100 {times} - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 100 {times} {print} 'hello' - ``` - feedback: That's right! hint: First the repeat command, then the `{print}` command - correct_answer: D - question_score: '10' - 3: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} ''Hello!''' - mp_choice_options: - - option: Right - feedback: No, a word is missing - - option: Wrong, the word `{repeat}` is missing - feedback: The word `{repeat}` is there, another word is missing - - option: Wrong, the word `{times}` is missing - feedback: The word `{times}` is there, another word is missing. - - option: Wrong, the word `{print}` is missing - feedback: Correct - hint: 'It should be: `{repeat}` 100 `{times}` `{print}` ''Hello''' - correct_answer: D - question_score: '10' 4: - question_text: Which word is wrong in the code? - code: |- - {print} 'I'm blue' - {repeat} 7 {times} {print} 'da ba dee, da ba da' mp_choice_options: - option: |- ``` @@ -1365,24 +444,7 @@ levels: ``` feedback: '`{times}` is spelled correctly' hint: I'm is wrong, you can't use apostrophes - correct_answer: A - question_score: '10' - 5: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} {print} ''Hedy is awesome!''' - mp_choice_options: - - option: Correct - feedback: That's right! - - option: Wrong - feedback: That's not it - hint: The code is correct! - correct_answer: A - question_score: '10' 6: - question_text: What will be the output from this code? - code: |- - {print} 'The wheels on the bus go' - {repeat} 3 {times} {print} ' round and round' mp_choice_options: - option: |- the wheels on the bus go @@ -1408,14 +470,7 @@ levels: round and round round and round feedback: All though the town! Perfect! - hint: Only 'round and round' is repeated 3 times. - correct_answer: D - question_score: '10' 7: - question_text: What will be the output from this code? - code: |- - {repeat} 2 {times} {print} 'We will' - {print} 'ROCK YOU!' mp_choice_options: - option: |- We will We will @@ -1436,17 +491,8 @@ levels: We will ROCK YOU! feedback: Mind the repeat command - hint: Mind the `{repeat}` command. - correct_answer: B - question_score: '10' 8: question_text: Welke Hedy code hoort bij dit resultaat - code: |- - Here comes the sun - Do do do do - Here comes the sun - And I say - Its alright mp_choice_options: - option: |- ``` @@ -1480,8 +526,6 @@ levels: ``` feedback: Dit is niet de juiste volgorde.. hint: '`{repeat}` kan alleen worden gebruikt als je dezelfde regel meerdere keren achter elkaar wil uitvoeren.' - correct_answer: A - question_score: '10' 9: question_text: Welke Hedy code hoort bij dit resultaat ? code: |- @@ -1525,15 +569,8 @@ levels: ``` feedback: Perfect hint: '''Help !'' wordt 3x herhaald.' - correct_answer: D - question_score: '10' 10: question_text: What Hedy code belongs to this output? - code: |- - if youre happy and you know it clap your hands - if youre happy and you know it clap your hands - if youre happy and you know it and you really want to show it - if youre happy and you know it clap your hands mp_choice_options: - option: |- ``` @@ -1563,46 +600,8 @@ levels: {print} 'clap your hands' ``` feedback: This is not in the right order. - hint: Mind the order of the sentences. - correct_answer: B - question_score: '10' 8: - 1: - question_text: Which output will be produced by this code? - code: |- - {repeat} 2 {times} - {print} 'Hello' - {print} 'Im Hedy!' - mp_choice_options: - - option: |- - Hello - Im Hedy! - feedback: Everything is printed twice. - - option: |- - Hello - Hello - Im Hedy - feedback: The second line is repeated twice as well. - - option: |- - Hello - Im Hedy! - Hello - Im Hedy! - feedback: Super! - - option: |- - Hello - Hello - Im Hedy! - Im Hedy! - feedback: Everything is printed twice - hint: Both lines are repeated twice. - correct_answer: C - question_score: '10' 2: - question_text: What is wrong with this code? - code: |- - {repeat} 5 {times} - {print} 'Hedy is cool!' mp_choice_options: - option: This should be only one line, not 2. feedback: No it should be 2 lines. @@ -1612,15 +611,7 @@ levels: feedback: Nee, repeat is de goede spelling - option: The second line need to start with 4 spaces as indentation. feedback: Correct! - hint: Something is missing in the second line? - correct_answer: D - question_score: '10' 3: - question_text: What output will be produced when you run this program? - code: |- - {repeat} 3 {times} - {print} 'Baby shark tututudutudu' - {print} 'Baby shark' mp_choice_options: - option: |- Baby shark tututudutudu @@ -1647,10 +638,7 @@ levels: Baby shark feedback: What is being repeated and what isn't. hint: What is being repeated and what is not?. - correct_answer: C - question_score: '10' 4: - question_text: Which output is correct? code: |- {print} 'The children went:' {repeat} 2 {times} @@ -1682,15 +670,7 @@ levels: Yay! Were going on holiday! feedback: The last line is repeated too. - hint: The block under the `{repeat}` command is repeated twice. - correct_answer: B - question_score: '10' 5: - question_text: What is wrong with this code? - code: |- - end = {ask} 'Do you want a happy or a sad ending?' - {if} end {is} happy {print} 'They lived happily ever after' - {else} {print} 'The world exploded. The end.' mp_choice_options: - option: The `{print}` commands on the last two lines should start on new lines en start with 4 spaces. feedback: That's right! @@ -1700,44 +680,7 @@ levels: feedback: That's not true - option: '`{ask}` is no longer a command' feedback: That's not true - hint: Something is wrong with indentation - correct_answer: A - question_score: '10' - 6: - question_text: What will be the output of this code when we enter pancakes? - code: |- - {print} 'Welcome to restaurant Hedy' - {repeat} 2 {times} - food {is} {ask} 'What do you want to eat?' - {print} food - mp_choice_options: - - option: |- - Welcome to restaurant Hedy - Pancakes - feedback: There is no repetition in this answer. - - option: |- - Welcome to restaurant Hedy - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: This answer also repeats the welcome message - - option: |- - Welcome to restaurant Hedy - What do you want to eat? - What do you want to eat? - Pancakes - Pancakes - feedback: Almost! But look at the question, it is not repeated. - - option: |- - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: Well done! - hint: The first sentence and question will not be repeated - correct_answer: D - question_score: '10' 7: - question_text: What is wrong with this code? code: |- eten = {ask} 'What would you like to eat?' {if} food {is} fries @@ -1756,11 +699,7 @@ levels: feedback: You always have to use indentation. - option: The indentation is wrong in the first `{if}` command. feedback: That's right. - hint: Take a careful look at the indentation. - correct_answer: D - question_score: '10' 8: - question_text: In which of the codes is the indentation done right? mp_choice_options: - option: |- ``` @@ -1802,50 +741,20 @@ levels: {print} You are wrong! ``` feedback: You are wrong! - hint: What should happen if the person is right? And what else? - correct_answer: C - question_score: '10' 9: - question_text: What line(s) in this code should start with 4 spaces? code: |- 1 music = {ask} 'What is your favorite music genre?' 2 {if} music is rock 3 {print} '🤘' 4 {else} 5 {print} '👎' - mp_choice_options: - - option: Line 2 and 4 - feedback: The lines after the `{if}` and `{else}` command should start with 4 spaces - - option: Only line 3 - feedback: Not only 3... - - option: Line 3, 4 and 5 - feedback: Line 4 shouldn't - - option: Line 3 and 5 - feedback: Great job! - hint: The lines after an `{if}` or `{else}` command should start with 4 spaces. - correct_answer: D - question_score: '10' 10: - question_text: Which statement is true? code: |- 1 level = {ask} 'What level are you on?" 2 {if} level {is} 8 3 {print} Great job! - mp_choice_options: - - option: All lines should start with 4 spaces - feedback: That's not true - - option: Line 2 and 3 should start with 4 spaces - feedback: That's not true - - option: Line 2 should start with 4 spaces - feedback: That's not true - - option: Line 3 should start with 4 spaces - feedback: You are correct! - hint: Only one line starts with 4 spaces, but which one...? - correct_answer: D - question_score: '10' 9: 1: - question_text: What is wrong with this code? code: |- {repeat} 3 {times} eten = {ask} 'What would you like to eat?' @@ -1866,19 +775,7 @@ levels: - option: The indentation is wrong in the last `{if}` command. feedback: It not, though. hint: all the indentation is done correctly. - correct_answer: A - question_score: '10' 2: - question_text: What will be printed after entering the correct password? - code: |- - password = {ask} 'What is the password?' - correct_password = Hedy - {if} password {is} correct_password - {repeat} 2 {times} - {print} 'Good job!' - {print} 'You can use the computer!' - {else} - {print} 'The computer will explode in 5... 4... 3... 2... 1...' mp_choice_options: - option: |- Good job! @@ -1897,11 +794,7 @@ levels: Good job! You can use the computer! feedback: Correct! - hint: Everything under the `{repeat}` command is repeated twice. - correct_answer: D - question_score: '10' 3: - question_text: Which case should you choose to win a million dollars? code: |- {print} 'Choose the right case and win!' case = {ask} 'Which case will you pick? 1 or 2?' @@ -1917,20 +810,7 @@ levels: {print} 'You sell the case for 500 dollars' {if} action {is} open {print} 'You open the case and win a million dollars!' - mp_choice_options: - - option: case 1, sell - feedback: You don't win a million! - - option: case 1, open - feedback: You don't win a million - - option: case 2, sell - feedback: You don't win a million - - option: case 2, open - feedback: Great job! You win! - hint: Follow the right path - correct_answer: D - question_score: '10' 4: - question_text: Which statement is true? code: |- name = {ask} 'What is your name?' size = {ask} 'What is your shoe size?' @@ -1950,15 +830,7 @@ levels: feedback: That's right! - option: Cinderella with shoe size 40 gets the output 'I was looking for you!' feedback: No she gets 'Ill keep looking' - hint: No matter what your name is, if you have shoe size 40 you will get the message 'Ill keep looking'. - correct_answer: C - question_score: '10' 5: - question_text: Which code produced this output? - output: |- - Icecream is the best! - Icecream is the best! - Icecream is the best! mp_choice_options: - option: |- ``` @@ -1993,11 +865,7 @@ levels: {print} 'Icecream is the best!' ``` feedback: There are 2 `{repeat}` commands in this code. - hint: Watch the indentation - correct_answer: C - question_score: '10' 6: - question_text: After which command(s) should you use indentation (starting the next line with 4 spaces)? mp_choice_options: - option: '`{if}`' feedback: Don't forget the others @@ -2007,9 +875,6 @@ levels: feedback: Keep it up! - option: '`{if}` `{else}` `{repeat}` `{print}`' feedback: Not with print - hint: Indentation happens on the line below some commands - correct_answer: C - question_score: '10' 7: question_text: "In this code from a pizza restaurant. \nYoull get a 5 dollar discount if you order a medium pizza with coke.\n What should you do to debug this code?" code: |- @@ -2050,9 +915,6 @@ levels: price = price - 2 ``` feedback: Try again - hint: After each `{if}` command, the line below should indent - correct_answer: A - question_score: '10' 8: question_text: What is wrong is this code? code: |- @@ -2070,25 +932,7 @@ levels: feedback: You actually must start like that. - option: A code must always start with a `{print}` command in the first line feedback: That's not true. - hint: The indentation is done right this time - correct_answer: B - question_score: '10' - 9: - question_text: How many `{if}` commands can be placed inside another `{if}` command? - mp_choice_options: - - option: None, that is not allowed - feedback: You are allowed to - - option: Only 1 - feedback: You could use more if you like - - option: '3' - feedback: You could use more if you like - - option: Infinite, as long as you keep using indentation correctly - feedback: That is true - hint: You can put an `{if}` command inside an `{if}` command. - correct_answer: D - question_score: '10' 10: - question_text: Which statement is true? code: |- 1 {repeat} 2 {times} 2 {if} level {is} 9 @@ -2103,8 +947,6 @@ levels: - option: line 2 should atart with 4 spaces and line 3 with 8 feedback: You are correct! hint: The first line doens't start with any spaces - correct_answer: D - question_score: '10' 10: 1: question_text: What do we need to fill in on the `_?_` if we want to print each compliment? @@ -2112,91 +954,6 @@ levels: compliments = perfect, great job, amazing _?_ {print} compliment - mp_choice_options: - - option: |- - ``` - {for} each compliment - ``` - feedback: That's not it - - option: |- - ``` - {for} compliment {in} compliments - ``` - feedback: You deserve all those compliments! - - option: |- - ``` - {if} compliment {in} compliments - ``` - feedback: That's not it - - option: |- - ``` - {for} compliments {in} compliment - ``` - feedback: Almost there! - hint: '`{for}` each compliment in the lists of compliments...' - correct_answer: B - question_score: '10' - 2: - question_text: Which output is correct? - code: |- - meals = pizza, pasta, pancakes - {for} meal {in} meals - {print} 'I love ' meal - mp_choice_options: - - option: I love pizza - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pasta - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pancakes - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: |- - I love pizza - I love pasta - I love pancakes - feedback: Great! - hint: Line 2 says for each meal in the list of meals. So each meal is printed. - correct_answer: D - question_score: '10' - 3: - question_text: Which output is correct? - code: |- - animals = dogs, cats, hamsters, chickens - {for} animal {in} animals - {print} animal ' are lovely pets' - mp_choice_options: - - option: dogs are lovely pets - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - - option: dogs, cats, hamsters, chickens are lovely pets - feedback: Each animal gets their own line in the output. - - option: |- - dogs are lovely pets - cats are lovely pets - hamsters are lovely pets - chickens are lovely pets - feedback: Great! - - option: You don't know yet. Because it chooses one of the animals {at} {random}. - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - hint: Line 2 says {for} each animal in the list of animals. So each animal is printed - correct_answer: C - question_score: '10' - 4: - question_text: What's wrong with this code? - code: |- - groceries = apples, bread, milk - {for} item {in} groceries - {print} 'We need ' groceries - mp_choice_options: - - option: Line 2 needs to start with 4 spaces as indentation - feedback: No it doesn't. Only line 3 needs indentation, which it has. - - option: Line 3 does not need to start with 4 spaces as indentation - feedback: Line 2 is a `{for}`command so line 3 does need to start with an indent. - - option: Line 3 should say item instead of groceries - feedback: Good job! - - option: Line 2 should say groceries instead of item - feedback: No it does not. - hint: Line 2 says `{for}` each item in the list of groceries - correct_answer: C - question_score: '10' 5: question_text: What word should be on the _?_ with these digital dice? code: |- @@ -2205,25 +962,7 @@ levels: choices = 1, 2, 3, 4, 5, 6 {for} player {in} players {print} player ' throws ' _?_ {at} {random} - mp_choice_options: - - option: players - feedback: It would say 'Ann throws Jesse', instead of 'Ann throws 6'. - - option: choices - feedback: That's right! - - option: choice - feedback: You are very close. But you need Hedy to pick from the list called 'choices' not 'choice'... - - option: dice - feedback: Look at the names of the variables. - hint: Hedy needs to pick a number `{at} {random}` - correct_answer: B - question_score: '10' 6: - question_text: Which of the answers below is a possible outcome when you run the code? - code: |- - choices = rock, paper, scissors - players = Kelly, Meredith - {for} player {in} players - {print} player ' chooses ' choices {at} {random} mp_choice_options: - option: Kelly chooses rock feedback: Meredith wants to play too! @@ -2237,9 +976,6 @@ levels: Kelly chooses paper Meredith chooses scissors feedback: Amazing! - hint: Each player will pick an option. The player that's first on the list will go first. - correct_answer: D - question_score: '10' 7: question_text: What line should be on the _?_ in this code that decides what these people will have for dinner? code: |- @@ -2247,30 +983,6 @@ levels: food = pasta, fries, salad _?_ {print} name ' has to eat ' food {at} {random} ' for dinner' - mp_choice_options: - - option: |- - ``` - {for} name {in} names - ``` - feedback: You are on fire! - - option: |- - ``` - {for} names {in} name - ``` - feedback: No it should be for each name in the list nameS, so the other way around - - option: |- - ``` - {for} food {in} food - ``` - feedback: Each name should be told what they will have for dinner. - - option: |- - ``` - {for} name {in} food - ``` - feedback: Each name should be told what they will have for dinner. - hint: Each name should be told what they will have for dinner. - correct_answer: A - question_score: '10' 8: question_text: What should be on the _?_ in this code that decides which color shirt you get? code: |- @@ -2299,9 +1011,6 @@ levels: 'people gets a colors shirt' ``` feedback: There is no variable named people.. - hint: Mind the quotation marks and the names of the variables - correct_answer: B - question_score: '10' 9: question_text: What is the first question Hedy will `{ask}` you when you run the program? code: |- @@ -2311,20 +1020,7 @@ levels: {for} course {in} courses food = {ask} name ', what would you like to eat as your ' course '?' {print} name ' orders ' food ' as their ' course - mp_choice_options: - - option: Timon, what would you like to eat as your appetizer? - feedback: Perfect! - - option: Onno, what would you like to eat as your appetizer? - feedback: Timon is first on the list! - - option: Timon, what would you like to eat as your dessert? - feedback: Appetizers are first in the list - - option: You don't know that. Hedy will choose `{at} {random}`. - feedback: There is no `{at} {random}` in this code... - hint: The first options from both lists are chosen. - correct_answer: A - question_score: '10' 10: - question_text: What is true about this code? code: |- prices = 1 million dollars, car, sandwich names = Bob, Patrick, Sandy, Larry @@ -2339,9 +1035,6 @@ levels: feedback: That is not true. Larry has the same odds as the others - option: Someone might win with two prices feedback: You get it! - hint: Try to imagine the output of this code. - correct_answer: D - question_score: '10' 11: 1: question_text: What word should be at the place of the question mark? @@ -2369,14 +1062,7 @@ levels: {for} ``` feedback: 'No' - hint: What did you learn in this level? - correct_answer: B - question_score: '10' 2: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 1 {to} 3 - {print} i mp_choice_options: - option: |- 1 @@ -2389,64 +1075,7 @@ levels: feedback: That's not it - option: '123' feedback: That's not it - hint: How do the numbers appear in the screen? - correct_answer: A - question_score: '10' - 3: - question_text: Which code was used to get this output? - output: |- - 1 - 2 - 3 - 4 - 5 - Once I caught a fish alive! - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Perfect - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: This code won't work. You need an indent after {for}. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Now Hedy will count '1 Once I caught a fish alive!, 2 Once I caught a fish alive! etc. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} 'i' - {print} 'Once I caught a fish alive!' - ``` - feedback: i is a variable and shouldn't have quotation marks - hint: First all the numbers, then the sentence - correct_answer: A - question_score: '10' 4: - question_text: Which code was used to get this output? - output: |- - 10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0 mp_choice_options: - option: |- ``` @@ -2473,42 +1102,6 @@ levels: ``` feedback: That's right! hint: It has to be a calculation... - correct_answer: D - question_score: '10' - 5: - question_text: What's wrong with this code? - code: |- - {for} i {in} {range} 1 {to} 10 - {print} i - mp_choice_options: - - option: The i in the last line need quotation marks - feedback: No it doesn't. - - option: You can't use `{range}` 1 `{to}` 5 only `{range}` 1 `{to}` 10 - feedback: You could use 1 to 5 just as well! - - option: Line 1 needs to start with an indention. - feedback: Not line 1... - - option: Line 2 needs to start with an indention - feedback: Perfect! - hint: There is something wrong with the indention - correct_answer: D - question_score: '10' - 6: - question_text: How many times does the word Hello appear on your screen when you run the code? - code: |- - {for} i {in} {range} 0 {to} 2 - {print} 'Hello' - mp_choice_options: - - option: 1 time - feedback: 'No' - - option: 2 times - feedback: 'No' - - option: 3 times - feedback: That's right! - - option: Never - feedback: 'No' - hint: 0 also counts. So 0,1,2 that's 3 times. - correct_answer: C - question_score: '10' 7: question_text: What should be on the place of the question mark? code: |- @@ -2517,35 +1110,7 @@ levels: _?_ food is {ask} 'What would you like to order?' {print} food - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 0 {to} 3 - ``` - feedback: There's not always 3 people - - option: |- - ``` - {for} i {in} {range} 1 {to} guests - ``` - feedback: The variable is not named guests - - option: |- - ``` - {for} i {in} {range} 1 {to} people - ``` - feedback: Great! - - option: |- - ``` - {for} i {in} {range} 0 {to} people - ``` - feedback: That's one order too many! - hint: Use the variable 'people' - correct_answer: C - question_score: '10' 8: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 23 {to} 25 - {print} 'hi' mp_choice_options: - option: |- 23 @@ -2561,34 +1126,7 @@ levels: feedback: Correct - option: The word 'hi' will appear 25 times in a row. feedback: No it will only appear 3 times. - hint: It doesn't say `{print}` i - correct_answer: C - question_score: '10' - 9: - question_text: How many times does Hedy chant Hip Hip Hooray? - code: |- - age = {ask} 'How old are you?' - {for} i {in} {range} 1 {to} age - {print} 'Hip Hip Hoorray!' - mp_choice_options: - - option: 1 time - feedback: Try again - - option: 2 times - feedback: Try again - - option: Never - feedback: Try again - - option: That depends on how old you are - feedback: That's right! - hint: '`{for}` i `{in}` `{range}` 1 `{to}` age' - correct_answer: D - question_score: '10' 10: - question_text: Which code belongs to this output? - output: |- - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark mp_choice_options: - option: |- ``` @@ -2619,11 +1157,8 @@ levels: ``` feedback: '`{range}` 0 `{to}` 3 is 4 times.' hint: Mind the indention - correct_answer: B - question_score: '10' 12: 1: - question_text: Which output is correct? code: |- print 'three and a half plus one and a half is...' print 3.5 + 1.5 @@ -2640,11 +1175,7 @@ levels: three and a half plus one and a half is... 5 feedback: Great job! - hint: Both lines are printed! - correct_answer: D - question_score: '10' 2: - question_text: Which of these codes is correct? mp_choice_options: - option: |- ``` @@ -2670,11 +1201,7 @@ levels: print 'I would like a ' flavors at random ' cake.' ``` feedback: All the different values of flavors should be in quotation marks. - hint: The second line is the same in each code, pay attention to the first line - correct_answer: C - question_score: '10' 3: - question_text: What's wrong with this code? code: |- favorite_animal = ask 'What is your favorite animal?' print 'I like ' favoriteanimal ' too!' @@ -2687,30 +1214,13 @@ levels: feedback: That's not true - option: Nothing is wrong. feedback: That's not true - hint: The quotation marks are used correctly - correct_answer: A - question_score: '10' 4: - question_text: In which lines are quotation marks needed to get the code to work? code: |- print Welcome to the online shoe shop category = ask What kind of shoes are you looking for? if category = high heels print High heels are 50% off now! - mp_choice_options: - - option: Line 1 and 2 - feedback: 'No' - - option: Line 1, 2 and 3 - feedback: 'No' - - option: Line 1, 2 and 4 - feedback: 'No' - - option: All of the lines - feedback: Perfect! - hint: Does line 3 need quotation marks too? - correct_answer: D - question_score: '10' 5: - question_text: What output does Agent007 get when they put in the correct password? code: |- name is ask 'What is your name?' if name is 'Agent007' @@ -2723,18 +1233,6 @@ levels: else b is 'today at 10.00' print a + b - mp_choice_options: - - option: Go to the train station today at 10.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 02.00 - feedback: You've cracked the code! - - option: Go to the train station tomorrow at 02.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 10.00 - feedback: The agent won't be catching any bad guys here - hint: The correct password is TOPSECRET - correct_answer: B - question_score: '10' 6: question_text: Which line should be filled in at the ??? code: |- @@ -2748,32 +1246,7 @@ levels: if drinks = 'yes' ??? print 'That will be ' price ' dollar please' - mp_choice_options: - - option: |- - ``` - price = 14 - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = '14' - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = price + 2 - ``` - feedback: Excellent! - - option: |- - ``` - price = + 2 - ``` - feedback: Almost there! - hint: What if you only order fries and a drink? - correct_answer: C - question_score: '10' 7: - question_text: Which output does a vegan get? code: |- menu = 'cookies', 'cheese', 'grapes' print "It's my birthday! I`ve brought some snacks!" @@ -2785,36 +1258,7 @@ levels: print 'For you I have brought: ' for snack in menu print snack - mp_choice_options: - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cookies - grapes - feedback: Terrific! - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - feedback: There's more options than just one - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cheese - grapes - feedback: A vegan person can't have cheese - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - cookies - feedback: Almost there, but look at the order of snacks in the list - hint: What item is removed from the list when you answer 'vegan'? - correct_answer: A - question_score: '10' 8: - question_text: Which code was used to create this output? - code: '3.5' mp_choice_options: - option: |- ``` @@ -2836,9 +1280,6 @@ levels: print 7 * 2 ``` feedback: 'No' - hint: 7 devided by 2 is 3.5 - correct_answer: B - question_score: '10' 9: question_text: Which code should be filled in in line 1 at the ??? code: |- @@ -2865,9 +1306,6 @@ levels: 'prices' = 'one million dollars', 'nothing' ``` feedback: You one nothing - hint: The items on the list should be in quotation marks - correct_answer: C - question_score: '10' 10: question_text: Which line of code should be filled in at the ??? to complete the song ? code: |- @@ -2888,12 +1326,8 @@ levels: feedback: This is a hard one! All the actions on the list must be in the song. - option: print actions at random feedback: This is a hard one! All the actions on the list must be in the song. - hint: This is a hard one! All the actions on the list must be in the song. - correct_answer: B - question_score: '10' 13: 1: - question_text: Which code should be filled in at the ??? ? code: |- name = ask 'What is your name?' song = ask 'Whould you like to hear a song?' @@ -2924,11 +1358,7 @@ levels: if song = 'yes' or birthday = 'yes' ``` feedback: Hedy only sings if both answers are yes - hint: Hedy sings if you want to hear a song and it's you birthday - correct_answer: C - question_score: '10' 2: - question_text: Which command is missing in the code at the place of the ??? ? code: |- menu = 'cheese', 'sausage rolls', 'cookies' diet = ask 'Do you have any dietary restrictions?' @@ -2943,11 +1373,7 @@ levels: feedback: 'No' - option: print feedback: 'No' - hint: Neither vegans nor muslims can eat sausage rolls. - correct_answer: B - question_score: '10' 3: - question_text: Which output is given to a member without a discount code? code: |- member = ask 'Do you have a membership card?' discount = ask 'Do you have a discount code?' @@ -2965,10 +1391,7 @@ levels: - option: There is no way of knowing feedback: There is! Read the question carefully hint: Mind the command 'or' in line 3 - correct_answer: A - question_score: '10' 4: - question_text: Which line of code should follow this line in rock-paper-scissors game? code: if computer_choice is 'rock' and your_choice is 'paper' mp_choice_options: - option: print 'you win' @@ -2979,28 +1402,11 @@ levels: feedback: It's only a tie if both choices are the same - option: print 'try again' feedback: Try again! - hint: Paper beats rock - correct_answer: A - question_score: '10' 5: - question_text: Which statement is true about this code? code: |- if name = 'Cinderella' and shoe_size = 38 print 'You are my one true love!' - mp_choice_options: - - option: Every person with shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person named Cinderella is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person that is named Cinderella and has shoe size 38 is this prince's one true love - feedback: Fantastic! - - option: Every person that's not named Cinderella and does not have shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - hint: Both statements have to be true - correct_answer: C - question_score: '10' 6: - question_text: Which statement about this code is true? code: |- print 'Let me guess which family member you are!' glasses = ask 'Do you wear glasses?' @@ -3013,20 +1419,7 @@ levels: print 'You must be Wouter!' if glasses = 'no' and female = 'no' print 'You must be Michael!' - mp_choice_options: - - option: Michael is a boy with glasses - feedback: Try again - - option: Marleen is a girl with glasses - feedback: Try again - - option: Wouter is a boy without glasses - feedback: Try again - - option: Sophie is a girl with glasses - feedback: Great job! - hint: Take a good look! Or do you need glasses? - correct_answer: D - question_score: '10' 7: - question_text: Which statement is false? code: |- print 'Thank you for helping me take care of my pets' print 'Here is a program to help feed them' @@ -3040,20 +1433,7 @@ levels: print 'I fed them this moring! They do not need more food today' if animal is 'hamster' and color is 'brown' print 'You can feed them a piece of carrot' - mp_choice_options: - - option: The grey cat is called Abby - feedback: This is true! - - option: Milo the orange cat eats 4 scoops of cat nibbles - feedback: This is true - - option: The black hamster needs to be fed a piece of carrot - feedback: Great job! - - option: The yellow bird was fed this morning - feedback: This is true - hint: Read the last 4 lines carefully - correct_answer: C - question_score: '10' 8: - question_text: What output do you get if you order popcorn but no drink? code: |- print 'Welcome to the movie theater' popcorn = ask 'Would you like some popcorn?' @@ -3067,32 +1447,7 @@ levels: if popcorn = 'no' and drink = 'no' print 'Ok' print 'Enjoy the movie' - mp_choice_options: - - option: |- - Welcome to the movie theater - That will be 8 dollars please - Enjoy the movie - feedback: You have paid too much! - - option: |- - Welcome to the movie theater - That will be 5 dollars please - Enjoy the movie - feedback: Amazing! - - option: |- - Welcome to the movie theater - That will be 3 dollars please - Enjoy the movie - feedback: That's not enough money! - - option: |- - Welcome to the movie theater - Ok - Enjoy the movie - feedback: You have to pay for your popcorn! - hint: popcorn = yes and drink = no - correct_answer: B - question_score: '10' 9: - question_text: What is wrong with this code? code: |- 1 chocolate = ask 'Would you like chocolate sauce on your ice cream?' 2 sprinkles = ask 'Would you like sprinkles on your ice cream?' @@ -3129,11 +1484,7 @@ levels: {if} chocolate = 'yes' {and} sprinkles = 'no' ``` feedback: This is not what I ordered! - hint: There is a mistake in line 3 - correct_answer: A - question_score: '10' 10: - question_text: Which command needs to be in line 8 at the place of the ??? ? code: |- print 'Welcome to the product finder of this supermarkt' item is ask 'What product are you looking for?' @@ -3157,65 +1508,8 @@ levels: feedback: 'No' - option: if feedback: 'No' - hint: The item is either in the list of snacks, or in the list of drinks - correct_answer: B - question_score: '10' 14: - 1: - question_text: Which symbol should be used on the blank? - code: |- - name _ {ask} 'Who are you?' - {if} name == 'Hedy' - {print} 'Me too!' - mp_choice_options: - - option: '`=>`' - feedback: This is not a symbol. - - option: '`==`' - feedback: We are not comparing anything, just asking. - - option: '`!=`' - feedback: We are not comparing anything, just asking - - option: '`=`' - feedback: Right! - hint: We are not comparing anything, we are just asking a name. - correct_answer: D - question_score: '10' - 2: - question_text: Which of these codes has used the correct = or == symbol? - mp_choice_options: - - option: '{if} name = Hedy' - feedback: 'No' - - option: '{if} age = 24' - feedback: 'No' - - option: answer = {ask} 'What is your answer' - feedback: Yes! - - option: answer == {ask} 'How are you doing?' - feedback: 'No' - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' - 3: - question_text: Which symbols should be filled in on the two blanks? - code: |- - guests = {ask} 'How many people are at the party?' - {if} guests _ 130 - {print} 'You can come in!' - {if} guests _ 130 - {print} 'Im sorry, the club is full. ' - {print} 'You have to wait for a guest to leave' - mp_choice_options: - - option: '`>` and `<`' - feedback: That's not it - - option: '`=` and `>=`' - feedback: That's not it - - option: '`<` and `>=`' - feedback: You are right - - option: '`+` and `==`' - hint: There are 130 people allowed in the club - correct_answer: C - question_score: '10' - feedback: That's not it 4: - question_text: What's wrong with this code? code: |- price = 10 money = {ask} How much money do you have? @@ -3224,20 +1518,7 @@ levels: {print} 'You can buy the bear!' {else} {print} 'You cannot buy this bear!' - mp_choice_options: - - option: In line 1 == should be used instead of = - feedback: No that's not it - - option: Line 2 misses quotation marks - feedback: You are correct - - option: In line 4 = should have been used instead of == - feedback: No that's not it - - option: In line 4 <= should have been used instead of >= - feedback: No that's not it - hint: The symbols are right - correct_answer: B - question_score: '10' 5: - question_text: Which symbol should be filled in on the blanks if the movie is suitable for kids for the age of 12 and up? code: |- age = {ask} 'How old are you?' ticket = {ask} 'Do you have a ticket?' @@ -3245,20 +1526,7 @@ levels: {print} 'You can enter the movie theater.' {else} {print} 'You are not allowed to come in!' - mp_choice_options: - - option: '`> 12`' - feedback: 12 year olds are allowed too - - option: '`>= 12`' - feedback: Great! - - option: '`< 12`' - feedback: These kids are too young! - - option: '`<= 12`' - feedback: These kids are too young - hint: '> means greater than' - correct_answer: B - question_score: '10' 6: - question_text: How many times do you have to say you are annoyed before this annoying game stops? code: |- lives = 2 {repeat} 10 times @@ -3266,69 +1534,7 @@ levels: answer = {ask} 'Are you annoyed yet?' {if} answer == 'yes' lives = lives - 1 - mp_choice_options: - - option: 10 times - feedback: It stops after 2 times - - option: 0 times - feedback: It stops after 2 times - - option: 1 time - feedback: It stops after 2 times - - option: 2 times - feedback: That is correct - hint: '!= means ''is not''' - correct_answer: D - question_score: '10' - 7: - question_text: What should be filled in on the three blanks? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' - mp_choice_options: - - option: '`''Lower''` and `''Higher''` and `''You win!''`' - feedback: That's not quite right. - - option: '`''Higher''` and `''Lower''` and `''You win!''`' - feedback: You win! - - option: '`''You win!''` and `''Lower!''` and `''Higher''`' - feedback: That's not quite right. - - option: '`''Lower!''` and `''You win!''` and `''Higher!''`' - feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: B - question_score: '10' - 8: - question_text: Which statement is true about this roller coaster? - code: |- - length = {ask} 'Please fill in your length in cm' - {if} length < 120 - {print} 'Sorry, you cannot go on this roller coaster.' - {else} - {print} 'Enjoy the ride' - mp_choice_options: - - option: You must be taller than 120 cm to go on the roller coaster - feedback: True! - - option: You must be taller than 119 cm to go on the roller coaster - feedback: If you are 120 cm you won't get in - - option: You must be shorter than 120 cm to go on the roller coaster - feedback: '> means greater than' - - option: There are no length restrictions to go on the roller coaster - feedback: There are. - hint: '> means greater than' - correct_answer: A - question_score: '10' 9: - question_text: How many pieces of chocolate will give you a stomach ache according to this fitbit? code: |- chocolate = {ask} 'How many pieces of chocolate have you eaten?' {if} chocolate <= 2 @@ -3337,101 +1543,19 @@ levels: {print} 'That is a bit much' {if} chocolate > 8 {print} 'You will get a stomach ache!' - mp_choice_options: - - option: 1 or more - feedback: 'No' - - option: 2 or more - feedback: 'No' - - option: 8 or more - feedback: Almost - - option: 9 or more - feedback: Great! - hint: '> 8 means more than 8' - correct_answer: D - question_score: '10' - 10: - question_text: What should be filled in in the blanks? - code: |- - {print} 'Whoever gets the most points wins!' - {if} points_player_1 < points_player_2 - {print} _ - mp_choice_options: - - option: '''player 1 wins''' - feedback: Look at who has the highest score! - - option: '''player 2 wins''' - feedback: Yes! - - option: '''player 2 loses''' - feedback: Look at who has the highest score! - - option: '''It is a tie''' - feedback: No it's not, one player has a higher score - hint: You win the game by having the most points - correct_answer: B - question_score: '10' 15: 1: - question_text: 'Which symbol should be used on the blank? Tip: You must keep guessing until you get it right.' code: |- answer = 0 while answer _ 'Amsterdam' answer = ask 'What is the capital city of the Netherlands?' print 'You have given the correct answer' - mp_choice_options: - - option: '`=!`' - feedback: That is not right. - - option: '`==`' - feedback: You don't have to keep guessing if you've given the right answer. - - option: '`!=`' - feedback: Correct - - option: '`=`' - feedback: That's not it - hint: Keep guessing until you say Amsterdam - correct_answer: C - question_score: '10' - 2: - question_text: Which of these codes has used the correct symbol(s)? - mp_choice_options: - - option: |- - ``` - {while} name = Hedy - ``` - feedback: 'No' - - option: |- - ``` - {while} age = 24 - ``` - feedback: 'No' - - option: |- - ``` - {while} time > 0 - ``` - feedback: Yes! - - option: |- - ``` - {while} answer == yes' - ``` - feedback: A quotation mark is missing - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' 3: question_text: Which command should be filled in on the two blanks? code: |- _ age >= 18 print 'you are not allowed in this bar' - mp_choice_options: - - option: '`{in}`' - feedback: That's not it - - option: '`{while}`' - feedback: You are right - - option: '`{for}`' - feedback: That's not it - - option: '`{range}`' - feedback: That's not it - hint: You are not allowed in the bar as long as you are 17 or younger - correct_answer: B - question_score: '10' 4: - question_text: What's wrong with this code? code: |- options = 1, 2, 3, 4, 5, 6 print 'Throw 6 as fast as you can!' @@ -3451,11 +1575,7 @@ levels: feedback: That's not it - option: In line 5 != should have been used instead of == feedback: You are correct - hint: There is something wrong in line 5 - correct_answer: D - question_score: '10' 5: - question_text: What should be placed on the blank to make this program work correctly? code: |- wetness = 10 while wetness != 0 @@ -3474,9 +1594,6 @@ levels: feedback: You are correct! - option: = wetness + 1 feedback: The program should count down - hint: wetness should get less each time - correct_answer: C - question_score: '10' 6: question_text: what is wrong with this code? code: |- @@ -3494,25 +1611,8 @@ levels: feedback: No that's not right - option: Line 2 should start with less indentation feedback: That is correct - hint: Look closely at the indentation - correct_answer: D - question_score: '10' 7: question_text: How should this program be changed to that it works? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' mp_choice_options: - option: '... change the first {if} into a {while}' feedback: Perfect! @@ -3522,32 +1622,9 @@ levels: feedback: That's not quite right. - option: '... change the fourth {if} into a {while}' feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: A - question_score: '10' 8: - question_text: Which statement is true about this automated toilet system? - code: |- - {while} toilet == 'occupied' - lights = 'on' - air_freshener_sprays = 'yes' - {sleep} 60 - lights = 'off' - air_freshener_sprays = 'no' - mp_choice_options: - - option: The lights and air freshener will turn off after 1 minute - feedback: False! - - option: The air freshener sprays once every minute and the lights stay on the whole time while you are on the toilet - feedback: Great job - - option: The air freshener sprays once you leave the toilet. - feedback: It only sprays when you're in there. - - option: The lights will always stay on. - feedback: That wouldn't be right. hint: The block after the while command keeps happening while the toilet is occupied. - correct_answer: B - question_score: '10' 9: - question_text: What will the diet app say if you have eaten 1600 calories today? code: |- chocolate = {ask} 'How many calories have you eaten today?' {while} calories <= 1000 @@ -3565,16 +1642,7 @@ levels: feedback: Yes! - option: You have eaten enough for today feedback: 'No' - hint: 1600 is between 1000 and 2000 - correct_answer: C - question_score: '10' 10: - question_text: 'What should be filled in in the blanks? Tip: the player with the most points is in the lead.' - code: |- - name_player_1 = {ask} 'Name player 1:' - name_player_2 = {ask} 'Name player 2:' - {while} points_player_1 > points_player_2 - {print} _ ' is in the lead right now!' mp_choice_options: - option: name_player_1 feedback: You are right! @@ -3584,105 +1652,20 @@ levels: feedback: You should fill in a name, not a number - option: points_player_2 feedback: You should fill in a name, not a number - hint: You win the game by having the most points. Your name should appear on the screen - correct_answer: A - question_score: '10' 16: - 1: - question_text: Which command should be filled in on the blanks to print a random snack? - code: |- - snacks = nachos, chips, cucumber, sweets - {print} _ - mp_choice_options: - - option: '`snacks {at} {random}`' - feedback: This is the old way. - - option: '`[{random} snack]`' - feedback: The order is wrong. - - option: '`snacks[{random}]`' - feedback: Correct - - option: '`snacks[{at} {random}]`' - feedback: We do not need `at`anymore - hint: We no longer use {at} - correct_answer: C - question_score: '10' 2: - question_text: What should be filled in on the blanks if you want a list of what chores are done by whom? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chores = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} _ - mp_choice_options: - - option: |- - ``` - friends[i] has to do chores [i] - ``` - feedback: Mind the spacing. - - option: |- - ``` - friends[1] has to do chores[1] - ``` - feedback: It will print 3 times that Wesley has to do the cooking - - option: |- - ``` - chores[i] ' has to do ' friends[random] - ``` - feedback: The person has to do the chore, not the other way around - - option: |- - ``` - friends[i] ' has to do ' chores[i] - ``` - feedback: Fantastic! - hint: '`i` tells us what item in the list it is. So friend 1 does chore 1 etc.' - correct_answer: D - question_score: '10' 3: - question_text: What is a possible output for this program? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chore = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} friends[i] has to do chores[i] - mp_choice_options: - - option: |- - ``` - Wesley has to do the cooking - Eric has to do the cleaning - Kaylee has to do nothing - ``` - feedback: Super! - - option: |- - ``` - Kaylee has to do the cooking - Wesley has to do the cleaning - Eric has to do nothing - ``` - feedback: No, it is not random. - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cleaning - Wesley has to do the nothing - ``` - feedback: Poor Wesley! - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cooking - Wesley has to do the cooking - ``` - feedback: That's not it - hint: It's not random... - correct_answer: A - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - friends = ['Jaylee', 'Erin', 'Fay'] - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 0 {to} 3 - print 'the lucky number of ' friends[i] - print 'is ' lucky_numbers[i] mp_choice_options: - option: The variable in line 4 should be 'friend[i]', not 'friends[i]' feedback: That is not right. @@ -3692,16 +1675,7 @@ levels: feedback: It's not a variable, it's just text. - option: '{in} in line 3 should be removed' feedback: That's not it - hint: There's nothing wrong with line 4 - correct_answer: B - question_score: '10' 5: - question_text: Which line should be filled in in the blank? - code: |- - animals = ['dog', 'cow', 'horse'] - _ - {for} i {in} {range} 1 {to} 3 - {print} 'the ' animals[i] ' says ' sounds[i] mp_choice_options: - option: noises = ['moo', 'woof', 'neigh'] feedback: Mind the variable name and the order of the sounds. @@ -3711,487 +1685,3 @@ levels: feedback: Don't forget the quotation marks! - option: sounds = ['woof', 'moo', 'neigh'] feedback: Great job! - hint: Look at line 1 to see proper use of brackets and quotation marks. - correct_answer: D - question_score: '10' - 6: - question_text: Which statement is true? - code: |- - people = ['Chris', 'Jaylino', 'Ryan'] - games = ['fortnite', 'minecraft', 'fifa'] - {for} o {in} {range} 1 {to} 3 - {print} people[o] ' likes ' games[o] - mp_choice_options: - - option: You are not allowed to use the variable o. It should be named i. - feedback: i is the most commonly used variable name in this case, but it's not mandatory to use i. - - option: The output will say that Jaylino likes fortnite. - feedback: No, he likes minecraft. - - option: The output will say that Ryan likes fifa - feedback: Correct - - option: This code will not work. It will give and error. - feedback: No, the code is correct. - hint: There is nothing wrong with this code. - correct_answer: C - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - people = ['Savi', 'Senna', 'Fayenne'] - transportation = ['bike', 'train', 'car'] - {for} i {in} {range} 1 {to} 3 - {print} people[i] goes to school by transportation[i] - mp_choice_options: - - option: Line 1 needs less quotation marks - feedback: That is not right. - - option: Line 3 should start with indentation - feedback: It should not! - - option: Line 4 should start without indentation - feedback: It should not - - option: Line 4 needs more quotation marks. - feedback: Amazing! - hint: There is a mistake made in the usage of quotation marks. - correct_answer: D - question_score: '10' - 8: - question_text: Which of these codes belongs to this output? - code: |- - Macy and Kate get to go first - Lionell and Raj get to go second - Kim and Leroy get to go third - mp_choice_options: - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 0 {to} 3 - {print} teams[random] ' get to go ' position[i] - ``` - feedback: This is not right - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: Amazing! - - option: |- - ``` - teams = ['Macy', 'Kate', 'Lionell', 'Raj', 'Kim', 'Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 6 - {print} teams[random] ' get to go ' position[random] - ``` - feedback: This is not it. - - option: |- - ``` - teams = ['Macy and Kate' 'Lionell and Raj' 'Kim and Leroy'] - position = ['first' 'second' 'third'] - {for} teams {in} {range} 0 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: This is not going to work! - hint: If you look carefully at the first line, you'll see that only the first two answers are possibly correct. - correct_answer: B - question_score: '10' - 9: - question_text: What is a possible output for this code? - code: |- - countries = ['Canada', 'Zimbabwe', 'New Zealand'] - {for} i {in} {range} 0 {to} 1 - {print} 'I will travel to ' countries[random] - mp_choice_options: - - option: |- - ``` - I will travel to Canada - I will travel to Canada - ``` - feedback: Great job! - - option: |- - ``` - I will travel to Canada - ``` - feedback: It will be repeated twice - - option: |- - ``` - I will travel to Canada, Zimbabwe and New Zealand - ``` - feedback: This is not it. - - option: |- - ``` - I will travel to Canada - I will travel to Zimbabwe - I will travel to New Zealand - ``` - feedback: It's only repeated twice - hint: Range 0 to 1 is 2 times - correct_answer: A - question_score: '10' - 10: - question_text: Which 3 lines will complete this code correctly? - code: |- - {print} 'The book raffle will start soon' - {print} 'Get your tickets now!' - books = ['Narnia', 'The Hobbit', 'Oliver Twist', 'Harry Potter', 'Green eggs and ham'] - people = {ask} 'How many raffle tickets are sold?' - list_of_numbers = [1, 2] - {for} i {in} {range} 3 {to} people - {add} i {to} list_of_numbers - {for} i {in} {range} 1 {to} 5 - mp_choice_options: - - option: |- - ``` - chosen_number = list_of_numbers at random - print books[i] ' will go to person number ' chosen_number - {add} chosen_number {to} list_of_numbers - ``` - feedback: Almost there... but adding the winner to the list makes this raffle unfair - - option: |- - ``` - print person[i] ' wins ' book[i] - ``` - feedback: There is no list called 'person' - - option: |- - ``` - chosen_number = list_of_numbers[people] - print books[people] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: This is not it. - - option: |- - ``` - chosen_number = list_of_numbers[random] - print books[i] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: Fantastic! - hint: You need to use the {remove} command - correct_answer: D - question_score: '10' - 17: - 1: - question_text: What is the output of this code? - code: |- - minions = ['Bob', 'Kevin', 'Stuart'] - {for} x in minions: - {print} x - mp_choice_options: - - option: |- - ``` - m i n i o n s - ``` - feedback: This is not it. - - option: |- - ``` - Bob - Kevin - Stuart - ``` - feedback: Correct! - - option: |- - ``` - minions - minions - minions - ``` - feedback: Take a look at the content of your list. - - option: |- - ``` - B o b K e v i n S t u a r t - ``` - feedback: Do not loop through the letters. - hint: Loop through your list. - correct_answer: B - question_score: '10' - 2: - question_text: What is wrong with this code? - code: |- - seconds_minute = 60 - minute_hour = 60 - hour_day = 24 - leap_year = 366 - no_leap_year = 365 - years = ask 'what year is it?' - {if} years = 2024: - print seconds_minute * minute_hour * hour_day * leap_year - {else}: - print seconds_minute * minute_hour * hour_day * noleap_year - mp_choice_options: - - option: You cannot have so many variables. - feedback: This is not it. - - option: The way the variables are multiplied is incorrect. - feedback: Not true! - - option: One of the variables `noleap_year` does not belong with the `{if}` statement. - feedback: Keep looking for the mistake. - - option: The `noleap_year` has to be identical in both cases. - feedback: Correct! - hint: Read the code carefully. - correct_answer: D - question_score: '10' - 3: - question_text: How many hedgehogs will this code print? - code: |- - {for} x in range 1 to 3: - {for} y in range 1 to 2: - {print} 🦔 - mp_choice_options: - - option: |- - ``` - 🦔 - 🦔 - 🦔 - ``` - feedback: Try again. - - option: |- - ``` - 🦔 - 🦔 - ``` - feedback: One more try. - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: Well done! - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating. - correct_answer: C - question_score: '10' - 4: - question_text: What is wrong with code? - code: |- - name_color = {ask} 'What is your favorite color?' - {if} name_color == 'red': - {print} 'the color of a tomato' - {elif} name_color == 'green': - {print} 'the color of an apple' - {elif} name_color == 'blue': - {print} 'the color of a blueberry' - {elif} name_color == 'yellow': - {print} 'the color of a banana' - {elif}: - {print} 'this fruit-color does not exist' - mp_choice_options: - - option: The first `{elif}` should be used before the `print` command - feedback: Try again. - - option: '`{elif}` can only be used once' - feedback: From now on we can use elif multiple times. - - option: '`==` used with `{elif}` should be replaced by `=`' - feedback: Not correct. - - option: '`{elif}` in the last line should be replaced by `{else}`' - feedback: Great! - hint: Think about `{if}`, `{elif}`, `{else}`. - correct_answer: D - question_score: '10' - 5: - question_text: What is the output of this code? - code: |- - numbers = [7, 19, 29, 41, 53, 71, 79, 97] - {for} prime in numbers: - {if} prime <= 10: - {print} prime - {elif} prime >= 60: - {print} prime - {elif} prime >= 90: - {print} prime - {else}: - {print} 'another number' - mp_choice_options: - - option: |- - ``` - 7 - another number - another number - another number - another number - 71 - 79 - 97 - ``` - feedback: Well done! - - option: |- - ``` - another number - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: Try again. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - another number - ``` - feedback: One more try. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating and the values of if and elif. - correct_answer: A - question_score: '10' - 6: - question_text: What is wrong with code? - code: |- - name = {ask} 'What is your name?' - {if} name == 'Hedy': - password = {ask} 'What is your password?' - {if} password =='turtle123': - {print} 'Yey' - {else}: - {print} 'Access denied' - {else}: - {print} 'Go fish' - mp_choice_options: - - option: '`{elif}` is missing.' - feedback: Try again. - - option: '`{else}` can only be used once.' - feedback: From now on we can use elif multiple times. - - option: Nothing! - feedback: There is a mistake. Look carefully! - - option: There is an indentation mistake in the last line. - feedback: Amazing! - hint: There is a mistake somewhere... - correct_answer: D - question_score: '10' - 7: - question_text: Which of the following codes will print five times 'the result is 3' on the screen? - mp_choice_options: - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - result = n * 1 - {print} 'The result is ' result - ``` - feedback: Try again! - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} u in numbers: - number = u - {print} 'The result is ' number - ``` - feedback: That is not it. - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} number in numbers: - number = 3 - {print} 'The result is ' number - ``` - feedback: Very good! - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - n = result - {print} 'The result is ' result - ``` - feedback: That is not it. - hint: Think about mathematical symbols. - correct_answer: C - question_score: '10' - 8: - question_text: What is wrong with code? - code: |- - insects = ['🐝', '🦋', '🕷', '🐞'] - your_favorite = {ask} 'what is your favorite insect?' - {for} insect in insects: - {if} your_favorite == '🐝' {or} your_favorite == '🐞': - {print} 'very useful' - {elif} your_favorite == '🕷': - {print} 'it can catch mosquitoes' - {else}: - {print} 'almost all insects can be useful one way or another' - mp_choice_options: - - option: '`{or}` cannot be used with `{if}`.' - feedback: Try again. - - option: In the `{for}` command `insect` should be `insects`. - feedback: Not true. - - option: Nothing! - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 9: - question_text: Which one of the codes below gave this output? - code: |- - -5 is negative - -4 is negative - -3 is negative - -2 is negative - -1 is negative - 0 is positive - 1 is positive - 2 is positive - 3 is positive - mp_choice_options: - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Try again! - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number <= 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - - option: "```\n {for} number in range -5 to 3:\n {if} number >= 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Very good! - - option: "```\n {for} number in range -5 to 3:\n {if} number < 0: \n {print} number ' is positive'\n {elif} number <=0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 10: - question_text: What is wrong with this code? - code: |- - {for} number in range 1 to 5: - volume_room = num * num * num - {print} volume_room ' cubic meters' - {if} volume_room > 100: - {print} 'this is a large room' - {elif} volume_room < 100: - {print} 'small room but cosy' - {else}: - {print} 'i will look for something else' - mp_choice_options: - - option: The word num needs quotation marks. - feedback: Try again. - - option: The `{if}` command is not used correctly. - feedback: Not true. - - option: Line 3 should be `volume_room = number * number * number`. - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' diff --git a/content/quizzes/ia.yaml b/content/quizzes/ia.yaml index 9f14d558959..19d7ca231d5 100644 --- a/content/quizzes/ia.yaml +++ b/content/quizzes/ia.yaml @@ -1,3440 +1,87 @@ levels: - 1: - 1: - question_text: What's this programming language called? - mp_choice_options: - - option: Hedy - feedback: Good job! - - option: Heddy - feedback: Not this one! - - option: Haydie - feedback: Not this one! - - option: Heidi - feedback: Not this one! - hint: It's named after Hedy Lamarr. - correct_answer: A - question_score: '10' - 2: - question_text: Which need to be filled in on the blanks to make the text Hello! appear? - code: _ Hello! - mp_choice_options: - - option: '`{echo}`' - feedback: '`{echo}` repeats a given answer.' - - option: '`{print}`' - feedback: Correct! - - option: '`hello`' - feedback: Hello isn't a command. - - option: '`{ask}`' - feedback: With `{ask}`, you can ask a question. - hint: _ Hello world! - correct_answer: B - question_score: '10' - 3: - question_text: How do you ask what someone's favorite color is? - mp_choice_options: - - option: |- - ``` - {print} What is your favorite color? - ``` - feedback: '`{print}` prints text, but it doesn''t ask questions.' - - option: |- - ``` - {ask} {print} What is your favorite color? - ``` - feedback: You only need one command, not two. - - option: |- - ``` - {ask} What is your favorite color? - ``` - feedback: Great! - - option: |- - ``` - {echo} What is your favorite color? - ``` - feedback: '`{echo}` repeats your answer back to you.' - hint: You can ask something with the `{ask}` command - correct_answer: C - question_score: '10' - 4: - question_text: What is wrong with this code? - code: |- - Hi Im Hedy! - {ask} Who are you? - {echo} Hi... - mp_choice_options: - - option: '`{print}` in line 1 is missing.' - feedback: Correct! - - option: The command in line 2 is spelled wrong. - feedback: The command is spelled correctly. - - option: '`{echo}` isn''t a command.' - feedback: '`{echo}` is a command, there''s another mistake.' - - option: Nothing! This is a perfect code! - feedback: Wrong, look carefully! - hint: Line 1 doesn't seem right - correct_answer: A - question_score: '10' - 5: - question_text: Which command is missing in line 2? - code: |- - {ask} What is your favorite pet? - _ So your favorite pet is... - mp_choice_options: - - option: '`{print}`' - feedback: No, you would like the answer to be repeated back to you. - - option: '`Hedy`' - feedback: Hedy isn't a command. - - option: '`{ask}`' - feedback: With `{ask}` you can ask a question. - - option: '`{echo}`' - feedback: Right on! - hint: You want to see the answer at the end of line 2... - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - {print} Hi im Hedy! - {print} Which football team do you support? - {echo} You support... - {print} Cool! Me too! - mp_choice_options: - - option: In line 1 `{print}` should be replaced with `{ask}`. - feedback: '`{print}` in line 1 is correct.' - - option: In line 2, `{print}` should be replaced with `{ask}`. - feedback: Great! You paid attention! - - option: Line 3 has to begin with `{print}` instead of `{echo}`. - feedback: '`{echo}` is correct.' - - option: In line 4, `{print}` is spelled wrong. - feedback: No, there is a mistake somewhere else - hint: Check the `{print}` commands. - correct_answer: B - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - {print} Welcome at Hedys restaurant! - {ask} What would you like to eat? - {echo} So you want to order ... - {print} Coming right up! Enjoy! - mp_choice_options: - - option: In line 1 `{print}` needs to be replaced with `{ask}` - feedback: Are you sure something is wrong? - - option: In line 1 `{print}` needs to be replaced with `{echo}` - feedback: Are you sure something's wrong? - - option: In line 3 `{echo}` needs to be replaced with `{print}` - feedback: Are you sure something is wrong? - - option: Nothing! This is a perfect code! - feedback: Correct! - hint: Check the code line by line - correct_answer: D - question_score: '10' - 8: - question_text: How do you use the `{echo}` command? - mp_choice_options: - - option: You can use it to `{ask}` a question. - feedback: That's what `{ask}` is for! - - option: You can use it exactly the same way as `{print}`. - feedback: That's what `{print}` is for! - - option: You can use it to repeat an answer. - feedback: Good job! - - option: You can use it to make text disappear. - feedback: That's not right... - hint: '`{echo}` is used after an `{ask}` command.' - correct_answer: C - question_score: '10' - 9: - question_text: What's wrong with this code? - code: |- - {print} Hello! - {print} How are you doing? - {echo} So you are doing... - mp_choice_options: - - option: '`{print}` in line 1 should be `{ask}`' - feedback: No, `{print}` is right. Where is the question being asked? - - option: '`{print}` in line 2 should be `{ask}`' - feedback: Super! - - option: '`{echo}` in line 3 should be `{ask}`' - feedback: No, `{echo}` is right. Where is the question being asked? - - option: Nothing. This is a perfect code! - feedback: Look carefully for the mistake... - hint: '`{ask}` allows you to ask a question' - correct_answer: B - question_score: '10' - 10: - question_text: Which output will be in your output screen after you've run this code? - code: |- - {ask} Are you ready to go to level 2? - {echo} - {echo} - mp_choice_options: - - option: Are you ready to go to level 2? - feedback: There are two `{echo}` commands - - option: |- - Yes! - Yes! - feedback: Great job! - - option: Yes! - feedback: There are two `{echo}` commands - - option: |- - Are you ready to go to level 2? - Yes! - feedback: There are two `{echo}` commands - hint: Let's go! - correct_answer: B - question_score: '10' - 2: - 1: - question_text: Which statement is true? - mp_choice_options: - - option: You can use the `{print}` command to ask questions. - feedback: That is what `{ask}` is for - - option: You can use the `{ask}` command to echo answers. - feedback: That is not true - - option: With the `{print}` command you can make text appear - feedback: Good - - option: With the `{sleep}` command, you can remove text from the screen. - feedback: That's not how `{sleep}` works. - hint: '`{print}` still works the same way as in level 1' - correct_answer: C - question_score: '10' - 2: - question_text: Which code is correct? - mp_choice_options: - - option: |- - ``` - name {is} {ask} What is your name? - ``` - feedback: Super! - - option: |- - ``` - {ask} {is} name What is your name - ``` - feedback: The words are right, the order is not! - - option: |- - ``` - {ask} What is your name? - ``` - feedback: This worked in level 1, but in level 2 and up it works differently. - - option: |- - ``` - {ask} What is your name? {is} name - ``` - feedback: The words are right, the order isn't! - hint: '`{ask}` doesn''t work like in level 1' - correct_answer: A - question_score: '10' - 3: - question_text: What appears on your output screen when you run this code? - code: |- - name {is} Marleen - {print} name goes to the market and she buys an apple. - mp_choice_options: - - option: name goes to the market and she buys an apple. - feedback: The word name is replaced with Marleen - - option: Marleen goes to the market. - feedback: The second part of the sentence isn't left out! - - option: Marleen goes to the market and she buys an apple. - feedback: Right on! - - option: Marleen goes to the market and Marleen buys an apple. - feedback: She is not replaced with the name - hint: The word name is replaced with Marleen - correct_answer: C - question_score: '10' - 4: - question_text: What will you see on the output screen when you run this code? - code: |- - name {is} Hedy - {print} Hi my name is name - mp_choice_options: - - option: Hi my name is name - feedback: The variable name is replaced with Hedy - - option: Hi my name is Hedy - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is name - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is Hedy - feedback: Correct, this mistake will be fixed in level 4! - hint: '''name'' is being replaced with ''Hedy'' in both places' - correct_answer: D - question_score: '10' - 5: - question_text: What happens when you use the `{sleep}` command? - mp_choice_options: - - option: It slows down your computer - feedback: fortunately not! - - option: It closes down Hedy - feedback: fortunately not! - - option: Your program pauses for a second and then continues - feedback: That's right! - - option: You put it at the end so Hedy knows your program is finished - feedback: No it would be useless at the end of your code - hint: The computer waits for a second at the `{sleep}` command - correct_answer: C - question_score: '10' - 6: - question_text: What should be on the lines? - code: |- - {print} And the award for best programming language goes to... - _ - {print} Hedy! - mp_choice_options: - - option: '`{sleep}`' - feedback: Perfect! - - option: '`{echo}`' - feedback: There is nothing to repeat back here - - option: '`{print}`' - feedback: There is no text there to `{print}` there - - option: '`{ask}`' - feedback: There is no question there to be asked - hint: Pause for dramatic effect... - correct_answer: A - question_score: '10' - 7: - question_text: What command should be used on line 2? - code: |- - {print} I will explode in 3 seconds! - _ - {print} BOOM! - mp_choice_options: - - option: |- - ``` - {print} 3 - ``` - feedback: You don't need to `{print}` - - option: |- - ``` - {sleep} 3 - ``` - feedback: Perfect! - - option: |- - ``` - {sleep} - ``` - feedback: This way the bomb will explode in 1 second - - option: |- - ``` - {sleep} {sleep} {sleep} - ``` - feedback: Make it easier on yourself by using the number 3 - hint: You want the computer to wait for 3 seconds - correct_answer: B - question_score: '10' - 8: - question_text: How would you correct the first line of code? - code: |- - {ask} {is} How old are you? - {print} age - mp_choice_options: - - option: |- - ``` - age {ask} {is} How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - {ask} {is} age How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - age {is} {ask} How old are you? - ``` - feedback: You get it! - - option: |- - ``` - age {is} How old are you? - ``` - feedback: Where is the `{ask}` command? - hint: The variable name should come first - correct_answer: C - question_score: '10' - 9: - question_text: What is going wrong in this code? - code: |- - dogs {is} animal - {print} I love animal - mp_choice_options: - - option: 'Line 1 should say: dogs `{is}` animals' - feedback: The variable name is animal - - option: 'Line 1 should say: animal `{is}` dogs' - feedback: Great! - - option: 'Line 2 should say: `{print}` I love animals' - feedback: The variable name is animal - - option: 'Line 2 should say: `{sleep}` I love animals' - feedback: Sleep is not used to `{print}` text - hint: You want to `{print}` 'I love dogs' - correct_answer: B - question_score: '10' - 10: - question_text: What command should be used on the line 1? - code: |- - flavor {is} _ - {print} Your favorite icecream is... - {sleep} - {print} flavor - mp_choice_options: - - option: |- - ``` - {sleep} 3 - ``` - feedback: You want to know the favorite flavor! - - option: |- - ``` - {print} strawberries - ``` - feedback: You do not want a `{print}` command at the middle of the line... - - option: |- - ``` - strawberries, chocolate, vanilla - ``` - feedback: This way you are making a list. You don't want that now. - - option: |- - ``` - {ask} What flavor icecream do you like? - ``` - feedback: That's right! - hint: You want to `{ask}` a question - correct_answer: D - question_score: '10' - 3: - 1: - question_text: What command(s) do you use to let Hedy pick something arbitrarily? - mp_choice_options: - - option: '`{print}`' - feedback: '`{print}` is used to print text' - - option: '`{ask}`' - feedback: '`{ask}` is used to ask a question' - - option: '`{is}`' - feedback: '`{is}` is used to make a list' - - option: '`{at}` `{random}`' - feedback: Correct! - hint: Arbitrarily means without a plan or randomly. - correct_answer: D - question_score: '10' - 2: - question_text: What's wrong with this code? - code: |- - animals {is} dog cat cow - {print} animals {at} {random} - mp_choice_options: - - option: 'You need commas in line 1: dog, cat, cow.' - feedback: Good job! - - option: Line 1 needs to start with `{print}`. - feedback: No, you don't need `{print}` - - option: Line 2 needs to say 'animal' instead of 'animals' - feedback: animals is correct. - - option: '`{at} {random}` is spelled incorrectly' - feedback: '`{at} {random}` is the correct spelling' - hint: There's something wrong in line 1 - correct_answer: A - question_score: '10' - 3: - question_text: How do you fix the mistake in line 2? - code: |- - options {is} rock, paper, scissors - {print} rock, paper, scissors {at} {random} - mp_choice_options: - - option: |- - ``` - {at} {random} {print} options - ``` - feedback: You're almost there. The order of the words isn't right yet. - - option: |- - ``` - {print} rock {at} {random} - ``` - feedback: you don't always want the Hedy to {print} rock, sometimes you want scissors or paper. - - option: |- - ``` - {print} options {at} {random} - ``` - feedback: Very good! - - option: Nothing, the code is correct! - feedback: Look carefully for the mistake - hint: The variable (the list) is called options. - correct_answer: C - question_score: '10' - 4: - question_text: What should change in line 2 to print a random price? - code: |- - prices {is} 1 dollar, 100 dollar, 1 million dollar - {print} price {at} {random} - mp_choice_options: - - option: |- - ``` - {print} price - ``` - feedback: You don't want to `{print}` the word price, but you want to `{print}` one price out of your list `{at} {random}` - - option: |- - ``` - {print} prices {at} {random} - ``` - feedback: Great! You've really paid attention. - - option: |- - ``` - {print} {at} {random} price - ``` - feedback: '`{at} {random}` is placed behind the variable.' - - option: Nothing, this code is alright. - feedback: Look carefully for the mistake you missed! - hint: The variable name is prices - correct_answer: B - question_score: '10' - 5: - question_text: What is wrong in this code? - code: |- - question {is} {ask} What do you want to know? - {print} question - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 1 needs to say `{print}` instead of `{ask}` - feedback: No, that's not wrong. - - option: Line 2 needs to say `{ask}` instead of `{print}` - feedback: No that's not wrong. - - option: Line 2 needs to say answers `{at} {random}` `{is}` yes, no, maybe - feedback: No, that's not wrong. - - option: Nothing, this code is perfect - feedback: That's right! - hint: Does this code even have a mistake? - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 2 needs to say question instead of answers - feedback: No that's not right - - option: Line 2 needs the `{is}` command - feedback: Correct - - option: Line 3 needs to say answer instead of answers - feedback: No the variable's called answers - - option: Nothing! This code is great! - feedback: Actually, line 2 has a mistake. - hint: There is something wrong with line 2. - correct_answer: B - question_score: '10' - 7: - question_text: What does the `{add}` command do? - code: |- - books {is} Harry Potter, The Hobbit, Green Eggs and Ham - your_book {is} {ask} What is your favorite book? - {add} your_book {to} books - {print} books {at} {random} - mp_choice_options: - - option: The `{add}` command removes a random book from the list - feedback: The remove command removes, the add command adds - - option: The `{add}` command adds a random book to a list - feedback: It doesn't. It adds your answer to the list! - - option: The `{add}` command adds your favorite book to the list - feedback: Correct! - - option: The `{add}` command prints your favorite book. - feedback: No, it adds your favorite book to the list - hint: The `{add}` command adds a book, but which one? - correct_answer: C - question_score: '10' - 8: - question_text: What is the output of this code? - code: |- - crisps {is} sea salt, paprika, sour cream - {remove} sea salt {from} crisps - {remove} paprika {from} crisps - {print} crisps {at} {random} - mp_choice_options: - - option: You can't tell, because Hedy will `{print}` one of the 3 flavors `{at} {random}` - feedback: Take a look at the `{remove}` commands - - option: sea salt - feedback: sea salt is removed from the list - - option: paprika - feedback: Paprika is removed from the list - - option: sour cream - feedback: That's right! - hint: There are 3 flavors, bit 2 are removed. Which one remains? - correct_answer: D - question_score: '10' - 9: - question_text: What's wrong with this code? - code: |- - colors {is} blue, purple, green - chosen_color {is} {ask} Which hair color wouldn't you like to have? - {remove} chosen_color {from} colors - {print} I will dye my hair color {at} {random} - mp_choice_options: - - option: 'Line 3 should say: `{remove}` blue `{from}` colors' - feedback: Maybe you want blue hair though! - - option: Line 3 should have an `{add}` command instead of a `{remove}` command - feedback: You want to remove the chosen color so `{remove}` is right. - - option: In line 4 the variable should be called colors instead of color - feedback: Great job! - - option: Nothing, this is a correct code! - feedback: Find the mistake! - hint: Look at line 4 - correct_answer: C - question_score: '10' - 10: - question_text: What should be on the _? - code: |- - walkers {is} dad, mom, Sam, Petra - walked_yesterday {is} {ask} Who walked the dogs yesterday? - {print} walked_yesterday shouldn't have to walk the dogs again today - _ - {print} walkers {at} {random} , it's your turn to walk the dogs! - mp_choice_options: - - option: |- - ``` - {remove} walked_yesterday {from} walkers - ``` - feedback: Super! - - option: |- - ``` - {remove} walked_yesterday {to} walkers - ``` - feedback: '`{remove} {from}` or `{add} {to}`, not `{remove} {to}`' - - option: |- - ``` - {remove} walkers {from} yesterday - ``` - feedback: yesterday is not a variable - - option: |- - ``` - {add} walked_yesterday {to} walkers - ``` - feedback: This increased the chance that the person who walked yesterday now has to do it again. That's mean. - hint: The person who walked the dogs yesterday should be removed from the list. - correct_answer: A - question_score: '10' - 4: - 1: - question_text: Which of these codes is correct? - mp_choice_options: - - option: |- - ``` - {print} 'Im very excited to take this quiz!' - ``` - feedback: That's right - - option: |- - ``` - {print} Im very excited to take this quiz! - ``` - feedback: '{print} now needs quotation marks!' - - option: |- - ``` - {print} 'I'm very excited to take this quiz!' - ``` - feedback: do not use apostrophe or use backticks instead - - option: |- - ``` - {print} 'I'm very excited to take this quiz! - ``` - feedback: careful when using quotes and apostrophe - hint: In level 4 you need quotation marks for 2 commands. - correct_answer: A - question_score: '10' - 2: - question_text: Which code uses the proper quotation marks? - mp_choice_options: - - option: |- - ``` - {print} `hello` - ``` - feedback: This quotation mark is skewed, you need a straight one. - - option: |- - ``` - {print} 'hello' - ``` - feedback: Correct - - option: |- - ``` - {print} hello - ``` - feedback: There are no quotation marks here! - - option: |- - ``` - {print} ,hello, - ``` - feedback: This is a comma, you need quotation marks. - hint: Pick the right quotation marks. - correct_answer: B - question_score: '10' - 3: - question_text: Where are the quotation marks used correctly? - mp_choice_options: - - option: |- - ``` - {print} Hi Im Hedy - ``` - feedback: Add quotation marks please! - - option: |- - ``` - {print} 'Hi Im Hedy - ``` - feedback: Both before and after the words you want to print should be a quotation mark. - - option: |- - ``` - '{print} Hi Im Hedy' - ``` - feedback: The first quotation mark should be behind the word `{print}` - - option: |- - ``` - {print} 'Hi Im Hedy' - ``` - feedback: Perfect! - hint: Both before and after the words you want to print should be a quotation mark. - correct_answer: D - question_score: '10' - 4: - question_text: Which statement is true? - mp_choice_options: - - option: 'You need quotation marks around the word `{print}`, like this: `''{print}''`.' - feedback: The quotation marks shouldn't be around the command itself. - - option: You need quotation marks around the words you want to print. - feedback: Super! - - option: You do not need quotation marks when using the `{ask}` command - feedback: Both `{print}` and `{ask}` require quotation marks - - option: You can choose yourself whether to use quotation marks or not. - feedback: Unfortunately, Hedy is stricter than that. - hint: From level 4 on you need to use quotation marks. - correct_answer: B - question_score: '10' - 5: - question_text: What has to be changed in order for the game to work? - code: |- - options {is} rock, paper, scissors - {print} 'options {at} {random}' - mp_choice_options: - - option: |- - ``` - '{print} options {at} {random}' - ``` - feedback: Never put the quotation mark in front of the `{print}` command. - - option: |- - ``` - {print} 'options' {at} {random} - ``` - feedback: options is a variable. You don't literally want to print 'options {at} {random}'. - - option: |- - ``` - {print} options {at} {random} - ``` - feedback: That's right - - option: Nothing, the game already works! - feedback: Look carefully. There is an error. - hint: You don't want Hedy to literally print 'options {at} {random}', you want it to print 'rock' or 'paper' or 'scissors'. - correct_answer: C - question_score: '10' - 6: - question_text: What would be a good next line in this code? - code: prices {is} 1 dollar, 100 dollars, 1 million dollars - mp_choice_options: - - option: |- - ``` - {print} 'You win...' prices {at} {random} - ``` - feedback: Great! You get it! - - option: |- - ``` - {print} You win... 'prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}' - - option: |- - ``` - {print} You win... prices {at} {random} - ``` - feedback: You need some quotation marks! - - option: |- - ``` - {print} 'You win... prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}'' - hint: 'Think carefully: what is a variable and should be outside of the quotation marks? And what are normal words that should be inside?' - correct_answer: A - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: Correct! - - option: Quotation marks are missing in line 2 - feedback: A variable doesn't need quotes - - option: Quotation marks are missing in line 3 - feedback: You don't want Hedy to literally print 'answers {at} {random}' so no quotation marks needed here! - - option: Nothing, this code is good as is! - feedback: Look carefully. You missed a mistake! - hint: Check each line on whether they'd need quotation marks or not. - correct_answer: A - question_score: '10' - 8: - question_text: What would be a good next line for this code? - code: |- - {print} 'Welcome at the money show!' - {print} 'In front of you are 3 doors' - door {is} {ask} 'Which door do you choose?' - mp_choice_options: - - option: |- - ``` - {print} So you pick door door - ``` - feedback: We need quotation marks - - option: |- - ``` - {print} 'So you pick ' door door - ``` - feedback: If the player chooses door 3, Hedy will say 'So you pick 3 3 - - option: |- - ``` - {print} 'So you pick door ' door - ``` - feedback: Super! - - option: |- - ``` - {print} 'So you pick door door' - ``` - feedback: Hedy will literally print 'So you pick door door - hint: The second word door should be replaced with the number, the first should still be the word door... - correct_answer: C - question_score: '10' - 9: - question_text: What will never appear in your output screen? - code: |- - clubs {is} Real Madrid, Bayern Munchen, Manchester United, Ajax - {print} clubs {at} {random} ' is going the win the champions league' - mp_choice_options: - - option: Ajax is going to win the champions league - feedback: Hedy could `{print}` that - - option: Real Madrid is going to win the champions league - feedback: Hedy could `{print}` that - - option: Bayern Munchen is going to win the champions league - feedback: Hedy could `{print}` that - - option: FC Barcelona is going to win the champions league - feedback: That's right. It's not in the list - hint: What are Hedy's options to randomly pick from? - correct_answer: D - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - people {is} mom, dad, Emma, Sophie - {print} The dishes are done by... - {print} people {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: A list doesn't need quotation marks - - option: Quotation marks are missing in line 2 - feedback: Correct - - option: Quotation marks are missing in both line 2 and 3 - feedback: Line 3 doesn't need quotation marks because it's not printed literally - - option: Nothing, this code has no mistakes - feedback: You missed one! - hint: One line needs quotation marks, because you want it to be printed literally. - correct_answer: B - question_score: '10' - 5: - 1: - question_text: Which command should be filled in on the _? - code: |- - number {is} {ask} 'What is your lucky number?' - {if} number {is} 5 {print} 'Mine too!' - _ {print} 'My lucky number is 5!' - mp_choice_options: - - option: '`{print}`' - feedback: There already is a `{print}` command. - - option: '`{if}`' - feedback: The `{if}` command is used in the line above. - - option: '`{sleep}`' - feedback: That's not it! - - option: '`{else}`' - feedback: That's right! - hint: Which one goes together with the `{if}` command? - correct_answer: D - question_score: '10' - 2: - question_text: What appears in your output screen when you type in the name Hedy? - code: |- - name {is} {ask} 'What is your name?' - {if} name {is} Hedy {print} 'fun' {else} {print} 'less fun' - mp_choice_options: - - option: fun - feedback: That's right! - - option: less fun - feedback: If the name is Hedy, it will say 'fun'' - - option: Hedy - feedback: No, it doesn't print the name - - option: Error - feedback: Fortunately not! - hint: '`{if}` name `{is}` Hedy `{print}` ...?' - correct_answer: A - question_score: '10' - 3: - question_text: What is the right password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct! - feedback: This is printed when you type in the correct password - - option: SECRET - feedback: That's right!' - - option: password - feedback: The password isn't password... - - option: ALARM INTRUDER - feedback: This is printed when you type in the incorrect password! - hint: '`{if}` password `{is}` ... `{print}` ''Correct!''' - correct_answer: B - question_score: '10' - 4: - question_text: What does Hedy print when you type in the wrong password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct - feedback: That's printed if the correct answer is given, not the wrong one... - - option: SECRET - feedback: That's not the right answer - - option: Wrong! - feedback: No, this is not what Hedy will print - - option: ALARM! INTRUDER! - feedback: Great job! - hint: Your computer will sound the alarm for intruders! - correct_answer: D - question_score: '10' - 5: - question_text: Why will Hedy say 'ALARM! INTRUDER' when you type in 'secret'? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Because it needs to be in capitals, so SECRET - feedback: Indeed! - - option: Because the password is alarm - feedback: No, this is not the password. - - option: Because it's spelled wrong. - feedback: That's not how you spell secret - - option: Because Hedy makes a mistake - feedback: No, Hedy is right - hint: The spelling of the word has to be exactly the same. - correct_answer: A - question_score: '10' - 6: - question_text: Which word should be on the place of the blank in the last line? - code: |- - {print} 'Im Hedy the football fortune teller!' - {print} 'I will predict what place your team will end up!' - club is {ask} 'Which club is your favorite?' - {if} club {is} ajax {print} 'Ajax is going to win of course!' - _ {print} 'Sorry, your club is gonna be in last place...' - mp_choice_options: - - option: |- - ``` - {if} - ``` - feedback: '`{if}` is already in the line above' - - option: |- - ``` - {at} {random} - ``` - feedback: No, you need `{else}`. - - option: |- - ``` - {else} - ``` - feedback: Great! - - option: |- - ``` - {print} - ``` - feedback: '`{print}` is already there, we need a word before it!' - hint: '`{if}` goes together with...?' - correct_answer: C - question_score: '10' - 7: - question_text: Which word should be in the place of the blank? - code: |- - {print} 'I can predict if you will be a millionair or not!' - name {is} {ask} 'Whats your name?' - {if} name {is} Hedy {print} 'You will be a millionair!' - {else} _ 'Unfortunately... No big money for you.' - mp_choice_options: - - option: '`{if}`' - feedback: '`{if}` is in the line above.' - - option: '`{at}` `{random}`' - feedback: No, you don't need `{at} {random}`. - - option: '`{else}`' - feedback: There already is an `{else}` command - - option: '`{print}`' - feedback: Awesome! - hint: After `{else}` a `{print}` command follows - correct_answer: D - question_score: '10' - 8: - question_text: Which word should be on the place of the blank? - code: |- - animal {is} {ask} 'What is your favorite animal?' - {if} _ {is} penguin {print} 'Thats my favorite animal too!' - {else} {print} 'Cool! I like penguins.' - mp_choice_options: - - option: |- - ``` - favorite animal - ``` - feedback: That's not the variable name. - - option: |- - ``` - animal - ``` - feedback: Great job! - - option: '`{if}`' - feedback: '`{if}` is already there' - - option: '`{print}`' - feedback: No, that's not it. - hint: What the variable name? - correct_answer: B - question_score: '10' - 9: - question_text: Which door should you choose to escape?? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} - mp_choice_options: - - option: '1' - feedback: Bad choice! You're being eaten - - option: '2' - feedback: Super! You escaped! - - option: '3' - feedback: Bad choice! You're being eaten. - - option: It's a trap, you will always be eaten! - feedback: Luckily not! - hint: One of the doors will keep you safe.. - correct_answer: B - question_score: '10' - 10: - question_text: Which monster is standing behind door 1? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} - mp_choice_options: - - option: Hedy picks a random monster each time. - feedback: Awesome! - - option: vampire - feedback: Not always... - - option: werewolf - feedback: Not always... - - option: giant spider - feedback: Not always... - hint: Mind the last 3 words... monsters `{at} {random}`... - correct_answer: A - question_score: '10' - 6: - 1: - question_text: What's Hedy's output when you run this code? - code: '{print} 2*10' - mp_choice_options: - - option: '20' - feedback: Correct! - - option: '12' - feedback: No, the plus sign is used in addition - - option: 2*10 - feedback: No, Hedy will calculate the answer - - option: '210' - feedback: Mind it's a calculation. - hint: The `*` is used as a multiplication sign - correct_answer: A - question_score: '10' - 2: - question_text: What do you use when you want to add two numbers? - mp_choice_options: - - option: '`-`' - feedback: That's not it - - option: plus - feedback: That's not it - - option: '`*`' - feedback: That's not it - - option: '`+`' - feedback: Correct! - hint: It's the plus sign. - correct_answer: D - question_score: '10' - 3: - question_text: What's Hedy's output when you run this code? - code: '{print} ''3*10''' - mp_choice_options: - - option: '30' - feedback: This would be the right answer if there were no quotation marks. - - option: '13' - feedback: Try again.. - - option: 3*10 - feedback: Correct! There are quotation marks, so Hedy will print it literally. - - option: Nothing, Hedy will give an error message. - feedback: No, Hedy will print it literally. - hint: Mind the quotation marks!! - correct_answer: C - question_score: '10' - 4: - question_text: Kim is 10 years old. What will Hedy print for her? - code: |- - name = {ask} 'How many letters are in your name?' - age = {ask} 'How old are you?' - luckynumber = name*age - {print} 'Your lucky number is...' luckynumber - mp_choice_options: - - option: '30' - feedback: Mind, Hedy also prints 'Your lucky number is...' - - option: '10' - feedback: Please try again. - - option: Your lucky number is... 30 - feedback: That's right! - - option: Your lucky number is... 10 - feedback: Her lucky number is name times age... - hint: 'Kim has 3 letters, she is 10 years old so: letters times age = 3*10 = 30.' - correct_answer: C - question_score: '10' - 5: - question_text: If 5 people eat at this restaurant, how much do they have to pay in total? - code: |- - {print} 'Welcome to Hedys!' - people = {ask} 'How many people are eating with us tonight?' - price = people * 10 - {print} 'That will be ' price 'dollar please' - mp_choice_options: - - option: 5 dollars - feedback: Unfortunately, it's not that cheap. - - option: 10 dollars - feedback: No, it's 10 dollars each. - - option: 15 dollars - feedback: The * means multiplication. - - option: 50 dollars - feedback: Great! - hint: '`price` `is` `people` `times` 10' - correct_answer: D - question_score: '10' - 6: - question_text: How much does a hamburger cost in this virtual restaurant? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = 15 - {if} food {is} fries price = 6 - mp_choice_options: - - option: 15 dollars - feedback: Super! - - option: 6 dollars - feedback: The fries are 6 dollars - - option: 0 dollars - feedback: The hamburger isn't free! - - option: 21 dollars - feedback: That's the price for a hamburger and fries! - hint: Mind the fourth line. - correct_answer: A - question_score: '10' - 7: - question_text: Why does line 7 say 'price is price + 3' instead of 'price is 3'? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = price + 15 - {if} food {is} fries price = price + 6 - drinks is {ask} 'What would you like to drink?' - {if} drinks {is} coke price = price + 3 - {if} drinks {is} water price = price + 1 - {print} price ' dollars please' - mp_choice_options: - - option: It could have been `price = 3` just as well. - feedback: No, that's not true. Hedy needs to add 3 dollars to the total. - - option: Because Hedy doesn't understand `price = 3`. - feedback: Hedy would understand, but it wouldn't be right. - - option: Because Hedy would otherwise forget about the previous order. The price would be 3 dollars in total. - feedback: That's right! - - option: Because the price is 0 dollars to begin with. - feedback: That's true, but not the reason - hint: The price shouldn't be 3, but 3 dollars more than it already was - correct_answer: C - question_score: '10' - 8: - question_text: Why is this code incorrect? - code: |- - correct answer = 3*12 - answer = {ask} 'What is 3 times 12?' - {if} answer {is} correct answer {print} 'Good job!' - {else} {print} 'No... It was ' correct answer - mp_choice_options: - - option: There shouldn't be quotation marks in line 2 - feedback: No, there should be! - - option: The variable is called correct answer, but a variable's name can only be 1 word. So it should be correct_answer - feedback: Correct! - - option: The `{if}` and `{else}` commands should be in the same line. - feedback: No, that's not true. - - option: The variable in line 2 can't be called answer, because it is too similar to the variable correct answer. - feedback: Variable names can be similar, but they can't be 2 words... - hint: Inspect what the variables are called. - correct_answer: B - question_score: '10' - 9: - question_text: Imagine you love football a 10, you've eaten 2 bananas and have washed your hands 3 times today. How smart does the silly fortune teller think you are? - code: |- - {print} 'Im Hedy the silly fortune teller' - {print} 'I will predict how smart you are!' - football = {ask} 'On a scale of 0 to 10 how much do you love football?' - bananas = {ask} 'How many bananas have you eaten this week?' - hygiene = {ask} 'How many times did you wash your hands today??' - result = bananas + hygiene - result = result * football - {print} 'You are ' result 'percent smart.' - mp_choice_options: - - option: 10% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 32% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 50% - feedback: Super! You are 100 percent smart! - - option: 100% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - hint: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - correct_answer: C - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - name _ Hedy - {print} name 'is walking trough the forrest' - mp_choice_options: - - option: You can only fill in the word is on the `_` - feedback: You are allowed to use the `=` sign as well - - option: You can fill in either the word is or the `=` sign on the `_` - feedback: Amazing! - - option: You have to fill in =is= on the `_` - feedback: No, one `=` sign is enough - - option: You can only use the `=` sign when working with numbers, not with words. - feedback: You can also use `=` with words. - hint: '`{is}` and `=` are both allowed' - correct_answer: B - question_score: '10' - 7: - 1: - question_text: How many lines can you repeat at once with the repeat command at this level? - mp_choice_options: - - option: '0' - feedback: No you can repeat a line. - - option: '1' - feedback: Correct, one line at a time - - option: '3' - feedback: In this level only one line at a time - - option: infinite - feedback: In this level you can only repeat one line at a time - hint: You can only repeat one line at a time - correct_answer: B - question_score: '10' - 2: - question_text: Which code is right? - mp_choice_options: - - option: |- - ``` - {print} 100 {times} 'hello' - ``` - feedback: '`{repeat}` 100 `{times}` `{print}` ''hello''' - - option: |- - ``` - {print} {repeat} 100 {times} 'hello' - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 'hello' 100 {times} - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 100 {times} {print} 'hello' - ``` - feedback: That's right! - hint: First the `{repeat}` command, then the `{print}` command - correct_answer: D - question_score: '10' - 3: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} ''Hello!''' - mp_choice_options: - - option: Right - feedback: No, a word is missing - - option: Wrong, the word `{repeat}` is missing - feedback: The word `{repeat}` is there, another word is missing - - option: Wrong, the word `{times}` is missing - feedback: The word `{times}` is there, another word is missing. - - option: Wrong, the word `{print}` is missing - feedback: Correct - hint: 'It should be: `{repeat}` 100 `{times}` `{print}` ''Hello''' - correct_answer: D - question_score: '10' - 4: - question_text: Which word is wrong in the code? - code: |- - {print} 'I'm blue' - {repeat} 7 {times} {print} 'da ba dee, da ba da' - mp_choice_options: - - option: '`I''m`' - feedback: That's right! - - option: '`{print}`' - feedback: '`{print}` is spelled correctly' - - option: '`{repeat}`' - feedback: '`{repeat}` is spelled correctly' - - option: '`{times}`' - feedback: '`{times}` is spelled correctly' - hint: I'm is wrong, you can't use apostrophes in a sentence - correct_answer: A - question_score: '10' - 5: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} {print} ''Hedy is awesome!''' - mp_choice_options: - - option: Correct - feedback: That's right! - - option: Wrong - feedback: That's not it - hint: The code is correct! - correct_answer: A - question_score: '10' - 6: - question_text: What will be the output from this code? - code: |- - {print} 'The wheels on the bus go' - {repeat} 3 {times} {print} ' round and round' - mp_choice_options: - - option: |- - ``` - the wheels on the bus go - round and round - ``` - feedback: Only the second line is repeated 3 times - - option: |- - ``` - the wheels on the bus go - the wheels on the bus go - the wheels on the bus go - round and round - ``` - feedback: Only the second line is repeated 3 times - - option: |- - ``` - the wheels on the bus go - round and round - the wheels on the bus go - round and round - the wheels on the bus go - round and round - ``` - feedback: Only the second line is repeated 3 times - - option: |- - ``` - the wheels on the bus go - round and round - round and round - round and round - ``` - feedback: All through the town! Perfect! - hint: Only 'round and round' is repeated 3 times. - correct_answer: D - question_score: '10' - 7: - question_text: What will be the output from this code? - code: |- - {repeat} 2 {times} {print} 'We will' - {print} 'ROCK YOU!' - mp_choice_options: - - option: |- - ``` - We will We will - ROCK YOU! - ``` - feedback: '''We will'' won''t appear twice in the same line' - - option: |- - ``` - We will - We will - ROCK YOU! - ``` - feedback: Great! - - option: |- - ``` - We will - ROCK YOU! - We will - ROCK YOU! - ``` - feedback: ROCK YOU! won't be repeated - - option: |- - ``` - We will - ROCK YOU! - feedback: Mind the `{repeat}` command - hint: Mind the `{repeat}` command. - correct_answer: B - question_score: '10' - 8: - question_text: What Hedy code belongs to this output? - code: |- - Here comes the sun - Do do do do - Here comes the sun - And I say - Its alright - mp_choice_options: - - option: |- - ``` - {print} 'Here comes the sun' - {print} 'Do do do do' - {print} 'Here comes the sun' - {print} 'And I say' - {print} 'Its alright' - ``` - feedback: Awesome, you can't use the `{repeat}` command here. - - option: |- - ``` - {repeat} 2 {times} {print} 'Here comes the sun' - {print} 'And I say' - {print} 'Its alright' - feedback: Where did you leave 'Do do do do'? - - option: |- - ``` - {repeat} 2 {times} {print} 'Here comes the sun' - {print} 'Do do do do' - {print} 'And I say' - {print} 'Its alright' - ``` - feedback: This is not the correct order.. - - option: |- - ``` - {repeat} 2 {times} {print} 'Here comes the sun' - {repeat} 2 {times} {print} 'Do do' - {print} 'And I say' - {print} 'Its alright' - ``` - feedback: This is not the correct order.. - hint: '`{repeat}` can only be used if you want to execute the same line multiple times in a row.' - correct_answer: A - question_score: '10' - 9: - question_text: What Hedy code belongs to this output? - code: |- - Batman was flying through Gotham. - When suddenly he heard someone screaming... - Help! - Help! - Help! - Please help me! - mp_choice_options: - - option: |- - ``` - {print} 'Batman was flying through Gotham. ' - {print} 'When suddenly he heard someone screaming!' - {print} 'Help!' - {repeat} 3 {times} {print} 'Please help me!' - ``` - feedback: Your repeated line is incorrect. - - option: |- - ``` - {print} 'Batman was flying through Gotham.' - {print} 'When suddenly he heard someone screaming!' - {repeat} 3 {times} 'Help!' - {print} 'Please help me!' - ``` - feedback: The `{print}` command is missing on line 3. - - option: |- - ``` - {print} Batman was flying through Gotham. - {print} When suddenly he heard someone screaming! - {repeat} 3 {times} {print} Help! - {print} Please help me! - ``` - feedback: You're missing the quotation marks - - option: |- - ``` - {print} 'Batman was flying through Gotham.' - {print} 'When suddenly he heard someone screaming!' - {repeat} 3 {times} {print} 'Help!' - {print} 'Please help me!' - ``` - feedback: Perfect - hint: '''Help!'' is repeated 3 times.' - correct_answer: D - question_score: '10' - 10: - question_text: Which code belongs to this output? - code: |- - if youre happy and you know it clap your hands - if youre happy and you know it clap your hands - if youre happy and you know it and you really want to show it - if youre happy and you know it clap your hands - mp_choice_options: - - option: |- - ``` - {repeat} 2 {times} 'if youre happy and you know it clap your hands' - {print} 'if youre happy and you know it and you really want to show it' - {print} 'if youre happy and you know it clap your hands' - ``` - feedback: Almost! the first line needs an extra word - - option: |- - ``` - {repeat} 2 {times} {print} 'if youre happy and you know it clap your hands' - {print} 'if youre happy and you know it and you really want to show it' - {print} 'if youre happy and you know it clap your hands' - ``` - feedback: Great! - - option: |- - ``` - {repeat} 3 {times} {print} 'if youre happy and you know it clap your hands' - {print} 'if youre happy and you know it and you really want to show it' - ``` - feedback: This is not in the right order. - - option: |- - ``` - {repeat} 4 {times} 'if youre happy and you know it' - {repeat} 2 {times} 'clap your hands' - {print} 'and you really want to show it' - {print} 'clap your hands' - ``` - feedback: This is not in the right order. - hint: Mind the order of the sentences. - correct_answer: B - question_score: '10' - 8: - 1: - question_text: Which output will be produced by this code? - code: |- - {repeat} 2 {times} - {print} 'Hello' - {print} 'Im Hedy!' - mp_choice_options: - - option: |- - Hello - Im Hedy! - feedback: Everything is printed twice. - - option: |- - Hello - Hello - Im Hedy - feedback: The second line is repeated twice as well. - - option: |- - Hello - Im Hedy! - Hello - Im Hedy! - feedback: Super! - - option: |- - Hello - Hello - Im Hedy! - Im Hedy! - feedback: Everything is printed twice - hint: Both lines are repeated twice. - correct_answer: C - question_score: '10' - 2: - question_text: What is wrong with this code? - code: |- - {repeat} 5 {times} - {print} 'Hedy is cool!' - mp_choice_options: - - option: This should be only one line, not 2. - feedback: No it should be 2 lines. - - option: This `{print}` command has to be removed. - feedback: No, you need it. - - option: There is a spelling mistake in the `{repeat}` command. - feedback: No, `{repeat}` is the correct spelling - - option: The second line needs to start with 4 spaces as indentation. - feedback: Correct! - hint: Something is missing in the second line? - correct_answer: D - question_score: '10' - 3: - question_text: What output will be produced when you run this program? - code: |- - {repeat} 3 {times} - {print} 'Baby shark tututudutudu' - {print} 'Baby shark' - mp_choice_options: - - option: |- - Baby shark tututudutudu - Baby shark - feedback: Mind the `{repeat}` command! - - option: |- - Baby shark tututudutudu - Baby shark - Baby shark tututudutudu - Baby shark - Baby shark tututudutudu - Baby shark - feedback: The last line has no indentation, so it's not repeated. - - option: |- - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark - feedback: Right! - - option: |- - Baby shark tututudutudu - Baby shark - Baby shark - Baby shark - feedback: What is being repeated and what isn't ? - hint: What is being repeated and what is not? - correct_answer: C - question_score: '10' - 4: - question_text: Which output is correct? - code: |- - {print} 'The children went:' - {repeat} 2 {times} - {print} 'Yay!' - {print} 'We are going on vacation!' - mp_choice_options: - - option: |- - The children went: - Yay! - We are going on vacation! - feedback: Mind the `{repeat}` command! - - option: |- - The children went: - Yay! - We are going on vacation! - Yay! - We are going on vacation! - feedback: Correct! - - option: |- - The children went: - Yay! - Yay! - We are going on vacation! - We are going on vacation! - feedback: This order is incorrect. - - option: |- - The children went: - Yay! - Yay! - We are going on vacation! - feedback: The last line is repeated too. - hint: The block under the `{repeat}` command is repeated twice. - correct_answer: B - question_score: '10' - 5: - question_text: What is wrong with this code? - code: |- - end = {ask} 'Do you want a happy or a sad ending?' - {if} end {is} happy {print} 'They lived happily ever after' - {else} {print} 'The world exploded. The end.' - mp_choice_options: - - option: The `{print}` commands on the last two lines should start on new lines and start with 4 spaces. - feedback: That's right! - - option: '`{else}` is not a command!' - feedback: It is! - - option: Lines that start with `{if}` should start with 4 spaces - feedback: That's not true - - option: '`{ask}` is no longer a command' - feedback: That's not true - hint: Something is wrong with indentation - correct_answer: A - question_score: '10' - 6: - question_text: What will be the output of this code when we enter pancakes? - code: |- - {print} 'Welcome to restaurant Hedy' - {repeat} 2 {times} - food {is} {ask} 'What do you want to eat?' - {print} food - mp_choice_options: - - option: |- - Welcome to restaurant Hedy - Pancakes - feedback: There is no repetition in this answer. - - option: |- - Welcome to restaurant Hedy - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: This answer also repeats the welcome message - - option: |- - Welcome to restaurant Hedy - What do you want to eat? - What do you want to eat? - Pancakes - Pancakes - feedback: Almost! But look at the question, it is not repeated. - - option: |- - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: Well done! - hint: The first sentence and question will not be repeated - correct_answer: D - question_score: '10' - 7: - question_text: What is wrong with this code? - code: |- - food = {ask} 'What would you like to eat?' - {if} food {is} fries - sauce = {ask} 'What sauce would you like?' - {print} 'One fries with ' sauce - {if} food {is} pizza - topping = {ask} 'What topping would you like?' - {print} 'One pizza with ' topping - {print} 'Thank you for your order' - mp_choice_options: - - option: Nothing. This code is correct! - feedback: Something is wrong! - - option: You're not allowed to use an `{if}` command after an `{ask}` command. - feedback: You are! - - option: You don't have to use indentation twice. Only in the first `{if}` command. - feedback: You always have to use indentation. - - option: The indentation is wrong in the first `{if}` command. - feedback: That's right. - hint: Take a careful look at the indentation. - correct_answer: D - question_score: '10' - 8: - question_text: In which of the codes is the indentation done right? - mp_choice_options: - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are wrong! - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are wrong! - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are... right! - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are wrong! - hint: What should happen if the person is right? And what else? - correct_answer: C - question_score: '10' - 9: - question_text: What line(s) in this code should start with 4 spaces? - code: |- - 1 music = {ask} 'What is your favorite music genre?' - 2 {if} music {is} rock - 3 {print} '🤘' - 4 {else} - 5 {print} '👎' - mp_choice_options: - - option: Line 2 and 4 - feedback: The lines after the `{if}` and `{else}` command should start with 4 spaces - - option: Only line 3 - feedback: Not only 3... - - option: Line 3, 4 and 5 - feedback: Line 4 shouldn't - - option: Line 3 and 5 - feedback: Great job! - hint: The lines after an `{if}` or `{else}` command should start with 4 spaces. - correct_answer: D - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - 1 level = {ask} 'What level are you on?' - 2 {if} level {is} 8 - 3 {print} 'Great job!' - mp_choice_options: - - option: All lines should start with 4 spaces - feedback: That's not true - - option: Line 2 and 3 should start with 4 spaces - feedback: That's not true - - option: Line 2 should start with 4 spaces - feedback: That's not true - - option: Line 3 should start with 4 spaces - feedback: You are correct! - hint: Only one line starts with 4 spaces, but which one...? - correct_answer: D - question_score: '10' - 9: - 1: - question_text: What is wrong with this code? - code: |- - {repeat} 3 {times} - food = {ask} 'What would you like to eat?' - {if} food {is} fries - sauce = {ask} 'What sauce would you like?' - {print} 'One fries with ' sauce - {if} food {is} pizza - topping = {ask} 'What topping would you like?' - {print} 'One pizza with ' topping - {print} 'Thank you for your order' - mp_choice_options: - - option: Nothing, this code is correct! - feedback: That's right! - - option: You're not allowed to use an `{if}` command after an `{ask}` command. - feedback: You are! - - option: You don't have to use indentation twice. - feedback: You always have to use indentation. - - option: The indentation is wrong in the last `{if}` command. - feedback: It is not the indentation. - hint: All the indentation is done correctly. - correct_answer: A - question_score: '10' - 2: - question_text: What will be printed after entering the correct password? - code: |- - password = {ask} 'What is the password?' - correct_password = Hedy - {if} password {is} correct_password - {repeat} 2 {times} - {print} 'Good job!' - {print} 'You can use the computer!' - {else} - {print} 'The computer will explode in 5... 4... 3... 2... 1...' - mp_choice_options: - - option: |- - ``` - Good job! - Good job! - ``` - feedback: That's not it! - - option: |- - ``` - The computer will explode in 5... 4... 3... 2... 1... - ``` - feedback: That's not it! - - option: |- - ``` - Good job! - Good job! - You can use the computer! - ``` - feedback: That's not it! - - option: |- - ``` - Good job! - You can use the computer! - Good job! - You can use the computer! - ``` - feedback: Correct! - hint: Everything under the `{repeat}` command is repeated twice. - correct_answer: D - question_score: '10' - 3: - question_text: Which case should you choose to win a million dollars? - code: |- - {print} 'Choose the right case and win!' - case = {ask} 'Which case will you pick? 1 or 2?' - {if} case {is} 1 - action = {ask} 'Open it or sell it?' - {if} action {is} sell - {print} 'You sell your case for 10 dollars' - {if} action {is} open - {print} 'You open the case and win an apple pie' - {if} case {is} 2 - action = {ask} 'Open it or sell it?' - {if} action {is} sell - {print} 'You sell the case for 500 dollars' - {if} action {is} open - {print} 'You open the case and win a million dollars!' - mp_choice_options: - - option: case 1, sell - feedback: You don't win a million! - - option: case 1, open - feedback: You don't win a million - - option: case 2, sell - feedback: You don't win a million - - option: case 2, open - feedback: Great job! You win! - hint: Follow the right path - correct_answer: D - question_score: '10' - 4: - question_text: Which statement is true? - code: |- - name = {ask} 'What is your name?' - size = {ask} 'What is your shoe size?' - {if} size {is} 38 - {if} name {is} Cinderella - {print} '❤️❤️❤️' - {else} - {print} 'You are not the one!' - {else} - {print} 'Ill keep looking' - mp_choice_options: - - option: Sleeping Beauty with shoe size 38 gets the output 'Ill keep looking' - feedback: No, she gets 'You are not the one!' - - option: Cinderella with shoe size 40 gets the output '❤️❤️❤️' - feedback: No, she gets 'Ill keep looking' - - option: Sleeping Beauty with shoe size 40 gets the output 'Ill keep looking' - feedback: That's right! - - option: Cinderella with shoe size 38 gets the output 'Ill keep looking' - feedback: No she gets '❤️❤️❤️' - hint: No matter what your name is, if you have shoe size 40 you will get the message 'Ill keep looking'. - correct_answer: C - question_score: '10' - 5: - question_text: Which code produced this output? - output: |- - Icecream is the best! - Icecream is the best! - Icecream is the best! - mp_choice_options: - - option: |- - ``` - dessert = {ask} 'What is your favorite type of dessert?' - {if} dessert {is} icecream - {repeat} 3 {times} - {print} 'Icecream is the best!' - ``` - feedback: Don't forget the indentation after `{repeat}` commands. - - option: |- - ``` - dessert = {ask} 'What is your favorite type of dessert?' - {if} dessert {is} icecream - {repeat} 3 {times} - {print} 'Icecream is the best!' - ``` - feedback: Use indentation after an `{if}` command - - option: |- - ``` - dessert = {ask} 'What is your favorite type of dessert?' - {if} dessert {is} icecream - {repeat} 3 {times} - {print} 'Icecream is the best!' - ``` - feedback: Perfect - - option: |- - ``` - {repeat} 3 {times} - dessert = {ask} 'What is your favorite type of dessert?' - {if} dessert {is} icecream - {repeat} 3 {times} - {print} 'Icecream is the best!' - ``` - feedback: There are 2 `{repeat}` commands in this code. - hint: Watch the indentation - correct_answer: C - question_score: '10' - 6: - question_text: After which command(s) should you use indentation (starting the next line with 4 spaces)? - mp_choice_options: - - option: '`{if}`' - feedback: Don't forget the others - - option: '`{if}` `{repeat}`' - feedback: Don't forget `{else}`! - - option: '`{if}` `{else}` `{repeat}`' - feedback: Keep it up! - - option: '`{if}` `{else}` `{repeat}` `{print}`' - feedback: Not with `{print}` - hint: Indentation happens on the line below some commands - correct_answer: C - question_score: '10' - 7: - question_text: You'll get a 5 dollar discount if you order a medium pizza with coke.
But the code has a mistake! How to debug it? - code: |- - {if} food {is} pizza - {if} size {is} medium - {if} drink {is} coke - price = price - 5 - mp_choice_options: - - option: |- - ``` - {if} food {is} pizza - {if} size {is} medium - {if} drink {is} coke - price = price - 5 - ``` - feedback: Amazing! - - option: |- - ``` - {if} food {is} pizza - {if} size {is} medium - {if} drink {is} coke - price = price - 5 - ``` - feedback: The second `{if}` misses code! - - option: |- - ``` - {if} food {is} pizza - {if} size {is} medium - {if} drink {is} coke - price = price - 5 - ``` - feedback: Two consecutive `{if}`s is never correct. - - option: |- - ``` - {if} food {is} pizza - {if} size {is} medium - {if} drink {is} coke - price = price - 5 - ``` - feedback: Almost right. Take another look at the last line - hint: After each `{if}` command, the line below should indent - correct_answer: A - question_score: '10' - 8: - question_text: What is wrong in this code? - code: |- - age = {ask} 'Happy Birthday! How old are you?' - singing = {ask} 'Would you like us to sing?' - {if} singing {is} yes - {repeat} years {times} - {print} 'Hip Hip Hooray' - mp_choice_options: - - option: You can't put two questions in a row - feedback: Yes you can. - - option: The variable called 'age' is later on used as 'years' - feedback: Keen eye! Good job! - - option: You're not allowed to start with 8 spaces, like line 5 does - feedback: You actually must start like that. - - option: A code must always start with a `{print}` command in the first line - feedback: That's not true. - hint: The indentation is done right this time - correct_answer: B - question_score: '10' - 9: - question_text: How many `{if}` commands can be placed inside another `{if}` command? - mp_choice_options: - - option: None, that is not allowed - feedback: You are allowed to - - option: Only 1 - feedback: You could use more if you like - - option: '3' - feedback: You could use more if you like - - option: Infinite, as long as you keep using indentation correctly - feedback: That is true - hint: You can put an `{if}` command inside an `{if}` command. - correct_answer: D - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - 1 {repeat} 2 {times} - 2 {if} level {is} 9 - 3 {print} 'Great job!' - mp_choice_options: - - option: All lines should start with 4 spaces - feedback: Only line 2 and 3 start with spaces - - option: Line 2 and 3 should start with 4 spaces - feedback: Line 3 should start with 8 - - option: Line 2 and 3 should start with 8 spaces - feedback: Line 2 should start with 4 - - option: line 2 should start with 4 spaces and line 3 with 8 - feedback: You are correct! - hint: The first line doesn't start with any spaces - correct_answer: D - question_score: '10' - 10: - 1: - question_text: What do we need to fill in on the `_` if we want to print each compliment? - code: |- - compliments = perfect, great job, amazing - _ - {print} compliment - mp_choice_options: - - option: |- - ``` - {for} each compliment - ``` - feedback: That's not it - - option: |- - ``` - {for} compliment {in} compliments - ``` - feedback: You deserve all those compliments! - - option: |- - ``` - {if} compliment {in} compliments - ``` - feedback: That's not it - - option: |- - ``` - {for} compliments {in} compliment - ``` - feedback: Almost there! - hint: '`{for}` each compliment in the lists of compliments...' - correct_answer: B - question_score: '10' - 2: - question_text: Which output is correct? - code: |- - meals = pizza, pasta, pancakes - {for} meal {in} meals - {print} 'I love ' meal - mp_choice_options: - - option: I love pizza - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pasta - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pancakes - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: |- - I love pizza - I love pasta - I love pancakes - feedback: Great! - hint: Line 2 says for each meal in the list of meals. So each meal is printed. - correct_answer: D - question_score: '10' - 3: - question_text: Which output is correct? - code: |- - animals = dogs, cats, hamsters, chickens - {for} animal {in} animals - {print} animal ' are lovely pets' - mp_choice_options: - - option: dogs are lovely pets - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - - option: dogs, cats, hamsters, chickens are lovely pets - feedback: Each animal gets their own line in the output. - - option: |- - dogs are lovely pets - cats are lovely pets - hamsters are lovely pets - chickens are lovely pets - feedback: Great! - - option: You don't know yet. Because it chooses one of the animals {at} {random}. - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - hint: Line 2 says {for} each animal in the list of animals. So each animal is printed - correct_answer: C - question_score: '10' - 4: - question_text: What's wrong with this code? - code: |- - groceries = apples, bread, milk - {for} item {in} groceries - {print} 'We need ' groceries - mp_choice_options: - - option: Line 2 needs to start with 4 spaces as indentation - feedback: No it doesn't. Only line 3 needs indentation, which it has. - - option: Line 3 does not need to start with 4 spaces as indentation - feedback: Line 2 is a `{for}`command so line 3 does need to start with an indent. - - option: Line 3 should say item instead of groceries - feedback: Good job! - - option: Line 2 should say groceries instead of item - feedback: No it does not. - hint: Line 2 says `{for}` each item in the list of groceries - correct_answer: C - question_score: '10' - 5: - question_text: What word should be on the `_` with these digital dice? - code: |- - {print} 'Welcome to the digital dice!' - players = Ann, John, Jesse - choices = 1, 2, 3, 4, 5, 6 - {for} player {in} players - {print} player ' throws ' _ {at} {random} - mp_choice_options: - - option: players - feedback: It would say 'Ann throws Jesse', instead of 'Ann throws 6'. - - option: choices - feedback: That's right! - - option: choice - feedback: You are very close. But you need Hedy to pick from the list called 'choices' not 'choice'... - - option: dice - feedback: Look at the names of the variables. - hint: Hedy needs to pick a number `{at} {random}` - correct_answer: B - question_score: '10' - 6: - question_text: Which of the answers below is a possible outcome when you run the code? - code: |- - choices = rock, paper, scissors - players = Kelly, Meredith - {for} player {in} players - {print} player ' chooses ' choices {at} {random} - mp_choice_options: - - option: |- - ``` - Kelly chooses rock - ``` - feedback: Meredith wants to play too! - - option: |- - ``` - Meredith chooses scissors - Kelly chooses rock - ``` - feedback: So close! But Kelly is first in the list, so she goes first - - option: |- - ``` - Meredith chooses paper - ``` - feedback: Kelly wants to play too! - - option: |- - ``` - Kelly chooses paper - Meredith chooses scissors - ``` - feedback: Amazing! - hint: Each player will pick an option. The player that's first on the list will go first. - correct_answer: D - question_score: '10' - 7: - question_text: What line should be on the `_` in this code that decides what these people will have for dinner? - code: |- - names = Ron, Leslie, April, Andy - food = pasta, fries, salad - _ - {print} name ' has to eat ' food {at} {random} ' for dinner' - mp_choice_options: - - option: |- - ``` - {for} name {in} names - ``` - feedback: You are on fire! - - option: |- - ``` - {for} names {in} name - ``` - feedback: No it should be for each name in the list nameS, so the other way around - - option: |- - ``` - {for} food {in} food - ``` - feedback: Each name should be told what they will have for dinner. - - option: |- - ``` - {for} name {in} food - ``` - feedback: Each name should be told what they will have for dinner. - hint: Each name should be told what they will have for dinner. - correct_answer: A - question_score: '10' - 8: - question_text: What should be on the `_` in this code that decides which color shirt you get? - code: |- - names = Donna, Tommy, Ben - colors = blue, red, purple - {for} name {in} names - {print} _ - mp_choice_options: - - option: |- - ``` - 'name gets a color shirt' - ``` - feedback: That's not it! - - option: |- - ``` - name 'gets a ' colors {at} {random} ' shirt' - ``` - feedback: Great job! This was a hard one! - - option: |- - ``` - names 'gets a ' color {at} {random} ' shirt' - ``` - feedback: You want each name printed. So the first word should not be names but... - - option: |- - ``` - people ' gets a colors shirt' - ``` - feedback: There is no variable named people.. - hint: Mind the quotation marks and the names of the variables - correct_answer: B - question_score: '10' - 9: - question_text: What is the first question Hedy will ask you when you run the program? - code: |- - courses = appetizer, main course, dessert - names = Timon, Onno - {for} name {in} names - {for} course {in} courses - food = {ask} name ', what would you like to eat as your ' course '?' - {print} name ' orders ' food ' as their ' course - mp_choice_options: - - option: Timon, what would you like to eat as your appetizer? - feedback: Perfect! - - option: Onno, what would you like to eat as your appetizer? - feedback: Timon is first on the list! - - option: Timon, what would you like to eat as your dessert? - feedback: Appetizers are first in the list - - option: You don't know that. Hedy will choose `{at} {random}`. - feedback: There is no `{at} {random}` in this code... - hint: The first options from both lists are chosen. - correct_answer: A - question_score: '10' - 10: - question_text: What is true about this code? - code: |- - prizes = 1 million dollars, car, sandwich - names = Bob, Patrick, Sandy, Larry - {for} prize {in} prizes - {print} 'The ' prize ' is won by ' names {at} {random} - mp_choice_options: - - option: Everybody will always win a prize. - feedback: That is not true, you could end up without a prize. - - option: All the prizes always go to one single person. - feedback: That is not true. All the prizes are given away, but to random people - - option: Larry will never win a prize - feedback: That is not true. Larry has the same odds as the others - - option: Someone might win two prizes - feedback: You get it! - hint: Try to imagine the output of this code. - correct_answer: D - question_score: '10' - 11: - 1: - question_text: What word should be at the place of the blank? - code: |- - {for} i {in} _ 1 {to} 10 - {print} i - mp_choice_options: - - option: |- - ``` - counter - ``` - feedback: 'No' - - option: '`{range}`' - feedback: Correct - - option: '`{if}`' - feedback: 'No' - - option: '`{for}`' - feedback: 'No' - hint: What did you learn in this level? - correct_answer: B - question_score: '10' - 2: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 1 {to} 3 - {print} i - mp_choice_options: - - option: |- - ``` - 1 - 2 - 3 - ``` - feedback: Correct! - - option: |- - ``` - 1 2 3 - ``` - feedback: That's not it - - option: |- - ``` - 1, 2, 3 - ``` - feedback: That's not it - - option: |- - ``` - 123 - ``` - feedback: That's not it - hint: How do the numbers appear in the screen? - correct_answer: A - question_score: '10' - 3: - question_text: Which code was used to get this output? - output: |- - 1 - 2 - 3 - 4 - 5 - Once I caught a fish alive! - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Perfect - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: This code won't work. You need an indent after {for}. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Now Hedy will count '1 Once I caught a fish alive!, 2 Once I caught a fish alive! etc. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} 'i' - {print} 'Once I caught a fish alive!' - ``` - feedback: i is a variable and shouldn't have quotation marks - hint: First all the numbers, then the sentence - correct_answer: A - question_score: '10' - 4: - question_text: Which code was used to get this output? - output: |- - 10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0 - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 0 {to} 10 - {print} i - ``` - feedback: Now Hedy prints the numbers from 0 to 10 instead of 10 to 0. - - option: |- - ``` - {for} i {in} {range} 0 {to} 10 - {print} -1 * i - ``` - feedback: Hedy would print negative numbers in this case. - - option: |- - ``` - {for} i {in} {range} 10 {to} 0 - {print} i - ``` - feedback: Unfortunately this does not exist. - - option: |- - ``` - {for} i {in} {range} 0 {to} 10 - {print} 10 - i - ``` - feedback: That's right! - hint: It has to be a calculation… - correct_answer: D - question_score: '10' - 5: - question_text: What's wrong with this code? - code: |- - {for} i {in} {range} 1 {to} 10 - {print} i - mp_choice_options: - - option: The i in the last line need quotation marks - feedback: No it doesn't. - - option: You can't use `{range}` 1 `{to}` 5 only `{range}` 1 `{to}` 10 - feedback: You could use 1 to 5 just as well! - - option: Line 1 needs to start with an indention. - feedback: Not line 1... - - option: Line 2 needs to start with an indention - feedback: Perfect! - hint: There is something wrong with the indention - correct_answer: D - question_score: '10' - 6: - question_text: How many times does the word Hello appear on your screen when you run the code? - code: |- - {for} i {in} {range} 0 {to} 2 - {print} 'Hello' - mp_choice_options: - - option: 1 time - feedback: 'No' - - option: 2 times - feedback: 'No' - - option: 3 times - feedback: That's right! - - option: Never - feedback: 'No' - hint: 0 also counts. So 0,1,2 that's 3 times. - correct_answer: C - question_score: '10' - 7: - question_text: What should be on the place of the blank? - code: |- - {print} 'Welcome to Hedys diner' - people = {ask} 'How many people will be eating here tonight?' - _ - food = {ask} 'What would you like to order?' - {print} food - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 0 {to} 3 - ``` - feedback: There's not always 3 people - - option: |- - ``` - {for} i {in} {range} 1 {to} guests - ``` - feedback: The variable is not named guests - - option: |- - ``` - {for} i {in} {range} 1 {to} people - ``` - feedback: Great! - - option: |- - ``` - {for} i {in} {range} 0 {to} people - ``` - feedback: That's one order too many! - hint: Use the variable 'people' - correct_answer: C - question_score: '10' - 8: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 23 {to} 25 - {print} 'hi' - mp_choice_options: - - option: |- - ``` - 23 - 24 - 25 - ``` - feedback: The numbers don't appear. It doesn't say `{print}` i. - - option: |- - ``` - 23 hi 24 hi 25 hi - ``` - feedback: The numbers don't appear. It doesn't say `{print}` i - - option: |- - ``` - hi - hi - hi - ``` - feedback: Correct - - option: The word 'hi' will appear 25 times in a row. - feedback: No it will only appear 3 times. - hint: It doesn't say `{print}` i - correct_answer: C - question_score: '10' - 9: - question_text: How many times does Hedy chant Hip Hip Hooray? - code: |- - age = {ask} 'How old are you?' - {for} i {in} {range} 1 {to} age - {print} 'Hip Hip Hoorray!' - mp_choice_options: - - option: 1 time - feedback: Try again - - option: 2 times - feedback: Try again - - option: Never - feedback: Try again - - option: That depends on how old you are - feedback: That's right! - hint: '`{for}` i `{in}` `{range}` 1 `{to}` age' - correct_answer: D - question_score: '10' - 10: - question_text: Which code belongs to this output? - output: |- - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 1 {to} 3 - {print} Baby shark tututudutudu - {print} Baby shark - ``` - feedback: Mind the indentation - - option: |- - ``` - {for} i {in} {range} 1 {to} 3 - {print} Baby shark tututudutudu - {print} Baby shark - ``` - feedback: That's right! - - option: |- - ``` - {for} i {in} {range} 0 {to} 3 - {print} Baby shark tututudutudu - {print} Baby shark - ``` - feedback: '`{range}` 0 `{to}` 3 is 4 times.' - - option: |- - ``` - {for} i {in} {range} 0 {to} 3 - {print} Baby shark tututudutudu - {print} Baby shark - ``` - feedback: '`{range}` 0 `{to}` 3 is 4 times.' - hint: Mind the indentation - correct_answer: B - question_score: '10' - 12: - 1: - question_text: Which output is correct? - code: |- - {print} 'three and a half plus one and a half is...' - {print} 3.5 + 1.5 - mp_choice_options: - - option: '5' - feedback: Don't forget the first line of code! - - option: 3.5 + 1.5 - feedback: This is not the one! - - option: |- - three and a half plus one and a half is... - five - feedback: Take a close look at the second line... - - option: |- - three and a half plus one and a half is... - 5 - feedback: Great job! - hint: Both lines are printed! - correct_answer: D - question_score: '10' - 2: - question_text: Which of these codes is correct? - mp_choice_options: - - option: |- - ``` - flavors {is} vanilla, strawberry, chocolate - {print} 'I would like a ' flavors {at} {random} ' cake.' - ``` - feedback: All the different values of flavors should be in quotation marks. - - option: |- - ``` - 'flavors = vanilla, strawberry, chocolate' - {print} 'I would like a ' flavors {at} {random} ' cake.' - ``` - feedback: All the different values of flavors should be in quotation marks. - - option: |- - ``` - flavors = 'vanilla', 'strawberry', 'chocolate' - {print} 'I would like a ' flavors {at} {random} ' cake.' - ``` - feedback: Alright! - - option: |- - ``` - flavors = 'vanilla, strawberry, chocolate' - {print} 'I would like a ' flavors {at} {random} ' cake.' - ``` - feedback: All the different values of flavors should be in quotation marks. - hint: The second line is the same in each code, pay attention to the first line - correct_answer: C - question_score: '10' - 3: - question_text: What's wrong with this code? - code: |- - favorite_animal = {ask} 'What is your favorite animal?' - {print} 'I like ' favoriteanimal ' too!' - mp_choice_options: - - option: The name of the variable is different in line 1 than in line 2. - feedback: Correct! - - option: The quotation marks aren't used correctly in line 2 - feedback: That's not true - - option: You can't use the = sign when using an {ask} command - feedback: That's not true - - option: Nothing is wrong. - feedback: That's not true - hint: The quotation marks are used correctly - correct_answer: A - question_score: '10' - 4: - question_text: In which lines are quotation marks needed to get the code to work? - code: |- - {print} Welcome to the online shoe shop - category = {ask} What kind of shoes are you looking for? - {if} category = high heels - {print} High heels are 50% off now! - mp_choice_options: - - option: Line 1 and 2 - feedback: 'No' - - option: Line 1, 2 and 3 - feedback: 'No' - - option: Line 1, 2 and 4 - feedback: 'No' - - option: All of the lines - feedback: Perfect! - hint: Does line 3 need quotation marks too? - correct_answer: D - question_score: '10' - 5: - question_text: What output does Agent007 get when they put in the correct password? - code: |- - name {is} {ask} 'What is your name?' - {if} name {is} 'Agent007' - a {is} 'Go to the airport ' - else - a {is} 'Go to the train station ' - password {is} {ask} 'What is the password?' - {if} password {is} 'TOPSECRET' - b {is} 'tomorrow at 02.00' - {else} - b {is} 'today at 10.00' - {print} a + b - mp_choice_options: - - option: Go to the train station today at 10.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 02.00 - feedback: You've cracked the code! - - option: Go to the train station tomorrow at 02.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 10.00 - feedback: The agent won't be catching any bad guys here - hint: The correct password is TOPSECRET - correct_answer: B - question_score: '10' - 6: - question_text: Which line should be filled in at the ??? - code: |- - {print} 'Welcome to McHedy!' - order = {ask} 'Would you like a hamburger or fries?' - {if} order = 'hamburger' - price = 12 - {if} order = 'fries' - price = 4 - drinks = {ask} 'Would you like a drink with that for 2 dollars?' - {if} drinks = 'yes' - ??? - {print} 'That will be ' price ' dollar please' - mp_choice_options: - - option: |- - ``` - price = 14 - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = '14' - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = price + 2 - ``` - feedback: Excellent! - - option: |- - ``` - price = + 2 - ``` - feedback: Almost there! - hint: What if you only order fries and a drink? - correct_answer: C - question_score: '10' - 7: - question_text: Which output does a vegan get? - code: |- - menu = 'cookies', 'cheese', 'grapes' - {print} "It's my birthday! I`ve brought some snacks!" - diet = {ask} 'Do you have any dietary restrictions?' - {if} diet = 'gluten free' - {remove} 'cookies' {from} menu - {if} diet = 'vegan' - {remove} 'cheese' {from} menu - {print} 'For you I have brought: ' - {for} snack {in} menu - {print} snack - mp_choice_options: - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cookies - grapes - feedback: Terrific! - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - feedback: There's more options than just one - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cheese - grapes - feedback: A vegan person can't have cheese - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - cookies - feedback: Almost there, but look at the order of snacks in the list - hint: What item is removed from the list when you answer 'vegan'? - correct_answer: A - question_score: '10' - 8: - question_text: Which code was used to create this output? - code: '3.5' - mp_choice_options: - - option: |- - ``` - {print} '7 / 2' - ``` - feedback: 'No' - - option: |- - ``` - {print} 7 / 2 - ``` - feedback: That is right! - - option: |- - ``` - {print} 7 : 2 - ``` - feedback: 'No' - - option: |- - ``` - {print} 7 * 2 - ``` - feedback: 'No' - hint: 7 devided by 2 is 3.5 - correct_answer: B - question_score: '10' - 9: - question_text: Which code should be filled in in line 1 at the ??? - code: |- - ??? - {print} 'You won ' prizes {at} {random} '!' - mp_choice_options: - - option: |- - ``` - prizes = 'one' 'million' 'dollars', 'nothing' - ``` - feedback: You won nothing - - option: |- - ``` - prizes = 'one million dollars, nothing' - ``` - feedback: You won nothing - - option: |- - ``` - prizes = 'one million dollars', 'nothing' - ``` - feedback: Winner! - - option: |- - ``` - 'prizes' = 'one million dollars', 'nothing' - ``` - feedback: You won nothing - hint: The items on the list should be in quotation marks - correct_answer: C - question_score: '10' - 10: - question_text: Which line of code should be filled in at the ??? to complete the song ? - code: |- - actions = 'clap your hands', 'stomp your feet', 'shout Hurray!' - ??? - {for} i {in} {range} 0 {to} 1 - {print} 'if youre happy and you know it' - {print} action - {print} 'if youre happy and you know it and you really want to show it' - {print} 'if youre happy and you know it' - {print} action - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 1 {to} 3 - ``` - feedback: This is a hard one! All the actions on the list must be in the song. - - option: |- - ``` - {for} action {in} actions - ``` - feedback: You are amazing! - - option: |- - ``` - {repeat} 3 {times} - ``` - feedback: This is a hard one! All the actions on the list must be in the song. - - option: |- - ``` - {print} actions {at} {random} - ``` - feedback: This is a hard one! All the actions on the list must be in the song. - hint: This is a hard one! All the actions on the list must be in the song. - correct_answer: B - question_score: '10' - 13: - 1: - question_text: Which code should be filled in at the ??? ? - code: |- - name = {ask} 'What is your name?' - song = {ask} 'Whould you like to hear a song?' - birthday = {ask} 'Is today your birthday?' - ??? - {print} 'Happy Birthday to you!' - {print} 'Happy Birthday to you!' - {print} 'Happy Birthday dear ' name - {print} 'Happy Birthday to you!' - mp_choice_options: - - option: |- - ``` - {if} birthday {and} song = 'yes' - ``` - feedback: Almost there - - option: |- - ``` - {if} birthday = 'yes' {and} name = 'Hedy' - ``` - feedback: Hedy only sings for you if you like to hear a song - - option: |- - ``` - {if} song = 'yes' {and} birthday = 'yes' - ``` - feedback: Super! - - option: |- - ``` - {if} song = 'yes' {or} birthday = 'yes' - ``` - feedback: Hedy only sings if both answers are yes - hint: Hedy sings if you want to hear a song and it's you birthday - correct_answer: C - question_score: '10' - 2: - question_text: Which command is missing in the code at the place of the ??? ? - code: |- - menu = 'cheese', 'sausage rolls', 'cookies' - diet = {ask} 'Do you have any dietary restrictions?' - {if} diet = 'vegan' ??? diet = 'halal' - {remove} 'sausage rolls' {from} menu - mp_choice_options: - - option: '`{and}`' - feedback: You don't have to be vegan and muslim - - option: '`{or}`' - feedback: Great thinking! - - option: '`+`' - feedback: 'No' - - option: '`{print}`' - feedback: 'No' - hint: Neither vegans nor muslims can eat sausage rolls. - correct_answer: B - question_score: '10' - 3: - question_text: Which output is given to a member without a discount code? - code: |- - member = {ask} 'Do you have a membership card?' - discount = {ask} 'Do you have a discount code?' - {if} member = 'yes' {or} discount = 'yes' - {print} 'You get a free apple pie!' - {else} - {print} 'That will be 5 dollars please' - mp_choice_options: - - option: You get a free apple pie! - feedback: Great job! - - option: That will be 5 dollars please - feedback: That is not true - - option: This code won't work, so there is no output - feedback: There is nothing wrong with the code - - option: There is no way of knowing - feedback: There is! Read the question carefully - hint: Mind the command `{or}` in line 3 - correct_answer: A - question_score: '10' - 4: - question_text: Which line of code should follow this line in rock-paper-scissors game? - code: '{if} computer_choice {is} ''rock'' {and} your_choice {is} ''paper''' - mp_choice_options: - - option: |- - ``` - {print} 'you win' - ``` - feedback: You win! - - option: |- - ``` - {print} 'you lose' - ``` - feedback: You lose! - - option: |- - ``` - {print} 'tie' - ``` - feedback: It's only a tie if both choices are the same - - option: |- - ``` - {print} 'try again' - ``` - feedback: Try again! - hint: Paper beats rock - correct_answer: A - question_score: '10' - 5: - question_text: Which statement is true about this code? - code: |- - {if} name = 'Cinderella' {and} shoe_size = 38 - {print} 'You are my one true love!' - mp_choice_options: - - option: Every person with shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person named Cinderella is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person that is named Cinderella and has shoe size 38 is this prince's one true love - feedback: Fantastic! - - option: Every person that's not named Cinderella and does not have shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - hint: Both statements have to be true - correct_answer: C - question_score: '10' - 6: - question_text: Which statement about this code is true? - code: |- - {print} 'Let me guess which family member you are!' - glasses = {ask} 'Do you wear glasses?' - female = {ask} 'Are you female?' - {if} glasses = 'yes' {and} female = 'yes' - {print} 'You must be Sophie!' - {if} glasses = 'no' {and} female = 'yes' - {print} 'You must be Marleen!' - {if} glasses = 'yes' {and} female = 'no' - {print} 'You must be Wouter!' - {if} glasses = 'no' {and} female = 'no' - {print} 'You must be Michael!' - mp_choice_options: - - option: Michael is a boy with glasses - feedback: Try again - - option: Marleen is a girl with glasses - feedback: Try again - - option: Wouter is a boy without glasses - feedback: Try again - - option: Sophie is a girl with glasses - feedback: Great job! - hint: Take a good look! Or do you need glasses? - correct_answer: D - question_score: '10' - 7: - question_text: Which statement is false? - code: |- - {print} 'Thank you for helping me take care of my pets' - {print} 'Here is a program to help feed them' - animal = {ask} 'What kind of animal are they?' - color = {ask} 'What colour are they?' - {if} animal = 'cat' {and} color = 'grey' - {print} 'That is Abby. She eats 3 scoops of cat nibbles' - {if} animal = 'cat' {and} color = 'orange' - {print} 'That is Milo. He eats 4 scoops of cat nibbles' - {if} animal = 'bird' {or} color = 'black' - {print} 'I fed them this moring! They do not need more food today' - {if} animal = 'hamster' {and} color = 'brown' - {print} 'You can feed them a piece of carrot' - mp_choice_options: - - option: The grey cat is called Abby - feedback: This is true! - - option: Milo the orange cat eats 4 scoops of cat nibbles - feedback: This is true - - option: The black hamster needs to be fed a piece of carrot - feedback: Great job! - - option: The yellow bird was fed this morning - feedback: This is true - hint: Read the last 4 lines carefully - correct_answer: C - question_score: '10' - 8: - question_text: What output do you get if you order popcorn but no drink? - code: |- - {print} 'Welcome to the movie theater' - popcorn = {ask} 'Would you like some popcorn?' - drink = {ask} 'Would you like a drink?' - {if} popcorn = 'yes' {and} drink = 'yes' - {print} 'That will be 8 dollars please' - {if} popcorn = 'no' {and} drink = 'yes' - {print} 'That will be 3 dollars please' - {if} popcorn = 'yes' {and} drink = 'no' - {print} 'That will be 5 dollars please' - {if} popcorn = 'no' {and} drink = 'no' - {print} 'Ok' - {print} 'Enjoy the movie' - mp_choice_options: - - option: |- - Welcome to the movie theater - That will be 8 dollars please - Enjoy the movie - feedback: You have paid too much! - - option: |- - Welcome to the movie theater - That will be 5 dollars please - Enjoy the movie - feedback: Amazing! - - option: |- - Welcome to the movie theater - That will be 3 dollars please - Enjoy the movie - feedback: That's not enough money! - - option: |- - Welcome to the movie theater - Ok - Enjoy the movie - feedback: You have to pay for your popcorn! - hint: popcorn = yes and drink = no - correct_answer: B - question_score: '10' - 9: - question_text: What is wrong with this code? - code: |- - 1 chocolate = {ask} 'Would you like chocolate sauce on your ice cream?' - 2 sprinkles = {ask} 'Would you like sprinkles on your ice cream?' - 3 {if} chocolate {and} sprinkles = 'yes' - 4 {print} 'Ice cream with chocolate sauce and sprinkles, coming up!' - 5 {if} chocolate = 'yes' {and} sprinkles = 'no' - 6 {print} 'Ice cream with chocolate sauce, coming up!' - 7 {if} chocolate = 'no' {and} sprinkles = 'yes' - 8 {print} 'Ice cream with sprinkles, coming up' - 9 {if} chocolate = 'no' {and} sprinkles = 'no' - 10 {print} 'Just plain icecream, coming up!' - mp_choice_options: - - option: |- - Line 3 should be: - ``` - {if} chocolate = 'yes' {and} sprinkles = 'yes' - ``` - feedback: Correct! - - option: "Line 3 should be: \n```\n{if} chocolate = 'no' {and} sprinkles = 'no'\n```" - feedback: This is not what I ordered! - - option: "Line 5 should be: \n```\n{if} chocolate = 'yes' {and} sprinkles = 'yes'\n```" - feedback: This is not what I ordered! - - option: |- - Line 7 should be: - ``` - {if} chocolate = 'yes' {and} sprinkles = 'no' - ``` - feedback: This is not what I ordered! - hint: There is a mistake in line 3 - correct_answer: A - question_score: '10' - 10: - question_text: Which command needs to be in line 8 at the place of the ??? ? - code: |- - {print} 'Welcome to the product finder of this supermarkt' - item = {ask} 'What product are you looking for?' - bakery = 'bread', 'buns', 'muffins' - drinks = 'soda', 'water', 'lemonade' - snacks = 'chips', 'nuts', 'dips' - frozen = 'fries', 'icecream', 'pizza' - fruit = 'bananas', 'apples', 'oranges' - {if} item {in} snacks ??? item {in} drinks - {print} 'This item is in aisle 3' - {if} item {in} bakery {or} item {in} bakery - {print} 'This item in in the back of the store' - {if} item {in} fruit - {print} 'The fruit is sold near the register' - mp_choice_options: - - option: '`{and}`' - feedback: There are no items that are both the list of snacks and the list of drinks - - option: '`{or}`' - feedback: Great job! - - option: '`{in}`' - feedback: 'No' - - option: '`{if}`' - feedback: 'No' - hint: The item is either in the list of snacks, or in the list of drinks - correct_answer: B - question_score: '10' - 14: - 1: - question_text: Which symbol should be used on the blank? - code: |- - name _ {ask} 'Who are you?' - {if} name == 'Hedy' - {print} 'Me too!' - mp_choice_options: - - option: '`=>`' - feedback: This is not a symbol. - - option: '`==`' - feedback: We are not comparing anything, just asking. - - option: '`!=`' - feedback: We are not comparing anything, just asking - - option: '`=`' - feedback: Right! - hint: We are not comparing anything, we are just asking a name. - correct_answer: D - question_score: '10' - 2: - question_text: Which of these codes has used the correct = or == symbol? - mp_choice_options: - - option: '{if} name = Hedy' - feedback: 'No' - - option: '{if} age = 24' - feedback: 'No' - - option: answer = {ask} 'What is your answer' - feedback: Yes! - - option: answer == {ask} 'How are you doing?' - feedback: 'No' - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' - 3: - question_text: Which symbols should be filled in on the two blanks? - code: |- - guests = {ask} 'How many people are at the party?' - {if} guests _ 130 - {print} 'You can come in!' - {if} guests _ 130 - {print} 'Im sorry, the club is full. ' - {print} 'You have to wait for a guest to leave' - mp_choice_options: - - option: '`>` and `<`' - feedback: That's not it - - option: '`=` and `>=`' - feedback: That's not it - - option: '`<` and `>=`' - feedback: You are right - - option: '`+` and `==`' - hint: There are 130 people allowed in the club - correct_answer: C - question_score: '10' - feedback: That's not it - 4: - question_text: What's wrong with this code? - code: |- - price = 10 - money = {ask} How much money do you have? - buy = {ask} 'Would you like to buy this teddy bear?' - {if} money >= price {and} buy == 'yes' - {print} 'You can buy the bear!' - {else} - {print} 'You cannot buy this bear!' - mp_choice_options: - - option: In line 1 == should be used instead of = - feedback: No that's not it - - option: Line 2 misses quotation marks - feedback: You are correct - - option: In line 4 = should have been used instead of == - feedback: No that's not it - - option: In line 4 <= should have been used instead of >= - feedback: No that's not it - hint: The symbols are right - correct_answer: B - question_score: '10' - 5: - question_text: Which symbol should be filled in on the blanks if the movie is suitable for kids for the age of 12 and up? - code: |- - age = {ask} 'How old are you?' - ticket = {ask} 'Do you have a ticket?' - {if} age _ {and} ticket == 'yes' - {print} 'You can enter the movie theater.' - {else} - {print} 'You are not allowed to come in!' - mp_choice_options: - - option: '`> 12`' - feedback: 12 year olds are allowed too - - option: '`>= 12`' - feedback: Great! - - option: '`< 12`' - feedback: These kids are too young! - - option: '`<= 12`' - feedback: These kids are too young - hint: '> means greater than' - correct_answer: B - question_score: '10' - 6: - question_text: How many times do you have to say you are annoyed before this annoying game stops? - code: |- - lives = 2 - {repeat} 10 {times} - {if} lives != 0 - answer = {ask} 'Are you annoyed yet?' - {if} answer == 'yes' - lives = lives - 1 - mp_choice_options: - - option: 10 times - feedback: It stops after 2 times - - option: 0 times - feedback: It stops after 2 times - - option: 1 time - feedback: It stops after 2 times - - option: 2 times - feedback: That is correct - hint: '!= means ''is not''' - correct_answer: D - question_score: '10' - 7: - question_text: What should be filled in on the three blanks? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' - mp_choice_options: - - option: '`''Lower''` and `''Higher''` and `''You win!''`' - feedback: That's not quite right. - - option: '`''Higher''` and `''Lower''` and `''You win!''`' - feedback: You win! - - option: '`''You win!''` and `''Lower!''` and `''Higher''`' - feedback: That's not quite right. - - option: '`''Lower!''` and `''You win!''` and `''Higher!''`' - feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: B - question_score: '10' - 8: - question_text: Which statement is true about this roller coaster? - code: |- - length = {ask} 'Please fill in your length in cm' - {if} length < 120 - {print} 'Sorry, you cannot go on this roller coaster.' - {else} - {print} 'Enjoy the ride' - mp_choice_options: - - option: You must be taller than 120 cm to go on the roller coaster - feedback: True! - - option: You must be taller than 119 cm to go on the roller coaster - feedback: If you are 120 cm you won't get in - - option: You must be shorter than 120 cm to go on the roller coaster - feedback: '> means greater than' - - option: There are no length restrictions to go on the roller coaster - feedback: There are. - hint: '> means greater than' - correct_answer: A - question_score: '10' - 9: - question_text: How many pieces of chocolate will give you a stomach ache according to this fitbit? - code: |- - chocolate = {ask} 'How many pieces of chocolate have you eaten?' - {if} chocolate <= 2 - {print} 'That is a healthy amount' - {if} chocolate > 2 {and} chocolate =< 8 - {print} 'That is a bit much' - {if} chocolate > 8 - {print} 'You will get a stomach ache!' - mp_choice_options: - - option: 1 or more - feedback: 'No' - - option: 2 or more - feedback: 'No' - - option: 8 or more - feedback: Almost - - option: 9 or more - feedback: Great! - hint: '> 8 means more than 8' - correct_answer: D - question_score: '10' - 10: - question_text: What should be filled in in the blanks? - code: |- - {print} 'Whoever gets the most points wins!' - {if} points_player_1 < points_player_2 - {print} _ + 3: + 1: mp_choice_options: - - option: '''player 1 wins''' - feedback: Look at who has the highest score! - - option: '''player 2 wins''' - feedback: Yes! - - option: '''player 2 loses''' - feedback: Look at who has the highest score! - - option: '''It is a tie''' - feedback: No it's not, one player has a higher score - hint: You win the game by having the most points - correct_answer: B - question_score: '10' - 15: + - option: '`{print}`' + feedback: '`{print}` is used to print text' + - option: '`{ask}`' + feedback: '`{ask}` is used to ask a question' + - option: '`{is}`' + feedback: '`{is}` is used to make a list' + - option: '`{at}` `{random}`' + feedback: Correct! + 11: 1: - question_text: 'Which symbol should be used on the blank? Tip: You must keep guessing until you get it right.' - code: |- - answer = 0 - {while} answer _ 'Amsterdam' - answer = {ask} 'What is the capital city of the Netherlands?' - {print} 'You have given the correct answer' mp_choice_options: - - option: '`=!`' - feedback: That is not right. - - option: '`==`' - feedback: You don't have to keep guessing if you've given the right answer. - - option: '`!=`' + - option: |- + ``` + counter + ``` + feedback: 'No' + - option: '`{range}`' feedback: Correct - - option: '`=`' - feedback: That's not it - hint: Keep guessing until you say Amsterdam - correct_answer: C - question_score: '10' + - option: '`{if}`' + feedback: 'No' + - option: '`{for}`' + feedback: 'No' + 12: 2: - question_text: Which of these codes has used the correct symbol(s)? mp_choice_options: - option: |- ``` - {while} name = Hedy + flavors {is} vanilla, strawberry, chocolate + {print} 'I would like a ' flavors {at} {random} ' cake.' ``` - feedback: 'No' + feedback: All the different values of flavors should be in quotation marks. - option: |- ``` - {while} age = 24 + 'flavors = vanilla, strawberry, chocolate' + {print} 'I would like a ' flavors {at} {random} ' cake.' ``` - feedback: 'No' + feedback: All the different values of flavors should be in quotation marks. - option: |- ``` - {while} time > 0 + flavors = 'vanilla', 'strawberry', 'chocolate' + {print} 'I would like a ' flavors {at} {random} ' cake.' ``` - feedback: Yes! + feedback: Alright! - option: |- ``` - {while} answer == yes' - ``` - feedback: A quotation mark is missing - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' - 3: - question_text: Which command should be filled in on the blank? + flavors = 'vanilla, strawberry, chocolate' + {print} 'I would like a ' flavors {at} {random} ' cake.' + ``` + feedback: All the different values of flavors should be in quotation marks. + 6: + question_text: Which line should be filled in at the ??? code: |- - _ age < 18 - {print} 'you are not allowed in this bar' - mp_choice_options: - - option: '`{in}`' - feedback: That's not it - - option: '`{while}`' - feedback: You are right - - option: '`{for}`' - feedback: That's not it - - option: '`{range}`' - feedback: That's not it - hint: You are not allowed in the bar as long as you are 17 or younger - correct_answer: B - question_score: '10' - 4: - question_text: What's wrong with this code? + {print} 'Welcome to McHedy!' + order = {ask} 'Would you like a hamburger or fries?' + {if} order = 'hamburger' + price = 12 + {if} order = 'fries' + price = 4 + drinks = {ask} 'Would you like a drink with that for 2 dollars?' + {if} drinks = 'yes' + ??? + {print} 'That will be ' price ' dollar please' + 9: + question_text: Which code should be filled in in line 1 at the ??? + code: |- + ??? + {print} 'You won ' prizes {at} {random} '!' + 10: + question_text: Which line of code should be filled in at the ??? to complete the song ? code: |- - options = 1, 2, 3, 4, 5, 6 - {print} 'Throw 6 as fast as you can!' - thrown = 0 - tries = 0 - {while} thrown == 6 - thrown = options {at} {random} - {print} 'You threw ' thrown - tries = tries + 1 - {print} 'Yes! You have thrown 6 in ' tries ' tries.' + actions = 'clap your hands', 'stomp your feet', 'shout Hurray!' + ??? + {for} i {in} {range} 0 {to} 1 + {print} 'if youre happy and you know it' + {print} action + {print} 'if youre happy and you know it and you really want to show it' + {print} 'if youre happy and you know it' + {print} action + 15: + 4: mp_choice_options: - option: In line 1 == should be used instead of = feedback: No that's not it @@ -3444,20 +91,7 @@ levels: feedback: That's not it - option: In line 5 != should have been used instead of == feedback: You are correct - hint: There is something wrong in line 5 - correct_answer: D - question_score: '10' 5: - question_text: What should be placed on the blank to make this program work correctly? - code: |- - wetness = 10 - {while} wetness != 0 - {print} 'Your hair is still wet, hair dryer on!' - {sleep} 1 - {clear} - wetness _ - - {print} 'All dry!' mp_choice_options: - option: = wetness feedback: That will not change anything @@ -3467,17 +101,7 @@ levels: feedback: You are correct! - option: = wetness + 1 feedback: The program should count down - hint: wetness should get less each time - correct_answer: C - question_score: '10' 6: - question_text: What is wrong with this code? - code: |- - lives = 100 - {while} lives != 0 - answer = {ask} 'Are you annoyed yet?' - {if} answer == 'yes' - lives = lives - 1 mp_choice_options: - option: '{while} should be {if}' feedback: No that is not right @@ -3487,25 +111,7 @@ levels: feedback: No that's not right - option: Line 2 should start with less indentation feedback: That is correct - hint: Look closely at the indentation - correct_answer: D - question_score: '10' 7: - question_text: How should this program be changed so that it works? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' mp_choice_options: - option: '... change the first {if} into a {while}' feedback: Perfect! @@ -3515,40 +121,7 @@ levels: feedback: That's not quite right. - option: '... change the fourth {if} into a {while}' feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: A - question_score: '10' - 8: - question_text: Which statement is true about this automated toilet system? - code: |- - {while} toilet == 'occupied' - lights = 'on' - air_freshener_sprays = 'yes' - {sleep} 60 - lights = 'off' - air_freshener_sprays = 'no' - mp_choice_options: - - option: The lights and air freshener will turn off after 1 minute - feedback: False! - - option: The air freshener sprays once every minute and the lights stay on the whole time while you are on the toilet - feedback: Great job - - option: The air freshener sprays once you leave the toilet. - feedback: It only sprays when you're in there. - - option: The lights will always stay on. - feedback: That wouldn't be right. - hint: The block after the {while} command keeps happening while the toilet is occupied. - correct_answer: B - question_score: '10' 9: - question_text: What will the diet app say if you have eaten 1600 calories today? - code: |- - calories = {ask} 'How many calories have you eaten today?' - {while} calories <= 1000 - {print} 'You could eat some more' - {while} calories > 1000 {and} calories =< 2000 - {print} 'That is alright' - {while} calories > 2000 - {print} 'You have had enough for today' mp_choice_options: - option: Nothing. 1600 is not programmed into the app. feedback: 'No' @@ -3558,16 +131,7 @@ levels: feedback: Yes! - option: You have eaten enough for today feedback: 'No' - hint: 1600 is between 1000 and 2000 - correct_answer: C - question_score: '10' 10: - question_text: 'What should be filled in in the blanks? Tip: the player with the most points is in the lead.' - code: |- - name_player_1 = {ask} 'Name player 1:' - name_player_2 = {ask} 'Name player 2:' - {while} points_player_1 > points_player_2 - {print} _ ' is in the lead right now!' mp_choice_options: - option: name_player_1 feedback: You are right! @@ -3577,105 +141,20 @@ levels: feedback: You should fill in a name, not a number - option: points_player_2 feedback: You should fill in a name, not a number - hint: You win the game by having the most points. Your name should appear on the screen - correct_answer: A - question_score: '10' 16: - 1: - question_text: Which command should be filled in on the blanks to print a random snack? - code: |- - snacks = nachos, chips, cucumber, sweets - {print} _ - mp_choice_options: - - option: '`snacks {at} {random}`' - feedback: This is the old way. - - option: '`[{random} snack]`' - feedback: The order is wrong. - - option: '`snacks[{random}]`' - feedback: Correct - - option: '`snacks[{at} {random}]`' - feedback: We do not need `at`anymore - hint: We no longer use {at} - correct_answer: C - question_score: '10' 2: - question_text: What should be filled in on the blanks if you want a list of what chores are done by whom? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chores = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} _ - mp_choice_options: - - option: |- - ``` - friends[i] has to do chores [i] - ``` - feedback: Mind the spacing. - - option: |- - ``` - friends[1] has to do chores[1] - ``` - feedback: It will print 3 times that Wesley has to do the cooking - - option: |- - ``` - chores[i] ' has to do ' friends[random] - ``` - feedback: The person has to do the chore, not the other way around - - option: |- - ``` - friends[i] ' has to do ' chores[i] - ``` - feedback: Fantastic! - hint: '`i` tells us what item in the list it is. So friend 1 does chore 1 etc.' - correct_answer: D - question_score: '10' 3: - question_text: What is a possible output for this program? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chore = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} friends[i] has to do chores[i] - mp_choice_options: - - option: |- - ``` - Wesley has to do the cooking - Eric has to do the cleaning - Kaylee has to do nothing - ``` - feedback: Super! - - option: |- - ``` - Kaylee has to do the cooking - Wesley has to do the cleaning - Eric has to do nothing - ``` - feedback: No, it is not random. - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cleaning - Wesley has to do the nothing - ``` - feedback: Poor Wesley! - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cooking - Wesley has to do the cooking - ``` - feedback: That's not it - hint: It's not random... - correct_answer: A - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - friends = ['Jaylee', 'Erin', 'Fay'] - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 0 {to} 3 - print 'the lucky number of ' friends[i] - print 'is ' lucky_numbers[i] mp_choice_options: - option: The variable in line 4 should be 'friend[i]', not 'friends[i]' feedback: That is not right. @@ -3685,16 +164,7 @@ levels: feedback: It's not a variable, it's just text. - option: '{in} in line 3 should be removed' feedback: That's not it - hint: There's nothing wrong with line 4 - correct_answer: B - question_score: '10' 5: - question_text: Which line should be filled in in the blank? - code: |- - animals = ['dog', 'cow', 'horse'] - _ - {for} i {in} {range} 1 {to} 3 - {print} 'the ' animals[i] ' says ' sounds[i] mp_choice_options: - option: noises = ['moo', 'woof', 'neigh'] feedback: Mind the variable name and the order of the sounds. @@ -3704,487 +174,3 @@ levels: feedback: Don't forget the quotation marks! - option: sounds = ['woof', 'moo', 'neigh'] feedback: Great job! - hint: Look at line 1 to see proper use of brackets and quotation marks. - correct_answer: D - question_score: '10' - 6: - question_text: Which statement is true? - code: |- - people = ['Chris', 'Jaylino', 'Ryan'] - games = ['fortnite', 'minecraft', 'fifa'] - {for} o {in} {range} 1 {to} 3 - {print} people[o] ' likes ' games[o] - mp_choice_options: - - option: You are not allowed to use the variable o. It should be named i. - feedback: i is the most commonly used variable name in this case, but it's not mandatory to use i. - - option: The output will say that Jaylino likes fortnite. - feedback: No, he likes minecraft. - - option: The output will say that Ryan likes fifa - feedback: Correct - - option: This code will not work. It will give and error. - feedback: No, the code is correct. - hint: There is nothing wrong with this code. - correct_answer: C - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - people = ['Savi', 'Senna', 'Fayenne'] - transportation = ['bike', 'train', 'car'] - {for} i {in} {range} 1 {to} 3 - {print} people[i] goes to school by transportation[i] - mp_choice_options: - - option: Line 1 needs less quotation marks - feedback: That is not right. - - option: Line 3 should start with indentation - feedback: It should not! - - option: Line 4 should start without indentation - feedback: It should not - - option: Line 4 needs more quotation marks. - feedback: Amazing! - hint: There is a mistake made in the usage of quotation marks. - correct_answer: D - question_score: '10' - 8: - question_text: Which of these codes belongs to this output? - code: |- - Macy and Kate get to go first - Lionell and Raj get to go second - Kim and Leroy get to go third - mp_choice_options: - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 0 {to} 3 - {print} teams[random] ' get to go ' position[i] - ``` - feedback: This is not right - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: Amazing! - - option: |- - ``` - teams = ['Macy', 'Kate', 'Lionell', 'Raj', 'Kim', 'Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 6 - {print} teams[random] ' get to go ' position[random] - ``` - feedback: This is not it. - - option: |- - ``` - teams = ['Macy and Kate' 'Lionell and Raj' 'Kim and Leroy'] - position = ['first' 'second' 'third'] - {for} teams {in} {range} 0 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: This is not going to work! - hint: If you look carefully at the first line, you'll see that only the first two answers are possibly correct. - correct_answer: B - question_score: '10' - 9: - question_text: What is a possible output for this code? - code: |- - countries = ['Canada', 'Zimbabwe', 'New Zealand'] - {for} i {in} {range} 0 {to} 1 - {print} 'I will travel to ' countries[random] - mp_choice_options: - - option: |- - ``` - I will travel to Canada - I will travel to Canada - ``` - feedback: Great job! - - option: |- - ``` - I will travel to Canada - ``` - feedback: It will be repeated twice - - option: |- - ``` - I will travel to Canada, Zimbabwe and New Zealand - ``` - feedback: This is not it. - - option: |- - ``` - I will travel to Canada - I will travel to Zimbabwe - I will travel to New Zealand - ``` - feedback: It's only repeated twice - hint: Range 0 to 1 is 2 times - correct_answer: A - question_score: '10' - 10: - question_text: Which 3 lines will complete this code correctly? - code: |- - {print} 'The book raffle will start soon' - {print} 'Get your tickets now!' - books = ['Narnia', 'The Hobbit', 'Oliver Twist', 'Harry Potter', 'Green eggs and ham'] - people = {ask} 'How many raffle tickets are sold?' - list_of_numbers = [1, 2] - {for} i {in} {range} 3 {to} people - {add} i {to} list_of_numbers - {for} i {in} {range} 1 {to} 5 - mp_choice_options: - - option: |- - ``` - chosen_number = list_of_numbers at random - print books[i] ' will go to person number ' chosen_number - {add} chosen_number {to} list_of_numbers - ``` - feedback: Almost there... but adding the winner to the list makes this raffle unfair - - option: |- - ``` - print person[i] ' wins ' book[i] - ``` - feedback: There is no list called 'person' - - option: |- - ``` - chosen_number = list_of_numbers[people] - print books[people] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: This is not it. - - option: |- - ``` - chosen_number = list_of_numbers[random] - print books[i] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: Fantastic! - hint: You need to use the {remove} command - correct_answer: D - question_score: '10' - 17: - 1: - question_text: What is the output of this code? - code: |- - minions = ['Bob', 'Kevin', 'Stuart'] - {for} x in minions: - {print} x - mp_choice_options: - - option: |- - ``` - m i n i o n s - ``` - feedback: This is not it. - - option: |- - ``` - Bob - Kevin - Stuart - ``` - feedback: Correct! - - option: |- - ``` - minions - minions - minions - ``` - feedback: Take a look at the content of your list. - - option: |- - ``` - B o b K e v i n S t u a r t - ``` - feedback: Do not loop through the letters. - hint: Loop through your list. - correct_answer: B - question_score: '10' - 2: - question_text: What is wrong with this code? - code: |- - seconds_minute = 60 - minute_hour = 60 - hour_day = 24 - leap_year = 366 - no_leap_year = 365 - years = ask 'what year is it?' - {if} years = 2024: - print seconds_minute * minute_hour * hour_day * leap_year - {else}: - print seconds_minute * minute_hour * hour_day * noleap_year - mp_choice_options: - - option: You cannot have so many variables. - feedback: This is not it. - - option: The way the variables are multiplied is incorrect. - feedback: Not true! - - option: One of the variables `noleap_year` does not belong with the `{if}` statement. - feedback: Keep looking for the mistake. - - option: The `noleap_year` has to be identical in both cases. - feedback: Correct! - hint: Read the code carefully. - correct_answer: D - question_score: '10' - 3: - question_text: How many hedgehogs will this code print? - code: |- - {for} x in range 1 to 3: - {for} y in range 1 to 2: - {print} 🦔 - mp_choice_options: - - option: |- - ``` - 🦔 - 🦔 - 🦔 - ``` - feedback: Try again. - - option: |- - ``` - 🦔 - 🦔 - ``` - feedback: One more try. - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: Well done! - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating. - correct_answer: C - question_score: '10' - 4: - question_text: What is wrong with code? - code: |- - name_color = {ask} 'What is your favorite color?' - {if} name_color == 'red': - {print} 'the color of a tomato' - {elif} name_color == 'green': - {print} 'the color of an apple' - {elif} name_color == 'blue': - {print} 'the color of a blueberry' - {elif} name_color == 'yellow': - {print} 'the color of a banana' - {elif}: - {print} 'this fruit-color does not exist' - mp_choice_options: - - option: The first `{elif}` should be used before the `print` command - feedback: Try again. - - option: '`{elif}` can only be used once' - feedback: From now on we can use elif multiple times. - - option: '`==` used with `{elif}` should be replaced by `=`' - feedback: Not correct. - - option: '`{elif}` in the last line should be replaced by `{else}`' - feedback: Great! - hint: Think about `{if}`, `{elif}`, `{else}`. - correct_answer: D - question_score: '10' - 5: - question_text: What is the output of this code? - code: |- - numbers = [7, 19, 29, 41, 53, 71, 79, 97] - {for} prime in numbers: - {if} prime <= 10: - {print} prime - {elif} prime >= 60: - {print} prime - {elif} prime >= 90: - {print} prime - {else}: - {print} 'another number' - mp_choice_options: - - option: |- - ``` - 7 - another number - another number - another number - another number - 71 - 79 - 97 - ``` - feedback: Well done! - - option: |- - ``` - another number - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: Try again. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - another number - ``` - feedback: One more try. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating and the values of if and elif. - correct_answer: A - question_score: '10' - 6: - question_text: What is wrong with code? - code: |- - name = {ask} 'What is your name?' - {if} name == 'Hedy': - password = {ask} 'What is your password?' - {if} password =='turtle123': - {print} 'Yey' - {else}: - {print} 'Access denied' - {else}: - {print} 'Go fish' - mp_choice_options: - - option: '`{elif}` is missing.' - feedback: Try again. - - option: '`{else}` can only be used once.' - feedback: From now on we can use elif multiple times. - - option: Nothing! - feedback: There is a mistake. Look carefully! - - option: There is an indentation mistake in the last line. - feedback: Amazing! - hint: There is a mistake somewhere... - correct_answer: D - question_score: '10' - 7: - question_text: Which of the following codes will print five times 'the result is 3' on the screen? - mp_choice_options: - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - result = n * 1 - {print} 'The result is ' result - ``` - feedback: Try again! - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} u in numbers: - number = u - {print} 'The result is ' number - ``` - feedback: That is not it. - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} number in numbers: - number = 3 - {print} 'The result is ' number - ``` - feedback: Very good! - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - n = result - {print} 'The result is ' result - ``` - feedback: That is not it. - hint: Think about mathematical symbols. - correct_answer: C - question_score: '10' - 8: - question_text: What is wrong with code? - code: |- - insects = ['🐝', '🦋', '🕷', '🐞'] - your_favorite = {ask} 'what is your favorite insect?' - {for} insect in insects: - {if} your_favorite == '🐝' {or} your_favorite == '🐞': - {print} 'very useful' - {elif} your_favorite == '🕷': - {print} 'it can catch mosquitoes' - {else}: - {print} 'almost all insects can be useful one way or another' - mp_choice_options: - - option: '`{or}` cannot be used with `{if}`.' - feedback: Try again. - - option: In the `{for}` command `insect` should be `insects`. - feedback: Not true. - - option: Nothing! - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 9: - question_text: Which one of the codes below gave this output? - code: |- - -5 is negative - -4 is negative - -3 is negative - -2 is negative - -1 is negative - 0 is positive - 1 is positive - 2 is positive - 3 is positive - mp_choice_options: - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Try again! - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number <= 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - - option: "```\n {for} number in range -5 to 3:\n {if} number >= 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Very good! - - option: "```\n {for} number in range -5 to 3:\n {if} number < 0: \n {print} number ' is positive'\n {elif} number <=0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 10: - question_text: What is wrong with this code? - code: |- - {for} number in range 1 to 5: - volume_room = num * num * num - {print} volume_room ' cubic meters' - {if} volume_room > 100: - {print} 'this is a large room' - {elif} volume_room < 100: - {print} 'small room but cosy' - {else}: - {print} 'i will look for something else' - mp_choice_options: - - option: The word num needs quotation marks. - feedback: Try again. - - option: The `{if}` command is not used correctly. - feedback: Not true. - - option: Line 3 should be `volume_room = number * number * number`. - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' diff --git a/content/quizzes/iba.yaml b/content/quizzes/iba.yaml index 933aa6d7903..7be8c4f2a2a 100644 --- a/content/quizzes/iba.yaml +++ b/content/quizzes/iba.yaml @@ -1,404 +1,6 @@ levels: - 1: - 1: - question_text: What's this programming language called? - mp_choice_options: - - option: Hedy - feedback: Good job! - - option: Heddy - feedback: Not this one! - - option: Haydie - feedback: Not this one! - - option: Heidi - feedback: Not this one! - hint: It's named after Hedy Lamarr. - correct_answer: A - question_score: '10' - 2: - question_text: Which need to be filled in on the blanks to make the text Hello! appear? - code: _ Hello! - mp_choice_options: - - option: '`{echo}`' - feedback: '`{echo}` repeats a given answer.' - - option: '`{print}`' - feedback: Correct! - - option: '`hello`' - feedback: Hello isn't a command. - - option: '`{ask}`' - feedback: With `{ask}`, you can ask a question. - hint: _ Hello world! - correct_answer: B - question_score: '10' - 3: - question_text: How do you ask what someone's favorite color is? - mp_choice_options: - - option: |- - ``` - {print} What is your favorite color? - ``` - feedback: '`{print}` prints text, but it doesn''t ask questions.' - - option: |- - ``` - {ask} {print} What is your favorite color? - ``` - feedback: You only need one command, not two. - - option: |- - ``` - {ask} What is your favorite color? - ``` - feedback: Great! - - option: |- - ``` - {echo} What is your favorite color? - ``` - feedback: '`{echo}` repeats your answer back to you.' - hint: You can ask something with the `{ask}` command - correct_answer: C - question_score: '10' - 4: - question_text: What is wrong with this code? - code: |- - Hi Im Hedy! - {ask} Who are you? - {echo} Hi... - mp_choice_options: - - option: '`{print}` in line 1 is missing.' - feedback: Correct! - - option: The command in line 2 is spelled wrong. - feedback: The command is spelled correctly. - - option: '`{echo}` isn''t a command.' - feedback: '`{echo}` is a command, there''s another mistake.' - - option: Nothing! This is a perfect code! - feedback: Wrong, look carefully! - hint: Line 1 doesn't seem right - correct_answer: A - question_score: '10' - 5: - question_text: Which command is missing in line 2? - code: |- - {ask} What is your favorite pet? - _ So your favorite pet is... - mp_choice_options: - - option: '`{print}`' - feedback: No, you would like the answer to be repeated back to you. - - option: '`Hedy`' - feedback: Hedy isn't a command. - - option: '`{ask}`' - feedback: With `{ask}` you can ask a question. - - option: '`{echo}`' - feedback: Right on! - hint: You want to see the answer at the end of line 2... - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - {print} Hi im Hedy! - {print} Which football team do you support? - {echo} You support... - {print} Cool! Me too! - mp_choice_options: - - option: In line 1 `{print}` should be replaced with `{ask}`. - feedback: '`{print}` in line 1 is correct.' - - option: In line 2, `{print}` should be replaced with `{ask}`. - feedback: Great! You paid attention! - - option: Line 3 has to begin with `{print}` instead of `{echo}`. - feedback: '`{echo}` is correct.' - - option: In line 4, `{print}` is spelled wrong. - feedback: No, there is a mistake somewhere else - hint: Check the `{print}` commands. - correct_answer: B - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - {print} Welcome at Hedys restaurant! - {ask} What would you like to eat? - {echo} So you want to order ... - {print} Coming right up! Enjoy! - mp_choice_options: - - option: In line 1 `{print}` needs to be replaced with `{ask}` - feedback: Are you sure something is wrong? - - option: In line 1 `{print}` needs to be replaced with `{echo}` - feedback: Are you sure something's wrong? - - option: In line 3 `{echo}` needs to be replaced with `{print}` - feedback: Are you sure something is wrong? - - option: Nothing! This is a perfect code! - feedback: Correct! - hint: Check the code line by line - correct_answer: D - question_score: '10' - 8: - question_text: How do you use the `{echo}` command? - mp_choice_options: - - option: You can use it to `{ask}` a question. - feedback: That's what `{ask}` is for! - - option: You can use it exactly the same way as `{print}`. - feedback: That's what `{print}` is for! - - option: You can use it to repeat an answer. - feedback: Good job! - - option: You can use it to make text disappear. - feedback: That's not right... - hint: '`{echo}` is used after an `{ask}` command.' - correct_answer: C - question_score: '10' - 9: - question_text: What's wrong with this code? - code: |- - {print} Hello! - {print} How are you doing? - {echo} So you are doing... - mp_choice_options: - - option: '`{print}` in line 1 should be `{ask}`' - feedback: No, `{print}` is right. Where is the question being asked? - - option: '`{print}` in line 2 should be `{ask}`' - feedback: Super! - - option: '`{echo}` in line 3 should be `{ask}`' - feedback: No, `{echo}` is right. Where is the question being asked? - - option: Nothing. This is a perfect code! - feedback: Look carefully for the mistake... - hint: '`{ask}` allows you to ask a question' - correct_answer: B - question_score: '10' - 10: - question_text: Which output will be in your output screen after you've run this code? - code: |- - {ask} Are you ready to go to level 2? - {echo} - {echo} - mp_choice_options: - - option: Are you ready to go to level 2? - feedback: There are two `{echo}` commands - - option: |- - Yes! - Yes! - feedback: Great job! - - option: Yes! - feedback: There are two `{echo}` commands - - option: |- - Are you ready to go to level 2? - Yes! - feedback: There are two `{echo}` commands - hint: Let's go! - correct_answer: B - question_score: '10' - 2: - 1: - question_text: Which statement is true? - mp_choice_options: - - option: You can use the `{print}` command to ask questions. - feedback: That is what `{ask}` is for - - option: You can use the `{ask}` command to echo answers. - feedback: That is not true - - option: With the `{print}` command you can make text appear - feedback: Good - - option: With the `{sleep}` command, you can remove text from the screen. - feedback: That's not how `{sleep}` works. - hint: '`{print}` still works the same way as in level 1' - correct_answer: C - question_score: '10' - 2: - question_text: Which code is correct? - mp_choice_options: - - option: |- - ``` - name {is} {ask} What is your name? - ``` - feedback: Super! - - option: |- - ``` - {ask} {is} name What is your name - ``` - feedback: The words are right, the order is not! - - option: |- - ``` - {ask} What is your name? - ``` - feedback: This worked in level 1, but in level 2 and up it works differently. - - option: |- - ``` - {ask} What is your name? {is} name - ``` - feedback: The words are right, the order isn't! - hint: '`{ask}` doesn''t work like in level 1' - correct_answer: A - question_score: '10' - 3: - question_text: What appears on your output screen when you run this code? - code: |- - name {is} Marleen - {print} name goes to the market and she buys an apple. - mp_choice_options: - - option: name goes to the market and she buys an apple. - feedback: The word name is replaced with Marleen - - option: Marleen goes to the market. - feedback: The second part of the sentence isn't left out! - - option: Marleen goes to the market and she buys an apple. - feedback: Right on! - - option: Marleen goes to the market and Marleen buys an apple. - feedback: She is not replaced with the name - hint: The word name is replaced with Marleen - correct_answer: C - question_score: '10' - 4: - question_text: What will you see on the output screen when you run this code? - code: |- - name {is} Hedy - {print} Hi my name is name - mp_choice_options: - - option: Hi my name is name - feedback: The variable name is replaced with Hedy - - option: Hi my name is Hedy - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is name - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is Hedy - feedback: Correct, this mistake will be fixed in level 4! - hint: '''name'' is being replaced with ''Hedy'' in both places' - correct_answer: D - question_score: '10' - 5: - question_text: What happens when you use the `{sleep}` command? - mp_choice_options: - - option: It slows down your computer - feedback: fortunately not! - - option: It closes down Hedy - feedback: fortunately not! - - option: Your program pauses for a second and then continues - feedback: That's right! - - option: You put it at the end so Hedy knows your program is finished - feedback: No it would be useless at the end of your code - hint: The computer waits for a second at the `{sleep}` command - correct_answer: C - question_score: '10' - 6: - question_text: What should be on the lines? - code: |- - {print} And the award for best programming language goes to... - _ - {print} Hedy! - mp_choice_options: - - option: '`{sleep}`' - feedback: Perfect! - - option: '`{echo}`' - feedback: There is nothing to repeat back here - - option: '`{print}`' - feedback: There is no text there to `{print}` there - - option: '`{ask}`' - feedback: There is no question there to be asked - hint: Pause for dramatic effect... - correct_answer: A - question_score: '10' - 7: - question_text: What command should be used on line 2? - code: |- - {print} I will explode in 3 seconds! - _ - {print} BOOM! - mp_choice_options: - - option: |- - ``` - {print} 3 - ``` - feedback: You don't need to `{print}` - - option: |- - ``` - {sleep} 3 - ``` - feedback: Perfect! - - option: |- - ``` - {sleep} - ``` - feedback: This way the bomb will explode in 1 second - - option: |- - ``` - {sleep} {sleep} {sleep} - ``` - feedback: Make it easier on yourself by using the number 3 - hint: You want the computer to wait for 3 seconds - correct_answer: B - question_score: '10' - 8: - question_text: How would you correct the first line of code? - code: |- - {ask} {is} How old are you? - {print} age - mp_choice_options: - - option: |- - ``` - age {ask} {is} How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - {ask} {is} age How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - age {is} {ask} How old are you? - ``` - feedback: You get it! - - option: |- - ``` - age {is} How old are you? - ``` - feedback: Where is the `{ask}` command? - hint: The variable name should come first - correct_answer: C - question_score: '10' - 9: - question_text: What is going wrong in this code? - code: |- - dogs {is} animal - {print} I love animal - mp_choice_options: - - option: 'Line 1 should say: dogs `{is}` animals' - feedback: The variable name is animal - - option: 'Line 1 should say: animal `{is}` dogs' - feedback: Great! - - option: 'Line 2 should say: `{print}` I love animals' - feedback: The variable name is animal - - option: 'Line 2 should say: `{sleep}` I love animals' - feedback: Sleep is not used to `{print}` text - hint: You want to `{print}` 'I love dogs' - correct_answer: B - question_score: '10' - 10: - question_text: What command should be used on the line 1? - code: |- - flavor {is} _ - {print} Your favorite icecream is... - {sleep} - {print} flavor - mp_choice_options: - - option: |- - ``` - {sleep} 3 - ``` - feedback: You want to know the favorite flavor! - - option: |- - ``` - {print} strawberries - ``` - feedback: You do not want a `{print}` command at the middle of the line... - - option: |- - ``` - strawberries, chocolate, vanilla - ``` - feedback: This way you are making a list. You don't want that now. - - option: |- - ``` - {ask} What flavor icecream do you like? - ``` - feedback: That's right! - hint: You want to `{ask}` a question - correct_answer: D - question_score: '10' 3: 1: - question_text: What command(s) do you use to let Hedy pick something arbitrarily? mp_choice_options: - option: '`{print}`' feedback: '`{print}` is used to print text' @@ -408,3453 +10,8 @@ levels: feedback: '`{is}` is used to make a list' - option: '`{at}` `{random}`' feedback: Correct! - hint: Arbitrarily means without a plan or randomly. - correct_answer: D - question_score: '10' - 2: - question_text: What's wrong with this code? - code: |- - animals {is} dog cat cow - {print} animals {at} {random} - mp_choice_options: - - option: 'You need commas in line 1: dog, cat, cow.' - feedback: Good job! - - option: Line 1 needs to start with `{print}`. - feedback: No, you don't need `{print}` - - option: Line 2 needs to say 'animal' instead of 'animals' - feedback: animals is correct. - - option: '`{at} {random}` is spelled incorrectly' - feedback: '`{at} {random}` is the correct spelling' - hint: There's something wrong in line 1 - correct_answer: A - question_score: '10' - 3: - question_text: How do you fix the mistake in line 2? - code: |- - options {is} rock, paper, scissors - {print} rock, paper, scissors {at} {random} - mp_choice_options: - - option: |- - ``` - {at} {random} {print} options - ``` - feedback: You're almost there. The order of the words isn't right yet. - - option: |- - ``` - {print} rock {at} {random} - ``` - feedback: you don't always want the Hedy to {print} rock, sometimes you want scissors or paper. - - option: |- - ``` - {print} options {at} {random} - ``` - feedback: Very good! - - option: Nothing, the code is correct! - feedback: Look carefully for the mistake - hint: The variable (the list) is called options. - correct_answer: C - question_score: '10' - 4: - question_text: What should change in line 2 to print a random price? - code: |- - prices {is} 1 dollar, 100 dollar, 1 million dollar - {print} price {at} {random} - mp_choice_options: - - option: |- - ``` - {print} price - ``` - feedback: You don't want to `{print}` the word price, but you want to `{print}` one price out of your list `{at} {random}` - - option: |- - ``` - {print} prices {at} {random} - ``` - feedback: Great! You've really paid attention. - - option: |- - ``` - {print} {at} {random} price - ``` - feedback: '`{at} {random}` is placed behind the variable.' - - option: Nothing, this code is alright. - feedback: Look carefully for the mistake you missed! - hint: The variable name is prices - correct_answer: B - question_score: '10' - 5: - question_text: What is wrong in this code? - code: |- - question {is} {ask} What do you want to know? - {print} question - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 1 needs to say `{print}` instead of `{ask}` - feedback: No, that's not wrong. - - option: Line 2 needs to say `{ask}` instead of `{print}` - feedback: No that's not wrong. - - option: Line 2 needs to say answers `{at} {random}` `{is}` yes, no, maybe - feedback: No, that's not wrong. - - option: Nothing, this code is perfect - feedback: That's right! - hint: Does this code even have a mistake? - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 2 needs to say question instead of answers - feedback: No that's not right - - option: Line 2 needs the `{is}` command - feedback: Correct - - option: Line 3 needs to say answer instead of answers - feedback: No the variable's called answers - - option: Nothing! This code is great! - feedback: Actually, line 2 has a mistake. - hint: There is something wrong with line 2. - correct_answer: B - question_score: '10' - 7: - question_text: What does the `{add}` command do? - code: |- - books {is} Harry Potter, The Hobbit, Green Eggs and Ham - your_book {is} {ask} What is your favorite book? - {add} your_book {to} books - {print} books {at} {random} - mp_choice_options: - - option: The `{add}` command removes a random book from the list - feedback: The remove command removes, the add command adds - - option: The `{add}` command adds a random book to a list - feedback: It doesn't. It adds your answer to the list! - - option: The `{add}` command adds your favorite book to the list - feedback: Correct! - - option: The `{add}` command prints your favorite book. - feedback: No, it adds your favorite book to the list - hint: The `{add}` command adds a book, but which one? - correct_answer: C - question_score: '10' - 8: - question_text: What is the output of this code? - code: |- - crisps {is} sea salt, paprika, sour cream - {remove} sea salt {from} crisps - {remove} paprika {from} crisps - {print} crisps {at} {random} - mp_choice_options: - - option: You can't tell, because Hedy will `{print}` one of the 3 flavors `{at} {random}` - feedback: Take a look at the `{remove}` commands - - option: sea salt - feedback: sea salt is removed from the list - - option: paprika - feedback: Paprika is removed from the list - - option: sour cream - feedback: That's right! - hint: There are 3 flavors, bit 2 are removed. Which one remains? - correct_answer: D - question_score: '10' - 9: - question_text: What's wrong with this code? - code: |- - colors {is} blue, purple, green - chosen_color {is} {ask} Which hair color wouldn't you like to have? - {remove} chosen_color {from} colors - {print} I will dye my hair color {at} {random} - mp_choice_options: - - option: 'Line 3 should say: `{remove}` blue `{from}` colors' - feedback: Maybe you want blue hair though! - - option: Line 3 should have an `{add}` command instead of a `{remove}` command - feedback: You want to remove the chosen color so `{remove}` is right. - - option: In line 4 the variable should be called colors instead of color - feedback: Great job! - - option: Nothing, this is a correct code! - feedback: Find the mistake! - hint: Look at line 4 - correct_answer: C - question_score: '10' - 10: - question_text: What should be on the _? - code: |- - walkers {is} dad, mom, Sam, Petra - walked_yesterday {is} {ask} Who walked the dogs yesterday? - {print} walked_yesterday shouldn't have to walk the dogs again today - _ - {print} walkers {at} {random} , it's your turn to walk the dogs! - mp_choice_options: - - option: |- - ``` - {remove} walked_yesterday {from} walkers - ``` - feedback: Super! - - option: |- - ``` - {remove} walked_yesterday {to} walkers - ``` - feedback: '`{remove} {from}` or `{add} {to}`, not `{remove} {to}`' - - option: |- - ``` - {remove} walkers {from} yesterday - ``` - feedback: yesterday is not a variable - - option: |- - ``` - {add} walked_yesterday {to} walkers - ``` - feedback: This increased the chance that the person who walked yesterday now has to do it again. That's mean. - hint: The person who walked the dogs yesterday should be removed from the list. - correct_answer: A - question_score: '10' - 4: - 1: - question_text: Which of these codes is correct? - mp_choice_options: - - option: |- - ``` - {print} 'Im very excited to take this quiz!' - ``` - feedback: That's right - - option: |- - ``` - {print} Im very excited to take this quiz! - ``` - feedback: '{print} now needs quotation marks!' - - option: |- - ``` - {print} 'I'm very excited to take this quiz!' - ``` - feedback: do not use apostrophe or use backticks instead - - option: |- - ``` - {print} 'I'm very excited to take this quiz! - ``` - feedback: careful when using quotes and apostrophe - hint: In level 4 you need quotation marks for 2 commands. - correct_answer: A - question_score: '10' - 2: - question_text: Which code uses the proper quotation marks? - mp_choice_options: - - option: |- - ``` - {print} `hello` - ``` - feedback: This quotation mark is skewed, you need a straight one. - - option: |- - ``` - {print} 'hello' - ``` - feedback: Correct - - option: |- - ``` - {print} hello - ``` - feedback: There are no quotation marks here! - - option: |- - ``` - {print} ,hello, - ``` - feedback: This is a comma, you need quotation marks. - hint: Pick the right quotation marks. - correct_answer: B - question_score: '10' - 3: - question_text: Where are the quotation marks used correctly? - mp_choice_options: - - option: |- - ``` - {print} Hi Im Hedy - ``` - feedback: Add quotation marks please! - - option: |- - ``` - {print} 'Hi Im Hedy - ``` - feedback: Both before and after the words you want to print should be a quotation mark. - - option: |- - ``` - '{print} Hi Im Hedy' - ``` - feedback: The first quotation mark should be behind the word `{print}` - - option: |- - ``` - {print} 'Hi Im Hedy' - ``` - feedback: Perfect! - hint: Both before and after the words you want to print should be a quotation mark. - correct_answer: D - question_score: '10' - 4: - question_text: Which statement is true? - mp_choice_options: - - option: 'You need quotation marks around the word `{print}`, like this: `''{print}''`.' - feedback: The quotation marks shouldn't be around the command itself. - - option: You need quotation marks around the words you want to print. - feedback: Super! - - option: You do not need quotation marks when using the `{ask}` command - feedback: Both `{print}` and `{ask}` require quotation marks - - option: You can choose yourself whether to use quotation marks or not. - feedback: Unfortunately, Hedy is stricter than that. - hint: From level 4 on you need to use quotation marks. - correct_answer: B - question_score: '10' - 5: - question_text: What has to be changed in order for the game to work? - code: |- - options {is} rock, paper, scissors - {print} 'options {at} {random}' - mp_choice_options: - - option: |- - ``` - '{print} options {at} {random}' - ``` - feedback: Never put the quotation mark in front of the `{print}` command. - - option: |- - ``` - {print} 'options' {at} {random} - ``` - feedback: options is a variable. You don't literally want to print 'options {at} {random}'. - - option: |- - ``` - {print} options {at} {random} - ``` - feedback: That's right - - option: Nothing, the game already works! - feedback: Look carefully. There is an error. - hint: You don't want Hedy to literally print 'options {at} {random}', you want it to print 'rock' or 'paper' or 'scissors'. - correct_answer: C - question_score: '10' - 6: - question_text: What would be a good next line in this code? - code: prices {is} 1 dollar, 100 dollars, 1 million dollars - mp_choice_options: - - option: |- - ``` - {print} 'You win...' prices {at} {random} - ``` - feedback: Great! You get it! - - option: |- - ``` - {print} You win... 'prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}' - - option: |- - ``` - {print} You win... prices {at} {random} - ``` - feedback: You need some quotation marks! - - option: |- - ``` - {print} 'You win... prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}'' - hint: 'Think carefully: what is a variable and should be outside of the quotation marks? And what are normal words that should be inside?' - correct_answer: A - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: Correct! - - option: Quotation marks are missing in line 2 - feedback: A variable doesn't need quotes - - option: Quotation marks are missing in line 3 - feedback: You don't want Hedy to literally print 'answers {at} {random}' so no quotation marks needed here! - - option: Nothing, this code is good as is! - feedback: Look carefully. You missed a mistake! - hint: Check each line on whether they'd need quotation marks or not. - correct_answer: A - question_score: '10' - 8: - question_text: What would be a good next line for this code? - code: |- - {print} 'Welcome at the money show!' - {print} 'In front of you are 3 doors' - door {is} {ask} 'Which door do you choose?' - mp_choice_options: - - option: |- - ``` - {print} So you pick door door - ``` - feedback: We need quotation marks - - option: |- - ``` - {print} 'So you pick ' door door - ``` - feedback: If the player chooses door 3, Hedy will say 'So you pick 3 3 - - option: |- - ``` - {print} 'So you pick door ' door - ``` - feedback: Super! - - option: |- - ``` - {print} 'So you pick door door' - ``` - feedback: Hedy will literally print 'So you pick door door - hint: The second word door should be replaced with the number, the first should still be the word door... - correct_answer: C - question_score: '10' - 9: - question_text: What will never appear in your output screen? - code: |- - clubs {is} Real Madrid, Bayern Munchen, Manchester United, Ajax - {print} clubs {at} {random} ' is going the win the champions league' - mp_choice_options: - - option: Ajax is going to win the champions league - feedback: Hedy could `{print}` that - - option: Real Madrid is going to win the champions league - feedback: Hedy could `{print}` that - - option: Bayern Munchen is going to win the champions league - feedback: Hedy could `{print}` that - - option: FC Barcelona is going to win the champions league - feedback: That's right. It's not in the list - hint: What are Hedy's options to randomly pick from? - correct_answer: D - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - people {is} mom, dad, Emma, Sophie - {print} The dishes are done by... - {print} people {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: A list doesn't need quotation marks - - option: Quotation marks are missing in line 2 - feedback: Correct - - option: Quotation marks are missing in both line 2 and 3 - feedback: Line 3 doesn't need quotation marks because it's not printed literally - - option: Nothing, this code has no mistakes - feedback: You missed one! - hint: One line needs quotation marks, because you want it to be printed literally. - correct_answer: B - question_score: '10' - 5: - 1: - question_text: Which command should be filled in on the _? - code: |- - number {is} {ask} 'What is your lucky number?' - {if} number {is} 5 {print} 'Mine too!' - _ {print} 'My lucky number is 5!' - mp_choice_options: - - option: '`{print}`' - feedback: There already is a `{print}` command. - - option: '`{if}`' - feedback: The `{if}` command is used in the line above. - - option: '`{sleep}`' - feedback: That's not it! - - option: '`{else}`' - feedback: That's right! - hint: Which one goes together with the `{if}` command? - correct_answer: D - question_score: '10' - 2: - question_text: What appears in your output screen when you type in the name Hedy? - code: |- - name {is} {ask} 'What is your name?' - {if} name {is} Hedy {print} 'fun' {else} {print} 'less fun' - mp_choice_options: - - option: fun - feedback: That's right! - - option: less fun - feedback: If the name is Hedy, it will say 'fun'' - - option: Hedy - feedback: No, it doesn't print the name - - option: Error - feedback: Fortunately not! - hint: '`{if}` name `{is}` Hedy `{print}` ...?' - correct_answer: A - question_score: '10' - 3: - question_text: What is the right password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct! - feedback: This is printed when you type in the correct password - - option: SECRET - feedback: That's right!' - - option: password - feedback: The password isn't password... - - option: ALARM INTRUDER - feedback: This is printed when you type in the incorrect password! - hint: '`{if}` password `{is}` ... `{print}` ''Correct!''' - correct_answer: B - question_score: '10' - 4: - question_text: What does Hedy print when you type in the wrong password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct - feedback: That's printed if the correct answer is given, not the wrong one... - - option: SECRET - feedback: That's not the right answer - - option: Wrong! - feedback: No, this is not what Hedy will print - - option: ALARM! INTRUDER! - feedback: Great job! - hint: Your computer will sound the alarm for intruders! - correct_answer: D - question_score: '10' - 5: - question_text: Why will Hedy say 'ALARM! INTRUDER' when you type in 'secret'? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Because it needs to be in capitals, so SECRET - feedback: Indeed! - - option: Because the password is alarm - feedback: No, this is not the password. - - option: Because it's spelled wrong. - feedback: That's not how you spell secret - - option: Because Hedy makes a mistake - feedback: No, Hedy is right - hint: The spelling of the word has to be exactly the same. - correct_answer: A - question_score: '10' - 6: - question_text: Which word should be on the place of the blank in the last line? - code: |- - {print} 'Im Hedy the football fortune teller!' - {print} 'I will predict what place your team will end up!' - club is {ask} 'Which club is your favorite?' - {if} club {is} ajax {print} 'Ajax is going to win of course!' - _ {print} 'Sorry, your club is gonna be in last place...' - mp_choice_options: - - option: |- - ``` - {if} - ``` - feedback: '`{if}` is already in the line above' - - option: |- - ``` - {at} {random} - ``` - feedback: No, you need `{else}`. - - option: |- - ``` - {else} - ``` - feedback: Great! - - option: |- - ``` - {print} - ``` - feedback: '`{print}` is already there, we need a word before it!' - hint: '`{if}` goes together with...?' - correct_answer: C - question_score: '10' - 7: - question_text: Which word should be in the place of the blank? - code: |- - {print} 'I can predict if you will be a millionair or not!' - name {is} {ask} 'Whats your name?' - {if} name {is} Hedy {print} 'You will be a millionair!' - {else} _ 'Unfortunately... No big money for you.' - mp_choice_options: - - option: '`{if}`' - feedback: '`{if}` is in the line above.' - - option: '`{at}` `{random}`' - feedback: No, you don't need `{at} {random}`. - - option: '`{else}`' - feedback: There already is an `{else}` command - - option: '`{print}`' - feedback: Awesome! - hint: After `{else}` a `{print}` command follows - correct_answer: D - question_score: '10' - 8: - question_text: Which word should be on the place of the blank? - code: |- - animal {is} {ask} 'What is your favorite animal?' - {if} _ {is} penguin {print} 'Thats my favorite animal too!' - {else} {print} 'Cool! I like penguins.' - mp_choice_options: - - option: |- - ``` - favorite animal - ``` - feedback: That's not the variable name. - - option: |- - ``` - animal - ``` - feedback: Great job! - - option: '`{if}`' - feedback: '`{if}` is already there' - - option: '`{print}`' - feedback: No, that's not it. - hint: What the variable name? - correct_answer: B - question_score: '10' - 9: - question_text: Which door should you choose to escape?? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} - mp_choice_options: - - option: '1' - feedback: Bad choice! You're being eaten - - option: '2' - feedback: Super! You escaped! - - option: '3' - feedback: Bad choice! You're being eaten. - - option: It's a trap, you will always be eaten! - feedback: Luckily not! - hint: One of the doors will keep you safe.. - correct_answer: B - question_score: '10' - 10: - question_text: Which monster is standing behind door 1? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} - mp_choice_options: - - option: Hedy picks a random monster each time. - feedback: Awesome! - - option: vampire - feedback: Not always... - - option: werewolf - feedback: Not always... - - option: giant spider - feedback: Not always... - hint: Mind the last 3 words... monsters `{at} {random}`... - correct_answer: A - question_score: '10' - 6: - 1: - question_text: What's Hedy's output when you run this code? - code: '{print} 2*10' - mp_choice_options: - - option: '20' - feedback: Correct! - - option: '12' - feedback: No, the plus sign is used in addition - - option: 2*10 - feedback: No, Hedy will calculate the answer - - option: '210' - feedback: Mind it's a calculation. - hint: The `*` is used as a multiplication sign - correct_answer: A - question_score: '10' - 2: - question_text: What do you use when you want to add two numbers? - mp_choice_options: - - option: '`-`' - feedback: That's not it - - option: plus - feedback: That's not it - - option: '`*`' - feedback: That's not it - - option: '`+`' - feedback: Correct! - hint: It's the plus sign. - correct_answer: D - question_score: '10' - 3: - question_text: What's Hedy's output when you run this code? - code: '{print} ''3*10''' - mp_choice_options: - - option: '30' - feedback: This would be the right answer if there were no quotation marks. - - option: '13' - feedback: Try again.. - - option: 3*10 - feedback: Correct! There are quotation marks, so Hedy will print it literally. - - option: Nothing, Hedy will give an error message. - feedback: No, Hedy will print it literally. - hint: Mind the quotation marks!! - correct_answer: C - question_score: '10' - 4: - question_text: Kim is 10 years old. What will Hedy print for her? - code: |- - name = {ask} 'How many letters are in your name?' - age = {ask} 'How old are you?' - luckynumber = name*age - {print} 'Your lucky number is...' luckynumber - mp_choice_options: - - option: '30' - feedback: Mind, Hedy also prints 'Your lucky number is...' - - option: '10' - feedback: Please try again. - - option: Your lucky number is... 30 - feedback: That's right! - - option: Your lucky number is... 10 - feedback: Her lucky number is name times age... - hint: 'Kim has 3 letters, she is 10 years old so: letters times age = 3*10 = 30.' - correct_answer: C - question_score: '10' - 5: - question_text: If 5 people eat at this restaurant, how much do they have to pay in total? - code: |- - {print} 'Welcome to Hedys!' - people = {ask} 'How many people are eating with us tonight?' - price = people * 10 - {print} 'That will be ' price 'dollar please' - mp_choice_options: - - option: 5 dollars - feedback: Unfortunately, it's not that cheap. - - option: 10 dollars - feedback: No, it's 10 dollars each. - - option: 15 dollars - feedback: The * means multiplication. - - option: 50 dollars - feedback: Great! - hint: '`price` `is` `people` `times` 10' - correct_answer: D - question_score: '10' - 6: - question_text: How much does a hamburger cost in this virtual restaurant? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = 15 - {if} food {is} fries price = 6 - mp_choice_options: - - option: 15 dollars - feedback: Super! - - option: 6 dollars - feedback: The fries are 6 dollars - - option: 0 dollars - feedback: The hamburger isn't free! - - option: 21 dollars - feedback: That's the price for a hamburger and fries! - hint: Mind the fourth line. - correct_answer: A - question_score: '10' - 7: - question_text: Why does line 7 say 'price is price + 3' instead of 'price is 3'? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = price + 15 - {if} food {is} fries price = price + 6 - drinks is {ask} 'What would you like to drink?' - {if} drinks {is} coke price = price + 3 - {if} drinks {is} water price = price + 1 - {print} price ' dollars please' - mp_choice_options: - - option: It could have been `price = 3` just as well. - feedback: No, that's not true. Hedy needs to add 3 dollars to the total. - - option: Because Hedy doesn't understand `price = 3`. - feedback: Hedy would understand, but it wouldn't be right. - - option: Because Hedy would otherwise forget about the previous order. The price would be 3 dollars in total. - feedback: That's right! - - option: Because the price is 0 dollars to begin with. - feedback: That's true, but not the reason - hint: The price shouldn't be 3, but 3 dollars more than it already was - correct_answer: C - question_score: '10' - 8: - question_text: Why is this code incorrect? - code: |- - correct answer = 3*12 - answer = {ask} 'What is 3 times 12?' - {if} answer {is} correct answer {print} 'Good job!' - {else} {print} 'No... It was ' correct answer - mp_choice_options: - - option: There shouldn't be quotation marks in line 2 - feedback: No, there should be! - - option: The variable is called correct answer, but a variable's name can only be 1 word. So it should be correct_answer - feedback: Correct! - - option: The `{if}` and `{else}` commands should be in the same line. - feedback: No, that's not true. - - option: The variable in line 2 can't be called answer, because it is too similar to the variable correct answer. - feedback: Variable names can be similar, but they can't be 2 words... - hint: Inspect what the variables are called. - correct_answer: B - question_score: '10' - 9: - question_text: Imagine you love football a 10, you've eaten 2 bananas and have washed your hands 3 times today. How smart does the silly fortune teller think you are? - code: |- - {print} 'Im Hedy the silly fortune teller' - {print} 'I will predict how smart you are!' - football = {ask} 'On a scale of 0 to 10 how much do you love football?' - bananas = {ask} 'How many bananas have you eaten this week?' - hygiene = {ask} 'How many times did you wash your hands today??' - result = bananas + hygiene - result = result * football - {print} 'You are ' result 'percent smart.' - mp_choice_options: - - option: 10% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 32% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 50% - feedback: Super! You are 100 percent smart! - - option: 100% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - hint: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - correct_answer: C - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - name _ Hedy - {print} name 'is walking trough the forrest' - mp_choice_options: - - option: You can only fill in the word is on the `_` - feedback: You are allowed to use the `=` sign as well - - option: You can fill in either the word is or the `=` sign on the `_` - feedback: Amazing! - - option: You have to fill in =is= on the `_` - feedback: No, one `=` sign is enough - - option: You can only use the `=` sign when working with numbers, not with words. - feedback: You can also use `=` with words. - hint: '`{is}` and `=` are both allowed' - correct_answer: B - question_score: '10' - 7: - 1: - question_text: How many lines can you repeat at once with the repeat command at this level? - mp_choice_options: - - option: '0' - feedback: No you can repeat a line. - - option: '1' - feedback: Correct, one line at a time - - option: '3' - feedback: In this level only one line at a time - - option: infinite - feedback: In this level you can only repeat one line at a time - hint: You can only repeat one line at a time - correct_answer: B - question_score: '10' - 2: - question_text: Which code is right? - mp_choice_options: - - option: |- - ``` - {print} 100 {times} 'hello' - ``` - feedback: '`{repeat}` 100 `{times}` `{print}` ''hello''' - - option: |- - ``` - {print} {repeat} 100 {times} 'hello' - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 'hello' 100 {times} - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 100 {times} {print} 'hello' - ``` - feedback: That's right! - hint: First the `{repeat}` command, then the `{print}` command - correct_answer: D - question_score: '10' - 3: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} ''Hello!''' - mp_choice_options: - - option: Right - feedback: No, a word is missing - - option: Wrong, the word `{repeat}` is missing - feedback: The word `{repeat}` is there, another word is missing - - option: Wrong, the word `{times}` is missing - feedback: The word `{times}` is there, another word is missing. - - option: Wrong, the word `{print}` is missing - feedback: Correct - hint: 'It should be: `{repeat}` 100 `{times}` `{print}` ''Hello''' - correct_answer: D - question_score: '10' - 4: - question_text: Which word is wrong in the code? - code: |- - {print} 'I'm blue' - {repeat} 7 {times} {print} 'da ba dee, da ba da' - mp_choice_options: - - option: '`I''m`' - feedback: That's right! - - option: '`{print}`' - feedback: '`{print}` is spelled correctly' - - option: '`{repeat}`' - feedback: '`{repeat}` is spelled correctly' - - option: '`{times}`' - feedback: '`{times}` is spelled correctly' - hint: I'm is wrong, you can't use apostrophes in a sentence - correct_answer: A - question_score: '10' - 5: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} {print} ''Hedy is awesome!''' - mp_choice_options: - - option: Correct - feedback: That's right! - - option: Wrong - feedback: That's not it - hint: The code is correct! - correct_answer: A - question_score: '10' - 6: - question_text: What will be the output from this code? - code: |- - {print} 'The wheels on the bus go' - {repeat} 3 {times} {print} ' round and round' - mp_choice_options: - - option: |- - ``` - the wheels on the bus go - round and round - ``` - feedback: Only the second line is repeated 3 times - - option: |- - ``` - the wheels on the bus go - the wheels on the bus go - the wheels on the bus go - round and round - ``` - feedback: Only the second line is repeated 3 times - - option: |- - ``` - the wheels on the bus go - round and round - the wheels on the bus go - round and round - the wheels on the bus go - round and round - ``` - feedback: Only the second line is repeated 3 times - - option: |- - ``` - the wheels on the bus go - round and round - round and round - round and round - ``` - feedback: All through the town! Perfect! - hint: Only 'round and round' is repeated 3 times. - correct_answer: D - question_score: '10' - 7: - question_text: What will be the output from this code? - code: |- - {repeat} 2 {times} {print} 'We will' - {print} 'ROCK YOU!' - mp_choice_options: - - option: |- - ``` - We will We will - ROCK YOU! - ``` - feedback: '''We will'' won''t appear twice in the same line' - - option: |- - ``` - We will - We will - ROCK YOU! - ``` - feedback: Great! - - option: |- - ``` - We will - ROCK YOU! - We will - ROCK YOU! - ``` - feedback: ROCK YOU! won't be repeated - - option: |- - ``` - We will - ROCK YOU! - feedback: Mind the `{repeat}` command - hint: Mind the `{repeat}` command. - correct_answer: B - question_score: '10' - 8: - question_text: What Hedy code belongs to this output? - code: |- - Here comes the sun - Do do do do - Here comes the sun - And I say - Its alright - mp_choice_options: - - option: |- - ``` - {print} 'Here comes the sun' - {print} 'Do do do do' - {print} 'Here comes the sun' - {print} 'And I say' - {print} 'Its alright' - ``` - feedback: Awesome, you can't use the `{repeat}` command here. - - option: |- - ``` - {repeat} 2 {times} {print} 'Here comes the sun' - {print} 'And I say' - {print} 'Its alright' - feedback: Where did you leave 'Do do do do'? - - option: |- - ``` - {repeat} 2 {times} {print} 'Here comes the sun' - {print} 'Do do do do' - {print} 'And I say' - {print} 'Its alright' - ``` - feedback: This is not the correct order.. - - option: |- - ``` - {repeat} 2 {times} {print} 'Here comes the sun' - {repeat} 2 {times} {print} 'Do do' - {print} 'And I say' - {print} 'Its alright' - ``` - feedback: This is not the correct order.. - hint: '`{repeat}` can only be used if you want to execute the same line multiple times in a row.' - correct_answer: A - question_score: '10' - 9: - question_text: What Hedy code belongs to this output? - code: |- - Batman was flying through Gotham. - When suddenly he heard someone screaming... - Help! - Help! - Help! - Please help me! - mp_choice_options: - - option: |- - ``` - {print} 'Batman was flying through Gotham. ' - {print} 'When suddenly he heard someone screaming!' - {print} 'Help!' - {repeat} 3 {times} {print} 'Please help me!' - ``` - feedback: Your repeated line is incorrect. - - option: |- - ``` - {print} 'Batman was flying through Gotham.' - {print} 'When suddenly he heard someone screaming!' - {repeat} 3 {times} 'Help!' - {print} 'Please help me!' - ``` - feedback: The `{print}` command is missing on line 3. - - option: |- - ``` - {print} Batman was flying through Gotham. - {print} When suddenly he heard someone screaming! - {repeat} 3 {times} {print} Help! - {print} Please help me! - ``` - feedback: You're missing the quotation marks - - option: |- - ``` - {print} 'Batman was flying through Gotham.' - {print} 'When suddenly he heard someone screaming!' - {repeat} 3 {times} {print} 'Help!' - {print} 'Please help me!' - ``` - feedback: Perfect - hint: '''Help!'' is repeated 3 times.' - correct_answer: D - question_score: '10' - 10: - question_text: Which code belongs to this output? - code: |- - if youre happy and you know it clap your hands - if youre happy and you know it clap your hands - if youre happy and you know it and you really want to show it - if youre happy and you know it clap your hands - mp_choice_options: - - option: |- - ``` - {repeat} 2 {times} 'if youre happy and you know it clap your hands' - {print} 'if youre happy and you know it and you really want to show it' - {print} 'if youre happy and you know it clap your hands' - ``` - feedback: Almost! the first line needs an extra word - - option: |- - ``` - {repeat} 2 {times} {print} 'if youre happy and you know it clap your hands' - {print} 'if youre happy and you know it and you really want to show it' - {print} 'if youre happy and you know it clap your hands' - ``` - feedback: Great! - - option: |- - ``` - {repeat} 3 {times} {print} 'if youre happy and you know it clap your hands' - {print} 'if youre happy and you know it and you really want to show it' - ``` - feedback: This is not in the right order. - - option: |- - ``` - {repeat} 4 {times} 'if youre happy and you know it' - {repeat} 2 {times} 'clap your hands' - {print} 'and you really want to show it' - {print} 'clap your hands' - ``` - feedback: This is not in the right order. - hint: Mind the order of the sentences. - correct_answer: B - question_score: '10' - 8: - 1: - question_text: Which output will be produced by this code? - code: |- - {repeat} 2 {times} - {print} 'Hello' - {print} 'Im Hedy!' - mp_choice_options: - - option: |- - Hello - Im Hedy! - feedback: Everything is printed twice. - - option: |- - Hello - Hello - Im Hedy - feedback: The second line is repeated twice as well. - - option: |- - Hello - Im Hedy! - Hello - Im Hedy! - feedback: Super! - - option: |- - Hello - Hello - Im Hedy! - Im Hedy! - feedback: Everything is printed twice - hint: Both lines are repeated twice. - correct_answer: C - question_score: '10' - 2: - question_text: What is wrong with this code? - code: |- - {repeat} 5 {times} - {print} 'Hedy is cool!' - mp_choice_options: - - option: This should be only one line, not 2. - feedback: No it should be 2 lines. - - option: This `{print}` command has to be removed. - feedback: No, you need it. - - option: There is a spelling mistake in the `{repeat}` command. - feedback: No, `{repeat}` is the correct spelling - - option: The second line needs to start with 4 spaces as indentation. - feedback: Correct! - hint: Something is missing in the second line? - correct_answer: D - question_score: '10' - 3: - question_text: What output will be produced when you run this program? - code: |- - {repeat} 3 {times} - {print} 'Baby shark tututudutudu' - {print} 'Baby shark' - mp_choice_options: - - option: |- - Baby shark tututudutudu - Baby shark - feedback: Mind the `{repeat}` command! - - option: |- - Baby shark tututudutudu - Baby shark - Baby shark tututudutudu - Baby shark - Baby shark tututudutudu - Baby shark - feedback: The last line has no indentation, so it's not repeated. - - option: |- - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark - feedback: Right! - - option: |- - Baby shark tututudutudu - Baby shark - Baby shark - Baby shark - feedback: What is being repeated and what isn't ? - hint: What is being repeated and what is not? - correct_answer: C - question_score: '10' - 4: - question_text: Which output is correct? - code: |- - {print} 'The children went:' - {repeat} 2 {times} - {print} 'Yay!' - {print} 'We are going on vacation!' - mp_choice_options: - - option: |- - The children went: - Yay! - We are going on vacation! - feedback: Mind the `{repeat}` command! - - option: |- - The children went: - Yay! - We are going on vacation! - Yay! - We are going on vacation! - feedback: Correct! - - option: |- - The children went: - Yay! - Yay! - We are going on vacation! - We are going on vacation! - feedback: This order is incorrect. - - option: |- - The children went: - Yay! - Yay! - We are going on vacation! - feedback: The last line is repeated too. - hint: The block under the `{repeat}` command is repeated twice. - correct_answer: B - question_score: '10' - 5: - question_text: What is wrong with this code? - code: |- - end = {ask} 'Do you want a happy or a sad ending?' - {if} end {is} happy {print} 'They lived happily ever after' - {else} {print} 'The world exploded. The end.' - mp_choice_options: - - option: The `{print}` commands on the last two lines should start on new lines and start with 4 spaces. - feedback: That's right! - - option: '`{else}` is not a command!' - feedback: It is! - - option: Lines that start with `{if}` should start with 4 spaces - feedback: That's not true - - option: '`{ask}` is no longer a command' - feedback: That's not true - hint: Something is wrong with indentation - correct_answer: A - question_score: '10' - 6: - question_text: What will be the output of this code when we enter pancakes? - code: |- - {print} 'Welcome to restaurant Hedy' - {repeat} 2 {times} - food {is} {ask} 'What do you want to eat?' - {print} food - mp_choice_options: - - option: |- - Welcome to restaurant Hedy - Pancakes - feedback: There is no repetition in this answer. - - option: |- - Welcome to restaurant Hedy - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: This answer also repeats the welcome message - - option: |- - Welcome to restaurant Hedy - What do you want to eat? - What do you want to eat? - Pancakes - Pancakes - feedback: Almost! But look at the question, it is not repeated. - - option: |- - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: Well done! - hint: The first sentence and question will not be repeated - correct_answer: D - question_score: '10' - 7: - question_text: What is wrong with this code? - code: |- - food = {ask} 'What would you like to eat?' - {if} food {is} fries - sauce = {ask} 'What sauce would you like?' - {print} 'One fries with ' sauce - {if} food {is} pizza - topping = {ask} 'What topping would you like?' - {print} 'One pizza with ' topping - {print} 'Thank you for your order' - mp_choice_options: - - option: Nothing. This code is correct! - feedback: Something is wrong! - - option: You're not allowed to use an `{if}` command after an `{ask}` command. - feedback: You are! - - option: You don't have to use indentation twice. Only in the first `{if}` command. - feedback: You always have to use indentation. - - option: The indentation is wrong in the first `{if}` command. - feedback: That's right. - hint: Take a careful look at the indentation. - correct_answer: D - question_score: '10' - 8: - question_text: In which of the codes is the indentation done right? - mp_choice_options: - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are wrong! - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are wrong! - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are... right! - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are wrong! - hint: What should happen if the person is right? And what else? - correct_answer: C - question_score: '10' - 9: - question_text: What line(s) in this code should start with 4 spaces? - code: |- - 1 music = {ask} 'What is your favorite music genre?' - 2 {if} music {is} rock - 3 {print} '🤘' - 4 {else} - 5 {print} '👎' - mp_choice_options: - - option: Line 2 and 4 - feedback: The lines after the `{if}` and `{else}` command should start with 4 spaces - - option: Only line 3 - feedback: Not only 3... - - option: Line 3, 4 and 5 - feedback: Line 4 shouldn't - - option: Line 3 and 5 - feedback: Great job! - hint: The lines after an `{if}` or `{else}` command should start with 4 spaces. - correct_answer: D - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - 1 level = {ask} 'What level are you on?' - 2 {if} level {is} 8 - 3 {print} 'Great job!' - mp_choice_options: - - option: All lines should start with 4 spaces - feedback: That's not true - - option: Line 2 and 3 should start with 4 spaces - feedback: That's not true - - option: Line 2 should start with 4 spaces - feedback: That's not true - - option: Line 3 should start with 4 spaces - feedback: You are correct! - hint: Only one line starts with 4 spaces, but which one...? - correct_answer: D - question_score: '10' - 9: - 1: - question_text: What is wrong with this code? - code: |- - {repeat} 3 {times} - food = {ask} 'What would you like to eat?' - {if} food {is} fries - sauce = {ask} 'What sauce would you like?' - {print} 'One fries with ' sauce - {if} food {is} pizza - topping = {ask} 'What topping would you like?' - {print} 'One pizza with ' topping - {print} 'Thank you for your order' - mp_choice_options: - - option: Nothing, this code is correct! - feedback: That's right! - - option: You're not allowed to use an `{if}` command after an `{ask}` command. - feedback: You are! - - option: You don't have to use indentation twice. - feedback: You always have to use indentation. - - option: The indentation is wrong in the last `{if}` command. - feedback: It is not the indentation. - hint: All the indentation is done correctly. - correct_answer: A - question_score: '10' - 2: - question_text: What will be printed after entering the correct password? - code: |- - password = {ask} 'What is the password?' - correct_password = Hedy - {if} password {is} correct_password - {repeat} 2 {times} - {print} 'Good job!' - {print} 'You can use the computer!' - {else} - {print} 'The computer will explode in 5... 4... 3... 2... 1...' - mp_choice_options: - - option: |- - ``` - Good job! - Good job! - ``` - feedback: That's not it! - - option: |- - ``` - The computer will explode in 5... 4... 3... 2... 1... - ``` - feedback: That's not it! - - option: |- - ``` - Good job! - Good job! - You can use the computer! - ``` - feedback: That's not it! - - option: |- - ``` - Good job! - You can use the computer! - Good job! - You can use the computer! - ``` - feedback: Correct! - hint: Everything under the `{repeat}` command is repeated twice. - correct_answer: D - question_score: '10' - 3: - question_text: Which case should you choose to win a million dollars? - code: |- - {print} 'Choose the right case and win!' - case = {ask} 'Which case will you pick? 1 or 2?' - {if} case {is} 1 - action = {ask} 'Open it or sell it?' - {if} action {is} sell - {print} 'You sell your case for 10 dollars' - {if} action {is} open - {print} 'You open the case and win an apple pie' - {if} case {is} 2 - action = {ask} 'Open it or sell it?' - {if} action {is} sell - {print} 'You sell the case for 500 dollars' - {if} action {is} open - {print} 'You open the case and win a million dollars!' - mp_choice_options: - - option: case 1, sell - feedback: You don't win a million! - - option: case 1, open - feedback: You don't win a million - - option: case 2, sell - feedback: You don't win a million - - option: case 2, open - feedback: Great job! You win! - hint: Follow the right path - correct_answer: D - question_score: '10' - 4: - question_text: Which statement is true? - code: |- - name = {ask} 'What is your name?' - size = {ask} 'What is your shoe size?' - {if} size {is} 38 - {if} name {is} Cinderella - {print} '❤️❤️❤️' - {else} - {print} 'You are not the one!' - {else} - {print} 'Ill keep looking' - mp_choice_options: - - option: Sleeping Beauty with shoe size 38 gets the output 'Ill keep looking' - feedback: No, she gets 'You are not the one!' - - option: Cinderella with shoe size 40 gets the output '❤️❤️❤️' - feedback: No, she gets 'Ill keep looking' - - option: Sleeping Beauty with shoe size 40 gets the output 'Ill keep looking' - feedback: That's right! - - option: Cinderella with shoe size 38 gets the output 'Ill keep looking' - feedback: No she gets '❤️❤️❤️' - hint: No matter what your name is, if you have shoe size 40 you will get the message 'Ill keep looking'. - correct_answer: C - question_score: '10' - 5: - question_text: Which code produced this output? - output: |- - Icecream is the best! - Icecream is the best! - Icecream is the best! - mp_choice_options: - - option: |- - ``` - dessert = {ask} 'What is your favorite type of dessert?' - {if} dessert {is} icecream - {repeat} 3 {times} - {print} 'Icecream is the best!' - ``` - feedback: Don't forget the indentation after `{repeat}` commands. - - option: |- - ``` - dessert = {ask} 'What is your favorite type of dessert?' - {if} dessert {is} icecream - {repeat} 3 {times} - {print} 'Icecream is the best!' - ``` - feedback: Use indentation after an `{if}` command - - option: |- - ``` - dessert = {ask} 'What is your favorite type of dessert?' - {if} dessert {is} icecream - {repeat} 3 {times} - {print} 'Icecream is the best!' - ``` - feedback: Perfect - - option: |- - ``` - {repeat} 3 {times} - dessert = {ask} 'What is your favorite type of dessert?' - {if} dessert {is} icecream - {repeat} 3 {times} - {print} 'Icecream is the best!' - ``` - feedback: There are 2 `{repeat}` commands in this code. - hint: Watch the indentation - correct_answer: C - question_score: '10' - 6: - question_text: After which command(s) should you use indentation (starting the next line with 4 spaces)? - mp_choice_options: - - option: '`{if}`' - feedback: Don't forget the others - - option: '`{if}` `{repeat}`' - feedback: Don't forget `{else}`! - - option: '`{if}` `{else}` `{repeat}`' - feedback: Keep it up! - - option: '`{if}` `{else}` `{repeat}` `{print}`' - feedback: Not with `{print}` - hint: Indentation happens on the line below some commands - correct_answer: C - question_score: '10' - 7: - question_text: You'll get a 5 dollar discount if you order a medium pizza with coke.
But the code has a mistake! How to debug it? - code: |- - {if} food {is} pizza - {if} size {is} medium - {if} drink {is} coke - price = price - 5 - mp_choice_options: - - option: |- - ``` - {if} food {is} pizza - {if} size {is} medium - {if} drink {is} coke - price = price - 5 - ``` - feedback: Amazing! - - option: |- - ``` - {if} food {is} pizza - {if} size {is} medium - {if} drink {is} coke - price = price - 5 - ``` - feedback: The second `{if}` misses code! - - option: |- - ``` - {if} food {is} pizza - {if} size {is} medium - {if} drink {is} coke - price = price - 5 - ``` - feedback: Two consecutive `{if}`s is never correct. - - option: |- - ``` - {if} food {is} pizza - {if} size {is} medium - {if} drink {is} coke - price = price - 5 - ``` - feedback: Almost right. Take another look at the last line - hint: After each `{if}` command, the line below should indent - correct_answer: A - question_score: '10' - 8: - question_text: What is wrong in this code? - code: |- - age = {ask} 'Happy Birthday! How old are you?' - singing = {ask} 'Would you like us to sing?' - {if} singing {is} yes - {repeat} years {times} - {print} 'Hip Hip Hooray' - mp_choice_options: - - option: You can't put two questions in a row - feedback: Yes you can. - - option: The variable called 'age' is later on used as 'years' - feedback: Keen eye! Good job! - - option: You're not allowed to start with 8 spaces, like line 5 does - feedback: You actually must start like that. - - option: A code must always start with a `{print}` command in the first line - feedback: That's not true. - hint: The indentation is done right this time - correct_answer: B - question_score: '10' - 9: - question_text: How many `{if}` commands can be placed inside another `{if}` command? - mp_choice_options: - - option: None, that is not allowed - feedback: You are allowed to - - option: Only 1 - feedback: You could use more if you like - - option: '3' - feedback: You could use more if you like - - option: Infinite, as long as you keep using indentation correctly - feedback: That is true - hint: You can put an `{if}` command inside an `{if}` command. - correct_answer: D - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - 1 {repeat} 2 {times} - 2 {if} level {is} 9 - 3 {print} 'Great job!' - mp_choice_options: - - option: All lines should start with 4 spaces - feedback: Only line 2 and 3 start with spaces - - option: Line 2 and 3 should start with 4 spaces - feedback: Line 3 should start with 8 - - option: Line 2 and 3 should start with 8 spaces - feedback: Line 2 should start with 4 - - option: line 2 should start with 4 spaces and line 3 with 8 - feedback: You are correct! - hint: The first line doesn't start with any spaces - correct_answer: D - question_score: '10' - 10: - 1: - question_text: What do we need to fill in on the `_` if we want to print each compliment? - code: |- - compliments = perfect, great job, amazing - _ - {print} compliment - mp_choice_options: - - option: |- - ``` - {for} each compliment - ``` - feedback: That's not it - - option: |- - ``` - {for} compliment {in} compliments - ``` - feedback: You deserve all those compliments! - - option: |- - ``` - {if} compliment {in} compliments - ``` - feedback: That's not it - - option: |- - ``` - {for} compliments {in} compliment - ``` - feedback: Almost there! - hint: '`{for}` each compliment in the lists of compliments...' - correct_answer: B - question_score: '10' - 2: - question_text: Which output is correct? - code: |- - meals = pizza, pasta, pancakes - {for} meal {in} meals - {print} 'I love ' meal - mp_choice_options: - - option: I love pizza - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pasta - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pancakes - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: |- - I love pizza - I love pasta - I love pancakes - feedback: Great! - hint: Line 2 says for each meal in the list of meals. So each meal is printed. - correct_answer: D - question_score: '10' - 3: - question_text: Which output is correct? - code: |- - animals = dogs, cats, hamsters, chickens - {for} animal {in} animals - {print} animal ' are lovely pets' - mp_choice_options: - - option: dogs are lovely pets - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - - option: dogs, cats, hamsters, chickens are lovely pets - feedback: Each animal gets their own line in the output. - - option: |- - dogs are lovely pets - cats are lovely pets - hamsters are lovely pets - chickens are lovely pets - feedback: Great! - - option: You don't know yet. Because it chooses one of the animals {at} {random}. - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - hint: Line 2 says {for} each animal in the list of animals. So each animal is printed - correct_answer: C - question_score: '10' - 4: - question_text: What's wrong with this code? - code: |- - groceries = apples, bread, milk - {for} item {in} groceries - {print} 'We need ' groceries - mp_choice_options: - - option: Line 2 needs to start with 4 spaces as indentation - feedback: No it doesn't. Only line 3 needs indentation, which it has. - - option: Line 3 does not need to start with 4 spaces as indentation - feedback: Line 2 is a `{for}`command so line 3 does need to start with an indent. - - option: Line 3 should say item instead of groceries - feedback: Good job! - - option: Line 2 should say groceries instead of item - feedback: No it does not. - hint: Line 2 says `{for}` each item in the list of groceries - correct_answer: C - question_score: '10' - 5: - question_text: What word should be on the `_` with these digital dice? - code: |- - {print} 'Welcome to the digital dice!' - players = Ann, John, Jesse - choices = 1, 2, 3, 4, 5, 6 - {for} player {in} players - {print} player ' throws ' _ {at} {random} - mp_choice_options: - - option: players - feedback: It would say 'Ann throws Jesse', instead of 'Ann throws 6'. - - option: choices - feedback: That's right! - - option: choice - feedback: You are very close. But you need Hedy to pick from the list called 'choices' not 'choice'... - - option: dice - feedback: Look at the names of the variables. - hint: Hedy needs to pick a number `{at} {random}` - correct_answer: B - question_score: '10' - 6: - question_text: Which of the answers below is a possible outcome when you run the code? - code: |- - choices = rock, paper, scissors - players = Kelly, Meredith - {for} player {in} players - {print} player ' chooses ' choices {at} {random} - mp_choice_options: - - option: |- - ``` - Kelly chooses rock - ``` - feedback: Meredith wants to play too! - - option: |- - ``` - Meredith chooses scissors - Kelly chooses rock - ``` - feedback: So close! But Kelly is first in the list, so she goes first - - option: |- - ``` - Meredith chooses paper - ``` - feedback: Kelly wants to play too! - - option: |- - ``` - Kelly chooses paper - Meredith chooses scissors - ``` - feedback: Amazing! - hint: Each player will pick an option. The player that's first on the list will go first. - correct_answer: D - question_score: '10' - 7: - question_text: What line should be on the `_` in this code that decides what these people will have for dinner? - code: |- - names = Ron, Leslie, April, Andy - food = pasta, fries, salad - _ - {print} name ' has to eat ' food {at} {random} ' for dinner' - mp_choice_options: - - option: |- - ``` - {for} name {in} names - ``` - feedback: You are on fire! - - option: |- - ``` - {for} names {in} name - ``` - feedback: No it should be for each name in the list nameS, so the other way around - - option: |- - ``` - {for} food {in} food - ``` - feedback: Each name should be told what they will have for dinner. - - option: |- - ``` - {for} name {in} food - ``` - feedback: Each name should be told what they will have for dinner. - hint: Each name should be told what they will have for dinner. - correct_answer: A - question_score: '10' - 8: - question_text: What should be on the `_` in this code that decides which color shirt you get? - code: |- - names = Donna, Tommy, Ben - colors = blue, red, purple - {for} name {in} names - {print} _ - mp_choice_options: - - option: |- - ``` - 'name gets a color shirt' - ``` - feedback: That's not it! - - option: |- - ``` - name 'gets a ' colors {at} {random} ' shirt' - ``` - feedback: Great job! This was a hard one! - - option: |- - ``` - names 'gets a ' color {at} {random} ' shirt' - ``` - feedback: You want each name printed. So the first word should not be names but... - - option: |- - ``` - people ' gets a colors shirt' - ``` - feedback: There is no variable named people.. - hint: Mind the quotation marks and the names of the variables - correct_answer: B - question_score: '10' - 9: - question_text: What is the first question Hedy will ask you when you run the program? - code: |- - courses = appetizer, main course, dessert - names = Timon, Onno - {for} name {in} names - {for} course {in} courses - food = {ask} name ', what would you like to eat as your ' course '?' - {print} name ' orders ' food ' as their ' course - mp_choice_options: - - option: Timon, what would you like to eat as your appetizer? - feedback: Perfect! - - option: Onno, what would you like to eat as your appetizer? - feedback: Timon is first on the list! - - option: Timon, what would you like to eat as your dessert? - feedback: Appetizers are first in the list - - option: You don't know that. Hedy will choose `{at} {random}`. - feedback: There is no `{at} {random}` in this code... - hint: The first options from both lists are chosen. - correct_answer: A - question_score: '10' - 10: - question_text: What is true about this code? - code: |- - prizes = 1 million dollars, car, sandwich - names = Bob, Patrick, Sandy, Larry - {for} prize {in} prizes - {print} 'The ' prize ' is won by ' names {at} {random} - mp_choice_options: - - option: Everybody will always win a prize. - feedback: That is not true, you could end up without a prize. - - option: All the prizes always go to one single person. - feedback: That is not true. All the prizes are given away, but to random people - - option: Larry will never win a prize - feedback: That is not true. Larry has the same odds as the others - - option: Someone might win two prizes - feedback: You get it! - hint: Try to imagine the output of this code. - correct_answer: D - question_score: '10' - 11: - 1: - question_text: What word should be at the place of the blank? - code: |- - {for} i {in} _ 1 {to} 10 - {print} i - mp_choice_options: - - option: '`counter`' - feedback: 'No' - - option: '`{range}`' - feedback: Correct - - option: '`{if}`' - feedback: 'No' - - option: '`{for}`' - feedback: 'No' - hint: What did you learn in this level? - correct_answer: B - question_score: '10' - 2: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 1 {to} 3 - {print} i - mp_choice_options: - - option: |- - ``` - 1 - 2 - 3 - ``` - feedback: Correct! - - option: |- - ``` - 1 2 3 - ``` - feedback: That's not it - - option: |- - ``` - 1, 2, 3 - ``` - feedback: That's not it - - option: |- - ``` - 123 - ``` - feedback: That's not it - hint: How do the numbers appear in the screen? - correct_answer: A - question_score: '10' - 3: - question_text: Which code was used to get this output? - output: |- - 1 - 2 - 3 - 4 - 5 - Once I caught a fish alive! - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Perfect - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: This code won't work. You need an indent after {for}. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Now Hedy will count '1 Once I caught a fish alive!, 2 Once I caught a fish alive! etc. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} 'i' - {print} 'Once I caught a fish alive!' - ``` - feedback: i is a variable and shouldn't have quotation marks - hint: First all the numbers, then the sentence - correct_answer: A - question_score: '10' - 4: - question_text: Which code was used to get this output? - output: |- - 10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0 - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 0 {to} 10 - {print} i - ``` - feedback: Now Hedy prints the numbers from 0 to 10 instead of 10 to 0. - - option: |- - ``` - {for} i {in} {range} 0 {to} 10 - {print} -1 * i - ``` - feedback: Hedy would print negative numbers in this case. - - option: |- - ``` - {for} i {in} {range} 10 {to} 0 - {print} i - ``` - feedback: Unfortunately this does not exist. - - option: |- - ``` - {for} i {in} {range} 0 {to} 10 - {print} 10 - i - ``` - feedback: That's right! - hint: It has to be a calculation… - correct_answer: D - question_score: '10' - 5: - question_text: What's wrong with this code? - code: |- - {for} i {in} {range} 1 {to} 10 - {print} i - mp_choice_options: - - option: The i in the last line need quotation marks - feedback: No it doesn't. - - option: You can't use `{range}` 1 `{to}` 5 only `{range}` 1 `{to}` 10 - feedback: You could use 1 to 5 just as well! - - option: Line 1 needs to start with an indention. - feedback: Not line 1... - - option: Line 2 needs to start with an indention - feedback: Perfect! - hint: There is something wrong with the indention - correct_answer: D - question_score: '10' - 6: - question_text: How many times does the word Hello appear on your screen when you run the code? - code: |- - {for} i {in} {range} 0 {to} 2 - {print} 'Hello' - mp_choice_options: - - option: 1 time - feedback: 'No' - - option: 2 times - feedback: 'No' - - option: 3 times - feedback: That's right! - - option: Never - feedback: 'No' - hint: 0 also counts. So 0,1,2 that's 3 times. - correct_answer: C - question_score: '10' - 7: - question_text: What should be on the place of the blank? - code: |- - {print} 'Welcome to Hedys diner' - people = {ask} 'How many people will be eating here tonight?' - _ - food = {ask} 'What would you like to order?' - {print} food - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 0 {to} 3 - ``` - feedback: There's not always 3 people - - option: |- - ``` - {for} i {in} {range} 1 {to} guests - ``` - feedback: The variable is not named guests - - option: |- - ``` - {for} i {in} {range} 1 {to} people - ``` - feedback: Great! - - option: |- - ``` - {for} i {in} {range} 0 {to} people - ``` - feedback: That's one order too many! - hint: Use the variable 'people' - correct_answer: C - question_score: '10' - 8: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 23 {to} 25 - {print} 'hi' - mp_choice_options: - - option: |- - ``` - 23 - 24 - 25 - ``` - feedback: The numbers don't appear. It doesn't say `{print}` i. - - option: |- - ``` - 23 hi 24 hi 25 hi - ``` - feedback: The numbers don't appear. It doesn't say `{print}` i - - option: |- - ``` - hi - hi - hi - ``` - feedback: Correct - - option: The word 'hi' will appear 25 times in a row. - feedback: No it will only appear 3 times. - hint: It doesn't say `{print}` i - correct_answer: C - question_score: '10' - 9: - question_text: How many times does Hedy chant Hip Hip Hooray? - code: |- - age = {ask} 'How old are you?' - {for} i {in} {range} 1 {to} age - {print} 'Hip Hip Hoorray!' - mp_choice_options: - - option: 1 time - feedback: Try again - - option: 2 times - feedback: Try again - - option: Never - feedback: Try again - - option: That depends on how old you are - feedback: That's right! - hint: '`{for}` i `{in}` `{range}` 1 `{to}` age' - correct_answer: D - question_score: '10' - 10: - question_text: Which code belongs to this output? - output: |- - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 1 {to} 3 - {print} Baby shark tututudutudu - {print} Baby shark - ``` - feedback: Mind the indentation - - option: |- - ``` - {for} i {in} {range} 1 {to} 3 - {print} Baby shark tututudutudu - {print} Baby shark - ``` - feedback: That's right! - - option: |- - ``` - {for} i {in} {range} 0 {to} 3 - {print} Baby shark tututudutudu - {print} Baby shark - ``` - feedback: '`{range}` 0 `{to}` 3 is 4 times.' - - option: |- - ``` - {for} i {in} {range} 0 {to} 3 - {print} Baby shark tututudutudu - {print} Baby shark - ``` - feedback: '`{range}` 0 `{to}` 3 is 4 times.' - hint: Mind the indentation - correct_answer: B - question_score: '10' - 12: - 1: - question_text: Which output is correct? - code: |- - {print} 'three and a half plus one and a half is...' - {print} 3.5 + 1.5 - mp_choice_options: - - option: '5' - feedback: Don't forget the first line of code! - - option: 3.5 + 1.5 - feedback: This is not the one! - - option: |- - three and a half plus one and a half is... - five - feedback: Take a close look at the second line... - - option: |- - three and a half plus one and a half is... - 5 - feedback: Great job! - hint: Both lines are printed! - correct_answer: D - question_score: '10' - 2: - question_text: Which of these codes is correct? - mp_choice_options: - - option: |- - ``` - flavors {is} vanilla, strawberry, chocolate - {print} 'I would like a ' flavors {at} {random} ' cake.' - ``` - feedback: All the different values of flavors should be in quotation marks. - - option: |- - ``` - 'flavors = vanilla, strawberry, chocolate' - {print} 'I would like a ' flavors {at} {random} ' cake.' - ``` - feedback: All the different values of flavors should be in quotation marks. - - option: |- - ``` - flavors = 'vanilla', 'strawberry', 'chocolate' - {print} 'I would like a ' flavors {at} {random} ' cake.' - ``` - feedback: Alright! - - option: |- - ``` - flavors = 'vanilla, strawberry, chocolate' - {print} 'I would like a ' flavors {at} {random} ' cake.' - ``` - feedback: All the different values of flavors should be in quotation marks. - hint: The second line is the same in each code, pay attention to the first line - correct_answer: C - question_score: '10' - 3: - question_text: What's wrong with this code? - code: |- - favorite_animal = {ask} 'What is your favorite animal?' - {print} 'I like ' favoriteanimal ' too!' - mp_choice_options: - - option: The name of the variable is different in line 1 than in line 2. - feedback: Correct! - - option: The quotation marks aren't used correctly in line 2 - feedback: That's not true - - option: You can't use the = sign when using an {ask} command - feedback: That's not true - - option: Nothing is wrong. - feedback: That's not true - hint: The quotation marks are used correctly - correct_answer: A - question_score: '10' - 4: - question_text: In which lines are quotation marks needed to get the code to work? - code: |- - {print} Welcome to the online shoe shop - category = {ask} What kind of shoes are you looking for? - {if} category = high heels - {print} High heels are 50% off now! - mp_choice_options: - - option: Line 1 and 2 - feedback: 'No' - - option: Line 1, 2 and 3 - feedback: 'No' - - option: Line 1, 2 and 4 - feedback: 'No' - - option: All of the lines - feedback: Perfect! - hint: Does line 3 need quotation marks too? - correct_answer: D - question_score: '10' - 5: - question_text: What output does Agent007 get when they put in the correct password? - code: |- - name {is} {ask} 'What is your name?' - {if} name {is} 'Agent007' - a {is} 'Go to the airport ' - else - a {is} 'Go to the train station ' - password {is} {ask} 'What is the password?' - {if} password {is} 'TOPSECRET' - b {is} 'tomorrow at 02.00' - {else} - b {is} 'today at 10.00' - {print} a + b - mp_choice_options: - - option: Go to the train station today at 10.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 02.00 - feedback: You've cracked the code! - - option: Go to the train station tomorrow at 02.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 10.00 - feedback: The agent won't be catching any bad guys here - hint: The correct password is TOPSECRET - correct_answer: B - question_score: '10' - 6: - question_text: Which line should be filled in at the `_`? - code: |- - {print} 'Welcome to McHedy!' - order = {ask} 'Would you like a hamburger or fries?' - {if} order = 'hamburger' - price = 12 - {if} order = 'fries' - price = 4 - drinks = {ask} 'Would you like a drink with that for 2 dollars?' - {if} drinks = 'yes' - _ - {print} 'That will be ' price ' dollar please' - mp_choice_options: - - option: |- - ``` - price = 14 - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = '14' - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = price + 2 - ``` - feedback: Excellent! - - option: |- - ``` - price = + 2 - ``` - feedback: Almost there! - hint: What if you only order fries and a drink? - correct_answer: C - question_score: '10' - 7: - question_text: Which output does a vegan get? - code: |- - menu = 'cookies', 'cheese', 'grapes' - {print} "It's my birthday! I`ve brought some snacks!" - diet = {ask} 'Do you have any dietary restrictions?' - {if} diet = 'gluten free' - {remove} 'cookies' {from} menu - {if} diet = 'vegan' - {remove} 'cheese' {from} menu - {print} 'For you I have brought: ' - {for} snack {in} menu - {print} snack - mp_choice_options: - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cookies - grapes - feedback: Terrific! - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - feedback: There's more options than just one - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cheese - grapes - feedback: A vegan person can't have cheese - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - cookies - feedback: Almost there, but look at the order of snacks in the list - hint: What item is removed from the list when you answer 'vegan'? - correct_answer: A - question_score: '10' - 8: - question_text: Which code was used to create this output? - code: '3.5' - mp_choice_options: - - option: |- - ``` - {print} '7 / 2' - ``` - feedback: 'No' - - option: |- - ``` - {print} 7 / 2 - ``` - feedback: That is right! - - option: |- - ``` - {print} 7 : 2 - ``` - feedback: 'No' - - option: |- - ``` - {print} 7 * 2 - ``` - feedback: 'No' - hint: 7 devided by 2 is 3.5 - correct_answer: B - question_score: '10' - 9: - question_text: Which code should be filled in in line 1 at the `_`? - code: |- - _ - {print} 'You won ' prizes {at} {random} '!' - mp_choice_options: - - option: |- - ``` - prizes = 'one' 'million' 'dollars', 'nothing' - ``` - feedback: You won nothing - - option: |- - ``` - prizes = 'one million dollars, nothing' - ``` - feedback: You won nothing - - option: |- - ``` - prizes = 'one million dollars', 'nothing' - ``` - feedback: Winner! - - option: |- - ``` - 'prizes' = 'one million dollars', 'nothing' - ``` - feedback: You won nothing - hint: The items on the list should be in quotation marks - correct_answer: C - question_score: '10' - 10: - question_text: Which line of code should be filled in at the `_` to complete the song ? - code: |- - actions = 'clap your hands', 'stomp your feet', 'shout Hurray!' - _ - {for} i {in} {range} 0 {to} 1 - {print} 'if youre happy and you know it' - {print} action - {print} 'if youre happy and you know it and you really want to show it' - {print} 'if youre happy and you know it' - {print} action - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 1 {to} 3 - ``` - feedback: This is a hard one! All the actions on the list must be in the song. - - option: |- - ``` - {for} action {in} actions - ``` - feedback: You are amazing! - - option: |- - ``` - {repeat} 3 {times} - ``` - feedback: This is a hard one! All the actions on the list must be in the song. - - option: |- - ``` - {print} actions {at} {random} - ``` - feedback: This is a hard one! All the actions on the list must be in the song. - hint: This is a hard one! All the actions on the list must be in the song. - correct_answer: B - question_score: '10' - 13: - 1: - question_text: Which code should be filled in at the ??? ? - code: |- - name = {ask} 'What is your name?' - song = {ask} 'Whould you like to hear a song?' - birthday = {ask} 'Is today your birthday?' - ??? - {print} 'Happy Birthday to you!' - {print} 'Happy Birthday to you!' - {print} 'Happy Birthday dear ' name - {print} 'Happy Birthday to you!' - mp_choice_options: - - option: |- - ``` - {if} birthday {and} song = 'yes' - ``` - feedback: Almost there - - option: |- - ``` - {if} birthday = 'yes' {and} name = 'Hedy' - ``` - feedback: Hedy only sings for you if you like to hear a song - - option: |- - ``` - {if} song = 'yes' {and} birthday = 'yes' - ``` - feedback: Super! - - option: |- - ``` - {if} song = 'yes' {or} birthday = 'yes' - ``` - feedback: Hedy only sings if both answers are yes - hint: Hedy sings if you want to hear a song and it's you birthday - correct_answer: C - question_score: '10' - 2: - question_text: Which command is missing in the code at the place of the ??? ? - code: |- - menu = 'cheese', 'sausage rolls', 'cookies' - diet = {ask} 'Do you have any dietary restrictions?' - {if} diet = 'vegan' ??? diet = 'halal' - {remove} 'sausage rolls' {from} menu - mp_choice_options: - - option: '`{and}`' - feedback: You don't have to be vegan and muslim - - option: '`{or}`' - feedback: Great thinking! - - option: '`+`' - feedback: 'No' - - option: '`{print}`' - feedback: 'No' - hint: Neither vegans nor muslims can eat sausage rolls. - correct_answer: B - question_score: '10' - 3: - question_text: Which output is given to a member without a discount code? - code: |- - member = {ask} 'Do you have a membership card?' - discount = {ask} 'Do you have a discount code?' - {if} member = 'yes' {or} discount = 'yes' - {print} 'You get a free apple pie!' - {else} - {print} 'That will be 5 dollars please' - mp_choice_options: - - option: You get a free apple pie! - feedback: Great job! - - option: That will be 5 dollars please - feedback: That is not true - - option: This code won't work, so there is no output - feedback: There is nothing wrong with the code - - option: There is no way of knowing - feedback: There is! Read the question carefully - hint: Mind the command `{or}` in line 3 - correct_answer: A - question_score: '10' - 4: - question_text: Which line of code should follow this line in rock-paper-scissors game? - code: '{if} computer_choice {is} ''rock'' {and} your_choice {is} ''paper''' - mp_choice_options: - - option: |- - ``` - {print} 'you win' - ``` - feedback: You win! - - option: |- - ``` - {print} 'you lose' - ``` - feedback: You lose! - - option: |- - ``` - {print} 'tie' - ``` - feedback: It's only a tie if both choices are the same - - option: |- - ``` - {print} 'try again' - ``` - feedback: Try again! - hint: Paper beats rock - correct_answer: A - question_score: '10' - 5: - question_text: Which statement is true about this code? - code: |- - {if} name = 'Cinderella' {and} shoe_size = 38 - {print} 'You are my one true love!' - mp_choice_options: - - option: Every person with shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person named Cinderella is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person that is named Cinderella and has shoe size 38 is this prince's one true love - feedback: Fantastic! - - option: Every person that's not named Cinderella and does not have shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - hint: Both statements have to be true - correct_answer: C - question_score: '10' - 6: - question_text: Which statement about this code is true? - code: |- - {print} 'Let me guess which family member you are!' - glasses = {ask} 'Do you wear glasses?' - female = {ask} 'Are you female?' - {if} glasses = 'yes' {and} female = 'yes' - {print} 'You must be Sophie!' - {if} glasses = 'no' {and} female = 'yes' - {print} 'You must be Marleen!' - {if} glasses = 'yes' {and} female = 'no' - {print} 'You must be Wouter!' - {if} glasses = 'no' {and} female = 'no' - {print} 'You must be Michael!' - mp_choice_options: - - option: Michael is a boy with glasses - feedback: Try again - - option: Marleen is a girl with glasses - feedback: Try again - - option: Wouter is a boy without glasses - feedback: Try again - - option: Sophie is a girl with glasses - feedback: Great job! - hint: Take a good look! Or do you need glasses? - correct_answer: D - question_score: '10' - 7: - question_text: Which statement is false? - code: |- - {print} 'Thank you for helping me take care of my pets' - {print} 'Here is a program to help feed them' - animal = {ask} 'What kind of animal are they?' - color = {ask} 'What colour are they?' - {if} animal = 'cat' {and} color = 'grey' - {print} 'That is Abby. She eats 3 scoops of cat nibbles' - {if} animal = 'cat' {and} color = 'orange' - {print} 'That is Milo. He eats 4 scoops of cat nibbles' - {if} animal = 'bird' {or} color = 'black' - {print} 'I fed them this moring! They do not need more food today' - {if} animal = 'hamster' {and} color = 'brown' - {print} 'You can feed them a piece of carrot' - mp_choice_options: - - option: The grey cat is called Abby - feedback: This is true! - - option: Milo the orange cat eats 4 scoops of cat nibbles - feedback: This is true - - option: The black hamster needs to be fed a piece of carrot - feedback: Great job! - - option: The yellow bird was fed this morning - feedback: This is true - hint: Read the last 4 lines carefully - correct_answer: C - question_score: '10' - 8: - question_text: What output do you get if you order popcorn but no drink? - code: |- - {print} 'Welcome to the movie theater' - popcorn = {ask} 'Would you like some popcorn?' - drink = {ask} 'Would you like a drink?' - {if} popcorn = 'yes' {and} drink = 'yes' - {print} 'That will be 8 dollars please' - {if} popcorn = 'no' {and} drink = 'yes' - {print} 'That will be 3 dollars please' - {if} popcorn = 'yes' {and} drink = 'no' - {print} 'That will be 5 dollars please' - {if} popcorn = 'no' {and} drink = 'no' - {print} 'Ok' - {print} 'Enjoy the movie' - mp_choice_options: - - option: |- - Welcome to the movie theater - That will be 8 dollars please - Enjoy the movie - feedback: You have paid too much! - - option: |- - Welcome to the movie theater - That will be 5 dollars please - Enjoy the movie - feedback: Amazing! - - option: |- - Welcome to the movie theater - That will be 3 dollars please - Enjoy the movie - feedback: That's not enough money! - - option: |- - Welcome to the movie theater - Ok - Enjoy the movie - feedback: You have to pay for your popcorn! - hint: popcorn = yes and drink = no - correct_answer: B - question_score: '10' - 9: - question_text: What is wrong with this code? - code: |- - 1 chocolate = {ask} 'Would you like chocolate sauce on your ice cream?' - 2 sprinkles = {ask} 'Would you like sprinkles on your ice cream?' - 3 {if} chocolate {and} sprinkles = 'yes' - 4 {print} 'Ice cream with chocolate sauce and sprinkles, coming up!' - 5 {if} chocolate = 'yes' {and} sprinkles = 'no' - 6 {print} 'Ice cream with chocolate sauce, coming up!' - 7 {if} chocolate = 'no' {and} sprinkles = 'yes' - 8 {print} 'Ice cream with sprinkles, coming up' - 9 {if} chocolate = 'no' {and} sprinkles = 'no' - 10 {print} 'Just plain icecream, coming up!' - mp_choice_options: - - option: |- - Line 3 should be: - ``` - {if} chocolate = 'yes' {and} sprinkles = 'yes' - ``` - feedback: Correct! - - option: "Line 3 should be: \n```\n{if} chocolate = 'no' {and} sprinkles = 'no'\n```" - feedback: This is not what I ordered! - - option: "Line 5 should be: \n```\n{if} chocolate = 'yes' {and} sprinkles = 'yes'\n```" - feedback: This is not what I ordered! - - option: |- - Line 7 should be: - ``` - {if} chocolate = 'yes' {and} sprinkles = 'no' - ``` - feedback: This is not what I ordered! - hint: There is a mistake in line 3 - correct_answer: A - question_score: '10' - 10: - question_text: Which command needs to be in line 8 at the place of the ??? ? - code: |- - {print} 'Welcome to the product finder of this supermarkt' - item = {ask} 'What product are you looking for?' - bakery = 'bread', 'buns', 'muffins' - drinks = 'soda', 'water', 'lemonade' - snacks = 'chips', 'nuts', 'dips' - frozen = 'fries', 'icecream', 'pizza' - fruit = 'bananas', 'apples', 'oranges' - {if} item {in} snacks ??? item {in} drinks - {print} 'This item is in aisle 3' - {if} item {in} bakery {or} item {in} bakery - {print} 'This item in in the back of the store' - {if} item {in} fruit - {print} 'The fruit is sold near the register' - mp_choice_options: - - option: '`{and}`' - feedback: There are no items that are both the list of snacks and the list of drinks - - option: '`{or}`' - feedback: Great job! - - option: '`{in}`' - feedback: 'No' - - option: '`{if}`' - feedback: 'No' - hint: The item is either in the list of snacks, or in the list of drinks - correct_answer: B - question_score: '10' - 14: - 1: - question_text: Which symbol should be used on the blank? - code: |- - name _ {ask} 'Who are you?' - {if} name == 'Hedy' - {print} 'Me too!' - mp_choice_options: - - option: '`=>`' - feedback: This is not a symbol. - - option: '`==`' - feedback: We are not comparing anything, just asking. - - option: '`!=`' - feedback: We are not comparing anything, just asking - - option: '`=`' - feedback: Right! - hint: We are not comparing anything, we are just asking a name. - correct_answer: D - question_score: '10' - 2: - question_text: Which of these codes has used the correct = or == symbol? - mp_choice_options: - - option: '{if} name = Hedy' - feedback: 'No' - - option: '{if} age = 24' - feedback: 'No' - - option: answer = {ask} 'What is your answer' - feedback: Yes! - - option: answer == {ask} 'How are you doing?' - feedback: 'No' - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' - 3: - question_text: Which symbols should be filled in on the two blanks? - code: |- - guests = {ask} 'How many people are at the party?' - {if} guests _ 130 - {print} 'You can come in!' - {if} guests _ 130 - {print} 'Im sorry, the club is full. ' - {print} 'You have to wait for a guest to leave' - mp_choice_options: - - option: '`>` and `<`' - feedback: That's not it - - option: '`=` and `>=`' - feedback: That's not it - - option: '`<` and `>=`' - feedback: You are right - - option: '`+` and `==`' - hint: There are 130 people allowed in the club - correct_answer: C - question_score: '10' - feedback: That's not it - 4: - question_text: What's wrong with this code? - code: |- - price = 10 - money = {ask} How much money do you have? - buy = {ask} 'Would you like to buy this teddy bear?' - {if} money >= price {and} buy == 'yes' - {print} 'You can buy the bear!' - {else} - {print} 'You cannot buy this bear!' - mp_choice_options: - - option: In line 1 == should be used instead of = - feedback: No that's not it - - option: Line 2 misses quotation marks - feedback: You are correct - - option: In line 4 = should have been used instead of == - feedback: No that's not it - - option: In line 4 <= should have been used instead of >= - feedback: No that's not it - hint: The symbols are right - correct_answer: B - question_score: '10' - 5: - question_text: Which symbol should be filled in on the blanks if the movie is suitable for kids for the age of 12 and up? - code: |- - age = {ask} 'How old are you?' - ticket = {ask} 'Do you have a ticket?' - {if} age _ {and} ticket == 'yes' - {print} 'You can enter the movie theater.' - {else} - {print} 'You are not allowed to come in!' - mp_choice_options: - - option: '`> 12`' - feedback: 12 year olds are allowed too - - option: '`>= 12`' - feedback: Great! - - option: '`< 12`' - feedback: These kids are too young! - - option: '`<= 12`' - feedback: These kids are too young - hint: '> means greater than' - correct_answer: B - question_score: '10' - 6: - question_text: How many times do you have to say you are annoyed before this annoying game stops? - code: |- - lives = 2 - {repeat} 10 {times} - {if} lives != 0 - answer = {ask} 'Are you annoyed yet?' - {if} answer == 'yes' - lives = lives - 1 - mp_choice_options: - - option: 10 times - feedback: It stops after 2 times - - option: 0 times - feedback: It stops after 2 times - - option: 1 time - feedback: It stops after 2 times - - option: 2 times - feedback: That is correct - hint: '!= means ''is not''' - correct_answer: D - question_score: '10' - 7: - question_text: What should be filled in on the three blanks? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' - mp_choice_options: - - option: '`''Lower''` and `''Higher''` and `''You win!''`' - feedback: That's not quite right. - - option: '`''Higher''` and `''Lower''` and `''You win!''`' - feedback: You win! - - option: '`''You win!''` and `''Lower!''` and `''Higher''`' - feedback: That's not quite right. - - option: '`''Lower!''` and `''You win!''` and `''Higher!''`' - feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: B - question_score: '10' - 8: - question_text: Which statement is true about this roller coaster? - code: |- - length = {ask} 'Please fill in your length in cm' - {if} length < 120 - {print} 'Sorry, you cannot go on this roller coaster.' - {else} - {print} 'Enjoy the ride' - mp_choice_options: - - option: You must be taller than 120 cm to go on the roller coaster - feedback: True! - - option: You must be taller than 119 cm to go on the roller coaster - feedback: If you are 120 cm you won't get in - - option: You must be shorter than 120 cm to go on the roller coaster - feedback: '> means greater than' - - option: There are no length restrictions to go on the roller coaster - feedback: There are. - hint: '> means greater than' - correct_answer: A - question_score: '10' - 9: - question_text: How many pieces of chocolate will give you a stomach ache according to this fitbit? - code: |- - chocolate = {ask} 'How many pieces of chocolate have you eaten?' - {if} chocolate <= 2 - {print} 'That is a healthy amount' - {if} chocolate > 2 {and} chocolate =< 8 - {print} 'That is a bit much' - {if} chocolate > 8 - {print} 'You will get a stomach ache!' - mp_choice_options: - - option: 1 or more - feedback: 'No' - - option: 2 or more - feedback: 'No' - - option: 8 or more - feedback: Almost - - option: 9 or more - feedback: Great! - hint: '> 8 means more than 8' - correct_answer: D - question_score: '10' - 10: - question_text: What should be filled in in the blanks? - code: |- - {print} 'Whoever gets the most points wins!' - {if} points_player_1 < points_player_2 - {print} _ - mp_choice_options: - - option: '''player 1 wins''' - feedback: Look at who has the highest score! - - option: '''player 2 wins''' - feedback: Yes! - - option: '''player 2 loses''' - feedback: Look at who has the highest score! - - option: '''It is a tie''' - feedback: No it's not, one player has a higher score - hint: You win the game by having the most points - correct_answer: B - question_score: '10' - 15: - 1: - question_text: 'Which symbol should be used on the blank? Tip: You must keep guessing until you get it right.' - code: |- - answer = 0 - {while} answer _ 'Amsterdam' - answer = {ask} 'What is the capital city of the Netherlands?' - {print} 'You have given the correct answer' - mp_choice_options: - - option: '`=!`' - feedback: That is not right. - - option: '`==`' - feedback: You don't have to keep guessing if you've given the right answer. - - option: '`!=`' - feedback: Correct - - option: '`=`' - feedback: That's not it - hint: Keep guessing until you say Amsterdam - correct_answer: C - question_score: '10' - 2: - question_text: Which of these codes has used the correct symbol(s)? - mp_choice_options: - - option: |- - ``` - {while} name = Hedy - ``` - feedback: 'No' - - option: |- - ``` - {while} age = 24 - ``` - feedback: 'No' - - option: |- - ``` - {while} time > 0 - ``` - feedback: Yes! - - option: |- - ``` - {while} answer == yes' - ``` - feedback: A quotation mark is missing - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' - 3: - question_text: Which command should be filled in on the blank? - code: |- - _ age < 18 - {print} 'you are not allowed in this bar' - mp_choice_options: - - option: '`{in}`' - feedback: That's not it - - option: '`{while}`' - feedback: You are right - - option: '`{for}`' - feedback: That's not it - - option: '`{range}`' - feedback: That's not it - hint: You are not allowed in the bar as long as you are 17 or younger - correct_answer: B - question_score: '10' - 4: - question_text: What's wrong with this code? - code: |- - options = 1, 2, 3, 4, 5, 6 - {print} 'Throw 6 as fast as you can!' - thrown = 0 - tries = 0 - {while} thrown == 6 - thrown = options {at} {random} - {print} 'You threw ' thrown - tries = tries + 1 - {print} 'Yes! You have thrown 6 in ' tries ' tries.' - mp_choice_options: - - option: In line 1 `==` should be used instead of `=` - feedback: No that's not it - - option: Line 2 misses quotation marks - feedback: That's not right - - option: In line 5 `{if}` should have been used instead of `{while}` - feedback: That's not it - - option: In line 5 `!=` should have been used instead of `==` - feedback: You are correct - hint: There is something wrong in line 5 - correct_answer: D - question_score: '10' - 5: - question_text: What should be placed on the blank to make this program work correctly? - code: |- - wetness = 10 - {while} wetness != 0 - {print} 'Your hair is still wet, hair dryer on!' - {sleep} 1 - {clear} - wetness _ - - {print} 'All dry!' - mp_choice_options: - - option: |- - ``` - = wetness - ``` - feedback: That will not change anything - - option: |- - ``` - = wetness = 1 - ``` - feedback: You can't have two times = in one line - - option: |- - ``` - = wetness - 1 - ``` - feedback: You are correct! - - option: |- - ``` - = wetness + 1 - ``` - feedback: The program should count down - hint: wetness should get less each time - correct_answer: C - question_score: '10' - 6: - question_text: What is wrong with this code? - code: |- - lives = 100 - {while} lives != 0 - answer = {ask} 'Are you annoyed yet?' - {if} answer == 'yes' - lives = lives - 1 - mp_choice_options: - - option: '`{while}` should be`{if}`' - feedback: No that is not right - - option: '`{if}` should be `{while}`' - feedback: No that is not right - - option: Line 3 should start with more indentation - feedback: No that's not right - - option: Line 2 should start with less indentation - feedback: That is correct - hint: Look closely at the indentation - correct_answer: D - question_score: '10' - 7: - question_text: How should this program be changed so that it works? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' - mp_choice_options: - - option: '... change the first `{if}` into a `{while}`' - feedback: Perfect! - - option: '... change the second `{if}` into a `{while}`' - feedback: That's not quite right. - - option: '... change the third `{if}` into a `{while}`' - feedback: That's not quite right. - - option: '... change the fourth `{if}` into a `{while}`' - feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: A - question_score: '10' - 8: - question_text: Which statement is true about this automated toilet system? - code: |- - {while} toilet == 'occupied' - lights = 'on' - air_freshener_sprays = 'yes' - {sleep} 60 - lights = 'off' - air_freshener_sprays = 'no' - mp_choice_options: - - option: The lights and air freshener will turn off after 1 minute - feedback: False! - - option: The air freshener sprays once every minute and the lights stay on the whole time while you are on the toilet - feedback: Great job - - option: The air freshener sprays once you leave the toilet. - feedback: It only sprays when you're in there. - - option: The lights will always stay on. - feedback: That wouldn't be right. - hint: The block after the {while} command keeps happening while the toilet is occupied. - correct_answer: B - question_score: '10' - 9: - question_text: What will the diet app say if you have eaten 1600 calories today? - code: |- - calories = {ask} 'How many calories have you eaten today?' - {while} calories <= 1000 - {print} 'You could eat some more' - {while} calories > 1000 {and} calories =< 2000 - {print} 'That is alright' - {while} calories > 2000 - {print} 'You have had enough for today' - mp_choice_options: - - option: Nothing. 1600 is not programmed into the app. - feedback: 'No' - - option: You could eat some more - feedback: 'No' - - option: That is alright - feedback: Yes! - - option: You have eaten enough for today - feedback: 'No' - hint: 1600 is between 1000 and 2000 - correct_answer: C - question_score: '10' - 10: - question_text: 'What should be filled in in the blanks? Tip: the player with the most points is in the lead.' - code: |- - name_player_1 = {ask} 'Name player 1:' - name_player_2 = {ask} 'Name player 2:' - {while} points_player_1 > points_player_2 - {print} _ ' is in the lead right now!' - mp_choice_options: - - option: |- - ``` - name_player_1 - ``` - feedback: You are right! - - option: |- - ``` - name_player_2 - ``` - feedback: No they are losing! - - option: |- - ``` - points_player_1 - ``` - feedback: You should fill in a name, not a number - - option: |- - ``` - points_player_2 - ``` - feedback: You should fill in a name, not a number - hint: You win the game by having the most points. Your name should appear on the screen - correct_answer: A - question_score: '10' 16: - 1: - question_text: Which command should be filled in on the blanks to print a random snack? - code: |- - snacks = nachos, chips, cucumber, sweets - {print} _ - mp_choice_options: - - option: '`snacks {at} {random}`' - feedback: This is the old way. - - option: '`[{random} snack]`' - feedback: The order is wrong. - - option: '`snacks[{random}]`' - feedback: Correct - - option: '`snacks[{at} {random}]`' - feedback: We do not need `at`anymore - hint: We no longer use {at} - correct_answer: C - question_score: '10' - 2: - question_text: What should be filled in on the blanks if you want a list of what chores are done by whom? - code: |- - friends = ['Wesley', 'Eric', 'Kaylee'] - chores = ['the cooking', 'the cleaning', 'nothing'] - {for} i {in} {range} 1 {to} 3 - {print} _ - mp_choice_options: - - option: |- - ``` - friends[i] has to do chores [i] - ``` - feedback: Mind the spacing. - - option: |- - ``` - friends[1] has to do chores[1] - ``` - feedback: It will print 3 times that Wesley has to do the cooking - - option: |- - ``` - chores[i] ' has to do ' friends[random] - ``` - feedback: The person has to do the chore, not the other way around - - option: |- - ``` - friends[i] ' has to do ' chores[i] - ``` - feedback: Fantastic! - hint: '`i` tells us what item in the list it is. So friend 1 does chore 1 etc.' - correct_answer: D - question_score: '10' - 3: - question_text: What is a possible output for this program? - code: |- - friends = ['Wesley', 'Eric', 'Kaylee'] - chore = ['the cooking', 'the cleaning', 'nothing'] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] has to do chores[i] - mp_choice_options: - - option: |- - ``` - Wesley has to do the cooking - Eric has to do the cleaning - Kaylee has to do nothing - ``` - feedback: Super! - - option: |- - ``` - Kaylee has to do the cooking - Wesley has to do the cleaning - Eric has to do nothing - ``` - feedback: No, it is not random. - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cleaning - Wesley has to do the nothing - ``` - feedback: Poor Wesley! - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cooking - Wesley has to do the cooking - ``` - feedback: That's not it - hint: It's not random... - correct_answer: A - question_score: '10' - 4: - question_text: What is wrong with this code? - code: |- - friends = ['Jaylee', 'Erin', 'Fay'] - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 0 {to} 3 - print 'the lucky number of ' friends[i] - print 'is ' lucky_numbers[i] - mp_choice_options: - - option: The variable in line 4 should be `friend[i]`, not `friends[i]` - feedback: That is not right. - - option: Line 3 should say `in range 1 to 3` not `in range 0 to 3` - feedback: Good catch! - - option: Line 4 should say 'lucky_number', not 'lucky number - feedback: It's not a variable, it's just text. - - option: '{in} in line 3 should be removed' - feedback: That's not it - hint: There's nothing wrong with line 4 - correct_answer: B - question_score: '10' - 5: - question_text: Which line should be filled in in the blank? - code: |- - animals = ['dog', 'cow', 'horse'] - _ - {for} i {in} {range} 1 {to} 3 - {print} 'the ' animals[i] ' says ' sounds[i] - mp_choice_options: - - option: |- - ``` - noises = ['moo', 'woof', 'neigh'] - ``` - feedback: Mind the variable name and the order of the sounds. - - option: |- - ``` - sounds = '[woof], [moo], [neigh]' - ``` - feedback: Look at line one to see how brackets are supposed to be used. - - option: |- - ``` - sounds = [woof, moo, neigh] - ``` - feedback: Don't forget the quotation marks! - - option: |- - ``` - sounds = ['woof', 'moo', 'neigh'] - ``` - feedback: Great job! - hint: Look at line 1 to see proper use of brackets and quotation marks. - correct_answer: D - question_score: '10' - 6: - question_text: Which statement is true? - code: |- - people = ['Chris', 'Jaylino', 'Ryan'] - games = ['fortnite', 'minecraft', 'fifa'] - {for} o {in} {range} 1 {to} 3 - {print} people[o] ' likes ' games[o] - mp_choice_options: - - option: You are not allowed to use the variable o. It should be named i. - feedback: i is the most commonly used variable name in this case, but it's not mandatory to use i. - - option: The output will say that Jaylino likes fortnite. - feedback: No, he likes minecraft. - - option: The output will say that Ryan likes fifa - feedback: Correct - - option: This code will not work. It will give and error. - feedback: No, the code is correct. - hint: There is nothing wrong with this code. - correct_answer: C - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - people = ['Savi', 'Senna', 'Fayenne'] - transportation = ['bike', 'train', 'car'] - {for} i {in} {range} 1 {to} 3 - {print} people[i] goes to school by transportation[i] - mp_choice_options: - - option: Line 1 needs less quotation marks - feedback: That is not right. - - option: Line 3 should start with indentation - feedback: It should not! - - option: Line 4 should start without indentation - feedback: It should not - - option: Line 4 needs more quotation marks. - feedback: Amazing! - hint: There is a mistake made in the usage of quotation marks. - correct_answer: D - question_score: '10' - 8: - question_text: Which of these codes belongs to this output? - code: |- - Macy and Kate get to go first - Lionell and Raj get to go second - Kim and Leroy get to go third - mp_choice_options: - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 0 {to} 3 - {print} teams[random] ' get to go ' position[i] - ``` - feedback: This is not right - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: Amazing! - - option: |- - ``` - teams = ['Macy', 'Kate', 'Lionell', 'Raj', 'Kim', 'Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 6 - {print} teams[random] ' get to go ' position[random] - ``` - feedback: This is not it. - - option: |- - ``` - teams = ['Macy and Kate' 'Lionell and Raj' 'Kim and Leroy'] - position = ['first' 'second' 'third'] - {for} teams {in} {range} 0 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: This is not going to work! - hint: If you look carefully at the first line, you'll see that only the first two answers are possibly correct. - correct_answer: B - question_score: '10' - 9: - question_text: What is a possible output for this code? - code: |- - countries = ['Canada', 'Zimbabwe', 'New Zealand'] - {for} i {in} {range} 0 {to} 1 - {print} 'I will travel to ' countries[random] - mp_choice_options: - - option: |- - ``` - I will travel to Canada - I will travel to Canada - ``` - feedback: Great job! - - option: |- - ``` - I will travel to Canada - ``` - feedback: It will be repeated twice - - option: |- - ``` - I will travel to Canada, Zimbabwe and New Zealand - ``` - feedback: This is not it. - - option: |- - ``` - I will travel to Canada - I will travel to Zimbabwe - I will travel to New Zealand - ``` - feedback: It's only repeated twice - hint: Range 0 to 1 is 2 times - correct_answer: A - question_score: '10' 10: - question_text: Which 3 lines will complete this code correctly? code: |- {print} 'The book raffle will start soon' {print} 'Get your tickets now!' @@ -3864,231 +21,8 @@ levels: {for} i {in} {range} 3 {to} people {add} i {to} list_of_raffle_numbers {for} i {in} {range} 1 {to} 5 - mp_choice_options: - - option: |- - ``` - chosen_number = list_of_numbers at random - print books[i] ' will go to person number ' chosen_number - {add} chosen_number {to} list_of_numbers - ``` - feedback: Almost there... but adding the winner to the list makes this raffle unfair - - option: |- - ``` - print person[i] ' wins ' book[i] - ``` - feedback: There is no list called 'person' - - option: |- - ``` - chosen_number = list_of_numbers[people] - print books[people] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: This is not it. - - option: |- - ``` - chosen_number = list_of_numbers[random] - print books[i] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: Fantastic! - hint: You need to use the {remove} command - correct_answer: D - question_score: '10' 17: - 1: - question_text: What is the output of this code? - code: |- - minions = ['Bob', 'Kevin', 'Stuart'] - {for} x in minions: - {print} x - mp_choice_options: - - option: |- - ``` - m i n i o n s - ``` - feedback: This is not it. - - option: |- - ``` - Bob - Kevin - Stuart - ``` - feedback: Correct! - - option: |- - ``` - minions - minions - minions - ``` - feedback: Take a look at the content of your list. - - option: |- - ``` - B o b K e v i n S t u a r t - ``` - feedback: Do not loop through the letters. - hint: Loop through your list. - correct_answer: B - question_score: '10' - 2: - question_text: What is wrong with this code? - code: |- - seconds_minute = 60 - minute_hour = 60 - hour_day = 24 - leap_year = 366 - no_leap_year = 365 - years = ask 'what year is it?' - {if} years = 2024: - print seconds_minute * minute_hour * hour_day * leap_year - {else}: - print seconds_minute * minute_hour * hour_day * noleap_year - mp_choice_options: - - option: You cannot have so many variables. - feedback: This is not it. - - option: The way the variables are multiplied is incorrect. - feedback: Not true! - - option: One of the variables `noleap_year` does not belong with the `{if}` statement. - feedback: Keep looking for the mistake. - - option: The `noleap_year` has to be identical in both cases. - feedback: Correct! - hint: Read the code carefully. - correct_answer: D - question_score: '10' - 3: - question_text: How many hedgehogs will this code print? - code: |- - {for} x in range 1 to 3: - {for} y in range 1 to 2: - {print} 🦔 - mp_choice_options: - - option: |- - ``` - 🦔 - 🦔 - 🦔 - ``` - feedback: Try again. - - option: |- - ``` - 🦔 - 🦔 - ``` - feedback: One more try. - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: Well done! - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating. - correct_answer: C - question_score: '10' - 4: - question_text: What is wrong with code? - code: |- - name_color = {ask} 'What is your favorite color?' - {if} name_color == 'red': - {print} 'the color of a tomato' - {elif} name_color == 'green': - {print} 'the color of an apple' - {elif} name_color == 'blue': - {print} 'the color of a blueberry' - {elif} name_color == 'yellow': - {print} 'the color of a banana' - {elif}: - {print} 'this fruit-color does not exist' - mp_choice_options: - - option: The first `{elif}` should be used before the `print` command - feedback: Try again. - - option: '`{elif}` can only be used once' - feedback: From now on we can use elif multiple times. - - option: '`==` used with `{elif}` should be replaced by `=`' - feedback: Not correct. - - option: '`{elif}` in the last line should be replaced by `{else}`' - feedback: Great! - hint: Think about `{if}`, `{elif}`, `{else}`. - correct_answer: D - question_score: '10' - 5: - question_text: What is the output of this code? - code: |- - numbers = [7, 19, 29, 41, 53, 71, 79, 97] - {for} prime in numbers: - {if} prime <= 10: - {print} prime - {elif} prime >= 60: - {print} prime - {elif} prime >= 90: - {print} prime - {else}: - {print} 'another number' - mp_choice_options: - - option: |- - ``` - 7 - another number - another number - another number - another number - 71 - 79 - 97 - ``` - feedback: Well done! - - option: |- - ``` - another number - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: Try again. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - another number - ``` - feedback: One more try. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating and the values of if and elif. - correct_answer: A - question_score: '10' 6: - question_text: What is wrong with code? code: |- name = {ask} 'What is your name?' {if} name == 'Hedy': @@ -4099,125 +33,3 @@ levels: {print} 'Access denied' {else}: {print} 'Go fish' - mp_choice_options: - - option: '`{elif}` is missing.' - feedback: Try again. - - option: '`{else}` can only be used once.' - feedback: From now on we can use elif multiple times. - - option: Nothing! - feedback: There is a mistake. Look carefully! - - option: There is an indentation mistake in the last line. - feedback: Amazing! - hint: There is a mistake somewhere... - correct_answer: D - question_score: '10' - 7: - question_text: Which of the following codes will print five times 'the result is 3' on the screen? - mp_choice_options: - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - result = n * 1 - {print} 'The result is ' result - ``` - feedback: Try again! - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} u in numbers: - number = u - {print} 'The result is ' number - ``` - feedback: That is not it. - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} number in numbers: - number = 3 - {print} 'The result is ' number - ``` - feedback: Very good! - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - n = result - {print} 'The result is ' result - ``` - feedback: That is not it. - hint: Think about mathematical symbols. - correct_answer: C - question_score: '10' - 8: - question_text: What is wrong with code? - code: |- - insects = ['🐝', '🦋', '🕷', '🐞'] - your_favorite = {ask} 'what is your favorite insect?' - {for} insect in insects: - {if} your_favorite == '🐝' {or} your_favorite == '🐞': - {print} 'very useful' - {elif} your_favorite == '🕷': - {print} 'it can catch mosquitoes' - {else}: - {print} 'almost all insects can be useful one way or another' - mp_choice_options: - - option: '`{or}` cannot be used with `{if}`.' - feedback: Try again. - - option: In the `{for}` command `insect` should be `insects`. - feedback: Not true. - - option: Nothing! - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 9: - question_text: Which one of the codes below gave this output? - code: |- - -5 is negative - -4 is negative - -3 is negative - -2 is negative - -1 is negative - 0 is positive - 1 is positive - 2 is positive - 3 is positive - mp_choice_options: - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Try again! - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number <= 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - - option: "```\n {for} number in range -5 to 3:\n {if} number >= 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Very good! - - option: "```\n {for} number in range -5 to 3:\n {if} number < 0: \n {print} number ' is positive'\n {elif} number <=0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 10: - question_text: What is wrong with this code? - code: |- - {for} number in range 1 to 5: - volume_room = num * num * num - {print} volume_room ' cubic meters' - {if} volume_room > 100: - {print} 'this is a large room' - {elif} volume_room < 100: - {print} 'small room but cosy' - {else}: - {print} 'i will look for something else' - mp_choice_options: - - option: The word num needs quotation marks. - feedback: Try again. - - option: The `{if}` command is not used correctly. - feedback: Not true. - - option: Line 3 should be `volume_room = number * number * number`. - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' diff --git a/content/quizzes/id.yaml b/content/quizzes/id.yaml index 13d78b76fa7..3660be44432 100644 --- a/content/quizzes/id.yaml +++ b/content/quizzes/id.yaml @@ -12,8 +12,6 @@ levels: - option: Heidi feedback: Bukan yang ini! hint: Itu dinamai sesuai dengan Hedy Lamarr. - correct_answer: A - question_score: '10' 2: question_text: Yang perlu diisi di tempat kosong agar teks Hello! muncul? code: ___ Hello! @@ -27,8 +25,6 @@ levels: - option: '`{ask}`' feedback: Dengan `{ask}`, kamu bisa bertanya. hint: _ Halo dunia! - correct_answer: B - question_score: '10' 3: question_text: Bagaimana cara kamu bertanya warna favorit seseorang? mp_choice_options: @@ -53,8 +49,6 @@ levels: ``` feedback: '`{echo}` mengulangi jawaban Anda kembali.' hint: Anda dapat menanyakan sesuatu dengan perintah `{ask}` - correct_answer: C - question_score: '10' 4: question_text: Apa yang salah dengan kode ini? code: |- @@ -71,8 +65,6 @@ levels: - option: Tidak ada apa-apa! Ini adalah kode yang sempurna! feedback: Salah, perhatikan baik-baik! hint: Baris 1 sepertinya tidak benar - correct_answer: A - question_score: '10' 5: question_text: Perintah mana yang hilang di baris 2? code: |- @@ -88,8 +80,6 @@ levels: - option: '`{echo}`' feedback: Right on! hint: Anda ingin melihat jawabannya di akhir baris 2... - correct_answer: D - question_score: '10' 6: question_text: Apa yang salah dengan kode ini? code: |- @@ -107,8 +97,6 @@ levels: - option: Pada baris 4, `{print}` salah dieja. feedback: Tidak, ada kesalahan di tempat lain hint: Periksa perintah `{print}`. - correct_answer: B - question_score: '10' 7: question_text: Apa yang salah dengan kode ini? code: |- @@ -126,8 +114,6 @@ levels: - option: Tidak ada apa-apa! Ini adalah kode yang sempurna! feedback: Benar! hint: Periksa kode baris demi baris - correct_answer: D - question_score: '10' 8: question_text: Bagaimana cara menggunakan perintah `{echo}`? mp_choice_options: @@ -139,9 +125,6 @@ levels: feedback: Kerja bagus! - option: Anda dapat menggunakannya untuk menghilangkan teks. feedback: Itu tidak benar... - hint: '`{echo}` is used after an `{ask}` command.' - correct_answer: C - question_score: '10' 9: question_text: Apa yang salah dengan kode ini? code: |- @@ -158,14 +141,8 @@ levels: - option: Tidak ada apa-apa. Ini adalah kode yang sempurna! feedback: Perhatikan baik-baik kesalahannya... hint: '`{ask}` memungkinkan Anda mengajukan pertanyaan' - correct_answer: B - question_score: '10' 10: question_text: Output mana yang akan ada di layar output Anda setelah Anda menjalankan kode ini? - code: |- - {ask} Are you ready to go to level 2? - {echo} - {echo} mp_choice_options: - option: Are you ready to go to level 2? feedback: Ada dua perintah `{echo}` @@ -180,8 +157,6 @@ levels: Yes! feedback: Ada dua perintah `{echo}` hint: Ayo! - correct_answer: B - question_score: '10' 2: 1: question_text: Pernyataan mana yang benar? @@ -195,8 +170,6 @@ levels: - option: Dengan perintah `{sleep}`, Anda dapat menghapus teks dari layar. feedback: Itu bukan cara kerja `{sleep}`. hint: '`{print}` masih berfungsi dengan cara yang sama seperti di level 1' - correct_answer: C - question_score: '10' 2: question_text: Kode mana yang benar? mp_choice_options: @@ -221,8 +194,6 @@ levels: ``` feedback: Kata-katanya benar, urutannya tidak! hint: '`{ask}` tidak berfungsi seperti di level 1' - correct_answer: A - question_score: '10' 3: question_text: Apa yang muncul di layar keluaran saat Anda menjalankan kode ini? code: |- @@ -238,13 +209,8 @@ levels: - option: Marleen pergi ke pasar dan Marleen membeli sebuah apel. feedback: Dia tidak diganti dengan nama hint: Kata nama diganti dengan Marleen - correct_answer: C - question_score: '10' 4: question_text: Apa yang akan Anda lihat di layar keluaran saat Anda menjalankan kode ini? - code: |- - name {is} Hedy - {print} Hi my name is name mp_choice_options: - option: Hi my name is name feedback: Nama variabel diganti dengan Hedy @@ -255,8 +221,6 @@ levels: - option: Hi my Hedy is Hedy feedback: Benar, kesalahan ini akan diperbaiki di level 4! hint: '''nama'' diganti dengan ''Hedy'' di kedua tempat' - correct_answer: D - question_score: '10' 5: question_text: Apa yang terjadi jika Anda menggunakan perintah `{sleep}`? mp_choice_options: @@ -269,8 +233,6 @@ levels: - option: Anda meletakkannya di akhir agar Hedy tahu program Anda sudah selesai feedback: Tidak, itu akan sia-sia di akhir kode Anda hint: Komputer menunggu beberapa detik pada perintah `{sleep}` - correct_answer: C - question_score: '10' 6: question_text: Apa yang harus dipertaruhkan? code: |- @@ -287,8 +249,6 @@ levels: - option: '`{ask}`' feedback: Tidak ada pertanyaan yang perlu ditanyakan hint: Jeda untuk efek dramatis... - correct_answer: A - question_score: '10' 7: question_text: Perintah apa yang harus digunakan pada baris 2? code: |- @@ -317,8 +277,6 @@ levels: ``` feedback: Permudah diri Anda dengan menggunakan angka 3 hint: Anda ingin komputer menunggu selama 3 detik - correct_answer: B - question_score: '10' 8: question_text: Bagaimana cara Anda memperbaiki baris kode pertama? code: |- @@ -346,8 +304,6 @@ levels: ``` feedback: Where is the `{ask}` command? hint: Nama variabel harus didahulukan - correct_answer: C - question_score: '10' 9: question_text: Apa yang salah dalam kode ini? code: |- @@ -363,8 +319,6 @@ levels: - option: 'Baris 2 seharusnya berbunyi: `{sleep}` Saya suka binatang' feedback: Tidur tidak digunakan untuk `{print}` teks hint: Anda ingin `{print}` 'Saya suka anjing-anjing' - correct_answer: B - question_score: '10' 10: question_text: Perintah apa yang harus digunakan pada baris 1? code: |- @@ -394,8 +348,6 @@ levels: ``` feedback: Itu benar! hint: Anda ingin `{ask}` pertanyaan - correct_answer: D - question_score: '10' 3: 1: question_text: Perintah apa yang Anda gunakan agar Hedy memilih sesuatu secara sembarangan? @@ -409,8 +361,6 @@ levels: - option: '`{at}` `{random}`' feedback: Benar! hint: Sewenang-wenang artinya tanpa rencana atau asal-asalan. - correct_answer: D - question_score: '10' 2: question_text: Apa yang salah dengan kode ini? code: |- @@ -426,8 +376,6 @@ levels: - option: '`{at} {random}` salah dieja' feedback: '`{at} {random}` adalah ejaan yang benar' hint: Ada yang salah di baris 1 - correct_answer: A - question_score: '10' 3: question_text: How do you fix the mistake in line 2 of this code? code: |- @@ -452,8 +400,6 @@ levels: - option: Tidak ada, kodenya benar! feedback: Perhatikan baik-baik kesalahannya hint: Variabel (daftar) disebut pilihan. - correct_answer: C - question_score: '10' 4: question_text: Apa yang harus diubah pada baris 2 untuk mencetak harga acak? code: |- @@ -478,8 +424,6 @@ levels: - option: Tidak ada, kode ini baik-baik saja. feedback: Perhatikan baik-baik kesalahan yang Anda lewatkan! hint: Nama variabelnya adalah harga - correct_answer: B - question_score: '10' 5: question_text: Apa yang salah dalam kode ini? code: |- @@ -497,8 +441,6 @@ levels: - option: Tidak ada, kode ini sempurna feedback: Itu benar! hint: Apakah kode ini ada kesalahannya? - correct_answer: D - question_score: '10' 6: question_text: Apa yang salah dengan kode ini? code: |- @@ -515,15 +457,8 @@ levels: - option: Tidak ada apa-apa! Kode ini bagus! feedback: Sebenarnya baris 2 ada kesalahan. hint: Ada yang salah dengan baris 2. - correct_answer: B - question_score: '10' 7: question_text: Apa fungsi perintah `{add}`? - code: |- - books {is} Harry Potter, The Hobbit, Green Eggs and Ham - your_book {is} {ask} What is your favorite book? - {add} your_book {to} books - {print} books {at} {random} mp_choice_options: - option: Perintah `{add}` menghapus buku acak dari daftar feedback: Perintah hapus menghapus, perintah tambah menambahkan @@ -534,8 +469,6 @@ levels: - option: Perintah `{add}` mencetak buku favorit Anda. feedback: Tidak, itu menambahkan buku favorit Anda ke dalam daftar hint: Perintah `{add}` menambahkan buku, tapi yang mana? - correct_answer: C - question_score: '10' 8: question_text: Apa keluaran dari kode ini? code: |- @@ -553,8 +486,6 @@ levels: - option: krim asam feedback: Itu benar! hint: Ada 3 rasa, bit2nya dihilangkan. Yang mana yang tersisa? - correct_answer: D - question_score: '10' 9: question_text: Apa yang salah dengan kode ini? code: |- @@ -572,8 +503,6 @@ levels: - option: Tidak ada, ini kode yang benar! feedback: Temukan kesalahannya! hint: Lihatlah baris 4 - correct_answer: C - question_score: '10' 10: question_text: Apa yang harus ada di _? code: |- @@ -604,8 +533,6 @@ levels: ``` feedback: Hal ini meningkatkan kemungkinan orang yang berjalan kemarin kini harus melakukannya lagi. Itu kejam. hint: Orang yang mengajak anjing-anjing jalan-jalan kemarin harus dikeluarkan dari daftar. - correct_answer: A - question_score: '10' 4: 1: question_text: Manakah dari kode berikut yang benar? @@ -631,8 +558,6 @@ levels: ``` feedback: hati-hati saat menggunakan tanda kutip dan apostrof hint: Di level 4 Anda memerlukan tanda kutip untuk 2 perintah. - correct_answer: A - question_score: '10' 2: question_text: Kode mana yang menggunakan tanda kutip yang tepat? mp_choice_options: @@ -657,8 +582,6 @@ levels: ``` feedback: Ini koma, Anda perlu tanda kutip. hint: Pilih tanda kutip yang tepat. - correct_answer: B - question_score: '10' 3: question_text: Di mana tanda kutip digunakan dengan benar? mp_choice_options: @@ -683,8 +606,6 @@ levels: ``` feedback: Sempurna! hint: Baik sebelum maupun sesudah kata yang ingin dicetak harus diberi tanda kutip. - correct_answer: D - question_score: '10' 4: question_text: Pernyataan mana yang benar? mp_choice_options: @@ -697,8 +618,6 @@ levels: - option: Anda bisa memilih sendiri apakah akan menggunakan tanda petik atau tidak. feedback: Sayangnya, Hedy lebih tegas dari itu. hint: Mulai level 4 dan seterusnya Anda perlu menggunakan tanda kutip. - correct_answer: B - question_score: '10' 5: question_text: Apa yang harus diubah agar permainan dapat berjalan? code: |- @@ -723,8 +642,6 @@ levels: - option: Tidak ada, gamenya sudah berfungsi! feedback: Perhatikan baik-baik. Terjadi kesalahan. hint: Anda tidak ingin Hedy mencetak 'pilihan {at} {random}' secara harfiah, Anda ingin Hedy mencetak 'rock' atau 'paper' atau 'scissors'. - correct_answer: C - question_score: '10' 6: question_text: Apa baris selanjutnya yang bagus dalam kode ini? code: harga {is} 1 dolar, 100 dolar, 1 juta dolar @@ -750,8 +667,6 @@ levels: ``` feedback: Hedy secara harfiah akan mencetak 'harga {at} {random}'' hint: 'Pikirkan baik-baik: apa itu variabel dan harus berada di luar tanda kutip? Dan kata-kata normal apa yang seharusnya ada di dalamnya?' - correct_answer: A - question_score: '10' 7: question_text: Apa yang salah dengan kode ini? code: |- @@ -768,8 +683,6 @@ levels: - option: Tidak ada, kode ini bagus apa adanya! feedback: Perhatikan baik-baik. Anda melewatkan satu kesalahan! hint: Periksa setiap baris apakah mereka memerlukan tanda kutip atau tidak. - correct_answer: A - question_score: '10' 8: question_text: Apa baris selanjutnya yang bagus untuk kode ini? code: |- @@ -798,8 +711,6 @@ levels: ``` feedback: Hedy secara harfiah akan mencetak 'Jadi, Anda memilih pintu' hint: Kata kedua pintu sebaiknya diganti dengan nomor, yang pertama tetap kata pintu... - correct_answer: C - question_score: '10' 9: question_text: Apa yang tidak akan pernah muncul di layar keluaran Anda? code: |- @@ -815,8 +726,6 @@ levels: - option: FC Barcelona akan memenangkan liga champion feedback: Itu benar. Itu tidak ada dalam daftar hint: Apa saja pilihan Hedy yang dapat dipilih secara acak? - correct_answer: D - question_score: '10' 10: question_text: Pernyataan mana yang benar? code: |- @@ -833,8 +742,6 @@ levels: - option: Tidak ada, kode ini tidak ada kesalahan feedback: Anda melewatkan satu! hint: Satu baris perlu tanda kutip, karena ingin dicetak secara harfiah. - correct_answer: B - question_score: '10' 5: 1: question_text: Perintah mana yang harus diisi pada _? @@ -852,8 +759,6 @@ levels: - option: '`{else}`' feedback: Correct! hint: Manakah yang cocok dengan perintah `{if}`? - correct_answer: D - question_score: '10' 2: question_text: Apa yang muncul di layar keluaran Anda saat Anda mengetikkan nama Hedy? code: |- @@ -868,9 +773,6 @@ levels: feedback: Tidak, itu tidak mencetak namanya - option: Error feedback: Untungnya tidak! - hint: '`{if}` name `{is}` Hedy `{print}` ...?' - correct_answer: A - question_score: '10' 3: question_text: Apa kata sandi yang benar? code: |- @@ -887,8 +789,6 @@ levels: - option: ALARM INTRUDER feedback: Ini dicetak ketika Anda mengetikkan kata sandi yang salah! hint: '`{if}` kata sandi `{is}` ... `{print}` ''Benar!''' - correct_answer: B - question_score: '10' 4: question_text: Apa yang dicetak Hedy ketika Anda mengetikkan kata sandi yang salah? code: |- @@ -905,8 +805,6 @@ levels: - option: ALARM! INTRUDER! feedback: Kerja bagus! hint: Komputer Anda akan membunyikan alarm adanya penyusup! - correct_answer: D - question_score: '10' 5: question_text: Kenapa Hedy bilang 'ALARM! PENYUSUN' saat Anda mengetik 'rahasia'? code: |- @@ -923,8 +821,6 @@ levels: - option: Karena Hedy melakukan kesalahan feedback: No, Hedy is right hint: Ejaan kata tersebut harus sama persis. - correct_answer: A - question_score: '10' 6: question_text: Kata manakah yang harus ditempatkan pada baris terakhir? code: |- @@ -955,8 +851,6 @@ levels: ``` feedback: '`{print}` sudah ada, kita memerlukan kata sebelum itu!' hint: '`{if}` cocok dengan...?' - correct_answer: C - question_score: '10' 7: question_text: Kata manakah yang harus menggantikan bagian yang kosong? code: |- @@ -974,8 +868,6 @@ levels: - option: '`{print}`' feedback: Luar biasa! hint: Setelah `{else}` perintah `{print}` mengikuti - correct_answer: D - question_score: '10' 8: question_text: Kata manakah yang harus diletakkan di tempat yang kosong? code: |- @@ -998,8 +890,6 @@ levels: - option: '`{print}`' feedback: Tidak, bukan itu. hint: Apa nama variabelnya? - correct_answer: B - question_score: '10' 9: question_text: Pintu mana yang harus Anda pilih untuk melarikan diri?? code: |- @@ -1019,8 +909,6 @@ levels: - option: Ini jebakan, kamu akan selalu dimakan! feedback: Untungnya tidak! hint: Salah satu pintu akan membuat Anda tetap aman.. - correct_answer: B - question_score: '10' 10: question_text: Monster manakah yang berdiri di balik pintu 1? code: |- @@ -1040,12 +928,9 @@ levels: - option: laba-laba raksasa feedback: Tidak selalu... hint: Ingat 3 kata terakhir... monster `{at} {random}`... - correct_answer: A - question_score: '10' 6: 1: question_text: Apa keluaran Hedy saat Anda menjalankan kode ini? - code: '{print} 2*10' mp_choice_options: - option: '20' feedback: Benar! @@ -1056,8 +941,6 @@ levels: - option: '210' feedback: Ingat, ini perhitungan. hint: '`*` digunakan sebagai tanda perkalian' - correct_answer: A - question_score: '10' 2: question_text: Apa yang Anda gunakan saat ingin menjumlahkan dua angka? mp_choice_options: @@ -1069,12 +952,8 @@ levels: feedback: Bukan itu - option: '`+`' feedback: Benar! - hint: It's the plus sign. - correct_answer: D - question_score: '10' 3: question_text: Apa keluaran Hedy saat Anda menjalankan kode ini? - code: '{print} ''3*10''' mp_choice_options: - option: '30' feedback: Ini akan menjadi jawaban yang tepat jika tidak ada tanda kutip. @@ -1085,8 +964,6 @@ levels: - option: Tidak ada, Hedy akan memberikan pesan error. feedback: Tidak, Hedy akan mencetaknya secara harfiah. hint: Perhatikan tanda kutip!! - correct_answer: C - question_score: '10' 4: question_text: Kim berumur 10 tahun. Apa yang akan Hedy cetak untuknya? code: |- @@ -1104,8 +981,6 @@ levels: - option: Angka keberuntungan Anda adalah... 10 feedback: Angka keberuntungannya adalah nama dikali umur... hint: 'Kim mempunyai 3 huruf, umurnya 10 tahun jadi: huruf dikali umur = 3*10 = 30.' - correct_answer: C - question_score: '10' 5: question_text: Jika 5 orang makan di restoran ini, berapa total biaya yang harus mereka bayar? code: |- @@ -1122,9 +997,6 @@ levels: feedback: Tanda * berarti perkalian. - option: 50 dolar feedback: Great! - hint: '`price` `is` `people` `times` 10' - correct_answer: D - question_score: '10' 6: question_text: Berapa harga hamburger di restoran virtual ini? code: |- @@ -1143,8 +1015,6 @@ levels: - option: 21 dolar feedback: Itulah harga hamburger dan kentang goreng! hint: Perhatikan baris keempat. - correct_answer: A - question_score: '10' 7: question_text: Mengapa baris 7 mengatakan 'harga adalah harga + 3' dan bukannya 'harga adalah 3'? code: |- @@ -1167,8 +1037,6 @@ levels: - option: Karena awalnya harganya 0 dolar. feedback: Itu benar, tapi bukan alasannya hint: Harganya seharusnya bukan 3, tapi 3 dolar lebih mahal dari sebelumnya - correct_answer: C - question_score: '10' 8: question_text: Mengapa kode ini salah? code: |- @@ -1186,8 +1054,6 @@ levels: - option: Variabel pada baris 2 tidak bisa disebut jawaban, karena terlalu mirip dengan variabel jawaban benar. feedback: Nama variabel boleh mirip, tapi tidak boleh 2 kata... hint: Periksa apa nama variabelnya. - correct_answer: B - question_score: '10' 9: question_text: Bayangkan Anda menyukai sepak bola, Anda sudah makan 2 buah pisang dan mencuci tangan 3 kali hari ini. Seberapa pintarkah Anda menurut peramal konyol itu? code: |- @@ -1209,8 +1075,6 @@ levels: - option: 100% feedback: (2 pisang + 3 kebersihan) * 10 sepak bola = 5*10 =? hint: (2 pisang + 3 kebersihan) * 10 sepak bola = 5*10 =? - correct_answer: C - question_score: '10' 10: question_text: Pernyataan mana yang benar? code: |- @@ -1226,8 +1090,6 @@ levels: - option: Anda hanya dapat menggunakan tanda `=` saat bekerja dengan angka, bukan kata. feedback: Anda juga dapat menggunakan `=` dengan kata-kata. hint: '`{is}` dan `=` keduanya diperbolehkan' - correct_answer: B - question_score: '10' 7: 1: question_text: Berapa banyak baris yang dapat Anda ulangi sekaligus dengan perintah `{repeat}` pada level ini? @@ -1241,8 +1103,6 @@ levels: - option: tak terbatas feedback: Pada level ini Anda hanya dapat mengulang satu baris dalam satu waktu hint: Anda hanya dapat mengulang satu baris dalam satu waktu - correct_answer: B - question_score: '10' 2: question_text: Kode mana yang benar? mp_choice_options: @@ -1267,8 +1127,6 @@ levels: ``` feedback: Itu benar! hint: Pertama perintah `{repeat}`, lalu perintah `{print}` - correct_answer: D - question_score: '10' 3: question_text: Apakah kode ini benar atau salah? code: '{repeat} 100 {times} ''Halo!''' @@ -1282,8 +1140,6 @@ levels: - option: Salah, kata `{print}` tidak ada feedback: Benar hint: 'Seharusnya: `{repeat}` 100 `{times}` `{print}` ''Halo''' - correct_answer: D - question_score: '10' 4: question_text: Kata manakah yang salah dalam kode tersebut? code: |- @@ -1299,8 +1155,6 @@ levels: - option: '`{times}`' feedback: '`{times}` dieja dengan benar' hint: Saya salah, Anda tidak bisa menggunakan apostrof dalam sebuah kalimat - correct_answer: A - question_score: '10' 5: question_text: Apakah kode ini benar atau salah? code: '{repeat} 100 {times} {print} ''Hedy luar biasa!''' @@ -1310,8 +1164,6 @@ levels: - option: Salah feedback: Bukan itu hint: Kodenya benar! - correct_answer: A - question_score: '10' 6: question_text: Apa keluaran dari kode ini? code: |- @@ -1351,13 +1203,8 @@ levels: ``` feedback: Di seluruh kota! Sempurna! hint: Hanya 'berputar-putar' yang diulang sebanyak 3 kali. - correct_answer: D - question_score: '10' 7: question_text: Apa keluaran dari kode ini? - code: |- - {repeat} 2 {times} {print} 'We will' - {print} 'ROCK YOU!' mp_choice_options: - option: |- ``` @@ -1387,16 +1234,8 @@ levels: ``` feedback: Perhatikan perintah `{repeat}` hint: Perhatikan perintah `{repeat}`. - correct_answer: B - question_score: '10' 8: question_text: Kode Hedy apa yang termasuk dalam keluaran ini? - code: |- - Here comes the sun - Do do do do - Here comes the sun - And I say - Its alright mp_choice_options: - option: |- ``` @@ -1431,8 +1270,6 @@ levels: ``` feedback: Ini bukan urutan yang benar. hint: '`{repeat}` hanya dapat digunakan jika Anda ingin mengeksekusi baris yang sama beberapa kali berturut-turut.' - correct_answer: A - question_score: '10' 9: question_text: Kode Hedy apa yang termasuk dalam keluaran ini? code: |- @@ -1476,15 +1313,8 @@ levels: ``` feedback: Sempurna hint: '''Tolong!'' diulang sebanyak 3 kali.' - correct_answer: D - question_score: '10' 10: question_text: Kode manakah yang termasuk dalam keluaran ini? - code: |- - if youre happy and you know it clap your hands - if youre happy and you know it clap your hands - if youre happy and you know it and you really want to show it - if youre happy and you know it clap your hands mp_choice_options: - option: |- ``` @@ -1515,8 +1345,6 @@ levels: ``` feedback: Ini tidak dalam urutan yang benar. hint: Perhatikan urutan kalimatnya. - correct_answer: B - question_score: '10' 8: 1: question_text: Output manakah yang akan dihasilkan oleh kode ini? @@ -1547,8 +1375,6 @@ levels: Aku Hedy! feedback: Semuanya dicetak dua kali hint: Kedua baris diulang dua kali. - correct_answer: C - question_score: '10' 2: question_text: Apa yang salah dengan kode ini? code: |- @@ -1564,14 +1390,8 @@ levels: - option: Baris kedua harus dimulai dengan 4 spasi sebagai lekukan. feedback: Benar! hint: Ada yang hilang di baris kedua? - correct_answer: D - question_score: '10' 3: question_text: Output apa yang akan dihasilkan ketika Anda menjalankan program ini? - code: |- - {repeat} 3 {times} - {print} 'Baby shark tututudutudu' - {print} 'Baby shark' mp_choice_options: - option: |- Baby shark tututudutudu @@ -1598,8 +1418,6 @@ levels: Baby shark feedback: Apa yang diulang dan apa yang tidak ? hint: Apa yang diulang dan apa yang tidak? - correct_answer: C - question_score: '10' 4: question_text: Keluaran mana yang benar? code: |- @@ -1634,8 +1452,6 @@ levels: Kami akan berlibur! feedback: Baris terakhir juga diulang. hint: Blok di bawah perintah `{repeat}` diulang dua kali. - correct_answer: B - question_score: '10' 5: question_text: Apa yang salah dengan kode ini? code: |- @@ -1652,43 +1468,7 @@ levels: - option: '`{ask}` bukan lagi sebuah perintah' feedback: Itu tidak benar hint: Ada yang salah dengan lekukan - correct_answer: A - question_score: '10' - 6: - question_text: What will be the output of this code when we enter pancakes? - code: |- - {print} 'Welcome to restaurant Hedy' - {repeat} 2 {times} - food {is} {ask} 'What do you want to eat?' - {print} food - mp_choice_options: - - option: |- - Welcome to restaurant Hedy - Pancakes - feedback: There is no repetition in this answer. - - option: |- - Welcome to restaurant Hedy - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: This answer also repeats the welcome message - - option: |- - Welcome to restaurant Hedy - What do you want to eat? - What do you want to eat? - Pancakes - Pancakes - feedback: Almost! But look at the question, it is not repeated. - - option: |- - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: Well done! - hint: The first sentence and question will not be repeated - correct_answer: D - question_score: '10' 7: - question_text: What is wrong with this code? code: |- makanan = {ask} 'Kamu mau makan apa?' {if} makanan {is} kentang goreng @@ -1708,8 +1488,6 @@ levels: - option: Indentasi salah pada perintah `{if}` pertama. feedback: Itu benar. hint: Perhatikan baik-baik lekukannya. - correct_answer: D - question_score: '10' 8: question_text: Di kode manakah lekukan dilakukan dengan benar? mp_choice_options: @@ -1754,8 +1532,6 @@ levels: ``` feedback: Anda salah! hint: Apa yang harus terjadi jika orang tersebut benar? Lalu apa lagi? - correct_answer: C - question_score: '10' 9: question_text: Baris apa dalam kode ini yang harus dimulai dengan 4 spasi? code: |- @@ -1774,8 +1550,6 @@ levels: - option: Baris 3 dan 5 feedback: Kerja bagus! hint: Baris setelah perintah `{if}` atau `{else}` harus dimulai dengan 4 spasi. - correct_answer: D - question_score: '10' 10: question_text: Pernyataan mana yang benar? code: |- @@ -1792,8 +1566,6 @@ levels: - option: Baris 3 harus dimulai dengan 4 spasi feedback: Anda benar! hint: Hanya satu baris yang dimulai dengan 4 spasi, tapi yang mana...? - correct_answer: D - question_score: '10' 9: 1: question_text: Apa yang salah dengan kode ini? @@ -1817,8 +1589,6 @@ levels: - option: Indentasi salah pada perintah `{if}` terakhir. feedback: Itu bukan lekukannya. hint: Semua lekukan dilakukan dengan benar. - correct_answer: A - question_score: '10' 2: question_text: Apa yang akan dicetak setelah memasukkan kata sandi yang benar? code: |- @@ -1858,8 +1628,6 @@ levels: ``` feedback: Benar! hint: Segala sesuatu di bawah perintah `{repeat}` diulang dua kali. - correct_answer: D - question_score: '10' 3: question_text: Kasus mana yang harus Anda pilih untuk memenangkan satu juta dolar? code: |- @@ -1887,8 +1655,6 @@ levels: - option: kasus 2, buka feedback: Kerja bagus! Kamu menang! hint: Ikuti jalan yang benar - correct_answer: D - question_score: '10' 4: question_text: Pernyataan mana yang benar? code: |- @@ -1911,8 +1677,6 @@ levels: - option: Cinderella dengan ukuran sepatu 38 mendapat keluaran 'Saya akan terus mencari' feedback: Tidak, dia mendapat '❤️❤️❤️' hint: Apapun nama Anda, jika Anda memiliki sepatu ukuran 40 Anda akan mendapat pesan 'Saya akan terus mencari'. - correct_answer: C - question_score: '10' 5: question_text: Kode mana yang menghasilkan keluaran ini? output: |- @@ -1954,8 +1718,6 @@ levels: ``` feedback: Ada 2 perintah `{repeat}` dalam kode ini. hint: Perhatikan lekukannya - correct_answer: C - question_score: '10' 6: question_text: Setelah perintah manakah Anda harus menggunakan indentasi (memulai baris berikutnya dengan 4 spasi)? mp_choice_options: @@ -1968,8 +1730,6 @@ levels: - option: '`{if}` `{else}` `{repeat}` `{print}`' feedback: Tidak dengan {print} hint: Indentasi terjadi pada baris di bawah beberapa perintah - correct_answer: C - question_score: '10' 7: question_text: Anda akan mendapat diskon 5 dolar jika memesan pizza ukuran sedang dengan minuman bersoda.
Tetapi kodenya salah! Bagaimana cara men-debugnya? code: |- @@ -2011,8 +1771,6 @@ levels: ``` feedback: Hampir benar. Coba lihat lagi baris terakhir hint: Setelah setiap perintah `{if}`, baris di bawah ini harus menjorok ke dalam - correct_answer: A - question_score: '10' 8: question_text: Apa yang salah dalam kode ini? code: |- @@ -2031,8 +1789,6 @@ levels: - option: Kode harus selalu dimulai dengan perintah `{print}` di baris pertama feedback: Itu tidak benar. hint: Indentasi dilakukan dengan benar kali ini - correct_answer: B - question_score: '10' 9: question_text: Berapa banyak perintah `{if}` yang dapat ditempatkan di dalam perintah `{if}` lainnya? mp_choice_options: @@ -2045,8 +1801,6 @@ levels: - option: Tak terbatas, selama Anda tetap menggunakan indentasi dengan benar feedback: Itu benar hint: Anda dapat meletakkan perintah `{if}` di dalam perintah `{if}`. - correct_answer: D - question_score: '10' 10: question_text: Pernyataan mana yang benar? code: |- @@ -2063,8 +1817,6 @@ levels: - option: baris 2 harus dimulai dengan 4 spasi dan baris 3 dengan 8 feedback: Anda benar! hint: Baris pertama tidak dimulai dengan spasi apa pun - correct_answer: D - question_score: '10' 10: 1: question_text: Apa yang perlu kita isi pada `_` jika kita ingin mencetak setiap pujian? @@ -2094,8 +1846,6 @@ levels: ``` feedback: Hampir sampai! hint: '`{for}` setiap pujian dalam daftar pujian...' - correct_answer: B - question_score: '10' 2: question_text: Keluaran mana yang benar? code: |- @@ -2115,8 +1865,6 @@ levels: Aku suka pancake feedback: Great! hint: Baris 2 menyatakan untuk setiap makanan dalam daftar makanan. Jadi setiap makanan dicetak. - correct_answer: D - question_score: '10' 3: question_text: Keluaran mana yang benar? code: |- @@ -2137,8 +1885,6 @@ levels: - option: Anda belum tahu. Karena memilih salah satu hewan {at} {random}. feedback: Baris 2 menyatakan {for} setiap hewan dalam daftar hewan. Jadi setiap hewan {print}ed. hint: Baris 2 menyatakan {for} setiap hewan dalam daftar hewan. Jadi setiap hewan dicetak - correct_answer: C - question_score: '10' 4: question_text: Apa yang salah dengan kode ini? code: |- @@ -2155,8 +1901,6 @@ levels: - option: Baris 2 seharusnya menyebutkan belanjaan, bukan item feedback: Tidak. hint: Baris 2 menyatakan `{for}` setiap item dalam daftar belanjaan - correct_answer: C - question_score: '10' 5: question_text: Kata apa yang harus ada di _ dengan dadu digital ini? code: |- @@ -2175,8 +1919,6 @@ levels: - option: dadu feedback: Perhatikan nama variabelnya. hint: Hedy perlu memilih nomor `{at} {random}` - correct_answer: B - question_score: '10' 6: question_text: Manakah dari jawaban di bawah ini yang merupakan hasil yang mungkin terjadi saat Anda menjalankan kode? code: |- @@ -2198,8 +1940,6 @@ levels: Meredith memilih gunting feedback: Luar biasa! hint: Setiap pemain akan memilih satu opsi. Pemain yang pertama dalam daftar akan menjadi yang pertama. - correct_answer: D - question_score: '10' 7: question_text: Baris apa yang harus ada pada _ dalam kode ini yang menentukan apa yang akan dimakan orang-orang ini untuk makan malam? code: |- @@ -2229,8 +1969,6 @@ levels: ``` feedback: Setiap nama harus diberi tahu apa yang akan mereka makan untuk makan malam. hint: Setiap nama harus diberi tahu apa yang akan mereka makan untuk makan malam. - correct_answer: A - question_score: '10' 8: question_text: Apa yang harus ada pada _ dalam kode ini yang menentukan warna baju yang Anda dapatkan? code: |- @@ -2260,8 +1998,6 @@ levels: ``` feedback: Tidak ada variabel bernama orang.. hint: Perhatikan tanda kutip dan nama variabelnya - correct_answer: B - question_score: '10' 9: question_text: Apa pertanyaan pertama yang akan ditanyakan Hedy ketika Anda menjalankan program ini? code: |- @@ -2281,8 +2017,6 @@ levels: - option: Anda tidak tahu itu. Hedy akan memilih `{at} {random}`. feedback: Tidak ada `{at} {random}` dalam kode ini... hint: Opsi pertama dari kedua daftar dipilih. - correct_answer: A - question_score: '10' 10: question_text: Apa yang benar tentang kode ini? code: |- @@ -2300,8 +2034,6 @@ levels: - option: Seseorang mungkin memenangkan dua hadiah feedback: Kau mengerti! hint: Coba bayangkan keluaran dari kode ini. - correct_answer: D - question_score: '10' 11: 1: question_text: Kata apa yang harus ada di tempat yang kosong? @@ -2320,11 +2052,7 @@ levels: feedback: 'No' - option: '`{for}`' feedback: 'No' - hint: What did you learn in this level? - correct_answer: B - question_score: '10' 2: - question_text: What will be the output from this code? code: |- {for} saya {in} {range} 1 {to} 3 {print} saya @@ -2340,64 +2068,9 @@ levels: feedback: That's not it - option: '123' feedback: That's not it - hint: How do the numbers appear in the screen? - correct_answer: A - question_score: '10' 3: question_text: Kode mana yang digunakan untuk mendapatkan keluaran ini? - output: |- - 1 - 2 - 3 - 4 - 5 - Once I caught a fish alive! - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Perfect - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: This code won't work. You need an indent after {for}. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Now Hedy will count '1 Once I caught a fish alive!, 2 Once I caught a fish alive! etc. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} 'i' - {print} 'Once I caught a fish alive!' - ``` - feedback: i is a variable and shouldn't have quotation marks - hint: First all the numbers, then the sentence - correct_answer: A - question_score: '10' 4: - question_text: Which code was used to get this output? - output: |- - 10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0 mp_choice_options: - option: |- ``` @@ -2424,25 +2097,6 @@ levels: ``` feedback: That's right! hint: It has to be a calculation... - correct_answer: D - question_score: '10' - 5: - question_text: What's wrong with this code? - code: |- - {for} i {in} {range} 1 {to} 10 - {print} i - mp_choice_options: - - option: The i in the last line need quotation marks - feedback: No it doesn't. - - option: You can't use `{range}` 1 `{to}` 5 only `{range}` 1 `{to}` 10 - feedback: You could use 1 to 5 just as well! - - option: Line 1 needs to start with an indention. - feedback: Not line 1... - - option: Line 2 needs to start with an indention - feedback: Perfect! - hint: There is something wrong with the indention - correct_answer: D - question_score: '10' 6: question_text: Berapa kali kata Halo muncul di layar Anda saat Anda menjalankan kode? code: |- @@ -2458,8 +2112,6 @@ levels: - option: Tidak pernah feedback: 'No' hint: 0 juga dihitung. Jadi 0,1,2 itu 3 kali. - correct_answer: C - question_score: '10' 7: question_text: Apa yang harus ada di tempat yang kosong? code: |- @@ -2490,13 +2142,8 @@ levels: ``` feedback: Itu satu pesanan terlalu banyak! hint: Gunakan variabel 'orang-orang' - correct_answer: C - question_score: '10' 8: question_text: Apa keluaran dari kode ini? - code: |- - {for} i {in} {range} 23 {to} 25 - {print} 'hi' mp_choice_options: - option: |- 23 @@ -2513,8 +2160,6 @@ levels: - option: Kata 'hai' akan muncul 25 kali berturut-turut. feedback: Tidak, itu hanya akan muncul 3 kali. hint: Tidak tertulis `{print}` saya - correct_answer: C - question_score: '10' 9: question_text: Berapa kali Hedy menyanyikan Hip Hip Hooray? code: |- @@ -2531,15 +2176,8 @@ levels: - option: Itu tergantung pada berapa usia Anda feedback: Itu benar! hint: '`{for}` say `{in}` `{range}` 1 `{to}` umur' - correct_answer: D - question_score: '10' 10: question_text: Kode manakah yang termasuk dalam keluaran ini? - output: |- - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark mp_choice_options: - option: |- ``` @@ -2570,8 +2208,6 @@ levels: ``` feedback: '`{range}` 0 `{to}` 3 adalah 4 kali.' hint: Perhatikan lekukannya - correct_answer: B - question_score: '10' 12: 1: question_text: Keluaran mana yang benar? @@ -2592,8 +2228,6 @@ levels: 5 feedback: Kerja bagus! hint: Kedua baris dicetak! - correct_answer: D - question_score: '10' 2: question_text: Manakah dari kode berikut yang benar? mp_choice_options: @@ -2622,8 +2256,6 @@ levels: ``` feedback: Semua nilai rasa yang berbeda harus diberi tanda kutip. hint: Baris kedua sama pada setiap kodenya, perhatikan baris pertama - correct_answer: C - question_score: '10' 3: question_text: Apa yang salah dengan kode ini? code: |- @@ -2639,8 +2271,6 @@ levels: - option: Nothing is wrong. feedback: Itu tidak benar hint: Tanda kutip digunakan dengan benar - correct_answer: A - question_score: '10' 4: question_text: Di baris manakah tanda kutip diperlukan agar kode berfungsi? code: |- @@ -2658,8 +2288,6 @@ levels: - option: All of the lines feedback: Sempurna! hint: Apakah baris 3 perlu tanda kutip juga? - correct_answer: D - question_score: '10' 5: question_text: Output apa yang didapat Agent007 ketika mereka memasukkan kata sandi yang benar? code: |- @@ -2684,8 +2312,6 @@ levels: - option: Besok berangkat ke bandara jam 10.00 feedback: Agen tidak akan menangkap orang jahat di sini hint: Kata sandi yang benar adalah TOPSECRET - correct_answer: B - question_score: '10' 6: question_text: Baris manakah yang harus diisi pada ??? code: |- @@ -2721,8 +2347,6 @@ levels: ``` feedback: Hampir sampai! hint: Bagaimana jika Anda hanya memesan kentang goreng dan minuman? - correct_answer: C - question_score: '10' 7: question_text: Hasil apa yang diperoleh seorang vegan? code: |- @@ -2761,11 +2385,8 @@ levels: kue feedback: Hampir sampai, tapi lihatlah urutan jajanan di daftarnya hint: Item apa yang dihapus dari daftar ketika Anda menjawab 'vegan'? - correct_answer: A - question_score: '10' 8: question_text: Kode mana yang digunakan untuk membuat keluaran ini? - code: '3.5' mp_choice_options: - option: |- ``` @@ -2788,8 +2409,6 @@ levels: ``` feedback: Tidak hint: 7 dibagi 2 adalah 3,5 - correct_answer: B - question_score: '10' 9: question_text: Kode manakah yang harus diisi pada baris 1 pada bagian ??? code: |- @@ -2817,8 +2436,6 @@ levels: ``` feedback: Anda tidak memenangkan apa pun hint: Item dalam daftar harus dalam tanda kutip - correct_answer: C - question_score: '10' 10: question_text: Baris kode manakah yang harus diisi pada bagian ??? untuk menyelesaikan lagunya? code: |- @@ -2852,8 +2469,6 @@ levels: ``` feedback: Ini sulit! Semua tindakan dalam daftar harus ada dalam lagu. hint: Ini sulit! Semua tindakan dalam daftar harus ada dalam lagu. - correct_answer: B - question_score: '10' 13: 1: question_text: Kode manakah yang harus diisi pada bagian ??? ? @@ -2888,8 +2503,6 @@ levels: ``` feedback: Hedy hanya bernyanyi jika kedua jawabannya adalah ya hint: Hedy bernyanyi jika kamu ingin mendengarkan lagu dan ini hari ulang tahunmu - correct_answer: C - question_score: '10' 2: question_text: Perintah mana yang hilang dalam kode menggantikan ??? ? code: |- @@ -2907,8 +2520,6 @@ levels: - option: '`{print}`' feedback: Tidak hint: Baik vegan maupun Muslim tidak boleh makan sosis gulung. - correct_answer: B - question_score: '10' 3: question_text: Output manakah yang diberikan kepada member tanpa kode diskon? code: |- @@ -2928,8 +2539,6 @@ levels: - option: Tidak ada cara untuk mengetahuinya feedback: Ada! Baca pertanyaannya dengan cermat hint: Perhatikan perintah `{or}` di baris 3 - correct_answer: A - question_score: '10' 4: question_text: Baris kode manakah yang harus mengikuti baris ini dalam permainan batu-kertas-gunting? code: '{if} pilihan_komputer {is} ''batu'' {and} pilihan_Anda {is} ''kertas''' @@ -2955,8 +2564,6 @@ levels: ``` feedback: Coba lagi! hint: Kertas mengalahkan batu - correct_answer: A - question_score: '10' 5: question_text: Pernyataan manakah yang benar tentang kode ini? code: |- @@ -2972,8 +2579,6 @@ levels: - option: Setiap orang yang tidak bernama Cinderella dan tidak memiliki sepatu ukuran 38 adalah cinta sejati pangeran ini feedback: Pangeran sedikit lebih pilih-pilih dari itu! hint: Kedua pernyataan tersebut harus benar - correct_answer: C - question_score: '10' 6: question_text: Pernyataan manakah yang benar tentang kode ini? code: |- @@ -2998,8 +2603,6 @@ levels: - option: Sophie adalah seorang gadis berkacamata feedback: Kerja bagus! hint: Perhatikan baik-baik! Atau apakah Anda membutuhkan kacamata? - correct_answer: D - question_score: '10' 7: question_text: Pernyataan mana yang salah? code: |- @@ -3025,8 +2628,6 @@ levels: - option: Burung kuning diberi makan pagi ini feedback: ini benar hint: Baca 4 baris terakhir dengan cermat - correct_answer: C - question_score: '10' 8: question_text: Output apa yang Anda dapatkan jika Anda memesan popcorn tetapi tidak ada minuman? code: |- @@ -3064,8 +2665,6 @@ levels: Nikmati filmnya feedback: Anda harus membayar untuk popcorn Anda! hint: popcorn = ya dan minuman = tidak - correct_answer: B - question_score: '10' 9: question_text: Apa yang salah dengan kode ini? code: |- @@ -3105,8 +2704,6 @@ levels: ``` feedback: Ini bukan yang saya pesan! hint: Ada kesalahan pada baris 3 - correct_answer: A - question_score: '10' 10: question_text: Perintah mana yang harus ada di baris 8 menggantikan ??? ? code: |- @@ -3133,15 +2730,9 @@ levels: - option: '`{if}`' feedback: Tidak hint: Item tersebut ada di daftar makanan ringan, atau di daftar minuman - correct_answer: B - question_score: '10' 14: 1: question_text: Simbol manakah yang harus digunakan pada bagian yang kosong? - code: |- - name _ {ask} 'Who are you?' - {if} name == 'Hedy' - {print} 'Me too!' mp_choice_options: - option: '`=>`' feedback: Ini bukan sebuah simbol. @@ -3152,8 +2743,6 @@ levels: - option: '`=`' feedback: Benar! hint: Kami tidak membandingkan apa pun, kami hanya menanyakan nama. - correct_answer: D - question_score: '10' 2: question_text: Kode manakah yang menggunakan simbol = atau == yang benar? mp_choice_options: @@ -3166,17 +2755,8 @@ levels: - option: jawaban == {ask} 'Apa kabarmu?' feedback: Tidak hint: Saat Anda membandingkan dua jawaban, Anda harus menggunakan == - correct_answer: C - question_score: '10' 3: question_text: Simbol manakah yang harus diisi pada kedua bagian yang kosong? - code: |- - guests = {ask} 'How many people are at the party?' - {if} guests _ 130 - {print} 'You can come in!' - {if} guests _ 130 - {print} 'Im sorry, the club is full. ' - {print} 'You have to wait for a guest to leave' mp_choice_options: - option: '`>` dan `<`' feedback: Bukan itu @@ -3186,8 +2766,6 @@ levels: feedback: Kamu benar - option: '`+` and `==`' hint: Ada 130 orang yang diperbolehkan di klub - correct_answer: C - question_score: '10' feedback: Bukan itu 4: question_text: Apa yang salah dengan kode ini? @@ -3209,10 +2787,7 @@ levels: - option: Pada baris 4 <= seharusnya digunakan, bukan >= feedback: Tidak, bukan itu hint: Simbolnya benar - correct_answer: B - question_score: '10' 5: - question_text: Which symbol should be filled in on the blanks if the movie is suitable for kids for the age of 12 and up? code: |- age = {ask} 'Berapa umurmu?' tiket = {ask} 'Apakah Anda punya tiket?' @@ -3230,8 +2805,6 @@ levels: - option: '`<= 12`' feedback: Anak-anak ini masih terlalu muda hint: '> berarti lebih besar dari' - correct_answer: B - question_score: '10' 6: question_text: Berapa kali Anda harus mengatakan Anda kesal sebelum permainan menjengkelkan ini berhenti? code: |- @@ -3251,25 +2824,8 @@ levels: - option: 2 kali feedback: Itu betul hint: '!= berarti ''tidak''' - correct_answer: D - question_score: '10' 7: question_text: Apa yang harus diisi pada ketiga titik kosong tersebut? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' mp_choice_options: - option: '`''Lower''` dan `''Higher''` dan `''You win!''`' feedback: Itu kurang tepat. @@ -3280,16 +2836,8 @@ levels: - option: '`''Lower!''` dan `''You win!''` dan `''Higher!''`' feedback: Itu kurang tepat. hint: Yang terakhir seharusnya mengatakan Anda menang. - correct_answer: B - question_score: '10' 8: question_text: Pernyataan manakah yang benar tentang roller coaster ini? - code: |- - length = {ask} 'Please fill in your length in cm' - {if} length < 120 - {print} 'Sorry, you cannot go on this roller coaster.' - {else} - {print} 'Enjoy the ride' mp_choice_options: - option: Anda harus memiliki tinggi lebih dari 120 cm untuk dapat naik roller coaster feedback: True! @@ -3299,9 +2847,6 @@ levels: feedback: '> means greater than' - option: Tidak ada batasan panjang untuk menaiki roller coaster feedback: Ada. - hint: '> means greater than' - correct_answer: A - question_score: '10' 9: question_text: Berapa potong coklat yang bikin sakit perut menurut fitbit ini? code: |- @@ -3322,14 +2867,8 @@ levels: - option: 9 atau lebih feedback: Hebat! hint: '> 8 berarti lebih dari 8' - correct_answer: D - question_score: '10' 10: question_text: Apa yang harus diisi pada bagian yang kosong? - code: |- - {print} 'Whoever gets the most points wins!' - {if} points_player_1 < points_player_2 - {print} _ mp_choice_options: - option: '''pemain 1 menang''' feedback: Lihatlah siapa yang memiliki skor tertinggi! @@ -3340,8 +2879,6 @@ levels: - option: '''Itu seri''' feedback: Tidak, tidak, satu pemain memiliki skor lebih tinggi hint: Anda memenangkan permainan dengan mendapatkan poin terbanyak - correct_answer: B - question_score: '10' 15: 1: question_text: 'Simbol manakah yang harus digunakan pada bagian yang kosong? Tip: Anda harus terus menebak sampai Anda bisa menebaknya dengan benar.' @@ -3360,8 +2897,6 @@ levels: - option: '`=`' feedback: Bukan itu hint: Terus menebak sampai Anda mengatakan Amsterdam - correct_answer: C - question_score: '10' 2: question_text: Manakah dari kode berikut yang menggunakan simbol yang benar? mp_choice_options: @@ -3386,8 +2921,6 @@ levels: ``` feedback: Tanda kutip tidak ada hint: Saat Anda membandingkan dua jawaban, Anda harus menggunakan == - correct_answer: C - question_score: '10' 3: question_text: Perintah mana yang harus diisi pada bagian yang kosong? code: |- @@ -3403,8 +2936,6 @@ levels: - option: '`{range}`' feedback: Bukan itu hint: Anda tidak diperbolehkan berada di bar selama Anda berusia 17 tahun ke bawah - correct_answer: B - question_score: '10' 4: question_text: Apa yang salah dengan kode ini? code: |- @@ -3427,8 +2958,6 @@ levels: - option: Di baris 5 != seharusnya digunakan daripada == feedback: Anda benar hint: Ada yang salah di baris 5 - correct_answer: D - question_score: '10' 5: question_text: Apa yang harus ditempatkan pada bagian kosong agar program ini bekerja dengan benar? code: |- @@ -3450,8 +2979,6 @@ levels: - option: = basah + 1 feedback: Program ini harus menghitung mundur hint: kebasahan akan berkurang setiap saat - correct_answer: C - question_score: '10' 6: question_text: Apa yang salah dengan kode ini? code: |- @@ -3470,24 +2997,8 @@ levels: - option: Baris 2 harus dimulai dengan lekukan yang lebih sedikit feedback: Itu betul hint: Perhatikan baik-baik lekukannya - correct_answer: D - question_score: '10' 7: question_text: Bagaimana seharusnya program ini diubah agar dapat berfungsi? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' mp_choice_options: - option: '... ubah {if} pertama menjadi {while}' feedback: Sempurna! @@ -3498,17 +3009,8 @@ levels: - option: '... ubah {if} keempat menjadi {while}' feedback: Itu kurang tepat. hint: Yang terakhir seharusnya mengatakan Anda menang. - correct_answer: A - question_score: '10' 8: question_text: Pernyataan manakah yang benar tentang sistem toilet otomatis ini? - code: |- - {while} toilet == 'occupied' - lights = 'on' - air_freshener_sprays = 'yes' - {sleep} 60 - lights = 'off' - air_freshener_sprays = 'no' mp_choice_options: - option: Lampu dan pengharum ruangan akan mati setelah 1 menit feedback: Palsu! @@ -3519,8 +3021,6 @@ levels: - option: Lampu akan selalu menyala. feedback: Itu tidak benar. hint: Pemblokiran setelah perintah {while} terus terjadi saat toilet sedang ditempati. - correct_answer: B - question_score: '10' 9: question_text: Apa yang akan dikatakan aplikasi diet jika Anda sudah makan 1600 kalori hari ini? code: |- @@ -3541,15 +3041,8 @@ levels: - option: Anda sudah makan cukup untuk hari ini feedback: Tidak hint: 1600 adalah antara 1000 dan 2000 - correct_answer: C - question_score: '10' 10: question_text: 'Apa yang harus diisi pada bagian yang kosong? Tip: pemain dengan poin terbanyak memimpin.' - code: |- - name_player_1 = {ask} 'Name player 1:' - name_player_2 = {ask} 'Name player 2:' - {while} points_player_1 > points_player_2 - {print} _ ' is in the lead right now!' mp_choice_options: - option: nama_pemain_1 feedback: Kamu benar! @@ -3560,8 +3053,6 @@ levels: - option: poin_pemain_2 feedback: Anda harus mengisi nama, bukan nomor hint: Anda memenangkan permainan dengan mendapatkan poin terbanyak. Nama Anda akan muncul di layar - correct_answer: A - question_score: '10' 16: 1: question_text: Perintah mana yang harus diisi pada bagian yang kosong untuk mencetak camilan acak? @@ -3578,8 +3069,6 @@ levels: - option: '`snacks[{at} {random}]`' feedback: Kita tidak memerlukan kata `at` lagi hint: Kita tidak lagi menggunakan {at} - correct_answer: C - question_score: '10' 2: question_text: Apa yang harus diisi jika Anda ingin daftar tugas apa saja yang dikerjakan oleh siapa? code: |- @@ -3609,8 +3098,6 @@ levels: ``` feedback: Fantastis! hint: '`i` memberi tahu kita item apa yang ada dalam daftar itu. Jadi teman 1 mengerjakan tugas 1 dst.' - correct_answer: D - question_score: '10' 3: question_text: Apa kemungkinan keluaran dari program ini? code: |- @@ -3648,8 +3135,6 @@ levels: ``` feedback: Bukan itu hint: Itu tidak acak... - correct_answer: A - question_score: '10' 4: question_text: Apa yang salah dengan kode ini? code: |- @@ -3668,8 +3153,6 @@ levels: - option: '{in} pada baris 3 harus dihapus' feedback: Bukan itu hint: Tidak ada yang salah dengan baris 4 - correct_answer: B - question_score: '10' 5: question_text: Baris manakah yang harus diisi pada bagian yang kosong? code: |- @@ -3687,8 +3170,6 @@ levels: - option: suara = ['guk', 'moo', 'meringkik'] feedback: Kerja bagus! hint: Lihat baris 1 untuk melihat penggunaan tanda kurung dan tanda kutip yang tepat. - correct_answer: D - question_score: '10' 6: question_text: Pernyataan mana yang benar? code: |- @@ -3706,8 +3187,6 @@ levels: - option: Kode ini tidak akan berfungsi. Ini akan memberi dan kesalahan. feedback: Tidak, kodenya benar. hint: Tidak ada yang salah dengan kode ini. - correct_answer: C - question_score: '10' 7: question_text: Apa yang salah dengan kode ini? code: |- @@ -3725,8 +3204,6 @@ levels: - option: Baris 4 membutuhkan lebih banyak tanda kutip. feedback: Luar biasa! hint: Terdapat kesalahan dalam penggunaan tanda petik. - correct_answer: D - question_score: '10' 8: question_text: Manakah dari kode berikut yang termasuk dalam keluaran ini? code: |- @@ -3767,8 +3244,6 @@ levels: ``` feedback: Ini tidak akan berhasil! hint: Jika Anda memperhatikan baris pertama dengan cermat, Anda akan melihat bahwa hanya dua jawaban pertama yang mungkin benar. - correct_answer: B - question_score: '10' 9: question_text: Apa kemungkinan keluaran untuk kode ini? code: |- @@ -3800,8 +3275,6 @@ levels: ``` feedback: Itu hanya diulang dua kali hint: Rentang 0 hingga 1 adalah 2 kali - correct_answer: A - question_score: '10' 10: question_text: 3 baris manakah yang akan melengkapi kode ini dengan benar? code: |- @@ -3841,332 +3314,3 @@ levels: ``` feedback: Fantastis! hint: Anda perlu menggunakan perintah {remove} - correct_answer: D - question_score: '10' - 17: - 1: - question_text: What is the output of this code? - code: |- - minions = ['Bob', 'Kevin', 'Stuart'] - {for} x in minions: - {print} x - mp_choice_options: - - option: |- - ``` - m i n i o n s - ``` - feedback: This is not it. - - option: |- - ``` - Bob - Kevin - Stuart - ``` - feedback: Correct! - - option: |- - ``` - minions - minions - minions - ``` - feedback: Take a look at the content of your list. - - option: |- - ``` - B o b K e v i n S t u a r t - ``` - feedback: Do not loop through the letters. - hint: Loop through your list. - correct_answer: B - question_score: '10' - 2: - question_text: What is wrong with this code? - code: |- - seconds_minute = 60 - minute_hour = 60 - hour_day = 24 - leap_year = 366 - no_leap_year = 365 - years = ask 'what year is it?' - {if} years = 2024: - print seconds_minute * minute_hour * hour_day * leap_year - {else}: - print seconds_minute * minute_hour * hour_day * noleap_year - mp_choice_options: - - option: You cannot have so many variables. - feedback: This is not it. - - option: The way the variables are multiplied is incorrect. - feedback: Not true! - - option: One of the variables `noleap_year` does not belong with the `{if}` statement. - feedback: Keep looking for the mistake. - - option: The `noleap_year` has to be identical in both cases. - feedback: Correct! - hint: Read the code carefully. - correct_answer: D - question_score: '10' - 3: - question_text: How many hedgehogs will this code print? - code: |- - {for} x in range 1 to 3: - {for} y in range 1 to 2: - {print} 🦔 - mp_choice_options: - - option: |- - ``` - 🦔 - 🦔 - 🦔 - ``` - feedback: Try again. - - option: |- - ``` - 🦔 - 🦔 - ``` - feedback: One more try. - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: Well done! - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating. - correct_answer: C - question_score: '10' - 4: - question_text: What is wrong with code? - code: |- - name_color = {ask} 'What is your favorite color?' - {if} name_color == 'red': - {print} 'the color of a tomato' - {elif} name_color == 'green': - {print} 'the color of an apple' - {elif} name_color == 'blue': - {print} 'the color of a blueberry' - {elif} name_color == 'yellow': - {print} 'the color of a banana' - {elif}: - {print} 'this fruit-color does not exist' - mp_choice_options: - - option: The first `{elif}` should be used before the `print` command - feedback: Try again. - - option: '`{elif}` can only be used once' - feedback: From now on we can use elif multiple times. - - option: '`==` used with `{elif}` should be replaced by `=`' - feedback: Not correct. - - option: '`{elif}` in the last line should be replaced by `{else}`' - feedback: Great! - hint: Think about `{if}`, `{elif}`, `{else}`. - correct_answer: D - question_score: '10' - 5: - question_text: What is the output of this code? - code: |- - numbers = [7, 19, 29, 41, 53, 71, 79, 97] - {for} prime in numbers: - {if} prime <= 10: - {print} prime - {elif} prime >= 60: - {print} prime - {elif} prime >= 90: - {print} prime - {else}: - {print} 'another number' - mp_choice_options: - - option: |- - ``` - 7 - another number - another number - another number - another number - 71 - 79 - 97 - ``` - feedback: Well done! - - option: |- - ``` - another number - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: Try again. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - another number - ``` - feedback: One more try. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating and the values of if and elif. - correct_answer: A - question_score: '10' - 6: - question_text: What is wrong with code? - code: |- - name = {ask} 'What is your name?' - {if} name == 'Hedy': - password = {ask} 'What is your password?' - {if} password =='turtle123': - {print} 'Yey' - {else}: - {print} 'Access denied' - {else}: - {print} 'Go fish' - mp_choice_options: - - option: '`{elif}` is missing.' - feedback: Try again. - - option: '`{else}` can only be used once.' - feedback: From now on we can use elif multiple times. - - option: Nothing! - feedback: There is a mistake. Look carefully! - - option: There is an indentation mistake in the last line. - feedback: Amazing! - hint: There is a mistake somewhere... - correct_answer: D - question_score: '10' - 7: - question_text: Which of the following codes will print five times 'the result is 3' on the screen? - mp_choice_options: - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - result = n * 1 - {print} 'The result is ' result - ``` - feedback: Try again! - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} u in numbers: - number = u - {print} 'The result is ' number - ``` - feedback: That is not it. - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} number in numbers: - number = 3 - {print} 'The result is ' number - ``` - feedback: Very good! - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - n = result - {print} 'The result is ' result - ``` - feedback: That is not it. - hint: Think about mathematical symbols. - correct_answer: C - question_score: '10' - 8: - question_text: What is wrong with code? - code: |- - insects = ['🐝', '🦋', '🕷', '🐞'] - your_favorite = {ask} 'what is your favorite insect?' - {for} insect in insects: - {if} your_favorite == '🐝' {or} your_favorite == '🐞': - {print} 'very useful' - {elif} your_favorite == '🕷': - {print} 'it can catch mosquitoes' - {else}: - {print} 'almost all insects can be useful one way or another' - mp_choice_options: - - option: '`{or}` cannot be used with `{if}`.' - feedback: Try again. - - option: In the `{for}` command `insect` should be `insects`. - feedback: Not true. - - option: Nothing! - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 9: - question_text: Which one of the codes below gave this output? - code: |- - -5 is negative - -4 is negative - -3 is negative - -2 is negative - -1 is negative - 0 is positive - 1 is positive - 2 is positive - 3 is positive - mp_choice_options: - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Try again! - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number <= 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - - option: "```\n {for} number in range -5 to 3:\n {if} number >= 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Very good! - - option: "```\n {for} number in range -5 to 3:\n {if} number < 0: \n {print} number ' is positive'\n {elif} number <=0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 10: - question_text: What is wrong with this code? - code: |- - {for} number in range 1 to 5: - volume_room = num * num * num - {print} volume_room ' cubic meters' - {if} volume_room > 100: - {print} 'this is a large room' - {elif} volume_room < 100: - {print} 'small room but cosy' - {else}: - {print} 'i will look for something else' - mp_choice_options: - - option: The word num needs quotation marks. - feedback: Try again. - - option: The `{if}` command is not used correctly. - feedback: Not true. - - option: Line 3 should be `volume_room = number * number * number`. - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' diff --git a/content/quizzes/it.yaml b/content/quizzes/it.yaml index a303b9653df..10023f23cab 100644 --- a/content/quizzes/it.yaml +++ b/content/quizzes/it.yaml @@ -12,8 +12,6 @@ levels: - option: Heidi feedback: Not this one! hint: Prende il nome da Hedy Lamarr. - correct_answer: A - question_score: '10' 2: question_text: Che devono essere riempiti negli spazi vuoti per creare il testo Hello! apparire? code: _Ciao! @@ -27,10 +25,7 @@ levels: - option: '`{ask}`' feedback: With `{ask}`, you can ask a question. hint: _Ciao mondo! - correct_answer: B - question_score: '10' 3: - question_text: How do you ask what someone's favorite color is? mp_choice_options: - option: |- ``` @@ -53,8 +48,6 @@ levels: ``` feedback: '`{echo}` repeats your answer back to you.' hint: Puoi chiedere qualcosa con il comando `{ask}` - correct_answer: C - question_score: '10' 4: question_text: Cosa c'è di sbagliato in questo codice? code: |- @@ -70,9 +63,6 @@ levels: feedback: '`{echo}` è un comando, c''è un altro errore.' - option: Nothing! This is a perfect code! feedback: Wrong, look carefully! - hint: Line 1 doesn't seem right - correct_answer: A - question_score: '10' 5: question_text: Che comando manca alla linea 2? code: |- @@ -100,48 +90,9 @@ levels: ``` feedback: Right on! hint: Vuoi vedere la risposta alla fine della linea 2... - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - {print} Hi im Hedy! - {print} Which football team do you support? - {echo} You support... - {print} Cool! Me too! - mp_choice_options: - - option: In line 1 `{print}` should be replaced with `{ask}`. - feedback: '`{print}` in line 1 is correct.' - - option: In line 2, `{print}` should be replaced with `{ask}`. - feedback: Great! You paid attention! - - option: Line 3 has to begin with `{print}` instead of `{echo}`. - feedback: '`{echo}` is correct.' - - option: In line 4, `{print}` is spelled wrong. - feedback: No, there is a mistake somewhere else - hint: Check the `{print}` commands. - correct_answer: B - question_score: '10' 7: - question_text: What's wrong with this code? - code: |- - {print} Welcome at Hedys restaurant! - {ask} What would you like to eat? - {echo} So you want to order ... - {print} Coming right up! Enjoy! - mp_choice_options: - - option: In line 1 `{print}` needs to be replaced with `{ask}` - feedback: Are you sure something is wrong? - - option: In line 1 `{print}` needs to be replaced with `{echo}` - feedback: Are you sure something's wrong? - - option: In line 3 `{echo}` needs to be replaced with `{print}` - feedback: Are you sure something is wrong? - - option: Nothing! This is a perfect code! - feedback: Correct! hint: Controlla il codice linea per linea - correct_answer: D - question_score: '10' 8: - question_text: How do you use the `{echo}` command? mp_choice_options: - option: You can use it to `{ask}` a question. feedback: That's what `{ask}` is for! @@ -151,33 +102,10 @@ levels: feedback: Good job! - option: You can use it to make text disappear. feedback: Non è corretto... - hint: '`{echo}` is used after an `{ask}` command.' - correct_answer: C - question_score: '10' 9: question_text: Cosa c'è di sbagliato in questo codice? - code: |- - {print} Hello! - {print} How are you doing? - {echo} So you are doing... - mp_choice_options: - - option: '`{print}` in line 1 should be `{ask}`' - feedback: No, `{print}` is right. Where is the question being asked? - - option: '`{print}` in line 2 should be `{ask}`' - feedback: Super! - - option: '`{echo}` in line 3 should be `{ask}`' - feedback: No, `{echo}` is right. Where is the question being asked? - - option: Nothing. This is a perfect code! - feedback: Look carefully for the mistake... - hint: '`{ask}` allows you to ask a question' - correct_answer: B - question_score: '10' 10: question_text: Quale output sarà nella schermata di output dopo aver eseguito questo codice? - code: |- - {ask} Are you ready to go to level 2? - {echo} - {echo} mp_choice_options: - option: Are you ready to go to level 2? feedback: There are two echo commands @@ -191,12 +119,8 @@ levels: Are you ready to go to level 2? Yes! feedback: There are two echo commands - hint: Let's go! - correct_answer: B - question_score: '10' 2: 1: - question_text: Which statement is true? mp_choice_options: - option: In level 2 the `{print}` command doesn't exist anymore feedback: '`{print}` still works' @@ -207,84 +131,7 @@ levels: - option: In level 2 all the level 1 commands still work feedback: No uno dei comandi non funziona più. hint: '`{print}` and `{ask}` still exist.' - correct_answer: C - question_score: '10' - 2: - question_text: Which code is correct? - mp_choice_options: - - option: |- - ``` - name {is} {ask} What is your name? - ``` - feedback: Super! - - option: |- - ``` - {ask} {is} name What is your name - ``` - feedback: The words are right, the order is not! - - option: |- - ``` - {ask} What is your name? - ``` - feedback: This worked in level 1, but in level 2 and up it works differently. - - option: |- - ``` - {ask} What is your name? {is} name - ``` - feedback: The words are right, the order isn't! - hint: '`{ask}` doesn''t work like in level 1' - correct_answer: A - question_score: '10' - 3: - question_text: What appears on your output screen when you run this code? - code: |- - name {is} Marleen - {print} name goes to the market and she buys an apple. - mp_choice_options: - - option: name goes to the market and she buys an apple. - feedback: The word name is replaced with Marleen - - option: Marleen goes to the market. - feedback: The second part of the sentence isn't left out! - - option: Marleen goes to the market and she buys an apple. - feedback: Right on! - - option: Marleen goes to the market and Marleen buys an apple. - feedback: She is not replaced with the name - hint: The word name is replaced with Marleen - correct_answer: C - question_score: '10' - 4: - question_text: What will you see on the output screen when you run this code? - code: |- - name {is} Hedy - {print} Hi my name is name - mp_choice_options: - - option: Hi my name is name - feedback: The variable name is replaced with Hedy - - option: Hi my name is Hedy - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is name - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is Hedy - feedback: Correct, this mistake will be fixed in level 4! - hint: '''name'' is being replaced with ''Hedy'' in both places' - correct_answer: D - question_score: '10' - 5: - question_text: What happens when you use the `{sleep}` command? - mp_choice_options: - - option: It slows down your computer - feedback: fortunately not! - - option: It closes down Hedy - feedback: fortunately not! - - option: Your program pauses for a second and then continues - feedback: That's right! - - option: You put it at the end so Hedy knows your program is finished - feedback: No it would be useless at the end of your code - hint: The computer waits for a second at the `{sleep}` command - correct_answer: C - question_score: '10' 6: - question_text: What should be on the lines? code: |- {print} And the award for best programming language goes to... _?_ @@ -310,116 +157,17 @@ levels: {ask} ``` feedback: There is no question there to be asked - hint: Pause for dramatic effect... - correct_answer: A - question_score: '10' 7: - question_text: What command should be used on line 2? code: |- {print} I will explode in 3 seconds! _?_ {print} BOOM! - mp_choice_options: - - option: |- - ``` - {print} 3 - ``` - feedback: You don't need to `{print}` - - option: |- - ``` - {sleep} 3 - ``` - feedback: Perfect! - - option: |- - ``` - {sleep} - ``` - feedback: This way the bomb will explode in 1 second - - option: |- - ``` - {sleep} {sleep} {sleep} - ``` - feedback: Make it easier on yourself by using the number 3 - hint: You want the computer to wait for 3 seconds - correct_answer: B - question_score: '10' - 8: - question_text: How would you correct the first line of code? - code: |- - {ask} {is} How old are you? - {print} age - mp_choice_options: - - option: |- - ``` - age {ask} {is} How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - {ask} {is} age How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - age {is} {ask} How old are you? - ``` - feedback: You get it! - - option: |- - ``` - age {is} How old are you? - ``` - feedback: Where is the `{ask}` command? - hint: The variable name should come first - correct_answer: C - question_score: '10' - 9: - question_text: What is going wrong in this code? - code: |- - dogs {is} animal - {print} I love animal - mp_choice_options: - - option: 'Line 1 should say: dogs `{is}` animals' - feedback: The variable name is animal - - option: 'Line 1 should say: animal `{is}` dogs' - feedback: Great! - - option: 'Line 2 should say: `{print}` I love animals' - feedback: The variable name is animal - - option: 'Line 2 should say: `{sleep}` I love animals' - feedback: Sleep is not used to `{print}` text - hint: You want to `{print}` 'I love dogs' - correct_answer: B - question_score: '10' 10: - question_text: What command should be used on the line 1? code: |- flavor {is} _?_ {print} Your favorite icecream is... {sleep} {print} flavor - mp_choice_options: - - option: |- - ``` - {sleep} 3 - ``` - feedback: You want to know the favorite flavor! - - option: |- - ``` - {print} strawberries - ``` - feedback: You do not want a `{print}` command at the middle of the line... - - option: |- - ``` - strawberries, chocolate, vanilla - ``` - feedback: This way you are making a list. You don't want that now. - - option: |- - ``` - {ask} What flavor icecream do you like? - ``` - feedback: That's right! - hint: You want to `{ask}` a question - correct_answer: D - question_score: '10' 3: 1: question_text: What command do you use to let Hedy pick something arbitrarily? @@ -444,14 +192,7 @@ levels: {at} {random} ``` feedback: Correct! - hint: Arbitrarily means without a plan or randomly. - correct_answer: D - question_score: '10' 2: - question_text: What's wrong with this code? - code: |- - animals {is} dog cat cow - {print} animals {at} {random} mp_choice_options: - option: 'You need commas in line 1: dog, cat, cow.' feedback: Good job! @@ -461,155 +202,15 @@ levels: feedback: animals is correct. - option: '`{at} {random}` is spelled incorrectly' feedback: '`{at} {random}` is the correct spelling' - hint: There's something wrong in line 1 - correct_answer: A - question_score: '10' 3: question_text: How do you fix the mistake in line 2 of this code? - code: |- - options {is} rock, paper, scissors - {print} rock, paper, scissors {at} {random} - mp_choice_options: - - option: |- - ``` - {at} {random} {print} options - ``` - feedback: You're almost there. The order of the words isn't right yet. - - option: |- - ``` - {print} rock {at} {random} - ``` - feedback: you don't always want the Hedy to {print} rock, sometimes you want scissors or paper. - - option: |- - ``` - {print} options {at} {random} - ``` - feedback: Very good! - - option: Nothing, the code is correct! - feedback: Look carefully for the mistake - hint: The variable (the list) is called options. - correct_answer: C - question_score: '10' - 4: - question_text: What should change in line 2 to print a random price? - code: |- - prices {is} 1 dollar, 100 dollar, 1 million dollar - {print} price {at} {random} - mp_choice_options: - - option: |- - ``` - {print} price - ``` - feedback: You don't want to `{print}` the word price, but you want to `{print}` one price out of your list `{at} {random}` - - option: |- - ``` - {print} prices {at} {random} - ``` - feedback: Great! You've really paid attention. - - option: |- - ``` - {print} {at} {random} price - ``` - feedback: '`{at} {random}` is placed behind the variable.' - - option: Nothing, this code is alright. - feedback: Look carefully for the mistake you missed! - hint: The variable name is prices - correct_answer: B - question_score: '10' - 5: - question_text: What is wrong in this code? - code: |- - question {is} {ask} What do you want to know? - {print} question - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 1 needs to say `{print}` instead of `{ask}` - feedback: No, that's not wrong. - - option: Line 2 needs to say `{ask}` instead of `{print}` - feedback: No that's not wrong. - - option: Line 2 needs to say answers `{at} {random}` `{is}` yes, no, maybe - feedback: No, that's not wrong. - - option: Nothing, this code is perfect - feedback: That's right! - hint: Does this code even have a mistake? - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 2 needs to say question instead of answers - feedback: No that's not right - - option: Line 2 needs the `{is}` command - feedback: Correct - - option: Line 3 needs to say answer instead of answers - feedback: No the variable's called answers - - option: Nothing! This code is great! - feedback: Actually, line 2 has a mistake. - hint: There is something wrong with line 2. - correct_answer: B - question_score: '10' - 7: - question_text: What does the `{add}` command do? - code: |- - books {is} Harry Potter, The Hobbit, Green Eggs and Ham - your_book {is} {ask} What is your favorite book? - {add} your_book {to} books - {print} books {at} {random} - mp_choice_options: - - option: The `{add}` command removes a random book from the list - feedback: The remove command removes, the add command adds - - option: The `{add}` command adds a random book to a list - feedback: It doesn't. It adds your answer to the list! - - option: The `{add}` command adds your favorite book to the list - feedback: Correct! - - option: The `{add}` command prints your favorite book. - feedback: No, it adds your favorite book to the list - hint: The `{add}` command adds a book, but which one? - correct_answer: C - question_score: '10' - 8: - question_text: What is the output of this code? - code: |- - crisps {is} sea salt, paprika, sour cream - {remove} sea salt {from} crisps - {remove} paprika {from} crisps - {print} crisps {at} {random} - mp_choice_options: - - option: You can't tell, because Hedy will `{print}` one of the 3 flavors `{at} {random}` - feedback: Take a look at the `{remove}` commands - - option: sea salt - feedback: sea salt is removed from the list - - option: paprika - feedback: Paprika is removed from the list - - option: sour cream - feedback: That's right! - hint: There are 3 flavors, bit 2 are removed. Which one remains? - correct_answer: D - question_score: '10' 9: - question_text: What's wrong with this code? code: |- colors {is} blue, purple, green chosen_color {is} {ask} Which haircolor wouldn't your like to have? {remove} chosen_color {from} colors {print} I will dye my hair color {at} {random} - mp_choice_options: - - option: 'Line 3 should say: `{remove}` blue `{from}` colors' - feedback: Maybe you want blue hair though! - - option: Line 3 should have an `{add}` command instead of a `{remove}` command - feedback: You want to remove the chosen color so `{remove}` is right. - - option: In line 4 the variable should be called colors instead of color - feedback: Great job! - - option: Nothing, this is a correct code! - feedback: Find the mistake! hint: Look at line 3 - correct_answer: C - question_score: '10' 10: question_text: What should be on the _?_? code: |- @@ -640,8 +241,6 @@ levels: ``` feedback: This increased the change that the person who walked yesterday now has to do it again. That's mean. hint: The person who walked the dog yesterday should be removed from the list. - correct_answer: A - question_score: '10' 4: 1: question_text: Which of these is true? @@ -654,11 +253,7 @@ levels: feedback: '`{at} {random}` still works' - option: '`{at} {random}` now needs quotation marks' feedback: No, but 2 other commands do. - hint: In level 4 you need quotation marks for 2 commands. - correct_answer: A - question_score: '10' 2: - question_text: Which code uses the proper quotation marks? mp_choice_options: - option: |- ``` @@ -680,11 +275,7 @@ levels: {print} ,hello, ``` feedback: This is a comma, you need quotation marks. - hint: Pick the right quotation marks. - correct_answer: B - question_score: '10' 3: - question_text: Where are the quotation marks used correctly? mp_choice_options: - option: |- ``` @@ -706,28 +297,7 @@ levels: {print} 'Hi Im Hedy' ``` feedback: Perfect! - hint: Both before and after the words you want to print should be a quotation mark. - correct_answer: D - question_score: '10' - 4: - question_text: Which statement is true? - mp_choice_options: - - option: 'You need quotation marks around the word `{print}`, like this: `''{print}''`.' - feedback: The quotation marks shouldn't be around the command itself. - - option: You need quotation marks around the words you want to print. - feedback: Super! - - option: You do not need quotation marks when using the `{ask}` command - feedback: Both `{print}` and `{ask}` require quotation marks - - option: You can choose yourself whether to use quotation marks or not. - feedback: Unfortunately, Hedy is stricter than that. - hint: From level 4 on you need to use quotation marks. - correct_answer: B - question_score: '10' 5: - question_text: What has to be changed in order for the game to work? - code: |- - options {is} rock, paper, scissors - {print} 'options {at} {random}' mp_choice_options: - option: |- ``` @@ -746,89 +316,9 @@ levels: feedback: That's right - option: Nothing, the game already works! feedback: Look carefully. There is an error. - hint: You don't want Hedy to literally print 'options {at} {random}', you want it to print 'rock' or 'paper' or 'scissors'. - correct_answer: C - question_score: '10' 6: - question_text: What would be a good next line in this code? - code: prices {is} 1 dollar, 100 dollars, 1 million dollars - mp_choice_options: - - option: |- - ``` - {print} 'You win...' prices {at} {random} - ``` - feedback: Great! You get it! - - option: |- - ``` - {print} You win... 'prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}' - - option: |- - ``` - {print} You win... prices {at} {random} - ``` - feedback: You need some quotation marks! - - option: |- - ``` - {print} 'You win... prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}'' hint: 'Pensa attentamente: cos''è una variabile e dovrebbe essere fuori dalle virgolette? E quali sono le parole normali che dovrebbero esserci dentro?' - correct_answer: A - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: Correct! - - option: Quotation marks are missing in line 2 - feedback: A variable doesn't need quotes - - option: Quotation marks are missing in line 3 - feedback: You don't want Hedy to literally print 'answers {at} {random}' so no quotation marks needed here! - - option: Nothing, this code is good as is! - feedback: Look carefully. You missed a mistake! - hint: Check each line on whether they'd need quotation marks or not. - correct_answer: A - question_score: '10' - 8: - question_text: What would be a good next line for this code? - code: |- - {print} 'Welcome at the money show!' - {print} 'In front of you are 3 doors' - door {is} {ask} 'Which door do you choose?' - mp_choice_options: - - option: |- - ``` - {print} So you pick door door - ``` - feedback: We need quotation marks - - option: |- - ``` - {print} 'So you pick ' door door - ``` - feedback: If the player chooses door 3, Hedy will say 'So you pick 3 3 - - option: |- - ``` - {print} 'So you pick door ' door - ``` - feedback: Super! - - option: |- - ``` - {print} 'So you pick door door' - ``` - feedback: Hedy will literally print 'So you pick door door - hint: The second word door should be replaced with the number, the first should still be the word door... - correct_answer: C - question_score: '10' 9: - question_text: What will never appear in your output screen? - code: |- - clubs {is} Real Madrid, Bayern Munchen, Manchester United, Ajax - {print} clubs {at} {random} ' is going the win the champions league' mp_choice_options: - option: Ajax is going to win the champions league feedback: Hedy could `{print}` that @@ -838,27 +328,6 @@ levels: feedback: Hedy could `{print}` that - option: FC Barcelona is going to win the champions league feedback: That's right. It's not in the list - hint: What are Hedy's options to randomly pick from? - correct_answer: D - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - people {is} mom, dad, Emma, Sophie - {print} The dishes are done by... - {print} people {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: A list doesn't need quotation marks - - option: Quotation marks are missing in line 2 - feedback: Correct - - option: Quotation marks are missing in both line 2 and 3 - feedback: Line 3 doesn't need quotation marks because it's not printed literally - - option: Nothing, this code has no mistakes - feedback: You missed one! - hint: One line needs quotation marks, because you want it to be printed literally. - correct_answer: B - question_score: '10' 5: 1: question_text: What is true? @@ -876,79 +345,8 @@ levels: - option: In level 5 `{ask}` and `{print}` work the same as in level 4 feedback: Correct! hint: Quale va insieme al comando `{if}`? - correct_answer: D - question_score: '10' - 2: - question_text: What appears in your output screen when you type in the name Hedy? - code: |- - name {is} {ask} 'What is your name?' - {if} name {is} Hedy {print} 'fun' {else} {print} 'less fun' - mp_choice_options: - - option: fun - feedback: That's right! - - option: less fun - feedback: If the name is Hedy, it will say 'fun'' - - option: Hedy - feedback: No, it doesn't print the name - - option: Error - feedback: Fortunately not! - hint: '`{if}` name `{is}` Hedy `{print}` ...?' - correct_answer: A - question_score: '10' 3: - question_text: What is the right password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct! - feedback: This is printed when you type in the correct password - - option: SECRET - feedback: That's right!' - - option: password - feedback: The password isn't password... - - option: ALARM INTRUDER - feedback: This is printed when you type in the incorrect password! hint: '`{if}` password `{is}` ... `{print}` ''Correct!''!''' - correct_answer: B - question_score: '10' - 4: - question_text: What does Hedy print when you type in the wrong password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct - feedback: That's printed if the correct answer is given, not the wrong one... - - option: SECRET - feedback: That's not the right answer - - option: Wrong! - feedback: No, this is not what Hedy will print - - option: ALARM! INTRUDER! - feedback: Great job! - hint: Your computer will sound the alarm for intruders! - correct_answer: D - question_score: '10' - 5: - question_text: Why will Hedy say 'ALARM! INTRUDER' when you type in 'secret'? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Because it needs to be in capitals, so SECRET - feedback: Indeed! - - option: Because the password is alarm - feedback: No, this is not the password. - - option: Because it's spelled wrong. - feedback: That's not how you spell secret - - option: Because Hedy makes a mistake - feedback: No, Hedy is right - hint: The spelling of the word has to be exactly the same. - correct_answer: A - question_score: '10' 6: question_text: Which word should be on the place of the question mark in the last line? code: |- @@ -957,30 +355,6 @@ levels: club is {ask} 'Which club is your favorite?' {if} club {is} ajax {print} 'Ajax is going to win of course!' _?_ {print} 'Sorry, your club is gonna be in last place...' - mp_choice_options: - - option: |- - ``` - {if} - ``` - feedback: '`{if}` is already in the line above' - - option: |- - ``` - {at} {random} - ``` - feedback: No, you need `{else}`. - - option: |- - ``` - {else} - ``` - feedback: Great! - - option: |- - ``` - {print} - ``` - feedback: '`{print}` is already there, we need a word before it!' - hint: '`{if}` goes together with...?' - correct_answer: C - question_score: '10' 7: question_text: Which word should be in the place of the question mark? code: |- @@ -1009,9 +383,6 @@ levels: {print} ``` feedback: Awesome! - hint: After `{else}` a `{print}` command follows - correct_answer: D - question_score: '10' 8: question_text: Which word should be on the place of the question mark? code: |- @@ -1039,222 +410,12 @@ levels: {print} ``` feedback: No, that's not it. - hint: What the variable name? - correct_answer: B - question_score: '10' - 9: - question_text: Which door should you choose to escape?? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} - mp_choice_options: - - option: '1' - feedback: Bad choice! You're being eaten - - option: '2' - feedback: Super! You escaped! - - option: '3' - feedback: Bad choice! You're being eaten. - - option: It's a trap, you will always be eaten! - feedback: Luckily not! - hint: One of the doors will keep you safe.. - correct_answer: B - question_score: '10' - 10: - question_text: Which monster is standing behind door 1? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} - mp_choice_options: - - option: Hedy picks a random monster each time. - feedback: Awesome! - - option: vampire - feedback: Not always... - - option: werewolf - feedback: Not always... - - option: giant spider - feedback: Not always... - hint: Mind the last 3 words... monsters `{at} {random}`... - correct_answer: A - question_score: '10' 6: - 1: - question_text: What's Hedy's output when you run this code? - code: '{print} 2*10' - mp_choice_options: - - option: '20' - feedback: Correct! - - option: '12' - feedback: No, the plus sign is used in addition - - option: 2*10 - feedback: No, Hedy will calculate the answer - - option: '210' - feedback: Mind it's a calculation. - hint: The `*` is used as a multiplication sign - correct_answer: A - question_score: '10' 2: question_text: Which sign do you use for an addition? - mp_choice_options: - - option: '`-`' - feedback: That's not it - - option: plus - feedback: That's not it - - option: '`*`' - feedback: That's not it - - option: '`+`' - feedback: Correct! - hint: It's the plus sign. - correct_answer: D - question_score: '10' - 3: - question_text: What's Hedy's output when you run this code? - code: '{print} ''3*10''' - mp_choice_options: - - option: '30' - feedback: This would be the right answer if there were no quotation marks. - - option: '13' - feedback: Try again.. - - option: 3*10 - feedback: Correct! There are quotation marks, so Hedy will print it literally. - - option: Nothing, Hedy will give an error message. - feedback: No, Hedy will print it literally. - hint: Mind the quotation marks!! - correct_answer: C - question_score: '10' - 4: - question_text: Kim is 10 years old. What will Hedy print for her? - code: |- - name = {ask} 'How many letters are in your name?' - age = {ask} 'How old are you?' - luckynumber = name*age - {print} 'Your lucky number is...' luckynumber - mp_choice_options: - - option: '30' - feedback: Mind, Hedy also prints 'Your lucky number is...' - - option: '10' - feedback: Please try again. - - option: Your lucky number is... 30 - feedback: That's right! - - option: Your lucky number is... 10 - feedback: Her lucky number is name times age... - hint: 'Kim has 3 letters, she is 10 years old so: letters times age = 3*10 = 30.' - correct_answer: C - question_score: '10' - 5: - question_text: If 5 people eat at this restaurant, how much do they have to pay in total? - code: |- - {print} 'Welcome to Hedys!' - people = {ask} 'How many people are eating with us tonight?' - price = people * 10 - {print} 'That will be ' price 'dollar please' - mp_choice_options: - - option: 5 dollars - feedback: Unfortunately, it's not that cheap. - - option: 10 dollars - feedback: No, it's 10 dollars each. - - option: 15 dollars - feedback: The * means multiplication. - - option: 50 dollars - feedback: Great! - hint: '`price` `is` `people` `times` 10' - correct_answer: D - question_score: '10' 6: question_text: How much does a hamburger cost is this virtual restaurant? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = 15 - {if} food {is} fries price = 6 - mp_choice_options: - - option: 15 dollars - feedback: Super! - - option: 6 dollars - feedback: The fries are 6 dollars - - option: 0 dollars - feedback: The hamburger isn't free! - - option: 21 dollars - feedback: That's the price for a hamburger and fries! - hint: Mind the fourth line. - correct_answer: A - question_score: '10' - 7: - question_text: Why does line 7 say 'price is price + 3' instead of 'price is 3'? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = price + 15 - {if} food {is} fries price = price + 6 - drinks is {ask} 'What would you like to drink?' - {if} drinks {is} coke price = price + 3 - {if} drinks {is} water price = price + 1 - {print} price ' dollars please' - mp_choice_options: - - option: It could have been `price = 3` just as well. - feedback: No, that's not true. Hedy needs to add 3 dollars to the total. - - option: Because Hedy doesn't understand `price = 3`. - feedback: Hedy would understand, but it wouldn't be right. - - option: Because Hedy would otherwise forget about the previous order. The price would be 3 dollars in total. - feedback: That's right! - - option: Because the price is 0 dollars to begin with. - feedback: That's true, but not the reason - hint: The price shouldn't be 3, but 3 dollars more than it already was - correct_answer: C - question_score: '10' - 8: - question_text: Why is this code incorrect? - code: |- - correct answer = 3*12 - answer = {ask} 'What is 3 times 12?' - {if} answer {is} correct answer {print} 'Good job!' - {else} {print} 'No... It was ' correct answer - mp_choice_options: - - option: There shouldn't be quotation marks in line 2 - feedback: No, there should be! - - option: The variable is called correct answer, but a variable's name can only be 1 word. So it should be correct_answer - feedback: Correct! - - option: The `{if}` and `{else}` commands should be in the same line. - feedback: No, that's not true. - - option: The variable in line 2 can't be called answer, because it is too similar to the variable correct answer. - feedback: Variable names can be similar, but they can't be 2 words... - hint: Inspect what the variables are called. - correct_answer: B - question_score: '10' - 9: - question_text: Imagine you love football a 10, you've eaten 2 bananas and have washed your hands 3 times today. How smart does the silly fortune teller think you are? - code: |- - {print} 'Im Hedy the silly fortune teller' - {print} 'I will predict how smart you are!' - football = {ask} 'On a scale of 0 to 10 how much do you love football?' - bananas = {ask} 'How many bananas have you eaten this week?' - hygiene = {ask} 'How many times did you wash your hands today??' - result = bananas + hygiene - result = result * football - {print} 'You are ' result 'percent smart.' - mp_choice_options: - - option: 10% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 32% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 50% - feedback: Super! You are 100 percent smart! - - option: 100% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - hint: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - correct_answer: C - question_score: '10' 10: - question_text: Which statement is true? code: |- name _?_ Hedy {print} name 'is walking trough the forrest' @@ -1267,12 +428,8 @@ levels: feedback: No, one `=` sign is enough - option: You can only use the `=` sign when working with numbers, not with words. feedback: You can also use `=` with words. - hint: '`{is}` and `=` are both allowed' - correct_answer: B - question_score: '10' 7: 1: - question_text: How many lines can you repeat at once with the repeat command at this level? mp_choice_options: - option: '0' feedback: No you can repeat a line. @@ -1283,94 +440,34 @@ levels: - option: infinite feedback: In this level you can only repeat one line at a time hint: You can only repeat 1 line at a time - correct_answer: B - question_score: '10' 2: - question_text: Which code is right? + hint: First the repeat command, then the `{print}` command + 4: mp_choice_options: - option: |- ``` - {print} 100 {times} 'hello' + I'm ``` - feedback: '`{repeat}` 100 `{times}` `{print}` ''hello''' + feedback: That's right! - option: |- ``` - {print} {repeat} 100 {times} 'hello' + {print} ``` - feedback: '{repeat} 100 {times} {print} ''hello''' + feedback: '`{print}` is spelled correctly' - option: |- ``` - {repeat} 'hello' 100 {times} + {repeat} ``` - feedback: '{repeat} 100 {times} {print} ''hello''' + feedback: '`{repeat}` is spelled correctly' - option: |- ``` - {repeat} 100 {times} {print} 'hello' - ``` - feedback: That's right! - hint: First the repeat command, then the `{print}` command - correct_answer: D - question_score: '10' - 3: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} ''Hello!''' - mp_choice_options: - - option: Right - feedback: No, a word is missing - - option: Wrong, the word `{repeat}` is missing - feedback: The word `{repeat}` is there, another word is missing - - option: Wrong, the word `{times}` is missing - feedback: The word `{times}` is there, another word is missing. - - option: Wrong, the word `{print}` is missing - feedback: Correct - hint: 'It should be: `{repeat}` 100 `{times}` `{print}` ''Hello''' - correct_answer: D - question_score: '10' - 4: - question_text: Which word is wrong in the code? - code: |- - {print} 'I'm blue' - {repeat} 7 {times} {print} 'da ba dee, da ba da' - mp_choice_options: - - option: |- - ``` - I'm - ``` - feedback: That's right! - - option: |- - ``` - {print} - ``` - feedback: '`{print}` is spelled correctly' - - option: |- - ``` - {repeat} - ``` - feedback: '`{repeat}` is spelled correctly' - - option: |- - ``` - {times} + {times} ``` feedback: '`{times}` is spelled correctly' hint: I'm is wrong, you can't use apostrophes - correct_answer: A - question_score: '10' 5: question_text: Questo codice è giusto o sbagliato? - code: '{repeat} 100 {times} {print} ''Hedy is awesome!''' - mp_choice_options: - - option: Correct - feedback: That's right! - - option: Wrong - feedback: That's not it - hint: The code is correct! - correct_answer: A - question_score: '10' 6: - question_text: What will be the output from this code? - code: |- - {print} 'The wheels on the bus go' - {repeat} 3 {times} {print} ' round and round' mp_choice_options: - option: |- the wheels on the bus go @@ -1396,14 +493,7 @@ levels: round and round round and round feedback: All though the town! Perfect! - hint: Only 'round and round' is repeated 3 times. - correct_answer: D - question_score: '10' 7: - question_text: What will be the output from this code? - code: |- - {repeat} 2 {times} {print} 'We will' - {print} 'ROCK YOU!' mp_choice_options: - option: |- We will We will @@ -1424,17 +514,8 @@ levels: We will ROCK YOU! feedback: Mind the repeat command - hint: Mind the `{repeat}` command. - correct_answer: B - question_score: '10' 8: question_text: Quale codice Hedy appartiene a questo output? - code: |- - Here comes the sun - Do do do do - Here comes the sun - And I say - Its alright mp_choice_options: - option: |- ``` @@ -1468,8 +549,6 @@ levels: ``` feedback: Questo non è l'ordine corretto.. hint: '`{repeat}` kan alleen worden gebruikt als je dezelfde regel meerdere keren achter elkaar wil uitvoeren.' - correct_answer: A - question_score: '10' 9: question_text: Welke Hedy code hoort bij dit resultaat ? code: |- @@ -1513,15 +592,8 @@ levels: ``` feedback: Perfect hint: '''Aiuto!'' viene ripetuto 3 volte.' - correct_answer: D - question_score: '10' 10: question_text: What Hedy code belongs to this output? - code: |- - if youre happy and you know it clap your hands - if youre happy and you know it clap your hands - if youre happy and you know it and you really want to show it - if youre happy and you know it clap your hands mp_choice_options: - option: |- ``` @@ -1552,8 +624,6 @@ levels: ``` feedback: Questo non è nell'ordine giusto. hint: Attenzione all'ordine delle frasi. - correct_answer: B - question_score: '10' 8: 1: question_text: Quale output sarà prodotto da questo codice? @@ -1583,14 +653,7 @@ levels: Im Hedy! Im Hedy! feedback: Everything is printed twice - hint: Both lines are repeated twice. - correct_answer: C - question_score: '10' 2: - question_text: What is wrong with this code? - code: |- - {repeat} 5 {times} - {print} 'Hedy is cool!' mp_choice_options: - option: This should be only one line, not 2. feedback: No it should be 2 lines. @@ -1600,15 +663,7 @@ levels: feedback: Nee, repeat is de goede spelling - option: The second line need to start with 4 spaces as indentation. feedback: Corretto! - hint: Something is missing in the second line? - correct_answer: D - question_score: '10' 3: - question_text: What output will be produced when you run this program? - code: |- - {repeat} 3 {times} - {print} 'Baby shark tututudutudu' - {print} 'Baby shark' mp_choice_options: - option: |- Baby shark tututudutudu @@ -1635,10 +690,7 @@ levels: Baby shark feedback: What is being repeated and what isn't. hint: What is being repeated and what is not?. - correct_answer: C - question_score: '10' 4: - question_text: Which output is correct? code: |- {print} 'The children went:' {repeat} 2 {times} @@ -1670,15 +722,7 @@ levels: Yay! Were going on holiday! feedback: The last line is repeated too. - hint: The block under the `{repeat}` command is repeated twice. - correct_answer: B - question_score: '10' 5: - question_text: What is wrong with this code? - code: |- - end = {ask} 'Do you want a happy or a sad ending?' - {if} end {is} happy {print} 'They lived happily ever after' - {else} {print} 'The world exploded. The end.' mp_choice_options: - option: The `{print}` commands on the last two lines should start on new lines en start with 4 spaces. feedback: That's right! @@ -1688,44 +732,7 @@ levels: feedback: That's not true - option: '`{ask}` is no longer a command' feedback: That's not true - hint: Something is wrong with indentation - correct_answer: A - question_score: '10' - 6: - question_text: What will be the output of this code when we enter pancakes? - code: |- - {print} 'Welcome to restaurant Hedy' - {repeat} 2 {times} - food {is} {ask} 'What do you want to eat?' - {print} food - mp_choice_options: - - option: |- - Welcome to restaurant Hedy - Pancakes - feedback: There is no repetition in this answer. - - option: |- - Welcome to restaurant Hedy - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: This answer also repeats the welcome message - - option: |- - Welcome to restaurant Hedy - What do you want to eat? - What do you want to eat? - Pancakes - Pancakes - feedback: Almost! But look at the question, it is not repeated. - - option: |- - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: Well done! - hint: The first sentence and question will not be repeated - correct_answer: D - question_score: '10' 7: - question_text: What is wrong with this code? code: |- eten = {ask} 'What would you like to eat?' {if} food {is} fries @@ -1744,11 +751,7 @@ levels: feedback: You always have to use indentation. - option: The indentation is wrong in the first `{if}` command. feedback: That's right. - hint: Take a careful look at the indentation. - correct_answer: D - question_score: '10' 8: - question_text: In which of the codes is the indentation done right? mp_choice_options: - option: |- ``` @@ -1790,50 +793,20 @@ levels: {print} You are wrong! ``` feedback: You are wrong! - hint: What should happen if the person is right? And what else? - correct_answer: C - question_score: '10' 9: - question_text: What line(s) in this code should start with 4 spaces? code: |- 1 music = {ask} 'What is your favorite music genre?' 2 {if} music is rock 3 {print} '🤘' 4 {else} 5 {print} '👎' - mp_choice_options: - - option: Line 2 and 4 - feedback: The lines after the `{if}` and `{else}` command should start with 4 spaces - - option: Only line 3 - feedback: Not only 3... - - option: Line 3, 4 and 5 - feedback: Line 4 shouldn't - - option: Line 3 and 5 - feedback: Great job! - hint: The lines after an `{if}` or `{else}` command should start with 4 spaces. - correct_answer: D - question_score: '10' 10: - question_text: Which statement is true? code: |- 1 level = {ask} 'What level are you on?" 2 {if} level {is} 8 3 {print} Great job! - mp_choice_options: - - option: All lines should start with 4 spaces - feedback: That's not true - - option: Line 2 and 3 should start with 4 spaces - feedback: That's not true - - option: Line 2 should start with 4 spaces - feedback: That's not true - - option: Line 3 should start with 4 spaces - feedback: You are correct! - hint: Only one line starts with 4 spaces, but which one...? - correct_answer: D - question_score: '10' 9: 1: - question_text: What is wrong with this code? code: |- {repeat} 3 {times} eten = {ask} 'What would you like to eat?' @@ -1854,19 +827,7 @@ levels: - option: The indentation is wrong in the last `{if}` command. feedback: It not, though. hint: all the indentation is done correctly. - correct_answer: A - question_score: '10' 2: - question_text: What will be printed after entering the correct password? - code: |- - password = {ask} 'What is the password?' - correct_password = Hedy - {if} password {is} correct_password - {repeat} 2 {times} - {print} 'Good job!' - {print} 'You can use the computer!' - {else} - {print} 'The computer will explode in 5... 4... 3... 2... 1...' mp_choice_options: - option: |- Good job! @@ -1885,11 +846,7 @@ levels: Good job! You can use the computer! feedback: Correct! - hint: Everything under the `{repeat}` command is repeated twice. - correct_answer: D - question_score: '10' 3: - question_text: Which case should you choose to win a million dollars? code: |- {print} 'Choose the right case and win!' case = {ask} 'Which case will you pick? 1 or 2?' @@ -1905,20 +862,7 @@ levels: {print} 'You sell the case for 500 dollars' {if} action {is} open {print} 'You open the case and win a million dollars!' - mp_choice_options: - - option: case 1, sell - feedback: You don't win a million! - - option: case 1, open - feedback: You don't win a million - - option: case 2, sell - feedback: You don't win a million - - option: case 2, open - feedback: Great job! You win! - hint: Follow the right path - correct_answer: D - question_score: '10' 4: - question_text: Which statement is true? code: |- name = {ask} 'What is your name?' size = {ask} 'What is your shoe size?' @@ -1938,15 +882,7 @@ levels: feedback: That's right! - option: Cinderella with shoe size 40 gets the output 'I was looking for you!' feedback: No she gets 'Ill keep looking' - hint: No matter what your name is, if you have shoe size 40 you will get the message 'Ill keep looking'. - correct_answer: C - question_score: '10' 5: - question_text: Which code produced this output? - output: |- - Icecream is the best! - Icecream is the best! - Icecream is the best! mp_choice_options: - option: |- ``` @@ -1981,11 +917,7 @@ levels: {print} 'Icecream is the best!' ``` feedback: There are 2 `{repeat}` commands in this code. - hint: Watch the indentation - correct_answer: C - question_score: '10' 6: - question_text: After which command(s) should you use indentation (starting the next line with 4 spaces)? mp_choice_options: - option: '`{if}`' feedback: Don't forget the others @@ -1995,9 +927,6 @@ levels: feedback: Keep it up! - option: '`{if}` `{else}` `{repeat}` `{print}`' feedback: Not with print - hint: Indentation happens on the line below some commands - correct_answer: C - question_score: '10' 7: question_text: "In this code from a pizza restaurant. \nYoull get a 5 dollar discount if you order a medium pizza with coke.\n What should you do to debug this code?" code: |- @@ -2038,9 +967,6 @@ levels: price = price - 2 ``` feedback: Try again - hint: After each `{if}` command, the line below should indent - correct_answer: A - question_score: '10' 8: question_text: What is wrong is this code? code: |- @@ -2058,25 +984,7 @@ levels: feedback: You actually must start like that. - option: A code must always start with a `{print}` command in the first line feedback: That's not true. - hint: The indentation is done right this time - correct_answer: B - question_score: '10' - 9: - question_text: How many `{if}` commands can be placed inside another `{if}` command? - mp_choice_options: - - option: None, that is not allowed - feedback: You are allowed to - - option: Only 1 - feedback: You could use more if you like - - option: '3' - feedback: You could use more if you like - - option: Infinite, as long as you keep using indentation correctly - feedback: That is true - hint: You can put an `{if}` command inside an `{if}` command. - correct_answer: D - question_score: '10' 10: - question_text: Which statement is true? code: |- 1 {repeat} 2 {times} 2 {if} level {is} 9 @@ -2091,8 +999,6 @@ levels: - option: line 2 should atart with 4 spaces and line 3 with 8 feedback: You are correct! hint: The first line doens't start with any spaces - correct_answer: D - question_score: '10' 10: 1: question_text: What do we need to fill in on the `_?_` if we want to print each compliment? @@ -2100,91 +1006,6 @@ levels: compliments = perfect, great job, amazing _?_ {print} compliment - mp_choice_options: - - option: |- - ``` - {for} each compliment - ``` - feedback: That's not it - - option: |- - ``` - {for} compliment {in} compliments - ``` - feedback: You deserve all those compliments! - - option: |- - ``` - {if} compliment {in} compliments - ``` - feedback: That's not it - - option: |- - ``` - {for} compliments {in} compliment - ``` - feedback: Almost there! - hint: '`{for}` each compliment in the lists of compliments...' - correct_answer: B - question_score: '10' - 2: - question_text: Which output is correct? - code: |- - meals = pizza, pasta, pancakes - {for} meal {in} meals - {print} 'I love ' meal - mp_choice_options: - - option: I love pizza - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pasta - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pancakes - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: |- - I love pizza - I love pasta - I love pancakes - feedback: Great! - hint: Line 2 says for each meal in the list of meals. So each meal is printed. - correct_answer: D - question_score: '10' - 3: - question_text: Which output is correct? - code: |- - animals = dogs, cats, hamsters, chickens - {for} animal {in} animals - {print} animal ' are lovely pets' - mp_choice_options: - - option: dogs are lovely pets - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - - option: dogs, cats, hamsters, chickens are lovely pets - feedback: Each animal gets their own line in the output. - - option: |- - dogs are lovely pets - cats are lovely pets - hamsters are lovely pets - chickens are lovely pets - feedback: Great! - - option: You don't know yet. Because it chooses one of the animals {at} {random}. - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - hint: Line 2 says {for} each animal in the list of animals. So each animal is printed - correct_answer: C - question_score: '10' - 4: - question_text: What's wrong with this code? - code: |- - groceries = apples, bread, milk - {for} item {in} groceries - {print} 'We need ' groceries - mp_choice_options: - - option: Line 2 needs to start with 4 spaces as indentation - feedback: No it doesn't. Only line 3 needs indentation, which it has. - - option: Line 3 does not need to start with 4 spaces as indentation - feedback: Line 2 is a `{for}`command so line 3 does need to start with an indent. - - option: Line 3 should say item instead of groceries - feedback: Good job! - - option: Line 2 should say groceries instead of item - feedback: No it does not. - hint: Line 2 says `{for}` each item in the list of groceries - correct_answer: C - question_score: '10' 5: question_text: What word should be on the _?_ with these digital dice? code: |- @@ -2193,25 +1014,7 @@ levels: choices = 1, 2, 3, 4, 5, 6 {for} player {in} players {print} player ' throws ' _?_ {at} {random} - mp_choice_options: - - option: players - feedback: It would say 'Ann throws Jesse', instead of 'Ann throws 6'. - - option: choices - feedback: That's right! - - option: choice - feedback: You are very close. But you need Hedy to pick from the list called 'choices' not 'choice'... - - option: dice - feedback: Look at the names of the variables. - hint: Hedy needs to pick a number `{at} {random}` - correct_answer: B - question_score: '10' 6: - question_text: Which of the answers below is a possible outcome when you run the code? - code: |- - choices = rock, paper, scissors - players = Kelly, Meredith - {for} player {in} players - {print} player ' chooses ' choices {at} {random} mp_choice_options: - option: Kelly chooses rock feedback: Meredith wants to play too! @@ -2225,9 +1028,6 @@ levels: Kelly chooses paper Meredith chooses scissors feedback: Amazing! - hint: Each player will pick an option. The player that's first on the list will go first. - correct_answer: D - question_score: '10' 7: question_text: What line should be on the _?_ in this code that decides what these people will have for dinner? code: |- @@ -2235,30 +1035,6 @@ levels: food = pasta, fries, salad _?_ {print} name ' has to eat ' food {at} {random} ' for dinner' - mp_choice_options: - - option: |- - ``` - {for} name {in} names - ``` - feedback: You are on fire! - - option: |- - ``` - {for} names {in} name - ``` - feedback: No it should be for each name in the list nameS, so the other way around - - option: |- - ``` - {for} food {in} food - ``` - feedback: Each name should be told what they will have for dinner. - - option: |- - ``` - {for} name {in} food - ``` - feedback: Each name should be told what they will have for dinner. - hint: Each name should be told what they will have for dinner. - correct_answer: A - question_score: '10' 8: question_text: What should be on the _?_ in this code that decides which color shirt you get? code: |- @@ -2287,9 +1063,6 @@ levels: 'people gets a colors shirt' ``` feedback: There is no variable named people.. - hint: Mind the quotation marks and the names of the variables - correct_answer: B - question_score: '10' 9: question_text: What is the first question Hedy will `{ask}` you when you run the program? code: |- @@ -2299,20 +1072,7 @@ levels: {for} course {in} courses food = {ask} name ', what would you like to eat as your ' course '?' {print} name ' orders ' food ' as their ' course - mp_choice_options: - - option: Timon, what would you like to eat as your appetizer? - feedback: Perfect! - - option: Onno, what would you like to eat as your appetizer? - feedback: Timon is first on the list! - - option: Timon, what would you like to eat as your dessert? - feedback: Appetizers are first in the list - - option: You don't know that. Hedy will choose `{at} {random}`. - feedback: There is no `{at} {random}` in this code... - hint: The first options from both lists are chosen. - correct_answer: A - question_score: '10' 10: - question_text: What is true about this code? code: |- prices = 1 million dollars, car, sandwich names = Bob, Patrick, Sandy, Larry @@ -2327,9 +1087,6 @@ levels: feedback: That is not true. Larry has the same odds as the others - option: Someone might win with two prices feedback: You get it! - hint: Try to imagine the output of this code. - correct_answer: D - question_score: '10' 11: 1: question_text: What word should be at the place of the question mark? @@ -2357,14 +1114,7 @@ levels: {for} ``` feedback: 'No' - hint: What did you learn in this level? - correct_answer: B - question_score: '10' 2: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 1 {to} 3 - {print} i mp_choice_options: - option: |- 1 @@ -2377,64 +1127,7 @@ levels: feedback: That's not it - option: '123' feedback: That's not it - hint: How do the numbers appear in the screen? - correct_answer: A - question_score: '10' - 3: - question_text: Which code was used to get this output? - output: |- - 1 - 2 - 3 - 4 - 5 - Once I caught a fish alive! - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Perfect - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: This code won't work. You need an indent after {for}. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Now Hedy will count '1 Once I caught a fish alive!, 2 Once I caught a fish alive! etc. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} 'i' - {print} 'Once I caught a fish alive!' - ``` - feedback: i is a variable and shouldn't have quotation marks - hint: First all the numbers, then the sentence - correct_answer: A - question_score: '10' 4: - question_text: Which code was used to get this output? - output: |- - 10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0 mp_choice_options: - option: |- ``` @@ -2461,42 +1154,6 @@ levels: ``` feedback: That's right! hint: It has to be a calculation... - correct_answer: D - question_score: '10' - 5: - question_text: What's wrong with this code? - code: |- - {for} i {in} {range} 1 {to} 10 - {print} i - mp_choice_options: - - option: The i in the last line need quotation marks - feedback: No it doesn't. - - option: You can't use `{range}` 1 `{to}` 5 only `{range}` 1 `{to}` 10 - feedback: You could use 1 to 5 just as well! - - option: Line 1 needs to start with an indention. - feedback: Not line 1... - - option: Line 2 needs to start with an indention - feedback: Perfect! - hint: There is something wrong with the indention - correct_answer: D - question_score: '10' - 6: - question_text: How many times does the word Hello appear on your screen when you run the code? - code: |- - {for} i {in} {range} 0 {to} 2 - {print} 'Hello' - mp_choice_options: - - option: 1 time - feedback: 'No' - - option: 2 times - feedback: 'No' - - option: 3 times - feedback: That's right! - - option: Never - feedback: 'No' - hint: 0 also counts. So 0,1,2 that's 3 times. - correct_answer: C - question_score: '10' 7: question_text: What should be on the place of the question mark? code: |- @@ -2505,35 +1162,7 @@ levels: _?_ food is {ask} 'What would you like to order?' {print} food - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 0 {to} 3 - ``` - feedback: There's not always 3 people - - option: |- - ``` - {for} i {in} {range} 1 {to} guests - ``` - feedback: The variable is not named guests - - option: |- - ``` - {for} i {in} {range} 1 {to} people - ``` - feedback: Great! - - option: |- - ``` - {for} i {in} {range} 0 {to} people - ``` - feedback: That's one order too many! - hint: Use the variable 'people' - correct_answer: C - question_score: '10' 8: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 23 {to} 25 - {print} 'hi' mp_choice_options: - option: |- 23 @@ -2549,34 +1178,7 @@ levels: feedback: Correct - option: The word 'hi' will appear 25 times in a row. feedback: No it will only appear 3 times. - hint: It doesn't say `{print}` i - correct_answer: C - question_score: '10' - 9: - question_text: How many times does Hedy chant Hip Hip Hooray? - code: |- - age = {ask} 'How old are you?' - {for} i {in} {range} 1 {to} age - {print} 'Hip Hip Hoorray!' - mp_choice_options: - - option: 1 time - feedback: Try again - - option: 2 times - feedback: Try again - - option: Never - feedback: Try again - - option: That depends on how old you are - feedback: That's right! - hint: '`{for}` i `{in}` `{range}` 1 `{to}` age' - correct_answer: D - question_score: '10' 10: - question_text: Which code belongs to this output? - output: |- - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark mp_choice_options: - option: |- ``` @@ -2607,11 +1209,8 @@ levels: ``` feedback: '`{range}` 0 `{to}` 3 is 4 times.' hint: Mind the indention - correct_answer: B - question_score: '10' 12: 1: - question_text: Which output is correct? code: |- print 'three and a half plus one and a half is...' print 3.5 + 1.5 @@ -2628,11 +1227,7 @@ levels: three and a half plus one and a half is... 5 feedback: Great job! - hint: Both lines are printed! - correct_answer: D - question_score: '10' 2: - question_text: Which of these codes is correct? mp_choice_options: - option: |- ``` @@ -2658,11 +1253,7 @@ levels: print 'I would like a ' flavors at random ' cake.' ``` feedback: All the different values of flavors should be in quotation marks. - hint: The second line is the same in each code, pay attention to the first line - correct_answer: C - question_score: '10' 3: - question_text: What's wrong with this code? code: |- favorite_animal = ask 'What is your favorite animal?' print 'I like ' favoriteanimal ' too!' @@ -2675,30 +1266,13 @@ levels: feedback: That's not true - option: Nothing is wrong. feedback: That's not true - hint: The quotation marks are used correctly - correct_answer: A - question_score: '10' 4: - question_text: In which lines are quotation marks needed to get the code to work? code: |- print Welcome to the online shoe shop category = ask What kind of shoes are you looking for? if category = high heels print High heels are 50% off now! - mp_choice_options: - - option: Line 1 and 2 - feedback: 'No' - - option: Line 1, 2 and 3 - feedback: 'No' - - option: Line 1, 2 and 4 - feedback: 'No' - - option: All of the lines - feedback: Perfect! - hint: Does line 3 need quotation marks too? - correct_answer: D - question_score: '10' 5: - question_text: What output does Agent007 get when they put in the correct password? code: |- name is ask 'What is your name?' if name is 'Agent007' @@ -2711,18 +1285,6 @@ levels: else b is 'today at 10.00' print a + b - mp_choice_options: - - option: Go to the train station today at 10.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 02.00 - feedback: You've cracked the code! - - option: Go to the train station tomorrow at 02.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 10.00 - feedback: The agent won't be catching any bad guys here - hint: The correct password is TOPSECRET - correct_answer: B - question_score: '10' 6: question_text: Which line should be filled in at the ??? code: |- @@ -2736,32 +1298,7 @@ levels: if drinks = 'yes' ??? print 'That will be ' price ' dollar please' - mp_choice_options: - - option: |- - ``` - price = 14 - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = '14' - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = price + 2 - ``` - feedback: Excellent! - - option: |- - ``` - price = + 2 - ``` - feedback: Almost there! - hint: What if you only order fries and a drink? - correct_answer: C - question_score: '10' 7: - question_text: Which output does a vegan get? code: |- menu = 'cookies', 'cheese', 'grapes' print "It's my birthday! I`ve brought some snacks!" @@ -2773,36 +1310,7 @@ levels: print 'For you I have brought: ' for snack in menu print snack - mp_choice_options: - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cookies - grapes - feedback: Terrific! - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - feedback: There's more options than just one - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cheese - grapes - feedback: A vegan person can't have cheese - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - cookies - feedback: Almost there, but look at the order of snacks in the list - hint: What item is removed from the list when you answer 'vegan'? - correct_answer: A - question_score: '10' 8: - question_text: Which code was used to create this output? - code: '3.5' mp_choice_options: - option: |- ``` @@ -2824,9 +1332,6 @@ levels: print 7 * 2 ``` feedback: 'No' - hint: 7 devided by 2 is 3.5 - correct_answer: B - question_score: '10' 9: question_text: Which code should be filled in in line 1 at the ??? code: |- @@ -2853,9 +1358,6 @@ levels: 'prices' = 'one million dollars', 'nothing' ``` feedback: You one nothing - hint: The items on the list should be in quotation marks - correct_answer: C - question_score: '10' 10: question_text: Which line of code should be filled in at the ??? to complete the song ? code: |- @@ -2876,12 +1378,8 @@ levels: feedback: This is a hard one! All the actions on the list must be in the song. - option: print actions at random feedback: This is a hard one! All the actions on the list must be in the song. - hint: This is a hard one! All the actions on the list must be in the song. - correct_answer: B - question_score: '10' 13: 1: - question_text: Which code should be filled in at the ??? ? code: |- name = ask 'What is your name?' song = ask 'Whould you like to hear a song?' @@ -2912,11 +1410,7 @@ levels: if song = 'yes' or birthday = 'yes' ``` feedback: Hedy only sings if both answers are yes - hint: Hedy sings if you want to hear a song and it's you birthday - correct_answer: C - question_score: '10' 2: - question_text: Which command is missing in the code at the place of the ??? ? code: |- menu = 'cheese', 'sausage rolls', 'cookies' diet = ask 'Do you have any dietary restrictions?' @@ -2931,11 +1425,7 @@ levels: feedback: 'No' - option: print feedback: 'No' - hint: Neither vegans nor muslims can eat sausage rolls. - correct_answer: B - question_score: '10' 3: - question_text: Which output is given to a member without a discount code? code: |- member = ask 'Do you have a membership card?' discount = ask 'Do you have a discount code?' @@ -2953,10 +1443,7 @@ levels: - option: There is no way of knowing feedback: There is! Read the question carefully hint: Mind the command 'or' in line 3 - correct_answer: A - question_score: '10' 4: - question_text: Which line of code should follow this line in rock-paper-scissors game? code: if computer_choice is 'rock' and your_choice is 'paper' mp_choice_options: - option: print 'you win' @@ -2967,28 +1454,11 @@ levels: feedback: It's only a tie if both choices are the same - option: print 'try again' feedback: Try again! - hint: Paper beats rock - correct_answer: A - question_score: '10' 5: - question_text: Which statement is true about this code? code: |- if name = 'Cinderella' and shoe_size = 38 print 'You are my one true love!' - mp_choice_options: - - option: Every person with shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person named Cinderella is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person that is named Cinderella and has shoe size 38 is this prince's one true love - feedback: Fantastic! - - option: Every person that's not named Cinderella and does not have shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - hint: Both statements have to be true - correct_answer: C - question_score: '10' 6: - question_text: Which statement about this code is true? code: |- print 'Let me guess which family member you are!' glasses = ask 'Do you wear glasses?' @@ -3001,20 +1471,7 @@ levels: print 'You must be Wouter!' if glasses = 'no' and female = 'no' print 'You must be Michael!' - mp_choice_options: - - option: Michael is a boy with glasses - feedback: Try again - - option: Marleen is a girl with glasses - feedback: Try again - - option: Wouter is a boy without glasses - feedback: Try again - - option: Sophie is a girl with glasses - feedback: Great job! - hint: Take a good look! Or do you need glasses? - correct_answer: D - question_score: '10' 7: - question_text: Which statement is false? code: |- print 'Thank you for helping me take care of my pets' print 'Here is a program to help feed them' @@ -3028,20 +1485,7 @@ levels: print 'I fed them this moring! They do not need more food today' if animal is 'hamster' and color is 'brown' print 'You can feed them a piece of carrot' - mp_choice_options: - - option: The grey cat is called Abby - feedback: This is true! - - option: Milo the orange cat eats 4 scoops of cat nibbles - feedback: This is true - - option: The black hamster needs to be fed a piece of carrot - feedback: Great job! - - option: The yellow bird was fed this morning - feedback: This is true - hint: Read the last 4 lines carefully - correct_answer: C - question_score: '10' 8: - question_text: What output do you get if you order popcorn but no drink? code: |- print 'Welcome to the movie theater' popcorn = ask 'Would you like some popcorn?' @@ -3055,32 +1499,7 @@ levels: if popcorn = 'no' and drink = 'no' print 'Ok' print 'Enjoy the movie' - mp_choice_options: - - option: |- - Welcome to the movie theater - That will be 8 dollars please - Enjoy the movie - feedback: You have paid too much! - - option: |- - Welcome to the movie theater - That will be 5 dollars please - Enjoy the movie - feedback: Amazing! - - option: |- - Welcome to the movie theater - That will be 3 dollars please - Enjoy the movie - feedback: That's not enough money! - - option: |- - Welcome to the movie theater - Ok - Enjoy the movie - feedback: You have to pay for your popcorn! - hint: popcorn = yes and drink = no - correct_answer: B - question_score: '10' 9: - question_text: What is wrong with this code? code: |- 1 chocolate = ask 'Would you like chocolate sauce on your ice cream?' 2 sprinkles = ask 'Would you like sprinkles on your ice cream?' @@ -3117,11 +1536,7 @@ levels: {if} chocolate = 'yes' {and} sprinkles = 'no' ``` feedback: This is not what I ordered! - hint: There is a mistake in line 3 - correct_answer: A - question_score: '10' 10: - question_text: Which command needs to be in line 8 at the place of the ??? ? code: |- print 'Welcome to the product finder of this supermarkt' item is ask 'What product are you looking for?' @@ -3145,65 +1560,8 @@ levels: feedback: 'No' - option: if feedback: 'No' - hint: The item is either in the list of snacks, or in the list of drinks - correct_answer: B - question_score: '10' 14: - 1: - question_text: Which symbol should be used on the blank? - code: |- - name _ {ask} 'Who are you?' - {if} name == 'Hedy' - {print} 'Me too!' - mp_choice_options: - - option: '`=>`' - feedback: This is not a symbol. - - option: '`==`' - feedback: We are not comparing anything, just asking. - - option: '`!=`' - feedback: We are not comparing anything, just asking - - option: '`=`' - feedback: Right! - hint: We are not comparing anything, we are just asking a name. - correct_answer: D - question_score: '10' - 2: - question_text: Which of these codes has used the correct = or == symbol? - mp_choice_options: - - option: '{if} name = Hedy' - feedback: 'No' - - option: '{if} age = 24' - feedback: 'No' - - option: answer = {ask} 'What is your answer' - feedback: Yes! - - option: answer == {ask} 'How are you doing?' - feedback: 'No' - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' - 3: - question_text: Which symbols should be filled in on the two blanks? - code: |- - guests = {ask} 'How many people are at the party?' - {if} guests _ 130 - {print} 'You can come in!' - {if} guests _ 130 - {print} 'Im sorry, the club is full. ' - {print} 'You have to wait for a guest to leave' - mp_choice_options: - - option: '`>` and `<`' - feedback: That's not it - - option: '`=` and `>=`' - feedback: That's not it - - option: '`<` and `>=`' - feedback: You are right - - option: '`+` and `==`' - hint: There are 130 people allowed in the club - correct_answer: C - question_score: '10' - feedback: That's not it 4: - question_text: What's wrong with this code? code: |- price = 10 money = {ask} How much money do you have? @@ -3212,20 +1570,7 @@ levels: {print} 'You can buy the bear!' {else} {print} 'You cannot buy this bear!' - mp_choice_options: - - option: In line 1 == should be used instead of = - feedback: No that's not it - - option: Line 2 misses quotation marks - feedback: You are correct - - option: In line 4 = should have been used instead of == - feedback: No that's not it - - option: In line 4 <= should have been used instead of >= - feedback: No that's not it - hint: The symbols are right - correct_answer: B - question_score: '10' 5: - question_text: Which symbol should be filled in on the blanks if the movie is suitable for kids for the age of 12 and up? code: |- age = {ask} 'How old are you?' ticket = {ask} 'Do you have a ticket?' @@ -3233,20 +1578,7 @@ levels: {print} 'You can enter the movie theater.' {else} {print} 'You are not allowed to come in!' - mp_choice_options: - - option: '`> 12`' - feedback: 12 year olds are allowed too - - option: '`>= 12`' - feedback: Great! - - option: '`< 12`' - feedback: These kids are too young! - - option: '`<= 12`' - feedback: These kids are too young - hint: '> means greater than' - correct_answer: B - question_score: '10' 6: - question_text: How many times do you have to say you are annoyed before this annoying game stops? code: |- lives = 2 {repeat} 10 times @@ -3254,69 +1586,7 @@ levels: answer = {ask} 'Are you annoyed yet?' {if} answer == 'yes' lives = lives - 1 - mp_choice_options: - - option: 10 times - feedback: It stops after 2 times - - option: 0 times - feedback: It stops after 2 times - - option: 1 time - feedback: It stops after 2 times - - option: 2 times - feedback: That is correct - hint: '!= means ''is not''' - correct_answer: D - question_score: '10' - 7: - question_text: What should be filled in on the three blanks? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' - mp_choice_options: - - option: '`''Lower''` and `''Higher''` and `''You win!''`' - feedback: That's not quite right. - - option: '`''Higher''` and `''Lower''` and `''You win!''`' - feedback: You win! - - option: '`''You win!''` and `''Lower!''` and `''Higher''`' - feedback: That's not quite right. - - option: '`''Lower!''` and `''You win!''` and `''Higher!''`' - feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: B - question_score: '10' - 8: - question_text: Which statement is true about this roller coaster? - code: |- - length = {ask} 'Please fill in your length in cm' - {if} length < 120 - {print} 'Sorry, you cannot go on this roller coaster.' - {else} - {print} 'Enjoy the ride' - mp_choice_options: - - option: You must be taller than 120 cm to go on the roller coaster - feedback: True! - - option: You must be taller than 119 cm to go on the roller coaster - feedback: If you are 120 cm you won't get in - - option: You must be shorter than 120 cm to go on the roller coaster - feedback: '> means greater than' - - option: There are no length restrictions to go on the roller coaster - feedback: There are. - hint: '> means greater than' - correct_answer: A - question_score: '10' 9: - question_text: How many pieces of chocolate will give you a stomach ache according to this fitbit? code: |- chocolate = {ask} 'How many pieces of chocolate have you eaten?' {if} chocolate <= 2 @@ -3325,101 +1595,19 @@ levels: {print} 'That is a bit much' {if} chocolate > 8 {print} 'You will get a stomach ache!' - mp_choice_options: - - option: 1 or more - feedback: 'No' - - option: 2 or more - feedback: 'No' - - option: 8 or more - feedback: Almost - - option: 9 or more - feedback: Great! - hint: '> 8 means more than 8' - correct_answer: D - question_score: '10' - 10: - question_text: What should be filled in in the blanks? - code: |- - {print} 'Whoever gets the most points wins!' - {if} points_player_1 < points_player_2 - {print} _ - mp_choice_options: - - option: '''player 1 wins''' - feedback: Look at who has the highest score! - - option: '''player 2 wins''' - feedback: Yes! - - option: '''player 2 loses''' - feedback: Look at who has the highest score! - - option: '''It is a tie''' - feedback: No it's not, one player has a higher score - hint: You win the game by having the most points - correct_answer: B - question_score: '10' 15: 1: - question_text: 'Which symbol should be used on the blank? Tip: You must keep guessing until you get it right.' code: |- answer = 0 while answer _ 'Amsterdam' answer = ask 'What is the capital city of the Netherlands?' print 'You have given the correct answer' - mp_choice_options: - - option: '`=!`' - feedback: That is not right. - - option: '`==`' - feedback: You don't have to keep guessing if you've given the right answer. - - option: '`!=`' - feedback: Correct - - option: '`=`' - feedback: That's not it - hint: Keep guessing until you say Amsterdam - correct_answer: C - question_score: '10' - 2: - question_text: Which of these codes has used the correct symbol(s)? - mp_choice_options: - - option: |- - ``` - {while} name = Hedy - ``` - feedback: 'No' - - option: |- - ``` - {while} age = 24 - ``` - feedback: 'No' - - option: |- - ``` - {while} time > 0 - ``` - feedback: Yes! - - option: |- - ``` - {while} answer == yes' - ``` - feedback: A quotation mark is missing - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' 3: question_text: Which command should be filled in on the two blanks? code: |- _ age >= 18 print 'you are not allowed in this bar' - mp_choice_options: - - option: '`{in}`' - feedback: That's not it - - option: '`{while}`' - feedback: You are right - - option: '`{for}`' - feedback: That's not it - - option: '`{range}`' - feedback: That's not it - hint: You are not allowed in the bar as long as you are 17 or younger - correct_answer: B - question_score: '10' 4: - question_text: What's wrong with this code? code: |- options = 1, 2, 3, 4, 5, 6 print 'Throw 6 as fast as you can!' @@ -3439,11 +1627,7 @@ levels: feedback: That's not it - option: In line 5 != should have been used instead of == feedback: You are correct - hint: There is something wrong in line 5 - correct_answer: D - question_score: '10' 5: - question_text: What should be placed on the blank to make this program work correctly? code: |- wetness = 10 while wetness != 0 @@ -3462,9 +1646,6 @@ levels: feedback: You are correct! - option: = wetness + 1 feedback: The program should count down - hint: wetness should get less each time - correct_answer: C - question_score: '10' 6: question_text: what is wrong with this code? code: |- @@ -3482,25 +1663,8 @@ levels: feedback: No that's not right - option: Line 2 should start with less indentation feedback: That is correct - hint: Look closely at the indentation - correct_answer: D - question_score: '10' 7: question_text: How should this program be changed to that it works? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' mp_choice_options: - option: '... change the first {if} into a {while}' feedback: Perfect! @@ -3510,32 +1674,9 @@ levels: feedback: That's not quite right. - option: '... change the fourth {if} into a {while}' feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: A - question_score: '10' 8: - question_text: Which statement is true about this automated toilet system? - code: |- - {while} toilet == 'occupied' - lights = 'on' - air_freshener_sprays = 'yes' - {sleep} 60 - lights = 'off' - air_freshener_sprays = 'no' - mp_choice_options: - - option: The lights and air freshener will turn off after 1 minute - feedback: False! - - option: The air freshener sprays once every minute and the lights stay on the whole time while you are on the toilet - feedback: Great job - - option: The air freshener sprays once you leave the toilet. - feedback: It only sprays when you're in there. - - option: The lights will always stay on. - feedback: That wouldn't be right. hint: The block after the while command keeps happening while the toilet is occupied. - correct_answer: B - question_score: '10' 9: - question_text: What will the diet app say if you have eaten 1600 calories today? code: |- chocolate = {ask} 'How many calories have you eaten today?' {while} calories <= 1000 @@ -3553,16 +1694,7 @@ levels: feedback: Yes! - option: You have eaten enough for today feedback: 'No' - hint: 1600 is between 1000 and 2000 - correct_answer: C - question_score: '10' 10: - question_text: 'What should be filled in in the blanks? Tip: the player with the most points is in the lead.' - code: |- - name_player_1 = {ask} 'Name player 1:' - name_player_2 = {ask} 'Name player 2:' - {while} points_player_1 > points_player_2 - {print} _ ' is in the lead right now!' mp_choice_options: - option: name_player_1 feedback: You are right! @@ -3572,105 +1704,20 @@ levels: feedback: You should fill in a name, not a number - option: points_player_2 feedback: You should fill in a name, not a number - hint: You win the game by having the most points. Your name should appear on the screen - correct_answer: A - question_score: '10' 16: - 1: - question_text: Which command should be filled in on the blanks to print a random snack? - code: |- - snacks = nachos, chips, cucumber, sweets - {print} _ - mp_choice_options: - - option: '`snacks {at} {random}`' - feedback: This is the old way. - - option: '`[{random} snack]`' - feedback: The order is wrong. - - option: '`snacks[{random}]`' - feedback: Correct - - option: '`snacks[{at} {random}]`' - feedback: We do not need `at`anymore - hint: We no longer use {at} - correct_answer: C - question_score: '10' 2: - question_text: What should be filled in on the blanks if you want a list of what chores are done by whom? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chores = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} _ - mp_choice_options: - - option: |- - ``` - friends[i] has to do chores [i] - ``` - feedback: Mind the spacing. - - option: |- - ``` - friends[1] has to do chores[1] - ``` - feedback: It will print 3 times that Wesley has to do the cooking - - option: |- - ``` - chores[i] ' has to do ' friends[random] - ``` - feedback: The person has to do the chore, not the other way around - - option: |- - ``` - friends[i] ' has to do ' chores[i] - ``` - feedback: Fantastic! - hint: '`i` tells us what item in the list it is. So friend 1 does chore 1 etc.' - correct_answer: D - question_score: '10' 3: - question_text: What is a possible output for this program? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chore = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} friends[i] has to do chores[i] - mp_choice_options: - - option: |- - ``` - Wesley has to do the cooking - Eric has to do the cleaning - Kaylee has to do nothing - ``` - feedback: Super! - - option: |- - ``` - Kaylee has to do the cooking - Wesley has to do the cleaning - Eric has to do nothing - ``` - feedback: No, it is not random. - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cleaning - Wesley has to do the nothing - ``` - feedback: Poor Wesley! - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cooking - Wesley has to do the cooking - ``` - feedback: That's not it - hint: It's not random... - correct_answer: A - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - friends = ['Jaylee', 'Erin', 'Fay'] - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 0 {to} 3 - print 'the lucky number of ' friends[i] - print 'is ' lucky_numbers[i] mp_choice_options: - option: The variable in line 4 should be 'friend[i]', not 'friends[i]' feedback: That is not right. @@ -3680,16 +1727,7 @@ levels: feedback: It's not a variable, it's just text. - option: '{in} in line 3 should be removed' feedback: That's not it - hint: There's nothing wrong with line 4 - correct_answer: B - question_score: '10' 5: - question_text: Which line should be filled in in the blank? - code: |- - animals = ['dog', 'cow', 'horse'] - _ - {for} i {in} {range} 1 {to} 3 - {print} 'the ' animals[i] ' says ' sounds[i] mp_choice_options: - option: noises = ['moo', 'woof', 'neigh'] feedback: Mind the variable name and the order of the sounds. @@ -3699,487 +1737,3 @@ levels: feedback: Don't forget the quotation marks! - option: sounds = ['woof', 'moo', 'neigh'] feedback: Great job! - hint: Look at line 1 to see proper use of brackets and quotation marks. - correct_answer: D - question_score: '10' - 6: - question_text: Which statement is true? - code: |- - people = ['Chris', 'Jaylino', 'Ryan'] - games = ['fortnite', 'minecraft', 'fifa'] - {for} o {in} {range} 1 {to} 3 - {print} people[o] ' likes ' games[o] - mp_choice_options: - - option: You are not allowed to use the variable o. It should be named i. - feedback: i is the most commonly used variable name in this case, but it's not mandatory to use i. - - option: The output will say that Jaylino likes fortnite. - feedback: No, he likes minecraft. - - option: The output will say that Ryan likes fifa - feedback: Correct - - option: This code will not work. It will give and error. - feedback: No, the code is correct. - hint: There is nothing wrong with this code. - correct_answer: C - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - people = ['Savi', 'Senna', 'Fayenne'] - transportation = ['bike', 'train', 'car'] - {for} i {in} {range} 1 {to} 3 - {print} people[i] goes to school by transportation[i] - mp_choice_options: - - option: Line 1 needs less quotation marks - feedback: That is not right. - - option: Line 3 should start with indentation - feedback: It should not! - - option: Line 4 should start without indentation - feedback: It should not - - option: Line 4 needs more quotation marks. - feedback: Amazing! - hint: There is a mistake made in the usage of quotation marks. - correct_answer: D - question_score: '10' - 8: - question_text: Which of these codes belongs to this output? - code: |- - Macy and Kate get to go first - Lionell and Raj get to go second - Kim and Leroy get to go third - mp_choice_options: - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 0 {to} 3 - {print} teams[random] ' get to go ' position[i] - ``` - feedback: This is not right - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: Amazing! - - option: |- - ``` - teams = ['Macy', 'Kate', 'Lionell', 'Raj', 'Kim', 'Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 6 - {print} teams[random] ' get to go ' position[random] - ``` - feedback: This is not it. - - option: |- - ``` - teams = ['Macy and Kate' 'Lionell and Raj' 'Kim and Leroy'] - position = ['first' 'second' 'third'] - {for} teams {in} {range} 0 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: This is not going to work! - hint: If you look carefully at the first line, you'll see that only the first two answers are possibly correct. - correct_answer: B - question_score: '10' - 9: - question_text: What is a possible output for this code? - code: |- - countries = ['Canada', 'Zimbabwe', 'New Zealand'] - {for} i {in} {range} 0 {to} 1 - {print} 'I will travel to ' countries[random] - mp_choice_options: - - option: |- - ``` - I will travel to Canada - I will travel to Canada - ``` - feedback: Great job! - - option: |- - ``` - I will travel to Canada - ``` - feedback: It will be repeated twice - - option: |- - ``` - I will travel to Canada, Zimbabwe and New Zealand - ``` - feedback: This is not it. - - option: |- - ``` - I will travel to Canada - I will travel to Zimbabwe - I will travel to New Zealand - ``` - feedback: It's only repeated twice - hint: Range 0 to 1 is 2 times - correct_answer: A - question_score: '10' - 10: - question_text: Which 3 lines will complete this code correctly? - code: |- - {print} 'The book raffle will start soon' - {print} 'Get your tickets now!' - books = ['Narnia', 'The Hobbit', 'Oliver Twist', 'Harry Potter', 'Green eggs and ham'] - people = {ask} 'How many raffle tickets are sold?' - list_of_numbers = [1, 2] - {for} i {in} {range} 3 {to} people - {add} i {to} list_of_numbers - {for} i {in} {range} 1 {to} 5 - mp_choice_options: - - option: |- - ``` - chosen_number = list_of_numbers at random - print books[i] ' will go to person number ' chosen_number - {add} chosen_number {to} list_of_numbers - ``` - feedback: Almost there... but adding the winner to the list makes this raffle unfair - - option: |- - ``` - print person[i] ' wins ' book[i] - ``` - feedback: There is no list called 'person' - - option: |- - ``` - chosen_number = list_of_numbers[people] - print books[people] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: This is not it. - - option: |- - ``` - chosen_number = list_of_numbers[random] - print books[i] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: Fantastic! - hint: You need to use the {remove} command - correct_answer: D - question_score: '10' - 17: - 1: - question_text: What is the output of this code? - code: |- - minions = ['Bob', 'Kevin', 'Stuart'] - {for} x in minions: - {print} x - mp_choice_options: - - option: |- - ``` - m i n i o n s - ``` - feedback: This is not it. - - option: |- - ``` - Bob - Kevin - Stuart - ``` - feedback: Correct! - - option: |- - ``` - minions - minions - minions - ``` - feedback: Take a look at the content of your list. - - option: |- - ``` - B o b K e v i n S t u a r t - ``` - feedback: Do not loop through the letters. - hint: Loop through your list. - correct_answer: B - question_score: '10' - 2: - question_text: What is wrong with this code? - code: |- - seconds_minute = 60 - minute_hour = 60 - hour_day = 24 - leap_year = 366 - no_leap_year = 365 - years = ask 'what year is it?' - {if} years = 2024: - print seconds_minute * minute_hour * hour_day * leap_year - {else}: - print seconds_minute * minute_hour * hour_day * noleap_year - mp_choice_options: - - option: You cannot have so many variables. - feedback: This is not it. - - option: The way the variables are multiplied is incorrect. - feedback: Not true! - - option: One of the variables `noleap_year` does not belong with the `{if}` statement. - feedback: Keep looking for the mistake. - - option: The `noleap_year` has to be identical in both cases. - feedback: Correct! - hint: Read the code carefully. - correct_answer: D - question_score: '10' - 3: - question_text: How many hedgehogs will this code print? - code: |- - {for} x in range 1 to 3: - {for} y in range 1 to 2: - {print} 🦔 - mp_choice_options: - - option: |- - ``` - 🦔 - 🦔 - 🦔 - ``` - feedback: Try again. - - option: |- - ``` - 🦔 - 🦔 - ``` - feedback: One more try. - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: Well done! - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating. - correct_answer: C - question_score: '10' - 4: - question_text: What is wrong with code? - code: |- - name_color = {ask} 'What is your favorite color?' - {if} name_color == 'red': - {print} 'the color of a tomato' - {elif} name_color == 'green': - {print} 'the color of an apple' - {elif} name_color == 'blue': - {print} 'the color of a blueberry' - {elif} name_color == 'yellow': - {print} 'the color of a banana' - {elif}: - {print} 'this fruit-color does not exist' - mp_choice_options: - - option: The first `{elif}` should be used before the `print` command - feedback: Try again. - - option: '`{elif}` can only be used once' - feedback: From now on we can use elif multiple times. - - option: '`==` used with `{elif}` should be replaced by `=`' - feedback: Not correct. - - option: '`{elif}` in the last line should be replaced by `{else}`' - feedback: Great! - hint: Think about `{if}`, `{elif}`, `{else}`. - correct_answer: D - question_score: '10' - 5: - question_text: What is the output of this code? - code: |- - numbers = [7, 19, 29, 41, 53, 71, 79, 97] - {for} prime in numbers: - {if} prime <= 10: - {print} prime - {elif} prime >= 60: - {print} prime - {elif} prime >= 90: - {print} prime - {else}: - {print} 'another number' - mp_choice_options: - - option: |- - ``` - 7 - another number - another number - another number - another number - 71 - 79 - 97 - ``` - feedback: Well done! - - option: |- - ``` - another number - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: Try again. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - another number - ``` - feedback: One more try. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating and the values of if and elif. - correct_answer: A - question_score: '10' - 6: - question_text: What is wrong with code? - code: |- - name = {ask} 'What is your name?' - {if} name == 'Hedy': - password = {ask} 'What is your password?' - {if} password =='turtle123': - {print} 'Yey' - {else}: - {print} 'Access denied' - {else}: - {print} 'Go fish' - mp_choice_options: - - option: '`{elif}` is missing.' - feedback: Try again. - - option: '`{else}` can only be used once.' - feedback: From now on we can use elif multiple times. - - option: Nothing! - feedback: There is a mistake. Look carefully! - - option: There is an indentation mistake in the last line. - feedback: Amazing! - hint: There is a mistake somewhere... - correct_answer: D - question_score: '10' - 7: - question_text: Which of the following codes will print five times 'the result is 3' on the screen? - mp_choice_options: - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - result = n * 1 - {print} 'The result is ' result - ``` - feedback: Try again! - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} u in numbers: - number = u - {print} 'The result is ' number - ``` - feedback: That is not it. - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} number in numbers: - number = 3 - {print} 'The result is ' number - ``` - feedback: Very good! - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - n = result - {print} 'The result is ' result - ``` - feedback: That is not it. - hint: Think about mathematical symbols. - correct_answer: C - question_score: '10' - 8: - question_text: What is wrong with code? - code: |- - insects = ['🐝', '🦋', '🕷', '🐞'] - your_favorite = {ask} 'what is your favorite insect?' - {for} insect in insects: - {if} your_favorite == '🐝' {or} your_favorite == '🐞': - {print} 'very useful' - {elif} your_favorite == '🕷': - {print} 'it can catch mosquitoes' - {else}: - {print} 'almost all insects can be useful one way or another' - mp_choice_options: - - option: '`{or}` cannot be used with `{if}`.' - feedback: Try again. - - option: In the `{for}` command `insect` should be `insects`. - feedback: Not true. - - option: Nothing! - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 9: - question_text: Which one of the codes below gave this output? - code: |- - -5 is negative - -4 is negative - -3 is negative - -2 is negative - -1 is negative - 0 is positive - 1 is positive - 2 is positive - 3 is positive - mp_choice_options: - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Try again! - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number <= 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - - option: "```\n {for} number in range -5 to 3:\n {if} number >= 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Very good! - - option: "```\n {for} number in range -5 to 3:\n {if} number < 0: \n {print} number ' is positive'\n {elif} number <=0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 10: - question_text: What is wrong with this code? - code: |- - {for} number in range 1 to 5: - volume_room = num * num * num - {print} volume_room ' cubic meters' - {if} volume_room > 100: - {print} 'this is a large room' - {elif} volume_room < 100: - {print} 'small room but cosy' - {else}: - {print} 'i will look for something else' - mp_choice_options: - - option: The word num needs quotation marks. - feedback: Try again. - - option: The `{if}` command is not used correctly. - feedback: Not true. - - option: Line 3 should be `volume_room = number * number * number`. - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' diff --git a/content/quizzes/ja.yaml b/content/quizzes/ja.yaml index a3276f5edc2..95688c3d418 100644 --- a/content/quizzes/ja.yaml +++ b/content/quizzes/ja.yaml @@ -12,8 +12,6 @@ levels: - option: Heidi feedback: これじゃないよ! hint: Hedy Lamarrさんの名前からきています。 - correct_answer: A - question_score: '10' 2: question_text: 文字を表示させるコマンドは? code: ___ Hello! @@ -39,8 +37,6 @@ levels: ``` feedback: '`{ask}` で質問することができます。' hint: _?_ Hello world! - correct_answer: B - question_score: '10' 3: question_text: どうやって好きな色を訊きますか? mp_choice_options: @@ -64,15 +60,7 @@ levels: {echo} What is your favorite color? ``` feedback: '`{echo}` repeats your answer back to you.' - hint: You can ask something with the `{ask}` command - correct_answer: C - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - Hi Im Hedy! - {ask} Who are you? - {echo} Hi... mp_choice_options: - option: '`{print}` in line 1 is missing.' feedback: 正解! @@ -82,9 +70,6 @@ levels: feedback: '`{echo}` is a command, there''s another mistake.' - option: Nothing! This is a perfect code! feedback: 違うよ、よく見て! - hint: Line 1 doesn't seem right - correct_answer: A - question_score: '10' 5: question_text: 2行目に足りないコマンドは? code: |- @@ -111,49 +96,7 @@ levels: {echo} ``` feedback: その通り! - hint: You want to see the answer at the end of line 2... - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - {print} Hi im Hedy! - {print} Which football team do you support? - {echo} You support... - {print} Cool! Me too! - mp_choice_options: - - option: In line 1 `{print}` should be replaced with `{ask}`. - feedback: '`{print}` in line 1 is correct.' - - option: In line 2, `{print}` should be replaced with `{ask}`. - feedback: Great! You paid attention! - - option: Line 3 has to begin with `{print}` instead of `{echo}`. - feedback: '`{echo}` is correct.' - - option: In line 4, `{print}` is spelled wrong. - feedback: No, there is a mistake somewhere else - hint: Check the `{print}` commands. - correct_answer: B - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - {print} Welcome at Hedys restaurant! - {ask} What would you like to eat? - {echo} So you want to order ... - {print} Coming right up! Enjoy! - mp_choice_options: - - option: In line 1 `{print}` needs to be replaced with `{ask}` - feedback: Are you sure something is wrong? - - option: In line 1 `{print}` needs to be replaced with `{echo}` - feedback: Are you sure something's wrong? - - option: In line 3 `{echo}` needs to be replaced with `{print}` - feedback: Are you sure something is wrong? - - option: Nothing! This is a perfect code! - feedback: Correct! - hint: Check the code line by line - correct_answer: D - question_score: '10' 8: - question_text: How do you use the `{echo}` command? mp_choice_options: - option: You can use it to `{ask}` a question. feedback: That's what `{ask}` is for! @@ -163,33 +106,8 @@ levels: feedback: Good job! - option: You can use it to make text disappear. feedback: That's not right... - hint: '`{echo}` is used after an `{ask}` command.' - correct_answer: C - question_score: '10' - 9: - question_text: What's wrong with this code? - code: |- - {print} Hello! - {print} How are you doing? - {echo} So you are doing... - mp_choice_options: - - option: '`{print}` in line 1 should be `{ask}`' - feedback: No, `{print}` is right. Where is the question being asked? - - option: '`{print}` in line 2 should be `{ask}`' - feedback: Super! - - option: '`{echo}` in line 3 should be `{ask}`' - feedback: No, `{echo}` is right. Where is the question being asked? - - option: Nothing. This is a perfect code! - feedback: Look carefully for the mistake... - hint: '`{ask}` allows you to ask a question' - correct_answer: B - question_score: '10' 10: question_text: Which output will be in your outputscreen after you've run this code? - code: |- - {ask} Are you ready to go to level 2? - {echo} - {echo} mp_choice_options: - option: Are you ready to go to level 2? feedback: There are two echo commands @@ -203,12 +121,8 @@ levels: Are you ready to go to level 2? Yes! feedback: There are two echo commands - hint: Let's go! - correct_answer: B - question_score: '10' 2: 1: - question_text: Which statement is true? mp_choice_options: - option: In level 2 the `{print}` command doesn't exist anymore feedback: '`{print}` still works' @@ -219,84 +133,7 @@ levels: - option: In level 2 all the level 1 commands still work feedback: No one command doesn't work anymore. hint: '`{print}` and `{ask}` still exist.' - correct_answer: C - question_score: '10' - 2: - question_text: Which code is correct? - mp_choice_options: - - option: |- - ``` - name {is} {ask} What is your name? - ``` - feedback: Super! - - option: |- - ``` - {ask} {is} name What is your name - ``` - feedback: The words are right, the order is not! - - option: |- - ``` - {ask} What is your name? - ``` - feedback: This worked in level 1, but in level 2 and up it works differently. - - option: |- - ``` - {ask} What is your name? {is} name - ``` - feedback: The words are right, the order isn't! - hint: '`{ask}` doesn''t work like in level 1' - correct_answer: A - question_score: '10' - 3: - question_text: What appears on your output screen when you run this code? - code: |- - name {is} Marleen - {print} name goes to the market and she buys an apple. - mp_choice_options: - - option: name goes to the market and she buys an apple. - feedback: The word name is replaced with Marleen - - option: Marleen goes to the market. - feedback: The second part of the sentence isn't left out! - - option: Marleen goes to the market and she buys an apple. - feedback: Right on! - - option: Marleen goes to the market and Marleen buys an apple. - feedback: She is not replaced with the name - hint: The word name is replaced with Marleen - correct_answer: C - question_score: '10' - 4: - question_text: What will you see on the output screen when you run this code? - code: |- - name {is} Hedy - {print} Hi my name is name - mp_choice_options: - - option: Hi my name is name - feedback: The variable name is replaced with Hedy - - option: Hi my name is Hedy - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is name - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is Hedy - feedback: Correct, this mistake will be fixed in level 4! - hint: '''name'' is being replaced with ''Hedy'' in both places' - correct_answer: D - question_score: '10' - 5: - question_text: What happens when you use the `{sleep}` command? - mp_choice_options: - - option: It slows down your computer - feedback: fortunately not! - - option: It closes down Hedy - feedback: fortunately not! - - option: Your program pauses for a second and then continues - feedback: That's right! - - option: You put it at the end so Hedy knows your program is finished - feedback: No it would be useless at the end of your code - hint: The computer waits for a second at the `{sleep}` command - correct_answer: C - question_score: '10' 6: - question_text: What should be on the lines? code: |- {print} And the award for best programming language goes to... _?_ @@ -322,116 +159,17 @@ levels: {ask} ``` feedback: There is no question there to be asked - hint: Pause for dramatic effect... - correct_answer: A - question_score: '10' 7: - question_text: What command should be used on line 2? code: |- {print} I will explode in 3 seconds! _?_ {print} BOOM! - mp_choice_options: - - option: |- - ``` - {print} 3 - ``` - feedback: You don't need to `{print}` - - option: |- - ``` - {sleep} 3 - ``` - feedback: Perfect! - - option: |- - ``` - {sleep} - ``` - feedback: This way the bomb will explode in 1 second - - option: |- - ``` - {sleep} {sleep} {sleep} - ``` - feedback: Make it easier on yourself by using the number 3 - hint: You want the computer to wait for 3 seconds - correct_answer: B - question_score: '10' - 8: - question_text: How would you correct the first line of code? - code: |- - {ask} {is} How old are you? - {print} age - mp_choice_options: - - option: |- - ``` - age {ask} {is} How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - {ask} {is} age How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - age {is} {ask} How old are you? - ``` - feedback: You get it! - - option: |- - ``` - age {is} How old are you? - ``` - feedback: Where is the `{ask}` command? - hint: The variable name should come first - correct_answer: C - question_score: '10' - 9: - question_text: What is going wrong in this code? - code: |- - dogs {is} animal - {print} I love animal - mp_choice_options: - - option: 'Line 1 should say: dogs `{is}` animals' - feedback: The variable name is animal - - option: 'Line 1 should say: animal `{is}` dogs' - feedback: Great! - - option: 'Line 2 should say: `{print}` I love animals' - feedback: The variable name is animal - - option: 'Line 2 should say: `{sleep}` I love animals' - feedback: Sleep is not used to `{print}` text - hint: You want to `{print}` 'I love dogs' - correct_answer: B - question_score: '10' 10: - question_text: What command should be used on the line 1? code: |- flavor {is} _?_ {print} Your favorite icecream is... {sleep} {print} flavor - mp_choice_options: - - option: |- - ``` - {sleep} 3 - ``` - feedback: You want to know the favorite flavor! - - option: |- - ``` - {print} strawberries - ``` - feedback: You do not want a `{print}` command at the middle of the line... - - option: |- - ``` - strawberries, chocolate, vanilla - ``` - feedback: This way you are making a list. You don't want that now. - - option: |- - ``` - {ask} What flavor icecream do you like? - ``` - feedback: That's right! - hint: You want to `{ask}` a question - correct_answer: D - question_score: '10' 3: 1: question_text: What command do you use to let Hedy pick something arbitrarily? @@ -456,14 +194,7 @@ levels: {at} {random} ``` feedback: Correct! - hint: Arbitrarily means without a plan or randomly. - correct_answer: D - question_score: '10' 2: - question_text: What's wrong with this code? - code: |- - animals {is} dog cat cow - {print} animals {at} {random} mp_choice_options: - option: 'You need commas in line 1: dog, cat, cow.' feedback: Good job! @@ -473,155 +204,15 @@ levels: feedback: animals is correct. - option: '`{at} {random}` is spelled incorrectly' feedback: '`{at} {random}` is the correct spelling' - hint: There's something wrong in line 1 - correct_answer: A - question_score: '10' 3: question_text: What's wrong in line 2 of this code? - code: |- - options {is} rock, paper, scissors - {print} rock, paper, scissors {at} {random} - mp_choice_options: - - option: |- - ``` - {at} {random} {print} options - ``` - feedback: You're almost there. The order of the words isn't right yet. - - option: |- - ``` - {print} rock {at} {random} - ``` - feedback: you don't always want the Hedy to {print} rock, sometimes you want scissors or paper. - - option: |- - ``` - {print} options {at} {random} - ``` - feedback: Very good! - - option: Nothing, the code is correct! - feedback: Look carefully for the mistake - hint: The variable (the list) is called options. - correct_answer: C - question_score: '10' - 4: - question_text: What should change in line 2 to print a random price? - code: |- - prices {is} 1 dollar, 100 dollar, 1 million dollar - {print} price {at} {random} - mp_choice_options: - - option: |- - ``` - {print} price - ``` - feedback: You don't want to `{print}` the word price, but you want to `{print}` one price out of your list `{at} {random}` - - option: |- - ``` - {print} prices {at} {random} - ``` - feedback: Great! You've really paid attention. - - option: |- - ``` - {print} {at} {random} price - ``` - feedback: '`{at} {random}` is placed behind the variable.' - - option: Nothing, this code is alright. - feedback: Look carefully for the mistake you missed! - hint: The variable name is prices - correct_answer: B - question_score: '10' - 5: - question_text: What is wrong in this code? - code: |- - question {is} {ask} What do you want to know? - {print} question - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 1 needs to say `{print}` instead of `{ask}` - feedback: No, that's not wrong. - - option: Line 2 needs to say `{ask}` instead of `{print}` - feedback: No that's not wrong. - - option: Line 2 needs to say answers `{at} {random}` `{is}` yes, no, maybe - feedback: No, that's not wrong. - - option: Nothing, this code is perfect - feedback: That's right! - hint: Does this code even have a mistake? - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 2 needs to say question instead of answers - feedback: No that's not right - - option: Line 2 needs the `{is}` command - feedback: Correct - - option: Line 3 needs to say answer instead of answers - feedback: No the variable's called answers - - option: Nothing! This code is great! - feedback: Actually, line 2 has a mistake. - hint: There is something wrong with line 2. - correct_answer: B - question_score: '10' - 7: - question_text: What does the `{add}` command do? - code: |- - books {is} Harry Potter, The Hobbit, Green Eggs and Ham - your_book {is} {ask} What is your favorite book? - {add} your_book {to} books - {print} books {at} {random} - mp_choice_options: - - option: The `{add}` command removes a random book from the list - feedback: The remove command removes, the add command adds - - option: The `{add}` command adds a random book to a list - feedback: It doesn't. It adds your answer to the list! - - option: The `{add}` command adds your favorite book to the list - feedback: Correct! - - option: The `{add}` command prints your favorite book. - feedback: No, it adds your favorite book to the list - hint: The `{add}` command adds a book, but which one? - correct_answer: C - question_score: '10' - 8: - question_text: What is the output of this code? - code: |- - crisps {is} sea salt, paprika, sour cream - {remove} sea salt {from} crisps - {remove} paprika {from} crisps - {print} crisps {at} {random} - mp_choice_options: - - option: You can't tell, because Hedy will `{print}` one of the 3 flavors `{at} {random}` - feedback: Take a look at the `{remove}` commands - - option: sea salt - feedback: sea salt is removed from the list - - option: paprika - feedback: Paprika is removed from the list - - option: sour cream - feedback: That's right! - hint: There are 3 flavors, bit 2 are removed. Which one remains? - correct_answer: D - question_score: '10' 9: - question_text: What's wrong with this code? code: |- colors {is} blue, purple, green chosen_color {is} {ask} Which haircolor wouldn't your like to have? {remove} chosen_color {from} colors {print} I will dye my hair color {at} {random} - mp_choice_options: - - option: 'Line 3 should say: `{remove}` blue `{from}` colors' - feedback: Maybe you want blue hair though! - - option: Line 3 should have an `{add}` command instead of a `{remove}` command - feedback: You want to remove the chosen color so `{remove}` is right. - - option: In line 4 the variable should be called colors instead of color - feedback: Great job! - - option: Nothing, this is a correct code! - feedback: Find the mistake! hint: Look at line 3 - correct_answer: C - question_score: '10' 10: question_text: What should be on the _?_? code: |- @@ -652,8 +243,6 @@ levels: ``` feedback: This increased the change that the person who walked yesterday now has to do it again. That's mean. hint: The person who walked the dog yesterday should be removed from the list. - correct_answer: A - question_score: '10' 4: 1: question_text: Which of these is true? @@ -666,11 +255,7 @@ levels: feedback: '`{at} {random}` still works' - option: '`{at} {random}` now needs quotation marks' feedback: No, but 2 other commands do. - hint: In level 4 you need quotation marks for 2 commands. - correct_answer: A - question_score: '10' 2: - question_text: Which code uses the proper quotation marks? mp_choice_options: - option: |- ``` @@ -692,11 +277,7 @@ levels: {print} ,hello, ``` feedback: This is a comma, you need quotation marks. - hint: Pick the right quotation marks. - correct_answer: B - question_score: '10' 3: - question_text: Where are the quotation marks used correctly? mp_choice_options: - option: |- ``` @@ -718,28 +299,7 @@ levels: {print} 'Hi Im Hedy' ``` feedback: Perfect! - hint: Both before and after the words you want to print should be a quotation mark. - correct_answer: D - question_score: '10' - 4: - question_text: Which statement is true? - mp_choice_options: - - option: 'You need quotation marks around the word `{print}`, like this: `''{print}''`.' - feedback: The quotation marks shouldn't be around the command itself. - - option: You need quotation marks around the words you want to print. - feedback: Super! - - option: You do not need quotation marks when using the `{ask}` command - feedback: Both `{print}` and `{ask}` require quotation marks - - option: You can choose yourself whether to use quotation marks or not. - feedback: Unfortunately, Hedy is stricter than that. - hint: From level 4 on you need to use quotation marks. - correct_answer: B - question_score: '10' 5: - question_text: What has to be changed in order for the game to work? - code: |- - options {is} rock, paper, scissors - {print} 'options {at} {random}' mp_choice_options: - option: |- ``` @@ -758,89 +318,9 @@ levels: feedback: That's right - option: Nothing, the game already works! feedback: Look carefully. There is an error. - hint: You don't want Hedy to literally print 'options {at} {random}', you want it to print 'rock' or 'paper' or 'scissors'. - correct_answer: C - question_score: '10' 6: - question_text: What would be a good next line in this code? - code: prices {is} 1 dollar, 100 dollars, 1 million dollars - mp_choice_options: - - option: |- - ``` - {print} 'You win...' prices {at} {random} - ``` - feedback: Great! You get it! - - option: |- - ``` - {print} You win... 'prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}' - - option: |- - ``` - {print} You win... prices {at} {random} - ``` - feedback: You need some quotation marks! - - option: |- - ``` - {print} 'You win... prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}'' hint: 'Think carefully: what is a variable and should be outside of the quotation marks? And what are normal words that should be inside?.' - correct_answer: A - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: Correct! - - option: Quotation marks are missing in line 2 - feedback: A variable doesn't need quotes - - option: Quotation marks are missing in line 3 - feedback: You don't want Hedy to literally print 'answers {at} {random}' so no quotation marks needed here! - - option: Nothing, this code is good as is! - feedback: Look carefully. You missed a mistake! - hint: Check each line on whether they'd need quotation marks or not. - correct_answer: A - question_score: '10' - 8: - question_text: What would be a good next line for this code? - code: |- - {print} 'Welcome at the money show!' - {print} 'In front of you are 3 doors' - door {is} {ask} 'Which door do you choose?' - mp_choice_options: - - option: |- - ``` - {print} So you pick door door - ``` - feedback: We need quotation marks - - option: |- - ``` - {print} 'So you pick ' door door - ``` - feedback: If the player chooses door 3, Hedy will say 'So you pick 3 3 - - option: |- - ``` - {print} 'So you pick door ' door - ``` - feedback: Super! - - option: |- - ``` - {print} 'So you pick door door' - ``` - feedback: Hedy will literally print 'So you pick door door - hint: The second word door should be replaced with the number, the first should still be the word door... - correct_answer: C - question_score: '10' 9: - question_text: What will never appear in your output screen? - code: |- - clubs {is} Real Madrid, Bayern Munchen, Manchester United, Ajax - {print} clubs {at} {random} ' is going the win the champions league' mp_choice_options: - option: Ajax is going to win the champions league feedback: Hedy could `{print}` that @@ -850,27 +330,6 @@ levels: feedback: Hedy could `{print}` that - option: FC Barcelona is going to win the champions league feedback: That's right. It's not in the list - hint: What are Hedy's options to randomly pick from? - correct_answer: D - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - people {is} mom, dad, Emma, Sophie - {print} The dishes are done by... - {print} people {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: A list doesn't need quotation marks - - option: Quotation marks are missing in line 2 - feedback: Correct - - option: Quotation marks are missing in both line 2 and 3 - feedback: Line 3 doesn't need quotation marks because it's not printed literally - - option: Nothing, this code has no mistakes - feedback: You missed one! - hint: One line needs quotation marks, because you want it to be printed literally. - correct_answer: B - question_score: '10' 5: 1: question_text: What is true? @@ -888,79 +347,8 @@ levels: - option: In level 5 `{ask}` and `{print}` work the same as in level 4 feedback: Correct! hint: We have only learned a new command in level 5. - correct_answer: D - question_score: '10' - 2: - question_text: What appears in your output screen when you type in the name Hedy? - code: |- - name {is} {ask} 'What is your name?' - {if} name {is} Hedy {print} 'fun' {else} {print} 'less fun' - mp_choice_options: - - option: fun - feedback: That's right! - - option: less fun - feedback: If the name is Hedy, it will say 'fun'' - - option: Hedy - feedback: No, it doesn't print the name - - option: Error - feedback: Fortunately not! - hint: '`{if}` name `{is}` Hedy `{print}` ...?' - correct_answer: A - question_score: '10' 3: - question_text: What is the right password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct! - feedback: This is printed when you type in the correct password - - option: SECRET - feedback: That's right!' - - option: password - feedback: The password isn't password... - - option: ALARM INTRUDER - feedback: This is printed when you type in the incorrect password! hint: '`{if}` password `{is}` ... `{print}` ''Correct!''!''' - correct_answer: B - question_score: '10' - 4: - question_text: What does Hedy print when you type in the wrong password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct - feedback: That's printed if the correct answer is given, not the wrong one... - - option: SECRET - feedback: That's not the right answer - - option: Wrong! - feedback: No, this is not what Hedy will print - - option: ALARM! INTRUDER! - feedback: Great job! - hint: Your computer will sound the alarm for intruders! - correct_answer: D - question_score: '10' - 5: - question_text: Why will Hedy say 'ALARM! INTRUDER' when you type in 'secret'? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Because it needs to be in capitals, so SECRET - feedback: Indeed! - - option: Because the password is alarm - feedback: No, this is not the password. - - option: Because it's spelled wrong. - feedback: That's not how you spell secret - - option: Because Hedy makes a mistake - feedback: No, Hedy is right - hint: The spelling of the word has to be exactly the same. - correct_answer: A - question_score: '10' 6: question_text: Which word should be on the place of the question mark in the last line? code: |- @@ -969,30 +357,6 @@ levels: club is {ask} 'Which club is your favorite?' {if} club {is} ajax {print} 'Ajax is going to win of course!' _?_ {print} 'Sorry, your club is gonna be in last place...' - mp_choice_options: - - option: |- - ``` - {if} - ``` - feedback: '`{if}` is already in the line above' - - option: |- - ``` - {at} {random} - ``` - feedback: No, you need `{else}`. - - option: |- - ``` - {else} - ``` - feedback: Great! - - option: |- - ``` - {print} - ``` - feedback: '`{print}` is already there, we need a word before it!' - hint: '`{if}` goes together with...?' - correct_answer: C - question_score: '10' 7: question_text: Which word should be in the place of the question mark? code: |- @@ -1021,9 +385,6 @@ levels: {print} ``` feedback: Awesome! - hint: After `{else}` a `{print}` command follows - correct_answer: D - question_score: '10' 8: question_text: Which word should be on the place of the question mark? code: |- @@ -1051,222 +412,10 @@ levels: {print} ``` feedback: No, that's not it. - hint: What the variable name? - correct_answer: B - question_score: '10' - 9: - question_text: Which door should you choose to escape?? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} - mp_choice_options: - - option: '1' - feedback: Bad choice! You're being eaten - - option: '2' - feedback: Super! You escaped! - - option: '3' - feedback: Bad choice! You're being eaten. - - option: It's a trap, you will always be eaten! - feedback: Luckily not! - hint: One of the doors will keep you safe.. - correct_answer: B - question_score: '10' - 10: - question_text: Which monster is standing behind door 1? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} - mp_choice_options: - - option: Hedy picks a random monster each time. - feedback: Awesome! - - option: vampire - feedback: Not always... - - option: werewolf - feedback: Not always... - - option: giant spider - feedback: Not always... - hint: Mind the last 3 words... monsters `{at} {random}`... - correct_answer: A - question_score: '10' 6: - 1: - question_text: What's Hedy's output when you run this code? - code: '{print} 2*10' - mp_choice_options: - - option: '20' - feedback: Correct! - - option: '12' - feedback: No, the plus sign is used in addition - - option: 2*10 - feedback: No, Hedy will calculate the answer - - option: '210' - feedback: Mind it's a calculation. - hint: The `*` is used as a multiplication sign - correct_answer: A - question_score: '10' - 2: - question_text: What do you use when you want to add two numbers? - mp_choice_options: - - option: '`-`' - feedback: That's not it - - option: plus - feedback: That's not it - - option: '`*`' - feedback: That's not it - - option: '`+`' - feedback: Correct! - hint: It's the plus sign. - correct_answer: D - question_score: '10' - 3: - question_text: What's Hedy's output when you run this code? - code: '{print} ''3*10''' - mp_choice_options: - - option: '30' - feedback: This would be the right answer if there were no quotation marks. - - option: '13' - feedback: Try again.. - - option: 3*10 - feedback: Correct! There are quotation marks, so Hedy will print it literally. - - option: Nothing, Hedy will give an error message. - feedback: No, Hedy will print it literally. - hint: Mind the quotation marks!! - correct_answer: C - question_score: '10' - 4: - question_text: Kim is 10 years old. What will Hedy print for her? - code: |- - name = {ask} 'How many letters are in your name?' - age = {ask} 'How old are you?' - luckynumber = name*age - {print} 'Your lucky number is...' luckynumber - mp_choice_options: - - option: '30' - feedback: Mind, Hedy also prints 'Your lucky number is...' - - option: '10' - feedback: Please try again. - - option: Your lucky number is... 30 - feedback: That's right! - - option: Your lucky number is... 10 - feedback: Her lucky number is name times age... - hint: 'Kim has 3 letters, she is 10 years old so: letters times age = 3*10 = 30.' - correct_answer: C - question_score: '10' - 5: - question_text: If 5 people eat at this restaurant, how much do they have to pay in total? - code: |- - {print} 'Welcome to Hedys!' - people = {ask} 'How many people are eating with us tonight?' - price = people * 10 - {print} 'That will be ' price 'dollar please' - mp_choice_options: - - option: 5 dollars - feedback: Unfortunately, it's not that cheap. - - option: 10 dollars - feedback: No, it's 10 dollars each. - - option: 15 dollars - feedback: The * means multiplication. - - option: 50 dollars - feedback: Great! - hint: '`price` `is` `people` `times` 10' - correct_answer: D - question_score: '10' 6: question_text: How much does a hamburger cost is this virtual restaurant? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = 15 - {if} food {is} fries price = 6 - mp_choice_options: - - option: 15 dollars - feedback: Super! - - option: 6 dollars - feedback: The fries are 6 dollars - - option: 0 dollars - feedback: The hamburger isn't free! - - option: 21 dollars - feedback: That's the price for a hamburger and fries! - hint: Mind the fourth line. - correct_answer: A - question_score: '10' - 7: - question_text: Why does line 7 say 'price is price + 3' instead of 'price is 3'? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = price + 15 - {if} food {is} fries price = price + 6 - drinks is {ask} 'What would you like to drink?' - {if} drinks {is} coke price = price + 3 - {if} drinks {is} water price = price + 1 - {print} price ' dollars please' - mp_choice_options: - - option: It could have been `price = 3` just as well. - feedback: No, that's not true. Hedy needs to add 3 dollars to the total. - - option: Because Hedy doesn't understand `price = 3`. - feedback: Hedy would understand, but it wouldn't be right. - - option: Because Hedy would otherwise forget about the previous order. The price would be 3 dollars in total. - feedback: That's right! - - option: Because the price is 0 dollars to begin with. - feedback: That's true, but not the reason - hint: The price shouldn't be 3, but 3 dollars more than it already was - correct_answer: C - question_score: '10' - 8: - question_text: Why is this code incorrect? - code: |- - correct answer = 3*12 - answer = {ask} 'What is 3 times 12?' - {if} answer {is} correct answer {print} 'Good job!' - {else} {print} 'No... It was ' correct answer - mp_choice_options: - - option: There shouldn't be quotation marks in line 2 - feedback: No, there should be! - - option: The variable is called correct answer, but a variable's name can only be 1 word. So it should be correct_answer - feedback: Correct! - - option: The `{if}` and `{else}` commands should be in the same line. - feedback: No, that's not true. - - option: The variable in line 2 can't be called answer, because it is too similar to the variable correct answer. - feedback: Variable names can be similar, but they can't be 2 words... - hint: Inspect what the variables are called. - correct_answer: B - question_score: '10' - 9: - question_text: Imagine you love football a 10, you've eaten 2 bananas and have washed your hands 3 times today. How smart does the silly fortune teller think you are? - code: |- - {print} 'Im Hedy the silly fortune teller' - {print} 'I will predict how smart you are!' - football = {ask} 'On a scale of 0 to 10 how much do you love football?' - bananas = {ask} 'How many bananas have you eaten this week?' - hygiene = {ask} 'How many times did you wash your hands today??' - result = bananas + hygiene - result = result * football - {print} 'You are ' result 'percent smart.' - mp_choice_options: - - option: 10% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 32% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 50% - feedback: Super! You are 100 percent smart! - - option: 100% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - hint: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - correct_answer: C - question_score: '10' 10: - question_text: Which statement is true? code: |- name _?_ Hedy {print} name 'is walking trough the forrest' @@ -1279,12 +428,8 @@ levels: feedback: No, one `=` sign is enough - option: You can only use the `=` sign when working with numbers, not with words. feedback: You can also use `=` with words. - hint: '`{is}` and `=` are both allowed' - correct_answer: B - question_score: '10' 7: 1: - question_text: How many lines can you repeat at once with the repeat command at this level? mp_choice_options: - option: '0' feedback: No you can repeat a line. @@ -1295,94 +440,32 @@ levels: - option: infinite feedback: In this level you can only repeat one line at a time hint: You can only repeat 1 line at a time - correct_answer: B - question_score: '10' 2: - question_text: Which code is right? + hint: First the repeat command, then the `{print}` command + 4: mp_choice_options: - option: |- ``` - {print} 100 {times} 'hello' + I'm ``` - feedback: '`{repeat}` 100 `{times}` `{print}` ''hello''' + feedback: That's right! - option: |- ``` - {print} {repeat} 100 {times} 'hello' + {print} ``` - feedback: '{repeat} 100 {times} {print} ''hello''' + feedback: '`{print}` is spelled correctly' - option: |- ``` - {repeat} 'hello' 100 {times} + {repeat} ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 100 {times} {print} 'hello' - ``` - feedback: That's right! - hint: First the repeat command, then the `{print}` command - correct_answer: D - question_score: '10' - 3: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} ''Hello!''' - mp_choice_options: - - option: Right - feedback: No, a word is missing - - option: Wrong, the word `{repeat}` is missing - feedback: The word `{repeat}` is there, another word is missing - - option: Wrong, the word `{times}` is missing - feedback: The word `{times}` is there, another word is missing. - - option: Wrong, the word `{print}` is missing - feedback: Correct - hint: 'It should be: `{repeat}` 100 `{times}` `{print}` ''Hello''' - correct_answer: D - question_score: '10' - 4: - question_text: Which word is wrong in the code? - code: |- - {print} 'I'm blue' - {repeat} 7 {times} {print} 'da ba dee, da ba da' - mp_choice_options: - - option: |- - ``` - I'm - ``` - feedback: That's right! - - option: |- - ``` - {print} - ``` - feedback: '`{print}` is spelled correctly' - - option: |- - ``` - {repeat} - ``` - feedback: '`{repeat}` is spelled correctly' + feedback: '`{repeat}` is spelled correctly' - option: |- ``` {times} ``` feedback: '`{times}` is spelled correctly' hint: I'm is wrong, you can't use apostrophes - correct_answer: A - question_score: '10' - 5: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} {print} ''Hedy is awesome!''' - mp_choice_options: - - option: Correct - feedback: That's right! - - option: Wrong - feedback: That's not it - hint: The code is correct! - correct_answer: A - question_score: '10' 6: - question_text: What will be the output from this code? - code: |- - {print} 'The wheels on the bus go' - {repeat} 3 {times} {print} ' round and round' mp_choice_options: - option: |- the wheels on the bus go @@ -1408,14 +491,7 @@ levels: round and round round and round feedback: All though the town! Perfect! - hint: Only 'round and round' is repeated 3 times. - correct_answer: D - question_score: '10' 7: - question_text: What will be the output from this code? - code: |- - {repeat} 2 {times} {print} 'We will' - {print} 'ROCK YOU!' mp_choice_options: - option: |- We will We will @@ -1436,17 +512,7 @@ levels: We will ROCK YOU! feedback: Mind the repeat command - hint: Mind the `{repeat}` command. - correct_answer: B - question_score: '10' 8: - question_text: What Hedy code belongs to this output? - code: |- - Here comes the sun - Do do do do - Here comes the sun - And I say - Its alright mp_choice_options: - option: |- ``` @@ -1479,11 +545,7 @@ levels: {print} 'Its alright'" ``` feedback: This is not the correct order.. - hint: '`{repeat}` can only be used if you want to execute the same line multiple times in a row.' - correct_answer: A - question_score: '10' 9: - question_text: What Hedy code belongs to this output? code: |- Batman was flying through Gotham. When suddenly he heard someone screaming... @@ -1524,16 +586,8 @@ levels: {print} 'Please help me !' ``` feedback: Perfect - hint: '''Help!'' is repeated 3 times.' - correct_answer: D - question_score: '10' 10: question_text: What Hedy code belongs to this output? - code: |- - if youre happy and you know it clap your hands - if youre happy and you know it clap your hands - if youre happy and you know it and you really want to show it - if youre happy and you know it clap your hands mp_choice_options: - option: |- ``` @@ -1563,46 +617,8 @@ levels: {print} 'clap your hands' ``` feedback: This is not in the right order. - hint: Mind the order of the sentences. - correct_answer: B - question_score: '10' 8: - 1: - question_text: Which output will be produced by this code? - code: |- - {repeat} 2 {times} - {print} 'Hello' - {print} 'Im Hedy!' - mp_choice_options: - - option: |- - Hello - Im Hedy! - feedback: Everything is printed twice. - - option: |- - Hello - Hello - Im Hedy - feedback: The second line is repeated twice as well. - - option: |- - Hello - Im Hedy! - Hello - Im Hedy! - feedback: Super! - - option: |- - Hello - Hello - Im Hedy! - Im Hedy! - feedback: Everything is printed twice - hint: Both lines are repeated twice. - correct_answer: C - question_score: '10' 2: - question_text: What is wrong with this code? - code: |- - {repeat} 5 {times} - {print} 'Hedy is cool!' mp_choice_options: - option: This should be only one line, not 2. feedback: No it should be 2 lines. @@ -1612,15 +628,7 @@ levels: feedback: Nee, repeat is de goede spelling - option: The second line need to start with 4 spaces as indentation. feedback: Correct! - hint: Something is missing in the second line? - correct_answer: D - question_score: '10' 3: - question_text: What output will be produced when you run this program? - code: |- - {repeat} 3 {times} - {print} 'Baby shark tututudutudu' - {print} 'Baby shark' mp_choice_options: - option: |- Baby shark tututudutudu @@ -1647,10 +655,7 @@ levels: Baby shark feedback: What is being repeated and what isn't. hint: What is being repeated and what is not?. - correct_answer: C - question_score: '10' 4: - question_text: Which output is correct? code: |- {print} 'The children went:' {repeat} 2 {times} @@ -1682,15 +687,7 @@ levels: Yay! Were going on holiday! feedback: The last line is repeated too. - hint: The block under the `{repeat}` command is repeated twice. - correct_answer: B - question_score: '10' 5: - question_text: What is wrong with this code? - code: |- - end = {ask} 'Do you want a happy or a sad ending?' - {if} end {is} happy {print} 'They lived happily ever after' - {else} {print} 'The world exploded. The end.' mp_choice_options: - option: The `{print}` commands on the last two lines should start on new lines en start with 4 spaces. feedback: That's right! @@ -1700,44 +697,7 @@ levels: feedback: That's not true - option: '`{ask}` is no longer a command' feedback: That's not true - hint: Something is wrong with indentation - correct_answer: A - question_score: '10' - 6: - question_text: What will be the output of this code when we enter pancakes? - code: |- - {print} 'Welcome to restaurant Hedy' - {repeat} 2 {times} - food {is} {ask} 'What do you want to eat?' - {print} food - mp_choice_options: - - option: |- - Welcome to restaurant Hedy - Pancakes - feedback: There is no repetition in this answer. - - option: |- - Welcome to restaurant Hedy - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: This answer also repeats the welcome message - - option: |- - Welcome to restaurant Hedy - What do you want to eat? - What do you want to eat? - Pancakes - Pancakes - feedback: Almost! But look at the question, it is not repeated. - - option: |- - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: Well done! - hint: The first sentence and question will not be repeated - correct_answer: D - question_score: '10' 7: - question_text: What is wrong with this code? code: |- eten = {ask} 'What would you like to eat?' {if} food {is} fries @@ -1756,11 +716,7 @@ levels: feedback: You always have to use indentation. - option: The indentation is wrong in the first `{if}` command. feedback: That's right. - hint: Take a careful look at the indentation. - correct_answer: D - question_score: '10' 8: - question_text: In which of the codes is the indentation done right? mp_choice_options: - option: |- ``` @@ -1802,50 +758,20 @@ levels: {print} You are wrong! ``` feedback: You are wrong! - hint: What should happen if the person is right? And what else? - correct_answer: C - question_score: '10' 9: - question_text: What line(s) in this code should start with 4 spaces? code: |- 1 music = {ask} 'What is your favorite music genre?' 2 {if} music is rock 3 {print} '🤘' 4 {else} 5 {print} '👎' - mp_choice_options: - - option: Line 2 and 4 - feedback: The lines after the `{if}` and `{else}` command should start with 4 spaces - - option: Only line 3 - feedback: Not only 3... - - option: Line 3, 4 and 5 - feedback: Line 4 shouldn't - - option: Line 3 and 5 - feedback: Great job! - hint: The lines after an `{if}` or `{else}` command should start with 4 spaces. - correct_answer: D - question_score: '10' 10: - question_text: Which statement is true? code: |- 1 level = {ask} 'What level are you on?" 2 {if} level {is} 8 3 {print} Great job! - mp_choice_options: - - option: All lines should start with 4 spaces - feedback: That's not true - - option: Line 2 and 3 should start with 4 spaces - feedback: That's not true - - option: Line 2 should start with 4 spaces - feedback: That's not true - - option: Line 3 should start with 4 spaces - feedback: You are correct! - hint: Only one line starts with 4 spaces, but which one...? - correct_answer: D - question_score: '10' 9: 1: - question_text: What is wrong with this code? code: |- {repeat} 3 {times} eten = {ask} 'What would you like to eat?' @@ -1866,19 +792,7 @@ levels: - option: The indentation is wrong in the last `{if}` command. feedback: It not, though. hint: all the indentation is done correctly. - correct_answer: A - question_score: '10' 2: - question_text: What will be printed after entering the correct password? - code: |- - password = {ask} 'What is the password?' - correct_password = Hedy - {if} password {is} correct_password - {repeat} 2 {times} - {print} 'Good job!' - {print} 'You can use the computer!' - {else} - {print} 'The computer will explode in 5... 4... 3... 2... 1...' mp_choice_options: - option: |- Good job! @@ -1897,11 +811,7 @@ levels: Good job! You can use the computer! feedback: Correct! - hint: Everything under the `{repeat}` command is repeated twice. - correct_answer: D - question_score: '10' 3: - question_text: Which case should you choose to win a million dollars? code: |- {print} 'Choose the right case and win!' case = {ask} 'Which case will you pick? 1 or 2?' @@ -1917,20 +827,7 @@ levels: {print} 'You sell the case for 500 dollars' {if} action {is} open {print} 'You open the case and win a million dollars!' - mp_choice_options: - - option: case 1, sell - feedback: You don't win a million! - - option: case 1, open - feedback: You don't win a million - - option: case 2, sell - feedback: You don't win a million - - option: case 2, open - feedback: Great job! You win! - hint: Follow the right path - correct_answer: D - question_score: '10' 4: - question_text: Which statement is true? code: |- name = {ask} 'What is your name?' size = {ask} 'What is your shoe size?' @@ -1950,15 +847,7 @@ levels: feedback: That's right! - option: Cinderella with shoe size 40 gets the output 'I was looking for you!' feedback: No she gets 'Ill keep looking' - hint: No matter what your name is, if you have shoe size 40 you will get the message 'Ill keep looking'. - correct_answer: C - question_score: '10' 5: - question_text: Which code produced this output? - output: |- - Icecream is the best! - Icecream is the best! - Icecream is the best! mp_choice_options: - option: |- ``` @@ -1993,11 +882,7 @@ levels: {print} 'Icecream is the best!' ``` feedback: There are 2 `{repeat}` commands in this code. - hint: Watch the indentation - correct_answer: C - question_score: '10' 6: - question_text: After which command(s) should you use indentation (starting the next line with 4 spaces)? mp_choice_options: - option: '`{if}`' feedback: Don't forget the others @@ -2007,9 +892,6 @@ levels: feedback: Keep it up! - option: '`{if}` `{else}` `{repeat}` `{print}`' feedback: Not with print - hint: Indentation happens on the line below some commands - correct_answer: C - question_score: '10' 7: question_text: "In this code from a pizza restaurant. \nYoull get a 5 dollar discount if you order a medium pizza with coke.\n What should you do to debug this code?" code: |- @@ -2050,9 +932,6 @@ levels: price = price - 2 ``` feedback: Try again - hint: After each `{if}` command, the line below should indent - correct_answer: A - question_score: '10' 8: question_text: What is wrong is this code? code: |- @@ -2070,25 +949,7 @@ levels: feedback: You actually must start like that. - option: A code must always start with a `{print}` command in the first line feedback: That's not true. - hint: The indentation is done right this time - correct_answer: B - question_score: '10' - 9: - question_text: How many `{if}` commands can be placed inside another `{if}` command? - mp_choice_options: - - option: None, that is not allowed - feedback: You are allowed to - - option: Only 1 - feedback: You could use more if you like - - option: '3' - feedback: You could use more if you like - - option: Infinite, as long as you keep using indentation correctly - feedback: That is true - hint: You can put an `{if}` command inside an `{if}` command. - correct_answer: D - question_score: '10' 10: - question_text: Which statement is true? code: |- 1 {repeat} 2 {times} 2 {if} level {is} 9 @@ -2103,8 +964,6 @@ levels: - option: line 2 should atart with 4 spaces and line 3 with 8 feedback: You are correct! hint: The first line doens't start with any spaces - correct_answer: D - question_score: '10' 10: 1: question_text: What do we need to fill in on the `_?_` if we want to print each compliment? @@ -2112,91 +971,6 @@ levels: compliments = perfect, great job, amazing _?_ {print} compliment - mp_choice_options: - - option: |- - ``` - {for} each compliment - ``` - feedback: That's not it - - option: |- - ``` - {for} compliment {in} compliments - ``` - feedback: You deserve all those compliments! - - option: |- - ``` - {if} compliment {in} compliments - ``` - feedback: That's not it - - option: |- - ``` - {for} compliments {in} compliment - ``` - feedback: Almost there! - hint: '`{for}` each compliment in the lists of compliments...' - correct_answer: B - question_score: '10' - 2: - question_text: Which output is correct? - code: |- - meals = pizza, pasta, pancakes - {for} meal {in} meals - {print} 'I love ' meal - mp_choice_options: - - option: I love pizza - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pasta - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pancakes - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: |- - I love pizza - I love pasta - I love pancakes - feedback: Great! - hint: Line 2 says for each meal in the list of meals. So each meal is printed. - correct_answer: D - question_score: '10' - 3: - question_text: Which output is correct? - code: |- - animals = dogs, cats, hamsters, chickens - {for} animal {in} animals - {print} animal ' are lovely pets' - mp_choice_options: - - option: dogs are lovely pets - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - - option: dogs, cats, hamsters, chickens are lovely pets - feedback: Each animal gets their own line in the output. - - option: |- - dogs are lovely pets - cats are lovely pets - hamsters are lovely pets - chickens are lovely pets - feedback: Great! - - option: You don't know yet. Because it chooses one of the animals {at} {random}. - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - hint: Line 2 says {for} each animal in the list of animals. So each animal is printed - correct_answer: C - question_score: '10' - 4: - question_text: What's wrong with this code? - code: |- - groceries = apples, bread, milk - {for} item {in} groceries - {print} 'We need ' groceries - mp_choice_options: - - option: Line 2 needs to start with 4 spaces as indentation - feedback: No it doesn't. Only line 3 needs indentation, which it has. - - option: Line 3 does not need to start with 4 spaces as indentation - feedback: Line 2 is a `{for}`command so line 3 does need to start with an indent. - - option: Line 3 should say item instead of groceries - feedback: Good job! - - option: Line 2 should say groceries instead of item - feedback: No it does not. - hint: Line 2 says `{for}` each item in the list of groceries - correct_answer: C - question_score: '10' 5: question_text: What word should be on the _?_ with these digital dice? code: |- @@ -2205,25 +979,7 @@ levels: choices = 1, 2, 3, 4, 5, 6 {for} player {in} players {print} player ' throws ' _?_ {at} {random} - mp_choice_options: - - option: players - feedback: It would say 'Ann throws Jesse', instead of 'Ann throws 6'. - - option: choices - feedback: That's right! - - option: choice - feedback: You are very close. But you need Hedy to pick from the list called 'choices' not 'choice'... - - option: dice - feedback: Look at the names of the variables. - hint: Hedy needs to pick a number `{at} {random}` - correct_answer: B - question_score: '10' 6: - question_text: Which of the answers below is a possible outcome when you run the code? - code: |- - choices = rock, paper, scissors - players = Kelly, Meredith - {for} player {in} players - {print} player ' chooses ' choices {at} {random} mp_choice_options: - option: Kelly chooses rock feedback: Meredith wants to play too! @@ -2237,9 +993,6 @@ levels: Kelly chooses paper Meredith chooses scissors feedback: Amazing! - hint: Each player will pick an option. The player that's first on the list will go first. - correct_answer: D - question_score: '10' 7: question_text: What line should be on the _?_ in this code that decides what these people will have for dinner? code: |- @@ -2247,30 +1000,6 @@ levels: food = pasta, fries, salad _?_ {print} name ' has to eat ' food {at} {random} ' for dinner' - mp_choice_options: - - option: |- - ``` - {for} name {in} names - ``` - feedback: You are on fire! - - option: |- - ``` - {for} names {in} name - ``` - feedback: No it should be for each name in the list nameS, so the other way around - - option: |- - ``` - {for} food {in} food - ``` - feedback: Each name should be told what they will have for dinner. - - option: |- - ``` - {for} name {in} food - ``` - feedback: Each name should be told what they will have for dinner. - hint: Each name should be told what they will have for dinner. - correct_answer: A - question_score: '10' 8: question_text: What should be on the _?_ in this code that decides which color shirt you get? code: |- @@ -2299,9 +1028,6 @@ levels: 'people gets a colors shirt' ``` feedback: There is no variable named people.. - hint: Mind the quotation marks and the names of the variables - correct_answer: B - question_score: '10' 9: question_text: What is the first question Hedy will `{ask}` you when you run the program? code: |- @@ -2311,20 +1037,7 @@ levels: {for} course {in} courses food = {ask} name ', what would you like to eat as your ' course '?' {print} name ' orders ' food ' as their ' course - mp_choice_options: - - option: Timon, what would you like to eat as your appetizer? - feedback: Perfect! - - option: Onno, what would you like to eat as your appetizer? - feedback: Timon is first on the list! - - option: Timon, what would you like to eat as your dessert? - feedback: Appetizers are first in the list - - option: You don't know that. Hedy will choose `{at} {random}`. - feedback: There is no `{at} {random}` in this code... - hint: The first options from both lists are chosen. - correct_answer: A - question_score: '10' 10: - question_text: What is true about this code? code: |- prices = 1 million dollars, car, sandwich names = Bob, Patrick, Sandy, Larry @@ -2339,9 +1052,6 @@ levels: feedback: That is not true. Larry has the same odds as the others - option: Someone might win with two prices feedback: You get it! - hint: Try to imagine the output of this code. - correct_answer: D - question_score: '10' 11: 1: question_text: What word should be at the place of the question mark? @@ -2369,14 +1079,7 @@ levels: {for} ``` feedback: 'No' - hint: What did you learn in this level? - correct_answer: B - question_score: '10' 2: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 1 {to} 3 - {print} i mp_choice_options: - option: |- 1 @@ -2389,64 +1092,7 @@ levels: feedback: That's not it - option: '123' feedback: That's not it - hint: How do the numbers appear in the screen? - correct_answer: A - question_score: '10' - 3: - question_text: Which code was used to get this output? - output: |- - 1 - 2 - 3 - 4 - 5 - Once I caught a fish alive! - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Perfect - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: This code won't work. You need an indent after {for}. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Now Hedy will count '1 Once I caught a fish alive!, 2 Once I caught a fish alive! etc. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} 'i' - {print} 'Once I caught a fish alive!' - ``` - feedback: i is a variable and shouldn't have quotation marks - hint: First all the numbers, then the sentence - correct_answer: A - question_score: '10' 4: - question_text: Which code was used to get this output? - output: |- - 10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0 mp_choice_options: - option: |- ``` @@ -2473,42 +1119,6 @@ levels: ``` feedback: That's right! hint: It has to be a calculation... - correct_answer: D - question_score: '10' - 5: - question_text: What's wrong with this code? - code: |- - {for} i {in} {range} 1 {to} 10 - {print} i - mp_choice_options: - - option: The i in the last line need quotation marks - feedback: No it doesn't. - - option: You can't use `{range}` 1 `{to}` 5 only `{range}` 1 `{to}` 10 - feedback: You could use 1 to 5 just as well! - - option: Line 1 needs to start with an indention. - feedback: Not line 1... - - option: Line 2 needs to start with an indention - feedback: Perfect! - hint: There is something wrong with the indention - correct_answer: D - question_score: '10' - 6: - question_text: How many times does the word Hello appear on your screen when you run the code? - code: |- - {for} i {in} {range} 0 {to} 2 - {print} 'Hello' - mp_choice_options: - - option: 1 time - feedback: 'No' - - option: 2 times - feedback: 'No' - - option: 3 times - feedback: That's right! - - option: Never - feedback: 'No' - hint: 0 also counts. So 0,1,2 that's 3 times. - correct_answer: C - question_score: '10' 7: question_text: What should be on the place of the question mark? code: |- @@ -2517,35 +1127,7 @@ levels: _?_ food is {ask} 'What would you like to order?' {print} food - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 0 {to} 3 - ``` - feedback: There's not always 3 people - - option: |- - ``` - {for} i {in} {range} 1 {to} guests - ``` - feedback: The variable is not named guests - - option: |- - ``` - {for} i {in} {range} 1 {to} people - ``` - feedback: Great! - - option: |- - ``` - {for} i {in} {range} 0 {to} people - ``` - feedback: That's one order too many! - hint: Use the variable 'people' - correct_answer: C - question_score: '10' 8: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 23 {to} 25 - {print} 'hi' mp_choice_options: - option: |- 23 @@ -2561,34 +1143,7 @@ levels: feedback: Correct - option: The word 'hi' will appear 25 times in a row. feedback: No it will only appear 3 times. - hint: It doesn't say `{print}` i - correct_answer: C - question_score: '10' - 9: - question_text: How many times does Hedy chant Hip Hip Hooray? - code: |- - age = {ask} 'How old are you?' - {for} i {in} {range} 1 {to} age - {print} 'Hip Hip Hoorray!' - mp_choice_options: - - option: 1 time - feedback: Try again - - option: 2 times - feedback: Try again - - option: Never - feedback: Try again - - option: That depends on how old you are - feedback: That's right! - hint: '`{for}` i `{in}` `{range}` 1 `{to}` age' - correct_answer: D - question_score: '10' 10: - question_text: Which code belongs to this output? - output: |- - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark mp_choice_options: - option: |- ``` @@ -2619,11 +1174,8 @@ levels: ``` feedback: '`{range}` 0 `{to}` 3 is 4 times.' hint: Mind the indention - correct_answer: B - question_score: '10' 12: 1: - question_text: Which output is correct? code: |- print 'three and a half plus one and a half is...' print 3.5 + 1.5 @@ -2640,11 +1192,7 @@ levels: three and a half plus one and a half is... 5 feedback: Great job! - hint: Both lines are printed! - correct_answer: D - question_score: '10' 2: - question_text: Which of these codes is correct? mp_choice_options: - option: |- ``` @@ -2670,11 +1218,7 @@ levels: print 'I would like a ' flavors at random ' cake.' ``` feedback: All the different values of flavors should be in quotation marks. - hint: The second line is the same in each code, pay attention to the first line - correct_answer: C - question_score: '10' 3: - question_text: What's wrong with this code? code: |- favorite_animal = ask 'What is your favorite animal?' print 'I like ' favoriteanimal ' too!' @@ -2687,30 +1231,13 @@ levels: feedback: That's not true - option: Nothing is wrong. feedback: That's not true - hint: The quotation marks are used correctly - correct_answer: A - question_score: '10' 4: - question_text: In which lines are quotation marks needed to get the code to work? code: |- print Welcome to the online shoe shop category = ask What kind of shoes are you looking for? if category = high heels print High heels are 50% off now! - mp_choice_options: - - option: Line 1 and 2 - feedback: 'No' - - option: Line 1, 2 and 3 - feedback: 'No' - - option: Line 1, 2 and 4 - feedback: 'No' - - option: All of the lines - feedback: Perfect! - hint: Does line 3 need quotation marks too? - correct_answer: D - question_score: '10' 5: - question_text: What output does Agent007 get when they put in the correct password? code: |- name is ask 'What is your name?' if name is 'Agent007' @@ -2723,18 +1250,6 @@ levels: else b is 'today at 10.00' print a + b - mp_choice_options: - - option: Go to the train station today at 10.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 02.00 - feedback: You've cracked the code! - - option: Go to the train station tomorrow at 02.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 10.00 - feedback: The agent won't be catching any bad guys here - hint: The correct password is TOPSECRET - correct_answer: B - question_score: '10' 6: question_text: Which line should be filled in at the ??? code: |- @@ -2748,32 +1263,7 @@ levels: if drinks = 'yes' ??? print 'That will be ' price ' dollar please' - mp_choice_options: - - option: |- - ``` - price = 14 - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = '14' - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = price + 2 - ``` - feedback: Excellent! - - option: |- - ``` - price = + 2 - ``` - feedback: Almost there! - hint: What if you only order fries and a drink? - correct_answer: C - question_score: '10' 7: - question_text: Which output does a vegan get? code: |- menu = 'cookies', 'cheese', 'grapes' print "It's my birthday! I`ve brought some snacks!" @@ -2785,36 +1275,7 @@ levels: print 'For you I have brought: ' for snack in menu print snack - mp_choice_options: - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cookies - grapes - feedback: Terrific! - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - feedback: There's more options than just one - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cheese - grapes - feedback: A vegan person can't have cheese - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - cookies - feedback: Almost there, but look at the order of snacks in the list - hint: What item is removed from the list when you answer 'vegan'? - correct_answer: A - question_score: '10' 8: - question_text: Which code was used to create this output? - code: '3.5' mp_choice_options: - option: |- ``` @@ -2836,9 +1297,6 @@ levels: print 7 * 2 ``` feedback: 'No' - hint: 7 devided by 2 is 3.5 - correct_answer: B - question_score: '10' 9: question_text: Which code should be filled in in line 1 at the ??? code: |- @@ -2865,9 +1323,6 @@ levels: 'prices' = 'one million dollars', 'nothing' ``` feedback: You one nothing - hint: The items on the list should be in quotation marks - correct_answer: C - question_score: '10' 10: question_text: Which line of code should be filled in at the ??? to complete the song ? code: |- @@ -2888,12 +1343,8 @@ levels: feedback: This is a hard one! All the actions on the list must be in the song. - option: print actions at random feedback: This is a hard one! All the actions on the list must be in the song. - hint: This is a hard one! All the actions on the list must be in the song. - correct_answer: B - question_score: '10' 13: 1: - question_text: Which code should be filled in at the ??? ? code: |- name = ask 'What is your name?' song = ask 'Whould you like to hear a song?' @@ -2924,11 +1375,7 @@ levels: if song = 'yes' or birthday = 'yes' ``` feedback: Hedy only sings if both answers are yes - hint: Hedy sings if you want to hear a song and it's you birthday - correct_answer: C - question_score: '10' 2: - question_text: Which command is missing in the code at the place of the ??? ? code: |- menu = 'cheese', 'sausage rolls', 'cookies' diet = ask 'Do you have any dietary restrictions?' @@ -2943,11 +1390,7 @@ levels: feedback: 'No' - option: print feedback: 'No' - hint: Neither vegans nor muslims can eat sausage rolls. - correct_answer: B - question_score: '10' 3: - question_text: Which output is given to a member without a discount code? code: |- member = ask 'Do you have a membership card?' discount = ask 'Do you have a discount code?' @@ -2965,10 +1408,7 @@ levels: - option: There is no way of knowing feedback: There is! Read the question carefully hint: Mind the command 'or' in line 3 - correct_answer: A - question_score: '10' 4: - question_text: Which line of code should follow this line in rock-paper-scissors game? code: if computer_choice is 'rock' and your_choice is 'paper' mp_choice_options: - option: print 'you win' @@ -2979,28 +1419,11 @@ levels: feedback: It's only a tie if both choices are the same - option: print 'try again' feedback: Try again! - hint: Paper beats rock - correct_answer: A - question_score: '10' 5: - question_text: Which statement is true about this code? code: |- if name = 'Cinderella' and shoe_size = 38 print 'You are my one true love!' - mp_choice_options: - - option: Every person with shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person named Cinderella is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person that is named Cinderella and has shoe size 38 is this prince's one true love - feedback: Fantastic! - - option: Every person that's not named Cinderella and does not have shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - hint: Both statements have to be true - correct_answer: C - question_score: '10' 6: - question_text: Which statement about this code is true? code: |- print 'Let me guess which family member you are!' glasses = ask 'Do you wear glasses?' @@ -3013,20 +1436,7 @@ levels: print 'You must be Wouter!' if glasses = 'no' and female = 'no' print 'You must be Michael!' - mp_choice_options: - - option: Michael is a boy with glasses - feedback: Try again - - option: Marleen is a girl with glasses - feedback: Try again - - option: Wouter is a boy without glasses - feedback: Try again - - option: Sophie is a girl with glasses - feedback: Great job! - hint: Take a good look! Or do you need glasses? - correct_answer: D - question_score: '10' 7: - question_text: Which statement is false? code: |- print 'Thank you for helping me take care of my pets' print 'Here is a program to help feed them' @@ -3040,20 +1450,7 @@ levels: print 'I fed them this moring! They do not need more food today' if animal is 'hamster' and color is 'brown' print 'You can feed them a piece of carrot' - mp_choice_options: - - option: The grey cat is called Abby - feedback: This is true! - - option: Milo the orange cat eats 4 scoops of cat nibbles - feedback: This is true - - option: The black hamster needs to be fed a piece of carrot - feedback: Great job! - - option: The yellow bird was fed this morning - feedback: This is true - hint: Read the last 4 lines carefully - correct_answer: C - question_score: '10' 8: - question_text: What output do you get if you order popcorn but no drink? code: |- print 'Welcome to the movie theater' popcorn = ask 'Would you like some popcorn?' @@ -3067,32 +1464,7 @@ levels: if popcorn = 'no' and drink = 'no' print 'Ok' print 'Enjoy the movie' - mp_choice_options: - - option: |- - Welcome to the movie theater - That will be 8 dollars please - Enjoy the movie - feedback: You have paid too much! - - option: |- - Welcome to the movie theater - That will be 5 dollars please - Enjoy the movie - feedback: Amazing! - - option: |- - Welcome to the movie theater - That will be 3 dollars please - Enjoy the movie - feedback: That's not enough money! - - option: |- - Welcome to the movie theater - Ok - Enjoy the movie - feedback: You have to pay for your popcorn! - hint: popcorn = yes and drink = no - correct_answer: B - question_score: '10' 9: - question_text: What is wrong with this code? code: |- 1 chocolate = ask 'Would you like chocolate sauce on your ice cream?' 2 sprinkles = ask 'Would you like sprinkles on your ice cream?' @@ -3129,11 +1501,7 @@ levels: {if} chocolate = 'yes' {and} sprinkles = 'no' ``` feedback: This is not what I ordered! - hint: There is a mistake in line 3 - correct_answer: A - question_score: '10' 10: - question_text: Which command needs to be in line 8 at the place of the ??? ? code: |- print 'Welcome to the product finder of this supermarkt' item is ask 'What product are you looking for?' @@ -3157,65 +1525,8 @@ levels: feedback: 'No' - option: if feedback: 'No' - hint: The item is either in the list of snacks, or in the list of drinks - correct_answer: B - question_score: '10' 14: - 1: - question_text: Which symbol should be used on the blank? - code: |- - name _ {ask} 'Who are you?' - {if} name == 'Hedy' - {print} 'Me too!' - mp_choice_options: - - option: '`=>`' - feedback: This is not a symbol. - - option: '`==`' - feedback: We are not comparing anything, just asking. - - option: '`!=`' - feedback: We are not comparing anything, just asking - - option: '`=`' - feedback: Right! - hint: We are not comparing anything, we are just asking a name. - correct_answer: D - question_score: '10' - 2: - question_text: Which of these codes has used the correct = or == symbol? - mp_choice_options: - - option: '{if} name = Hedy' - feedback: 'No' - - option: '{if} age = 24' - feedback: 'No' - - option: answer = {ask} 'What is your answer' - feedback: Yes! - - option: answer == {ask} 'How are you doing?' - feedback: 'No' - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' - 3: - question_text: Which symbols should be filled in on the two blanks? - code: |- - guests = {ask} 'How many people are at the party?' - {if} guests _ 130 - {print} 'You can come in!' - {if} guests _ 130 - {print} 'Im sorry, the club is full. ' - {print} 'You have to wait for a guest to leave' - mp_choice_options: - - option: '`>` and `<`' - feedback: That's not it - - option: '`=` and `>=`' - feedback: That's not it - - option: '`<` and `>=`' - feedback: You are right - - option: '`+` and `==`' - hint: There are 130 people allowed in the club - correct_answer: C - question_score: '10' - feedback: That's not it 4: - question_text: What's wrong with this code? code: |- price = 10 money = {ask} How much money do you have? @@ -3224,20 +1535,7 @@ levels: {print} 'You can buy the bear!' {else} {print} 'You cannot buy this bear!' - mp_choice_options: - - option: In line 1 == should be used instead of = - feedback: No that's not it - - option: Line 2 misses quotation marks - feedback: You are correct - - option: In line 4 = should have been used instead of == - feedback: No that's not it - - option: In line 4 <= should have been used instead of >= - feedback: No that's not it - hint: The symbols are right - correct_answer: B - question_score: '10' 5: - question_text: Which symbol should be filled in on the blanks if the movie is suitable for kids for the age of 12 and up? code: |- age = {ask} 'How old are you?' ticket = {ask} 'Do you have a ticket?' @@ -3245,20 +1543,7 @@ levels: {print} 'You can enter the movie theater.' {else} {print} 'You are not allowed to come in!' - mp_choice_options: - - option: '`> 12`' - feedback: 12 year olds are allowed too - - option: '`>= 12`' - feedback: Great! - - option: '`< 12`' - feedback: These kids are too young! - - option: '`<= 12`' - feedback: These kids are too young - hint: '> means greater than' - correct_answer: B - question_score: '10' 6: - question_text: How many times do you have to say you are annoyed before this annoying game stops? code: |- lives = 2 {repeat} 10 times @@ -3266,69 +1551,7 @@ levels: answer = {ask} 'Are you annoyed yet?' {if} answer == 'yes' lives = lives - 1 - mp_choice_options: - - option: 10 times - feedback: It stops after 2 times - - option: 0 times - feedback: It stops after 2 times - - option: 1 time - feedback: It stops after 2 times - - option: 2 times - feedback: That is correct - hint: '!= means ''is not''' - correct_answer: D - question_score: '10' - 7: - question_text: What should be filled in on the three blanks? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' - mp_choice_options: - - option: '`''Lower''` and `''Higher''` and `''You win!''`' - feedback: That's not quite right. - - option: '`''Higher''` and `''Lower''` and `''You win!''`' - feedback: You win! - - option: '`''You win!''` and `''Lower!''` and `''Higher''`' - feedback: That's not quite right. - - option: '`''Lower!''` and `''You win!''` and `''Higher!''`' - feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: B - question_score: '10' - 8: - question_text: Which statement is true about this roller coaster? - code: |- - length = {ask} 'Please fill in your length in cm' - {if} length < 120 - {print} 'Sorry, you cannot go on this roller coaster.' - {else} - {print} 'Enjoy the ride' - mp_choice_options: - - option: You must be taller than 120 cm to go on the roller coaster - feedback: True! - - option: You must be taller than 119 cm to go on the roller coaster - feedback: If you are 120 cm you won't get in - - option: You must be shorter than 120 cm to go on the roller coaster - feedback: '> means greater than' - - option: There are no length restrictions to go on the roller coaster - feedback: There are. - hint: '> means greater than' - correct_answer: A - question_score: '10' 9: - question_text: How many pieces of chocolate will give you a stomach ache according to this fitbit? code: |- chocolate = {ask} 'How many pieces of chocolate have you eaten?' {if} chocolate <= 2 @@ -3337,101 +1560,19 @@ levels: {print} 'That is a bit much' {if} chocolate > 8 {print} 'You will get a stomach ache!' - mp_choice_options: - - option: 1 or more - feedback: 'No' - - option: 2 or more - feedback: 'No' - - option: 8 or more - feedback: Almost - - option: 9 or more - feedback: Great! - hint: '> 8 means more than 8' - correct_answer: D - question_score: '10' - 10: - question_text: What should be filled in in the blanks? - code: |- - {print} 'Whoever gets the most points wins!' - {if} points_player_1 < points_player_2 - {print} _ - mp_choice_options: - - option: '''player 1 wins''' - feedback: Look at who has the highest score! - - option: '''player 2 wins''' - feedback: Yes! - - option: '''player 2 loses''' - feedback: Look at who has the highest score! - - option: '''It is a tie''' - feedback: No it's not, one player has a higher score - hint: You win the game by having the most points - correct_answer: B - question_score: '10' 15: 1: - question_text: 'Which symbol should be used on the blank? Tip: You must keep guessing until you get it right.' code: |- answer = 0 while answer _ 'Amsterdam' answer = ask 'What is the capital city of the Netherlands?' print 'You have given the correct answer' - mp_choice_options: - - option: '`=!`' - feedback: That is not right. - - option: '`==`' - feedback: You don't have to keep guessing if you've given the right answer. - - option: '`!=`' - feedback: Correct - - option: '`=`' - feedback: That's not it - hint: Keep guessing until you say Amsterdam - correct_answer: C - question_score: '10' - 2: - question_text: Which of these codes has used the correct symbol(s)? - mp_choice_options: - - option: |- - ``` - {while} name = Hedy - ``` - feedback: 'No' - - option: |- - ``` - {while} age = 24 - ``` - feedback: 'No' - - option: |- - ``` - {while} time > 0 - ``` - feedback: Yes! - - option: |- - ``` - {while} answer == yes' - ``` - feedback: A quotation mark is missing - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' 3: question_text: Which command should be filled in on the two blanks? code: |- _ age >= 18 print 'you are not allowed in this bar' - mp_choice_options: - - option: '`{in}`' - feedback: That's not it - - option: '`{while}`' - feedback: You are right - - option: '`{for}`' - feedback: That's not it - - option: '`{range}`' - feedback: That's not it - hint: You are not allowed in the bar as long as you are 17 or younger - correct_answer: B - question_score: '10' 4: - question_text: What's wrong with this code? code: |- options = 1, 2, 3, 4, 5, 6 print 'Throw 6 as fast as you can!' @@ -3451,11 +1592,7 @@ levels: feedback: That's not it - option: In line 5 != should have been used instead of == feedback: You are correct - hint: There is something wrong in line 5 - correct_answer: D - question_score: '10' 5: - question_text: What should be placed on the blank to make this program work correctly? code: |- wetness = 10 while wetness != 0 @@ -3474,9 +1611,6 @@ levels: feedback: You are correct! - option: = wetness + 1 feedback: The program should count down - hint: wetness should get less each time - correct_answer: C - question_score: '10' 6: question_text: what is wrong with this code? code: |- @@ -3494,25 +1628,8 @@ levels: feedback: No that's not right - option: Line 2 should start with less indentation feedback: That is correct - hint: Look closely at the indentation - correct_answer: D - question_score: '10' 7: question_text: How should this program be changed to that it works? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' mp_choice_options: - option: '... change the first {if} into a {while}' feedback: Perfect! @@ -3522,32 +1639,9 @@ levels: feedback: That's not quite right. - option: '... change the fourth {if} into a {while}' feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: A - question_score: '10' 8: - question_text: Which statement is true about this automated toilet system? - code: |- - {while} toilet == 'occupied' - lights = 'on' - air_freshener_sprays = 'yes' - {sleep} 60 - lights = 'off' - air_freshener_sprays = 'no' - mp_choice_options: - - option: The lights and air freshener will turn off after 1 minute - feedback: False! - - option: The air freshener sprays once every minute and the lights stay on the whole time while you are on the toilet - feedback: Great job - - option: The air freshener sprays once you leave the toilet. - feedback: It only sprays when you're in there. - - option: The lights will always stay on. - feedback: That wouldn't be right. hint: The block after the while command keeps happening while the toilet is occupied. - correct_answer: B - question_score: '10' 9: - question_text: What will the diet app say if you have eaten 1600 calories today? code: |- chocolate = {ask} 'How many calories have you eaten today?' {while} calories <= 1000 @@ -3565,16 +1659,7 @@ levels: feedback: Yes! - option: You have eaten enough for today feedback: 'No' - hint: 1600 is between 1000 and 2000 - correct_answer: C - question_score: '10' 10: - question_text: 'What should be filled in in the blanks? Tip: the player with the most points is in the lead.' - code: |- - name_player_1 = {ask} 'Name player 1:' - name_player_2 = {ask} 'Name player 2:' - {while} points_player_1 > points_player_2 - {print} _ ' is in the lead right now!' mp_choice_options: - option: name_player_1 feedback: You are right! @@ -3584,105 +1669,20 @@ levels: feedback: You should fill in a name, not a number - option: points_player_2 feedback: You should fill in a name, not a number - hint: You win the game by having the most points. Your name should appear on the screen - correct_answer: A - question_score: '10' 16: - 1: - question_text: Which command should be filled in on the blanks to print a random snack? - code: |- - snacks = nachos, chips, cucumber, sweets - {print} _ - mp_choice_options: - - option: '`snacks {at} {random}`' - feedback: This is the old way. - - option: '`[{random} snack]`' - feedback: The order is wrong. - - option: '`snacks[{random}]`' - feedback: Correct - - option: '`snacks[{at} {random}]`' - feedback: We do not need `at`anymore - hint: We no longer use {at} - correct_answer: C - question_score: '10' 2: - question_text: What should be filled in on the blanks if you want a list of what chores are done by whom? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chores = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} _ - mp_choice_options: - - option: |- - ``` - friends[i] has to do chores [i] - ``` - feedback: Mind the spacing. - - option: |- - ``` - friends[1] has to do chores[1] - ``` - feedback: It will print 3 times that Wesley has to do the cooking - - option: |- - ``` - chores[i] ' has to do ' friends[random] - ``` - feedback: The person has to do the chore, not the other way around - - option: |- - ``` - friends[i] ' has to do ' chores[i] - ``` - feedback: Fantastic! - hint: '`i` tells us what item in the list it is. So friend 1 does chore 1 etc.' - correct_answer: D - question_score: '10' 3: - question_text: What is a possible output for this program? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chore = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} friends[i] has to do chores[i] - mp_choice_options: - - option: |- - ``` - Wesley has to do the cooking - Eric has to do the cleaning - Kaylee has to do nothing - ``` - feedback: Super! - - option: |- - ``` - Kaylee has to do the cooking - Wesley has to do the cleaning - Eric has to do nothing - ``` - feedback: No, it is not random. - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cleaning - Wesley has to do the nothing - ``` - feedback: Poor Wesley! - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cooking - Wesley has to do the cooking - ``` - feedback: That's not it - hint: It's not random... - correct_answer: A - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - friends = ['Jaylee', 'Erin', 'Fay'] - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 0 {to} 3 - print 'the lucky number of ' friends[i] - print 'is ' lucky_numbers[i] mp_choice_options: - option: The variable in line 4 should be 'friend[i]', not 'friends[i]' feedback: That is not right. @@ -3692,16 +1692,7 @@ levels: feedback: It's not a variable, it's just text. - option: '{in} in line 3 should be removed' feedback: That's not it - hint: There's nothing wrong with line 4 - correct_answer: B - question_score: '10' 5: - question_text: Which line should be filled in in the blank? - code: |- - animals = ['dog', 'cow', 'horse'] - _ - {for} i {in} {range} 1 {to} 3 - {print} 'the ' animals[i] ' says ' sounds[i] mp_choice_options: - option: noises = ['moo', 'woof', 'neigh'] feedback: Mind the variable name and the order of the sounds. @@ -3711,487 +1702,3 @@ levels: feedback: Don't forget the quotation marks! - option: sounds = ['woof', 'moo', 'neigh'] feedback: Great job! - hint: Look at line 1 to see proper use of brackets and quotation marks. - correct_answer: D - question_score: '10' - 6: - question_text: Which statement is true? - code: |- - people = ['Chris', 'Jaylino', 'Ryan'] - games = ['fortnite', 'minecraft', 'fifa'] - {for} o {in} {range} 1 {to} 3 - {print} people[o] ' likes ' games[o] - mp_choice_options: - - option: You are not allowed to use the variable o. It should be named i. - feedback: i is the most commonly used variable name in this case, but it's not mandatory to use i. - - option: The output will say that Jaylino likes fortnite. - feedback: No, he likes minecraft. - - option: The output will say that Ryan likes fifa - feedback: Correct - - option: This code will not work. It will give and error. - feedback: No, the code is correct. - hint: There is nothing wrong with this code. - correct_answer: C - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - people = ['Savi', 'Senna', 'Fayenne'] - transportation = ['bike', 'train', 'car'] - {for} i {in} {range} 1 {to} 3 - {print} people[i] goes to school by transportation[i] - mp_choice_options: - - option: Line 1 needs less quotation marks - feedback: That is not right. - - option: Line 3 should start with indentation - feedback: It should not! - - option: Line 4 should start without indentation - feedback: It should not - - option: Line 4 needs more quotation marks. - feedback: Amazing! - hint: There is a mistake made in the usage of quotation marks. - correct_answer: D - question_score: '10' - 8: - question_text: Which of these codes belongs to this output? - code: |- - Macy and Kate get to go first - Lionell and Raj get to go second - Kim and Leroy get to go third - mp_choice_options: - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 0 {to} 3 - {print} teams[random] ' get to go ' position[i] - ``` - feedback: This is not right - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: Amazing! - - option: |- - ``` - teams = ['Macy', 'Kate', 'Lionell', 'Raj', 'Kim', 'Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 6 - {print} teams[random] ' get to go ' position[random] - ``` - feedback: This is not it. - - option: |- - ``` - teams = ['Macy and Kate' 'Lionell and Raj' 'Kim and Leroy'] - position = ['first' 'second' 'third'] - {for} teams {in} {range} 0 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: This is not going to work! - hint: If you look carefully at the first line, you'll see that only the first two answers are possibly correct. - correct_answer: B - question_score: '10' - 9: - question_text: What is a possible output for this code? - code: |- - countries = ['Canada', 'Zimbabwe', 'New Zealand'] - {for} i {in} {range} 0 {to} 1 - {print} 'I will travel to ' countries[random] - mp_choice_options: - - option: |- - ``` - I will travel to Canada - I will travel to Canada - ``` - feedback: Great job! - - option: |- - ``` - I will travel to Canada - ``` - feedback: It will be repeated twice - - option: |- - ``` - I will travel to Canada, Zimbabwe and New Zealand - ``` - feedback: This is not it. - - option: |- - ``` - I will travel to Canada - I will travel to Zimbabwe - I will travel to New Zealand - ``` - feedback: It's only repeated twice - hint: Range 0 to 1 is 2 times - correct_answer: A - question_score: '10' - 10: - question_text: Which 3 lines will complete this code correctly? - code: |- - {print} 'The book raffle will start soon' - {print} 'Get your tickets now!' - books = ['Narnia', 'The Hobbit', 'Oliver Twist', 'Harry Potter', 'Green eggs and ham'] - people = {ask} 'How many raffle tickets are sold?' - list_of_numbers = [1, 2] - {for} i {in} {range} 3 {to} people - {add} i {to} list_of_numbers - {for} i {in} {range} 1 {to} 5 - mp_choice_options: - - option: |- - ``` - chosen_number = list_of_numbers at random - print books[i] ' will go to person number ' chosen_number - {add} chosen_number {to} list_of_numbers - ``` - feedback: Almost there... but adding the winner to the list makes this raffle unfair - - option: |- - ``` - print person[i] ' wins ' book[i] - ``` - feedback: There is no list called 'person' - - option: |- - ``` - chosen_number = list_of_numbers[people] - print books[people] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: This is not it. - - option: |- - ``` - chosen_number = list_of_numbers[random] - print books[i] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: Fantastic! - hint: You need to use the {remove} command - correct_answer: D - question_score: '10' - 17: - 1: - question_text: What is the output of this code? - code: |- - minions = ['Bob', 'Kevin', 'Stuart'] - {for} x in minions: - {print} x - mp_choice_options: - - option: |- - ``` - m i n i o n s - ``` - feedback: This is not it. - - option: |- - ``` - Bob - Kevin - Stuart - ``` - feedback: Correct! - - option: |- - ``` - minions - minions - minions - ``` - feedback: Take a look at the content of your list. - - option: |- - ``` - B o b K e v i n S t u a r t - ``` - feedback: Do not loop through the letters. - hint: Loop through your list. - correct_answer: B - question_score: '10' - 2: - question_text: What is wrong with this code? - code: |- - seconds_minute = 60 - minute_hour = 60 - hour_day = 24 - leap_year = 366 - no_leap_year = 365 - years = ask 'what year is it?' - {if} years = 2024: - print seconds_minute * minute_hour * hour_day * leap_year - {else}: - print seconds_minute * minute_hour * hour_day * noleap_year - mp_choice_options: - - option: You cannot have so many variables. - feedback: This is not it. - - option: The way the variables are multiplied is incorrect. - feedback: Not true! - - option: One of the variables `noleap_year` does not belong with the `{if}` statement. - feedback: Keep looking for the mistake. - - option: The `noleap_year` has to be identical in both cases. - feedback: Correct! - hint: Read the code carefully. - correct_answer: D - question_score: '10' - 3: - question_text: How many hedgehogs will this code print? - code: |- - {for} x in range 1 to 3: - {for} y in range 1 to 2: - {print} 🦔 - mp_choice_options: - - option: |- - ``` - 🦔 - 🦔 - 🦔 - ``` - feedback: Try again. - - option: |- - ``` - 🦔 - 🦔 - ``` - feedback: One more try. - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: Well done! - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating. - correct_answer: C - question_score: '10' - 4: - question_text: What is wrong with code? - code: |- - name_color = {ask} 'What is your favorite color?' - {if} name_color == 'red': - {print} 'the color of a tomato' - {elif} name_color == 'green': - {print} 'the color of an apple' - {elif} name_color == 'blue': - {print} 'the color of a blueberry' - {elif} name_color == 'yellow': - {print} 'the color of a banana' - {elif}: - {print} 'this fruit-color does not exist' - mp_choice_options: - - option: The first `{elif}` should be used before the `print` command - feedback: Try again. - - option: '`{elif}` can only be used once' - feedback: From now on we can use elif multiple times. - - option: '`==` used with `{elif}` should be replaced by `=`' - feedback: Not correct. - - option: '`{elif}` in the last line should be replaced by `{else}`' - feedback: Great! - hint: Think about `{if}`, `{elif}`, `{else}`. - correct_answer: D - question_score: '10' - 5: - question_text: What is the output of this code? - code: |- - numbers = [7, 19, 29, 41, 53, 71, 79, 97] - {for} prime in numbers: - {if} prime <= 10: - {print} prime - {elif} prime >= 60: - {print} prime - {elif} prime >= 90: - {print} prime - {else}: - {print} 'another number' - mp_choice_options: - - option: |- - ``` - 7 - another number - another number - another number - another number - 71 - 79 - 97 - ``` - feedback: Well done! - - option: |- - ``` - another number - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: Try again. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - another number - ``` - feedback: One more try. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating and the values of if and elif. - correct_answer: A - question_score: '10' - 6: - question_text: What is wrong with code? - code: |- - name = {ask} 'What is your name?' - {if} name == 'Hedy': - password = {ask} 'What is your password?' - {if} password =='turtle123': - {print} 'Yey' - {else}: - {print} 'Access denied' - {else}: - {print} 'Go fish' - mp_choice_options: - - option: '`{elif}` is missing.' - feedback: Try again. - - option: '`{else}` can only be used once.' - feedback: From now on we can use elif multiple times. - - option: Nothing! - feedback: There is a mistake. Look carefully! - - option: There is an indentation mistake in the last line. - feedback: Amazing! - hint: There is a mistake somewhere... - correct_answer: D - question_score: '10' - 7: - question_text: Which of the following codes will print five times 'the result is 3' on the screen? - mp_choice_options: - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - result = n * 1 - {print} 'The result is ' result - ``` - feedback: Try again! - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} u in numbers: - number = u - {print} 'The result is ' number - ``` - feedback: That is not it. - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} number in numbers: - number = 3 - {print} 'The result is ' number - ``` - feedback: Very good! - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - n = result - {print} 'The result is ' result - ``` - feedback: That is not it. - hint: Think about mathematical symbols. - correct_answer: C - question_score: '10' - 8: - question_text: What is wrong with code? - code: |- - insects = ['🐝', '🦋', '🕷', '🐞'] - your_favorite = {ask} 'what is your favorite insect?' - {for} insect in insects: - {if} your_favorite == '🐝' {or} your_favorite == '🐞': - {print} 'very useful' - {elif} your_favorite == '🕷': - {print} 'it can catch mosquitoes' - {else}: - {print} 'almost all insects can be useful one way or another' - mp_choice_options: - - option: '`{or}` cannot be used with `{if}`.' - feedback: Try again. - - option: In the `{for}` command `insect` should be `insects`. - feedback: Not true. - - option: Nothing! - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 9: - question_text: Which one of the codes below gave this output? - code: |- - -5 is negative - -4 is negative - -3 is negative - -2 is negative - -1 is negative - 0 is positive - 1 is positive - 2 is positive - 3 is positive - mp_choice_options: - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Try again! - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number <= 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - - option: "```\n {for} number in range -5 to 3:\n {if} number >= 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Very good! - - option: "```\n {for} number in range -5 to 3:\n {if} number < 0: \n {print} number ' is positive'\n {elif} number <=0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 10: - question_text: What is wrong with this code? - code: |- - {for} number in range 1 to 5: - volume_room = num * num * num - {print} volume_room ' cubic meters' - {if} volume_room > 100: - {print} 'this is a large room' - {elif} volume_room < 100: - {print} 'small room but cosy' - {else}: - {print} 'i will look for something else' - mp_choice_options: - - option: The word num needs quotation marks. - feedback: Try again. - - option: The `{if}` command is not used correctly. - feedback: Not true. - - option: Line 3 should be `volume_room = number * number * number`. - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' diff --git a/content/quizzes/kab.yaml b/content/quizzes/kab.yaml index 44cbdbc0302..1d2d5882727 100644 --- a/content/quizzes/kab.yaml +++ b/content/quizzes/kab.yaml @@ -1,950 +1,5 @@ levels: - 13: - 5: - correct_answer: C - mp_choice_options: - - feedback: The prince is a little more picky than that! - option: Every person with shoe size 38 is this prince's one true love - - option: Every person named Cinderella is this prince's one true love - feedback: The prince is a little more picky than that! - - feedback: Fantastic! - option: Every person that is named Cinderella and has shoe size 38 is this prince's one true love - - feedback: The prince is a little more picky than that! - option: Every person that's not named Cinderella and does not have shoe size 38 is this prince's one true love - question_text: Which statement is true about this code? - code: "{if} name = 'Cinderella' {and} shoe_size = 38\n {print} 'You are my one true love!'" - hint: Both statements have to be true - question_score: '10' - 6: - mp_choice_options: - - option: Michael is a boy with glasses - feedback: Try again - - feedback: Try again - option: Marleen is a girl with glasses - - feedback: Try again - option: Wouter is a boy without glasses - - option: Sophie is a girl with glasses - feedback: Great job! - code: "{print} 'Let me guess which family member you are!'\nglasses = {ask} 'Do you wear glasses?'\nfemale = {ask} 'Are you female?'\n{if} glasses = 'yes' {and} female = 'yes'\n {print} 'You must be Sophie!'\n{if} glasses = 'no' {and} female = 'yes'\n {print} 'You must be Marleen!'\n{if} glasses = 'yes' {and} female = 'no'\n {print} 'You must be Wouter!'\n{if} glasses = 'no' {and} female = 'no'\n {print} 'You must be Michael!'" - question_text: Which statement about this code is true? - hint: Take a good look! Or do you need glasses? - correct_answer: D - question_score: '10' - 8: - question_text: What output do you get if you order popcorn but no drink? - mp_choice_options: - - feedback: You have paid too much! - option: "Welcome to the movie theater\nThat will be 8 dollars please\nEnjoy the movie" - - feedback: Amazing! - option: "Welcome to the movie theater\nThat will be 5 dollars please\nEnjoy the movie" - - feedback: That's not enough money! - option: "Welcome to the movie theater\nThat will be 3 dollars please\nEnjoy the movie" - - option: "Welcome to the movie theater\nOk\nEnjoy the movie" - feedback: You have to pay for your popcorn! - correct_answer: B - code: "{print} 'Welcome to the movie theater'\npopcorn = {ask} 'Would you like some popcorn?'\ndrink = {ask} 'Would you like a drink?'\n{if} popcorn = 'yes' {and} drink = 'yes'\n {print} 'That will be 8 dollars please'\n{if} popcorn = 'no' {and} drink = 'yes'\n {print} 'That will be 3 dollars please'\n{if} popcorn = 'yes' {and} drink = 'no'\n {print} 'That will be 5 dollars please'\n{if} popcorn = 'no' {and} drink = 'no'\n {print} 'Ok'\n{print} 'Enjoy the movie'" - hint: popcorn = yes and drink = no - question_score: '10' - 10: - question_text: Which command needs to be in line 8 at the place of the ??? ? - mp_choice_options: - - feedback: There are no items that are both the list of snacks and the list of drinks - option: '`{and}`' - - feedback: Great job! - option: '`{or}`' - - option: '`{in}`' - feedback: No - - feedback: No - option: '`{if}`' - question_score: '10' - code: "{print} 'Welcome to the product finder of this supermarkt'\nitem = {ask} 'What product are you looking for?'\nbakery = 'bread', 'buns', 'muffins'\ndrinks = 'soda', 'water', 'lemonade'\nsnacks = 'chips', 'nuts', 'dips'\nfrozen = 'fries', 'icecream', 'pizza'\nfruit = 'bananas', 'apples', 'oranges'\n{if} item {in} snacks ??? item {in} drinks\n {print} 'This item is in aisle 3'\n{if} item {in} bakery {or} item {in} bakery\n {print} 'This item in in the back of the store'\n{if} item {in} fruit\n {print} 'The fruit is sold near the register'" - correct_answer: B - hint: The item is either in the list of snacks, or in the list of drinks - 1: - mp_choice_options: - - option: "```\n{if} birthday {and} song = 'yes'\n```" - feedback: Almost there - - feedback: Hedy only sings for you if you like to hear a song - option: "```\n{if} birthday = 'yes' {and} name = 'Hedy'\n```" - - option: "```\n{if} song = 'yes' {and} birthday = 'yes'\n```" - feedback: Super! - - feedback: Hedy only sings if both answers are yes - option: "```\n{if} song = 'yes' {or} birthday = 'yes'\n```" - correct_answer: C - question_text: Which code should be filled in at the ??? ? - code: "name = {ask} 'What is your name?'\nsong = {ask} 'Whould you like to hear a song?'\nbirthday = {ask} 'Is today your birthday?'\n???\n {print} 'Happy Birthday to you!'\n {print} 'Happy Birthday to you!'\n {print} 'Happy Birthday dear ' name\n {print} 'Happy Birthday to you!'" - question_score: '10' - hint: Hedy sings if you want to hear a song and it's you birthday - 7: - mp_choice_options: - - option: The grey cat is called Abby - feedback: This is true! - - option: Milo the orange cat eats 4 scoops of cat nibbles - feedback: This is true - - feedback: Great job! - option: The black hamster needs to be fed a piece of carrot - - option: The yellow bird was fed this morning - feedback: This is true - question_text: Which statement is false? - hint: Read the last 4 lines carefully - question_score: '10' - correct_answer: C - code: "{print} 'Thank you for helping me take care of my pets'\n{print} 'Here is a program to help feed them'\nanimal = {ask} 'What kind of animal are they?'\ncolor = {ask} 'What colour are they?'\n{if} animal = 'cat' {and} color = 'grey'\n {print} 'That is Abby. She eats 3 scoops of cat nibbles'\n{if} animal = 'cat' {and} color = 'orange'\n {print} 'That is Milo. He eats 4 scoops of cat nibbles'\n{if} animal = 'bird' {or} color = 'black'\n {print} 'I fed them this moring! They do not need more food today'\n{if} animal = 'hamster' {and} color = 'brown'\n {print} 'You can feed them a piece of carrot'" - 3: - question_text: Which output is given to a member without a discount code? - mp_choice_options: - - option: You get a free apple pie! - feedback: Great job! - - option: That will be 5 dollars please - feedback: That is not true - - option: This code won't work, so there is no output - feedback: There is nothing wrong with the code - - feedback: There is! Read the question carefully - option: There is no way of knowing - code: "member = {ask} 'Do you have a membership card?'\ndiscount = {ask} 'Do you have a discount code?'\n{if} member = 'yes' {or} discount = 'yes'\n {print} 'You get a free apple pie!'\n{else}\n {print} 'That will be 5 dollars please'" - hint: Mind the command `{or}` in line 3 - correct_answer: A - question_score: '10' - 4: - mp_choice_options: - - option: "```\n{print} 'you win'\n```" - feedback: You win! - - feedback: You lose! - option: "```\n{print} 'you lose'\n```" - - option: "```\n{print} 'tie'\n```" - feedback: It's only a tie if both choices are the same - - option: "```\n{print} 'try again'\n```" - feedback: Try again! - code: "{if} computer_choice {is} 'rock' {and} your_choice {is} 'paper'" - question_text: Which line of code should follow this line in rock-paper-scissors game? - correct_answer: A - question_score: '10' - hint: Paper beats rock - 9: - mp_choice_options: - - option: "Line 3 should be:\n```\n{if} chocolate = 'yes' {and} sprinkles = 'yes'\n```" - feedback: Correct! - - option: "Line 3 should be: \n```\n{if} chocolate = 'no' {and} sprinkles = 'no'\n```" - feedback: This is not what I ordered! - - option: "Line 5 should be: \n```\n{if} chocolate = 'yes' {and} sprinkles = 'yes'\n```" - feedback: This is not what I ordered! - - option: "Line 7 should be:\n```\n{if} chocolate = 'yes' {and} sprinkles = 'no'\n```" - feedback: This is not what I ordered! - question_score: '10' - question_text: What is wrong with this code? - code: "1 chocolate = {ask} 'Would you like chocolate sauce on your ice cream?'\n2 sprinkles = {ask} 'Would you like sprinkles on your ice cream?'\n3 {if} chocolate {and} sprinkles = 'yes'\n4 {print} 'Ice cream with chocolate sauce and sprinkles, coming up!'\n5 {if} chocolate = 'yes' {and} sprinkles = 'no'\n6 {print} 'Ice cream with chocolate sauce, coming up!'\n7 {if} chocolate = 'no' {and} sprinkles = 'yes'\n8 {print} 'Ice cream with sprinkles, coming up'\n9 {if} chocolate = 'no' {and} sprinkles = 'no'\n10 {print} 'Just plain icecream, coming up!'" - correct_answer: A - hint: There is a mistake in line 3 - 2: - mp_choice_options: - - option: '`{and}`' - feedback: You don't have to be vegan and muslim - - feedback: Great thinking! - option: '`{or}`' - - feedback: No - option: '`+`' - - feedback: No - option: '`{print}`' - hint: Neither vegans nor muslims can eat sausage rolls. - correct_answer: B - code: "menu = 'cheese', 'sausage rolls', 'cookies'\ndiet = {ask} 'Do you have any dietary restrictions?'\n{if} diet = 'vegan' ??? diet = 'halal'\n {remove} 'sausage rolls' {from} menu" - question_text: Which command is missing in the code at the place of the ??? ? - question_score: '10' - 14: - 1: - mp_choice_options: - - feedback: This is not a symbol. - option: '`=>`' - - option: '`==`' - feedback: We are not comparing anything, just asking. - - option: '`!=`' - feedback: We are not comparing anything, just asking - - feedback: Right! - option: '`=`' - code: "name _ {ask} 'Who are you?'\n{if} name == 'Hedy'\n {print} 'Me too!'" - hint: We are not comparing anything, we are just asking a name. - question_text: Which symbol should be used on the blank? - question_score: '10' - correct_answer: D - 2: - correct_answer: C - mp_choice_options: - - feedback: No - option: '{if} name = Hedy' - - option: '{if} age = 24' - feedback: No - - option: answer = {ask} 'What is your answer' - feedback: Yes! - - feedback: No - option: answer == {ask} 'How are you doing?' - question_score: '10' - hint: When you are comparing two answers you should use == - question_text: Which of these codes has used the correct = or == symbol? - 4: - mp_choice_options: - - option: In line 1 == should be used instead of = - feedback: No that's not it - - option: Line 2 misses quotation marks - feedback: You are correct - - feedback: No that's not it - option: In line 4 = should have been used instead of == - - option: In line 4 <= should have been used instead of >= - feedback: No that's not it - hint: The symbols are right - code: "price = 10\nmoney = {ask} How much money do you have?\nbuy = {ask} 'Would you like to buy this teddy bear?'\n{if} money >= price {and} buy == 'yes'\n {print} 'You can buy the bear!'\n{else}\n {print} 'You cannot buy this bear!'" - question_text: What's wrong with this code? - correct_answer: B - question_score: '10' - 6: - mp_choice_options: - - feedback: It stops after 2 times - option: 10 times - - option: 0 times - feedback: It stops after 2 times - - option: 1 time - feedback: It stops after 2 times - - feedback: That is correct - option: 2 times - question_score: '10' - correct_answer: D - question_text: How many times do you have to say you are annoyed before this annoying game stops? - code: "lives = 2\n{repeat} 10 {times}\n {if} lives != 0\n answer = {ask} 'Are you annoyed yet?'\n {if} answer == 'yes'\n lives = lives - 1" - hint: "!= means 'is not'" - 7: - mp_choice_options: - - feedback: That's not quite right. - option: "`'Lower'` and `'Higher'` and `'You win!'`" - - option: "`'Higher'` and `'Lower'` and `'You win!'`" - feedback: You win! - - option: "`'You win!'` and `'Lower!'` and `'Higher'`" - feedback: That's not quite right. - - option: "`'Lower!'` and `'You win!'` and `'Higher!'`" - feedback: That's not quite right. - correct_answer: B - hint: The last one should say you win. - question_text: What should be filled in on the three blanks? - question_score: '10' - code: "{print} 'Guess which number'\nnumbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10\nnumber = numbers {at} {random}\ngame = 'on'\n{for} i {in} {range} 1 {to} 10\n {if} game == 'on'\n guess = {ask} 'Which number do you think it is?'\n {if} guess < number\n {print} _\n {if} guess > number\n {print} _\n {if} guess == number\n {print} _\n game = 'over'" - 8: - question_score: '10' - mp_choice_options: - - feedback: True! - option: You must be taller than 120 cm to go on the roller coaster - - feedback: If you are 120 cm you won't get in - option: You must be taller than 119 cm to go on the roller coaster - - feedback: '> means greater than' - option: You must be shorter than 120 cm to go on the roller coaster - - option: There are no length restrictions to go on the roller coaster - feedback: There are. - correct_answer: A - question_text: Which statement is true about this roller coaster? - hint: '> means greater than' - code: "length = {ask} 'Please fill in your length in cm'\n{if} length < 120\n {print} 'Sorry, you cannot go on this roller coaster.'\n{else}\n {print} 'Enjoy the ride'" - 5: - mp_choice_options: - - feedback: 12 year olds are allowed too - option: '`> 12`' - - feedback: Great! - option: '`>= 12`' - - option: '`< 12`' - feedback: These kids are too young! - - feedback: These kids are too young - option: '`<= 12`' - hint: '> means greater than' - code: "age = {ask} 'How old are you?'\nticket = {ask} 'Do you have a ticket?'\n{if} age _ {and} ticket == 'yes'\n {print} 'You can enter the movie theater.'\n{else}\n {print} 'You are not allowed to come in!'" - question_score: '10' - question_text: Which symbol should be filled in on the blanks if the movie is suitable for kids for the age of 12 and up? - correct_answer: B - 10: - correct_answer: B - mp_choice_options: - - feedback: Look at who has the highest score! - option: "'player 1 wins'" - - option: "'player 2 wins'" - feedback: Yes! - - option: "'player 2 loses'" - feedback: Look at who has the highest score! - - feedback: No it's not, one player has a higher score - option: "'It is a tie'" - hint: You win the game by having the most points - code: "{print} 'Whoever gets the most points wins!'\n{if} points_player_1 < points_player_2\n {print} _" - question_text: What should be filled in in the blanks? - question_score: '10' - 9: - mp_choice_options: - - option: 1 or more - feedback: No - - option: 2 or more - feedback: No - - option: 8 or more - feedback: Almost - - feedback: Great! - option: 9 or more - code: "chocolate = {ask} 'How many pieces of chocolate have you eaten?'\n {if} chocolate <= 2\n {print} 'That is a healthy amount'\n {if} chocolate > 2 {and} chocolate =< 8\n {print} 'That is a bit much'\n {if} chocolate > 8\n {print} 'You will get a stomach ache!'" - hint: '> 8 means more than 8' - question_text: How many pieces of chocolate will give you a stomach ache according to this fitbit? - question_score: '10' - correct_answer: D - 3: - question_score: '10' - mp_choice_options: - - option: '`>` and `<`' - feedback: That's not it - - option: '`=` and `>=`' - feedback: That's not it - - option: '`<` and `>=`' - feedback: You are right - - option: '`+` and `==`' - feedback: That's not it - correct_answer: C - code: "guests = {ask} 'How many people are at the party?'\n{if} guests _ 130\n {print} 'You can come in!'\n{if} guests _ 130\n {print} 'Im sorry, the club is full. '\n {print} 'You have to wait for a guest to leave'" - hint: There are 130 people allowed in the club - question_text: Which symbols should be filled in on the two blanks? - 15: - 2: - question_score: '10' - mp_choice_options: - - feedback: No - option: "```\n{while} name = Hedy\n```" - - option: "```\n{while} age = 24\n```" - feedback: No - - feedback: Yes! - option: "```\n{while} time > 0\n```" - - option: "```\n{while} answer == yes'\n```" - feedback: A quotation mark is missing - question_text: Which of these codes has used the correct symbol(s)? - hint: When you are comparing two answers you should use == - correct_answer: C - 5: - question_text: What should be placed on the blank to make this program work correctly? - hint: wetness should get less each time - mp_choice_options: - - option: "```\n = wetness\n```" - feedback: That will not change anything - - feedback: You can't have two times = in one line - option: "```\n = wetness = 1\n```" - - option: "```\n = wetness - 1\n```" - feedback: You are correct! - - feedback: The program should count down - option: "```\n = wetness + 1\n```" - correct_answer: C - question_score: '10' - code: "wetness = 10\n{while} wetness != 0\n {print} 'Your hair is still wet, hair dryer on!'\n {sleep} 1\n {clear}\n wetness _\n\n{print} 'All dry!'" - 7: - mp_choice_options: - - option: '... change the first `{if}` into a `{while}`' - feedback: Perfect! - - feedback: That's not quite right. - option: '... change the second `{if}` into a `{while}`' - - feedback: That's not quite right. - option: '... change the third `{if}` into a `{while}`' - - feedback: That's not quite right. - option: '... change the fourth `{if}` into a `{while}`' - question_score: '10' - hint: The last one should say you win. - correct_answer: A - question_text: How should this program be changed so that it works? - code: "{print} 'Guess which number'\nnumbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10\nnumber = numbers {at} {random}\ngame = 'on'\n{if} game == 'on'\n guess = {ask} 'Which number do you think it is?'\n {if} guess < number\n {print} _\n {if} guess > number\n {print} _\n {if} guess == number\n {print} _\n game = 'over'" - 8: - code: "{while} toilet == 'occupied'\n lights = 'on'\n air_freshener_sprays = 'yes'\n {sleep} 60\nlights = 'off'\nair_freshener_sprays = 'no'" - question_score: '10' - mp_choice_options: - - option: The lights and air freshener will turn off after 1 minute - feedback: False! - - option: The air freshener sprays once every minute and the lights stay on the whole time while you are on the toilet - feedback: Great job - - option: The air freshener sprays once you leave the toilet. - feedback: It only sprays when you're in there. - - feedback: That wouldn't be right. - option: The lights will always stay on. - hint: The block after the {while} command keeps happening while the toilet is occupied. - correct_answer: B - question_text: Which statement is true about this automated toilet system? - 10: - question_score: '10' - hint: You win the game by having the most points. Your name should appear on the screen - correct_answer: A - mp_choice_options: - - option: "```\n name_player_1\n```" - feedback: You are right! - - feedback: No they are losing! - option: "```\n name_player_2\n```" - - feedback: You should fill in a name, not a number - option: "```\n points_player_1\n```" - - feedback: You should fill in a name, not a number - option: "```\n points_player_2\n```" - question_text: 'What should be filled in in the blanks? Tip: the player with the most points is in the lead.' - code: "name_player_1 = {ask} 'Name player 1:'\nname_player_2 = {ask} 'Name player 2:'\n{while} points_player_1 > points_player_2\n {print} _ ' is in the lead right now!'" - 9: - mp_choice_options: - - feedback: No - option: Nothing. 1600 is not programmed into the app. - - feedback: No - option: You could eat some more - - option: That is alright - feedback: Yes! - - option: You have eaten enough for today - feedback: No - hint: 1600 is between 1000 and 2000 - question_score: '10' - correct_answer: C - code: "calories = {ask} 'How many calories have you eaten today?'\n {while} calories <= 1000\n {print} 'You could eat some more'\n {while} calories > 1000 {and} calories =< 2000\n {print} 'That is alright'\n {while} calories > 2000\n {print} 'You have had enough for today'" - question_text: What will the diet app say if you have eaten 1600 calories today? - 1: - mp_choice_options: - - feedback: That is not right. - option: '`=!`' - - option: '`==`' - feedback: You don't have to keep guessing if you've given the right answer. - - feedback: Correct - option: '`!=`' - - feedback: That's not it - option: '`=`' - correct_answer: C - hint: Keep guessing until you say Amsterdam - question_score: '10' - code: "answer = 0\n{while} answer _ 'Amsterdam'\n answer = {ask} 'What is the capital city of the Netherlands?'\n{print} 'You have given the correct answer'" - question_text: 'Which symbol should be used on the blank? Tip: You must keep guessing until you get it right.' - 4: - question_text: What's wrong with this code? - mp_choice_options: - - option: In line 1 `==` should be used instead of `=` - feedback: No that's not it - - option: Line 2 misses quotation marks - feedback: That's not right - - feedback: That's not it - option: In line 5 `{if}` should have been used instead of `{while}` - - feedback: You are correct - option: In line 5 `!=` should have been used instead of `==` - code: "options = 1, 2, 3, 4, 5, 6\n{print} 'Throw 6 as fast as you can!'\nthrown = 0\ntries = 0\n{while} thrown == 6\n thrown = options {at} {random}\n {print} 'You threw ' thrown\n tries = tries + 1\n{print} 'Yes! You have thrown 6 in ' tries ' tries.'" - hint: There is something wrong in line 5 - question_score: '10' - correct_answer: D - 3: - code: "_ age < 18\n {print} 'you are not allowed in this bar'" - mp_choice_options: - - option: '`{in}`' - feedback: That's not it - - option: '`{while}`' - feedback: You are right - - option: '`{for}`' - feedback: That's not it - - option: '`{range}`' - feedback: That's not it - question_score: '10' - question_text: Which command should be filled in on the blank? - correct_answer: B - hint: You are not allowed in the bar as long as you are 17 or younger - 6: - mp_choice_options: - - option: '`{while}` should be`{if}`' - feedback: No that is not right - - feedback: No that is not right - option: '`{if}` should be `{while}`' - - option: Line 3 should start with more indentation - feedback: No that's not right - - feedback: That is correct - option: Line 2 should start with less indentation - hint: Look closely at the indentation - correct_answer: D - question_text: What is wrong with this code? - question_score: '10' - code: "lives = 100\n {while} lives != 0\n answer = {ask} 'Are you annoyed yet?'\n {if} answer == 'yes'\n lives = lives - 1" - 16: - 2: - mp_choice_options: - - feedback: Mind the spacing. - option: "```\nfriends[i] has to do chores [i]\n```" - - option: "```\nfriends[1] has to do chores[1]\n```" - feedback: It will print 3 times that Wesley has to do the cooking - - feedback: The person has to do the chore, not the other way around - option: "```\nchores[i] ' has to do ' friends[random]\n```" - - option: "```\nfriends[i] ' has to do ' chores[i]\n```" - feedback: Fantastic! - code: "friends = ['Wesley', 'Eric', 'Kaylee']\nchores = ['the cooking', 'the cleaning', 'nothing']\n{for} i {in} {range} 1 {to} 3\n {print} _" - question_text: What should be filled in on the blanks if you want a list of what chores are done by whom? - hint: '`i` tells us what item in the list it is. So friend 1 does chore 1 etc.' - correct_answer: D - question_score: '10' - 3: - correct_answer: A - code: "friends = ['Wesley', 'Eric', 'Kaylee']\nchore = ['the cooking', 'the cleaning', 'nothing']\n{for} i {in} {range} 1 {to} 3\n {print} friends[i] has to do chores[i]" - mp_choice_options: - - feedback: Super! - option: "```\nWesley has to do the cooking\nEric has to do the cleaning\nKaylee has to do nothing\n```" - - option: "```\nKaylee has to do the cooking\nWesley has to do the cleaning\nEric has to do nothing\n```" - feedback: No, it is not random. - - feedback: Poor Wesley! - option: "```\nWesley has to do the cooking\nWesley has to do the cleaning\nWesley has to do the nothing\n```" - - feedback: That's not it - option: "```\nWesley has to do the cooking\nWesley has to do the cooking\nWesley has to do the cooking\n```" - hint: It's not random... - question_score: '10' - question_text: What is a possible output for this program? - 6: - mp_choice_options: - - option: You are not allowed to use the variable o. It should be named i. - feedback: i is the most commonly used variable name in this case, but it's not mandatory to use i. - - feedback: No, he likes minecraft. - option: The output will say that Jaylino likes fortnite. - - feedback: Correct - option: The output will say that Ryan likes fifa - - option: This code will not work. It will give and error. - feedback: No, the code is correct. - question_score: '10' - correct_answer: C - code: "people = ['Chris', 'Jaylino', 'Ryan']\ngames = ['fortnite', 'minecraft', 'fifa']\n{for} o {in} {range} 1 {to} 3\n {print} people[o] ' likes ' games[o]" - hint: There is nothing wrong with this code. - question_text: Which statement is true? - 8: - mp_choice_options: - - feedback: This is not right - option: "```\nteams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy']\nposition = ['first', 'second', 'third']\n{for} i {in} {range} 0 {to} 3\n{print} teams[random] ' get to go ' position[i]\n```" - - option: "```\nteams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy']\nposition = ['first', 'second', 'third']\n{for} i {in} {range} 1 {to} 3\n {print} teams[i] ' get to go ' position[i]\n```" - feedback: Amazing! - - feedback: This is not it. - option: "```\nteams = ['Macy', 'Kate', 'Lionell', 'Raj', 'Kim', 'Leroy']\nposition = ['first', 'second', 'third']\n{for} i {in} {range} 1 {to} 6\n {print} teams[random] ' get to go ' position[random]\n```" - - option: "```\nteams = ['Macy and Kate' 'Lionell and Raj' 'Kim and Leroy']\nposition = ['first' 'second' 'third']\n{for} teams {in} {range} 0 {to} 3\n {print} teams[i] ' get to go ' position[i]\n```" - feedback: This is not going to work! - question_score: '10' - correct_answer: B - code: "Macy and Kate get to go first\nLionell and Raj get to go second\nKim and Leroy get to go third" - hint: If you look carefully at the first line, you'll see that only the first two answers are possibly correct. - question_text: Which of these codes belongs to this output? - 9: - question_score: '10' - code: "countries = ['Canada', 'Zimbabwe', 'New Zealand']\n{for} i {in} {range} 0 {to} 1\n {print} 'I will travel to ' countries[random]" - mp_choice_options: - - option: "```\nI will travel to Canada\nI will travel to Canada\n```" - feedback: Great job! - - feedback: It will be repeated twice - option: "```\nI will travel to Canada\n```" - - feedback: This is not it. - option: "```\nI will travel to Canada, Zimbabwe and New Zealand\n```" - - feedback: It's only repeated twice - option: "```\nI will travel to Canada\nI will travel to Zimbabwe\nI will travel to New Zealand\n```" - hint: Range 0 to 1 is 2 times - question_text: What is a possible output for this code? - correct_answer: A - 7: - mp_choice_options: - - feedback: That is not right. - option: Line 1 needs less quotation marks - - feedback: It should not! - option: Line 3 should start with indentation - - feedback: It should not - option: Line 4 should start without indentation - - feedback: Amazing! - option: Line 4 needs more quotation marks. - question_text: What's wrong with this code? - correct_answer: D - code: "people = ['Savi', 'Senna', 'Fayenne']\ntransportation = ['bike', 'train', 'car']\n{for} i {in} {range} 1 {to} 3\n {print} people[i] goes to school by transportation[i]" - hint: There is a mistake made in the usage of quotation marks. - question_score: '10' - 10: - mp_choice_options: - - feedback: Almost there... but adding the winner to the list makes this raffle unfair - option: "```\nchosen_number = list_of_numbers at random\nprint books[i] ' will go to person number ' chosen_number\n{add} chosen_number {to} list_of_numbers\n```" - - option: "```\nprint person[i] ' wins ' book[i]\n```" - feedback: There is no list called 'person' - - feedback: This is not it. - option: "```\nchosen_number = list_of_numbers[people]\nprint books[people] ' will go to person number ' chosen_number\n{remove} chosen_number {from} list_of_numbers\n```" - - option: "```\nchosen_number = list_of_numbers[random]\nprint books[i] ' will go to person number ' chosen_number\n{remove} chosen_number {from} list_of_numbers\n```" - feedback: Fantastic! - hint: You need to use the {remove} command - correct_answer: D - code: "{print} 'The book raffle will start soon'\n{print} 'Get your tickets now!'\nbooks = ['Narnia', 'The Hobbit', 'Oliver Twist', 'Harry Potter', 'Green eggs and ham']\npeople = {ask} 'How many raffle tickets are sold?'\nlist_of_numbers = [1, 2]\n{for} i {in} {range} 3 {to} people\n {add} i {to} list_of_numbers\n{for} i {in} {range} 1 {to} 5" - question_text: Which 3 lines will complete this code correctly? - question_score: '10' - 5: - mp_choice_options: - - option: "```\n noises = ['moo', 'woof', 'neigh']\n```" - feedback: Mind the variable name and the order of the sounds. - - feedback: Look at line one to see how brackets are supposed to be used. - option: "```\n sounds = '[woof], [moo], [neigh]'\n```" - - feedback: Don't forget the quotation marks! - option: "```\n sounds = [woof, moo, neigh]\n```" - - feedback: Great job! - option: "```\n sounds = ['woof', 'moo', 'neigh']\n```" - hint: Look at line 1 to see proper use of brackets and quotation marks. - question_score: '10' - question_text: Which line should be filled in in the blank? - correct_answer: D - code: "animals = ['dog', 'cow', 'horse']\n_\n{for} i {in} {range} 1 {to} 3\n {print} 'the ' animals[i] ' says ' sounds[i]" - 4: - mp_choice_options: - - option: The variable in line 4 should be `friend[i]`, not `friends[i]` - feedback: That is not right. - - option: Line 3 should say `in range 1 to 3` not `in range 0 to 3` - feedback: Good catch! - - feedback: It's not a variable, it's just text. - option: Line 4 should say 'lucky_number', not 'lucky number - - feedback: That's not it - option: '{in} in line 3 should be removed' - correct_answer: B - hint: There's nothing wrong with line 4 - code: "friends = ['Jaylee', 'Erin', 'Fay']\nlucky_numbers = [15, 18, 6]\n{for} i {in} {range} 0 {to} 3\n print 'the lucky number of ' friends[i]\n print 'is ' lucky_numbers[i]" - question_score: '10' - question_text: What is wrong with this code? - 1: - mp_choice_options: - - feedback: This is the old way. - option: '`snacks {at} {random}`' - - option: '`[{random} snack]`' - feedback: The order is wrong. - - option: '`snacks[{random}]`' - feedback: Correct - - option: '`snacks[{at} {random}]`' - feedback: We do not need `at`anymore - code: "snacks = nachos, chips, cucumber, sweets\n{print} _" - question_score: '10' - correct_answer: C - hint: We no longer use {at} - question_text: Which command should be filled in on the blanks to print a random snack? - 17: - 5: - question_score: '10' - mp_choice_options: - - option: "```\n7\nanother number\nanother number\nanother number\nanother number\n71\n79\n97\n```" - feedback: Well done! - - option: "```\nanother number\n19\n29\n41\n53\n71\n79\n97\n```" - feedback: Try again. - - option: "```\n7\n19\n29\n41\n53\n71\n79\nanother number\n```" - feedback: One more try. - - option: "```\n7\n19\n29\n41\n53\n71\n79\n97\n```" - feedback: That is not it. - code: "numbers = [7, 19, 29, 41, 53, 71, 79, 97]\n{for} prime in numbers:\n {if} prime <= 10:\n {print} prime\n {elif} prime >= 60:\n {print} prime\n {elif} prime >= 90:\n {print} prime\n {else}:\n {print} 'another number'" - question_text: What is the output of this code? - hint: Think about how many times you need repeating and the values of if and elif. - correct_answer: A - 6: - mp_choice_options: - - feedback: Try again. - option: '`{elif}` is missing.' - - option: '`{else}` can only be used once.' - feedback: From now on we can use elif multiple times. - - option: Nothing! - feedback: There is a mistake. Look carefully! - - feedback: Amazing! - option: There is an indentation mistake in the last line. - correct_answer: D - code: "name = {ask} 'What is your name?'\n{if} name == 'Hedy':\n password = {ask} 'What is your password?'\n {if} password =='turtle123':\n {print} 'Yey'\n {else}:\n {print} 'Access denied'\n{else}:\n {print} 'Go fish'" - hint: There is a mistake somewhere... - question_score: '10' - question_text: What is wrong with code? - 9: - mp_choice_options: - - feedback: Try again! - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - - feedback: That is not it. - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number <= 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - - option: "```\n {for} number in range -5 to 3:\n {if} number >= 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Very good! - - option: "```\n {for} number in range -5 to 3:\n {if} number < 0: \n {print} number ' is positive'\n {elif} number <=0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - correct_answer: C - question_text: Which one of the codes below gave this output? - code: "-5 is negative\n-4 is negative\n-3 is negative\n-2 is negative\n-1 is negative\n0 is positive\n1 is positive\n2 is positive\n3 is positive" - hint: Read the code carefully. - question_score: '10' - 10: - question_text: What is wrong with this code? - mp_choice_options: - - feedback: Try again. - option: The word num needs quotation marks. - - feedback: Not true. - option: The `{if}` command is not used correctly. - - option: Line 3 should be `volume_room = number * number * number`. - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - question_score: '10' - hint: Read the code carefully. - code: "{for} number in range 1 to 5:\n volume_room = num * num * num\n {print} volume_room ' cubic meters'\n {if} volume_room > 100:\n {print} 'this is a large room'\n {elif} volume_room < 100:\n {print} 'small room but cosy'\n {else}:\n {print} 'i will look for something else'" - correct_answer: C - 3: - hint: Think about how many times you need repeating. - mp_choice_options: - - option: "```\n🦔\n🦔\n🦔\n```" - feedback: Try again. - - feedback: One more try. - option: "```\n🦔\n🦔\n```" - - option: "```\n🦔\n🦔\n🦔\n🦔\n🦔\n🦔\n```" - feedback: Well done! - - feedback: That is not it. - option: "```\n🦔\n🦔\n🦔\n🦔\n🦔\n```" - code: "{for} x in range 1 to 3:\n {for} y in range 1 to 2:\n {print} 🦔" - correct_answer: C - question_score: '10' - question_text: How many hedgehogs will this code print? - 8: - hint: Read the code carefully. - mp_choice_options: - - option: '`{or}` cannot be used with `{if}`.' - feedback: Try again. - - option: In the `{for}` command `insect` should be `insects`. - feedback: Not true. - - feedback: Well done! - option: Nothing! - - option: There is an indentation mistake in the last line. - feedback: Nope. - question_score: '10' - question_text: What is wrong with code? - correct_answer: C - code: "insects = ['🐝', '🦋', '🕷', '🐞']\nyour_favorite = {ask} 'what is your favorite insect?'\n{for} insect in insects:\n {if} your_favorite == '🐝' {or} your_favorite == '🐞':\n {print} 'very useful'\n {elif} your_favorite == '🕷':\n {print} 'it can catch mosquitoes'\n {else}:\n {print} 'almost all insects can be useful one way or another'" - 4: - correct_answer: D - mp_choice_options: - - feedback: Try again. - option: The first `{elif}` should be used before the `print` command - - feedback: From now on we can use elif multiple times. - option: '`{elif}` can only be used once' - - feedback: Not correct. - option: '`==` used with `{elif}` should be replaced by `=`' - - feedback: Great! - option: '`{elif}` in the last line should be replaced by `{else}`' - question_text: What is wrong with code? - code: "name_color = {ask} 'What is your favorite color?'\n{if} name_color == 'red':\n {print} 'the color of a tomato'\n{elif} name_color == 'green':\n {print} 'the color of an apple'\n{elif} name_color == 'blue':\n {print} 'the color of a blueberry'\n{elif} name_color == 'yellow':\n {print} 'the color of a banana'\n{elif}:\n {print} 'this fruit-color does not exist'" - question_score: '10' - hint: Think about `{if}`, `{elif}`, `{else}`. - 2: - correct_answer: D - hint: Read the code carefully. - mp_choice_options: - - feedback: This is not it. - option: You cannot have so many variables. - - feedback: Not true! - option: The way the variables are multiplied is incorrect. - - feedback: Keep looking for the mistake. - option: One of the variables `noleap_year` does not belong with the `{if}` statement. - - option: The `noleap_year` has to be identical in both cases. - feedback: Correct! - code: "seconds_minute = 60\nminute_hour = 60\nhour_day = 24\nleap_year = 366\nno_leap_year = 365\nyears = ask 'what year is it?'\n{if} years = 2024:\n print seconds_minute * minute_hour * hour_day * leap_year\n{else}:\n print seconds_minute * minute_hour * hour_day * noleap_year" - question_text: What is wrong with this code? - question_score: '10' - 7: - question_score: '10' - mp_choice_options: - - feedback: Try again! - option: "```\n numbers = [1, 2 , 3, 4, 5]\n {for} n in numbers:\n result = n * 1\n {print} 'The result is ' result\n```" - - option: "```\nnumbers = [1, 2, 3, 4, 5]\n {for} u in numbers:\n number = u\n {print} 'The result is ' number\n```" - feedback: That is not it. - - option: "```\nnumbers = [1, 2, 3, 4, 5]\n {for} number in numbers:\n number = 3\n {print} 'The result is ' number\n```" - feedback: Very good! - - option: "```\nnumbers = [1, 2 , 3, 4, 5]\n {for} n in numbers:\n n = result\n {print} 'The result is ' result\n```" - feedback: That is not it. - hint: Think about mathematical symbols. - question_text: Which of the following codes will print five times 'the result is 3' on the screen? - correct_answer: C - 1: - mp_choice_options: - - option: "```\nm i n i o n s\n```" - feedback: This is not it. - - feedback: Correct! - option: "```\nBob\nKevin\nStuart\n```" - - option: "```\nminions\nminions\nminions\n```" - feedback: Take a look at the content of your list. - - option: "```\nB o b K e v i n S t u a r t\n```" - feedback: Do not loop through the letters. - correct_answer: B - question_text: What is the output of this code? - question_score: '10' - hint: Loop through your list. - code: "minions = ['Bob', 'Kevin', 'Stuart']\n{for} x in minions:\n {print} x" - 9: - 4: - mp_choice_options: - - option: Sleeping Beauty with shoe size 38 gets the output 'Ill keep looking' - feedback: No, she gets 'You are not the one!' - - feedback: No, she gets 'Ill keep looking' - option: Cinderella with shoe size 40 gets the output '❤️❤️❤️' - - option: Sleeping Beauty with shoe size 40 gets the output 'Ill keep looking' - feedback: That's right! - - feedback: No she gets '❤️❤️❤️' - option: Cinderella with shoe size 38 gets the output 'Ill keep looking' - code: "name = {ask} 'What is your name?'\nsize = {ask} 'What is your shoe size?'\n{if} size {is} 38\n {if} name {is} Cinderella\n {print} '❤️❤️❤️'\n {else}\n {print} 'You are not the one!'\n{else}\n {print} 'Ill keep looking'" - hint: No matter what your name is, if you have shoe size 40 you will get the message 'Ill keep looking'. - question_text: Which statement is true? - correct_answer: C - question_score: '10' - 6: - mp_choice_options: - - feedback: Don't forget the others - option: '`{if}`' - - feedback: Don't forget `{else}`! - option: '`{if}` `{repeat}`' - - option: '`{if}` `{else}` `{repeat}`' - feedback: Keep it up! - - feedback: Not with `{print}` - option: '`{if}` `{else}` `{repeat}` `{print}`' - question_text: After which command(s) should you use indentation (starting the next line with 4 spaces)? - correct_answer: C - hint: Indentation happens on the line below some commands - question_score: '10' - 2: - mp_choice_options: - - option: "```\nGood job!\nGood job!\n```" - feedback: That's not it! - - feedback: That's not it! - option: "```\nThe computer will explode in 5... 4... 3... 2... 1...\n```" - - feedback: That's not it! - option: "```\nGood job!\nGood job!\nYou can use the computer!\n```" - - option: "```\nGood job!\nYou can use the computer!\nGood job!\nYou can use the computer!\n```" - feedback: Correct! - correct_answer: D - code: "password = {ask} 'What is the password?'\ncorrect_password = Hedy\n{if} password {is} correct_password\n {repeat} 2 {times}\n {print} 'Good job!'\n {print} 'You can use the computer!'\n{else}\n {print} 'The computer will explode in 5... 4... 3... 2... 1...'" - question_text: What will be printed after entering the correct password? - hint: Everything under the `{repeat}` command is repeated twice. - question_score: '10' - 10: - question_score: '10' - mp_choice_options: - - option: All lines should start with 4 spaces - feedback: Only line 2 and 3 start with spaces - - option: Line 2 and 3 should start with 4 spaces - feedback: Line 3 should start with 8 - - option: Line 2 and 3 should start with 8 spaces - feedback: Line 2 should start with 4 - - feedback: You are correct! - option: line 2 should start with 4 spaces and line 3 with 8 - correct_answer: D - hint: The first line doesn't start with any spaces - question_text: Which statement is true? - code: "1 {repeat} 2 {times}\n2 {if} level {is} 9\n3 {print} 'Great job!'" - 1: - mp_choice_options: - - option: Nothing, this code is correct! - feedback: That's right! - - feedback: You are! - option: You're not allowed to use an `{if}` command after an `{ask}` command. - - feedback: You always have to use indentation. - option: You don't have to use indentation twice. - - feedback: It is not the indentation. - option: The indentation is wrong in the last `{if}` command. - correct_answer: A - question_text: What is wrong with this code? - code: "{repeat} 3 {times}\n food = {ask} 'What would you like to eat?'\n {if} food {is} fries\n sauce = {ask} 'What sauce would you like?'\n {print} 'One fries with ' sauce\n {if} food {is} pizza\n topping = {ask} 'What topping would you like?'\n {print} 'One pizza with ' topping\n{print} 'Thank you for your order'" - hint: All the indentation is done correctly. - question_score: '10' - 5: - output: "Icecream is the best!\nIcecream is the best!\nIcecream is the best!" - mp_choice_options: - - option: "```\ndessert = {ask} 'What is your favorite type of dessert?'\n{if} dessert {is} icecream\n {repeat} 3 {times}\n {print} 'Icecream is the best!'\n```" - feedback: Don't forget the indentation after `{repeat}` commands. - - feedback: Use indentation after an `{if}` command - option: "```\ndessert = {ask} 'What is your favorite type of dessert?'\n{if} dessert {is} icecream\n{repeat} 3 {times}\n {print} 'Icecream is the best!'\n```" - - option: "```\ndessert = {ask} 'What is your favorite type of dessert?'\n{if} dessert {is} icecream\n {repeat} 3 {times}\n {print} 'Icecream is the best!'\n```" - feedback: Perfect - - option: "```\n{repeat} 3 {times}\n dessert = {ask} 'What is your favorite type of dessert?'\n {if} dessert {is} icecream\n {repeat} 3 {times}\n {print} 'Icecream is the best!'\n```" - feedback: There are 2 `{repeat}` commands in this code. - question_score: '10' - correct_answer: C - question_text: Which code produced this output? - hint: Watch the indentation - 7: - question_score: '10' - code: "{if} food {is} pizza\n{if} size {is} medium\n{if} drink {is} coke\nprice = price - 5" - hint: After each `{if}` command, the line below should indent - mp_choice_options: - - option: "```\n{if} food {is} pizza\n {if} size {is} medium\n {if} drink {is} coke\n price = price - 5\n```" - feedback: Amazing! - - option: "```\n{if} food {is} pizza\n {if} size {is} medium\n{if} drink {is} coke\n price = price - 5\n```" - feedback: The second `{if}` misses code! - - option: "```\n{if} food {is} pizza\n{if} size {is} medium\n{if} drink {is} coke\n price = price - 5\n```" - feedback: Two consecutive `{if}`s is never correct. - - feedback: Almost right. Take another look at the last line - option: "```\n{if} food {is} pizza\n {if} size {is} medium\n {if} drink {is} coke\n price = price - 5\n```" - correct_answer: A - question_text: You'll get a 5 dollar discount if you order a medium pizza with coke.
But the code has a mistake! How to debug it? - 9: - question_score: '10' - mp_choice_options: - - feedback: You are allowed to - option: None, that is not allowed - - option: Only 1 - feedback: You could use more if you like - - feedback: You could use more if you like - option: '3' - - feedback: That is true - option: Infinite, as long as you keep using indentation correctly - question_text: How many `{if}` commands can be placed inside another `{if}` command? - correct_answer: D - hint: You can put an `{if}` command inside an `{if}` command. - 3: - mp_choice_options: - - feedback: You don't win a million! - option: case 1, sell - - option: case 1, open - feedback: You don't win a million - - feedback: You don't win a million - option: case 2, sell - - option: case 2, open - feedback: Great job! You win! - correct_answer: D - hint: Follow the right path - question_score: '10' - question_text: Which case should you choose to win a million dollars? - code: "{print} 'Choose the right case and win!'\ncase = {ask} 'Which case will you pick? 1 or 2?'\n{if} case {is} 1\n action = {ask} 'Open it or sell it?'\n {if} action {is} sell\n {print} 'You sell your case for 10 dollars'\n {if} action {is} open\n {print} 'You open the case and win an apple pie'\n{if} case {is} 2\n action = {ask} 'Open it or sell it?'\n {if} action {is} sell\n {print} 'You sell the case for 500 dollars'\n {if} action {is} open\n {print} 'You open the case and win a million dollars!'" - 8: - mp_choice_options: - - feedback: Yes you can. - option: You can't put two questions in a row - - feedback: Keen eye! Good job! - option: The variable called 'age' is later on used as 'years' - - option: You're not allowed to start with 8 spaces, like line 5 does - feedback: You actually must start like that. - - feedback: That's not true. - option: A code must always start with a `{print}` command in the first line - code: "age = {ask} 'Happy Birthday! How old are you?'\nsinging = {ask} 'Would you like us to sing?'\n{if} singing {is} yes\n {repeat} years {times}\n {print} 'Hip Hip Hooray'" - correct_answer: B - question_score: '10' - hint: The indentation is done right this time - question_text: What is wrong in this code? 1: - 1: - mp_choice_options: - - option: Hedy - feedback: Good job! - - option: Heddy - feedback: Not this one! - - option: Haydie - feedback: Not this one! - - feedback: Not this one! - option: Heidi - hint: It's named after Hedy Lamarr. - correct_answer: A - question_score: '10' - question_text: What's this programming language called? - 6: - mp_choice_options: - - feedback: '`{print}` in line 1 is correct.' - option: In line 1 `{print}` should be replaced with `{ask}`. - - option: In line 2, `{print}` should be replaced with `{ask}`. - feedback: Great! You paid attention! - - feedback: '`{echo}` is correct.' - option: Line 3 has to begin with `{print}` instead of `{echo}`. - - feedback: No, there is a mistake somewhere else - option: In line 4, `{print}` is spelled wrong. - code: "{print} Hi im Hedy!\n{print} Which football team do you support?\n{echo} You support...\n{print} Cool! Me too!" - hint: Check the `{print}` commands. - question_score: '10' - correct_answer: B - question_text: What's wrong with this code? - 7: - mp_choice_options: - - option: In line 1 `{print}` needs to be replaced with `{ask}` - feedback: Are you sure something is wrong? - - option: In line 1 `{print}` needs to be replaced with `{echo}` - feedback: Are you sure something's wrong? - - feedback: Are you sure something is wrong? - option: In line 3 `{echo}` needs to be replaced with `{print}` - - option: Nothing! This is a perfect code! - feedback: Correct! - question_text: What's wrong with this code? - code: "{print} Welcome at Hedys restaurant!\n{ask} What would you like to eat?\n{echo} So you want to order ...\n{print} Coming right up! Enjoy!" - question_score: '10' - correct_answer: D - hint: Check the code line by line 2: mp_choice_options: - feedback: '`{echo}` repeats a given answer.' @@ -955,71 +10,7 @@ levels: feedback: Hello isn't a command. - feedback: With `{ask}`, you can ask a question. option: '`{ask}`' - code: _ Hello! - correct_answer: B - question_score: '10' - hint: _ Hello world! - question_text: Which need to be filled in on the blanks to make the text Hello! appear? - 4: - question_text: What is wrong with this code? - mp_choice_options: - - feedback: Correct! - option: '`{print}` in line 1 is missing.' - - option: The command in line 2 is spelled wrong. - feedback: The command is spelled correctly. - - option: "`{echo}` isn't a command." - feedback: "`{echo}` is a command, there's another mistake." - - option: Nothing! This is a perfect code! - feedback: Wrong, look carefully! - code: "Hi Im Hedy!\n{ask} Who are you?\n{echo} Hi..." - hint: Line 1 doesn't seem right - question_score: '10' - correct_answer: A - 8: - correct_answer: C - question_text: How do you use the `{echo}` command? - mp_choice_options: - - option: You can use it to `{ask}` a question. - feedback: That's what `{ask}` is for! - - feedback: That's what `{print}` is for! - option: You can use it exactly the same way as `{print}`. - - feedback: Good job! - option: You can use it to repeat an answer. - - feedback: That's not right... - option: You can use it to make text disappear. - hint: '`{echo}` is used after an `{ask}` command.' - question_score: '10' - 3: - mp_choice_options: - - feedback: "`{print}` prints text, but it doesn't ask questions." - option: "```\n{print} What is your favorite color?\n```" - - option: "```\n{ask} {print} What is your favorite color?\n```" - feedback: You only need one command, not two. - - option: "```\n{ask} What is your favorite color?\n```" - feedback: Great! - - feedback: '`{echo}` repeats your answer back to you.' - option: "```\n{echo} What is your favorite color?\n```" - hint: You can ask something with the `{ask}` command - correct_answer: C - question_score: '10' - question_text: How do you ask what someone's favorite color is? - 5: - correct_answer: D - mp_choice_options: - - feedback: No, you would like the answer to be repeated back to you. - option: '`{print}`' - - option: '`Hedy`' - feedback: Hedy isn't a command. - - option: '`{ask}`' - feedback: With `{ask}` you can ask a question. - - feedback: Right on! - option: '`{echo}`' - question_text: Which command is missing in line 2? - question_score: '10' - hint: You want to see the answer at the end of line 2... - code: "{ask} What is your favorite pet?\n_ So your favorite pet is..." 10: - code: "{ask} Are you ready to go to level 2?\n{echo}\n{echo}" mp_choice_options: - option: Are you ready to go to level 2? feedback: There are two `{echo}` commands @@ -1029,1515 +20,3 @@ levels: feedback: There are two `{echo}` commands - option: "Are you ready to go to level 2?\nYes!" feedback: There are two `{echo}` commands - question_text: Which output will be in your output screen after you've run this code? - hint: Let's go! - question_score: '10' - correct_answer: B - 9: - correct_answer: B - mp_choice_options: - - feedback: No, `{print}` is right. Where is the question being asked? - option: '`{print}` in line 1 should be `{ask}`' - - feedback: Super! - option: '`{print}` in line 2 should be `{ask}`' - - feedback: No, `{echo}` is right. Where is the question being asked? - option: '`{echo}` in line 3 should be `{ask}`' - - feedback: Look carefully for the mistake... - option: Nothing. This is a perfect code! - code: "{print} Hello!\n{print} How are you doing?\n{echo} So you are doing..." - question_text: What's wrong with this code? - question_score: '10' - hint: '`{ask}` allows you to ask a question' - 12: - 10: - mp_choice_options: - - option: "```\n{for} i {in} {range} 1 {to} 3\n```" - feedback: This is a hard one! All the actions on the list must be in the song. - - option: "```\n{for} action {in} actions\n```" - feedback: You are amazing! - - feedback: This is a hard one! All the actions on the list must be in the song. - option: "```\n{repeat} 3 {times}\n```" - - feedback: This is a hard one! All the actions on the list must be in the song. - option: "```\n{print} actions {at} {random}\n```" - question_score: '10' - hint: This is a hard one! All the actions on the list must be in the song. - question_text: Which line of code should be filled in at the `_` to complete the song ? - correct_answer: B - code: "actions = 'clap your hands', 'stomp your feet', 'shout Hurray!'\n_\n {for} i {in} {range} 0 {to} 1\n {print} 'if youre happy and you know it'\n {print} action\n {print} 'if youre happy and you know it and you really want to show it'\n {print} 'if youre happy and you know it'\n {print} action" - 4: - mp_choice_options: - - feedback: No - option: Line 1 and 2 - - feedback: No - option: Line 1, 2 and 3 - - option: Line 1, 2 and 4 - feedback: No - - feedback: Perfect! - option: All of the lines - hint: Does line 3 need quotation marks too? - code: "{print} Welcome to the online shoe shop\ncategory = {ask} What kind of shoes are you looking for?\n{if} category = high heels\n {print} High heels are 50% off now!" - question_text: In which lines are quotation marks needed to get the code to work? - correct_answer: D - question_score: '10' - 3: - hint: The quotation marks are used correctly - mp_choice_options: - - option: The name of the variable is different in line 1 than in line 2. - feedback: Correct! - - feedback: That's not true - option: The quotation marks aren't used correctly in line 2 - - option: You can't use the = sign when using an {ask} command - feedback: That's not true - - feedback: That's not true - option: Nothing is wrong. - code: "favorite_animal = {ask} 'What is your favorite animal?'\n{print} 'I like ' favoriteanimal ' too!'" - correct_answer: A - question_text: What's wrong with this code? - question_score: '10' - 8: - mp_choice_options: - - feedback: No - option: "```\n{print} '7 / 2'\n```" - - option: "```\n{print} 7 / 2\n```" - feedback: That is right! - - option: "```\n{print} 7 : 2\n```" - feedback: No - - feedback: No - option: "```\n{print} 7 * 2\n```" - hint: 7 devided by 2 is 3.5 - code: '3.5' - question_text: Which code was used to create this output? - question_score: '10' - correct_answer: B - 9: - question_score: '10' - mp_choice_options: - - feedback: You won nothing - option: "```\nprizes = 'one' 'million' 'dollars', 'nothing'\n```" - - feedback: You won nothing - option: "```\nprizes = 'one million dollars, nothing'\n```" - - option: "```\nprizes = 'one million dollars', 'nothing'\n```" - feedback: Winner! - - feedback: You won nothing - option: "```\n'prizes' = 'one million dollars', 'nothing'\n```" - hint: The items on the list should be in quotation marks - correct_answer: C - code: "_\n{print} 'You won ' prizes {at} {random} '!'" - question_text: Which code should be filled in in line 1 at the `_`? - 2: - hint: The second line is the same in each code, pay attention to the first line - mp_choice_options: - - feedback: All the different values of flavors should be in quotation marks. - option: "```\nflavors {is} vanilla, strawberry, chocolate\n{print} 'I would like a ' flavors {at} {random} ' cake.'\n```" - - feedback: All the different values of flavors should be in quotation marks. - option: "```\n'flavors = vanilla, strawberry, chocolate'\n{print} 'I would like a ' flavors {at} {random} ' cake.'\n```" - - option: "```\nflavors = 'vanilla', 'strawberry', 'chocolate'\n{print} 'I would like a ' flavors {at} {random} ' cake.'\n```" - feedback: Alright! - - feedback: All the different values of flavors should be in quotation marks. - option: "```\nflavors = 'vanilla, strawberry, chocolate'\n{print} 'I would like a ' flavors {at} {random} ' cake.'\n```" - correct_answer: C - question_score: '10' - question_text: Which of these codes is correct? - 1: - code: "{print} 'three and a half plus one and a half is...'\n{print} 3.5 + 1.5" - hint: Both lines are printed! - mp_choice_options: - - feedback: Don't forget the first line of code! - option: '5' - - feedback: This is not the one! - option: 3.5 + 1.5 - - option: "three and a half plus one and a half is...\nfive" - feedback: Take a close look at the second line... - - option: "three and a half plus one and a half is...\n5" - feedback: Great job! - question_text: Which output is correct? - correct_answer: D - question_score: '10' - 6: - correct_answer: C - mp_choice_options: - - feedback: What if you only order fries and a drink? - option: "```\nprice = 14\n```" - - option: "```\nprice = '14'\n```" - feedback: What if you only order fries and a drink? - - feedback: Excellent! - option: "```\nprice = price + 2\n```" - - feedback: Almost there! - option: "```\nprice = + 2\n```" - hint: What if you only order fries and a drink? - code: "{print} 'Welcome to McHedy!'\norder = {ask} 'Would you like a hamburger or fries?'\n{if} order = 'hamburger'\n price = 12\n{if} order = 'fries'\n price = 4\ndrinks = {ask} 'Would you like a drink with that for 2 dollars?'\n{if} drinks = 'yes'\n _\n{print} 'That will be ' price ' dollar please'" - question_score: '10' - question_text: Which line should be filled in at the `_`? - 7: - mp_choice_options: - - option: "It's my birthday! I've brought some snacks!\nFor you I have brought:\ncookies\ngrapes" - feedback: Terrific! - - option: "It's my birthday! I've brought some snacks!\nFor you I have brought:\ngrapes" - feedback: There's more options than just one - - option: "It's my birthday! I've brought some snacks!\nFor you I have brought:\ncheese\ngrapes" - feedback: A vegan person can't have cheese - - option: "It's my birthday! I've brought some snacks!\nFor you I have brought:\ngrapes\ncookies" - feedback: Almost there, but look at the order of snacks in the list - hint: What item is removed from the list when you answer 'vegan'? - code: "menu = 'cookies', 'cheese', 'grapes'\n{print} \"It's my birthday! I`ve brought some snacks!\"\ndiet = {ask} 'Do you have any dietary restrictions?'\n{if} diet = 'gluten free'\n {remove} 'cookies' {from} menu\n{if} diet = 'vegan'\n {remove} 'cheese' {from} menu\n{print} 'For you I have brought: '\n{for} snack {in} menu\n {print} snack" - question_score: '10' - correct_answer: A - question_text: Which output does a vegan get? - 5: - code: "name {is} {ask} 'What is your name?'\n{if} name {is} 'Agent007'\n a {is} 'Go to the airport '\nelse\n a {is} 'Go to the train station '\npassword {is} {ask} 'What is the password?'\n{if} password {is} 'TOPSECRET'\n b {is} 'tomorrow at 02.00'\n{else}\n b {is} 'today at 10.00'\n{print} a + b" - question_text: What output does Agent007 get when they put in the correct password? - mp_choice_options: - - feedback: The agent won't be catching any bad guys here - option: Go to the train station today at 10.00 - - feedback: You've cracked the code! - option: Go to the airport tomorrow at 02.00 - - option: Go to the train station tomorrow at 02.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 10.00 - feedback: The agent won't be catching any bad guys here - question_score: '10' - correct_answer: B - hint: The correct password is TOPSECRET - 5: - 5: - mp_choice_options: - - feedback: Indeed! - option: Because it needs to be in capitals, so SECRET - - feedback: No, this is not the password. - option: Because the password is alarm - - option: Because it's spelled wrong. - feedback: That's not how you spell secret - - option: Because Hedy makes a mistake - feedback: No, Hedy is right - question_score: '10' - code: "password {is} {ask} 'What is the password?'\n{if} password {is} SECRET {print} 'Correct!'\n{else} {print} 'ALARM! INTRUDER!'" - correct_answer: A - hint: The spelling of the word has to be exactly the same. - question_text: Why will Hedy say 'ALARM! INTRUDER' when you type in 'secret'? - 8: - mp_choice_options: - - option: "```\nfavorite animal\n```" - feedback: That's not the variable name. - - option: "```\nanimal\n```" - feedback: Great job! - - option: '`{if}`' - feedback: '`{if}` is already there' - - feedback: No, that's not it. - option: '`{print}`' - question_text: Which word should be on the place of the blank? - code: "animal {is} {ask} 'What is your favorite animal?'\n{if} _ {is} penguin {print} 'Thats my favorite animal too!'\n{else} {print} 'Cool! I like penguins.'" - question_score: '10' - hint: What the variable name? - correct_answer: B - 7: - hint: After `{else}` a `{print}` command follows - mp_choice_options: - - feedback: '`{if}` is in the line above.' - option: '`{if}`' - - option: '`{at}` `{random}`' - feedback: No, you don't need `{at} {random}`. - - feedback: There already is an `{else}` command - option: '`{else}`' - - feedback: Awesome! - option: '`{print}`' - question_score: '10' - question_text: Which word should be in the place of the blank? - correct_answer: D - code: "{print} 'I can predict if you will be a millionair or not!'\nname {is} {ask} 'Whats your name?'\n{if} name {is} Hedy {print} 'You will be a millionair!'\n{else} _ 'Unfortunately... No big money for you.'" - 10: - question_text: Which monster is standing behind door 1? - mp_choice_options: - - feedback: Awesome! - option: Hedy picks a random monster each time. - - feedback: Not always... - option: vampire - - option: werewolf - feedback: Not always... - - feedback: Not always... - option: giant spider - code: "{print} 'Escape from the haunted house!'\n{print} 'There are 3 doors in front of you'\ndoor {is} {ask} 'Which door do you choose?'\nmonsters {is} vampire, werewolf, giant spider\n{if} door {is} 2 {print} 'Yay, you can escape!'\n{else} {print} 'You are being devoured by a... ' monsters {at} {random}" - correct_answer: A - question_score: '10' - hint: Mind the last 3 words... monsters `{at} {random}`... - 2: - mp_choice_options: - - feedback: That's right! - option: fun - - option: less fun - feedback: If the name is Hedy, it will say 'fun'' - - option: Hedy - feedback: No, it doesn't print the name - - option: Error - feedback: Fortunately not! - code: "name {is} {ask} 'What is your name?'\n{if} name {is} Hedy {print} 'fun' {else} {print} 'less fun'" - question_score: '10' - hint: '`{if}` name `{is}` Hedy `{print}` ...?' - correct_answer: A - question_text: What appears in your output screen when you type in the name Hedy? - 6: - mp_choice_options: - - option: "```\n{if}\n```" - feedback: '`{if}` is already in the line above' - - feedback: No, you need `{else}`. - option: "```\n{at} {random}\n```" - - feedback: Great! - option: "```\n{else}\n```" - - option: "```\n{print}\n```" - feedback: '`{print}` is already there, we need a word before it!' - hint: '`{if}` goes together with...?' - correct_answer: C - question_text: Which word should be on the place of the blank in the last line? - code: "{print} 'Im Hedy the football fortune teller!'\n{print} 'I will predict what place your team will end up!'\nclub is {ask} 'Which club is your favorite?'\n{if} club {is} ajax {print} 'Ajax is going to win of course!'\n_ {print} 'Sorry, your club is gonna be in last place...'" - question_score: '10' - 9: - question_score: '10' - mp_choice_options: - - feedback: Bad choice! You're being eaten - option: '1' - - feedback: Super! You escaped! - option: '2' - - feedback: Bad choice! You're being eaten. - option: '3' - - feedback: Luckily not! - option: It's a trap, you will always be eaten! - hint: One of the doors will keep you safe.. - code: "{print} 'Escape from the haunted house!'\n{print} 'There are 3 doors in front of you'\ndoor {is} {ask} 'Which door do you choose?'\nmonsters {is} vampire, werewolf, giant spider\n{if} door {is} 2 {print} 'Yay, you can escape!'\n{else} {print} 'You are being devoured by a... ' monsters {at} {random}" - question_text: Which door should you choose to escape?? - correct_answer: B - 1: - mp_choice_options: - - feedback: There already is a `{print}` command. - option: '`{print}`' - - option: '`{if}`' - feedback: The `{if}` command is used in the line above. - - option: '`{sleep}`' - feedback: That's not it! - - option: '`{else}`' - feedback: That's right! - question_text: Which command should be filled in on the _? - question_score: '10' - correct_answer: D - code: "number {is} {ask} 'What is your lucky number?'\n{if} number {is} 5 {print} 'Mine too!'\n_ {print} 'My lucky number is 5!'" - hint: Which one goes together with the `{if}` command? - 4: - code: "password {is} {ask} 'What is the password?'\n{if} password {is} SECRET {print} 'Correct!'\n{else} {print} 'ALARM! INTRUDER!'" - mp_choice_options: - - feedback: That's printed if the correct answer is given, not the wrong one... - option: Correct - - feedback: That's not the right answer - option: SECRET - - option: Wrong! - feedback: No, this is not what Hedy will print - - option: ALARM! INTRUDER! - feedback: Great job! - hint: Your computer will sound the alarm for intruders! - correct_answer: D - question_text: What does Hedy print when you type in the wrong password? - question_score: '10' - 3: - mp_choice_options: - - feedback: This is printed when you type in the correct password - option: Correct! - - feedback: That's right!' - option: SECRET - - option: password - feedback: The password isn't password... - - feedback: This is printed when you type in the incorrect password! - option: ALARM INTRUDER - question_score: '10' - question_text: What is the right password? - hint: "`{if}` password `{is}` ... `{print}` 'Correct!'" - correct_answer: B - code: "password {is} {ask} 'What is the password?'\n{if} password {is} SECRET {print} 'Correct!'\n{else} {print} 'ALARM! INTRUDER!'" - 2: - 10: - correct_answer: D - mp_choice_options: - - feedback: You want to know the favorite flavor! - option: "```\n{sleep} 3\n```" - - option: "```\n{print} strawberries\n```" - feedback: You do not want a `{print}` command at the middle of the line... - - option: "```\nstrawberries, chocolate, vanilla\n```" - feedback: This way you are making a list. You don't want that now. - - feedback: That's right! - option: "```\n{ask} What flavor icecream do you like?\n```" - hint: You want to `{ask}` a question - question_text: What command should be used on the line 1? - question_score: '10' - code: "flavor {is} _\n{print} Your favorite icecream is...\n{sleep}\n{print} flavor" - 5: - question_score: '10' - hint: The computer waits for a second at the `{sleep}` command - mp_choice_options: - - feedback: fortunately not! - option: It slows down your computer - - option: It closes down Hedy - feedback: fortunately not! - - feedback: That's right! - option: Your program pauses for a second and then continues - - feedback: No it would be useless at the end of your code - option: You put it at the end so Hedy knows your program is finished - correct_answer: C - question_text: What happens when you use the `{sleep}` command? - 4: - mp_choice_options: - - option: Hi my name is name - feedback: The variable name is replaced with Hedy - - feedback: The variable name is replaced with Hedy - option: Hi my name is Hedy - - option: Hi my Hedy is name - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is Hedy - feedback: Correct, this mistake will be fixed in level 4! - question_score: '10' - hint: "'name' is being replaced with 'Hedy' in both places" - code: "name {is} Hedy\n{print} Hi my name is name" - question_text: What will you see on the output screen when you run this code? - correct_answer: D - 3: - mp_choice_options: - - feedback: The word name is replaced with Marleen - option: name goes to the market and she buys an apple. - - option: Marleen goes to the market. - feedback: The second part of the sentence isn't left out! - - feedback: Right on! - option: Marleen goes to the market and she buys an apple. - - feedback: She is not replaced with the name - option: Marleen goes to the market and Marleen buys an apple. - correct_answer: C - code: "name {is} Marleen\n{print} name goes to the market and she buys an apple." - question_score: '10' - question_text: What appears on your output screen when you run this code? - hint: The word name is replaced with Marleen - 1: - correct_answer: C - mp_choice_options: - - feedback: That is what `{ask}` is for - option: You can use the `{print}` command to ask questions. - - option: You can use the `{ask}` command to echo answers. - feedback: That is not true - - option: With the `{print}` command you can make text appear - feedback: Good - - option: With the `{sleep}` command, you can remove text from the screen. - feedback: That's not how `{sleep}` works. - hint: '`{print}` still works the same way as in level 1' - question_score: '10' - question_text: Which statement is true? - 7: - hint: You want the computer to wait for 3 seconds - mp_choice_options: - - option: "```\n{print} 3\n```" - feedback: You don't need to `{print}` - - feedback: Perfect! - option: "```\n{sleep} 3\n```" - - feedback: This way the bomb will explode in 1 second - option: "```\n{sleep}\n```" - - feedback: Make it easier on yourself by using the number 3 - option: "```\n{sleep} {sleep} {sleep}\n```" - correct_answer: B - code: "{print} I will explode in 3 seconds!\n_\n{print} BOOM!" - question_text: What command should be used on line 2? - question_score: '10' - 2: - mp_choice_options: - - option: "```\nname {is} {ask} What is your name?\n```" - feedback: Super! - - feedback: The words are right, the order is not! - option: "```\n{ask} {is} name What is your name\n```" - - feedback: This worked in level 1, but in level 2 and up it works differently. - option: "```\n{ask} What is your name?\n```" - - feedback: The words are right, the order isn't! - option: "```\n{ask} What is your name? {is} name\n```" - question_text: Which code is correct? - hint: "`{ask}` doesn't work like in level 1" - question_score: '10' - correct_answer: A - 9: - mp_choice_options: - - feedback: The variable name is animal - option: 'Line 1 should say: dogs `{is}` animals' - - feedback: Great! - option: 'Line 1 should say: animal `{is}` dogs' - - option: 'Line 2 should say: `{print}` I love animals' - feedback: The variable name is animal - - option: 'Line 2 should say: `{sleep}` I love animals' - feedback: Sleep is not used to `{print}` text - question_score: '10' - question_text: What is going wrong in this code? - code: "dogs {is} animal\n{print} I love animal" - hint: You want to `{print}` 'I love dogs' - correct_answer: B - 8: - mp_choice_options: - - option: "```\nage {ask} {is} How old are you?\n```" - feedback: That is the wrong order - - feedback: That is the wrong order - option: "```\n{ask} {is} age How old are you?\n```" - - feedback: You get it! - option: "```\nage {is} {ask} How old are you?\n```" - - feedback: Where is the `{ask}` command? - option: "```\nage {is} How old are you?\n```" - question_text: How would you correct the first line of code? - code: "{ask} {is} How old are you?\n{print} age" - question_score: '10' - hint: The variable name should come first - correct_answer: C - 6: - question_text: What should be on the lines? - code: "{print} And the award for best programming language goes to...\n_\n{print} Hedy!" - hint: Pause for dramatic effect... - mp_choice_options: - - feedback: Perfect! - option: '`{sleep}`' - - feedback: There is nothing to repeat back here - option: '`{echo}`' - - option: '`{print}`' - feedback: There is no text there to `{print}` there - - option: '`{ask}`' - feedback: There is no question there to be asked - correct_answer: A - question_score: '10' - 7: - 2: - hint: First the `{repeat}` command, then the `{print}` command - mp_choice_options: - - option: "```\n{print} 100 {times} 'hello'\n```" - feedback: "`{repeat}` 100 `{times}` `{print}` 'hello'" - - option: "```\n{print} {repeat} 100 {times} 'hello'\n```" - feedback: "{repeat} 100 {times} {print} 'hello'" - - feedback: "{repeat} 100 {times} {print} 'hello'" - option: "```\n{repeat} 'hello' 100 {times}\n```" - - feedback: That's right! - option: "```\n{repeat} 100 {times} {print} 'hello'\n```" - correct_answer: D - question_score: '10' - question_text: Which code is right? - 10: - hint: Mind the order of the sentences. - correct_answer: B - code: "if youre happy and you know it clap your hands\nif youre happy and you know it clap your hands\nif youre happy and you know it and you really want to show it\nif youre happy and you know it clap your hands" - mp_choice_options: - - feedback: Almost! the first line needs an extra word - option: "```\n{repeat} 2 {times} 'if youre happy and you know it clap your hands'\n{print} 'if youre happy and you know it and you really want to show it'\n{print} 'if youre happy and you know it clap your hands'\n```" - - option: "```\n{repeat} 2 {times} {print} 'if youre happy and you know it clap your hands'\n{print} 'if youre happy and you know it and you really want to show it'\n{print} 'if youre happy and you know it clap your hands'\n```" - feedback: Great! - - feedback: This is not in the right order. - option: "```\n{repeat} 3 {times} {print} 'if youre happy and you know it clap your hands'\n{print} 'if youre happy and you know it and you really want to show it'\n```" - - option: "```\n{repeat} 4 {times} 'if youre happy and you know it'\n{repeat} 2 {times} 'clap your hands'\n{print} 'and you really want to show it'\n{print} 'clap your hands'\n```" - feedback: This is not in the right order. - question_score: '10' - question_text: Which code belongs to this output? - 7: - mp_choice_options: - - option: "```\nWe will We will\nROCK YOU!\n```" - feedback: "'We will' won't appear twice in the same line" - - feedback: Great! - option: "```\nWe will\nWe will\nROCK YOU!\n```" - - feedback: ROCK YOU! won't be repeated - option: "```\nWe will\nROCK YOU!\nWe will\nROCK YOU!\n```" - - feedback: Mind the `{repeat}` command - option: "```\nWe will\nROCK YOU!" - hint: Mind the `{repeat}` command. - correct_answer: B - question_text: What will be the output from this code? - code: "{repeat} 2 {times} {print} 'We will'\n{print} 'ROCK YOU!'" - question_score: '10' - 3: - mp_choice_options: - - feedback: No, a word is missing - option: Right - - feedback: The word `{repeat}` is there, another word is missing - option: Wrong, the word `{repeat}` is missing - - option: Wrong, the word `{times}` is missing - feedback: The word `{times}` is there, another word is missing. - - option: Wrong, the word `{print}` is missing - feedback: Correct - correct_answer: D - code: "{repeat} 100 {times} 'Hello!'" - question_score: '10' - hint: "It should be: `{repeat}` 100 `{times}` `{print}` 'Hello'" - question_text: Is this code right or wrong? - 1: - mp_choice_options: - - feedback: No you can repeat a line. - option: '0' - - option: '1' - feedback: Correct, one line at a time - - option: '3' - feedback: In this level only one line at a time - - feedback: In this level you can only repeat one line at a time - option: infinite - correct_answer: B - question_score: '10' - question_text: How many lines can you repeat at once with the repeat command at this level? - hint: You can only repeat one line at a time - 8: - code: "Here comes the sun\nDo do do do\nHere comes the sun\nAnd I say\nIts alright" - mp_choice_options: - - option: "```\n{print} 'Here comes the sun'\n{print} 'Do do do do'\n{print} 'Here comes the sun'\n{print} 'And I say'\n{print} 'Its alright'\n```" - feedback: Awesome, you can't use the `{repeat}` command here. - - option: "```\n{repeat} 2 {times} {print} 'Here comes the sun'\n{print} 'And I say'\n{print} 'Its alright'" - feedback: Where did you leave 'Do do do do'? - - option: "```\n{repeat} 2 {times} {print} 'Here comes the sun'\n{print} 'Do do do do'\n{print} 'And I say'\n{print} 'Its alright'\n```" - feedback: This is not the correct order.. - - option: "```\n{repeat} 2 {times} {print} 'Here comes the sun'\n{repeat} 2 {times} {print} 'Do do'\n{print} 'And I say'\n{print} 'Its alright'\n```" - feedback: This is not the correct order.. - question_text: What Hedy code belongs to this output? - correct_answer: A - hint: '`{repeat}` can only be used if you want to execute the same line multiple times in a row.' - question_score: '10' - 6: - mp_choice_options: - - feedback: Only the second line is repeated 3 times - option: "```\nthe wheels on the bus go\nround and round\n```" - - option: "```\nthe wheels on the bus go\nthe wheels on the bus go\nthe wheels on the bus go\nround and round\n```" - feedback: Only the second line is repeated 3 times - - option: "```\nthe wheels on the bus go\nround and round\nthe wheels on the bus go\nround and round\nthe wheels on the bus go\nround and round\n```" - feedback: Only the second line is repeated 3 times - - option: "```\nthe wheels on the bus go\nround and round\nround and round\nround and round\n```" - feedback: All through the town! Perfect! - hint: Only 'round and round' is repeated 3 times. - question_score: '10' - question_text: What will be the output from this code? - code: "{print} 'The wheels on the bus go'\n{repeat} 3 {times} {print} ' round and round'" - correct_answer: D - 4: - question_score: '10' - mp_choice_options: - - option: "`I'm`" - feedback: That's right! - - feedback: '`{print}` is spelled correctly' - option: '`{print}`' - - feedback: '`{repeat}` is spelled correctly' - option: '`{repeat}`' - - feedback: '`{times}` is spelled correctly' - option: '`{times}`' - code: "{print} 'I'm blue'\n{repeat} 7 {times} {print} 'da ba dee, da ba da'" - hint: I'm is wrong, you can't use apostrophes in a sentence - correct_answer: A - question_text: Which word is wrong in the code? - 9: - mp_choice_options: - - feedback: Your repeated line is incorrect. - option: "```\n{print} 'Batman was flying through Gotham. '\n{print} 'When suddenly he heard someone screaming!'\n{print} 'Help!'\n{repeat} 3 {times} {print} 'Please help me!'\n```" - - option: "```\n{print} 'Batman was flying through Gotham.'\n{print} 'When suddenly he heard someone screaming!'\n{repeat} 3 {times} 'Help!'\n{print} 'Please help me!'\n```" - feedback: The `{print}` command is missing on line 3. - - option: "```\n{print} Batman was flying through Gotham.\n{print} When suddenly he heard someone screaming!\n{repeat} 3 {times} {print} Help!\n{print} Please help me!\n```" - feedback: You're missing the quotation marks - - option: "```\n{print} 'Batman was flying through Gotham.'\n{print} 'When suddenly he heard someone screaming!'\n{repeat} 3 {times} {print} 'Help!'\n{print} 'Please help me!'\n```" - feedback: Perfect - code: "Batman was flying through Gotham.\nWhen suddenly he heard someone screaming...\nHelp!\nHelp!\nHelp!\nPlease help me!" - correct_answer: D - question_score: '10' - question_text: What Hedy code belongs to this output? - hint: "'Help!' is repeated 3 times." - 5: - mp_choice_options: - - option: Correct - feedback: That's right! - - option: Wrong - feedback: That's not it - hint: The code is correct! - question_score: '10' - question_text: Is this code right or wrong? - code: "{repeat} 100 {times} {print} 'Hedy is awesome!'" - correct_answer: A - 8: - 4: - question_text: Which output is correct? - hint: The block under the `{repeat}` command is repeated twice. - mp_choice_options: - - option: "The children went:\nYay!\nWe are going on vacation!" - feedback: Mind the `{repeat}` command! - - option: "The children went:\nYay!\nWe are going on vacation!\nYay!\nWe are going on vacation!" - feedback: Correct! - - option: "The children went:\nYay!\nYay!\nWe are going on vacation!\nWe are going on vacation!" - feedback: This order is incorrect. - - option: "The children went:\nYay!\nYay!\nWe are going on vacation!" - feedback: The last line is repeated too. - correct_answer: B - code: "{print} 'The children went:'\n{repeat} 2 {times}\n {print} 'Yay!'\n {print} 'We are going on vacation!'" - question_score: '10' - 9: - mp_choice_options: - - feedback: The lines after the `{if}` and `{else}` command should start with 4 spaces - option: Line 2 and 4 - - feedback: Not only 3... - option: Only line 3 - - option: Line 3, 4 and 5 - feedback: Line 4 shouldn't - - feedback: Great job! - option: Line 3 and 5 - code: "1 music = {ask} 'What is your favorite music genre?'\n2 {if} music {is} rock\n3 {print} '🤘'\n4 {else}\n5 {print} '👎'" - question_score: '10' - hint: The lines after an `{if}` or `{else}` command should start with 4 spaces. - correct_answer: D - question_text: What line(s) in this code should start with 4 spaces? - 6: - mp_choice_options: - - feedback: There is no repetition in this answer. - option: "Welcome to restaurant Hedy\nPancakes" - - option: "Welcome to restaurant Hedy\nWelcome to restaurant Hedy\nPancakes\nPancakes" - feedback: This answer also repeats the welcome message - - option: "Welcome to restaurant Hedy\nWhat do you want to eat?\nWhat do you want to eat?\nPancakes\nPancakes" - feedback: Almost! But look at the question, it is not repeated. - - option: "Welcome to restaurant Hedy\nPancakes\nPancakes" - feedback: Well done! - hint: The first sentence and question will not be repeated - question_text: What will be the output of this code when we enter pancakes? - correct_answer: D - code: "{print} 'Welcome to restaurant Hedy'\n{repeat} 2 {times}\n food {is} {ask} 'What do you want to eat?'\n {print} food" - question_score: '10' - 8: - mp_choice_options: - - feedback: You are wrong! - option: "```\n{if} answer {is} 32\n {print} 'You are...'\n {sleep}\n {print} 'right!'\n {else}\n {print} 'You are wrong!'\n```" - - feedback: You are wrong! - option: "```\n{if} answer {is} 32\n{print} 'You are...'\n{sleep}\n{print} 'right!'\n{else}\n{print} 'You are wrong!'\n```" - - option: "```\n{if} answer {is} 32\n {print} 'You are...'\n {sleep}\n {print} 'right!'\n{else}\n {print} 'You are wrong!'\n```" - feedback: You are... right! - - option: "```\n{if} answer {is} 32\n {print} 'You are...'\n {sleep}\n{print} 'right!'\n{else}\n {print} 'You are wrong!'\n```" - feedback: You are wrong! - hint: What should happen if the person is right? And what else? - question_text: In which of the codes is the indentation done right? - correct_answer: C - question_score: '10' - 3: - mp_choice_options: - - option: "Baby shark tututudutudu\nBaby shark" - feedback: Mind the `{repeat}` command! - - feedback: The last line has no indentation, so it's not repeated. - option: "Baby shark tututudutudu\nBaby shark\nBaby shark tututudutudu\nBaby shark\nBaby shark tututudutudu\nBaby shark" - - feedback: Right! - option: "Baby shark tututudutudu\nBaby shark tututudutudu\nBaby shark tututudutudu\nBaby shark" - - feedback: What is being repeated and what isn't ? - option: "Baby shark tututudutudu\nBaby shark\nBaby shark\nBaby shark" - code: "{repeat} 3 {times}\n {print} 'Baby shark tututudutudu'\n{print} 'Baby shark'" - hint: What is being repeated and what is not? - question_text: What output will be produced when you run this program? - correct_answer: C - question_score: '10' - 2: - correct_answer: D - mp_choice_options: - - feedback: No it should be 2 lines. - option: This should be only one line, not 2. - - option: This `{print}` command has to be removed. - feedback: No, you need it. - - feedback: No, `{repeat}` is the correct spelling - option: There is a spelling mistake in the `{repeat}` command. - - option: The second line needs to start with 4 spaces as indentation. - feedback: Correct! - code: "{repeat} 5 {times}\n{print} 'Hedy is cool!'" - question_score: '10' - hint: Something is missing in the second line? - question_text: What is wrong with this code? - 10: - mp_choice_options: - - feedback: That's not true - option: All lines should start with 4 spaces - - option: Line 2 and 3 should start with 4 spaces - feedback: That's not true - - feedback: That's not true - option: Line 2 should start with 4 spaces - - option: Line 3 should start with 4 spaces - feedback: You are correct! - code: "1 level = {ask} 'What level are you on?'\n2 {if} level {is} 8\n3 {print} 'Great job!'" - question_text: Which statement is true? - hint: Only one line starts with 4 spaces, but which one...? - question_score: '10' - correct_answer: D - 1: - mp_choice_options: - - option: "Hello\nIm Hedy!" - feedback: Everything is printed twice. - - option: "Hello\nHello\nIm Hedy" - feedback: The second line is repeated twice as well. - - option: "Hello\nIm Hedy!\nHello\nIm Hedy!" - feedback: Super! - - feedback: Everything is printed twice - option: "Hello\nHello\nIm Hedy!\nIm Hedy!" - correct_answer: C - question_text: Which output will be produced by this code? - hint: Both lines are repeated twice. - question_score: '10' - code: "{repeat} 2 {times}\n {print} 'Hello'\n {print} 'Im Hedy!'" - 5: - question_score: '10' - mp_choice_options: - - option: The `{print}` commands on the last two lines should start on new lines and start with 4 spaces. - feedback: That's right! - - option: '`{else}` is not a command!' - feedback: It is! - - feedback: That's not true - option: Lines that start with `{if}` should start with 4 spaces - - feedback: That's not true - option: '`{ask}` is no longer a command' - correct_answer: A - code: "end = {ask} 'Do you want a happy or a sad ending?'\n{if} end {is} happy {print} 'They lived happily ever after'\n{else} {print} 'The world exploded. The end.'" - question_text: What is wrong with this code? - hint: Something is wrong with indentation - 7: - mp_choice_options: - - option: Nothing. This code is correct! - feedback: Something is wrong! - - feedback: You are! - option: You're not allowed to use an `{if}` command after an `{ask}` command. - - feedback: You always have to use indentation. - option: You don't have to use indentation twice. Only in the first `{if}` command. - - feedback: That's right. - option: The indentation is wrong in the first `{if}` command. - code: "food = {ask} 'What would you like to eat?'\n{if} food {is} fries\nsauce = {ask} 'What sauce would you like?'\n {print} 'One fries with ' sauce\n{if} food {is} pizza\n topping = {ask} 'What topping would you like?'\n {print} 'One pizza with ' topping\n{print} 'Thank you for your order'" - hint: Take a careful look at the indentation. - question_score: '10' - question_text: What is wrong with this code? - correct_answer: D - 3: - 2: - question_score: '10' - mp_choice_options: - - feedback: Good job! - option: 'You need commas in line 1: dog, cat, cow.' - - feedback: No, you don't need `{print}` - option: Line 1 needs to start with `{print}`. - - feedback: animals is correct. - option: Line 2 needs to say 'animal' instead of 'animals' - - feedback: '`{at} {random}` is the correct spelling' - option: '`{at} {random}` is spelled incorrectly' - correct_answer: A - hint: There's something wrong in line 1 - question_text: What's wrong with this code? - code: "animals {is} dog cat cow\n{print} animals {at} {random}" - 1: - mp_choice_options: - - option: '`{print}`' - feedback: '`{print}` is used to print text' - - feedback: '`{ask}` is used to ask a question' - option: '`{ask}`' - - option: '`{is}`' - feedback: '`{is}` is used to make a list' - - option: '`{at} {random}`' - feedback: Correct! - hint: Arbitrarily means without a plan or randomly. - question_score: '10' - correct_answer: D - question_text: What command(s) do you use to let Hedy pick something arbitrarily? - 5: - question_score: '10' - mp_choice_options: - - feedback: No, that's not wrong. - option: Line 1 needs to say `{print}` instead of `{ask}` - - feedback: No that's not wrong. - option: Line 2 needs to say `{ask}` instead of `{print}` - - feedback: No, that's not wrong. - option: Line 2 needs to say answers `{at} {random}` `{is}` yes, no, maybe - - feedback: That's right! - option: Nothing, this code is perfect - correct_answer: D - hint: Does this code even have a mistake? - code: "question {is} {ask} What do you want to know?\n{print} question\nanswers {is} yes, no, maybe\n{print} answers {at} {random}" - question_text: What is wrong in this code? - 7: - mp_choice_options: - - feedback: The remove command removes, the add command adds - option: The `{add}` command removes a random book from the list - - option: The `{add}` command adds a random book to a list - feedback: It doesn't. It adds your answer to the list! - - feedback: Correct! - option: The `{add}` command adds your favorite book to the list - - option: The `{add}` command prints your favorite book. - feedback: No, it adds your favorite book to the list - correct_answer: C - hint: The `{add}` command adds a book, but which one? - code: "books {is} Harry Potter, The Hobbit, Green Eggs and Ham\nyour_book {is} {ask} What is your favorite book?\n{add} your_book {to} books\n{print} books {at} {random}" - question_text: What does the `{add}` command do? - question_score: '10' - 9: - mp_choice_options: - - feedback: Maybe you want blue hair though! - option: 'Line 3 should say: `{remove}` blue `{from}` colors' - - feedback: You want to remove the chosen color so `{remove}` is right. - option: Line 3 should have an `{add}` command instead of a `{remove}` command - - feedback: Great job! - option: In line 4 the variable should be called colors instead of color - - feedback: Find the mistake! - option: Nothing, this is a correct code! - hint: Look at line 4 - question_score: '10' - correct_answer: C - question_text: What's wrong with this code? - code: "colors {is} blue, purple, green\nchosen_color {is} {ask} Which hair color wouldn't you like to have?\n{remove} chosen_color {from} colors\n{print} I will dye my hair color {at} {random}" - 6: - mp_choice_options: - - option: Line 2 needs to say question instead of answers - feedback: No that's not right - - option: Line 2 needs the `{is}` command - feedback: Correct - - option: Line 3 needs to say answer instead of answers - feedback: No the variable's called answers - - option: Nothing! This code is great! - feedback: Actually, line 2 has a mistake. - code: "question {is} {ask} What do you want to know?\nanswers yes, no, maybe\n{print} answers {at} {random}" - question_text: What's wrong with this code? - hint: There is something wrong with line 2. - question_score: '10' - correct_answer: B - 8: - mp_choice_options: - - option: You can't tell, because Hedy will `{print}` one of the 3 flavors `{at} {random}` - feedback: Take a look at the `{remove}` commands - - option: sea salt - feedback: sea salt is removed from the list - - feedback: Paprika is removed from the list - option: paprika - - option: sour cream - feedback: That's right! - correct_answer: D - question_score: '10' - question_text: What is the output of this code? - code: "crisps {is} sea salt, paprika, sour cream\n{remove} sea salt {from} crisps\n{remove} paprika {from} crisps\n{print} crisps {at} {random}" - hint: There are 3 flavors, bit 2 are removed. Which one remains? - 4: - mp_choice_options: - - option: "```\n{print} price\n```" - feedback: You don't want to `{print}` the word price, but you want to `{print}` one price out of your list `{at} {random}` - - option: "```\n{print} prices {at} {random}\n```" - feedback: Great! You've really paid attention. - - feedback: '`{at} {random}` is placed behind the variable.' - option: "```\n{print} {at} {random} price\n```" - - option: Nothing, this code is alright. - feedback: Look carefully for the mistake you missed! - hint: The variable name is prices - correct_answer: B - question_score: '10' - code: "prices {is} 1 dollar, 100 dollar, 1 million dollar\n{print} price {at} {random}" - question_text: What should change in line 2 to print a random price? - 10: - mp_choice_options: - - option: "```\n{remove} walked_yesterday {from} walkers\n```" - feedback: Super! - - option: "```\n{remove} walked_yesterday {to} walkers\n```" - feedback: '`{remove} {from}` or `{add} {to}`, not `{remove} {to}`' - - option: "```\n{remove} walkers {from} yesterday\n```" - feedback: yesterday is not a variable - - option: "```\n{add} walked_yesterday {to} walkers\n```" - feedback: This increased the chance that the person who walked yesterday now has to do it again. That's mean. - question_text: What should be on the _? - hint: The person who walked the dogs yesterday should be removed from the list. - code: "walkers {is} dad, mom, Sam, Petra\nwalked_yesterday {is} {ask} Who walked the dogs yesterday?\n{print} walked_yesterday shouldn't have to walk the dogs again today\n_\n{print} walkers {at} {random} , it's your turn to walk the dogs!" - question_score: '10' - correct_answer: A - 3: - mp_choice_options: - - option: "```\n{at} {random} {print} options\n```" - feedback: You're almost there. The order of the words isn't right yet. - - option: "```\n{print} rock {at} {random}\n```" - feedback: you don't always want the Hedy to {print} rock, sometimes you want scissors or paper. - - option: "```\n{print} options {at} {random}\n```" - feedback: Very good! - - option: Nothing, the code is correct! - feedback: Look carefully for the mistake - question_score: '10' - correct_answer: C - hint: The variable (the list) is called options. - code: "options {is} rock, paper, scissors\n{print} rock, paper, scissors {at} {random}" - question_text: How do you fix the mistake in line 2? - 11: - 1: - mp_choice_options: - - feedback: No - option: '`counter`' - - feedback: Correct - option: '`{range}`' - - feedback: No - option: '`{if}`' - - option: '`{for}`' - feedback: No - hint: What did you learn in this level? - code: "{for} i {in} _ 1 {to} 10\n {print} i" - correct_answer: B - question_text: What word should be at the place of the blank? - question_score: '10' - 4: - correct_answer: D - mp_choice_options: - - option: "```\n{for} i {in} {range} 0 {to} 10\n {print} i\n```" - feedback: Now Hedy prints the numbers from 0 to 10 instead of 10 to 0. - - feedback: Hedy would print negative numbers in this case. - option: "```\n{for} i {in} {range} 0 {to} 10\n {print} -1 * i\n```" - - feedback: Unfortunately this does not exist. - option: "```\n{for} i {in} {range} 10 {to} 0\n {print} i\n```" - - feedback: That's right! - option: "```\n{for} i {in} {range} 0 {to} 10\n {print} 10 - i\n```" - hint: It has to be a calculation… - output: "10\n9\n8\n7\n6\n5\n4\n3\n2\n1\n0" - question_score: '10' - question_text: Which code was used to get this output? - 10: - output: "Baby shark tututudutudu\nBaby shark tututudutudu\nBaby shark tututudutudu\nBaby shark" - mp_choice_options: - - option: "```\n{for} i {in} {range} 1 {to} 3\n {print} Baby shark tututudutudu\n {print} Baby shark\n```" - feedback: Mind the indentation - - option: "```\n{for} i {in} {range} 1 {to} 3\n {print} Baby shark tututudutudu\n{print} Baby shark\n```" - feedback: That's right! - - feedback: '`{range}` 0 `{to}` 3 is 4 times.' - option: "```\n{for} i {in} {range} 0 {to} 3\n {print} Baby shark tututudutudu\n{print} Baby shark\n```" - - option: "```\n{for} i {in} {range} 0 {to} 3\n {print} Baby shark tututudutudu\n {print} Baby shark\n```" - feedback: '`{range}` 0 `{to}` 3 is 4 times.' - hint: Mind the indentation - correct_answer: B - question_text: Which code belongs to this output? - question_score: '10' - 7: - mp_choice_options: - - option: "```\n{for} i {in} {range} 0 {to} 3\n```" - feedback: There's not always 3 people - - option: "```\n{for} i {in} {range} 1 {to} guests\n```" - feedback: The variable is not named guests - - feedback: Great! - option: "```\n{for} i {in} {range} 1 {to} people\n```" - - feedback: That's one order too many! - option: "```\n{for} i {in} {range} 0 {to} people\n```" - question_text: What should be on the place of the blank? - correct_answer: C - code: "{print} 'Welcome to Hedys diner'\npeople = {ask} 'How many people will be eating here tonight?'\n_\n food = {ask} 'What would you like to order?'\n {print} food" - hint: Use the variable 'people' - question_score: '10' - 9: - code: "age = {ask} 'How old are you?'\n{for} i {in} {range} 1 {to} age\n {print} 'Hip Hip Hoorray!'" - question_score: '10' - mp_choice_options: - - feedback: Try again - option: 1 time - - feedback: Try again - option: 2 times - - feedback: Try again - option: Never - - feedback: That's right! - option: That depends on how old you are - hint: '`{for}` i `{in}` `{range}` 1 `{to}` age' - question_text: How many times does Hedy chant Hip Hip Hooray? - correct_answer: D - 8: - mp_choice_options: - - feedback: The numbers don't appear. It doesn't say `{print}` i. - option: "```\n23\n24\n25\n```" - - feedback: The numbers don't appear. It doesn't say `{print}` i - option: "```\n23 hi 24 hi 25 hi\n```" - - feedback: Correct - option: "```\nhi\nhi\nhi\n```" - - feedback: No it will only appear 3 times. - option: The word 'hi' will appear 25 times in a row. - hint: It doesn't say `{print}` i - code: "{for} i {in} {range} 23 {to} 25\n {print} 'hi'" - question_score: '10' - question_text: What will be the output from this code? - correct_answer: C - 5: - mp_choice_options: - - option: The i in the last line need quotation marks - feedback: No it doesn't. - - feedback: You could use 1 to 5 just as well! - option: You can't use `{range}` 1 `{to}` 5 only `{range}` 1 `{to}` 10 - - option: Line 1 needs to start with an indention. - feedback: Not line 1... - - feedback: Perfect! - option: Line 2 needs to start with an indention - correct_answer: D - code: "{for} i {in} {range} 1 {to} 10\n{print} i" - hint: There is something wrong with the indention - question_text: What's wrong with this code? - question_score: '10' - 3: - mp_choice_options: - - option: "```\n{for} i {in} {range} 1 {to} 5\n {print} i\n{print} 'Once I caught a fish alive!'\n```" - feedback: Perfect - - option: "```\n{for} i {in} {range} 1 {to} 5\n{print} i\n{print} 'Once I caught a fish alive!'\n```" - feedback: This code won't work. You need an indent after {for}. - - option: "```\n{for} i {in} {range} 1 {to} 5\n {print} i\n {print} 'Once I caught a fish alive!'\n```" - feedback: Now Hedy will count '1 Once I caught a fish alive!, 2 Once I caught a fish alive! etc. - - option: "```\n{for} i {in} {range} 1 {to} 5\n {print} 'i'\n{print} 'Once I caught a fish alive!'\n```" - feedback: i is a variable and shouldn't have quotation marks - question_text: Which code was used to get this output? - hint: First all the numbers, then the sentence - correct_answer: A - output: "1\n2\n3\n4\n5\nOnce I caught a fish alive!" - question_score: '10' - 6: - mp_choice_options: - - option: 1 time - feedback: No - - feedback: No - option: 2 times - - feedback: That's right! - option: 3 times - - option: Never - feedback: No - code: "{for} i {in} {range} 0 {to} 2\n {print} 'Hello'" - hint: 0 also counts. So 0,1,2 that's 3 times. - question_score: '10' - question_text: How many times does the word Hello appear on your screen when you run the code? - correct_answer: C - 2: - mp_choice_options: - - option: "```\n1\n2\n3\n```" - feedback: Correct! - - feedback: That's not it - option: "```\n1 2 3\n```" - - option: "```\n1, 2, 3\n```" - feedback: That's not it - - feedback: That's not it - option: "```\n123\n```" - hint: How do the numbers appear in the screen? - question_text: What will be the output from this code? - correct_answer: A - code: "{for} i {in} {range} 1 {to} 3\n {print} i" - question_score: '10' - 4: - 2: - mp_choice_options: - - feedback: This quotation mark is skewed, you need a straight one. - option: "```\n{print} `hello`\n```" - - feedback: Correct - option: "```\n{print} 'hello'\n```" - - option: "```\n{print} hello\n```" - feedback: There are no quotation marks here! - - option: "```\n{print} ,hello,\n```" - feedback: This is a comma, you need quotation marks. - question_text: Which code uses the proper quotation marks? - question_score: '10' - correct_answer: B - hint: Pick the right quotation marks. - 5: - correct_answer: C - mp_choice_options: - - feedback: Never put the quotation mark in front of the `{print}` command. - option: "```\n'{print} options {at} {random}'\n```" - - option: "```\n{print} 'options' {at} {random}\n```" - feedback: options is a variable. You don't literally want to print 'options {at} {random}'. - - option: "```\n{print} options {at} {random}\n```" - feedback: That's right - - option: Nothing, the game already works! - feedback: Look carefully. There is an error. - question_text: What has to be changed in order for the game to work? - question_score: '10' - code: "options {is} rock, paper, scissors\n{print} 'options {at} {random}'" - hint: You don't want Hedy to literally print 'options {at} {random}', you want it to print 'rock' or 'paper' or 'scissors'. - 10: - mp_choice_options: - - feedback: A list doesn't need quotation marks - option: Quotation marks are missing in line 1 - - feedback: Correct - option: Quotation marks are missing in line 2 - - option: Quotation marks are missing in both line 2 and 3 - feedback: Line 3 doesn't need quotation marks because it's not printed literally - - feedback: You missed one! - option: Nothing, this code has no mistakes - code: "people {is} mom, dad, Emma, Sophie\n{print} The dishes are done by...\n{print} people {at} {random}" - correct_answer: B - question_score: '10' - hint: One line needs quotation marks, because you want it to be printed literally. - question_text: Which statement is true? - 8: - mp_choice_options: - - feedback: We need quotation marks - option: "```\n{print} So you pick door door\n```" - - feedback: If the player chooses door 3, Hedy will say 'So you pick 3 3 - option: "```\n{print} 'So you pick ' door door\n```" - - feedback: Super! - option: "```\n{print} 'So you pick door ' door\n```" - - feedback: Hedy will literally print 'So you pick door door - option: "```\n{print} 'So you pick door door'\n```" - hint: The second word door should be replaced with the number, the first should still be the word door... - question_score: '10' - correct_answer: C - code: "{print} 'Welcome at the money show!'\n{print} 'In front of you are 3 doors'\ndoor {is} {ask} 'Which door do you choose?'" - question_text: What would be a good next line for this code? - 7: - mp_choice_options: - - feedback: Correct! - option: Quotation marks are missing in line 1 - - option: Quotation marks are missing in line 2 - feedback: A variable doesn't need quotes - - feedback: You don't want Hedy to literally print 'answers {at} {random}' so no quotation marks needed here! - option: Quotation marks are missing in line 3 - - option: Nothing, this code is good as is! - feedback: Look carefully. You missed a mistake! - question_text: What's wrong with this code? - code: "question {is} {ask} What do you want to know?\nanswers {is} yes, no, maybe\n{print} answers {at} {random}" - hint: Check each line on whether they'd need quotation marks or not. - correct_answer: A - question_score: '10' - 4: - mp_choice_options: - - option: "You need quotation marks around the word `{print}`, like this: `'{print}'`." - feedback: The quotation marks shouldn't be around the command itself. - - feedback: Super! - option: You need quotation marks around the words you want to print. - - feedback: Both `{print}` and `{ask}` require quotation marks - option: You do not need quotation marks when using the `{ask}` command - - feedback: Unfortunately, Hedy is stricter than that. - option: You can choose yourself whether to use quotation marks or not. - hint: From level 4 on you need to use quotation marks. - question_text: Which statement is true? - question_score: '10' - correct_answer: B - 1: - mp_choice_options: - - feedback: That's right - option: "```\n{print} 'Im very excited to take this quiz!'\n```" - - option: "```\n{print} Im very excited to take this quiz!\n```" - feedback: '{print} now needs quotation marks!' - - option: "```\n{print} 'I'm very excited to take this quiz!'\n```" - feedback: do not use apostrophe or use backticks instead - - option: "```\n{print} 'I'm very excited to take this quiz!\n```" - feedback: careful when using quotes and apostrophe - hint: In level 4 you need quotation marks for 2 commands. - question_score: '10' - correct_answer: A - question_text: Which of these codes is correct? - 6: - mp_choice_options: - - feedback: Great! You get it! - option: "```\n{print} 'You win...' prices {at} {random}\n```" - - option: "```\n{print} You win... 'prices {at} {random}'\n```" - feedback: Hedy will literally print 'prices {at} {random}' - - option: "```\n{print} You win... prices {at} {random}\n```" - feedback: You need some quotation marks! - - option: "```\n{print} 'You win... prices {at} {random}'\n```" - feedback: Hedy will literally print 'prices {at} {random}'' - question_text: What would be a good next line in this code? - code: prices {is} 1 dollar, 100 dollars, 1 million dollars - correct_answer: A - question_score: '10' - hint: 'Think carefully: what is a variable and should be outside of the quotation marks? And what are normal words that should be inside?' - 3: - mp_choice_options: - - option: "```\n{print} Hi Im Hedy\n```" - feedback: Add quotation marks please! - - feedback: Both before and after the words you want to print should be a quotation mark. - option: "```\n{print} 'Hi Im Hedy\n```" - - feedback: The first quotation mark should be behind the word `{print}` - option: "```\n'{print} Hi Im Hedy'\n```" - - feedback: Perfect! - option: "```\n{print} 'Hi Im Hedy'\n```" - correct_answer: D - question_text: Where are the quotation marks used correctly? - hint: Both before and after the words you want to print should be a quotation mark. - question_score: '10' - 9: - code: "clubs {is} Real Madrid, Bayern Munchen, Manchester United, Ajax\n{print} clubs {at} {random} ' is going the win the champions league'" - hint: What are Hedy's options to randomly pick from? - mp_choice_options: - - feedback: Hedy could `{print}` that - option: Ajax is going to win the champions league - - feedback: Hedy could `{print}` that - option: Real Madrid is going to win the champions league - - option: Bayern Munchen is going to win the champions league - feedback: Hedy could `{print}` that - - feedback: That's right. It's not in the list - option: FC Barcelona is going to win the champions league - question_text: What will never appear in your output screen? - question_score: '10' - correct_answer: D - 10: - 5: - question_score: '10' - question_text: What word should be on the `_` with these digital dice? - correct_answer: B - mp_choice_options: - - option: players - feedback: It would say 'Ann throws Jesse', instead of 'Ann throws 6'. - - option: choices - feedback: That's right! - - feedback: You are very close. But you need Hedy to pick from the list called 'choices' not 'choice'... - option: choice - - feedback: Look at the names of the variables. - option: dice - hint: Hedy needs to pick a number `{at} {random}` - code: "{print} 'Welcome to the digital dice!'\nplayers = Ann, John, Jesse\nchoices = 1, 2, 3, 4, 5, 6\n{for} player {in} players\n {print} player ' throws ' _ {at} {random}" - 8: - mp_choice_options: - - option: "```\n'name gets a color shirt'\n```" - feedback: That's not it! - - option: "```\nname 'gets a ' colors {at} {random} ' shirt'\n```" - feedback: Great job! This was a hard one! - - feedback: You want each name printed. So the first word should not be names but... - option: "```\nnames 'gets a ' color {at} {random} ' shirt'\n```" - - feedback: There is no variable named people.. - option: "```\npeople ' gets a colors shirt'\n```" - code: "names = Donna, Tommy, Ben\ncolors = blue, red, purple\n{for} name {in} names\n {print} _" - question_text: What should be on the `_` in this code that decides which color shirt you get? - correct_answer: B - hint: Mind the quotation marks and the names of the variables - question_score: '10' - 7: - mp_choice_options: - - feedback: You are on fire! - option: "```\n{for} name {in} names\n```" - - feedback: No it should be for each name in the list nameS, so the other way around - option: "```\n{for} names {in} name\n```" - - option: "```\n{for} food {in} food\n```" - feedback: Each name should be told what they will have for dinner. - - option: "```\n{for} name {in} food\n```" - feedback: Each name should be told what they will have for dinner. - question_text: What line should be on the `_` in this code that decides what these people will have for dinner? - correct_answer: A - code: "names = Ron, Leslie, April, Andy\nfood = pasta, fries, salad\n_\n {print} name ' has to eat ' food {at} {random} ' for dinner'" - hint: Each name should be told what they will have for dinner. - question_score: '10' - 9: - code: "courses = appetizer, main course, dessert\nnames = Timon, Onno\n{for} name {in} names\n {for} course {in} courses\n food = {ask} name ', what would you like to eat as your ' course '?'\n {print} name ' orders ' food ' as their ' course" - mp_choice_options: - - option: Timon, what would you like to eat as your appetizer? - feedback: Perfect! - - option: Onno, what would you like to eat as your appetizer? - feedback: Timon is first on the list! - - option: Timon, what would you like to eat as your dessert? - feedback: Appetizers are first in the list - - option: You don't know that. Hedy will choose `{at} {random}`. - feedback: There is no `{at} {random}` in this code... - question_score: '10' - question_text: What is the first question Hedy will ask you when you run the program? - correct_answer: A - hint: The first options from both lists are chosen. - 3: - mp_choice_options: - - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - option: dogs are lovely pets - - option: dogs, cats, hamsters, chickens are lovely pets - feedback: Each animal gets their own line in the output. - - option: "dogs are lovely pets\ncats are lovely pets\nhamsters are lovely pets\nchickens are lovely pets" - feedback: Great! - - option: You don't know yet. Because it chooses one of the animals {at} {random}. - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - correct_answer: C - question_text: Which output is correct? - code: "animals = dogs, cats, hamsters, chickens\n{for} animal {in} animals\n {print} animal ' are lovely pets'" - hint: Line 2 says {for} each animal in the list of animals. So each animal is printed - question_score: '10' - 2: - mp_choice_options: - - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - option: I love pizza - - option: I love pasta - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pancakes - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - feedback: Great! - option: "I love pizza\nI love pasta\nI love pancakes" - correct_answer: D - hint: Line 2 says for each meal in the list of meals. So each meal is printed. - code: "meals = pizza, pasta, pancakes\n{for} meal {in} meals\n {print} 'I love ' meal" - question_score: '10' - question_text: Which output is correct? - 1: - mp_choice_options: - - feedback: That's not it - option: "```\n{for} each compliment\n```" - - feedback: You deserve all those compliments! - option: "```\n{for} compliment {in} compliments\n```" - - feedback: That's not it - option: "```\n{if} compliment {in} compliments\n```" - - feedback: Almost there! - option: "```\n{for} compliments {in} compliment\n```" - question_text: What do we need to fill in on the `_` if we want to print each compliment? - hint: '`{for}` each compliment in the lists of compliments...' - question_score: '10' - correct_answer: B - code: "compliments = perfect, great job, amazing\n_\n {print} compliment" - 6: - question_text: Which of the answers below is a possible outcome when you run the code? - mp_choice_options: - - option: "```\nKelly chooses rock\n```" - feedback: Meredith wants to play too! - - option: "```\nMeredith chooses scissors\nKelly chooses rock\n```" - feedback: So close! But Kelly is first in the list, so she goes first - - feedback: Kelly wants to play too! - option: "```\nMeredith chooses paper\n```" - - feedback: Amazing! - option: "```\nKelly chooses paper\nMeredith chooses scissors\n```" - question_score: '10' - code: "choices = rock, paper, scissors\nplayers = Kelly, Meredith\n{for} player {in} players\n {print} player ' chooses ' choices {at} {random}" - correct_answer: D - hint: Each player will pick an option. The player that's first on the list will go first. - 4: - mp_choice_options: - - option: Line 2 needs to start with 4 spaces as indentation - feedback: No it doesn't. Only line 3 needs indentation, which it has. - - feedback: Line 2 is a `{for}`command so line 3 does need to start with an indent. - option: Line 3 does not need to start with 4 spaces as indentation - - feedback: Good job! - option: Line 3 should say item instead of groceries - - feedback: No it does not. - option: Line 2 should say groceries instead of item - hint: Line 2 says `{for}` each item in the list of groceries - question_text: What's wrong with this code? - correct_answer: C - code: "groceries = apples, bread, milk\n{for} item {in} groceries\n {print} 'We need ' groceries" - question_score: '10' - 10: - mp_choice_options: - - feedback: That is not true, you could end up without a prize. - option: Everybody will always win a prize. - - option: All the prizes always go to one single person. - feedback: That is not true. All the prizes are given away, but to random people - - option: Larry will never win a prize - feedback: That is not true. Larry has the same odds as the others - - option: Someone might win two prizes - feedback: You get it! - correct_answer: D - code: "prizes = 1 million dollars, car, sandwich\nnames = Bob, Patrick, Sandy, Larry\n{for} prize {in} prizes\n {print} 'The ' prize ' is won by ' names {at} {random}" - hint: Try to imagine the output of this code. - question_score: '10' - question_text: What is true about this code? - 6: - 7: - mp_choice_options: - - option: It could have been `price = 3` just as well. - feedback: No, that's not true. Hedy needs to add 3 dollars to the total. - - feedback: Hedy would understand, but it wouldn't be right. - option: Because Hedy doesn't understand `price = 3`. - - option: Because Hedy would otherwise forget about the previous order. The price would be 3 dollars in total. - feedback: That's right! - - option: Because the price is 0 dollars to begin with. - feedback: That's true, but not the reason - hint: The price shouldn't be 3, but 3 dollars more than it already was - code: "{print} 'Welcome at Hedys diner'\nfood = {ask} 'What would you like to eat?'\nprice = 0\n{if} food {is} hamburger price = price + 15\n{if} food {is} fries price = price + 6\ndrinks is {ask} 'What would you like to drink?'\n{if} drinks {is} coke price = price + 3\n{if} drinks {is} water price = price + 1\n{print} price ' dollars please'" - question_score: '10' - question_text: Why does line 7 say 'price is price + 3' instead of 'price is 3'? - correct_answer: C - 4: - mp_choice_options: - - feedback: Mind, Hedy also prints 'Your lucky number is...' - option: '30' - - feedback: Please try again. - option: '10' - - option: Your lucky number is... 30 - feedback: That's right! - - option: Your lucky number is... 10 - feedback: Her lucky number is name times age... - question_text: Kim is 10 years old. What will Hedy print for her? - code: "name = {ask} 'How many letters are in your name?'\nage = {ask} 'How old are you?'\nluckynumber = name*age\n{print} 'Your lucky number is...' luckynumber" - hint: 'Kim has 3 letters, she is 10 years old so: letters times age = 3*10 = 30.' - question_score: '10' - correct_answer: C - 2: - mp_choice_options: - - option: '`-`' - feedback: That's not it - - option: plus - feedback: That's not it - - option: '`*`' - feedback: That's not it - - option: '`+`' - feedback: Correct! - question_score: '10' - hint: It's the plus sign. - correct_answer: D - question_text: What do you use when you want to add two numbers? - 10: - mp_choice_options: - - feedback: You are allowed to use the `=` sign as well - option: You can only fill in the word is on the `_` - - option: You can fill in either the word is or the `=` sign on the `_` - feedback: Amazing! - - option: You have to fill in =is= on the `_` - feedback: No, one `=` sign is enough - - feedback: You can also use `=` with words. - option: You can only use the `=` sign when working with numbers, not with words. - hint: '`{is}` and `=` are both allowed' - correct_answer: B - question_score: '10' - question_text: Which statement is true? - code: "name _ Hedy\n{print} name 'is walking trough the forrest'" - 8: - mp_choice_options: - - option: There shouldn't be quotation marks in line 2 - feedback: No, there should be! - - feedback: Correct! - option: The variable is called correct answer, but a variable's name can only be 1 word. So it should be correct_answer - - option: The `{if}` and `{else}` commands should be in the same line. - feedback: No, that's not true. - - feedback: Variable names can be similar, but they can't be 2 words... - option: The variable in line 2 can't be called answer, because it is too similar to the variable correct answer. - code: "correct answer = 3*12\nanswer = {ask} 'What is 3 times 12?'\n{if} answer {is} correct answer {print} 'Good job!'\n{else} {print} 'No... It was ' correct answer" - correct_answer: B - question_text: Why is this code incorrect? - hint: Inspect what the variables are called. - question_score: '10' - 3: - hint: Mind the quotation marks!! - correct_answer: C - mp_choice_options: - - feedback: This would be the right answer if there were no quotation marks. - option: '30' - - feedback: Try again.. - option: '13' - - feedback: Correct! There are quotation marks, so Hedy will print it literally. - option: 3*10 - - option: Nothing, Hedy will give an error message. - feedback: No, Hedy will print it literally. - question_text: What's Hedy's output when you run this code? - code: "{print} '3*10'" - question_score: '10' - 9: - mp_choice_options: - - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - option: 10% - - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - option: 32% - - option: 50% - feedback: Super! You are 100 percent smart! - - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - option: 100% - question_score: '10' - correct_answer: C - question_text: Imagine you love football a 10, you've eaten 2 bananas and have washed your hands 3 times today. How smart does the silly fortune teller think you are? - hint: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - code: "{print} 'Im Hedy the silly fortune teller'\n{print} 'I will predict how smart you are!'\nfootball = {ask} 'On a scale of 0 to 10 how much do you love football?'\nbananas = {ask} 'How many bananas have you eaten this week?'\nhygiene = {ask} 'How many times did you wash your hands today??'\nresult = bananas + hygiene\nresult = result * football\n{print} 'You are ' result 'percent smart.'" - 1: - mp_choice_options: - - option: '20' - feedback: Correct! - - feedback: No, the plus sign is used in addition - option: '12' - - feedback: No, Hedy will calculate the answer - option: 2*10 - - feedback: Mind it's a calculation. - option: '210' - question_text: What's Hedy's output when you run this code? - code: '{print} 2*10' - correct_answer: A - hint: The `*` is used as a multiplication sign - question_score: '10' - 5: - mp_choice_options: - - option: 5 dollars - feedback: Unfortunately, it's not that cheap. - - feedback: No, it's 10 dollars each. - option: 10 dollars - - feedback: The * means multiplication. - option: 15 dollars - - option: 50 dollars - feedback: Great! - question_text: If 5 people eat at this restaurant, how much do they have to pay in total? - code: "{print} 'Welcome to Hedys!'\npeople = {ask} 'How many people are eating with us tonight?'\nprice = people * 10\n{print} 'That will be ' price 'dollar please'" - correct_answer: D - hint: '`price` `is` `people` `times` 10' - question_score: '10' - 6: - mp_choice_options: - - option: 15 dollars - feedback: Super! - - feedback: The fries are 6 dollars - option: 6 dollars - - option: 0 dollars - feedback: The hamburger isn't free! - - option: 21 dollars - feedback: That's the price for a hamburger and fries! - hint: Mind the fourth line. - code: "{print} 'Welcome at Hedys diner'\nfood = {ask} 'What would you like to eat?'\nprice = 0\n{if} food {is} hamburger price = 15\n{if} food {is} fries price = 6" - question_text: How much does a hamburger cost in this virtual restaurant? - question_score: '10' - correct_answer: A diff --git a/content/quizzes/kmr.yaml b/content/quizzes/kmr.yaml index e8623639fa2..f4460c44ca5 100644 --- a/content/quizzes/kmr.yaml +++ b/content/quizzes/kmr.yaml @@ -1,21 +1,6 @@ levels: 1: - 1: - question_text: What's this programming language called? - mp_choice_options: - - option: Hedy - feedback: Good job! - - option: Heddy - feedback: Not this one! - - option: Haydie - feedback: Not this one! - - option: Heidi - feedback: Not this one! - hint: It's named after Hedy Lamarr. - correct_answer: A - question_score: '10' 2: - question_text: Which need to be filled in on the blanks to make the text Hello! appear? code: ___ Hello! mp_choice_options: - option: |- @@ -39,40 +24,7 @@ levels: ``` feedback: With `{ask}`, you can ask a question. hint: _?_ Hello world! - correct_answer: B - question_score: '10' - 3: - question_text: How do you ask what someone's favorite color is? - mp_choice_options: - - option: |- - ``` - {print} What is your favorite color? - ``` - feedback: '`{print}` prints text, but it doesn''t ask questions.' - - option: |- - ``` - {ask} {print} What is your favorite color? - ``` - feedback: You only need one command, not two. - - option: |- - ``` - {ask} What is your favorite color? - ``` - feedback: Great! - - option: |- - ``` - {echo} What is your favorite color? - ``` - feedback: '`{echo}` repeats your answer back to you.' - hint: You can ask something with the `{ask}` command - correct_answer: C - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - Hi Im Hedy! - {ask} Who are you? - {echo} Hi... mp_choice_options: - option: '`{print}` in line 1 is missing.' feedback: Correct! @@ -82,11 +34,7 @@ levels: feedback: '`{echo}` is a command, there''s another mistake.' - option: Nothing! This is a perfect code! feedback: Wrong, look carefully! - hint: Line 1 doesn't seem right - correct_answer: A - question_score: '10' 5: - question_text: Which command is missing in line 2? code: |- {ask} What is your favorite pet? _?_ So your favorite pet is... @@ -111,49 +59,7 @@ levels: {echo} ``` feedback: Right on! - hint: You want to see the answer at the end of line 2... - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - {print} Hi im Hedy! - {print} Which football team do you support? - {echo} You support... - {print} Cool! Me too! - mp_choice_options: - - option: In line 1 `{print}` should be replaced with `{ask}`. - feedback: '`{print}` in line 1 is correct.' - - option: In line 2, `{print}` should be replaced with `{ask}`. - feedback: Great! You paid attention! - - option: Line 3 has to begin with `{print}` instead of `{echo}`. - feedback: '`{echo}` is correct.' - - option: In line 4, `{print}` is spelled wrong. - feedback: No, there is a mistake somewhere else - hint: Check the `{print}` commands. - correct_answer: B - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - {print} Welcome at Hedys restaurant! - {ask} What would you like to eat? - {echo} So you want to order ... - {print} Coming right up! Enjoy! - mp_choice_options: - - option: In line 1 `{print}` needs to be replaced with `{ask}` - feedback: Are you sure something is wrong? - - option: In line 1 `{print}` needs to be replaced with `{echo}` - feedback: Are you sure something's wrong? - - option: In line 3 `{echo}` needs to be replaced with `{print}` - feedback: Are you sure something is wrong? - - option: Nothing! This is a perfect code! - feedback: Correct! - hint: Check the code line by line - correct_answer: D - question_score: '10' 8: - question_text: How do you use the `{echo}` command? mp_choice_options: - option: You can use it to `{ask}` a question. feedback: That's what `{ask}` is for! @@ -163,33 +69,8 @@ levels: feedback: Good job! - option: You can use it to make text disappear. feedback: That's not right... - hint: '`{echo}` is used after an `{ask}` command.' - correct_answer: C - question_score: '10' - 9: - question_text: What's wrong with this code? - code: |- - {print} Hello! - {print} How are you doing? - {echo} So you are doing... - mp_choice_options: - - option: '`{print}` in line 1 should be `{ask}`' - feedback: No, `{print}` is right. Where is the question being asked? - - option: '`{print}` in line 2 should be `{ask}`' - feedback: Super! - - option: '`{echo}` in line 3 should be `{ask}`' - feedback: No, `{echo}` is right. Where is the question being asked? - - option: Nothing. This is a perfect code! - feedback: Look carefully for the mistake... - hint: '`{ask}` allows you to ask a question' - correct_answer: B - question_score: '10' 10: question_text: Which output will be in your outputscreen after you've run this code? - code: |- - {ask} Are you ready to go to level 2? - {echo} - {echo} mp_choice_options: - option: Are you ready to go to level 2? feedback: There are two echo commands @@ -203,12 +84,8 @@ levels: Are you ready to go to level 2? Yes! feedback: There are two echo commands - hint: Let's go! - correct_answer: B - question_score: '10' 2: 1: - question_text: Which statement is true? mp_choice_options: - option: You can use the {print} command to ask questions. feedback: That is what ask is for @@ -218,85 +95,7 @@ levels: feedback: Good - option: With the {sleep} command, you can remove text from the screen. feedback: That's not how `{sleep}` works. - hint: '`{print}` still works the same way as in level 1' - correct_answer: C - question_score: '10' - 2: - question_text: Which code is correct? - mp_choice_options: - - option: |- - ``` - name {is} {ask} What is your name? - ``` - feedback: Super! - - option: |- - ``` - {ask} {is} name What is your name - ``` - feedback: The words are right, the order is not! - - option: |- - ``` - {ask} What is your name? - ``` - feedback: This worked in level 1, but in level 2 and up it works differently. - - option: |- - ``` - {ask} What is your name? {is} name - ``` - feedback: The words are right, the order isn't! - hint: '`{ask}` doesn''t work like in level 1' - correct_answer: A - question_score: '10' - 3: - question_text: What appears on your output screen when you run this code? - code: |- - name {is} Marleen - {print} name goes to the market and she buys an apple. - mp_choice_options: - - option: name goes to the market and she buys an apple. - feedback: The word name is replaced with Marleen - - option: Marleen goes to the market. - feedback: The second part of the sentence isn't left out! - - option: Marleen goes to the market and she buys an apple. - feedback: Right on! - - option: Marleen goes to the market and Marleen buys an apple. - feedback: She is not replaced with the name - hint: The word name is replaced with Marleen - correct_answer: C - question_score: '10' - 4: - question_text: What will you see on the output screen when you run this code? - code: |- - name {is} Hedy - {print} Hi my name is name - mp_choice_options: - - option: Hi my name is name - feedback: The variable name is replaced with Hedy - - option: Hi my name is Hedy - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is name - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is Hedy - feedback: Correct, this mistake will be fixed in level 4! - hint: '''name'' is being replaced with ''Hedy'' in both places' - correct_answer: D - question_score: '10' - 5: - question_text: What happens when you use the `{sleep}` command? - mp_choice_options: - - option: It slows down your computer - feedback: fortunately not! - - option: It closes down Hedy - feedback: fortunately not! - - option: Your program pauses for a second and then continues - feedback: That's right! - - option: You put it at the end so Hedy knows your program is finished - feedback: No it would be useless at the end of your code - hint: The computer waits for a second at the `{sleep}` command - correct_answer: C - question_score: '10' 6: - question_text: What should be on the lines? code: |- {print} And the award for best programming language goes to... _?_ @@ -322,116 +121,17 @@ levels: {ask} ``` feedback: There is no question there to be asked - hint: Pause for dramatic effect... - correct_answer: A - question_score: '10' 7: - question_text: What command should be used on line 2? code: |- {print} I will explode in 3 seconds! _?_ {print} BOOM! - mp_choice_options: - - option: |- - ``` - {print} 3 - ``` - feedback: You don't need to `{print}` - - option: |- - ``` - {sleep} 3 - ``` - feedback: Perfect! - - option: |- - ``` - {sleep} - ``` - feedback: This way the bomb will explode in 1 second - - option: |- - ``` - {sleep} {sleep} {sleep} - ``` - feedback: Make it easier on yourself by using the number 3 - hint: You want the computer to wait for 3 seconds - correct_answer: B - question_score: '10' - 8: - question_text: How would you correct the first line of code? - code: |- - {ask} {is} How old are you? - {print} age - mp_choice_options: - - option: |- - ``` - age {ask} {is} How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - {ask} {is} age How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - age {is} {ask} How old are you? - ``` - feedback: You get it! - - option: |- - ``` - age {is} How old are you? - ``` - feedback: Where is the `{ask}` command? - hint: The variable name should come first - correct_answer: C - question_score: '10' - 9: - question_text: What is going wrong in this code? - code: |- - dogs {is} animal - {print} I love animal - mp_choice_options: - - option: 'Line 1 should say: dogs `{is}` animals' - feedback: The variable name is animal - - option: 'Line 1 should say: animal `{is}` dogs' - feedback: Great! - - option: 'Line 2 should say: `{print}` I love animals' - feedback: The variable name is animal - - option: 'Line 2 should say: `{sleep}` I love animals' - feedback: Sleep is not used to `{print}` text - hint: You want to `{print}` 'I love dogs' - correct_answer: B - question_score: '10' 10: - question_text: What command should be used on the line 1? code: |- flavor {is} _?_ {print} Your favorite icecream is... {sleep} {print} flavor - mp_choice_options: - - option: |- - ``` - {sleep} 3 - ``` - feedback: You want to know the favorite flavor! - - option: |- - ``` - {print} strawberries - ``` - feedback: You do not want a `{print}` command at the middle of the line... - - option: |- - ``` - strawberries, chocolate, vanilla - ``` - feedback: This way you are making a list. You don't want that now. - - option: |- - ``` - {ask} What flavor icecream do you like? - ``` - feedback: That's right! - hint: You want to `{ask}` a question - correct_answer: D - question_score: '10' 3: 1: question_text: What command do you use to let Hedy pick something arbitrarily? @@ -456,14 +156,7 @@ levels: {at} {random} ``` feedback: Correct! - hint: Arbitrarily means without a plan or randomly. - correct_answer: D - question_score: '10' 2: - question_text: What's wrong with this code? - code: |- - animals {is} dog cat cow - {print} animals {at} {random} mp_choice_options: - option: 'You need commas in line 1: dog, cat, cow.' feedback: Good job! @@ -473,155 +166,8 @@ levels: feedback: animals is correct. - option: '`{at} {random}` is spelled incorrectly' feedback: '`{at} {random}` is the correct spelling' - hint: There's something wrong in line 1 - correct_answer: A - question_score: '10' - 3: - question_text: How do you fix the mistake in line 2? - code: |- - options {is} rock, paper, scissors - {print} rock, paper, scissors {at} {random} - mp_choice_options: - - option: |- - ``` - {at} {random} {print} options - ``` - feedback: You're almost there. The order of the words isn't right yet. - - option: |- - ``` - {print} rock {at} {random} - ``` - feedback: you don't always want the Hedy to {print} rock, sometimes you want scissors or paper. - - option: |- - ``` - {print} options {at} {random} - ``` - feedback: Very good! - - option: Nothing, the code is correct! - feedback: Look carefully for the mistake - hint: The variable (the list) is called options. - correct_answer: C - question_score: '10' - 4: - question_text: What should change in line 2 to print a random price? - code: |- - prices {is} 1 dollar, 100 dollar, 1 million dollar - {print} price {at} {random} - mp_choice_options: - - option: |- - ``` - {print} price - ``` - feedback: You don't want to `{print}` the word price, but you want to `{print}` one price out of your list `{at} {random}` - - option: |- - ``` - {print} prices {at} {random} - ``` - feedback: Great! You've really paid attention. - - option: |- - ``` - {print} {at} {random} price - ``` - feedback: '`{at} {random}` is placed behind the variable.' - - option: Nothing, this code is alright. - feedback: Look carefully for the mistake you missed! - hint: The variable name is prices - correct_answer: B - question_score: '10' - 5: - question_text: What is wrong in this code? - code: |- - question {is} {ask} What do you want to know? - {print} question - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 1 needs to say `{print}` instead of `{ask}` - feedback: No, that's not wrong. - - option: Line 2 needs to say `{ask}` instead of `{print}` - feedback: No that's not wrong. - - option: Line 2 needs to say answers `{at} {random}` `{is}` yes, no, maybe - feedback: No, that's not wrong. - - option: Nothing, this code is perfect - feedback: That's right! - hint: Does this code even have a mistake? - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 2 needs to say question instead of answers - feedback: No that's not right - - option: Line 2 needs the `{is}` command - feedback: Correct - - option: Line 3 needs to say answer instead of answers - feedback: No the variable's called answers - - option: Nothing! This code is great! - feedback: Actually, line 2 has a mistake. - hint: There is something wrong with line 2. - correct_answer: B - question_score: '10' - 7: - question_text: What does the `{add}` command do? - code: |- - books {is} Harry Potter, The Hobbit, Green Eggs and Ham - your_book {is} {ask} What is your favorite book? - {add} your_book {to} books - {print} books {at} {random} - mp_choice_options: - - option: The `{add}` command removes a random book from the list - feedback: The remove command removes, the add command adds - - option: The `{add}` command adds a random book to a list - feedback: It doesn't. It adds your answer to the list! - - option: The `{add}` command adds your favorite book to the list - feedback: Correct! - - option: The `{add}` command prints your favorite book. - feedback: No, it adds your favorite book to the list - hint: The `{add}` command adds a book, but which one? - correct_answer: C - question_score: '10' - 8: - question_text: What is the output of this code? - code: |- - crisps {is} sea salt, paprika, sour cream - {remove} sea salt {from} crisps - {remove} paprika {from} crisps - {print} crisps {at} {random} - mp_choice_options: - - option: You can't tell, because Hedy will `{print}` one of the 3 flavors `{at} {random}` - feedback: Take a look at the `{remove}` commands - - option: sea salt - feedback: sea salt is removed from the list - - option: paprika - feedback: Paprika is removed from the list - - option: sour cream - feedback: That's right! - hint: There are 3 flavors, bit 2 are removed. Which one remains? - correct_answer: D - question_score: '10' 9: - question_text: What's wrong with this code? - code: |- - colors {is} blue, purple, green - chosen_color {is} {ask} Which hair color wouldn't you like to have? - {remove} chosen_color {from} colors - {print} I will dye my hair color {at} {random} - mp_choice_options: - - option: 'Line 3 should say: `{remove}` blue `{from}` colors' - feedback: Maybe you want blue hair though! - - option: Line 3 should have an `{add}` command instead of a `{remove}` command - feedback: You want to remove the chosen color so `{remove}` is right. - - option: In line 4 the variable should be called colors instead of color - feedback: Great job! - - option: Nothing, this is a correct code! - feedback: Find the mistake! hint: Look at line 3 - correct_answer: C - question_score: '10' 10: question_text: What should be on the _?_? code: |- @@ -652,8 +198,6 @@ levels: ``` feedback: This increased the chance that the person who walked yesterday now has to do it again. That's mean. hint: The person who walked the dog yesterday should be removed from the list. - correct_answer: A - question_score: '10' 4: 1: question_text: Which of these is true? @@ -666,11 +210,7 @@ levels: feedback: '`{at} {random}` still works' - option: '`{at} {random}` now needs quotation marks' feedback: No, but 2 other commands do. - hint: In level 4 you need quotation marks for 2 commands. - correct_answer: A - question_score: '10' 2: - question_text: Which code uses the proper quotation marks? mp_choice_options: - option: |- ``` @@ -692,11 +232,7 @@ levels: {print} ,hello, ``` feedback: This is a comma, you need quotation marks. - hint: Pick the right quotation marks. - correct_answer: B - question_score: '10' 3: - question_text: Where are the quotation marks used correctly? mp_choice_options: - option: |- ``` @@ -718,28 +254,7 @@ levels: {print} 'Hi Im Hedy' ``` feedback: Perfect! - hint: Both before and after the words you want to print should be a quotation mark. - correct_answer: D - question_score: '10' - 4: - question_text: Which statement is true? - mp_choice_options: - - option: 'You need quotation marks around the word `{print}`, like this: `''{print}''`.' - feedback: The quotation marks shouldn't be around the command itself. - - option: You need quotation marks around the words you want to print. - feedback: Super! - - option: You do not need quotation marks when using the `{ask}` command - feedback: Both `{print}` and `{ask}` require quotation marks - - option: You can choose yourself whether to use quotation marks or not. - feedback: Unfortunately, Hedy is stricter than that. - hint: From level 4 on you need to use quotation marks. - correct_answer: B - question_score: '10' 5: - question_text: What has to be changed in order for the game to work? - code: |- - options {is} rock, paper, scissors - {print} 'options {at} {random}' mp_choice_options: - option: |- ``` @@ -758,119 +273,6 @@ levels: feedback: That's right - option: Nothing, the game already works! feedback: Look carefully. There is an error. - hint: You don't want Hedy to literally print 'options {at} {random}', you want it to print 'rock' or 'paper' or 'scissors'. - correct_answer: C - question_score: '10' - 6: - question_text: What would be a good next line in this code? - code: prices {is} 1 dollar, 100 dollars, 1 million dollars - mp_choice_options: - - option: |- - ``` - {print} 'You win...' prices {at} {random} - ``` - feedback: Great! You get it! - - option: |- - ``` - {print} You win... 'prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}' - - option: |- - ``` - {print} You win... prices {at} {random} - ``` - feedback: You need some quotation marks! - - option: |- - ``` - {print} 'You win... prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}'' - hint: 'Think carefully: what is a variable and should be outside of the quotation marks? And what are normal words that should be inside?' - correct_answer: A - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: Correct! - - option: Quotation marks are missing in line 2 - feedback: A variable doesn't need quotes - - option: Quotation marks are missing in line 3 - feedback: You don't want Hedy to literally print 'answers {at} {random}' so no quotation marks needed here! - - option: Nothing, this code is good as is! - feedback: Look carefully. You missed a mistake! - hint: Check each line on whether they'd need quotation marks or not. - correct_answer: A - question_score: '10' - 8: - question_text: What would be a good next line for this code? - code: |- - {print} 'Welcome at the money show!' - {print} 'In front of you are 3 doors' - door {is} {ask} 'Which door do you choose?' - mp_choice_options: - - option: |- - ``` - {print} So you pick door door - ``` - feedback: We need quotation marks - - option: |- - ``` - {print} 'So you pick ' door door - ``` - feedback: If the player chooses door 3, Hedy will say 'So you pick 3 3 - - option: |- - ``` - {print} 'So you pick door ' door - ``` - feedback: Super! - - option: |- - ``` - {print} 'So you pick door door' - ``` - feedback: Hedy will literally print 'So you pick door door - hint: The second word door should be replaced with the number, the first should still be the word door... - correct_answer: C - question_score: '10' - 9: - question_text: What will never appear in your output screen? - code: |- - clubs {is} Real Madrid, Bayern Munchen, Manchester United, Ajax - {print} clubs {at} {random} ' is going the win the champions league' - mp_choice_options: - - option: Ajax is going to win the champions league - feedback: Hedy could `{print}` that - - option: Real Madrid is going to win the champions league - feedback: Hedy could `{print}` that - - option: Bayern Munchen is going to win the champions league - feedback: Hedy could `{print}` that - - option: FC Barcelona is going to win the champions league - feedback: That's right. It's not in the list - hint: What are Hedy's options to randomly pick from? - correct_answer: D - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - people {is} mom, dad, Emma, Sophie - {print} The dishes are done by... - {print} people {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: A list doesn't need quotation marks - - option: Quotation marks are missing in line 2 - feedback: Correct - - option: Quotation marks are missing in both line 2 and 3 - feedback: Line 3 doesn't need quotation marks because it's not printed literally - - option: Nothing, this code has no mistakes - feedback: You missed one! - hint: One line needs quotation marks, because you want it to be printed literally. - correct_answer: B - question_score: '10' 5: 1: question_text: Which command should be filled in on the _?_? @@ -899,80 +301,8 @@ levels: {else} ``` feedback: That's right! - hint: Which one goes together with the `{if}` command? - correct_answer: D - question_score: '10' - 2: - question_text: What appears in your output screen when you type in the name Hedy? - code: |- - name {is} {ask} 'What is your name?' - {if} name {is} Hedy {print} 'fun' {else} {print} 'less fun' - mp_choice_options: - - option: fun - feedback: That's right! - - option: less fun - feedback: If the name is Hedy, it will say 'fun'' - - option: Hedy - feedback: No, it doesn't print the name - - option: Error - feedback: Fortunately not! - hint: '`{if}` name `{is}` Hedy `{print}` ...?' - correct_answer: A - question_score: '10' 3: - question_text: What is the right password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct! - feedback: This is printed when you type in the correct password - - option: SECRET - feedback: That's right!' - - option: password - feedback: The password isn't password... - - option: ALARM INTRUDER - feedback: This is printed when you type in the incorrect password! hint: '`{if}` password `{is}` ... `{print}` ''Correct!''!''' - correct_answer: B - question_score: '10' - 4: - question_text: What does Hedy print when you type in the wrong password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct - feedback: That's printed if the correct answer is given, not the wrong one... - - option: SECRET - feedback: That's not the right answer - - option: Wrong! - feedback: No, this is not what Hedy will print - - option: ALARM! INTRUDER! - feedback: Great job! - hint: Your computer will sound the alarm for intruders! - correct_answer: D - question_score: '10' - 5: - question_text: Why will Hedy say 'ALARM! INTRUDER' when you type in 'secret'? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Because it needs to be in capitals, so SECRET - feedback: Indeed! - - option: Because the password is alarm - feedback: No, this is not the password. - - option: Because it's spelled wrong. - feedback: That's not how you spell secret - - option: Because Hedy makes a mistake - feedback: No, Hedy is right - hint: The spelling of the word has to be exactly the same. - correct_answer: A - question_score: '10' 6: question_text: Which word should be on the place of the question mark in the last line? code: |- @@ -981,30 +311,6 @@ levels: club is {ask} 'Which club is your favorite?' {if} club {is} ajax {print} 'Ajax is going to win of course!' _?_ {print} 'Sorry, your club is gonna be in last place...' - mp_choice_options: - - option: |- - ``` - {if} - ``` - feedback: '`{if}` is already in the line above' - - option: |- - ``` - {at} {random} - ``` - feedback: No, you need `{else}`. - - option: |- - ``` - {else} - ``` - feedback: Great! - - option: |- - ``` - {print} - ``` - feedback: '`{print}` is already there, we need a word before it!' - hint: '`{if}` goes together with...?' - correct_answer: C - question_score: '10' 7: question_text: Which word should be in the place of the question mark? code: |- @@ -1033,9 +339,6 @@ levels: {print} ``` feedback: Awesome! - hint: After `{else}` a `{print}` command follows - correct_answer: D - question_score: '10' 8: question_text: Which word should be on the place of the question mark? code: |- @@ -1063,240 +366,22 @@ levels: {print} ``` feedback: No, that's not it. - hint: What the variable name? - correct_answer: B - question_score: '10' - 9: - question_text: Which door should you choose to escape?? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} - mp_choice_options: - - option: '1' - feedback: Bad choice! You're being eaten - - option: '2' - feedback: Super! You escaped! - - option: '3' - feedback: Bad choice! You're being eaten. - - option: It's a trap, you will always be eaten! - feedback: Luckily not! - hint: One of the doors will keep you safe.. - correct_answer: B - question_score: '10' + 6: 10: - question_text: Which monster is standing behind door 1? code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} + name _?_ Hedy + {print} name 'is walking trough the forrest' mp_choice_options: - - option: Hedy picks a random monster each time. - feedback: Awesome! - - option: vampire - feedback: Not always... - - option: werewolf - feedback: Not always... - - option: giant spider - feedback: Not always... - hint: Mind the last 3 words... monsters `{at} {random}`... - correct_answer: A - question_score: '10' - 6: + - option: You can only fill in the word is on the `_?_` + feedback: You are allowed to use the `=` sign as well + - option: You can fill in either the word is or the `=` sign on the `_?_` + feedback: Amazing! + - option: You have to fill in =is= on the `_?_` + feedback: No, one `=` sign is enough + - option: You can only use the `=` sign when working with numbers, not with words. + feedback: You can also use `=` with words. + 7: 1: - question_text: What's Hedy's output when you run this code? - code: '{print} 2*10' - mp_choice_options: - - option: '20' - feedback: Correct! - - option: '12' - feedback: No, the plus sign is used in addition - - option: 2*10 - feedback: No, Hedy will calculate the answer - - option: '210' - feedback: Mind it's a calculation. - hint: The `*` is used as a multiplication sign - correct_answer: A - question_score: '10' - 2: - question_text: What do you use when you want to add two numbers? - mp_choice_options: - - option: '`-`' - feedback: That's not it - - option: plus - feedback: That's not it - - option: '`*`' - feedback: That's not it - - option: '`+`' - feedback: Correct! - hint: It's the plus sign. - correct_answer: D - question_score: '10' - 3: - question_text: What's Hedy's output when you run this code? - code: '{print} ''3*10''' - mp_choice_options: - - option: '30' - feedback: This would be the right answer if there were no quotation marks. - - option: '13' - feedback: Try again.. - - option: 3*10 - feedback: Correct! There are quotation marks, so Hedy will print it literally. - - option: Nothing, Hedy will give an error message. - feedback: No, Hedy will print it literally. - hint: Mind the quotation marks!! - correct_answer: C - question_score: '10' - 4: - question_text: Kim is 10 years old. What will Hedy print for her? - code: |- - name = {ask} 'How many letters are in your name?' - age = {ask} 'How old are you?' - luckynumber = name*age - {print} 'Your lucky number is...' luckynumber - mp_choice_options: - - option: '30' - feedback: Mind, Hedy also prints 'Your lucky number is...' - - option: '10' - feedback: Please try again. - - option: Your lucky number is... 30 - feedback: That's right! - - option: Your lucky number is... 10 - feedback: Her lucky number is name times age... - hint: 'Kim has 3 letters, she is 10 years old so: letters times age = 3*10 = 30.' - correct_answer: C - question_score: '10' - 5: - question_text: If 5 people eat at this restaurant, how much do they have to pay in total? - code: |- - {print} 'Welcome to Hedys!' - people = {ask} 'How many people are eating with us tonight?' - price = people * 10 - {print} 'That will be ' price 'dollar please' - mp_choice_options: - - option: 5 dollars - feedback: Unfortunately, it's not that cheap. - - option: 10 dollars - feedback: No, it's 10 dollars each. - - option: 15 dollars - feedback: The * means multiplication. - - option: 50 dollars - feedback: Great! - hint: '`price` `is` `people` `times` 10' - correct_answer: D - question_score: '10' - 6: - question_text: How much does a hamburger cost in this virtual restaurant? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = 15 - {if} food {is} fries price = 6 - mp_choice_options: - - option: 15 dollars - feedback: Super! - - option: 6 dollars - feedback: The fries are 6 dollars - - option: 0 dollars - feedback: The hamburger isn't free! - - option: 21 dollars - feedback: That's the price for a hamburger and fries! - hint: Mind the fourth line. - correct_answer: A - question_score: '10' - 7: - question_text: Why does line 7 say 'price is price + 3' instead of 'price is 3'? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = price + 15 - {if} food {is} fries price = price + 6 - drinks is {ask} 'What would you like to drink?' - {if} drinks {is} coke price = price + 3 - {if} drinks {is} water price = price + 1 - {print} price ' dollars please' - mp_choice_options: - - option: It could have been `price = 3` just as well. - feedback: No, that's not true. Hedy needs to add 3 dollars to the total. - - option: Because Hedy doesn't understand `price = 3`. - feedback: Hedy would understand, but it wouldn't be right. - - option: Because Hedy would otherwise forget about the previous order. The price would be 3 dollars in total. - feedback: That's right! - - option: Because the price is 0 dollars to begin with. - feedback: That's true, but not the reason - hint: The price shouldn't be 3, but 3 dollars more than it already was - correct_answer: C - question_score: '10' - 8: - question_text: Why is this code incorrect? - code: |- - correct answer = 3*12 - answer = {ask} 'What is 3 times 12?' - {if} answer {is} correct answer {print} 'Good job!' - {else} {print} 'No... It was ' correct answer - mp_choice_options: - - option: There shouldn't be quotation marks in line 2 - feedback: No, there should be! - - option: The variable is called correct answer, but a variable's name can only be 1 word. So it should be correct_answer - feedback: Correct! - - option: The `{if}` and `{else}` commands should be in the same line. - feedback: No, that's not true. - - option: The variable in line 2 can't be called answer, because it is too similar to the variable correct answer. - feedback: Variable names can be similar, but they can't be 2 words... - hint: Inspect what the variables are called. - correct_answer: B - question_score: '10' - 9: - question_text: Imagine you love football a 10, you've eaten 2 bananas and have washed your hands 3 times today. How smart does the silly fortune teller think you are? - code: |- - {print} 'Im Hedy the silly fortune teller' - {print} 'I will predict how smart you are!' - football = {ask} 'On a scale of 0 to 10 how much do you love football?' - bananas = {ask} 'How many bananas have you eaten this week?' - hygiene = {ask} 'How many times did you wash your hands today??' - result = bananas + hygiene - result = result * football - {print} 'You are ' result 'percent smart.' - mp_choice_options: - - option: 10% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 32% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 50% - feedback: Super! You are 100 percent smart! - - option: 100% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - hint: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - correct_answer: C - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - name _?_ Hedy - {print} name 'is walking trough the forrest' - mp_choice_options: - - option: You can only fill in the word is on the `_?_` - feedback: You are allowed to use the `=` sign as well - - option: You can fill in either the word is or the `=` sign on the `_?_` - feedback: Amazing! - - option: You have to fill in =is= on the `_?_` - feedback: No, one `=` sign is enough - - option: You can only use the `=` sign when working with numbers, not with words. - feedback: You can also use `=` with words. - hint: '`{is}` and `=` are both allowed' - correct_answer: B - question_score: '10' - 7: - 1: - question_text: How many lines can you repeat at once with the repeat command at this level? mp_choice_options: - option: '0' feedback: No you can repeat a line. @@ -1307,54 +392,9 @@ levels: - option: infinite feedback: In this level you can only repeat one line at a time hint: You can only repeat 1 line at a time - correct_answer: B - question_score: '10' 2: - question_text: Which code is right? - mp_choice_options: - - option: |- - ``` - {print} 100 {times} 'hello' - ``` - feedback: '`{repeat}` 100 `{times}` `{print}` ''hello''' - - option: |- - ``` - {print} {repeat} 100 {times} 'hello' - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 'hello' 100 {times} - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 100 {times} {print} 'hello' - ``` - feedback: That's right! hint: First the repeat command, then the `{print}` command - correct_answer: D - question_score: '10' - 3: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} ''Hello!''' - mp_choice_options: - - option: Right - feedback: No, a word is missing - - option: Wrong, the word `{repeat}` is missing - feedback: The word `{repeat}` is there, another word is missing - - option: Wrong, the word `{times}` is missing - feedback: The word `{times}` is there, another word is missing. - - option: Wrong, the word `{print}` is missing - feedback: Correct - hint: 'It should be: `{repeat}` 100 `{times}` `{print}` ''Hello''' - correct_answer: D - question_score: '10' 4: - question_text: Which word is wrong in the code? - code: |- - {print} 'I'm blue' - {repeat} 7 {times} {print} 'da ba dee, da ba da' mp_choice_options: - option: |- ``` @@ -1377,24 +417,7 @@ levels: ``` feedback: '`{times}` is spelled correctly' hint: I'm is wrong, you can't use apostrophes - correct_answer: A - question_score: '10' - 5: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} {print} ''Hedy is awesome!''' - mp_choice_options: - - option: Correct - feedback: That's right! - - option: Wrong - feedback: That's not it - hint: The code is correct! - correct_answer: A - question_score: '10' 6: - question_text: What will be the output from this code? - code: |- - {print} 'The wheels on the bus go' - {repeat} 3 {times} {print} ' round and round' mp_choice_options: - option: |- the wheels on the bus go @@ -1420,14 +443,7 @@ levels: round and round round and round feedback: All though the town! Perfect! - hint: Only 'round and round' is repeated 3 times. - correct_answer: D - question_score: '10' 7: - question_text: What will be the output from this code? - code: |- - {repeat} 2 {times} {print} 'We will' - {print} 'ROCK YOU!' mp_choice_options: - option: |- We will We will @@ -1448,61 +464,7 @@ levels: We will ROCK YOU! feedback: Mind the repeat command - hint: Mind the `{repeat}` command. - correct_answer: B - question_score: '10' - 8: - question_text: What Hedy code belongs to this output? - code: |- - Here comes the sun - Do do do do - Here comes the sun - And I say - Its alright - mp_choice_options: - - option: |- - ``` - {print} 'Here comes the sun' - {print} 'Do do do do' - {print} 'Here comes the sun' - {print} 'And I say' - {print} 'Its alright' - ``` - feedback: Awesome, you can't use the `{repeat}` command here. - - option: |- - ``` - {repeat} 2 {times} {print} 'Here comes the sun' - {print} 'And I say' - {print} 'Its alright' - feedback: Where did you leave 'Do do do do'? - - option: |- - ``` - {repeat} 2 {times} {print} 'Here comes the sun' - {print} 'Do do do do' - {print} 'And I say' - {print} 'Its alright' - ``` - feedback: This is not the correct order.. - - option: |- - ``` - {repeat} 2 {times} {print} 'Here comes the sun' - {repeat} 2 {times} {print} 'Do do' - {print} 'And I say' - {print} 'Its alright' - ``` - feedback: This is not the correct order.. - hint: '`{repeat}` can only be used if you want to execute the same line multiple times in a row.' - correct_answer: A - question_score: '10' 9: - question_text: What Hedy code belongs to this output? - code: |- - Batman was flying through Gotham. - When suddenly he heard someone screaming... - Help! - Help! - Help! - Please help me! mp_choice_options: - option: |- ``` @@ -1536,16 +498,8 @@ levels: {print} 'Please help me!' ``` feedback: Perfect - hint: '''Help!'' is repeated 3 times.' - correct_answer: D - question_score: '10' 10: question_text: What Hedy code belongs to this output? - code: |- - if youre happy and you know it clap your hands - if youre happy and you know it clap your hands - if youre happy and you know it and you really want to show it - if youre happy and you know it clap your hands mp_choice_options: - option: |- ``` @@ -1575,46 +529,8 @@ levels: {print} 'clap your hands' ``` feedback: This is not in the right order. - hint: Mind the order of the sentences. - correct_answer: B - question_score: '10' 8: - 1: - question_text: Which output will be produced by this code? - code: |- - {repeat} 2 {times} - {print} 'Hello' - {print} 'Im Hedy!' - mp_choice_options: - - option: |- - Hello - Im Hedy! - feedback: Everything is printed twice. - - option: |- - Hello - Hello - Im Hedy - feedback: The second line is repeated twice as well. - - option: |- - Hello - Im Hedy! - Hello - Im Hedy! - feedback: Super! - - option: |- - Hello - Hello - Im Hedy! - Im Hedy! - feedback: Everything is printed twice - hint: Both lines are repeated twice. - correct_answer: C - question_score: '10' 2: - question_text: What is wrong with this code? - code: |- - {repeat} 5 {times} - {print} 'Hedy is cool!' mp_choice_options: - option: This should be only one line, not 2. feedback: No it should be 2 lines. @@ -1624,15 +540,7 @@ levels: feedback: No, repeat is the correct spelling - option: The second line needs to start with 4 spaces as indentation. feedback: Correct! - hint: Something is missing in the second line? - correct_answer: D - question_score: '10' 3: - question_text: What output will be produced when you run this program? - code: |- - {repeat} 3 {times} - {print} 'Baby shark tututudutudu' - {print} 'Baby shark' mp_choice_options: - option: |- Baby shark tututudutudu @@ -1659,97 +567,7 @@ levels: Baby shark feedback: What is being repeated and what isn't. hint: What is being repeated and what is not?. - correct_answer: C - question_score: '10' - 4: - question_text: Which output is correct? - code: |- - {print} 'The children went:' - {repeat} 2 {times} - {print} 'Yay!' - {print} 'We are going on vacation!' - mp_choice_options: - - option: |- - The children went: - Yay! - We are going on vacation! - feedback: Mind the `{repeat}` command! - - option: |- - The children went: - Yay! - We are going on vacation! - Yay! - We are going on vacation! - feedback: Correct! - - option: |- - The children went: - Yay! - Yay! - We are going on vacation! - We are going on vacation! - feedback: This order is incorrect. - - option: |- - The children went: - Yay! - Yay! - We are going on vacation! - feedback: The last line is repeated too. - hint: The block under the `{repeat}` command is repeated twice. - correct_answer: B - question_score: '10' - 5: - question_text: What is wrong with this code? - code: |- - end = {ask} 'Do you want a happy or a sad ending?' - {if} end {is} happy {print} 'They lived happily ever after' - {else} {print} 'The world exploded. The end.' - mp_choice_options: - - option: The `{print}` commands on the last two lines should start on new lines and start with 4 spaces. - feedback: That's right! - - option: '`{else}` is not a command!' - feedback: It is! - - option: Lines that start with `{if}` should start with 4 spaces - feedback: That's not true - - option: '`{ask}` is no longer a command' - feedback: That's not true - hint: Something is wrong with indentation - correct_answer: A - question_score: '10' - 6: - question_text: What will be the output of this code when we enter pancakes? - code: |- - {print} 'Welcome to restaurant Hedy' - {repeat} 2 {times} - food {is} {ask} 'What do you want to eat?' - {print} food - mp_choice_options: - - option: |- - Welcome to restaurant Hedy - Pancakes - feedback: There is no repetition in this answer. - - option: |- - Welcome to restaurant Hedy - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: This answer also repeats the welcome message - - option: |- - Welcome to restaurant Hedy - What do you want to eat? - What do you want to eat? - Pancakes - Pancakes - feedback: Almost! But look at the question, it is not repeated. - - option: |- - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: Well done! - hint: The first sentence and question will not be repeated - correct_answer: D - question_score: '10' 7: - question_text: What is wrong with this code? code: |- food = {ask} 'What would you like to eat?' {if} food {is} fries @@ -1768,106 +586,8 @@ levels: feedback: You always have to use indentation. - option: The indentation is wrong in the first `{if}` command. feedback: That's right. - hint: Take a careful look at the indentation. - correct_answer: D - question_score: '10' - 8: - question_text: In which of the codes is the indentation done right? - mp_choice_options: - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are wrong! - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are wrong! - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are... right! - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are wrong! - hint: What should happen if the person is right? And what else? - correct_answer: C - question_score: '10' - 9: - question_text: What line(s) in this code should start with 4 spaces? - code: |- - 1 music = {ask} 'What is your favorite music genre?' - 2 {if} music {is} rock - 3 {print} '🤘' - 4 {else} - 5 {print} '👎' - mp_choice_options: - - option: Line 2 and 4 - feedback: The lines after the `{if}` and `{else}` command should start with 4 spaces - - option: Only line 3 - feedback: Not only 3... - - option: Line 3, 4 and 5 - feedback: Line 4 shouldn't - - option: Line 3 and 5 - feedback: Great job! - hint: The lines after an `{if}` or `{else}` command should start with 4 spaces. - correct_answer: D - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - 1 level = {ask} 'What level are you on?' - 2 {if} level {is} 8 - 3 {print} 'Great job!' - mp_choice_options: - - option: All lines should start with 4 spaces - feedback: That's not true - - option: Line 2 and 3 should start with 4 spaces - feedback: That's not true - - option: Line 2 should start with 4 spaces - feedback: That's not true - - option: Line 3 should start with 4 spaces - feedback: You are correct! - hint: Only one line starts with 4 spaces, but which one...? - correct_answer: D - question_score: '10' 9: 1: - question_text: What is wrong with this code? - code: |- - {repeat} 3 {times} - food = {ask} 'What would you like to eat?' - {if} food {is} fries - sauce = {ask} 'What sauce would you like?' - {print} 'One fries with ' sauce - {if} food {is} pizza - topping = {ask} 'What topping would you like?' - {print} 'One pizza with ' topping - {print} 'Thank you for your order' mp_choice_options: - option: Nothing, this code is correct! feedback: That's right!. @@ -1877,52 +597,7 @@ levels: feedback: You always have to use indentation. - option: The indentation is wrong in the last `{if}` command. feedback: It is not the indentation. - hint: All the indentation is done correctly. - correct_answer: A - question_score: '10' - 2: - question_text: What will be printed after entering the correct password? - code: |- - password = {ask} 'What is the password?' - correct_password = Hedy - {if} password {is} correct_password - {repeat} 2 {times} - {print} 'Good job!' - {print} 'You can use the computer!' - {else} - {print} 'The computer will explode in 5... 4... 3... 2... 1...' - mp_choice_options: - - option: |- - ``` - Good job! - Good job! - ``` - feedback: That's not it! - - option: |- - ``` - The computer will explode in 5... 4... 3... 2... 1... - ``` - feedback: That's not it! - - option: |- - ``` - Good job! - Good job! - You can use the computer! - ``` - feedback: That's not it! - - option: |- - ``` - Good job! - You can use the computer! - Good job! - You can use the computer! - ``` - feedback: Correct! - hint: Everything under the `{repeat}` command is repeated twice. - correct_answer: D - question_score: '10' 3: - question_text: Which case should you choose to win a million dollars? code: |- {print} 'Choose the right case and win!' case = {ask} 'Which case will you pick? 1 or 2?' @@ -1938,87 +613,7 @@ levels: {print} 'You sell the case for 500 dollars' {if} action {is} open {print} 'You open the case and win a million dollars!' - mp_choice_options: - - option: case 1, sell - feedback: You don't win a million! - - option: case 1, open - feedback: You don't win a million - - option: case 2, sell - feedback: You don't win a million - - option: case 2, open - feedback: Great job! You win! - hint: Follow the right path - correct_answer: D - question_score: '10' - 4: - question_text: Which statement is true? - code: |- - name = {ask} 'What is your name?' - size = {ask} 'What is your shoe size?' - {if} size {is} 38 - {if} name {is} Cinderella - {print} '❤️❤️❤️' - {else} - {print} 'You are not the one!' - {else} - {print} 'Ill keep looking' - mp_choice_options: - - option: Sleeping Beauty with shoe size 38 gets the output 'Ill keep looking' - feedback: No, she gets 'You are not the one!' - - option: Cinderella with shoe size 40 gets the output '❤️❤️❤️' - feedback: No, she gets 'Ill keep looking' - - option: Sleeping Beauty with shoe size 40 gets the output 'Ill keep looking' - feedback: That's right! - - option: Cinderella with shoe size 38 gets the output 'Ill keep looking' - feedback: No she gets '❤️❤️❤️' - hint: No matter what your name is, if you have shoe size 40 you will get the message 'Ill keep looking'. - correct_answer: C - question_score: '10' - 5: - question_text: Which code produced this output? - output: |- - Icecream is the best! - Icecream is the best! - Icecream is the best! - mp_choice_options: - - option: |- - ``` - dessert = {ask} 'What is your favorite type of dessert?' - {if} dessert {is} icecream - {repeat} 3 {times} - {print} 'Icecream is the best!' - ``` - feedback: Don't forget the indentation after `{repeat}` commands. - - option: |- - ``` - dessert = {ask} 'What is your favorite type of dessert?' - {if} dessert {is} icecream - {repeat} 3 {times} - {print} 'Icecream is the best!' - ``` - feedback: Use indentation after an `{if}` command - - option: |- - ``` - dessert = {ask} 'What is your favorite type of dessert?' - {if} dessert {is} icecream - {repeat} 3 {times} - {print} 'Icecream is the best!' - ``` - feedback: Perfect - - option: |- - ``` - {repeat} 3 {times} - dessert = {ask} 'What is your favorite type of dessert?' - {if} dessert {is} icecream - {repeat} 3 {times} - {print} 'Icecream is the best!' - ``` - feedback: There are 2 `{repeat}` commands in this code. - hint: Watch the indentation - correct_answer: C - question_score: '10' 6: - question_text: After which command(s) should you use indentation (starting the next line with 4 spaces)? mp_choice_options: - option: '`{if}`' feedback: Don't forget the others @@ -2028,16 +623,7 @@ levels: feedback: Keep it up! - option: '`{if}` `{else}` `{repeat}` `{print}`' feedback: Not with print - hint: Indentation happens on the line below some commands - correct_answer: C - question_score: '10' 7: - question_text: You'll get a 5 dollar discount if you order a medium pizza with coke.
But the code has a mistake! How to debug it? - code: |- - {if} food {is} pizza - {if} size {is} medium - {if} drink {is} coke - price = price - 5 mp_choice_options: - option: |- ``` @@ -2071,9 +657,6 @@ levels: price = price - 5 ``` feedback: Almost right! Take another look at the last line. - hint: After each `{if}` command, the line below should indent - correct_answer: A - question_score: '10' 8: question_text: What is wrong is this code? code: |- @@ -2091,41 +674,11 @@ levels: feedback: You actually must start like that. - option: A code must always start with a `{print}` command in the first line feedback: That's not true. - hint: The indentation is done right this time - correct_answer: B - question_score: '10' - 9: - question_text: How many `{if}` commands can be placed inside another `{if}` command? - mp_choice_options: - - option: None, that is not allowed - feedback: You are allowed to - - option: Only 1 - feedback: You could use more if you like - - option: '3' - feedback: You could use more if you like - - option: Infinite, as long as you keep using indentation correctly - feedback: That is true - hint: You can put an `{if}` command inside an `{if}` command. - correct_answer: D - question_score: '10' 10: - question_text: Which statement is true? code: |- 1 {repeat} 2 {times} 2 {if} level {is} 9 3 {print} Great job! - mp_choice_options: - - option: All lines should start with 4 spaces - feedback: Only line 2 and 3 start with spaces - - option: Line 2 and 3 should start with 4 spaces - feedback: Line 3 should start with 8 - - option: Line 2 and 3 should start with 8 spaces - feedback: Line 2 should start with 4 - - option: line 2 should start with 4 spaces and line 3 with 8 - feedback: You are correct! - hint: The first line doesn't start with any spaces - correct_answer: D - question_score: '10' 10: 1: question_text: What do we need to fill in on the `_?_` if we want to print each compliment? @@ -2133,91 +686,6 @@ levels: compliments = perfect, great job, amazing _?_ {print} compliment - mp_choice_options: - - option: |- - ``` - {for} each compliment - ``` - feedback: That's not it - - option: |- - ``` - {for} compliment {in} compliments - ``` - feedback: You deserve all those compliments! - - option: |- - ``` - {if} compliment {in} compliments - ``` - feedback: That's not it - - option: |- - ``` - {for} compliments {in} compliment - ``` - feedback: Almost there! - hint: '`{for}` each compliment in the lists of compliments...' - correct_answer: B - question_score: '10' - 2: - question_text: Which output is correct? - code: |- - meals = pizza, pasta, pancakes - {for} meal {in} meals - {print} 'I love ' meal - mp_choice_options: - - option: I love pizza - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pasta - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pancakes - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: |- - I love pizza - I love pasta - I love pancakes - feedback: Great! - hint: Line 2 says for each meal in the list of meals. So each meal is printed. - correct_answer: D - question_score: '10' - 3: - question_text: Which output is correct? - code: |- - animals = dogs, cats, hamsters, chickens - {for} animal {in} animals - {print} animal ' are lovely pets' - mp_choice_options: - - option: dogs are lovely pets - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - - option: dogs, cats, hamsters, chickens are lovely pets - feedback: Each animal gets their own line in the output. - - option: |- - dogs are lovely pets - cats are lovely pets - hamsters are lovely pets - chickens are lovely pets - feedback: Great! - - option: You don't know yet. Because it chooses one of the animals {at} {random}. - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - hint: Line 2 says {for} each animal in the list of animals. So each animal is printed - correct_answer: C - question_score: '10' - 4: - question_text: What's wrong with this code? - code: |- - groceries = apples, bread, milk - {for} item {in} groceries - {print} 'We need ' groceries - mp_choice_options: - - option: Line 2 needs to start with 4 spaces as indentation - feedback: No it doesn't. Only line 3 needs indentation, which it has. - - option: Line 3 does not need to start with 4 spaces as indentation - feedback: Line 2 is a `{for}`command so line 3 does need to start with an indent. - - option: Line 3 should say item instead of groceries - feedback: Good job! - - option: Line 2 should say groceries instead of item - feedback: No it does not. - hint: Line 2 says `{for}` each item in the list of groceries - correct_answer: C - question_score: '10' 5: question_text: What word should be on the _?_ with these digital dice? code: |- @@ -2226,25 +694,7 @@ levels: choices = 1, 2, 3, 4, 5, 6 {for} player {in} players {print} player ' throws ' _?_ {at} {random} - mp_choice_options: - - option: players - feedback: It would say 'Ann throws Jesse', instead of 'Ann throws 6'. - - option: choices - feedback: That's right! - - option: choice - feedback: You are very close. But you need Hedy to pick from the list called 'choices' not 'choice'... - - option: dice - feedback: Look at the names of the variables. - hint: Hedy needs to pick a number `{at} {random}` - correct_answer: B - question_score: '10' 6: - question_text: Which of the answers below is a possible outcome when you run the code? - code: |- - choices = rock, paper, scissors - players = Kelly, Meredith - {for} player {in} players - {print} player ' chooses ' choices {at} {random} mp_choice_options: - option: Kelly chooses rock feedback: Meredith wants to play too! @@ -2258,9 +708,6 @@ levels: Kelly chooses paper Meredith chooses scissors feedback: Amazing! - hint: Each player will pick an option. The player that's first on the list will go first. - correct_answer: D - question_score: '10' 7: question_text: What line should be on the _?_ in this code that decides what these people will have for dinner? code: |- @@ -2268,30 +715,6 @@ levels: food = pasta, fries, salad _?_ {print} name ' has to eat ' food {at} {random} ' for dinner' - mp_choice_options: - - option: |- - ``` - {for} name {in} names - ``` - feedback: You are on fire! - - option: |- - ``` - {for} names {in} name - ``` - feedback: No it should be for each name in the list nameS, so the other way around - - option: |- - ``` - {for} food {in} food - ``` - feedback: Each name should be told what they will have for dinner. - - option: |- - ``` - {for} name {in} food - ``` - feedback: Each name should be told what they will have for dinner. - hint: Each name should be told what they will have for dinner. - correct_answer: A - question_score: '10' 8: question_text: What should be on the _?_ in this code that decides which color shirt you get? code: |- @@ -2320,11 +743,7 @@ levels: 'people gets a colors shirt' ``` feedback: There is no variable named people.. - hint: Mind the quotation marks and the names of the variables - correct_answer: B - question_score: '10' 9: - question_text: What is the first question Hedy will ask you when you run the program? code: |- courses = appetizer, main course, dessert names = Timon, Onno @@ -2332,20 +751,7 @@ levels: {for} course {in} courses food = {ask} name ', what would you like to eat as your ' course '?' {print} name ' orders ' food ' as their ' course - mp_choice_options: - - option: Timon, what would you like to eat as your appetizer? - feedback: Perfect! - - option: Onno, what would you like to eat as your appetizer? - feedback: Timon is first on the list! - - option: Timon, what would you like to eat as your dessert? - feedback: Appetizers are first in the list - - option: You don't know that. Hedy will choose `{at} {random}`. - feedback: There is no `{at} {random}` in this code... - hint: The first options from both lists are chosen. - correct_answer: A - question_score: '10' 10: - question_text: What is true about this code? code: |- prices = 1 million dollars, car, sandwich names = Bob, Patrick, Sandy, Larry @@ -2360,9 +766,6 @@ levels: feedback: That is not true. Larry has the same odds as the others - option: Someone might win with two prices feedback: You get it! - hint: Try to imagine the output of this code. - correct_answer: D - question_score: '10' 11: 1: question_text: What word should be at the place of the question mark? @@ -2390,14 +793,7 @@ levels: {for} ``` feedback: 'No' - hint: What did you learn in this level? - correct_answer: B - question_score: '10' 2: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 1 {to} 3 - {print} i mp_choice_options: - option: |- 1 @@ -2410,77 +806,20 @@ levels: feedback: That's not it - option: '123' feedback: That's not it - hint: How do the numbers appear in the screen? - correct_answer: A - question_score: '10' - 3: - question_text: Which code was used to get this output? - output: |- - 1 - 2 - 3 - 4 - 5 - Once I caught a fish alive! + 4: mp_choice_options: - option: |- ``` - {for} i {in} {range} 1 {to} 5 + {for} i {in} {range} 0 {to} 10 {print} i - {print} 'Once I caught a fish alive!' ``` - feedback: Perfect + feedback: Now Hedy prints the numbers from 0 to 10 instead of 10 to 0. - option: |- ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' + {for} i {in} {range} 0 to 10 + {print} - i ``` - feedback: This code won't work. You need an indent after {for}. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Now Hedy will count '1 Once I caught a fish alive!, 2 Once I caught a fish alive! etc. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} 'i' - {print} 'Once I caught a fish alive!' - ``` - feedback: i is a variable and shouldn't have quotation marks - hint: First all the numbers, then the sentence - correct_answer: A - question_score: '10' - 4: - question_text: Which code was used to get this output? - output: |- - 10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0 - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 0 {to} 10 - {print} i - ``` - feedback: Now Hedy prints the numbers from 0 to 10 instead of 10 to 0. - - option: |- - ``` - {for} i {in} {range} 0 to 10 - {print} - i - ``` - feedback: Hedy would print negative numbers in this case. + feedback: Hedy would print negative numbers in this case. - option: |- ``` {for} i {in} {range} 10 to 0 @@ -2494,42 +833,6 @@ levels: ``` feedback: That's right! hint: It has to be a calculation... - correct_answer: D - question_score: '10' - 5: - question_text: What's wrong with this code? - code: |- - {for} i {in} {range} 1 {to} 10 - {print} i - mp_choice_options: - - option: The i in the last line need quotation marks - feedback: No it doesn't. - - option: You can't use `{range}` 1 `{to}` 5 only `{range}` 1 `{to}` 10 - feedback: You could use 1 to 5 just as well! - - option: Line 1 needs to start with an indention. - feedback: Not line 1... - - option: Line 2 needs to start with an indention - feedback: Perfect! - hint: There is something wrong with the indention - correct_answer: D - question_score: '10' - 6: - question_text: How many times does the word Hello appear on your screen when you run the code? - code: |- - {for} i {in} {range} 0 {to} 2 - {print} 'Hello' - mp_choice_options: - - option: 1 time - feedback: 'No' - - option: 2 times - feedback: 'No' - - option: 3 times - feedback: That's right! - - option: Never - feedback: 'No' - hint: 0 also counts. So 0,1,2 that's 3 times. - correct_answer: C - question_score: '10' 7: question_text: What should be on the place of the question mark? code: |- @@ -2538,35 +841,7 @@ levels: _?_ food is {ask} 'What would you like to order?' {print} food - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 0 {to} 3 - ``` - feedback: There's not always 3 people - - option: |- - ``` - {for} i {in} {range} 1 {to} guests - ``` - feedback: The variable is not named guests - - option: |- - ``` - {for} i {in} {range} 1 {to} people - ``` - feedback: Great! - - option: |- - ``` - {for} i {in} {range} 0 {to} people - ``` - feedback: That's one order too many! - hint: Use the variable 'people' - correct_answer: C - question_score: '10' 8: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 23 {to} 25 - {print} 'hi' mp_choice_options: - option: |- 23 @@ -2582,34 +857,7 @@ levels: feedback: Correct - option: The word 'hi' will appear 25 times in a row. feedback: No it will only appear 3 times. - hint: It doesn't say `{print}` i - correct_answer: C - question_score: '10' - 9: - question_text: How many times does Hedy chant Hip Hip Hooray? - code: |- - age = {ask} 'How old are you?' - {for} i {in} {range} 1 {to} age - {print} 'Hip Hip Hoorray!' - mp_choice_options: - - option: 1 time - feedback: Try again - - option: 2 times - feedback: Try again - - option: Never - feedback: Try again - - option: That depends on how old you are - feedback: That's right! - hint: '`{for}` i `{in}` `{range}` 1 `{to}` age' - correct_answer: D - question_score: '10' 10: - question_text: Which code belongs to this output? - output: |- - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark mp_choice_options: - option: |- ``` @@ -2640,11 +888,8 @@ levels: ``` feedback: '`{range}` 0 `{to}` 3 is 4 times.' hint: Mind the indention - correct_answer: B - question_score: '10' 12: 1: - question_text: Which output is correct? code: |- print 'three and a half plus one and a half is...' print 3.5 + 1.5 @@ -2661,11 +906,7 @@ levels: three and a half plus one and a half is... 5 feedback: Great job! - hint: Both lines are printed! - correct_answer: D - question_score: '10' 2: - question_text: Which of these codes is correct? mp_choice_options: - option: |- ``` @@ -2691,11 +932,7 @@ levels: print 'I would like a ' flavors at random ' cake.' ``` feedback: All the different values of flavors should be in quotation marks. - hint: The second line is the same in each code, pay attention to the first line - correct_answer: C - question_score: '10' 3: - question_text: What's wrong with this code? code: |- favorite_animal = ask 'What is your favorite animal?' print 'I like ' favoriteanimal ' too!' @@ -2708,30 +945,13 @@ levels: feedback: That's not true - option: Nothing is wrong. feedback: That's not true - hint: The quotation marks are used correctly - correct_answer: A - question_score: '10' 4: - question_text: In which lines are quotation marks needed to get the code to work? code: |- print Welcome to the online shoe shop category = ask What kind of shoes are you looking for? if category = high heels print High heels are 50% off now! - mp_choice_options: - - option: Line 1 and 2 - feedback: 'No' - - option: Line 1, 2 and 3 - feedback: 'No' - - option: Line 1, 2 and 4 - feedback: 'No' - - option: All of the lines - feedback: Perfect! - hint: Does line 3 need quotation marks too? - correct_answer: D - question_score: '10' 5: - question_text: What output does Agent007 get when they put in the correct password? code: |- name is ask 'What is your name?' if name is 'Agent007' @@ -2744,18 +964,6 @@ levels: else b is 'today at 10.00' print a + b - mp_choice_options: - - option: Go to the train station today at 10.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 02.00 - feedback: You've cracked the code! - - option: Go to the train station tomorrow at 02.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 10.00 - feedback: The agent won't be catching any bad guys here - hint: The correct password is TOPSECRET - correct_answer: B - question_score: '10' 6: question_text: Which line should be filled in at the ??? code: |- @@ -2769,32 +977,7 @@ levels: if drinks = 'yes' ??? print 'That will be ' price ' dollar please' - mp_choice_options: - - option: |- - ``` - price = 14 - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = '14' - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = price + 2 - ``` - feedback: Excellent! - - option: |- - ``` - price = + 2 - ``` - feedback: Almost there! - hint: What if you only order fries and a drink? - correct_answer: C - question_score: '10' 7: - question_text: Which output does a vegan get? code: |- menu = 'cookies', 'cheese', 'grapes' print "It's my birthday! I`ve brought some snacks!" @@ -2806,36 +989,7 @@ levels: print 'For you I have brought: ' for snack in menu print snack - mp_choice_options: - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cookies - grapes - feedback: Terrific! - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - feedback: There's more options than just one - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cheese - grapes - feedback: A vegan person can't have cheese - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - cookies - feedback: Almost there, but look at the order of snacks in the list - hint: What item is removed from the list when you answer 'vegan'? - correct_answer: A - question_score: '10' 8: - question_text: Which code was used to create this output? - code: '3.5' mp_choice_options: - option: |- ``` @@ -2857,9 +1011,6 @@ levels: print 7 * 2 ``` feedback: 'No' - hint: 7 devided by 2 is 3.5 - correct_answer: B - question_score: '10' 9: question_text: Which code should be filled in in line 1 at the ??? code: |- @@ -2886,9 +1037,6 @@ levels: 'prices' = 'one million dollars', 'nothing' ``` feedback: You one nothing - hint: The items on the list should be in quotation marks - correct_answer: C - question_score: '10' 10: question_text: Which line of code should be filled in at the ??? to complete the song ? code: |- @@ -2909,12 +1057,8 @@ levels: feedback: This is a hard one! All the actions on the list must be in the song. - option: print actions at random feedback: This is a hard one! All the actions on the list must be in the song. - hint: This is a hard one! All the actions on the list must be in the song. - correct_answer: B - question_score: '10' 13: 1: - question_text: Which code should be filled in at the ??? ? code: |- name = ask 'What is your name?' song = ask 'Whould you like to hear a song?' @@ -2945,11 +1089,7 @@ levels: if song = 'yes' or birthday = 'yes' ``` feedback: Hedy only sings if both answers are yes - hint: Hedy sings if you want to hear a song and it's you birthday - correct_answer: C - question_score: '10' 2: - question_text: Which command is missing in the code at the place of the ??? ? code: |- menu = 'cheese', 'sausage rolls', 'cookies' diet = ask 'Do you have any dietary restrictions?' @@ -2964,11 +1104,7 @@ levels: feedback: 'No' - option: print feedback: 'No' - hint: Neither vegans nor muslims can eat sausage rolls. - correct_answer: B - question_score: '10' 3: - question_text: Which output is given to a member without a discount code? code: |- member = ask 'Do you have a membership card?' discount = ask 'Do you have a discount code?' @@ -2986,10 +1122,7 @@ levels: - option: There is no way of knowing feedback: There is! Read the question carefully hint: Mind the command 'or' in line 3 - correct_answer: A - question_score: '10' 4: - question_text: Which line of code should follow this line in rock-paper-scissors game? code: if computer_choice is 'rock' and your_choice is 'paper' mp_choice_options: - option: print 'you win' @@ -3000,28 +1133,11 @@ levels: feedback: It's only a tie if both choices are the same - option: print 'try again' feedback: Try again! - hint: Paper beats rock - correct_answer: A - question_score: '10' 5: - question_text: Which statement is true about this code? code: |- if name = 'Cinderella' and shoe_size = 38 print 'You are my one true love!' - mp_choice_options: - - option: Every person with shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person named Cinderella is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person that is named Cinderella and has shoe size 38 is this prince's one true love - feedback: Fantastic! - - option: Every person that's not named Cinderella and does not have shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - hint: Both statements have to be true - correct_answer: C - question_score: '10' 6: - question_text: Which statement about this code is true? code: |- print 'Let me guess which family member you are!' glasses = ask 'Do you wear glasses?' @@ -3034,20 +1150,7 @@ levels: print 'You must be Wouter!' if glasses = 'no' and female = 'no' print 'You must be Michael!' - mp_choice_options: - - option: Michael is a boy with glasses - feedback: Try again - - option: Marleen is a girl with glasses - feedback: Try again - - option: Wouter is a boy without glasses - feedback: Try again - - option: Sophie is a girl with glasses - feedback: Great job! - hint: Take a good look! Or do you need glasses? - correct_answer: D - question_score: '10' 7: - question_text: Which statement is false? code: |- print 'Thank you for helping me take care of my pets' print 'Here is a program to help feed them' @@ -3061,20 +1164,7 @@ levels: print 'I fed them this moring! They do not need more food today' if animal is 'hamster' and color is 'brown' print 'You can feed them a piece of carrot' - mp_choice_options: - - option: The grey cat is called Abby - feedback: This is true! - - option: Milo the orange cat eats 4 scoops of cat nibbles - feedback: This is true - - option: The black hamster needs to be fed a piece of carrot - feedback: Great job! - - option: The yellow bird was fed this morning - feedback: This is true - hint: Read the last 4 lines carefully - correct_answer: C - question_score: '10' 8: - question_text: What output do you get if you order popcorn but no drink? code: |- print 'Welcome to the movie theater' popcorn = ask 'Would you like some popcorn?' @@ -3088,32 +1178,7 @@ levels: if popcorn = 'no' and drink = 'no' print 'Ok' print 'Enjoy the movie' - mp_choice_options: - - option: |- - Welcome to the movie theater - That will be 8 dollars please - Enjoy the movie - feedback: You have paid too much! - - option: |- - Welcome to the movie theater - That will be 5 dollars please - Enjoy the movie - feedback: Amazing! - - option: |- - Welcome to the movie theater - That will be 3 dollars please - Enjoy the movie - feedback: That's not enough money! - - option: |- - Welcome to the movie theater - Ok - Enjoy the movie - feedback: You have to pay for your popcorn! - hint: popcorn = yes and drink = no - correct_answer: B - question_score: '10' 9: - question_text: What is wrong with this code? code: |- 1 chocolate = ask 'Would you like chocolate sauce on your ice cream?' 2 sprinkles = ask 'Would you like sprinkles on your ice cream?' @@ -3146,11 +1211,7 @@ levels: {if} chocolate = 'yes' {and} sprinkles = 'no' ``` feedback: This is not what I ordered! - hint: There is a mistake in line 3 - correct_answer: A - question_score: '10' 10: - question_text: Which command needs to be in line 8 at the place of the ??? ? code: |- print 'Welcome to the product finder of this supermarkt' item is ask 'What product are you looking for?' @@ -3174,65 +1235,8 @@ levels: feedback: 'No' - option: if feedback: 'No' - hint: The item is either in the list of snacks, or in the list of drinks - correct_answer: B - question_score: '10' 14: - 1: - question_text: Which symbol should be used on the blank? - code: |- - name _ {ask} 'Who are you?' - {if} name == 'Hedy' - {print} 'Me too!' - mp_choice_options: - - option: '`=>`' - feedback: This is not a symbol. - - option: '`==`' - feedback: We are not comparing anything, just asking. - - option: '`!=`' - feedback: We are not comparing anything, just asking - - option: '`=`' - feedback: Right! - hint: We are not comparing anything, we are just asking a name. - correct_answer: D - question_score: '10' - 2: - question_text: Which of these codes has used the correct = or == symbol? - mp_choice_options: - - option: '{if} name = Hedy' - feedback: 'No' - - option: '{if} age = 24' - feedback: 'No' - - option: answer = {ask} 'What is your answer' - feedback: Yes! - - option: answer == {ask} 'How are you doing?' - feedback: 'No' - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' - 3: - question_text: Which symbols should be filled in on the two blanks? - code: |- - guests = {ask} 'How many people are at the party?' - {if} guests _ 130 - {print} 'You can come in!' - {if} guests _ 130 - {print} 'Im sorry, the club is full. ' - {print} 'You have to wait for a guest to leave' - mp_choice_options: - - option: '`>` and `<`' - feedback: That's not it - - option: '`=` and `>=`' - feedback: That's not it - - option: '`<` and `>=`' - feedback: You are right - - option: '`+` and `==`' - hint: There are 130 people allowed in the club - correct_answer: C - question_score: '10' - feedback: That's not it 4: - question_text: What's wrong with this code? code: |- price = 10 money = {ask} How much money do you have? @@ -3241,20 +1245,7 @@ levels: {print} 'You can buy the bear!' {else} {print} 'You cannot buy this bear!' - mp_choice_options: - - option: In line 1 == should be used instead of = - feedback: No that's not it - - option: Line 2 misses quotation marks - feedback: You are correct - - option: In line 4 = should have been used instead of == - feedback: No that's not it - - option: In line 4 <= should have been used instead of >= - feedback: No that's not it - hint: The symbols are right - correct_answer: B - question_score: '10' 5: - question_text: Which symbol should be filled in on the blanks if the movie is suitable for kids for the age of 12 and up? code: |- age = {ask} 'How old are you?' ticket = {ask} 'Do you have a ticket?' @@ -3262,20 +1253,7 @@ levels: {print} 'You can enter the movie theater.' {else} {print} 'You are not allowed to come in!' - mp_choice_options: - - option: '`> 12`' - feedback: 12 year olds are allowed too - - option: '`>= 12`' - feedback: Great! - - option: '`< 12`' - feedback: These kids are too young! - - option: '`<= 12`' - feedback: These kids are too young - hint: '> means greater than' - correct_answer: B - question_score: '10' 6: - question_text: How many times do you have to say you are annoyed before this annoying game stops? code: |- lives = 2 {repeat} 10 times @@ -3283,69 +1261,7 @@ levels: answer = {ask} 'Are you annoyed yet?' {if} answer == 'yes' lives = lives - 1 - mp_choice_options: - - option: 10 times - feedback: It stops after 2 times - - option: 0 times - feedback: It stops after 2 times - - option: 1 time - feedback: It stops after 2 times - - option: 2 times - feedback: That is correct - hint: '!= means ''is not''' - correct_answer: D - question_score: '10' - 7: - question_text: What should be filled in on the three blanks? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' - mp_choice_options: - - option: '`''Lower''` and `''Higher''` and `''You win!''`' - feedback: That's not quite right. - - option: '`''Higher''` and `''Lower''` and `''You win!''`' - feedback: You win! - - option: '`''You win!''` and `''Lower!''` and `''Higher''`' - feedback: That's not quite right. - - option: '`''Lower!''` and `''You win!''` and `''Higher!''`' - feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: B - question_score: '10' - 8: - question_text: Which statement is true about this roller coaster? - code: |- - length = {ask} 'Please fill in your length in cm' - {if} length < 120 - {print} 'Sorry, you cannot go on this roller coaster.' - {else} - {print} 'Enjoy the ride' - mp_choice_options: - - option: You must be taller than 120 cm to go on the roller coaster - feedback: True! - - option: You must be taller than 119 cm to go on the roller coaster - feedback: If you are 120 cm you won't get in - - option: You must be shorter than 120 cm to go on the roller coaster - feedback: '> means greater than' - - option: There are no length restrictions to go on the roller coaster - feedback: There are. - hint: '> means greater than' - correct_answer: A - question_score: '10' 9: - question_text: How many pieces of chocolate will give you a stomach ache according to this fitbit? code: |- chocolate = {ask} 'How many pieces of chocolate have you eaten?' {if} chocolate <= 2 @@ -3354,101 +1270,19 @@ levels: {print} 'That is a bit much' {if} chocolate > 8 {print} 'You will get a stomach ache!' - mp_choice_options: - - option: 1 or more - feedback: 'No' - - option: 2 or more - feedback: 'No' - - option: 8 or more - feedback: Almost - - option: 9 or more - feedback: Great! - hint: '> 8 means more than 8' - correct_answer: D - question_score: '10' - 10: - question_text: What should be filled in in the blanks? - code: |- - {print} 'Whoever gets the most points wins!' - {if} points_player_1 < points_player_2 - {print} _ - mp_choice_options: - - option: '''player 1 wins''' - feedback: Look at who has the highest score! - - option: '''player 2 wins''' - feedback: Yes! - - option: '''player 2 loses''' - feedback: Look at who has the highest score! - - option: '''It is a tie''' - feedback: No it's not, one player has a higher score - hint: You win the game by having the most points - correct_answer: B - question_score: '10' 15: 1: - question_text: 'Which symbol should be used on the blank? Tip: You must keep guessing until you get it right.' code: |- answer = 0 while answer _ 'Amsterdam' answer = ask 'What is the capital city of the Netherlands?' print 'You have given the correct answer' - mp_choice_options: - - option: '`=!`' - feedback: That is not right. - - option: '`==`' - feedback: You don't have to keep guessing if you've given the right answer. - - option: '`!=`' - feedback: Correct - - option: '`=`' - feedback: That's not it - hint: Keep guessing until you say Amsterdam - correct_answer: C - question_score: '10' - 2: - question_text: Which of these codes has used the correct symbol(s)? - mp_choice_options: - - option: |- - ``` - {while} name = Hedy - ``` - feedback: 'No' - - option: |- - ``` - {while} age = 24 - ``` - feedback: 'No' - - option: |- - ``` - {while} time > 0 - ``` - feedback: Yes! - - option: |- - ``` - {while} answer == yes' - ``` - feedback: A quotation mark is missing - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' 3: question_text: Which command should be filled in on the two blanks? code: |- _ age >= 18 print 'you are not allowed in this bar' - mp_choice_options: - - option: '`{in}`' - feedback: That's not it - - option: '`{while}`' - feedback: You are right - - option: '`{for}`' - feedback: That's not it - - option: '`{range}`' - feedback: That's not it - hint: You are not allowed in the bar as long as you are 17 or younger - correct_answer: B - question_score: '10' 4: - question_text: What's wrong with this code? code: |- options = 1, 2, 3, 4, 5, 6 print 'Throw 6 as fast as you can!' @@ -3468,11 +1302,7 @@ levels: feedback: That's not it - option: In line 5 != should have been used instead of == feedback: You are correct - hint: There is something wrong in line 5 - correct_answer: D - question_score: '10' 5: - question_text: What should be placed on the blank to make this program work correctly? code: |- wetness = 10 while wetness != 0 @@ -3491,9 +1321,6 @@ levels: feedback: You are correct! - option: = wetness + 1 feedback: The program should count down - hint: wetness should get less each time - correct_answer: C - question_score: '10' 6: question_text: what is wrong with this code? code: |- @@ -3511,25 +1338,8 @@ levels: feedback: No that's not right - option: Line 2 should start with less indentation feedback: That is correct - hint: Look closely at the indentation - correct_answer: D - question_score: '10' 7: question_text: How should this program be changed to that it works? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' mp_choice_options: - option: '... change the first {if} into a {while}' feedback: Perfect! @@ -3539,32 +1349,9 @@ levels: feedback: That's not quite right. - option: '... change the fourth {if} into a {while}' feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: A - question_score: '10' 8: - question_text: Which statement is true about this automated toilet system? - code: |- - {while} toilet == 'occupied' - lights = 'on' - air_freshener_sprays = 'yes' - {sleep} 60 - lights = 'off' - air_freshener_sprays = 'no' - mp_choice_options: - - option: The lights and air freshener will turn off after 1 minute - feedback: False! - - option: The air freshener sprays once every minute and the lights stay on the whole time while you are on the toilet - feedback: Great job - - option: The air freshener sprays once you leave the toilet. - feedback: It only sprays when you're in there. - - option: The lights will always stay on. - feedback: That wouldn't be right. hint: The block after the while command keeps happening while the toilet is occupied. - correct_answer: B - question_score: '10' 9: - question_text: What will the diet app say if you have eaten 1600 calories today? code: |- chocolate = {ask} 'How many calories have you eaten today?' {while} calories <= 1000 @@ -3582,16 +1369,7 @@ levels: feedback: Yes! - option: You have eaten enough for today feedback: 'No' - hint: 1600 is between 1000 and 2000 - correct_answer: C - question_score: '10' 10: - question_text: 'What should be filled in in the blanks? Tip: the player with the most points is in the lead.' - code: |- - name_player_1 = {ask} 'Name player 1:' - name_player_2 = {ask} 'Name player 2:' - {while} points_player_1 > points_player_2 - {print} _ ' is in the lead right now!' mp_choice_options: - option: name_player_1 feedback: You are right! @@ -3601,105 +1379,20 @@ levels: feedback: You should fill in a name, not a number - option: points_player_2 feedback: You should fill in a name, not a number - hint: You win the game by having the most points. Your name should appear on the screen - correct_answer: A - question_score: '10' 16: - 1: - question_text: Which command should be filled in on the blanks to print a random snack? - code: |- - snacks = nachos, chips, cucumber, sweets - {print} _ - mp_choice_options: - - option: '`snacks {at} {random}`' - feedback: This is the old way. - - option: '`[{random} snack]`' - feedback: The order is wrong. - - option: '`snacks[{random}]`' - feedback: Correct - - option: '`snacks[{at} {random}]`' - feedback: We do not need `at`anymore - hint: We no longer use {at} - correct_answer: C - question_score: '10' 2: - question_text: What should be filled in on the blanks if you want a list of what chores are done by whom? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chores = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} _ - mp_choice_options: - - option: |- - ``` - friends[i] has to do chores [i] - ``` - feedback: Mind the spacing. - - option: |- - ``` - friends[1] has to do chores[1] - ``` - feedback: It will print 3 times that Wesley has to do the cooking - - option: |- - ``` - chores[i] ' has to do ' friends[random] - ``` - feedback: The person has to do the chore, not the other way around - - option: |- - ``` - friends[i] ' has to do ' chores[i] - ``` - feedback: Fantastic! - hint: '`i` tells us what item in the list it is. So friend 1 does chore 1 etc.' - correct_answer: D - question_score: '10' 3: - question_text: What is a possible output for this program? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chore = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} friends[i] has to do chores[i] - mp_choice_options: - - option: |- - ``` - Wesley has to do the cooking - Eric has to do the cleaning - Kaylee has to do nothing - ``` - feedback: Super! - - option: |- - ``` - Kaylee has to do the cooking - Wesley has to do the cleaning - Eric has to do nothing - ``` - feedback: No, it is not random. - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cleaning - Wesley has to do the nothing - ``` - feedback: Poor Wesley! - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cooking - Wesley has to do the cooking - ``` - feedback: That's not it - hint: It's not random... - correct_answer: A - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - friends = ['Jaylee', 'Erin', 'Fay'] - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 0 {to} 3 - print 'the lucky number of ' friends[i] - print 'is ' lucky_numbers[i] mp_choice_options: - option: The variable in line 4 should be 'friend[i]', not 'friends[i]' feedback: That is not right. @@ -3709,16 +1402,7 @@ levels: feedback: It's not a variable, it's just text. - option: '{in} in line 3 should be removed' feedback: That's not it - hint: There's nothing wrong with line 4 - correct_answer: B - question_score: '10' 5: - question_text: Which line should be filled in in the blank? - code: |- - animals = ['dog', 'cow', 'horse'] - _ - {for} i {in} {range} 1 {to} 3 - {print} 'the ' animals[i] ' says ' sounds[i] mp_choice_options: - option: noises = ['moo', 'woof', 'neigh'] feedback: Mind the variable name and the order of the sounds. @@ -3728,487 +1412,3 @@ levels: feedback: Don't forget the quotation marks! - option: sounds = ['woof', 'moo', 'neigh'] feedback: Great job! - hint: Look at line 1 to see proper use of brackets and quotation marks. - correct_answer: D - question_score: '10' - 6: - question_text: Which statement is true? - code: |- - people = ['Chris', 'Jaylino', 'Ryan'] - games = ['fortnite', 'minecraft', 'fifa'] - {for} o {in} {range} 1 {to} 3 - {print} people[o] ' likes ' games[o] - mp_choice_options: - - option: You are not allowed to use the variable o. It should be named i. - feedback: i is the most commonly used variable name in this case, but it's not mandatory to use i. - - option: The output will say that Jaylino likes fortnite. - feedback: No, he likes minecraft. - - option: The output will say that Ryan likes fifa - feedback: Correct - - option: This code will not work. It will give and error. - feedback: No, the code is correct. - hint: There is nothing wrong with this code. - correct_answer: C - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - people = ['Savi', 'Senna', 'Fayenne'] - transportation = ['bike', 'train', 'car'] - {for} i {in} {range} 1 {to} 3 - {print} people[i] goes to school by transportation[i] - mp_choice_options: - - option: Line 1 needs less quotation marks - feedback: That is not right. - - option: Line 3 should start with indentation - feedback: It should not! - - option: Line 4 should start without indentation - feedback: It should not - - option: Line 4 needs more quotation marks. - feedback: Amazing! - hint: There is a mistake made in the usage of quotation marks. - correct_answer: D - question_score: '10' - 8: - question_text: Which of these codes belongs to this output? - code: |- - Macy and Kate get to go first - Lionell and Raj get to go second - Kim and Leroy get to go third - mp_choice_options: - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 0 {to} 3 - {print} teams[random] ' get to go ' position[i] - ``` - feedback: This is not right - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: Amazing! - - option: |- - ``` - teams = ['Macy', 'Kate', 'Lionell', 'Raj', 'Kim', 'Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 6 - {print} teams[random] ' get to go ' position[random] - ``` - feedback: This is not it. - - option: |- - ``` - teams = ['Macy and Kate' 'Lionell and Raj' 'Kim and Leroy'] - position = ['first' 'second' 'third'] - {for} teams {in} {range} 0 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: This is not going to work! - hint: If you look carefully at the first line, you'll see that only the first two answers are possibly correct. - correct_answer: B - question_score: '10' - 9: - question_text: What is a possible output for this code? - code: |- - countries = ['Canada', 'Zimbabwe', 'New Zealand'] - {for} i {in} {range} 0 {to} 1 - {print} 'I will travel to ' countries[random] - mp_choice_options: - - option: |- - ``` - I will travel to Canada - I will travel to Canada - ``` - feedback: Great job! - - option: |- - ``` - I will travel to Canada - ``` - feedback: It will be repeated twice - - option: |- - ``` - I will travel to Canada, Zimbabwe and New Zealand - ``` - feedback: This is not it. - - option: |- - ``` - I will travel to Canada - I will travel to Zimbabwe - I will travel to New Zealand - ``` - feedback: It's only repeated twice - hint: Range 0 to 1 is 2 times - correct_answer: A - question_score: '10' - 10: - question_text: Which 3 lines will complete this code correctly? - code: |- - {print} 'The book raffle will start soon' - {print} 'Get your tickets now!' - books = ['Narnia', 'The Hobbit', 'Oliver Twist', 'Harry Potter', 'Green eggs and ham'] - people = {ask} 'How many raffle tickets are sold?' - list_of_numbers = [1, 2] - {for} i {in} {range} 3 {to} people - {add} i {to} list_of_numbers - {for} i {in} {range} 1 {to} 5 - mp_choice_options: - - option: |- - ``` - chosen_number = list_of_numbers at random - print books[i] ' will go to person number ' chosen_number - {add} chosen_number {to} list_of_numbers - ``` - feedback: Almost there... but adding the winner to the list makes this raffle unfair - - option: |- - ``` - print person[i] ' wins ' book[i] - ``` - feedback: There is no list called 'person' - - option: |- - ``` - chosen_number = list_of_numbers[people] - print books[people] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: This is not it. - - option: |- - ``` - chosen_number = list_of_numbers[random] - print books[i] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: Fantastic! - hint: You need to use the {remove} command - correct_answer: D - question_score: '10' - 17: - 1: - question_text: What is the output of this code? - code: |- - minions = ['Bob', 'Kevin', 'Stuart'] - {for} x in minions: - {print} x - mp_choice_options: - - option: |- - ``` - m i n i o n s - ``` - feedback: This is not it. - - option: |- - ``` - Bob - Kevin - Stuart - ``` - feedback: Correct! - - option: |- - ``` - minions - minions - minions - ``` - feedback: Take a look at the content of your list. - - option: |- - ``` - B o b K e v i n S t u a r t - ``` - feedback: Do not loop through the letters. - hint: Loop through your list. - correct_answer: B - question_score: '10' - 2: - question_text: What is wrong with this code? - code: |- - seconds_minute = 60 - minute_hour = 60 - hour_day = 24 - leap_year = 366 - no_leap_year = 365 - years = ask 'what year is it?' - {if} years = 2024: - print seconds_minute * minute_hour * hour_day * leap_year - {else}: - print seconds_minute * minute_hour * hour_day * noleap_year - mp_choice_options: - - option: You cannot have so many variables. - feedback: This is not it. - - option: The way the variables are multiplied is incorrect. - feedback: Not true! - - option: One of the variables `noleap_year` does not belong with the `{if}` statement. - feedback: Keep looking for the mistake. - - option: The `noleap_year` has to be identical in both cases. - feedback: Correct! - hint: Read the code carefully. - correct_answer: D - question_score: '10' - 3: - question_text: How many hedgehogs will this code print? - code: |- - {for} x in range 1 to 3: - {for} y in range 1 to 2: - {print} 🦔 - mp_choice_options: - - option: |- - ``` - 🦔 - 🦔 - 🦔 - ``` - feedback: Try again. - - option: |- - ``` - 🦔 - 🦔 - ``` - feedback: One more try. - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: Well done! - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating. - correct_answer: C - question_score: '10' - 4: - question_text: What is wrong with code? - code: |- - name_color = {ask} 'What is your favorite color?' - {if} name_color == 'red': - {print} 'the color of a tomato' - {elif} name_color == 'green': - {print} 'the color of an apple' - {elif} name_color == 'blue': - {print} 'the color of a blueberry' - {elif} name_color == 'yellow': - {print} 'the color of a banana' - {elif}: - {print} 'this fruit-color does not exist' - mp_choice_options: - - option: The first `{elif}` should be used before the `print` command - feedback: Try again. - - option: '`{elif}` can only be used once' - feedback: From now on we can use elif multiple times. - - option: '`==` used with `{elif}` should be replaced by `=`' - feedback: Not correct. - - option: '`{elif}` in the last line should be replaced by `{else}`' - feedback: Great! - hint: Think about `{if}`, `{elif}`, `{else}`. - correct_answer: D - question_score: '10' - 5: - question_text: What is the output of this code? - code: |- - numbers = [7, 19, 29, 41, 53, 71, 79, 97] - {for} prime in numbers: - {if} prime <= 10: - {print} prime - {elif} prime >= 60: - {print} prime - {elif} prime >= 90: - {print} prime - {else}: - {print} 'another number' - mp_choice_options: - - option: |- - ``` - 7 - another number - another number - another number - another number - 71 - 79 - 97 - ``` - feedback: Well done! - - option: |- - ``` - another number - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: Try again. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - another number - ``` - feedback: One more try. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating and the values of if and elif. - correct_answer: A - question_score: '10' - 6: - question_text: What is wrong with code? - code: |- - name = {ask} 'What is your name?' - {if} name == 'Hedy': - password = {ask} 'What is your password?' - {if} password =='turtle123': - {print} 'Yey' - {else}: - {print} 'Access denied' - {else}: - {print} 'Go fish' - mp_choice_options: - - option: '`{elif}` is missing.' - feedback: Try again. - - option: '`{else}` can only be used once.' - feedback: From now on we can use elif multiple times. - - option: Nothing! - feedback: There is a mistake. Look carefully! - - option: There is an indentation mistake in the last line. - feedback: Amazing! - hint: There is a mistake somewhere... - correct_answer: D - question_score: '10' - 7: - question_text: Which of the following codes will print five times 'the result is 3' on the screen? - mp_choice_options: - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - result = n * 1 - {print} 'The result is ' result - ``` - feedback: Try again! - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} u in numbers: - number = u - {print} 'The result is ' number - ``` - feedback: That is not it. - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} number in numbers: - number = 3 - {print} 'The result is ' number - ``` - feedback: Very good! - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - n = result - {print} 'The result is ' result - ``` - feedback: That is not it. - hint: Think about mathematical symbols. - correct_answer: C - question_score: '10' - 8: - question_text: What is wrong with code? - code: |- - insects = ['🐝', '🦋', '🕷', '🐞'] - your_favorite = {ask} 'what is your favorite insect?' - {for} insect in insects: - {if} your_favorite == '🐝' {or} your_favorite == '🐞': - {print} 'very useful' - {elif} your_favorite == '🕷': - {print} 'it can catch mosquitoes' - {else}: - {print} 'almost all insects can be useful one way or another' - mp_choice_options: - - option: '`{or}` cannot be used with `{if}`.' - feedback: Try again. - - option: In the `{for}` command `insect` should be `insects`. - feedback: Not true. - - option: Nothing! - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 9: - question_text: Which one of the codes below gave this output? - code: |- - -5 is negative - -4 is negative - -3 is negative - -2 is negative - -1 is negative - 0 is positive - 1 is positive - 2 is positive - 3 is positive - mp_choice_options: - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Try again! - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number <= 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - - option: "```\n {for} number in range -5 to 3:\n {if} number >= 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Very good! - - option: "```\n {for} number in range -5 to 3:\n {if} number < 0: \n {print} number ' is positive'\n {elif} number <=0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 10: - question_text: What is wrong with this code? - code: |- - {for} number in range 1 to 5: - volume_room = num * num * num - {print} volume_room ' cubic meters' - {if} volume_room > 100: - {print} 'this is a large room' - {elif} volume_room < 100: - {print} 'small room but cosy' - {else}: - {print} 'i will look for something else' - mp_choice_options: - - option: The word num needs quotation marks. - feedback: Try again. - - option: The `{if}` command is not used correctly. - feedback: Not true. - - option: Line 3 should be `volume_room = number * number * number`. - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' diff --git a/content/quizzes/ko.yaml b/content/quizzes/ko.yaml index 69b72feaf61..d64f95da5e6 100644 --- a/content/quizzes/ko.yaml +++ b/content/quizzes/ko.yaml @@ -12,8 +12,6 @@ levels: - option: Heidi feedback: 이건 틀렸네요! hint: Hedy Lamarr의 이름을 따서 지었어요. - correct_answer: A - question_score: '10' 2: question_text: 안녕하세요!라는 글자가 출력되려면 빈칸에 어느 것을 채워야 하나요? code: ___ 안녕하세요! @@ -27,8 +25,6 @@ levels: - option: '`{ask}`' feedback: '`{ask}`를 사용하면, 질문을 할 수 있습니다.' hint: _?_ 안녕하세요! - correct_answer: B - question_score: '10' 3: question_text: 좋아하는 색이 무엇인지 물어보고 싶어요? mp_choice_options: @@ -53,8 +49,6 @@ levels: ``` feedback: '`{echo}` 당신의 답변 뒤에 반복 됩니다.' hint: '`{ask}` 명령을 사용하여 질문할 수 있습니다' - correct_answer: C - question_score: '10' 4: question_text: 이 코드에 무슨 문제가 있나요? code: |- @@ -71,8 +65,6 @@ levels: - option: 문제 없어요! 이 코드는 완벽해요! feedback: 틀렸어요, 주의해서 보세요! hint: 1번 라인이 무언가 이상한 것 같아요 - correct_answer: A - question_score: '10' 5: question_text: 2 라인에 어떤 명령이 누락되었습니까? code: |- @@ -88,8 +80,6 @@ levels: - option: '`{echo}`' feedback: 잘했어요! hint: 2번 줄 다음에 정답을 보고 싶으시군요... - correct_answer: D - question_score: '10' 6: question_text: 이 코드에 무슨 문제가 있을까요? code: |- @@ -107,8 +97,6 @@ levels: - option: 4 라인, `{print}` 명령어의 철자가 틀렸습니다. feedback: 아니요, 다른 곳에 실수가 있어요 hint: 질문 중에 `{print}` 명령어를 확인하세요. - correct_answer: B - question_score: '10' 7: question_text: 이 코드에 무슨 문제가 있을까요? code: |- @@ -126,8 +114,6 @@ levels: - option: 없어요! 완벽한 코드에요! feedback: 맞아요! hint: 라인 별로 코드를 꼼꼼히 확인해 보세요 - correct_answer: D - question_score: '10' 8: question_text: '`{echo}` 명령어는 어떻게 사용하나요?' mp_choice_options: @@ -140,8 +126,6 @@ levels: - option: 텍스트를 사라지게 할때 사용해요. feedback: 이건 아닌것 같네요... hint: '`{echo}` 는 `{ask}` 명령어를 쓴 이후 사용됩니다.' - correct_answer: C - question_score: '10' 9: question_text: 이 코드에 무슨 문제가 있을까요? code: |- @@ -158,8 +142,6 @@ levels: - option: 없어요. 이건 완벽한 코드에요! feedback: 실수를 잘 살펴보세요... hint: '`{ask}` 는 질문을 할 수 있게 해줘요' - correct_answer: B - question_score: '10' 10: question_text: 이 코드를 실행하면 출력 화면에 어떤 내용이 출력 되나요? code: |- @@ -180,8 +162,6 @@ levels: 네! feedback: 두 개의 echo 명령어가 있습니다 hint: 가자! - correct_answer: B - question_score: '10' 2: 1: question_text: 어떤 문장이 맞나요? @@ -195,8 +175,6 @@ levels: - option: '{sleep} 명령어를 사용하면 화면에서 텍스트를 제거할 수 있습니다.' feedback: '`{sleep}` 명령어 사용법이 잘못 되었습니다.' hint: '`{print}`는 여전히 레벨 1과 동일한 방식으로 작동합니다' - correct_answer: C - question_score: '10' 2: question_text: 어떤 코드가 맞습니까? mp_choice_options: @@ -221,8 +199,6 @@ levels: ``` feedback: 단어는 맞았지만 순서는 달라요! hint: '`{ask}` 명령어는 레벨 1과 다르게 작동해요' - correct_answer: A - question_score: '10' 3: question_text: 이 코드를 실행하면 출력 화면에 무엇이 표시됩니까? code: |- @@ -238,8 +214,6 @@ levels: - option: 영미 는 시장에 갔다 그리고 영미 는 사과를 샀다. feedback: 이름이 2번 반복 되지 않았어요 hint: name 이란 단어가 영미 로 대체되었어요 - correct_answer: C - question_score: '10' 4: question_text: 이 코드를 실행하면 출력 화면에 어떻게 출력될까요? code: |- @@ -255,8 +229,6 @@ levels: - option: 안녕 나는 Hedy 는 Hedy 다 feedback: 맞아요, 이 실수는 레벨 4에서 고쳐질꺼에요! hint: '''name'' 이 두곳 모두에서 ''Hedy'' 로 변경되고 있어요' - correct_answer: D - question_score: '10' 5: question_text: '`{sleep}` 명령을 사용하면 어떻게 됩니까?' mp_choice_options: @@ -269,8 +241,6 @@ levels: - option: 작성한 프로그램이 끝났다는 걸 Hedy가 알 수 있게 해준다 feedback: 아니에요 hint: '`{sleep}` 를 사용하면 프로그램이 잠시 쉬어요' - correct_answer: C - question_score: '10' 6: question_text: 이 공백에 어떤게 있어야 할까요? code: |- @@ -287,8 +257,6 @@ levels: - option: '`{ask}`' feedback: 의심할 여지가 없다 hint: 드라마틱한 효과를 위해 일시 중지... - correct_answer: A - question_score: '10' 7: question_text: 2번 라인에서는 어떤 명령을 사용해야 합니까? code: |- @@ -317,8 +285,6 @@ levels: ``` feedback: 3 이라는 숫자를 사용함으로써 자신을 조금 더 천천히 실행되게 해보자 hint: 당신은 프로그램이 3초동안 기다리길 원한다 - correct_answer: B - question_score: '10' 8: question_text: 코드의 첫번째 줄을 어떻게 수정하겠습니까? code: |- @@ -346,13 +312,8 @@ levels: ``` feedback: '`{ask}` 명령은 어디에 있습니까?' hint: 변수명은 앞 첫번째에 와야한다 - correct_answer: C - question_score: '10' 9: question_text: 이 코드에서 무엇이 잘못되어 있나요? - code: |- - dogs {is} animal - {print} I love animal mp_choice_options: - option: '1 라인은 다음과 같아야 한다: dogs `{is}` animals' feedback: 변수명은 동물이다 @@ -363,8 +324,6 @@ levels: - option: '2 라인은 다음과 같아야 한다: `{sleep}` I love animals' feedback: sleep 명령어가 `{print}` 명령어로 바뀌지 않았습니다 hint: 당신은 `{print}` 'I love dogs' 라고 출력되기 원할것이다 - correct_answer: B - question_score: '10' 10: question_text: 1번 라인에서는 어떤 명령을 사용해야 합니까? code: |- @@ -394,8 +353,6 @@ levels: ``` feedback: 그렇구나! hint: 당신은 `{ask}` 명령어로 질문해야 해요 - correct_answer: D - question_score: '10' 3: 1: question_text: Hedy가 무작위로 선택하도록 하기 위해 어떤 명령어를 써야할까요? @@ -409,8 +366,6 @@ levels: - option: '`{at}` `{random}`' feedback: 맞아요! hint: 무작위 뜻은 랜덤으로 선택한다는 뜻이에요. - correct_answer: D - question_score: '10' 2: question_text: 이 코드에 무슨 문제가 있을까요? code: |- @@ -426,8 +381,6 @@ levels: - option: '`{at} {random}` 철자가 틀렸어요' feedback: '`{at} {random}`가 올바른 철자입니다' hint: 1 라인에 문제가 있는것 같아요 - correct_answer: A - question_score: '10' 3: question_text: 이 코드 2번 줄에 뭐가 문제일까요? code: |- @@ -452,8 +405,6 @@ levels: - option: 없어요, 이 코드는 정확해요! feedback: 실수를 주의 깊게 살펴보세요 hint: 변수명(the list)은 options 이에요. - correct_answer: C - question_score: '10' 4: question_text: 랜덤 가격을 출력 하려면 2 라인에서 무엇을 변경해야 합니까? code: |- @@ -478,8 +429,6 @@ levels: - option: 없어요, 이 코드는 맞아요. feedback: 네가 놓친 실수를 잘 살펴봐! hint: 변수명은 prices 입니다 - correct_answer: B - question_score: '10' 5: question_text: 이 코드에 무슨 문제가 있나요? code: |- @@ -497,8 +446,6 @@ levels: - option: 없어요, 이 코드는 완벽해요 feedback: 그렇구나! hint: 이 코드에 오류가 있는 건가요? - correct_answer: D - question_score: '10' 6: question_text: 이 코드에 무슨 문제가 있을까요? code: |- @@ -515,8 +462,6 @@ levels: - option: 없어요! 이 코드는 굉장해요! feedback: 사실, 2 라인에 실수가 있어요. hint: 2 라인에 뭔가 문제가 있어요. - correct_answer: B - question_score: '10' 7: question_text: '`{add}` 명령어의 기능은 무엇입니까?' code: |- @@ -534,8 +479,6 @@ levels: - option: '`{add}` 명령어는 당신이 좋아하는 책을 출력해요.' feedback: 아니오, 그 명령어는 당신이 가장 좋아하는 책을 목록에 추가해요 hint: '`{add}` 명령어는 book을 추가할 수 있어요, 어떤 것이 좋을까요?' - correct_answer: C - question_score: '10' 8: question_text: 이 코드는 어떻게 출력될까요? code: |- @@ -553,8 +496,6 @@ levels: - option: 생크림 feedback: 그렇구나! hint: 3 가지 맛이 있었는데 2 개가 빠지면 어떤 맛이 남았을까요? - correct_answer: D - question_score: '10' 9: question_text: 이 코드에 무슨 문제가 있을까요? code: |- @@ -572,8 +513,6 @@ levels: - option: 없어요, 이건 완벽한 코드에요! feedback: 실수를 찾아라! hint: 코드의 3 라인을 보세요 - correct_answer: C - question_score: '10' 10: question_text: __에 무엇이 표시되어야 할까요? code: |- @@ -604,8 +543,6 @@ levels: ``` feedback: 어제 산책시켰던 사람이 오늘 또 해야 하는 상황이에요. 이건 아닌거 같아요. hint: 어제 개를 산책시킨 사람은 목록에서 삭제되어야 한다. - correct_answer: A - question_score: '10' 4: 1: question_text: 이 중 맞는 코드는? @@ -631,8 +568,6 @@ levels: ``` feedback: 아니오, 따옴표의 위치를 잘 확인해보자. hint: 레벨 4에서는 명령어 2개에 따옴표가 필요합니다. - correct_answer: A - question_score: '10' 2: question_text: 적절한 따옴표를 사용하는 코드는? mp_choice_options: @@ -657,8 +592,6 @@ levels: ``` feedback: 이건 쉼표,에요. 따옴표가 필요합니다. hint: 올바른 따옴표 사용법을 선택하세요. - correct_answer: B - question_score: '10' 3: question_text: 따옴표는 어디에 정확하게 사용됩니까? mp_choice_options: @@ -683,8 +616,6 @@ levels: ``` feedback: 완벽해! hint: 출력하고 싶은 단어의 앞뒤는 모두 따옴표로 표시해야 합니다. - correct_answer: D - question_score: '10' 4: question_text: 어떤 문장이 맞나요? mp_choice_options: @@ -697,8 +628,6 @@ levels: - option: 따옴표 사용 여부는 본인이 선택할 수 있습니다. feedback: 불행하게도, Hedy는 그것보다 더 엄격해요. hint: 레벨 4부터는 따옴표를 사용해야 합니다. - correct_answer: B - question_score: '10' 5: question_text: 이 코드가 작동하기 위해서는 무엇이 바뀌어야 합니까? code: |- @@ -723,8 +652,6 @@ levels: - option: 없어요, 코드는 이미 정상적이에요! feedback: 잘 보세요. 오류가 있네요. hint: Hedy가 'options {at} {random}'을 글자 그대로 인쇄하는 것을 원하지 않고, '바위', '보' 또는 '가위'를 출력하는 것을 원할 것입니다. - correct_answer: C - question_score: '10' 6: question_text: 이 코드의 다음 행은 나와야 할까요? code: prices {is} 1 달러, 100 달러, 1 백만달러 @@ -750,8 +677,6 @@ levels: ``` feedback: Hedy는 말 그대로 '가격 {at} {random}'을 print할 것이다 hint: 신중하게 생각하라. 변수가 무엇이고 따옴표 밖에 있어야 하는가? 그리고 그 안에 들어가야 하는 정상적인 단어는 무엇인가? - correct_answer: A - question_score: '10' 7: question_text: 이 코드에 무슨 문제가 있을까요? code: |- @@ -768,14 +693,8 @@ levels: - option: 없어요, 이 코드는 이미 좋아요! feedback: 잘 보세요. 실수를 놓쳤어요! hint: 따옴표가 필요한지 여부에 대해 각 줄을 확인합니다. - correct_answer: A - question_score: '10' 8: question_text: 이 코드의 다음 행은 무엇이 좋을까요? - code: |- - {print} 'Welcome at the money show!' - {print} 'In front of you are 3 doors' - door {is} {ask} 'Which door do you choose?' mp_choice_options: - option: |- ``` @@ -798,8 +717,6 @@ levels: ``` feedback: Hedy는 말 그대로 '문을 선택하라'고 출력할 것이다 hint: 두번째 단어의 door은 숫자로 대체되어야 하고 첫번째 door는 여전히 단어이어야 한다... - correct_answer: C - question_score: '10' 9: question_text: 출력 화면에 나타나지 않는 것은 무엇입니까? code: |- @@ -815,8 +732,6 @@ levels: - option: FC Barcelona 는 챔피언스 리그에서 승리할거야 feedback: 맞아요. 목록에 없어요 hint: Hedy가 랜덤으로 선택할 수 있는 옵션은 무엇인가요? - correct_answer: D - question_score: '10' 10: question_text: 어떤 문장이 맞나요? code: |- @@ -833,8 +748,6 @@ levels: - option: 없어요, 이 코드는 실수가 없네요 feedback: 하나 놓쳤어요! hint: 한개 라인은 따옴표'가 필요해요, 왜냐면은 글자 그대로 출력 되어야해요. - correct_answer: B - question_score: '10' 5: 1: question_text: 공백은 어떤 명령어로 채워야 할까요? @@ -852,8 +765,6 @@ levels: - option: '`{else}`' feedback: 맞아요! hint: '`{if}` 명령어와 함께 사용되는 것은 무엇입니까?' - correct_answer: D - question_score: '10' 2: question_text: Hedy라는 이름을 입력하면 출력 화면에 무엇이 표시됩니까? code: |- @@ -868,9 +779,6 @@ levels: feedback: 아니오, 이것은 이름을 출력하지 않습니다 - option: Error feedback: 천만다행이다! - hint: '`{if}` name `{is}` Hedy `{print}` ...?' - correct_answer: A - question_score: '10' 3: question_text: 올바른 암호는 무엇입니까? code: |- @@ -887,8 +795,6 @@ levels: - option: 알람 침입자다 feedback: 비밀번호를 잘못 입력하면 출력됩니다! hint: '`{if}` password `{is}` ... `{print}` ''맞아요!''!''' - correct_answer: B - question_score: '10' 4: question_text: 당신이 비밀번호를 잘못 입력하면 Hedy는 무엇을 출력하나요? code: |- @@ -905,8 +811,6 @@ levels: - option: 알람! 침입자다! feedback: 정말 잘했어! hint: 당신의 컴퓨터가 침입자를 위한 알람을 울립니다! - correct_answer: D - question_score: '10' 5: question_text: '''secret''이라고 입력하면 왜 Hedy는 ''알람! 침입자다''라고 말하는 걸까요?' code: |- @@ -923,8 +827,6 @@ levels: - option: 왜냐하면 Hedy 가 실수했기 때문이에요 feedback: 아니오, Hedy 는 맞아요 hint: 그 단어의 철자는 정확히 같아야 합니다. - correct_answer: A - question_score: '10' 6: question_text: 마지막 줄의 물음표 자리에 어떤 단어가 있어야 하나요? code: |- @@ -955,8 +857,6 @@ levels: ``` feedback: '`{print}` 는 이미 있어요, 우리는 그전에 필요한 단어가 있어요!' hint: '`{if}` 와 함께 쓰려면...?' - correct_answer: C - question_score: '10' 7: question_text: 물음표 대신에 어떤 단어가 있어야 할까요? code: |- @@ -974,8 +874,6 @@ levels: - option: '`{print}`' feedback: 아주 좋아요! hint: 음 `{else}` 뒤에 `{print}` 명령어가 따라와요 - correct_answer: D - question_score: '10' 8: question_text: 물음표의 자리에 어떤 단어가 있어야 할까요? code: |- @@ -998,8 +896,6 @@ levels: - option: '`{print}`' feedback: 아니오, 이건 아니에요. hint: 변수명은 무엇일까요? - correct_answer: B - question_score: '10' 9: question_text: 탈출하려면 어느 문을 선택해야 합니까?? code: |- @@ -1019,8 +915,6 @@ levels: - option: 함정입니다. 당신은 항상 잡아 먹힐 겁니다! feedback: 운이 좋진 않네요! hint: 그 문들 중 하나가 당신을 안전하게 지켜줄 겁니다.. - correct_answer: B - question_score: '10' 10: question_text: 1번 문 뒤에 어떤 괴물이 서 있나요? code: |- @@ -1040,12 +934,9 @@ levels: - option: 거대한거미 feedback: 항상 그런 건 아닌데... hint: 마지막 세 단어를 조심하세요... 괴물출현 `{at} {random}`... - correct_answer: A - question_score: '10' 6: 1: question_text: 이 코드를 실행하면 Hedy는 무엇을 출력 하나요? - code: '{print} 2*10' mp_choice_options: - option: '20' feedback: 맞아요! @@ -1055,9 +946,6 @@ levels: feedback: No, Hedy will calculate the answer - option: '210' feedback: 계산한 거라 생각해. - hint: The `*` is used as a multiplication sign - correct_answer: A - question_score: '10' 2: question_text: 두 개의 숫자를 더하고 싶을 때 당신은 무엇을 사용하나요? mp_choice_options: @@ -1069,12 +957,8 @@ levels: feedback: 그게 아니야 - option: '`+`' feedback: 맞아요! - hint: It's the plus sign. - correct_answer: D - question_score: '10' 3: question_text: 이 코드를 실행하면 Hedy는 무엇을 출력 하나요? - code: '{print} ''3*10''' mp_choice_options: - option: '30' feedback: 따옴표가 없다면 이것이 정답일 것이다. @@ -1084,16 +968,8 @@ levels: feedback: Correct! There are quotation marks, so Hedy will print it literally. - option: Nothing, Hedy will give an error message. feedback: No, Hedy will print it literally. - hint: Mind the quotation marks!! - correct_answer: C - question_score: '10' 4: question_text: Kim은 10살입니다. Hedy는 그녀를 위해 무엇을 print할까요? - code: |- - name = {ask} 'How many letters are in your name?' - age = {ask} 'How old are you?' - luckynumber = name*age - {print} 'Your lucky number is...' luckynumber mp_choice_options: - option: '30' feedback: Mind, Hedy also prints 'Your lucky number is...' @@ -1103,16 +979,7 @@ levels: feedback: 그렇구나! - option: Your lucky number is... 10 feedback: 그녀의 행운의 숫자는 이름 나이... - hint: 'Kim has 3 letters, she is 10 years old so: letters times age = 3*10 = 30.' - correct_answer: C - question_score: '10' 5: - question_text: If 5 people eat at this restaurant, how much do they have to pay in total? - code: |- - {print} 'Welcome to Hedys!' - people = {ask} 'How many people are eating with us tonight?' - price = people * 10 - {print} 'That will be ' price 'dollar please' mp_choice_options: - option: 5 dollars feedback: Unfortunately, it's not that cheap. @@ -1122,17 +989,8 @@ levels: feedback: '*는 곱셈을 의미한다.' - option: 50 dollars feedback: 좋았어! - hint: '`price` `is` `people` `times` 10' - correct_answer: D - question_score: '10' 6: question_text: 이 가상 레스토랑은 햄버거 가격이 얼마인가요? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = 15 - {if} food {is} fries price = 6 mp_choice_options: - option: 15 dollars feedback: 굉장하네요! @@ -1142,21 +1000,8 @@ levels: feedback: 햄버거는 공짜가 아니에요! - option: 21 dollars feedback: 햄버거랑 감자튀김 가격이잖아! - hint: Mind the fourth line. - correct_answer: A - question_score: '10' 7: question_text: 왜 7호선은 '가격은 3'이 아니라 '가격은 가격+3'이라고 표기하는가? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = price + 15 - {if} food {is} fries price = price + 6 - drinks is {ask} 'What would you like to drink?' - {if} drinks {is} coke price = price + 3 - {if} drinks {is} water price = price + 1 - {print} price ' dollars please' mp_choice_options: - option: It could have been `price = 3` just as well. feedback: No, that's not true. Hedy needs to add 3 dollars to the total. @@ -1166,16 +1011,8 @@ levels: feedback: 그렇구나! - option: Because the price is 0 dollars to begin with. feedback: That's true, but not the reason - hint: The price shouldn't be 3, but 3 dollars more than it already was - correct_answer: C - question_score: '10' 8: question_text: 왜 이 코드가 틀리지? - code: |- - correct answer = 3*12 - answer = {ask} 'What is 3 times 12?' - {if} answer {is} correct answer {print} 'Good job!' - {else} {print} 'No... It was ' correct answer mp_choice_options: - option: There shouldn't be quotation marks in line 2 feedback: No, there should be! @@ -1185,20 +1022,7 @@ levels: feedback: No, that's not true. - option: The variable in line 2 can't be called answer, because it is too similar to the variable correct answer. feedback: Variable names can be similar, but they can't be 2 words... - hint: Inspect what the variables are called. - correct_answer: B - question_score: '10' 9: - question_text: Imagine you love football a 10, you've eaten 2 bananas and have washed your hands 3 times today. How smart does the silly fortune teller think you are? - code: |- - {print} 'Im Hedy the silly fortune teller' - {print} 'I will predict how smart you are!' - football = {ask} 'On a scale of 0 to 10 how much do you love football?' - bananas = {ask} 'How many bananas have you eaten this week?' - hygiene = {ask} 'How many times did you wash your hands today??' - result = bananas + hygiene - result = result * football - {print} 'You are ' result 'percent smart.' mp_choice_options: - option: 10% feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? @@ -1208,9 +1032,6 @@ levels: feedback: 정말이지! 너는 100퍼센트 똑똑하구나! - option: 100% feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - hint: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - correct_answer: C - question_score: '10' 10: question_text: 어떤 진술이 사실입니까? code: |- @@ -1225,9 +1046,6 @@ levels: feedback: No, one `=` sign is enough - option: You can only use the `=` sign when working with numbers, not with words. feedback: '`=`를 단어와 함께 사용할 수도 있습니다.' - hint: '`{is}` and `=` are both allowed' - correct_answer: B - question_score: '10' 7: 1: question_text: 이 레벨에서 repeat 명령으로 한 번에 몇 줄을 반복할 수 있습니까? @@ -1241,8 +1059,6 @@ levels: - option: infinite feedback: 이 레벨에서는 한 번에 한 줄만 반복할 수 있습니다 hint: You can only repeat 1 line at a time - correct_answer: B - question_score: '10' 2: question_text: 어떤 코드가 맞습니까? mp_choice_options: @@ -1267,11 +1083,8 @@ levels: ``` feedback: 그렇구나! hint: First the repeat command, then the `{print}` command - correct_answer: D - question_score: '10' 3: question_text: 이 코드가 맞나요 틀린가요? - code: '{repeat} 100 {times} ''Hello!''' mp_choice_options: - option: Right feedback: No, a word is missing @@ -1281,14 +1094,8 @@ levels: feedback: The word `{times}` is there, another word is missing. - option: Wrong, the word `{print}` is missing feedback: 맞아요 - hint: 'It should be: `{repeat}` 100 `{times}` `{print}` ''Hello''' - correct_answer: D - question_score: '10' 4: question_text: 코드에서 틀린 단어는? - code: |- - {print} 'I'm blue' - {repeat} 7 {times} {print} 'da ba dee, da ba da' mp_choice_options: - option: |- ``` @@ -1302,24 +1109,14 @@ levels: - option: '`{times}`' feedback: '`{times}`의 철자가 정확합니다' hint: I'm is wrong, you can't use apostrophes - correct_answer: A - question_score: '10' 5: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} {print} ''Hedy is awesome!''' mp_choice_options: - option: Correct feedback: 그렇구나! - option: Wrong feedback: 그게 아니야 - hint: The code is correct! - correct_answer: A - question_score: '10' 6: question_text: 이 코드의 출력은 어떻게 됩니까? - code: |- - {print} 'The wheels on the bus go' - {repeat} 3 {times} {print} ' round and round' mp_choice_options: - option: |- the wheels on the bus go @@ -1345,14 +1142,8 @@ levels: round and round round and round feedback: 마을 전체를 말이야! 완벽해! - hint: Only 'round and round' is repeated 3 times. - correct_answer: D - question_score: '10' 7: question_text: 이 코드의 출력은 어떻게 됩니까? - code: |- - {repeat} 2 {times} {print} 'We will' - {print} 'ROCK YOU!' mp_choice_options: - option: |- We will We will @@ -1373,17 +1164,8 @@ levels: We will ROCK YOU! feedback: 반복 명령에 주의하라 - hint: Mind the `{repeat}` command. - correct_answer: B - question_score: '10' 8: question_text: Hedy 코드가 이 출력물에 속하나요? - code: |- - Here comes the sun - Do do do do - Here comes the sun - And I say - Its alright mp_choice_options: - option: |- ``` @@ -1416,9 +1198,6 @@ levels: {print} 'Its alright'" ``` feedback: 이것은 정확한 순서가 아닙니다.. - hint: '`{repeat}` can only be used if you want to execute the same line multiple times in a row.' - correct_answer: A - question_score: '10' 9: question_text: Hedy 코드가 이 출력물에 속하나요? code: |- @@ -1461,16 +1240,8 @@ levels: {print} 'Please help me !' ``` feedback: 완벽하네요 - hint: '''Help!'' is repeated 3 times.' - correct_answer: D - question_score: '10' 10: question_text: 어떤 코드가 이 출력물에 속하나요? - code: |- - if youre happy and you know it clap your hands - if youre happy and you know it clap your hands - if youre happy and you know it and you really want to show it - if youre happy and you know it clap your hands mp_choice_options: - option: |- ``` @@ -1500,16 +1271,9 @@ levels: {print} 'clap your hands' ``` feedback: 이것은 순서가 맞지 않습니다. - hint: Mind the order of the sentences. - correct_answer: B - question_score: '10' 8: 1: question_text: 이 코드에 의해 어떤 출력이 생산됩니까? - code: |- - {repeat} 2 {times} - {print} 'Hello' - {print} 'Im Hedy!' mp_choice_options: - option: |- Hello @@ -1532,14 +1296,8 @@ levels: Im Hedy! Im Hedy!" feedback: 모든 것이 두 번 print된다 - hint: Both lines are repeated twice. - correct_answer: C - question_score: '10' 2: question_text: 이 코드에 무슨 문제가 있나요? - code: |- - {repeat} 5 {times} - {print} 'Hedy is cool!' mp_choice_options: - option: This should be only one line, not 2. feedback: 아니요. 2줄이어야 돼요. @@ -1549,15 +1307,8 @@ levels: feedback: Nee, repeat is de goede spelling - option: The second line need to start with 4 spaces as indentation. feedback: 맞아요! - hint: Something is missing in the second line? - correct_answer: D - question_score: '10' 3: question_text: 이 프로그램을 실행하면 어떤 결과물이 나올까요? - code: |- - {repeat} 3 {times} - {print} 'Baby shark tututudutudu' - {print} 'Baby shark' mp_choice_options: - option: |- Baby shark tututudutudu @@ -1584,8 +1335,6 @@ levels: Baby shark feedback: 반복되는 것과 그렇지 않은 것. hint: What is being repeated and what is not?. - correct_answer: C - question_score: '10' 4: question_text: 어떤 출력이 정확합니까? code: |- @@ -1619,15 +1368,8 @@ levels: Yay! Were going on holiday! feedback: 마지막 대사도 반복해서 나온다. - hint: The block under the `{repeat}` command is repeated twice. - correct_answer: B - question_score: '10' 5: question_text: 이 코드에 무슨 문제가 있나요? - code: |- - end = {ask} 'Do you want a happy or a sad ending?' - {if} end {is} happy {print} 'They lived happily ever after' - {else} {print} 'The world exploded. The end.' mp_choice_options: - option: The `{print}` commands on the last two lines should start on new lines en start with 4 spaces. feedback: 그렇구나! @@ -1637,16 +1379,8 @@ levels: feedback: 그렇지 않아요 - option: '`{ask}` is no longer a command' feedback: 그렇지 않아요 - hint: Something is wrong with indentation - correct_answer: A - question_score: '10' 6: question_text: 팬케이크에 들어가면 이 코드의 출력은 어떻게 되나요? - code: |- - {print} 'Welcome to restaurant Hedy' - {repeat} 2 {times} - food {is} {ask} 'What do you want to eat?' - {print} food mp_choice_options: - option: |- Welcome to restaurant Hedy @@ -1670,9 +1404,6 @@ levels: Pancakes Pancakes feedback: 정말 잘하셨어요! - hint: The first sentence and question will not be repeated - correct_answer: D - question_score: '10' 7: question_text: 이 코드에 무슨 문제가 있나요? code: |- @@ -1693,9 +1424,6 @@ levels: feedback: 항상 들여쓰기를 사용해야 합니다. - option: The indentation is wrong in the first `{if}` command. feedback: 맞아요. - hint: Take a careful look at the indentation. - correct_answer: D - question_score: '10' 8: question_text: 그 코드들 중 어떤 것이 압입이 제대로 되어 있습니까? mp_choice_options: @@ -1739,17 +1467,8 @@ levels: {print} 'You are wrong!' ``` feedback: 당신이 틀렸어요! - hint: What should happen if the person is right? And what else? - correct_answer: C - question_score: '10' 9: question_text: 이 코드의 어떤 행이 4칸으로 시작해야 합니까? - code: |- - 1 music = {ask} 'What is your favorite music genre?' - 2 {if} music {is} rock - 3 {print} '🤘' - 4 {else} - 5 {print} '👎' mp_choice_options: - option: Line 2 and 4 feedback: '`{if}` 및 `{else}` 명령 뒤의 행은 4개의 공백으로 시작해야 합니다' @@ -1759,15 +1478,8 @@ levels: feedback: 4호선은 안 돼요 - option: Line 3 and 5 feedback: 정말 잘했어! - hint: The lines after an `{if}` or `{else}` command should start with 4 spaces. - correct_answer: D - question_score: '10' 10: question_text: 어떤 진술이 사실입니까? - code: |- - 1 level = {ask} 'What level are you on?' - 2 {if} level {is} 8 - 3 {print} 'Great job!' mp_choice_options: - option: All lines should start with 4 spaces feedback: 그렇지 않아요 @@ -1777,9 +1489,6 @@ levels: feedback: 그렇지 않아요 - option: Line 3 should start with 4 spaces feedback: 당신 말이 맞아요! - hint: Only one line starts with 4 spaces, but which one...? - correct_answer: D - question_score: '10' 9: 1: question_text: 이 코드에 무슨 문제가 있나요? @@ -1803,19 +1512,8 @@ levels: - option: The indentation is wrong in the last `{if}` command. feedback: 그건 아닌데요. hint: all the indentation is done correctly. - correct_answer: A - question_score: '10' 2: question_text: 정확한 비밀번호를 입력하면 어떤 내용이 출력됩니까? - code: |- - password = {ask} 'What is the password?' - correct_password = Hedy - {if} password {is} correct_password - {repeat} 2 {times} - {print} 'Good job!' - {print} 'You can use the computer!' - {else} - {print} 'The computer will explode in 5... 4... 3... 2... 1...' mp_choice_options: - option: |- ``` @@ -1843,9 +1541,6 @@ levels: You can use the computer! ``` feedback: 맞아요! - hint: Everything under the `{repeat}` command is repeated twice. - correct_answer: D - question_score: '10' 3: question_text: 백만 달러를 타려면 어떤 경우를 선택해야 할까요? code: |- @@ -1872,9 +1567,6 @@ levels: feedback: 100만원도 못받아 - option: case 2, open feedback: 수고했어! 네가 이겼다! - hint: Follow the right path - correct_answer: D - question_score: '10' 4: question_text: 어떤 진술이 사실입니까? code: |- @@ -1896,15 +1588,8 @@ levels: feedback: 그렇구나! - option: Cinderella with shoe size 40 gets the output 'I was looking for you!' feedback: '"아니요' - hint: No matter what your name is, if you have shoe size 40 you will get the message 'Ill keep looking'. - correct_answer: C - question_score: '10' 5: question_text: 어떤 코드에서 이 출력이 나왔습니까? - output: |- - Icecream is the best! - Icecream is the best! - Icecream is the best! mp_choice_options: - option: |- ``` @@ -1939,9 +1624,6 @@ levels: {print} 'Icecream is the best!' ``` feedback: 이 코드에는 2개의 `{repeat}`명령이 있습니다. - hint: Watch the indentation - correct_answer: C - question_score: '10' 6: question_text: 들여쓰기(다음 줄을 공백 4개로 시작)를 사용해야 하는 명령어는 무엇입니까? mp_choice_options: @@ -1953,9 +1635,6 @@ levels: feedback: 힘내세요! - option: '`{if}` `{else}` `{repeat}` `{print}`' feedback: print 되지 않습니다 - hint: Indentation happens on the line below some commands - correct_answer: C - question_score: '10' 7: question_text: 피자집에 있는 이 코드에서. 콜라와 함께 중간 크기의 피자를 주문하면 5달러를 할인해 준다. 이 코드를 디버깅하려면 어떻게 해야 하는가? code: |- @@ -1996,17 +1675,8 @@ levels: price = price - 2 ``` feedback: 다시 해보세요 - hint: After each `{if}` command, the line below should indent - correct_answer: A - question_score: '10' 8: question_text: 이 코드가 뭐가 잘못된 거죠? - code: |- - age = {ask} 'Happy Birthday! How old are you?' - singing = {ask} 'Would you like us to sing?' - {if} singing {is} yes - {repeat} years {times} - {print} 'Hip Hip Hooray' mp_choice_options: - option: You can't put two questions in a row feedback: 네 당신은 할 수 있어요. @@ -2016,9 +1686,6 @@ levels: feedback: 사실 그렇게 시작해야 해요. - option: A code must always start with a `{print}` command in the first line feedback: 그렇지 않아요. - hint: The indentation is done right this time - correct_answer: B - question_score: '10' 9: question_text: 다른 '`{if}` 명령어 안에 넣을 수 있는 `{if}` 명령어는 몇 개인가? mp_choice_options: @@ -2030,9 +1697,6 @@ levels: feedback: 원하신다면 더 쓰셔도 됩니다 - option: Infinite, as long as you keep using indentation correctly feedback: 그것은 사실이에요 - hint: You can put an `{if}` command inside an `{if}` command. - correct_answer: D - question_score: '10' 10: question_text: 어떤 진술이 사실입니까? code: |- @@ -2049,8 +1713,6 @@ levels: - option: line 2 should atart with 4 spaces and line 3 with 8 feedback: 당신 말이 맞아요! hint: The first line doens't start with any spaces - correct_answer: D - question_score: '10' 10: 1: question_text: 각각의 칭찬을 print하려면 `_`에 무엇을 기입해야 할까요? @@ -2079,15 +1741,8 @@ levels: {for} compliments {in} compliment ``` feedback: 거의 다 왔어요! - hint: '`{for}` each compliment in the lists of compliments...' - correct_answer: B - question_score: '10' 2: question_text: 어떤 출력이 정확합니까? - code: |- - meals = pizza, pasta, pancakes - {for} meal {in} meals - {print} 'I love ' meal mp_choice_options: - option: I love pizza feedback: 2행은 식사 목록에 매 식사마다 `{for}`라고 표시되어 있어 매 식사마다 print됩니다. @@ -2100,15 +1755,8 @@ levels: I love pasta I love pancakes feedback: 좋았어! - hint: Line 2 says for each meal in the list of meals. So each meal is printed. - correct_answer: D - question_score: '10' 3: question_text: 어떤 출력이 정확합니까? - code: |- - animals = dogs, cats, hamsters, chickens - {for} animal {in} animals - {print} animal ' are lovely pets' mp_choice_options: - option: dogs are lovely pets feedback: 2행은 동물 목록에 있는 각각의 동물에 대해 {for}라고 표시합니다. 따라서 각각의 동물은 {print}됩니다. @@ -2122,15 +1770,8 @@ levels: feedback: 좋았어! - option: You don't know yet. Because it chooses one of the animals {at} {random}. feedback: 2행은 동물 목록에 있는 각각의 동물에 대해 {for}라고 표시합니다. 따라서 각각의 동물은 {print}됩니다. - hint: Line 2 says {for} each animal in the list of animals. So each animal is printed - correct_answer: C - question_score: '10' 4: question_text: 이 코드에 무슨 문제가 있는 거죠? - code: |- - groceries = apples, bread, milk - {for} item {in} groceries - {print} 'We need ' groceries mp_choice_options: - option: Line 2 needs to start with 4 spaces as indentation feedback: No it doesn't. Only line 3 needs indentation, which it has. @@ -2140,9 +1781,6 @@ levels: feedback: 수고했어! - option: Line 2 should say groceries instead of item feedback: 아니오 그렇지 않아요. - hint: Line 2 says `{for}` each item in the list of groceries - correct_answer: C - question_score: '10' 5: question_text: 이 디지털 주사위로 _?_에 어떤 단어를 써야 할까요? code: |- @@ -2160,16 +1798,8 @@ levels: feedback: 정말 아깝네요. 하지만 Hedy는 'choices'이 아니라 'choice'이라는 목록에서 골라야 해요... - option: dice feedback: 변수 이름을 보세요. - hint: Hedy needs to pick a number `{at} {random}` - correct_answer: B - question_score: '10' 6: question_text: 아래의 답변 중 코드를 실행할 때 가능한 결과는 무엇입니까? - code: |- - choices = rock, paper, scissors - players = Kelly, Meredith - {for} player {in} players - {print} player ' chooses ' choices {at} {random} mp_choice_options: - option: Kelly chooses rock feedback: 메러디스도 놀고 싶어해! @@ -2183,9 +1813,6 @@ levels: Kelly chooses paper Meredith chooses scissors feedback: 최고야! - hint: Each player will pick an option. The player that's first on the list will go first. - correct_answer: D - question_score: '10' 7: question_text: 이 사람들이 저녁 식사로 무엇을 먹을지를 결정하는 이 법전에서 _?_에는 어떤 줄이 있어야 할까요? code: |- @@ -2214,9 +1841,6 @@ levels: {for} name {in} food ``` feedback: 각각의 이름은 그들이 저녁으로 무엇을 먹을지 알려주어야 한다. - hint: Each name should be told what they will have for dinner. - correct_answer: A - question_score: '10' 8: question_text: 어떤 색 셔츠를 입을지를 결정하는 이 코드의 _?_에 무엇이 있어야 할까요? code: |- @@ -2245,18 +1869,8 @@ levels: 'people gets a colors shirt' ``` feedback: people이라는 변수가 없습니다.. - hint: Mind the quotation marks and the names of the variables - correct_answer: B - question_score: '10' 9: question_text: 프로그램을 실행할 때 Hedy가 당신에게 물어보겠다고 한 첫 번째 질문은 무엇인가요? - code: |- - courses = appetizer, main course, dessert - names = Timon, Onno - {for} name {in} names - {for} course {in} courses - food = {ask} name ', what would you like to eat as your ' course '?' - {print} name ' orders ' food ' as their ' course mp_choice_options: - option: Timon, what would you like to eat as your appetizer? feedback: 완벽해! @@ -2266,9 +1880,6 @@ levels: feedback: 애피타이저가 제일 먼저다 - option: You don't know that. Hedy will choose `{at} {random}`. feedback: 이 코드에 `{at} {random}`이(가) 없습니다... - hint: The first options from both lists are chosen. - correct_answer: A - question_score: '10' 10: question_text: 이 코드에 대한 설명으로 옳은 것은? code: |- @@ -2285,9 +1896,6 @@ levels: feedback: 그것은 true가 아니다. 래리도 다른 사람들과 같은 확률을 가지고 있다 - option: Someone might win with two prices feedback: 알겠어요! - hint: Try to imagine the output of this code. - correct_answer: D - question_score: '10' 11: 1: question_text: 물음표의 자리에는 어떤 단어가 있어야 할까요? @@ -2306,14 +1914,8 @@ levels: feedback: 아니오 - option: '`{for}`' feedback: 아니오 - hint: What did you learn in this level? - correct_answer: B - question_score: '10' 2: question_text: 이 코드의 출력은 어떻게 됩니까? - code: |- - {for} i {in} {range} 1 {to} 3 - {print} i mp_choice_options: - option: |- 1 @@ -2326,18 +1928,8 @@ levels: feedback: 그게 아니야 - option: '123' feedback: 그게 아니야 - hint: How do the numbers appear in the screen? - correct_answer: A - question_score: '10' 3: question_text: 이 출력을 얻기 위해 어떤 코드가 사용되었는가? - output: |- - 1 - 2 - 3 - 4 - 5 - Once I caught a fish alive! mp_choice_options: - option: |- ``` @@ -2367,23 +1959,8 @@ levels: {print} 'Once I caught a fish alive!' ``` feedback: i는 변수이므로 따옴표를 가져서는 안됩니다 - hint: First all the numbers, then the sentence - correct_answer: A - question_score: '10' 4: question_text: 이 출력을 얻기 위해 어떤 코드가 사용되었는가? - output: |- - 10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0 mp_choice_options: - option: |- ``` @@ -2410,13 +1987,8 @@ levels: ``` feedback: 그렇구나! hint: It has to be a calculation... - correct_answer: D - question_score: '10' 5: question_text: 이 코드에 무슨 문제가 있는 거죠? - code: |- - {for} i {in} {range} 1 {to} 10 - {print} i mp_choice_options: - option: The i in the last line need quotation marks feedback: 아니오 그렇지 않아요. @@ -2426,14 +1998,8 @@ levels: feedback: 1호선 말고... - option: Line 2 needs to start with an indention feedback: 완벽해! - hint: There is something wrong with the indention - correct_answer: D - question_score: '10' 6: question_text: 코드를 실행하면 화면에 Hello라는 단어가 몇 번 뜨나요? - code: |- - {for} i {in} {range} 0 {to} 2 - {print} 'Hello' mp_choice_options: - option: 1 time feedback: 아니오 @@ -2443,9 +2009,6 @@ levels: feedback: 그렇구나! - option: Never feedback: 아니오 - hint: 0 also counts. So 0,1,2 that's 3 times. - correct_answer: C - question_score: '10' 7: question_text: 물음표의 자리에 무엇이 있어야 하는가? code: |- @@ -2475,14 +2038,8 @@ levels: {for} i {in} {range} 0 {to} people ``` feedback: 한 번 주문하면 너무 많아요! - hint: Use the variable 'people' - correct_answer: C - question_score: '10' 8: question_text: 이 코드의 출력은 어떻게 됩니까? - code: |- - {for} i {in} {range} 23 {to} 25 - {print} 'hi' mp_choice_options: - option: |- 23 @@ -2498,15 +2055,8 @@ levels: feedback: 맞아요 - option: The word 'hi' will appear 25 times in a row. feedback: 아니요. 3번만 나옵니다. - hint: It doesn't say `{print}` i - correct_answer: C - question_score: '10' 9: question_text: Hedy는 Hip Hip Hooray를 몇 번이나 부르나요? - code: |- - age = {ask} 'How old are you?' - {for} i {in} {range} 1 {to} age - {print} 'Hip Hip Hoorray!' mp_choice_options: - option: 1 time feedback: 다시 해보세요 @@ -2516,16 +2066,8 @@ levels: feedback: 다시 해보세요 - option: That depends on how old you are feedback: 그렇구나! - hint: '`{for}` i `{in}` `{range}` 1 `{to}` age' - correct_answer: D - question_score: '10' 10: question_text: 어떤 코드가 이 출력에 속합니까? - output: |- - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark mp_choice_options: - option: |- ``` @@ -2556,14 +2098,9 @@ levels: ``` feedback: '`{range}` 0 `{to}` 3은 4배이다.' hint: Mind the indention - correct_answer: B - question_score: '10' 12: 1: question_text: 어떤 출력이 정확합니까? - code: |- - {print} 'three and a half plus one and a half is...' - {print} 3.5 + 1.5 mp_choice_options: - option: '5' feedback: 코드 첫 줄 잊지 마세요! @@ -2577,9 +2114,6 @@ levels: three and a half plus one and a half is... 5 feedback: 정말 잘했어! - hint: Both lines are printed! - correct_answer: D - question_score: '10' 2: question_text: 이 코드들 중 어느 것이 정확합니까? mp_choice_options: @@ -2607,14 +2141,8 @@ levels: {print} 'I would like a ' flavors {at} {random} ' cake.' ``` feedback: 맛의 모든 다른 값들은 따옴표로 표시되어야 한다. - hint: The second line is the same in each code, pay attention to the first line - correct_answer: C - question_score: '10' 3: question_text: 이 코드에 무슨 문제가 있는 거죠? - code: |- - favorite_animal = {ask} 'What is your favorite animal?' - {print} 'I like ' favoriteanimal ' too!' mp_choice_options: - option: The name of the variable is different in line 1 than in line 2. feedback: 맞아요! @@ -2624,16 +2152,8 @@ levels: feedback: 그렇지 않아요 - option: Nothing is wrong. feedback: 그렇지 않아요 - hint: The quotation marks are used correctly - correct_answer: A - question_score: '10' 4: question_text: 코드를 작동시키기 위해 따옴표가 필요한 줄은 어디입니까? - code: |- - {print} Welcome to the online shoe shop - category = {ask} What kind of shoes are you looking for? - {if} category = high heels - {print} High heels are 50% off now! mp_choice_options: - option: Line 1 and 2 feedback: 아니오 @@ -2643,9 +2163,6 @@ levels: feedback: 아니오 - option: All of the lines feedback: 완벽해! - hint: Does line 3 need quotation marks too? - correct_answer: D - question_score: '10' 5: question_text: Agent007이 올바른 암호를 입력하면 어떤 출력이 나오는가? code: |- @@ -2669,9 +2186,6 @@ levels: feedback: 요원은 여기서 나쁜 놈들을 잡지 않을 거야 - option: Go to the airport tomorrow at 10.00 feedback: 요원은 여기서 나쁜 놈들을 잡지 않을 거야 - hint: The correct password is TOPSECRET - correct_answer: B - question_score: '10' 6: question_text: 어느 선을 채워야 할까요??? code: |- @@ -2706,22 +2220,8 @@ levels: price = + 2 ``` feedback: 거의 다 왔어요! - hint: What if you only order fries and a drink? - correct_answer: C - question_score: '10' 7: question_text: 비건은 어떤 생산량을 얻나요? - code: |- - menu = 'cookies', 'cheese', 'grapes' - {print} "It's my birthday! I`ve brought some snacks!" - diet = {ask} 'Do you have any dietary restrictions?' - {if} diet = 'gluten free' - {remove} 'cookies' {from} menu - {if} diet = 'vegan' - {remove} 'cheese' {from} menu - {print} 'For you I have brought: ' - {for} snack {in} menu - {print} snack mp_choice_options: - option: |- It's my birthday! I've brought some snacks! @@ -2746,12 +2246,8 @@ levels: grapes cookies feedback: Almost there, but look at the order of snacks in the list - hint: What item is removed from the list when you answer 'vegan'? - correct_answer: A - question_score: '10' 8: question_text: 이 출력을 만드는 데 사용된 코드는 무엇입니까? - code: '3.5' mp_choice_options: - option: |- ``` @@ -2773,9 +2269,6 @@ levels: {print} 7 * 2 ``` feedback: 아니오 - hint: 7 devided by 2 is 3.5 - correct_answer: B - question_score: '10' 9: question_text: 어떤 코드를 1번 줄에 입력해야 하나요??? code: |- @@ -2802,9 +2295,6 @@ levels: 'prices' = 'one million dollars', 'nothing' ``` feedback: 넌 아무것도 아니야 - hint: The items on the list should be in quotation marks - correct_answer: C - question_score: '10' 10: question_text: 노래를 완성하려면 ???에 어떤 코드 줄을 입력해야 하나요? code: |- @@ -2837,21 +2327,9 @@ levels: {print} actions {at} {random} ``` feedback: 어려운 곡입니다. 리스트에 있는 모든 동작이 다 노래에 들어가 있을 거예요. - hint: This is a hard one! All the actions on the list must be in the song. - correct_answer: B - question_score: '10' 13: 1: question_text: ???에 어떤 코드를 입력해야 합니까? - code: |- - name = {ask} 'What is your name?' - song = {ask} 'Whould you like to hear a song?' - birthday = {ask} 'Is today your birthday?' - ??? - {print} 'Happy Birthday to you!' - {print} 'Happy Birthday to you!' - {print} 'Happy Birthday dear ' name - {print} 'Happy Birthday to you!' mp_choice_options: - option: |- ``` @@ -2873,16 +2351,8 @@ levels: {if} song = 'yes' {or} birthday = 'yes' ``` feedback: Hedy는 두 대답이 모두 '예'일 경우에만 노래를 부른다 - hint: Hedy sings if you want to hear a song and it's you birthday - correct_answer: C - question_score: '10' 2: question_text: 코드에 빠진 명령어는? - code: |- - menu = 'cheese', 'sausage rolls', 'cookies' - diet = {ask} 'Do you have any dietary restrictions?' - {if} diet = 'vegan' ??? diet = 'halal' - {remove} 'sausage rolls' {from} menu mp_choice_options: - option: '`{and}`' feedback: 채식주의자나 이슬람교도가 될 필요는 없다 @@ -2892,18 +2362,8 @@ levels: feedback: 아니오 - option: '`{print}`' feedback: 아니오 - hint: Neither vegans nor muslims can eat sausage rolls. - correct_answer: B - question_score: '10' 3: question_text: 할인 코드가 없는 회원에게 주어지는 출력은? - code: |- - member = {ask} 'Do you have a membership card?' - discount = {ask} 'Do you have a discount code?' - {if} member = 'yes' {or} discount = 'yes' - {print} 'You get a free apple pie!' - {else} - {print} 'That will be 5 dollars please' mp_choice_options: - option: You get a free pie! feedback: 정말 잘했어! @@ -2913,12 +2373,8 @@ levels: feedback: 코드에는 이상이 없습니다 - option: There is no way of knowing feedback: 있습니다! 문제를 잘 읽어보세요 - hint: Mind the command `{or}` in line 3 - correct_answer: A - question_score: '10' 4: question_text: 가위바위보 게임에서 이 줄을 따라야 하는 코드는 무엇인가요? - code: '{if} computer_choice {is} ''rock'' {and} your_choice {is} ''paper''' mp_choice_options: - option: |- ``` @@ -2940,14 +2396,8 @@ levels: {print} 'try again' ``` feedback: 다시 해봐! - hint: Paper beats rock - correct_answer: A - question_score: '10' 5: question_text: 이 코드에 대한 설명으로 옳은 것은? - code: |- - {if} name = 'Cinderella' {and} shoe_size = 38 - {print} 'You are my one true love!' mp_choice_options: - option: Every person with shoe size 38 is this prince's one true love feedback: 왕자님은 그것보다 좀 더 까다롭군요! @@ -2957,23 +2407,8 @@ levels: feedback: 훌륭하다! - option: Every person that's not named Cinderella and does not have shoe size 38 is this prince's one true love feedback: 왕자님은 그것보다 좀 더 까다롭군요! - hint: Both statements have to be true - correct_answer: C - question_score: '10' 6: question_text: 이 코드에 대한 설명 중 맞는 것은? - code: |- - {print} 'Let me guess which family member you are!' - glasses = {ask} 'Do you wear glasses?' - female = {ask} 'Are you female?' - {if} glasses = 'yes' {and} female = 'yes' - {print} 'You must be Sophie!' - {if} glasses = 'no' {and} female = 'yes' - {print} 'You must be Marleen!' - {if} glasses = 'yes' {and} female = 'no' - {print} 'You must be Wouter!' - {if} glasses = 'no' {and} female = 'no' - {print} 'You must be Michael!' mp_choice_options: - option: Michael is a boy with glasses feedback: 다시 해보세요 @@ -2983,24 +2418,8 @@ levels: feedback: 다시 해보세요 - option: Sophie is a girl with glasses feedback: 정말 잘했어! - hint: Take a good look! Or do you need glasses? - correct_answer: D - question_score: '10' 7: question_text: 어떤 문장이 틀렸습니까? - code: |- - {print} 'Thank you for helping me take care of my pets' - {print} 'Here is a program to help feed them' - animal = {ask} 'What kind of animal are they?' - color = {ask} 'What colour are they?' - {if} animal = 'cat' {and} color = 'grey' - {print} 'That is Abby. She eats 3 scoops of cat nibbles' - {if} animal = 'cat' {and} color = 'orange' - {print} 'That is Milo. He eats 4 scoops of cat nibbles' - {if} animal = 'bird' {or} color = 'black' - {print} 'I fed them this moring! They do not need more food today' - {if} animal = 'hamster' {and} color = 'brown' - {print} 'You can feed them a piece of carrot' mp_choice_options: - option: The grey cat is called Abby feedback: 진짜다! @@ -3010,24 +2429,8 @@ levels: feedback: 정말 잘했어! - option: The yellow bird was fed this morning feedback: 이것은 true입니다 - hint: Read the last 4 lines carefully - correct_answer: C - question_score: '10' 8: question_text: 팝콘을 주문하고 음료수는 주문하지 않으면 생산량이 어떻게 되나요? - code: |- - {print} 'Welcome to the movie theater' - popcorn = {ask} 'Would you like some popcorn?' - drink = {ask} 'Would you like a drink?' - {if} popcorn = 'yes' {and} drink = 'yes' - {print} 'That will be 8 dollars please' - {if} popcorn = 'no' {and} drink = 'yes' - {print} 'That will be 3 dollars please' - {if} popcorn = 'yes' {and} drink = 'no' - {print} 'That will be 5 dollars please' - {if} popcorn = 'no' {and} drink = 'no' - {print} 'Ok' - {print} 'Enjoy the movie' mp_choice_options: - option: |- Welcome to the movie theater @@ -3049,22 +2452,8 @@ levels: Ok Enjoy the movie feedback: 팝콘 값을 지불해야 해요! - hint: popcorn = yes and drink = no - correct_answer: B - question_score: '10' 9: question_text: 이 코드에 무슨 문제가 있나요? - code: |- - 1 chocolate = {ask} 'Would you like chocolate sauce on your ice cream?' - 2 sprinkles = {ask} 'Would you like sprinkles on your ice cream?' - 3 {if} chocolate {and} sprinkles = 'yes' - 4 {print} 'Ice cream with chocolate sauce and sprinkles, coming up!' - 5 {if} chocolate = 'yes' {and} sprinkles = 'no' - 6 {print} 'Ice cream with chocolate sauce, coming up!' - 7 {if} chocolate = 'no' {and} sprinkles = 'yes' - 8 {print} 'Ice cream with sprinkles, coming up' - 9 {if} chocolate = 'no' {and} sprinkles = 'no' - 10 {print} 'Just plain icecream, coming up!' mp_choice_options: - option: |- Line 3 should be: @@ -3090,25 +2479,8 @@ levels: {if} chocolate = 'yes' {and} sprinkles = 'no' ``` feedback: 이건 제가 시킨 게 아니에요! - hint: There is a mistake in line 3 - correct_answer: A - question_score: '10' 10: question_text: 어떤 명령이 8번 줄에 있어야 할까요? - code: |- - {print} 'Welcome to the product finder of this supermarkt' - item = {ask} 'What product are you looking for?' - bakery = 'bread', 'buns', 'muffins' - drinks = 'soda', 'water', 'lemonade' - snacks = 'chips', 'nuts', 'dips' - frozen = 'fries', 'icecream', 'pizza' - fruit = 'bananas', 'apples', 'oranges' - {if} item {in} snacks ??? item {in} drinks - {print} 'This item is in aisle 3' - {if} item {in} bakery {or} item {in} bakery - {print} 'This item in in the back of the store' - {if} item {in} fruit - {print} 'The fruit is sold near the register' mp_choice_options: - option: '`{and}`' feedback: 과자 리스트와 음료 리스트가 같이 있는 아이템은 없습니다 @@ -3118,16 +2490,9 @@ levels: feedback: 아니오 - option: '`{if}`' feedback: 아니오 - hint: The item is either in the list of snacks, or in the list of drinks - correct_answer: B - question_score: '10' 14: 1: question_text: 빈칸에 어떤 기호를 사용해야 합니까? - code: |- - name _ {ask} 'Who are you?' - {if} name == 'Hedy' - {print} 'Me too!' mp_choice_options: - option: '`=>`' feedback: 이것은 상징이 아니다. @@ -3137,9 +2502,6 @@ levels: feedback: We are not comparing anything, just asking - option: '`=`' feedback: 좋아! - hint: We are not comparing anything, we are just asking a name. - correct_answer: D - question_score: '10' 2: question_text: 다음 중 올바른 = 또는 == 기호를 사용한 코드는 무엇입니까? mp_choice_options: @@ -3151,18 +2513,8 @@ levels: feedback: 네! - option: answer == {ask} 'How are you doing?' feedback: 아니오 - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' 3: question_text: 빈칸 두 개에 어떤 기호를 써야 할까요? - code: |- - guests = {ask} 'How many people are at the party?' - {if} guests _ 130 - {print} 'You can come in!' - {if} guests _ 130 - {print} 'Im sorry, the club is full. ' - {print} 'You have to wait for a guest to leave' mp_choice_options: - option: '`>` and `<`' feedback: 그게 아니야 @@ -3171,9 +2523,6 @@ levels: - option: '`<` and `>=`' feedback: 맞아요 - option: '`+` 와 `==`' - hint: There are 130 people allowed in the club - correct_answer: C - question_score: '10' feedback: 그게 아니야 4: question_text: 이 코드에 무슨 문제가 있는 거죠? @@ -3194,9 +2543,6 @@ levels: feedback: No that's not it - option: In line 4 <= should have been used instead of >= feedback: No that's not it - hint: The symbols are right - correct_answer: B - question_score: '10' 5: question_text: 영화가 12세 이상의 아이들에게 적합하다면 빈칸에 어떤 기호를 써야 할까요? code: |- @@ -3215,9 +2561,6 @@ levels: feedback: 이 아이들은 너무 어리다! - option: '`<= 12`' feedback: 이 아이들은 너무 어리다 - hint: '> means greater than' - correct_answer: B - question_score: '10' 6: question_text: 이 짜증나는 게임이 멈추기 전에 짜증난다고 몇 번이나 말해야 합니까? code: |- @@ -3236,26 +2579,8 @@ levels: feedback: 2번이면 멈춰요 - option: 2 times feedback: 그것이 맞아요 - hint: '!= means ''is not''' - correct_answer: D - question_score: '10' 7: question_text: 빈칸 세 개에 무엇을 기입해야 합니까? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' mp_choice_options: - option: '`''Lower''` and `''Higher''` and `''You win!''`' feedback: 그건 완전히 옳지 않아요. @@ -3265,17 +2590,8 @@ levels: feedback: 그건 완전히 옳지 않아요. - option: '`''Lower!''` and `''You win!''` and `''Higher!''`' feedback: 그건 완전히 옳지 않아요. - hint: The last one should say you win. - correct_answer: B - question_score: '10' 8: question_text: 이 롤러코스터에 대한 설명으로 옳은 것은? - code: |- - length = {ask} 'Please fill in your length in cm' - {if} length < 120 - {print} 'Sorry, you cannot go on this roller coaster.' - {else} - {print} 'Enjoy the ride' mp_choice_options: - option: You must be taller than 120 cm to go on the roller coaster feedback: 맞아요! @@ -3285,9 +2601,6 @@ levels: feedback: '> 는 보다 큼을 의미한다' - option: There are no length restrictions to go on the roller coaster feedback: 있다. - hint: '> means greater than' - correct_answer: A - question_score: '10' 9: question_text: 이 핏비트에 따라 몇 조각의 초콜릿이 복통을 일으킬까요? code: |- @@ -3307,15 +2620,8 @@ levels: feedback: 거의 - option: 9 or more feedback: 좋았어! - hint: '> 8 means more than 8' - correct_answer: D - question_score: '10' 10: question_text: 빈칸에 무엇을 채워 넣어야 합니까? - code: |- - {print} 'Whoever gets the most points wins!' - {if} points_player_1 < points_player_2 - {print} _ mp_choice_options: - option: '''player 1 wins''' feedback: 누가 가장 높은 점수를 받았는지 보세요! @@ -3325,9 +2631,6 @@ levels: feedback: 누가 가장 높은 점수를 받았는지 보세요! - option: '''It is a tie''' feedback: No it's not, one player has a higher score - hint: You win the game by having the most points - correct_answer: B - question_score: '10' 15: 1: question_text: '빈 칸에 어떤 기호를 써야 할까요? 팁: 정답을 맞힐 때까지 계속 추측해야 합니다.' @@ -3345,9 +2648,6 @@ levels: feedback: 맞아요 - option: '`=`' feedback: 그게 아니야 - hint: Keep guessing until you say Amsterdam - correct_answer: C - question_score: '10' 2: question_text: 다음 중 올바른 기호를 사용한 코드는 무엇입니까? mp_choice_options: @@ -3371,9 +2671,6 @@ levels: {while} answer == yes' ``` feedback: 따옴표가 없습니다 - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' 3: question_text: 빈칸 두 개에 어떤 명령어를 입력해야 합니까? code: |- @@ -3388,9 +2685,6 @@ levels: feedback: 그게 아니야 - option: '`{range}`' feedback: 그게 아니야 - hint: You are not allowed in the bar as long as you are 17 or younger - correct_answer: B - question_score: '10' 4: question_text: 이 코드에 무슨 문제가 있는 거죠? code: |- @@ -3412,9 +2706,6 @@ levels: feedback: 그게 아니야 - option: In line 5 != should have been used instead of == feedback: 당신 말이 맞아요 - hint: There is something wrong in line 5 - correct_answer: D - question_score: '10' 5: question_text: 이 프로그램이 올바르게 작동하려면 빈칸에 무엇을 놓아야 합니까? code: |- @@ -3435,9 +2726,6 @@ levels: feedback: 당신 말이 맞아요! - option: = wetness + 1 feedback: 프로그램이 카운트다운 되어야 한다 - hint: wetness should get less each time - correct_answer: C - question_score: '10' 6: question_text: 이 코드에 무슨 문제가 있나요? code: |- @@ -3455,25 +2743,8 @@ levels: feedback: '"아니' - option: Line 2 should start with less indentation feedback: 그것이 맞아요 - hint: Look closely at the indentation - correct_answer: D - question_score: '10' 7: question_text: 이 프로그램을 어떻게 바꿔야 작동이 되나요? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' mp_choice_options: - option: '... change the first {if} into a {while}' feedback: 완벽해! @@ -3483,18 +2754,8 @@ levels: feedback: 그건 완전히 옳지 않아요. - option: '... change the fourth {if} into a {while}' feedback: 그건 완전히 옳지 않아요. - hint: The last one should say you win. - correct_answer: A - question_score: '10' 8: question_text: 이 자동 화장실 시스템에 대한 설명으로 옳은 것은? - code: |- - {while} toilet == 'occupied' - lights = 'on' - air_freshener_sprays = 'yes' - {sleep} 60 - lights = 'off' - air_freshener_sprays = 'no' mp_choice_options: - option: The lights and air freshener will turn off after 1 minute feedback: 틀렸어! @@ -3505,8 +2766,6 @@ levels: - option: The lights will always stay on. feedback: 그건 옳지 않아요. hint: The block after the while command keeps happening while the toilet is occupied. - correct_answer: B - question_score: '10' 9: question_text: 만약 당신이 오늘 1600 칼로리를 먹었다면 다이어트 앱은 뭐라고 말할 것인가? code: |- @@ -3526,16 +2785,8 @@ levels: feedback: 네! - option: You have eaten enough for today feedback: 아니오 - hint: 1600 is between 1000 and 2000 - correct_answer: C - question_score: '10' 10: question_text: '빈칸에 무엇을 채워야 할까? 팁: 가장 많은 점수를 얻은 선수가 선두에 있다.' - code: |- - name_player_1 = {ask} 'Name player 1:' - name_player_2 = {ask} 'Name player 2:' - {while} points_player_1 > points_player_2 - {print} _ ' is in the lead right now!' mp_choice_options: - option: name_player_1 feedback: 당신 말이 맞아요! @@ -3545,105 +2796,20 @@ levels: feedback: You should fill in a name, not a number - option: points_player_2 feedback: You should fill in a name, not a number - hint: You win the game by having the most points. Your name should appear on the screen - correct_answer: A - question_score: '10' 16: - 1: - question_text: Which command should be filled in on the blanks to print a random snack? - code: |- - snacks = nachos, chips, cucumber, sweets - {print} _ - mp_choice_options: - - option: '`snacks {at} {random}`' - feedback: This is the old way. - - option: '`[{random} snack]`' - feedback: The order is wrong. - - option: '`snacks[{random}]`' - feedback: Correct - - option: '`snacks[{at} {random}]`' - feedback: We do not need `at`anymore - hint: We no longer use {at} - correct_answer: C - question_score: '10' 2: - question_text: What should be filled in on the blanks if you want a list of what chores are done by whom? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chores = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} _ - mp_choice_options: - - option: |- - ``` - friends[i] has to do chores [i] - ``` - feedback: Mind the spacing. - - option: |- - ``` - friends[1] has to do chores[1] - ``` - feedback: It will print 3 times that Wesley has to do the cooking - - option: |- - ``` - chores[i] ' has to do ' friends[random] - ``` - feedback: The person has to do the chore, not the other way around - - option: |- - ``` - friends[i] ' has to do ' chores[i] - ``` - feedback: Fantastic! - hint: '`i` tells us what item in the list it is. So friend 1 does chore 1 etc.' - correct_answer: D - question_score: '10' 3: - question_text: What is a possible output for this program? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chore = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} friends[i] has to do chores[i] - mp_choice_options: - - option: |- - ``` - Wesley has to do the cooking - Eric has to do the cleaning - Kaylee has to do nothing - ``` - feedback: Super! - - option: |- - ``` - Kaylee has to do the cooking - Wesley has to do the cleaning - Eric has to do nothing - ``` - feedback: No, it is not random. - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cleaning - Wesley has to do the nothing - ``` - feedback: Poor Wesley! - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cooking - Wesley has to do the cooking - ``` - feedback: That's not it - hint: It's not random... - correct_answer: A - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - friends = ['Jaylee', 'Erin', 'Fay'] - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 0 {to} 3 - print 'the lucky number of ' friends[i] - print 'is ' lucky_numbers[i] mp_choice_options: - option: The variable in line 4 should be 'friend[i]', not 'friends[i]' feedback: That is not right. @@ -3653,16 +2819,7 @@ levels: feedback: It's not a variable, it's just text. - option: '{in} in line 3 should be removed' feedback: That's not it - hint: There's nothing wrong with line 4 - correct_answer: B - question_score: '10' 5: - question_text: Which line should be filled in in the blank? - code: |- - animals = ['dog', 'cow', 'horse'] - _ - {for} i {in} {range} 1 {to} 3 - {print} 'the ' animals[i] ' says ' sounds[i] mp_choice_options: - option: noises = ['moo', 'woof', 'neigh'] feedback: Mind the variable name and the order of the sounds. @@ -3672,487 +2829,3 @@ levels: feedback: Don't forget the quotation marks! - option: sounds = ['woof', 'moo', 'neigh'] feedback: Great job! - hint: Look at line 1 to see proper use of brackets and quotation marks. - correct_answer: D - question_score: '10' - 6: - question_text: Which statement is true? - code: |- - people = ['Chris', 'Jaylino', 'Ryan'] - games = ['fortnite', 'minecraft', 'fifa'] - {for} o {in} {range} 1 {to} 3 - {print} people[o] ' likes ' games[o] - mp_choice_options: - - option: You are not allowed to use the variable o. It should be named i. - feedback: i is the most commonly used variable name in this case, but it's not mandatory to use i. - - option: The output will say that Jaylino likes fortnite. - feedback: No, he likes minecraft. - - option: The output will say that Ryan likes fifa - feedback: Correct - - option: This code will not work. It will give and error. - feedback: No, the code is correct. - hint: There is nothing wrong with this code. - correct_answer: C - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - people = ['Savi', 'Senna', 'Fayenne'] - transportation = ['bike', 'train', 'car'] - {for} i {in} {range} 1 {to} 3 - {print} people[i] goes to school by transportation[i] - mp_choice_options: - - option: Line 1 needs less quotation marks - feedback: That is not right. - - option: Line 3 should start with indentation - feedback: It should not! - - option: Line 4 should start without indentation - feedback: It should not - - option: Line 4 needs more quotation marks. - feedback: Amazing! - hint: There is a mistake made in the usage of quotation marks. - correct_answer: D - question_score: '10' - 8: - question_text: Which of these codes belongs to this output? - code: |- - Macy and Kate get to go first - Lionell and Raj get to go second - Kim and Leroy get to go third - mp_choice_options: - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 0 {to} 3 - {print} teams[random] ' get to go ' position[i] - ``` - feedback: This is not right - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: Amazing! - - option: |- - ``` - teams = ['Macy', 'Kate', 'Lionell', 'Raj', 'Kim', 'Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 6 - {print} teams[random] ' get to go ' position[random] - ``` - feedback: This is not it. - - option: |- - ``` - teams = ['Macy and Kate' 'Lionell and Raj' 'Kim and Leroy'] - position = ['first' 'second' 'third'] - {for} teams {in} {range} 0 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: This is not going to work! - hint: If you look carefully at the first line, you'll see that only the first two answers are possibly correct. - correct_answer: B - question_score: '10' - 9: - question_text: What is a possible output for this code? - code: |- - countries = ['Canada', 'Zimbabwe', 'New Zealand'] - {for} i {in} {range} 0 {to} 1 - {print} 'I will travel to ' countries[random] - mp_choice_options: - - option: |- - ``` - I will travel to Canada - I will travel to Canada - ``` - feedback: Great job! - - option: |- - ``` - I will travel to Canada - ``` - feedback: It will be repeated twice - - option: |- - ``` - I will travel to Canada, Zimbabwe and New Zealand - ``` - feedback: This is not it. - - option: |- - ``` - I will travel to Canada - I will travel to Zimbabwe - I will travel to New Zealand - ``` - feedback: It's only repeated twice - hint: Range 0 to 1 is 2 times - correct_answer: A - question_score: '10' - 10: - question_text: Which 3 lines will complete this code correctly? - code: |- - {print} 'The book raffle will start soon' - {print} 'Get your tickets now!' - books = ['Narnia', 'The Hobbit', 'Oliver Twist', 'Harry Potter', 'Green eggs and ham'] - people = {ask} 'How many raffle tickets are sold?' - list_of_numbers = [1, 2] - {for} i {in} {range} 3 {to} people - {add} i {to} list_of_numbers - {for} i {in} {range} 1 {to} 5 - mp_choice_options: - - option: |- - ``` - chosen_number = list_of_numbers at random - print books[i] ' will go to person number ' chosen_number - {add} chosen_number {to} list_of_numbers - ``` - feedback: Almost there... but adding the winner to the list makes this raffle unfair - - option: |- - ``` - print person[i] ' wins ' book[i] - ``` - feedback: There is no list called 'person' - - option: |- - ``` - chosen_number = list_of_numbers[people] - print books[people] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: This is not it. - - option: |- - ``` - chosen_number = list_of_numbers[random] - print books[i] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: Fantastic! - hint: You need to use the {remove} command - correct_answer: D - question_score: '10' - 17: - 1: - question_text: What is the output of this code? - code: |- - minions = ['Bob', 'Kevin', 'Stuart'] - {for} x in minions: - {print} x - mp_choice_options: - - option: |- - ``` - m i n i o n s - ``` - feedback: This is not it. - - option: |- - ``` - Bob - Kevin - Stuart - ``` - feedback: Correct! - - option: |- - ``` - minions - minions - minions - ``` - feedback: Take a look at the content of your list. - - option: |- - ``` - B o b K e v i n S t u a r t - ``` - feedback: Do not loop through the letters. - hint: Loop through your list. - correct_answer: B - question_score: '10' - 2: - question_text: What is wrong with this code? - code: |- - seconds_minute = 60 - minute_hour = 60 - hour_day = 24 - leap_year = 366 - no_leap_year = 365 - years = ask 'what year is it?' - {if} years = 2024: - print seconds_minute * minute_hour * hour_day * leap_year - {else}: - print seconds_minute * minute_hour * hour_day * noleap_year - mp_choice_options: - - option: You cannot have so many variables. - feedback: This is not it. - - option: The way the variables are multiplied is incorrect. - feedback: Not true! - - option: One of the variables `noleap_year` does not belong with the `{if}` statement. - feedback: Keep looking for the mistake. - - option: The `noleap_year` has to be identical in both cases. - feedback: Correct! - hint: Read the code carefully. - correct_answer: D - question_score: '10' - 3: - question_text: How many hedgehogs will this code print? - code: |- - {for} x in range 1 to 3: - {for} y in range 1 to 2: - {print} 🦔 - mp_choice_options: - - option: |- - ``` - 🦔 - 🦔 - 🦔 - ``` - feedback: Try again. - - option: |- - ``` - 🦔 - 🦔 - ``` - feedback: One more try. - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: Well done! - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating. - correct_answer: C - question_score: '10' - 4: - question_text: What is wrong with code? - code: |- - name_color = {ask} 'What is your favorite color?' - {if} name_color == 'red': - {print} 'the color of a tomato' - {elif} name_color == 'green': - {print} 'the color of an apple' - {elif} name_color == 'blue': - {print} 'the color of a blueberry' - {elif} name_color == 'yellow': - {print} 'the color of a banana' - {elif}: - {print} 'this fruit-color does not exist' - mp_choice_options: - - option: The first `{elif}` should be used before the `print` command - feedback: Try again. - - option: '`{elif}` can only be used once' - feedback: From now on we can use elif multiple times. - - option: '`==` used with `{elif}` should be replaced by `=`' - feedback: Not correct. - - option: '`{elif}` in the last line should be replaced by `{else}`' - feedback: Great! - hint: Think about `{if}`, `{elif}`, `{else}`. - correct_answer: D - question_score: '10' - 5: - question_text: What is the output of this code? - code: |- - numbers = [7, 19, 29, 41, 53, 71, 79, 97] - {for} prime in numbers: - {if} prime <= 10: - {print} prime - {elif} prime >= 60: - {print} prime - {elif} prime >= 90: - {print} prime - {else}: - {print} 'another number' - mp_choice_options: - - option: |- - ``` - 7 - another number - another number - another number - another number - 71 - 79 - 97 - ``` - feedback: Well done! - - option: |- - ``` - another number - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: Try again. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - another number - ``` - feedback: One more try. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating and the values of if and elif. - correct_answer: A - question_score: '10' - 6: - question_text: What is wrong with code? - code: |- - name = {ask} 'What is your name?' - {if} name == 'Hedy': - password = {ask} 'What is your password?' - {if} password =='turtle123': - {print} 'Yey' - {else}: - {print} 'Access denied' - {else}: - {print} 'Go fish' - mp_choice_options: - - option: '`{elif}` is missing.' - feedback: Try again. - - option: '`{else}` can only be used once.' - feedback: From now on we can use elif multiple times. - - option: Nothing! - feedback: There is a mistake. Look carefully! - - option: There is an indentation mistake in the last line. - feedback: Amazing! - hint: There is a mistake somewhere... - correct_answer: D - question_score: '10' - 7: - question_text: Which of the following codes will print five times 'the result is 3' on the screen? - mp_choice_options: - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - result = n * 1 - {print} 'The result is ' result - ``` - feedback: Try again! - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} u in numbers: - number = u - {print} 'The result is ' number - ``` - feedback: That is not it. - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} number in numbers: - number = 3 - {print} 'The result is ' number - ``` - feedback: Very good! - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - n = result - {print} 'The result is ' result - ``` - feedback: That is not it. - hint: Think about mathematical symbols. - correct_answer: C - question_score: '10' - 8: - question_text: What is wrong with code? - code: |- - insects = ['🐝', '🦋', '🕷', '🐞'] - your_favorite = {ask} 'what is your favorite insect?' - {for} insect in insects: - {if} your_favorite == '🐝' {or} your_favorite == '🐞': - {print} 'very useful' - {elif} your_favorite == '🕷': - {print} 'it can catch mosquitoes' - {else}: - {print} 'almost all insects can be useful one way or another' - mp_choice_options: - - option: '`{or}` cannot be used with `{if}`.' - feedback: Try again. - - option: In the `{for}` command `insect` should be `insects`. - feedback: Not true. - - option: Nothing! - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 9: - question_text: Which one of the codes below gave this output? - code: |- - -5 is negative - -4 is negative - -3 is negative - -2 is negative - -1 is negative - 0 is positive - 1 is positive - 2 is positive - 3 is positive - mp_choice_options: - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Try again! - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number <= 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - - option: "```\n {for} number in range -5 to 3:\n {if} number >= 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Very good! - - option: "```\n {for} number in range -5 to 3:\n {if} number < 0: \n {print} number ' is positive'\n {elif} number <=0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 10: - question_text: What is wrong with this code? - code: |- - {for} number in range 1 to 5: - volume_room = num * num * num - {print} volume_room ' cubic meters' - {if} volume_room > 100: - {print} 'this is a large room' - {elif} volume_room < 100: - {print} 'small room but cosy' - {else}: - {print} 'i will look for something else' - mp_choice_options: - - option: The word num needs quotation marks. - feedback: Try again. - - option: The `{if}` command is not used correctly. - feedback: Not true. - - option: Line 3 should be `volume_room = number * number * number`. - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' diff --git a/content/quizzes/mi.yaml b/content/quizzes/mi.yaml index bc31f4170e0..4e0621c4c56 100644 --- a/content/quizzes/mi.yaml +++ b/content/quizzes/mi.yaml @@ -1,190 +1,6 @@ levels: - 1: - 1: - question_text: What's this programming language called? - mp_choice_options: - - option: Hedy - feedback: Good job! - - option: Heddy - feedback: Not this one! - - option: Haydie - feedback: Not this one! - - option: Heidi - feedback: Not this one! - hint: It's named after Hedy Lamarr. - correct_answer: A - question_score: '10' - 2: - question_text: Which need to be filled in on the blanks to make the text Hello! appear? - code: _ Hello! - mp_choice_options: - - option: '`{echo}`' - feedback: '`{echo}` repeats a given answer.' - - option: '`{print}`' - feedback: Correct! - - option: '`hello`' - feedback: Hello isn't a command. - - option: '`{ask}`' - feedback: With `{ask}`, you can ask a question. - hint: _ Hello world! - correct_answer: B - question_score: '10' - 3: - question_text: How do you ask what someone's favorite color is? - mp_choice_options: - - option: |- - ``` - {print} What is your favorite color? - ``` - feedback: '`{print}` prints text, but it doesn''t ask questions.' - - option: |- - ``` - {ask} {print} What is your favorite color? - ``` - feedback: You only need one command, not two. - - option: |- - ``` - {ask} What is your favorite color? - ``` - feedback: Great! - - option: |- - ``` - {echo} What is your favorite color? - ``` - feedback: '`{echo}` repeats your answer back to you.' - hint: You can ask something with the `{ask}` command - correct_answer: C - question_score: '10' - 4: - question_text: What is wrong with this code? - code: |- - Hi Im Hedy! - {ask} Who are you? - {echo} Hi... - mp_choice_options: - - option: '`{print}` in line 1 is missing.' - feedback: Correct! - - option: The command in line 2 is spelled wrong. - feedback: The command is spelled correctly. - - option: '`{echo}` isn''t a command.' - feedback: '`{echo}` is a command, there''s another mistake.' - - option: Nothing! This is a perfect code! - feedback: Wrong, look carefully! - hint: Line 1 doesn't seem right - correct_answer: A - question_score: '10' - 5: - question_text: Which command is missing in line 2? - code: |- - {ask} What is your favorite pet? - _ So your favorite pet is... - mp_choice_options: - - option: '`{print}`' - feedback: No, you would like the answer to be repeated back to you. - - option: '`Hedy`' - feedback: Hedy isn't a command. - - option: '`{ask}`' - feedback: With `{ask}` you can ask a question. - - option: '`{echo}`' - feedback: Right on! - hint: You want to see the answer at the end of line 2... - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - {print} Hi im Hedy! - {print} Which football team do you support? - {echo} You support... - {print} Cool! Me too! - mp_choice_options: - - option: In line 1 `{print}` should be replaced with `{ask}`. - feedback: '`{print}` in line 1 is correct.' - - option: In line 2, `{print}` should be replaced with `{ask}`. - feedback: Great! You paid attention! - - option: Line 3 has to begin with `{print}` instead of `{echo}`. - feedback: '`{echo}` is correct.' - - option: In line 4, `{print}` is spelled wrong. - feedback: No, there is a mistake somewhere else - hint: Check the `{print}` commands. - correct_answer: B - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - {print} Welcome at Hedys restaurant! - {ask} What would you like to eat? - {echo} So you want to order ... - {print} Coming right up! Enjoy! - mp_choice_options: - - option: In line 1 `{print}` needs to be replaced with `{ask}` - feedback: Are you sure something is wrong? - - option: In line 1 `{print}` needs to be replaced with `{echo}` - feedback: Are you sure something's wrong? - - option: In line 3 `{echo}` needs to be replaced with `{print}` - feedback: Are you sure something is wrong? - - option: Nothing! This is a perfect code! - feedback: Correct! - hint: Check the code line by line - correct_answer: D - question_score: '10' - 8: - question_text: How do you use the `{echo}` command? - mp_choice_options: - - option: You can use it to `{ask}` a question. - feedback: That's what `{ask}` is for! - - option: You can use it exactly the same way as `{print}`. - feedback: That's what `{print}` is for! - - option: You can use it to repeat an answer. - feedback: Good job! - - option: You can use it to make text disappear. - feedback: That's not right... - hint: '`{echo}` is used after an `{ask}` command.' - correct_answer: C - question_score: '10' - 9: - question_text: What's wrong with this code? - code: |- - {print} Hello! - {print} How are you doing? - {echo} So you are doing... - mp_choice_options: - - option: '`{print}` in line 1 should be `{ask}`' - feedback: No, `{print}` is right. Where is the question being asked? - - option: '`{print}` in line 2 should be `{ask}`' - feedback: Super! - - option: '`{echo}` in line 3 should be `{ask}`' - feedback: No, `{echo}` is right. Where is the question being asked? - - option: Nothing. This is a perfect code! - feedback: Look carefully for the mistake... - hint: '`{ask}` allows you to ask a question' - correct_answer: B - question_score: '10' - 10: - question_text: Which output will be in your output screen after you've run this code? - code: |- - {ask} Are you ready to go to level 2? - {echo} - {echo} - mp_choice_options: - - option: Are you ready to go to level 2? - feedback: There are two `{echo}` commands - - option: |- - Yes! - Yes! - feedback: Great job! - - option: Yes! - feedback: There are two `{echo}` commands - - option: |- - Are you ready to go to level 2? - Yes! - feedback: There are two `{echo}` commands - hint: Let's go! - correct_answer: B - question_score: '10' 2: 1: - question_text: Which statement is true? mp_choice_options: - option: You can use the `{print}` command to ask questions. feedback: That is what ask is for @@ -194,3208 +10,433 @@ levels: feedback: Good - option: With the `{sleep}` command, you can remove text from the screen. feedback: That's not how `{sleep}` works. - hint: '`{print}` still works the same way as in level 1' - correct_answer: C - question_score: '10' - 2: - question_text: Which code is correct? + 3: + 1: + mp_choice_options: + - option: '`{print}`' + feedback: '`{print}` is used to print text' + - option: '`{ask}`' + feedback: '`{ask}` is used to ask a question' + - option: '`{is}`' + feedback: '`{is}` is used to make a list' + - option: '`{at}` `{random}`' + feedback: Correct! + 4: + 8: mp_choice_options: - option: |- ``` - name {is} {ask} What is your name? + {print} So you pick door door ``` - feedback: Super! + feedback: We need quotation marks - option: |- ``` - {ask} {is} name What is your name + {print} 'So you pick ' door door ``` - feedback: The words are right, the order is not! + feedback: If the player chooses door 3, Hedy will say 'So you pick 3 3' - option: |- ``` - {ask} What is your name? + {print} 'So you pick door ' door ``` - feedback: This worked in level 1, but in level 2 and up it works differently. + feedback: Super! - option: |- ``` - {ask} What is your name? {is} name + {print} 'So you pick door door' ``` - feedback: The words are right, the order isn't! - hint: '`{ask}` doesn''t work like in level 1' - correct_answer: A - question_score: '10' + feedback: Hedy will literally print 'So you pick door door' + 5: 3: - question_text: What appears on your output screen when you run this code? - code: |- - name {is} Marleen - {print} name goes to the market and she buys an apple. - mp_choice_options: - - option: name goes to the market and she buys an apple. - feedback: The word name is replaced with Marleen - - option: Marleen goes to the market. - feedback: The second part of the sentence isn't left out! - - option: Marleen goes to the market and she buys an apple. - feedback: Right on! - - option: Marleen goes to the market and Marleen buys an apple. - feedback: She is not replaced with the name - hint: The word name is replaced with Marleen - correct_answer: C - question_score: '10' - 4: - question_text: What will you see on the output screen when you run this code? - code: |- - name {is} Hedy - {print} Hi my name is name - mp_choice_options: - - option: Hi my name is name - feedback: The variable name is replaced with Hedy - - option: Hi my name is Hedy - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is name - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is Hedy - feedback: Correct, this mistake will be fixed in level 4! - hint: '''name'' is being replaced with ''Hedy'' in both places' - correct_answer: D - question_score: '10' - 5: - question_text: What happens when you use the `{sleep}` command? mp_choice_options: - - option: It slows down your computer - feedback: fortunately not! - - option: It closes down Hedy - feedback: fortunately not! - - option: Your program pauses for a second and then continues + - option: Correct! + feedback: This is printed when you type in the correct password + - option: SECRET feedback: That's right! - - option: You put it at the end so Hedy knows your program is finished - feedback: No it would be useless at the end of your code - hint: The computer waits for a second at the `{sleep}` command - correct_answer: C - question_score: '10' - 6: - question_text: What should be on the lines? - code: |- - {print} And the award for best programming language goes to... - _ - {print} Hedy! + - option: password + feedback: The password isn't password... + - option: ALARM INTRUDER + feedback: This is printed when you type in the incorrect password! + 6: + 3: mp_choice_options: - - option: '`{sleep}`' - feedback: Perfect! - - option: '`{echo}`' - feedback: There is nothing to repeat back here - - option: '`{print}`' - feedback: There is no text there to `{print}` there - - option: '`{ask}`' - feedback: There is no question there to be asked - hint: Pause for dramatic effect... - correct_answer: A - question_score: '10' + - option: '30' + feedback: This would be the right answer if there were no quotation marks. + - option: '13' + feedback: Try again… + - option: 3*10 + feedback: Correct! There are quotation marks, so Hedy will print it literally. + - option: Nothing, Hedy will give an error message. + feedback: No, Hedy will print it literally. 7: - question_text: What command should be used on line 2? code: |- - {print} I will explode in 3 seconds! - _ - {print} BOOM! + {print} 'Welcome at Hedys diner' + food = {ask} 'What would you like to eat?' + price = 0 + {if} food {is} hamburger price = price + 15 + {if} food {is} fries price = price + 6 + drinks = {ask} 'What would you like to drink?' + {if} drinks {is} coke price = price + 3 + {if} drinks {is} water price = price + 1 + {print} price ' dollars please' + 7: + 1: + question_text: How many lines can you repeat at once with the `{repeat}` command at this level? + 4: mp_choice_options: - option: |- ``` - {print} 3 + I'm ``` - feedback: You don't need to `{print}` + feedback: That's right! + - option: '`{print}`' + feedback: '`{print}` is spelled correctly' + - option: '`{repeat}`' + feedback: '`{repeat}` is spelled correctly' + - option: '`{times}`' + feedback: '`{times}` is spelled correctly' + 6: + mp_choice_options: - option: |- - ``` - {sleep} 3 - ``` - feedback: Perfect! + the wheels on the bus go + round and round + feedback: Only the second line is repeated 3 times - option: |- - ``` - {sleep} - ``` - feedback: This way the bomb will explode in 1 second + the wheels on the bus go + the wheels on the bus go + the wheels on the bus go + round and round + feedback: Only the second line is repeated 3 times - option: |- - ``` - {sleep} {sleep} {sleep} - ``` - feedback: Make it easier on yourself by using the number 3 - hint: You want the computer to wait for 3 seconds - correct_answer: B - question_score: '10' - 8: - question_text: How would you correct the first line of code? - code: |- - {ask} {is} How old are you? - {print} age + the wheels on the bus go + round and round + the wheels on the bus go + round and round + the wheels on the bus go + round and round + feedback: Only the second line is repeated 3 times + - option: |- + the wheels on the bus go + round and round + round and round + round and round + feedback: All through the town! Perfect! + 7: mp_choice_options: - option: |- - ``` - age {ask} {is} How old are you? - ``` - feedback: That is the wrong order + We will We will + ROCK YOU! + feedback: '''We will'' won''t appear twice in the same line' - option: |- - ``` - {ask} {is} age How old are you? - ``` - feedback: That is the wrong order + We will + We will + ROCK YOU! + feedback: Great! - option: |- - ``` - age {is} {ask} How old are you? - ``` - feedback: You get it! + We will + ROCK YOU! + We will + ROCK YOU! + feedback: ROCK YOU! won't be repeated - option: |- - ``` - age {is} How old are you? - ``` - feedback: Where is the `{ask}` command? - hint: The variable name should come first - correct_answer: C - question_score: '10' - 9: - question_text: What is going wrong in this code? - code: |- - dogs {is} animal - {print} I love animal - mp_choice_options: - - option: 'Line 1 should say: dogs `{is}` animals' - feedback: The variable name is animal - - option: 'Line 1 should say: animal `{is}` dogs' - feedback: Great! - - option: 'Line 2 should say: `{print}` I love animals' - feedback: The variable name is animal - - option: 'Line 2 should say: `{sleep}` I love animals' - feedback: Sleep is not used to `{print}` text - hint: You want to `{print}` 'I love dogs' - correct_answer: B - question_score: '10' - 10: - question_text: What command should be used on the line 1? - code: |- - flavor {is} _ - {print} Your favorite icecream is... - {sleep} - {print} flavor + We will + ROCK YOU! + feedback: Mind the `{repeat}` command + 8: mp_choice_options: - option: |- ``` - {sleep} 3 + {print} 'Here comes the sun' + {print} 'Do do do do' + {print} 'Here comes the sun' + {print} 'And I say' + {print} 'Its alright' ``` - feedback: You want to know the favorite flavor! + feedback: Awesome, you can't use the `{repeat}` command here. - option: |- ``` - {print} strawberries + {repeat} 2 {times} {print} 'Here comes the sun' + {print} 'And I say' + {print} 'Its alright' ``` - feedback: You do not want a `{print}` command at the middle of the line... + feedback: Where did you leave 'Do do do do'? - option: |- ``` - strawberries, chocolate, vanilla + {repeat} 2 {times} {print} 'Here comes the sun' + {print} 'Do do do do' + {print} 'And I say' + {print} 'Its alright' ``` - feedback: This way you are making a list. You don't want that now. + feedback: This is not the correct order. - option: |- ``` - {ask} What flavor icecream do you like? + {repeat} 2 {times} {print} 'Here comes the sun' + {repeat} 2 {times} {print} 'Do do' + {print} 'And I say' + {print} 'Its alright' ``` - feedback: That's right! - hint: You want to `{ask}` a question - correct_answer: D - question_score: '10' - 3: - 1: - question_text: What command(s) do you use to let Hedy pick something arbitrarily? - mp_choice_options: - - option: '`{print}`' - feedback: '`{print}` is used to print text' - - option: '`{ask}`' - feedback: '`{ask}` is used to ask a question' - - option: '`{is}`' - feedback: '`{is}` is used to make a list' - - option: '`{at}` `{random}`' - feedback: Correct! - hint: Arbitrarily means without a plan or randomly. - correct_answer: D - question_score: '10' - 2: - question_text: What's wrong with this code? - code: |- - animals {is} dog cat cow - {print} animals {at} {random} - mp_choice_options: - - option: 'You need commas in line 1: dog, cat, cow.' - feedback: Good job! - - option: Line 1 needs to start with `{print}`. - feedback: No, you don't need `{print}` - - option: Line 2 needs to say 'animal' instead of 'animals' - feedback: animals is correct. - - option: '`{at} {random}` is spelled incorrectly' - feedback: '`{at} {random}` is the correct spelling' - hint: There's something wrong in line 1 - correct_answer: A - question_score: '10' - 3: - question_text: How do you fix the mistake in line 2? - code: |- - options {is} rock, paper, scissors - {print} rock, paper, scissors {at} {random} + feedback: This is not the correct order. + 9: mp_choice_options: - option: |- ``` - {at} {random} {print} options + {print} 'Batman was flying through Gotham. ' + {print} 'When suddenly he heard someone screaming…' + {print} 'Help!' + {repeat} 3 {times} {print} 'Please help me!' ``` - feedback: You're almost there. The order of the words isn't right yet. + feedback: Your repeated line is incorrect. - option: |- ``` - {print} rock {at} {random} + {print} 'Batman was flying through Gotham.' + {print} 'When suddenly he heard someone screaming…' + {repeat} 3 {times} 'Help!' + {print} 'Please help me!' ``` - feedback: you don't always want the Hedy to {print} rock, sometimes you want scissors or paper. + feedback: The `{print}` command is missing on line 3. - option: |- ``` - {print} options {at} {random} + {print} Batman was flying through Gotham. + {print} When suddenly he heard someone screaming… + {repeat} 3 {times} {print} Help! + {print} Please help me! ``` - feedback: Very good! - - option: Nothing, the code is correct! - feedback: Look carefully for the mistake - hint: The variable (the list) is called options. - correct_answer: C - question_score: '10' - 4: - question_text: What should change in line 2 to print a random price? - code: |- - prices {is} 1 dollar, 100 dollar, 1 million dollar - {print} price {at} {random} - mp_choice_options: + feedback: You're missing the quotation marks - option: |- ``` - {print} price + {print} 'Batman was flying through Gotham.' + {print} 'When suddenly he heard someone screaming…' + {repeat} 3 {times} {print} 'Help!' + {print} 'Please help me!' ``` - feedback: You don't want to `{print}` the word price, but you want to `{print}` one price out of your list `{at} {random}` + feedback: Perfect + 8: + 3: + mp_choice_options: - option: |- - ``` - {print} prices {at} {random} - ``` - feedback: Great! You've really paid attention. + Baby shark tututudutudu + Baby shark + feedback: Mind the `{repeat}` command! - option: |- - ``` - {print} {at} {random} price - ``` - feedback: '`{at} {random}` is placed behind the variable.' - - option: Nothing, this code is alright. - feedback: Look carefully for the mistake you missed! - hint: The variable name is prices - correct_answer: B - question_score: '10' - 5: - question_text: What is wrong in this code? - code: |- - question {is} {ask} What do you want to know? - {print} question - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 1 needs to say `{print}` instead of `{ask}` - feedback: No, that's not wrong. - - option: Line 2 needs to say `{ask}` instead of `{print}` - feedback: No that's not wrong. - - option: Line 2 needs to say answers `{at} {random}` `{is}` yes, no, maybe - feedback: No, that's not wrong. - - option: Nothing, this code is perfect - feedback: That's right! - hint: Does this code even have a mistake? - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 2 needs to say question instead of answers - feedback: No that's not right - - option: Line 2 needs the `{is}` command - feedback: Correct - - option: Line 3 needs to say answer instead of answers - feedback: No the variable's called answers - - option: Nothing! This code is great! - feedback: Actually, line 2 has a mistake. - hint: There is something wrong with line 2. - correct_answer: B - question_score: '10' - 7: - question_text: What does the `{add}` command do? - code: |- - books {is} Harry Potter, The Hobbit, Green Eggs and Ham - your_book {is} {ask} What is your favorite book? - {add} your_book {to} books - {print} books {at} {random} - mp_choice_options: - - option: The `{add}` command removes a random book from the list - feedback: The remove command removes, the add command adds - - option: The `{add}` command adds a random book to a list - feedback: It doesn't. It adds your answer to the list! - - option: The `{add}` command adds your favorite book to the list - feedback: Correct! - - option: The `{add}` command prints your favorite book. - feedback: No, it adds your favorite book to the list - hint: The `{add}` command adds a book, but which one? - correct_answer: C - question_score: '10' - 8: - question_text: What is the output of this code? - code: |- - crisps {is} sea salt, paprika, sour cream - {remove} sea salt {from} crisps - {remove} paprika {from} crisps - {print} crisps {at} {random} - mp_choice_options: - - option: You can't tell, because Hedy will `{print}` one of the 3 flavors `{at} {random}` - feedback: Take a look at the `{remove}` commands - - option: sea salt - feedback: sea salt is removed from the list - - option: paprika - feedback: Paprika is removed from the list - - option: sour cream - feedback: That's right! - hint: There are 3 flavors, bit 2 are removed. Which one remains? - correct_answer: D - question_score: '10' - 9: - question_text: What's wrong with this code? - code: |- - colors {is} blue, purple, green - chosen_color {is} {ask} Which hair color wouldn't you like to have? - {remove} chosen_color {from} colors - {print} I will dye my hair color {at} {random} - mp_choice_options: - - option: 'Line 3 should say: `{remove}` blue `{from}` colors' - feedback: Maybe you want blue hair though! - - option: Line 3 should have an `{add}` command instead of a `{remove}` command - feedback: You want to remove the chosen color so `{remove}` is right. - - option: In line 4 the variable should be called colors instead of color - feedback: Great job! - - option: Nothing, this is a correct code! - feedback: Find the mistake! - hint: Look at line 4 - correct_answer: C - question_score: '10' - 10: - question_text: What should be on the _? - code: |- - walkers {is} dad, mom, Sam, Petra - walked_yesterday {is} {ask} Who walked the dogs yesterday? - {print} walked_yesterday shouldn't have to walk the dogs again today - _ - {print} walkers {at} {random} , it's your turn to walk the dogs! - mp_choice_options: - - option: |- - ``` - {remove} walked_yesterday {from} walkers - ``` - feedback: Super! - - option: |- - ``` - {remove} walked_yesterday {to} walkers - ``` - feedback: '`{remove} {from}` or `{add} {to}`, not `{remove} {to}`' - - option: |- - ``` - {remove} walkers {from} yesterday - ``` - feedback: yesterday is not a variable - - option: |- - ``` - {add} walked_yesterday {to} walkers - ``` - feedback: This increased the chance that the person who walked yesterday now has to do it again. That's mean. - hint: The person who walked the dogs yesterday should be removed from the list. - correct_answer: A - question_score: '10' - 4: - 1: - question_text: Which of these codes is correct? - mp_choice_options: - - option: |- - ``` - {print} 'Im very excited to take this quiz!' - ``` - feedback: That's right - - option: |- - ``` - {print} Im very excited to take this quiz! - ``` - feedback: '{print} now needs quotation marks!' - - option: |- - ``` - {print} 'I'm very excited to take this quiz!' - ``` - feedback: do not use apostrophe or use backticks instead - - option: |- - ``` - {print} 'I'm very excited to take this quiz! - ``` - feedback: careful when using quotes and apostrophe - hint: In level 4 you need quotation marks for 2 commands. - correct_answer: A - question_score: '10' - 2: - question_text: Which code uses the proper quotation marks? - mp_choice_options: - - option: |- - ``` - {print} `hello` - ``` - feedback: This quotation mark is skewed, you need a straight one. - - option: |- - ``` - {print} 'hello' - ``` - feedback: Correct - - option: |- - ``` - {print} hello - ``` - feedback: There are no quotation marks here! - - option: |- - ``` - {print} ,hello, - ``` - feedback: This is a comma, you need quotation marks. - hint: Pick the right quotation marks. - correct_answer: B - question_score: '10' - 3: - question_text: Where are the quotation marks used correctly? - mp_choice_options: - - option: |- - ``` - {print} Hi Im Hedy - ``` - feedback: Add quotation marks please! - - option: |- - ``` - {print} 'Hi Im Hedy - ``` - feedback: Both before and after the words you want to print should be a quotation mark. - - option: |- - ``` - '{print} Hi Im Hedy' - ``` - feedback: The first quotation mark should be behind the word `{print}` - - option: |- - ``` - {print} 'Hi Im Hedy' - ``` - feedback: Perfect! - hint: Both before and after the words you want to print should be a quotation mark. - correct_answer: D - question_score: '10' - 4: - question_text: Which statement is true? - mp_choice_options: - - option: 'You need quotation marks around the word `{print}`, like this: `''{print}''`.' - feedback: The quotation marks shouldn't be around the command itself. - - option: You need quotation marks around the words you want to print. - feedback: Super! - - option: You do not need quotation marks when using the `{ask}` command - feedback: Both `{print}` and `{ask}` require quotation marks - - option: You can choose yourself whether to use quotation marks or not. - feedback: Unfortunately, Hedy is stricter than that. - hint: From level 4 on you need to use quotation marks. - correct_answer: B - question_score: '10' - 5: - question_text: What has to be changed in order for the game to work? - code: |- - options {is} rock, paper, scissors - {print} 'options {at} {random}' - mp_choice_options: - - option: |- - ``` - '{print} options {at} {random}' - ``` - feedback: Never put the quotation mark in front of the `{print}` command. - - option: |- - ``` - {print} 'options' {at} {random} - ``` - feedback: options is a variable. You don't literally want to print 'options {at} {random}'. - - option: |- - ``` - {print} options {at} {random} - ``` - feedback: That's right - - option: Nothing, the game already works! - feedback: Look carefully. There is an error. - hint: You don't want Hedy to literally print 'options {at} {random}', you want it to print 'rock' or 'paper' or 'scissors'. - correct_answer: C - question_score: '10' - 6: - question_text: What would be a good next line in this code? - code: prices {is} 1 dollar, 100 dollars, 1 million dollars - mp_choice_options: - - option: |- - ``` - {print} 'You win...' prices {at} {random} - ``` - feedback: Great! You get it! - - option: |- - ``` - {print} You win... 'prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}' - - option: |- - ``` - {print} You win... prices {at} {random} - ``` - feedback: You need some quotation marks! - - option: |- - ``` - {print} 'You win... prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}'' - hint: 'Think carefully: what is a variable and should be outside of the quotation marks? And what are normal words that should be inside?' - correct_answer: A - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: Correct! - - option: Quotation marks are missing in line 2 - feedback: A variable doesn't need quotes - - option: Quotation marks are missing in line 3 - feedback: You don't want Hedy to literally print 'answers {at} {random}' so no quotation marks needed here! - - option: Nothing, this code is good as is! - feedback: Look carefully. You missed a mistake! - hint: Check each line on whether they'd need quotation marks or not. - correct_answer: A - question_score: '10' - 8: - question_text: What would be a good next line for this code? - code: |- - {print} 'Welcome at the money show!' - {print} 'In front of you are 3 doors' - door {is} {ask} 'Which door do you choose?' - mp_choice_options: - - option: |- - ``` - {print} So you pick door door - ``` - feedback: We need quotation marks - - option: |- - ``` - {print} 'So you pick ' door door - ``` - feedback: If the player chooses door 3, Hedy will say 'So you pick 3 3' - - option: |- - ``` - {print} 'So you pick door ' door - ``` - feedback: Super! - - option: |- - ``` - {print} 'So you pick door door' - ``` - feedback: Hedy will literally print 'So you pick door door' - hint: The second word door should be replaced with the number, the first should still be the word door... - correct_answer: C - question_score: '10' - 9: - question_text: What will never appear in your output screen? - code: |- - clubs {is} Real Madrid, Bayern Munchen, Manchester United, Ajax - {print} clubs {at} {random} ' is going the win the champions league' - mp_choice_options: - - option: Ajax is going to win the champions league - feedback: Hedy could `{print}` that - - option: Real Madrid is going to win the champions league - feedback: Hedy could `{print}` that - - option: Bayern Munchen is going to win the champions league - feedback: Hedy could `{print}` that - - option: FC Barcelona is going to win the champions league - feedback: That's right. It's not in the list - hint: What are Hedy's options to randomly pick from? - correct_answer: D - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - people {is} mom, dad, Emma, Sophie - {print} The dishes are done by... - {print} people {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: A list doesn't need quotation marks - - option: Quotation marks are missing in line 2 - feedback: Correct - - option: Quotation marks are missing in both line 2 and 3 - feedback: Line 3 doesn't need quotation marks because it's not printed literally - - option: Nothing, this code has no mistakes - feedback: You missed one! - hint: One line needs quotation marks, because you want it to be printed literally. - correct_answer: B - question_score: '10' - 5: - 1: - question_text: Which command should be filled in on the _? - code: |- - number {is} {ask} 'What is your lucky number?' - {if} number {is} 5 {print} 'Mine too!' - _ {print} 'My lucky number is 5!' - mp_choice_options: - - option: '`{print}`' - feedback: There already is a `{print}` command. - - option: '`{if}`' - feedback: The `{if}` command is used in the line above. - - option: '`{sleep}`' - feedback: That's not it! - - option: '`{else}`' - feedback: That's right! - hint: Which one goes together with the `{if}` command? - correct_answer: D - question_score: '10' - 2: - question_text: What appears in your output screen when you type in the name Hedy? - code: |- - name {is} {ask} 'What is your name?' - {if} name {is} Hedy {print} 'fun' {else} {print} 'less fun' - mp_choice_options: - - option: fun - feedback: That's right! - - option: less fun - feedback: If the name is Hedy, it will say 'fun'' - - option: Hedy - feedback: No, it doesn't print the name - - option: Error - feedback: Fortunately not! - hint: '`{if}` name `{is}` Hedy `{print}` ...?' - correct_answer: A - question_score: '10' - 3: - question_text: What is the right password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct! - feedback: This is printed when you type in the correct password - - option: SECRET - feedback: That's right! - - option: password - feedback: The password isn't password... - - option: ALARM INTRUDER - feedback: This is printed when you type in the incorrect password! - hint: '`{if}` password `{is}` ... `{print}` ''Correct!''' - correct_answer: B - question_score: '10' - 4: - question_text: What does Hedy print when you type in the wrong password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct - feedback: That's printed if the correct answer is given, not the wrong one... - - option: SECRET - feedback: That's not the right answer - - option: Wrong! - feedback: No, this is not what Hedy will print - - option: ALARM! INTRUDER! - feedback: Great job! - hint: Your computer will sound the alarm for intruders! - correct_answer: D - question_score: '10' - 5: - question_text: Why will Hedy say 'ALARM! INTRUDER' when you type in 'secret'? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Because it needs to be in capitals, so SECRET - feedback: Indeed! - - option: Because the password is alarm - feedback: No, this is not the password. - - option: Because it's spelled wrong. - feedback: That's not how you spell secret - - option: Because Hedy makes a mistake - feedback: No, Hedy is right - hint: The spelling of the word has to be exactly the same. - correct_answer: A - question_score: '10' - 6: - question_text: Which word should be on the place of the blank in the last line? - code: |- - {print} 'Im Hedy the football fortune teller!' - {print} 'I will predict what place your team will end up!' - club is {ask} 'Which club is your favorite?' - {if} club {is} ajax {print} 'Ajax is going to win of course!' - _ {print} 'Sorry, your club is gonna be in last place...' - mp_choice_options: - - option: |- - ``` - {if} - ``` - feedback: '`{if}` is already in the line above' - - option: |- - ``` - {at} {random} - ``` - feedback: No, you need `{else}`. - - option: |- - ``` - {else} - ``` - feedback: Great! - - option: |- - ``` - {print} - ``` - feedback: '`{print}` is already there, we need a word before it!' - hint: '`{if}` goes together with...?' - correct_answer: C - question_score: '10' - 7: - question_text: Which word should be in the place of the blank? - code: |- - {print} 'I can predict if you will be a millionair or not!' - name {is} {ask} 'Whats your name?' - {if} name {is} Hedy {print} 'You will be a millionair!' - {else} _ 'Unfortunately... No big money for you.' - mp_choice_options: - - option: '`{if}`' - feedback: '`{if}` is in the line above.' - - option: '`{at}` `{random}`' - feedback: No, you don't need `{at} {random}`. - - option: '`{else}`' - feedback: There already is an `{else}` command - - option: '`{print}`' - feedback: Awesome! - hint: After `{else}` a `{print}` command follows - correct_answer: D - question_score: '10' - 8: - question_text: Which word should be on the place of the blank? - code: |- - animal {is} {ask} 'What is your favorite animal?' - {if} _ {is} penguin {print} 'Thats my favorite animal too!' - {else} {print} 'Cool! I like penguins.' - mp_choice_options: - - option: |- - ``` - favorite animal - ``` - feedback: That's not the variable name. - - option: |- - ``` - animal - ``` - feedback: Great job! - - option: '`{if}`' - feedback: '`{if}` is already there' - - option: '`{print}`' - feedback: No, that's not it. - hint: What the variable name? - correct_answer: B - question_score: '10' - 9: - question_text: Which door should you choose to escape?? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} - mp_choice_options: - - option: '1' - feedback: Bad choice! You're being eaten - - option: '2' - feedback: Super! You escaped! - - option: '3' - feedback: Bad choice! You're being eaten. - - option: It's a trap, you will always be eaten! - feedback: Luckily not! - hint: One of the doors will keep you safe.. - correct_answer: B - question_score: '10' - 10: - question_text: Which monster is standing behind door 1? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} - mp_choice_options: - - option: Hedy picks a random monster each time. - feedback: Awesome! - - option: vampire - feedback: Not always... - - option: werewolf - feedback: Not always... - - option: giant spider - feedback: Not always... - hint: Mind the last 3 words... monsters `{at} {random}`... - correct_answer: A - question_score: '10' - 6: - 1: - question_text: What's Hedy's output when you run this code? - code: '{print} 2*10' - mp_choice_options: - - option: '20' - feedback: Correct! - - option: '12' - feedback: No, the plus sign is used in addition - - option: 2*10 - feedback: No, Hedy will calculate the answer - - option: '210' - feedback: Mind it's a calculation. - hint: The `*` is used as a multiplication sign - correct_answer: A - question_score: '10' - 2: - question_text: What do you use when you want to add two numbers? - mp_choice_options: - - option: '`-`' - feedback: That's not it - - option: plus - feedback: That's not it - - option: '`*`' - feedback: That's not it - - option: '`+`' - feedback: Correct! - hint: It's the plus sign. - correct_answer: D - question_score: '10' - 3: - question_text: What's Hedy's output when you run this code? - code: '{print} ''3*10''' - mp_choice_options: - - option: '30' - feedback: This would be the right answer if there were no quotation marks. - - option: '13' - feedback: Try again… - - option: 3*10 - feedback: Correct! There are quotation marks, so Hedy will print it literally. - - option: Nothing, Hedy will give an error message. - feedback: No, Hedy will print it literally. - hint: Mind the quotation marks!! - correct_answer: C - question_score: '10' - 4: - question_text: Kim is 10 years old. What will Hedy print for her? - code: |- - name = {ask} 'How many letters are in your name?' - age = {ask} 'How old are you?' - luckynumber = name*age - {print} 'Your lucky number is...' luckynumber - mp_choice_options: - - option: '30' - feedback: Mind, Hedy also prints 'Your lucky number is...' - - option: '10' - feedback: Please try again. - - option: Your lucky number is... 30 - feedback: That's right! - - option: Your lucky number is... 10 - feedback: Her lucky number is name times age... - hint: 'Kim has 3 letters, she is 10 years old so: letters times age = 3*10 = 30.' - correct_answer: C - question_score: '10' - 5: - question_text: If 5 people eat at this restaurant, how much do they have to pay in total? - code: |- - {print} 'Welcome to Hedys!' - people = {ask} 'How many people are eating with us tonight?' - price = people * 10 - {print} 'That will be ' price 'dollar please' - mp_choice_options: - - option: 5 dollars - feedback: Unfortunately, it's not that cheap. - - option: 10 dollars - feedback: No, it's 10 dollars each. - - option: 15 dollars - feedback: The * means multiplication. - - option: 50 dollars - feedback: Great! - hint: '`price` `is` `people` `times` 10' - correct_answer: D - question_score: '10' - 6: - question_text: How much does a hamburger cost in this virtual restaurant? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = 15 - {if} food {is} fries price = 6 - mp_choice_options: - - option: 15 dollars - feedback: Super! - - option: 6 dollars - feedback: The fries are 6 dollars - - option: 0 dollars - feedback: The hamburger isn't free! - - option: 21 dollars - feedback: That's the price for a hamburger and fries! - hint: Mind the fourth line. - correct_answer: A - question_score: '10' - 7: - question_text: Why does line 7 say 'price is price + 3' instead of 'price is 3'? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = price + 15 - {if} food {is} fries price = price + 6 - drinks = {ask} 'What would you like to drink?' - {if} drinks {is} coke price = price + 3 - {if} drinks {is} water price = price + 1 - {print} price ' dollars please' - mp_choice_options: - - option: It could have been `price = 3` just as well. - feedback: No, that's not true. Hedy needs to add 3 dollars to the total. - - option: Because Hedy doesn't understand `price = 3`. - feedback: Hedy would understand, but it wouldn't be right. - - option: Because Hedy would otherwise forget about the previous order. The price would be 3 dollars in total. - feedback: That's right! - - option: Because the price is 0 dollars to begin with. - feedback: That's true, but not the reason - hint: The price shouldn't be 3, but 3 dollars more than it already was - correct_answer: C - question_score: '10' - 8: - question_text: Why is this code incorrect? - code: |- - correct answer = 3*12 - answer = {ask} 'What is 3 times 12?' - {if} answer {is} correct answer {print} 'Good job!' - {else} {print} 'No... It was ' correct answer - mp_choice_options: - - option: There shouldn't be quotation marks in line 2 - feedback: No, there should be! - - option: The variable is called correct answer, but a variable's name can only be 1 word. So it should be correct_answer - feedback: Correct! - - option: The `{if}` and `{else}` commands should be in the same line. - feedback: No, that's not true. - - option: The variable in line 2 can't be called answer, because it is too similar to the variable correct answer. - feedback: Variable names can be similar, but they can't be 2 words... - hint: Inspect what the variables are called. - correct_answer: B - question_score: '10' - 9: - question_text: Imagine you love football a 10, you've eaten 2 bananas and have washed your hands 3 times today. How smart does the silly fortune teller think you are? - code: |- - {print} 'Im Hedy the silly fortune teller' - {print} 'I will predict how smart you are!' - football = {ask} 'On a scale of 0 to 10 how much do you love football?' - bananas = {ask} 'How many bananas have you eaten this week?' - hygiene = {ask} 'How many times did you wash your hands today??' - result = bananas + hygiene - result = result * football - {print} 'You are ' result 'percent smart.' - mp_choice_options: - - option: 10% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 32% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 50% - feedback: Super! You are 100 percent smart! - - option: 100% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - hint: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - correct_answer: C - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - name _ Hedy - {print} name 'is walking trough the forrest' - mp_choice_options: - - option: You can only fill in the word is on the `_` - feedback: You are allowed to use the `=` sign as well - - option: You can fill in either the word is or the `=` sign on the `_` - feedback: Amazing! - - option: You have to fill in =is= on the `_` - feedback: No, one `=` sign is enough - - option: You can only use the `=` sign when working with numbers, not with words. - feedback: You can also use `=` with words. - hint: '`{is}` and `=` are both allowed' - correct_answer: B - question_score: '10' - 7: - 1: - question_text: How many lines can you repeat at once with the `{repeat}` command at this level? - mp_choice_options: - - option: '0' - feedback: No you can repeat a line. - - option: '1' - feedback: Correct, one line at a time - - option: '3' - feedback: In this level only one line at a time - - option: infinite - feedback: In this level you can only repeat one line at a time - hint: You can only repeat one line at a time - correct_answer: B - question_score: '10' - 2: - question_text: Which code is right? - mp_choice_options: - - option: |- - ``` - {print} 100 {times} 'hello' - ``` - feedback: '`{repeat}` 100 `{times}` `{print}` ''hello''' - - option: |- - ``` - {print} {repeat} 100 {times} 'hello' - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 'hello' 100 {times} - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 100 {times} {print} 'hello' - ``` - feedback: That's right! - hint: First the `{repeat}` command, then the `{print}` command - correct_answer: D - question_score: '10' - 3: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} ''Hello!''' - mp_choice_options: - - option: Right - feedback: No, a word is missing - - option: Wrong, the word `{repeat}` is missing - feedback: The word `{repeat}` is there, another word is missing - - option: Wrong, the word `{times}` is missing - feedback: The word `{times}` is there, another word is missing. - - option: Wrong, the word `{print}` is missing - feedback: Correct - hint: 'It should be: `{repeat}` 100 `{times}` `{print}` ''Hello''' - correct_answer: D - question_score: '10' - 4: - question_text: Which word is wrong in the code? - code: |- - {print} 'I'm blue' - {repeat} 7 {times} {print} 'da ba dee, da ba da' - mp_choice_options: - - option: |- - ``` - I'm - ``` - feedback: That's right! - - option: '`{print}`' - feedback: '`{print}` is spelled correctly' - - option: '`{repeat}`' - feedback: '`{repeat}` is spelled correctly' - - option: '`{times}`' - feedback: '`{times}` is spelled correctly' - hint: I'm is wrong, you can't use apostrophes in a sentence - correct_answer: A - question_score: '10' - 5: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} {print} ''Hedy is awesome!''' - mp_choice_options: - - option: Correct - feedback: That's right! - - option: Wrong - feedback: That's not it - hint: The code is correct! - correct_answer: A - question_score: '10' - 6: - question_text: What will be the output from this code? - code: |- - {print} 'The wheels on the bus go' - {repeat} 3 {times} {print} ' round and round' - mp_choice_options: - - option: |- - the wheels on the bus go - round and round - feedback: Only the second line is repeated 3 times - - option: |- - the wheels on the bus go - the wheels on the bus go - the wheels on the bus go - round and round - feedback: Only the second line is repeated 3 times - - option: |- - the wheels on the bus go - round and round - the wheels on the bus go - round and round - the wheels on the bus go - round and round - feedback: Only the second line is repeated 3 times - - option: |- - the wheels on the bus go - round and round - round and round - round and round - feedback: All through the town! Perfect! - hint: Only 'round and round' is repeated 3 times. - correct_answer: D - question_score: '10' - 7: - question_text: What will be the output from this code? - code: |- - {repeat} 2 {times} {print} 'We will' - {print} 'ROCK YOU!' - mp_choice_options: - - option: |- - We will We will - ROCK YOU! - feedback: '''We will'' won''t appear twice in the same line' - - option: |- - We will - We will - ROCK YOU! - feedback: Great! - - option: |- - We will - ROCK YOU! - We will - ROCK YOU! - feedback: ROCK YOU! won't be repeated - - option: |- - We will - ROCK YOU! - feedback: Mind the `{repeat}` command - hint: Mind the `{repeat}` command. - correct_answer: B - question_score: '10' - 8: - question_text: What Hedy code belongs to this output? - code: |- - Here comes the sun - Do do do do - Here comes the sun - And I say - Its alright - mp_choice_options: - - option: |- - ``` - {print} 'Here comes the sun' - {print} 'Do do do do' - {print} 'Here comes the sun' - {print} 'And I say' - {print} 'Its alright' - ``` - feedback: Awesome, you can't use the `{repeat}` command here. - - option: |- - ``` - {repeat} 2 {times} {print} 'Here comes the sun' - {print} 'And I say' - {print} 'Its alright' - ``` - feedback: Where did you leave 'Do do do do'? - - option: |- - ``` - {repeat} 2 {times} {print} 'Here comes the sun' - {print} 'Do do do do' - {print} 'And I say' - {print} 'Its alright' - ``` - feedback: This is not the correct order. - - option: |- - ``` - {repeat} 2 {times} {print} 'Here comes the sun' - {repeat} 2 {times} {print} 'Do do' - {print} 'And I say' - {print} 'Its alright' - ``` - feedback: This is not the correct order. - hint: '`{repeat}` can only be used if you want to execute the same line multiple times in a row.' - correct_answer: A - question_score: '10' - 9: - question_text: What Hedy code belongs to this output? - code: |- - Batman was flying through Gotham. - When suddenly he heard someone screaming... - Help! - Help! - Help! - Please help me! - mp_choice_options: - - option: |- - ``` - {print} 'Batman was flying through Gotham. ' - {print} 'When suddenly he heard someone screaming…' - {print} 'Help!' - {repeat} 3 {times} {print} 'Please help me!' - ``` - feedback: Your repeated line is incorrect. - - option: |- - ``` - {print} 'Batman was flying through Gotham.' - {print} 'When suddenly he heard someone screaming…' - {repeat} 3 {times} 'Help!' - {print} 'Please help me!' - ``` - feedback: The `{print}` command is missing on line 3. - - option: |- - ``` - {print} Batman was flying through Gotham. - {print} When suddenly he heard someone screaming… - {repeat} 3 {times} {print} Help! - {print} Please help me! - ``` - feedback: You're missing the quotation marks - - option: |- - ``` - {print} 'Batman was flying through Gotham.' - {print} 'When suddenly he heard someone screaming…' - {repeat} 3 {times} {print} 'Help!' - {print} 'Please help me!' - ``` - feedback: Perfect - hint: '''Help!'' is repeated 3 times.' - correct_answer: D - question_score: '10' - 10: - question_text: Which code belongs to this output? - code: |- - if youre happy and you know it clap your hands - if youre happy and you know it clap your hands - if youre happy and you know it and you really want to show it - if youre happy and you know it clap your hands - mp_choice_options: - - option: |- - ``` - {repeat} 2 {times} 'if youre happy and you know it clap your hands' - {print} 'if youre happy and you know it and you really want to show it' - {print} 'if youre happy and you know it clap your hands' - ``` - feedback: Almost! the first line needs an extra word - - option: |- - ``` - {repeat} 2 {times} {print} 'if youre happy and you know it clap your hands' - {print} 'if youre happy and you know it and you really want to show it' - {print} 'if youre happy and you know it clap your hands' - ``` - feedback: Great! - - option: |- - ``` - {repeat} 3 {times} {print} 'if youre happy and you know it clap your hands' - {print} 'if youre happy and you know it and you really want to show it' - ``` - feedback: This is not in the right order. - - option: |- - ``` - {repeat} 4 {times} 'if youre happy and you know it' - {repeat} 2 {times} 'clap your hands' - {print} 'and you really want to show it' - {print} 'clap your hands' - ``` - feedback: This is not in the right order. - hint: Mind the order of the sentences. - correct_answer: B - question_score: '10' - 8: - 1: - question_text: Which output will be produced by this code? - code: |- - {repeat} 2 {times} - {print} 'Hello' - {print} 'Im Hedy!' - mp_choice_options: - - option: |- - Hello - Im Hedy! - feedback: Everything is printed twice. - - option: |- - Hello - Hello - Im Hedy - feedback: The second line is repeated twice as well. - - option: |- - Hello - Im Hedy! - Hello - Im Hedy! - feedback: Super! - - option: |- - Hello - Hello - Im Hedy! - Im Hedy! - feedback: Everything is printed twice - hint: Both lines are repeated twice. - correct_answer: C - question_score: '10' - 2: - question_text: What is wrong with this code? - code: |- - {repeat} 5 {times} - {print} 'Hedy is cool!' - mp_choice_options: - - option: This should be only one line, not 2. - feedback: No it should be 2 lines. - - option: This `{print}` command has to be removed. - feedback: No, you need it. - - option: There is a spelling mistake in the `{repeat}` command. - feedback: No, `{repeat}` is the correct spelling - - option: The second line needs to start with 4 spaces as indentation. - feedback: Correct! - hint: Something is missing in the second line? - correct_answer: D - question_score: '10' - 3: - question_text: What output will be produced when you run this program? - code: |- - {repeat} 3 {times} - {print} 'Baby shark tututudutudu' - {print} 'Baby shark' - mp_choice_options: - - option: |- - Baby shark tututudutudu - Baby shark - feedback: Mind the `{repeat}` command! - - option: |- - Baby shark tututudutudu - Baby shark - Baby shark tututudutudu - Baby shark - Baby shark tututudutudu - Baby shark - feedback: The last line has no indentation, so it's not repeated. - - option: |- - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark - feedback: Right! - - option: |- - Baby shark tututudutudu - Baby shark - Baby shark - Baby shark - feedback: What is being repeated and what isn't. - hint: What is being repeated and what is not? - correct_answer: C - question_score: '10' - 4: - question_text: Which output is correct? - code: |- - {print} 'The children went:' - {repeat} 2 {times} - {print} 'Yay!' - {print} 'We are going on vacation!' - mp_choice_options: - - option: |- - The children went: - Yay! - We are going on vacation! - feedback: Mind the `{repeat}` command! - - option: |- - The children went: - Yay! - We are going on vacation! - Yay! - We are going on vacation! - feedback: Correct! - - option: |- - The children went: - Yay! - Yay! - We are going on vacation! - We are going on vacation! - feedback: This order is incorrect. - - option: |- - The children went: - Yay! - Yay! - We are going on vacation! - feedback: The last line is repeated too. - hint: The block under the `{repeat}` command is repeated twice. - correct_answer: B - question_score: '10' - 5: - question_text: What is wrong with this code? - code: |- - end = {ask} 'Do you want a happy or a sad ending?' - {if} end {is} happy {print} 'They lived happily ever after' - {else} {print} 'The world exploded. The end.' - mp_choice_options: - - option: The `{print}` commands on the last two lines should start on new lines and start with 4 spaces. - feedback: That's right! - - option: '`{else}` is not a command!' - feedback: It is! - - option: Lines that start with `{if}` should start with 4 spaces - feedback: That's not true - - option: '`{ask}` is no longer a command' - feedback: That's not true - hint: Something is wrong with indentation - correct_answer: A - question_score: '10' - 6: - question_text: What will be the output of this code when we enter pancakes? - code: |- - {print} 'Welcome to restaurant Hedy' - {repeat} 2 {times} - food {is} {ask} 'What do you want to eat?' - {print} food - mp_choice_options: - - option: |- - Welcome to restaurant Hedy - Pancakes - feedback: There is no repetition in this answer. - - option: |- - Welcome to restaurant Hedy - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: This answer also repeats the welcome message - - option: |- - Welcome to restaurant Hedy - What do you want to eat? - What do you want to eat? - Pancakes - Pancakes - feedback: Almost! But look at the question, it is not repeated. - - option: |- - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: Well done! - hint: The first sentence and question will not be repeated - correct_answer: D - question_score: '10' - 7: - question_text: What is wrong with this code? - code: |- - food = {ask} 'What would you like to eat?' - {if} food {is} fries - sauce = {ask} 'What sauce would you like?' - {print} 'One fries with ' sauce - {if} food {is} pizza - topping = {ask} 'What topping would you like?' - {print} 'One pizza with ' topping - {print} 'Thank you for your order' - mp_choice_options: - - option: Nothing. This code is correct! - feedback: Something is wrong! - - option: You're not allowed to use an `{if}` command after an `{ask}` command. - feedback: You are! - - option: You don't have to use indentation twice. Only in the first `{if}` command. - feedback: You always have to use indentation. - - option: The indentation is wrong in the first `{if}` command. - feedback: That's right. - hint: Take a careful look at the indentation. - correct_answer: D - question_score: '10' - 8: - question_text: In which of the codes is the indentation done right? - mp_choice_options: - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are wrong! - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are wrong! - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are... right! - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are wrong! - hint: What should happen if the person is right? And what else? - correct_answer: C - question_score: '10' - 9: - question_text: What line(s) in this code should start with 4 spaces? - code: |- - 1 music = {ask} 'What is your favorite music genre?' - 2 {if} music {is} rock - 3 {print} '🤘' - 4 {else} - 5 {print} '👎' - mp_choice_options: - - option: Line 2 and 4 - feedback: The lines after the `{if}` and `{else}` command should start with 4 spaces - - option: Only line 3 - feedback: Not only 3... - - option: Line 3, 4 and 5 - feedback: Line 4 shouldn't - - option: Line 3 and 5 - feedback: Great job! - hint: The lines after an `{if}` or `{else}` command should start with 4 spaces. - correct_answer: D - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - 1 level = {ask} 'What level are you on?' - 2 {if} level {is} 8 - 3 {print} 'Great job!' - mp_choice_options: - - option: All lines should start with 4 spaces - feedback: That's not true - - option: Line 2 and 3 should start with 4 spaces - feedback: That's not true - - option: Line 2 should start with 4 spaces - feedback: That's not true - - option: Line 3 should start with 4 spaces - feedback: You are correct! - hint: Only one line starts with 4 spaces, but which one...? - correct_answer: D - question_score: '10' - 9: - 1: - question_text: What is wrong with this code? - code: |- - {repeat} 3 {times} - food = {ask} 'What would you like to eat?' - {if} food {is} fries - sauce = {ask} 'What sauce would you like?' - {print} 'One fries with ' sauce - {if} food {is} pizza - topping = {ask} 'What topping would you like?' - {print} 'One pizza with ' topping - {print} 'Thank you for your order' - mp_choice_options: - - option: Nothing, this code is correct! - feedback: That's right! - - option: You're not allowed to use an `{if}` command after an `{ask}` command. - feedback: You are! - - option: You don't have to use indentation twice. - feedback: You always have to use indentation. - - option: The indentation is wrong in the last `{if}` command. - feedback: It is not the indentation. - hint: All the indentation is done correctly. - correct_answer: A - question_score: '10' - 2: - question_text: What will be printed after entering the correct password? - code: |- - password = {ask} 'What is the password?' - correct_password = Hedy - {if} password {is} correct_password - {repeat} 2 {times} - {print} 'Good job!' - {print} 'You can use the computer!' - {else} - {print} 'The computer will explode in 5... 4... 3... 2... 1...' - mp_choice_options: - - option: |- - ``` - Good job! - Good job! - ``` - feedback: That's not it! - - option: |- - ``` - The computer will explode in 5... 4... 3... 2... 1... - ``` - feedback: That's not it! - - option: |- - ``` - Good job! - Good job! - You can use the computer! - ``` - feedback: That's not it! - - option: |- - ``` - Good job! - You can use the computer! - Good job! - You can use the computer! - ``` - feedback: Correct! - hint: Everything under the `{repeat}` command is repeated twice. - correct_answer: D - question_score: '10' - 3: - question_text: Which case should you choose to win a million dollars? - code: |- - {print} 'Choose the right case and win!' - case = {ask} 'Which case will you pick? 1 or 2?' - {if} case {is} 1 - action = {ask} 'Open it or sell it?' - {if} action {is} sell - {print} 'You sell your case for 10 dollars' - {if} action {is} open - {print} 'You open the case and win an apple pie' - {if} case {is} 2 - action = {ask} 'Open it or sell it?' - {if} action {is} sell - {print} 'You sell the case for 500 dollars' - {if} action {is} open - {print} 'You open the case and win a million dollars!' - mp_choice_options: - - option: case 1, sell - feedback: You don't win a million! - - option: case 1, open - feedback: You don't win a million - - option: case 2, sell - feedback: You don't win a million - - option: case 2, open - feedback: Great job! You win! - hint: Follow the right path - correct_answer: D - question_score: '10' - 4: - question_text: Which statement is true? - code: |- - name = {ask} 'What is your name?' - size = {ask} 'What is your shoe size?' - {if} size {is} 38 - {if} name {is} Cinderella - {print} '❤️❤️❤️' - {else} - {print} 'You are not the one!' - {else} - {print} 'Ill keep looking' - mp_choice_options: - - option: Sleeping Beauty with shoe size 38 gets the output 'Ill keep looking' - feedback: No, she gets 'You are not the one!' - - option: Cinderella with shoe size 40 gets the output '❤️❤️❤️' - feedback: No, she gets 'Ill keep looking' - - option: Sleeping Beauty with shoe size 40 gets the output 'Ill keep looking' - feedback: That's right! - - option: Cinderella with shoe size 38 gets the output 'Ill keep looking' - feedback: No she gets '❤️❤️❤️' - hint: No matter what your name is, if you have shoe size 40 you will get the message 'Ill keep looking'. - correct_answer: C - question_score: '10' - 5: - question_text: Which code produced this output? - output: |- - Icecream is the best! - Icecream is the best! - Icecream is the best! - mp_choice_options: - - option: |- - ``` - dessert = {ask} 'What is your favorite type of dessert?' - {if} dessert {is} icecream - {repeat} 3 {times} - {print} 'Icecream is the best!' - ``` - feedback: Don't forget the indentation after `{repeat}` commands. - - option: |- - ``` - dessert = {ask} 'What is your favorite type of dessert?' - {if} dessert {is} icecream - {repeat} 3 {times} - {print} 'Icecream is the best!' - ``` - feedback: Use indentation after an `{if}` command - - option: |- - ``` - dessert = {ask} 'What is your favorite type of dessert?' - {if} dessert {is} icecream - {repeat} 3 {times} - {print} 'Icecream is the best!' - ``` - feedback: Perfect - - option: |- - ``` - {repeat} 3 {times} - dessert = {ask} 'What is your favorite type of dessert?' - {if} dessert {is} icecream - {repeat} 3 {times} - {print} 'Icecream is the best!' - ``` - feedback: There are 2 `{repeat}` commands in this code. - hint: Watch the indentation - correct_answer: C - question_score: '10' - 6: - question_text: After which command(s) should you use indentation (starting the next line with 4 spaces)? - mp_choice_options: - - option: '`{if}`' - feedback: Don't forget the others - - option: '`{if}` `{repeat}`' - feedback: Don't forget `{else}`! - - option: '`{if}` `{else}` `{repeat}`' - feedback: Keep it up! - - option: '`{if}` `{else}` `{repeat}` `{print}`' - feedback: Not with {print} - hint: Indentation happens on the line below some commands - correct_answer: C - question_score: '10' - 7: - question_text: You'll get a 5 dollar discount if you order a medium pizza with coke.
But the code has a mistake! How to debug it? - code: |- - {if} food {is} pizza - {if} size {is} medium - {if} drink {is} coke - price = price - 5 - mp_choice_options: - - option: |- - ``` - {if} food {is} pizza - {if} size {is} medium - {if} drink {is} coke - price = price - 5 - ``` - feedback: Amazing! - - option: |- - ``` - {if} food {is} pizza - {if} size {is} medium - {if} drink {is} coke - price = price - 5 - ``` - feedback: The second `{if}` misses code! - - option: |- - ``` - {if} food {is} pizza - {if} size {is} medium - {if} drink {is} coke - price = price - 5 - ``` - feedback: Two consecutive `{if}`s is never correct. - - option: |- - ``` - {if} food {is} pizza - {if} size {is} medium - {if} drink {is} coke - price = price - 5 - ``` - feedback: Almost right. Take another look at the last line - hint: After each `{if}` command, the line below should indent - correct_answer: A - question_score: '10' - 8: - question_text: What is wrong in this code? - code: |- - age = {ask} 'Happy Birthday! How old are you?' - singing = {ask} 'Would you like us to sing?' - {if} singing {is} yes - {repeat} years {times} - {print} 'Hip Hip Hooray' - mp_choice_options: - - option: You can't put two questions in a row - feedback: Yes you can. - - option: The variable called 'age' is later on used as 'years' - feedback: Keen eye! Good job! - - option: You're not allowed to start with 8 spaces, like line 5 does - feedback: You actually must start like that. - - option: A code must always start with a `{print}` command in the first line - feedback: That's not true. - hint: The indentation is done right this time - correct_answer: B - question_score: '10' - 9: - question_text: How many `{if}` commands can be placed inside another `{if}` command? - mp_choice_options: - - option: None, that is not allowed - feedback: You are allowed to - - option: Only 1 - feedback: You could use more if you like - - option: '3' - feedback: You could use more if you like - - option: Infinite, as long as you keep using indentation correctly - feedback: That is true - hint: You can put an `{if}` command inside an `{if}` command. - correct_answer: D - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - 1 {repeat} 2 {times} - 2 {if} level {is} 9 - 3 {print} Great job! - mp_choice_options: - - option: All lines should start with 4 spaces - feedback: Only line 2 and 3 start with spaces - - option: Line 2 and 3 should start with 4 spaces - feedback: Line 3 should start with 8 - - option: Line 2 and 3 should start with 8 spaces - feedback: Line 2 should start with 4 - - option: line 2 should start with 4 spaces and line 3 with 8 - feedback: You are correct! - hint: The first line doesn't start with any spaces - correct_answer: D - question_score: '10' - 10: - 1: - question_text: What do we need to fill in on the `_` if we want to print each compliment? - code: |- - compliments = perfect, great job, amazing - _ - {print} compliment - mp_choice_options: - - option: |- - ``` - {for} each compliment - ``` - feedback: That's not it - - option: |- - ``` - {for} compliment {in} compliments - ``` - feedback: You deserve all those compliments! - - option: |- - ``` - {if} compliment {in} compliments - ``` - feedback: That's not it - - option: |- - ``` - {for} compliments {in} compliment - ``` - feedback: Almost there! - hint: '`{for}` each compliment in the lists of compliments...' - correct_answer: B - question_score: '10' - 2: - question_text: Which output is correct? - code: |- - meals = pizza, pasta, pancakes - {for} meal {in} meals - {print} 'I love ' meal - mp_choice_options: - - option: I love pizza - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pasta - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pancakes - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: |- - I love pizza - I love pasta - I love pancakes - feedback: Great! - hint: Line 2 says for each meal in the list of meals. So each meal is printed. - correct_answer: D - question_score: '10' - 3: - question_text: Which output is correct? - code: |- - animals = dogs, cats, hamsters, chickens - {for} animal {in} animals - {print} animal ' are lovely pets' - mp_choice_options: - - option: dogs are lovely pets - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - - option: dogs, cats, hamsters, chickens are lovely pets - feedback: Each animal gets their own line in the output. - - option: |- - dogs are lovely pets - cats are lovely pets - hamsters are lovely pets - chickens are lovely pets - feedback: Great! - - option: You don't know yet. Because it chooses one of the animals {at} {random}. - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - hint: Line 2 says {for} each animal in the list of animals. So each animal is printed - correct_answer: C - question_score: '10' - 4: - question_text: What's wrong with this code? - code: |- - groceries = apples, bread, milk - {for} item {in} groceries - {print} 'We need ' groceries - mp_choice_options: - - option: Line 2 needs to start with 4 spaces as indentation - feedback: No it doesn't. Only line 3 needs indentation, which it has. - - option: Line 3 does not need to start with 4 spaces as indentation - feedback: Line 2 is a `{for}`command so line 3 does need to start with an indent. - - option: Line 3 should say item instead of groceries - feedback: Good job! - - option: Line 2 should say groceries instead of item - feedback: No it does not. - hint: Line 2 says `{for}` each item in the list of groceries - correct_answer: C - question_score: '10' - 5: - question_text: What word should be on the _ with these digital dice? - code: |- - {print} 'Welcome to the digital dice!' - players = Ann, John, Jesse - choices = 1, 2, 3, 4, 5, 6 - {for} player {in} players - {print} player ' throws ' _ {at} {random} - mp_choice_options: - - option: players - feedback: It would say 'Ann throws Jesse', instead of 'Ann throws 6'. - - option: choices - feedback: That's right! - - option: choice - feedback: You are very close. But you need Hedy to pick from the list called 'choices' not 'choice'... - - option: dice - feedback: Look at the names of the variables. - hint: Hedy needs to pick a number `{at} {random}` - correct_answer: B - question_score: '10' - 6: - question_text: Which of the answers below is a possible outcome when you run the code? - code: |- - choices = rock, paper, scissors - players = Kelly, Meredith - {for} player {in} players - {print} player ' chooses ' choices {at} {random} - mp_choice_options: - - option: Kelly chooses rock - feedback: Meredith wants to play too! - - option: |- - Meredith chooses scissors - Kelly chooses rock - feedback: So close! But Kelly is first in the list, so she goes first - - option: Meredith chooses paper - feedback: Kelly wants to play too! - - option: |- - Kelly chooses paper - Meredith chooses scissors - feedback: Amazing! - hint: Each player will pick an option. The player that's first on the list will go first. - correct_answer: D - question_score: '10' - 7: - question_text: What line should be on the _ in this code that decides what these people will have for dinner? - code: |- - names = Ron, Leslie, April, Andy - food = pasta, fries, salad - _ - {print} name ' has to eat ' food {at} {random} ' for dinner' - mp_choice_options: - - option: |- - ``` - {for} name {in} names - ``` - feedback: You are on fire! - - option: |- - ``` - {for} names {in} name - ``` - feedback: No it should be for each name in the list nameS, so the other way around - - option: |- - ``` - {for} food {in} food - ``` - feedback: Each name should be told what they will have for dinner. - - option: |- - ``` - {for} name {in} food - ``` - feedback: Each name should be told what they will have for dinner. - hint: Each name should be told what they will have for dinner. - correct_answer: A - question_score: '10' - 8: - question_text: What should be on the _ in this code that decides which color shirt you get? - code: |- - names = Donna, Tommy, Ben - colors = blue, red, purple - {for} name {in} names - {print} _ - mp_choice_options: - - option: |- - ``` - 'name gets a color shirt' - ``` - feedback: That's not it! - - option: |- - ``` - name 'gets a ' colors {at} {random} ' shirt' - ``` - feedback: Great job! This was a hard one! - - option: |- - ``` - names 'gets a ' color {at} {random} ' shirt' - ``` - feedback: You want each name printed. So the first word should not be names but... - - option: |- - ``` - people ' gets a colors shirt' - ``` - feedback: There is no variable named people.. - hint: Mind the quotation marks and the names of the variables - correct_answer: B - question_score: '10' - 9: - question_text: What is the first question Hedy will ask you when you run the program? - code: |- - courses = appetizer, main course, dessert - names = Timon, Onno - {for} name {in} names - {for} course {in} courses - food = {ask} name ', what would you like to eat as your ' course '?' - {print} name ' orders ' food ' as their ' course - mp_choice_options: - - option: Timon, what would you like to eat as your appetizer? - feedback: Perfect! - - option: Onno, what would you like to eat as your appetizer? - feedback: Timon is first on the list! - - option: Timon, what would you like to eat as your dessert? - feedback: Appetizers are first in the list - - option: You don't know that. Hedy will choose `{at} {random}`. - feedback: There is no `{at} {random}` in this code... - hint: The first options from both lists are chosen. - correct_answer: A - question_score: '10' - 10: - question_text: What is true about this code? - code: |- - prizes = 1 million dollars, car, sandwich - names = Bob, Patrick, Sandy, Larry - {for} prize {in} prizes - {print} 'The ' prize 'is won by ' names {at} {random} - mp_choice_options: - - option: Everybody will always win a prize. - feedback: That is not true, you could end up without a prize. - - option: All the prizes always go to one single person. - feedback: That is not true. All the prizes are given away, but to random people - - option: Larry will never win a prize - feedback: That is not true. Larry has the same odds as the others - - option: Someone might win two prizes - feedback: You get it! - hint: Try to imagine the output of this code. - correct_answer: D - question_score: '10' - 11: - 1: - question_text: What word should be at the place of the blank? - code: |- - {for} i {in} _ 1 {to} 10 - {print} i - mp_choice_options: - - option: |- - ``` - counter - ``` - feedback: 'No' - - option: '`{range}`' - feedback: Correct - - option: '`{if}`' - feedback: 'No' - - option: '`{for}`' - feedback: 'No' - hint: What did you learn in this level? - correct_answer: B - question_score: '10' - 2: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 1 {to} 3 - {print} i - mp_choice_options: - - option: |- - 1 - 2 - 3 - feedback: Correct! - - option: 1 2 3 - feedback: That's not it - - option: 1, 2, 3 - feedback: That's not it - - option: '123' - feedback: That's not it - hint: How do the numbers appear in the screen? - correct_answer: A - question_score: '10' - 3: - question_text: Which code was used to get this output? - output: |- - 1 - 2 - 3 - 4 - 5 - Once I caught a fish alive! - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Perfect - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: This code won't work. You need an indent after {for}. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Now Hedy will count '1 Once I caught a fish alive!, 2 Once I caught a fish alive! etc. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} 'i' - {print} 'Once I caught a fish alive!' - ``` - feedback: i is a variable and shouldn't have quotation marks - hint: First all the numbers, then the sentence - correct_answer: A - question_score: '10' - 4: - question_text: Which code was used to get this output? - output: |- - 10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0 - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 0 {to} 10 - {print} i - ``` - feedback: Now Hedy prints the numbers from 0 to 10 instead of 10 to 0. - - option: |- - ``` - {for} i {in} {range} 0 {to} 10 - {print} - i - ``` - feedback: Hedy would print negative numbers in this case. - - option: |- - ``` - {for} i {in} {range} 10 to 0 - {print} 10 9 8 7 6 5 4 3 2 1 0 - ``` - feedback: Unfortunately this does not exist. - - option: |- - ``` - {for} i {in} {range} 0 {to} 10 - {print} 10 - i - ``` - feedback: That's right! - hint: It has to be a calculation... - correct_answer: D - question_score: '10' - 5: - question_text: What's wrong with this code? - code: |- - {for} i {in} {range} 1 {to} 10 - {print} i - mp_choice_options: - - option: The i in the last line need quotation marks - feedback: No it doesn't. - - option: You can't use `{range}` 1 `{to}` 5 only `{range}` 1 `{to}` 10 - feedback: You could use 1 to 5 just as well! - - option: Line 1 needs to start with an indention. - feedback: Not line 1... - - option: Line 2 needs to start with an indention - feedback: Perfect! - hint: There is something wrong with the indention - correct_answer: D - question_score: '10' - 6: - question_text: How many times does the word Hello appear on your screen when you run the code? - code: |- - {for} i {in} {range} 0 {to} 2 - {print} 'Hello' - mp_choice_options: - - option: 1 time - feedback: 'No' - - option: 2 times - feedback: 'No' - - option: 3 times - feedback: That's right! - - option: Never - feedback: 'No' - hint: 0 also counts. So 0,1,2 that's 3 times. - correct_answer: C - question_score: '10' - 7: - question_text: What should be on the place of the blank? - code: |- - {print} 'Welcome to Hedys diner' - people = {ask} 'How many people will be eating here tonight?' - _ - food = {ask} 'What would you like to order?' - {print} food - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 0 {to} 3 - ``` - feedback: There's not always 3 people - - option: |- - ``` - {for} i {in} {range} 1 {to} guests - ``` - feedback: The variable is not named guests - - option: |- - ``` - {for} i {in} {range} 1 {to} people - ``` - feedback: Great! - - option: |- - ``` - {for} i {in} {range} 0 {to} people - ``` - feedback: That's one order too many! - hint: Use the variable 'people' - correct_answer: C - question_score: '10' - 8: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 23 {to} 25 - {print} 'hi' - mp_choice_options: - - option: |- - 23 - 24 - 25 - feedback: The numbers don't appear. It doesn't say `{print}` i. - - option: 23 hi 24 hi 25 hi - feedback: The numbers don't appear. It doesn't say `{print}` i - - option: |- - hi - hi - hi - feedback: Correct - - option: The word 'hi' will appear 25 times in a row. - feedback: No it will only appear 3 times. - hint: It doesn't say `{print}` i - correct_answer: C - question_score: '10' - 9: - question_text: How many times does Hedy chant Hip Hip Hooray? - code: |- - age = {ask} 'How old are you?' - {for} i {in} {range} 1 {to} age - {print} 'Hip Hip Hoorray!' - mp_choice_options: - - option: 1 time - feedback: Try again - - option: 2 times - feedback: Try again - - option: Never - feedback: Try again - - option: That depends on how old you are - feedback: That's right! - hint: '`{for}` i `{in}` `{range}` 1 `{to}` age' - correct_answer: D - question_score: '10' - 10: - question_text: Which code belongs to this output? - output: |- - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 1 {to} 3 - {print} Baby shark tututudutudu - {print} Baby shark - ``` - feedback: Mind the indention - - option: |- - ``` - {for} i {in} {range} 1 {to} 3 - {print} Baby shark tututudutudu - {print} Baby shark - ``` - feedback: That's right! - - option: |- - ``` - {for} i {in} {range} 0 {to} 3 - {print} Baby shark tututudutudu - {print} Baby shark - ``` - feedback: '`{range}` 0 `{to}` 3 is 4 times.' - - option: |- - ``` - {for} i {in} {range} 0 {to} 3 - {print} Baby shark tututudutudu - {print} Baby shark - ``` - feedback: '`{range}` 0 `{to}` 3 is 4 times.' - hint: Mind the indention - correct_answer: B - question_score: '10' - 12: - 1: - question_text: Which output is correct? - code: |- - {print} 'three and a half plus one and a half is...' - {print} 3.5 + 1.5 - mp_choice_options: - - option: '5' - feedback: Don't forget the first line of code! - - option: 3.5 + 1.5 - feedback: This is not the one! - - option: |- - three and a half plus one and a half is... - five - feedback: Take a close look at the second line... - - option: |- - three and a half plus one and a half is... - 5 - feedback: Great job! - hint: Both lines are printed! - correct_answer: D - question_score: '10' - 2: - question_text: Which of these codes is correct? - mp_choice_options: - - option: |- - ``` - flavors {is} vanilla, strawberry, chocolate - {print} 'I would like a ' flavors {at} {random} ' cake.' - ``` - feedback: All the different values of flavors should be in quotation marks. - - option: |- - ``` - 'flavors = vanilla, strawberry, chocolate' - {print} 'I would like a ' flavors {at} {random} ' cake.' - ``` - feedback: All the different values of flavors should be in quotation marks. - - option: |- - ``` - flavors = 'vanilla', 'strawberry', 'chocolate' - {print} 'I would like a ' flavors {at} {random} ' cake.' - ``` - feedback: Alright! - - option: |- - ``` - flavors = 'vanilla, strawberry, chocolate' - {print} 'I would like a ' flavors {at} {random} ' cake.' - ``` - feedback: All the different values of flavors should be in quotation marks. - hint: The second line is the same in each code, pay attention to the first line - correct_answer: C - question_score: '10' - 3: - question_text: What's wrong with this code? - code: |- - favorite_animal = {ask} 'What is your favorite animal?' - {print} 'I like ' favoriteanimal ' too!' - mp_choice_options: - - option: The name of the variable is different in line 1 than in line 2. - feedback: Correct! - - option: The quotation marks aren't used correctly in line 2 - feedback: That's not true - - option: You can't use the = sign when using an {ask} command - feedback: That's not true - - option: Nothing is wrong. - feedback: That's not true - hint: The quotation marks are used correctly - correct_answer: A - question_score: '10' - 4: - question_text: In which lines are quotation marks needed to get the code to work? - code: |- - {print} Welcome to the online shoe shop - category = {ask} What kind of shoes are you looking for? - {if} category = high heels - {print} High heels are 50% off now! - mp_choice_options: - - option: Line 1 and 2 - feedback: 'No' - - option: Line 1, 2 and 3 - feedback: 'No' - - option: Line 1, 2 and 4 - feedback: 'No' - - option: All of the lines - feedback: Perfect! - hint: Does line 3 need quotation marks too? - correct_answer: D - question_score: '10' - 5: - question_text: What output does Agent007 get when they put in the correct password? - code: |- - name {is} {ask} 'What is your name?' - {if} name {is} 'Agent007' - a {is} 'Go to the airport ' - else - a {is} 'Go to the train station ' - password {is} {ask} 'What is the password?' - {if} password {is} 'TOPSECRET' - b {is} 'tomorrow at 02.00' - {else} - b {is} 'today at 10.00' - {print} a + b - mp_choice_options: - - option: Go to the train station today at 10.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 02.00 - feedback: You've cracked the code! - - option: Go to the train station tomorrow at 02.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 10.00 - feedback: The agent won't be catching any bad guys here - hint: The correct password is TOPSECRET - correct_answer: B - question_score: '10' - 6: - question_text: Which line should be filled in at the ??? - code: |- - {print} 'Welcome to McHedy!' - order = {ask} 'Would you like a hamburger or fries?' - {if} order = 'hamburger' - price = 12 - {if} order = 'fries' - price = 4 - drinks = {ask} 'Would you like a drink with that for 2 dollars?' - {if} drinks = 'yes' - ??? - {print} 'That will be ' price ' dollar please' - mp_choice_options: - - option: |- - ``` - price = 14 - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = '14' - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = price + 2 - ``` - feedback: Excellent! - - option: |- - ``` - price = + 2 - ``` - feedback: Almost there! - hint: What if you only order fries and a drink? - correct_answer: C - question_score: '10' - 7: - question_text: Which output does a vegan get? - code: |- - menu = 'cookies', 'cheese', 'grapes' - {print} "It's my birthday! I`ve brought some snacks!" - diet = {ask} 'Do you have any dietary restrictions?' - {if} diet = 'gluten free' - {remove} 'cookies' {from} menu - {if} diet = 'vegan' - {remove} 'cheese' {from} menu - {print} 'For you I have brought: ' - {for} snack {in} menu - {print} snack - mp_choice_options: - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cookies - grapes - feedback: Terrific! - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - feedback: There's more options than just one + Baby shark tututudutudu + Baby shark + Baby shark tututudutudu + Baby shark + Baby shark tututudutudu + Baby shark + feedback: The last line has no indentation, so it's not repeated. - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cheese - grapes - feedback: A vegan person can't have cheese + Baby shark tututudutudu + Baby shark tututudutudu + Baby shark tututudutudu + Baby shark + feedback: Right! - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - cookies - feedback: Almost there, but look at the order of snacks in the list - hint: What item is removed from the list when you answer 'vegan'? - correct_answer: A - question_score: '10' - 8: - question_text: Which code was used to create this output? - code: '3.5' + Baby shark tututudutudu + Baby shark + Baby shark + Baby shark + feedback: What is being repeated and what isn't. + 9: + 6: mp_choice_options: - - option: |- - ``` - {print} '7 / 2' - ``` - feedback: 'No' - - option: |- - ``` - {print} 7 / 2 - ``` - feedback: That is right! - - option: |- - ``` - {print} 7 : 2 - ``` - feedback: 'No' - - option: |- - ``` - {print} 7 * 2 - ``` - feedback: 'No' - hint: 7 devided by 2 is 3.5 - correct_answer: B - question_score: '10' - 9: - question_text: Which code should be filled in in line 1 at the ??? + - option: '`{if}`' + feedback: Don't forget the others + - option: '`{if}` `{repeat}`' + feedback: Don't forget `{else}`! + - option: '`{if}` `{else}` `{repeat}`' + feedback: Keep it up! + - option: '`{if}` `{else}` `{repeat}` `{print}`' + feedback: Not with {print} + 10: code: |- - ??? - {print} 'You won ' prizes {at} {random} '!' + 1 {repeat} 2 {times} + 2 {if} level {is} 9 + 3 {print} Great job! + 10: + 5: + question_text: What word should be on the _ with these digital dice? + 6: mp_choice_options: + - option: Kelly chooses rock + feedback: Meredith wants to play too! - option: |- - ``` - prizes = 'one' 'million' 'dollars', 'nothing' - ``` - feedback: You won nothing - - option: |- - ``` - prizes = 'one million dollars, nothing' - ``` - feedback: You won nothing - - option: |- - ``` - prizes = 'one million dollars', 'nothing' - ``` - feedback: Winner! + Meredith chooses scissors + Kelly chooses rock + feedback: So close! But Kelly is first in the list, so she goes first + - option: Meredith chooses paper + feedback: Kelly wants to play too! - option: |- - ``` - 'prizes' = 'one million dollars', 'nothing' - ``` - feedback: You won nothing - hint: The items on the list should be in quotation marks - correct_answer: C - question_score: '10' + Kelly chooses paper + Meredith chooses scissors + feedback: Amazing! + 7: + question_text: What line should be on the _ in this code that decides what these people will have for dinner? + 8: + question_text: What should be on the _ in this code that decides which color shirt you get? 10: - question_text: Which line of code should be filled in at the ??? to complete the song ? code: |- - actions = 'clap your hands', 'stomp your feet', 'shout Hurray!' - ??? - {for} i {in} {range} 0 {to} 1 - {print} 'if youre happy and you know it' - {print} action - {print} 'if youre happy and you know it and you really want to show it' - {print} 'if youre happy and you know it' - {print} action - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 1 {to} 3 - ``` - feedback: This is a hard one! All the actions on the list must be in the song. - - option: |- - ``` - {for} action {in} actions - ``` - feedback: You are amazing! - - option: |- - ``` - {repeat} 3 {times} - ``` - feedback: This is a hard one! All the actions on the list must be in the song. - - option: |- - ``` - {print} actions {at} {random} - ``` - feedback: This is a hard one! All the actions on the list must be in the song. - hint: This is a hard one! All the actions on the list must be in the song. - correct_answer: B - question_score: '10' - 13: + prizes = 1 million dollars, car, sandwich + names = Bob, Patrick, Sandy, Larry + {for} prize {in} prizes + {print} 'The ' prize 'is won by ' names {at} {random} + 11: 1: - question_text: Which code should be filled in at the ??? ? - code: |- - name = {ask} 'What is your name?' - song = {ask} 'Whould you like to hear a song?' - birthday = {ask} 'Is today your birthday?' - ??? - {print} 'Happy Birthday to you!' - {print} 'Happy Birthday to you!' - {print} 'Happy Birthday dear ' name - {print} 'Happy Birthday to you!' mp_choice_options: - option: |- ``` - {if} birthday {and} song = 'yes' - ``` - feedback: Almost there - - option: |- - ``` - {if} birthday = 'yes' {and} name = 'Hedy' - ``` - feedback: Hedy only sings for you if you like to hear a song - - option: |- - ``` - {if} song = 'yes' {and} birthday = 'yes' - ``` - feedback: Super! - - option: |- - ``` - {if} song = 'yes' {or} birthday = 'yes' + counter ``` - feedback: Hedy only sings if both answers are yes - hint: Hedy sings if you want to hear a song and it's you birthday - correct_answer: C - question_score: '10' - 2: - question_text: Which command is missing in the code at the place of the ??? ? - code: |- - menu = 'cheese', 'sausage rolls', 'cookies' - diet = {ask} 'Do you have any dietary restrictions?' - {if} diet = 'vegan' ??? diet = 'halal' - {remove} 'sausage rolls' {from} menu - mp_choice_options: - - option: '`{and}`' - feedback: You don't have to be vegan and muslim - - option: '`{or}`' - feedback: Great thinking! - - option: '`+`' feedback: 'No' - - option: '`{print}`' + - option: '`{range}`' + feedback: Correct + - option: '`{if}`' feedback: 'No' - hint: Neither vegans nor muslims can eat sausage rolls. - correct_answer: B - question_score: '10' - 3: - question_text: Which output is given to a member without a discount code? - code: |- - member = {ask} 'Do you have a membership card?' - discount = {ask} 'Do you have a discount code?' - {if} member = 'yes' {or} discount = 'yes' - {print} 'You get a free apple pie!' - {else} - {print} 'That will be 5 dollars please' + - option: '`{for}`' + feedback: 'No' + 2: mp_choice_options: - - option: You get a free apple pie! - feedback: Great job! - - option: That will be 5 dollars please - feedback: That is not true - - option: This code won't work, so there is no output - feedback: There is nothing wrong with the code - - option: There is no way of knowing - feedback: There is! Read the question carefully - hint: Mind the command `{or}` in line 3 - correct_answer: A - question_score: '10' + - option: |- + 1 + 2 + 3 + feedback: Correct! + - option: 1 2 3 + feedback: That's not it + - option: 1, 2, 3 + feedback: That's not it + - option: '123' + feedback: That's not it 4: - question_text: Which line of code should follow this line in rock-paper-scissors game? - code: '{if} computer_choice {is} ''rock'' {and} your_choice {is} ''paper''' mp_choice_options: - option: |- ``` - {print} 'you win' + {for} i {in} {range} 0 {to} 10 + {print} i ``` - feedback: You win! + feedback: Now Hedy prints the numbers from 0 to 10 instead of 10 to 0. - option: |- ``` - {print} 'you lose' + {for} i {in} {range} 0 {to} 10 + {print} - i ``` - feedback: You lose! + feedback: Hedy would print negative numbers in this case. - option: |- ``` - {print} 'tie' + {for} i {in} {range} 10 to 0 + {print} 10 9 8 7 6 5 4 3 2 1 0 ``` - feedback: It's only a tie if both choices are the same + feedback: Unfortunately this does not exist. - option: |- ``` - {print} 'try again' + {for} i {in} {range} 0 {to} 10 + {print} 10 - i ``` - feedback: Try again! - hint: Paper beats rock - correct_answer: A - question_score: '10' - 5: - question_text: Which statement is true about this code? - code: |- - {if} name = 'Cinderella' {and} shoe_size = 38 - {print} 'You are my one true love!' - mp_choice_options: - - option: Every person with shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person named Cinderella is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person that is named Cinderella and has shoe size 38 is this prince's one true love - feedback: Fantastic! - - option: Every person that's not named Cinderella and does not have shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - hint: Both statements have to be true - correct_answer: C - question_score: '10' - 6: - question_text: Which statement about this code is true? - code: |- - {print} 'Let me guess which family member you are!' - glasses = {ask} 'Do you wear glasses?' - female = {ask} 'Are you female?' - {if} glasses = 'yes' {and} female = 'yes' - {print} 'You must be Sophie!' - {if} glasses = 'no' {and} female = 'yes' - {print} 'You must be Marleen!' - {if} glasses = 'yes' {and} female = 'no' - {print} 'You must be Wouter!' - {if} glasses = 'no' {and} female = 'no' - {print} 'You must be Michael!' - mp_choice_options: - - option: Michael is a boy with glasses - feedback: Try again - - option: Marleen is a girl with glasses - feedback: Try again - - option: Wouter is a boy without glasses - feedback: Try again - - option: Sophie is a girl with glasses - feedback: Great job! - hint: Take a good look! Or do you need glasses? - correct_answer: D - question_score: '10' - 7: - question_text: Which statement is false? - code: |- - {print} 'Thank you for helping me take care of my pets' - {print} 'Here is a program to help feed them' - animal = {ask} 'What kind of animal are they?' - color = {ask} 'What colour are they?' - {if} animal = 'cat' {and} color = 'grey' - {print} 'That is Abby. She eats 3 scoops of cat nibbles' - {if} animal = 'cat' {and} color = 'orange' - {print} 'That is Milo. He eats 4 scoops of cat nibbles' - {if} animal = 'bird' {or} color = 'black' - {print} 'I fed them this moring! They do not need more food today' - {if} animal = 'hamster' {and} color = 'brown' - {print} 'You can feed them a piece of carrot' - mp_choice_options: - - option: The grey cat is called Abby - feedback: This is true! - - option: Milo the orange cat eats 4 scoops of cat nibbles - feedback: This is true - - option: The black hamster needs to be fed a piece of carrot - feedback: Great job! - - option: The yellow bird was fed this morning - feedback: This is true - hint: Read the last 4 lines carefully - correct_answer: C - question_score: '10' + feedback: That's right! + hint: It has to be a calculation... 8: - question_text: What output do you get if you order popcorn but no drink? - code: |- - {print} 'Welcome to the movie theater' - popcorn = {ask} 'Would you like some popcorn?' - drink = {ask} 'Would you like a drink?' - {if} popcorn = 'yes' {and} drink = 'yes' - {print} 'That will be 8 dollars please' - {if} popcorn = 'no' {and} drink = 'yes' - {print} 'That will be 3 dollars please' - {if} popcorn = 'yes' {and} drink = 'no' - {print} 'That will be 5 dollars please' - {if} popcorn = 'no' {and} drink = 'no' - {print} 'Ok' - {print} 'Enjoy the movie' mp_choice_options: - option: |- - Welcome to the movie theater - That will be 8 dollars please - Enjoy the movie - feedback: You have paid too much! - - option: |- - Welcome to the movie theater - That will be 5 dollars please - Enjoy the movie - feedback: Amazing! - - option: |- - Welcome to the movie theater - That will be 3 dollars please - Enjoy the movie - feedback: That's not enough money! + 23 + 24 + 25 + feedback: The numbers don't appear. It doesn't say `{print}` i. + - option: 23 hi 24 hi 25 hi + feedback: The numbers don't appear. It doesn't say `{print}` i - option: |- - Welcome to the movie theater - Ok - Enjoy the movie - feedback: You have to pay for your popcorn! - hint: popcorn = yes and drink = no - correct_answer: B - question_score: '10' - 9: - question_text: What is wrong with this code? - code: |- - 1 chocolate = {ask} 'Would you like chocolate sauce on your ice cream?' - 2 sprinkles = {ask} 'Would you like sprinkles on your ice cream?' - 3 {if} chocolate {and} sprinkles = 'yes' - 4 {print} 'Ice cream with chocolate sauce and sprinkles, coming up!' - 5 {if} chocolate = 'yes' {and} sprinkles = 'no' - 6 {print} 'Ice cream with chocolate sauce, coming up!' - 7 {if} chocolate = 'no' {and} sprinkles = 'yes' - 8 {print} 'Ice cream with sprinkles, coming up' - 9 {if} chocolate = 'no' {and} sprinkles = 'no' - 10 {print} 'Just plain icecream, coming up!' + hi + hi + hi + feedback: Correct + - option: The word 'hi' will appear 25 times in a row. + feedback: No it will only appear 3 times. + 10: mp_choice_options: - option: |- - Line 3 should be: ``` - {if} chocolate = 'yes' {and} sprinkles = 'yes' + {for} i {in} {range} 1 {to} 3 + {print} Baby shark tututudutudu + {print} Baby shark ``` - feedback: Correct! - - option: "Line 3 should be: \n```\n{if} chocolate = 'no' {and} sprinkles = 'no'\n```" - feedback: This is not what I ordered! - - option: "Line 5 should be: \n```\n{if} chocolate = 'yes' {and} sprinkles = 'yes'\n```" - feedback: This is not what I ordered! + feedback: Mind the indention - option: |- - Line 7 should be: ``` - {if} chocolate = 'yes' {and} sprinkles = 'no' - ``` - feedback: This is not what I ordered! - hint: There is a mistake in line 3 - correct_answer: A - question_score: '10' - 10: - question_text: Which command needs to be in line 8 at the place of the ??? ? - code: |- - {print} 'Welcome to the product finder of this supermarkt' - item = {ask} 'What product are you looking for?' - bakery = 'bread', 'buns', 'muffins' - drinks = 'soda', 'water', 'lemonade' - snacks = 'chips', 'nuts', 'dips' - frozen = 'fries', 'icecream', 'pizza' - fruit = 'bananas', 'apples', 'oranges' - {if} item {in} snacks ??? item {in} drinks - {print} 'This item is in aisle 3' - {if} item {in} bakery {or} item {in} bakery - {print} 'This item in in the back of the store' - {if} item {in} fruit - {print} 'The fruit is sold near the register' - mp_choice_options: - - option: '`{and}`' - feedback: There are no items that are both the list of snacks and the list of drinks - - option: '`{or}`' - feedback: Great job! - - option: '`{in}`' - feedback: 'No' - - option: '`{if}`' - feedback: 'No' - hint: The item is either in the list of snacks, or in the list of drinks - correct_answer: B - question_score: '10' - 14: - 1: - question_text: Which symbol should be used on the blank? - code: |- - name _ {ask} 'Who are you?' - {if} name == 'Hedy' - {print} 'Me too!' - mp_choice_options: - - option: '`=>`' - feedback: This is not a symbol. - - option: '`==`' - feedback: We are not comparing anything, just asking. - - option: '`!=`' - feedback: We are not comparing anything, just asking - - option: '`=`' - feedback: Right! - hint: We are not comparing anything, we are just asking a name. - correct_answer: D - question_score: '10' - 2: - question_text: Which of these codes has used the correct = or == symbol? - mp_choice_options: - - option: '{if} name = Hedy' - feedback: 'No' - - option: '{if} age = 24' - feedback: 'No' - - option: answer = {ask} 'What is your answer' - feedback: Yes! - - option: answer == {ask} 'How are you doing?' - feedback: 'No' - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' - 3: - question_text: Which symbols should be filled in on the two blanks? - code: |- - guests = {ask} 'How many people are at the party?' - {if} guests _ 130 - {print} 'You can come in!' - {if} guests _ 130 - {print} 'Im sorry, the club is full. ' - {print} 'You have to wait for a guest to leave' - mp_choice_options: - - option: '`>` and `<`' - feedback: That's not it - - option: '`=` and `>=`' - feedback: That's not it - - option: '`<` and `>=`' - feedback: You are right - - option: '`+` and `==`' - hint: There are 130 people allowed in the club - correct_answer: C - question_score: '10' - feedback: That's not it - 4: - question_text: What's wrong with this code? - code: |- - price = 10 - money = {ask} How much money do you have? - buy = {ask} 'Would you like to buy this teddy bear?' - {if} money >= price {and} buy == 'yes' - {print} 'You can buy the bear!' - {else} - {print} 'You cannot buy this bear!' - mp_choice_options: - - option: In line 1 == should be used instead of = - feedback: No that's not it - - option: Line 2 misses quotation marks - feedback: You are correct - - option: In line 4 = should have been used instead of == - feedback: No that's not it - - option: In line 4 <= should have been used instead of >= - feedback: No that's not it - hint: The symbols are right - correct_answer: B - question_score: '10' - 5: - question_text: Which symbol should be filled in on the blanks if the movie is suitable for kids for the age of 12 and up? - code: |- - age = {ask} 'How old are you?' - ticket = {ask} 'Do you have a ticket?' - {if} age _ {and} ticket == 'yes' - {print} 'You can enter the movie theater.' - {else} - {print} 'You are not allowed to come in!' - mp_choice_options: - - option: '`> 12`' - feedback: 12 year olds are allowed too - - option: '`>= 12`' - feedback: Great! - - option: '`< 12`' - feedback: These kids are too young! - - option: '`<= 12`' - feedback: These kids are too young - hint: '> means greater than' - correct_answer: B - question_score: '10' - 6: - question_text: How many times do you have to say you are annoyed before this annoying game stops? - code: |- - lives = 2 - {repeat} 10 {times} - {if} lives != 0 - answer = {ask} 'Are you annoyed yet?' - {if} answer == 'yes' - lives = lives - 1 - mp_choice_options: - - option: 10 times - feedback: It stops after 2 times - - option: 0 times - feedback: It stops after 2 times - - option: 1 time - feedback: It stops after 2 times - - option: 2 times - feedback: That is correct - hint: '!= means ''is not''' - correct_answer: D - question_score: '10' - 7: - question_text: What should be filled in on the three blanks? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' - mp_choice_options: - - option: '`''Lower''` and `''Higher''` and `''You win!''`' - feedback: That's not quite right. - - option: '`''Higher''` and `''Lower''` and `''You win!''`' - feedback: You win! - - option: '`''You win!''` and `''Lower!''` and `''Higher''`' - feedback: That's not quite right. - - option: '`''Lower!''` and `''You win!''` and `''Higher!''`' - feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: B - question_score: '10' - 8: - question_text: Which statement is true about this roller coaster? - code: |- - length = {ask} 'Please fill in your length in cm' - {if} length < 120 - {print} 'Sorry, you cannot go on this roller coaster.' - {else} - {print} 'Enjoy the ride' - mp_choice_options: - - option: You must be taller than 120 cm to go on the roller coaster - feedback: True! - - option: You must be taller than 119 cm to go on the roller coaster - feedback: If you are 120 cm you won't get in - - option: You must be shorter than 120 cm to go on the roller coaster - feedback: '> means greater than' - - option: There are no length restrictions to go on the roller coaster - feedback: There are. - hint: '> means greater than' - correct_answer: A - question_score: '10' - 9: - question_text: How many pieces of chocolate will give you a stomach ache according to this fitbit? - code: |- - chocolate = {ask} 'How many pieces of chocolate have you eaten?' - {if} chocolate <= 2 - {print} 'That is a healthy amount' - {if} chocolate > 2 {and} chocolate =< 8 - {print} 'That is a bit much' - {if} chocolate > 8 - {print} 'You will get a stomach ache!' - mp_choice_options: - - option: 1 or more - feedback: 'No' - - option: 2 or more - feedback: 'No' - - option: 8 or more - feedback: Almost - - option: 9 or more - feedback: Great! - hint: '> 8 means more than 8' - correct_answer: D - question_score: '10' - 10: - question_text: What should be filled in in the blanks? - code: |- - {print} 'Whoever gets the most points wins!' - {if} points_player_1 < points_player_2 - {print} _ - mp_choice_options: - - option: '''player 1 wins''' - feedback: Look at who has the highest score! - - option: '''player 2 wins''' - feedback: Yes! - - option: '''player 2 loses''' - feedback: Look at who has the highest score! - - option: '''It is a tie''' - feedback: No it's not, one player has a higher score - hint: You win the game by having the most points - correct_answer: B - question_score: '10' - 15: - 1: - question_text: 'Which symbol should be used on the blank? Tip: You must keep guessing until you get it right.' - code: |- - answer = 0 - {while} answer _ 'Amsterdam' - answer = {ask} 'What is the capital city of the Netherlands?' - {print} 'You have given the correct answer' - mp_choice_options: - - option: '`=!`' - feedback: That is not right. - - option: '`==`' - feedback: You don't have to keep guessing if you've given the right answer. - - option: '`!=`' - feedback: Correct - - option: '`=`' - feedback: That's not it - hint: Keep guessing until you say Amsterdam - correct_answer: C - question_score: '10' + {for} i {in} {range} 1 {to} 3 + {print} Baby shark tututudutudu + {print} Baby shark + ``` + feedback: That's right! + - option: |- + ``` + {for} i {in} {range} 0 {to} 3 + {print} Baby shark tututudutudu + {print} Baby shark + ``` + feedback: '`{range}` 0 `{to}` 3 is 4 times.' + - option: |- + ``` + {for} i {in} {range} 0 {to} 3 + {print} Baby shark tututudutudu + {print} Baby shark + ``` + feedback: '`{range}` 0 `{to}` 3 is 4 times.' + hint: Mind the indention + 12: 2: - question_text: Which of these codes has used the correct symbol(s)? mp_choice_options: - option: |- ``` - {while} name = Hedy + flavors {is} vanilla, strawberry, chocolate + {print} 'I would like a ' flavors {at} {random} ' cake.' ``` - feedback: 'No' + feedback: All the different values of flavors should be in quotation marks. - option: |- ``` - {while} age = 24 + 'flavors = vanilla, strawberry, chocolate' + {print} 'I would like a ' flavors {at} {random} ' cake.' ``` - feedback: 'No' + feedback: All the different values of flavors should be in quotation marks. - option: |- ``` - {while} time > 0 + flavors = 'vanilla', 'strawberry', 'chocolate' + {print} 'I would like a ' flavors {at} {random} ' cake.' ``` - feedback: Yes! + feedback: Alright! - option: |- ``` - {while} answer == yes' - ``` - feedback: A quotation mark is missing - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' - 3: - question_text: Which command should be filled in on the blank? + flavors = 'vanilla, strawberry, chocolate' + {print} 'I would like a ' flavors {at} {random} ' cake.' + ``` + feedback: All the different values of flavors should be in quotation marks. + 6: + question_text: Which line should be filled in at the ??? code: |- - _ age < 18 - {print} 'you are not allowed in this bar' - mp_choice_options: - - option: '`{in}`' - feedback: That's not it - - option: '`{while}`' - feedback: You are right - - option: '`{for}`' - feedback: That's not it - - option: '`{range}`' - feedback: That's not it - hint: You are not allowed in the bar as long as you are 17 or younger - correct_answer: B - question_score: '10' - 4: - question_text: What's wrong with this code? + {print} 'Welcome to McHedy!' + order = {ask} 'Would you like a hamburger or fries?' + {if} order = 'hamburger' + price = 12 + {if} order = 'fries' + price = 4 + drinks = {ask} 'Would you like a drink with that for 2 dollars?' + {if} drinks = 'yes' + ??? + {print} 'That will be ' price ' dollar please' + 9: + question_text: Which code should be filled in in line 1 at the ??? + code: |- + ??? + {print} 'You won ' prizes {at} {random} '!' + 10: + question_text: Which line of code should be filled in at the ??? to complete the song ? code: |- - options = 1, 2, 3, 4, 5, 6 - {print} 'Throw 6 as fast as you can!' - thrown = 0 - tries = 0 - {while} thrown == 6 - thrown = options {at} {random} - {print} 'You threw ' thrown - tries = tries + 1 - {print} 'Yes! You have thrown 6 in ' tries ' tries.' + actions = 'clap your hands', 'stomp your feet', 'shout Hurray!' + ??? + {for} i {in} {range} 0 {to} 1 + {print} 'if youre happy and you know it' + {print} action + {print} 'if youre happy and you know it and you really want to show it' + {print} 'if youre happy and you know it' + {print} action + 15: + 4: mp_choice_options: - option: In line 1 == should be used instead of = feedback: No that's not it @@ -3405,20 +446,7 @@ levels: feedback: That's not it - option: In line 5 != should have been used instead of == feedback: You are correct - hint: There is something wrong in line 5 - correct_answer: D - question_score: '10' 5: - question_text: What should be placed on the blank to make this program work correctly? - code: |- - wetness = 10 - {while} wetness != 0 - {print} 'Your hair is still wet, hair dryer on!' - {sleep} 1 - {clear} - wetness _ - - {print} 'All dry!' mp_choice_options: - option: = wetness feedback: That will not change anything @@ -3428,17 +456,7 @@ levels: feedback: You are correct! - option: = wetness + 1 feedback: The program should count down - hint: wetness should get less each time - correct_answer: C - question_score: '10' 6: - question_text: What is wrong with this code? - code: |- - lives = 100 - {while} lives != 0 - answer = {ask} 'Are you annoyed yet?' - {if} answer == 'yes' - lives = lives - 1 mp_choice_options: - option: '{while} should be {if}' feedback: No that is not right @@ -3448,25 +466,7 @@ levels: feedback: No that's not right - option: Line 2 should start with less indentation feedback: That is correct - hint: Look closely at the indentation - correct_answer: D - question_score: '10' 7: - question_text: How should this program be changed so that it works? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' mp_choice_options: - option: '... change the first {if} into a {while}' feedback: Perfect! @@ -3476,40 +476,7 @@ levels: feedback: That's not quite right. - option: '... change the fourth {if} into a {while}' feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: A - question_score: '10' - 8: - question_text: Which statement is true about this automated toilet system? - code: |- - {while} toilet == 'occupied' - lights = 'on' - air_freshener_sprays = 'yes' - {sleep} 60 - lights = 'off' - air_freshener_sprays = 'no' - mp_choice_options: - - option: The lights and air freshener will turn off after 1 minute - feedback: False! - - option: The air freshener sprays once every minute and the lights stay on the whole time while you are on the toilet - feedback: Great job - - option: The air freshener sprays once you leave the toilet. - feedback: It only sprays when you're in there. - - option: The lights will always stay on. - feedback: That wouldn't be right. - hint: The block after the {while} command keeps happening while the toilet is occupied. - correct_answer: B - question_score: '10' 9: - question_text: What will the diet app say if you have eaten 1600 calories today? - code: |- - calories = {ask} 'How many calories have you eaten today?' - {while} calories <= 1000 - {print} 'You could eat some more' - {while} calories > 1000 {and} calories =< 2000 - {print} 'That is alright' - {while} calories > 2000 - {print} 'You have had enough for today' mp_choice_options: - option: Nothing. 1600 is not programmed into the app. feedback: 'No' @@ -3519,16 +486,7 @@ levels: feedback: Yes! - option: You have eaten enough for today feedback: 'No' - hint: 1600 is between 1000 and 2000 - correct_answer: C - question_score: '10' 10: - question_text: 'What should be filled in in the blanks? Tip: the player with the most points is in the lead.' - code: |- - name_player_1 = {ask} 'Name player 1:' - name_player_2 = {ask} 'Name player 2:' - {while} points_player_1 > points_player_2 - {print} _ ' is in the lead right now!' mp_choice_options: - option: name_player_1 feedback: You are right! @@ -3538,105 +496,20 @@ levels: feedback: You should fill in a name, not a number - option: points_player_2 feedback: You should fill in a name, not a number - hint: You win the game by having the most points. Your name should appear on the screen - correct_answer: A - question_score: '10' 16: - 1: - question_text: Which command should be filled in on the blanks to print a random snack? - code: |- - snacks = nachos, chips, cucumber, sweets - {print} _ - mp_choice_options: - - option: '`snacks {at} {random}`' - feedback: This is the old way. - - option: '`[{random} snack]`' - feedback: The order is wrong. - - option: '`snacks[{random}]`' - feedback: Correct - - option: '`snacks[{at} {random}]`' - feedback: We do not need `at`anymore - hint: We no longer use {at} - correct_answer: C - question_score: '10' 2: - question_text: What should be filled in on the blanks if you want a list of what chores are done by whom? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chores = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} _ - mp_choice_options: - - option: |- - ``` - friends[i] has to do chores [i] - ``` - feedback: Mind the spacing. - - option: |- - ``` - friends[1] has to do chores[1] - ``` - feedback: It will print 3 times that Wesley has to do the cooking - - option: |- - ``` - chores[i] ' has to do ' friends[random] - ``` - feedback: The person has to do the chore, not the other way around - - option: |- - ``` - friends[i] ' has to do ' chores[i] - ``` - feedback: Fantastic! - hint: '`i` tells us what item in the list it is. So friend 1 does chore 1 etc.' - correct_answer: D - question_score: '10' 3: - question_text: What is a possible output for this program? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chore = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} friends[i] has to do chores[i] - mp_choice_options: - - option: |- - ``` - Wesley has to do the cooking - Eric has to do the cleaning - Kaylee has to do nothing - ``` - feedback: Super! - - option: |- - ``` - Kaylee has to do the cooking - Wesley has to do the cleaning - Eric has to do nothing - ``` - feedback: No, it is not random. - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cleaning - Wesley has to do the nothing - ``` - feedback: Poor Wesley! - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cooking - Wesley has to do the cooking - ``` - feedback: That's not it - hint: It's not random... - correct_answer: A - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - friends = ['Jaylee', 'Erin', 'Fay'] - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 0 {to} 3 - print 'the lucky number of ' friends[i] - print 'is ' lucky_numbers[i] mp_choice_options: - option: The variable in line 4 should be 'friend[i]', not 'friends[i]' feedback: That is not right. @@ -3646,16 +519,7 @@ levels: feedback: It's not a variable, it's just text. - option: '{in} in line 3 should be removed' feedback: That's not it - hint: There's nothing wrong with line 4 - correct_answer: B - question_score: '10' 5: - question_text: Which line should be filled in in the blank? - code: |- - animals = ['dog', 'cow', 'horse'] - _ - {for} i {in} {range} 1 {to} 3 - {print} 'the ' animals[i] ' says ' sounds[i] mp_choice_options: - option: noises = ['moo', 'woof', 'neigh'] feedback: Mind the variable name and the order of the sounds. @@ -3665,487 +529,3 @@ levels: feedback: Don't forget the quotation marks! - option: sounds = ['woof', 'moo', 'neigh'] feedback: Great job! - hint: Look at line 1 to see proper use of brackets and quotation marks. - correct_answer: D - question_score: '10' - 6: - question_text: Which statement is true? - code: |- - people = ['Chris', 'Jaylino', 'Ryan'] - games = ['fortnite', 'minecraft', 'fifa'] - {for} o {in} {range} 1 {to} 3 - {print} people[o] ' likes ' games[o] - mp_choice_options: - - option: You are not allowed to use the variable o. It should be named i. - feedback: i is the most commonly used variable name in this case, but it's not mandatory to use i. - - option: The output will say that Jaylino likes fortnite. - feedback: No, he likes minecraft. - - option: The output will say that Ryan likes fifa - feedback: Correct - - option: This code will not work. It will give and error. - feedback: No, the code is correct. - hint: There is nothing wrong with this code. - correct_answer: C - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - people = ['Savi', 'Senna', 'Fayenne'] - transportation = ['bike', 'train', 'car'] - {for} i {in} {range} 1 {to} 3 - {print} people[i] goes to school by transportation[i] - mp_choice_options: - - option: Line 1 needs less quotation marks - feedback: That is not right. - - option: Line 3 should start with indentation - feedback: It should not! - - option: Line 4 should start without indentation - feedback: It should not - - option: Line 4 needs more quotation marks. - feedback: Amazing! - hint: There is a mistake made in the usage of quotation marks. - correct_answer: D - question_score: '10' - 8: - question_text: Which of these codes belongs to this output? - code: |- - Macy and Kate get to go first - Lionell and Raj get to go second - Kim and Leroy get to go third - mp_choice_options: - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 0 {to} 3 - {print} teams[random] ' get to go ' position[i] - ``` - feedback: This is not right - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: Amazing! - - option: |- - ``` - teams = ['Macy', 'Kate', 'Lionell', 'Raj', 'Kim', 'Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 6 - {print} teams[random] ' get to go ' position[random] - ``` - feedback: This is not it. - - option: |- - ``` - teams = ['Macy and Kate' 'Lionell and Raj' 'Kim and Leroy'] - position = ['first' 'second' 'third'] - {for} teams {in} {range} 0 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: This is not going to work! - hint: If you look carefully at the first line, you'll see that only the first two answers are possibly correct. - correct_answer: B - question_score: '10' - 9: - question_text: What is a possible output for this code? - code: |- - countries = ['Canada', 'Zimbabwe', 'New Zealand'] - {for} i {in} {range} 0 {to} 1 - {print} 'I will travel to ' countries[random] - mp_choice_options: - - option: |- - ``` - I will travel to Canada - I will travel to Canada - ``` - feedback: Great job! - - option: |- - ``` - I will travel to Canada - ``` - feedback: It will be repeated twice - - option: |- - ``` - I will travel to Canada, Zimbabwe and New Zealand - ``` - feedback: This is not it. - - option: |- - ``` - I will travel to Canada - I will travel to Zimbabwe - I will travel to New Zealand - ``` - feedback: It's only repeated twice - hint: Range 0 to 1 is 2 times - correct_answer: A - question_score: '10' - 10: - question_text: Which 3 lines will complete this code correctly? - code: |- - {print} 'The book raffle will start soon' - {print} 'Get your tickets now!' - books = ['Narnia', 'The Hobbit', 'Oliver Twist', 'Harry Potter', 'Green eggs and ham'] - people = {ask} 'How many raffle tickets are sold?' - list_of_numbers = [1, 2] - {for} i {in} {range} 3 {to} people - {add} i {to} list_of_numbers - {for} i {in} {range} 1 {to} 5 - mp_choice_options: - - option: |- - ``` - chosen_number = list_of_numbers at random - print books[i] ' will go to person number ' chosen_number - {add} chosen_number {to} list_of_numbers - ``` - feedback: Almost there... but adding the winner to the list makes this raffle unfair - - option: |- - ``` - print person[i] ' wins ' book[i] - ``` - feedback: There is no list called 'person' - - option: |- - ``` - chosen_number = list_of_numbers[people] - print books[people] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: This is not it. - - option: |- - ``` - chosen_number = list_of_numbers[random] - print books[i] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: Fantastic! - hint: You need to use the {remove} command - correct_answer: D - question_score: '10' - 17: - 1: - question_text: What is the output of this code? - code: |- - minions = ['Bob', 'Kevin', 'Stuart'] - {for} x in minions: - {print} x - mp_choice_options: - - option: |- - ``` - m i n i o n s - ``` - feedback: This is not it. - - option: |- - ``` - Bob - Kevin - Stuart - ``` - feedback: Correct! - - option: |- - ``` - minions - minions - minions - ``` - feedback: Take a look at the content of your list. - - option: |- - ``` - B o b K e v i n S t u a r t - ``` - feedback: Do not loop through the letters. - hint: Loop through your list. - correct_answer: B - question_score: '10' - 2: - question_text: What is wrong with this code? - code: |- - seconds_minute = 60 - minute_hour = 60 - hour_day = 24 - leap_year = 366 - no_leap_year = 365 - years = ask 'what year is it?' - {if} years = 2024: - print seconds_minute * minute_hour * hour_day * leap_year - {else}: - print seconds_minute * minute_hour * hour_day * noleap_year - mp_choice_options: - - option: You cannot have so many variables. - feedback: This is not it. - - option: The way the variables are multiplied is incorrect. - feedback: Not true! - - option: One of the variables `noleap_year` does not belong with the `{if}` statement. - feedback: Keep looking for the mistake. - - option: The `noleap_year` has to be identical in both cases. - feedback: Correct! - hint: Read the code carefully. - correct_answer: D - question_score: '10' - 3: - question_text: How many hedgehogs will this code print? - code: |- - {for} x in range 1 to 3: - {for} y in range 1 to 2: - {print} 🦔 - mp_choice_options: - - option: |- - ``` - 🦔 - 🦔 - 🦔 - ``` - feedback: Try again. - - option: |- - ``` - 🦔 - 🦔 - ``` - feedback: One more try. - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: Well done! - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating. - correct_answer: C - question_score: '10' - 4: - question_text: What is wrong with code? - code: |- - name_color = {ask} 'What is your favorite color?' - {if} name_color == 'red': - {print} 'the color of a tomato' - {elif} name_color == 'green': - {print} 'the color of an apple' - {elif} name_color == 'blue': - {print} 'the color of a blueberry' - {elif} name_color == 'yellow': - {print} 'the color of a banana' - {elif}: - {print} 'this fruit-color does not exist' - mp_choice_options: - - option: The first `{elif}` should be used before the `print` command - feedback: Try again. - - option: '`{elif}` can only be used once' - feedback: From now on we can use elif multiple times. - - option: '`==` used with `{elif}` should be replaced by `=`' - feedback: Not correct. - - option: '`{elif}` in the last line should be replaced by `{else}`' - feedback: Great! - hint: Think about `{if}`, `{elif}`, `{else}`. - correct_answer: D - question_score: '10' - 5: - question_text: What is the output of this code? - code: |- - numbers = [7, 19, 29, 41, 53, 71, 79, 97] - {for} prime in numbers: - {if} prime <= 10: - {print} prime - {elif} prime >= 60: - {print} prime - {elif} prime >= 90: - {print} prime - {else}: - {print} 'another number' - mp_choice_options: - - option: |- - ``` - 7 - another number - another number - another number - another number - 71 - 79 - 97 - ``` - feedback: Well done! - - option: |- - ``` - another number - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: Try again. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - another number - ``` - feedback: One more try. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating and the values of if and elif. - correct_answer: A - question_score: '10' - 6: - question_text: What is wrong with code? - code: |- - name = {ask} 'What is your name?' - {if} name == 'Hedy': - password = {ask} 'What is your password?' - {if} password =='turtle123': - {print} 'Yey' - {else}: - {print} 'Access denied' - {else}: - {print} 'Go fish' - mp_choice_options: - - option: '`{elif}` is missing.' - feedback: Try again. - - option: '`{else}` can only be used once.' - feedback: From now on we can use elif multiple times. - - option: Nothing! - feedback: There is a mistake. Look carefully! - - option: There is an indentation mistake in the last line. - feedback: Amazing! - hint: There is a mistake somewhere... - correct_answer: D - question_score: '10' - 7: - question_text: Which of the following codes will print five times 'the result is 3' on the screen? - mp_choice_options: - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - result = n * 1 - {print} 'The result is ' result - ``` - feedback: Try again! - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} u in numbers: - number = u - {print} 'The result is ' number - ``` - feedback: That is not it. - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} number in numbers: - number = 3 - {print} 'The result is ' number - ``` - feedback: Very good! - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - n = result - {print} 'The result is ' result - ``` - feedback: That is not it. - hint: Think about mathematical symbols. - correct_answer: C - question_score: '10' - 8: - question_text: What is wrong with code? - code: |- - insects = ['🐝', '🦋', '🕷', '🐞'] - your_favorite = {ask} 'what is your favorite insect?' - {for} insect in insects: - {if} your_favorite == '🐝' {or} your_favorite == '🐞': - {print} 'very useful' - {elif} your_favorite == '🕷': - {print} 'it can catch mosquitoes' - {else}: - {print} 'almost all insects can be useful one way or another' - mp_choice_options: - - option: '`{or}` cannot be used with `{if}`.' - feedback: Try again. - - option: In the `{for}` command `insect` should be `insects`. - feedback: Not true. - - option: Nothing! - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 9: - question_text: Which one of the codes below gave this output? - code: |- - -5 is negative - -4 is negative - -3 is negative - -2 is negative - -1 is negative - 0 is positive - 1 is positive - 2 is positive - 3 is positive - mp_choice_options: - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Try again! - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number <= 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - - option: "```\n {for} number in range -5 to 3:\n {if} number >= 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Very good! - - option: "```\n {for} number in range -5 to 3:\n {if} number < 0: \n {print} number ' is positive'\n {elif} number <=0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 10: - question_text: What is wrong with this code? - code: |- - {for} number in range 1 to 5: - volume_room = num * num * num - {print} volume_room ' cubic meters' - {if} volume_room > 100: - {print} 'this is a large room' - {elif} volume_room < 100: - {print} 'small room but cosy' - {else}: - {print} 'i will look for something else' - mp_choice_options: - - option: The word num needs quotation marks. - feedback: Try again. - - option: The `{if}` command is not used correctly. - feedback: Not true. - - option: Line 3 should be `volume_room = number * number * number`. - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' diff --git a/content/quizzes/ms.yaml b/content/quizzes/ms.yaml index 7dc796ca2f7..fbe34acbaae 100644 --- a/content/quizzes/ms.yaml +++ b/content/quizzes/ms.yaml @@ -1,300 +1,4 @@ levels: - 1: - 6: - question_text: What's wrong with this code? - mp_choice_options: - - feedback: '`{print}` in line 1 is correct.' - option: In line 1 `{print}` should be replaced with `{ask}`. - - option: In line 2, `{print}` should be replaced with `{ask}`. - feedback: Great! You paid attention! - - feedback: '`{echo}` is correct.' - option: Line 3 has to begin with `{print}` instead of `{echo}`. - - feedback: No, there is a mistake somewhere else - option: In line 4, `{print}` is spelled wrong. - code: "{print} Hi im Hedy!\n{print} Which football team do you support?\n{echo} You support...\n{print} Cool! Me too!" - hint: Check the `{print}` commands. - question_score: '10' - correct_answer: B - 8: - correct_answer: C - question_text: How do you use the `{echo}` command? - mp_choice_options: - - option: You can use it to `{ask}` a question. - feedback: That's what `{ask}` is for! - - feedback: That's what `{print}` is for! - option: You can use it exactly the same way as `{print}`. - - feedback: Good job! - option: You can use it to repeat an answer. - - feedback: That's not right... - option: You can use it to make text disappear. - hint: '`{echo}` is used after an `{ask}` command.' - question_score: '10' - 1: - mp_choice_options: - - option: Hedy - feedback: Good job! - - option: Heddy - feedback: Not this one! - - option: Haydie - feedback: Not this one! - - feedback: Not this one! - option: Heidi - hint: It's named after Hedy Lamarr. - correct_answer: A - question_score: '10' - question_text: What's this programming language called? - 7: - mp_choice_options: - - option: In line 1 `{print}` needs to be replaced with `{ask}` - feedback: Are you sure something is wrong? - - option: In line 1 `{print}` needs to be replaced with `{echo}` - feedback: Are you sure something's wrong? - - feedback: Are you sure something is wrong? - option: In line 3 `{echo}` needs to be replaced with `{print}` - - option: Nothing! This is a perfect code! - feedback: Correct! - question_score: '10' - correct_answer: D - question_text: What's wrong with this code? - code: "{print} Welcome at Hedys restaurant!\n{ask} What would you like to eat?\n{echo} So you want to order ...\n{print} Coming right up! Enjoy!" - hint: Check the code line by line - 2: - mp_choice_options: - - feedback: '`{echo}` repeats a given answer.' - option: '`{echo}`' - - option: '`{print}`' - feedback: Correct! - - option: '`hello`' - feedback: Hello isn't a command. - - feedback: With `{ask}`, you can ask a question. - option: '`{ask}`' - code: _ Hello! - correct_answer: B - question_score: '10' - hint: _ Hello world! - question_text: Which need to be filled in on the blanks to make the text Hello! appear? - 4: - question_text: What is wrong with this code? - mp_choice_options: - - feedback: Correct! - option: '`{print}` in line 1 is missing.' - - option: The command in line 2 is spelled wrong. - feedback: The command is spelled correctly. - - option: "`{echo}` isn't a command." - feedback: "`{echo}` is a command, there's another mistake." - - option: Nothing! This is a perfect code! - feedback: Wrong, look carefully! - code: "Hi Im Hedy!\n{ask} Who are you?\n{echo} Hi..." - hint: Line 1 doesn't seem right - question_score: '10' - correct_answer: A - 3: - mp_choice_options: - - feedback: "`{print}` prints text, but it doesn't ask questions." - option: "```\n{print} What is your favorite color?\n```" - - option: "```\n{ask} {print} What is your favorite color?\n```" - feedback: You only need one command, not two. - - option: "```\n{ask} What is your favorite color?\n```" - feedback: Great! - - feedback: '`{echo}` repeats your answer back to you.' - option: "```\n{echo} What is your favorite color?\n```" - hint: You can ask something with the `{ask}` command - correct_answer: C - question_score: '10' - question_text: How do you ask what someone's favorite color is? - 9: - mp_choice_options: - - option: '`{print}` in line 1 should be `{ask}`' - feedback: No, `{print}` is right. Where is the question being asked? - - feedback: Super! - option: '`{print}` in line 2 should be `{ask}`' - - feedback: No, `{echo}` is right. Where is the question being asked? - option: '`{echo}` in line 3 should be `{ask}`' - - feedback: Look carefully for the mistake... - option: Nothing. This is a perfect code! - hint: '`{ask}` allows you to ask a question' - correct_answer: B - code: "{print} Hello!\n{print} How are you doing?\n{echo} So you are doing..." - question_text: What's wrong with this code? - question_score: '10' - 5: - code: "{ask} What is your favorite pet?\n_ So your favorite pet is..." - correct_answer: D - mp_choice_options: - - feedback: No, you would like the answer to be repeated back to you. - option: '`{print}`' - - option: '`Hedy`' - feedback: Hedy isn't a command. - - option: '`{ask}`' - feedback: With `{ask}` you can ask a question. - - feedback: Right on! - option: '`{echo}`' - question_text: Which command is missing in line 2? - question_score: '10' - hint: You want to see the answer at the end of line 2... - 10: - code: "{ask} Are you ready to go to level 2?\n{echo}\n{echo}" - mp_choice_options: - - option: Are you ready to go to level 2? - feedback: There are two `{echo}` commands - - feedback: Great job! - option: "Yes!\nYes!" - - option: Yes! - feedback: There are two `{echo}` commands - - option: "Are you ready to go to level 2?\nYes!" - feedback: There are two `{echo}` commands - question_text: Which output will be in your output screen after you've run this code? - correct_answer: B - hint: Let's go! - question_score: '10' - 2: - 3: - correct_answer: C - mp_choice_options: - - feedback: The word name is replaced with Marleen - option: name goes to the market and she buys an apple. - - option: Marleen goes to the market. - feedback: The second part of the sentence isn't left out! - - feedback: Right on! - option: Marleen goes to the market and she buys an apple. - - feedback: She is not replaced with the name - option: Marleen goes to the market and Marleen buys an apple. - code: "name {is} Marleen\n{print} name goes to the market and she buys an apple." - question_score: '10' - question_text: What appears on your output screen when you run this code? - hint: The word name is replaced with Marleen - 10: - correct_answer: D - mp_choice_options: - - feedback: You want to know the favorite flavor! - option: "```\n{sleep} 3\n```" - - option: "```\n{print} strawberries\n```" - feedback: You do not want a `{print}` command at the middle of the line... - - option: "```\nstrawberries, chocolate, vanilla\n```" - feedback: This way you are making a list. You don't want that now. - - feedback: That's right! - option: "```\n{ask} What flavor icecream do you like?\n```" - hint: You want to `{ask}` a question - question_text: What command should be used on the line 1? - question_score: '10' - code: "flavor {is} _\n{print} Your favorite icecream is...\n{sleep}\n{print} flavor" - 8: - hint: The variable name should come first - mp_choice_options: - - option: "```\nage {ask} {is} How old are you?\n```" - feedback: That is the wrong order - - feedback: That is the wrong order - option: "```\n{ask} {is} age How old are you?\n```" - - option: "```\nage {is} {ask} How old are you?\n```" - feedback: You get it! - - option: "```\nage {is} How old are you?\n```" - feedback: Where is the `{ask}` command? - question_text: How would you correct the first line of code? - correct_answer: C - code: "{ask} {is} How old are you?\n{print} age" - question_score: '10' - 5: - question_score: '10' - hint: The computer waits for a second at the `{sleep}` command - mp_choice_options: - - feedback: fortunately not! - option: It slows down your computer - - option: It closes down Hedy - feedback: fortunately not! - - feedback: That's right! - option: Your program pauses for a second and then continues - - feedback: No it would be useless at the end of your code - option: You put it at the end so Hedy knows your program is finished - correct_answer: C - question_text: What happens when you use the `{sleep}` command? - 4: - mp_choice_options: - - option: Hi my name is name - feedback: The variable name is replaced with Hedy - - feedback: The variable name is replaced with Hedy - option: Hi my name is Hedy - - option: Hi my Hedy is name - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is Hedy - feedback: Correct, this mistake will be fixed in level 4! - question_score: '10' - hint: "'name' is being replaced with 'Hedy' in both places" - code: "name {is} Hedy\n{print} Hi my name is name" - question_text: What will you see on the output screen when you run this code? - correct_answer: D - 1: - correct_answer: C - mp_choice_options: - - option: You can use the `{print}` command to ask questions. - feedback: That is what `{ask}` is for - - option: You can use the `{ask}` command to echo answers. - feedback: That is not true - - option: With the `{print}` command you can make text appear - feedback: Good - - option: With the `{sleep}` command, you can remove text from the screen. - feedback: That's not how `{sleep}` works. - hint: '`{print}` still works the same way as in level 1' - question_score: '10' - question_text: Which statement is true? - 7: - hint: You want the computer to wait for 3 seconds - mp_choice_options: - - option: "```\n{print} 3\n```" - feedback: You don't need to `{print}` - - feedback: Perfect! - option: "```\n{sleep} 3\n```" - - feedback: This way the bomb will explode in 1 second - option: "```\n{sleep}\n```" - - feedback: Make it easier on yourself by using the number 3 - option: "```\n{sleep} {sleep} {sleep}\n```" - correct_answer: B - code: "{print} I will explode in 3 seconds!\n_\n{print} BOOM!" - question_text: What command should be used on line 2? - question_score: '10' - 2: - mp_choice_options: - - option: "```\nname {is} {ask} What is your name?\n```" - feedback: Super! - - feedback: The words are right, the order is not! - option: "```\n{ask} {is} name What is your name\n```" - - feedback: This worked in level 1, but in level 2 and up it works differently. - option: "```\n{ask} What is your name?\n```" - - feedback: The words are right, the order isn't! - option: "```\n{ask} What is your name? {is} name\n```" - question_text: Which code is correct? - hint: "`{ask}` doesn't work like in level 1" - question_score: '10' - correct_answer: A - 9: - mp_choice_options: - - feedback: The variable name is animal - option: 'Line 1 should say: dogs `{is}` animals' - - option: 'Line 1 should say: animal `{is}` dogs' - feedback: Great! - - option: 'Line 2 should say: `{print}` I love animals' - feedback: The variable name is animal - - option: 'Line 2 should say: `{sleep}` I love animals' - feedback: Sleep is not used to `{print}` text - question_score: '10' - question_text: What is going wrong in this code? - code: "dogs {is} animal\n{print} I love animal" - hint: You want to `{print}` 'I love dogs' - correct_answer: B - 6: - question_text: What should be on the lines? - code: "{print} And the award for best programming language goes to...\n_\n{print} Hedy!" - hint: Pause for dramatic effect... - mp_choice_options: - - feedback: Perfect! - option: '`{sleep}`' - - feedback: There is nothing to repeat back here - option: '`{echo}`' - - option: '`{print}`' - feedback: There is no text there to `{print}` there - - option: '`{ask}`' - feedback: There is no question there to be asked - correct_answer: A - question_score: '10' 3: 1: mp_choice_options: @@ -306,2238 +10,9 @@ levels: feedback: '`{is}` is used to make a list' - option: '`{at}` `{random}`' feedback: Correct! - hint: Arbitrarily means without a plan or randomly. - question_score: '10' - correct_answer: D - question_text: What command(s) do you use to let Hedy pick something arbitrarily? - 4: - correct_answer: B - mp_choice_options: - - option: "```\n{print} price\n```" - feedback: You don't want to `{print}` the word price, but you want to `{print}` one price out of your list `{at} {random}` - - option: "```\n{print} prices {at} {random}\n```" - feedback: Great! You've really paid attention. - - feedback: '`{at} {random}` is placed behind the variable.' - option: "```\n{print} {at} {random} price\n```" - - option: Nothing, this code is alright. - feedback: Look carefully for the mistake you missed! - hint: The variable name is prices - question_text: What should change in line 2 to print a random price? - question_score: '10' - code: "prices {is} 1 dollar, 100 dollar, 1 million dollar\n{print} price {at} {random}" - 10: - mp_choice_options: - - option: "```\n{remove} walked_yesterday {from} walkers\n```" - feedback: Super! - - feedback: '`{remove} {from}` or `{add} {to}`, not `{remove} {to}`' - option: "```\n{remove} walked_yesterday {to} walkers\n```" - - option: "```\n{remove} walkers {from} yesterday\n```" - feedback: yesterday is not a variable - - feedback: This increased the chance that the person who walked yesterday now has to do it again. That's mean. - option: "```\n{add} walked_yesterday {to} walkers\n```" - question_text: What should be on the _? - hint: The person who walked the dogs yesterday should be removed from the list. - code: "walkers {is} dad, mom, Sam, Petra\nwalked_yesterday {is} {ask} Who walked the dogs yesterday?\n{print} walked_yesterday shouldn't have to walk the dogs again today\n_\n{print} walkers {at} {random} , it's your turn to walk the dogs!" - question_score: '10' - correct_answer: A - 2: - question_score: '10' - mp_choice_options: - - feedback: Good job! - option: 'You need commas in line 1: dog, cat, cow.' - - feedback: No, you don't need `{print}` - option: Line 1 needs to start with `{print}`. - - feedback: animals is correct. - option: Line 2 needs to say 'animal' instead of 'animals' - - feedback: '`{at} {random}` is the correct spelling' - option: '`{at} {random}` is spelled incorrectly' - correct_answer: A - hint: There's something wrong in line 1 - question_text: What's wrong with this code? - code: "animals {is} dog cat cow\n{print} animals {at} {random}" - 8: - code: "crisps {is} sea salt, paprika, sour cream\n{remove} sea salt {from} crisps\n{remove} paprika {from} crisps\n{print} crisps {at} {random}" - hint: There are 3 flavors, bit 2 are removed. Which one remains? - mp_choice_options: - - option: You can't tell, because Hedy will `{print}` one of the 3 flavors `{at} {random}` - feedback: Take a look at the `{remove}` commands - - feedback: sea salt is removed from the list - option: sea salt - - feedback: Paprika is removed from the list - option: paprika - - option: sour cream - feedback: That's right! - correct_answer: D - question_score: '10' - question_text: What is the output of this code? - 5: - question_score: '10' - mp_choice_options: - - feedback: No, that's not wrong. - option: Line 1 needs to say `{print}` instead of `{ask}` - - feedback: No that's not wrong. - option: Line 2 needs to say `{ask}` instead of `{print}` - - feedback: No, that's not wrong. - option: Line 2 needs to say answers `{at} {random}` `{is}` yes, no, maybe - - feedback: That's right! - option: Nothing, this code is perfect - correct_answer: D - hint: Does this code even have a mistake? - code: "question {is} {ask} What do you want to know?\n{print} question\nanswers {is} yes, no, maybe\n{print} answers {at} {random}" - question_text: What is wrong in this code? - 9: - code: "colors {is} blue, purple, green\nchosen_color {is} {ask} Which hair color wouldn't you like to have?\n{remove} chosen_color {from} colors\n{print} I will dye my hair color {at} {random}" - mp_choice_options: - - feedback: Maybe you want blue hair though! - option: 'Line 3 should say: `{remove}` blue `{from}` colors' - - feedback: You want to remove the chosen color so `{remove}` is right. - option: Line 3 should have an `{add}` command instead of a `{remove}` command - - feedback: Great job! - option: In line 4 the variable should be called colors instead of color - - feedback: Find the mistake! - option: Nothing, this is a correct code! - hint: Look at line 4 - question_score: '10' - question_text: What's wrong with this code? - correct_answer: C - 7: - mp_choice_options: - - feedback: The remove command removes, the add command adds - option: The `{add}` command removes a random book from the list - - option: The `{add}` command adds a random book to a list - feedback: It doesn't. It adds your answer to the list! - - feedback: Correct! - option: The `{add}` command adds your favorite book to the list - - option: The `{add}` command prints your favorite book. - feedback: No, it adds your favorite book to the list - correct_answer: C - hint: The `{add}` command adds a book, but which one? - code: "books {is} Harry Potter, The Hobbit, Green Eggs and Ham\nyour_book {is} {ask} What is your favorite book?\n{add} your_book {to} books\n{print} books {at} {random}" - question_text: What does the `{add}` command do? - question_score: '10' - 6: - mp_choice_options: - - option: Line 2 needs to say question instead of answers - feedback: No that's not right - - option: Line 2 needs the `{is}` command - feedback: Correct - - option: Line 3 needs to say answer instead of answers - feedback: No the variable's called answers - - option: Nothing! This code is great! - feedback: Actually, line 2 has a mistake. - correct_answer: B - code: "question {is} {ask} What do you want to know?\nanswers yes, no, maybe\n{print} answers {at} {random}" - question_text: What's wrong with this code? - hint: There is something wrong with line 2. - question_score: '10' - 3: - mp_choice_options: - - option: "```\n{at} {random} {print} options\n```" - feedback: You're almost there. The order of the words isn't right yet. - - option: "```\n{print} rock {at} {random}\n```" - feedback: you don't always want the Hedy to {print} rock, sometimes you want scissors or paper. - - option: "```\n{print} options {at} {random}\n```" - feedback: Very good! - - option: Nothing, the code is correct! - feedback: Look carefully for the mistake - question_score: '10' - correct_answer: C - hint: The variable (the list) is called options. - code: "options {is} rock, paper, scissors\n{print} rock, paper, scissors {at} {random}" - question_text: How do you fix the mistake in line 2? - 4: - 2: - mp_choice_options: - - feedback: This quotation mark is skewed, you need a straight one. - option: "```\n{print} `hello`\n```" - - feedback: Correct - option: "```\n{print} 'hello'\n```" - - option: "```\n{print} hello\n```" - feedback: There are no quotation marks here! - - option: "```\n{print} ,hello,\n```" - feedback: This is a comma, you need quotation marks. - question_text: Which code uses the proper quotation marks? - question_score: '10' - correct_answer: B - hint: Pick the right quotation marks. - 5: - correct_answer: C - mp_choice_options: - - feedback: Never put the quotation mark in front of the `{print}` command. - option: "```\n'{print} options {at} {random}'\n```" - - option: "```\n{print} 'options' {at} {random}\n```" - feedback: options is a variable. You don't literally want to print 'options {at} {random}'. - - option: "```\n{print} options {at} {random}\n```" - feedback: That's right - - option: Nothing, the game already works! - feedback: Look carefully. There is an error. - question_text: What has to be changed in order for the game to work? - question_score: '10' - code: "options {is} rock, paper, scissors\n{print} 'options {at} {random}'" - hint: You don't want Hedy to literally print 'options {at} {random}', you want it to print 'rock' or 'paper' or 'scissors'. - 10: - mp_choice_options: - - feedback: A list doesn't need quotation marks - option: Quotation marks are missing in line 1 - - feedback: Correct - option: Quotation marks are missing in line 2 - - option: Quotation marks are missing in both line 2 and 3 - feedback: Line 3 doesn't need quotation marks because it's not printed literally - - feedback: You missed one! - option: Nothing, this code has no mistakes - question_text: Which statement is true? - code: "people {is} mom, dad, Emma, Sophie\n{print} The dishes are done by...\n{print} people {at} {random}" - correct_answer: B - question_score: '10' - hint: One line needs quotation marks, because you want it to be printed literally. - 8: - mp_choice_options: - - feedback: We need quotation marks - option: "```\n{print} So you pick door door\n```" - - feedback: If the player chooses door 3, Hedy will say 'So you pick 3 3 - option: "```\n{print} 'So you pick ' door door\n```" - - feedback: Super! - option: "```\n{print} 'So you pick door ' door\n```" - - feedback: Hedy will literally print 'So you pick door door - option: "```\n{print} 'So you pick door door'\n```" - hint: The second word door should be replaced with the number, the first should still be the word door... - question_score: '10' - correct_answer: C - code: "{print} 'Welcome at the money show!'\n{print} 'In front of you are 3 doors'\ndoor {is} {ask} 'Which door do you choose?'" - question_text: What would be a good next line for this code? - 4: - mp_choice_options: - - option: "You need quotation marks around the word `{print}`, like this: `'{print}'`." - feedback: The quotation marks shouldn't be around the command itself. - - option: You need quotation marks around the words you want to print. - feedback: Super! - - feedback: Both `{print}` and `{ask}` require quotation marks - option: You do not need quotation marks when using the `{ask}` command - - feedback: Unfortunately, Hedy is stricter than that. - option: You can choose yourself whether to use quotation marks or not. - correct_answer: B - hint: From level 4 on you need to use quotation marks. - question_text: Which statement is true? - question_score: '10' - 7: - mp_choice_options: - - feedback: Correct! - option: Quotation marks are missing in line 1 - - option: Quotation marks are missing in line 2 - feedback: A variable doesn't need quotes - - feedback: You don't want Hedy to literally print 'answers {at} {random}' so no quotation marks needed here! - option: Quotation marks are missing in line 3 - - option: Nothing, this code is good as is! - feedback: Look carefully. You missed a mistake! - question_text: What's wrong with this code? - code: "question {is} {ask} What do you want to know?\nanswers {is} yes, no, maybe\n{print} answers {at} {random}" - hint: Check each line on whether they'd need quotation marks or not. - correct_answer: A - question_score: '10' - 1: - mp_choice_options: - - feedback: That's right - option: "```\n{print} 'Im very excited to take this quiz!'\n```" - - option: "```\n{print} Im very excited to take this quiz!\n```" - feedback: '{print} now needs quotation marks!' - - option: "```\n{print} 'I'm very excited to take this quiz!'\n```" - feedback: do not use apostrophe or use backticks instead - - feedback: careful when using quotes and apostrophe - option: "```\n{print} 'I'm very excited to take this quiz!\n```" - hint: In level 4 you need quotation marks for 2 commands. - question_score: '10' - correct_answer: A - question_text: Which of these codes is correct? - 6: - mp_choice_options: - - feedback: Great! You get it! - option: "```\n{print} 'You win...' prices {at} {random}\n```" - - option: "```\n{print} You win... 'prices {at} {random}'\n```" - feedback: Hedy will literally print 'prices {at} {random}' - - option: "```\n{print} You win... prices {at} {random}\n```" - feedback: You need some quotation marks! - - option: "```\n{print} 'You win... prices {at} {random}'\n```" - feedback: Hedy will literally print 'prices {at} {random}'' - question_text: What would be a good next line in this code? - code: prices {is} 1 dollar, 100 dollars, 1 million dollars - correct_answer: A - question_score: '10' - hint: 'Think carefully: what is a variable and should be outside of the quotation marks? And what are normal words that should be inside?' - 3: - mp_choice_options: - - option: "```\n{print} Hi Im Hedy\n```" - feedback: Add quotation marks please! - - feedback: Both before and after the words you want to print should be a quotation mark. - option: "```\n{print} 'Hi Im Hedy\n```" - - feedback: The first quotation mark should be behind the word `{print}` - option: "```\n'{print} Hi Im Hedy'\n```" - - feedback: Perfect! - option: "```\n{print} 'Hi Im Hedy'\n```" - correct_answer: D - question_text: Where are the quotation marks used correctly? - hint: Both before and after the words you want to print should be a quotation mark. - question_score: '10' - 9: - code: "clubs {is} Real Madrid, Bayern Munchen, Manchester United, Ajax\n{print} clubs {at} {random} ' is going the win the champions league'" - hint: What are Hedy's options to randomly pick from? - mp_choice_options: - - feedback: Hedy could `{print}` that - option: Ajax is going to win the champions league - - feedback: Hedy could `{print}` that - option: Real Madrid is going to win the champions league - - option: Bayern Munchen is going to win the champions league - feedback: Hedy could `{print}` that - - feedback: That's right. It's not in the list - option: FC Barcelona is going to win the champions league - question_text: What will never appear in your output screen? - question_score: '10' - correct_answer: D - 6: - 1: - mp_choice_options: - - option: '20' - feedback: Correct! - - option: '12' - feedback: No, the plus sign is used in addition - - feedback: No, Hedy will calculate the answer - option: 2*10 - - feedback: Mind it's a calculation. - option: '210' - question_text: What's Hedy's output when you run this code? - code: '{print} 2*10' - question_score: '10' - correct_answer: A - hint: The `*` is used as a multiplication sign - 8: - mp_choice_options: - - feedback: No, there should be! - option: There shouldn't be quotation marks in line 2 - - feedback: Correct! - option: The variable is called correct answer, but a variable's name can only be 1 word. So it should be correct_answer - - option: The `{if}` and `{else}` commands should be in the same line. - feedback: No, that's not true. - - feedback: Variable names can be similar, but they can't be 2 words... - option: The variable in line 2 can't be called answer, because it is too similar to the variable correct answer. - question_score: '10' - code: "correct answer = 3*12\nanswer = {ask} 'What is 3 times 12?'\n{if} answer {is} correct answer {print} 'Good job!'\n{else} {print} 'No... It was ' correct answer" - correct_answer: B - question_text: Why is this code incorrect? - hint: Inspect what the variables are called. - 7: - mp_choice_options: - - option: It could have been `price = 3` just as well. - feedback: No, that's not true. Hedy needs to add 3 dollars to the total. - - feedback: Hedy would understand, but it wouldn't be right. - option: Because Hedy doesn't understand `price = 3`. - - option: Because Hedy would otherwise forget about the previous order. The price would be 3 dollars in total. - feedback: That's right! - - option: Because the price is 0 dollars to begin with. - feedback: That's true, but not the reason - question_text: Why does line 7 say 'price is price + 3' instead of 'price is 3'? - correct_answer: C - hint: The price shouldn't be 3, but 3 dollars more than it already was - code: "{print} 'Welcome at Hedys diner'\nfood = {ask} 'What would you like to eat?'\nprice = 0\n{if} food {is} hamburger price = price + 15\n{if} food {is} fries price = price + 6\ndrinks is {ask} 'What would you like to drink?'\n{if} drinks {is} coke price = price + 3\n{if} drinks {is} water price = price + 1\n{print} price ' dollars please'" - question_score: '10' - 4: - mp_choice_options: - - feedback: Mind, Hedy also prints 'Your lucky number is...' - option: '30' - - feedback: Please try again. - option: '10' - - option: Your lucky number is... 30 - feedback: That's right! - - option: Your lucky number is... 10 - feedback: Her lucky number is name times age... - question_text: Kim is 10 years old. What will Hedy print for her? - code: "name = {ask} 'How many letters are in your name?'\nage = {ask} 'How old are you?'\nluckynumber = name*age\n{print} 'Your lucky number is...' luckynumber" - hint: 'Kim has 3 letters, she is 10 years old so: letters times age = 3*10 = 30.' - correct_answer: C - question_score: '10' - 2: - mp_choice_options: - - feedback: That's not it - option: '`-`' - - option: plus - feedback: That's not it - - option: '`*`' - feedback: That's not it - - option: '`+`' - feedback: Correct! - question_text: What do you use when you want to add two numbers? - question_score: '10' - hint: It's the plus sign. - correct_answer: D - 10: - mp_choice_options: - - feedback: You are allowed to use the `=` sign as well - option: You can only fill in the word is on the `_` - - option: You can fill in either the word is or the `=` sign on the `_` - feedback: Amazing! - - option: You have to fill in =is= on the `_` - feedback: No, one `=` sign is enough - - feedback: You can also use `=` with words. - option: You can only use the `=` sign when working with numbers, not with words. - hint: '`{is}` and `=` are both allowed' - correct_answer: B - question_score: '10' - question_text: Which statement is true? - code: "name _ Hedy\n{print} name 'is walking trough the forrest'" - 5: - mp_choice_options: - - option: 5 dollars - feedback: Unfortunately, it's not that cheap. - - feedback: No, it's 10 dollars each. - option: 10 dollars - - feedback: The * means multiplication. - option: 15 dollars - - option: 50 dollars - feedback: Great! - question_text: If 5 people eat at this restaurant, how much do they have to pay in total? - correct_answer: D - hint: '`price` `is` `people` `times` 10' - question_score: '10' - code: "{print} 'Welcome to Hedys!'\npeople = {ask} 'How many people are eating with us tonight?'\nprice = people * 10\n{print} 'That will be ' price 'dollar please'" - 3: - hint: Mind the quotation marks!! - correct_answer: C - mp_choice_options: - - feedback: This would be the right answer if there were no quotation marks. - option: '30' - - feedback: Try again.. - option: '13' - - feedback: Correct! There are quotation marks, so Hedy will print it literally. - option: 3*10 - - option: Nothing, Hedy will give an error message. - feedback: No, Hedy will print it literally. - question_text: What's Hedy's output when you run this code? - code: "{print} '3*10'" - question_score: '10' - 9: - mp_choice_options: - - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - option: 10% - - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - option: 32% - - option: 50% - feedback: Super! You are 100 percent smart! - - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - option: 100% - question_score: '10' - correct_answer: C - question_text: Imagine you love football a 10, you've eaten 2 bananas and have washed your hands 3 times today. How smart does the silly fortune teller think you are? - hint: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - code: "{print} 'Im Hedy the silly fortune teller'\n{print} 'I will predict how smart you are!'\nfootball = {ask} 'On a scale of 0 to 10 how much do you love football?'\nbananas = {ask} 'How many bananas have you eaten this week?'\nhygiene = {ask} 'How many times did you wash your hands today??'\nresult = bananas + hygiene\nresult = result * football\n{print} 'You are ' result 'percent smart.'" - 6: - mp_choice_options: - - feedback: Super! - option: 15 dollars - - option: 6 dollars - feedback: The fries are 6 dollars - - feedback: The hamburger isn't free! - option: 0 dollars - - feedback: That's the price for a hamburger and fries! - option: 21 dollars - question_text: How much does a hamburger cost in this virtual restaurant? - question_score: '10' - hint: Mind the fourth line. - correct_answer: A - code: "{print} 'Welcome at Hedys diner'\nfood = {ask} 'What would you like to eat?'\nprice = 0\n{if} food {is} hamburger price = 15\n{if} food {is} fries price = 6" - 7: - 4: - question_score: '10' - mp_choice_options: - - option: "`I'm`" - feedback: That's right! - - feedback: '`{print}` is spelled correctly' - option: '`{print}`' - - feedback: '`{repeat}` is spelled correctly' - option: '`{repeat}`' - - feedback: '`{times}` is spelled correctly' - option: '`{times}`' - code: "{print} 'I'm blue'\n{repeat} 7 {times} {print} 'da ba dee, da ba da'" - hint: I'm is wrong, you can't use apostrophes in a sentence - correct_answer: A - question_text: Which word is wrong in the code? - 2: - hint: First the `{repeat}` command, then the `{print}` command - mp_choice_options: - - feedback: "`{repeat}` 100 `{times}` `{print}` 'hello'" - option: "```\n{print} 100 {times} 'hello'\n```" - - option: "```\n{print} {repeat} 100 {times} 'hello'\n```" - feedback: "{repeat} 100 {times} {print} 'hello'" - - feedback: "{repeat} 100 {times} {print} 'hello'" - option: "```\n{repeat} 'hello' 100 {times}\n```" - - feedback: That's right! - option: "```\n{repeat} 100 {times} {print} 'hello'\n```" - correct_answer: D - question_text: Which code is right? - question_score: '10' - 10: - hint: Mind the order of the sentences. - correct_answer: B - code: "if youre happy and you know it clap your hands\nif youre happy and you know it clap your hands\nif youre happy and you know it and you really want to show it\nif youre happy and you know it clap your hands" - mp_choice_options: - - feedback: Almost! the first line needs an extra word - option: "```\n{repeat} 2 {times} 'if youre happy and you know it clap your hands'\n{print} 'if youre happy and you know it and you really want to show it'\n{print} 'if youre happy and you know it clap your hands'\n```" - - option: "```\n{repeat} 2 {times} {print} 'if youre happy and you know it clap your hands'\n{print} 'if youre happy and you know it and you really want to show it'\n{print} 'if youre happy and you know it clap your hands'\n```" - feedback: Great! - - feedback: This is not in the right order. - option: "```\n{repeat} 3 {times} {print} 'if youre happy and you know it clap your hands'\n{print} 'if youre happy and you know it and you really want to show it'\n```" - - option: "```\n{repeat} 4 {times} 'if youre happy and you know it'\n{repeat} 2 {times} 'clap your hands'\n{print} 'and you really want to show it'\n{print} 'clap your hands'\n```" - feedback: This is not in the right order. - question_score: '10' - question_text: Which code belongs to this output? - 7: - mp_choice_options: - - option: "```\nWe will We will\nROCK YOU!\n```" - feedback: "'We will' won't appear twice in the same line" - - feedback: Great! - option: "```\nWe will\nWe will\nROCK YOU!\n```" - - feedback: ROCK YOU! won't be repeated - option: "```\nWe will\nROCK YOU!\nWe will\nROCK YOU!\n```" - - feedback: Mind the `{repeat}` command - option: "```\nWe will\nROCK YOU!" - hint: Mind the `{repeat}` command. - correct_answer: B - question_text: What will be the output from this code? - code: "{repeat} 2 {times} {print} 'We will'\n{print} 'ROCK YOU!'" - question_score: '10' - 3: - mp_choice_options: - - feedback: No, a word is missing - option: Right - - feedback: The word `{repeat}` is there, another word is missing - option: Wrong, the word `{repeat}` is missing - - option: Wrong, the word `{times}` is missing - feedback: The word `{times}` is there, another word is missing. - - option: Wrong, the word `{print}` is missing - feedback: Correct - correct_answer: D - code: "{repeat} 100 {times} 'Hello!'" - question_score: '10' - hint: "It should be: `{repeat}` 100 `{times}` `{print}` 'Hello'" - question_text: Is this code right or wrong? - 1: - mp_choice_options: - - feedback: No you can repeat a line. - option: '0' - - option: '1' - feedback: Correct, one line at a time - - feedback: In this level only one line at a time - option: '3' - - feedback: In this level you can only repeat one line at a time - option: infinite - correct_answer: B - question_score: '10' - question_text: How many lines can you repeat at once with the repeat command at this level? - hint: You can only repeat one line at a time - 8: - code: "Here comes the sun\nDo do do do\nHere comes the sun\nAnd I say\nIts alright" - mp_choice_options: - - option: "```\n{print} 'Here comes the sun'\n{print} 'Do do do do'\n{print} 'Here comes the sun'\n{print} 'And I say'\n{print} 'Its alright'\n```" - feedback: Awesome, you can't use the `{repeat}` command here. - - option: "```\n{repeat} 2 {times} {print} 'Here comes the sun'\n{print} 'And I say'\n{print} 'Its alright'" - feedback: Where did you leave 'Do do do do'? - - option: "```\n{repeat} 2 {times} {print} 'Here comes the sun'\n{print} 'Do do do do'\n{print} 'And I say'\n{print} 'Its alright'\n```" - feedback: This is not the correct order.. - - option: "```\n{repeat} 2 {times} {print} 'Here comes the sun'\n{repeat} 2 {times} {print} 'Do do'\n{print} 'And I say'\n{print} 'Its alright'\n```" - feedback: This is not the correct order.. - question_score: '10' - question_text: What Hedy code belongs to this output? - correct_answer: A - hint: '`{repeat}` can only be used if you want to execute the same line multiple times in a row.' - 6: - mp_choice_options: - - option: "```\nthe wheels on the bus go\nround and round\n```" - feedback: Only the second line is repeated 3 times - - option: "```\nthe wheels on the bus go\nthe wheels on the bus go\nthe wheels on the bus go\nround and round\n```" - feedback: Only the second line is repeated 3 times - - option: "```\nthe wheels on the bus go\nround and round\nthe wheels on the bus go\nround and round\nthe wheels on the bus go\nround and round\n```" - feedback: Only the second line is repeated 3 times - - option: "```\nthe wheels on the bus go\nround and round\nround and round\nround and round\n```" - feedback: All through the town! Perfect! - correct_answer: D - hint: Only 'round and round' is repeated 3 times. - question_score: '10' - question_text: What will be the output from this code? - code: "{print} 'The wheels on the bus go'\n{repeat} 3 {times} {print} ' round and round'" - 9: - mp_choice_options: - - feedback: Your repeated line is incorrect. - option: "```\n{print} 'Batman was flying through Gotham. '\n{print} 'When suddenly he heard someone screaming!'\n{print} 'Help!'\n{repeat} 3 {times} {print} 'Please help me!'\n```" - - option: "```\n{print} 'Batman was flying through Gotham.'\n{print} 'When suddenly he heard someone screaming!'\n{repeat} 3 {times} 'Help!'\n{print} 'Please help me!'\n```" - feedback: The `{print}` command is missing on line 3. - - feedback: You're missing the quotation marks - option: "```\n{print} Batman was flying through Gotham.\n{print} When suddenly he heard someone screaming!\n{repeat} 3 {times} {print} Help!\n{print} Please help me!\n```" - - option: "```\n{print} 'Batman was flying through Gotham.'\n{print} 'When suddenly he heard someone screaming!'\n{repeat} 3 {times} {print} 'Help!'\n{print} 'Please help me!'\n```" - feedback: Perfect - code: "Batman was flying through Gotham.\nWhen suddenly he heard someone screaming...\nHelp!\nHelp!\nHelp!\nPlease help me!" - correct_answer: D - question_score: '10' - question_text: What Hedy code belongs to this output? - hint: "'Help!' is repeated 3 times." - 5: - mp_choice_options: - - option: Correct - feedback: That's right! - - option: Wrong - feedback: That's not it - hint: The code is correct! - question_score: '10' - question_text: Is this code right or wrong? - code: "{repeat} 100 {times} {print} 'Hedy is awesome!'" - correct_answer: A - 8: - 6: - mp_choice_options: - - feedback: There is no repetition in this answer. - option: "Welcome to restaurant Hedy\nPancakes" - - option: "Welcome to restaurant Hedy\nWelcome to restaurant Hedy\nPancakes\nPancakes" - feedback: This answer also repeats the welcome message - - feedback: Almost! But look at the question, it is not repeated. - option: "Welcome to restaurant Hedy\nWhat do you want to eat?\nWhat do you want to eat?\nPancakes\nPancakes" - - option: "Welcome to restaurant Hedy\nPancakes\nPancakes" - feedback: Well done! - question_score: '10' - hint: The first sentence and question will not be repeated - question_text: What will be the output of this code when we enter pancakes? - correct_answer: D - code: "{print} 'Welcome to restaurant Hedy'\n{repeat} 2 {times}\n food {is} {ask} 'What do you want to eat?'\n {print} food" - 8: - question_score: '10' - mp_choice_options: - - feedback: You are wrong! - option: "```\n{if} answer {is} 32\n {print} 'You are...'\n {sleep}\n {print} 'right!'\n {else}\n {print} 'You are wrong!'\n```" - - feedback: You are wrong! - option: "```\n{if} answer {is} 32\n{print} 'You are...'\n{sleep}\n{print} 'right!'\n{else}\n{print} 'You are wrong!'\n```" - - option: "```\n{if} answer {is} 32\n {print} 'You are...'\n {sleep}\n {print} 'right!'\n{else}\n {print} 'You are wrong!'\n```" - feedback: You are... right! - - feedback: You are wrong! - option: "```\n{if} answer {is} 32\n {print} 'You are...'\n {sleep}\n{print} 'right!'\n{else}\n {print} 'You are wrong!'\n```" - hint: What should happen if the person is right? And what else? - question_text: In which of the codes is the indentation done right? - correct_answer: C - 4: - question_text: Which output is correct? - hint: The block under the `{repeat}` command is repeated twice. - mp_choice_options: - - option: "The children went:\nYay!\nWe are going on vacation!" - feedback: Mind the `{repeat}` command! - - option: "The children went:\nYay!\nWe are going on vacation!\nYay!\nWe are going on vacation!" - feedback: Correct! - - option: "The children went:\nYay!\nYay!\nWe are going on vacation!\nWe are going on vacation!" - feedback: This order is incorrect. - - option: "The children went:\nYay!\nYay!\nWe are going on vacation!" - feedback: The last line is repeated too. - question_score: '10' - correct_answer: B - code: "{print} 'The children went:'\n{repeat} 2 {times}\n {print} 'Yay!'\n {print} 'We are going on vacation!'" - 9: - mp_choice_options: - - feedback: The lines after the `{if}` and `{else}` command should start with 4 spaces - option: Line 2 and 4 - - feedback: Not only 3... - option: Only line 3 - - option: Line 3, 4 and 5 - feedback: Line 4 shouldn't - - feedback: Great job! - option: Line 3 and 5 - code: "1 music = {ask} 'What is your favorite music genre?'\n2 {if} music {is} rock\n3 {print} '🤘'\n4 {else}\n5 {print} '👎'" - question_score: '10' - hint: The lines after an `{if}` or `{else}` command should start with 4 spaces. - correct_answer: D - question_text: What line(s) in this code should start with 4 spaces? - 7: - correct_answer: D - mp_choice_options: - - option: Nothing. This code is correct! - feedback: Something is wrong! - - feedback: You are! - option: You're not allowed to use an `{if}` command after an `{ask}` command. - - option: You don't have to use indentation twice. Only in the first `{if}` command. - feedback: You always have to use indentation. - - feedback: That's right. - option: The indentation is wrong in the first `{if}` command. - code: "food = {ask} 'What would you like to eat?'\n{if} food {is} fries\nsauce = {ask} 'What sauce would you like?'\n {print} 'One fries with ' sauce\n{if} food {is} pizza\n topping = {ask} 'What topping would you like?'\n {print} 'One pizza with ' topping\n{print} 'Thank you for your order'" - hint: Take a careful look at the indentation. - question_score: '10' - question_text: What is wrong with this code? - 1: - mp_choice_options: - - option: "Hello\nIm Hedy!" - feedback: Everything is printed twice. - - option: "Hello\nHello\nIm Hedy" - feedback: The second line is repeated twice as well. - - option: "Hello\nIm Hedy!\nHello\nIm Hedy!" - feedback: Super! - - option: "Hello\nHello\nIm Hedy!\nIm Hedy!" - feedback: Everything is printed twice - correct_answer: C - question_text: Which output will be produced by this code? - hint: Both lines are repeated twice. - question_score: '10' - code: "{repeat} 2 {times}\n {print} 'Hello'\n {print} 'Im Hedy!'" - 3: - mp_choice_options: - - option: "Baby shark tututudutudu\nBaby shark" - feedback: Mind the `{repeat}` command! - - feedback: The last line has no indentation, so it's not repeated. - option: "Baby shark tututudutudu\nBaby shark\nBaby shark tututudutudu\nBaby shark\nBaby shark tututudutudu\nBaby shark" - - feedback: Right! - option: "Baby shark tututudutudu\nBaby shark tututudutudu\nBaby shark tututudutudu\nBaby shark" - - feedback: What is being repeated and what isn't ? - option: "Baby shark tututudutudu\nBaby shark\nBaby shark\nBaby shark" - question_score: '10' - code: "{repeat} 3 {times}\n {print} 'Baby shark tututudutudu'\n{print} 'Baby shark'" - hint: What is being repeated and what is not? - question_text: What output will be produced when you run this program? - correct_answer: C - 2: - correct_answer: D - mp_choice_options: - - feedback: No it should be 2 lines. - option: This should be only one line, not 2. - - option: This `{print}` command has to be removed. - feedback: No, you need it. - - feedback: No, `{repeat}` is the correct spelling - option: There is a spelling mistake in the `{repeat}` command. - - option: The second line needs to start with 4 spaces as indentation. - feedback: Correct! - code: "{repeat} 5 {times}\n{print} 'Hedy is cool!'" - question_score: '10' - hint: Something is missing in the second line? - question_text: What is wrong with this code? - 10: - correct_answer: D - mp_choice_options: - - feedback: That's not true - option: All lines should start with 4 spaces - - option: Line 2 and 3 should start with 4 spaces - feedback: That's not true - - feedback: That's not true - option: Line 2 should start with 4 spaces - - option: Line 3 should start with 4 spaces - feedback: You are correct! - code: "1 level = {ask} 'What level are you on?'\n2 {if} level {is} 8\n3 {print} 'Great job!'" - question_text: Which statement is true? - hint: Only one line starts with 4 spaces, but which one...? - question_score: '10' - 5: - question_score: '10' - mp_choice_options: - - option: The `{print}` commands on the last two lines should start on new lines and start with 4 spaces. - feedback: That's right! - - option: '`{else}` is not a command!' - feedback: It is! - - feedback: That's not true - option: Lines that start with `{if}` should start with 4 spaces - - feedback: That's not true - option: '`{ask}` is no longer a command' - correct_answer: A - code: "end = {ask} 'Do you want a happy or a sad ending?'\n{if} end {is} happy {print} 'They lived happily ever after'\n{else} {print} 'The world exploded. The end.'" - question_text: What is wrong with this code? - hint: Something is wrong with indentation - 9: - 2: - mp_choice_options: - - option: "```\nGood job!\nGood job!\n```" - feedback: That's not it! - - feedback: That's not it! - option: "```\nThe computer will explode in 5... 4... 3... 2... 1...\n```" - - feedback: That's not it! - option: "```\nGood job!\nGood job!\nYou can use the computer!\n```" - - option: "```\nGood job!\nYou can use the computer!\nGood job!\nYou can use the computer!\n```" - feedback: Correct! - correct_answer: D - code: "password = {ask} 'What is the password?'\ncorrect_password = Hedy\n{if} password {is} correct_password\n {repeat} 2 {times}\n {print} 'Good job!'\n {print} 'You can use the computer!'\n{else}\n {print} 'The computer will explode in 5... 4... 3... 2... 1...'" - question_text: What will be printed after entering the correct password? - hint: Everything under the `{repeat}` command is repeated twice. - question_score: '10' - 6: - mp_choice_options: - - option: '`{if}`' - feedback: Don't forget the others - - feedback: Don't forget `{else}`! - option: '`{if}` `{repeat}`' - - option: '`{if}` `{else}` `{repeat}`' - feedback: Keep it up! - - feedback: Not with `{print}` - option: '`{if}` `{else}` `{repeat}` `{print}`' - hint: Indentation happens on the line below some commands - question_score: '10' - question_text: After which command(s) should you use indentation (starting the next line with 4 spaces)? - correct_answer: C - 4: - mp_choice_options: - - option: Sleeping Beauty with shoe size 38 gets the output 'Ill keep looking' - feedback: No, she gets 'You are not the one!' - - feedback: No, she gets 'Ill keep looking' - option: Cinderella with shoe size 40 gets the output '❤️❤️❤️' - - feedback: That's right! - option: Sleeping Beauty with shoe size 40 gets the output 'Ill keep looking' - - feedback: No she gets '❤️❤️❤️' - option: Cinderella with shoe size 38 gets the output 'Ill keep looking' - code: "name = {ask} 'What is your name?'\nsize = {ask} 'What is your shoe size?'\n{if} size {is} 38\n {if} name {is} Cinderella\n {print} '❤️❤️❤️'\n {else}\n {print} 'You are not the one!'\n{else}\n {print} 'Ill keep looking'" - hint: No matter what your name is, if you have shoe size 40 you will get the message 'Ill keep looking'. - question_text: Which statement is true? - question_score: '10' - correct_answer: C - 10: - mp_choice_options: - - feedback: Only line 2 and 3 start with spaces - option: All lines should start with 4 spaces - - option: Line 2 and 3 should start with 4 spaces - feedback: Line 3 should start with 8 - - option: Line 2 and 3 should start with 8 spaces - feedback: Line 2 should start with 4 - - feedback: You are correct! - option: line 2 should start with 4 spaces and line 3 with 8 - question_score: '10' - correct_answer: D - hint: The first line doesn't start with any spaces - question_text: Which statement is true? - code: "1 {repeat} 2 {times}\n2 {if} level {is} 9\n3 {print} 'Great job!'" - 1: - mp_choice_options: - - feedback: That's right! - option: Nothing, this code is correct! - - feedback: You are! - option: You're not allowed to use an `{if}` command after an `{ask}` command. - - feedback: You always have to use indentation. - option: You don't have to use indentation twice. - - option: The indentation is wrong in the last `{if}` command. - feedback: It is not the indentation. - question_score: '10' - correct_answer: A - question_text: What is wrong with this code? - code: "{repeat} 3 {times}\n food = {ask} 'What would you like to eat?'\n {if} food {is} fries\n sauce = {ask} 'What sauce would you like?'\n {print} 'One fries with ' sauce\n {if} food {is} pizza\n topping = {ask} 'What topping would you like?'\n {print} 'One pizza with ' topping\n{print} 'Thank you for your order'" - hint: All the indentation is done correctly. - 5: - output: "Icecream is the best!\nIcecream is the best!\nIcecream is the best!" - mp_choice_options: - - option: "```\ndessert = {ask} 'What is your favorite type of dessert?'\n{if} dessert {is} icecream\n {repeat} 3 {times}\n {print} 'Icecream is the best!'\n```" - feedback: Don't forget the indentation after `{repeat}` commands. - - feedback: Use indentation after an `{if}` command - option: "```\ndessert = {ask} 'What is your favorite type of dessert?'\n{if} dessert {is} icecream\n{repeat} 3 {times}\n {print} 'Icecream is the best!'\n```" - - feedback: Perfect - option: "```\ndessert = {ask} 'What is your favorite type of dessert?'\n{if} dessert {is} icecream\n {repeat} 3 {times}\n {print} 'Icecream is the best!'\n```" - - option: "```\n{repeat} 3 {times}\n dessert = {ask} 'What is your favorite type of dessert?'\n {if} dessert {is} icecream\n {repeat} 3 {times}\n {print} 'Icecream is the best!'\n```" - feedback: There are 2 `{repeat}` commands in this code. - hint: Watch the indentation - question_score: '10' - question_text: Which code produced this output? - correct_answer: C - 7: - question_score: '10' - code: "{if} food {is} pizza\n{if} size {is} medium\n{if} drink {is} coke\nprice = price - 5" - hint: After each `{if}` command, the line below should indent - mp_choice_options: - - option: "```\n{if} food {is} pizza\n {if} size {is} medium\n {if} drink {is} coke\n price = price - 5\n```" - feedback: Amazing! - - option: "```\n{if} food {is} pizza\n {if} size {is} medium\n{if} drink {is} coke\n price = price - 5\n```" - feedback: The second `{if}` misses code! - - option: "```\n{if} food {is} pizza\n{if} size {is} medium\n{if} drink {is} coke\n price = price - 5\n```" - feedback: Two consecutive `{if}`s is never correct. - - feedback: Almost right. Take another look at the last line - option: "```\n{if} food {is} pizza\n {if} size {is} medium\n {if} drink {is} coke\n price = price - 5\n```" - correct_answer: A - question_text: You'll get a 5 dollar discount if you order a medium pizza with coke.
But the code has a mistake! How to debug it? - 9: - question_score: '10' - mp_choice_options: - - feedback: You are allowed to - option: None, that is not allowed - - option: Only 1 - feedback: You could use more if you like - - feedback: You could use more if you like - option: '3' - - option: Infinite, as long as you keep using indentation correctly - feedback: That is true - question_text: How many `{if}` commands can be placed inside another `{if}` command? - correct_answer: D - hint: You can put an `{if}` command inside an `{if}` command. - 3: - mp_choice_options: - - feedback: You don't win a million! - option: case 1, sell - - option: case 1, open - feedback: You don't win a million - - feedback: You don't win a million - option: case 2, sell - - option: case 2, open - feedback: Great job! You win! - correct_answer: D - hint: Follow the right path - question_score: '10' - question_text: Which case should you choose to win a million dollars? - code: "{print} 'Choose the right case and win!'\ncase = {ask} 'Which case will you pick? 1 or 2?'\n{if} case {is} 1\n action = {ask} 'Open it or sell it?'\n {if} action {is} sell\n {print} 'You sell your case for 10 dollars'\n {if} action {is} open\n {print} 'You open the case and win an apple pie'\n{if} case {is} 2\n action = {ask} 'Open it or sell it?'\n {if} action {is} sell\n {print} 'You sell the case for 500 dollars'\n {if} action {is} open\n {print} 'You open the case and win a million dollars!'" - 8: - mp_choice_options: - - feedback: Yes you can. - option: You can't put two questions in a row - - feedback: Keen eye! Good job! - option: The variable called 'age' is later on used as 'years' - - option: You're not allowed to start with 8 spaces, like line 5 does - feedback: You actually must start like that. - - feedback: That's not true. - option: A code must always start with a `{print}` command in the first line - code: "age = {ask} 'Happy Birthday! How old are you?'\nsinging = {ask} 'Would you like us to sing?'\n{if} singing {is} yes\n {repeat} years {times}\n {print} 'Hip Hip Hooray'" - correct_answer: B - question_score: '10' - hint: The indentation is done right this time - question_text: What is wrong in this code? - 11: - 10: - question_score: '10' - output: "Baby shark tututudutudu\nBaby shark tututudutudu\nBaby shark tututudutudu\nBaby shark" - mp_choice_options: - - option: "```\n{for} i {in} {range} 1 {to} 3\n {print} Baby shark tututudutudu\n {print} Baby shark\n```" - feedback: Mind the indentation - - option: "```\n{for} i {in} {range} 1 {to} 3\n {print} Baby shark tututudutudu\n{print} Baby shark\n```" - feedback: That's right! - - feedback: '`{range}` 0 `{to}` 3 is 4 times.' - option: "```\n{for} i {in} {range} 0 {to} 3\n {print} Baby shark tututudutudu\n{print} Baby shark\n```" - - option: "```\n{for} i {in} {range} 0 {to} 3\n {print} Baby shark tututudutudu\n {print} Baby shark\n```" - feedback: '`{range}` 0 `{to}` 3 is 4 times.' - hint: Mind the indentation - correct_answer: B - question_text: Which code belongs to this output? - 4: - question_text: Which code was used to get this output? - correct_answer: D - mp_choice_options: - - option: "```\n{for} i {in} {range} 0 {to} 10\n {print} i\n```" - feedback: Now Hedy prints the numbers from 0 to 10 instead of 10 to 0. - - feedback: Hedy would print negative numbers in this case. - option: "```\n{for} i {in} {range} 0 {to} 10\n {print} -1 * i\n```" - - feedback: Unfortunately this does not exist. - option: "```\n{for} i {in} {range} 10 {to} 0\n {print} i\n```" - - option: "```\n{for} i {in} {range} 0 {to} 10\n {print} 10 - i\n```" - feedback: That's right! - hint: It has to be a calculation… - output: "10\n9\n8\n7\n6\n5\n4\n3\n2\n1\n0" - question_score: '10' - 1: - mp_choice_options: - - option: '`counter`' - feedback: No - - feedback: Correct - option: '`{range}`' - - feedback: No - option: '`{if}`' - - option: '`{for}`' - feedback: No - hint: What did you learn in this level? - code: "{for} i {in} _ 1 {to} 10\n {print} i" - correct_answer: B - question_text: What word should be at the place of the blank? - question_score: '10' - 7: - mp_choice_options: - - option: "```\n{for} i {in} {range} 0 {to} 3\n```" - feedback: There's not always 3 people - - feedback: The variable is not named guests - option: "```\n{for} i {in} {range} 1 {to} guests\n```" - - feedback: Great! - option: "```\n{for} i {in} {range} 1 {to} people\n```" - - feedback: That's one order too many! - option: "```\n{for} i {in} {range} 0 {to} people\n```" - question_text: What should be on the place of the blank? - question_score: '10' - correct_answer: C - code: "{print} 'Welcome to Hedys diner'\npeople = {ask} 'How many people will be eating here tonight?'\n_\n food = {ask} 'What would you like to order?'\n {print} food" - hint: Use the variable 'people' - 6: - correct_answer: C - mp_choice_options: - - option: 1 time - feedback: No - - feedback: No - option: 2 times - - feedback: That's right! - option: 3 times - - option: Never - feedback: No - code: "{for} i {in} {range} 0 {to} 2\n {print} 'Hello'" - hint: 0 also counts. So 0,1,2 that's 3 times. - question_score: '10' - question_text: How many times does the word Hello appear on your screen when you run the code? - 9: - code: "age = {ask} 'How old are you?'\n{for} i {in} {range} 1 {to} age\n {print} 'Hip Hip Hoorray!'" - question_score: '10' - mp_choice_options: - - feedback: Try again - option: 1 time - - feedback: Try again - option: 2 times - - feedback: Try again - option: Never - - feedback: That's right! - option: That depends on how old you are - hint: '`{for}` i `{in}` `{range}` 1 `{to}` age' - question_text: How many times does Hedy chant Hip Hip Hooray? - correct_answer: D - 8: - mp_choice_options: - - feedback: The numbers don't appear. It doesn't say `{print}` i. - option: "```\n23\n24\n25\n```" - - feedback: The numbers don't appear. It doesn't say `{print}` i - option: "```\n23 hi 24 hi 25 hi\n```" - - feedback: Correct - option: "```\nhi\nhi\nhi\n```" - - feedback: No it will only appear 3 times. - option: The word 'hi' will appear 25 times in a row. - correct_answer: C - hint: It doesn't say `{print}` i - question_text: What will be the output from this code? - code: "{for} i {in} {range} 23 {to} 25\n {print} 'hi'" - question_score: '10' - 5: - mp_choice_options: - - feedback: No it doesn't. - option: The i in the last line need quotation marks - - feedback: You could use 1 to 5 just as well! - option: You can't use `{range}` 1 `{to}` 5 only `{range}` 1 `{to}` 10 - - option: Line 1 needs to start with an indention. - feedback: Not line 1... - - feedback: Perfect! - option: Line 2 needs to start with an indention - question_score: '10' - correct_answer: D - question_text: What's wrong with this code? - code: "{for} i {in} {range} 1 {to} 10\n{print} i" - hint: There is something wrong with the indention - 3: - mp_choice_options: - - option: "```\n{for} i {in} {range} 1 {to} 5\n {print} i\n{print} 'Once I caught a fish alive!'\n```" - feedback: Perfect - - option: "```\n{for} i {in} {range} 1 {to} 5\n{print} i\n{print} 'Once I caught a fish alive!'\n```" - feedback: This code won't work. You need an indent after {for}. - - option: "```\n{for} i {in} {range} 1 {to} 5\n {print} i\n {print} 'Once I caught a fish alive!'\n```" - feedback: Now Hedy will count '1 Once I caught a fish alive!, 2 Once I caught a fish alive! etc. - - option: "```\n{for} i {in} {range} 1 {to} 5\n {print} 'i'\n{print} 'Once I caught a fish alive!'\n```" - feedback: i is a variable and shouldn't have quotation marks - question_score: '10' - question_text: Which code was used to get this output? - hint: First all the numbers, then the sentence - correct_answer: A - output: "1\n2\n3\n4\n5\nOnce I caught a fish alive!" - 2: - mp_choice_options: - - option: "```\n1\n2\n3\n```" - feedback: Correct! - - option: "```\n1 2 3\n```" - feedback: That's not it - - option: "```\n1, 2, 3\n```" - feedback: That's not it - - feedback: That's not it - option: "```\n123\n```" - hint: How do the numbers appear in the screen? - question_text: What will be the output from this code? - correct_answer: A - code: "{for} i {in} {range} 1 {to} 3\n {print} i" - question_score: '10' - 12: - 8: - code: '3.5' - mp_choice_options: - - feedback: No - option: "```\n{print} '7 / 2'\n```" - - option: "```\n{print} 7 / 2\n```" - feedback: That is right! - - option: "```\n{print} 7 : 2\n```" - feedback: No - - feedback: No - option: "```\n{print} 7 * 2\n```" - hint: 7 devided by 2 is 3.5 - question_text: Which code was used to create this output? - question_score: '10' - correct_answer: B - 9: - question_score: '10' - mp_choice_options: - - feedback: You won nothing - option: "```\nprizes = 'one' 'million' 'dollars', 'nothing'\n```" - - feedback: You won nothing - option: "```\nprizes = 'one million dollars, nothing'\n```" - - option: "```\nprizes = 'one million dollars', 'nothing'\n```" - feedback: Winner! - - feedback: You won nothing - option: "```\n'prizes' = 'one million dollars', 'nothing'\n```" - hint: The items on the list should be in quotation marks - correct_answer: C - code: "_\n{print} 'You won ' prizes {at} {random} '!'" - question_text: Which code should be filled in in line 1 at the `_`? - 10: - mp_choice_options: - - option: "```\n{for} i {in} {range} 1 {to} 3\n```" - feedback: This is a hard one! All the actions on the list must be in the song. - - option: "```\n{for} action {in} actions\n```" - feedback: You are amazing! - - feedback: This is a hard one! All the actions on the list must be in the song. - option: "```\n{repeat} 3 {times}\n```" - - feedback: This is a hard one! All the actions on the list must be in the song. - option: "```\n{print} actions {at} {random}\n```" - question_score: '10' - hint: This is a hard one! All the actions on the list must be in the song. - question_text: Which line of code should be filled in at the `_` to complete the song ? - correct_answer: B - code: "actions = 'clap your hands', 'stomp your feet', 'shout Hurray!'\n_\n {for} i {in} {range} 0 {to} 1\n {print} 'if youre happy and you know it'\n {print} action\n {print} 'if youre happy and you know it and you really want to show it'\n {print} 'if youre happy and you know it'\n {print} action" - 4: - mp_choice_options: - - feedback: No - option: Line 1 and 2 - - feedback: No - option: Line 1, 2 and 3 - - option: Line 1, 2 and 4 - feedback: No - - feedback: Perfect! - option: All of the lines - correct_answer: D - question_score: '10' - hint: Does line 3 need quotation marks too? - code: "{print} Welcome to the online shoe shop\ncategory = {ask} What kind of shoes are you looking for?\n{if} category = high heels\n {print} High heels are 50% off now!" - question_text: In which lines are quotation marks needed to get the code to work? - 3: - hint: The quotation marks are used correctly - mp_choice_options: - - option: The name of the variable is different in line 1 than in line 2. - feedback: Correct! - - feedback: That's not true - option: The quotation marks aren't used correctly in line 2 - - option: You can't use the = sign when using an {ask} command - feedback: That's not true - - feedback: That's not true - option: Nothing is wrong. - code: "favorite_animal = {ask} 'What is your favorite animal?'\n{print} 'I like ' favoriteanimal ' too!'" - correct_answer: A - question_text: What's wrong with this code? - question_score: '10' - 7: - mp_choice_options: - - feedback: Terrific! - option: "It's my birthday! I've brought some snacks!\nFor you I have brought:\ncookies\ngrapes" - - option: "It's my birthday! I've brought some snacks!\nFor you I have brought:\ngrapes" - feedback: There's more options than just one - - option: "It's my birthday! I've brought some snacks!\nFor you I have brought:\ncheese\ngrapes" - feedback: A vegan person can't have cheese - - option: "It's my birthday! I've brought some snacks!\nFor you I have brought:\ngrapes\ncookies" - feedback: Almost there, but look at the order of snacks in the list - question_text: Which output does a vegan get? - hint: What item is removed from the list when you answer 'vegan'? - code: "menu = 'cookies', 'cheese', 'grapes'\n{print} \"It's my birthday! I`ve brought some snacks!\"\ndiet = {ask} 'Do you have any dietary restrictions?'\n{if} diet = 'gluten free'\n {remove} 'cookies' {from} menu\n{if} diet = 'vegan'\n {remove} 'cheese' {from} menu\n{print} 'For you I have brought: '\n{for} snack {in} menu\n {print} snack" - question_score: '10' - correct_answer: A - 2: - hint: The second line is the same in each code, pay attention to the first line - mp_choice_options: - - feedback: All the different values of flavors should be in quotation marks. - option: "```\nflavors {is} vanilla, strawberry, chocolate\n{print} 'I would like a ' flavors {at} {random} ' cake.'\n```" - - feedback: All the different values of flavors should be in quotation marks. - option: "```\n'flavors = vanilla, strawberry, chocolate'\n{print} 'I would like a ' flavors {at} {random} ' cake.'\n```" - - option: "```\nflavors = 'vanilla', 'strawberry', 'chocolate'\n{print} 'I would like a ' flavors {at} {random} ' cake.'\n```" - feedback: Alright! - - feedback: All the different values of flavors should be in quotation marks. - option: "```\nflavors = 'vanilla, strawberry, chocolate'\n{print} 'I would like a ' flavors {at} {random} ' cake.'\n```" - correct_answer: C - question_score: '10' - question_text: Which of these codes is correct? - 1: - code: "{print} 'three and a half plus one and a half is...'\n{print} 3.5 + 1.5" - hint: Both lines are printed! - mp_choice_options: - - feedback: Don't forget the first line of code! - option: '5' - - feedback: This is not the one! - option: 3.5 + 1.5 - - option: "three and a half plus one and a half is...\nfive" - feedback: Take a close look at the second line... - - option: "three and a half plus one and a half is...\n5" - feedback: Great job! - question_text: Which output is correct? - correct_answer: D - question_score: '10' - 6: - correct_answer: C - question_text: Which line should be filled in at the `_`? - mp_choice_options: - - feedback: What if you only order fries and a drink? - option: "```\nprice = 14\n```" - - option: "```\nprice = '14'\n```" - feedback: What if you only order fries and a drink? - - feedback: Excellent! - option: "```\nprice = price + 2\n```" - - feedback: Almost there! - option: "```\nprice = + 2\n```" - hint: What if you only order fries and a drink? - code: "{print} 'Welcome to McHedy!'\norder = {ask} 'Would you like a hamburger or fries?'\n{if} order = 'hamburger'\n price = 12\n{if} order = 'fries'\n price = 4\ndrinks = {ask} 'Would you like a drink with that for 2 dollars?'\n{if} drinks = 'yes'\n _\n{print} 'That will be ' price ' dollar please'" - question_score: '10' - 5: - code: "name {is} {ask} 'What is your name?'\n{if} name {is} 'Agent007'\n a {is} 'Go to the airport '\nelse\n a {is} 'Go to the train station '\npassword {is} {ask} 'What is the password?'\n{if} password {is} 'TOPSECRET'\n b {is} 'tomorrow at 02.00'\n{else}\n b {is} 'today at 10.00'\n{print} a + b" - question_text: What output does Agent007 get when they put in the correct password? - mp_choice_options: - - feedback: The agent won't be catching any bad guys here - option: Go to the train station today at 10.00 - - feedback: You've cracked the code! - option: Go to the airport tomorrow at 02.00 - - option: Go to the train station tomorrow at 02.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 10.00 - feedback: The agent won't be catching any bad guys here - question_score: '10' - correct_answer: B - hint: The correct password is TOPSECRET - 14: - 4: - hint: The symbols are right - mp_choice_options: - - option: In line 1 == should be used instead of = - feedback: No that's not it - - option: Line 2 misses quotation marks - feedback: You are correct - - feedback: No that's not it - option: In line 4 = should have been used instead of == - - option: In line 4 <= should have been used instead of >= - feedback: No that's not it - code: "price = 10\nmoney = {ask} How much money do you have?\nbuy = {ask} 'Would you like to buy this teddy bear?'\n{if} money >= price {and} buy == 'yes'\n {print} 'You can buy the bear!'\n{else}\n {print} 'You cannot buy this bear!'" - question_text: What's wrong with this code? - correct_answer: B - question_score: '10' - 8: - correct_answer: A - mp_choice_options: - - feedback: True! - option: You must be taller than 120 cm to go on the roller coaster - - feedback: If you are 120 cm you won't get in - option: You must be taller than 119 cm to go on the roller coaster - - feedback: '> means greater than' - option: You must be shorter than 120 cm to go on the roller coaster - - option: There are no length restrictions to go on the roller coaster - feedback: There are. - question_text: Which statement is true about this roller coaster? - hint: '> means greater than' - code: "length = {ask} 'Please fill in your length in cm'\n{if} length < 120\n {print} 'Sorry, you cannot go on this roller coaster.'\n{else}\n {print} 'Enjoy the ride'" - question_score: '10' - 1: - mp_choice_options: - - feedback: This is not a symbol. - option: '`=>`' - - option: '`==`' - feedback: We are not comparing anything, just asking. - - option: '`!=`' - feedback: We are not comparing anything, just asking - - feedback: Right! - option: '`=`' - code: "name _ {ask} 'Who are you?'\n{if} name == 'Hedy'\n {print} 'Me too!'" - hint: We are not comparing anything, we are just asking a name. - question_text: Which symbol should be used on the blank? - question_score: '10' - correct_answer: D - 7: - mp_choice_options: - - feedback: That's not quite right. - option: "`'Lower'` and `'Higher'` and `'You win!'`" - - option: "`'Higher'` and `'Lower'` and `'You win!'`" - feedback: You win! - - option: "`'You win!'` and `'Lower!'` and `'Higher'`" - feedback: That's not quite right. - - option: "`'Lower!'` and `'You win!'` and `'Higher!'`" - feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: B - question_text: What should be filled in on the three blanks? - question_score: '10' - code: "{print} 'Guess which number'\nnumbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10\nnumber = numbers {at} {random}\ngame = 'on'\n{for} i {in} {range} 1 {to} 10\n {if} game == 'on'\n guess = {ask} 'Which number do you think it is?'\n {if} guess < number\n {print} _\n {if} guess > number\n {print} _\n {if} guess == number\n {print} _\n game = 'over'" - 2: - mp_choice_options: - - feedback: No - option: '{if} name = Hedy' - - option: '{if} age = 24' - feedback: No - - option: answer = {ask} 'What is your answer' - feedback: Yes! - - feedback: No - option: answer == {ask} 'How are you doing?' - correct_answer: C - question_score: '10' - hint: When you are comparing two answers you should use == - question_text: Which of these codes has used the correct = or == symbol? - 5: - mp_choice_options: - - feedback: 12 year olds are allowed too - option: '`> 12`' - - feedback: Great! - option: '`>= 12`' - - option: '`< 12`' - feedback: These kids are too young! - - feedback: These kids are too young - option: '`<= 12`' - hint: '> means greater than' - code: "age = {ask} 'How old are you?'\nticket = {ask} 'Do you have a ticket?'\n{if} age _ {and} ticket == 'yes'\n {print} 'You can enter the movie theater.'\n{else}\n {print} 'You are not allowed to come in!'" - question_score: '10' - question_text: Which symbol should be filled in on the blanks if the movie is suitable for kids for the age of 12 and up? - correct_answer: B - 6: - question_score: '10' - mp_choice_options: - - feedback: It stops after 2 times - option: 10 times - - option: 0 times - feedback: It stops after 2 times - - option: 1 time - feedback: It stops after 2 times - - feedback: That is correct - option: 2 times - correct_answer: D - question_text: How many times do you have to say you are annoyed before this annoying game stops? - code: "lives = 2\n{repeat} 10 {times}\n {if} lives != 0\n answer = {ask} 'Are you annoyed yet?'\n {if} answer == 'yes'\n lives = lives - 1" - hint: "!= means 'is not'" - 10: - correct_answer: B - mp_choice_options: - - feedback: Look at who has the highest score! - option: "'player 1 wins'" - - option: "'player 2 wins'" - feedback: Yes! - - option: "'player 2 loses'" - feedback: Look at who has the highest score! - - feedback: No it's not, one player has a higher score - option: "'It is a tie'" - hint: You win the game by having the most points - code: "{print} 'Whoever gets the most points wins!'\n{if} points_player_1 < points_player_2\n {print} _" - question_text: What should be filled in in the blanks? - question_score: '10' - 9: - mp_choice_options: - - option: 1 or more - feedback: No - - option: 2 or more - feedback: No - - option: 8 or more - feedback: Almost - - feedback: Great! - option: 9 or more - code: "chocolate = {ask} 'How many pieces of chocolate have you eaten?'\n {if} chocolate <= 2\n {print} 'That is a healthy amount'\n {if} chocolate > 2 {and} chocolate =< 8\n {print} 'That is a bit much'\n {if} chocolate > 8\n {print} 'You will get a stomach ache!'" - hint: '> 8 means more than 8' - question_text: How many pieces of chocolate will give you a stomach ache according to this fitbit? - question_score: '10' - correct_answer: D - 3: - question_score: '10' - mp_choice_options: - - option: '`>` and `<`' - feedback: That's not it - - option: '`=` and `>=`' - feedback: That's not it - - option: '`<` and `>=`' - feedback: You are right - - option: '`+` and `==`' - feedback: That's not it - correct_answer: C - code: "guests = {ask} 'How many people are at the party?'\n{if} guests _ 130\n {print} 'You can come in!'\n{if} guests _ 130\n {print} 'Im sorry, the club is full. '\n {print} 'You have to wait for a guest to leave'" - hint: There are 130 people allowed in the club - question_text: Which symbols should be filled in on the two blanks? 17: - 2: - correct_answer: D - hint: Read the code carefully. - mp_choice_options: - - feedback: This is not it. - option: You cannot have so many variables. - - feedback: Not true! - option: The way the variables are multiplied is incorrect. - - feedback: Keep looking for the mistake. - option: One of the variables `noleap_year` does not belong with the `{if}` statement. - - option: The `noleap_year` has to be identical in both cases. - feedback: Correct! - code: "seconds_minute = 60\nminute_hour = 60\nhour_day = 24\nleap_year = 366\nno_leap_year = 365\nyears = ask 'what year is it?'\n{if} years = 2024:\n print seconds_minute * minute_hour * hour_day * leap_year\n{else}:\n print seconds_minute * minute_hour * hour_day * noleap_year" - question_text: What is wrong with this code? - question_score: '10' - 4: - correct_answer: D - mp_choice_options: - - feedback: Try again. - option: The first `{elif}` should be used before the `print` command - - feedback: From now on we can use elif multiple times. - option: '`{elif}` can only be used once' - - feedback: Not correct. - option: '`==` used with `{elif}` should be replaced by `=`' - - feedback: Great! - option: '`{elif}` in the last line should be replaced by `{else}`' - question_text: What is wrong with code? - code: "name_color = {ask} 'What is your favorite color?'\n{if} name_color == 'red':\n {print} 'the color of a tomato'\n{elif} name_color == 'green':\n {print} 'the color of an apple'\n{elif} name_color == 'blue':\n {print} 'the color of a blueberry'\n{elif} name_color == 'yellow':\n {print} 'the color of a banana'\n{elif}:\n {print} 'this fruit-color does not exist'" - question_score: '10' - hint: Think about `{if}`, `{elif}`, `{else}`. - 3: - hint: Think about how many times you need repeating. - mp_choice_options: - - option: "```\n🦔\n🦔\n🦔\n```" - feedback: Try again. - - feedback: One more try. - option: "```\n🦔\n🦔\n```" - - option: "```\n🦔\n🦔\n🦔\n🦔\n🦔\n🦔\n```" - feedback: Well done! - - feedback: That is not it. - option: "```\n🦔\n🦔\n🦔\n🦔\n🦔\n```" - code: "{for} x in range 1 to 3:\n {for} y in range 1 to 2:\n {print} 🦔" - correct_answer: C - question_score: '10' - question_text: How many hedgehogs will this code print? - 10: - mp_choice_options: - - feedback: Try again. - option: The word num needs quotation marks. - - feedback: Not true. - option: The `{if}` command is not used correctly. - - option: Line 3 should be `volume_room = number * number * number`. - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - question_score: '10' - question_text: What is wrong with this code? - hint: Read the code carefully. - code: "{for} number in range 1 to 5:\n volume_room = num * num * num\n {print} volume_room ' cubic meters'\n {if} volume_room > 100:\n {print} 'this is a large room'\n {elif} volume_room < 100:\n {print} 'small room but cosy'\n {else}:\n {print} 'i will look for something else'" - correct_answer: C 6: - correct_answer: D code: "name = {ask} 'What is your name?'\n{if} name == 'Hedy':\npassword = {ask} 'What is your password?'\n {if} password =='turtle123':\n {print} 'Yey'\n {else}:\n {print} 'Access denied'\n{else}:\n {print} 'Go fish'" - mp_choice_options: - - feedback: Try again. - option: '`{elif}` is missing.' - - option: '`{else}` can only be used once.' - feedback: From now on we can use elif multiple times. - - option: Nothing! - feedback: There is a mistake. Look carefully! - - feedback: Amazing! - option: There is an indentation mistake in the last line. - hint: There is a mistake somewhere... - question_score: '10' - question_text: What is wrong with code? - 8: - hint: Read the code carefully. - mp_choice_options: - - option: '`{or}` cannot be used with `{if}`.' - feedback: Try again. - - option: In the `{for}` command `insect` should be `insects`. - feedback: Not true. - - feedback: Well done! - option: Nothing! - - option: There is an indentation mistake in the last line. - feedback: Nope. - question_score: '10' - question_text: What is wrong with code? - correct_answer: C - code: "insects = ['🐝', '🦋', '🕷', '🐞']\nyour_favorite = {ask} 'what is your favorite insect?'\n{for} insect in insects:\n {if} your_favorite == '🐝' {or} your_favorite == '🐞':\n {print} 'very useful'\n {elif} your_favorite == '🕷':\n {print} 'it can catch mosquitoes'\n {else}:\n {print} 'almost all insects can be useful one way or another'" - 9: - mp_choice_options: - - feedback: Try again! - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - - feedback: That is not it. - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number <= 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - - option: "```\n {for} number in range -5 to 3:\n {if} number >= 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Very good! - - option: "```\n {for} number in range -5 to 3:\n {if} number < 0: \n {print} number ' is positive'\n {elif} number <=0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - question_text: Which one of the codes below gave this output? - code: "-5 is negative\n-4 is negative\n-3 is negative\n-2 is negative\n-1 is negative\n0 is positive\n1 is positive\n2 is positive\n3 is positive" - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 5: - mp_choice_options: - - option: "```\n7\nanother number\nanother number\nanother number\nanother number\n71\n79\n97\n```" - feedback: Well done! - - option: "```\nanother number\n19\n29\n41\n53\n71\n79\n97\n```" - feedback: Try again. - - option: "```\n7\n19\n29\n41\n53\n71\n79\nanother number\n```" - feedback: One more try. - - option: "```\n7\n19\n29\n41\n53\n71\n79\n97\n```" - feedback: That is not it. - question_score: '10' - code: "numbers = [7, 19, 29, 41, 53, 71, 79, 97]\n{for} prime in numbers:\n {if} prime <= 10:\n {print} prime\n {elif} prime >= 60:\n {print} prime\n {elif} prime >= 90:\n {print} prime\n {else}:\n {print} 'another number'" - question_text: What is the output of this code? - hint: Think about how many times you need repeating and the values of if and elif. - correct_answer: A - 7: - question_score: '10' - mp_choice_options: - - feedback: Try again! - option: "```\n numbers = [1, 2 , 3, 4, 5]\n {for} n in numbers:\n result = n * 1\n {print} 'The result is ' result\n```" - - option: "```\nnumbers = [1, 2, 3, 4, 5]\n {for} u in numbers:\n number = u\n {print} 'The result is ' number\n```" - feedback: That is not it. - - option: "```\nnumbers = [1, 2, 3, 4, 5]\n {for} number in numbers:\n number = 3\n {print} 'The result is ' number\n```" - feedback: Very good! - - option: "```\nnumbers = [1, 2 , 3, 4, 5]\n {for} n in numbers:\n n = result\n {print} 'The result is ' result\n```" - feedback: That is not it. - hint: Think about mathematical symbols. - question_text: Which of the following codes will print five times 'the result is 3' on the screen? - correct_answer: C - 1: - mp_choice_options: - - option: "```\nm i n i o n s\n```" - feedback: This is not it. - - feedback: Correct! - option: "```\nBob\nKevin\nStuart\n```" - - option: "```\nminions\nminions\nminions\n```" - feedback: Take a look at the content of your list. - - option: "```\nB o b K e v i n S t u a r t\n```" - feedback: Do not loop through the letters. - correct_answer: B - question_text: What is the output of this code? - question_score: '10' - hint: Loop through your list. - code: "minions = ['Bob', 'Kevin', 'Stuart']\n{for} x in minions:\n {print} x" - 5: - 5: - mp_choice_options: - - feedback: Indeed! - option: Because it needs to be in capitals, so SECRET - - feedback: No, this is not the password. - option: Because the password is alarm - - option: Because it's spelled wrong. - feedback: That's not how you spell secret - - option: Because Hedy makes a mistake - feedback: No, Hedy is right - question_score: '10' - code: "password {is} {ask} 'What is the password?'\n{if} password {is} SECRET {print} 'Correct!'\n{else} {print} 'ALARM! INTRUDER!'" - correct_answer: A - hint: The spelling of the word has to be exactly the same. - question_text: Why will Hedy say 'ALARM! INTRUDER' when you type in 'secret'? - 8: - mp_choice_options: - - option: "```\nfavorite animal\n```" - feedback: That's not the variable name. - - option: "```\nanimal\n```" - feedback: Great job! - - option: '`{if}`' - feedback: '`{if}` is already there' - - feedback: No, that's not it. - option: '`{print}`' - question_score: '10' - question_text: Which word should be on the place of the blank? - code: "animal {is} {ask} 'What is your favorite animal?'\n{if} _ {is} penguin {print} 'Thats my favorite animal too!'\n{else} {print} 'Cool! I like penguins.'" - hint: What the variable name? - correct_answer: B - 7: - hint: After `{else}` a `{print}` command follows - mp_choice_options: - - feedback: '`{if}` is in the line above.' - option: '`{if}`' - - option: '`{at}` `{random}`' - feedback: No, you don't need `{at} {random}`. - - feedback: There already is an `{else}` command - option: '`{else}`' - - feedback: Awesome! - option: '`{print}`' - question_score: '10' - question_text: Which word should be in the place of the blank? - correct_answer: D - code: "{print} 'I can predict if you will be a millionair or not!'\nname {is} {ask} 'Whats your name?'\n{if} name {is} Hedy {print} 'You will be a millionair!'\n{else} _ 'Unfortunately... No big money for you.'" - 10: - question_text: Which monster is standing behind door 1? - mp_choice_options: - - feedback: Awesome! - option: Hedy picks a random monster each time. - - feedback: Not always... - option: vampire - - option: werewolf - feedback: Not always... - - feedback: Not always... - option: giant spider - code: "{print} 'Escape from the haunted house!'\n{print} 'There are 3 doors in front of you'\ndoor {is} {ask} 'Which door do you choose?'\nmonsters {is} vampire, werewolf, giant spider\n{if} door {is} 2 {print} 'Yay, you can escape!'\n{else} {print} 'You are being devoured by a... ' monsters {at} {random}" - correct_answer: A - question_score: '10' - hint: Mind the last 3 words... monsters `{at} {random}`... - 2: - mp_choice_options: - - feedback: That's right! - option: fun - - option: less fun - feedback: If the name is Hedy, it will say 'fun'' - - option: Hedy - feedback: No, it doesn't print the name - - option: Error - feedback: Fortunately not! - code: "name {is} {ask} 'What is your name?'\n{if} name {is} Hedy {print} 'fun' {else} {print} 'less fun'" - question_text: What appears in your output screen when you type in the name Hedy? - question_score: '10' - hint: '`{if}` name `{is}` Hedy `{print}` ...?' - correct_answer: A - 6: - mp_choice_options: - - option: "```\n{if}\n```" - feedback: '`{if}` is already in the line above' - - feedback: No, you need `{else}`. - option: "```\n{at} {random}\n```" - - feedback: Great! - option: "```\n{else}\n```" - - option: "```\n{print}\n```" - feedback: '`{print}` is already there, we need a word before it!' - hint: '`{if}` goes together with...?' - correct_answer: C - question_score: '10' - question_text: Which word should be on the place of the blank in the last line? - code: "{print} 'Im Hedy the football fortune teller!'\n{print} 'I will predict what place your team will end up!'\nclub is {ask} 'Which club is your favorite?'\n{if} club {is} ajax {print} 'Ajax is going to win of course!'\n_ {print} 'Sorry, your club is gonna be in last place...'" - 9: - question_score: '10' - question_text: Which door should you choose to escape?? - correct_answer: B - mp_choice_options: - - feedback: Bad choice! You're being eaten - option: '1' - - feedback: Super! You escaped! - option: '2' - - feedback: Bad choice! You're being eaten. - option: '3' - - option: It's a trap, you will always be eaten! - feedback: Luckily not! - hint: One of the doors will keep you safe.. - code: "{print} 'Escape from the haunted house!'\n{print} 'There are 3 doors in front of you'\ndoor {is} {ask} 'Which door do you choose?'\nmonsters {is} vampire, werewolf, giant spider\n{if} door {is} 2 {print} 'Yay, you can escape!'\n{else} {print} 'You are being devoured by a... ' monsters {at} {random}" - 1: - mp_choice_options: - - feedback: There already is a `{print}` command. - option: '`{print}`' - - option: '`{if}`' - feedback: The `{if}` command is used in the line above. - - option: '`{sleep}`' - feedback: That's not it! - - option: '`{else}`' - feedback: That's right! - question_text: Which command should be filled in on the _? - hint: Which one goes together with the `{if}` command? - question_score: '10' - correct_answer: D - code: "number {is} {ask} 'What is your lucky number?'\n{if} number {is} 5 {print} 'Mine too!'\n_ {print} 'My lucky number is 5!'" - 4: - code: "password {is} {ask} 'What is the password?'\n{if} password {is} SECRET {print} 'Correct!'\n{else} {print} 'ALARM! INTRUDER!'" - mp_choice_options: - - feedback: That's printed if the correct answer is given, not the wrong one... - option: Correct - - feedback: That's not the right answer - option: SECRET - - option: Wrong! - feedback: No, this is not what Hedy will print - - option: ALARM! INTRUDER! - feedback: Great job! - hint: Your computer will sound the alarm for intruders! - correct_answer: D - question_score: '10' - question_text: What does Hedy print when you type in the wrong password? - 3: - mp_choice_options: - - feedback: This is printed when you type in the correct password - option: Correct! - - feedback: That's right!' - option: SECRET - - option: password - feedback: The password isn't password... - - feedback: This is printed when you type in the incorrect password! - option: ALARM INTRUDER - question_score: '10' - question_text: What is the right password? - hint: "`{if}` password `{is}` ... `{print}` 'Correct!'" - correct_answer: B - code: "password {is} {ask} 'What is the password?'\n{if} password {is} SECRET {print} 'Correct!'\n{else} {print} 'ALARM! INTRUDER!'" - 15: - 9: - mp_choice_options: - - feedback: No - option: Nothing. 1600 is not programmed into the app. - - feedback: No - option: You could eat some more - - option: That is alright - feedback: Yes! - - option: You have eaten enough for today - feedback: No - hint: 1600 is between 1000 and 2000 - question_score: '10' - correct_answer: C - code: "calories = {ask} 'How many calories have you eaten today?'\n {while} calories <= 1000\n {print} 'You could eat some more'\n {while} calories > 1000 {and} calories =< 2000\n {print} 'That is alright'\n {while} calories > 2000\n {print} 'You have had enough for today'" - question_text: What will the diet app say if you have eaten 1600 calories today? - 1: - mp_choice_options: - - feedback: That is not right. - option: '`=!`' - - option: '`==`' - feedback: You don't have to keep guessing if you've given the right answer. - - feedback: Correct - option: '`!=`' - - feedback: That's not it - option: '`=`' - correct_answer: C - hint: Keep guessing until you say Amsterdam - question_score: '10' - code: "answer = 0\n{while} answer _ 'Amsterdam'\n answer = {ask} 'What is the capital city of the Netherlands?'\n{print} 'You have given the correct answer'" - question_text: 'Which symbol should be used on the blank? Tip: You must keep guessing until you get it right.' - 4: - question_text: What's wrong with this code? - mp_choice_options: - - option: In line 1 `==` should be used instead of `=` - feedback: No that's not it - - option: Line 2 misses quotation marks - feedback: That's not right - - feedback: That's not it - option: In line 5 `{if}` should have been used instead of `{while}` - - feedback: You are correct - option: In line 5 `!=` should have been used instead of `==` - code: "options = 1, 2, 3, 4, 5, 6\n{print} 'Throw 6 as fast as you can!'\nthrown = 0\ntries = 0\n{while} thrown == 6\n thrown = options {at} {random}\n {print} 'You threw ' thrown\n tries = tries + 1\n{print} 'Yes! You have thrown 6 in ' tries ' tries.'" - hint: There is something wrong in line 5 - question_score: '10' - correct_answer: D - 3: - code: "_ age < 18\n {print} 'you are not allowed in this bar'" - mp_choice_options: - - option: '`{in}`' - feedback: That's not it - - option: '`{while}`' - feedback: You are right - - option: '`{for}`' - feedback: That's not it - - option: '`{range}`' - feedback: That's not it - question_score: '10' - question_text: Which command should be filled in on the blank? - correct_answer: B - hint: You are not allowed in the bar as long as you are 17 or younger - 2: - mp_choice_options: - - feedback: No - option: "```\n{while} name = Hedy\n```" - - option: "```\n{while} age = 24\n```" - feedback: No - - feedback: Yes! - option: "```\n{while} time > 0\n```" - - option: "```\n{while} answer == yes'\n```" - feedback: A quotation mark is missing - question_text: Which of these codes has used the correct symbol(s)? - hint: When you are comparing two answers you should use == - question_score: '10' - correct_answer: C - 7: - hint: The last one should say you win. - question_score: '10' - mp_choice_options: - - option: '... change the first `{if}` into a `{while}`' - feedback: Perfect! - - feedback: That's not quite right. - option: '... change the second `{if}` into a `{while}`' - - feedback: That's not quite right. - option: '... change the third `{if}` into a `{while}`' - - feedback: That's not quite right. - option: '... change the fourth `{if}` into a `{while}`' - correct_answer: A - question_text: How should this program be changed so that it works? - code: "{print} 'Guess which number'\nnumbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10\nnumber = numbers {at} {random}\ngame = 'on'\n{if} game == 'on'\n guess = {ask} 'Which number do you think it is?'\n {if} guess < number\n {print} _\n {if} guess > number\n {print} _\n {if} guess == number\n {print} _\n game = 'over'" - 5: - hint: wetness should get less each time - mp_choice_options: - - option: "```\n = wetness\n```" - feedback: That will not change anything - - feedback: You can't have two times = in one line - option: "```\n = wetness = 1\n```" - - option: "```\n = wetness - 1\n```" - feedback: You are correct! - - feedback: The program should count down - option: "```\n = wetness + 1\n```" - correct_answer: C - question_text: What should be placed on the blank to make this program work correctly? - question_score: '10' - code: "wetness = 10\n{while} wetness != 0\n {print} 'Your hair is still wet, hair dryer on!'\n {sleep} 1\n {clear}\n wetness _\n\n{print} 'All dry!'" - 6: - mp_choice_options: - - option: '`{while}` should be`{if}`' - feedback: No that is not right - - feedback: No that is not right - option: '`{if}` should be `{while}`' - - option: Line 3 should start with more indentation - feedback: No that's not right - - feedback: That is correct - option: Line 2 should start with less indentation - hint: Look closely at the indentation - correct_answer: D - question_text: What is wrong with this code? - question_score: '10' - code: "lives = 100\n {while} lives != 0\n answer = {ask} 'Are you annoyed yet?'\n {if} answer == 'yes'\n lives = lives - 1" - 8: - mp_choice_options: - - option: The lights and air freshener will turn off after 1 minute - feedback: False! - - option: The air freshener sprays once every minute and the lights stay on the whole time while you are on the toilet - feedback: Great job - - option: The air freshener sprays once you leave the toilet. - feedback: It only sprays when you're in there. - - feedback: That wouldn't be right. - option: The lights will always stay on. - hint: The block after the {while} command keeps happening while the toilet is occupied. - code: "{while} toilet == 'occupied'\n lights = 'on'\n air_freshener_sprays = 'yes'\n {sleep} 60\nlights = 'off'\nair_freshener_sprays = 'no'" - question_score: '10' - correct_answer: B - question_text: Which statement is true about this automated toilet system? - 10: - hint: You win the game by having the most points. Your name should appear on the screen - correct_answer: A - mp_choice_options: - - option: "```\n name_player_1\n```" - feedback: You are right! - - feedback: No they are losing! - option: "```\n name_player_2\n```" - - feedback: You should fill in a name, not a number - option: "```\n points_player_1\n```" - - feedback: You should fill in a name, not a number - option: "```\n points_player_2\n```" - question_text: 'What should be filled in in the blanks? Tip: the player with the most points is in the lead.' - question_score: '10' - code: "name_player_1 = {ask} 'Name player 1:'\nname_player_2 = {ask} 'Name player 2:'\n{while} points_player_1 > points_player_2\n {print} _ ' is in the lead right now!'" 16: - 7: - mp_choice_options: - - feedback: That is not right. - option: Line 1 needs less quotation marks - - feedback: It should not! - option: Line 3 should start with indentation - - feedback: It should not - option: Line 4 should start without indentation - - feedback: Amazing! - option: Line 4 needs more quotation marks. - question_text: What's wrong with this code? - correct_answer: D - code: "people = ['Savi', 'Senna', 'Fayenne']\ntransportation = ['bike', 'train', 'car']\n{for} i {in} {range} 1 {to} 3\n {print} people[i] goes to school by transportation[i]" - hint: There is a mistake made in the usage of quotation marks. - question_score: '10' 10: - mp_choice_options: - - feedback: Almost there... but adding the winner to the list makes this raffle unfair - option: "```\nchosen_number = list_of_numbers at random\nprint books[i] ' will go to person number ' chosen_number\n{add} chosen_number {to} list_of_numbers\n```" - - option: "```\nprint person[i] ' wins ' book[i]\n```" - feedback: There is no list called 'person' - - feedback: This is not it. - option: "```\nchosen_number = list_of_numbers[people]\nprint books[people] ' will go to person number ' chosen_number\n{remove} chosen_number {from} list_of_numbers\n```" - - option: "```\nchosen_number = list_of_numbers[random]\nprint books[i] ' will go to person number ' chosen_number\n{remove} chosen_number {from} list_of_numbers\n```" - feedback: Fantastic! - hint: You need to use the {remove} command - correct_answer: D code: "{print} 'The book raffle will start soon'\n{print} 'Get your tickets now!'\n{books} = ['Narnia', 'The Hobbit', 'Oliver Twist', 'Harry Potter', 'Green eggs and ham']\npeople = {ask} 'How many raffle tickets are sold?'\nlist_of_raffle_numbers = [1, 2]\n{for} i {in} {range} 3 {to} people\n {add} i {to} list_of_raffle_numbers\n{for} i {in} {range} 1 {to} 5" - question_text: Which 3 lines will complete this code correctly? - question_score: '10' - 9: - code: "countries = ['Canada', 'Zimbabwe', 'New Zealand']\n{for} i {in} {range} 0 {to} 1\n {print} 'I will travel to ' countries[random]" - mp_choice_options: - - option: "```\nI will travel to Canada\nI will travel to Canada\n```" - feedback: Great job! - - feedback: It will be repeated twice - option: "```\nI will travel to Canada\n```" - - feedback: This is not it. - option: "```\nI will travel to Canada, Zimbabwe and New Zealand\n```" - - feedback: It's only repeated twice - option: "```\nI will travel to Canada\nI will travel to Zimbabwe\nI will travel to New Zealand\n```" - hint: Range 0 to 1 is 2 times - question_score: '10' - question_text: What is a possible output for this code? - correct_answer: A - 2: - mp_choice_options: - - feedback: Mind the spacing. - option: "```\nfriends[i] has to do chores [i]\n```" - - option: "```\nfriends[1] has to do chores[1]\n```" - feedback: It will print 3 times that Wesley has to do the cooking - - feedback: The person has to do the chore, not the other way around - option: "```\nchores[i] ' has to do ' friends[random]\n```" - - option: "```\nfriends[i] ' has to do ' chores[i]\n```" - feedback: Fantastic! - code: "friends = ['Wesley', 'Eric', 'Kaylee']\nchores = ['the cooking', 'the cleaning', 'nothing']\n{for} i {in} {range} 1 {to} 3\n {print} _" - question_text: What should be filled in on the blanks if you want a list of what chores are done by whom? - hint: '`i` tells us what item in the list it is. So friend 1 does chore 1 etc.' - correct_answer: D - question_score: '10' - 8: - mp_choice_options: - - option: "```\nteams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy']\nposition = ['first', 'second', 'third']\n{for} i {in} {range} 0 {to} 3\n{print} teams[random] ' get to go ' position[i]\n```" - feedback: This is not right - - option: "```\nteams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy']\nposition = ['first', 'second', 'third']\n{for} i {in} {range} 1 {to} 3\n {print} teams[i] ' get to go ' position[i]\n```" - feedback: Amazing! - - feedback: This is not it. - option: "```\nteams = ['Macy', 'Kate', 'Lionell', 'Raj', 'Kim', 'Leroy']\nposition = ['first', 'second', 'third']\n{for} i {in} {range} 1 {to} 6\n {print} teams[random] ' get to go ' position[random]\n```" - - option: "```\nteams = ['Macy and Kate' 'Lionell and Raj' 'Kim and Leroy']\nposition = ['first' 'second' 'third']\n{for} teams {in} {range} 0 {to} 3\n {print} teams[i] ' get to go ' position[i]\n```" - feedback: This is not going to work! - correct_answer: B - code: "Macy and Kate get to go first\nLionell and Raj get to go second\nKim and Leroy get to go third" - hint: If you look carefully at the first line, you'll see that only the first two answers are possibly correct. - question_score: '10' - question_text: Which of these codes belongs to this output? - 3: - code: "friends = ['Wesley', 'Eric', 'Kaylee']\nchore = ['the cooking', 'the cleaning', 'nothing']\n{for} i {in} {range} 1 {to} 3\n {print} friends[i] has to do chores[i]" - mp_choice_options: - - feedback: Super! - option: "```\nWesley has to do the cooking\nEric has to do the cleaning\nKaylee has to do nothing\n```" - - option: "```\nKaylee has to do the cooking\nWesley has to do the cleaning\nEric has to do nothing\n```" - feedback: No, it is not random. - - feedback: Poor Wesley! - option: "```\nWesley has to do the cooking\nWesley has to do the cleaning\nWesley has to do the nothing\n```" - - feedback: That's not it - option: "```\nWesley has to do the cooking\nWesley has to do the cooking\nWesley has to do the cooking\n```" - hint: It's not random... - correct_answer: A - question_score: '10' - question_text: What is a possible output for this program? - 5: - mp_choice_options: - - option: "```\n noises = ['moo', 'woof', 'neigh']\n```" - feedback: Mind the variable name and the order of the sounds. - - feedback: Look at line one to see how brackets are supposed to be used. - option: "```\n sounds = '[woof], [moo], [neigh]'\n```" - - feedback: Don't forget the quotation marks! - option: "```\n sounds = [woof, moo, neigh]\n```" - - feedback: Great job! - option: "```\n sounds = ['woof', 'moo', 'neigh']\n```" - hint: Look at line 1 to see proper use of brackets and quotation marks. - question_score: '10' - question_text: Which line should be filled in in the blank? - correct_answer: D - code: "animals = ['dog', 'cow', 'horse']\n_\n{for} i {in} {range} 1 {to} 3\n {print} 'the ' animals[i] ' says ' sounds[i]" - 6: - mp_choice_options: - - option: You are not allowed to use the variable o. It should be named i. - feedback: i is the most commonly used variable name in this case, but it's not mandatory to use i. - - feedback: No, he likes minecraft. - option: The output will say that Jaylino likes fortnite. - - feedback: Correct - option: The output will say that Ryan likes fifa - - option: This code will not work. It will give and error. - feedback: No, the code is correct. - question_score: '10' - correct_answer: C - code: "people = ['Chris', 'Jaylino', 'Ryan']\ngames = ['fortnite', 'minecraft', 'fifa']\n{for} o {in} {range} 1 {to} 3\n {print} people[o] ' likes ' games[o]" - hint: There is nothing wrong with this code. - question_text: Which statement is true? - 4: - mp_choice_options: - - option: The variable in line 4 should be `friend[i]`, not `friends[i]` - feedback: That is not right. - - option: Line 3 should say `in range 1 to 3` not `in range 0 to 3` - feedback: Good catch! - - feedback: It's not a variable, it's just text. - option: Line 4 should say 'lucky_number', not 'lucky number - - feedback: That's not it - option: '{in} in line 3 should be removed' - correct_answer: B - hint: There's nothing wrong with line 4 - code: "friends = ['Jaylee', 'Erin', 'Fay']\nlucky_numbers = [15, 18, 6]\n{for} i {in} {range} 0 {to} 3\n print 'the lucky number of ' friends[i]\n print 'is ' lucky_numbers[i]" - question_score: '10' - question_text: What is wrong with this code? - 1: - mp_choice_options: - - feedback: This is the old way. - option: '`snacks {at} {random}`' - - option: '`[{random} snack]`' - feedback: The order is wrong. - - option: '`snacks[{random}]`' - feedback: Correct - - option: '`snacks[{at} {random}]`' - feedback: We do not need `at`anymore - code: "snacks = nachos, chips, cucumber, sweets\n{print} _" - question_score: '10' - correct_answer: C - hint: We no longer use {at} - question_text: Which command should be filled in on the blanks to print a random snack? - 13: - 1: - mp_choice_options: - - option: "```\n{if} birthday {and} song = 'yes'\n```" - feedback: Almost there - - feedback: Hedy only sings for you if you like to hear a song - option: "```\n{if} birthday = 'yes' {and} name = 'Hedy'\n```" - - option: "```\n{if} song = 'yes' {and} birthday = 'yes'\n```" - feedback: Super! - - feedback: Hedy only sings if both answers are yes - option: "```\n{if} song = 'yes' {or} birthday = 'yes'\n```" - correct_answer: C - question_text: Which code should be filled in at the ??? ? - code: "name = {ask} 'What is your name?'\nsong = {ask} 'Whould you like to hear a song?'\nbirthday = {ask} 'Is today your birthday?'\n???\n {print} 'Happy Birthday to you!'\n {print} 'Happy Birthday to you!'\n {print} 'Happy Birthday dear ' name\n {print} 'Happy Birthday to you!'" - question_score: '10' - hint: Hedy sings if you want to hear a song and it's you birthday - 5: - mp_choice_options: - - feedback: The prince is a little more picky than that! - option: Every person with shoe size 38 is this prince's one true love - - option: Every person named Cinderella is this prince's one true love - feedback: The prince is a little more picky than that! - - feedback: Fantastic! - option: Every person that is named Cinderella and has shoe size 38 is this prince's one true love - - feedback: The prince is a little more picky than that! - option: Every person that's not named Cinderella and does not have shoe size 38 is this prince's one true love - question_text: Which statement is true about this code? - code: "{if} name = 'Cinderella' {and} shoe_size = 38\n {print} 'You are my one true love!'" - hint: Both statements have to be true - correct_answer: C - question_score: '10' - 7: - mp_choice_options: - - option: The grey cat is called Abby - feedback: This is true! - - option: Milo the orange cat eats 4 scoops of cat nibbles - feedback: This is true - - feedback: Great job! - option: The black hamster needs to be fed a piece of carrot - - option: The yellow bird was fed this morning - feedback: This is true - question_text: Which statement is false? - hint: Read the last 4 lines carefully - question_score: '10' - correct_answer: C - code: "{print} 'Thank you for helping me take care of my pets'\n{print} 'Here is a program to help feed them'\nanimal = {ask} 'What kind of animal are they?'\ncolor = {ask} 'What colour are they?'\n{if} animal = 'cat' {and} color = 'grey'\n {print} 'That is Abby. She eats 3 scoops of cat nibbles'\n{if} animal = 'cat' {and} color = 'orange'\n {print} 'That is Milo. He eats 4 scoops of cat nibbles'\n{if} animal = 'bird' {or} color = 'black'\n {print} 'I fed them this moring! They do not need more food today'\n{if} animal = 'hamster' {and} color = 'brown'\n {print} 'You can feed them a piece of carrot'" - 3: - question_text: Which output is given to a member without a discount code? - mp_choice_options: - - option: You get a free apple pie! - feedback: Great job! - - option: That will be 5 dollars please - feedback: That is not true - - option: This code won't work, so there is no output - feedback: There is nothing wrong with the code - - feedback: There is! Read the question carefully - option: There is no way of knowing - code: "member = {ask} 'Do you have a membership card?'\ndiscount = {ask} 'Do you have a discount code?'\n{if} member = 'yes' {or} discount = 'yes'\n {print} 'You get a free apple pie!'\n{else}\n {print} 'That will be 5 dollars please'" - hint: Mind the command `{or}` in line 3 - correct_answer: A - question_score: '10' - 4: - mp_choice_options: - - option: "```\n{print} 'you win'\n```" - feedback: You win! - - feedback: You lose! - option: "```\n{print} 'you lose'\n```" - - option: "```\n{print} 'tie'\n```" - feedback: It's only a tie if both choices are the same - - option: "```\n{print} 'try again'\n```" - feedback: Try again! - code: "{if} computer_choice {is} 'rock' {and} your_choice {is} 'paper'" - question_text: Which line of code should follow this line in rock-paper-scissors game? - correct_answer: A - question_score: '10' - hint: Paper beats rock - 9: - mp_choice_options: - - option: "Line 3 should be:\n```\n{if} chocolate = 'yes' {and} sprinkles = 'yes'\n```" - feedback: Correct! - - option: "Line 3 should be: \n```\n{if} chocolate = 'no' {and} sprinkles = 'no'\n```" - feedback: This is not what I ordered! - - option: "Line 5 should be: \n```\n{if} chocolate = 'yes' {and} sprinkles = 'yes'\n```" - feedback: This is not what I ordered! - - option: "Line 7 should be:\n```\n{if} chocolate = 'yes' {and} sprinkles = 'no'\n```" - feedback: This is not what I ordered! - question_score: '10' - question_text: What is wrong with this code? - code: "1 chocolate = {ask} 'Would you like chocolate sauce on your ice cream?'\n2 sprinkles = {ask} 'Would you like sprinkles on your ice cream?'\n3 {if} chocolate {and} sprinkles = 'yes'\n4 {print} 'Ice cream with chocolate sauce and sprinkles, coming up!'\n5 {if} chocolate = 'yes' {and} sprinkles = 'no'\n6 {print} 'Ice cream with chocolate sauce, coming up!'\n7 {if} chocolate = 'no' {and} sprinkles = 'yes'\n8 {print} 'Ice cream with sprinkles, coming up'\n9 {if} chocolate = 'no' {and} sprinkles = 'no'\n10 {print} 'Just plain icecream, coming up!'" - correct_answer: A - hint: There is a mistake in line 3 - 2: - mp_choice_options: - - option: '`{and}`' - feedback: You don't have to be vegan and muslim - - feedback: Great thinking! - option: '`{or}`' - - feedback: No - option: '`+`' - - feedback: No - option: '`{print}`' - hint: Neither vegans nor muslims can eat sausage rolls. - correct_answer: B - code: "menu = 'cheese', 'sausage rolls', 'cookies'\ndiet = {ask} 'Do you have any dietary restrictions?'\n{if} diet = 'vegan' ??? diet = 'halal'\n {remove} 'sausage rolls' {from} menu" - question_text: Which command is missing in the code at the place of the ??? ? - question_score: '10' - 8: - code: "{print} 'Welcome to the movie theater'\npopcorn = {ask} 'Would you like some popcorn?'\ndrink = {ask} 'Would you like a drink?'\n{if} popcorn = 'yes' {and} drink = 'yes'\n {print} 'That will be 8 dollars please'\n{if} popcorn = 'no' {and} drink = 'yes'\n {print} 'That will be 3 dollars please'\n{if} popcorn = 'yes' {and} drink = 'no'\n {print} 'That will be 5 dollars please'\n{if} popcorn = 'no' {and} drink = 'no'\n {print} 'Ok'\n{print} 'Enjoy the movie'" - mp_choice_options: - - feedback: You have paid too much! - option: "Welcome to the movie theater\nThat will be 8 dollars please\nEnjoy the movie" - - option: "Welcome to the movie theater\nThat will be 5 dollars please\nEnjoy the movie" - feedback: Amazing! - - feedback: That's not enough money! - option: "Welcome to the movie theater\nThat will be 3 dollars please\nEnjoy the movie" - - option: "Welcome to the movie theater\nOk\nEnjoy the movie" - feedback: You have to pay for your popcorn! - question_text: What output do you get if you order popcorn but no drink? - hint: popcorn = yes and drink = no - correct_answer: B - question_score: '10' - 10: - question_text: Which command needs to be in line 8 at the place of the ??? ? - mp_choice_options: - - feedback: There are no items that are both the list of snacks and the list of drinks - option: '`{and}`' - - feedback: Great job! - option: '`{or}`' - - option: '`{in}`' - feedback: No - - feedback: No - option: '`{if}`' - question_score: '10' - code: "{print} 'Welcome to the product finder of this supermarkt'\nitem = {ask} 'What product are you looking for?'\nbakery = 'bread', 'buns', 'muffins'\ndrinks = 'soda', 'water', 'lemonade'\nsnacks = 'chips', 'nuts', 'dips'\nfrozen = 'fries', 'icecream', 'pizza'\nfruit = 'bananas', 'apples', 'oranges'\n{if} item {in} snacks ??? item {in} drinks\n {print} 'This item is in aisle 3'\n{if} item {in} bakery {or} item {in} bakery\n {print} 'This item in in the back of the store'\n{if} item {in} fruit\n {print} 'The fruit is sold near the register'" - correct_answer: B - hint: The item is either in the list of snacks, or in the list of drinks - 6: - mp_choice_options: - - option: Michael is a boy with glasses - feedback: Try again - - feedback: Try again - option: Marleen is a girl with glasses - - feedback: Try again - option: Wouter is a boy without glasses - - option: Sophie is a girl with glasses - feedback: Great job! - code: "{print} 'Let me guess which family member you are!'\nglasses = {ask} 'Do you wear glasses?'\nfemale = {ask} 'Are you female?'\n{if} glasses = 'yes' {and} female = 'yes'\n {print} 'You must be Sophie!'\n{if} glasses = 'no' {and} female = 'yes'\n {print} 'You must be Marleen!'\n{if} glasses = 'yes' {and} female = 'no'\n {print} 'You must be Wouter!'\n{if} glasses = 'no' {and} female = 'no'\n {print} 'You must be Michael!'" - question_text: Which statement about this code is true? - hint: Take a good look! Or do you need glasses? - correct_answer: D - question_score: '10' - 10: - 3: - question_score: '10' - mp_choice_options: - - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - option: dogs are lovely pets - - option: dogs, cats, hamsters, chickens are lovely pets - feedback: Each animal gets their own line in the output. - - option: "dogs are lovely pets\ncats are lovely pets\nhamsters are lovely pets\nchickens are lovely pets" - feedback: Great! - - option: You don't know yet. Because it chooses one of the animals {at} {random}. - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - correct_answer: C - question_text: Which output is correct? - code: "animals = dogs, cats, hamsters, chickens\n{for} animal {in} animals\n {print} animal ' are lovely pets'" - hint: Line 2 says {for} each animal in the list of animals. So each animal is printed - 8: - mp_choice_options: - - feedback: That's not it! - option: "```\n'name gets a color shirt'\n```" - - option: "```\nname 'gets a ' colors {at} {random} ' shirt'\n```" - feedback: Great job! This was a hard one! - - feedback: You want each name printed. So the first word should not be names but... - option: "```\nnames 'gets a ' color {at} {random} ' shirt'\n```" - - feedback: There is no variable named people.. - option: "```\npeople ' gets a colors shirt'\n```" - code: "names = Donna, Tommy, Ben\ncolors = blue, red, purple\n{for} name {in} names\n {print} _" - question_text: What should be on the `_` in this code that decides which color shirt you get? - correct_answer: B - hint: Mind the quotation marks and the names of the variables - question_score: '10' - 5: - question_score: '10' - question_text: What word should be on the `_` with these digital dice? - correct_answer: B - mp_choice_options: - - option: players - feedback: It would say 'Ann throws Jesse', instead of 'Ann throws 6'. - - feedback: That's right! - option: choices - - feedback: You are very close. But you need Hedy to pick from the list called 'choices' not 'choice'... - option: choice - - feedback: Look at the names of the variables. - option: dice - hint: Hedy needs to pick a number `{at} {random}` - code: "{print} 'Welcome to the digital dice!'\nplayers = Ann, John, Jesse\nchoices = 1, 2, 3, 4, 5, 6\n{for} player {in} players\n {print} player ' throws ' _ {at} {random}" - 7: - mp_choice_options: - - feedback: You are on fire! - option: "```\n{for} name {in} names\n```" - - feedback: No it should be for each name in the list nameS, so the other way around - option: "```\n{for} names {in} name\n```" - - option: "```\n{for} food {in} food\n```" - feedback: Each name should be told what they will have for dinner. - - option: "```\n{for} name {in} food\n```" - feedback: Each name should be told what they will have for dinner. - question_score: '10' - question_text: What line should be on the `_` in this code that decides what these people will have for dinner? - correct_answer: A - code: "names = Ron, Leslie, April, Andy\nfood = pasta, fries, salad\n_\n {print} name ' has to eat ' food {at} {random} ' for dinner'" - hint: Each name should be told what they will have for dinner. - 9: - code: "courses = appetizer, main course, dessert\nnames = Timon, Onno\n{for} name {in} names\n {for} course {in} courses\n food = {ask} name ', what would you like to eat as your ' course '?'\n {print} name ' orders ' food ' as their ' course" - mp_choice_options: - - option: Timon, what would you like to eat as your appetizer? - feedback: Perfect! - - option: Onno, what would you like to eat as your appetizer? - feedback: Timon is first on the list! - - feedback: Appetizers are first in the list - option: Timon, what would you like to eat as your dessert? - - option: You don't know that. Hedy will choose `{at} {random}`. - feedback: There is no `{at} {random}` in this code... - question_score: '10' - question_text: What is the first question Hedy will ask you when you run the program? - correct_answer: A - hint: The first options from both lists are chosen. - 2: - mp_choice_options: - - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - option: I love pizza - - option: I love pasta - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pancakes - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - feedback: Great! - option: "I love pizza\nI love pasta\nI love pancakes" - correct_answer: D - hint: Line 2 says for each meal in the list of meals. So each meal is printed. - code: "meals = pizza, pasta, pancakes\n{for} meal {in} meals\n {print} 'I love ' meal" - question_score: '10' - question_text: Which output is correct? - 1: - mp_choice_options: - - feedback: That's not it - option: "```\n{for} each compliment\n```" - - feedback: You deserve all those compliments! - option: "```\n{for} compliment {in} compliments\n```" - - feedback: That's not it - option: "```\n{if} compliment {in} compliments\n```" - - feedback: Almost there! - option: "```\n{for} compliments {in} compliment\n```" - question_text: What do we need to fill in on the `_` if we want to print each compliment? - hint: '`{for}` each compliment in the lists of compliments...' - question_score: '10' - correct_answer: B - code: "compliments = perfect, great job, amazing\n_\n {print} compliment" - 10: - mp_choice_options: - - feedback: That is not true, you could end up without a prize. - option: Everybody will always win a prize. - - option: All the prizes always go to one single person. - feedback: That is not true. All the prizes are given away, but to random people - - feedback: That is not true. Larry has the same odds as the others - option: Larry will never win a prize - - feedback: You get it! - option: Someone might win two prizes - question_text: What is true about this code? - correct_answer: D - code: "prizes = 1 million dollars, car, sandwich\nnames = Bob, Patrick, Sandy, Larry\n{for} prize {in} prizes\n {print} 'The ' prize ' is won by ' names {at} {random}" - hint: Try to imagine the output of this code. - question_score: '10' - 6: - question_text: Which of the answers below is a possible outcome when you run the code? - mp_choice_options: - - option: "```\nKelly chooses rock\n```" - feedback: Meredith wants to play too! - - option: "```\nMeredith chooses scissors\nKelly chooses rock\n```" - feedback: So close! But Kelly is first in the list, so she goes first - - feedback: Kelly wants to play too! - option: "```\nMeredith chooses paper\n```" - - option: "```\nKelly chooses paper\nMeredith chooses scissors\n```" - feedback: Amazing! - question_score: '10' - code: "choices = rock, paper, scissors\nplayers = Kelly, Meredith\n{for} player {in} players\n {print} player ' chooses ' choices {at} {random}" - correct_answer: D - hint: Each player will pick an option. The player that's first on the list will go first. - 4: - mp_choice_options: - - option: Line 2 needs to start with 4 spaces as indentation - feedback: No it doesn't. Only line 3 needs indentation, which it has. - - feedback: Line 2 is a `{for}`command so line 3 does need to start with an indent. - option: Line 3 does not need to start with 4 spaces as indentation - - feedback: Good job! - option: Line 3 should say item instead of groceries - - feedback: No it does not. - option: Line 2 should say groceries instead of item - question_score: '10' - hint: Line 2 says `{for}` each item in the list of groceries - question_text: What's wrong with this code? - correct_answer: C - code: "groceries = apples, bread, milk\n{for} item {in} groceries\n {print} 'We need ' groceries" diff --git a/content/quizzes/nb_NO.yaml b/content/quizzes/nb_NO.yaml index aaef8fadaf8..54f3dd155ef 100644 --- a/content/quizzes/nb_NO.yaml +++ b/content/quizzes/nb_NO.yaml @@ -12,8 +12,6 @@ levels: - option: Heidi feedback: Ikke denne ! hint: Det er oppkalt etter Hedy Lamarr. - correct_answer: A - question_score: '10' 2: question_text: Hvilken kommando brukes til å vise tekst ? code: ___ Hello! @@ -39,8 +37,6 @@ levels: ``` feedback: Med `{ask}`, kan du spørre et spørsmål. hint: _?_ Hallo verden ! - correct_answer: B - question_score: '10' 3: question_text: Hvordan spør du hva noen sin favorittfarge er ? mp_choice_options: @@ -65,8 +61,6 @@ levels: ``` feedback: '`{echo}` gjentar svaret ditt.' hint: Du kan stille spørsmål med `{ask}` kommandoen - correct_answer: C - question_score: '10' 4: question_text: Hva er feil i denne koden? code: |- @@ -83,8 +77,6 @@ levels: - option: Ingenting! Dette er perfekt kode! feedback: Det er feil, se nøye gjennom koden! hint: Det virker som at linje 1 ikke er helt riktig - correct_answer: A - question_score: '10' 5: question_text: Hvilken kommando mangler på linje 2? code: |- @@ -112,8 +104,6 @@ levels: ``` feedback: Hurra! Riktig! hint: Du har lyst til å se svaret på slutten av linje 2... - correct_answer: D - question_score: '10' 6: question_text: Hva er feil med denne koden? code: |- @@ -131,8 +121,6 @@ levels: - option: '`{print}` på linje 4 er feilstavet.' feedback: Det er en feil en annen plass... hint: Sjekk hvordan `{print}` kommandoene er stavet. - correct_answer: B - question_score: '10' 7: question_text: Hva er feil med denne koden? code: |- @@ -150,8 +138,6 @@ levels: - option: Ingenting! Dette er perfekt kode! feedback: Korrekt! hint: Undersøk denne koden linje for linje - correct_answer: D - question_score: '10' 8: question_text: Hvordan bruker du ekko kommandoen? mp_choice_options: @@ -164,8 +150,6 @@ levels: - option: Du kan bruke den til å få tekst til å forsvinne. feedback: Det er ikke riktig... hint: Kommandoen ekko brukes etter en spør kommando. - correct_answer: C - question_score: '10' 9: question_text: Hva er feil med denne koden? code: |- @@ -182,14 +166,8 @@ levels: - option: Ingenting. Denne koden er perfekt! feedback: Se nøye gjennom koden for å finne feilen... hint: spør lar deg stille et spørsmål - correct_answer: B - question_score: '10' 10: question_text: Which output will be in your outputscreen after you've run this code? - code: |- - {ask} Are you ready to go to level 2? - {echo} - {echo} mp_choice_options: - option: Are you ready to go to level 2? feedback: There are two echo commands @@ -203,9 +181,6 @@ levels: Are you ready to go to level 2? Yes! feedback: There are two echo commands - hint: Let's go! - correct_answer: B - question_score: '10' 2: 1: question_text: Hvilket påstand er sann? @@ -219,8 +194,6 @@ levels: - option: På nivå 2 fungerer fortsatt alle nivå 1 kommandoene feedback: Nei, en kommando er fjernet. hint: skriv- og spør-kommandoene eksisterer fortsatt. - correct_answer: C - question_score: '10' 2: question_text: Hvilken kode er korrekt? mp_choice_options: @@ -233,8 +206,6 @@ levels: - option: spør Hva heter du? er navn feedback: Ordene er rett, men rekkefølgen er feil! hint: spør-kommandoen fungerer ikke helt som i nivå 1 - correct_answer: A - question_score: '10' 3: question_text: Hva vises i resultatfeltet når du kjører denne koden? code: |- @@ -250,8 +221,6 @@ levels: - option: Maria går på butikken og Maria kjøper et eple. feedback: '''hun'' blir ikke byttet ut med navnet' hint: Ordet 'navn' blir byttet ut med Maria - correct_answer: C - question_score: '10' 4: question_text: Hva vil vises i resultatfeltet når du kjører denne koden? code: |- @@ -267,8 +236,6 @@ levels: - option: Hei mitt Hedy er Hedy! feedback: Riktig, denne feilen blir fikset i nivå 4! hint: '''navn'' blir byttet ut med ''Hedy'' begge plassene' - correct_answer: D - question_score: '10' 5: question_text: Hva skjer når du bruker `sov` kommandoen? mp_choice_options: @@ -281,8 +248,6 @@ levels: - option: Du legger det til på slutten av koden din slik at Hedy vet at programmet ditt er ferdig feedback: Nei, det vil ikke være nyttig å legge sov til på slutten av koden hint: PCen din venter i et sekund når du bruker sov-kommandoen før den fortsetter å kjøre programmet ditt - correct_answer: C - question_score: '10' 6: question_text: Hva skal være på linjene med spørsmålstegn? code: |- @@ -299,8 +264,6 @@ levels: - option: spør feedback: Det er ingen spørsmål som skal stilles der hint: Ta en pause for dramatisk effekt... - correct_answer: A - question_score: '10' 7: question_text: Hvilken kommando burde brukes på linje 2? code: |- @@ -317,8 +280,6 @@ levels: - option: sov sov sov feedback: Gjør det lettere for deg selv og skriv tallet 3 hint: Du vil at PCen skal vente i 3 sekunder - correct_answer: B - question_score: '10' 8: question_text: Denne koden har en feil, hva må du gjøre på linje 1 for at det skal fungere? code: |- @@ -334,8 +295,6 @@ levels: - option: alder er Hvor gammel er du? feedback: Hvor er spør-kommandoen? hint: Variabelnavnet må skrives inn først - correct_answer: C - question_score: '10' 9: question_text: Hva er feil i denne koden? code: |- @@ -351,8 +310,6 @@ levels: - option: 'Linje 2 burde være: `sov Jeg elsker dyrene`' feedback: sov-kommandoen brukes ikke til å skrive ut tekst hint: Du har lyst til å skrive ut 'Jeg elsker hunder' - correct_answer: B - question_score: '10' 10: question_text: Hvilken kommando burde brukes på linje 1? code: |- @@ -370,8 +327,6 @@ levels: - option: spør Hvilken smak er din favorittiskrem? feedback: Det er riktig! hint: Du har lyst til å stille et spørsmål - correct_answer: D - question_score: '10' 3: 1: question_text: Hvilken kommando bruker du for å la Hedy velge noe vilkårlig? @@ -385,8 +340,6 @@ levels: - option: på tilfeldig feedback: Korrekt! hint: Vilkårlig betyr uten en plan eller tilfeldig. - correct_answer: D - question_score: '10' 2: question_text: Hva er feil med denne koden? code: |- @@ -402,8 +355,6 @@ levels: - option: '''på tilfeldig'' er feilstavet, det burde vært ''på tifleldig''' feedback: '''på tilfeldig'' er riktig stavemåte' hint: Det er noe feil med linje 1 - correct_answer: A - question_score: '10' 3: question_text: Hva er feil med linje 2 i denne koden? code: |- @@ -419,8 +370,6 @@ levels: - option: Ingenting, koden er korrekt! feedback: Se nøye etter for å oppdage feilen hint: Variabelen (listen) heter alternativer. - correct_answer: C - question_score: '10' 4: question_text: Hva må linje 2 endres til for å skrive ut en tilfeldig pris? code: |- @@ -436,8 +385,6 @@ levels: - option: Ingenting, koden er riktig. feedback: Se nøye igjennom koden for å oppdage feilen! hint: Variabelens navn er priser - correct_answer: B - question_score: '10' 5: question_text: Hva er feil i denne koden? code: |- @@ -455,8 +402,6 @@ levels: - option: Ingenting, koden er perfekt feedback: Riktig! hint: Har denne koden i det hele tatt feil? - correct_answer: D - question_score: '10' 6: question_text: Hva er feil med denne koden? code: |- @@ -473,8 +418,6 @@ levels: - option: Ingenting! Dette er flott kode! feedback: Linje 2 har faktisk en feil. hint: '''kan være'' er ikke en kommando.' - correct_answer: B - question_score: '10' 7: question_text: Hva gjør legg kommandoen? code: |- @@ -492,8 +435,6 @@ levels: - option: legg-kommandoen skriver ut din favorittbok. feedback: Nei, det legger til favorittboken din i listen hint: legg-kommandoen legger til en bok i listen, men hvilken? - correct_answer: C - question_score: '10' 8: question_text: Hva blir resultatet når du kjører denne koden? code: |- @@ -511,8 +452,6 @@ levels: - option: rømme feedback: Det er riktig! hint: Det er tre smaker, men to av dem er fjernet. Hvilken smak er igjen i listen? - correct_answer: D - question_score: '10' 9: question_text: Hva er feil med denne koden? code: |- @@ -530,8 +469,6 @@ levels: - option: Ingenting, dette er korrekt kode! feedback: Det er en feil, se nøye etter og finn den! hint: Se på linje 4 - correct_answer: C - question_score: '10' 10: question_text: Hva burde være der istedenfor _?_ ? code: |- @@ -550,8 +487,6 @@ levels: - option: legg gikk_tur_igår til turgåere feedback: Dette vil øke sjansen for at personen som gikk tur igår må gå tur igjen i dag. Det er slemt. hint: Personen som gikk tur med hunden i går burde fjernes fra listen. - correct_answer: A - question_score: '10' 4: 1: question_text: Hvilken av disse er sann? @@ -565,8 +500,6 @@ levels: - option: på tilfeldig krever fnutter feedback: Nei, men to andre kommandoer krever det. hint: På nivå 4 trenger du fnutter når du bruker to kommandoer. - correct_answer: A - question_score: '10' 2: question_text: Hvilken kode bruker riktige fnutter? mp_choice_options: @@ -579,8 +512,6 @@ levels: - option: skriv ,hallo, feedback: Dette er et komma, du trenger fnutter. hint: Velg riktige fnutter. - correct_answer: B - question_score: '10' 3: question_text: Hvor er fnuttene brukt riktig? mp_choice_options: @@ -593,8 +524,6 @@ levels: - option: skriv 'Hei jeg er Hedy feedback: Perfekt! hint: Du må ha fnutter både før og etter ord du ønsker å skrive ut. - correct_answer: D - question_score: '10' 4: question_text: Hvilken påstand er sann? mp_choice_options: @@ -607,8 +536,6 @@ levels: - option: Du kan bestemme selv om du vil bruke fnutter eller ikke. feedback: Uheldigvis er Hedy strengere enn det. hint: Fra nivå 4 og videre må du bruke fnutter. - correct_answer: B - question_score: '10' 5: question_text: Hva må endres for at spillet skal fungere? code: |- @@ -624,8 +551,6 @@ levels: - option: Ingenting, spillet fungerer allerede slik det skal! feedback: Se nøye etter, det er en feil i koden. hint: Du vil ikke at Hedy skal skrive ut teksten 'alternativer på tilfeldig', du vil at det skal skrive 'stein' eller 'saks' eller 'papir'. - correct_answer: C - question_score: '10' 6: question_text: Hva hadde vært en god idé å legge inn på neste linje i denne koden? code: premier er 1 krone, 100 kroner, 1 million kroner @@ -639,8 +564,6 @@ levels: - option: skriv 'Du vinner.... premier på tilfeldig' feedback: Her vil Hedy skrive ut ordene 'Du vinner... premier på tilfeldig' hint: Tenk deg nøye om. Hva er en variabel og burde være utenfor fnuttene? Og hva er vanlige ord som må være inni fnuttene? - correct_answer: A - question_score: '10' 7: question_text: Hva er feil med denne koden? code: |- @@ -657,8 +580,6 @@ levels: - option: Ingenting, denne koden er flott som den er! feedback: Se nøye etter, du gikk glipp av en feil! hint: Sjekk hver linje om den trenger fnutter eller ikke. - correct_answer: A - question_score: '10' 8: question_text: Hva hadde vært en god idé å legge inn på neste linje i denne koden? code: |- @@ -674,9 +595,6 @@ levels: feedback: Supert! - option: print 'So you pick door door' feedback: Hedy will literally print 'So you pick door door - hint: The second word door should be replaced with the number, the first should still be the word door... - correct_answer: C - question_score: '10' 9: question_text: What will never appear in your output screen ? code: |- @@ -692,8 +610,6 @@ levels: - option: FC Barcelona is going to win the champions league feedback: That's right. It's not in the list hint: What are Hedy's options to randomly pick from ? - correct_answer: D - question_score: '10' 10: question_text: Hvilken påstand er sann? code: |- @@ -709,9 +625,6 @@ levels: feedback: Line 3 doesn't need quotation marks because it's not printed literally - option: Nothing, this code has no mistakes feedback: Du glemte en ! - hint: One line needs quotation marks, because you want it to be printed literally. - correct_answer: B - question_score: '10' 5: 1: question_text: Hvilken påstand er sann? @@ -729,8 +642,6 @@ levels: - option: In level 5 neither print nor ask works differently than in level 3 feedback: Det stemmer !. hint: There are no changes in the existing commands. - correct_answer: D - question_score: '10' 2: question_text: What appears in your output screen when you type in the name Hedy ? code: |- @@ -746,8 +657,6 @@ levels: - option: Feil feedback: Heldigvis ikke ! hint: if name is Hedy print ...? - correct_answer: A - question_score: '10' 3: question_text: What is the right passord code: |- @@ -764,8 +673,6 @@ levels: - option: ALARM INNTRENGER feedback: This is printed when you type in the incorrect passord ! hint: if passord is ... print 'Correct !'!' - correct_answer: B - question_score: '10' 4: question_text: What does Hedy print when you type in the wrong passord ? code: |- @@ -782,8 +689,6 @@ levels: - option: ALARM ! INNTRENGER ! feedback: Godt jobbet ! hint: Your computer will sound the alarm for intruders ! - correct_answer: D - question_score: '10' 5: question_text: Why will Hedy say 'ALARM ! INTRUDER' when you type in 'secret'? code: |- @@ -799,9 +704,6 @@ levels: feedback: That's not how you spell secret - option: Because Hedy makes a mistake feedback: Nei, Hedy har rett - hint: The spelling of the word has to be exactly the same. - correct_answer: A - question_score: '10' 6: question_text: Which word should be on the place of the question mark in the last line ? code: |- @@ -820,8 +722,6 @@ levels: - option: skriv feedback: Print is already there, we need a word before it ! hint: In level 5 you learn 2 new commands, if and ...? - correct_answer: C - question_score: '10' 7: question_text: Which word should be in the place of the question mark ? code: |- @@ -839,8 +739,6 @@ levels: - option: skriv feedback: Rått! hint: After else a print command follows - correct_answer: D - question_score: '10' 8: question_text: Which word should be on the place of the question mark ? code: |- @@ -857,8 +755,6 @@ levels: - option: skriv feedback: Nei, det er det ikke. hint: What the variable name ? - correct_answer: B - question_score: '10' 9: question_text: Which door should you choose to escape ?? code: |- @@ -877,11 +773,7 @@ levels: feedback: Bad choice ! You're being eaten. - option: It's a trap, you will always be eaten ! feedback: Heldigvis ikke ! - hint: One of the doors will keep you safe.. - correct_answer: B - question_score: '10' 10: - question_text: Which monster is standing behind door 1? code: |- print 'Escape from the haunted house !' print 'There are 3 doors in front of you' @@ -899,8 +791,6 @@ levels: - option: gigantisk edderkopp feedback: Ikke alltid... hint: Mind the last 3 words... monsters at random... - correct_answer: A - question_score: '10' 6: 1: question_text: What's Hedy's output when you run this code ? @@ -915,8 +805,6 @@ levels: - option: '210' feedback: Husk at det er en beregning. hint: The * is used as a multiplication sign - correct_answer: A - question_score: '10' 2: question_text: Which sign do you use for an addition ? mp_choice_options: @@ -929,8 +817,6 @@ levels: - option: '`+`' feedback: Korrekt ! hint: Det er plusstegnet. - correct_answer: D - question_score: '10' 3: question_text: What's Hedy's output when you run this code ? code: print '3*10' @@ -944,8 +830,6 @@ levels: - option: Nothing, Hedy will give an error message. feedback: No, Hedy will print it literally. hint: Mind the quotation marks !! - correct_answer: C - question_score: '10' 4: question_text: Kim is 10 years old. What will Hedy print for her ? code: |- @@ -962,9 +846,6 @@ levels: feedback: Det stemmer ! - option: Your lucky number is... 10 feedback: Her lucky number is name times age... - hint: 'Kim has 3 letters, she is 10 years old so: letters times age = 3*10 = 30.' - correct_answer: C - question_score: '10' 5: question_text: If 5 people eat at this restaurant, how much do they have to pay in total ? code: |- @@ -982,8 +863,6 @@ levels: - option: 50 kroner feedback: Flott ! hint: price is people times 10 - correct_answer: D - question_score: '10' 6: question_text: How much does a hamburger cost is this virtual restaurant ? code: |- @@ -1002,10 +881,7 @@ levels: - option: 21 kroner feedback: That's the price for a hamburger and fries ! hint: Pass på den fjerde linjen. - correct_answer: A - question_score: '10' 7: - question_text: Why does line 7 say 'price is price + 3' instead of 'price is 3'? code: |- print 'Welcome at Hedys diner' food is ask 'What would you like to eat ?' @@ -1025,9 +901,6 @@ levels: feedback: Det stemmer ! - option: Because the price is 0 dollars to begin with. feedback: That's true, but not the reason - hint: The price shouldn't be 3, but 3 dollars more than it already was - correct_answer: C - question_score: '10' 8: question_text: Why is this code incorrect ? code: |- @@ -1044,9 +917,6 @@ levels: feedback: Nei, det er ikke sant. - option: The variable in line 2 can't be called answer, because it is too similar to the variable correct answer. feedback: Variable names can be similar, but they can't be 2 words... - hint: Inspect what the variables are called. - correct_answer: B - question_score: '10' 9: question_text: Imagine you love football a 10, you've eaten 2 bananas and have washed your hands 3 times today. How smart does the silly fortune teller think you are ? code: |- @@ -1068,8 +938,6 @@ levels: - option: 100% feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 = ? hint: (2 bananas + 3 hygiene) * 10 football = 5*10 = ? - correct_answer: C - question_score: '10' 10: question_text: Hvilken påstand er sann? code: |- @@ -1085,8 +953,6 @@ levels: - option: You can only use the = sign when working with numbers, not with words. feedback: You can also use = with words. hint: is and = are both allowed - correct_answer: B - question_score: '10' 7: 1: question_text: How many lines can you repeat at once with the repeat command at this level ? @@ -1100,8 +966,6 @@ levels: - option: uendelig feedback: In this level you can only repeat one line at a time hint: You can only repeat 1 line at a time - correct_answer: B - question_score: '10' 2: question_text: Which code is right ? mp_choice_options: @@ -1114,8 +978,6 @@ levels: - option: repeat 100 times print 'hello' feedback: Det stemmer ! hint: First the repeat command, then the print command - correct_answer: D - question_score: '10' 3: question_text: Is this code right or wrong ? code: repeat 100 times 'Hello !' @@ -1129,8 +991,6 @@ levels: - option: Wrong, the word print is missing feedback: Korrekt hint: 'It should be: repeat 100 times print ''Hello''' - correct_answer: D - question_score: '10' 4: question_text: Which word is wrong in the code ? code: |- @@ -1146,8 +1006,6 @@ levels: - option: ganger feedback: ganger er stavet korrekt hint: I'm is wrong, you can't use apostrophes - correct_answer: A - question_score: '10' 5: question_text: Is this code right or wrong ? code: repeat 100 times print 'Hedy is awesome !' @@ -1157,8 +1015,6 @@ levels: - option: Feil feedback: Det er ikke det hint: The code is correct ! - correct_answer: A - question_score: '10' 6: question_text: What will be the output from this code ? code: |- @@ -1189,9 +1045,6 @@ levels: round and round round and round feedback: All though the town ! Perfect ! - hint: Only 'round and round' is repeated 3 times. - correct_answer: D - question_score: '10' 7: question_text: What will be the output from this code ? code: |- @@ -1218,16 +1071,8 @@ levels: ROCK YOU ! feedback: Pass på gjenta kommandoen hint: Pass på gjenta kommandoen. - correct_answer: B - question_score: '10' 8: question_text: What Hedy code belongs to this output ? - code: |- - Here comes the sun - Do do do do - Here comes the sun - And I say - Its alright mp_choice_options: - option: |- print 'Here comes the sun' @@ -1254,8 +1099,6 @@ levels: print 'Its alright' feedback: This is not in the right order hint: Repeat can only be used if you want the exact same line 2 (or more) times in a row. - correct_answer: A - question_score: '10' 9: question_text: What Hedy code belongs to this output ? code: |- @@ -1283,15 +1126,8 @@ levels: - option: "print 'Batman was flying though Gotham.' \nprint 'When suddenly he heard someone screaming...'\nrepeat 3 times print 'Help !'\nprint 'Please help me !'" feedback: Perfekt hint: '''Help !'' is repeated 3 times.' - correct_answer: D - question_score: '10' 10: question_text: What Hedy code belongs to this output ? - code: |- - if youre happy and you know it clap your hands - if youre happy and you know it clap your hands - if youre happy and you know it and you really want to show it - if youre happy and you know it clap your hands mp_choice_options: - option: |- repeat 2 times 'if youre happy and you know it clap your hands' @@ -1313,16 +1149,8 @@ levels: print 'and you really want to show it' print 'clap your hands' feedback: This is not in the right order. - hint: Mind the order of the sentences. - correct_answer: B - question_score: '10' 8: 1: - question_text: Which output will be produced by this code? - code: |- - {repeat} 2 {times} - {print} 'Hello' - {print} 'Im Hedy!' mp_choice_options: - option: |- Hello @@ -1345,14 +1173,7 @@ levels: Im Hedy! Im Hedy! feedback: Helaas. Beide zinnen worden 2x herhaald - hint: Both lines are repeated twice. - correct_answer: C - question_score: '10' 2: - question_text: What is wrong with this code? - code: |- - {repeat} 5 {times} - {print} 'Hedy is cool!' mp_choice_options: - option: This should be only one line, not 2. feedback: No it should be 2 lines. @@ -1362,15 +1183,7 @@ levels: feedback: Nee, repeat is de goede spelling - option: The second line need to start with 4 spaces as indentation. feedback: Correct! - hint: Something is missing in the second line? - correct_answer: D - question_score: '10' 3: - question_text: What output will be produced when you run this program? - code: |- - {repeat} 3 {times} - {print} 'Baby shark tututudutudu' - {print} 'Baby shark' mp_choice_options: - option: |- Baby shark tututudutudu @@ -1397,10 +1210,7 @@ levels: Baby shark feedback: What is being repeated and what isn't. hint: What is being repeated and what is not?. - correct_answer: C - question_score: '10' 4: - question_text: Which output is correct? code: |- {print} 'The children went:' {repeat} 2 {times} @@ -1433,14 +1243,7 @@ levels: Were going on holiday! feedback: The last line is repeated too. hint: The block unde the {repeat} command is repeated twice. - correct_answer: B - question_score: '10' 5: - question_text: What is wrong with this code? - code: |- - end = {ask} 'Do you want a happy or a sad ending?' - {if} end {is} happy {print} 'They lived happily ever after' - {else} {print} 'The world exploded. The end.' mp_choice_options: - option: The {print} commands on the last two lines should start on new lines en start with 4 spaces. feedback: That's right! @@ -1450,44 +1253,7 @@ levels: feedback: That's not true - option: '{ask} is no longer a command' feedback: That's not true - hint: Something is wrong with indentation - correct_answer: A - question_score: '10' - 6: - question_text: What will be the output of this code when we enter pancakes? - code: |- - {print} 'Welcome to restaurant Hedy' - {repeat} 2 {times} - food {is} {ask} 'What do you want to eat?' - {print} food - mp_choice_options: - - option: |- - Welcome to restaurant Hedy - Pancakes - feedback: There is no repetition in this answer. - - option: |- - Welcome to restaurant Hedy - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: This answer also repeats the welcome message - - option: |- - Welcome to restaurant Hedy - What do you want to eat? - What do you want to eat? - Pancakes - Pancakes - feedback: Almost! But look at the question, it is not repeated. - - option: |- - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: Well done! - hint: The first sentence and question will not be repeated - correct_answer: D - question_score: '10' 7: - question_text: What is wrong with this code? code: |- eten = {ask} 'What would you like to eat?' {if} food {is} fries @@ -1507,10 +1273,7 @@ levels: - option: The indentation is wrong in the first {if} command. feedback: That's right. hint: Take a carefull look at the indentation. - correct_answer: D - question_score: '10' 8: - question_text: In which of the codes is the indentation done right? mp_choice_options: - option: |- {if} answer is right @@ -1544,11 +1307,7 @@ levels: {else} {print} You are wrong! feedback: You are wrong! - hint: What should happen if the person is right? And what else? - correct_answer: C - question_score: '10' 9: - question_text: What line(s) in this code should start with 4 spaces? code: |- 1 music = {ask} 'What is your favorite music genre?' 2 {if} music is rock @@ -1565,29 +1324,13 @@ levels: - option: Line 3 and 5 feedback: Great job! hint: The lines after an {if} or {else} command should start with 4 spaces. - correct_answer: D - question_score: '10' 10: - question_text: Which statement is true? code: |- 1 level = {ask} 'What level are you on?" 2 {if} level {is} 8 3 {print} Great job! - mp_choice_options: - - option: All lines should start with 4 spaces - feedback: That's not true - - option: Line 2 and 3 should start with 4 spaces - feedback: That's not true - - option: Line 2 should start with 4 spaces - feedback: That's not true - - option: Line 3 should start with 4 spaces - feedback: You are correct! - hint: Only one line starts with 4 spaces, but which one...? - correct_answer: D - question_score: '10' 9: 1: - question_text: What is wrong with this code? code: |- {repeat} 3 {times} eten = {ask} 'What would you like to eat?' @@ -1608,19 +1351,7 @@ levels: - option: The indentation is wrong in the last {if} command. feedback: It not, though. hint: all the indentation is done correctly. - correct_answer: A - question_score: '10' 2: - question_text: What will be printed after entering the correct password? - code: |- - password = {ask} 'What is the password?' - correct_password = Hedy - {if} password {is} correct_password - {repeat} 2 {times} - {print} 'Good job!' - {print} 'You can use the computer!' - {else} - {print} 'The computer will explode in 5... 4... 3... 2... 1...' mp_choice_options: - option: |- Good job! @@ -1640,10 +1371,7 @@ levels: You can use the computer! feedback: Correct! hint: Everything under the {repeat} command is repeated twice. - correct_answer: D - question_score: '10' 3: - question_text: Which case should you choose to win a million dollars? code: |- {print} 'Choose the right case and win!' case = {ask} 'Which case will you pick? 1 or 2?' @@ -1659,20 +1387,7 @@ levels: {print} 'You sell the case for 500 dollars' {if} action {is} open {print} 'You open the case and win a million dollars!' - mp_choice_options: - - option: case 1, sell - feedback: You don't win a million! - - option: case 1, open - feedback: You don't win a million - - option: case 2, sell - feedback: You don't win a million - - option: case 2, open - feedback: Great job! You win! - hint: Follow the right path - correct_answer: D - question_score: '10' 4: - question_text: Which statement is true? code: |- name = {ask} 'What is your name?' size = {ask} 'What is your shoe size?' @@ -1692,15 +1407,7 @@ levels: feedback: That's right! - option: Cinderella with shoe size 40 gets the output 'I was looking for you!' feedback: No she gets 'Ill keep looking' - hint: No matter what your name is, if you have shoe size 40 you will get the message 'Ill keep looking'. - correct_answer: C - question_score: '10' 5: - question_text: Which code produced this output? - output: |- - Icecream is the best! - Icecream is the best! - Icecream is the best! mp_choice_options: - option: |- desert = {ask} 'What is your favorite type of desert?' @@ -1728,10 +1435,7 @@ levels: {print} 'Icecream is the best!' feedback: There are 2 {repeat} commands in this code. hint: Whatch the indentation - correct_answer: C - question_score: '10' 6: - question_text: After which command(s) should you use indentation (starting the next line with 4 spaces)? mp_choice_options: - option: '{if}' feedback: Don't forget the others @@ -1741,9 +1445,6 @@ levels: feedback: Keep it up! - option: '{if} {else} {repeat} {print}' feedback: Not with print - hint: Indentation happens on the line below some commands - correct_answer: C - question_score: '10' 7: question_text: "In this code from a pizza restaurant. \nYoull get a 5 dollar discount if you order a medium pizza with coke.\n What should you do to debug this code?" code: |- @@ -1777,8 +1478,6 @@ levels: price = price - 2 feedback: Try again hint: After each {if} command, the line below should indent - correct_answer: A - question_score: '10' 8: question_text: What is wrong is this code? code: |- @@ -1796,25 +1495,10 @@ levels: feedback: You actually must start like that. - option: A code must always start with a {print} command in the first line feedback: That's not true. - hint: The indentation is done right this time - correct_answer: B - question_score: '10' 9: question_text: How many {if} commands can be placed inside another {if} command? - mp_choice_options: - - option: None, that is not allowed - feedback: You are allowed to - - option: Only 1 - feedback: You could use more if you like - - option: '3' - feedback: You could use more if you like - - option: Infinite, as long as you keep using indentation correctly - feedback: That is true hint: You can put an {if} command inside an {if} command. - correct_answer: D - question_score: '10' 10: - question_text: Which statement is true? code: |- 1 {repeat} 2 {times} 2 {if} level {is} 9 @@ -1829,8 +1513,6 @@ levels: - option: line 2 should atart with 4 spaces and line 3 with 8 feedback: You are correct! hint: The first line doens't start with any spaces - correct_answer: D - question_score: '10' 10: 1: question_text: What do we need to fill in on the _?_ ? @@ -1848,8 +1530,6 @@ levels: - option: for komplimenter i kompliment feedback: Nesten der ! hint: for each compliment in the lists of compliments... - correct_answer: B - question_score: '10' 2: question_text: Which output is correct ? code: |- @@ -1868,9 +1548,6 @@ levels: I love pasta I love pancakes feedback: Flott ! - hint: Line 2 says for each meal in the list of meals. So each meal is printed. - correct_answer: D - question_score: '10' 3: question_text: Which output is correct ? code: |- @@ -1891,8 +1568,6 @@ levels: - option: You don't know yet. Because it chooses one of the animals at random. feedback: Line 2 says for each animal in the list of animals. So each animal is printed. hint: Line 2 says for each animal in the list of animals. So each animal is printed - correct_answer: C - question_score: '10' 4: question_text: What's wrong with this code ? code: |- @@ -1909,8 +1584,6 @@ levels: - option: Line 2 should say groceries instead of item feedback: No it does not. hint: Line 2 says For each `item` in the list of groceries - correct_answer: C - question_score: '10' 5: question_text: What word should be on the _?_ with these digital dice ? code: |- @@ -1929,8 +1602,6 @@ levels: - option: terning feedback: Look at the names of the variables. hint: Hedy needs to pick a number at random - correct_answer: B - question_score: '10' 6: question_text: Which of the answers below is a possible outcome when you run the code ? code: |- @@ -1951,9 +1622,6 @@ levels: Kelly chooses paper Meredith chooses scissors feedback: Fantastisk ! - hint: Each player will pick an option. The player that's first on the list will go first. - correct_answer: D - question_score: '10' 7: question_text: What line should be on the _?_ in this code that decide what these people will have for dinner ? code: |- @@ -1970,9 +1638,6 @@ levels: feedback: Each name should be told what they will have for dinner. - option: for name in food feedback: Each name should be told what they will have for dinner. - hint: Each name should be told what they will have for dinner. - correct_answer: A - question_score: '10' 8: question_text: What should be on the _?_ in this code that decides which color shirt you get ? code: |- @@ -1989,9 +1654,6 @@ levels: feedback: You want each name printed. So the first word should not be names but... - option: '''people gets a colors shirt''' feedback: There is no variable named people.. - hint: Mind the quotation marks and the names of the variables - correct_answer: B - question_score: '10' 9: question_text: What is the first question Hedy will ask you when you run the program ? code: |- @@ -2010,9 +1672,6 @@ levels: feedback: Appetizers are first in the list - option: You don't know that. Hedy will choose at random. feedback: There is no `at random` in this code... - hint: The first options from both lists are chosen. - correct_answer: A - question_score: '10' 10: question_text: What is true about this code ? code: |- @@ -2029,9 +1688,6 @@ levels: feedback: That is not true. Larry has the same odds as the others - option: Someone might win with two prices feedback: You get it ! - hint: Try to imagine the output of this code. - correct_answer: D - question_score: '10' 11: 1: question_text: What word should be at the place of the question mark? @@ -2059,14 +1715,7 @@ levels: {for} ``` feedback: 'No' - hint: What did you learn in this level? - correct_answer: B - question_score: '10' 2: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 1 {to} 3 - {print} i mp_choice_options: - option: |- 1 @@ -2079,64 +1728,7 @@ levels: feedback: That's not it - option: '123' feedback: That's not it - hint: How do the numbers appear in the screen? - correct_answer: A - question_score: '10' - 3: - question_text: Which code was used to get this output? - output: |- - 1 - 2 - 3 - 4 - 5 - Once I caught a fish alive! - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Perfect - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: This code won't work. You need an indent after {for}. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Now Hedy will count '1 Once I caught a fish alive!, 2 Once I caught a fish alive! etc. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} 'i' - {print} 'Once I caught a fish alive!' - ``` - feedback: i is a variable and shouldn't have quotation marks - hint: First all the numbers, then the sentence - correct_answer: A - question_score: '10' 4: - question_text: Which code was used to get this output? - output: |- - 10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0 mp_choice_options: - option: |- ``` @@ -2163,42 +1755,6 @@ levels: ``` feedback: That's right! hint: It has to be a calculation... - correct_answer: D - question_score: '10' - 5: - question_text: What's wrong with this code? - code: |- - {for} i {in} {range} 1 {to} 10 - {print} i - mp_choice_options: - - option: The i in the last line need quotation marks - feedback: No it doesn't. - - option: You can't use `{range}` 1 `{to}` 5 only `{range}` 1 `{to}` 10 - feedback: You could use 1 to 5 just as well! - - option: Line 1 needs to start with an indention. - feedback: Not line 1... - - option: Line 2 needs to start with an indention - feedback: Perfect! - hint: There is something wrong with the indention - correct_answer: D - question_score: '10' - 6: - question_text: How many times does the word Hello appear on your screen when you run the code? - code: |- - {for} i {in} {range} 0 {to} 2 - {print} 'Hello' - mp_choice_options: - - option: 1 time - feedback: 'No' - - option: 2 times - feedback: 'No' - - option: 3 times - feedback: That's right! - - option: Never - feedback: 'No' - hint: 0 also counts. So 0,1,2 that's 3 times. - correct_answer: C - question_score: '10' 7: question_text: What should be on the place of the question mark? code: |- @@ -2207,35 +1763,7 @@ levels: _?_ food is {ask} 'What would you like to order?' {print} food - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 0 {to} 3 - ``` - feedback: There's not always 3 people - - option: |- - ``` - {for} i {in} {range} 1 {to} guests - ``` - feedback: The variable is not named guests - - option: |- - ``` - {for} i {in} {range} 1 {to} people - ``` - feedback: Great! - - option: |- - ``` - {for} i {in} {range} 0 {to} people - ``` - feedback: That's one order too many! - hint: Use the variable 'people' - correct_answer: C - question_score: '10' 8: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 23 {to} 25 - {print} 'hi' mp_choice_options: - option: |- 23 @@ -2251,34 +1779,7 @@ levels: feedback: Correct - option: The word 'hi' will appear 25 times in a row. feedback: No it will only appear 3 times. - hint: It doesn't say `{print}` i - correct_answer: C - question_score: '10' - 9: - question_text: How many times does Hedy chant Hip Hip Hooray? - code: |- - age = {ask} 'How old are you?' - {for} i {in} {range} 1 {to} age - {print} 'Hip Hip Hoorray!' - mp_choice_options: - - option: 1 time - feedback: Try again - - option: 2 times - feedback: Try again - - option: Never - feedback: Try again - - option: That depends on how old you are - feedback: That's right! - hint: '`{for}` i `{in}` `{range}` 1 `{to}` age' - correct_answer: D - question_score: '10' 10: - question_text: Which code belongs to this output? - output: |- - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark mp_choice_options: - option: |- ``` @@ -2309,11 +1810,8 @@ levels: ``` feedback: '`{range}` 0 `{to}` 3 is 4 times.' hint: Mind the indention - correct_answer: B - question_score: '10' 12: 1: - question_text: Which output is correct? code: |- print 'three and a half plus one and a half is...' print 3.5 + 1.5 @@ -2330,11 +1828,7 @@ levels: three and a half plus one and a half is... 5 feedback: Great job! - hint: Both lines are printed! - correct_answer: D - question_score: '10' 2: - question_text: Which of these codes is correct? mp_choice_options: - option: |- ``` @@ -2360,11 +1854,7 @@ levels: print 'I would like a ' flavors at random ' cake.' ``` feedback: All the different values of flavors should be in quotation marks. - hint: The second line is the same in each code, pay attention to the first line - correct_answer: C - question_score: '10' 3: - question_text: What's wrong with this code? code: |- favorite_animal = ask 'What is your favorite animal?' print 'I like ' favoriteanimal ' too!' @@ -2377,30 +1867,13 @@ levels: feedback: That's not true - option: Nothing is wrong. feedback: That's not true - hint: The quotation marks are used correctly - correct_answer: A - question_score: '10' 4: - question_text: In which lines are quotation marks needed to get the code to work? code: |- print Welcome to the online shoe shop category = ask What kind of shoes are you looking for? if category = high heels print High heels are 50% off now! - mp_choice_options: - - option: Line 1 and 2 - feedback: 'No' - - option: Line 1, 2 and 3 - feedback: 'No' - - option: Line 1, 2 and 4 - feedback: 'No' - - option: All of the lines - feedback: Perfect! - hint: Does line 3 need quotation marks too? - correct_answer: D - question_score: '10' 5: - question_text: What output does Agent007 get when they put in the correct password? code: |- name is ask 'What is your name?' if name is 'Agent007' @@ -2413,18 +1886,6 @@ levels: else b is 'today at 10.00' print a + b - mp_choice_options: - - option: Go to the train station today at 10.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 02.00 - feedback: You've cracked the code! - - option: Go to the train station tomorrow at 02.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 10.00 - feedback: The agent won't be catching any bad guys here - hint: The correct password is TOPSECRET - correct_answer: B - question_score: '10' 6: question_text: Which line should be filled in at the ??? code: |- @@ -2438,32 +1899,7 @@ levels: if drinks = 'yes' ??? print 'That will be ' price ' dollar please' - mp_choice_options: - - option: |- - ``` - price = 14 - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = '14' - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = price + 2 - ``` - feedback: Excellent! - - option: |- - ``` - price = + 2 - ``` - feedback: Almost there! - hint: What if you only order fries and a drink? - correct_answer: C - question_score: '10' 7: - question_text: Which output does a vegan get? code: |- menu = 'cookies', 'cheese', 'grapes' print "It's my birthday! I`ve brought some snacks!" @@ -2475,36 +1911,7 @@ levels: print 'For you I have brought: ' for snack in menu print snack - mp_choice_options: - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cookies - grapes - feedback: Terrific! - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - feedback: There's more options than just one - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cheese - grapes - feedback: A vegan person can't have cheese - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - cookies - feedback: Almost there, but look at the order of snacks in the list - hint: What item is removed from the list when you answer 'vegan'? - correct_answer: A - question_score: '10' 8: - question_text: Which code was used to create this output? - code: '3.5' mp_choice_options: - option: |- ``` @@ -2526,9 +1933,6 @@ levels: print 7 * 2 ``` feedback: 'No' - hint: 7 devided by 2 is 3.5 - correct_answer: B - question_score: '10' 9: question_text: Which code should be filled in in line 1 at the ??? code: |- @@ -2555,9 +1959,6 @@ levels: 'prices' = 'one million dollars', 'nothing' ``` feedback: You one nothing - hint: The items on the list should be in quotation marks - correct_answer: C - question_score: '10' 10: question_text: Which line of code should be filled in at the ??? to complete the song ? code: |- @@ -2578,12 +1979,8 @@ levels: feedback: This is a hard one! All the actions on the list must be in the song. - option: print actions at random feedback: This is a hard one! All the actions on the list must be in the song. - hint: This is a hard one! All the actions on the list must be in the song. - correct_answer: B - question_score: '10' 13: 1: - question_text: Which code should be filled in at the ??? ? code: |- name = ask 'What is your name?' song = ask 'Whould you like to hear a song?' @@ -2614,11 +2011,7 @@ levels: if song = 'yes' or birthday = 'yes' ``` feedback: Hedy only sings if both answers are yes - hint: Hedy sings if you want to hear a song and it's you birthday - correct_answer: C - question_score: '10' 2: - question_text: Which command is missing in the code at the place of the ??? ? code: |- menu = 'cheese', 'sausage rolls', 'cookies' diet = ask 'Do you have any dietary restrictions?' @@ -2633,11 +2026,7 @@ levels: feedback: 'No' - option: print feedback: 'No' - hint: Neither vegans nor muslims can eat sausage rolls. - correct_answer: B - question_score: '10' 3: - question_text: Which output is given to a member without a discount code? code: |- member = ask 'Do you have a membership card?' discount = ask 'Do you have a discount code?' @@ -2655,10 +2044,7 @@ levels: - option: There is no way of knowing feedback: There is! Read the question carefully hint: Mind the command 'or' in line 3 - correct_answer: A - question_score: '10' 4: - question_text: Which line of code should follow this line in rock-paper-scissors game? code: if computer_choice is 'rock' and your_choice is 'paper' mp_choice_options: - option: print 'you win' @@ -2669,28 +2055,11 @@ levels: feedback: It's only a tie if both choices are the same - option: print 'try again' feedback: Try again! - hint: Paper beats rock - correct_answer: A - question_score: '10' 5: - question_text: Which statement is true about this code? code: |- if name = 'Cinderella' and shoe_size = 38 print 'You are my one true love!' - mp_choice_options: - - option: Every person with shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person named Cinderella is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person that is named Cinderella and has shoe size 38 is this prince's one true love - feedback: Fantastic! - - option: Every person that's not named Cinderella and does not have shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - hint: Both statements have to be true - correct_answer: C - question_score: '10' 6: - question_text: Which statement about this code is true? code: |- print 'Let me guess which family member you are!' glasses = ask 'Do you wear glasses?' @@ -2703,20 +2072,7 @@ levels: print 'You must be Wouter!' if glasses = 'no' and female = 'no' print 'You must be Michael!' - mp_choice_options: - - option: Michael is a boy with glasses - feedback: Try again - - option: Marleen is a girl with glasses - feedback: Try again - - option: Wouter is a boy without glasses - feedback: Try again - - option: Sophie is a girl with glasses - feedback: Great job! - hint: Take a good look! Or do you need glasses? - correct_answer: D - question_score: '10' 7: - question_text: Which statement is false? code: |- print 'Thank you for helping me take care of my pets' print 'Here is a program to help feed them' @@ -2730,20 +2086,7 @@ levels: print 'I fed them this moring! They do not need more food today' if animal is 'hamster' and color is 'brown' print 'You can feed them a piece of carrot' - mp_choice_options: - - option: The grey cat is called Abby - feedback: This is true! - - option: Milo the orange cat eats 4 scoops of cat nibbles - feedback: This is true - - option: The black hamster needs to be fed a piece of carrot - feedback: Great job! - - option: The yellow bird was fed this morning - feedback: This is true - hint: Read the last 4 lines carefully - correct_answer: C - question_score: '10' 8: - question_text: What output do you get if you order popcorn but no drink? code: |- print 'Welcome to the movie theater' popcorn = ask 'Would you like some popcorn?' @@ -2757,32 +2100,7 @@ levels: if popcorn = 'no' and drink = 'no' print 'Ok' print 'Enjoy the movie' - mp_choice_options: - - option: |- - Welcome to the movie theater - That will be 8 dollars please - Enjoy the movie - feedback: You have paid too much! - - option: |- - Welcome to the movie theater - That will be 5 dollars please - Enjoy the movie - feedback: Amazing! - - option: |- - Welcome to the movie theater - That will be 3 dollars please - Enjoy the movie - feedback: That's not enough money! - - option: |- - Welcome to the movie theater - Ok - Enjoy the movie - feedback: You have to pay for your popcorn! - hint: popcorn = yes and drink = no - correct_answer: B - question_score: '10' 9: - question_text: What is wrong with this code? code: |- 1 chocolate = ask 'Would you like chocolate sauce on your ice cream?' 2 sprinkles = ask 'Would you like sprinkles on your ice cream?' @@ -2819,11 +2137,7 @@ levels: {if} chocolate = 'yes' {and} sprinkles = 'no' ``` feedback: This is not what I ordered! - hint: There is a mistake in line 3 - correct_answer: A - question_score: '10' 10: - question_text: Which command needs to be in line 8 at the place of the ??? ? code: |- print 'Welcome to the product finder of this supermarkt' item is ask 'What product are you looking for?' @@ -2847,65 +2161,8 @@ levels: feedback: 'No' - option: if feedback: 'No' - hint: The item is either in the list of snacks, or in the list of drinks - correct_answer: B - question_score: '10' 14: - 1: - question_text: Which symbol should be used on the blank? - code: |- - name _ {ask} 'Who are you?' - {if} name == 'Hedy' - {print} 'Me too!' - mp_choice_options: - - option: '`=>`' - feedback: This is not a symbol. - - option: '`==`' - feedback: We are not comparing anything, just asking. - - option: '`!=`' - feedback: We are not comparing anything, just asking - - option: '`=`' - feedback: Right! - hint: We are not comparing anything, we are just asking a name. - correct_answer: D - question_score: '10' - 2: - question_text: Which of these codes has used the correct = or == symbol? - mp_choice_options: - - option: '{if} name = Hedy' - feedback: 'No' - - option: '{if} age = 24' - feedback: 'No' - - option: answer = {ask} 'What is your answer' - feedback: Yes! - - option: answer == {ask} 'How are you doing?' - feedback: 'No' - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' - 3: - question_text: Which symbols should be filled in on the two blanks? - code: |- - guests = {ask} 'How many people are at the party?' - {if} guests _ 130 - {print} 'You can come in!' - {if} guests _ 130 - {print} 'Im sorry, the club is full. ' - {print} 'You have to wait for a guest to leave' - mp_choice_options: - - option: '`>` and `<`' - feedback: That's not it - - option: '`=` and `>=`' - feedback: That's not it - - option: '`<` and `>=`' - feedback: You are right - - option: '`+` and `==`' - hint: There are 130 people allowed in the club - correct_answer: C - question_score: '10' - feedback: That's not it 4: - question_text: What's wrong with this code? code: |- price = 10 money = {ask} How much money do you have? @@ -2914,20 +2171,7 @@ levels: {print} 'You can buy the bear!' {else} {print} 'You cannot buy this bear!' - mp_choice_options: - - option: In line 1 == should be used instead of = - feedback: No that's not it - - option: Line 2 misses quotation marks - feedback: You are correct - - option: In line 4 = should have been used instead of == - feedback: No that's not it - - option: In line 4 <= should have been used instead of >= - feedback: No that's not it - hint: The symbols are right - correct_answer: B - question_score: '10' 5: - question_text: Which symbol should be filled in on the blanks if the movie is suitable for kids for the age of 12 and up? code: |- age = {ask} 'How old are you?' ticket = {ask} 'Do you have a ticket?' @@ -2935,20 +2179,7 @@ levels: {print} 'You can enter the movie theater.' {else} {print} 'You are not allowed to come in!' - mp_choice_options: - - option: '`> 12`' - feedback: 12 year olds are allowed too - - option: '`>= 12`' - feedback: Great! - - option: '`< 12`' - feedback: These kids are too young! - - option: '`<= 12`' - feedback: These kids are too young - hint: '> means greater than' - correct_answer: B - question_score: '10' 6: - question_text: How many times do you have to say you are annoyed before this annoying game stops? code: |- lives = 2 {repeat} 10 times @@ -2956,69 +2187,7 @@ levels: answer = {ask} 'Are you annoyed yet?' {if} answer == 'yes' lives = lives - 1 - mp_choice_options: - - option: 10 times - feedback: It stops after 2 times - - option: 0 times - feedback: It stops after 2 times - - option: 1 time - feedback: It stops after 2 times - - option: 2 times - feedback: That is correct - hint: '!= means ''is not''' - correct_answer: D - question_score: '10' - 7: - question_text: What should be filled in on the three blanks? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' - mp_choice_options: - - option: '`''Lower''` and `''Higher''` and `''You win!''`' - feedback: That's not quite right. - - option: '`''Higher''` and `''Lower''` and `''You win!''`' - feedback: You win! - - option: '`''You win!''` and `''Lower!''` and `''Higher''`' - feedback: That's not quite right. - - option: '`''Lower!''` and `''You win!''` and `''Higher!''`' - feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: B - question_score: '10' - 8: - question_text: Which statement is true about this roller coaster? - code: |- - length = {ask} 'Please fill in your length in cm' - {if} length < 120 - {print} 'Sorry, you cannot go on this roller coaster.' - {else} - {print} 'Enjoy the ride' - mp_choice_options: - - option: You must be taller than 120 cm to go on the roller coaster - feedback: True! - - option: You must be taller than 119 cm to go on the roller coaster - feedback: If you are 120 cm you won't get in - - option: You must be shorter than 120 cm to go on the roller coaster - feedback: '> means greater than' - - option: There are no length restrictions to go on the roller coaster - feedback: There are. - hint: '> means greater than' - correct_answer: A - question_score: '10' 9: - question_text: How many pieces of chocolate will give you a stomach ache according to this fitbit? code: |- chocolate = {ask} 'How many pieces of chocolate have you eaten?' {if} chocolate <= 2 @@ -3027,101 +2196,19 @@ levels: {print} 'That is a bit much' {if} chocolate > 8 {print} 'You will get a stomach ache!' - mp_choice_options: - - option: 1 or more - feedback: 'No' - - option: 2 or more - feedback: 'No' - - option: 8 or more - feedback: Almost - - option: 9 or more - feedback: Great! - hint: '> 8 means more than 8' - correct_answer: D - question_score: '10' - 10: - question_text: What should be filled in in the blanks? - code: |- - {print} 'Whoever gets the most points wins!' - {if} points_player_1 < points_player_2 - {print} _ - mp_choice_options: - - option: '''player 1 wins''' - feedback: Look at who has the highest score! - - option: '''player 2 wins''' - feedback: Yes! - - option: '''player 2 loses''' - feedback: Look at who has the highest score! - - option: '''It is a tie''' - feedback: No it's not, one player has a higher score - hint: You win the game by having the most points - correct_answer: B - question_score: '10' 15: 1: - question_text: 'Which symbol should be used on the blank? Tip: You must keep guessing until you get it right.' code: |- answer = 0 while answer _ 'Amsterdam' answer = ask 'What is the capital city of the Netherlands?' print 'You have given the correct answer' - mp_choice_options: - - option: '`=!`' - feedback: That is not right. - - option: '`==`' - feedback: You don't have to keep guessing if you've given the right answer. - - option: '`!=`' - feedback: Correct - - option: '`=`' - feedback: That's not it - hint: Keep guessing until you say Amsterdam - correct_answer: C - question_score: '10' - 2: - question_text: Which of these codes has used the correct symbol(s)? - mp_choice_options: - - option: |- - ``` - {while} name = Hedy - ``` - feedback: 'No' - - option: |- - ``` - {while} age = 24 - ``` - feedback: 'No' - - option: |- - ``` - {while} time > 0 - ``` - feedback: Yes! - - option: |- - ``` - {while} answer == yes' - ``` - feedback: A quotation mark is missing - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' 3: question_text: Which command should be filled in on the two blanks? code: |- _ age >= 18 print 'you are not allowed in this bar' - mp_choice_options: - - option: '`{in}`' - feedback: That's not it - - option: '`{while}`' - feedback: You are right - - option: '`{for}`' - feedback: That's not it - - option: '`{range}`' - feedback: That's not it - hint: You are not allowed in the bar as long as you are 17 or younger - correct_answer: B - question_score: '10' 4: - question_text: What's wrong with this code? code: |- options = 1, 2, 3, 4, 5, 6 print 'Throw 6 as fast as you can!' @@ -3141,11 +2228,7 @@ levels: feedback: That's not it - option: In line 5 != should have been used instead of == feedback: You are correct - hint: There is something wrong in line 5 - correct_answer: D - question_score: '10' 5: - question_text: What should be placed on the blank to make this program work correctly? code: |- wetness = 10 while wetness != 0 @@ -3164,9 +2247,6 @@ levels: feedback: You are correct! - option: = wetness + 1 feedback: The program should count down - hint: wetness should get less each time - correct_answer: C - question_score: '10' 6: question_text: what is wrong with this code? code: |- @@ -3184,25 +2264,8 @@ levels: feedback: No that's not right - option: Line 2 should start with less indentation feedback: That is correct - hint: Look closely at the indentation - correct_answer: D - question_score: '10' 7: question_text: How should this program be changed to that it works? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' mp_choice_options: - option: '... change the first {if} into a {while}' feedback: Perfect! @@ -3212,32 +2275,9 @@ levels: feedback: That's not quite right. - option: '... change the fourth {if} into a {while}' feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: A - question_score: '10' 8: - question_text: Which statement is true about this automated toilet system? - code: |- - {while} toilet == 'occupied' - lights = 'on' - air_freshener_sprays = 'yes' - {sleep} 60 - lights = 'off' - air_freshener_sprays = 'no' - mp_choice_options: - - option: The lights and air freshener will turn off after 1 minute - feedback: False! - - option: The air freshener sprays once every minute and the lights stay on the whole time while you are on the toilet - feedback: Great job - - option: The air freshener sprays once you leave the toilet. - feedback: It only sprays when you're in there. - - option: The lights will always stay on. - feedback: That wouldn't be right. hint: The block after the while command keeps happening while the toilet is occupied. - correct_answer: B - question_score: '10' 9: - question_text: What will the diet app say if you have eaten 1600 calories today? code: |- chocolate = {ask} 'How many calories have you eaten today?' {while} calories <= 1000 @@ -3255,16 +2295,7 @@ levels: feedback: Yes! - option: You have eaten enough for today feedback: 'No' - hint: 1600 is between 1000 and 2000 - correct_answer: C - question_score: '10' 10: - question_text: 'What should be filled in in the blanks? Tip: the player with the most points is in the lead.' - code: |- - name_player_1 = {ask} 'Name player 1:' - name_player_2 = {ask} 'Name player 2:' - {while} points_player_1 > points_player_2 - {print} _ ' is in the lead right now!' mp_choice_options: - option: name_player_1 feedback: You are right! @@ -3274,105 +2305,20 @@ levels: feedback: You should fill in a name, not a number - option: points_player_2 feedback: You should fill in a name, not a number - hint: You win the game by having the most points. Your name should appear on the screen - correct_answer: A - question_score: '10' 16: - 1: - question_text: Which command should be filled in on the blanks to print a random snack? - code: |- - snacks = nachos, chips, cucumber, sweets - {print} _ - mp_choice_options: - - option: '`snacks {at} {random}`' - feedback: This is the old way. - - option: '`[{random} snack]`' - feedback: The order is wrong. - - option: '`snacks[{random}]`' - feedback: Correct - - option: '`snacks[{at} {random}]`' - feedback: We do not need `at`anymore - hint: We no longer use {at} - correct_answer: C - question_score: '10' 2: - question_text: What should be filled in on the blanks if you want a list of what chores are done by whom? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chores = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} _ - mp_choice_options: - - option: |- - ``` - friends[i] has to do chores [i] - ``` - feedback: Mind the spacing. - - option: |- - ``` - friends[1] has to do chores[1] - ``` - feedback: It will print 3 times that Wesley has to do the cooking - - option: |- - ``` - chores[i] ' has to do ' friends[random] - ``` - feedback: The person has to do the chore, not the other way around - - option: |- - ``` - friends[i] ' has to do ' chores[i] - ``` - feedback: Fantastic! - hint: '`i` tells us what item in the list it is. So friend 1 does chore 1 etc.' - correct_answer: D - question_score: '10' 3: - question_text: What is a possible output for this program? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chore = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} friends[i] has to do chores[i] - mp_choice_options: - - option: |- - ``` - Wesley has to do the cooking - Eric has to do the cleaning - Kaylee has to do nothing - ``` - feedback: Super! - - option: |- - ``` - Kaylee has to do the cooking - Wesley has to do the cleaning - Eric has to do nothing - ``` - feedback: No, it is not random. - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cleaning - Wesley has to do the nothing - ``` - feedback: Poor Wesley! - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cooking - Wesley has to do the cooking - ``` - feedback: That's not it - hint: It's not random... - correct_answer: A - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - friends = ['Jaylee', 'Erin', 'Fay'] - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 0 {to} 3 - print 'the lucky number of ' friends[i] - print 'is ' lucky_numbers[i] mp_choice_options: - option: The variable in line 4 should be 'friend[i]', not 'friends[i]' feedback: That is not right. @@ -3382,16 +2328,7 @@ levels: feedback: It's not a variable, it's just text. - option: '{in} in line 3 should be removed' feedback: That's not it - hint: There's nothing wrong with line 4 - correct_answer: B - question_score: '10' 5: - question_text: Which line should be filled in in the blank? - code: |- - animals = ['dog', 'cow', 'horse'] - _ - {for} i {in} {range} 1 {to} 3 - {print} 'the ' animals[i] ' says ' sounds[i] mp_choice_options: - option: noises = ['moo', 'woof', 'neigh'] feedback: Mind the variable name and the order of the sounds. @@ -3401,487 +2338,3 @@ levels: feedback: Don't forget the quotation marks! - option: sounds = ['woof', 'moo', 'neigh'] feedback: Great job! - hint: Look at line 1 to see proper use of brackets and quotation marks. - correct_answer: D - question_score: '10' - 6: - question_text: Which statement is true? - code: |- - people = ['Chris', 'Jaylino', 'Ryan'] - games = ['fortnite', 'minecraft', 'fifa'] - {for} o {in} {range} 1 {to} 3 - {print} people[o] ' likes ' games[o] - mp_choice_options: - - option: You are not allowed to use the variable o. It should be named i. - feedback: i is the most commonly used variable name in this case, but it's not mandatory to use i. - - option: The output will say that Jaylino likes fortnite. - feedback: No, he likes minecraft. - - option: The output will say that Ryan likes fifa - feedback: Correct - - option: This code will not work. It will give and error. - feedback: No, the code is correct. - hint: There is nothing wrong with this code. - correct_answer: C - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - people = ['Savi', 'Senna', 'Fayenne'] - transportation = ['bike', 'train', 'car'] - {for} i {in} {range} 1 {to} 3 - {print} people[i] goes to school by transportation[i] - mp_choice_options: - - option: Line 1 needs less quotation marks - feedback: That is not right. - - option: Line 3 should start with indentation - feedback: It should not! - - option: Line 4 should start without indentation - feedback: It should not - - option: Line 4 needs more quotation marks. - feedback: Amazing! - hint: There is a mistake made in the usage of quotation marks. - correct_answer: D - question_score: '10' - 8: - question_text: Which of these codes belongs to this output? - code: |- - Macy and Kate get to go first - Lionell and Raj get to go second - Kim and Leroy get to go third - mp_choice_options: - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 0 {to} 3 - {print} teams[random] ' get to go ' position[i] - ``` - feedback: This is not right - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: Amazing! - - option: |- - ``` - teams = ['Macy', 'Kate', 'Lionell', 'Raj', 'Kim', 'Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 6 - {print} teams[random] ' get to go ' position[random] - ``` - feedback: This is not it. - - option: |- - ``` - teams = ['Macy and Kate' 'Lionell and Raj' 'Kim and Leroy'] - position = ['first' 'second' 'third'] - {for} teams {in} {range} 0 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: This is not going to work! - hint: If you look carefully at the first line, you'll see that only the first two answers are possibly correct. - correct_answer: B - question_score: '10' - 9: - question_text: What is a possible output for this code? - code: |- - countries = ['Canada', 'Zimbabwe', 'New Zealand'] - {for} i {in} {range} 0 {to} 1 - {print} 'I will travel to ' countries[random] - mp_choice_options: - - option: |- - ``` - I will travel to Canada - I will travel to Canada - ``` - feedback: Great job! - - option: |- - ``` - I will travel to Canada - ``` - feedback: It will be repeated twice - - option: |- - ``` - I will travel to Canada, Zimbabwe and New Zealand - ``` - feedback: This is not it. - - option: |- - ``` - I will travel to Canada - I will travel to Zimbabwe - I will travel to New Zealand - ``` - feedback: It's only repeated twice - hint: Range 0 to 1 is 2 times - correct_answer: A - question_score: '10' - 10: - question_text: Which 3 lines will complete this code correctly? - code: |- - {print} 'The book raffle will start soon' - {print} 'Get your tickets now!' - books = ['Narnia', 'The Hobbit', 'Oliver Twist', 'Harry Potter', 'Green eggs and ham'] - people = {ask} 'How many raffle tickets are sold?' - list_of_numbers = [1, 2] - {for} i {in} {range} 3 {to} people - {add} i {to} list_of_numbers - {for} i {in} {range} 1 {to} 5 - mp_choice_options: - - option: |- - ``` - chosen_number = list_of_numbers at random - print books[i] ' will go to person number ' chosen_number - {add} chosen_number {to} list_of_numbers - ``` - feedback: Almost there... but adding the winner to the list makes this raffle unfair - - option: |- - ``` - print person[i] ' wins ' book[i] - ``` - feedback: There is no list called 'person' - - option: |- - ``` - chosen_number = list_of_numbers[people] - print books[people] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: This is not it. - - option: |- - ``` - chosen_number = list_of_numbers[random] - print books[i] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: Fantastic! - hint: You need to use the {remove} command - correct_answer: D - question_score: '10' - 17: - 1: - question_text: What is the output of this code? - code: |- - minions = ['Bob', 'Kevin', 'Stuart'] - {for} x in minions: - {print} x - mp_choice_options: - - option: |- - ``` - m i n i o n s - ``` - feedback: This is not it. - - option: |- - ``` - Bob - Kevin - Stuart - ``` - feedback: Correct! - - option: |- - ``` - minions - minions - minions - ``` - feedback: Take a look at the content of your list. - - option: |- - ``` - B o b K e v i n S t u a r t - ``` - feedback: Do not loop through the letters. - hint: Loop through your list. - correct_answer: B - question_score: '10' - 2: - question_text: What is wrong with this code? - code: |- - seconds_minute = 60 - minute_hour = 60 - hour_day = 24 - leap_year = 366 - no_leap_year = 365 - years = ask 'what year is it?' - {if} years = 2024: - print seconds_minute * minute_hour * hour_day * leap_year - {else}: - print seconds_minute * minute_hour * hour_day * noleap_year - mp_choice_options: - - option: You cannot have so many variables. - feedback: This is not it. - - option: The way the variables are multiplied is incorrect. - feedback: Not true! - - option: One of the variables `noleap_year` does not belong with the `{if}` statement. - feedback: Keep looking for the mistake. - - option: The `noleap_year` has to be identical in both cases. - feedback: Correct! - hint: Read the code carefully. - correct_answer: D - question_score: '10' - 3: - question_text: How many hedgehogs will this code print? - code: |- - {for} x in range 1 to 3: - {for} y in range 1 to 2: - {print} 🦔 - mp_choice_options: - - option: |- - ``` - 🦔 - 🦔 - 🦔 - ``` - feedback: Try again. - - option: |- - ``` - 🦔 - 🦔 - ``` - feedback: One more try. - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: Well done! - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating. - correct_answer: C - question_score: '10' - 4: - question_text: What is wrong with code? - code: |- - name_color = {ask} 'What is your favorite color?' - {if} name_color == 'red': - {print} 'the color of a tomato' - {elif} name_color == 'green': - {print} 'the color of an apple' - {elif} name_color == 'blue': - {print} 'the color of a blueberry' - {elif} name_color == 'yellow': - {print} 'the color of a banana' - {elif}: - {print} 'this fruit-color does not exist' - mp_choice_options: - - option: The first `{elif}` should be used before the `print` command - feedback: Try again. - - option: '`{elif}` can only be used once' - feedback: From now on we can use elif multiple times. - - option: '`==` used with `{elif}` should be replaced by `=`' - feedback: Not correct. - - option: '`{elif}` in the last line should be replaced by `{else}`' - feedback: Great! - hint: Think about `{if}`, `{elif}`, `{else}`. - correct_answer: D - question_score: '10' - 5: - question_text: What is the output of this code? - code: |- - numbers = [7, 19, 29, 41, 53, 71, 79, 97] - {for} prime in numbers: - {if} prime <= 10: - {print} prime - {elif} prime >= 60: - {print} prime - {elif} prime >= 90: - {print} prime - {else}: - {print} 'another number' - mp_choice_options: - - option: |- - ``` - 7 - another number - another number - another number - another number - 71 - 79 - 97 - ``` - feedback: Well done! - - option: |- - ``` - another number - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: Try again. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - another number - ``` - feedback: One more try. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating and the values of if and elif. - correct_answer: A - question_score: '10' - 6: - question_text: What is wrong with code? - code: |- - name = {ask} 'What is your name?' - {if} name == 'Hedy': - password = {ask} 'What is your password?' - {if} password =='turtle123': - {print} 'Yey' - {else}: - {print} 'Access denied' - {else}: - {print} 'Go fish' - mp_choice_options: - - option: '`{elif}` is missing.' - feedback: Try again. - - option: '`{else}` can only be used once.' - feedback: From now on we can use elif multiple times. - - option: Nothing! - feedback: There is a mistake. Look carefully! - - option: There is an indentation mistake in the last line. - feedback: Amazing! - hint: There is a mistake somewhere... - correct_answer: D - question_score: '10' - 7: - question_text: Which of the following codes will print five times 'the result is 3' on the screen? - mp_choice_options: - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - result = n * 1 - {print} 'The result is ' result - ``` - feedback: Try again! - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} u in numbers: - number = u - {print} 'The result is ' number - ``` - feedback: That is not it. - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} number in numbers: - number = 3 - {print} 'The result is ' number - ``` - feedback: Very good! - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - n = result - {print} 'The result is ' result - ``` - feedback: That is not it. - hint: Think about mathematical symbols. - correct_answer: C - question_score: '10' - 8: - question_text: What is wrong with code? - code: |- - insects = ['🐝', '🦋', '🕷', '🐞'] - your_favorite = {ask} 'what is your favorite insect?' - {for} insect in insects: - {if} your_favorite == '🐝' {or} your_favorite == '🐞': - {print} 'very useful' - {elif} your_favorite == '🕷': - {print} 'it can catch mosquitoes' - {else}: - {print} 'almost all insects can be useful one way or another' - mp_choice_options: - - option: '`{or}` cannot be used with `{if}`.' - feedback: Try again. - - option: In the `{for}` command `insect` should be `insects`. - feedback: Not true. - - option: Nothing! - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 9: - question_text: Which one of the codes below gave this output? - code: |- - -5 is negative - -4 is negative - -3 is negative - -2 is negative - -1 is negative - 0 is positive - 1 is positive - 2 is positive - 3 is positive - mp_choice_options: - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Try again! - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number <= 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - - option: "```\n {for} number in range -5 to 3:\n {if} number >= 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Very good! - - option: "```\n {for} number in range -5 to 3:\n {if} number < 0: \n {print} number ' is positive'\n {elif} number <=0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 10: - question_text: What is wrong with this code? - code: |- - {for} number in range 1 to 5: - volume_room = num * num * num - {print} volume_room ' cubic meters' - {if} volume_room > 100: - {print} 'this is a large room' - {elif} volume_room < 100: - {print} 'small room but cosy' - {else}: - {print} 'i will look for something else' - mp_choice_options: - - option: The word num needs quotation marks. - feedback: Try again. - - option: The `{if}` command is not used correctly. - feedback: Not true. - - option: Line 3 should be `volume_room = number * number * number`. - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' diff --git a/content/quizzes/ne.yaml b/content/quizzes/ne.yaml index 95916ae34bd..0967ef424bc 100644 --- a/content/quizzes/ne.yaml +++ b/content/quizzes/ne.yaml @@ -1,2543 +1 @@ -levels: - 1: - 1: - mp_choice_options: - - option: Hedy - feedback: Good job! - - option: Heddy - feedback: Not this one! - - option: Haydie - feedback: Not this one! - - feedback: Not this one! - option: Heidi - hint: It's named after Hedy Lamarr. - correct_answer: A - question_score: '10' - question_text: What's this programming language called? - 3: - correct_answer: C - mp_choice_options: - - feedback: "`{print}` prints text, but it doesn't ask questions." - option: "```\n{print} What is your favorite color?\n```" - - option: "```\n{ask} {print} What is your favorite color?\n```" - feedback: You only need one command, not two. - - option: "```\n{ask} What is your favorite color?\n```" - feedback: Great! - - feedback: '`{echo}` repeats your answer back to you.' - option: "```\n{echo} What is your favorite color?\n```" - hint: You can ask something with the `{ask}` command - question_score: '10' - question_text: How do you ask what someone's favorite color is? - 5: - code: "{ask} What is your favorite pet?\n_ So your favorite pet is..." - mp_choice_options: - - feedback: No, you would like the answer to be repeated back to you. - option: '`{print}`' - - option: '`Hedy`' - feedback: Hedy isn't a command. - - option: '`{ask}`' - feedback: With `{ask}` you can ask a question. - - feedback: Right on! - option: '`{echo}`' - correct_answer: D - question_text: Which command is missing in line 2? - question_score: '10' - hint: You want to see the answer at the end of line 2... - 4: - hint: Line 1 doesn't seem right - question_score: '10' - question_text: What is wrong with this code? - mp_choice_options: - - feedback: Correct! - option: '`{print}` in line 1 is missing.' - - option: The command in line 2 is spelled wrong. - feedback: The command is spelled correctly. - - option: "`{echo}` isn't a command." - feedback: "`{echo}` is a command, there's another mistake." - - option: Nothing! This is a perfect code! - feedback: Wrong, look carefully! - code: "Hi Im Hedy!\n{ask} Who are you?\n{echo} Hi..." - correct_answer: A - 6: - hint: Check the `{print}` commands. - mp_choice_options: - - feedback: '`{print}` in line 1 is correct.' - option: In line 1 `{print}` should be replaced with `{ask}`. - - option: In line 2, `{print}` should be replaced with `{ask}`. - feedback: Great! You paid attention! - - feedback: '`{echo}` is correct.' - option: Line 3 has to begin with `{print}` instead of `{echo}`. - - feedback: No, there is a mistake somewhere else - option: In line 4, `{print}` is spelled wrong. - question_score: '10' - question_text: What's wrong with this code? - code: "{print} Hi im Hedy!\n{print} Which football team do you support?\n{echo} You support...\n{print} Cool! Me too!" - correct_answer: B - 7: - question_text: What's wrong with this code? - code: "{print} Welcome at Hedys restaurant!\n{ask} What would you like to eat?\n{echo} So you want to order ...\n{print} Coming right up! Enjoy!" - mp_choice_options: - - option: In line 1 `{print}` needs to be replaced with `{ask}` - feedback: Are you sure something is wrong? - - option: In line 1 `{print}` needs to be replaced with `{echo}` - feedback: Are you sure something's wrong? - - feedback: Are you sure something is wrong? - option: In line 3 `{echo}` needs to be replaced with `{print}` - - option: Nothing! This is a perfect code! - feedback: Correct! - question_score: '10' - correct_answer: D - hint: Check the code line by line - 8: - question_text: How do you use the `{echo}` command? - correct_answer: C - hint: '`{echo}` is used after an `{ask}` command.' - mp_choice_options: - - option: You can use it to `{ask}` a question. - feedback: That's what `{ask}` is for! - - feedback: That's what `{print}` is for! - option: You can use it exactly the same way as `{print}`. - - feedback: Good job! - option: You can use it to repeat an answer. - - feedback: That's not right... - option: You can use it to make text disappear. - question_score: '10' - 9: - mp_choice_options: - - option: '`{print}` in line 1 should be `{ask}`' - feedback: No, `{print}` is right. Where is the question being asked? - - option: '`{print}` in line 2 should be `{ask}`' - feedback: Super! - - feedback: No, `{echo}` is right. Where is the question being asked? - option: '`{echo}` in line 3 should be `{ask}`' - - option: Nothing. This is a perfect code! - feedback: Look carefully for the mistake... - code: "{print} Hello!\n{print} How are you doing?\n{echo} So you are doing..." - hint: '`{ask}` allows you to ask a question' - correct_answer: B - question_text: What's wrong with this code? - question_score: '10' - 10: - code: "{ask} Are you ready to go to level 2?\n{echo}\n{echo}" - mp_choice_options: - - option: Are you ready to go to level 2? - feedback: There are two `{echo}` commands - - feedback: Great job! - option: "Yes!\nYes!" - - option: Yes! - feedback: There are two `{echo}` commands - - option: "Are you ready to go to level 2?\nYes!" - feedback: There are two `{echo}` commands - question_text: Which output will be in your output screen after you've run this code? - correct_answer: B - hint: Let's go! - question_score: '10' - 2: - mp_choice_options: - - feedback: '`{echo}` repeats a given answer.' - option: '`{echo}`' - - option: '`{print}`' - feedback: Correct! - - option: '`hello`' - feedback: Hello isn't a command. - - feedback: With `{ask}`, you can ask a question. - option: '`{ask}`' - code: _ Hello! - correct_answer: B - question_score: '10' - hint: _ Hello world! - question_text: Which need to be filled in on the blanks to make the text Hello! appear? - 2: - 1: - correct_answer: C - mp_choice_options: - - option: You can use the `{print}` command to ask questions. - feedback: That is what `{ask}` is for - - option: You can use the `{ask}` command to echo answers. - feedback: That is not true - - option: With the `{print}` command you can make text appear - feedback: Good - - option: With the `{sleep}` command, you can remove text from the screen. - feedback: That's not how `{sleep}` works. - hint: '`{print}` still works the same way as in level 1' - question_score: '10' - question_text: Which statement is true? - 2: - mp_choice_options: - - option: "```\nname {is} {ask} What is your name?\n```" - feedback: Super! - - feedback: The words are right, the order is not! - option: "```\n{ask} {is} name What is your name\n```" - - feedback: This worked in level 1, but in level 2 and up it works differently. - option: "```\n{ask} What is your name?\n```" - - feedback: The words are right, the order isn't! - option: "```\n{ask} What is your name? {is} name\n```" - question_text: Which code is correct? - hint: "`{ask}` doesn't work like in level 1" - question_score: '10' - correct_answer: A - 3: - mp_choice_options: - - feedback: The word name is replaced with Marleen - option: name goes to the market and she buys an apple. - - option: Marleen goes to the market. - feedback: The second part of the sentence isn't left out! - - feedback: Right on! - option: Marleen goes to the market and she buys an apple. - - feedback: She is not replaced with the name - option: Marleen goes to the market and Marleen buys an apple. - correct_answer: C - code: "name {is} Marleen\n{print} name goes to the market and she buys an apple." - question_score: '10' - question_text: What appears on your output screen when you run this code? - hint: The word name is replaced with Marleen - 4: - mp_choice_options: - - option: Hi my name is name - feedback: The variable name is replaced with Hedy - - feedback: The variable name is replaced with Hedy - option: Hi my name is Hedy - - option: Hi my Hedy is name - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is Hedy - feedback: Correct, this mistake will be fixed in level 4! - code: "name {is} Hedy\n{print} Hi my name is name" - hint: "'name' is being replaced with 'Hedy' in both places" - question_score: '10' - question_text: What will you see on the output screen when you run this code? - correct_answer: D - 6: - question_text: What should be on the lines? - code: "{print} And the award for best programming language goes to...\n_\n{print} Hedy!" - hint: Pause for dramatic effect... - mp_choice_options: - - feedback: Perfect! - option: '`{sleep}`' - - feedback: There is nothing to repeat back here - option: '`{echo}`' - - option: '`{print}`' - feedback: There is no text there to `{print}` there - - option: '`{ask}`' - feedback: There is no question there to be asked - correct_answer: A - question_score: '10' - 7: - mp_choice_options: - - option: "```\n{print} 3\n```" - feedback: You don't need to `{print}` - - feedback: Perfect! - option: "```\n{sleep} 3\n```" - - feedback: This way the bomb will explode in 1 second - option: "```\n{sleep}\n```" - - feedback: Make it easier on yourself by using the number 3 - option: "```\n{sleep} {sleep} {sleep}\n```" - hint: You want the computer to wait for 3 seconds - correct_answer: B - code: "{print} I will explode in 3 seconds!\n_\n{print} BOOM!" - question_text: What command should be used on line 2? - question_score: '10' - 8: - mp_choice_options: - - option: "```\nage {ask} {is} How old are you?\n```" - feedback: That is the wrong order - - feedback: That is the wrong order - option: "```\n{ask} {is} age How old are you?\n```" - - option: "```\nage {is} {ask} How old are you?\n```" - feedback: You get it! - - option: "```\nage {is} How old are you?\n```" - feedback: Where is the `{ask}` command? - question_text: How would you correct the first line of code? - hint: The variable name should come first - correct_answer: C - code: "{ask} {is} How old are you?\n{print} age" - question_score: '10' - 9: - mp_choice_options: - - feedback: The variable name is animal - option: 'Line 1 should say: dogs `{is}` animals' - - option: 'Line 1 should say: animal `{is}` dogs' - feedback: Great! - - feedback: The variable name is animal - option: 'Line 2 should say: `{print}` I love animals' - - option: 'Line 2 should say: `{sleep}` I love animals' - feedback: Sleep is not used to `{print}` text - question_score: '10' - question_text: What is going wrong in this code? - code: "dogs {is} animal\n{print} I love animal" - hint: You want to `{print}` 'I love dogs' - correct_answer: B - 10: - mp_choice_options: - - feedback: You want to know the favorite flavor! - option: "```\n{sleep} 3\n```" - - option: "```\n{print} strawberries\n```" - feedback: You do not want a `{print}` command at the middle of the line... - - option: "```\nstrawberries, chocolate, vanilla\n```" - feedback: This way you are making a list. You don't want that now. - - feedback: That's right! - option: "```\n{ask} What flavor icecream do you like?\n```" - correct_answer: D - hint: You want to `{ask}` a question - question_text: What command should be used on the line 1? - question_score: '10' - code: "flavor {is} _\n{print} Your favorite icecream is...\n{sleep}\n{print} flavor" - 5: - question_score: '10' - hint: The computer waits for a second at the `{sleep}` command - mp_choice_options: - - feedback: fortunately not! - option: It slows down your computer - - option: It closes down Hedy - feedback: fortunately not! - - feedback: That's right! - option: Your program pauses for a second and then continues - - feedback: No it would be useless at the end of your code - option: You put it at the end so Hedy knows your program is finished - correct_answer: C - question_text: What happens when you use the `{sleep}` command? - 3: - 1: - hint: Arbitrarily means without a plan or randomly. - question_score: '10' - mp_choice_options: - - option: '`{print}`' - feedback: '`{print}` is used to print text' - - feedback: '`{ask}` is used to ask a question' - option: '`{ask}`' - - feedback: '`{is}` is used to make a list' - option: '`{is}`' - - option: '`{at} {random}`' - feedback: Correct! - correct_answer: D - question_text: What command(s) do you use to let Hedy pick something arbitrarily? - 2: - mp_choice_options: - - feedback: Good job! - option: 'You need commas in line 1: dog, cat, cow.' - - feedback: No, you don't need `{print}` - option: Line 1 needs to start with `{print}`. - - feedback: animals is correct. - option: Line 2 needs to say 'animal' instead of 'animals' - - feedback: '`{at} {random}` is the correct spelling' - option: '`{at} {random}` is spelled incorrectly' - question_score: '10' - correct_answer: A - hint: There's something wrong in line 1 - question_text: What's wrong with this code? - code: "animals {is} dog cat cow\n{print} animals {at} {random}" - 3: - mp_choice_options: - - option: "```\n{at} {random} {print} options\n```" - feedback: You're almost there. The order of the words isn't right yet. - - option: "```\n{print} rock {at} {random}\n```" - feedback: you don't always want the Hedy to {print} rock, sometimes you want scissors or paper. - - option: "```\n{print} options {at} {random}\n```" - feedback: Very good! - - option: Nothing, the code is correct! - feedback: Look carefully for the mistake - question_score: '10' - correct_answer: C - hint: The variable (the list) is called options. - code: "options {is} rock, paper, scissors\n{print} rock, paper, scissors {at} {random}" - question_text: How do you fix the mistake in line 2? - 5: - question_score: '10' - mp_choice_options: - - feedback: No, that's not wrong. - option: Line 1 needs to say `{print}` instead of `{ask}` - - feedback: No that's not wrong. - option: Line 2 needs to say `{ask}` instead of `{print}` - - feedback: No, that's not wrong. - option: Line 2 needs to say answers `{at} {random}` `{is}` yes, no, maybe - - feedback: That's right! - option: Nothing, this code is perfect - correct_answer: D - hint: Does this code even have a mistake? - code: "question {is} {ask} What do you want to know?\n{print} question\nanswers {is} yes, no, maybe\n{print} answers {at} {random}" - question_text: What is wrong in this code? - 6: - mp_choice_options: - - option: Line 2 needs to say question instead of answers - feedback: No that's not right - - option: Line 2 needs the `{is}` command - feedback: Correct - - option: Line 3 needs to say answer instead of answers - feedback: No the variable's called answers - - option: Nothing! This code is great! - feedback: Actually, line 2 has a mistake. - code: "question {is} {ask} What do you want to know?\nanswers yes, no, maybe\n{print} answers {at} {random}" - question_text: What's wrong with this code? - correct_answer: B - hint: There is something wrong with line 2. - question_score: '10' - 7: - mp_choice_options: - - feedback: The remove command removes, the add command adds - option: The `{add}` command removes a random book from the list - - option: The `{add}` command adds a random book to a list - feedback: It doesn't. It adds your answer to the list! - - feedback: Correct! - option: The `{add}` command adds your favorite book to the list - - option: The `{add}` command prints your favorite book. - feedback: No, it adds your favorite book to the list - correct_answer: C - hint: The `{add}` command adds a book, but which one? - code: "books {is} Harry Potter, The Hobbit, Green Eggs and Ham\nyour_book {is} {ask} What is your favorite book?\n{add} your_book {to} books\n{print} books {at} {random}" - question_text: What does the `{add}` command do? - question_score: '10' - 8: - code: "crisps {is} sea salt, paprika, sour cream\n{remove} sea salt {from} crisps\n{remove} paprika {from} crisps\n{print} crisps {at} {random}" - mp_choice_options: - - option: You can't tell, because Hedy will `{print}` one of the 3 flavors `{at} {random}` - feedback: Take a look at the `{remove}` commands - - feedback: sea salt is removed from the list - option: sea salt - - option: paprika - feedback: Paprika is removed from the list - - option: sour cream - feedback: That's right! - hint: There are 3 flavors, bit 2 are removed. Which one remains? - correct_answer: D - question_score: '10' - question_text: What is the output of this code? - 9: - mp_choice_options: - - feedback: Maybe you want blue hair though! - option: 'Line 3 should say: `{remove}` blue `{from}` colors' - - feedback: You want to remove the chosen color so `{remove}` is right. - option: Line 3 should have an `{add}` command instead of a `{remove}` command - - feedback: Great job! - option: In line 4 the variable should be called colors instead of color - - feedback: Find the mistake! - option: Nothing, this is a correct code! - code: "colors {is} blue, purple, green\nchosen_color {is} {ask} Which hair color wouldn't you like to have?\n{remove} chosen_color {from} colors\n{print} I will dye my hair color {at} {random}" - hint: Look at line 4 - question_score: '10' - question_text: What's wrong with this code? - correct_answer: C - 10: - mp_choice_options: - - option: "```\n{remove} walked_yesterday {from} walkers\n```" - feedback: Super! - - feedback: '`{remove} {from}` or `{add} {to}`, not `{remove} {to}`' - option: "```\n{remove} walked_yesterday {to} walkers\n```" - - option: "```\n{remove} walkers {from} yesterday\n```" - feedback: yesterday is not a variable - - feedback: This increased the chance that the person who walked yesterday now has to do it again. That's mean. - option: "```\n{add} walked_yesterday {to} walkers\n```" - question_text: What should be on the _? - hint: The person who walked the dogs yesterday should be removed from the list. - code: "walkers {is} dad, mom, Sam, Petra\nwalked_yesterday {is} {ask} Who walked the dogs yesterday?\n{print} walked_yesterday shouldn't have to walk the dogs again today\n_\n{print} walkers {at} {random} , it's your turn to walk the dogs!" - question_score: '10' - correct_answer: A - 4: - mp_choice_options: - - option: "```\n{print} price\n```" - feedback: You don't want to `{print}` the word price, but you want to `{print}` one price out of your list `{at} {random}` - - option: "```\n{print} prices {at} {random}\n```" - feedback: Great! You've really paid attention. - - feedback: '`{at} {random}` is placed behind the variable.' - option: "```\n{print} {at} {random} price\n```" - - option: Nothing, this code is alright. - feedback: Look carefully for the mistake you missed! - hint: The variable name is prices - question_text: What should change in line 2 to print a random price? - correct_answer: B - question_score: '10' - code: "prices {is} 1 dollar, 100 dollar, 1 million dollar\n{print} price {at} {random}" - 4: - 2: - mp_choice_options: - - feedback: This quotation mark is skewed, you need a straight one. - option: "```\n{print} `hello`\n```" - - feedback: Correct - option: "```\n{print} 'hello'\n```" - - option: "```\n{print} hello\n```" - feedback: There are no quotation marks here! - - option: "```\n{print} ,hello,\n```" - feedback: This is a comma, you need quotation marks. - question_text: Which code uses the proper quotation marks? - question_score: '10' - correct_answer: B - hint: Pick the right quotation marks. - 3: - correct_answer: D - hint: Both before and after the words you want to print should be a quotation mark. - mp_choice_options: - - option: "```\n{print} Hi Im Hedy\n```" - feedback: Add quotation marks please! - - feedback: Both before and after the words you want to print should be a quotation mark. - option: "```\n{print} 'Hi Im Hedy\n```" - - feedback: The first quotation mark should be behind the word `{print}` - option: "```\n'{print} Hi Im Hedy'\n```" - - feedback: Perfect! - option: "```\n{print} 'Hi Im Hedy'\n```" - question_text: Where are the quotation marks used correctly? - question_score: '10' - 4: - mp_choice_options: - - option: "You need quotation marks around the word `{print}`, like this: `'{print}'`." - feedback: The quotation marks shouldn't be around the command itself. - - option: You need quotation marks around the words you want to print. - feedback: Super! - - option: You do not need quotation marks when using the `{ask}` command - feedback: Both `{print}` and `{ask}` require quotation marks - - feedback: Unfortunately, Hedy is stricter than that. - option: You can choose yourself whether to use quotation marks or not. - correct_answer: B - hint: From level 4 on you need to use quotation marks. - question_text: Which statement is true? - question_score: '10' - 5: - mp_choice_options: - - feedback: Never put the quotation mark in front of the `{print}` command. - option: "```\n'{print} options {at} {random}'\n```" - - option: "```\n{print} 'options' {at} {random}\n```" - feedback: options is a variable. You don't literally want to print 'options {at} {random}'. - - option: "```\n{print} options {at} {random}\n```" - feedback: That's right - - option: Nothing, the game already works! - feedback: Look carefully. There is an error. - question_text: What has to be changed in order for the game to work? - code: "options {is} rock, paper, scissors\n{print} 'options {at} {random}'" - correct_answer: C - question_score: '10' - hint: You don't want Hedy to literally print 'options {at} {random}', you want it to print 'rock' or 'paper' or 'scissors'. - 6: - question_text: What would be a good next line in this code? - code: prices {is} 1 dollar, 100 dollars, 1 million dollars - mp_choice_options: - - option: "```\n{print} 'You win...' prices {at} {random}\n```" - feedback: Great! You get it! - - option: "```\n{print} You win... 'prices {at} {random}'\n```" - feedback: Hedy will literally print 'prices {at} {random}' - - option: "```\n{print} You win... prices {at} {random}\n```" - feedback: You need some quotation marks! - - option: "```\n{print} 'You win... prices {at} {random}'\n```" - feedback: Hedy will literally print 'prices {at} {random}'' - correct_answer: A - question_score: '10' - hint: 'Think carefully: what is a variable and should be outside of the quotation marks? And what are normal words that should be inside?' - 7: - mp_choice_options: - - feedback: Correct! - option: Quotation marks are missing in line 1 - - option: Quotation marks are missing in line 2 - feedback: A variable doesn't need quotes - - feedback: You don't want Hedy to literally print 'answers {at} {random}' so no quotation marks needed here! - option: Quotation marks are missing in line 3 - - feedback: Look carefully. You missed a mistake! - option: Nothing, this code is good as is! - question_text: What's wrong with this code? - hint: Check each line on whether they'd need quotation marks or not. - correct_answer: A - question_score: '10' - code: "question {is} {ask} What do you want to know?\nanswers {is} yes, no, maybe\n{print} answers {at} {random}" - 8: - mp_choice_options: - - feedback: We need quotation marks - option: "```\n{print} So you pick door door\n```" - - feedback: If the player chooses door 3, Hedy will say 'So you pick 3 3 - option: "```\n{print} 'So you pick ' door door\n```" - - feedback: Super! - option: "```\n{print} 'So you pick door ' door\n```" - - feedback: Hedy will literally print 'So you pick door door - option: "```\n{print} 'So you pick door door'\n```" - hint: The second word door should be replaced with the number, the first should still be the word door... - question_score: '10' - correct_answer: C - code: "{print} 'Welcome at the money show!'\n{print} 'In front of you are 3 doors'\ndoor {is} {ask} 'Which door do you choose?'" - question_text: What would be a good next line for this code? - 9: - question_text: What will never appear in your output screen? - code: "clubs {is} Real Madrid, Bayern Munchen, Manchester United, Ajax\n{print} clubs {at} {random} ' is going the win the champions league'" - mp_choice_options: - - feedback: Hedy could `{print}` that - option: Ajax is going to win the champions league - - option: Real Madrid is going to win the champions league - feedback: Hedy could `{print}` that - - option: Bayern Munchen is going to win the champions league - feedback: Hedy could `{print}` that - - feedback: That's right. It's not in the list - option: FC Barcelona is going to win the champions league - question_score: '10' - hint: What are Hedy's options to randomly pick from? - correct_answer: D - 10: - mp_choice_options: - - feedback: A list doesn't need quotation marks - option: Quotation marks are missing in line 1 - - feedback: Correct - option: Quotation marks are missing in line 2 - - option: Quotation marks are missing in both line 2 and 3 - feedback: Line 3 doesn't need quotation marks because it's not printed literally - - feedback: You missed one! - option: Nothing, this code has no mistakes - question_text: Which statement is true? - code: "people {is} mom, dad, Emma, Sophie\n{print} The dishes are done by...\n{print} people {at} {random}" - correct_answer: B - question_score: '10' - hint: One line needs quotation marks, because you want it to be printed literally. - 1: - mp_choice_options: - - feedback: That's right - option: "```\n{print} 'Im very excited to take this quiz!'\n```" - - option: "```\n{print} Im very excited to take this quiz!\n```" - feedback: '{print} now needs quotation marks!' - - option: "```\n{print} 'I'm very excited to take this quiz!'\n```" - feedback: do not use apostrophe or use backticks instead - - feedback: careful when using quotes and apostrophe - option: "```\n{print} 'I'm very excited to take this quiz!\n```" - hint: In level 4 you need quotation marks for 2 commands. - question_score: '10' - correct_answer: A - question_text: Which of these codes is correct? - 5: - 1: - question_text: Which command should be filled in on the _? - mp_choice_options: - - feedback: There already is a `{print}` command. - option: '`{print}`' - - option: '`{if}`' - feedback: The `{if}` command is used in the line above. - - option: '`{sleep}`' - feedback: That's not it! - - option: '`{else}`' - feedback: That's right! - code: "number {is} {ask} 'What is your lucky number?'\n{if} number {is} 5 {print} 'Mine too!'\n_ {print} 'My lucky number is 5!'" - hint: Which one goes together with the `{if}` command? - question_score: '10' - correct_answer: D - 2: - code: "name {is} {ask} 'What is your name?'\n{if} name {is} Hedy {print} 'fun' {else} {print} 'less fun'" - question_text: What appears in your output screen when you type in the name Hedy? - mp_choice_options: - - feedback: That's right! - option: fun - - option: less fun - feedback: If the name is Hedy, it will say 'fun'' - - option: Hedy - feedback: No, it doesn't print the name - - option: Error - feedback: Fortunately not! - question_score: '10' - hint: '`{if}` name `{is}` Hedy `{print}` ...?' - correct_answer: A - 3: - mp_choice_options: - - feedback: This is printed when you type in the correct password - option: Correct! - - feedback: That's right!' - option: SECRET - - option: password - feedback: The password isn't password... - - feedback: This is printed when you type in the incorrect password! - option: ALARM INTRUDER - question_score: '10' - question_text: What is the right password? - hint: "`{if}` password `{is}` ... `{print}` 'Correct!'" - correct_answer: B - code: "password {is} {ask} 'What is the password?'\n{if} password {is} SECRET {print} 'Correct!'\n{else} {print} 'ALARM! INTRUDER!'" - 4: - code: "password {is} {ask} 'What is the password?'\n{if} password {is} SECRET {print} 'Correct!'\n{else} {print} 'ALARM! INTRUDER!'" - mp_choice_options: - - feedback: That's printed if the correct answer is given, not the wrong one... - option: Correct - - feedback: That's not the right answer - option: SECRET - - option: Wrong! - feedback: No, this is not what Hedy will print - - option: ALARM! INTRUDER! - feedback: Great job! - hint: Your computer will sound the alarm for intruders! - correct_answer: D - question_score: '10' - question_text: What does Hedy print when you type in the wrong password? - 5: - mp_choice_options: - - feedback: Indeed! - option: Because it needs to be in capitals, so SECRET - - feedback: No, this is not the password. - option: Because the password is alarm - - option: Because it's spelled wrong. - feedback: That's not how you spell secret - - option: Because Hedy makes a mistake - feedback: No, Hedy is right - question_score: '10' - code: "password {is} {ask} 'What is the password?'\n{if} password {is} SECRET {print} 'Correct!'\n{else} {print} 'ALARM! INTRUDER!'" - correct_answer: A - hint: The spelling of the word has to be exactly the same. - question_text: Why will Hedy say 'ALARM! INTRUDER' when you type in 'secret'? - 6: - mp_choice_options: - - option: "```\n{if}\n```" - feedback: '`{if}` is already in the line above' - - feedback: No, you need `{else}`. - option: "```\n{at} {random}\n```" - - option: "```\n{else}\n```" - feedback: Great! - - option: "```\n{print}\n```" - feedback: '`{print}` is already there, we need a word before it!' - hint: '`{if}` goes together with...?' - question_score: '10' - correct_answer: C - question_text: Which word should be on the place of the blank in the last line? - code: "{print} 'Im Hedy the football fortune teller!'\n{print} 'I will predict what place your team will end up!'\nclub is {ask} 'Which club is your favorite?'\n{if} club {is} ajax {print} 'Ajax is going to win of course!'\n_ {print} 'Sorry, your club is gonna be in last place...'" - 7: - mp_choice_options: - - option: '`{if}`' - feedback: '`{if}` is in the line above.' - - option: '`{at}` `{random}`' - feedback: No, you don't need `{at} {random}`. - - feedback: There already is an `{else}` command - option: '`{else}`' - - feedback: Awesome! - option: '`{print}`' - question_text: Which word should be in the place of the blank? - code: "{print} 'I can predict if you will be a millionair or not!'\nname {is} {ask} 'Whats your name?'\n{if} name {is} Hedy {print} 'You will be a millionair!'\n{else} _ 'Unfortunately... No big money for you.'" - hint: After `{else}` a `{print}` command follows - question_score: '10' - correct_answer: D - 8: - mp_choice_options: - - option: "```\nfavorite animal\n```" - feedback: That's not the variable name. - - option: "```\nanimal\n```" - feedback: Great job! - - option: '`{if}`' - feedback: '`{if}` is already there' - - feedback: No, that's not it. - option: '`{print}`' - question_text: Which word should be on the place of the blank? - question_score: '10' - hint: What the variable name? - correct_answer: B - code: "animal {is} {ask} 'What is your favorite animal?'\n{if} _ {is} penguin {print} 'Thats my favorite animal too!'\n{else} {print} 'Cool! I like penguins.'" - 9: - question_text: Which door should you choose to escape?? - mp_choice_options: - - feedback: Bad choice! You're being eaten - option: '1' - - feedback: Super! You escaped! - option: '2' - - feedback: Bad choice! You're being eaten. - option: '3' - - option: It's a trap, you will always be eaten! - feedback: Luckily not! - question_score: '10' - correct_answer: B - hint: One of the doors will keep you safe.. - code: "{print} 'Escape from the haunted house!'\n{print} 'There are 3 doors in front of you'\ndoor {is} {ask} 'Which door do you choose?'\nmonsters {is} vampire, werewolf, giant spider\n{if} door {is} 2 {print} 'Yay, you can escape!'\n{else} {print} 'You are being devoured by a... ' monsters {at} {random}" - 10: - question_text: Which monster is standing behind door 1? - code: "{print} 'Escape from the haunted house!'\n{print} 'There are 3 doors in front of you'\ndoor {is} {ask} 'Which door do you choose?'\nmonsters {is} vampire, werewolf, giant spider\n{if} door {is} 2 {print} 'Yay, you can escape!'\n{else} {print} 'You are being devoured by a... ' monsters {at} {random}" - mp_choice_options: - - feedback: Awesome! - option: Hedy picks a random monster each time. - - feedback: Not always... - option: vampire - - feedback: Not always... - option: werewolf - - feedback: Not always... - option: giant spider - correct_answer: A - hint: Mind the last 3 words... monsters `{at} {random}`... - question_score: '10' - 6: - 1: - mp_choice_options: - - option: '20' - feedback: Correct! - - option: '12' - feedback: No, the plus sign is used in addition - - feedback: No, Hedy will calculate the answer - option: 2*10 - - feedback: Mind it's a calculation. - option: '210' - question_text: What's Hedy's output when you run this code? - code: '{print} 2*10' - question_score: '10' - correct_answer: A - hint: The `*` is used as a multiplication sign - 2: - mp_choice_options: - - feedback: That's not it - option: '`-`' - - feedback: That's not it - option: plus - - option: '`*`' - feedback: That's not it - - option: '`+`' - feedback: Correct! - hint: It's the plus sign. - question_score: '10' - correct_answer: D - question_text: What do you use when you want to add two numbers? - 3: - mp_choice_options: - - feedback: This would be the right answer if there were no quotation marks. - option: '30' - - option: '13' - feedback: Try again.. - - feedback: Correct! There are quotation marks, so Hedy will print it literally. - option: 3*10 - - option: Nothing, Hedy will give an error message. - feedback: No, Hedy will print it literally. - question_text: What's Hedy's output when you run this code? - code: "{print} '3*10'" - hint: Mind the quotation marks!! - correct_answer: C - question_score: '10' - 4: - mp_choice_options: - - feedback: Mind, Hedy also prints 'Your lucky number is...' - option: '30' - - feedback: Please try again. - option: '10' - - option: Your lucky number is... 30 - feedback: That's right! - - option: Your lucky number is... 10 - feedback: Her lucky number is name times age... - question_text: Kim is 10 years old. What will Hedy print for her? - code: "name = {ask} 'How many letters are in your name?'\nage = {ask} 'How old are you?'\nluckynumber = name*age\n{print} 'Your lucky number is...' luckynumber" - hint: 'Kim has 3 letters, she is 10 years old so: letters times age = 3*10 = 30.' - correct_answer: C - question_score: '10' - 5: - question_text: If 5 people eat at this restaurant, how much do they have to pay in total? - mp_choice_options: - - option: 5 dollars - feedback: Unfortunately, it's not that cheap. - - feedback: No, it's 10 dollars each. - option: 10 dollars - - feedback: The * means multiplication. - option: 15 dollars - - option: 50 dollars - feedback: Great! - correct_answer: D - hint: '`price` `is` `people` `times` 10' - question_score: '10' - code: "{print} 'Welcome to Hedys!'\npeople = {ask} 'How many people are eating with us tonight?'\nprice = people * 10\n{print} 'That will be ' price 'dollar please'" - 6: - question_text: How much does a hamburger cost in this virtual restaurant? - question_score: '10' - mp_choice_options: - - feedback: Super! - option: 15 dollars - - option: 6 dollars - feedback: The fries are 6 dollars - - feedback: The hamburger isn't free! - option: 0 dollars - - feedback: That's the price for a hamburger and fries! - option: 21 dollars - hint: Mind the fourth line. - correct_answer: A - code: "{print} 'Welcome at Hedys diner'\nfood = {ask} 'What would you like to eat?'\nprice = 0\n{if} food {is} hamburger price = 15\n{if} food {is} fries price = 6" - 7: - mp_choice_options: - - option: It could have been `price = 3` just as well. - feedback: No, that's not true. Hedy needs to add 3 dollars to the total. - - feedback: Hedy would understand, but it wouldn't be right. - option: Because Hedy doesn't understand `price = 3`. - - option: Because Hedy would otherwise forget about the previous order. The price would be 3 dollars in total. - feedback: That's right! - - option: Because the price is 0 dollars to begin with. - feedback: That's true, but not the reason - correct_answer: C - question_score: '10' - question_text: Why does line 7 say 'price is price + 3' instead of 'price is 3'? - hint: The price shouldn't be 3, but 3 dollars more than it already was - code: "{print} 'Welcome at Hedys diner'\nfood = {ask} 'What would you like to eat?'\nprice = 0\n{if} food {is} hamburger price = price + 15\n{if} food {is} fries price = price + 6\ndrinks is {ask} 'What would you like to drink?'\n{if} drinks {is} coke price = price + 3\n{if} drinks {is} water price = price + 1\n{print} price ' dollars please'" - 8: - mp_choice_options: - - option: There shouldn't be quotation marks in line 2 - feedback: No, there should be! - - feedback: Correct! - option: The variable is called correct answer, but a variable's name can only be 1 word. So it should be correct_answer - - option: The `{if}` and `{else}` commands should be in the same line. - feedback: No, that's not true. - - feedback: Variable names can be similar, but they can't be 2 words... - option: The variable in line 2 can't be called answer, because it is too similar to the variable correct answer. - question_score: '10' - correct_answer: B - code: "correct answer = 3*12\nanswer = {ask} 'What is 3 times 12?'\n{if} answer {is} correct answer {print} 'Good job!'\n{else} {print} 'No... It was ' correct answer" - question_text: Why is this code incorrect? - hint: Inspect what the variables are called. - 9: - mp_choice_options: - - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - option: 10% - - option: 32% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 50% - feedback: Super! You are 100 percent smart! - - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - option: 100% - question_text: Imagine you love football a 10, you've eaten 2 bananas and have washed your hands 3 times today. How smart does the silly fortune teller think you are? - question_score: '10' - correct_answer: C - hint: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - code: "{print} 'Im Hedy the silly fortune teller'\n{print} 'I will predict how smart you are!'\nfootball = {ask} 'On a scale of 0 to 10 how much do you love football?'\nbananas = {ask} 'How many bananas have you eaten this week?'\nhygiene = {ask} 'How many times did you wash your hands today??'\nresult = bananas + hygiene\nresult = result * football\n{print} 'You are ' result 'percent smart.'" - 10: - mp_choice_options: - - feedback: You are allowed to use the `=` sign as well - option: You can only fill in the word is on the `_` - - option: You can fill in either the word is or the `=` sign on the `_` - feedback: Amazing! - - option: You have to fill in =is= on the `_` - feedback: No, one `=` sign is enough - - feedback: You can also use `=` with words. - option: You can only use the `=` sign when working with numbers, not with words. - hint: '`{is}` and `=` are both allowed' - correct_answer: B - question_score: '10' - question_text: Which statement is true? - code: "name _ Hedy\n{print} name 'is walking trough the forrest'" - 7: - 1: - mp_choice_options: - - feedback: No you can repeat a line. - option: '0' - - option: '1' - feedback: Correct, one line at a time - - feedback: In this level only one line at a time - option: '3' - - feedback: In this level you can only repeat one line at a time - option: infinite - correct_answer: B - question_score: '10' - question_text: How many lines can you repeat at once with the repeat command at this level? - hint: You can only repeat one line at a time - 2: - question_text: Which code is right? - mp_choice_options: - - feedback: "`{repeat}` 100 `{times}` `{print}` 'hello'" - option: "```\n{print} 100 {times} 'hello'\n```" - - option: "```\n{print} {repeat} 100 {times} 'hello'\n```" - feedback: "{repeat} 100 {times} {print} 'hello'" - - feedback: "{repeat} 100 {times} {print} 'hello'" - option: "```\n{repeat} 'hello' 100 {times}\n```" - - feedback: That's right! - option: "```\n{repeat} 100 {times} {print} 'hello'\n```" - hint: First the `{repeat}` command, then the `{print}` command - correct_answer: D - question_score: '10' - 3: - mp_choice_options: - - feedback: No, a word is missing - option: Right - - option: Wrong, the word `{repeat}` is missing - feedback: The word `{repeat}` is there, another word is missing - - option: Wrong, the word `{times}` is missing - feedback: The word `{times}` is there, another word is missing. - - option: Wrong, the word `{print}` is missing - feedback: Correct - code: "{repeat} 100 {times} 'Hello!'" - correct_answer: D - question_score: '10' - hint: "It should be: `{repeat}` 100 `{times}` `{print}` 'Hello'" - question_text: Is this code right or wrong? - 4: - mp_choice_options: - - option: "`I'm`" - feedback: That's right! - - feedback: '`{print}` is spelled correctly' - option: '`{print}`' - - feedback: '`{repeat}` is spelled correctly' - option: '`{repeat}`' - - feedback: '`{times}` is spelled correctly' - option: '`{times}`' - question_score: '10' - code: "{print} 'I'm blue'\n{repeat} 7 {times} {print} 'da ba dee, da ba da'" - hint: I'm is wrong, you can't use apostrophes in a sentence - correct_answer: A - question_text: Which word is wrong in the code? - 5: - mp_choice_options: - - option: Correct - feedback: That's right! - - option: Wrong - feedback: That's not it - hint: The code is correct! - question_score: '10' - question_text: Is this code right or wrong? - code: "{repeat} 100 {times} {print} 'Hedy is awesome!'" - correct_answer: A - 6: - mp_choice_options: - - option: "```\nthe wheels on the bus go\nround and round\n```" - feedback: Only the second line is repeated 3 times - - option: "```\nthe wheels on the bus go\nthe wheels on the bus go\nthe wheels on the bus go\nround and round\n```" - feedback: Only the second line is repeated 3 times - - option: "```\nthe wheels on the bus go\nround and round\nthe wheels on the bus go\nround and round\nthe wheels on the bus go\nround and round\n```" - feedback: Only the second line is repeated 3 times - - option: "```\nthe wheels on the bus go\nround and round\nround and round\nround and round\n```" - feedback: All through the town! Perfect! - question_text: What will be the output from this code? - correct_answer: D - hint: Only 'round and round' is repeated 3 times. - question_score: '10' - code: "{print} 'The wheels on the bus go'\n{repeat} 3 {times} {print} ' round and round'" - 7: - hint: Mind the `{repeat}` command. - mp_choice_options: - - option: "```\nWe will We will\nROCK YOU!\n```" - feedback: "'We will' won't appear twice in the same line" - - feedback: Great! - option: "```\nWe will\nWe will\nROCK YOU!\n```" - - feedback: ROCK YOU! won't be repeated - option: "```\nWe will\nROCK YOU!\nWe will\nROCK YOU!\n```" - - feedback: Mind the `{repeat}` command - option: "```\nWe will\nROCK YOU!" - correct_answer: B - question_text: What will be the output from this code? - code: "{repeat} 2 {times} {print} 'We will'\n{print} 'ROCK YOU!'" - question_score: '10' - 8: - question_text: What Hedy code belongs to this output? - code: "Here comes the sun\nDo do do do\nHere comes the sun\nAnd I say\nIts alright" - mp_choice_options: - - feedback: Awesome, you can't use the `{repeat}` command here. - option: "```\n{print} 'Here comes the sun'\n{print} 'Do do do do'\n{print} 'Here comes the sun'\n{print} 'And I say'\n{print} 'Its alright'\n```" - - option: "```\n{repeat} 2 {times} {print} 'Here comes the sun'\n{print} 'And I say'\n{print} 'Its alright'" - feedback: Where did you leave 'Do do do do'? - - option: "```\n{repeat} 2 {times} {print} 'Here comes the sun'\n{print} 'Do do do do'\n{print} 'And I say'\n{print} 'Its alright'\n```" - feedback: This is not the correct order.. - - option: "```\n{repeat} 2 {times} {print} 'Here comes the sun'\n{repeat} 2 {times} {print} 'Do do'\n{print} 'And I say'\n{print} 'Its alright'\n```" - feedback: This is not the correct order.. - question_score: '10' - correct_answer: A - hint: '`{repeat}` can only be used if you want to execute the same line multiple times in a row.' - 9: - correct_answer: D - mp_choice_options: - - feedback: Your repeated line is incorrect. - option: "```\n{print} 'Batman was flying through Gotham. '\n{print} 'When suddenly he heard someone screaming!'\n{print} 'Help!'\n{repeat} 3 {times} {print} 'Please help me!'\n```" - - option: "```\n{print} 'Batman was flying through Gotham.'\n{print} 'When suddenly he heard someone screaming!'\n{repeat} 3 {times} 'Help!'\n{print} 'Please help me!'\n```" - feedback: The `{print}` command is missing on line 3. - - feedback: You're missing the quotation marks - option: "```\n{print} Batman was flying through Gotham.\n{print} When suddenly he heard someone screaming!\n{repeat} 3 {times} {print} Help!\n{print} Please help me!\n```" - - option: "```\n{print} 'Batman was flying through Gotham.'\n{print} 'When suddenly he heard someone screaming!'\n{repeat} 3 {times} {print} 'Help!'\n{print} 'Please help me!'\n```" - feedback: Perfect - hint: "'Help!' is repeated 3 times." - question_score: '10' - code: "Batman was flying through Gotham.\nWhen suddenly he heard someone screaming...\nHelp!\nHelp!\nHelp!\nPlease help me!" - question_text: What Hedy code belongs to this output? - 10: - code: "if youre happy and you know it clap your hands\nif youre happy and you know it clap your hands\nif youre happy and you know it and you really want to show it\nif youre happy and you know it clap your hands" - mp_choice_options: - - feedback: Almost! the first line needs an extra word - option: "```\n{repeat} 2 {times} 'if youre happy and you know it clap your hands'\n{print} 'if youre happy and you know it and you really want to show it'\n{print} 'if youre happy and you know it clap your hands'\n```" - - option: "```\n{repeat} 2 {times} {print} 'if youre happy and you know it clap your hands'\n{print} 'if youre happy and you know it and you really want to show it'\n{print} 'if youre happy and you know it clap your hands'\n```" - feedback: Great! - - feedback: This is not in the right order. - option: "```\n{repeat} 3 {times} {print} 'if youre happy and you know it clap your hands'\n{print} 'if youre happy and you know it and you really want to show it'\n```" - - option: "```\n{repeat} 4 {times} 'if youre happy and you know it'\n{repeat} 2 {times} 'clap your hands'\n{print} 'and you really want to show it'\n{print} 'clap your hands'\n```" - feedback: This is not in the right order. - question_text: Which code belongs to this output? - hint: Mind the order of the sentences. - correct_answer: B - question_score: '10' - 8: - 1: - mp_choice_options: - - option: "Hello\nIm Hedy!" - feedback: Everything is printed twice. - - option: "Hello\nHello\nIm Hedy" - feedback: The second line is repeated twice as well. - - option: "Hello\nIm Hedy!\nHello\nIm Hedy!" - feedback: Super! - - option: "Hello\nHello\nIm Hedy!\nIm Hedy!" - feedback: Everything is printed twice - correct_answer: C - question_text: Which output will be produced by this code? - hint: Both lines are repeated twice. - question_score: '10' - code: "{repeat} 2 {times}\n {print} 'Hello'\n {print} 'Im Hedy!'" - 2: - code: "{repeat} 5 {times}\n{print} 'Hedy is cool!'" - mp_choice_options: - - feedback: No it should be 2 lines. - option: This should be only one line, not 2. - - option: This `{print}` command has to be removed. - feedback: No, you need it. - - feedback: No, `{repeat}` is the correct spelling - option: There is a spelling mistake in the `{repeat}` command. - - option: The second line needs to start with 4 spaces as indentation. - feedback: Correct! - correct_answer: D - question_score: '10' - hint: Something is missing in the second line? - question_text: What is wrong with this code? - 3: - mp_choice_options: - - option: "Baby shark tututudutudu\nBaby shark" - feedback: Mind the `{repeat}` command! - - feedback: The last line has no indentation, so it's not repeated. - option: "Baby shark tututudutudu\nBaby shark\nBaby shark tututudutudu\nBaby shark\nBaby shark tututudutudu\nBaby shark" - - feedback: Right! - option: "Baby shark tututudutudu\nBaby shark tututudutudu\nBaby shark tututudutudu\nBaby shark" - - feedback: What is being repeated and what isn't ? - option: "Baby shark tututudutudu\nBaby shark\nBaby shark\nBaby shark" - code: "{repeat} 3 {times}\n {print} 'Baby shark tututudutudu'\n{print} 'Baby shark'" - question_text: What output will be produced when you run this program? - question_score: '10' - hint: What is being repeated and what is not? - correct_answer: C - 4: - question_text: Which output is correct? - mp_choice_options: - - option: "The children went:\nYay!\nWe are going on vacation!" - feedback: Mind the `{repeat}` command! - - option: "The children went:\nYay!\nWe are going on vacation!\nYay!\nWe are going on vacation!" - feedback: Correct! - - option: "The children went:\nYay!\nYay!\nWe are going on vacation!\nWe are going on vacation!" - feedback: This order is incorrect. - - option: "The children went:\nYay!\nYay!\nWe are going on vacation!" - feedback: The last line is repeated too. - hint: The block under the `{repeat}` command is repeated twice. - question_score: '10' - correct_answer: B - code: "{print} 'The children went:'\n{repeat} 2 {times}\n {print} 'Yay!'\n {print} 'We are going on vacation!'" - 5: - mp_choice_options: - - option: The `{print}` commands on the last two lines should start on new lines and start with 4 spaces. - feedback: That's right! - - option: '`{else}` is not a command!' - feedback: It is! - - feedback: That's not true - option: Lines that start with `{if}` should start with 4 spaces - - feedback: That's not true - option: '`{ask}` is no longer a command' - question_score: '10' - correct_answer: A - code: "end = {ask} 'Do you want a happy or a sad ending?'\n{if} end {is} happy {print} 'They lived happily ever after'\n{else} {print} 'The world exploded. The end.'" - question_text: What is wrong with this code? - hint: Something is wrong with indentation - 6: - mp_choice_options: - - feedback: There is no repetition in this answer. - option: "Welcome to restaurant Hedy\nPancakes" - - option: "Welcome to restaurant Hedy\nWelcome to restaurant Hedy\nPancakes\nPancakes" - feedback: This answer also repeats the welcome message - - option: "Welcome to restaurant Hedy\nWhat do you want to eat?\nWhat do you want to eat?\nPancakes\nPancakes" - feedback: Almost! But look at the question, it is not repeated. - - option: "Welcome to restaurant Hedy\nPancakes\nPancakes" - feedback: Well done! - question_text: What will be the output of this code when we enter pancakes? - question_score: '10' - hint: The first sentence and question will not be repeated - correct_answer: D - code: "{print} 'Welcome to restaurant Hedy'\n{repeat} 2 {times}\n food {is} {ask} 'What do you want to eat?'\n {print} food" - 7: - mp_choice_options: - - option: Nothing. This code is correct! - feedback: Something is wrong! - - feedback: You are! - option: You're not allowed to use an `{if}` command after an `{ask}` command. - - option: You don't have to use indentation twice. Only in the first `{if}` command. - feedback: You always have to use indentation. - - feedback: That's right. - option: The indentation is wrong in the first `{if}` command. - correct_answer: D - code: "food = {ask} 'What would you like to eat?'\n{if} food {is} fries\nsauce = {ask} 'What sauce would you like?'\n {print} 'One fries with ' sauce\n{if} food {is} pizza\n topping = {ask} 'What topping would you like?'\n {print} 'One pizza with ' topping\n{print} 'Thank you for your order'" - hint: Take a careful look at the indentation. - question_score: '10' - question_text: What is wrong with this code? - 8: - mp_choice_options: - - feedback: You are wrong! - option: "```\n{if} answer {is} 32\n {print} 'You are...'\n {sleep}\n {print} 'right!'\n {else}\n {print} 'You are wrong!'\n```" - - feedback: You are wrong! - option: "```\n{if} answer {is} 32\n{print} 'You are...'\n{sleep}\n{print} 'right!'\n{else}\n{print} 'You are wrong!'\n```" - - option: "```\n{if} answer {is} 32\n {print} 'You are...'\n {sleep}\n {print} 'right!'\n{else}\n {print} 'You are wrong!'\n```" - feedback: You are... right! - - option: "```\n{if} answer {is} 32\n {print} 'You are...'\n {sleep}\n{print} 'right!'\n{else}\n {print} 'You are wrong!'\n```" - feedback: You are wrong! - question_score: '10' - hint: What should happen if the person is right? And what else? - question_text: In which of the codes is the indentation done right? - correct_answer: C - 9: - mp_choice_options: - - feedback: The lines after the `{if}` and `{else}` command should start with 4 spaces - option: Line 2 and 4 - - feedback: Not only 3... - option: Only line 3 - - option: Line 3, 4 and 5 - feedback: Line 4 shouldn't - - feedback: Great job! - option: Line 3 and 5 - code: "1 music = {ask} 'What is your favorite music genre?'\n2 {if} music {is} rock\n3 {print} '🤘'\n4 {else}\n5 {print} '👎'" - question_score: '10' - hint: The lines after an `{if}` or `{else}` command should start with 4 spaces. - correct_answer: D - question_text: What line(s) in this code should start with 4 spaces? - 10: - code: "1 level = {ask} 'What level are you on?'\n2 {if} level {is} 8\n3 {print} 'Great job!'" - question_text: Which statement is true? - correct_answer: D - mp_choice_options: - - feedback: That's not true - option: All lines should start with 4 spaces - - option: Line 2 and 3 should start with 4 spaces - feedback: That's not true - - feedback: That's not true - option: Line 2 should start with 4 spaces - - option: Line 3 should start with 4 spaces - feedback: You are correct! - hint: Only one line starts with 4 spaces, but which one...? - question_score: '10' - 9: - 1: - mp_choice_options: - - feedback: That's right! - option: Nothing, this code is correct! - - feedback: You are! - option: You're not allowed to use an `{if}` command after an `{ask}` command. - - feedback: You always have to use indentation. - option: You don't have to use indentation twice. - - option: The indentation is wrong in the last `{if}` command. - feedback: It is not the indentation. - hint: All the indentation is done correctly. - question_score: '10' - correct_answer: A - question_text: What is wrong with this code? - code: "{repeat} 3 {times}\n food = {ask} 'What would you like to eat?'\n {if} food {is} fries\n sauce = {ask} 'What sauce would you like?'\n {print} 'One fries with ' sauce\n {if} food {is} pizza\n topping = {ask} 'What topping would you like?'\n {print} 'One pizza with ' topping\n{print} 'Thank you for your order'" - 2: - code: "password = {ask} 'What is the password?'\ncorrect_password = Hedy\n{if} password {is} correct_password\n {repeat} 2 {times}\n {print} 'Good job!'\n {print} 'You can use the computer!'\n{else}\n {print} 'The computer will explode in 5... 4... 3... 2... 1...'" - question_text: What will be printed after entering the correct password? - mp_choice_options: - - option: "```\nGood job!\nGood job!\n```" - feedback: That's not it! - - option: "```\nThe computer will explode in 5... 4... 3... 2... 1...\n```" - feedback: That's not it! - - feedback: That's not it! - option: "```\nGood job!\nGood job!\nYou can use the computer!\n```" - - option: "```\nGood job!\nYou can use the computer!\nGood job!\nYou can use the computer!\n```" - feedback: Correct! - correct_answer: D - hint: Everything under the `{repeat}` command is repeated twice. - question_score: '10' - 4: - code: "name = {ask} 'What is your name?'\nsize = {ask} 'What is your shoe size?'\n{if} size {is} 38\n {if} name {is} Cinderella\n {print} '❤️❤️❤️'\n {else}\n {print} 'You are not the one!'\n{else}\n {print} 'Ill keep looking'" - question_text: Which statement is true? - mp_choice_options: - - option: Sleeping Beauty with shoe size 38 gets the output 'Ill keep looking' - feedback: No, she gets 'You are not the one!' - - feedback: No, she gets 'Ill keep looking' - option: Cinderella with shoe size 40 gets the output '❤️❤️❤️' - - feedback: That's right! - option: Sleeping Beauty with shoe size 40 gets the output 'Ill keep looking' - - feedback: No she gets '❤️❤️❤️' - option: Cinderella with shoe size 38 gets the output 'Ill keep looking' - hint: No matter what your name is, if you have shoe size 40 you will get the message 'Ill keep looking'. - question_score: '10' - correct_answer: C - 5: - mp_choice_options: - - feedback: Don't forget the indentation after `{repeat}` commands. - option: "```\ndessert = {ask} 'What is your favorite type of dessert?'\n{if} dessert {is} icecream\n {repeat} 3 {times}\n {print} 'Icecream is the best!'\n```" - - feedback: Use indentation after an `{if}` command - option: "```\ndessert = {ask} 'What is your favorite type of dessert?'\n{if} dessert {is} icecream\n{repeat} 3 {times}\n {print} 'Icecream is the best!'\n```" - - feedback: Perfect - option: "```\ndessert = {ask} 'What is your favorite type of dessert?'\n{if} dessert {is} icecream\n {repeat} 3 {times}\n {print} 'Icecream is the best!'\n```" - - option: "```\n{repeat} 3 {times}\n dessert = {ask} 'What is your favorite type of dessert?'\n {if} dessert {is} icecream\n {repeat} 3 {times}\n {print} 'Icecream is the best!'\n```" - feedback: There are 2 `{repeat}` commands in this code. - hint: Watch the indentation - question_score: '10' - output: "Icecream is the best!\nIcecream is the best!\nIcecream is the best!" - question_text: Which code produced this output? - correct_answer: C - 6: - mp_choice_options: - - feedback: Don't forget the others - option: '`{if}`' - - feedback: Don't forget `{else}`! - option: '`{if}` `{repeat}`' - - option: '`{if}` `{else}` `{repeat}`' - feedback: Keep it up! - - feedback: Not with `{print}` - option: '`{if}` `{else}` `{repeat}` `{print}`' - question_text: After which command(s) should you use indentation (starting the next line with 4 spaces)? - hint: Indentation happens on the line below some commands - question_score: '10' - correct_answer: C - 7: - question_score: '10' - hint: After each `{if}` command, the line below should indent - mp_choice_options: - - option: "```\n{if} food {is} pizza\n {if} size {is} medium\n {if} drink {is} coke\n price = price - 5\n```" - feedback: Amazing! - - option: "```\n{if} food {is} pizza\n {if} size {is} medium\n{if} drink {is} coke\n price = price - 5\n```" - feedback: The second `{if}` misses code! - - option: "```\n{if} food {is} pizza\n{if} size {is} medium\n{if} drink {is} coke\n price = price - 5\n```" - feedback: Two consecutive `{if}`s is never correct. - - feedback: Almost right. Take another look at the last line - option: "```\n{if} food {is} pizza\n {if} size {is} medium\n {if} drink {is} coke\n price = price - 5\n```" - correct_answer: A - code: "{if} food {is} pizza\n{if} size {is} medium\n{if} drink {is} coke\nprice = price - 5" - question_text: You'll get a 5 dollar discount if you order a medium pizza with coke.
But the code has a mistake! How to debug it? - 8: - question_text: What is wrong in this code? - code: "age = {ask} 'Happy Birthday! How old are you?'\nsinging = {ask} 'Would you like us to sing?'\n{if} singing {is} yes\n {repeat} years {times}\n {print} 'Hip Hip Hooray'" - mp_choice_options: - - feedback: Yes you can. - option: You can't put two questions in a row - - feedback: Keen eye! Good job! - option: The variable called 'age' is later on used as 'years' - - option: You're not allowed to start with 8 spaces, like line 5 does - feedback: You actually must start like that. - - feedback: That's not true. - option: A code must always start with a `{print}` command in the first line - correct_answer: B - question_score: '10' - hint: The indentation is done right this time - 9: - mp_choice_options: - - feedback: You are allowed to - option: None, that is not allowed - - option: Only 1 - feedback: You could use more if you like - - feedback: You could use more if you like - option: '3' - - option: Infinite, as long as you keep using indentation correctly - feedback: That is true - question_score: '10' - correct_answer: D - question_text: How many `{if}` commands can be placed inside another `{if}` command? - hint: You can put an `{if}` command inside an `{if}` command. - 10: - question_text: Which statement is true? - mp_choice_options: - - feedback: Only line 2 and 3 start with spaces - option: All lines should start with 4 spaces - - option: Line 2 and 3 should start with 4 spaces - feedback: Line 3 should start with 8 - - option: Line 2 and 3 should start with 8 spaces - feedback: Line 2 should start with 4 - - feedback: You are correct! - option: line 2 should start with 4 spaces and line 3 with 8 - question_score: '10' - correct_answer: D - hint: The first line doesn't start with any spaces - code: "1 {repeat} 2 {times}\n2 {if} level {is} 9\n3 {print} 'Great job!'" - 3: - mp_choice_options: - - feedback: You don't win a million! - option: case 1, sell - - option: case 1, open - feedback: You don't win a million - - feedback: You don't win a million - option: case 2, sell - - option: case 2, open - feedback: Great job! You win! - correct_answer: D - hint: Follow the right path - question_score: '10' - question_text: Which case should you choose to win a million dollars? - code: "{print} 'Choose the right case and win!'\ncase = {ask} 'Which case will you pick? 1 or 2?'\n{if} case {is} 1\n action = {ask} 'Open it or sell it?'\n {if} action {is} sell\n {print} 'You sell your case for 10 dollars'\n {if} action {is} open\n {print} 'You open the case and win an apple pie'\n{if} case {is} 2\n action = {ask} 'Open it or sell it?'\n {if} action {is} sell\n {print} 'You sell the case for 500 dollars'\n {if} action {is} open\n {print} 'You open the case and win a million dollars!'" - 10: - 1: - mp_choice_options: - - feedback: That's not it - option: "```\n{for} each compliment\n```" - - feedback: You deserve all those compliments! - option: "```\n{for} compliment {in} compliments\n```" - - feedback: That's not it - option: "```\n{if} compliment {in} compliments\n```" - - feedback: Almost there! - option: "```\n{for} compliments {in} compliment\n```" - hint: '`{for}` each compliment in the lists of compliments...' - question_score: '10' - question_text: What do we need to fill in on the `_` if we want to print each compliment? - correct_answer: B - code: "compliments = perfect, great job, amazing\n_\n {print} compliment" - 2: - mp_choice_options: - - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - option: I love pizza - - option: I love pasta - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pancakes - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - feedback: Great! - option: "I love pizza\nI love pasta\nI love pancakes" - hint: Line 2 says for each meal in the list of meals. So each meal is printed. - correct_answer: D - question_score: '10' - code: "meals = pizza, pasta, pancakes\n{for} meal {in} meals\n {print} 'I love ' meal" - question_text: Which output is correct? - 3: - question_text: Which output is correct? - code: "animals = dogs, cats, hamsters, chickens\n{for} animal {in} animals\n {print} animal ' are lovely pets'" - question_score: '10' - mp_choice_options: - - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - option: dogs are lovely pets - - option: dogs, cats, hamsters, chickens are lovely pets - feedback: Each animal gets their own line in the output. - - option: "dogs are lovely pets\ncats are lovely pets\nhamsters are lovely pets\nchickens are lovely pets" - feedback: Great! - - option: You don't know yet. Because it chooses one of the animals {at} {random}. - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - correct_answer: C - hint: Line 2 says {for} each animal in the list of animals. So each animal is printed - 4: - mp_choice_options: - - option: Line 2 needs to start with 4 spaces as indentation - feedback: No it doesn't. Only line 3 needs indentation, which it has. - - feedback: Line 2 is a `{for}`command so line 3 does need to start with an indent. - option: Line 3 does not need to start with 4 spaces as indentation - - feedback: Good job! - option: Line 3 should say item instead of groceries - - feedback: No it does not. - option: Line 2 should say groceries instead of item - question_text: What's wrong with this code? - question_score: '10' - hint: Line 2 says `{for}` each item in the list of groceries - correct_answer: C - code: "groceries = apples, bread, milk\n{for} item {in} groceries\n {print} 'We need ' groceries" - 5: - question_score: '10' - question_text: What word should be on the `_` with these digital dice? - correct_answer: B - mp_choice_options: - - option: players - feedback: It would say 'Ann throws Jesse', instead of 'Ann throws 6'. - - feedback: That's right! - option: choices - - feedback: You are very close. But you need Hedy to pick from the list called 'choices' not 'choice'... - option: choice - - feedback: Look at the names of the variables. - option: dice - hint: Hedy needs to pick a number `{at} {random}` - code: "{print} 'Welcome to the digital dice!'\nplayers = Ann, John, Jesse\nchoices = 1, 2, 3, 4, 5, 6\n{for} player {in} players\n {print} player ' throws ' _ {at} {random}" - 6: - mp_choice_options: - - feedback: Meredith wants to play too! - option: "```\nKelly chooses rock\n```" - - option: "```\nMeredith chooses scissors\nKelly chooses rock\n```" - feedback: So close! But Kelly is first in the list, so she goes first - - option: "```\nMeredith chooses paper\n```" - feedback: Kelly wants to play too! - - option: "```\nKelly chooses paper\nMeredith chooses scissors\n```" - feedback: Amazing! - question_score: '10' - question_text: Which of the answers below is a possible outcome when you run the code? - code: "choices = rock, paper, scissors\nplayers = Kelly, Meredith\n{for} player {in} players\n {print} player ' chooses ' choices {at} {random}" - correct_answer: D - hint: Each player will pick an option. The player that's first on the list will go first. - 7: - mp_choice_options: - - feedback: You are on fire! - option: "```\n{for} name {in} names\n```" - - feedback: No it should be for each name in the list nameS, so the other way around - option: "```\n{for} names {in} name\n```" - - option: "```\n{for} food {in} food\n```" - feedback: Each name should be told what they will have for dinner. - - option: "```\n{for} name {in} food\n```" - feedback: Each name should be told what they will have for dinner. - question_score: '10' - question_text: What line should be on the `_` in this code that decides what these people will have for dinner? - correct_answer: A - code: "names = Ron, Leslie, April, Andy\nfood = pasta, fries, salad\n_\n {print} name ' has to eat ' food {at} {random} ' for dinner'" - hint: Each name should be told what they will have for dinner. - 8: - mp_choice_options: - - feedback: That's not it! - option: "```\n'name gets a color shirt'\n```" - - option: "```\nname 'gets a ' colors {at} {random} ' shirt'\n```" - feedback: Great job! This was a hard one! - - feedback: You want each name printed. So the first word should not be names but... - option: "```\nnames 'gets a ' color {at} {random} ' shirt'\n```" - - feedback: There is no variable named people.. - option: "```\npeople ' gets a colors shirt'\n```" - code: "names = Donna, Tommy, Ben\ncolors = blue, red, purple\n{for} name {in} names\n {print} _" - question_text: What should be on the `_` in this code that decides which color shirt you get? - correct_answer: B - hint: Mind the quotation marks and the names of the variables - question_score: '10' - 10: - mp_choice_options: - - feedback: That is not true, you could end up without a prize. - option: Everybody will always win a prize. - - option: All the prizes always go to one single person. - feedback: That is not true. All the prizes are given away, but to random people - - feedback: That is not true. Larry has the same odds as the others - option: Larry will never win a prize - - feedback: You get it! - option: Someone might win two prizes - question_text: What is true about this code? - correct_answer: D - code: "prizes = 1 million dollars, car, sandwich\nnames = Bob, Patrick, Sandy, Larry\n{for} prize {in} prizes\n {print} 'The ' prize ' is won by ' names {at} {random}" - hint: Try to imagine the output of this code. - question_score: '10' - 9: - mp_choice_options: - - option: Timon, what would you like to eat as your appetizer? - feedback: Perfect! - - option: Onno, what would you like to eat as your appetizer? - feedback: Timon is first on the list! - - feedback: Appetizers are first in the list - option: Timon, what would you like to eat as your dessert? - - option: You don't know that. Hedy will choose `{at} {random}`. - feedback: There is no `{at} {random}` in this code... - question_score: '10' - code: "courses = appetizer, main course, dessert\nnames = Timon, Onno\n{for} name {in} names\n {for} course {in} courses\n food = {ask} name ', what would you like to eat as your ' course '?'\n {print} name ' orders ' food ' as their ' course" - question_text: What is the first question Hedy will ask you when you run the program? - correct_answer: A - hint: The first options from both lists are chosen. - 11: - 1: - mp_choice_options: - - option: '`counter`' - feedback: No - - feedback: Correct - option: '`{range}`' - - feedback: No - option: '`{if}`' - - option: '`{for}`' - feedback: No - hint: What did you learn in this level? - code: "{for} i {in} _ 1 {to} 10\n {print} i" - correct_answer: B - question_text: What word should be at the place of the blank? - question_score: '10' - 3: - mp_choice_options: - - option: "```\n{for} i {in} {range} 1 {to} 5\n {print} i\n{print} 'Once I caught a fish alive!'\n```" - feedback: Perfect - - option: "```\n{for} i {in} {range} 1 {to} 5\n{print} i\n{print} 'Once I caught a fish alive!'\n```" - feedback: This code won't work. You need an indent after {for}. - - option: "```\n{for} i {in} {range} 1 {to} 5\n {print} i\n {print} 'Once I caught a fish alive!'\n```" - feedback: Now Hedy will count '1 Once I caught a fish alive!, 2 Once I caught a fish alive! etc. - - option: "```\n{for} i {in} {range} 1 {to} 5\n {print} 'i'\n{print} 'Once I caught a fish alive!'\n```" - feedback: i is a variable and shouldn't have quotation marks - question_score: '10' - question_text: Which code was used to get this output? - hint: First all the numbers, then the sentence - correct_answer: A - output: "1\n2\n3\n4\n5\nOnce I caught a fish alive!" - 2: - mp_choice_options: - - option: "```\n1\n2\n3\n```" - feedback: Correct! - - option: "```\n1 2 3\n```" - feedback: That's not it - - option: "```\n1, 2, 3\n```" - feedback: That's not it - - feedback: That's not it - option: "```\n123\n```" - hint: How do the numbers appear in the screen? - question_text: What will be the output from this code? - correct_answer: A - code: "{for} i {in} {range} 1 {to} 3\n {print} i" - question_score: '10' - 5: - mp_choice_options: - - feedback: No it doesn't. - option: The i in the last line need quotation marks - - feedback: You could use 1 to 5 just as well! - option: You can't use `{range}` 1 `{to}` 5 only `{range}` 1 `{to}` 10 - - option: Line 1 needs to start with an indention. - feedback: Not line 1... - - feedback: Perfect! - option: Line 2 needs to start with an indention - question_score: '10' - correct_answer: D - question_text: What's wrong with this code? - code: "{for} i {in} {range} 1 {to} 10\n{print} i" - hint: There is something wrong with the indention - 7: - mp_choice_options: - - option: "```\n{for} i {in} {range} 0 {to} 3\n```" - feedback: There's not always 3 people - - feedback: The variable is not named guests - option: "```\n{for} i {in} {range} 1 {to} guests\n```" - - feedback: Great! - option: "```\n{for} i {in} {range} 1 {to} people\n```" - - feedback: That's one order too many! - option: "```\n{for} i {in} {range} 0 {to} people\n```" - question_score: '10' - question_text: What should be on the place of the blank? - correct_answer: C - code: "{print} 'Welcome to Hedys diner'\npeople = {ask} 'How many people will be eating here tonight?'\n_\n food = {ask} 'What would you like to order?'\n {print} food" - hint: Use the variable 'people' - 6: - correct_answer: C - mp_choice_options: - - option: 1 time - feedback: No - - feedback: No - option: 2 times - - feedback: That's right! - option: 3 times - - option: Never - feedback: No - code: "{for} i {in} {range} 0 {to} 2\n {print} 'Hello'" - hint: 0 also counts. So 0,1,2 that's 3 times. - question_score: '10' - question_text: How many times does the word Hello appear on your screen when you run the code? - 8: - mp_choice_options: - - option: "```\n23\n24\n25\n```" - feedback: The numbers don't appear. It doesn't say `{print}` i. - - feedback: The numbers don't appear. It doesn't say `{print}` i - option: "```\n23 hi 24 hi 25 hi\n```" - - feedback: Correct - option: "```\nhi\nhi\nhi\n```" - - feedback: No it will only appear 3 times. - option: The word 'hi' will appear 25 times in a row. - question_text: What will be the output from this code? - correct_answer: C - hint: It doesn't say `{print}` i - code: "{for} i {in} {range} 23 {to} 25\n {print} 'hi'" - question_score: '10' - 9: - code: "age = {ask} 'How old are you?'\n{for} i {in} {range} 1 {to} age\n {print} 'Hip Hip Hoorray!'" - question_text: How many times does Hedy chant Hip Hip Hooray? - question_score: '10' - mp_choice_options: - - feedback: Try again - option: 1 time - - feedback: Try again - option: 2 times - - feedback: Try again - option: Never - - feedback: That's right! - option: That depends on how old you are - hint: '`{for}` i `{in}` `{range}` 1 `{to}` age' - correct_answer: D - 10: - output: "Baby shark tututudutudu\nBaby shark tututudutudu\nBaby shark tututudutudu\nBaby shark" - mp_choice_options: - - option: "```\n{for} i {in} {range} 1 {to} 3\n {print} Baby shark tututudutudu\n {print} Baby shark\n```" - feedback: Mind the indentation - - option: "```\n{for} i {in} {range} 1 {to} 3\n {print} Baby shark tututudutudu\n{print} Baby shark\n```" - feedback: That's right! - - feedback: '`{range}` 0 `{to}` 3 is 4 times.' - option: "```\n{for} i {in} {range} 0 {to} 3\n {print} Baby shark tututudutudu\n{print} Baby shark\n```" - - option: "```\n{for} i {in} {range} 0 {to} 3\n {print} Baby shark tututudutudu\n {print} Baby shark\n```" - feedback: '`{range}` 0 `{to}` 3 is 4 times.' - question_score: '10' - hint: Mind the indentation - correct_answer: B - question_text: Which code belongs to this output? - 4: - question_text: Which code was used to get this output? - correct_answer: D - mp_choice_options: - - option: "```\n{for} i {in} {range} 0 {to} 10\n {print} i\n```" - feedback: Now Hedy prints the numbers from 0 to 10 instead of 10 to 0. - - feedback: Hedy would print negative numbers in this case. - option: "```\n{for} i {in} {range} 0 {to} 10\n {print} -1 * i\n```" - - feedback: Unfortunately this does not exist. - option: "```\n{for} i {in} {range} 10 {to} 0\n {print} i\n```" - - option: "```\n{for} i {in} {range} 0 {to} 10\n {print} 10 - i\n```" - feedback: That's right! - hint: It has to be a calculation… - output: "10\n9\n8\n7\n6\n5\n4\n3\n2\n1\n0" - question_score: '10' - 12: - 1: - mp_choice_options: - - option: '5' - feedback: Don't forget the first line of code! - - feedback: This is not the one! - option: 3.5 + 1.5 - - option: "three and a half plus one and a half is...\nfive" - feedback: Take a close look at the second line... - - option: "three and a half plus one and a half is...\n5" - feedback: Great job! - code: "{print} 'three and a half plus one and a half is...'\n{print} 3.5 + 1.5" - hint: Both lines are printed! - question_text: Which output is correct? - correct_answer: D - question_score: '10' - 2: - mp_choice_options: - - feedback: All the different values of flavors should be in quotation marks. - option: "```\nflavors {is} vanilla, strawberry, chocolate\n{print} 'I would like a ' flavors {at} {random} ' cake.'\n```" - - option: "```\n'flavors = vanilla, strawberry, chocolate'\n{print} 'I would like a ' flavors {at} {random} ' cake.'\n```" - feedback: All the different values of flavors should be in quotation marks. - - option: "```\nflavors = 'vanilla', 'strawberry', 'chocolate'\n{print} 'I would like a ' flavors {at} {random} ' cake.'\n```" - feedback: Alright! - - feedback: All the different values of flavors should be in quotation marks. - option: "```\nflavors = 'vanilla, strawberry, chocolate'\n{print} 'I would like a ' flavors {at} {random} ' cake.'\n```" - hint: The second line is the same in each code, pay attention to the first line - correct_answer: C - question_score: '10' - question_text: Which of these codes is correct? - 10: - mp_choice_options: - - option: "```\n{for} i {in} {range} 1 {to} 3\n```" - feedback: This is a hard one! All the actions on the list must be in the song. - - option: "```\n{for} action {in} actions\n```" - feedback: You are amazing! - - feedback: This is a hard one! All the actions on the list must be in the song. - option: "```\n{repeat} 3 {times}\n```" - - feedback: This is a hard one! All the actions on the list must be in the song. - option: "```\n{print} actions {at} {random}\n```" - hint: This is a hard one! All the actions on the list must be in the song. - question_score: '10' - correct_answer: B - question_text: Which line of code should be filled in at the `_` to complete the song ? - code: "actions = 'clap your hands', 'stomp your feet', 'shout Hurray!'\n_\n {for} i {in} {range} 0 {to} 1\n {print} 'if youre happy and you know it'\n {print} action\n {print} 'if youre happy and you know it and you really want to show it'\n {print} 'if youre happy and you know it'\n {print} action" - 4: - mp_choice_options: - - feedback: No - option: Line 1 and 2 - - feedback: No - option: Line 1, 2 and 3 - - option: Line 1, 2 and 4 - feedback: No - - feedback: Perfect! - option: All of the lines - correct_answer: D - question_score: '10' - hint: Does line 3 need quotation marks too? - code: "{print} Welcome to the online shoe shop\ncategory = {ask} What kind of shoes are you looking for?\n{if} category = high heels\n {print} High heels are 50% off now!" - question_text: In which lines are quotation marks needed to get the code to work? - 3: - hint: The quotation marks are used correctly - mp_choice_options: - - option: The name of the variable is different in line 1 than in line 2. - feedback: Correct! - - feedback: That's not true - option: The quotation marks aren't used correctly in line 2 - - option: You can't use the = sign when using an {ask} command - feedback: That's not true - - feedback: That's not true - option: Nothing is wrong. - code: "favorite_animal = {ask} 'What is your favorite animal?'\n{print} 'I like ' favoriteanimal ' too!'" - correct_answer: A - question_text: What's wrong with this code? - question_score: '10' - 8: - mp_choice_options: - - feedback: No - option: "```\n{print} '7 / 2'\n```" - - option: "```\n{print} 7 / 2\n```" - feedback: That is right! - - option: "```\n{print} 7 : 2\n```" - feedback: No - - feedback: No - option: "```\n{print} 7 * 2\n```" - hint: 7 devided by 2 is 3.5 - code: '3.5' - question_text: Which code was used to create this output? - question_score: '10' - correct_answer: B - 9: - question_score: '10' - mp_choice_options: - - feedback: You won nothing - option: "```\nprizes = 'one' 'million' 'dollars', 'nothing'\n```" - - feedback: You won nothing - option: "```\nprizes = 'one million dollars, nothing'\n```" - - option: "```\nprizes = 'one million dollars', 'nothing'\n```" - feedback: Winner! - - feedback: You won nothing - option: "```\n'prizes' = 'one million dollars', 'nothing'\n```" - hint: The items on the list should be in quotation marks - correct_answer: C - code: "_\n{print} 'You won ' prizes {at} {random} '!'" - question_text: Which code should be filled in in line 1 at the `_`? - 7: - mp_choice_options: - - feedback: Terrific! - option: "It's my birthday! I've brought some snacks!\nFor you I have brought:\ncookies\ngrapes" - - option: "It's my birthday! I've brought some snacks!\nFor you I have brought:\ngrapes" - feedback: There's more options than just one - - option: "It's my birthday! I've brought some snacks!\nFor you I have brought:\ncheese\ngrapes" - feedback: A vegan person can't have cheese - - option: "It's my birthday! I've brought some snacks!\nFor you I have brought:\ngrapes\ncookies" - feedback: Almost there, but look at the order of snacks in the list - question_text: Which output does a vegan get? - hint: What item is removed from the list when you answer 'vegan'? - code: "menu = 'cookies', 'cheese', 'grapes'\n{print} \"It's my birthday! I`ve brought some snacks!\"\ndiet = {ask} 'Do you have any dietary restrictions?'\n{if} diet = 'gluten free'\n {remove} 'cookies' {from} menu\n{if} diet = 'vegan'\n {remove} 'cheese' {from} menu\n{print} 'For you I have brought: '\n{for} snack {in} menu\n {print} snack" - question_score: '10' - correct_answer: A - 6: - correct_answer: C - question_text: Which line should be filled in at the `_`? - mp_choice_options: - - feedback: What if you only order fries and a drink? - option: "```\nprice = 14\n```" - - option: "```\nprice = '14'\n```" - feedback: What if you only order fries and a drink? - - feedback: Excellent! - option: "```\nprice = price + 2\n```" - - feedback: Almost there! - option: "```\nprice = + 2\n```" - hint: What if you only order fries and a drink? - code: "{print} 'Welcome to McHedy!'\norder = {ask} 'Would you like a hamburger or fries?'\n{if} order = 'hamburger'\n price = 12\n{if} order = 'fries'\n price = 4\ndrinks = {ask} 'Would you like a drink with that for 2 dollars?'\n{if} drinks = 'yes'\n _\n{print} 'That will be ' price ' dollar please'" - question_score: '10' - 5: - code: "name {is} {ask} 'What is your name?'\n{if} name {is} 'Agent007'\n a {is} 'Go to the airport '\nelse\n a {is} 'Go to the train station '\npassword {is} {ask} 'What is the password?'\n{if} password {is} 'TOPSECRET'\n b {is} 'tomorrow at 02.00'\n{else}\n b {is} 'today at 10.00'\n{print} a + b" - question_text: What output does Agent007 get when they put in the correct password? - mp_choice_options: - - feedback: The agent won't be catching any bad guys here - option: Go to the train station today at 10.00 - - feedback: You've cracked the code! - option: Go to the airport tomorrow at 02.00 - - option: Go to the train station tomorrow at 02.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 10.00 - feedback: The agent won't be catching any bad guys here - question_score: '10' - correct_answer: B - hint: The correct password is TOPSECRET - 13: - 1: - mp_choice_options: - - option: "```\n{if} birthday {and} song = 'yes'\n```" - feedback: Almost there - - feedback: Hedy only sings for you if you like to hear a song - option: "```\n{if} birthday = 'yes' {and} name = 'Hedy'\n```" - - option: "```\n{if} song = 'yes' {and} birthday = 'yes'\n```" - feedback: Super! - - feedback: Hedy only sings if both answers are yes - option: "```\n{if} song = 'yes' {or} birthday = 'yes'\n```" - question_text: Which code should be filled in at the ??? ? - correct_answer: C - code: "name = {ask} 'What is your name?'\nsong = {ask} 'Whould you like to hear a song?'\nbirthday = {ask} 'Is today your birthday?'\n???\n {print} 'Happy Birthday to you!'\n {print} 'Happy Birthday to you!'\n {print} 'Happy Birthday dear ' name\n {print} 'Happy Birthday to you!'" - question_score: '10' - hint: Hedy sings if you want to hear a song and it's you birthday - 3: - question_text: Which output is given to a member without a discount code? - mp_choice_options: - - option: You get a free apple pie! - feedback: Great job! - - option: That will be 5 dollars please - feedback: That is not true - - option: This code won't work, so there is no output - feedback: There is nothing wrong with the code - - feedback: There is! Read the question carefully - option: There is no way of knowing - code: "member = {ask} 'Do you have a membership card?'\ndiscount = {ask} 'Do you have a discount code?'\n{if} member = 'yes' {or} discount = 'yes'\n {print} 'You get a free apple pie!'\n{else}\n {print} 'That will be 5 dollars please'" - hint: Mind the command `{or}` in line 3 - correct_answer: A - question_score: '10' - 2: - hint: Neither vegans nor muslims can eat sausage rolls. - mp_choice_options: - - option: '`{and}`' - feedback: You don't have to be vegan and muslim - - feedback: Great thinking! - option: '`{or}`' - - feedback: No - option: '`+`' - - feedback: No - option: '`{print}`' - correct_answer: B - code: "menu = 'cheese', 'sausage rolls', 'cookies'\ndiet = {ask} 'Do you have any dietary restrictions?'\n{if} diet = 'vegan' ??? diet = 'halal'\n {remove} 'sausage rolls' {from} menu" - question_text: Which command is missing in the code at the place of the ??? ? - question_score: '10' - 4: - mp_choice_options: - - option: "```\n{print} 'you win'\n```" - feedback: You win! - - feedback: You lose! - option: "```\n{print} 'you lose'\n```" - - feedback: It's only a tie if both choices are the same - option: "```\n{print} 'tie'\n```" - - option: "```\n{print} 'try again'\n```" - feedback: Try again! - correct_answer: A - question_score: '10' - hint: Paper beats rock - code: "{if} computer_choice {is} 'rock' {and} your_choice {is} 'paper'" - question_text: Which line of code should follow this line in rock-paper-scissors game? - 7: - question_text: Which statement is false? - mp_choice_options: - - option: The grey cat is called Abby - feedback: This is true! - - option: Milo the orange cat eats 4 scoops of cat nibbles - feedback: This is true - - feedback: Great job! - option: The black hamster needs to be fed a piece of carrot - - option: The yellow bird was fed this morning - feedback: This is true - hint: Read the last 4 lines carefully - question_score: '10' - correct_answer: C - code: "{print} 'Thank you for helping me take care of my pets'\n{print} 'Here is a program to help feed them'\nanimal = {ask} 'What kind of animal are they?'\ncolor = {ask} 'What colour are they?'\n{if} animal = 'cat' {and} color = 'grey'\n {print} 'That is Abby. She eats 3 scoops of cat nibbles'\n{if} animal = 'cat' {and} color = 'orange'\n {print} 'That is Milo. He eats 4 scoops of cat nibbles'\n{if} animal = 'bird' {or} color = 'black'\n {print} 'I fed them this moring! They do not need more food today'\n{if} animal = 'hamster' {and} color = 'brown'\n {print} 'You can feed them a piece of carrot'" - 6: - mp_choice_options: - - option: Michael is a boy with glasses - feedback: Try again - - feedback: Try again - option: Marleen is a girl with glasses - - feedback: Try again - option: Wouter is a boy without glasses - - option: Sophie is a girl with glasses - feedback: Great job! - code: "{print} 'Let me guess which family member you are!'\nglasses = {ask} 'Do you wear glasses?'\nfemale = {ask} 'Are you female?'\n{if} glasses = 'yes' {and} female = 'yes'\n {print} 'You must be Sophie!'\n{if} glasses = 'no' {and} female = 'yes'\n {print} 'You must be Marleen!'\n{if} glasses = 'yes' {and} female = 'no'\n {print} 'You must be Wouter!'\n{if} glasses = 'no' {and} female = 'no'\n {print} 'You must be Michael!'" - question_text: Which statement about this code is true? - hint: Take a good look! Or do you need glasses? - correct_answer: D - question_score: '10' - 9: - mp_choice_options: - - option: "Line 3 should be:\n```\n{if} chocolate = 'yes' {and} sprinkles = 'yes'\n```" - feedback: Correct! - - option: "Line 3 should be: \n```\n{if} chocolate = 'no' {and} sprinkles = 'no'\n```" - feedback: This is not what I ordered! - - option: "Line 5 should be: \n```\n{if} chocolate = 'yes' {and} sprinkles = 'yes'\n```" - feedback: This is not what I ordered! - - option: "Line 7 should be:\n```\n{if} chocolate = 'yes' {and} sprinkles = 'no'\n```" - feedback: This is not what I ordered! - question_text: What is wrong with this code? - code: "1 chocolate = {ask} 'Would you like chocolate sauce on your ice cream?'\n2 sprinkles = {ask} 'Would you like sprinkles on your ice cream?'\n3 {if} chocolate {and} sprinkles = 'yes'\n4 {print} 'Ice cream with chocolate sauce and sprinkles, coming up!'\n5 {if} chocolate = 'yes' {and} sprinkles = 'no'\n6 {print} 'Ice cream with chocolate sauce, coming up!'\n7 {if} chocolate = 'no' {and} sprinkles = 'yes'\n8 {print} 'Ice cream with sprinkles, coming up'\n9 {if} chocolate = 'no' {and} sprinkles = 'no'\n10 {print} 'Just plain icecream, coming up!'" - correct_answer: A - hint: There is a mistake in line 3 - question_score: '10' - 8: - hint: popcorn = yes and drink = no - code: "{print} 'Welcome to the movie theater'\npopcorn = {ask} 'Would you like some popcorn?'\ndrink = {ask} 'Would you like a drink?'\n{if} popcorn = 'yes' {and} drink = 'yes'\n {print} 'That will be 8 dollars please'\n{if} popcorn = 'no' {and} drink = 'yes'\n {print} 'That will be 3 dollars please'\n{if} popcorn = 'yes' {and} drink = 'no'\n {print} 'That will be 5 dollars please'\n{if} popcorn = 'no' {and} drink = 'no'\n {print} 'Ok'\n{print} 'Enjoy the movie'" - mp_choice_options: - - feedback: You have paid too much! - option: "Welcome to the movie theater\nThat will be 8 dollars please\nEnjoy the movie" - - option: "Welcome to the movie theater\nThat will be 5 dollars please\nEnjoy the movie" - feedback: Amazing! - - feedback: That's not enough money! - option: "Welcome to the movie theater\nThat will be 3 dollars please\nEnjoy the movie" - - option: "Welcome to the movie theater\nOk\nEnjoy the movie" - feedback: You have to pay for your popcorn! - question_text: What output do you get if you order popcorn but no drink? - correct_answer: B - question_score: '10' - 5: - mp_choice_options: - - feedback: The prince is a little more picky than that! - option: Every person with shoe size 38 is this prince's one true love - - option: Every person named Cinderella is this prince's one true love - feedback: The prince is a little more picky than that! - - feedback: Fantastic! - option: Every person that is named Cinderella and has shoe size 38 is this prince's one true love - - feedback: The prince is a little more picky than that! - option: Every person that's not named Cinderella and does not have shoe size 38 is this prince's one true love - question_text: Which statement is true about this code? - code: "{if} name = 'Cinderella' {and} shoe_size = 38\n {print} 'You are my one true love!'" - hint: Both statements have to be true - correct_answer: C - question_score: '10' - 10: - question_text: Which command needs to be in line 8 at the place of the ??? ? - mp_choice_options: - - feedback: There are no items that are both the list of snacks and the list of drinks - option: '`{and}`' - - feedback: Great job! - option: '`{or}`' - - option: '`{in}`' - feedback: No - - feedback: No - option: '`{if}`' - question_score: '10' - code: "{print} 'Welcome to the product finder of this supermarkt'\nitem = {ask} 'What product are you looking for?'\nbakery = 'bread', 'buns', 'muffins'\ndrinks = 'soda', 'water', 'lemonade'\nsnacks = 'chips', 'nuts', 'dips'\nfrozen = 'fries', 'icecream', 'pizza'\nfruit = 'bananas', 'apples', 'oranges'\n{if} item {in} snacks ??? item {in} drinks\n {print} 'This item is in aisle 3'\n{if} item {in} bakery {or} item {in} bakery\n {print} 'This item in in the back of the store'\n{if} item {in} fruit\n {print} 'The fruit is sold near the register'" - correct_answer: B - hint: The item is either in the list of snacks, or in the list of drinks - 14: - 6: - question_score: '10' - mp_choice_options: - - feedback: It stops after 2 times - option: 10 times - - option: 0 times - feedback: It stops after 2 times - - option: 1 time - feedback: It stops after 2 times - - feedback: That is correct - option: 2 times - correct_answer: D - question_text: How many times do you have to say you are annoyed before this annoying game stops? - code: "lives = 2\n{repeat} 10 {times}\n {if} lives != 0\n answer = {ask} 'Are you annoyed yet?'\n {if} answer == 'yes'\n lives = lives - 1" - hint: "!= means 'is not'" - 7: - mp_choice_options: - - feedback: That's not quite right. - option: "`'Lower'` and `'Higher'` and `'You win!'`" - - option: "`'Higher'` and `'Lower'` and `'You win!'`" - feedback: You win! - - option: "`'You win!'` and `'Lower!'` and `'Higher'`" - feedback: That's not quite right. - - option: "`'Lower!'` and `'You win!'` and `'Higher!'`" - feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: B - question_text: What should be filled in on the three blanks? - question_score: '10' - code: "{print} 'Guess which number'\nnumbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10\nnumber = numbers {at} {random}\ngame = 'on'\n{for} i {in} {range} 1 {to} 10\n {if} game == 'on'\n guess = {ask} 'Which number do you think it is?'\n {if} guess < number\n {print} _\n {if} guess > number\n {print} _\n {if} guess == number\n {print} _\n game = 'over'" - 8: - question_text: Which statement is true about this roller coaster? - mp_choice_options: - - option: You must be taller than 120 cm to go on the roller coaster - feedback: True! - - feedback: If you are 120 cm you won't get in - option: You must be taller than 119 cm to go on the roller coaster - - feedback: '> means greater than' - option: You must be shorter than 120 cm to go on the roller coaster - - option: There are no length restrictions to go on the roller coaster - feedback: There are. - correct_answer: A - hint: '> means greater than' - code: "length = {ask} 'Please fill in your length in cm'\n{if} length < 120\n {print} 'Sorry, you cannot go on this roller coaster.'\n{else}\n {print} 'Enjoy the ride'" - question_score: '10' - 1: - mp_choice_options: - - feedback: This is not a symbol. - option: '`=>`' - - option: '`==`' - feedback: We are not comparing anything, just asking. - - option: '`!=`' - feedback: We are not comparing anything, just asking - - feedback: Right! - option: '`=`' - code: "name _ {ask} 'Who are you?'\n{if} name == 'Hedy'\n {print} 'Me too!'" - hint: We are not comparing anything, we are just asking a name. - question_text: Which symbol should be used on the blank? - question_score: '10' - correct_answer: D - 2: - mp_choice_options: - - feedback: No - option: '{if} name = Hedy' - - option: '{if} age = 24' - feedback: No - - option: answer = {ask} 'What is your answer' - feedback: Yes! - - feedback: No - option: answer == {ask} 'How are you doing?' - correct_answer: C - question_score: '10' - hint: When you are comparing two answers you should use == - question_text: Which of these codes has used the correct = or == symbol? - 4: - hint: The symbols are right - mp_choice_options: - - option: In line 1 == should be used instead of = - feedback: No that's not it - - option: Line 2 misses quotation marks - feedback: You are correct - - feedback: No that's not it - option: In line 4 = should have been used instead of == - - option: In line 4 <= should have been used instead of >= - feedback: No that's not it - code: "price = 10\nmoney = {ask} How much money do you have?\nbuy = {ask} 'Would you like to buy this teddy bear?'\n{if} money >= price {and} buy == 'yes'\n {print} 'You can buy the bear!'\n{else}\n {print} 'You cannot buy this bear!'" - question_text: What's wrong with this code? - correct_answer: B - question_score: '10' - 5: - mp_choice_options: - - feedback: 12 year olds are allowed too - option: '`> 12`' - - feedback: Great! - option: '`>= 12`' - - option: '`< 12`' - feedback: These kids are too young! - - feedback: These kids are too young - option: '`<= 12`' - hint: '> means greater than' - code: "age = {ask} 'How old are you?'\nticket = {ask} 'Do you have a ticket?'\n{if} age _ {and} ticket == 'yes'\n {print} 'You can enter the movie theater.'\n{else}\n {print} 'You are not allowed to come in!'" - question_score: '10' - question_text: Which symbol should be filled in on the blanks if the movie is suitable for kids for the age of 12 and up? - correct_answer: B - 10: - correct_answer: B - mp_choice_options: - - feedback: Look at who has the highest score! - option: "'player 1 wins'" - - option: "'player 2 wins'" - feedback: Yes! - - option: "'player 2 loses'" - feedback: Look at who has the highest score! - - feedback: No it's not, one player has a higher score - option: "'It is a tie'" - hint: You win the game by having the most points - code: "{print} 'Whoever gets the most points wins!'\n{if} points_player_1 < points_player_2\n {print} _" - question_text: What should be filled in in the blanks? - question_score: '10' - 9: - mp_choice_options: - - option: 1 or more - feedback: No - - option: 2 or more - feedback: No - - option: 8 or more - feedback: Almost - - feedback: Great! - option: 9 or more - code: "chocolate = {ask} 'How many pieces of chocolate have you eaten?'\n {if} chocolate <= 2\n {print} 'That is a healthy amount'\n {if} chocolate > 2 {and} chocolate =< 8\n {print} 'That is a bit much'\n {if} chocolate > 8\n {print} 'You will get a stomach ache!'" - hint: '> 8 means more than 8' - question_text: How many pieces of chocolate will give you a stomach ache according to this fitbit? - question_score: '10' - correct_answer: D - 3: - question_score: '10' - mp_choice_options: - - option: '`>` and `<`' - feedback: That's not it - - option: '`=` and `>=`' - feedback: That's not it - - option: '`<` and `>=`' - feedback: You are right - - option: '`+` and `==`' - feedback: That's not it - correct_answer: C - code: "guests = {ask} 'How many people are at the party?'\n{if} guests _ 130\n {print} 'You can come in!'\n{if} guests _ 130\n {print} 'Im sorry, the club is full. '\n {print} 'You have to wait for a guest to leave'" - hint: There are 130 people allowed in the club - question_text: Which symbols should be filled in on the two blanks? - 15: - 5: - correct_answer: C - hint: wetness should get less each time - mp_choice_options: - - option: "```\n = wetness\n```" - feedback: That will not change anything - - feedback: You can't have two times = in one line - option: "```\n = wetness = 1\n```" - - option: "```\n = wetness - 1\n```" - feedback: You are correct! - - feedback: The program should count down - option: "```\n = wetness + 1\n```" - question_text: What should be placed on the blank to make this program work correctly? - question_score: '10' - code: "wetness = 10\n{while} wetness != 0\n {print} 'Your hair is still wet, hair dryer on!'\n {sleep} 1\n {clear}\n wetness _\n\n{print} 'All dry!'" - 9: - mp_choice_options: - - feedback: No - option: Nothing. 1600 is not programmed into the app. - - feedback: No - option: You could eat some more - - option: That is alright - feedback: Yes! - - option: You have eaten enough for today - feedback: No - hint: 1600 is between 1000 and 2000 - question_score: '10' - correct_answer: C - code: "calories = {ask} 'How many calories have you eaten today?'\n {while} calories <= 1000\n {print} 'You could eat some more'\n {while} calories > 1000 {and} calories =< 2000\n {print} 'That is alright'\n {while} calories > 2000\n {print} 'You have had enough for today'" - question_text: What will the diet app say if you have eaten 1600 calories today? - 1: - mp_choice_options: - - feedback: That is not right. - option: '`=!`' - - option: '`==`' - feedback: You don't have to keep guessing if you've given the right answer. - - feedback: Correct - option: '`!=`' - - feedback: That's not it - option: '`=`' - correct_answer: C - hint: Keep guessing until you say Amsterdam - question_score: '10' - code: "answer = 0\n{while} answer _ 'Amsterdam'\n answer = {ask} 'What is the capital city of the Netherlands?'\n{print} 'You have given the correct answer'" - question_text: 'Which symbol should be used on the blank? Tip: You must keep guessing until you get it right.' - 4: - question_text: What's wrong with this code? - mp_choice_options: - - option: In line 1 `==` should be used instead of `=` - feedback: No that's not it - - option: Line 2 misses quotation marks - feedback: That's not right - - feedback: That's not it - option: In line 5 `{if}` should have been used instead of `{while}` - - feedback: You are correct - option: In line 5 `!=` should have been used instead of `==` - code: "options = 1, 2, 3, 4, 5, 6\n{print} 'Throw 6 as fast as you can!'\nthrown = 0\ntries = 0\n{while} thrown == 6\n thrown = options {at} {random}\n {print} 'You threw ' thrown\n tries = tries + 1\n{print} 'Yes! You have thrown 6 in ' tries ' tries.'" - hint: There is something wrong in line 5 - question_score: '10' - correct_answer: D - 3: - code: "_ age < 18\n {print} 'you are not allowed in this bar'" - mp_choice_options: - - option: '`{in}`' - feedback: That's not it - - option: '`{while}`' - feedback: You are right - - option: '`{for}`' - feedback: That's not it - - option: '`{range}`' - feedback: That's not it - question_score: '10' - question_text: Which command should be filled in on the blank? - correct_answer: B - hint: You are not allowed in the bar as long as you are 17 or younger - 2: - mp_choice_options: - - feedback: No - option: "```\n{while} name = Hedy\n```" - - option: "```\n{while} age = 24\n```" - feedback: No - - feedback: Yes! - option: "```\n{while} time > 0\n```" - - option: "```\n{while} answer == yes'\n```" - feedback: A quotation mark is missing - question_text: Which of these codes has used the correct symbol(s)? - hint: When you are comparing two answers you should use == - question_score: '10' - correct_answer: C - 7: - hint: The last one should say you win. - question_score: '10' - mp_choice_options: - - option: '... change the first `{if}` into a `{while}`' - feedback: Perfect! - - feedback: That's not quite right. - option: '... change the second `{if}` into a `{while}`' - - feedback: That's not quite right. - option: '... change the third `{if}` into a `{while}`' - - feedback: That's not quite right. - option: '... change the fourth `{if}` into a `{while}`' - correct_answer: A - question_text: How should this program be changed so that it works? - code: "{print} 'Guess which number'\nnumbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10\nnumber = numbers {at} {random}\ngame = 'on'\n{if} game == 'on'\n guess = {ask} 'Which number do you think it is?'\n {if} guess < number\n {print} _\n {if} guess > number\n {print} _\n {if} guess == number\n {print} _\n game = 'over'" - 6: - mp_choice_options: - - option: '`{while}` should be`{if}`' - feedback: No that is not right - - feedback: No that is not right - option: '`{if}` should be `{while}`' - - option: Line 3 should start with more indentation - feedback: No that's not right - - feedback: That is correct - option: Line 2 should start with less indentation - hint: Look closely at the indentation - correct_answer: D - question_text: What is wrong with this code? - question_score: '10' - code: "lives = 100\n {while} lives != 0\n answer = {ask} 'Are you annoyed yet?'\n {if} answer == 'yes'\n lives = lives - 1" - 8: - mp_choice_options: - - option: The lights and air freshener will turn off after 1 minute - feedback: False! - - option: The air freshener sprays once every minute and the lights stay on the whole time while you are on the toilet - feedback: Great job - - option: The air freshener sprays once you leave the toilet. - feedback: It only sprays when you're in there. - - feedback: That wouldn't be right. - option: The lights will always stay on. - hint: The block after the {while} command keeps happening while the toilet is occupied. - code: "{while} toilet == 'occupied'\n lights = 'on'\n air_freshener_sprays = 'yes'\n {sleep} 60\nlights = 'off'\nair_freshener_sprays = 'no'" - question_score: '10' - correct_answer: B - question_text: Which statement is true about this automated toilet system? - 10: - hint: You win the game by having the most points. Your name should appear on the screen - correct_answer: A - mp_choice_options: - - option: "```\n name_player_1\n```" - feedback: You are right! - - feedback: No they are losing! - option: "```\n name_player_2\n```" - - feedback: You should fill in a name, not a number - option: "```\n points_player_1\n```" - - feedback: You should fill in a name, not a number - option: "```\n points_player_2\n```" - question_text: 'What should be filled in in the blanks? Tip: the player with the most points is in the lead.' - question_score: '10' - code: "name_player_1 = {ask} 'Name player 1:'\nname_player_2 = {ask} 'Name player 2:'\n{while} points_player_1 > points_player_2\n {print} _ ' is in the lead right now!'" - 16: - 1: - mp_choice_options: - - feedback: This is the old way. - option: '`snacks {at} {random}`' - - option: '`[{random} snack]`' - feedback: The order is wrong. - - option: '`snacks[{random}]`' - feedback: Correct - - option: '`snacks[{at} {random}]`' - feedback: We do not need `at`anymore - code: "snacks = nachos, chips, cucumber, sweets\n{print} _" - question_score: '10' - correct_answer: C - hint: We no longer use {at} - question_text: Which command should be filled in on the blanks to print a random snack? - 8: - correct_answer: B - mp_choice_options: - - option: "```\nteams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy']\nposition = ['first', 'second', 'third']\n{for} i {in} {range} 0 {to} 3\n{print} teams[random] ' get to go ' position[i]\n```" - feedback: This is not right - - option: "```\nteams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy']\nposition = ['first', 'second', 'third']\n{for} i {in} {range} 1 {to} 3\n {print} teams[i] ' get to go ' position[i]\n```" - feedback: Amazing! - - feedback: This is not it. - option: "```\nteams = ['Macy', 'Kate', 'Lionell', 'Raj', 'Kim', 'Leroy']\nposition = ['first', 'second', 'third']\n{for} i {in} {range} 1 {to} 6\n {print} teams[random] ' get to go ' position[random]\n```" - - option: "```\nteams = ['Macy and Kate' 'Lionell and Raj' 'Kim and Leroy']\nposition = ['first' 'second' 'third']\n{for} teams {in} {range} 0 {to} 3\n {print} teams[i] ' get to go ' position[i]\n```" - feedback: This is not going to work! - code: "Macy and Kate get to go first\nLionell and Raj get to go second\nKim and Leroy get to go third" - hint: If you look carefully at the first line, you'll see that only the first two answers are possibly correct. - question_score: '10' - question_text: Which of these codes belongs to this output? - 7: - mp_choice_options: - - feedback: That is not right. - option: Line 1 needs less quotation marks - - feedback: It should not! - option: Line 3 should start with indentation - - feedback: It should not - option: Line 4 should start without indentation - - feedback: Amazing! - option: Line 4 needs more quotation marks. - question_text: What's wrong with this code? - correct_answer: D - code: "people = ['Savi', 'Senna', 'Fayenne']\ntransportation = ['bike', 'train', 'car']\n{for} i {in} {range} 1 {to} 3\n {print} people[i] goes to school by transportation[i]" - hint: There is a mistake made in the usage of quotation marks. - question_score: '10' - 10: - mp_choice_options: - - feedback: Almost there... but adding the winner to the list makes this raffle unfair - option: "```\nchosen_number = list_of_numbers at random\nprint books[i] ' will go to person number ' chosen_number\n{add} chosen_number {to} list_of_numbers\n```" - - option: "```\nprint person[i] ' wins ' book[i]\n```" - feedback: There is no list called 'person' - - feedback: This is not it. - option: "```\nchosen_number = list_of_numbers[people]\nprint books[people] ' will go to person number ' chosen_number\n{remove} chosen_number {from} list_of_numbers\n```" - - option: "```\nchosen_number = list_of_numbers[random]\nprint books[i] ' will go to person number ' chosen_number\n{remove} chosen_number {from} list_of_numbers\n```" - feedback: Fantastic! - hint: You need to use the {remove} command - correct_answer: D - code: "{print} 'The book raffle will start soon'\n{print} 'Get your tickets now!'\nbooks = ['Narnia', 'The Hobbit', 'Oliver Twist', 'Harry Potter', 'Green eggs and ham']\npeople = {ask} 'How many raffle tickets are sold?'\nlist_of_numbers = [1, 2]\n{for} i {in} {range} 3 {to} people\n {add} i {to} list_of_numbers\n{for} i {in} {range} 1 {to} 5" - question_text: Which 3 lines will complete this code correctly? - question_score: '10' - 9: - code: "countries = ['Canada', 'Zimbabwe', 'New Zealand']\n{for} i {in} {range} 0 {to} 1\n {print} 'I will travel to ' countries[random]" - mp_choice_options: - - option: "```\nI will travel to Canada\nI will travel to Canada\n```" - feedback: Great job! - - feedback: It will be repeated twice - option: "```\nI will travel to Canada\n```" - - feedback: This is not it. - option: "```\nI will travel to Canada, Zimbabwe and New Zealand\n```" - - feedback: It's only repeated twice - option: "```\nI will travel to Canada\nI will travel to Zimbabwe\nI will travel to New Zealand\n```" - hint: Range 0 to 1 is 2 times - question_score: '10' - question_text: What is a possible output for this code? - correct_answer: A - 2: - mp_choice_options: - - feedback: Mind the spacing. - option: "```\nfriends[i] has to do chores [i]\n```" - - option: "```\nfriends[1] has to do chores[1]\n```" - feedback: It will print 3 times that Wesley has to do the cooking - - feedback: The person has to do the chore, not the other way around - option: "```\nchores[i] ' has to do ' friends[random]\n```" - - option: "```\nfriends[i] ' has to do ' chores[i]\n```" - feedback: Fantastic! - code: "friends = ['Wesley', 'Eric', 'Kaylee']\nchores = ['the cooking', 'the cleaning', 'nothing']\n{for} i {in} {range} 1 {to} 3\n {print} _" - question_text: What should be filled in on the blanks if you want a list of what chores are done by whom? - hint: '`i` tells us what item in the list it is. So friend 1 does chore 1 etc.' - correct_answer: D - question_score: '10' - 3: - code: "friends = ['Wesley', 'Eric', 'Kaylee']\nchore = ['the cooking', 'the cleaning', 'nothing']\n{for} i {in} {range} 1 {to} 3\n {print} friends[i] has to do chores[i]" - mp_choice_options: - - feedback: Super! - option: "```\nWesley has to do the cooking\nEric has to do the cleaning\nKaylee has to do nothing\n```" - - option: "```\nKaylee has to do the cooking\nWesley has to do the cleaning\nEric has to do nothing\n```" - feedback: No, it is not random. - - feedback: Poor Wesley! - option: "```\nWesley has to do the cooking\nWesley has to do the cleaning\nWesley has to do the nothing\n```" - - feedback: That's not it - option: "```\nWesley has to do the cooking\nWesley has to do the cooking\nWesley has to do the cooking\n```" - hint: It's not random... - correct_answer: A - question_score: '10' - question_text: What is a possible output for this program? - 5: - mp_choice_options: - - option: "```\n noises = ['moo', 'woof', 'neigh']\n```" - feedback: Mind the variable name and the order of the sounds. - - feedback: Look at line one to see how brackets are supposed to be used. - option: "```\n sounds = '[woof], [moo], [neigh]'\n```" - - feedback: Don't forget the quotation marks! - option: "```\n sounds = [woof, moo, neigh]\n```" - - feedback: Great job! - option: "```\n sounds = ['woof', 'moo', 'neigh']\n```" - hint: Look at line 1 to see proper use of brackets and quotation marks. - question_score: '10' - question_text: Which line should be filled in in the blank? - correct_answer: D - code: "animals = ['dog', 'cow', 'horse']\n_\n{for} i {in} {range} 1 {to} 3\n {print} 'the ' animals[i] ' says ' sounds[i]" - 6: - mp_choice_options: - - option: You are not allowed to use the variable o. It should be named i. - feedback: i is the most commonly used variable name in this case, but it's not mandatory to use i. - - feedback: No, he likes minecraft. - option: The output will say that Jaylino likes fortnite. - - feedback: Correct - option: The output will say that Ryan likes fifa - - option: This code will not work. It will give and error. - feedback: No, the code is correct. - question_score: '10' - correct_answer: C - code: "people = ['Chris', 'Jaylino', 'Ryan']\ngames = ['fortnite', 'minecraft', 'fifa']\n{for} o {in} {range} 1 {to} 3\n {print} people[o] ' likes ' games[o]" - hint: There is nothing wrong with this code. - question_text: Which statement is true? - 4: - mp_choice_options: - - option: The variable in line 4 should be `friend[i]`, not `friends[i]` - feedback: That is not right. - - option: Line 3 should say `in range 1 to 3` not `in range 0 to 3` - feedback: Good catch! - - feedback: It's not a variable, it's just text. - option: Line 4 should say 'lucky_number', not 'lucky number - - feedback: That's not it - option: '{in} in line 3 should be removed' - correct_answer: B - hint: There's nothing wrong with line 4 - code: "friends = ['Jaylee', 'Erin', 'Fay']\nlucky_numbers = [15, 18, 6]\n{for} i {in} {range} 0 {to} 3\n print 'the lucky number of ' friends[i]\n print 'is ' lucky_numbers[i]" - question_score: '10' - question_text: What is wrong with this code? - 17: - 1: - mp_choice_options: - - option: "```\nm i n i o n s\n```" - feedback: This is not it. - - feedback: Correct! - option: "```\nBob\nKevin\nStuart\n```" - - option: "```\nminions\nminions\nminions\n```" - feedback: Take a look at the content of your list. - - option: "```\nB o b K e v i n S t u a r t\n```" - feedback: Do not loop through the letters. - correct_answer: B - question_score: '10' - question_text: What is the output of this code? - hint: Loop through your list. - code: "minions = ['Bob', 'Kevin', 'Stuart']\n{for} x in minions:\n {print} x" - 2: - mp_choice_options: - - option: You cannot have so many variables. - feedback: This is not it. - - feedback: Not true! - option: The way the variables are multiplied is incorrect. - - feedback: Keep looking for the mistake. - option: One of the variables `noleap_year` does not belong with the `{if}` statement. - - option: The `noleap_year` has to be identical in both cases. - feedback: Correct! - correct_answer: D - hint: Read the code carefully. - code: "seconds_minute = 60\nminute_hour = 60\nhour_day = 24\nleap_year = 366\nno_leap_year = 365\nyears = ask 'what year is it?'\n{if} years = 2024:\n print seconds_minute * minute_hour * hour_day * leap_year\n{else}:\n print seconds_minute * minute_hour * hour_day * noleap_year" - question_text: What is wrong with this code? - question_score: '10' - 3: - hint: Think about how many times you need repeating. - mp_choice_options: - - option: "```\n🦔\n🦔\n🦔\n```" - feedback: Try again. - - feedback: One more try. - option: "```\n🦔\n🦔\n```" - - option: "```\n🦔\n🦔\n🦔\n🦔\n🦔\n🦔\n```" - feedback: Well done! - - feedback: That is not it. - option: "```\n🦔\n🦔\n🦔\n🦔\n🦔\n```" - code: "{for} x in range 1 to 3:\n {for} y in range 1 to 2:\n {print} 🦔" - correct_answer: C - question_score: '10' - question_text: How many hedgehogs will this code print? - 6: - question_score: '10' - correct_answer: D - code: "name = {ask} 'What is your name?'\n{if} name == 'Hedy':\n password = {ask} 'What is your password?'\n {if} password =='turtle123':\n {print} 'Yey'\n {else}:\n {print} 'Access denied'\n{else}:\n {print} 'Go fish'" - mp_choice_options: - - feedback: Try again. - option: '`{elif}` is missing.' - - option: '`{else}` can only be used once.' - feedback: From now on we can use elif multiple times. - - option: Nothing! - feedback: There is a mistake. Look carefully! - - feedback: Amazing! - option: There is an indentation mistake in the last line. - hint: There is a mistake somewhere... - question_text: What is wrong with code? - 8: - hint: Read the code carefully. - question_score: '10' - mp_choice_options: - - option: '`{or}` cannot be used with `{if}`.' - feedback: Try again. - - option: In the `{for}` command `insect` should be `insects`. - feedback: Not true. - - feedback: Well done! - option: Nothing! - - option: There is an indentation mistake in the last line. - feedback: Nope. - question_text: What is wrong with code? - correct_answer: C - code: "insects = ['🐝', '🦋', '🕷', '🐞']\nyour_favorite = {ask} 'what is your favorite insect?'\n{for} insect in insects:\n {if} your_favorite == '🐝' {or} your_favorite == '🐞':\n {print} 'very useful'\n {elif} your_favorite == '🕷':\n {print} 'it can catch mosquitoes'\n {else}:\n {print} 'almost all insects can be useful one way or another'" - 9: - mp_choice_options: - - feedback: Try again! - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - - feedback: That is not it. - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number <= 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - - option: "```\n {for} number in range -5 to 3:\n {if} number >= 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Very good! - - option: "```\n {for} number in range -5 to 3:\n {if} number < 0: \n {print} number ' is positive'\n {elif} number <=0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - question_text: Which one of the codes below gave this output? - code: "-5 is negative\n-4 is negative\n-3 is negative\n-2 is negative\n-1 is negative\n0 is positive\n1 is positive\n2 is positive\n3 is positive" - 10: - question_text: What is wrong with this code? - code: "{for} number in range 1 to 5:\n volume_room = num * num * num\n {print} volume_room ' cubic meters'\n {if} volume_room > 100:\n {print} 'this is a large room'\n {elif} volume_room < 100:\n {print} 'small room but cosy'\n {else}:\n {print} 'i will look for something else'" - mp_choice_options: - - feedback: Try again. - option: The word num needs quotation marks. - - feedback: Not true. - option: The `{if}` command is not used correctly. - - option: Line 3 should be `volume_room = number * number * number`. - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - question_score: '10' - hint: Read the code carefully. - correct_answer: C - 4: - correct_answer: D - mp_choice_options: - - feedback: Try again. - option: The first `{elif}` should be used before the `print` command - - feedback: From now on we can use elif multiple times. - option: '`{elif}` can only be used once' - - feedback: Not correct. - option: '`==` used with `{elif}` should be replaced by `=`' - - feedback: Great! - option: '`{elif}` in the last line should be replaced by `{else}`' - question_text: What is wrong with code? - code: "name_color = {ask} 'What is your favorite color?'\n{if} name_color == 'red':\n {print} 'the color of a tomato'\n{elif} name_color == 'green':\n {print} 'the color of an apple'\n{elif} name_color == 'blue':\n {print} 'the color of a blueberry'\n{elif} name_color == 'yellow':\n {print} 'the color of a banana'\n{elif}:\n {print} 'this fruit-color does not exist'" - question_score: '10' - hint: Think about `{if}`, `{elif}`, `{else}`. - 5: - mp_choice_options: - - option: "```\n7\nanother number\nanother number\nanother number\nanother number\n71\n79\n97\n```" - feedback: Well done! - - option: "```\nanother number\n19\n29\n41\n53\n71\n79\n97\n```" - feedback: Try again. - - option: "```\n7\n19\n29\n41\n53\n71\n79\nanother number\n```" - feedback: One more try. - - option: "```\n7\n19\n29\n41\n53\n71\n79\n97\n```" - feedback: That is not it. - question_score: '10' - code: "numbers = [7, 19, 29, 41, 53, 71, 79, 97]\n{for} prime in numbers:\n {if} prime <= 10:\n {print} prime\n {elif} prime >= 60:\n {print} prime\n {elif} prime >= 90:\n {print} prime\n {else}:\n {print} 'another number'" - question_text: What is the output of this code? - hint: Think about how many times you need repeating and the values of if and elif. - correct_answer: A - 7: - question_score: '10' - mp_choice_options: - - feedback: Try again! - option: "```\n numbers = [1, 2 , 3, 4, 5]\n {for} n in numbers:\n result = n * 1\n {print} 'The result is ' result\n```" - - option: "```\nnumbers = [1, 2, 3, 4, 5]\n {for} u in numbers:\n number = u\n {print} 'The result is ' number\n```" - feedback: That is not it. - - option: "```\nnumbers = [1, 2, 3, 4, 5]\n {for} number in numbers:\n number = 3\n {print} 'The result is ' number\n```" - feedback: Very good! - - option: "```\nnumbers = [1, 2 , 3, 4, 5]\n {for} n in numbers:\n n = result\n {print} 'The result is ' result\n```" - feedback: That is not it. - hint: Think about mathematical symbols. - question_text: Which of the following codes will print five times 'the result is 3' on the screen? - correct_answer: C +{} diff --git a/content/quizzes/nl.yaml b/content/quizzes/nl.yaml index e76820972b5..06f6ec2f81b 100644 --- a/content/quizzes/nl.yaml +++ b/content/quizzes/nl.yaml @@ -12,8 +12,6 @@ levels: - option: Henk feedback: Deze is het niet! hint: We beginnen met een simpele vraag. - correct_answer: A - question_score: '10' 2: question_text: Welk commando moet je invullen op het streepje om Hallo! te laten verschijnen in je uitvoerscherm? code: _ Hallo! @@ -30,8 +28,6 @@ levels: - option: '`{ask}`' feedback: Met `{ask}` kun je een vraag stellen... hint: _ Hallo wereld! - correct_answer: B - question_score: '10' 3: question_text: 'Hoe vraag je: Wat is je lievelingskleur?' mp_choice_options: @@ -56,8 +52,6 @@ levels: ``` feedback: '`{echo}` herhaalt het antwoord.' hint: Je kunt iets vragen met `{ask}` - correct_answer: C - question_score: '10' 4: question_text: Wat is er mis met deze code? code: |- @@ -74,8 +68,6 @@ levels: - option: Niets! De code is goed! feedback: Er zit een foutje in, kijk goed! hint: Er mist een commando aan het begin van de code - correct_answer: A - question_score: '10' 5: question_text: Welk commando mist in regel 2? code: |- @@ -94,8 +86,6 @@ levels: - option: '`{echo}`' feedback: Goedzo! hint: Met '{ask}' kun je iets vragen - correct_answer: D - question_score: '10' 6: question_text: Wat is er mis met deze code? code: |- @@ -113,8 +103,6 @@ levels: - option: In regel 4 is `{print}` verkeerd gespeld. feedback: Nee, er zit ergens anders een fout hint: Kijk goed naar de spelling van de `{print}` commando's. - correct_answer: B - question_score: '10' 7: question_text: Wat is er mis met deze code? code: |- @@ -132,8 +120,6 @@ levels: - option: Niets! Deze code is goed! feedback: Correct! hint: Controleer de code regel voor regel. - correct_answer: D - question_score: '10' 8: question_text: Wat doet het commando {echo}? mp_choice_options: @@ -146,8 +132,6 @@ levels: - option: Met `{echo}` laat je tekst verdwijnen feedback: Dat klopt niet hint: '`{echo}` gebruik je nadat iemand een antwoord gegeven heeft bij `{ask}`.' - correct_answer: C - question_score: '10' 9: question_text: Wat is er mis met deze code? code: |- @@ -164,8 +148,6 @@ levels: - option: Niets, alles is goed! feedback: Kijk heel goed naar waar er een foutje in zit... hint: met `{ask}` kun je iets vragen - correct_answer: B - question_score: '10' 10: question_text: Wat staat er in je uitvoerscherm nadat je deze code hebt uitgevoerd? code: |- @@ -186,8 +168,6 @@ levels: Ja! feedback: De vraag blijft niet staan en echo staat er 2x. hint: Op naar level 2! - correct_answer: B - question_score: '10' 2: 1: question_text: Wat is waar? @@ -201,8 +181,6 @@ levels: - option: In level 2 bestaan alle commando's van level 1 nog feedback: Nee, een commando is weg. hint: '`{print}` en `{ask}` bestaan nog.' - correct_answer: C - question_score: '10' 2: question_text: Welke code is goed? mp_choice_options: @@ -227,8 +205,6 @@ levels: ``` feedback: De woorden zijn goed, maar de volgorde niet! hint: '`{ask}` werkt niet meer zoals in level 1' - correct_answer: A - question_score: '10' 3: question_text: Wat verschijnt er op het uitvoerscherm als je de code uitvoert? code: |- @@ -244,8 +220,6 @@ levels: - option: Marleen gaat naar de supermarkt en Marleen koopt een appel. feedback: Het woord 'ze' wordt niet vervangen hint: Het woord naam wordt vervangen door Marleen - correct_answer: C - question_score: '10' 4: question_text: Wat verschijnt er op het uitvoerscherm? code: |- @@ -261,8 +235,6 @@ levels: - option: Hoi mijn Hedy is Hedy feedback: Juist! Dit probleem wordt opgelost in level 4! hint: '''naam'' wordt beide keren vervangen door ''Hedy''' - correct_answer: D - question_score: '10' 5: question_text: Wat doet het commando `{sleep}`? mp_choice_options: @@ -275,8 +247,6 @@ levels: - option: Het maakt je programma langzamer feedback: Gelukkig niet! hint: Als je `{sleep}` gebruikt, wacht de computer een (paar) seconden - correct_answer: C - question_score: '10' 6: question_text: Welk commando moet op de streepjes? code: |- @@ -305,8 +275,6 @@ levels: ``` feedback: Er staat geen vraag om te stellen hint: Er valt even een stilte voor een dramatisch effect - correct_answer: A - question_score: '10' 7: question_text: Welke code moet er op het streepje staan? code: |- @@ -335,8 +303,6 @@ levels: ``` feedback: Je kunt het makkelijker maken door er gewoon een 3 achter te zetten! hint: Je wilt dat de code 3 seconden wacht! - correct_answer: B - question_score: '10' 8: question_text: Hoe verbeter je de eerste regel van deze code? code: |- @@ -364,8 +330,6 @@ levels: ``` feedback: Let op de spelling van {ask} hint: Leeftijd is...? - correct_answer: C - question_score: '10' 9: question_text: Wat gaat er mis in deze code? code: |- @@ -381,8 +345,6 @@ levels: - option: 'regel 2 moet zijn: Ik hou van lievelingsdieren' feedback: Nee, de variabele heet lievelingsdier hint: Je wil printen 'Ik hou van honden' - correct_answer: B - question_score: '10' 10: question_text: Welk commando moet er op de lijntjes? code: |- @@ -412,8 +374,6 @@ levels: ``` feedback: Super! hint: Je wil een vraag stellen. - correct_answer: D - question_score: '10' 3: 1: question_text: Wat is het commando om Hedy een willekeurig woord uit een rijtje te laten kiezen? @@ -439,8 +399,6 @@ levels: ``` feedback: Juist! hint: '`{random}` betekent ''zomaar eentje'' er wordt telkens een ander woord gekozen.' - correct_answer: D - question_score: '10' 2: question_text: Wat is er mis met deze code? code: |- @@ -456,8 +414,6 @@ levels: - option: '`{at} {random}` is fout, het moet alleen {random} zijn' feedback: '`{at} {random}` is de goede spelling' hint: De fout zit in regel 1 - correct_answer: A - question_score: '10' 3: question_text: Hoe los je de fout in regel 2 op? code: |- @@ -482,8 +438,6 @@ levels: - option: Niets, de code is goed! feedback: Kijk goed! Er zit wel een fout in! hint: De naam van de variabele (het lijstje) is opties. - correct_answer: C - question_score: '10' 4: question_text: Wat moet er veranderd worden aan regel 2 om een willekeurige prijs te printen? code: |- @@ -508,8 +462,6 @@ levels: - option: Niets, de code is goed! feedback: Kijk goed! Er zit wel een fout in! hint: Kijk goed de naam van de variabele 'prijzen' - correct_answer: B - question_score: '10' 5: question_text: Wat is er mis met deze code? code: |- @@ -527,7 +479,6 @@ levels: feedback: In regel 2 zit een foutje.. hint: '`zijn` is geen commando.' correct_answer: B - question_score: '10' 6: question_text: Wat is er mis met deze code? code: |- @@ -546,7 +497,6 @@ levels: feedback: Klopt! hint: Deze code was goed! correct_answer: D - question_score: '10' 7: question_text: Wat doet het `{add}` commando? code: |- @@ -564,8 +514,6 @@ levels: - option: Het `{add}` commando verwijdert jouw favoriete boek uit het lijstje. feedback: '`{add}` is Engels voor toevoegen' hint: '`{add}` is Engels voor toevoegen!' - correct_answer: C - question_score: '10' 8: question_text: Wat is het resultaat van deze code? code: |- @@ -583,8 +531,6 @@ levels: - option: cheese onion feedback: Klopt! hint: Er staan 3 chipssmaken in het rijtje, maar er worden er twee verwijderd. Welke blijft over? - correct_answer: D - question_score: '10' 9: question_text: Wat is er mis met deze code? code: |- @@ -602,8 +548,6 @@ levels: - option: Niets, alles is goed! feedback: Er zit toch echt een foutje in! hint: Kijk goed naar regel 3! - correct_answer: C - question_score: '10' 10: question_text: Wat moet er op de streepjes komen te staan? code: |- @@ -634,8 +578,6 @@ levels: ``` feedback: Hierdoor verhoog je de kans dat degene die gisteren de hond heeft uitgelaten het vandaag weer moet doen. Dat is oneerlijk! hint: De persoon die gisteren gekozen is moet verwijderd worden uit het rijtje - correct_answer: A - question_score: '10' 4: 1: question_text: Welke code is correct? @@ -665,8 +607,6 @@ levels: ``` feedback: Nee, een commando is anders. hint: Je hebt vanaf level 4 aanhalingstekens nodig bij een commando. - correct_answer: A - question_score: '10' 2: question_text: Waar worden op de juiste manier aanhalingstekens gebruikt? mp_choice_options: @@ -691,8 +631,6 @@ levels: ``` feedback: Dit is een komma, je hebt een aanhalingsteken nodig. hint: Kies het goede aanhalingsteken. - correct_answer: B - question_score: '10' 3: question_text: Waar zijn de aanhalingstekens goed gebruikt? mp_choice_options: @@ -717,8 +655,6 @@ levels: ``` feedback: Perfect! hint: Er moet een aanhalingsteken voor en een achter de tekst die je wil printen. - correct_answer: D - question_score: '10' 4: question_text: Welke stelling is waar? mp_choice_options: @@ -731,8 +667,6 @@ levels: - option: Je mag zelf kiezen of je aanhalingstekens gebruikt of niet. feedback: Helaas is Hedy strenger dan dat. hint: Je hebt vanaf level 4 aanhalingstekens nodig als je een tekst wil printen. - correct_answer: B - question_score: '10' 5: question_text: Wat moet er veranderd worden aan regel 2 om een willekeurige keuze te printen? code: |- @@ -757,8 +691,6 @@ levels: - option: Niets, de code is goed! feedback: Kijk goed! Er zit wel een fout in! hint: Je wil niet dat er letterlijk 'keuzes {at} {random}' geprint wordt, je wil dat Hedy 'steen' 'papier' of 'schaar' {print}. - correct_answer: C - question_score: '10' 6: question_text: Wat zou een goede tweede regel zijn na deze eerste regel? code: prijzen {is} 1 euro, 100 euro, 1 miljoen euro @@ -784,8 +716,6 @@ levels: ``` feedback: Nu `{print}` Hedy letterlijk 'prijzen {at} {random}' hint: Bedenk goed wat je wil dat Hedy letterlijk `{print}`, en wat een variabele is. - correct_answer: A - question_score: '10' 7: question_text: Wat is er mis met deze code? code: |- @@ -802,8 +732,6 @@ levels: - option: Niets! Deze code is goed! feedback: Kijk goed! Er zit wel een fout in! hint: Bekijk regel voor regel of er aanhalingstekens nodig zijn. - correct_answer: A - question_score: '10' 8: question_text: Wat zou een goede volgende regel zijn voor deze code? code: |- @@ -832,8 +760,6 @@ levels: ``` feedback: 'Hedy `{print}` nu letterlijk: Dus jij kiest deur deur' hint: Je wil dat het tweede woord deur vervangen wordt door het nummertje dat de speler kiest. Dus het tweede woord deur moet buiten de aanhalingstekens - correct_answer: C - question_score: '10' 9: question_text: Wat zou er niet op het uitvoerscherm kunnen verschijnen? code: |- @@ -849,8 +775,6 @@ levels: - option: De beste club is... AZ feedback: Klopt! Die staat niet in het rijtje! hint: Kijk goed waar Hedy uit kan kiezen - correct_answer: D - question_score: '10' 10: question_text: Wat is waar? code: |- @@ -867,8 +791,6 @@ levels: - option: Niets deze code is goed! feedback: Helaas er missen toch ergens hint: Er missen aanhalingstekens bij een `{print}` commando. - correct_answer: B - question_score: '10' 5: 1: question_text: Welk commando hoort op het lijntje? @@ -886,8 +808,6 @@ levels: - option: '`{else}`' feedback: Klopt! hint: Het moet alleen geprint als diegene niet zelf ook 5 hefet geantwoord. - correct_answer: D - question_score: '10' 2: question_text: Wat verschijnt er in het uitvoerscherm als je Hedy invult als naam? code: |- @@ -903,8 +823,6 @@ levels: - option: Error feedback: Gelukkig niet! hint: Als je naam Hedy is, wat wordt er dan geprint..? - correct_answer: A - question_score: '10' 3: question_text: Wat is het goede wachtwoord? code: |- @@ -920,8 +838,6 @@ levels: - option: ALARM INDRINGER feedback: Dat wordt er geprint als je het foute antwoord intypt! hint: '`{if}` wachtwoord is... `{print}` ''Goed!''' - correct_answer: B - question_score: '10' 4: question_text: Wat `{print}` Hedy als je een fout wachtwoord intypt? code: |- @@ -937,8 +853,6 @@ levels: - option: ALARM! INDRINGER! feedback: Juist! hint: Als je een fout wachtwoord intypt slaat je computer alarm! - correct_answer: D - question_score: '10' 5: question_text: Waarom zegt Hedy 'ALARM! INDRINGER!' als je 'geheim' antwoordt op de vraag? code: |- @@ -954,8 +868,6 @@ levels: - option: Omdat Hedy een fout maakt feedback: Nee hoor, dat is geen fout! hint: De spelling moet precies hetzelfde zijn. - correct_answer: A - question_score: '10' 6: question_text: Welk woord mist op de plek van het lage streepje? code: |- @@ -986,8 +898,6 @@ levels: ``` feedback: Er staat al `{print}`! hint: In level 5 leer je 2 nieuwe commando's `{if}` en...? - correct_answer: C - question_score: '10' 7: question_text: Welk woord mist op de plek van het lage streepje? code: |- @@ -1017,8 +927,6 @@ levels: ``` feedback: Top! hint: Na `{else}` hoort nog een `{print}` - correct_answer: D - question_score: '10' 8: question_text: Welk woord mist op de plek van het lage streepje? code: |- @@ -1035,8 +943,6 @@ levels: - option: '`{print}`' feedback: Nee, dat is hem niet.. hint: Wat is de naam van de variabele? - correct_answer: B - question_score: '10' 9: question_text: Met welke deur ontsnap je uit dit spookhuis? code: |- @@ -1056,8 +962,6 @@ levels: - option: Het is een valstrik, je wordt altijd opgegeten! feedback: Gelukkig niet! hint: Bij een van de deuren kom je geen monsters tegen... - correct_answer: B - question_score: '10' 10: question_text: Wat voor monster eet je op als je deur 1 kiest? code: |- @@ -1077,12 +981,9 @@ levels: - option: reuzespin feedback: Niet altijd... hint: 'kijk goed naar de laatste drie woorden: monsters `{at} {random}`' - correct_answer: A - question_score: '10' 6: 1: question_text: Wat `{print}` Hedy bij deze code? - code: '{print} 2*10' mp_choice_options: - option: '20' feedback: Correct! @@ -1093,7 +994,6 @@ levels: - option: '210' feedback: Let op! Het is een som. hint: Het * gebruik je als keerteken - correct_answer: A question_score: '5' 2: question_text: Wat gebruik je voor plussommen? @@ -1107,11 +1007,8 @@ levels: - option: '`+`' feedback: Juist! hint: Het is het teken dat je gewoonlijk ook voor plus gebruikt - correct_answer: D - question_score: '10' 3: question_text: Wat `{print}` Hedy bij deze code? - code: '{print} ''3*10''' mp_choice_options: - option: '30' feedback: Helaas, dit antwoord zou goed zijn als er geen aanhalingstekens stonden.. @@ -1122,7 +1019,6 @@ levels: - option: Niks, Hedy geeft een error. feedback: Nee hoor, Hedy `{print}` gewoon letterlijk wat er staat. hint: Let op de aanhalingstekens - correct_answer: C question_score: '5' 4: question_text: Kim is 10. Wat `{print}` Hedy voor haar? @@ -1141,8 +1037,6 @@ levels: - option: Jouw geluksgetal is... 10 feedback: Helaas! Geluksgetal is naam * leeftijd, dus 3 * 10... hint: Kim heeft 3 letters en is 10 jaar oud, dus haar geluksgetal = 3*10 = 30. - correct_answer: C - question_score: '10' 5: question_text: Hoeveel moet je betalen als je met 5 mensen komt eten? code: |- @@ -1160,8 +1054,6 @@ levels: - option: '50' feedback: Goedzo! hint: prijs is mensen keer 10 - correct_answer: D - question_score: '10' 6: question_text: Hoe duur is een hamburger in dit virtuele restaurant? code: |- @@ -1180,8 +1072,6 @@ levels: - option: 21 euro feedback: De hamburger is goedkoper! hint: Kijk goed op regel 4. - correct_answer: A - question_score: '10' 7: question_text: Waarom staat er in regel 7 'prijs {is} prijs + 3' en niet gewoon 'prijs {is} 3'? code: |- @@ -1204,8 +1094,6 @@ levels: - option: Omdat de prijs in het begin 0 is. feedback: De prijs is inderdaad 0 in het begin, maar dat is niet de reden. hint: De prijs moet niet 3 zijn, maar 3 meer dan het al was... - correct_answer: C - question_score: '10' 8: question_text: Waarom klopt deze code niet? code: |- @@ -1223,8 +1111,6 @@ levels: - option: De variabele antwoord mag geen antwoord heten, want de andere variabele heet al goede antwoord en dat lijkt te veel op elkaar. feedback: Helaas. Variabelenamen mogen op elkaar lijken, zolang ze maar niet precies hetzelfde zijn. hint: Kijk goed naar de namen van de variabelen. - correct_answer: B - question_score: '10' 9: question_text: 'Stel: Je houdt 10 van Ajax, je hebt 2 bananen gegeten deze week en je hebt 3 keer je handen gewassen vandaag. Hoe slim vindt de malle waarzegger je?' code: |- @@ -1246,8 +1132,6 @@ levels: - option: 100% feedback: (2 bananen + 3 hygiene) * 10 ajax = 5*10 =? hint: (2 bananen + 3 hygiene) * 10 ajax = 5*10 =? - correct_answer: C - question_score: '10' 10: question_text: Welke stelling is waar? code: |- @@ -1263,8 +1147,6 @@ levels: - option: Je mag alleen een = gebruiken bij getallen, niet bij woorden. feedback: = kun je ook gebruiken bij woorden hint: is en = mogen allebei - correct_answer: B - question_score: '10' 7: 1: question_text: Hoeveel regels kun je herhalen per `{repeat}` commando in dit level? @@ -1278,8 +1160,6 @@ levels: - option: Oneindig feedback: Je kunt een regel herhalen per commando hint: 'Let op: per commando!' - correct_answer: B - question_score: '10' 2: question_text: Welke code klopt? mp_choice_options: @@ -1304,8 +1184,6 @@ levels: ``` feedback: That's right! hint: Eerst het `{repeat}` commando, dan het `{print}` commando - correct_answer: D - question_score: '10' 3: question_text: Is deze code goed of fout code: '{repeat} 100 {times} ''Hoi!''' @@ -1319,8 +1197,6 @@ levels: - option: Fout, het commando `{print}` mist feedback: Correct hint: 'Het antwoord is: `{repeat}` 100 `{times}` `{print}` ''Hoi''' - correct_answer: D - question_score: '10' 4: question_text: Welk woord in de code is fout code: |- @@ -1348,8 +1224,6 @@ levels: ``` feedback: '`{times}` is goed gespeld' hint: I'm is fout, je mag geen aanhalingstekens gebruiken voor tekst - correct_answer: A - question_score: '10' 5: question_text: Is deze code goed of fout? code: '{repeat} 100 {print} ''Hedy is gaaf!''' @@ -1360,7 +1234,6 @@ levels: feedback: Correct! hint: Bij `{repeat}` hoort nog een ander commando correct_answer: B - question_score: '10' 6: question_text: Wat is er mis met deze code? code: |- @@ -1377,8 +1250,6 @@ levels: - option: Niets! Deze code is goed! feedback: Juist! Alles is goed! hint: Bekijk regel voor regel of er aanhalingstekens nodig zijn. - correct_answer: D - question_score: '10' 7: question_text: Hieronder code voor het liedje 'potje met vet'. Stel je wil de code een paar keer herhalen door deze te kopiëren, welke zin moet je dan weglaten in de kopieën zodat de teller (1e couplet, 2e couplet etc) werkt? code: |- @@ -1414,15 +1285,8 @@ levels: feedback: Nee, dit werkt goed, zolang de variabele couplet maar niet steeds opnieuw op 1 wordt gezet. hint: De variabele couplet moet blijven doortellen, dat lukt niet als hij steeds op 1 wordt gezet. correct_answer: A - question_score: '10' 8: question_text: Welke Hedy code hoort bij dit resultaat - code: |- - Here comes the sun - Do do do do - Here comes the sun - And I say - Its alright mp_choice_options: - option: |- ``` @@ -1456,8 +1320,6 @@ levels: ``` feedback: Dit is niet de juiste volgorde.. hint: '`{repeat}` kan alleen worden gebruikt als je dezelfde regel meerdere keren achter elkaar wil uitvoeren.' - correct_answer: A - question_score: '10' 9: question_text: Welke Hedy code hoort bij dit resultaat? code: |- @@ -1501,8 +1363,6 @@ levels: ``` feedback: Perfect hint: '''Help!'' wordt 3x herhaald.' - correct_answer: D - question_score: '10' 10: question_text: Welke resultaat hoort bij deze Hedy code? code: |- @@ -1519,7 +1379,6 @@ levels: feedback: hoi wordt niet geprint. hint: Let op wat er wordt herhaald. correct_answer: C - question_score: '10' 8: 1: question_text: Welke uitvoer komt er uit Hedy als je deze code uitvoert? @@ -1549,8 +1408,6 @@ levels: Ik ben Hedy feedback: Helaas. Beide zinnen worden 2x herhaald hint: Beide zinnen onder het {repeat} commando worden 2x herhaald. - correct_answer: C - question_score: '10' 2: question_text: Wat is er mis met deze code? code: |- @@ -1566,14 +1423,8 @@ levels: - option: De tweede regel moet inspringen met 4 spaties. feedback: Juist! hint: Kijk goed naar het begin van zin 2, wat mist er? - correct_answer: D - question_score: '10' 3: question_text: Welke uitvoer komt er uit deze code? - code: |- - {repeat} 3 {times} - {print} 'Baby shark tututudutudu' - {print} 'Baby shark' mp_choice_options: - option: |- Baby shark tututudutudu @@ -1600,8 +1451,6 @@ levels: Baby shark feedback: Helaas, kijk goed naar wat er wel en niet herhaald wordt. hint: Regel 2 springt in en wordt dus drie keer herhaald. Daarna komt regel 3 pas, die niet inspringt en dus ook niet herhaald wordt. - correct_answer: C - question_score: '10' 4: question_text: Welke uitvoer komt er uit Hedy als je deze code uitvoert? code: |- @@ -1636,8 +1485,6 @@ levels: We gaan op vakantie! feedback: Helaas. Ook de laatste zin wordt 2x herhaald. hint: Het blokje onder het {repeat} commando wordt 2x herhaald. - correct_answer: B - question_score: '10' 5: question_text: Wat is er mis met deze code? code: |- @@ -1654,8 +1501,6 @@ levels: - option: '`{ask}` is geen commando meer in level 8' feedback: helaas, `{ask}` blijft een commando in level 8. hint: Er is iets mis met het inspringen... - correct_answer: A - question_score: '10' 6: question_text: Wat is de uitvoer van de volgende code als er pannenkoeken worden besteld? code: |- @@ -1687,8 +1532,6 @@ levels: Pannenkoeken feedback: Goed gezien! hint: Let goed op, de welkomstzin wordt niet herhaald, maar de bestelling wel. - correct_answer: D - question_score: '10' 7: question_text: Wat is er mis met deze code? code: |- @@ -1710,8 +1553,6 @@ levels: - option: Er is niet goed ingesprongen na het eerste `{if}` commando. feedback: Goed gezien! hint: Let op het inspringen. - correct_answer: D - question_score: '10' 8: question_text: In welke code wordt er goed ingesprongen? mp_choice_options: @@ -1756,8 +1597,6 @@ levels: ``` feedback: You are wrong! hint: Wat moet er gebeuren als iemand een goed antwoord geeft? En wat als iemand een fout antwoord geeft? - correct_answer: C - question_score: '10' 9: question_text: Bij welke regel in deze code moet worden ingesprongen? code: |- @@ -1776,8 +1615,6 @@ levels: - option: Regel 3 en 5 feedback: Great job! hint: De regels na een `{if}` en `{else}` commando moeten beginnen met 4 spaties. - correct_answer: D - question_score: '10' 10: question_text: Wat is waar? code: |- @@ -1794,8 +1631,6 @@ levels: - option: Regel 3 moet beginnen met 4 spaties feedback: Dat klopt! hint: Slechts één regel begint met 4 spaties. Maar welke...? - correct_answer: D - question_score: '10' 9: 1: question_text: Wat is er mis met deze code? @@ -1819,8 +1654,6 @@ levels: - option: Het inspringen bij de tweede `{if}` klopt niet. feedback: It not, though. hint: Alles is goed ingesprongen. - correct_answer: A - question_score: '10' 2: question_text: Wat wordt er geprint na het invoeren van het juiste wachtwoord? code: |- @@ -1851,8 +1684,6 @@ levels: Je kunt de computer gebruiken! feedback: Juist! hint: Alles onder het commando `{repeat}` wordt twee keer herhaald. - correct_answer: D - question_score: '10' 3: question_text: Welke koffer moet je kiezen om een miljoen euro te winnen? code: |- @@ -1880,8 +1711,6 @@ levels: - option: Koffer 2, open feedback: Goed gedaan! Jij wint! hint: Volg het juiste pad. - correct_answer: D - question_score: '10' 4: question_text: Wat is waar? code: |- @@ -1904,8 +1733,6 @@ levels: - option: Assepoester met maat 38 krijgt als uitvoer 'Ik kijk nog even verder' feedback: No she gets '❤️❤️❤️' hint: Hoe je ook heet, met maat 40 krijg je altijd 'Ik kijk nog even verder'. - correct_answer: C - question_score: '10' 5: question_text: Welke code maakt deze output? output: |- @@ -1947,8 +1774,6 @@ levels: ``` feedback: Er zitten twee `{repeat}` commandos in deze code. hint: Let op het inspringen! - correct_answer: C - question_score: '10' 6: question_text: Bij welk commando('s) moet je inspringen? mp_choice_options: @@ -1961,8 +1786,6 @@ levels: - option: '`{if}` `{else}` `{repeat}` `{print}`' feedback: Niet bij `{print}`. hint: Bij sommige commando's horen spaties? - correct_answer: C - question_score: '10' 7: question_text: Als je een medium pizza met cola bestelt, krijg je 2 euro korting.
Maar er zit een fout in de code! Hoe moet je deze debuggen? code: |- @@ -2004,8 +1827,6 @@ levels: ``` feedback: Bijna goed, maar... kijk eens naar die laatste regel. hint: Onder een `{if}` commando moet de regel worden ingesprongen. - correct_answer: A - question_score: '10' 8: question_text: Wat is er mis met deze code? code: |- @@ -2024,8 +1845,6 @@ levels: - option: Een code moet altijd op de eerste regel starten met een {print} commando. feedback: Dat is niet waar hint: Het inspringen is goed gegaan deze keer - correct_answer: B - question_score: '10' 9: question_text: Hoeveel `{if}` commando's mag je met elkaar combineren? mp_choice_options: @@ -2038,8 +1857,6 @@ levels: - option: Zoveel als je maar wel, als je maar goed inspringt. feedback: Klopt! hint: Je mag een `{if}` in een `{if}` zetten. - correct_answer: D - question_score: '10' 10: question_text: Wat is waar? code: |- @@ -2056,8 +1873,6 @@ levels: - option: Regel 2 moet met 4 spaties beginnen en regel 3 met 8 spaties feedback: Klopt! hint: De eerste regel hoort niet met spaties te beginnen. - correct_answer: D - question_score: '10' 10: 1: question_text: Welke uitvoer is correct? @@ -2079,7 +1894,6 @@ levels: feedback: Super! hint: Regel 2 zegt `{for}` maaltijd `{in}` maaltijden. Dus elke maaltijd in de lijst wordt geprint. correct_answer: D - question_score: '10' 2: question_text: Welke output klopt? code: |- @@ -2101,7 +1915,6 @@ levels: feedback: Regel 2 zegt dat elk dier in de lijst dieren geprint wordt. Dus elk dier komt aan bod. hint: Regel 2 zegt dat elk dier in de lijst dieren geprint wordt. Dus elk dier komt aan bod. correct_answer: C - question_score: '10' 3: question_text: Wat moet er op _ komen te staan? code: |- @@ -2131,7 +1944,6 @@ levels: feedback: Helaas! hint: Voor elk compliment in de lijst complimentjes correct_answer: B - question_score: '10' 4: question_text: Wat is er mis met deze code? code: |- @@ -2148,8 +1960,6 @@ levels: - option: In regel 1 moet boodschap staan in plaats van boodschappen. feedback: Nee, dat hoeft niet. hint: Kijk goed naar regel 2 - correct_answer: C - question_score: '10' 5: question_text: Welk woord moet je invullen op _ bij deze digitale dobbelsteen? code: |- @@ -2168,8 +1978,6 @@ levels: - option: dobbelsteen feedback: Kijk goed naar de namen van de variabelen. hint: Hedy moet een willekeurig nummer kiezen - correct_answer: B - question_score: '10' 6: question_text: Welk antwoord is een mogelijke uitvoer als je de code afspeelt? code: |- @@ -2191,8 +1999,6 @@ levels: Meredith kiest schaar feedback: Geweldig! hint: Elke speler kiest een optie. De speler die als eerste op het lijstje staat, wordt als eerst geprint. - correct_answer: D - question_score: '10' 7: question_text: Wat moet er op de _ staan in deze code die bepaalt wat je vanavond eet? code: |- @@ -2222,8 +2028,6 @@ levels: ``` feedback: Elke naam moet weten wat hij/zij vanavond eet. hint: Elke naam moet weten wat hij/zij vanavond eet. - correct_answer: A - question_score: '10' 8: question_text: Wat moet er op _ staan bij deze code die bepaalt wat voor kleur shirt je draagt? code: |- @@ -2241,8 +2045,6 @@ levels: - option: '''mensen krijgt een kleuren shirt''' feedback: Er is geen variabele die 'mensen' heet hint: Let op de aanhalingstekens! - correct_answer: B - question_score: '10' 9: question_text: Wat is de eerste vraag die Hedy zal vragen als je dit programma uitvoert? code: |- @@ -2262,8 +2064,6 @@ levels: - option: Dat weet je nog niet. Hedy kiest iets `{at} {random}` feedback: Er is geen `{at} {random}` commando in deze code. hint: Van beide lijstjes wordt de eerste optie eerst gevraagd. - correct_answer: A - question_score: '10' 10: question_text: Wat is waar over deze code? code: |- @@ -2281,14 +2081,9 @@ levels: - option: Misschien wint iemand 2 prijzen. feedback: Jij snapt 'em! hint: Probeer mogelijke uitvoer te bedenken van de code. - correct_answer: D - question_score: '10' 11: 1: question_text: Welk woord moet op de plek van het vraagteken? - code: |- - {for} i {in} _ 1 {to} 10 - {print} i mp_choice_options: - option: '`{if}`' feedback: Nee, helaas @@ -2299,13 +2094,8 @@ levels: - option: '`{ask}`' feedback: Nee, helaas hint: Wat is de juiste spelling? - correct_answer: B - question_score: '10' 2: question_text: Wat wordt de uitvoer van deze code? - code: |- - {for} i {in} {range} 1 {to} 3 - {print} i mp_choice_options: - option: |- 1 @@ -2319,8 +2109,6 @@ levels: - option: '123' feedback: Helaas hint: Hoe komen de nummers in beeld? - correct_answer: A - question_score: '10' 3: question_text: Welke code is gebruikt om deze uitvoer te krijgen? output: |- @@ -2359,22 +2147,8 @@ levels: ``` feedback: i is een variabele en moet geen aanhalingstekens. hint: Eerst komen alle cijfers en dan pas het zinnetje - correct_answer: A - question_score: '10' 4: question_text: Welke code is gebruikt om deze output te krijgen? - output: |- - 10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0 mp_choice_options: - option: |- ``` @@ -2401,13 +2175,8 @@ levels: ``` feedback: Juist! hint: Het wordt een sommetje... - correct_answer: D - question_score: '10' 5: question_text: Wat is er mis met deze code? - code: |- - {for} i {in} {range} 1 {to} 10 - {print} i mp_choice_options: - option: De i op regel 2 moet binnen aanhalingstekens feedback: De variabele hoeft niet binnen aanhalingstekens. @@ -2418,8 +2187,6 @@ levels: - option: De tweede regel moet beginnen met een inspringing feedback: Klopt! hint: Er is iets mis met het inspringen - correct_answer: D - question_score: '10' 6: question_text: Hoevaak verschijnt het woord Hallo als je deze code uitvoert? code: |- @@ -2435,8 +2202,6 @@ levels: - option: Nooit feedback: Helaas hint: 0 telt ook mee als getal. Dus 0,1,2 dat is dus 3x - correct_answer: C - question_score: '10' 7: question_text: Wat hoort er op de plek van het vraagteken? code: |- @@ -2467,8 +2232,6 @@ levels: ``` feedback: Dat is een bestelling te veel hint: Gebruik de variabele 'mensen' - correct_answer: C - question_score: '10' 8: question_text: Wat wordt de uitvoer van deze code? code: |- @@ -2490,8 +2253,6 @@ levels: - option: Er verschijnt 25x het woord 'Hoi' onder elkaar. feedback: Nee maar 3x hint: Er staat nergens `{print}` i - correct_answer: C - question_score: '10' 9: question_text: Hoevaak roept Hedy 'Hieperdepiep Hoera' voor je? code: |- @@ -2508,15 +2269,8 @@ levels: - option: Dat ligt eraan hoe oud je bent feedback: Dat is waar! hint: '`{for}` i `{in}` `{range}` 1 `{to}` leeftijd' - correct_answer: D - question_score: '10' 10: question_text: Welke code hoort bij deze uitvoer? - output: |- - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark mp_choice_options: - option: |- ``` @@ -2547,8 +2301,6 @@ levels: ``` feedback: '{range} 0 {to} 3 is 4 keer.' hint: Pas op het inspringen - correct_answer: B - question_score: '10' 12: 1: question_text: Welke output klopt? @@ -2569,8 +2321,6 @@ levels: 5 feedback: Goed gedaan! hint: Beide regels hebben een print commando! - correct_answer: D - question_score: '10' 2: question_text: Welk van deze codes is correct? mp_choice_options: @@ -2598,9 +2348,6 @@ levels: {print} 'Ik wil ' smaken {at} {random} 'ijs.' ``` feedback: All the different values of flavors should be in quotation marks. - hint: The second line is the same in each code, pay attention to the first line - correct_answer: C - question_score: '10' 3: question_text: Wat is er mis met deze code? code: |- @@ -2616,8 +2363,6 @@ levels: - option: Er is niets verkeerd. feedback: Dat is niet waar hint: De aanhalingstekens zijn correct - correct_answer: A - question_score: '10' 4: question_text: In welke regels zijn aanhalingstekens nodig om de code te laten werken? code: "{print} Welkom in de schoenenwebshop\ncategorie = {ask} Wat voor schoenen zoek je?\n{if} categorie = hakken\n\t{print} Hakken hebben 50% korting!" @@ -2631,8 +2376,6 @@ levels: - option: Alle regels feedback: Perfect! hint: Heeft regel 3 aanhalingstekens nodig? - correct_answer: D - question_score: '10' 5: question_text: Welke uitvoer krijgt Agent007 als hij het juiste wachtwoord invoert? code: "naam {is} {ask} 'Wat is je naam?'\n{if} naam {is} 'Agent007'\n\ta {is} 'Ga naar het vliegveld '\n{else}\n\ta {is} 'Ga naar het station '\nwachtwoord {is} {ask} 'Wat is het wachtwoord'\n{if} wachtwoord {is} 'GEHEIM'\n\tb {is} 'morgen om 02.00'\nelse\n\tb {is} 'vandaag om 10.00'\nprint a + b" @@ -2646,8 +2389,6 @@ levels: - option: Ga naar het vliegveld morgen om 10.00 feedback: Daar zal de agent geen schurken vangen hint: Het goede wachtwoord is GEHEIM - correct_answer: B - question_score: '10' 6: question_text: Welke regel hoort op de _ ? code: "{print} 'Welkom bij McHedy!'\nbestelling = {ask} 'Wil je een hamburger of friet?'\n{if} bestelling = 'hamburger'\n\tprijs = 12\n{if} bestelling = 'friet'\n\tprijs = 4\ndrankje = {ask} 'Wil je daar een drankje bij voor 2 euro?'\n{if} drankje = 'ja'\n\t_\n{print} 'Dat is dan ' prijs ' euro, alstublieft'" @@ -2673,8 +2414,6 @@ levels: ``` feedback: Bijna! hint: Wat als je alleen frietjes en een drankje wil? - correct_answer: C - question_score: '10' 7: question_text: Welke uitvoer krijgt een vegan? code: "menu = 'koekjes', 'kaas', 'druiven'\n{print} \"Ik ben jarig! Ik trakteer!\"\ndieet = {ask} 'Heb je dieetwensen?'\n{if} dieet = 'glutenvrij'\n\t{remove} 'koekjes' {from} menu\n{if} dieet = 'vegan'\n\t{remove} 'kaas' {from} menu\n{print} 'Voor jou heb ik: '\n{for} snack {in} menu\n\t{print} snack" @@ -2703,11 +2442,8 @@ levels: koekjes feedback: Bijna, maar let op de volgorde hint: Welk item wordt verwijderd bij het antwoord 'vegan'? - correct_answer: A - question_score: '10' 8: question_text: Welke code zorgt voor deze uitvoer? - code: '3.5' mp_choice_options: - option: |- ``` @@ -2730,8 +2466,6 @@ levels: ``` feedback: Nee hint: 7 gedeeld door 2 is 3.5 - correct_answer: B - question_score: '10' 9: question_text: Welke code moet ingevuld worden op de _? code: |- @@ -2759,8 +2493,6 @@ levels: ``` feedback: Zo win je niets hint: De items op de lijst moeten tussen aanhalingstekens - correct_answer: C - question_score: '10' 10: question_text: Welke regel code moet ingevuld worden op de _ ? code: "acties = 'clap your hands', 'stomp your feet', 'shout Hurray!'\n???\n\t{for} i {in} range 0 {to} 1\n\t\t{print} 'if youre happy and you know it'\n\t\t{print} actie\n\t{print} 'if youre happy and you know it and you really want to show it'\n\t{print} 'if youre happy and you know it'\n\t{print} actie" @@ -2774,8 +2506,6 @@ levels: - option: '{print} acties {at} {random}' feedback: Deze is lastig! Alle acties op de lijst moeten worden ingevuld in het lied. hint: Deze is lastig! Alle acties op de lijst moeten worden ingevuld in het lied. - correct_answer: B - question_score: '10' 13: 1: question_text: Wat moet worden ingevuld op de _ ? @@ -2810,8 +2540,6 @@ levels: ``` feedback: Hedy zingt alleen als beide antwoorden ja zijn hint: Hedy zingt alleen als je jarig bent en een liedje wil horen - correct_answer: C - question_score: '10' 2: question_text: Welk commando mist op de _ ? code: |- @@ -2829,8 +2557,6 @@ levels: - option: '`{print}`' feedback: Nee hint: Vegans en moslims eten allebei geen worstenbroodjes. - correct_answer: B - question_score: '10' 3: question_text: Welke uitvoer krijgt een lid zonder kortingcode? code: |- @@ -2850,8 +2576,6 @@ levels: - option: Dat kun je niet weten feedback: Zeker wel! Lees de code goed. hint: Let op het `{or}` commando in regel 3 - correct_answer: A - question_score: '10' 4: question_text: Wat moet de volgende regel zijn in dit steen papier schaar spel? code: '{if} computer_keuze {is} ''steen'' {and} jouw_keuze {is} ''papier''' @@ -2877,8 +2601,6 @@ levels: ``` feedback: Probeer opnieuw! hint: Papier verslaat steen - correct_answer: A - question_score: '10' 5: question_text: Welke stelling over deze code is waar? code: |- @@ -2894,8 +2616,6 @@ levels: - option: Iedereen die geen Assepoester heet en geen schoenmaat 38 heeft is de ware feedback: De prins is wel iets kieskeuriger! hint: Beide statemenst moeten waar zijn - correct_answer: C - question_score: '10' 6: question_text: Welke stelling over deze code is waar? code: |- @@ -2920,8 +2640,6 @@ levels: - option: Sophie is een vrouw met een bril feedback: Goedzo! hint: Kijk goed! Of heb je een bril nodig? - correct_answer: D - question_score: '10' 7: question_text: Welke stelling is FOUT ? code: |- @@ -2947,8 +2665,6 @@ levels: - option: Het gele vogeltje heeft genoeg gehad feedback: Klopt wel! hint: Wat is NIET waar? - correct_answer: C - question_score: '10' 8: question_text: Welke output krijg je als je alleen popcorn bestelt? code: |- @@ -2986,8 +2702,6 @@ levels: Fijne voorstelling! feedback: Je moet wel betalen voor de popcorn! hint: popcorn = ja en drinken = nee - correct_answer: B - question_score: '10' 9: question_text: Wat is er mis met deze code? code: |- @@ -3011,8 +2725,6 @@ levels: - option: "Regel 7 moet zijn: \n```\n{if} chocolade = 'ja' {and} spikkels = 'nee'\n```" feedback: Dit heb ik niet besteld! hint: Er is iets mis met regel 3 - correct_answer: A - question_score: '10' 10: question_text: Wat moet er op de _ in regel 8 worden ingevuld? code: |- @@ -3039,8 +2751,6 @@ levels: - option: '`{if}`' feedback: Nee hint: Het item staat niet op meerdere lijsten, dus je kunt geen `{and}` gebruiken - correct_answer: B - question_score: '10' 14: 1: question_text: Welk symbool moet op het lijntje komen te staan? @@ -3058,8 +2768,6 @@ levels: - option: '`=`' feedback: Klopt! hint: Er wordt niets vergeleken. We vragen alleen wat je naam is. - correct_answer: D - question_score: '10' 2: question_text: Welke van deze codes gebruikt = of == correct? mp_choice_options: @@ -3084,8 +2792,6 @@ levels: ``` feedback: 'No' hint: Je gebruikt == bij het vergelijken van twee antwoorden - correct_answer: C - question_score: '10' 3: question_text: Welke symbolen moeten worden ingevuld op de lijntjes? code: |- @@ -3104,8 +2810,6 @@ levels: feedback: Dat klopt! - option: '`+` en `==`' hint: Er mogen maximaal 130 mensen naar binnen. - correct_answer: C - question_score: '10' feedback: Dat klopt niet. 4: question_text: Wat is er mis met deze code? @@ -3127,8 +2831,6 @@ levels: - option: In regel 4 moet <= worden gebruikt in plaats van >= feedback: Dat klopt niet hint: De symbolen kloppen - correct_answer: B - question_score: '10' 5: question_text: Welk symbool moet op de lijntjes ingevuld worden als de film geschikt is voor kinderen van 12 jaar en ouder? code: |- @@ -3160,8 +2862,6 @@ levels: ``` feedback: Deze kinderen zijn te jong hint: '> betekent groter dan' - correct_answer: B - question_score: '10' 6: question_text: Hoe vaak moet je aangeven dat je je ergert voordat dit irritante spel stopt? code: |- @@ -3181,8 +2881,6 @@ levels: - option: 2 keer feedback: Dat is correct hint: '!= betekent ''is niet''' - correct_answer: D - question_score: '10' 7: question_text: Wat moet worden ingevuld op de 3 lijntjes? code: |- @@ -3210,8 +2908,6 @@ levels: - option: '''Lager!'' en ''Je wint!'' en ''Hoger!''' feedback: Die volgorde klopt niet hint: Bij de laatste optie win je het spel. - correct_answer: B - question_score: '10' 8: question_text: Wat klopt over deze achtbaan? code: |- @@ -3230,8 +2926,6 @@ levels: - option: Iedereen mag in deze achtbaan, ongeacht lengte feedback: Nee, hoor. hint: '> betekent groter dan' - correct_answer: A - question_score: '10' 9: question_text: Na hoeveel chocolaatjes krijg je buikpijn volgens deze fitbit? code: |- @@ -3252,8 +2946,6 @@ levels: - option: 9 of meer feedback: Goed! hint: '> 8 betekent meer dan 8' - correct_answer: D - question_score: '10' 10: question_text: Wat moet er op de lijntjes staan? code: |- @@ -3270,8 +2962,6 @@ levels: - option: '''Gelijkspel!''' feedback: Nee, de ene speler heeft meer punten dan de ander. hint: Je wint het spel als je de meeste punten hebt - correct_answer: B - question_score: '10' 15: 1: question_text: 'Welk symbool moet worden gebruikt op het streepje? Tip: Je moet blijven raden tot het antwoord goed is.' @@ -3290,8 +2980,6 @@ levels: - option: '`=`' feedback: Dat klopt niet hint: Blijf raden tot de speler Amsterdam zegt. - correct_answer: C - question_score: '10' 2: question_text: Welk van deze codes gebruikt het juiste symbool/symbolen? mp_choice_options: @@ -3316,8 +3004,6 @@ levels: ``` feedback: Hier mist een aanhalingsteken hint: Je gebruikt == wanneer je twee dingen vergelijkt - correct_answer: C - question_score: '10' 3: question_text: Welk commando moet op het streepje? code: |- @@ -3333,8 +3019,6 @@ levels: - option: '`{range}`' feedback: Dat is hem niet. hint: Je mag de bar niet in als je 17 of jonger bent. - correct_answer: B - question_score: '10' 4: question_text: Wat is er mis met deze code? code: |- @@ -3357,8 +3041,6 @@ levels: - option: In regel 5 moet != gebruikt worden in plaats van == feedback: Dat is juist! hint: Er is iets mis in regel 5 - correct_answer: D - question_score: '10' 5: question_text: Wat moet er op het streepje komen om dit programma goed te laten werken? code: |- @@ -3380,8 +3062,6 @@ levels: - option: = vochtgehalte + 1 feedback: Het programma moet aftellen hint: Het haar moet steeds minder vochtig zijn. - correct_answer: C - question_score: '10' 6: question_text: Wat is er mis met deze code? code: |- @@ -3400,8 +3080,6 @@ levels: - option: Bij regel 2 moet minder worden ingesprongen feedback: That is correct hint: Er wordt verkeerd ingesprongen - correct_answer: D - question_score: '10' 7: question_text: Wat moet er in deze code veranderen? code: |- @@ -3428,8 +3106,6 @@ levels: - option: De vierde {if} moet een {while} worden feedback: Helaas. hint: De laatste moet een {if} blijven. - correct_answer: A - question_score: '10' 8: question_text: Wat is waar over dit automatische toilet systeem? code: |- @@ -3449,8 +3125,6 @@ levels: - option: Het licht blijft altijd aan. feedback: Dat klopt niet. hint: Het blok na het {while} commando blijft gebeuren zolang het toilet bezet is. - correct_answer: B - question_score: '10' 9: question_text: Wat zegt de dieetapp als je 1600 caloriëen hebt gegeten die dag? code: |- @@ -3471,8 +3145,6 @@ levels: - option: Je hebt genoeg gehad feedback: Nee hint: 1600 ligt tussen 1000 en 2000 - correct_answer: C - question_score: '10' 10: question_text: 'Wat moet worden ingevuld op het streepje? Tip: de speler met de meeste punten staat voor.' code: |- @@ -3490,26 +3162,9 @@ levels: - option: punten_speler_2 feedback: Het moet een naam zijn, geen getal hint: Je wint het spel als je de meeste punten hebt. Je naam komt dan in beeld. - correct_answer: A - question_score: '10' 16: 1: question_text: Welk commando moet je op de lege plekken invullen om een willekeurige snack te printen? - code: |- - snacks = nachos, chips, cucumber, sweets - {print} _ - mp_choice_options: - - option: '`snacks {at} {random}`' - feedback: This is the old way. - - option: '`[{random} snack]`' - feedback: The order is wrong. - - option: '`snacks[{random}]`' - feedback: Correct - - option: '`snacks[{at} {random}]`' - feedback: We do not need `at`anymore - hint: We no longer use {at} - correct_answer: C - question_score: '10' 2: question_text: Wat moet je op de lege plekken invullen als je wilt weten welke klusjes door wie worden uitgevoerd? code: |- @@ -3517,30 +3172,6 @@ levels: klusjes = ['koken', 'schoonmaken', 'niks doen'] {for} i {in} {range} 1 {to} 3 {print} _ - mp_choice_options: - - option: |- - ``` - friends[i] has to do chores [i] - ``` - feedback: Mind the spacing. - - option: |- - ``` - friends[1] has to do chores[1] - ``` - feedback: It will print 3 times that Wesley has to do the cooking - - option: |- - ``` - chores[i] ' has to do ' friends[random] - ``` - feedback: The person has to do the chore, not the other way around - - option: |- - ``` - friends[i] ' has to do ' chores[i] - ``` - feedback: Fantastic! - hint: '`i` tells us what item in the list it is. So friend 1 does chore 1 etc.' - correct_answer: D - question_score: '10' 3: question_text: Wat is een mogelijk resultaat voor dit programma? code: |- @@ -3548,46 +3179,8 @@ levels: klusjes = ['koken', 'schoonmaken', 'niks doen'] {for} i {in} {range} 1 {to} 3 {print} vrienden[i] ' moet ' klusjes[i] - mp_choice_options: - - option: |- - ``` - Wesley has to do the cooking - Eric has to do the cleaning - Kaylee has to do nothing - ``` - feedback: Super! - - option: |- - ``` - Kaylee has to do the cooking - Wesley has to do the cleaning - Eric has to do nothing - ``` - feedback: No, it is not random. - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cleaning - Wesley has to do the nothing - ``` - feedback: Poor Wesley! - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cooking - Wesley has to do the cooking - ``` - feedback: That's not it - hint: It's not random... - correct_answer: A - question_score: '10' 4: question_text: Wat is er mis met deze code? - code: |- - friends = ['Jaylee', 'Erin', 'Fay'] - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 0 {to} 3 - print 'the lucky number of ' friends[i] - print 'is ' lucky_numbers[i] mp_choice_options: - option: The variable in line 4 should be 'friend[i]', not 'friends[i]' feedback: That is not right. @@ -3597,16 +3190,8 @@ levels: feedback: It's not a variable, it's just text. - option: '{in} in line 3 should be removed' feedback: That's not it - hint: There's nothing wrong with line 4 - correct_answer: B - question_score: '10' 5: question_text: Welke regel moet er op de lege plek worden ingevuld? - code: |- - animals = ['dog', 'cow', 'horse'] - _ - {for} i {in} {range} 1 {to} 3 - {print} 'the ' animals[i] ' says ' sounds[i] mp_choice_options: - option: noises = ['moo', 'woof', 'neigh'] feedback: Mind the variable name and the order of the sounds. @@ -3616,418 +3201,29 @@ levels: feedback: Don't forget the quotation marks! - option: sounds = ['woof', 'moo', 'neigh'] feedback: Great job! - hint: Look at line 1 to see proper use of brackets and quotation marks. - correct_answer: D - question_score: '10' 6: question_text: Welke stelling is waar? - code: |- - people = ['Chris', 'Jaylino', 'Ryan'] - games = ['fortnite', 'minecraft', 'fifa'] - {for} o {in} {range} 1 {to} 3 - {print} people[o] ' likes ' games[o] - mp_choice_options: - - option: You are not allowed to use the variable o. It should be named i. - feedback: i is the most commonly used variable name in this case, but it's not mandatory to use i. - - option: The output will say that Jaylino likes fortnite. - feedback: No, he likes minecraft. - - option: The output will say that Ryan likes fifa - feedback: Correct - - option: This code will not work. It will give and error. - feedback: No, the code is correct. - hint: There is nothing wrong with this code. - correct_answer: C - question_score: '10' 7: question_text: Wat is er mis met deze code? - code: |- - people = ['Savi', 'Senna', 'Fayenne'] - transportation = ['bike', 'train', 'car'] - {for} i {in} {range} 1 {to} 3 - {print} people[i] goes to school by transportation[i] - mp_choice_options: - - option: Line 1 needs less quotation marks - feedback: That is not right. - - option: Line 3 should start with indentation - feedback: It should not! - - option: Line 4 should start without indentation - feedback: It should not - - option: Line 4 needs more quotation marks. - feedback: Amazing! - hint: There is a mistake made in the usage of quotation marks. - correct_answer: D - question_score: '10' 8: question_text: Welke code hoort bij dit resultaat? - code: |- - Macy and Kate get to go first - Lionell and Raj get to go second - Kim and Leroy get to go third - mp_choice_options: - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 0 {to} 3 - {print} teams[random] ' get to go ' position[i] - ``` - feedback: This is not right - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: Amazing! - - option: |- - ``` - teams = ['Macy', 'Kate', 'Lionell', 'Raj', 'Kim', 'Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 6 - {print} teams[random] ' get to go ' position[random] - ``` - feedback: This is not it. - - option: |- - ``` - teams = ['Macy and Kate' 'Lionell and Raj' 'Kim and Leroy'] - position = ['first' 'second' 'third'] - {for} teams {in} {range} 0 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: This is not going to work! - hint: If you look carefully at the first line, you'll see that only the first two answers are possibly correct. - correct_answer: B - question_score: '10' 9: question_text: Wat is een mogelijk resultaat voor deze code? - code: |- - countries = ['Canada', 'Zimbabwe', 'New Zealand'] - {for} i {in} {range} 0 {to} 1 - {print} 'I will travel to ' countries[random] - mp_choice_options: - - option: |- - ``` - I will travel to Canada - I will travel to Canada - ``` - feedback: Great job! - - option: |- - ``` - I will travel to Canada - ``` - feedback: It will be repeated twice - - option: |- - ``` - I will travel to Canada, Zimbabwe and New Zealand - ``` - feedback: This is not it. - - option: |- - ``` - I will travel to Canada - I will travel to Zimbabwe - I will travel to New Zealand - ``` - feedback: It's only repeated twice - hint: Range 0 to 1 is 2 times - correct_answer: A - question_score: '10' 10: question_text: Welke 3 regels maken deze code compleet? - code: |- - {print} 'The book raffle will start soon' - {print} 'Get your tickets now!' - books = ['Narnia', 'The Hobbit', 'Oliver Twist', 'Harry Potter', 'Green eggs and ham'] - people = {ask} 'How many raffle tickets are sold?' - list_of_numbers = [1, 2] - {for} i {in} {range} 3 {to} people - {add} i {to} list_of_numbers - {for} i {in} {range} 1 {to} 5 - mp_choice_options: - - option: |- - ``` - chosen_number = list_of_numbers at random - print books[i] ' will go to person number ' chosen_number - {add} chosen_number {to} list_of_numbers - ``` - feedback: Almost there... but adding the winner to the list makes this raffle unfair - - option: |- - ``` - print person[i] ' wins ' book[i] - ``` - feedback: There is no list called 'person' - - option: |- - ``` - chosen_number = list_of_numbers[people] - print books[people] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: This is not it. - - option: |- - ``` - chosen_number = list_of_numbers[random] - print books[i] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: Fantastic! - hint: You need to use the {remove} command - correct_answer: D - question_score: '10' 17: 1: question_text: Wat is het resultaat van deze code? - code: |- - minions = ['Bob', 'Kevin', 'Stuart'] - {for} x in minions: - {print} x - mp_choice_options: - - option: |- - ``` - m i n i o n s - ``` - feedback: This is not it. - - option: |- - ``` - Bob - Kevin - Stuart - ``` - feedback: Correct! - - option: |- - ``` - minions - minions - minions - ``` - feedback: Take a look at the content of your list. - - option: |- - ``` - B o b K e v i n S t u a r t - ``` - feedback: Do not loop through the letters. - hint: Loop through your list. - correct_answer: B - question_score: '10' 2: question_text: Wat is er mis met deze code? - code: |- - seconds_minute = 60 - minute_hour = 60 - hour_day = 24 - leap_year = 366 - no_leap_year = 365 - years = ask 'what year is it?' - {if} years = 2024: - print seconds_minute * minute_hour * hour_day * leap_year - {else}: - print seconds_minute * minute_hour * hour_day * noleap_year - mp_choice_options: - - option: You cannot have so many variables. - feedback: This is not it. - - option: The way the variables are multiplied is incorrect. - feedback: Not true! - - option: One of the variables `noleap_year` does not belong with the `{if}` statement. - feedback: Keep looking for the mistake. - - option: The `noleap_year` has to be identical in both cases. - feedback: Correct! - hint: Read the code carefully. - correct_answer: D - question_score: '10' 3: question_text: Hoeveel egels worden er met deze code geprint? - code: |- - {for} x in range 1 to 3: - {for} y in range 1 to 2: - {print} 🦔 - mp_choice_options: - - option: |- - ``` - 🦔 - 🦔 - 🦔 - ``` - feedback: Try again. - - option: |- - ``` - 🦔 - 🦔 - ``` - feedback: One more try. - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: Well done! - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating. - correct_answer: C - question_score: '10' 4: question_text: Wat is er mis met deze code? - code: |- - name_color = {ask} 'What is your favorite color?' - {if} name_color == 'red': - {print} 'the color of a tomato' - {elif} name_color == 'green': - {print} 'the color of an apple' - {elif} name_color == 'blue': - {print} 'the color of a blueberry' - {elif} name_color == 'yellow': - {print} 'the color of a banana' - {elif}: - {print} 'this fruit-color does not exist' - mp_choice_options: - - option: The first `{elif}` should be used before the `print` command - feedback: Try again. - - option: '`{elif}` can only be used once' - feedback: From now on we can use elif multiple times. - - option: '`==` used with `{elif}` should be replaced by `=`' - feedback: Not correct. - - option: '`{elif}` in the last line should be replaced by `{else}`' - feedback: Great! - hint: Think about `{if}`, `{elif}`, `{else}`. - correct_answer: D - question_score: '10' 5: question_text: Wat is het resultaat van deze code? - code: |- - numbers = [7, 19, 29, 41, 53, 71, 79, 97] - {for} prime in numbers: - {if} prime <= 10: - {print} prime - {elif} prime >= 60: - {print} prime - {elif} prime >= 90: - {print} prime - {else}: - {print} 'another number' - mp_choice_options: - - option: |- - ``` - 7 - another number - another number - another number - another number - 71 - 79 - 97 - ``` - feedback: Well done! - - option: |- - ``` - another number - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: Try again. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - another number - ``` - feedback: One more try. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating and the values of if and elif. - correct_answer: A - question_score: '10' 6: question_text: Wat is er mis met deze code? - code: |- - name = {ask} 'What is your name?' - {if} name == 'Hedy': - password = {ask} 'What is your password?' - {if} password =='turtle123': - {print} 'Yey' - {else}: - {print} 'Access denied' - {else}: - {print} 'Go fish' - mp_choice_options: - - option: '`{elif}` is missing.' - feedback: Try again. - - option: '`{else}` can only be used once.' - feedback: From now on we can use elif multiple times. - - option: Nothing! - feedback: There is a mistake. Look carefully! - - option: There is an indentation mistake in the last line. - feedback: Amazing! - hint: There is a mistake somewhere... - correct_answer: D - question_score: '10' - 7: - question_text: Which of the following codes will print five times 'the result is 3' on the screen? - mp_choice_options: - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - result = n * 1 - {print} 'The result is ' result - ``` - feedback: Try again! - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} u in numbers: - number = u - {print} 'The result is ' number - ``` - feedback: That is not it. - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} number in numbers: - number = 3 - {print} 'The result is ' number - ``` - feedback: Very good! - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - n = result - {print} 'The result is ' result - ``` - feedback: That is not it. - hint: Think about mathematical symbols. - correct_answer: C - question_score: '10' 8: question_text: Wat is er mis met deze code? code: |- @@ -4040,63 +3236,7 @@ levels: {print} 'it can catch mosquitoes' {else}: {print} 'almost all insects can be useful one way or another' - mp_choice_options: - - option: '`{or}` cannot be used with `{if}`.' - feedback: Try again. - - option: In the `{for}` command `insect` should be `insects`. - feedback: Not true. - - option: Nothing! - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' 9: question_text: Welke van de onderstaande codes geeft dit resultaat? - code: |- - -5 is negative - -4 is negative - -3 is negative - -2 is negative - -1 is negative - 0 is positive - 1 is positive - 2 is positive - 3 is positive - mp_choice_options: - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Try again! - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number <= 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - - option: "```\n {for} number in range -5 to 3:\n {if} number >= 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Very good! - - option: "```\n {for} number in range -5 to 3:\n {if} number < 0: \n {print} number ' is positive'\n {elif} number <=0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - hint: Read the code carefully. - correct_answer: C - question_score: '10' 10: question_text: Wat is er mis met deze code? - code: |- - {for} number in range 1 to 5: - volume_room = num * num * num - {print} volume_room ' cubic meters' - {if} volume_room > 100: - {print} 'this is a large room' - {elif} volume_room < 100: - {print} 'small room but cosy' - {else}: - {print} 'i will look for something else' - mp_choice_options: - - option: The word num needs quotation marks. - feedback: Try again. - - option: The `{if}` command is not used correctly. - feedback: Not true. - - option: Line 3 should be `volume_room = number * number * number`. - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' diff --git a/content/quizzes/pa_PK.yaml b/content/quizzes/pa_PK.yaml index 1bff1e034c9..a3070f2d64f 100644 --- a/content/quizzes/pa_PK.yaml +++ b/content/quizzes/pa_PK.yaml @@ -1,19 +1,5 @@ levels: 1: - 1: - question_text: What's this programming language called? - mp_choice_options: - - option: Hedy - feedback: Good job! - - option: Heddy - feedback: Not this one! - - option: Haydie - feedback: Not this one! - - option: Heidi - feedback: Not this one! - hint: It's named after Hedy Lamarr. - correct_answer: A - question_score: '10' 2: question_text: Which command makes text appear? code: ___ Hello! @@ -39,40 +25,7 @@ levels: ``` feedback: With `{ask}`, you can ask a question. hint: _?_ Hello world! - correct_answer: B - question_score: '10' - 3: - question_text: How do you ask what someone's favorite color is? - mp_choice_options: - - option: |- - ``` - {print} What is your favorite color? - ``` - feedback: '`{print}` prints text, but it doesn''t ask questions.' - - option: |- - ``` - {ask} {print} What is your favorite color? - ``` - feedback: You only need one command, not two. - - option: |- - ``` - {ask} What is your favorite color? - ``` - feedback: Great! - - option: |- - ``` - {echo} What is your favorite color? - ``` - feedback: '`{echo}` repeats your answer back to you.' - hint: You can ask something with the `{ask}` command - correct_answer: C - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - Hi Im Hedy! - {ask} Who are you? - {echo} Hi... mp_choice_options: - option: '`{print}` in line 1 is missing.' feedback: Correct! @@ -82,11 +35,7 @@ levels: feedback: '`{echo}` is a command, there''s another mistake.' - option: Nothing! This is a perfect code! feedback: Wrong, look carefully! - hint: Line 1 doesn't seem right - correct_answer: A - question_score: '10' 5: - question_text: Which command is missing in line 2? code: |- {ask} What is your favorite pet? _?_ So your favorite pet is... @@ -111,49 +60,7 @@ levels: {echo} ``` feedback: Right on! - hint: You want to see the answer at the end of line 2... - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - {print} Hi im Hedy! - {print} Which football team do you support? - {echo} You support... - {print} Cool! Me too! - mp_choice_options: - - option: In line 1 `{print}` should be replaced with `{ask}`. - feedback: '`{print}` in line 1 is correct.' - - option: In line 2, `{print}` should be replaced with `{ask}`. - feedback: Great! You paid attention! - - option: Line 3 has to begin with `{print}` instead of `{echo}`. - feedback: '`{echo}` is correct.' - - option: In line 4, `{print}` is spelled wrong. - feedback: No, there is a mistake somewhere else - hint: Check the `{print}` commands. - correct_answer: B - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - {print} Welcome at Hedys restaurant! - {ask} What would you like to eat? - {echo} So you want to order ... - {print} Coming right up! Enjoy! - mp_choice_options: - - option: In line 1 `{print}` needs to be replaced with `{ask}` - feedback: Are you sure something is wrong? - - option: In line 1 `{print}` needs to be replaced with `{echo}` - feedback: Are you sure something's wrong? - - option: In line 3 `{echo}` needs to be replaced with `{print}` - feedback: Are you sure something is wrong? - - option: Nothing! This is a perfect code! - feedback: Correct! - hint: Check the code line by line - correct_answer: D - question_score: '10' 8: - question_text: How do you use the `{echo}` command? mp_choice_options: - option: You can use it to `{ask}` a question. feedback: That's what `{ask}` is for! @@ -163,33 +70,8 @@ levels: feedback: Good job! - option: You can use it to make text disappear. feedback: That's not right... - hint: '`{echo}` is used after an `{ask}` command.' - correct_answer: C - question_score: '10' - 9: - question_text: What's wrong with this code? - code: |- - {print} Hello! - {print} How are you doing? - {echo} So you are doing... - mp_choice_options: - - option: '`{print}` in line 1 should be `{ask}`' - feedback: No, `{print}` is right. Where is the question being asked? - - option: '`{print}` in line 2 should be `{ask}`' - feedback: Super! - - option: '`{echo}` in line 3 should be `{ask}`' - feedback: No, `{echo}` is right. Where is the question being asked? - - option: Nothing. This is a perfect code! - feedback: Look carefully for the mistake... - hint: '`{ask}` allows you to ask a question' - correct_answer: B - question_score: '10' 10: question_text: Which output will be in your outputscreen after you've run this code? - code: |- - {ask} Are you ready to go to level 2? - {echo} - {echo} mp_choice_options: - option: Are you ready to go to level 2? feedback: There are two echo commands @@ -203,12 +85,8 @@ levels: Are you ready to go to level 2? Yes! feedback: There are two echo commands - hint: Let's go! - correct_answer: B - question_score: '10' 2: 1: - question_text: Which statement is true? mp_choice_options: - option: You can use the {print} command to ask questions. feedback: That is what ask is for @@ -218,85 +96,7 @@ levels: feedback: Good - option: With the {sleep} command, you can remove text from the screen. feedback: That's not how sleep works. - hint: '`{print}` still works the same way as in level 1' - correct_answer: C - question_score: '10' - 2: - question_text: Which code is correct? - mp_choice_options: - - option: |- - ``` - name {is} {ask} What is your name? - ``` - feedback: Super! - - option: |- - ``` - {ask} {is} name What is your name - ``` - feedback: The words are right, the order is not! - - option: |- - ``` - {ask} What is your name? - ``` - feedback: This worked in level 1, but in level 2 and up it works differently. - - option: |- - ``` - {ask} What is your name? {is} name - ``` - feedback: The words are right, the order isn't! - hint: '`{ask}` doesn''t work like in level 1' - correct_answer: A - question_score: '10' - 3: - question_text: What appears on your output screen when you run this code? - code: |- - name {is} Marleen - {print} name goes to the market and she buys an apple. - mp_choice_options: - - option: name goes to the market and she buys an apple. - feedback: The word name is replaced with Marleen - - option: Marleen goes to the market. - feedback: The second part of the sentence isn't left out! - - option: Marleen goes to the market and she buys an apple. - feedback: Right on! - - option: Marleen goes to the market and Marleen buys an apple. - feedback: She is not replaced with the name - hint: The word name is replaced with Marleen - correct_answer: C - question_score: '10' - 4: - question_text: What will you see on the output screen when you run this code? - code: |- - name {is} Hedy - {print} Hi my name is name - mp_choice_options: - - option: Hi my name is name - feedback: The variable name is replaced with Hedy - - option: Hi my name is Hedy - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is name - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is Hedy - feedback: Correct, this mistake will be fixed in level 4! - hint: '''name'' is being replaced with ''Hedy'' in both places' - correct_answer: D - question_score: '10' - 5: - question_text: What happens when you use the `{sleep}` command? - mp_choice_options: - - option: It slows down your computer - feedback: fortunately not! - - option: It closes down Hedy - feedback: fortunately not! - - option: Your program pauses for a second and then continues - feedback: That's right! - - option: You put it at the end so Hedy knows your program is finished - feedback: No it would be useless at the end of your code - hint: The computer waits for a second at the `{sleep}` command - correct_answer: C - question_score: '10' 6: - question_text: What should be on the lines? code: |- {print} And the award for best programming language goes to... _?_ @@ -322,116 +122,17 @@ levels: {ask} ``` feedback: There is no question there to be asked - hint: Pause for dramatic effect... - correct_answer: A - question_score: '10' 7: - question_text: What command should be used on line 2? code: |- {print} I will explode in 3 seconds! _?_ {print} BOOM! - mp_choice_options: - - option: |- - ``` - {print} 3 - ``` - feedback: You don't need to `{print}` - - option: |- - ``` - {sleep} 3 - ``` - feedback: Perfect! - - option: |- - ``` - {sleep} - ``` - feedback: This way the bomb will explode in 1 second - - option: |- - ``` - {sleep} {sleep} {sleep} - ``` - feedback: Make it easier on yourself by using the number 3 - hint: You want the computer to wait for 3 seconds - correct_answer: B - question_score: '10' - 8: - question_text: How would you correct the first line of code? - code: |- - {ask} {is} How old are you? - {print} age - mp_choice_options: - - option: |- - ``` - age {ask} {is} How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - {ask} {is} age How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - age {is} {ask} How old are you? - ``` - feedback: You get it! - - option: |- - ``` - age {is} How old are you? - ``` - feedback: Where is the `{ask}` command? - hint: The variable name should come first - correct_answer: C - question_score: '10' - 9: - question_text: What is going wrong in this code? - code: |- - dogs {is} animal - {print} I love animal - mp_choice_options: - - option: 'Line 1 should say: dogs `{is}` animals' - feedback: The variable name is animal - - option: 'Line 1 should say: animal `{is}` dogs' - feedback: Great! - - option: 'Line 2 should say: `{print}` I love animals' - feedback: The variable name is animal - - option: 'Line 2 should say: `{sleep}` I love animals' - feedback: Sleep is not used to `{print}` text - hint: You want to `{print}` 'I love dogs' - correct_answer: B - question_score: '10' 10: - question_text: What command should be used on the line 1? code: |- flavor {is} _?_ {print} Your favorite icecream is... {sleep} {print} flavor - mp_choice_options: - - option: |- - ``` - {sleep} 3 - ``` - feedback: You want to know the favorite flavor! - - option: |- - ``` - {print} strawberries - ``` - feedback: You do not want a `{print}` command at the middle of the line... - - option: |- - ``` - strawberries, chocolate, vanilla - ``` - feedback: This way you are making a list. You don't want that now. - - option: |- - ``` - {ask} What flavor icecream do you like? - ``` - feedback: That's right! - hint: You want to `{ask}` a question - correct_answer: D - question_score: '10' 3: 1: question_text: What command do you use to let Hedy pick something arbitrarily? @@ -456,14 +157,7 @@ levels: {at} {random} ``` feedback: Correct! - hint: Arbitrarily means without a plan or randomly. - correct_answer: D - question_score: '10' 2: - question_text: What's wrong with this code? - code: |- - animals {is} dog cat cow - {print} animals {at} {random} mp_choice_options: - option: 'You need commas in line 1: dog, cat, cow.' feedback: Good job! @@ -473,155 +167,8 @@ levels: feedback: animals is correct. - option: '`{at} {random}` is spelled incorrectly' feedback: '`{at} {random}` is the correct spelling' - hint: There's something wrong in line 1 - correct_answer: A - question_score: '10' - 3: - question_text: How do you fix the mistake in line 2? - code: |- - options {is} rock, paper, scissors - {print} rock, paper, scissors {at} {random} - mp_choice_options: - - option: |- - ``` - {at} {random} {print} options - ``` - feedback: You're almost there. The order of the words isn't right yet. - - option: |- - ``` - {print} rock {at} {random} - ``` - feedback: you don't always want the Hedy to {print} rock, sometimes you want scissors or paper. - - option: |- - ``` - {print} options {at} {random} - ``` - feedback: Very good! - - option: Nothing, the code is correct! - feedback: Look carefully for the mistake - hint: The variable (the list) is called options. - correct_answer: C - question_score: '10' - 4: - question_text: What should change in line 2 to print a random price? - code: |- - prices {is} 1 dollar, 100 dollar, 1 million dollar - {print} price {at} {random} - mp_choice_options: - - option: |- - ``` - {print} price - ``` - feedback: You don't want to `{print}` the word price, but you want to `{print}` one price out of your list `{at} {random}` - - option: |- - ``` - {print} prices {at} {random} - ``` - feedback: Great! You've really paid attention. - - option: |- - ``` - {print} {at} {random} price - ``` - feedback: '`{at} {random}` is placed behind the variable.' - - option: Nothing, this code is alright. - feedback: Look carefully for the mistake you missed! - hint: The variable name is prices - correct_answer: B - question_score: '10' - 5: - question_text: What is wrong in this code? - code: |- - question {is} {ask} What do you want to know? - {print} question - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 1 needs to say `{print}` instead of `{ask}` - feedback: No, that's not wrong. - - option: Line 2 needs to say `{ask}` instead of `{print}` - feedback: No that's not wrong. - - option: Line 2 needs to say answers `{at} {random}` `{is}` yes, no, maybe - feedback: No, that's not wrong. - - option: Nothing, this code is perfect - feedback: That's right! - hint: Does this code even have a mistake? - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 2 needs to say question instead of answers - feedback: No that's not right - - option: Line 2 needs the `{is}` command - feedback: Correct - - option: Line 3 needs to say answer instead of answers - feedback: No the variable's called answers - - option: Nothing! This code is great! - feedback: Actually, line 2 has a mistake. - hint: There is something wrong with line 2. - correct_answer: B - question_score: '10' - 7: - question_text: What does the `{add}` command do? - code: |- - books {is} Harry Potter, The Hobbit, Green Eggs and Ham - your_book {is} {ask} What is your favorite book? - {add} your_book {to} books - {print} books {at} {random} - mp_choice_options: - - option: The `{add}` command removes a random book from the list - feedback: The remove command removes, the add command adds - - option: The `{add}` command adds a random book to a list - feedback: It doesn't. It adds your answer to the list! - - option: The `{add}` command adds your favorite book to the list - feedback: Correct! - - option: The `{add}` command prints your favorite book. - feedback: No, it adds your favorite book to the list - hint: The `{add}` command adds a book, but which one? - correct_answer: C - question_score: '10' - 8: - question_text: What is the output of this code? - code: |- - crisps {is} sea salt, paprika, sour cream - {remove} sea salt {from} crisps - {remove} paprika {from} crisps - {print} crisps {at} {random} - mp_choice_options: - - option: You can't tell, because Hedy will `{print}` one of the 3 flavors `{at} {random}` - feedback: Take a look at the `{remove}` commands - - option: sea salt - feedback: sea salt is removed from the list - - option: paprika - feedback: Paprika is removed from the list - - option: sour cream - feedback: That's right! - hint: There are 3 flavors, bit 2 are removed. Which one remains? - correct_answer: D - question_score: '10' 9: - question_text: What's wrong with this code? - code: |- - colors {is} blue, purple, green - chosen_color {is} {ask} Which hair color wouldn't you like to have? - {remove} chosen_color {from} colors - {print} I will dye my hair color {at} {random} - mp_choice_options: - - option: 'Line 3 should say: `{remove}` blue `{from}` colors' - feedback: Maybe you want blue hair though! - - option: Line 3 should have an `{add}` command instead of a `{remove}` command - feedback: You want to remove the chosen color so `{remove}` is right. - - option: In line 4 the variable should be called colors instead of color - feedback: Great job! - - option: Nothing, this is a correct code! - feedback: Find the mistake! hint: Look at line 3 - correct_answer: C - question_score: '10' 10: question_text: What should be on the _?_? code: |- @@ -652,8 +199,6 @@ levels: ``` feedback: This increased the change that the person who walked yesterday now has to do it again. That's mean. hint: The person who walked the dog yesterday should be removed from the list. - correct_answer: A - question_score: '10' 4: 1: question_text: Which of these is true? @@ -666,11 +211,7 @@ levels: feedback: '`{at} {random}` still works' - option: '`{at} {random}` now needs quotation marks' feedback: No, but 2 other commands do. - hint: In level 4 you need quotation marks for 2 commands. - correct_answer: A - question_score: '10' 2: - question_text: Which code uses the proper quotation marks? mp_choice_options: - option: |- ``` @@ -692,11 +233,7 @@ levels: {print} ,hello, ``` feedback: This is a comma, you need quotation marks. - hint: Pick the right quotation marks. - correct_answer: B - question_score: '10' 3: - question_text: Where are the quotation marks used correctly? mp_choice_options: - option: |- ``` @@ -718,28 +255,7 @@ levels: {print} 'Hi Im Hedy' ``` feedback: Perfect! - hint: Both before and after the words you want to print should be a quotation mark. - correct_answer: D - question_score: '10' - 4: - question_text: Which statement is true? - mp_choice_options: - - option: 'You need quotation marks around the word `{print}`, like this: `''{print}''`.' - feedback: The quotation marks shouldn't be around the command itself. - - option: You need quotation marks around the words you want to print. - feedback: Super! - - option: You do not need quotation marks when using the `{ask}` command - feedback: Both `{print}` and `{ask}` require quotation marks - - option: You can choose yourself whether to use quotation marks or not. - feedback: Unfortunately, Hedy is stricter than that. - hint: From level 4 on you need to use quotation marks. - correct_answer: B - question_score: '10' 5: - question_text: What has to be changed in order for the game to work? - code: |- - options {is} rock, paper, scissors - {print} 'options {at} {random}' mp_choice_options: - option: |- ``` @@ -758,89 +274,9 @@ levels: feedback: That's right - option: Nothing, the game already works! feedback: Look carefully. There is an error. - hint: You don't want Hedy to literally print 'options {at} {random}', you want it to print 'rock' or 'paper' or 'scissors'. - correct_answer: C - question_score: '10' 6: - question_text: What would be a good next line in this code? - code: prices {is} 1 dollar, 100 dollars, 1 million dollars - mp_choice_options: - - option: |- - ``` - {print} 'You win...' prices {at} {random} - ``` - feedback: Great! You get it! - - option: |- - ``` - {print} You win... 'prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}' - - option: |- - ``` - {print} You win... prices {at} {random} - ``` - feedback: You need some quotation marks! - - option: |- - ``` - {print} 'You win... prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}'' hint: 'Think carefully: what is a variable and should be outside of the quotation marks? And what are normal words that should be inside?.' - correct_answer: A - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: Correct! - - option: Quotation marks are missing in line 2 - feedback: A variable doesn't need quotes - - option: Quotation marks are missing in line 3 - feedback: You don't want Hedy to literally print 'answers {at} {random}' so no quotation marks needed here! - - option: Nothing, this code is good as is! - feedback: Look carefully. You missed a mistake! - hint: Check each line on whether they'd need quotation marks or not. - correct_answer: A - question_score: '10' - 8: - question_text: What would be a good next line for this code? - code: |- - {print} 'Welcome at the money show!' - {print} 'In front of you are 3 doors' - door {is} {ask} 'Which door do you choose?' - mp_choice_options: - - option: |- - ``` - {print} So you pick door door - ``` - feedback: We need quotation marks - - option: |- - ``` - {print} 'So you pick ' door door - ``` - feedback: If the player chooses door 3, Hedy will say 'So you pick 3 3 - - option: |- - ``` - {print} 'So you pick door ' door - ``` - feedback: Super! - - option: |- - ``` - {print} 'So you pick door door' - ``` - feedback: Hedy will literally print 'So you pick door door - hint: The second word door should be replaced with the number, the first should still be the word door... - correct_answer: C - question_score: '10' 9: - question_text: What will never appear in your output screen? - code: |- - clubs {is} Real Madrid, Bayern Munchen, Manchester United, Ajax - {print} clubs {at} {random} ' is going the win the champions league' mp_choice_options: - option: Ajax is going to win the champions league feedback: Hedy could `{print}` that @@ -850,27 +286,6 @@ levels: feedback: Hedy could `{print}` that - option: FC Barcelona is going to win the champions league feedback: That's right. It's not in the list - hint: What are Hedy's options to randomly pick from? - correct_answer: D - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - people {is} mom, dad, Emma, Sophie - {print} The dishes are done by... - {print} people {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: A list doesn't need quotation marks - - option: Quotation marks are missing in line 2 - feedback: Correct - - option: Quotation marks are missing in both line 2 and 3 - feedback: Line 3 doesn't need quotation marks because it's not printed literally - - option: Nothing, this code has no mistakes - feedback: You missed one! - hint: One line needs quotation marks, because you want it to be printed literally. - correct_answer: B - question_score: '10' 5: 1: question_text: What is true? @@ -888,79 +303,8 @@ levels: - option: In level 5 `{ask}` and `{print}` work the same as in level 4 feedback: Correct! hint: We have only learned a new command in level 5. - correct_answer: D - question_score: '10' - 2: - question_text: What appears in your output screen when you type in the name Hedy? - code: |- - name {is} {ask} 'What is your name?' - {if} name {is} Hedy {print} 'fun' {else} {print} 'less fun' - mp_choice_options: - - option: fun - feedback: That's right! - - option: less fun - feedback: If the name is Hedy, it will say 'fun'' - - option: Hedy - feedback: No, it doesn't print the name - - option: Error - feedback: Fortunately not! - hint: '`{if}` name `{is}` Hedy `{print}` ...?' - correct_answer: A - question_score: '10' 3: - question_text: What is the right password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct! - feedback: This is printed when you type in the correct password - - option: SECRET - feedback: That's right!' - - option: password - feedback: The password isn't password... - - option: ALARM INTRUDER - feedback: This is printed when you type in the incorrect password! hint: '`{if}` password `{is}` ... `{print}` ''Correct!''!''' - correct_answer: B - question_score: '10' - 4: - question_text: What does Hedy print when you type in the wrong password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct - feedback: That's printed if the correct answer is given, not the wrong one... - - option: SECRET - feedback: That's not the right answer - - option: Wrong! - feedback: No, this is not what Hedy will print - - option: ALARM! INTRUDER! - feedback: Great job! - hint: Your computer will sound the alarm for intruders! - correct_answer: D - question_score: '10' - 5: - question_text: Why will Hedy say 'ALARM! INTRUDER' when you type in 'secret'? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Because it needs to be in capitals, so SECRET - feedback: Indeed! - - option: Because the password is alarm - feedback: No, this is not the password. - - option: Because it's spelled wrong. - feedback: That's not how you spell secret - - option: Because Hedy makes a mistake - feedback: No, Hedy is right - hint: The spelling of the word has to be exactly the same. - correct_answer: A - question_score: '10' 6: question_text: Which word should be on the place of the question mark in the last line? code: |- @@ -969,30 +313,6 @@ levels: club is {ask} 'Which club is your favorite?' {if} club {is} ajax {print} 'Ajax is going to win of course!' _?_ {print} 'Sorry, your club is gonna be in last place...' - mp_choice_options: - - option: |- - ``` - {if} - ``` - feedback: '`{if}` is already in the line above' - - option: |- - ``` - {at} {random} - ``` - feedback: No, you need `{else}`. - - option: |- - ``` - {else} - ``` - feedback: Great! - - option: |- - ``` - {print} - ``` - feedback: '`{print}` is already there, we need a word before it!' - hint: '`{if}` goes together with...?' - correct_answer: C - question_score: '10' 7: question_text: Which word should be in the place of the question mark? code: |- @@ -1021,9 +341,6 @@ levels: {print} ``` feedback: Awesome! - hint: After `{else}` a `{print}` command follows - correct_answer: D - question_score: '10' 8: question_text: Which word should be on the place of the question mark? code: |- @@ -1051,298 +368,37 @@ levels: {print} ``` feedback: No, that's not it. - hint: What the variable name? - correct_answer: B - question_score: '10' - 9: - question_text: Which door should you choose to escape?? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} - mp_choice_options: - - option: '1' - feedback: Bad choice! You're being eaten - - option: '2' - feedback: Super! You escaped! - - option: '3' - feedback: Bad choice! You're being eaten. - - option: It's a trap, you will always be eaten! - feedback: Luckily not! - hint: One of the doors will keep you safe.. - correct_answer: B - question_score: '10' + 6: + 6: + question_text: How much does a hamburger cost is this virtual restaurant? 10: - question_text: Which monster is standing behind door 1? code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} + name _?_ Hedy + {print} name 'is walking trough the forrest' mp_choice_options: - - option: Hedy picks a random monster each time. - feedback: Awesome! - - option: vampire - feedback: Not always... - - option: werewolf - feedback: Not always... - - option: giant spider - feedback: Not always... - hint: Mind the last 3 words... monsters `{at} {random}`... - correct_answer: A - question_score: '10' - 6: + - option: You can only fill in the word is on the `_?_` + feedback: You are allowed to use the `=` sign as well + - option: You can fill in either the word is or the `=` sign on the `_?_` + feedback: Amazing! + - option: You have to fill in =is= on the `_?_` + feedback: No, one `=` sign is enough + - option: You can only use the `=` sign when working with numbers, not with words. + feedback: You can also use `=` with words. + 7: 1: - question_text: What's Hedy's output when you run this code? - code: '{print} 2*10' mp_choice_options: - - option: '20' - feedback: Correct! - - option: '12' - feedback: No, the plus sign is used in addition - - option: 2*10 - feedback: No, Hedy will calculate the answer - - option: '210' - feedback: Mind it's a calculation. - hint: The `*` is used as a multiplication sign - correct_answer: A - question_score: '10' + - option: '0' + feedback: No you can repeat a line. + - option: '1' + feedback: Correct, one line at a time + - option: '2' + feedback: In this level only one line at a time + - option: infinite + feedback: In this level you can only repeat one line at a time + hint: You can only repeat 1 line at a time 2: - question_text: What do you use when you want to add two numbers? - mp_choice_options: - - option: '`-`' - feedback: That's not it - - option: plus - feedback: That's not it - - option: '`*`' - feedback: That's not it - - option: '`+`' - feedback: Correct! - hint: It's the plus sign. - correct_answer: D - question_score: '10' - 3: - question_text: What's Hedy's output when you run this code? - code: '{print} ''3*10''' - mp_choice_options: - - option: '30' - feedback: This would be the right answer if there were no quotation marks. - - option: '13' - feedback: Try again.. - - option: 3*10 - feedback: Correct! There are quotation marks, so Hedy will print it literally. - - option: Nothing, Hedy will give an error message. - feedback: No, Hedy will print it literally. - hint: Mind the quotation marks!! - correct_answer: C - question_score: '10' - 4: - question_text: Kim is 10 years old. What will Hedy print for her? - code: |- - name = {ask} 'How many letters are in your name?' - age = {ask} 'How old are you?' - luckynumber = name*age - {print} 'Your lucky number is...' luckynumber - mp_choice_options: - - option: '30' - feedback: Mind, Hedy also prints 'Your lucky number is...' - - option: '10' - feedback: Please try again. - - option: Your lucky number is... 30 - feedback: That's right! - - option: Your lucky number is... 10 - feedback: Her lucky number is name times age... - hint: 'Kim has 3 letters, she is 10 years old so: letters times age = 3*10 = 30.' - correct_answer: C - question_score: '10' - 5: - question_text: If 5 people eat at this restaurant, how much do they have to pay in total? - code: |- - {print} 'Welcome to Hedys!' - people = {ask} 'How many people are eating with us tonight?' - price = people * 10 - {print} 'That will be ' price 'dollar please' - mp_choice_options: - - option: 5 dollars - feedback: Unfortunately, it's not that cheap. - - option: 10 dollars - feedback: No, it's 10 dollars each. - - option: 15 dollars - feedback: The * means multiplication. - - option: 50 dollars - feedback: Great! - hint: '`price` `is` `people` `times` 10' - correct_answer: D - question_score: '10' - 6: - question_text: How much does a hamburger cost is this virtual restaurant? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = 15 - {if} food {is} fries price = 6 - mp_choice_options: - - option: 15 dollars - feedback: Super! - - option: 6 dollars - feedback: The fries are 6 dollars - - option: 0 dollars - feedback: The hamburger isn't free! - - option: 21 dollars - feedback: That's the price for a hamburger and fries! - hint: Mind the fourth line. - correct_answer: A - question_score: '10' - 7: - question_text: Why does line 7 say 'price is price + 3' instead of 'price is 3'? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = price + 15 - {if} food {is} fries price = price + 6 - drinks is {ask} 'What would you like to drink?' - {if} drinks {is} coke price = price + 3 - {if} drinks {is} water price = price + 1 - {print} price ' dollars please' - mp_choice_options: - - option: It could have been `price = 3` just as well. - feedback: No, that's not true. Hedy needs to add 3 dollars to the total. - - option: Because Hedy doesn't understand `price = 3`. - feedback: Hedy would understand, but it wouldn't be right. - - option: Because Hedy would otherwise forget about the previous order. The price would be 3 dollars in total. - feedback: That's right! - - option: Because the price is 0 dollars to begin with. - feedback: That's true, but not the reason - hint: The price shouldn't be 3, but 3 dollars more than it already was - correct_answer: C - question_score: '10' - 8: - question_text: Why is this code incorrect? - code: |- - correct answer = 3*12 - answer = {ask} 'What is 3 times 12?' - {if} answer {is} correct answer {print} 'Good job!' - {else} {print} 'No... It was ' correct answer - mp_choice_options: - - option: There shouldn't be quotation marks in line 2 - feedback: No, there should be! - - option: The variable is called correct answer, but a variable's name can only be 1 word. So it should be correct_answer - feedback: Correct! - - option: The `{if}` and `{else}` commands should be in the same line. - feedback: No, that's not true. - - option: The variable in line 2 can't be called answer, because it is too similar to the variable correct answer. - feedback: Variable names can be similar, but they can't be 2 words... - hint: Inspect what the variables are called. - correct_answer: B - question_score: '10' - 9: - question_text: Imagine you love football a 10, you've eaten 2 bananas and have washed your hands 3 times today. How smart does the silly fortune teller think you are? - code: |- - {print} 'Im Hedy the silly fortune teller' - {print} 'I will predict how smart you are!' - football = {ask} 'On a scale of 0 to 10 how much do you love football?' - bananas = {ask} 'How many bananas have you eaten this week?' - hygiene = {ask} 'How many times did you wash your hands today??' - result = bananas + hygiene - result = result * football - {print} 'You are ' result 'percent smart.' - mp_choice_options: - - option: 10% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 32% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 50% - feedback: Super! You are 100 percent smart! - - option: 100% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - hint: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - correct_answer: C - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - name _?_ Hedy - {print} name 'is walking trough the forrest' - mp_choice_options: - - option: You can only fill in the word is on the `_?_` - feedback: You are allowed to use the `=` sign as well - - option: You can fill in either the word is or the `=` sign on the `_?_` - feedback: Amazing! - - option: You have to fill in =is= on the `_?_` - feedback: No, one `=` sign is enough - - option: You can only use the `=` sign when working with numbers, not with words. - feedback: You can also use `=` with words. - hint: '`{is}` and `=` are both allowed' - correct_answer: B - question_score: '10' - 7: - 1: - question_text: How many lines can you repeat at once with the repeat command at this level? - mp_choice_options: - - option: '0' - feedback: No you can repeat a line. - - option: '1' - feedback: Correct, one line at a time - - option: '2' - feedback: In this level only one line at a time - - option: infinite - feedback: In this level you can only repeat one line at a time - hint: You can only repeat 1 line at a time - correct_answer: B - question_score: '10' - 2: - question_text: Which code is right? - mp_choice_options: - - option: |- - ``` - {print} 100 {times} 'hello' - ``` - feedback: '`{repeat}` 100 `{times}` `{print}` ''hello''' - - option: |- - ``` - {print} {repeat} 100 {times} 'hello' - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 'hello' 100 {times} - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 100 {times} {print} 'hello' - ``` - feedback: That's right! hint: First the repeat command, then the `{print}` command - correct_answer: D - question_score: '10' - 3: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} ''Hello!''' - mp_choice_options: - - option: Right - feedback: No, a word is missing - - option: Wrong, the word `{repeat}` is missing - feedback: The word `{repeat}` is there, another word is missing - - option: Wrong, the word `{times}` is missing - feedback: The word `{times}` is there, another word is missing. - - option: Wrong, the word `{print}` is missing - feedback: Correct - hint: 'It should be: `{repeat}` 100 `{times}` `{print}` ''Hello''' - correct_answer: D - question_score: '10' 4: - question_text: Which word is wrong in the code? - code: |- - {print} 'I'm blue' - {repeat} 7 {times} {print} 'da ba dee, da ba da' mp_choice_options: - option: |- ``` @@ -1365,24 +421,7 @@ levels: ``` feedback: '`{times}` is spelled correctly' hint: I'm is wrong, you can't use apostrophes - correct_answer: A - question_score: '10' - 5: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} {print} ''Hedy is awesome!''' - mp_choice_options: - - option: Correct - feedback: That's right! - - option: Wrong - feedback: That's not it - hint: The code is correct! - correct_answer: A - question_score: '10' 6: - question_text: What will be the output from this code? - code: |- - {print} 'The wheels on the bus go' - {repeat} 3 {times} {print} ' round and round' mp_choice_options: - option: |- the wheels on the bus go @@ -1408,14 +447,7 @@ levels: round and round round and round feedback: All though the town! Perfect! - hint: Only 'round and round' is repeated 3 times. - correct_answer: D - question_score: '10' 7: - question_text: What will be the output from this code? - code: |- - {repeat} 2 {times} {print} 'We will' - {print} 'ROCK YOU!' mp_choice_options: - option: |- We will We will @@ -1436,61 +468,7 @@ levels: We will ROCK YOU! feedback: Mind the repeat command - hint: Mind the `{repeat}` command. - correct_answer: B - question_score: '10' - 8: - question_text: What Hedy code belongs to this output? - code: |- - Here comes the sun - Do do do do - Here comes the sun - And I say - Its alright - mp_choice_options: - - option: |- - ``` - {print} 'Here comes the sun' - {print} 'Do do do do' - {print} 'Here comes the sun' - {print} 'And I say' - {print} 'Its alright' - ``` - feedback: Awesome, you can't use the `{repeat}` command here. - - option: |- - ``` - {repeat} 2 {times} {print} 'Here comes the sun' - {print} 'And I say' - {print} 'Its alright' - feedback: Where did you leave 'Do do do do'? - - option: |- - ``` - {repeat} 2 {times} {print} 'Here comes the sun' - {print} 'Do do do do' - {print} 'And I say' - {print} 'Its alright' - ``` - feedback: This is not the correct order.. - - option: |- - ``` - {repeat} 2 {times} {print} 'Here comes the sun' - {repeat} 2 {times} {print} 'Do do' - {print} 'And I say' - {print} 'Its alright' - ``` - feedback: This is not the correct order.. - hint: '`{repeat}` can only be used if you want to execute the same line multiple times in a row.' - correct_answer: A - question_score: '10' 9: - question_text: What Hedy code belongs to this output? - code: |- - Batman was flying through Gotham. - When suddenly he heard someone screaming... - Help! - Help! - Help! - Please help me! mp_choice_options: - option: |- ``` @@ -1524,16 +502,8 @@ levels: {print} 'Please help me!' ``` feedback: Perfect - hint: '''Help!'' is repeated 3 times.' - correct_answer: D - question_score: '10' 10: question_text: What Hedy code belongs to this output? - code: |- - if youre happy and you know it clap your hands - if youre happy and you know it clap your hands - if youre happy and you know it and you really want to show it - if youre happy and you know it clap your hands mp_choice_options: - option: |- ``` @@ -1563,46 +533,8 @@ levels: {print} 'clap your hands' ``` feedback: This is not in the right order. - hint: Mind the order of the sentences. - correct_answer: B - question_score: '10' 8: - 1: - question_text: Which output will be produced by this code? - code: |- - {repeat} 2 {times} - {print} 'Hello' - {print} 'Im Hedy!' - mp_choice_options: - - option: |- - Hello - Im Hedy! - feedback: Everything is printed twice. - - option: |- - Hello - Hello - Im Hedy - feedback: The second line is repeated twice as well. - - option: |- - Hello - Im Hedy! - Hello - Im Hedy! - feedback: Super! - - option: |- - Hello - Hello - Im Hedy! - Im Hedy! - feedback: Everything is printed twice - hint: Both lines are repeated twice. - correct_answer: C - question_score: '10' 2: - question_text: What is wrong with this code? - code: |- - {repeat} 5 {times} - {print} 'Hedy is cool!' mp_choice_options: - option: This should be only one line, not 2. feedback: No it should be 2 lines. @@ -1612,15 +544,7 @@ levels: feedback: Nee, repeat is de goede spelling - option: The second line need to start with 4 spaces as indentation. feedback: Correct! - hint: Something is missing in the second line? - correct_answer: D - question_score: '10' 3: - question_text: What output will be produced when you run this program? - code: |- - {repeat} 3 {times} - {print} 'Baby shark tututudutudu' - {print} 'Baby shark' mp_choice_options: - option: |- Baby shark tututudutudu @@ -1647,10 +571,7 @@ levels: Baby shark feedback: What is being repeated and what isn't. hint: What is being repeated and what is not?. - correct_answer: C - question_score: '10' 4: - question_text: Which output is correct? code: |- {print} 'The children went:' {repeat} 2 {times} @@ -1682,15 +603,7 @@ levels: Yay! Were going on holiday! feedback: The last line is repeated too. - hint: The block under the `{repeat}` command is repeated twice. - correct_answer: B - question_score: '10' 5: - question_text: What is wrong with this code? - code: |- - end = {ask} 'Do you want a happy or a sad ending?' - {if} end {is} happy {print} 'They lived happily ever after' - {else} {print} 'The world exploded. The end.' mp_choice_options: - option: The `{print}` commands on the last two lines should start on new lines en start with 4 spaces. feedback: That's right! @@ -1700,44 +613,7 @@ levels: feedback: That's not true - option: '`{ask}` is no longer a command' feedback: That's not true - hint: Something is wrong with indentation - correct_answer: A - question_score: '10' - 6: - question_text: What will be the output of this code when we enter pancakes? - code: |- - {print} 'Welcome to restaurant Hedy' - {repeat} 2 {times} - food {is} {ask} 'What do you want to eat?' - {print} food - mp_choice_options: - - option: |- - Welcome to restaurant Hedy - Pancakes - feedback: There is no repetition in this answer. - - option: |- - Welcome to restaurant Hedy - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: This answer also repeats the welcome message - - option: |- - Welcome to restaurant Hedy - What do you want to eat? - What do you want to eat? - Pancakes - Pancakes - feedback: Almost! But look at the question, it is not repeated. - - option: |- - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: Well done! - hint: The first sentence and question will not be repeated - correct_answer: D - question_score: '10' 7: - question_text: What is wrong with this code? code: |- eten = {ask} 'What would you like to eat?' {if} food {is} fries @@ -1756,96 +632,8 @@ levels: feedback: You always have to use indentation. - option: The indentation is wrong in the first `{if}` command. feedback: That's right. - hint: Take a careful look at the indentation. - correct_answer: D - question_score: '10' - 8: - question_text: In which of the codes is the indentation done right? - mp_choice_options: - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are wrong! - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are wrong! - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are... right! - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are wrong! - hint: What should happen if the person is right? And what else? - correct_answer: C - question_score: '10' - 9: - question_text: What line(s) in this code should start with 4 spaces? - code: |- - 1 music = {ask} 'What is your favorite music genre?' - 2 {if} music {is} rock - 3 {print} '🤘' - 4 {else} - 5 {print} '👎' - mp_choice_options: - - option: Line 2 and 4 - feedback: The lines after the `{if}` and `{else}` command should start with 4 spaces - - option: Only line 3 - feedback: Not only 3... - - option: Line 3, 4 and 5 - feedback: Line 4 shouldn't - - option: Line 3 and 5 - feedback: Great job! - hint: The lines after an `{if}` or `{else}` command should start with 4 spaces. - correct_answer: D - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - 1 level = {ask} 'What level are you on?' - 2 {if} level {is} 8 - 3 {print} 'Great job!' - mp_choice_options: - - option: All lines should start with 4 spaces - feedback: That's not true - - option: Line 2 and 3 should start with 4 spaces - feedback: That's not true - - option: Line 2 should start with 4 spaces - feedback: That's not true - - option: Line 3 should start with 4 spaces - feedback: You are correct! - hint: Only one line starts with 4 spaces, but which one...? - correct_answer: D - question_score: '10' 9: 1: - question_text: What is wrong with this code? code: |- {repeat} 3 {times} eten = {ask} 'What would you like to eat?' @@ -1866,51 +654,7 @@ levels: - option: The indentation is wrong in the last `{if}` command. feedback: It not, though. hint: all the indentation is done correctly. - correct_answer: A - question_score: '10' - 2: - question_text: What will be printed after entering the correct password? - code: |- - password = {ask} 'What is the password?' - correct_password = Hedy - {if} password {is} correct_password - {repeat} 2 {times} - {print} 'Good job!' - {print} 'You can use the computer!' - {else} - {print} 'The computer will explode in 5... 4... 3... 2... 1...' - mp_choice_options: - - option: |- - ``` - Good job! - Good job! - ``` - feedback: That's not it! - - option: |- - ``` - The computer will explode in 5... 4... 3... 2... 1... - ``` - feedback: That's not it! - - option: |- - ``` - Good job! - Good job! - You can use the computer! - ``` - feedback: That's not it! - - option: |- - ``` - Good job! - You can use the computer! - Good job! - You can use the computer! - ``` - feedback: Correct! - hint: Everything under the `{repeat}` command is repeated twice. - correct_answer: D - question_score: '10' 3: - question_text: Which case should you choose to win a million dollars? code: |- {print} 'Choose the right case and win!' case = {ask} 'Which case will you pick? 1 or 2?' @@ -1926,20 +670,7 @@ levels: {print} 'You sell the case for 500 dollars' {if} action {is} open {print} 'You open the case and win a million dollars!' - mp_choice_options: - - option: case 1, sell - feedback: You don't win a million! - - option: case 1, open - feedback: You don't win a million - - option: case 2, sell - feedback: You don't win a million - - option: case 2, open - feedback: Great job! You win! - hint: Follow the right path - correct_answer: D - question_score: '10' 4: - question_text: Which statement is true? code: |- name = {ask} 'What is your name?' size = {ask} 'What is your shoe size?' @@ -1959,15 +690,7 @@ levels: feedback: That's right! - option: Cinderella with shoe size 40 gets the output 'I was looking for you!' feedback: No she gets 'Ill keep looking' - hint: No matter what your name is, if you have shoe size 40 you will get the message 'Ill keep looking'. - correct_answer: C - question_score: '10' 5: - question_text: Which code produced this output? - output: |- - Icecream is the best! - Icecream is the best! - Icecream is the best! mp_choice_options: - option: |- ``` @@ -2002,11 +725,7 @@ levels: {print} 'Icecream is the best!' ``` feedback: There are 2 `{repeat}` commands in this code. - hint: Watch the indentation - correct_answer: C - question_score: '10' 6: - question_text: After which command(s) should you use indentation (starting the next line with 4 spaces)? mp_choice_options: - option: '`{if}`' feedback: Don't forget the others @@ -2016,9 +735,6 @@ levels: feedback: Keep it up! - option: '`{if}` `{else}` `{repeat}` `{print}`' feedback: Not with print - hint: Indentation happens on the line below some commands - correct_answer: C - question_score: '10' 7: question_text: "In this code from a pizza restaurant. \nYou'll get a 5 dollar discount if you order a medium pizza with coke.\n What should you do to debug this code?" code: |- @@ -2059,9 +775,6 @@ levels: price = price - 2 ``` feedback: Try again - hint: After each `{if}` command, the line below should indent - correct_answer: A - question_score: '10' 8: question_text: What is wrong is this code? code: |- @@ -2079,41 +792,12 @@ levels: feedback: You actually must start like that. - option: A code must always start with a `{print}` command in the first line feedback: That's not true. - hint: The indentation is done right this time - correct_answer: B - question_score: '10' - 9: - question_text: How many `{if}` commands can be placed inside another `{if}` command? - mp_choice_options: - - option: None, that is not allowed - feedback: You are allowed to - - option: Only 1 - feedback: You could use more if you like - - option: '3' - feedback: You could use more if you like - - option: Infinite, as long as you keep using indentation correctly - feedback: That is true - hint: You can put an `{if}` command inside an `{if}` command. - correct_answer: D - question_score: '10' 10: - question_text: Which statement is true? code: |- 1 {repeat} 2 {times} 2 {if} level {is} 9 3 {print} Great job! - mp_choice_options: - - option: All lines should start with 4 spaces - feedback: Only line 2 and 3 start with spaces - - option: Line 2 and 3 should start with 4 spaces - feedback: Line 3 should start with 8 - - option: Line 2 and 3 should start with 8 spaces - feedback: Line 2 should start with 4 - - option: line 2 should start with 4 spaces and line 3 with 8 - feedback: You are correct! hint: The first line doens't start with any spaces - correct_answer: D - question_score: '10' 10: 1: question_text: What do we need to fill in on the `_?_` if we want to print each compliment? @@ -2121,91 +805,6 @@ levels: compliments = perfect, great job, amazing _?_ {print} compliment - mp_choice_options: - - option: |- - ``` - {for} each compliment - ``` - feedback: That's not it - - option: |- - ``` - {for} compliment {in} compliments - ``` - feedback: You deserve all those compliments! - - option: |- - ``` - {if} compliment {in} compliments - ``` - feedback: That's not it - - option: |- - ``` - {for} compliments {in} compliment - ``` - feedback: Almost there! - hint: '`{for}` each compliment in the lists of compliments...' - correct_answer: B - question_score: '10' - 2: - question_text: Which output is correct? - code: |- - meals = pizza, pasta, pancakes - {for} meal {in} meals - {print} 'I love ' meal - mp_choice_options: - - option: I love pizza - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pasta - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pancakes - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: |- - I love pizza - I love pasta - I love pancakes - feedback: Great! - hint: Line 2 says for each meal in the list of meals. So each meal is printed. - correct_answer: D - question_score: '10' - 3: - question_text: Which output is correct? - code: |- - animals = dogs, cats, hamsters, chickens - {for} animal {in} animals - {print} animal ' are lovely pets' - mp_choice_options: - - option: dogs are lovely pets - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - - option: dogs, cats, hamsters, chickens are lovely pets - feedback: Each animal gets their own line in the output. - - option: |- - dogs are lovely pets - cats are lovely pets - hamsters are lovely pets - chickens are lovely pets - feedback: Great! - - option: You don't know yet. Because it chooses one of the animals {at} {random}. - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - hint: Line 2 says {for} each animal in the list of animals. So each animal is printed - correct_answer: C - question_score: '10' - 4: - question_text: What's wrong with this code? - code: |- - groceries = apples, bread, milk - {for} item {in} groceries - {print} 'We need ' groceries - mp_choice_options: - - option: Line 2 needs to start with 4 spaces as indentation - feedback: No it doesn't. Only line 3 needs indentation, which it has. - - option: Line 3 does not need to start with 4 spaces as indentation - feedback: Line 2 is a `{for}`command so line 3 does need to start with an indent. - - option: Line 3 should say item instead of groceries - feedback: Good job! - - option: Line 2 should say groceries instead of item - feedback: No it does not. - hint: Line 2 says `{for}` each item in the list of groceries - correct_answer: C - question_score: '10' 5: question_text: What word should be on the _?_ with these digital dice? code: |- @@ -2214,25 +813,7 @@ levels: choices = 1, 2, 3, 4, 5, 6 {for} player {in} players {print} player ' throws ' _?_ {at} {random} - mp_choice_options: - - option: players - feedback: It would say 'Ann throws Jesse', instead of 'Ann throws 6'. - - option: choices - feedback: That's right! - - option: choice - feedback: You are very close. But you need Hedy to pick from the list called 'choices' not 'choice'... - - option: dice - feedback: Look at the names of the variables. - hint: Hedy needs to pick a number `{at} {random}` - correct_answer: B - question_score: '10' 6: - question_text: Which of the answers below is a possible outcome when you run the code? - code: |- - choices = rock, paper, scissors - players = Kelly, Meredith - {for} player {in} players - {print} player ' chooses ' choices {at} {random} mp_choice_options: - option: Kelly chooses rock feedback: Meredith wants to play too! @@ -2246,9 +827,6 @@ levels: Kelly chooses paper Meredith chooses scissors feedback: Amazing! - hint: Each player will pick an option. The player that's first on the list will go first. - correct_answer: D - question_score: '10' 7: question_text: What line should be on the _?_ in this code that decides what these people will have for dinner? code: |- @@ -2256,30 +834,6 @@ levels: food = pasta, fries, salad _?_ {print} name ' has to eat ' food {at} {random} ' for dinner' - mp_choice_options: - - option: |- - ``` - {for} name {in} names - ``` - feedback: You are on fire! - - option: |- - ``` - {for} names {in} name - ``` - feedback: No it should be for each name in the list nameS, so the other way around - - option: |- - ``` - {for} food {in} food - ``` - feedback: Each name should be told what they will have for dinner. - - option: |- - ``` - {for} name {in} food - ``` - feedback: Each name should be told what they will have for dinner. - hint: Each name should be told what they will have for dinner. - correct_answer: A - question_score: '10' 8: question_text: What should be on the _?_ in this code that decides which color shirt you get? code: |- @@ -2308,11 +862,7 @@ levels: 'people gets a colors shirt' ``` feedback: There is no variable named people.. - hint: Mind the quotation marks and the names of the variables - correct_answer: B - question_score: '10' 9: - question_text: What is the first question Hedy will ask you when you run the program? code: |- courses = appetizer, main course, dessert names = Timon, Onno @@ -2320,20 +870,7 @@ levels: {for} course {in} courses food = {ask} name ', what would you like to eat as your ' course '?' {print} name ' orders ' food ' as their ' course - mp_choice_options: - - option: Timon, what would you like to eat as your appetizer? - feedback: Perfect! - - option: Onno, what would you like to eat as your appetizer? - feedback: Timon is first on the list! - - option: Timon, what would you like to eat as your dessert? - feedback: Appetizers are first in the list - - option: You don't know that. Hedy will choose `{at} {random}`. - feedback: There is no `{at} {random}` in this code... - hint: The first options from both lists are chosen. - correct_answer: A - question_score: '10' 10: - question_text: What is true about this code? code: |- prices = 1 million dollars, car, sandwich names = Bob, Patrick, Sandy, Larry @@ -2348,9 +885,6 @@ levels: feedback: That is not true. Larry has the same odds as the others - option: Someone might win with two prices feedback: You get it! - hint: Try to imagine the output of this code. - correct_answer: D - question_score: '10' 11: 1: question_text: What word should be at the place of the question mark? @@ -2378,14 +912,7 @@ levels: {for} ``` feedback: 'No' - hint: What did you learn in this level? - correct_answer: B - question_score: '10' 2: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 1 {to} 3 - {print} i mp_choice_options: - option: |- 1 @@ -2398,64 +925,7 @@ levels: feedback: That's not it - option: '123' feedback: That's not it - hint: How do the numbers appear in the screen? - correct_answer: A - question_score: '10' - 3: - question_text: Which code was used to get this output? - output: |- - 1 - 2 - 3 - 4 - 5 - Once I caught a fish alive! - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Perfect - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: This code won't work. You need an indent after {for}. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Now Hedy will count '1 Once I caught a fish alive!, 2 Once I caught a fish alive! etc. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} 'i' - {print} 'Once I caught a fish alive!' - ``` - feedback: i is a variable and shouldn't have quotation marks - hint: First all the numbers, then the sentence - correct_answer: A - question_score: '10' 4: - question_text: Which code was used to get this output? - output: |- - 10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0 mp_choice_options: - option: |- ``` @@ -2482,42 +952,6 @@ levels: ``` feedback: That's right! hint: It has to be a calculation... - correct_answer: D - question_score: '10' - 5: - question_text: What's wrong with this code? - code: |- - {for} i {in} {range} 1 {to} 10 - {print} i - mp_choice_options: - - option: The i in the last line need quotation marks - feedback: No it doesn't. - - option: You can't use `{range}` 1 `{to}` 5 only `{range}` 1 `{to}` 10 - feedback: You could use 1 to 5 just as well! - - option: Line 1 needs to start with an indention. - feedback: Not line 1... - - option: Line 2 needs to start with an indention - feedback: Perfect! - hint: There is something wrong with the indention - correct_answer: D - question_score: '10' - 6: - question_text: How many times does the word Hello appear on your screen when you run the code? - code: |- - {for} i {in} {range} 0 {to} 2 - {print} 'Hello' - mp_choice_options: - - option: 1 time - feedback: 'No' - - option: 2 times - feedback: 'No' - - option: 3 times - feedback: That's right! - - option: Never - feedback: 'No' - hint: 0 also counts. So 0,1,2 that's 3 times. - correct_answer: C - question_score: '10' 7: question_text: What should be on the place of the question mark? code: |- @@ -2526,35 +960,7 @@ levels: _?_ food is {ask} 'What would you like to order?' {print} food - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 0 {to} 3 - ``` - feedback: There's not always 3 people - - option: |- - ``` - {for} i {in} {range} 1 {to} guests - ``` - feedback: The variable is not named guests - - option: |- - ``` - {for} i {in} {range} 1 {to} people - ``` - feedback: Great! - - option: |- - ``` - {for} i {in} {range} 0 {to} people - ``` - feedback: That's one order too many! - hint: Use the variable 'people' - correct_answer: C - question_score: '10' 8: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 23 {to} 25 - {print} 'hi' mp_choice_options: - option: |- 23 @@ -2570,34 +976,7 @@ levels: feedback: Correct - option: The word 'hi' will appear 25 times in a row. feedback: No it will only appear 3 times. - hint: It doesn't say `{print}` i - correct_answer: C - question_score: '10' - 9: - question_text: How many times does Hedy chant Hip Hip Hooray? - code: |- - age = {ask} 'How old are you?' - {for} i {in} {range} 1 {to} age - {print} 'Hip Hip Hoorray!' - mp_choice_options: - - option: 1 time - feedback: Try again - - option: 2 times - feedback: Try again - - option: Never - feedback: Try again - - option: That depends on how old you are - feedback: That's right! - hint: '`{for}` i `{in}` `{range}` 1 `{to}` age' - correct_answer: D - question_score: '10' 10: - question_text: Which code belongs to this output? - output: |- - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark mp_choice_options: - option: |- ``` @@ -2628,11 +1007,8 @@ levels: ``` feedback: '`{range}` 0 `{to}` 3 is 4 times.' hint: Mind the indention - correct_answer: B - question_score: '10' 12: 1: - question_text: Which output is correct? code: |- print 'three and a half plus one and a half is...' print 3.5 + 1.5 @@ -2649,11 +1025,7 @@ levels: three and a half plus one and a half is... 5 feedback: Great job! - hint: Both lines are printed! - correct_answer: D - question_score: '10' 2: - question_text: Which of these codes is correct? mp_choice_options: - option: |- ``` @@ -2679,11 +1051,7 @@ levels: print 'I would like a ' flavors at random ' cake.' ``` feedback: All the different values of flavors should be in quotation marks. - hint: The second line is the same in each code, pay attention to the first line - correct_answer: C - question_score: '10' 3: - question_text: What's wrong with this code? code: |- favorite_animal = ask 'What is your favorite animal?' print 'I like ' favoriteanimal ' too!' @@ -2696,30 +1064,13 @@ levels: feedback: That's not true - option: Nothing is wrong. feedback: That's not true - hint: The quotation marks are used correctly - correct_answer: A - question_score: '10' 4: - question_text: In which lines are quotation marks needed to get the code to work? code: |- print Welcome to the online shoe shop category = ask What kind of shoes are you looking for? if category = high heels print High heels are 50% off now! - mp_choice_options: - - option: Line 1 and 2 - feedback: 'No' - - option: Line 1, 2 and 3 - feedback: 'No' - - option: Line 1, 2 and 4 - feedback: 'No' - - option: All of the lines - feedback: Perfect! - hint: Does line 3 need quotation marks too? - correct_answer: D - question_score: '10' 5: - question_text: What output does Agent007 get when they put in the correct password? code: |- name is ask 'What is your name?' if name is 'Agent007' @@ -2732,18 +1083,6 @@ levels: else b is 'today at 10.00' print a + b - mp_choice_options: - - option: Go to the train station today at 10.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 02.00 - feedback: You've cracked the code! - - option: Go to the train station tomorrow at 02.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 10.00 - feedback: The agent won't be catching any bad guys here - hint: The correct password is TOPSECRET - correct_answer: B - question_score: '10' 6: question_text: Which line should be filled in at the ??? code: |- @@ -2757,32 +1096,7 @@ levels: if drinks = 'yes' ??? print 'That will be ' price ' dollar please' - mp_choice_options: - - option: |- - ``` - price = 14 - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = '14' - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = price + 2 - ``` - feedback: Excellent! - - option: |- - ``` - price = + 2 - ``` - feedback: Almost there! - hint: What if you only order fries and a drink? - correct_answer: C - question_score: '10' 7: - question_text: Which output does a vegan get? code: |- menu = 'cookies', 'cheese', 'grapes' print "It's my birthday! I`ve brought some snacks!" @@ -2794,36 +1108,7 @@ levels: print 'For you I have brought: ' for snack in menu print snack - mp_choice_options: - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cookies - grapes - feedback: Terrific! - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - feedback: There's more options than just one - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cheese - grapes - feedback: A vegan person can't have cheese - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - cookies - feedback: Almost there, but look at the order of snacks in the list - hint: What item is removed from the list when you answer 'vegan'? - correct_answer: A - question_score: '10' 8: - question_text: Which code was used to create this output? - code: '3.5' mp_choice_options: - option: |- ``` @@ -2845,9 +1130,6 @@ levels: print 7 * 2 ``` feedback: 'No' - hint: 7 devided by 2 is 3.5 - correct_answer: B - question_score: '10' 9: question_text: Which code should be filled in in line 1 at the ??? code: |- @@ -2874,9 +1156,6 @@ levels: 'prices' = 'one million dollars', 'nothing' ``` feedback: You one nothing - hint: The items on the list should be in quotation marks - correct_answer: C - question_score: '10' 10: question_text: Which line of code should be filled in at the ??? to complete the song ? code: |- @@ -2897,12 +1176,8 @@ levels: feedback: This is a hard one! All the actions on the list must be in the song. - option: print actions at random feedback: This is a hard one! All the actions on the list must be in the song. - hint: This is a hard one! All the actions on the list must be in the song. - correct_answer: B - question_score: '10' 13: 1: - question_text: Which code should be filled in at the ??? ? code: |- name = ask 'What is your name?' song = ask 'Whould you like to hear a song?' @@ -2933,11 +1208,7 @@ levels: if song = 'yes' or birthday = 'yes' ``` feedback: Hedy only sings if both answers are yes - hint: Hedy sings if you want to hear a song and it's you birthday - correct_answer: C - question_score: '10' 2: - question_text: Which command is missing in the code at the place of the ??? ? code: |- menu = 'cheese', 'sausage rolls', 'cookies' diet = ask 'Do you have any dietary restrictions?' @@ -2952,11 +1223,7 @@ levels: feedback: 'No' - option: print feedback: 'No' - hint: Neither vegans nor muslims can eat sausage rolls. - correct_answer: B - question_score: '10' 3: - question_text: Which output is given to a member without a discount code? code: |- member = ask 'Do you have a membership card?' discount = ask 'Do you have a discount code?' @@ -2974,10 +1241,7 @@ levels: - option: There is no way of knowing feedback: There is! Read the question carefully hint: Mind the command 'or' in line 3 - correct_answer: A - question_score: '10' 4: - question_text: Which line of code should follow this line in rock-paper-scissors game? code: if computer_choice is 'rock' and your_choice is 'paper' mp_choice_options: - option: print 'you win' @@ -2988,28 +1252,11 @@ levels: feedback: It's only a tie if both choices are the same - option: print 'try again' feedback: Try again! - hint: Paper beats rock - correct_answer: A - question_score: '10' 5: - question_text: Which statement is true about this code? code: |- if name = 'Cinderella' and shoe_size = 38 print 'You are my one true love!' - mp_choice_options: - - option: Every person with shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person named Cinderella is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person that is named Cinderella and has shoe size 38 is this prince's one true love - feedback: Fantastic! - - option: Every person that's not named Cinderella and does not have shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - hint: Both statements have to be true - correct_answer: C - question_score: '10' 6: - question_text: Which statement about this code is true? code: |- print 'Let me guess which family member you are!' glasses = ask 'Do you wear glasses?' @@ -3022,20 +1269,7 @@ levels: print 'You must be Wouter!' if glasses = 'no' and female = 'no' print 'You must be Michael!' - mp_choice_options: - - option: Michael is a boy with glasses - feedback: Try again - - option: Marleen is a girl with glasses - feedback: Try again - - option: Wouter is a boy without glasses - feedback: Try again - - option: Sophie is a girl with glasses - feedback: Great job! - hint: Take a good look! Or do you need glasses? - correct_answer: D - question_score: '10' 7: - question_text: Which statement is false? code: |- print 'Thank you for helping me take care of my pets' print 'Here is a program to help feed them' @@ -3049,20 +1283,7 @@ levels: print 'I fed them this moring! They do not need more food today' if animal is 'hamster' and color is 'brown' print 'You can feed them a piece of carrot' - mp_choice_options: - - option: The grey cat is called Abby - feedback: This is true! - - option: Milo the orange cat eats 4 scoops of cat nibbles - feedback: This is true - - option: The black hamster needs to be fed a piece of carrot - feedback: Great job! - - option: The yellow bird was fed this morning - feedback: This is true - hint: Read the last 4 lines carefully - correct_answer: C - question_score: '10' 8: - question_text: What output do you get if you order popcorn but no drink? code: |- print 'Welcome to the movie theater' popcorn = ask 'Would you like some popcorn?' @@ -3076,32 +1297,7 @@ levels: if popcorn = 'no' and drink = 'no' print 'Ok' print 'Enjoy the movie' - mp_choice_options: - - option: |- - Welcome to the movie theater - That will be 8 dollars please - Enjoy the movie - feedback: You have paid too much! - - option: |- - Welcome to the movie theater - That will be 5 dollars please - Enjoy the movie - feedback: Amazing! - - option: |- - Welcome to the movie theater - That will be 3 dollars please - Enjoy the movie - feedback: That's not enough money! - - option: |- - Welcome to the movie theater - Ok - Enjoy the movie - feedback: You have to pay for your popcorn! - hint: popcorn = yes and drink = no - correct_answer: B - question_score: '10' 9: - question_text: What is wrong with this code? code: |- 1 chocolate = ask 'Would you like chocolate sauce on your ice cream?' 2 sprinkles = ask 'Would you like sprinkles on your ice cream?' @@ -3138,11 +1334,7 @@ levels: {if} chocolate = 'yes' {and} sprinkles = 'no' ``` feedback: This is not what I ordered! - hint: There is a mistake in line 3 - correct_answer: A - question_score: '10' 10: - question_text: Which command needs to be in line 8 at the place of the ??? ? code: |- print 'Welcome to the product finder of this supermarkt' item is ask 'What product are you looking for?' @@ -3166,65 +1358,8 @@ levels: feedback: 'No' - option: if feedback: 'No' - hint: The item is either in the list of snacks, or in the list of drinks - correct_answer: B - question_score: '10' 14: - 1: - question_text: Which symbol should be used on the blank? - code: |- - name _ {ask} 'Who are you?' - {if} name == 'Hedy' - {print} 'Me too!' - mp_choice_options: - - option: '`=>`' - feedback: This is not a symbol. - - option: '`==`' - feedback: We are not comparing anything, just asking. - - option: '`!=`' - feedback: We are not comparing anything, just asking - - option: '`=`' - feedback: Right! - hint: We are not comparing anything, we are just asking a name. - correct_answer: D - question_score: '10' - 2: - question_text: Which of these codes has used the correct = or == symbol? - mp_choice_options: - - option: '{if} name = Hedy' - feedback: 'No' - - option: '{if} age = 24' - feedback: 'No' - - option: answer = {ask} 'What is your answer' - feedback: Yes! - - option: answer == {ask} 'How are you doing?' - feedback: 'No' - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' - 3: - question_text: Which symbols should be filled in on the two blanks? - code: |- - guests = {ask} 'How many people are at the party?' - {if} guests _ 130 - {print} 'You can come in!' - {if} guests _ 130 - {print} 'Im sorry, the club is full. ' - {print} 'You have to wait for a guest to leave' - mp_choice_options: - - option: '`>` and `<`' - feedback: That's not it - - option: '`=` and `>=`' - feedback: That's not it - - option: '`<` and `>=`' - feedback: You are right - - option: '`+` and `==`' - hint: There are 130 people allowed in the club - correct_answer: C - question_score: '10' - feedback: That's not it 4: - question_text: What's wrong with this code? code: |- price = 10 money = {ask} How much money do you have? @@ -3233,20 +1368,7 @@ levels: {print} 'You can buy the bear!' {else} {print} 'You cannot buy this bear!' - mp_choice_options: - - option: In line 1 == should be used instead of = - feedback: No that's not it - - option: Line 2 misses quotation marks - feedback: You are correct - - option: In line 4 = should have been used instead of == - feedback: No that's not it - - option: In line 4 <= should have been used instead of >= - feedback: No that's not it - hint: The symbols are right - correct_answer: B - question_score: '10' 5: - question_text: Which symbol should be filled in on the blanks if the movie is suitable for kids for the age of 12 and up? code: |- age = {ask} 'How old are you?' ticket = {ask} 'Do you have a ticket?' @@ -3254,20 +1376,7 @@ levels: {print} 'You can enter the movie theater.' {else} {print} 'You are not allowed to come in!' - mp_choice_options: - - option: '`> 12`' - feedback: 12 year olds are allowed too - - option: '`>= 12`' - feedback: Great! - - option: '`< 12`' - feedback: These kids are too young! - - option: '`<= 12`' - feedback: These kids are too young - hint: '> means greater than' - correct_answer: B - question_score: '10' 6: - question_text: How many times do you have to say you are annoyed before this annoying game stops? code: |- lives = 2 {repeat} 10 times @@ -3275,69 +1384,7 @@ levels: answer = {ask} 'Are you annoyed yet?' {if} answer == 'yes' lives = lives - 1 - mp_choice_options: - - option: 10 times - feedback: It stops after 2 times - - option: 0 times - feedback: It stops after 2 times - - option: 1 time - feedback: It stops after 2 times - - option: 2 times - feedback: That is correct - hint: '!= means ''is not''' - correct_answer: D - question_score: '10' - 7: - question_text: What should be filled in on the three blanks? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' - mp_choice_options: - - option: '`''Lower''` and `''Higher''` and `''You win!''`' - feedback: That's not quite right. - - option: '`''Higher''` and `''Lower''` and `''You win!''`' - feedback: You win! - - option: '`''You win!''` and `''Lower!''` and `''Higher''`' - feedback: That's not quite right. - - option: '`''Lower!''` and `''You win!''` and `''Higher!''`' - feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: B - question_score: '10' - 8: - question_text: Which statement is true about this roller coaster? - code: |- - length = {ask} 'Please fill in your length in cm' - {if} length < 120 - {print} 'Sorry, you cannot go on this roller coaster.' - {else} - {print} 'Enjoy the ride' - mp_choice_options: - - option: You must be taller than 120 cm to go on the roller coaster - feedback: True! - - option: You must be taller than 119 cm to go on the roller coaster - feedback: If you are 120 cm you won't get in - - option: You must be shorter than 120 cm to go on the roller coaster - feedback: '> means greater than' - - option: There are no length restrictions to go on the roller coaster - feedback: There are. - hint: '> means greater than' - correct_answer: A - question_score: '10' 9: - question_text: How many pieces of chocolate will give you a stomach ache according to this fitbit? code: |- chocolate = {ask} 'How many pieces of chocolate have you eaten?' {if} chocolate <= 2 @@ -3346,101 +1393,19 @@ levels: {print} 'That is a bit much' {if} chocolate > 8 {print} 'You will get a stomach ache!' - mp_choice_options: - - option: 1 or more - feedback: 'No' - - option: 2 or more - feedback: 'No' - - option: 8 or more - feedback: Almost - - option: 9 or more - feedback: Great! - hint: '> 8 means more than 8' - correct_answer: D - question_score: '10' - 10: - question_text: What should be filled in in the blanks? - code: |- - {print} 'Whoever gets the most points wins!' - {if} points_player_1 < points_player_2 - {print} _ - mp_choice_options: - - option: '''player 1 wins''' - feedback: Look at who has the highest score! - - option: '''player 2 wins''' - feedback: Yes! - - option: '''player 2 loses''' - feedback: Look at who has the highest score! - - option: '''It is a tie''' - feedback: No it's not, one player has a higher score - hint: You win the game by having the most points - correct_answer: B - question_score: '10' 15: 1: - question_text: 'Which symbol should be used on the blank? Tip: You must keep guessing until you get it right.' code: |- answer = 0 while answer _ 'Amsterdam' answer = ask 'What is the capital city of the Netherlands?' print 'You have given the correct answer' - mp_choice_options: - - option: '`=!`' - feedback: That is not right. - - option: '`==`' - feedback: You don't have to keep guessing if you've given the right answer. - - option: '`!=`' - feedback: Correct - - option: '`=`' - feedback: That's not it - hint: Keep guessing until you say Amsterdam - correct_answer: C - question_score: '10' - 2: - question_text: Which of these codes has used the correct symbol(s)? - mp_choice_options: - - option: |- - ``` - {while} name = Hedy - ``` - feedback: 'No' - - option: |- - ``` - {while} age = 24 - ``` - feedback: 'No' - - option: |- - ``` - {while} time > 0 - ``` - feedback: Yes! - - option: |- - ``` - {while} answer == yes' - ``` - feedback: A quotation mark is missing - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' 3: question_text: Which command should be filled in on the two blanks? code: |- _ age >= 18 print 'you are not allowed in this bar' - mp_choice_options: - - option: '`{in}`' - feedback: That's not it - - option: '`{while}`' - feedback: You are right - - option: '`{for}`' - feedback: That's not it - - option: '`{range}`' - feedback: That's not it - hint: You are not allowed in the bar as long as you are 17 or younger - correct_answer: B - question_score: '10' 4: - question_text: What's wrong with this code? code: |- options = 1, 2, 3, 4, 5, 6 print 'Throw 6 as fast as you can!' @@ -3460,11 +1425,7 @@ levels: feedback: That's not it - option: In line 5 != should have been used instead of == feedback: You are correct - hint: There is something wrong in line 5 - correct_answer: D - question_score: '10' 5: - question_text: What should be placed on the blank to make this program work correctly? code: |- wetness = 10 while wetness != 0 @@ -3483,9 +1444,6 @@ levels: feedback: You are correct! - option: = wetness + 1 feedback: The program should count down - hint: wetness should get less each time - correct_answer: C - question_score: '10' 6: question_text: what is wrong with this code? code: |- @@ -3503,25 +1461,8 @@ levels: feedback: No that's not right - option: Line 2 should start with less indentation feedback: That is correct - hint: Look closely at the indentation - correct_answer: D - question_score: '10' 7: question_text: How should this program be changed to that it works? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' mp_choice_options: - option: '... change the first {if} into a {while}' feedback: Perfect! @@ -3531,32 +1472,9 @@ levels: feedback: That's not quite right. - option: '... change the fourth {if} into a {while}' feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: A - question_score: '10' 8: - question_text: Which statement is true about this automated toilet system? - code: |- - {while} toilet == 'occupied' - lights = 'on' - air_freshener_sprays = 'yes' - {sleep} 60 - lights = 'off' - air_freshener_sprays = 'no' - mp_choice_options: - - option: The lights and air freshener will turn off after 1 minute - feedback: False! - - option: The air freshener sprays once every minute and the lights stay on the whole time while you are on the toilet - feedback: Great job - - option: The air freshener sprays once you leave the toilet. - feedback: It only sprays when you're in there. - - option: The lights will always stay on. - feedback: That wouldn't be right. hint: The block after the while command keeps happening while the toilet is occupied. - correct_answer: B - question_score: '10' 9: - question_text: What will the diet app say if you have eaten 1600 calories today? code: |- chocolate = {ask} 'How many calories have you eaten today?' {while} calories <= 1000 @@ -3574,16 +1492,7 @@ levels: feedback: Yes! - option: You have eaten enough for today feedback: 'No' - hint: 1600 is between 1000 and 2000 - correct_answer: C - question_score: '10' 10: - question_text: 'What should be filled in in the blanks? Tip: the player with the most points is in the lead.' - code: |- - name_player_1 = {ask} 'Name player 1:' - name_player_2 = {ask} 'Name player 2:' - {while} points_player_1 > points_player_2 - {print} _ ' is in the lead right now!' mp_choice_options: - option: name_player_1 feedback: You are right! @@ -3593,105 +1502,20 @@ levels: feedback: You should fill in a name, not a number - option: points_player_2 feedback: You should fill in a name, not a number - hint: You win the game by having the most points. Your name should appear on the screen - correct_answer: A - question_score: '10' 16: - 1: - question_text: Which command should be filled in on the blanks to print a random snack? - code: |- - snacks = nachos, chips, cucumber, sweets - {print} _ - mp_choice_options: - - option: '`snacks {at} {random}`' - feedback: This is the old way. - - option: '`[{random} snack]`' - feedback: The order is wrong. - - option: '`snacks[{random}]`' - feedback: Correct - - option: '`snacks[{at} {random}]`' - feedback: We do not need `at`anymore - hint: We no longer use {at} - correct_answer: C - question_score: '10' 2: - question_text: What should be filled in on the blanks if you want a list of what chores are done by whom? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chores = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} _ - mp_choice_options: - - option: |- - ``` - friends[i] has to do chores [i] - ``` - feedback: Mind the spacing. - - option: |- - ``` - friends[1] has to do chores[1] - ``` - feedback: It will print 3 times that Wesley has to do the cooking - - option: |- - ``` - chores[i] ' has to do ' friends[random] - ``` - feedback: The person has to do the chore, not the other way around - - option: |- - ``` - friends[i] ' has to do ' chores[i] - ``` - feedback: Fantastic! - hint: '`i` tells us what item in the list it is. So friend 1 does chore 1 etc.' - correct_answer: D - question_score: '10' 3: - question_text: What is a possible output for this program? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chore = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} friends[i] has to do chores[i] - mp_choice_options: - - option: |- - ``` - Wesley has to do the cooking - Eric has to do the cleaning - Kaylee has to do nothing - ``` - feedback: Super! - - option: |- - ``` - Kaylee has to do the cooking - Wesley has to do the cleaning - Eric has to do nothing - ``` - feedback: No, it is not random. - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cleaning - Wesley has to do the nothing - ``` - feedback: Poor Wesley! - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cooking - Wesley has to do the cooking - ``` - feedback: That's not it - hint: It's not random... - correct_answer: A - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - friends = ['Jaylee', 'Erin', 'Fay'] - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 0 {to} 3 - print 'the lucky number of ' friends[i] - print 'is ' lucky_numbers[i] mp_choice_options: - option: The variable in line 4 should be 'friend[i]', not 'friends[i]' feedback: That is not right. @@ -3701,16 +1525,7 @@ levels: feedback: It's not a variable, it's just text. - option: '{in} in line 3 should be removed' feedback: That's not it - hint: There's nothing wrong with line 4 - correct_answer: B - question_score: '10' 5: - question_text: Which line should be filled in in the blank? - code: |- - animals = ['dog', 'cow', 'horse'] - _ - {for} i {in} {range} 1 {to} 3 - {print} 'the ' animals[i] ' says ' sounds[i] mp_choice_options: - option: noises = ['moo', 'woof', 'neigh'] feedback: Mind the variable name and the order of the sounds. @@ -3720,487 +1535,3 @@ levels: feedback: Don't forget the quotation marks! - option: sounds = ['woof', 'moo', 'neigh'] feedback: Great job! - hint: Look at line 1 to see proper use of brackets and quotation marks. - correct_answer: D - question_score: '10' - 6: - question_text: Which statement is true? - code: |- - people = ['Chris', 'Jaylino', 'Ryan'] - games = ['fortnite', 'minecraft', 'fifa'] - {for} o {in} {range} 1 {to} 3 - {print} people[o] ' likes ' games[o] - mp_choice_options: - - option: You are not allowed to use the variable o. It should be named i. - feedback: i is the most commonly used variable name in this case, but it's not mandatory to use i. - - option: The output will say that Jaylino likes fortnite. - feedback: No, he likes minecraft. - - option: The output will say that Ryan likes fifa - feedback: Correct - - option: This code will not work. It will give and error. - feedback: No, the code is correct. - hint: There is nothing wrong with this code. - correct_answer: C - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - people = ['Savi', 'Senna', 'Fayenne'] - transportation = ['bike', 'train', 'car'] - {for} i {in} {range} 1 {to} 3 - {print} people[i] goes to school by transportation[i] - mp_choice_options: - - option: Line 1 needs less quotation marks - feedback: That is not right. - - option: Line 3 should start with indentation - feedback: It should not! - - option: Line 4 should start without indentation - feedback: It should not - - option: Line 4 needs more quotation marks. - feedback: Amazing! - hint: There is a mistake made in the usage of quotation marks. - correct_answer: D - question_score: '10' - 8: - question_text: Which of these codes belongs to this output? - code: |- - Macy and Kate get to go first - Lionell and Raj get to go second - Kim and Leroy get to go third - mp_choice_options: - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 0 {to} 3 - {print} teams[random] ' get to go ' position[i] - ``` - feedback: This is not right - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: Amazing! - - option: |- - ``` - teams = ['Macy', 'Kate', 'Lionell', 'Raj', 'Kim', 'Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 6 - {print} teams[random] ' get to go ' position[random] - ``` - feedback: This is not it. - - option: |- - ``` - teams = ['Macy and Kate' 'Lionell and Raj' 'Kim and Leroy'] - position = ['first' 'second' 'third'] - {for} teams {in} {range} 0 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: This is not going to work! - hint: If you look carefully at the first line, you'll see that only the first two answers are possibly correct. - correct_answer: B - question_score: '10' - 9: - question_text: What is a possible output for this code? - code: |- - countries = ['Canada', 'Zimbabwe', 'New Zealand'] - {for} i {in} {range} 0 {to} 1 - {print} 'I will travel to ' countries[random] - mp_choice_options: - - option: |- - ``` - I will travel to Canada - I will travel to Canada - ``` - feedback: Great job! - - option: |- - ``` - I will travel to Canada - ``` - feedback: It will be repeated twice - - option: |- - ``` - I will travel to Canada, Zimbabwe and New Zealand - ``` - feedback: This is not it. - - option: |- - ``` - I will travel to Canada - I will travel to Zimbabwe - I will travel to New Zealand - ``` - feedback: It's only repeated twice - hint: Range 0 to 1 is 2 times - correct_answer: A - question_score: '10' - 10: - question_text: Which 3 lines will complete this code correctly? - code: |- - {print} 'The book raffle will start soon' - {print} 'Get your tickets now!' - books = ['Narnia', 'The Hobbit', 'Oliver Twist', 'Harry Potter', 'Green eggs and ham'] - people = {ask} 'How many raffle tickets are sold?' - list_of_numbers = [1, 2] - {for} i {in} {range} 3 {to} people - {add} i {to} list_of_numbers - {for} i {in} {range} 1 {to} 5 - mp_choice_options: - - option: |- - ``` - chosen_number = list_of_numbers at random - print books[i] ' will go to person number ' chosen_number - {add} chosen_number {to} list_of_numbers - ``` - feedback: Almost there... but adding the winner to the list makes this raffle unfair - - option: |- - ``` - print person[i] ' wins ' book[i] - ``` - feedback: There is no list called 'person' - - option: |- - ``` - chosen_number = list_of_numbers[people] - print books[people] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: This is not it. - - option: |- - ``` - chosen_number = list_of_numbers[random] - print books[i] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: Fantastic! - hint: You need to use the {remove} command - correct_answer: D - question_score: '10' - 17: - 1: - question_text: What is the output of this code? - code: |- - minions = ['Bob', 'Kevin', 'Stuart'] - {for} x in minions: - {print} x - mp_choice_options: - - option: |- - ``` - m i n i o n s - ``` - feedback: This is not it. - - option: |- - ``` - Bob - Kevin - Stuart - ``` - feedback: Correct! - - option: |- - ``` - minions - minions - minions - ``` - feedback: Take a look at the content of your list. - - option: |- - ``` - B o b K e v i n S t u a r t - ``` - feedback: Do not loop through the letters. - hint: Loop through your list. - correct_answer: B - question_score: '10' - 2: - question_text: What is wrong with this code? - code: |- - seconds_minute = 60 - minute_hour = 60 - hour_day = 24 - leap_year = 366 - no_leap_year = 365 - years = ask 'what year is it?' - {if} years = 2024: - print seconds_minute * minute_hour * hour_day * leap_year - {else}: - print seconds_minute * minute_hour * hour_day * noleap_year - mp_choice_options: - - option: You cannot have so many variables. - feedback: This is not it. - - option: The way the variables are multiplied is incorrect. - feedback: Not true! - - option: One of the variables `noleap_year` does not belong with the `{if}` statement. - feedback: Keep looking for the mistake. - - option: The `noleap_year` has to be identical in both cases. - feedback: Correct! - hint: Read the code carefully. - correct_answer: D - question_score: '10' - 3: - question_text: How many hedgehogs will this code print? - code: |- - {for} x in range 1 to 3: - {for} y in range 1 to 2: - {print} 🦔 - mp_choice_options: - - option: |- - ``` - 🦔 - 🦔 - 🦔 - ``` - feedback: Try again. - - option: |- - ``` - 🦔 - 🦔 - ``` - feedback: One more try. - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: Well done! - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating. - correct_answer: C - question_score: '10' - 4: - question_text: What is wrong with code? - code: |- - name_color = {ask} 'What is your favorite color?' - {if} name_color == 'red': - {print} 'the color of a tomato' - {elif} name_color == 'green': - {print} 'the color of an apple' - {elif} name_color == 'blue': - {print} 'the color of a blueberry' - {elif} name_color == 'yellow': - {print} 'the color of a banana' - {elif}: - {print} 'this fruit-color does not exist' - mp_choice_options: - - option: The first `{elif}` should be used before the `print` command - feedback: Try again. - - option: '`{elif}` can only be used once' - feedback: From now on we can use elif multiple times. - - option: '`==` used with `{elif}` should be replaced by `=`' - feedback: Not correct. - - option: '`{elif}` in the last line should be replaced by `{else}`' - feedback: Great! - hint: Think about `{if}`, `{elif}`, `{else}`. - correct_answer: D - question_score: '10' - 5: - question_text: What is the output of this code? - code: |- - numbers = [7, 19, 29, 41, 53, 71, 79, 97] - {for} prime in numbers: - {if} prime <= 10: - {print} prime - {elif} prime >= 60: - {print} prime - {elif} prime >= 90: - {print} prime - {else}: - {print} 'another number' - mp_choice_options: - - option: |- - ``` - 7 - another number - another number - another number - another number - 71 - 79 - 97 - ``` - feedback: Well done! - - option: |- - ``` - another number - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: Try again. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - another number - ``` - feedback: One more try. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating and the values of if and elif. - correct_answer: A - question_score: '10' - 6: - question_text: What is wrong with code? - code: |- - name = {ask} 'What is your name?' - {if} name == 'Hedy': - password = {ask} 'What is your password?' - {if} password =='turtle123': - {print} 'Yey' - {else}: - {print} 'Access denied' - {else}: - {print} 'Go fish' - mp_choice_options: - - option: '`{elif}` is missing.' - feedback: Try again. - - option: '`{else}` can only be used once.' - feedback: From now on we can use elif multiple times. - - option: Nothing! - feedback: There is a mistake. Look carefully! - - option: There is an indentation mistake in the last line. - feedback: Amazing! - hint: There is a mistake somewhere... - correct_answer: D - question_score: '10' - 7: - question_text: Which of the following codes will print five times 'the result is 3' on the screen? - mp_choice_options: - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - result = n * 1 - {print} 'The result is ' result - ``` - feedback: Try again! - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} u in numbers: - number = u - {print} 'The result is ' number - ``` - feedback: That is not it. - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} number in numbers: - number = 3 - {print} 'The result is ' number - ``` - feedback: Very good! - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - n = result - {print} 'The result is ' result - ``` - feedback: That is not it. - hint: Think about mathematical symbols. - correct_answer: C - question_score: '10' - 8: - question_text: What is wrong with code? - code: |- - insects = ['🐝', '🦋', '🕷', '🐞'] - your_favorite = {ask} 'what is your favorite insect?' - {for} insect in insects: - {if} your_favorite == '🐝' {or} your_favorite == '🐞': - {print} 'very useful' - {elif} your_favorite == '🕷': - {print} 'it can catch mosquitoes' - {else}: - {print} 'almost all insects can be useful one way or another' - mp_choice_options: - - option: '`{or}` cannot be used with `{if}`.' - feedback: Try again. - - option: In the `{for}` command `insect` should be `insects`. - feedback: Not true. - - option: Nothing! - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 9: - question_text: Which one of the codes below gave this output? - code: |- - -5 is negative - -4 is negative - -3 is negative - -2 is negative - -1 is negative - 0 is positive - 1 is positive - 2 is positive - 3 is positive - mp_choice_options: - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Try again! - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number <= 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - - option: "```\n {for} number in range -5 to 3:\n {if} number >= 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Very good! - - option: "```\n {for} number in range -5 to 3:\n {if} number < 0: \n {print} number ' is positive'\n {elif} number <=0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 10: - question_text: What is wrong with this code? - code: |- - {for} number in range 1 to 5: - volume_room = num * num * num - {print} volume_room ' cubic meters' - {if} volume_room > 100: - {print} 'this is a large room' - {elif} volume_room < 100: - {print} 'small room but cosy' - {else}: - {print} 'i will look for something else' - mp_choice_options: - - option: The word num needs quotation marks. - feedback: Try again. - - option: The `{if}` command is not used correctly. - feedback: Not true. - - option: Line 3 should be `volume_room = number * number * number`. - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' diff --git a/content/quizzes/pap.yaml b/content/quizzes/pap.yaml index bb63d96a7df..9d8b5552f52 100644 --- a/content/quizzes/pap.yaml +++ b/content/quizzes/pap.yaml @@ -1,3400 +1,316 @@ levels: - 1: + 2: 1: - question_text: What's this programming language called? mp_choice_options: - - option: Hedy - feedback: Good job! - - option: Heddy - feedback: Not this one! - - option: Haydie - feedback: Not this one! - - option: Heidi - feedback: Not this one! - hint: It's named after Hedy Lamarr. - correct_answer: A - question_score: '10' - 2: - question_text: Which need to be filled in on the blanks to make the text Hello! appear? - code: _ Hello! + - option: You can use the `{print}` command to ask questions. + feedback: That is what ask is for + - option: You can use the `{ask}` command to echo answers. + feedback: That is not true + - option: With the `{print}` command you can make text appear + feedback: Good + - option: With the `{sleep}` command, you can remove text from the screen. + feedback: That's not how `{sleep}` works. + 3: + 1: mp_choice_options: - - option: '`{echo}`' - feedback: '`{echo}` repeats a given answer.' - option: '`{print}`' - feedback: Correct! - - option: '`hello`' - feedback: Hello isn't a command. + feedback: '`{print}` is used to print text' - option: '`{ask}`' - feedback: With `{ask}`, you can ask a question. - hint: _ Hello world! - correct_answer: B - question_score: '10' - 3: - question_text: How do you ask what someone's favorite color is? + feedback: '`{ask}` is used to ask a question' + - option: '`{is}`' + feedback: '`{is}` is used to make a list' + - option: '`{at}` `{random}`' + feedback: Correct! + 7: + 4: mp_choice_options: - option: |- ``` - {print} What is your favorite color? - ``` - feedback: '`{print}` prints text, but it doesn''t ask questions.' - - option: |- - ``` - {ask} {print} What is your favorite color? - ``` - feedback: You only need one command, not two. - - option: |- - ``` - {ask} What is your favorite color? - ``` - feedback: Great! - - option: |- - ``` - {echo} What is your favorite color? + I'm ``` - feedback: '`{echo}` repeats your answer back to you.' - hint: You can ask something with the `{ask}` command - correct_answer: C - question_score: '10' - 4: - question_text: What is wrong with this code? - code: |- - Hi Im Hedy! - {ask} Who are you? - {echo} Hi... - mp_choice_options: - - option: '`{print}` in line 1 is missing.' - feedback: Correct! - - option: The command in line 2 is spelled wrong. - feedback: The command is spelled correctly. - - option: '`{echo}` isn''t a command.' - feedback: '`{echo}` is a command, there''s another mistake.' - - option: Nothing! This is a perfect code! - feedback: Wrong, look carefully! - hint: Line 1 doesn't seem right - correct_answer: A - question_score: '10' - 5: - question_text: Which command is missing in line 2? - code: |- - {ask} What is your favorite pet? - _ So your favorite pet is... - mp_choice_options: + feedback: That's right! - option: '`{print}`' - feedback: No, you would like the answer to be repeated back to you. - - option: '`Hedy`' - feedback: Hedy isn't a command. - - option: '`{ask}`' - feedback: With `{ask}` you can ask a question. - - option: '`{echo}`' - feedback: Right on! - hint: You want to see the answer at the end of line 2... - correct_answer: D - question_score: '10' + feedback: '`{print}` is spelled correctly' + - option: '`{repeat}`' + feedback: '`{repeat}` is spelled correctly' + - option: '`{times}`' + feedback: '`{times}` is spelled correctly' 6: - question_text: What's wrong with this code? - code: |- - {print} Hi im Hedy! - {print} Which football team do you support? - {echo} You support... - {print} Cool! Me too! mp_choice_options: - - option: In line 1 `{print}` should be replaced with `{ask}`. - feedback: '`{print}` in line 1 is correct.' - - option: In line 2, `{print}` should be replaced with `{ask}`. - feedback: Great! You paid attention! - - option: Line 3 has to begin with `{print}` instead of `{echo}`. - feedback: '`{echo}` is correct.' - - option: In line 4, `{print}` is spelled wrong. - feedback: No, there is a mistake somewhere else - hint: Check the `{print}` commands. - correct_answer: B - question_score: '10' + - option: |- + the wheels on the bus go + round and round + feedback: Only the second line is repeated 3 times + - option: |- + the wheels on the bus go + the wheels on the bus go + the wheels on the bus go + round and round + feedback: Only the second line is repeated 3 times + - option: |- + the wheels on the bus go + round and round + the wheels on the bus go + round and round + the wheels on the bus go + round and round + feedback: Only the second line is repeated 3 times + - option: |- + the wheels on the bus go + round and round + round and round + round and round + feedback: All through the town! Perfect! 7: - question_text: What's wrong with this code? - code: |- - {print} Welcome at Hedys restaurant! - {ask} What would you like to eat? - {echo} So you want to order ... - {print} Coming right up! Enjoy! - mp_choice_options: - - option: In line 1 `{print}` needs to be replaced with `{ask}` - feedback: Are you sure something is wrong? - - option: In line 1 `{print}` needs to be replaced with `{echo}` - feedback: Are you sure something's wrong? - - option: In line 3 `{echo}` needs to be replaced with `{print}` - feedback: Are you sure something is wrong? - - option: Nothing! This is a perfect code! - feedback: Correct! - hint: Check the code line by line - correct_answer: D - question_score: '10' - 8: - question_text: How do you use the `{echo}` command? - mp_choice_options: - - option: You can use it to `{ask}` a question. - feedback: That's what `{ask}` is for! - - option: You can use it exactly the same way as `{print}`. - feedback: That's what `{print}` is for! - - option: You can use it to repeat an answer. - feedback: Good job! - - option: You can use it to make text disappear. - feedback: That's not right... - hint: '`{echo}` is used after an `{ask}` command.' - correct_answer: C - question_score: '10' - 9: - question_text: What's wrong with this code? - code: |- - {print} Hello! - {print} How are you doing? - {echo} So you are doing... - mp_choice_options: - - option: '`{print}` in line 1 should be `{ask}`' - feedback: No, `{print}` is right. Where is the question being asked? - - option: '`{print}` in line 2 should be `{ask}`' - feedback: Super! - - option: '`{echo}` in line 3 should be `{ask}`' - feedback: No, `{echo}` is right. Where is the question being asked? - - option: Nothing. This is a perfect code! - feedback: Look carefully for the mistake... - hint: '`{ask}` allows you to ask a question' - correct_answer: B - question_score: '10' - 10: - question_text: Which output will be in your output screen after you've run this code? - code: |- - {ask} Are you ready to go to level 2? - {echo} - {echo} mp_choice_options: - - option: Are you ready to go to level 2? - feedback: There are two `{echo}` commands - option: |- - Yes! - Yes! - feedback: Great job! - - option: Yes! - feedback: There are two `{echo}` commands + We will We will + ROCK YOU! + feedback: '''We will'' won''t appear twice in the same line' - option: |- - Are you ready to go to level 2? - Yes! - feedback: There are two `{echo}` commands - hint: Let's go! - correct_answer: B - question_score: '10' - 2: - 1: - question_text: Which statement is true? - mp_choice_options: - - option: You can use the `{print}` command to ask questions. - feedback: That is what ask is for - - option: You can use the `{ask}` command to echo answers. - feedback: That is not true - - option: With the `{print}` command you can make text appear - feedback: Good - - option: With the `{sleep}` command, you can remove text from the screen. - feedback: That's not how `{sleep}` works. - hint: '`{print}` still works the same way as in level 1' - correct_answer: C - question_score: '10' - 2: - question_text: Which code is correct? + We will + We will + ROCK YOU! + feedback: Great! + - option: |- + We will + ROCK YOU! + We will + ROCK YOU! + feedback: ROCK YOU! won't be repeated + - option: |- + We will + ROCK YOU! + feedback: Mind the repeat command + 8: + 3: mp_choice_options: - option: |- - ``` - name {is} {ask} What is your name? - ``` - feedback: Super! + Baby shark tututudutudu + Baby shark + feedback: Mind the `{repeat}` command! - option: |- - ``` - {ask} {is} name What is your name - ``` - feedback: The words are right, the order is not! + Baby shark tututudutudu + Baby shark + Baby shark tututudutudu + Baby shark + Baby shark tututudutudu + Baby shark + feedback: The last line has no indentation, so it's not repeated. - option: |- - ``` - {ask} What is your name? - ``` - feedback: This worked in level 1, but in level 2 and up it works differently. + Baby shark tututudutudu + Baby shark tututudutudu + Baby shark tututudutudu + Baby shark + feedback: Right! - option: |- - ``` - {ask} What is your name? {is} name - ``` - feedback: The words are right, the order isn't! - hint: '`{ask}` doesn''t work like in level 1' - correct_answer: A - question_score: '10' - 3: - question_text: What appears on your output screen when you run this code? - code: |- - name {is} Marleen - {print} name goes to the market and she buys an apple. + Baby shark tututudutudu + Baby shark + Baby shark + Baby shark + feedback: What is being repeated and what isn't. + 9: + 6: mp_choice_options: - - option: name goes to the market and she buys an apple. - feedback: The word name is replaced with Marleen - - option: Marleen goes to the market. - feedback: The second part of the sentence isn't left out! - - option: Marleen goes to the market and she buys an apple. - feedback: Right on! - - option: Marleen goes to the market and Marleen buys an apple. - feedback: She is not replaced with the name - hint: The word name is replaced with Marleen - correct_answer: C - question_score: '10' - 4: - question_text: What will you see on the output screen when you run this code? + - option: '`{if}`' + feedback: Don't forget the others + - option: '`{if}` `{repeat}`' + feedback: Don't forget `{else}`! + - option: '`{if}` `{else}` `{repeat}`' + feedback: Keep it up! + - option: '`{if}` `{else}` `{repeat}` `{print}`' + feedback: Not with {print} + 10: code: |- - name {is} Hedy - {print} Hi my name is name - mp_choice_options: - - option: Hi my name is name - feedback: The variable name is replaced with Hedy - - option: Hi my name is Hedy - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is name - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is Hedy - feedback: Correct, this mistake will be fixed in level 4! - hint: '''name'' is being replaced with ''Hedy'' in both places' - correct_answer: D - question_score: '10' + 1 {repeat} 2 {times} + 2 {if} level {is} 9 + 3 {print} Great job! + 10: 5: - question_text: What happens when you use the `{sleep}` command? - mp_choice_options: - - option: It slows down your computer - feedback: fortunately not! - - option: It closes down Hedy - feedback: fortunately not! - - option: Your program pauses for a second and then continues - feedback: That's right! - - option: You put it at the end so Hedy knows your program is finished - feedback: No it would be useless at the end of your code - hint: The computer waits for a second at the `{sleep}` command - correct_answer: C - question_score: '10' + question_text: What word should be on the _ with these digital dice? 6: - question_text: What should be on the lines? - code: |- - {print} And the award for best programming language goes to... - _ - {print} Hedy! mp_choice_options: - - option: '`{sleep}`' - feedback: Perfect! - - option: '`{echo}`' - feedback: There is nothing to repeat back here - - option: '`{print}`' - feedback: There is no text there to `{print}` there - - option: '`{ask}`' - feedback: There is no question there to be asked - hint: Pause for dramatic effect... - correct_answer: A - question_score: '10' + - option: Kelly chooses rock + feedback: Meredith wants to play too! + - option: |- + Meredith chooses scissors + Kelly chooses rock + feedback: So close! But Kelly is first in the list, so she goes first + - option: Meredith chooses paper + feedback: Kelly wants to play too! + - option: |- + Kelly chooses paper + Meredith chooses scissors + feedback: Amazing! 7: - question_text: What command should be used on line 2? + question_text: What line should be on the _ in this code that decides what these people will have for dinner? + 8: + question_text: What should be on the _ in this code that decides which color shirt you get? + 10: code: |- - {print} I will explode in 3 seconds! - _ - {print} BOOM! + prizes = 1 million dollars, car, sandwich + names = Bob, Patrick, Sandy, Larry + {for} prize {in} prizes + {print} 'The ' prize 'is won by ' names {at} {random} + 11: + 1: mp_choice_options: - option: |- ``` - {print} 3 - ``` - feedback: You don't need to `{print}` - - option: |- - ``` - {sleep} 3 - ``` - feedback: Perfect! - - option: |- - ``` - {sleep} + counter ``` - feedback: This way the bomb will explode in 1 second + feedback: 'No' + - option: '`{range}`' + feedback: Correct + - option: '`{if}`' + feedback: 'No' + - option: '`{for}`' + feedback: 'No' + 2: + mp_choice_options: - option: |- - ``` - {sleep} {sleep} {sleep} - ``` - feedback: Make it easier on yourself by using the number 3 - hint: You want the computer to wait for 3 seconds - correct_answer: B - question_score: '10' - 8: - question_text: How would you correct the first line of code? - code: |- - {ask} {is} How old are you? - {print} age + 1 + 2 + 3 + feedback: Correct! + - option: 1 2 3 + feedback: That's not it + - option: 1, 2, 3 + feedback: That's not it + - option: '123' + feedback: That's not it + 4: mp_choice_options: - option: |- ``` - age {ask} {is} How old are you? + {for} i {in} {range} 0 {to} 10 + {print} i ``` - feedback: That is the wrong order + feedback: Now Hedy prints the numbers from 0 to 10 instead of 10 to 0. - option: |- ``` - {ask} {is} age How old are you? + {for} i {in} {range} 0 {to} 10 + {print} - i ``` - feedback: That is the wrong order + feedback: Hedy would print negative numbers in this case. - option: |- ``` - age {is} {ask} How old are you? + {for} i {in} {range} 10 to 0 + {print} 10 9 8 7 6 5 4 3 2 1 0 ``` - feedback: You get it! + feedback: Unfortunately this does not exist. - option: |- ``` - age {is} How old are you? + {for} i {in} {range} 0 {to} 10 + {print} 10 - i ``` - feedback: Where is the `{ask}` command? - hint: The variable name should come first - correct_answer: C - question_score: '10' - 9: - question_text: What is going wrong in this code? - code: |- - dogs {is} animal - {print} I love animal + feedback: That's right! + hint: It has to be a calculation... + 8: mp_choice_options: - - option: 'Line 1 should say: dogs `{is}` animals' - feedback: The variable name is animal - - option: 'Line 1 should say: animal `{is}` dogs' - feedback: Great! - - option: 'Line 2 should say: `{print}` I love animals' - feedback: The variable name is animal - - option: 'Line 2 should say: `{sleep}` I love animals' - feedback: Sleep is not used to `{print}` text - hint: You want to `{print}` 'I love dogs' - correct_answer: B - question_score: '10' + - option: |- + 23 + 24 + 25 + feedback: The numbers don't appear. It doesn't say `{print}` i. + - option: 23 hi 24 hi 25 hi + feedback: The numbers don't appear. It doesn't say `{print}` i + - option: |- + hi + hi + hi + feedback: Correct + - option: The word 'hi' will appear 25 times in a row. + feedback: No it will only appear 3 times. 10: - question_text: What command should be used on the line 1? - code: |- - flavor {is} _ - {print} Your favorite icecream is... - {sleep} - {print} flavor - mp_choice_options: - - option: |- - ``` - {sleep} 3 - ``` - feedback: You want to know the favorite flavor! - - option: |- - ``` - {print} strawberries - ``` - feedback: You do not want a `{print}` command at the middle of the line... - - option: |- - ``` - strawberries, chocolate, vanilla - ``` - feedback: This way you are making a list. You don't want that now. - - option: |- - ``` - {ask} What flavor icecream do you like? - ``` - feedback: That's right! - hint: You want to `{ask}` a question - correct_answer: D - question_score: '10' - 3: - 1: - question_text: What command(s) do you use to let Hedy pick something arbitrarily? - mp_choice_options: - - option: '`{print}`' - feedback: '`{print}` is used to print text' - - option: '`{ask}`' - feedback: '`{ask}` is used to ask a question' - - option: '`{is}`' - feedback: '`{is}` is used to make a list' - - option: '`{at}` `{random}`' - feedback: Correct! - hint: Arbitrarily means without a plan or randomly. - correct_answer: D - question_score: '10' - 2: - question_text: What's wrong with this code? - code: |- - animals {is} dog cat cow - {print} animals {at} {random} - mp_choice_options: - - option: 'You need commas in line 1: dog, cat, cow.' - feedback: Good job! - - option: Line 1 needs to start with `{print}`. - feedback: No, you don't need `{print}` - - option: Line 2 needs to say 'animal' instead of 'animals' - feedback: animals is correct. - - option: '`{at} {random}` is spelled incorrectly' - feedback: '`{at} {random}` is the correct spelling' - hint: There's something wrong in line 1 - correct_answer: A - question_score: '10' - 3: - question_text: How do you fix the mistake in line 2? - code: |- - options {is} rock, paper, scissors - {print} rock, paper, scissors {at} {random} - mp_choice_options: - - option: |- - ``` - {at} {random} {print} options - ``` - feedback: You're almost there. The order of the words isn't right yet. - - option: |- - ``` - {print} rock {at} {random} - ``` - feedback: you don't always want the Hedy to {print} rock, sometimes you want scissors or paper. - - option: |- - ``` - {print} options {at} {random} - ``` - feedback: Very good! - - option: Nothing, the code is correct! - feedback: Look carefully for the mistake - hint: The variable (the list) is called options. - correct_answer: C - question_score: '10' - 4: - question_text: What should change in line 2 to print a random price? - code: |- - prices {is} 1 dollar, 100 dollar, 1 million dollar - {print} price {at} {random} - mp_choice_options: - - option: |- - ``` - {print} price - ``` - feedback: You don't want to `{print}` the word price, but you want to `{print}` one price out of your list `{at} {random}` - - option: |- - ``` - {print} prices {at} {random} - ``` - feedback: Great! You've really paid attention. - - option: |- - ``` - {print} {at} {random} price - ``` - feedback: '`{at} {random}` is placed behind the variable.' - - option: Nothing, this code is alright. - feedback: Look carefully for the mistake you missed! - hint: The variable name is prices - correct_answer: B - question_score: '10' - 5: - question_text: What is wrong in this code? - code: |- - question {is} {ask} What do you want to know? - {print} question - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 1 needs to say `{print}` instead of `{ask}` - feedback: No, that's not wrong. - - option: Line 2 needs to say `{ask}` instead of `{print}` - feedback: No that's not wrong. - - option: Line 2 needs to say answers `{at} {random}` `{is}` yes, no, maybe - feedback: No, that's not wrong. - - option: Nothing, this code is perfect - feedback: That's right! - hint: Does this code even have a mistake? - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 2 needs to say question instead of answers - feedback: No that's not right - - option: Line 2 needs the `{is}` command - feedback: Correct - - option: Line 3 needs to say answer instead of answers - feedback: No the variable's called answers - - option: Nothing! This code is great! - feedback: Actually, line 2 has a mistake. - hint: There is something wrong with line 2. - correct_answer: B - question_score: '10' - 7: - question_text: What does the `{add}` command do? - code: |- - books {is} Harry Potter, The Hobbit, Green Eggs and Ham - your_book {is} {ask} What is your favorite book? - {add} your_book {to} books - {print} books {at} {random} - mp_choice_options: - - option: The `{add}` command removes a random book from the list - feedback: The remove command removes, the add command adds - - option: The `{add}` command adds a random book to a list - feedback: It doesn't. It adds your answer to the list! - - option: The `{add}` command adds your favorite book to the list - feedback: Correct! - - option: The `{add}` command prints your favorite book. - feedback: No, it adds your favorite book to the list - hint: The `{add}` command adds a book, but which one? - correct_answer: C - question_score: '10' - 8: - question_text: What is the output of this code? - code: |- - crisps {is} sea salt, paprika, sour cream - {remove} sea salt {from} crisps - {remove} paprika {from} crisps - {print} crisps {at} {random} - mp_choice_options: - - option: You can't tell, because Hedy will `{print}` one of the 3 flavors `{at} {random}` - feedback: Take a look at the `{remove}` commands - - option: sea salt - feedback: sea salt is removed from the list - - option: paprika - feedback: Paprika is removed from the list - - option: sour cream - feedback: That's right! - hint: There are 3 flavors, bit 2 are removed. Which one remains? - correct_answer: D - question_score: '10' - 9: - question_text: What's wrong with this code? - code: |- - colors {is} blue, purple, green - chosen_color {is} {ask} Which hair color wouldn't you like to have? - {remove} chosen_color {from} colors - {print} I will dye my hair color {at} {random} - mp_choice_options: - - option: 'Line 3 should say: `{remove}` blue `{from}` colors' - feedback: Maybe you want blue hair though! - - option: Line 3 should have an `{add}` command instead of a `{remove}` command - feedback: You want to remove the chosen color so `{remove}` is right. - - option: In line 4 the variable should be called colors instead of color - feedback: Great job! - - option: Nothing, this is a correct code! - feedback: Find the mistake! - hint: Look at line 4 - correct_answer: C - question_score: '10' - 10: - question_text: What should be on the _? - code: |- - walkers {is} dad, mom, Sam, Petra - walked_yesterday {is} {ask} Who walked the dogs yesterday? - {print} walked_yesterday shouldn't have to walk the dogs again today - _ - {print} walkers {at} {random} , it's your turn to walk the dogs! - mp_choice_options: - - option: |- - ``` - {remove} walked_yesterday {from} walkers - ``` - feedback: Super! - - option: |- - ``` - {remove} walked_yesterday {to} walkers - ``` - feedback: '`{remove} {from}` or `{add} {to}`, not `{remove} {to}`' - - option: |- - ``` - {remove} walkers {from} yesterday - ``` - feedback: yesterday is not a variable - - option: |- - ``` - {add} walked_yesterday {to} walkers - ``` - feedback: This increased the chance that the person who walked yesterday now has to do it again. That's mean. - hint: The person who walked the dogs yesterday should be removed from the list. - correct_answer: A - question_score: '10' - 4: - 1: - question_text: Which of these codes is correct? - mp_choice_options: - - option: |- - ``` - {print} 'Im very excited to take this quiz!' - ``` - feedback: That's right - - option: |- - ``` - {print} Im very excited to take this quiz! - ``` - feedback: '{print} now needs quotation marks!' - - option: |- - ``` - {print} 'I'm very excited to take this quiz!' - ``` - feedback: do not use apostrophe or use backticks instead - - option: |- - ``` - {print} 'I'm very excited to take this quiz! - ``` - feedback: careful when using quotes and apostrophe - hint: In level 4 you need quotation marks for 2 commands. - correct_answer: A - question_score: '10' - 2: - question_text: Which code uses the proper quotation marks? - mp_choice_options: - - option: |- - ``` - {print} `hello` - ``` - feedback: This quotation mark is skewed, you need a straight one. - - option: |- - ``` - {print} 'hello' - ``` - feedback: Correct - - option: |- - ``` - {print} hello - ``` - feedback: There are no quotation marks here! - - option: |- - ``` - {print} ,hello, - ``` - feedback: This is a comma, you need quotation marks. - hint: Pick the right quotation marks. - correct_answer: B - question_score: '10' - 3: - question_text: Where are the quotation marks used correctly? - mp_choice_options: - - option: |- - ``` - {print} Hi Im Hedy - ``` - feedback: Add quotation marks please! - - option: |- - ``` - {print} 'Hi Im Hedy - ``` - feedback: Both before and after the words you want to print should be a quotation mark. - - option: |- - ``` - '{print} Hi Im Hedy' - ``` - feedback: The first quotation mark should be behind the word `{print}` - - option: |- - ``` - {print} 'Hi Im Hedy' - ``` - feedback: Perfect! - hint: Both before and after the words you want to print should be a quotation mark. - correct_answer: D - question_score: '10' - 4: - question_text: Which statement is true? - mp_choice_options: - - option: 'You need quotation marks around the word `{print}`, like this: `''{print}''`.' - feedback: The quotation marks shouldn't be around the command itself. - - option: You need quotation marks around the words you want to print. - feedback: Super! - - option: You do not need quotation marks when using the `{ask}` command - feedback: Both `{print}` and `{ask}` require quotation marks - - option: You can choose yourself whether to use quotation marks or not. - feedback: Unfortunately, Hedy is stricter than that. - hint: From level 4 on you need to use quotation marks. - correct_answer: B - question_score: '10' - 5: - question_text: What has to be changed in order for the game to work? - code: |- - options {is} rock, paper, scissors - {print} 'options {at} {random}' - mp_choice_options: - - option: |- - ``` - '{print} options {at} {random}' - ``` - feedback: Never put the quotation mark in front of the `{print}` command. - - option: |- - ``` - {print} 'options' {at} {random} - ``` - feedback: options is a variable. You don't literally want to print 'options {at} {random}'. - - option: |- - ``` - {print} options {at} {random} - ``` - feedback: That's right - - option: Nothing, the game already works! - feedback: Look carefully. There is an error. - hint: You don't want Hedy to literally print 'options {at} {random}', you want it to print 'rock' or 'paper' or 'scissors'. - correct_answer: C - question_score: '10' - 6: - question_text: What would be a good next line in this code? - code: prices {is} 1 dollar, 100 dollars, 1 million dollars - mp_choice_options: - - option: |- - ``` - {print} 'You win...' prices {at} {random} - ``` - feedback: Great! You get it! - - option: |- - ``` - {print} You win... 'prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}' - - option: |- - ``` - {print} You win... prices {at} {random} - ``` - feedback: You need some quotation marks! - - option: |- - ``` - {print} 'You win... prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}'' - hint: 'Think carefully: what is a variable and should be outside of the quotation marks? And what are normal words that should be inside?' - correct_answer: A - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: Correct! - - option: Quotation marks are missing in line 2 - feedback: A variable doesn't need quotes - - option: Quotation marks are missing in line 3 - feedback: You don't want Hedy to literally print 'answers {at} {random}' so no quotation marks needed here! - - option: Nothing, this code is good as is! - feedback: Look carefully. You missed a mistake! - hint: Check each line on whether they'd need quotation marks or not. - correct_answer: A - question_score: '10' - 8: - question_text: What would be a good next line for this code? - code: |- - {print} 'Welcome at the money show!' - {print} 'In front of you are 3 doors' - door {is} {ask} 'Which door do you choose?' - mp_choice_options: - - option: |- - ``` - {print} So you pick door door - ``` - feedback: We need quotation marks - - option: |- - ``` - {print} 'So you pick ' door door - ``` - feedback: If the player chooses door 3, Hedy will say 'So you pick 3 3 - - option: |- - ``` - {print} 'So you pick door ' door - ``` - feedback: Super! - - option: |- - ``` - {print} 'So you pick door door' - ``` - feedback: Hedy will literally print 'So you pick door door - hint: The second word door should be replaced with the number, the first should still be the word door... - correct_answer: C - question_score: '10' - 9: - question_text: What will never appear in your output screen? - code: |- - clubs {is} Real Madrid, Bayern Munchen, Manchester United, Ajax - {print} clubs {at} {random} ' is going the win the champions league' - mp_choice_options: - - option: Ajax is going to win the champions league - feedback: Hedy could `{print}` that - - option: Real Madrid is going to win the champions league - feedback: Hedy could `{print}` that - - option: Bayern Munchen is going to win the champions league - feedback: Hedy could `{print}` that - - option: FC Barcelona is going to win the champions league - feedback: That's right. It's not in the list - hint: What are Hedy's options to randomly pick from? - correct_answer: D - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - people {is} mom, dad, Emma, Sophie - {print} The dishes are done by... - {print} people {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: A list doesn't need quotation marks - - option: Quotation marks are missing in line 2 - feedback: Correct - - option: Quotation marks are missing in both line 2 and 3 - feedback: Line 3 doesn't need quotation marks because it's not printed literally - - option: Nothing, this code has no mistakes - feedback: You missed one! - hint: One line needs quotation marks, because you want it to be printed literally. - correct_answer: B - question_score: '10' - 5: - 1: - question_text: Which command should be filled in on the _? - code: |- - number {is} {ask} 'What is your lucky number?' - {if} number {is} 5 {print} 'Mine too!' - _ {print} 'My lucky number is 5!' - mp_choice_options: - - option: '`{print}`' - feedback: There already is a `{print}` command. - - option: '`{if}`' - feedback: The `{if}` command is used in the line above. - - option: '`{sleep}`' - feedback: That's not it! - - option: '`{else}`' - feedback: That's right! - hint: Which one goes together with the `{if}` command? - correct_answer: D - question_score: '10' - 2: - question_text: What appears in your output screen when you type in the name Hedy? - code: |- - name {is} {ask} 'What is your name?' - {if} name {is} Hedy {print} 'fun' {else} {print} 'less fun' - mp_choice_options: - - option: fun - feedback: That's right! - - option: less fun - feedback: If the name is Hedy, it will say 'fun'' - - option: Hedy - feedback: No, it doesn't print the name - - option: Error - feedback: Fortunately not! - hint: '`{if}` name `{is}` Hedy `{print}` ...?' - correct_answer: A - question_score: '10' - 3: - question_text: What is the right password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct! - feedback: This is printed when you type in the correct password - - option: SECRET - feedback: That's right!' - - option: password - feedback: The password isn't password... - - option: ALARM INTRUDER - feedback: This is printed when you type in the incorrect password! - hint: '`{if}` password `{is}` ... `{print}` ''Correct!''' - correct_answer: B - question_score: '10' - 4: - question_text: What does Hedy print when you type in the wrong password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct - feedback: That's printed if the correct answer is given, not the wrong one... - - option: SECRET - feedback: That's not the right answer - - option: Wrong! - feedback: No, this is not what Hedy will print - - option: ALARM! INTRUDER! - feedback: Great job! - hint: Your computer will sound the alarm for intruders! - correct_answer: D - question_score: '10' - 5: - question_text: Why will Hedy say 'ALARM! INTRUDER' when you type in 'secret'? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Because it needs to be in capitals, so SECRET - feedback: Indeed! - - option: Because the password is alarm - feedback: No, this is not the password. - - option: Because it's spelled wrong. - feedback: That's not how you spell secret - - option: Because Hedy makes a mistake - feedback: No, Hedy is right - hint: The spelling of the word has to be exactly the same. - correct_answer: A - question_score: '10' - 6: - question_text: Which word should be on the place of the blank in the last line? - code: |- - {print} 'Im Hedy the football fortune teller!' - {print} 'I will predict what place your team will end up!' - club is {ask} 'Which club is your favorite?' - {if} club {is} ajax {print} 'Ajax is going to win of course!' - _ {print} 'Sorry, your club is gonna be in last place...' - mp_choice_options: - - option: |- - ``` - {if} - ``` - feedback: '`{if}` is already in the line above' - - option: |- - ``` - {at} {random} - ``` - feedback: No, you need `{else}`. - - option: |- - ``` - {else} - ``` - feedback: Great! - - option: |- - ``` - {print} - ``` - feedback: '`{print}` is already there, we need a word before it!' - hint: '`{if}` goes together with...?' - correct_answer: C - question_score: '10' - 7: - question_text: Which word should be in the place of the blank? - code: |- - {print} 'I can predict if you will be a millionair or not!' - name {is} {ask} 'Whats your name?' - {if} name {is} Hedy {print} 'You will be a millionair!' - {else} _ 'Unfortunately... No big money for you.' - mp_choice_options: - - option: '`{if}`' - feedback: '`{if}` is in the line above.' - - option: '`{at}` `{random}`' - feedback: No, you don't need `{at} {random}`. - - option: '`{else}`' - feedback: There already is an `{else}` command - - option: '`{print}`' - feedback: Awesome! - hint: After `{else}` a `{print}` command follows - correct_answer: D - question_score: '10' - 8: - question_text: Which word should be on the place of the blank? - code: |- - animal {is} {ask} 'What is your favorite animal?' - {if} _ {is} penguin {print} 'Thats my favorite animal too!' - {else} {print} 'Cool! I like penguins.' - mp_choice_options: - - option: |- - ``` - favorite animal - ``` - feedback: That's not the variable name. - - option: |- - ``` - animal - ``` - feedback: Great job! - - option: '`{if}`' - feedback: '`{if}` is already there' - - option: '`{print}`' - feedback: No, that's not it. - hint: What the variable name? - correct_answer: B - question_score: '10' - 9: - question_text: Which door should you choose to escape?? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} - mp_choice_options: - - option: '1' - feedback: Bad choice! You're being eaten - - option: '2' - feedback: Super! You escaped! - - option: '3' - feedback: Bad choice! You're being eaten. - - option: It's a trap, you will always be eaten! - feedback: Luckily not! - hint: One of the doors will keep you safe.. - correct_answer: B - question_score: '10' - 10: - question_text: Which monster is standing behind door 1? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} - mp_choice_options: - - option: Hedy picks a random monster each time. - feedback: Awesome! - - option: vampire - feedback: Not always... - - option: werewolf - feedback: Not always... - - option: giant spider - feedback: Not always... - hint: Mind the last 3 words... monsters `{at} {random}`... - correct_answer: A - question_score: '10' - 6: - 1: - question_text: What's Hedy's output when you run this code? - code: '{print} 2*10' - mp_choice_options: - - option: '20' - feedback: Correct! - - option: '12' - feedback: No, the plus sign is used in addition - - option: 2*10 - feedback: No, Hedy will calculate the answer - - option: '210' - feedback: Mind it's a calculation. - hint: The `*` is used as a multiplication sign - correct_answer: A - question_score: '10' - 2: - question_text: What do you use when you want to add two numbers? - mp_choice_options: - - option: '`-`' - feedback: That's not it - - option: plus - feedback: That's not it - - option: '`*`' - feedback: That's not it - - option: '`+`' - feedback: Correct! - hint: It's the plus sign. - correct_answer: D - question_score: '10' - 3: - question_text: What's Hedy's output when you run this code? - code: '{print} ''3*10''' - mp_choice_options: - - option: '30' - feedback: This would be the right answer if there were no quotation marks. - - option: '13' - feedback: Try again.. - - option: 3*10 - feedback: Correct! There are quotation marks, so Hedy will print it literally. - - option: Nothing, Hedy will give an error message. - feedback: No, Hedy will print it literally. - hint: Mind the quotation marks!! - correct_answer: C - question_score: '10' - 4: - question_text: Kim is 10 years old. What will Hedy print for her? - code: |- - name = {ask} 'How many letters are in your name?' - age = {ask} 'How old are you?' - luckynumber = name*age - {print} 'Your lucky number is...' luckynumber - mp_choice_options: - - option: '30' - feedback: Mind, Hedy also prints 'Your lucky number is...' - - option: '10' - feedback: Please try again. - - option: Your lucky number is... 30 - feedback: That's right! - - option: Your lucky number is... 10 - feedback: Her lucky number is name times age... - hint: 'Kim has 3 letters, she is 10 years old so: letters times age = 3*10 = 30.' - correct_answer: C - question_score: '10' - 5: - question_text: If 5 people eat at this restaurant, how much do they have to pay in total? - code: |- - {print} 'Welcome to Hedys!' - people = {ask} 'How many people are eating with us tonight?' - price = people * 10 - {print} 'That will be ' price 'dollar please' - mp_choice_options: - - option: 5 dollars - feedback: Unfortunately, it's not that cheap. - - option: 10 dollars - feedback: No, it's 10 dollars each. - - option: 15 dollars - feedback: The * means multiplication. - - option: 50 dollars - feedback: Great! - hint: '`price` `is` `people` `times` 10' - correct_answer: D - question_score: '10' - 6: - question_text: How much does a hamburger cost in this virtual restaurant? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = 15 - {if} food {is} fries price = 6 - mp_choice_options: - - option: 15 dollars - feedback: Super! - - option: 6 dollars - feedback: The fries are 6 dollars - - option: 0 dollars - feedback: The hamburger isn't free! - - option: 21 dollars - feedback: That's the price for a hamburger and fries! - hint: Mind the fourth line. - correct_answer: A - question_score: '10' - 7: - question_text: Why does line 7 say 'price is price + 3' instead of 'price is 3'? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = price + 15 - {if} food {is} fries price = price + 6 - drinks is {ask} 'What would you like to drink?' - {if} drinks {is} coke price = price + 3 - {if} drinks {is} water price = price + 1 - {print} price ' dollars please' - mp_choice_options: - - option: It could have been `price = 3` just as well. - feedback: No, that's not true. Hedy needs to add 3 dollars to the total. - - option: Because Hedy doesn't understand `price = 3`. - feedback: Hedy would understand, but it wouldn't be right. - - option: Because Hedy would otherwise forget about the previous order. The price would be 3 dollars in total. - feedback: That's right! - - option: Because the price is 0 dollars to begin with. - feedback: That's true, but not the reason - hint: The price shouldn't be 3, but 3 dollars more than it already was - correct_answer: C - question_score: '10' - 8: - question_text: Why is this code incorrect? - code: |- - correct answer = 3*12 - answer = {ask} 'What is 3 times 12?' - {if} answer {is} correct answer {print} 'Good job!' - {else} {print} 'No... It was ' correct answer - mp_choice_options: - - option: There shouldn't be quotation marks in line 2 - feedback: No, there should be! - - option: The variable is called correct answer, but a variable's name can only be 1 word. So it should be correct_answer - feedback: Correct! - - option: The `{if}` and `{else}` commands should be in the same line. - feedback: No, that's not true. - - option: The variable in line 2 can't be called answer, because it is too similar to the variable correct answer. - feedback: Variable names can be similar, but they can't be 2 words... - hint: Inspect what the variables are called. - correct_answer: B - question_score: '10' - 9: - question_text: Imagine you love football a 10, you've eaten 2 bananas and have washed your hands 3 times today. How smart does the silly fortune teller think you are? - code: |- - {print} 'Im Hedy the silly fortune teller' - {print} 'I will predict how smart you are!' - football = {ask} 'On a scale of 0 to 10 how much do you love football?' - bananas = {ask} 'How many bananas have you eaten this week?' - hygiene = {ask} 'How many times did you wash your hands today??' - result = bananas + hygiene - result = result * football - {print} 'You are ' result 'percent smart.' - mp_choice_options: - - option: 10% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 32% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 50% - feedback: Super! You are 100 percent smart! - - option: 100% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - hint: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - correct_answer: C - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - name _ Hedy - {print} name 'is walking trough the forrest' - mp_choice_options: - - option: You can only fill in the word is on the `_` - feedback: You are allowed to use the `=` sign as well - - option: You can fill in either the word is or the `=` sign on the `_` - feedback: Amazing! - - option: You have to fill in =is= on the `_` - feedback: No, one `=` sign is enough - - option: You can only use the `=` sign when working with numbers, not with words. - feedback: You can also use `=` with words. - hint: '`{is}` and `=` are both allowed' - correct_answer: B - question_score: '10' - 7: - 1: - question_text: How many lines can you repeat at once with the repeat command at this level? - mp_choice_options: - - option: '0' - feedback: No you can repeat a line. - - option: '1' - feedback: Correct, one line at a time - - option: '3' - feedback: In this level only one line at a time - - option: infinite - feedback: In this level you can only repeat one line at a time - hint: You can only repeat one line at a time - correct_answer: B - question_score: '10' - 2: - question_text: Which code is right? - mp_choice_options: - - option: |- - ``` - {print} 100 {times} 'hello' - ``` - feedback: '`{repeat}` 100 `{times}` `{print}` ''hello''' - - option: |- - ``` - {print} {repeat} 100 {times} 'hello' - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 'hello' 100 {times} - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 100 {times} {print} 'hello' - ``` - feedback: That's right! - hint: First the `{repeat}` command, then the `{print}` command - correct_answer: D - question_score: '10' - 3: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} ''Hello!''' - mp_choice_options: - - option: Right - feedback: No, a word is missing - - option: Wrong, the word `{repeat}` is missing - feedback: The word `{repeat}` is there, another word is missing - - option: Wrong, the word `{times}` is missing - feedback: The word `{times}` is there, another word is missing. - - option: Wrong, the word `{print}` is missing - feedback: Correct - hint: 'It should be: `{repeat}` 100 `{times}` `{print}` ''Hello''' - correct_answer: D - question_score: '10' - 4: - question_text: Which word is wrong in the code? - code: |- - {print} 'I'm blue' - {repeat} 7 {times} {print} 'da ba dee, da ba da' - mp_choice_options: - - option: |- - ``` - I'm - ``` - feedback: That's right! - - option: '`{print}`' - feedback: '`{print}` is spelled correctly' - - option: '`{repeat}`' - feedback: '`{repeat}` is spelled correctly' - - option: '`{times}`' - feedback: '`{times}` is spelled correctly' - hint: I'm is wrong, you can't use apostrophes in a sentence - correct_answer: A - question_score: '10' - 5: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} {print} ''Hedy is awesome!''' - mp_choice_options: - - option: Correct - feedback: That's right! - - option: Wrong - feedback: That's not it - hint: The code is correct! - correct_answer: A - question_score: '10' - 6: - question_text: What will be the output from this code? - code: |- - {print} 'The wheels on the bus go' - {repeat} 3 {times} {print} ' round and round' - mp_choice_options: - - option: |- - the wheels on the bus go - round and round - feedback: Only the second line is repeated 3 times - - option: |- - the wheels on the bus go - the wheels on the bus go - the wheels on the bus go - round and round - feedback: Only the second line is repeated 3 times - - option: |- - the wheels on the bus go - round and round - the wheels on the bus go - round and round - the wheels on the bus go - round and round - feedback: Only the second line is repeated 3 times - - option: |- - the wheels on the bus go - round and round - round and round - round and round - feedback: All through the town! Perfect! - hint: Only 'round and round' is repeated 3 times. - correct_answer: D - question_score: '10' - 7: - question_text: What will be the output from this code? - code: |- - {repeat} 2 {times} {print} 'We will' - {print} 'ROCK YOU!' - mp_choice_options: - - option: |- - We will We will - ROCK YOU! - feedback: '''We will'' won''t appear twice in the same line' - - option: |- - We will - We will - ROCK YOU! - feedback: Great! - - option: |- - We will - ROCK YOU! - We will - ROCK YOU! - feedback: ROCK YOU! won't be repeated - - option: |- - We will - ROCK YOU! - feedback: Mind the repeat command - hint: Mind the `{repeat}` command. - correct_answer: B - question_score: '10' - 8: - question_text: What Hedy code belongs to this output? - code: |- - Here comes the sun - Do do do do - Here comes the sun - And I say - Its alright - mp_choice_options: - - option: |- - ``` - {print} 'Here comes the sun' - {print} 'Do do do do' - {print} 'Here comes the sun' - {print} 'And I say' - {print} 'Its alright' - ``` - feedback: Awesome, you can't use the `{repeat}` command here. - - option: |- - ``` - {repeat} 2 {times} {print} 'Here comes the sun' - {print} 'And I say' - {print} 'Its alright' - feedback: Where did you leave 'Do do do do'? - - option: |- - ``` - {repeat} 2 {times} {print} 'Here comes the sun' - {print} 'Do do do do' - {print} 'And I say' - {print} 'Its alright' - ``` - feedback: This is not the correct order.. - - option: |- - ``` - {repeat} 2 {times} {print} 'Here comes the sun' - {repeat} 2 {times} {print} 'Do do' - {print} 'And I say' - {print} 'Its alright' - ``` - feedback: This is not the correct order.. - hint: '`{repeat}` can only be used if you want to execute the same line multiple times in a row.' - correct_answer: A - question_score: '10' - 9: - question_text: What Hedy code belongs to this output? - code: |- - Batman was flying through Gotham. - When suddenly he heard someone screaming... - Help! - Help! - Help! - Please help me! - mp_choice_options: - - option: |- - ``` - {print} 'Batman was flying through Gotham. ' - {print} 'When suddenly he heard someone screaming!' - {print} 'Help!' - {repeat} 3 {times} {print} 'Please help me!' - ``` - feedback: Your repeated line is incorrect. - - option: |- - ``` - {print} 'Batman was flying through Gotham.' - {print} 'When suddenly he heard someone screaming!' - {repeat} 3 {times} 'Help!' - {print} 'Please help me!' - ``` - feedback: The `{print}` command is missing on line 3. - - option: |- - ``` - {print} Batman was flying through Gotham. - {print} When suddenly he heard someone screaming! - {repeat} 3 {times} {print} Help! - {print} Please help me! - ``` - feedback: You're missing the quotation marks - - option: |- - ``` - {print} 'Batman was flying through Gotham.' - {print} 'When suddenly he heard someone screaming!' - {repeat} 3 {times} {print} 'Help!' - {print} 'Please help me!' - ``` - feedback: Perfect - hint: '''Help!'' is repeated 3 times.' - correct_answer: D - question_score: '10' - 10: - question_text: Which code belongs to this output? - code: |- - if youre happy and you know it clap your hands - if youre happy and you know it clap your hands - if youre happy and you know it and you really want to show it - if youre happy and you know it clap your hands - mp_choice_options: - - option: |- - ``` - {repeat} 2 {times} 'if youre happy and you know it clap your hands' - {print} 'if youre happy and you know it and you really want to show it' - {print} 'if youre happy and you know it clap your hands' - ``` - feedback: Almost! the first line needs an extra word - - option: |- - ``` - {repeat} 2 {times} {print} 'if youre happy and you know it clap your hands' - {print} 'if youre happy and you know it and you really want to show it' - {print} 'if youre happy and you know it clap your hands' - ``` - feedback: Great! - - option: |- - ``` - {repeat} 3 {times} {print} 'if youre happy and you know it clap your hands' - {print} 'if youre happy and you know it and you really want to show it' - ``` - feedback: This is not in the right order. - - option: |- - ``` - {repeat} 4 {times} 'if youre happy and you know it' - {repeat} 2 {times} 'clap your hands' - {print} 'and you really want to show it' - {print} 'clap your hands' - ``` - feedback: This is not in the right order. - hint: Mind the order of the sentences. - correct_answer: B - question_score: '10' - 8: - 1: - question_text: Which output will be produced by this code? - code: |- - {repeat} 2 {times} - {print} 'Hello' - {print} 'Im Hedy!' - mp_choice_options: - - option: |- - Hello - Im Hedy! - feedback: Everything is printed twice. - - option: |- - Hello - Hello - Im Hedy - feedback: The second line is repeated twice as well. - - option: |- - Hello - Im Hedy! - Hello - Im Hedy! - feedback: Super! - - option: |- - Hello - Hello - Im Hedy! - Im Hedy! - feedback: Everything is printed twice - hint: Both lines are repeated twice. - correct_answer: C - question_score: '10' - 2: - question_text: What is wrong with this code? - code: |- - {repeat} 5 {times} - {print} 'Hedy is cool!' - mp_choice_options: - - option: This should be only one line, not 2. - feedback: No it should be 2 lines. - - option: This `{print}` command has to be removed. - feedback: No, you need it. - - option: There is a spelling mistake in the `{repeat}` command. - feedback: No, `{repeat}` is the correct spelling - - option: The second line needs to start with 4 spaces as indentation. - feedback: Correct! - hint: Something is missing in the second line? - correct_answer: D - question_score: '10' - 3: - question_text: What output will be produced when you run this program? - code: |- - {repeat} 3 {times} - {print} 'Baby shark tututudutudu' - {print} 'Baby shark' - mp_choice_options: - - option: |- - Baby shark tututudutudu - Baby shark - feedback: Mind the `{repeat}` command! - - option: |- - Baby shark tututudutudu - Baby shark - Baby shark tututudutudu - Baby shark - Baby shark tututudutudu - Baby shark - feedback: The last line has no indentation, so it's not repeated. - - option: |- - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark - feedback: Right! - - option: |- - Baby shark tututudutudu - Baby shark - Baby shark - Baby shark - feedback: What is being repeated and what isn't. - hint: What is being repeated and what is not? - correct_answer: C - question_score: '10' - 4: - question_text: Which output is correct? - code: |- - {print} 'The children went:' - {repeat} 2 {times} - {print} 'Yay!' - {print} 'We are going on vacation!' - mp_choice_options: - - option: |- - The children went: - Yay! - We are going on vacation! - feedback: Mind the `{repeat}` command! - - option: |- - The children went: - Yay! - We are going on vacation! - Yay! - We are going on vacation! - feedback: Correct! - - option: |- - The children went: - Yay! - Yay! - We are going on vacation! - We are going on vacation! - feedback: This order is incorrect. - - option: |- - The children went: - Yay! - Yay! - We are going on vacation! - feedback: The last line is repeated too. - hint: The block under the `{repeat}` command is repeated twice. - correct_answer: B - question_score: '10' - 5: - question_text: What is wrong with this code? - code: |- - end = {ask} 'Do you want a happy or a sad ending?' - {if} end {is} happy {print} 'They lived happily ever after' - {else} {print} 'The world exploded. The end.' - mp_choice_options: - - option: The `{print}` commands on the last two lines should start on new lines and start with 4 spaces. - feedback: That's right! - - option: '`{else}` is not a command!' - feedback: It is! - - option: Lines that start with `{if}` should start with 4 spaces - feedback: That's not true - - option: '`{ask}` is no longer a command' - feedback: That's not true - hint: Something is wrong with indentation - correct_answer: A - question_score: '10' - 6: - question_text: What will be the output of this code when we enter pancakes? - code: |- - {print} 'Welcome to restaurant Hedy' - {repeat} 2 {times} - food {is} {ask} 'What do you want to eat?' - {print} food - mp_choice_options: - - option: |- - Welcome to restaurant Hedy - Pancakes - feedback: There is no repetition in this answer. - - option: |- - Welcome to restaurant Hedy - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: This answer also repeats the welcome message - - option: |- - Welcome to restaurant Hedy - What do you want to eat? - What do you want to eat? - Pancakes - Pancakes - feedback: Almost! But look at the question, it is not repeated. - - option: |- - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: Well done! - hint: The first sentence and question will not be repeated - correct_answer: D - question_score: '10' - 7: - question_text: What is wrong with this code? - code: |- - food = {ask} 'What would you like to eat?' - {if} food {is} fries - sauce = {ask} 'What sauce would you like?' - {print} 'One fries with ' sauce - {if} food {is} pizza - topping = {ask} 'What topping would you like?' - {print} 'One pizza with ' topping - {print} 'Thank you for your order' - mp_choice_options: - - option: Nothing. This code is correct! - feedback: Something is wrong! - - option: You're not allowed to use an `{if}` command after an `{ask}` command. - feedback: You are! - - option: You don't have to use indentation twice. Only in the first `{if}` command. - feedback: You always have to use indentation. - - option: The indentation is wrong in the first `{if}` command. - feedback: That's right. - hint: Take a careful look at the indentation. - correct_answer: D - question_score: '10' - 8: - question_text: In which of the codes is the indentation done right? - mp_choice_options: - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are wrong! - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are wrong! - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are... right! - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are wrong! - hint: What should happen if the person is right? And what else? - correct_answer: C - question_score: '10' - 9: - question_text: What line(s) in this code should start with 4 spaces? - code: |- - 1 music = {ask} 'What is your favorite music genre?' - 2 {if} music {is} rock - 3 {print} '🤘' - 4 {else} - 5 {print} '👎' - mp_choice_options: - - option: Line 2 and 4 - feedback: The lines after the `{if}` and `{else}` command should start with 4 spaces - - option: Only line 3 - feedback: Not only 3... - - option: Line 3, 4 and 5 - feedback: Line 4 shouldn't - - option: Line 3 and 5 - feedback: Great job! - hint: The lines after an `{if}` or `{else}` command should start with 4 spaces. - correct_answer: D - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - 1 level = {ask} 'What level are you on?' - 2 {if} level {is} 8 - 3 {print} 'Great job!' - mp_choice_options: - - option: All lines should start with 4 spaces - feedback: That's not true - - option: Line 2 and 3 should start with 4 spaces - feedback: That's not true - - option: Line 2 should start with 4 spaces - feedback: That's not true - - option: Line 3 should start with 4 spaces - feedback: You are correct! - hint: Only one line starts with 4 spaces, but which one...? - correct_answer: D - question_score: '10' - 9: - 1: - question_text: What is wrong with this code? - code: |- - {repeat} 3 {times} - food = {ask} 'What would you like to eat?' - {if} food {is} fries - sauce = {ask} 'What sauce would you like?' - {print} 'One fries with ' sauce - {if} food {is} pizza - topping = {ask} 'What topping would you like?' - {print} 'One pizza with ' topping - {print} 'Thank you for your order' - mp_choice_options: - - option: Nothing, this code is correct! - feedback: That's right! - - option: You're not allowed to use an `{if}` command after an `{ask}` command. - feedback: You are! - - option: You don't have to use indentation twice. - feedback: You always have to use indentation. - - option: The indentation is wrong in the last `{if}` command. - feedback: It is not the indentation. - hint: All the indentation is done correctly. - correct_answer: A - question_score: '10' - 2: - question_text: What will be printed after entering the correct password? - code: |- - password = {ask} 'What is the password?' - correct_password = Hedy - {if} password {is} correct_password - {repeat} 2 {times} - {print} 'Good job!' - {print} 'You can use the computer!' - {else} - {print} 'The computer will explode in 5... 4... 3... 2... 1...' - mp_choice_options: - - option: |- - ``` - Good job! - Good job! - ``` - feedback: That's not it! - - option: |- - ``` - The computer will explode in 5... 4... 3... 2... 1... - ``` - feedback: That's not it! - - option: |- - ``` - Good job! - Good job! - You can use the computer! - ``` - feedback: That's not it! - - option: |- - ``` - Good job! - You can use the computer! - Good job! - You can use the computer! - ``` - feedback: Correct! - hint: Everything under the `{repeat}` command is repeated twice. - correct_answer: D - question_score: '10' - 3: - question_text: Which case should you choose to win a million dollars? - code: |- - {print} 'Choose the right case and win!' - case = {ask} 'Which case will you pick? 1 or 2?' - {if} case {is} 1 - action = {ask} 'Open it or sell it?' - {if} action {is} sell - {print} 'You sell your case for 10 dollars' - {if} action {is} open - {print} 'You open the case and win an apple pie' - {if} case {is} 2 - action = {ask} 'Open it or sell it?' - {if} action {is} sell - {print} 'You sell the case for 500 dollars' - {if} action {is} open - {print} 'You open the case and win a million dollars!' - mp_choice_options: - - option: case 1, sell - feedback: You don't win a million! - - option: case 1, open - feedback: You don't win a million - - option: case 2, sell - feedback: You don't win a million - - option: case 2, open - feedback: Great job! You win! - hint: Follow the right path - correct_answer: D - question_score: '10' - 4: - question_text: Which statement is true? - code: |- - name = {ask} 'What is your name?' - size = {ask} 'What is your shoe size?' - {if} size {is} 38 - {if} name {is} Cinderella - {print} '❤️❤️❤️' - {else} - {print} 'You are not the one!' - {else} - {print} 'Ill keep looking' - mp_choice_options: - - option: Sleeping Beauty with shoe size 38 gets the output 'Ill keep looking' - feedback: No, she gets 'You are not the one!' - - option: Cinderella with shoe size 40 gets the output '❤️❤️❤️' - feedback: No, she gets 'Ill keep looking' - - option: Sleeping Beauty with shoe size 40 gets the output 'Ill keep looking' - feedback: That's right! - - option: Cinderella with shoe size 38 gets the output 'Ill keep looking' - feedback: No she gets '❤️❤️❤️' - hint: No matter what your name is, if you have shoe size 40 you will get the message 'Ill keep looking'. - correct_answer: C - question_score: '10' - 5: - question_text: Which code produced this output? - output: |- - Icecream is the best! - Icecream is the best! - Icecream is the best! - mp_choice_options: - - option: |- - ``` - dessert = {ask} 'What is your favorite type of dessert?' - {if} dessert {is} icecream - {repeat} 3 {times} - {print} 'Icecream is the best!' - ``` - feedback: Don't forget the indentation after `{repeat}` commands. - - option: |- - ``` - dessert = {ask} 'What is your favorite type of dessert?' - {if} dessert {is} icecream - {repeat} 3 {times} - {print} 'Icecream is the best!' - ``` - feedback: Use indentation after an `{if}` command - - option: |- - ``` - dessert = {ask} 'What is your favorite type of dessert?' - {if} dessert {is} icecream - {repeat} 3 {times} - {print} 'Icecream is the best!' - ``` - feedback: Perfect - - option: |- - ``` - {repeat} 3 {times} - dessert = {ask} 'What is your favorite type of dessert?' - {if} dessert {is} icecream - {repeat} 3 {times} - {print} 'Icecream is the best!' - ``` - feedback: There are 2 `{repeat}` commands in this code. - hint: Watch the indentation - correct_answer: C - question_score: '10' - 6: - question_text: After which command(s) should you use indentation (starting the next line with 4 spaces)? - mp_choice_options: - - option: '`{if}`' - feedback: Don't forget the others - - option: '`{if}` `{repeat}`' - feedback: Don't forget `{else}`! - - option: '`{if}` `{else}` `{repeat}`' - feedback: Keep it up! - - option: '`{if}` `{else}` `{repeat}` `{print}`' - feedback: Not with {print} - hint: Indentation happens on the line below some commands - correct_answer: C - question_score: '10' - 7: - question_text: You'll get a 5 dollar discount if you order a medium pizza with coke.
But the code has a mistake! How to debug it? - code: |- - {if} food {is} pizza - {if} size {is} medium - {if} drink {is} coke - price = price - 5 - mp_choice_options: - - option: |- - ``` - {if} food {is} pizza - {if} size {is} medium - {if} drink {is} coke - price = price - 5 - ``` - feedback: Amazing! - - option: |- - ``` - {if} food {is} pizza - {if} size {is} medium - {if} drink {is} coke - price = price - 5 - ``` - feedback: The second `{if}` misses code! - - option: |- - ``` - {if} food {is} pizza - {if} size {is} medium - {if} drink {is} coke - price = price - 5 - ``` - feedback: Two consecutive `{if}`s is never correct. - - option: |- - ``` - {if} food {is} pizza - {if} size {is} medium - {if} drink {is} coke - price = price - 5 - ``` - feedback: Almost right. Take another look at the last line - hint: After each `{if}` command, the line below should indent - correct_answer: A - question_score: '10' - 8: - question_text: What is wrong in this code? - code: |- - age = {ask} 'Happy Birthday! How old are you?' - singing = {ask} 'Would you like us to sing?' - {if} singing {is} yes - {repeat} years {times} - {print} 'Hip Hip Hooray' - mp_choice_options: - - option: You can't put two questions in a row - feedback: Yes you can. - - option: The variable called 'age' is later on used as 'years' - feedback: Keen eye! Good job! - - option: You're not allowed to start with 8 spaces, like line 5 does - feedback: You actually must start like that. - - option: A code must always start with a `{print}` command in the first line - feedback: That's not true. - hint: The indentation is done right this time - correct_answer: B - question_score: '10' - 9: - question_text: How many `{if}` commands can be placed inside another `{if}` command? - mp_choice_options: - - option: None, that is not allowed - feedback: You are allowed to - - option: Only 1 - feedback: You could use more if you like - - option: '3' - feedback: You could use more if you like - - option: Infinite, as long as you keep using indentation correctly - feedback: That is true - hint: You can put an `{if}` command inside an `{if}` command. - correct_answer: D - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - 1 {repeat} 2 {times} - 2 {if} level {is} 9 - 3 {print} Great job! - mp_choice_options: - - option: All lines should start with 4 spaces - feedback: Only line 2 and 3 start with spaces - - option: Line 2 and 3 should start with 4 spaces - feedback: Line 3 should start with 8 - - option: Line 2 and 3 should start with 8 spaces - feedback: Line 2 should start with 4 - - option: line 2 should start with 4 spaces and line 3 with 8 - feedback: You are correct! - hint: The first line doesn't start with any spaces - correct_answer: D - question_score: '10' - 10: - 1: - question_text: What do we need to fill in on the `_` if we want to print each compliment? - code: |- - compliments = perfect, great job, amazing - _ - {print} compliment - mp_choice_options: - - option: |- - ``` - {for} each compliment - ``` - feedback: That's not it - - option: |- - ``` - {for} compliment {in} compliments - ``` - feedback: You deserve all those compliments! - - option: |- - ``` - {if} compliment {in} compliments - ``` - feedback: That's not it - - option: |- - ``` - {for} compliments {in} compliment - ``` - feedback: Almost there! - hint: '`{for}` each compliment in the lists of compliments...' - correct_answer: B - question_score: '10' - 2: - question_text: Which output is correct? - code: |- - meals = pizza, pasta, pancakes - {for} meal {in} meals - {print} 'I love ' meal - mp_choice_options: - - option: I love pizza - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pasta - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pancakes - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: |- - I love pizza - I love pasta - I love pancakes - feedback: Great! - hint: Line 2 says for each meal in the list of meals. So each meal is printed. - correct_answer: D - question_score: '10' - 3: - question_text: Which output is correct? - code: |- - animals = dogs, cats, hamsters, chickens - {for} animal {in} animals - {print} animal ' are lovely pets' - mp_choice_options: - - option: dogs are lovely pets - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - - option: dogs, cats, hamsters, chickens are lovely pets - feedback: Each animal gets their own line in the output. - - option: |- - dogs are lovely pets - cats are lovely pets - hamsters are lovely pets - chickens are lovely pets - feedback: Great! - - option: You don't know yet. Because it chooses one of the animals {at} {random}. - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - hint: Line 2 says {for} each animal in the list of animals. So each animal is printed - correct_answer: C - question_score: '10' - 4: - question_text: What's wrong with this code? - code: |- - groceries = apples, bread, milk - {for} item {in} groceries - {print} 'We need ' groceries - mp_choice_options: - - option: Line 2 needs to start with 4 spaces as indentation - feedback: No it doesn't. Only line 3 needs indentation, which it has. - - option: Line 3 does not need to start with 4 spaces as indentation - feedback: Line 2 is a `{for}`command so line 3 does need to start with an indent. - - option: Line 3 should say item instead of groceries - feedback: Good job! - - option: Line 2 should say groceries instead of item - feedback: No it does not. - hint: Line 2 says `{for}` each item in the list of groceries - correct_answer: C - question_score: '10' - 5: - question_text: What word should be on the _ with these digital dice? - code: |- - {print} 'Welcome to the digital dice!' - players = Ann, John, Jesse - choices = 1, 2, 3, 4, 5, 6 - {for} player {in} players - {print} player ' throws ' _ {at} {random} - mp_choice_options: - - option: players - feedback: It would say 'Ann throws Jesse', instead of 'Ann throws 6'. - - option: choices - feedback: That's right! - - option: choice - feedback: You are very close. But you need Hedy to pick from the list called 'choices' not 'choice'... - - option: dice - feedback: Look at the names of the variables. - hint: Hedy needs to pick a number `{at} {random}` - correct_answer: B - question_score: '10' - 6: - question_text: Which of the answers below is a possible outcome when you run the code? - code: |- - choices = rock, paper, scissors - players = Kelly, Meredith - {for} player {in} players - {print} player ' chooses ' choices {at} {random} - mp_choice_options: - - option: Kelly chooses rock - feedback: Meredith wants to play too! - - option: |- - Meredith chooses scissors - Kelly chooses rock - feedback: So close! But Kelly is first in the list, so she goes first - - option: Meredith chooses paper - feedback: Kelly wants to play too! - - option: |- - Kelly chooses paper - Meredith chooses scissors - feedback: Amazing! - hint: Each player will pick an option. The player that's first on the list will go first. - correct_answer: D - question_score: '10' - 7: - question_text: What line should be on the _ in this code that decides what these people will have for dinner? - code: |- - names = Ron, Leslie, April, Andy - food = pasta, fries, salad - _ - {print} name ' has to eat ' food {at} {random} ' for dinner' - mp_choice_options: - - option: |- - ``` - {for} name {in} names - ``` - feedback: You are on fire! - - option: |- - ``` - {for} names {in} name - ``` - feedback: No it should be for each name in the list nameS, so the other way around - - option: |- - ``` - {for} food {in} food - ``` - feedback: Each name should be told what they will have for dinner. - - option: |- - ``` - {for} name {in} food - ``` - feedback: Each name should be told what they will have for dinner. - hint: Each name should be told what they will have for dinner. - correct_answer: A - question_score: '10' - 8: - question_text: What should be on the _ in this code that decides which color shirt you get? - code: |- - names = Donna, Tommy, Ben - colors = blue, red, purple - {for} name {in} names - {print} _ - mp_choice_options: - - option: |- - ``` - 'name gets a color shirt' - ``` - feedback: That's not it! - - option: |- - ``` - name 'gets a ' colors {at} {random} ' shirt' - ``` - feedback: Great job! This was a hard one! - - option: |- - ``` - names 'gets a ' color {at} {random} ' shirt' - ``` - feedback: You want each name printed. So the first word should not be names but... - - option: |- - ``` - people ' gets a colors shirt' - ``` - feedback: There is no variable named people.. - hint: Mind the quotation marks and the names of the variables - correct_answer: B - question_score: '10' - 9: - question_text: What is the first question Hedy will ask you when you run the program? - code: |- - courses = appetizer, main course, dessert - names = Timon, Onno - {for} name {in} names - {for} course {in} courses - food = {ask} name ', what would you like to eat as your ' course '?' - {print} name ' orders ' food ' as their ' course - mp_choice_options: - - option: Timon, what would you like to eat as your appetizer? - feedback: Perfect! - - option: Onno, what would you like to eat as your appetizer? - feedback: Timon is first on the list! - - option: Timon, what would you like to eat as your dessert? - feedback: Appetizers are first in the list - - option: You don't know that. Hedy will choose `{at} {random}`. - feedback: There is no `{at} {random}` in this code... - hint: The first options from both lists are chosen. - correct_answer: A - question_score: '10' - 10: - question_text: What is true about this code? - code: |- - prizes = 1 million dollars, car, sandwich - names = Bob, Patrick, Sandy, Larry - {for} prize {in} prizes - {print} 'The ' prize 'is won by ' names {at} {random} - mp_choice_options: - - option: Everybody will always win a prize. - feedback: That is not true, you could end up without a prize. - - option: All the prizes always go to one single person. - feedback: That is not true. All the prizes are given away, but to random people - - option: Larry will never win a prize - feedback: That is not true. Larry has the same odds as the others - - option: Someone might win two prizes - feedback: You get it! - hint: Try to imagine the output of this code. - correct_answer: D - question_score: '10' - 11: - 1: - question_text: What word should be at the place of the blank? - code: |- - {for} i {in} _ 1 {to} 10 - {print} i - mp_choice_options: - - option: |- - ``` - counter - ``` - feedback: 'No' - - option: '`{range}`' - feedback: Correct - - option: '`{if}`' - feedback: 'No' - - option: '`{for}`' - feedback: 'No' - hint: What did you learn in this level? - correct_answer: B - question_score: '10' - 2: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 1 {to} 3 - {print} i - mp_choice_options: - - option: |- - 1 - 2 - 3 - feedback: Correct! - - option: 1 2 3 - feedback: That's not it - - option: 1, 2, 3 - feedback: That's not it - - option: '123' - feedback: That's not it - hint: How do the numbers appear in the screen? - correct_answer: A - question_score: '10' - 3: - question_text: Which code was used to get this output? - output: |- - 1 - 2 - 3 - 4 - 5 - Once I caught a fish alive! - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Perfect - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: This code won't work. You need an indent after {for}. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Now Hedy will count '1 Once I caught a fish alive!, 2 Once I caught a fish alive! etc. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} 'i' - {print} 'Once I caught a fish alive!' - ``` - feedback: i is a variable and shouldn't have quotation marks - hint: First all the numbers, then the sentence - correct_answer: A - question_score: '10' - 4: - question_text: Which code was used to get this output? - output: |- - 10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0 - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 0 {to} 10 - {print} i - ``` - feedback: Now Hedy prints the numbers from 0 to 10 instead of 10 to 0. - - option: |- - ``` - {for} i {in} {range} 0 {to} 10 - {print} - i - ``` - feedback: Hedy would print negative numbers in this case. - - option: |- - ``` - {for} i {in} {range} 10 to 0 - {print} 10 9 8 7 6 5 4 3 2 1 0 - ``` - feedback: Unfortunately this does not exist. - - option: |- - ``` - {for} i {in} {range} 0 {to} 10 - {print} 10 - i - ``` - feedback: That's right! - hint: It has to be a calculation... - correct_answer: D - question_score: '10' - 5: - question_text: What's wrong with this code? - code: |- - {for} i {in} {range} 1 {to} 10 - {print} i - mp_choice_options: - - option: The i in the last line need quotation marks - feedback: No it doesn't. - - option: You can't use `{range}` 1 `{to}` 5 only `{range}` 1 `{to}` 10 - feedback: You could use 1 to 5 just as well! - - option: Line 1 needs to start with an indention. - feedback: Not line 1... - - option: Line 2 needs to start with an indention - feedback: Perfect! - hint: There is something wrong with the indention - correct_answer: D - question_score: '10' - 6: - question_text: How many times does the word Hello appear on your screen when you run the code? - code: |- - {for} i {in} {range} 0 {to} 2 - {print} 'Hello' - mp_choice_options: - - option: 1 time - feedback: 'No' - - option: 2 times - feedback: 'No' - - option: 3 times - feedback: That's right! - - option: Never - feedback: 'No' - hint: 0 also counts. So 0,1,2 that's 3 times. - correct_answer: C - question_score: '10' - 7: - question_text: What should be on the place of the blank? - code: |- - {print} 'Welcome to Hedys diner' - people = {ask} 'How many people will be eating here tonight?' - _ - food = {ask} 'What would you like to order?' - {print} food - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 0 {to} 3 - ``` - feedback: There's not always 3 people - - option: |- - ``` - {for} i {in} {range} 1 {to} guests - ``` - feedback: The variable is not named guests - - option: |- - ``` - {for} i {in} {range} 1 {to} people - ``` - feedback: Great! - - option: |- - ``` - {for} i {in} {range} 0 {to} people - ``` - feedback: That's one order too many! - hint: Use the variable 'people' - correct_answer: C - question_score: '10' - 8: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 23 {to} 25 - {print} 'hi' - mp_choice_options: - - option: |- - 23 - 24 - 25 - feedback: The numbers don't appear. It doesn't say `{print}` i. - - option: 23 hi 24 hi 25 hi - feedback: The numbers don't appear. It doesn't say `{print}` i - - option: |- - hi - hi - hi - feedback: Correct - - option: The word 'hi' will appear 25 times in a row. - feedback: No it will only appear 3 times. - hint: It doesn't say `{print}` i - correct_answer: C - question_score: '10' - 9: - question_text: How many times does Hedy chant Hip Hip Hooray? - code: |- - age = {ask} 'How old are you?' - {for} i {in} {range} 1 {to} age - {print} 'Hip Hip Hoorray!' - mp_choice_options: - - option: 1 time - feedback: Try again - - option: 2 times - feedback: Try again - - option: Never - feedback: Try again - - option: That depends on how old you are - feedback: That's right! - hint: '`{for}` i `{in}` `{range}` 1 `{to}` age' - correct_answer: D - question_score: '10' - 10: - question_text: Which code belongs to this output? - output: |- - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 1 {to} 3 - {print} Baby shark tututudutudu - {print} Baby shark - ``` - feedback: Mind the indention - - option: |- - ``` - {for} i {in} {range} 1 {to} 3 - {print} Baby shark tututudutudu - {print} Baby shark - ``` - feedback: That's right! - - option: |- - ``` - {for} i {in} {range} 0 {to} 3 - {print} Baby shark tututudutudu - {print} Baby shark - ``` - feedback: '`{range}` 0 `{to}` 3 is 4 times.' - - option: |- - ``` - {for} i {in} {range} 0 {to} 3 - {print} Baby shark tututudutudu - {print} Baby shark - ``` - feedback: '`{range}` 0 `{to}` 3 is 4 times.' - hint: Mind the indention - correct_answer: B - question_score: '10' - 12: - 1: - question_text: Which output is correct? - code: |- - {print} 'three and a half plus one and a half is...' - {print} 3.5 + 1.5 - mp_choice_options: - - option: '5' - feedback: Don't forget the first line of code! - - option: 3.5 + 1.5 - feedback: This is not the one! - - option: |- - three and a half plus one and a half is... - five - feedback: Take a close look at the second line... - - option: |- - three and a half plus one and a half is... - 5 - feedback: Great job! - hint: Both lines are printed! - correct_answer: D - question_score: '10' - 2: - question_text: Which of these codes is correct? - mp_choice_options: - - option: |- - ``` - flavors {is} vanilla, strawberry, chocolate - {print} 'I would like a ' flavors {at} {random} ' cake.' - ``` - feedback: All the different values of flavors should be in quotation marks. - - option: |- - ``` - 'flavors = vanilla, strawberry, chocolate' - {print} 'I would like a ' flavors {at} {random} ' cake.' - ``` - feedback: All the different values of flavors should be in quotation marks. - - option: |- - ``` - flavors = 'vanilla', 'strawberry', 'chocolate' - {print} 'I would like a ' flavors {at} {random} ' cake.' - ``` - feedback: Alright! - - option: |- - ``` - flavors = 'vanilla, strawberry, chocolate' - {print} 'I would like a ' flavors {at} {random} ' cake.' - ``` - feedback: All the different values of flavors should be in quotation marks. - hint: The second line is the same in each code, pay attention to the first line - correct_answer: C - question_score: '10' - 3: - question_text: What's wrong with this code? - code: |- - favorite_animal = {ask} 'What is your favorite animal?' - {print} 'I like ' favoriteanimal ' too!' - mp_choice_options: - - option: The name of the variable is different in line 1 than in line 2. - feedback: Correct! - - option: The quotation marks aren't used correctly in line 2 - feedback: That's not true - - option: You can't use the = sign when using an {ask} command - feedback: That's not true - - option: Nothing is wrong. - feedback: That's not true - hint: The quotation marks are used correctly - correct_answer: A - question_score: '10' - 4: - question_text: In which lines are quotation marks needed to get the code to work? - code: |- - {print} Welcome to the online shoe shop - category = {ask} What kind of shoes are you looking for? - {if} category = high heels - {print} High heels are 50% off now! - mp_choice_options: - - option: Line 1 and 2 - feedback: 'No' - - option: Line 1, 2 and 3 - feedback: 'No' - - option: Line 1, 2 and 4 - feedback: 'No' - - option: All of the lines - feedback: Perfect! - hint: Does line 3 need quotation marks too? - correct_answer: D - question_score: '10' - 5: - question_text: What output does Agent007 get when they put in the correct password? - code: |- - name {is} {ask} 'What is your name?' - {if} name {is} 'Agent007' - a {is} 'Go to the airport ' - else - a {is} 'Go to the train station ' - password {is} {ask} 'What is the password?' - {if} password {is} 'TOPSECRET' - b {is} 'tomorrow at 02.00' - {else} - b {is} 'today at 10.00' - {print} a + b - mp_choice_options: - - option: Go to the train station today at 10.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 02.00 - feedback: You've cracked the code! - - option: Go to the train station tomorrow at 02.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 10.00 - feedback: The agent won't be catching any bad guys here - hint: The correct password is TOPSECRET - correct_answer: B - question_score: '10' - 6: - question_text: Which line should be filled in at the ??? - code: |- - {print} 'Welcome to McHedy!' - order = {ask} 'Would you like a hamburger or fries?' - {if} order = 'hamburger' - price = 12 - {if} order = 'fries' - price = 4 - drinks = {ask} 'Would you like a drink with that for 2 dollars?' - {if} drinks = 'yes' - ??? - {print} 'That will be ' price ' dollar please' - mp_choice_options: - - option: |- - ``` - price = 14 - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = '14' - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = price + 2 - ``` - feedback: Excellent! - - option: |- - ``` - price = + 2 - ``` - feedback: Almost there! - hint: What if you only order fries and a drink? - correct_answer: C - question_score: '10' - 7: - question_text: Which output does a vegan get? - code: |- - menu = 'cookies', 'cheese', 'grapes' - {print} "It's my birthday! I`ve brought some snacks!" - diet = {ask} 'Do you have any dietary restrictions?' - {if} diet = 'gluten free' - {remove} 'cookies' {from} menu - {if} diet = 'vegan' - {remove} 'cheese' {from} menu - {print} 'For you I have brought: ' - {for} snack {in} menu - {print} snack - mp_choice_options: - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cookies - grapes - feedback: Terrific! - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - feedback: There's more options than just one - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cheese - grapes - feedback: A vegan person can't have cheese - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - cookies - feedback: Almost there, but look at the order of snacks in the list - hint: What item is removed from the list when you answer 'vegan'? - correct_answer: A - question_score: '10' - 8: - question_text: Which code was used to create this output? - code: '3.5' - mp_choice_options: - - option: |- - ``` - {print} '7 / 2' - ``` - feedback: 'No' - - option: |- - ``` - {print} 7 / 2 - ``` - feedback: That is right! - - option: |- - ``` - {print} 7 : 2 - ``` - feedback: 'No' - - option: |- - ``` - {print} 7 * 2 - ``` - feedback: 'No' - hint: 7 devided by 2 is 3.5 - correct_answer: B - question_score: '10' - 9: - question_text: Which code should be filled in in line 1 at the ??? - code: |- - ??? - {print} 'You won ' prizes {at} {random} '!' - mp_choice_options: - - option: |- - ``` - prizes = 'one' 'million' 'dollars', 'nothing' - ``` - feedback: You won nothing - - option: |- - ``` - prizes = 'one million dollars, nothing' - ``` - feedback: You won nothing - - option: |- - ``` - prizes = 'one million dollars', 'nothing' - ``` - feedback: Winner! - - option: |- - ``` - 'prizes' = 'one million dollars', 'nothing' - ``` - feedback: You won nothing - hint: The items on the list should be in quotation marks - correct_answer: C - question_score: '10' - 10: - question_text: Which line of code should be filled in at the ??? to complete the song ? - code: |- - actions = 'clap your hands', 'stomp your feet', 'shout Hurray!' - ??? - {for} i {in} {range} 0 {to} 1 - {print} 'if youre happy and you know it' - {print} action - {print} 'if youre happy and you know it and you really want to show it' - {print} 'if youre happy and you know it' - {print} action mp_choice_options: - option: |- ``` {for} i {in} {range} 1 {to} 3 + {print} Baby shark tututudutudu + {print} Baby shark ``` - feedback: This is a hard one! All the actions on the list must be in the song. - - option: |- - ``` - {for} action {in} actions - ``` - feedback: You are amazing! - - option: |- - ``` - {repeat} 3 {times} - ``` - feedback: This is a hard one! All the actions on the list must be in the song. - - option: |- - ``` - {print} actions {at} {random} - ``` - feedback: This is a hard one! All the actions on the list must be in the song. - hint: This is a hard one! All the actions on the list must be in the song. - correct_answer: B - question_score: '10' - 13: - 1: - question_text: Which code should be filled in at the ??? ? - code: |- - name = {ask} 'What is your name?' - song = {ask} 'Whould you like to hear a song?' - birthday = {ask} 'Is today your birthday?' - ??? - {print} 'Happy Birthday to you!' - {print} 'Happy Birthday to you!' - {print} 'Happy Birthday dear ' name - {print} 'Happy Birthday to you!' - mp_choice_options: - - option: |- - ``` - {if} birthday {and} song = 'yes' - ``` - feedback: Almost there - - option: |- - ``` - {if} birthday = 'yes' {and} name = 'Hedy' - ``` - feedback: Hedy only sings for you if you like to hear a song - - option: |- - ``` - {if} song = 'yes' {and} birthday = 'yes' - ``` - feedback: Super! - - option: |- - ``` - {if} song = 'yes' {or} birthday = 'yes' - ``` - feedback: Hedy only sings if both answers are yes - hint: Hedy sings if you want to hear a song and it's you birthday - correct_answer: C - question_score: '10' - 2: - question_text: Which command is missing in the code at the place of the ??? ? - code: |- - menu = 'cheese', 'sausage rolls', 'cookies' - diet = {ask} 'Do you have any dietary restrictions?' - {if} diet = 'vegan' ??? diet = 'halal' - {remove} 'sausage rolls' {from} menu - mp_choice_options: - - option: '`{and}`' - feedback: You don't have to be vegan and muslim - - option: '`{or}`' - feedback: Great thinking! - - option: '`+`' - feedback: 'No' - - option: '`{print}`' - feedback: 'No' - hint: Neither vegans nor muslims can eat sausage rolls. - correct_answer: B - question_score: '10' - 3: - question_text: Which output is given to a member without a discount code? - code: |- - member = {ask} 'Do you have a membership card?' - discount = {ask} 'Do you have a discount code?' - {if} member = 'yes' {or} discount = 'yes' - {print} 'You get a free apple pie!' - {else} - {print} 'That will be 5 dollars please' - mp_choice_options: - - option: You get a free apple pie! - feedback: Great job! - - option: That will be 5 dollars please - feedback: That is not true - - option: This code won't work, so there is no output - feedback: There is nothing wrong with the code - - option: There is no way of knowing - feedback: There is! Read the question carefully - hint: Mind the command `{or}` in line 3 - correct_answer: A - question_score: '10' - 4: - question_text: Which line of code should follow this line in rock-paper-scissors game? - code: '{if} computer_choice {is} ''rock'' {and} your_choice {is} ''paper''' - mp_choice_options: - - option: |- - ``` - {print} 'you win' - ``` - feedback: You win! - - option: |- - ``` - {print} 'you lose' - ``` - feedback: You lose! - - option: |- - ``` - {print} 'tie' - ``` - feedback: It's only a tie if both choices are the same - - option: |- - ``` - {print} 'try again' - ``` - feedback: Try again! - hint: Paper beats rock - correct_answer: A - question_score: '10' - 5: - question_text: Which statement is true about this code? - code: |- - {if} name = 'Cinderella' {and} shoe_size = 38 - {print} 'You are my one true love!' - mp_choice_options: - - option: Every person with shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person named Cinderella is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person that is named Cinderella and has shoe size 38 is this prince's one true love - feedback: Fantastic! - - option: Every person that's not named Cinderella and does not have shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - hint: Both statements have to be true - correct_answer: C - question_score: '10' - 6: - question_text: Which statement about this code is true? - code: |- - {print} 'Let me guess which family member you are!' - glasses = {ask} 'Do you wear glasses?' - female = {ask} 'Are you female?' - {if} glasses = 'yes' {and} female = 'yes' - {print} 'You must be Sophie!' - {if} glasses = 'no' {and} female = 'yes' - {print} 'You must be Marleen!' - {if} glasses = 'yes' {and} female = 'no' - {print} 'You must be Wouter!' - {if} glasses = 'no' {and} female = 'no' - {print} 'You must be Michael!' - mp_choice_options: - - option: Michael is a boy with glasses - feedback: Try again - - option: Marleen is a girl with glasses - feedback: Try again - - option: Wouter is a boy without glasses - feedback: Try again - - option: Sophie is a girl with glasses - feedback: Great job! - hint: Take a good look! Or do you need glasses? - correct_answer: D - question_score: '10' - 7: - question_text: Which statement is false? - code: |- - {print} 'Thank you for helping me take care of my pets' - {print} 'Here is a program to help feed them' - animal = {ask} 'What kind of animal are they?' - color = {ask} 'What colour are they?' - {if} animal = 'cat' {and} color = 'grey' - {print} 'That is Abby. She eats 3 scoops of cat nibbles' - {if} animal = 'cat' {and} color = 'orange' - {print} 'That is Milo. He eats 4 scoops of cat nibbles' - {if} animal = 'bird' {or} color = 'black' - {print} 'I fed them this moring! They do not need more food today' - {if} animal = 'hamster' {and} color = 'brown' - {print} 'You can feed them a piece of carrot' - mp_choice_options: - - option: The grey cat is called Abby - feedback: This is true! - - option: Milo the orange cat eats 4 scoops of cat nibbles - feedback: This is true - - option: The black hamster needs to be fed a piece of carrot - feedback: Great job! - - option: The yellow bird was fed this morning - feedback: This is true - hint: Read the last 4 lines carefully - correct_answer: C - question_score: '10' - 8: - question_text: What output do you get if you order popcorn but no drink? - code: |- - {print} 'Welcome to the movie theater' - popcorn = {ask} 'Would you like some popcorn?' - drink = {ask} 'Would you like a drink?' - {if} popcorn = 'yes' {and} drink = 'yes' - {print} 'That will be 8 dollars please' - {if} popcorn = 'no' {and} drink = 'yes' - {print} 'That will be 3 dollars please' - {if} popcorn = 'yes' {and} drink = 'no' - {print} 'That will be 5 dollars please' - {if} popcorn = 'no' {and} drink = 'no' - {print} 'Ok' - {print} 'Enjoy the movie' - mp_choice_options: - - option: |- - Welcome to the movie theater - That will be 8 dollars please - Enjoy the movie - feedback: You have paid too much! - - option: |- - Welcome to the movie theater - That will be 5 dollars please - Enjoy the movie - feedback: Amazing! - - option: |- - Welcome to the movie theater - That will be 3 dollars please - Enjoy the movie - feedback: That's not enough money! - - option: |- - Welcome to the movie theater - Ok - Enjoy the movie - feedback: You have to pay for your popcorn! - hint: popcorn = yes and drink = no - correct_answer: B - question_score: '10' - 9: - question_text: What is wrong with this code? - code: |- - 1 chocolate = {ask} 'Would you like chocolate sauce on your ice cream?' - 2 sprinkles = {ask} 'Would you like sprinkles on your ice cream?' - 3 {if} chocolate {and} sprinkles = 'yes' - 4 {print} 'Ice cream with chocolate sauce and sprinkles, coming up!' - 5 {if} chocolate = 'yes' {and} sprinkles = 'no' - 6 {print} 'Ice cream with chocolate sauce, coming up!' - 7 {if} chocolate = 'no' {and} sprinkles = 'yes' - 8 {print} 'Ice cream with sprinkles, coming up' - 9 {if} chocolate = 'no' {and} sprinkles = 'no' - 10 {print} 'Just plain icecream, coming up!' - mp_choice_options: - - option: |- - Line 3 should be: - ``` - {if} chocolate = 'yes' {and} sprinkles = 'yes' - ``` - feedback: Correct! - - option: "Line 3 should be: \n```\n{if} chocolate = 'no' {and} sprinkles = 'no'\n```" - feedback: This is not what I ordered! - - option: "Line 5 should be: \n```\n{if} chocolate = 'yes' {and} sprinkles = 'yes'\n```" - feedback: This is not what I ordered! + feedback: Mind the indention - option: |- - Line 7 should be: - ``` - {if} chocolate = 'yes' {and} sprinkles = 'no' ``` - feedback: This is not what I ordered! - hint: There is a mistake in line 3 - correct_answer: A - question_score: '10' - 10: - question_text: Which command needs to be in line 8 at the place of the ??? ? - code: |- - {print} 'Welcome to the product finder of this supermarkt' - item = {ask} 'What product are you looking for?' - bakery = 'bread', 'buns', 'muffins' - drinks = 'soda', 'water', 'lemonade' - snacks = 'chips', 'nuts', 'dips' - frozen = 'fries', 'icecream', 'pizza' - fruit = 'bananas', 'apples', 'oranges' - {if} item {in} snacks ??? item {in} drinks - {print} 'This item is in aisle 3' - {if} item {in} bakery {or} item {in} bakery - {print} 'This item in in the back of the store' - {if} item {in} fruit - {print} 'The fruit is sold near the register' - mp_choice_options: - - option: '`{and}`' - feedback: There are no items that are both the list of snacks and the list of drinks - - option: '`{or}`' - feedback: Great job! - - option: '`{in}`' - feedback: 'No' - - option: '`{if}`' - feedback: 'No' - hint: The item is either in the list of snacks, or in the list of drinks - correct_answer: B - question_score: '10' - 14: - 1: - question_text: Which symbol should be used on the blank? - code: |- - name _ {ask} 'Who are you?' - {if} name == 'Hedy' - {print} 'Me too!' - mp_choice_options: - - option: '`=>`' - feedback: This is not a symbol. - - option: '`==`' - feedback: We are not comparing anything, just asking. - - option: '`!=`' - feedback: We are not comparing anything, just asking - - option: '`=`' - feedback: Right! - hint: We are not comparing anything, we are just asking a name. - correct_answer: D - question_score: '10' - 2: - question_text: Which of these codes has used the correct = or == symbol? - mp_choice_options: - - option: '{if} name = Hedy' - feedback: 'No' - - option: '{if} age = 24' - feedback: 'No' - - option: answer = {ask} 'What is your answer' - feedback: Yes! - - option: answer == {ask} 'How are you doing?' - feedback: 'No' - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' - 3: - question_text: Which symbols should be filled in on the two blanks? - code: |- - guests = {ask} 'How many people are at the party?' - {if} guests _ 130 - {print} 'You can come in!' - {if} guests _ 130 - {print} 'Im sorry, the club is full. ' - {print} 'You have to wait for a guest to leave' - mp_choice_options: - - option: '`>` and `<`' - feedback: That's not it - - option: '`=` and `>=`' - feedback: That's not it - - option: '`<` and `>=`' - feedback: You are right - - option: '`+` and `==`' - hint: There are 130 people allowed in the club - correct_answer: C - question_score: '10' - feedback: That's not it - 4: - question_text: What's wrong with this code? - code: |- - price = 10 - money = {ask} How much money do you have? - buy = {ask} 'Would you like to buy this teddy bear?' - {if} money >= price {and} buy == 'yes' - {print} 'You can buy the bear!' - {else} - {print} 'You cannot buy this bear!' - mp_choice_options: - - option: In line 1 == should be used instead of = - feedback: No that's not it - - option: Line 2 misses quotation marks - feedback: You are correct - - option: In line 4 = should have been used instead of == - feedback: No that's not it - - option: In line 4 <= should have been used instead of >= - feedback: No that's not it - hint: The symbols are right - correct_answer: B - question_score: '10' - 5: - question_text: Which symbol should be filled in on the blanks if the movie is suitable for kids for the age of 12 and up? - code: |- - age = {ask} 'How old are you?' - ticket = {ask} 'Do you have a ticket?' - {if} age _ {and} ticket == 'yes' - {print} 'You can enter the movie theater.' - {else} - {print} 'You are not allowed to come in!' - mp_choice_options: - - option: '`> 12`' - feedback: 12 year olds are allowed too - - option: '`>= 12`' - feedback: Great! - - option: '`< 12`' - feedback: These kids are too young! - - option: '`<= 12`' - feedback: These kids are too young - hint: '> means greater than' - correct_answer: B - question_score: '10' - 6: - question_text: How many times do you have to say you are annoyed before this annoying game stops? - code: |- - lives = 2 - {repeat} 10 {times} - {if} lives != 0 - answer = {ask} 'Are you annoyed yet?' - {if} answer == 'yes' - lives = lives - 1 - mp_choice_options: - - option: 10 times - feedback: It stops after 2 times - - option: 0 times - feedback: It stops after 2 times - - option: 1 time - feedback: It stops after 2 times - - option: 2 times - feedback: That is correct - hint: '!= means ''is not''' - correct_answer: D - question_score: '10' - 7: - question_text: What should be filled in on the three blanks? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' - mp_choice_options: - - option: '`''Lower''` and `''Higher''` and `''You win!''`' - feedback: That's not quite right. - - option: '`''Higher''` and `''Lower''` and `''You win!''`' - feedback: You win! - - option: '`''You win!''` and `''Lower!''` and `''Higher''`' - feedback: That's not quite right. - - option: '`''Lower!''` and `''You win!''` and `''Higher!''`' - feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: B - question_score: '10' - 8: - question_text: Which statement is true about this roller coaster? - code: |- - length = {ask} 'Please fill in your length in cm' - {if} length < 120 - {print} 'Sorry, you cannot go on this roller coaster.' - {else} - {print} 'Enjoy the ride' - mp_choice_options: - - option: You must be taller than 120 cm to go on the roller coaster - feedback: True! - - option: You must be taller than 119 cm to go on the roller coaster - feedback: If you are 120 cm you won't get in - - option: You must be shorter than 120 cm to go on the roller coaster - feedback: '> means greater than' - - option: There are no length restrictions to go on the roller coaster - feedback: There are. - hint: '> means greater than' - correct_answer: A - question_score: '10' - 9: - question_text: How many pieces of chocolate will give you a stomach ache according to this fitbit? - code: |- - chocolate = {ask} 'How many pieces of chocolate have you eaten?' - {if} chocolate <= 2 - {print} 'That is a healthy amount' - {if} chocolate > 2 {and} chocolate =< 8 - {print} 'That is a bit much' - {if} chocolate > 8 - {print} 'You will get a stomach ache!' - mp_choice_options: - - option: 1 or more - feedback: 'No' - - option: 2 or more - feedback: 'No' - - option: 8 or more - feedback: Almost - - option: 9 or more - feedback: Great! - hint: '> 8 means more than 8' - correct_answer: D - question_score: '10' - 10: - question_text: What should be filled in in the blanks? - code: |- - {print} 'Whoever gets the most points wins!' - {if} points_player_1 < points_player_2 - {print} _ - mp_choice_options: - - option: '''player 1 wins''' - feedback: Look at who has the highest score! - - option: '''player 2 wins''' - feedback: Yes! - - option: '''player 2 loses''' - feedback: Look at who has the highest score! - - option: '''It is a tie''' - feedback: No it's not, one player has a higher score - hint: You win the game by having the most points - correct_answer: B - question_score: '10' - 15: - 1: - question_text: 'Which symbol should be used on the blank? Tip: You must keep guessing until you get it right.' - code: |- - answer = 0 - {while} answer _ 'Amsterdam' - answer = {ask} 'What is the capital city of the Netherlands?' - {print} 'You have given the correct answer' - mp_choice_options: - - option: '`=!`' - feedback: That is not right. - - option: '`==`' - feedback: You don't have to keep guessing if you've given the right answer. - - option: '`!=`' - feedback: Correct - - option: '`=`' - feedback: That's not it - hint: Keep guessing until you say Amsterdam - correct_answer: C - question_score: '10' + {for} i {in} {range} 1 {to} 3 + {print} Baby shark tututudutudu + {print} Baby shark + ``` + feedback: That's right! + - option: |- + ``` + {for} i {in} {range} 0 {to} 3 + {print} Baby shark tututudutudu + {print} Baby shark + ``` + feedback: '`{range}` 0 `{to}` 3 is 4 times.' + - option: |- + ``` + {for} i {in} {range} 0 {to} 3 + {print} Baby shark tututudutudu + {print} Baby shark + ``` + feedback: '`{range}` 0 `{to}` 3 is 4 times.' + hint: Mind the indention + 12: 2: - question_text: Which of these codes has used the correct symbol(s)? mp_choice_options: - option: |- ``` - {while} name = Hedy + flavors {is} vanilla, strawberry, chocolate + {print} 'I would like a ' flavors {at} {random} ' cake.' ``` - feedback: 'No' + feedback: All the different values of flavors should be in quotation marks. - option: |- ``` - {while} age = 24 + 'flavors = vanilla, strawberry, chocolate' + {print} 'I would like a ' flavors {at} {random} ' cake.' ``` - feedback: 'No' + feedback: All the different values of flavors should be in quotation marks. - option: |- ``` - {while} time > 0 + flavors = 'vanilla', 'strawberry', 'chocolate' + {print} 'I would like a ' flavors {at} {random} ' cake.' ``` - feedback: Yes! + feedback: Alright! - option: |- ``` - {while} answer == yes' - ``` - feedback: A quotation mark is missing - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' - 3: - question_text: Which command should be filled in on the blank? + flavors = 'vanilla, strawberry, chocolate' + {print} 'I would like a ' flavors {at} {random} ' cake.' + ``` + feedback: All the different values of flavors should be in quotation marks. + 6: + question_text: Which line should be filled in at the ??? code: |- - _ age < 18 - {print} 'you are not allowed in this bar' - mp_choice_options: - - option: '`{in}`' - feedback: That's not it - - option: '`{while}`' - feedback: You are right - - option: '`{for}`' - feedback: That's not it - - option: '`{range}`' - feedback: That's not it - hint: You are not allowed in the bar as long as you are 17 or younger - correct_answer: B - question_score: '10' - 4: - question_text: What's wrong with this code? + {print} 'Welcome to McHedy!' + order = {ask} 'Would you like a hamburger or fries?' + {if} order = 'hamburger' + price = 12 + {if} order = 'fries' + price = 4 + drinks = {ask} 'Would you like a drink with that for 2 dollars?' + {if} drinks = 'yes' + ??? + {print} 'That will be ' price ' dollar please' + 9: + question_text: Which code should be filled in in line 1 at the ??? + code: |- + ??? + {print} 'You won ' prizes {at} {random} '!' + 10: + question_text: Which line of code should be filled in at the ??? to complete the song ? code: |- - options = 1, 2, 3, 4, 5, 6 - {print} 'Throw 6 as fast as you can!' - thrown = 0 - tries = 0 - {while} thrown == 6 - thrown = options {at} {random} - {print} 'You threw ' thrown - tries = tries + 1 - {print} 'Yes! You have thrown 6 in ' tries ' tries.' + actions = 'clap your hands', 'stomp your feet', 'shout Hurray!' + ??? + {for} i {in} {range} 0 {to} 1 + {print} 'if youre happy and you know it' + {print} action + {print} 'if youre happy and you know it and you really want to show it' + {print} 'if youre happy and you know it' + {print} action + 15: + 4: mp_choice_options: - option: In line 1 == should be used instead of = feedback: No that's not it @@ -3404,20 +320,7 @@ levels: feedback: That's not it - option: In line 5 != should have been used instead of == feedback: You are correct - hint: There is something wrong in line 5 - correct_answer: D - question_score: '10' 5: - question_text: What should be placed on the blank to make this program work correctly? - code: |- - wetness = 10 - {while} wetness != 0 - {print} 'Your hair is still wet, hair dryer on!' - {sleep} 1 - {clear} - wetness _ - - {print} 'All dry!' mp_choice_options: - option: = wetness feedback: That will not change anything @@ -3427,17 +330,7 @@ levels: feedback: You are correct! - option: = wetness + 1 feedback: The program should count down - hint: wetness should get less each time - correct_answer: C - question_score: '10' 6: - question_text: What is wrong with this code? - code: |- - lives = 100 - {while} lives != 0 - answer = {ask} 'Are you annoyed yet?' - {if} answer == 'yes' - lives = lives - 1 mp_choice_options: - option: '{while} should be {if}' feedback: No that is not right @@ -3447,25 +340,7 @@ levels: feedback: No that's not right - option: Line 2 should start with less indentation feedback: That is correct - hint: Look closely at the indentation - correct_answer: D - question_score: '10' 7: - question_text: How should this program be changed so that it works? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' mp_choice_options: - option: '... change the first {if} into a {while}' feedback: Perfect! @@ -3475,40 +350,7 @@ levels: feedback: That's not quite right. - option: '... change the fourth {if} into a {while}' feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: A - question_score: '10' - 8: - question_text: Which statement is true about this automated toilet system? - code: |- - {while} toilet == 'occupied' - lights = 'on' - air_freshener_sprays = 'yes' - {sleep} 60 - lights = 'off' - air_freshener_sprays = 'no' - mp_choice_options: - - option: The lights and air freshener will turn off after 1 minute - feedback: False! - - option: The air freshener sprays once every minute and the lights stay on the whole time while you are on the toilet - feedback: Great job - - option: The air freshener sprays once you leave the toilet. - feedback: It only sprays when you're in there. - - option: The lights will always stay on. - feedback: That wouldn't be right. - hint: The block after the {while} command keeps happening while the toilet is occupied. - correct_answer: B - question_score: '10' 9: - question_text: What will the diet app say if you have eaten 1600 calories today? - code: |- - calories = {ask} 'How many calories have you eaten today?' - {while} calories <= 1000 - {print} 'You could eat some more' - {while} calories > 1000 {and} calories =< 2000 - {print} 'That is alright' - {while} calories > 2000 - {print} 'You have had enough for today' mp_choice_options: - option: Nothing. 1600 is not programmed into the app. feedback: 'No' @@ -3518,16 +360,7 @@ levels: feedback: Yes! - option: You have eaten enough for today feedback: 'No' - hint: 1600 is between 1000 and 2000 - correct_answer: C - question_score: '10' 10: - question_text: 'What should be filled in in the blanks? Tip: the player with the most points is in the lead.' - code: |- - name_player_1 = {ask} 'Name player 1:' - name_player_2 = {ask} 'Name player 2:' - {while} points_player_1 > points_player_2 - {print} _ ' is in the lead right now!' mp_choice_options: - option: name_player_1 feedback: You are right! @@ -3537,105 +370,20 @@ levels: feedback: You should fill in a name, not a number - option: points_player_2 feedback: You should fill in a name, not a number - hint: You win the game by having the most points. Your name should appear on the screen - correct_answer: A - question_score: '10' 16: - 1: - question_text: Which command should be filled in on the blanks to print a random snack? - code: |- - snacks = nachos, chips, cucumber, sweets - {print} _ - mp_choice_options: - - option: '`snacks {at} {random}`' - feedback: This is the old way. - - option: '`[{random} snack]`' - feedback: The order is wrong. - - option: '`snacks[{random}]`' - feedback: Correct - - option: '`snacks[{at} {random}]`' - feedback: We do not need `at`anymore - hint: We no longer use {at} - correct_answer: C - question_score: '10' 2: - question_text: What should be filled in on the blanks if you want a list of what chores are done by whom? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chores = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} _ - mp_choice_options: - - option: |- - ``` - friends[i] has to do chores [i] - ``` - feedback: Mind the spacing. - - option: |- - ``` - friends[1] has to do chores[1] - ``` - feedback: It will print 3 times that Wesley has to do the cooking - - option: |- - ``` - chores[i] ' has to do ' friends[random] - ``` - feedback: The person has to do the chore, not the other way around - - option: |- - ``` - friends[i] ' has to do ' chores[i] - ``` - feedback: Fantastic! - hint: '`i` tells us what item in the list it is. So friend 1 does chore 1 etc.' - correct_answer: D - question_score: '10' 3: - question_text: What is a possible output for this program? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chore = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} friends[i] has to do chores[i] - mp_choice_options: - - option: |- - ``` - Wesley has to do the cooking - Eric has to do the cleaning - Kaylee has to do nothing - ``` - feedback: Super! - - option: |- - ``` - Kaylee has to do the cooking - Wesley has to do the cleaning - Eric has to do nothing - ``` - feedback: No, it is not random. - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cleaning - Wesley has to do the nothing - ``` - feedback: Poor Wesley! - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cooking - Wesley has to do the cooking - ``` - feedback: That's not it - hint: It's not random... - correct_answer: A - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - friends = ['Jaylee', 'Erin', 'Fay'] - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 0 {to} 3 - print 'the lucky number of ' friends[i] - print 'is ' lucky_numbers[i] mp_choice_options: - option: The variable in line 4 should be 'friend[i]', not 'friends[i]' feedback: That is not right. @@ -3645,16 +393,7 @@ levels: feedback: It's not a variable, it's just text. - option: '{in} in line 3 should be removed' feedback: That's not it - hint: There's nothing wrong with line 4 - correct_answer: B - question_score: '10' 5: - question_text: Which line should be filled in in the blank? - code: |- - animals = ['dog', 'cow', 'horse'] - _ - {for} i {in} {range} 1 {to} 3 - {print} 'the ' animals[i] ' says ' sounds[i] mp_choice_options: - option: noises = ['moo', 'woof', 'neigh'] feedback: Mind the variable name and the order of the sounds. @@ -3664,487 +403,3 @@ levels: feedback: Don't forget the quotation marks! - option: sounds = ['woof', 'moo', 'neigh'] feedback: Great job! - hint: Look at line 1 to see proper use of brackets and quotation marks. - correct_answer: D - question_score: '10' - 6: - question_text: Which statement is true? - code: |- - people = ['Chris', 'Jaylino', 'Ryan'] - games = ['fortnite', 'minecraft', 'fifa'] - {for} o {in} {range} 1 {to} 3 - {print} people[o] ' likes ' games[o] - mp_choice_options: - - option: You are not allowed to use the variable o. It should be named i. - feedback: i is the most commonly used variable name in this case, but it's not mandatory to use i. - - option: The output will say that Jaylino likes fortnite. - feedback: No, he likes minecraft. - - option: The output will say that Ryan likes fifa - feedback: Correct - - option: This code will not work. It will give and error. - feedback: No, the code is correct. - hint: There is nothing wrong with this code. - correct_answer: C - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - people = ['Savi', 'Senna', 'Fayenne'] - transportation = ['bike', 'train', 'car'] - {for} i {in} {range} 1 {to} 3 - {print} people[i] goes to school by transportation[i] - mp_choice_options: - - option: Line 1 needs less quotation marks - feedback: That is not right. - - option: Line 3 should start with indentation - feedback: It should not! - - option: Line 4 should start without indentation - feedback: It should not - - option: Line 4 needs more quotation marks. - feedback: Amazing! - hint: There is a mistake made in the usage of quotation marks. - correct_answer: D - question_score: '10' - 8: - question_text: Which of these codes belongs to this output? - code: |- - Macy and Kate get to go first - Lionell and Raj get to go second - Kim and Leroy get to go third - mp_choice_options: - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 0 {to} 3 - {print} teams[random] ' get to go ' position[i] - ``` - feedback: This is not right - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: Amazing! - - option: |- - ``` - teams = ['Macy', 'Kate', 'Lionell', 'Raj', 'Kim', 'Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 6 - {print} teams[random] ' get to go ' position[random] - ``` - feedback: This is not it. - - option: |- - ``` - teams = ['Macy and Kate' 'Lionell and Raj' 'Kim and Leroy'] - position = ['first' 'second' 'third'] - {for} teams {in} {range} 0 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: This is not going to work! - hint: If you look carefully at the first line, you'll see that only the first two answers are possibly correct. - correct_answer: B - question_score: '10' - 9: - question_text: What is a possible output for this code? - code: |- - countries = ['Canada', 'Zimbabwe', 'New Zealand'] - {for} i {in} {range} 0 {to} 1 - {print} 'I will travel to ' countries[random] - mp_choice_options: - - option: |- - ``` - I will travel to Canada - I will travel to Canada - ``` - feedback: Great job! - - option: |- - ``` - I will travel to Canada - ``` - feedback: It will be repeated twice - - option: |- - ``` - I will travel to Canada, Zimbabwe and New Zealand - ``` - feedback: This is not it. - - option: |- - ``` - I will travel to Canada - I will travel to Zimbabwe - I will travel to New Zealand - ``` - feedback: It's only repeated twice - hint: Range 0 to 1 is 2 times - correct_answer: A - question_score: '10' - 10: - question_text: Which 3 lines will complete this code correctly? - code: |- - {print} 'The book raffle will start soon' - {print} 'Get your tickets now!' - books = ['Narnia', 'The Hobbit', 'Oliver Twist', 'Harry Potter', 'Green eggs and ham'] - people = {ask} 'How many raffle tickets are sold?' - list_of_numbers = [1, 2] - {for} i {in} {range} 3 {to} people - {add} i {to} list_of_numbers - {for} i {in} {range} 1 {to} 5 - mp_choice_options: - - option: |- - ``` - chosen_number = list_of_numbers at random - print books[i] ' will go to person number ' chosen_number - {add} chosen_number {to} list_of_numbers - ``` - feedback: Almost there... but adding the winner to the list makes this raffle unfair - - option: |- - ``` - print person[i] ' wins ' book[i] - ``` - feedback: There is no list called 'person' - - option: |- - ``` - chosen_number = list_of_numbers[people] - print books[people] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: This is not it. - - option: |- - ``` - chosen_number = list_of_numbers[random] - print books[i] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: Fantastic! - hint: You need to use the {remove} command - correct_answer: D - question_score: '10' - 17: - 1: - question_text: What is the output of this code? - code: |- - minions = ['Bob', 'Kevin', 'Stuart'] - {for} x in minions: - {print} x - mp_choice_options: - - option: |- - ``` - m i n i o n s - ``` - feedback: This is not it. - - option: |- - ``` - Bob - Kevin - Stuart - ``` - feedback: Correct! - - option: |- - ``` - minions - minions - minions - ``` - feedback: Take a look at the content of your list. - - option: |- - ``` - B o b K e v i n S t u a r t - ``` - feedback: Do not loop through the letters. - hint: Loop through your list. - correct_answer: B - question_score: '10' - 2: - question_text: What is wrong with this code? - code: |- - seconds_minute = 60 - minute_hour = 60 - hour_day = 24 - leap_year = 366 - no_leap_year = 365 - years = ask 'what year is it?' - {if} years = 2024: - print seconds_minute * minute_hour * hour_day * leap_year - {else}: - print seconds_minute * minute_hour * hour_day * noleap_year - mp_choice_options: - - option: You cannot have so many variables. - feedback: This is not it. - - option: The way the variables are multiplied is incorrect. - feedback: Not true! - - option: One of the variables `noleap_year` does not belong with the `{if}` statement. - feedback: Keep looking for the mistake. - - option: The `noleap_year` has to be identical in both cases. - feedback: Correct! - hint: Read the code carefully. - correct_answer: D - question_score: '10' - 3: - question_text: How many hedgehogs will this code print? - code: |- - {for} x in range 1 to 3: - {for} y in range 1 to 2: - {print} 🦔 - mp_choice_options: - - option: |- - ``` - 🦔 - 🦔 - 🦔 - ``` - feedback: Try again. - - option: |- - ``` - 🦔 - 🦔 - ``` - feedback: One more try. - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: Well done! - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating. - correct_answer: C - question_score: '10' - 4: - question_text: What is wrong with code? - code: |- - name_color = {ask} 'What is your favorite color?' - {if} name_color == 'red': - {print} 'the color of a tomato' - {elif} name_color == 'green': - {print} 'the color of an apple' - {elif} name_color == 'blue': - {print} 'the color of a blueberry' - {elif} name_color == 'yellow': - {print} 'the color of a banana' - {elif}: - {print} 'this fruit-color does not exist' - mp_choice_options: - - option: The first `{elif}` should be used before the `print` command - feedback: Try again. - - option: '`{elif}` can only be used once' - feedback: From now on we can use elif multiple times. - - option: '`==` used with `{elif}` should be replaced by `=`' - feedback: Not correct. - - option: '`{elif}` in the last line should be replaced by `{else}`' - feedback: Great! - hint: Think about `{if}`, `{elif}`, `{else}`. - correct_answer: D - question_score: '10' - 5: - question_text: What is the output of this code? - code: |- - numbers = [7, 19, 29, 41, 53, 71, 79, 97] - {for} prime in numbers: - {if} prime <= 10: - {print} prime - {elif} prime >= 60: - {print} prime - {elif} prime >= 90: - {print} prime - {else}: - {print} 'another number' - mp_choice_options: - - option: |- - ``` - 7 - another number - another number - another number - another number - 71 - 79 - 97 - ``` - feedback: Well done! - - option: |- - ``` - another number - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: Try again. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - another number - ``` - feedback: One more try. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating and the values of if and elif. - correct_answer: A - question_score: '10' - 6: - question_text: What is wrong with code? - code: |- - name = {ask} 'What is your name?' - {if} name == 'Hedy': - password = {ask} 'What is your password?' - {if} password =='turtle123': - {print} 'Yey' - {else}: - {print} 'Access denied' - {else}: - {print} 'Go fish' - mp_choice_options: - - option: '`{elif}` is missing.' - feedback: Try again. - - option: '`{else}` can only be used once.' - feedback: From now on we can use elif multiple times. - - option: Nothing! - feedback: There is a mistake. Look carefully! - - option: There is an indentation mistake in the last line. - feedback: Amazing! - hint: There is a mistake somewhere... - correct_answer: D - question_score: '10' - 7: - question_text: Which of the following codes will print five times 'the result is 3' on the screen? - mp_choice_options: - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - result = n * 1 - {print} 'The result is ' result - ``` - feedback: Try again! - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} u in numbers: - number = u - {print} 'The result is ' number - ``` - feedback: That is not it. - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} number in numbers: - number = 3 - {print} 'The result is ' number - ``` - feedback: Very good! - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - n = result - {print} 'The result is ' result - ``` - feedback: That is not it. - hint: Think about mathematical symbols. - correct_answer: C - question_score: '10' - 8: - question_text: What is wrong with code? - code: |- - insects = ['🐝', '🦋', '🕷', '🐞'] - your_favorite = {ask} 'what is your favorite insect?' - {for} insect in insects: - {if} your_favorite == '🐝' {or} your_favorite == '🐞': - {print} 'very useful' - {elif} your_favorite == '🕷': - {print} 'it can catch mosquitoes' - {else}: - {print} 'almost all insects can be useful one way or another' - mp_choice_options: - - option: '`{or}` cannot be used with `{if}`.' - feedback: Try again. - - option: In the `{for}` command `insect` should be `insects`. - feedback: Not true. - - option: Nothing! - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 9: - question_text: Which one of the codes below gave this output? - code: |- - -5 is negative - -4 is negative - -3 is negative - -2 is negative - -1 is negative - 0 is positive - 1 is positive - 2 is positive - 3 is positive - mp_choice_options: - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Try again! - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number <= 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - - option: "```\n {for} number in range -5 to 3:\n {if} number >= 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Very good! - - option: "```\n {for} number in range -5 to 3:\n {if} number < 0: \n {print} number ' is positive'\n {elif} number <=0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 10: - question_text: What is wrong with this code? - code: |- - {for} number in range 1 to 5: - volume_room = num * num * num - {print} volume_room ' cubic meters' - {if} volume_room > 100: - {print} 'this is a large room' - {elif} volume_room < 100: - {print} 'small room but cosy' - {else}: - {print} 'i will look for something else' - mp_choice_options: - - option: The word num needs quotation marks. - feedback: Try again. - - option: The `{if}` command is not used correctly. - feedback: Not true. - - option: Line 3 should be `volume_room = number * number * number`. - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' diff --git a/content/quizzes/peo.yaml b/content/quizzes/peo.yaml index 0157a887926..e3f58c079a9 100644 --- a/content/quizzes/peo.yaml +++ b/content/quizzes/peo.yaml @@ -1,1085 +1,5 @@ levels: - 12: - 7: - mp_choice_options: - - feedback: Terrific! - option: "It's my birthday! I've brought some snacks!\nFor you I have brought:\ncookies\ngrapes" - - option: "It's my birthday! I've brought some snacks!\nFor you I have brought:\ngrapes" - feedback: There's more options than just one - - option: "It's my birthday! I've brought some snacks!\nFor you I have brought:\ncheese\ngrapes" - feedback: A vegan person can't have cheese - - option: "It's my birthday! I've brought some snacks!\nFor you I have brought:\ngrapes\ncookies" - feedback: Almost there, but look at the order of snacks in the list - question_text: Which output does a vegan get? - hint: What item is removed from the list when you answer 'vegan'? - code: "menu = 'cookies', 'cheese', 'grapes'\n{print} \"It's my birthday! I`ve brought some snacks!\"\ndiet = {ask} 'Do you have any dietary restrictions?'\n{if} diet = 'gluten free'\n {remove} 'cookies' {from} menu\n{if} diet = 'vegan'\n {remove} 'cheese' {from} menu\n{print} 'For you I have brought: '\n{for} snack {in} menu\n {print} snack" - question_score: '10' - correct_answer: A - 8: - mp_choice_options: - - feedback: No - option: "```\n{print} '7 / 2'\n```" - - option: "```\n{print} 7 / 2\n```" - feedback: That is right! - - feedback: No - option: "```\n{print} 7 : 2\n```" - - feedback: No - option: "```\n{print} 7 * 2\n```" - hint: 7 devided by 2 is 3.5 - correct_answer: B - code: '3.5' - question_text: Which code was used to create this output? - question_score: '10' - 9: - mp_choice_options: - - feedback: You won nothing - option: "```\nprizes = 'one' 'million' 'dollars', 'nothing'\n```" - - feedback: You won nothing - option: "```\nprizes = 'one million dollars, nothing'\n```" - - option: "```\nprizes = 'one million dollars', 'nothing'\n```" - feedback: Winner! - - feedback: You won nothing - option: "```\n'prizes' = 'one million dollars', 'nothing'\n```" - question_score: '10' - hint: The items on the list should be in quotation marks - correct_answer: C - code: "_\n{print} 'You won ' prizes {at} {random} '!'" - question_text: Which code should be filled in in line 1 at the `_`? - 10: - mp_choice_options: - - option: "```\n{for} i {in} {range} 1 {to} 3\n```" - feedback: This is a hard one! All the actions on the list must be in the song. - - option: "```\n{for} action {in} actions\n```" - feedback: You are amazing! - - feedback: This is a hard one! All the actions on the list must be in the song. - option: "```\n{repeat} 3 {times}\n```" - - feedback: This is a hard one! All the actions on the list must be in the song. - option: "```\n{print} actions {at} {random}\n```" - question_score: '10' - hint: This is a hard one! All the actions on the list must be in the song. - question_text: Which line of code should be filled in at the `_` to complete the song ? - correct_answer: B - code: "actions = 'clap your hands', 'stomp your feet', 'shout Hurray!'\n_\n {for} i {in} {range} 0 {to} 1\n {print} 'if youre happy and you know it'\n {print} action\n {print} 'if youre happy and you know it and you really want to show it'\n {print} 'if youre happy and you know it'\n {print} action" - 4: - mp_choice_options: - - option: Line 1 and 2 - feedback: No - - feedback: No - option: Line 1, 2 and 3 - - option: Line 1, 2 and 4 - feedback: No - - feedback: Perfect! - option: All of the lines - correct_answer: D - question_score: '10' - hint: Does line 3 need quotation marks too? - code: "{print} Welcome to the online shoe shop\ncategory = {ask} What kind of shoes are you looking for?\n{if} category = high heels\n {print} High heels are 50% off now!" - question_text: In which lines are quotation marks needed to get the code to work? - 2: - hint: The second line is the same in each code, pay attention to the first line - mp_choice_options: - - feedback: All the different values of flavors should be in quotation marks. - option: "```\nflavors {is} vanilla, strawberry, chocolate\n{print} 'I would like a ' flavors {at} {random} ' cake.'\n```" - - feedback: All the different values of flavors should be in quotation marks. - option: "```\n'flavors = vanilla, strawberry, chocolate'\n{print} 'I would like a ' flavors {at} {random} ' cake.'\n```" - - option: "```\nflavors = 'vanilla', 'strawberry', 'chocolate'\n{print} 'I would like a ' flavors {at} {random} ' cake.'\n```" - feedback: Alright! - - feedback: All the different values of flavors should be in quotation marks. - option: "```\nflavors = 'vanilla, strawberry, chocolate'\n{print} 'I would like a ' flavors {at} {random} ' cake.'\n```" - question_score: '10' - question_text: Which of these codes is correct? - correct_answer: C - 1: - code: "{print} 'three and a half plus one and a half is...'\n{print} 3.5 + 1.5" - hint: Both lines are printed! - mp_choice_options: - - feedback: Don't forget the first line of code! - option: '5' - - feedback: This is not the one! - option: 3.5 + 1.5 - - option: "three and a half plus one and a half is...\nfive" - feedback: Take a close look at the second line... - - option: "three and a half plus one and a half is...\n5" - feedback: Great job! - question_text: Which output is correct? - correct_answer: D - question_score: '10' - 6: - correct_answer: C - mp_choice_options: - - feedback: What if you only order fries and a drink? - option: "```\nprice = 14\n```" - - option: "```\nprice = '14'\n```" - feedback: What if you only order fries and a drink? - - feedback: Excellent! - option: "```\nprice = price + 2\n```" - - feedback: Almost there! - option: "```\nprice = + 2\n```" - hint: What if you only order fries and a drink? - code: "{print} 'Welcome to McHedy!'\norder = {ask} 'Would you like a hamburger or fries?'\n{if} order = 'hamburger'\n price = 12\n{if} order = 'fries'\n price = 4\ndrinks = {ask} 'Would you like a drink with that for 2 dollars?'\n{if} drinks = 'yes'\n _\n{print} 'That will be ' price ' dollar please'" - question_score: '10' - question_text: Which line should be filled in at the `_`? - 5: - code: "name {is} {ask} 'What is your name?'\n{if} name {is} 'Agent007'\n a {is} 'Go to the airport '\nelse\n a {is} 'Go to the train station '\npassword {is} {ask} 'What is the password?'\n{if} password {is} 'TOPSECRET'\n b {is} 'tomorrow at 02.00'\n{else}\n b {is} 'today at 10.00'\n{print} a + b" - question_text: What output does Agent007 get when they put in the correct password? - mp_choice_options: - - feedback: The agent won't be catching any bad guys here - option: Go to the train station today at 10.00 - - feedback: You've cracked the code! - option: Go to the airport tomorrow at 02.00 - - option: Go to the train station tomorrow at 02.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 10.00 - feedback: The agent won't be catching any bad guys here - correct_answer: B - hint: The correct password is TOPSECRET - question_score: '10' - 3: - code: "favorite_animal = {ask} 'What is your favorite animal?'\n{print} 'I like ' favoriteanimal ' too!'" - mp_choice_options: - - option: The name of the variable is different in line 1 than in line 2. - feedback: Correct! - - feedback: That's not true - option: The quotation marks aren't used correctly in line 2 - - option: You can't use the = sign when using an {ask} command - feedback: That's not true - - option: Nothing is wrong. - feedback: That's not true - question_text: What's wrong with this code? - hint: The quotation marks are used correctly - correct_answer: A - question_score: '10' - 13: - 3: - mp_choice_options: - - option: You get a free apple pie! - feedback: Great job! - - option: That will be 5 dollars please - feedback: That is not true - - option: This code won't work, so there is no output - feedback: There is nothing wrong with the code - - feedback: There is! Read the question carefully - option: There is no way of knowing - question_text: Which output is given to a member without a discount code? - code: "member = {ask} 'Do you have a membership card?'\ndiscount = {ask} 'Do you have a discount code?'\n{if} member = 'yes' {or} discount = 'yes'\n {print} 'You get a free apple pie!'\n{else}\n {print} 'That will be 5 dollars please'" - hint: Mind the command `{or}` in line 3 - correct_answer: A - question_score: '10' - 5: - mp_choice_options: - - feedback: The prince is a little more picky than that! - option: Every person with shoe size 38 is this prince's one true love - - option: Every person named Cinderella is this prince's one true love - feedback: The prince is a little more picky than that! - - feedback: Fantastic! - option: Every person that is named Cinderella and has shoe size 38 is this prince's one true love - - feedback: The prince is a little more picky than that! - option: Every person that's not named Cinderella and does not have shoe size 38 is this prince's one true love - question_text: Which statement is true about this code? - code: "{if} name = 'Cinderella' {and} shoe_size = 38\n {print} 'You are my one true love!'" - hint: Both statements have to be true - correct_answer: C - question_score: '10' - 6: - mp_choice_options: - - option: Michael is a boy with glasses - feedback: Try again - - feedback: Try again - option: Marleen is a girl with glasses - - feedback: Try again - option: Wouter is a boy without glasses - - option: Sophie is a girl with glasses - feedback: Great job! - code: "{print} 'Let me guess which family member you are!'\nglasses = {ask} 'Do you wear glasses?'\nfemale = {ask} 'Are you female?'\n{if} glasses = 'yes' {and} female = 'yes'\n {print} 'You must be Sophie!'\n{if} glasses = 'no' {and} female = 'yes'\n {print} 'You must be Marleen!'\n{if} glasses = 'yes' {and} female = 'no'\n {print} 'You must be Wouter!'\n{if} glasses = 'no' {and} female = 'no'\n {print} 'You must be Michael!'" - question_text: Which statement about this code is true? - hint: Take a good look! Or do you need glasses? - correct_answer: D - question_score: '10' - 7: - question_text: Which statement is false? - mp_choice_options: - - option: The grey cat is called Abby - feedback: This is true! - - option: Milo the orange cat eats 4 scoops of cat nibbles - feedback: This is true - - feedback: Great job! - option: The black hamster needs to be fed a piece of carrot - - option: The yellow bird was fed this morning - feedback: This is true - hint: Read the last 4 lines carefully - question_score: '10' - correct_answer: C - code: "{print} 'Thank you for helping me take care of my pets'\n{print} 'Here is a program to help feed them'\nanimal = {ask} 'What kind of animal are they?'\ncolor = {ask} 'What colour are they?'\n{if} animal = 'cat' {and} color = 'grey'\n {print} 'That is Abby. She eats 3 scoops of cat nibbles'\n{if} animal = 'cat' {and} color = 'orange'\n {print} 'That is Milo. He eats 4 scoops of cat nibbles'\n{if} animal = 'bird' {or} color = 'black'\n {print} 'I fed them this moring! They do not need more food today'\n{if} animal = 'hamster' {and} color = 'brown'\n {print} 'You can feed them a piece of carrot'" - 8: - mp_choice_options: - - feedback: You have paid too much! - option: "Welcome to the movie theater\nThat will be 8 dollars please\nEnjoy the movie" - - option: "Welcome to the movie theater\nThat will be 5 dollars please\nEnjoy the movie" - feedback: Amazing! - - feedback: That's not enough money! - option: "Welcome to the movie theater\nThat will be 3 dollars please\nEnjoy the movie" - - option: "Welcome to the movie theater\nOk\nEnjoy the movie" - feedback: You have to pay for your popcorn! - hint: popcorn = yes and drink = no - code: "{print} 'Welcome to the movie theater'\npopcorn = {ask} 'Would you like some popcorn?'\ndrink = {ask} 'Would you like a drink?'\n{if} popcorn = 'yes' {and} drink = 'yes'\n {print} 'That will be 8 dollars please'\n{if} popcorn = 'no' {and} drink = 'yes'\n {print} 'That will be 3 dollars please'\n{if} popcorn = 'yes' {and} drink = 'no'\n {print} 'That will be 5 dollars please'\n{if} popcorn = 'no' {and} drink = 'no'\n {print} 'Ok'\n{print} 'Enjoy the movie'" - question_text: What output do you get if you order popcorn but no drink? - correct_answer: B - question_score: '10' - 10: - question_text: Which command needs to be in line 8 at the place of the ??? ? - mp_choice_options: - - feedback: There are no items that are both the list of snacks and the list of drinks - option: '`{and}`' - - feedback: Great job! - option: '`{or}`' - - option: '`{in}`' - feedback: No - - feedback: No - option: '`{if}`' - hint: The item is either in the list of snacks, or in the list of drinks - question_score: '10' - code: "{print} 'Welcome to the product finder of this supermarkt'\nitem = {ask} 'What product are you looking for?'\nbakery = 'bread', 'buns', 'muffins'\ndrinks = 'soda', 'water', 'lemonade'\nsnacks = 'chips', 'nuts', 'dips'\nfrozen = 'fries', 'icecream', 'pizza'\nfruit = 'bananas', 'apples', 'oranges'\n{if} item {in} snacks ??? item {in} drinks\n {print} 'This item is in aisle 3'\n{if} item {in} bakery {or} item {in} bakery\n {print} 'This item in in the back of the store'\n{if} item {in} fruit\n {print} 'The fruit is sold near the register'" - correct_answer: B - 1: - mp_choice_options: - - option: "```\n{if} birthday {and} song = 'yes'\n```" - feedback: Almost there - - feedback: Hedy only sings for you if you like to hear a song - option: "```\n{if} birthday = 'yes' {and} name = 'Hedy'\n```" - - option: "```\n{if} song = 'yes' {and} birthday = 'yes'\n```" - feedback: Super! - - feedback: Hedy only sings if both answers are yes - option: "```\n{if} song = 'yes' {or} birthday = 'yes'\n```" - correct_answer: C - question_text: Which code should be filled in at the ??? ? - code: "name = {ask} 'What is your name?'\nsong = {ask} 'Whould you like to hear a song?'\nbirthday = {ask} 'Is today your birthday?'\n???\n {print} 'Happy Birthday to you!'\n {print} 'Happy Birthday to you!'\n {print} 'Happy Birthday dear ' name\n {print} 'Happy Birthday to you!'" - question_score: '10' - hint: Hedy sings if you want to hear a song and it's you birthday - 4: - mp_choice_options: - - option: "```\n{print} 'you win'\n```" - feedback: You win! - - feedback: You lose! - option: "```\n{print} 'you lose'\n```" - - option: "```\n{print} 'tie'\n```" - feedback: It's only a tie if both choices are the same - - option: "```\n{print} 'try again'\n```" - feedback: Try again! - code: "{if} computer_choice {is} 'rock' {and} your_choice {is} 'paper'" - question_text: Which line of code should follow this line in rock-paper-scissors game? - correct_answer: A - question_score: '10' - hint: Paper beats rock - 9: - mp_choice_options: - - option: "Line 3 should be:\n```\n{if} chocolate = 'yes' {and} sprinkles = 'yes'\n```" - feedback: Correct! - - option: "Line 3 should be: \n```\n{if} chocolate = 'no' {and} sprinkles = 'no'\n```" - feedback: This is not what I ordered! - - option: "Line 5 should be: \n```\n{if} chocolate = 'yes' {and} sprinkles = 'yes'\n```" - feedback: This is not what I ordered! - - option: "Line 7 should be:\n```\n{if} chocolate = 'yes' {and} sprinkles = 'no'\n```" - feedback: This is not what I ordered! - question_score: '10' - question_text: What is wrong with this code? - code: "1 chocolate = {ask} 'Would you like chocolate sauce on your ice cream?'\n2 sprinkles = {ask} 'Would you like sprinkles on your ice cream?'\n3 {if} chocolate {and} sprinkles = 'yes'\n4 {print} 'Ice cream with chocolate sauce and sprinkles, coming up!'\n5 {if} chocolate = 'yes' {and} sprinkles = 'no'\n6 {print} 'Ice cream with chocolate sauce, coming up!'\n7 {if} chocolate = 'no' {and} sprinkles = 'yes'\n8 {print} 'Ice cream with sprinkles, coming up'\n9 {if} chocolate = 'no' {and} sprinkles = 'no'\n10 {print} 'Just plain icecream, coming up!'" - correct_answer: A - hint: There is a mistake in line 3 - 2: - mp_choice_options: - - option: '`{and}`' - feedback: You don't have to be vegan and muslim - - feedback: Great thinking! - option: '`{or}`' - - feedback: No - option: '`+`' - - feedback: No - option: '`{print}`' - hint: Neither vegans nor muslims can eat sausage rolls. - correct_answer: B - code: "menu = 'cheese', 'sausage rolls', 'cookies'\ndiet = {ask} 'Do you have any dietary restrictions?'\n{if} diet = 'vegan' ??? diet = 'halal'\n {remove} 'sausage rolls' {from} menu" - question_text: Which command is missing in the code at the place of the ??? ? - question_score: '10' - 14: - 2: - mp_choice_options: - - feedback: No - option: '{if} name = Hedy' - - option: '{if} age = 24' - feedback: No - - option: answer = {ask} 'What is your answer' - feedback: Yes! - - feedback: No - option: answer == {ask} 'How are you doing?' - correct_answer: C - question_score: '10' - hint: When you are comparing two answers you should use == - question_text: Which of these codes has used the correct = or == symbol? - 3: - question_score: '10' - feedback: That's not it - mp_choice_options: - - option: '`>` and `<`' - feedback: That's not it - - option: '`=` and `>=`' - feedback: That's not it - - option: '`<` and `>=`' - feedback: You are right - - option: '`+` and `==`' - correct_answer: C - code: "guests = {ask} 'How many people are at the party?'\n{if} guests _ 130\n {print} 'You can come in!'\n{if} guests _ 130\n {print} 'Im sorry, the club is full. '\n {print} 'You have to wait for a guest to leave'" - hint: There are 130 people allowed in the club - question_text: Which symbols should be filled in on the two blanks? - 5: - code: "age = {ask} 'How old are you?'\nticket = {ask} 'Do you have a ticket?'\n{if} age _ {and} ticket == 'yes'\n {print} 'You can enter the movie theater.'\n{else}\n {print} 'You are not allowed to come in!'" - question_text: Which symbol should be filled in on the blanks if the movie is suitable for kids for the age of 12 and up? - mp_choice_options: - - feedback: 12 year olds are allowed too - option: '`> 12`' - - feedback: Great! - option: '`>= 12`' - - option: '`< 12`' - feedback: These kids are too young! - - feedback: These kids are too young - option: '`<= 12`' - hint: '> means greater than' - question_score: '10' - correct_answer: B - 6: - question_score: '10' - mp_choice_options: - - feedback: It stops after 2 times - option: 10 times - - option: 0 times - feedback: It stops after 2 times - - option: 1 time - feedback: It stops after 2 times - - feedback: That is correct - option: 2 times - correct_answer: D - question_text: How many times do you have to say you are annoyed before this annoying game stops? - code: "lives = 2\n{repeat} 10 {times}\n {if} lives != 0\n answer = {ask} 'Are you annoyed yet?'\n {if} answer == 'yes'\n lives = lives - 1" - hint: "!= means 'is not'" - 7: - mp_choice_options: - - feedback: That's not quite right. - option: "`'Lower'` and `'Higher'` and `'You win!'`" - - option: "`'Higher'` and `'Lower'` and `'You win!'`" - feedback: You win! - - option: "`'You win!'` and `'Lower!'` and `'Higher'`" - feedback: That's not quite right. - - option: "`'Lower!'` and `'You win!'` and `'Higher!'`" - feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: B - question_text: What should be filled in on the three blanks? - question_score: '10' - code: "{print} 'Guess which number'\nnumbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10\nnumber = numbers {at} {random}\ngame = 'on'\n{for} i {in} {range} 1 {to} 10\n {if} game == 'on'\n guess = {ask} 'Which number do you think it is?'\n {if} guess < number\n {print} _\n {if} guess > number\n {print} _\n {if} guess == number\n {print} _\n game = 'over'" - 8: - correct_answer: A - question_score: '10' - mp_choice_options: - - feedback: True! - option: You must be taller than 120 cm to go on the roller coaster - - feedback: If you are 120 cm you won't get in - option: You must be taller than 119 cm to go on the roller coaster - - feedback: '> means greater than' - option: You must be shorter than 120 cm to go on the roller coaster - - option: There are no length restrictions to go on the roller coaster - feedback: There are. - question_text: Which statement is true about this roller coaster? - hint: '> means greater than' - code: "length = {ask} 'Please fill in your length in cm'\n{if} length < 120\n {print} 'Sorry, you cannot go on this roller coaster.'\n{else}\n {print} 'Enjoy the ride'" - 10: - code: "{print} 'Whoever gets the most points wins!'\n{if} points_player_1 < points_player_2\n {print} _" - correct_answer: B - mp_choice_options: - - feedback: Look at who has the highest score! - option: "'player 1 wins'" - - option: "'player 2 wins'" - feedback: Yes! - - option: "'player 2 loses'" - feedback: Look at who has the highest score! - - feedback: No it's not, one player has a higher score - option: "'It is a tie'" - hint: You win the game by having the most points - question_text: What should be filled in in the blanks? - question_score: '10' - 1: - mp_choice_options: - - feedback: This is not a symbol. - option: '`=>`' - - option: '`==`' - feedback: We are not comparing anything, just asking. - - option: '`!=`' - feedback: We are not comparing anything, just asking - - feedback: Right! - option: '`=`' - code: "name _ {ask} 'Who are you?'\n{if} name == 'Hedy'\n {print} 'Me too!'" - hint: We are not comparing anything, we are just asking a name. - question_text: Which symbol should be used on the blank? - question_score: '10' - correct_answer: D - 4: - hint: The symbols are right - mp_choice_options: - - option: In line 1 == should be used instead of = - feedback: No that's not it - - option: Line 2 misses quotation marks - feedback: You are correct - - feedback: No that's not it - option: In line 4 = should have been used instead of == - - option: In line 4 <= should have been used instead of >= - feedback: No that's not it - code: "price = 10\nmoney = {ask} How much money do you have?\nbuy = {ask} 'Would you like to buy this teddy bear?'\n{if} money >= price {and} buy == 'yes'\n {print} 'You can buy the bear!'\n{else}\n {print} 'You cannot buy this bear!'" - question_text: What's wrong with this code? - correct_answer: B - question_score: '10' - 9: - mp_choice_options: - - option: 1 or more - feedback: No - - option: 2 or more - feedback: No - - option: 8 or more - feedback: Almost - - feedback: Great! - option: 9 or more - code: "chocolate = {ask} 'How many pieces of chocolate have you eaten?'\n {if} chocolate <= 2\n {print} 'That is a healthy amount'\n {if} chocolate > 2 {and} chocolate =< 8\n {print} 'That is a bit much'\n {if} chocolate > 8\n {print} 'You will get a stomach ache!'" - hint: '> 8 means more than 8' - question_text: How many pieces of chocolate will give you a stomach ache according to this fitbit? - question_score: '10' - correct_answer: D - 15: - 4: - question_text: What's wrong with this code? - mp_choice_options: - - option: In line 1 `==` should be used instead of `=` - feedback: No that's not it - - option: Line 2 misses quotation marks - feedback: That's not right - - feedback: That's not it - option: In line 5 `{if}` should have been used instead of `{while}` - - feedback: You are correct - option: In line 5 `!=` should have been used instead of `==` - code: "options = 1, 2, 3, 4, 5, 6\n{print} 'Throw 6 as fast as you can!'\nthrown = 0\ntries = 0\n{while} thrown == 6\n thrown = options {at} {random}\n {print} 'You threw ' thrown\n tries = tries + 1\n{print} 'Yes! You have thrown 6 in ' tries ' tries.'" - hint: There is something wrong in line 5 - question_score: '10' - correct_answer: D - 3: - code: "_ age < 18\n {print} 'you are not allowed in this bar'" - mp_choice_options: - - option: '`{in}`' - feedback: That's not it - - option: '`{while}`' - feedback: You are right - - option: '`{for}`' - feedback: That's not it - - option: '`{range}`' - feedback: That's not it - question_score: '10' - question_text: Which command should be filled in on the blank? - correct_answer: B - hint: You are not allowed in the bar as long as you are 17 or younger - 5: - question_text: What should be placed on the blank to make this program work correctly? - hint: wetness should get less each time - mp_choice_options: - - option: "```\n = wetness\n```" - feedback: That will not change anything - - feedback: You can't have two times = in one line - option: "```\n = wetness = 1\n```" - - option: "```\n = wetness - 1\n```" - feedback: You are correct! - - feedback: The program should count down - option: "```\n = wetness + 1\n```" - correct_answer: C - question_score: '10' - code: "wetness = 10\n{while} wetness != 0\n {print} 'Your hair is still wet, hair dryer on!'\n {sleep} 1\n {clear}\n wetness _\n\n{print} 'All dry!'" - 6: - mp_choice_options: - - option: '`{while}` should be`{if}`' - feedback: No that is not right - - feedback: No that is not right - option: '`{if}` should be `{while}`' - - option: Line 3 should start with more indentation - feedback: No that's not right - - feedback: That is correct - option: Line 2 should start with less indentation - hint: Look closely at the indentation - correct_answer: D - question_text: What is wrong with this code? - question_score: '10' - code: "lives = 100\n {while} lives != 0\n answer = {ask} 'Are you annoyed yet?'\n {if} answer == 'yes'\n lives = lives - 1" - 7: - hint: The last one should say you win. - question_score: '10' - correct_answer: A - mp_choice_options: - - option: '... change the first `{if}` into a `{while}`' - feedback: Perfect! - - feedback: That's not quite right. - option: '... change the second `{if}` into a `{while}`' - - feedback: That's not quite right. - option: '... change the third `{if}` into a `{while}`' - - feedback: That's not quite right. - option: '... change the fourth `{if}` into a `{while}`' - question_text: How should this program be changed so that it works? - code: "{print} 'Guess which number'\nnumbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10\nnumber = numbers {at} {random}\ngame = 'on'\n{if} game == 'on'\n guess = {ask} 'Which number do you think it is?'\n {if} guess < number\n {print} _\n {if} guess > number\n {print} _\n {if} guess == number\n {print} _\n game = 'over'" - 8: - hint: The block after the {while} command keeps happening while the toilet is occupied. - mp_choice_options: - - option: The lights and air freshener will turn off after 1 minute - feedback: False! - - option: The air freshener sprays once every minute and the lights stay on the whole time while you are on the toilet - feedback: Great job - - option: The air freshener sprays once you leave the toilet. - feedback: It only sprays when you're in there. - - feedback: That wouldn't be right. - option: The lights will always stay on. - code: "{while} toilet == 'occupied'\n lights = 'on'\n air_freshener_sprays = 'yes'\n {sleep} 60\nlights = 'off'\nair_freshener_sprays = 'no'" - question_score: '10' - correct_answer: B - question_text: Which statement is true about this automated toilet system? - 9: - mp_choice_options: - - feedback: No - option: Nothing. 1600 is not programmed into the app. - - feedback: No - option: You could eat some more - - option: That is alright - feedback: Yes! - - option: You have eaten enough for today - feedback: No - hint: 1600 is between 1000 and 2000 - question_score: '10' - correct_answer: C - code: "calories = {ask} 'How many calories have you eaten today?'\n {while} calories <= 1000\n {print} 'You could eat some more'\n {while} calories > 1000 {and} calories =< 2000\n {print} 'That is alright'\n {while} calories > 2000\n {print} 'You have had enough for today'" - question_text: What will the diet app say if you have eaten 1600 calories today? - 10: - mp_choice_options: - - option: "```\n name_player_1\n```" - feedback: You are right! - - feedback: No they are losing! - option: "```\n name_player_2\n```" - - feedback: You should fill in a name, not a number - option: "```\n points_player_1\n```" - - feedback: You should fill in a name, not a number - option: "```\n points_player_2\n```" - hint: You win the game by having the most points. Your name should appear on the screen - question_score: '10' - correct_answer: A - question_text: 'What should be filled in in the blanks? Tip: the player with the most points is in the lead.' - code: "name_player_1 = {ask} 'Name player 1:'\nname_player_2 = {ask} 'Name player 2:'\n{while} points_player_1 > points_player_2\n {print} _ ' is in the lead right now!'" - 1: - mp_choice_options: - - feedback: That is not right. - option: '`=!`' - - option: '`==`' - feedback: You don't have to keep guessing if you've given the right answer. - - feedback: Correct - option: '`!=`' - - feedback: That's not it - option: '`=`' - correct_answer: C - hint: Keep guessing until you say Amsterdam - question_score: '10' - code: "answer = 0\n{while} answer _ 'Amsterdam'\n answer = {ask} 'What is the capital city of the Netherlands?'\n{print} 'You have given the correct answer'" - question_text: 'Which symbol should be used on the blank? Tip: You must keep guessing until you get it right.' - 2: - mp_choice_options: - - feedback: No - option: "```\n{while} name = Hedy\n```" - - option: "```\n{while} age = 24\n```" - feedback: No - - feedback: Yes! - option: "```\n{while} time > 0\n```" - - option: "```\n{while} answer == yes'\n```" - feedback: A quotation mark is missing - question_text: Which of these codes has used the correct symbol(s)? - hint: When you are comparing two answers you should use == - question_score: '10' - correct_answer: C - 16: - 1: - mp_choice_options: - - feedback: This is the old way. - option: '`snacks {at} {random}`' - - option: '`[{random} snack]`' - feedback: The order is wrong. - - option: '`snacks[{random}]`' - feedback: Correct - - option: '`snacks[{at} {random}]`' - feedback: We do not need `at`anymore - code: "snacks = nachos, chips, cucumber, sweets\n{print} _" - question_text: Which command should be filled in on the blanks to print a random snack? - correct_answer: C - hint: We no longer use {at} - question_score: '10' - 2: - mp_choice_options: - - feedback: Mind the spacing. - option: "```\nfriends[i] has to do chores [i]\n```" - - option: "```\nfriends[1] has to do chores[1]\n```" - feedback: It will print 3 times that Wesley has to do the cooking - - option: "```\nchores[i] ' has to do ' friends[random]\n```" - feedback: The person has to do the chore, not the other way around - - option: "```\nfriends[i] ' has to do ' chores[i]\n```" - feedback: Fantastic! - code: "friends = ['Wesley', 'Eric', 'Kaylee']\nchores = ['the cooking', 'the cleaning', 'nothing']\n{for} i {in} {range} 1 {to} 3\n {print} _" - question_text: What should be filled in on the blanks if you want a list of what chores are done by whom? - hint: '`i` tells us what item in the list it is. So friend 1 does chore 1 etc.' - correct_answer: D - question_score: '10' - 3: - code: "friends = ['Wesley', 'Eric', 'Kaylee']\nchore = ['the cooking', 'the cleaning', 'nothing']\n{for} i {in} {range} 1 {to} 3\n {print} friends[i] has to do chores[i]" - mp_choice_options: - - feedback: Super! - option: "```\nWesley has to do the cooking\nEric has to do the cleaning\nKaylee has to do nothing\n```" - - option: "```\nKaylee has to do the cooking\nWesley has to do the cleaning\nEric has to do nothing\n```" - feedback: No, it is not random. - - feedback: Poor Wesley! - option: "```\nWesley has to do the cooking\nWesley has to do the cleaning\nWesley has to do the nothing\n```" - - feedback: That's not it - option: "```\nWesley has to do the cooking\nWesley has to do the cooking\nWesley has to do the cooking\n```" - hint: It's not random... - correct_answer: A - question_score: '10' - question_text: What is a possible output for this program? - 4: - mp_choice_options: - - option: The variable in line 4 should be `friend[i]`, not `friends[i]` - feedback: That is not right. - - option: Line 3 should say `in range 1 to 3` not `in range 0 to 3` - feedback: Good catch! - - feedback: It's not a variable, it's just text. - option: Line 4 should say 'lucky_number', not 'lucky number - - feedback: That's not it - option: '{in} in line 3 should be removed' - correct_answer: B - hint: There's nothing wrong with line 4 - code: "friends = ['Jaylee', 'Erin', 'Fay']\nlucky_numbers = [15, 18, 6]\n{for} i {in} {range} 0 {to} 3\n print 'the lucky number of ' friends[i]\n print 'is ' lucky_numbers[i]" - question_score: '10' - question_text: What is wrong with this code? - 5: - mp_choice_options: - - option: "```\n noises = ['moo', 'woof', 'neigh']\n```" - feedback: Mind the variable name and the order of the sounds. - - option: "```\n sounds = '[woof], [moo], [neigh]'\n```" - feedback: Look at line one to see how brackets are supposed to be used. - - feedback: Don't forget the quotation marks! - option: "```\n sounds = [woof, moo, neigh]\n```" - - feedback: Great job! - option: "```\n sounds = ['woof', 'moo', 'neigh']\n```" - hint: Look at line 1 to see proper use of brackets and quotation marks. - question_score: '10' - question_text: Which line should be filled in in the blank? - correct_answer: D - code: "animals = ['dog', 'cow', 'horse']\n_\n{for} i {in} {range} 1 {to} 3\n {print} 'the ' animals[i] ' says ' sounds[i]" - 10: - mp_choice_options: - - feedback: Almost there... but adding the winner to the list makes this raffle unfair - option: "```\nchosen_number = list_of_numbers at random\nprint books[i] ' will go to person number ' chosen_number\n{add} chosen_number {to} list_of_numbers\n```" - - option: "```\nprint person[i] ' wins ' book[i]\n```" - feedback: There is no list called 'person' - - feedback: This is not it. - option: "```\nchosen_number = list_of_numbers[people]\nprint books[people] ' will go to person number ' chosen_number\n{remove} chosen_number {from} list_of_numbers\n```" - - option: "```\nchosen_number = list_of_numbers[random]\nprint books[i] ' will go to person number ' chosen_number\n{remove} chosen_number {from} list_of_numbers\n```" - feedback: Fantastic! - correct_answer: D - hint: You need to use the {remove} command - code: "{print} 'The book raffle will start soon'\n{print} 'Get your tickets now!'\nbooks = ['Narnia', 'The Hobbit', 'Oliver Twist', 'Harry Potter', 'Green eggs and ham']\npeople = {ask} 'How many raffle tickets are sold?'\nlist_of_numbers = [1, 2]\n{for} i {in} {range} 3 {to} people\n {add} i {to} list_of_numbers\n{for} i {in} {range} 1 {to} 5" - question_text: Which 3 lines will complete this code correctly? - question_score: '10' - 7: - mp_choice_options: - - feedback: That is not right. - option: Line 1 needs less quotation marks - - feedback: It should not! - option: Line 3 should start with indentation - - feedback: It should not - option: Line 4 should start without indentation - - feedback: Amazing! - option: Line 4 needs more quotation marks. - question_text: What's wrong with this code? - correct_answer: D - code: "people = ['Savi', 'Senna', 'Fayenne']\ntransportation = ['bike', 'train', 'car']\n{for} i {in} {range} 1 {to} 3\n {print} people[i] goes to school by transportation[i]" - hint: There is a mistake made in the usage of quotation marks. - question_score: '10' - 9: - code: "countries = ['Canada', 'Zimbabwe', 'New Zealand']\n{for} i {in} {range} 0 {to} 1\n {print} 'I will travel to ' countries[random]" - mp_choice_options: - - option: "```\nI will travel to Canada\nI will travel to Canada\n```" - feedback: Great job! - - feedback: It will be repeated twice - option: "```\nI will travel to Canada\n```" - - feedback: This is not it. - option: "```\nI will travel to Canada, Zimbabwe and New Zealand\n```" - - feedback: It's only repeated twice - option: "```\nI will travel to Canada\nI will travel to Zimbabwe\nI will travel to New Zealand\n```" - hint: Range 0 to 1 is 2 times - question_score: '10' - question_text: What is a possible output for this code? - correct_answer: A - 8: - mp_choice_options: - - option: "```\nteams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy']\nposition = ['first', 'second', 'third']\n{for} i {in} {range} 0 {to} 3\n{print} teams[random] ' get to go ' position[i]\n```" - feedback: This is not right - - option: "```\nteams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy']\nposition = ['first', 'second', 'third']\n{for} i {in} {range} 1 {to} 3\n {print} teams[i] ' get to go ' position[i]\n```" - feedback: Amazing! - - feedback: This is not it. - option: "```\nteams = ['Macy', 'Kate', 'Lionell', 'Raj', 'Kim', 'Leroy']\nposition = ['first', 'second', 'third']\n{for} i {in} {range} 1 {to} 6\n {print} teams[random] ' get to go ' position[random]\n```" - - option: "```\nteams = ['Macy and Kate' 'Lionell and Raj' 'Kim and Leroy']\nposition = ['first' 'second' 'third']\n{for} teams {in} {range} 0 {to} 3\n {print} teams[i] ' get to go ' position[i]\n```" - feedback: This is not going to work! - correct_answer: B - code: "Macy and Kate get to go first\nLionell and Raj get to go second\nKim and Leroy get to go third" - hint: If you look carefully at the first line, you'll see that only the first two answers are possibly correct. - question_score: '10' - question_text: Which of these codes belongs to this output? - 6: - mp_choice_options: - - option: You are not allowed to use the variable o. It should be named i. - feedback: i is the most commonly used variable name in this case, but it's not mandatory to use i. - - feedback: No, he likes minecraft. - option: The output will say that Jaylino likes fortnite. - - feedback: Correct - option: The output will say that Ryan likes fifa - - option: This code will not work. It will give and error. - feedback: No, the code is correct. - question_score: '10' - correct_answer: C - code: "people = ['Chris', 'Jaylino', 'Ryan']\ngames = ['fortnite', 'minecraft', 'fifa']\n{for} o {in} {range} 1 {to} 3\n {print} people[o] ' likes ' games[o]" - hint: There is nothing wrong with this code. - question_text: Which statement is true? - 17: - 1: - mp_choice_options: - - option: "```\nm i n i o n s\n```" - feedback: This is not it. - - option: "```\nBob\nKevin\nStuart\n```" - feedback: Correct! - - option: "```\nminions\nminions\nminions\n```" - feedback: Take a look at the content of your list. - - option: "```\nB o b K e v i n S t u a r t\n```" - feedback: Do not loop through the letters. - question_text: What is the output of this code? - code: "minions = ['Bob', 'Kevin', 'Stuart']\n{for} x in minions:\n {print} x" - correct_answer: B - question_score: '10' - hint: Loop through your list. - 2: - correct_answer: D - hint: Read the code carefully. - mp_choice_options: - - feedback: This is not it. - option: You cannot have so many variables. - - feedback: Not true! - option: The way the variables are multiplied is incorrect. - - feedback: Keep looking for the mistake. - option: One of the variables `noleap_year` does not belong with the `{if}` statement. - - option: The `noleap_year` has to be identical in both cases. - feedback: Correct! - code: "seconds_minute = 60\nminute_hour = 60\nhour_day = 24\nleap_year = 366\nno_leap_year = 365\nyears = ask 'what year is it?'\n{if} years = 2024:\n print seconds_minute * minute_hour * hour_day * leap_year\n{else}:\n print seconds_minute * minute_hour * hour_day * noleap_year" - question_text: What is wrong with this code? - question_score: '10' - 3: - mp_choice_options: - - option: "```\n🦔\n🦔\n🦔\n```" - feedback: Try again. - - feedback: One more try. - option: "```\n🦔\n🦔\n```" - - option: "```\n🦔\n🦔\n🦔\n🦔\n🦔\n🦔\n```" - feedback: Well done! - - feedback: That is not it. - option: "```\n🦔\n🦔\n🦔\n🦔\n🦔\n```" - hint: Think about how many times you need repeating. - code: "{for} x in range 1 to 3:\n {for} y in range 1 to 2:\n {print} 🦔" - correct_answer: C - question_score: '10' - question_text: How many hedgehogs will this code print? - 4: - mp_choice_options: - - feedback: Try again. - option: The first `{elif}` should be used before the `print` command - - feedback: From now on we can use elif multiple times. - option: '`{elif}` can only be used once' - - feedback: Not correct. - option: '`==` used with `{elif}` should be replaced by `=`' - - feedback: Great! - option: '`{elif}` in the last line should be replaced by `{else}`' - correct_answer: D - question_text: What is wrong with code? - code: "name_color = {ask} 'What is your favorite color?'\n{if} name_color == 'red':\n {print} 'the color of a tomato'\n{elif} name_color == 'green':\n {print} 'the color of an apple'\n{elif} name_color == 'blue':\n {print} 'the color of a blueberry'\n{elif} name_color == 'yellow':\n {print} 'the color of a banana'\n{elif}:\n {print} 'this fruit-color does not exist'" - question_score: '10' - hint: Think about `{if}`, `{elif}`, `{else}`. - 8: - hint: Read the code carefully. - mp_choice_options: - - option: '`{or}` cannot be used with `{if}`.' - feedback: Try again. - - option: In the `{for}` command `insect` should be `insects`. - feedback: Not true. - - feedback: Well done! - option: Nothing! - - option: There is an indentation mistake in the last line. - feedback: Nope. - question_score: '10' - question_text: What is wrong with code? - correct_answer: C - code: "insects = ['🐝', '🦋', '🕷', '🐞']\nyour_favorite = {ask} 'what is your favorite insect?'\n{for} insect in insects:\n {if} your_favorite == '🐝' {or} your_favorite == '🐞':\n {print} 'very useful'\n {elif} your_favorite == '🕷':\n {print} 'it can catch mosquitoes'\n {else}:\n {print} 'almost all insects can be useful one way or another'" - 9: - mp_choice_options: - - feedback: Try again! - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - - feedback: That is not it. - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number <= 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - - feedback: Very good! - option: "```\n {for} number in range -5 to 3:\n {if} number >= 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - - option: "```\n {for} number in range -5 to 3:\n {if} number < 0: \n {print} number ' is positive'\n {elif} number <=0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - hint: Read the code carefully. - question_text: Which one of the codes below gave this output? - code: "-5 is negative\n-4 is negative\n-3 is negative\n-2 is negative\n-1 is negative\n0 is positive\n1 is positive\n2 is positive\n3 is positive" - correct_answer: C - question_score: '10' - 10: - mp_choice_options: - - feedback: Try again. - option: The word num needs quotation marks. - - feedback: Not true. - option: The `{if}` command is not used correctly. - - option: Line 3 should be `volume_room = number * number * number`. - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - question_score: '10' - question_text: What is wrong with this code? - code: "{for} number in range 1 to 5:\n volume_room = num * num * num\n {print} volume_room ' cubic meters'\n {if} volume_room > 100:\n {print} 'this is a large room'\n {elif} volume_room < 100:\n {print} 'small room but cosy'\n {else}:\n {print} 'i will look for something else'" - correct_answer: C - 6: - correct_answer: D - code: "name = {ask} 'What is your name?'\n{if} name == 'Hedy':\n password = {ask} 'What is your password?'\n {if} password =='turtle123':\n {print} 'Yey'\n {else}:\n {print} 'Access denied'\n{else}:\n {print} 'Go fish'" - mp_choice_options: - - feedback: Try again. - option: '`{elif}` is missing.' - - option: '`{else}` can only be used once.' - feedback: From now on we can use elif multiple times. - - option: Nothing! - feedback: There is a mistake. Look carefully! - - feedback: Amazing! - option: There is an indentation mistake in the last line. - hint: There is a mistake somewhere... - question_score: '10' - question_text: What is wrong with code? - 5: - mp_choice_options: - - option: "```\n7\nanother number\nanother number\nanother number\nanother number\n71\n79\n97\n```" - feedback: Well done! - - option: "```\nanother number\n19\n29\n41\n53\n71\n79\n97\n```" - feedback: Try again. - - option: "```\n7\n19\n29\n41\n53\n71\n79\nanother number\n```" - feedback: One more try. - - option: "```\n7\n19\n29\n41\n53\n71\n79\n97\n```" - feedback: That is not it. - question_score: '10' - code: "numbers = [7, 19, 29, 41, 53, 71, 79, 97]\n{for} prime in numbers:\n {if} prime <= 10:\n {print} prime\n {elif} prime >= 60:\n {print} prime\n {elif} prime >= 90:\n {print} prime\n {else}:\n {print} 'another number'" - question_text: What is the output of this code? - hint: Think about how many times you need repeating and the values of if and elif. - correct_answer: A - 7: - question_score: '10' - mp_choice_options: - - feedback: Try again! - option: "```\n numbers = [1, 2 , 3, 4, 5]\n {for} n in numbers:\n result = n * 1\n {print} 'The result is ' result\n```" - - option: "```\nnumbers = [1, 2, 3, 4, 5]\n {for} u in numbers:\n number = u\n {print} 'The result is ' number\n```" - feedback: That is not it. - - option: "```\nnumbers = [1, 2, 3, 4, 5]\n {for} number in numbers:\n number = 3\n {print} 'The result is ' number\n```" - feedback: Very good! - - option: "```\nnumbers = [1, 2 , 3, 4, 5]\n {for} n in numbers:\n n = result\n {print} 'The result is ' result\n```" - feedback: That is not it. - hint: Think about mathematical symbols. - question_text: Which of the following codes will print five times 'the result is 3' on the screen? - correct_answer: C - 1: - 1: - mp_choice_options: - - option: Hedy - feedback: Good job! - - feedback: Not this one! - option: Heddy - - option: Haydie - feedback: Not this one! - - feedback: Not this one! - option: Heidi - hint: It's named after Hedy Lamarr. - correct_answer: A - question_score: '10' - question_text: What's this programming language called? - 7: - mp_choice_options: - - option: In line 1 `{print}` needs to be replaced with `{ask}` - feedback: Are you sure something is wrong? - - option: In line 1 `{print}` needs to be replaced with `{echo}` - feedback: Are you sure something's wrong? - - feedback: Are you sure something is wrong? - option: In line 3 `{echo}` needs to be replaced with `{print}` - - option: Nothing! This is a perfect code! - feedback: Correct! - question_score: '10' - correct_answer: D - question_text: What's wrong with this code? - code: "{print} Welcome at Hedys restaurant!\n{ask} What would you like to eat?\n{echo} So you want to order ...\n{print} Coming right up! Enjoy!" - hint: Check the code line by line - 2: - mp_choice_options: - - feedback: '`{echo}` repeats a given answer.' - option: '`{echo}`' - - option: '`{print}`' - feedback: Correct! - - option: '`hello`' - feedback: Hello isn't a command. - - feedback: With `{ask}`, you can ask a question. - option: '`{ask}`' - code: _ Hello! - question_score: '10' - hint: _ Hello world! - question_text: Which need to be filled in on the blanks to make the text Hello! appear? - correct_answer: B - 6: - mp_choice_options: - - option: In line 1 `{print}` should be replaced with `{ask}`. - feedback: '`{print}` in line 1 is correct.' - - option: In line 2, `{print}` should be replaced with `{ask}`. - feedback: Great! You paid attention! - - feedback: '`{echo}` is correct.' - option: Line 3 has to begin with `{print}` instead of `{echo}`. - - feedback: No, there is a mistake somewhere else - option: In line 4, `{print}` is spelled wrong. - code: "{print} Hi im Hedy!\n{print} Which football team do you support?\n{echo} You support...\n{print} Cool! Me too!" - question_score: '10' - correct_answer: B - question_text: What's wrong with this code? - hint: Check the `{print}` commands. - 4: - question_text: What is wrong with this code? - mp_choice_options: - - feedback: Correct! - option: '`{print}` in line 1 is missing.' - - option: The command in line 2 is spelled wrong. - feedback: The command is spelled correctly. - - option: "`{echo}` isn't a command." - feedback: "`{echo}` is a command, there's another mistake." - - option: Nothing! This is a perfect code! - feedback: Wrong, look carefully! - code: "Hi Im Hedy!\n{ask} Who are you?\n{echo} Hi..." - hint: Line 1 doesn't seem right - question_score: '10' - correct_answer: A - 8: - correct_answer: C - question_text: How do you use the `{echo}` command? - mp_choice_options: - - option: You can use it to `{ask}` a question. - feedback: That's what `{ask}` is for! - - feedback: That's what `{print}` is for! - option: You can use it exactly the same way as `{print}`. - - feedback: Good job! - option: You can use it to repeat an answer. - - feedback: That's not right... - option: You can use it to make text disappear. - hint: '`{echo}` is used after an `{ask}` command.' - question_score: '10' - 3: - mp_choice_options: - - feedback: "`{print}` prints text, but it doesn't ask questions." - option: "```\n{print} What is your favorite color?\n```" - - option: "```\n{ask} {print} What is your favorite color?\n```" - feedback: You only need one command, not two. - - option: "```\n{ask} What is your favorite color?\n```" - feedback: Great! - - feedback: '`{echo}` repeats your answer back to you.' - option: "```\n{echo} What is your favorite color?\n```" - hint: You can ask something with the `{ask}` command - correct_answer: C - question_score: '10' - question_text: How do you ask what someone's favorite color is? - 5: - code: "{ask} What is your favorite pet?\n_ So your favorite pet is..." - correct_answer: D - mp_choice_options: - - feedback: No, you would like the answer to be repeated back to you. - option: '`{print}`' - - option: '`Hedy`' - feedback: Hedy isn't a command. - - option: '`{ask}`' - feedback: With `{ask}` you can ask a question. - - feedback: Right on! - option: '`{echo}`' - question_text: Which command is missing in line 2? - question_score: '10' - hint: You want to see the answer at the end of line 2... - 9: - hint: '`{ask}` allows you to ask a question' - correct_answer: B - code: "{print} Hello!\n{print} How are you doing?\n{echo} So you are doing..." - mp_choice_options: - - feedback: No, `{print}` is right. Where is the question being asked? - option: '`{print}` in line 1 should be `{ask}`' - - option: '`{print}` in line 2 should be `{ask}`' - feedback: Super! - - feedback: No, `{echo}` is right. Where is the question being asked? - option: '`{echo}` in line 3 should be `{ask}`' - - feedback: Look carefully for the mistake... - option: Nothing. This is a perfect code! - question_text: What's wrong with this code? - question_score: '10' - 10: - code: "{ask} Are you ready to go to level 2?\n{echo}\n{echo}" - mp_choice_options: - - option: Are you ready to go to level 2? - feedback: There are two `{echo}` commands - - feedback: Great job! - option: "Yes!\nYes!" - - option: Yes! - feedback: There are two `{echo}` commands - - option: "Are you ready to go to level 2?\nYes!" - feedback: There are two `{echo}` commands - question_text: Which output will be in your output screen after you've run this code? - correct_answer: B - hint: Let's go! - question_score: '10' 3: - 10: - mp_choice_options: - - option: "```\n{remove} walked_yesterday {from} walkers\n```" - feedback: Super! - - feedback: '`{remove} {from}` or `{add} {to}`, not `{remove} {to}`' - option: "```\n{remove} walked_yesterday {to} walkers\n```" - - option: "```\n{remove} walkers {from} yesterday\n```" - feedback: yesterday is not a variable - - feedback: This increased the chance that the person who walked yesterday now has to do it again. That's mean. - option: "```\n{add} walked_yesterday {to} walkers\n```" - question_text: What should be on the _? - hint: The person who walked the dogs yesterday should be removed from the list. - code: "walkers {is} dad, mom, Sam, Petra\nwalked_yesterday {is} {ask} Who walked the dogs yesterday?\n{print} walked_yesterday shouldn't have to walk the dogs again today\n_\n{print} walkers {at} {random} , it's your turn to walk the dogs!" - question_score: '10' - correct_answer: A - 2: - question_score: '10' - mp_choice_options: - - feedback: Good job! - option: 'You need commas in line 1: dog, cat, cow.' - - feedback: No, you don't need `{print}` - option: Line 1 needs to start with `{print}`. - - feedback: animals is correct. - option: Line 2 needs to say 'animal' instead of 'animals' - - feedback: '`{at} {random}` is the correct spelling' - option: '`{at} {random}` is spelled incorrectly' - correct_answer: A - hint: There's something wrong in line 1 - question_text: What's wrong with this code? - code: "animals {is} dog cat cow\n{print} animals {at} {random}" 1: mp_choice_options: - option: '`{print}`' @@ -1090,1454 +10,3 @@ levels: feedback: '`{is}` is used to make a list' - option: '`{at}` `{random}`' feedback: Correct! - correct_answer: D - question_text: What command(s) do you use to let Hedy pick something arbitrarily? - hint: Arbitrarily means without a plan or randomly. - question_score: '10' - 8: - code: "crisps {is} sea salt, paprika, sour cream\n{remove} sea salt {from} crisps\n{remove} paprika {from} crisps\n{print} crisps {at} {random}" - mp_choice_options: - - option: You can't tell, because Hedy will `{print}` one of the 3 flavors `{at} {random}` - feedback: Take a look at the `{remove}` commands - - feedback: sea salt is removed from the list - option: sea salt - - option: paprika - feedback: Paprika is removed from the list - - option: sour cream - feedback: That's right! - question_text: What is the output of this code? - hint: There are 3 flavors, bit 2 are removed. Which one remains? - correct_answer: D - question_score: '10' - 9: - code: "colors {is} blue, purple, green\nchosen_color {is} {ask} Which hair color wouldn't you like to have?\n{remove} chosen_color {from} colors\n{print} I will dye my hair color {at} {random}" - mp_choice_options: - - feedback: Maybe you want blue hair though! - option: 'Line 3 should say: `{remove}` blue `{from}` colors' - - feedback: You want to remove the chosen color so `{remove}` is right. - option: Line 3 should have an `{add}` command instead of a `{remove}` command - - option: In line 4 the variable should be called colors instead of color - feedback: Great job! - - feedback: Find the mistake! - option: Nothing, this is a correct code! - hint: Look at line 4 - question_text: What's wrong with this code? - correct_answer: C - question_score: '10' - 7: - mp_choice_options: - - feedback: The remove command removes, the add command adds - option: The `{add}` command removes a random book from the list - - option: The `{add}` command adds a random book to a list - feedback: It doesn't. It adds your answer to the list! - - option: The `{add}` command adds your favorite book to the list - feedback: Correct! - - feedback: No, it adds your favorite book to the list - option: The `{add}` command prints your favorite book. - correct_answer: C - hint: The `{add}` command adds a book, but which one? - code: "books {is} Harry Potter, The Hobbit, Green Eggs and Ham\nyour_book {is} {ask} What is your favorite book?\n{add} your_book {to} books\n{print} books {at} {random}" - question_text: What does the `{add}` command do? - question_score: '10' - 6: - mp_choice_options: - - option: Line 2 needs to say question instead of answers - feedback: No that's not right - - option: Line 2 needs the `{is}` command - feedback: Correct - - option: Line 3 needs to say answer instead of answers - feedback: No the variable's called answers - - option: Nothing! This code is great! - feedback: Actually, line 2 has a mistake. - code: "question {is} {ask} What do you want to know?\nanswers yes, no, maybe\n{print} answers {at} {random}" - question_text: What's wrong with this code? - hint: There is something wrong with line 2. - correct_answer: B - question_score: '10' - 4: - mp_choice_options: - - option: "```\n{print} price\n```" - feedback: You don't want to `{print}` the word price, but you want to `{print}` one price out of your list `{at} {random}` - - option: "```\n{print} prices {at} {random}\n```" - feedback: Great! You've really paid attention. - - feedback: '`{at} {random}` is placed behind the variable.' - option: "```\n{print} {at} {random} price\n```" - - option: Nothing, this code is alright. - feedback: Look carefully for the mistake you missed! - hint: The variable name is prices - correct_answer: B - question_score: '10' - code: "prices {is} 1 dollar, 100 dollar, 1 million dollar\n{print} price {at} {random}" - question_text: What should change in line 2 to print a random price? - 5: - mp_choice_options: - - feedback: No, that's not wrong. - option: Line 1 needs to say `{print}` instead of `{ask}` - - feedback: No that's not wrong. - option: Line 2 needs to say `{ask}` instead of `{print}` - - feedback: No, that's not wrong. - option: Line 2 needs to say answers `{at} {random}` `{is}` yes, no, maybe - - feedback: That's right! - option: Nothing, this code is perfect - hint: Does this code even have a mistake? - code: "question {is} {ask} What do you want to know?\n{print} question\nanswers {is} yes, no, maybe\n{print} answers {at} {random}" - question_text: What is wrong in this code? - question_score: '10' - correct_answer: D - 3: - mp_choice_options: - - option: "```\n{at} {random} {print} options\n```" - feedback: You're almost there. The order of the words isn't right yet. - - option: "```\n{print} rock {at} {random}\n```" - feedback: you don't always want the Hedy to {print} rock, sometimes you want scissors or paper. - - option: "```\n{print} options {at} {random}\n```" - feedback: Very good! - - feedback: Look carefully for the mistake - option: Nothing, the code is correct! - hint: The variable (the list) is called options. - code: "options {is} rock, paper, scissors\n{print} rock, paper, scissors {at} {random}" - question_text: How do you fix the mistake in line 2? - question_score: '10' - correct_answer: C - 8: - 6: - mp_choice_options: - - feedback: There is no repetition in this answer. - option: "Welcome to restaurant Hedy\nPancakes" - - option: "Welcome to restaurant Hedy\nWelcome to restaurant Hedy\nPancakes\nPancakes" - feedback: This answer also repeats the welcome message - - option: "Welcome to restaurant Hedy\nWhat do you want to eat?\nWhat do you want to eat?\nPancakes\nPancakes" - feedback: Almost! But look at the question, it is not repeated. - - option: "Welcome to restaurant Hedy\nPancakes\nPancakes" - feedback: Well done! - hint: The first sentence and question will not be repeated - question_text: What will be the output of this code when we enter pancakes? - correct_answer: D - code: "{print} 'Welcome to restaurant Hedy'\n{repeat} 2 {times}\n food {is} {ask} 'What do you want to eat?'\n {print} food" - question_score: '10' - 7: - correct_answer: D - code: "food = {ask} 'What would you like to eat?'\n{if} food {is} fries\nsauce = {ask} 'What sauce would you like?'\n {print} 'One fries with ' sauce\n{if} food {is} pizza\n topping = {ask} 'What topping would you like?'\n {print} 'One pizza with ' topping\n{print} 'Thank you for your order'" - hint: Take a careful look at the indentation. - mp_choice_options: - - option: Nothing. This code is correct! - feedback: Something is wrong! - - option: You're not allowed to use an `{if}` command after an `{ask}` command. - feedback: You are! - - feedback: You always have to use indentation. - option: You don't have to use indentation twice. Only in the first `{if}` command. - - feedback: That's right. - option: The indentation is wrong in the first `{if}` command. - question_score: '10' - question_text: What is wrong with this code? - 10: - correct_answer: D - mp_choice_options: - - feedback: That's not true - option: All lines should start with 4 spaces - - option: Line 2 and 3 should start with 4 spaces - feedback: That's not true - - feedback: That's not true - option: Line 2 should start with 4 spaces - - option: Line 3 should start with 4 spaces - feedback: You are correct! - code: "1 level = {ask} 'What level are you on?'\n2 {if} level {is} 8\n3 {print} 'Great job!'" - question_text: Which statement is true? - hint: Only one line starts with 4 spaces, but which one...? - question_score: '10' - 8: - mp_choice_options: - - feedback: You are wrong! - option: "```\n{if} answer {is} 32\n {print} 'You are...'\n {sleep}\n {print} 'right!'\n {else}\n {print} 'You are wrong!'\n```" - - feedback: You are wrong! - option: "```\n{if} answer {is} 32\n{print} 'You are...'\n{sleep}\n{print} 'right!'\n{else}\n{print} 'You are wrong!'\n```" - - option: "```\n{if} answer {is} 32\n {print} 'You are...'\n {sleep}\n {print} 'right!'\n{else}\n {print} 'You are wrong!'\n```" - feedback: You are... right! - - feedback: You are wrong! - option: "```\n{if} answer {is} 32\n {print} 'You are...'\n {sleep}\n{print} 'right!'\n{else}\n {print} 'You are wrong!'\n```" - question_text: In which of the codes is the indentation done right? - question_score: '10' - hint: What should happen if the person is right? And what else? - correct_answer: C - 2: - mp_choice_options: - - feedback: No it should be 2 lines. - option: This should be only one line, not 2. - - option: This `{print}` command has to be removed. - feedback: No, you need it. - - feedback: No, `{repeat}` is the correct spelling - option: There is a spelling mistake in the `{repeat}` command. - - option: The second line needs to start with 4 spaces as indentation. - feedback: Correct! - code: "{repeat} 5 {times}\n{print} 'Hedy is cool!'" - question_score: '10' - hint: Something is missing in the second line? - question_text: What is wrong with this code? - correct_answer: D - 5: - mp_choice_options: - - feedback: That's right! - option: The `{print}` commands on the last two lines should start on new lines and start with 4 spaces. - - option: '`{else}` is not a command!' - feedback: It is! - - option: Lines that start with `{if}` should start with 4 spaces - feedback: That's not true - - feedback: That's not true - option: '`{ask}` is no longer a command' - correct_answer: A - code: "end = {ask} 'Do you want a happy or a sad ending?'\n{if} end {is} happy {print} 'They lived happily ever after'\n{else} {print} 'The world exploded. The end.'" - question_text: What is wrong with this code? - hint: Something is wrong with indentation - question_score: '10' - 3: - mp_choice_options: - - option: "Baby shark tututudutudu\nBaby shark" - feedback: Mind the `{repeat}` command! - - feedback: The last line has no indentation, so it's not repeated. - option: "Baby shark tututudutudu\nBaby shark\nBaby shark tututudutudu\nBaby shark\nBaby shark tututudutudu\nBaby shark" - - feedback: Right! - option: "Baby shark tututudutudu\nBaby shark tututudutudu\nBaby shark tututudutudu\nBaby shark" - - feedback: What is being repeated and what isn't ? - option: "Baby shark tututudutudu\nBaby shark\nBaby shark\nBaby shark" - code: "{repeat} 3 {times}\n {print} 'Baby shark tututudutudu'\n{print} 'Baby shark'" - hint: What is being repeated and what is not? - question_text: What output will be produced when you run this program? - correct_answer: C - question_score: '10' - 4: - question_score: '10' - mp_choice_options: - - option: "The children went:\nYay!\nWe are going on vacation!" - feedback: Mind the `{repeat}` command! - - option: "The children went:\nYay!\nWe are going on vacation!\nYay!\nWe are going on vacation!" - feedback: Correct! - - feedback: This order is incorrect. - option: "The children went:\nYay!\nYay!\nWe are going on vacation!\nWe are going on vacation!" - - feedback: The last line is repeated too. - option: "The children went:\nYay!\nYay!\nWe are going on vacation!" - correct_answer: B - code: "{print} 'The children went:'\n{repeat} 2 {times}\n {print} 'Yay!'\n {print} 'We are going on vacation!'" - question_text: Which output is correct? - hint: The block under the `{repeat}` command is repeated twice. - 1: - correct_answer: C - mp_choice_options: - - option: "Hello\nIm Hedy!" - feedback: Everything is printed twice. - - option: "Hello\nHello\nIm Hedy" - feedback: The second line is repeated twice as well. - - option: "Hello\nIm Hedy!\nHello\nIm Hedy!" - feedback: Super! - - feedback: Everything is printed twice - option: "Hello\nHello\nIm Hedy!\nIm Hedy!" - hint: Both lines are repeated twice. - question_score: '10' - question_text: Which output will be produced by this code? - code: "{repeat} 2 {times}\n {print} 'Hello'\n {print} 'Im Hedy!'" - 9: - question_score: '10' - mp_choice_options: - - feedback: The lines after the `{if}` and `{else}` command should start with 4 spaces - option: Line 2 and 4 - - feedback: Not only 3... - option: Only line 3 - - option: Line 3, 4 and 5 - feedback: Line 4 shouldn't - - feedback: Great job! - option: Line 3 and 5 - correct_answer: D - question_text: What line(s) in this code should start with 4 spaces? - code: "1 music = {ask} 'What is your favorite music genre?'\n2 {if} music {is} rock\n3 {print} '🤘'\n4 {else}\n5 {print} '👎'" - hint: The lines after an `{if}` or `{else}` command should start with 4 spaces. - 9: - 10: - mp_choice_options: - - feedback: Only line 2 and 3 start with spaces - option: All lines should start with 4 spaces - - option: Line 2 and 3 should start with 4 spaces - feedback: Line 3 should start with 8 - - option: Line 2 and 3 should start with 8 spaces - feedback: Line 2 should start with 4 - - feedback: You are correct! - option: line 2 should start with 4 spaces and line 3 with 8 - question_score: '10' - correct_answer: D - hint: The first line doesn't start with any spaces - question_text: Which statement is true? - code: "1 {repeat} 2 {times}\n2 {if} level {is} 9\n3 {print} 'Great job!'" - 4: - hint: No matter what your name is, if you have shoe size 40 you will get the message 'Ill keep looking'. - mp_choice_options: - - feedback: No, she gets 'You are not the one!' - option: Sleeping Beauty with shoe size 38 gets the output 'Ill keep looking' - - feedback: No, she gets 'Ill keep looking' - option: Cinderella with shoe size 40 gets the output '❤️❤️❤️' - - feedback: That's right! - option: Sleeping Beauty with shoe size 40 gets the output 'Ill keep looking' - - option: Cinderella with shoe size 38 gets the output 'Ill keep looking' - feedback: No she gets '❤️❤️❤️' - correct_answer: C - code: "name = {ask} 'What is your name?'\nsize = {ask} 'What is your shoe size?'\n{if} size {is} 38\n {if} name {is} Cinderella\n {print} '❤️❤️❤️'\n {else}\n {print} 'You are not the one!'\n{else}\n {print} 'Ill keep looking'" - question_text: Which statement is true? - question_score: '10' - 2: - mp_choice_options: - - option: "```\nGood job!\nGood job!\n```" - feedback: That's not it! - - option: "```\nThe computer will explode in 5... 4... 3... 2... 1...\n```" - feedback: That's not it! - - option: "```\nGood job!\nGood job!\nYou can use the computer!\n```" - feedback: That's not it! - - option: "```\nGood job!\nYou can use the computer!\nGood job!\nYou can use the computer!\n```" - feedback: Correct! - code: "password = {ask} 'What is the password?'\ncorrect_password = Hedy\n{if} password {is} correct_password\n {repeat} 2 {times}\n {print} 'Good job!'\n {print} 'You can use the computer!'\n{else}\n {print} 'The computer will explode in 5... 4... 3... 2... 1...'" - hint: Everything under the `{repeat}` command is repeated twice. - question_score: '10' - question_text: What will be printed after entering the correct password? - correct_answer: D - 6: - mp_choice_options: - - option: '`{if}`' - feedback: Don't forget the others - - feedback: Don't forget `{else}`! - option: '`{if}` `{repeat}`' - - option: '`{if}` `{else}` `{repeat}`' - feedback: Keep it up! - - feedback: Not with `{print}` - option: '`{if}` `{else}` `{repeat}` `{print}`' - question_text: After which command(s) should you use indentation (starting the next line with 4 spaces)? - correct_answer: C - hint: Indentation happens on the line below some commands - question_score: '10' - 1: - mp_choice_options: - - option: Nothing, this code is correct! - feedback: That's right! - - feedback: You are! - option: You're not allowed to use an `{if}` command after an `{ask}` command. - - feedback: You always have to use indentation. - option: You don't have to use indentation twice. - - option: The indentation is wrong in the last `{if}` command. - feedback: It is not the indentation. - correct_answer: A - code: "{repeat} 3 {times}\n food = {ask} 'What would you like to eat?'\n {if} food {is} fries\n sauce = {ask} 'What sauce would you like?'\n {print} 'One fries with ' sauce\n {if} food {is} pizza\n topping = {ask} 'What topping would you like?'\n {print} 'One pizza with ' topping\n{print} 'Thank you for your order'" - hint: All the indentation is done correctly. - question_text: What is wrong with this code? - question_score: '10' - 5: - output: "Icecream is the best!\nIcecream is the best!\nIcecream is the best!" - mp_choice_options: - - option: "```\ndessert = {ask} 'What is your favorite type of dessert?'\n{if} dessert {is} icecream\n {repeat} 3 {times}\n {print} 'Icecream is the best!'\n```" - feedback: Don't forget the indentation after `{repeat}` commands. - - feedback: Use indentation after an `{if}` command - option: "```\ndessert = {ask} 'What is your favorite type of dessert?'\n{if} dessert {is} icecream\n{repeat} 3 {times}\n {print} 'Icecream is the best!'\n```" - - feedback: Perfect - option: "```\ndessert = {ask} 'What is your favorite type of dessert?'\n{if} dessert {is} icecream\n {repeat} 3 {times}\n {print} 'Icecream is the best!'\n```" - - option: "```\n{repeat} 3 {times}\n dessert = {ask} 'What is your favorite type of dessert?'\n {if} dessert {is} icecream\n {repeat} 3 {times}\n {print} 'Icecream is the best!'\n```" - feedback: There are 2 `{repeat}` commands in this code. - hint: Watch the indentation - question_score: '10' - question_text: Which code produced this output? - correct_answer: C - 7: - question_score: '10' - code: "{if} food {is} pizza\n{if} size {is} medium\n{if} drink {is} coke\nprice = price - 5" - hint: After each `{if}` command, the line below should indent - mp_choice_options: - - option: "```\n{if} food {is} pizza\n {if} size {is} medium\n {if} drink {is} coke\n price = price - 5\n```" - feedback: Amazing! - - option: "```\n{if} food {is} pizza\n {if} size {is} medium\n{if} drink {is} coke\n price = price - 5\n```" - feedback: The second `{if}` misses code! - - option: "```\n{if} food {is} pizza\n{if} size {is} medium\n{if} drink {is} coke\n price = price - 5\n```" - feedback: Two consecutive `{if}`s is never correct. - - feedback: Almost right. Take another look at the last line - option: "```\n{if} food {is} pizza\n {if} size {is} medium\n {if} drink {is} coke\n price = price - 5\n```" - correct_answer: A - question_text: You'll get a 5 dollar discount if you order a medium pizza with coke.
But the code has a mistake! How to debug it? - 8: - mp_choice_options: - - feedback: Yes you can. - option: You can't put two questions in a row - - feedback: Keen eye! Good job! - option: The variable called 'age' is later on used as 'years' - - option: You're not allowed to start with 8 spaces, like line 5 does - feedback: You actually must start like that. - - feedback: That's not true. - option: A code must always start with a `{print}` command in the first line - code: "age = {ask} 'Happy Birthday! How old are you?'\nsinging = {ask} 'Would you like us to sing?'\n{if} singing {is} yes\n {repeat} years {times}\n {print} 'Hip Hip Hooray'" - correct_answer: B - question_score: '10' - hint: The indentation is done right this time - question_text: What is wrong in this code? - 9: - mp_choice_options: - - feedback: You are allowed to - option: None, that is not allowed - - option: Only 1 - feedback: You could use more if you like - - feedback: You could use more if you like - option: '3' - - option: Infinite, as long as you keep using indentation correctly - feedback: That is true - question_text: How many `{if}` commands can be placed inside another `{if}` command? - correct_answer: D - hint: You can put an `{if}` command inside an `{if}` command. - question_score: '10' - 3: - mp_choice_options: - - feedback: You don't win a million! - option: case 1, sell - - option: case 1, open - feedback: You don't win a million - - feedback: You don't win a million - option: case 2, sell - - feedback: Great job! You win! - option: case 2, open - correct_answer: D - hint: Follow the right path - question_text: Which case should you choose to win a million dollars? - code: "{print} 'Choose the right case and win!'\ncase = {ask} 'Which case will you pick? 1 or 2?'\n{if} case {is} 1\n action = {ask} 'Open it or sell it?'\n {if} action {is} sell\n {print} 'You sell your case for 10 dollars'\n {if} action {is} open\n {print} 'You open the case and win an apple pie'\n{if} case {is} 2\n action = {ask} 'Open it or sell it?'\n {if} action {is} sell\n {print} 'You sell the case for 500 dollars'\n {if} action {is} open\n {print} 'You open the case and win a million dollars!'" - question_score: '10' - 10: - 8: - mp_choice_options: - - feedback: That's not it! - option: "```\n'name gets a color shirt'\n```" - - option: "```\nname 'gets a ' colors {at} {random} ' shirt'\n```" - feedback: Great job! This was a hard one! - - feedback: You want each name printed. So the first word should not be names but... - option: "```\nnames 'gets a ' color {at} {random} ' shirt'\n```" - - feedback: There is no variable named people.. - option: "```\npeople ' gets a colors shirt'\n```" - code: "names = Donna, Tommy, Ben\ncolors = blue, red, purple\n{for} name {in} names\n {print} _" - question_text: What should be on the `_` in this code that decides which color shirt you get? - hint: Mind the quotation marks and the names of the variables - question_score: '10' - correct_answer: B - 5: - question_score: '10' - question_text: What word should be on the `_` with these digital dice? - correct_answer: B - mp_choice_options: - - option: players - feedback: It would say 'Ann throws Jesse', instead of 'Ann throws 6'. - - option: choices - feedback: That's right! - - feedback: You are very close. But you need Hedy to pick from the list called 'choices' not 'choice'... - option: choice - - feedback: Look at the names of the variables. - option: dice - hint: Hedy needs to pick a number `{at} {random}` - code: "{print} 'Welcome to the digital dice!'\nplayers = Ann, John, Jesse\nchoices = 1, 2, 3, 4, 5, 6\n{for} player {in} players\n {print} player ' throws ' _ {at} {random}" - 7: - mp_choice_options: - - feedback: You are on fire! - option: "```\n{for} name {in} names\n```" - - feedback: No it should be for each name in the list nameS, so the other way around - option: "```\n{for} names {in} name\n```" - - option: "```\n{for} food {in} food\n```" - feedback: Each name should be told what they will have for dinner. - - option: "```\n{for} name {in} food\n```" - feedback: Each name should be told what they will have for dinner. - question_score: '10' - question_text: What line should be on the `_` in this code that decides what these people will have for dinner? - correct_answer: A - code: "names = Ron, Leslie, April, Andy\nfood = pasta, fries, salad\n_\n {print} name ' has to eat ' food {at} {random} ' for dinner'" - hint: Each name should be told what they will have for dinner. - 9: - code: "courses = appetizer, main course, dessert\nnames = Timon, Onno\n{for} name {in} names\n {for} course {in} courses\n food = {ask} name ', what would you like to eat as your ' course '?'\n {print} name ' orders ' food ' as their ' course" - mp_choice_options: - - option: Timon, what would you like to eat as your appetizer? - feedback: Perfect! - - option: Onno, what would you like to eat as your appetizer? - feedback: Timon is first on the list! - - feedback: Appetizers are first in the list - option: Timon, what would you like to eat as your dessert? - - option: You don't know that. Hedy will choose `{at} {random}`. - feedback: There is no `{at} {random}` in this code... - question_score: '10' - question_text: What is the first question Hedy will ask you when you run the program? - correct_answer: A - hint: The first options from both lists are chosen. - 3: - mp_choice_options: - - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - option: dogs are lovely pets - - option: dogs, cats, hamsters, chickens are lovely pets - feedback: Each animal gets their own line in the output. - - option: "dogs are lovely pets\ncats are lovely pets\nhamsters are lovely pets\nchickens are lovely pets" - feedback: Great! - - option: You don't know yet. Because it chooses one of the animals {at} {random}. - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - correct_answer: C - question_text: Which output is correct? - code: "animals = dogs, cats, hamsters, chickens\n{for} animal {in} animals\n {print} animal ' are lovely pets'" - hint: Line 2 says {for} each animal in the list of animals. So each animal is printed - question_score: '10' - 1: - mp_choice_options: - - feedback: That's not it - option: "```\n{for} each compliment\n```" - - feedback: You deserve all those compliments! - option: "```\n{for} compliment {in} compliments\n```" - - feedback: That's not it - option: "```\n{if} compliment {in} compliments\n```" - - feedback: Almost there! - option: "```\n{for} compliments {in} compliment\n```" - question_text: What do we need to fill in on the `_` if we want to print each compliment? - hint: '`{for}` each compliment in the lists of compliments...' - correct_answer: B - code: "compliments = perfect, great job, amazing\n_\n {print} compliment" - question_score: '10' - 10: - mp_choice_options: - - feedback: That is not true, you could end up without a prize. - option: Everybody will always win a prize. - - option: All the prizes always go to one single person. - feedback: That is not true. All the prizes are given away, but to random people - - feedback: That is not true. Larry has the same odds as the others - option: Larry will never win a prize - - feedback: You get it! - option: Someone might win two prizes - question_text: What is true about this code? - code: "prizes = 1 million dollars, car, sandwich\nnames = Bob, Patrick, Sandy, Larry\n{for} prize {in} prizes\n {print} 'The ' prize ' is won by ' names {at} {random}" - hint: Try to imagine the output of this code. - question_score: '10' - correct_answer: D - 6: - question_text: Which of the answers below is a possible outcome when you run the code? - mp_choice_options: - - option: "```\nKelly chooses rock\n```" - feedback: Meredith wants to play too! - - option: "```\nMeredith chooses scissors\nKelly chooses rock\n```" - feedback: So close! But Kelly is first in the list, so she goes first - - option: "```\nMeredith chooses paper\n```" - feedback: Kelly wants to play too! - - feedback: Amazing! - option: "```\nKelly chooses paper\nMeredith chooses scissors\n```" - question_score: '10' - code: "choices = rock, paper, scissors\nplayers = Kelly, Meredith\n{for} player {in} players\n {print} player ' chooses ' choices {at} {random}" - correct_answer: D - hint: Each player will pick an option. The player that's first on the list will go first. - 4: - mp_choice_options: - - option: Line 2 needs to start with 4 spaces as indentation - feedback: No it doesn't. Only line 3 needs indentation, which it has. - - feedback: Line 2 is a `{for}`command so line 3 does need to start with an indent. - option: Line 3 does not need to start with 4 spaces as indentation - - feedback: Good job! - option: Line 3 should say item instead of groceries - - feedback: No it does not. - option: Line 2 should say groceries instead of item - hint: Line 2 says `{for}` each item in the list of groceries - question_text: What's wrong with this code? - correct_answer: C - code: "groceries = apples, bread, milk\n{for} item {in} groceries\n {print} 'We need ' groceries" - question_score: '10' - 2: - mp_choice_options: - - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - option: I love pizza - - option: I love pasta - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - option: I love pancakes - - feedback: Great! - option: "I love pizza\nI love pasta\nI love pancakes" - code: "meals = pizza, pasta, pancakes\n{for} meal {in} meals\n {print} 'I love ' meal" - question_score: '10' - question_text: Which output is correct? - correct_answer: D - hint: Line 2 says for each meal in the list of meals. So each meal is printed. - 11: - 10: - output: "Baby shark tututudutudu\nBaby shark tututudutudu\nBaby shark tututudutudu\nBaby shark" - question_score: '10' - mp_choice_options: - - option: "```\n{for} i {in} {range} 1 {to} 3\n {print} Baby shark tututudutudu\n {print} Baby shark\n```" - feedback: Mind the indentation - - option: "```\n{for} i {in} {range} 1 {to} 3\n {print} Baby shark tututudutudu\n{print} Baby shark\n```" - feedback: That's right! - - feedback: '`{range}` 0 `{to}` 3 is 4 times.' - option: "```\n{for} i {in} {range} 0 {to} 3\n {print} Baby shark tututudutudu\n{print} Baby shark\n```" - - option: "```\n{for} i {in} {range} 0 {to} 3\n {print} Baby shark tututudutudu\n {print} Baby shark\n```" - feedback: '`{range}` 0 `{to}` 3 is 4 times.' - hint: Mind the indentation - correct_answer: B - question_text: Which code belongs to this output? - 3: - mp_choice_options: - - option: "```\n{for} i {in} {range} 1 {to} 5\n {print} i\n{print} 'Once I caught a fish alive!'\n```" - feedback: Perfect - - option: "```\n{for} i {in} {range} 1 {to} 5\n{print} i\n{print} 'Once I caught a fish alive!'\n```" - feedback: This code won't work. You need an indent after {for}. - - option: "```\n{for} i {in} {range} 1 {to} 5\n {print} i\n {print} 'Once I caught a fish alive!'\n```" - feedback: Now Hedy will count '1 Once I caught a fish alive!, 2 Once I caught a fish alive! etc. - - option: "```\n{for} i {in} {range} 1 {to} 5\n {print} 'i'\n{print} 'Once I caught a fish alive!'\n```" - feedback: i is a variable and shouldn't have quotation marks - question_score: '10' - question_text: Which code was used to get this output? - hint: First all the numbers, then the sentence - correct_answer: A - output: "1\n2\n3\n4\n5\nOnce I caught a fish alive!" - 4: - mp_choice_options: - - option: "```\n{for} i {in} {range} 0 {to} 10\n {print} i\n```" - feedback: Now Hedy prints the numbers from 0 to 10 instead of 10 to 0. - - feedback: Hedy would print negative numbers in this case. - option: "```\n{for} i {in} {range} 0 {to} 10\n {print} -1 * i\n```" - - feedback: Unfortunately this does not exist. - option: "```\n{for} i {in} {range} 10 {to} 0\n {print} i\n```" - - option: "```\n{for} i {in} {range} 0 {to} 10\n {print} 10 - i\n```" - feedback: That's right! - hint: It has to be a calculation… - output: "10\n9\n8\n7\n6\n5\n4\n3\n2\n1\n0" - question_score: '10' - question_text: Which code was used to get this output? - correct_answer: D - 6: - mp_choice_options: - - option: 1 time - feedback: No - - feedback: No - option: 2 times - - feedback: That's right! - option: 3 times - - option: Never - feedback: No - code: "{for} i {in} {range} 0 {to} 2\n {print} 'Hello'" - hint: 0 also counts. So 0,1,2 that's 3 times. - question_text: How many times does the word Hello appear on your screen when you run the code? - correct_answer: C - question_score: '10' - 8: - mp_choice_options: - - feedback: The numbers don't appear. It doesn't say `{print}` i. - option: "```\n23\n24\n25\n```" - - feedback: The numbers don't appear. It doesn't say `{print}` i - option: "```\n23 hi 24 hi 25 hi\n```" - - option: "```\nhi\nhi\nhi\n```" - feedback: Correct - - feedback: No it will only appear 3 times. - option: The word 'hi' will appear 25 times in a row. - hint: It doesn't say `{print}` i - question_text: What will be the output from this code? - code: "{for} i {in} {range} 23 {to} 25\n {print} 'hi'" - question_score: '10' - correct_answer: C - 7: - mp_choice_options: - - feedback: There's not always 3 people - option: "```\n{for} i {in} {range} 0 {to} 3\n```" - - feedback: The variable is not named guests - option: "```\n{for} i {in} {range} 1 {to} guests\n```" - - feedback: Great! - option: "```\n{for} i {in} {range} 1 {to} people\n```" - - feedback: That's one order too many! - option: "```\n{for} i {in} {range} 0 {to} people\n```" - question_text: What should be on the place of the blank? - question_score: '10' - correct_answer: C - code: "{print} 'Welcome to Hedys diner'\npeople = {ask} 'How many people will be eating here tonight?'\n_\n food = {ask} 'What would you like to order?'\n {print} food" - hint: Use the variable 'people' - 5: - question_score: '10' - mp_choice_options: - - feedback: No it doesn't. - option: The i in the last line need quotation marks - - feedback: You could use 1 to 5 just as well! - option: You can't use `{range}` 1 `{to}` 5 only `{range}` 1 `{to}` 10 - - feedback: Not line 1... - option: Line 1 needs to start with an indention. - - option: Line 2 needs to start with an indention - feedback: Perfect! - correct_answer: D - question_text: What's wrong with this code? - code: "{for} i {in} {range} 1 {to} 10\n{print} i" - hint: There is something wrong with the indention - 9: - mp_choice_options: - - feedback: Try again - option: 1 time - - feedback: Try again - option: 2 times - - feedback: Try again - option: Never - - feedback: That's right! - option: That depends on how old you are - hint: '`{for}` i `{in}` `{range}` 1 `{to}` age' - question_text: How many times does Hedy chant Hip Hip Hooray? - correct_answer: D - code: "age = {ask} 'How old are you?'\n{for} i {in} {range} 1 {to} age\n {print} 'Hip Hip Hoorray!'" - question_score: '10' - 2: - mp_choice_options: - - option: "```\n1\n2\n3\n```" - feedback: Correct! - - option: "```\n1 2 3\n```" - feedback: That's not it - - option: "```\n1, 2, 3\n```" - feedback: That's not it - - feedback: That's not it - option: "```\n123\n```" - hint: How do the numbers appear in the screen? - question_text: What will be the output from this code? - correct_answer: A - code: "{for} i {in} {range} 1 {to} 3\n {print} i" - question_score: '10' - 1: - correct_answer: B - question_text: What word should be at the place of the blank? - mp_choice_options: - - option: '`counter`' - feedback: No - - feedback: Correct - option: '`{range}`' - - feedback: No - option: '`{if}`' - - feedback: No - option: '`{for}`' - question_score: '10' - code: "{for} i {in} _ 1 {to} 10\n {print} i" - hint: What did you learn in this level? - 2: - 5: - hint: The computer waits for a second at the `{sleep}` command - mp_choice_options: - - feedback: fortunately not! - option: It slows down your computer - - option: It closes down Hedy - feedback: fortunately not! - - feedback: That's right! - option: Your program pauses for a second and then continues - - feedback: No it would be useless at the end of your code - option: You put it at the end so Hedy knows your program is finished - correct_answer: C - question_text: What happens when you use the `{sleep}` command? - question_score: '10' - 8: - mp_choice_options: - - option: "```\nage {ask} {is} How old are you?\n```" - feedback: That is the wrong order - - feedback: That is the wrong order - option: "```\n{ask} {is} age How old are you?\n```" - - option: "```\nage {is} {ask} How old are you?\n```" - feedback: You get it! - - option: "```\nage {is} How old are you?\n```" - feedback: Where is the `{ask}` command? - question_text: How would you correct the first line of code? - code: "{ask} {is} How old are you?\n{print} age" - hint: The variable name should come first - correct_answer: C - question_score: '10' - 1: - correct_answer: C - question_score: '10' - question_text: Which statement is true? - mp_choice_options: - - feedback: That is what `{ask}` is for - option: You can use the `{print}` command to ask questions. - - option: You can use the `{ask}` command to echo answers. - feedback: That is not true - - feedback: Good - option: With the `{print}` command you can make text appear - - option: With the `{sleep}` command, you can remove text from the screen. - feedback: That's not how `{sleep}` works. - hint: '`{print}` still works the same way as in level 1' - 3: - mp_choice_options: - - feedback: The word name is replaced with Marleen - option: name goes to the market and she buys an apple. - - option: Marleen goes to the market. - feedback: The second part of the sentence isn't left out! - - feedback: Right on! - option: Marleen goes to the market and she buys an apple. - - option: Marleen goes to the market and Marleen buys an apple. - feedback: She is not replaced with the name - code: "name {is} Marleen\n{print} name goes to the market and she buys an apple." - question_text: What appears on your output screen when you run this code? - correct_answer: C - question_score: '10' - hint: The word name is replaced with Marleen - 7: - hint: You want the computer to wait for 3 seconds - mp_choice_options: - - feedback: You don't need to `{print}` - option: "```\n{print} 3\n```" - - feedback: Perfect! - option: "```\n{sleep} 3\n```" - - feedback: This way the bomb will explode in 1 second - option: "```\n{sleep}\n```" - - feedback: Make it easier on yourself by using the number 3 - option: "```\n{sleep} {sleep} {sleep}\n```" - correct_answer: B - code: "{print} I will explode in 3 seconds!\n_\n{print} BOOM!" - question_text: What command should be used on line 2? - question_score: '10' - 2: - mp_choice_options: - - option: "```\nname {is} {ask} What is your name?\n```" - feedback: Super! - - feedback: The words are right, the order is not! - option: "```\n{ask} {is} name What is your name\n```" - - feedback: This worked in level 1, but in level 2 and up it works differently. - option: "```\n{ask} What is your name?\n```" - - feedback: The words are right, the order isn't! - option: "```\n{ask} What is your name? {is} name\n```" - question_text: Which code is correct? - hint: "`{ask}` doesn't work like in level 1" - question_score: '10' - correct_answer: A - 9: - mp_choice_options: - - feedback: The variable name is animal - option: 'Line 1 should say: dogs `{is}` animals' - - option: 'Line 1 should say: animal `{is}` dogs' - feedback: Great! - - option: 'Line 2 should say: `{print}` I love animals' - feedback: The variable name is animal - - option: 'Line 2 should say: `{sleep}` I love animals' - feedback: Sleep is not used to `{print}` text - hint: You want to `{print}` 'I love dogs' - correct_answer: B - question_text: What is going wrong in this code? - code: "dogs {is} animal\n{print} I love animal" - question_score: '10' - 10: - mp_choice_options: - - feedback: You want to know the favorite flavor! - option: "```\n{sleep} 3\n```" - - feedback: You do not want a `{print}` command at the middle of the line... - option: "```\n{print} strawberries\n```" - - feedback: This way you are making a list. You don't want that now. - option: "```\nstrawberries, chocolate, vanilla\n```" - - feedback: That's right! - option: "```\n{ask} What flavor icecream do you like?\n```" - hint: You want to `{ask}` a question - question_score: '10' - code: "flavor {is} _\n{print} Your favorite icecream is...\n{sleep}\n{print} flavor" - question_text: What command should be used on the line 1? - correct_answer: D - 4: - hint: "'name' is being replaced with 'Hedy' in both places" - code: "name {is} Hedy\n{print} Hi my name is name" - mp_choice_options: - - option: Hi my name is name - feedback: The variable name is replaced with Hedy - - feedback: The variable name is replaced with Hedy - option: Hi my name is Hedy - - feedback: The variable name is replaced with Hedy - option: Hi my Hedy is name - - option: Hi my Hedy is Hedy - feedback: Correct, this mistake will be fixed in level 4! - question_text: What will you see on the output screen when you run this code? - question_score: '10' - correct_answer: D - 6: - mp_choice_options: - - option: '`{sleep}`' - feedback: Perfect! - - feedback: There is nothing to repeat back here - option: '`{echo}`' - - option: '`{print}`' - feedback: There is no text there to `{print}` there - - option: '`{ask}`' - feedback: There is no question there to be asked - question_score: '10' - question_text: What should be on the lines? - code: "{print} And the award for best programming language goes to...\n_\n{print} Hedy!" - hint: Pause for dramatic effect... - correct_answer: A - 7: - 2: - mp_choice_options: - - feedback: "`{repeat}` 100 `{times}` `{print}` 'hello'" - option: "```\n{print} 100 {times} 'hello'\n```" - - option: "```\n{print} {repeat} 100 {times} 'hello'\n```" - feedback: "{repeat} 100 {times} {print} 'hello'" - - feedback: "{repeat} 100 {times} {print} 'hello'" - option: "```\n{repeat} 'hello' 100 {times}\n```" - - feedback: That's right! - option: "```\n{repeat} 100 {times} {print} 'hello'\n```" - correct_answer: D - question_text: Which code is right? - question_score: '10' - hint: First the `{repeat}` command, then the `{print}` command - 1: - mp_choice_options: - - feedback: No you can repeat a line. - option: '0' - - option: '1' - feedback: Correct, one line at a time - - feedback: In this level only one line at a time - option: '3' - - feedback: In this level you can only repeat one line at a time - option: infinite - correct_answer: B - question_score: '10' - question_text: How many lines can you repeat at once with the repeat command at this level? - hint: You can only repeat one line at a time - 8: - code: "Here comes the sun\nDo do do do\nHere comes the sun\nAnd I say\nIts alright" - mp_choice_options: - - option: "```\n{print} 'Here comes the sun'\n{print} 'Do do do do'\n{print} 'Here comes the sun'\n{print} 'And I say'\n{print} 'Its alright'\n```" - feedback: Awesome, you can't use the `{repeat}` command here. - - option: "```\n{repeat} 2 {times} {print} 'Here comes the sun'\n{print} 'And I say'\n{print} 'Its alright'" - feedback: Where did you leave 'Do do do do'? - - option: "```\n{repeat} 2 {times} {print} 'Here comes the sun'\n{print} 'Do do do do'\n{print} 'And I say'\n{print} 'Its alright'\n```" - feedback: This is not the correct order.. - - option: "```\n{repeat} 2 {times} {print} 'Here comes the sun'\n{repeat} 2 {times} {print} 'Do do'\n{print} 'And I say'\n{print} 'Its alright'\n```" - feedback: This is not the correct order.. - hint: '`{repeat}` can only be used if you want to execute the same line multiple times in a row.' - question_text: What Hedy code belongs to this output? - question_score: '10' - correct_answer: A - 4: - question_score: '10' - mp_choice_options: - - option: "`I'm`" - feedback: That's right! - - feedback: '`{print}` is spelled correctly' - option: '`{print}`' - - feedback: '`{repeat}` is spelled correctly' - option: '`{repeat}`' - - feedback: '`{times}` is spelled correctly' - option: '`{times}`' - code: "{print} 'I'm blue'\n{repeat} 7 {times} {print} 'da ba dee, da ba da'" - hint: I'm is wrong, you can't use apostrophes in a sentence - correct_answer: A - question_text: Which word is wrong in the code? - 9: - mp_choice_options: - - feedback: Your repeated line is incorrect. - option: "```\n{print} 'Batman was flying through Gotham. '\n{print} 'When suddenly he heard someone screaming!'\n{print} 'Help!'\n{repeat} 3 {times} {print} 'Please help me!'\n```" - - option: "```\n{print} 'Batman was flying through Gotham.'\n{print} 'When suddenly he heard someone screaming!'\n{repeat} 3 {times} 'Help!'\n{print} 'Please help me!'\n```" - feedback: The `{print}` command is missing on line 3. - - feedback: You're missing the quotation marks - option: "```\n{print} Batman was flying through Gotham.\n{print} When suddenly he heard someone screaming!\n{repeat} 3 {times} {print} Help!\n{print} Please help me!\n```" - - option: "```\n{print} 'Batman was flying through Gotham.'\n{print} 'When suddenly he heard someone screaming!'\n{repeat} 3 {times} {print} 'Help!'\n{print} 'Please help me!'\n```" - feedback: Perfect - code: "Batman was flying through Gotham.\nWhen suddenly he heard someone screaming...\nHelp!\nHelp!\nHelp!\nPlease help me!" - correct_answer: D - question_score: '10' - question_text: What Hedy code belongs to this output? - hint: "'Help!' is repeated 3 times." - 5: - mp_choice_options: - - option: Correct - feedback: That's right! - - option: Wrong - feedback: That's not it - hint: The code is correct! - question_text: Is this code right or wrong? - code: "{repeat} 100 {times} {print} 'Hedy is awesome!'" - correct_answer: A - question_score: '10' - 3: - mp_choice_options: - - feedback: No, a word is missing - option: Right - - feedback: The word `{repeat}` is there, another word is missing - option: Wrong, the word `{repeat}` is missing - - option: Wrong, the word `{times}` is missing - feedback: The word `{times}` is there, another word is missing. - - feedback: Correct - option: Wrong, the word `{print}` is missing - correct_answer: D - code: "{repeat} 100 {times} 'Hello!'" - question_score: '10' - hint: "It should be: `{repeat}` 100 `{times}` `{print}` 'Hello'" - question_text: Is this code right or wrong? - 7: - mp_choice_options: - - option: "```\nWe will We will\nROCK YOU!\n```" - feedback: "'We will' won't appear twice in the same line" - - option: "```\nWe will\nWe will\nROCK YOU!\n```" - feedback: Great! - - feedback: ROCK YOU! won't be repeated - option: "```\nWe will\nROCK YOU!\nWe will\nROCK YOU!\n```" - - feedback: Mind the `{repeat}` command - option: "```\nWe will\nROCK YOU!" - question_text: What will be the output from this code? - code: "{repeat} 2 {times} {print} 'We will'\n{print} 'ROCK YOU!'" - question_score: '10' - hint: Mind the `{repeat}` command. - correct_answer: B - 6: - hint: Only 'round and round' is repeated 3 times. - mp_choice_options: - - option: "```\nthe wheels on the bus go\nround and round\n```" - feedback: Only the second line is repeated 3 times - - option: "```\nthe wheels on the bus go\nthe wheels on the bus go\nthe wheels on the bus go\nround and round\n```" - feedback: Only the second line is repeated 3 times - - option: "```\nthe wheels on the bus go\nround and round\nthe wheels on the bus go\nround and round\nthe wheels on the bus go\nround and round\n```" - feedback: Only the second line is repeated 3 times - - feedback: All through the town! Perfect! - option: "```\nthe wheels on the bus go\nround and round\nround and round\nround and round\n```" - question_score: '10' - question_text: What will be the output from this code? - code: "{print} 'The wheels on the bus go'\n{repeat} 3 {times} {print} ' round and round'" - correct_answer: D - 10: - code: "if youre happy and you know it clap your hands\nif youre happy and you know it clap your hands\nif youre happy and you know it and you really want to show it\nif youre happy and you know it clap your hands" - mp_choice_options: - - feedback: Almost! the first line needs an extra word - option: "```\n{repeat} 2 {times} 'if youre happy and you know it clap your hands'\n{print} 'if youre happy and you know it and you really want to show it'\n{print} 'if youre happy and you know it clap your hands'\n```" - - option: "```\n{repeat} 2 {times} {print} 'if youre happy and you know it clap your hands'\n{print} 'if youre happy and you know it and you really want to show it'\n{print} 'if youre happy and you know it clap your hands'\n```" - feedback: Great! - - feedback: This is not in the right order. - option: "```\n{repeat} 3 {times} {print} 'if youre happy and you know it clap your hands'\n{print} 'if youre happy and you know it and you really want to show it'\n```" - - option: "```\n{repeat} 4 {times} 'if youre happy and you know it'\n{repeat} 2 {times} 'clap your hands'\n{print} 'and you really want to show it'\n{print} 'clap your hands'\n```" - feedback: This is not in the right order. - question_text: Which code belongs to this output? - hint: Mind the order of the sentences. - correct_answer: B - question_score: '10' - 6: - 7: - mp_choice_options: - - option: It could have been `price = 3` just as well. - feedback: No, that's not true. Hedy needs to add 3 dollars to the total. - - feedback: Hedy would understand, but it wouldn't be right. - option: Because Hedy doesn't understand `price = 3`. - - option: Because Hedy would otherwise forget about the previous order. The price would be 3 dollars in total. - feedback: That's right! - - option: Because the price is 0 dollars to begin with. - feedback: That's true, but not the reason - question_text: Why does line 7 say 'price is price + 3' instead of 'price is 3'? - correct_answer: C - hint: The price shouldn't be 3, but 3 dollars more than it already was - code: "{print} 'Welcome at Hedys diner'\nfood = {ask} 'What would you like to eat?'\nprice = 0\n{if} food {is} hamburger price = price + 15\n{if} food {is} fries price = price + 6\ndrinks is {ask} 'What would you like to drink?'\n{if} drinks {is} coke price = price + 3\n{if} drinks {is} water price = price + 1\n{print} price ' dollars please'" - question_score: '10' - 10: - mp_choice_options: - - feedback: You are allowed to use the `=` sign as well - option: You can only fill in the word is on the `_` - - option: You can fill in either the word is or the `=` sign on the `_` - feedback: Amazing! - - option: You have to fill in =is= on the `_` - feedback: No, one `=` sign is enough - - feedback: You can also use `=` with words. - option: You can only use the `=` sign when working with numbers, not with words. - hint: '`{is}` and `=` are both allowed' - correct_answer: B - question_score: '10' - question_text: Which statement is true? - code: "name _ Hedy\n{print} name 'is walking trough the forrest'" - 5: - mp_choice_options: - - option: 5 dollars - feedback: Unfortunately, it's not that cheap. - - feedback: No, it's 10 dollars each. - option: 10 dollars - - feedback: The * means multiplication. - option: 15 dollars - - option: 50 dollars - feedback: Great! - question_text: If 5 people eat at this restaurant, how much do they have to pay in total? - correct_answer: D - hint: '`price` `is` `people` `times` 10' - question_score: '10' - code: "{print} 'Welcome to Hedys!'\npeople = {ask} 'How many people are eating with us tonight?'\nprice = people * 10\n{print} 'That will be ' price 'dollar please'" - 9: - mp_choice_options: - - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - option: 10% - - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - option: 32% - - option: 50% - feedback: Super! You are 100 percent smart! - - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - option: 100% - question_text: Imagine you love football a 10, you've eaten 2 bananas and have washed your hands 3 times today. How smart does the silly fortune teller think you are? - hint: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - code: "{print} 'Im Hedy the silly fortune teller'\n{print} 'I will predict how smart you are!'\nfootball = {ask} 'On a scale of 0 to 10 how much do you love football?'\nbananas = {ask} 'How many bananas have you eaten this week?'\nhygiene = {ask} 'How many times did you wash your hands today??'\nresult = bananas + hygiene\nresult = result * football\n{print} 'You are ' result 'percent smart.'" - question_score: '10' - correct_answer: C - 6: - mp_choice_options: - - feedback: Super! - option: 15 dollars - - option: 6 dollars - feedback: The fries are 6 dollars - - feedback: The hamburger isn't free! - option: 0 dollars - - feedback: That's the price for a hamburger and fries! - option: 21 dollars - question_text: How much does a hamburger cost in this virtual restaurant? - question_score: '10' - hint: Mind the fourth line. - correct_answer: A - code: "{print} 'Welcome at Hedys diner'\nfood = {ask} 'What would you like to eat?'\nprice = 0\n{if} food {is} hamburger price = 15\n{if} food {is} fries price = 6" - 3: - correct_answer: C - mp_choice_options: - - feedback: This would be the right answer if there were no quotation marks. - option: '30' - - feedback: Try again.. - option: '13' - - feedback: Correct! There are quotation marks, so Hedy will print it literally. - option: 3*10 - - option: Nothing, Hedy will give an error message. - feedback: No, Hedy will print it literally. - question_text: What's Hedy's output when you run this code? - code: "{print} '3*10'" - question_score: '10' - hint: Mind the quotation marks!! - 1: - mp_choice_options: - - option: '20' - feedback: Correct! - - feedback: No, the plus sign is used in addition - option: '12' - - feedback: No, Hedy will calculate the answer - option: 2*10 - - option: '210' - feedback: Mind it's a calculation. - question_score: '10' - correct_answer: A - hint: The `*` is used as a multiplication sign - question_text: What's Hedy's output when you run this code? - code: '{print} 2*10' - 2: - mp_choice_options: - - feedback: That's not it - option: '`-`' - - option: plus - feedback: That's not it - - feedback: That's not it - option: '`*`' - - option: '`+`' - feedback: Correct! - question_text: What do you use when you want to add two numbers? - question_score: '10' - hint: It's the plus sign. - correct_answer: D - 4: - mp_choice_options: - - option: '30' - feedback: Mind, Hedy also prints 'Your lucky number is...' - - feedback: Please try again. - option: '10' - - option: Your lucky number is... 30 - feedback: That's right! - - option: Your lucky number is... 10 - feedback: Her lucky number is name times age... - question_text: Kim is 10 years old. What will Hedy print for her? - code: "name = {ask} 'How many letters are in your name?'\nage = {ask} 'How old are you?'\nluckynumber = name*age\n{print} 'Your lucky number is...' luckynumber" - hint: 'Kim has 3 letters, she is 10 years old so: letters times age = 3*10 = 30.' - correct_answer: C - question_score: '10' - 8: - mp_choice_options: - - option: There shouldn't be quotation marks in line 2 - feedback: No, there should be! - - option: The variable is called correct answer, but a variable's name can only be 1 word. So it should be correct_answer - feedback: Correct! - - option: The `{if}` and `{else}` commands should be in the same line. - feedback: No, that's not true. - - feedback: Variable names can be similar, but they can't be 2 words... - option: The variable in line 2 can't be called answer, because it is too similar to the variable correct answer. - question_score: '10' - code: "correct answer = 3*12\nanswer = {ask} 'What is 3 times 12?'\n{if} answer {is} correct answer {print} 'Good job!'\n{else} {print} 'No... It was ' correct answer" - correct_answer: B - question_text: Why is this code incorrect? - hint: Inspect what the variables are called. - 5: - 6: - mp_choice_options: - - option: "```\n{if}\n```" - feedback: '`{if}` is already in the line above' - - feedback: No, you need `{else}`. - option: "```\n{at} {random}\n```" - - feedback: Great! - option: "```\n{else}\n```" - - option: "```\n{print}\n```" - feedback: '`{print}` is already there, we need a word before it!' - hint: '`{if}` goes together with...?' - correct_answer: C - question_text: Which word should be on the place of the blank in the last line? - code: "{print} 'Im Hedy the football fortune teller!'\n{print} 'I will predict what place your team will end up!'\nclub is {ask} 'Which club is your favorite?'\n{if} club {is} ajax {print} 'Ajax is going to win of course!'\n_ {print} 'Sorry, your club is gonna be in last place...'" - question_score: '10' - 4: - code: "password {is} {ask} 'What is the password?'\n{if} password {is} SECRET {print} 'Correct!'\n{else} {print} 'ALARM! INTRUDER!'" - hint: Your computer will sound the alarm for intruders! - mp_choice_options: - - option: Correct - feedback: That's printed if the correct answer is given, not the wrong one... - - feedback: That's not the right answer - option: SECRET - - option: Wrong! - feedback: No, this is not what Hedy will print - - option: ALARM! INTRUDER! - feedback: Great job! - question_score: '10' - question_text: What does Hedy print when you type in the wrong password? - correct_answer: D - 2: - code: "name {is} {ask} 'What is your name?'\n{if} name {is} Hedy {print} 'fun' {else} {print} 'less fun'" - question_text: What appears in your output screen when you type in the name Hedy? - mp_choice_options: - - feedback: That's right! - option: fun - - option: less fun - feedback: If the name is Hedy, it will say 'fun'' - - feedback: No, it doesn't print the name - option: Hedy - - option: Error - feedback: Fortunately not! - question_score: '10' - hint: '`{if}` name `{is}` Hedy `{print}` ...?' - correct_answer: A - 8: - mp_choice_options: - - option: "```\nfavorite animal\n```" - feedback: That's not the variable name. - - feedback: Great job! - option: "```\nanimal\n```" - - option: '`{if}`' - feedback: '`{if}` is already there' - - feedback: No, that's not it. - option: '`{print}`' - question_text: Which word should be on the place of the blank? - code: "animal {is} {ask} 'What is your favorite animal?'\n{if} _ {is} penguin {print} 'Thats my favorite animal too!'\n{else} {print} 'Cool! I like penguins.'" - hint: What the variable name? - question_score: '10' - correct_answer: B - 10: - code: "{print} 'Escape from the haunted house!'\n{print} 'There are 3 doors in front of you'\ndoor {is} {ask} 'Which door do you choose?'\nmonsters {is} vampire, werewolf, giant spider\n{if} door {is} 2 {print} 'Yay, you can escape!'\n{else} {print} 'You are being devoured by a... ' monsters {at} {random}" - question_score: '10' - mp_choice_options: - - option: Hedy picks a random monster each time. - feedback: Awesome! - - option: vampire - feedback: Not always... - - option: werewolf - feedback: Not always... - - option: giant spider - feedback: Not always... - hint: Mind the last 3 words... monsters `{at} {random}`... - question_text: Which monster is standing behind door 1? - correct_answer: A - 9: - question_text: Which door should you choose to escape?? - mp_choice_options: - - feedback: Bad choice! You're being eaten - option: '1' - - option: '2' - feedback: Super! You escaped! - - feedback: Bad choice! You're being eaten. - option: '3' - - feedback: Luckily not! - option: It's a trap, you will always be eaten! - hint: One of the doors will keep you safe.. - code: "{print} 'Escape from the haunted house!'\n{print} 'There are 3 doors in front of you'\ndoor {is} {ask} 'Which door do you choose?'\nmonsters {is} vampire, werewolf, giant spider\n{if} door {is} 2 {print} 'Yay, you can escape!'\n{else} {print} 'You are being devoured by a... ' monsters {at} {random}" - question_score: '10' - correct_answer: B - 7: - mp_choice_options: - - feedback: '`{if}` is in the line above.' - option: '`{if}`' - - feedback: No, you don't need `{at} {random}`. - option: '`{at}` `{random}`' - - feedback: There already is an `{else}` command - option: '`{else}`' - - feedback: Awesome! - option: '`{print}`' - correct_answer: D - code: "{print} 'I can predict if you will be a millionair or not!'\nname {is} {ask} 'Whats your name?'\n{if} name {is} Hedy {print} 'You will be a millionair!'\n{else} _ 'Unfortunately... No big money for you.'" - question_text: Which word should be in the place of the blank? - hint: After `{else}` a `{print}` command follows - question_score: '10' - 1: - hint: Which one goes together with the `{if}` command? - question_score: '10' - mp_choice_options: - - option: '`{print}`' - feedback: There already is a `{print}` command. - - option: '`{if}`' - feedback: The `{if}` command is used in the line above. - - option: '`{sleep}`' - feedback: That's not it! - - option: '`{else}`' - feedback: That's right! - correct_answer: D - code: "number {is} {ask} 'What is your lucky number?'\n{if} number {is} 5 {print} 'Mine too!'\n_ {print} 'My lucky number is 5!'" - question_text: Which command should be filled in on the _? - 3: - mp_choice_options: - - feedback: This is printed when you type in the correct password - option: Correct! - - feedback: That's right!' - option: SECRET - - option: password - feedback: The password isn't password... - - feedback: This is printed when you type in the incorrect password! - option: ALARM INTRUDER - question_score: '10' - question_text: What is the right password? - hint: "`{if}` password `{is}` ... `{print}` 'Correct!'" - correct_answer: B - code: "password {is} {ask} 'What is the password?'\n{if} password {is} SECRET {print} 'Correct!'\n{else} {print} 'ALARM! INTRUDER!'" - 5: - correct_answer: A - mp_choice_options: - - option: Because it needs to be in capitals, so SECRET - feedback: Indeed! - - feedback: No, this is not the password. - option: Because the password is alarm - - feedback: That's not how you spell secret - option: Because it's spelled wrong. - - feedback: No, Hedy is right - option: Because Hedy makes a mistake - hint: The spelling of the word has to be exactly the same. - question_text: Why will Hedy say 'ALARM! INTRUDER' when you type in 'secret'? - code: "password {is} {ask} 'What is the password?'\n{if} password {is} SECRET {print} 'Correct!'\n{else} {print} 'ALARM! INTRUDER!'" - question_score: '10' - 4: - 6: - mp_choice_options: - - feedback: Great! You get it! - option: "```\n{print} 'You win...' prices {at} {random}\n```" - - option: "```\n{print} You win... 'prices {at} {random}'\n```" - feedback: Hedy will literally print 'prices {at} {random}' - - feedback: You need some quotation marks! - option: "```\n{print} You win... prices {at} {random}\n```" - - option: "```\n{print} 'You win... prices {at} {random}'\n```" - feedback: Hedy will literally print 'prices {at} {random}'' - code: prices {is} 1 dollar, 100 dollars, 1 million dollars - hint: 'Think carefully: what is a variable and should be outside of the quotation marks? And what are normal words that should be inside?' - question_text: What would be a good next line in this code? - correct_answer: A - question_score: '10' - 5: - mp_choice_options: - - option: "```\n'{print} options {at} {random}'\n```" - feedback: Never put the quotation mark in front of the `{print}` command. - - option: "```\n{print} 'options' {at} {random}\n```" - feedback: options is a variable. You don't literally want to print 'options {at} {random}'. - - option: "```\n{print} options {at} {random}\n```" - feedback: That's right - - feedback: Look carefully. There is an error. - option: Nothing, the game already works! - question_text: What has to be changed in order for the game to work? - question_score: '10' - code: "options {is} rock, paper, scissors\n{print} 'options {at} {random}'" - hint: You don't want Hedy to literally print 'options {at} {random}', you want it to print 'rock' or 'paper' or 'scissors'. - correct_answer: C - 7: - mp_choice_options: - - feedback: Correct! - option: Quotation marks are missing in line 1 - - option: Quotation marks are missing in line 2 - feedback: A variable doesn't need quotes - - feedback: You don't want Hedy to literally print 'answers {at} {random}' so no quotation marks needed here! - option: Quotation marks are missing in line 3 - - option: Nothing, this code is good as is! - feedback: Look carefully. You missed a mistake! - hint: Check each line on whether they'd need quotation marks or not. - correct_answer: A - question_score: '10' - question_text: What's wrong with this code? - code: "question {is} {ask} What do you want to know?\nanswers {is} yes, no, maybe\n{print} answers {at} {random}" - 1: - mp_choice_options: - - feedback: That's right - option: "```\n{print} 'Im very excited to take this quiz!'\n```" - - feedback: '{print} now needs quotation marks!' - option: "```\n{print} Im very excited to take this quiz!\n```" - - option: "```\n{print} 'I'm very excited to take this quiz!'\n```" - feedback: do not use apostrophe or use backticks instead - - feedback: careful when using quotes and apostrophe - option: "```\n{print} 'I'm very excited to take this quiz!\n```" - hint: In level 4 you need quotation marks for 2 commands. - question_score: '10' - correct_answer: A - question_text: Which of these codes is correct? - 2: - mp_choice_options: - - feedback: This quotation mark is skewed, you need a straight one. - option: "```\n{print} `hello`\n```" - - option: "```\n{print} 'hello'\n```" - feedback: Correct - - feedback: There are no quotation marks here! - option: "```\n{print} hello\n```" - - option: "```\n{print} ,hello,\n```" - feedback: This is a comma, you need quotation marks. - correct_answer: B - hint: Pick the right quotation marks. - question_text: Which code uses the proper quotation marks? - question_score: '10' - 3: - question_text: Where are the quotation marks used correctly? - mp_choice_options: - - option: "```\n{print} Hi Im Hedy\n```" - feedback: Add quotation marks please! - - option: "```\n{print} 'Hi Im Hedy\n```" - feedback: Both before and after the words you want to print should be a quotation mark. - - feedback: The first quotation mark should be behind the word `{print}` - option: "```\n'{print} Hi Im Hedy'\n```" - - feedback: Perfect! - option: "```\n{print} 'Hi Im Hedy'\n```" - hint: Both before and after the words you want to print should be a quotation mark. - question_score: '10' - correct_answer: D - 9: - mp_choice_options: - - option: Ajax is going to win the champions league - feedback: Hedy could `{print}` that - - feedback: Hedy could `{print}` that - option: Real Madrid is going to win the champions league - - option: Bayern Munchen is going to win the champions league - feedback: Hedy could `{print}` that - - feedback: That's right. It's not in the list - option: FC Barcelona is going to win the champions league - question_text: What will never appear in your output screen? - question_score: '10' - correct_answer: D - code: "clubs {is} Real Madrid, Bayern Munchen, Manchester United, Ajax\n{print} clubs {at} {random} ' is going the win the champions league'" - hint: What are Hedy's options to randomly pick from? - 8: - mp_choice_options: - - feedback: We need quotation marks - option: "```\n{print} So you pick door door\n```" - - feedback: If the player chooses door 3, Hedy will say 'So you pick 3 3 - option: "```\n{print} 'So you pick ' door door\n```" - - option: "```\n{print} 'So you pick door ' door\n```" - feedback: Super! - - option: "```\n{print} 'So you pick door door'\n```" - feedback: Hedy will literally print 'So you pick door door - correct_answer: C - code: "{print} 'Welcome at the money show!'\n{print} 'In front of you are 3 doors'\ndoor {is} {ask} 'Which door do you choose?'" - question_text: What would be a good next line for this code? - hint: The second word door should be replaced with the number, the first should still be the word door... - question_score: '10' - 10: - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: A list doesn't need quotation marks - - option: Quotation marks are missing in line 2 - feedback: Correct - - feedback: Line 3 doesn't need quotation marks because it's not printed literally - option: Quotation marks are missing in both line 2 and 3 - - feedback: You missed one! - option: Nothing, this code has no mistakes - code: "people {is} mom, dad, Emma, Sophie\n{print} The dishes are done by...\n{print} people {at} {random}" - hint: One line needs quotation marks, because you want it to be printed literally. - question_text: Which statement is true? - correct_answer: B - question_score: '10' - 4: - mp_choice_options: - - option: "You need quotation marks around the word `{print}`, like this: `'{print}'`." - feedback: The quotation marks shouldn't be around the command itself. - - feedback: Super! - option: You need quotation marks around the words you want to print. - - feedback: Both `{print}` and `{ask}` require quotation marks - option: You do not need quotation marks when using the `{ask}` command - - option: You can choose yourself whether to use quotation marks or not. - feedback: Unfortunately, Hedy is stricter than that. - correct_answer: B - hint: From level 4 on you need to use quotation marks. - question_text: Which statement is true? - question_score: '10' diff --git a/content/quizzes/pl.yaml b/content/quizzes/pl.yaml index c84849c1b55..1a16e9106be 100644 --- a/content/quizzes/pl.yaml +++ b/content/quizzes/pl.yaml @@ -12,8 +12,6 @@ levels: - option: Heidi feedback: Zła odpowiedź! hint: Jest nazwany po Hedy Lamarr. - correct_answer: A - question_score: '10' 2: question_text: Którym z nich należy uzupełnić puste miejsca, aby pojawił się tekst Hello! code: _ Witaj! @@ -27,8 +25,6 @@ levels: - option: '`{ask}`' feedback: Za pomocą `{ask}` możesz zadać pytanie. hint: _ Witaj świecie! - correct_answer: B - question_score: '10' 3: question_text: Jak zapytasz, jaki jest mój ulubiony kolor? mp_choice_options: @@ -53,8 +49,6 @@ levels: ``` feedback: '`{echo}` powtarza odpowiedź do wcześniej zadanego pytania.' hint: Możesz zapytać o coś za pomocą komendy `{ask}` - correct_answer: C - question_score: '10' 4: question_text: Co jest nie tak z tym kodem? code: |- @@ -71,8 +65,6 @@ levels: - option: Nic! Ten kod jest bezbłędny! feedback: Nie do końca, przyjrzyj się jeszcze raz! hint: Na linii 1 czegoś brakuje - correct_answer: A - question_score: '10' 5: question_text: Jakiej komendy brakuje na linii 2? code: |- @@ -88,8 +80,6 @@ levels: - option: '`{echo}`' feedback: W punkt! hint: Linia 2 powinna wyświetlać odpowiedź na wcześniejsze pytanie... - correct_answer: D - question_score: '10' 6: question_text: Co jest nie tak z tym kodem? code: |- @@ -107,8 +97,6 @@ levels: - option: W wierszu 4, `{print}` jest źle napisane. feedback: Nie, błąd jest gdzieś indziej hint: Sprawdź polecenia `{print}`. - correct_answer: B - question_score: '10' 7: question_text: Co jest nie tak z tym kodem? code: |- @@ -126,8 +114,6 @@ levels: - option: Nic! Ten kod jest bezbłędny! feedback: Dobrze! hint: Przyjrzyj się kodowi linia po linii - correct_answer: D - question_score: '10' 8: question_text: Jak korzystać z polecenia `{echo}`? mp_choice_options: @@ -139,9 +125,6 @@ levels: feedback: Dobra robota! - option: Możesz go użyć, aby tekst zniknął. feedback: To nie tak... - hint: '`{echo}` is used after an `{ask}` command.' - correct_answer: C - question_score: '10' 9: question_text: Co jest nie tak z tym kodem? code: |- @@ -158,14 +141,8 @@ levels: - option: Nic. Ten kod jest idealny! feedback: Dokładnie poszukaj błędu... hint: '`{ask}` pozwala Ci zadać pytanie' - correct_answer: B - question_score: '10' 10: question_text: Co pojawi się na wyjściu po uruchomieniu tego programu? - code: |- - {ask} Are you ready to go to level 2? - {echo} - {echo} mp_choice_options: - option: Are you ready to go to level 2? feedback: Istnieją dwa polecenia `{echo}` @@ -179,9 +156,6 @@ levels: Are you ready to go to level 2? Yes! feedback: Istnieją dwa polecenia `{echo}` - hint: Let's go! - correct_answer: B - question_score: '10' 2: 1: question_text: Które zdanie jest prawdziwe? @@ -195,8 +169,6 @@ levels: - option: Poleceniem `{sleep}`, możesz usunąć tekst z ekranu. feedback: Polecenie `{sleep}` tak nie działa. hint: '`{print}` dalej działa tak samo jak na poziomie 1' - correct_answer: C - question_score: '10' 2: question_text: Który kod jest poprawny? mp_choice_options: @@ -221,8 +193,6 @@ levels: ``` feedback: Komendy się zgadzają, ale są w złej kolejności! hint: '`{ask}` nie działa tak jak w poziomie 1' - correct_answer: A - question_score: '10' 3: question_text: Co pojawi się na wyjściu po uruchomieniu tego programu? code: |- @@ -238,13 +208,8 @@ levels: - option: Marlena idzie na rynek i Marlena kupuje jabłko. feedback: Ona nie jest zastępowana przez imię hint: Wyraz imię jest zastępowany przez Marlena - correct_answer: C - question_score: '10' 4: question_text: Co pojawi się na wyjściu po uruchomieniu tego programu? - code: |- - name {is} Hedy - {print} Hi my name is name mp_choice_options: - option: Hi my name is name feedback: Zmienna imię jest zamieniona na Hedy @@ -255,8 +220,6 @@ levels: - option: Hi my Hedy is Hedy feedback: Zgadza się, ten błąd zostanie naprawiony w poziomie 4! hint: '''imię'' jest zamienione na ''Hedy'' w obu miejscach' - correct_answer: D - question_score: '10' 5: question_text: Co się stanie, gdy użyjesz komendy `{sleep}`? mp_choice_options: @@ -269,8 +232,6 @@ levels: - option: Nic, taka komenda nie istnieje feedback: Taka komenda istnieje i jest całkiem użyteczna hint: Komputer czeka przez sekundę przy poleceniu `{sleep}` - correct_answer: C - question_score: '10' 6: question_text: Co powinno być napisane w brakujących liniach? code: |- @@ -287,8 +248,6 @@ levels: - option: '`{ask}`' feedback: Nie ma tu żadnego pytania do zadania hint: Pauza dla dramatycznego efektu... - correct_answer: A - question_score: '10' 7: question_text: Jakiej komendy brakuje na linii 2? code: |- @@ -317,8 +276,6 @@ levels: ``` feedback: Uprość sobie sprawę korzystając z liczby 3 hint: Chcesz by komputer czekał przez 3 sekundy - correct_answer: B - question_score: '10' 8: question_text: Jak należy poprawić pierwszą linię kodu? code: |- @@ -346,8 +303,6 @@ levels: ``` feedback: Where is the `{ask}` command? hint: Nazwa zmiennej powinna być najpierw - correct_answer: C - question_score: '10' 9: question_text: Co jest nie tak z tym kodem? code: |- @@ -363,8 +318,6 @@ levels: - option: 'W linii 2 powinno być: `{sleep}` Kocham zwierzęta' feedback: Polecenie sleep nie jest używane, aby `{print}` tekst hint: Chcesz `{print}`„Kocham psy” - correct_answer: B - question_score: '10' 10: question_text: Jakie polecenie powinno być użyte w linii 1? code: |- @@ -394,8 +347,6 @@ levels: ``` feedback: Zgadza się! hint: Chcesz `{ask}` pytanie - correct_answer: D - question_score: '10' 3: 1: question_text: Którego polecenia (bądź poleceń) możesz użyć by Hedy wybrała coś losowo? @@ -409,8 +360,6 @@ levels: - option: '`{at} {random}`' feedback: Zgadza się! hint: Losowo znaczy bez uprzedniego planu, przypadkowo. - correct_answer: D - question_score: '10' 2: question_text: Co jest nie tak z tym kodem? code: |- @@ -426,8 +375,6 @@ levels: - option: '`{at} {random}` jest napisane niepoprawnie' feedback: '`{at} {random}` to poprawna pisownia' hint: Coś nie zgadza się w linii 1 - correct_answer: A - question_score: '10' 3: question_text: How do you fix the mistake in line 2 of this code? code: |- @@ -452,8 +399,6 @@ levels: - option: Nic, kod jest poprawny! feedback: Dokładnie poszukaj błędu hint: Zmienna (lista) nazywa się opcje. - correct_answer: C - question_score: '10' 4: question_text: Co powinno zmienić się w linii 2 by program wypisywał losową cenę? code: |- @@ -478,8 +423,6 @@ levels: - option: Nic, kod jest poprawny. feedback: Przyjrzyj się dokładnie by znaleźć błąd! hint: Nazwa zmiennej to ceny - correct_answer: B - question_score: '10' 5: question_text: Co jest nie tak w tym kodzie? code: |- @@ -497,8 +440,6 @@ levels: - option: Nic, ten kod jest idealny feedback: Dokładnie tak! hint: Czy ten kod zawiera błąd? - correct_answer: D - question_score: '10' 6: question_text: Co jest nie tak z tym kodem? code: |- @@ -515,15 +456,8 @@ levels: - option: Nic! Ten kod jest świetny! feedback: W rzeczywistości linia 2 zawiera błąd. hint: Coś jest nie tak z linią 2. - correct_answer: B - question_score: '10' 7: question_text: Co robi polecenie `{add}`? - code: |- - books {is} Harry Potter, The Hobbit, Green Eggs and Ham - your_book {is} {ask} What is your favorite book? - {add} your_book {to} books - {print} books {at} {random} mp_choice_options: - option: Polecenie `{add}` usuwa losową książkę z listy feedback: Polecenie remove usuwa, polecenie add dodaje @@ -534,8 +468,6 @@ levels: - option: Polecenie `{add}` drukuje ulubioną książkę. feedback: Nie, to dodaje twoją ulubioną książkę do listy hint: Polecenie `{add}` dodaje książkę, ale którą? - correct_answer: C - question_score: '10' 8: question_text: Jakie jest dane wyjściowe tego kodu? code: |- @@ -553,8 +485,6 @@ levels: - option: kwaśna śmietana feedback: Dokładnie, tak! hint: Istnieją 3 smaki, 2 są usuwane. Który pozostanie? - correct_answer: D - question_score: '10' 9: question_text: Co jest nie tak z tym kodem? code: |- @@ -572,8 +502,6 @@ levels: - option: Nic, to jest poprawny kod! feedback: Znajdź błąd! hint: Spójrz na linię 4 - correct_answer: C - question_score: '10' 10: question_text: Co powinno być na _? code: |- @@ -604,8 +532,6 @@ levels: ``` feedback: This increased the change that the person who walked yesterday now has to do it again. That's mean. hint: Osoba, która wczoraj wyprowadziła psa, powinna zostać usunięta z listy. - correct_answer: A - question_score: '10' 4: 1: question_text: Który z tych kodów jest poprawny? @@ -631,8 +557,6 @@ levels: ```' feedback: ostrożnie, używając cudzysłowów i apostrofu hint: Na poziomie 4 potrzebujesz cudzysłowu dla 2 poleceń. - correct_answer: A - question_score: '10' 2: question_text: Który kod używa odpowiednich cudzysłowów? mp_choice_options: @@ -657,8 +581,6 @@ levels: ``` feedback: To przecinek, potrzebujesz cudzysłowu. hint: Wybierz odpowiednie cudzysłowy. - correct_answer: B - question_score: '10' 3: question_text: Gdzie znaki cudzysłowu zostały użyte poprawnie? mp_choice_options: @@ -683,8 +605,6 @@ levels: ``` feedback: Perfect! hint: Zarówno przed, jak i po słowach, które chcesz napisać (print), powinien być znakiem cudzysłowu. - correct_answer: D - question_score: '10' 4: question_text: Które wyrażenie jest prawdziwe? mp_choice_options: @@ -697,8 +617,6 @@ levels: - option: Możesz sam wybrać, czy chcesz użyć cudzysłowu, czy nie. feedback: Niestety Hedy jest bardziej surowy. hint: Od poziomu 4 musisz używać cudzysłowów. - correct_answer: B - question_score: '10' 5: question_text: Co należy zmienić, aby gra działała? code: |- @@ -723,8 +641,6 @@ levels: - option: Nic, gra już działa! feedback: Patrz uważnie. Wystąpił błąd. hint: Nie chcesz, aby Hedy dosłownie napisała (print) 'opcje {at}{random} chcesz, aby napisała (print) 'kamień' lub 'papier' lub 'nożyczki'. - correct_answer: C - question_score: '10' 6: question_text: Jaki byłby dobry następny wiersz w tym kodzie? code: ceny {is} 1 dolar, 100 dolarów, 1 milion dolarów @@ -750,8 +666,6 @@ levels: ``` feedback: Hedy dosłownie napisze (print) ceny {at}{random}'' hint: 'Zastanów się: jaka jest zmienna i czy powinna znajdować się poza cudzysłowami? A jakie normalne słowa powinny być w środku?' - correct_answer: A - question_score: '10' 7: question_text: Co jest nie tak z tym kodem? code: |- @@ -768,14 +682,8 @@ levels: - option: Nic, ten kod jest dobry, jaki jest! feedback: Patrz uważnie. Przegapiłeś błąd! hint: Sprawdź każdy wiersz, czy będą potrzebować cudzysłowu, czy nie. - correct_answer: A - question_score: '10' 8: question_text: Jaki byłby dobry następny wiersz dla tego kodu? - code: |- - {print} 'Welcome at the money show!' - {print} 'In front of you are 3 doors' - door {is} {ask} 'Which door do you choose?' mp_choice_options: - option: |- ``` @@ -797,14 +705,7 @@ levels: {print} 'So you pick door door' ``` feedback: Hedy will literally print 'So you pick door door - hint: The second word door should be replaced with the number, the first should still be the word door... - correct_answer: C - question_score: '10' 9: - question_text: What will never appear in your output screen? - code: |- - clubs {is} Real Madrid, Bayern Munchen, Manchester United, Ajax - {print} clubs {at} {random} ' is going the win the champions league' mp_choice_options: - option: Ajax is going to win the champions league feedback: Hedy could `{print}` that @@ -814,27 +715,6 @@ levels: feedback: Hedy could `{print}` that - option: FC Barcelona is going to win the champions league feedback: That's right. It's not in the list - hint: What are Hedy's options to randomly pick from? - correct_answer: D - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - people {is} mom, dad, Emma, Sophie - {print} The dishes are done by... - {print} people {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: A list doesn't need quotation marks - - option: Quotation marks are missing in line 2 - feedback: Correct - - option: Quotation marks are missing in both line 2 and 3 - feedback: Line 3 doesn't need quotation marks because it's not printed literally - - option: Nothing, this code has no mistakes - feedback: You missed one! - hint: One line needs quotation marks, because you want it to be printed literally. - correct_answer: B - question_score: '10' 5: 1: question_text: What is true? @@ -852,79 +732,8 @@ levels: - option: In level 5 `{ask}` and `{print}` work the same as in level 4 feedback: Correct! hint: Który idzie w parze z poleceniem `{if}`? - correct_answer: D - question_score: '10' - 2: - question_text: What appears in your output screen when you type in the name Hedy? - code: |- - name {is} {ask} 'What is your name?' - {if} name {is} Hedy {print} 'fun' {else} {print} 'less fun' - mp_choice_options: - - option: fun - feedback: That's right! - - option: less fun - feedback: If the name is Hedy, it will say 'fun'' - - option: Hedy - feedback: No, it doesn't print the name - - option: Error - feedback: Fortunately not! - hint: '`{if}` name `{is}` Hedy `{print}` ...?' - correct_answer: A - question_score: '10' 3: - question_text: What is the right password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct! - feedback: This is printed when you type in the correct password - - option: SECRET - feedback: That's right!' - - option: password - feedback: The password isn't password... - - option: ALARM INTRUDER - feedback: This is printed when you type in the incorrect password! hint: '`{if}` password `{is}` ... `{print}` ''Correct!''!''' - correct_answer: B - question_score: '10' - 4: - question_text: What does Hedy print when you type in the wrong password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct - feedback: That's printed if the correct answer is given, not the wrong one... - - option: SECRET - feedback: That's not the right answer - - option: Wrong! - feedback: No, this is not what Hedy will print - - option: ALARM! INTRUDER! - feedback: Great job! - hint: Your computer will sound the alarm for intruders! - correct_answer: D - question_score: '10' - 5: - question_text: Why will Hedy say 'ALARM! INTRUDER' when you type in 'secret'? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Because it needs to be in capitals, so SECRET - feedback: Indeed! - - option: Because the password is alarm - feedback: No, this is not the password. - - option: Because it's spelled wrong. - feedback: That's not how you spell secret - - option: Because Hedy makes a mistake - feedback: No, Hedy is right - hint: The spelling of the word has to be exactly the same. - correct_answer: A - question_score: '10' 6: question_text: Which word should be on the place of the question mark in the last line? code: |- @@ -933,30 +742,6 @@ levels: club is {ask} 'Which club is your favorite?' {if} club {is} ajax {print} 'Ajax is going to win of course!' _?_ {print} 'Sorry, your club is gonna be in last place...' - mp_choice_options: - - option: |- - ``` - {if} - ``` - feedback: '`{if}` is already in the line above' - - option: |- - ``` - {at} {random} - ``` - feedback: No, you need `{else}`. - - option: |- - ``` - {else} - ``` - feedback: Great! - - option: |- - ``` - {print} - ``` - feedback: '`{print}` is already there, we need a word before it!' - hint: '`{if}` goes together with...?' - correct_answer: C - question_score: '10' 7: question_text: Which word should be in the place of the question mark? code: |- @@ -977,248 +762,18 @@ levels: - option: |- `{print}` feedback: Awesome! - hint: After `{else}` a `{print}` command follows - correct_answer: D - question_score: '10' 8: question_text: Which word should be on the place of the question mark? code: |- animal {is} {ask} 'What is your favorite animal?' {if} _?_ {is} penguin {print} 'Thats my favorite animal too!' {else} {print} 'Cool! I like penguins.' - mp_choice_options: - - option: |- - ``` - favorite animal - ``` - feedback: That's not the variable name. - - option: |- - ``` - animal - ``` - feedback: Great job! - - option: |- - `{if}` - feedback: '`{if}` is already there' - - option: |- - `{print}` - feedback: No, that's not it. - hint: What the variable name? - correct_answer: B - question_score: '10' - 9: - question_text: Which door should you choose to escape?? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} - mp_choice_options: - - option: '1' - feedback: Bad choice! You're being eaten - - option: '2' - feedback: Super! You escaped! - - option: '3' - feedback: Bad choice! You're being eaten. - - option: It's a trap, you will always be eaten! - feedback: Luckily not! - hint: One of the doors will keep you safe.. - correct_answer: B - question_score: '10' - 10: - question_text: Which monster is standing behind door 1? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} - mp_choice_options: - - option: Hedy picks a random monster each time. - feedback: Awesome! - - option: vampire - feedback: Not always... - - option: werewolf - feedback: Not always... - - option: giant spider - feedback: Not always... - hint: Mind the last 3 words... monsters `{at} {random}`... - correct_answer: A - question_score: '10' 6: - 1: - question_text: What's Hedy's output when you run this code? - code: '{print} 2*10' - mp_choice_options: - - option: '20' - feedback: Correct! - - option: '12' - feedback: No, the plus sign is used in addition - - option: 2*10 - feedback: No, Hedy will calculate the answer - - option: '210' - feedback: Mind it's a calculation. - hint: The `*` is used as a multiplication sign - correct_answer: A - question_score: '10' 2: question_text: Which sign do you use for an addition? - mp_choice_options: - - option: '`-`' - feedback: That's not it - - option: plus - feedback: That's not it - - option: '`*`' - feedback: That's not it - - option: '`+`' - feedback: Correct! - hint: It's the plus sign. - correct_answer: D - question_score: '10' - 3: - question_text: What's Hedy's output when you run this code? - code: '{print} ''3*10''' - mp_choice_options: - - option: '30' - feedback: This would be the right answer if there were no quotation marks. - - option: '13' - feedback: Try again.. - - option: 3*10 - feedback: Correct! There are quotation marks, so Hedy will print it literally. - - option: Nothing, Hedy will give an error message. - feedback: No, Hedy will print it literally. - hint: Mind the quotation marks!! - correct_answer: C - question_score: '10' - 4: - question_text: Kim is 10 years old. What will Hedy print for her? - code: |- - name = {ask} 'How many letters are in your name?' - age = {ask} 'How old are you?' - luckynumber = name*age - {print} 'Your lucky number is...' luckynumber - mp_choice_options: - - option: '30' - feedback: Mind, Hedy also prints 'Your lucky number is...' - - option: '10' - feedback: Please try again. - - option: Your lucky number is... 30 - feedback: That's right! - - option: Your lucky number is... 10 - feedback: Her lucky number is name times age... - hint: 'Kim has 3 letters, she is 10 years old so: letters times age = 3*10 = 30.' - correct_answer: C - question_score: '10' - 5: - question_text: If 5 people eat at this restaurant, how much do they have to pay in total? - code: |- - {print} 'Welcome to Hedys!' - people = {ask} 'How many people are eating with us tonight?' - price = people * 10 - {print} 'That will be ' price 'dollar please' - mp_choice_options: - - option: 5 dollars - feedback: Unfortunately, it's not that cheap. - - option: 10 dollars - feedback: No, it's 10 dollars each. - - option: 15 dollars - feedback: The * means multiplication. - - option: 50 dollars - feedback: Great! - hint: '`price` `is` `people` `times` 10' - correct_answer: D - question_score: '10' 6: question_text: How much does a hamburger cost is this virtual restaurant? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = 15 - {if} food {is} fries price = 6 - mp_choice_options: - - option: 15 dollars - feedback: Super! - - option: 6 dollars - feedback: The fries are 6 dollars - - option: 0 dollars - feedback: The hamburger isn't free! - - option: 21 dollars - feedback: That's the price for a hamburger and fries! - hint: Mind the fourth line. - correct_answer: A - question_score: '10' - 7: - question_text: Why does line 7 say 'price is price + 3' instead of 'price is 3'? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = price + 15 - {if} food {is} fries price = price + 6 - drinks is {ask} 'What would you like to drink?' - {if} drinks {is} coke price = price + 3 - {if} drinks {is} water price = price + 1 - {print} price ' dollars please' - mp_choice_options: - - option: It could have been `price = 3` just as well. - feedback: No, that's not true. Hedy needs to add 3 dollars to the total. - - option: Because Hedy doesn't understand `price = 3`. - feedback: Hedy would understand, but it wouldn't be right. - - option: Because Hedy would otherwise forget about the previous order. The price would be 3 dollars in total. - feedback: That's right! - - option: Because the price is 0 dollars to begin with. - feedback: That's true, but not the reason - hint: The price shouldn't be 3, but 3 dollars more than it already was - correct_answer: C - question_score: '10' - 8: - question_text: Why is this code incorrect? - code: |- - correct answer = 3*12 - answer = {ask} 'What is 3 times 12?' - {if} answer {is} correct answer {print} 'Good job!' - {else} {print} 'No... It was ' correct answer - mp_choice_options: - - option: There shouldn't be quotation marks in line 2 - feedback: No, there should be! - - option: The variable is called correct answer, but a variable's name can only be 1 word. So it should be correct_answer - feedback: Correct! - - option: The `{if}` and `{else}` commands should be in the same line. - feedback: No, that's not true. - - option: The variable in line 2 can't be called answer, because it is too similar to the variable correct answer. - feedback: Variable names can be similar, but they can't be 2 words... - hint: Inspect what the variables are called. - correct_answer: B - question_score: '10' - 9: - question_text: Imagine you love football a 10, you've eaten 2 bananas and have washed your hands 3 times today. How smart does the silly fortune teller think you are? - code: |- - {print} 'Im Hedy the silly fortune teller' - {print} 'I will predict how smart you are!' - football = {ask} 'On a scale of 0 to 10 how much do you love football?' - bananas = {ask} 'How many bananas have you eaten this week?' - hygiene = {ask} 'How many times did you wash your hands today??' - result = bananas + hygiene - result = result * football - {print} 'You are ' result 'percent smart.' - mp_choice_options: - - option: 10% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 32% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 50% - feedback: Super! You are 100 percent smart! - - option: 100% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - hint: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - correct_answer: C - question_score: '10' 10: - question_text: Which statement is true? code: |- name _?_ Hedy {print} name 'is walking trough the forrest' @@ -1231,12 +786,8 @@ levels: feedback: No, one `=` sign is enough - option: You can only use the `=` sign when working with numbers, not with words. feedback: You can also use `=` with words. - hint: '`{is}` and `=` are both allowed' - correct_answer: B - question_score: '10' 7: 1: - question_text: How many lines can you repeat at once with the repeat command at this level? mp_choice_options: - option: '0' feedback: No you can repeat a line. @@ -1247,54 +798,9 @@ levels: - option: infinite feedback: In this level you can only repeat one line at a time hint: You can only repeat 1 line at a time - correct_answer: B - question_score: '10' 2: - question_text: Which code is right? - mp_choice_options: - - option: |- - ``` - {print} 100 {times} 'hello' - ``` - feedback: '`{repeat}` 100 `{times}` `{print}` ''hello''' - - option: |- - ``` - {print} {repeat} 100 {times} 'hello' - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 'hello' 100 {times} - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 100 {times} {print} 'hello' - ``` - feedback: That's right! hint: First the repeat command, then the `{print}` command - correct_answer: D - question_score: '10' - 3: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} ''Hello!''' - mp_choice_options: - - option: Right - feedback: No, a word is missing - - option: Wrong, the word `{repeat}` is missing - feedback: The word `{repeat}` is there, another word is missing - - option: Wrong, the word `{times}` is missing - feedback: The word `{times}` is there, another word is missing. - - option: Wrong, the word `{print}` is missing - feedback: Correct - hint: 'It should be: `{repeat}` 100 `{times}` `{print}` ''Hello''' - correct_answer: D - question_score: '10' 4: - question_text: Which word is wrong in the code? - code: |- - {print} 'I'm blue' - {repeat} 7 {times} {print} 'da ba dee, da ba da' mp_choice_options: - option: |- ``` @@ -1311,24 +817,7 @@ levels: `{times}` feedback: '`{times}` is spelled correctly' hint: I'm is wrong, you can't use apostrophes - correct_answer: A - question_score: '10' - 5: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} {print} ''Hedy is awesome!''' - mp_choice_options: - - option: Correct - feedback: That's right! - - option: Wrong - feedback: That's not it - hint: The code is correct! - correct_answer: A - question_score: '10' 6: - question_text: What will be the output from this code? - code: |- - {print} 'The wheels on the bus go' - {repeat} 3 {times} {print} ' round and round' mp_choice_options: - option: |- the wheels on the bus go @@ -1354,14 +843,7 @@ levels: round and round round and round feedback: All though the town! Perfect! - hint: Only 'round and round' is repeated 3 times. - correct_answer: D - question_score: '10' 7: - question_text: What will be the output from this code? - code: |- - {repeat} 2 {times} {print} 'We will' - {print} 'ROCK YOU!' mp_choice_options: - option: |- We will We will @@ -1382,17 +864,8 @@ levels: We will ROCK YOU! feedback: Mind the repeat command - hint: Mind the `{repeat}` command. - correct_answer: B - question_score: '10' 8: question_text: Welke Hedy code hoort bij dit resultaat - code: |- - Here comes the sun - Do do do do - Here comes the sun - And I say - Its alright mp_choice_options: - option: |- ``` @@ -1426,8 +899,6 @@ levels: ``` feedback: Dit is niet de juiste volgorde.. hint: '`{repeat}` kan alleen worden gebruikt als je dezelfde regel meerdere keren achter elkaar wil uitvoeren.' - correct_answer: A - question_score: '10' 9: question_text: Welke Hedy code hoort bij dit resultaat ? code: |- @@ -1471,15 +942,8 @@ levels: ``` feedback: Perfect hint: '''Help !'' wordt 3x herhaald.' - correct_answer: D - question_score: '10' 10: question_text: What Hedy code belongs to this output? - code: |- - if youre happy and you know it clap your hands - if youre happy and you know it clap your hands - if youre happy and you know it and you really want to show it - if youre happy and you know it clap your hands mp_choice_options: - option: |- ``` @@ -1509,16 +973,8 @@ levels: {print} 'clap your hands' ``` feedback: This is not in the right order. - hint: Mind the order of the sentences. - correct_answer: B - question_score: '10' 8: 1: - question_text: Which output will be produced by this code? - code: |- - {repeat} 2 {times} - {print} 'Hello' - {print} 'Im Hedy!' mp_choice_options: - option: |- Cześć @@ -1541,14 +997,7 @@ levels: Jestem Hedy! Jestem Hedy! feedback: Everything is printed twice - hint: Both lines are repeated twice. - correct_answer: C - question_score: '10' 2: - question_text: What is wrong with this code? - code: |- - {repeat} 5 {times} - {print} 'Hedy is cool!' mp_choice_options: - option: This should be only one line, not 2. feedback: No it should be 2 lines. @@ -1558,15 +1007,7 @@ levels: feedback: Nee, repeat is de goede spelling - option: The second line need to start with 4 spaces as indentation. feedback: Correct! - hint: Something is missing in the second line? - correct_answer: D - question_score: '10' 3: - question_text: What output will be produced when you run this program? - code: |- - {repeat} 3 {times} - {print} 'Baby shark tututudutudu' - {print} 'Baby shark' mp_choice_options: - option: |- Baby shark tututudutudu @@ -1593,10 +1034,7 @@ levels: Baby shark feedback: Co się powtarza, a co nie? hint: Co się powtarza, a co nie? - correct_answer: C - question_score: '10' 4: - question_text: Which output is correct? code: |- {print} 'The children went:' {repeat} 2 {times} @@ -1623,15 +1061,7 @@ levels: Yay! Jedziemy na wakacje! feedback: The last line is repeated too. - hint: The block under the `{repeat}` command is repeated twice. - correct_answer: B - question_score: '10' 5: - question_text: What is wrong with this code? - code: |- - end = {ask} 'Do you want a happy or a sad ending?' - {if} end {is} happy {print} 'They lived happily ever after' - {else} {print} 'The world exploded. The end.' mp_choice_options: - option: The `{print}` commands on the last two lines should start on new lines en start with 4 spaces. feedback: That's right! @@ -1641,44 +1071,7 @@ levels: feedback: That's not true - option: '`{ask}` is no longer a command' feedback: That's not true - hint: Something is wrong with indentation - correct_answer: A - question_score: '10' - 6: - question_text: What will be the output of this code when we enter pancakes? - code: |- - {print} 'Welcome to restaurant Hedy' - {repeat} 2 {times} - food {is} {ask} 'What do you want to eat?' - {print} food - mp_choice_options: - - option: |- - Welcome to restaurant Hedy - Pancakes - feedback: There is no repetition in this answer. - - option: |- - Welcome to restaurant Hedy - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: This answer also repeats the welcome message - - option: |- - Welcome to restaurant Hedy - What do you want to eat? - What do you want to eat? - Pancakes - Pancakes - feedback: Almost! But look at the question, it is not repeated. - - option: |- - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: Well done! - hint: The first sentence and question will not be repeated - correct_answer: D - question_score: '10' 7: - question_text: What is wrong with this code? code: |- eten = {ask} 'What would you like to eat?' {if} food {is} fries @@ -1697,11 +1090,7 @@ levels: feedback: You always have to use indentation. - option: The indentation is wrong in the first `{if}` command. feedback: That's right. - hint: Take a careful look at the indentation. - correct_answer: D - question_score: '10' 8: - question_text: In which of the codes is the indentation done right? mp_choice_options: - option: |- ``` @@ -1743,50 +1132,20 @@ levels: {print} 'Masz bład!' ``` feedback: You are wrong! - hint: What should happen if the person is right? And what else? - correct_answer: C - question_score: '10' 9: - question_text: What line(s) in this code should start with 4 spaces? code: |- 1 muzyka = {ask} 'Jaki jest twój ulubiony gatunek muzyki?' 2 {if} muzyka {is} rock 3 {print} '🤘' 4 {else} 5 {print} '👎' - mp_choice_options: - - option: Line 2 and 4 - feedback: The lines after the `{if}` and `{else}` command should start with 4 spaces - - option: Only line 3 - feedback: Not only 3... - - option: Line 3, 4 and 5 - feedback: Line 4 shouldn't - - option: Line 3 and 5 - feedback: Great job! - hint: The lines after an `{if}` or `{else}` command should start with 4 spaces. - correct_answer: D - question_score: '10' 10: - question_text: Which statement is true? code: |- 1 level = {ask} 'What level are you on?" 2 {if} level {is} 8 3 {print} Great job! - mp_choice_options: - - option: All lines should start with 4 spaces - feedback: That's not true - - option: Line 2 and 3 should start with 4 spaces - feedback: That's not true - - option: Line 2 should start with 4 spaces - feedback: That's not true - - option: Line 3 should start with 4 spaces - feedback: You are correct! - hint: Only one line starts with 4 spaces, but which one...? - correct_answer: D - question_score: '10' 9: 1: - question_text: What is wrong with this code? code: |- {repeat} 3 {times} eten = {ask} 'What would you like to eat?' @@ -1807,19 +1166,7 @@ levels: - option: The indentation is wrong in the last `{if}` command. feedback: It not, though. hint: all the indentation is done correctly. - correct_answer: A - question_score: '10' 2: - question_text: What will be printed after entering the correct password? - code: |- - password = {ask} 'What is the password?' - correct_password = Hedy - {if} password {is} correct_password - {repeat} 2 {times} - {print} 'Good job!' - {print} 'You can use the computer!' - {else} - {print} 'The computer will explode in 5... 4... 3... 2... 1...' mp_choice_options: - option: |- ``` @@ -1847,11 +1194,7 @@ levels: Możesz wykorzystać komputer! ``` feedback: Correct! - hint: Everything under the `{repeat}` command is repeated twice. - correct_answer: D - question_score: '10' 3: - question_text: Which case should you choose to win a million dollars? code: |- {print} 'Choose the right case and win!' case = {ask} 'Which case will you pick? 1 or 2?' @@ -1867,20 +1210,7 @@ levels: {print} 'You sell the case for 500 dollars' {if} action {is} open {print} 'You open the case and win a million dollars!' - mp_choice_options: - - option: case 1, sell - feedback: You don't win a million! - - option: case 1, open - feedback: You don't win a million - - option: case 2, sell - feedback: You don't win a million - - option: case 2, open - feedback: Great job! You win! - hint: Follow the right path - correct_answer: D - question_score: '10' 4: - question_text: Which statement is true? code: |- name = {ask} 'What is your name?' size = {ask} 'What is your shoe size?' @@ -1900,15 +1230,7 @@ levels: feedback: That's right! - option: Cinderella with shoe size 40 gets the output 'I was looking for you!' feedback: No she gets 'Ill keep looking' - hint: No matter what your name is, if you have shoe size 40 you will get the message 'Ill keep looking'. - correct_answer: C - question_score: '10' 5: - question_text: Which code produced this output? - output: |- - Icecream is the best! - Icecream is the best! - Icecream is the best! mp_choice_options: - option: |- ``` @@ -1943,11 +1265,7 @@ levels: {print} 'Icecream is the best!' ``` feedback: There are 2 `{repeat}` commands in this code. - hint: Watch the indentation - correct_answer: C - question_score: '10' 6: - question_text: After which command(s) should you use indentation (starting the next line with 4 spaces)? mp_choice_options: - option: '`{if}`' feedback: Don't forget the others @@ -1957,9 +1275,6 @@ levels: feedback: Keep it up! - option: '`{if}` `{else}` `{repeat}` `{print}`' feedback: Not with print - hint: Indentation happens on the line below some commands - correct_answer: C - question_score: '10' 7: question_text: "In this code from a pizza restaurant. \nYoull get a 5 dollar discount if you order a medium pizza with coke.\n What should you do to debug this code?" code: |- @@ -2000,9 +1315,6 @@ levels: price = price - 2 ``` feedback: Try again - hint: After each `{if}` command, the line below should indent - correct_answer: A - question_score: '10' 8: question_text: What is wrong is this code? code: |- @@ -2020,25 +1332,7 @@ levels: feedback: You actually must start like that. - option: A code must always start with a `{print}` command in the first line feedback: That's not true. - hint: The indentation is done right this time - correct_answer: B - question_score: '10' - 9: - question_text: How many `{if}` commands can be placed inside another `{if}` command? - mp_choice_options: - - option: None, that is not allowed - feedback: You are allowed to - - option: Only 1 - feedback: You could use more if you like - - option: '3' - feedback: You could use more if you like - - option: Infinite, as long as you keep using indentation correctly - feedback: That is true - hint: You can put an `{if}` command inside an `{if}` command. - correct_answer: D - question_score: '10' 10: - question_text: Which statement is true? code: |- 1 {repeat} 2 {times} 2 {if} level {is} 9 @@ -2053,8 +1347,6 @@ levels: - option: line 2 should atart with 4 spaces and line 3 with 8 feedback: You are correct! hint: The first line doens't start with any spaces - correct_answer: D - question_score: '10' 10: 1: question_text: What do we need to fill in on the `_?_` if we want to print each compliment? @@ -2062,91 +1354,6 @@ levels: compliments = perfect, great job, amazing _?_ {print} compliment - mp_choice_options: - - option: |- - ``` - {for} each compliment - ``` - feedback: That's not it - - option: |- - ``` - {for} compliment {in} compliments - ``` - feedback: You deserve all those compliments! - - option: |- - ``` - {if} compliment {in} compliments - ``` - feedback: That's not it - - option: |- - ``` - {for} compliments {in} compliment - ``` - feedback: Almost there! - hint: '`{for}` each compliment in the lists of compliments...' - correct_answer: B - question_score: '10' - 2: - question_text: Which output is correct? - code: |- - meals = pizza, pasta, pancakes - {for} meal {in} meals - {print} 'I love ' meal - mp_choice_options: - - option: I love pizza - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pasta - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pancakes - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: |- - I love pizza - I love pasta - I love pancakes - feedback: Great! - hint: Line 2 says for each meal in the list of meals. So each meal is printed. - correct_answer: D - question_score: '10' - 3: - question_text: Which output is correct? - code: |- - animals = dogs, cats, hamsters, chickens - {for} animal {in} animals - {print} animal ' are lovely pets' - mp_choice_options: - - option: dogs are lovely pets - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - - option: dogs, cats, hamsters, chickens are lovely pets - feedback: Each animal gets their own line in the output. - - option: |- - dogs are lovely pets - cats are lovely pets - hamsters are lovely pets - chickens are lovely pets - feedback: Great! - - option: You don't know yet. Because it chooses one of the animals {at} {random}. - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - hint: Line 2 says {for} each animal in the list of animals. So each animal is printed - correct_answer: C - question_score: '10' - 4: - question_text: What's wrong with this code? - code: |- - groceries = apples, bread, milk - {for} item {in} groceries - {print} 'We need ' groceries - mp_choice_options: - - option: Line 2 needs to start with 4 spaces as indentation - feedback: No it doesn't. Only line 3 needs indentation, which it has. - - option: Line 3 does not need to start with 4 spaces as indentation - feedback: Line 2 is a `{for}`command so line 3 does need to start with an indent. - - option: Line 3 should say item instead of groceries - feedback: Good job! - - option: Line 2 should say groceries instead of item - feedback: No it does not. - hint: Line 2 says `{for}` each item in the list of groceries - correct_answer: C - question_score: '10' 5: question_text: What word should be on the _?_ with these digital dice? code: |- @@ -2155,25 +1362,7 @@ levels: choices = 1, 2, 3, 4, 5, 6 {for} player {in} players {print} player ' throws ' _?_ {at} {random} - mp_choice_options: - - option: players - feedback: It would say 'Ann throws Jesse', instead of 'Ann throws 6'. - - option: choices - feedback: That's right! - - option: choice - feedback: You are very close. But you need Hedy to pick from the list called 'choices' not 'choice'... - - option: dice - feedback: Look at the names of the variables. - hint: Hedy needs to pick a number `{at} {random}` - correct_answer: B - question_score: '10' 6: - question_text: Which of the answers below is a possible outcome when you run the code? - code: |- - choices = rock, paper, scissors - players = Kelly, Meredith - {for} player {in} players - {print} player ' chooses ' choices {at} {random} mp_choice_options: - option: Kelly chooses rock feedback: Meredith wants to play too! @@ -2187,9 +1376,6 @@ levels: Kelly chooses paper Meredith chooses scissors feedback: Amazing! - hint: Each player will pick an option. The player that's first on the list will go first. - correct_answer: D - question_score: '10' 7: question_text: What line should be on the _?_ in this code that decides what these people will have for dinner? code: |- @@ -2197,30 +1383,6 @@ levels: food = pasta, fries, salad _?_ {print} name ' has to eat ' food {at} {random} ' for dinner' - mp_choice_options: - - option: |- - ``` - {for} name {in} names - ``` - feedback: You are on fire! - - option: |- - ``` - {for} names {in} name - ``` - feedback: No it should be for each name in the list nameS, so the other way around - - option: |- - ``` - {for} food {in} food - ``` - feedback: Each name should be told what they will have for dinner. - - option: |- - ``` - {for} name {in} food - ``` - feedback: Each name should be told what they will have for dinner. - hint: Each name should be told what they will have for dinner. - correct_answer: A - question_score: '10' 8: question_text: What should be on the _?_ in this code that decides which color shirt you get? code: |- @@ -2249,9 +1411,6 @@ levels: 'people gets a colors shirt' ``` feedback: There is no variable named people.. - hint: Mind the quotation marks and the names of the variables - correct_answer: B - question_score: '10' 9: question_text: Jakie jest pierwsze pytanie, które zada Hedy po uruchomieniu programu? code: |- @@ -2261,20 +1420,7 @@ levels: {for} course {in} courses food = {ask} name ', what would you like to eat as your ' course '?' {print} name ' orders ' food ' as their ' course - mp_choice_options: - - option: Timon, what would you like to eat as your appetizer? - feedback: Perfect! - - option: Onno, what would you like to eat as your appetizer? - feedback: Timon is first on the list! - - option: Timon, what would you like to eat as your dessert? - feedback: Appetizers are first in the list - - option: You don't know that. Hedy will choose `{at} {random}`. - feedback: There is no `{at} {random}` in this code... - hint: The first options from both lists are chosen. - correct_answer: A - question_score: '10' 10: - question_text: What is true about this code? code: |- prices = 1 million dollars, car, sandwich names = Bob, Patrick, Sandy, Larry @@ -2289,9 +1435,6 @@ levels: feedback: That is not true. Larry has the same odds as the others - option: Someone might win with two prices feedback: You get it! - hint: Try to imagine the output of this code. - correct_answer: D - question_score: '10' 11: 1: question_text: What word should be at the place of the question mark? @@ -2313,14 +1456,7 @@ levels: - option: |- `{for}` feedback: 'No' - hint: What did you learn in this level? - correct_answer: B - question_score: '10' 2: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 1 {to} 3 - {print} i mp_choice_options: - option: |- 1 @@ -2333,64 +1469,7 @@ levels: feedback: That's not it - option: '123' feedback: That's not it - hint: How do the numbers appear in the screen? - correct_answer: A - question_score: '10' - 3: - question_text: Which code was used to get this output? - output: |- - 1 - 2 - 3 - 4 - 5 - Once I caught a fish alive! - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Perfect - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: This code won't work. You need an indent after {for}. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Now Hedy will count '1 Once I caught a fish alive!, 2 Once I caught a fish alive! etc. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} 'i' - {print} 'Once I caught a fish alive!' - ``` - feedback: i is a variable and shouldn't have quotation marks - hint: First all the numbers, then the sentence - correct_answer: A - question_score: '10' 4: - question_text: Which code was used to get this output? - output: |- - 10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0 mp_choice_options: - option: |- ``` @@ -2417,42 +1496,6 @@ levels: ``` feedback: That's right! hint: To musi być obliczenie… - correct_answer: D - question_score: '10' - 5: - question_text: What's wrong with this code? - code: |- - {for} i {in} {range} 1 {to} 10 - {print} i - mp_choice_options: - - option: The i in the last line need quotation marks - feedback: No it doesn't. - - option: You can't use `{range}` 1 `{to}` 5 only `{range}` 1 `{to}` 10 - feedback: You could use 1 to 5 just as well! - - option: Line 1 needs to start with an indention. - feedback: Not line 1... - - option: Line 2 needs to start with an indention - feedback: Perfect! - hint: There is something wrong with the indention - correct_answer: D - question_score: '10' - 6: - question_text: How many times does the word Hello appear on your screen when you run the code? - code: |- - {for} i {in} {range} 0 {to} 2 - {print} 'Hello' - mp_choice_options: - - option: 1 time - feedback: 'No' - - option: 2 times - feedback: 'No' - - option: 3 times - feedback: That's right! - - option: Never - feedback: 'No' - hint: 0 also counts. So 0,1,2 that's 3 times. - correct_answer: C - question_score: '10' 7: question_text: What should be on the place of the question mark? code: |- @@ -2461,35 +1504,7 @@ levels: _?_ food is {ask} 'What would you like to order?' {print} food - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 0 {to} 3 - ``` - feedback: There's not always 3 people - - option: |- - ``` - {for} i {in} {range} 1 {to} guests - ``` - feedback: The variable is not named guests - - option: |- - ``` - {for} i {in} {range} 1 {to} people - ``` - feedback: Great! - - option: |- - ``` - {for} i {in} {range} 0 {to} people - ``` - feedback: That's one order too many! - hint: Use the variable 'people' - correct_answer: C - question_score: '10' 8: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 23 {to} 25 - {print} 'hi' mp_choice_options: - option: |- 23 @@ -2505,34 +1520,7 @@ levels: feedback: Correct - option: The word 'hi' will appear 25 times in a row. feedback: No it will only appear 3 times. - hint: It doesn't say `{print}` i - correct_answer: C - question_score: '10' - 9: - question_text: How many times does Hedy chant Hip Hip Hooray? - code: |- - age = {ask} 'How old are you?' - {for} i {in} {range} 1 {to} age - {print} 'Hip Hip Hoorray!' - mp_choice_options: - - option: 1 time - feedback: Try again - - option: 2 times - feedback: Try again - - option: Never - feedback: Try again - - option: That depends on how old you are - feedback: That's right! - hint: '`{for}` i `{in}` `{range}` 1 `{to}` age' - correct_answer: D - question_score: '10' 10: - question_text: Which code belongs to this output? - output: |- - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark mp_choice_options: - option: |- ``` @@ -2563,11 +1551,8 @@ levels: ``` feedback: '`{range}` 0 `{to}` 3 is 4 times.' hint: Mind the indention - correct_answer: B - question_score: '10' 12: 1: - question_text: Which output is correct? code: |- print 'three and a half plus one and a half is...' print 3.5 + 1.5 @@ -2584,11 +1569,7 @@ levels: three and a half plus one and a half is... 5 feedback: Great job! - hint: Both lines are printed! - correct_answer: D - question_score: '10' 2: - question_text: Which of these codes is correct? mp_choice_options: - option: |- ``` @@ -2614,11 +1595,7 @@ levels: print 'I would like a ' flavors at random ' cake.' ``` feedback: All the different values of flavors should be in quotation marks. - hint: The second line is the same in each code, pay attention to the first line - correct_answer: C - question_score: '10' 3: - question_text: What's wrong with this code? code: |- favorite_animal = ask 'What is your favorite animal?' print 'I like ' favoriteanimal ' too!' @@ -2631,30 +1608,13 @@ levels: feedback: That's not true - option: Nothing is wrong. feedback: That's not true - hint: The quotation marks are used correctly - correct_answer: A - question_score: '10' 4: - question_text: In which lines are quotation marks needed to get the code to work? code: |- print Welcome to the online shoe shop category = ask What kind of shoes are you looking for? if category = high heels print High heels are 50% off now! - mp_choice_options: - - option: Line 1 and 2 - feedback: 'No' - - option: Line 1, 2 and 3 - feedback: 'No' - - option: Line 1, 2 and 4 - feedback: 'No' - - option: All of the lines - feedback: Perfect! - hint: Does line 3 need quotation marks too? - correct_answer: D - question_score: '10' 5: - question_text: What output does Agent007 get when they put in the correct password? code: |- name is ask 'What is your name?' if name is 'Agent007' @@ -2667,18 +1627,6 @@ levels: else b is 'today at 10.00' print a + b - mp_choice_options: - - option: Go to the train station today at 10.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 02.00 - feedback: You've cracked the code! - - option: Go to the train station tomorrow at 02.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 10.00 - feedback: The agent won't be catching any bad guys here - hint: The correct password is TOPSECRET - correct_answer: B - question_score: '10' 6: question_text: Which line should be filled in at the ??? code: |- @@ -2692,32 +1640,7 @@ levels: if drinks = 'yes' ??? print 'That will be ' price ' dollar please' - mp_choice_options: - - option: |- - ``` - price = 14 - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = '14' - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = price + 2 - ``` - feedback: Excellent! - - option: |- - ``` - price = + 2 - ``` - feedback: Almost there! - hint: What if you only order fries and a drink? - correct_answer: C - question_score: '10' 7: - question_text: Which output does a vegan get? code: |- menu = 'cookies', 'cheese', 'grapes' print "It's my birthday! I`ve brought some snacks!" @@ -2729,36 +1652,7 @@ levels: print 'For you I have brought: ' for snack in menu print snack - mp_choice_options: - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cookies - grapes - feedback: Terrific! - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - feedback: There's more options than just one - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cheese - grapes - feedback: A vegan person can't have cheese - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - cookies - feedback: Almost there, but look at the order of snacks in the list - hint: What item is removed from the list when you answer 'vegan'? - correct_answer: A - question_score: '10' 8: - question_text: Which code was used to create this output? - code: '3.5' mp_choice_options: - option: |- ``` @@ -2780,9 +1674,6 @@ levels: print 7 * 2 ``` feedback: 'No' - hint: 7 devided by 2 is 3.5 - correct_answer: B - question_score: '10' 9: question_text: Which code should be filled in in line 1 at the ??? code: |- @@ -2809,9 +1700,6 @@ levels: 'prices' = 'one million dollars', 'nothing' ``` feedback: You one nothing - hint: The items on the list should be in quotation marks - correct_answer: C - question_score: '10' 10: question_text: Which line of code should be filled in at the ??? to complete the song ? code: |- @@ -2832,12 +1720,8 @@ levels: feedback: This is a hard one! All the actions on the list must be in the song. - option: print actions at random feedback: This is a hard one! All the actions on the list must be in the song. - hint: This is a hard one! All the actions on the list must be in the song. - correct_answer: B - question_score: '10' 13: 1: - question_text: Which code should be filled in at the ??? ? code: |- name = ask 'What is your name?' song = ask 'Whould you like to hear a song?' @@ -2868,11 +1752,7 @@ levels: if song = 'yes' or birthday = 'yes' ``` feedback: Hedy only sings if both answers are yes - hint: Hedy sings if you want to hear a song and it's you birthday - correct_answer: C - question_score: '10' 2: - question_text: Which command is missing in the code at the place of the ??? ? code: |- menu = 'cheese', 'sausage rolls', 'cookies' diet = ask 'Do you have any dietary restrictions?' @@ -2887,11 +1767,7 @@ levels: feedback: 'No' - option: print feedback: 'No' - hint: Neither vegans nor muslims can eat sausage rolls. - correct_answer: B - question_score: '10' 3: - question_text: Which output is given to a member without a discount code? code: |- member = ask 'Do you have a membership card?' discount = ask 'Do you have a discount code?' @@ -2909,10 +1785,7 @@ levels: - option: There is no way of knowing feedback: There is! Read the question carefully hint: Mind the command 'or' in line 3 - correct_answer: A - question_score: '10' 4: - question_text: Which line of code should follow this line in rock-paper-scissors game? code: if computer_choice is 'rock' and your_choice is 'paper' mp_choice_options: - option: print 'you win' @@ -2923,28 +1796,11 @@ levels: feedback: It's only a tie if both choices are the same - option: print 'try again' feedback: Try again! - hint: Paper beats rock - correct_answer: A - question_score: '10' 5: - question_text: Which statement is true about this code? code: |- if name = 'Cinderella' and shoe_size = 38 print 'You are my one true love!' - mp_choice_options: - - option: Every person with shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person named Cinderella is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person that is named Cinderella and has shoe size 38 is this prince's one true love - feedback: Fantastic! - - option: Every person that's not named Cinderella and does not have shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - hint: Both statements have to be true - correct_answer: C - question_score: '10' 6: - question_text: Which statement about this code is true? code: |- print 'Let me guess which family member you are!' glasses = ask 'Do you wear glasses?' @@ -2957,20 +1813,7 @@ levels: print 'You must be Wouter!' if glasses = 'no' and female = 'no' print 'You must be Michael!' - mp_choice_options: - - option: Michael is a boy with glasses - feedback: Try again - - option: Marleen is a girl with glasses - feedback: Try again - - option: Wouter is a boy without glasses - feedback: Try again - - option: Sophie is a girl with glasses - feedback: Great job! - hint: Take a good look! Or do you need glasses? - correct_answer: D - question_score: '10' 7: - question_text: Which statement is false? code: |- print 'Thank you for helping me take care of my pets' print 'Here is a program to help feed them' @@ -2984,20 +1827,7 @@ levels: print 'I fed them this moring! They do not need more food today' if animal is 'hamster' and color is 'brown' print 'You can feed them a piece of carrot' - mp_choice_options: - - option: The grey cat is called Abby - feedback: This is true! - - option: Milo the orange cat eats 4 scoops of cat nibbles - feedback: This is true - - option: The black hamster needs to be fed a piece of carrot - feedback: Great job! - - option: The yellow bird was fed this morning - feedback: This is true - hint: Read the last 4 lines carefully - correct_answer: C - question_score: '10' 8: - question_text: What output do you get if you order popcorn but no drink? code: |- print 'Welcome to the movie theater' popcorn = ask 'Would you like some popcorn?' @@ -3011,32 +1841,7 @@ levels: if popcorn = 'no' and drink = 'no' print 'Ok' print 'Enjoy the movie' - mp_choice_options: - - option: |- - Welcome to the movie theater - That will be 8 dollars please - Enjoy the movie - feedback: You have paid too much! - - option: |- - Welcome to the movie theater - That will be 5 dollars please - Enjoy the movie - feedback: Amazing! - - option: |- - Welcome to the movie theater - That will be 3 dollars please - Enjoy the movie - feedback: That's not enough money! - - option: |- - Welcome to the movie theater - Ok - Enjoy the movie - feedback: You have to pay for your popcorn! - hint: popcorn = yes and drink = no - correct_answer: B - question_score: '10' 9: - question_text: What is wrong with this code? code: |- 1 chocolate = ask 'Would you like chocolate sauce on your ice cream?' 2 sprinkles = ask 'Would you like sprinkles on your ice cream?' @@ -3073,11 +1878,7 @@ levels: {if} chocolate = 'yes' {and} sprinkles = 'no' ``` feedback: This is not what I ordered! - hint: There is a mistake in line 3 - correct_answer: A - question_score: '10' 10: - question_text: Which command needs to be in line 8 at the place of the ??? ? code: |- print 'Welcome to the product finder of this supermarkt' item is ask 'What product are you looking for?' @@ -3101,65 +1902,8 @@ levels: feedback: 'No' - option: if feedback: 'No' - hint: The item is either in the list of snacks, or in the list of drinks - correct_answer: B - question_score: '10' 14: - 1: - question_text: Which symbol should be used on the blank? - code: |- - name _ {ask} 'Who are you?' - {if} name == 'Hedy' - {print} 'Me too!' - mp_choice_options: - - option: '`=>`' - feedback: This is not a symbol. - - option: '`==`' - feedback: We are not comparing anything, just asking. - - option: '`!=`' - feedback: We are not comparing anything, just asking - - option: '`=`' - feedback: Right! - hint: We are not comparing anything, we are just asking a name. - correct_answer: D - question_score: '10' - 2: - question_text: Which of these codes has used the correct = or == symbol? - mp_choice_options: - - option: '{if} name = Hedy' - feedback: 'No' - - option: '{if} age = 24' - feedback: 'No' - - option: answer = {ask} 'What is your answer' - feedback: Yes! - - option: answer == {ask} 'How are you doing?' - feedback: 'No' - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' - 3: - question_text: Which symbols should be filled in on the two blanks? - code: |- - guests = {ask} 'How many people are at the party?' - {if} guests _ 130 - {print} 'You can come in!' - {if} guests _ 130 - {print} 'Im sorry, the club is full. ' - {print} 'You have to wait for a guest to leave' - mp_choice_options: - - option: '`>` and `<`' - feedback: That's not it - - option: '`=` and `>=`' - feedback: That's not it - - option: '`<` and `>=`' - feedback: You are right - - option: '`+` and `==`' - hint: There are 130 people allowed in the club - correct_answer: C - question_score: '10' - feedback: That's not it 4: - question_text: What's wrong with this code? code: |- price = 10 money = {ask} How much money do you have? @@ -3168,20 +1912,7 @@ levels: {print} 'You can buy the bear!' {else} {print} 'You cannot buy this bear!' - mp_choice_options: - - option: In line 1 == should be used instead of = - feedback: No that's not it - - option: Line 2 misses quotation marks - feedback: You are correct - - option: In line 4 = should have been used instead of == - feedback: No that's not it - - option: In line 4 <= should have been used instead of >= - feedback: No that's not it - hint: The symbols are right - correct_answer: B - question_score: '10' 5: - question_text: Which symbol should be filled in on the blanks if the movie is suitable for kids for the age of 12 and up? code: |- age = {ask} 'How old are you?' ticket = {ask} 'Do you have a ticket?' @@ -3189,20 +1920,7 @@ levels: {print} 'You can enter the movie theater.' {else} {print} 'You are not allowed to come in!' - mp_choice_options: - - option: '`> 12`' - feedback: 12 year olds are allowed too - - option: '`>= 12`' - feedback: Great! - - option: '`< 12`' - feedback: These kids are too young! - - option: '`<= 12`' - feedback: These kids are too young - hint: '> means greater than' - correct_answer: B - question_score: '10' 6: - question_text: How many times do you have to say you are annoyed before this annoying game stops? code: |- lives = 2 {repeat} 10 times @@ -3210,69 +1928,7 @@ levels: answer = {ask} 'Are you annoyed yet?' {if} answer == 'yes' lives = lives - 1 - mp_choice_options: - - option: 10 times - feedback: It stops after 2 times - - option: 0 times - feedback: It stops after 2 times - - option: 1 time - feedback: It stops after 2 times - - option: 2 times - feedback: That is correct - hint: '!= means ''is not''' - correct_answer: D - question_score: '10' - 7: - question_text: What should be filled in on the three blanks? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' - mp_choice_options: - - option: '`''Lower''` and `''Higher''` and `''You win!''`' - feedback: That's not quite right. - - option: '`''Higher''` and `''Lower''` and `''You win!''`' - feedback: You win! - - option: '`''You win!''` and `''Lower!''` and `''Higher''`' - feedback: That's not quite right. - - option: '`''Lower!''` and `''You win!''` and `''Higher!''`' - feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: B - question_score: '10' - 8: - question_text: Which statement is true about this roller coaster? - code: |- - length = {ask} 'Please fill in your length in cm' - {if} length < 120 - {print} 'Sorry, you cannot go on this roller coaster.' - {else} - {print} 'Enjoy the ride' - mp_choice_options: - - option: You must be taller than 120 cm to go on the roller coaster - feedback: True! - - option: You must be taller than 119 cm to go on the roller coaster - feedback: If you are 120 cm you won't get in - - option: You must be shorter than 120 cm to go on the roller coaster - feedback: '> means greater than' - - option: There are no length restrictions to go on the roller coaster - feedback: There are. - hint: '> means greater than' - correct_answer: A - question_score: '10' 9: - question_text: How many pieces of chocolate will give you a stomach ache according to this fitbit? code: |- chocolate = {ask} 'How many pieces of chocolate have you eaten?' {if} chocolate <= 2 @@ -3281,101 +1937,19 @@ levels: {print} 'That is a bit much' {if} chocolate > 8 {print} 'You will get a stomach ache!' - mp_choice_options: - - option: 1 or more - feedback: 'No' - - option: 2 or more - feedback: 'No' - - option: 8 or more - feedback: Almost - - option: 9 or more - feedback: Great! - hint: '> 8 means more than 8' - correct_answer: D - question_score: '10' - 10: - question_text: What should be filled in in the blanks? - code: |- - {print} 'Whoever gets the most points wins!' - {if} points_player_1 < points_player_2 - {print} _ - mp_choice_options: - - option: '''player 1 wins''' - feedback: Look at who has the highest score! - - option: '''player 2 wins''' - feedback: Yes! - - option: '''player 2 loses''' - feedback: Look at who has the highest score! - - option: '''It is a tie''' - feedback: No it's not, one player has a higher score - hint: You win the game by having the most points - correct_answer: B - question_score: '10' 15: 1: - question_text: 'Which symbol should be used on the blank? Tip: You must keep guessing until you get it right.' code: |- answer = 0 while answer _ 'Amsterdam' answer = ask 'What is the capital city of the Netherlands?' print 'You have given the correct answer' - mp_choice_options: - - option: '`=!`' - feedback: That is not right. - - option: '`==`' - feedback: You don't have to keep guessing if you've given the right answer. - - option: '`!=`' - feedback: Correct - - option: '`=`' - feedback: That's not it - hint: Keep guessing until you say Amsterdam - correct_answer: C - question_score: '10' - 2: - question_text: Which of these codes has used the correct symbol(s)? - mp_choice_options: - - option: |- - ``` - {while} name = Hedy - ``` - feedback: 'No' - - option: |- - ``` - {while} age = 24 - ``` - feedback: 'No' - - option: |- - ``` - {while} time > 0 - ``` - feedback: Yes! - - option: |- - ``` - {while} answer == yes' - ``` - feedback: A quotation mark is missing - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' 3: question_text: Which command should be filled in on the two blanks? code: |- _ age >= 18 print 'you are not allowed in this bar' - mp_choice_options: - - option: '`{in}`' - feedback: That's not it - - option: '`{while}`' - feedback: You are right - - option: '`{for}`' - feedback: That's not it - - option: '`{range}`' - feedback: That's not it - hint: You are not allowed in the bar as long as you are 17 or younger - correct_answer: B - question_score: '10' 4: - question_text: What's wrong with this code? code: |- options = 1, 2, 3, 4, 5, 6 print 'Throw 6 as fast as you can!' @@ -3395,11 +1969,7 @@ levels: feedback: That's not it - option: In line 5 != should have been used instead of == feedback: You are correct - hint: There is something wrong in line 5 - correct_answer: D - question_score: '10' 5: - question_text: What should be placed on the blank to make this program work correctly? code: |- wetness = 10 while wetness != 0 @@ -3418,9 +1988,6 @@ levels: feedback: You are correct! - option: = wetness + 1 feedback: The program should count down - hint: wetness should get less each time - correct_answer: C - question_score: '10' 6: question_text: what is wrong with this code? code: |- @@ -3438,25 +2005,8 @@ levels: feedback: No that's not right - option: Line 2 should start with less indentation feedback: That is correct - hint: Look closely at the indentation - correct_answer: D - question_score: '10' 7: question_text: How should this program be changed to that it works? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' mp_choice_options: - option: '... change the first {if} into a {while}' feedback: Perfect! @@ -3466,32 +2016,9 @@ levels: feedback: That's not quite right. - option: '... change the fourth {if} into a {while}' feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: A - question_score: '10' 8: - question_text: Which statement is true about this automated toilet system? - code: |- - {while} toilet == 'occupied' - lights = 'on' - air_freshener_sprays = 'yes' - {sleep} 60 - lights = 'off' - air_freshener_sprays = 'no' - mp_choice_options: - - option: The lights and air freshener will turn off after 1 minute - feedback: False! - - option: The air freshener sprays once every minute and the lights stay on the whole time while you are on the toilet - feedback: Great job - - option: The air freshener sprays once you leave the toilet. - feedback: It only sprays when you're in there. - - option: The lights will always stay on. - feedback: That wouldn't be right. hint: The block after the while command keeps happening while the toilet is occupied. - correct_answer: B - question_score: '10' 9: - question_text: What will the diet app say if you have eaten 1600 calories today? code: |- czekolada = {ask} 'Ile kalorii zjadłeś dzisiaj?' {while} kalorie <= 1000 @@ -3509,16 +2036,7 @@ levels: feedback: Yes! - option: You have eaten enough for today feedback: 'No' - hint: 1600 is between 1000 and 2000 - correct_answer: C - question_score: '10' 10: - question_text: 'What should be filled in in the blanks? Tip: the player with the most points is in the lead.' - code: |- - name_player_1 = {ask} 'Name player 1:' - name_player_2 = {ask} 'Name player 2:' - {while} points_player_1 > points_player_2 - {print} _ ' is in the lead right now!' mp_choice_options: - option: name_player_1 feedback: You are right! @@ -3528,105 +2046,20 @@ levels: feedback: You should fill in a name, not a number - option: points_player_2 feedback: You should fill in a name, not a number - hint: You win the game by having the most points. Your name should appear on the screen - correct_answer: A - question_score: '10' 16: - 1: - question_text: Which command should be filled in on the blanks to print a random snack? - code: |- - snacks = nachos, chips, cucumber, sweets - {print} _ - mp_choice_options: - - option: '`snacks {at} {random}`' - feedback: This is the old way. - - option: '`[{random} snack]`' - feedback: The order is wrong. - - option: '`snacks[{random}]`' - feedback: Correct - - option: '`snacks[{at} {random}]`' - feedback: We do not need `at`anymore - hint: We no longer use {at} - correct_answer: C - question_score: '10' 2: - question_text: What should be filled in on the blanks if you want a list of what chores are done by whom? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chores = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} _ - mp_choice_options: - - option: |- - ``` - friends[i] has to do chores [i] - ``` - feedback: Mind the spacing. - - option: |- - ``` - friends[1] has to do chores[1] - ``` - feedback: It will print 3 times that Wesley has to do the cooking - - option: |- - ``` - chores[i] ' has to do ' friends[random] - ``` - feedback: The person has to do the chore, not the other way around - - option: |- - ``` - friends[i] ' has to do ' chores[i] - ``` - feedback: Fantastic! - hint: '`i` tells us what item in the list it is. So friend 1 does chore 1 etc.' - correct_answer: D - question_score: '10' 3: - question_text: What is a possible output for this program? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chore = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} friends[i] has to do chores[i] - mp_choice_options: - - option: |- - ``` - Wesley has to do the cooking - Eric has to do the cleaning - Kaylee has to do nothing - ``` - feedback: Super! - - option: |- - ``` - Kaylee has to do the cooking - Wesley has to do the cleaning - Eric has to do nothing - ``` - feedback: No, it is not random. - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cleaning - Wesley has to do the nothing - ``` - feedback: Poor Wesley! - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cooking - Wesley has to do the cooking - ``` - feedback: That's not it - hint: It's not random... - correct_answer: A - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - friends = ['Jaylee', 'Erin', 'Fay'] - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 0 {to} 3 - print 'the lucky number of ' friends[i] - print 'is ' lucky_numbers[i] mp_choice_options: - option: The variable in line 4 should be 'friend[i]', not 'friends[i]' feedback: That is not right. @@ -3636,16 +2069,7 @@ levels: feedback: It's not a variable, it's just text. - option: '{in} in line 3 should be removed' feedback: That's not it - hint: There's nothing wrong with line 4 - correct_answer: B - question_score: '10' 5: - question_text: Which line should be filled in in the blank? - code: |- - animals = ['dog', 'cow', 'horse'] - _ - {for} i {in} {range} 1 {to} 3 - {print} 'the ' animals[i] ' says ' sounds[i] mp_choice_options: - option: noises = ['moo', 'woof', 'neigh'] feedback: Mind the variable name and the order of the sounds. @@ -3655,487 +2079,3 @@ levels: feedback: Don't forget the quotation marks! - option: "```\n dźwięki = ['woof', 'moo', 'neigh']\n```" feedback: Great job! - hint: Look at line 1 to see proper use of brackets and quotation marks. - correct_answer: D - question_score: '10' - 6: - question_text: Which statement is true? - code: |- - people = ['Chris', 'Jaylino', 'Ryan'] - games = ['fortnite', 'minecraft', 'fifa'] - {for} o {in} {range} 1 {to} 3 - {print} people[o] ' likes ' games[o] - mp_choice_options: - - option: You are not allowed to use the variable o. It should be named i. - feedback: i is the most commonly used variable name in this case, but it's not mandatory to use i. - - option: The output will say that Jaylino likes fortnite. - feedback: No, he likes minecraft. - - option: The output will say that Ryan likes fifa - feedback: Correct - - option: This code will not work. It will give and error. - feedback: No, the code is correct. - hint: There is nothing wrong with this code. - correct_answer: C - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - people = ['Savi', 'Senna', 'Fayenne'] - transportation = ['bike', 'train', 'car'] - {for} i {in} {range} 1 {to} 3 - {print} people[i] goes to school by transportation[i] - mp_choice_options: - - option: Line 1 needs less quotation marks - feedback: That is not right. - - option: Line 3 should start with indentation - feedback: It should not! - - option: Line 4 should start without indentation - feedback: It should not - - option: Line 4 needs more quotation marks. - feedback: Amazing! - hint: There is a mistake made in the usage of quotation marks. - correct_answer: D - question_score: '10' - 8: - question_text: Which of these codes belongs to this output? - code: |- - Macy and Kate get to go first - Lionell and Raj get to go second - Kim and Leroy get to go third - mp_choice_options: - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 0 {to} 3 - {print} teams[random] ' get to go ' position[i] - ``` - feedback: This is not right - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: Amazing! - - option: |- - ``` - teams = ['Macy', 'Kate', 'Lionell', 'Raj', 'Kim', 'Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 6 - {print} teams[random] ' get to go ' position[random] - ``` - feedback: This is not it. - - option: |- - ``` - teams = ['Macy and Kate' 'Lionell and Raj' 'Kim and Leroy'] - position = ['first' 'second' 'third'] - {for} teams {in} {range} 0 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: This is not going to work! - hint: If you look carefully at the first line, you'll see that only the first two answers are possibly correct. - correct_answer: B - question_score: '10' - 9: - question_text: What is a possible output for this code? - code: |- - countries = ['Canada', 'Zimbabwe', 'New Zealand'] - {for} i {in} {range} 0 {to} 1 - {print} 'I will travel to ' countries[random] - mp_choice_options: - - option: |- - ``` - I will travel to Canada - I will travel to Canada - ``` - feedback: Great job! - - option: |- - ``` - I will travel to Canada - ``` - feedback: It will be repeated twice - - option: |- - ``` - I will travel to Canada, Zimbabwe and New Zealand - ``` - feedback: This is not it. - - option: |- - ``` - I will travel to Canada - I will travel to Zimbabwe - I will travel to New Zealand - ``` - feedback: It's only repeated twice - hint: Range 0 to 1 is 2 times - correct_answer: A - question_score: '10' - 10: - question_text: Which 3 lines will complete this code correctly? - code: |- - {print} 'The book raffle will start soon' - {print} 'Get your tickets now!' - books = ['Narnia', 'The Hobbit', 'Oliver Twist', 'Harry Potter', 'Green eggs and ham'] - people = {ask} 'How many raffle tickets are sold?' - list_of_numbers = [1, 2] - {for} i {in} {range} 3 {to} people - {add} i {to} list_of_numbers - {for} i {in} {range} 1 {to} 5 - mp_choice_options: - - option: |- - ``` - chosen_number = list_of_numbers at random - print books[i] ' will go to person number ' chosen_number - {add} chosen_number {to} list_of_numbers - ``` - feedback: Almost there... but adding the winner to the list makes this raffle unfair - - option: |- - ``` - print person[i] ' wins ' book[i] - ``` - feedback: There is no list called 'person' - - option: |- - ``` - chosen_number = list_of_numbers[people] - print books[people] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: This is not it. - - option: |- - ``` - chosen_number = list_of_numbers[random] - print books[i] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: Fantastic! - hint: You need to use the {remove} command - correct_answer: D - question_score: '10' - 17: - 1: - question_text: What is the output of this code? - code: |- - minions = ['Bob', 'Kevin', 'Stuart'] - {for} x in minions: - {print} x - mp_choice_options: - - option: |- - ``` - m i n i o n s - ``` - feedback: This is not it. - - option: |- - ``` - Bob - Kevin - Stuart - ``` - feedback: Correct! - - option: |- - ``` - minions - minions - minions - ``` - feedback: Take a look at the content of your list. - - option: |- - ``` - B o b K e v i n S t u a r t - ``` - feedback: Do not loop through the letters. - hint: Loop through your list. - correct_answer: B - question_score: '10' - 2: - question_text: What is wrong with this code? - code: |- - seconds_minute = 60 - minute_hour = 60 - hour_day = 24 - leap_year = 366 - no_leap_year = 365 - years = ask 'what year is it?' - {if} years = 2024: - print seconds_minute * minute_hour * hour_day * leap_year - {else}: - print seconds_minute * minute_hour * hour_day * noleap_year - mp_choice_options: - - option: You cannot have so many variables. - feedback: This is not it. - - option: The way the variables are multiplied is incorrect. - feedback: Not true! - - option: One of the variables `noleap_year` does not belong with the `{if}` statement. - feedback: Keep looking for the mistake. - - option: The `noleap_year` has to be identical in both cases. - feedback: Correct! - hint: Read the code carefully. - correct_answer: D - question_score: '10' - 3: - question_text: How many hedgehogs will this code print? - code: |- - {for} x in range 1 to 3: - {for} y in range 1 to 2: - {print} 🦔 - mp_choice_options: - - option: |- - ``` - 🦔 - 🦔 - 🦔 - ``` - feedback: Try again. - - option: |- - ``` - 🦔 - 🦔 - ``` - feedback: One more try. - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: Well done! - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating. - correct_answer: C - question_score: '10' - 4: - question_text: What is wrong with code? - code: |- - name_color = {ask} 'What is your favorite color?' - {if} name_color == 'red': - {print} 'the color of a tomato' - {elif} name_color == 'green': - {print} 'the color of an apple' - {elif} name_color == 'blue': - {print} 'the color of a blueberry' - {elif} name_color == 'yellow': - {print} 'the color of a banana' - {elif}: - {print} 'this fruit-color does not exist' - mp_choice_options: - - option: The first `{elif}` should be used before the `print` command - feedback: Try again. - - option: '`{elif}` can only be used once' - feedback: From now on we can use elif multiple times. - - option: '`==` used with `{elif}` should be replaced by `=`' - feedback: Not correct. - - option: '`{elif}` in the last line should be replaced by `{else}`' - feedback: Great! - hint: Think about `{if}`, `{elif}`, `{else}`. - correct_answer: D - question_score: '10' - 5: - question_text: What is the output of this code? - code: |- - numbers = [7, 19, 29, 41, 53, 71, 79, 97] - {for} prime in numbers: - {if} prime <= 10: - {print} prime - {elif} prime >= 60: - {print} prime - {elif} prime >= 90: - {print} prime - {else}: - {print} 'another number' - mp_choice_options: - - option: |- - ``` - 7 - another number - another number - another number - another number - 71 - 79 - 97 - ``` - feedback: Well done! - - option: |- - ``` - another number - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: Try again. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - another number - ``` - feedback: One more try. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating and the values of if and elif. - correct_answer: A - question_score: '10' - 6: - question_text: What is wrong with code? - code: |- - name = {ask} 'What is your name?' - {if} name == 'Hedy': - password = {ask} 'What is your password?' - {if} password =='turtle123': - {print} 'Yey' - {else}: - {print} 'Access denied' - {else}: - {print} 'Go fish' - mp_choice_options: - - option: '`{elif}` is missing.' - feedback: Try again. - - option: '`{else}` can only be used once.' - feedback: From now on we can use elif multiple times. - - option: Nothing! - feedback: There is a mistake. Look carefully! - - option: There is an indentation mistake in the last line. - feedback: Amazing! - hint: There is a mistake somewhere... - correct_answer: D - question_score: '10' - 7: - question_text: Which of the following codes will print five times 'the result is 3' on the screen? - mp_choice_options: - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - result = n * 1 - {print} 'The result is ' result - ``` - feedback: Try again! - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} u in numbers: - number = u - {print} 'The result is ' number - ``` - feedback: That is not it. - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} number in numbers: - number = 3 - {print} 'The result is ' number - ``` - feedback: Very good! - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - n = result - {print} 'The result is ' result - ``` - feedback: That is not it. - hint: Think about mathematical symbols. - correct_answer: C - question_score: '10' - 8: - question_text: What is wrong with code? - code: |- - insects = ['🐝', '🦋', '🕷', '🐞'] - your_favorite = {ask} 'what is your favorite insect?' - {for} insect in insects: - {if} your_favorite == '🐝' {or} your_favorite == '🐞': - {print} 'very useful' - {elif} your_favorite == '🕷': - {print} 'it can catch mosquitoes' - {else}: - {print} 'almost all insects can be useful one way or another' - mp_choice_options: - - option: '`{or}` cannot be used with `{if}`.' - feedback: Try again. - - option: In the `{for}` command `insect` should be `insects`. - feedback: Not true. - - option: Nothing! - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 9: - question_text: Which one of the codes below gave this output? - code: |- - -5 is negative - -4 is negative - -3 is negative - -2 is negative - -1 is negative - 0 is positive - 1 is positive - 2 is positive - 3 is positive - mp_choice_options: - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Try again! - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number <= 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - - option: "```\n {for} number in range -5 to 3:\n {if} number >= 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Very good! - - option: "```\n {for} number in range -5 to 3:\n {if} number < 0: \n {print} number ' is positive'\n {elif} number <=0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 10: - question_text: What is wrong with this code? - code: |- - {for} number in range 1 to 5: - volume_room = num * num * num - {print} volume_room ' cubic meters' - {if} volume_room > 100: - {print} 'this is a large room' - {elif} volume_room < 100: - {print} 'small room but cosy' - {else}: - {print} 'i will look for something else' - mp_choice_options: - - option: The word num needs quotation marks. - feedback: Try again. - - option: The `{if}` command is not used correctly. - feedback: Not true. - - option: Line 3 should be `volume_room = number * number * number`. - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' diff --git a/content/quizzes/pt_BR.yaml b/content/quizzes/pt_BR.yaml index d72a04b34e5..50b19c70a71 100644 --- a/content/quizzes/pt_BR.yaml +++ b/content/quizzes/pt_BR.yaml @@ -12,8 +12,6 @@ levels: - option: Heidi feedback: Não é esta! hint: Ela é nomeada em homenagem a Hedy Lamarr. - correct_answer: A - question_score: '10' 2: question_text: O que deve ser colocado na lacuna para que o texto Olá! apareça na tela? code: _ Olá! @@ -39,8 +37,6 @@ levels: ``` feedback: Com `{ask}`, você pode fazer uma pergunta. hint: _ Olá mundo! - correct_answer: B - question_score: '10' 3: question_text: Como você pergunta qual a cor favorita de uma pessoa ? mp_choice_options: @@ -65,8 +61,6 @@ levels: ``` feedback: '`{echo}` repete sua resposta para você.' hint: Você pode perguntar algo com o comando `{ask}` - correct_answer: C - question_score: '10' 4: question_text: O que está errado neste código? code: |- @@ -83,8 +77,6 @@ levels: - option: Nada! Este é um código perfeito! feedback: Errado, olhe com atenção! hint: A linha 1 não parece correta - correct_answer: A - question_score: '10' 5: question_text: Qual comando está faltando na linha 2? code: |- @@ -112,8 +104,6 @@ levels: ``` feedback: Isso! hint: Você quer ver a resposta no final da linha 2... - correct_answer: D - question_score: '10' 6: question_text: O que está errado com este código? code: |- @@ -131,8 +121,6 @@ levels: - option: Na linha 4, `{print}` está escrito errado. feedback: Não, há um erro em outro lugar hint: Verifique os comandos `{print}`. - correct_answer: B - question_score: '10' 7: question_text: O que há de errado com este código? code: |- @@ -150,8 +138,6 @@ levels: - option: Nada! Este é um código perfeito! feedback: Correto! hint: Verifique o código linha por linha - correct_answer: D - question_score: '10' 8: question_text: Como se usa o comando `{echo}`? mp_choice_options: @@ -164,8 +150,6 @@ levels: - option: Você pode usá-lo para fazer o texto desaparecer. feedback: Isso não está certo... hint: '`{echo}` é usado após um comando `{ask}`.' - correct_answer: C - question_score: '10' 9: question_text: O que há de errado com este código? code: |- @@ -182,8 +166,6 @@ levels: - option: Nada. Este é um código perfeito! feedback: Olhe atentamente para o erro... hint: '`{ask}` permite que você faça uma pergunta' - correct_answer: B - question_score: '10' 10: question_text: O que vai aparecer na sua tela de saída depois de executar este código? code: |- @@ -204,8 +186,6 @@ levels: Sim! feedback: Há dois comandos `{echo}` hint: Vamos lá! - correct_answer: B - question_score: '10' 2: 1: question_text: Qual das afirmações é verdadeira? @@ -219,8 +199,6 @@ levels: - option: Com o comando `{sleep}`, você pode remover texto da tela. feedback: Não é assim que o `{sleep}` funciona. hint: '`{print}` ainda funciona da mesma forma que no nível 1' - correct_answer: C - question_score: '10' 2: question_text: Qual código está correto? mp_choice_options: @@ -245,8 +223,6 @@ levels: ``` feedback: As palavras estão certas, a ordem não! hint: '`{ask}` não funciona da mesma forma que no nível 1' - correct_answer: A - question_score: '10' 3: question_text: O que aparece na tela de saída ao executar este código? code: |- @@ -262,8 +238,6 @@ levels: - option: Marlene vai ao supermercado e Marlene compra uma maçã. feedback: O nome dela não é repetido na segunda parte hint: A palavra nome é substituída por Marlene - correct_answer: C - question_score: '10' 4: question_text: O que você verá na tela de saída quando executar este código? code: |- @@ -279,8 +253,6 @@ levels: - option: Oi, meu Hedy é Hedy feedback: Correto, esse problema será resolvido no nível 4! hint: '''nome'' está sendo substituído por ''Hedy'' nos dois lugares' - correct_answer: D - question_score: '10' 5: question_text: O que acontece quando você usa o comando `{sleep}`? mp_choice_options: @@ -293,8 +265,6 @@ levels: - option: Você o coloca no final para que Hedy saiba que seu programa terminou feedback: Não, ele seria inútil no fim do seu código hint: O computador espera um segundo no comando `{sleep}` - correct_answer: C - question_score: '10' 6: question_text: O que deve estar na linha? code: |- @@ -323,8 +293,6 @@ levels: ``` feedback: Não há nenhuma pergunta a ser feita hint: Pausa para efeito dramático... - correct_answer: A - question_score: '10' 7: question_text: Qual comando deve ser usado na linha 2? code: |- @@ -353,8 +321,6 @@ levels: ``` feedback: Torne as coisas mais fáceis para você usando o número 3 hint: Você quer que o computador espere 3 segundos - correct_answer: B - question_score: '10' 8: question_text: Como você corrigiria a primeira linha do código? code: |- @@ -382,8 +348,6 @@ levels: ``` feedback: Cadê o comando `{ask}`? hint: O nome da variável deve vir primeiro - correct_answer: C - question_score: '10' 9: question_text: O que está errado neste código? code: |- @@ -399,8 +363,6 @@ levels: - option: 'Linha 2 deveria ser: `{sleep}` Eu amo animais' feedback: durma (sleep) não é usado para imprimir texto hint: Você quer imprimir 'Eu amo cachorros' - correct_answer: B - question_score: '10' 10: question_text: Qual comando deve ser usado na linha 1? code: |- @@ -430,8 +392,6 @@ levels: ``` feedback: Correto! hint: Você quer perguntar uma questão - correct_answer: D - question_score: '10' 3: 1: question_text: Que comando você usa para deixar Hedy escolher algo arbitrariamente? @@ -457,8 +417,6 @@ levels: ``` feedback: Correto! hint: Arbitrariamente significa sem um plano ou aleatoriamente. - correct_answer: D - question_score: '10' 2: question_text: O que há de errado com esse código? code: |- @@ -474,8 +432,6 @@ levels: - option: '`{at} {random}` está escrito incorretamente' feedback: '`{at} {random}` é a grafia correta' hint: Há algo errado na linha 1 - correct_answer: A - question_score: '10' 3: question_text: Como se conserta o erro na linha 2? code: |- @@ -500,8 +456,6 @@ levels: - option: Nada, o código está correto! feedback: Procure com atenção o erro hint: A variável (a lista) é chamada de opções. - correct_answer: C - question_score: '10' 4: question_text: O que deve mudar na linha 2 para imprimir um preço aleatório? code: |- @@ -526,8 +480,6 @@ levels: - option: Nada, este código está certo. feedback: Procure com atenção o erro que você deixou passar! hint: O nome da variável é preços - correct_answer: B - question_score: '10' 5: question_text: O que há de errado neste código? code: |- @@ -545,83 +497,13 @@ levels: - option: Nada, esse código é perfeito feedback: Isso mesmo! hint: Esse código tem algum erro mesmo? - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 2 needs to say question instead of answers - feedback: No that's not right - - option: Line 2 needs the `{is}` command - feedback: Correct - - option: Line 3 needs to say answer instead of answers - feedback: No the variable's called answers - - option: Nothing! This code is great! - feedback: Actually, line 2 has a mistake. - hint: There is something wrong with line 2. - correct_answer: B - question_score: '10' - 7: - question_text: What does the `{add}` command do? - code: |- - books {is} Harry Potter, The Hobbit, Green Eggs and Ham - your_book {is} {ask} What is your favorite book? - {add} your_book {to} books - {print} books {at} {random} - mp_choice_options: - - option: The `{add}` command removes a random book from the list - feedback: The remove command removes, the add command adds - - option: The `{add}` command adds a random book to a list - feedback: It doesn't. It adds your answer to the list! - - option: The `{add}` command adds your favorite book to the list - feedback: Correct! - - option: The `{add}` command prints your favorite book. - feedback: No, it adds your favorite book to the list - hint: The `{add}` command adds a book, but which one? - correct_answer: C - question_score: '10' - 8: - question_text: What is the output of this code? - code: |- - crisps {is} sea salt, paprika, sour cream - {remove} sea salt {from} crisps - {remove} paprika {from} crisps - {print} crisps {at} {random} - mp_choice_options: - - option: You can't tell, because Hedy will `{print}` one of the 3 flavors `{at} {random}` - feedback: Take a look at the `{remove}` commands - - option: sea salt - feedback: sea salt is removed from the list - - option: paprika - feedback: Paprika is removed from the list - - option: sour cream - feedback: That's right! - hint: There are 3 flavors, bit 2 are removed. Which one remains? - correct_answer: D - question_score: '10' 9: - question_text: What's wrong with this code? code: |- colors {is} blue, purple, green chosen_color {is} {ask} Which haircolor wouldn't your like to have? {remove} chosen_color {from} colors {print} I will dye my hair color {at} {random} - mp_choice_options: - - option: 'Line 3 should say: `{remove}` blue `{from}` colors' - feedback: Maybe you want blue hair though! - - option: Line 3 should have an `{add}` command instead of a `{remove}` command - feedback: You want to remove the chosen color so `{remove}` is right. - - option: In line 4 the variable should be called colors instead of color - feedback: Great job! - - option: Nothing, this is a correct code! - feedback: Find the mistake! hint: Look at line 3 - correct_answer: C - question_score: '10' 10: question_text: What should be on the _?_? code: |- @@ -652,8 +534,6 @@ levels: ``` feedback: This increased the change that the person who walked yesterday now has to do it again. That's mean. hint: The person who walked the dog yesterday should be removed from the list. - correct_answer: A - question_score: '10' 4: 1: question_text: Which of these is true? @@ -666,11 +546,7 @@ levels: feedback: '`{at} {random}` still works' - option: '`{at} {random}` now needs quotation marks' feedback: No, but 2 other commands do. - hint: In level 4 you need quotation marks for 2 commands. - correct_answer: A - question_score: '10' 2: - question_text: Which code uses the proper quotation marks? mp_choice_options: - option: |- ``` @@ -692,11 +568,7 @@ levels: {print} ,hello, ``` feedback: This is a comma, you need quotation marks. - hint: Pick the right quotation marks. - correct_answer: B - question_score: '10' 3: - question_text: Where are the quotation marks used correctly? mp_choice_options: - option: |- ``` @@ -718,28 +590,7 @@ levels: {print} 'Hi Im Hedy' ``` feedback: Perfect! - hint: Both before and after the words you want to print should be a quotation mark. - correct_answer: D - question_score: '10' - 4: - question_text: Which statement is true? - mp_choice_options: - - option: 'You need quotation marks around the word `{print}`, like this: `''{print}''`.' - feedback: The quotation marks shouldn't be around the command itself. - - option: You need quotation marks around the words you want to print. - feedback: Super! - - option: You do not need quotation marks when using the `{ask}` command - feedback: Both `{print}` and `{ask}` require quotation marks - - option: You can choose yourself whether to use quotation marks or not. - feedback: Unfortunately, Hedy is stricter than that. - hint: From level 4 on you need to use quotation marks. - correct_answer: B - question_score: '10' 5: - question_text: What has to be changed in order for the game to work? - code: |- - options {is} rock, paper, scissors - {print} 'options {at} {random}' mp_choice_options: - option: |- ``` @@ -758,89 +609,9 @@ levels: feedback: That's right - option: Nothing, the game already works! feedback: Look carefully. There is an error. - hint: You don't want Hedy to literally print 'options {at} {random}', you want it to print 'rock' or 'paper' or 'scissors'. - correct_answer: C - question_score: '10' 6: - question_text: What would be a good next line in this code? - code: prices {is} 1 dollar, 100 dollars, 1 million dollars - mp_choice_options: - - option: |- - ``` - {print} 'You win...' prices {at} {random} - ``` - feedback: Great! You get it! - - option: |- - ``` - {print} You win... 'prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}' - - option: |- - ``` - {print} You win... prices {at} {random} - ``` - feedback: You need some quotation marks! - - option: |- - ``` - {print} 'You win... prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}'' hint: 'Think carefully: what is a variable and should be outside of the quotation marks? And what are normal words that should be inside?.' - correct_answer: A - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: Correct! - - option: Quotation marks are missing in line 2 - feedback: A variable doesn't need quotes - - option: Quotation marks are missing in line 3 - feedback: You don't want Hedy to literally print 'answers {at} {random}' so no quotation marks needed here! - - option: Nothing, this code is good as is! - feedback: Look carefully. You missed a mistake! - hint: Check each line on whether they'd need quotation marks or not. - correct_answer: A - question_score: '10' - 8: - question_text: What would be a good next line for this code? - code: |- - {print} 'Welcome at the money show!' - {print} 'In front of you are 3 doors' - door {is} {ask} 'Which door do you choose?' - mp_choice_options: - - option: |- - ``` - {print} So you pick door door - ``` - feedback: We need quotation marks - - option: |- - ``` - {print} 'So you pick ' door door - ``` - feedback: If the player chooses door 3, Hedy will say 'So you pick 3 3 - - option: |- - ``` - {print} 'So you pick door ' door - ``` - feedback: Super! - - option: |- - ``` - {print} 'So you pick door door' - ``` - feedback: Hedy will literally print 'So you pick door door - hint: The second word door should be replaced with the number, the first should still be the word door... - correct_answer: C - question_score: '10' 9: - question_text: What will never appear in your output screen? - code: |- - clubs {is} Real Madrid, Bayern Munchen, Manchester United, Ajax - {print} clubs {at} {random} ' is going the win the champions league' mp_choice_options: - option: Ajax is going to win the champions league feedback: Hedy could `{print}` that @@ -850,27 +621,6 @@ levels: feedback: Hedy could `{print}` that - option: FC Barcelona is going to win the champions league feedback: That's right. It's not in the list - hint: What are Hedy's options to randomly pick from? - correct_answer: D - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - people {is} mom, dad, Emma, Sophie - {print} The dishes are done by... - {print} people {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: A list doesn't need quotation marks - - option: Quotation marks are missing in line 2 - feedback: Correct - - option: Quotation marks are missing in both line 2 and 3 - feedback: Line 3 doesn't need quotation marks because it's not printed literally - - option: Nothing, this code has no mistakes - feedback: You missed one! - hint: One line needs quotation marks, because you want it to be printed literally. - correct_answer: B - question_score: '10' 5: 1: question_text: What is true? @@ -888,79 +638,8 @@ levels: - option: In level 5 `{ask}` and `{print}` work the same as in level 4 feedback: Correct! hint: We have only learned a new command in level 5. - correct_answer: D - question_score: '10' - 2: - question_text: What appears in your output screen when you type in the name Hedy? - code: |- - name {is} {ask} 'What is your name?' - {if} name {is} Hedy {print} 'fun' {else} {print} 'less fun' - mp_choice_options: - - option: fun - feedback: That's right! - - option: less fun - feedback: If the name is Hedy, it will say 'fun'' - - option: Hedy - feedback: No, it doesn't print the name - - option: Error - feedback: Fortunately not! - hint: '`{if}` name `{is}` Hedy `{print}` ...?' - correct_answer: A - question_score: '10' 3: - question_text: What is the right password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct! - feedback: This is printed when you type in the correct password - - option: SECRET - feedback: That's right!' - - option: password - feedback: The password isn't password... - - option: ALARM INTRUDER - feedback: This is printed when you type in the incorrect password! hint: '`{if}` password `{is}` ... `{print}` ''Correct!''!''' - correct_answer: B - question_score: '10' - 4: - question_text: What does Hedy print when you type in the wrong password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct - feedback: That's printed if the correct answer is given, not the wrong one... - - option: SECRET - feedback: That's not the right answer - - option: Wrong! - feedback: No, this is not what Hedy will print - - option: ALARM! INTRUDER! - feedback: Great job! - hint: Your computer will sound the alarm for intruders! - correct_answer: D - question_score: '10' - 5: - question_text: Why will Hedy say 'ALARM! INTRUDER' when you type in 'secret'? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Because it needs to be in capitals, so SECRET - feedback: Indeed! - - option: Because the password is alarm - feedback: No, this is not the password. - - option: Because it's spelled wrong. - feedback: That's not how you spell secret - - option: Because Hedy makes a mistake - feedback: No, Hedy is right - hint: The spelling of the word has to be exactly the same. - correct_answer: A - question_score: '10' 6: question_text: Which word should be on the place of the question mark in the last line? code: |- @@ -969,30 +648,6 @@ levels: club is {ask} 'Which club is your favorite?' {if} club {is} ajax {print} 'Ajax is going to win of course!' _?_ {print} 'Sorry, your club is gonna be in last place...' - mp_choice_options: - - option: |- - ``` - {if} - ``` - feedback: '`{if}` is already in the line above' - - option: |- - ``` - {at} {random} - ``` - feedback: No, you need `{else}`. - - option: |- - ``` - {else} - ``` - feedback: Great! - - option: |- - ``` - {print} - ``` - feedback: '`{print}` is already there, we need a word before it!' - hint: '`{if}` goes together with...?' - correct_answer: C - question_score: '10' 7: question_text: Which word should be in the place of the question mark? code: |- @@ -1021,9 +676,6 @@ levels: {print} ``` feedback: Awesome! - hint: After `{else}` a `{print}` command follows - correct_answer: D - question_score: '10' 8: question_text: Which word should be on the place of the question mark? code: |- @@ -1051,222 +703,12 @@ levels: {print} ``` feedback: No, that's not it. - hint: What the variable name? - correct_answer: B - question_score: '10' - 9: - question_text: Which door should you choose to escape?? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} - mp_choice_options: - - option: '1' - feedback: Bad choice! You're being eaten - - option: '2' - feedback: Super! You escaped! - - option: '3' - feedback: Bad choice! You're being eaten. - - option: It's a trap, you will always be eaten! - feedback: Luckily not! - hint: One of the doors will keep you safe.. - correct_answer: B - question_score: '10' - 10: - question_text: Which monster is standing behind door 1? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} - mp_choice_options: - - option: Hedy picks a random monster each time. - feedback: Awesome! - - option: vampire - feedback: Not always... - - option: werewolf - feedback: Not always... - - option: giant spider - feedback: Not always... - hint: Mind the last 3 words... monsters `{at} {random}`... - correct_answer: A - question_score: '10' 6: - 1: - question_text: What's Hedy's output when you run this code? - code: '{print} 2*10' - mp_choice_options: - - option: '20' - feedback: Correct! - - option: '12' - feedback: No, the plus sign is used in addition - - option: 2*10 - feedback: No, Hedy will calculate the answer - - option: '210' - feedback: Mind it's a calculation. - hint: The `*` is used as a multiplication sign - correct_answer: A - question_score: '10' 2: question_text: Which sign do you use for an addition? - mp_choice_options: - - option: '`-`' - feedback: That's not it - - option: plus - feedback: That's not it - - option: '`*`' - feedback: That's not it - - option: '`+`' - feedback: Correct! - hint: It's the plus sign. - correct_answer: D - question_score: '10' - 3: - question_text: What's Hedy's output when you run this code? - code: '{print} ''3*10''' - mp_choice_options: - - option: '30' - feedback: This would be the right answer if there were no quotation marks. - - option: '13' - feedback: Try again.. - - option: 3*10 - feedback: Correct! There are quotation marks, so Hedy will print it literally. - - option: Nothing, Hedy will give an error message. - feedback: No, Hedy will print it literally. - hint: Mind the quotation marks!! - correct_answer: C - question_score: '10' - 4: - question_text: Kim is 10 years old. What will Hedy print for her? - code: |- - name = {ask} 'How many letters are in your name?' - age = {ask} 'How old are you?' - luckynumber = name*age - {print} 'Your lucky number is...' luckynumber - mp_choice_options: - - option: '30' - feedback: Mind, Hedy also prints 'Your lucky number is...' - - option: '10' - feedback: Please try again. - - option: Your lucky number is... 30 - feedback: That's right! - - option: Your lucky number is... 10 - feedback: Her lucky number is name times age... - hint: 'Kim has 3 letters, she is 10 years old so: letters times age = 3*10 = 30.' - correct_answer: C - question_score: '10' - 5: - question_text: If 5 people eat at this restaurant, how much do they have to pay in total? - code: |- - {print} 'Welcome to Hedys!' - people = {ask} 'How many people are eating with us tonight?' - price = people * 10 - {print} 'That will be ' price 'dollar please' - mp_choice_options: - - option: 5 dollars - feedback: Unfortunately, it's not that cheap. - - option: 10 dollars - feedback: No, it's 10 dollars each. - - option: 15 dollars - feedback: The * means multiplication. - - option: 50 dollars - feedback: Great! - hint: '`price` `is` `people` `times` 10' - correct_answer: D - question_score: '10' 6: question_text: How much does a hamburger cost is this virtual restaurant? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = 15 - {if} food {is} fries price = 6 - mp_choice_options: - - option: 15 dollars - feedback: Super! - - option: 6 dollars - feedback: The fries are 6 dollars - - option: 0 dollars - feedback: The hamburger isn't free! - - option: 21 dollars - feedback: That's the price for a hamburger and fries! - hint: Mind the fourth line. - correct_answer: A - question_score: '10' - 7: - question_text: Why does line 7 say 'price is price + 3' instead of 'price is 3'? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = price + 15 - {if} food {is} fries price = price + 6 - drinks is {ask} 'What would you like to drink?' - {if} drinks {is} coke price = price + 3 - {if} drinks {is} water price = price + 1 - {print} price ' dollars please' - mp_choice_options: - - option: It could have been `price = 3` just as well. - feedback: No, that's not true. Hedy needs to add 3 dollars to the total. - - option: Because Hedy doesn't understand `price = 3`. - feedback: Hedy would understand, but it wouldn't be right. - - option: Because Hedy would otherwise forget about the previous order. The price would be 3 dollars in total. - feedback: That's right! - - option: Because the price is 0 dollars to begin with. - feedback: That's true, but not the reason - hint: The price shouldn't be 3, but 3 dollars more than it already was - correct_answer: C - question_score: '10' - 8: - question_text: Why is this code incorrect? - code: |- - correct answer = 3*12 - answer = {ask} 'What is 3 times 12?' - {if} answer {is} correct answer {print} 'Good job!' - {else} {print} 'No... It was ' correct answer - mp_choice_options: - - option: There shouldn't be quotation marks in line 2 - feedback: No, there should be! - - option: The variable is called correct answer, but a variable's name can only be 1 word. So it should be correct_answer - feedback: Correct! - - option: The `{if}` and `{else}` commands should be in the same line. - feedback: No, that's not true. - - option: The variable in line 2 can't be called answer, because it is too similar to the variable correct answer. - feedback: Variable names can be similar, but they can't be 2 words... - hint: Inspect what the variables are called. - correct_answer: B - question_score: '10' - 9: - question_text: Imagine you love football a 10, you've eaten 2 bananas and have washed your hands 3 times today. How smart does the silly fortune teller think you are? - code: |- - {print} 'Im Hedy the silly fortune teller' - {print} 'I will predict how smart you are!' - football = {ask} 'On a scale of 0 to 10 how much do you love football?' - bananas = {ask} 'How many bananas have you eaten this week?' - hygiene = {ask} 'How many times did you wash your hands today??' - result = bananas + hygiene - result = result * football - {print} 'You are ' result 'percent smart.' - mp_choice_options: - - option: 10% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 32% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 50% - feedback: Super! You are 100 percent smart! - - option: 100% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - hint: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - correct_answer: C - question_score: '10' 10: - question_text: Which statement is true? code: |- name _?_ Hedy {print} name 'is walking trough the forrest' @@ -1279,12 +721,8 @@ levels: feedback: No, one `=` sign is enough - option: You can only use the `=` sign when working with numbers, not with words. feedback: You can also use `=` with words. - hint: '`{is}` and `=` are both allowed' - correct_answer: B - question_score: '10' 7: 1: - question_text: How many lines can you repeat at once with the repeat command at this level? mp_choice_options: - option: '0' feedback: No you can repeat a line. @@ -1295,54 +733,9 @@ levels: - option: infinite feedback: In this level you can only repeat one line at a time hint: You can only repeat 1 line at a time - correct_answer: B - question_score: '10' 2: - question_text: Which code is right? - mp_choice_options: - - option: |- - ``` - {print} 100 {times} 'hello' - ``` - feedback: '`{repeat}` 100 `{times}` `{print}` ''hello''' - - option: |- - ``` - {print} {repeat} 100 {times} 'hello' - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 'hello' 100 {times} - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 100 {times} {print} 'hello' - ``` - feedback: That's right! hint: First the repeat command, then the `{print}` command - correct_answer: D - question_score: '10' - 3: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} ''Hello!''' - mp_choice_options: - - option: Right - feedback: No, a word is missing - - option: Wrong, the word `{repeat}` is missing - feedback: The word `{repeat}` is there, another word is missing - - option: Wrong, the word `{times}` is missing - feedback: The word `{times}` is there, another word is missing. - - option: Wrong, the word `{print}` is missing - feedback: Correct - hint: 'It should be: `{repeat}` 100 `{times}` `{print}` ''Hello''' - correct_answer: D - question_score: '10' 4: - question_text: Which word is wrong in the code? - code: |- - {print} 'I'm blue' - {repeat} 7 {times} {print} 'da ba dee, da ba da' mp_choice_options: - option: |- ``` @@ -1365,24 +758,7 @@ levels: ``` feedback: '`{times}` is spelled correctly' hint: I'm is wrong, you can't use apostrophes - correct_answer: A - question_score: '10' - 5: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} {print} ''Hedy is awesome!''' - mp_choice_options: - - option: Correct - feedback: That's right! - - option: Wrong - feedback: That's not it - hint: The code is correct! - correct_answer: A - question_score: '10' 6: - question_text: What will be the output from this code? - code: |- - {print} 'The wheels on the bus go' - {repeat} 3 {times} {print} ' round and round' mp_choice_options: - option: |- the wheels on the bus go @@ -1408,14 +784,7 @@ levels: round and round round and round feedback: All though the town! Perfect! - hint: Only 'round and round' is repeated 3 times. - correct_answer: D - question_score: '10' 7: - question_text: What will be the output from this code? - code: |- - {repeat} 2 {times} {print} 'We will' - {print} 'ROCK YOU!' mp_choice_options: - option: |- We will We will @@ -1436,17 +805,8 @@ levels: We will ROCK YOU! feedback: Mind the repeat command - hint: Mind the `{repeat}` command. - correct_answer: B - question_score: '10' 8: question_text: Welke Hedy code hoort bij dit resultaat - code: |- - Here comes the sun - Do do do do - Here comes the sun - And I say - Its alright mp_choice_options: - option: |- ``` @@ -1480,8 +840,6 @@ levels: ``` feedback: Dit is niet de juiste volgorde.. hint: '`{repeat}` kan alleen worden gebruikt als je dezelfde regel meerdere keren achter elkaar wil uitvoeren.' - correct_answer: A - question_score: '10' 9: question_text: Welke Hedy code hoort bij dit resultaat ? code: |- @@ -1525,15 +883,8 @@ levels: ``` feedback: Perfect hint: '''Help !'' wordt 3x herhaald.' - correct_answer: D - question_score: '10' 10: question_text: What Hedy code belongs to this output? - code: |- - if youre happy and you know it clap your hands - if youre happy and you know it clap your hands - if youre happy and you know it and you really want to show it - if youre happy and you know it clap your hands mp_choice_options: - option: |- ``` @@ -1563,46 +914,8 @@ levels: {print} 'clap your hands' ``` feedback: This is not in the right order. - hint: Mind the order of the sentences. - correct_answer: B - question_score: '10' 8: - 1: - question_text: Which output will be produced by this code? - code: |- - {repeat} 2 {times} - {print} 'Hello' - {print} 'Im Hedy!' - mp_choice_options: - - option: |- - Hello - Im Hedy! - feedback: Everything is printed twice. - - option: |- - Hello - Hello - Im Hedy - feedback: The second line is repeated twice as well. - - option: |- - Hello - Im Hedy! - Hello - Im Hedy! - feedback: Super! - - option: |- - Hello - Hello - Im Hedy! - Im Hedy! - feedback: Everything is printed twice - hint: Both lines are repeated twice. - correct_answer: C - question_score: '10' 2: - question_text: What is wrong with this code? - code: |- - {repeat} 5 {times} - {print} 'Hedy is cool!' mp_choice_options: - option: This should be only one line, not 2. feedback: No it should be 2 lines. @@ -1612,15 +925,7 @@ levels: feedback: Nee, repeat is de goede spelling - option: The second line need to start with 4 spaces as indentation. feedback: Correct! - hint: Something is missing in the second line? - correct_answer: D - question_score: '10' 3: - question_text: What output will be produced when you run this program? - code: |- - {repeat} 3 {times} - {print} 'Baby shark tututudutudu' - {print} 'Baby shark' mp_choice_options: - option: |- Baby shark tututudutudu @@ -1647,10 +952,7 @@ levels: Baby shark feedback: What is being repeated and what isn't. hint: What is being repeated and what is not?. - correct_answer: C - question_score: '10' 4: - question_text: Which output is correct? code: |- {print} 'The children went:' {repeat} 2 {times} @@ -1682,15 +984,7 @@ levels: Yay! Were going on holiday! feedback: The last line is repeated too. - hint: The block under the `{repeat}` command is repeated twice. - correct_answer: B - question_score: '10' 5: - question_text: What is wrong with this code? - code: |- - end = {ask} 'Do you want a happy or a sad ending?' - {if} end {is} happy {print} 'They lived happily ever after' - {else} {print} 'The world exploded. The end.' mp_choice_options: - option: The `{print}` commands on the last two lines should start on new lines en start with 4 spaces. feedback: That's right! @@ -1700,44 +994,7 @@ levels: feedback: That's not true - option: '`{ask}` is no longer a command' feedback: That's not true - hint: Something is wrong with indentation - correct_answer: A - question_score: '10' - 6: - question_text: What will be the output of this code when we enter pancakes? - code: |- - {print} 'Welcome to restaurant Hedy' - {repeat} 2 {times} - food {is} {ask} 'What do you want to eat?' - {print} food - mp_choice_options: - - option: |- - Welcome to restaurant Hedy - Pancakes - feedback: There is no repetition in this answer. - - option: |- - Welcome to restaurant Hedy - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: This answer also repeats the welcome message - - option: |- - Welcome to restaurant Hedy - What do you want to eat? - What do you want to eat? - Pancakes - Pancakes - feedback: Almost! But look at the question, it is not repeated. - - option: |- - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: Well done! - hint: The first sentence and question will not be repeated - correct_answer: D - question_score: '10' 7: - question_text: What is wrong with this code? code: |- eten = {ask} 'What would you like to eat?' {if} food {is} fries @@ -1756,11 +1013,7 @@ levels: feedback: You always have to use indentation. - option: The indentation is wrong in the first `{if}` command. feedback: That's right. - hint: Take a careful look at the indentation. - correct_answer: D - question_score: '10' 8: - question_text: In which of the codes is the indentation done right? mp_choice_options: - option: |- ``` @@ -1802,50 +1055,20 @@ levels: {print} You are wrong! ``` feedback: You are wrong! - hint: What should happen if the person is right? And what else? - correct_answer: C - question_score: '10' 9: - question_text: What line(s) in this code should start with 4 spaces? code: |- 1 music = {ask} 'What is your favorite music genre?' 2 {if} music is rock 3 {print} '🤘' 4 {else} 5 {print} '👎' - mp_choice_options: - - option: Line 2 and 4 - feedback: The lines after the `{if}` and `{else}` command should start with 4 spaces - - option: Only line 3 - feedback: Not only 3... - - option: Line 3, 4 and 5 - feedback: Line 4 shouldn't - - option: Line 3 and 5 - feedback: Great job! - hint: The lines after an `{if}` or `{else}` command should start with 4 spaces. - correct_answer: D - question_score: '10' 10: - question_text: Which statement is true? code: |- 1 level = {ask} 'What level are you on?" 2 {if} level {is} 8 3 {print} Great job! - mp_choice_options: - - option: All lines should start with 4 spaces - feedback: That's not true - - option: Line 2 and 3 should start with 4 spaces - feedback: That's not true - - option: Line 2 should start with 4 spaces - feedback: That's not true - - option: Line 3 should start with 4 spaces - feedback: You are correct! - hint: Only one line starts with 4 spaces, but which one...? - correct_answer: D - question_score: '10' 9: 1: - question_text: What is wrong with this code? code: |- {repeat} 3 {times} eten = {ask} 'What would you like to eat?' @@ -1866,19 +1089,7 @@ levels: - option: The indentation is wrong in the last `{if}` command. feedback: It not, though. hint: all the indentation is done correctly. - correct_answer: A - question_score: '10' 2: - question_text: What will be printed after entering the correct password? - code: |- - password = {ask} 'What is the password?' - correct_password = Hedy - {if} password {is} correct_password - {repeat} 2 {times} - {print} 'Good job!' - {print} 'You can use the computer!' - {else} - {print} 'The computer will explode in 5... 4... 3... 2... 1...' mp_choice_options: - option: |- Good job! @@ -1897,11 +1108,7 @@ levels: Good job! You can use the computer! feedback: Correct! - hint: Everything under the `{repeat}` command is repeated twice. - correct_answer: D - question_score: '10' 3: - question_text: Which case should you choose to win a million dollars? code: |- {print} 'Choose the right case and win!' case = {ask} 'Which case will you pick? 1 or 2?' @@ -1917,20 +1124,7 @@ levels: {print} 'You sell the case for 500 dollars' {if} action {is} open {print} 'You open the case and win a million dollars!' - mp_choice_options: - - option: case 1, sell - feedback: You don't win a million! - - option: case 1, open - feedback: You don't win a million - - option: case 2, sell - feedback: You don't win a million - - option: case 2, open - feedback: Great job! You win! - hint: Follow the right path - correct_answer: D - question_score: '10' 4: - question_text: Which statement is true? code: |- name = {ask} 'What is your name?' size = {ask} 'What is your shoe size?' @@ -1950,15 +1144,7 @@ levels: feedback: That's right! - option: Cinderella with shoe size 40 gets the output 'I was looking for you!' feedback: No she gets 'Ill keep looking' - hint: No matter what your name is, if you have shoe size 40 you will get the message 'Ill keep looking'. - correct_answer: C - question_score: '10' 5: - question_text: Which code produced this output? - output: |- - Icecream is the best! - Icecream is the best! - Icecream is the best! mp_choice_options: - option: |- ``` @@ -1993,11 +1179,7 @@ levels: {print} 'Icecream is the best!' ``` feedback: There are 2 `{repeat}` commands in this code. - hint: Watch the indentation - correct_answer: C - question_score: '10' 6: - question_text: After which command(s) should you use indentation (starting the next line with 4 spaces)? mp_choice_options: - option: '`{if}`' feedback: Don't forget the others @@ -2007,9 +1189,6 @@ levels: feedback: Keep it up! - option: '`{if}` `{else}` `{repeat}` `{print}`' feedback: Not with print - hint: Indentation happens on the line below some commands - correct_answer: C - question_score: '10' 7: question_text: "In this code from a pizza restaurant. \nYoull get a 5 dollar discount if you order a medium pizza with coke.\n What should you do to debug this code?" code: |- @@ -2050,9 +1229,6 @@ levels: price = price - 2 ``` feedback: Try again - hint: After each `{if}` command, the line below should indent - correct_answer: A - question_score: '10' 8: question_text: What is wrong is this code? code: |- @@ -2070,25 +1246,7 @@ levels: feedback: You actually must start like that. - option: A code must always start with a `{print}` command in the first line feedback: That's not true. - hint: The indentation is done right this time - correct_answer: B - question_score: '10' - 9: - question_text: How many `{if}` commands can be placed inside another `{if}` command? - mp_choice_options: - - option: None, that is not allowed - feedback: You are allowed to - - option: Only 1 - feedback: You could use more if you like - - option: '3' - feedback: You could use more if you like - - option: Infinite, as long as you keep using indentation correctly - feedback: That is true - hint: You can put an `{if}` command inside an `{if}` command. - correct_answer: D - question_score: '10' 10: - question_text: Which statement is true? code: |- 1 {repeat} 2 {times} 2 {if} level {is} 9 @@ -2103,8 +1261,6 @@ levels: - option: line 2 should atart with 4 spaces and line 3 with 8 feedback: You are correct! hint: The first line doens't start with any spaces - correct_answer: D - question_score: '10' 10: 1: question_text: What do we need to fill in on the `_?_` if we want to print each compliment? @@ -2112,91 +1268,6 @@ levels: compliments = perfect, great job, amazing _?_ {print} compliment - mp_choice_options: - - option: |- - ``` - {for} each compliment - ``` - feedback: That's not it - - option: |- - ``` - {for} compliment {in} compliments - ``` - feedback: You deserve all those compliments! - - option: |- - ``` - {if} compliment {in} compliments - ``` - feedback: That's not it - - option: |- - ``` - {for} compliments {in} compliment - ``` - feedback: Almost there! - hint: '`{for}` each compliment in the lists of compliments...' - correct_answer: B - question_score: '10' - 2: - question_text: Which output is correct? - code: |- - meals = pizza, pasta, pancakes - {for} meal {in} meals - {print} 'I love ' meal - mp_choice_options: - - option: I love pizza - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pasta - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pancakes - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: |- - I love pizza - I love pasta - I love pancakes - feedback: Great! - hint: Line 2 says for each meal in the list of meals. So each meal is printed. - correct_answer: D - question_score: '10' - 3: - question_text: Which output is correct? - code: |- - animals = dogs, cats, hamsters, chickens - {for} animal {in} animals - {print} animal ' are lovely pets' - mp_choice_options: - - option: dogs are lovely pets - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - - option: dogs, cats, hamsters, chickens are lovely pets - feedback: Each animal gets their own line in the output. - - option: |- - dogs are lovely pets - cats are lovely pets - hamsters are lovely pets - chickens are lovely pets - feedback: Great! - - option: You don't know yet. Because it chooses one of the animals {at} {random}. - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - hint: Line 2 says {for} each animal in the list of animals. So each animal is printed - correct_answer: C - question_score: '10' - 4: - question_text: What's wrong with this code? - code: |- - groceries = apples, bread, milk - {for} item {in} groceries - {print} 'We need ' groceries - mp_choice_options: - - option: Line 2 needs to start with 4 spaces as indentation - feedback: No it doesn't. Only line 3 needs indentation, which it has. - - option: Line 3 does not need to start with 4 spaces as indentation - feedback: Line 2 is a `{for}`command so line 3 does need to start with an indent. - - option: Line 3 should say item instead of groceries - feedback: Good job! - - option: Line 2 should say groceries instead of item - feedback: No it does not. - hint: Line 2 says `{for}` each item in the list of groceries - correct_answer: C - question_score: '10' 5: question_text: What word should be on the _?_ with these digital dice? code: |- @@ -2205,25 +1276,7 @@ levels: choices = 1, 2, 3, 4, 5, 6 {for} player {in} players {print} player ' throws ' _?_ {at} {random} - mp_choice_options: - - option: players - feedback: It would say 'Ann throws Jesse', instead of 'Ann throws 6'. - - option: choices - feedback: That's right! - - option: choice - feedback: You are very close. But you need Hedy to pick from the list called 'choices' not 'choice'... - - option: dice - feedback: Look at the names of the variables. - hint: Hedy needs to pick a number `{at} {random}` - correct_answer: B - question_score: '10' 6: - question_text: Which of the answers below is a possible outcome when you run the code? - code: |- - choices = rock, paper, scissors - players = Kelly, Meredith - {for} player {in} players - {print} player ' chooses ' choices {at} {random} mp_choice_options: - option: Kelly chooses rock feedback: Meredith wants to play too! @@ -2237,9 +1290,6 @@ levels: Kelly chooses paper Meredith chooses scissors feedback: Amazing! - hint: Each player will pick an option. The player that's first on the list will go first. - correct_answer: D - question_score: '10' 7: question_text: What line should be on the _?_ in this code that decides what these people will have for dinner? code: |- @@ -2247,30 +1297,6 @@ levels: food = pasta, fries, salad _?_ {print} name ' has to eat ' food {at} {random} ' for dinner' - mp_choice_options: - - option: |- - ``` - {for} name {in} names - ``` - feedback: You are on fire! - - option: |- - ``` - {for} names {in} name - ``` - feedback: No it should be for each name in the list nameS, so the other way around - - option: |- - ``` - {for} food {in} food - ``` - feedback: Each name should be told what they will have for dinner. - - option: |- - ``` - {for} name {in} food - ``` - feedback: Each name should be told what they will have for dinner. - hint: Each name should be told what they will have for dinner. - correct_answer: A - question_score: '10' 8: question_text: What should be on the _?_ in this code that decides which color shirt you get? code: |- @@ -2299,9 +1325,6 @@ levels: 'people gets a colors shirt' ``` feedback: There is no variable named people.. - hint: Mind the quotation marks and the names of the variables - correct_answer: B - question_score: '10' 9: question_text: What is the first question Hedy will `{ask}` you when you run the program? code: |- @@ -2311,20 +1334,7 @@ levels: {for} course {in} courses food = {ask} name ', what would you like to eat as your ' course '?' {print} name ' orders ' food ' as their ' course - mp_choice_options: - - option: Timon, what would you like to eat as your appetizer? - feedback: Perfect! - - option: Onno, what would you like to eat as your appetizer? - feedback: Timon is first on the list! - - option: Timon, what would you like to eat as your dessert? - feedback: Appetizers are first in the list - - option: You don't know that. Hedy will choose `{at} {random}`. - feedback: There is no `{at} {random}` in this code... - hint: The first options from both lists are chosen. - correct_answer: A - question_score: '10' 10: - question_text: What is true about this code? code: |- prices = 1 million dollars, car, sandwich names = Bob, Patrick, Sandy, Larry @@ -2339,9 +1349,6 @@ levels: feedback: That is not true. Larry has the same odds as the others - option: Someone might win with two prices feedback: You get it! - hint: Try to imagine the output of this code. - correct_answer: D - question_score: '10' 11: 1: question_text: What word should be at the place of the question mark? @@ -2369,14 +1376,7 @@ levels: {for} ``` feedback: 'No' - hint: What did you learn in this level? - correct_answer: B - question_score: '10' 2: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 1 {to} 3 - {print} i mp_choice_options: - option: |- 1 @@ -2389,64 +1389,7 @@ levels: feedback: That's not it - option: '123' feedback: That's not it - hint: How do the numbers appear in the screen? - correct_answer: A - question_score: '10' - 3: - question_text: Which code was used to get this output? - output: |- - 1 - 2 - 3 - 4 - 5 - Once I caught a fish alive! - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Perfect - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: This code won't work. You need an indent after {for}. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Now Hedy will count '1 Once I caught a fish alive!, 2 Once I caught a fish alive! etc. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} 'i' - {print} 'Once I caught a fish alive!' - ``` - feedback: i is a variable and shouldn't have quotation marks - hint: First all the numbers, then the sentence - correct_answer: A - question_score: '10' 4: - question_text: Which code was used to get this output? - output: |- - 10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0 mp_choice_options: - option: |- ``` @@ -2473,42 +1416,6 @@ levels: ``` feedback: That's right! hint: It has to be a calculation... - correct_answer: D - question_score: '10' - 5: - question_text: What's wrong with this code? - code: |- - {for} i {in} {range} 1 {to} 10 - {print} i - mp_choice_options: - - option: The i in the last line need quotation marks - feedback: No it doesn't. - - option: You can't use `{range}` 1 `{to}` 5 only `{range}` 1 `{to}` 10 - feedback: You could use 1 to 5 just as well! - - option: Line 1 needs to start with an indention. - feedback: Not line 1... - - option: Line 2 needs to start with an indention - feedback: Perfect! - hint: There is something wrong with the indention - correct_answer: D - question_score: '10' - 6: - question_text: How many times does the word Hello appear on your screen when you run the code? - code: |- - {for} i {in} {range} 0 {to} 2 - {print} 'Hello' - mp_choice_options: - - option: 1 time - feedback: 'No' - - option: 2 times - feedback: 'No' - - option: 3 times - feedback: That's right! - - option: Never - feedback: 'No' - hint: 0 also counts. So 0,1,2 that's 3 times. - correct_answer: C - question_score: '10' 7: question_text: What should be on the place of the question mark? code: |- @@ -2517,35 +1424,7 @@ levels: _?_ food is {ask} 'What would you like to order?' {print} food - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 0 {to} 3 - ``` - feedback: There's not always 3 people - - option: |- - ``` - {for} i {in} {range} 1 {to} guests - ``` - feedback: The variable is not named guests - - option: |- - ``` - {for} i {in} {range} 1 {to} people - ``` - feedback: Great! - - option: |- - ``` - {for} i {in} {range} 0 {to} people - ``` - feedback: That's one order too many! - hint: Use the variable 'people' - correct_answer: C - question_score: '10' 8: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 23 {to} 25 - {print} 'hi' mp_choice_options: - option: |- 23 @@ -2561,34 +1440,7 @@ levels: feedback: Correct - option: The word 'hi' will appear 25 times in a row. feedback: No it will only appear 3 times. - hint: It doesn't say `{print}` i - correct_answer: C - question_score: '10' - 9: - question_text: How many times does Hedy chant Hip Hip Hooray? - code: |- - age = {ask} 'How old are you?' - {for} i {in} {range} 1 {to} age - {print} 'Hip Hip Hoorray!' - mp_choice_options: - - option: 1 time - feedback: Try again - - option: 2 times - feedback: Try again - - option: Never - feedback: Try again - - option: That depends on how old you are - feedback: That's right! - hint: '`{for}` i `{in}` `{range}` 1 `{to}` age' - correct_answer: D - question_score: '10' 10: - question_text: Which code belongs to this output? - output: |- - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark mp_choice_options: - option: |- ``` @@ -2619,11 +1471,8 @@ levels: ``` feedback: '`{range}` 0 `{to}` 3 is 4 times.' hint: Mind the indention - correct_answer: B - question_score: '10' 12: 1: - question_text: Which output is correct? code: |- print 'three and a half plus one and a half is...' print 3.5 + 1.5 @@ -2640,11 +1489,7 @@ levels: three and a half plus one and a half is... 5 feedback: Great job! - hint: Both lines are printed! - correct_answer: D - question_score: '10' 2: - question_text: Which of these codes is correct? mp_choice_options: - option: |- ``` @@ -2670,11 +1515,7 @@ levels: print 'I would like a ' flavors at random ' cake.' ``` feedback: All the different values of flavors should be in quotation marks. - hint: The second line is the same in each code, pay attention to the first line - correct_answer: C - question_score: '10' 3: - question_text: What's wrong with this code? code: |- favorite_animal = ask 'What is your favorite animal?' print 'I like ' favoriteanimal ' too!' @@ -2687,30 +1528,13 @@ levels: feedback: That's not true - option: Nothing is wrong. feedback: That's not true - hint: The quotation marks are used correctly - correct_answer: A - question_score: '10' 4: - question_text: In which lines are quotation marks needed to get the code to work? code: |- print Welcome to the online shoe shop category = ask What kind of shoes are you looking for? if category = high heels print High heels are 50% off now! - mp_choice_options: - - option: Line 1 and 2 - feedback: 'No' - - option: Line 1, 2 and 3 - feedback: 'No' - - option: Line 1, 2 and 4 - feedback: 'No' - - option: All of the lines - feedback: Perfect! - hint: Does line 3 need quotation marks too? - correct_answer: D - question_score: '10' 5: - question_text: What output does Agent007 get when they put in the correct password? code: |- name is ask 'What is your name?' if name is 'Agent007' @@ -2723,18 +1547,6 @@ levels: else b is 'today at 10.00' print a + b - mp_choice_options: - - option: Go to the train station today at 10.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 02.00 - feedback: You've cracked the code! - - option: Go to the train station tomorrow at 02.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 10.00 - feedback: The agent won't be catching any bad guys here - hint: The correct password is TOPSECRET - correct_answer: B - question_score: '10' 6: question_text: Which line should be filled in at the ??? code: |- @@ -2748,32 +1560,7 @@ levels: if drinks = 'yes' ??? print 'That will be ' price ' dollar please' - mp_choice_options: - - option: |- - ``` - price = 14 - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = '14' - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = price + 2 - ``` - feedback: Excellent! - - option: |- - ``` - price = + 2 - ``` - feedback: Almost there! - hint: What if you only order fries and a drink? - correct_answer: C - question_score: '10' 7: - question_text: Which output does a vegan get? code: |- menu = 'cookies', 'cheese', 'grapes' print "It's my birthday! I`ve brought some snacks!" @@ -2785,36 +1572,7 @@ levels: print 'For you I have brought: ' for snack in menu print snack - mp_choice_options: - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cookies - grapes - feedback: Terrific! - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - feedback: There's more options than just one - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cheese - grapes - feedback: A vegan person can't have cheese - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - cookies - feedback: Almost there, but look at the order of snacks in the list - hint: What item is removed from the list when you answer 'vegan'? - correct_answer: A - question_score: '10' 8: - question_text: Which code was used to create this output? - code: '3.5' mp_choice_options: - option: |- ``` @@ -2836,9 +1594,6 @@ levels: print 7 * 2 ``` feedback: 'No' - hint: 7 devided by 2 is 3.5 - correct_answer: B - question_score: '10' 9: question_text: Which code should be filled in in line 1 at the ??? code: |- @@ -2865,9 +1620,6 @@ levels: 'prices' = 'one million dollars', 'nothing' ``` feedback: You one nothing - hint: The items on the list should be in quotation marks - correct_answer: C - question_score: '10' 10: question_text: Which line of code should be filled in at the ??? to complete the song ? code: |- @@ -2888,12 +1640,8 @@ levels: feedback: This is a hard one! All the actions on the list must be in the song. - option: print actions at random feedback: This is a hard one! All the actions on the list must be in the song. - hint: This is a hard one! All the actions on the list must be in the song. - correct_answer: B - question_score: '10' 13: 1: - question_text: Which code should be filled in at the ??? ? code: |- name = ask 'What is your name?' song = ask 'Whould you like to hear a song?' @@ -2924,11 +1672,7 @@ levels: if song = 'yes' or birthday = 'yes' ``` feedback: Hedy only sings if both answers are yes - hint: Hedy sings if you want to hear a song and it's you birthday - correct_answer: C - question_score: '10' 2: - question_text: Which command is missing in the code at the place of the ??? ? code: |- menu = 'cheese', 'sausage rolls', 'cookies' diet = ask 'Do you have any dietary restrictions?' @@ -2943,11 +1687,7 @@ levels: feedback: 'No' - option: print feedback: 'No' - hint: Neither vegans nor muslims can eat sausage rolls. - correct_answer: B - question_score: '10' 3: - question_text: Which output is given to a member without a discount code? code: |- member = ask 'Do you have a membership card?' discount = ask 'Do you have a discount code?' @@ -2965,10 +1705,7 @@ levels: - option: There is no way of knowing feedback: There is! Read the question carefully hint: Mind the command 'or' in line 3 - correct_answer: A - question_score: '10' 4: - question_text: Which line of code should follow this line in rock-paper-scissors game? code: if computer_choice is 'rock' and your_choice is 'paper' mp_choice_options: - option: print 'you win' @@ -2979,28 +1716,11 @@ levels: feedback: It's only a tie if both choices are the same - option: print 'try again' feedback: Try again! - hint: Paper beats rock - correct_answer: A - question_score: '10' 5: - question_text: Which statement is true about this code? code: |- if name = 'Cinderella' and shoe_size = 38 print 'You are my one true love!' - mp_choice_options: - - option: Every person with shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person named Cinderella is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person that is named Cinderella and has shoe size 38 is this prince's one true love - feedback: Fantastic! - - option: Every person that's not named Cinderella and does not have shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - hint: Both statements have to be true - correct_answer: C - question_score: '10' 6: - question_text: Which statement about this code is true? code: |- print 'Let me guess which family member you are!' glasses = ask 'Do you wear glasses?' @@ -3013,20 +1733,7 @@ levels: print 'You must be Wouter!' if glasses = 'no' and female = 'no' print 'You must be Michael!' - mp_choice_options: - - option: Michael is a boy with glasses - feedback: Try again - - option: Marleen is a girl with glasses - feedback: Try again - - option: Wouter is a boy without glasses - feedback: Try again - - option: Sophie is a girl with glasses - feedback: Great job! - hint: Take a good look! Or do you need glasses? - correct_answer: D - question_score: '10' 7: - question_text: Which statement is false? code: |- print 'Thank you for helping me take care of my pets' print 'Here is a program to help feed them' @@ -3040,20 +1747,7 @@ levels: print 'I fed them this moring! They do not need more food today' if animal is 'hamster' and color is 'brown' print 'You can feed them a piece of carrot' - mp_choice_options: - - option: The grey cat is called Abby - feedback: This is true! - - option: Milo the orange cat eats 4 scoops of cat nibbles - feedback: This is true - - option: The black hamster needs to be fed a piece of carrot - feedback: Great job! - - option: The yellow bird was fed this morning - feedback: This is true - hint: Read the last 4 lines carefully - correct_answer: C - question_score: '10' 8: - question_text: What output do you get if you order popcorn but no drink? code: |- print 'Welcome to the movie theater' popcorn = ask 'Would you like some popcorn?' @@ -3067,32 +1761,7 @@ levels: if popcorn = 'no' and drink = 'no' print 'Ok' print 'Enjoy the movie' - mp_choice_options: - - option: |- - Welcome to the movie theater - That will be 8 dollars please - Enjoy the movie - feedback: You have paid too much! - - option: |- - Welcome to the movie theater - That will be 5 dollars please - Enjoy the movie - feedback: Amazing! - - option: |- - Welcome to the movie theater - That will be 3 dollars please - Enjoy the movie - feedback: That's not enough money! - - option: |- - Welcome to the movie theater - Ok - Enjoy the movie - feedback: You have to pay for your popcorn! - hint: popcorn = yes and drink = no - correct_answer: B - question_score: '10' 9: - question_text: What is wrong with this code? code: |- 1 chocolate = ask 'Would you like chocolate sauce on your ice cream?' 2 sprinkles = ask 'Would you like sprinkles on your ice cream?' @@ -3129,11 +1798,7 @@ levels: {if} chocolate = 'yes' {and} sprinkles = 'no' ``` feedback: This is not what I ordered! - hint: There is a mistake in line 3 - correct_answer: A - question_score: '10' 10: - question_text: Which command needs to be in line 8 at the place of the ??? ? code: |- print 'Welcome to the product finder of this supermarkt' item is ask 'What product are you looking for?' @@ -3157,65 +1822,8 @@ levels: feedback: 'No' - option: if feedback: 'No' - hint: The item is either in the list of snacks, or in the list of drinks - correct_answer: B - question_score: '10' 14: - 1: - question_text: Which symbol should be used on the blank? - code: |- - name _ {ask} 'Who are you?' - {if} name == 'Hedy' - {print} 'Me too!' - mp_choice_options: - - option: '`=>`' - feedback: This is not a symbol. - - option: '`==`' - feedback: We are not comparing anything, just asking. - - option: '`!=`' - feedback: We are not comparing anything, just asking - - option: '`=`' - feedback: Right! - hint: We are not comparing anything, we are just asking a name. - correct_answer: D - question_score: '10' - 2: - question_text: Which of these codes has used the correct = or == symbol? - mp_choice_options: - - option: '{if} name = Hedy' - feedback: 'No' - - option: '{if} age = 24' - feedback: 'No' - - option: answer = {ask} 'What is your answer' - feedback: Yes! - - option: answer == {ask} 'How are you doing?' - feedback: 'No' - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' - 3: - question_text: Which symbols should be filled in on the two blanks? - code: |- - guests = {ask} 'How many people are at the party?' - {if} guests _ 130 - {print} 'You can come in!' - {if} guests _ 130 - {print} 'Im sorry, the club is full. ' - {print} 'You have to wait for a guest to leave' - mp_choice_options: - - option: '`>` and `<`' - feedback: That's not it - - option: '`=` and `>=`' - feedback: That's not it - - option: '`<` and `>=`' - feedback: You are right - - option: '`+` and `==`' - hint: There are 130 people allowed in the club - correct_answer: C - question_score: '10' - feedback: That's not it 4: - question_text: What's wrong with this code? code: |- price = 10 money = {ask} How much money do you have? @@ -3224,20 +1832,7 @@ levels: {print} 'You can buy the bear!' {else} {print} 'You cannot buy this bear!' - mp_choice_options: - - option: In line 1 == should be used instead of = - feedback: No that's not it - - option: Line 2 misses quotation marks - feedback: You are correct - - option: In line 4 = should have been used instead of == - feedback: No that's not it - - option: In line 4 <= should have been used instead of >= - feedback: No that's not it - hint: The symbols are right - correct_answer: B - question_score: '10' 5: - question_text: Which symbol should be filled in on the blanks if the movie is suitable for kids for the age of 12 and up? code: |- age = {ask} 'How old are you?' ticket = {ask} 'Do you have a ticket?' @@ -3245,20 +1840,7 @@ levels: {print} 'You can enter the movie theater.' {else} {print} 'You are not allowed to come in!' - mp_choice_options: - - option: '`> 12`' - feedback: 12 year olds are allowed too - - option: '`>= 12`' - feedback: Great! - - option: '`< 12`' - feedback: These kids are too young! - - option: '`<= 12`' - feedback: These kids are too young - hint: '> means greater than' - correct_answer: B - question_score: '10' 6: - question_text: How many times do you have to say you are annoyed before this annoying game stops? code: |- lives = 2 {repeat} 10 times @@ -3266,69 +1848,7 @@ levels: answer = {ask} 'Are you annoyed yet?' {if} answer == 'yes' lives = lives - 1 - mp_choice_options: - - option: 10 times - feedback: It stops after 2 times - - option: 0 times - feedback: It stops after 2 times - - option: 1 time - feedback: It stops after 2 times - - option: 2 times - feedback: That is correct - hint: '!= means ''is not''' - correct_answer: D - question_score: '10' - 7: - question_text: What should be filled in on the three blanks? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' - mp_choice_options: - - option: '`''Lower''` and `''Higher''` and `''You win!''`' - feedback: That's not quite right. - - option: '`''Higher''` and `''Lower''` and `''You win!''`' - feedback: You win! - - option: '`''You win!''` and `''Lower!''` and `''Higher''`' - feedback: That's not quite right. - - option: '`''Lower!''` and `''You win!''` and `''Higher!''`' - feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: B - question_score: '10' - 8: - question_text: Which statement is true about this roller coaster? - code: |- - length = {ask} 'Please fill in your length in cm' - {if} length < 120 - {print} 'Sorry, you cannot go on this roller coaster.' - {else} - {print} 'Enjoy the ride' - mp_choice_options: - - option: You must be taller than 120 cm to go on the roller coaster - feedback: True! - - option: You must be taller than 119 cm to go on the roller coaster - feedback: If you are 120 cm you won't get in - - option: You must be shorter than 120 cm to go on the roller coaster - feedback: '> means greater than' - - option: There are no length restrictions to go on the roller coaster - feedback: There are. - hint: '> means greater than' - correct_answer: A - question_score: '10' 9: - question_text: How many pieces of chocolate will give you a stomach ache according to this fitbit? code: |- chocolate = {ask} 'How many pieces of chocolate have you eaten?' {if} chocolate <= 2 @@ -3337,101 +1857,19 @@ levels: {print} 'That is a bit much' {if} chocolate > 8 {print} 'You will get a stomach ache!' - mp_choice_options: - - option: 1 or more - feedback: 'No' - - option: 2 or more - feedback: 'No' - - option: 8 or more - feedback: Almost - - option: 9 or more - feedback: Great! - hint: '> 8 means more than 8' - correct_answer: D - question_score: '10' - 10: - question_text: What should be filled in in the blanks? - code: |- - {print} 'Whoever gets the most points wins!' - {if} points_player_1 < points_player_2 - {print} _ - mp_choice_options: - - option: '''player 1 wins''' - feedback: Look at who has the highest score! - - option: '''player 2 wins''' - feedback: Yes! - - option: '''player 2 loses''' - feedback: Look at who has the highest score! - - option: '''It is a tie''' - feedback: No it's not, one player has a higher score - hint: You win the game by having the most points - correct_answer: B - question_score: '10' 15: 1: - question_text: 'Which symbol should be used on the blank? Tip: You must keep guessing until you get it right.' code: |- answer = 0 while answer _ 'Amsterdam' answer = ask 'What is the capital city of the Netherlands?' print 'You have given the correct answer' - mp_choice_options: - - option: '`=!`' - feedback: That is not right. - - option: '`==`' - feedback: You don't have to keep guessing if you've given the right answer. - - option: '`!=`' - feedback: Correct - - option: '`=`' - feedback: That's not it - hint: Keep guessing until you say Amsterdam - correct_answer: C - question_score: '10' - 2: - question_text: Which of these codes has used the correct symbol(s)? - mp_choice_options: - - option: |- - ``` - {while} name = Hedy - ``` - feedback: 'No' - - option: |- - ``` - {while} age = 24 - ``` - feedback: 'No' - - option: |- - ``` - {while} time > 0 - ``` - feedback: Yes! - - option: |- - ``` - {while} answer == yes' - ``` - feedback: A quotation mark is missing - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' 3: question_text: Which command should be filled in on the two blanks? code: |- _ age >= 18 print 'you are not allowed in this bar' - mp_choice_options: - - option: '`{in}`' - feedback: That's not it - - option: '`{while}`' - feedback: You are right - - option: '`{for}`' - feedback: That's not it - - option: '`{range}`' - feedback: That's not it - hint: You are not allowed in the bar as long as you are 17 or younger - correct_answer: B - question_score: '10' 4: - question_text: What's wrong with this code? code: |- options = 1, 2, 3, 4, 5, 6 print 'Throw 6 as fast as you can!' @@ -3451,11 +1889,7 @@ levels: feedback: That's not it - option: In line 5 != should have been used instead of == feedback: You are correct - hint: There is something wrong in line 5 - correct_answer: D - question_score: '10' 5: - question_text: What should be placed on the blank to make this program work correctly? code: |- wetness = 10 while wetness != 0 @@ -3474,9 +1908,6 @@ levels: feedback: You are correct! - option: = wetness + 1 feedback: The program should count down - hint: wetness should get less each time - correct_answer: C - question_score: '10' 6: question_text: what is wrong with this code? code: |- @@ -3494,25 +1925,8 @@ levels: feedback: No that's not right - option: Line 2 should start with less indentation feedback: That is correct - hint: Look closely at the indentation - correct_answer: D - question_score: '10' 7: question_text: How should this program be changed to that it works? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' mp_choice_options: - option: '... change the first {if} into a {while}' feedback: Perfect! @@ -3522,32 +1936,9 @@ levels: feedback: That's not quite right. - option: '... change the fourth {if} into a {while}' feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: A - question_score: '10' 8: - question_text: Which statement is true about this automated toilet system? - code: |- - {while} toilet == 'occupied' - lights = 'on' - air_freshener_sprays = 'yes' - {sleep} 60 - lights = 'off' - air_freshener_sprays = 'no' - mp_choice_options: - - option: The lights and air freshener will turn off after 1 minute - feedback: False! - - option: The air freshener sprays once every minute and the lights stay on the whole time while you are on the toilet - feedback: Great job - - option: The air freshener sprays once you leave the toilet. - feedback: It only sprays when you're in there. - - option: The lights will always stay on. - feedback: That wouldn't be right. hint: The block after the while command keeps happening while the toilet is occupied. - correct_answer: B - question_score: '10' 9: - question_text: What will the diet app say if you have eaten 1600 calories today? code: |- chocolate = {ask} 'How many calories have you eaten today?' {while} calories <= 1000 @@ -3565,16 +1956,7 @@ levels: feedback: Yes! - option: You have eaten enough for today feedback: 'No' - hint: 1600 is between 1000 and 2000 - correct_answer: C - question_score: '10' 10: - question_text: 'What should be filled in in the blanks? Tip: the player with the most points is in the lead.' - code: |- - name_player_1 = {ask} 'Name player 1:' - name_player_2 = {ask} 'Name player 2:' - {while} points_player_1 > points_player_2 - {print} _ ' is in the lead right now!' mp_choice_options: - option: name_player_1 feedback: You are right! @@ -3584,105 +1966,20 @@ levels: feedback: You should fill in a name, not a number - option: points_player_2 feedback: You should fill in a name, not a number - hint: You win the game by having the most points. Your name should appear on the screen - correct_answer: A - question_score: '10' 16: - 1: - question_text: Which command should be filled in on the blanks to print a random snack? - code: |- - snacks = nachos, chips, cucumber, sweets - {print} _ - mp_choice_options: - - option: '`snacks {at} {random}`' - feedback: This is the old way. - - option: '`[{random} snack]`' - feedback: The order is wrong. - - option: '`snacks[{random}]`' - feedback: Correct - - option: '`snacks[{at} {random}]`' - feedback: We do not need `at`anymore - hint: We no longer use {at} - correct_answer: C - question_score: '10' 2: - question_text: What should be filled in on the blanks if you want a list of what chores are done by whom? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chores = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} _ - mp_choice_options: - - option: |- - ``` - friends[i] has to do chores [i] - ``` - feedback: Mind the spacing. - - option: |- - ``` - friends[1] has to do chores[1] - ``` - feedback: It will print 3 times that Wesley has to do the cooking - - option: |- - ``` - chores[i] ' has to do ' friends[random] - ``` - feedback: The person has to do the chore, not the other way around - - option: |- - ``` - friends[i] ' has to do ' chores[i] - ``` - feedback: Fantastic! - hint: '`i` tells us what item in the list it is. So friend 1 does chore 1 etc.' - correct_answer: D - question_score: '10' 3: - question_text: What is a possible output for this program? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chore = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} friends[i] has to do chores[i] - mp_choice_options: - - option: |- - ``` - Wesley has to do the cooking - Eric has to do the cleaning - Kaylee has to do nothing - ``` - feedback: Super! - - option: |- - ``` - Kaylee has to do the cooking - Wesley has to do the cleaning - Eric has to do nothing - ``` - feedback: No, it is not random. - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cleaning - Wesley has to do the nothing - ``` - feedback: Poor Wesley! - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cooking - Wesley has to do the cooking - ``` - feedback: That's not it - hint: It's not random... - correct_answer: A - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - friends = ['Jaylee', 'Erin', 'Fay'] - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 0 {to} 3 - print 'the lucky number of ' friends[i] - print 'is ' lucky_numbers[i] mp_choice_options: - option: The variable in line 4 should be 'friend[i]', not 'friends[i]' feedback: That is not right. @@ -3692,16 +1989,7 @@ levels: feedback: It's not a variable, it's just text. - option: '{in} in line 3 should be removed' feedback: That's not it - hint: There's nothing wrong with line 4 - correct_answer: B - question_score: '10' 5: - question_text: Which line should be filled in in the blank? - code: |- - animals = ['dog', 'cow', 'horse'] - _ - {for} i {in} {range} 1 {to} 3 - {print} 'the ' animals[i] ' says ' sounds[i] mp_choice_options: - option: noises = ['moo', 'woof', 'neigh'] feedback: Mind the variable name and the order of the sounds. @@ -3711,487 +1999,3 @@ levels: feedback: Don't forget the quotation marks! - option: sounds = ['woof', 'moo', 'neigh'] feedback: Great job! - hint: Look at line 1 to see proper use of brackets and quotation marks. - correct_answer: D - question_score: '10' - 6: - question_text: Which statement is true? - code: |- - people = ['Chris', 'Jaylino', 'Ryan'] - games = ['fortnite', 'minecraft', 'fifa'] - {for} o {in} {range} 1 {to} 3 - {print} people[o] ' likes ' games[o] - mp_choice_options: - - option: You are not allowed to use the variable o. It should be named i. - feedback: i is the most commonly used variable name in this case, but it's not mandatory to use i. - - option: The output will say that Jaylino likes fortnite. - feedback: No, he likes minecraft. - - option: The output will say that Ryan likes fifa - feedback: Correct - - option: This code will not work. It will give and error. - feedback: No, the code is correct. - hint: There is nothing wrong with this code. - correct_answer: C - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - people = ['Savi', 'Senna', 'Fayenne'] - transportation = ['bike', 'train', 'car'] - {for} i {in} {range} 1 {to} 3 - {print} people[i] goes to school by transportation[i] - mp_choice_options: - - option: Line 1 needs less quotation marks - feedback: That is not right. - - option: Line 3 should start with indentation - feedback: It should not! - - option: Line 4 should start without indentation - feedback: It should not - - option: Line 4 needs more quotation marks. - feedback: Amazing! - hint: There is a mistake made in the usage of quotation marks. - correct_answer: D - question_score: '10' - 8: - question_text: Which of these codes belongs to this output? - code: |- - Macy and Kate get to go first - Lionell and Raj get to go second - Kim and Leroy get to go third - mp_choice_options: - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 0 {to} 3 - {print} teams[random] ' get to go ' position[i] - ``` - feedback: This is not right - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: Amazing! - - option: |- - ``` - teams = ['Macy', 'Kate', 'Lionell', 'Raj', 'Kim', 'Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 6 - {print} teams[random] ' get to go ' position[random] - ``` - feedback: This is not it. - - option: |- - ``` - teams = ['Macy and Kate' 'Lionell and Raj' 'Kim and Leroy'] - position = ['first' 'second' 'third'] - {for} teams {in} {range} 0 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: This is not going to work! - hint: If you look carefully at the first line, you'll see that only the first two answers are possibly correct. - correct_answer: B - question_score: '10' - 9: - question_text: What is a possible output for this code? - code: |- - countries = ['Canada', 'Zimbabwe', 'New Zealand'] - {for} i {in} {range} 0 {to} 1 - {print} 'I will travel to ' countries[random] - mp_choice_options: - - option: |- - ``` - I will travel to Canada - I will travel to Canada - ``` - feedback: Great job! - - option: |- - ``` - I will travel to Canada - ``` - feedback: It will be repeated twice - - option: |- - ``` - I will travel to Canada, Zimbabwe and New Zealand - ``` - feedback: This is not it. - - option: |- - ``` - I will travel to Canada - I will travel to Zimbabwe - I will travel to New Zealand - ``` - feedback: It's only repeated twice - hint: Range 0 to 1 is 2 times - correct_answer: A - question_score: '10' - 10: - question_text: Which 3 lines will complete this code correctly? - code: |- - {print} 'The book raffle will start soon' - {print} 'Get your tickets now!' - books = ['Narnia', 'The Hobbit', 'Oliver Twist', 'Harry Potter', 'Green eggs and ham'] - people = {ask} 'How many raffle tickets are sold?' - list_of_numbers = [1, 2] - {for} i {in} {range} 3 {to} people - {add} i {to} list_of_numbers - {for} i {in} {range} 1 {to} 5 - mp_choice_options: - - option: |- - ``` - chosen_number = list_of_numbers at random - print books[i] ' will go to person number ' chosen_number - {add} chosen_number {to} list_of_numbers - ``` - feedback: Almost there... but adding the winner to the list makes this raffle unfair - - option: |- - ``` - print person[i] ' wins ' book[i] - ``` - feedback: There is no list called 'person' - - option: |- - ``` - chosen_number = list_of_numbers[people] - print books[people] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: This is not it. - - option: |- - ``` - chosen_number = list_of_numbers[random] - print books[i] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: Fantastic! - hint: You need to use the {remove} command - correct_answer: D - question_score: '10' - 17: - 1: - question_text: What is the output of this code? - code: |- - minions = ['Bob', 'Kevin', 'Stuart'] - {for} x in minions: - {print} x - mp_choice_options: - - option: |- - ``` - m i n i o n s - ``` - feedback: This is not it. - - option: |- - ``` - Bob - Kevin - Stuart - ``` - feedback: Correct! - - option: |- - ``` - minions - minions - minions - ``` - feedback: Take a look at the content of your list. - - option: |- - ``` - B o b K e v i n S t u a r t - ``` - feedback: Do not loop through the letters. - hint: Loop through your list. - correct_answer: B - question_score: '10' - 2: - question_text: What is wrong with this code? - code: |- - seconds_minute = 60 - minute_hour = 60 - hour_day = 24 - leap_year = 366 - no_leap_year = 365 - years = ask 'what year is it?' - {if} years = 2024: - print seconds_minute * minute_hour * hour_day * leap_year - {else}: - print seconds_minute * minute_hour * hour_day * noleap_year - mp_choice_options: - - option: You cannot have so many variables. - feedback: This is not it. - - option: The way the variables are multiplied is incorrect. - feedback: Not true! - - option: One of the variables `noleap_year` does not belong with the `{if}` statement. - feedback: Keep looking for the mistake. - - option: The `noleap_year` has to be identical in both cases. - feedback: Correct! - hint: Read the code carefully. - correct_answer: D - question_score: '10' - 3: - question_text: How many hedgehogs will this code print? - code: |- - {for} x in range 1 to 3: - {for} y in range 1 to 2: - {print} 🦔 - mp_choice_options: - - option: |- - ``` - 🦔 - 🦔 - 🦔 - ``` - feedback: Try again. - - option: |- - ``` - 🦔 - 🦔 - ``` - feedback: One more try. - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: Well done! - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating. - correct_answer: C - question_score: '10' - 4: - question_text: What is wrong with code? - code: |- - name_color = {ask} 'What is your favorite color?' - {if} name_color == 'red': - {print} 'the color of a tomato' - {elif} name_color == 'green': - {print} 'the color of an apple' - {elif} name_color == 'blue': - {print} 'the color of a blueberry' - {elif} name_color == 'yellow': - {print} 'the color of a banana' - {elif}: - {print} 'this fruit-color does not exist' - mp_choice_options: - - option: The first `{elif}` should be used before the `print` command - feedback: Try again. - - option: '`{elif}` can only be used once' - feedback: From now on we can use elif multiple times. - - option: '`==` used with `{elif}` should be replaced by `=`' - feedback: Not correct. - - option: '`{elif}` in the last line should be replaced by `{else}`' - feedback: Great! - hint: Think about `{if}`, `{elif}`, `{else}`. - correct_answer: D - question_score: '10' - 5: - question_text: What is the output of this code? - code: |- - numbers = [7, 19, 29, 41, 53, 71, 79, 97] - {for} prime in numbers: - {if} prime <= 10: - {print} prime - {elif} prime >= 60: - {print} prime - {elif} prime >= 90: - {print} prime - {else}: - {print} 'another number' - mp_choice_options: - - option: |- - ``` - 7 - another number - another number - another number - another number - 71 - 79 - 97 - ``` - feedback: Well done! - - option: |- - ``` - another number - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: Try again. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - another number - ``` - feedback: One more try. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating and the values of if and elif. - correct_answer: A - question_score: '10' - 6: - question_text: What is wrong with code? - code: |- - name = {ask} 'What is your name?' - {if} name == 'Hedy': - password = {ask} 'What is your password?' - {if} password =='turtle123': - {print} 'Yey' - {else}: - {print} 'Access denied' - {else}: - {print} 'Go fish' - mp_choice_options: - - option: '`{elif}` is missing.' - feedback: Try again. - - option: '`{else}` can only be used once.' - feedback: From now on we can use elif multiple times. - - option: Nothing! - feedback: There is a mistake. Look carefully! - - option: There is an indentation mistake in the last line. - feedback: Amazing! - hint: There is a mistake somewhere... - correct_answer: D - question_score: '10' - 7: - question_text: Which of the following codes will print five times 'the result is 3' on the screen? - mp_choice_options: - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - result = n * 1 - {print} 'The result is ' result - ``` - feedback: Try again! - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} u in numbers: - number = u - {print} 'The result is ' number - ``` - feedback: That is not it. - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} number in numbers: - number = 3 - {print} 'The result is ' number - ``` - feedback: Very good! - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - n = result - {print} 'The result is ' result - ``` - feedback: That is not it. - hint: Think about mathematical symbols. - correct_answer: C - question_score: '10' - 8: - question_text: What is wrong with code? - code: |- - insects = ['🐝', '🦋', '🕷', '🐞'] - your_favorite = {ask} 'what is your favorite insect?' - {for} insect in insects: - {if} your_favorite == '🐝' {or} your_favorite == '🐞': - {print} 'very useful' - {elif} your_favorite == '🕷': - {print} 'it can catch mosquitoes' - {else}: - {print} 'almost all insects can be useful one way or another' - mp_choice_options: - - option: '`{or}` cannot be used with `{if}`.' - feedback: Try again. - - option: In the `{for}` command `insect` should be `insects`. - feedback: Not true. - - option: Nothing! - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 9: - question_text: Which one of the codes below gave this output? - code: |- - -5 is negative - -4 is negative - -3 is negative - -2 is negative - -1 is negative - 0 is positive - 1 is positive - 2 is positive - 3 is positive - mp_choice_options: - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Try again! - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number <= 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - - option: "```\n {for} number in range -5 to 3:\n {if} number >= 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Very good! - - option: "```\n {for} number in range -5 to 3:\n {if} number < 0: \n {print} number ' is positive'\n {elif} number <=0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 10: - question_text: What is wrong with this code? - code: |- - {for} number in range 1 to 5: - volume_room = num * num * num - {print} volume_room ' cubic meters' - {if} volume_room > 100: - {print} 'this is a large room' - {elif} volume_room < 100: - {print} 'small room but cosy' - {else}: - {print} 'i will look for something else' - mp_choice_options: - - option: The word num needs quotation marks. - feedback: Try again. - - option: The `{if}` command is not used correctly. - feedback: Not true. - - option: Line 3 should be `volume_room = number * number * number`. - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' diff --git a/content/quizzes/pt_PT.yaml b/content/quizzes/pt_PT.yaml index 39f620cc593..d51f1f898da 100644 --- a/content/quizzes/pt_PT.yaml +++ b/content/quizzes/pt_PT.yaml @@ -12,8 +12,6 @@ levels: - option: Heidi feedback: Não é esta! hint: Chama-se assim em homenagem a Hedy Lamarr. - correct_answer: A - question_score: '10' 2: question_text: O que tem que ser preenchido nos espaços em branco para fazer aparecer o texto Olá! ? code: _ Olá! @@ -31,8 +29,6 @@ levels: `{ask}` feedback: Com `{ask}`, podes fazer uma pergunta. hint: _ Olá mundo! - correct_answer: B - question_score: '10' 3: question_text: Como é que perguntas a alguém qual é a sua cor favorita? mp_choice_options: @@ -57,8 +53,6 @@ levels: ``` feedback: '`{echo}` repete a tua resposta de volta para ti.' hint: Podes perguntar alguma coisa com o comando `{ask}` - correct_answer: C - question_score: '10' 4: question_text: O que é que está errado neste código? code: |- @@ -75,8 +69,6 @@ levels: - option: Nada! Este é um código perfeito! feedback: Errado, olha com atenção! hint: A linha 1 não parece correcta - correct_answer: A - question_score: '10' 5: question_text: Que comando falta na linha 2? code: |- @@ -96,8 +88,6 @@ levels: `{echo}` feedback: Na mira! hint: Queres ver a resposta no final da linha 2... - correct_answer: D - question_score: '10' 6: question_text: O que está errado com este código? code: |- @@ -115,8 +105,6 @@ levels: - option: Na linha 4, `{print}` está escrito incorrectamente. feedback: Não, há um erro noutro lugar hint: Verifica os comandos de `{print}`. - correct_answer: B - question_score: '10' 7: question_text: O que está errado com este código? code: |- @@ -134,8 +122,6 @@ levels: - option: Nada! Este código é perfeito! feedback: Correcto! hint: Verifica o código linha por linha - correct_answer: D - question_score: '10' 8: question_text: Como se usa o comando `{echo}`? mp_choice_options: @@ -148,8 +134,6 @@ levels: - option: Podes usá-lo para fazer o texto desaparecer. feedback: Isso não está certo... hint: '`{echo}` é usado depois do comando `{ask}` .' - correct_answer: C - question_score: '10' 9: question_text: O que está errado com este código? code: |- @@ -166,8 +150,6 @@ levels: - option: Nada. Este é um código perfeito! feedback: Olha atentamente para o erro... hint: '`{ask}` permite que faças uma pergunta' - correct_answer: B - question_score: '10' 10: question_text: Qual será o output no teu ecrã de output depois de correr o código? code: |- @@ -188,8 +170,6 @@ levels: Sim! feedback: Há dois comandos `{echo}` hint: Vamos lá! - correct_answer: B - question_score: '10' 2: 1: question_text: Qual afirmação é verdadeira? @@ -203,8 +183,6 @@ levels: - option: Com o comando `{sleep}` podes fazer texto desaparecer do ecrã feedback: Assim não é como o comando `{sleep}` funciona. hint: '`{print}` continua a funcionar da mesma forma como no nível 1.' - correct_answer: C - question_score: '10' 2: question_text: Qual é o código correcto? mp_choice_options: @@ -229,8 +207,6 @@ levels: ``` feedback: As palavras estão correctas, a ordem é que não! hint: '`{ask}` não funciona como no nível 1' - correct_answer: A - question_score: '10' 3: question_text: O que aparece no teu ecrã de output quando corres o código? code: |- @@ -246,8 +222,6 @@ levels: - option: Maria vai ao mercado e Maria compra uma maçã. feedback: Ela não é substituída pelo nome hint: A palavra nome é substituída por Maria - correct_answer: C - question_score: '10' 4: question_text: O que verás no ecrã de output quando correres este código? code: |- @@ -263,8 +237,6 @@ levels: - option: Olá o meu Hedy é Hedy feedback: Correcto, este erro vai ser corrigido no nível 4! hint: '''nome'' está a ser substituído por ''Hedy'' em ambos lugares' - correct_answer: D - question_score: '10' 5: question_text: O que acontece quando usas o comando `{sleep}`? mp_choice_options: @@ -277,8 +249,6 @@ levels: - option: Coloca-lo no fim para que a Hedy saiba que o programa terminou feedback: Não, seria inútil no fim do código hint: O computador espera por um segundo no comando `{sleep}` - correct_answer: C - question_score: '10' 6: question_text: O que deveria estar nas linhas? code: |- @@ -299,8 +269,6 @@ levels: `{ask}` feedback: Não existe nenhuma pergunta para ser feita ali hint: Pausa para efeitos dramáticos... - correct_answer: A - question_score: '10' 7: question_text: Que comando deve ser usado na linha 2? code: |- @@ -329,8 +297,6 @@ levels: ``` feedback: Usando o número 3 estás a facilitar a tua vida hint: Tu queres que o computador espere 3 segundos - correct_answer: B - question_score: '10' 8: question_text: Como tornarias a primeira linha de código correcta? code: |- @@ -358,8 +324,6 @@ levels: ``` feedback: Onde está o comando `{ask}` ? hint: A variável nome deveria aparecer primeiro - correct_answer: C - question_score: '10' 9: question_text: O que está errado neste código? code: |- @@ -375,8 +339,6 @@ levels: - option: 'A linha 2 deveria dizer: `{sleep}`Eu amo animais' feedback: Sleep não é usado para `{print}` texto hint: Tu queres `{print}` 'Eu amo cães' - correct_answer: B - question_score: '10' 10: question_text: Qual comando deveria ser usado na linha 1? code: |- @@ -406,8 +368,6 @@ levels: ``` feedback: Está correcto! hint: Tu queres `{ask}` uma pergunta - correct_answer: D - question_score: '10' 3: 1: question_text: Que comando(s) usas para deixar a Hedy escolher alguma coisa arbitrariamente? @@ -425,8 +385,6 @@ levels: `{at} {random}` feedback: Correcto! hint: Arbitrário significa sem plano ou aleatório. - correct_answer: D - question_score: '10' 2: question_text: O que é que está errado com este código? code: |- @@ -442,8 +400,6 @@ levels: - option: '`{at} {random}` está escrito incorrectamente' feedback: '`{at} {random}` está escrito correctamente' hint: Há algo de errado com a linha 1 - correct_answer: A - question_score: '10' 3: question_text: How do you fix the mistake in line 2 of this code? code: |- @@ -468,128 +424,13 @@ levels: - option: Nada, o código está correcto! feedback: Olha com atenção para os erros hint: A variável (lista) é chamada de opções. - correct_answer: C - question_score: '10' - 4: - question_text: What should change in line 2 to print a random price? - code: |- - prices {is} 1 dollar, 100 dollar, 1 million dollar - {print} price {at} {random} - mp_choice_options: - - option: |- - ``` - {print} price - ``` - feedback: You don't want to `{print}` the word price, but you want to `{print}` one price out of your list `{at} {random}` - - option: |- - ``` - {print} prices {at} {random} - ``` - feedback: Great! You've really paid attention. - - option: |- - ``` - {print} {at} {random} price - ``` - feedback: '`{at} {random}` is placed behind the variable.' - - option: Nothing, this code is alright. - feedback: Look carefully for the mistake you missed! - hint: The variable name is prices - correct_answer: B - question_score: '10' - 5: - question_text: What is wrong in this code? - code: |- - question {is} {ask} What do you want to know? - {print} question - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 1 needs to say `{print}` instead of `{ask}` - feedback: No, that's not wrong. - - option: Line 2 needs to say `{ask}` instead of `{print}` - feedback: No that's not wrong. - - option: Line 2 needs to say answers `{at} {random}` `{is}` yes, no, maybe - feedback: No, that's not wrong. - - option: Nothing, this code is perfect - feedback: That's right! - hint: Does this code even have a mistake? - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 2 needs to say question instead of answers - feedback: No that's not right - - option: Line 2 needs the `{is}` command - feedback: Correct - - option: Line 3 needs to say answer instead of answers - feedback: No the variable's called answers - - option: Nothing! This code is great! - feedback: Actually, line 2 has a mistake. - hint: There is something wrong with line 2. - correct_answer: B - question_score: '10' - 7: - question_text: What does the `{add}` command do? - code: |- - books {is} Harry Potter, The Hobbit, Green Eggs and Ham - your_book {is} {ask} What is your favorite book? - {add} your_book {to} books - {print} books {at} {random} - mp_choice_options: - - option: The `{add}` command removes a random book from the list - feedback: The remove command removes, the add command adds - - option: The `{add}` command adds a random book to a list - feedback: It doesn't. It adds your answer to the list! - - option: The `{add}` command adds your favorite book to the list - feedback: Correct! - - option: The `{add}` command prints your favorite book. - feedback: No, it adds your favorite book to the list - hint: The `{add}` command adds a book, but which one? - correct_answer: C - question_score: '10' - 8: - question_text: What is the output of this code? - code: |- - crisps {is} sea salt, paprika, sour cream - {remove} sea salt {from} crisps - {remove} paprika {from} crisps - {print} crisps {at} {random} - mp_choice_options: - - option: You can't tell, because Hedy will `{print}` one of the 3 flavors `{at} {random}` - feedback: Take a look at the `{remove}` commands - - option: sea salt - feedback: sea salt is removed from the list - - option: paprika - feedback: Paprika is removed from the list - - option: sour cream - feedback: That's right! - hint: There are 3 flavors, bit 2 are removed. Which one remains? - correct_answer: D - question_score: '10' 9: - question_text: What's wrong with this code? code: |- colors {is} blue, purple, green chosen_color {is} {ask} Which haircolor wouldn't your like to have? {remove} chosen_color {from} colors {print} I will dye my hair color {at} {random} - mp_choice_options: - - option: 'Line 3 should say: `{remove}` blue `{from}` colors' - feedback: Maybe you want blue hair though! - - option: Line 3 should have an `{add}` command instead of a `{remove}` command - feedback: You want to remove the chosen color so `{remove}` is right. - - option: In line 4 the variable should be called colors instead of color - feedback: Great job! - - option: Nothing, this is a correct code! - feedback: Find the mistake! hint: Look at line 3 - correct_answer: C - question_score: '10' 10: question_text: What should be on the _?_? code: |- @@ -620,8 +461,6 @@ levels: ``` feedback: This increased the change that the person who walked yesterday now has to do it again. That's mean. hint: The person who walked the dog yesterday should be removed from the list. - correct_answer: A - question_score: '10' 4: 1: question_text: Which of these is true? @@ -634,11 +473,7 @@ levels: feedback: '`{at} {random}` still works' - option: '`{at} {random}` now needs quotation marks' feedback: No, but 2 other commands do. - hint: In level 4 you need quotation marks for 2 commands. - correct_answer: A - question_score: '10' 2: - question_text: Which code uses the proper quotation marks? mp_choice_options: - option: |- ``` @@ -660,11 +495,7 @@ levels: {print} ,hello, ``` feedback: This is a comma, you need quotation marks. - hint: Pick the right quotation marks. - correct_answer: B - question_score: '10' 3: - question_text: Where are the quotation marks used correctly? mp_choice_options: - option: |- ``` @@ -686,28 +517,7 @@ levels: {print} 'Hi Im Hedy' ``` feedback: Perfect! - hint: Both before and after the words you want to print should be a quotation mark. - correct_answer: D - question_score: '10' - 4: - question_text: Which statement is true? - mp_choice_options: - - option: 'You need quotation marks around the word `{print}`, like this: `''{print}''`.' - feedback: The quotation marks shouldn't be around the command itself. - - option: You need quotation marks around the words you want to print. - feedback: Super! - - option: You do not need quotation marks when using the `{ask}` command - feedback: Both `{print}` and `{ask}` require quotation marks - - option: You can choose yourself whether to use quotation marks or not. - feedback: Unfortunately, Hedy is stricter than that. - hint: From level 4 on you need to use quotation marks. - correct_answer: B - question_score: '10' 5: - question_text: What has to be changed in order for the game to work? - code: |- - options {is} rock, paper, scissors - {print} 'options {at} {random}' mp_choice_options: - option: |- ``` @@ -726,89 +536,9 @@ levels: feedback: That's right - option: Nothing, the game already works! feedback: Look carefully. There is an error. - hint: You don't want Hedy to literally print 'options {at} {random}', you want it to print 'rock' or 'paper' or 'scissors'. - correct_answer: C - question_score: '10' 6: - question_text: What would be a good next line in this code? - code: prices {is} 1 dollar, 100 dollars, 1 million dollars - mp_choice_options: - - option: |- - ``` - {print} 'You win...' prices {at} {random} - ``` - feedback: Great! You get it! - - option: |- - ``` - {print} You win... 'prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}' - - option: |- - ``` - {print} You win... prices {at} {random} - ``` - feedback: You need some quotation marks! - - option: |- - ``` - {print} 'You win... prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}'' hint: 'Toma o teu tempo para pensar: o que é uma variável e deve estar fora das aspas? E que palavras deveriam estar dentro?' - correct_answer: A - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: Correct! - - option: Quotation marks are missing in line 2 - feedback: A variable doesn't need quotes - - option: Quotation marks are missing in line 3 - feedback: You don't want Hedy to literally print 'answers {at} {random}' so no quotation marks needed here! - - option: Nothing, this code is good as is! - feedback: Look carefully. You missed a mistake! - hint: Check each line on whether they'd need quotation marks or not. - correct_answer: A - question_score: '10' - 8: - question_text: What would be a good next line for this code? - code: |- - {print} 'Welcome at the money show!' - {print} 'In front of you are 3 doors' - door {is} {ask} 'Which door do you choose?' - mp_choice_options: - - option: |- - ``` - {print} So you pick door door - ``` - feedback: We need quotation marks - - option: |- - ``` - {print} 'So you pick ' door door - ``` - feedback: If the player chooses door 3, Hedy will say 'So you pick 3 3 - - option: |- - ``` - {print} 'So you pick door ' door - ``` - feedback: Super! - - option: |- - ``` - {print} 'So you pick door door' - ``` - feedback: Hedy will literally print 'So you pick door door - hint: The second word door should be replaced with the number, the first should still be the word door... - correct_answer: C - question_score: '10' 9: - question_text: What will never appear in your output screen? - code: |- - clubs {is} Real Madrid, Bayern Munchen, Manchester United, Ajax - {print} clubs {at} {random} ' is going the win the champions league' mp_choice_options: - option: Ajax is going to win the champions league feedback: Hedy could `{print}` that @@ -818,27 +548,6 @@ levels: feedback: Hedy could `{print}` that - option: FC Barcelona is going to win the champions league feedback: That's right. It's not in the list - hint: What are Hedy's options to randomly pick from? - correct_answer: D - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - people {is} mom, dad, Emma, Sophie - {print} The dishes are done by... - {print} people {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: A list doesn't need quotation marks - - option: Quotation marks are missing in line 2 - feedback: Correct - - option: Quotation marks are missing in both line 2 and 3 - feedback: Line 3 doesn't need quotation marks because it's not printed literally - - option: Nothing, this code has no mistakes - feedback: You missed one! - hint: One line needs quotation marks, because you want it to be printed literally. - correct_answer: B - question_score: '10' 5: 1: question_text: What is true? @@ -856,8 +565,6 @@ levels: - option: In level 5 `{ask}` and `{print}` work the same as in level 4 feedback: Correct! hint: Qual vai junto com o comando `{if}` ? - correct_answer: D - question_score: '10' 2: question_text: O que aparece no teu ecrã de output quando escreves o nome Hedy? code: |- @@ -873,8 +580,6 @@ levels: - option: Error feedback: Infelizmente não! hint: '`{if}` nome `{is}` Hedy `{print}` ...?' - correct_answer: A - question_score: '10' 3: question_text: Qual é a password correcta? code: |- @@ -891,14 +596,7 @@ levels: - option: ALARME INTRUSO feedback: Isto é impresso quando escreves a password incorrecta! hint: '`{if}` password `{is}` ... `{print}` ''Correct!''!''' - correct_answer: B - question_score: '10' 4: - question_text: What does Hedy print when you type in the wrong password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' mp_choice_options: - option: Correcto feedback: That's printed if the correct answer is given, not the wrong one... @@ -908,15 +606,7 @@ levels: feedback: No, this is not what Hedy will print - option: ALARME! INTRUSO! feedback: Great job! - hint: Your computer will sound the alarm for intruders! - correct_answer: D - question_score: '10' 5: - question_text: Why will Hedy say 'ALARM! INTRUDER' when you type in 'secret'? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' mp_choice_options: - option: Por precisa de ser em maiúsculas, SEGREDO feedback: Indeed! @@ -926,9 +616,6 @@ levels: feedback: That's not how you spell secret - option: Porque Hedy cometeu um erro feedback: No, Hedy is right - hint: The spelling of the word has to be exactly the same. - correct_answer: A - question_score: '10' 6: question_text: Which word should be on the place of the question mark in the last line? code: |- @@ -937,30 +624,6 @@ levels: club is {ask} 'Which club is your favorite?' {if} club {is} ajax {print} 'Ajax is going to win of course!' _?_ {print} 'Sorry, your club is gonna be in last place...' - mp_choice_options: - - option: |- - ``` - {if} - ``` - feedback: '`{if}` is already in the line above' - - option: |- - ``` - {at} {random} - ``` - feedback: No, you need `{else}`. - - option: |- - ``` - {else} - ``` - feedback: Great! - - option: |- - ``` - {print} - ``` - feedback: '`{print}` is already there, we need a word before it!' - hint: '`{if}` goes together with...?' - correct_answer: C - question_score: '10' 7: question_text: Which word should be in the place of the question mark? code: |- @@ -981,9 +644,6 @@ levels: - option: |- `{print}` feedback: Awesome! - hint: After `{else}` a `{print}` command follows - correct_answer: D - question_score: '10' 8: question_text: Which word should be on the place of the question mark? code: |- @@ -1007,18 +667,7 @@ levels: - option: |- `{print}` feedback: No, that's not it. - hint: What the variable name? - correct_answer: B - question_score: '10' 9: - question_text: Which door should you choose to escape?? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} mp_choice_options: - option: '1' feedback: Bad choice! You're being eaten @@ -1028,18 +677,7 @@ levels: feedback: Bad choice! You're being eaten. - option: É uma armadilha, vais sempre ser comido! feedback: Luckily not! - hint: One of the doors will keep you safe.. - correct_answer: B - question_score: '10' 10: - question_text: Which monster is standing behind door 1? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} mp_choice_options: - option: Hedy escolhe um monstro aleatório todas as vezes. feedback: Awesome! @@ -1049,25 +687,7 @@ levels: feedback: Not always... - option: aranha gigante feedback: Not always... - hint: Mind the last 3 words... monsters `{at} {random}`... - correct_answer: A - question_score: '10' 6: - 1: - question_text: What's Hedy's output when you run this code? - code: '{print} 2*10' - mp_choice_options: - - option: '20' - feedback: Correct! - - option: '12' - feedback: No, the plus sign is used in addition - - option: 2*10 - feedback: No, Hedy will calculate the answer - - option: '210' - feedback: Mind it's a calculation. - hint: The `*` is used as a multiplication sign - correct_answer: A - question_score: '10' 2: question_text: Which sign do you use for an addition? mp_choice_options: @@ -1079,12 +699,7 @@ levels: feedback: That's not it - option: '`+`' feedback: Correct! - hint: It's the plus sign. - correct_answer: D - question_score: '10' 3: - question_text: What's Hedy's output when you run this code? - code: '{print} ''3*10''' mp_choice_options: - option: '30' feedback: This would be the right answer if there were no quotation marks. @@ -1094,16 +709,7 @@ levels: feedback: Correct! There are quotation marks, so Hedy will print it literally. - option: Nada, Hedy mostrará uma mensagem de erro. feedback: No, Hedy will print it literally. - hint: Mind the quotation marks!! - correct_answer: C - question_score: '10' 4: - question_text: Kim is 10 years old. What will Hedy print for her? - code: |- - name = {ask} 'How many letters are in your name?' - age = {ask} 'How old are you?' - luckynumber = name*age - {print} 'Your lucky number is...' luckynumber mp_choice_options: - option: '30' feedback: Mind, Hedy also prints 'Your lucky number is...' @@ -1113,16 +719,7 @@ levels: feedback: That's right! - option: O teu número da sorte é... 10 feedback: Her lucky number is name times age... - hint: 'Kim has 3 letters, she is 10 years old so: letters times age = 3*10 = 30.' - correct_answer: C - question_score: '10' 5: - question_text: If 5 people eat at this restaurant, how much do they have to pay in total? - code: |- - {print} 'Welcome to Hedys!' - people = {ask} 'How many people are eating with us tonight?' - price = people * 10 - {print} 'That will be ' price 'dollar please' mp_choice_options: - option: 5 euros feedback: Unfortunately, it's not that cheap. @@ -1132,17 +729,8 @@ levels: feedback: The * means multiplication. - option: 50 euros feedback: Great! - hint: '`price` `is` `people` `times` 10' - correct_answer: D - question_score: '10' 6: question_text: How much does a hamburger cost is this virtual restaurant? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = 15 - {if} food {is} fries price = 6 mp_choice_options: - option: 15 euros feedback: Super! @@ -1152,21 +740,7 @@ levels: feedback: The hamburger isn't free! - option: 21 euros feedback: That's the price for a hamburger and fries! - hint: Mind the fourth line. - correct_answer: A - question_score: '10' 7: - question_text: Why does line 7 say 'price is price + 3' instead of 'price is 3'? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = price + 15 - {if} food {is} fries price = price + 6 - drinks is {ask} 'What would you like to drink?' - {if} drinks {is} coke price = price + 3 - {if} drinks {is} water price = price + 1 - {print} price ' dollars please' mp_choice_options: - option: Também poderia ter sido `price = 3` . feedback: No, that's not true. Hedy needs to add 3 dollars to the total. @@ -1176,16 +750,7 @@ levels: feedback: That's right! - option: Porque o preço é de 0 euros para começar. feedback: That's true, but not the reason - hint: The price shouldn't be 3, but 3 dollars more than it already was - correct_answer: C - question_score: '10' 8: - question_text: Why is this code incorrect? - code: |- - correct answer = 3*12 - answer = {ask} 'What is 3 times 12?' - {if} answer {is} correct answer {print} 'Good job!' - {else} {print} 'No... It was ' correct answer mp_choice_options: - option: Não deveriam existir aspas na linha 2 feedback: No, there should be! @@ -1195,11 +760,7 @@ levels: feedback: No, that's not true. - option: A variável na linha 2 não pode ser chamada de resposta, porque é demasiado parecida com a variável resposta correcta. feedback: Os nomes das variáveis podem ser parecidos, mas não podem ser duas palavras... - hint: Inspect what the variables are called. - correct_answer: B - question_score: '10' 9: - question_text: Imagine you love football a 10, you've eaten 2 bananas and have washed your hands 3 times today. How smart does the silly fortune teller think you are? code: |- {print} 'Eu sou a Hedy a cartomante tonta ' {print} 'Eu vou prever o quão inteligente és!' @@ -1218,11 +779,7 @@ levels: feedback: Íncrivel! Tu és 100 por cento esperto! - option: 100% feedback: (2 bananas + 3 higiene) * 10 fútebol = 5*10 =? - hint: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - correct_answer: C - question_score: '10' 10: - question_text: Which statement is true? code: |- nome _ Hedy {print} nome 'está a passear pela floresta' @@ -1235,12 +792,8 @@ levels: feedback: No, one `=` sign is enough - option: Só podes usar o sinal `=` quando estás a trabalhar com números, não com palavras. feedback: You can also use `=` with words. - hint: '`{is}` and `=` are both allowed' - correct_answer: B - question_score: '10' 7: 1: - question_text: How many lines can you repeat at once with the repeat command at this level? mp_choice_options: - option: '0' feedback: No you can repeat a line. @@ -1251,54 +804,9 @@ levels: - option: infinite feedback: In this level you can only repeat one line at a time hint: You can only repeat 1 line at a time - correct_answer: B - question_score: '10' 2: - question_text: Which code is right? - mp_choice_options: - - option: |- - ``` - {print} 100 {times} 'hello' - ``` - feedback: '`{repeat}` 100 `{times}` `{print}` ''hello''' - - option: |- - ``` - {print} {repeat} 100 {times} 'hello' - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 'hello' 100 {times} - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 100 {times} {print} 'hello' - ``` - feedback: That's right! hint: First the repeat command, then the `{print}` command - correct_answer: D - question_score: '10' - 3: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} ''Hello!''' - mp_choice_options: - - option: Right - feedback: No, a word is missing - - option: Wrong, the word `{repeat}` is missing - feedback: The word `{repeat}` is there, another word is missing - - option: Wrong, the word `{times}` is missing - feedback: The word `{times}` is there, another word is missing. - - option: Wrong, the word `{print}` is missing - feedback: Correct - hint: 'It should be: `{repeat}` 100 `{times}` `{print}` ''Hello''' - correct_answer: D - question_score: '10' 4: - question_text: Which word is wrong in the code? - code: |- - {print} 'I'm blue' - {repeat} 7 {times} {print} 'da ba dee, da ba da' mp_choice_options: - option: |- ``` @@ -1321,24 +829,7 @@ levels: ``` feedback: '`{times}` is spelled correctly' hint: I'm is wrong, you can't use apostrophes - correct_answer: A - question_score: '10' - 5: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} {print} ''Hedy is awesome!''' - mp_choice_options: - - option: Correct - feedback: That's right! - - option: Wrong - feedback: That's not it - hint: The code is correct! - correct_answer: A - question_score: '10' 6: - question_text: What will be the output from this code? - code: |- - {print} 'The wheels on the bus go' - {repeat} 3 {times} {print} ' round and round' mp_choice_options: - option: |- the wheels on the bus go @@ -1364,14 +855,7 @@ levels: round and round round and round feedback: All though the town! Perfect! - hint: Only 'round and round' is repeated 3 times. - correct_answer: D - question_score: '10' 7: - question_text: What will be the output from this code? - code: |- - {repeat} 2 {times} {print} 'We will' - {print} 'ROCK YOU!' mp_choice_options: - option: |- We will We will @@ -1392,17 +876,8 @@ levels: We will ROCK YOU! feedback: Mind the repeat command - hint: Mind the `{repeat}` command. - correct_answer: B - question_score: '10' 8: question_text: Qual código em Hedy pertence a este output? - code: |- - Here comes the sun - Do do do do - Here comes the sun - And I say - Its alright mp_choice_options: - option: |- ``` @@ -1436,8 +911,6 @@ levels: ``` feedback: Dit is niet de juiste volgorde.. hint: '`{repeat}` kan alleen worden gebruikt als je dezelfde regel meerdere keren achter elkaar wil uitvoeren.' - correct_answer: A - question_score: '10' 9: question_text: Welke Hedy code hoort bij dit resultaat ? code: |- @@ -1481,15 +954,8 @@ levels: ``` feedback: Perfect hint: '''Help !'' wordt 3x herhaald.' - correct_answer: D - question_score: '10' 10: question_text: What Hedy code belongs to this output? - code: |- - if youre happy and you know it clap your hands - if youre happy and you know it clap your hands - if youre happy and you know it and you really want to show it - if youre happy and you know it clap your hands mp_choice_options: - option: |- ``` @@ -1519,46 +985,8 @@ levels: {print} 'clap your hands' ``` feedback: This is not in the right order. - hint: Mind the order of the sentences. - correct_answer: B - question_score: '10' 8: - 1: - question_text: Which output will be produced by this code? - code: |- - {repeat} 2 {times} - {print} 'Hello' - {print} 'Im Hedy!' - mp_choice_options: - - option: |- - Hello - Im Hedy! - feedback: Everything is printed twice. - - option: |- - Hello - Hello - Im Hedy - feedback: The second line is repeated twice as well. - - option: |- - Hello - Im Hedy! - Hello - Im Hedy! - feedback: Super! - - option: |- - Hello - Hello - Im Hedy! - Im Hedy! - feedback: Everything is printed twice - hint: Both lines are repeated twice. - correct_answer: C - question_score: '10' 2: - question_text: What is wrong with this code? - code: |- - {repeat} 5 {times} - {print} 'Hedy is cool!' mp_choice_options: - option: This should be only one line, not 2. feedback: No it should be 2 lines. @@ -1568,15 +996,7 @@ levels: feedback: Nee, repeat is de goede spelling - option: The second line need to start with 4 spaces as indentation. feedback: Correct! - hint: Something is missing in the second line? - correct_answer: D - question_score: '10' 3: - question_text: What output will be produced when you run this program? - code: |- - {repeat} 3 {times} - {print} 'Baby shark tututudutudu' - {print} 'Baby shark' mp_choice_options: - option: |- Baby shark tututudutudu @@ -1603,10 +1023,7 @@ levels: Baby shark feedback: O que é que está sendo repetido e o que não? hint: O que é que está sendo repetido e o que não? - correct_answer: C - question_score: '10' 4: - question_text: Which output is correct? code: |- {print} 'The children went:' {repeat} 2 {times} @@ -1638,15 +1055,7 @@ levels: Yay! Were going on holiday! feedback: The last line is repeated too. - hint: The block under the `{repeat}` command is repeated twice. - correct_answer: B - question_score: '10' 5: - question_text: What is wrong with this code? - code: |- - end = {ask} 'Do you want a happy or a sad ending?' - {if} end {is} happy {print} 'They lived happily ever after' - {else} {print} 'The world exploded. The end.' mp_choice_options: - option: The `{print}` commands on the last two lines should start on new lines en start with 4 spaces. feedback: That's right! @@ -1656,44 +1065,7 @@ levels: feedback: That's not true - option: '`{ask}` is no longer a command' feedback: That's not true - hint: Something is wrong with indentation - correct_answer: A - question_score: '10' - 6: - question_text: What will be the output of this code when we enter pancakes? - code: |- - {print} 'Welcome to restaurant Hedy' - {repeat} 2 {times} - food {is} {ask} 'What do you want to eat?' - {print} food - mp_choice_options: - - option: |- - Welcome to restaurant Hedy - Pancakes - feedback: There is no repetition in this answer. - - option: |- - Welcome to restaurant Hedy - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: This answer also repeats the welcome message - - option: |- - Welcome to restaurant Hedy - What do you want to eat? - What do you want to eat? - Pancakes - Pancakes - feedback: Almost! But look at the question, it is not repeated. - - option: |- - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: Well done! - hint: The first sentence and question will not be repeated - correct_answer: D - question_score: '10' 7: - question_text: What is wrong with this code? code: |- eten = {ask} 'What would you like to eat?' {if} food {is} fries @@ -1712,11 +1084,7 @@ levels: feedback: You always have to use indentation. - option: The indentation is wrong in the first `{if}` command. feedback: That's right. - hint: Take a careful look at the indentation. - correct_answer: D - question_score: '10' 8: - question_text: In which of the codes is the indentation done right? mp_choice_options: - option: |- ``` @@ -1758,50 +1126,20 @@ levels: {print} You are wrong! ``` feedback: You are wrong! - hint: What should happen if the person is right? And what else? - correct_answer: C - question_score: '10' 9: - question_text: What line(s) in this code should start with 4 spaces? code: |- 1 music = {ask} 'What is your favorite music genre?' 2 {if} music is rock 3 {print} '🤘' 4 {else} 5 {print} '👎' - mp_choice_options: - - option: Line 2 and 4 - feedback: The lines after the `{if}` and `{else}` command should start with 4 spaces - - option: Only line 3 - feedback: Not only 3... - - option: Line 3, 4 and 5 - feedback: Line 4 shouldn't - - option: Line 3 and 5 - feedback: Great job! - hint: The lines after an `{if}` or `{else}` command should start with 4 spaces. - correct_answer: D - question_score: '10' 10: - question_text: Which statement is true? code: |- 1 level = {ask} 'What level are you on?" 2 {if} level {is} 8 3 {print} Great job! - mp_choice_options: - - option: All lines should start with 4 spaces - feedback: That's not true - - option: Line 2 and 3 should start with 4 spaces - feedback: That's not true - - option: Line 2 should start with 4 spaces - feedback: That's not true - - option: Line 3 should start with 4 spaces - feedback: You are correct! - hint: Only one line starts with 4 spaces, but which one...? - correct_answer: D - question_score: '10' 9: 1: - question_text: What is wrong with this code? code: |- {repeat} 3 {times} eten = {ask} 'What would you like to eat?' @@ -1822,19 +1160,7 @@ levels: - option: The indentation is wrong in the last `{if}` command. feedback: It not, though. hint: all the indentation is done correctly. - correct_answer: A - question_score: '10' 2: - question_text: What will be printed after entering the correct password? - code: |- - password = {ask} 'What is the password?' - correct_password = Hedy - {if} password {is} correct_password - {repeat} 2 {times} - {print} 'Good job!' - {print} 'You can use the computer!' - {else} - {print} 'The computer will explode in 5... 4... 3... 2... 1...' mp_choice_options: - option: |- Good job! @@ -1853,11 +1179,7 @@ levels: Good job! You can use the computer! feedback: Correct! - hint: Everything under the `{repeat}` command is repeated twice. - correct_answer: D - question_score: '10' 3: - question_text: Which case should you choose to win a million dollars? code: |- {print} 'Choose the right case and win!' case = {ask} 'Which case will you pick? 1 or 2?' @@ -1873,20 +1195,7 @@ levels: {print} 'You sell the case for 500 dollars' {if} action {is} open {print} 'You open the case and win a million dollars!' - mp_choice_options: - - option: case 1, sell - feedback: You don't win a million! - - option: case 1, open - feedback: You don't win a million - - option: case 2, sell - feedback: You don't win a million - - option: case 2, open - feedback: Great job! You win! - hint: Follow the right path - correct_answer: D - question_score: '10' 4: - question_text: Which statement is true? code: |- name = {ask} 'What is your name?' size = {ask} 'What is your shoe size?' @@ -1906,15 +1215,7 @@ levels: feedback: That's right! - option: Cinderella with shoe size 40 gets the output 'I was looking for you!' feedback: No she gets 'Ill keep looking' - hint: No matter what your name is, if you have shoe size 40 you will get the message 'Ill keep looking'. - correct_answer: C - question_score: '10' 5: - question_text: Which code produced this output? - output: |- - Icecream is the best! - Icecream is the best! - Icecream is the best! mp_choice_options: - option: |- ``` @@ -1949,11 +1250,7 @@ levels: {print} 'Icecream is the best!' ``` feedback: There are 2 `{repeat}` commands in this code. - hint: Watch the indentation - correct_answer: C - question_score: '10' 6: - question_text: After which command(s) should you use indentation (starting the next line with 4 spaces)? mp_choice_options: - option: '`{if}`' feedback: Don't forget the others @@ -1963,9 +1260,6 @@ levels: feedback: Keep it up! - option: '`{if}` `{else}` `{repeat}` `{print}`' feedback: Not with print - hint: Indentation happens on the line below some commands - correct_answer: C - question_score: '10' 7: question_text: "In this code from a pizza restaurant. \nYoull get a 5 dollar discount if you order a medium pizza with coke.\n What should you do to debug this code?" code: |- @@ -2006,9 +1300,6 @@ levels: price = price - 2 ``` feedback: Try again - hint: After each `{if}` command, the line below should indent - correct_answer: A - question_score: '10' 8: question_text: What is wrong is this code? code: |- @@ -2026,25 +1317,7 @@ levels: feedback: You actually must start like that. - option: A code must always start with a `{print}` command in the first line feedback: That's not true. - hint: The indentation is done right this time - correct_answer: B - question_score: '10' - 9: - question_text: How many `{if}` commands can be placed inside another `{if}` command? - mp_choice_options: - - option: None, that is not allowed - feedback: You are allowed to - - option: Only 1 - feedback: You could use more if you like - - option: '3' - feedback: You could use more if you like - - option: Infinite, as long as you keep using indentation correctly - feedback: That is true - hint: You can put an `{if}` command inside an `{if}` command. - correct_answer: D - question_score: '10' 10: - question_text: Which statement is true? code: |- 1 {repeat} 2 {times} 2 {if} level {is} 9 @@ -2059,8 +1332,6 @@ levels: - option: line 2 should atart with 4 spaces and line 3 with 8 feedback: You are correct! hint: The first line doens't start with any spaces - correct_answer: D - question_score: '10' 10: 1: question_text: What do we need to fill in on the `_?_` if we want to print each compliment? @@ -2068,134 +1339,28 @@ levels: compliments = perfect, great job, amazing _?_ {print} compliment + 5: + question_text: What word should be on the _?_ with these digital dice? + code: |- + {print} 'Welcome to the digital dice!' + players = Ann, John, Jesse + choices = 1, 2, 3, 4, 5, 6 + {for} player {in} players + {print} player ' throws ' _?_ {at} {random} + 6: mp_choice_options: + - option: Kelly chooses rock + feedback: Meredith wants to play too! - option: |- - ``` - {for} each compliment - ``` - feedback: That's not it - - option: |- - ``` - {for} compliment {in} compliments - ``` - feedback: You deserve all those compliments! - - option: |- - ``` - {if} compliment {in} compliments - ``` - feedback: That's not it - - option: |- - ``` - {for} compliments {in} compliment - ``` - feedback: Almost there! - hint: '`{for}` each compliment in the lists of compliments...' - correct_answer: B - question_score: '10' - 2: - question_text: Which output is correct? - code: |- - meals = pizza, pasta, pancakes - {for} meal {in} meals - {print} 'I love ' meal - mp_choice_options: - - option: I love pizza - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pasta - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pancakes - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: |- - I love pizza - I love pasta - I love pancakes - feedback: Great! - hint: Line 2 says for each meal in the list of meals. So each meal is printed. - correct_answer: D - question_score: '10' - 3: - question_text: Which output is correct? - code: |- - animals = dogs, cats, hamsters, chickens - {for} animal {in} animals - {print} animal ' are lovely pets' - mp_choice_options: - - option: dogs are lovely pets - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - - option: dogs, cats, hamsters, chickens are lovely pets - feedback: Each animal gets their own line in the output. - - option: |- - dogs are lovely pets - cats are lovely pets - hamsters are lovely pets - chickens are lovely pets - feedback: Great! - - option: You don't know yet. Because it chooses one of the animals {at} {random}. - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - hint: Line 2 says {for} each animal in the list of animals. So each animal is printed - correct_answer: C - question_score: '10' - 4: - question_text: What's wrong with this code? - code: |- - groceries = apples, bread, milk - {for} item {in} groceries - {print} 'We need ' groceries - mp_choice_options: - - option: Line 2 needs to start with 4 spaces as indentation - feedback: No it doesn't. Only line 3 needs indentation, which it has. - - option: Line 3 does not need to start with 4 spaces as indentation - feedback: Line 2 is a `{for}`command so line 3 does need to start with an indent. - - option: Line 3 should say item instead of groceries - feedback: Good job! - - option: Line 2 should say groceries instead of item - feedback: No it does not. - hint: Line 2 says `{for}` each item in the list of groceries - correct_answer: C - question_score: '10' - 5: - question_text: What word should be on the _?_ with these digital dice? - code: |- - {print} 'Welcome to the digital dice!' - players = Ann, John, Jesse - choices = 1, 2, 3, 4, 5, 6 - {for} player {in} players - {print} player ' throws ' _?_ {at} {random} - mp_choice_options: - - option: players - feedback: It would say 'Ann throws Jesse', instead of 'Ann throws 6'. - - option: choices - feedback: That's right! - - option: choice - feedback: You are very close. But you need Hedy to pick from the list called 'choices' not 'choice'... - - option: dice - feedback: Look at the names of the variables. - hint: Hedy needs to pick a number `{at} {random}` - correct_answer: B - question_score: '10' - 6: - question_text: Which of the answers below is a possible outcome when you run the code? - code: |- - choices = rock, paper, scissors - players = Kelly, Meredith - {for} player {in} players - {print} player ' chooses ' choices {at} {random} - mp_choice_options: - - option: Kelly chooses rock - feedback: Meredith wants to play too! - - option: |- - Meredith chooses scissors - Kelly chooses rock - feedback: So close! But Kelly is first in the list, so she goes first - - option: Meredith chooses paper - feedback: Kelly wants to play too! + Meredith chooses scissors + Kelly chooses rock + feedback: So close! But Kelly is first in the list, so she goes first + - option: Meredith chooses paper + feedback: Kelly wants to play too! - option: |- Kelly chooses paper Meredith chooses scissors feedback: Amazing! - hint: Each player will pick an option. The player that's first on the list will go first. - correct_answer: D - question_score: '10' 7: question_text: What line should be on the _?_ in this code that decides what these people will have for dinner? code: |- @@ -2203,30 +1368,6 @@ levels: food = pasta, fries, salad _?_ {print} name ' has to eat ' food {at} {random} ' for dinner' - mp_choice_options: - - option: |- - ``` - {for} name {in} names - ``` - feedback: You are on fire! - - option: |- - ``` - {for} names {in} name - ``` - feedback: No it should be for each name in the list nameS, so the other way around - - option: |- - ``` - {for} food {in} food - ``` - feedback: Each name should be told what they will have for dinner. - - option: |- - ``` - {for} name {in} food - ``` - feedback: Each name should be told what they will have for dinner. - hint: Each name should be told what they will have for dinner. - correct_answer: A - question_score: '10' 8: question_text: What should be on the _?_ in this code that decides which color shirt you get? code: |- @@ -2255,9 +1396,6 @@ levels: 'people gets a colors shirt' ``` feedback: There is no variable named people.. - hint: Mind the quotation marks and the names of the variables - correct_answer: B - question_score: '10' 9: question_text: What is the first question Hedy will `{ask}` you when you run the program? code: |- @@ -2267,20 +1405,7 @@ levels: {for} course {in} courses food = {ask} name ', what would you like to eat as your ' course '?' {print} name ' orders ' food ' as their ' course - mp_choice_options: - - option: Timon, what would you like to eat as your appetizer? - feedback: Perfect! - - option: Onno, what would you like to eat as your appetizer? - feedback: Timon is first on the list! - - option: Timon, what would you like to eat as your dessert? - feedback: Appetizers are first in the list - - option: You don't know that. Hedy will choose `{at} {random}`. - feedback: There is no `{at} {random}` in this code... - hint: The first options from both lists are chosen. - correct_answer: A - question_score: '10' 10: - question_text: What is true about this code? code: |- prices = 1 million dollars, car, sandwich names = Bob, Patrick, Sandy, Larry @@ -2295,9 +1420,6 @@ levels: feedback: That is not true. Larry has the same odds as the others - option: Someone might win with two prices feedback: You get it! - hint: Try to imagine the output of this code. - correct_answer: D - question_score: '10' 11: 1: question_text: What will be the output from this code? @@ -2321,12 +1443,8 @@ levels: feedback: Não hint: How do the numbers appear in the screen? correct_answer: A - question_score: '10' 2: question_text: Which code was used to get this output? - code: |- - {for} i {in} {range} 1 {to} 3 - {print} i mp_choice_options: - option: |- ``` @@ -2357,10 +1475,7 @@ levels: ``` feedback: i is a variable and shouldn't have quotation marks hint: Como é que os números aparecem no ecrã? - correct_answer: A - question_score: '10' 3: - question_text: Which code was used to get this output? output: |- 10 9 @@ -2400,21 +1515,8 @@ levels: feedback: That's right! hint: It has to be a calculation... correct_answer: D - question_score: '10' 4: question_text: What's wrong with this code? - output: |- - 10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0 mp_choice_options: - option: The i in the last line need quotation marks feedback: No it doesn't. @@ -2425,8 +1527,6 @@ levels: - option: Line 2 needs to start with an indention feedback: Perfect! hint: There is something wrong with the indention - correct_answer: D - question_score: '10' 5: question_text: What word should be at the place of the question mark? code: |- @@ -2455,24 +1555,6 @@ levels: feedback: 'No' hint: Há algo de errado com a indentação correct_answer: B - question_score: '10' - 6: - question_text: How many times does the word Hello appear on your screen when you run the code? - code: |- - {for} i {in} {range} 0 {to} 2 - {print} 'Hello' - mp_choice_options: - - option: 1 time - feedback: 'No' - - option: 2 times - feedback: 'No' - - option: 3 times - feedback: That's right! - - option: Never - feedback: 'No' - hint: 0 also counts. So 0,1,2 that's 3 times. - correct_answer: C - question_score: '10' 7: question_text: What should be on the place of the question mark? code: |- @@ -2481,35 +1563,7 @@ levels: _?_ food is {ask} 'What would you like to order?' {print} food - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 0 {to} 3 - ``` - feedback: There's not always 3 people - - option: |- - ``` - {for} i {in} {range} 1 {to} guests - ``` - feedback: The variable is not named guests - - option: |- - ``` - {for} i {in} {range} 1 {to} people - ``` - feedback: Great! - - option: |- - ``` - {for} i {in} {range} 0 {to} people - ``` - feedback: That's one order too many! - hint: Use the variable 'people' - correct_answer: C - question_score: '10' 8: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 23 {to} 25 - {print} 'hi' mp_choice_options: - option: |- 23 @@ -2525,34 +1579,7 @@ levels: feedback: Correct - option: The word 'hi' will appear 25 times in a row. feedback: No it will only appear 3 times. - hint: It doesn't say `{print}` i - correct_answer: C - question_score: '10' - 9: - question_text: How many times does Hedy chant Hip Hip Hooray? - code: |- - age = {ask} 'How old are you?' - {for} i {in} {range} 1 {to} age - {print} 'Hip Hip Hoorray!' - mp_choice_options: - - option: 1 time - feedback: Try again - - option: 2 times - feedback: Try again - - option: Never - feedback: Try again - - option: That depends on how old you are - feedback: That's right! - hint: '`{for}` i `{in}` `{range}` 1 `{to}` age' - correct_answer: D - question_score: '10' 10: - question_text: Which code belongs to this output? - output: |- - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark mp_choice_options: - option: |- ``` @@ -2583,11 +1610,8 @@ levels: ``` feedback: '`{range}` 0 `{to}` 3 is 4 times.' hint: Mind the indention - correct_answer: B - question_score: '10' 12: 1: - question_text: Which output is correct? code: |- print 'three and a half plus one and a half is...' print 3.5 + 1.5 @@ -2604,11 +1628,7 @@ levels: three and a half plus one and a half is... 5 feedback: Great job! - hint: Both lines are printed! - correct_answer: D - question_score: '10' 2: - question_text: Which of these codes is correct? mp_choice_options: - option: |- ``` @@ -2634,11 +1654,7 @@ levels: print 'I would like a ' flavors at random ' cake.' ``` feedback: All the different values of flavors should be in quotation marks. - hint: The second line is the same in each code, pay attention to the first line - correct_answer: C - question_score: '10' 3: - question_text: What's wrong with this code? code: |- favorite_animal = ask 'What is your favorite animal?' print 'I like ' favoriteanimal ' too!' @@ -2651,30 +1667,13 @@ levels: feedback: That's not true - option: Nothing is wrong. feedback: That's not true - hint: The quotation marks are used correctly - correct_answer: A - question_score: '10' 4: - question_text: In which lines are quotation marks needed to get the code to work? code: |- print Welcome to the online shoe shop category = ask What kind of shoes are you looking for? if category = high heels print High heels are 50% off now! - mp_choice_options: - - option: Line 1 and 2 - feedback: 'No' - - option: Line 1, 2 and 3 - feedback: 'No' - - option: Line 1, 2 and 4 - feedback: 'No' - - option: All of the lines - feedback: Perfect! - hint: Does line 3 need quotation marks too? - correct_answer: D - question_score: '10' 5: - question_text: What output does Agent007 get when they put in the correct password? code: |- name is ask 'What is your name?' if name is 'Agent007' @@ -2687,18 +1686,6 @@ levels: else b is 'today at 10.00' print a + b - mp_choice_options: - - option: Go to the train station today at 10.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 02.00 - feedback: You've cracked the code! - - option: Go to the train station tomorrow at 02.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 10.00 - feedback: The agent won't be catching any bad guys here - hint: The correct password is TOPSECRET - correct_answer: B - question_score: '10' 6: question_text: Which line should be filled in at the ??? code: |- @@ -2712,32 +1699,7 @@ levels: if drinks = 'yes' ??? print 'That will be ' price ' dollar please' - mp_choice_options: - - option: |- - ``` - price = 14 - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = '14' - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = price + 2 - ``` - feedback: Excellent! - - option: |- - ``` - price = + 2 - ``` - feedback: Almost there! - hint: What if you only order fries and a drink? - correct_answer: C - question_score: '10' 7: - question_text: Which output does a vegan get? code: |- menu = 'cookies', 'cheese', 'grapes' print "It's my birthday! I`ve brought some snacks!" @@ -2749,36 +1711,7 @@ levels: print 'For you I have brought: ' for snack in menu print snack - mp_choice_options: - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cookies - grapes - feedback: Terrific! - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - feedback: There's more options than just one - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cheese - grapes - feedback: A vegan person can't have cheese - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - cookies - feedback: Almost there, but look at the order of snacks in the list - hint: What item is removed from the list when you answer 'vegan'? - correct_answer: A - question_score: '10' 8: - question_text: Which code was used to create this output? - code: '3.5' mp_choice_options: - option: |- ``` @@ -2800,9 +1733,6 @@ levels: print 7 * 2 ``` feedback: 'No' - hint: 7 devided by 2 is 3.5 - correct_answer: B - question_score: '10' 9: question_text: Which code should be filled in in line 1 at the ??? code: |- @@ -2829,9 +1759,6 @@ levels: 'prices' = 'one million dollars', 'nothing' ``` feedback: You one nothing - hint: The items on the list should be in quotation marks - correct_answer: C - question_score: '10' 10: question_text: Which line of code should be filled in at the ??? to complete the song ? code: |- @@ -2852,12 +1779,8 @@ levels: feedback: This is a hard one! All the actions on the list must be in the song. - option: print actions at random feedback: This is a hard one! All the actions on the list must be in the song. - hint: This is a hard one! All the actions on the list must be in the song. - correct_answer: B - question_score: '10' 13: 1: - question_text: Which code should be filled in at the ??? ? code: |- name = ask 'What is your name?' song = ask 'Whould you like to hear a song?' @@ -2888,11 +1811,7 @@ levels: if song = 'yes' or birthday = 'yes' ``` feedback: Hedy only sings if both answers are yes - hint: Hedy sings if you want to hear a song and it's you birthday - correct_answer: C - question_score: '10' 2: - question_text: Which command is missing in the code at the place of the ??? ? code: |- menu = 'cheese', 'sausage rolls', 'cookies' diet = ask 'Do you have any dietary restrictions?' @@ -2907,11 +1826,7 @@ levels: feedback: 'No' - option: print feedback: 'No' - hint: Neither vegans nor muslims can eat sausage rolls. - correct_answer: B - question_score: '10' 3: - question_text: Which output is given to a member without a discount code? code: |- member = ask 'Do you have a membership card?' discount = ask 'Do you have a discount code?' @@ -2929,10 +1844,7 @@ levels: - option: There is no way of knowing feedback: There is! Read the question carefully hint: Mind the command 'or' in line 3 - correct_answer: A - question_score: '10' 4: - question_text: Which line of code should follow this line in rock-paper-scissors game? code: if computer_choice is 'rock' and your_choice is 'paper' mp_choice_options: - option: print 'you win' @@ -2943,28 +1855,11 @@ levels: feedback: It's only a tie if both choices are the same - option: print 'try again' feedback: Try again! - hint: Paper beats rock - correct_answer: A - question_score: '10' 5: - question_text: Which statement is true about this code? code: |- if name = 'Cinderella' and shoe_size = 38 print 'You are my one true love!' - mp_choice_options: - - option: Every person with shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person named Cinderella is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person that is named Cinderella and has shoe size 38 is this prince's one true love - feedback: Fantastic! - - option: Every person that's not named Cinderella and does not have shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - hint: Both statements have to be true - correct_answer: C - question_score: '10' 6: - question_text: Which statement about this code is true? code: |- print 'Let me guess which family member you are!' glasses = ask 'Do you wear glasses?' @@ -2977,20 +1872,7 @@ levels: print 'You must be Wouter!' if glasses = 'no' and female = 'no' print 'You must be Michael!' - mp_choice_options: - - option: Michael is a boy with glasses - feedback: Try again - - option: Marleen is a girl with glasses - feedback: Try again - - option: Wouter is a boy without glasses - feedback: Try again - - option: Sophie is a girl with glasses - feedback: Great job! - hint: Take a good look! Or do you need glasses? - correct_answer: D - question_score: '10' 7: - question_text: Which statement is false? code: |- print 'Thank you for helping me take care of my pets' print 'Here is a program to help feed them' @@ -3004,20 +1886,7 @@ levels: print 'I fed them this moring! They do not need more food today' if animal is 'hamster' and color is 'brown' print 'You can feed them a piece of carrot' - mp_choice_options: - - option: The grey cat is called Abby - feedback: This is true! - - option: Milo the orange cat eats 4 scoops of cat nibbles - feedback: This is true - - option: The black hamster needs to be fed a piece of carrot - feedback: Great job! - - option: The yellow bird was fed this morning - feedback: This is true - hint: Read the last 4 lines carefully - correct_answer: C - question_score: '10' 8: - question_text: What output do you get if you order popcorn but no drink? code: |- print 'Welcome to the movie theater' popcorn = ask 'Would you like some popcorn?' @@ -3031,32 +1900,7 @@ levels: if popcorn = 'no' and drink = 'no' print 'Ok' print 'Enjoy the movie' - mp_choice_options: - - option: |- - Welcome to the movie theater - That will be 8 dollars please - Enjoy the movie - feedback: You have paid too much! - - option: |- - Welcome to the movie theater - That will be 5 dollars please - Enjoy the movie - feedback: Amazing! - - option: |- - Welcome to the movie theater - That will be 3 dollars please - Enjoy the movie - feedback: That's not enough money! - - option: |- - Welcome to the movie theater - Ok - Enjoy the movie - feedback: You have to pay for your popcorn! - hint: popcorn = yes and drink = no - correct_answer: B - question_score: '10' 9: - question_text: What is wrong with this code? code: |- 1 chocolate = ask 'Would you like chocolate sauce on your ice cream?' 2 sprinkles = ask 'Would you like sprinkles on your ice cream?' @@ -3093,11 +1937,7 @@ levels: {if} chocolate = 'yes' {and} sprinkles = 'no' ``` feedback: This is not what I ordered! - hint: There is a mistake in line 3 - correct_answer: A - question_score: '10' 10: - question_text: Which command needs to be in line 8 at the place of the ??? ? code: |- print 'Welcome to the product finder of this supermarkt' item is ask 'What product are you looking for?' @@ -3121,65 +1961,8 @@ levels: feedback: 'No' - option: if feedback: 'No' - hint: The item is either in the list of snacks, or in the list of drinks - correct_answer: B - question_score: '10' 14: - 1: - question_text: Which symbol should be used on the blank? - code: |- - name _ {ask} 'Who are you?' - {if} name == 'Hedy' - {print} 'Me too!' - mp_choice_options: - - option: '`=>`' - feedback: This is not a symbol. - - option: '`==`' - feedback: We are not comparing anything, just asking. - - option: '`!=`' - feedback: We are not comparing anything, just asking - - option: '`=`' - feedback: Right! - hint: We are not comparing anything, we are just asking a name. - correct_answer: D - question_score: '10' - 2: - question_text: Which of these codes has used the correct = or == symbol? - mp_choice_options: - - option: '{if} name = Hedy' - feedback: 'No' - - option: '{if} age = 24' - feedback: 'No' - - option: answer = {ask} 'What is your answer' - feedback: Yes! - - option: answer == {ask} 'How are you doing?' - feedback: 'No' - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' - 3: - question_text: Which symbols should be filled in on the two blanks? - code: |- - guests = {ask} 'How many people are at the party?' - {if} guests _ 130 - {print} 'You can come in!' - {if} guests _ 130 - {print} 'Im sorry, the club is full. ' - {print} 'You have to wait for a guest to leave' - mp_choice_options: - - option: '`>` and `<`' - feedback: That's not it - - option: '`=` and `>=`' - feedback: That's not it - - option: '`<` and `>=`' - feedback: You are right - - option: '`+` and `==`' - hint: There are 130 people allowed in the club - correct_answer: C - question_score: '10' - feedback: That's not it 4: - question_text: What's wrong with this code? code: |- price = 10 money = {ask} How much money do you have? @@ -3188,20 +1971,7 @@ levels: {print} 'You can buy the bear!' {else} {print} 'You cannot buy this bear!' - mp_choice_options: - - option: In line 1 == should be used instead of = - feedback: No that's not it - - option: Line 2 misses quotation marks - feedback: You are correct - - option: In line 4 = should have been used instead of == - feedback: No that's not it - - option: In line 4 <= should have been used instead of >= - feedback: No that's not it - hint: The symbols are right - correct_answer: B - question_score: '10' 5: - question_text: Which symbol should be filled in on the blanks if the movie is suitable for kids for the age of 12 and up? code: |- age = {ask} 'How old are you?' ticket = {ask} 'Do you have a ticket?' @@ -3209,20 +1979,7 @@ levels: {print} 'You can enter the movie theater.' {else} {print} 'You are not allowed to come in!' - mp_choice_options: - - option: '`> 12`' - feedback: 12 year olds are allowed too - - option: '`>= 12`' - feedback: Great! - - option: '`< 12`' - feedback: These kids are too young! - - option: '`<= 12`' - feedback: These kids are too young - hint: '> means greater than' - correct_answer: B - question_score: '10' 6: - question_text: How many times do you have to say you are annoyed before this annoying game stops? code: |- lives = 2 {repeat} 10 times @@ -3230,69 +1987,7 @@ levels: answer = {ask} 'Are you annoyed yet?' {if} answer == 'yes' lives = lives - 1 - mp_choice_options: - - option: 10 times - feedback: It stops after 2 times - - option: 0 times - feedback: It stops after 2 times - - option: 1 time - feedback: It stops after 2 times - - option: 2 times - feedback: That is correct - hint: '!= means ''is not''' - correct_answer: D - question_score: '10' - 7: - question_text: What should be filled in on the three blanks? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' - mp_choice_options: - - option: '`''Lower''` and `''Higher''` and `''You win!''`' - feedback: That's not quite right. - - option: '`''Higher''` and `''Lower''` and `''You win!''`' - feedback: You win! - - option: '`''You win!''` and `''Lower!''` and `''Higher''`' - feedback: That's not quite right. - - option: '`''Lower!''` and `''You win!''` and `''Higher!''`' - feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: B - question_score: '10' - 8: - question_text: Which statement is true about this roller coaster? - code: |- - length = {ask} 'Please fill in your length in cm' - {if} length < 120 - {print} 'Sorry, you cannot go on this roller coaster.' - {else} - {print} 'Enjoy the ride' - mp_choice_options: - - option: You must be taller than 120 cm to go on the roller coaster - feedback: True! - - option: You must be taller than 119 cm to go on the roller coaster - feedback: If you are 120 cm you won't get in - - option: You must be shorter than 120 cm to go on the roller coaster - feedback: '> means greater than' - - option: There are no length restrictions to go on the roller coaster - feedback: There are. - hint: '> means greater than' - correct_answer: A - question_score: '10' 9: - question_text: How many pieces of chocolate will give you a stomach ache according to this fitbit? code: |- chocolate = {ask} 'How many pieces of chocolate have you eaten?' {if} chocolate <= 2 @@ -3301,101 +1996,19 @@ levels: {print} 'That is a bit much' {if} chocolate > 8 {print} 'You will get a stomach ache!' - mp_choice_options: - - option: 1 or more - feedback: 'No' - - option: 2 or more - feedback: 'No' - - option: 8 or more - feedback: Almost - - option: 9 or more - feedback: Great! - hint: '> 8 means more than 8' - correct_answer: D - question_score: '10' - 10: - question_text: What should be filled in in the blanks? - code: |- - {print} 'Whoever gets the most points wins!' - {if} points_player_1 < points_player_2 - {print} _ - mp_choice_options: - - option: '''player 1 wins''' - feedback: Look at who has the highest score! - - option: '''player 2 wins''' - feedback: Yes! - - option: '''player 2 loses''' - feedback: Look at who has the highest score! - - option: '''It is a tie''' - feedback: No it's not, one player has a higher score - hint: You win the game by having the most points - correct_answer: B - question_score: '10' 15: 1: - question_text: 'Which symbol should be used on the blank? Tip: You must keep guessing until you get it right.' code: |- answer = 0 while answer _ 'Amsterdam' answer = ask 'What is the capital city of the Netherlands?' print 'You have given the correct answer' - mp_choice_options: - - option: '`=!`' - feedback: That is not right. - - option: '`==`' - feedback: You don't have to keep guessing if you've given the right answer. - - option: '`!=`' - feedback: Correct - - option: '`=`' - feedback: That's not it - hint: Keep guessing until you say Amsterdam - correct_answer: C - question_score: '10' - 2: - question_text: Which of these codes has used the correct symbol(s)? - mp_choice_options: - - option: |- - ``` - {while} name = Hedy - ``` - feedback: 'No' - - option: |- - ``` - {while} age = 24 - ``` - feedback: 'No' - - option: |- - ``` - {while} time > 0 - ``` - feedback: Yes! - - option: |- - ``` - {while} answer == yes' - ``` - feedback: A quotation mark is missing - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' 3: question_text: Which command should be filled in on the two blanks? code: |- _idade < 18 {print} 'tu não podes entrar neste bar' - mp_choice_options: - - option: '`{in}`' - feedback: That's not it - - option: '`{while}`' - feedback: You are right - - option: '`{for}`' - feedback: That's not it - - option: '`{range}`' - feedback: That's not it - hint: You are not allowed in the bar as long as you are 17 or younger - correct_answer: B - question_score: '10' 4: - question_text: What's wrong with this code? code: |- opções = 1, 2, 3, 4, 5, 6 {print} 'Lança 6 o mais rápido que conseguires!' @@ -3416,8 +2029,6 @@ levels: - option: Na linha 5 `!=` deveria ser usado em vez de `==` feedback: Estás correcto(a)! hint: Há algo de errado na linha 5 - correct_answer: D - question_score: '10' 5: question_text: O que deve ser preenchido no espaço em branco para que este programa funcione? code: |- @@ -3439,8 +2050,6 @@ levels: - option: "```\n = humidade + 1\n```" feedback: O programa deve contar ao contrário hint: A humidade deve diminuir de cada vez - correct_answer: C - question_score: '10' 6: question_text: what is wrong with this code? code: |- @@ -3458,9 +2067,6 @@ levels: feedback: No that's not right - option: Line 2 should start with less indentation feedback: That is correct - hint: Look closely at the indentation - correct_answer: D - question_score: '10' 7: question_text: O que deve ser alterado neste programa para que funcione? code: |- @@ -3486,32 +2092,9 @@ levels: feedback: That's not quite right. - option: '... change the fourth {if} into a {while}' feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: A - question_score: '10' 8: - question_text: Which statement is true about this automated toilet system? - code: |- - {while} toilet == 'occupied' - lights = 'on' - air_freshener_sprays = 'yes' - {sleep} 60 - lights = 'off' - air_freshener_sprays = 'no' - mp_choice_options: - - option: The lights and air freshener will turn off after 1 minute - feedback: False! - - option: The air freshener sprays once every minute and the lights stay on the whole time while you are on the toilet - feedback: Great job - - option: The air freshener sprays once you leave the toilet. - feedback: It only sprays when you're in there. - - option: The lights will always stay on. - feedback: That wouldn't be right. hint: The block after the while command keeps happening while the toilet is occupied. - correct_answer: B - question_score: '10' 9: - question_text: What will the diet app say if you have eaten 1600 calories today? code: |- chocolate = {ask} 'How many calories have you eaten today?' {while} calories <= 1000 @@ -3520,145 +2103,8 @@ levels: {print} 'That is alright' {while} calories > 2000 {print} 'You have had enough for today' - mp_choice_options: - - option: Nothing. 1600 is not programmed into the app. - feedback: 'No' - - option: You could eat some more - feedback: 'No' - - option: That is alright - feedback: Yes! - - option: You have eaten enough for today - feedback: 'No' - hint: 1600 is between 1000 and 2000 - correct_answer: C - question_score: '10' - 10: - question_text: 'What should be filled in in the blanks? Tip: the player with the most points is in the lead.' - code: |- - name_player_1 = {ask} 'Name player 1:' - name_player_2 = {ask} 'Name player 2:' - {while} points_player_1 > points_player_2 - {print} _ ' is in the lead right now!' - mp_choice_options: - - option: |- - ``` - name_player_1 - ``` - feedback: You are right! - - option: |- - ``` - name_player_2 - ``` - feedback: No they are losing! - - option: |- - ``` - points_player_1 - ``` - feedback: You should fill in a name, not a number - - option: |- - ``` - points_player_2 - ``` - feedback: You should fill in a name, not a number - hint: You win the game by having the most points. Your name should appear on the screen - correct_answer: A - question_score: '10' 16: - 1: - question_text: Which command should be filled in on the blanks to print a random snack? - code: |- - snacks = nachos, chips, cucumber, sweets - {print} _ - mp_choice_options: - - option: '`snacks {at} {random}`' - feedback: This is the old way. - - option: '`[{random} snack]`' - feedback: The order is wrong. - - option: '`snacks[{random}]`' - feedback: Correct - - option: '`snacks[{at} {random}]`' - feedback: We do not need `at`anymore - hint: We no longer use {at} - correct_answer: C - question_score: '10' - 2: - question_text: What should be filled in on the blanks if you want a list of what chores are done by whom? - code: |- - friends = ['Wesley', 'Eric', 'Kaylee'] - chores = ['the cooking', 'the cleaning', 'nothing'] - {for} i {in} {range} 1 {to} 3 - {print} _ - mp_choice_options: - - option: |- - ``` - friends[i] has to do chores [i] - ``` - feedback: Mind the spacing. - - option: |- - ``` - friends[1] has to do chores[1] - ``` - feedback: It will print 3 times that Wesley has to do the cooking - - option: |- - ``` - chores[i] ' has to do ' friends[random] - ``` - feedback: The person has to do the chore, not the other way around - - option: |- - ``` - friends[i] ' has to do ' chores[i] - ``` - feedback: Fantastic! - hint: '`i` tells us what item in the list it is. So friend 1 does chore 1 etc.' - correct_answer: D - question_score: '10' - 3: - question_text: What is a possible output for this program? - code: |- - friends = ['Wesley', 'Eric', 'Kaylee'] - chore = ['the cooking', 'the cleaning', 'nothing'] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] has to do chores[i] - mp_choice_options: - - option: |- - ``` - Wesley has to do the cooking - Eric has to do the cleaning - Kaylee has to do nothing - ``` - feedback: Super! - - option: |- - ``` - Kaylee has to do the cooking - Wesley has to do the cleaning - Eric has to do nothing - ``` - feedback: No, it is not random. - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cleaning - Wesley has to do the nothing - ``` - feedback: Poor Wesley! - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cooking - Wesley has to do the cooking - ``` - feedback: That's not it - hint: It's not random... - correct_answer: A - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - friends = ['Jaylee', 'Erin', 'Fay'] - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 0 {to} 3 - print 'the lucky number of ' friends[i] - print 'is ' lucky_numbers[i] mp_choice_options: - option: A variável na linha 4 deveria ser `friend[i]` e não `friends[i]` feedback: That is not right. @@ -3668,518 +2114,3 @@ levels: feedback: It's not a variable, it's just text. - option: '{in} in line 3 should be removed' feedback: That's not it - hint: There's nothing wrong with line 4 - correct_answer: B - question_score: '10' - 5: - question_text: Which line should be filled in in the blank? - code: |- - animals = ['dog', 'cow', 'horse'] - _ - {for} i {in} {range} 1 {to} 3 - {print} 'the ' animals[i] ' says ' sounds[i] - mp_choice_options: - - option: |- - ``` - noises = ['moo', 'woof', 'neigh'] - ``` - feedback: Mind the variable name and the order of the sounds. - - option: |- - ``` - sounds = '[woof], [moo], [neigh]' - ``` - feedback: Look at line one to see how brackets are supposed to be used. - - option: |- - ``` - sounds = [woof, moo, neigh] - ``` - feedback: Don't forget the quotation marks! - - option: |- - ``` - sounds = ['woof', 'moo', 'neigh'] - ``` - feedback: Great job! - hint: Look at line 1 to see proper use of brackets and quotation marks. - correct_answer: D - question_score: '10' - 6: - question_text: Which statement is true? - code: |- - people = ['Chris', 'Jaylino', 'Ryan'] - games = ['fortnite', 'minecraft', 'fifa'] - {for} o {in} {range} 1 {to} 3 - {print} people[o] ' likes ' games[o] - mp_choice_options: - - option: You are not allowed to use the variable o. It should be named i. - feedback: i is the most commonly used variable name in this case, but it's not mandatory to use i. - - option: The output will say that Jaylino likes fortnite. - feedback: No, he likes minecraft. - - option: The output will say that Ryan likes fifa - feedback: Correct - - option: This code will not work. It will give and error. - feedback: No, the code is correct. - hint: There is nothing wrong with this code. - correct_answer: C - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - people = ['Savi', 'Senna', 'Fayenne'] - transportation = ['bike', 'train', 'car'] - {for} i {in} {range} 1 {to} 3 - {print} people[i] goes to school by transportation[i] - mp_choice_options: - - option: Line 1 needs less quotation marks - feedback: That is not right. - - option: Line 3 should start with indentation - feedback: It should not! - - option: Line 4 should start without indentation - feedback: It should not - - option: Line 4 needs more quotation marks. - feedback: Amazing! - hint: There is a mistake made in the usage of quotation marks. - correct_answer: D - question_score: '10' - 8: - question_text: Which of these codes belongs to this output? - code: |- - Macy and Kate get to go first - Lionell and Raj get to go second - Kim and Leroy get to go third - mp_choice_options: - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 0 {to} 3 - {print} teams[random] ' get to go ' position[i] - ``` - feedback: This is not right - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: Amazing! - - option: |- - ``` - teams = ['Macy', 'Kate', 'Lionell', 'Raj', 'Kim', 'Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 6 - {print} teams[random] ' get to go ' position[random] - ``` - feedback: This is not it. - - option: |- - ``` - teams = ['Macy and Kate' 'Lionell and Raj' 'Kim and Leroy'] - position = ['first' 'second' 'third'] - {for} teams {in} {range} 0 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: This is not going to work! - hint: If you look carefully at the first line, you'll see that only the first two answers are possibly correct. - correct_answer: B - question_score: '10' - 9: - question_text: What is a possible output for this code? - code: |- - countries = ['Canada', 'Zimbabwe', 'New Zealand'] - {for} i {in} {range} 0 {to} 1 - {print} 'I will travel to ' countries[random] - mp_choice_options: - - option: |- - ``` - I will travel to Canada - I will travel to Canada - ``` - feedback: Great job! - - option: |- - ``` - I will travel to Canada - ``` - feedback: It will be repeated twice - - option: |- - ``` - I will travel to Canada, Zimbabwe and New Zealand - ``` - feedback: This is not it. - - option: |- - ``` - I will travel to Canada - I will travel to Zimbabwe - I will travel to New Zealand - ``` - feedback: It's only repeated twice - hint: Range 0 to 1 is 2 times - correct_answer: A - question_score: '10' - 10: - question_text: Which 3 lines will complete this code correctly? - code: |- - {print} 'The book raffle will start soon' - {print} 'Get your tickets now!' - books = ['Narnia', 'The Hobbit', 'Oliver Twist', 'Harry Potter', 'Green eggs and ham'] - people = {ask} 'How many raffle tickets are sold?' - list_of_numbers = [1, 2] - {for} i {in} {range} 3 {to} people - {add} i {to} list_of_numbers - {for} i {in} {range} 1 {to} 5 - mp_choice_options: - - option: |- - ``` - chosen_number = list_of_numbers at random - print books[i] ' will go to person number ' chosen_number - {add} chosen_number {to} list_of_numbers - ``` - feedback: Almost there... but adding the winner to the list makes this raffle unfair - - option: |- - ``` - print person[i] ' wins ' book[i] - ``` - feedback: There is no list called 'person' - - option: |- - ``` - chosen_number = list_of_numbers[people] - print books[people] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: This is not it. - - option: |- - ``` - chosen_number = list_of_numbers[random] - print books[i] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: Fantastic! - hint: You need to use the {remove} command - correct_answer: D - question_score: '10' - 17: - 1: - question_text: What is the output of this code? - code: |- - minions = ['Bob', 'Kevin', 'Stuart'] - {for} x in minions: - {print} x - mp_choice_options: - - option: |- - ``` - m i n i o n s - ``` - feedback: This is not it. - - option: |- - ``` - Bob - Kevin - Stuart - ``` - feedback: Correct! - - option: |- - ``` - minions - minions - minions - ``` - feedback: Take a look at the content of your list. - - option: |- - ``` - B o b K e v i n S t u a r t - ``` - feedback: Do not loop through the letters. - hint: Loop through your list. - correct_answer: B - question_score: '10' - 2: - question_text: What is wrong with this code? - code: |- - seconds_minute = 60 - minute_hour = 60 - hour_day = 24 - leap_year = 366 - no_leap_year = 365 - years = ask 'what year is it?' - {if} years = 2024: - print seconds_minute * minute_hour * hour_day * leap_year - {else}: - print seconds_minute * minute_hour * hour_day * noleap_year - mp_choice_options: - - option: You cannot have so many variables. - feedback: This is not it. - - option: The way the variables are multiplied is incorrect. - feedback: Not true! - - option: One of the variables `noleap_year` does not belong with the `{if}` statement. - feedback: Keep looking for the mistake. - - option: The `noleap_year` has to be identical in both cases. - feedback: Correct! - hint: Read the code carefully. - correct_answer: D - question_score: '10' - 3: - question_text: How many hedgehogs will this code print? - code: |- - {for} x in range 1 to 3: - {for} y in range 1 to 2: - {print} 🦔 - mp_choice_options: - - option: |- - ``` - 🦔 - 🦔 - 🦔 - ``` - feedback: Try again. - - option: |- - ``` - 🦔 - 🦔 - ``` - feedback: One more try. - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: Well done! - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating. - correct_answer: C - question_score: '10' - 4: - question_text: What is wrong with code? - code: |- - name_color = {ask} 'What is your favorite color?' - {if} name_color == 'red': - {print} 'the color of a tomato' - {elif} name_color == 'green': - {print} 'the color of an apple' - {elif} name_color == 'blue': - {print} 'the color of a blueberry' - {elif} name_color == 'yellow': - {print} 'the color of a banana' - {elif}: - {print} 'this fruit-color does not exist' - mp_choice_options: - - option: The first `{elif}` should be used before the `print` command - feedback: Try again. - - option: '`{elif}` can only be used once' - feedback: From now on we can use elif multiple times. - - option: '`==` used with `{elif}` should be replaced by `=`' - feedback: Not correct. - - option: '`{elif}` in the last line should be replaced by `{else}`' - feedback: Great! - hint: Think about `{if}`, `{elif}`, `{else}`. - correct_answer: D - question_score: '10' - 5: - question_text: What is the output of this code? - code: |- - numbers = [7, 19, 29, 41, 53, 71, 79, 97] - {for} prime in numbers: - {if} prime <= 10: - {print} prime - {elif} prime >= 60: - {print} prime - {elif} prime >= 90: - {print} prime - {else}: - {print} 'another number' - mp_choice_options: - - option: |- - ``` - 7 - another number - another number - another number - another number - 71 - 79 - 97 - ``` - feedback: Well done! - - option: |- - ``` - another number - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: Try again. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - another number - ``` - feedback: One more try. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating and the values of if and elif. - correct_answer: A - question_score: '10' - 6: - question_text: What is wrong with code? - code: |- - name = {ask} 'What is your name?' - {if} name == 'Hedy': - password = {ask} 'What is your password?' - {if} password =='turtle123': - {print} 'Yey' - {else}: - {print} 'Access denied' - {else}: - {print} 'Go fish' - mp_choice_options: - - option: '`{elif}` is missing.' - feedback: Try again. - - option: '`{else}` can only be used once.' - feedback: From now on we can use elif multiple times. - - option: Nothing! - feedback: There is a mistake. Look carefully! - - option: There is an indentation mistake in the last line. - feedback: Amazing! - hint: There is a mistake somewhere... - correct_answer: D - question_score: '10' - 7: - question_text: Which of the following codes will print five times 'the result is 3' on the screen? - mp_choice_options: - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - result = n * 1 - {print} 'The result is ' result - ``` - feedback: Try again! - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} u in numbers: - number = u - {print} 'The result is ' number - ``` - feedback: That is not it. - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} number in numbers: - number = 3 - {print} 'The result is ' number - ``` - feedback: Very good! - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - n = result - {print} 'The result is ' result - ``` - feedback: That is not it. - hint: Think about mathematical symbols. - correct_answer: C - question_score: '10' - 8: - question_text: What is wrong with code? - code: |- - insects = ['🐝', '🦋', '🕷', '🐞'] - your_favorite = {ask} 'what is your favorite insect?' - {for} insect in insects: - {if} your_favorite == '🐝' {or} your_favorite == '🐞': - {print} 'very useful' - {elif} your_favorite == '🕷': - {print} 'it can catch mosquitoes' - {else}: - {print} 'almost all insects can be useful one way or another' - mp_choice_options: - - option: '`{or}` cannot be used with `{if}`.' - feedback: Try again. - - option: In the `{for}` command `insect` should be `insects`. - feedback: Not true. - - option: Nothing! - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 9: - question_text: Which one of the codes below gave this output? - code: |- - -5 is negative - -4 is negative - -3 is negative - -2 is negative - -1 is negative - 0 is positive - 1 is positive - 2 is positive - 3 is positive - mp_choice_options: - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Try again! - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number <= 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - - option: "```\n {for} number in range -5 to 3:\n {if} number >= 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Very good! - - option: "```\n {for} number in range -5 to 3:\n {if} number < 0: \n {print} number ' is positive'\n {elif} number <=0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 10: - question_text: What is wrong with this code? - code: |- - {for} number in range 1 to 5: - volume_room = num * num * num - {print} volume_room ' cubic meters' - {if} volume_room > 100: - {print} 'this is a large room' - {elif} volume_room < 100: - {print} 'small room but cosy' - {else}: - {print} 'i will look for something else' - mp_choice_options: - - option: The word num needs quotation marks. - feedback: Try again. - - option: The `{if}` command is not used correctly. - feedback: Not true. - - option: Line 3 should be `volume_room = number * number * number`. - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' diff --git a/content/quizzes/ro.yaml b/content/quizzes/ro.yaml index 3f831d1345d..5e721016750 100644 --- a/content/quizzes/ro.yaml +++ b/content/quizzes/ro.yaml @@ -1,21 +1,6 @@ levels: 1: - 1: - question_text: What's this programming language called? - mp_choice_options: - - option: Hedy - feedback: Good job! - - option: Heddy - feedback: Not this one! - - option: Haydie - feedback: Not this one! - - option: Heidi - feedback: Not this one! - hint: It's named after Hedy Lamarr. - correct_answer: A - question_score: '10' 2: - question_text: Which need to be filled in on the blanks to make the text Hello! appear? code: ___ Hello! mp_choice_options: - option: |- @@ -39,40 +24,7 @@ levels: ``` feedback: With `{ask}`, you can ask a question. hint: _?_ Hello world! - correct_answer: B - question_score: '10' - 3: - question_text: How do you ask what someone's favorite color is? - mp_choice_options: - - option: |- - ``` - {print} What is your favorite color? - ``` - feedback: '`{print}` prints text, but it doesn''t ask questions.' - - option: |- - ``` - {ask} {print} What is your favorite color? - ``` - feedback: You only need one command, not two. - - option: |- - ``` - {ask} What is your favorite color? - ``` - feedback: Great! - - option: |- - ``` - {echo} What is your favorite color? - ``` - feedback: '`{echo}` repeats your answer back to you.' - hint: You can ask something with the `{ask}` command - correct_answer: C - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - Hi Im Hedy! - {ask} Who are you? - {echo} Hi... mp_choice_options: - option: '`{print}` in line 1 is missing.' feedback: Correct! @@ -82,11 +34,7 @@ levels: feedback: '`{echo}` is a command, there''s another mistake.' - option: Nothing! This is a perfect code! feedback: Wrong, look carefully! - hint: Line 1 doesn't seem right - correct_answer: A - question_score: '10' 5: - question_text: Which command is missing in line 2? code: |- {ask} What is your favorite pet? _?_ So your favorite pet is... @@ -111,49 +59,7 @@ levels: {echo} ``` feedback: Right on! - hint: You want to see the answer at the end of line 2... - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - {print} Hi im Hedy! - {print} Which football team do you support? - {echo} You support... - {print} Cool! Me too! - mp_choice_options: - - option: In line 1 `{print}` should be replaced with `{ask}`. - feedback: '`{print}` in line 1 is correct.' - - option: In line 2, `{print}` should be replaced with `{ask}`. - feedback: Great! You paid attention! - - option: Line 3 has to begin with `{print}` instead of `{echo}`. - feedback: '`{echo}` is correct.' - - option: In line 4, `{print}` is spelled wrong. - feedback: No, there is a mistake somewhere else - hint: Check the `{print}` commands. - correct_answer: B - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - {print} Welcome at Hedys restaurant! - {ask} What would you like to eat? - {echo} So you want to order ... - {print} Coming right up! Enjoy! - mp_choice_options: - - option: In line 1 `{print}` needs to be replaced with `{ask}` - feedback: Are you sure something is wrong? - - option: In line 1 `{print}` needs to be replaced with `{echo}` - feedback: Are you sure something's wrong? - - option: In line 3 `{echo}` needs to be replaced with `{print}` - feedback: Are you sure something is wrong? - - option: Nothing! This is a perfect code! - feedback: Correct! - hint: Check the code line by line - correct_answer: D - question_score: '10' 8: - question_text: How do you use the `{echo}` command? mp_choice_options: - option: You can use it to `{ask}` a question. feedback: That's what `{ask}` is for! @@ -163,33 +69,8 @@ levels: feedback: Good job! - option: You can use it to make text disappear. feedback: That's not right... - hint: '`{echo}` is used after an `{ask}` command.' - correct_answer: C - question_score: '10' - 9: - question_text: What's wrong with this code? - code: |- - {print} Hello! - {print} How are you doing? - {echo} So you are doing... - mp_choice_options: - - option: '`{print}` in line 1 should be `{ask}`' - feedback: No, `{print}` is right. Where is the question being asked? - - option: '`{print}` in line 2 should be `{ask}`' - feedback: Super! - - option: '`{echo}` in line 3 should be `{ask}`' - feedback: No, `{echo}` is right. Where is the question being asked? - - option: Nothing. This is a perfect code! - feedback: Look carefully for the mistake... - hint: '`{ask}` allows you to ask a question' - correct_answer: B - question_score: '10' 10: question_text: Which output will be in your outputscreen after you've run this code? - code: |- - {ask} Are you ready to go to level 2? - {echo} - {echo} mp_choice_options: - option: Are you ready to go to level 2? feedback: There are two echo commands @@ -203,12 +84,8 @@ levels: Are you ready to go to level 2? Yes! feedback: There are two echo commands - hint: Let's go! - correct_answer: B - question_score: '10' 2: 1: - question_text: Which statement is true? mp_choice_options: - option: You can use the {print} command to ask questions. feedback: That is what ask is for @@ -218,85 +95,7 @@ levels: feedback: Good - option: With the {sleep} command, you can remove text from the screen. feedback: That's not how sleep works. - hint: '`{print}` still works the same way as in level 1' - correct_answer: C - question_score: '10' - 2: - question_text: Which code is correct? - mp_choice_options: - - option: |- - ``` - name {is} {ask} What is your name? - ``` - feedback: Super! - - option: |- - ``` - {ask} {is} name What is your name - ``` - feedback: The words are right, the order is not! - - option: |- - ``` - {ask} What is your name? - ``` - feedback: This worked in level 1, but in level 2 and up it works differently. - - option: |- - ``` - {ask} What is your name? {is} name - ``` - feedback: The words are right, the order isn't! - hint: '`{ask}` doesn''t work like in level 1' - correct_answer: A - question_score: '10' - 3: - question_text: What appears on your output screen when you run this code? - code: |- - name {is} Marleen - {print} name goes to the market and she buys an apple. - mp_choice_options: - - option: name goes to the market and she buys an apple. - feedback: The word name is replaced with Marleen - - option: Marleen goes to the market. - feedback: The second part of the sentence isn't left out! - - option: Marleen goes to the market and she buys an apple. - feedback: Right on! - - option: Marleen goes to the market and Marleen buys an apple. - feedback: She is not replaced with the name - hint: The word name is replaced with Marleen - correct_answer: C - question_score: '10' - 4: - question_text: What will you see on the output screen when you run this code? - code: |- - name {is} Hedy - {print} Hi my name is name - mp_choice_options: - - option: Hi my name is name - feedback: The variable name is replaced with Hedy - - option: Hi my name is Hedy - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is name - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is Hedy - feedback: Correct, this mistake will be fixed in level 4! - hint: '''name'' is being replaced with ''Hedy'' in both places' - correct_answer: D - question_score: '10' - 5: - question_text: What happens when you use the `{sleep}` command? - mp_choice_options: - - option: It slows down your computer - feedback: fortunately not! - - option: It closes down Hedy - feedback: fortunately not! - - option: Your program pauses for a second and then continues - feedback: That's right! - - option: You put it at the end so Hedy knows your program is finished - feedback: No it would be useless at the end of your code - hint: The computer waits for a second at the `{sleep}` command - correct_answer: C - question_score: '10' 6: - question_text: What should be on the lines? code: |- {print} And the award for best programming language goes to... _?_ @@ -322,116 +121,17 @@ levels: {ask} ``` feedback: There is no question there to be asked - hint: Pause for dramatic effect... - correct_answer: A - question_score: '10' 7: - question_text: What command should be used on line 2? code: |- {print} I will explode in 3 seconds! _?_ {print} BOOM! - mp_choice_options: - - option: |- - ``` - {print} 3 - ``` - feedback: You don't need to `{print}` - - option: |- - ``` - {sleep} 3 - ``` - feedback: Perfect! - - option: |- - ``` - {sleep} - ``` - feedback: This way the bomb will explode in 1 second - - option: |- - ``` - {sleep} {sleep} {sleep} - ``` - feedback: Make it easier on yourself by using the number 3 - hint: You want the computer to wait for 3 seconds - correct_answer: B - question_score: '10' - 8: - question_text: How would you correct the first line of code? - code: |- - {ask} {is} How old are you? - {print} age - mp_choice_options: - - option: |- - ``` - age {ask} {is} How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - {ask} {is} age How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - age {is} {ask} How old are you? - ``` - feedback: You get it! - - option: |- - ``` - age {is} How old are you? - ``` - feedback: Where is the `{ask}` command? - hint: The variable name should come first - correct_answer: C - question_score: '10' - 9: - question_text: What is going wrong in this code? - code: |- - dogs {is} animal - {print} I love animal - mp_choice_options: - - option: 'Line 1 should say: dogs `{is}` animals' - feedback: The variable name is animal - - option: 'Line 1 should say: animal `{is}` dogs' - feedback: Great! - - option: 'Line 2 should say: `{print}` I love animals' - feedback: The variable name is animal - - option: 'Line 2 should say: `{sleep}` I love animals' - feedback: Sleep is not used to `{print}` text - hint: You want to `{print}` 'I love dogs' - correct_answer: B - question_score: '10' 10: - question_text: What command should be used on the line 1? code: |- flavor {is} _?_ {print} Your favorite icecream is... {sleep} {print} flavor - mp_choice_options: - - option: |- - ``` - {sleep} 3 - ``` - feedback: You want to know the favorite flavor! - - option: |- - ``` - {print} strawberries - ``` - feedback: You do not want a `{print}` command at the middle of the line... - - option: |- - ``` - strawberries, chocolate, vanilla - ``` - feedback: This way you are making a list. You don't want that now. - - option: |- - ``` - {ask} What flavor icecream do you like? - ``` - feedback: That's right! - hint: You want to `{ask}` a question - correct_answer: D - question_score: '10' 3: 1: question_text: What command do you use to let Hedy pick something arbitrarily? @@ -456,14 +156,7 @@ levels: {at} {random} ``` feedback: Correct! - hint: Arbitrarily means without a plan or randomly. - correct_answer: D - question_score: '10' 2: - question_text: What's wrong with this code? - code: |- - animals {is} dog cat cow - {print} animals {at} {random} mp_choice_options: - option: 'You need commas in line 1: dog, cat, cow.' feedback: Good job! @@ -473,155 +166,8 @@ levels: feedback: animals is correct. - option: '`{at} {random}` is spelled incorrectly' feedback: '`{at} {random}` is the correct spelling' - hint: There's something wrong in line 1 - correct_answer: A - question_score: '10' - 3: - question_text: How do you fix the mistake in line 2? - code: |- - options {is} rock, paper, scissors - {print} rock, paper, scissors {at} {random} - mp_choice_options: - - option: |- - ``` - {at} {random} {print} options - ``` - feedback: You're almost there. The order of the words isn't right yet. - - option: |- - ``` - {print} rock {at} {random} - ``` - feedback: you don't always want the Hedy to {print} rock, sometimes you want scissors or paper. - - option: |- - ``` - {print} options {at} {random} - ``` - feedback: Very good! - - option: Nothing, the code is correct! - feedback: Look carefully for the mistake - hint: The variable (the list) is called options. - correct_answer: C - question_score: '10' - 4: - question_text: What should change in line 2 to print a random price? - code: |- - prices {is} 1 dollar, 100 dollar, 1 million dollar - {print} price {at} {random} - mp_choice_options: - - option: |- - ``` - {print} price - ``` - feedback: You don't want to `{print}` the word price, but you want to `{print}` one price out of your list `{at} {random}` - - option: |- - ``` - {print} prices {at} {random} - ``` - feedback: Great! You've really paid attention. - - option: |- - ``` - {print} {at} {random} price - ``` - feedback: '`{at} {random}` is placed behind the variable.' - - option: Nothing, this code is alright. - feedback: Look carefully for the mistake you missed! - hint: The variable name is prices - correct_answer: B - question_score: '10' - 5: - question_text: What is wrong in this code? - code: |- - question {is} {ask} What do you want to know? - {print} question - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 1 needs to say `{print}` instead of `{ask}` - feedback: No, that's not wrong. - - option: Line 2 needs to say `{ask}` instead of `{print}` - feedback: No that's not wrong. - - option: Line 2 needs to say answers `{at} {random}` `{is}` yes, no, maybe - feedback: No, that's not wrong. - - option: Nothing, this code is perfect - feedback: That's right! - hint: Does this code even have a mistake? - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 2 needs to say question instead of answers - feedback: No that's not right - - option: Line 2 needs the `{is}` command - feedback: Correct - - option: Line 3 needs to say answer instead of answers - feedback: No the variable's called answers - - option: Nothing! This code is great! - feedback: Actually, line 2 has a mistake. - hint: There is something wrong with line 2. - correct_answer: B - question_score: '10' - 7: - question_text: What does the `{add}` command do? - code: |- - books {is} Harry Potter, The Hobbit, Green Eggs and Ham - your_book {is} {ask} What is your favorite book? - {add} your_book {to} books - {print} books {at} {random} - mp_choice_options: - - option: The `{add}` command removes a random book from the list - feedback: The remove command removes, the add command adds - - option: The `{add}` command adds a random book to a list - feedback: It doesn't. It adds your answer to the list! - - option: The `{add}` command adds your favorite book to the list - feedback: Correct! - - option: The `{add}` command prints your favorite book. - feedback: No, it adds your favorite book to the list - hint: The `{add}` command adds a book, but which one? - correct_answer: C - question_score: '10' - 8: - question_text: What is the output of this code? - code: |- - crisps {is} sea salt, paprika, sour cream - {remove} sea salt {from} crisps - {remove} paprika {from} crisps - {print} crisps {at} {random} - mp_choice_options: - - option: You can't tell, because Hedy will `{print}` one of the 3 flavors `{at} {random}` - feedback: Take a look at the `{remove}` commands - - option: sea salt - feedback: sea salt is removed from the list - - option: paprika - feedback: Paprika is removed from the list - - option: sour cream - feedback: That's right! - hint: There are 3 flavors, bit 2 are removed. Which one remains? - correct_answer: D - question_score: '10' 9: - question_text: What's wrong with this code? - code: |- - colors {is} blue, purple, green - chosen_color {is} {ask} Which hair color wouldn't you like to have? - {remove} chosen_color {from} colors - {print} I will dye my hair color {at} {random} - mp_choice_options: - - option: 'Line 3 should say: `{remove}` blue `{from}` colors' - feedback: Maybe you want blue hair though! - - option: Line 3 should have an `{add}` command instead of a `{remove}` command - feedback: You want to remove the chosen color so `{remove}` is right. - - option: In line 4 the variable should be called colors instead of color - feedback: Great job! - - option: Nothing, this is a correct code! - feedback: Find the mistake! hint: Look at line 3 - correct_answer: C - question_score: '10' 10: question_text: What should be on the _?_? code: |- @@ -652,8 +198,6 @@ levels: ``` feedback: This increased the change that the person who walked yesterday now has to do it again. That's mean. hint: The person who walked the dog yesterday should be removed from the list. - correct_answer: A - question_score: '10' 4: 1: question_text: Which of these is true? @@ -666,11 +210,7 @@ levels: feedback: '`{at} {random}` still works' - option: '`{at} {random}` now needs quotation marks' feedback: No, but 2 other commands do. - hint: In level 4 you need quotation marks for 2 commands. - correct_answer: A - question_score: '10' 2: - question_text: Which code uses the proper quotation marks? mp_choice_options: - option: |- ``` @@ -692,11 +232,7 @@ levels: {print} ,hello, ``` feedback: This is a comma, you need quotation marks. - hint: Pick the right quotation marks. - correct_answer: B - question_score: '10' 3: - question_text: Where are the quotation marks used correctly? mp_choice_options: - option: |- ``` @@ -718,28 +254,7 @@ levels: {print} 'Hi Im Hedy' ``` feedback: Perfect! - hint: Both before and after the words you want to print should be a quotation mark. - correct_answer: D - question_score: '10' - 4: - question_text: Which statement is true? - mp_choice_options: - - option: 'You need quotation marks around the word `{print}`, like this: `''{print}''`.' - feedback: The quotation marks shouldn't be around the command itself. - - option: You need quotation marks around the words you want to print. - feedback: Super! - - option: You do not need quotation marks when using the `{ask}` command - feedback: Both `{print}` and `{ask}` require quotation marks - - option: You can choose yourself whether to use quotation marks or not. - feedback: Unfortunately, Hedy is stricter than that. - hint: From level 4 on you need to use quotation marks. - correct_answer: B - question_score: '10' 5: - question_text: What has to be changed in order for the game to work? - code: |- - options {is} rock, paper, scissors - {print} 'options {at} {random}' mp_choice_options: - option: |- ``` @@ -758,89 +273,9 @@ levels: feedback: That's right - option: Nothing, the game already works! feedback: Look carefully. There is an error. - hint: You don't want Hedy to literally print 'options {at} {random}', you want it to print 'rock' or 'paper' or 'scissors'. - correct_answer: C - question_score: '10' 6: - question_text: What would be a good next line in this code? - code: prices {is} 1 dollar, 100 dollars, 1 million dollars - mp_choice_options: - - option: |- - ``` - {print} 'You win...' prices {at} {random} - ``` - feedback: Great! You get it! - - option: |- - ``` - {print} You win... 'prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}' - - option: |- - ``` - {print} You win... prices {at} {random} - ``` - feedback: You need some quotation marks! - - option: |- - ``` - {print} 'You win... prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}'' hint: 'Think carefully: what is a variable and should be outside of the quotation marks? And what are normal words that should be inside?.' - correct_answer: A - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: Correct! - - option: Quotation marks are missing in line 2 - feedback: A variable doesn't need quotes - - option: Quotation marks are missing in line 3 - feedback: You don't want Hedy to literally print 'answers {at} {random}' so no quotation marks needed here! - - option: Nothing, this code is good as is! - feedback: Look carefully. You missed a mistake! - hint: Check each line on whether they'd need quotation marks or not. - correct_answer: A - question_score: '10' - 8: - question_text: What would be a good next line for this code? - code: |- - {print} 'Welcome at the money show!' - {print} 'In front of you are 3 doors' - door {is} {ask} 'Which door do you choose?' - mp_choice_options: - - option: |- - ``` - {print} So you pick door door - ``` - feedback: We need quotation marks - - option: |- - ``` - {print} 'So you pick ' door door - ``` - feedback: If the player chooses door 3, Hedy will say 'So you pick 3 3 - - option: |- - ``` - {print} 'So you pick door ' door - ``` - feedback: Super! - - option: |- - ``` - {print} 'So you pick door door' - ``` - feedback: Hedy will literally print 'So you pick door door - hint: The second word door should be replaced with the number, the first should still be the word door... - correct_answer: C - question_score: '10' 9: - question_text: What will never appear in your output screen? - code: |- - clubs {is} Real Madrid, Bayern Munchen, Manchester United, Ajax - {print} clubs {at} {random} ' is going the win the champions league' mp_choice_options: - option: Ajax is going to win the champions league feedback: Hedy could `{print}` that @@ -850,27 +285,6 @@ levels: feedback: Hedy could `{print}` that - option: FC Barcelona is going to win the champions league feedback: That's right. It's not in the list - hint: What are Hedy's options to randomly pick from? - correct_answer: D - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - people {is} mom, dad, Emma, Sophie - {print} The dishes are done by... - {print} people {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: A list doesn't need quotation marks - - option: Quotation marks are missing in line 2 - feedback: Correct - - option: Quotation marks are missing in both line 2 and 3 - feedback: Line 3 doesn't need quotation marks because it's not printed literally - - option: Nothing, this code has no mistakes - feedback: You missed one! - hint: One line needs quotation marks, because you want it to be printed literally. - correct_answer: B - question_score: '10' 5: 1: question_text: Which command should be filled in on the _?_? @@ -899,80 +313,8 @@ levels: {else} ``` feedback: That's right! - hint: Which one goes together with the `{if}` command? - correct_answer: D - question_score: '10' - 2: - question_text: What appears in your output screen when you type in the name Hedy? - code: |- - name {is} {ask} 'What is your name?' - {if} name {is} Hedy {print} 'fun' {else} {print} 'less fun' - mp_choice_options: - - option: fun - feedback: That's right! - - option: less fun - feedback: If the name is Hedy, it will say 'fun'' - - option: Hedy - feedback: No, it doesn't print the name - - option: Error - feedback: Fortunately not! - hint: '`{if}` name `{is}` Hedy `{print}` ...?' - correct_answer: A - question_score: '10' 3: - question_text: What is the right password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct! - feedback: This is printed when you type in the correct password - - option: SECRET - feedback: That's right!' - - option: password - feedback: The password isn't password... - - option: ALARM INTRUDER - feedback: This is printed when you type in the incorrect password! hint: '`{if}` password `{is}` ... `{print}` ''Correct!''!''' - correct_answer: B - question_score: '10' - 4: - question_text: What does Hedy print when you type in the wrong password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct - feedback: That's printed if the correct answer is given, not the wrong one... - - option: SECRET - feedback: That's not the right answer - - option: Wrong! - feedback: No, this is not what Hedy will print - - option: ALARM! INTRUDER! - feedback: Great job! - hint: Your computer will sound the alarm for intruders! - correct_answer: D - question_score: '10' - 5: - question_text: Why will Hedy say 'ALARM! INTRUDER' when you type in 'secret'? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Because it needs to be in capitals, so SECRET - feedback: Indeed! - - option: Because the password is alarm - feedback: No, this is not the password. - - option: Because it's spelled wrong. - feedback: That's not how you spell secret - - option: Because Hedy makes a mistake - feedback: No, Hedy is right - hint: The spelling of the word has to be exactly the same. - correct_answer: A - question_score: '10' 6: question_text: Which word should be on the place of the question mark in the last line? code: |- @@ -981,30 +323,6 @@ levels: club is {ask} 'Which club is your favorite?' {if} club {is} ajax {print} 'Ajax is going to win of course!' _?_ {print} 'Sorry, your club is gonna be in last place...' - mp_choice_options: - - option: |- - ``` - {if} - ``` - feedback: '`{if}` is already in the line above' - - option: |- - ``` - {at} {random} - ``` - feedback: No, you need `{else}`. - - option: |- - ``` - {else} - ``` - feedback: Great! - - option: |- - ``` - {print} - ``` - feedback: '`{print}` is already there, we need a word before it!' - hint: '`{if}` goes together with...?' - correct_answer: C - question_score: '10' 7: question_text: Which word should be in the place of the question mark? code: |- @@ -1033,9 +351,6 @@ levels: {print} ``` feedback: Awesome! - hint: After `{else}` a `{print}` command follows - correct_answer: D - question_score: '10' 8: question_text: Which word should be on the place of the question mark? code: |- @@ -1063,298 +378,37 @@ levels: {print} ``` feedback: No, that's not it. - hint: What the variable name? - correct_answer: B - question_score: '10' - 9: - question_text: Which door should you choose to escape?? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} - mp_choice_options: - - option: '1' - feedback: Bad choice! You're being eaten - - option: '2' - feedback: Super! You escaped! - - option: '3' - feedback: Bad choice! You're being eaten. - - option: It's a trap, you will always be eaten! - feedback: Luckily not! - hint: One of the doors will keep you safe.. - correct_answer: B - question_score: '10' + 6: + 6: + question_text: How much does a hamburger cost is this virtual restaurant? 10: - question_text: Which monster is standing behind door 1? code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} + name _?_ Hedy + {print} name 'is walking trough the forrest' mp_choice_options: - - option: Hedy picks a random monster each time. - feedback: Awesome! - - option: vampire - feedback: Not always... - - option: werewolf - feedback: Not always... - - option: giant spider - feedback: Not always... - hint: Mind the last 3 words... monsters `{at} {random}`... - correct_answer: A - question_score: '10' - 6: + - option: You can only fill in the word is on the `_?_` + feedback: You are allowed to use the `=` sign as well + - option: You can fill in either the word is or the `=` sign on the `_?_` + feedback: Amazing! + - option: You have to fill in =is= on the `_?_` + feedback: No, one `=` sign is enough + - option: You can only use the `=` sign when working with numbers, not with words. + feedback: You can also use `=` with words. + 7: 1: - question_text: What's Hedy's output when you run this code? - code: '{print} 2*10' mp_choice_options: - - option: '20' - feedback: Correct! - - option: '12' - feedback: No, the plus sign is used in addition - - option: 2*10 - feedback: No, Hedy will calculate the answer - - option: '210' - feedback: Mind it's a calculation. - hint: The `*` is used as a multiplication sign - correct_answer: A - question_score: '10' + - option: '0' + feedback: No you can repeat a line. + - option: '1' + feedback: Correct, one line at a time + - option: '2' + feedback: In this level only one line at a time + - option: infinite + feedback: In this level you can only repeat one line at a time + hint: You can only repeat 1 line at a time 2: - question_text: What do you use when you want to add two numbers? - mp_choice_options: - - option: '`-`' - feedback: That's not it - - option: plus - feedback: That's not it - - option: '`*`' - feedback: That's not it - - option: '`+`' - feedback: Correct! - hint: It's the plus sign. - correct_answer: D - question_score: '10' - 3: - question_text: What's Hedy's output when you run this code? - code: '{print} ''3*10''' - mp_choice_options: - - option: '30' - feedback: This would be the right answer if there were no quotation marks. - - option: '13' - feedback: Try again.. - - option: 3*10 - feedback: Correct! There are quotation marks, so Hedy will print it literally. - - option: Nothing, Hedy will give an error message. - feedback: No, Hedy will print it literally. - hint: Mind the quotation marks!! - correct_answer: C - question_score: '10' - 4: - question_text: Kim is 10 years old. What will Hedy print for her? - code: |- - name = {ask} 'How many letters are in your name?' - age = {ask} 'How old are you?' - luckynumber = name*age - {print} 'Your lucky number is...' luckynumber - mp_choice_options: - - option: '30' - feedback: Mind, Hedy also prints 'Your lucky number is...' - - option: '10' - feedback: Please try again. - - option: Your lucky number is... 30 - feedback: That's right! - - option: Your lucky number is... 10 - feedback: Her lucky number is name times age... - hint: 'Kim has 3 letters, she is 10 years old so: letters times age = 3*10 = 30.' - correct_answer: C - question_score: '10' - 5: - question_text: If 5 people eat at this restaurant, how much do they have to pay in total? - code: |- - {print} 'Welcome to Hedys!' - people = {ask} 'How many people are eating with us tonight?' - price = people * 10 - {print} 'That will be ' price 'dollar please' - mp_choice_options: - - option: 5 dollars - feedback: Unfortunately, it's not that cheap. - - option: 10 dollars - feedback: No, it's 10 dollars each. - - option: 15 dollars - feedback: The * means multiplication. - - option: 50 dollars - feedback: Great! - hint: '`price` `is` `people` `times` 10' - correct_answer: D - question_score: '10' - 6: - question_text: How much does a hamburger cost is this virtual restaurant? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = 15 - {if} food {is} fries price = 6 - mp_choice_options: - - option: 15 dollars - feedback: Super! - - option: 6 dollars - feedback: The fries are 6 dollars - - option: 0 dollars - feedback: The hamburger isn't free! - - option: 21 dollars - feedback: That's the price for a hamburger and fries! - hint: Mind the fourth line. - correct_answer: A - question_score: '10' - 7: - question_text: Why does line 7 say 'price is price + 3' instead of 'price is 3'? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = price + 15 - {if} food {is} fries price = price + 6 - drinks is {ask} 'What would you like to drink?' - {if} drinks {is} coke price = price + 3 - {if} drinks {is} water price = price + 1 - {print} price ' dollars please' - mp_choice_options: - - option: It could have been `price = 3` just as well. - feedback: No, that's not true. Hedy needs to add 3 dollars to the total. - - option: Because Hedy doesn't understand `price = 3`. - feedback: Hedy would understand, but it wouldn't be right. - - option: Because Hedy would otherwise forget about the previous order. The price would be 3 dollars in total. - feedback: That's right! - - option: Because the price is 0 dollars to begin with. - feedback: That's true, but not the reason - hint: The price shouldn't be 3, but 3 dollars more than it already was - correct_answer: C - question_score: '10' - 8: - question_text: Why is this code incorrect? - code: |- - correct answer = 3*12 - answer = {ask} 'What is 3 times 12?' - {if} answer {is} correct answer {print} 'Good job!' - {else} {print} 'No... It was ' correct answer - mp_choice_options: - - option: There shouldn't be quotation marks in line 2 - feedback: No, there should be! - - option: The variable is called correct answer, but a variable's name can only be 1 word. So it should be correct_answer - feedback: Correct! - - option: The `{if}` and `{else}` commands should be in the same line. - feedback: No, that's not true. - - option: The variable in line 2 can't be called answer, because it is too similar to the variable correct answer. - feedback: Variable names can be similar, but they can't be 2 words... - hint: Inspect what the variables are called. - correct_answer: B - question_score: '10' - 9: - question_text: Imagine you love football a 10, you've eaten 2 bananas and have washed your hands 3 times today. How smart does the silly fortune teller think you are? - code: |- - {print} 'Im Hedy the silly fortune teller' - {print} 'I will predict how smart you are!' - football = {ask} 'On a scale of 0 to 10 how much do you love football?' - bananas = {ask} 'How many bananas have you eaten this week?' - hygiene = {ask} 'How many times did you wash your hands today??' - result = bananas + hygiene - result = result * football - {print} 'You are ' result 'percent smart.' - mp_choice_options: - - option: 10% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 32% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 50% - feedback: Super! You are 100 percent smart! - - option: 100% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - hint: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - correct_answer: C - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - name _?_ Hedy - {print} name 'is walking trough the forrest' - mp_choice_options: - - option: You can only fill in the word is on the `_?_` - feedback: You are allowed to use the `=` sign as well - - option: You can fill in either the word is or the `=` sign on the `_?_` - feedback: Amazing! - - option: You have to fill in =is= on the `_?_` - feedback: No, one `=` sign is enough - - option: You can only use the `=` sign when working with numbers, not with words. - feedback: You can also use `=` with words. - hint: '`{is}` and `=` are both allowed' - correct_answer: B - question_score: '10' - 7: - 1: - question_text: How many lines can you repeat at once with the repeat command at this level? - mp_choice_options: - - option: '0' - feedback: No you can repeat a line. - - option: '1' - feedback: Correct, one line at a time - - option: '2' - feedback: In this level only one line at a time - - option: infinite - feedback: In this level you can only repeat one line at a time - hint: You can only repeat 1 line at a time - correct_answer: B - question_score: '10' - 2: - question_text: Which code is right? - mp_choice_options: - - option: |- - ``` - {print} 100 {times} 'hello' - ``` - feedback: '`{repeat}` 100 `{times}` `{print}` ''hello''' - - option: |- - ``` - {print} {repeat} 100 {times} 'hello' - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 'hello' 100 {times} - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 100 {times} {print} 'hello' - ``` - feedback: That's right! hint: First the repeat command, then the `{print}` command - correct_answer: D - question_score: '10' - 3: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} ''Hello!''' - mp_choice_options: - - option: Right - feedback: No, a word is missing - - option: Wrong, the word `{repeat}` is missing - feedback: The word `{repeat}` is there, another word is missing - - option: Wrong, the word `{times}` is missing - feedback: The word `{times}` is there, another word is missing. - - option: Wrong, the word `{print}` is missing - feedback: Correct - hint: 'It should be: `{repeat}` 100 `{times}` `{print}` ''Hello''' - correct_answer: D - question_score: '10' 4: - question_text: Which word is wrong in the code? - code: |- - {print} 'I'm blue' - {repeat} 7 {times} {print} 'da ba dee, da ba da' mp_choice_options: - option: |- ``` @@ -1377,24 +431,7 @@ levels: ``` feedback: '`{times}` is spelled correctly' hint: I'm is wrong, you can't use apostrophes - correct_answer: A - question_score: '10' - 5: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} {print} ''Hedy is awesome!''' - mp_choice_options: - - option: Correct - feedback: That's right! - - option: Wrong - feedback: That's not it - hint: The code is correct! - correct_answer: A - question_score: '10' 6: - question_text: What will be the output from this code? - code: |- - {print} 'The wheels on the bus go' - {repeat} 3 {times} {print} ' round and round' mp_choice_options: - option: |- the wheels on the bus go @@ -1420,14 +457,7 @@ levels: round and round round and round feedback: All though the town! Perfect! - hint: Only 'round and round' is repeated 3 times. - correct_answer: D - question_score: '10' 7: - question_text: What will be the output from this code? - code: |- - {repeat} 2 {times} {print} 'We will' - {print} 'ROCK YOU!' mp_choice_options: - option: |- We will We will @@ -1448,61 +478,7 @@ levels: We will ROCK YOU! feedback: Mind the repeat command - hint: Mind the `{repeat}` command. - correct_answer: B - question_score: '10' - 8: - question_text: What Hedy code belongs to this output? - code: |- - Here comes the sun - Do do do do - Here comes the sun - And I say - Its alright - mp_choice_options: - - option: |- - ``` - {print} 'Here comes the sun' - {print} 'Do do do do' - {print} 'Here comes the sun' - {print} 'And I say' - {print} 'Its alright' - ``` - feedback: Awesome, you can't use the `{repeat}` command here. - - option: |- - ``` - {repeat} 2 {times} {print} 'Here comes the sun' - {print} 'And I say' - {print} 'Its alright' - feedback: Where did you leave 'Do do do do'? - - option: |- - ``` - {repeat} 2 {times} {print} 'Here comes the sun' - {print} 'Do do do do' - {print} 'And I say' - {print} 'Its alright' - ``` - feedback: This is not the correct order.. - - option: |- - ``` - {repeat} 2 {times} {print} 'Here comes the sun' - {repeat} 2 {times} {print} 'Do do' - {print} 'And I say' - {print} 'Its alright' - ``` - feedback: This is not the correct order.. - hint: '`{repeat}` can only be used if you want to execute the same line multiple times in a row.' - correct_answer: A - question_score: '10' 9: - question_text: What Hedy code belongs to this output? - code: |- - Batman was flying through Gotham. - When suddenly he heard someone screaming... - Help! - Help! - Help! - Please help me! mp_choice_options: - option: |- ``` @@ -1536,16 +512,8 @@ levels: {print} 'Please help me!' ``` feedback: Perfect - hint: '''Help!'' is repeated 3 times.' - correct_answer: D - question_score: '10' 10: question_text: What Hedy code belongs to this output? - code: |- - if youre happy and you know it clap your hands - if youre happy and you know it clap your hands - if youre happy and you know it and you really want to show it - if youre happy and you know it clap your hands mp_choice_options: - option: |- ``` @@ -1575,46 +543,8 @@ levels: {print} 'clap your hands' ``` feedback: This is not in the right order. - hint: Mind the order of the sentences. - correct_answer: B - question_score: '10' 8: - 1: - question_text: Which output will be produced by this code? - code: |- - {repeat} 2 {times} - {print} 'Hello' - {print} 'Im Hedy!' - mp_choice_options: - - option: |- - Hello - Im Hedy! - feedback: Everything is printed twice. - - option: |- - Hello - Hello - Im Hedy - feedback: The second line is repeated twice as well. - - option: |- - Hello - Im Hedy! - Hello - Im Hedy! - feedback: Super! - - option: |- - Hello - Hello - Im Hedy! - Im Hedy! - feedback: Everything is printed twice - hint: Both lines are repeated twice. - correct_answer: C - question_score: '10' 2: - question_text: What is wrong with this code? - code: |- - {repeat} 5 {times} - {print} 'Hedy is cool!' mp_choice_options: - option: This should be only one line, not 2. feedback: No it should be 2 lines. @@ -1624,15 +554,7 @@ levels: feedback: Nee, repeat is de goede spelling - option: The second line need to start with 4 spaces as indentation. feedback: Correct! - hint: Something is missing in the second line? - correct_answer: D - question_score: '10' 3: - question_text: What output will be produced when you run this program? - code: |- - {repeat} 3 {times} - {print} 'Baby shark tututudutudu' - {print} 'Baby shark' mp_choice_options: - option: |- Baby shark tututudutudu @@ -1659,97 +581,7 @@ levels: Baby shark feedback: What is being repeated and what isn't. hint: What is being repeated and what is not?. - correct_answer: C - question_score: '10' - 4: - question_text: Which output is correct? - code: |- - {print} 'The children went:' - {repeat} 2 {times} - {print} 'Yay!' - {print} 'We are going on vacation!' - mp_choice_options: - - option: |- - The children went: - Yay! - We are going on vacation! - feedback: Mind the `{repeat}` command! - - option: |- - The children went: - Yay! - We are going on vacation! - Yay! - We are going on vacation! - feedback: Correct! - - option: |- - The children went: - Yay! - Yay! - We are going on vacation! - We are going on vacation! - feedback: This order is incorrect. - - option: |- - The children went: - Yay! - Yay! - We are going on vacation! - feedback: The last line is repeated too. - hint: The block under the `{repeat}` command is repeated twice. - correct_answer: B - question_score: '10' - 5: - question_text: What is wrong with this code? - code: |- - end = {ask} 'Do you want a happy or a sad ending?' - {if} end {is} happy {print} 'They lived happily ever after' - {else} {print} 'The world exploded. The end.' - mp_choice_options: - - option: The `{print}` commands on the last two lines should start on new lines and start with 4 spaces. - feedback: That's right! - - option: '`{else}` is not a command!' - feedback: It is! - - option: Lines that start with `{if}` should start with 4 spaces - feedback: That's not true - - option: '`{ask}` is no longer a command' - feedback: That's not true - hint: Something is wrong with indentation - correct_answer: A - question_score: '10' - 6: - question_text: What will be the output of this code when we enter pancakes? - code: |- - {print} 'Welcome to restaurant Hedy' - {repeat} 2 {times} - food {is} {ask} 'What do you want to eat?' - {print} food - mp_choice_options: - - option: |- - Welcome to restaurant Hedy - Pancakes - feedback: There is no repetition in this answer. - - option: |- - Welcome to restaurant Hedy - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: This answer also repeats the welcome message - - option: |- - Welcome to restaurant Hedy - What do you want to eat? - What do you want to eat? - Pancakes - Pancakes - feedback: Almost! But look at the question, it is not repeated. - - option: |- - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: Well done! - hint: The first sentence and question will not be repeated - correct_answer: D - question_score: '10' 7: - question_text: What is wrong with this code? code: |- food = {ask} 'What would you like to eat?' {if} food {is} fries @@ -1768,96 +600,8 @@ levels: feedback: You always have to use indentation. - option: The indentation is wrong in the first `{if}` command. feedback: That's right. - hint: Take a careful look at the indentation. - correct_answer: D - question_score: '10' - 8: - question_text: In which of the codes is the indentation done right? - mp_choice_options: - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are wrong! - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are wrong! - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are... right! - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are wrong! - hint: What should happen if the person is right? And what else? - correct_answer: C - question_score: '10' - 9: - question_text: What line(s) in this code should start with 4 spaces? - code: |- - 1 music = {ask} 'What is your favorite music genre?' - 2 {if} music {is} rock - 3 {print} '🤘' - 4 {else} - 5 {print} '👎' - mp_choice_options: - - option: Line 2 and 4 - feedback: The lines after the `{if}` and `{else}` command should start with 4 spaces - - option: Only line 3 - feedback: Not only 3... - - option: Line 3, 4 and 5 - feedback: Line 4 shouldn't - - option: Line 3 and 5 - feedback: Great job! - hint: The lines after an `{if}` or `{else}` command should start with 4 spaces. - correct_answer: D - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - 1 level = {ask} 'What level are you on?' - 2 {if} level {is} 8 - 3 {print} 'Great job!' - mp_choice_options: - - option: All lines should start with 4 spaces - feedback: That's not true - - option: Line 2 and 3 should start with 4 spaces - feedback: That's not true - - option: Line 2 should start with 4 spaces - feedback: That's not true - - option: Line 3 should start with 4 spaces - feedback: You are correct! - hint: Only one line starts with 4 spaces, but which one...? - correct_answer: D - question_score: '10' 9: 1: - question_text: What is wrong with this code? code: |- {repeat} 3 {times} eten = {ask} 'What would you like to eat?' @@ -1878,51 +622,7 @@ levels: - option: The indentation is wrong in the last `{if}` command. feedback: It not, though. hint: all the indentation is done correctly. - correct_answer: A - question_score: '10' - 2: - question_text: What will be printed after entering the correct password? - code: |- - password = {ask} 'What is the password?' - correct_password = Hedy - {if} password {is} correct_password - {repeat} 2 {times} - {print} 'Good job!' - {print} 'You can use the computer!' - {else} - {print} 'The computer will explode in 5... 4... 3... 2... 1...' - mp_choice_options: - - option: |- - ``` - Good job! - Good job! - ``` - feedback: That's not it! - - option: |- - ``` - The computer will explode in 5... 4... 3... 2... 1... - ``` - feedback: That's not it! - - option: |- - ``` - Good job! - Good job! - You can use the computer! - ``` - feedback: That's not it! - - option: |- - ``` - Good job! - You can use the computer! - Good job! - You can use the computer! - ``` - feedback: Correct! - hint: Everything under the `{repeat}` command is repeated twice. - correct_answer: D - question_score: '10' 3: - question_text: Which case should you choose to win a million dollars? code: |- {print} 'Choose the right case and win!' case = {ask} 'Which case will you pick? 1 or 2?' @@ -1938,20 +638,7 @@ levels: {print} 'You sell the case for 500 dollars' {if} action {is} open {print} 'You open the case and win a million dollars!' - mp_choice_options: - - option: case 1, sell - feedback: You don't win a million! - - option: case 1, open - feedback: You don't win a million - - option: case 2, sell - feedback: You don't win a million - - option: case 2, open - feedback: Great job! You win! - hint: Follow the right path - correct_answer: D - question_score: '10' 4: - question_text: Which statement is true? code: |- name = {ask} 'What is your name?' size = {ask} 'What is your shoe size?' @@ -1971,15 +658,7 @@ levels: feedback: That's right! - option: Cinderella with shoe size 40 gets the output 'I was looking for you!' feedback: No she gets 'Ill keep looking' - hint: No matter what your name is, if you have shoe size 40 you will get the message 'Ill keep looking'. - correct_answer: C - question_score: '10' 5: - question_text: Which code produced this output? - output: |- - Icecream is the best! - Icecream is the best! - Icecream is the best! mp_choice_options: - option: |- ``` @@ -2014,11 +693,7 @@ levels: {print} 'Icecream is the best!' ``` feedback: There are 2 `{repeat}` commands in this code. - hint: Watch the indentation - correct_answer: C - question_score: '10' 6: - question_text: After which command(s) should you use indentation (starting the next line with 4 spaces)? mp_choice_options: - option: '`{if}`' feedback: Don't forget the others @@ -2028,9 +703,6 @@ levels: feedback: Keep it up! - option: '`{if}` `{else}` `{repeat}` `{print}`' feedback: Not with print - hint: Indentation happens on the line below some commands - correct_answer: C - question_score: '10' 7: question_text: "In this code from a pizza restaurant. \nYou'll get a 5 dollar discount if you order a medium pizza with coke.\n What should you do to debug this code?" code: |- @@ -2071,9 +743,6 @@ levels: price = price - 2 ``` feedback: Try again - hint: After each `{if}` command, the line below should indent - correct_answer: A - question_score: '10' 8: question_text: What is wrong is this code? code: |- @@ -2091,41 +760,12 @@ levels: feedback: You actually must start like that. - option: A code must always start with a `{print}` command in the first line feedback: That's not true. - hint: The indentation is done right this time - correct_answer: B - question_score: '10' - 9: - question_text: How many `{if}` commands can be placed inside another `{if}` command? - mp_choice_options: - - option: None, that is not allowed - feedback: You are allowed to - - option: Only 1 - feedback: You could use more if you like - - option: '3' - feedback: You could use more if you like - - option: Infinite, as long as you keep using indentation correctly - feedback: That is true - hint: You can put an `{if}` command inside an `{if}` command. - correct_answer: D - question_score: '10' 10: - question_text: Which statement is true? code: |- 1 {repeat} 2 {times} 2 {if} level {is} 9 3 {print} Great job! - mp_choice_options: - - option: All lines should start with 4 spaces - feedback: Only line 2 and 3 start with spaces - - option: Line 2 and 3 should start with 4 spaces - feedback: Line 3 should start with 8 - - option: Line 2 and 3 should start with 8 spaces - feedback: Line 2 should start with 4 - - option: line 2 should start with 4 spaces and line 3 with 8 - feedback: You are correct! hint: The first line doens't start with any spaces - correct_answer: D - question_score: '10' 10: 1: question_text: What do we need to fill in on the `_?_` if we want to print each compliment? @@ -2133,91 +773,6 @@ levels: compliments = perfect, great job, amazing _?_ {print} compliment - mp_choice_options: - - option: |- - ``` - {for} each compliment - ``` - feedback: That's not it - - option: |- - ``` - {for} compliment {in} compliments - ``` - feedback: You deserve all those compliments! - - option: |- - ``` - {if} compliment {in} compliments - ``` - feedback: That's not it - - option: |- - ``` - {for} compliments {in} compliment - ``` - feedback: Almost there! - hint: '`{for}` each compliment in the lists of compliments...' - correct_answer: B - question_score: '10' - 2: - question_text: Which output is correct? - code: |- - meals = pizza, pasta, pancakes - {for} meal {in} meals - {print} 'I love ' meal - mp_choice_options: - - option: I love pizza - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pasta - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pancakes - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: |- - I love pizza - I love pasta - I love pancakes - feedback: Great! - hint: Line 2 says for each meal in the list of meals. So each meal is printed. - correct_answer: D - question_score: '10' - 3: - question_text: Which output is correct? - code: |- - animals = dogs, cats, hamsters, chickens - {for} animal {in} animals - {print} animal ' are lovely pets' - mp_choice_options: - - option: dogs are lovely pets - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - - option: dogs, cats, hamsters, chickens are lovely pets - feedback: Each animal gets their own line in the output. - - option: |- - dogs are lovely pets - cats are lovely pets - hamsters are lovely pets - chickens are lovely pets - feedback: Great! - - option: You don't know yet. Because it chooses one of the animals {at} {random}. - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - hint: Line 2 says {for} each animal in the list of animals. So each animal is printed - correct_answer: C - question_score: '10' - 4: - question_text: What's wrong with this code? - code: |- - groceries = apples, bread, milk - {for} item {in} groceries - {print} 'We need ' groceries - mp_choice_options: - - option: Line 2 needs to start with 4 spaces as indentation - feedback: No it doesn't. Only line 3 needs indentation, which it has. - - option: Line 3 does not need to start with 4 spaces as indentation - feedback: Line 2 is a `{for}`command so line 3 does need to start with an indent. - - option: Line 3 should say item instead of groceries - feedback: Good job! - - option: Line 2 should say groceries instead of item - feedback: No it does not. - hint: Line 2 says `{for}` each item in the list of groceries - correct_answer: C - question_score: '10' 5: question_text: What word should be on the _?_ with these digital dice? code: |- @@ -2226,25 +781,7 @@ levels: choices = 1, 2, 3, 4, 5, 6 {for} player {in} players {print} player ' throws ' _?_ {at} {random} - mp_choice_options: - - option: players - feedback: It would say 'Ann throws Jesse', instead of 'Ann throws 6'. - - option: choices - feedback: That's right! - - option: choice - feedback: You are very close. But you need Hedy to pick from the list called 'choices' not 'choice'... - - option: dice - feedback: Look at the names of the variables. - hint: Hedy needs to pick a number `{at} {random}` - correct_answer: B - question_score: '10' 6: - question_text: Which of the answers below is a possible outcome when you run the code? - code: |- - choices = rock, paper, scissors - players = Kelly, Meredith - {for} player {in} players - {print} player ' chooses ' choices {at} {random} mp_choice_options: - option: Kelly chooses rock feedback: Meredith wants to play too! @@ -2258,9 +795,6 @@ levels: Kelly chooses paper Meredith chooses scissors feedback: Amazing! - hint: Each player will pick an option. The player that's first on the list will go first. - correct_answer: D - question_score: '10' 7: question_text: What line should be on the _?_ in this code that decides what these people will have for dinner? code: |- @@ -2268,30 +802,6 @@ levels: food = pasta, fries, salad _?_ {print} name ' has to eat ' food {at} {random} ' for dinner' - mp_choice_options: - - option: |- - ``` - {for} name {in} names - ``` - feedback: You are on fire! - - option: |- - ``` - {for} names {in} name - ``` - feedback: No it should be for each name in the list nameS, so the other way around - - option: |- - ``` - {for} food {in} food - ``` - feedback: Each name should be told what they will have for dinner. - - option: |- - ``` - {for} name {in} food - ``` - feedback: Each name should be told what they will have for dinner. - hint: Each name should be told what they will have for dinner. - correct_answer: A - question_score: '10' 8: question_text: What should be on the _?_ in this code that decides which color shirt you get? code: |- @@ -2320,11 +830,7 @@ levels: 'people gets a colors shirt' ``` feedback: There is no variable named people.. - hint: Mind the quotation marks and the names of the variables - correct_answer: B - question_score: '10' 9: - question_text: What is the first question Hedy will ask you when you run the program? code: |- courses = appetizer, main course, dessert names = Timon, Onno @@ -2332,20 +838,7 @@ levels: {for} course {in} courses food = {ask} name ', what would you like to eat as your ' course '?' {print} name ' orders ' food ' as their ' course - mp_choice_options: - - option: Timon, what would you like to eat as your appetizer? - feedback: Perfect! - - option: Onno, what would you like to eat as your appetizer? - feedback: Timon is first on the list! - - option: Timon, what would you like to eat as your dessert? - feedback: Appetizers are first in the list - - option: You don't know that. Hedy will choose `{at} {random}`. - feedback: There is no `{at} {random}` in this code... - hint: The first options from both lists are chosen. - correct_answer: A - question_score: '10' 10: - question_text: What is true about this code? code: |- prices = 1 million dollars, car, sandwich names = Bob, Patrick, Sandy, Larry @@ -2360,9 +853,6 @@ levels: feedback: That is not true. Larry has the same odds as the others - option: Someone might win with two prices feedback: You get it! - hint: Try to imagine the output of this code. - correct_answer: D - question_score: '10' 11: 1: question_text: What word should be at the place of the question mark? @@ -2390,14 +880,7 @@ levels: {for} ``` feedback: 'No' - hint: What did you learn in this level? - correct_answer: B - question_score: '10' 2: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 1 {to} 3 - {print} i mp_choice_options: - option: |- 1 @@ -2410,126 +893,33 @@ levels: feedback: That's not it - option: '123' feedback: That's not it - hint: How do the numbers appear in the screen? - correct_answer: A - question_score: '10' - 3: - question_text: Which code was used to get this output? - output: |- - 1 - 2 - 3 - 4 - 5 - Once I caught a fish alive! + 4: mp_choice_options: - option: |- ``` - {for} i {in} {range} 1 {to} 5 + {for} i {in} {range} 0 {to} 10 {print} i - {print} 'Once I caught a fish alive!' ``` - feedback: Perfect + feedback: Now Hedy prints the numbers from 0 to 10 instead of 10 to 0. - option: |- ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' + {for} i {in} {range} 0 to 10 + {print} - i ``` - feedback: This code won't work. You need an indent after {for}. + feedback: Hedy would print negative numbers in this case. - option: |- ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' + {for} i {in} {range} 10 to 0 + {print} 10 9 8 7 6 5 4 3 2 1 0 ``` - feedback: Now Hedy will count '1 Once I caught a fish alive!, 2 Once I caught a fish alive! etc. + feedback: Unfortunately this does not exist. - option: |- ``` - {for} i {in} {range} 1 {to} 5 - {print} 'i' - {print} 'Once I caught a fish alive!' - ``` - feedback: i is a variable and shouldn't have quotation marks - hint: First all the numbers, then the sentence - correct_answer: A - question_score: '10' - 4: - question_text: Which code was used to get this output? - output: |- - 10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0 - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 0 {to} 10 - {print} i - ``` - feedback: Now Hedy prints the numbers from 0 to 10 instead of 10 to 0. - - option: |- - ``` - {for} i {in} {range} 0 to 10 - {print} - i - ``` - feedback: Hedy would print negative numbers in this case. - - option: |- - ``` - {for} i {in} {range} 10 to 0 - {print} 10 9 8 7 6 5 4 3 2 1 0 - ``` - feedback: Unfortunately this does not exist. - - option: |- - ``` - {for} i {in} {range} 0 {to} 10 - {print} 10 - i + {for} i {in} {range} 0 {to} 10 + {print} 10 - i ``` feedback: That's right! hint: It has to be a calculation... - correct_answer: D - question_score: '10' - 5: - question_text: What's wrong with this code? - code: |- - {for} i {in} {range} 1 {to} 10 - {print} i - mp_choice_options: - - option: The i in the last line need quotation marks - feedback: No it doesn't. - - option: You can't use `{range}` 1 `{to}` 5 only `{range}` 1 `{to}` 10 - feedback: You could use 1 to 5 just as well! - - option: Line 1 needs to start with an indention. - feedback: Not line 1... - - option: Line 2 needs to start with an indention - feedback: Perfect! - hint: There is something wrong with the indention - correct_answer: D - question_score: '10' - 6: - question_text: How many times does the word Hello appear on your screen when you run the code? - code: |- - {for} i {in} {range} 0 {to} 2 - {print} 'Hello' - mp_choice_options: - - option: 1 time - feedback: 'No' - - option: 2 times - feedback: 'No' - - option: 3 times - feedback: That's right! - - option: Never - feedback: 'No' - hint: 0 also counts. So 0,1,2 that's 3 times. - correct_answer: C - question_score: '10' 7: question_text: What should be on the place of the question mark? code: |- @@ -2538,35 +928,7 @@ levels: _?_ food is {ask} 'What would you like to order?' {print} food - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 0 {to} 3 - ``` - feedback: There's not always 3 people - - option: |- - ``` - {for} i {in} {range} 1 {to} guests - ``` - feedback: The variable is not named guests - - option: |- - ``` - {for} i {in} {range} 1 {to} people - ``` - feedback: Great! - - option: |- - ``` - {for} i {in} {range} 0 {to} people - ``` - feedback: That's one order too many! - hint: Use the variable 'people' - correct_answer: C - question_score: '10' 8: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 23 {to} 25 - {print} 'hi' mp_choice_options: - option: |- 23 @@ -2582,34 +944,7 @@ levels: feedback: Correct - option: The word 'hi' will appear 25 times in a row. feedback: No it will only appear 3 times. - hint: It doesn't say `{print}` i - correct_answer: C - question_score: '10' - 9: - question_text: How many times does Hedy chant Hip Hip Hooray? - code: |- - age = {ask} 'How old are you?' - {for} i {in} {range} 1 {to} age - {print} 'Hip Hip Hoorray!' - mp_choice_options: - - option: 1 time - feedback: Try again - - option: 2 times - feedback: Try again - - option: Never - feedback: Try again - - option: That depends on how old you are - feedback: That's right! - hint: '`{for}` i `{in}` `{range}` 1 `{to}` age' - correct_answer: D - question_score: '10' 10: - question_text: Which code belongs to this output? - output: |- - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark mp_choice_options: - option: |- ``` @@ -2640,11 +975,8 @@ levels: ``` feedback: '`{range}` 0 `{to}` 3 is 4 times.' hint: Mind the indention - correct_answer: B - question_score: '10' 12: 1: - question_text: Which output is correct? code: |- print 'three and a half plus one and a half is...' print 3.5 + 1.5 @@ -2661,11 +993,7 @@ levels: three and a half plus one and a half is... 5 feedback: Great job! - hint: Both lines are printed! - correct_answer: D - question_score: '10' 2: - question_text: Which of these codes is correct? mp_choice_options: - option: |- ``` @@ -2691,11 +1019,7 @@ levels: print 'I would like a ' flavors at random ' cake.' ``` feedback: All the different values of flavors should be in quotation marks. - hint: The second line is the same in each code, pay attention to the first line - correct_answer: C - question_score: '10' 3: - question_text: What's wrong with this code? code: |- favorite_animal = ask 'What is your favorite animal?' print 'I like ' favoriteanimal ' too!' @@ -2708,30 +1032,13 @@ levels: feedback: That's not true - option: Nothing is wrong. feedback: That's not true - hint: The quotation marks are used correctly - correct_answer: A - question_score: '10' 4: - question_text: In which lines are quotation marks needed to get the code to work? code: |- print Welcome to the online shoe shop category = ask What kind of shoes are you looking for? if category = high heels print High heels are 50% off now! - mp_choice_options: - - option: Line 1 and 2 - feedback: 'No' - - option: Line 1, 2 and 3 - feedback: 'No' - - option: Line 1, 2 and 4 - feedback: 'No' - - option: All of the lines - feedback: Perfect! - hint: Does line 3 need quotation marks too? - correct_answer: D - question_score: '10' 5: - question_text: What output does Agent007 get when they put in the correct password? code: |- name is ask 'What is your name?' if name is 'Agent007' @@ -2744,18 +1051,6 @@ levels: else b is 'today at 10.00' print a + b - mp_choice_options: - - option: Go to the train station today at 10.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 02.00 - feedback: You've cracked the code! - - option: Go to the train station tomorrow at 02.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 10.00 - feedback: The agent won't be catching any bad guys here - hint: The correct password is TOPSECRET - correct_answer: B - question_score: '10' 6: question_text: Which line should be filled in at the ??? code: |- @@ -2769,32 +1064,7 @@ levels: if drinks = 'yes' ??? print 'That will be ' price ' dollar please' - mp_choice_options: - - option: |- - ``` - price = 14 - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = '14' - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = price + 2 - ``` - feedback: Excellent! - - option: |- - ``` - price = + 2 - ``` - feedback: Almost there! - hint: What if you only order fries and a drink? - correct_answer: C - question_score: '10' 7: - question_text: Which output does a vegan get? code: |- menu = 'cookies', 'cheese', 'grapes' print "It's my birthday! I`ve brought some snacks!" @@ -2806,36 +1076,7 @@ levels: print 'For you I have brought: ' for snack in menu print snack - mp_choice_options: - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cookies - grapes - feedback: Terrific! - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - feedback: There's more options than just one - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cheese - grapes - feedback: A vegan person can't have cheese - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - cookies - feedback: Almost there, but look at the order of snacks in the list - hint: What item is removed from the list when you answer 'vegan'? - correct_answer: A - question_score: '10' 8: - question_text: Which code was used to create this output? - code: '3.5' mp_choice_options: - option: |- ``` @@ -2857,9 +1098,6 @@ levels: print 7 * 2 ``` feedback: 'No' - hint: 7 devided by 2 is 3.5 - correct_answer: B - question_score: '10' 9: question_text: Which code should be filled in in line 1 at the ??? code: |- @@ -2886,9 +1124,6 @@ levels: 'prices' = 'one million dollars', 'nothing' ``` feedback: You one nothing - hint: The items on the list should be in quotation marks - correct_answer: C - question_score: '10' 10: question_text: Which line of code should be filled in at the ??? to complete the song ? code: |- @@ -2909,12 +1144,8 @@ levels: feedback: This is a hard one! All the actions on the list must be in the song. - option: print actions at random feedback: This is a hard one! All the actions on the list must be in the song. - hint: This is a hard one! All the actions on the list must be in the song. - correct_answer: B - question_score: '10' 13: 1: - question_text: Which code should be filled in at the ??? ? code: |- name = ask 'What is your name?' song = ask 'Whould you like to hear a song?' @@ -2945,11 +1176,7 @@ levels: if song = 'yes' or birthday = 'yes' ``` feedback: Hedy only sings if both answers are yes - hint: Hedy sings if you want to hear a song and it's you birthday - correct_answer: C - question_score: '10' 2: - question_text: Which command is missing in the code at the place of the ??? ? code: |- menu = 'cheese', 'sausage rolls', 'cookies' diet = ask 'Do you have any dietary restrictions?' @@ -2964,11 +1191,7 @@ levels: feedback: 'No' - option: print feedback: 'No' - hint: Neither vegans nor muslims can eat sausage rolls. - correct_answer: B - question_score: '10' 3: - question_text: Which output is given to a member without a discount code? code: |- member = ask 'Do you have a membership card?' discount = ask 'Do you have a discount code?' @@ -2986,10 +1209,7 @@ levels: - option: There is no way of knowing feedback: There is! Read the question carefully hint: Mind the command 'or' in line 3 - correct_answer: A - question_score: '10' 4: - question_text: Which line of code should follow this line in rock-paper-scissors game? code: if computer_choice is 'rock' and your_choice is 'paper' mp_choice_options: - option: print 'you win' @@ -3000,28 +1220,11 @@ levels: feedback: It's only a tie if both choices are the same - option: print 'try again' feedback: Try again! - hint: Paper beats rock - correct_answer: A - question_score: '10' 5: - question_text: Which statement is true about this code? code: |- if name = 'Cinderella' and shoe_size = 38 print 'You are my one true love!' - mp_choice_options: - - option: Every person with shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person named Cinderella is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person that is named Cinderella and has shoe size 38 is this prince's one true love - feedback: Fantastic! - - option: Every person that's not named Cinderella and does not have shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - hint: Both statements have to be true - correct_answer: C - question_score: '10' 6: - question_text: Which statement about this code is true? code: |- print 'Let me guess which family member you are!' glasses = ask 'Do you wear glasses?' @@ -3034,20 +1237,7 @@ levels: print 'You must be Wouter!' if glasses = 'no' and female = 'no' print 'You must be Michael!' - mp_choice_options: - - option: Michael is a boy with glasses - feedback: Try again - - option: Marleen is a girl with glasses - feedback: Try again - - option: Wouter is a boy without glasses - feedback: Try again - - option: Sophie is a girl with glasses - feedback: Great job! - hint: Take a good look! Or do you need glasses? - correct_answer: D - question_score: '10' 7: - question_text: Which statement is false? code: |- print 'Thank you for helping me take care of my pets' print 'Here is a program to help feed them' @@ -3061,20 +1251,7 @@ levels: print 'I fed them this moring! They do not need more food today' if animal is 'hamster' and color is 'brown' print 'You can feed them a piece of carrot' - mp_choice_options: - - option: The grey cat is called Abby - feedback: This is true! - - option: Milo the orange cat eats 4 scoops of cat nibbles - feedback: This is true - - option: The black hamster needs to be fed a piece of carrot - feedback: Great job! - - option: The yellow bird was fed this morning - feedback: This is true - hint: Read the last 4 lines carefully - correct_answer: C - question_score: '10' 8: - question_text: What output do you get if you order popcorn but no drink? code: |- print 'Welcome to the movie theater' popcorn = ask 'Would you like some popcorn?' @@ -3088,32 +1265,7 @@ levels: if popcorn = 'no' and drink = 'no' print 'Ok' print 'Enjoy the movie' - mp_choice_options: - - option: |- - Welcome to the movie theater - That will be 8 dollars please - Enjoy the movie - feedback: You have paid too much! - - option: |- - Welcome to the movie theater - That will be 5 dollars please - Enjoy the movie - feedback: Amazing! - - option: |- - Welcome to the movie theater - That will be 3 dollars please - Enjoy the movie - feedback: That's not enough money! - - option: |- - Welcome to the movie theater - Ok - Enjoy the movie - feedback: You have to pay for your popcorn! - hint: popcorn = yes and drink = no - correct_answer: B - question_score: '10' 9: - question_text: What is wrong with this code? code: |- 1 chocolate = ask 'Would you like chocolate sauce on your ice cream?' 2 sprinkles = ask 'Would you like sprinkles on your ice cream?' @@ -3150,11 +1302,7 @@ levels: {if} chocolate = 'yes' {and} sprinkles = 'no' ``` feedback: This is not what I ordered! - hint: There is a mistake in line 3 - correct_answer: A - question_score: '10' 10: - question_text: Which command needs to be in line 8 at the place of the ??? ? code: |- print 'Welcome to the product finder of this supermarkt' item is ask 'What product are you looking for?' @@ -3178,65 +1326,8 @@ levels: feedback: 'No' - option: if feedback: 'No' - hint: The item is either in the list of snacks, or in the list of drinks - correct_answer: B - question_score: '10' 14: - 1: - question_text: Which symbol should be used on the blank? - code: |- - name _ {ask} 'Who are you?' - {if} name == 'Hedy' - {print} 'Me too!' - mp_choice_options: - - option: '`=>`' - feedback: This is not a symbol. - - option: '`==`' - feedback: We are not comparing anything, just asking. - - option: '`!=`' - feedback: We are not comparing anything, just asking - - option: '`=`' - feedback: Right! - hint: We are not comparing anything, we are just asking a name. - correct_answer: D - question_score: '10' - 2: - question_text: Which of these codes has used the correct = or == symbol? - mp_choice_options: - - option: '{if} name = Hedy' - feedback: 'No' - - option: '{if} age = 24' - feedback: 'No' - - option: answer = {ask} 'What is your answer' - feedback: Yes! - - option: answer == {ask} 'How are you doing?' - feedback: 'No' - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' - 3: - question_text: Which symbols should be filled in on the two blanks? - code: |- - guests = {ask} 'How many people are at the party?' - {if} guests _ 130 - {print} 'You can come in!' - {if} guests _ 130 - {print} 'Im sorry, the club is full. ' - {print} 'You have to wait for a guest to leave' - mp_choice_options: - - option: '`>` and `<`' - feedback: That's not it - - option: '`=` and `>=`' - feedback: That's not it - - option: '`<` and `>=`' - feedback: You are right - - option: '`+` and `==`' - hint: There are 130 people allowed in the club - correct_answer: C - question_score: '10' - feedback: That's not it 4: - question_text: What's wrong with this code? code: |- price = 10 money = {ask} How much money do you have? @@ -3245,20 +1336,7 @@ levels: {print} 'You can buy the bear!' {else} {print} 'You cannot buy this bear!' - mp_choice_options: - - option: In line 1 == should be used instead of = - feedback: No that's not it - - option: Line 2 misses quotation marks - feedback: You are correct - - option: In line 4 = should have been used instead of == - feedback: No that's not it - - option: In line 4 <= should have been used instead of >= - feedback: No that's not it - hint: The symbols are right - correct_answer: B - question_score: '10' 5: - question_text: Which symbol should be filled in on the blanks if the movie is suitable for kids for the age of 12 and up? code: |- age = {ask} 'How old are you?' ticket = {ask} 'Do you have a ticket?' @@ -3266,20 +1344,7 @@ levels: {print} 'You can enter the movie theater.' {else} {print} 'You are not allowed to come in!' - mp_choice_options: - - option: '`> 12`' - feedback: 12 year olds are allowed too - - option: '`>= 12`' - feedback: Great! - - option: '`< 12`' - feedback: These kids are too young! - - option: '`<= 12`' - feedback: These kids are too young - hint: '> means greater than' - correct_answer: B - question_score: '10' 6: - question_text: How many times do you have to say you are annoyed before this annoying game stops? code: |- lives = 2 {repeat} 10 times @@ -3287,69 +1352,7 @@ levels: answer = {ask} 'Are you annoyed yet?' {if} answer == 'yes' lives = lives - 1 - mp_choice_options: - - option: 10 times - feedback: It stops after 2 times - - option: 0 times - feedback: It stops after 2 times - - option: 1 time - feedback: It stops after 2 times - - option: 2 times - feedback: That is correct - hint: '!= means ''is not''' - correct_answer: D - question_score: '10' - 7: - question_text: What should be filled in on the three blanks? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' - mp_choice_options: - - option: '`''Lower''` and `''Higher''` and `''You win!''`' - feedback: That's not quite right. - - option: '`''Higher''` and `''Lower''` and `''You win!''`' - feedback: You win! - - option: '`''You win!''` and `''Lower!''` and `''Higher''`' - feedback: That's not quite right. - - option: '`''Lower!''` and `''You win!''` and `''Higher!''`' - feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: B - question_score: '10' - 8: - question_text: Which statement is true about this roller coaster? - code: |- - length = {ask} 'Please fill in your length in cm' - {if} length < 120 - {print} 'Sorry, you cannot go on this roller coaster.' - {else} - {print} 'Enjoy the ride' - mp_choice_options: - - option: You must be taller than 120 cm to go on the roller coaster - feedback: True! - - option: You must be taller than 119 cm to go on the roller coaster - feedback: If you are 120 cm you won't get in - - option: You must be shorter than 120 cm to go on the roller coaster - feedback: '> means greater than' - - option: There are no length restrictions to go on the roller coaster - feedback: There are. - hint: '> means greater than' - correct_answer: A - question_score: '10' 9: - question_text: How many pieces of chocolate will give you a stomach ache according to this fitbit? code: |- chocolate = {ask} 'How many pieces of chocolate have you eaten?' {if} chocolate <= 2 @@ -3358,101 +1361,19 @@ levels: {print} 'That is a bit much' {if} chocolate > 8 {print} 'You will get a stomach ache!' - mp_choice_options: - - option: 1 or more - feedback: 'No' - - option: 2 or more - feedback: 'No' - - option: 8 or more - feedback: Almost - - option: 9 or more - feedback: Great! - hint: '> 8 means more than 8' - correct_answer: D - question_score: '10' - 10: - question_text: What should be filled in in the blanks? - code: |- - {print} 'Whoever gets the most points wins!' - {if} points_player_1 < points_player_2 - {print} _ - mp_choice_options: - - option: '''player 1 wins''' - feedback: Look at who has the highest score! - - option: '''player 2 wins''' - feedback: Yes! - - option: '''player 2 loses''' - feedback: Look at who has the highest score! - - option: '''It is a tie''' - feedback: No it's not, one player has a higher score - hint: You win the game by having the most points - correct_answer: B - question_score: '10' 15: 1: - question_text: 'Which symbol should be used on the blank? Tip: You must keep guessing until you get it right.' code: |- answer = 0 while answer _ 'Amsterdam' answer = ask 'What is the capital city of the Netherlands?' print 'You have given the correct answer' - mp_choice_options: - - option: '`=!`' - feedback: That is not right. - - option: '`==`' - feedback: You don't have to keep guessing if you've given the right answer. - - option: '`!=`' - feedback: Correct - - option: '`=`' - feedback: That's not it - hint: Keep guessing until you say Amsterdam - correct_answer: C - question_score: '10' - 2: - question_text: Which of these codes has used the correct symbol(s)? - mp_choice_options: - - option: |- - ``` - {while} name = Hedy - ``` - feedback: 'No' - - option: |- - ``` - {while} age = 24 - ``` - feedback: 'No' - - option: |- - ``` - {while} time > 0 - ``` - feedback: Yes! - - option: |- - ``` - {while} answer == yes' - ``` - feedback: A quotation mark is missing - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' 3: question_text: Which command should be filled in on the two blanks? code: |- _ age >= 18 print 'you are not allowed in this bar' - mp_choice_options: - - option: '`{in}`' - feedback: That's not it - - option: '`{while}`' - feedback: You are right - - option: '`{for}`' - feedback: That's not it - - option: '`{range}`' - feedback: That's not it - hint: You are not allowed in the bar as long as you are 17 or younger - correct_answer: B - question_score: '10' 4: - question_text: What's wrong with this code? code: |- options = 1, 2, 3, 4, 5, 6 print 'Throw 6 as fast as you can!' @@ -3472,11 +1393,7 @@ levels: feedback: That's not it - option: In line 5 != should have been used instead of == feedback: You are correct - hint: There is something wrong in line 5 - correct_answer: D - question_score: '10' 5: - question_text: What should be placed on the blank to make this program work correctly? code: |- wetness = 10 while wetness != 0 @@ -3495,9 +1412,6 @@ levels: feedback: You are correct! - option: = wetness + 1 feedback: The program should count down - hint: wetness should get less each time - correct_answer: C - question_score: '10' 6: question_text: what is wrong with this code? code: |- @@ -3515,25 +1429,8 @@ levels: feedback: No that's not right - option: Line 2 should start with less indentation feedback: That is correct - hint: Look closely at the indentation - correct_answer: D - question_score: '10' 7: question_text: How should this program be changed to that it works? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' mp_choice_options: - option: '... change the first {if} into a {while}' feedback: Perfect! @@ -3543,32 +1440,9 @@ levels: feedback: That's not quite right. - option: '... change the fourth {if} into a {while}' feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: A - question_score: '10' 8: - question_text: Which statement is true about this automated toilet system? - code: |- - {while} toilet == 'occupied' - lights = 'on' - air_freshener_sprays = 'yes' - {sleep} 60 - lights = 'off' - air_freshener_sprays = 'no' - mp_choice_options: - - option: The lights and air freshener will turn off after 1 minute - feedback: False! - - option: The air freshener sprays once every minute and the lights stay on the whole time while you are on the toilet - feedback: Great job - - option: The air freshener sprays once you leave the toilet. - feedback: It only sprays when you're in there. - - option: The lights will always stay on. - feedback: That wouldn't be right. hint: The block after the while command keeps happening while the toilet is occupied. - correct_answer: B - question_score: '10' 9: - question_text: What will the diet app say if you have eaten 1600 calories today? code: |- chocolate = {ask} 'How many calories have you eaten today?' {while} calories <= 1000 @@ -3586,16 +1460,7 @@ levels: feedback: Yes! - option: You have eaten enough for today feedback: 'No' - hint: 1600 is between 1000 and 2000 - correct_answer: C - question_score: '10' 10: - question_text: 'What should be filled in in the blanks? Tip: the player with the most points is in the lead.' - code: |- - name_player_1 = {ask} 'Name player 1:' - name_player_2 = {ask} 'Name player 2:' - {while} points_player_1 > points_player_2 - {print} _ ' is in the lead right now!' mp_choice_options: - option: name_player_1 feedback: You are right! @@ -3605,105 +1470,20 @@ levels: feedback: You should fill in a name, not a number - option: points_player_2 feedback: You should fill in a name, not a number - hint: You win the game by having the most points. Your name should appear on the screen - correct_answer: A - question_score: '10' 16: - 1: - question_text: Which command should be filled in on the blanks to print a random snack? - code: |- - snacks = nachos, chips, cucumber, sweets - {print} _ - mp_choice_options: - - option: '`snacks {at} {random}`' - feedback: This is the old way. - - option: '`[{random} snack]`' - feedback: The order is wrong. - - option: '`snacks[{random}]`' - feedback: Correct - - option: '`snacks[{at} {random}]`' - feedback: We do not need `at`anymore - hint: We no longer use {at} - correct_answer: C - question_score: '10' 2: - question_text: What should be filled in on the blanks if you want a list of what chores are done by whom? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chores = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} _ - mp_choice_options: - - option: |- - ``` - friends[i] has to do chores [i] - ``` - feedback: Mind the spacing. - - option: |- - ``` - friends[1] has to do chores[1] - ``` - feedback: It will print 3 times that Wesley has to do the cooking - - option: |- - ``` - chores[i] ' has to do ' friends[random] - ``` - feedback: The person has to do the chore, not the other way around - - option: |- - ``` - friends[i] ' has to do ' chores[i] - ``` - feedback: Fantastic! - hint: '`i` tells us what item in the list it is. So friend 1 does chore 1 etc.' - correct_answer: D - question_score: '10' 3: - question_text: What is a possible output for this program? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chore = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} friends[i] has to do chores[i] - mp_choice_options: - - option: |- - ``` - Wesley has to do the cooking - Eric has to do the cleaning - Kaylee has to do nothing - ``` - feedback: Super! - - option: |- - ``` - Kaylee has to do the cooking - Wesley has to do the cleaning - Eric has to do nothing - ``` - feedback: No, it is not random. - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cleaning - Wesley has to do the nothing - ``` - feedback: Poor Wesley! - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cooking - Wesley has to do the cooking - ``` - feedback: That's not it - hint: It's not random... - correct_answer: A - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - friends = ['Jaylee', 'Erin', 'Fay'] - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 0 {to} 3 - print 'the lucky number of ' friends[i] - print 'is ' lucky_numbers[i] mp_choice_options: - option: The variable in line 4 should be 'friend[i]', not 'friends[i]' feedback: That is not right. @@ -3713,16 +1493,7 @@ levels: feedback: It's not a variable, it's just text. - option: '{in} in line 3 should be removed' feedback: That's not it - hint: There's nothing wrong with line 4 - correct_answer: B - question_score: '10' 5: - question_text: Which line should be filled in in the blank? - code: |- - animals = ['dog', 'cow', 'horse'] - _ - {for} i {in} {range} 1 {to} 3 - {print} 'the ' animals[i] ' says ' sounds[i] mp_choice_options: - option: noises = ['moo', 'woof', 'neigh'] feedback: Mind the variable name and the order of the sounds. @@ -3732,487 +1503,3 @@ levels: feedback: Don't forget the quotation marks! - option: sounds = ['woof', 'moo', 'neigh'] feedback: Great job! - hint: Look at line 1 to see proper use of brackets and quotation marks. - correct_answer: D - question_score: '10' - 6: - question_text: Which statement is true? - code: |- - people = ['Chris', 'Jaylino', 'Ryan'] - games = ['fortnite', 'minecraft', 'fifa'] - {for} o {in} {range} 1 {to} 3 - {print} people[o] ' likes ' games[o] - mp_choice_options: - - option: You are not allowed to use the variable o. It should be named i. - feedback: i is the most commonly used variable name in this case, but it's not mandatory to use i. - - option: The output will say that Jaylino likes fortnite. - feedback: No, he likes minecraft. - - option: The output will say that Ryan likes fifa - feedback: Correct - - option: This code will not work. It will give and error. - feedback: No, the code is correct. - hint: There is nothing wrong with this code. - correct_answer: C - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - people = ['Savi', 'Senna', 'Fayenne'] - transportation = ['bike', 'train', 'car'] - {for} i {in} {range} 1 {to} 3 - {print} people[i] goes to school by transportation[i] - mp_choice_options: - - option: Line 1 needs less quotation marks - feedback: That is not right. - - option: Line 3 should start with indentation - feedback: It should not! - - option: Line 4 should start without indentation - feedback: It should not - - option: Line 4 needs more quotation marks. - feedback: Amazing! - hint: There is a mistake made in the usage of quotation marks. - correct_answer: D - question_score: '10' - 8: - question_text: Which of these codes belongs to this output? - code: |- - Macy and Kate get to go first - Lionell and Raj get to go second - Kim and Leroy get to go third - mp_choice_options: - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 0 {to} 3 - {print} teams[random] ' get to go ' position[i] - ``` - feedback: This is not right - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: Amazing! - - option: |- - ``` - teams = ['Macy', 'Kate', 'Lionell', 'Raj', 'Kim', 'Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 6 - {print} teams[random] ' get to go ' position[random] - ``` - feedback: This is not it. - - option: |- - ``` - teams = ['Macy and Kate' 'Lionell and Raj' 'Kim and Leroy'] - position = ['first' 'second' 'third'] - {for} teams {in} {range} 0 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: This is not going to work! - hint: If you look carefully at the first line, you'll see that only the first two answers are possibly correct. - correct_answer: B - question_score: '10' - 9: - question_text: What is a possible output for this code? - code: |- - countries = ['Canada', 'Zimbabwe', 'New Zealand'] - {for} i {in} {range} 0 {to} 1 - {print} 'I will travel to ' countries[random] - mp_choice_options: - - option: |- - ``` - I will travel to Canada - I will travel to Canada - ``` - feedback: Great job! - - option: |- - ``` - I will travel to Canada - ``` - feedback: It will be repeated twice - - option: |- - ``` - I will travel to Canada, Zimbabwe and New Zealand - ``` - feedback: This is not it. - - option: |- - ``` - I will travel to Canada - I will travel to Zimbabwe - I will travel to New Zealand - ``` - feedback: It's only repeated twice - hint: Range 0 to 1 is 2 times - correct_answer: A - question_score: '10' - 10: - question_text: Which 3 lines will complete this code correctly? - code: |- - {print} 'The book raffle will start soon' - {print} 'Get your tickets now!' - books = ['Narnia', 'The Hobbit', 'Oliver Twist', 'Harry Potter', 'Green eggs and ham'] - people = {ask} 'How many raffle tickets are sold?' - list_of_numbers = [1, 2] - {for} i {in} {range} 3 {to} people - {add} i {to} list_of_numbers - {for} i {in} {range} 1 {to} 5 - mp_choice_options: - - option: |- - ``` - chosen_number = list_of_numbers at random - print books[i] ' will go to person number ' chosen_number - {add} chosen_number {to} list_of_numbers - ``` - feedback: Almost there... but adding the winner to the list makes this raffle unfair - - option: |- - ``` - print person[i] ' wins ' book[i] - ``` - feedback: There is no list called 'person' - - option: |- - ``` - chosen_number = list_of_numbers[people] - print books[people] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: This is not it. - - option: |- - ``` - chosen_number = list_of_numbers[random] - print books[i] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: Fantastic! - hint: You need to use the {remove} command - correct_answer: D - question_score: '10' - 17: - 1: - question_text: What is the output of this code? - code: |- - minions = ['Bob', 'Kevin', 'Stuart'] - {for} x in minions: - {print} x - mp_choice_options: - - option: |- - ``` - m i n i o n s - ``` - feedback: This is not it. - - option: |- - ``` - Bob - Kevin - Stuart - ``` - feedback: Correct! - - option: |- - ``` - minions - minions - minions - ``` - feedback: Take a look at the content of your list. - - option: |- - ``` - B o b K e v i n S t u a r t - ``` - feedback: Do not loop through the letters. - hint: Loop through your list. - correct_answer: B - question_score: '10' - 2: - question_text: What is wrong with this code? - code: |- - seconds_minute = 60 - minute_hour = 60 - hour_day = 24 - leap_year = 366 - no_leap_year = 365 - years = ask 'what year is it?' - {if} years = 2024: - print seconds_minute * minute_hour * hour_day * leap_year - {else}: - print seconds_minute * minute_hour * hour_day * noleap_year - mp_choice_options: - - option: You cannot have so many variables. - feedback: This is not it. - - option: The way the variables are multiplied is incorrect. - feedback: Not true! - - option: One of the variables `noleap_year` does not belong with the `{if}` statement. - feedback: Keep looking for the mistake. - - option: The `noleap_year` has to be identical in both cases. - feedback: Correct! - hint: Read the code carefully. - correct_answer: D - question_score: '10' - 3: - question_text: How many hedgehogs will this code print? - code: |- - {for} x in range 1 to 3: - {for} y in range 1 to 2: - {print} 🦔 - mp_choice_options: - - option: |- - ``` - 🦔 - 🦔 - 🦔 - ``` - feedback: Try again. - - option: |- - ``` - 🦔 - 🦔 - ``` - feedback: One more try. - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: Well done! - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating. - correct_answer: C - question_score: '10' - 4: - question_text: What is wrong with code? - code: |- - name_color = {ask} 'What is your favorite color?' - {if} name_color == 'red': - {print} 'the color of a tomato' - {elif} name_color == 'green': - {print} 'the color of an apple' - {elif} name_color == 'blue': - {print} 'the color of a blueberry' - {elif} name_color == 'yellow': - {print} 'the color of a banana' - {elif}: - {print} 'this fruit-color does not exist' - mp_choice_options: - - option: The first `{elif}` should be used before the `print` command - feedback: Try again. - - option: '`{elif}` can only be used once' - feedback: From now on we can use elif multiple times. - - option: '`==` used with `{elif}` should be replaced by `=`' - feedback: Not correct. - - option: '`{elif}` in the last line should be replaced by `{else}`' - feedback: Great! - hint: Think about `{if}`, `{elif}`, `{else}`. - correct_answer: D - question_score: '10' - 5: - question_text: What is the output of this code? - code: |- - numbers = [7, 19, 29, 41, 53, 71, 79, 97] - {for} prime in numbers: - {if} prime <= 10: - {print} prime - {elif} prime >= 60: - {print} prime - {elif} prime >= 90: - {print} prime - {else}: - {print} 'another number' - mp_choice_options: - - option: |- - ``` - 7 - another number - another number - another number - another number - 71 - 79 - 97 - ``` - feedback: Well done! - - option: |- - ``` - another number - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: Try again. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - another number - ``` - feedback: One more try. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating and the values of if and elif. - correct_answer: A - question_score: '10' - 6: - question_text: What is wrong with code? - code: |- - name = {ask} 'What is your name?' - {if} name == 'Hedy': - password = {ask} 'What is your password?' - {if} password =='turtle123': - {print} 'Yey' - {else}: - {print} 'Access denied' - {else}: - {print} 'Go fish' - mp_choice_options: - - option: '`{elif}` is missing.' - feedback: Try again. - - option: '`{else}` can only be used once.' - feedback: From now on we can use elif multiple times. - - option: Nothing! - feedback: There is a mistake. Look carefully! - - option: There is an indentation mistake in the last line. - feedback: Amazing! - hint: There is a mistake somewhere... - correct_answer: D - question_score: '10' - 7: - question_text: Which of the following codes will print five times 'the result is 3' on the screen? - mp_choice_options: - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - result = n * 1 - {print} 'The result is ' result - ``` - feedback: Try again! - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} u in numbers: - number = u - {print} 'The result is ' number - ``` - feedback: That is not it. - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} number in numbers: - number = 3 - {print} 'The result is ' number - ``` - feedback: Very good! - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - n = result - {print} 'The result is ' result - ``` - feedback: That is not it. - hint: Think about mathematical symbols. - correct_answer: C - question_score: '10' - 8: - question_text: What is wrong with code? - code: |- - insects = ['🐝', '🦋', '🕷', '🐞'] - your_favorite = {ask} 'what is your favorite insect?' - {for} insect in insects: - {if} your_favorite == '🐝' {or} your_favorite == '🐞': - {print} 'very useful' - {elif} your_favorite == '🕷': - {print} 'it can catch mosquitoes' - {else}: - {print} 'almost all insects can be useful one way or another' - mp_choice_options: - - option: '`{or}` cannot be used with `{if}`.' - feedback: Try again. - - option: In the `{for}` command `insect` should be `insects`. - feedback: Not true. - - option: Nothing! - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 9: - question_text: Which one of the codes below gave this output? - code: |- - -5 is negative - -4 is negative - -3 is negative - -2 is negative - -1 is negative - 0 is positive - 1 is positive - 2 is positive - 3 is positive - mp_choice_options: - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Try again! - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number <= 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - - option: "```\n {for} number in range -5 to 3:\n {if} number >= 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Very good! - - option: "```\n {for} number in range -5 to 3:\n {if} number < 0: \n {print} number ' is positive'\n {elif} number <=0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 10: - question_text: What is wrong with this code? - code: |- - {for} number in range 1 to 5: - volume_room = num * num * num - {print} volume_room ' cubic meters' - {if} volume_room > 100: - {print} 'this is a large room' - {elif} volume_room < 100: - {print} 'small room but cosy' - {else}: - {print} 'i will look for something else' - mp_choice_options: - - option: The word num needs quotation marks. - feedback: Try again. - - option: The `{if}` command is not used correctly. - feedback: Not true. - - option: Line 3 should be `volume_room = number * number * number`. - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' diff --git a/content/quizzes/ru.yaml b/content/quizzes/ru.yaml index 69ffa908718..fccdf31ce98 100644 --- a/content/quizzes/ru.yaml +++ b/content/quizzes/ru.yaml @@ -12,8 +12,6 @@ levels: - option: Heidi feedback: Не этот вариант! hint: Он назван в честь Hedy Lamarr. - correct_answer: A - question_score: '10' 2: question_text: Что нужно заполнить на пустых местах, чтобы появился текст "Привет!"? code: _ Привет! @@ -39,8 +37,6 @@ levels: ``` feedback: На сайте `{ask}` вы можете задать вопрос. hint: _ Привет, мир! - correct_answer: B - question_score: '10' 3: question_text: Как спросить, какой у кого-то любимый цвет? mp_choice_options: @@ -65,8 +61,6 @@ levels: ``` feedback: '`{echo}` повторяет ваш ответ за вами.' hint: Вы можете спросить что-нибудь с помощью команды `{ask}` - correct_answer: C - question_score: '10' 4: question_text: Что не так с этим кодом? code: |- @@ -83,8 +77,6 @@ levels: - option: Ничего! Это идеальный код! feedback: Неправильно, посмотрите внимательно! hint: Строка 1 кажется неправильной - correct_answer: A - question_score: '10' 5: question_text: Какая команда отсутствует в строке 2? code: |- @@ -112,8 +104,6 @@ levels: ``` feedback: Right on! hint: Вы хотите увидеть ответ в конце строки 2... - correct_answer: D - question_score: '10' 6: question_text: Что не так с этим кодом? code: |- @@ -131,8 +121,6 @@ levels: - option: В строке 4 `{print}` пишется неправильно. feedback: Нет, ошибка где-то в другом месте hint: Проверьте `{print}` команды. - correct_answer: B - question_score: '10' 7: question_text: Что не так с этим кодом? code: |- @@ -150,8 +138,6 @@ levels: - option: Ничего! Это идеальный код! feedback: Правильно! hint: Проверьте код построчно - correct_answer: D - question_score: '10' 8: question_text: Как вы используете команду `{echo}`? mp_choice_options: @@ -163,15 +149,8 @@ levels: feedback: Хорошая работа! - option: С его помощью можно заставить текст исчезнуть. feedback: Это не правильно... - hint: '`{echo}` is used after an `{ask}` command.' - correct_answer: C - question_score: '10' 9: question_text: Что не так с этим кодом? - code: |- - {print} Hello! - {print} How are you doing? - {echo} So you are doing... mp_choice_options: - option: '`{print}` in line 1 should be `{ask}`' feedback: No, `{print}` is right. Where is the question being asked? @@ -181,15 +160,8 @@ levels: feedback: No, `{echo}` is right. Where is the question being asked? - option: Nothing. This is a perfect code! feedback: Look carefully for the mistake... - hint: '`{ask}` allows you to ask a question' - correct_answer: B - question_score: '10' 10: question_text: Which output will be in your outputscreen after you've run this code? - code: |- - {ask} Are you ready to go to level 2? - {echo} - {echo} mp_choice_options: - option: Are you ready to go to level 2? feedback: There are two echo commands @@ -203,12 +175,8 @@ levels: Are you ready to go to level 2? Yes! feedback: There are two echo commands - hint: Let's go! - correct_answer: B - question_score: '10' 2: 1: - question_text: Which statement is true? mp_choice_options: - option: In level 2 the `{print}` command doesn't exist anymore feedback: Вот для чего нужен запрос @@ -219,10 +187,7 @@ levels: - option: С помощью команды {sleep} можно удалить текст с экрана. feedback: Это не то, как работает `{sleep}`. hint: '`{print}` работает так же, как и на уровне 1' - correct_answer: C - question_score: '10' 2: - question_text: Which code is correct? mp_choice_options: - option: |- ``` @@ -244,59 +209,7 @@ levels: {ask} What is your name? {is} name ``` feedback: The words are right, the order isn't! - hint: '`{ask}` doesn''t work like in level 1' - correct_answer: A - question_score: '10' - 3: - question_text: What appears on your output screen when you run this code? - code: |- - name {is} Marleen - {print} name goes to the market and she buys an apple. - mp_choice_options: - - option: name goes to the market and she buys an apple. - feedback: The word name is replaced with Marleen - - option: Marleen goes to the market. - feedback: The second part of the sentence isn't left out! - - option: Marleen goes to the market and she buys an apple. - feedback: Right on! - - option: Marleen goes to the market and Marleen buys an apple. - feedback: She is not replaced with the name - hint: The word name is replaced with Marleen - correct_answer: C - question_score: '10' - 4: - question_text: What will you see on the output screen when you run this code? - code: |- - name {is} Hedy - {print} Hi my name is name - mp_choice_options: - - option: Hi my name is name - feedback: The variable name is replaced with Hedy - - option: Hi my name is Hedy - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is name - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is Hedy - feedback: Correct, this mistake will be fixed in level 4! - hint: '''name'' is being replaced with ''Hedy'' in both places' - correct_answer: D - question_score: '10' - 5: - question_text: What happens when you use the `{sleep}` command? - mp_choice_options: - - option: It slows down your computer - feedback: fortunately not! - - option: It closes down Hedy - feedback: fortunately not! - - option: Your program pauses for a second and then continues - feedback: That's right! - - option: You put it at the end so Hedy knows your program is finished - feedback: No it would be useless at the end of your code - hint: The computer waits for a second at the `{sleep}` command - correct_answer: C - question_score: '10' 6: - question_text: What should be on the lines? code: |- {print} And the award for best programming language goes to... _?_ @@ -322,11 +235,7 @@ levels: {ask} ``` feedback: There is no question there to be asked - hint: Pause for dramatic effect... - correct_answer: A - question_score: '10' 7: - question_text: What command should be used on line 2? code: |- {print} I will explode in 3 seconds! _?_ @@ -352,86 +261,12 @@ levels: {sleep} {sleep} {sleep} ``` feedback: Make it easier on yourself by using the number 3 - hint: You want the computer to wait for 3 seconds - correct_answer: B - question_score: '10' - 8: - question_text: How would you correct the first line of code? - code: |- - {ask} {is} How old are you? - {print} age - mp_choice_options: - - option: |- - ``` - age {ask} {is} How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - {ask} {is} age How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - age {is} {ask} How old are you? - ``` - feedback: You get it! - - option: |- - ``` - age {is} How old are you? - ``` - feedback: Where is the `{ask}` command? - hint: The variable name should come first - correct_answer: C - question_score: '10' - 9: - question_text: What is going wrong in this code? - code: |- - dogs {is} animal - {print} I love animal - mp_choice_options: - - option: 'Line 1 should say: dogs `{is}` animals' - feedback: The variable name is animal - - option: 'Line 1 should say: animal `{is}` dogs' - feedback: Great! - - option: 'Line 2 should say: `{print}` I love animals' - feedback: The variable name is animal - - option: 'Line 2 should say: `{sleep}` I love animals' - feedback: Sleep is not used to `{print}` text - hint: You want to `{print}` 'I love dogs' - correct_answer: B - question_score: '10' 10: - question_text: What command should be used on the line 1? code: |- flavor {is} _?_ {print} Your favorite icecream is... {sleep} {print} flavor - mp_choice_options: - - option: |- - ``` - {sleep} 3 - ``` - feedback: You want to know the favorite flavor! - - option: |- - ``` - {print} strawberries - ``` - feedback: You do not want a `{print}` command at the middle of the line... - - option: |- - ``` - strawberries, chocolate, vanilla - ``` - feedback: This way you are making a list. You don't want that now. - - option: |- - ``` - {ask} What flavor icecream do you like? - ``` - feedback: That's right! - hint: You want to `{ask}` a question - correct_answer: D - question_score: '10' 3: 1: question_text: What command do you use to let Hedy pick something arbitrarily? @@ -456,14 +291,8 @@ levels: {at} {random} ``` feedback: Правильно! - hint: Arbitrarily means without a plan or randomly. - correct_answer: D - question_score: '10' 2: question_text: Что не так с этим кодом? - code: |- - animals {is} dog cat cow - {print} animals {at} {random} mp_choice_options: - option: 'You need commas in line 1: dog, cat, cow.' feedback: Good job! @@ -473,86 +302,10 @@ levels: feedback: animals is correct. - option: '`{at} {random}` is spelled incorrectly' feedback: '`{at} {random}` is the correct spelling' - hint: There's something wrong in line 1 - correct_answer: A - question_score: '10' 3: question_text: How do you fix the mistake in line 2 of this code? - code: |- - options {is} rock, paper, scissors - {print} rock, paper, scissors {at} {random} - mp_choice_options: - - option: |- - ``` - {at} {random} {print} options - ``` - feedback: You're almost there. The order of the words isn't right yet. - - option: |- - ``` - {print} rock {at} {random} - ``` - feedback: you don't always want the Hedy to {print} rock, sometimes you want scissors or paper. - - option: |- - ``` - {print} options {at} {random} - ``` - feedback: Very good! - - option: Nothing, the code is correct! - feedback: Look carefully for the mistake - hint: The variable (the list) is called options. - correct_answer: C - question_score: '10' - 4: - question_text: What should change in line 2 to print a random price? - code: |- - prices {is} 1 dollar, 100 dollar, 1 million dollar - {print} price {at} {random} - mp_choice_options: - - option: |- - ``` - {print} price - ``` - feedback: You don't want to `{print}` the word price, but you want to `{print}` one price out of your list `{at} {random}` - - option: |- - ``` - {print} prices {at} {random} - ``` - feedback: Great! You've really paid attention. - - option: |- - ``` - {print} {at} {random} price - ``` - feedback: '`{at} {random}` is placed behind the variable.' - - option: Nothing, this code is alright. - feedback: Look carefully for the mistake you missed! - hint: The variable name is prices - correct_answer: B - question_score: '10' - 5: - question_text: What is wrong in this code? - code: |- - question {is} {ask} What do you want to know? - {print} question - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 1 needs to say `{print}` instead of `{ask}` - feedback: No, that's not wrong. - - option: Line 2 needs to say `{ask}` instead of `{print}` - feedback: No that's not wrong. - - option: Line 2 needs to say answers `{at} {random}` `{is}` yes, no, maybe - feedback: No, that's not wrong. - - option: Nothing, this code is perfect - feedback: That's right! - hint: Does this code even have a mistake? - correct_answer: D - question_score: '10' 6: question_text: Что не так с этим кодом? - code: |- - question {is} {ask} What do you want to know? - answers yes, no, maybe - {print} answers {at} {random} mp_choice_options: - option: Line 2 needs to say question instead of answers feedback: No that's not right @@ -562,35 +315,7 @@ levels: feedback: No the variable's called answers - option: Nothing! This code is great! feedback: Actually, line 2 has a mistake. - hint: There is something wrong with line 2. - correct_answer: B - question_score: '10' - 7: - question_text: What does the `{add}` command do? - code: |- - books {is} Harry Potter, The Hobbit, Green Eggs and Ham - your_book {is} {ask} What is your favorite book? - {add} your_book {to} books - {print} books {at} {random} - mp_choice_options: - - option: The `{add}` command removes a random book from the list - feedback: The remove command removes, the add command adds - - option: The `{add}` command adds a random book to a list - feedback: It doesn't. It adds your answer to the list! - - option: The `{add}` command adds your favorite book to the list - feedback: Correct! - - option: The `{add}` command prints your favorite book. - feedback: No, it adds your favorite book to the list - hint: The `{add}` command adds a book, but which one? - correct_answer: C - question_score: '10' 8: - question_text: What is the output of this code? - code: |- - crisps {is} sea salt, paprika, sour cream - {remove} sea salt {from} crisps - {remove} paprika {from} crisps - {print} crisps {at} {random} mp_choice_options: - option: You can't tell, because Hedy will `{print}` one of the 3 flavors `{at} {random}` feedback: Take a look at the `{remove}` commands @@ -600,9 +325,6 @@ levels: feedback: Paprika is removed from the list - option: sour cream feedback: That's right! - hint: There are 3 flavors, bit 2 are removed. Which one remains? - correct_answer: D - question_score: '10' 9: question_text: Что не так с этим кодом? code: |- @@ -610,18 +332,7 @@ levels: selected_color {is} {ask} Какой цвет волос вы бы не хотели иметь? {remove} выбранный_цвет {from} цвета {print} Я буду красить волосы {at} {random} - mp_choice_options: - - option: 'Line 3 should say: `{remove}` blue `{from}` colors' - feedback: Maybe you want blue hair though! - - option: Line 3 should have an `{add}` command instead of a `{remove}` command - feedback: You want to remove the chosen color so `{remove}` is right. - - option: In line 4 the variable should be called colors instead of color - feedback: Great job! - - option: Nothing, this is a correct code! - feedback: Find the mistake! hint: Look at line 3 - correct_answer: C - question_score: '10' 10: question_text: What should be on the _?_? code: |- @@ -652,8 +363,6 @@ levels: ``` feedback: This increased the change that the person who walked yesterday now has to do it again. That's mean. hint: The person who walked the dog yesterday should be removed from the list. - correct_answer: A - question_score: '10' 4: 1: question_text: Which of these is true? @@ -678,11 +387,7 @@ levels: {print} 'Я очень хочу принять участие в этой викторине! ``` feedback: No, but 2 other commands do. - hint: In level 4 you need quotation marks for 2 commands. - correct_answer: A - question_score: '10' 2: - question_text: Which code uses the proper quotation marks? mp_choice_options: - option: |- ``` @@ -704,11 +409,7 @@ levels: {print} ,hello, ``` feedback: This is a comma, you need quotation marks. - hint: Pick the right quotation marks. - correct_answer: B - question_score: '10' 3: - question_text: Where are the quotation marks used correctly? mp_choice_options: - option: |- ``` @@ -730,11 +431,7 @@ levels: {print} 'Hi Im Hedy' ``` feedback: Идеально! - hint: Both before and after the words you want to print should be a quotation mark. - correct_answer: D - question_score: '10' 4: - question_text: Which statement is true? mp_choice_options: - option: 'You need quotation marks around the word `{print}`, like this: `''{print}''`.' feedback: The quotation marks shouldn't be around the command itself. @@ -744,14 +441,7 @@ levels: feedback: Both `{print}` and `{ask}` require quotation marks - option: You can choose yourself whether to use quotation marks or not. feedback: Unfortunately, Hedy is stricter than that. - hint: From level 4 on you need to use quotation marks. - correct_answer: B - question_score: '10' 5: - question_text: What has to be changed in order for the game to work? - code: |- - options {is} rock, paper, scissors - {print} 'options {at} {random}' mp_choice_options: - option: |- ``` @@ -770,42 +460,10 @@ levels: feedback: That's right - option: Nothing, the game already works! feedback: Look carefully. There is an error. - hint: You don't want Hedy to literally print 'options {at} {random}', you want it to print 'rock' or 'paper' or 'scissors'. - correct_answer: C - question_score: '10' 6: - question_text: What would be a good next line in this code? - code: prices {is} 1 dollar, 100 dollars, 1 million dollars - mp_choice_options: - - option: |- - ``` - {print} 'You win...' prices {at} {random} - ``` - feedback: Great! You get it! - - option: |- - ``` - {print} You win... 'prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}' - - option: |- - ``` - {print} You win... prices {at} {random} - ``` - feedback: You need some quotation marks! - - option: |- - ``` - {print} 'You win... prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}'' hint: 'Think carefully: what is a variable and should be outside of the quotation marks? And what are normal words that should be inside?.' - correct_answer: A - question_score: '10' 7: question_text: Что не так с этим кодом? - code: |- - question {is} {ask} What do you want to know? - answers {is} yes, no, maybe - {print} answers {at} {random} mp_choice_options: - option: Quotation marks are missing in line 1 feedback: Правильно! @@ -815,15 +473,7 @@ levels: feedback: You don't want Hedy to literally print 'answers {at} {random}' so no quotation marks needed here! - option: Nothing, this code is good as is! feedback: Look carefully. You missed a mistake! - hint: Check each line on whether they'd need quotation marks or not. - correct_answer: A - question_score: '10' 8: - question_text: What would be a good next line for this code? - code: |- - {print} 'Welcome at the money show!' - {print} 'In front of you are 3 doors' - door {is} {ask} 'Which door do you choose?' mp_choice_options: - option: |- ``` @@ -845,14 +495,7 @@ levels: {print} 'So you pick door door' ``` feedback: Hedy will literally print 'So you pick door door - hint: The second word door should be replaced with the number, the first should still be the word door... - correct_answer: C - question_score: '10' 9: - question_text: What will never appear in your output screen? - code: |- - clubs {is} Real Madrid, Bayern Munchen, Manchester United, Ajax - {print} clubs {at} {random} ' is going the win the champions league' mp_choice_options: - option: Ajax is going to win the champions league feedback: Hedy could `{print}` that @@ -862,15 +505,7 @@ levels: feedback: Hedy could `{print}` that - option: FC Barcelona is going to win the champions league feedback: That's right. It's not in the list - hint: What are Hedy's options to randomly pick from? - correct_answer: D - question_score: '10' 10: - question_text: Which statement is true? - code: |- - people {is} mom, dad, Emma, Sophie - {print} The dishes are done by... - {print} people {at} {random} mp_choice_options: - option: Quotation marks are missing in line 1 feedback: A list doesn't need quotation marks @@ -880,9 +515,6 @@ levels: feedback: Line 3 doesn't need quotation marks because it's not printed literally - option: Nothing, this code has no mistakes feedback: You missed one! - hint: One line needs quotation marks, because you want it to be printed literally. - correct_answer: B - question_score: '10' 5: 1: question_text: What is true? @@ -912,13 +544,7 @@ levels: ``` feedback: Correct! hint: Какой из них сочетается с командой `{if}`? - correct_answer: D - question_score: '10' 2: - question_text: What appears in your output screen when you type in the name Hedy? - code: |- - name {is} {ask} 'What is your name?' - {if} name {is} Hedy {print} 'fun' {else} {print} 'less fun' mp_choice_options: - option: веселье feedback: That's right! @@ -928,15 +554,7 @@ levels: feedback: No, it doesn't print the name - option: Error feedback: Fortunately not! - hint: '`{if}` name `{is}` Hedy `{print}` ...?' - correct_answer: A - question_score: '10' 3: - question_text: What is the right password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' mp_choice_options: - option: Правильно! feedback: This is printed when you type in the correct password @@ -947,14 +565,7 @@ levels: - option: ALARM INTRUDER feedback: This is printed when you type in the incorrect password! hint: '`{if}` password `{is}` ... `{print}` ''Correct!''!''' - correct_answer: B - question_score: '10' 4: - question_text: What does Hedy print when you type in the wrong password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' mp_choice_options: - option: Правильно feedback: That's printed if the correct answer is given, not the wrong one... @@ -964,15 +575,7 @@ levels: feedback: No, this is not what Hedy will print - option: ALARM! INTRUDER! feedback: Great job! - hint: Your computer will sound the alarm for intruders! - correct_answer: D - question_score: '10' 5: - question_text: Why will Hedy say 'ALARM! INTRUDER' when you type in 'secret'? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' mp_choice_options: - option: Because it needs to be in capitals, so SECRET feedback: Действительно! @@ -982,9 +585,6 @@ levels: feedback: That's not how you spell secret - option: Because Hedy makes a mistake feedback: No, Hedy is right - hint: The spelling of the word has to be exactly the same. - correct_answer: A - question_score: '10' 6: question_text: Which word should be on the place of the question mark in the last line? code: |- @@ -993,30 +593,6 @@ levels: club is {ask} 'Какой клуб ваш любимый?' {if} club {is} ajax {print} 'Аякс, конечно, выиграет!' _?_ {print} 'Извините, ваш клуб будет на последнем месте...' - mp_choice_options: - - option: |- - ``` - {if} - ``` - feedback: '`{if}` is already in the line above' - - option: |- - ``` - {at} {random} - ``` - feedback: No, you need `{else}`. - - option: |- - ``` - {else} - ``` - feedback: Great! - - option: |- - ``` - {print} - ``` - feedback: '`{print}` is already there, we need a word before it!' - hint: '`{if}` goes together with...?' - correct_answer: C - question_score: '10' 7: question_text: Which word should be in the place of the question mark? code: |- @@ -1045,9 +621,6 @@ levels: {print} ``` feedback: Потрясающе! - hint: After `{else}` a `{print}` command follows - correct_answer: D - question_score: '10' 8: question_text: Which word should be on the place of the question mark? code: |- @@ -1075,11 +648,7 @@ levels: {print} ``` feedback: No, that's not it. - hint: What the variable name? - correct_answer: B - question_score: '10' 9: - question_text: Which door should you choose to escape?? code: |- {print} 'Побег из дома с привидениями!' {print} 'Перед вами 3 двери' @@ -1087,20 +656,7 @@ levels: монстры {is} вампир, оборотень, гигантский паук {if} дверь {is} 2 {print} 'Ура, вы можете сбежать!' {else} {print} 'Вас пожирает... ' монстры {at} {random} - mp_choice_options: - - option: '1' - feedback: Bad choice! You're being eaten - - option: '2' - feedback: Super! You escaped! - - option: '3' - feedback: Bad choice! You're being eaten. - - option: It's a trap, you will always be eaten! - feedback: Luckily not! - hint: One of the doors will keep you safe.. - correct_answer: B - question_score: '10' 10: - question_text: Which monster is standing behind door 1? code: |- {print} 'Побег из дома с привидениями!' {print} 'Перед вами 3 двери' @@ -1117,13 +673,8 @@ levels: feedback: Not always... - option: giant spider feedback: Not always... - hint: Mind the last 3 words... monsters `{at} {random}`... - correct_answer: A - question_score: '10' 6: 1: - question_text: What's Hedy's output when you run this code? - code: '{print} 2*10' mp_choice_options: - option: '20' feedback: Правильно! @@ -1133,9 +684,6 @@ levels: feedback: No, Hedy will calculate the answer - option: '210' feedback: Mind it's a calculation. - hint: The `*` is used as a multiplication sign - correct_answer: A - question_score: '10' 2: question_text: Which sign do you use for an addition? mp_choice_options: @@ -1147,62 +695,6 @@ levels: feedback: That's not it - option: '`+`' feedback: Правильно! - hint: It's the plus sign. - correct_answer: D - question_score: '10' - 3: - question_text: What's Hedy's output when you run this code? - code: '{print} ''3*10''' - mp_choice_options: - - option: '30' - feedback: This would be the right answer if there were no quotation marks. - - option: '13' - feedback: Try again.. - - option: 3*10 - feedback: Correct! There are quotation marks, so Hedy will print it literally. - - option: Nothing, Hedy will give an error message. - feedback: No, Hedy will print it literally. - hint: Mind the quotation marks!! - correct_answer: C - question_score: '10' - 4: - question_text: Kim is 10 years old. What will Hedy print for her? - code: |- - name = {ask} 'How many letters are in your name?' - age = {ask} 'How old are you?' - luckynumber = name*age - {print} 'Your lucky number is...' luckynumber - mp_choice_options: - - option: '30' - feedback: Mind, Hedy also prints 'Your lucky number is...' - - option: '10' - feedback: Please try again. - - option: Your lucky number is... 30 - feedback: That's right! - - option: Your lucky number is... 10 - feedback: Her lucky number is name times age... - hint: 'Kim has 3 letters, she is 10 years old so: letters times age = 3*10 = 30.' - correct_answer: C - question_score: '10' - 5: - question_text: If 5 people eat at this restaurant, how much do they have to pay in total? - code: |- - {print} 'Welcome to Hedys!' - people = {ask} 'How many people are eating with us tonight?' - price = people * 10 - {print} 'That will be ' price 'dollar please' - mp_choice_options: - - option: 5 dollars - feedback: Unfortunately, it's not that cheap. - - option: 10 dollars - feedback: No, it's 10 dollars each. - - option: 15 dollars - feedback: The * means multiplication. - - option: 50 dollars - feedback: Great! - hint: '`price` `is` `people` `times` 10' - correct_answer: D - question_score: '10' 6: question_text: How much does a hamburger cost is this virtual restaurant? code: |- @@ -1220,11 +712,7 @@ levels: feedback: The hamburger isn't free! - option: 21 dollars feedback: That's the price for a hamburger and fries! - hint: Mind the fourth line. - correct_answer: A - question_score: '10' 7: - question_text: Why does line 7 say 'price is price + 3' instead of 'price is 3'? code: |- {print} 'Добро пожаловать в закусочную Hedys' food = {ask} 'Что бы вы хотели съесть?' @@ -1235,25 +723,7 @@ levels: {if} напитки {is} кола цена = цена + 3 {if} напитки {is} вода цена = цена + 1 {print} цена ' доллары пожалуйста' - mp_choice_options: - - option: It could have been `price = 3` just as well. - feedback: No, that's not true. Hedy needs to add 3 dollars to the total. - - option: Because Hedy doesn't understand `price = 3`. - feedback: Hedy would understand, but it wouldn't be right. - - option: Because Hedy would otherwise forget about the previous order. The price would be 3 dollars in total. - feedback: That's right! - - option: Because the price is 0 dollars to begin with. - feedback: That's true, but not the reason - hint: The price shouldn't be 3, but 3 dollars more than it already was - correct_answer: C - question_score: '10' 8: - question_text: Why is this code incorrect? - code: |- - correct answer = 3*12 - answer = {ask} 'What is 3 times 12?' - {if} answer {is} correct answer {print} 'Good job!' - {else} {print} 'No... It was ' correct answer mp_choice_options: - option: There shouldn't be quotation marks in line 2 feedback: No, there should be! @@ -1263,11 +733,7 @@ levels: feedback: No, that's not true. - option: The variable in line 2 can't be called answer, because it is too similar to the variable correct answer. feedback: Variable names can be similar, but they can't be 2 words... - hint: Inspect what the variables are called. - correct_answer: B - question_score: '10' 9: - question_text: Imagine you love football a 10, you've eaten 2 bananas and have washed your hands 3 times today. How smart does the silly fortune teller think you are? code: |- {print} "Я Хеди - глупая гадалка". {print} 'Я предскажу, насколько вы умны!' @@ -1277,20 +743,7 @@ levels: результат = бананы + гигиена результат = результат * футбол {print} 'Ты - ' результат 'процент умных'. - mp_choice_options: - - option: 10% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 32% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 50% - feedback: Super! You are 100 percent smart! - - option: 100% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - hint: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - correct_answer: C - question_score: '10' 10: - question_text: Which statement is true? code: |- name _?_ Hedy {print} name 'is walking trough the forrest' @@ -1303,12 +756,8 @@ levels: feedback: No, one `=` sign is enough - option: You can only use the `=` sign when working with numbers, not with words. feedback: You can also use `=` with words. - hint: '`{is}` and `=` are both allowed' - correct_answer: B - question_score: '10' 7: 1: - question_text: How many lines can you repeat at once with the repeat command at this level? mp_choice_options: - option: '0' feedback: No you can repeat a line. @@ -1319,37 +768,9 @@ levels: - option: infinite feedback: In this level you can only repeat one line at a time hint: You can only repeat 1 line at a time - correct_answer: B - question_score: '10' 2: - question_text: Which code is right? - mp_choice_options: - - option: |- - ``` - {print} 100 {times} 'hello' - ``` - feedback: '`{repeat}` 100 `{times}` `{print}` ''hello''' - - option: |- - ``` - {print} {repeat} 100 {times} 'hello' - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 'hello' 100 {times} - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 100 {times} {print} 'hello' - ``` - feedback: That's right! hint: First the repeat command, then the `{print}` command - correct_answer: D - question_score: '10' 3: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} ''Hello!''' mp_choice_options: - option: Right feedback: No, a word is missing @@ -1359,14 +780,7 @@ levels: feedback: The word `{times}` is there, another word is missing. - option: Wrong, the word `{print}` is missing feedback: Правильный - hint: 'It should be: `{repeat}` 100 `{times}` `{print}` ''Hello''' - correct_answer: D - question_score: '10' 4: - question_text: Which word is wrong in the code? - code: |- - {print} 'I'm blue' - {repeat} 7 {times} {print} 'da ba dee, da ba da' mp_choice_options: - option: |- ``` @@ -1389,24 +803,7 @@ levels: ``` feedback: '`{times}` is spelled correctly' hint: I'm is wrong, you can't use apostrophes - correct_answer: A - question_score: '10' - 5: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} {print} ''Hedy is awesome!''' - mp_choice_options: - - option: Correct - feedback: That's right! - - option: Wrong - feedback: That's not it - hint: The code is correct! - correct_answer: A - question_score: '10' 6: - question_text: What will be the output from this code? - code: |- - {print} 'The wheels on the bus go' - {repeat} 3 {times} {print} ' round and round' mp_choice_options: - option: |- the wheels on the bus go @@ -1432,14 +829,7 @@ levels: round and round round and round feedback: All though the town! Perfect! - hint: Only 'round and round' is repeated 3 times. - correct_answer: D - question_score: '10' 7: - question_text: What will be the output from this code? - code: |- - {repeat} 2 {times} {print} 'We will' - {print} 'ROCK YOU!' mp_choice_options: - option: |- We will We will @@ -1460,17 +850,8 @@ levels: We will ROCK YOU! feedback: Mind the repeat command - hint: Mind the `{repeat}` command. - correct_answer: B - question_score: '10' 8: question_text: Welke Hedy code hoort bij dit resultaat - code: |- - Here comes the sun - Do do do do - Here comes the sun - And I say - Its alright mp_choice_options: - option: |- ``` @@ -1504,8 +885,6 @@ levels: ``` feedback: Dit is niet de juiste volgorde.. hint: '`{repeat}` kan alleen worden gebruikt als je dezelfde regel meerdere keren achter elkaar wil uitvoeren.' - correct_answer: A - question_score: '10' 9: question_text: Welke Hedy code hoort bij dit resultaat ? code: |- @@ -1549,8 +928,6 @@ levels: ``` feedback: Perfect hint: '''Help !'' wordt 3x herhaald.' - correct_answer: D - question_score: '10' 10: question_text: What Hedy code belongs to this output? code: |- @@ -1587,16 +964,8 @@ levels: {print} 'хлопать в ладоши' ``` feedback: This is not in the right order. - hint: Mind the order of the sentences. - correct_answer: B - question_score: '10' 8: 1: - question_text: Which output will be produced by this code? - code: |- - {repeat} 2 {times} - {print} 'Hello' - {print} 'Im Hedy!' mp_choice_options: - option: |- Hello @@ -1619,14 +988,8 @@ levels: Im Hedy! Im Hedy! feedback: Everything is printed twice - hint: Both lines are repeated twice. - correct_answer: C - question_score: '10' 2: question_text: Что не так с этим кодом? - code: |- - {repeat} 5 {times} - {print} 'Hedy is cool!' mp_choice_options: - option: This should be only one line, not 2. feedback: No it should be 2 lines. @@ -1636,15 +999,7 @@ levels: feedback: Nee, repeat is de goede spelling - option: The second line need to start with 4 spaces as indentation. feedback: Правильно! - hint: Something is missing in the second line? - correct_answer: D - question_score: '10' 3: - question_text: What output will be produced when you run this program? - code: |- - {repeat} 3 {times} - {print} 'Baby shark tututudutudu' - {print} 'Baby shark' mp_choice_options: - option: |- Baby shark tututudutudu @@ -1671,10 +1026,7 @@ levels: Baby shark feedback: What is being repeated and what isn't. hint: What is being repeated and what is not?. - correct_answer: C - question_score: '10' 4: - question_text: Which output is correct? code: |- {print} 'The children went:' {repeat} 2 {times} @@ -1706,9 +1058,6 @@ levels: Yay! Were going on holiday! feedback: The last line is repeated too. - hint: The block under the `{repeat}` command is repeated twice. - correct_answer: B - question_score: '10' 5: question_text: Что не так с этим кодом? code: |- @@ -1724,42 +1073,6 @@ levels: feedback: That's not true - option: '`{ask}` is no longer a command' feedback: That's not true - hint: Something is wrong with indentation - correct_answer: A - question_score: '10' - 6: - question_text: What will be the output of this code when we enter pancakes? - code: |- - {print} 'Welcome to restaurant Hedy' - {repeat} 2 {times} - food {is} {ask} 'What do you want to eat?' - {print} food - mp_choice_options: - - option: |- - Welcome to restaurant Hedy - Pancakes - feedback: There is no repetition in this answer. - - option: |- - Welcome to restaurant Hedy - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: This answer also repeats the welcome message - - option: |- - Welcome to restaurant Hedy - What do you want to eat? - What do you want to eat? - Pancakes - Pancakes - feedback: Almost! But look at the question, it is not repeated. - - option: |- - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: Well done! - hint: The first sentence and question will not be repeated - correct_answer: D - question_score: '10' 7: question_text: Что не так с этим кодом? code: |- @@ -1780,11 +1093,7 @@ levels: feedback: You always have to use indentation. - option: The indentation is wrong in the first `{if}` command. feedback: That's right. - hint: Take a careful look at the indentation. - correct_answer: D - question_score: '10' 8: - question_text: In which of the codes is the indentation done right? mp_choice_options: - option: |- ``` @@ -1826,31 +1135,14 @@ levels: {print} 'Вы ошибаетесь!' ``` feedback: You are wrong! - hint: What should happen if the person is right? And what else? - correct_answer: C - question_score: '10' 9: - question_text: What line(s) in this code should start with 4 spaces? code: |- 1 музыка = {ask} 'Какой ваш любимый жанр музыки?' 2 {if} музыка {is} рок 3 {print} '🤘' 4 {else} 5 {print} '👎' - mp_choice_options: - - option: Line 2 and 4 - feedback: The lines after the `{if}` and `{else}` command should start with 4 spaces - - option: Only line 3 - feedback: Not only 3... - - option: Line 3, 4 and 5 - feedback: Line 4 shouldn't - - option: Line 3 and 5 - feedback: Great job! - hint: The lines after an `{if}` or `{else}` command should start with 4 spaces. - correct_answer: D - question_score: '10' 10: - question_text: Which statement is true? code: |- 1 level = {ask} 'What level are you on?" 2 {if} level {is} 8 @@ -1864,9 +1156,6 @@ levels: feedback: That's not true - option: Line 3 should start with 4 spaces feedback: Правильно! - hint: Only one line starts with 4 spaces, but which one...? - correct_answer: D - question_score: '10' 9: 1: question_text: Что не так с этим кодом? @@ -1890,10 +1179,7 @@ levels: - option: The indentation is wrong in the last `{if}` command. feedback: It not, though. hint: all the indentation is done correctly. - correct_answer: A - question_score: '10' 2: - question_text: What will be printed after entering the correct password? code: |- пароль = {ask} 'Какой пароль?' правильный_пароль = Hedy @@ -1921,11 +1207,7 @@ levels: Good job! You can use the computer! feedback: Правильно! - hint: Everything under the `{repeat}` command is repeated twice. - correct_answer: D - question_score: '10' 3: - question_text: Which case should you choose to win a million dollars? code: |- {print} 'Выберите правильный случай и выиграйте! case = {ask} 'Какой случай вы выберете? 1 или 2?' @@ -1941,20 +1223,7 @@ levels: {print} 'Вы продаете кейс за 500 долларов' {if} действие {is} открыть {print} 'Вы откроете кейс и выиграете миллион долларов!' - mp_choice_options: - - option: case 1, sell - feedback: You don't win a million! - - option: case 1, open - feedback: You don't win a million - - option: case 2, sell - feedback: You don't win a million - - option: case 2, open - feedback: Great job! You win! - hint: Follow the right path - correct_answer: D - question_score: '10' 4: - question_text: Which statement is true? code: |- имя = {ask} 'Как вас зовут?' размер = {ask} 'Какой у вас размер обуви?' @@ -1974,15 +1243,7 @@ levels: feedback: That's right! - option: Cinderella with shoe size 40 gets the output 'I was looking for you!' feedback: No she gets 'Ill keep looking' - hint: No matter what your name is, if you have shoe size 40 you will get the message 'Ill keep looking'. - correct_answer: C - question_score: '10' 5: - question_text: Which code produced this output? - output: |- - Icecream is the best! - Icecream is the best! - Icecream is the best! mp_choice_options: - option: |- ``` @@ -2017,11 +1278,7 @@ levels: {print} 'Icecream is the best!' ``` feedback: There are 2 `{repeat}` commands in this code. - hint: Watch the indentation - correct_answer: C - question_score: '10' 6: - question_text: After which command(s) should you use indentation (starting the next line with 4 spaces)? mp_choice_options: - option: '`{if}`' feedback: Don't forget the others @@ -2031,9 +1288,6 @@ levels: feedback: Keep it up! - option: '`{if}` `{else}` `{repeat}` `{print}`' feedback: Not with print - hint: Indentation happens on the line below some commands - correct_answer: C - question_score: '10' 7: question_text: "В этом коде от пиццерии. \nВы получите скидку в 5 долларов, если закажете среднюю пиццу с колой.\n Что вы должны сделать, чтобы отладить этот код?" code: |- @@ -2074,9 +1328,6 @@ levels: price = price - 2 ``` feedback: Try again - hint: After each `{if}` command, the line below should indent - correct_answer: A - question_score: '10' 8: question_text: What is wrong is this code? code: |- @@ -2094,25 +1345,7 @@ levels: feedback: You actually must start like that. - option: A code must always start with a `{print}` command in the first line feedback: That's not true. - hint: The indentation is done right this time - correct_answer: B - question_score: '10' - 9: - question_text: How many `{if}` commands can be placed inside another `{if}` command? - mp_choice_options: - - option: None, that is not allowed - feedback: You are allowed to - - option: Only 1 - feedback: You could use more if you like - - option: '3' - feedback: You could use more if you like - - option: Infinite, as long as you keep using indentation correctly - feedback: That is true - hint: You can put an `{if}` command inside an `{if}` command. - correct_answer: D - question_score: '10' 10: - question_text: Which statement is true? code: |- 1 {repeat} 2 {times} 2 {if} level {is} 9 @@ -2127,8 +1360,6 @@ levels: - option: line 2 should atart with 4 spaces and line 3 with 8 feedback: Правильно! hint: The first line doens't start with any spaces - correct_answer: D - question_score: '10' 10: 1: question_text: What do we need to fill in on the `_?_` if we want to print each compliment? @@ -2136,91 +1367,8 @@ levels: compliments = perfect, great job, amazing _?_ {print} compliment - mp_choice_options: - - option: |- - ``` - {for} each compliment - ``` - feedback: That's not it - - option: |- - ``` - {for} compliment {in} compliments - ``` - feedback: You deserve all those compliments! - - option: |- - ``` - {if} compliment {in} compliments - ``` - feedback: That's not it - - option: |- - ``` - {for} compliments {in} compliment - ``` - feedback: Almost there! - hint: '`{for}` each compliment in the lists of compliments...' - correct_answer: B - question_score: '10' - 2: - question_text: Which output is correct? - code: |- - meals = pizza, pasta, pancakes - {for} meal {in} meals - {print} 'I love ' meal - mp_choice_options: - - option: I love pizza - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pasta - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pancakes - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: |- - I love pizza - I love pasta - I love pancakes - feedback: Great! - hint: Line 2 says for each meal in the list of meals. So each meal is printed. - correct_answer: D - question_score: '10' - 3: - question_text: Which output is correct? - code: |- - animals = dogs, cats, hamsters, chickens - {for} animal {in} animals - {print} animal ' are lovely pets' - mp_choice_options: - - option: dogs are lovely pets - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - - option: dogs, cats, hamsters, chickens are lovely pets - feedback: Each animal gets their own line in the output. - - option: |- - dogs are lovely pets - cats are lovely pets - hamsters are lovely pets - chickens are lovely pets - feedback: Great! - - option: You don't know yet. Because it chooses one of the animals {at} {random}. - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - hint: Line 2 says {for} each animal in the list of animals. So each animal is printed - correct_answer: C - question_score: '10' 4: question_text: Что не так с этим кодом? - code: |- - groceries = apples, bread, milk - {for} item {in} groceries - {print} 'We need ' groceries - mp_choice_options: - - option: Line 2 needs to start with 4 spaces as indentation - feedback: No it doesn't. Only line 3 needs indentation, which it has. - - option: Line 3 does not need to start with 4 spaces as indentation - feedback: Line 2 is a `{for}`command so line 3 does need to start with an indent. - - option: Line 3 should say item instead of groceries - feedback: Good job! - - option: Line 2 should say groceries instead of item - feedback: No it does not. - hint: Line 2 says `{for}` each item in the list of groceries - correct_answer: C - question_score: '10' 5: question_text: What word should be on the _?_ with these digital dice? code: |- @@ -2229,25 +1377,7 @@ levels: выбор = 1, 2, 3, 4, 5, 6 {for} игрок {in} игроки {print} игрок ' броски ' _?_ {at} {random} - mp_choice_options: - - option: players - feedback: It would say 'Ann throws Jesse', instead of 'Ann throws 6'. - - option: choices - feedback: That's right! - - option: choice - feedback: You are very close. But you need Hedy to pick from the list called 'choices' not 'choice'... - - option: dice - feedback: Look at the names of the variables. - hint: Hedy needs to pick a number `{at} {random}` - correct_answer: B - question_score: '10' 6: - question_text: Which of the answers below is a possible outcome when you run the code? - code: |- - choices = rock, paper, scissors - players = Kelly, Meredith - {for} player {in} players - {print} player ' chooses ' choices {at} {random} mp_choice_options: - option: Kelly chooses rock feedback: Meredith wants to play too! @@ -2261,9 +1391,6 @@ levels: Kelly chooses paper Meredith chooses scissors feedback: Потрясающе! - hint: Each player will pick an option. The player that's first on the list will go first. - correct_answer: D - question_score: '10' 7: question_text: What line should be on the _?_ in this code that decides what these people will have for dinner? code: |- @@ -2271,30 +1398,6 @@ levels: food = pasta, fries, salad _?_ {print} name ' has to eat ' food {at} {random} ' for dinner' - mp_choice_options: - - option: |- - ``` - {for} name {in} names - ``` - feedback: You are on fire! - - option: |- - ``` - {for} names {in} name - ``` - feedback: No it should be for each name in the list nameS, so the other way around - - option: |- - ``` - {for} food {in} food - ``` - feedback: Each name should be told what they will have for dinner. - - option: |- - ``` - {for} name {in} food - ``` - feedback: Each name should be told what they will have for dinner. - hint: Each name should be told what they will have for dinner. - correct_answer: A - question_score: '10' 8: question_text: What should be on the _?_ in this code that decides which color shirt you get? code: |- @@ -2323,9 +1426,6 @@ levels: 'people gets a colors shirt' ``` feedback: There is no variable named people.. - hint: Mind the quotation marks and the names of the variables - correct_answer: B - question_score: '10' 9: question_text: What is the first question Hedy will `{ask}` you when you run the program? code: |- @@ -2344,11 +1444,7 @@ levels: feedback: Appetizers are first in the list - option: You don't know that. Hedy will choose `{at} {random}`. feedback: There is no `{at} {random}` in this code... - hint: The first options from both lists are chosen. - correct_answer: A - question_score: '10' 10: - question_text: What is true about this code? code: |- prices = 1 million dollars, car, sandwich names = Bob, Patrick, Sandy, Larry @@ -2363,9 +1459,6 @@ levels: feedback: That is not true. Larry has the same odds as the others - option: Someone might win with two prices feedback: You get it! - hint: Try to imagine the output of this code. - correct_answer: D - question_score: '10' 11: 1: question_text: What word should be at the place of the question mark? @@ -2393,14 +1486,7 @@ levels: {for} ``` feedback: 'No' - hint: What did you learn in this level? - correct_answer: B - question_score: '10' 2: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 1 {to} 3 - {print} i mp_choice_options: - option: |- 1 @@ -2413,64 +1499,7 @@ levels: feedback: That's not it - option: '123' feedback: That's not it - hint: How do the numbers appear in the screen? - correct_answer: A - question_score: '10' - 3: - question_text: Which code was used to get this output? - output: |- - 1 - 2 - 3 - 4 - 5 - Once I caught a fish alive! - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Perfect - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: This code won't work. You need an indent after {for}. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Now Hedy will count '1 Once I caught a fish alive!, 2 Once I caught a fish alive! etc. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} 'i' - {print} 'Once I caught a fish alive!' - ``` - feedback: i is a variable and shouldn't have quotation marks - hint: First all the numbers, then the sentence - correct_answer: A - question_score: '10' 4: - question_text: Which code was used to get this output? - output: |- - 10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0 mp_choice_options: - option: |- ``` @@ -2497,42 +1526,8 @@ levels: ``` feedback: That's right! hint: It has to be a calculation... - correct_answer: D - question_score: '10' 5: question_text: Что не так с этим кодом? - code: |- - {for} i {in} {range} 1 {to} 10 - {print} i - mp_choice_options: - - option: The i in the last line need quotation marks - feedback: No it doesn't. - - option: You can't use `{range}` 1 `{to}` 5 only `{range}` 1 `{to}` 10 - feedback: You could use 1 to 5 just as well! - - option: Line 1 needs to start with an indention. - feedback: Not line 1... - - option: Line 2 needs to start with an indention - feedback: Perfect! - hint: There is something wrong with the indention - correct_answer: D - question_score: '10' - 6: - question_text: How many times does the word Hello appear on your screen when you run the code? - code: |- - {for} i {in} {range} 0 {to} 2 - {print} 'Hello' - mp_choice_options: - - option: 1 time - feedback: 'No' - - option: 2 times - feedback: 'No' - - option: 3 times - feedback: That's right! - - option: Never - feedback: 'No' - hint: 0 also counts. So 0,1,2 that's 3 times. - correct_answer: C - question_score: '10' 7: question_text: What should be on the place of the question mark? code: |- @@ -2541,35 +1536,7 @@ levels: _?_ food is {ask} 'What would you like to order?' {print} food - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 0 {to} 3 - ``` - feedback: There's not always 3 people - - option: |- - ``` - {for} i {in} {range} 1 {to} guests - ``` - feedback: The variable is not named guests - - option: |- - ``` - {for} i {in} {range} 1 {to} people - ``` - feedback: Great! - - option: |- - ``` - {for} i {in} {range} 0 {to} people - ``` - feedback: That's one order too many! - hint: Use the variable 'people' - correct_answer: C - question_score: '10' - 8: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 23 {to} 25 - {print} 'hi' + 8: mp_choice_options: - option: |- 23 @@ -2585,34 +1552,7 @@ levels: feedback: Правильно - option: The word 'hi' will appear 25 times in a row. feedback: No it will only appear 3 times. - hint: It doesn't say `{print}` i - correct_answer: C - question_score: '10' - 9: - question_text: How many times does Hedy chant Hip Hip Hooray? - code: |- - age = {ask} 'How old are you?' - {for} i {in} {range} 1 {to} age - {print} 'Hip Hip Hoorray!' - mp_choice_options: - - option: 1 time - feedback: Try again - - option: 2 times - feedback: Try again - - option: Never - feedback: Try again - - option: That depends on how old you are - feedback: That's right! - hint: '`{for}` i `{in}` `{range}` 1 `{to}` age' - correct_answer: D - question_score: '10' 10: - question_text: Which code belongs to this output? - output: |- - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark mp_choice_options: - option: |- ``` @@ -2643,11 +1583,8 @@ levels: ``` feedback: '`{range}` 0 `{to}` 3 is 4 times.' hint: Mind the indention - correct_answer: B - question_score: '10' 12: 1: - question_text: Which output is correct? code: |- print 'three and a half plus one and a half is...' print 3.5 + 1.5 @@ -2664,11 +1601,7 @@ levels: three and a half plus one and a half is... 5 feedback: Great job! - hint: Both lines are printed! - correct_answer: D - question_score: '10' 2: - question_text: Which of these codes is correct? mp_choice_options: - option: |- ``` @@ -2694,9 +1627,6 @@ levels: print 'I would like a ' flavors at random ' cake.' ``` feedback: All the different values of flavors should be in quotation marks. - hint: The second line is the same in each code, pay attention to the first line - correct_answer: C - question_score: '10' 3: question_text: Что не так с этим кодом? code: |- @@ -2711,103 +1641,20 @@ levels: feedback: That's not true - option: Nothing is wrong. feedback: That's not true - hint: The quotation marks are used correctly - correct_answer: A - question_score: '10' 4: - question_text: In which lines are quotation marks needed to get the code to work? code: |- печать Добро пожаловать в интернет-магазин обуви категория = спросить Какую обувь вы ищете? если категория = высокие каблуки print На туфли на высоком каблуке сейчас действует скидка 50%! - mp_choice_options: - - option: Line 1 and 2 - feedback: 'No' - - option: Line 1, 2 and 3 - feedback: 'No' - - option: Line 1, 2 and 4 - feedback: 'No' - - option: All of the lines - feedback: Perfect! - hint: Does line 3 need quotation marks too? - correct_answer: D - question_score: '10' 5: - question_text: What output does Agent007 get when they put in the correct password? code: "имя {is} {ask} 'Как вас зовут?'\n{if} имя {is} 'Агент007'\n\ta {is} 'Поехать в аэропорт'\nelse\n\ta {is} 'Поехать на вокзал'\nпароль {is} {ask} 'Какой пароль?'\n{if} пароль {is} 'TOPSECRET'\n\tb {is} 'завтра в 02.00'\nelse\n\tb {is} 'сегодня в 10.00'\nвывести a + b" - mp_choice_options: - - option: Go to the train station today at 10.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 02.00 - feedback: You've cracked the code! - - option: Go to the train station tomorrow at 02.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 10.00 - feedback: The agent won't be catching any bad guys here - hint: The correct password is TOPSECRET - correct_answer: B - question_score: '10' 6: question_text: Which line should be filled in at the ??? code: "{print} 'Добро пожаловать в МакХеди!'\norder = {ask} 'Вы хотите гамбургер или картофель фри?'\n{if} заказ = 'гамбургер'\n\tцена = 12\n{if} заказ = 'картофель фри'\n\tцена = 4\nнапитки = {ask} 'Хотите ли вы напиток с этим за 2 доллара?'\n{if} напитки = 'да'\n\t???\n{print} 'Это будет ' цена ' доллар, пожалуйста'" - mp_choice_options: - - option: |- - ``` - price = 14 - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = '14' - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = price + 2 - ``` - feedback: Excellent! - - option: |- - ``` - price = + 2 - ``` - feedback: Almost there! - hint: What if you only order fries and a drink? - correct_answer: C - question_score: '10' 7: - question_text: Which output does a vegan get? code: "меню = 'печенье', 'сыр', 'виноград'\n{print} \"Сегодня мой день рождения! Я принесла немного закусок!\"\nдиета = {ask} 'Есть ли у вас какие-либо ограничения в питании?'\n{if} диета = 'без глютена'\n\t{remove} 'печенье' {from} меню\n{if} диета = 'веган'\n\t{remove} 'сыр' {from} меню\n{print} 'Для вас я принесла:'\n{for} закуска {in} меню\n\t{print} закуска" - mp_choice_options: - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cookies - grapes - feedback: Terrific! - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - feedback: There's more options than just one - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cheese - grapes - feedback: A vegan person can't have cheese - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - cookies - feedback: Almost there, but look at the order of snacks in the list - hint: What item is removed from the list when you answer 'vegan'? - correct_answer: A - question_score: '10' 8: - question_text: Which code was used to create this output? - code: '3.5' mp_choice_options: - option: |- ``` @@ -2829,9 +1676,6 @@ levels: print 7 * 2 ``` feedback: 'No' - hint: 7 devided by 2 is 3.5 - correct_answer: B - question_score: '10' 9: question_text: Which code should be filled in in line 1 at the ??? code: |- @@ -2858,9 +1702,6 @@ levels: 'prices' = 'one million dollars', 'nothing' ``` feedback: You one nothing - hint: The items on the list should be in quotation marks - correct_answer: C - question_score: '10' 10: question_text: Which line of code should be filled in at the ??? to complete the song ? code: "действия = \"хлопайте в ладоши\", \"топайте ногами\", \"кричите Ура!\".\n???\n\t{for} i {in} диапазон 0 {to} 1\n\t\t{print} 'если вы счастливы и знаете это'\n\t\t{print} действие\n\t{print} 'если вы счастливы и знаете это, и вы действительно хотите показать это'\n\t{print} 'если вы счастливы и знаете это'\n\t{print} действие" @@ -2873,12 +1714,8 @@ levels: feedback: This is a hard one! All the actions on the list must be in the song. - option: print actions at random feedback: This is a hard one! All the actions on the list must be in the song. - hint: This is a hard one! All the actions on the list must be in the song. - correct_answer: B - question_score: '10' 13: 1: - question_text: Which code should be filled in at the ??? ? code: |- имя = спросить "Как вас зовут?". песня = спросить 'Хотите послушать песню?' @@ -2909,11 +1746,7 @@ levels: if song = 'yes' or birthday = 'yes' ``` feedback: Hedy only sings if both answers are yes - hint: Hedy sings if you want to hear a song and it's you birthday - correct_answer: C - question_score: '10' 2: - question_text: Which command is missing in the code at the place of the ??? ? code: |- menu = 'cheese', 'sausage rolls', 'cookies' diet = ask 'Do you have any dietary restrictions?' @@ -2928,11 +1761,7 @@ levels: feedback: 'No' - option: print feedback: 'No' - hint: Neither vegans nor muslims can eat sausage rolls. - correct_answer: B - question_score: '10' 3: - question_text: Which output is given to a member without a discount code? code: |- member = спросить "Есть ли у вас членская карточка?". скидка = спросить 'Есть ли у вас код скидки?' @@ -2950,10 +1779,7 @@ levels: - option: There is no way of knowing feedback: There is! Read the question carefully hint: Mind the command 'or' in line 3 - correct_answer: A - question_score: '10' 4: - question_text: Which line of code should follow this line in rock-paper-scissors game? code: if computer_choice is 'rock' and your_choice is 'paper' mp_choice_options: - option: print 'you win' @@ -2964,28 +1790,11 @@ levels: feedback: It's only a tie if both choices are the same - option: print 'try again' feedback: Try again! - hint: Paper beats rock - correct_answer: A - question_score: '10' 5: - question_text: Which statement is true about this code? code: |- if name = 'Cinderella' and shoe_size = 38 print 'You are my one true love!' - mp_choice_options: - - option: Every person with shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person named Cinderella is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person that is named Cinderella and has shoe size 38 is this prince's one true love - feedback: Fantastic! - - option: Every person that's not named Cinderella and does not have shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - hint: Both statements have to be true - correct_answer: C - question_score: '10' 6: - question_text: Which statement about this code is true? code: |- print 'Позвольте мне угадать, какой вы член семьи! очки = спросить "Носите ли вы очки?". @@ -2998,20 +1807,7 @@ levels: напечатать "Вы, должно быть, Ваутер!". если очки = 'нет' и женщина = 'нет' выведите 'Вы, должно быть, Майкл! - mp_choice_options: - - option: Michael is a boy with glasses - feedback: Try again - - option: Marleen is a girl with glasses - feedback: Try again - - option: Wouter is a boy without glasses - feedback: Try again - - option: Sophie is a girl with glasses - feedback: Great job! - hint: Take a good look! Or do you need glasses? - correct_answer: D - question_score: '10' 7: - question_text: Which statement is false? code: |- print 'Спасибо, что помогли мне позаботиться о моих питомцах' print 'Вот программа, чтобы помочь накормить их'. @@ -3025,20 +1821,7 @@ levels: print 'Я накормил их сегодня утром! Сегодня им не нужно больше еды если животное - "хомяк" и цвет - "коричневый print 'Вы можете покормить их кусочком моркови' - mp_choice_options: - - option: The grey cat is called Abby - feedback: This is true! - - option: Milo the orange cat eats 4 scoops of cat nibbles - feedback: This is true - - option: The black hamster needs to be fed a piece of carrot - feedback: Great job! - - option: The yellow bird was fed this morning - feedback: This is true - hint: Read the last 4 lines carefully - correct_answer: C - question_score: '10' 8: - question_text: What output do you get if you order popcorn but no drink? code: |- print 'Добро пожаловать в кинотеатр' попкорн = спросить "Хотите попкорн?". @@ -3052,30 +1835,6 @@ levels: если попкорн = "нет" и напиток = "нет выведите 'Хорошо' print 'Приятного просмотра' - mp_choice_options: - - option: |- - Welcome to the movie theater - That will be 8 dollars please - Enjoy the movie - feedback: You have paid too much! - - option: |- - Welcome to the movie theater - That will be 5 dollars please - Enjoy the movie - feedback: Amazing! - - option: |- - Welcome to the movie theater - That will be 3 dollars please - Enjoy the movie - feedback: That's not enough money! - - option: |- - Welcome to the movie theater - Ok - Enjoy the movie - feedback: You have to pay for your popcorn! - hint: popcorn = yes and drink = no - correct_answer: B - question_score: '10' 9: question_text: Что не так с этим кодом? code: |- @@ -3114,11 +1873,7 @@ levels: {if} chocolate = 'yes' {and} sprinkles = 'no' ``` feedback: This is not what I ordered! - hint: There is a mistake in line 3 - correct_answer: A - question_score: '10' 10: - question_text: Which command needs to be in line 8 at the place of the ??? ? code: |- print 'Добро пожаловать в систему поиска товаров этого супермаркета' item - ask 'Какой товар вы ищете?' @@ -3142,65 +1897,8 @@ levels: feedback: 'No' - option: if feedback: 'No' - hint: The item is either in the list of snacks, or in the list of drinks - correct_answer: B - question_score: '10' 14: - 1: - question_text: Which symbol should be used on the blank? - code: |- - name _ {ask} 'Who are you?' - {if} name == 'Hedy' - {print} 'Me too!' - mp_choice_options: - - option: '`=>`' - feedback: This is not a symbol. - - option: '`==`' - feedback: We are not comparing anything, just asking. - - option: '`!=`' - feedback: We are not comparing anything, just asking - - option: '`=`' - feedback: Right! - hint: We are not comparing anything, we are just asking a name. - correct_answer: D - question_score: '10' - 2: - question_text: Which of these codes has used the correct = or == symbol? - mp_choice_options: - - option: '{if} name = Hedy' - feedback: 'No' - - option: '{if} age = 24' - feedback: 'No' - - option: answer = {ask} 'What is your answer' - feedback: Yes! - - option: answer == {ask} 'How are you doing?' - feedback: 'No' - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' - 3: - question_text: Which symbols should be filled in on the two blanks? - code: |- - guests = {ask} 'How many people are at the party?' - {if} guests _ 130 - {print} 'You can come in!' - {if} guests _ 130 - {print} 'Im sorry, the club is full. ' - {print} 'You have to wait for a guest to leave' - mp_choice_options: - - option: '`>` and `<`' - feedback: That's not it - - option: '`=` and `>=`' - feedback: That's not it - - option: '`<` and `>=`' - feedback: You are right - - option: '`+` and `==`' - hint: There are 130 people allowed in the club - correct_answer: C - question_score: '10' - feedback: That's not it 4: - question_text: What's wrong with this code? code: |- price = 10 money = {ask} How much money do you have? @@ -3209,20 +1907,7 @@ levels: {print} 'You can buy the bear!' {else} {print} 'You cannot buy this bear!' - mp_choice_options: - - option: In line 1 == should be used instead of = - feedback: No that's not it - - option: Line 2 misses quotation marks - feedback: You are correct - - option: In line 4 = should have been used instead of == - feedback: No that's not it - - option: In line 4 <= should have been used instead of >= - feedback: No that's not it - hint: The symbols are right - correct_answer: B - question_score: '10' 5: - question_text: Which symbol should be filled in on the blanks if the movie is suitable for kids for the age of 12 and up? code: |- age = {ask} 'How old are you?' ticket = {ask} 'Do you have a ticket?' @@ -3230,20 +1915,7 @@ levels: {print} 'You can enter the movie theater.' {else} {print} 'You are not allowed to come in!' - mp_choice_options: - - option: '`> 12`' - feedback: 12 year olds are allowed too - - option: '`>= 12`' - feedback: Great! - - option: '`< 12`' - feedback: These kids are too young! - - option: '`<= 12`' - feedback: These kids are too young - hint: '> means greater than' - correct_answer: B - question_score: '10' 6: - question_text: How many times do you have to say you are annoyed before this annoying game stops? code: |- lives = 2 {repeat} 10 times @@ -3251,69 +1923,7 @@ levels: answer = {ask} 'Are you annoyed yet?' {if} answer == 'yes' lives = lives - 1 - mp_choice_options: - - option: 10 times - feedback: It stops after 2 times - - option: 0 times - feedback: It stops after 2 times - - option: 1 time - feedback: It stops after 2 times - - option: 2 times - feedback: That is correct - hint: '!= means ''is not''' - correct_answer: D - question_score: '10' - 7: - question_text: What should be filled in on the three blanks? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' - mp_choice_options: - - option: '`''Lower''` and `''Higher''` and `''You win!''`' - feedback: That's not quite right. - - option: '`''Higher''` and `''Lower''` and `''You win!''`' - feedback: You win! - - option: '`''You win!''` and `''Lower!''` and `''Higher''`' - feedback: That's not quite right. - - option: '`''Lower!''` and `''You win!''` and `''Higher!''`' - feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: B - question_score: '10' - 8: - question_text: Which statement is true about this roller coaster? - code: |- - length = {ask} 'Please fill in your length in cm' - {if} length < 120 - {print} 'Sorry, you cannot go on this roller coaster.' - {else} - {print} 'Enjoy the ride' - mp_choice_options: - - option: You must be taller than 120 cm to go on the roller coaster - feedback: True! - - option: You must be taller than 119 cm to go on the roller coaster - feedback: If you are 120 cm you won't get in - - option: You must be shorter than 120 cm to go on the roller coaster - feedback: '> means greater than' - - option: There are no length restrictions to go on the roller coaster - feedback: There are. - hint: '> means greater than' - correct_answer: A - question_score: '10' 9: - question_text: How many pieces of chocolate will give you a stomach ache according to this fitbit? code: |- chocolate = {ask} 'How many pieces of chocolate have you eaten?' {if} chocolate <= 2 @@ -3322,101 +1932,19 @@ levels: {print} 'That is a bit much' {if} chocolate > 8 {print} 'You will get a stomach ache!' - mp_choice_options: - - option: 1 or more - feedback: 'No' - - option: 2 or more - feedback: 'No' - - option: 8 or more - feedback: Almost - - option: 9 or more - feedback: Great! - hint: '> 8 means more than 8' - correct_answer: D - question_score: '10' - 10: - question_text: What should be filled in in the blanks? - code: |- - {print} 'Whoever gets the most points wins!' - {if} points_player_1 < points_player_2 - {print} _ - mp_choice_options: - - option: '''player 1 wins''' - feedback: Look at who has the highest score! - - option: '''player 2 wins''' - feedback: Yes! - - option: '''player 2 loses''' - feedback: Look at who has the highest score! - - option: '''It is a tie''' - feedback: No it's not, one player has a higher score - hint: You win the game by having the most points - correct_answer: B - question_score: '10' 15: 1: - question_text: 'Which symbol should be used on the blank? Tip: You must keep guessing until you get it right.' code: |- answer = 0 while answer _ 'Amsterdam' answer = ask 'What is the capital city of the Netherlands?' print 'You have given the correct answer' - mp_choice_options: - - option: '`=!`' - feedback: That is not right. - - option: '`==`' - feedback: You don't have to keep guessing if you've given the right answer. - - option: '`!=`' - feedback: Correct - - option: '`=`' - feedback: That's not it - hint: Keep guessing until you say Amsterdam - correct_answer: C - question_score: '10' - 2: - question_text: Which of these codes has used the correct symbol(s)? - mp_choice_options: - - option: |- - ``` - {while} name = Hedy - ``` - feedback: 'No' - - option: |- - ``` - {while} age = 24 - ``` - feedback: 'No' - - option: |- - ``` - {while} time > 0 - ``` - feedback: Yes! - - option: |- - ``` - {while} answer == yes' - ``` - feedback: A quotation mark is missing - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' 3: question_text: Which command should be filled in on the two blanks? code: |- _ age >= 18 print 'you are not allowed in this bar' - mp_choice_options: - - option: '`{in}`' - feedback: That's not it - - option: '`{while}`' - feedback: You are right - - option: '`{for}`' - feedback: That's not it - - option: '`{range}`' - feedback: That's not it - hint: You are not allowed in the bar as long as you are 17 or younger - correct_answer: B - question_score: '10' 4: - question_text: What's wrong with this code? code: |- options = 1, 2, 3, 4, 5, 6 print 'Throw 6 as fast as you can!' @@ -3436,11 +1964,7 @@ levels: feedback: That's not it - option: In line 5 != should have been used instead of == feedback: You are correct - hint: There is something wrong in line 5 - correct_answer: D - question_score: '10' 5: - question_text: What should be placed on the blank to make this program work correctly? code: |- wetness = 10 while wetness != 0 @@ -3459,9 +1983,6 @@ levels: feedback: You are correct! - option: = wetness + 1 feedback: The program should count down - hint: wetness should get less each time - correct_answer: C - question_score: '10' 6: question_text: what is wrong with this code? code: |- @@ -3479,25 +2000,8 @@ levels: feedback: No that's not right - option: Line 2 should start with less indentation feedback: That is correct - hint: Look closely at the indentation - correct_answer: D - question_score: '10' 7: question_text: How should this program be changed to that it works? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' mp_choice_options: - option: '... change the first {if} into a {while}' feedback: Perfect! @@ -3507,32 +2011,9 @@ levels: feedback: That's not quite right. - option: '... change the fourth {if} into a {while}' feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: A - question_score: '10' 8: - question_text: Which statement is true about this automated toilet system? - code: |- - {while} toilet == 'occupied' - lights = 'on' - air_freshener_sprays = 'yes' - {sleep} 60 - lights = 'off' - air_freshener_sprays = 'no' - mp_choice_options: - - option: The lights and air freshener will turn off after 1 minute - feedback: False! - - option: The air freshener sprays once every minute and the lights stay on the whole time while you are on the toilet - feedback: Great job - - option: The air freshener sprays once you leave the toilet. - feedback: It only sprays when you're in there. - - option: The lights will always stay on. - feedback: That wouldn't be right. hint: The block after the while command keeps happening while the toilet is occupied. - correct_answer: B - question_score: '10' 9: - question_text: What will the diet app say if you have eaten 1600 calories today? code: |- chocolate = {ask} 'How many calories have you eaten today?' {while} calories <= 1000 @@ -3550,16 +2031,7 @@ levels: feedback: Yes! - option: You have eaten enough for today feedback: 'No' - hint: 1600 is between 1000 and 2000 - correct_answer: C - question_score: '10' 10: - question_text: 'What should be filled in in the blanks? Tip: the player with the most points is in the lead.' - code: |- - name_player_1 = {ask} 'Name player 1:' - name_player_2 = {ask} 'Name player 2:' - {while} points_player_1 > points_player_2 - {print} _ ' is in the lead right now!' mp_choice_options: - option: name_player_1 feedback: You are right! @@ -3569,105 +2041,20 @@ levels: feedback: You should fill in a name, not a number - option: points_player_2 feedback: You should fill in a name, not a number - hint: You win the game by having the most points. Your name should appear on the screen - correct_answer: A - question_score: '10' 16: - 1: - question_text: Which command should be filled in on the blanks to print a random snack? - code: |- - snacks = nachos, chips, cucumber, sweets - {print} _ - mp_choice_options: - - option: '`snacks {at} {random}`' - feedback: This is the old way. - - option: '`[{random} snack]`' - feedback: The order is wrong. - - option: '`snacks[{random}]`' - feedback: Correct - - option: '`snacks[{at} {random}]`' - feedback: We do not need `at`anymore - hint: We no longer use {at} - correct_answer: C - question_score: '10' 2: - question_text: What should be filled in on the blanks if you want a list of what chores are done by whom? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chores = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} _ - mp_choice_options: - - option: |- - ``` - friends[i] has to do chores [i] - ``` - feedback: Mind the spacing. - - option: |- - ``` - friends[1] has to do chores[1] - ``` - feedback: It will print 3 times that Wesley has to do the cooking - - option: |- - ``` - chores[i] ' has to do ' friends[random] - ``` - feedback: The person has to do the chore, not the other way around - - option: |- - ``` - friends[i] ' has to do ' chores[i] - ``` - feedback: Fantastic! - hint: '`i` tells us what item in the list it is. So friend 1 does chore 1 etc.' - correct_answer: D - question_score: '10' 3: - question_text: What is a possible output for this program? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chore = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} friends[i] has to do chores[i] - mp_choice_options: - - option: |- - ``` - Wesley has to do the cooking - Eric has to do the cleaning - Kaylee has to do nothing - ``` - feedback: Super! - - option: |- - ``` - Kaylee has to do the cooking - Wesley has to do the cleaning - Eric has to do nothing - ``` - feedback: No, it is not random. - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cleaning - Wesley has to do the nothing - ``` - feedback: Poor Wesley! - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cooking - Wesley has to do the cooking - ``` - feedback: That's not it - hint: It's not random... - correct_answer: A - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - friends = ['Jaylee', 'Erin', 'Fay'] - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 0 {to} 3 - print 'the lucky number of ' friends[i] - print 'is ' lucky_numbers[i] mp_choice_options: - option: The variable in line 4 should be 'friend[i]', not 'friends[i]' feedback: That is not right. @@ -3677,16 +2064,7 @@ levels: feedback: It's not a variable, it's just text. - option: '{in} in line 3 should be removed' feedback: That's not it - hint: There's nothing wrong with line 4 - correct_answer: B - question_score: '10' 5: - question_text: Which line should be filled in in the blank? - code: |- - animals = ['dog', 'cow', 'horse'] - _ - {for} i {in} {range} 1 {to} 3 - {print} 'the ' animals[i] ' says ' sounds[i] mp_choice_options: - option: noises = ['moo', 'woof', 'neigh'] feedback: Mind the variable name and the order of the sounds. @@ -3696,487 +2074,3 @@ levels: feedback: Don't forget the quotation marks! - option: sounds = ['woof', 'moo', 'neigh'] feedback: Great job! - hint: Look at line 1 to see proper use of brackets and quotation marks. - correct_answer: D - question_score: '10' - 6: - question_text: Which statement is true? - code: |- - people = ['Chris', 'Jaylino', 'Ryan'] - games = ['fortnite', 'minecraft', 'fifa'] - {for} o {in} {range} 1 {to} 3 - {print} people[o] ' likes ' games[o] - mp_choice_options: - - option: You are not allowed to use the variable o. It should be named i. - feedback: i is the most commonly used variable name in this case, but it's not mandatory to use i. - - option: The output will say that Jaylino likes fortnite. - feedback: No, he likes minecraft. - - option: The output will say that Ryan likes fifa - feedback: Correct - - option: This code will not work. It will give and error. - feedback: No, the code is correct. - hint: There is nothing wrong with this code. - correct_answer: C - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - people = ['Savi', 'Senna', 'Fayenne'] - transportation = ['bike', 'train', 'car'] - {for} i {in} {range} 1 {to} 3 - {print} people[i] goes to school by transportation[i] - mp_choice_options: - - option: Line 1 needs less quotation marks - feedback: That is not right. - - option: Line 3 should start with indentation - feedback: It should not! - - option: Line 4 should start without indentation - feedback: It should not - - option: Line 4 needs more quotation marks. - feedback: Amazing! - hint: There is a mistake made in the usage of quotation marks. - correct_answer: D - question_score: '10' - 8: - question_text: Which of these codes belongs to this output? - code: |- - Macy and Kate get to go first - Lionell and Raj get to go second - Kim and Leroy get to go third - mp_choice_options: - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 0 {to} 3 - {print} teams[random] ' get to go ' position[i] - ``` - feedback: This is not right - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: Amazing! - - option: |- - ``` - teams = ['Macy', 'Kate', 'Lionell', 'Raj', 'Kim', 'Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 6 - {print} teams[random] ' get to go ' position[random] - ``` - feedback: This is not it. - - option: |- - ``` - teams = ['Macy and Kate' 'Lionell and Raj' 'Kim and Leroy'] - position = ['first' 'second' 'third'] - {for} teams {in} {range} 0 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: This is not going to work! - hint: If you look carefully at the first line, you'll see that only the first two answers are possibly correct. - correct_answer: B - question_score: '10' - 9: - question_text: What is a possible output for this code? - code: |- - countries = ['Canada', 'Zimbabwe', 'New Zealand'] - {for} i {in} {range} 0 {to} 1 - {print} 'I will travel to ' countries[random] - mp_choice_options: - - option: |- - ``` - I will travel to Canada - I will travel to Canada - ``` - feedback: Great job! - - option: |- - ``` - I will travel to Canada - ``` - feedback: It will be repeated twice - - option: |- - ``` - I will travel to Canada, Zimbabwe and New Zealand - ``` - feedback: This is not it. - - option: |- - ``` - I will travel to Canada - I will travel to Zimbabwe - I will travel to New Zealand - ``` - feedback: It's only repeated twice - hint: Range 0 to 1 is 2 times - correct_answer: A - question_score: '10' - 10: - question_text: Which 3 lines will complete this code correctly? - code: |- - {print} 'The book raffle will start soon' - {print} 'Get your tickets now!' - books = ['Narnia', 'The Hobbit', 'Oliver Twist', 'Harry Potter', 'Green eggs and ham'] - people = {ask} 'How many raffle tickets are sold?' - list_of_numbers = [1, 2] - {for} i {in} {range} 3 {to} people - {add} i {to} list_of_numbers - {for} i {in} {range} 1 {to} 5 - mp_choice_options: - - option: |- - ``` - chosen_number = list_of_numbers at random - print books[i] ' will go to person number ' chosen_number - {add} chosen_number {to} list_of_numbers - ``` - feedback: Almost there... but adding the winner to the list makes this raffle unfair - - option: |- - ``` - print person[i] ' wins ' book[i] - ``` - feedback: There is no list called 'person' - - option: |- - ``` - chosen_number = list_of_numbers[people] - print books[people] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: This is not it. - - option: |- - ``` - chosen_number = list_of_numbers[random] - print books[i] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: Fantastic! - hint: You need to use the {remove} command - correct_answer: D - question_score: '10' - 17: - 1: - question_text: What is the output of this code? - code: |- - minions = ['Bob', 'Kevin', 'Stuart'] - {for} x in minions: - {print} x - mp_choice_options: - - option: |- - ``` - m i n i o n s - ``` - feedback: This is not it. - - option: |- - ``` - Bob - Kevin - Stuart - ``` - feedback: Correct! - - option: |- - ``` - minions - minions - minions - ``` - feedback: Take a look at the content of your list. - - option: |- - ``` - B o b K e v i n S t u a r t - ``` - feedback: Do not loop through the letters. - hint: Loop through your list. - correct_answer: B - question_score: '10' - 2: - question_text: What is wrong with this code? - code: |- - seconds_minute = 60 - minute_hour = 60 - hour_day = 24 - leap_year = 366 - no_leap_year = 365 - years = ask 'what year is it?' - {if} years = 2024: - print seconds_minute * minute_hour * hour_day * leap_year - {else}: - print seconds_minute * minute_hour * hour_day * noleap_year - mp_choice_options: - - option: You cannot have so many variables. - feedback: This is not it. - - option: The way the variables are multiplied is incorrect. - feedback: Not true! - - option: One of the variables `noleap_year` does not belong with the `{if}` statement. - feedback: Keep looking for the mistake. - - option: The `noleap_year` has to be identical in both cases. - feedback: Correct! - hint: Read the code carefully. - correct_answer: D - question_score: '10' - 3: - question_text: How many hedgehogs will this code print? - code: |- - {for} x in range 1 to 3: - {for} y in range 1 to 2: - {print} 🦔 - mp_choice_options: - - option: |- - ``` - 🦔 - 🦔 - 🦔 - ``` - feedback: Try again. - - option: |- - ``` - 🦔 - 🦔 - ``` - feedback: One more try. - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: Well done! - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating. - correct_answer: C - question_score: '10' - 4: - question_text: What is wrong with code? - code: |- - name_color = {ask} 'What is your favorite color?' - {if} name_color == 'red': - {print} 'the color of a tomato' - {elif} name_color == 'green': - {print} 'the color of an apple' - {elif} name_color == 'blue': - {print} 'the color of a blueberry' - {elif} name_color == 'yellow': - {print} 'the color of a banana' - {elif}: - {print} 'this fruit-color does not exist' - mp_choice_options: - - option: The first `{elif}` should be used before the `print` command - feedback: Try again. - - option: '`{elif}` can only be used once' - feedback: From now on we can use elif multiple times. - - option: '`==` used with `{elif}` should be replaced by `=`' - feedback: Not correct. - - option: '`{elif}` in the last line should be replaced by `{else}`' - feedback: Great! - hint: Think about `{if}`, `{elif}`, `{else}`. - correct_answer: D - question_score: '10' - 5: - question_text: What is the output of this code? - code: |- - numbers = [7, 19, 29, 41, 53, 71, 79, 97] - {for} prime in numbers: - {if} prime <= 10: - {print} prime - {elif} prime >= 60: - {print} prime - {elif} prime >= 90: - {print} prime - {else}: - {print} 'another number' - mp_choice_options: - - option: |- - ``` - 7 - another number - another number - another number - another number - 71 - 79 - 97 - ``` - feedback: Well done! - - option: |- - ``` - another number - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: Try again. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - another number - ``` - feedback: One more try. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating and the values of if and elif. - correct_answer: A - question_score: '10' - 6: - question_text: What is wrong with code? - code: |- - name = {ask} 'What is your name?' - {if} name == 'Hedy': - password = {ask} 'What is your password?' - {if} password =='turtle123': - {print} 'Yey' - {else}: - {print} 'Access denied' - {else}: - {print} 'Go fish' - mp_choice_options: - - option: '`{elif}` is missing.' - feedback: Try again. - - option: '`{else}` can only be used once.' - feedback: From now on we can use elif multiple times. - - option: Nothing! - feedback: There is a mistake. Look carefully! - - option: There is an indentation mistake in the last line. - feedback: Amazing! - hint: There is a mistake somewhere... - correct_answer: D - question_score: '10' - 7: - question_text: Which of the following codes will print five times 'the result is 3' on the screen? - mp_choice_options: - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - result = n * 1 - {print} 'The result is ' result - ``` - feedback: Try again! - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} u in numbers: - number = u - {print} 'The result is ' number - ``` - feedback: That is not it. - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} number in numbers: - number = 3 - {print} 'The result is ' number - ``` - feedback: Very good! - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - n = result - {print} 'The result is ' result - ``` - feedback: That is not it. - hint: Think about mathematical symbols. - correct_answer: C - question_score: '10' - 8: - question_text: What is wrong with code? - code: |- - insects = ['🐝', '🦋', '🕷', '🐞'] - your_favorite = {ask} 'what is your favorite insect?' - {for} insect in insects: - {if} your_favorite == '🐝' {or} your_favorite == '🐞': - {print} 'very useful' - {elif} your_favorite == '🕷': - {print} 'it can catch mosquitoes' - {else}: - {print} 'almost all insects can be useful one way or another' - mp_choice_options: - - option: '`{or}` cannot be used with `{if}`.' - feedback: Try again. - - option: In the `{for}` command `insect` should be `insects`. - feedback: Not true. - - option: Nothing! - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 9: - question_text: Which one of the codes below gave this output? - code: |- - -5 is negative - -4 is negative - -3 is negative - -2 is negative - -1 is negative - 0 is positive - 1 is positive - 2 is positive - 3 is positive - mp_choice_options: - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Try again! - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number <= 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - - option: "```\n {for} number in range -5 to 3:\n {if} number >= 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Very good! - - option: "```\n {for} number in range -5 to 3:\n {if} number < 0: \n {print} number ' is positive'\n {elif} number <=0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 10: - question_text: What is wrong with this code? - code: |- - {for} number in range 1 to 5: - volume_room = num * num * num - {print} volume_room ' cubic meters' - {if} volume_room > 100: - {print} 'this is a large room' - {elif} volume_room < 100: - {print} 'small room but cosy' - {else}: - {print} 'i will look for something else' - mp_choice_options: - - option: The word num needs quotation marks. - feedback: Try again. - - option: The `{if}` command is not used correctly. - feedback: Not true. - - option: Line 3 should be `volume_room = number * number * number`. - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' diff --git a/content/quizzes/sl.yaml b/content/quizzes/sl.yaml index ffb6be1e486..02a6325ea05 100644 --- a/content/quizzes/sl.yaml +++ b/content/quizzes/sl.yaml @@ -12,11 +12,8 @@ levels: - option: Heidi feedback: Ne tega! hint: Poimenovan je po igralki in inovatorki Hedy Lamarr. - correct_answer: A - question_score: '10' 2: question_text: Kako je treba izpolniti na prazna polja, da se bo izpisalo besedilo "Pozdravljeni!"? - code: _ Hello! mp_choice_options: - option: '`{echo}`' feedback: '`{echo}` repeats a given answer.' @@ -27,8 +24,6 @@ levels: - option: '`{ask}`' feedback: Z ukazom `{ask}`, lahko kaj vprašate. hint: _ Pozdravljen svet! - correct_answer: B - question_score: '10' 3: question_text: Kako nekoga vprašate, katera je njegova najljubša barva? mp_choice_options: @@ -40,12 +35,7 @@ levels: feedback: Odlično! - option: "```\n{echo} What is your favorite color?\n```" feedback: '`{echo}` repeats your answer back to you.' - hint: You can ask something with the `{ask}` command - correct_answer: C - question_score: '10' 4: - question_text: What is wrong with this code? - code: "Hi Im Hedy!\n{ask} Who are you?\n{echo} Hi..." mp_choice_options: - option: '`{print}` in line 1 is missing.' feedback: Pravilno! @@ -56,41 +46,9 @@ levels: - option: Nothing! This is a perfect code! feedback: Wrong, look carefully! hint: Vrstica 1 se ne zdi v redu - correct_answer: A - question_score: '10' - 5: - question_text: Which command is missing in line 2? - code: "{ask} What is your favorite pet?\n_ So your favorite pet is..." - mp_choice_options: - - option: '`{print}`' - feedback: No, you would like the answer to be repeated back to you. - - option: '`Hedy`' - feedback: Hedy isn't a command. - - option: '`{ask}`' - feedback: With `{ask}` you can ask a question. - - option: '`{echo}`' - feedback: Right on! - hint: You want to see the answer at the end of line 2... - correct_answer: D - question_score: '10' 6: - question_text: What's wrong with this code? - code: "{print} Hi im Hedy!\n{print} Which football team do you support?\n{echo} You support...\n{print} Cool! Me too!" - mp_choice_options: - - option: In line 1 `{print}` should be replaced with `{ask}`. - feedback: '`{print}` in line 1 is correct.' - - option: In line 2, `{print}` should be replaced with `{ask}`. - feedback: Great! You paid attention! - - option: Line 3 has to begin with `{print}` instead of `{echo}`. - feedback: '`{echo}` is correct.' - - option: In line 4, `{print}` is spelled wrong. - feedback: No, there is a mistake somewhere else hint: Preveri `{print}` ukaze. - correct_answer: B - question_score: '10' 7: - question_text: What's wrong with this code? - code: "{print} Welcome at Hedys restaurant!\n{ask} What would you like to eat?\n{echo} So you want to order ...\n{print} Coming right up! Enjoy!" mp_choice_options: - option: In line 1 `{print}` needs to be replaced with `{ask}` feedback: Are you sure something is wrong? @@ -100,41 +58,7 @@ levels: feedback: Are you sure something is wrong? - option: Nothing! This is a perfect code! feedback: Pravilno! - hint: Check the code line by line - correct_answer: D - question_score: '10' - 8: - question_text: How do you use the `{echo}` command? - mp_choice_options: - - option: You can use it to `{ask}` a question. - feedback: That's what `{ask}` is for! - - option: You can use it exactly the same way as `{print}`. - feedback: That's what `{print}` is for! - - option: You can use it to repeat an answer. - feedback: Good job! - - option: You can use it to make text disappear. - feedback: That's not right... - hint: '`{echo}` is used after an `{ask}` command.' - correct_answer: C - question_score: '10' - 9: - question_text: What's wrong with this code? - code: "{print} Hello!\n{print} How are you doing?\n{echo} So you are doing..." - mp_choice_options: - - option: '`{print}` in line 1 should be `{ask}`' - feedback: No, `{print}` is right. Where is the question being asked? - - option: '`{print}` in line 2 should be `{ask}`' - feedback: Super! - - option: '`{echo}` in line 3 should be `{ask}`' - feedback: No, `{echo}` is right. Where is the question being asked? - - option: Nothing. This is a perfect code! - feedback: Look carefully for the mistake... - hint: '`{ask}` allows you to ask a question' - correct_answer: B - question_score: '10' 10: - question_text: Which output will be in your output screen after you've run this code? - code: "{ask} Are you ready to go to level 2?\n{echo}\n{echo}" mp_choice_options: - option: Are you ready to go to level 2? feedback: There are two `{echo}` commands @@ -145,11 +69,8 @@ levels: - option: "Are you ready to go to level 2?\nYes!" feedback: There are two `{echo}` commands hint: Pa pojdimo! - correct_answer: B - question_score: '10' 2: 1: - question_text: Which statement is true? mp_choice_options: - option: You can use the `{print}` command to ask questions. feedback: That is what `{ask}` is for @@ -159,70 +80,7 @@ levels: feedback: Dobro - option: With the `{sleep}` command, you can remove text from the screen. feedback: That's not how `{sleep}` works. - hint: '`{print}` still works the same way as in level 1' - correct_answer: C - question_score: '10' - 2: - question_text: Which code is correct? - mp_choice_options: - - option: "```\nname {is} {ask} What is your name?\n```" - feedback: Super! - - option: "```\n{ask} {is} name What is your name\n```" - feedback: The words are right, the order is not! - - option: "```\n{ask} What is your name?\n```" - feedback: This worked in level 1, but in level 2 and up it works differently. - - option: "```\n{ask} What is your name? {is} name\n```" - feedback: The words are right, the order isn't! - hint: "`{ask}` doesn't work like in level 1" - correct_answer: A - question_score: '10' - 3: - question_text: What appears on your output screen when you run this code? - code: "name {is} Marleen\n{print} name goes to the market and she buys an apple." - mp_choice_options: - - option: name goes to the market and she buys an apple. - feedback: The word name is replaced with Marleen - - option: Marleen goes to the market. - feedback: The second part of the sentence isn't left out! - - option: Marleen goes to the market and she buys an apple. - feedback: Right on! - - option: Marleen goes to the market and Marleen buys an apple. - feedback: She is not replaced with the name - hint: The word name is replaced with Marleen - correct_answer: C - question_score: '10' - 4: - question_text: What will you see on the output screen when you run this code? - code: "name {is} Hedy\n{print} Hi my name is name" - mp_choice_options: - - option: Hi my name is name - feedback: The variable name is replaced with Hedy - - option: Hi my name is Hedy - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is name - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is Hedy - feedback: Correct, this mistake will be fixed in level 4! - hint: "'name' is being replaced with 'Hedy' in both places" - correct_answer: D - question_score: '10' - 5: - question_text: What happens when you use the `{sleep}` command? - mp_choice_options: - - option: It slows down your computer - feedback: fortunately not! - - option: It closes down Hedy - feedback: fortunately not! - - option: Your program pauses for a second and then continues - feedback: That's right! - - option: You put it at the end so Hedy knows your program is finished - feedback: No it would be useless at the end of your code - hint: The computer waits for a second at the `{sleep}` command - correct_answer: C - question_score: '10' 6: - question_text: What should be on the lines? - code: "{print} And the award for best programming language goes to...\n_\n{print} Hedy!" mp_choice_options: - option: '`{sleep}`' feedback: Popolno! @@ -233,11 +91,7 @@ levels: - option: '`{ask}`' feedback: There is no question there to be asked hint: Premor za dramatičen učinek... - correct_answer: A - question_score: '10' 7: - question_text: What command should be used on line 2? - code: "{print} I will explode in 3 seconds!\n_\n{print} BOOM!" mp_choice_options: - option: "```\n{print} 3\n```" feedback: You don't need to `{print}` @@ -247,27 +101,7 @@ levels: feedback: This way the bomb will explode in 1 second - option: "```\n{sleep} {sleep} {sleep}\n```" feedback: Make it easier on yourself by using the number 3 - hint: You want the computer to wait for 3 seconds - correct_answer: B - question_score: '10' - 8: - question_text: How would you correct the first line of code? - code: "{ask} {is} How old are you?\n{print} age" - mp_choice_options: - - option: "```\nage {ask} {is} How old are you?\n```" - feedback: That is the wrong order - - option: "```\n{ask} {is} age How old are you?\n```" - feedback: That is the wrong order - - option: "```\nage {is} {ask} How old are you?\n```" - feedback: You get it! - - option: "```\nage {is} How old are you?\n```" - feedback: Where is the `{ask}` command? - hint: The variable name should come first - correct_answer: C - question_score: '10' 9: - question_text: What is going wrong in this code? - code: "dogs {is} animal\n{print} I love animal" mp_choice_options: - option: 'Line 1 should say: dogs `{is}` animals' feedback: The variable name is animal @@ -277,27 +111,8 @@ levels: feedback: The variable name is animal - option: 'Line 2 should say: `{sleep}` I love animals' feedback: Sleep is not used to `{print}` text - hint: You want to `{print}` 'I love dogs' - correct_answer: B - question_score: '10' - 10: - question_text: What command should be used on the line 1? - code: "flavor {is} _\n{print} Your favorite icecream is...\n{sleep}\n{print} flavor" - mp_choice_options: - - option: "```\n{sleep} 3\n```" - feedback: You want to know the favorite flavor! - - option: "```\n{print} strawberries\n```" - feedback: You do not want a `{print}` command at the middle of the line... - - option: "```\nstrawberries, chocolate, vanilla\n```" - feedback: This way you are making a list. You don't want that now. - - option: "```\n{ask} What flavor icecream do you like?\n```" - feedback: That's right! - hint: You want to `{ask}` a question - correct_answer: D - question_score: '10' 3: 1: - question_text: What command(s) do you use to let Hedy pick something arbitrarily? mp_choice_options: - option: '`{print}`' feedback: '`{print}` is used to print text' @@ -307,72 +122,9 @@ levels: feedback: '`{is}` is used to make a list' - option: '`{at}` `{random}`' feedback: Pravilno! - hint: Arbitrarily means without a plan or randomly. - correct_answer: D - question_score: '10' - 2: - question_text: What's wrong with this code? - code: "animals {is} dog cat cow\n{print} animals {at} {random}" - mp_choice_options: - - option: 'You need commas in line 1: dog, cat, cow.' - feedback: Good job! - - option: Line 1 needs to start with `{print}`. - feedback: No, you don't need `{print}` - - option: Line 2 needs to say 'animal' instead of 'animals' - feedback: animals is correct. - - option: '`{at} {random}` is spelled incorrectly' - feedback: '`{at} {random}` is the correct spelling' - hint: There's something wrong in line 1 - correct_answer: A - question_score: '10' - 3: - question_text: How do you fix the mistake in line 2? - code: "options {is} rock, paper, scissors\n{print} rock, paper, scissors {at} {random}" - mp_choice_options: - - option: "```\n{at} {random} {print} options\n```" - feedback: You're almost there. The order of the words isn't right yet. - - option: "```\n{print} rock {at} {random}\n```" - feedback: you don't always want the Hedy to {print} rock, sometimes you want scissors or paper. - - option: "```\n{print} options {at} {random}\n```" - feedback: Very good! - - option: Nothing, the code is correct! - feedback: Look carefully for the mistake - hint: The variable (the list) is called options. - correct_answer: C - question_score: '10' 4: - question_text: What should change in line 2 to print a random price? - code: "prices {is} 1 dollar, 100 dollar, 1 million dollar\n{print} price {at} {random}" - mp_choice_options: - - option: "```\n{print} price\n```" - feedback: You don't want to `{print}` the word price, but you want to `{print}` one price out of your list `{at} {random}` - - option: "```\n{print} prices {at} {random}\n```" - feedback: Great! You've really paid attention. - - option: "```\n{print} {at} {random} price\n```" - feedback: '`{at} {random}` is placed behind the variable.' - - option: Nothing, this code is alright. - feedback: Look carefully for the mistake you missed! hint: Ime spremenljivke je cene - correct_answer: B - question_score: '10' - 5: - question_text: What is wrong in this code? - code: "question {is} {ask} What do you want to know?\n{print} question\nanswers {is} yes, no, maybe\n{print} answers {at} {random}" - mp_choice_options: - - option: Line 1 needs to say `{print}` instead of `{ask}` - feedback: No, that's not wrong. - - option: Line 2 needs to say `{ask}` instead of `{print}` - feedback: No that's not wrong. - - option: Line 2 needs to say answers `{at} {random}` `{is}` yes, no, maybe - feedback: No, that's not wrong. - - option: Nothing, this code is perfect - feedback: That's right! - hint: Does this code even have a mistake? - correct_answer: D - question_score: '10' 6: - question_text: What's wrong with this code? - code: "question {is} {ask} What do you want to know?\nanswers yes, no, maybe\n{print} answers {at} {random}" mp_choice_options: - option: Line 2 needs to say question instead of answers feedback: No that's not right @@ -382,12 +134,7 @@ levels: feedback: No the variable's called answers - option: Nothing! This code is great! feedback: Actually, line 2 has a mistake. - hint: There is something wrong with line 2. - correct_answer: B - question_score: '10' 7: - question_text: What does the `{add}` command do? - code: "books {is} Harry Potter, The Hobbit, Green Eggs and Ham\nyour_book {is} {ask} What is your favorite book?\n{add} your_book {to} books\n{print} books {at} {random}" mp_choice_options: - option: The `{add}` command removes a random book from the list feedback: The remove command removes, the add command adds @@ -397,71 +144,10 @@ levels: feedback: Pravilno! - option: The `{add}` command prints your favorite book. feedback: No, it adds your favorite book to the list - hint: The `{add}` command adds a book, but which one? - correct_answer: C - question_score: '10' - 8: - question_text: What is the output of this code? - code: "crisps {is} sea salt, paprika, sour cream\n{remove} sea salt {from} crisps\n{remove} paprika {from} crisps\n{print} crisps {at} {random}" - mp_choice_options: - - option: You can't tell, because Hedy will `{print}` one of the 3 flavors `{at} {random}` - feedback: Take a look at the `{remove}` commands - - option: sea salt - feedback: sea salt is removed from the list - - option: paprika - feedback: Paprika is removed from the list - - option: sour cream - feedback: That's right! - hint: There are 3 flavors, bit 2 are removed. Which one remains? - correct_answer: D - question_score: '10' 9: - question_text: What's wrong with this code? - code: "colors {is} blue, purple, green\nchosen_color {is} {ask} Which hair color wouldn't you like to have?\n{remove} chosen_color {from} colors\n{print} I will dye my hair color {at} {random}" - mp_choice_options: - - option: 'Line 3 should say: `{remove}` blue `{from}` colors' - feedback: Maybe you want blue hair though! - - option: Line 3 should have an `{add}` command instead of a `{remove}` command - feedback: You want to remove the chosen color so `{remove}` is right. - - option: In line 4 the variable should be called colors instead of color - feedback: Great job! - - option: Nothing, this is a correct code! - feedback: Find the mistake! hint: Poglejte vrstico 4 - correct_answer: C - question_score: '10' - 10: - question_text: What should be on the _? - code: "walkers {is} dad, mom, Sam, Petra\nwalked_yesterday {is} {ask} Who walked the dogs yesterday?\n{print} walked_yesterday shouldn't have to walk the dogs again today\n_\n{print} walkers {at} {random} , it's your turn to walk the dogs!" - mp_choice_options: - - option: "```\n{remove} walked_yesterday {from} walkers\n```" - feedback: Super! - - option: "```\n{remove} walked_yesterday {to} walkers\n```" - feedback: '`{remove} {from}` or `{add} {to}`, not `{remove} {to}`' - - option: "```\n{remove} walkers {from} yesterday\n```" - feedback: yesterday is not a variable - - option: "```\n{add} walked_yesterday {to} walkers\n```" - feedback: This increased the chance that the person who walked yesterday now has to do it again. That's mean. - hint: The person who walked the dogs yesterday should be removed from the list. - correct_answer: A - question_score: '10' 4: - 1: - question_text: Which of these codes is correct? - mp_choice_options: - - option: "```\n{print} 'Im very excited to take this quiz!'\n```" - feedback: That's right - - option: "```\n{print} Im very excited to take this quiz!\n```" - feedback: '{print} now needs quotation marks!' - - option: "```\n{print} 'I'm very excited to take this quiz!'\n```" - feedback: do not use apostrophe or use backticks instead - - option: "```\n{print} 'I'm very excited to take this quiz!\n```" - feedback: careful when using quotes and apostrophe - hint: In level 4 you need quotation marks for 2 commands. - correct_answer: A - question_score: '10' 2: - question_text: Which code uses the proper quotation marks? mp_choice_options: - option: "```\n{print} `hello`\n```" feedback: This quotation mark is skewed, you need a straight one. @@ -472,10 +158,7 @@ levels: - option: "```\n{print} ,hello,\n```" feedback: This is a comma, you need quotation marks. hint: Izberite prave znake za narekovaje. - correct_answer: B - question_score: '10' 3: - question_text: Where are the quotation marks used correctly? mp_choice_options: - option: "```\n{print} Hi Im Hedy\n```" feedback: Add quotation marks please! @@ -485,56 +168,7 @@ levels: feedback: The first quotation mark should be behind the word `{print}` - option: "```\n{print} 'Hi Im Hedy'\n```" feedback: Perfektno! - hint: Both before and after the words you want to print should be a quotation mark. - correct_answer: D - question_score: '10' - 4: - question_text: Which statement is true? - mp_choice_options: - - option: "You need quotation marks around the word `{print}`, like this: `'{print}'`." - feedback: The quotation marks shouldn't be around the command itself. - - option: You need quotation marks around the words you want to print. - feedback: Super! - - option: You do not need quotation marks when using the `{ask}` command - feedback: Both `{print}` and `{ask}` require quotation marks - - option: You can choose yourself whether to use quotation marks or not. - feedback: Unfortunately, Hedy is stricter than that. - hint: From level 4 on you need to use quotation marks. - correct_answer: B - question_score: '10' - 5: - question_text: What has to be changed in order for the game to work? - code: "options {is} rock, paper, scissors\n{print} 'options {at} {random}'" - mp_choice_options: - - option: "```\n'{print} options {at} {random}'\n```" - feedback: Never put the quotation mark in front of the `{print}` command. - - option: "```\n{print} 'options' {at} {random}\n```" - feedback: options is a variable. You don't literally want to print 'options {at} {random}'. - - option: "```\n{print} options {at} {random}\n```" - feedback: That's right - - option: Nothing, the game already works! - feedback: Look carefully. There is an error. - hint: You don't want Hedy to literally print 'options {at} {random}', you want it to print 'rock' or 'paper' or 'scissors'. - correct_answer: C - question_score: '10' - 6: - question_text: What would be a good next line in this code? - code: prices {is} 1 dollar, 100 dollars, 1 million dollars - mp_choice_options: - - option: "```\n{print} 'You win...' prices {at} {random}\n```" - feedback: Great! You get it! - - option: "```\n{print} You win... 'prices {at} {random}'\n```" - feedback: Hedy will literally print 'prices {at} {random}' - - option: "```\n{print} You win... prices {at} {random}\n```" - feedback: You need some quotation marks! - - option: "```\n{print} 'You win... prices {at} {random}'\n```" - feedback: Hedy will literally print 'prices {at} {random}'' - hint: 'Think carefully: what is a variable and should be outside of the quotation marks? And what are normal words that should be inside?' - correct_answer: A - question_score: '10' 7: - question_text: What's wrong with this code? - code: "question {is} {ask} What do you want to know?\nanswers {is} yes, no, maybe\n{print} answers {at} {random}" mp_choice_options: - option: Quotation marks are missing in line 1 feedback: Pravilno! @@ -544,42 +178,7 @@ levels: feedback: You don't want Hedy to literally print 'answers {at} {random}' so no quotation marks needed here! - option: Nothing, this code is good as is! feedback: Look carefully. You missed a mistake! - hint: Check each line on whether they'd need quotation marks or not. - correct_answer: A - question_score: '10' - 8: - question_text: What would be a good next line for this code? - code: "{print} 'Welcome at the money show!'\n{print} 'In front of you are 3 doors'\ndoor {is} {ask} 'Which door do you choose?'" - mp_choice_options: - - option: "```\n{print} So you pick door door\n```" - feedback: We need quotation marks - - option: "```\n{print} 'So you pick ' door door\n```" - feedback: If the player chooses door 3, Hedy will say 'So you pick 3 3 - - option: "```\n{print} 'So you pick door ' door\n```" - feedback: Super! - - option: "```\n{print} 'So you pick door door'\n```" - feedback: Hedy will literally print 'So you pick door door - hint: The second word door should be replaced with the number, the first should still be the word door... - correct_answer: C - question_score: '10' - 9: - question_text: What will never appear in your output screen? - code: "clubs {is} Real Madrid, Bayern Munchen, Manchester United, Ajax\n{print} clubs {at} {random} ' is going the win the champions league'" - mp_choice_options: - - option: Ajax is going to win the champions league - feedback: Hedy could `{print}` that - - option: Real Madrid is going to win the champions league - feedback: Hedy could `{print}` that - - option: Bayern Munchen is going to win the champions league - feedback: Hedy could `{print}` that - - option: FC Barcelona is going to win the champions league - feedback: That's right. It's not in the list - hint: What are Hedy's options to randomly pick from? - correct_answer: D - question_score: '10' 10: - question_text: Which statement is true? - code: "people {is} mom, dad, Emma, Sophie\n{print} The dishes are done by...\n{print} people {at} {random}" mp_choice_options: - option: Quotation marks are missing in line 1 feedback: A list doesn't need quotation marks @@ -589,28 +188,8 @@ levels: feedback: Line 3 doesn't need quotation marks because it's not printed literally - option: Nothing, this code has no mistakes feedback: You missed one! - hint: One line needs quotation marks, because you want it to be printed literally. - correct_answer: B - question_score: '10' 5: - 1: - question_text: Which command should be filled in on the _? - code: "number {is} {ask} 'What is your lucky number?'\n{if} number {is} 5 {print} 'Mine too!'\n_ {print} 'My lucky number is 5!'" - mp_choice_options: - - option: '`{print}`' - feedback: There already is a `{print}` command. - - option: '`{if}`' - feedback: The `{if}` command is used in the line above. - - option: '`{sleep}`' - feedback: That's not it! - - option: '`{else}`' - feedback: That's right! - hint: Which one goes together with the `{if}` command? - correct_answer: D - question_score: '10' 2: - question_text: What appears in your output screen when you type in the name Hedy? - code: "name {is} {ask} 'What is your name?'\n{if} name {is} Hedy {print} 'fun' {else} {print} 'less fun'" mp_choice_options: - option: zabavno feedback: That's right! @@ -620,12 +199,7 @@ levels: feedback: No, it doesn't print the name - option: Napaka feedback: Fortunately not! - hint: '`{if}` name `{is}` Hedy `{print}` ...?' - correct_answer: A - question_score: '10' 3: - question_text: What is the right password? - code: "password {is} {ask} 'What is the password?'\n{if} password {is} SECRET {print} 'Correct!'\n{else} {print} 'ALARM! INTRUDER!'" mp_choice_options: - option: Pravilno! feedback: This is printed when you type in the correct password @@ -635,12 +209,7 @@ levels: feedback: The password isn't password... - option: ALARM INTRUDER feedback: This is printed when you type in the incorrect password! - hint: "`{if}` password `{is}` ... `{print}` 'Correct!'" - correct_answer: B - question_score: '10' 4: - question_text: What does Hedy print when you type in the wrong password? - code: "password {is} {ask} 'What is the password?'\n{if} password {is} SECRET {print} 'Correct!'\n{else} {print} 'ALARM! INTRUDER!'" mp_choice_options: - option: Pravilno feedback: That's printed if the correct answer is given, not the wrong one... @@ -650,12 +219,7 @@ levels: feedback: No, this is not what Hedy will print - option: ALARM! INTRUDER! feedback: Great job! - hint: Your computer will sound the alarm for intruders! - correct_answer: D - question_score: '10' 5: - question_text: Why will Hedy say 'ALARM! INTRUDER' when you type in 'secret'? - code: "password {is} {ask} 'What is the password?'\n{if} password {is} SECRET {print} 'Correct!'\n{else} {print} 'ALARM! INTRUDER!'" mp_choice_options: - option: Because it needs to be in capitals, so SECRET feedback: Prav zares! @@ -665,12 +229,7 @@ levels: feedback: That's not how you spell secret - option: Because Hedy makes a mistake feedback: No, Hedy is right - hint: The spelling of the word has to be exactly the same. - correct_answer: A - question_score: '10' 6: - question_text: Which word should be on the place of the blank in the last line? - code: "{print} 'Im Hedy the football fortune teller!'\n{print} 'I will predict what place your team will end up!'\nclub is {ask} 'Which club is your favorite?'\n{if} club {is} ajax {print} 'Ajax is going to win of course!'\n_ {print} 'Sorry, your club is gonna be in last place...'" mp_choice_options: - option: "```\n{if}\n```" feedback: '`{if}` is already in the line above' @@ -681,11 +240,7 @@ levels: - option: "```\n{print}\n```" feedback: '`{print}` is already there, we need a word before it!' hint: '`{if}` gre skupaj z...?' - correct_answer: C - question_score: '10' 7: - question_text: Which word should be in the place of the blank? - code: "{print} 'I can predict if you will be a millionair or not!'\nname {is} {ask} 'Whats your name?'\n{if} name {is} Hedy {print} 'You will be a millionair!'\n{else} _ 'Unfortunately... No big money for you.'" mp_choice_options: - option: '`{if}`' feedback: '`{if}` is in the line above.' @@ -695,42 +250,9 @@ levels: feedback: There already is an `{else}` command - option: '`{print}`' feedback: Izjemno! - hint: After `{else}` a `{print}` command follows - correct_answer: D - question_score: '10' 8: - question_text: Which word should be on the place of the blank? - code: "animal {is} {ask} 'What is your favorite animal?'\n{if} _ {is} penguin {print} 'Thats my favorite animal too!'\n{else} {print} 'Cool! I like penguins.'" - mp_choice_options: - - option: "```\nfavorite animal\n```" - feedback: That's not the variable name. - - option: "```\nanimal\n```" - feedback: Great job! - - option: '`{if}`' - feedback: '`{if}` is already there' - - option: '`{print}`' - feedback: No, that's not it. hint: Kakšno je ime spremenljivke? - correct_answer: B - question_score: '10' - 9: - question_text: Which door should you choose to escape?? - code: "{print} 'Escape from the haunted house!'\n{print} 'There are 3 doors in front of you'\ndoor {is} {ask} 'Which door do you choose?'\nmonsters {is} vampire, werewolf, giant spider\n{if} door {is} 2 {print} 'Yay, you can escape!'\n{else} {print} 'You are being devoured by a... ' monsters {at} {random}" - mp_choice_options: - - option: '1' - feedback: Bad choice! You're being eaten - - option: '2' - feedback: Super! You escaped! - - option: '3' - feedback: Bad choice! You're being eaten. - - option: It's a trap, you will always be eaten! - feedback: Luckily not! - hint: One of the doors will keep you safe.. - correct_answer: B - question_score: '10' 10: - question_text: Which monster is standing behind door 1? - code: "{print} 'Escape from the haunted house!'\n{print} 'There are 3 doors in front of you'\ndoor {is} {ask} 'Which door do you choose?'\nmonsters {is} vampire, werewolf, giant spider\n{if} door {is} 2 {print} 'Yay, you can escape!'\n{else} {print} 'You are being devoured by a... ' monsters {at} {random}" mp_choice_options: - option: Hedy picks a random monster each time. feedback: Imenitno! @@ -740,13 +262,8 @@ levels: feedback: Not always... - option: giant spider feedback: Not always... - hint: Mind the last 3 words... monsters `{at} {random}`... - correct_answer: A - question_score: '10' 6: 1: - question_text: What's Hedy's output when you run this code? - code: '{print} 2*10' mp_choice_options: - option: '20' feedback: Pravilno! @@ -756,11 +273,7 @@ levels: feedback: No, Hedy will calculate the answer - option: '210' feedback: Mind it's a calculation. - hint: The `*` is used as a multiplication sign - correct_answer: A - question_score: '10' 2: - question_text: What do you use when you want to add two numbers? mp_choice_options: - option: '`-`' feedback: That's not it @@ -771,41 +284,9 @@ levels: - option: '`+`' feedback: Brez napake! hint: To je znak plus. - correct_answer: D - question_score: '10' 3: - question_text: What's Hedy's output when you run this code? - code: "{print} '3*10'" - mp_choice_options: - - option: '30' - feedback: This would be the right answer if there were no quotation marks. - - option: '13' - feedback: Try again.. - - option: 3*10 - feedback: Correct! There are quotation marks, so Hedy will print it literally. - - option: Nothing, Hedy will give an error message. - feedback: No, Hedy will print it literally. hint: Pazite na narekovaje! - correct_answer: C - question_score: '10' - 4: - question_text: Kim is 10 years old. What will Hedy print for her? - code: "name = {ask} 'How many letters are in your name?'\nage = {ask} 'How old are you?'\nluckynumber = name*age\n{print} 'Your lucky number is...' luckynumber" - mp_choice_options: - - option: '30' - feedback: Mind, Hedy also prints 'Your lucky number is...' - - option: '10' - feedback: Please try again. - - option: Your lucky number is... 30 - feedback: That's right! - - option: Your lucky number is... 10 - feedback: Her lucky number is name times age... - hint: 'Kim has 3 letters, she is 10 years old so: letters times age = 3*10 = 30.' - correct_answer: C - question_score: '10' 5: - question_text: If 5 people eat at this restaurant, how much do they have to pay in total? - code: "{print} 'Welcome to Hedys!'\npeople = {ask} 'How many people are eating with us tonight?'\nprice = people * 10\n{print} 'That will be ' price 'dollar please'" mp_choice_options: - option: 5 dollars feedback: Unfortunately, it's not that cheap. @@ -815,12 +296,7 @@ levels: feedback: The * means multiplication. - option: 50 dollars feedback: Sijajno! - hint: '`price` `is` `people` `times` 10' - correct_answer: D - question_score: '10' 6: - question_text: How much does a hamburger cost in this virtual restaurant? - code: "{print} 'Welcome at Hedys diner'\nfood = {ask} 'What would you like to eat?'\nprice = 0\n{if} food {is} hamburger price = 15\n{if} food {is} fries price = 6" mp_choice_options: - option: 15 dollars feedback: Vrhunsko! @@ -831,26 +307,7 @@ levels: - option: 21 dollars feedback: That's the price for a hamburger and fries! hint: Bodite pozorni na četrto vrstico. - correct_answer: A - question_score: '10' - 7: - question_text: Why does line 7 say 'price is price + 3' instead of 'price is 3'? - code: "{print} 'Welcome at Hedys diner'\nfood = {ask} 'What would you like to eat?'\nprice = 0\n{if} food {is} hamburger price = price + 15\n{if} food {is} fries price = price + 6\ndrinks is {ask} 'What would you like to drink?'\n{if} drinks {is} coke price = price + 3\n{if} drinks {is} water price = price + 1\n{print} price ' dollars please'" - mp_choice_options: - - option: It could have been `price = 3` just as well. - feedback: No, that's not true. Hedy needs to add 3 dollars to the total. - - option: Because Hedy doesn't understand `price = 3`. - feedback: Hedy would understand, but it wouldn't be right. - - option: Because Hedy would otherwise forget about the previous order. The price would be 3 dollars in total. - feedback: That's right! - - option: Because the price is 0 dollars to begin with. - feedback: That's true, but not the reason - hint: The price shouldn't be 3, but 3 dollars more than it already was - correct_answer: C - question_score: '10' 8: - question_text: Why is this code incorrect? - code: "correct answer = 3*12\nanswer = {ask} 'What is 3 times 12?'\n{if} answer {is} correct answer {print} 'Good job!'\n{else} {print} 'No... It was ' correct answer" mp_choice_options: - option: There shouldn't be quotation marks in line 2 feedback: No, there should be! @@ -860,27 +317,7 @@ levels: feedback: No, that's not true. - option: Spremenljivka v vrstici 2 se ne more imenovati odgovor, ker je preveč podobna spremenljivki pravilen odgovor. feedback: Variable names can be similar, but they can't be 2 words... - hint: Inspect what the variables are called. - correct_answer: B - question_score: '10' - 9: - question_text: Imagine you love football a 10, you've eaten 2 bananas and have washed your hands 3 times today. How smart does the silly fortune teller think you are? - code: "{print} 'Im Hedy the silly fortune teller'\n{print} 'I will predict how smart you are!'\nfootball = {ask} 'On a scale of 0 to 10 how much do you love football?'\nbananas = {ask} 'How many bananas have you eaten this week?'\nhygiene = {ask} 'How many times did you wash your hands today??'\nresult = bananas + hygiene\nresult = result * football\n{print} 'You are ' result 'percent smart.'" - mp_choice_options: - - option: 10% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 32% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 50% - feedback: Super! You are 100 percent smart! - - option: 100% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - hint: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - correct_answer: C - question_score: '10' 10: - question_text: Which statement is true? - code: "name _ Hedy\n{print} name 'is walking trough the forrest'" mp_choice_options: - option: You can only fill in the word is on the `_` feedback: You are allowed to use the `=` sign as well @@ -890,12 +327,8 @@ levels: feedback: No, one `=` sign is enough - option: You can only use the `=` sign when working with numbers, not with words. feedback: You can also use `=` with words. - hint: '`{is}` and `=` are both allowed' - correct_answer: B - question_score: '10' 7: 1: - question_text: How many lines can you repeat at once with the repeat command at this level? mp_choice_options: - option: '0' feedback: No you can repeat a line. @@ -905,26 +338,7 @@ levels: feedback: In this level only one line at a time - option: neskočno feedback: In this level you can only repeat one line at a time - hint: You can only repeat one line at a time - correct_answer: B - question_score: '10' - 2: - question_text: Which code is right? - mp_choice_options: - - option: "```\n{print} 100 {times} 'hello'\n```" - feedback: "`{repeat}` 100 `{times}` `{print}` 'hello'" - - option: "```\n{print} {repeat} 100 {times} 'hello'\n```" - feedback: "{repeat} 100 {times} {print} 'hello'" - - option: "```\n{repeat} 'hello' 100 {times}\n```" - feedback: "{repeat} 100 {times} {print} 'hello'" - - option: "```\n{repeat} 100 {times} {print} 'hello'\n```" - feedback: That's right! - hint: First the `{repeat}` command, then the `{print}` command - correct_answer: D - question_score: '10' 3: - question_text: Is this code right or wrong? - code: "{repeat} 100 {times} 'Hello!'" mp_choice_options: - option: Desno feedback: No, a word is missing @@ -934,729 +348,33 @@ levels: feedback: The word `{times}` is there, another word is missing. - option: Wrong, the word `{print}` is missing feedback: Pravilno - hint: "It should be: `{repeat}` 100 `{times}` `{print}` 'Hello'" - correct_answer: D - question_score: '10' - 4: - question_text: Which word is wrong in the code? - code: "{print} 'I'm blue'\n{repeat} 7 {times} {print} 'da ba dee, da ba da'" - mp_choice_options: - - option: "`I'm`" - feedback: That's right! - - option: '`{print}`' - feedback: '`{print}` is spelled correctly' - - option: '`{repeat}`' - feedback: '`{repeat}` is spelled correctly' - - option: '`{times}`' - feedback: '`{times}` is spelled correctly' - hint: I'm is wrong, you can't use apostrophes in a sentence - correct_answer: A - question_score: '10' 5: - question_text: Is this code right or wrong? - code: "{repeat} 100 {times} {print} 'Hedy is awesome!'" - mp_choice_options: - - option: Correct - feedback: That's right! - - option: Wrong - feedback: That's not it hint: Koda je pravilna! - correct_answer: A - question_score: '10' - 6: - question_text: What will be the output from this code? - code: "{print} 'The wheels on the bus go'\n{repeat} 3 {times} {print} ' round and round'" - mp_choice_options: - - option: "```\nthe wheels on the bus go\nround and round\n```" - feedback: Only the second line is repeated 3 times - - option: "```\nthe wheels on the bus go\nthe wheels on the bus go\nthe wheels on the bus go\nround and round\n```" - feedback: Only the second line is repeated 3 times - - option: "```\nthe wheels on the bus go\nround and round\nthe wheels on the bus go\nround and round\nthe wheels on the bus go\nround and round\n```" - feedback: Only the second line is repeated 3 times - - option: "```\nthe wheels on the bus go\nround and round\nround and round\nround and round\n```" - feedback: All through the town! Perfect! - hint: Only 'round and round' is repeated 3 times. - correct_answer: D - question_score: '10' 7: - question_text: What will be the output from this code? - code: "{repeat} 2 {times} {print} 'We will'\n{print} 'ROCK YOU!'" - mp_choice_options: - - option: "```\nWe will We will\nROCK YOU!\n```" - feedback: "'We will' won't appear twice in the same line" - - option: "```\nWe will\nWe will\nROCK YOU!\n```" - feedback: Great! - - option: "```\nWe will\nROCK YOU!\nWe will\nROCK YOU!\n```" - feedback: ROCK YOU! won't be repeated - - option: "```\nWe will\nROCK YOU!" - feedback: Mind the `{repeat}` command hint: Bodite pozorni na ukaz `{repeat}`. - correct_answer: B - question_score: '10' - 8: - question_text: What Hedy code belongs to this output? - code: "Here comes the sun\nDo do do do\nHere comes the sun\nAnd I say\nIts alright" - mp_choice_options: - - option: "```\n{print} 'Here comes the sun'\n{print} 'Do do do do'\n{print} 'Here comes the sun'\n{print} 'And I say'\n{print} 'Its alright'\n```" - feedback: Awesome, you can't use the `{repeat}` command here. - - option: "```\n{repeat} 2 {times} {print} 'Here comes the sun'\n{print} 'And I say'\n{print} 'Its alright'" - feedback: Where did you leave 'Do do do do'? - - option: "```\n{repeat} 2 {times} {print} 'Here comes the sun'\n{print} 'Do do do do'\n{print} 'And I say'\n{print} 'Its alright'\n```" - feedback: This is not the correct order.. - - option: "```\n{repeat} 2 {times} {print} 'Here comes the sun'\n{repeat} 2 {times} {print} 'Do do'\n{print} 'And I say'\n{print} 'Its alright'\n```" - feedback: This is not the correct order.. - hint: '`{repeat}` can only be used if you want to execute the same line multiple times in a row.' - correct_answer: A - question_score: '10' 9: - question_text: What Hedy code belongs to this output? - code: "Batman was flying through Gotham.\nWhen suddenly he heard someone screaming...\nHelp!\nHelp!\nHelp!\nPlease help me!" - mp_choice_options: - - option: "```\n{print} 'Batman was flying through Gotham. '\n{print} 'When suddenly he heard someone screaming!'\n{print} 'Help!'\n{repeat} 3 {times} {print} 'Please help me!'\n```" - feedback: Your repeated line is incorrect. - - option: "```\n{print} 'Batman was flying through Gotham.'\n{print} 'When suddenly he heard someone screaming!'\n{repeat} 3 {times} 'Help!'\n{print} 'Please help me!'\n```" - feedback: The `{print}` command is missing on line 3. - - option: "```\n{print} Batman was flying through Gotham.\n{print} When suddenly he heard someone screaming!\n{repeat} 3 {times} {print} Help!\n{print} Please help me!\n```" - feedback: You're missing the quotation marks - - option: "```\n{print} 'Batman was flying through Gotham.'\n{print} 'When suddenly he heard someone screaming!'\n{repeat} 3 {times} {print} 'Help!'\n{print} 'Please help me!'\n```" - feedback: Perfect hint: "'Na pomoč!' se ponovi 3-krat." - correct_answer: D - question_score: '10' - 10: - question_text: Which code belongs to this output? - code: "if youre happy and you know it clap your hands\nif youre happy and you know it clap your hands\nif youre happy and you know it and you really want to show it\nif youre happy and you know it clap your hands" - mp_choice_options: - - option: "```\n{repeat} 2 {times} 'if youre happy and you know it clap your hands'\n{print} 'if youre happy and you know it and you really want to show it'\n{print} 'if youre happy and you know it clap your hands'\n```" - feedback: Almost! the first line needs an extra word - - option: "```\n{repeat} 2 {times} {print} 'if youre happy and you know it clap your hands'\n{print} 'if youre happy and you know it and you really want to show it'\n{print} 'if youre happy and you know it clap your hands'\n```" - feedback: Great! - - option: "```\n{repeat} 3 {times} {print} 'if youre happy and you know it clap your hands'\n{print} 'if youre happy and you know it and you really want to show it'\n```" - feedback: This is not in the right order. - - option: "```\n{repeat} 4 {times} 'if youre happy and you know it'\n{repeat} 2 {times} 'clap your hands'\n{print} 'and you really want to show it'\n{print} 'clap your hands'\n```" - feedback: This is not in the right order. - hint: Mind the order of the sentences. - correct_answer: B - question_score: '10' 8: 1: - question_text: Which output will be produced by this code? - code: "{repeat} 2 {times}\n {print} 'Hello'\n {print} 'Im Hedy!'" - mp_choice_options: - - option: "Hello\nIm Hedy!" - feedback: Everything is printed twice. - - option: "Hello\nHello\nIm Hedy" - feedback: The second line is repeated twice as well. - - option: "Hello\nIm Hedy!\nHello\nIm Hedy!" - feedback: Super! - - option: "Hello\nHello\nIm Hedy!\nIm Hedy!" - feedback: Everything is printed twice hint: Obe vrstice se ponovita dvakrat. - correct_answer: C - question_score: '10' - 2: - question_text: What is wrong with this code? - code: "{repeat} 5 {times}\n{print} 'Hedy is cool!'" - mp_choice_options: - - option: This should be only one line, not 2. - feedback: No it should be 2 lines. - - option: This `{print}` command has to be removed. - feedback: No, you need it. - - option: There is a spelling mistake in the `{repeat}` command. - feedback: No, `{repeat}` is the correct spelling - - option: The second line needs to start with 4 spaces as indentation. - feedback: Correct! - hint: Something is missing in the second line? - correct_answer: D - question_score: '10' - 3: - question_text: What output will be produced when you run this program? - code: "{repeat} 3 {times}\n {print} 'Baby shark tututudutudu'\n{print} 'Baby shark'" - mp_choice_options: - - option: "Baby shark tututudutudu\nBaby shark" - feedback: Mind the `{repeat}` command! - - option: "Baby shark tututudutudu\nBaby shark\nBaby shark tututudutudu\nBaby shark\nBaby shark tututudutudu\nBaby shark" - feedback: The last line has no indentation, so it's not repeated. - - option: "Baby shark tututudutudu\nBaby shark tututudutudu\nBaby shark tututudutudu\nBaby shark" - feedback: Right! - - option: "Baby shark tututudutudu\nBaby shark\nBaby shark\nBaby shark" - feedback: What is being repeated and what isn't ? - hint: What is being repeated and what is not? - correct_answer: C - question_score: '10' - 4: - question_text: Which output is correct? - code: "{print} 'The children went:'\n{repeat} 2 {times}\n {print} 'Yay!'\n {print} 'We are going on vacation!'" - mp_choice_options: - - option: "The children went:\nYay!\nWe are going on vacation!" - feedback: Mind the `{repeat}` command! - - option: "The children went:\nYay!\nWe are going on vacation!\nYay!\nWe are going on vacation!" - feedback: Correct! - - option: "The children went:\nYay!\nYay!\nWe are going on vacation!\nWe are going on vacation!" - feedback: This order is incorrect. - - option: "The children went:\nYay!\nYay!\nWe are going on vacation!" - feedback: The last line is repeated too. - hint: The block under the `{repeat}` command is repeated twice. - correct_answer: B - question_score: '10' 5: - question_text: What is wrong with this code? - code: "end = {ask} 'Do you want a happy or a sad ending?'\n{if} end {is} happy {print} 'They lived happily ever after'\n{else} {print} 'The world exploded. The end.'" - mp_choice_options: - - option: The `{print}` commands on the last two lines should start on new lines and start with 4 spaces. - feedback: That's right! - - option: '`{else}` is not a command!' - feedback: It is! - - option: Lines that start with `{if}` should start with 4 spaces - feedback: That's not true - - option: '`{ask}` is no longer a command' - feedback: That's not true hint: Nekaj je narobe z zamikanjem - correct_answer: A - question_score: '10' - 6: - question_text: What will be the output of this code when we enter pancakes? - code: "{print} 'Welcome to restaurant Hedy'\n{repeat} 2 {times}\n food {is} {ask} 'What do you want to eat?'\n {print} food" - mp_choice_options: - - option: "Welcome to restaurant Hedy\nPancakes" - feedback: There is no repetition in this answer. - - option: "Welcome to restaurant Hedy\nWelcome to restaurant Hedy\nPancakes\nPancakes" - feedback: This answer also repeats the welcome message - - option: "Welcome to restaurant Hedy\nWhat do you want to eat?\nWhat do you want to eat?\nPancakes\nPancakes" - feedback: Almost! But look at the question, it is not repeated. - - option: "Welcome to restaurant Hedy\nPancakes\nPancakes" - feedback: Well done! - hint: The first sentence and question will not be repeated - correct_answer: D - question_score: '10' - 7: - question_text: What is wrong with this code? - code: "food = {ask} 'What would you like to eat?'\n{if} food {is} fries\nsauce = {ask} 'What sauce would you like?'\n {print} 'One fries with ' sauce\n{if} food {is} pizza\n topping = {ask} 'What topping would you like?'\n {print} 'One pizza with ' topping\n{print} 'Thank you for your order'" - mp_choice_options: - - option: Nothing. This code is correct! - feedback: Something is wrong! - - option: You're not allowed to use an `{if}` command after an `{ask}` command. - feedback: You are! - - option: You don't have to use indentation twice. Only in the first `{if}` command. - feedback: You always have to use indentation. - - option: The indentation is wrong in the first `{if}` command. - feedback: That's right. - hint: Take a careful look at the indentation. - correct_answer: D - question_score: '10' - 8: - question_text: In which of the codes is the indentation done right? - mp_choice_options: - - option: "```\n{if} answer {is} 32\n {print} 'You are...'\n {sleep}\n {print} 'right!'\n {else}\n {print} 'You are wrong!'\n```" - feedback: You are wrong! - - option: "```\n{if} answer {is} 32\n{print} 'You are...'\n{sleep}\n{print} 'right!'\n{else}\n{print} 'You are wrong!'\n```" - feedback: You are wrong! - - option: "```\n{if} answer {is} 32\n {print} 'You are...'\n {sleep}\n {print} 'right!'\n{else}\n {print} 'You are wrong!'\n```" - feedback: You are... right! - - option: "```\n{if} answer {is} 32\n {print} 'You are...'\n {sleep}\n{print} 'right!'\n{else}\n {print} 'You are wrong!'\n```" - feedback: You are wrong! - hint: What should happen if the person is right? And what else? - correct_answer: C - question_score: '10' - 9: - question_text: What line(s) in this code should start with 4 spaces? - code: "1 music = {ask} 'What is your favorite music genre?'\n2 {if} music {is} rock\n3 {print} '🤘'\n4 {else}\n5 {print} '👎'" - mp_choice_options: - - option: Line 2 and 4 - feedback: The lines after the `{if}` and `{else}` command should start with 4 spaces - - option: Only line 3 - feedback: Not only 3... - - option: Line 3, 4 and 5 - feedback: Line 4 shouldn't - - option: Line 3 and 5 - feedback: Great job! - hint: The lines after an `{if}` or `{else}` command should start with 4 spaces. - correct_answer: D - question_score: '10' - 10: - question_text: Which statement is true? - code: "1 level = {ask} 'What level are you on?'\n2 {if} level {is} 8\n3 {print} 'Great job!'" - mp_choice_options: - - option: All lines should start with 4 spaces - feedback: That's not true - - option: Line 2 and 3 should start with 4 spaces - feedback: That's not true - - option: Line 2 should start with 4 spaces - feedback: That's not true - - option: Line 3 should start with 4 spaces - feedback: You are correct! - hint: Only one line starts with 4 spaces, but which one...? - correct_answer: D - question_score: '10' 9: - 1: - question_text: What is wrong with this code? - code: "{repeat} 3 {times}\n food = {ask} 'What would you like to eat?'\n {if} food {is} fries\n sauce = {ask} 'What sauce would you like?'\n {print} 'One fries with ' sauce\n {if} food {is} pizza\n topping = {ask} 'What topping would you like?'\n {print} 'One pizza with ' topping\n{print} 'Thank you for your order'" - mp_choice_options: - - option: Nothing, this code is correct! - feedback: That's right! - - option: You're not allowed to use an `{if}` command after an `{ask}` command. - feedback: You are! - - option: You don't have to use indentation twice. - feedback: You always have to use indentation. - - option: The indentation is wrong in the last `{if}` command. - feedback: It is not the indentation. - hint: All the indentation is done correctly. - correct_answer: A - question_score: '10' - 2: - question_text: What will be printed after entering the correct password? - code: "password = {ask} 'What is the password?'\ncorrect_password = Hedy\n{if} password {is} correct_password\n {repeat} 2 {times}\n {print} 'Good job!'\n {print} 'You can use the computer!'\n{else}\n {print} 'The computer will explode in 5... 4... 3... 2... 1...'" - mp_choice_options: - - option: "```\nGood job!\nGood job!\n```" - feedback: That's not it! - - option: "```\nThe computer will explode in 5... 4... 3... 2... 1...\n```" - feedback: That's not it! - - option: "```\nGood job!\nGood job!\nYou can use the computer!\n```" - feedback: That's not it! - - option: "```\nGood job!\nYou can use the computer!\nGood job!\nYou can use the computer!\n```" - feedback: Correct! - hint: Everything under the `{repeat}` command is repeated twice. - correct_answer: D - question_score: '10' 3: - question_text: Which case should you choose to win a million dollars? - code: "{print} 'Choose the right case and win!'\ncase = {ask} 'Which case will you pick? 1 or 2?'\n{if} case {is} 1\n action = {ask} 'Open it or sell it?'\n {if} action {is} sell\n {print} 'You sell your case for 10 dollars'\n {if} action {is} open\n {print} 'You open the case and win an apple pie'\n{if} case {is} 2\n action = {ask} 'Open it or sell it?'\n {if} action {is} sell\n {print} 'You sell the case for 500 dollars'\n {if} action {is} open\n {print} 'You open the case and win a million dollars!'" - mp_choice_options: - - option: case 1, sell - feedback: You don't win a million! - - option: case 1, open - feedback: You don't win a million - - option: case 2, sell - feedback: You don't win a million - - option: case 2, open - feedback: Great job! You win! hint: Sledite pravi poti - correct_answer: D - question_score: '10' - 4: - question_text: Which statement is true? - code: "name = {ask} 'What is your name?'\nsize = {ask} 'What is your shoe size?'\n{if} size {is} 38\n {if} name {is} Cinderella\n {print} '❤️❤️❤️'\n {else}\n {print} 'You are not the one!'\n{else}\n {print} 'Ill keep looking'" - mp_choice_options: - - option: Sleeping Beauty with shoe size 38 gets the output 'Ill keep looking' - feedback: No, she gets 'You are not the one!' - - option: Cinderella with shoe size 40 gets the output '❤️❤️❤️' - feedback: No, she gets 'Ill keep looking' - - option: Sleeping Beauty with shoe size 40 gets the output 'Ill keep looking' - feedback: That's right! - - option: Cinderella with shoe size 38 gets the output 'Ill keep looking' - feedback: No she gets '❤️❤️❤️' - hint: No matter what your name is, if you have shoe size 40 you will get the message 'Ill keep looking'. - correct_answer: C - question_score: '10' 5: - question_text: Which code produced this output? - output: "Icecream is the best!\nIcecream is the best!\nIcecream is the best!" - mp_choice_options: - - option: "```\ndessert = {ask} 'What is your favorite type of dessert?'\n{if} dessert {is} icecream\n {repeat} 3 {times}\n {print} 'Icecream is the best!'\n```" - feedback: Don't forget the indentation after `{repeat}` commands. - - option: "```\ndessert = {ask} 'What is your favorite type of dessert?'\n{if} dessert {is} icecream\n{repeat} 3 {times}\n {print} 'Icecream is the best!'\n```" - feedback: Use indentation after an `{if}` command - - option: "```\ndessert = {ask} 'What is your favorite type of dessert?'\n{if} dessert {is} icecream\n {repeat} 3 {times}\n {print} 'Icecream is the best!'\n```" - feedback: Perfect - - option: "```\n{repeat} 3 {times}\n dessert = {ask} 'What is your favorite type of dessert?'\n {if} dessert {is} icecream\n {repeat} 3 {times}\n {print} 'Icecream is the best!'\n```" - feedback: There are 2 `{repeat}` commands in this code. hint: Pazite na zamike - correct_answer: C - question_score: '10' - 6: - question_text: After which command(s) should you use indentation (starting the next line with 4 spaces)? - mp_choice_options: - - option: '`{if}`' - feedback: Don't forget the others - - option: '`{if}` `{repeat}`' - feedback: Don't forget `{else}`! - - option: '`{if}` `{else}` `{repeat}`' - feedback: Keep it up! - - option: '`{if}` `{else}` `{repeat}` `{print}`' - feedback: Not with `{print}` - hint: Indentation happens on the line below some commands - correct_answer: C - question_score: '10' - 7: - question_text: You'll get a 5 dollar discount if you order a medium pizza with coke.
But the code has a mistake! How to debug it? - code: "{if} food {is} pizza\n{if} size {is} medium\n{if} drink {is} coke\nprice = price - 5" - mp_choice_options: - - option: "```\n{if} food {is} pizza\n {if} size {is} medium\n {if} drink {is} coke\n price = price - 5\n```" - feedback: Amazing! - - option: "```\n{if} food {is} pizza\n {if} size {is} medium\n{if} drink {is} coke\n price = price - 5\n```" - feedback: The second `{if}` misses code! - - option: "```\n{if} food {is} pizza\n{if} size {is} medium\n{if} drink {is} coke\n price = price - 5\n```" - feedback: Two consecutive `{if}`s is never correct. - - option: "```\n{if} food {is} pizza\n {if} size {is} medium\n {if} drink {is} coke\n price = price - 5\n```" - feedback: Almost right. Take another look at the last line - hint: After each `{if}` command, the line below should indent - correct_answer: A - question_score: '10' - 8: - question_text: What is wrong in this code? - code: "age = {ask} 'Happy Birthday! How old are you?'\nsinging = {ask} 'Would you like us to sing?'\n{if} singing {is} yes\n {repeat} years {times}\n {print} 'Hip Hip Hooray'" - mp_choice_options: - - option: You can't put two questions in a row - feedback: Yes you can. - - option: The variable called 'age' is later on used as 'years' - feedback: Keen eye! Good job! - - option: You're not allowed to start with 8 spaces, like line 5 does - feedback: You actually must start like that. - - option: A code must always start with a `{print}` command in the first line - feedback: That's not true. - hint: The indentation is done right this time - correct_answer: B - question_score: '10' - 9: - question_text: How many `{if}` commands can be placed inside another `{if}` command? - mp_choice_options: - - option: None, that is not allowed - feedback: You are allowed to - - option: Only 1 - feedback: You could use more if you like - - option: '3' - feedback: You could use more if you like - - option: Infinite, as long as you keep using indentation correctly - feedback: That is true - hint: You can put an `{if}` command inside an `{if}` command. - correct_answer: D - question_score: '10' - 10: - question_text: Which statement is true? - code: "1 {repeat} 2 {times}\n2 {if} level {is} 9\n3 {print} 'Great job!'" - mp_choice_options: - - option: All lines should start with 4 spaces - feedback: Only line 2 and 3 start with spaces - - option: Line 2 and 3 should start with 4 spaces - feedback: Line 3 should start with 8 - - option: Line 2 and 3 should start with 8 spaces - feedback: Line 2 should start with 4 - - option: line 2 should start with 4 spaces and line 3 with 8 - feedback: You are correct! - hint: The first line doesn't start with any spaces - correct_answer: D - question_score: '10' - 10: - 1: - question_text: What do we need to fill in on the `_` if we want to print each compliment? - code: "compliments = perfect, great job, amazing\n_\n {print} compliment" - mp_choice_options: - - option: "```\n{for} each compliment\n```" - feedback: That's not it - - option: "```\n{for} compliment {in} compliments\n```" - feedback: You deserve all those compliments! - - option: "```\n{if} compliment {in} compliments\n```" - feedback: That's not it - - option: "```\n{for} compliments {in} compliment\n```" - feedback: Almost there! - hint: '`{for}` each compliment in the lists of compliments...' - correct_answer: B - question_score: '10' - 2: - question_text: Which output is correct? - code: "meals = pizza, pasta, pancakes\n{for} meal {in} meals\n {print} 'I love ' meal" - mp_choice_options: - - option: I love pizza - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pasta - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pancakes - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: "I love pizza\nI love pasta\nI love pancakes" - feedback: Great! - hint: Line 2 says for each meal in the list of meals. So each meal is printed. - correct_answer: D - question_score: '10' - 3: - question_text: Which output is correct? - code: "animals = dogs, cats, hamsters, chickens\n{for} animal {in} animals\n {print} animal ' are lovely pets'" - mp_choice_options: - - option: dogs are lovely pets - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - - option: dogs, cats, hamsters, chickens are lovely pets - feedback: Each animal gets their own line in the output. - - option: "dogs are lovely pets\ncats are lovely pets\nhamsters are lovely pets\nchickens are lovely pets" - feedback: Great! - - option: You don't know yet. Because it chooses one of the animals {at} {random}. - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - hint: Line 2 says {for} each animal in the list of animals. So each animal is printed - correct_answer: C - question_score: '10' - 4: - question_text: What's wrong with this code? - code: "groceries = apples, bread, milk\n{for} item {in} groceries\n {print} 'We need ' groceries" - mp_choice_options: - - option: Line 2 needs to start with 4 spaces as indentation - feedback: No it doesn't. Only line 3 needs indentation, which it has. - - option: Line 3 does not need to start with 4 spaces as indentation - feedback: Line 2 is a `{for}`command so line 3 does need to start with an indent. - - option: Line 3 should say item instead of groceries - feedback: Good job! - - option: Line 2 should say groceries instead of item - feedback: No it does not. - hint: Line 2 says `{for}` each item in the list of groceries - correct_answer: C - question_score: '10' - 5: - question_text: What word should be on the `_` with these digital dice? - code: "{print} 'Welcome to the digital dice!'\nplayers = Ann, John, Jesse\nchoices = 1, 2, 3, 4, 5, 6\n{for} player {in} players\n {print} player ' throws ' _ {at} {random}" - mp_choice_options: - - option: players - feedback: It would say 'Ann throws Jesse', instead of 'Ann throws 6'. - - option: choices - feedback: That's right! - - option: choice - feedback: You are very close. But you need Hedy to pick from the list called 'choices' not 'choice'... - - option: dice - feedback: Look at the names of the variables. - hint: Hedy needs to pick a number `{at} {random}` - correct_answer: B - question_score: '10' - 6: - question_text: Which of the answers below is a possible outcome when you run the code? - code: "choices = rock, paper, scissors\nplayers = Kelly, Meredith\n{for} player {in} players\n {print} player ' chooses ' choices {at} {random}" - mp_choice_options: - - option: "```\nKelly chooses rock\n```" - feedback: Meredith wants to play too! - - option: "```\nMeredith chooses scissors\nKelly chooses rock\n```" - feedback: So close! But Kelly is first in the list, so she goes first - - option: "```\nMeredith chooses paper\n```" - feedback: Kelly wants to play too! - - option: "```\nKelly chooses paper\nMeredith chooses scissors\n```" - feedback: Amazing! - hint: Each player will pick an option. The player that's first on the list will go first. - correct_answer: D - question_score: '10' - 7: - question_text: What line should be on the `_` in this code that decides what these people will have for dinner? - code: "names = Ron, Leslie, April, Andy\nfood = pasta, fries, salad\n_\n {print} name ' has to eat ' food {at} {random} ' for dinner'" - mp_choice_options: - - option: "```\n{for} name {in} names\n```" - feedback: You are on fire! - - option: "```\n{for} names {in} name\n```" - feedback: No it should be for each name in the list nameS, so the other way around - - option: "```\n{for} food {in} food\n```" - feedback: Each name should be told what they will have for dinner. - - option: "```\n{for} name {in} food\n```" - feedback: Each name should be told what they will have for dinner. - hint: Each name should be told what they will have for dinner. - correct_answer: A - question_score: '10' - 8: - question_text: What should be on the `_` in this code that decides which color shirt you get? - code: "names = Donna, Tommy, Ben\ncolors = blue, red, purple\n{for} name {in} names\n {print} _" - mp_choice_options: - - option: "```\n'name gets a color shirt'\n```" - feedback: That's not it! - - option: "```\nname 'gets a ' colors {at} {random} ' shirt'\n```" - feedback: Great job! This was a hard one! - - option: "```\nnames 'gets a ' color {at} {random} ' shirt'\n```" - feedback: You want each name printed. So the first word should not be names but... - - option: "```\npeople ' gets a colors shirt'\n```" - feedback: There is no variable named people.. - hint: Mind the quotation marks and the names of the variables - correct_answer: B - question_score: '10' - 9: - question_text: What is the first question Hedy will ask you when you run the program? - code: "courses = appetizer, main course, dessert\nnames = Timon, Onno\n{for} name {in} names\n {for} course {in} courses\n food = {ask} name ', what would you like to eat as your ' course '?'\n {print} name ' orders ' food ' as their ' course" - mp_choice_options: - - option: Timon, what would you like to eat as your appetizer? - feedback: Perfect! - - option: Onno, what would you like to eat as your appetizer? - feedback: Timon is first on the list! - - option: Timon, what would you like to eat as your dessert? - feedback: Appetizers are first in the list - - option: You don't know that. Hedy will choose `{at} {random}`. - feedback: There is no `{at} {random}` in this code... - hint: The first options from both lists are chosen. - correct_answer: A - question_score: '10' - 10: - question_text: What is true about this code? - code: "prizes = 1 million dollars, car, sandwich\nnames = Bob, Patrick, Sandy, Larry\n{for} prize {in} prizes\n {print} 'The ' prize ' is won by ' names {at} {random}" - mp_choice_options: - - option: Everybody will always win a prize. - feedback: That is not true, you could end up without a prize. - - option: All the prizes always go to one single person. - feedback: That is not true. All the prizes are given away, but to random people - - option: Larry will never win a prize - feedback: That is not true. Larry has the same odds as the others - - option: Someone might win two prizes - feedback: You get it! - hint: Try to imagine the output of this code. - correct_answer: D - question_score: '10' 11: - 1: - question_text: What word should be at the place of the blank? - code: "{for} i {in} _ 1 {to} 10\n {print} i" - mp_choice_options: - - option: '`counter`' - feedback: No - - option: '`{range}`' - feedback: Correct - - option: '`{if}`' - feedback: No - - option: '`{for}`' - feedback: No - hint: What did you learn in this level? - correct_answer: B - question_score: '10' - 2: - question_text: What will be the output from this code? - code: "{for} i {in} {range} 1 {to} 3\n {print} i" - mp_choice_options: - - option: "```\n1\n2\n3\n```" - feedback: Correct! - - option: "```\n1 2 3\n```" - feedback: That's not it - - option: "```\n1, 2, 3\n```" - feedback: That's not it - - option: "```\n123\n```" - feedback: That's not it - hint: How do the numbers appear in the screen? - correct_answer: A - question_score: '10' - 3: - question_text: Which code was used to get this output? - output: "1\n2\n3\n4\n5\nOnce I caught a fish alive!" - mp_choice_options: - - option: "```\n{for} i {in} {range} 1 {to} 5\n {print} i\n{print} 'Once I caught a fish alive!'\n```" - feedback: Perfect - - option: "```\n{for} i {in} {range} 1 {to} 5\n{print} i\n{print} 'Once I caught a fish alive!'\n```" - feedback: This code won't work. You need an indent after {for}. - - option: "```\n{for} i {in} {range} 1 {to} 5\n {print} i\n {print} 'Once I caught a fish alive!'\n```" - feedback: Now Hedy will count '1 Once I caught a fish alive!, 2 Once I caught a fish alive! etc. - - option: "```\n{for} i {in} {range} 1 {to} 5\n {print} 'i'\n{print} 'Once I caught a fish alive!'\n```" - feedback: i is a variable and shouldn't have quotation marks - hint: First all the numbers, then the sentence - correct_answer: A - question_score: '10' - 4: - question_text: Which code was used to get this output? - output: "10\n9\n8\n7\n6\n5\n4\n3\n2\n1\n0" - mp_choice_options: - - option: "```\n{for} i {in} {range} 0 {to} 10\n {print} i\n```" - feedback: Now Hedy prints the numbers from 0 to 10 instead of 10 to 0. - - option: "```\n{for} i {in} {range} 0 {to} 10\n {print} -1 * i\n```" - feedback: Hedy would print negative numbers in this case. - - option: "```\n{for} i {in} {range} 10 {to} 0\n {print} i\n```" - feedback: Unfortunately this does not exist. - - option: "```\n{for} i {in} {range} 0 {to} 10\n {print} 10 - i\n```" - feedback: That's right! - hint: It has to be a calculation… - correct_answer: D - question_score: '10' - 5: - question_text: What's wrong with this code? - code: "{for} i {in} {range} 1 {to} 10\n{print} i" - mp_choice_options: - - option: The i in the last line need quotation marks - feedback: No it doesn't. - - option: You can't use `{range}` 1 `{to}` 5 only `{range}` 1 `{to}` 10 - feedback: You could use 1 to 5 just as well! - - option: Line 1 needs to start with an indention. - feedback: Not line 1... - - option: Line 2 needs to start with an indention - feedback: Perfect! - hint: There is something wrong with the indention - correct_answer: D - question_score: '10' - 6: - question_text: How many times does the word Hello appear on your screen when you run the code? - code: "{for} i {in} {range} 0 {to} 2\n {print} 'Hello'" - mp_choice_options: - - option: 1 time - feedback: No - - option: 2 times - feedback: No - - option: 3 times - feedback: That's right! - - option: Never - feedback: No - hint: 0 also counts. So 0,1,2 that's 3 times. - correct_answer: C - question_score: '10' 7: - question_text: What should be on the place of the blank? - code: "{print} 'Welcome to Hedys diner'\npeople = {ask} 'How many people will be eating here tonight?'\n_\n food = {ask} 'What would you like to order?'\n {print} food" - mp_choice_options: - - option: "```\n{for} i {in} {range} 0 {to} 3\n```" - feedback: There's not always 3 people - - option: "```\n{for} i {in} {range} 1 {to} guests\n```" - feedback: The variable is not named guests - - option: "```\n{for} i {in} {range} 1 {to} people\n```" - feedback: Great! - - option: "```\n{for} i {in} {range} 0 {to} people\n```" - feedback: That's one order too many! hint: Uporabite spremenljivko 'ljudje' - correct_answer: C - question_score: '10' 8: - question_text: What will be the output from this code? - code: "{for} i {in} {range} 23 {to} 25\n {print} 'hi'" - mp_choice_options: - - option: "```\n23\n24\n25\n```" - feedback: The numbers don't appear. It doesn't say `{print}` i. - - option: "```\n23 hi 24 hi 25 hi\n```" - feedback: The numbers don't appear. It doesn't say `{print}` i - - option: "```\nhi\nhi\nhi\n```" - feedback: Correct - - option: The word 'hi' will appear 25 times in a row. - feedback: No it will only appear 3 times. hint: Ne pravi `{print}` i - correct_answer: C - question_score: '10' - 9: - question_text: How many times does Hedy chant Hip Hip Hooray? - code: "age = {ask} 'How old are you?'\n{for} i {in} {range} 1 {to} age\n {print} 'Hip Hip Hoorray!'" - mp_choice_options: - - option: 1 time - feedback: Try again - - option: 2 times - feedback: Try again - - option: Never - feedback: Try again - - option: That depends on how old you are - feedback: That's right! - hint: '`{for}` i `{in}` `{range}` 1 `{to}` age' - correct_answer: D - question_score: '10' 10: - question_text: Which code belongs to this output? - output: "Baby shark tututudutudu\nBaby shark tututudutudu\nBaby shark tututudutudu\nBaby shark" - mp_choice_options: - - option: "```\n{for} i {in} {range} 1 {to} 3\n {print} Baby shark tututudutudu\n {print} Baby shark\n```" - feedback: Mind the indentation - - option: "```\n{for} i {in} {range} 1 {to} 3\n {print} Baby shark tututudutudu\n{print} Baby shark\n```" - feedback: That's right! - - option: "```\n{for} i {in} {range} 0 {to} 3\n {print} Baby shark tututudutudu\n{print} Baby shark\n```" - feedback: '`{range}` 0 `{to}` 3 is 4 times.' - - option: "```\n{for} i {in} {range} 0 {to} 3\n {print} Baby shark tututudutudu\n {print} Baby shark\n```" - feedback: '`{range}` 0 `{to}` 3 is 4 times.' hint: Bodite pozorni na zamike - correct_answer: B - question_score: '10' 12: 1: - question_text: Which output is correct? - code: "{print} 'three and a half plus one and a half is...'\n{print} 3.5 + 1.5" - mp_choice_options: - - option: '5' - feedback: Don't forget the first line of code! - - option: 3.5 + 1.5 - feedback: This is not the one! - - option: "three and a half plus one and a half is...\nfive" - feedback: Take a close look at the second line... - - option: "three and a half plus one and a half is...\n5" - feedback: Great job! hint: Obe vrstici sta izpisani! - correct_answer: D - question_score: '10' 2: - question_text: Which of these codes is correct? mp_choice_options: - option: "```\nflavors {is} vanilla, strawberry, chocolate\n{print} 'I would like a ' flavors {at} {random} ' cake.'\n```" feedback: All the different values of flavors should be in quotation marks. @@ -1666,718 +384,38 @@ levels: feedback: Alright! - option: "```\n flavors = 'vanilla, strawberry, chocolate'\n {print} 'I would like a ' flavors {at} {random} ' cake.'\n ```" feedback: All the different values of flavors should be in quotation marks. - hint: The second line is the same in each code, pay attention to the first line - correct_answer: C - question_score: '10' - 3: - question_text: What's wrong with this code? - code: "favorite_animal = {ask} 'What is your favorite animal?'\n{print} 'I like ' favoriteanimal ' too!'" - mp_choice_options: - - option: The name of the variable is different in line 1 than in line 2. - feedback: Correct! - - option: The quotation marks aren't used correctly in line 2 - feedback: That's not true - - option: You can't use the = sign when using an {ask} command - feedback: That's not true - - option: Nothing is wrong. - feedback: That's not true - hint: The quotation marks are used correctly - correct_answer: A - question_score: '10' - 4: - question_text: In which lines are quotation marks needed to get the code to work? - code: "{print} Welcome to the online shoe shop\ncategory = {ask} What kind of shoes are you looking for?\n{if} category = high heels\n {print} High heels are 50% off now!" - mp_choice_options: - - option: Line 1 and 2 - feedback: No - - option: Line 1, 2 and 3 - feedback: No - - option: Line 1, 2 and 4 - feedback: No - - option: All of the lines - feedback: Perfect! - hint: Does line 3 need quotation marks too? - correct_answer: D - question_score: '10' 5: - question_text: What output does Agent007 get when they put in the correct password? - code: "name {is} {ask} 'What is your name?'\n{if} name {is} 'Agent007'\n a {is} 'Go to the airport '\nelse\n a {is} 'Go to the train station '\npassword {is} {ask} 'What is the password?'\n{if} password {is} 'TOPSECRET'\n b {is} 'tomorrow at 02.00'\n{else}\n b {is} 'today at 10.00'\n{print} a + b" - mp_choice_options: - - option: Go to the train station today at 10.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 02.00 - feedback: You've cracked the code! - - option: Go to the train station tomorrow at 02.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 10.00 - feedback: The agent won't be catching any bad guys here hint: Pravilno geslo je STROGO_ZAUPNO - correct_answer: B - question_score: '10' 6: question_text: Which line should be filled in at the ??? code: "{print} 'Welcome to McHedy!'\norder = {ask} 'Would you like a hamburger or fries?'\n{if} order = 'hamburger'\n price = 12\n{if} order = 'fries'\n price = 4\ndrinks = {ask} 'Would you like a drink with that for 2 dollars?'\n{if} drinks = 'yes'\n ???\n{print} 'That will be ' price ' dollar please'" - mp_choice_options: - - option: "```\nprice = 14\n```" - feedback: What if you only order fries and a drink? - - option: "```\nprice = '14'\n```" - feedback: What if you only order fries and a drink? - - option: "```\nprice = price + 2\n```" - feedback: Excellent! - - option: "```\nprice = + 2\n```" - feedback: Almost there! - hint: What if you only order fries and a drink? - correct_answer: C - question_score: '10' - 7: - question_text: Which output does a vegan get? - code: "menu = 'cookies', 'cheese', 'grapes'\n{print} \"It's my birthday! I`ve brought some snacks!\"\ndiet = {ask} 'Do you have any dietary restrictions?'\n{if} diet = 'gluten free'\n {remove} 'cookies' {from} menu\n{if} diet = 'vegan'\n {remove} 'cheese' {from} menu\n{print} 'For you I have brought: '\n{for} snack {in} menu\n {print} snack" - mp_choice_options: - - option: "It's my birthday! I've brought some snacks!\nFor you I have brought:\ncookies\ngrapes" - feedback: Terrific! - - option: "It's my birthday! I've brought some snacks!\nFor you I have brought:\ngrapes" - feedback: There's more options than just one - - option: "It's my birthday! I've brought some snacks!\nFor you I have brought:\ncheese\ngrapes" - feedback: A vegan person can't have cheese - - option: "It's my birthday! I've brought some snacks!\nFor you I have brought:\ngrapes\ncookies" - feedback: Almost there, but look at the order of snacks in the list - hint: What item is removed from the list when you answer 'vegan'? - correct_answer: A - question_score: '10' - 8: - question_text: Which code was used to create this output? - code: '3.5' - mp_choice_options: - - option: "```\n{print} '7 / 2'\n```" - feedback: No - - option: "```\n{print} 7 / 2\n```" - feedback: That is right! - - option: "```\n{print} 7 : 2\n```" - feedback: No - - option: "```\n{print} 7 * 2\n```" - feedback: No - hint: 7 devided by 2 is 3.5 - correct_answer: B - question_score: '10' 9: question_text: Which code should be filled in in line 1 at the ??? code: "???\n{print} 'You won ' prizes {at} {random} '!'" - mp_choice_options: - - option: "```\nprizes = 'one' 'million' 'dollars', 'nothing'\n```" - feedback: You won nothing - - option: "```\nprizes = 'one million dollars, nothing'\n```" - feedback: You won nothing - - option: "```\nprizes = 'one million dollars', 'nothing'\n```" - feedback: Winner! - - option: "```\n'prizes' = 'one million dollars', 'nothing'\n```" - feedback: You won nothing - hint: The items on the list should be in quotation marks - correct_answer: C - question_score: '10' 10: question_text: Which line of code should be filled in at the ??? to complete the song ? code: "actions = 'clap your hands', 'stomp your feet', 'shout Hurray!'\n???\n {for} i {in} {range} 0 {to} 1\n {print} 'if youre happy and you know it'\n {print} action\n {print} 'if youre happy and you know it and you really want to show it'\n {print} 'if youre happy and you know it'\n {print} action" - mp_choice_options: - - option: "```\n{for} i {in} {range} 1 {to} 3\n```" - feedback: This is a hard one! All the actions on the list must be in the song. - - option: "```\n{for} action {in} actions\n```" - feedback: You are amazing! - - option: "```\n{repeat} 3 {times}\n```" - feedback: This is a hard one! All the actions on the list must be in the song. - - option: "```\n{print} actions {at} {random}\n```" - feedback: This is a hard one! All the actions on the list must be in the song. - hint: This is a hard one! All the actions on the list must be in the song. - correct_answer: B - question_score: '10' 13: - 1: - question_text: Which code should be filled in at the ??? ? - code: "name = {ask} 'What is your name?'\nsong = {ask} 'Whould you like to hear a song?'\nbirthday = {ask} 'Is today your birthday?'\n???\n {print} 'Happy Birthday to you!'\n {print} 'Happy Birthday to you!'\n {print} 'Happy Birthday dear ' name\n {print} 'Happy Birthday to you!'" - mp_choice_options: - - option: "```\n{if} birthday {and} song = 'yes'\n```" - feedback: Almost there - - option: "```\n{if} birthday = 'yes' {and} name = 'Hedy'\n```" - feedback: Hedy only sings for you if you like to hear a song - - option: "```\n{if} song = 'yes' {and} birthday = 'yes'\n```" - feedback: Super! - - option: "```\n{if} song = 'yes' {or} birthday = 'yes'\n```" - feedback: Hedy only sings if both answers are yes - hint: Hedy sings if you want to hear a song and it's you birthday - correct_answer: C - question_score: '10' - 2: - question_text: Which command is missing in the code at the place of the ??? ? - code: "menu = 'cheese', 'sausage rolls', 'cookies'\ndiet = {ask} 'Do you have any dietary restrictions?'\n{if} diet = 'vegan' ??? diet = 'halal'\n {remove} 'sausage rolls' {from} menu" - mp_choice_options: - - option: '`{and}`' - feedback: You don't have to be vegan and muslim - - option: '`{or}`' - feedback: Great thinking! - - option: '`+`' - feedback: No - - option: '`{print}`' - feedback: No - hint: Neither vegans nor muslims can eat sausage rolls. - correct_answer: B - question_score: '10' - 3: - question_text: Which output is given to a member without a discount code? - code: "member = {ask} 'Do you have a membership card?'\ndiscount = {ask} 'Do you have a discount code?'\n{if} member = 'yes' {or} discount = 'yes'\n {print} 'You get a free apple pie!'\n{else}\n {print} 'That will be 5 dollars please'" - mp_choice_options: - - option: You get a free apple pie! - feedback: Great job! - - option: That will be 5 dollars please - feedback: That is not true - - option: This code won't work, so there is no output - feedback: There is nothing wrong with the code - - option: There is no way of knowing - feedback: There is! Read the question carefully - hint: Mind the command `{or}` in line 3 - correct_answer: A - question_score: '10' 4: - question_text: Which line of code should follow this line in rock-paper-scissors game? - code: "{if} computer_choice {is} 'rock' {and} your_choice {is} 'paper'" - mp_choice_options: - - option: "```\n{print} 'you win'\n```" - feedback: You win! - - option: "```\n{print} 'you lose'\n```" - feedback: You lose! - - option: "```\n{print} 'tie'\n```" - feedback: It's only a tie if both choices are the same - - option: "```\n{print} 'try again'\n```" - feedback: Try again! hint: Papir premaga kamen - correct_answer: A - question_score: '10' - 5: - question_text: Which statement is true about this code? - code: "{if} name = 'Cinderella' {and} shoe_size = 38\n {print} 'You are my one true love!'" - mp_choice_options: - - option: Every person with shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person named Cinderella is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person that is named Cinderella and has shoe size 38 is this prince's one true love - feedback: Fantastic! - - option: Every person that's not named Cinderella and does not have shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - hint: Both statements have to be true - correct_answer: C - question_score: '10' - 6: - question_text: Which statement about this code is true? - code: "{print} 'Let me guess which family member you are!'\nglasses = {ask} 'Do you wear glasses?'\nfemale = {ask} 'Are you female?'\n{if} glasses = 'yes' {and} female = 'yes'\n {print} 'You must be Sophie!'\n{if} glasses = 'no' {and} female = 'yes'\n {print} 'You must be Marleen!'\n{if} glasses = 'yes' {and} female = 'no'\n {print} 'You must be Wouter!'\n{if} glasses = 'no' {and} female = 'no'\n {print} 'You must be Michael!'" - mp_choice_options: - - option: Michael is a boy with glasses - feedback: Try again - - option: Marleen is a girl with glasses - feedback: Try again - - option: Wouter is a boy without glasses - feedback: Try again - - option: Sophie is a girl with glasses - feedback: Great job! - hint: Take a good look! Or do you need glasses? - correct_answer: D - question_score: '10' - 7: - question_text: Which statement is false? - code: "{print} 'Thank you for helping me take care of my pets'\n{print} 'Here is a program to help feed them'\nanimal = {ask} 'What kind of animal are they?'\ncolor = {ask} 'What colour are they?'\n{if} animal = 'cat' {and} color = 'grey'\n {print} 'That is Abby. She eats 3 scoops of cat nibbles'\n{if} animal = 'cat' {and} color = 'orange'\n {print} 'That is Milo. He eats 4 scoops of cat nibbles'\n{if} animal = 'bird' {or} color = 'black'\n {print} 'I fed them this moring! They do not need more food today'\n{if} animal = 'hamster' {and} color = 'brown'\n {print} 'You can feed them a piece of carrot'" - mp_choice_options: - - option: The grey cat is called Abby - feedback: This is true! - - option: Milo the orange cat eats 4 scoops of cat nibbles - feedback: This is true - - option: The black hamster needs to be fed a piece of carrot - feedback: Great job! - - option: The yellow bird was fed this morning - feedback: This is true - hint: Read the last 4 lines carefully - correct_answer: C - question_score: '10' - 8: - question_text: What output do you get if you order popcorn but no drink? - code: "{print} 'Welcome to the movie theater'\npopcorn = {ask} 'Would you like some popcorn?'\ndrink = {ask} 'Would you like a drink?'\n{if} popcorn = 'yes' {and} drink = 'yes'\n {print} 'That will be 8 dollars please'\n{if} popcorn = 'no' {and} drink = 'yes'\n {print} 'That will be 3 dollars please'\n{if} popcorn = 'yes' {and} drink = 'no'\n {print} 'That will be 5 dollars please'\n{if} popcorn = 'no' {and} drink = 'no'\n {print} 'Ok'\n{print} 'Enjoy the movie'" - mp_choice_options: - - option: "Welcome to the movie theater\nThat will be 8 dollars please\nEnjoy the movie" - feedback: You have paid too much! - - option: "Welcome to the movie theater\nThat will be 5 dollars please\nEnjoy the movie" - feedback: Amazing! - - option: "Welcome to the movie theater\nThat will be 3 dollars please\nEnjoy the movie" - feedback: That's not enough money! - - option: "Welcome to the movie theater\nOk\nEnjoy the movie" - feedback: You have to pay for your popcorn! - hint: popcorn = yes and drink = no - correct_answer: B - question_score: '10' - 9: - question_text: What is wrong with this code? - code: "1 chocolate = {ask} 'Would you like chocolate sauce on your ice cream?'\n2 sprinkles = {ask} 'Would you like sprinkles on your ice cream?'\n3 {if} chocolate {and} sprinkles = 'yes'\n4 {print} 'Ice cream with chocolate sauce and sprinkles, coming up!'\n5 {if} chocolate = 'yes' {and} sprinkles = 'no'\n6 {print} 'Ice cream with chocolate sauce, coming up!'\n7 {if} chocolate = 'no' {and} sprinkles = 'yes'\n8 {print} 'Ice cream with sprinkles, coming up'\n9 {if} chocolate = 'no' {and} sprinkles = 'no'\n10 {print} 'Just plain icecream, coming up!'" - mp_choice_options: - - option: "Line 3 should be:\n```\n{if} chocolate = 'yes' {and} sprinkles = 'yes'\n```" - feedback: Correct! - - option: "Line 3 should be: \n```\n{if} chocolate = 'no' {and} sprinkles = 'no'\n```" - feedback: This is not what I ordered! - - option: "Line 5 should be: \n```\n{if} chocolate = 'yes' {and} sprinkles = 'yes'\n```" - feedback: This is not what I ordered! - - option: "Line 7 should be:\n```\n{if} chocolate = 'yes' {and} sprinkles = 'no'\n```" - feedback: This is not what I ordered! - hint: There is a mistake in line 3 - correct_answer: A - question_score: '10' - 10: - question_text: Which command needs to be in line 8 at the place of the ??? ? - code: "{print} 'Welcome to the product finder of this supermarkt'\nitem = {ask} 'What product are you looking for?'\nbakery = 'bread', 'buns', 'muffins'\ndrinks = 'soda', 'water', 'lemonade'\nsnacks = 'chips', 'nuts', 'dips'\nfrozen = 'fries', 'icecream', 'pizza'\nfruit = 'bananas', 'apples', 'oranges'\n{if} item {in} snacks ??? item {in} drinks\n {print} 'This item is in aisle 3'\n{if} item {in} bakery {or} item {in} bakery\n {print} 'This item in in the back of the store'\n{if} item {in} fruit\n {print} 'The fruit is sold near the register'" - mp_choice_options: - - option: '`{and}`' - feedback: There are no items that are both the list of snacks and the list of drinks - - option: '`{or}`' - feedback: Great job! - - option: '`{in}`' - feedback: No - - option: '`{if}`' - feedback: No - hint: The item is either in the list of snacks, or in the list of drinks - correct_answer: B - question_score: '10' 14: - 1: - question_text: Which symbol should be used on the blank? - code: "name _ {ask} 'Who are you?'\n{if} name == 'Hedy'\n {print} 'Me too!'" - mp_choice_options: - - option: '`=>`' - feedback: This is not a symbol. - - option: '`==`' - feedback: We are not comparing anything, just asking. - - option: '`!=`' - feedback: We are not comparing anything, just asking - - option: '`=`' - feedback: Right! - hint: We are not comparing anything, we are just asking a name. - correct_answer: D - question_score: '10' - 2: - question_text: Which of these codes has used the correct = or == symbol? - mp_choice_options: - - option: '{if} name = Hedy' - feedback: No - - option: '{if} age = 24' - feedback: No - - option: answer = {ask} 'What is your answer' - feedback: Yes! - - option: answer == {ask} 'How are you doing?' - feedback: No - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' - 3: - question_text: Which symbols should be filled in on the two blanks? - code: "guests = {ask} 'How many people are at the party?'\n{if} guests _ 130\n {print} 'You can come in!'\n{if} guests _ 130\n {print} 'Im sorry, the club is full. '\n {print} 'You have to wait for a guest to leave'" - mp_choice_options: - - option: '`>` and `<`' - feedback: That's not it - - option: '`=` and `>=`' - feedback: That's not it - - option: '`<` and `>=`' - feedback: You are right - - option: '`+` and `==`' - hint: There are 130 people allowed in the club - correct_answer: C - question_score: '10' - feedback: That's not it 4: - question_text: What's wrong with this code? - code: "price = 10\nmoney = {ask} How much money do you have?\nbuy = {ask} 'Would you like to buy this teddy bear?'\n{if} money >= price {and} buy == 'yes'\n {print} 'You can buy the bear!'\n{else}\n {print} 'You cannot buy this bear!'" - mp_choice_options: - - option: In line 1 == should be used instead of = - feedback: No that's not it - - option: Line 2 misses quotation marks - feedback: You are correct - - option: In line 4 = should have been used instead of == - feedback: No that's not it - - option: In line 4 <= should have been used instead of >= - feedback: No that's not it hint: Simboli so pravilni - correct_answer: B - question_score: '10' 5: - question_text: Which symbol should be filled in on the blanks if the movie is suitable for kids for the age of 12 and up? - code: "age = {ask} 'How old are you?'\nticket = {ask} 'Do you have a ticket?'\n{if} age _ {and} ticket == 'yes'\n {print} 'You can enter the movie theater.'\n{else}\n {print} 'You are not allowed to come in!'" - mp_choice_options: - - option: '`> 12`' - feedback: 12 year olds are allowed too - - option: '`>= 12`' - feedback: Great! - - option: '`< 12`' - feedback: These kids are too young! - - option: '`<= 12`' - feedback: These kids are too young hint: '> pomeni je več kot' - correct_answer: B - question_score: '10' 6: - question_text: How many times do you have to say you are annoyed before this annoying game stops? - code: "lives = 2\n{repeat} 10 {times}\n {if} lives != 0\n answer = {ask} 'Are you annoyed yet?'\n {if} answer == 'yes'\n lives = lives - 1" - mp_choice_options: - - option: 10 times - feedback: It stops after 2 times - - option: 0 times - feedback: It stops after 2 times - - option: 1 time - feedback: It stops after 2 times - - option: 2 times - feedback: That is correct hint: "!= pomeni 'ni enako'" - correct_answer: D - question_score: '10' - 7: - question_text: What should be filled in on the three blanks? - code: "{print} 'Guess which number'\nnumbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10\nnumber = numbers {at} {random}\ngame = 'on'\n{for} i {in} {range} 1 {to} 10\n {if} game == 'on'\n guess = {ask} 'Which number do you think it is?'\n {if} guess < number\n {print} _\n {if} guess > number\n {print} _\n {if} guess == number\n {print} _\n game = 'over'" - mp_choice_options: - - option: "`'Lower'` and `'Higher'` and `'You win!'`" - feedback: That's not quite right. - - option: "`'Higher'` and `'Lower'` and `'You win!'`" - feedback: You win! - - option: "`'You win!'` and `'Lower!'` and `'Higher'`" - feedback: That's not quite right. - - option: "`'Lower!'` and `'You win!'` and `'Higher!'`" - feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: B - question_score: '10' 8: - question_text: Which statement is true about this roller coaster? - code: "length = {ask} 'Please fill in your length in cm'\n{if} length < 120\n {print} 'Sorry, you cannot go on this roller coaster.'\n{else}\n {print} 'Enjoy the ride'" - mp_choice_options: - - option: You must be taller than 120 cm to go on the roller coaster - feedback: True! - - option: You must be taller than 119 cm to go on the roller coaster - feedback: If you are 120 cm you won't get in - - option: You must be shorter than 120 cm to go on the roller coaster - feedback: '> means greater than' - - option: There are no length restrictions to go on the roller coaster - feedback: There are. hint: '> pomeni je več kot' - correct_answer: A - question_score: '10' - 9: - question_text: How many pieces of chocolate will give you a stomach ache according to this fitbit? - code: "chocolate = {ask} 'How many pieces of chocolate have you eaten?'\n {if} chocolate <= 2\n {print} 'That is a healthy amount'\n {if} chocolate > 2 {and} chocolate =< 8\n {print} 'That is a bit much'\n {if} chocolate > 8\n {print} 'You will get a stomach ache!'" - mp_choice_options: - - option: 1 or more - feedback: No - - option: 2 or more - feedback: No - - option: 8 or more - feedback: Almost - - option: 9 or more - feedback: Great! - hint: '> 8 means more than 8' - correct_answer: D - question_score: '10' - 10: - question_text: What should be filled in in the blanks? - code: "{print} 'Whoever gets the most points wins!'\n{if} points_player_1 < points_player_2\n {print} _" - mp_choice_options: - - option: "'player 1 wins'" - feedback: Look at who has the highest score! - - option: "'player 2 wins'" - feedback: Yes! - - option: "'player 2 loses'" - feedback: Look at who has the highest score! - - option: "'It is a tie'" - feedback: No it's not, one player has a higher score - hint: You win the game by having the most points - correct_answer: B - question_score: '10' 15: - 1: - question_text: 'Which symbol should be used on the blank? Tip: You must keep guessing until you get it right.' - code: "answer = 0\n{while} answer _ 'Amsterdam'\n answer = {ask} 'What is the capital city of the Netherlands?'\n{print} 'You have given the correct answer'" - mp_choice_options: - - option: '`=!`' - feedback: That is not right. - - option: '`==`' - feedback: You don't have to keep guessing if you've given the right answer. - - option: '`!=`' - feedback: Correct - - option: '`=`' - feedback: That's not it - hint: Keep guessing until you say Amsterdam - correct_answer: C - question_score: '10' - 2: - question_text: Which of these codes has used the correct symbol(s)? - mp_choice_options: - - option: "```\n{while} name = Hedy\n```" - feedback: No - - option: "```\n{while} age = 24\n```" - feedback: No - - option: "```\n{while} time > 0\n```" - feedback: Yes! - - option: "```\n{while} answer == yes'\n```" - feedback: A quotation mark is missing - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' - 3: - question_text: Which command should be filled in on the blank? - code: "_ age < 18\n {print} 'you are not allowed in this bar'" - mp_choice_options: - - option: '`{in}`' - feedback: That's not it - - option: '`{while}`' - feedback: You are right - - option: '`{for}`' - feedback: That's not it - - option: '`{range}`' - feedback: That's not it - hint: You are not allowed in the bar as long as you are 17 or younger - correct_answer: B - question_score: '10' - 4: - question_text: What's wrong with this code? - code: "options = 1, 2, 3, 4, 5, 6\n{print} 'Throw 6 as fast as you can!'\nthrown = 0\ntries = 0\n{while} thrown == 6\n thrown = options {at} {random}\n {print} 'You threw ' thrown\n tries = tries + 1\n{print} 'Yes! You have thrown 6 in ' tries ' tries.'" - mp_choice_options: - - option: In line 1 `==` should be used instead of `=` - feedback: No that's not it - - option: Line 2 misses quotation marks - feedback: That's not right - - option: In line 5 `{if}` should have been used instead of `{while}` - feedback: That's not it - - option: In line 5 `!=` should have been used instead of `==` - feedback: You are correct - hint: There is something wrong in line 5 - correct_answer: D - question_score: '10' - 5: - question_text: What should be placed on the blank to make this program work correctly? - code: "wetness = 10\n{while} wetness != 0\n {print} 'Your hair is still wet, hair dryer on!'\n {sleep} 1\n {clear}\n wetness _\n\n{print} 'All dry!'" - mp_choice_options: - - option: "```\n = wetness\n```" - feedback: That will not change anything - - option: "```\n = wetness = 1\n```" - feedback: You can't have two times = in one line - - option: "```\n = wetness - 1\n```" - feedback: You are correct! - - option: "```\n = wetness + 1\n```" - feedback: The program should count down - hint: wetness should get less each time - correct_answer: C - question_score: '10' 6: - question_text: What is wrong with this code? - code: "lives = 100\n {while} lives != 0\n answer = {ask} 'Are you annoyed yet?'\n {if} answer == 'yes'\n lives = lives - 1" - mp_choice_options: - - option: '`{while}` should be`{if}`' - feedback: No that is not right - - option: '`{if}` should be `{while}`' - feedback: No that is not right - - option: Line 3 should start with more indentation - feedback: No that's not right - - option: Line 2 should start with less indentation - feedback: That is correct hint: Pozorno poglejte na zamike - correct_answer: D - question_score: '10' - 7: - question_text: How should this program be changed so that it works? - code: "{print} 'Guess which number'\nnumbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10\nnumber = numbers {at} {random}\ngame = 'on'\n{if} game == 'on'\n guess = {ask} 'Which number do you think it is?'\n {if} guess < number\n {print} _\n {if} guess > number\n {print} _\n {if} guess == number\n {print} _\n game = 'over'" - mp_choice_options: - - option: '... change the first `{if}` into a `{while}`' - feedback: Perfect! - - option: '... change the second `{if}` into a `{while}`' - feedback: That's not quite right. - - option: '... change the third `{if}` into a `{while}`' - feedback: That's not quite right. - - option: '... change the fourth `{if}` into a `{while}`' - feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: A - question_score: '10' - 8: - question_text: Which statement is true about this automated toilet system? - code: "{while} toilet == 'occupied'\n lights = 'on'\n air_freshener_sprays = 'yes'\n {sleep} 60\nlights = 'off'\nair_freshener_sprays = 'no'" - mp_choice_options: - - option: The lights and air freshener will turn off after 1 minute - feedback: False! - - option: The air freshener sprays once every minute and the lights stay on the whole time while you are on the toilet - feedback: Great job - - option: The air freshener sprays once you leave the toilet. - feedback: It only sprays when you're in there. - - option: The lights will always stay on. - feedback: That wouldn't be right. - hint: The block after the {while} command keeps happening while the toilet is occupied. - correct_answer: B - question_score: '10' - 9: - question_text: What will the diet app say if you have eaten 1600 calories today? - code: "calories = {ask} 'How many calories have you eaten today?'\n {while} calories <= 1000\n {print} 'You could eat some more'\n {while} calories > 1000 {and} calories =< 2000\n {print} 'That is alright'\n {while} calories > 2000\n {print} 'You have had enough for today'" - mp_choice_options: - - option: Nothing. 1600 is not programmed into the app. - feedback: No - - option: You could eat some more - feedback: No - - option: That is alright - feedback: Yes! - - option: You have eaten enough for today - feedback: No - hint: 1600 is between 1000 and 2000 - correct_answer: C - question_score: '10' - 10: - question_text: 'What should be filled in in the blanks? Tip: the player with the most points is in the lead.' - code: "name_player_1 = {ask} 'Name player 1:'\nname_player_2 = {ask} 'Name player 2:'\n{while} points_player_1 > points_player_2\n {print} _ ' is in the lead right now!'" - mp_choice_options: - - option: "```\n name_player_1\n```" - feedback: You are right! - - option: "```\n name_player_2\n```" - feedback: No they are losing! - - option: "```\n points_player_1\n```" - feedback: You should fill in a name, not a number - - option: "```\n points_player_2\n```" - feedback: You should fill in a name, not a number - hint: You win the game by having the most points. Your name should appear on the screen - correct_answer: A - question_score: '10' 16: 1: - question_text: Which command should be filled in on the blanks to print a random snack? - code: "snacks = nachos, chips, cucumber, sweets\n{print} _" - mp_choice_options: - - option: '`snacks {at} {random}`' - feedback: This is the old way. - - option: '`[{random} snack]`' - feedback: The order is wrong. - - option: '`snacks[{random}]`' - feedback: Correct - - option: '`snacks[{at} {random}]`' - feedback: We do not need `at`anymore hint: Ne uporabljamo več {at} - correct_answer: C - question_score: '10' - 2: - question_text: What should be filled in on the blanks if you want a list of what chores are done by whom? - code: "friends = ['Wesley', 'Eric', 'Kaylee']\nchores = ['the cooking', 'the cleaning', 'nothing']\n{for} i {in} {range} 1 {to} 3\n {print} _" - mp_choice_options: - - option: "```\nfriends[i] has to do chores [i]\n```" - feedback: Mind the spacing. - - option: "```\nfriends[1] has to do chores[1]\n```" - feedback: It will print 3 times that Wesley has to do the cooking - - option: "```\nchores[i] ' has to do ' friends[random]\n```" - feedback: The person has to do the chore, not the other way around - - option: "```\nfriends[i] ' has to do ' chores[i]\n```" - feedback: Fantastic! - hint: '`i` tells us what item in the list it is. So friend 1 does chore 1 etc.' - correct_answer: D - question_score: '10' 3: - question_text: What is a possible output for this program? - code: "friends = ['Wesley', 'Eric', 'Kaylee']\nchore = ['the cooking', 'the cleaning', 'nothing']\n{for} i {in} {range} 1 {to} 3\n {print} friends[i] has to do chores[i]" - mp_choice_options: - - option: "```\nWesley has to do the cooking\nEric has to do the cleaning\nKaylee has to do nothing\n```" - feedback: Super! - - option: "```\nKaylee has to do the cooking\nWesley has to do the cleaning\nEric has to do nothing\n```" - feedback: No, it is not random. - - option: "```\nWesley has to do the cooking\nWesley has to do the cleaning\nWesley has to do the nothing\n```" - feedback: Poor Wesley! - - option: "```\nWesley has to do the cooking\nWesley has to do the cooking\nWesley has to do the cooking\n```" - feedback: That's not it hint: Ni naključno... - correct_answer: A - question_score: '10' - 4: - question_text: What is wrong with this code? - code: "friends = ['Jaylee', 'Erin', 'Fay']\nlucky_numbers = [15, 18, 6]\n{for} i {in} {range} 0 {to} 3\n print 'the lucky number of ' friends[i]\n print 'is ' lucky_numbers[i]" - mp_choice_options: - - option: The variable in line 4 should be `friend[i]`, not `friends[i]` - feedback: That is not right. - - option: Line 3 should say `in range 1 to 3` not `in range 0 to 3` - feedback: Good catch! - - option: Line 4 should say 'lucky_number', not 'lucky number - feedback: It's not a variable, it's just text. - - option: '{in} in line 3 should be removed' - feedback: That's not it - hint: There's nothing wrong with line 4 - correct_answer: B - question_score: '10' - 5: - question_text: Which line should be filled in in the blank? - code: "animals = ['dog', 'cow', 'horse']\n_\n{for} i {in} {range} 1 {to} 3\n {print} 'the ' animals[i] ' says ' sounds[i]" - mp_choice_options: - - option: "```\n noises = ['moo', 'woof', 'neigh']\n```" - feedback: Mind the variable name and the order of the sounds. - - option: "```\n sounds = '[woof], [moo], [neigh]'\n```" - feedback: Look at line one to see how brackets are supposed to be used. - - option: "```\n sounds = [woof, moo, neigh]\n```" - feedback: Don't forget the quotation marks! - - option: "```\n sounds = ['woof', 'moo', 'neigh']\n```" - feedback: Great job! - hint: Look at line 1 to see proper use of brackets and quotation marks. - correct_answer: D - question_score: '10' - 6: - question_text: Which statement is true? - code: "people = ['Chris', 'Jaylino', 'Ryan']\ngames = ['fortnite', 'minecraft', 'fifa']\n{for} o {in} {range} 1 {to} 3\n {print} people[o] ' likes ' games[o]" - mp_choice_options: - - option: You are not allowed to use the variable o. It should be named i. - feedback: i is the most commonly used variable name in this case, but it's not mandatory to use i. - - option: The output will say that Jaylino likes fortnite. - feedback: No, he likes minecraft. - - option: The output will say that Ryan likes fifa - feedback: Correct - - option: This code will not work. It will give and error. - feedback: No, the code is correct. - hint: There is nothing wrong with this code. - correct_answer: C - question_score: '10' - 7: - question_text: What's wrong with this code? - code: "people = ['Savi', 'Senna', 'Fayenne']\ntransportation = ['bike', 'train', 'car']\n{for} i {in} {range} 1 {to} 3\n {print} people[i] goes to school by transportation[i]" - mp_choice_options: - - option: Line 1 needs less quotation marks - feedback: That is not right. - - option: Line 3 should start with indentation - feedback: It should not! - - option: Line 4 should start without indentation - feedback: It should not - - option: Line 4 needs more quotation marks. - feedback: Amazing! - hint: There is a mistake made in the usage of quotation marks. - correct_answer: D - question_score: '10' - 8: - question_text: Which of these codes belongs to this output? - code: "Macy and Kate get to go first\nLionell and Raj get to go second\nKim and Leroy get to go third" - mp_choice_options: - - option: "```\nteams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy']\nposition = ['first', 'second', 'third']\n{for} i {in} {range} 0 {to} 3\n{print} teams[random] ' get to go ' position[i]\n```" - feedback: This is not right - - option: "```\nteams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy']\nposition = ['first', 'second', 'third']\n{for} i {in} {range} 1 {to} 3\n {print} teams[i] ' get to go ' position[i]\n```" - feedback: Amazing! - - option: "```\nteams = ['Macy', 'Kate', 'Lionell', 'Raj', 'Kim', 'Leroy']\nposition = ['first', 'second', 'third']\n{for} i {in} {range} 1 {to} 6\n {print} teams[random] ' get to go ' position[random]\n```" - feedback: This is not it. - - option: "```\nteams = ['Macy and Kate' 'Lionell and Raj' 'Kim and Leroy']\nposition = ['first' 'second' 'third']\n{for} teams {in} {range} 0 {to} 3\n {print} teams[i] ' get to go ' position[i]\n```" - feedback: This is not going to work! - hint: If you look carefully at the first line, you'll see that only the first two answers are possibly correct. - correct_answer: B - question_score: '10' - 9: - question_text: What is a possible output for this code? - code: "countries = ['Canada', 'Zimbabwe', 'New Zealand']\n{for} i {in} {range} 0 {to} 1\n {print} 'I will travel to ' countries[random]" - mp_choice_options: - - option: "```\nI will travel to Canada\nI will travel to Canada\n```" - feedback: Great job! - - option: "```\nI will travel to Canada\n```" - feedback: It will be repeated twice - - option: "```\nI will travel to Canada, Zimbabwe and New Zealand\n```" - feedback: This is not it. - - option: "```\nI will travel to Canada\nI will travel to Zimbabwe\nI will travel to New Zealand\n```" - feedback: It's only repeated twice - hint: Range 0 to 1 is 2 times - correct_answer: A - question_score: '10' 10: - question_text: Which 3 lines will complete this code correctly? code: |- {print} 'The book raffle will start soon' {print} 'Get your tickets now!' @@ -2387,96 +425,14 @@ levels: {for} i {in} {range} 3 {to} people {add} i {to} list_of_numbers {for} i {in} {range} 1 {to} 5 - mp_choice_options: - - option: "```\nchosen_number = list_of_numbers at random\nprint books[i] ' will go to person number ' chosen_number\n{add} chosen_number {to} list_of_numbers\n```" - feedback: Almost there... but adding the winner to the list makes this raffle unfair - - option: "```\nprint person[i] ' wins ' book[i]\n```" - feedback: There is no list called 'person' - - option: "```\nchosen_number = list_of_numbers[people]\nprint books[people] ' will go to person number ' chosen_number\n{remove} chosen_number {from} list_of_numbers\n```" - feedback: This is not it. - - option: "```\nchosen_number = list_of_numbers[random]\nprint books[i] ' will go to person number ' chosen_number\n{remove} chosen_number {from} list_of_numbers\n```" - feedback: Fantastic! - hint: You need to use the {remove} command - correct_answer: D - question_score: '10' 17: 1: - question_text: What is the output of this code? - code: "minions = ['Bob', 'Kevin', 'Stuart']\n{for} x in minions:\n {print} x" - mp_choice_options: - - option: "```\nm i n i o n s\n```" - feedback: This is not it. - - option: "```\nBob\nKevin\nStuart\n```" - feedback: Correct! - - option: "```\nminions\nminions\nminions\n```" - feedback: Take a look at the content of your list. - - option: "```\nB o b K e v i n S t u a r t\n```" - feedback: Do not loop through the letters. hint: Naredite zanko skozi vaš seznam. - correct_answer: B - question_score: '10' 2: - question_text: What is wrong with this code? - code: "seconds_minute = 60\nminute_hour = 60\nhour_day = 24\nleap_year = 366\nno_leap_year = 365\nyears = ask 'what year is it?'\n{if} years = 2024:\n print seconds_minute * minute_hour * hour_day * leap_year\n{else}:\n print seconds_minute * minute_hour * hour_day * noleap_year" - mp_choice_options: - - option: You cannot have so many variables. - feedback: This is not it. - - option: The way the variables are multiplied is incorrect. - feedback: Not true! - - option: One of the variables `noleap_year` does not belong with the `{if}` statement. - feedback: Keep looking for the mistake. - - option: The `noleap_year` has to be identical in both cases. - feedback: Correct! hint: Pozorno preberite kodo. - correct_answer: D - question_score: '10' - 3: - question_text: How many hedgehogs will this code print? - code: "{for} x in range 1 to 3:\n {for} y in range 1 to 2:\n {print} 🦔" - mp_choice_options: - - option: "```\n🦔\n🦔\n🦔\n```" - feedback: Try again. - - option: "```\n🦔\n🦔\n```" - feedback: One more try. - - option: "```\n🦔\n🦔\n🦔\n🦔\n🦔\n🦔\n```" - feedback: Well done! - - option: "```\n🦔\n🦔\n🦔\n🦔\n🦔\n```" - feedback: That is not it. - hint: Think about how many times you need repeating. - correct_answer: C - question_score: '10' 4: - question_text: What is wrong with code? - code: "name_color = {ask} 'What is your favorite color?'\n{if} name_color == 'red':\n {print} 'the color of a tomato'\n{elif} name_color == 'green':\n {print} 'the color of an apple'\n{elif} name_color == 'blue':\n {print} 'the color of a blueberry'\n{elif} name_color == 'yellow':\n {print} 'the color of a banana'\n{elif}:\n {print} 'this fruit-color does not exist'" - mp_choice_options: - - option: The first `{elif}` should be used before the `print` command - feedback: Try again. - - option: '`{elif}` can only be used once' - feedback: From now on we can use elif multiple times. - - option: '`==` used with `{elif}` should be replaced by `=`' - feedback: Not correct. - - option: '`{elif}` in the last line should be replaced by `{else}`' - feedback: Great! hint: Pomislite na `{if}`, `{elif}`, `{else}`. - correct_answer: D - question_score: '10' - 5: - question_text: What is the output of this code? - code: "numbers = [7, 19, 29, 41, 53, 71, 79, 97]\n{for} prime in numbers:\n {if} prime <= 10:\n {print} prime\n {elif} prime >= 60:\n {print} prime\n {elif} prime >= 90:\n {print} prime\n {else}:\n {print} 'another number'" - mp_choice_options: - - option: "```\n7\nanother number\nanother number\nanother number\nanother number\n71\n79\n97\n```" - feedback: Well done! - - option: "```\nanother number\n19\n29\n41\n53\n71\n79\n97\n```" - feedback: Try again. - - option: "```\n7\n19\n29\n41\n53\n71\n79\nanother number\n```" - feedback: One more try. - - option: "```\n7\n19\n29\n41\n53\n71\n79\n97\n```" - feedback: That is not it. - hint: Think about how many times you need repeating and the values of if and elif. - correct_answer: A - question_score: '10' 6: - question_text: What is wrong with code? code: |- name = {ask} 'What is your name?' {if} name == 'Hedy': @@ -2487,74 +443,11 @@ levels: {print} 'Access denied' {else}: {print} 'Go fish'" - mp_choice_options: - - option: '`{elif}` is missing.' - feedback: Try again. - - option: '`{else}` can only be used once.' - feedback: From now on we can use elif multiple times. - - option: Nothing! - feedback: There is a mistake. Look carefully! - - option: There is an indentation mistake in the last line. - feedback: Amazing! - hint: There is a mistake somewhere... - correct_answer: D - question_score: '10' 7: - question_text: Which of the following codes will print five times 'the result is 3' on the screen? - mp_choice_options: - - option: "```\n numbers = [1, 2 , 3, 4, 5]\n {for} n in numbers:\n result = n * 1\n {print} 'The result is ' result\n```" - feedback: Try again! - - option: "```\nnumbers = [1, 2, 3, 4, 5]\n {for} u in numbers:\n number = u\n {print} 'The result is ' number\n```" - feedback: That is not it. - - option: "```\nnumbers = [1, 2, 3, 4, 5]\n {for} number in numbers:\n number = 3\n {print} 'The result is ' number\n```" - feedback: Very good! - - option: "```\nnumbers = [1, 2 , 3, 4, 5]\n {for} n in numbers:\n n = result\n {print} 'The result is ' result\n```" - feedback: That is not it. hint: Razmišljajte o matematičnih znakih. - correct_answer: C - question_score: '10' 8: - question_text: What is wrong with code? - code: "insects = ['🐝', '🦋', '🕷', '🐞']\nyour_favorite = {ask} 'what is your favorite insect?'\n{for} insect in insects:\n {if} your_favorite == '🐝' {or} your_favorite == '🐞':\n {print} 'very useful'\n {elif} your_favorite == '🕷':\n {print} 'it can catch mosquitoes'\n {else}:\n {print} 'almost all insects can be useful one way or another'" - mp_choice_options: - - option: '`{or}` cannot be used with `{if}`.' - feedback: Try again. - - option: In the `{for}` command `insect` should be `insects`. - feedback: Not true. - - option: Nothing! - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. hint: Pozorno preberite kodo. - correct_answer: C - question_score: '10' 9: - question_text: Which one of the codes below gave this output? - code: "-5 is negative\n-4 is negative\n-3 is negative\n-2 is negative\n-1 is negative\n0 is positive\n1 is positive\n2 is positive\n3 is positive" - mp_choice_options: - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Try again! - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number <= 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - - option: "```\n {for} number in range -5 to 3:\n {if} number >= 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Very good! - - option: "```\n {for} number in range -5 to 3:\n {if} number < 0: \n {print} number ' is positive'\n {elif} number <=0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. hint: Pozorno preberite kodo. - correct_answer: C - question_score: '10' 10: - question_text: What is wrong with this code? - code: "{for} number in range 1 to 5:\n volume_room = num * num * num\n {print} volume_room ' cubic meters'\n {if} volume_room > 100:\n {print} 'this is a large room'\n {elif} volume_room < 100:\n {print} 'small room but cosy'\n {else}:\n {print} 'i will look for something else'" - mp_choice_options: - - option: The word num needs quotation marks. - feedback: Try again. - - option: The `{if}` command is not used correctly. - feedback: Not true. - - option: Line 3 should be `volume_room = number * number * number`. - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. hint: Pozorno preberite kodo. - correct_answer: C - question_score: '10' diff --git a/content/quizzes/sq.yaml b/content/quizzes/sq.yaml index 678f3a31531..8a7449c1b66 100644 --- a/content/quizzes/sq.yaml +++ b/content/quizzes/sq.yaml @@ -1,19 +1,5 @@ levels: 1: - 1: - question_text: What's this programming language called? - mp_choice_options: - - option: Hedy - feedback: Good job! - - option: Heddy - feedback: Not this one! - - option: Haydie - feedback: Not this one! - - option: Heidi - feedback: Not this one! - hint: It's named after Hedy Lamarr. - correct_answer: A - question_score: '10' 2: question_text: Which command makes text appear? code: ___ Hello! @@ -39,40 +25,7 @@ levels: ``` feedback: With `{ask}`, you can ask a question. hint: _?_ Hello world! - correct_answer: B - question_score: '10' - 3: - question_text: How do you ask what someone's favorite color is? - mp_choice_options: - - option: |- - ``` - {print} What is your favorite color? - ``` - feedback: '`{print}` prints text, but it doesn''t ask questions.' - - option: |- - ``` - {ask} {print} What is your favorite color? - ``` - feedback: You only need one command, not two. - - option: |- - ``` - {ask} What is your favorite color? - ``` - feedback: Great! - - option: |- - ``` - {echo} What is your favorite color? - ``` - feedback: '`{echo}` repeats your answer back to you.' - hint: You can ask something with the `{ask}` command - correct_answer: C - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - Hi Im Hedy! - {ask} Who are you? - {echo} Hi... mp_choice_options: - option: '`{print}` in line 1 is missing.' feedback: Correct! @@ -82,11 +35,7 @@ levels: feedback: '`{echo}` is a command, there''s another mistake.' - option: Nothing! This is a perfect code! feedback: Wrong, look carefully! - hint: Line 1 doesn't seem right - correct_answer: A - question_score: '10' 5: - question_text: Which command is missing in line 2? code: |- {ask} What is your favorite pet? _?_ So your favorite pet is... @@ -111,49 +60,7 @@ levels: {echo} ``` feedback: Right on! - hint: You want to see the answer at the end of line 2... - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - {print} Hi im Hedy! - {print} Which football team do you support? - {echo} You support... - {print} Cool! Me too! - mp_choice_options: - - option: In line 1 `{print}` should be replaced with `{ask}`. - feedback: '`{print}` in line 1 is correct.' - - option: In line 2, `{print}` should be replaced with `{ask}`. - feedback: Great! You paid attention! - - option: Line 3 has to begin with `{print}` instead of `{echo}`. - feedback: '`{echo}` is correct.' - - option: In line 4, `{print}` is spelled wrong. - feedback: No, there is a mistake somewhere else - hint: Check the `{print}` commands. - correct_answer: B - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - {print} Welcome at Hedys restaurant! - {ask} What would you like to eat? - {echo} So you want to order ... - {print} Coming right up! Enjoy! - mp_choice_options: - - option: In line 1 `{print}` needs to be replaced with `{ask}` - feedback: Are you sure something is wrong? - - option: In line 1 `{print}` needs to be replaced with `{echo}` - feedback: Are you sure something's wrong? - - option: In line 3 `{echo}` needs to be replaced with `{print}` - feedback: Are you sure something is wrong? - - option: Nothing! This is a perfect code! - feedback: Correct! - hint: Check the code line by line - correct_answer: D - question_score: '10' 8: - question_text: How do you use the `{echo}` command? mp_choice_options: - option: You can use it to `{ask}` a question. feedback: That's what `{ask}` is for! @@ -163,33 +70,8 @@ levels: feedback: Good job! - option: You can use it to make text disappear. feedback: That's not right... - hint: '`{echo}` is used after an `{ask}` command.' - correct_answer: C - question_score: '10' - 9: - question_text: What's wrong with this code? - code: |- - {print} Hello! - {print} How are you doing? - {echo} So you are doing... - mp_choice_options: - - option: '`{print}` in line 1 should be `{ask}`' - feedback: No, `{print}` is right. Where is the question being asked? - - option: '`{print}` in line 2 should be `{ask}`' - feedback: Super! - - option: '`{echo}` in line 3 should be `{ask}`' - feedback: No, `{echo}` is right. Where is the question being asked? - - option: Nothing. This is a perfect code! - feedback: Look carefully for the mistake... - hint: '`{ask}` allows you to ask a question' - correct_answer: B - question_score: '10' 10: question_text: Which output will be in your outputscreen after you've run this code? - code: |- - {ask} Are you ready to go to level 2? - {echo} - {echo} mp_choice_options: - option: Are you ready to go to level 2? feedback: There are two echo commands @@ -203,12 +85,8 @@ levels: Are you ready to go to level 2? Yes! feedback: There are two echo commands - hint: Let's go! - correct_answer: B - question_score: '10' 2: 1: - question_text: Which statement is true? mp_choice_options: - option: In level 2 the `{print}` command doesn't exist anymore feedback: '`{print}` still works' @@ -219,84 +97,7 @@ levels: - option: In level 2 all the level 1 commands still work feedback: No one command doesn't work anymore. hint: '`{print}` and `{ask}` still exist.' - correct_answer: C - question_score: '10' - 2: - question_text: Which code is correct? - mp_choice_options: - - option: |- - ``` - name {is} {ask} What is your name? - ``` - feedback: Super! - - option: |- - ``` - {ask} {is} name What is your name - ``` - feedback: The words are right, the order is not! - - option: |- - ``` - {ask} What is your name? - ``` - feedback: This worked in level 1, but in level 2 and up it works differently. - - option: |- - ``` - {ask} What is your name? {is} name - ``` - feedback: The words are right, the order isn't! - hint: '`{ask}` doesn''t work like in level 1' - correct_answer: A - question_score: '10' - 3: - question_text: What appears on your output screen when you run this code? - code: |- - name {is} Marleen - {print} name goes to the market and she buys an apple. - mp_choice_options: - - option: name goes to the market and she buys an apple. - feedback: The word name is replaced with Marleen - - option: Marleen goes to the market. - feedback: The second part of the sentence isn't left out! - - option: Marleen goes to the market and she buys an apple. - feedback: Right on! - - option: Marleen goes to the market and Marleen buys an apple. - feedback: She is not replaced with the name - hint: The word name is replaced with Marleen - correct_answer: C - question_score: '10' - 4: - question_text: What will you see on the output screen when you run this code? - code: |- - name {is} Hedy - {print} Hi my name is name - mp_choice_options: - - option: Hi my name is name - feedback: The variable name is replaced with Hedy - - option: Hi my name is Hedy - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is name - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is Hedy - feedback: Correct, this mistake will be fixed in level 4! - hint: '''name'' is being replaced with ''Hedy'' in both places' - correct_answer: D - question_score: '10' - 5: - question_text: What happens when you use the `{sleep}` command? - mp_choice_options: - - option: It slows down your computer - feedback: fortunately not! - - option: It closes down Hedy - feedback: fortunately not! - - option: Your program pauses for a second and then continues - feedback: That's right! - - option: You put it at the end so Hedy knows your program is finished - feedback: No it would be useless at the end of your code - hint: The computer waits for a second at the `{sleep}` command - correct_answer: C - question_score: '10' 6: - question_text: What should be on the lines? code: |- {print} And the award for best programming language goes to... _?_ @@ -322,116 +123,17 @@ levels: {ask} ``` feedback: There is no question there to be asked - hint: Pause for dramatic effect... - correct_answer: A - question_score: '10' 7: - question_text: What command should be used on line 2? code: |- {print} I will explode in 3 seconds! _?_ {print} BOOM! - mp_choice_options: - - option: |- - ``` - {print} 3 - ``` - feedback: You don't need to `{print}` - - option: |- - ``` - {sleep} 3 - ``` - feedback: Perfect! - - option: |- - ``` - {sleep} - ``` - feedback: This way the bomb will explode in 1 second - - option: |- - ``` - {sleep} {sleep} {sleep} - ``` - feedback: Make it easier on yourself by using the number 3 - hint: You want the computer to wait for 3 seconds - correct_answer: B - question_score: '10' - 8: - question_text: How would you correct the first line of code? - code: |- - {ask} {is} How old are you? - {print} age - mp_choice_options: - - option: |- - ``` - age {ask} {is} How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - {ask} {is} age How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - age {is} {ask} How old are you? - ``` - feedback: You get it! - - option: |- - ``` - age {is} How old are you? - ``` - feedback: Where is the `{ask}` command? - hint: The variable name should come first - correct_answer: C - question_score: '10' - 9: - question_text: What is going wrong in this code? - code: |- - dogs {is} animal - {print} I love animal - mp_choice_options: - - option: 'Line 1 should say: dogs `{is}` animals' - feedback: The variable name is animal - - option: 'Line 1 should say: animal `{is}` dogs' - feedback: Great! - - option: 'Line 2 should say: `{print}` I love animals' - feedback: The variable name is animal - - option: 'Line 2 should say: `{sleep}` I love animals' - feedback: Sleep is not used to `{print}` text - hint: You want to `{print}` 'I love dogs' - correct_answer: B - question_score: '10' 10: - question_text: What command should be used on the line 1? code: |- flavor {is} _?_ {print} Your favorite icecream is... {sleep} {print} flavor - mp_choice_options: - - option: |- - ``` - {sleep} 3 - ``` - feedback: You want to know the favorite flavor! - - option: |- - ``` - {print} strawberries - ``` - feedback: You do not want a `{print}` command at the middle of the line... - - option: |- - ``` - strawberries, chocolate, vanilla - ``` - feedback: This way you are making a list. You don't want that now. - - option: |- - ``` - {ask} What flavor icecream do you like? - ``` - feedback: That's right! - hint: You want to `{ask}` a question - correct_answer: D - question_score: '10' 3: 1: question_text: What command do you use to let Hedy pick something arbitrarily? @@ -456,14 +158,7 @@ levels: {at} {random} ``` feedback: Correct! - hint: Arbitrarily means without a plan or randomly. - correct_answer: D - question_score: '10' 2: - question_text: What's wrong with this code? - code: |- - animals {is} dog cat cow - {print} animals {at} {random} mp_choice_options: - option: 'You need commas in line 1: dog, cat, cow.' feedback: Good job! @@ -473,155 +168,21 @@ levels: feedback: animals is correct. - option: '`{at} {random}` is spelled incorrectly' feedback: '`{at} {random}` is the correct spelling' - hint: There's something wrong in line 1 - correct_answer: A - question_score: '10' 3: question_text: What's wrong in line 2 of this code? - code: |- - options {is} rock, paper, scissors - {print} rock, paper, scissors {at} {random} - mp_choice_options: - - option: |- - ``` - {at} {random} {print} options - ``` - feedback: You're almost there. The order of the words isn't right yet. - - option: |- - ``` - {print} rock {at} {random} - ``` - feedback: you don't always want the Hedy to {print} rock, sometimes you want scissors or paper. - - option: |- - ``` - {print} options {at} {random} - ``` - feedback: Very good! - - option: Nothing, the code is correct! - feedback: Look carefully for the mistake - hint: The variable (the list) is called options. - correct_answer: C - question_score: '10' - 4: - question_text: What should change in line 2 to print a random price? - code: |- - prices {is} 1 dollar, 100 dollar, 1 million dollar - {print} price {at} {random} - mp_choice_options: - - option: |- - ``` - {print} price - ``` - feedback: You don't want to `{print}` the word price, but you want to `{print}` one price out of your list `{at} {random}` - - option: |- - ``` - {print} prices {at} {random} - ``` - feedback: Great! You've really paid attention. - - option: |- - ``` - {print} {at} {random} price - ``` - feedback: '`{at} {random}` is placed behind the variable.' - - option: Nothing, this code is alright. - feedback: Look carefully for the mistake you missed! - hint: The variable name is prices - correct_answer: B - question_score: '10' - 5: - question_text: What is wrong in this code? - code: |- - question {is} {ask} What do you want to know? - {print} question - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 1 needs to say `{print}` instead of `{ask}` - feedback: No, that's not wrong. - - option: Line 2 needs to say `{ask}` instead of `{print}` - feedback: No that's not wrong. - - option: Line 2 needs to say answers `{at} {random}` `{is}` yes, no, maybe - feedback: No, that's not wrong. - - option: Nothing, this code is perfect - feedback: That's right! - hint: Does this code even have a mistake? - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 2 needs to say question instead of answers - feedback: No that's not right - - option: Line 2 needs the `{is}` command - feedback: Correct - - option: Line 3 needs to say answer instead of answers - feedback: No the variable's called answers - - option: Nothing! This code is great! - feedback: Actually, line 2 has a mistake. - hint: There is something wrong with line 2. - correct_answer: B - question_score: '10' 7: - question_text: What does the `{add}` command do? code: |- books {is} Harry Potter, de Hobbit, Green eggs and Ham your_book {is} {ask} What is your favorite book? {add} your_book {to} books {print} books {at} {random} - mp_choice_options: - - option: The `{add}` command removes a random book from the list - feedback: The remove command removes, the add command adds - - option: The `{add}` command adds a random book to a list - feedback: It doesn't. It adds your answer to the list! - - option: The `{add}` command adds your favorite book to the list - feedback: Correct! - - option: The `{add}` command prints your favorite book. - feedback: No, it adds your favorite book to the list - hint: The `{add}` command adds a book, but which one? - correct_answer: C - question_score: '10' - 8: - question_text: What is the output of this code? - code: |- - crisps {is} sea salt, paprika, sour cream - {remove} sea salt {from} crisps - {remove} paprika {from} crisps - {print} crisps {at} {random} - mp_choice_options: - - option: You can't tell, because Hedy will `{print}` one of the 3 flavors `{at} {random}` - feedback: Take a look at the `{remove}` commands - - option: sea salt - feedback: sea salt is removed from the list - - option: paprika - feedback: Paprika is removed from the list - - option: sour cream - feedback: That's right! - hint: There are 3 flavors, bit 2 are removed. Which one remains? - correct_answer: D - question_score: '10' 9: - question_text: What's wrong with this code? code: |- colors {is} blue, purple, green chosen_color {is} {ask} Which haircolor wouldn't your like to have? {remove} chosen_color {from} colors {print} I will dye my hair color {at} {random} - mp_choice_options: - - option: 'Line 3 should say: `{remove}` blue `{from}` colors' - feedback: Maybe you want blue hair though! - - option: Line 3 should have an `{add}` command instead of a `{remove}` command - feedback: You want to remove the chosen color so `{remove}` is right. - - option: In line 4 the variable should be called colors instead of color - feedback: Great job! - - option: Nothing, this is a correct code! - feedback: Find the mistake! hint: Look at line 3 - correct_answer: C - question_score: '10' 10: question_text: What should be on the _?_? code: |- @@ -652,8 +213,6 @@ levels: ``` feedback: This increased the change that the person who walked yesterday now has to do it again. That's mean. hint: The person who walked the dog yesterday should be removed from the list. - correct_answer: A - question_score: '10' 4: 1: question_text: Which of these is true? @@ -666,11 +225,7 @@ levels: feedback: '`{at} {random}` still works' - option: '`{at} {random}` now needs quotation marks' feedback: No, but 2 other commands do. - hint: In level 4 you need quotation marks for 2 commands. - correct_answer: A - question_score: '10' 2: - question_text: Which code uses the proper quotation marks? mp_choice_options: - option: |- ``` @@ -692,11 +247,7 @@ levels: {print} ,hello, ``` feedback: This is a comma, you need quotation marks. - hint: Pick the right quotation marks. - correct_answer: B - question_score: '10' 3: - question_text: Where are the quotation marks used correctly? mp_choice_options: - option: |- ``` @@ -718,28 +269,7 @@ levels: {print} 'Hi Im Hedy' ``` feedback: Perfect! - hint: Both before and after the words you want to print should be a quotation mark. - correct_answer: D - question_score: '10' - 4: - question_text: Which statement is true? - mp_choice_options: - - option: 'You need quotation marks around the word `{print}`, like this: `''{print}''`.' - feedback: The quotation marks shouldn't be around the command itself. - - option: You need quotation marks around the words you want to print. - feedback: Super! - - option: You do not need quotation marks when using the `{ask}` command - feedback: Both `{print}` and `{ask}` require quotation marks - - option: You can choose yourself whether to use quotation marks or not. - feedback: Unfortunately, Hedy is stricter than that. - hint: From level 4 on you need to use quotation marks. - correct_answer: B - question_score: '10' 5: - question_text: What has to be changed in order for the game to work? - code: |- - options {is} rock, paper, scissors - {print} 'options {at} {random}' mp_choice_options: - option: |- ``` @@ -758,89 +288,9 @@ levels: feedback: That's right - option: Nothing, the game already works! feedback: Look carefully. There is an error. - hint: You don't want Hedy to literally print 'options {at} {random}', you want it to print 'rock' or 'paper' or 'scissors'. - correct_answer: C - question_score: '10' 6: - question_text: What would be a good next line in this code? - code: prices {is} 1 dollar, 100 dollars, 1 million dollars - mp_choice_options: - - option: |- - ``` - {print} 'You win...' prices {at} {random} - ``` - feedback: Great! You get it! - - option: |- - ``` - {print} You win... 'prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}' - - option: |- - ``` - {print} You win... prices {at} {random} - ``` - feedback: You need some quotation marks! - - option: |- - ``` - {print} 'You win... prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}'' hint: 'Think carefully: what is a variable and should be outside of the quotation marks? And what are normal words that should be inside?.' - correct_answer: A - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: Correct! - - option: Quotation marks are missing in line 2 - feedback: A variable doesn't need quotes - - option: Quotation marks are missing in line 3 - feedback: You don't want Hedy to literally print 'answers {at} {random}' so no quotation marks needed here! - - option: Nothing, this code is good as is! - feedback: Look carefully. You missed a mistake! - hint: Check each line on whether they'd need quotation marks or not. - correct_answer: A - question_score: '10' - 8: - question_text: What would be a good next line for this code? - code: |- - {print} 'Welcome at the money show!' - {print} 'In front of you are 3 doors' - door {is} {ask} 'Which door do you choose?' - mp_choice_options: - - option: |- - ``` - {print} So you pick door door - ``` - feedback: We need quotation marks - - option: |- - ``` - {print} 'So you pick ' door door - ``` - feedback: If the player chooses door 3, Hedy will say 'So you pick 3 3 - - option: |- - ``` - {print} 'So you pick door ' door - ``` - feedback: Super! - - option: |- - ``` - {print} 'So you pick door door' - ``` - feedback: Hedy will literally print 'So you pick door door - hint: The second word door should be replaced with the number, the first should still be the word door... - correct_answer: C - question_score: '10' 9: - question_text: What will never appear in your output screen? - code: |- - clubs {is} Real Madrid, Bayern Munchen, Manchester United, Ajax - {print} clubs {at} {random} ' is going the win the champions league' mp_choice_options: - option: Ajax is going to win the champions league feedback: Hedy could `{print}` that @@ -850,27 +300,6 @@ levels: feedback: Hedy could `{print}` that - option: FC Barcelona is going to win the champions league feedback: That's right. It's not in the list - hint: What are Hedy's options to randomly pick from? - correct_answer: D - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - people {is} mom, dad, Emma, Sophie - {print} The dishes are done by... - {print} people {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: A list doesn't need quotation marks - - option: Quotation marks are missing in line 2 - feedback: Correct - - option: Quotation marks are missing in both line 2 and 3 - feedback: Line 3 doesn't need quotation marks because it's not printed literally - - option: Nothing, this code has no mistakes - feedback: You missed one! - hint: One line needs quotation marks, because you want it to be printed literally. - correct_answer: B - question_score: '10' 5: 1: question_text: What is true? @@ -888,79 +317,8 @@ levels: - option: In level 5 `{ask}` and `{print}` work the same as in level 4 feedback: Correct! hint: We have only learned a new command in level 5. - correct_answer: D - question_score: '10' - 2: - question_text: What appears in your output screen when you type in the name Hedy? - code: |- - name {is} {ask} 'What is your name?' - {if} name {is} Hedy {print} 'fun' {else} {print} 'less fun' - mp_choice_options: - - option: fun - feedback: That's right! - - option: less fun - feedback: If the name is Hedy, it will say 'fun'' - - option: Hedy - feedback: No, it doesn't print the name - - option: Error - feedback: Fortunately not! - hint: '`{if}` name `{is}` Hedy `{print}` ...?' - correct_answer: A - question_score: '10' 3: - question_text: What is the right password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct! - feedback: This is printed when you type in the correct password - - option: SECRET - feedback: That's right!' - - option: password - feedback: The password isn't password... - - option: ALARM INTRUDER - feedback: This is printed when you type in the incorrect password! hint: '`{if}` password `{is}` ... `{print}` ''Correct!''!''' - correct_answer: B - question_score: '10' - 4: - question_text: What does Hedy print when you type in the wrong password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct - feedback: That's printed if the correct answer is given, not the wrong one... - - option: SECRET - feedback: That's not the right answer - - option: Wrong! - feedback: No, this is not what Hedy will print - - option: ALARM! INTRUDER! - feedback: Great job! - hint: Your computer will sound the alarm for intruders! - correct_answer: D - question_score: '10' - 5: - question_text: Why will Hedy say 'ALARM! INTRUDER' when you type in 'secret'? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Because it needs to be in capitals, so SECRET - feedback: Indeed! - - option: Because the password is alarm - feedback: No, this is not the password. - - option: Because it's spelled wrong. - feedback: That's not how you spell secret - - option: Because Hedy makes a mistake - feedback: No, Hedy is right - hint: The spelling of the word has to be exactly the same. - correct_answer: A - question_score: '10' 6: question_text: Which word should be on the place of the question mark in the last line? code: |- @@ -969,30 +327,6 @@ levels: club is {ask} 'Which club is your favorite?' {if} club {is} ajax {print} 'Ajax is going to win of course!' _?_ {print} 'Sorry, your club is gonna be in last place...' - mp_choice_options: - - option: |- - ``` - {if} - ``` - feedback: '`{if}` is already in the line above' - - option: |- - ``` - {at} {random} - ``` - feedback: No, you need `{else}`. - - option: |- - ``` - {else} - ``` - feedback: Great! - - option: |- - ``` - {print} - ``` - feedback: '`{print}` is already there, we need a word before it!' - hint: '`{if}` goes together with...?' - correct_answer: C - question_score: '10' 7: question_text: Which word should be in the place of the question mark? code: |- @@ -1021,9 +355,6 @@ levels: {print} ``` feedback: Awesome! - hint: After `{else}` a `{print}` command follows - correct_answer: D - question_score: '10' 8: question_text: Which word should be on the place of the question mark? code: |- @@ -1051,298 +382,37 @@ levels: {print} ``` feedback: No, that's not it. - hint: What the variable name? - correct_answer: B - question_score: '10' - 9: - question_text: Which door should you choose to escape?? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} - mp_choice_options: - - option: '1' - feedback: Bad choice! You're being eaten - - option: '2' - feedback: Super! You escaped! - - option: '3' - feedback: Bad choice! You're being eaten. - - option: It's a trap, you will always be eaten! - feedback: Luckily not! - hint: One of the doors will keep you safe.. - correct_answer: B - question_score: '10' + 6: + 6: + question_text: How much does a hamburger cost is this virtual restaurant? 10: - question_text: Which monster is standing behind door 1? code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} + name _?_ Hedy + {print} name 'is walking trough the forrest' mp_choice_options: - - option: Hedy picks a random monster each time. - feedback: Awesome! - - option: vampire - feedback: Not always... - - option: werewolf - feedback: Not always... - - option: giant spider - feedback: Not always... - hint: Mind the last 3 words... monsters `{at} {random}`... - correct_answer: A - question_score: '10' - 6: + - option: You can only fill in the word is on the `_?_` + feedback: You are allowed to use the `=` sign as well + - option: You can fill in either the word is or the `=` sign on the `_?_` + feedback: Amazing! + - option: You have to fill in =is= on the `_?_` + feedback: No, one `=` sign is enough + - option: You can only use the `=` sign when working with numbers, not with words. + feedback: You can also use `=` with words. + 7: 1: - question_text: What's Hedy's output when you run this code? - code: '{print} 2*10' mp_choice_options: - - option: '20' - feedback: Correct! - - option: '12' - feedback: No, the plus sign is used in addition - - option: 2*10 - feedback: No, Hedy will calculate the answer - - option: '210' - feedback: Mind it's a calculation. - hint: The `*` is used as a multiplication sign - correct_answer: A - question_score: '10' + - option: '0' + feedback: No you can repeat a line. + - option: '1' + feedback: Correct, one line at a time + - option: '2' + feedback: In this level only one line at a time + - option: infinite + feedback: In this level you can only repeat one line at a time + hint: You can only repeat 1 line at a time 2: - question_text: What do you use when you want to add two numbers? - mp_choice_options: - - option: '`-`' - feedback: That's not it - - option: plus - feedback: That's not it - - option: '`*`' - feedback: That's not it - - option: '`+`' - feedback: Correct! - hint: It's the plus sign. - correct_answer: D - question_score: '10' - 3: - question_text: What's Hedy's output when you run this code? - code: '{print} ''3*10''' - mp_choice_options: - - option: '30' - feedback: This would be the right answer if there were no quotation marks. - - option: '13' - feedback: Try again.. - - option: 3*10 - feedback: Correct! There are quotation marks, so Hedy will print it literally. - - option: Nothing, Hedy will give an error message. - feedback: No, Hedy will print it literally. - hint: Mind the quotation marks!! - correct_answer: C - question_score: '10' - 4: - question_text: Kim is 10 years old. What will Hedy print for her? - code: |- - name = {ask} 'How many letters are in your name?' - age = {ask} 'How old are you?' - luckynumber = name*age - {print} 'Your lucky number is...' luckynumber - mp_choice_options: - - option: '30' - feedback: Mind, Hedy also prints 'Your lucky number is...' - - option: '10' - feedback: Please try again. - - option: Your lucky number is... 30 - feedback: That's right! - - option: Your lucky number is... 10 - feedback: Her lucky number is name times age... - hint: 'Kim has 3 letters, she is 10 years old so: letters times age = 3*10 = 30.' - correct_answer: C - question_score: '10' - 5: - question_text: If 5 people eat at this restaurant, how much do they have to pay in total? - code: |- - {print} 'Welcome to Hedys!' - people = {ask} 'How many people are eating with us tonight?' - price = people * 10 - {print} 'That will be ' price 'dollar please' - mp_choice_options: - - option: 5 dollars - feedback: Unfortunately, it's not that cheap. - - option: 10 dollars - feedback: No, it's 10 dollars each. - - option: 15 dollars - feedback: The * means multiplication. - - option: 50 dollars - feedback: Great! - hint: '`price` `is` `people` `times` 10' - correct_answer: D - question_score: '10' - 6: - question_text: How much does a hamburger cost is this virtual restaurant? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = 15 - {if} food {is} fries price = 6 - mp_choice_options: - - option: 15 dollars - feedback: Super! - - option: 6 dollars - feedback: The fries are 6 dollars - - option: 0 dollars - feedback: The hamburger isn't free! - - option: 21 dollars - feedback: That's the price for a hamburger and fries! - hint: Mind the fourth line. - correct_answer: A - question_score: '10' - 7: - question_text: Why does line 7 say 'price is price + 3' instead of 'price is 3'? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = price + 15 - {if} food {is} fries price = price + 6 - drinks is {ask} 'What would you like to drink?' - {if} drinks {is} coke price = price + 3 - {if} drinks {is} water price = price + 1 - {print} price ' dollars please' - mp_choice_options: - - option: It could have been `price = 3` just as well. - feedback: No, that's not true. Hedy needs to add 3 dollars to the total. - - option: Because Hedy doesn't understand `price = 3`. - feedback: Hedy would understand, but it wouldn't be right. - - option: Because Hedy would otherwise forget about the previous order. The price would be 3 dollars in total. - feedback: That's right! - - option: Because the price is 0 dollars to begin with. - feedback: That's true, but not the reason - hint: The price shouldn't be 3, but 3 dollars more than it already was - correct_answer: C - question_score: '10' - 8: - question_text: Why is this code incorrect? - code: |- - correct answer = 3*12 - answer = {ask} 'What is 3 times 12?' - {if} answer {is} correct answer {print} 'Good job!' - {else} {print} 'No... It was ' correct answer - mp_choice_options: - - option: There shouldn't be quotation marks in line 2 - feedback: No, there should be! - - option: The variable is called correct answer, but a variable's name can only be 1 word. So it should be correct_answer - feedback: Correct! - - option: The `{if}` and `{else}` commands should be in the same line. - feedback: No, that's not true. - - option: The variable in line 2 can't be called answer, because it is too similar to the variable correct answer. - feedback: Variable names can be similar, but they can't be 2 words... - hint: Inspect what the variables are called. - correct_answer: B - question_score: '10' - 9: - question_text: Imagine you love football a 10, you've eaten 2 bananas and have washed your hands 3 times today. How smart does the silly fortune teller think you are? - code: |- - {print} 'Im Hedy the silly fortune teller' - {print} 'I will predict how smart you are!' - football = {ask} 'On a scale of 0 to 10 how much do you love football?' - bananas = {ask} 'How many bananas have you eaten this week?' - hygiene = {ask} 'How many times did you wash your hands today??' - result = bananas + hygiene - result = result * football - {print} 'You are ' result 'percent smart.' - mp_choice_options: - - option: 10% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 32% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 50% - feedback: Super! You are 100 percent smart! - - option: 100% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - hint: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - correct_answer: C - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - name _?_ Hedy - {print} name 'is walking trough the forrest' - mp_choice_options: - - option: You can only fill in the word is on the `_?_` - feedback: You are allowed to use the `=` sign as well - - option: You can fill in either the word is or the `=` sign on the `_?_` - feedback: Amazing! - - option: You have to fill in =is= on the `_?_` - feedback: No, one `=` sign is enough - - option: You can only use the `=` sign when working with numbers, not with words. - feedback: You can also use `=` with words. - hint: '`{is}` and `=` are both allowed' - correct_answer: B - question_score: '10' - 7: - 1: - question_text: How many lines can you repeat at once with the repeat command at this level? - mp_choice_options: - - option: '0' - feedback: No you can repeat a line. - - option: '1' - feedback: Correct, one line at a time - - option: '2' - feedback: In this level only one line at a time - - option: infinite - feedback: In this level you can only repeat one line at a time - hint: You can only repeat 1 line at a time - correct_answer: B - question_score: '10' - 2: - question_text: Which code is right? - mp_choice_options: - - option: |- - ``` - {print} 100 {times} 'hello' - ``` - feedback: '`{repeat}` 100 `{times}` `{print}` ''hello''' - - option: |- - ``` - {print} {repeat} 100 {times} 'hello' - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 'hello' 100 {times} - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 100 {times} {print} 'hello' - ``` - feedback: That's right! - hint: First the repeat command, then the `{print}` command - correct_answer: D - question_score: '10' - 3: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} ''Hello!''' - mp_choice_options: - - option: Right - feedback: No, a word is missing - - option: Wrong, the word `{repeat}` is missing - feedback: The word `{repeat}` is there, another word is missing - - option: Wrong, the word `{times}` is missing - feedback: The word `{times}` is there, another word is missing. - - option: Wrong, the word `{print}` is missing - feedback: Correct - hint: 'It should be: `{repeat}` 100 `{times}` `{print}` ''Hello''' - correct_answer: D - question_score: '10' - 4: - question_text: Which word is wrong in the code? - code: |- - {print} 'I'm blue' - {repeat} 7 {times} {print} 'da ba dee, da ba da' + hint: First the repeat command, then the `{print}` command + 4: mp_choice_options: - option: |- ``` @@ -1365,24 +435,7 @@ levels: ``` feedback: '`{times}` is spelled correctly' hint: I'm is wrong, you can't use apostrophes - correct_answer: A - question_score: '10' - 5: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} {print} ''Hedy is awesome!''' - mp_choice_options: - - option: Correct - feedback: That's right! - - option: Wrong - feedback: That's not it - hint: The code is correct! - correct_answer: A - question_score: '10' 6: - question_text: What will be the output from this code? - code: |- - {print} 'The wheels on the bus go' - {repeat} 3 {times} {print} ' round and round' mp_choice_options: - option: |- the wheels on the bus go @@ -1408,14 +461,7 @@ levels: round and round round and round feedback: All though the town! Perfect! - hint: Only 'round and round' is repeated 3 times. - correct_answer: D - question_score: '10' 7: - question_text: What will be the output from this code? - code: |- - {repeat} 2 {times} {print} 'We will' - {print} 'ROCK YOU!' mp_choice_options: - option: |- We will We will @@ -1436,17 +482,7 @@ levels: We will ROCK YOU! feedback: Mind the repeat command - hint: Mind the `{repeat}` command. - correct_answer: B - question_score: '10' 8: - question_text: What Hedy code belongs to this output? - code: |- - Here comes the sun - Do do do do - Here comes the sun - And I say - Its alright mp_choice_options: - option: |- ``` @@ -1479,11 +515,7 @@ levels: {print} 'Its alright'" ``` feedback: This is not the correct order.. - hint: '`{repeat}` can only be used if you want to execute the same line multiple times in a row.' - correct_answer: A - question_score: '10' 9: - question_text: What Hedy code belongs to this output? code: |- Batman was flying through Gotham. When suddenly he heard someone screaming... @@ -1524,16 +556,8 @@ levels: {print} 'Please help me!' ``` feedback: Perfect - hint: '''Help!'' is repeated 3 times.' - correct_answer: D - question_score: '10' 10: question_text: What Hedy code belongs to this output? - code: |- - if youre happy and you know it clap your hands - if youre happy and you know it clap your hands - if youre happy and you know it and you really want to show it - if youre happy and you know it clap your hands mp_choice_options: - option: |- ``` @@ -1563,16 +587,8 @@ levels: {print} 'clap your hands' ``` feedback: This is not in the right order. - hint: Mind the order of the sentences. - correct_answer: B - question_score: '10' 8: 1: - question_text: Which output will be produced by this code? - code: |- - {repeat} 2 {times} - {print} 'Hello' - {print} 'Im Hedy!' mp_choice_options: - option: |- Hello @@ -1595,14 +611,7 @@ levels: Im Hedy! Im Hedy!" feedback: Everything is printed twice - hint: Both lines are repeated twice. - correct_answer: C - question_score: '10' 2: - question_text: What is wrong with this code? - code: |- - {repeat} 5 {times} - {print} 'Hedy is cool!' mp_choice_options: - option: This should be only one line, not 2. feedback: No it should be 2 lines. @@ -1612,15 +621,7 @@ levels: feedback: Nee, repeat is de goede spelling - option: The second line need to start with 4 spaces as indentation. feedback: Correct! - hint: Something is missing in the second line? - correct_answer: D - question_score: '10' 3: - question_text: What output will be produced when you run this program? - code: |- - {repeat} 3 {times} - {print} 'Baby shark tututudutudu' - {print} 'Baby shark' mp_choice_options: - option: |- Baby shark tututudutudu @@ -1647,10 +648,7 @@ levels: Baby shark feedback: What is being repeated and what isn't. hint: What is being repeated and what is not?. - correct_answer: C - question_score: '10' 4: - question_text: Which output is correct? code: |- {print} 'The children went:' {repeat} 2 {times} @@ -1682,15 +680,7 @@ levels: Yay! Were going on holiday! feedback: The last line is repeated too. - hint: The block under the `{repeat}` command is repeated twice. - correct_answer: B - question_score: '10' 5: - question_text: What is wrong with this code? - code: |- - end = {ask} 'Do you want a happy or a sad ending?' - {if} end {is} happy {print} 'They lived happily ever after' - {else} {print} 'The world exploded. The end.' mp_choice_options: - option: The `{print}` commands on the last two lines should start on new lines en start with 4 spaces. feedback: That's right! @@ -1700,44 +690,7 @@ levels: feedback: That's not true - option: '`{ask}` is no longer a command' feedback: That's not true - hint: Something is wrong with indentation - correct_answer: A - question_score: '10' - 6: - question_text: What will be the output of this code when we enter pancakes? - code: |- - {print} 'Welcome to restaurant Hedy' - {repeat} 2 {times} - food {is} {ask} 'What do you want to eat?' - {print} food - mp_choice_options: - - option: |- - Welcome to restaurant Hedy - Pancakes - feedback: There is no repetition in this answer. - - option: |- - Welcome to restaurant Hedy - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: This answer also repeats the welcome message - - option: |- - Welcome to restaurant Hedy - What do you want to eat? - What do you want to eat? - Pancakes - Pancakes - feedback: Almost! But look at the question, it is not repeated. - - option: |- - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: Well done! - hint: The first sentence and question will not be repeated - correct_answer: D - question_score: '10' 7: - question_text: What is wrong with this code? code: |- eten = {ask} 'What would you like to eat?' {if} food {is} fries @@ -1756,96 +709,8 @@ levels: feedback: You always have to use indentation. - option: The indentation is wrong in the first `{if}` command. feedback: That's right. - hint: Take a careful look at the indentation. - correct_answer: D - question_score: '10' - 8: - question_text: In which of the codes is the indentation done right? - mp_choice_options: - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are wrong! - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are wrong! - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are... right! - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are wrong! - hint: What should happen if the person is right? And what else? - correct_answer: C - question_score: '10' - 9: - question_text: What line(s) in this code should start with 4 spaces? - code: |- - 1 music = {ask} 'What is your favorite music genre?' - 2 {if} music {is} rock - 3 {print} '🤘' - 4 {else} - 5 {print} '👎' - mp_choice_options: - - option: Line 2 and 4 - feedback: The lines after the `{if}` and `{else}` command should start with 4 spaces - - option: Only line 3 - feedback: Not only 3... - - option: Line 3, 4 and 5 - feedback: Line 4 shouldn't - - option: Line 3 and 5 - feedback: Great job! - hint: The lines after an `{if}` or `{else}` command should start with 4 spaces. - correct_answer: D - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - 1 level = {ask} 'What level are you on?' - 2 {if} level {is} 8 - 3 {print} 'Great job!' - mp_choice_options: - - option: All lines should start with 4 spaces - feedback: That's not true - - option: Line 2 and 3 should start with 4 spaces - feedback: That's not true - - option: Line 2 should start with 4 spaces - feedback: That's not true - - option: Line 3 should start with 4 spaces - feedback: You are correct! - hint: Only one line starts with 4 spaces, but which one...? - correct_answer: D - question_score: '10' 9: 1: - question_text: What is wrong with this code? code: |- {repeat} 3 {times} eten = {ask} 'What would you like to eat?' @@ -1866,19 +731,7 @@ levels: - option: The indentation is wrong in the last `{if}` command. feedback: It not, though. hint: all the indentation is done correctly. - correct_answer: A - question_score: '10' 2: - question_text: What will be printed after entering the correct password? - code: |- - password = {ask} 'What is the password?' - correct_password = Hedy - {if} password {is} correct_password - {repeat} 2 {times} - {print} 'Good job!' - {print} 'You can use the computer!' - {else} - {print} 'The computer will explode in 5... 4... 3... 2... 1...' mp_choice_options: - option: |- Good job! @@ -1897,11 +750,7 @@ levels: Good job! You can use the computer! feedback: Correct! - hint: Everything under the `{repeat}` command is repeated twice. - correct_answer: D - question_score: '10' 3: - question_text: Which case should you choose to win a million dollars? code: |- {print} 'Choose the right case and win!' case = {ask} 'Which case will you pick? 1 or 2?' @@ -1917,20 +766,7 @@ levels: {print} 'You sell the case for 500 dollars' {if} action {is} open {print} 'You open the case and win a million dollars!' - mp_choice_options: - - option: case 1, sell - feedback: You don't win a million! - - option: case 1, open - feedback: You don't win a million - - option: case 2, sell - feedback: You don't win a million - - option: case 2, open - feedback: Great job! You win! - hint: Follow the right path - correct_answer: D - question_score: '10' 4: - question_text: Which statement is true? code: |- name = {ask} 'What is your name?' size = {ask} 'What is your shoe size?' @@ -1950,15 +786,7 @@ levels: feedback: That's right! - option: Cinderella with shoe size 40 gets the output 'I was looking for you!' feedback: No she gets 'Ill keep looking' - hint: No matter what your name is, if you have shoe size 40 you will get the message 'Ill keep looking'. - correct_answer: C - question_score: '10' 5: - question_text: Which code produced this output? - output: |- - Icecream is the best! - Icecream is the best! - Icecream is the best! mp_choice_options: - option: |- ``` @@ -1993,11 +821,7 @@ levels: {print} 'Icecream is the best!' ``` feedback: There are 2 `{repeat}` commands in this code. - hint: Watch the indentation - correct_answer: C - question_score: '10' 6: - question_text: After which command(s) should you use indentation (starting the next line with 4 spaces)? mp_choice_options: - option: '`{if}`' feedback: Don't forget the others @@ -2007,9 +831,6 @@ levels: feedback: Keep it up! - option: '`{if}` `{else}` `{repeat}` `{print}`' feedback: Not with print - hint: Indentation happens on the line below some commands - correct_answer: C - question_score: '10' 7: question_text: "In this code from a pizza restaurant. \nYoull get a 5 dollar discount if you order a medium pizza with coke.\n What should you do to debug this code?" code: |- @@ -2050,9 +871,6 @@ levels: price = price - 2 ``` feedback: Try again - hint: After each `{if}` command, the line below should indent - correct_answer: A - question_score: '10' 8: question_text: What is wrong is this code? code: |- @@ -2070,25 +888,7 @@ levels: feedback: You actually must start like that. - option: A code must always start with a `{print}` command in the first line feedback: That's not true. - hint: The indentation is done right this time - correct_answer: B - question_score: '10' - 9: - question_text: How many `{if}` commands can be placed inside another `{if}` command? - mp_choice_options: - - option: None, that is not allowed - feedback: You are allowed to - - option: Only 1 - feedback: You could use more if you like - - option: '3' - feedback: You could use more if you like - - option: Infinite, as long as you keep using indentation correctly - feedback: That is true - hint: You can put an `{if}` command inside an `{if}` command. - correct_answer: D - question_score: '10' 10: - question_text: Which statement is true? code: |- 1 {repeat} 2 {times} 2 {if} level {is} 9 @@ -2103,8 +903,6 @@ levels: - option: line 2 should atart with 4 spaces and line 3 with 8 feedback: You are correct! hint: The first line doens't start with any spaces - correct_answer: D - question_score: '10' 10: 1: question_text: What do we need to fill in on the `_?_` if we want to print each compliment? @@ -2112,91 +910,6 @@ levels: compliments = perfect, great job, amazing _?_ {print} compliment - mp_choice_options: - - option: |- - ``` - {for} each compliment - ``` - feedback: That's not it - - option: |- - ``` - {for} compliment {in} compliments - ``` - feedback: You deserve all those compliments! - - option: |- - ``` - {if} compliment {in} compliments - ``` - feedback: That's not it - - option: |- - ``` - {for} compliments {in} compliment - ``` - feedback: Almost there! - hint: '`{for}` each compliment in the lists of compliments...' - correct_answer: B - question_score: '10' - 2: - question_text: Which output is correct? - code: |- - meals = pizza, pasta, pancakes - {for} meal {in} meals - {print} 'I love ' meal - mp_choice_options: - - option: I love pizza - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pasta - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pancakes - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: |- - I love pizza - I love pasta - I love pancakes - feedback: Great! - hint: Line 2 says for each meal in the list of meals. So each meal is printed. - correct_answer: D - question_score: '10' - 3: - question_text: Which output is correct? - code: |- - animals = dogs, cats, hamsters, chickens - {for} animal {in} animals - {print} animal ' are lovely pets' - mp_choice_options: - - option: dogs are lovely pets - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - - option: dogs, cats, hamsters, chickens are lovely pets - feedback: Each animal gets their own line in the output. - - option: |- - dogs are lovely pets - cats are lovely pets - hamsters are lovely pets - chickens are lovely pets - feedback: Great! - - option: You don't know yet. Because it chooses one of the animals {at} {random}. - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - hint: Line 2 says {for} each animal in the list of animals. So each animal is printed - correct_answer: C - question_score: '10' - 4: - question_text: What's wrong with this code? - code: |- - groceries = apples, bread, milk - {for} item {in} groceries - {print} 'We need ' groceries - mp_choice_options: - - option: Line 2 needs to start with 4 spaces as indentation - feedback: No it doesn't. Only line 3 needs indentation, which it has. - - option: Line 3 does not need to start with 4 spaces as indentation - feedback: Line 2 is a `{for}`command so line 3 does need to start with an indent. - - option: Line 3 should say item instead of groceries - feedback: Good job! - - option: Line 2 should say groceries instead of item - feedback: No it does not. - hint: Line 2 says `{for}` each item in the list of groceries - correct_answer: C - question_score: '10' 5: question_text: What word should be on the _?_ with these digital dice? code: |- @@ -2205,25 +918,7 @@ levels: choices = 1, 2, 3, 4, 5, 6 {for} player {in} players {print} player ' throws ' _?_ {at} {random} - mp_choice_options: - - option: players - feedback: It would say 'Ann throws Jesse', instead of 'Ann throws 6'. - - option: choices - feedback: That's right! - - option: choice - feedback: You are very close. But you need Hedy to pick from the list called 'choices' not 'choice'... - - option: dice - feedback: Look at the names of the variables. - hint: Hedy needs to pick a number `{at} {random}` - correct_answer: B - question_score: '10' 6: - question_text: Which of the answers below is a possible outcome when you run the code? - code: |- - choices = rock, paper, scissors - players = Kelly, Meredith - {for} player {in} players - {print} player ' chooses ' choices {at} {random} mp_choice_options: - option: Kelly chooses rock feedback: Meredith wants to play too! @@ -2237,9 +932,6 @@ levels: Kelly chooses paper Meredith chooses scissors feedback: Amazing! - hint: Each player will pick an option. The player that's first on the list will go first. - correct_answer: D - question_score: '10' 7: question_text: What line should be on the _?_ in this code that decides what these people will have for dinner? code: |- @@ -2247,30 +939,6 @@ levels: food = pasta, fries, salad _?_ {print} name ' has to eat ' food {at} {random} ' for dinner' - mp_choice_options: - - option: |- - ``` - {for} name {in} names - ``` - feedback: You are on fire! - - option: |- - ``` - {for} names {in} name - ``` - feedback: No it should be for each name in the list nameS, so the other way around - - option: |- - ``` - {for} food {in} food - ``` - feedback: Each name should be told what they will have for dinner. - - option: |- - ``` - {for} name {in} food - ``` - feedback: Each name should be told what they will have for dinner. - hint: Each name should be told what they will have for dinner. - correct_answer: A - question_score: '10' 8: question_text: What should be on the _?_ in this code that decides which color shirt you get? code: |- @@ -2299,9 +967,6 @@ levels: 'people gets a colors shirt' ``` feedback: There is no variable named people.. - hint: Mind the quotation marks and the names of the variables - correct_answer: B - question_score: '10' 9: question_text: What is the first question Hedy will `{ask}` you when you run the program? code: |- @@ -2311,20 +976,7 @@ levels: {for} course {in} courses food = {ask} name ', what would you like to eat as your ' course '?' {print} name ' orders ' food ' as their ' course - mp_choice_options: - - option: Timon, what would you like to eat as your appetizer? - feedback: Perfect! - - option: Onno, what would you like to eat as your appetizer? - feedback: Timon is first on the list! - - option: Timon, what would you like to eat as your dessert? - feedback: Appetizers are first in the list - - option: You don't know that. Hedy will choose `{at} {random}`. - feedback: There is no `{at} {random}` in this code... - hint: The first options from both lists are chosen. - correct_answer: A - question_score: '10' 10: - question_text: What is true about this code? code: |- prices = 1 million dollars, car, sandwich names = Bob, Patrick, Sandy, Larry @@ -2339,9 +991,6 @@ levels: feedback: That is not true. Larry has the same odds as the others - option: Someone might win with two prices feedback: You get it! - hint: Try to imagine the output of this code. - correct_answer: D - question_score: '10' 11: 1: question_text: What word should be at the place of the question mark? @@ -2369,14 +1018,7 @@ levels: {for} ``` feedback: 'No' - hint: What did you learn in this level? - correct_answer: B - question_score: '10' 2: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 1 {to} 3 - {print} i mp_choice_options: - option: |- 1 @@ -2389,64 +1031,7 @@ levels: feedback: That's not it - option: '123' feedback: That's not it - hint: How do the numbers appear in the screen? - correct_answer: A - question_score: '10' - 3: - question_text: Which code was used to get this output? - output: |- - 1 - 2 - 3 - 4 - 5 - Once I caught a fish alive! - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Perfect - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: This code won't work. You need an indent after {for}. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Now Hedy will count '1 Once I caught a fish alive!, 2 Once I caught a fish alive! etc. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} 'i' - {print} 'Once I caught a fish alive!' - ``` - feedback: i is a variable and shouldn't have quotation marks - hint: First all the numbers, then the sentence - correct_answer: A - question_score: '10' 4: - question_text: Which code was used to get this output? - output: |- - 10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0 mp_choice_options: - option: |- ``` @@ -2473,42 +1058,6 @@ levels: ``` feedback: That's right! hint: It has to be a calculation... - correct_answer: D - question_score: '10' - 5: - question_text: What's wrong with this code? - code: |- - {for} i {in} {range} 1 {to} 10 - {print} i - mp_choice_options: - - option: The i in the last line need quotation marks - feedback: No it doesn't. - - option: You can't use `{range}` 1 `{to}` 5 only `{range}` 1 `{to}` 10 - feedback: You could use 1 to 5 just as well! - - option: Line 1 needs to start with an indention. - feedback: Not line 1... - - option: Line 2 needs to start with an indention - feedback: Perfect! - hint: There is something wrong with the indention - correct_answer: D - question_score: '10' - 6: - question_text: How many times does the word Hello appear on your screen when you run the code? - code: |- - {for} i {in} {range} 0 {to} 2 - {print} 'Hello' - mp_choice_options: - - option: 1 time - feedback: 'No' - - option: 2 times - feedback: 'No' - - option: 3 times - feedback: That's right! - - option: Never - feedback: 'No' - hint: 0 also counts. So 0,1,2 that's 3 times. - correct_answer: C - question_score: '10' 7: question_text: What should be on the place of the question mark? code: |- @@ -2517,35 +1066,7 @@ levels: _?_ food is {ask} 'What would you like to order?' {print} food - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 0 {to} 3 - ``` - feedback: There's not always 3 people - - option: |- - ``` - {for} i {in} {range} 1 {to} guests - ``` - feedback: The variable is not named guests - - option: |- - ``` - {for} i {in} {range} 1 {to} people - ``` - feedback: Great! - - option: |- - ``` - {for} i {in} {range} 0 {to} people - ``` - feedback: That's one order too many! - hint: Use the variable 'people' - correct_answer: C - question_score: '10' 8: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 23 {to} 25 - {print} 'hi' mp_choice_options: - option: |- 23 @@ -2561,34 +1082,7 @@ levels: feedback: Correct - option: The word 'hi' will appear 25 times in a row. feedback: No it will only appear 3 times. - hint: It doesn't say `{print}` i - correct_answer: C - question_score: '10' - 9: - question_text: How many times does Hedy chant Hip Hip Hooray? - code: |- - age = {ask} 'How old are you?' - {for} i {in} {range} 1 {to} age - {print} 'Hip Hip Hoorray!' - mp_choice_options: - - option: 1 time - feedback: Try again - - option: 2 times - feedback: Try again - - option: Never - feedback: Try again - - option: That depends on how old you are - feedback: That's right! - hint: '`{for}` i `{in}` `{range}` 1 `{to}` age' - correct_answer: D - question_score: '10' 10: - question_text: Which code belongs to this output? - output: |- - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark mp_choice_options: - option: |- ``` @@ -2619,11 +1113,8 @@ levels: ``` feedback: '`{range}` 0 `{to}` 3 is 4 times.' hint: Mind the indention - correct_answer: B - question_score: '10' 12: 1: - question_text: Which output is correct? code: |- print 'three and a half plus one and a half is...' print 3.5 + 1.5 @@ -2640,11 +1131,7 @@ levels: three and a half plus one and a half is... 5 feedback: Great job! - hint: Both lines are printed! - correct_answer: D - question_score: '10' 2: - question_text: Which of these codes is correct? mp_choice_options: - option: |- ``` @@ -2670,11 +1157,7 @@ levels: print 'I would like a ' flavors at random ' cake.' ``` feedback: All the different values of flavors should be in quotation marks. - hint: The second line is the same in each code, pay attention to the first line - correct_answer: C - question_score: '10' 3: - question_text: What's wrong with this code? code: |- favorite_animal = ask 'What is your favorite animal?' print 'I like ' favoriteanimal ' too!' @@ -2687,30 +1170,13 @@ levels: feedback: That's not true - option: Nothing is wrong. feedback: That's not true - hint: The quotation marks are used correctly - correct_answer: A - question_score: '10' 4: - question_text: In which lines are quotation marks needed to get the code to work? code: |- print Welcome to the online shoe shop category = ask What kind of shoes are you looking for? if category = high heels print High heels are 50% off now! - mp_choice_options: - - option: Line 1 and 2 - feedback: 'No' - - option: Line 1, 2 and 3 - feedback: 'No' - - option: Line 1, 2 and 4 - feedback: 'No' - - option: All of the lines - feedback: Perfect! - hint: Does line 3 need quotation marks too? - correct_answer: D - question_score: '10' 5: - question_text: What output does Agent007 get when they put in the correct password? code: |- name is ask 'What is your name?' if name is 'Agent007' @@ -2723,18 +1189,6 @@ levels: else b is 'today at 10.00' print a + b - mp_choice_options: - - option: Go to the train station today at 10.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 02.00 - feedback: You've cracked the code! - - option: Go to the train station tomorrow at 02.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 10.00 - feedback: The agent won't be catching any bad guys here - hint: The correct password is TOPSECRET - correct_answer: B - question_score: '10' 6: question_text: Which line should be filled in at the ??? code: |- @@ -2748,32 +1202,7 @@ levels: if drinks = 'yes' ??? print 'That will be ' price ' dollar please' - mp_choice_options: - - option: |- - ``` - price = 14 - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = '14' - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = price + 2 - ``` - feedback: Excellent! - - option: |- - ``` - price = + 2 - ``` - feedback: Almost there! - hint: What if you only order fries and a drink? - correct_answer: C - question_score: '10' 7: - question_text: Which output does a vegan get? code: |- menu = 'cookies', 'cheese', 'grapes' print "It's my birthday! I`ve brought some snacks!" @@ -2785,36 +1214,7 @@ levels: print 'For you I have brought: ' for snack in menu print snack - mp_choice_options: - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cookies - grapes - feedback: Terrific! - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - feedback: There's more options than just one - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cheese - grapes - feedback: A vegan person can't have cheese - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - cookies - feedback: Almost there, but look at the order of snacks in the list - hint: What item is removed from the list when you answer 'vegan'? - correct_answer: A - question_score: '10' - 8: - question_text: Which code was used to create this output? - code: '3.5' + 8: mp_choice_options: - option: |- ``` @@ -2836,9 +1236,6 @@ levels: print 7 * 2 ``` feedback: 'No' - hint: 7 devided by 2 is 3.5 - correct_answer: B - question_score: '10' 9: question_text: Which code should be filled in in line 1 at the ??? code: |- @@ -2865,9 +1262,6 @@ levels: 'prices' = 'one million dollars', 'nothing' ``` feedback: You one nothing - hint: The items on the list should be in quotation marks - correct_answer: C - question_score: '10' 10: question_text: Which line of code should be filled in at the ??? to complete the song ? code: |- @@ -2888,12 +1282,8 @@ levels: feedback: This is a hard one! All the actions on the list must be in the song. - option: print actions at random feedback: This is a hard one! All the actions on the list must be in the song. - hint: This is a hard one! All the actions on the list must be in the song. - correct_answer: B - question_score: '10' 13: 1: - question_text: Which code should be filled in at the ??? ? code: |- name = ask 'What is your name?' song = ask 'Whould you like to hear a song?' @@ -2924,11 +1314,7 @@ levels: if song = 'yes' or birthday = 'yes' ``` feedback: Hedy only sings if both answers are yes - hint: Hedy sings if you want to hear a song and it's you birthday - correct_answer: C - question_score: '10' 2: - question_text: Which command is missing in the code at the place of the ??? ? code: |- menu = 'cheese', 'sausage rolls', 'cookies' diet = ask 'Do you have any dietary restrictions?' @@ -2943,11 +1329,7 @@ levels: feedback: 'No' - option: print feedback: 'No' - hint: Neither vegans nor muslims can eat sausage rolls. - correct_answer: B - question_score: '10' 3: - question_text: Which output is given to a member without a discount code? code: |- member = ask 'Do you have a membership card?' discount = ask 'Do you have a discount code?' @@ -2965,10 +1347,7 @@ levels: - option: There is no way of knowing feedback: There is! Read the question carefully hint: Mind the command 'or' in line 3 - correct_answer: A - question_score: '10' 4: - question_text: Which line of code should follow this line in rock-paper-scissors game? code: if computer_choice is 'rock' and your_choice is 'paper' mp_choice_options: - option: print 'you win' @@ -2979,28 +1358,11 @@ levels: feedback: It's only a tie if both choices are the same - option: print 'try again' feedback: Try again! - hint: Paper beats rock - correct_answer: A - question_score: '10' 5: - question_text: Which statement is true about this code? code: |- if name = 'Cinderella' and shoe_size = 38 print 'You are my one true love!' - mp_choice_options: - - option: Every person with shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person named Cinderella is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person that is named Cinderella and has shoe size 38 is this prince's one true love - feedback: Fantastic! - - option: Every person that's not named Cinderella and does not have shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - hint: Both statements have to be true - correct_answer: C - question_score: '10' 6: - question_text: Which statement about this code is true? code: |- print 'Let me guess which family member you are!' glasses = ask 'Do you wear glasses?' @@ -3013,20 +1375,7 @@ levels: print 'You must be Wouter!' if glasses = 'no' and female = 'no' print 'You must be Michael!' - mp_choice_options: - - option: Michael is a boy with glasses - feedback: Try again - - option: Marleen is a girl with glasses - feedback: Try again - - option: Wouter is a boy without glasses - feedback: Try again - - option: Sophie is a girl with glasses - feedback: Great job! - hint: Take a good look! Or do you need glasses? - correct_answer: D - question_score: '10' 7: - question_text: Which statement is false? code: |- print 'Thank you for helping me take care of my pets' print 'Here is a program to help feed them' @@ -3040,20 +1389,7 @@ levels: print 'I fed them this moring! They do not need more food today' if animal is 'hamster' and color is 'brown' print 'You can feed them a piece of carrot' - mp_choice_options: - - option: The grey cat is called Abby - feedback: This is true! - - option: Milo the orange cat eats 4 scoops of cat nibbles - feedback: This is true - - option: The black hamster needs to be fed a piece of carrot - feedback: Great job! - - option: The yellow bird was fed this morning - feedback: This is true - hint: Read the last 4 lines carefully - correct_answer: C - question_score: '10' 8: - question_text: What output do you get if you order popcorn but no drink? code: |- print 'Welcome to the movie theater' popcorn = ask 'Would you like some popcorn?' @@ -3067,32 +1403,7 @@ levels: if popcorn = 'no' and drink = 'no' print 'Ok' print 'Enjoy the movie' - mp_choice_options: - - option: |- - Welcome to the movie theater - That will be 8 dollars please - Enjoy the movie - feedback: You have paid too much! - - option: |- - Welcome to the movie theater - That will be 5 dollars please - Enjoy the movie - feedback: Amazing! - - option: |- - Welcome to the movie theater - That will be 3 dollars please - Enjoy the movie - feedback: That's not enough money! - - option: |- - Welcome to the movie theater - Ok - Enjoy the movie - feedback: You have to pay for your popcorn! - hint: popcorn = yes and drink = no - correct_answer: B - question_score: '10' 9: - question_text: What is wrong with this code? code: |- 1 chocolate = ask 'Would you like chocolate sauce on your ice cream?' 2 sprinkles = ask 'Would you like sprinkles on your ice cream?' @@ -3129,11 +1440,7 @@ levels: {if} chocolate = 'yes' {and} sprinkles = 'no' ``` feedback: This is not what I ordered! - hint: There is a mistake in line 3 - correct_answer: A - question_score: '10' 10: - question_text: Which command needs to be in line 8 at the place of the ??? ? code: |- print 'Welcome to the product finder of this supermarkt' item is ask 'What product are you looking for?' @@ -3157,65 +1464,8 @@ levels: feedback: 'No' - option: if feedback: 'No' - hint: The item is either in the list of snacks, or in the list of drinks - correct_answer: B - question_score: '10' 14: - 1: - question_text: Which symbol should be used on the blank? - code: |- - name _ {ask} 'Who are you?' - {if} name == 'Hedy' - {print} 'Me too!' - mp_choice_options: - - option: '`=>`' - feedback: This is not a symbol. - - option: '`==`' - feedback: We are not comparing anything, just asking. - - option: '`!=`' - feedback: We are not comparing anything, just asking - - option: '`=`' - feedback: Right! - hint: We are not comparing anything, we are just asking a name. - correct_answer: D - question_score: '10' - 2: - question_text: Which of these codes has used the correct = or == symbol? - mp_choice_options: - - option: '{if} name = Hedy' - feedback: 'No' - - option: '{if} age = 24' - feedback: 'No' - - option: answer = {ask} 'What is your answer' - feedback: Yes! - - option: answer == {ask} 'How are you doing?' - feedback: 'No' - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' - 3: - question_text: Which symbols should be filled in on the two blanks? - code: |- - guests = {ask} 'How many people are at the party?' - {if} guests _ 130 - {print} 'You can come in!' - {if} guests _ 130 - {print} 'Im sorry, the club is full. ' - {print} 'You have to wait for a guest to leave' - mp_choice_options: - - option: '`>` and `<`' - feedback: That's not it - - option: '`=` and `>=`' - feedback: That's not it - - option: '`<` and `>=`' - feedback: You are right - - option: '`+` and `==`' - hint: There are 130 people allowed in the club - correct_answer: C - question_score: '10' - feedback: That's not it 4: - question_text: What's wrong with this code? code: |- price = 10 money = {ask} How much money do you have? @@ -3224,20 +1474,7 @@ levels: {print} 'You can buy the bear!' {else} {print} 'You cannot buy this bear!' - mp_choice_options: - - option: In line 1 == should be used instead of = - feedback: No that's not it - - option: Line 2 misses quotation marks - feedback: You are correct - - option: In line 4 = should have been used instead of == - feedback: No that's not it - - option: In line 4 <= should have been used instead of >= - feedback: No that's not it - hint: The symbols are right - correct_answer: B - question_score: '10' 5: - question_text: Which symbol should be filled in on the blanks if the movie is suitable for kids for the age of 12 and up? code: |- age = {ask} 'How old are you?' ticket = {ask} 'Do you have a ticket?' @@ -3245,20 +1482,7 @@ levels: {print} 'You can enter the movie theater.' {else} {print} 'You are not allowed to come in!' - mp_choice_options: - - option: '`> 12`' - feedback: 12 year olds are allowed too - - option: '`>= 12`' - feedback: Great! - - option: '`< 12`' - feedback: These kids are too young! - - option: '`<= 12`' - feedback: These kids are too young - hint: '> means greater than' - correct_answer: B - question_score: '10' 6: - question_text: How many times do you have to say you are annoyed before this annoying game stops? code: |- lives = 2 {repeat} 10 times @@ -3266,69 +1490,7 @@ levels: answer = {ask} 'Are you annoyed yet?' {if} answer == 'yes' lives = lives - 1 - mp_choice_options: - - option: 10 times - feedback: It stops after 2 times - - option: 0 times - feedback: It stops after 2 times - - option: 1 time - feedback: It stops after 2 times - - option: 2 times - feedback: That is correct - hint: '!= means ''is not''' - correct_answer: D - question_score: '10' - 7: - question_text: What should be filled in on the three blanks? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' - mp_choice_options: - - option: '`''Lower''` and `''Higher''` and `''You win!''`' - feedback: That's not quite right. - - option: '`''Higher''` and `''Lower''` and `''You win!''`' - feedback: You win! - - option: '`''You win!''` and `''Lower!''` and `''Higher''`' - feedback: That's not quite right. - - option: '`''Lower!''` and `''You win!''` and `''Higher!''`' - feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: B - question_score: '10' - 8: - question_text: Which statement is true about this roller coaster? - code: |- - length = {ask} 'Please fill in your length in cm' - {if} length < 120 - {print} 'Sorry, you cannot go on this roller coaster.' - {else} - {print} 'Enjoy the ride' - mp_choice_options: - - option: You must be taller than 120 cm to go on the roller coaster - feedback: True! - - option: You must be taller than 119 cm to go on the roller coaster - feedback: If you are 120 cm you won't get in - - option: You must be shorter than 120 cm to go on the roller coaster - feedback: '> means greater than' - - option: There are no length restrictions to go on the roller coaster - feedback: There are. - hint: '> means greater than' - correct_answer: A - question_score: '10' 9: - question_text: How many pieces of chocolate will give you a stomach ache according to this fitbit? code: |- chocolate = {ask} 'How many pieces of chocolate have you eaten?' {if} chocolate <= 2 @@ -3337,101 +1499,19 @@ levels: {print} 'That is a bit much' {if} chocolate > 8 {print} 'You will get a stomach ache!' - mp_choice_options: - - option: 1 or more - feedback: 'No' - - option: 2 or more - feedback: 'No' - - option: 8 or more - feedback: Almost - - option: 9 or more - feedback: Great! - hint: '> 8 means more than 8' - correct_answer: D - question_score: '10' - 10: - question_text: What should be filled in in the blanks? - code: |- - {print} 'Whoever gets the most points wins!' - {if} points_player_1 < points_player_2 - {print} _ - mp_choice_options: - - option: '''player 1 wins''' - feedback: Look at who has the highest score! - - option: '''player 2 wins''' - feedback: Yes! - - option: '''player 2 loses''' - feedback: Look at who has the highest score! - - option: '''It is a tie''' - feedback: No it's not, one player has a higher score - hint: You win the game by having the most points - correct_answer: B - question_score: '10' 15: 1: - question_text: 'Which symbol should be used on the blank? Tip: You must keep guessing until you get it right.' code: |- answer = 0 while answer _ 'Amsterdam' answer = ask 'What is the capital city of the Netherlands?' print 'You have given the correct answer' - mp_choice_options: - - option: '`=!`' - feedback: That is not right. - - option: '`==`' - feedback: You don't have to keep guessing if you've given the right answer. - - option: '`!=`' - feedback: Correct - - option: '`=`' - feedback: That's not it - hint: Keep guessing until you say Amsterdam - correct_answer: C - question_score: '10' - 2: - question_text: Which of these codes has used the correct symbol(s)? - mp_choice_options: - - option: |- - ``` - {while} name = Hedy - ``` - feedback: 'No' - - option: |- - ``` - {while} age = 24 - ``` - feedback: 'No' - - option: |- - ``` - {while} time > 0 - ``` - feedback: Yes! - - option: |- - ``` - {while} answer == yes' - ``` - feedback: A quotation mark is missing - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' 3: question_text: Which command should be filled in on the two blanks? code: |- _ age >= 18 print 'you are not allowed in this bar' - mp_choice_options: - - option: '`{in}`' - feedback: That's not it - - option: '`{while}`' - feedback: You are right - - option: '`{for}`' - feedback: That's not it - - option: '`{range}`' - feedback: That's not it - hint: You are not allowed in the bar as long as you are 17 or younger - correct_answer: B - question_score: '10' 4: - question_text: What's wrong with this code? code: |- options = 1, 2, 3, 4, 5, 6 print 'Throw 6 as fast as you can!' @@ -3451,11 +1531,7 @@ levels: feedback: That's not it - option: In line 5 != should have been used instead of == feedback: You are correct - hint: There is something wrong in line 5 - correct_answer: D - question_score: '10' 5: - question_text: What should be placed on the blank to make this program work correctly? code: |- wetness = 10 while wetness != 0 @@ -3474,9 +1550,6 @@ levels: feedback: You are correct! - option: = wetness + 1 feedback: The program should count down - hint: wetness should get less each time - correct_answer: C - question_score: '10' 6: question_text: what is wrong with this code? code: |- @@ -3494,25 +1567,8 @@ levels: feedback: No that's not right - option: Line 2 should start with less indentation feedback: That is correct - hint: Look closely at the indentation - correct_answer: D - question_score: '10' 7: question_text: How should this program be changed to that it works? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' mp_choice_options: - option: '... change the first {if} into a {while}' feedback: Perfect! @@ -3522,32 +1578,9 @@ levels: feedback: That's not quite right. - option: '... change the fourth {if} into a {while}' feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: A - question_score: '10' 8: - question_text: Which statement is true about this automated toilet system? - code: |- - {while} toilet == 'occupied' - lights = 'on' - air_freshener_sprays = 'yes' - {sleep} 60 - lights = 'off' - air_freshener_sprays = 'no' - mp_choice_options: - - option: The lights and air freshener will turn off after 1 minute - feedback: False! - - option: The air freshener sprays once every minute and the lights stay on the whole time while you are on the toilet - feedback: Great job - - option: The air freshener sprays once you leave the toilet. - feedback: It only sprays when you're in there. - - option: The lights will always stay on. - feedback: That wouldn't be right. hint: The block after the while command keeps happening while the toilet is occupied. - correct_answer: B - question_score: '10' 9: - question_text: What will the diet app say if you have eaten 1600 calories today? code: |- chocolate = {ask} 'How many calories have you eaten today?' {while} calories <= 1000 @@ -3565,16 +1598,7 @@ levels: feedback: Yes! - option: You have eaten enough for today feedback: 'No' - hint: 1600 is between 1000 and 2000 - correct_answer: C - question_score: '10' 10: - question_text: 'What should be filled in in the blanks? Tip: the player with the most points is in the lead.' - code: |- - name_player_1 = {ask} 'Name player 1:' - name_player_2 = {ask} 'Name player 2:' - {while} points_player_1 > points_player_2 - {print} _ ' is in the lead right now!' mp_choice_options: - option: name_player_1 feedback: You are right! @@ -3584,105 +1608,20 @@ levels: feedback: You should fill in a name, not a number - option: points_player_2 feedback: You should fill in a name, not a number - hint: You win the game by having the most points. Your name should appear on the screen - correct_answer: A - question_score: '10' 16: - 1: - question_text: Which command should be filled in on the blanks to print a random snack? - code: |- - snacks = nachos, chips, cucumber, sweets - {print} _ - mp_choice_options: - - option: '`snacks {at} {random}`' - feedback: This is the old way. - - option: '`[{random} snack]`' - feedback: The order is wrong. - - option: '`snacks[{random}]`' - feedback: Correct - - option: '`snacks[{at} {random}]`' - feedback: We do not need `at`anymore - hint: We no longer use {at} - correct_answer: C - question_score: '10' 2: - question_text: What should be filled in on the blanks if you want a list of what chores are done by whom? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chores = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} _ - mp_choice_options: - - option: |- - ``` - friends[i] has to do chores [i] - ``` - feedback: Mind the spacing. - - option: |- - ``` - friends[1] has to do chores[1] - ``` - feedback: It will print 3 times that Wesley has to do the cooking - - option: |- - ``` - chores[i] ' has to do ' friends[random] - ``` - feedback: The person has to do the chore, not the other way around - - option: |- - ``` - friends[i] ' has to do ' chores[i] - ``` - feedback: Fantastic! - hint: '`i` tells us what item in the list it is. So friend 1 does chore 1 etc.' - correct_answer: D - question_score: '10' 3: - question_text: What is a possible output for this program? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chore = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} friends[i] has to do chores[i] - mp_choice_options: - - option: |- - ``` - Wesley has to do the cooking - Eric has to do the cleaning - Kaylee has to do nothing - ``` - feedback: Super! - - option: |- - ``` - Kaylee has to do the cooking - Wesley has to do the cleaning - Eric has to do nothing - ``` - feedback: No, it is not random. - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cleaning - Wesley has to do the nothing - ``` - feedback: Poor Wesley! - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cooking - Wesley has to do the cooking - ``` - feedback: That's not it - hint: It's not random... - correct_answer: A - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - friends = ['Jaylee', 'Erin', 'Fay'] - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 0 {to} 3 - print 'the lucky number of ' friends[i] - print 'is ' lucky_numbers[i] mp_choice_options: - option: The variable in line 4 should be 'friend[i]', not 'friends[i]' feedback: That is not right. @@ -3692,16 +1631,7 @@ levels: feedback: It's not a variable, it's just text. - option: '{in} in line 3 should be removed' feedback: That's not it - hint: There's nothing wrong with line 4 - correct_answer: B - question_score: '10' 5: - question_text: Which line should be filled in in the blank? - code: |- - animals = ['dog', 'cow', 'horse'] - _ - {for} i {in} {range} 1 {to} 3 - {print} 'the ' animals[i] ' says ' sounds[i] mp_choice_options: - option: noises = ['moo', 'woof', 'neigh'] feedback: Mind the variable name and the order of the sounds. @@ -3711,487 +1641,3 @@ levels: feedback: Don't forget the quotation marks! - option: sounds = ['woof', 'moo', 'neigh'] feedback: Great job! - hint: Look at line 1 to see proper use of brackets and quotation marks. - correct_answer: D - question_score: '10' - 6: - question_text: Which statement is true? - code: |- - people = ['Chris', 'Jaylino', 'Ryan'] - games = ['fortnite', 'minecraft', 'fifa'] - {for} o {in} {range} 1 {to} 3 - {print} people[o] ' likes ' games[o] - mp_choice_options: - - option: You are not allowed to use the variable o. It should be named i. - feedback: i is the most commonly used variable name in this case, but it's not mandatory to use i. - - option: The output will say that Jaylino likes fortnite. - feedback: No, he likes minecraft. - - option: The output will say that Ryan likes fifa - feedback: Correct - - option: This code will not work. It will give and error. - feedback: No, the code is correct. - hint: There is nothing wrong with this code. - correct_answer: C - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - people = ['Savi', 'Senna', 'Fayenne'] - transportation = ['bike', 'train', 'car'] - {for} i {in} {range} 1 {to} 3 - {print} people[i] goes to school by transportation[i] - mp_choice_options: - - option: Line 1 needs less quotation marks - feedback: That is not right. - - option: Line 3 should start with indentation - feedback: It should not! - - option: Line 4 should start without indentation - feedback: It should not - - option: Line 4 needs more quotation marks. - feedback: Amazing! - hint: There is a mistake made in the usage of quotation marks. - correct_answer: D - question_score: '10' - 8: - question_text: Which of these codes belongs to this output? - code: |- - Macy and Kate get to go first - Lionell and Raj get to go second - Kim and Leroy get to go third - mp_choice_options: - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 0 {to} 3 - {print} teams[random] ' get to go ' position[i] - ``` - feedback: This is not right - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: Amazing! - - option: |- - ``` - teams = ['Macy', 'Kate', 'Lionell', 'Raj', 'Kim', 'Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 6 - {print} teams[random] ' get to go ' position[random] - ``` - feedback: This is not it. - - option: |- - ``` - teams = ['Macy and Kate' 'Lionell and Raj' 'Kim and Leroy'] - position = ['first' 'second' 'third'] - {for} teams {in} {range} 0 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: This is not going to work! - hint: If you look carefully at the first line, you'll see that only the first two answers are possibly correct. - correct_answer: B - question_score: '10' - 9: - question_text: What is a possible output for this code? - code: |- - countries = ['Canada', 'Zimbabwe', 'New Zealand'] - {for} i {in} {range} 0 {to} 1 - {print} 'I will travel to ' countries[random] - mp_choice_options: - - option: |- - ``` - I will travel to Canada - I will travel to Canada - ``` - feedback: Great job! - - option: |- - ``` - I will travel to Canada - ``` - feedback: It will be repeated twice - - option: |- - ``` - I will travel to Canada, Zimbabwe and New Zealand - ``` - feedback: This is not it. - - option: |- - ``` - I will travel to Canada - I will travel to Zimbabwe - I will travel to New Zealand - ``` - feedback: It's only repeated twice - hint: Range 0 to 1 is 2 times - correct_answer: A - question_score: '10' - 10: - question_text: Which 3 lines will complete this code correctly? - code: |- - {print} 'The book raffle will start soon' - {print} 'Get your tickets now!' - books = ['Narnia', 'The Hobbit', 'Oliver Twist', 'Harry Potter', 'Green eggs and ham'] - people = {ask} 'How many raffle tickets are sold?' - list_of_numbers = [1, 2] - {for} i {in} {range} 3 {to} people - {add} i {to} list_of_numbers - {for} i {in} {range} 1 {to} 5 - mp_choice_options: - - option: |- - ``` - chosen_number = list_of_numbers at random - print books[i] ' will go to person number ' chosen_number - {add} chosen_number {to} list_of_numbers - ``` - feedback: Almost there... but adding the winner to the list makes this raffle unfair - - option: |- - ``` - print person[i] ' wins ' book[i] - ``` - feedback: There is no list called 'person' - - option: |- - ``` - chosen_number = list_of_numbers[people] - print books[people] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: This is not it. - - option: |- - ``` - chosen_number = list_of_numbers[random] - print books[i] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: Fantastic! - hint: You need to use the {remove} command - correct_answer: D - question_score: '10' - 17: - 1: - question_text: What is the output of this code? - code: |- - minions = ['Bob', 'Kevin', 'Stuart'] - {for} x in minions: - {print} x - mp_choice_options: - - option: |- - ``` - m i n i o n s - ``` - feedback: This is not it. - - option: |- - ``` - Bob - Kevin - Stuart - ``` - feedback: Correct! - - option: |- - ``` - minions - minions - minions - ``` - feedback: Take a look at the content of your list. - - option: |- - ``` - B o b K e v i n S t u a r t - ``` - feedback: Do not loop through the letters. - hint: Loop through your list. - correct_answer: B - question_score: '10' - 2: - question_text: What is wrong with this code? - code: |- - seconds_minute = 60 - minute_hour = 60 - hour_day = 24 - leap_year = 366 - no_leap_year = 365 - years = ask 'what year is it?' - {if} years = 2024: - print seconds_minute * minute_hour * hour_day * leap_year - {else}: - print seconds_minute * minute_hour * hour_day * noleap_year - mp_choice_options: - - option: You cannot have so many variables. - feedback: This is not it. - - option: The way the variables are multiplied is incorrect. - feedback: Not true! - - option: One of the variables `noleap_year` does not belong with the `{if}` statement. - feedback: Keep looking for the mistake. - - option: The `noleap_year` has to be identical in both cases. - feedback: Correct! - hint: Read the code carefully. - correct_answer: D - question_score: '10' - 3: - question_text: How many hedgehogs will this code print? - code: |- - {for} x in range 1 to 3: - {for} y in range 1 to 2: - {print} 🦔 - mp_choice_options: - - option: |- - ``` - 🦔 - 🦔 - 🦔 - ``` - feedback: Try again. - - option: |- - ``` - 🦔 - 🦔 - ``` - feedback: One more try. - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: Well done! - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating. - correct_answer: C - question_score: '10' - 4: - question_text: What is wrong with code? - code: |- - name_color = {ask} 'What is your favorite color?' - {if} name_color == 'red': - {print} 'the color of a tomato' - {elif} name_color == 'green': - {print} 'the color of an apple' - {elif} name_color == 'blue': - {print} 'the color of a blueberry' - {elif} name_color == 'yellow': - {print} 'the color of a banana' - {elif}: - {print} 'this fruit-color does not exist' - mp_choice_options: - - option: The first `{elif}` should be used before the `print` command - feedback: Try again. - - option: '`{elif}` can only be used once' - feedback: From now on we can use elif multiple times. - - option: '`==` used with `{elif}` should be replaced by `=`' - feedback: Not correct. - - option: '`{elif}` in the last line should be replaced by `{else}`' - feedback: Great! - hint: Think about `{if}`, `{elif}`, `{else}`. - correct_answer: D - question_score: '10' - 5: - question_text: What is the output of this code? - code: |- - numbers = [7, 19, 29, 41, 53, 71, 79, 97] - {for} prime in numbers: - {if} prime <= 10: - {print} prime - {elif} prime >= 60: - {print} prime - {elif} prime >= 90: - {print} prime - {else}: - {print} 'another number' - mp_choice_options: - - option: |- - ``` - 7 - another number - another number - another number - another number - 71 - 79 - 97 - ``` - feedback: Well done! - - option: |- - ``` - another number - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: Try again. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - another number - ``` - feedback: One more try. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating and the values of if and elif. - correct_answer: A - question_score: '10' - 6: - question_text: What is wrong with code? - code: |- - name = {ask} 'What is your name?' - {if} name == 'Hedy': - password = {ask} 'What is your password?' - {if} password =='turtle123': - {print} 'Yey' - {else}: - {print} 'Access denied' - {else}: - {print} 'Go fish' - mp_choice_options: - - option: '`{elif}` is missing.' - feedback: Try again. - - option: '`{else}` can only be used once.' - feedback: From now on we can use elif multiple times. - - option: Nothing! - feedback: There is a mistake. Look carefully! - - option: There is an indentation mistake in the last line. - feedback: Amazing! - hint: There is a mistake somewhere... - correct_answer: D - question_score: '10' - 7: - question_text: Which of the following codes will print five times 'the result is 3' on the screen? - mp_choice_options: - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - result = n * 1 - {print} 'The result is ' result - ``` - feedback: Try again! - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} u in numbers: - number = u - {print} 'The result is ' number - ``` - feedback: That is not it. - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} number in numbers: - number = 3 - {print} 'The result is ' number - ``` - feedback: Very good! - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - n = result - {print} 'The result is ' result - ``` - feedback: That is not it. - hint: Think about mathematical symbols. - correct_answer: C - question_score: '10' - 8: - question_text: What is wrong with code? - code: |- - insects = ['🐝', '🦋', '🕷', '🐞'] - your_favorite = {ask} 'what is your favorite insect?' - {for} insect in insects: - {if} your_favorite == '🐝' {or} your_favorite == '🐞': - {print} 'very useful' - {elif} your_favorite == '🕷': - {print} 'it can catch mosquitoes' - {else}: - {print} 'almost all insects can be useful one way or another' - mp_choice_options: - - option: '`{or}` cannot be used with `{if}`.' - feedback: Try again. - - option: In the `{for}` command `insect` should be `insects`. - feedback: Not true. - - option: Nothing! - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 9: - question_text: Which one of the codes below gave this output? - code: |- - -5 is negative - -4 is negative - -3 is negative - -2 is negative - -1 is negative - 0 is positive - 1 is positive - 2 is positive - 3 is positive - mp_choice_options: - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Try again! - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number <= 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - - option: "```\n {for} number in range -5 to 3:\n {if} number >= 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Very good! - - option: "```\n {for} number in range -5 to 3:\n {if} number < 0: \n {print} number ' is positive'\n {elif} number <=0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 10: - question_text: What is wrong with this code? - code: |- - {for} number in range 1 to 5: - volume_room = num * num * num - {print} volume_room ' cubic meters' - {if} volume_room > 100: - {print} 'this is a large room' - {elif} volume_room < 100: - {print} 'small room but cosy' - {else}: - {print} 'i will look for something else' - mp_choice_options: - - option: The word num needs quotation marks. - feedback: Try again. - - option: The `{if}` command is not used correctly. - feedback: Not true. - - option: Line 3 should be `volume_room = number * number * number`. - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' diff --git a/content/quizzes/sr.yaml b/content/quizzes/sr.yaml index 39e91b61697..3a3dca144ef 100644 --- a/content/quizzes/sr.yaml +++ b/content/quizzes/sr.yaml @@ -12,8 +12,6 @@ levels: - option: Хајди feedback: Није овај! hint: Име је добио по Хеди Ламар. - correct_answer: A - question_score: '10' 2: question_text: Шта треба попунити у празнине да би се текст Здраво! појавио? code: _ Здраво! @@ -31,8 +29,6 @@ levels: `{ask}` feedback: Са `{ask}`, можете поставити питање. hint: _ Здраво свете! - correct_answer: B - question_score: '10' 3: question_text: Како питате која је нечија омиљена боја? mp_choice_options: @@ -57,8 +53,6 @@ levels: ``` feedback: '`{echo}` понавља ваш одговор назад вама.' hint: Можете поставити нешто са командом `{ask}` - correct_answer: C - question_score: '10' 4: question_text: Шта није у реду са овим кодом? code: |- @@ -75,8 +69,6 @@ levels: - option: Ништа! Ово је савршен код! feedback: Погрешно, погледајте пажљиво! hint: Линија 1 не изгледа исправно - correct_answer: A - question_score: '10' 5: question_text: Која команда недостаје у реду 2? code: |- @@ -96,8 +88,6 @@ levels: `{echo}` feedback: Тачно! hint: Желиш да видиш одговор на крају реда 2... - correct_answer: D - question_score: '10' 6: question_text: Шта није у реду са овим кодом? code: |- @@ -115,8 +105,6 @@ levels: - option: У реду 4, `{print}` је погрешно написан. feedback: Не, постоји грешка негде другде hint: Провери `{print}` команде. - correct_answer: B - question_score: '10' 7: question_text: Шта није у реду са овим кодом? code: |- @@ -134,8 +122,6 @@ levels: - option: Ништа! Ово је савршен код! feedback: Тачно! hint: Провери код ред по ред - correct_answer: D - question_score: '10' 8: question_text: Како користиш команду `{echo}`? mp_choice_options: @@ -148,8 +134,6 @@ levels: - option: Можеш је користити да текст нестане. feedback: То није тачно... hint: '`{echo}` се користи након команде `{ask}`.' - correct_answer: C - question_score: '10' 9: question_text: Шта није у реду са овим кодом? code: |- @@ -166,8 +150,6 @@ levels: - option: Ништа. Ово је савршен код! feedback: Пажљиво потражи грешку... hint: '`{ask}` ти омогућава да поставиш питање' - correct_answer: B - question_score: '10' 10: question_text: Који излаз ће бити на твом екрану након што покренеш овај код? code: |- @@ -188,8 +170,6 @@ levels: Да! feedback: Постоје две `{echo}`команде hint: Идемо! - correct_answer: B - question_score: '10' 2: 1: question_text: Која изјава је тачна? @@ -203,8 +183,6 @@ levels: - option: Са наредбом `{sleep}`, можеш уклонити текст са екрана. feedback: То није начин на који `{sleep}` ради. hint: '`{print}` и даље ради на исти начин као на нивоу 1' - correct_answer: C - question_score: '10' 2: question_text: Који код је исправан? mp_choice_options: @@ -229,8 +207,6 @@ levels: ``` feedback: Речи су исправне, редослед није! hint: '`{ask}` не ради као на нивоу 1' - correct_answer: A - question_score: '10' 3: question_text: Шта се појављује на твом екрану када покренеш овај код? code: |- @@ -246,8 +222,6 @@ levels: - option: Марлин иде на пијацу и Марлин купује јабуку. feedback: Она није замењена именом hint: Реч име је замењена са Марлин - correct_answer: C - question_score: '10' 4: question_text: Шта ћете видети на излазном екрану када покренете овај код? code: |- @@ -263,8 +237,6 @@ levels: - option: Ћао, моје Хеди је Хеди feedback: Тачно, ова грешка ће бити исправљена на нивоу 4! hint: '''име'' се замењује са ''Хеди'' на оба места' - correct_answer: D - question_score: '10' 5: question_text: Шта се дешава када користите команду `{sleep}`? mp_choice_options: @@ -277,8 +249,6 @@ levels: - option: Стављате је на крај да би Хеди знала да је ваш програм завршен feedback: Не, била би бескорисна на крају вашег кода hint: Рачунар чека на секунду на команди `{sleep}` - correct_answer: C - question_score: '10' 6: question_text: Шта треба да буде на линијама? code: |- @@ -299,8 +269,6 @@ levels: `{ask}` feedback: Нема питања тамо да се постави hint: Пауза за драматичан ефекат... - correct_answer: A - question_score: '10' 7: question_text: Која команда треба да се користи на линији 2? code: |- @@ -329,8 +297,6 @@ levels: ``` feedback: Олакшај себи користећи број 3 hint: Желиш да рачунар чека 3 секунде - correct_answer: B - question_score: '10' 8: question_text: Како би исправио прву линију кода? code: |- @@ -358,8 +324,6 @@ levels: ``` feedback: Где је команда `{ask}`? hint: Име променљиве треба да буде прво - correct_answer: C - question_score: '10' 9: question_text: Шта не ваља у овом коду? code: |- @@ -375,8 +339,6 @@ levels: - option: 'Друга линија треба да гласи: `{sleep}` Волим животиње' feedback: Sleep се не користи за `{print}` текст hint: Желиш да `{print}` 'Волим псе' - correct_answer: B - question_score: '10' 10: question_text: Која команда треба да се користи на линији 1? code: |- @@ -406,8 +368,6 @@ levels: ``` feedback: Тачно! hint: Желиш да `{ask}` поставиш питање - correct_answer: D - question_score: '10' 3: 1: question_text: Коју команду(е) користите да бисте дозволили Хеди да изабере нешто произвољно? @@ -425,8 +385,6 @@ levels: `{at} {random}` feedback: Тачно! hint: Произвољно значи без плана или насумично. - correct_answer: D - question_score: '10' 2: question_text: Шта није у реду са овим кодом? code: |- @@ -442,8 +400,6 @@ levels: - option: '`{at} {random}` је погрешно написано' feedback: '`{at} {random}` је тачно написано' hint: Нешто није у реду у линији 1 - correct_answer: A - question_score: '10' 3: question_text: Како поправити грешку у линији 2? code: |- @@ -468,8 +424,6 @@ levels: - option: Ништа, код је исправан! feedback: Пажљиво потражите грешку hint: Променљива (листа) се зове опције. - correct_answer: C - question_score: '10' 4: question_text: Шта треба променити у линији 2 да би се исписала насумична цена? code: |- @@ -494,8 +448,6 @@ levels: - option: Ништа, овај код је у реду. feedback: Пажљиво погледај грешку коју си пропустио! hint: Назив променљиве је prices - correct_answer: B - question_score: '10' 5: question_text: Шта није у реду у овом коду? code: |- @@ -513,8 +465,6 @@ levels: - option: Ништа, овај код је савршен feedback: Тачно! hint: Да ли овај код уопште има грешку? - correct_answer: D - question_score: '10' 6: question_text: Шта није у реду са овим кодом? code: |- @@ -531,8 +481,6 @@ levels: - option: Ништа! Овај код је одличан! feedback: У ствари, линија 2 има грешку. hint: Нешто није у реду са линијом 2. - correct_answer: B - question_score: '10' 7: question_text: Шта ради команда `{add}`? code: |- @@ -550,8 +498,6 @@ levels: - option: Команда `{add}` штампа твоју омиљену књигу. feedback: Не, она додаје твоју омиљену књигу на листу hint: Команда `{add}` додаје књигу, али коју? - correct_answer: C - question_score: '10' 8: question_text: Шта је излаз овог кода? code: |- @@ -569,8 +515,6 @@ levels: - option: павлака feedback: Тачно! hint: Постоје 3 укуса, али су 2 уклоњена. Који остаје? - correct_answer: D - question_score: '10' 9: question_text: Шта није у реду са овим кодом? code: |- @@ -588,8 +532,6 @@ levels: - option: Ништа, ово је исправан код! feedback: Пронађи грешку! hint: Погледај линију 4 - correct_answer: C - question_score: '10' 10: question_text: Шта треба да буде на _? code: |- @@ -620,8 +562,6 @@ levels: ``` feedback: Ово повећава шансу да особа која је шетала јуче сада мора то поново да уради. То је нефер. hint: Особа која је шетала псе јуче треба да буде уклоњена са листе. - correct_answer: A - question_score: '10' 4: 1: question_text: Који од ових кодова је исправан? @@ -647,8 +587,6 @@ levels: ```' feedback: пажљиво кад користиш наводнике и апострофе hint: На нивоу 4 ти требају наводници за 2 команде. - correct_answer: A - question_score: '10' 2: question_text: Који код користи исправне наводнике? mp_choice_options: @@ -673,8 +611,6 @@ levels: ``` feedback: Ово је зарез, потребни су ти наводници. hint: Изабери праве наводнике. - correct_answer: B - question_score: '10' 3: question_text: Где су наводници коришћени исправно? mp_choice_options: @@ -699,8 +635,6 @@ levels: ``` feedback: Савршено! hint: И пре и после речи које желите да штампате треба да буде наводник. - correct_answer: D - question_score: '10' 4: question_text: Која изјава је тачна? mp_choice_options: @@ -713,8 +647,6 @@ levels: - option: Можеш сам да изабереш да ли ћеш користити наводнике или не. feedback: Нажалост, Хеди је строжа од тога. hint: Од нивоа 4 мораш да користиш наводнике. - correct_answer: B - question_score: '10' 5: question_text: Шта треба променити да би игра радила? code: |- @@ -739,8 +671,6 @@ levels: - option: Ништа, игра већ ради! feedback: Пажљиво погледај. Постоји грешка. hint: Не желиш да Хеди буквално испише 'опције {at} {random}', желиш да испише 'камен' или 'папир' или 'маказе'. - correct_answer: C - question_score: '10' 6: question_text: Шта би била добра следећа линија у овом коду? code: цене {is} 1 долар, 100 долара, 1 милион долара @@ -766,8 +696,6 @@ levels: ``` feedback: Хеди ће буквално исписати 'цене {at} {random}'' hint: 'Размисли пажљиво: шта је променљива и треба да буде ван наводника? А шта су обичне речи које треба да буду унутар?' - correct_answer: A - question_score: '10' 7: question_text: Шта није у реду са овим кодом? code: |- @@ -784,8 +712,6 @@ levels: - option: Ништа, овај код је добар како јесте! feedback: Пажљиво погледај. Пропустио си грешку! hint: Провери сваку линију да ли им требају наводници или не. - correct_answer: A - question_score: '10' 8: question_text: Шта би била добра следећа линија за овај код? code: |- @@ -814,8 +740,6 @@ levels: ``` feedback: Хеди ће буквално исписати 'Дакле, бирате врата врата hint: Друга реч врата треба да буде замењена бројем, прва треба и даље да буде реч врата... - correct_answer: C - question_score: '10' 9: question_text: Шта се никада неће појавити на вашем излазном екрану? code: |- @@ -831,8 +755,6 @@ levels: - option: ФК Барселона ће освојити Лигу шампиона feedback: Тачно. Није на листи hint: Које су Хедине опције за случајни избор? - correct_answer: D - question_score: '10' 10: question_text: Која изјава је тачна? code: |- @@ -849,8 +771,6 @@ levels: - option: Ништа, овај код нема грешака feedback: Пропустили сте једну! hint: Једна линија треба наводнике, јер желите да се буквално штампа. - correct_answer: B - question_score: '10' 5: 1: question_text: Која команда треба да се попуни на _? @@ -872,8 +792,6 @@ levels: `{else}` feedback: Тачно! hint: Која иде заједно са командом `{if}`? - correct_answer: D - question_score: '10' 2: question_text: Шта се појављује на вашем излазном екрану када укуцате име Хеди? code: |- @@ -889,8 +807,6 @@ levels: - option: Грешка feedback: На срећу, не! hint: '`{if}` име `{is}` Хеди `{print}` ...?' - correct_answer: A - question_score: '10' 3: question_text: Која је исправна лозинка? code: |- @@ -907,8 +823,6 @@ levels: - option: АЛАРМ УПАДАЧ feedback: Ово се исписује када унесете погрешну лозинку! hint: '`{if}` лозинка `{is}` ... `{print}` ''Тачно!''' - correct_answer: B - question_score: '10' 4: question_text: Шта Хеди исписује када унесете погрешну лозинку? code: |- @@ -925,8 +839,6 @@ levels: - option: АЛАРМ! УПАДАЧ! feedback: Одличан посао! hint: Ваш рачунар ће активирати аларм за упадаче! - correct_answer: D - question_score: '10' 5: question_text: Зашто ће Хеди рећи 'АЛАРМ! УПАДАЧ' када унесете 'тајна'? code: |- @@ -943,8 +855,6 @@ levels: - option: Зато што Хеди прави грешку feedback: Не, Хеди је у праву hint: Правопис речи мора бити тачно исти. - correct_answer: A - question_score: '10' 6: question_text: Која реч треба да буде на месту празнине у последњем реду? code: |- @@ -975,8 +885,6 @@ levels: ``` feedback: '`{print}` је већ ту, потребна нам је реч пре тога!' hint: '`{if}` иде заједно са...?' - correct_answer: C - question_score: '10' 7: question_text: Која реч треба да буде на месту празнине? code: |- @@ -998,8 +906,6 @@ levels: `{print}` feedback: Феноменално! hint: После `{else}` следи команда `{print}` - correct_answer: D - question_score: '10' 8: question_text: Која реч треба да буде на месту празнине? code: |- @@ -1024,8 +930,6 @@ levels: `{print}` feedback: Не, то није то. hint: Како се зове променљива? - correct_answer: B - question_score: '10' 9: question_text: Која врата треба да изабереш да побегнеш?? code: |- @@ -1045,8 +949,6 @@ levels: - option: То је замка, увек ћеш бити поједен! feedback: Срећом, не! hint: Једна од врата ће те заштитити.. - correct_answer: B - question_score: '10' 10: question_text: Које чудовиште стоји иза врата 1? code: |- @@ -1066,12 +968,9 @@ levels: - option: џиновски паук feedback: Не увек... hint: Обрати пажњу на последње 3 речи... чудовишта `{at} {random}`... - correct_answer: A - question_score: '10' 6: 1: question_text: Шта је Хедин излаз када покренеш овај код? - code: '{print} 2*10' mp_choice_options: - option: '20' feedback: Тачно! @@ -1082,8 +981,6 @@ levels: - option: '210' feedback: Обрати пажњу, то је израчунавање. hint: '`*` се користи као знак за множење' - correct_answer: A - question_score: '10' 2: question_text: Шта користиш када желиш да сабереш два броја? mp_choice_options: @@ -1096,11 +993,8 @@ levels: - option: '`+`' feedback: Тачно! hint: То је знак плус. - correct_answer: D - question_score: '10' 3: question_text: Шта је Хедин излаз када покренеш овај код? - code: '{print} ''3*10''' mp_choice_options: - option: '30' feedback: Ово би био тачан одговор да нема наводника. @@ -1111,8 +1005,6 @@ levels: - option: Ништа, Хеди ће дати поруку о грешци. feedback: Не, Хеди ће то исписати дословно. hint: Пази на наводнике!! - correct_answer: C - question_score: '10' 4: question_text: Ким има 10 година. Шта ће Хеди исписати за њу? code: |- @@ -1130,8 +1022,6 @@ levels: - option: Твој срећан број је... 10 feedback: Њен срећан број је име пута године... hint: 'Ким има 3 слова, она има 10 година тако да: слова пута године = 3*10 = 30.' - correct_answer: C - question_score: '10' 5: question_text: Ако 5 људи једе у овом ресторану, колико морају да плате укупно? code: |- @@ -1148,9 +1038,6 @@ levels: feedback: '* значи множење.' - option: 50 долара feedback: Сјајно! - hint: '`price` `is` `people` `times` 10' - correct_answer: D - question_score: '10' 6: question_text: Колико кошта хамбургер у овом виртуелном ресторану? code: |- @@ -1169,8 +1056,6 @@ levels: - option: 21 долар feedback: То је цена за хамбургер и помфрит! hint: Обратите пажњу на четврти ред. - correct_answer: A - question_score: '10' 7: question_text: Зашто у реду 7 пише 'цена је цена + 3' уместо 'цена је 3'? code: |- @@ -1193,8 +1078,6 @@ levels: - option: Зато што је цена на почетку 0 долара. feedback: То је тачно, али није разлог hint: Цена не би требало да буде 3, већ 3 долара више него што је већ била - correct_answer: C - question_score: '10' 8: question_text: Зашто је овај код нетачан? code: |- @@ -1212,8 +1095,6 @@ levels: - option: Променљива у реду 2 не може се звати одговор, јер је превише слична променљивој тачан одговор. feedback: Имена променљивих могу бити слична, али не могу бити 2 речи... hint: Испитај како се зову променљиве. - correct_answer: B - question_score: '10' 9: question_text: Замисли да волиш фудбал 10, појео си 2 банане и опрао си руке 3 пута данас. Колико паметним те сматра глупи пророк? code: |- @@ -1235,8 +1116,6 @@ levels: - option: 100% feedback: (2 банане + 3 хигијена) * 10 фудбал = 5*10 =? hint: (2 банане + 3 хигијена) * 10 фудбал = 5*10 =? - correct_answer: C - question_score: '10' 10: question_text: Која изјава је тачна? code: |- @@ -1252,8 +1131,6 @@ levels: - option: Можеш користити знак `=` само када радиш са бројевима, не са речима. feedback: Можеш користити `=` и са речима. hint: '`{is}` и `=` су оба дозвољена' - correct_answer: B - question_score: '10' 7: 1: question_text: Колико линија можеш поновити одједном са командом repeat на овом нивоу? @@ -1267,8 +1144,6 @@ levels: - option: бесконачно feedback: На овом нивоу можеш поновити само једну линију одједном hint: Можеш поновити само једну линију одједном - correct_answer: B - question_score: '10' 2: question_text: Који код је исправан? mp_choice_options: @@ -1293,11 +1168,8 @@ levels: ``` feedback: Тачно! hint: Прво команда `{repeat}`, затим команда `{print}` - correct_answer: D - question_score: '10' 3: question_text: Да ли је овај код исправан или погрешан? - code: '{repeat} 100 {times} ''Hello!''' mp_choice_options: - option: Исправно feedback: Не, недостаје реч @@ -1308,8 +1180,6 @@ levels: - option: Погрешно, реч `{print}` недостаје feedback: Тачно hint: 'Требало би да буде: `{repeat}` 100 `{times}` `{print}` ''Здраво''' - correct_answer: D - question_score: '10' 4: question_text: Која реч је погрешна у коду? code: |- @@ -1329,8 +1199,6 @@ levels: `{times}` feedback: '`{times}` је правилно написано' hint: Ја сам је погрешно, не можете користити апострофе у реченици - correct_answer: A - question_score: '10' 5: question_text: Да ли је овај код исправан или погрешан? code: '{repeat} 100 {times} {print} ''Хеди је сјајна!''' @@ -1340,8 +1208,6 @@ levels: - option: Погрешно feedback: То није то hint: Код је исправан! - correct_answer: A - question_score: '10' 6: question_text: Шта ће бити излаз из овог кода? code: |- @@ -1381,8 +1247,6 @@ levels: ``` feedback: Кроз цео град! Савршено! hint: Само 'у круг и у круг' се понавља 3 пута. - correct_answer: D - question_score: '10' 7: question_text: Шта ће бити излаз из овог кода? code: |- @@ -1416,8 +1280,6 @@ levels: ЗАТРЕСТИ ТЕ! feedback: Обратите пажњу на команду `{repeat}` hint: Обратите пажњу на команду `{repeat}`. - correct_answer: B - question_score: '10' 8: question_text: Који Хеди код припада овом излазу? code: |- @@ -1459,8 +1321,6 @@ levels: ``` feedback: Ово није исправан редослед.. hint: '`{repeat}` се може користити само ако желите да извршите исти ред више пута заредом.' - correct_answer: A - question_score: '10' 9: question_text: Који Хеди код припада овом излазу? code: |- @@ -1504,8 +1364,6 @@ levels: ``` feedback: Савршено hint: '''Упомоћ!'' се понавља 3 пута.' - correct_answer: D - question_score: '10' 10: question_text: Који код припада овом излазу? code: |- @@ -1543,8 +1401,6 @@ levels: ``` feedback: Ово није у правом редоследу. hint: Обратите пажњу на редослед реченица. - correct_answer: B - question_score: '10' 8: 1: question_text: Који излаз ће бити произведен овим кодом? @@ -1575,8 +1431,6 @@ levels: Ја сам Хеди! feedback: Све је одштампано двапут hint: Оба реда су поновљена двапут. - correct_answer: C - question_score: '10' 2: question_text: Шта није у реду са овим кодом? code: |- @@ -1592,8 +1446,6 @@ levels: - option: Други ред треба да почне са 4 размака као увлачење. feedback: Тачно! hint: Нешто недостаје у другом реду? - correct_answer: D - question_score: '10' 3: question_text: Какав излаз ће бити произведен када покренеш овај програм? code: |- @@ -1626,8 +1478,6 @@ levels: Бејби шарк feedback: Шта се понавља, а шта не ? hint: Шта се понавља, а шта не? - correct_answer: C - question_score: '10' 4: question_text: Који излаз је тачан? code: |- @@ -1662,8 +1512,6 @@ levels: Идемо на одмор! feedback: Последњи ред се такође понавља. hint: Блок испод команде `{repeat}` се понавља два пута. - correct_answer: B - question_score: '10' 5: question_text: Шта није у реду са овим кодом? code: |- @@ -1680,8 +1528,6 @@ levels: - option: '`{ask}` више није команда' feedback: То није тачно hint: Нешто није у реду са увлачењем - correct_answer: A - question_score: '10' 6: question_text: Какав ће бити излаз овог кода када унесемо палачинке? code: |- @@ -1713,8 +1559,6 @@ levels: Палачинке feedback: Браво! hint: Прва реченица и питање неће бити поновљени - correct_answer: D - question_score: '10' 7: question_text: Шта није у реду са овим кодом? code: |- @@ -1736,8 +1580,6 @@ levels: - option: Увлачење је погрешно у првој команди `{if}`. feedback: Тачно. hint: Пажљиво погледајте увлачење. - correct_answer: D - question_score: '10' 8: question_text: У ком коду је увлачење исправно урађено? mp_choice_options: @@ -1782,8 +1624,6 @@ levels: ``` feedback: Грешите! hint: Шта би требало да се деси ако је особа у праву? А шта још? - correct_answer: C - question_score: '10' 9: question_text: Која линија(е) у овом коду би требало да почне са 4 размака? code: |- @@ -1802,8 +1642,6 @@ levels: - option: Линија 3 и 5 feedback: Одличан посао! hint: Линије након команде `{if}` или `{else}` треба да почну са 4 размака. - correct_answer: D - question_score: '10' 10: question_text: Која изјава је тачна? code: |- @@ -1820,8 +1658,6 @@ levels: - option: Линија 3 треба да почне са 4 размака feedback: У праву си! hint: Само једна линија почиње са 4 размака, али која...? - correct_answer: D - question_score: '10' 9: 1: question_text: Шта није у реду са овим кодом? @@ -1845,8 +1681,6 @@ levels: - option: Увлачење је погрешно у последњој команди `{if}`. feedback: Није у питању увлачење. hint: Сва увлачења су урађена исправно. - correct_answer: A - question_score: '10' 2: question_text: Шта ће бити исписано након уноса исправне лозинке? code: |- @@ -1886,8 +1720,6 @@ levels: ``` feedback: Тачно! hint: Све под командом `{repeat}` се понавља два пута. - correct_answer: D - question_score: '10' 3: question_text: Који случај треба да изаберете да бисте освојили милион долара? code: |- @@ -1915,8 +1747,6 @@ levels: - option: случај 2, отворити feedback: Одличан посао! Освајате! hint: Пратите прави пут - correct_answer: D - question_score: '10' 4: question_text: Која изјава је тачна? code: |- @@ -1939,8 +1769,6 @@ levels: - option: Пепељуга са бројем ципела 38 добија излаз 'Наставићу да тражим' feedback: Не, она добија '❤️❤️❤️' hint: Без обзира на то како се зовеш, ако имаш број ципела 40 добићеш поруку 'Наставићу да тражим'. - correct_answer: C - question_score: '10' 5: question_text: Који код је произвео овај излаз? output: |- @@ -1982,8 +1810,6 @@ levels: ``` feedback: Постоје 2 `{repeat}` команде у овом коду. hint: Пази на увлачење - correct_answer: C - question_score: '10' 6: question_text: Након које(их) команде(и) треба да користиш увлачење (почевши следећи ред са 4 размака)? mp_choice_options: @@ -1996,8 +1822,6 @@ levels: - option: '`{if}` `{else}` `{repeat}` `{print}`' feedback: Не са `{print}` hint: Увлачење се дешава на линији испод неких команди - correct_answer: C - question_score: '10' 7: question_text: Добићеш попуст од 5 долара ако наручиш средњу пицу са кока-колом.
Али код има грешку! Како да је отклониш? code: |- @@ -2039,8 +1863,6 @@ levels: ``` feedback: Скоро тачно. Погледај још једном последњи ред hint: После сваке `{if}` команде, линија испод треба да буде увучена - correct_answer: A - question_score: '10' 8: question_text: Шта није у реду у овом коду? code: |- @@ -2059,8 +1881,6 @@ levels: - option: Код увек мора почети са `{print}` командом у првој линији feedback: То није тачно. hint: Увлачење је овог пута урађено исправно - correct_answer: B - question_score: '10' 9: question_text: Колико `{if}` команди може бити постављено унутар друге `{if}` команде? mp_choice_options: @@ -2073,8 +1893,6 @@ levels: - option: Бесконачно, све док правилно користиш увлачење feedback: То је тачно hint: Можеш ставити `{if}` команду унутар `{if}` команде. - correct_answer: D - question_score: '10' 10: question_text: Која изјава је тачна? code: |- @@ -2091,8 +1909,6 @@ levels: - option: линија 2 треба да почне са 4 размака, а линија 3 са 8 feedback: У праву си! hint: Прва линија не почиње са размацима - correct_answer: D - question_score: '10' 10: 1: question_text: Шта треба да попунимо на `_` ако желимо да испишемо сваки комплимент? @@ -2122,8 +1938,6 @@ levels: ``` feedback: Скоро си стигао! hint: '`{for}` сваки комплимент у листама комплимената...' - correct_answer: B - question_score: '10' 2: question_text: Који излаз је тачан? code: |- @@ -2143,8 +1957,6 @@ levels: Волим палачинке feedback: Одлично! hint: Ред 2 каже за сваки оброк у листи оброка. Тако да се сваки оброк штампа. - correct_answer: D - question_score: '10' 3: question_text: Који излаз је тачан? code: |- @@ -2165,8 +1977,6 @@ levels: - option: Ти још не знаш. Јер бира једну од животиња {at}{random}. feedback: Ред 2 каже {for} сваку животињу у листи животиња. Тако да се свака животиња {print}а. hint: Линија 2 каже {for} сваку животињу у листи животиња. Тако да је свака животиња одштампана - correct_answer: C - question_score: '10' 4: question_text: Шта није у реду са овим кодом? code: |- @@ -2183,8 +1993,6 @@ levels: - option: Линија 2 треба да каже намирнице уместо ставка feedback: Не, није тако. hint: Линија 2 каже `{for}` сваку ставку у листи намирница - correct_answer: C - question_score: '10' 5: question_text: Која реч треба да буде на `_` са овим дигиталним коцкама? code: |- @@ -2203,8 +2011,6 @@ levels: - option: коцке feedback: Погледај имена променљивих. hint: Хеди треба да изабере број `{at} {random}` - correct_answer: B - question_score: '10' 6: question_text: Који од одговора испод је могући исход када покренеш код? code: |- @@ -2230,8 +2036,6 @@ levels: ``` feedback: Невероватно! hint: Сваки играч ће изабрати опцију. Играчу који је први на листи припада први потез. - correct_answer: D - question_score: '10' 7: question_text: Која линија треба да буде на `_` у овом коду који одлучује шта ће ови људи имати за вечеру? code: |- @@ -2261,8 +2065,6 @@ levels: ``` feedback: Свако име треба да буде обавештено шта ће имати за вечеру. hint: Свако име треба да буде обавештено шта ће имати за вечеру. - correct_answer: A - question_score: '10' 8: question_text: Шта треба да буде на `_` у овом коду који одлучује коју боју мајице добијате? code: |- @@ -2292,8 +2094,6 @@ levels: ``` feedback: Не постоји променљива по имену people.. hint: Обрати пажњу на наводнике и имена променљивих - correct_answer: B - question_score: '10' 9: question_text: Које је прво питање које ће ти Хеди поставити када покренеш програм? code: |- @@ -2313,8 +2113,6 @@ levels: - option: Ти то не знаш. Хеди ће изабрати `{at} {random}`. feedback: Нема `{at} {random}` у овом коду... hint: Прве опције из обе листе су изабране. - correct_answer: A - question_score: '10' 10: question_text: Шта је тачно у вези са овим кодом? code: |- @@ -2332,14 +2130,9 @@ levels: - option: Неко би могао освојити две награде feedback: Схватио си! hint: Покушај да замислиш излаз овог кода. - correct_answer: D - question_score: '10' 11: 1: question_text: Која реч треба да буде на месту празнине? - code: |- - {for} i {in} _ 1 {to} 10 - {print} i mp_choice_options: - option: |- `counter` @@ -2354,13 +2147,8 @@ levels: `{for}` feedback: 'Не' hint: Шта си научио на овом нивоу? - correct_answer: B - question_score: '10' 2: question_text: Шта ће бити излаз из овог кода? - code: |- - {for} i {in} {range} 1 {to} 3 - {print} i mp_choice_options: - option: |- ``` @@ -2380,8 +2168,6 @@ levels: ```' feedback: То није то hint: Како се бројеви појављују на екрану? - correct_answer: A - question_score: '10' 3: question_text: Који код је коришћен да се добије овај излаз? output: |- @@ -2421,22 +2207,8 @@ levels: ``` feedback: i је променљива и не треба да има наводнике hint: Прво сви бројеви, па онда реченица - correct_answer: A - question_score: '10' 4: question_text: Који код је коришћен да се добије овај излаз? - output: |- - 10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0 mp_choice_options: - option: |- ``` @@ -2463,13 +2235,8 @@ levels: ``` feedback: Тачно! hint: Мора бити израчунавање… - correct_answer: D - question_score: '10' 5: question_text: Шта није у реду са овим кодом? - code: |- - {for} i {in} {range} 1 {to} 10 - {print} i mp_choice_options: - option: i у последњој линији треба наводнике feedback: Не, не треба. @@ -2480,13 +2247,8 @@ levels: - option: Линија 2 треба да почне са увлачењем feedback: Савршено! hint: Нешто није у реду са увлачењем - correct_answer: D - question_score: '10' 6: question_text: Колико пута се реч Hello појављује на твом екрану када покренеш код? - code: |- - {for} i {in} {range} 0 {to} 2 - {print} 'Hello' mp_choice_options: - option: 1 пут feedback: 'Не' @@ -2497,8 +2259,6 @@ levels: - option: Никада feedback: 'Не' hint: 0 такође рачуна. Дакле 0,1,2 то је 3 пута. - correct_answer: C - question_score: '10' 7: question_text: Шта би требало да буде на месту празнине? code: |- @@ -2529,8 +2289,6 @@ levels: ``` feedback: То је једна наруџбина превише! hint: Користите променљиву 'people' - correct_answer: C - question_score: '10' 8: question_text: Шта ће бити излаз из овог кода? code: |- @@ -2556,8 +2314,6 @@ levels: - option: Реч 'hi' ће се појавити 25 пута заредом. feedback: Не, појавиће се само 3 пута. hint: Не каже `{print}` i - correct_answer: C - question_score: '10' 9: question_text: Колико пута Хеди узвикује Хип Хип Ура? code: |- @@ -2574,8 +2330,6 @@ levels: - option: То зависи од тога колико имаш година feedback: Тачно! hint: '`{for}` и `{in}` `{range}` 1 `{to}` године' - correct_answer: D - question_score: '10' 10: question_text: Који код припада овом излазу? output: |- @@ -2613,8 +2367,6 @@ levels: ``` feedback: '`{range}` 0 `{to}` 3 је 4 пута.' hint: Пази на увлачење - correct_answer: B - question_score: '10' 12: 1: question_text: Који излаз је тачан? @@ -2635,8 +2387,6 @@ levels: 5 feedback: Одличан посао! hint: Обе линије су одштампане! - correct_answer: D - question_score: '10' 2: question_text: Који од ових кодова је исправан? mp_choice_options: @@ -2665,8 +2415,6 @@ levels: ``` feedback: Све различите вредности укуса треба да буду у наводницима. hint: Друга линија је иста у сваком коду, обрати пажњу на прву линију - correct_answer: C - question_score: '10' 3: question_text: Шта није у реду са овим кодом? code: |- @@ -2682,8 +2430,6 @@ levels: - option: Ништа није погрешно. feedback: То није тачно hint: Наводници су правилно коришћени - correct_answer: A - question_score: '10' 4: question_text: У којим линијама су потребни наводници да би код радио? code: |- @@ -2701,8 +2447,6 @@ levels: - option: Све линије feedback: Савршено! hint: Да ли је и линији 3 потребан наводник? - correct_answer: D - question_score: '10' 5: question_text: Какав излаз добија Agent007 када унесе исправну лозинку? code: |- @@ -2727,8 +2471,6 @@ levels: - option: Иди на аеродром сутра у 10.00 feedback: Агент овде неће ухватити никакве лоше момке hint: Исправна лозинка је TOPSECRET - correct_answer: B - question_score: '10' 6: question_text: Коју линију треба попунити на месту `_`? code: |- @@ -2764,8 +2506,6 @@ levels: ``` feedback: Скоро си стигао! hint: Шта ако наручиш само помфрит и пиће? - correct_answer: C - question_score: '10' 7: question_text: Који излаз добија веган? code: |- @@ -2804,11 +2544,8 @@ levels: колачиће feedback: Скоро си успео, али погледај редослед грицкалица на листи hint: Која ставка се уклања са листе када одговориш 'веган'? - correct_answer: A - question_score: '10' 8: question_text: Који код је коришћен да се направи овај излаз? - code: '3.5' mp_choice_options: - option: |- ``` @@ -2831,13 +2568,8 @@ levels: ``` feedback: 'Не' hint: 7 подељено са 2 је 3.5 - correct_answer: B - question_score: '10' 9: question_text: Који код треба попунити у линији 1 на месту `_`? - code: |- - _ - {print} 'You won ' prizes {at} {random} '!' mp_choice_options: - option: |- ``` @@ -2860,19 +2592,8 @@ levels: ``` feedback: Ништа ниси освојио hint: Ставке на листи треба да буду у наводницима - correct_answer: C - question_score: '10' 10: question_text: Коју линију кода треба попунити на месту `_` да би се песма завршила? - code: |- - actions = 'clap your hands', 'stomp your feet', 'shout Hurray!' - _ - {for} i {in} {range} 0 {to} 1 - {print} 'if youre happy and you know it' - {print} action - {print} 'if youre happy and you know it and you really want to show it' - {print} 'if youre happy and you know it' - {print} action mp_choice_options: - option: "```\n{for} i {in} {range} 1 {to} 3\n```" feedback: Ово је тешко! Све акције на листи морају бити у песми. @@ -2883,20 +2604,9 @@ levels: - option: "```\n{print} actions {at} {random}\n```" feedback: Ово је тешко! Све акције на листи морају бити у песми. hint: Ово је тешко! Све акције на листи морају бити у песми. - correct_answer: B - question_score: '10' 13: 1: question_text: Који код треба попунити на месту ??? ? - code: |- - name = {ask} 'What is your name?' - song = {ask} 'Whould you like to hear a song?' - birthday = {ask} 'Is today your birthday?' - ??? - {print} 'Happy Birthday to you!' - {print} 'Happy Birthday to you!' - {print} 'Happy Birthday dear ' name - {print} 'Happy Birthday to you!' mp_choice_options: - option: |- ``` @@ -2919,15 +2629,8 @@ levels: ``` feedback: Хеди пева само ако су оба одговора да hint: Хеди пева ако желиш да чујеш песму и ако ти је рођендан - correct_answer: C - question_score: '10' 2: question_text: Која команда недостаје у коду на месту ??? ? - code: |- - menu = 'cheese', 'sausage rolls', 'cookies' - diet = {ask} 'Do you have any dietary restrictions?' - {if} diet = 'vegan' ??? diet = 'halal' - {remove} 'sausage rolls' {from} menu mp_choice_options: - option: '`{and}`' feedback: Не мораш бити и веган и муслиман @@ -2938,8 +2641,6 @@ levels: - option: '`{print}`' feedback: 'Не' hint: Ни вегани ни муслимани не могу јести кобасице. - correct_answer: B - question_score: '10' 3: question_text: Који излаз се даје члану без кода за попуст? code: |- @@ -2959,8 +2660,6 @@ levels: - option: Нема начина да се зна feedback: Има! Прочитајте питање пажљиво hint: Обратите пажњу на команду `{or}` у линији 3 - correct_answer: A - question_score: '10' 4: question_text: Која линија кода треба да следи ову линију у игри камен-папир-маказе? code: "{if} избор_рачунара {is} 'камен' {and} ваш_избор {is} 'папир'" @@ -2974,8 +2673,6 @@ levels: - option: "```\n{print} 'покушајте поново'\n```" feedback: Покушајте поново! hint: Папир побеђује камен - correct_answer: A - question_score: '10' 5: question_text: Која изјава је тачна о овом коду? code: |- @@ -2991,8 +2688,6 @@ levels: - option: Свака особа која се не зове Пепељуга и нема величину ципела 38 је права љубав овог принца feedback: Принц је мало избирљивији од тога! hint: Обе изјаве морају бити тачне - correct_answer: C - question_score: '10' 6: question_text: Која изјава о овом коду је тачна? code: |- @@ -3017,8 +2712,6 @@ levels: - option: Софи је девојка са наочарима feedback: Одличан посао! hint: Добро погледај! Или ти требају наочаре? - correct_answer: D - question_score: '10' 7: question_text: Која изјава је нетачна? code: |- @@ -3044,8 +2737,6 @@ levels: - option: Жута птица је нахрањена јутрос feedback: Ово је тачно hint: Прочитај последње 4 реда пажљиво - correct_answer: C - question_score: '10' 8: question_text: Какав излаз добијаш ако наручиш кокице, али не и пиће? code: |- @@ -3083,8 +2774,6 @@ levels: Уживајте у филму feedback: Морате платити за ваше кокице! hint: кокице = да и пиће = не - correct_answer: B - question_score: '10' 9: question_text: Шта није у реду са овим кодом? code: |- @@ -3126,8 +2815,6 @@ levels: ``` feedback: Ово није оно што сам наручио! hint: Постоји грешка у реду 3 - correct_answer: A - question_score: '10' 10: question_text: Која команда треба да буде у реду 8 на месту ??? ? code: |- @@ -3154,8 +2841,6 @@ levels: - option: '`{if}`' feedback: 'Не' hint: Производ је или на листи грицкалица, или на листи пића - correct_answer: B - question_score: '10' 14: 1: question_text: Који симбол треба користити на празном месту? @@ -3173,8 +2858,6 @@ levels: - option: '`=`' feedback: Тачно! hint: Ми не поредимо ништа, само питамо за име. - correct_answer: D - question_score: '10' 2: question_text: Који од ових кодова је користио исправан = или == симбол? mp_choice_options: @@ -3187,8 +2870,6 @@ levels: - option: одговор == {ask} 'Како сте?' feedback: 'Не' hint: Када поредите два одговора требало би да користите == - correct_answer: C - question_score: '10' 3: question_text: Које симболе треба попунити на два празна места? code: |- @@ -3207,8 +2888,6 @@ levels: feedback: У праву сте - option: '`+` и `==`' hint: У клубу је дозвољено 130 људи - correct_answer: C - question_score: '10' feedback: То није то 4: question_text: Шта није у реду са овим кодом? @@ -3230,8 +2909,6 @@ levels: - option: У линији 4 треба користити <= уместо >= feedback: Не, то није то hint: Симболи су исправни - correct_answer: B - question_score: '10' 5: question_text: Који симбол треба попунити на празна места ако је филм погодан за децу узраста од 12 и више година? code: |- @@ -3251,8 +2928,6 @@ levels: - option: '`<= 12`' feedback: Ова деца су превише млада hint: '> значи веће од' - correct_answer: B - question_score: '10' 6: question_text: Колико пута мораш да кажеш да си изнервиран пре него што ова досадна игра престане? code: |- @@ -3272,8 +2947,6 @@ levels: - option: 2 пута feedback: То је тачно hint: '!= значи ''није''' - correct_answer: D - question_score: '10' 7: question_text: Шта треба попунити на три празна места? code: |- @@ -3301,8 +2974,6 @@ levels: - option: '`''Lower!''` и `''You win!''` и `''Higher!''`' feedback: То није сасвим тачно. hint: Последњи треба да каже да си победио. - correct_answer: B - question_score: '10' 8: question_text: Која изјава је тачна о овом ролеркостеру? code: |- @@ -3321,8 +2992,6 @@ levels: - option: Нема ограничења у дужини за вожњу на ролеркостеру feedback: Постоје. hint: '> значи веће од' - correct_answer: A - question_score: '10' 9: question_text: Колико комада чоколаде ће вам изазвати бол у стомаку према овом фитбиту? code: |- @@ -3343,8 +3012,6 @@ levels: - option: 9 или више feedback: Одлично! hint: '> 8 значи више од 8' - correct_answer: D - question_score: '10' 10: question_text: Шта треба попунити у празнине? code: |- @@ -3361,8 +3028,6 @@ levels: - option: '''Нерешено је''' feedback: Не, није, један играч има већи резултат hint: Побеђујеш у игри тако што имаш највише поена - correct_answer: B - question_score: '10' 15: 1: question_text: 'Који симбол треба користити на празном месту? Савет: Мораш наставити да погађаш док не погодиш.' @@ -3381,8 +3046,6 @@ levels: - option: '`=`' feedback: То није то hint: Настави да погађаш док не кажеш Амстердам - correct_answer: C - question_score: '10' 2: question_text: Који од ових кодова је користио тачан(е) симбол(е)? mp_choice_options: @@ -3407,8 +3070,6 @@ levels: ``` feedback: Недостаје наводник hint: Када поредите два одговора требало би да користите == - correct_answer: C - question_score: '10' 3: question_text: Коју команду треба попунити на празном месту? code: |- @@ -3424,8 +3085,6 @@ levels: - option: '`{range}`' feedback: То није то hint: Није вам дозвољен улазак у бар све док имате 17 година или мање - correct_answer: B - question_score: '10' 4: question_text: Шта није у реду са овим кодом? code: |- @@ -3448,8 +3107,6 @@ levels: - option: У реду 5 `!=` је требало користити уместо `==` feedback: У праву сте hint: Нешто није у реду у реду 5 - correct_answer: D - question_score: '10' 5: question_text: Шта треба ставити на празно место да би овај програм радио исправно? code: |- @@ -3471,8 +3128,6 @@ levels: - option: "```\n = влажност + 1\n```" feedback: Програм треба да одбројава hint: влажност би требало да се смањује сваки пут - correct_answer: C - question_score: '10' 6: question_text: Шта није у реду са овим кодом? code: |- @@ -3491,8 +3146,6 @@ levels: - option: Линија 2 би требало да почне са мање увлачења feedback: То је тачно hint: Пажљиво погледај увлачење - correct_answer: D - question_score: '10' 7: question_text: Како би овај програм требало променити да би радио? code: |- @@ -3519,8 +3172,6 @@ levels: - option: '... промени четврти `{if}` у `{while}`' feedback: То није сасвим тачно. hint: Последњи треба да каже да си победио. - correct_answer: A - question_score: '10' 8: question_text: Која изјава је тачна о овом аутоматизованом систему тоалета? code: |- @@ -3540,8 +3191,6 @@ levels: - option: Светла ће увек остати укључена. feedback: То не би било тачно. hint: Блок након команде {while} се понавља док је тоалет заузет. - correct_answer: B - question_score: '10' 9: question_text: Шта ће апликација за дијету рећи ако сте данас појели 1600 калорија? code: |- @@ -3562,8 +3211,6 @@ levels: - option: Доста сте јели за данас feedback: 'Не' hint: 1600 је између 1000 и 2000 - correct_answer: C - question_score: '10' 10: question_text: 'Шта би требало попунити у празнине? Савет: играч са највише поена је у вођству.' code: |- @@ -3581,8 +3228,6 @@ levels: - option: "```\n поени_играча_2\n```" feedback: Требало би да попуните име, а не број hint: Побеђујете у игри тако што имате највише поена. Ваше име би требало да се појави на екрану - correct_answer: A - question_score: '10' 16: 1: question_text: Која команда би требало да се попуни у празнине да би се одштампала насумична ужина? @@ -3599,8 +3244,6 @@ levels: - option: '`snacks[{at} {random}]`' feedback: Не треба нам `at` више hint: Више не користимо {at} - correct_answer: C - question_score: '10' 2: question_text: Шта би требало попунити у празнине ако желите листу ко ради које послове? code: |- @@ -3630,8 +3273,6 @@ levels: ``` feedback: Фантастично! hint: '`i` нам говори који је предмет на листи. Дакле, пријатељ 1 ради посао 1 итд.' - correct_answer: D - question_score: '10' 3: question_text: Који је могући излаз за овај програм? code: |- @@ -3669,8 +3310,6 @@ levels: ``` feedback: То није то hint: Није насумично... - correct_answer: A - question_score: '10' 4: question_text: Шта није у реду са овим кодом? code: |- @@ -3689,8 +3328,6 @@ levels: - option: '{in} у линији 3 би требало уклонити' feedback: То није то hint: Нема ништа погрешно са линијом 4 - correct_answer: B - question_score: '10' 5: question_text: Која линија би требало да се попуни у празнину? code: |- @@ -3708,8 +3345,6 @@ levels: - option: "```\n звуци = ['ав', 'му', 'њи']\n```" feedback: Одличан посао! hint: Погледај линију 1 да видиш правилну употребу заграда и наводника. - correct_answer: D - question_score: '10' 6: question_text: Која изјава је тачна? code: |- @@ -3727,8 +3362,6 @@ levels: - option: Овај код неће радити. Даће грешку. feedback: Не, код је исправан. hint: Нема ништа погрешно са овим кодом. - correct_answer: C - question_score: '10' 7: question_text: Шта није у реду са овим кодом? code: |- @@ -3746,8 +3379,6 @@ levels: - option: Линија 4 треба више наводника. feedback: Невероватно! hint: Постоји грешка у употреби наводника. - correct_answer: D - question_score: '10' 8: question_text: Који од ових кодова припада овом излазу? code: |- @@ -3788,8 +3419,6 @@ levels: ``` feedback: Ово неће радити! hint: Ако пажљиво погледате прву линију, видећете да су само прва два одговора могуће тачна. - correct_answer: B - question_score: '10' 9: question_text: Који је могући излаз овог кода? code: |- @@ -3821,8 +3450,6 @@ levels: ``` feedback: Понавља се само два пута hint: Опсег од 0 до 1 је 2 пута - correct_answer: A - question_score: '10' 10: question_text: Које 3 линије ће исправно завршити овај код? code: |- @@ -3862,8 +3489,6 @@ levels: ``` feedback: Фантастично! hint: Морате користити команду {remove} - correct_answer: D - question_score: '10' 17: 1: question_text: Који је излаз овог кода? @@ -3897,8 +3522,6 @@ levels: ``` feedback: Немојте пролазити кроз слова. hint: Пролазите кроз вашу листу. - correct_answer: B - question_score: '10' 2: question_text: Шта није у реду са овим кодом? code: |- @@ -3922,14 +3545,8 @@ levels: - option: '`noleap_year` мора бити идентичан у оба случаја.' feedback: Тачно! hint: Прочитајте код пажљиво. - correct_answer: D - question_score: '10' 3: question_text: Колико јежева ће овај код исписати? - code: |- - {for} x in range 1 to 3: - {for} y in range 1 to 2: - {print} 🦔 mp_choice_options: - option: |- ``` @@ -3964,8 +3581,6 @@ levels: ``` feedback: То није то. hint: Размислите колико пута треба да се понавља. - correct_answer: C - question_score: '10' 4: question_text: Шта није у реду са кодом? code: |- @@ -3990,8 +3605,6 @@ levels: - option: '`{elif}` у последњој линији треба заменити са `{else}`' feedback: Одлично! hint: Размислите о `{if}`, `{elif}`, `{else}`. - correct_answer: D - question_score: '10' 5: question_text: Који је излаз овог кода? code: |- @@ -4055,8 +3668,6 @@ levels: ``` feedback: То није то. hint: Размисли колико пута треба да поновиш и вредности if и elif. - correct_answer: A - question_score: '10' 6: question_text: Шта није у реду са кодом? code: |- @@ -4079,8 +3690,6 @@ levels: - option: Постоји грешка у увлачењу у последњој линији. feedback: Невероватно! hint: Негде постоји грешка... - correct_answer: D - question_score: '10' 7: question_text: Који од следећих кодова ће исписати пет пута 'резултат је 3' на екрану? mp_choice_options: @@ -4117,8 +3726,6 @@ levels: ``` feedback: То није то. hint: Размисли о математичким симболима. - correct_answer: C - question_score: '10' 8: question_text: Шта није у реду са кодом? code: |- @@ -4141,8 +3748,6 @@ levels: - option: Постоји грешка у увлачењу у последњој линији. feedback: Не. hint: Прочитајте код пажљиво. - correct_answer: C - question_score: '10' 9: question_text: Који од следећих кодова је дао овај излаз? code: |- @@ -4165,8 +3770,6 @@ levels: - option: "```\n {for} number in range -5 to 3:\n {if} number < 0: \n {print} number ' је позитиван'\n {elif} number <=0: \n {print} number ' је негативан' \n {else}: \n {print} number ' је нула'\n```" feedback: То није то. hint: Прочитајте код пажљиво. - correct_answer: C - question_score: '10' 10: question_text: Шта није у реду са овим кодом? code: |- @@ -4189,5 +3792,3 @@ levels: - option: Постоји грешка у увлачењу у последњој линији. feedback: Не. hint: Прочитајте код пажљиво. - correct_answer: C - question_score: '10' diff --git a/content/quizzes/sv.yaml b/content/quizzes/sv.yaml index 5138770d2f7..ba1b63b3b91 100644 --- a/content/quizzes/sv.yaml +++ b/content/quizzes/sv.yaml @@ -12,8 +12,6 @@ levels: - option: Heidi feedback: Inte den här! hint: Det har fått sitt namn efter Hedy Lamarr. - correct_answer: A - question_score: '10' 2: question_text: Vad behöver fyllas i för att visa texten Hej!? code: _ Hej! @@ -27,8 +25,6 @@ levels: - option: '`{ask}`' feedback: Med `{ask}` kan du ställa en fråga. hint: _ Hej världen! - correct_answer: B - question_score: '10' 3: question_text: Hur frågar man vad någons favoritfärg är? mp_choice_options: @@ -53,8 +49,6 @@ levels: ``` feedback: '`{echo}` upprepar ditt svar tillbaka till dig.' hint: Du kan fråga något med kommandot `{ask}` - correct_answer: C - question_score: '10' 4: question_text: Vad är fel med den här koden? code: |- @@ -71,8 +65,6 @@ levels: - option: Ingenting! Koden är perfekt! feedback: Fel – kolla noga! hint: Rad 1 verkar inte stämma - correct_answer: A - question_score: '10' 5: question_text: Vilket kommando saknas på rad 2? code: |- @@ -88,8 +80,6 @@ levels: - option: '`{echo}`' feedback: Just det! hint: Du vill ha svaret i slutet på rad 2 … - correct_answer: D - question_score: '10' 6: question_text: Vad är det för fel på den här koden? code: |- @@ -107,8 +97,6 @@ levels: - option: På rad 4 är `{print}` felstavat. feedback: Nej, felet är någon annanstans hint: Kolla `{print}`-kommandona. - correct_answer: B - question_score: '10' 7: question_text: Vad är det för fel på den här koden? code: |- @@ -126,8 +114,6 @@ levels: - option: Ingenting! Koden är perfekt! feedback: Rätt! hint: Kolla koden rad för rad - correct_answer: D - question_score: '10' 8: question_text: Hur används kommandot `{echo}`? mp_choice_options: @@ -140,8 +126,6 @@ levels: - option: Du kan använda det för att få text att försvinna. feedback: Det stämmer inte … hint: '`{echo}` används efter ett `{ask}`-kommando.' - correct_answer: C - question_score: '10' 9: question_text: Vad är fel med den här koden? code: |- @@ -158,14 +142,8 @@ levels: - option: Ingenting. Koden är perfekt! feedback: Leta noga efter misstaget … hint: '`{ask}` låter dig ställa en fråga' - correct_answer: B - question_score: '10' 10: question_text: Vad kommer att visas på utdataskärmen när du har kört den här koden? - code: |- - {ask} Are you ready to go to level 2? - {echo} - {echo} mp_choice_options: - option: Är du redo att gå vidare till nivå 2? feedback: Det finns två kommandon för eko @@ -180,8 +158,6 @@ levels: Yes! feedback: There are two echo commands hint: Nu kör vi! - correct_answer: B - question_score: '10' 2: 1: question_text: Vilket påstående stämmer? @@ -195,8 +171,6 @@ levels: - option: Med kommandot {sleep} kan du ta bort text från skärmen. feedback: Det är inte så `{sleep}` fungerar. hint: '`{print}` fungerar fortfarande på samma sätt som på nivå 1' - correct_answer: C - question_score: '10' 2: question_text: Vilken kod är rätt? mp_choice_options: @@ -221,8 +195,6 @@ levels: ``` feedback: Orden är rätt, men inte ordningen! hint: '`{ask}` fungerar inte som på nivå 1' - correct_answer: A - question_score: '10' 3: question_text: Vad visas på skärmen när du kör den här koden? code: |- @@ -238,8 +210,6 @@ levels: - option: Marleen går till marknaden och Marleen köper ett äpple. feedback: '"hon" ersätts inte med namnet' hint: Ordet namn ersätts med Marleen - correct_answer: C - question_score: '10' 4: question_text: Vad ser du på skärmen när du kör den här koden? code: |- @@ -255,8 +225,6 @@ levels: - option: Hej mitt Hedy är Hedy feedback: Stämmer – det misstaget kommer att rättas till på nivå 4! hint: '''namn'' ersätts med ''Hedy'' på båda ställena' - correct_answer: D - question_score: '10' 5: question_text: Vad händer när du använder kommandot `{sleep}`? mp_choice_options: @@ -269,8 +237,6 @@ levels: - option: Du lägger det i slutet så Hedy vet att ditt program är slut feedback: Nej, det skulle vara poänglöst i slutet av koden hint: Datorn väntar en sekund under kommandot `{sleep}` - correct_answer: C - question_score: '10' 6: question_text: Vad ska stå på raderna? code: |- @@ -287,8 +253,6 @@ levels: - option: '`{ask}`' feedback: Det finns ingen fråga att ställa hint: Pausa för dramatisk effekt … - correct_answer: A - question_score: '10' 7: question_text: Vilket kommando ska användas på rad 2? code: |- @@ -317,8 +281,6 @@ levels: ``` feedback: Gör det lättare för dig genom att använda talet 3 hint: Du vill att datorn ska vänta tre sekunder - correct_answer: B - question_score: '10' 8: question_text: Hur skulle du rätta till den första kodraden? code: |- @@ -346,8 +308,6 @@ levels: ``` feedback: Var är kommandot `{ask}`? hint: Variabelnamnet ska komma först - correct_answer: C - question_score: '10' 9: question_text: Vad är det som går fel i den här koden? code: |- @@ -363,8 +323,6 @@ levels: - option: 'Rad 2 ska vara: `{sleep}` Jag älskar djur' feedback: Sov används inte för att `{print}` text hint: Du vill `{print}` 'Jag älskar hundar' - correct_answer: B - question_score: '10' 10: question_text: Vilket kommando ska användas på rad 1? code: |- @@ -394,8 +352,6 @@ levels: ``` feedback: Det stämmer! hint: Du vill `{ask}` en fråga - correct_answer: D - question_score: '10' 3: 1: question_text: Vilka kommandon använder du för att låta Hedy välja något slumpmässigt? @@ -409,8 +365,6 @@ levels: - option: '`{at}` `{random}`' feedback: Rätt! hint: Godtyckligt betyder utan plan eller slumpmässigt. - correct_answer: D - question_score: '10' 2: question_text: Vad är det för fel på den här koden? code: |- @@ -426,8 +380,6 @@ levels: - option: '`{at} {random}` är felstavat' feedback: '`{at} {random}` är rättstavat' hint: Det är något fel på rad 1 - correct_answer: A - question_score: '10' 3: question_text: Hur fixar man på rad 2? code: |- @@ -452,8 +404,6 @@ levels: - option: Ingenting, koden är rätt! feedback: Leta noga efter felet hint: Variabeln (listan) heter alternativ. - correct_answer: C - question_score: '10' 4: question_text: Vad ska ändras på rad 2 för att skriva ut ett slumpmässigt pris? code: |- @@ -478,8 +428,6 @@ levels: - option: Inget, den här koden är okej. feedback: Leta noga efter misstaget som du missade! hint: Variabelnamnet är priser - correct_answer: B - question_score: '10' 5: question_text: Vad är fel med den här koden? code: |- @@ -497,8 +445,6 @@ levels: - option: Inget, den här koden är perfekt feedback: Det är rätt! hint: Har den här koden ens ett fel? - correct_answer: D - question_score: '10' 6: question_text: Vad är fel med den här koden? code: |- @@ -515,8 +461,6 @@ levels: - option: Inget! Den här koden är perfekt! feedback: Det är faktiskt ett fel på rad 2. hint: Det är något fel på rad 2. - correct_answer: B - question_score: '10' 7: question_text: Vad gör kommandot `{add}`? code: |- @@ -534,8 +478,6 @@ levels: - option: Kommandot `{add}` skriver ut din favoritbok. feedback: Nej, det lägger till din favoritbok i listan hint: Kommandot `{add}` lägger till en bok, men vilken? - correct_answer: C - question_score: '10' 8: question_text: Vad blir resultatet av denna kod? code: |- @@ -553,8 +495,6 @@ levels: - option: gräddfil feedback: Det stämmer! hint: Det finns tre smaker men två tas bort. Vilken blir kvar? - correct_answer: D - question_score: '10' 9: question_text: Vad är det för fel på den här koden? code: |- @@ -572,8 +512,6 @@ levels: - option: Inget – koden är rätt! feedback: Hitta felet! hint: Titta på rad 3 - correct_answer: C - question_score: '10' 10: question_text: Vad ska stå på _? code: |- @@ -604,8 +542,6 @@ levels: ``` feedback: Det ökade chansen att personen som gick igår nu måste göra det igen. Det är oschysst. hint: Personen som rastade hunden igår ska strykas från listan. - correct_answer: A - question_score: '10' 4: 1: question_text: Vilken kod är rätt? @@ -631,8 +567,6 @@ levels: ``` feedback: Nej, men två andra kommandon fungerar. hint: På nivå 4 behöver du citattecken för två kommandon. - correct_answer: A - question_score: '10' 2: question_text: Vilken kod använder rätt citattecken? mp_choice_options: @@ -657,8 +591,6 @@ levels: ``` feedback: Detta är kommatecken men du behöver citattecken. hint: Välj rätt citattecken. - correct_answer: B - question_score: '10' 3: question_text: Var används citattecken rätt? mp_choice_options: @@ -683,8 +615,6 @@ levels: ``` feedback: Perfekt! hint: Både före och efter de ord du vill skriva ut ska det finnas citattecken. - correct_answer: D - question_score: '10' 4: question_text: Vilket påstående stämmer? mp_choice_options: @@ -697,8 +627,6 @@ levels: - option: Du kan själv välja om du vill använda citattecken eller inte. feedback: Tyvärr är Hedy strängare än så. hint: Från och med nivå 4 måste du använda citattecken. - correct_answer: B - question_score: '10' 5: question_text: Vad måste ändras för att spelet ska fungera? code: |- @@ -723,8 +651,6 @@ levels: - option: Inget, spelet fungerar redan! feedback: Titta noga. Det finns ett fel. hint: Du vill inte att Hedy bokstavligen ska skriva ut 'alternativ {at} {random}' – du vill att Hedy ska skriva ut 'sten' eller 'påse' eller 'sax'. - correct_answer: C - question_score: '10' 6: question_text: Vad skulle vara en bra nästa rad i den här koden? code: priser {is} 1 dollar, 100 dollar, 1 miljon dollar @@ -750,8 +676,6 @@ levels: ``` feedback: Hedy kommer bokstavligen att skriva ut 'priser {at} {random}'' hint: 'Tänk efter: vad är en variabel och bör stå utanför citattecknen? Och vilka är normala ord som ska vara innanför?' - correct_answer: A - question_score: '10' 7: question_text: Vad är det för fel på den här koden? code: |- @@ -768,8 +692,6 @@ levels: - option: Ingenting, den här koden är bra som den är! feedback: Titta noga. Du missade ett fel! hint: Kontrollera varje rad för att se om det behövs citattecken eller inte. - correct_answer: A - question_score: '10' 8: question_text: Vad skulle vara en bra nästa rad för den här koden? code: |- @@ -798,8 +720,6 @@ levels: ``` feedback: Hedy kommer bokstavligen att skriva ut 'Så du väljer dörr dörr hint: Det andra ordet dörr bör ersättas med siffran, det första bör fortfarande vara ordet dörr … - correct_answer: C - question_score: '10' 9: question_text: Vad kommer aldrig att visas i utskriften? code: |- @@ -815,8 +735,6 @@ levels: - option: FC Barcelona kommer att vinna champions league feedback: Det är rätt. Det finns inte i listan hint: Vilka alternativ har Hedy att slumpmässigt välja mellan? - correct_answer: D - question_score: '10' 10: question_text: Vilket påstående stämmer? code: |- @@ -833,8 +751,6 @@ levels: - option: Inget, den här koden har inga fel feedback: Du missade en sak! hint: En rad behöver citattecken eftersom den ska skrivas ut bokstavligt. - correct_answer: B - question_score: '10' 5: 1: question_text: Vilket kommando ska fyllas i på _? @@ -852,8 +768,6 @@ levels: - option: '`{else}`' feedback: Det är rätt! hint: Vilket hör ihop med kommandot `{if}`? - correct_answer: D - question_score: '10' 2: question_text: Vad visas på utdataskärmen när du matar in namnet Hedy? code: |- @@ -869,8 +783,6 @@ levels: - option: Fel feedback: Lyckligtvis inte! hint: '`{if}` namn `{is}` Hedy `{print}` …?' - correct_answer: A - question_score: '10' 3: question_text: Vad är rätt lösenord? code: |- @@ -887,8 +799,6 @@ levels: - option: ALARM INKRÄKTARE feedback: Detta skrivs ut när du matar in fel lösenord! hint: '`{if}` lösenord `{is}` … `{print}` ''Rätt!''!''' - correct_answer: B - question_score: '10' 4: question_text: Vad skriver Hedy ut när du matar in fel lösenord? code: |- @@ -905,8 +815,6 @@ levels: - option: ALARM! INKRÄKTARE! feedback: Bra jobbat! hint: Din dator larmar om det kommer inkräktare! - correct_answer: D - question_score: '10' 5: question_text: Varför kommer Hedy att säga 'ALARM! INKRÄKTARE' när du matar in 'hemligt'? code: |- @@ -923,8 +831,6 @@ levels: - option: För att Hedy gör fel feedback: Nej, Hedy gör rätt hint: Stavningen av ordet måste vara exakt samma. - correct_answer: A - question_score: '10' 6: question_text: Vilket ord ska stå på frågetecknets plats på sista raden? code: |- @@ -955,8 +861,6 @@ levels: ``` feedback: '`{print}` är redan där, vi behöver ett ord innan det!' hint: '`{if}` passar ihop med …?' - correct_answer: C - question_score: '10' 7: question_text: Vilket ord ska det vara istället för frågetecknet? code: |- @@ -974,8 +878,6 @@ levels: - option: '`{print}`' feedback: Toppen! hint: Efter `{else}` kommer ett `{print}` -kommando - correct_answer: D - question_score: '10' 8: question_text: Vilket ord ska stå på frågetecknets plats? code: |- @@ -998,8 +900,6 @@ levels: - option: '`{print}`' feedback: Nej, det är inte det. hint: Vad heter variabeln? - correct_answer: B - question_score: '10' 9: question_text: Vilken dörr ska du välja för att fly? code: |- @@ -1019,8 +919,6 @@ levels: - option: Det är en fälla, du kommer alltid att bli uppäten! feedback: Lyckligtvis inte! hint: En av dörrarna är säker. - correct_answer: B - question_score: '10' 10: question_text: Vilket monster står bakom dörr 1? code: |- @@ -1040,12 +938,9 @@ levels: - option: jättespindel feedback: Inte alltid … hint: Tänk på de tre sista orden … monster `{at} {random}`… - correct_answer: A - question_score: '10' 6: 1: question_text: Vad skriver Hedy ut när du kör den här koden? - code: '{print} 2*10' mp_choice_options: - option: '20' feedback: Rätt! @@ -1056,8 +951,6 @@ levels: - option: '210' feedback: Tänk på att det är en uträkning. hint: '`*` används som gångertecken' - correct_answer: A - question_score: '10' 2: question_text: Vad använder du när du vill addera två tal? mp_choice_options: @@ -1070,11 +963,8 @@ levels: - option: '`+`' feedback: Rätt! hint: Det är plustecknet. - correct_answer: D - question_score: '10' 3: question_text: Vad skriver Hedy ut när du kör den här koden? - code: '{print} ''3*10''' mp_choice_options: - option: '30' feedback: Detta skulle vara rätt svar om det inte fanns några citattecken. @@ -1085,8 +975,6 @@ levels: - option: Inget, Hedy kommer att ge ett felmeddelande. feedback: Nej, Hedy kommer att skriva ut det bokstavligen. hint: Tänk på citattecknen!! - correct_answer: C - question_score: '10' 4: question_text: Kim är 10 år gammal. Vad kommer Hedy att skriva ut för henne? code: |- @@ -1104,8 +992,6 @@ levels: - option: Ditt lyckotal är … 10 feedback: Hennes lyckotal är namn gånger ålder … hint: 'Kim har 3 bokstäver, hon är 10 år gammal så: bokstäver gånger ålder = 3*10 = 30.' - correct_answer: C - question_score: '10' 5: question_text: Om 5 personer äter på denna restaurang, hur mycket måste de betala sammanlagt? code: |- @@ -1122,9 +1008,6 @@ levels: feedback: '* betyder multiplikation.' - option: 50 dollar feedback: Bra! - hint: '`price` `is` `people` `times` 10' - correct_answer: D - question_score: '10' 6: question_text: Vad kostar en hamburgare i den här virtuella restaurangen? code: |- @@ -1143,8 +1026,6 @@ levels: - option: 21 dollar feedback: Det är priset för en hamburgare och fries! hint: Tänk på den fjärde raden. - correct_answer: A - question_score: '10' 7: question_text: Varför står det på rad 7 'pris är pris + 3' i stället för 'pris är 3'? code: |- @@ -1167,8 +1048,6 @@ levels: - option: Eftersom priset är 0 dollar till att börja med. feedback: Det är sant, men det är inte anledningen hint: Priset ska inte vara 3, utan 3 dollar mer än det redan var - correct_answer: C - question_score: '10' 8: question_text: Varför är den här koden fel? code: |- @@ -1186,8 +1065,6 @@ levels: - option: Variabeln på rad 2 kan inte heta svar, eftersom den är för lik variabeln rätt svar. feedback: Variabelnamn kan likna varann men kan inte bestå av två ord … hint: Kontrollera variabelnamnen. - correct_answer: B - question_score: '10' 9: question_text: Tänk dig att du älskar fotboll 10 av 10, har ätit 2 bananer och har tvättat händerna 3 gånger idag. Hur smart tror den fåniga spådamen att du är? code: |- @@ -1209,8 +1086,6 @@ levels: - option: 100% feedback: (2 bananer + 3 hygien) * 10 fotboll = 5*10 =? hint: (2 bananer + 3 hygien) * 10 fotboll = 5*10 =? - correct_answer: C - question_score: '10' 10: question_text: Vilket påstående stämmer? code: |- @@ -1226,8 +1101,6 @@ levels: - option: Du kan bara använda `=`-tecknet när du arbetar med siffror, inte med ord. feedback: Du kan också använda `=` med ord. hint: '`{is}` och `=` är båda tillåtna' - correct_answer: B - question_score: '10' 7: 1: question_text: Hur många rader kan du upprepa samtidigt med repetera-kommandot på den här nivån? @@ -1241,8 +1114,6 @@ levels: - option: oändligt feedback: På den här nivån kan du bara upprepa en rad i taget hint: Du kan bara upprepa en rad åt gången - correct_answer: B - question_score: '10' 2: question_text: Vilken kod är rätt? mp_choice_options: @@ -1267,8 +1138,6 @@ levels: ``` feedback: Det är rätt! hint: Först kommandot upprepa, sedan kommandot `{print}` - correct_answer: D - question_score: '10' 3: question_text: Är den här koden rätt eller fel? code: '{repeat} 100 {times} ''Hej!''' @@ -1282,13 +1151,8 @@ levels: - option: Fel; ordet `{print}` saknas feedback: Rätt hint: 'Det ska vara: `{repeat}` 100 `{times}` `{print}` ''Hej''' - correct_answer: D - question_score: '10' 4: question_text: Vilket ord är fel i koden? - code: |- - {print} 'I'm blue' - {repeat} 7 {times} {print} 'da ba dee, da ba da' mp_choice_options: - option: |- ``` @@ -1302,8 +1166,6 @@ levels: - option: '`{times}`' feedback: '`{times}` är rättstavat' hint: Jag har fel; du kan inte använda apostrofer - correct_answer: A - question_score: '10' 5: question_text: Är den här koden rätt eller fel? code: '{repeat} 100 {times} {print} ''Hedy är fantastiskt!''' @@ -1313,8 +1175,6 @@ levels: - option: Fel feedback: Det är fel hint: Koden är rätt! - correct_answer: A - question_score: '10' 6: question_text: Vad skriver den här koden ut? code: |- @@ -1346,13 +1206,8 @@ levels: runt runt runt feedback: Genom hela staden! Perfekt! hint: Bara 'runt och runt' upprepas tre gånger. - correct_answer: D - question_score: '10' 7: question_text: Vad kommer den här koden att skriva ut? - code: |- - {repeat} 2 {times} {print} 'We will' - {print} 'ROCK YOU!' mp_choice_options: - option: |- We will We will @@ -1374,16 +1229,8 @@ levels: ROCK YOU! feedback: Tänk på kommandot upprepa hint: Tänk på kommandot `{repeat}`. - correct_answer: B - question_score: '10' 8: question_text: Vilken Hedy-kod ger den här utskriften? - code: |- - Here comes the sun - Do do do do - Here comes the sun - And I say - Its alright mp_choice_options: - option: |- ``` @@ -1417,17 +1264,8 @@ levels: ``` feedback: Detta är inte rätt ordning … hint: '`{repeat}` kan bara användas om du vill köra samma rad flera gånger.' - correct_answer: A - question_score: '10' 9: question_text: Vilken Hedy-kod ger den här utskriften? - code: |- - Batman was flying through Gotham. - When suddenly he heard someone screaming... - Help! - Help! - Help! - Please help me! mp_choice_options: - option: |- ``` @@ -1462,15 +1300,8 @@ levels: ``` feedback: Perfekt hint: '''Help!'' upprepas 3 gånger.' - correct_answer: D - question_score: '10' 10: question_text: Vilken Hedy-kod ger den här utskriften? - code: |- - if youre happy and you know it clap your hands - if youre happy and you know it clap your hands - if youre happy and you know it and you really want to show it - if youre happy and you know it clap your hands mp_choice_options: - option: |- ``` @@ -1501,8 +1332,6 @@ levels: ``` feedback: Detta är inte i rätt ordning. hint: Tänk på ordningen på meningarna. - correct_answer: B - question_score: '10' 8: 1: question_text: Vad skriver den här koden ut? @@ -1533,8 +1362,6 @@ levels: Jag heter Hedy! feedback: Allt skrivs ut två gånger hint: Båda raderna upprepas två gånger. - correct_answer: C - question_score: '10' 2: question_text: Vad är fel med den här koden? code: |- @@ -1550,14 +1377,8 @@ levels: - option: Den andra raden ska börja med fyra mellanslag som indrag. feedback: Rätt! hint: Saknas det något på andra raden? - correct_answer: D - question_score: '10' 3: question_text: Vad skrivs ut när du kör det här programmet? - code: |- - {repeat} 3 {times} - {print} 'Baby shark tututudutudu' - {print} 'Baby shark' mp_choice_options: - option: |- Baby shark tututudutudu @@ -1584,8 +1405,6 @@ levels: Baby shark feedback: Vad som upprepas och vad som inte upprepas. hint: Vad är det som upprepas och vad är det som inte upprepas? - correct_answer: C - question_score: '10' 4: question_text: Vilken utskrift är korrekt? code: |- @@ -1620,8 +1439,6 @@ levels: Vi ska åka på semester! feedback: Sista raden upprepas också. hint: Blocket under kommandot `{repeat}` upprepas två gånger. - correct_answer: B - question_score: '10' 5: question_text: Vad är fel med den här koden? code: |- @@ -1638,15 +1455,8 @@ levels: - option: '`{ask}` är inte längre ett kommando' feedback: Det stämmer inte hint: Något är fel med indragningen - correct_answer: A - question_score: '10' 6: question_text: Vad blir utskriften från koden när vi matar in pannkakor? - code: |- - {print} 'Welcome to restaurant Hedy' - {repeat} 2 {times} - food {is} {ask} 'What do you want to eat?' - {print} food mp_choice_options: - option: |- Välkommen till restaurang Hedy @@ -1671,8 +1481,6 @@ levels: Pannkakor feedback: Bra jobbat! hint: Den första meningen och frågan kommer inte att upprepas - correct_answer: D - question_score: '10' 7: question_text: Vad är fel med den här koden? code: |- @@ -1694,8 +1502,6 @@ levels: - option: Indraget är fel i det första `{if}`-kommandot. feedback: Det stämmer. hint: Titta noga på indragningen. - correct_answer: D - question_score: '10' 8: question_text: Vilken kod har rätt indragning? mp_choice_options: @@ -1740,8 +1546,6 @@ levels: ``` feedback: Du har fel! hint: Vad ska hända om personen har rätt? Och vad mer? - correct_answer: C - question_score: '10' 9: question_text: Vilken rad i denna kod ska börja med fyra mellanslag? code: |- @@ -1760,8 +1564,6 @@ levels: - option: Rad 3 och 5 feedback: Bra jobbat! hint: Raderna efter ett `{if}`- eller `{else}`-kommando ska börja med fyra mellanslag. - correct_answer: D - question_score: '10' 10: question_text: Vilket påstående stämmer? code: |- @@ -1778,8 +1580,6 @@ levels: - option: Rad 3 ska börja med fyra mellanslag feedback: Du har rätt! hint: Bara en rad börjar med fyra mellanslag, men vilken …? - correct_answer: D - question_score: '10' 9: 1: question_text: Vad är fel med den här koden? @@ -1803,8 +1603,6 @@ levels: - option: Indraget är fel i det sista `{if}`-kommandot. feedback: Det är inte indragningen. hint: Alla indragningar är rätt. - correct_answer: A - question_score: '10' 2: question_text: Vad skrivs ut när du matar in rätt lösenord? code: |- @@ -1844,8 +1642,6 @@ levels: ``` feedback: Rätt! hint: Allt under kommandot `{repeat}` upprepas två gånger. - correct_answer: D - question_score: '10' 3: question_text: Vilken låda ska du välja för att vinna en miljon dollar? code: |- @@ -1873,8 +1669,6 @@ levels: - option: låda 2, öppna feedback: Bra jobbat! Du vinner! hint: Följ rätt väg - correct_answer: D - question_score: '10' 4: question_text: Vilket påstående stämmer? code: |- @@ -1897,8 +1691,6 @@ levels: - option: Askungen med skostorlek 38 får svaret 'Jag fortsätter att leta' feedback: Nej, hon får '❤️❤️❤️' hint: Oavsett vad du heter, om du har skostorlek 40 kommer du att få meddelandet 'Jag fortsätter att leta'. - correct_answer: C - question_score: '10' 5: question_text: Vilken kod gav det här resultatet? output: |- @@ -1940,8 +1732,6 @@ levels: ``` feedback: Det finns två `{repeat}`-kommandon i den här koden. hint: Titta på indraget - correct_answer: C - question_score: '10' 6: question_text: Efter vilket/vilka kommandon ska du använda indrag (börja nästa rad med 4 mellanslag)? mp_choice_options: @@ -1954,8 +1744,6 @@ levels: - option: '`{if}` `{else}` `{repeat}` `{print}`' feedback: Inte med skriv hint: Indrag sker på raden under vissa kommandon - correct_answer: C - question_score: '10' 7: question_text: Du får 5 dollar i rabatt om du beställer en mediumpizza med cola.
Men koden har ett fel! Hur kan man felsöka den? code: |- @@ -1997,8 +1785,6 @@ levels: ``` feedback: Nästan rätt, men titta på den sista raden. hint: Efter varje `{if}`-kommando ska raden nedanför dras in - correct_answer: A - question_score: '10' 8: question_text: Vad är det för fel på den här koden? code: |- @@ -2017,8 +1803,6 @@ levels: - option: Koden måste alltid börja med ett `{print}`-kommando på första raden feedback: Det stämmer inte. hint: Indragningen är rätt den här gången - correct_answer: B - question_score: '10' 9: question_text: Hur många `{if}`-kommandon kan man ha inuti ett annat `{if}`-kommando? mp_choice_options: @@ -2031,8 +1815,6 @@ levels: - option: Oändligt, så länge du fortsätter att använda indrag på rätt sätt feedback: Det är sant hint: Du kan ha ett `{if}`-kommando inuti ett `{if}`-kommando. - correct_answer: D - question_score: '10' 10: question_text: Vilket påstående stämmer? code: |- @@ -2049,8 +1831,6 @@ levels: - option: rad 2 ska börja med fyra mellanslag och rad 3 med åtta feedback: Du har rätt! hint: Den första raden börjar inte med några mellanslag - correct_answer: D - question_score: '10' 10: 1: question_text: Vad måste vi fylla i på `_` om vi vill skriva ut varje komplimang? @@ -2080,8 +1860,6 @@ levels: ``` feedback: Nästan framme! hint: '`{for}` varje komplimang i listan av komplimanger …' - correct_answer: B - question_score: '10' 2: question_text: Vilken utskrift är korrekt? code: |- @@ -2101,8 +1879,6 @@ levels: Jag älskar pannkakor feedback: Bra! hint: Rad 2 säger för varje mat i listan över maträtter. Så varje maträtt skrivs ut. - correct_answer: D - question_score: '10' 3: question_text: Vilken utskrift är korrekt? code: |- @@ -2123,8 +1899,6 @@ levels: - option: Du vet inte än, eftersom den väljer ett av djuren {at} {random}. feedback: Rad 2 säger {for} varje djur i listan över djuren. Så varje djur {print}s ut. hint: Rad 2 säger {for} varje djur i listan över djuren. Så varje djur skrivs ut - correct_answer: C - question_score: '10' 4: question_text: Vad är det för fel på den här koden? code: |- @@ -2141,8 +1915,6 @@ levels: - option: På rad 2 ska det stå matvaror istället för mat feedback: Nej, det ska det inte. hint: Rad 2 säger `{for}` varje mat i listan över matvaror - correct_answer: C - question_score: '10' 5: question_text: Vilket ord ska stå på _ med dessa digitala tärningar? code: |- @@ -2161,8 +1933,6 @@ levels: - option: tärning feedback: Titta på variablernas namn. hint: Hedy behöver välja ett tal `{at} {random}` - correct_answer: B - question_score: '10' 6: question_text: Vilket av svaren nedan är möjligt när du kör koden? code: |- @@ -2184,8 +1954,6 @@ levels: Meredith väljer sax feedback: Fantastiskt! hint: Varje spelare väljer ett alternativ. Den spelare som är först i listan börjar. - correct_answer: D - question_score: '10' 7: question_text: Vilken rad skall finnas på _ i den här koden som bestämmer vad personerna skall äta till middag? code: |- @@ -2215,8 +1983,6 @@ levels: ``` feedback: Varje namn ska få veta vad de får till middag. hint: Varje namn ska få veta vad de får till middag. - correct_answer: A - question_score: '10' 8: question_text: Vad ska stå på _ i den här koden som avgör vilken tröjfärg du får? code: |- @@ -2246,8 +2012,6 @@ levels: ``` feedback: Det finns ingen variabel som heter personer … hint: Tänk på citattecknen och namnen på variablerna - correct_answer: B - question_score: '10' 9: question_text: Vad är det första Hedy kommer att fråga dig när du kör programmet? code: |- @@ -2267,8 +2031,6 @@ levels: - option: Det vet man inte. Hedy kommer att välja `{at} {random}`. feedback: Det finns ingen `{at} {random}` i koden … hint: De första alternativen från båda listorna väljs. - correct_answer: A - question_score: '10' 10: question_text: Vilket stämmer om den här koden? code: |- @@ -2286,14 +2048,9 @@ levels: - option: Någon kan vinna två priser feedback: Du fattar! hint: Försök att tänka dig vad den här koden skriver ut. - correct_answer: D - question_score: '10' 11: 1: question_text: Vilket ord ska stå i stället för frågetecknet? - code: |- - {for} i {in} _ 1 {to} 10 - {print} i mp_choice_options: - option: |- ``` @@ -2307,13 +2064,8 @@ levels: - option: '`{for}`' feedback: Nej hint: Vad lärde du dig på den här nivån? - correct_answer: B - question_score: '10' 2: question_text: Vad blir utskriften från denna kod? - code: |- - {for} i {in} {range} 1 {to} 3 - {print} i mp_choice_options: - option: |- 1 @@ -2326,64 +2078,7 @@ levels: feedback: That's not it - option: '123' feedback: That's not it - hint: How do the numbers appear in the screen? - correct_answer: A - question_score: '10' - 3: - question_text: Which code was used to get this output? - output: |- - 1 - 2 - 3 - 4 - 5 - Once I caught a fish alive! - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Perfect - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: This code won't work. You need an indent after {for}. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Now Hedy will count '1 Once I caught a fish alive!, 2 Once I caught a fish alive! etc. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} 'i' - {print} 'Once I caught a fish alive!' - ``` - feedback: i is a variable and shouldn't have quotation marks - hint: First all the numbers, then the sentence - correct_answer: A - question_score: '10' 4: - question_text: Which code was used to get this output? - output: |- - 10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0 mp_choice_options: - option: |- ``` @@ -2410,42 +2105,6 @@ levels: ``` feedback: That's right! hint: It has to be a calculation... - correct_answer: D - question_score: '10' - 5: - question_text: What's wrong with this code? - code: |- - {for} i {in} {range} 1 {to} 10 - {print} i - mp_choice_options: - - option: The i in the last line need quotation marks - feedback: No it doesn't. - - option: You can't use `{range}` 1 `{to}` 5 only `{range}` 1 `{to}` 10 - feedback: You could use 1 to 5 just as well! - - option: Line 1 needs to start with an indention. - feedback: Not line 1... - - option: Line 2 needs to start with an indention - feedback: Perfect! - hint: There is something wrong with the indention - correct_answer: D - question_score: '10' - 6: - question_text: How many times does the word Hello appear on your screen when you run the code? - code: |- - {for} i {in} {range} 0 {to} 2 - {print} 'Hello' - mp_choice_options: - - option: 1 time - feedback: 'No' - - option: 2 times - feedback: 'No' - - option: 3 times - feedback: That's right! - - option: Never - feedback: 'No' - hint: 0 also counts. So 0,1,2 that's 3 times. - correct_answer: C - question_score: '10' 7: question_text: What should be on the place of the question mark? code: |- @@ -2454,35 +2113,7 @@ levels: _ mat = {ask} 'Vad skulle du vilja beställa?' {print} mat - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 0 {to} 3 - ``` - feedback: There's not always 3 people - - option: |- - ``` - {for} i {in} {range} 1 {to} guests - ``` - feedback: The variable is not named guests - - option: |- - ``` - {for} i {in} {range} 1 {to} people - ``` - feedback: Great! - - option: |- - ``` - {for} i {in} {range} 0 {to} people - ``` - feedback: That's one order too many! - hint: Use the variable 'people' - correct_answer: C - question_score: '10' 8: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 23 {to} 25 - {print} 'hi' mp_choice_options: - option: |- 23 @@ -2498,11 +2129,7 @@ levels: feedback: Correct - option: The word 'hi' will appear 25 times in a row. feedback: No it will only appear 3 times. - hint: It doesn't say `{print}` i - correct_answer: C - question_score: '10' 9: - question_text: How many times does Hedy chant Hip Hip Hooray? code: |- ålder = {ask} 'Hur gammal är du?' {for} i {in} {range} 1 {to} ålder @@ -2517,15 +2144,8 @@ levels: - option: Det beror på hur gammal du är feedback: Det stämmer! hint: '`{for}` i `{in}` `{range}` 1 `{to}` ålder' - correct_answer: D - question_score: '10' 10: question_text: Vilken Hedy-kod ger den här utskriften? - output: |- - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark mp_choice_options: - option: |- ``` @@ -2556,8 +2176,6 @@ levels: ``` feedback: '`{range}` 0 `{to}` 3 är fyra gånger.' hint: Tänk på indragningen - correct_answer: B - question_score: '10' 12: 1: question_text: Vilken utskrift är rätt? @@ -2578,8 +2196,6 @@ levels: 5 feedback: Bra jobbat! hint: Båda raderna skrivs ut! - correct_answer: D - question_score: '10' 2: question_text: Vilken kod är rätt? mp_choice_options: @@ -2608,8 +2224,6 @@ levels: ``` feedback: Alla olika värden på smaker ska skrivas inom citattecken. hint: Den andra kodraden är samma i varje kod – var uppmärksam på den första raden - correct_answer: C - question_score: '10' 3: question_text: Vad är fel med den här koden? code: |- @@ -2625,8 +2239,6 @@ levels: - option: Inget är fel. feedback: Det stämmer inte hint: Citattecknen används korrekt - correct_answer: A - question_score: '10' 4: question_text: På vilka rader behövs citattecken för att få koden att fungera? code: |- @@ -2644,8 +2256,6 @@ levels: - option: Alla rader feedback: Perfekt! hint: Behöver rad 3 också citattecken? - correct_answer: D - question_score: '10' 5: question_text: Vad får Agent007 för resultat när den anger rätt lösenord? code: |- @@ -2669,9 +2279,6 @@ levels: feedback: Agenten kommer inte att fånga några skurkar här - option: Åk till flygplatsen i morgon kl. 10.00 feedback: Agenten kommer inte att fånga några skurkar här - hint: The correct password is TOPSECRET - correct_answer: B - question_score: '10' 6: question_text: Vilken rad ska fyllas i vid ??? code: |- @@ -2707,8 +2314,6 @@ levels: ``` feedback: Nästan framme! hint: Vad händer om du bara beställer pommes frites och en dricka? - correct_answer: C - question_score: '10' 7: question_text: Vilken utskrift får en vegan? code: |- @@ -2747,11 +2352,8 @@ levels: kakor feedback: Nästan klart, men titta på ordningen på snacksen i listan hint: Vilket element tas bort från listan när du svarar 'vegan'? - correct_answer: A - question_score: '10' 8: question_text: Vilken kod användes för att skapa det här resultatet? - code: '3.5' mp_choice_options: - option: |- ``` @@ -2774,8 +2376,6 @@ levels: ``` feedback: Nej hint: 7 dividerat med 2 är 3.5 - correct_answer: B - question_score: '10' 9: question_text: Vilken kod ska fyllas i på rad 1 vid ??? code: |- @@ -2803,8 +2403,6 @@ levels: ``` feedback: Du vann ingenting hint: Elementen i listan ska stå inom citattecken - correct_answer: C - question_score: '10' 10: question_text: Vilken kodrad ska fyllas i vid ??? för att slutföra sången? code: |- @@ -2838,8 +2436,6 @@ levels: ``` feedback: Det här är en svår uppgift! Alla handlingar i listan måste finnas med i låten. hint: Det här är en svår uppgift! Alla handlingar på listan måste finnas med i låten. - correct_answer: B - question_score: '10' 13: 1: question_text: Vilken kod ska fyllas i vid ??? @@ -2874,8 +2470,6 @@ levels: ``` feedback: Hedy sjunger bara om båda svaren är ja hint: Hedy sjunger om du vill höra en sång och det är din födelsedag - correct_answer: C - question_score: '10' 2: question_text: Vilket kommando saknas i koden istället för ??? ? code: |- @@ -2893,8 +2487,6 @@ levels: - option: '`{print}`' feedback: Nej hint: Varken veganer eller muslimer kan äta korv. - correct_answer: B - question_score: '10' 3: question_text: Vilken utskrift får en medlem utan rabattkod? code: |- @@ -2914,8 +2506,6 @@ levels: - option: Det kan man inte veta feedback: Det finns det! Läs frågan noggrant hint: Tänk på `{or}`-kommandot på rad 3 - correct_answer: A - question_score: '10' 4: question_text: Vilken kodrad ska följa den här raden i sten-sax-påse-spelet? code: '{if} datorns_val {is} ''sten'' {and} ditt_val {is} ''påse''' @@ -2941,8 +2531,6 @@ levels: ``` feedback: Försök igen! hint: Påse slår sten - correct_answer: A - question_score: '10' 5: question_text: Vad stämmer om den här koden? code: |- @@ -2958,8 +2546,6 @@ levels: - option: Varje person som inte heter Askungen och inte har skostorlek 38 är den här prinsens enda sanna kärlek feedback: Prinsen är lite mer kräsen än så! hint: Båda påståendena måste vara sanna - correct_answer: C - question_score: '10' 6: question_text: Vilket påstående om den här koden är sant? code: |- @@ -2984,8 +2570,6 @@ levels: - option: Sophie är en tjej med glasögon feedback: Bra jobbat! hint: Titta noga! Eller behöver du glasögon? - correct_answer: D - question_score: '10' 7: question_text: Vilket påstående är falskt? code: |- @@ -3011,8 +2595,6 @@ levels: - option: Den gula fågeln fick mat i morse feedback: Det stämmer hint: Läs de sista fyra raderna noga - correct_answer: C - question_score: '10' 8: question_text: Vilken utskrift får man om man beställer popcorn men ingen dricka? code: |- @@ -3050,8 +2632,6 @@ levels: Njut av filmen feedback: Du måste betala för dina popcorn! hint: popcorn = ja och dricka = nej - correct_answer: B - question_score: '10' 9: question_text: Vad är fel med den här koden? code: |- @@ -3091,8 +2671,6 @@ levels: ``` feedback: Det här är inte vad jag beställde! hint: Det finns ett misstag på rad 3 - correct_answer: A - question_score: '10' 10: question_text: Vilket kommando ska finnas på rad 8 istället för ??? ? code: |- @@ -3119,8 +2697,6 @@ levels: - option: '`{if}`' feedback: Nej hint: Elementet är antingen i listan med snacks eller i listan med drycker - correct_answer: B - question_score: '10' 14: 1: question_text: Vilken symbol ska användas på den tomma platsen? @@ -3138,8 +2714,6 @@ levels: - option: '`=`' feedback: Rätt! hint: Vi jämför ingenting, vi frågar bara efter ett namn. - correct_answer: D - question_score: '10' 2: question_text: Vilken kod använder symbolen = eller == på rätt sätt? mp_choice_options: @@ -3152,8 +2726,6 @@ levels: - option: svar == {ask} 'Hur mår du?' feedback: Nej hint: När du jämför två svar ska du använda == - correct_answer: C - question_score: '10' 3: question_text: Vilka symboler ska fyllas i på de två tomma platserna? code: |- @@ -3172,8 +2744,6 @@ levels: feedback: Du har rätt - option: '`+` och `==`' hint: 130 personer får vistas i klubben - correct_answer: C - question_score: '10' feedback: Det är fel 4: question_text: Vad är fel med den här koden? @@ -3195,8 +2765,6 @@ levels: - option: På rad 4 ska <= användas istället för >= feedback: No that's not it hint: Symbolerna är rätt - correct_answer: B - question_score: '10' 5: question_text: Vilken symbol ska det vara på den tomma platsen om filmen är tillåten för barn från 12 år och uppåt? code: |- @@ -3216,8 +2784,6 @@ levels: - option: '`<= 12`' feedback: De här barnen är för unga hint: '> betyder större än' - correct_answer: B - question_score: '10' 6: question_text: Hur många gånger måste du säga att du är irriterad innan det här störiga spelet slutar? code: |- @@ -3237,8 +2803,6 @@ levels: - option: Två gånger feedback: Det stämmer hint: '!= betyder ''är inte''' - correct_answer: D - question_score: '10' 7: question_text: Vad ska det stå på de tre tomma platserna? code: |- @@ -3266,8 +2830,6 @@ levels: - option: '`''Lägre!''` och `''Du vann!''` och `''Högre!''`' feedback: Det är inte riktigt rätt. hint: Den sista ska säga att du vann. - correct_answer: B - question_score: '10' 8: question_text: Vilket påstående stämmer om den här berg- och dalbanan? code: |- @@ -3286,8 +2848,6 @@ levels: - option: Det finns inga längdbegränsningar för att åka berg- och dalbana feedback: There are. hint: '> betyder större än' - correct_answer: A - question_score: '10' 9: question_text: Hur många chokladbitar ger dig ont i magen enligt denna fitbit? code: |- @@ -3308,8 +2868,6 @@ levels: - option: Nio eller fler feedback: Bra! hint: '> 8 betyder fler än 8' - correct_answer: D - question_score: '10' 10: question_text: Vad ska det stå i de tomma rutorna? code: |- @@ -3326,73 +2884,19 @@ levels: - option: '''Det är oavgjort''' feedback: No it's not, one player has a higher score hint: Du vinner spelet genom att ha flest poäng - correct_answer: B - question_score: '10' 15: 1: - question_text: 'Which symbol should be used on the blank? Tip: You must keep guessing until you get it right.' code: |- answer = 0 while answer _ 'Amsterdam' answer = ask 'What is the capital city of the Netherlands?' print 'You have given the correct answer' - mp_choice_options: - - option: '`=!`' - feedback: That is not right. - - option: '`==`' - feedback: You don't have to keep guessing if you've given the right answer. - - option: '`!=`' - feedback: Correct - - option: '`=`' - feedback: That's not it - hint: Keep guessing until you say Amsterdam - correct_answer: C - question_score: '10' - 2: - question_text: Which of these codes has used the correct symbol(s)? - mp_choice_options: - - option: |- - ``` - {while} name = Hedy - ``` - feedback: 'No' - - option: |- - ``` - {while} age = 24 - ``` - feedback: 'No' - - option: |- - ``` - {while} time > 0 - ``` - feedback: Yes! - - option: |- - ``` - {while} answer == yes' - ``` - feedback: A quotation mark is missing - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' 3: question_text: Which command should be filled in on the two blanks? code: |- _ age >= 18 print 'you are not allowed in this bar' - mp_choice_options: - - option: '`{in}`' - feedback: That's not it - - option: '`{while}`' - feedback: You are right - - option: '`{for}`' - feedback: That's not it - - option: '`{range}`' - feedback: That's not it - hint: You are not allowed in the bar as long as you are 17 or younger - correct_answer: B - question_score: '10' 4: - question_text: What's wrong with this code? code: |- options = 1, 2, 3, 4, 5, 6 print 'Throw 6 as fast as you can!' @@ -3412,11 +2916,7 @@ levels: feedback: That's not it - option: In line 5 != should have been used instead of == feedback: You are correct - hint: There is something wrong in line 5 - correct_answer: D - question_score: '10' 5: - question_text: What should be placed on the blank to make this program work correctly? code: |- wetness = 10 while wetness != 0 @@ -3435,9 +2935,6 @@ levels: feedback: You are correct! - option: = wetness + 1 feedback: The program should count down - hint: wetness should get less each time - correct_answer: C - question_score: '10' 6: question_text: what is wrong with this code? code: |- @@ -3455,25 +2952,8 @@ levels: feedback: No that's not right - option: Line 2 should start with less indentation feedback: That is correct - hint: Look closely at the indentation - correct_answer: D - question_score: '10' 7: question_text: How should this program be changed to that it works? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' mp_choice_options: - option: '... change the first {if} into a {while}' feedback: Perfect! @@ -3483,32 +2963,9 @@ levels: feedback: That's not quite right. - option: '... change the fourth {if} into a {while}' feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: A - question_score: '10' 8: - question_text: Which statement is true about this automated toilet system? - code: |- - {while} toilet == 'occupied' - lights = 'on' - air_freshener_sprays = 'yes' - {sleep} 60 - lights = 'off' - air_freshener_sprays = 'no' - mp_choice_options: - - option: The lights and air freshener will turn off after 1 minute - feedback: False! - - option: The air freshener sprays once every minute and the lights stay on the whole time while you are on the toilet - feedback: Great job - - option: The air freshener sprays once you leave the toilet. - feedback: It only sprays when you're in there. - - option: The lights will always stay on. - feedback: That wouldn't be right. hint: The block after the while command keeps happening while the toilet is occupied. - correct_answer: B - question_score: '10' 9: - question_text: What will the diet app say if you have eaten 1600 calories today? code: |- chocolate = {ask} 'How many calories have you eaten today?' {while} calories <= 1000 @@ -3526,16 +2983,7 @@ levels: feedback: Yes! - option: You have eaten enough for today feedback: 'No' - hint: 1600 is between 1000 and 2000 - correct_answer: C - question_score: '10' 10: - question_text: 'What should be filled in in the blanks? Tip: the player with the most points is in the lead.' - code: |- - name_player_1 = {ask} 'Name player 1:' - name_player_2 = {ask} 'Name player 2:' - {while} points_player_1 > points_player_2 - {print} _ ' is in the lead right now!' mp_choice_options: - option: name_player_1 feedback: You are right! @@ -3545,105 +2993,20 @@ levels: feedback: You should fill in a name, not a number - option: points_player_2 feedback: You should fill in a name, not a number - hint: You win the game by having the most points. Your name should appear on the screen - correct_answer: A - question_score: '10' 16: - 1: - question_text: Which command should be filled in on the blanks to print a random snack? - code: |- - snacks = nachos, chips, cucumber, sweets - {print} _ - mp_choice_options: - - option: '`snacks {at} {random}`' - feedback: This is the old way. - - option: '`[{random} snack]`' - feedback: The order is wrong. - - option: '`snacks[{random}]`' - feedback: Correct - - option: '`snacks[{at} {random}]`' - feedback: We do not need `at`anymore - hint: We no longer use {at} - correct_answer: C - question_score: '10' 2: - question_text: What should be filled in on the blanks if you want a list of what chores are done by whom? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chores = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} _ - mp_choice_options: - - option: |- - ``` - friends[i] has to do chores [i] - ``` - feedback: Mind the spacing. - - option: |- - ``` - friends[1] has to do chores[1] - ``` - feedback: It will print 3 times that Wesley has to do the cooking - - option: |- - ``` - chores[i] ' has to do ' friends[random] - ``` - feedback: The person has to do the chore, not the other way around - - option: |- - ``` - friends[i] ' has to do ' chores[i] - ``` - feedback: Fantastic! - hint: '`i` tells us what item in the list it is. So friend 1 does chore 1 etc.' - correct_answer: D - question_score: '10' 3: - question_text: What is a possible output for this program? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chore = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} friends[i] has to do chores[i] - mp_choice_options: - - option: |- - ``` - Wesley has to do the cooking - Eric has to do the cleaning - Kaylee has to do nothing - ``` - feedback: Super! - - option: |- - ``` - Kaylee has to do the cooking - Wesley has to do the cleaning - Eric has to do nothing - ``` - feedback: No, it is not random. - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cleaning - Wesley has to do the nothing - ``` - feedback: Poor Wesley! - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cooking - Wesley has to do the cooking - ``` - feedback: That's not it - hint: It's not random... - correct_answer: A - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - friends = ['Jaylee', 'Erin', 'Fay'] - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 0 {to} 3 - print 'the lucky number of ' friends[i] - print 'is ' lucky_numbers[i] mp_choice_options: - option: The variable in line 4 should be 'friend[i]', not 'friends[i]' feedback: That is not right. @@ -3653,16 +3016,7 @@ levels: feedback: It's not a variable, it's just text. - option: '{in} in line 3 should be removed' feedback: That's not it - hint: There's nothing wrong with line 4 - correct_answer: B - question_score: '10' 5: - question_text: Which line should be filled in in the blank? - code: |- - animals = ['dog', 'cow', 'horse'] - _ - {for} i {in} {range} 1 {to} 3 - {print} 'the ' animals[i] ' says ' sounds[i] mp_choice_options: - option: noises = ['moo', 'woof', 'neigh'] feedback: Mind the variable name and the order of the sounds. @@ -3672,487 +3026,3 @@ levels: feedback: Don't forget the quotation marks! - option: sounds = ['woof', 'moo', 'neigh'] feedback: Great job! - hint: Look at line 1 to see proper use of brackets and quotation marks. - correct_answer: D - question_score: '10' - 6: - question_text: Which statement is true? - code: |- - people = ['Chris', 'Jaylino', 'Ryan'] - games = ['fortnite', 'minecraft', 'fifa'] - {for} o {in} {range} 1 {to} 3 - {print} people[o] ' likes ' games[o] - mp_choice_options: - - option: You are not allowed to use the variable o. It should be named i. - feedback: i is the most commonly used variable name in this case, but it's not mandatory to use i. - - option: The output will say that Jaylino likes fortnite. - feedback: No, he likes minecraft. - - option: The output will say that Ryan likes fifa - feedback: Correct - - option: This code will not work. It will give and error. - feedback: No, the code is correct. - hint: There is nothing wrong with this code. - correct_answer: C - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - people = ['Savi', 'Senna', 'Fayenne'] - transportation = ['bike', 'train', 'car'] - {for} i {in} {range} 1 {to} 3 - {print} people[i] goes to school by transportation[i] - mp_choice_options: - - option: Line 1 needs less quotation marks - feedback: That is not right. - - option: Line 3 should start with indentation - feedback: It should not! - - option: Line 4 should start without indentation - feedback: It should not - - option: Line 4 needs more quotation marks. - feedback: Amazing! - hint: There is a mistake made in the usage of quotation marks. - correct_answer: D - question_score: '10' - 8: - question_text: Which of these codes belongs to this output? - code: |- - Macy and Kate get to go first - Lionell and Raj get to go second - Kim and Leroy get to go third - mp_choice_options: - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 0 {to} 3 - {print} teams[random] ' get to go ' position[i] - ``` - feedback: This is not right - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: Amazing! - - option: |- - ``` - teams = ['Macy', 'Kate', 'Lionell', 'Raj', 'Kim', 'Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 6 - {print} teams[random] ' get to go ' position[random] - ``` - feedback: This is not it. - - option: |- - ``` - teams = ['Macy and Kate' 'Lionell and Raj' 'Kim and Leroy'] - position = ['first' 'second' 'third'] - {for} teams {in} {range} 0 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: This is not going to work! - hint: If you look carefully at the first line, you'll see that only the first two answers are possibly correct. - correct_answer: B - question_score: '10' - 9: - question_text: What is a possible output for this code? - code: |- - countries = ['Canada', 'Zimbabwe', 'New Zealand'] - {for} i {in} {range} 0 {to} 1 - {print} 'I will travel to ' countries[random] - mp_choice_options: - - option: |- - ``` - I will travel to Canada - I will travel to Canada - ``` - feedback: Great job! - - option: |- - ``` - I will travel to Canada - ``` - feedback: It will be repeated twice - - option: |- - ``` - I will travel to Canada, Zimbabwe and New Zealand - ``` - feedback: This is not it. - - option: |- - ``` - I will travel to Canada - I will travel to Zimbabwe - I will travel to New Zealand - ``` - feedback: It's only repeated twice - hint: Range 0 to 1 is 2 times - correct_answer: A - question_score: '10' - 10: - question_text: Which 3 lines will complete this code correctly? - code: |- - {print} 'The book raffle will start soon' - {print} 'Get your tickets now!' - books = ['Narnia', 'The Hobbit', 'Oliver Twist', 'Harry Potter', 'Green eggs and ham'] - people = {ask} 'How many raffle tickets are sold?' - list_of_numbers = [1, 2] - {for} i {in} {range} 3 {to} people - {add} i {to} list_of_numbers - {for} i {in} {range} 1 {to} 5 - mp_choice_options: - - option: |- - ``` - chosen_number = list_of_numbers at random - print books[i] ' will go to person number ' chosen_number - {add} chosen_number {to} list_of_numbers - ``` - feedback: Almost there... but adding the winner to the list makes this raffle unfair - - option: |- - ``` - print person[i] ' wins ' book[i] - ``` - feedback: There is no list called 'person' - - option: |- - ``` - chosen_number = list_of_numbers[people] - print books[people] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: This is not it. - - option: |- - ``` - chosen_number = list_of_numbers[random] - print books[i] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: Fantastic! - hint: You need to use the {remove} command - correct_answer: D - question_score: '10' - 17: - 1: - question_text: What is the output of this code? - code: |- - minions = ['Bob', 'Kevin', 'Stuart'] - {for} x in minions: - {print} x - mp_choice_options: - - option: |- - ``` - m i n i o n s - ``` - feedback: This is not it. - - option: |- - ``` - Bob - Kevin - Stuart - ``` - feedback: Correct! - - option: |- - ``` - minions - minions - minions - ``` - feedback: Take a look at the content of your list. - - option: |- - ``` - B o b K e v i n S t u a r t - ``` - feedback: Do not loop through the letters. - hint: Loop through your list. - correct_answer: B - question_score: '10' - 2: - question_text: What is wrong with this code? - code: |- - seconds_minute = 60 - minute_hour = 60 - hour_day = 24 - leap_year = 366 - no_leap_year = 365 - years = ask 'what year is it?' - {if} years = 2024: - print seconds_minute * minute_hour * hour_day * leap_year - {else}: - print seconds_minute * minute_hour * hour_day * noleap_year - mp_choice_options: - - option: You cannot have so many variables. - feedback: This is not it. - - option: The way the variables are multiplied is incorrect. - feedback: Not true! - - option: One of the variables `noleap_year` does not belong with the `{if}` statement. - feedback: Keep looking for the mistake. - - option: The `noleap_year` has to be identical in both cases. - feedback: Correct! - hint: Read the code carefully. - correct_answer: D - question_score: '10' - 3: - question_text: How many hedgehogs will this code print? - code: |- - {for} x in range 1 to 3: - {for} y in range 1 to 2: - {print} 🦔 - mp_choice_options: - - option: |- - ``` - 🦔 - 🦔 - 🦔 - ``` - feedback: Try again. - - option: |- - ``` - 🦔 - 🦔 - ``` - feedback: One more try. - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: Well done! - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating. - correct_answer: C - question_score: '10' - 4: - question_text: What is wrong with code? - code: |- - name_color = {ask} 'What is your favorite color?' - {if} name_color == 'red': - {print} 'the color of a tomato' - {elif} name_color == 'green': - {print} 'the color of an apple' - {elif} name_color == 'blue': - {print} 'the color of a blueberry' - {elif} name_color == 'yellow': - {print} 'the color of a banana' - {elif}: - {print} 'this fruit-color does not exist' - mp_choice_options: - - option: The first `{elif}` should be used before the `print` command - feedback: Try again. - - option: '`{elif}` can only be used once' - feedback: From now on we can use elif multiple times. - - option: '`==` used with `{elif}` should be replaced by `=`' - feedback: Not correct. - - option: '`{elif}` in the last line should be replaced by `{else}`' - feedback: Great! - hint: Think about `{if}`, `{elif}`, `{else}`. - correct_answer: D - question_score: '10' - 5: - question_text: What is the output of this code? - code: |- - numbers = [7, 19, 29, 41, 53, 71, 79, 97] - {for} prime in numbers: - {if} prime <= 10: - {print} prime - {elif} prime >= 60: - {print} prime - {elif} prime >= 90: - {print} prime - {else}: - {print} 'another number' - mp_choice_options: - - option: |- - ``` - 7 - another number - another number - another number - another number - 71 - 79 - 97 - ``` - feedback: Well done! - - option: |- - ``` - another number - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: Try again. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - another number - ``` - feedback: One more try. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating and the values of if and elif. - correct_answer: A - question_score: '10' - 6: - question_text: What is wrong with code? - code: |- - name = {ask} 'What is your name?' - {if} name == 'Hedy': - password = {ask} 'What is your password?' - {if} password =='turtle123': - {print} 'Yey' - {else}: - {print} 'Access denied' - {else}: - {print} 'Go fish' - mp_choice_options: - - option: '`{elif}` is missing.' - feedback: Try again. - - option: '`{else}` can only be used once.' - feedback: From now on we can use elif multiple times. - - option: Nothing! - feedback: There is a mistake. Look carefully! - - option: There is an indentation mistake in the last line. - feedback: Amazing! - hint: There is a mistake somewhere... - correct_answer: D - question_score: '10' - 7: - question_text: Which of the following codes will print five times 'the result is 3' on the screen? - mp_choice_options: - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - result = n * 1 - {print} 'The result is ' result - ``` - feedback: Try again! - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} u in numbers: - number = u - {print} 'The result is ' number - ``` - feedback: That is not it. - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} number in numbers: - number = 3 - {print} 'The result is ' number - ``` - feedback: Very good! - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - n = result - {print} 'The result is ' result - ``` - feedback: That is not it. - hint: Think about mathematical symbols. - correct_answer: C - question_score: '10' - 8: - question_text: What is wrong with code? - code: |- - insects = ['🐝', '🦋', '🕷', '🐞'] - your_favorite = {ask} 'what is your favorite insect?' - {for} insect in insects: - {if} your_favorite == '🐝' {or} your_favorite == '🐞': - {print} 'very useful' - {elif} your_favorite == '🕷': - {print} 'it can catch mosquitoes' - {else}: - {print} 'almost all insects can be useful one way or another' - mp_choice_options: - - option: '`{or}` cannot be used with `{if}`.' - feedback: Try again. - - option: In the `{for}` command `insect` should be `insects`. - feedback: Not true. - - option: Nothing! - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 9: - question_text: Which one of the codes below gave this output? - code: |- - -5 is negative - -4 is negative - -3 is negative - -2 is negative - -1 is negative - 0 is positive - 1 is positive - 2 is positive - 3 is positive - mp_choice_options: - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Try again! - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number <= 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - - option: "```\n {for} number in range -5 to 3:\n {if} number >= 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Very good! - - option: "```\n {for} number in range -5 to 3:\n {if} number < 0: \n {print} number ' is positive'\n {elif} number <=0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 10: - question_text: What is wrong with this code? - code: |- - {for} number in range 1 to 5: - volume_room = num * num * num - {print} volume_room ' cubic meters' - {if} volume_room > 100: - {print} 'this is a large room' - {elif} volume_room < 100: - {print} 'small room but cosy' - {else}: - {print} 'i will look for something else' - mp_choice_options: - - option: The word num needs quotation marks. - feedback: Try again. - - option: The `{if}` command is not used correctly. - feedback: Not true. - - option: Line 3 should be `volume_room = number * number * number`. - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' diff --git a/content/quizzes/sw.yaml b/content/quizzes/sw.yaml index a69f0f86c61..de901cca12d 100644 --- a/content/quizzes/sw.yaml +++ b/content/quizzes/sw.yaml @@ -1,19 +1,5 @@ levels: 1: - 1: - question_text: What's this programming language called? - mp_choice_options: - - option: Hedy - feedback: Good job! - - option: Heddy - feedback: Not this one! - - option: Haydie - feedback: Not this one! - - option: Heidi - feedback: Not this one! - hint: It's named after Hedy Lamarr. - correct_answer: A - question_score: '10' 2: question_text: Which command makes text appear? code: ___ Hello! @@ -39,40 +25,9 @@ levels: ``` feedback: With `{ask}`, you can ask a question. hint: _?_ Hello world! - correct_answer: B - question_score: '10' 3: - question_text: How do you ask what someone's favorite color is? - mp_choice_options: - - option: |- - ``` - {print} What is your favorite color? - ``` - feedback: '`{print}` prints text, but it doesn''t ask questions.' - - option: |- - ``` - {ask} {print} What is your favorite color? - ``` - feedback: You only need one command, not two. - - option: |- - ``` - {ask} What is your favorite color? - ``` - feedback: Great! - - option: |- - ``` - {echo} What is your favorite color? - ``` - feedback: '`{echo}` repeats your answer back to you.' hint: You can {ask} something with the {ask} command - correct_answer: C - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - Hi Im Hedy! - {ask} Who are you? - {echo} Hi... mp_choice_options: - option: '`{print}` in line 1 is missing.' feedback: Correct! @@ -82,11 +37,7 @@ levels: feedback: '`{echo}` is a command, there''s another mistake.' - option: Nothing! This is a perfect code! feedback: Wrong, look carefully! - hint: Line 1 doesn't seem right - correct_answer: A - question_score: '10' 5: - question_text: Which command is missing in line 2? code: |- {ask} What is your favorite pet? _?_ So your favorite pet is... @@ -111,49 +62,7 @@ levels: {echo} ``` feedback: Right on! - hint: You want to see the answer at the end of line 2... - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - {print} Hi im Hedy! - {print} Which football team do you support? - {echo} You support... - {print} Cool! Me too! - mp_choice_options: - - option: In line 1 `{print}` should be replaced with `{ask}`. - feedback: '`{print}` in line 1 is correct.' - - option: In line 2, `{print}` should be replaced with `{ask}`. - feedback: Great! You paid attention! - - option: Line 3 has to begin with `{print}` instead of `{echo}`. - feedback: '`{echo}` is correct.' - - option: In line 4, `{print}` is spelled wrong. - feedback: No, there is a mistake somewhere else - hint: Check the `{print}` commands. - correct_answer: B - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - {print} Welcome at Hedys restaurant! - {ask} What would you like to eat? - {echo} So you want to order ... - {print} Coming right up! Enjoy! - mp_choice_options: - - option: In line 1 `{print}` needs to be replaced with `{ask}` - feedback: Are you sure something is wrong? - - option: In line 1 `{print}` needs to be replaced with `{echo}` - feedback: Are you sure something's wrong? - - option: In line 3 `{echo}` needs to be replaced with `{print}` - feedback: Are you sure something is wrong? - - option: Nothing! This is a perfect code! - feedback: Correct! - hint: Check the code line by line - correct_answer: D - question_score: '10' 8: - question_text: How do you use the `{echo}` command? mp_choice_options: - option: You can use it to `{ask}` a question. feedback: That's what `{ask}` is for! @@ -163,33 +72,8 @@ levels: feedback: Good job! - option: You can use it to make text disappear. feedback: That's not right... - hint: '`{echo}` is used after an `{ask}` command.' - correct_answer: C - question_score: '10' - 9: - question_text: What's wrong with this code? - code: |- - {print} Hello! - {print} How are you doing? - {echo} So you are doing... - mp_choice_options: - - option: '`{print}` in line 1 should be `{ask}`' - feedback: No, `{print}` is right. Where is the question being asked? - - option: '`{print}` in line 2 should be `{ask}`' - feedback: Super! - - option: '`{echo}` in line 3 should be `{ask}`' - feedback: No, `{echo}` is right. Where is the question being asked? - - option: Nothing. This is a perfect code! - feedback: Look carefully for the mistake... - hint: '`{ask}` allows you to ask a question' - correct_answer: B - question_score: '10' 10: question_text: Which output will be in your outputscreen after you've run this code? - code: |- - {ask} Are you ready to go to level 2? - {echo} - {echo} mp_choice_options: - option: Are you ready to go to level 2? feedback: There are two echo commands @@ -203,12 +87,8 @@ levels: Are you ready to go to level 2? Yes! feedback: There are two echo commands - hint: Let's go! - correct_answer: B - question_score: '10' 2: 1: - question_text: Which statement is true? mp_choice_options: - option: In level 2 the `{print}` command doesn't exist anymore feedback: '`{print}` still works' @@ -219,84 +99,7 @@ levels: - option: In level 2 all the level 1 commands still work feedback: No one command doesn't work anymore. hint: '`{print}` and `{ask}` still exist.' - correct_answer: C - question_score: '10' - 2: - question_text: Which code is correct? - mp_choice_options: - - option: |- - ``` - name {is} {ask} What is your name? - ``` - feedback: Super! - - option: |- - ``` - {ask} {is} name What is your name - ``` - feedback: The words are right, the order is not! - - option: |- - ``` - {ask} What is your name? - ``` - feedback: This worked in level 1, but in level 2 and up it works differently. - - option: |- - ``` - {ask} What is your name? {is} name - ``` - feedback: The words are right, the order isn't! - hint: '`{ask}` doesn''t work like in level 1' - correct_answer: A - question_score: '10' - 3: - question_text: What appears on your output screen when you run this code? - code: |- - name {is} Marleen - {print} name goes to the market and she buys an apple. - mp_choice_options: - - option: name goes to the market and she buys an apple. - feedback: The word name is replaced with Marleen - - option: Marleen goes to the market. - feedback: The second part of the sentence isn't left out! - - option: Marleen goes to the market and she buys an apple. - feedback: Right on! - - option: Marleen goes to the market and Marleen buys an apple. - feedback: She is not replaced with the name - hint: The word name is replaced with Marleen - correct_answer: C - question_score: '10' - 4: - question_text: What will you see on the output screen when you run this code? - code: |- - name {is} Hedy - {print} Hi my name is name - mp_choice_options: - - option: Hi my name is name - feedback: The variable name is replaced with Hedy - - option: Hi my name is Hedy - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is name - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is Hedy - feedback: Correct, this mistake will be fixed in level 4! - hint: '''name'' is being replaced with ''Hedy'' in both places' - correct_answer: D - question_score: '10' - 5: - question_text: What happens when you use the `{sleep}` command? - mp_choice_options: - - option: It slows down your computer - feedback: fortunately not! - - option: It closes down Hedy - feedback: fortunately not! - - option: Your program pauses for a second and then continues - feedback: That's right! - - option: You put it at the end so Hedy knows your program is finished - feedback: No it would be useless at the end of your code - hint: The computer waits for a second at the `{sleep}` command - correct_answer: C - question_score: '10' 6: - question_text: What should be on the lines? code: |- {print} And the award for best programming language goes to... _?_ @@ -322,116 +125,17 @@ levels: {ask} ``` feedback: There is no question there to be asked - hint: Pause for dramatic effect... - correct_answer: A - question_score: '10' 7: - question_text: What command should be used on line 2? code: |- {print} I will explode in 3 seconds! _?_ {print} BOOM! - mp_choice_options: - - option: |- - ``` - {print} 3 - ``` - feedback: You don't need to `{print}` - - option: |- - ``` - {sleep} 3 - ``` - feedback: Perfect! - - option: |- - ``` - {sleep} - ``` - feedback: This way the bomb will explode in 1 second - - option: |- - ``` - {sleep} {sleep} {sleep} - ``` - feedback: Make it easier on yourself by using the number 3 - hint: You want the computer to wait for 3 seconds - correct_answer: B - question_score: '10' - 8: - question_text: How would you correct the first line of code? - code: |- - {ask} {is} How old are you? - {print} age - mp_choice_options: - - option: |- - ``` - age {ask} {is} How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - {ask} {is} age How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - age {is} {ask} How old are you? - ``` - feedback: You get it! - - option: |- - ``` - age {is} How old are you? - ``` - feedback: Where is the `{ask}` command? - hint: The variable name should come first - correct_answer: C - question_score: '10' - 9: - question_text: What is going wrong in this code? - code: |- - dogs {is} animal - {print} I love animal - mp_choice_options: - - option: 'Line 1 should say: dogs `{is}` animals' - feedback: The variable name is animal - - option: 'Line 1 should say: animal `{is}` dogs' - feedback: Great! - - option: 'Line 2 should say: `{print}` I love animals' - feedback: The variable name is animal - - option: 'Line 2 should say: `{sleep}` I love animals' - feedback: Sleep is not used to `{print}` text - hint: You want to `{print}` 'I love dogs' - correct_answer: B - question_score: '10' 10: - question_text: What command should be used on the line 1? code: |- flavor {is} _?_ {print} Your favorite icecream is... {sleep} {print} flavor - mp_choice_options: - - option: |- - ``` - {sleep} 3 - ``` - feedback: You want to know the favorite flavor! - - option: |- - ``` - {print} strawberries - ``` - feedback: You do not want a `{print}` command at the middle of the line... - - option: |- - ``` - strawberries, chocolate, vanilla - ``` - feedback: This way you are making a list. You don't want that now. - - option: |- - ``` - {ask} What flavor icecream do you like? - ``` - feedback: That's right! - hint: You want to `{ask}` a question - correct_answer: D - question_score: '10' 3: 1: question_text: What command do you use to let Hedy pick something arbitrarily? @@ -456,14 +160,7 @@ levels: {at} {random} ``` feedback: Correct! - hint: Arbitrarily means without a plan or randomly. - correct_answer: D - question_score: '10' 2: - question_text: What's wrong with this code? - code: |- - animals {is} dog cat cow - {print} animals {at} {random} mp_choice_options: - option: 'You need commas in line 1: dog, cat, cow.' feedback: Good job! @@ -473,155 +170,15 @@ levels: feedback: animals is correct. - option: '`{at} {random}` is spelled incorrectly' feedback: '`{at} {random}` is the correct spelling' - hint: There's something wrong in line 1 - correct_answer: A - question_score: '10' 3: question_text: How do you fix the mistake in line 2 of this code? - code: |- - options {is} rock, paper, scissors - {print} rock, paper, scissors {at} {random} - mp_choice_options: - - option: |- - ``` - {at} {random} {print} options - ``` - feedback: You're almost there. The order of the words isn't right yet. - - option: |- - ``` - {print} rock {at} {random} - ``` - feedback: you don't always want the Hedy to {print} rock, sometimes you want scissors or paper. - - option: |- - ``` - {print} options {at} {random} - ``` - feedback: Very good! - - option: Nothing, the code is correct! - feedback: Look carefully for the mistake - hint: The variable (the list) is called options. - correct_answer: C - question_score: '10' - 4: - question_text: What should change in line 2 to print a random price? - code: |- - prices {is} 1 dollar, 100 dollar, 1 million dollar - {print} price {at} {random} - mp_choice_options: - - option: |- - ``` - {print} price - ``` - feedback: You don't want to `{print}` the word price, but you want to `{print}` one price out of your list `{at} {random}` - - option: |- - ``` - {print} prices {at} {random} - ``` - feedback: Great! You've really paid attention. - - option: |- - ``` - {print} {at} {random} price - ``` - feedback: '`{at} {random}` is placed behind the variable.' - - option: Nothing, this code is alright. - feedback: Look carefully for the mistake you missed! - hint: The variable name is prices - correct_answer: B - question_score: '10' - 5: - question_text: What is wrong in this code? - code: |- - question {is} {ask} What do you want to know? - {print} question - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 1 needs to say `{print}` instead of `{ask}` - feedback: No, that's not wrong. - - option: Line 2 needs to say `{ask}` instead of `{print}` - feedback: No that's not wrong. - - option: Line 2 needs to say answers `{at} {random}` `{is}` yes, no, maybe - feedback: No, that's not wrong. - - option: Nothing, this code is perfect - feedback: That's right! - hint: Does this code even have a mistake? - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 2 needs to say question instead of answers - feedback: No that's not right - - option: Line 2 needs the `{is}` command - feedback: Correct - - option: Line 3 needs to say answer instead of answers - feedback: No the variable's called answers - - option: Nothing! This code is great! - feedback: Actually, line 2 has a mistake. - hint: There is something wrong with line 2. - correct_answer: B - question_score: '10' - 7: - question_text: What does the `{add}` command do? - code: |- - books {is} Harry Potter, The Hobbit, Green Eggs and Ham - your_book {is} {ask} What is your favorite book? - {add} your_book {to} books - {print} books {at} {random} - mp_choice_options: - - option: The `{add}` command removes a random book from the list - feedback: The remove command removes, the add command adds - - option: The `{add}` command adds a random book to a list - feedback: It doesn't. It adds your answer to the list! - - option: The `{add}` command adds your favorite book to the list - feedback: Correct! - - option: The `{add}` command prints your favorite book. - feedback: No, it adds your favorite book to the list - hint: The `{add}` command adds a book, but which one? - correct_answer: C - question_score: '10' - 8: - question_text: What is the output of this code? - code: |- - crisps {is} sea salt, paprika, sour cream - {remove} sea salt {from} crisps - {remove} paprika {from} crisps - {print} crisps {at} {random} - mp_choice_options: - - option: You can't tell, because Hedy will `{print}` one of the 3 flavors `{at} {random}` - feedback: Take a look at the `{remove}` commands - - option: sea salt - feedback: sea salt is removed from the list - - option: paprika - feedback: Paprika is removed from the list - - option: sour cream - feedback: That's right! - hint: There are 3 flavors, bit 2 are removed. Which one remains? - correct_answer: D - question_score: '10' 9: - question_text: What's wrong with this code? code: |- colors {is} blue, purple, green chosen_color {is} {ask} Which haircolor wouldn't your like to have? {remove} chosen_color {from} colors {print} I will dye my hair color {at} {random} - mp_choice_options: - - option: 'Line 3 should say: `{remove}` blue `{from}` colors' - feedback: Maybe you want blue hair though! - - option: Line 3 should have an `{add}` command instead of a `{remove}` command - feedback: You want to remove the chosen color so `{remove}` is right. - - option: In line 4 the variable should be called colors instead of color - feedback: Great job! - - option: Nothing, this is a correct code! - feedback: Find the mistake! hint: Look at line 3 - correct_answer: C - question_score: '10' 10: question_text: What should be on the _?_? code: |- @@ -652,8 +209,6 @@ levels: ``` feedback: This increased the change that the person who walked yesterday now has to do it again. That's mean. hint: The person who walked the dog yesterday should be removed from the list. - correct_answer: A - question_score: '10' 4: 1: question_text: Which of these is true? @@ -666,11 +221,7 @@ levels: feedback: '`{at} {random}` still works' - option: '`{at} {random}` now needs quotation marks' feedback: No, but 2 other commands do. - hint: In level 4 you need quotation marks for 2 commands. - correct_answer: A - question_score: '10' 2: - question_text: Which code uses the proper quotation marks? mp_choice_options: - option: |- ``` @@ -692,11 +243,7 @@ levels: {print} ,hello, ``` feedback: This is a comma, you need quotation marks. - hint: Pick the right quotation marks. - correct_answer: B - question_score: '10' 3: - question_text: Where are the quotation marks used correctly? mp_choice_options: - option: |- ``` @@ -718,28 +265,7 @@ levels: {print} 'Hi Im Hedy' ``` feedback: Perfect! - hint: Both before and after the words you want to print should be a quotation mark. - correct_answer: D - question_score: '10' - 4: - question_text: Which statement is true? - mp_choice_options: - - option: 'You need quotation marks around the word `{print}`, like this: `''{print}''`.' - feedback: The quotation marks shouldn't be around the command itself. - - option: You need quotation marks around the words you want to print. - feedback: Super! - - option: You do not need quotation marks when using the `{ask}` command - feedback: Both `{print}` and `{ask}` require quotation marks - - option: You can choose yourself whether to use quotation marks or not. - feedback: Unfortunately, Hedy is stricter than that. - hint: From level 4 on you need to use quotation marks. - correct_answer: B - question_score: '10' 5: - question_text: What has to be changed in order for the game to work? - code: |- - options {is} rock, paper, scissors - {print} 'options {at} {random}' mp_choice_options: - option: |- ``` @@ -758,89 +284,9 @@ levels: feedback: That's right - option: Nothing, the game already works! feedback: Look carefully. There is an error. - hint: You don't want Hedy to literally print 'options {at} {random}', you want it to print 'rock' or 'paper' or 'scissors'. - correct_answer: C - question_score: '10' 6: - question_text: What would be a good next line in this code? - code: prices {is} 1 dollar, 100 dollars, 1 million dollars - mp_choice_options: - - option: |- - ``` - {print} 'You win...' prices {at} {random} - ``` - feedback: Great! You get it! - - option: |- - ``` - {print} You win... 'prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}' - - option: |- - ``` - {print} You win... prices {at} {random} - ``` - feedback: You need some quotation marks! - - option: |- - ``` - {print} 'You win... prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}'' hint: 'Think carefully: what is a variable and should be outside of the quotation marks? And what are normal words that should be inside?.' - correct_answer: A - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: Correct! - - option: Quotation marks are missing in line 2 - feedback: A variable doesn't need quotes - - option: Quotation marks are missing in line 3 - feedback: You don't want Hedy to literally print 'answers {at} {random}' so no quotation marks needed here! - - option: Nothing, this code is good as is! - feedback: Look carefully. You missed a mistake! - hint: Check each line on whether they'd need quotation marks or not. - correct_answer: A - question_score: '10' - 8: - question_text: What would be a good next line for this code? - code: |- - {print} 'Welcome at the money show!' - {print} 'In front of you are 3 doors' - door {is} {ask} 'Which door do you choose?' - mp_choice_options: - - option: |- - ``` - {print} So you pick door door - ``` - feedback: We need quotation marks - - option: |- - ``` - {print} 'So you pick ' door door - ``` - feedback: If the player chooses door 3, Hedy will say 'So you pick 3 3 - - option: |- - ``` - {print} 'So you pick door ' door - ``` - feedback: Super! - - option: |- - ``` - {print} 'So you pick door door' - ``` - feedback: Hedy will literally print 'So you pick door door - hint: The second word door should be replaced with the number, the first should still be the word door... - correct_answer: C - question_score: '10' 9: - question_text: What will never appear in your output screen? - code: |- - clubs {is} Real Madrid, Bayern Munchen, Manchester United, Ajax - {print} clubs {at} {random} ' is going the win the champions league' mp_choice_options: - option: Ajax is going to win the champions league feedback: Hedy could `{print}` that @@ -850,27 +296,6 @@ levels: feedback: Hedy could `{print}` that - option: FC Barcelona is going to win the champions league feedback: That's right. It's not in the list - hint: What are Hedy's options to randomly pick from? - correct_answer: D - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - people {is} mom, dad, Emma, Sophie - {print} The dishes are done by... - {print} people {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: A list doesn't need quotation marks - - option: Quotation marks are missing in line 2 - feedback: Correct - - option: Quotation marks are missing in both line 2 and 3 - feedback: Line 3 doesn't need quotation marks because it's not printed literally - - option: Nothing, this code has no mistakes - feedback: You missed one! - hint: One line needs quotation marks, because you want it to be printed literally. - correct_answer: B - question_score: '10' 5: 1: question_text: What is true? @@ -888,79 +313,8 @@ levels: - option: In level 5 `{ask}` and `{print}` work the same as in level 4 feedback: Correct! hint: We have only learned a new command in level 5. - correct_answer: D - question_score: '10' - 2: - question_text: What appears in your output screen when you type in the name Hedy? - code: |- - name {is} {ask} 'What is your name?' - {if} name {is} Hedy {print} 'fun' {else} {print} 'less fun' - mp_choice_options: - - option: fun - feedback: That's right! - - option: less fun - feedback: If the name is Hedy, it will say 'fun'' - - option: Hedy - feedback: No, it doesn't print the name - - option: Error - feedback: Fortunately not! - hint: '`{if}` name `{is}` Hedy `{print}` ...?' - correct_answer: A - question_score: '10' 3: - question_text: What is the right password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct! - feedback: This is printed when you type in the correct password - - option: SECRET - feedback: That's right!' - - option: password - feedback: The password isn't password... - - option: ALARM INTRUDER - feedback: This is printed when you type in the incorrect password! hint: '`{if}` password `{is}` ... `{print}` ''Correct!''!''' - correct_answer: B - question_score: '10' - 4: - question_text: What does Hedy print when you type in the wrong password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct - feedback: That's printed if the correct answer is given, not the wrong one... - - option: SECRET - feedback: That's not the right answer - - option: Wrong! - feedback: No, this is not what Hedy will print - - option: ALARM! INTRUDER! - feedback: Great job! - hint: Your computer will sound the alarm for intruders! - correct_answer: D - question_score: '10' - 5: - question_text: Why will Hedy say 'ALARM! INTRUDER' when you type in 'secret'? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Because it needs to be in capitals, so SECRET - feedback: Indeed! - - option: Because the password is alarm - feedback: No, this is not the password. - - option: Because it's spelled wrong. - feedback: That's not how you spell secret - - option: Because Hedy makes a mistake - feedback: No, Hedy is right - hint: The spelling of the word has to be exactly the same. - correct_answer: A - question_score: '10' 6: question_text: Which word should be on the place of the question mark in the last line? code: |- @@ -969,30 +323,6 @@ levels: club is {ask} 'Which club is your favorite?' {if} club {is} ajax {print} 'Ajax is going to win of course!' _?_ {print} 'Sorry, your club is gonna be in last place...' - mp_choice_options: - - option: |- - ``` - {if} - ``` - feedback: '`{if}` is already in the line above' - - option: |- - ``` - {at} {random} - ``` - feedback: No, you need `{else}`. - - option: |- - ``` - {else} - ``` - feedback: Great! - - option: |- - ``` - {print} - ``` - feedback: '`{print}` is already there, we need a word before it!' - hint: '`{if}` goes together with...?' - correct_answer: C - question_score: '10' 7: question_text: Which word should be in the place of the question mark? code: |- @@ -1021,9 +351,6 @@ levels: {print} ``` feedback: Awesome! - hint: After `{else}` a `{print}` command follows - correct_answer: D - question_score: '10' 8: question_text: Which word should be on the place of the question mark? code: |- @@ -1051,225 +378,15 @@ levels: {print} ``` feedback: No, that's not it. - hint: What the variable name? - correct_answer: B - question_score: '10' - 9: - question_text: Which door should you choose to escape?? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} - mp_choice_options: - - option: '1' - feedback: Bad choice! You're being eaten - - option: '2' - feedback: Super! You escaped! - - option: '3' - feedback: Bad choice! You're being eaten. - - option: It's a trap, you will always be eaten! - feedback: Luckily not! - hint: One of the doors will keep you safe.. - correct_answer: B - question_score: '10' - 10: - question_text: Which monster is standing behind door 1? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} - mp_choice_options: - - option: Hedy picks a random monster each time. - feedback: Awesome! - - option: vampire - feedback: Not always... - - option: werewolf - feedback: Not always... - - option: giant spider - feedback: Not always... - hint: Mind the last 3 words... monsters `{at} {random}`... - correct_answer: A - question_score: '10' 6: - 1: - question_text: What's Hedy's output when you run this code? - code: '{print} 2*10' - mp_choice_options: - - option: '20' - feedback: Correct! - - option: '12' - feedback: No, the plus sign is used in addition - - option: 2*10 - feedback: No, Hedy will calculate the answer - - option: '210' - feedback: Mind it's a calculation. - hint: The `*` is used as a multiplication sign - correct_answer: A - question_score: '10' 2: question_text: Which sign do you use for an addition? - mp_choice_options: - - option: '`-`' - feedback: That's not it - - option: plus - feedback: That's not it - - option: '`*`' - feedback: That's not it - - option: '`+`' - feedback: Correct! - hint: It's the plus sign. - correct_answer: D - question_score: '10' - 3: - question_text: What's Hedy's output when you run this code? - code: '{print} ''3*10''' - mp_choice_options: - - option: '30' - feedback: This would be the right answer if there were no quotation marks. - - option: '13' - feedback: Try again.. - - option: 3*10 - feedback: Correct! There are quotation marks, so Hedy will print it literally. - - option: Nothing, Hedy will give an error message. - feedback: No, Hedy will print it literally. - hint: Mind the quotation marks!! - correct_answer: C - question_score: '10' - 4: - question_text: Kim is 10 years old. What will Hedy print for her? - code: |- - name = {ask} 'How many letters are in your name?' - age = {ask} 'How old are you?' - luckynumber = name*age - {print} 'Your lucky number is...' luckynumber - mp_choice_options: - - option: '30' - feedback: Mind, Hedy also prints 'Your lucky number is...' - - option: '10' - feedback: Please try again. - - option: Your lucky number is... 30 - feedback: That's right! - - option: Your lucky number is... 10 - feedback: Her lucky number is name times age... - hint: 'Kim has 3 letters, she is 10 years old so: letters times age = 3*10 = 30.' - correct_answer: C - question_score: '10' - 5: - question_text: If 5 people eat at this restaurant, how much do they have to pay in total? - code: |- - {print} 'Welcome to Hedys!' - people = {ask} 'How many people are eating with us tonight?' - price = people * 10 - {print} 'That will be ' price 'dollar please' - mp_choice_options: - - option: 5 dollars - feedback: Unfortunately, it's not that cheap. - - option: 10 dollars - feedback: No, it's 10 dollars each. - - option: 15 dollars - feedback: The * means multiplication. - - option: 50 dollars - feedback: Great! - hint: '`price` `is` `people` `times` 10' - correct_answer: D - question_score: '10' 6: question_text: How much does a hamburger cost is this virtual restaurant? + 10: code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = 15 - {if} food {is} fries price = 6 - mp_choice_options: - - option: 15 dollars - feedback: Super! - - option: 6 dollars - feedback: The fries are 6 dollars - - option: 0 dollars - feedback: The hamburger isn't free! - - option: 21 dollars - feedback: That's the price for a hamburger and fries! - hint: Mind the fourth line. - correct_answer: A - question_score: '10' - 7: - question_text: Why does line 7 say 'price is price + 3' instead of 'price is 3'? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = price + 15 - {if} food {is} fries price = price + 6 - drinks is {ask} 'What would you like to drink?' - {if} drinks {is} coke price = price + 3 - {if} drinks {is} water price = price + 1 - {print} price ' dollars please' - mp_choice_options: - - option: It could have been `price = 3` just as well. - feedback: No, that's not true. Hedy needs to add 3 dollars to the total. - - option: Because Hedy doesn't understand `price = 3`. - feedback: Hedy would understand, but it wouldn't be right. - - option: Because Hedy would otherwise forget about the previous order. The price would be 3 dollars in total. - feedback: That's right! - - option: Because the price is 0 dollars to begin with. - feedback: That's true, but not the reason - hint: The price shouldn't be 3, but 3 dollars more than it already was - correct_answer: C - question_score: '10' - 8: - question_text: Why is this code incorrect? - code: |- - correct answer = 3*12 - answer = {ask} 'What is 3 times 12?' - {if} answer {is} correct answer {print} 'Good job!' - {else} {print} 'No... It was ' correct answer - mp_choice_options: - - option: There shouldn't be quotation marks in line 2 - feedback: No, there should be! - - option: The variable is called correct answer, but a variable's name can only be 1 word. So it should be correct_answer - feedback: Correct! - - option: The `{if}` and `{else}` commands should be in the same line. - feedback: No, that's not true. - - option: The variable in line 2 can't be called answer, because it is too similar to the variable correct answer. - feedback: Variable names can be similar, but they can't be 2 words... - hint: Inspect what the variables are called. - correct_answer: B - question_score: '10' - 9: - question_text: Imagine you love football a 10, you've eaten 2 bananas and have washed your hands 3 times today. How smart does the silly fortune teller think you are? - code: |- - {print} 'Im Hedy the silly fortune teller' - {print} 'I will predict how smart you are!' - football = {ask} 'On a scale of 0 to 10 how much do you love football?' - bananas = {ask} 'How many bananas have you eaten this week?' - hygiene = {ask} 'How many times did you wash your hands today??' - result = bananas + hygiene - result = result * football - {print} 'You are ' result 'percent smart.' - mp_choice_options: - - option: 10% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 32% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 50% - feedback: Super! You are 100 percent smart! - - option: 100% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - hint: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - correct_answer: C - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - name _?_ Hedy - {print} name 'is walking trough the forrest' + name _?_ Hedy + {print} name 'is walking trough the forrest' mp_choice_options: - option: You can only fill in the word is on the `_?_` feedback: You are allowed to use the `=` sign as well @@ -1279,12 +396,8 @@ levels: feedback: No, one `=` sign is enough - option: You can only use the `=` sign when working with numbers, not with words. feedback: You can also use `=` with words. - hint: '`{is}` and `=` are both allowed' - correct_answer: B - question_score: '10' 7: 1: - question_text: How many lines can you repeat at once with the repeat command at this level? mp_choice_options: - option: '0' feedback: No you can repeat a line. @@ -1295,54 +408,9 @@ levels: - option: infinite feedback: In this level you can only repeat one line at a time hint: You can only repeat 1 line at a time - correct_answer: B - question_score: '10' 2: - question_text: Which code is right? - mp_choice_options: - - option: |- - ``` - {print} 100 {times} 'hello' - ``` - feedback: '`{repeat}` 100 `{times}` `{print}` ''hello''' - - option: |- - ``` - {print} {repeat} 100 {times} 'hello' - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 'hello' 100 {times} - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 100 {times} {print} 'hello' - ``` - feedback: That's right! hint: First the repeat command, then the `{print}` command - correct_answer: D - question_score: '10' - 3: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} ''Hello!''' - mp_choice_options: - - option: Right - feedback: No, a word is missing - - option: Wrong, the word `{repeat}` is missing - feedback: The word `{repeat}` is there, another word is missing - - option: Wrong, the word `{times}` is missing - feedback: The word `{times}` is there, another word is missing. - - option: Wrong, the word `{print}` is missing - feedback: Correct - hint: 'It should be: `{repeat}` 100 `{times}` `{print}` ''Hello''' - correct_answer: D - question_score: '10' 4: - question_text: Which word is wrong in the code? - code: |- - {print} 'I'm blue' - {repeat} 7 {times} {print} 'da ba dee, da ba da' mp_choice_options: - option: |- ``` @@ -1365,24 +433,7 @@ levels: ``` feedback: '`{times}` is spelled correctly' hint: I'm is wrong, you can't use apostrophes - correct_answer: A - question_score: '10' - 5: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} {print} ''Hedy is awesome!''' - mp_choice_options: - - option: Correct - feedback: That's right! - - option: Wrong - feedback: That's not it - hint: The code is correct! - correct_answer: A - question_score: '10' 6: - question_text: What will be the output from this code? - code: |- - {print} 'The wheels on the bus go' - {repeat} 3 {times} {print} ' round and round' mp_choice_options: - option: |- the wheels on the bus go @@ -1408,14 +459,7 @@ levels: round and round round and round feedback: All though the town! Perfect! - hint: Only 'round and round' is repeated 3 times. - correct_answer: D - question_score: '10' 7: - question_text: What will be the output from this code? - code: |- - {repeat} 2 {times} {print} 'We will' - {print} 'ROCK YOU!' mp_choice_options: - option: |- We will We will @@ -1436,17 +480,8 @@ levels: We will ROCK YOU! feedback: Mind the repeat command - hint: Mind the `{repeat}` command. - correct_answer: B - question_score: '10' 8: question_text: Welke Hedy code hoort bij dit resultaat - code: |- - Here comes the sun - Do do do do - Here comes the sun - And I say - Its alright mp_choice_options: - option: |- ``` @@ -1480,8 +515,6 @@ levels: ``` feedback: Dit is niet de juiste volgorde.. hint: '`{repeat}` kan alleen worden gebruikt als je dezelfde regel meerdere keren achter elkaar wil uitvoeren.' - correct_answer: A - question_score: '10' 9: question_text: Welke Hedy code hoort bij dit resultaat ? code: |- @@ -1525,15 +558,8 @@ levels: ``` feedback: Perfect hint: '''Help !'' wordt 3x herhaald.' - correct_answer: D - question_score: '10' 10: question_text: What Hedy code belongs to this output? - code: |- - if youre happy and you know it clap your hands - if youre happy and you know it clap your hands - if youre happy and you know it and you really want to show it - if youre happy and you know it clap your hands mp_choice_options: - option: |- ``` @@ -1563,46 +589,8 @@ levels: {print} 'clap your hands' ``` feedback: This is not in the right order. - hint: Mind the order of the sentences. - correct_answer: B - question_score: '10' 8: - 1: - question_text: Which output will be produced by this code? - code: |- - {repeat} 2 {times} - {print} 'Hello' - {print} 'Im Hedy!' - mp_choice_options: - - option: |- - Hello - Im Hedy! - feedback: Everything is printed twice. - - option: |- - Hello - Hello - Im Hedy - feedback: The second line is repeated twice as well. - - option: |- - Hello - Im Hedy! - Hello - Im Hedy! - feedback: Super! - - option: |- - Hello - Hello - Im Hedy! - Im Hedy! - feedback: Everything is printed twice - hint: Both lines are repeated twice. - correct_answer: C - question_score: '10' 2: - question_text: What is wrong with this code? - code: |- - {repeat} 5 {times} - {print} 'Hedy is cool!' mp_choice_options: - option: This should be only one line, not 2. feedback: No it should be 2 lines. @@ -1612,15 +600,7 @@ levels: feedback: Nee, repeat is de goede spelling - option: The second line need to start with 4 spaces as indentation. feedback: Correct! - hint: Something is missing in the second line? - correct_answer: D - question_score: '10' 3: - question_text: What output will be produced when you run this program? - code: |- - {repeat} 3 {times} - {print} 'Baby shark tututudutudu' - {print} 'Baby shark' mp_choice_options: - option: |- Baby shark tututudutudu @@ -1647,10 +627,7 @@ levels: Baby shark feedback: What is being repeated and what isn't. hint: What is being repeated and what is not?. - correct_answer: C - question_score: '10' 4: - question_text: Which output is correct? code: |- {print} 'The children went:' {repeat} 2 {times} @@ -1682,15 +659,7 @@ levels: Yay! Were going on holiday! feedback: The last line is repeated too. - hint: The block under the `{repeat}` command is repeated twice. - correct_answer: B - question_score: '10' 5: - question_text: What is wrong with this code? - code: |- - end = {ask} 'Do you want a happy or a sad ending?' - {if} end {is} happy {print} 'They lived happily ever after' - {else} {print} 'The world exploded. The end.' mp_choice_options: - option: The `{print}` commands on the last two lines should start on new lines en start with 4 spaces. feedback: That's right! @@ -1700,44 +669,7 @@ levels: feedback: That's not true - option: '`{ask}` is no longer a command' feedback: That's not true - hint: Something is wrong with indentation - correct_answer: A - question_score: '10' - 6: - question_text: What will be the output of this code when we enter pancakes? - code: |- - {print} 'Welcome to restaurant Hedy' - {repeat} 2 {times} - food {is} {ask} 'What do you want to eat?' - {print} food - mp_choice_options: - - option: |- - Welcome to restaurant Hedy - Pancakes - feedback: There is no repetition in this answer. - - option: |- - Welcome to restaurant Hedy - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: This answer also repeats the welcome message - - option: |- - Welcome to restaurant Hedy - What do you want to eat? - What do you want to eat? - Pancakes - Pancakes - feedback: Almost! But look at the question, it is not repeated. - - option: |- - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: Well done! - hint: The first sentence and question will not be repeated - correct_answer: D - question_score: '10' 7: - question_text: What is wrong with this code? code: |- eten = {ask} 'What would you like to eat?' {if} food {is} fries @@ -1756,11 +688,7 @@ levels: feedback: You always have to use indentation. - option: The indentation is wrong in the first `{if}` command. feedback: That's right. - hint: Take a careful look at the indentation. - correct_answer: D - question_score: '10' 8: - question_text: In which of the codes is the indentation done right? mp_choice_options: - option: |- ``` @@ -1802,50 +730,20 @@ levels: {print} You are wrong! ``` feedback: You are wrong! - hint: What should happen if the person is right? And what else? - correct_answer: C - question_score: '10' 9: - question_text: What line(s) in this code should start with 4 spaces? code: |- 1 music = {ask} 'What is your favorite music genre?' 2 {if} music is rock 3 {print} '🤘' 4 {else} 5 {print} '👎' - mp_choice_options: - - option: Line 2 and 4 - feedback: The lines after the `{if}` and `{else}` command should start with 4 spaces - - option: Only line 3 - feedback: Not only 3... - - option: Line 3, 4 and 5 - feedback: Line 4 shouldn't - - option: Line 3 and 5 - feedback: Great job! - hint: The lines after an `{if}` or `{else}` command should start with 4 spaces. - correct_answer: D - question_score: '10' 10: - question_text: Which statement is true? code: |- 1 level = {ask} 'What level are you on?" 2 {if} level {is} 8 3 {print} Great job! - mp_choice_options: - - option: All lines should start with 4 spaces - feedback: That's not true - - option: Line 2 and 3 should start with 4 spaces - feedback: That's not true - - option: Line 2 should start with 4 spaces - feedback: That's not true - - option: Line 3 should start with 4 spaces - feedback: You are correct! - hint: Only one line starts with 4 spaces, but which one...? - correct_answer: D - question_score: '10' 9: 1: - question_text: What is wrong with this code? code: |- {repeat} 3 {times} eten = {ask} 'What would you like to eat?' @@ -1866,19 +764,7 @@ levels: - option: The indentation is wrong in the last `{if}` command. feedback: It not, though. hint: all the indentation is done correctly. - correct_answer: A - question_score: '10' 2: - question_text: What will be printed after entering the correct password? - code: |- - password = {ask} 'What is the password?' - correct_password = Hedy - {if} password {is} correct_password - {repeat} 2 {times} - {print} 'Good job!' - {print} 'You can use the computer!' - {else} - {print} 'The computer will explode in 5... 4... 3... 2... 1...' mp_choice_options: - option: |- Good job! @@ -1897,11 +783,7 @@ levels: Good job! You can use the computer! feedback: Correct! - hint: Everything under the `{repeat}` command is repeated twice. - correct_answer: D - question_score: '10' 3: - question_text: Which case should you choose to win a million dollars? code: |- {print} 'Choose the right case and win!' case = {ask} 'Which case will you pick? 1 or 2?' @@ -1917,20 +799,7 @@ levels: {print} 'You sell the case for 500 dollars' {if} action {is} open {print} 'You open the case and win a million dollars!' - mp_choice_options: - - option: case 1, sell - feedback: You don't win a million! - - option: case 1, open - feedback: You don't win a million - - option: case 2, sell - feedback: You don't win a million - - option: case 2, open - feedback: Great job! You win! - hint: Follow the right path - correct_answer: D - question_score: '10' 4: - question_text: Which statement is true? code: |- name = {ask} 'What is your name?' size = {ask} 'What is your shoe size?' @@ -1950,15 +819,7 @@ levels: feedback: That's right! - option: Cinderella with shoe size 40 gets the output 'I was looking for you!' feedback: No she gets 'Ill keep looking' - hint: No matter what your name is, if you have shoe size 40 you will get the message 'Ill keep looking'. - correct_answer: C - question_score: '10' 5: - question_text: Which code produced this output? - output: |- - Icecream is the best! - Icecream is the best! - Icecream is the best! mp_choice_options: - option: |- ``` @@ -1993,11 +854,7 @@ levels: {print} 'Icecream is the best!' ``` feedback: There are 2 `{repeat}` commands in this code. - hint: Watch the indentation - correct_answer: C - question_score: '10' 6: - question_text: After which command(s) should you use indentation (starting the next line with 4 spaces)? mp_choice_options: - option: '`{if}`' feedback: Don't forget the others @@ -2007,9 +864,6 @@ levels: feedback: Keep it up! - option: '`{if}` `{else}` `{repeat}` `{print}`' feedback: Not with print - hint: Indentation happens on the line below some commands - correct_answer: C - question_score: '10' 7: question_text: "In this code from a pizza restaurant. \nYoull get a 5 dollar discount if you order a medium pizza with coke.\n What should you do to debug this code?" code: |- @@ -2050,9 +904,6 @@ levels: price = price - 2 ``` feedback: Try again - hint: After each `{if}` command, the line below should indent - correct_answer: A - question_score: '10' 8: question_text: What is wrong is this code? code: |- @@ -2070,25 +921,7 @@ levels: feedback: You actually must start like that. - option: A code must always start with a `{print}` command in the first line feedback: That's not true. - hint: The indentation is done right this time - correct_answer: B - question_score: '10' - 9: - question_text: How many `{if}` commands can be placed inside another `{if}` command? - mp_choice_options: - - option: None, that is not allowed - feedback: You are allowed to - - option: Only 1 - feedback: You could use more if you like - - option: '3' - feedback: You could use more if you like - - option: Infinite, as long as you keep using indentation correctly - feedback: That is true - hint: You can put an `{if}` command inside an `{if}` command. - correct_answer: D - question_score: '10' 10: - question_text: Which statement is true? code: |- 1 {repeat} 2 {times} 2 {if} level {is} 9 @@ -2103,8 +936,6 @@ levels: - option: line 2 should atart with 4 spaces and line 3 with 8 feedback: You are correct! hint: The first line doens't start with any spaces - correct_answer: D - question_score: '10' 10: 1: question_text: What do we need to fill in on the `_?_` if we want to print each compliment? @@ -2112,91 +943,6 @@ levels: compliments = perfect, great job, amazing _?_ {print} compliment - mp_choice_options: - - option: |- - ``` - {for} each compliment - ``` - feedback: That's not it - - option: |- - ``` - {for} compliment {in} compliments - ``` - feedback: You deserve all those compliments! - - option: |- - ``` - {if} compliment {in} compliments - ``` - feedback: That's not it - - option: |- - ``` - {for} compliments {in} compliment - ``` - feedback: Almost there! - hint: '`{for}` each compliment in the lists of compliments...' - correct_answer: B - question_score: '10' - 2: - question_text: Which output is correct? - code: |- - meals = pizza, pasta, pancakes - {for} meal {in} meals - {print} 'I love ' meal - mp_choice_options: - - option: I love pizza - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pasta - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pancakes - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: |- - I love pizza - I love pasta - I love pancakes - feedback: Great! - hint: Line 2 says for each meal in the list of meals. So each meal is printed. - correct_answer: D - question_score: '10' - 3: - question_text: Which output is correct? - code: |- - animals = dogs, cats, hamsters, chickens - {for} animal {in} animals - {print} animal ' are lovely pets' - mp_choice_options: - - option: dogs are lovely pets - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - - option: dogs, cats, hamsters, chickens are lovely pets - feedback: Each animal gets their own line in the output. - - option: |- - dogs are lovely pets - cats are lovely pets - hamsters are lovely pets - chickens are lovely pets - feedback: Great! - - option: You don't know yet. Because it chooses one of the animals {at} {random}. - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - hint: Line 2 says {for} each animal in the list of animals. So each animal is printed - correct_answer: C - question_score: '10' - 4: - question_text: What's wrong with this code? - code: |- - groceries = apples, bread, milk - {for} item {in} groceries - {print} 'We need ' groceries - mp_choice_options: - - option: Line 2 needs to start with 4 spaces as indentation - feedback: No it doesn't. Only line 3 needs indentation, which it has. - - option: Line 3 does not need to start with 4 spaces as indentation - feedback: Line 2 is a `{for}`command so line 3 does need to start with an indent. - - option: Line 3 should say item instead of groceries - feedback: Good job! - - option: Line 2 should say groceries instead of item - feedback: No it does not. - hint: Line 2 says `{for}` each item in the list of groceries - correct_answer: C - question_score: '10' 5: question_text: What word should be on the _?_ with these digital dice? code: |- @@ -2205,25 +951,7 @@ levels: choices = 1, 2, 3, 4, 5, 6 {for} player {in} players {print} player ' throws ' _?_ {at} {random} - mp_choice_options: - - option: players - feedback: It would say 'Ann throws Jesse', instead of 'Ann throws 6'. - - option: choices - feedback: That's right! - - option: choice - feedback: You are very close. But you need Hedy to pick from the list called 'choices' not 'choice'... - - option: dice - feedback: Look at the names of the variables. - hint: Hedy needs to pick a number `{at} {random}` - correct_answer: B - question_score: '10' 6: - question_text: Which of the answers below is a possible outcome when you run the code? - code: |- - choices = rock, paper, scissors - players = Kelly, Meredith - {for} player {in} players - {print} player ' chooses ' choices {at} {random} mp_choice_options: - option: Kelly chooses rock feedback: Meredith wants to play too! @@ -2237,9 +965,6 @@ levels: Kelly chooses paper Meredith chooses scissors feedback: Amazing! - hint: Each player will pick an option. The player that's first on the list will go first. - correct_answer: D - question_score: '10' 7: question_text: What line should be on the _?_ in this code that decides what these people will have for dinner? code: |- @@ -2247,30 +972,6 @@ levels: food = pasta, fries, salad _?_ {print} name ' has to eat ' food {at} {random} ' for dinner' - mp_choice_options: - - option: |- - ``` - {for} name {in} names - ``` - feedback: You are on fire! - - option: |- - ``` - {for} names {in} name - ``` - feedback: No it should be for each name in the list nameS, so the other way around - - option: |- - ``` - {for} food {in} food - ``` - feedback: Each name should be told what they will have for dinner. - - option: |- - ``` - {for} name {in} food - ``` - feedback: Each name should be told what they will have for dinner. - hint: Each name should be told what they will have for dinner. - correct_answer: A - question_score: '10' 8: question_text: What should be on the _?_ in this code that decides which color shirt you get? code: |- @@ -2299,9 +1000,6 @@ levels: 'people gets a colors shirt' ``` feedback: There is no variable named people.. - hint: Mind the quotation marks and the names of the variables - correct_answer: B - question_score: '10' 9: question_text: What is the first question Hedy will `{ask}` you when you run the program? code: |- @@ -2311,20 +1009,7 @@ levels: {for} course {in} courses food = {ask} name ', what would you like to eat as your ' course '?' {print} name ' orders ' food ' as their ' course - mp_choice_options: - - option: Timon, what would you like to eat as your appetizer? - feedback: Perfect! - - option: Onno, what would you like to eat as your appetizer? - feedback: Timon is first on the list! - - option: Timon, what would you like to eat as your dessert? - feedback: Appetizers are first in the list - - option: You don't know that. Hedy will choose `{at} {random}`. - feedback: There is no `{at} {random}` in this code... - hint: The first options from both lists are chosen. - correct_answer: A - question_score: '10' 10: - question_text: What is true about this code? code: |- prices = 1 million dollars, car, sandwich names = Bob, Patrick, Sandy, Larry @@ -2339,9 +1024,6 @@ levels: feedback: That is not true. Larry has the same odds as the others - option: Someone might win with two prices feedback: You get it! - hint: Try to imagine the output of this code. - correct_answer: D - question_score: '10' 11: 1: question_text: What word should be at the place of the question mark? @@ -2369,14 +1051,7 @@ levels: {for} ``` feedback: 'No' - hint: What did you learn in this level? - correct_answer: B - question_score: '10' 2: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 1 {to} 3 - {print} i mp_choice_options: - option: |- 1 @@ -2389,64 +1064,7 @@ levels: feedback: That's not it - option: '123' feedback: That's not it - hint: How do the numbers appear in the screen? - correct_answer: A - question_score: '10' - 3: - question_text: Which code was used to get this output? - output: |- - 1 - 2 - 3 - 4 - 5 - Once I caught a fish alive! - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Perfect - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: This code won't work. You need an indent after {for}. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Now Hedy will count '1 Once I caught a fish alive!, 2 Once I caught a fish alive! etc. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} 'i' - {print} 'Once I caught a fish alive!' - ``` - feedback: i is a variable and shouldn't have quotation marks - hint: First all the numbers, then the sentence - correct_answer: A - question_score: '10' 4: - question_text: Which code was used to get this output? - output: |- - 10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0 mp_choice_options: - option: |- ``` @@ -2473,42 +1091,6 @@ levels: ``` feedback: That's right! hint: It has to be a calculation... - correct_answer: D - question_score: '10' - 5: - question_text: What's wrong with this code? - code: |- - {for} i {in} {range} 1 {to} 10 - {print} i - mp_choice_options: - - option: The i in the last line need quotation marks - feedback: No it doesn't. - - option: You can't use `{range}` 1 `{to}` 5 only `{range}` 1 `{to}` 10 - feedback: You could use 1 to 5 just as well! - - option: Line 1 needs to start with an indention. - feedback: Not line 1... - - option: Line 2 needs to start with an indention - feedback: Perfect! - hint: There is something wrong with the indention - correct_answer: D - question_score: '10' - 6: - question_text: How many times does the word Hello appear on your screen when you run the code? - code: |- - {for} i {in} {range} 0 {to} 2 - {print} 'Hello' - mp_choice_options: - - option: 1 time - feedback: 'No' - - option: 2 times - feedback: 'No' - - option: 3 times - feedback: That's right! - - option: Never - feedback: 'No' - hint: 0 also counts. So 0,1,2 that's 3 times. - correct_answer: C - question_score: '10' 7: question_text: What should be on the place of the question mark? code: |- @@ -2517,35 +1099,7 @@ levels: _?_ food is {ask} 'What would you like to order?' {print} food - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 0 {to} 3 - ``` - feedback: There's not always 3 people - - option: |- - ``` - {for} i {in} {range} 1 {to} guests - ``` - feedback: The variable is not named guests - - option: |- - ``` - {for} i {in} {range} 1 {to} people - ``` - feedback: Great! - - option: |- - ``` - {for} i {in} {range} 0 {to} people - ``` - feedback: That's one order too many! - hint: Use the variable 'people' - correct_answer: C - question_score: '10' 8: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 23 {to} 25 - {print} 'hi' mp_choice_options: - option: |- 23 @@ -2561,34 +1115,7 @@ levels: feedback: Correct - option: The word 'hi' will appear 25 times in a row. feedback: No it will only appear 3 times. - hint: It doesn't say `{print}` i - correct_answer: C - question_score: '10' - 9: - question_text: How many times does Hedy chant Hip Hip Hooray? - code: |- - age = {ask} 'How old are you?' - {for} i {in} {range} 1 {to} age - {print} 'Hip Hip Hoorray!' - mp_choice_options: - - option: 1 time - feedback: Try again - - option: 2 times - feedback: Try again - - option: Never - feedback: Try again - - option: That depends on how old you are - feedback: That's right! - hint: '`{for}` i `{in}` `{range}` 1 `{to}` age' - correct_answer: D - question_score: '10' 10: - question_text: Which code belongs to this output? - output: |- - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark mp_choice_options: - option: |- ``` @@ -2619,11 +1146,8 @@ levels: ``` feedback: '`{range}` 0 `{to}` 3 is 4 times.' hint: Mind the indention - correct_answer: B - question_score: '10' 12: 1: - question_text: Which output is correct? code: |- print 'three and a half plus one and a half is...' print 3.5 + 1.5 @@ -2640,11 +1164,7 @@ levels: three and a half plus one and a half is... 5 feedback: Great job! - hint: Both lines are printed! - correct_answer: D - question_score: '10' 2: - question_text: Which of these codes is correct? mp_choice_options: - option: |- ``` @@ -2670,11 +1190,7 @@ levels: print 'I would like a ' flavors at random ' cake.' ``` feedback: All the different values of flavors should be in quotation marks. - hint: The second line is the same in each code, pay attention to the first line - correct_answer: C - question_score: '10' 3: - question_text: What's wrong with this code? code: |- favorite_animal = ask 'What is your favorite animal?' print 'I like ' favoriteanimal ' too!' @@ -2687,30 +1203,13 @@ levels: feedback: That's not true - option: Nothing is wrong. feedback: That's not true - hint: The quotation marks are used correctly - correct_answer: A - question_score: '10' 4: - question_text: In which lines are quotation marks needed to get the code to work? code: |- print Welcome to the online shoe shop category = ask What kind of shoes are you looking for? if category = high heels print High heels are 50% off now! - mp_choice_options: - - option: Line 1 and 2 - feedback: 'No' - - option: Line 1, 2 and 3 - feedback: 'No' - - option: Line 1, 2 and 4 - feedback: 'No' - - option: All of the lines - feedback: Perfect! - hint: Does line 3 need quotation marks too? - correct_answer: D - question_score: '10' 5: - question_text: What output does Agent007 get when they put in the correct password? code: |- name is ask 'What is your name?' if name is 'Agent007' @@ -2723,18 +1222,6 @@ levels: else b is 'today at 10.00' print a + b - mp_choice_options: - - option: Go to the train station today at 10.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 02.00 - feedback: You've cracked the code! - - option: Go to the train station tomorrow at 02.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 10.00 - feedback: The agent won't be catching any bad guys here - hint: The correct password is TOPSECRET - correct_answer: B - question_score: '10' 6: question_text: Which line should be filled in at the ??? code: |- @@ -2748,32 +1235,7 @@ levels: if drinks = 'yes' ??? print 'That will be ' price ' dollar please' - mp_choice_options: - - option: |- - ``` - price = 14 - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = '14' - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = price + 2 - ``` - feedback: Excellent! - - option: |- - ``` - price = + 2 - ``` - feedback: Almost there! - hint: What if you only order fries and a drink? - correct_answer: C - question_score: '10' 7: - question_text: Which output does a vegan get? code: |- menu = 'cookies', 'cheese', 'grapes' print "It's my birthday! I`ve brought some snacks!" @@ -2785,36 +1247,7 @@ levels: print 'For you I have brought: ' for snack in menu print snack - mp_choice_options: - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cookies - grapes - feedback: Terrific! - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - feedback: There's more options than just one - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cheese - grapes - feedback: A vegan person can't have cheese - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - cookies - feedback: Almost there, but look at the order of snacks in the list - hint: What item is removed from the list when you answer 'vegan'? - correct_answer: A - question_score: '10' 8: - question_text: Which code was used to create this output? - code: '3.5' mp_choice_options: - option: |- ``` @@ -2836,9 +1269,6 @@ levels: print 7 * 2 ``` feedback: 'No' - hint: 7 devided by 2 is 3.5 - correct_answer: B - question_score: '10' 9: question_text: Which code should be filled in in line 1 at the ??? code: |- @@ -2865,9 +1295,6 @@ levels: 'prices' = 'one million dollars', 'nothing' ``` feedback: You one nothing - hint: The items on the list should be in quotation marks - correct_answer: C - question_score: '10' 10: question_text: Which line of code should be filled in at the ??? to complete the song ? code: |- @@ -2888,12 +1315,8 @@ levels: feedback: This is a hard one! All the actions on the list must be in the song. - option: print actions at random feedback: This is a hard one! All the actions on the list must be in the song. - hint: This is a hard one! All the actions on the list must be in the song. - correct_answer: B - question_score: '10' 13: 1: - question_text: Which code should be filled in at the ??? ? code: |- name = ask 'What is your name?' song = ask 'Whould you like to hear a song?' @@ -2924,11 +1347,7 @@ levels: if song = 'yes' or birthday = 'yes' ``` feedback: Hedy only sings if both answers are yes - hint: Hedy sings if you want to hear a song and it's you birthday - correct_answer: C - question_score: '10' 2: - question_text: Which command is missing in the code at the place of the ??? ? code: |- menu = 'cheese', 'sausage rolls', 'cookies' diet = ask 'Do you have any dietary restrictions?' @@ -2943,11 +1362,7 @@ levels: feedback: 'No' - option: print feedback: 'No' - hint: Neither vegans nor muslims can eat sausage rolls. - correct_answer: B - question_score: '10' 3: - question_text: Which output is given to a member without a discount code? code: |- member = ask 'Do you have a membership card?' discount = ask 'Do you have a discount code?' @@ -2965,10 +1380,7 @@ levels: - option: There is no way of knowing feedback: There is! Read the question carefully hint: Mind the command 'or' in line 3 - correct_answer: A - question_score: '10' 4: - question_text: Which line of code should follow this line in rock-paper-scissors game? code: if computer_choice is 'rock' and your_choice is 'paper' mp_choice_options: - option: print 'you win' @@ -2979,28 +1391,11 @@ levels: feedback: It's only a tie if both choices are the same - option: print 'try again' feedback: Try again! - hint: Paper beats rock - correct_answer: A - question_score: '10' 5: - question_text: Which statement is true about this code? code: |- if name = 'Cinderella' and shoe_size = 38 print 'You are my one true love!' - mp_choice_options: - - option: Every person with shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person named Cinderella is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person that is named Cinderella and has shoe size 38 is this prince's one true love - feedback: Fantastic! - - option: Every person that's not named Cinderella and does not have shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - hint: Both statements have to be true - correct_answer: C - question_score: '10' 6: - question_text: Which statement about this code is true? code: |- print 'Let me guess which family member you are!' glasses = ask 'Do you wear glasses?' @@ -3013,20 +1408,7 @@ levels: print 'You must be Wouter!' if glasses = 'no' and female = 'no' print 'You must be Michael!' - mp_choice_options: - - option: Michael is a boy with glasses - feedback: Try again - - option: Marleen is a girl with glasses - feedback: Try again - - option: Wouter is a boy without glasses - feedback: Try again - - option: Sophie is a girl with glasses - feedback: Great job! - hint: Take a good look! Or do you need glasses? - correct_answer: D - question_score: '10' 7: - question_text: Which statement is false? code: |- print 'Thank you for helping me take care of my pets' print 'Here is a program to help feed them' @@ -3040,20 +1422,7 @@ levels: print 'I fed them this moring! They do not need more food today' if animal is 'hamster' and color is 'brown' print 'You can feed them a piece of carrot' - mp_choice_options: - - option: The grey cat is called Abby - feedback: This is true! - - option: Milo the orange cat eats 4 scoops of cat nibbles - feedback: This is true - - option: The black hamster needs to be fed a piece of carrot - feedback: Great job! - - option: The yellow bird was fed this morning - feedback: This is true - hint: Read the last 4 lines carefully - correct_answer: C - question_score: '10' 8: - question_text: What output do you get if you order popcorn but no drink? code: |- print 'Welcome to the movie theater' popcorn = ask 'Would you like some popcorn?' @@ -3067,32 +1436,7 @@ levels: if popcorn = 'no' and drink = 'no' print 'Ok' print 'Enjoy the movie' - mp_choice_options: - - option: |- - Welcome to the movie theater - That will be 8 dollars please - Enjoy the movie - feedback: You have paid too much! - - option: |- - Welcome to the movie theater - That will be 5 dollars please - Enjoy the movie - feedback: Amazing! - - option: |- - Welcome to the movie theater - That will be 3 dollars please - Enjoy the movie - feedback: That's not enough money! - - option: |- - Welcome to the movie theater - Ok - Enjoy the movie - feedback: You have to pay for your popcorn! - hint: popcorn = yes and drink = no - correct_answer: B - question_score: '10' 9: - question_text: What is wrong with this code? code: |- 1 chocolate = ask 'Would you like chocolate sauce on your ice cream?' 2 sprinkles = ask 'Would you like sprinkles on your ice cream?' @@ -3129,11 +1473,7 @@ levels: {if} chocolate = 'yes' {and} sprinkles = 'no' ``` feedback: This is not what I ordered! - hint: There is a mistake in line 3 - correct_answer: A - question_score: '10' 10: - question_text: Which command needs to be in line 8 at the place of the ??? ? code: |- print 'Welcome to the product finder of this supermarkt' item is ask 'What product are you looking for?' @@ -3157,65 +1497,8 @@ levels: feedback: 'No' - option: if feedback: 'No' - hint: The item is either in the list of snacks, or in the list of drinks - correct_answer: B - question_score: '10' 14: - 1: - question_text: Which symbol should be used on the blank? - code: |- - name _ {ask} 'Who are you?' - {if} name == 'Hedy' - {print} 'Me too!' - mp_choice_options: - - option: '`=>`' - feedback: This is not a symbol. - - option: '`==`' - feedback: We are not comparing anything, just asking. - - option: '`!=`' - feedback: We are not comparing anything, just asking - - option: '`=`' - feedback: Right! - hint: We are not comparing anything, we are just asking a name. - correct_answer: D - question_score: '10' - 2: - question_text: Which of these codes has used the correct = or == symbol? - mp_choice_options: - - option: '{if} name = Hedy' - feedback: 'No' - - option: '{if} age = 24' - feedback: 'No' - - option: answer = {ask} 'What is your answer' - feedback: Yes! - - option: answer == {ask} 'How are you doing?' - feedback: 'No' - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' - 3: - question_text: Which symbols should be filled in on the two blanks? - code: |- - guests = {ask} 'How many people are at the party?' - {if} guests _ 130 - {print} 'You can come in!' - {if} guests _ 130 - {print} 'Im sorry, the club is full. ' - {print} 'You have to wait for a guest to leave' - mp_choice_options: - - option: '`>` and `<`' - feedback: That's not it - - option: '`=` and `>=`' - feedback: That's not it - - option: '`<` and `>=`' - feedback: You are right - - option: '`+` and `==`' - hint: There are 130 people allowed in the club - correct_answer: C - question_score: '10' - feedback: That's not it 4: - question_text: What's wrong with this code? code: |- price = 10 money = {ask} How much money do you have? @@ -3224,20 +1507,7 @@ levels: {print} 'You can buy the bear!' {else} {print} 'You cannot buy this bear!' - mp_choice_options: - - option: In line 1 == should be used instead of = - feedback: No that's not it - - option: Line 2 misses quotation marks - feedback: You are correct - - option: In line 4 = should have been used instead of == - feedback: No that's not it - - option: In line 4 <= should have been used instead of >= - feedback: No that's not it - hint: The symbols are right - correct_answer: B - question_score: '10' 5: - question_text: Which symbol should be filled in on the blanks if the movie is suitable for kids for the age of 12 and up? code: |- age = {ask} 'How old are you?' ticket = {ask} 'Do you have a ticket?' @@ -3245,20 +1515,7 @@ levels: {print} 'You can enter the movie theater.' {else} {print} 'You are not allowed to come in!' - mp_choice_options: - - option: '`> 12`' - feedback: 12 year olds are allowed too - - option: '`>= 12`' - feedback: Great! - - option: '`< 12`' - feedback: These kids are too young! - - option: '`<= 12`' - feedback: These kids are too young - hint: '> means greater than' - correct_answer: B - question_score: '10' 6: - question_text: How many times do you have to say you are annoyed before this annoying game stops? code: |- lives = 2 {repeat} 10 times @@ -3266,69 +1523,7 @@ levels: answer = {ask} 'Are you annoyed yet?' {if} answer == 'yes' lives = lives - 1 - mp_choice_options: - - option: 10 times - feedback: It stops after 2 times - - option: 0 times - feedback: It stops after 2 times - - option: 1 time - feedback: It stops after 2 times - - option: 2 times - feedback: That is correct - hint: '!= means ''is not''' - correct_answer: D - question_score: '10' - 7: - question_text: What should be filled in on the three blanks? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' - mp_choice_options: - - option: '`''Lower''` and `''Higher''` and `''You win!''`' - feedback: That's not quite right. - - option: '`''Higher''` and `''Lower''` and `''You win!''`' - feedback: You win! - - option: '`''You win!''` and `''Lower!''` and `''Higher''`' - feedback: That's not quite right. - - option: '`''Lower!''` and `''You win!''` and `''Higher!''`' - feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: B - question_score: '10' - 8: - question_text: Which statement is true about this roller coaster? - code: |- - length = {ask} 'Please fill in your length in cm' - {if} length < 120 - {print} 'Sorry, you cannot go on this roller coaster.' - {else} - {print} 'Enjoy the ride' - mp_choice_options: - - option: You must be taller than 120 cm to go on the roller coaster - feedback: True! - - option: You must be taller than 119 cm to go on the roller coaster - feedback: If you are 120 cm you won't get in - - option: You must be shorter than 120 cm to go on the roller coaster - feedback: '> means greater than' - - option: There are no length restrictions to go on the roller coaster - feedback: There are. - hint: '> means greater than' - correct_answer: A - question_score: '10' 9: - question_text: How many pieces of chocolate will give you a stomach ache according to this fitbit? code: |- chocolate = {ask} 'How many pieces of chocolate have you eaten?' {if} chocolate <= 2 @@ -3337,101 +1532,19 @@ levels: {print} 'That is a bit much' {if} chocolate > 8 {print} 'You will get a stomach ache!' - mp_choice_options: - - option: 1 or more - feedback: 'No' - - option: 2 or more - feedback: 'No' - - option: 8 or more - feedback: Almost - - option: 9 or more - feedback: Great! - hint: '> 8 means more than 8' - correct_answer: D - question_score: '10' - 10: - question_text: What should be filled in in the blanks? - code: |- - {print} 'Whoever gets the most points wins!' - {if} points_player_1 < points_player_2 - {print} _ - mp_choice_options: - - option: '''player 1 wins''' - feedback: Look at who has the highest score! - - option: '''player 2 wins''' - feedback: Yes! - - option: '''player 2 loses''' - feedback: Look at who has the highest score! - - option: '''It is a tie''' - feedback: No it's not, one player has a higher score - hint: You win the game by having the most points - correct_answer: B - question_score: '10' 15: 1: - question_text: 'Which symbol should be used on the blank? Tip: You must keep guessing until you get it right.' code: |- answer = 0 while answer _ 'Amsterdam' answer = ask 'What is the capital city of the Netherlands?' print 'You have given the correct answer' - mp_choice_options: - - option: '`=!`' - feedback: That is not right. - - option: '`==`' - feedback: You don't have to keep guessing if you've given the right answer. - - option: '`!=`' - feedback: Correct - - option: '`=`' - feedback: That's not it - hint: Keep guessing until you say Amsterdam - correct_answer: C - question_score: '10' - 2: - question_text: Which of these codes has used the correct symbol(s)? - mp_choice_options: - - option: |- - ``` - {while} name = Hedy - ``` - feedback: 'No' - - option: |- - ``` - {while} age = 24 - ``` - feedback: 'No' - - option: |- - ``` - {while} time > 0 - ``` - feedback: Yes! - - option: |- - ``` - {while} answer == yes' - ``` - feedback: A quotation mark is missing - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' 3: question_text: Which command should be filled in on the two blanks? code: |- _ age >= 18 print 'you are not allowed in this bar' - mp_choice_options: - - option: '`{in}`' - feedback: That's not it - - option: '`{while}`' - feedback: You are right - - option: '`{for}`' - feedback: That's not it - - option: '`{range}`' - feedback: That's not it - hint: You are not allowed in the bar as long as you are 17 or younger - correct_answer: B - question_score: '10' 4: - question_text: What's wrong with this code? code: |- options = 1, 2, 3, 4, 5, 6 print 'Throw 6 as fast as you can!' @@ -3451,11 +1564,7 @@ levels: feedback: That's not it - option: In line 5 != should have been used instead of == feedback: You are correct - hint: There is something wrong in line 5 - correct_answer: D - question_score: '10' 5: - question_text: What should be placed on the blank to make this program work correctly? code: |- wetness = 10 while wetness != 0 @@ -3474,9 +1583,6 @@ levels: feedback: You are correct! - option: = wetness + 1 feedback: The program should count down - hint: wetness should get less each time - correct_answer: C - question_score: '10' 6: question_text: what is wrong with this code? code: |- @@ -3494,25 +1600,8 @@ levels: feedback: No that's not right - option: Line 2 should start with less indentation feedback: That is correct - hint: Look closely at the indentation - correct_answer: D - question_score: '10' 7: question_text: How should this program be changed to that it works? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' mp_choice_options: - option: '... change the first {if} into a {while}' feedback: Perfect! @@ -3522,32 +1611,9 @@ levels: feedback: That's not quite right. - option: '... change the fourth {if} into a {while}' feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: A - question_score: '10' 8: - question_text: Which statement is true about this automated toilet system? - code: |- - {while} toilet == 'occupied' - lights = 'on' - air_freshener_sprays = 'yes' - {sleep} 60 - lights = 'off' - air_freshener_sprays = 'no' - mp_choice_options: - - option: The lights and air freshener will turn off after 1 minute - feedback: False! - - option: The air freshener sprays once every minute and the lights stay on the whole time while you are on the toilet - feedback: Great job - - option: The air freshener sprays once you leave the toilet. - feedback: It only sprays when you're in there. - - option: The lights will always stay on. - feedback: That wouldn't be right. hint: The block after the while command keeps happening while the toilet is occupied. - correct_answer: B - question_score: '10' 9: - question_text: What will the diet app say if you have eaten 1600 calories today? code: |- chocolate = {ask} 'How many calories have you eaten today?' {while} calories <= 1000 @@ -3565,16 +1631,7 @@ levels: feedback: Yes! - option: You have eaten enough for today feedback: 'No' - hint: 1600 is between 1000 and 2000 - correct_answer: C - question_score: '10' 10: - question_text: 'What should be filled in in the blanks? Tip: the player with the most points is in the lead.' - code: |- - name_player_1 = {ask} 'Name player 1:' - name_player_2 = {ask} 'Name player 2:' - {while} points_player_1 > points_player_2 - {print} _ ' is in the lead right now!' mp_choice_options: - option: name_player_1 feedback: You are right! @@ -3584,105 +1641,20 @@ levels: feedback: You should fill in a name, not a number - option: points_player_2 feedback: You should fill in a name, not a number - hint: You win the game by having the most points. Your name should appear on the screen - correct_answer: A - question_score: '10' 16: - 1: - question_text: Which command should be filled in on the blanks to print a random snack? - code: |- - snacks = nachos, chips, cucumber, sweets - {print} _ - mp_choice_options: - - option: '`snacks {at} {random}`' - feedback: This is the old way. - - option: '`[{random} snack]`' - feedback: The order is wrong. - - option: '`snacks[{random}]`' - feedback: Correct - - option: '`snacks[{at} {random}]`' - feedback: We do not need `at`anymore - hint: We no longer use {at} - correct_answer: C - question_score: '10' 2: - question_text: What should be filled in on the blanks if you want a list of what chores are done by whom? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chores = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} _ - mp_choice_options: - - option: |- - ``` - friends[i] has to do chores [i] - ``` - feedback: Mind the spacing. - - option: |- - ``` - friends[1] has to do chores[1] - ``` - feedback: It will print 3 times that Wesley has to do the cooking - - option: |- - ``` - chores[i] ' has to do ' friends[random] - ``` - feedback: The person has to do the chore, not the other way around - - option: |- - ``` - friends[i] ' has to do ' chores[i] - ``` - feedback: Fantastic! - hint: '`i` tells us what item in the list it is. So friend 1 does chore 1 etc.' - correct_answer: D - question_score: '10' 3: - question_text: What is a possible output for this program? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chore = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} friends[i] has to do chores[i] - mp_choice_options: - - option: |- - ``` - Wesley has to do the cooking - Eric has to do the cleaning - Kaylee has to do nothing - ``` - feedback: Super! - - option: |- - ``` - Kaylee has to do the cooking - Wesley has to do the cleaning - Eric has to do nothing - ``` - feedback: No, it is not random. - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cleaning - Wesley has to do the nothing - ``` - feedback: Poor Wesley! - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cooking - Wesley has to do the cooking - ``` - feedback: That's not it - hint: It's not random... - correct_answer: A - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - friends = ['Jaylee', 'Erin', 'Fay'] - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 0 {to} 3 - print 'the lucky number of ' friends[i] - print 'is ' lucky_numbers[i] mp_choice_options: - option: The variable in line 4 should be 'friend[i]', not 'friends[i]' feedback: That is not right. @@ -3692,16 +1664,7 @@ levels: feedback: It's not a variable, it's just text. - option: '{in} in line 3 should be removed' feedback: That's not it - hint: There's nothing wrong with line 4 - correct_answer: B - question_score: '10' 5: - question_text: Which line should be filled in in the blank? - code: |- - animals = ['dog', 'cow', 'horse'] - _ - {for} i {in} {range} 1 {to} 3 - {print} 'the ' animals[i] ' says ' sounds[i] mp_choice_options: - option: noises = ['moo', 'woof', 'neigh'] feedback: Mind the variable name and the order of the sounds. @@ -3711,487 +1674,3 @@ levels: feedback: Don't forget the quotation marks! - option: sounds = ['woof', 'moo', 'neigh'] feedback: Great job! - hint: Look at line 1 to see proper use of brackets and quotation marks. - correct_answer: D - question_score: '10' - 6: - question_text: Which statement is true? - code: |- - people = ['Chris', 'Jaylino', 'Ryan'] - games = ['fortnite', 'minecraft', 'fifa'] - {for} o {in} {range} 1 {to} 3 - {print} people[o] ' likes ' games[o] - mp_choice_options: - - option: You are not allowed to use the variable o. It should be named i. - feedback: i is the most commonly used variable name in this case, but it's not mandatory to use i. - - option: The output will say that Jaylino likes fortnite. - feedback: No, he likes minecraft. - - option: The output will say that Ryan likes fifa - feedback: Correct - - option: This code will not work. It will give and error. - feedback: No, the code is correct. - hint: There is nothing wrong with this code. - correct_answer: C - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - people = ['Savi', 'Senna', 'Fayenne'] - transportation = ['bike', 'train', 'car'] - {for} i {in} {range} 1 {to} 3 - {print} people[i] goes to school by transportation[i] - mp_choice_options: - - option: Line 1 needs less quotation marks - feedback: That is not right. - - option: Line 3 should start with indentation - feedback: It should not! - - option: Line 4 should start without indentation - feedback: It should not - - option: Line 4 needs more quotation marks. - feedback: Amazing! - hint: There is a mistake made in the usage of quotation marks. - correct_answer: D - question_score: '10' - 8: - question_text: Which of these codes belongs to this output? - code: |- - Macy and Kate get to go first - Lionell and Raj get to go second - Kim and Leroy get to go third - mp_choice_options: - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 0 {to} 3 - {print} teams[random] ' get to go ' position[i] - ``` - feedback: This is not right - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: Amazing! - - option: |- - ``` - teams = ['Macy', 'Kate', 'Lionell', 'Raj', 'Kim', 'Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 6 - {print} teams[random] ' get to go ' position[random] - ``` - feedback: This is not it. - - option: |- - ``` - teams = ['Macy and Kate' 'Lionell and Raj' 'Kim and Leroy'] - position = ['first' 'second' 'third'] - {for} teams {in} {range} 0 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: This is not going to work! - hint: If you look carefully at the first line, you'll see that only the first two answers are possibly correct. - correct_answer: B - question_score: '10' - 9: - question_text: What is a possible output for this code? - code: |- - countries = ['Canada', 'Zimbabwe', 'New Zealand'] - {for} i {in} {range} 0 {to} 1 - {print} 'I will travel to ' countries[random] - mp_choice_options: - - option: |- - ``` - I will travel to Canada - I will travel to Canada - ``` - feedback: Great job! - - option: |- - ``` - I will travel to Canada - ``` - feedback: It will be repeated twice - - option: |- - ``` - I will travel to Canada, Zimbabwe and New Zealand - ``` - feedback: This is not it. - - option: |- - ``` - I will travel to Canada - I will travel to Zimbabwe - I will travel to New Zealand - ``` - feedback: It's only repeated twice - hint: Range 0 to 1 is 2 times - correct_answer: A - question_score: '10' - 10: - question_text: Which 3 lines will complete this code correctly? - code: |- - {print} 'The book raffle will start soon' - {print} 'Get your tickets now!' - books = ['Narnia', 'The Hobbit', 'Oliver Twist', 'Harry Potter', 'Green eggs and ham'] - people = {ask} 'How many raffle tickets are sold?' - list_of_numbers = [1, 2] - {for} i {in} {range} 3 {to} people - {add} i {to} list_of_numbers - {for} i {in} {range} 1 {to} 5 - mp_choice_options: - - option: |- - ``` - chosen_number = list_of_numbers at random - print books[i] ' will go to person number ' chosen_number - {add} chosen_number {to} list_of_numbers - ``` - feedback: Almost there... but adding the winner to the list makes this raffle unfair - - option: |- - ``` - print person[i] ' wins ' book[i] - ``` - feedback: There is no list called 'person' - - option: |- - ``` - chosen_number = list_of_numbers[people] - print books[people] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: This is not it. - - option: |- - ``` - chosen_number = list_of_numbers[random] - print books[i] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: Fantastic! - hint: You need to use the {remove} command - correct_answer: D - question_score: '10' - 17: - 1: - question_text: What is the output of this code? - code: |- - minions = ['Bob', 'Kevin', 'Stuart'] - {for} x in minions: - {print} x - mp_choice_options: - - option: |- - ``` - m i n i o n s - ``` - feedback: This is not it. - - option: |- - ``` - Bob - Kevin - Stuart - ``` - feedback: Correct! - - option: |- - ``` - minions - minions - minions - ``` - feedback: Take a look at the content of your list. - - option: |- - ``` - B o b K e v i n S t u a r t - ``` - feedback: Do not loop through the letters. - hint: Loop through your list. - correct_answer: B - question_score: '10' - 2: - question_text: What is wrong with this code? - code: |- - seconds_minute = 60 - minute_hour = 60 - hour_day = 24 - leap_year = 366 - no_leap_year = 365 - years = ask 'what year is it?' - {if} years = 2024: - print seconds_minute * minute_hour * hour_day * leap_year - {else}: - print seconds_minute * minute_hour * hour_day * noleap_year - mp_choice_options: - - option: You cannot have so many variables. - feedback: This is not it. - - option: The way the variables are multiplied is incorrect. - feedback: Not true! - - option: One of the variables `noleap_year` does not belong with the `{if}` statement. - feedback: Keep looking for the mistake. - - option: The `noleap_year` has to be identical in both cases. - feedback: Correct! - hint: Read the code carefully. - correct_answer: D - question_score: '10' - 3: - question_text: How many hedgehogs will this code print? - code: |- - {for} x in range 1 to 3: - {for} y in range 1 to 2: - {print} 🦔 - mp_choice_options: - - option: |- - ``` - 🦔 - 🦔 - 🦔 - ``` - feedback: Try again. - - option: |- - ``` - 🦔 - 🦔 - ``` - feedback: One more try. - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: Well done! - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating. - correct_answer: C - question_score: '10' - 4: - question_text: What is wrong with code? - code: |- - name_color = {ask} 'What is your favorite color?' - {if} name_color == 'red': - {print} 'the color of a tomato' - {elif} name_color == 'green': - {print} 'the color of an apple' - {elif} name_color == 'blue': - {print} 'the color of a blueberry' - {elif} name_color == 'yellow': - {print} 'the color of a banana' - {elif}: - {print} 'this fruit-color does not exist' - mp_choice_options: - - option: The first `{elif}` should be used before the `print` command - feedback: Try again. - - option: '`{elif}` can only be used once' - feedback: From now on we can use elif multiple times. - - option: '`==` used with `{elif}` should be replaced by `=`' - feedback: Not correct. - - option: '`{elif}` in the last line should be replaced by `{else}`' - feedback: Great! - hint: Think about `{if}`, `{elif}`, `{else}`. - correct_answer: D - question_score: '10' - 5: - question_text: What is the output of this code? - code: |- - numbers = [7, 19, 29, 41, 53, 71, 79, 97] - {for} prime in numbers: - {if} prime <= 10: - {print} prime - {elif} prime >= 60: - {print} prime - {elif} prime >= 90: - {print} prime - {else}: - {print} 'another number' - mp_choice_options: - - option: |- - ``` - 7 - another number - another number - another number - another number - 71 - 79 - 97 - ``` - feedback: Well done! - - option: |- - ``` - another number - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: Try again. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - another number - ``` - feedback: One more try. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating and the values of if and elif. - correct_answer: A - question_score: '10' - 6: - question_text: What is wrong with code? - code: |- - name = {ask} 'What is your name?' - {if} name == 'Hedy': - password = {ask} 'What is your password?' - {if} password =='turtle123': - {print} 'Yey' - {else}: - {print} 'Access denied' - {else}: - {print} 'Go fish' - mp_choice_options: - - option: '`{elif}` is missing.' - feedback: Try again. - - option: '`{else}` can only be used once.' - feedback: From now on we can use elif multiple times. - - option: Nothing! - feedback: There is a mistake. Look carefully! - - option: There is an indentation mistake in the last line. - feedback: Amazing! - hint: There is a mistake somewhere... - correct_answer: D - question_score: '10' - 7: - question_text: Which of the following codes will print five times 'the result is 3' on the screen? - mp_choice_options: - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - result = n * 1 - {print} 'The result is ' result - ``` - feedback: Try again! - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} u in numbers: - number = u - {print} 'The result is ' number - ``` - feedback: That is not it. - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} number in numbers: - number = 3 - {print} 'The result is ' number - ``` - feedback: Very good! - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - n = result - {print} 'The result is ' result - ``` - feedback: That is not it. - hint: Think about mathematical symbols. - correct_answer: C - question_score: '10' - 8: - question_text: What is wrong with code? - code: |- - insects = ['🐝', '🦋', '🕷', '🐞'] - your_favorite = {ask} 'what is your favorite insect?' - {for} insect in insects: - {if} your_favorite == '🐝' {or} your_favorite == '🐞': - {print} 'very useful' - {elif} your_favorite == '🕷': - {print} 'it can catch mosquitoes' - {else}: - {print} 'almost all insects can be useful one way or another' - mp_choice_options: - - option: '`{or}` cannot be used with `{if}`.' - feedback: Try again. - - option: In the `{for}` command `insect` should be `insects`. - feedback: Not true. - - option: Nothing! - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 9: - question_text: Which one of the codes below gave this output? - code: |- - -5 is negative - -4 is negative - -3 is negative - -2 is negative - -1 is negative - 0 is positive - 1 is positive - 2 is positive - 3 is positive - mp_choice_options: - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Try again! - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number <= 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - - option: "```\n {for} number in range -5 to 3:\n {if} number >= 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Very good! - - option: "```\n {for} number in range -5 to 3:\n {if} number < 0: \n {print} number ' is positive'\n {elif} number <=0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 10: - question_text: What is wrong with this code? - code: |- - {for} number in range 1 to 5: - volume_room = num * num * num - {print} volume_room ' cubic meters' - {if} volume_room > 100: - {print} 'this is a large room' - {elif} volume_room < 100: - {print} 'small room but cosy' - {else}: - {print} 'i will look for something else' - mp_choice_options: - - option: The word num needs quotation marks. - feedback: Try again. - - option: The `{if}` command is not used correctly. - feedback: Not true. - - option: Line 3 should be `volume_room = number * number * number`. - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' diff --git a/content/quizzes/ta.yaml b/content/quizzes/ta.yaml index af20594b364..0967ef424bc 100644 --- a/content/quizzes/ta.yaml +++ b/content/quizzes/ta.yaml @@ -1,4223 +1 @@ -levels: - 1: - 1: - question_text: What's this programming language called? - mp_choice_options: - - option: Hedy - feedback: Good job! - - option: Heddy - feedback: Not this one! - - option: Haydie - feedback: Not this one! - - option: Heidi - feedback: Not this one! - hint: It's named after Hedy Lamarr. - correct_answer: A - question_score: '10' - 2: - question_text: Which need to be filled in on the blanks to make the text Hello! appear? - code: _ Hello! - mp_choice_options: - - option: '`{echo}`' - feedback: '`{echo}` repeats a given answer.' - - option: '`{print}`' - feedback: Correct! - - option: '`hello`' - feedback: Hello isn't a command. - - option: '`{ask}`' - feedback: With `{ask}`, you can ask a question. - hint: _ Hello world! - correct_answer: B - question_score: '10' - 3: - question_text: How do you ask what someone's favorite color is? - mp_choice_options: - - option: |- - ``` - {print} What is your favorite color? - ``` - feedback: '`{print}` prints text, but it doesn''t ask questions.' - - option: |- - ``` - {ask} {print} What is your favorite color? - ``` - feedback: You only need one command, not two. - - option: |- - ``` - {ask} What is your favorite color? - ``` - feedback: Great! - - option: |- - ``` - {echo} What is your favorite color? - ``` - feedback: '`{echo}` repeats your answer back to you.' - hint: You can ask something with the `{ask}` command - correct_answer: C - question_score: '10' - 4: - question_text: What is wrong with this code? - code: |- - Hi Im Hedy! - {ask} Who are you? - {echo} Hi... - mp_choice_options: - - option: '`{print}` in line 1 is missing.' - feedback: Correct! - - option: The command in line 2 is spelled wrong. - feedback: The command is spelled correctly. - - option: '`{echo}` isn''t a command.' - feedback: '`{echo}` is a command, there''s another mistake.' - - option: Nothing! This is a perfect code! - feedback: Wrong, look carefully! - hint: Line 1 doesn't seem right - correct_answer: A - question_score: '10' - 5: - question_text: Which command is missing in line 2? - code: |- - {ask} What is your favorite pet? - _ So your favorite pet is... - mp_choice_options: - - option: '`{print}`' - feedback: No, you would like the answer to be repeated back to you. - - option: '`Hedy`' - feedback: Hedy isn't a command. - - option: '`{ask}`' - feedback: With `{ask}` you can ask a question. - - option: '`{echo}`' - feedback: Right on! - hint: You want to see the answer at the end of line 2... - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - {print} Hi im Hedy! - {print} Which football team do you support? - {echo} You support... - {print} Cool! Me too! - mp_choice_options: - - option: In line 1 `{print}` should be replaced with `{ask}`. - feedback: '`{print}` in line 1 is correct.' - - option: In line 2, `{print}` should be replaced with `{ask}`. - feedback: Great! You paid attention! - - option: Line 3 has to begin with `{print}` instead of `{echo}`. - feedback: '`{echo}` is correct.' - - option: In line 4, `{print}` is spelled wrong. - feedback: No, there is a mistake somewhere else - hint: Check the `{print}` commands. - correct_answer: B - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - {print} Welcome at Hedys restaurant! - {ask} What would you like to eat? - {echo} So you want to order ... - {print} Coming right up! Enjoy! - mp_choice_options: - - option: In line 1 `{print}` needs to be replaced with `{ask}` - feedback: Are you sure something is wrong? - - option: In line 1 `{print}` needs to be replaced with `{echo}` - feedback: Are you sure something's wrong? - - option: In line 3 `{echo}` needs to be replaced with `{print}` - feedback: Are you sure something is wrong? - - option: Nothing! This is a perfect code! - feedback: Correct! - hint: Check the code line by line - correct_answer: D - question_score: '10' - 8: - question_text: How do you use the `{echo}` command? - mp_choice_options: - - option: You can use it to `{ask}` a question. - feedback: That's what `{ask}` is for! - - option: You can use it exactly the same way as `{print}`. - feedback: That's what `{print}` is for! - - option: You can use it to repeat an answer. - feedback: Good job! - - option: You can use it to make text disappear. - feedback: That's not right... - hint: '`{echo}` is used after an `{ask}` command.' - correct_answer: C - question_score: '10' - 9: - question_text: What's wrong with this code? - code: |- - {print} Hello! - {print} How are you doing? - {echo} So you are doing... - mp_choice_options: - - option: '`{print}` in line 1 should be `{ask}`' - feedback: No, `{print}` is right. Where is the question being asked? - - option: '`{print}` in line 2 should be `{ask}`' - feedback: Super! - - option: '`{echo}` in line 3 should be `{ask}`' - feedback: No, `{echo}` is right. Where is the question being asked? - - option: Nothing. This is a perfect code! - feedback: Look carefully for the mistake... - hint: '`{ask}` allows you to ask a question' - correct_answer: B - question_score: '10' - 10: - question_text: Which output will be in your output screen after you've run this code? - code: |- - {ask} Are you ready to go to level 2? - {echo} - {echo} - mp_choice_options: - - option: Are you ready to go to level 2? - feedback: There are two `{echo}` commands - - option: |- - Yes! - Yes! - feedback: Great job! - - option: Yes! - feedback: There are two `{echo}` commands - - option: |- - Are you ready to go to level 2? - Yes! - feedback: There are two `{echo}` commands - hint: Let's go! - correct_answer: B - question_score: '10' - 2: - 1: - question_text: Which statement is true? - mp_choice_options: - - option: You can use the `{print}` command to ask questions. - feedback: That is what `{ask}` is for - - option: You can use the `{ask}` command to echo answers. - feedback: That is not true - - option: With the `{print}` command you can make text appear - feedback: Good - - option: With the `{sleep}` command, you can remove text from the screen. - feedback: That's not how `{sleep}` works. - hint: '`{print}` still works the same way as in level 1' - correct_answer: C - question_score: '10' - 2: - question_text: Which code is correct? - mp_choice_options: - - option: |- - ``` - name {is} {ask} What is your name? - ``` - feedback: Super! - - option: |- - ``` - {ask} {is} name What is your name - ``` - feedback: The words are right, the order is not! - - option: |- - ``` - {ask} What is your name? - ``` - feedback: This worked in level 1, but in level 2 and up it works differently. - - option: |- - ``` - {ask} What is your name? {is} name - ``` - feedback: The words are right, the order isn't! - hint: '`{ask}` doesn''t work like in level 1' - correct_answer: A - question_score: '10' - 3: - question_text: What appears on your output screen when you run this code? - code: |- - name {is} Marleen - {print} name goes to the market and she buys an apple. - mp_choice_options: - - option: name goes to the market and she buys an apple. - feedback: The word name is replaced with Marleen - - option: Marleen goes to the market. - feedback: The second part of the sentence isn't left out! - - option: Marleen goes to the market and she buys an apple. - feedback: Right on! - - option: Marleen goes to the market and Marleen buys an apple. - feedback: She is not replaced with the name - hint: The word name is replaced with Marleen - correct_answer: C - question_score: '10' - 4: - question_text: What will you see on the output screen when you run this code? - code: |- - name {is} Hedy - {print} Hi my name is name - mp_choice_options: - - option: Hi my name is name - feedback: The variable name is replaced with Hedy - - option: Hi my name is Hedy - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is name - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is Hedy - feedback: Correct, this mistake will be fixed in level 4! - hint: '''name'' is being replaced with ''Hedy'' in both places' - correct_answer: D - question_score: '10' - 5: - question_text: What happens when you use the `{sleep}` command? - mp_choice_options: - - option: It slows down your computer - feedback: fortunately not! - - option: It closes down Hedy - feedback: fortunately not! - - option: Your program pauses for a second and then continues - feedback: That's right! - - option: You put it at the end so Hedy knows your program is finished - feedback: No it would be useless at the end of your code - hint: The computer waits for a second at the `{sleep}` command - correct_answer: C - question_score: '10' - 6: - question_text: What should be on the lines? - code: |- - {print} And the award for best programming language goes to... - _ - {print} Hedy! - mp_choice_options: - - option: '`{sleep}`' - feedback: Perfect! - - option: '`{echo}`' - feedback: There is nothing to repeat back here - - option: '`{print}`' - feedback: There is no text there to `{print}` there - - option: '`{ask}`' - feedback: There is no question there to be asked - hint: Pause for dramatic effect... - correct_answer: A - question_score: '10' - 7: - question_text: What command should be used on line 2? - code: |- - {print} I will explode in 3 seconds! - _ - {print} BOOM! - mp_choice_options: - - option: |- - ``` - {print} 3 - ``` - feedback: You don't need to `{print}` - - option: |- - ``` - {sleep} 3 - ``` - feedback: Perfect! - - option: |- - ``` - {sleep} - ``` - feedback: This way the bomb will explode in 1 second - - option: |- - ``` - {sleep} {sleep} {sleep} - ``` - feedback: Make it easier on yourself by using the number 3 - hint: You want the computer to wait for 3 seconds - correct_answer: B - question_score: '10' - 8: - question_text: How would you correct the first line of code? - code: |- - {ask} {is} How old are you? - {print} age - mp_choice_options: - - option: |- - ``` - age {ask} {is} How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - {ask} {is} age How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - age {is} {ask} How old are you? - ``` - feedback: You get it! - - option: |- - ``` - age {is} How old are you? - ``` - feedback: Where is the `{ask}` command? - hint: The variable name should come first - correct_answer: C - question_score: '10' - 9: - question_text: What is going wrong in this code? - code: |- - dogs {is} animal - {print} I love animal - mp_choice_options: - - option: 'Line 1 should say: dogs `{is}` animals' - feedback: The variable name is animal - - option: 'Line 1 should say: animal `{is}` dogs' - feedback: Great! - - option: 'Line 2 should say: `{print}` I love animals' - feedback: The variable name is animal - - option: 'Line 2 should say: `{sleep}` I love animals' - feedback: Sleep is not used to `{print}` text - hint: You want to `{print}` 'I love dogs' - correct_answer: B - question_score: '10' - 10: - question_text: What command should be used on the line 1? - code: |- - flavor {is} _ - {print} Your favorite icecream is... - {sleep} - {print} flavor - mp_choice_options: - - option: |- - ``` - {sleep} 3 - ``` - feedback: You want to know the favorite flavor! - - option: |- - ``` - {print} strawberries - ``` - feedback: You do not want a `{print}` command at the middle of the line... - - option: |- - ``` - strawberries, chocolate, vanilla - ``` - feedback: This way you are making a list. You don't want that now. - - option: |- - ``` - {ask} What flavor icecream do you like? - ``` - feedback: That's right! - hint: You want to `{ask}` a question - correct_answer: D - question_score: '10' - 3: - 1: - question_text: What command(s) do you use to let Hedy pick something arbitrarily? - mp_choice_options: - - option: '`{print}`' - feedback: '`{print}` is used to print text' - - option: '`{ask}`' - feedback: '`{ask}` is used to ask a question' - - option: '`{is}`' - feedback: '`{is}` is used to make a list' - - option: '`{at} {random}`' - feedback: Correct! - hint: Arbitrarily means without a plan or randomly. - correct_answer: D - question_score: '10' - 2: - question_text: What's wrong with this code? - code: |- - animals {is} dog cat cow - {print} animals {at} {random} - mp_choice_options: - - option: 'You need commas in line 1: dog, cat, cow.' - feedback: Good job! - - option: Line 1 needs to start with `{print}`. - feedback: No, you don't need `{print}` - - option: Line 2 needs to say 'animal' instead of 'animals' - feedback: animals is correct. - - option: '`{at} {random}` is spelled incorrectly' - feedback: '`{at} {random}` is the correct spelling' - hint: There's something wrong in line 1 - correct_answer: A - question_score: '10' - 3: - question_text: How do you fix the mistake in line 2? - code: |- - options {is} rock, paper, scissors - {print} rock, paper, scissors {at} {random} - mp_choice_options: - - option: |- - ``` - {at} {random} {print} options - ``` - feedback: You're almost there. The order of the words isn't right yet. - - option: |- - ``` - {print} rock {at} {random} - ``` - feedback: you don't always want the Hedy to {print} rock, sometimes you want scissors or paper. - - option: |- - ``` - {print} options {at} {random} - ``` - feedback: Very good! - - option: Nothing, the code is correct! - feedback: Look carefully for the mistake - hint: The variable (the list) is called options. - correct_answer: C - question_score: '10' - 4: - question_text: What should change in line 2 to print a random price? - code: |- - prices {is} 1 dollar, 100 dollar, 1 million dollar - {print} price {at} {random} - mp_choice_options: - - option: |- - ``` - {print} price - ``` - feedback: You don't want to `{print}` the word price, but you want to `{print}` one price out of your list `{at} {random}` - - option: |- - ``` - {print} prices {at} {random} - ``` - feedback: Great! You've really paid attention. - - option: |- - ``` - {print} {at} {random} price - ``` - feedback: '`{at} {random}` is placed behind the variable.' - - option: Nothing, this code is alright. - feedback: Look carefully for the mistake you missed! - hint: The variable name is prices - correct_answer: B - question_score: '10' - 5: - question_text: What is wrong in this code? - code: |- - question {is} {ask} What do you want to know? - {print} question - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 1 needs to say `{print}` instead of `{ask}` - feedback: No, that's not wrong. - - option: Line 2 needs to say `{ask}` instead of `{print}` - feedback: No that's not wrong. - - option: Line 2 needs to say answers `{at} {random}` `{is}` yes, no, maybe - feedback: No, that's not wrong. - - option: Nothing, this code is perfect - feedback: That's right! - hint: Does this code even have a mistake? - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 2 needs to say question instead of answers - feedback: No that's not right - - option: Line 2 needs the `{is}` command - feedback: Correct - - option: Line 3 needs to say answer instead of answers - feedback: No the variable's called answers - - option: Nothing! This code is great! - feedback: Actually, line 2 has a mistake. - hint: There is something wrong with line 2. - correct_answer: B - question_score: '10' - 7: - question_text: What does the `{add}` command do? - code: |- - books {is} Harry Potter, The Hobbit, Green Eggs and Ham - your_book {is} {ask} What is your favorite book? - {add} your_book {to} books - {print} books {at} {random} - mp_choice_options: - - option: The `{add}` command removes a random book from the list - feedback: The remove command removes, the add command adds - - option: The `{add}` command adds a random book to a list - feedback: It doesn't. It adds your answer to the list! - - option: The `{add}` command adds your favorite book to the list - feedback: Correct! - - option: The `{add}` command prints your favorite book. - feedback: No, it adds your favorite book to the list - hint: The `{add}` command adds a book, but which one? - correct_answer: C - question_score: '10' - 8: - question_text: What is the output of this code? - code: |- - crisps {is} sea salt, paprika, sour cream - {remove} sea salt {from} crisps - {remove} paprika {from} crisps - {print} crisps {at} {random} - mp_choice_options: - - option: You can't tell, because Hedy will `{print}` one of the 3 flavors `{at} {random}` - feedback: Take a look at the `{remove}` commands - - option: sea salt - feedback: sea salt is removed from the list - - option: paprika - feedback: Paprika is removed from the list - - option: sour cream - feedback: That's right! - hint: There are 3 flavors, bit 2 are removed. Which one remains? - correct_answer: D - question_score: '10' - 9: - question_text: What's wrong with this code? - code: |- - colors {is} blue, purple, green - chosen_color {is} {ask} Which hair color wouldn't you like to have? - {remove} chosen_color {from} colors - {print} I will dye my hair color {at} {random} - mp_choice_options: - - option: 'Line 3 should say: `{remove}` blue `{from}` colors' - feedback: Maybe you want blue hair though! - - option: Line 3 should have an `{add}` command instead of a `{remove}` command - feedback: You want to remove the chosen color so `{remove}` is right. - - option: In line 4 the variable should be called colors instead of color - feedback: Great job! - - option: Nothing, this is a correct code! - feedback: Find the mistake! - hint: Look at line 4 - correct_answer: C - question_score: '10' - 10: - question_text: What should be on the _? - code: |- - walkers {is} dad, mom, Sam, Petra - walked_yesterday {is} {ask} Who walked the dogs yesterday? - {print} walked_yesterday shouldn't have to walk the dogs again today - _ - {print} walkers {at} {random} , it's your turn to walk the dogs! - mp_choice_options: - - option: |- - ``` - {remove} walked_yesterday {from} walkers - ``` - feedback: Super! - - option: |- - ``` - {remove} walked_yesterday {to} walkers - ``` - feedback: '`{remove} {from}` or `{add} {to}`, not `{remove} {to}`' - - option: |- - ``` - {remove} walkers {from} yesterday - ``` - feedback: yesterday is not a variable - - option: |- - ``` - {add} walked_yesterday {to} walkers - ``` - feedback: This increased the chance that the person who walked yesterday now has to do it again. That's mean. - hint: The person who walked the dogs yesterday should be removed from the list. - correct_answer: A - question_score: '10' - 4: - 1: - question_text: Which of these codes is correct? - mp_choice_options: - - option: |- - ``` - {print} 'Im very excited to take this quiz!' - ``` - feedback: That's right - - option: |- - ``` - {print} Im very excited to take this quiz! - ``` - feedback: '{print} now needs quotation marks!' - - option: |- - ``` - {print} 'I'm very excited to take this quiz!' - ``` - feedback: do not use apostrophe or use backticks instead - - option: |- - ``` - {print} 'I'm very excited to take this quiz! - ``` - feedback: careful when using quotes and apostrophe - hint: In level 4 you need quotation marks for 2 commands. - correct_answer: A - question_score: '10' - 2: - question_text: Which code uses the proper quotation marks? - mp_choice_options: - - option: |- - ``` - {print} `hello` - ``` - feedback: This quotation mark is skewed, you need a straight one. - - option: |- - ``` - {print} 'hello' - ``` - feedback: Correct - - option: |- - ``` - {print} hello - ``` - feedback: There are no quotation marks here! - - option: |- - ``` - {print} ,hello, - ``` - feedback: This is a comma, you need quotation marks. - hint: Pick the right quotation marks. - correct_answer: B - question_score: '10' - 3: - question_text: Where are the quotation marks used correctly? - mp_choice_options: - - option: |- - ``` - {print} Hi Im Hedy - ``` - feedback: Add quotation marks please! - - option: |- - ``` - {print} 'Hi Im Hedy - ``` - feedback: Both before and after the words you want to print should be a quotation mark. - - option: |- - ``` - '{print} Hi Im Hedy' - ``` - feedback: The first quotation mark should be behind the word `{print}` - - option: |- - ``` - {print} 'Hi Im Hedy' - ``` - feedback: Perfect! - hint: Both before and after the words you want to print should be a quotation mark. - correct_answer: D - question_score: '10' - 4: - question_text: Which statement is true? - mp_choice_options: - - option: 'You need quotation marks around the word `{print}`, like this: `''{print}''`.' - feedback: The quotation marks shouldn't be around the command itself. - - option: You need quotation marks around the words you want to print. - feedback: Super! - - option: You do not need quotation marks when using the `{ask}` command - feedback: Both `{print}` and `{ask}` require quotation marks - - option: You can choose yourself whether to use quotation marks or not. - feedback: Unfortunately, Hedy is stricter than that. - hint: From level 4 on you need to use quotation marks. - correct_answer: B - question_score: '10' - 5: - question_text: What has to be changed in order for the game to work? - code: |- - options {is} rock, paper, scissors - {print} 'options {at} {random}' - mp_choice_options: - - option: |- - ``` - '{print} options {at} {random}' - ``` - feedback: Never put the quotation mark in front of the `{print}` command. - - option: |- - ``` - {print} 'options' {at} {random} - ``` - feedback: options is a variable. You don't literally want to print 'options {at} {random}'. - - option: |- - ``` - {print} options {at} {random} - ``` - feedback: That's right - - option: Nothing, the game already works! - feedback: Look carefully. There is an error. - hint: You don't want Hedy to literally print 'options {at} {random}', you want it to print 'rock' or 'paper' or 'scissors'. - correct_answer: C - question_score: '10' - 6: - question_text: What would be a good next line in this code? - code: prices {is} 1 dollar, 100 dollars, 1 million dollars - mp_choice_options: - - option: |- - ``` - {print} 'You win...' prices {at} {random} - ``` - feedback: Great! You get it! - - option: |- - ``` - {print} You win... 'prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}' - - option: |- - ``` - {print} You win... prices {at} {random} - ``` - feedback: You need some quotation marks! - - option: |- - ``` - {print} 'You win... prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}'' - hint: 'Think carefully: what is a variable and should be outside of the quotation marks? And what are normal words that should be inside?' - correct_answer: A - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: Correct! - - option: Quotation marks are missing in line 2 - feedback: A variable doesn't need quotes - - option: Quotation marks are missing in line 3 - feedback: You don't want Hedy to literally print 'answers {at} {random}' so no quotation marks needed here! - - option: Nothing, this code is good as is! - feedback: Look carefully. You missed a mistake! - hint: Check each line on whether they'd need quotation marks or not. - correct_answer: A - question_score: '10' - 8: - question_text: What would be a good next line for this code? - code: |- - {print} 'Welcome at the money show!' - {print} 'In front of you are 3 doors' - door {is} {ask} 'Which door do you choose?' - mp_choice_options: - - option: |- - ``` - {print} So you pick door door - ``` - feedback: We need quotation marks - - option: |- - ``` - {print} 'So you pick ' door door - ``` - feedback: If the player chooses door 3, Hedy will say 'So you pick 3 3 - - option: |- - ``` - {print} 'So you pick door ' door - ``` - feedback: Super! - - option: |- - ``` - {print} 'So you pick door door' - ``` - feedback: Hedy will literally print 'So you pick door door - hint: The second word door should be replaced with the number, the first should still be the word door... - correct_answer: C - question_score: '10' - 9: - question_text: What will never appear in your output screen? - code: |- - clubs {is} Real Madrid, Bayern Munchen, Manchester United, Ajax - {print} clubs {at} {random} ' is going the win the champions league' - mp_choice_options: - - option: Ajax is going to win the champions league - feedback: Hedy could `{print}` that - - option: Real Madrid is going to win the champions league - feedback: Hedy could `{print}` that - - option: Bayern Munchen is going to win the champions league - feedback: Hedy could `{print}` that - - option: FC Barcelona is going to win the champions league - feedback: That's right. It's not in the list - hint: What are Hedy's options to randomly pick from? - correct_answer: D - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - people {is} mom, dad, Emma, Sophie - {print} The dishes are done by... - {print} people {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: A list doesn't need quotation marks - - option: Quotation marks are missing in line 2 - feedback: Correct - - option: Quotation marks are missing in both line 2 and 3 - feedback: Line 3 doesn't need quotation marks because it's not printed literally - - option: Nothing, this code has no mistakes - feedback: You missed one! - hint: One line needs quotation marks, because you want it to be printed literally. - correct_answer: B - question_score: '10' - 5: - 1: - question_text: Which command should be filled in on the _? - code: |- - number {is} {ask} 'What is your lucky number?' - {if} number {is} 5 {print} 'Mine too!' - _ {print} 'My lucky number is 5!' - mp_choice_options: - - option: '`{print}`' - feedback: There already is a `{print}` command. - - option: '`{if}`' - feedback: The `{if}` command is used in the line above. - - option: '`{sleep}`' - feedback: That's not it! - - option: '`{else}`' - feedback: That's right! - hint: Which one goes together with the `{if}` command? - correct_answer: D - question_score: '10' - 2: - question_text: What appears in your output screen when you type in the name Hedy? - code: |- - name {is} {ask} 'What is your name?' - {if} name {is} Hedy {print} 'fun' {else} {print} 'less fun' - mp_choice_options: - - option: fun - feedback: That's right! - - option: less fun - feedback: If the name is Hedy, it will say 'fun'' - - option: Hedy - feedback: No, it doesn't print the name - - option: Error - feedback: Fortunately not! - hint: '`{if}` name `{is}` Hedy `{print}` ...?' - correct_answer: A - question_score: '10' - 3: - question_text: What is the right password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct! - feedback: This is printed when you type in the correct password - - option: SECRET - feedback: That's right!' - - option: password - feedback: The password isn't password... - - option: ALARM INTRUDER - feedback: This is printed when you type in the incorrect password! - hint: '`{if}` password `{is}` ... `{print}` ''Correct!''' - correct_answer: B - question_score: '10' - 4: - question_text: What does Hedy print when you type in the wrong password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct - feedback: That's printed if the correct answer is given, not the wrong one... - - option: SECRET - feedback: That's not the right answer - - option: Wrong! - feedback: No, this is not what Hedy will print - - option: ALARM! INTRUDER! - feedback: Great job! - hint: Your computer will sound the alarm for intruders! - correct_answer: D - question_score: '10' - 5: - question_text: Why will Hedy say 'ALARM! INTRUDER' when you type in 'secret'? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Because it needs to be in capitals, so SECRET - feedback: Indeed! - - option: Because the password is alarm - feedback: No, this is not the password. - - option: Because it's spelled wrong. - feedback: That's not how you spell secret - - option: Because Hedy makes a mistake - feedback: No, Hedy is right - hint: The spelling of the word has to be exactly the same. - correct_answer: A - question_score: '10' - 6: - question_text: Which word should be on the place of the blank in the last line? - code: |- - {print} 'Im Hedy the football fortune teller!' - {print} 'I will predict what place your team will end up!' - club is {ask} 'Which club is your favorite?' - {if} club {is} ajax {print} 'Ajax is going to win of course!' - _ {print} 'Sorry, your club is gonna be in last place...' - mp_choice_options: - - option: |- - ``` - {if} - ``` - feedback: '`{if}` is already in the line above' - - option: |- - ``` - {at} {random} - ``` - feedback: No, you need `{else}`. - - option: |- - ``` - {else} - ``` - feedback: Great! - - option: |- - ``` - {print} - ``` - feedback: '`{print}` is already there, we need a word before it!' - hint: '`{if}` goes together with...?' - correct_answer: C - question_score: '10' - 7: - question_text: Which word should be in the place of the blank? - code: |- - {print} 'I can predict if you will be a millionair or not!' - name {is} {ask} 'Whats your name?' - {if} name {is} Hedy {print} 'You will be a millionair!' - {else} _ 'Unfortunately... No big money for you.' - mp_choice_options: - - option: '`{if}`' - feedback: '`{if}` is in the line above.' - - option: '`{at}` `{random}`' - feedback: No, you don't need `{at} {random}`. - - option: '`{else}`' - feedback: There already is an `{else}` command - - option: '`{print}`' - feedback: Awesome! - hint: After `{else}` a `{print}` command follows - correct_answer: D - question_score: '10' - 8: - question_text: Which word should be on the place of the blank? - code: |- - animal {is} {ask} 'What is your favorite animal?' - {if} _ {is} penguin {print} 'Thats my favorite animal too!' - {else} {print} 'Cool! I like penguins.' - mp_choice_options: - - option: |- - ``` - favorite animal - ``` - feedback: That's not the variable name. - - option: |- - ``` - animal - ``` - feedback: Great job! - - option: '`{if}`' - feedback: '`{if}` is already there' - - option: '`{print}`' - feedback: No, that's not it. - hint: What the variable name? - correct_answer: B - question_score: '10' - 9: - question_text: Which door should you choose to escape?? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} - mp_choice_options: - - option: '1' - feedback: Bad choice! You're being eaten - - option: '2' - feedback: Super! You escaped! - - option: '3' - feedback: Bad choice! You're being eaten. - - option: It's a trap, you will always be eaten! - feedback: Luckily not! - hint: One of the doors will keep you safe.. - correct_answer: B - question_score: '10' - 10: - question_text: Which monster is standing behind door 1? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} - mp_choice_options: - - option: Hedy picks a random monster each time. - feedback: Awesome! - - option: vampire - feedback: Not always... - - option: werewolf - feedback: Not always... - - option: giant spider - feedback: Not always... - hint: Mind the last 3 words... monsters `{at} {random}`... - correct_answer: A - question_score: '10' - 6: - 1: - question_text: What's Hedy's output when you run this code? - code: '{print} 2*10' - mp_choice_options: - - option: '20' - feedback: Correct! - - option: '12' - feedback: No, the plus sign is used in addition - - option: 2*10 - feedback: No, Hedy will calculate the answer - - option: '210' - feedback: Mind it's a calculation. - hint: The `*` is used as a multiplication sign - correct_answer: A - question_score: '10' - 2: - question_text: What do you use when you want to add two numbers? - mp_choice_options: - - option: '`-`' - feedback: That's not it - - option: plus - feedback: That's not it - - option: '`*`' - feedback: That's not it - - option: '`+`' - feedback: Correct! - hint: It's the plus sign. - correct_answer: D - question_score: '10' - 3: - question_text: What's Hedy's output when you run this code? - code: '{print} ''3*10''' - mp_choice_options: - - option: '30' - feedback: This would be the right answer if there were no quotation marks. - - option: '13' - feedback: Try again.. - - option: 3*10 - feedback: Correct! There are quotation marks, so Hedy will print it literally. - - option: Nothing, Hedy will give an error message. - feedback: No, Hedy will print it literally. - hint: Mind the quotation marks!! - correct_answer: C - question_score: '10' - 4: - question_text: Kim is 10 years old. What will Hedy print for her? - code: |- - name = {ask} 'How many letters are in your name?' - age = {ask} 'How old are you?' - luckynumber = name*age - {print} 'Your lucky number is...' luckynumber - mp_choice_options: - - option: '30' - feedback: Mind, Hedy also prints 'Your lucky number is...' - - option: '10' - feedback: Please try again. - - option: Your lucky number is... 30 - feedback: That's right! - - option: Your lucky number is... 10 - feedback: Her lucky number is name times age... - hint: 'Kim has 3 letters, she is 10 years old so: letters times age = 3*10 = 30.' - correct_answer: C - question_score: '10' - 5: - question_text: If 5 people eat at this restaurant, how much do they have to pay in total? - code: |- - {print} 'Welcome to Hedys!' - people = {ask} 'How many people are eating with us tonight?' - price = people * 10 - {print} 'That will be ' price 'dollar please' - mp_choice_options: - - option: 5 dollars - feedback: Unfortunately, it's not that cheap. - - option: 10 dollars - feedback: No, it's 10 dollars each. - - option: 15 dollars - feedback: The * means multiplication. - - option: 50 dollars - feedback: Great! - hint: '`price` `is` `people` `times` 10' - correct_answer: D - question_score: '10' - 6: - question_text: How much does a hamburger cost in this virtual restaurant? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = 15 - {if} food {is} fries price = 6 - mp_choice_options: - - option: 15 dollars - feedback: Super! - - option: 6 dollars - feedback: The fries are 6 dollars - - option: 0 dollars - feedback: The hamburger isn't free! - - option: 21 dollars - feedback: That's the price for a hamburger and fries! - hint: Mind the fourth line. - correct_answer: A - question_score: '10' - 7: - question_text: Why does line 7 say 'price is price + 3' instead of 'price is 3'? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = price + 15 - {if} food {is} fries price = price + 6 - drinks is {ask} 'What would you like to drink?' - {if} drinks {is} coke price = price + 3 - {if} drinks {is} water price = price + 1 - {print} price ' dollars please' - mp_choice_options: - - option: It could have been `price = 3` just as well. - feedback: No, that's not true. Hedy needs to add 3 dollars to the total. - - option: Because Hedy doesn't understand `price = 3`. - feedback: Hedy would understand, but it wouldn't be right. - - option: Because Hedy would otherwise forget about the previous order. The price would be 3 dollars in total. - feedback: That's right! - - option: Because the price is 0 dollars to begin with. - feedback: That's true, but not the reason - hint: The price shouldn't be 3, but 3 dollars more than it already was - correct_answer: C - question_score: '10' - 8: - question_text: Why is this code incorrect? - code: |- - correct answer = 3*12 - answer = {ask} 'What is 3 times 12?' - {if} answer {is} correct answer {print} 'Good job!' - {else} {print} 'No... It was ' correct answer - mp_choice_options: - - option: There shouldn't be quotation marks in line 2 - feedback: No, there should be! - - option: The variable is called correct answer, but a variable's name can only be 1 word. So it should be correct_answer - feedback: Correct! - - option: The `{if}` and `{else}` commands should be in the same line. - feedback: No, that's not true. - - option: The variable in line 2 can't be called answer, because it is too similar to the variable correct answer. - feedback: Variable names can be similar, but they can't be 2 words... - hint: Inspect what the variables are called. - correct_answer: B - question_score: '10' - 9: - question_text: Imagine you love football a 10, you've eaten 2 bananas and have washed your hands 3 times today. How smart does the silly fortune teller think you are? - code: |- - {print} 'Im Hedy the silly fortune teller' - {print} 'I will predict how smart you are!' - football = {ask} 'On a scale of 0 to 10 how much do you love football?' - bananas = {ask} 'How many bananas have you eaten this week?' - hygiene = {ask} 'How many times did you wash your hands today??' - result = bananas + hygiene - result = result * football - {print} 'You are ' result 'percent smart.' - mp_choice_options: - - option: 10% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 32% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 50% - feedback: Super! You are 100 percent smart! - - option: 100% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - hint: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - correct_answer: C - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - name _ Hedy - {print} name 'is walking trough the forrest' - mp_choice_options: - - option: You can only fill in the word is on the `_` - feedback: You are allowed to use the `=` sign as well - - option: You can fill in either the word is or the `=` sign on the `_` - feedback: Amazing! - - option: You have to fill in =is= on the `_` - feedback: No, one `=` sign is enough - - option: You can only use the `=` sign when working with numbers, not with words. - feedback: You can also use `=` with words. - hint: '`{is}` and `=` are both allowed' - correct_answer: B - question_score: '10' - 7: - 1: - question_text: How many lines can you repeat at once with the repeat command at this level? - mp_choice_options: - - option: '0' - feedback: No you can repeat a line. - - option: '1' - feedback: Correct, one line at a time - - option: '3' - feedback: In this level only one line at a time - - option: infinite - feedback: In this level you can only repeat one line at a time - hint: You can only repeat one line at a time - correct_answer: B - question_score: '10' - 2: - question_text: Which code is right? - mp_choice_options: - - option: |- - ``` - {print} 100 {times} 'hello' - ``` - feedback: '`{repeat}` 100 `{times}` `{print}` ''hello''' - - option: |- - ``` - {print} {repeat} 100 {times} 'hello' - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 'hello' 100 {times} - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 100 {times} {print} 'hello' - ``` - feedback: That's right! - hint: First the `{repeat}` command, then the `{print}` command - correct_answer: D - question_score: '10' - 3: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} ''Hello!''' - mp_choice_options: - - option: Right - feedback: No, a word is missing - - option: Wrong, the word `{repeat}` is missing - feedback: The word `{repeat}` is there, another word is missing - - option: Wrong, the word `{times}` is missing - feedback: The word `{times}` is there, another word is missing. - - option: Wrong, the word `{print}` is missing - feedback: Correct - hint: 'It should be: `{repeat}` 100 `{times}` `{print}` ''Hello''' - correct_answer: D - question_score: '10' - 4: - question_text: Which word is wrong in the code? - code: |- - {print} 'I'm blue' - {repeat} 7 {times} {print} 'da ba dee, da ba da' - mp_choice_options: - - option: '`I''m`' - feedback: That's right! - - option: '`{print}`' - feedback: '`{print}` is spelled correctly' - - option: '`{repeat}`' - feedback: '`{repeat}` is spelled correctly' - - option: '`{times}`' - feedback: '`{times}` is spelled correctly' - hint: I'm is wrong, you can't use apostrophes in a sentence - correct_answer: A - question_score: '10' - 5: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} {print} ''Hedy is awesome!''' - mp_choice_options: - - option: Correct - feedback: That's right! - - option: Wrong - feedback: That's not it - hint: The code is correct! - correct_answer: A - question_score: '10' - 6: - question_text: What will be the output from this code? - code: |- - {print} 'The wheels on the bus go' - {repeat} 3 {times} {print} ' round and round' - mp_choice_options: - - option: |- - ``` - the wheels on the bus go - round and round - ``` - feedback: Only the second line is repeated 3 times - - option: |- - ``` - the wheels on the bus go - the wheels on the bus go - the wheels on the bus go - round and round - ``` - feedback: Only the second line is repeated 3 times - - option: |- - ``` - the wheels on the bus go - round and round - the wheels on the bus go - round and round - the wheels on the bus go - round and round - ``` - feedback: Only the second line is repeated 3 times - - option: |- - ``` - the wheels on the bus go - round and round - round and round - round and round - ``` - feedback: All through the town! Perfect! - hint: Only 'round and round' is repeated 3 times. - correct_answer: D - question_score: '10' - 7: - question_text: What will be the output from this code? - code: |- - {repeat} 2 {times} {print} 'We will' - {print} 'ROCK YOU!' - mp_choice_options: - - option: |- - ``` - We will We will - ROCK YOU! - ``` - feedback: '''We will'' won''t appear twice in the same line' - - option: |- - ``` - We will - We will - ROCK YOU! - ``` - feedback: Great! - - option: |- - ``` - We will - ROCK YOU! - We will - ROCK YOU! - ``` - feedback: ROCK YOU! won't be repeated - - option: |- - ``` - We will - ROCK YOU! - feedback: Mind the `{repeat}` command - hint: Mind the `{repeat}` command. - correct_answer: B - question_score: '10' - 8: - question_text: What Hedy code belongs to this output? - code: |- - Here comes the sun - Do do do do - Here comes the sun - And I say - Its alright - mp_choice_options: - - option: |- - ``` - {print} 'Here comes the sun' - {print} 'Do do do do' - {print} 'Here comes the sun' - {print} 'And I say' - {print} 'Its alright' - ``` - feedback: Awesome, you can't use the `{repeat}` command here. - - option: |- - ``` - {repeat} 2 {times} {print} 'Here comes the sun' - {print} 'And I say' - {print} 'Its alright' - feedback: Where did you leave 'Do do do do'? - - option: |- - ``` - {repeat} 2 {times} {print} 'Here comes the sun' - {print} 'Do do do do' - {print} 'And I say' - {print} 'Its alright' - ``` - feedback: This is not the correct order.. - - option: |- - ``` - {repeat} 2 {times} {print} 'Here comes the sun' - {repeat} 2 {times} {print} 'Do do' - {print} 'And I say' - {print} 'Its alright' - ``` - feedback: This is not the correct order.. - hint: '`{repeat}` can only be used if you want to execute the same line multiple times in a row.' - correct_answer: A - question_score: '10' - 9: - question_text: What Hedy code belongs to this output? - code: |- - Batman was flying through Gotham. - When suddenly he heard someone screaming... - Help! - Help! - Help! - Please help me! - mp_choice_options: - - option: |- - ``` - {print} 'Batman was flying through Gotham. ' - {print} 'When suddenly he heard someone screaming!' - {print} 'Help!' - {repeat} 3 {times} {print} 'Please help me!' - ``` - feedback: Your repeated line is incorrect. - - option: |- - ``` - {print} 'Batman was flying through Gotham.' - {print} 'When suddenly he heard someone screaming!' - {repeat} 3 {times} 'Help!' - {print} 'Please help me!' - ``` - feedback: The `{print}` command is missing on line 3. - - option: |- - ``` - {print} Batman was flying through Gotham. - {print} When suddenly he heard someone screaming! - {repeat} 3 {times} {print} Help! - {print} Please help me! - ``` - feedback: You're missing the quotation marks - - option: |- - ``` - {print} 'Batman was flying through Gotham.' - {print} 'When suddenly he heard someone screaming!' - {repeat} 3 {times} {print} 'Help!' - {print} 'Please help me!' - ``` - feedback: Perfect - hint: '''Help!'' is repeated 3 times.' - correct_answer: D - question_score: '10' - 10: - question_text: Which code belongs to this output? - code: |- - if youre happy and you know it clap your hands - if youre happy and you know it clap your hands - if youre happy and you know it and you really want to show it - if youre happy and you know it clap your hands - mp_choice_options: - - option: |- - ``` - {repeat} 2 {times} 'if youre happy and you know it clap your hands' - {print} 'if youre happy and you know it and you really want to show it' - {print} 'if youre happy and you know it clap your hands' - ``` - feedback: Almost! the first line needs an extra word - - option: |- - ``` - {repeat} 2 {times} {print} 'if youre happy and you know it clap your hands' - {print} 'if youre happy and you know it and you really want to show it' - {print} 'if youre happy and you know it clap your hands' - ``` - feedback: Great! - - option: |- - ``` - {repeat} 3 {times} {print} 'if youre happy and you know it clap your hands' - {print} 'if youre happy and you know it and you really want to show it' - ``` - feedback: This is not in the right order. - - option: |- - ``` - {repeat} 4 {times} 'if youre happy and you know it' - {repeat} 2 {times} 'clap your hands' - {print} 'and you really want to show it' - {print} 'clap your hands' - ``` - feedback: This is not in the right order. - hint: Mind the order of the sentences. - correct_answer: B - question_score: '10' - 8: - 1: - question_text: Which output will be produced by this code? - code: |- - {repeat} 2 {times} - {print} 'Hello' - {print} 'Im Hedy!' - mp_choice_options: - - option: |- - Hello - Im Hedy! - feedback: Everything is printed twice. - - option: |- - Hello - Hello - Im Hedy - feedback: The second line is repeated twice as well. - - option: |- - Hello - Im Hedy! - Hello - Im Hedy! - feedback: Super! - - option: |- - Hello - Hello - Im Hedy! - Im Hedy! - feedback: Everything is printed twice - hint: Both lines are repeated twice. - correct_answer: C - question_score: '10' - 2: - question_text: What is wrong with this code? - code: |- - {repeat} 5 {times} - {print} 'Hedy is cool!' - mp_choice_options: - - option: This should be only one line, not 2. - feedback: No it should be 2 lines. - - option: This `{print}` command has to be removed. - feedback: No, you need it. - - option: There is a spelling mistake in the `{repeat}` command. - feedback: No, `{repeat}` is the correct spelling - - option: The second line needs to start with 4 spaces as indentation. - feedback: Correct! - hint: Something is missing in the second line? - correct_answer: D - question_score: '10' - 3: - question_text: What output will be produced when you run this program? - code: |- - {repeat} 3 {times} - {print} 'Baby shark tututudutudu' - {print} 'Baby shark' - mp_choice_options: - - option: |- - Baby shark tututudutudu - Baby shark - feedback: Mind the `{repeat}` command! - - option: |- - Baby shark tututudutudu - Baby shark - Baby shark tututudutudu - Baby shark - Baby shark tututudutudu - Baby shark - feedback: The last line has no indentation, so it's not repeated. - - option: |- - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark - feedback: Right! - - option: |- - Baby shark tututudutudu - Baby shark - Baby shark - Baby shark - feedback: What is being repeated and what isn't ? - hint: What is being repeated and what is not? - correct_answer: C - question_score: '10' - 4: - question_text: Which output is correct? - code: |- - {print} 'The children went:' - {repeat} 2 {times} - {print} 'Yay!' - {print} 'We are going on vacation!' - mp_choice_options: - - option: |- - The children went: - Yay! - We are going on vacation! - feedback: Mind the `{repeat}` command! - - option: |- - The children went: - Yay! - We are going on vacation! - Yay! - We are going on vacation! - feedback: Correct! - - option: |- - The children went: - Yay! - Yay! - We are going on vacation! - We are going on vacation! - feedback: This order is incorrect. - - option: |- - The children went: - Yay! - Yay! - We are going on vacation! - feedback: The last line is repeated too. - hint: The block under the `{repeat}` command is repeated twice. - correct_answer: B - question_score: '10' - 5: - question_text: What is wrong with this code? - code: |- - end = {ask} 'Do you want a happy or a sad ending?' - {if} end {is} happy {print} 'They lived happily ever after' - {else} {print} 'The world exploded. The end.' - mp_choice_options: - - option: The `{print}` commands on the last two lines should start on new lines and start with 4 spaces. - feedback: That's right! - - option: '`{else}` is not a command!' - feedback: It is! - - option: Lines that start with `{if}` should start with 4 spaces - feedback: That's not true - - option: '`{ask}` is no longer a command' - feedback: That's not true - hint: Something is wrong with indentation - correct_answer: A - question_score: '10' - 6: - question_text: What will be the output of this code when we enter pancakes? - code: |- - {print} 'Welcome to restaurant Hedy' - {repeat} 2 {times} - food {is} {ask} 'What do you want to eat?' - {print} food - mp_choice_options: - - option: |- - Welcome to restaurant Hedy - Pancakes - feedback: There is no repetition in this answer. - - option: |- - Welcome to restaurant Hedy - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: This answer also repeats the welcome message - - option: |- - Welcome to restaurant Hedy - What do you want to eat? - What do you want to eat? - Pancakes - Pancakes - feedback: Almost! But look at the question, it is not repeated. - - option: |- - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: Well done! - hint: The first sentence and question will not be repeated - correct_answer: D - question_score: '10' - 7: - question_text: What is wrong with this code? - code: |- - food = {ask} 'What would you like to eat?' - {if} food {is} fries - sauce = {ask} 'What sauce would you like?' - {print} 'One fries with ' sauce - {if} food {is} pizza - topping = {ask} 'What topping would you like?' - {print} 'One pizza with ' topping - {print} 'Thank you for your order' - mp_choice_options: - - option: Nothing. This code is correct! - feedback: Something is wrong! - - option: You're not allowed to use an `{if}` command after an `{ask}` command. - feedback: You are! - - option: You don't have to use indentation twice. Only in the first `{if}` command. - feedback: You always have to use indentation. - - option: The indentation is wrong in the first `{if}` command. - feedback: That's right. - hint: Take a careful look at the indentation. - correct_answer: D - question_score: '10' - 8: - question_text: In which of the codes is the indentation done right? - mp_choice_options: - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are wrong! - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are wrong! - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are... right! - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are wrong! - hint: What should happen if the person is right? And what else? - correct_answer: C - question_score: '10' - 9: - question_text: What line(s) in this code should start with 4 spaces? - code: |- - 1 music = {ask} 'What is your favorite music genre?' - 2 {if} music {is} rock - 3 {print} '🤘' - 4 {else} - 5 {print} '👎' - mp_choice_options: - - option: Line 2 and 4 - feedback: The lines after the `{if}` and `{else}` command should start with 4 spaces - - option: Only line 3 - feedback: Not only 3... - - option: Line 3, 4 and 5 - feedback: Line 4 shouldn't - - option: Line 3 and 5 - feedback: Great job! - hint: The lines after an `{if}` or `{else}` command should start with 4 spaces. - correct_answer: D - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - 1 level = {ask} 'What level are you on?' - 2 {if} level {is} 8 - 3 {print} 'Great job!' - mp_choice_options: - - option: All lines should start with 4 spaces - feedback: That's not true - - option: Line 2 and 3 should start with 4 spaces - feedback: That's not true - - option: Line 2 should start with 4 spaces - feedback: That's not true - - option: Line 3 should start with 4 spaces - feedback: You are correct! - hint: Only one line starts with 4 spaces, but which one...? - correct_answer: D - question_score: '10' - 9: - 1: - question_text: What is wrong with this code? - code: |- - {repeat} 3 {times} - food = {ask} 'What would you like to eat?' - {if} food {is} fries - sauce = {ask} 'What sauce would you like?' - {print} 'One fries with ' sauce - {if} food {is} pizza - topping = {ask} 'What topping would you like?' - {print} 'One pizza with ' topping - {print} 'Thank you for your order' - mp_choice_options: - - option: Nothing, this code is correct! - feedback: That's right! - - option: You're not allowed to use an `{if}` command after an `{ask}` command. - feedback: You are! - - option: You don't have to use indentation twice. - feedback: You always have to use indentation. - - option: The indentation is wrong in the last `{if}` command. - feedback: It is not the indentation. - hint: All the indentation is done correctly. - correct_answer: A - question_score: '10' - 2: - question_text: What will be printed after entering the correct password? - code: |- - password = {ask} 'What is the password?' - correct_password = Hedy - {if} password {is} correct_password - {repeat} 2 {times} - {print} 'Good job!' - {print} 'You can use the computer!' - {else} - {print} 'The computer will explode in 5... 4... 3... 2... 1...' - mp_choice_options: - - option: |- - ``` - Good job! - Good job! - ``` - feedback: That's not it! - - option: |- - ``` - The computer will explode in 5... 4... 3... 2... 1... - ``` - feedback: That's not it! - - option: |- - ``` - Good job! - Good job! - You can use the computer! - ``` - feedback: That's not it! - - option: |- - ``` - Good job! - You can use the computer! - Good job! - You can use the computer! - ``` - feedback: Correct! - hint: Everything under the `{repeat}` command is repeated twice. - correct_answer: D - question_score: '10' - 3: - question_text: Which case should you choose to win a million dollars? - code: |- - {print} 'Choose the right case and win!' - case = {ask} 'Which case will you pick? 1 or 2?' - {if} case {is} 1 - action = {ask} 'Open it or sell it?' - {if} action {is} sell - {print} 'You sell your case for 10 dollars' - {if} action {is} open - {print} 'You open the case and win an apple pie' - {if} case {is} 2 - action = {ask} 'Open it or sell it?' - {if} action {is} sell - {print} 'You sell the case for 500 dollars' - {if} action {is} open - {print} 'You open the case and win a million dollars!' - mp_choice_options: - - option: case 1, sell - feedback: You don't win a million! - - option: case 1, open - feedback: You don't win a million - - option: case 2, sell - feedback: You don't win a million - - option: case 2, open - feedback: Great job! You win! - hint: Follow the right path - correct_answer: D - question_score: '10' - 4: - question_text: Which statement is true? - code: |- - name = {ask} 'What is your name?' - size = {ask} 'What is your shoe size?' - {if} size {is} 38 - {if} name {is} Cinderella - {print} '❤️❤️❤️' - {else} - {print} 'You are not the one!' - {else} - {print} 'Ill keep looking' - mp_choice_options: - - option: Sleeping Beauty with shoe size 38 gets the output 'Ill keep looking' - feedback: No, she gets 'You are not the one!' - - option: Cinderella with shoe size 40 gets the output '❤️❤️❤️' - feedback: No, she gets 'Ill keep looking' - - option: Sleeping Beauty with shoe size 40 gets the output 'Ill keep looking' - feedback: That's right! - - option: Cinderella with shoe size 38 gets the output 'Ill keep looking' - feedback: No she gets '❤️❤️❤️' - hint: No matter what your name is, if you have shoe size 40 you will get the message 'Ill keep looking'. - correct_answer: C - question_score: '10' - 5: - question_text: Which code produced this output? - output: |- - Icecream is the best! - Icecream is the best! - Icecream is the best! - mp_choice_options: - - option: |- - ``` - dessert = {ask} 'What is your favorite type of dessert?' - {if} dessert {is} icecream - {repeat} 3 {times} - {print} 'Icecream is the best!' - ``` - feedback: Don't forget the indentation after `{repeat}` commands. - - option: |- - ``` - dessert = {ask} 'What is your favorite type of dessert?' - {if} dessert {is} icecream - {repeat} 3 {times} - {print} 'Icecream is the best!' - ``` - feedback: Use indentation after an `{if}` command - - option: |- - ``` - dessert = {ask} 'What is your favorite type of dessert?' - {if} dessert {is} icecream - {repeat} 3 {times} - {print} 'Icecream is the best!' - ``` - feedback: Perfect - - option: |- - ``` - {repeat} 3 {times} - dessert = {ask} 'What is your favorite type of dessert?' - {if} dessert {is} icecream - {repeat} 3 {times} - {print} 'Icecream is the best!' - ``` - feedback: There are 2 `{repeat}` commands in this code. - hint: Watch the indentation - correct_answer: C - question_score: '10' - 6: - question_text: After which command(s) should you use indentation (starting the next line with 4 spaces)? - mp_choice_options: - - option: '`{if}`' - feedback: Don't forget the others - - option: '`{if}` `{repeat}`' - feedback: Don't forget `{else}`! - - option: '`{if}` `{else}` `{repeat}`' - feedback: Keep it up! - - option: '`{if}` `{else}` `{repeat}` `{print}`' - feedback: Not with `{print}` - hint: Indentation happens on the line below some commands - correct_answer: C - question_score: '10' - 7: - question_text: You'll get a 5 dollar discount if you order a medium pizza with coke.
But the code has a mistake! How to debug it? - code: |- - {if} food {is} pizza - {if} size {is} medium - {if} drink {is} coke - price = price - 5 - mp_choice_options: - - option: |- - ``` - {if} food {is} pizza - {if} size {is} medium - {if} drink {is} coke - price = price - 5 - ``` - feedback: Amazing! - - option: |- - ``` - {if} food {is} pizza - {if} size {is} medium - {if} drink {is} coke - price = price - 5 - ``` - feedback: The second `{if}` misses code! - - option: |- - ``` - {if} food {is} pizza - {if} size {is} medium - {if} drink {is} coke - price = price - 5 - ``` - feedback: Two consecutive `{if}`s is never correct. - - option: |- - ``` - {if} food {is} pizza - {if} size {is} medium - {if} drink {is} coke - price = price - 5 - ``` - feedback: Almost right. Take another look at the last line - hint: After each `{if}` command, the line below should indent - correct_answer: A - question_score: '10' - 8: - question_text: What is wrong in this code? - code: |- - age = {ask} 'Happy Birthday! How old are you?' - singing = {ask} 'Would you like us to sing?' - {if} singing {is} yes - {repeat} years {times} - {print} 'Hip Hip Hooray' - mp_choice_options: - - option: You can't put two questions in a row - feedback: Yes you can. - - option: The variable called 'age' is later on used as 'years' - feedback: Keen eye! Good job! - - option: You're not allowed to start with 8 spaces, like line 5 does - feedback: You actually must start like that. - - option: A code must always start with a `{print}` command in the first line - feedback: That's not true. - hint: The indentation is done right this time - correct_answer: B - question_score: '10' - 9: - question_text: How many `{if}` commands can be placed inside another `{if}` command? - mp_choice_options: - - option: None, that is not allowed - feedback: You are allowed to - - option: Only 1 - feedback: You could use more if you like - - option: '3' - feedback: You could use more if you like - - option: Infinite, as long as you keep using indentation correctly - feedback: That is true - hint: You can put an `{if}` command inside an `{if}` command. - correct_answer: D - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - 1 {repeat} 2 {times} - 2 {if} level {is} 9 - 3 {print} 'Great job!' - mp_choice_options: - - option: All lines should start with 4 spaces - feedback: Only line 2 and 3 start with spaces - - option: Line 2 and 3 should start with 4 spaces - feedback: Line 3 should start with 8 - - option: Line 2 and 3 should start with 8 spaces - feedback: Line 2 should start with 4 - - option: line 2 should start with 4 spaces and line 3 with 8 - feedback: You are correct! - hint: The first line doesn't start with any spaces - correct_answer: D - question_score: '10' - 10: - 1: - question_text: What do we need to fill in on the `_` if we want to print each compliment? - code: |- - compliments = perfect, great job, amazing - _ - {print} compliment - mp_choice_options: - - option: |- - ``` - {for} each compliment - ``` - feedback: That's not it - - option: |- - ``` - {for} compliment {in} compliments - ``` - feedback: You deserve all those compliments! - - option: |- - ``` - {if} compliment {in} compliments - ``` - feedback: That's not it - - option: |- - ``` - {for} compliments {in} compliment - ``` - feedback: Almost there! - hint: '`{for}` each compliment in the lists of compliments...' - correct_answer: B - question_score: '10' - 2: - question_text: Which output is correct? - code: |- - meals = pizza, pasta, pancakes - {for} meal {in} meals - {print} 'I love ' meal - mp_choice_options: - - option: I love pizza - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pasta - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pancakes - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: |- - I love pizza - I love pasta - I love pancakes - feedback: Great! - hint: Line 2 says for each meal in the list of meals. So each meal is printed. - correct_answer: D - question_score: '10' - 3: - question_text: Which output is correct? - code: |- - animals = dogs, cats, hamsters, chickens - {for} animal {in} animals - {print} animal ' are lovely pets' - mp_choice_options: - - option: dogs are lovely pets - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - - option: dogs, cats, hamsters, chickens are lovely pets - feedback: Each animal gets their own line in the output. - - option: |- - dogs are lovely pets - cats are lovely pets - hamsters are lovely pets - chickens are lovely pets - feedback: Great! - - option: You don't know yet. Because it chooses one of the animals {at} {random}. - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - hint: Line 2 says {for} each animal in the list of animals. So each animal is printed - correct_answer: C - question_score: '10' - 4: - question_text: What's wrong with this code? - code: |- - groceries = apples, bread, milk - {for} item {in} groceries - {print} 'We need ' groceries - mp_choice_options: - - option: Line 2 needs to start with 4 spaces as indentation - feedback: No it doesn't. Only line 3 needs indentation, which it has. - - option: Line 3 does not need to start with 4 spaces as indentation - feedback: Line 2 is a `{for}`command so line 3 does need to start with an indent. - - option: Line 3 should say item instead of groceries - feedback: Good job! - - option: Line 2 should say groceries instead of item - feedback: No it does not. - hint: Line 2 says `{for}` each item in the list of groceries - correct_answer: C - question_score: '10' - 5: - question_text: What word should be on the `_` with these digital dice? - code: |- - {print} 'Welcome to the digital dice!' - players = Ann, John, Jesse - choices = 1, 2, 3, 4, 5, 6 - {for} player {in} players - {print} player ' throws ' _ {at} {random} - mp_choice_options: - - option: players - feedback: It would say 'Ann throws Jesse', instead of 'Ann throws 6'. - - option: choices - feedback: That's right! - - option: choice - feedback: You are very close. But you need Hedy to pick from the list called 'choices' not 'choice'... - - option: dice - feedback: Look at the names of the variables. - hint: Hedy needs to pick a number `{at} {random}` - correct_answer: B - question_score: '10' - 6: - question_text: Which of the answers below is a possible outcome when you run the code? - code: |- - choices = rock, paper, scissors - players = Kelly, Meredith - {for} player {in} players - {print} player ' chooses ' choices {at} {random} - mp_choice_options: - - option: |- - ``` - Kelly chooses rock - ``` - feedback: Meredith wants to play too! - - option: |- - ``` - Meredith chooses scissors - Kelly chooses rock - ``` - feedback: So close! But Kelly is first in the list, so she goes first - - option: |- - ``` - Meredith chooses paper - ``` - feedback: Kelly wants to play too! - - option: |- - ``` - Kelly chooses paper - Meredith chooses scissors - ``` - feedback: Amazing! - hint: Each player will pick an option. The player that's first on the list will go first. - correct_answer: D - question_score: '10' - 7: - question_text: What line should be on the `_` in this code that decides what these people will have for dinner? - code: |- - names = Ron, Leslie, April, Andy - food = pasta, fries, salad - _ - {print} name ' has to eat ' food {at} {random} ' for dinner' - mp_choice_options: - - option: |- - ``` - {for} name {in} names - ``` - feedback: You are on fire! - - option: |- - ``` - {for} names {in} name - ``` - feedback: No it should be for each name in the list nameS, so the other way around - - option: |- - ``` - {for} food {in} food - ``` - feedback: Each name should be told what they will have for dinner. - - option: |- - ``` - {for} name {in} food - ``` - feedback: Each name should be told what they will have for dinner. - hint: Each name should be told what they will have for dinner. - correct_answer: A - question_score: '10' - 8: - question_text: What should be on the `_` in this code that decides which color shirt you get? - code: |- - names = Donna, Tommy, Ben - colors = blue, red, purple - {for} name {in} names - {print} _ - mp_choice_options: - - option: |- - ``` - 'name gets a color shirt' - ``` - feedback: That's not it! - - option: |- - ``` - name 'gets a ' colors {at} {random} ' shirt' - ``` - feedback: Great job! This was a hard one! - - option: |- - ``` - names 'gets a ' color {at} {random} ' shirt' - ``` - feedback: You want each name printed. So the first word should not be names but... - - option: |- - ``` - people ' gets a colors shirt' - ``` - feedback: There is no variable named people.. - hint: Mind the quotation marks and the names of the variables - correct_answer: B - question_score: '10' - 9: - question_text: What is the first question Hedy will ask you when you run the program? - code: |- - courses = appetizer, main course, dessert - names = Timon, Onno - {for} name {in} names - {for} course {in} courses - food = {ask} name ', what would you like to eat as your ' course '?' - {print} name ' orders ' food ' as their ' course - mp_choice_options: - - option: Timon, what would you like to eat as your appetizer? - feedback: Perfect! - - option: Onno, what would you like to eat as your appetizer? - feedback: Timon is first on the list! - - option: Timon, what would you like to eat as your dessert? - feedback: Appetizers are first in the list - - option: You don't know that. Hedy will choose `{at} {random}`. - feedback: There is no `{at} {random}` in this code... - hint: The first options from both lists are chosen. - correct_answer: A - question_score: '10' - 10: - question_text: What is true about this code? - code: |- - prizes = 1 million dollars, car, sandwich - names = Bob, Patrick, Sandy, Larry - {for} prize {in} prizes - {print} 'The ' prize ' is won by ' names {at} {random} - mp_choice_options: - - option: Everybody will always win a prize. - feedback: That is not true, you could end up without a prize. - - option: All the prizes always go to one single person. - feedback: That is not true. All the prizes are given away, but to random people - - option: Larry will never win a prize - feedback: That is not true. Larry has the same odds as the others - - option: Someone might win two prizes - feedback: You get it! - hint: Try to imagine the output of this code. - correct_answer: D - question_score: '10' - 11: - 1: - question_text: What word should be at the place of the blank? - code: |- - {for} i {in} _ 1 {to} 10 - {print} i - mp_choice_options: - - option: '`counter`' - feedback: 'No' - - option: '`{range}`' - feedback: Correct - - option: '`{if}`' - feedback: 'No' - - option: '`{for}`' - feedback: 'No' - hint: What did you learn in this level? - correct_answer: B - question_score: '10' - 2: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 1 {to} 3 - {print} i - mp_choice_options: - - option: |- - ``` - 1 - 2 - 3 - ``` - feedback: Correct! - - option: |- - ``` - 1 2 3 - ``` - feedback: That's not it - - option: |- - ``` - 1, 2, 3 - ``` - feedback: That's not it - - option: |- - ``` - 123 - ``` - feedback: That's not it - hint: How do the numbers appear in the screen? - correct_answer: A - question_score: '10' - 3: - question_text: Which code was used to get this output? - output: |- - 1 - 2 - 3 - 4 - 5 - Once I caught a fish alive! - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Perfect - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: This code won't work. You need an indent after {for}. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Now Hedy will count '1 Once I caught a fish alive!, 2 Once I caught a fish alive! etc. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} 'i' - {print} 'Once I caught a fish alive!' - ``` - feedback: i is a variable and shouldn't have quotation marks - hint: First all the numbers, then the sentence - correct_answer: A - question_score: '10' - 4: - question_text: Which code was used to get this output? - output: |- - 10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0 - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 0 {to} 10 - {print} i - ``` - feedback: Now Hedy prints the numbers from 0 to 10 instead of 10 to 0. - - option: |- - ``` - {for} i {in} {range} 0 {to} 10 - {print} -1 * i - ``` - feedback: Hedy would print negative numbers in this case. - - option: |- - ``` - {for} i {in} {range} 10 {to} 0 - {print} i - ``` - feedback: Unfortunately this does not exist. - - option: |- - ``` - {for} i {in} {range} 0 {to} 10 - {print} 10 - i - ``` - feedback: That's right! - hint: It has to be a calculation… - correct_answer: D - question_score: '10' - 5: - question_text: What's wrong with this code? - code: |- - {for} i {in} {range} 1 {to} 10 - {print} i - mp_choice_options: - - option: The i in the last line need quotation marks - feedback: No it doesn't. - - option: You can't use `{range}` 1 `{to}` 5 only `{range}` 1 `{to}` 10 - feedback: You could use 1 to 5 just as well! - - option: Line 1 needs to start with an indention. - feedback: Not line 1... - - option: Line 2 needs to start with an indention - feedback: Perfect! - hint: There is something wrong with the indention - correct_answer: D - question_score: '10' - 6: - question_text: How many times does the word Hello appear on your screen when you run the code? - code: |- - {for} i {in} {range} 0 {to} 2 - {print} 'Hello' - mp_choice_options: - - option: 1 time - feedback: 'No' - - option: 2 times - feedback: 'No' - - option: 3 times - feedback: That's right! - - option: Never - feedback: 'No' - hint: 0 also counts. So 0,1,2 that's 3 times. - correct_answer: C - question_score: '10' - 7: - question_text: What should be on the place of the blank? - code: |- - {print} 'Welcome to Hedys diner' - people = {ask} 'How many people will be eating here tonight?' - _ - food = {ask} 'What would you like to order?' - {print} food - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 0 {to} 3 - ``` - feedback: There's not always 3 people - - option: |- - ``` - {for} i {in} {range} 1 {to} guests - ``` - feedback: The variable is not named guests - - option: |- - ``` - {for} i {in} {range} 1 {to} people - ``` - feedback: Great! - - option: |- - ``` - {for} i {in} {range} 0 {to} people - ``` - feedback: That's one order too many! - hint: Use the variable 'people' - correct_answer: C - question_score: '10' - 8: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 23 {to} 25 - {print} 'hi' - mp_choice_options: - - option: |- - ``` - 23 - 24 - 25 - ``` - feedback: The numbers don't appear. It doesn't say `{print}` i. - - option: |- - ``` - 23 hi 24 hi 25 hi - ``` - feedback: The numbers don't appear. It doesn't say `{print}` i - - option: |- - ``` - hi - hi - hi - ``` - feedback: Correct - - option: The word 'hi' will appear 25 times in a row. - feedback: No it will only appear 3 times. - hint: It doesn't say `{print}` i - correct_answer: C - question_score: '10' - 9: - question_text: How many times does Hedy chant Hip Hip Hooray? - code: |- - age = {ask} 'How old are you?' - {for} i {in} {range} 1 {to} age - {print} 'Hip Hip Hoorray!' - mp_choice_options: - - option: 1 time - feedback: Try again - - option: 2 times - feedback: Try again - - option: Never - feedback: Try again - - option: That depends on how old you are - feedback: That's right! - hint: '`{for}` i `{in}` `{range}` 1 `{to}` age' - correct_answer: D - question_score: '10' - 10: - question_text: Which code belongs to this output? - output: |- - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 1 {to} 3 - {print} Baby shark tututudutudu - {print} Baby shark - ``` - feedback: Mind the indentation - - option: |- - ``` - {for} i {in} {range} 1 {to} 3 - {print} Baby shark tututudutudu - {print} Baby shark - ``` - feedback: That's right! - - option: |- - ``` - {for} i {in} {range} 0 {to} 3 - {print} Baby shark tututudutudu - {print} Baby shark - ``` - feedback: '`{range}` 0 `{to}` 3 is 4 times.' - - option: |- - ``` - {for} i {in} {range} 0 {to} 3 - {print} Baby shark tututudutudu - {print} Baby shark - ``` - feedback: '`{range}` 0 `{to}` 3 is 4 times.' - hint: Mind the indentation - correct_answer: B - question_score: '10' - 12: - 1: - question_text: Which output is correct? - code: |- - {print} 'three and a half plus one and a half is...' - {print} 3.5 + 1.5 - mp_choice_options: - - option: '5' - feedback: Don't forget the first line of code! - - option: 3.5 + 1.5 - feedback: This is not the one! - - option: |- - three and a half plus one and a half is... - five - feedback: Take a close look at the second line... - - option: |- - three and a half plus one and a half is... - 5 - feedback: Great job! - hint: Both lines are printed! - correct_answer: D - question_score: '10' - 2: - question_text: Which of these codes is correct? - mp_choice_options: - - option: |- - ``` - flavors {is} vanilla, strawberry, chocolate - {print} 'I would like a ' flavors {at} {random} ' cake.' - ``` - feedback: All the different values of flavors should be in quotation marks. - - option: |- - ``` - 'flavors = vanilla, strawberry, chocolate' - {print} 'I would like a ' flavors {at} {random} ' cake.' - ``` - feedback: All the different values of flavors should be in quotation marks. - - option: |- - ``` - flavors = 'vanilla', 'strawberry', 'chocolate' - {print} 'I would like a ' flavors {at} {random} ' cake.' - ``` - feedback: Alright! - - option: |- - ``` - flavors = 'vanilla, strawberry, chocolate' - {print} 'I would like a ' flavors {at} {random} ' cake.' - ``` - feedback: All the different values of flavors should be in quotation marks. - hint: The second line is the same in each code, pay attention to the first line - correct_answer: C - question_score: '10' - 3: - question_text: What's wrong with this code? - code: |- - favorite_animal = {ask} 'What is your favorite animal?' - {print} 'I like ' favoriteanimal ' too!' - mp_choice_options: - - option: The name of the variable is different in line 1 than in line 2. - feedback: Correct! - - option: The quotation marks aren't used correctly in line 2 - feedback: That's not true - - option: You can't use the = sign when using an {ask} command - feedback: That's not true - - option: Nothing is wrong. - feedback: That's not true - hint: The quotation marks are used correctly - correct_answer: A - question_score: '10' - 4: - question_text: In which lines are quotation marks needed to get the code to work? - code: |- - {print} Welcome to the online shoe shop - category = {ask} What kind of shoes are you looking for? - {if} category = high heels - {print} High heels are 50% off now! - mp_choice_options: - - option: Line 1 and 2 - feedback: 'No' - - option: Line 1, 2 and 3 - feedback: 'No' - - option: Line 1, 2 and 4 - feedback: 'No' - - option: All of the lines - feedback: Perfect! - hint: Does line 3 need quotation marks too? - correct_answer: D - question_score: '10' - 5: - question_text: What output does Agent007 get when they put in the correct password? - code: |- - name {is} {ask} 'What is your name?' - {if} name {is} 'Agent007' - a {is} 'Go to the airport ' - else - a {is} 'Go to the train station ' - password {is} {ask} 'What is the password?' - {if} password {is} 'TOPSECRET' - b {is} 'tomorrow at 02.00' - {else} - b {is} 'today at 10.00' - {print} a + b - mp_choice_options: - - option: Go to the train station today at 10.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 02.00 - feedback: You've cracked the code! - - option: Go to the train station tomorrow at 02.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 10.00 - feedback: The agent won't be catching any bad guys here - hint: The correct password is TOPSECRET - correct_answer: B - question_score: '10' - 6: - question_text: Which line should be filled in at the `_`? - code: |- - {print} 'Welcome to McHedy!' - order = {ask} 'Would you like a hamburger or fries?' - {if} order = 'hamburger' - price = 12 - {if} order = 'fries' - price = 4 - drinks = {ask} 'Would you like a drink with that for 2 dollars?' - {if} drinks = 'yes' - _ - {print} 'That will be ' price ' dollar please' - mp_choice_options: - - option: |- - ``` - price = 14 - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = '14' - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = price + 2 - ``` - feedback: Excellent! - - option: |- - ``` - price = + 2 - ``` - feedback: Almost there! - hint: What if you only order fries and a drink? - correct_answer: C - question_score: '10' - 7: - question_text: Which output does a vegan get? - code: |- - menu = 'cookies', 'cheese', 'grapes' - {print} "It's my birthday! I`ve brought some snacks!" - diet = {ask} 'Do you have any dietary restrictions?' - {if} diet = 'gluten free' - {remove} 'cookies' {from} menu - {if} diet = 'vegan' - {remove} 'cheese' {from} menu - {print} 'For you I have brought: ' - {for} snack {in} menu - {print} snack - mp_choice_options: - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cookies - grapes - feedback: Terrific! - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - feedback: There's more options than just one - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cheese - grapes - feedback: A vegan person can't have cheese - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - cookies - feedback: Almost there, but look at the order of snacks in the list - hint: What item is removed from the list when you answer 'vegan'? - correct_answer: A - question_score: '10' - 8: - question_text: Which code was used to create this output? - code: '3.5' - mp_choice_options: - - option: |- - ``` - {print} '7 / 2' - ``` - feedback: 'No' - - option: |- - ``` - {print} 7 / 2 - ``` - feedback: That is right! - - option: |- - ``` - {print} 7 : 2 - ``` - feedback: 'No' - - option: |- - ``` - {print} 7 * 2 - ``` - feedback: 'No' - hint: 7 devided by 2 is 3.5 - correct_answer: B - question_score: '10' - 9: - question_text: Which code should be filled in in line 1 at the `_`? - code: |- - _ - {print} 'You won ' prizes {at} {random} '!' - mp_choice_options: - - option: |- - ``` - prizes = 'one' 'million' 'dollars', 'nothing' - ``` - feedback: You won nothing - - option: |- - ``` - prizes = 'one million dollars, nothing' - ``` - feedback: You won nothing - - option: |- - ``` - prizes = 'one million dollars', 'nothing' - ``` - feedback: Winner! - - option: |- - ``` - 'prizes' = 'one million dollars', 'nothing' - ``` - feedback: You won nothing - hint: The items on the list should be in quotation marks - correct_answer: C - question_score: '10' - 10: - question_text: Which line of code should be filled in at the `_` to complete the song ? - code: |- - actions = 'clap your hands', 'stomp your feet', 'shout Hurray!' - _ - {for} i {in} {range} 0 {to} 1 - {print} 'if youre happy and you know it' - {print} action - {print} 'if youre happy and you know it and you really want to show it' - {print} 'if youre happy and you know it' - {print} action - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 1 {to} 3 - ``` - feedback: This is a hard one! All the actions on the list must be in the song. - - option: |- - ``` - {for} action {in} actions - ``` - feedback: You are amazing! - - option: |- - ``` - {repeat} 3 {times} - ``` - feedback: This is a hard one! All the actions on the list must be in the song. - - option: |- - ``` - {print} actions {at} {random} - ``` - feedback: This is a hard one! All the actions on the list must be in the song. - hint: This is a hard one! All the actions on the list must be in the song. - correct_answer: B - question_score: '10' - 13: - 1: - question_text: Which code should be filled in at the ??? ? - code: |- - name = {ask} 'What is your name?' - song = {ask} 'Whould you like to hear a song?' - birthday = {ask} 'Is today your birthday?' - ??? - {print} 'Happy Birthday to you!' - {print} 'Happy Birthday to you!' - {print} 'Happy Birthday dear ' name - {print} 'Happy Birthday to you!' - mp_choice_options: - - option: |- - ``` - {if} birthday {and} song = 'yes' - ``` - feedback: Almost there - - option: |- - ``` - {if} birthday = 'yes' {and} name = 'Hedy' - ``` - feedback: Hedy only sings for you if you like to hear a song - - option: |- - ``` - {if} song = 'yes' {and} birthday = 'yes' - ``` - feedback: Super! - - option: |- - ``` - {if} song = 'yes' {or} birthday = 'yes' - ``` - feedback: Hedy only sings if both answers are yes - hint: Hedy sings if you want to hear a song and it's you birthday - correct_answer: C - question_score: '10' - 2: - question_text: Which command is missing in the code at the place of the ??? ? - code: |- - menu = 'cheese', 'sausage rolls', 'cookies' - diet = {ask} 'Do you have any dietary restrictions?' - {if} diet = 'vegan' ??? diet = 'halal' - {remove} 'sausage rolls' {from} menu - mp_choice_options: - - option: '`{and}`' - feedback: You don't have to be vegan and muslim - - option: '`{or}`' - feedback: Great thinking! - - option: '`+`' - feedback: 'No' - - option: '`{print}`' - feedback: 'No' - hint: Neither vegans nor muslims can eat sausage rolls. - correct_answer: B - question_score: '10' - 3: - question_text: Which output is given to a member without a discount code? - code: |- - member = {ask} 'Do you have a membership card?' - discount = {ask} 'Do you have a discount code?' - {if} member = 'yes' {or} discount = 'yes' - {print} 'You get a free apple pie!' - {else} - {print} 'That will be 5 dollars please' - mp_choice_options: - - option: You get a free apple pie! - feedback: Great job! - - option: That will be 5 dollars please - feedback: That is not true - - option: This code won't work, so there is no output - feedback: There is nothing wrong with the code - - option: There is no way of knowing - feedback: There is! Read the question carefully - hint: Mind the command `{or}` in line 3 - correct_answer: A - question_score: '10' - 4: - question_text: Which line of code should follow this line in rock-paper-scissors game? - code: '{if} computer_choice {is} ''rock'' {and} your_choice {is} ''paper''' - mp_choice_options: - - option: |- - ``` - {print} 'you win' - ``` - feedback: You win! - - option: |- - ``` - {print} 'you lose' - ``` - feedback: You lose! - - option: |- - ``` - {print} 'tie' - ``` - feedback: It's only a tie if both choices are the same - - option: |- - ``` - {print} 'try again' - ``` - feedback: Try again! - hint: Paper beats rock - correct_answer: A - question_score: '10' - 5: - question_text: Which statement is true about this code? - code: |- - {if} name = 'Cinderella' {and} shoe_size = 38 - {print} 'You are my one true love!' - mp_choice_options: - - option: Every person with shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person named Cinderella is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person that is named Cinderella and has shoe size 38 is this prince's one true love - feedback: Fantastic! - - option: Every person that's not named Cinderella and does not have shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - hint: Both statements have to be true - correct_answer: C - question_score: '10' - 6: - question_text: Which statement about this code is true? - code: |- - {print} 'Let me guess which family member you are!' - glasses = {ask} 'Do you wear glasses?' - female = {ask} 'Are you female?' - {if} glasses = 'yes' {and} female = 'yes' - {print} 'You must be Sophie!' - {if} glasses = 'no' {and} female = 'yes' - {print} 'You must be Marleen!' - {if} glasses = 'yes' {and} female = 'no' - {print} 'You must be Wouter!' - {if} glasses = 'no' {and} female = 'no' - {print} 'You must be Michael!' - mp_choice_options: - - option: Michael is a boy with glasses - feedback: Try again - - option: Marleen is a girl with glasses - feedback: Try again - - option: Wouter is a boy without glasses - feedback: Try again - - option: Sophie is a girl with glasses - feedback: Great job! - hint: Take a good look! Or do you need glasses? - correct_answer: D - question_score: '10' - 7: - question_text: Which statement is false? - code: |- - {print} 'Thank you for helping me take care of my pets' - {print} 'Here is a program to help feed them' - animal = {ask} 'What kind of animal are they?' - color = {ask} 'What colour are they?' - {if} animal = 'cat' {and} color = 'grey' - {print} 'That is Abby. She eats 3 scoops of cat nibbles' - {if} animal = 'cat' {and} color = 'orange' - {print} 'That is Milo. He eats 4 scoops of cat nibbles' - {if} animal = 'bird' {or} color = 'black' - {print} 'I fed them this moring! They do not need more food today' - {if} animal = 'hamster' {and} color = 'brown' - {print} 'You can feed them a piece of carrot' - mp_choice_options: - - option: The grey cat is called Abby - feedback: This is true! - - option: Milo the orange cat eats 4 scoops of cat nibbles - feedback: This is true - - option: The black hamster needs to be fed a piece of carrot - feedback: Great job! - - option: The yellow bird was fed this morning - feedback: This is true - hint: Read the last 4 lines carefully - correct_answer: C - question_score: '10' - 8: - question_text: What output do you get if you order popcorn but no drink? - code: |- - {print} 'Welcome to the movie theater' - popcorn = {ask} 'Would you like some popcorn?' - drink = {ask} 'Would you like a drink?' - {if} popcorn = 'yes' {and} drink = 'yes' - {print} 'That will be 8 dollars please' - {if} popcorn = 'no' {and} drink = 'yes' - {print} 'That will be 3 dollars please' - {if} popcorn = 'yes' {and} drink = 'no' - {print} 'That will be 5 dollars please' - {if} popcorn = 'no' {and} drink = 'no' - {print} 'Ok' - {print} 'Enjoy the movie' - mp_choice_options: - - option: |- - Welcome to the movie theater - That will be 8 dollars please - Enjoy the movie - feedback: You have paid too much! - - option: |- - Welcome to the movie theater - That will be 5 dollars please - Enjoy the movie - feedback: Amazing! - - option: |- - Welcome to the movie theater - That will be 3 dollars please - Enjoy the movie - feedback: That's not enough money! - - option: |- - Welcome to the movie theater - Ok - Enjoy the movie - feedback: You have to pay for your popcorn! - hint: popcorn = yes and drink = no - correct_answer: B - question_score: '10' - 9: - question_text: What is wrong with this code? - code: |- - 1 chocolate = {ask} 'Would you like chocolate sauce on your ice cream?' - 2 sprinkles = {ask} 'Would you like sprinkles on your ice cream?' - 3 {if} chocolate {and} sprinkles = 'yes' - 4 {print} 'Ice cream with chocolate sauce and sprinkles, coming up!' - 5 {if} chocolate = 'yes' {and} sprinkles = 'no' - 6 {print} 'Ice cream with chocolate sauce, coming up!' - 7 {if} chocolate = 'no' {and} sprinkles = 'yes' - 8 {print} 'Ice cream with sprinkles, coming up' - 9 {if} chocolate = 'no' {and} sprinkles = 'no' - 10 {print} 'Just plain icecream, coming up!' - mp_choice_options: - - option: |- - Line 3 should be: - ``` - {if} chocolate = 'yes' {and} sprinkles = 'yes' - ``` - feedback: Correct! - - option: "Line 3 should be: \n```\n{if} chocolate = 'no' {and} sprinkles = 'no'\n```" - feedback: This is not what I ordered! - - option: "Line 5 should be: \n```\n{if} chocolate = 'yes' {and} sprinkles = 'yes'\n```" - feedback: This is not what I ordered! - - option: |- - Line 7 should be: - ``` - {if} chocolate = 'yes' {and} sprinkles = 'no' - ``` - feedback: This is not what I ordered! - hint: There is a mistake in line 3 - correct_answer: A - question_score: '10' - 10: - question_text: Which command needs to be in line 8 at the place of the ??? ? - code: |- - {print} 'Welcome to the product finder of this supermarkt' - item = {ask} 'What product are you looking for?' - bakery = 'bread', 'buns', 'muffins' - drinks = 'soda', 'water', 'lemonade' - snacks = 'chips', 'nuts', 'dips' - frozen = 'fries', 'icecream', 'pizza' - fruit = 'bananas', 'apples', 'oranges' - {if} item {in} snacks ??? item {in} drinks - {print} 'This item is in aisle 3' - {if} item {in} bakery {or} item {in} bakery - {print} 'This item in in the back of the store' - {if} item {in} fruit - {print} 'The fruit is sold near the register' - mp_choice_options: - - option: '`{and}`' - feedback: There are no items that are both the list of snacks and the list of drinks - - option: '`{or}`' - feedback: Great job! - - option: '`{in}`' - feedback: 'No' - - option: '`{if}`' - feedback: 'No' - hint: The item is either in the list of snacks, or in the list of drinks - correct_answer: B - question_score: '10' - 14: - 1: - question_text: Which symbol should be used on the blank? - code: |- - name _ {ask} 'Who are you?' - {if} name == 'Hedy' - {print} 'Me too!' - mp_choice_options: - - option: '`=>`' - feedback: This is not a symbol. - - option: '`==`' - feedback: We are not comparing anything, just asking. - - option: '`!=`' - feedback: We are not comparing anything, just asking - - option: '`=`' - feedback: Right! - hint: We are not comparing anything, we are just asking a name. - correct_answer: D - question_score: '10' - 2: - question_text: Which of these codes has used the correct = or == symbol? - mp_choice_options: - - option: '{if} name = Hedy' - feedback: 'No' - - option: '{if} age = 24' - feedback: 'No' - - option: answer = {ask} 'What is your answer' - feedback: Yes! - - option: answer == {ask} 'How are you doing?' - feedback: 'No' - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' - 3: - question_text: Which symbols should be filled in on the two blanks? - code: |- - guests = {ask} 'How many people are at the party?' - {if} guests _ 130 - {print} 'You can come in!' - {if} guests _ 130 - {print} 'Im sorry, the club is full. ' - {print} 'You have to wait for a guest to leave' - mp_choice_options: - - option: '`>` and `<`' - feedback: That's not it - - option: '`=` and `>=`' - feedback: That's not it - - option: '`<` and `>=`' - feedback: You are right - - option: '`+` and `==`' - hint: There are 130 people allowed in the club - correct_answer: C - question_score: '10' - feedback: That's not it - 4: - question_text: What's wrong with this code? - code: |- - price = 10 - money = {ask} How much money do you have? - buy = {ask} 'Would you like to buy this teddy bear?' - {if} money >= price {and} buy == 'yes' - {print} 'You can buy the bear!' - {else} - {print} 'You cannot buy this bear!' - mp_choice_options: - - option: In line 1 == should be used instead of = - feedback: No that's not it - - option: Line 2 misses quotation marks - feedback: You are correct - - option: In line 4 = should have been used instead of == - feedback: No that's not it - - option: In line 4 <= should have been used instead of >= - feedback: No that's not it - hint: The symbols are right - correct_answer: B - question_score: '10' - 5: - question_text: Which symbol should be filled in on the blanks if the movie is suitable for kids for the age of 12 and up? - code: |- - age = {ask} 'How old are you?' - ticket = {ask} 'Do you have a ticket?' - {if} age _ {and} ticket == 'yes' - {print} 'You can enter the movie theater.' - {else} - {print} 'You are not allowed to come in!' - mp_choice_options: - - option: '`> 12`' - feedback: 12 year olds are allowed too - - option: '`>= 12`' - feedback: Great! - - option: '`< 12`' - feedback: These kids are too young! - - option: '`<= 12`' - feedback: These kids are too young - hint: '> means greater than' - correct_answer: B - question_score: '10' - 6: - question_text: How many times do you have to say you are annoyed before this annoying game stops? - code: |- - lives = 2 - {repeat} 10 {times} - {if} lives != 0 - answer = {ask} 'Are you annoyed yet?' - {if} answer == 'yes' - lives = lives - 1 - mp_choice_options: - - option: 10 times - feedback: It stops after 2 times - - option: 0 times - feedback: It stops after 2 times - - option: 1 time - feedback: It stops after 2 times - - option: 2 times - feedback: That is correct - hint: '!= means ''is not''' - correct_answer: D - question_score: '10' - 7: - question_text: What should be filled in on the three blanks? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' - mp_choice_options: - - option: '`''Lower''` and `''Higher''` and `''You win!''`' - feedback: That's not quite right. - - option: '`''Higher''` and `''Lower''` and `''You win!''`' - feedback: You win! - - option: '`''You win!''` and `''Lower!''` and `''Higher''`' - feedback: That's not quite right. - - option: '`''Lower!''` and `''You win!''` and `''Higher!''`' - feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: B - question_score: '10' - 8: - question_text: Which statement is true about this roller coaster? - code: |- - length = {ask} 'Please fill in your length in cm' - {if} length < 120 - {print} 'Sorry, you cannot go on this roller coaster.' - {else} - {print} 'Enjoy the ride' - mp_choice_options: - - option: You must be taller than 120 cm to go on the roller coaster - feedback: True! - - option: You must be taller than 119 cm to go on the roller coaster - feedback: If you are 120 cm you won't get in - - option: You must be shorter than 120 cm to go on the roller coaster - feedback: '> means greater than' - - option: There are no length restrictions to go on the roller coaster - feedback: There are. - hint: '> means greater than' - correct_answer: A - question_score: '10' - 9: - question_text: How many pieces of chocolate will give you a stomach ache according to this fitbit? - code: |- - chocolate = {ask} 'How many pieces of chocolate have you eaten?' - {if} chocolate <= 2 - {print} 'That is a healthy amount' - {if} chocolate > 2 {and} chocolate =< 8 - {print} 'That is a bit much' - {if} chocolate > 8 - {print} 'You will get a stomach ache!' - mp_choice_options: - - option: 1 or more - feedback: 'No' - - option: 2 or more - feedback: 'No' - - option: 8 or more - feedback: Almost - - option: 9 or more - feedback: Great! - hint: '> 8 means more than 8' - correct_answer: D - question_score: '10' - 10: - question_text: What should be filled in in the blanks? - code: |- - {print} 'Whoever gets the most points wins!' - {if} points_player_1 < points_player_2 - {print} _ - mp_choice_options: - - option: '''player 1 wins''' - feedback: Look at who has the highest score! - - option: '''player 2 wins''' - feedback: Yes! - - option: '''player 2 loses''' - feedback: Look at who has the highest score! - - option: '''It is a tie''' - feedback: No it's not, one player has a higher score - hint: You win the game by having the most points - correct_answer: B - question_score: '10' - 15: - 1: - question_text: 'Which symbol should be used on the blank? Tip: You must keep guessing until you get it right.' - code: |- - answer = 0 - {while} answer _ 'Amsterdam' - answer = {ask} 'What is the capital city of the Netherlands?' - {print} 'You have given the correct answer' - mp_choice_options: - - option: '`=!`' - feedback: That is not right. - - option: '`==`' - feedback: You don't have to keep guessing if you've given the right answer. - - option: '`!=`' - feedback: Correct - - option: '`=`' - feedback: That's not it - hint: Keep guessing until you say Amsterdam - correct_answer: C - question_score: '10' - 2: - question_text: Which of these codes has used the correct symbol(s)? - mp_choice_options: - - option: |- - ``` - {while} name = Hedy - ``` - feedback: 'No' - - option: |- - ``` - {while} age = 24 - ``` - feedback: 'No' - - option: |- - ``` - {while} time > 0 - ``` - feedback: Yes! - - option: |- - ``` - {while} answer == yes' - ``` - feedback: A quotation mark is missing - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' - 3: - question_text: Which command should be filled in on the blank? - code: |- - _ age < 18 - {print} 'you are not allowed in this bar' - mp_choice_options: - - option: '`{in}`' - feedback: That's not it - - option: '`{while}`' - feedback: You are right - - option: '`{for}`' - feedback: That's not it - - option: '`{range}`' - feedback: That's not it - hint: You are not allowed in the bar as long as you are 17 or younger - correct_answer: B - question_score: '10' - 4: - question_text: What's wrong with this code? - code: |- - options = 1, 2, 3, 4, 5, 6 - {print} 'Throw 6 as fast as you can!' - thrown = 0 - tries = 0 - {while} thrown == 6 - thrown = options {at} {random} - {print} 'You threw ' thrown - tries = tries + 1 - {print} 'Yes! You have thrown 6 in ' tries ' tries.' - mp_choice_options: - - option: In line 1 `==` should be used instead of `=` - feedback: No that's not it - - option: Line 2 misses quotation marks - feedback: That's not right - - option: In line 5 `{if}` should have been used instead of `{while}` - feedback: That's not it - - option: In line 5 `!=` should have been used instead of `==` - feedback: You are correct - hint: There is something wrong in line 5 - correct_answer: D - question_score: '10' - 5: - question_text: What should be placed on the blank to make this program work correctly? - code: |- - wetness = 10 - {while} wetness != 0 - {print} 'Your hair is still wet, hair dryer on!' - {sleep} 1 - {clear} - wetness _ - - {print} 'All dry!' - mp_choice_options: - - option: |- - ``` - = wetness - ``` - feedback: That will not change anything - - option: |- - ``` - = wetness = 1 - ``` - feedback: You can't have two times = in one line - - option: |- - ``` - = wetness - 1 - ``` - feedback: You are correct! - - option: |- - ``` - = wetness + 1 - ``` - feedback: The program should count down - hint: wetness should get less each time - correct_answer: C - question_score: '10' - 6: - question_text: What is wrong with this code? - code: |- - lives = 100 - {while} lives != 0 - answer = {ask} 'Are you annoyed yet?' - {if} answer == 'yes' - lives = lives - 1 - mp_choice_options: - - option: '`{while}` should be`{if}`' - feedback: No that is not right - - option: '`{if}` should be `{while}`' - feedback: No that is not right - - option: Line 3 should start with more indentation - feedback: No that's not right - - option: Line 2 should start with less indentation - feedback: That is correct - hint: Look closely at the indentation - correct_answer: D - question_score: '10' - 7: - question_text: How should this program be changed so that it works? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' - mp_choice_options: - - option: '... change the first `{if}` into a `{while}`' - feedback: Perfect! - - option: '... change the second `{if}` into a `{while}`' - feedback: That's not quite right. - - option: '... change the third `{if}` into a `{while}`' - feedback: That's not quite right. - - option: '... change the fourth `{if}` into a `{while}`' - feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: A - question_score: '10' - 8: - question_text: Which statement is true about this automated toilet system? - code: |- - {while} toilet == 'occupied' - lights = 'on' - air_freshener_sprays = 'yes' - {sleep} 60 - lights = 'off' - air_freshener_sprays = 'no' - mp_choice_options: - - option: The lights and air freshener will turn off after 1 minute - feedback: False! - - option: The air freshener sprays once every minute and the lights stay on the whole time while you are on the toilet - feedback: Great job - - option: The air freshener sprays once you leave the toilet. - feedback: It only sprays when you're in there. - - option: The lights will always stay on. - feedback: That wouldn't be right. - hint: The block after the {while} command keeps happening while the toilet is occupied. - correct_answer: B - question_score: '10' - 9: - question_text: What will the diet app say if you have eaten 1600 calories today? - code: |- - calories = {ask} 'How many calories have you eaten today?' - {while} calories <= 1000 - {print} 'You could eat some more' - {while} calories > 1000 {and} calories =< 2000 - {print} 'That is alright' - {while} calories > 2000 - {print} 'You have had enough for today' - mp_choice_options: - - option: Nothing. 1600 is not programmed into the app. - feedback: 'No' - - option: You could eat some more - feedback: 'No' - - option: That is alright - feedback: Yes! - - option: You have eaten enough for today - feedback: 'No' - hint: 1600 is between 1000 and 2000 - correct_answer: C - question_score: '10' - 10: - question_text: 'What should be filled in in the blanks? Tip: the player with the most points is in the lead.' - code: |- - name_player_1 = {ask} 'Name player 1:' - name_player_2 = {ask} 'Name player 2:' - {while} points_player_1 > points_player_2 - {print} _ ' is in the lead right now!' - mp_choice_options: - - option: |- - ``` - name_player_1 - ``` - feedback: You are right! - - option: |- - ``` - name_player_2 - ``` - feedback: No they are losing! - - option: |- - ``` - points_player_1 - ``` - feedback: You should fill in a name, not a number - - option: |- - ``` - points_player_2 - ``` - feedback: You should fill in a name, not a number - hint: You win the game by having the most points. Your name should appear on the screen - correct_answer: A - question_score: '10' - 16: - 1: - question_text: Which command should be filled in on the blanks to print a random snack? - code: |- - snacks = nachos, chips, cucumber, sweets - {print} _ - mp_choice_options: - - option: '`snacks {at} {random}`' - feedback: This is the old way. - - option: '`[{random} snack]`' - feedback: The order is wrong. - - option: '`snacks[{random}]`' - feedback: Correct - - option: '`snacks[{at} {random}]`' - feedback: We do not need `at`anymore - hint: We no longer use {at} - correct_answer: C - question_score: '10' - 2: - question_text: What should be filled in on the blanks if you want a list of what chores are done by whom? - code: |- - friends = ['Wesley', 'Eric', 'Kaylee'] - chores = ['the cooking', 'the cleaning', 'nothing'] - {for} i {in} {range} 1 {to} 3 - {print} _ - mp_choice_options: - - option: |- - ``` - friends[i] has to do chores [i] - ``` - feedback: Mind the spacing. - - option: |- - ``` - friends[1] has to do chores[1] - ``` - feedback: It will print 3 times that Wesley has to do the cooking - - option: |- - ``` - chores[i] ' has to do ' friends[random] - ``` - feedback: The person has to do the chore, not the other way around - - option: |- - ``` - friends[i] ' has to do ' chores[i] - ``` - feedback: Fantastic! - hint: '`i` tells us what item in the list it is. So friend 1 does chore 1 etc.' - correct_answer: D - question_score: '10' - 3: - question_text: What is a possible output for this program? - code: |- - friends = ['Wesley', 'Eric', 'Kaylee'] - chore = ['the cooking', 'the cleaning', 'nothing'] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] has to do chores[i] - mp_choice_options: - - option: |- - ``` - Wesley has to do the cooking - Eric has to do the cleaning - Kaylee has to do nothing - ``` - feedback: Super! - - option: |- - ``` - Kaylee has to do the cooking - Wesley has to do the cleaning - Eric has to do nothing - ``` - feedback: No, it is not random. - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cleaning - Wesley has to do the nothing - ``` - feedback: Poor Wesley! - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cooking - Wesley has to do the cooking - ``` - feedback: That's not it - hint: It's not random... - correct_answer: A - question_score: '10' - 4: - question_text: What is wrong with this code? - code: |- - friends = ['Jaylee', 'Erin', 'Fay'] - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 0 {to} 3 - print 'the lucky number of ' friends[i] - print 'is ' lucky_numbers[i] - mp_choice_options: - - option: The variable in line 4 should be `friend[i]`, not `friends[i]` - feedback: That is not right. - - option: Line 3 should say `in range 1 to 3` not `in range 0 to 3` - feedback: Good catch! - - option: Line 4 should say 'lucky_number', not 'lucky number - feedback: It's not a variable, it's just text. - - option: '{in} in line 3 should be removed' - feedback: That's not it - hint: There's nothing wrong with line 4 - correct_answer: B - question_score: '10' - 5: - question_text: Which line should be filled in in the blank? - code: |- - animals = ['dog', 'cow', 'horse'] - _ - {for} i {in} {range} 1 {to} 3 - {print} 'the ' animals[i] ' says ' sounds[i] - mp_choice_options: - - option: |- - ``` - noises = ['moo', 'woof', 'neigh'] - ``` - feedback: Mind the variable name and the order of the sounds. - - option: |- - ``` - sounds = '[woof], [moo], [neigh]' - ``` - feedback: Look at line one to see how brackets are supposed to be used. - - option: |- - ``` - sounds = [woof, moo, neigh] - ``` - feedback: Don't forget the quotation marks! - - option: |- - ``` - sounds = ['woof', 'moo', 'neigh'] - ``` - feedback: Great job! - hint: Look at line 1 to see proper use of brackets and quotation marks. - correct_answer: D - question_score: '10' - 6: - question_text: Which statement is true? - code: |- - people = ['Chris', 'Jaylino', 'Ryan'] - games = ['fortnite', 'minecraft', 'fifa'] - {for} o {in} {range} 1 {to} 3 - {print} people[o] ' likes ' games[o] - mp_choice_options: - - option: You are not allowed to use the variable o. It should be named i. - feedback: i is the most commonly used variable name in this case, but it's not mandatory to use i. - - option: The output will say that Jaylino likes fortnite. - feedback: No, he likes minecraft. - - option: The output will say that Ryan likes fifa - feedback: Correct - - option: This code will not work. It will give and error. - feedback: No, the code is correct. - hint: There is nothing wrong with this code. - correct_answer: C - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - people = ['Savi', 'Senna', 'Fayenne'] - transportation = ['bike', 'train', 'car'] - {for} i {in} {range} 1 {to} 3 - {print} people[i] goes to school by transportation[i] - mp_choice_options: - - option: Line 1 needs less quotation marks - feedback: That is not right. - - option: Line 3 should start with indentation - feedback: It should not! - - option: Line 4 should start without indentation - feedback: It should not - - option: Line 4 needs more quotation marks. - feedback: Amazing! - hint: There is a mistake made in the usage of quotation marks. - correct_answer: D - question_score: '10' - 8: - question_text: Which of these codes belongs to this output? - code: |- - Macy and Kate get to go first - Lionell and Raj get to go second - Kim and Leroy get to go third - mp_choice_options: - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 0 {to} 3 - {print} teams[random] ' get to go ' position[i] - ``` - feedback: This is not right - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: Amazing! - - option: |- - ``` - teams = ['Macy', 'Kate', 'Lionell', 'Raj', 'Kim', 'Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 6 - {print} teams[random] ' get to go ' position[random] - ``` - feedback: This is not it. - - option: |- - ``` - teams = ['Macy and Kate' 'Lionell and Raj' 'Kim and Leroy'] - position = ['first' 'second' 'third'] - {for} teams {in} {range} 0 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: This is not going to work! - hint: If you look carefully at the first line, you'll see that only the first two answers are possibly correct. - correct_answer: B - question_score: '10' - 9: - question_text: What is a possible output for this code? - code: |- - countries = ['Canada', 'Zimbabwe', 'New Zealand'] - {for} i {in} {range} 0 {to} 1 - {print} 'I will travel to ' countries[random] - mp_choice_options: - - option: |- - ``` - I will travel to Canada - I will travel to Canada - ``` - feedback: Great job! - - option: |- - ``` - I will travel to Canada - ``` - feedback: It will be repeated twice - - option: |- - ``` - I will travel to Canada, Zimbabwe and New Zealand - ``` - feedback: This is not it. - - option: |- - ``` - I will travel to Canada - I will travel to Zimbabwe - I will travel to New Zealand - ``` - feedback: It's only repeated twice - hint: Range 0 to 1 is 2 times - correct_answer: A - question_score: '10' - 10: - question_text: Which 3 lines will complete this code correctly? - code: |- - {print} 'The book raffle will start soon' - {print} 'Get your tickets now!' - books = ['Narnia', 'The Hobbit', 'Oliver Twist', 'Harry Potter', 'Green eggs and ham'] - people = {ask} 'How many raffle tickets are sold?' - list_of_numbers = [1, 2] - {for} i {in} {range} 3 {to} people - {add} i {to} list_of_numbers - {for} i {in} {range} 1 {to} 5 - mp_choice_options: - - option: |- - ``` - chosen_number = list_of_numbers at random - print books[i] ' will go to person number ' chosen_number - {add} chosen_number {to} list_of_numbers - ``` - feedback: Almost there... but adding the winner to the list makes this raffle unfair - - option: |- - ``` - print person[i] ' wins ' book[i] - ``` - feedback: There is no list called 'person' - - option: |- - ``` - chosen_number = list_of_numbers[people] - print books[people] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: This is not it. - - option: |- - ``` - chosen_number = list_of_numbers[random] - print books[i] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: Fantastic! - hint: You need to use the {remove} command - correct_answer: D - question_score: '10' - 17: - 1: - question_text: What is the output of this code? - code: |- - minions = ['Bob', 'Kevin', 'Stuart'] - {for} x in minions: - {print} x - mp_choice_options: - - option: |- - ``` - m i n i o n s - ``` - feedback: This is not it. - - option: |- - ``` - Bob - Kevin - Stuart - ``` - feedback: Correct! - - option: |- - ``` - minions - minions - minions - ``` - feedback: Take a look at the content of your list. - - option: |- - ``` - B o b K e v i n S t u a r t - ``` - feedback: Do not loop through the letters. - hint: Loop through your list. - correct_answer: B - question_score: '10' - 2: - question_text: What is wrong with this code? - code: |- - seconds_minute = 60 - minute_hour = 60 - hour_day = 24 - leap_year = 366 - no_leap_year = 365 - years = ask 'what year is it?' - {if} years = 2024: - print seconds_minute * minute_hour * hour_day * leap_year - {else}: - print seconds_minute * minute_hour * hour_day * noleap_year - mp_choice_options: - - option: You cannot have so many variables. - feedback: This is not it. - - option: The way the variables are multiplied is incorrect. - feedback: Not true! - - option: One of the variables `noleap_year` does not belong with the `{if}` statement. - feedback: Keep looking for the mistake. - - option: The `noleap_year` has to be identical in both cases. - feedback: Correct! - hint: Read the code carefully. - correct_answer: D - question_score: '10' - 3: - question_text: How many hedgehogs will this code print? - code: |- - {for} x in range 1 to 3: - {for} y in range 1 to 2: - {print} 🦔 - mp_choice_options: - - option: |- - ``` - 🦔 - 🦔 - 🦔 - ``` - feedback: Try again. - - option: |- - ``` - 🦔 - 🦔 - ``` - feedback: One more try. - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: Well done! - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating. - correct_answer: C - question_score: '10' - 4: - question_text: What is wrong with code? - code: |- - name_color = {ask} 'What is your favorite color?' - {if} name_color == 'red': - {print} 'the color of a tomato' - {elif} name_color == 'green': - {print} 'the color of an apple' - {elif} name_color == 'blue': - {print} 'the color of a blueberry' - {elif} name_color == 'yellow': - {print} 'the color of a banana' - {elif}: - {print} 'this fruit-color does not exist' - mp_choice_options: - - option: The first `{elif}` should be used before the `print` command - feedback: Try again. - - option: '`{elif}` can only be used once' - feedback: From now on we can use elif multiple times. - - option: '`==` used with `{elif}` should be replaced by `=`' - feedback: Not correct. - - option: '`{elif}` in the last line should be replaced by `{else}`' - feedback: Great! - hint: Think about `{if}`, `{elif}`, `{else}`. - correct_answer: D - question_score: '10' - 5: - question_text: What is the output of this code? - code: |- - numbers = [7, 19, 29, 41, 53, 71, 79, 97] - {for} prime in numbers: - {if} prime <= 10: - {print} prime - {elif} prime >= 60: - {print} prime - {elif} prime >= 90: - {print} prime - {else}: - {print} 'another number' - mp_choice_options: - - option: |- - ``` - 7 - another number - another number - another number - another number - 71 - 79 - 97 - ``` - feedback: Well done! - - option: |- - ``` - another number - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: Try again. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - another number - ``` - feedback: One more try. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating and the values of if and elif. - correct_answer: A - question_score: '10' - 6: - question_text: What is wrong with code? - code: |- - name = {ask} 'What is your name?' - {if} name == 'Hedy': - password = {ask} 'What is your password?' - {if} password =='turtle123': - {print} 'Yey' - {else}: - {print} 'Access denied' - {else}: - {print} 'Go fish' - mp_choice_options: - - option: '`{elif}` is missing.' - feedback: Try again. - - option: '`{else}` can only be used once.' - feedback: From now on we can use elif multiple times. - - option: Nothing! - feedback: There is a mistake. Look carefully! - - option: There is an indentation mistake in the last line. - feedback: Amazing! - hint: There is a mistake somewhere... - correct_answer: D - question_score: '10' - 7: - question_text: Which of the following codes will print five times 'the result is 3' on the screen? - mp_choice_options: - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - result = n * 1 - {print} 'The result is ' result - ``` - feedback: Try again! - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} u in numbers: - number = u - {print} 'The result is ' number - ``` - feedback: That is not it. - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} number in numbers: - number = 3 - {print} 'The result is ' number - ``` - feedback: Very good! - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - n = result - {print} 'The result is ' result - ``` - feedback: That is not it. - hint: Think about mathematical symbols. - correct_answer: C - question_score: '10' - 8: - question_text: What is wrong with code? - code: |- - insects = ['🐝', '🦋', '🕷', '🐞'] - your_favorite = {ask} 'what is your favorite insect?' - {for} insect in insects: - {if} your_favorite == '🐝' {or} your_favorite == '🐞': - {print} 'very useful' - {elif} your_favorite == '🕷': - {print} 'it can catch mosquitoes' - {else}: - {print} 'almost all insects can be useful one way or another' - mp_choice_options: - - option: '`{or}` cannot be used with `{if}`.' - feedback: Try again. - - option: In the `{for}` command `insect` should be `insects`. - feedback: Not true. - - option: Nothing! - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 9: - question_text: Which one of the codes below gave this output? - code: |- - -5 is negative - -4 is negative - -3 is negative - -2 is negative - -1 is negative - 0 is positive - 1 is positive - 2 is positive - 3 is positive - mp_choice_options: - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Try again! - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number <= 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - - option: "```\n {for} number in range -5 to 3:\n {if} number >= 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Very good! - - option: "```\n {for} number in range -5 to 3:\n {if} number < 0: \n {print} number ' is positive'\n {elif} number <=0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 10: - question_text: What is wrong with this code? - code: |- - {for} number in range 1 to 5: - volume_room = num * num * num - {print} volume_room ' cubic meters' - {if} volume_room > 100: - {print} 'this is a large room' - {elif} volume_room < 100: - {print} 'small room but cosy' - {else}: - {print} 'i will look for something else' - mp_choice_options: - - option: The word num needs quotation marks. - feedback: Try again. - - option: The `{if}` command is not used correctly. - feedback: Not true. - - option: Line 3 should be `volume_room = number * number * number`. - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' +{} diff --git a/content/quizzes/te.yaml b/content/quizzes/te.yaml index c4e98e77e2e..b7c7321ade8 100644 --- a/content/quizzes/te.yaml +++ b/content/quizzes/te.yaml @@ -1,21 +1,6 @@ levels: 1: - 1: - question_text: What's this programming language called? - mp_choice_options: - - option: Hedy - feedback: Good job! - - option: Heddy - feedback: Not this one! - - option: Haydie - feedback: Not this one! - - option: Heidi - feedback: Not this one! - hint: It's named after Hedy Lamarr. - correct_answer: A - question_score: '10' 2: - question_text: Which need to be filled in on the blanks to make the text Hello! appear? code: ___ Hello! mp_choice_options: - option: |- @@ -39,40 +24,7 @@ levels: ``` feedback: With `{ask}`, you can ask a question. hint: _?_ Hello world! - correct_answer: B - question_score: '10' - 3: - question_text: How do you ask what someone's favorite color is? - mp_choice_options: - - option: |- - ``` - {print} What is your favorite color? - ``` - feedback: '`{print}` prints text, but it doesn''t ask questions.' - - option: |- - ``` - {ask} {print} What is your favorite color? - ``` - feedback: You only need one command, not two. - - option: |- - ``` - {ask} What is your favorite color? - ``` - feedback: Great! - - option: |- - ``` - {echo} What is your favorite color? - ``` - feedback: '`{echo}` repeats your answer back to you.' - hint: You can ask something with the `{ask}` command - correct_answer: C - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - Hi Im Hedy! - {ask} Who are you? - {echo} Hi... mp_choice_options: - option: '`{print}` in line 1 is missing.' feedback: Correct! @@ -82,11 +34,7 @@ levels: feedback: '`{echo}` is a command, there''s another mistake.' - option: Nothing! This is a perfect code! feedback: Wrong, look carefully! - hint: Line 1 doesn't seem right - correct_answer: A - question_score: '10' 5: - question_text: Which command is missing in line 2? code: |- {ask} What is your favorite pet? _?_ So your favorite pet is... @@ -111,49 +59,7 @@ levels: {echo} ``` feedback: Right on! - hint: You want to see the answer at the end of line 2... - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - {print} Hi im Hedy! - {print} Which football team do you support? - {echo} You support... - {print} Cool! Me too! - mp_choice_options: - - option: In line 1 `{print}` should be replaced with `{ask}`. - feedback: '`{print}` in line 1 is correct.' - - option: In line 2, `{print}` should be replaced with `{ask}`. - feedback: Great! You paid attention! - - option: Line 3 has to begin with `{print}` instead of `{echo}`. - feedback: '`{echo}` is correct.' - - option: In line 4, `{print}` is spelled wrong. - feedback: No, there is a mistake somewhere else - hint: Check the `{print}` commands. - correct_answer: B - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - {print} Welcome at Hedys restaurant! - {ask} What would you like to eat? - {echo} So you want to order ... - {print} Coming right up! Enjoy! - mp_choice_options: - - option: In line 1 `{print}` needs to be replaced with `{ask}` - feedback: Are you sure something is wrong? - - option: In line 1 `{print}` needs to be replaced with `{echo}` - feedback: Are you sure something's wrong? - - option: In line 3 `{echo}` needs to be replaced with `{print}` - feedback: Are you sure something is wrong? - - option: Nothing! This is a perfect code! - feedback: Correct! - hint: Check the code line by line - correct_answer: D - question_score: '10' 8: - question_text: How do you use the `{echo}` command? mp_choice_options: - option: You can use it to `{ask}` a question. feedback: That's what `{ask}` is for! @@ -163,33 +69,8 @@ levels: feedback: Good job! - option: You can use it to make text disappear. feedback: That's not right... - hint: '`{echo}` is used after an `{ask}` command.' - correct_answer: C - question_score: '10' - 9: - question_text: What's wrong with this code? - code: |- - {print} Hello! - {print} How are you doing? - {echo} So you are doing... - mp_choice_options: - - option: '`{print}` in line 1 should be `{ask}`' - feedback: No, `{print}` is right. Where is the question being asked? - - option: '`{print}` in line 2 should be `{ask}`' - feedback: Super! - - option: '`{echo}` in line 3 should be `{ask}`' - feedback: No, `{echo}` is right. Where is the question being asked? - - option: Nothing. This is a perfect code! - feedback: Look carefully for the mistake... - hint: '`{ask}` allows you to ask a question' - correct_answer: B - question_score: '10' 10: question_text: Which output will be in your outputscreen after you've run this code? - code: |- - {ask} Are you ready to go to level 2? - {echo} - {echo} mp_choice_options: - option: Are you ready to go to level 2? feedback: There are two echo commands @@ -203,12 +84,8 @@ levels: Are you ready to go to level 2? Yes! feedback: There are two echo commands - hint: Let's go! - correct_answer: B - question_score: '10' 2: 1: - question_text: Which statement is true? mp_choice_options: - option: You can use the {print} command to ask questions. feedback: That is what ask is for @@ -218,85 +95,7 @@ levels: feedback: Good - option: With the {sleep} command, you can remove text from the screen. feedback: That's not how sleep works. - hint: '`{print}` still works the same way as in level 1' - correct_answer: C - question_score: '10' - 2: - question_text: Which code is correct? - mp_choice_options: - - option: |- - ``` - name {is} {ask} What is your name? - ``` - feedback: Super! - - option: |- - ``` - {ask} {is} name What is your name - ``` - feedback: The words are right, the order is not! - - option: |- - ``` - {ask} What is your name? - ``` - feedback: This worked in level 1, but in level 2 and up it works differently. - - option: |- - ``` - {ask} What is your name? {is} name - ``` - feedback: The words are right, the order isn't! - hint: '`{ask}` doesn''t work like in level 1' - correct_answer: A - question_score: '10' - 3: - question_text: What appears on your output screen when you run this code? - code: |- - name {is} Marleen - {print} name goes to the market and she buys an apple. - mp_choice_options: - - option: name goes to the market and she buys an apple. - feedback: The word name is replaced with Marleen - - option: Marleen goes to the market. - feedback: The second part of the sentence isn't left out! - - option: Marleen goes to the market and she buys an apple. - feedback: Right on! - - option: Marleen goes to the market and Marleen buys an apple. - feedback: She is not replaced with the name - hint: The word name is replaced with Marleen - correct_answer: C - question_score: '10' - 4: - question_text: What will you see on the output screen when you run this code? - code: |- - name {is} Hedy - {print} Hi my name is name - mp_choice_options: - - option: Hi my name is name - feedback: The variable name is replaced with Hedy - - option: Hi my name is Hedy - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is name - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is Hedy - feedback: Correct, this mistake will be fixed in level 4! - hint: '''name'' is being replaced with ''Hedy'' in both places' - correct_answer: D - question_score: '10' - 5: - question_text: What happens when you use the `{sleep}` command? - mp_choice_options: - - option: It slows down your computer - feedback: fortunately not! - - option: It closes down Hedy - feedback: fortunately not! - - option: Your program pauses for a second and then continues - feedback: That's right! - - option: You put it at the end so Hedy knows your program is finished - feedback: No it would be useless at the end of your code - hint: The computer waits for a second at the `{sleep}` command - correct_answer: C - question_score: '10' 6: - question_text: What should be on the lines? code: |- {print} And the award for best programming language goes to... _?_ @@ -322,116 +121,17 @@ levels: {ask} ``` feedback: There is no question there to be asked - hint: Pause for dramatic effect... - correct_answer: A - question_score: '10' 7: - question_text: What command should be used on line 2? code: |- {print} I will explode in 3 seconds! _?_ {print} BOOM! - mp_choice_options: - - option: |- - ``` - {print} 3 - ``` - feedback: You don't need to `{print}` - - option: |- - ``` - {sleep} 3 - ``` - feedback: Perfect! - - option: |- - ``` - {sleep} - ``` - feedback: This way the bomb will explode in 1 second - - option: |- - ``` - {sleep} {sleep} {sleep} - ``` - feedback: Make it easier on yourself by using the number 3 - hint: You want the computer to wait for 3 seconds - correct_answer: B - question_score: '10' - 8: - question_text: How would you correct the first line of code? - code: |- - {ask} {is} How old are you? - {print} age - mp_choice_options: - - option: |- - ``` - age {ask} {is} How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - {ask} {is} age How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - age {is} {ask} How old are you? - ``` - feedback: You get it! - - option: |- - ``` - age {is} How old are you? - ``` - feedback: Where is the `{ask}` command? - hint: The variable name should come first - correct_answer: C - question_score: '10' - 9: - question_text: What is going wrong in this code? - code: |- - dogs {is} animal - {print} I love animal - mp_choice_options: - - option: 'Line 1 should say: dogs `{is}` animals' - feedback: The variable name is animal - - option: 'Line 1 should say: animal `{is}` dogs' - feedback: Great! - - option: 'Line 2 should say: `{print}` I love animals' - feedback: The variable name is animal - - option: 'Line 2 should say: `{sleep}` I love animals' - feedback: Sleep is not used to `{print}` text - hint: You want to `{print}` 'I love dogs' - correct_answer: B - question_score: '10' 10: - question_text: What command should be used on the line 1? code: |- flavor {is} _?_ {print} Your favorite icecream is... {sleep} {print} flavor - mp_choice_options: - - option: |- - ``` - {sleep} 3 - ``` - feedback: You want to know the favorite flavor! - - option: |- - ``` - {print} strawberries - ``` - feedback: You do not want a `{print}` command at the middle of the line... - - option: |- - ``` - strawberries, chocolate, vanilla - ``` - feedback: This way you are making a list. You don't want that now. - - option: |- - ``` - {ask} What flavor icecream do you like? - ``` - feedback: That's right! - hint: You want to `{ask}` a question - correct_answer: D - question_score: '10' 3: 1: question_text: What command do you use to let Hedy pick something arbitrarily? @@ -456,14 +156,7 @@ levels: {at} {random} ``` feedback: Correct! - hint: Arbitrarily means without a plan or randomly. - correct_answer: D - question_score: '10' 2: - question_text: What's wrong with this code? - code: |- - animals {is} dog cat cow - {print} animals {at} {random} mp_choice_options: - option: 'You need commas in line 1: dog, cat, cow.' feedback: Good job! @@ -473,155 +166,8 @@ levels: feedback: animals is correct. - option: '`{at} {random}` is spelled incorrectly' feedback: '`{at} {random}` is the correct spelling' - hint: There's something wrong in line 1 - correct_answer: A - question_score: '10' - 3: - question_text: How do you fix the mistake in line 2? - code: |- - options {is} rock, paper, scissors - {print} rock, paper, scissors {at} {random} - mp_choice_options: - - option: |- - ``` - {at} {random} {print} options - ``` - feedback: You're almost there. The order of the words isn't right yet. - - option: |- - ``` - {print} rock {at} {random} - ``` - feedback: you don't always want the Hedy to {print} rock, sometimes you want scissors or paper. - - option: |- - ``` - {print} options {at} {random} - ``` - feedback: Very good! - - option: Nothing, the code is correct! - feedback: Look carefully for the mistake - hint: The variable (the list) is called options. - correct_answer: C - question_score: '10' - 4: - question_text: What should change in line 2 to print a random price? - code: |- - prices {is} 1 dollar, 100 dollar, 1 million dollar - {print} price {at} {random} - mp_choice_options: - - option: |- - ``` - {print} price - ``` - feedback: You don't want to `{print}` the word price, but you want to `{print}` one price out of your list `{at} {random}` - - option: |- - ``` - {print} prices {at} {random} - ``` - feedback: Great! You've really paid attention. - - option: |- - ``` - {print} {at} {random} price - ``` - feedback: '`{at} {random}` is placed behind the variable.' - - option: Nothing, this code is alright. - feedback: Look carefully for the mistake you missed! - hint: The variable name is prices - correct_answer: B - question_score: '10' - 5: - question_text: What is wrong in this code? - code: |- - question {is} {ask} What do you want to know? - {print} question - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 1 needs to say `{print}` instead of `{ask}` - feedback: No, that's not wrong. - - option: Line 2 needs to say `{ask}` instead of `{print}` - feedback: No that's not wrong. - - option: Line 2 needs to say answers `{at} {random}` `{is}` yes, no, maybe - feedback: No, that's not wrong. - - option: Nothing, this code is perfect - feedback: That's right! - hint: Does this code even have a mistake? - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 2 needs to say question instead of answers - feedback: No that's not right - - option: Line 2 needs the `{is}` command - feedback: Correct - - option: Line 3 needs to say answer instead of answers - feedback: No the variable's called answers - - option: Nothing! This code is great! - feedback: Actually, line 2 has a mistake. - hint: There is something wrong with line 2. - correct_answer: B - question_score: '10' - 7: - question_text: What does the `{add}` command do? - code: |- - books {is} Harry Potter, The Hobbit, Green Eggs and Ham - your_book {is} {ask} What is your favorite book? - {add} your_book {to} books - {print} books {at} {random} - mp_choice_options: - - option: The `{add}` command removes a random book from the list - feedback: The remove command removes, the add command adds - - option: The `{add}` command adds a random book to a list - feedback: It doesn't. It adds your answer to the list! - - option: The `{add}` command adds your favorite book to the list - feedback: Correct! - - option: The `{add}` command prints your favorite book. - feedback: No, it adds your favorite book to the list - hint: The `{add}` command adds a book, but which one? - correct_answer: C - question_score: '10' - 8: - question_text: What is the output of this code? - code: |- - crisps {is} sea salt, paprika, sour cream - {remove} sea salt {from} crisps - {remove} paprika {from} crisps - {print} crisps {at} {random} - mp_choice_options: - - option: You can't tell, because Hedy will `{print}` one of the 3 flavors `{at} {random}` - feedback: Take a look at the `{remove}` commands - - option: sea salt - feedback: sea salt is removed from the list - - option: paprika - feedback: Paprika is removed from the list - - option: sour cream - feedback: That's right! - hint: There are 3 flavors, bit 2 are removed. Which one remains? - correct_answer: D - question_score: '10' 9: - question_text: What's wrong with this code? - code: |- - colors {is} blue, purple, green - chosen_color {is} {ask} Which hair color wouldn't you like to have? - {remove} chosen_color {from} colors - {print} I will dye my hair color {at} {random} - mp_choice_options: - - option: 'Line 3 should say: `{remove}` blue `{from}` colors' - feedback: Maybe you want blue hair though! - - option: Line 3 should have an `{add}` command instead of a `{remove}` command - feedback: You want to remove the chosen color so `{remove}` is right. - - option: In line 4 the variable should be called colors instead of color - feedback: Great job! - - option: Nothing, this is a correct code! - feedback: Find the mistake! hint: Look at line 3 - correct_answer: C - question_score: '10' 10: question_text: What should be on the _?_? code: |- @@ -652,8 +198,6 @@ levels: ``` feedback: This increased the change that the person who walked yesterday now has to do it again. That's mean. hint: The person who walked the dog yesterday should be removed from the list. - correct_answer: A - question_score: '10' 4: 1: question_text: Which of these is true? @@ -666,11 +210,7 @@ levels: feedback: '`{at} {random}` still works' - option: '`{at} {random}` now needs quotation marks' feedback: No, but 2 other commands do. - hint: In level 4 you need quotation marks for 2 commands. - correct_answer: A - question_score: '10' 2: - question_text: Which code uses the proper quotation marks? mp_choice_options: - option: |- ``` @@ -692,11 +232,7 @@ levels: {print} ,hello, ``` feedback: This is a comma, you need quotation marks. - hint: Pick the right quotation marks. - correct_answer: B - question_score: '10' 3: - question_text: Where are the quotation marks used correctly? mp_choice_options: - option: |- ``` @@ -718,28 +254,7 @@ levels: {print} 'Hi Im Hedy' ``` feedback: Perfect! - hint: Both before and after the words you want to print should be a quotation mark. - correct_answer: D - question_score: '10' - 4: - question_text: Which statement is true? - mp_choice_options: - - option: 'You need quotation marks around the word `{print}`, like this: `''{print}''`.' - feedback: The quotation marks shouldn't be around the command itself. - - option: You need quotation marks around the words you want to print. - feedback: Super! - - option: You do not need quotation marks when using the `{ask}` command - feedback: Both `{print}` and `{ask}` require quotation marks - - option: You can choose yourself whether to use quotation marks or not. - feedback: Unfortunately, Hedy is stricter than that. - hint: From level 4 on you need to use quotation marks. - correct_answer: B - question_score: '10' 5: - question_text: What has to be changed in order for the game to work? - code: |- - options {is} rock, paper, scissors - {print} 'options {at} {random}' mp_choice_options: - option: |- ``` @@ -758,89 +273,9 @@ levels: feedback: That's right - option: Nothing, the game already works! feedback: Look carefully. There is an error. - hint: You don't want Hedy to literally print 'options {at} {random}', you want it to print 'rock' or 'paper' or 'scissors'. - correct_answer: C - question_score: '10' 6: - question_text: What would be a good next line in this code? - code: prices {is} 1 dollar, 100 dollars, 1 million dollars - mp_choice_options: - - option: |- - ``` - {print} 'You win...' prices {at} {random} - ``` - feedback: Great! You get it! - - option: |- - ``` - {print} You win... 'prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}' - - option: |- - ``` - {print} You win... prices {at} {random} - ``` - feedback: You need some quotation marks! - - option: |- - ``` - {print} 'You win... prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}'' hint: 'Think carefully: what is a variable and should be outside of the quotation marks? And what are normal words that should be inside?.' - correct_answer: A - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: Correct! - - option: Quotation marks are missing in line 2 - feedback: A variable doesn't need quotes - - option: Quotation marks are missing in line 3 - feedback: You don't want Hedy to literally print 'answers {at} {random}' so no quotation marks needed here! - - option: Nothing, this code is good as is! - feedback: Look carefully. You missed a mistake! - hint: Check each line on whether they'd need quotation marks or not. - correct_answer: A - question_score: '10' - 8: - question_text: What would be a good next line for this code? - code: |- - {print} 'Welcome at the money show!' - {print} 'In front of you are 3 doors' - door {is} {ask} 'Which door do you choose?' - mp_choice_options: - - option: |- - ``` - {print} So you pick door door - ``` - feedback: We need quotation marks - - option: |- - ``` - {print} 'So you pick ' door door - ``` - feedback: If the player chooses door 3, Hedy will say 'So you pick 3 3 - - option: |- - ``` - {print} 'So you pick door ' door - ``` - feedback: Super! - - option: |- - ``` - {print} 'So you pick door door' - ``` - feedback: Hedy will literally print 'So you pick door door - hint: The second word door should be replaced with the number, the first should still be the word door... - correct_answer: C - question_score: '10' 9: - question_text: What will never appear in your output screen? - code: |- - clubs {is} Real Madrid, Bayern Munchen, Manchester United, Ajax - {print} clubs {at} {random} ' is going the win the champions league' mp_choice_options: - option: Ajax is going to win the champions league feedback: Hedy could `{print}` that @@ -850,27 +285,6 @@ levels: feedback: Hedy could `{print}` that - option: FC Barcelona is going to win the champions league feedback: That's right. It's not in the list - hint: What are Hedy's options to randomly pick from? - correct_answer: D - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - people {is} mom, dad, Emma, Sophie - {print} The dishes are done by... - {print} people {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: A list doesn't need quotation marks - - option: Quotation marks are missing in line 2 - feedback: Correct - - option: Quotation marks are missing in both line 2 and 3 - feedback: Line 3 doesn't need quotation marks because it's not printed literally - - option: Nothing, this code has no mistakes - feedback: You missed one! - hint: One line needs quotation marks, because you want it to be printed literally. - correct_answer: B - question_score: '10' 5: 1: question_text: What is true? @@ -888,79 +302,8 @@ levels: - option: In level 5 `{ask}` and `{print}` work the same as in level 4 feedback: Correct! hint: We have only learned a new command in level 5. - correct_answer: D - question_score: '10' - 2: - question_text: What appears in your output screen when you type in the name Hedy? - code: |- - name {is} {ask} 'What is your name?' - {if} name {is} Hedy {print} 'fun' {else} {print} 'less fun' - mp_choice_options: - - option: fun - feedback: That's right! - - option: less fun - feedback: If the name is Hedy, it will say 'fun'' - - option: Hedy - feedback: No, it doesn't print the name - - option: Error - feedback: Fortunately not! - hint: '`{if}` name `{is}` Hedy `{print}` ...?' - correct_answer: A - question_score: '10' 3: - question_text: What is the right password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct! - feedback: This is printed when you type in the correct password - - option: SECRET - feedback: That's right!' - - option: password - feedback: The password isn't password... - - option: ALARM INTRUDER - feedback: This is printed when you type in the incorrect password! hint: '`{if}` password `{is}` ... `{print}` ''Correct!''!''' - correct_answer: B - question_score: '10' - 4: - question_text: What does Hedy print when you type in the wrong password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct - feedback: That's printed if the correct answer is given, not the wrong one... - - option: SECRET - feedback: That's not the right answer - - option: Wrong! - feedback: No, this is not what Hedy will print - - option: ALARM! INTRUDER! - feedback: Great job! - hint: Your computer will sound the alarm for intruders! - correct_answer: D - question_score: '10' - 5: - question_text: Why will Hedy say 'ALARM! INTRUDER' when you type in 'secret'? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Because it needs to be in capitals, so SECRET - feedback: Indeed! - - option: Because the password is alarm - feedback: No, this is not the password. - - option: Because it's spelled wrong. - feedback: That's not how you spell secret - - option: Because Hedy makes a mistake - feedback: No, Hedy is right - hint: The spelling of the word has to be exactly the same. - correct_answer: A - question_score: '10' 6: question_text: Which word should be on the place of the question mark in the last line? code: |- @@ -969,30 +312,6 @@ levels: club is {ask} 'Which club is your favorite?' {if} club {is} ajax {print} 'Ajax is going to win of course!' _?_ {print} 'Sorry, your club is gonna be in last place...' - mp_choice_options: - - option: |- - ``` - {if} - ``` - feedback: '`{if}` is already in the line above' - - option: |- - ``` - {at} {random} - ``` - feedback: No, you need `{else}`. - - option: |- - ``` - {else} - ``` - feedback: Great! - - option: |- - ``` - {print} - ``` - feedback: '`{print}` is already there, we need a word before it!' - hint: '`{if}` goes together with...?' - correct_answer: C - question_score: '10' 7: question_text: Which word should be in the place of the question mark? code: |- @@ -1021,9 +340,6 @@ levels: {print} ``` feedback: Awesome! - hint: After `{else}` a `{print}` command follows - correct_answer: D - question_score: '10' 8: question_text: Which word should be on the place of the question mark? code: |- @@ -1051,298 +367,37 @@ levels: {print} ``` feedback: No, that's not it. - hint: What the variable name? - correct_answer: B - question_score: '10' - 9: - question_text: Which door should you choose to escape?? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} - mp_choice_options: - - option: '1' - feedback: Bad choice! You're being eaten - - option: '2' - feedback: Super! You escaped! - - option: '3' - feedback: Bad choice! You're being eaten. - - option: It's a trap, you will always be eaten! - feedback: Luckily not! - hint: One of the doors will keep you safe.. - correct_answer: B - question_score: '10' + 6: + 6: + question_text: How much does a hamburger cost is this virtual restaurant? 10: - question_text: Which monster is standing behind door 1? code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} + name _?_ Hedy + {print} name 'is walking trough the forrest' mp_choice_options: - - option: Hedy picks a random monster each time. - feedback: Awesome! - - option: vampire - feedback: Not always... - - option: werewolf - feedback: Not always... - - option: giant spider - feedback: Not always... - hint: Mind the last 3 words... monsters `{at} {random}`... - correct_answer: A - question_score: '10' - 6: + - option: You can only fill in the word is on the `_?_` + feedback: You are allowed to use the `=` sign as well + - option: You can fill in either the word is or the `=` sign on the `_?_` + feedback: Amazing! + - option: You have to fill in =is= on the `_?_` + feedback: No, one `=` sign is enough + - option: You can only use the `=` sign when working with numbers, not with words. + feedback: You can also use `=` with words. + 7: 1: - question_text: What's Hedy's output when you run this code? - code: '{print} 2*10' mp_choice_options: - - option: '20' - feedback: Correct! - - option: '12' - feedback: No, the plus sign is used in addition - - option: 2*10 - feedback: No, Hedy will calculate the answer - - option: '210' - feedback: Mind it's a calculation. - hint: The `*` is used as a multiplication sign - correct_answer: A - question_score: '10' + - option: '0' + feedback: No you can repeat a line. + - option: '1' + feedback: Correct, one line at a time + - option: '2' + feedback: In this level only one line at a time + - option: infinite + feedback: In this level you can only repeat one line at a time + hint: You can only repeat 1 line at a time 2: - question_text: What do you use when you want to add two numbers? - mp_choice_options: - - option: '`-`' - feedback: That's not it - - option: plus - feedback: That's not it - - option: '`*`' - feedback: That's not it - - option: '`+`' - feedback: Correct! - hint: It's the plus sign. - correct_answer: D - question_score: '10' - 3: - question_text: What's Hedy's output when you run this code? - code: '{print} ''3*10''' - mp_choice_options: - - option: '30' - feedback: This would be the right answer if there were no quotation marks. - - option: '13' - feedback: Try again.. - - option: 3*10 - feedback: Correct! There are quotation marks, so Hedy will print it literally. - - option: Nothing, Hedy will give an error message. - feedback: No, Hedy will print it literally. - hint: Mind the quotation marks!! - correct_answer: C - question_score: '10' - 4: - question_text: Kim is 10 years old. What will Hedy print for her? - code: |- - name = {ask} 'How many letters are in your name?' - age = {ask} 'How old are you?' - luckynumber = name*age - {print} 'Your lucky number is...' luckynumber - mp_choice_options: - - option: '30' - feedback: Mind, Hedy also prints 'Your lucky number is...' - - option: '10' - feedback: Please try again. - - option: Your lucky number is... 30 - feedback: That's right! - - option: Your lucky number is... 10 - feedback: Her lucky number is name times age... - hint: 'Kim has 3 letters, she is 10 years old so: letters times age = 3*10 = 30.' - correct_answer: C - question_score: '10' - 5: - question_text: If 5 people eat at this restaurant, how much do they have to pay in total? - code: |- - {print} 'Welcome to Hedys!' - people = {ask} 'How many people are eating with us tonight?' - price = people * 10 - {print} 'That will be ' price 'dollar please' - mp_choice_options: - - option: 5 dollars - feedback: Unfortunately, it's not that cheap. - - option: 10 dollars - feedback: No, it's 10 dollars each. - - option: 15 dollars - feedback: The * means multiplication. - - option: 50 dollars - feedback: Great! - hint: '`price` `is` `people` `times` 10' - correct_answer: D - question_score: '10' - 6: - question_text: How much does a hamburger cost is this virtual restaurant? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = 15 - {if} food {is} fries price = 6 - mp_choice_options: - - option: 15 dollars - feedback: Super! - - option: 6 dollars - feedback: The fries are 6 dollars - - option: 0 dollars - feedback: The hamburger isn't free! - - option: 21 dollars - feedback: That's the price for a hamburger and fries! - hint: Mind the fourth line. - correct_answer: A - question_score: '10' - 7: - question_text: Why does line 7 say 'price is price + 3' instead of 'price is 3'? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = price + 15 - {if} food {is} fries price = price + 6 - drinks is {ask} 'What would you like to drink?' - {if} drinks {is} coke price = price + 3 - {if} drinks {is} water price = price + 1 - {print} price ' dollars please' - mp_choice_options: - - option: It could have been `price = 3` just as well. - feedback: No, that's not true. Hedy needs to add 3 dollars to the total. - - option: Because Hedy doesn't understand `price = 3`. - feedback: Hedy would understand, but it wouldn't be right. - - option: Because Hedy would otherwise forget about the previous order. The price would be 3 dollars in total. - feedback: That's right! - - option: Because the price is 0 dollars to begin with. - feedback: That's true, but not the reason - hint: The price shouldn't be 3, but 3 dollars more than it already was - correct_answer: C - question_score: '10' - 8: - question_text: Why is this code incorrect? - code: |- - correct answer = 3*12 - answer = {ask} 'What is 3 times 12?' - {if} answer {is} correct answer {print} 'Good job!' - {else} {print} 'No... It was ' correct answer - mp_choice_options: - - option: There shouldn't be quotation marks in line 2 - feedback: No, there should be! - - option: The variable is called correct answer, but a variable's name can only be 1 word. So it should be correct_answer - feedback: Correct! - - option: The `{if}` and `{else}` commands should be in the same line. - feedback: No, that's not true. - - option: The variable in line 2 can't be called answer, because it is too similar to the variable correct answer. - feedback: Variable names can be similar, but they can't be 2 words... - hint: Inspect what the variables are called. - correct_answer: B - question_score: '10' - 9: - question_text: Imagine you love football a 10, you've eaten 2 bananas and have washed your hands 3 times today. How smart does the silly fortune teller think you are? - code: |- - {print} 'Im Hedy the silly fortune teller' - {print} 'I will predict how smart you are!' - football = {ask} 'On a scale of 0 to 10 how much do you love football?' - bananas = {ask} 'How many bananas have you eaten this week?' - hygiene = {ask} 'How many times did you wash your hands today??' - result = bananas + hygiene - result = result * football - {print} 'You are ' result 'percent smart.' - mp_choice_options: - - option: 10% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 32% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 50% - feedback: Super! You are 100 percent smart! - - option: 100% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - hint: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - correct_answer: C - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - name _?_ Hedy - {print} name 'is walking trough the forrest' - mp_choice_options: - - option: You can only fill in the word is on the `_?_` - feedback: You are allowed to use the `=` sign as well - - option: You can fill in either the word is or the `=` sign on the `_?_` - feedback: Amazing! - - option: You have to fill in =is= on the `_?_` - feedback: No, one `=` sign is enough - - option: You can only use the `=` sign when working with numbers, not with words. - feedback: You can also use `=` with words. - hint: '`{is}` and `=` are both allowed' - correct_answer: B - question_score: '10' - 7: - 1: - question_text: How many lines can you repeat at once with the repeat command at this level? - mp_choice_options: - - option: '0' - feedback: No you can repeat a line. - - option: '1' - feedback: Correct, one line at a time - - option: '2' - feedback: In this level only one line at a time - - option: infinite - feedback: In this level you can only repeat one line at a time - hint: You can only repeat 1 line at a time - correct_answer: B - question_score: '10' - 2: - question_text: Which code is right? - mp_choice_options: - - option: |- - ``` - {print} 100 {times} 'hello' - ``` - feedback: '`{repeat}` 100 `{times}` `{print}` ''hello''' - - option: |- - ``` - {print} {repeat} 100 {times} 'hello' - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 'hello' 100 {times} - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 100 {times} {print} 'hello' - ``` - feedback: That's right! hint: First the repeat command, then the `{print}` command - correct_answer: D - question_score: '10' - 3: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} ''Hello!''' - mp_choice_options: - - option: Right - feedback: No, a word is missing - - option: Wrong, the word `{repeat}` is missing - feedback: The word `{repeat}` is there, another word is missing - - option: Wrong, the word `{times}` is missing - feedback: The word `{times}` is there, another word is missing. - - option: Wrong, the word `{print}` is missing - feedback: Correct - hint: 'It should be: `{repeat}` 100 `{times}` `{print}` ''Hello''' - correct_answer: D - question_score: '10' 4: - question_text: Which word is wrong in the code? - code: |- - {print} 'I'm blue' - {repeat} 7 {times} {print} 'da ba dee, da ba da' mp_choice_options: - option: |- ``` @@ -1365,24 +420,7 @@ levels: ``` feedback: '`{times}` is spelled correctly' hint: I'm is wrong, you can't use apostrophes - correct_answer: A - question_score: '10' - 5: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} {print} ''Hedy is awesome!''' - mp_choice_options: - - option: Correct - feedback: That's right! - - option: Wrong - feedback: That's not it - hint: The code is correct! - correct_answer: A - question_score: '10' 6: - question_text: What will be the output from this code? - code: |- - {print} 'The wheels on the bus go' - {repeat} 3 {times} {print} ' round and round' mp_choice_options: - option: |- the wheels on the bus go @@ -1408,14 +446,7 @@ levels: round and round round and round feedback: All though the town! Perfect! - hint: Only 'round and round' is repeated 3 times. - correct_answer: D - question_score: '10' 7: - question_text: What will be the output from this code? - code: |- - {repeat} 2 {times} {print} 'We will' - {print} 'ROCK YOU!' mp_choice_options: - option: |- We will We will @@ -1436,61 +467,7 @@ levels: We will ROCK YOU! feedback: Mind the repeat command - hint: Mind the `{repeat}` command. - correct_answer: B - question_score: '10' - 8: - question_text: What Hedy code belongs to this output? - code: |- - Here comes the sun - Do do do do - Here comes the sun - And I say - Its alright - mp_choice_options: - - option: |- - ``` - {print} 'Here comes the sun' - {print} 'Do do do do' - {print} 'Here comes the sun' - {print} 'And I say' - {print} 'Its alright' - ``` - feedback: Awesome, you can't use the `{repeat}` command here. - - option: |- - ``` - {repeat} 2 {times} {print} 'Here comes the sun' - {print} 'And I say' - {print} 'Its alright' - feedback: Where did you leave 'Do do do do'? - - option: |- - ``` - {repeat} 2 {times} {print} 'Here comes the sun' - {print} 'Do do do do' - {print} 'And I say' - {print} 'Its alright' - ``` - feedback: This is not the correct order.. - - option: |- - ``` - {repeat} 2 {times} {print} 'Here comes the sun' - {repeat} 2 {times} {print} 'Do do' - {print} 'And I say' - {print} 'Its alright' - ``` - feedback: This is not the correct order.. - hint: '`{repeat}` can only be used if you want to execute the same line multiple times in a row.' - correct_answer: A - question_score: '10' 9: - question_text: What Hedy code belongs to this output? - code: |- - Batman was flying through Gotham. - When suddenly he heard someone screaming... - Help! - Help! - Help! - Please help me! mp_choice_options: - option: |- ``` @@ -1524,16 +501,8 @@ levels: {print} 'Please help me!' ``` feedback: Perfect - hint: '''Help!'' is repeated 3 times.' - correct_answer: D - question_score: '10' 10: question_text: What Hedy code belongs to this output? - code: |- - if youre happy and you know it clap your hands - if youre happy and you know it clap your hands - if youre happy and you know it and you really want to show it - if youre happy and you know it clap your hands mp_choice_options: - option: |- ``` @@ -1563,46 +532,8 @@ levels: {print} 'clap your hands' ``` feedback: This is not in the right order. - hint: Mind the order of the sentences. - correct_answer: B - question_score: '10' 8: - 1: - question_text: Which output will be produced by this code? - code: |- - {repeat} 2 {times} - {print} 'Hello' - {print} 'Im Hedy!' - mp_choice_options: - - option: |- - Hello - Im Hedy! - feedback: Everything is printed twice. - - option: |- - Hello - Hello - Im Hedy - feedback: The second line is repeated twice as well. - - option: |- - Hello - Im Hedy! - Hello - Im Hedy! - feedback: Super! - - option: |- - Hello - Hello - Im Hedy! - Im Hedy! - feedback: Everything is printed twice - hint: Both lines are repeated twice. - correct_answer: C - question_score: '10' 2: - question_text: What is wrong with this code? - code: |- - {repeat} 5 {times} - {print} 'Hedy is cool!' mp_choice_options: - option: This should be only one line, not 2. feedback: No it should be 2 lines. @@ -1612,15 +543,7 @@ levels: feedback: Nee, repeat is de goede spelling - option: The second line need to start with 4 spaces as indentation. feedback: Correct! - hint: Something is missing in the second line? - correct_answer: D - question_score: '10' 3: - question_text: What output will be produced when you run this program? - code: |- - {repeat} 3 {times} - {print} 'Baby shark tututudutudu' - {print} 'Baby shark' mp_choice_options: - option: |- Baby shark tututudutudu @@ -1647,97 +570,7 @@ levels: Baby shark feedback: What is being repeated and what isn't. hint: What is being repeated and what is not?. - correct_answer: C - question_score: '10' - 4: - question_text: Which output is correct? - code: |- - {print} 'The children went:' - {repeat} 2 {times} - {print} 'Yay!' - {print} 'We are going on vacation!' - mp_choice_options: - - option: |- - The children went: - Yay! - We are going on vacation! - feedback: Mind the `{repeat}` command! - - option: |- - The children went: - Yay! - We are going on vacation! - Yay! - We are going on vacation! - feedback: Correct! - - option: |- - The children went: - Yay! - Yay! - We are going on vacation! - We are going on vacation! - feedback: This order is incorrect. - - option: |- - The children went: - Yay! - Yay! - We are going on vacation! - feedback: The last line is repeated too. - hint: The block under the `{repeat}` command is repeated twice. - correct_answer: B - question_score: '10' - 5: - question_text: What is wrong with this code? - code: |- - end = {ask} 'Do you want a happy or a sad ending?' - {if} end {is} happy {print} 'They lived happily ever after' - {else} {print} 'The world exploded. The end.' - mp_choice_options: - - option: The `{print}` commands on the last two lines should start on new lines and start with 4 spaces. - feedback: That's right! - - option: '`{else}` is not a command!' - feedback: It is! - - option: Lines that start with `{if}` should start with 4 spaces - feedback: That's not true - - option: '`{ask}` is no longer a command' - feedback: That's not true - hint: Something is wrong with indentation - correct_answer: A - question_score: '10' - 6: - question_text: What will be the output of this code when we enter pancakes? - code: |- - {print} 'Welcome to restaurant Hedy' - {repeat} 2 {times} - food {is} {ask} 'What do you want to eat?' - {print} food - mp_choice_options: - - option: |- - Welcome to restaurant Hedy - Pancakes - feedback: There is no repetition in this answer. - - option: |- - Welcome to restaurant Hedy - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: This answer also repeats the welcome message - - option: |- - Welcome to restaurant Hedy - What do you want to eat? - What do you want to eat? - Pancakes - Pancakes - feedback: Almost! But look at the question, it is not repeated. - - option: |- - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: Well done! - hint: The first sentence and question will not be repeated - correct_answer: D - question_score: '10' 7: - question_text: What is wrong with this code? code: |- food = {ask} 'What would you like to eat?' {if} food {is} fries @@ -1756,96 +589,8 @@ levels: feedback: You always have to use indentation. - option: The indentation is wrong in the first `{if}` command. feedback: That's right. - hint: Take a careful look at the indentation. - correct_answer: D - question_score: '10' - 8: - question_text: In which of the codes is the indentation done right? - mp_choice_options: - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are wrong! - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are wrong! - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are... right! - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are wrong! - hint: What should happen if the person is right? And what else? - correct_answer: C - question_score: '10' - 9: - question_text: What line(s) in this code should start with 4 spaces? - code: |- - 1 music = {ask} 'What is your favorite music genre?' - 2 {if} music {is} rock - 3 {print} '🤘' - 4 {else} - 5 {print} '👎' - mp_choice_options: - - option: Line 2 and 4 - feedback: The lines after the `{if}` and `{else}` command should start with 4 spaces - - option: Only line 3 - feedback: Not only 3... - - option: Line 3, 4 and 5 - feedback: Line 4 shouldn't - - option: Line 3 and 5 - feedback: Great job! - hint: The lines after an `{if}` or `{else}` command should start with 4 spaces. - correct_answer: D - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - 1 level = {ask} 'What level are you on?' - 2 {if} level {is} 8 - 3 {print} 'Great job!' - mp_choice_options: - - option: All lines should start with 4 spaces - feedback: That's not true - - option: Line 2 and 3 should start with 4 spaces - feedback: That's not true - - option: Line 2 should start with 4 spaces - feedback: That's not true - - option: Line 3 should start with 4 spaces - feedback: You are correct! - hint: Only one line starts with 4 spaces, but which one...? - correct_answer: D - question_score: '10' 9: 1: - question_text: What is wrong with this code? code: |- {repeat} 3 {times} eten = {ask} 'What would you like to eat?' @@ -1866,51 +611,7 @@ levels: - option: The indentation is wrong in the last `{if}` command. feedback: It not, though. hint: all the indentation is done correctly. - correct_answer: A - question_score: '10' - 2: - question_text: What will be printed after entering the correct password? - code: |- - password = {ask} 'What is the password?' - correct_password = Hedy - {if} password {is} correct_password - {repeat} 2 {times} - {print} 'Good job!' - {print} 'You can use the computer!' - {else} - {print} 'The computer will explode in 5... 4... 3... 2... 1...' - mp_choice_options: - - option: |- - ``` - Good job! - Good job! - ``` - feedback: That's not it! - - option: |- - ``` - The computer will explode in 5... 4... 3... 2... 1... - ``` - feedback: That's not it! - - option: |- - ``` - Good job! - Good job! - You can use the computer! - ``` - feedback: That's not it! - - option: |- - ``` - Good job! - You can use the computer! - Good job! - You can use the computer! - ``` - feedback: Correct! - hint: Everything under the `{repeat}` command is repeated twice. - correct_answer: D - question_score: '10' 3: - question_text: Which case should you choose to win a million dollars? code: |- {print} 'Choose the right case and win!' case = {ask} 'Which case will you pick? 1 or 2?' @@ -1926,20 +627,7 @@ levels: {print} 'You sell the case for 500 dollars' {if} action {is} open {print} 'You open the case and win a million dollars!' - mp_choice_options: - - option: case 1, sell - feedback: You don't win a million! - - option: case 1, open - feedback: You don't win a million - - option: case 2, sell - feedback: You don't win a million - - option: case 2, open - feedback: Great job! You win! - hint: Follow the right path - correct_answer: D - question_score: '10' 4: - question_text: Which statement is true? code: |- name = {ask} 'What is your name?' size = {ask} 'What is your shoe size?' @@ -1959,15 +647,7 @@ levels: feedback: That's right! - option: Cinderella with shoe size 40 gets the output 'I was looking for you!' feedback: No she gets 'Ill keep looking' - hint: No matter what your name is, if you have shoe size 40 you will get the message 'Ill keep looking'. - correct_answer: C - question_score: '10' 5: - question_text: Which code produced this output? - output: |- - Icecream is the best! - Icecream is the best! - Icecream is the best! mp_choice_options: - option: |- ``` @@ -2002,11 +682,7 @@ levels: {print} 'Icecream is the best!' ``` feedback: There are 2 `{repeat}` commands in this code. - hint: Watch the indentation - correct_answer: C - question_score: '10' 6: - question_text: After which command(s) should you use indentation (starting the next line with 4 spaces)? mp_choice_options: - option: '`{if}`' feedback: Don't forget the others @@ -2016,9 +692,6 @@ levels: feedback: Keep it up! - option: '`{if}` `{else}` `{repeat}` `{print}`' feedback: Not with print - hint: Indentation happens on the line below some commands - correct_answer: C - question_score: '10' 7: question_text: "In this code from a pizza restaurant. \nYou'll get a 5 dollar discount if you order a medium pizza with coke.\n What should you do to debug this code?" code: |- @@ -2059,9 +732,6 @@ levels: price = price - 2 ``` feedback: Try again - hint: After each `{if}` command, the line below should indent - correct_answer: A - question_score: '10' 8: question_text: What is wrong is this code? code: |- @@ -2079,41 +749,12 @@ levels: feedback: You actually must start like that. - option: A code must always start with a `{print}` command in the first line feedback: That's not true. - hint: The indentation is done right this time - correct_answer: B - question_score: '10' - 9: - question_text: How many `{if}` commands can be placed inside another `{if}` command? - mp_choice_options: - - option: None, that is not allowed - feedback: You are allowed to - - option: Only 1 - feedback: You could use more if you like - - option: '3' - feedback: You could use more if you like - - option: Infinite, as long as you keep using indentation correctly - feedback: That is true - hint: You can put an `{if}` command inside an `{if}` command. - correct_answer: D - question_score: '10' 10: - question_text: Which statement is true? code: |- 1 {repeat} 2 {times} 2 {if} level {is} 9 3 {print} Great job! - mp_choice_options: - - option: All lines should start with 4 spaces - feedback: Only line 2 and 3 start with spaces - - option: Line 2 and 3 should start with 4 spaces - feedback: Line 3 should start with 8 - - option: Line 2 and 3 should start with 8 spaces - feedback: Line 2 should start with 4 - - option: line 2 should start with 4 spaces and line 3 with 8 - feedback: You are correct! hint: The first line doens't start with any spaces - correct_answer: D - question_score: '10' 10: 1: question_text: What do we need to fill in on the `_?_` if we want to print each compliment? @@ -2121,91 +762,6 @@ levels: compliments = perfect, great job, amazing _?_ {print} compliment - mp_choice_options: - - option: |- - ``` - {for} each compliment - ``` - feedback: That's not it - - option: |- - ``` - {for} compliment {in} compliments - ``` - feedback: You deserve all those compliments! - - option: |- - ``` - {if} compliment {in} compliments - ``` - feedback: That's not it - - option: |- - ``` - {for} compliments {in} compliment - ``` - feedback: Almost there! - hint: '`{for}` each compliment in the lists of compliments...' - correct_answer: B - question_score: '10' - 2: - question_text: Which output is correct? - code: |- - meals = pizza, pasta, pancakes - {for} meal {in} meals - {print} 'I love ' meal - mp_choice_options: - - option: I love pizza - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pasta - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pancakes - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: |- - I love pizza - I love pasta - I love pancakes - feedback: Great! - hint: Line 2 says for each meal in the list of meals. So each meal is printed. - correct_answer: D - question_score: '10' - 3: - question_text: Which output is correct? - code: |- - animals = dogs, cats, hamsters, chickens - {for} animal {in} animals - {print} animal ' are lovely pets' - mp_choice_options: - - option: dogs are lovely pets - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - - option: dogs, cats, hamsters, chickens are lovely pets - feedback: Each animal gets their own line in the output. - - option: |- - dogs are lovely pets - cats are lovely pets - hamsters are lovely pets - chickens are lovely pets - feedback: Great! - - option: You don't know yet. Because it chooses one of the animals {at} {random}. - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - hint: Line 2 says {for} each animal in the list of animals. So each animal is printed - correct_answer: C - question_score: '10' - 4: - question_text: What's wrong with this code? - code: |- - groceries = apples, bread, milk - {for} item {in} groceries - {print} 'We need ' groceries - mp_choice_options: - - option: Line 2 needs to start with 4 spaces as indentation - feedback: No it doesn't. Only line 3 needs indentation, which it has. - - option: Line 3 does not need to start with 4 spaces as indentation - feedback: Line 2 is a `{for}`command so line 3 does need to start with an indent. - - option: Line 3 should say item instead of groceries - feedback: Good job! - - option: Line 2 should say groceries instead of item - feedback: No it does not. - hint: Line 2 says `{for}` each item in the list of groceries - correct_answer: C - question_score: '10' 5: question_text: What word should be on the _?_ with these digital dice? code: |- @@ -2214,25 +770,7 @@ levels: choices = 1, 2, 3, 4, 5, 6 {for} player {in} players {print} player ' throws ' _?_ {at} {random} - mp_choice_options: - - option: players - feedback: It would say 'Ann throws Jesse', instead of 'Ann throws 6'. - - option: choices - feedback: That's right! - - option: choice - feedback: You are very close. But you need Hedy to pick from the list called 'choices' not 'choice'... - - option: dice - feedback: Look at the names of the variables. - hint: Hedy needs to pick a number `{at} {random}` - correct_answer: B - question_score: '10' 6: - question_text: Which of the answers below is a possible outcome when you run the code? - code: |- - choices = rock, paper, scissors - players = Kelly, Meredith - {for} player {in} players - {print} player ' chooses ' choices {at} {random} mp_choice_options: - option: Kelly chooses rock feedback: Meredith wants to play too! @@ -2246,9 +784,6 @@ levels: Kelly chooses paper Meredith chooses scissors feedback: Amazing! - hint: Each player will pick an option. The player that's first on the list will go first. - correct_answer: D - question_score: '10' 7: question_text: What line should be on the _?_ in this code that decides what these people will have for dinner? code: |- @@ -2256,30 +791,6 @@ levels: food = pasta, fries, salad _?_ {print} name ' has to eat ' food {at} {random} ' for dinner' - mp_choice_options: - - option: |- - ``` - {for} name {in} names - ``` - feedback: You are on fire! - - option: |- - ``` - {for} names {in} name - ``` - feedback: No it should be for each name in the list nameS, so the other way around - - option: |- - ``` - {for} food {in} food - ``` - feedback: Each name should be told what they will have for dinner. - - option: |- - ``` - {for} name {in} food - ``` - feedback: Each name should be told what they will have for dinner. - hint: Each name should be told what they will have for dinner. - correct_answer: A - question_score: '10' 8: question_text: What should be on the _?_ in this code that decides which color shirt you get? code: |- @@ -2308,11 +819,7 @@ levels: 'people gets a colors shirt' ``` feedback: There is no variable named people.. - hint: Mind the quotation marks and the names of the variables - correct_answer: B - question_score: '10' 9: - question_text: What is the first question Hedy will ask you when you run the program? code: |- courses = appetizer, main course, dessert names = Timon, Onno @@ -2320,20 +827,7 @@ levels: {for} course {in} courses food = {ask} name ', what would you like to eat as your ' course '?' {print} name ' orders ' food ' as their ' course - mp_choice_options: - - option: Timon, what would you like to eat as your appetizer? - feedback: Perfect! - - option: Onno, what would you like to eat as your appetizer? - feedback: Timon is first on the list! - - option: Timon, what would you like to eat as your dessert? - feedback: Appetizers are first in the list - - option: You don't know that. Hedy will choose `{at} {random}`. - feedback: There is no `{at} {random}` in this code... - hint: The first options from both lists are chosen. - correct_answer: A - question_score: '10' 10: - question_text: What is true about this code? code: |- prices = 1 million dollars, car, sandwich names = Bob, Patrick, Sandy, Larry @@ -2348,9 +842,6 @@ levels: feedback: That is not true. Larry has the same odds as the others - option: Someone might win with two prices feedback: You get it! - hint: Try to imagine the output of this code. - correct_answer: D - question_score: '10' 11: 1: question_text: What word should be at the place of the question mark? @@ -2378,14 +869,7 @@ levels: {for} ``` feedback: 'No' - hint: What did you learn in this level? - correct_answer: B - question_score: '10' 2: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 1 {to} 3 - {print} i mp_choice_options: - option: |- 1 @@ -2398,126 +882,33 @@ levels: feedback: That's not it - option: '123' feedback: That's not it - hint: How do the numbers appear in the screen? - correct_answer: A - question_score: '10' - 3: - question_text: Which code was used to get this output? - output: |- - 1 - 2 - 3 - 4 - 5 - Once I caught a fish alive! + 4: mp_choice_options: - option: |- ``` - {for} i {in} {range} 1 {to} 5 + {for} i {in} {range} 0 {to} 10 {print} i - {print} 'Once I caught a fish alive!' ``` - feedback: Perfect + feedback: Now Hedy prints the numbers from 0 to 10 instead of 10 to 0. - option: |- ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' + {for} i {in} {range} 0 to 10 + {print} - i ``` - feedback: This code won't work. You need an indent after {for}. + feedback: Hedy would print negative numbers in this case. - option: |- ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' + {for} i {in} {range} 10 to 0 + {print} 10 9 8 7 6 5 4 3 2 1 0 ``` - feedback: Now Hedy will count '1 Once I caught a fish alive!, 2 Once I caught a fish alive! etc. + feedback: Unfortunately this does not exist. - option: |- ``` - {for} i {in} {range} 1 {to} 5 - {print} 'i' - {print} 'Once I caught a fish alive!' - ``` - feedback: i is a variable and shouldn't have quotation marks - hint: First all the numbers, then the sentence - correct_answer: A - question_score: '10' - 4: - question_text: Which code was used to get this output? - output: |- - 10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0 - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 0 {to} 10 - {print} i - ``` - feedback: Now Hedy prints the numbers from 0 to 10 instead of 10 to 0. - - option: |- - ``` - {for} i {in} {range} 0 to 10 - {print} - i - ``` - feedback: Hedy would print negative numbers in this case. - - option: |- - ``` - {for} i {in} {range} 10 to 0 - {print} 10 9 8 7 6 5 4 3 2 1 0 - ``` - feedback: Unfortunately this does not exist. - - option: |- - ``` - {for} i {in} {range} 0 {to} 10 - {print} 10 - i + {for} i {in} {range} 0 {to} 10 + {print} 10 - i ``` feedback: That's right! hint: It has to be a calculation... - correct_answer: D - question_score: '10' - 5: - question_text: What's wrong with this code? - code: |- - {for} i {in} {range} 1 {to} 10 - {print} i - mp_choice_options: - - option: The i in the last line need quotation marks - feedback: No it doesn't. - - option: You can't use `{range}` 1 `{to}` 5 only `{range}` 1 `{to}` 10 - feedback: You could use 1 to 5 just as well! - - option: Line 1 needs to start with an indention. - feedback: Not line 1... - - option: Line 2 needs to start with an indention - feedback: Perfect! - hint: There is something wrong with the indention - correct_answer: D - question_score: '10' - 6: - question_text: How many times does the word Hello appear on your screen when you run the code? - code: |- - {for} i {in} {range} 0 {to} 2 - {print} 'Hello' - mp_choice_options: - - option: 1 time - feedback: 'No' - - option: 2 times - feedback: 'No' - - option: 3 times - feedback: That's right! - - option: Never - feedback: 'No' - hint: 0 also counts. So 0,1,2 that's 3 times. - correct_answer: C - question_score: '10' 7: question_text: What should be on the place of the question mark? code: |- @@ -2526,35 +917,7 @@ levels: _?_ food is {ask} 'What would you like to order?' {print} food - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 0 {to} 3 - ``` - feedback: There's not always 3 people - - option: |- - ``` - {for} i {in} {range} 1 {to} guests - ``` - feedback: The variable is not named guests - - option: |- - ``` - {for} i {in} {range} 1 {to} people - ``` - feedback: Great! - - option: |- - ``` - {for} i {in} {range} 0 {to} people - ``` - feedback: That's one order too many! - hint: Use the variable 'people' - correct_answer: C - question_score: '10' 8: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 23 {to} 25 - {print} 'hi' mp_choice_options: - option: |- 23 @@ -2570,34 +933,7 @@ levels: feedback: Correct - option: The word 'hi' will appear 25 times in a row. feedback: No it will only appear 3 times. - hint: It doesn't say `{print}` i - correct_answer: C - question_score: '10' - 9: - question_text: How many times does Hedy chant Hip Hip Hooray? - code: |- - age = {ask} 'How old are you?' - {for} i {in} {range} 1 {to} age - {print} 'Hip Hip Hoorray!' - mp_choice_options: - - option: 1 time - feedback: Try again - - option: 2 times - feedback: Try again - - option: Never - feedback: Try again - - option: That depends on how old you are - feedback: That's right! - hint: '`{for}` i `{in}` `{range}` 1 `{to}` age' - correct_answer: D - question_score: '10' 10: - question_text: Which code belongs to this output? - output: |- - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark mp_choice_options: - option: |- ``` @@ -2628,11 +964,8 @@ levels: ``` feedback: '`{range}` 0 `{to}` 3 is 4 times.' hint: Mind the indention - correct_answer: B - question_score: '10' 12: 1: - question_text: Which output is correct? code: |- print 'three and a half plus one and a half is...' print 3.5 + 1.5 @@ -2649,11 +982,7 @@ levels: three and a half plus one and a half is... 5 feedback: Great job! - hint: Both lines are printed! - correct_answer: D - question_score: '10' 2: - question_text: Which of these codes is correct? mp_choice_options: - option: |- ``` @@ -2679,11 +1008,7 @@ levels: print 'I would like a ' flavors at random ' cake.' ``` feedback: All the different values of flavors should be in quotation marks. - hint: The second line is the same in each code, pay attention to the first line - correct_answer: C - question_score: '10' 3: - question_text: What's wrong with this code? code: |- favorite_animal = ask 'What is your favorite animal?' print 'I like ' favoriteanimal ' too!' @@ -2696,30 +1021,13 @@ levels: feedback: That's not true - option: Nothing is wrong. feedback: That's not true - hint: The quotation marks are used correctly - correct_answer: A - question_score: '10' 4: - question_text: In which lines are quotation marks needed to get the code to work? code: |- print Welcome to the online shoe shop category = ask What kind of shoes are you looking for? if category = high heels print High heels are 50% off now! - mp_choice_options: - - option: Line 1 and 2 - feedback: 'No' - - option: Line 1, 2 and 3 - feedback: 'No' - - option: Line 1, 2 and 4 - feedback: 'No' - - option: All of the lines - feedback: Perfect! - hint: Does line 3 need quotation marks too? - correct_answer: D - question_score: '10' 5: - question_text: What output does Agent007 get when they put in the correct password? code: |- name is ask 'What is your name?' if name is 'Agent007' @@ -2732,18 +1040,6 @@ levels: else b is 'today at 10.00' print a + b - mp_choice_options: - - option: Go to the train station today at 10.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 02.00 - feedback: You've cracked the code! - - option: Go to the train station tomorrow at 02.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 10.00 - feedback: The agent won't be catching any bad guys here - hint: The correct password is TOPSECRET - correct_answer: B - question_score: '10' 6: question_text: Which line should be filled in at the ??? code: |- @@ -2757,32 +1053,7 @@ levels: if drinks = 'yes' ??? print 'That will be ' price ' dollar please' - mp_choice_options: - - option: |- - ``` - price = 14 - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = '14' - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = price + 2 - ``` - feedback: Excellent! - - option: |- - ``` - price = + 2 - ``` - feedback: Almost there! - hint: What if you only order fries and a drink? - correct_answer: C - question_score: '10' 7: - question_text: Which output does a vegan get? code: |- menu = 'cookies', 'cheese', 'grapes' print "It's my birthday! I`ve brought some snacks!" @@ -2794,36 +1065,7 @@ levels: print 'For you I have brought: ' for snack in menu print snack - mp_choice_options: - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cookies - grapes - feedback: Terrific! - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - feedback: There's more options than just one - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cheese - grapes - feedback: A vegan person can't have cheese - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - cookies - feedback: Almost there, but look at the order of snacks in the list - hint: What item is removed from the list when you answer 'vegan'? - correct_answer: A - question_score: '10' 8: - question_text: Which code was used to create this output? - code: '3.5' mp_choice_options: - option: |- ``` @@ -2845,9 +1087,6 @@ levels: print 7 * 2 ``` feedback: 'No' - hint: 7 devided by 2 is 3.5 - correct_answer: B - question_score: '10' 9: question_text: Which code should be filled in in line 1 at the ??? code: |- @@ -2874,9 +1113,6 @@ levels: 'prices' = 'one million dollars', 'nothing' ``` feedback: You one nothing - hint: The items on the list should be in quotation marks - correct_answer: C - question_score: '10' 10: question_text: Which line of code should be filled in at the ??? to complete the song ? code: |- @@ -2897,12 +1133,8 @@ levels: feedback: This is a hard one! All the actions on the list must be in the song. - option: print actions at random feedback: This is a hard one! All the actions on the list must be in the song. - hint: This is a hard one! All the actions on the list must be in the song. - correct_answer: B - question_score: '10' 13: 1: - question_text: Which code should be filled in at the ??? ? code: |- name = ask 'What is your name?' song = ask 'Whould you like to hear a song?' @@ -2933,11 +1165,7 @@ levels: if song = 'yes' or birthday = 'yes' ``` feedback: Hedy only sings if both answers are yes - hint: Hedy sings if you want to hear a song and it's you birthday - correct_answer: C - question_score: '10' 2: - question_text: Which command is missing in the code at the place of the ??? ? code: |- menu = 'cheese', 'sausage rolls', 'cookies' diet = ask 'Do you have any dietary restrictions?' @@ -2952,11 +1180,7 @@ levels: feedback: 'No' - option: print feedback: 'No' - hint: Neither vegans nor muslims can eat sausage rolls. - correct_answer: B - question_score: '10' 3: - question_text: Which output is given to a member without a discount code? code: |- member = ask 'Do you have a membership card?' discount = ask 'Do you have a discount code?' @@ -2974,10 +1198,7 @@ levels: - option: There is no way of knowing feedback: There is! Read the question carefully hint: Mind the command 'or' in line 3 - correct_answer: A - question_score: '10' 4: - question_text: Which line of code should follow this line in rock-paper-scissors game? code: if computer_choice is 'rock' and your_choice is 'paper' mp_choice_options: - option: print 'you win' @@ -2988,28 +1209,11 @@ levels: feedback: It's only a tie if both choices are the same - option: print 'try again' feedback: Try again! - hint: Paper beats rock - correct_answer: A - question_score: '10' 5: - question_text: Which statement is true about this code? code: |- if name = 'Cinderella' and shoe_size = 38 print 'You are my one true love!' - mp_choice_options: - - option: Every person with shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person named Cinderella is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person that is named Cinderella and has shoe size 38 is this prince's one true love - feedback: Fantastic! - - option: Every person that's not named Cinderella and does not have shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - hint: Both statements have to be true - correct_answer: C - question_score: '10' 6: - question_text: Which statement about this code is true? code: |- print 'Let me guess which family member you are!' glasses = ask 'Do you wear glasses?' @@ -3022,20 +1226,7 @@ levels: print 'You must be Wouter!' if glasses = 'no' and female = 'no' print 'You must be Michael!' - mp_choice_options: - - option: Michael is a boy with glasses - feedback: Try again - - option: Marleen is a girl with glasses - feedback: Try again - - option: Wouter is a boy without glasses - feedback: Try again - - option: Sophie is a girl with glasses - feedback: Great job! - hint: Take a good look! Or do you need glasses? - correct_answer: D - question_score: '10' 7: - question_text: Which statement is false? code: |- print 'Thank you for helping me take care of my pets' print 'Here is a program to help feed them' @@ -3049,20 +1240,7 @@ levels: print 'I fed them this moring! They do not need more food today' if animal is 'hamster' and color is 'brown' print 'You can feed them a piece of carrot' - mp_choice_options: - - option: The grey cat is called Abby - feedback: This is true! - - option: Milo the orange cat eats 4 scoops of cat nibbles - feedback: This is true - - option: The black hamster needs to be fed a piece of carrot - feedback: Great job! - - option: The yellow bird was fed this morning - feedback: This is true - hint: Read the last 4 lines carefully - correct_answer: C - question_score: '10' 8: - question_text: What output do you get if you order popcorn but no drink? code: |- print 'Welcome to the movie theater' popcorn = ask 'Would you like some popcorn?' @@ -3076,32 +1254,7 @@ levels: if popcorn = 'no' and drink = 'no' print 'Ok' print 'Enjoy the movie' - mp_choice_options: - - option: |- - Welcome to the movie theater - That will be 8 dollars please - Enjoy the movie - feedback: You have paid too much! - - option: |- - Welcome to the movie theater - That will be 5 dollars please - Enjoy the movie - feedback: Amazing! - - option: |- - Welcome to the movie theater - That will be 3 dollars please - Enjoy the movie - feedback: That's not enough money! - - option: |- - Welcome to the movie theater - Ok - Enjoy the movie - feedback: You have to pay for your popcorn! - hint: popcorn = yes and drink = no - correct_answer: B - question_score: '10' 9: - question_text: What is wrong with this code? code: |- 1 chocolate = ask 'Would you like chocolate sauce on your ice cream?' 2 sprinkles = ask 'Would you like sprinkles on your ice cream?' @@ -3138,11 +1291,7 @@ levels: {if} chocolate = 'yes' {and} sprinkles = 'no' ``` feedback: This is not what I ordered! - hint: There is a mistake in line 3 - correct_answer: A - question_score: '10' 10: - question_text: Which command needs to be in line 8 at the place of the ??? ? code: |- print 'Welcome to the product finder of this supermarkt' item is ask 'What product are you looking for?' @@ -3166,65 +1315,8 @@ levels: feedback: 'No' - option: if feedback: 'No' - hint: The item is either in the list of snacks, or in the list of drinks - correct_answer: B - question_score: '10' 14: - 1: - question_text: Which symbol should be used on the blank? - code: |- - name _ {ask} 'Who are you?' - {if} name == 'Hedy' - {print} 'Me too!' - mp_choice_options: - - option: '`=>`' - feedback: This is not a symbol. - - option: '`==`' - feedback: We are not comparing anything, just asking. - - option: '`!=`' - feedback: We are not comparing anything, just asking - - option: '`=`' - feedback: Right! - hint: We are not comparing anything, we are just asking a name. - correct_answer: D - question_score: '10' - 2: - question_text: Which of these codes has used the correct = or == symbol? - mp_choice_options: - - option: '{if} name = Hedy' - feedback: 'No' - - option: '{if} age = 24' - feedback: 'No' - - option: answer = {ask} 'What is your answer' - feedback: Yes! - - option: answer == {ask} 'How are you doing?' - feedback: 'No' - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' - 3: - question_text: Which symbols should be filled in on the two blanks? - code: |- - guests = {ask} 'How many people are at the party?' - {if} guests _ 130 - {print} 'You can come in!' - {if} guests _ 130 - {print} 'Im sorry, the club is full. ' - {print} 'You have to wait for a guest to leave' - mp_choice_options: - - option: '`>` and `<`' - feedback: That's not it - - option: '`=` and `>=`' - feedback: That's not it - - option: '`<` and `>=`' - feedback: You are right - - option: '`+` and `==`' - hint: There are 130 people allowed in the club - correct_answer: C - question_score: '10' - feedback: That's not it 4: - question_text: What's wrong with this code? code: |- price = 10 money = {ask} How much money do you have? @@ -3233,20 +1325,7 @@ levels: {print} 'You can buy the bear!' {else} {print} 'You cannot buy this bear!' - mp_choice_options: - - option: In line 1 == should be used instead of = - feedback: No that's not it - - option: Line 2 misses quotation marks - feedback: You are correct - - option: In line 4 = should have been used instead of == - feedback: No that's not it - - option: In line 4 <= should have been used instead of >= - feedback: No that's not it - hint: The symbols are right - correct_answer: B - question_score: '10' 5: - question_text: Which symbol should be filled in on the blanks if the movie is suitable for kids for the age of 12 and up? code: |- age = {ask} 'How old are you?' ticket = {ask} 'Do you have a ticket?' @@ -3254,20 +1333,7 @@ levels: {print} 'You can enter the movie theater.' {else} {print} 'You are not allowed to come in!' - mp_choice_options: - - option: '`> 12`' - feedback: 12 year olds are allowed too - - option: '`>= 12`' - feedback: Great! - - option: '`< 12`' - feedback: These kids are too young! - - option: '`<= 12`' - feedback: These kids are too young - hint: '> means greater than' - correct_answer: B - question_score: '10' 6: - question_text: How many times do you have to say you are annoyed before this annoying game stops? code: |- lives = 2 {repeat} 10 times @@ -3275,69 +1341,7 @@ levels: answer = {ask} 'Are you annoyed yet?' {if} answer == 'yes' lives = lives - 1 - mp_choice_options: - - option: 10 times - feedback: It stops after 2 times - - option: 0 times - feedback: It stops after 2 times - - option: 1 time - feedback: It stops after 2 times - - option: 2 times - feedback: That is correct - hint: '!= means ''is not''' - correct_answer: D - question_score: '10' - 7: - question_text: What should be filled in on the three blanks? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' - mp_choice_options: - - option: '`''Lower''` and `''Higher''` and `''You win!''`' - feedback: That's not quite right. - - option: '`''Higher''` and `''Lower''` and `''You win!''`' - feedback: You win! - - option: '`''You win!''` and `''Lower!''` and `''Higher''`' - feedback: That's not quite right. - - option: '`''Lower!''` and `''You win!''` and `''Higher!''`' - feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: B - question_score: '10' - 8: - question_text: Which statement is true about this roller coaster? - code: |- - length = {ask} 'Please fill in your length in cm' - {if} length < 120 - {print} 'Sorry, you cannot go on this roller coaster.' - {else} - {print} 'Enjoy the ride' - mp_choice_options: - - option: You must be taller than 120 cm to go on the roller coaster - feedback: True! - - option: You must be taller than 119 cm to go on the roller coaster - feedback: If you are 120 cm you won't get in - - option: You must be shorter than 120 cm to go on the roller coaster - feedback: '> means greater than' - - option: There are no length restrictions to go on the roller coaster - feedback: There are. - hint: '> means greater than' - correct_answer: A - question_score: '10' 9: - question_text: How many pieces of chocolate will give you a stomach ache according to this fitbit? code: |- chocolate = {ask} 'How many pieces of chocolate have you eaten?' {if} chocolate <= 2 @@ -3346,101 +1350,19 @@ levels: {print} 'That is a bit much' {if} chocolate > 8 {print} 'You will get a stomach ache!' - mp_choice_options: - - option: 1 or more - feedback: 'No' - - option: 2 or more - feedback: 'No' - - option: 8 or more - feedback: Almost - - option: 9 or more - feedback: Great! - hint: '> 8 means more than 8' - correct_answer: D - question_score: '10' - 10: - question_text: What should be filled in in the blanks? - code: |- - {print} 'Whoever gets the most points wins!' - {if} points_player_1 < points_player_2 - {print} _ - mp_choice_options: - - option: '''player 1 wins''' - feedback: Look at who has the highest score! - - option: '''player 2 wins''' - feedback: Yes! - - option: '''player 2 loses''' - feedback: Look at who has the highest score! - - option: '''It is a tie''' - feedback: No it's not, one player has a higher score - hint: You win the game by having the most points - correct_answer: B - question_score: '10' 15: 1: - question_text: 'Which symbol should be used on the blank? Tip: You must keep guessing until you get it right.' code: |- answer = 0 while answer _ 'Amsterdam' answer = ask 'What is the capital city of the Netherlands?' print 'You have given the correct answer' - mp_choice_options: - - option: '`=!`' - feedback: That is not right. - - option: '`==`' - feedback: You don't have to keep guessing if you've given the right answer. - - option: '`!=`' - feedback: Correct - - option: '`=`' - feedback: That's not it - hint: Keep guessing until you say Amsterdam - correct_answer: C - question_score: '10' - 2: - question_text: Which of these codes has used the correct symbol(s)? - mp_choice_options: - - option: |- - ``` - {while} name = Hedy - ``` - feedback: 'No' - - option: |- - ``` - {while} age = 24 - ``` - feedback: 'No' - - option: |- - ``` - {while} time > 0 - ``` - feedback: Yes! - - option: |- - ``` - {while} answer == yes' - ``` - feedback: A quotation mark is missing - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' 3: question_text: Which command should be filled in on the two blanks? code: |- _ age >= 18 print 'you are not allowed in this bar' - mp_choice_options: - - option: '`{in}`' - feedback: That's not it - - option: '`{while}`' - feedback: You are right - - option: '`{for}`' - feedback: That's not it - - option: '`{range}`' - feedback: That's not it - hint: You are not allowed in the bar as long as you are 17 or younger - correct_answer: B - question_score: '10' 4: - question_text: What's wrong with this code? code: |- options = 1, 2, 3, 4, 5, 6 print 'Throw 6 as fast as you can!' @@ -3460,11 +1382,7 @@ levels: feedback: That's not it - option: In line 5 != should have been used instead of == feedback: You are correct - hint: There is something wrong in line 5 - correct_answer: D - question_score: '10' 5: - question_text: What should be placed on the blank to make this program work correctly? code: |- wetness = 10 while wetness != 0 @@ -3483,9 +1401,6 @@ levels: feedback: You are correct! - option: = wetness + 1 feedback: The program should count down - hint: wetness should get less each time - correct_answer: C - question_score: '10' 6: question_text: what is wrong with this code? code: |- @@ -3503,25 +1418,8 @@ levels: feedback: No that's not right - option: Line 2 should start with less indentation feedback: That is correct - hint: Look closely at the indentation - correct_answer: D - question_score: '10' 7: question_text: How should this program be changed to that it works? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' mp_choice_options: - option: '... change the first {if} into a {while}' feedback: Perfect! @@ -3531,32 +1429,9 @@ levels: feedback: That's not quite right. - option: '... change the fourth {if} into a {while}' feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: A - question_score: '10' 8: - question_text: Which statement is true about this automated toilet system? - code: |- - {while} toilet == 'occupied' - lights = 'on' - air_freshener_sprays = 'yes' - {sleep} 60 - lights = 'off' - air_freshener_sprays = 'no' - mp_choice_options: - - option: The lights and air freshener will turn off after 1 minute - feedback: False! - - option: The air freshener sprays once every minute and the lights stay on the whole time while you are on the toilet - feedback: Great job - - option: The air freshener sprays once you leave the toilet. - feedback: It only sprays when you're in there. - - option: The lights will always stay on. - feedback: That wouldn't be right. hint: The block after the while command keeps happening while the toilet is occupied. - correct_answer: B - question_score: '10' 9: - question_text: What will the diet app say if you have eaten 1600 calories today? code: |- chocolate = {ask} 'How many calories have you eaten today?' {while} calories <= 1000 @@ -3574,16 +1449,7 @@ levels: feedback: Yes! - option: You have eaten enough for today feedback: 'No' - hint: 1600 is between 1000 and 2000 - correct_answer: C - question_score: '10' 10: - question_text: 'What should be filled in in the blanks? Tip: the player with the most points is in the lead.' - code: |- - name_player_1 = {ask} 'Name player 1:' - name_player_2 = {ask} 'Name player 2:' - {while} points_player_1 > points_player_2 - {print} _ ' is in the lead right now!' mp_choice_options: - option: name_player_1 feedback: You are right! @@ -3593,105 +1459,20 @@ levels: feedback: You should fill in a name, not a number - option: points_player_2 feedback: You should fill in a name, not a number - hint: You win the game by having the most points. Your name should appear on the screen - correct_answer: A - question_score: '10' 16: - 1: - question_text: Which command should be filled in on the blanks to print a random snack? - code: |- - snacks = nachos, chips, cucumber, sweets - {print} _ - mp_choice_options: - - option: '`snacks {at} {random}`' - feedback: This is the old way. - - option: '`[{random} snack]`' - feedback: The order is wrong. - - option: '`snacks[{random}]`' - feedback: Correct - - option: '`snacks[{at} {random}]`' - feedback: We do not need `at`anymore - hint: We no longer use {at} - correct_answer: C - question_score: '10' 2: - question_text: What should be filled in on the blanks if you want a list of what chores are done by whom? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chores = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} _ - mp_choice_options: - - option: |- - ``` - friends[i] has to do chores [i] - ``` - feedback: Mind the spacing. - - option: |- - ``` - friends[1] has to do chores[1] - ``` - feedback: It will print 3 times that Wesley has to do the cooking - - option: |- - ``` - chores[i] ' has to do ' friends[random] - ``` - feedback: The person has to do the chore, not the other way around - - option: |- - ``` - friends[i] ' has to do ' chores[i] - ``` - feedback: Fantastic! - hint: '`i` tells us what item in the list it is. So friend 1 does chore 1 etc.' - correct_answer: D - question_score: '10' 3: - question_text: What is a possible output for this program? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chore = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} friends[i] has to do chores[i] - mp_choice_options: - - option: |- - ``` - Wesley has to do the cooking - Eric has to do the cleaning - Kaylee has to do nothing - ``` - feedback: Super! - - option: |- - ``` - Kaylee has to do the cooking - Wesley has to do the cleaning - Eric has to do nothing - ``` - feedback: No, it is not random. - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cleaning - Wesley has to do the nothing - ``` - feedback: Poor Wesley! - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cooking - Wesley has to do the cooking - ``` - feedback: That's not it - hint: It's not random... - correct_answer: A - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - friends = ['Jaylee', 'Erin', 'Fay'] - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 0 {to} 3 - print 'the lucky number of ' friends[i] - print 'is ' lucky_numbers[i] mp_choice_options: - option: The variable in line 4 should be 'friend[i]', not 'friends[i]' feedback: That is not right. @@ -3701,16 +1482,7 @@ levels: feedback: It's not a variable, it's just text. - option: '{in} in line 3 should be removed' feedback: That's not it - hint: There's nothing wrong with line 4 - correct_answer: B - question_score: '10' 5: - question_text: Which line should be filled in in the blank? - code: |- - animals = ['dog', 'cow', 'horse'] - _ - {for} i {in} {range} 1 {to} 3 - {print} 'the ' animals[i] ' says ' sounds[i] mp_choice_options: - option: noises = ['moo', 'woof', 'neigh'] feedback: Mind the variable name and the order of the sounds. @@ -3720,487 +1492,3 @@ levels: feedback: Don't forget the quotation marks! - option: sounds = ['woof', 'moo', 'neigh'] feedback: Great job! - hint: Look at line 1 to see proper use of brackets and quotation marks. - correct_answer: D - question_score: '10' - 6: - question_text: Which statement is true? - code: |- - people = ['Chris', 'Jaylino', 'Ryan'] - games = ['fortnite', 'minecraft', 'fifa'] - {for} o {in} {range} 1 {to} 3 - {print} people[o] ' likes ' games[o] - mp_choice_options: - - option: You are not allowed to use the variable o. It should be named i. - feedback: i is the most commonly used variable name in this case, but it's not mandatory to use i. - - option: The output will say that Jaylino likes fortnite. - feedback: No, he likes minecraft. - - option: The output will say that Ryan likes fifa - feedback: Correct - - option: This code will not work. It will give and error. - feedback: No, the code is correct. - hint: There is nothing wrong with this code. - correct_answer: C - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - people = ['Savi', 'Senna', 'Fayenne'] - transportation = ['bike', 'train', 'car'] - {for} i {in} {range} 1 {to} 3 - {print} people[i] goes to school by transportation[i] - mp_choice_options: - - option: Line 1 needs less quotation marks - feedback: That is not right. - - option: Line 3 should start with indentation - feedback: It should not! - - option: Line 4 should start without indentation - feedback: It should not - - option: Line 4 needs more quotation marks. - feedback: Amazing! - hint: There is a mistake made in the usage of quotation marks. - correct_answer: D - question_score: '10' - 8: - question_text: Which of these codes belongs to this output? - code: |- - Macy and Kate get to go first - Lionell and Raj get to go second - Kim and Leroy get to go third - mp_choice_options: - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 0 {to} 3 - {print} teams[random] ' get to go ' position[i] - ``` - feedback: This is not right - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: Amazing! - - option: |- - ``` - teams = ['Macy', 'Kate', 'Lionell', 'Raj', 'Kim', 'Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 6 - {print} teams[random] ' get to go ' position[random] - ``` - feedback: This is not it. - - option: |- - ``` - teams = ['Macy and Kate' 'Lionell and Raj' 'Kim and Leroy'] - position = ['first' 'second' 'third'] - {for} teams {in} {range} 0 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: This is not going to work! - hint: If you look carefully at the first line, you'll see that only the first two answers are possibly correct. - correct_answer: B - question_score: '10' - 9: - question_text: What is a possible output for this code? - code: |- - countries = ['Canada', 'Zimbabwe', 'New Zealand'] - {for} i {in} {range} 0 {to} 1 - {print} 'I will travel to ' countries[random] - mp_choice_options: - - option: |- - ``` - I will travel to Canada - I will travel to Canada - ``` - feedback: Great job! - - option: |- - ``` - I will travel to Canada - ``` - feedback: It will be repeated twice - - option: |- - ``` - I will travel to Canada, Zimbabwe and New Zealand - ``` - feedback: This is not it. - - option: |- - ``` - I will travel to Canada - I will travel to Zimbabwe - I will travel to New Zealand - ``` - feedback: It's only repeated twice - hint: Range 0 to 1 is 2 times - correct_answer: A - question_score: '10' - 10: - question_text: Which 3 lines will complete this code correctly? - code: |- - {print} 'The book raffle will start soon' - {print} 'Get your tickets now!' - books = ['Narnia', 'The Hobbit', 'Oliver Twist', 'Harry Potter', 'Green eggs and ham'] - people = {ask} 'How many raffle tickets are sold?' - list_of_numbers = [1, 2] - {for} i {in} {range} 3 {to} people - {add} i {to} list_of_numbers - {for} i {in} {range} 1 {to} 5 - mp_choice_options: - - option: |- - ``` - chosen_number = list_of_numbers at random - print books[i] ' will go to person number ' chosen_number - {add} chosen_number {to} list_of_numbers - ``` - feedback: Almost there... but adding the winner to the list makes this raffle unfair - - option: |- - ``` - print person[i] ' wins ' book[i] - ``` - feedback: There is no list called 'person' - - option: |- - ``` - chosen_number = list_of_numbers[people] - print books[people] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: This is not it. - - option: |- - ``` - chosen_number = list_of_numbers[random] - print books[i] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: Fantastic! - hint: You need to use the {remove} command - correct_answer: D - question_score: '10' - 17: - 1: - question_text: What is the output of this code? - code: |- - minions = ['Bob', 'Kevin', 'Stuart'] - {for} x in minions: - {print} x - mp_choice_options: - - option: |- - ``` - m i n i o n s - ``` - feedback: This is not it. - - option: |- - ``` - Bob - Kevin - Stuart - ``` - feedback: Correct! - - option: |- - ``` - minions - minions - minions - ``` - feedback: Take a look at the content of your list. - - option: |- - ``` - B o b K e v i n S t u a r t - ``` - feedback: Do not loop through the letters. - hint: Loop through your list. - correct_answer: B - question_score: '10' - 2: - question_text: What is wrong with this code? - code: |- - seconds_minute = 60 - minute_hour = 60 - hour_day = 24 - leap_year = 366 - no_leap_year = 365 - years = ask 'what year is it?' - {if} years = 2024: - print seconds_minute * minute_hour * hour_day * leap_year - {else}: - print seconds_minute * minute_hour * hour_day * noleap_year - mp_choice_options: - - option: You cannot have so many variables. - feedback: This is not it. - - option: The way the variables are multiplied is incorrect. - feedback: Not true! - - option: One of the variables `noleap_year` does not belong with the `{if}` statement. - feedback: Keep looking for the mistake. - - option: The `noleap_year` has to be identical in both cases. - feedback: Correct! - hint: Read the code carefully. - correct_answer: D - question_score: '10' - 3: - question_text: How many hedgehogs will this code print? - code: |- - {for} x in range 1 to 3: - {for} y in range 1 to 2: - {print} 🦔 - mp_choice_options: - - option: |- - ``` - 🦔 - 🦔 - 🦔 - ``` - feedback: Try again. - - option: |- - ``` - 🦔 - 🦔 - ``` - feedback: One more try. - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: Well done! - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating. - correct_answer: C - question_score: '10' - 4: - question_text: What is wrong with code? - code: |- - name_color = {ask} 'What is your favorite color?' - {if} name_color == 'red': - {print} 'the color of a tomato' - {elif} name_color == 'green': - {print} 'the color of an apple' - {elif} name_color == 'blue': - {print} 'the color of a blueberry' - {elif} name_color == 'yellow': - {print} 'the color of a banana' - {elif}: - {print} 'this fruit-color does not exist' - mp_choice_options: - - option: The first `{elif}` should be used before the `print` command - feedback: Try again. - - option: '`{elif}` can only be used once' - feedback: From now on we can use elif multiple times. - - option: '`==` used with `{elif}` should be replaced by `=`' - feedback: Not correct. - - option: '`{elif}` in the last line should be replaced by `{else}`' - feedback: Great! - hint: Think about `{if}`, `{elif}`, `{else}`. - correct_answer: D - question_score: '10' - 5: - question_text: What is the output of this code? - code: |- - numbers = [7, 19, 29, 41, 53, 71, 79, 97] - {for} prime in numbers: - {if} prime <= 10: - {print} prime - {elif} prime >= 60: - {print} prime - {elif} prime >= 90: - {print} prime - {else}: - {print} 'another number' - mp_choice_options: - - option: |- - ``` - 7 - another number - another number - another number - another number - 71 - 79 - 97 - ``` - feedback: Well done! - - option: |- - ``` - another number - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: Try again. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - another number - ``` - feedback: One more try. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating and the values of if and elif. - correct_answer: A - question_score: '10' - 6: - question_text: What is wrong with code? - code: |- - name = {ask} 'What is your name?' - {if} name == 'Hedy': - password = {ask} 'What is your password?' - {if} password =='turtle123': - {print} 'Yey' - {else}: - {print} 'Access denied' - {else}: - {print} 'Go fish' - mp_choice_options: - - option: '`{elif}` is missing.' - feedback: Try again. - - option: '`{else}` can only be used once.' - feedback: From now on we can use elif multiple times. - - option: Nothing! - feedback: There is a mistake. Look carefully! - - option: There is an indentation mistake in the last line. - feedback: Amazing! - hint: There is a mistake somewhere... - correct_answer: D - question_score: '10' - 7: - question_text: Which of the following codes will print five times 'the result is 3' on the screen? - mp_choice_options: - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - result = n * 1 - {print} 'The result is ' result - ``` - feedback: Try again! - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} u in numbers: - number = u - {print} 'The result is ' number - ``` - feedback: That is not it. - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} number in numbers: - number = 3 - {print} 'The result is ' number - ``` - feedback: Very good! - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - n = result - {print} 'The result is ' result - ``` - feedback: That is not it. - hint: Think about mathematical symbols. - correct_answer: C - question_score: '10' - 8: - question_text: What is wrong with code? - code: |- - insects = ['🐝', '🦋', '🕷', '🐞'] - your_favorite = {ask} 'what is your favorite insect?' - {for} insect in insects: - {if} your_favorite == '🐝' {or} your_favorite == '🐞': - {print} 'very useful' - {elif} your_favorite == '🕷': - {print} 'it can catch mosquitoes' - {else}: - {print} 'almost all insects can be useful one way or another' - mp_choice_options: - - option: '`{or}` cannot be used with `{if}`.' - feedback: Try again. - - option: In the `{for}` command `insect` should be `insects`. - feedback: Not true. - - option: Nothing! - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 9: - question_text: Which one of the codes below gave this output? - code: |- - -5 is negative - -4 is negative - -3 is negative - -2 is negative - -1 is negative - 0 is positive - 1 is positive - 2 is positive - 3 is positive - mp_choice_options: - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Try again! - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number <= 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - - option: "```\n {for} number in range -5 to 3:\n {if} number >= 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Very good! - - option: "```\n {for} number in range -5 to 3:\n {if} number < 0: \n {print} number ' is positive'\n {elif} number <=0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 10: - question_text: What is wrong with this code? - code: |- - {for} number in range 1 to 5: - volume_room = num * num * num - {print} volume_room ' cubic meters' - {if} volume_room > 100: - {print} 'this is a large room' - {elif} volume_room < 100: - {print} 'small room but cosy' - {else}: - {print} 'i will look for something else' - mp_choice_options: - - option: The word num needs quotation marks. - feedback: Try again. - - option: The `{if}` command is not used correctly. - feedback: Not true. - - option: Line 3 should be `volume_room = number * number * number`. - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' diff --git a/content/quizzes/th.yaml b/content/quizzes/th.yaml index 678f3a31531..8a7449c1b66 100644 --- a/content/quizzes/th.yaml +++ b/content/quizzes/th.yaml @@ -1,19 +1,5 @@ levels: 1: - 1: - question_text: What's this programming language called? - mp_choice_options: - - option: Hedy - feedback: Good job! - - option: Heddy - feedback: Not this one! - - option: Haydie - feedback: Not this one! - - option: Heidi - feedback: Not this one! - hint: It's named after Hedy Lamarr. - correct_answer: A - question_score: '10' 2: question_text: Which command makes text appear? code: ___ Hello! @@ -39,40 +25,7 @@ levels: ``` feedback: With `{ask}`, you can ask a question. hint: _?_ Hello world! - correct_answer: B - question_score: '10' - 3: - question_text: How do you ask what someone's favorite color is? - mp_choice_options: - - option: |- - ``` - {print} What is your favorite color? - ``` - feedback: '`{print}` prints text, but it doesn''t ask questions.' - - option: |- - ``` - {ask} {print} What is your favorite color? - ``` - feedback: You only need one command, not two. - - option: |- - ``` - {ask} What is your favorite color? - ``` - feedback: Great! - - option: |- - ``` - {echo} What is your favorite color? - ``` - feedback: '`{echo}` repeats your answer back to you.' - hint: You can ask something with the `{ask}` command - correct_answer: C - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - Hi Im Hedy! - {ask} Who are you? - {echo} Hi... mp_choice_options: - option: '`{print}` in line 1 is missing.' feedback: Correct! @@ -82,11 +35,7 @@ levels: feedback: '`{echo}` is a command, there''s another mistake.' - option: Nothing! This is a perfect code! feedback: Wrong, look carefully! - hint: Line 1 doesn't seem right - correct_answer: A - question_score: '10' 5: - question_text: Which command is missing in line 2? code: |- {ask} What is your favorite pet? _?_ So your favorite pet is... @@ -111,49 +60,7 @@ levels: {echo} ``` feedback: Right on! - hint: You want to see the answer at the end of line 2... - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - {print} Hi im Hedy! - {print} Which football team do you support? - {echo} You support... - {print} Cool! Me too! - mp_choice_options: - - option: In line 1 `{print}` should be replaced with `{ask}`. - feedback: '`{print}` in line 1 is correct.' - - option: In line 2, `{print}` should be replaced with `{ask}`. - feedback: Great! You paid attention! - - option: Line 3 has to begin with `{print}` instead of `{echo}`. - feedback: '`{echo}` is correct.' - - option: In line 4, `{print}` is spelled wrong. - feedback: No, there is a mistake somewhere else - hint: Check the `{print}` commands. - correct_answer: B - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - {print} Welcome at Hedys restaurant! - {ask} What would you like to eat? - {echo} So you want to order ... - {print} Coming right up! Enjoy! - mp_choice_options: - - option: In line 1 `{print}` needs to be replaced with `{ask}` - feedback: Are you sure something is wrong? - - option: In line 1 `{print}` needs to be replaced with `{echo}` - feedback: Are you sure something's wrong? - - option: In line 3 `{echo}` needs to be replaced with `{print}` - feedback: Are you sure something is wrong? - - option: Nothing! This is a perfect code! - feedback: Correct! - hint: Check the code line by line - correct_answer: D - question_score: '10' 8: - question_text: How do you use the `{echo}` command? mp_choice_options: - option: You can use it to `{ask}` a question. feedback: That's what `{ask}` is for! @@ -163,33 +70,8 @@ levels: feedback: Good job! - option: You can use it to make text disappear. feedback: That's not right... - hint: '`{echo}` is used after an `{ask}` command.' - correct_answer: C - question_score: '10' - 9: - question_text: What's wrong with this code? - code: |- - {print} Hello! - {print} How are you doing? - {echo} So you are doing... - mp_choice_options: - - option: '`{print}` in line 1 should be `{ask}`' - feedback: No, `{print}` is right. Where is the question being asked? - - option: '`{print}` in line 2 should be `{ask}`' - feedback: Super! - - option: '`{echo}` in line 3 should be `{ask}`' - feedback: No, `{echo}` is right. Where is the question being asked? - - option: Nothing. This is a perfect code! - feedback: Look carefully for the mistake... - hint: '`{ask}` allows you to ask a question' - correct_answer: B - question_score: '10' 10: question_text: Which output will be in your outputscreen after you've run this code? - code: |- - {ask} Are you ready to go to level 2? - {echo} - {echo} mp_choice_options: - option: Are you ready to go to level 2? feedback: There are two echo commands @@ -203,12 +85,8 @@ levels: Are you ready to go to level 2? Yes! feedback: There are two echo commands - hint: Let's go! - correct_answer: B - question_score: '10' 2: 1: - question_text: Which statement is true? mp_choice_options: - option: In level 2 the `{print}` command doesn't exist anymore feedback: '`{print}` still works' @@ -219,84 +97,7 @@ levels: - option: In level 2 all the level 1 commands still work feedback: No one command doesn't work anymore. hint: '`{print}` and `{ask}` still exist.' - correct_answer: C - question_score: '10' - 2: - question_text: Which code is correct? - mp_choice_options: - - option: |- - ``` - name {is} {ask} What is your name? - ``` - feedback: Super! - - option: |- - ``` - {ask} {is} name What is your name - ``` - feedback: The words are right, the order is not! - - option: |- - ``` - {ask} What is your name? - ``` - feedback: This worked in level 1, but in level 2 and up it works differently. - - option: |- - ``` - {ask} What is your name? {is} name - ``` - feedback: The words are right, the order isn't! - hint: '`{ask}` doesn''t work like in level 1' - correct_answer: A - question_score: '10' - 3: - question_text: What appears on your output screen when you run this code? - code: |- - name {is} Marleen - {print} name goes to the market and she buys an apple. - mp_choice_options: - - option: name goes to the market and she buys an apple. - feedback: The word name is replaced with Marleen - - option: Marleen goes to the market. - feedback: The second part of the sentence isn't left out! - - option: Marleen goes to the market and she buys an apple. - feedback: Right on! - - option: Marleen goes to the market and Marleen buys an apple. - feedback: She is not replaced with the name - hint: The word name is replaced with Marleen - correct_answer: C - question_score: '10' - 4: - question_text: What will you see on the output screen when you run this code? - code: |- - name {is} Hedy - {print} Hi my name is name - mp_choice_options: - - option: Hi my name is name - feedback: The variable name is replaced with Hedy - - option: Hi my name is Hedy - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is name - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is Hedy - feedback: Correct, this mistake will be fixed in level 4! - hint: '''name'' is being replaced with ''Hedy'' in both places' - correct_answer: D - question_score: '10' - 5: - question_text: What happens when you use the `{sleep}` command? - mp_choice_options: - - option: It slows down your computer - feedback: fortunately not! - - option: It closes down Hedy - feedback: fortunately not! - - option: Your program pauses for a second and then continues - feedback: That's right! - - option: You put it at the end so Hedy knows your program is finished - feedback: No it would be useless at the end of your code - hint: The computer waits for a second at the `{sleep}` command - correct_answer: C - question_score: '10' 6: - question_text: What should be on the lines? code: |- {print} And the award for best programming language goes to... _?_ @@ -322,116 +123,17 @@ levels: {ask} ``` feedback: There is no question there to be asked - hint: Pause for dramatic effect... - correct_answer: A - question_score: '10' 7: - question_text: What command should be used on line 2? code: |- {print} I will explode in 3 seconds! _?_ {print} BOOM! - mp_choice_options: - - option: |- - ``` - {print} 3 - ``` - feedback: You don't need to `{print}` - - option: |- - ``` - {sleep} 3 - ``` - feedback: Perfect! - - option: |- - ``` - {sleep} - ``` - feedback: This way the bomb will explode in 1 second - - option: |- - ``` - {sleep} {sleep} {sleep} - ``` - feedback: Make it easier on yourself by using the number 3 - hint: You want the computer to wait for 3 seconds - correct_answer: B - question_score: '10' - 8: - question_text: How would you correct the first line of code? - code: |- - {ask} {is} How old are you? - {print} age - mp_choice_options: - - option: |- - ``` - age {ask} {is} How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - {ask} {is} age How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - age {is} {ask} How old are you? - ``` - feedback: You get it! - - option: |- - ``` - age {is} How old are you? - ``` - feedback: Where is the `{ask}` command? - hint: The variable name should come first - correct_answer: C - question_score: '10' - 9: - question_text: What is going wrong in this code? - code: |- - dogs {is} animal - {print} I love animal - mp_choice_options: - - option: 'Line 1 should say: dogs `{is}` animals' - feedback: The variable name is animal - - option: 'Line 1 should say: animal `{is}` dogs' - feedback: Great! - - option: 'Line 2 should say: `{print}` I love animals' - feedback: The variable name is animal - - option: 'Line 2 should say: `{sleep}` I love animals' - feedback: Sleep is not used to `{print}` text - hint: You want to `{print}` 'I love dogs' - correct_answer: B - question_score: '10' 10: - question_text: What command should be used on the line 1? code: |- flavor {is} _?_ {print} Your favorite icecream is... {sleep} {print} flavor - mp_choice_options: - - option: |- - ``` - {sleep} 3 - ``` - feedback: You want to know the favorite flavor! - - option: |- - ``` - {print} strawberries - ``` - feedback: You do not want a `{print}` command at the middle of the line... - - option: |- - ``` - strawberries, chocolate, vanilla - ``` - feedback: This way you are making a list. You don't want that now. - - option: |- - ``` - {ask} What flavor icecream do you like? - ``` - feedback: That's right! - hint: You want to `{ask}` a question - correct_answer: D - question_score: '10' 3: 1: question_text: What command do you use to let Hedy pick something arbitrarily? @@ -456,14 +158,7 @@ levels: {at} {random} ``` feedback: Correct! - hint: Arbitrarily means without a plan or randomly. - correct_answer: D - question_score: '10' 2: - question_text: What's wrong with this code? - code: |- - animals {is} dog cat cow - {print} animals {at} {random} mp_choice_options: - option: 'You need commas in line 1: dog, cat, cow.' feedback: Good job! @@ -473,155 +168,21 @@ levels: feedback: animals is correct. - option: '`{at} {random}` is spelled incorrectly' feedback: '`{at} {random}` is the correct spelling' - hint: There's something wrong in line 1 - correct_answer: A - question_score: '10' 3: question_text: What's wrong in line 2 of this code? - code: |- - options {is} rock, paper, scissors - {print} rock, paper, scissors {at} {random} - mp_choice_options: - - option: |- - ``` - {at} {random} {print} options - ``` - feedback: You're almost there. The order of the words isn't right yet. - - option: |- - ``` - {print} rock {at} {random} - ``` - feedback: you don't always want the Hedy to {print} rock, sometimes you want scissors or paper. - - option: |- - ``` - {print} options {at} {random} - ``` - feedback: Very good! - - option: Nothing, the code is correct! - feedback: Look carefully for the mistake - hint: The variable (the list) is called options. - correct_answer: C - question_score: '10' - 4: - question_text: What should change in line 2 to print a random price? - code: |- - prices {is} 1 dollar, 100 dollar, 1 million dollar - {print} price {at} {random} - mp_choice_options: - - option: |- - ``` - {print} price - ``` - feedback: You don't want to `{print}` the word price, but you want to `{print}` one price out of your list `{at} {random}` - - option: |- - ``` - {print} prices {at} {random} - ``` - feedback: Great! You've really paid attention. - - option: |- - ``` - {print} {at} {random} price - ``` - feedback: '`{at} {random}` is placed behind the variable.' - - option: Nothing, this code is alright. - feedback: Look carefully for the mistake you missed! - hint: The variable name is prices - correct_answer: B - question_score: '10' - 5: - question_text: What is wrong in this code? - code: |- - question {is} {ask} What do you want to know? - {print} question - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 1 needs to say `{print}` instead of `{ask}` - feedback: No, that's not wrong. - - option: Line 2 needs to say `{ask}` instead of `{print}` - feedback: No that's not wrong. - - option: Line 2 needs to say answers `{at} {random}` `{is}` yes, no, maybe - feedback: No, that's not wrong. - - option: Nothing, this code is perfect - feedback: That's right! - hint: Does this code even have a mistake? - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 2 needs to say question instead of answers - feedback: No that's not right - - option: Line 2 needs the `{is}` command - feedback: Correct - - option: Line 3 needs to say answer instead of answers - feedback: No the variable's called answers - - option: Nothing! This code is great! - feedback: Actually, line 2 has a mistake. - hint: There is something wrong with line 2. - correct_answer: B - question_score: '10' 7: - question_text: What does the `{add}` command do? code: |- books {is} Harry Potter, de Hobbit, Green eggs and Ham your_book {is} {ask} What is your favorite book? {add} your_book {to} books {print} books {at} {random} - mp_choice_options: - - option: The `{add}` command removes a random book from the list - feedback: The remove command removes, the add command adds - - option: The `{add}` command adds a random book to a list - feedback: It doesn't. It adds your answer to the list! - - option: The `{add}` command adds your favorite book to the list - feedback: Correct! - - option: The `{add}` command prints your favorite book. - feedback: No, it adds your favorite book to the list - hint: The `{add}` command adds a book, but which one? - correct_answer: C - question_score: '10' - 8: - question_text: What is the output of this code? - code: |- - crisps {is} sea salt, paprika, sour cream - {remove} sea salt {from} crisps - {remove} paprika {from} crisps - {print} crisps {at} {random} - mp_choice_options: - - option: You can't tell, because Hedy will `{print}` one of the 3 flavors `{at} {random}` - feedback: Take a look at the `{remove}` commands - - option: sea salt - feedback: sea salt is removed from the list - - option: paprika - feedback: Paprika is removed from the list - - option: sour cream - feedback: That's right! - hint: There are 3 flavors, bit 2 are removed. Which one remains? - correct_answer: D - question_score: '10' 9: - question_text: What's wrong with this code? code: |- colors {is} blue, purple, green chosen_color {is} {ask} Which haircolor wouldn't your like to have? {remove} chosen_color {from} colors {print} I will dye my hair color {at} {random} - mp_choice_options: - - option: 'Line 3 should say: `{remove}` blue `{from}` colors' - feedback: Maybe you want blue hair though! - - option: Line 3 should have an `{add}` command instead of a `{remove}` command - feedback: You want to remove the chosen color so `{remove}` is right. - - option: In line 4 the variable should be called colors instead of color - feedback: Great job! - - option: Nothing, this is a correct code! - feedback: Find the mistake! hint: Look at line 3 - correct_answer: C - question_score: '10' 10: question_text: What should be on the _?_? code: |- @@ -652,8 +213,6 @@ levels: ``` feedback: This increased the change that the person who walked yesterday now has to do it again. That's mean. hint: The person who walked the dog yesterday should be removed from the list. - correct_answer: A - question_score: '10' 4: 1: question_text: Which of these is true? @@ -666,11 +225,7 @@ levels: feedback: '`{at} {random}` still works' - option: '`{at} {random}` now needs quotation marks' feedback: No, but 2 other commands do. - hint: In level 4 you need quotation marks for 2 commands. - correct_answer: A - question_score: '10' 2: - question_text: Which code uses the proper quotation marks? mp_choice_options: - option: |- ``` @@ -692,11 +247,7 @@ levels: {print} ,hello, ``` feedback: This is a comma, you need quotation marks. - hint: Pick the right quotation marks. - correct_answer: B - question_score: '10' 3: - question_text: Where are the quotation marks used correctly? mp_choice_options: - option: |- ``` @@ -718,28 +269,7 @@ levels: {print} 'Hi Im Hedy' ``` feedback: Perfect! - hint: Both before and after the words you want to print should be a quotation mark. - correct_answer: D - question_score: '10' - 4: - question_text: Which statement is true? - mp_choice_options: - - option: 'You need quotation marks around the word `{print}`, like this: `''{print}''`.' - feedback: The quotation marks shouldn't be around the command itself. - - option: You need quotation marks around the words you want to print. - feedback: Super! - - option: You do not need quotation marks when using the `{ask}` command - feedback: Both `{print}` and `{ask}` require quotation marks - - option: You can choose yourself whether to use quotation marks or not. - feedback: Unfortunately, Hedy is stricter than that. - hint: From level 4 on you need to use quotation marks. - correct_answer: B - question_score: '10' 5: - question_text: What has to be changed in order for the game to work? - code: |- - options {is} rock, paper, scissors - {print} 'options {at} {random}' mp_choice_options: - option: |- ``` @@ -758,89 +288,9 @@ levels: feedback: That's right - option: Nothing, the game already works! feedback: Look carefully. There is an error. - hint: You don't want Hedy to literally print 'options {at} {random}', you want it to print 'rock' or 'paper' or 'scissors'. - correct_answer: C - question_score: '10' 6: - question_text: What would be a good next line in this code? - code: prices {is} 1 dollar, 100 dollars, 1 million dollars - mp_choice_options: - - option: |- - ``` - {print} 'You win...' prices {at} {random} - ``` - feedback: Great! You get it! - - option: |- - ``` - {print} You win... 'prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}' - - option: |- - ``` - {print} You win... prices {at} {random} - ``` - feedback: You need some quotation marks! - - option: |- - ``` - {print} 'You win... prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}'' hint: 'Think carefully: what is a variable and should be outside of the quotation marks? And what are normal words that should be inside?.' - correct_answer: A - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: Correct! - - option: Quotation marks are missing in line 2 - feedback: A variable doesn't need quotes - - option: Quotation marks are missing in line 3 - feedback: You don't want Hedy to literally print 'answers {at} {random}' so no quotation marks needed here! - - option: Nothing, this code is good as is! - feedback: Look carefully. You missed a mistake! - hint: Check each line on whether they'd need quotation marks or not. - correct_answer: A - question_score: '10' - 8: - question_text: What would be a good next line for this code? - code: |- - {print} 'Welcome at the money show!' - {print} 'In front of you are 3 doors' - door {is} {ask} 'Which door do you choose?' - mp_choice_options: - - option: |- - ``` - {print} So you pick door door - ``` - feedback: We need quotation marks - - option: |- - ``` - {print} 'So you pick ' door door - ``` - feedback: If the player chooses door 3, Hedy will say 'So you pick 3 3 - - option: |- - ``` - {print} 'So you pick door ' door - ``` - feedback: Super! - - option: |- - ``` - {print} 'So you pick door door' - ``` - feedback: Hedy will literally print 'So you pick door door - hint: The second word door should be replaced with the number, the first should still be the word door... - correct_answer: C - question_score: '10' 9: - question_text: What will never appear in your output screen? - code: |- - clubs {is} Real Madrid, Bayern Munchen, Manchester United, Ajax - {print} clubs {at} {random} ' is going the win the champions league' mp_choice_options: - option: Ajax is going to win the champions league feedback: Hedy could `{print}` that @@ -850,27 +300,6 @@ levels: feedback: Hedy could `{print}` that - option: FC Barcelona is going to win the champions league feedback: That's right. It's not in the list - hint: What are Hedy's options to randomly pick from? - correct_answer: D - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - people {is} mom, dad, Emma, Sophie - {print} The dishes are done by... - {print} people {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: A list doesn't need quotation marks - - option: Quotation marks are missing in line 2 - feedback: Correct - - option: Quotation marks are missing in both line 2 and 3 - feedback: Line 3 doesn't need quotation marks because it's not printed literally - - option: Nothing, this code has no mistakes - feedback: You missed one! - hint: One line needs quotation marks, because you want it to be printed literally. - correct_answer: B - question_score: '10' 5: 1: question_text: What is true? @@ -888,79 +317,8 @@ levels: - option: In level 5 `{ask}` and `{print}` work the same as in level 4 feedback: Correct! hint: We have only learned a new command in level 5. - correct_answer: D - question_score: '10' - 2: - question_text: What appears in your output screen when you type in the name Hedy? - code: |- - name {is} {ask} 'What is your name?' - {if} name {is} Hedy {print} 'fun' {else} {print} 'less fun' - mp_choice_options: - - option: fun - feedback: That's right! - - option: less fun - feedback: If the name is Hedy, it will say 'fun'' - - option: Hedy - feedback: No, it doesn't print the name - - option: Error - feedback: Fortunately not! - hint: '`{if}` name `{is}` Hedy `{print}` ...?' - correct_answer: A - question_score: '10' 3: - question_text: What is the right password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct! - feedback: This is printed when you type in the correct password - - option: SECRET - feedback: That's right!' - - option: password - feedback: The password isn't password... - - option: ALARM INTRUDER - feedback: This is printed when you type in the incorrect password! hint: '`{if}` password `{is}` ... `{print}` ''Correct!''!''' - correct_answer: B - question_score: '10' - 4: - question_text: What does Hedy print when you type in the wrong password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct - feedback: That's printed if the correct answer is given, not the wrong one... - - option: SECRET - feedback: That's not the right answer - - option: Wrong! - feedback: No, this is not what Hedy will print - - option: ALARM! INTRUDER! - feedback: Great job! - hint: Your computer will sound the alarm for intruders! - correct_answer: D - question_score: '10' - 5: - question_text: Why will Hedy say 'ALARM! INTRUDER' when you type in 'secret'? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Because it needs to be in capitals, so SECRET - feedback: Indeed! - - option: Because the password is alarm - feedback: No, this is not the password. - - option: Because it's spelled wrong. - feedback: That's not how you spell secret - - option: Because Hedy makes a mistake - feedback: No, Hedy is right - hint: The spelling of the word has to be exactly the same. - correct_answer: A - question_score: '10' 6: question_text: Which word should be on the place of the question mark in the last line? code: |- @@ -969,30 +327,6 @@ levels: club is {ask} 'Which club is your favorite?' {if} club {is} ajax {print} 'Ajax is going to win of course!' _?_ {print} 'Sorry, your club is gonna be in last place...' - mp_choice_options: - - option: |- - ``` - {if} - ``` - feedback: '`{if}` is already in the line above' - - option: |- - ``` - {at} {random} - ``` - feedback: No, you need `{else}`. - - option: |- - ``` - {else} - ``` - feedback: Great! - - option: |- - ``` - {print} - ``` - feedback: '`{print}` is already there, we need a word before it!' - hint: '`{if}` goes together with...?' - correct_answer: C - question_score: '10' 7: question_text: Which word should be in the place of the question mark? code: |- @@ -1021,9 +355,6 @@ levels: {print} ``` feedback: Awesome! - hint: After `{else}` a `{print}` command follows - correct_answer: D - question_score: '10' 8: question_text: Which word should be on the place of the question mark? code: |- @@ -1051,298 +382,37 @@ levels: {print} ``` feedback: No, that's not it. - hint: What the variable name? - correct_answer: B - question_score: '10' - 9: - question_text: Which door should you choose to escape?? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} - mp_choice_options: - - option: '1' - feedback: Bad choice! You're being eaten - - option: '2' - feedback: Super! You escaped! - - option: '3' - feedback: Bad choice! You're being eaten. - - option: It's a trap, you will always be eaten! - feedback: Luckily not! - hint: One of the doors will keep you safe.. - correct_answer: B - question_score: '10' + 6: + 6: + question_text: How much does a hamburger cost is this virtual restaurant? 10: - question_text: Which monster is standing behind door 1? code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} + name _?_ Hedy + {print} name 'is walking trough the forrest' mp_choice_options: - - option: Hedy picks a random monster each time. - feedback: Awesome! - - option: vampire - feedback: Not always... - - option: werewolf - feedback: Not always... - - option: giant spider - feedback: Not always... - hint: Mind the last 3 words... monsters `{at} {random}`... - correct_answer: A - question_score: '10' - 6: + - option: You can only fill in the word is on the `_?_` + feedback: You are allowed to use the `=` sign as well + - option: You can fill in either the word is or the `=` sign on the `_?_` + feedback: Amazing! + - option: You have to fill in =is= on the `_?_` + feedback: No, one `=` sign is enough + - option: You can only use the `=` sign when working with numbers, not with words. + feedback: You can also use `=` with words. + 7: 1: - question_text: What's Hedy's output when you run this code? - code: '{print} 2*10' mp_choice_options: - - option: '20' - feedback: Correct! - - option: '12' - feedback: No, the plus sign is used in addition - - option: 2*10 - feedback: No, Hedy will calculate the answer - - option: '210' - feedback: Mind it's a calculation. - hint: The `*` is used as a multiplication sign - correct_answer: A - question_score: '10' + - option: '0' + feedback: No you can repeat a line. + - option: '1' + feedback: Correct, one line at a time + - option: '2' + feedback: In this level only one line at a time + - option: infinite + feedback: In this level you can only repeat one line at a time + hint: You can only repeat 1 line at a time 2: - question_text: What do you use when you want to add two numbers? - mp_choice_options: - - option: '`-`' - feedback: That's not it - - option: plus - feedback: That's not it - - option: '`*`' - feedback: That's not it - - option: '`+`' - feedback: Correct! - hint: It's the plus sign. - correct_answer: D - question_score: '10' - 3: - question_text: What's Hedy's output when you run this code? - code: '{print} ''3*10''' - mp_choice_options: - - option: '30' - feedback: This would be the right answer if there were no quotation marks. - - option: '13' - feedback: Try again.. - - option: 3*10 - feedback: Correct! There are quotation marks, so Hedy will print it literally. - - option: Nothing, Hedy will give an error message. - feedback: No, Hedy will print it literally. - hint: Mind the quotation marks!! - correct_answer: C - question_score: '10' - 4: - question_text: Kim is 10 years old. What will Hedy print for her? - code: |- - name = {ask} 'How many letters are in your name?' - age = {ask} 'How old are you?' - luckynumber = name*age - {print} 'Your lucky number is...' luckynumber - mp_choice_options: - - option: '30' - feedback: Mind, Hedy also prints 'Your lucky number is...' - - option: '10' - feedback: Please try again. - - option: Your lucky number is... 30 - feedback: That's right! - - option: Your lucky number is... 10 - feedback: Her lucky number is name times age... - hint: 'Kim has 3 letters, she is 10 years old so: letters times age = 3*10 = 30.' - correct_answer: C - question_score: '10' - 5: - question_text: If 5 people eat at this restaurant, how much do they have to pay in total? - code: |- - {print} 'Welcome to Hedys!' - people = {ask} 'How many people are eating with us tonight?' - price = people * 10 - {print} 'That will be ' price 'dollar please' - mp_choice_options: - - option: 5 dollars - feedback: Unfortunately, it's not that cheap. - - option: 10 dollars - feedback: No, it's 10 dollars each. - - option: 15 dollars - feedback: The * means multiplication. - - option: 50 dollars - feedback: Great! - hint: '`price` `is` `people` `times` 10' - correct_answer: D - question_score: '10' - 6: - question_text: How much does a hamburger cost is this virtual restaurant? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = 15 - {if} food {is} fries price = 6 - mp_choice_options: - - option: 15 dollars - feedback: Super! - - option: 6 dollars - feedback: The fries are 6 dollars - - option: 0 dollars - feedback: The hamburger isn't free! - - option: 21 dollars - feedback: That's the price for a hamburger and fries! - hint: Mind the fourth line. - correct_answer: A - question_score: '10' - 7: - question_text: Why does line 7 say 'price is price + 3' instead of 'price is 3'? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = price + 15 - {if} food {is} fries price = price + 6 - drinks is {ask} 'What would you like to drink?' - {if} drinks {is} coke price = price + 3 - {if} drinks {is} water price = price + 1 - {print} price ' dollars please' - mp_choice_options: - - option: It could have been `price = 3` just as well. - feedback: No, that's not true. Hedy needs to add 3 dollars to the total. - - option: Because Hedy doesn't understand `price = 3`. - feedback: Hedy would understand, but it wouldn't be right. - - option: Because Hedy would otherwise forget about the previous order. The price would be 3 dollars in total. - feedback: That's right! - - option: Because the price is 0 dollars to begin with. - feedback: That's true, but not the reason - hint: The price shouldn't be 3, but 3 dollars more than it already was - correct_answer: C - question_score: '10' - 8: - question_text: Why is this code incorrect? - code: |- - correct answer = 3*12 - answer = {ask} 'What is 3 times 12?' - {if} answer {is} correct answer {print} 'Good job!' - {else} {print} 'No... It was ' correct answer - mp_choice_options: - - option: There shouldn't be quotation marks in line 2 - feedback: No, there should be! - - option: The variable is called correct answer, but a variable's name can only be 1 word. So it should be correct_answer - feedback: Correct! - - option: The `{if}` and `{else}` commands should be in the same line. - feedback: No, that's not true. - - option: The variable in line 2 can't be called answer, because it is too similar to the variable correct answer. - feedback: Variable names can be similar, but they can't be 2 words... - hint: Inspect what the variables are called. - correct_answer: B - question_score: '10' - 9: - question_text: Imagine you love football a 10, you've eaten 2 bananas and have washed your hands 3 times today. How smart does the silly fortune teller think you are? - code: |- - {print} 'Im Hedy the silly fortune teller' - {print} 'I will predict how smart you are!' - football = {ask} 'On a scale of 0 to 10 how much do you love football?' - bananas = {ask} 'How many bananas have you eaten this week?' - hygiene = {ask} 'How many times did you wash your hands today??' - result = bananas + hygiene - result = result * football - {print} 'You are ' result 'percent smart.' - mp_choice_options: - - option: 10% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 32% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 50% - feedback: Super! You are 100 percent smart! - - option: 100% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - hint: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - correct_answer: C - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - name _?_ Hedy - {print} name 'is walking trough the forrest' - mp_choice_options: - - option: You can only fill in the word is on the `_?_` - feedback: You are allowed to use the `=` sign as well - - option: You can fill in either the word is or the `=` sign on the `_?_` - feedback: Amazing! - - option: You have to fill in =is= on the `_?_` - feedback: No, one `=` sign is enough - - option: You can only use the `=` sign when working with numbers, not with words. - feedback: You can also use `=` with words. - hint: '`{is}` and `=` are both allowed' - correct_answer: B - question_score: '10' - 7: - 1: - question_text: How many lines can you repeat at once with the repeat command at this level? - mp_choice_options: - - option: '0' - feedback: No you can repeat a line. - - option: '1' - feedback: Correct, one line at a time - - option: '2' - feedback: In this level only one line at a time - - option: infinite - feedback: In this level you can only repeat one line at a time - hint: You can only repeat 1 line at a time - correct_answer: B - question_score: '10' - 2: - question_text: Which code is right? - mp_choice_options: - - option: |- - ``` - {print} 100 {times} 'hello' - ``` - feedback: '`{repeat}` 100 `{times}` `{print}` ''hello''' - - option: |- - ``` - {print} {repeat} 100 {times} 'hello' - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 'hello' 100 {times} - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 100 {times} {print} 'hello' - ``` - feedback: That's right! - hint: First the repeat command, then the `{print}` command - correct_answer: D - question_score: '10' - 3: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} ''Hello!''' - mp_choice_options: - - option: Right - feedback: No, a word is missing - - option: Wrong, the word `{repeat}` is missing - feedback: The word `{repeat}` is there, another word is missing - - option: Wrong, the word `{times}` is missing - feedback: The word `{times}` is there, another word is missing. - - option: Wrong, the word `{print}` is missing - feedback: Correct - hint: 'It should be: `{repeat}` 100 `{times}` `{print}` ''Hello''' - correct_answer: D - question_score: '10' - 4: - question_text: Which word is wrong in the code? - code: |- - {print} 'I'm blue' - {repeat} 7 {times} {print} 'da ba dee, da ba da' + hint: First the repeat command, then the `{print}` command + 4: mp_choice_options: - option: |- ``` @@ -1365,24 +435,7 @@ levels: ``` feedback: '`{times}` is spelled correctly' hint: I'm is wrong, you can't use apostrophes - correct_answer: A - question_score: '10' - 5: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} {print} ''Hedy is awesome!''' - mp_choice_options: - - option: Correct - feedback: That's right! - - option: Wrong - feedback: That's not it - hint: The code is correct! - correct_answer: A - question_score: '10' 6: - question_text: What will be the output from this code? - code: |- - {print} 'The wheels on the bus go' - {repeat} 3 {times} {print} ' round and round' mp_choice_options: - option: |- the wheels on the bus go @@ -1408,14 +461,7 @@ levels: round and round round and round feedback: All though the town! Perfect! - hint: Only 'round and round' is repeated 3 times. - correct_answer: D - question_score: '10' 7: - question_text: What will be the output from this code? - code: |- - {repeat} 2 {times} {print} 'We will' - {print} 'ROCK YOU!' mp_choice_options: - option: |- We will We will @@ -1436,17 +482,7 @@ levels: We will ROCK YOU! feedback: Mind the repeat command - hint: Mind the `{repeat}` command. - correct_answer: B - question_score: '10' 8: - question_text: What Hedy code belongs to this output? - code: |- - Here comes the sun - Do do do do - Here comes the sun - And I say - Its alright mp_choice_options: - option: |- ``` @@ -1479,11 +515,7 @@ levels: {print} 'Its alright'" ``` feedback: This is not the correct order.. - hint: '`{repeat}` can only be used if you want to execute the same line multiple times in a row.' - correct_answer: A - question_score: '10' 9: - question_text: What Hedy code belongs to this output? code: |- Batman was flying through Gotham. When suddenly he heard someone screaming... @@ -1524,16 +556,8 @@ levels: {print} 'Please help me!' ``` feedback: Perfect - hint: '''Help!'' is repeated 3 times.' - correct_answer: D - question_score: '10' 10: question_text: What Hedy code belongs to this output? - code: |- - if youre happy and you know it clap your hands - if youre happy and you know it clap your hands - if youre happy and you know it and you really want to show it - if youre happy and you know it clap your hands mp_choice_options: - option: |- ``` @@ -1563,16 +587,8 @@ levels: {print} 'clap your hands' ``` feedback: This is not in the right order. - hint: Mind the order of the sentences. - correct_answer: B - question_score: '10' 8: 1: - question_text: Which output will be produced by this code? - code: |- - {repeat} 2 {times} - {print} 'Hello' - {print} 'Im Hedy!' mp_choice_options: - option: |- Hello @@ -1595,14 +611,7 @@ levels: Im Hedy! Im Hedy!" feedback: Everything is printed twice - hint: Both lines are repeated twice. - correct_answer: C - question_score: '10' 2: - question_text: What is wrong with this code? - code: |- - {repeat} 5 {times} - {print} 'Hedy is cool!' mp_choice_options: - option: This should be only one line, not 2. feedback: No it should be 2 lines. @@ -1612,15 +621,7 @@ levels: feedback: Nee, repeat is de goede spelling - option: The second line need to start with 4 spaces as indentation. feedback: Correct! - hint: Something is missing in the second line? - correct_answer: D - question_score: '10' 3: - question_text: What output will be produced when you run this program? - code: |- - {repeat} 3 {times} - {print} 'Baby shark tututudutudu' - {print} 'Baby shark' mp_choice_options: - option: |- Baby shark tututudutudu @@ -1647,10 +648,7 @@ levels: Baby shark feedback: What is being repeated and what isn't. hint: What is being repeated and what is not?. - correct_answer: C - question_score: '10' 4: - question_text: Which output is correct? code: |- {print} 'The children went:' {repeat} 2 {times} @@ -1682,15 +680,7 @@ levels: Yay! Were going on holiday! feedback: The last line is repeated too. - hint: The block under the `{repeat}` command is repeated twice. - correct_answer: B - question_score: '10' 5: - question_text: What is wrong with this code? - code: |- - end = {ask} 'Do you want a happy or a sad ending?' - {if} end {is} happy {print} 'They lived happily ever after' - {else} {print} 'The world exploded. The end.' mp_choice_options: - option: The `{print}` commands on the last two lines should start on new lines en start with 4 spaces. feedback: That's right! @@ -1700,44 +690,7 @@ levels: feedback: That's not true - option: '`{ask}` is no longer a command' feedback: That's not true - hint: Something is wrong with indentation - correct_answer: A - question_score: '10' - 6: - question_text: What will be the output of this code when we enter pancakes? - code: |- - {print} 'Welcome to restaurant Hedy' - {repeat} 2 {times} - food {is} {ask} 'What do you want to eat?' - {print} food - mp_choice_options: - - option: |- - Welcome to restaurant Hedy - Pancakes - feedback: There is no repetition in this answer. - - option: |- - Welcome to restaurant Hedy - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: This answer also repeats the welcome message - - option: |- - Welcome to restaurant Hedy - What do you want to eat? - What do you want to eat? - Pancakes - Pancakes - feedback: Almost! But look at the question, it is not repeated. - - option: |- - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: Well done! - hint: The first sentence and question will not be repeated - correct_answer: D - question_score: '10' 7: - question_text: What is wrong with this code? code: |- eten = {ask} 'What would you like to eat?' {if} food {is} fries @@ -1756,96 +709,8 @@ levels: feedback: You always have to use indentation. - option: The indentation is wrong in the first `{if}` command. feedback: That's right. - hint: Take a careful look at the indentation. - correct_answer: D - question_score: '10' - 8: - question_text: In which of the codes is the indentation done right? - mp_choice_options: - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are wrong! - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are wrong! - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are... right! - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are wrong! - hint: What should happen if the person is right? And what else? - correct_answer: C - question_score: '10' - 9: - question_text: What line(s) in this code should start with 4 spaces? - code: |- - 1 music = {ask} 'What is your favorite music genre?' - 2 {if} music {is} rock - 3 {print} '🤘' - 4 {else} - 5 {print} '👎' - mp_choice_options: - - option: Line 2 and 4 - feedback: The lines after the `{if}` and `{else}` command should start with 4 spaces - - option: Only line 3 - feedback: Not only 3... - - option: Line 3, 4 and 5 - feedback: Line 4 shouldn't - - option: Line 3 and 5 - feedback: Great job! - hint: The lines after an `{if}` or `{else}` command should start with 4 spaces. - correct_answer: D - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - 1 level = {ask} 'What level are you on?' - 2 {if} level {is} 8 - 3 {print} 'Great job!' - mp_choice_options: - - option: All lines should start with 4 spaces - feedback: That's not true - - option: Line 2 and 3 should start with 4 spaces - feedback: That's not true - - option: Line 2 should start with 4 spaces - feedback: That's not true - - option: Line 3 should start with 4 spaces - feedback: You are correct! - hint: Only one line starts with 4 spaces, but which one...? - correct_answer: D - question_score: '10' 9: 1: - question_text: What is wrong with this code? code: |- {repeat} 3 {times} eten = {ask} 'What would you like to eat?' @@ -1866,19 +731,7 @@ levels: - option: The indentation is wrong in the last `{if}` command. feedback: It not, though. hint: all the indentation is done correctly. - correct_answer: A - question_score: '10' 2: - question_text: What will be printed after entering the correct password? - code: |- - password = {ask} 'What is the password?' - correct_password = Hedy - {if} password {is} correct_password - {repeat} 2 {times} - {print} 'Good job!' - {print} 'You can use the computer!' - {else} - {print} 'The computer will explode in 5... 4... 3... 2... 1...' mp_choice_options: - option: |- Good job! @@ -1897,11 +750,7 @@ levels: Good job! You can use the computer! feedback: Correct! - hint: Everything under the `{repeat}` command is repeated twice. - correct_answer: D - question_score: '10' 3: - question_text: Which case should you choose to win a million dollars? code: |- {print} 'Choose the right case and win!' case = {ask} 'Which case will you pick? 1 or 2?' @@ -1917,20 +766,7 @@ levels: {print} 'You sell the case for 500 dollars' {if} action {is} open {print} 'You open the case and win a million dollars!' - mp_choice_options: - - option: case 1, sell - feedback: You don't win a million! - - option: case 1, open - feedback: You don't win a million - - option: case 2, sell - feedback: You don't win a million - - option: case 2, open - feedback: Great job! You win! - hint: Follow the right path - correct_answer: D - question_score: '10' 4: - question_text: Which statement is true? code: |- name = {ask} 'What is your name?' size = {ask} 'What is your shoe size?' @@ -1950,15 +786,7 @@ levels: feedback: That's right! - option: Cinderella with shoe size 40 gets the output 'I was looking for you!' feedback: No she gets 'Ill keep looking' - hint: No matter what your name is, if you have shoe size 40 you will get the message 'Ill keep looking'. - correct_answer: C - question_score: '10' 5: - question_text: Which code produced this output? - output: |- - Icecream is the best! - Icecream is the best! - Icecream is the best! mp_choice_options: - option: |- ``` @@ -1993,11 +821,7 @@ levels: {print} 'Icecream is the best!' ``` feedback: There are 2 `{repeat}` commands in this code. - hint: Watch the indentation - correct_answer: C - question_score: '10' 6: - question_text: After which command(s) should you use indentation (starting the next line with 4 spaces)? mp_choice_options: - option: '`{if}`' feedback: Don't forget the others @@ -2007,9 +831,6 @@ levels: feedback: Keep it up! - option: '`{if}` `{else}` `{repeat}` `{print}`' feedback: Not with print - hint: Indentation happens on the line below some commands - correct_answer: C - question_score: '10' 7: question_text: "In this code from a pizza restaurant. \nYoull get a 5 dollar discount if you order a medium pizza with coke.\n What should you do to debug this code?" code: |- @@ -2050,9 +871,6 @@ levels: price = price - 2 ``` feedback: Try again - hint: After each `{if}` command, the line below should indent - correct_answer: A - question_score: '10' 8: question_text: What is wrong is this code? code: |- @@ -2070,25 +888,7 @@ levels: feedback: You actually must start like that. - option: A code must always start with a `{print}` command in the first line feedback: That's not true. - hint: The indentation is done right this time - correct_answer: B - question_score: '10' - 9: - question_text: How many `{if}` commands can be placed inside another `{if}` command? - mp_choice_options: - - option: None, that is not allowed - feedback: You are allowed to - - option: Only 1 - feedback: You could use more if you like - - option: '3' - feedback: You could use more if you like - - option: Infinite, as long as you keep using indentation correctly - feedback: That is true - hint: You can put an `{if}` command inside an `{if}` command. - correct_answer: D - question_score: '10' 10: - question_text: Which statement is true? code: |- 1 {repeat} 2 {times} 2 {if} level {is} 9 @@ -2103,8 +903,6 @@ levels: - option: line 2 should atart with 4 spaces and line 3 with 8 feedback: You are correct! hint: The first line doens't start with any spaces - correct_answer: D - question_score: '10' 10: 1: question_text: What do we need to fill in on the `_?_` if we want to print each compliment? @@ -2112,91 +910,6 @@ levels: compliments = perfect, great job, amazing _?_ {print} compliment - mp_choice_options: - - option: |- - ``` - {for} each compliment - ``` - feedback: That's not it - - option: |- - ``` - {for} compliment {in} compliments - ``` - feedback: You deserve all those compliments! - - option: |- - ``` - {if} compliment {in} compliments - ``` - feedback: That's not it - - option: |- - ``` - {for} compliments {in} compliment - ``` - feedback: Almost there! - hint: '`{for}` each compliment in the lists of compliments...' - correct_answer: B - question_score: '10' - 2: - question_text: Which output is correct? - code: |- - meals = pizza, pasta, pancakes - {for} meal {in} meals - {print} 'I love ' meal - mp_choice_options: - - option: I love pizza - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pasta - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pancakes - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: |- - I love pizza - I love pasta - I love pancakes - feedback: Great! - hint: Line 2 says for each meal in the list of meals. So each meal is printed. - correct_answer: D - question_score: '10' - 3: - question_text: Which output is correct? - code: |- - animals = dogs, cats, hamsters, chickens - {for} animal {in} animals - {print} animal ' are lovely pets' - mp_choice_options: - - option: dogs are lovely pets - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - - option: dogs, cats, hamsters, chickens are lovely pets - feedback: Each animal gets their own line in the output. - - option: |- - dogs are lovely pets - cats are lovely pets - hamsters are lovely pets - chickens are lovely pets - feedback: Great! - - option: You don't know yet. Because it chooses one of the animals {at} {random}. - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - hint: Line 2 says {for} each animal in the list of animals. So each animal is printed - correct_answer: C - question_score: '10' - 4: - question_text: What's wrong with this code? - code: |- - groceries = apples, bread, milk - {for} item {in} groceries - {print} 'We need ' groceries - mp_choice_options: - - option: Line 2 needs to start with 4 spaces as indentation - feedback: No it doesn't. Only line 3 needs indentation, which it has. - - option: Line 3 does not need to start with 4 spaces as indentation - feedback: Line 2 is a `{for}`command so line 3 does need to start with an indent. - - option: Line 3 should say item instead of groceries - feedback: Good job! - - option: Line 2 should say groceries instead of item - feedback: No it does not. - hint: Line 2 says `{for}` each item in the list of groceries - correct_answer: C - question_score: '10' 5: question_text: What word should be on the _?_ with these digital dice? code: |- @@ -2205,25 +918,7 @@ levels: choices = 1, 2, 3, 4, 5, 6 {for} player {in} players {print} player ' throws ' _?_ {at} {random} - mp_choice_options: - - option: players - feedback: It would say 'Ann throws Jesse', instead of 'Ann throws 6'. - - option: choices - feedback: That's right! - - option: choice - feedback: You are very close. But you need Hedy to pick from the list called 'choices' not 'choice'... - - option: dice - feedback: Look at the names of the variables. - hint: Hedy needs to pick a number `{at} {random}` - correct_answer: B - question_score: '10' 6: - question_text: Which of the answers below is a possible outcome when you run the code? - code: |- - choices = rock, paper, scissors - players = Kelly, Meredith - {for} player {in} players - {print} player ' chooses ' choices {at} {random} mp_choice_options: - option: Kelly chooses rock feedback: Meredith wants to play too! @@ -2237,9 +932,6 @@ levels: Kelly chooses paper Meredith chooses scissors feedback: Amazing! - hint: Each player will pick an option. The player that's first on the list will go first. - correct_answer: D - question_score: '10' 7: question_text: What line should be on the _?_ in this code that decides what these people will have for dinner? code: |- @@ -2247,30 +939,6 @@ levels: food = pasta, fries, salad _?_ {print} name ' has to eat ' food {at} {random} ' for dinner' - mp_choice_options: - - option: |- - ``` - {for} name {in} names - ``` - feedback: You are on fire! - - option: |- - ``` - {for} names {in} name - ``` - feedback: No it should be for each name in the list nameS, so the other way around - - option: |- - ``` - {for} food {in} food - ``` - feedback: Each name should be told what they will have for dinner. - - option: |- - ``` - {for} name {in} food - ``` - feedback: Each name should be told what they will have for dinner. - hint: Each name should be told what they will have for dinner. - correct_answer: A - question_score: '10' 8: question_text: What should be on the _?_ in this code that decides which color shirt you get? code: |- @@ -2299,9 +967,6 @@ levels: 'people gets a colors shirt' ``` feedback: There is no variable named people.. - hint: Mind the quotation marks and the names of the variables - correct_answer: B - question_score: '10' 9: question_text: What is the first question Hedy will `{ask}` you when you run the program? code: |- @@ -2311,20 +976,7 @@ levels: {for} course {in} courses food = {ask} name ', what would you like to eat as your ' course '?' {print} name ' orders ' food ' as their ' course - mp_choice_options: - - option: Timon, what would you like to eat as your appetizer? - feedback: Perfect! - - option: Onno, what would you like to eat as your appetizer? - feedback: Timon is first on the list! - - option: Timon, what would you like to eat as your dessert? - feedback: Appetizers are first in the list - - option: You don't know that. Hedy will choose `{at} {random}`. - feedback: There is no `{at} {random}` in this code... - hint: The first options from both lists are chosen. - correct_answer: A - question_score: '10' 10: - question_text: What is true about this code? code: |- prices = 1 million dollars, car, sandwich names = Bob, Patrick, Sandy, Larry @@ -2339,9 +991,6 @@ levels: feedback: That is not true. Larry has the same odds as the others - option: Someone might win with two prices feedback: You get it! - hint: Try to imagine the output of this code. - correct_answer: D - question_score: '10' 11: 1: question_text: What word should be at the place of the question mark? @@ -2369,14 +1018,7 @@ levels: {for} ``` feedback: 'No' - hint: What did you learn in this level? - correct_answer: B - question_score: '10' 2: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 1 {to} 3 - {print} i mp_choice_options: - option: |- 1 @@ -2389,64 +1031,7 @@ levels: feedback: That's not it - option: '123' feedback: That's not it - hint: How do the numbers appear in the screen? - correct_answer: A - question_score: '10' - 3: - question_text: Which code was used to get this output? - output: |- - 1 - 2 - 3 - 4 - 5 - Once I caught a fish alive! - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Perfect - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: This code won't work. You need an indent after {for}. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Now Hedy will count '1 Once I caught a fish alive!, 2 Once I caught a fish alive! etc. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} 'i' - {print} 'Once I caught a fish alive!' - ``` - feedback: i is a variable and shouldn't have quotation marks - hint: First all the numbers, then the sentence - correct_answer: A - question_score: '10' 4: - question_text: Which code was used to get this output? - output: |- - 10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0 mp_choice_options: - option: |- ``` @@ -2473,42 +1058,6 @@ levels: ``` feedback: That's right! hint: It has to be a calculation... - correct_answer: D - question_score: '10' - 5: - question_text: What's wrong with this code? - code: |- - {for} i {in} {range} 1 {to} 10 - {print} i - mp_choice_options: - - option: The i in the last line need quotation marks - feedback: No it doesn't. - - option: You can't use `{range}` 1 `{to}` 5 only `{range}` 1 `{to}` 10 - feedback: You could use 1 to 5 just as well! - - option: Line 1 needs to start with an indention. - feedback: Not line 1... - - option: Line 2 needs to start with an indention - feedback: Perfect! - hint: There is something wrong with the indention - correct_answer: D - question_score: '10' - 6: - question_text: How many times does the word Hello appear on your screen when you run the code? - code: |- - {for} i {in} {range} 0 {to} 2 - {print} 'Hello' - mp_choice_options: - - option: 1 time - feedback: 'No' - - option: 2 times - feedback: 'No' - - option: 3 times - feedback: That's right! - - option: Never - feedback: 'No' - hint: 0 also counts. So 0,1,2 that's 3 times. - correct_answer: C - question_score: '10' 7: question_text: What should be on the place of the question mark? code: |- @@ -2517,35 +1066,7 @@ levels: _?_ food is {ask} 'What would you like to order?' {print} food - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 0 {to} 3 - ``` - feedback: There's not always 3 people - - option: |- - ``` - {for} i {in} {range} 1 {to} guests - ``` - feedback: The variable is not named guests - - option: |- - ``` - {for} i {in} {range} 1 {to} people - ``` - feedback: Great! - - option: |- - ``` - {for} i {in} {range} 0 {to} people - ``` - feedback: That's one order too many! - hint: Use the variable 'people' - correct_answer: C - question_score: '10' 8: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 23 {to} 25 - {print} 'hi' mp_choice_options: - option: |- 23 @@ -2561,34 +1082,7 @@ levels: feedback: Correct - option: The word 'hi' will appear 25 times in a row. feedback: No it will only appear 3 times. - hint: It doesn't say `{print}` i - correct_answer: C - question_score: '10' - 9: - question_text: How many times does Hedy chant Hip Hip Hooray? - code: |- - age = {ask} 'How old are you?' - {for} i {in} {range} 1 {to} age - {print} 'Hip Hip Hoorray!' - mp_choice_options: - - option: 1 time - feedback: Try again - - option: 2 times - feedback: Try again - - option: Never - feedback: Try again - - option: That depends on how old you are - feedback: That's right! - hint: '`{for}` i `{in}` `{range}` 1 `{to}` age' - correct_answer: D - question_score: '10' 10: - question_text: Which code belongs to this output? - output: |- - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark mp_choice_options: - option: |- ``` @@ -2619,11 +1113,8 @@ levels: ``` feedback: '`{range}` 0 `{to}` 3 is 4 times.' hint: Mind the indention - correct_answer: B - question_score: '10' 12: 1: - question_text: Which output is correct? code: |- print 'three and a half plus one and a half is...' print 3.5 + 1.5 @@ -2640,11 +1131,7 @@ levels: three and a half plus one and a half is... 5 feedback: Great job! - hint: Both lines are printed! - correct_answer: D - question_score: '10' 2: - question_text: Which of these codes is correct? mp_choice_options: - option: |- ``` @@ -2670,11 +1157,7 @@ levels: print 'I would like a ' flavors at random ' cake.' ``` feedback: All the different values of flavors should be in quotation marks. - hint: The second line is the same in each code, pay attention to the first line - correct_answer: C - question_score: '10' 3: - question_text: What's wrong with this code? code: |- favorite_animal = ask 'What is your favorite animal?' print 'I like ' favoriteanimal ' too!' @@ -2687,30 +1170,13 @@ levels: feedback: That's not true - option: Nothing is wrong. feedback: That's not true - hint: The quotation marks are used correctly - correct_answer: A - question_score: '10' 4: - question_text: In which lines are quotation marks needed to get the code to work? code: |- print Welcome to the online shoe shop category = ask What kind of shoes are you looking for? if category = high heels print High heels are 50% off now! - mp_choice_options: - - option: Line 1 and 2 - feedback: 'No' - - option: Line 1, 2 and 3 - feedback: 'No' - - option: Line 1, 2 and 4 - feedback: 'No' - - option: All of the lines - feedback: Perfect! - hint: Does line 3 need quotation marks too? - correct_answer: D - question_score: '10' 5: - question_text: What output does Agent007 get when they put in the correct password? code: |- name is ask 'What is your name?' if name is 'Agent007' @@ -2723,18 +1189,6 @@ levels: else b is 'today at 10.00' print a + b - mp_choice_options: - - option: Go to the train station today at 10.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 02.00 - feedback: You've cracked the code! - - option: Go to the train station tomorrow at 02.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 10.00 - feedback: The agent won't be catching any bad guys here - hint: The correct password is TOPSECRET - correct_answer: B - question_score: '10' 6: question_text: Which line should be filled in at the ??? code: |- @@ -2748,32 +1202,7 @@ levels: if drinks = 'yes' ??? print 'That will be ' price ' dollar please' - mp_choice_options: - - option: |- - ``` - price = 14 - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = '14' - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = price + 2 - ``` - feedback: Excellent! - - option: |- - ``` - price = + 2 - ``` - feedback: Almost there! - hint: What if you only order fries and a drink? - correct_answer: C - question_score: '10' 7: - question_text: Which output does a vegan get? code: |- menu = 'cookies', 'cheese', 'grapes' print "It's my birthday! I`ve brought some snacks!" @@ -2785,36 +1214,7 @@ levels: print 'For you I have brought: ' for snack in menu print snack - mp_choice_options: - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cookies - grapes - feedback: Terrific! - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - feedback: There's more options than just one - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cheese - grapes - feedback: A vegan person can't have cheese - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - cookies - feedback: Almost there, but look at the order of snacks in the list - hint: What item is removed from the list when you answer 'vegan'? - correct_answer: A - question_score: '10' - 8: - question_text: Which code was used to create this output? - code: '3.5' + 8: mp_choice_options: - option: |- ``` @@ -2836,9 +1236,6 @@ levels: print 7 * 2 ``` feedback: 'No' - hint: 7 devided by 2 is 3.5 - correct_answer: B - question_score: '10' 9: question_text: Which code should be filled in in line 1 at the ??? code: |- @@ -2865,9 +1262,6 @@ levels: 'prices' = 'one million dollars', 'nothing' ``` feedback: You one nothing - hint: The items on the list should be in quotation marks - correct_answer: C - question_score: '10' 10: question_text: Which line of code should be filled in at the ??? to complete the song ? code: |- @@ -2888,12 +1282,8 @@ levels: feedback: This is a hard one! All the actions on the list must be in the song. - option: print actions at random feedback: This is a hard one! All the actions on the list must be in the song. - hint: This is a hard one! All the actions on the list must be in the song. - correct_answer: B - question_score: '10' 13: 1: - question_text: Which code should be filled in at the ??? ? code: |- name = ask 'What is your name?' song = ask 'Whould you like to hear a song?' @@ -2924,11 +1314,7 @@ levels: if song = 'yes' or birthday = 'yes' ``` feedback: Hedy only sings if both answers are yes - hint: Hedy sings if you want to hear a song and it's you birthday - correct_answer: C - question_score: '10' 2: - question_text: Which command is missing in the code at the place of the ??? ? code: |- menu = 'cheese', 'sausage rolls', 'cookies' diet = ask 'Do you have any dietary restrictions?' @@ -2943,11 +1329,7 @@ levels: feedback: 'No' - option: print feedback: 'No' - hint: Neither vegans nor muslims can eat sausage rolls. - correct_answer: B - question_score: '10' 3: - question_text: Which output is given to a member without a discount code? code: |- member = ask 'Do you have a membership card?' discount = ask 'Do you have a discount code?' @@ -2965,10 +1347,7 @@ levels: - option: There is no way of knowing feedback: There is! Read the question carefully hint: Mind the command 'or' in line 3 - correct_answer: A - question_score: '10' 4: - question_text: Which line of code should follow this line in rock-paper-scissors game? code: if computer_choice is 'rock' and your_choice is 'paper' mp_choice_options: - option: print 'you win' @@ -2979,28 +1358,11 @@ levels: feedback: It's only a tie if both choices are the same - option: print 'try again' feedback: Try again! - hint: Paper beats rock - correct_answer: A - question_score: '10' 5: - question_text: Which statement is true about this code? code: |- if name = 'Cinderella' and shoe_size = 38 print 'You are my one true love!' - mp_choice_options: - - option: Every person with shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person named Cinderella is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person that is named Cinderella and has shoe size 38 is this prince's one true love - feedback: Fantastic! - - option: Every person that's not named Cinderella and does not have shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - hint: Both statements have to be true - correct_answer: C - question_score: '10' 6: - question_text: Which statement about this code is true? code: |- print 'Let me guess which family member you are!' glasses = ask 'Do you wear glasses?' @@ -3013,20 +1375,7 @@ levels: print 'You must be Wouter!' if glasses = 'no' and female = 'no' print 'You must be Michael!' - mp_choice_options: - - option: Michael is a boy with glasses - feedback: Try again - - option: Marleen is a girl with glasses - feedback: Try again - - option: Wouter is a boy without glasses - feedback: Try again - - option: Sophie is a girl with glasses - feedback: Great job! - hint: Take a good look! Or do you need glasses? - correct_answer: D - question_score: '10' 7: - question_text: Which statement is false? code: |- print 'Thank you for helping me take care of my pets' print 'Here is a program to help feed them' @@ -3040,20 +1389,7 @@ levels: print 'I fed them this moring! They do not need more food today' if animal is 'hamster' and color is 'brown' print 'You can feed them a piece of carrot' - mp_choice_options: - - option: The grey cat is called Abby - feedback: This is true! - - option: Milo the orange cat eats 4 scoops of cat nibbles - feedback: This is true - - option: The black hamster needs to be fed a piece of carrot - feedback: Great job! - - option: The yellow bird was fed this morning - feedback: This is true - hint: Read the last 4 lines carefully - correct_answer: C - question_score: '10' 8: - question_text: What output do you get if you order popcorn but no drink? code: |- print 'Welcome to the movie theater' popcorn = ask 'Would you like some popcorn?' @@ -3067,32 +1403,7 @@ levels: if popcorn = 'no' and drink = 'no' print 'Ok' print 'Enjoy the movie' - mp_choice_options: - - option: |- - Welcome to the movie theater - That will be 8 dollars please - Enjoy the movie - feedback: You have paid too much! - - option: |- - Welcome to the movie theater - That will be 5 dollars please - Enjoy the movie - feedback: Amazing! - - option: |- - Welcome to the movie theater - That will be 3 dollars please - Enjoy the movie - feedback: That's not enough money! - - option: |- - Welcome to the movie theater - Ok - Enjoy the movie - feedback: You have to pay for your popcorn! - hint: popcorn = yes and drink = no - correct_answer: B - question_score: '10' 9: - question_text: What is wrong with this code? code: |- 1 chocolate = ask 'Would you like chocolate sauce on your ice cream?' 2 sprinkles = ask 'Would you like sprinkles on your ice cream?' @@ -3129,11 +1440,7 @@ levels: {if} chocolate = 'yes' {and} sprinkles = 'no' ``` feedback: This is not what I ordered! - hint: There is a mistake in line 3 - correct_answer: A - question_score: '10' 10: - question_text: Which command needs to be in line 8 at the place of the ??? ? code: |- print 'Welcome to the product finder of this supermarkt' item is ask 'What product are you looking for?' @@ -3157,65 +1464,8 @@ levels: feedback: 'No' - option: if feedback: 'No' - hint: The item is either in the list of snacks, or in the list of drinks - correct_answer: B - question_score: '10' 14: - 1: - question_text: Which symbol should be used on the blank? - code: |- - name _ {ask} 'Who are you?' - {if} name == 'Hedy' - {print} 'Me too!' - mp_choice_options: - - option: '`=>`' - feedback: This is not a symbol. - - option: '`==`' - feedback: We are not comparing anything, just asking. - - option: '`!=`' - feedback: We are not comparing anything, just asking - - option: '`=`' - feedback: Right! - hint: We are not comparing anything, we are just asking a name. - correct_answer: D - question_score: '10' - 2: - question_text: Which of these codes has used the correct = or == symbol? - mp_choice_options: - - option: '{if} name = Hedy' - feedback: 'No' - - option: '{if} age = 24' - feedback: 'No' - - option: answer = {ask} 'What is your answer' - feedback: Yes! - - option: answer == {ask} 'How are you doing?' - feedback: 'No' - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' - 3: - question_text: Which symbols should be filled in on the two blanks? - code: |- - guests = {ask} 'How many people are at the party?' - {if} guests _ 130 - {print} 'You can come in!' - {if} guests _ 130 - {print} 'Im sorry, the club is full. ' - {print} 'You have to wait for a guest to leave' - mp_choice_options: - - option: '`>` and `<`' - feedback: That's not it - - option: '`=` and `>=`' - feedback: That's not it - - option: '`<` and `>=`' - feedback: You are right - - option: '`+` and `==`' - hint: There are 130 people allowed in the club - correct_answer: C - question_score: '10' - feedback: That's not it 4: - question_text: What's wrong with this code? code: |- price = 10 money = {ask} How much money do you have? @@ -3224,20 +1474,7 @@ levels: {print} 'You can buy the bear!' {else} {print} 'You cannot buy this bear!' - mp_choice_options: - - option: In line 1 == should be used instead of = - feedback: No that's not it - - option: Line 2 misses quotation marks - feedback: You are correct - - option: In line 4 = should have been used instead of == - feedback: No that's not it - - option: In line 4 <= should have been used instead of >= - feedback: No that's not it - hint: The symbols are right - correct_answer: B - question_score: '10' 5: - question_text: Which symbol should be filled in on the blanks if the movie is suitable for kids for the age of 12 and up? code: |- age = {ask} 'How old are you?' ticket = {ask} 'Do you have a ticket?' @@ -3245,20 +1482,7 @@ levels: {print} 'You can enter the movie theater.' {else} {print} 'You are not allowed to come in!' - mp_choice_options: - - option: '`> 12`' - feedback: 12 year olds are allowed too - - option: '`>= 12`' - feedback: Great! - - option: '`< 12`' - feedback: These kids are too young! - - option: '`<= 12`' - feedback: These kids are too young - hint: '> means greater than' - correct_answer: B - question_score: '10' 6: - question_text: How many times do you have to say you are annoyed before this annoying game stops? code: |- lives = 2 {repeat} 10 times @@ -3266,69 +1490,7 @@ levels: answer = {ask} 'Are you annoyed yet?' {if} answer == 'yes' lives = lives - 1 - mp_choice_options: - - option: 10 times - feedback: It stops after 2 times - - option: 0 times - feedback: It stops after 2 times - - option: 1 time - feedback: It stops after 2 times - - option: 2 times - feedback: That is correct - hint: '!= means ''is not''' - correct_answer: D - question_score: '10' - 7: - question_text: What should be filled in on the three blanks? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' - mp_choice_options: - - option: '`''Lower''` and `''Higher''` and `''You win!''`' - feedback: That's not quite right. - - option: '`''Higher''` and `''Lower''` and `''You win!''`' - feedback: You win! - - option: '`''You win!''` and `''Lower!''` and `''Higher''`' - feedback: That's not quite right. - - option: '`''Lower!''` and `''You win!''` and `''Higher!''`' - feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: B - question_score: '10' - 8: - question_text: Which statement is true about this roller coaster? - code: |- - length = {ask} 'Please fill in your length in cm' - {if} length < 120 - {print} 'Sorry, you cannot go on this roller coaster.' - {else} - {print} 'Enjoy the ride' - mp_choice_options: - - option: You must be taller than 120 cm to go on the roller coaster - feedback: True! - - option: You must be taller than 119 cm to go on the roller coaster - feedback: If you are 120 cm you won't get in - - option: You must be shorter than 120 cm to go on the roller coaster - feedback: '> means greater than' - - option: There are no length restrictions to go on the roller coaster - feedback: There are. - hint: '> means greater than' - correct_answer: A - question_score: '10' 9: - question_text: How many pieces of chocolate will give you a stomach ache according to this fitbit? code: |- chocolate = {ask} 'How many pieces of chocolate have you eaten?' {if} chocolate <= 2 @@ -3337,101 +1499,19 @@ levels: {print} 'That is a bit much' {if} chocolate > 8 {print} 'You will get a stomach ache!' - mp_choice_options: - - option: 1 or more - feedback: 'No' - - option: 2 or more - feedback: 'No' - - option: 8 or more - feedback: Almost - - option: 9 or more - feedback: Great! - hint: '> 8 means more than 8' - correct_answer: D - question_score: '10' - 10: - question_text: What should be filled in in the blanks? - code: |- - {print} 'Whoever gets the most points wins!' - {if} points_player_1 < points_player_2 - {print} _ - mp_choice_options: - - option: '''player 1 wins''' - feedback: Look at who has the highest score! - - option: '''player 2 wins''' - feedback: Yes! - - option: '''player 2 loses''' - feedback: Look at who has the highest score! - - option: '''It is a tie''' - feedback: No it's not, one player has a higher score - hint: You win the game by having the most points - correct_answer: B - question_score: '10' 15: 1: - question_text: 'Which symbol should be used on the blank? Tip: You must keep guessing until you get it right.' code: |- answer = 0 while answer _ 'Amsterdam' answer = ask 'What is the capital city of the Netherlands?' print 'You have given the correct answer' - mp_choice_options: - - option: '`=!`' - feedback: That is not right. - - option: '`==`' - feedback: You don't have to keep guessing if you've given the right answer. - - option: '`!=`' - feedback: Correct - - option: '`=`' - feedback: That's not it - hint: Keep guessing until you say Amsterdam - correct_answer: C - question_score: '10' - 2: - question_text: Which of these codes has used the correct symbol(s)? - mp_choice_options: - - option: |- - ``` - {while} name = Hedy - ``` - feedback: 'No' - - option: |- - ``` - {while} age = 24 - ``` - feedback: 'No' - - option: |- - ``` - {while} time > 0 - ``` - feedback: Yes! - - option: |- - ``` - {while} answer == yes' - ``` - feedback: A quotation mark is missing - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' 3: question_text: Which command should be filled in on the two blanks? code: |- _ age >= 18 print 'you are not allowed in this bar' - mp_choice_options: - - option: '`{in}`' - feedback: That's not it - - option: '`{while}`' - feedback: You are right - - option: '`{for}`' - feedback: That's not it - - option: '`{range}`' - feedback: That's not it - hint: You are not allowed in the bar as long as you are 17 or younger - correct_answer: B - question_score: '10' 4: - question_text: What's wrong with this code? code: |- options = 1, 2, 3, 4, 5, 6 print 'Throw 6 as fast as you can!' @@ -3451,11 +1531,7 @@ levels: feedback: That's not it - option: In line 5 != should have been used instead of == feedback: You are correct - hint: There is something wrong in line 5 - correct_answer: D - question_score: '10' 5: - question_text: What should be placed on the blank to make this program work correctly? code: |- wetness = 10 while wetness != 0 @@ -3474,9 +1550,6 @@ levels: feedback: You are correct! - option: = wetness + 1 feedback: The program should count down - hint: wetness should get less each time - correct_answer: C - question_score: '10' 6: question_text: what is wrong with this code? code: |- @@ -3494,25 +1567,8 @@ levels: feedback: No that's not right - option: Line 2 should start with less indentation feedback: That is correct - hint: Look closely at the indentation - correct_answer: D - question_score: '10' 7: question_text: How should this program be changed to that it works? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' mp_choice_options: - option: '... change the first {if} into a {while}' feedback: Perfect! @@ -3522,32 +1578,9 @@ levels: feedback: That's not quite right. - option: '... change the fourth {if} into a {while}' feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: A - question_score: '10' 8: - question_text: Which statement is true about this automated toilet system? - code: |- - {while} toilet == 'occupied' - lights = 'on' - air_freshener_sprays = 'yes' - {sleep} 60 - lights = 'off' - air_freshener_sprays = 'no' - mp_choice_options: - - option: The lights and air freshener will turn off after 1 minute - feedback: False! - - option: The air freshener sprays once every minute and the lights stay on the whole time while you are on the toilet - feedback: Great job - - option: The air freshener sprays once you leave the toilet. - feedback: It only sprays when you're in there. - - option: The lights will always stay on. - feedback: That wouldn't be right. hint: The block after the while command keeps happening while the toilet is occupied. - correct_answer: B - question_score: '10' 9: - question_text: What will the diet app say if you have eaten 1600 calories today? code: |- chocolate = {ask} 'How many calories have you eaten today?' {while} calories <= 1000 @@ -3565,16 +1598,7 @@ levels: feedback: Yes! - option: You have eaten enough for today feedback: 'No' - hint: 1600 is between 1000 and 2000 - correct_answer: C - question_score: '10' 10: - question_text: 'What should be filled in in the blanks? Tip: the player with the most points is in the lead.' - code: |- - name_player_1 = {ask} 'Name player 1:' - name_player_2 = {ask} 'Name player 2:' - {while} points_player_1 > points_player_2 - {print} _ ' is in the lead right now!' mp_choice_options: - option: name_player_1 feedback: You are right! @@ -3584,105 +1608,20 @@ levels: feedback: You should fill in a name, not a number - option: points_player_2 feedback: You should fill in a name, not a number - hint: You win the game by having the most points. Your name should appear on the screen - correct_answer: A - question_score: '10' 16: - 1: - question_text: Which command should be filled in on the blanks to print a random snack? - code: |- - snacks = nachos, chips, cucumber, sweets - {print} _ - mp_choice_options: - - option: '`snacks {at} {random}`' - feedback: This is the old way. - - option: '`[{random} snack]`' - feedback: The order is wrong. - - option: '`snacks[{random}]`' - feedback: Correct - - option: '`snacks[{at} {random}]`' - feedback: We do not need `at`anymore - hint: We no longer use {at} - correct_answer: C - question_score: '10' 2: - question_text: What should be filled in on the blanks if you want a list of what chores are done by whom? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chores = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} _ - mp_choice_options: - - option: |- - ``` - friends[i] has to do chores [i] - ``` - feedback: Mind the spacing. - - option: |- - ``` - friends[1] has to do chores[1] - ``` - feedback: It will print 3 times that Wesley has to do the cooking - - option: |- - ``` - chores[i] ' has to do ' friends[random] - ``` - feedback: The person has to do the chore, not the other way around - - option: |- - ``` - friends[i] ' has to do ' chores[i] - ``` - feedback: Fantastic! - hint: '`i` tells us what item in the list it is. So friend 1 does chore 1 etc.' - correct_answer: D - question_score: '10' 3: - question_text: What is a possible output for this program? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chore = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} friends[i] has to do chores[i] - mp_choice_options: - - option: |- - ``` - Wesley has to do the cooking - Eric has to do the cleaning - Kaylee has to do nothing - ``` - feedback: Super! - - option: |- - ``` - Kaylee has to do the cooking - Wesley has to do the cleaning - Eric has to do nothing - ``` - feedback: No, it is not random. - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cleaning - Wesley has to do the nothing - ``` - feedback: Poor Wesley! - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cooking - Wesley has to do the cooking - ``` - feedback: That's not it - hint: It's not random... - correct_answer: A - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - friends = ['Jaylee', 'Erin', 'Fay'] - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 0 {to} 3 - print 'the lucky number of ' friends[i] - print 'is ' lucky_numbers[i] mp_choice_options: - option: The variable in line 4 should be 'friend[i]', not 'friends[i]' feedback: That is not right. @@ -3692,16 +1631,7 @@ levels: feedback: It's not a variable, it's just text. - option: '{in} in line 3 should be removed' feedback: That's not it - hint: There's nothing wrong with line 4 - correct_answer: B - question_score: '10' 5: - question_text: Which line should be filled in in the blank? - code: |- - animals = ['dog', 'cow', 'horse'] - _ - {for} i {in} {range} 1 {to} 3 - {print} 'the ' animals[i] ' says ' sounds[i] mp_choice_options: - option: noises = ['moo', 'woof', 'neigh'] feedback: Mind the variable name and the order of the sounds. @@ -3711,487 +1641,3 @@ levels: feedback: Don't forget the quotation marks! - option: sounds = ['woof', 'moo', 'neigh'] feedback: Great job! - hint: Look at line 1 to see proper use of brackets and quotation marks. - correct_answer: D - question_score: '10' - 6: - question_text: Which statement is true? - code: |- - people = ['Chris', 'Jaylino', 'Ryan'] - games = ['fortnite', 'minecraft', 'fifa'] - {for} o {in} {range} 1 {to} 3 - {print} people[o] ' likes ' games[o] - mp_choice_options: - - option: You are not allowed to use the variable o. It should be named i. - feedback: i is the most commonly used variable name in this case, but it's not mandatory to use i. - - option: The output will say that Jaylino likes fortnite. - feedback: No, he likes minecraft. - - option: The output will say that Ryan likes fifa - feedback: Correct - - option: This code will not work. It will give and error. - feedback: No, the code is correct. - hint: There is nothing wrong with this code. - correct_answer: C - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - people = ['Savi', 'Senna', 'Fayenne'] - transportation = ['bike', 'train', 'car'] - {for} i {in} {range} 1 {to} 3 - {print} people[i] goes to school by transportation[i] - mp_choice_options: - - option: Line 1 needs less quotation marks - feedback: That is not right. - - option: Line 3 should start with indentation - feedback: It should not! - - option: Line 4 should start without indentation - feedback: It should not - - option: Line 4 needs more quotation marks. - feedback: Amazing! - hint: There is a mistake made in the usage of quotation marks. - correct_answer: D - question_score: '10' - 8: - question_text: Which of these codes belongs to this output? - code: |- - Macy and Kate get to go first - Lionell and Raj get to go second - Kim and Leroy get to go third - mp_choice_options: - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 0 {to} 3 - {print} teams[random] ' get to go ' position[i] - ``` - feedback: This is not right - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: Amazing! - - option: |- - ``` - teams = ['Macy', 'Kate', 'Lionell', 'Raj', 'Kim', 'Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 6 - {print} teams[random] ' get to go ' position[random] - ``` - feedback: This is not it. - - option: |- - ``` - teams = ['Macy and Kate' 'Lionell and Raj' 'Kim and Leroy'] - position = ['first' 'second' 'third'] - {for} teams {in} {range} 0 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: This is not going to work! - hint: If you look carefully at the first line, you'll see that only the first two answers are possibly correct. - correct_answer: B - question_score: '10' - 9: - question_text: What is a possible output for this code? - code: |- - countries = ['Canada', 'Zimbabwe', 'New Zealand'] - {for} i {in} {range} 0 {to} 1 - {print} 'I will travel to ' countries[random] - mp_choice_options: - - option: |- - ``` - I will travel to Canada - I will travel to Canada - ``` - feedback: Great job! - - option: |- - ``` - I will travel to Canada - ``` - feedback: It will be repeated twice - - option: |- - ``` - I will travel to Canada, Zimbabwe and New Zealand - ``` - feedback: This is not it. - - option: |- - ``` - I will travel to Canada - I will travel to Zimbabwe - I will travel to New Zealand - ``` - feedback: It's only repeated twice - hint: Range 0 to 1 is 2 times - correct_answer: A - question_score: '10' - 10: - question_text: Which 3 lines will complete this code correctly? - code: |- - {print} 'The book raffle will start soon' - {print} 'Get your tickets now!' - books = ['Narnia', 'The Hobbit', 'Oliver Twist', 'Harry Potter', 'Green eggs and ham'] - people = {ask} 'How many raffle tickets are sold?' - list_of_numbers = [1, 2] - {for} i {in} {range} 3 {to} people - {add} i {to} list_of_numbers - {for} i {in} {range} 1 {to} 5 - mp_choice_options: - - option: |- - ``` - chosen_number = list_of_numbers at random - print books[i] ' will go to person number ' chosen_number - {add} chosen_number {to} list_of_numbers - ``` - feedback: Almost there... but adding the winner to the list makes this raffle unfair - - option: |- - ``` - print person[i] ' wins ' book[i] - ``` - feedback: There is no list called 'person' - - option: |- - ``` - chosen_number = list_of_numbers[people] - print books[people] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: This is not it. - - option: |- - ``` - chosen_number = list_of_numbers[random] - print books[i] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: Fantastic! - hint: You need to use the {remove} command - correct_answer: D - question_score: '10' - 17: - 1: - question_text: What is the output of this code? - code: |- - minions = ['Bob', 'Kevin', 'Stuart'] - {for} x in minions: - {print} x - mp_choice_options: - - option: |- - ``` - m i n i o n s - ``` - feedback: This is not it. - - option: |- - ``` - Bob - Kevin - Stuart - ``` - feedback: Correct! - - option: |- - ``` - minions - minions - minions - ``` - feedback: Take a look at the content of your list. - - option: |- - ``` - B o b K e v i n S t u a r t - ``` - feedback: Do not loop through the letters. - hint: Loop through your list. - correct_answer: B - question_score: '10' - 2: - question_text: What is wrong with this code? - code: |- - seconds_minute = 60 - minute_hour = 60 - hour_day = 24 - leap_year = 366 - no_leap_year = 365 - years = ask 'what year is it?' - {if} years = 2024: - print seconds_minute * minute_hour * hour_day * leap_year - {else}: - print seconds_minute * minute_hour * hour_day * noleap_year - mp_choice_options: - - option: You cannot have so many variables. - feedback: This is not it. - - option: The way the variables are multiplied is incorrect. - feedback: Not true! - - option: One of the variables `noleap_year` does not belong with the `{if}` statement. - feedback: Keep looking for the mistake. - - option: The `noleap_year` has to be identical in both cases. - feedback: Correct! - hint: Read the code carefully. - correct_answer: D - question_score: '10' - 3: - question_text: How many hedgehogs will this code print? - code: |- - {for} x in range 1 to 3: - {for} y in range 1 to 2: - {print} 🦔 - mp_choice_options: - - option: |- - ``` - 🦔 - 🦔 - 🦔 - ``` - feedback: Try again. - - option: |- - ``` - 🦔 - 🦔 - ``` - feedback: One more try. - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: Well done! - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating. - correct_answer: C - question_score: '10' - 4: - question_text: What is wrong with code? - code: |- - name_color = {ask} 'What is your favorite color?' - {if} name_color == 'red': - {print} 'the color of a tomato' - {elif} name_color == 'green': - {print} 'the color of an apple' - {elif} name_color == 'blue': - {print} 'the color of a blueberry' - {elif} name_color == 'yellow': - {print} 'the color of a banana' - {elif}: - {print} 'this fruit-color does not exist' - mp_choice_options: - - option: The first `{elif}` should be used before the `print` command - feedback: Try again. - - option: '`{elif}` can only be used once' - feedback: From now on we can use elif multiple times. - - option: '`==` used with `{elif}` should be replaced by `=`' - feedback: Not correct. - - option: '`{elif}` in the last line should be replaced by `{else}`' - feedback: Great! - hint: Think about `{if}`, `{elif}`, `{else}`. - correct_answer: D - question_score: '10' - 5: - question_text: What is the output of this code? - code: |- - numbers = [7, 19, 29, 41, 53, 71, 79, 97] - {for} prime in numbers: - {if} prime <= 10: - {print} prime - {elif} prime >= 60: - {print} prime - {elif} prime >= 90: - {print} prime - {else}: - {print} 'another number' - mp_choice_options: - - option: |- - ``` - 7 - another number - another number - another number - another number - 71 - 79 - 97 - ``` - feedback: Well done! - - option: |- - ``` - another number - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: Try again. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - another number - ``` - feedback: One more try. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating and the values of if and elif. - correct_answer: A - question_score: '10' - 6: - question_text: What is wrong with code? - code: |- - name = {ask} 'What is your name?' - {if} name == 'Hedy': - password = {ask} 'What is your password?' - {if} password =='turtle123': - {print} 'Yey' - {else}: - {print} 'Access denied' - {else}: - {print} 'Go fish' - mp_choice_options: - - option: '`{elif}` is missing.' - feedback: Try again. - - option: '`{else}` can only be used once.' - feedback: From now on we can use elif multiple times. - - option: Nothing! - feedback: There is a mistake. Look carefully! - - option: There is an indentation mistake in the last line. - feedback: Amazing! - hint: There is a mistake somewhere... - correct_answer: D - question_score: '10' - 7: - question_text: Which of the following codes will print five times 'the result is 3' on the screen? - mp_choice_options: - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - result = n * 1 - {print} 'The result is ' result - ``` - feedback: Try again! - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} u in numbers: - number = u - {print} 'The result is ' number - ``` - feedback: That is not it. - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} number in numbers: - number = 3 - {print} 'The result is ' number - ``` - feedback: Very good! - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - n = result - {print} 'The result is ' result - ``` - feedback: That is not it. - hint: Think about mathematical symbols. - correct_answer: C - question_score: '10' - 8: - question_text: What is wrong with code? - code: |- - insects = ['🐝', '🦋', '🕷', '🐞'] - your_favorite = {ask} 'what is your favorite insect?' - {for} insect in insects: - {if} your_favorite == '🐝' {or} your_favorite == '🐞': - {print} 'very useful' - {elif} your_favorite == '🕷': - {print} 'it can catch mosquitoes' - {else}: - {print} 'almost all insects can be useful one way or another' - mp_choice_options: - - option: '`{or}` cannot be used with `{if}`.' - feedback: Try again. - - option: In the `{for}` command `insect` should be `insects`. - feedback: Not true. - - option: Nothing! - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 9: - question_text: Which one of the codes below gave this output? - code: |- - -5 is negative - -4 is negative - -3 is negative - -2 is negative - -1 is negative - 0 is positive - 1 is positive - 2 is positive - 3 is positive - mp_choice_options: - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Try again! - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number <= 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - - option: "```\n {for} number in range -5 to 3:\n {if} number >= 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Very good! - - option: "```\n {for} number in range -5 to 3:\n {if} number < 0: \n {print} number ' is positive'\n {elif} number <=0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 10: - question_text: What is wrong with this code? - code: |- - {for} number in range 1 to 5: - volume_room = num * num * num - {print} volume_room ' cubic meters' - {if} volume_room > 100: - {print} 'this is a large room' - {elif} volume_room < 100: - {print} 'small room but cosy' - {else}: - {print} 'i will look for something else' - mp_choice_options: - - option: The word num needs quotation marks. - feedback: Try again. - - option: The `{if}` command is not used correctly. - feedback: Not true. - - option: Line 3 should be `volume_room = number * number * number`. - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' diff --git a/content/quizzes/tl.yaml b/content/quizzes/tl.yaml index 7eb06695bce..868ec1e6dca 100644 --- a/content/quizzes/tl.yaml +++ b/content/quizzes/tl.yaml @@ -1,19 +1,5 @@ levels: 1: - 1: - question_text: What's this programming language called? - mp_choice_options: - - option: Hedy - feedback: Good job! - - option: Heddy - feedback: Not this one! - - option: Haydie - feedback: Not this one! - - option: Heidi - feedback: Not this one! - hint: It's named after Hedy Lamarr. - correct_answer: A - question_score: '10' 2: question_text: Which command makes text appear? code: ___ Hello! @@ -39,40 +25,7 @@ levels: ``` feedback: With `{ask}`, you can ask a question. hint: _?_ Hello world! - correct_answer: B - question_score: '10' - 3: - question_text: How do you ask what someone's favorite color is? - mp_choice_options: - - option: |- - ``` - {print} What is your favorite color? - ``` - feedback: '`{print}` prints text, but it doesn''t ask questions.' - - option: |- - ``` - {ask} {print} What is your favorite color? - ``` - feedback: You only need one command, not two. - - option: |- - ``` - {ask} What is your favorite color? - ``` - feedback: Great! - - option: |- - ``` - {echo} What is your favorite color? - ``` - feedback: '`{echo}` repeats your answer back to you.' - hint: You can ask something with the `{ask}` command - correct_answer: C - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - Hi Im Hedy! - {ask} Who are you? - {echo} Hi... mp_choice_options: - option: '`{print}` in line 1 is missing.' feedback: Correct! @@ -82,11 +35,7 @@ levels: feedback: '`{echo}` is a command, there''s another mistake.' - option: Nothing! This is a perfect code! feedback: Wrong, look carefully! - hint: Line 1 doesn't seem right - correct_answer: A - question_score: '10' 5: - question_text: Which command is missing in line 2? code: |- {ask} What is your favorite pet? _?_ So your favorite pet is... @@ -111,49 +60,7 @@ levels: {echo} ``` feedback: Right on! - hint: You want to see the answer at the end of line 2... - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - {print} Hi im Hedy! - {print} Which football team do you support? - {echo} You support... - {print} Cool! Me too! - mp_choice_options: - - option: In line 1 `{print}` should be replaced with `{ask}`. - feedback: '`{print}` in line 1 is correct.' - - option: In line 2, `{print}` should be replaced with `{ask}`. - feedback: Great! You paid attention! - - option: Line 3 has to begin with `{print}` instead of `{echo}`. - feedback: '`{echo}` is correct.' - - option: In line 4, `{print}` is spelled wrong. - feedback: No, there is a mistake somewhere else - hint: Check the `{print}` commands. - correct_answer: B - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - {print} Welcome at Hedys restaurant! - {ask} What would you like to eat? - {echo} So you want to order ... - {print} Coming right up! Enjoy! - mp_choice_options: - - option: In line 1 `{print}` needs to be replaced with `{ask}` - feedback: Are you sure something is wrong? - - option: In line 1 `{print}` needs to be replaced with `{echo}` - feedback: Are you sure something's wrong? - - option: In line 3 `{echo}` needs to be replaced with `{print}` - feedback: Are you sure something is wrong? - - option: Nothing! This is a perfect code! - feedback: Correct! - hint: Check the code line by line - correct_answer: D - question_score: '10' 8: - question_text: How do you use the `{echo}` command? mp_choice_options: - option: You can use it to `{ask}` a question. feedback: That's what `{ask}` is for! @@ -163,33 +70,8 @@ levels: feedback: Good job! - option: You can use it to make text disappear. feedback: That's not right... - hint: '`{echo}` is used after an `{ask}` command.' - correct_answer: C - question_score: '10' - 9: - question_text: What's wrong with this code? - code: |- - {print} Hello! - {print} How are you doing? - {echo} So you are doing... - mp_choice_options: - - option: '`{print}` in line 1 should be `{ask}`' - feedback: No, `{print}` is right. Where is the question being asked? - - option: '`{print}` in line 2 should be `{ask}`' - feedback: Super! - - option: '`{echo}` in line 3 should be `{ask}`' - feedback: No, `{echo}` is right. Where is the question being asked? - - option: Nothing. This is a perfect code! - feedback: Look carefully for the mistake... - hint: '`{ask}` allows you to ask a question' - correct_answer: B - question_score: '10' 10: question_text: Which output will be in your outputscreen after you've run this code? - code: |- - {ask} Are you ready to go to level 2? - {echo} - {echo} mp_choice_options: - option: Are you ready to go to level 2? feedback: There are two echo commands @@ -203,12 +85,8 @@ levels: Are you ready to go to level 2? Yes! feedback: There are two echo commands - hint: Let's go! - correct_answer: B - question_score: '10' 2: 1: - question_text: Which statement is true? mp_choice_options: - option: You can use the {print} command to ask questions. feedback: That is what ask is for @@ -218,85 +96,7 @@ levels: feedback: Good - option: With the {sleep} command, you can remove text from the screen. feedback: That's not how sleep works. - hint: '`{print}` still works the same way as in level 1' - correct_answer: C - question_score: '10' - 2: - question_text: Which code is correct? - mp_choice_options: - - option: |- - ``` - name {is} {ask} What is your name? - ``` - feedback: Super! - - option: |- - ``` - {ask} {is} name What is your name - ``` - feedback: The words are right, the order is not! - - option: |- - ``` - {ask} What is your name? - ``` - feedback: This worked in level 1, but in level 2 and up it works differently. - - option: |- - ``` - {ask} What is your name? {is} name - ``` - feedback: The words are right, the order isn't! - hint: '`{ask}` doesn''t work like in level 1' - correct_answer: A - question_score: '10' - 3: - question_text: What appears on your output screen when you run this code? - code: |- - name {is} Marleen - {print} name goes to the market and she buys an apple. - mp_choice_options: - - option: name goes to the market and she buys an apple. - feedback: The word name is replaced with Marleen - - option: Marleen goes to the market. - feedback: The second part of the sentence isn't left out! - - option: Marleen goes to the market and she buys an apple. - feedback: Right on! - - option: Marleen goes to the market and Marleen buys an apple. - feedback: She is not replaced with the name - hint: The word name is replaced with Marleen - correct_answer: C - question_score: '10' - 4: - question_text: What will you see on the output screen when you run this code? - code: |- - name {is} Hedy - {print} Hi my name is name - mp_choice_options: - - option: Hi my name is name - feedback: The variable name is replaced with Hedy - - option: Hi my name is Hedy - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is name - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is Hedy - feedback: Correct, this mistake will be fixed in level 4! - hint: '''name'' is being replaced with ''Hedy'' in both places' - correct_answer: D - question_score: '10' - 5: - question_text: What happens when you use the `{sleep}` command? - mp_choice_options: - - option: It slows down your computer - feedback: fortunately not! - - option: It closes down Hedy - feedback: fortunately not! - - option: Your program pauses for a second and then continues - feedback: That's right! - - option: You put it at the end so Hedy knows your program is finished - feedback: No it would be useless at the end of your code - hint: The computer waits for a second at the `{sleep}` command - correct_answer: C - question_score: '10' 6: - question_text: What should be on the lines? code: |- {print} And the award for best programming language goes to... _?_ @@ -322,116 +122,17 @@ levels: {ask} ``` feedback: There is no question there to be asked - hint: Pause for dramatic effect... - correct_answer: A - question_score: '10' 7: - question_text: What command should be used on line 2? code: |- {print} I will explode in 3 seconds! _?_ {print} BOOM! - mp_choice_options: - - option: |- - ``` - {print} 3 - ``` - feedback: You don't need to `{print}` - - option: |- - ``` - {sleep} 3 - ``` - feedback: Perfect! - - option: |- - ``` - {sleep} - ``` - feedback: This way the bomb will explode in 1 second - - option: |- - ``` - {sleep} {sleep} {sleep} - ``` - feedback: Make it easier on yourself by using the number 3 - hint: You want the computer to wait for 3 seconds - correct_answer: B - question_score: '10' - 8: - question_text: How would you correct the first line of code? - code: |- - {ask} {is} How old are you? - {print} age - mp_choice_options: - - option: |- - ``` - age {ask} {is} How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - {ask} {is} age How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - age {is} {ask} How old are you? - ``` - feedback: You get it! - - option: |- - ``` - age {is} How old are you? - ``` - feedback: Where is the `{ask}` command? - hint: The variable name should come first - correct_answer: C - question_score: '10' - 9: - question_text: What is going wrong in this code? - code: |- - dogs {is} animal - {print} I love animal - mp_choice_options: - - option: 'Line 1 should say: dogs `{is}` animals' - feedback: The variable name is animal - - option: 'Line 1 should say: animal `{is}` dogs' - feedback: Great! - - option: 'Line 2 should say: `{print}` I love animals' - feedback: The variable name is animal - - option: 'Line 2 should say: `{sleep}` I love animals' - feedback: Sleep is not used to `{print}` text - hint: You want to `{print}` 'I love dogs' - correct_answer: B - question_score: '10' 10: - question_text: What command should be used on the line 1? code: |- flavor {is} _?_ {print} Your favorite icecream is... {sleep} {print} flavor - mp_choice_options: - - option: |- - ``` - {sleep} 3 - ``` - feedback: You want to know the favorite flavor! - - option: |- - ``` - {print} strawberries - ``` - feedback: You do not want a `{print}` command at the middle of the line... - - option: |- - ``` - strawberries, chocolate, vanilla - ``` - feedback: This way you are making a list. You don't want that now. - - option: |- - ``` - {ask} What flavor icecream do you like? - ``` - feedback: That's right! - hint: You want to `{ask}` a question - correct_answer: D - question_score: '10' 3: 1: question_text: What command do you use to let Hedy pick something arbitrarily? @@ -456,14 +157,7 @@ levels: {at} {random} ``` feedback: Correct! - hint: Arbitrarily means without a plan or randomly. - correct_answer: D - question_score: '10' 2: - question_text: What's wrong with this code? - code: |- - animals {is} dog cat cow - {print} animals {at} {random} mp_choice_options: - option: 'You need commas in line 1: dog, cat, cow.' feedback: Good job! @@ -473,155 +167,8 @@ levels: feedback: animals is correct. - option: '`{at} {random}` is spelled incorrectly' feedback: '`{at} {random}` is the correct spelling' - hint: There's something wrong in line 1 - correct_answer: A - question_score: '10' - 3: - question_text: How do you fix the mistake in line 2? - code: |- - options {is} rock, paper, scissors - {print} rock, paper, scissors {at} {random} - mp_choice_options: - - option: |- - ``` - {at} {random} {print} options - ``` - feedback: You're almost there. The order of the words isn't right yet. - - option: |- - ``` - {print} rock {at} {random} - ``` - feedback: you don't always want the Hedy to {print} rock, sometimes you want scissors or paper. - - option: |- - ``` - {print} options {at} {random} - ``` - feedback: Very good! - - option: Nothing, the code is correct! - feedback: Look carefully for the mistake - hint: The variable (the list) is called options. - correct_answer: C - question_score: '10' - 4: - question_text: What should change in line 2 to print a random price? - code: |- - prices {is} 1 dollar, 100 dollar, 1 million dollar - {print} price {at} {random} - mp_choice_options: - - option: |- - ``` - {print} price - ``` - feedback: You don't want to `{print}` the word price, but you want to `{print}` one price out of your list `{at} {random}` - - option: |- - ``` - {print} prices {at} {random} - ``` - feedback: Great! You've really paid attention. - - option: |- - ``` - {print} {at} {random} price - ``` - feedback: '`{at} {random}` is placed behind the variable.' - - option: Nothing, this code is alright. - feedback: Look carefully for the mistake you missed! - hint: The variable name is prices - correct_answer: B - question_score: '10' - 5: - question_text: What is wrong in this code? - code: |- - question {is} {ask} What do you want to know? - {print} question - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 1 needs to say `{print}` instead of `{ask}` - feedback: No, that's not wrong. - - option: Line 2 needs to say `{ask}` instead of `{print}` - feedback: No that's not wrong. - - option: Line 2 needs to say answers `{at} {random}` `{is}` yes, no, maybe - feedback: No, that's not wrong. - - option: Nothing, this code is perfect - feedback: That's right! - hint: Does this code even have a mistake? - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 2 needs to say question instead of answers - feedback: No that's not right - - option: Line 2 needs the `{is}` command - feedback: Correct - - option: Line 3 needs to say answer instead of answers - feedback: No the variable's called answers - - option: Nothing! This code is great! - feedback: Actually, line 2 has a mistake. - hint: There is something wrong with line 2. - correct_answer: B - question_score: '10' - 7: - question_text: What does the `{add}` command do? - code: |- - books {is} Harry Potter, The Hobbit, Green Eggs and Ham - your_book {is} {ask} What is your favorite book? - {add} your_book {to} books - {print} books {at} {random} - mp_choice_options: - - option: The `{add}` command removes a random book from the list - feedback: The remove command removes, the add command adds - - option: The `{add}` command adds a random book to a list - feedback: It doesn't. It adds your answer to the list! - - option: The `{add}` command adds your favorite book to the list - feedback: Correct! - - option: The `{add}` command prints your favorite book. - feedback: No, it adds your favorite book to the list - hint: The `{add}` command adds a book, but which one? - correct_answer: C - question_score: '10' - 8: - question_text: What is the output of this code? - code: |- - crisps {is} sea salt, paprika, sour cream - {remove} sea salt {from} crisps - {remove} paprika {from} crisps - {print} crisps {at} {random} - mp_choice_options: - - option: You can't tell, because Hedy will `{print}` one of the 3 flavors `{at} {random}` - feedback: Take a look at the `{remove}` commands - - option: sea salt - feedback: sea salt is removed from the list - - option: paprika - feedback: Paprika is removed from the list - - option: sour cream - feedback: That's right! - hint: There are 3 flavors, bit 2 are removed. Which one remains? - correct_answer: D - question_score: '10' 9: - question_text: What's wrong with this code? - code: |- - colors {is} blue, purple, green - chosen_color {is} {ask} Which hair color wouldn't you like to have? - {remove} chosen_color {from} colors - {print} I will dye my hair color {at} {random} - mp_choice_options: - - option: 'Line 3 should say: `{remove}` blue `{from}` colors' - feedback: Maybe you want blue hair though! - - option: Line 3 should have an `{add}` command instead of a `{remove}` command - feedback: You want to remove the chosen color so `{remove}` is right. - - option: In line 4 the variable should be called colors instead of color - feedback: Great job! - - option: Nothing, this is a correct code! - feedback: Find the mistake! hint: Look at line 3 - correct_answer: C - question_score: '10' 10: question_text: What should be on the _?_? code: |- @@ -652,8 +199,6 @@ levels: ``` feedback: This increased the change that the person who walked yesterday now has to do it again. That's mean. hint: The person who walked the dog yesterday should be removed from the list. - correct_answer: A - question_score: '10' 4: 1: question_text: Which of these is true? @@ -666,11 +211,7 @@ levels: feedback: '`{at} {random}` still works' - option: '`{at} {random}` now needs quotation marks' feedback: No, but 2 other commands do. - hint: In level 4 you need quotation marks for 2 commands. - correct_answer: A - question_score: '10' 2: - question_text: Which code uses the proper quotation marks? mp_choice_options: - option: |- ``` @@ -692,11 +233,7 @@ levels: {print} ,hello, ``` feedback: This is a comma, you need quotation marks. - hint: Pick the right quotation marks. - correct_answer: B - question_score: '10' 3: - question_text: Where are the quotation marks used correctly? mp_choice_options: - option: |- ``` @@ -718,28 +255,7 @@ levels: {print} 'Hi Im Hedy' ``` feedback: Perfect! - hint: Both before and after the words you want to print should be a quotation mark. - correct_answer: D - question_score: '10' - 4: - question_text: Which statement is true? - mp_choice_options: - - option: 'You need quotation marks around the word `{print}`, like this: `''{print}''`.' - feedback: The quotation marks shouldn't be around the command itself. - - option: You need quotation marks around the words you want to print. - feedback: Super! - - option: You do not need quotation marks when using the `{ask}` command - feedback: Both `{print}` and `{ask}` require quotation marks - - option: You can choose yourself whether to use quotation marks or not. - feedback: Unfortunately, Hedy is stricter than that. - hint: From level 4 on you need to use quotation marks. - correct_answer: B - question_score: '10' 5: - question_text: What has to be changed in order for the game to work? - code: |- - options {is} rock, paper, scissors - {print} 'options {at} {random}' mp_choice_options: - option: |- ``` @@ -758,89 +274,9 @@ levels: feedback: That's right - option: Nothing, the game already works! feedback: Look carefully. There is an error. - hint: You don't want Hedy to literally print 'options {at} {random}', you want it to print 'rock' or 'paper' or 'scissors'. - correct_answer: C - question_score: '10' 6: - question_text: What would be a good next line in this code? - code: prices {is} 1 dollar, 100 dollars, 1 million dollars - mp_choice_options: - - option: |- - ``` - {print} 'You win...' prices {at} {random} - ``` - feedback: Great! You get it! - - option: |- - ``` - {print} You win... 'prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}' - - option: |- - ``` - {print} You win... prices {at} {random} - ``` - feedback: You need some quotation marks! - - option: |- - ``` - {print} 'You win... prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}'' hint: 'Think carefully: what is a variable and should be outside of the quotation marks? And what are normal words that should be inside?.' - correct_answer: A - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: Correct! - - option: Quotation marks are missing in line 2 - feedback: A variable doesn't need quotes - - option: Quotation marks are missing in line 3 - feedback: You don't want Hedy to literally print 'answers {at} {random}' so no quotation marks needed here! - - option: Nothing, this code is good as is! - feedback: Look carefully. You missed a mistake! - hint: Check each line on whether they'd need quotation marks or not. - correct_answer: A - question_score: '10' - 8: - question_text: What would be a good next line for this code? - code: |- - {print} 'Welcome at the money show!' - {print} 'In front of you are 3 doors' - door {is} {ask} 'Which door do you choose?' - mp_choice_options: - - option: |- - ``` - {print} So you pick door door - ``` - feedback: We need quotation marks - - option: |- - ``` - {print} 'So you pick ' door door - ``` - feedback: If the player chooses door 3, Hedy will say 'So you pick 3 3 - - option: |- - ``` - {print} 'So you pick door ' door - ``` - feedback: Super! - - option: |- - ``` - {print} 'So you pick door door' - ``` - feedback: Hedy will literally print 'So you pick door door - hint: The second word door should be replaced with the number, the first should still be the word door... - correct_answer: C - question_score: '10' 9: - question_text: What will never appear in your output screen? - code: |- - clubs {is} Real Madrid, Bayern Munchen, Manchester United, Ajax - {print} clubs {at} {random} ' is going the win the champions league' mp_choice_options: - option: Ajax is going to win the champions league feedback: Hedy could `{print}` that @@ -850,27 +286,6 @@ levels: feedback: Hedy could `{print}` that - option: FC Barcelona is going to win the champions league feedback: That's right. It's not in the list - hint: What are Hedy's options to randomly pick from? - correct_answer: D - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - people {is} mom, dad, Emma, Sophie - {print} The dishes are done by... - {print} people {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: A list doesn't need quotation marks - - option: Quotation marks are missing in line 2 - feedback: Correct - - option: Quotation marks are missing in both line 2 and 3 - feedback: Line 3 doesn't need quotation marks because it's not printed literally - - option: Nothing, this code has no mistakes - feedback: You missed one! - hint: One line needs quotation marks, because you want it to be printed literally. - correct_answer: B - question_score: '10' 5: 1: question_text: What is true? @@ -888,79 +303,8 @@ levels: - option: In level 5 `{ask}` and `{print}` work the same as in level 4 feedback: Correct! hint: We have only learned a new command in level 5. - correct_answer: D - question_score: '10' - 2: - question_text: What appears in your output screen when you type in the name Hedy? - code: |- - name {is} {ask} 'What is your name?' - {if} name {is} Hedy {print} 'fun' {else} {print} 'less fun' - mp_choice_options: - - option: fun - feedback: That's right! - - option: less fun - feedback: If the name is Hedy, it will say 'fun'' - - option: Hedy - feedback: No, it doesn't print the name - - option: Error - feedback: Fortunately not! - hint: '`{if}` name `{is}` Hedy `{print}` ...?' - correct_answer: A - question_score: '10' 3: - question_text: What is the right password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct! - feedback: This is printed when you type in the correct password - - option: SECRET - feedback: That's right!' - - option: password - feedback: The password isn't password... - - option: ALARM INTRUDER - feedback: This is printed when you type in the incorrect password! hint: '`{if}` password `{is}` ... `{print}` ''Correct!''!''' - correct_answer: B - question_score: '10' - 4: - question_text: What does Hedy print when you type in the wrong password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct - feedback: That's printed if the correct answer is given, not the wrong one... - - option: SECRET - feedback: That's not the right answer - - option: Wrong! - feedback: No, this is not what Hedy will print - - option: ALARM! INTRUDER! - feedback: Great job! - hint: Your computer will sound the alarm for intruders! - correct_answer: D - question_score: '10' - 5: - question_text: Why will Hedy say 'ALARM! INTRUDER' when you type in 'secret'? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Because it needs to be in capitals, so SECRET - feedback: Indeed! - - option: Because the password is alarm - feedback: No, this is not the password. - - option: Because it's spelled wrong. - feedback: That's not how you spell secret - - option: Because Hedy makes a mistake - feedback: No, Hedy is right - hint: The spelling of the word has to be exactly the same. - correct_answer: A - question_score: '10' 6: question_text: Which word should be on the place of the question mark in the last line? code: |- @@ -969,30 +313,6 @@ levels: club is {ask} 'Which club is your favorite?' {if} club {is} ajax {print} 'Ajax is going to win of course!' _?_ {print} 'Sorry, your club is gonna be in last place...' - mp_choice_options: - - option: |- - ``` - {if} - ``` - feedback: '`{if}` is already in the line above' - - option: |- - ``` - {at} {random} - ``` - feedback: No, you need `{else}`. - - option: |- - ``` - {else} - ``` - feedback: Great! - - option: |- - ``` - {print} - ``` - feedback: '`{print}` is already there, we need a word before it!' - hint: '`{if}` goes together with...?' - correct_answer: C - question_score: '10' 7: question_text: Which word should be in the place of the question mark? code: |- @@ -1021,9 +341,6 @@ levels: {print} ``` feedback: Awesome! - hint: After `{else}` a `{print}` command follows - correct_answer: D - question_score: '10' 8: question_text: Which word should be on the place of the question mark? code: |- @@ -1051,298 +368,37 @@ levels: {print} ``` feedback: No, that's not it. - hint: What the variable name? - correct_answer: B - question_score: '10' - 9: - question_text: Which door should you choose to escape?? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} - mp_choice_options: - - option: '1' - feedback: Bad choice! You're being eaten - - option: '2' - feedback: Super! You escaped! - - option: '3' - feedback: Bad choice! You're being eaten. - - option: It's a trap, you will always be eaten! - feedback: Luckily not! - hint: One of the doors will keep you safe.. - correct_answer: B - question_score: '10' + 6: + 6: + question_text: How much does a hamburger cost is this virtual restaurant? 10: - question_text: Which monster is standing behind door 1? code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} + name _?_ Hedy + {print} name 'is walking trough the forrest' mp_choice_options: - - option: Hedy picks a random monster each time. - feedback: Awesome! - - option: vampire - feedback: Not always... - - option: werewolf - feedback: Not always... - - option: giant spider - feedback: Not always... - hint: Mind the last 3 words... monsters `{at} {random}`... - correct_answer: A - question_score: '10' - 6: + - option: You can only fill in the word is on the `_?_` + feedback: You are allowed to use the `=` sign as well + - option: You can fill in either the word is or the `=` sign on the `_?_` + feedback: Amazing! + - option: You have to fill in =is= on the `_?_` + feedback: No, one `=` sign is enough + - option: You can only use the `=` sign when working with numbers, not with words. + feedback: You can also use `=` with words. + 7: 1: - question_text: What's Hedy's output when you run this code? - code: '{print} 2*10' mp_choice_options: - - option: '20' - feedback: Correct! - - option: '12' - feedback: No, the plus sign is used in addition - - option: 2*10 - feedback: No, Hedy will calculate the answer - - option: '210' - feedback: Mind it's a calculation. - hint: The `*` is used as a multiplication sign - correct_answer: A - question_score: '10' + - option: '0' + feedback: No you can repeat a line. + - option: '1' + feedback: Correct, one line at a time + - option: '2' + feedback: In this level only one line at a time + - option: infinite + feedback: In this level you can only repeat one line at a time + hint: You can only repeat 1 line at a time 2: - question_text: What do you use when you want to add two numbers? - mp_choice_options: - - option: '`-`' - feedback: That's not it - - option: plus - feedback: That's not it - - option: '`*`' - feedback: That's not it - - option: '`+`' - feedback: Correct! - hint: It's the plus sign. - correct_answer: D - question_score: '10' - 3: - question_text: What's Hedy's output when you run this code? - code: '{print} ''3*10''' - mp_choice_options: - - option: '30' - feedback: This would be the right answer if there were no quotation marks. - - option: '13' - feedback: Try again.. - - option: 3*10 - feedback: Correct! There are quotation marks, so Hedy will print it literally. - - option: Nothing, Hedy will give an error message. - feedback: No, Hedy will print it literally. - hint: Mind the quotation marks!! - correct_answer: C - question_score: '10' - 4: - question_text: Kim is 10 years old. What will Hedy print for her? - code: |- - name = {ask} 'How many letters are in your name?' - age = {ask} 'How old are you?' - luckynumber = name*age - {print} 'Your lucky number is...' luckynumber - mp_choice_options: - - option: '30' - feedback: Mind, Hedy also prints 'Your lucky number is...' - - option: '10' - feedback: Please try again. - - option: Your lucky number is... 30 - feedback: That's right! - - option: Your lucky number is... 10 - feedback: Her lucky number is name times age... - hint: 'Kim has 3 letters, she is 10 years old so: letters times age = 3*10 = 30.' - correct_answer: C - question_score: '10' - 5: - question_text: If 5 people eat at this restaurant, how much do they have to pay in total? - code: |- - {print} 'Welcome to Hedys!' - people = {ask} 'How many people are eating with us tonight?' - price = people * 10 - {print} 'That will be ' price 'dollar please' - mp_choice_options: - - option: 5 dollars - feedback: Unfortunately, it's not that cheap. - - option: 10 dollars - feedback: No, it's 10 dollars each. - - option: 15 dollars - feedback: The * means multiplication. - - option: 50 dollars - feedback: Great! - hint: '`price` `is` `people` `times` 10' - correct_answer: D - question_score: '10' - 6: - question_text: How much does a hamburger cost is this virtual restaurant? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = 15 - {if} food {is} fries price = 6 - mp_choice_options: - - option: 15 dollars - feedback: Super! - - option: 6 dollars - feedback: The fries are 6 dollars - - option: 0 dollars - feedback: The hamburger isn't free! - - option: 21 dollars - feedback: That's the price for a hamburger and fries! - hint: Mind the fourth line. - correct_answer: A - question_score: '10' - 7: - question_text: Why does line 7 say 'price is price + 3' instead of 'price is 3'? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = price + 15 - {if} food {is} fries price = price + 6 - drinks is {ask} 'What would you like to drink?' - {if} drinks {is} coke price = price + 3 - {if} drinks {is} water price = price + 1 - {print} price ' dollars please' - mp_choice_options: - - option: It could have been `price = 3` just as well. - feedback: No, that's not true. Hedy needs to add 3 dollars to the total. - - option: Because Hedy doesn't understand `price = 3`. - feedback: Hedy would understand, but it wouldn't be right. - - option: Because Hedy would otherwise forget about the previous order. The price would be 3 dollars in total. - feedback: That's right! - - option: Because the price is 0 dollars to begin with. - feedback: That's true, but not the reason - hint: The price shouldn't be 3, but 3 dollars more than it already was - correct_answer: C - question_score: '10' - 8: - question_text: Why is this code incorrect? - code: |- - correct answer = 3*12 - answer = {ask} 'What is 3 times 12?' - {if} answer {is} correct answer {print} 'Good job!' - {else} {print} 'No... It was ' correct answer - mp_choice_options: - - option: There shouldn't be quotation marks in line 2 - feedback: No, there should be! - - option: The variable is called correct answer, but a variable's name can only be 1 word. So it should be correct_answer - feedback: Correct! - - option: The `{if}` and `{else}` commands should be in the same line. - feedback: No, that's not true. - - option: The variable in line 2 can't be called answer, because it is too similar to the variable correct answer. - feedback: Variable names can be similar, but they can't be 2 words... - hint: Inspect what the variables are called. - correct_answer: B - question_score: '10' - 9: - question_text: Imagine you love football a 10, you've eaten 2 bananas and have washed your hands 3 times today. How smart does the silly fortune teller think you are? - code: |- - {print} 'Im Hedy the silly fortune teller' - {print} 'I will predict how smart you are!' - football = {ask} 'On a scale of 0 to 10 how much do you love football?' - bananas = {ask} 'How many bananas have you eaten this week?' - hygiene = {ask} 'How many times did you wash your hands today??' - result = bananas + hygiene - result = result * football - {print} 'You are ' result 'percent smart.' - mp_choice_options: - - option: 10% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 32% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 50% - feedback: Super! You are 100 percent smart! - - option: 100% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - hint: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - correct_answer: C - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - name _?_ Hedy - {print} name 'is walking trough the forrest' - mp_choice_options: - - option: You can only fill in the word is on the `_?_` - feedback: You are allowed to use the `=` sign as well - - option: You can fill in either the word is or the `=` sign on the `_?_` - feedback: Amazing! - - option: You have to fill in =is= on the `_?_` - feedback: No, one `=` sign is enough - - option: You can only use the `=` sign when working with numbers, not with words. - feedback: You can also use `=` with words. - hint: '`{is}` and `=` are both allowed' - correct_answer: B - question_score: '10' - 7: - 1: - question_text: How many lines can you repeat at once with the repeat command at this level? - mp_choice_options: - - option: '0' - feedback: No you can repeat a line. - - option: '1' - feedback: Correct, one line at a time - - option: '2' - feedback: In this level only one line at a time - - option: infinite - feedback: In this level you can only repeat one line at a time - hint: You can only repeat 1 line at a time - correct_answer: B - question_score: '10' - 2: - question_text: Which code is right? - mp_choice_options: - - option: |- - ``` - {print} 100 {times} 'hello' - ``` - feedback: '`{repeat}` 100 `{times}` `{print}` ''hello''' - - option: |- - ``` - {print} {repeat} 100 {times} 'hello' - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 'hello' 100 {times} - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 100 {times} {print} 'hello' - ``` - feedback: That's right! hint: First the repeat command, then the `{print}` command - correct_answer: D - question_score: '10' - 3: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} ''Hello!''' - mp_choice_options: - - option: Right - feedback: No, a word is missing - - option: Wrong, the word `{repeat}` is missing - feedback: The word `{repeat}` is there, another word is missing - - option: Wrong, the word `{times}` is missing - feedback: The word `{times}` is there, another word is missing. - - option: Wrong, the word `{print}` is missing - feedback: Correct - hint: 'It should be: `{repeat}` 100 `{times}` `{print}` ''Hello''' - correct_answer: D - question_score: '10' 4: - question_text: Which word is wrong in the code? - code: |- - {print} 'I'm blue' - {repeat} 7 {times} {print} 'da ba dee, da ba da' mp_choice_options: - option: |- ``` @@ -1365,24 +421,7 @@ levels: ``` feedback: '`{times}` is spelled correctly' hint: I'm is wrong, you can't use apostrophes - correct_answer: A - question_score: '10' - 5: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} {print} ''Hedy is awesome!''' - mp_choice_options: - - option: Correct - feedback: That's right! - - option: Wrong - feedback: That's not it - hint: The code is correct! - correct_answer: A - question_score: '10' 6: - question_text: What will be the output from this code? - code: |- - {print} 'The wheels on the bus go' - {repeat} 3 {times} {print} ' round and round' mp_choice_options: - option: |- the wheels on the bus go @@ -1408,14 +447,7 @@ levels: round and round round and round feedback: All though the town! Perfect! - hint: Only 'round and round' is repeated 3 times. - correct_answer: D - question_score: '10' 7: - question_text: What will be the output from this code? - code: |- - {repeat} 2 {times} {print} 'We will' - {print} 'ROCK YOU!' mp_choice_options: - option: |- We will We will @@ -1436,61 +468,7 @@ levels: We will ROCK YOU! feedback: Mind the repeat command - hint: Mind the `{repeat}` command. - correct_answer: B - question_score: '10' - 8: - question_text: What Hedy code belongs to this output? - code: |- - Here comes the sun - Do do do do - Here comes the sun - And I say - Its alright - mp_choice_options: - - option: |- - ``` - {print} 'Here comes the sun' - {print} 'Do do do do' - {print} 'Here comes the sun' - {print} 'And I say' - {print} 'Its alright' - ``` - feedback: Awesome, you can't use the `{repeat}` command here. - - option: |- - ``` - {repeat} 2 {times} {print} 'Here comes the sun' - {print} 'And I say' - {print} 'Its alright' - feedback: Where did you leave 'Do do do do'? - - option: |- - ``` - {repeat} 2 {times} {print} 'Here comes the sun' - {print} 'Do do do do' - {print} 'And I say' - {print} 'Its alright' - ``` - feedback: This is not the correct order.. - - option: |- - ``` - {repeat} 2 {times} {print} 'Here comes the sun' - {repeat} 2 {times} {print} 'Do do' - {print} 'And I say' - {print} 'Its alright' - ``` - feedback: This is not the correct order.. - hint: '`{repeat}` can only be used if you want to execute the same line multiple times in a row.' - correct_answer: A - question_score: '10' 9: - question_text: What Hedy code belongs to this output? - code: |- - Batman was flying through Gotham. - When suddenly he heard someone screaming... - Help! - Help! - Help! - Please help me! mp_choice_options: - option: |- ``` @@ -1524,16 +502,8 @@ levels: {print} 'Please help me!' ``` feedback: Perfect - hint: '''Help!'' is repeated 3 times.' - correct_answer: D - question_score: '10' 10: question_text: What Hedy code belongs to this output? - code: |- - if youre happy and you know it clap your hands - if youre happy and you know it clap your hands - if youre happy and you know it and you really want to show it - if youre happy and you know it clap your hands mp_choice_options: - option: |- ``` @@ -1563,46 +533,8 @@ levels: {print} 'clap your hands' ``` feedback: This is not in the right order. - hint: Mind the order of the sentences. - correct_answer: B - question_score: '10' 8: - 1: - question_text: Which output will be produced by this code? - code: |- - {repeat} 2 {times} - {print} 'Hello' - {print} 'Im Hedy!' - mp_choice_options: - - option: |- - Hello - Im Hedy! - feedback: Everything is printed twice. - - option: |- - Hello - Hello - Im Hedy - feedback: The second line is repeated twice as well. - - option: |- - Hello - Im Hedy! - Hello - Im Hedy! - feedback: Super! - - option: |- - Hello - Hello - Im Hedy! - Im Hedy! - feedback: Everything is printed twice - hint: Both lines are repeated twice. - correct_answer: C - question_score: '10' 2: - question_text: What is wrong with this code? - code: |- - {repeat} 5 {times} - {print} 'Hedy is cool!' mp_choice_options: - option: This should be only one line, not 2. feedback: No it should be 2 lines. @@ -1612,15 +544,7 @@ levels: feedback: Nee, repeat is de goede spelling - option: The second line need to start with 4 spaces as indentation. feedback: Correct! - hint: Something is missing in the second line? - correct_answer: D - question_score: '10' 3: - question_text: What output will be produced when you run this program? - code: |- - {repeat} 3 {times} - {print} 'Baby shark tututudutudu' - {print} 'Baby shark' mp_choice_options: - option: |- Baby shark tututudutudu @@ -1647,97 +571,7 @@ levels: Baby shark feedback: What is being repeated and what isn't. hint: What is being repeated and what is not?. - correct_answer: C - question_score: '10' - 4: - question_text: Which output is correct? - code: |- - {print} 'The children went:' - {repeat} 2 {times} - {print} 'Yay!' - {print} 'We are going on vacation!' - mp_choice_options: - - option: |- - The children went: - Yay! - We are going on vacation! - feedback: Mind the `{repeat}` command! - - option: |- - The children went: - Yay! - We are going on vacation! - Yay! - We are going on vacation! - feedback: Correct! - - option: |- - The children went: - Yay! - Yay! - We are going on vacation! - We are going on vacation! - feedback: This order is incorrect. - - option: |- - The children went: - Yay! - Yay! - We are going on vacation! - feedback: The last line is repeated too. - hint: The block under the `{repeat}` command is repeated twice. - correct_answer: B - question_score: '10' - 5: - question_text: What is wrong with this code? - code: |- - end = {ask} 'Do you want a happy or a sad ending?' - {if} end {is} happy {print} 'They lived happily ever after' - {else} {print} 'The world exploded. The end.' - mp_choice_options: - - option: The `{print}` commands on the last two lines should start on new lines and start with 4 spaces. - feedback: That's right! - - option: '`{else}` is not a command!' - feedback: It is! - - option: Lines that start with `{if}` should start with 4 spaces - feedback: That's not true - - option: '`{ask}` is no longer a command' - feedback: That's not true - hint: Something is wrong with indentation - correct_answer: A - question_score: '10' - 6: - question_text: What will be the output of this code when we enter pancakes? - code: |- - {print} 'Welcome to restaurant Hedy' - {repeat} 2 {times} - food {is} {ask} 'What do you want to eat?' - {print} food - mp_choice_options: - - option: |- - Welcome to restaurant Hedy - Pancakes - feedback: There is no repetition in this answer. - - option: |- - Welcome to restaurant Hedy - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: This answer also repeats the welcome message - - option: |- - Welcome to restaurant Hedy - What do you want to eat? - What do you want to eat? - Pancakes - Pancakes - feedback: Almost! But look at the question, it is not repeated. - - option: |- - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: Well done! - hint: The first sentence and question will not be repeated - correct_answer: D - question_score: '10' 7: - question_text: What is wrong with this code? code: |- food = {ask} 'What would you like to eat?' {if} food {is} fries @@ -1756,96 +590,8 @@ levels: feedback: You always have to use indentation. - option: The indentation is wrong in the first `{if}` command. feedback: That's right. - hint: Take a careful look at the indentation. - correct_answer: D - question_score: '10' - 8: - question_text: In which of the codes is the indentation done right? - mp_choice_options: - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are wrong! - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are wrong! - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are... right! - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are wrong! - hint: What should happen if the person is right? And what else? - correct_answer: C - question_score: '10' - 9: - question_text: What line(s) in this code should start with 4 spaces? - code: |- - 1 music = {ask} 'What is your favorite music genre?' - 2 {if} music {is} rock - 3 {print} '🤘' - 4 {else} - 5 {print} '👎' - mp_choice_options: - - option: Line 2 and 4 - feedback: The lines after the `{if}` and `{else}` command should start with 4 spaces - - option: Only line 3 - feedback: Not only 3... - - option: Line 3, 4 and 5 - feedback: Line 4 shouldn't - - option: Line 3 and 5 - feedback: Great job! - hint: The lines after an `{if}` or `{else}` command should start with 4 spaces. - correct_answer: D - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - 1 level = {ask} 'What level are you on?' - 2 {if} level {is} 8 - 3 {print} 'Great job!' - mp_choice_options: - - option: All lines should start with 4 spaces - feedback: That's not true - - option: Line 2 and 3 should start with 4 spaces - feedback: That's not true - - option: Line 2 should start with 4 spaces - feedback: That's not true - - option: Line 3 should start with 4 spaces - feedback: You are correct! - hint: Only one line starts with 4 spaces, but which one...? - correct_answer: D - question_score: '10' 9: 1: - question_text: What is wrong with this code? code: |- {repeat} 3 {times} eten = {ask} 'What would you like to eat?' @@ -1866,51 +612,7 @@ levels: - option: The indentation is wrong in the last `{if}` command. feedback: It not, though. hint: all the indentation is done correctly. - correct_answer: A - question_score: '10' - 2: - question_text: What will be printed after entering the correct password? - code: |- - password = {ask} 'What is the password?' - correct_password = Hedy - {if} password {is} correct_password - {repeat} 2 {times} - {print} 'Good job!' - {print} 'You can use the computer!' - {else} - {print} 'The computer will explode in 5... 4... 3... 2... 1...' - mp_choice_options: - - option: |- - ``` - Good job! - Good job! - ``` - feedback: That's not it! - - option: |- - ``` - The computer will explode in 5... 4... 3... 2... 1... - ``` - feedback: That's not it! - - option: |- - ``` - Good job! - Good job! - You can use the computer! - ``` - feedback: That's not it! - - option: |- - ``` - Good job! - You can use the computer! - Good job! - You can use the computer! - ``` - feedback: Correct! - hint: Everything under the `{repeat}` command is repeated twice. - correct_answer: D - question_score: '10' 3: - question_text: Which case should you choose to win a million dollars? code: |- {print} 'Choose the right case and win!' case = {ask} 'Which case will you pick? 1 or 2?' @@ -1926,20 +628,7 @@ levels: {print} 'You sell the case for 500 dollars' {if} action {is} open {print} 'You open the case and win a million dollars!' - mp_choice_options: - - option: case 1, sell - feedback: You don't win a million! - - option: case 1, open - feedback: You don't win a million - - option: case 2, sell - feedback: You don't win a million - - option: case 2, open - feedback: Great job! You win! - hint: Follow the right path - correct_answer: D - question_score: '10' 4: - question_text: Which statement is true? code: |- name = {ask} 'What is your name?' size = {ask} 'What is your shoe size?' @@ -1959,15 +648,7 @@ levels: feedback: That's right! - option: Cinderella with shoe size 40 gets the output 'I was looking for you!' feedback: No she gets 'Ill keep looking' - hint: No matter what your name is, if you have shoe size 40 you will get the message 'Ill keep looking'. - correct_answer: C - question_score: '10' 5: - question_text: Which code produced this output? - output: |- - Icecream is the best! - Icecream is the best! - Icecream is the best! mp_choice_options: - option: |- ``` @@ -2002,11 +683,7 @@ levels: {print} 'Icecream is the best!' ``` feedback: There are 2 `{repeat}` commands in this code. - hint: Watch the indentation - correct_answer: C - question_score: '10' 6: - question_text: After which command(s) should you use indentation (starting the next line with 4 spaces)? mp_choice_options: - option: '`{if}`' feedback: Don't forget the others @@ -2016,9 +693,6 @@ levels: feedback: Keep it up! - option: '`{if}` `{else}` `{repeat}` `{print}`' feedback: Not with print - hint: Indentation happens on the line below some commands - correct_answer: C - question_score: '10' 7: question_text: "In this code from a pizza restaurant. \nYou'll get a 5 dollar discount if you order a medium pizza with coke.\n What should you do to debug this code?" code: |- @@ -2059,9 +733,6 @@ levels: price = price - 2 ``` feedback: Try again - hint: After each `{if}` command, the line below should indent - correct_answer: A - question_score: '10' 8: question_text: What is wrong is this code? code: |- @@ -2079,41 +750,12 @@ levels: feedback: You actually must start like that. - option: A code must always start with a `{print}` command in the first line feedback: That's not true. - hint: The indentation is done right this time - correct_answer: B - question_score: '10' - 9: - question_text: How many `{if}` commands can be placed inside another `{if}` command? - mp_choice_options: - - option: None, that is not allowed - feedback: You are allowed to - - option: Only 1 - feedback: You could use more if you like - - option: '3' - feedback: You could use more if you like - - option: Infinite, as long as you keep using indentation correctly - feedback: That is true - hint: You can put an `{if}` command inside an `{if}` command. - correct_answer: D - question_score: '10' 10: - question_text: Which statement is true? code: |- 1 {repeat} 2 {times} 2 {if} level {is} 9 3 {print} Great job! - mp_choice_options: - - option: All lines should start with 4 spaces - feedback: Only line 2 and 3 start with spaces - - option: Line 2 and 3 should start with 4 spaces - feedback: Line 3 should start with 8 - - option: Line 2 and 3 should start with 8 spaces - feedback: Line 2 should start with 4 - - option: line 2 should start with 4 spaces and line 3 with 8 - feedback: You are correct! hint: The first line doens't start with any spaces - correct_answer: D - question_score: '10' 10: 1: question_text: What do we need to fill in on the `_?_` if we want to print each compliment? @@ -2121,91 +763,6 @@ levels: compliments = perfect, great job, amazing _?_ {print} compliment - mp_choice_options: - - option: |- - ``` - {for} each compliment - ``` - feedback: That's not it - - option: |- - ``` - {for} compliment {in} compliments - ``` - feedback: You deserve all those compliments! - - option: |- - ``` - {if} compliment {in} compliments - ``` - feedback: That's not it - - option: |- - ``` - {for} compliments {in} compliment - ``` - feedback: Almost there! - hint: '`{for}` each compliment in the lists of compliments...' - correct_answer: B - question_score: '10' - 2: - question_text: Which output is correct? - code: |- - meals = pizza, pasta, pancakes - {for} meal {in} meals - {print} 'I love ' meal - mp_choice_options: - - option: I love pizza - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pasta - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pancakes - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: |- - I love pizza - I love pasta - I love pancakes - feedback: Great! - hint: Line 2 says for each meal in the list of meals. So each meal is printed. - correct_answer: D - question_score: '10' - 3: - question_text: Which output is correct? - code: |- - animals = dogs, cats, hamsters, chickens - {for} animal {in} animals - {print} animal ' are lovely pets' - mp_choice_options: - - option: dogs are lovely pets - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - - option: dogs, cats, hamsters, chickens are lovely pets - feedback: Each animal gets their own line in the output. - - option: |- - dogs are lovely pets - cats are lovely pets - hamsters are lovely pets - chickens are lovely pets - feedback: Great! - - option: You don't know yet. Because it chooses one of the animals {at} {random}. - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - hint: Line 2 says {for} each animal in the list of animals. So each animal is printed - correct_answer: C - question_score: '10' - 4: - question_text: What's wrong with this code? - code: |- - groceries = apples, bread, milk - {for} item {in} groceries - {print} 'We need ' groceries - mp_choice_options: - - option: Line 2 needs to start with 4 spaces as indentation - feedback: No it doesn't. Only line 3 needs indentation, which it has. - - option: Line 3 does not need to start with 4 spaces as indentation - feedback: Line 2 is a `{for}`command so line 3 does need to start with an indent. - - option: Line 3 should say item instead of groceries - feedback: Good job! - - option: Line 2 should say groceries instead of item - feedback: No it does not. - hint: Line 2 says `{for}` each item in the list of groceries - correct_answer: C - question_score: '10' 5: question_text: What word should be on the _?_ with these digital dice? code: |- @@ -2214,25 +771,7 @@ levels: choices = 1, 2, 3, 4, 5, 6 {for} player {in} players {print} player ' throws ' _?_ {at} {random} - mp_choice_options: - - option: players - feedback: It would say 'Ann throws Jesse', instead of 'Ann throws 6'. - - option: choices - feedback: That's right! - - option: choice - feedback: You are very close. But you need Hedy to pick from the list called 'choices' not 'choice'... - - option: dice - feedback: Look at the names of the variables. - hint: Hedy needs to pick a number `{at} {random}` - correct_answer: B - question_score: '10' 6: - question_text: Which of the answers below is a possible outcome when you run the code? - code: |- - choices = rock, paper, scissors - players = Kelly, Meredith - {for} player {in} players - {print} player ' chooses ' choices {at} {random} mp_choice_options: - option: Kelly chooses rock feedback: Meredith wants to play too! @@ -2246,9 +785,6 @@ levels: Kelly chooses paper Meredith chooses scissors feedback: Amazing! - hint: Each player will pick an option. The player that's first on the list will go first. - correct_answer: D - question_score: '10' 7: question_text: What line should be on the _?_ in this code that decides what these people will have for dinner? code: |- @@ -2256,30 +792,6 @@ levels: food = pasta, fries, salad _?_ {print} name ' has to eat ' food {at} {random} ' for dinner' - mp_choice_options: - - option: |- - ``` - {for} name {in} names - ``` - feedback: You are on fire! - - option: |- - ``` - {for} names {in} name - ``` - feedback: No it should be for each name in the list nameS, so the other way around - - option: |- - ``` - {for} food {in} food - ``` - feedback: Each name should be told what they will have for dinner. - - option: |- - ``` - {for} name {in} food - ``` - feedback: Each name should be told what they will have for dinner. - hint: Each name should be told what they will have for dinner. - correct_answer: A - question_score: '10' 8: question_text: What should be on the _?_ in this code that decides which color shirt you get? code: |- @@ -2308,11 +820,7 @@ levels: 'people gets a colors shirt' ``` feedback: There is no variable named people.. - hint: Mind the quotation marks and the names of the variables - correct_answer: B - question_score: '10' 9: - question_text: What is the first question Hedy will ask you when you run the program? code: |- courses = appetizer, main course, dessert names = Timon, Onno @@ -2320,20 +828,7 @@ levels: {for} course {in} courses food = {ask} name ', what would you like to eat as your ' course '?' {print} name ' orders ' food ' as their ' course - mp_choice_options: - - option: Timon, what would you like to eat as your appetizer? - feedback: Perfect! - - option: Onno, what would you like to eat as your appetizer? - feedback: Timon is first on the list! - - option: Timon, what would you like to eat as your dessert? - feedback: Appetizers are first in the list - - option: You don't know that. Hedy will choose `{at} {random}`. - feedback: There is no `{at} {random}` in this code... - hint: The first options from both lists are chosen. - correct_answer: A - question_score: '10' 10: - question_text: What is true about this code? code: |- prices = 1 million dollars, car, sandwich names = Bob, Patrick, Sandy, Larry @@ -2348,9 +843,6 @@ levels: feedback: That is not true. Larry has the same odds as the others - option: Someone might win with two prices feedback: You get it! - hint: Try to imagine the output of this code. - correct_answer: D - question_score: '10' 11: 1: question_text: What word should be at the place of the question mark? @@ -2378,14 +870,7 @@ levels: {for} ``` feedback: 'No' - hint: What did you learn in this level? - correct_answer: B - question_score: '10' 2: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 1 {to} 3 - {print} i mp_choice_options: - option: |- 1 @@ -2398,126 +883,33 @@ levels: feedback: That's not it - option: '123' feedback: That's not it - hint: How do the numbers appear in the screen? - correct_answer: A - question_score: '10' - 3: - question_text: Which code was used to get this output? - output: |- - 1 - 2 - 3 - 4 - 5 - Once I caught a fish alive! + 4: mp_choice_options: - option: |- ``` - {for} i {in} {range} 1 {to} 5 + {for} i {in} {range} 0 {to} 10 {print} i - {print} 'Once I caught a fish alive!' ``` - feedback: Perfect + feedback: Now Hedy prints the numbers from 0 to 10 instead of 10 to 0. - option: |- ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' + {for} i {in} {range} 0 to 10 + {print} - i ``` - feedback: This code won't work. You need an indent after {for}. + feedback: Hedy would print negative numbers in this case. - option: |- ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' + {for} i {in} {range} 10 to 0 + {print} 10 9 8 7 6 5 4 3 2 1 0 ``` - feedback: Now Hedy will count '1 Once I caught a fish alive!, 2 Once I caught a fish alive! etc. + feedback: Unfortunately this does not exist. - option: |- ``` - {for} i {in} {range} 1 {to} 5 - {print} 'i' - {print} 'Once I caught a fish alive!' - ``` - feedback: i is a variable and shouldn't have quotation marks - hint: First all the numbers, then the sentence - correct_answer: A - question_score: '10' - 4: - question_text: Which code was used to get this output? - output: |- - 10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0 - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 0 {to} 10 - {print} i - ``` - feedback: Now Hedy prints the numbers from 0 to 10 instead of 10 to 0. - - option: |- - ``` - {for} i {in} {range} 0 to 10 - {print} - i - ``` - feedback: Hedy would print negative numbers in this case. - - option: |- - ``` - {for} i {in} {range} 10 to 0 - {print} 10 9 8 7 6 5 4 3 2 1 0 - ``` - feedback: Unfortunately this does not exist. - - option: |- - ``` - {for} i {in} {range} 0 {to} 10 - {print} 10 - i + {for} i {in} {range} 0 {to} 10 + {print} 10 - i ``` feedback: That's right! hint: It has to be a calculation... - correct_answer: D - question_score: '10' - 5: - question_text: What's wrong with this code? - code: |- - {for} i {in} {range} 1 {to} 10 - {print} i - mp_choice_options: - - option: The i in the last line need quotation marks - feedback: No it doesn't. - - option: You can't use `{range}` 1 `{to}` 5 only `{range}` 1 `{to}` 10 - feedback: You could use 1 to 5 just as well! - - option: Line 1 needs to start with an indention. - feedback: Not line 1... - - option: Line 2 needs to start with an indention - feedback: Perfect! - hint: There is something wrong with the indention - correct_answer: D - question_score: '10' - 6: - question_text: How many times does the word Hello appear on your screen when you run the code? - code: |- - {for} i {in} {range} 0 {to} 2 - {print} 'Hello' - mp_choice_options: - - option: 1 time - feedback: 'No' - - option: 2 times - feedback: 'No' - - option: 3 times - feedback: That's right! - - option: Never - feedback: 'No' - hint: 0 also counts. So 0,1,2 that's 3 times. - correct_answer: C - question_score: '10' 7: question_text: What should be on the place of the question mark? code: |- @@ -2526,35 +918,7 @@ levels: _?_ food is {ask} 'What would you like to order?' {print} food - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 0 {to} 3 - ``` - feedback: There's not always 3 people - - option: |- - ``` - {for} i {in} {range} 1 {to} guests - ``` - feedback: The variable is not named guests - - option: |- - ``` - {for} i {in} {range} 1 {to} people - ``` - feedback: Great! - - option: |- - ``` - {for} i {in} {range} 0 {to} people - ``` - feedback: That's one order too many! - hint: Use the variable 'people' - correct_answer: C - question_score: '10' 8: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 23 {to} 25 - {print} 'hi' mp_choice_options: - option: |- 23 @@ -2570,34 +934,7 @@ levels: feedback: Correct - option: The word 'hi' will appear 25 times in a row. feedback: No it will only appear 3 times. - hint: It doesn't say `{print}` i - correct_answer: C - question_score: '10' - 9: - question_text: How many times does Hedy chant Hip Hip Hooray? - code: |- - age = {ask} 'How old are you?' - {for} i {in} {range} 1 {to} age - {print} 'Hip Hip Hoorray!' - mp_choice_options: - - option: 1 time - feedback: Try again - - option: 2 times - feedback: Try again - - option: Never - feedback: Try again - - option: That depends on how old you are - feedback: That's right! - hint: '`{for}` i `{in}` `{range}` 1 `{to}` age' - correct_answer: D - question_score: '10' 10: - question_text: Which code belongs to this output? - output: |- - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark mp_choice_options: - option: |- ``` @@ -2628,11 +965,8 @@ levels: ``` feedback: '`{range}` 0 `{to}` 3 is 4 times.' hint: Mind the indention - correct_answer: B - question_score: '10' 12: 1: - question_text: Which output is correct? code: |- print 'three and a half plus one and a half is...' print 3.5 + 1.5 @@ -2649,11 +983,7 @@ levels: three and a half plus one and a half is... 5 feedback: Great job! - hint: Both lines are printed! - correct_answer: D - question_score: '10' 2: - question_text: Which of these codes is correct? mp_choice_options: - option: |- ``` @@ -2679,11 +1009,7 @@ levels: print 'I would like a ' flavors at random ' cake.' ``` feedback: All the different values of flavors should be in quotation marks. - hint: The second line is the same in each code, pay attention to the first line - correct_answer: C - question_score: '10' 3: - question_text: What's wrong with this code? code: |- favorite_animal = ask 'What is your favorite animal?' print 'I like ' favoriteanimal ' too!' @@ -2696,30 +1022,13 @@ levels: feedback: That's not true - option: Nothing is wrong. feedback: That's not true - hint: The quotation marks are used correctly - correct_answer: A - question_score: '10' 4: - question_text: In which lines are quotation marks needed to get the code to work? code: |- print Welcome to the online shoe shop category = ask What kind of shoes are you looking for? if category = high heels print High heels are 50% off now! - mp_choice_options: - - option: Line 1 and 2 - feedback: 'No' - - option: Line 1, 2 and 3 - feedback: 'No' - - option: Line 1, 2 and 4 - feedback: 'No' - - option: All of the lines - feedback: Perfect! - hint: Does line 3 need quotation marks too? - correct_answer: D - question_score: '10' 5: - question_text: What output does Agent007 get when they put in the correct password? code: |- name is ask 'What is your name?' if name is 'Agent007' @@ -2732,18 +1041,6 @@ levels: else b is 'today at 10.00' print a + b - mp_choice_options: - - option: Go to the train station today at 10.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 02.00 - feedback: You've cracked the code! - - option: Go to the train station tomorrow at 02.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 10.00 - feedback: The agent won't be catching any bad guys here - hint: The correct password is TOPSECRET - correct_answer: B - question_score: '10' 6: question_text: Which line should be filled in at the ??? code: |- @@ -2757,32 +1054,7 @@ levels: if drinks = 'yes' ??? print 'That will be ' price ' dollar please' - mp_choice_options: - - option: |- - ``` - price = 14 - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = '14' - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = price + 2 - ``` - feedback: Excellent! - - option: |- - ``` - price = + 2 - ``` - feedback: Almost there! - hint: What if you only order fries and a drink? - correct_answer: C - question_score: '10' 7: - question_text: Which output does a vegan get? code: |- menu = 'cookies', 'cheese', 'grapes' print "It's my birthday! I`ve brought some snacks!" @@ -2794,36 +1066,7 @@ levels: print 'For you I have brought: ' for snack in menu print snack - mp_choice_options: - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cookies - grapes - feedback: Terrific! - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - feedback: There's more options than just one - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cheese - grapes - feedback: A vegan person can't have cheese - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - cookies - feedback: Almost there, but look at the order of snacks in the list - hint: What item is removed from the list when you answer 'vegan'? - correct_answer: A - question_score: '10' 8: - question_text: Which code was used to create this output? - code: '3.5' mp_choice_options: - option: |- ``` @@ -2845,9 +1088,6 @@ levels: print 7 * 2 ``` feedback: 'No' - hint: 7 devided by 2 is 3.5 - correct_answer: B - question_score: '10' 9: question_text: Which code should be filled in in line 1 at the ??? code: |- @@ -2874,9 +1114,6 @@ levels: 'prices' = 'one million dollars', 'nothing' ``` feedback: You one nothing - hint: The items on the list should be in quotation marks - correct_answer: C - question_score: '10' 10: question_text: Which line of code should be filled in at the ??? to complete the song ? code: |- @@ -2897,12 +1134,8 @@ levels: feedback: This is a hard one! All the actions on the list must be in the song. - option: print actions at random feedback: This is a hard one! All the actions on the list must be in the song. - hint: This is a hard one! All the actions on the list must be in the song. - correct_answer: B - question_score: '10' 13: 1: - question_text: Which code should be filled in at the ??? ? code: |- name = ask 'What is your name?' song = ask 'Whould you like to hear a song?' @@ -2933,11 +1166,7 @@ levels: if song = 'yes' or birthday = 'yes' ``` feedback: Hedy only sings if both answers are yes - hint: Hedy sings if you want to hear a song and it's you birthday - correct_answer: C - question_score: '10' 2: - question_text: Which command is missing in the code at the place of the ??? ? code: |- menu = 'cheese', 'sausage rolls', 'cookies' diet = ask 'Do you have any dietary restrictions?' @@ -2952,11 +1181,7 @@ levels: feedback: 'No' - option: print feedback: 'No' - hint: Neither vegans nor muslims can eat sausage rolls. - correct_answer: B - question_score: '10' 3: - question_text: Which output is given to a member without a discount code? code: |- member = ask 'Do you have a membership card?' discount = ask 'Do you have a discount code?' @@ -2974,10 +1199,7 @@ levels: - option: There is no way of knowing feedback: There is! Read the question carefully hint: Mind the command 'or' in line 3 - correct_answer: A - question_score: '10' 4: - question_text: Which line of code should follow this line in rock-paper-scissors game? code: if computer_choice is 'rock' and your_choice is 'paper' mp_choice_options: - option: print 'you win' @@ -2988,28 +1210,11 @@ levels: feedback: It's only a tie if both choices are the same - option: print 'try again' feedback: Try again! - hint: Paper beats rock - correct_answer: A - question_score: '10' 5: - question_text: Which statement is true about this code? code: |- if name = 'Cinderella' and shoe_size = 38 print 'You are my one true love!' - mp_choice_options: - - option: Every person with shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person named Cinderella is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person that is named Cinderella and has shoe size 38 is this prince's one true love - feedback: Fantastic! - - option: Every person that's not named Cinderella and does not have shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - hint: Both statements have to be true - correct_answer: C - question_score: '10' 6: - question_text: Which statement about this code is true? code: |- print 'Let me guess which family member you are!' glasses = ask 'Do you wear glasses?' @@ -3022,20 +1227,7 @@ levels: print 'You must be Wouter!' if glasses = 'no' and female = 'no' print 'You must be Michael!' - mp_choice_options: - - option: Michael is a boy with glasses - feedback: Try again - - option: Marleen is a girl with glasses - feedback: Try again - - option: Wouter is a boy without glasses - feedback: Try again - - option: Sophie is a girl with glasses - feedback: Great job! - hint: Take a good look! Or do you need glasses? - correct_answer: D - question_score: '10' 7: - question_text: Which statement is false? code: |- print 'Thank you for helping me take care of my pets' print 'Here is a program to help feed them' @@ -3049,20 +1241,7 @@ levels: print 'I fed them this moring! They do not need more food today' if animal is 'hamster' and color is 'brown' print 'You can feed them a piece of carrot' - mp_choice_options: - - option: The grey cat is called Abby - feedback: This is true! - - option: Milo the orange cat eats 4 scoops of cat nibbles - feedback: This is true - - option: The black hamster needs to be fed a piece of carrot - feedback: Great job! - - option: The yellow bird was fed this morning - feedback: This is true - hint: Read the last 4 lines carefully - correct_answer: C - question_score: '10' 8: - question_text: What output do you get if you order popcorn but no drink? code: |- print 'Welcome to the movie theater' popcorn = ask 'Would you like some popcorn?' @@ -3076,32 +1255,7 @@ levels: if popcorn = 'no' and drink = 'no' print 'Ok' print 'Enjoy the movie' - mp_choice_options: - - option: |- - Welcome to the movie theater - That will be 8 dollars please - Enjoy the movie - feedback: You have paid too much! - - option: |- - Welcome to the movie theater - That will be 5 dollars please - Enjoy the movie - feedback: Amazing! - - option: |- - Welcome to the movie theater - That will be 3 dollars please - Enjoy the movie - feedback: That's not enough money! - - option: |- - Welcome to the movie theater - Ok - Enjoy the movie - feedback: You have to pay for your popcorn! - hint: popcorn = yes and drink = no - correct_answer: B - question_score: '10' 9: - question_text: What is wrong with this code? code: |- 1 chocolate = ask 'Would you like chocolate sauce on your ice cream?' 2 sprinkles = ask 'Would you like sprinkles on your ice cream?' @@ -3138,11 +1292,7 @@ levels: {if} chocolate = 'yes' {and} sprinkles = 'no' ``` feedback: This is not what I ordered! - hint: There is a mistake in line 3 - correct_answer: A - question_score: '10' 10: - question_text: Which command needs to be in line 8 at the place of the ??? ? code: |- print 'Welcome to the product finder of this supermarkt' item is ask 'What product are you looking for?' @@ -3166,65 +1316,8 @@ levels: feedback: 'No' - option: if feedback: 'No' - hint: The item is either in the list of snacks, or in the list of drinks - correct_answer: B - question_score: '10' 14: - 1: - question_text: Which symbol should be used on the blank? - code: |- - name _ {ask} 'Who are you?' - {if} name == 'Hedy' - {print} 'Me too!' - mp_choice_options: - - option: '`=>`' - feedback: This is not a symbol. - - option: '`==`' - feedback: We are not comparing anything, just asking. - - option: '`!=`' - feedback: We are not comparing anything, just asking - - option: '`=`' - feedback: Right! - hint: We are not comparing anything, we are just asking a name. - correct_answer: D - question_score: '10' - 2: - question_text: Which of these codes has used the correct = or == symbol? - mp_choice_options: - - option: '{if} name = Hedy' - feedback: 'No' - - option: '{if} age = 24' - feedback: 'No' - - option: answer = {ask} 'What is your answer' - feedback: Yes! - - option: answer == {ask} 'How are you doing?' - feedback: 'No' - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' - 3: - question_text: Which symbols should be filled in on the two blanks? - code: |- - guests = {ask} 'How many people are at the party?' - {if} guests _ 130 - {print} 'You can come in!' - {if} guests _ 130 - {print} 'Im sorry, the club is full. ' - {print} 'You have to wait for a guest to leave' - mp_choice_options: - - option: '`>` and `<`' - feedback: That's not it - - option: '`=` and `>=`' - feedback: That's not it - - option: '`<` and `>=`' - feedback: You are right - - option: '`+` and `==`' - hint: There are 130 people allowed in the club - correct_answer: C - question_score: '10' - feedback: That's not it 4: - question_text: What's wrong with this code? code: |- price = 10 money = {ask} How much money do you have? @@ -3233,20 +1326,7 @@ levels: {print} 'You can buy the bear!' {else} {print} 'You cannot buy this bear!' - mp_choice_options: - - option: In line 1 == should be used instead of = - feedback: No that's not it - - option: Line 2 misses quotation marks - feedback: You are correct - - option: In line 4 = should have been used instead of == - feedback: No that's not it - - option: In line 4 <= should have been used instead of >= - feedback: No that's not it - hint: The symbols are right - correct_answer: B - question_score: '10' 5: - question_text: Which symbol should be filled in on the blanks if the movie is suitable for kids for the age of 12 and up? code: |- age = {ask} 'How old are you?' ticket = {ask} 'Do you have a ticket?' @@ -3254,20 +1334,7 @@ levels: {print} 'You can enter the movie theater.' {else} {print} 'You are not allowed to come in!' - mp_choice_options: - - option: '`> 12`' - feedback: 12 year olds are allowed too - - option: '`>= 12`' - feedback: Great! - - option: '`< 12`' - feedback: These kids are too young! - - option: '`<= 12`' - feedback: These kids are too young - hint: '> means greater than' - correct_answer: B - question_score: '10' 6: - question_text: How many times do you have to say you are annoyed before this annoying game stops? code: |- lives = 2 {repeat} 10 times @@ -3275,69 +1342,7 @@ levels: answer = {ask} 'Are you annoyed yet?' {if} answer == 'yes' lives = lives - 1 - mp_choice_options: - - option: 10 times - feedback: It stops after 2 times - - option: 0 times - feedback: It stops after 2 times - - option: 1 time - feedback: It stops after 2 times - - option: 2 times - feedback: That is correct - hint: '!= means ''is not''' - correct_answer: D - question_score: '10' - 7: - question_text: What should be filled in on the three blanks? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' - mp_choice_options: - - option: '`''Lower''` and `''Higher''` and `''You win!''`' - feedback: That's not quite right. - - option: '`''Higher''` and `''Lower''` and `''You win!''`' - feedback: You win! - - option: '`''You win!''` and `''Lower!''` and `''Higher''`' - feedback: That's not quite right. - - option: '`''Lower!''` and `''You win!''` and `''Higher!''`' - feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: B - question_score: '10' - 8: - question_text: Which statement is true about this roller coaster? - code: |- - length = {ask} 'Please fill in your length in cm' - {if} length < 120 - {print} 'Sorry, you cannot go on this roller coaster.' - {else} - {print} 'Enjoy the ride' - mp_choice_options: - - option: You must be taller than 120 cm to go on the roller coaster - feedback: True! - - option: You must be taller than 119 cm to go on the roller coaster - feedback: If you are 120 cm you won't get in - - option: You must be shorter than 120 cm to go on the roller coaster - feedback: '> means greater than' - - option: There are no length restrictions to go on the roller coaster - feedback: There are. - hint: '> means greater than' - correct_answer: A - question_score: '10' 9: - question_text: How many pieces of chocolate will give you a stomach ache according to this fitbit? code: |- chocolate = {ask} 'How many pieces of chocolate have you eaten?' {if} chocolate <= 2 @@ -3346,101 +1351,19 @@ levels: {print} 'That is a bit much' {if} chocolate > 8 {print} 'You will get a stomach ache!' - mp_choice_options: - - option: 1 or more - feedback: 'No' - - option: 2 or more - feedback: 'No' - - option: 8 or more - feedback: Almost - - option: 9 or more - feedback: Great! - hint: '> 8 means more than 8' - correct_answer: D - question_score: '10' - 10: - question_text: What should be filled in in the blanks? - code: |- - {print} 'Whoever gets the most points wins!' - {if} points_player_1 < points_player_2 - {print} _ - mp_choice_options: - - option: '''player 1 wins''' - feedback: Look at who has the highest score! - - option: '''player 2 wins''' - feedback: Yes! - - option: '''player 2 loses''' - feedback: Look at who has the highest score! - - option: '''It is a tie''' - feedback: No it's not, one player has a higher score - hint: You win the game by having the most points - correct_answer: B - question_score: '10' 15: 1: - question_text: 'Which symbol should be used on the blank? Tip: You must keep guessing until you get it right.' code: |- answer = 0 while answer _ 'Amsterdam' answer = ask 'What is the capital city of the Netherlands?' print 'You have given the correct answer' - mp_choice_options: - - option: '`=!`' - feedback: That is not right. - - option: '`==`' - feedback: You don't have to keep guessing if you've given the right answer. - - option: '`!=`' - feedback: Correct - - option: '`=`' - feedback: That's not it - hint: Keep guessing until you say Amsterdam - correct_answer: C - question_score: '10' - 2: - question_text: Which of these codes has used the correct symbol(s)? - mp_choice_options: - - option: |- - ``` - {while} name = Hedy - ``` - feedback: 'No' - - option: |- - ``` - {while} age = 24 - ``` - feedback: 'No' - - option: |- - ``` - {while} time > 0 - ``` - feedback: Yes! - - option: |- - ``` - {while} answer == yes' - ``` - feedback: A quotation mark is missing - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' 3: question_text: Which command should be filled in on the two blanks? code: |- _ age >= 18 print 'you are not allowed in this bar' - mp_choice_options: - - option: '`{in}`' - feedback: That's not it - - option: '`{while}`' - feedback: You are right - - option: '`{for}`' - feedback: That's not it - - option: '`{range}`' - feedback: That's not it - hint: You are not allowed in the bar as long as you are 17 or younger - correct_answer: B - question_score: '10' 4: - question_text: What's wrong with this code? code: |- options = 1, 2, 3, 4, 5, 6 print 'Throw 6 as fast as you can!' @@ -3460,11 +1383,7 @@ levels: feedback: That's not it - option: In line 5 != should have been used instead of == feedback: You are correct - hint: There is something wrong in line 5 - correct_answer: D - question_score: '10' 5: - question_text: What should be placed on the blank to make this program work correctly? code: |- wetness = 10 while wetness != 0 @@ -3483,9 +1402,6 @@ levels: feedback: You are correct! - option: = wetness + 1 feedback: The program should count down - hint: wetness should get less each time - correct_answer: C - question_score: '10' 6: question_text: what is wrong with this code? code: |- @@ -3503,25 +1419,8 @@ levels: feedback: No that's not right - option: Line 2 should start with less indentation feedback: That is correct - hint: Look closely at the indentation - correct_answer: D - question_score: '10' 7: question_text: How should this program be changed to that it works? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' mp_choice_options: - option: '... change the first {if} into a {while}' feedback: Perfect! @@ -3531,32 +1430,9 @@ levels: feedback: That's not quite right. - option: '... change the fourth {if} into a {while}' feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: A - question_score: '10' 8: - question_text: Which statement is true about this automated toilet system? - code: |- - {while} toilet == 'occupied' - lights = 'on' - air_freshener_sprays = 'yes' - {sleep} 60 - lights = 'off' - air_freshener_sprays = 'no' - mp_choice_options: - - option: The lights and air freshener will turn off after 1 minute - feedback: False! - - option: The air freshener sprays once every minute and the lights stay on the whole time while you are on the toilet - feedback: Great job - - option: The air freshener sprays once you leave the toilet. - feedback: It only sprays when you're in there. - - option: The lights will always stay on. - feedback: That wouldn't be right. hint: The block after the while command keeps happening while the toilet is occupied. - correct_answer: B - question_score: '10' 9: - question_text: What will the diet app say if you have eaten 1600 calories today? code: |- chocolate = {ask} 'How many calories have you eaten today?' {while} calories <= 1000 @@ -3574,16 +1450,7 @@ levels: feedback: Yes! - option: You have eaten enough for today feedback: 'No' - hint: 1600 is between 1000 and 2000 - correct_answer: C - question_score: '10' 10: - question_text: 'What should be filled in in the blanks? Tip: the player with the most points is in the lead.' - code: |- - name_player_1 = {ask} 'Name player 1:' - name_player_2 = {ask} 'Name player 2:' - {while} points_player_1 > points_player_2 - {print} _ ' is in the lead right now!' mp_choice_options: - option: name_player_1 feedback: You are right! @@ -3593,105 +1460,20 @@ levels: feedback: You should fill in a name, not a number - option: points_player_2 feedback: You should fill in a name, not a number - hint: You win the game by having the most points. Your name should appear on the screen - correct_answer: A - question_score: '10' 16: - 1: - question_text: Which command should be filled in on the blanks to print a random snack? - code: |- - snacks = nachos, chips, cucumber, sweets - {print} _ - mp_choice_options: - - option: '`snacks {at} {random}`' - feedback: This is the old way. - - option: '`[{random} snack]`' - feedback: The order is wrong. - - option: '`snacks[{random}]`' - feedback: Correct - - option: '`snacks[{at} {random}]`' - feedback: We do not need `at`anymore - hint: We no longer use {at} - correct_answer: C - question_score: '10' 2: - question_text: What should be filled in on the blanks if you want a list of what chores are done by whom? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chores = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} _ - mp_choice_options: - - option: |- - ``` - friends[i] has to do chores [i] - ``` - feedback: Mind the spacing. - - option: |- - ``` - friends[1] has to do chores[1] - ``` - feedback: It will print 3 times that Wesley has to do the cooking - - option: |- - ``` - chores[i] ' has to do ' friends[random] - ``` - feedback: The person has to do the chore, not the other way around - - option: |- - ``` - friends[i] ' has to do ' chores[i] - ``` - feedback: Fantastic! - hint: '`i` tells us what item in the list it is. So friend 1 does chore 1 etc.' - correct_answer: D - question_score: '10' 3: - question_text: What is a possible output for this program? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chore = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} friends[i] has to do chores[i] - mp_choice_options: - - option: |- - ``` - Wesley has to do the cooking - Eric has to do the cleaning - Kaylee has to do nothing - ``` - feedback: Super! - - option: |- - ``` - Kaylee has to do the cooking - Wesley has to do the cleaning - Eric has to do nothing - ``` - feedback: No, it is not random. - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cleaning - Wesley has to do the nothing - ``` - feedback: Poor Wesley! - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cooking - Wesley has to do the cooking - ``` - feedback: That's not it - hint: It's not random... - correct_answer: A - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - friends = ['Jaylee', 'Erin', 'Fay'] - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 0 {to} 3 - print 'the lucky number of ' friends[i] - print 'is ' lucky_numbers[i] mp_choice_options: - option: The variable in line 4 should be 'friend[i]', not 'friends[i]' feedback: That is not right. @@ -3701,16 +1483,7 @@ levels: feedback: It's not a variable, it's just text. - option: '{in} in line 3 should be removed' feedback: That's not it - hint: There's nothing wrong with line 4 - correct_answer: B - question_score: '10' 5: - question_text: Which line should be filled in in the blank? - code: |- - animals = ['dog', 'cow', 'horse'] - _ - {for} i {in} {range} 1 {to} 3 - {print} 'the ' animals[i] ' says ' sounds[i] mp_choice_options: - option: noises = ['moo', 'woof', 'neigh'] feedback: Mind the variable name and the order of the sounds. @@ -3720,487 +1493,3 @@ levels: feedback: Don't forget the quotation marks! - option: sounds = ['woof', 'moo', 'neigh'] feedback: Great job! - hint: Look at line 1 to see proper use of brackets and quotation marks. - correct_answer: D - question_score: '10' - 6: - question_text: Which statement is true? - code: |- - people = ['Chris', 'Jaylino', 'Ryan'] - games = ['fortnite', 'minecraft', 'fifa'] - {for} o {in} {range} 1 {to} 3 - {print} people[o] ' likes ' games[o] - mp_choice_options: - - option: You are not allowed to use the variable o. It should be named i. - feedback: i is the most commonly used variable name in this case, but it's not mandatory to use i. - - option: The output will say that Jaylino likes fortnite. - feedback: No, he likes minecraft. - - option: The output will say that Ryan likes fifa - feedback: Correct - - option: This code will not work. It will give and error. - feedback: No, the code is correct. - hint: There is nothing wrong with this code. - correct_answer: C - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - people = ['Savi', 'Senna', 'Fayenne'] - transportation = ['bike', 'train', 'car'] - {for} i {in} {range} 1 {to} 3 - {print} people[i] goes to school by transportation[i] - mp_choice_options: - - option: Line 1 needs less quotation marks - feedback: That is not right. - - option: Line 3 should start with indentation - feedback: It should not! - - option: Line 4 should start without indentation - feedback: It should not - - option: Line 4 needs more quotation marks. - feedback: Amazing! - hint: There is a mistake made in the usage of quotation marks. - correct_answer: D - question_score: '10' - 8: - question_text: Which of these codes belongs to this output? - code: |- - Macy and Kate get to go first - Lionell and Raj get to go second - Kim and Leroy get to go third - mp_choice_options: - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 0 {to} 3 - {print} teams[random] ' get to go ' position[i] - ``` - feedback: This is not right - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: Amazing! - - option: |- - ``` - teams = ['Macy', 'Kate', 'Lionell', 'Raj', 'Kim', 'Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 6 - {print} teams[random] ' get to go ' position[random] - ``` - feedback: This is not it. - - option: |- - ``` - teams = ['Macy and Kate' 'Lionell and Raj' 'Kim and Leroy'] - position = ['first' 'second' 'third'] - {for} teams {in} {range} 0 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: This is not going to work! - hint: If you look carefully at the first line, you'll see that only the first two answers are possibly correct. - correct_answer: B - question_score: '10' - 9: - question_text: What is a possible output for this code? - code: |- - countries = ['Canada', 'Zimbabwe', 'New Zealand'] - {for} i {in} {range} 0 {to} 1 - {print} 'I will travel to ' countries[random] - mp_choice_options: - - option: |- - ``` - I will travel to Canada - I will travel to Canada - ``` - feedback: Great job! - - option: |- - ``` - I will travel to Canada - ``` - feedback: It will be repeated twice - - option: |- - ``` - I will travel to Canada, Zimbabwe and New Zealand - ``` - feedback: This is not it. - - option: |- - ``` - I will travel to Canada - I will travel to Zimbabwe - I will travel to New Zealand - ``` - feedback: It's only repeated twice - hint: Range 0 to 1 is 2 times - correct_answer: A - question_score: '10' - 10: - question_text: Which 3 lines will complete this code correctly? - code: |- - {print} 'The book raffle will start soon' - {print} 'Get your tickets now!' - books = ['Narnia', 'The Hobbit', 'Oliver Twist', 'Harry Potter', 'Green eggs and ham'] - people = {ask} 'How many raffle tickets are sold?' - list_of_numbers = [1, 2] - {for} i {in} {range} 3 {to} people - {add} i {to} list_of_numbers - {for} i {in} {range} 1 {to} 5 - mp_choice_options: - - option: |- - ``` - chosen_number = list_of_numbers at random - print books[i] ' will go to person number ' chosen_number - {add} chosen_number {to} list_of_numbers - ``` - feedback: Almost there... but adding the winner to the list makes this raffle unfair - - option: |- - ``` - print person[i] ' wins ' book[i] - ``` - feedback: There is no list called 'person' - - option: |- - ``` - chosen_number = list_of_numbers[people] - print books[people] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: This is not it. - - option: |- - ``` - chosen_number = list_of_numbers[random] - print books[i] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: Fantastic! - hint: You need to use the {remove} command - correct_answer: D - question_score: '10' - 17: - 1: - question_text: What is the output of this code? - code: |- - minions = ['Bob', 'Kevin', 'Stuart'] - {for} x in minions: - {print} x - mp_choice_options: - - option: |- - ``` - m i n i o n s - ``` - feedback: This is not it. - - option: |- - ``` - Bob - Kevin - Stuart - ``` - feedback: Correct! - - option: |- - ``` - minions - minions - minions - ``` - feedback: Take a look at the content of your list. - - option: |- - ``` - B o b K e v i n S t u a r t - ``` - feedback: Do not loop through the letters. - hint: Loop through your list. - correct_answer: B - question_score: '10' - 2: - question_text: What is wrong with this code? - code: |- - seconds_minute = 60 - minute_hour = 60 - hour_day = 24 - leap_year = 366 - no_leap_year = 365 - years = ask 'what year is it?' - {if} years = 2024: - print seconds_minute * minute_hour * hour_day * leap_year - {else}: - print seconds_minute * minute_hour * hour_day * noleap_year - mp_choice_options: - - option: You cannot have so many variables. - feedback: This is not it. - - option: The way the variables are multiplied is incorrect. - feedback: Not true! - - option: One of the variables `noleap_year` does not belong with the `{if}` statement. - feedback: Keep looking for the mistake. - - option: The `noleap_year` has to be identical in both cases. - feedback: Correct! - hint: Read the code carefully. - correct_answer: D - question_score: '10' - 3: - question_text: How many hedgehogs will this code print? - code: |- - {for} x in range 1 to 3: - {for} y in range 1 to 2: - {print} 🦔 - mp_choice_options: - - option: |- - ``` - 🦔 - 🦔 - 🦔 - ``` - feedback: Try again. - - option: |- - ``` - 🦔 - 🦔 - ``` - feedback: One more try. - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: Well done! - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating. - correct_answer: C - question_score: '10' - 4: - question_text: What is wrong with code? - code: |- - name_color = {ask} 'What is your favorite color?' - {if} name_color == 'red': - {print} 'the color of a tomato' - {elif} name_color == 'green': - {print} 'the color of an apple' - {elif} name_color == 'blue': - {print} 'the color of a blueberry' - {elif} name_color == 'yellow': - {print} 'the color of a banana' - {elif}: - {print} 'this fruit-color does not exist' - mp_choice_options: - - option: The first `{elif}` should be used before the `print` command - feedback: Try again. - - option: '`{elif}` can only be used once' - feedback: From now on we can use elif multiple times. - - option: '`==` used with `{elif}` should be replaced by `=`' - feedback: Not correct. - - option: '`{elif}` in the last line should be replaced by `{else}`' - feedback: Great! - hint: Think about `{if}`, `{elif}`, `{else}`. - correct_answer: D - question_score: '10' - 5: - question_text: What is the output of this code? - code: |- - numbers = [7, 19, 29, 41, 53, 71, 79, 97] - {for} prime in numbers: - {if} prime <= 10: - {print} prime - {elif} prime >= 60: - {print} prime - {elif} prime >= 90: - {print} prime - {else}: - {print} 'another number' - mp_choice_options: - - option: |- - ``` - 7 - another number - another number - another number - another number - 71 - 79 - 97 - ``` - feedback: Well done! - - option: |- - ``` - another number - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: Try again. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - another number - ``` - feedback: One more try. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating and the values of if and elif. - correct_answer: A - question_score: '10' - 6: - question_text: What is wrong with code? - code: |- - name = {ask} 'What is your name?' - {if} name == 'Hedy': - password = {ask} 'What is your password?' - {if} password =='turtle123': - {print} 'Yey' - {else}: - {print} 'Access denied' - {else}: - {print} 'Go fish' - mp_choice_options: - - option: '`{elif}` is missing.' - feedback: Try again. - - option: '`{else}` can only be used once.' - feedback: From now on we can use elif multiple times. - - option: Nothing! - feedback: There is a mistake. Look carefully! - - option: There is an indentation mistake in the last line. - feedback: Amazing! - hint: There is a mistake somewhere... - correct_answer: D - question_score: '10' - 7: - question_text: Which of the following codes will print five times 'the result is 3' on the screen? - mp_choice_options: - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - result = n * 1 - {print} 'The result is ' result - ``` - feedback: Try again! - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} u in numbers: - number = u - {print} 'The result is ' number - ``` - feedback: That is not it. - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} number in numbers: - number = 3 - {print} 'The result is ' number - ``` - feedback: Very good! - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - n = result - {print} 'The result is ' result - ``` - feedback: That is not it. - hint: Think about mathematical symbols. - correct_answer: C - question_score: '10' - 8: - question_text: What is wrong with code? - code: |- - insects = ['🐝', '🦋', '🕷', '🐞'] - your_favorite = {ask} 'what is your favorite insect?' - {for} insect in insects: - {if} your_favorite == '🐝' {or} your_favorite == '🐞': - {print} 'very useful' - {elif} your_favorite == '🕷': - {print} 'it can catch mosquitoes' - {else}: - {print} 'almost all insects can be useful one way or another' - mp_choice_options: - - option: '`{or}` cannot be used with `{if}`.' - feedback: Try again. - - option: In the `{for}` command `insect` should be `insects`. - feedback: Not true. - - option: Nothing! - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 9: - question_text: Which one of the codes below gave this output? - code: |- - -5 is negative - -4 is negative - -3 is negative - -2 is negative - -1 is negative - 0 is positive - 1 is positive - 2 is positive - 3 is positive - mp_choice_options: - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Try again! - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number <= 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - - option: "```\n {for} number in range -5 to 3:\n {if} number >= 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Very good! - - option: "```\n {for} number in range -5 to 3:\n {if} number < 0: \n {print} number ' is positive'\n {elif} number <=0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 10: - question_text: What is wrong with this code? - code: |- - {for} number in range 1 to 5: - volume_room = num * num * num - {print} volume_room ' cubic meters' - {if} volume_room > 100: - {print} 'this is a large room' - {elif} volume_room < 100: - {print} 'small room but cosy' - {else}: - {print} 'i will look for something else' - mp_choice_options: - - option: The word num needs quotation marks. - feedback: Try again. - - option: The `{if}` command is not used correctly. - feedback: Not true. - - option: Line 3 should be `volume_room = number * number * number`. - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' diff --git a/content/quizzes/tn.yaml b/content/quizzes/tn.yaml index 04c394e831a..dee61b2c9f7 100644 --- a/content/quizzes/tn.yaml +++ b/content/quizzes/tn.yaml @@ -1,19 +1,5 @@ levels: 1: - 1: - question_text: What's this programming language called? - mp_choice_options: - - option: Hedy - feedback: Good job! - - option: Heddy - feedback: Not this one! - - option: Haydie - feedback: Not this one! - - option: Heidi - feedback: Not this one! - hint: It's named after Hedy Lamarr. - correct_answer: A - question_score: '10' 2: question_text: Which command makes text appear? code: ___ Hello! @@ -39,40 +25,7 @@ levels: ``` feedback: With `{ask}`, you can ask a question. hint: _?_ Hello world! - correct_answer: B - question_score: '10' - 3: - question_text: How do you ask what someone's favorite color is? - mp_choice_options: - - option: |- - ``` - {print} What is your favorite color? - ``` - feedback: '`{print}` prints text, but it doesn''t ask questions.' - - option: |- - ``` - {ask} {print} What is your favorite color? - ``` - feedback: You only need one command, not two. - - option: |- - ``` - {ask} What is your favorite color? - ``` - feedback: Great! - - option: |- - ``` - {echo} What is your favorite color? - ``` - feedback: '`{echo}` repeats your answer back to you.' - hint: You can ask something with the `{ask}` command - correct_answer: C - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - Hi Im Hedy! - {ask} Who are you? - {echo} Hi... mp_choice_options: - option: '`{print}` in line 1 is missing.' feedback: Correct! @@ -82,11 +35,7 @@ levels: feedback: '`{echo}` is a command, there''s another mistake.' - option: Nothing! This is a perfect code! feedback: Wrong, look carefully! - hint: Line 1 doesn't seem right - correct_answer: A - question_score: '10' 5: - question_text: Which command is missing in line 2? code: |- {ask} What is your favorite pet? _?_ So your favorite pet is... @@ -111,49 +60,7 @@ levels: {echo} ``` feedback: Right on! - hint: You want to see the answer at the end of line 2... - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - {print} Hi im Hedy! - {print} Which football team do you support? - {echo} You support... - {print} Cool! Me too! - mp_choice_options: - - option: In line 1 `{print}` should be replaced with `{ask}`. - feedback: '`{print}` in line 1 is correct.' - - option: In line 2, `{print}` should be replaced with `{ask}`. - feedback: Great! You paid attention! - - option: Line 3 has to begin with `{print}` instead of `{echo}`. - feedback: '`{echo}` is correct.' - - option: In line 4, `{print}` is spelled wrong. - feedback: No, there is a mistake somewhere else - hint: Check the `{print}` commands. - correct_answer: B - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - {print} Welcome at Hedys restaurant! - {ask} What would you like to eat? - {echo} So you want to order ... - {print} Coming right up! Enjoy! - mp_choice_options: - - option: In line 1 `{print}` needs to be replaced with `{ask}` - feedback: Are you sure something is wrong? - - option: In line 1 `{print}` needs to be replaced with `{echo}` - feedback: Are you sure something's wrong? - - option: In line 3 `{echo}` needs to be replaced with `{print}` - feedback: Are you sure something is wrong? - - option: Nothing! This is a perfect code! - feedback: Correct! - hint: Check the code line by line - correct_answer: D - question_score: '10' 8: - question_text: How do you use the `{echo}` command? mp_choice_options: - option: You can use it to `{ask}` a question. feedback: That's what `{ask}` is for! @@ -163,33 +70,8 @@ levels: feedback: Good job! - option: You can use it to make text disappear. feedback: That's not right... - hint: '`{echo}` is used after an `{ask}` command.' - correct_answer: C - question_score: '10' - 9: - question_text: What's wrong with this code? - code: |- - {print} Hello! - {print} How are you doing? - {echo} So you are doing... - mp_choice_options: - - option: '`{print}` in line 1 should be `{ask}`' - feedback: No, `{print}` is right. Where is the question being asked? - - option: '`{print}` in line 2 should be `{ask}`' - feedback: Super! - - option: '`{echo}` in line 3 should be `{ask}`' - feedback: No, `{echo}` is right. Where is the question being asked? - - option: Nothing. This is a perfect code! - feedback: Look carefully for the mistake... - hint: '`{ask}` allows you to ask a question' - correct_answer: B - question_score: '10' 10: question_text: Which output will be in your outputscreen after you've run this code? - code: |- - {ask} Are you ready to go to level 2? - {echo} - {echo} mp_choice_options: - option: Are you ready to go to level 2? feedback: There are two echo commands @@ -203,12 +85,8 @@ levels: Are you ready to go to level 2? Yes! feedback: There are two echo commands - hint: Let's go! - correct_answer: B - question_score: '10' 2: 1: - question_text: Which statement is true? mp_choice_options: - option: In level 2 the `{print}` command doesn't exist anymore feedback: '`{print}` still works' @@ -219,84 +97,7 @@ levels: - option: In level 2 all the level 1 commands still work feedback: No one command doesn't work anymore. hint: '`{print}` and `{ask}` still exist.' - correct_answer: C - question_score: '10' - 2: - question_text: Which code is correct? - mp_choice_options: - - option: |- - ``` - name {is} {ask} What is your name? - ``` - feedback: Super! - - option: |- - ``` - {ask} {is} name What is your name - ``` - feedback: The words are right, the order is not! - - option: |- - ``` - {ask} What is your name? - ``` - feedback: This worked in level 1, but in level 2 and up it works differently. - - option: |- - ``` - {ask} What is your name? {is} name - ``` - feedback: The words are right, the order isn't! - hint: '`{ask}` doesn''t work like in level 1' - correct_answer: A - question_score: '10' - 3: - question_text: What appears on your output screen when you run this code? - code: |- - name {is} Marleen - {print} name goes to the market and she buys an apple. - mp_choice_options: - - option: name goes to the market and she buys an apple. - feedback: The word name is replaced with Marleen - - option: Marleen goes to the market. - feedback: The second part of the sentence isn't left out! - - option: Marleen goes to the market and she buys an apple. - feedback: Right on! - - option: Marleen goes to the market and Marleen buys an apple. - feedback: She is not replaced with the name - hint: The word name is replaced with Marleen - correct_answer: C - question_score: '10' - 4: - question_text: What will you see on the output screen when you run this code? - code: |- - name {is} Hedy - {print} Hi my name is name - mp_choice_options: - - option: Hi my name is name - feedback: The variable name is replaced with Hedy - - option: Hi my name is Hedy - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is name - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is Hedy - feedback: Correct, this mistake will be fixed in level 4! - hint: '''name'' is being replaced with ''Hedy'' in both places' - correct_answer: D - question_score: '10' - 5: - question_text: What happens when you use the `{sleep}` command? - mp_choice_options: - - option: It slows down your computer - feedback: fortunately not! - - option: It closes down Hedy - feedback: fortunately not! - - option: Your program pauses for a second and then continues - feedback: That's right! - - option: You put it at the end so Hedy knows your program is finished - feedback: No it would be useless at the end of your code - hint: The computer waits for a second at the `{sleep}` command - correct_answer: C - question_score: '10' 6: - question_text: What should be on the lines? code: |- {print} And the award for best programming language goes to... _?_ @@ -322,116 +123,17 @@ levels: {ask} ``` feedback: There is no question there to be asked - hint: Pause for dramatic effect... - correct_answer: A - question_score: '10' 7: - question_text: What command should be used on line 2? code: |- {print} I will explode in 3 seconds! _?_ {print} BOOM! - mp_choice_options: - - option: |- - ``` - {print} 3 - ``` - feedback: You don't need to `{print}` - - option: |- - ``` - {sleep} 3 - ``` - feedback: Perfect! - - option: |- - ``` - {sleep} - ``` - feedback: This way the bomb will explode in 1 second - - option: |- - ``` - {sleep} {sleep} {sleep} - ``` - feedback: Make it easier on yourself by using the number 3 - hint: You want the computer to wait for 3 seconds - correct_answer: B - question_score: '10' - 8: - question_text: How would you correct the first line of code? - code: |- - {ask} {is} How old are you? - {print} age - mp_choice_options: - - option: |- - ``` - age {ask} {is} How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - {ask} {is} age How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - age {is} {ask} How old are you? - ``` - feedback: You get it! - - option: |- - ``` - age {is} How old are you? - ``` - feedback: Where is the `{ask}` command? - hint: The variable name should come first - correct_answer: C - question_score: '10' - 9: - question_text: What is going wrong in this code? - code: |- - dogs {is} animal - {print} I love animal - mp_choice_options: - - option: 'Line 1 should say: dogs `{is}` animals' - feedback: The variable name is animal - - option: 'Line 1 should say: animal `{is}` dogs' - feedback: Great! - - option: 'Line 2 should say: `{print}` I love animals' - feedback: The variable name is animal - - option: 'Line 2 should say: `{sleep}` I love animals' - feedback: Sleep is not used to `{print}` text - hint: You want to `{print}` 'I love dogs' - correct_answer: B - question_score: '10' 10: - question_text: What command should be used on the line 1? code: |- flavor {is} _?_ {print} Your favorite icecream is... {sleep} {print} flavor - mp_choice_options: - - option: |- - ``` - {sleep} 3 - ``` - feedback: You want to know the favorite flavor! - - option: |- - ``` - {print} strawberries - ``` - feedback: You do not want a `{print}` command at the middle of the line... - - option: |- - ``` - strawberries, chocolate, vanilla - ``` - feedback: This way you are making a list. You don't want that now. - - option: |- - ``` - {ask} What flavor icecream do you like? - ``` - feedback: That's right! - hint: You want to `{ask}` a question - correct_answer: D - question_score: '10' 3: 1: question_text: What command do you use to let Hedy pick something arbitrarily? @@ -456,14 +158,7 @@ levels: {at} {random} ``` feedback: Correct! - hint: Arbitrarily means without a plan or randomly. - correct_answer: D - question_score: '10' 2: - question_text: What's wrong with this code? - code: |- - animals {is} dog cat cow - {print} animals {at} {random} mp_choice_options: - option: 'You need commas in line 1: dog, cat, cow.' feedback: Good job! @@ -473,155 +168,15 @@ levels: feedback: animals is correct. - option: '`{at} {random}` is spelled incorrectly' feedback: '`{at} {random}` is the correct spelling' - hint: There's something wrong in line 1 - correct_answer: A - question_score: '10' 3: question_text: What's wrong in line 2 of this code? - code: |- - options {is} rock, paper, scissors - {print} rock, paper, scissors {at} {random} - mp_choice_options: - - option: |- - ``` - {at} {random} {print} options - ``` - feedback: You're almost there. The order of the words isn't right yet. - - option: |- - ``` - {print} rock {at} {random} - ``` - feedback: you don't always want the Hedy to {print} rock, sometimes you want scissors or paper. - - option: |- - ``` - {print} options {at} {random} - ``` - feedback: Very good! - - option: Nothing, the code is correct! - feedback: Look carefully for the mistake - hint: The variable (the list) is called options. - correct_answer: C - question_score: '10' - 4: - question_text: What should change in line 2 to print a random price? - code: |- - prices {is} 1 dollar, 100 dollar, 1 million dollar - {print} price {at} {random} - mp_choice_options: - - option: |- - ``` - {print} price - ``` - feedback: You don't want to `{print}` the word price, but you want to `{print}` one price out of your list `{at} {random}` - - option: |- - ``` - {print} prices {at} {random} - ``` - feedback: Great! You've really paid attention. - - option: |- - ``` - {print} {at} {random} price - ``` - feedback: '`{at} {random}` is placed behind the variable.' - - option: Nothing, this code is alright. - feedback: Look carefully for the mistake you missed! - hint: The variable name is prices - correct_answer: B - question_score: '10' - 5: - question_text: What is wrong in this code? - code: |- - question {is} {ask} What do you want to know? - {print} question - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 1 needs to say `{print}` instead of `{ask}` - feedback: No, that's not wrong. - - option: Line 2 needs to say `{ask}` instead of `{print}` - feedback: No that's not wrong. - - option: Line 2 needs to say answers `{at} {random}` `{is}` yes, no, maybe - feedback: No, that's not wrong. - - option: Nothing, this code is perfect - feedback: That's right! - hint: Does this code even have a mistake? - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 2 needs to say question instead of answers - feedback: No that's not right - - option: Line 2 needs the `{is}` command - feedback: Correct - - option: Line 3 needs to say answer instead of answers - feedback: No the variable's called answers - - option: Nothing! This code is great! - feedback: Actually, line 2 has a mistake. - hint: There is something wrong with line 2. - correct_answer: B - question_score: '10' - 7: - question_text: What does the `{add}` command do? - code: |- - books {is} Harry Potter, The Hobbit, Green Eggs and Ham - your_book {is} {ask} What is your favorite book? - {add} your_book {to} books - {print} books {at} {random} - mp_choice_options: - - option: The `{add}` command removes a random book from the list - feedback: The remove command removes, the add command adds - - option: The `{add}` command adds a random book to a list - feedback: It doesn't. It adds your answer to the list! - - option: The `{add}` command adds your favorite book to the list - feedback: Correct! - - option: The `{add}` command prints your favorite book. - feedback: No, it adds your favorite book to the list - hint: The `{add}` command adds a book, but which one? - correct_answer: C - question_score: '10' - 8: - question_text: What is the output of this code? - code: |- - crisps {is} sea salt, paprika, sour cream - {remove} sea salt {from} crisps - {remove} paprika {from} crisps - {print} crisps {at} {random} - mp_choice_options: - - option: You can't tell, because Hedy will `{print}` one of the 3 flavors `{at} {random}` - feedback: Take a look at the `{remove}` commands - - option: sea salt - feedback: sea salt is removed from the list - - option: paprika - feedback: Paprika is removed from the list - - option: sour cream - feedback: That's right! - hint: There are 3 flavors, bit 2 are removed. Which one remains? - correct_answer: D - question_score: '10' 9: - question_text: What's wrong with this code? code: |- colors {is} blue, purple, green chosen_color {is} {ask} Which haircolor wouldn't your like to have? {remove} chosen_color {from} colors {print} I will dye my hair color {at} {random} - mp_choice_options: - - option: 'Line 3 should say: `{remove}` blue `{from}` colors' - feedback: Maybe you want blue hair though! - - option: Line 3 should have an `{add}` command instead of a `{remove}` command - feedback: You want to remove the chosen color so `{remove}` is right. - - option: In line 4 the variable should be called colors instead of color - feedback: Great job! - - option: Nothing, this is a correct code! - feedback: Find the mistake! hint: Look at line 3 - correct_answer: C - question_score: '10' 10: question_text: What should be on the _?_? code: |- @@ -652,8 +207,6 @@ levels: ``` feedback: This increased the change that the person who walked yesterday now has to do it again. That's mean. hint: The person who walked the dog yesterday should be removed from the list. - correct_answer: A - question_score: '10' 4: 1: question_text: Which of these is true? @@ -666,11 +219,7 @@ levels: feedback: '`{at} {random}` still works' - option: '`{at} {random}` now needs quotation marks' feedback: No, but 2 other commands do. - hint: In level 4 you need quotation marks for 2 commands. - correct_answer: A - question_score: '10' 2: - question_text: Which code uses the proper quotation marks? mp_choice_options: - option: |- ``` @@ -692,11 +241,7 @@ levels: {print} ,hello, ``` feedback: This is a comma, you need quotation marks. - hint: Pick the right quotation marks. - correct_answer: B - question_score: '10' 3: - question_text: Where are the quotation marks used correctly? mp_choice_options: - option: |- ``` @@ -718,28 +263,7 @@ levels: {print} 'Hi Im Hedy' ``` feedback: Perfect! - hint: Both before and after the words you want to print should be a quotation mark. - correct_answer: D - question_score: '10' - 4: - question_text: Which statement is true? - mp_choice_options: - - option: 'You need quotation marks around the word `{print}`, like this: `''{print}''`.' - feedback: The quotation marks shouldn't be around the command itself. - - option: You need quotation marks around the words you want to print. - feedback: Super! - - option: You do not need quotation marks when using the `{ask}` command - feedback: Both `{print}` and `{ask}` require quotation marks - - option: You can choose yourself whether to use quotation marks or not. - feedback: Unfortunately, Hedy is stricter than that. - hint: From level 4 on you need to use quotation marks. - correct_answer: B - question_score: '10' 5: - question_text: What has to be changed in order for the game to work? - code: |- - options {is} rock, paper, scissors - {print} 'options {at} {random}' mp_choice_options: - option: |- ``` @@ -758,89 +282,9 @@ levels: feedback: That's right - option: Nothing, the game already works! feedback: Look carefully. There is an error. - hint: You don't want Hedy to literally print 'options {at} {random}', you want it to print 'rock' or 'paper' or 'scissors'. - correct_answer: C - question_score: '10' 6: - question_text: What would be a good next line in this code? - code: prices {is} 1 dollar, 100 dollars, 1 million dollars - mp_choice_options: - - option: |- - ``` - {print} 'You win...' prices {at} {random} - ``` - feedback: Great! You get it! - - option: |- - ``` - {print} You win... 'prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}' - - option: |- - ``` - {print} You win... prices {at} {random} - ``` - feedback: You need some quotation marks! - - option: |- - ``` - {print} 'You win... prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}'' hint: 'Think carefully: what is a variable and should be outside of the quotation marks? And what are normal words that should be inside?.' - correct_answer: A - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: Correct! - - option: Quotation marks are missing in line 2 - feedback: A variable doesn't need quotes - - option: Quotation marks are missing in line 3 - feedback: You don't want Hedy to literally print 'answers {at} {random}' so no quotation marks needed here! - - option: Nothing, this code is good as is! - feedback: Look carefully. You missed a mistake! - hint: Check each line on whether they'd need quotation marks or not. - correct_answer: A - question_score: '10' - 8: - question_text: What would be a good next line for this code? - code: |- - {print} 'Welcome at the money show!' - {print} 'In front of you are 3 doors' - door {is} {ask} 'Which door do you choose?' - mp_choice_options: - - option: |- - ``` - {print} So you pick door door - ``` - feedback: We need quotation marks - - option: |- - ``` - {print} 'So you pick ' door door - ``` - feedback: If the player chooses door 3, Hedy will say 'So you pick 3 3 - - option: |- - ``` - {print} 'So you pick door ' door - ``` - feedback: Super! - - option: |- - ``` - {print} 'So you pick door door' - ``` - feedback: Hedy will literally print 'So you pick door door - hint: The second word door should be replaced with the number, the first should still be the word door... - correct_answer: C - question_score: '10' 9: - question_text: What will never appear in your output screen? - code: |- - clubs {is} Real Madrid, Bayern Munchen, Manchester United, Ajax - {print} clubs {at} {random} ' is going the win the champions league' mp_choice_options: - option: Ajax is going to win the champions league feedback: Hedy could `{print}` that @@ -850,27 +294,6 @@ levels: feedback: Hedy could `{print}` that - option: FC Barcelona is going to win the champions league feedback: That's right. It's not in the list - hint: What are Hedy's options to randomly pick from? - correct_answer: D - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - people {is} mom, dad, Emma, Sophie - {print} The dishes are done by... - {print} people {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: A list doesn't need quotation marks - - option: Quotation marks are missing in line 2 - feedback: Correct - - option: Quotation marks are missing in both line 2 and 3 - feedback: Line 3 doesn't need quotation marks because it's not printed literally - - option: Nothing, this code has no mistakes - feedback: You missed one! - hint: One line needs quotation marks, because you want it to be printed literally. - correct_answer: B - question_score: '10' 5: 1: question_text: What is true? @@ -888,79 +311,8 @@ levels: - option: In level 5 `{ask}` and `{print}` work the same as in level 4 feedback: Correct! hint: We have only learned a new command in level 5. - correct_answer: D - question_score: '10' - 2: - question_text: What appears in your output screen when you type in the name Hedy? - code: |- - name {is} {ask} 'What is your name?' - {if} name {is} Hedy {print} 'fun' {else} {print} 'less fun' - mp_choice_options: - - option: fun - feedback: That's right! - - option: less fun - feedback: If the name is Hedy, it will say 'fun'' - - option: Hedy - feedback: No, it doesn't print the name - - option: Error - feedback: Fortunately not! - hint: '`{if}` name `{is}` Hedy `{print}` ...?' - correct_answer: A - question_score: '10' 3: - question_text: What is the right password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct! - feedback: This is printed when you type in the correct password - - option: SECRET - feedback: That's right!' - - option: password - feedback: The password isn't password... - - option: ALARM INTRUDER - feedback: This is printed when you type in the incorrect password! hint: '`{if}` password `{is}` ... `{print}` ''Correct!''!''' - correct_answer: B - question_score: '10' - 4: - question_text: What does Hedy print when you type in the wrong password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct - feedback: That's printed if the correct answer is given, not the wrong one... - - option: SECRET - feedback: That's not the right answer - - option: Wrong! - feedback: No, this is not what Hedy will print - - option: ALARM! INTRUDER! - feedback: Great job! - hint: Your computer will sound the alarm for intruders! - correct_answer: D - question_score: '10' - 5: - question_text: Why will Hedy say 'ALARM! INTRUDER' when you type in 'secret'? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Because it needs to be in capitals, so SECRET - feedback: Indeed! - - option: Because the password is alarm - feedback: No, this is not the password. - - option: Because it's spelled wrong. - feedback: That's not how you spell secret - - option: Because Hedy makes a mistake - feedback: No, Hedy is right - hint: The spelling of the word has to be exactly the same. - correct_answer: A - question_score: '10' 6: question_text: Which word should be on the place of the question mark in the last line? code: |- @@ -969,30 +321,6 @@ levels: club is {ask} 'Which club is your favorite?' {if} club {is} ajax {print} 'Ajax is going to win of course!' _?_ {print} 'Sorry, your club is gonna be in last place...' - mp_choice_options: - - option: |- - ``` - {if} - ``` - feedback: '`{if}` is already in the line above' - - option: |- - ``` - {at} {random} - ``` - feedback: No, you need `{else}`. - - option: |- - ``` - {else} - ``` - feedback: Great! - - option: |- - ``` - {print} - ``` - feedback: '`{print}` is already there, we need a word before it!' - hint: '`{if}` goes together with...?' - correct_answer: C - question_score: '10' 7: question_text: Which word should be in the place of the question mark? code: |- @@ -1021,9 +349,6 @@ levels: {print} ``` feedback: Awesome! - hint: After `{else}` a `{print}` command follows - correct_answer: D - question_score: '10' 8: question_text: Which word should be on the place of the question mark? code: |- @@ -1051,298 +376,37 @@ levels: {print} ``` feedback: No, that's not it. - hint: What the variable name? - correct_answer: B - question_score: '10' - 9: - question_text: Which door should you choose to escape?? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} - mp_choice_options: - - option: '1' - feedback: Bad choice! You're being eaten - - option: '2' - feedback: Super! You escaped! - - option: '3' - feedback: Bad choice! You're being eaten. - - option: It's a trap, you will always be eaten! - feedback: Luckily not! - hint: One of the doors will keep you safe.. - correct_answer: B - question_score: '10' + 6: + 6: + question_text: How much does a hamburger cost is this virtual restaurant? 10: - question_text: Which monster is standing behind door 1? code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} + name _?_ Hedy + {print} name 'is walking trough the forrest' mp_choice_options: - - option: Hedy picks a random monster each time. - feedback: Awesome! - - option: vampire - feedback: Not always... - - option: werewolf - feedback: Not always... - - option: giant spider - feedback: Not always... - hint: Mind the last 3 words... monsters `{at} {random}`... - correct_answer: A - question_score: '10' - 6: + - option: You can only fill in the word is on the `_?_` + feedback: You are allowed to use the `=` sign as well + - option: You can fill in either the word is or the `=` sign on the `_?_` + feedback: Amazing! + - option: You have to fill in =is= on the `_?_` + feedback: No, one `=` sign is enough + - option: You can only use the `=` sign when working with numbers, not with words. + feedback: You can also use `=` with words. + 7: 1: - question_text: What's Hedy's output when you run this code? - code: '{print} 2*10' mp_choice_options: - - option: '20' - feedback: Correct! - - option: '12' - feedback: No, the plus sign is used in addition - - option: 2*10 - feedback: No, Hedy will calculate the answer - - option: '210' - feedback: Mind it's a calculation. - hint: The `*` is used as a multiplication sign - correct_answer: A - question_score: '10' + - option: '0' + feedback: No you can repeat a line. + - option: '1' + feedback: Correct, one line at a time + - option: '2' + feedback: In this level only one line at a time + - option: infinite + feedback: In this level you can only repeat one line at a time + hint: You can only repeat 1 line at a time 2: - question_text: What do you use when you want to add two numbers? - mp_choice_options: - - option: '`-`' - feedback: That's not it - - option: plus - feedback: That's not it - - option: '`*`' - feedback: That's not it - - option: '`+`' - feedback: Correct! - hint: It's the plus sign. - correct_answer: D - question_score: '10' - 3: - question_text: What's Hedy's output when you run this code? - code: '{print} ''3*10''' - mp_choice_options: - - option: '30' - feedback: This would be the right answer if there were no quotation marks. - - option: '13' - feedback: Try again.. - - option: 3*10 - feedback: Correct! There are quotation marks, so Hedy will print it literally. - - option: Nothing, Hedy will give an error message. - feedback: No, Hedy will print it literally. - hint: Mind the quotation marks!! - correct_answer: C - question_score: '10' - 4: - question_text: Kim is 10 years old. What will Hedy print for her? - code: |- - name = {ask} 'How many letters are in your name?' - age = {ask} 'How old are you?' - luckynumber = name*age - {print} 'Your lucky number is...' luckynumber - mp_choice_options: - - option: '30' - feedback: Mind, Hedy also prints 'Your lucky number is...' - - option: '10' - feedback: Please try again. - - option: Your lucky number is... 30 - feedback: That's right! - - option: Your lucky number is... 10 - feedback: Her lucky number is name times age... - hint: 'Kim has 3 letters, she is 10 years old so: letters times age = 3*10 = 30.' - correct_answer: C - question_score: '10' - 5: - question_text: If 5 people eat at this restaurant, how much do they have to pay in total? - code: |- - {print} 'Welcome to Hedys!' - people = {ask} 'How many people are eating with us tonight?' - price = people * 10 - {print} 'That will be ' price 'dollar please' - mp_choice_options: - - option: 5 dollars - feedback: Unfortunately, it's not that cheap. - - option: 10 dollars - feedback: No, it's 10 dollars each. - - option: 15 dollars - feedback: The * means multiplication. - - option: 50 dollars - feedback: Great! - hint: '`price` `is` `people` `times` 10' - correct_answer: D - question_score: '10' - 6: - question_text: How much does a hamburger cost is this virtual restaurant? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = 15 - {if} food {is} fries price = 6 - mp_choice_options: - - option: 15 dollars - feedback: Super! - - option: 6 dollars - feedback: The fries are 6 dollars - - option: 0 dollars - feedback: The hamburger isn't free! - - option: 21 dollars - feedback: That's the price for a hamburger and fries! - hint: Mind the fourth line. - correct_answer: A - question_score: '10' - 7: - question_text: Why does line 7 say 'price is price + 3' instead of 'price is 3'? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = price + 15 - {if} food {is} fries price = price + 6 - drinks is {ask} 'What would you like to drink?' - {if} drinks {is} coke price = price + 3 - {if} drinks {is} water price = price + 1 - {print} price ' dollars please' - mp_choice_options: - - option: It could have been `price = 3` just as well. - feedback: No, that's not true. Hedy needs to add 3 dollars to the total. - - option: Because Hedy doesn't understand `price = 3`. - feedback: Hedy would understand, but it wouldn't be right. - - option: Because Hedy would otherwise forget about the previous order. The price would be 3 dollars in total. - feedback: That's right! - - option: Because the price is 0 dollars to begin with. - feedback: That's true, but not the reason - hint: The price shouldn't be 3, but 3 dollars more than it already was - correct_answer: C - question_score: '10' - 8: - question_text: Why is this code incorrect? - code: |- - correct answer = 3*12 - answer = {ask} 'What is 3 times 12?' - {if} answer {is} correct answer {print} 'Good job!' - {else} {print} 'No... It was ' correct answer - mp_choice_options: - - option: There shouldn't be quotation marks in line 2 - feedback: No, there should be! - - option: The variable is called correct answer, but a variable's name can only be 1 word. So it should be correct_answer - feedback: Correct! - - option: The `{if}` and `{else}` commands should be in the same line. - feedback: No, that's not true. - - option: The variable in line 2 can't be called answer, because it is too similar to the variable correct answer. - feedback: Variable names can be similar, but they can't be 2 words... - hint: Inspect what the variables are called. - correct_answer: B - question_score: '10' - 9: - question_text: Imagine you love football a 10, you've eaten 2 bananas and have washed your hands 3 times today. How smart does the silly fortune teller think you are? - code: |- - {print} 'Im Hedy the silly fortune teller' - {print} 'I will predict how smart you are!' - football = {ask} 'On a scale of 0 to 10 how much do you love football?' - bananas = {ask} 'How many bananas have you eaten this week?' - hygiene = {ask} 'How many times did you wash your hands today??' - result = bananas + hygiene - result = result * football - {print} 'You are ' result 'percent smart.' - mp_choice_options: - - option: 10% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 32% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 50% - feedback: Super! You are 100 percent smart! - - option: 100% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - hint: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - correct_answer: C - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - name _?_ Hedy - {print} name 'is walking trough the forrest' - mp_choice_options: - - option: You can only fill in the word is on the `_?_` - feedback: You are allowed to use the `=` sign as well - - option: You can fill in either the word is or the `=` sign on the `_?_` - feedback: Amazing! - - option: You have to fill in =is= on the `_?_` - feedback: No, one `=` sign is enough - - option: You can only use the `=` sign when working with numbers, not with words. - feedback: You can also use `=` with words. - hint: '`{is}` and `=` are both allowed' - correct_answer: B - question_score: '10' - 7: - 1: - question_text: How many lines can you repeat at once with the repeat command at this level? - mp_choice_options: - - option: '0' - feedback: No you can repeat a line. - - option: '1' - feedback: Correct, one line at a time - - option: '2' - feedback: In this level only one line at a time - - option: infinite - feedback: In this level you can only repeat one line at a time - hint: You can only repeat 1 line at a time - correct_answer: B - question_score: '10' - 2: - question_text: Which code is right? - mp_choice_options: - - option: |- - ``` - {print} 100 {times} 'hello' - ``` - feedback: '`{repeat}` 100 `{times}` `{print}` ''hello''' - - option: |- - ``` - {print} {repeat} 100 {times} 'hello' - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 'hello' 100 {times} - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 100 {times} {print} 'hello' - ``` - feedback: That's right! - hint: First the repeat command, then the `{print}` command - correct_answer: D - question_score: '10' - 3: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} ''Hello!''' - mp_choice_options: - - option: Right - feedback: No, a word is missing - - option: Wrong, the word `{repeat}` is missing - feedback: The word `{repeat}` is there, another word is missing - - option: Wrong, the word `{times}` is missing - feedback: The word `{times}` is there, another word is missing. - - option: Wrong, the word `{print}` is missing - feedback: Correct - hint: 'It should be: `{repeat}` 100 `{times}` `{print}` ''Hello''' - correct_answer: D - question_score: '10' - 4: - question_text: Which word is wrong in the code? - code: |- - {print} 'I'm blue' - {repeat} 7 {times} {print} 'da ba dee, da ba da' + hint: First the repeat command, then the `{print}` command + 4: mp_choice_options: - option: |- ``` @@ -1365,24 +429,7 @@ levels: ``` feedback: '`{times}` is spelled correctly' hint: I'm is wrong, you can't use apostrophes - correct_answer: A - question_score: '10' - 5: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} {print} ''Hedy is awesome!''' - mp_choice_options: - - option: Correct - feedback: That's right! - - option: Wrong - feedback: That's not it - hint: The code is correct! - correct_answer: A - question_score: '10' 6: - question_text: What will be the output from this code? - code: |- - {print} 'The wheels on the bus go' - {repeat} 3 {times} {print} ' round and round' mp_choice_options: - option: |- the wheels on the bus go @@ -1408,14 +455,7 @@ levels: round and round round and round feedback: All though the town! Perfect! - hint: Only 'round and round' is repeated 3 times. - correct_answer: D - question_score: '10' 7: - question_text: What will be the output from this code? - code: |- - {repeat} 2 {times} {print} 'We will' - {print} 'ROCK YOU!' mp_choice_options: - option: |- We will We will @@ -1436,17 +476,7 @@ levels: We will ROCK YOU! feedback: Mind the repeat command - hint: Mind the `{repeat}` command. - correct_answer: B - question_score: '10' 8: - question_text: What Hedy code belongs to this output? - code: |- - Here comes the sun - Do do do do - Here comes the sun - And I say - Its alright mp_choice_options: - option: |- ``` @@ -1479,11 +509,7 @@ levels: {print} 'Its alright'" ``` feedback: This is not the correct order.. - hint: '`{repeat}` can only be used if you want to execute the same line multiple times in a row.' - correct_answer: A - question_score: '10' 9: - question_text: What Hedy code belongs to this output? code: |- Batman was flying through Gotham. When suddenly he heard someone screaming... @@ -1524,16 +550,8 @@ levels: {print} 'Please help me !' ``` feedback: Perfect - hint: '''Help!'' is repeated 3 times.' - correct_answer: D - question_score: '10' 10: question_text: What Hedy code belongs to this output? - code: |- - if youre happy and you know it clap your hands - if youre happy and you know it clap your hands - if youre happy and you know it and you really want to show it - if youre happy and you know it clap your hands mp_choice_options: - option: |- ``` @@ -1563,16 +581,8 @@ levels: {print} 'clap your hands' ``` feedback: This is not in the right order. - hint: Mind the order of the sentences. - correct_answer: B - question_score: '10' 8: 1: - question_text: Which output will be produced by this code? - code: |- - {repeat} 2 {times} - {print} 'Hello' - {print} 'Im Hedy!' mp_choice_options: - option: |- Hello @@ -1595,14 +605,7 @@ levels: Im Hedy! Im Hedy!" feedback: Everything is printed twice - hint: Both lines are repeated twice. - correct_answer: C - question_score: '10' 2: - question_text: What is wrong with this code? - code: |- - {repeat} 5 {times} - {print} 'Hedy is cool!' mp_choice_options: - option: This should be only one line, not 2. feedback: No it should be 2 lines. @@ -1612,15 +615,7 @@ levels: feedback: Nee, repeat is de goede spelling - option: The second line need to start with 4 spaces as indentation. feedback: Correct! - hint: Something is missing in the second line? - correct_answer: D - question_score: '10' 3: - question_text: What output will be produced when you run this program? - code: |- - {repeat} 3 {times} - {print} 'Baby shark tututudutudu' - {print} 'Baby shark' mp_choice_options: - option: |- Baby shark tututudutudu @@ -1647,10 +642,7 @@ levels: Baby shark feedback: What is being repeated and what isn't. hint: What is being repeated and what is not?. - correct_answer: C - question_score: '10' 4: - question_text: Which output is correct? code: |- {print} 'The children went:' {repeat} 2 {times} @@ -1682,15 +674,7 @@ levels: Yay! Were going on holiday! feedback: The last line is repeated too. - hint: The block under the `{repeat}` command is repeated twice. - correct_answer: B - question_score: '10' 5: - question_text: What is wrong with this code? - code: |- - end = {ask} 'Do you want a happy or a sad ending?' - {if} end {is} happy {print} 'They lived happily ever after' - {else} {print} 'The world exploded. The end.' mp_choice_options: - option: The `{print}` commands on the last two lines should start on new lines en start with 4 spaces. feedback: That's right! @@ -1700,44 +684,7 @@ levels: feedback: That's not true - option: '`{ask}` is no longer a command' feedback: That's not true - hint: Something is wrong with indentation - correct_answer: A - question_score: '10' - 6: - question_text: What will be the output of this code when we enter pancakes? - code: |- - {print} 'Welcome to restaurant Hedy' - {repeat} 2 {times} - food {is} {ask} 'What do you want to eat?' - {print} food - mp_choice_options: - - option: |- - Welcome to restaurant Hedy - Pancakes - feedback: There is no repetition in this answer. - - option: |- - Welcome to restaurant Hedy - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: This answer also repeats the welcome message - - option: |- - Welcome to restaurant Hedy - What do you want to eat? - What do you want to eat? - Pancakes - Pancakes - feedback: Almost! But look at the question, it is not repeated. - - option: |- - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: Well done! - hint: The first sentence and question will not be repeated - correct_answer: D - question_score: '10' 7: - question_text: What is wrong with this code? code: |- eten = {ask} 'What would you like to eat?' {if} food {is} fries @@ -1756,11 +703,7 @@ levels: feedback: You always have to use indentation. - option: The indentation is wrong in the first `{if}` command. feedback: That's right. - hint: Take a careful look at the indentation. - correct_answer: D - question_score: '10' 8: - question_text: In which of the codes is the indentation done right? mp_choice_options: - option: |- ``` @@ -1802,50 +745,20 @@ levels: {print} You are wrong! ``` feedback: You are wrong! - hint: What should happen if the person is right? And what else? - correct_answer: C - question_score: '10' 9: - question_text: What line(s) in this code should start with 4 spaces? code: |- 1 music = {ask} 'What is your favorite music genre?' 2 {if} music is rock 3 {print} '🤘' 4 {else} 5 {print} '👎' - mp_choice_options: - - option: Line 2 and 4 - feedback: The lines after the `{if}` and `{else}` command should start with 4 spaces - - option: Only line 3 - feedback: Not only 3... - - option: Line 3, 4 and 5 - feedback: Line 4 shouldn't - - option: Line 3 and 5 - feedback: Great job! - hint: The lines after an `{if}` or `{else}` command should start with 4 spaces. - correct_answer: D - question_score: '10' 10: - question_text: Which statement is true? code: |- 1 level = {ask} 'What level are you on?" 2 {if} level {is} 8 3 {print} Great job! - mp_choice_options: - - option: All lines should start with 4 spaces - feedback: That's not true - - option: Line 2 and 3 should start with 4 spaces - feedback: That's not true - - option: Line 2 should start with 4 spaces - feedback: That's not true - - option: Line 3 should start with 4 spaces - feedback: You are correct! - hint: Only one line starts with 4 spaces, but which one...? - correct_answer: D - question_score: '10' 9: 1: - question_text: What is wrong with this code? code: |- {repeat} 3 {times} eten = {ask} 'What would you like to eat?' @@ -1866,19 +779,7 @@ levels: - option: The indentation is wrong in the last `{if}` command. feedback: It not, though. hint: all the indentation is done correctly. - correct_answer: A - question_score: '10' 2: - question_text: What will be printed after entering the correct password? - code: |- - password = {ask} 'What is the password?' - correct_password = Hedy - {if} password {is} correct_password - {repeat} 2 {times} - {print} 'Good job!' - {print} 'You can use the computer!' - {else} - {print} 'The computer will explode in 5... 4... 3... 2... 1...' mp_choice_options: - option: |- Good job! @@ -1897,11 +798,7 @@ levels: Good job! You can use the computer! feedback: Correct! - hint: Everything under the `{repeat}` command is repeated twice. - correct_answer: D - question_score: '10' 3: - question_text: Which case should you choose to win a million dollars? code: |- {print} 'Choose the right case and win!' case = {ask} 'Which case will you pick? 1 or 2?' @@ -1917,20 +814,7 @@ levels: {print} 'You sell the case for 500 dollars' {if} action {is} open {print} 'You open the case and win a million dollars!' - mp_choice_options: - - option: case 1, sell - feedback: You don't win a million! - - option: case 1, open - feedback: You don't win a million - - option: case 2, sell - feedback: You don't win a million - - option: case 2, open - feedback: Great job! You win! - hint: Follow the right path - correct_answer: D - question_score: '10' 4: - question_text: Which statement is true? code: |- name = {ask} 'What is your name?' size = {ask} 'What is your shoe size?' @@ -1950,15 +834,7 @@ levels: feedback: That's right! - option: Cinderella with shoe size 40 gets the output 'I was looking for you!' feedback: No she gets 'Ill keep looking' - hint: No matter what your name is, if you have shoe size 40 you will get the message 'Ill keep looking'. - correct_answer: C - question_score: '10' 5: - question_text: Which code produced this output? - output: |- - Icecream is the best! - Icecream is the best! - Icecream is the best! mp_choice_options: - option: |- ``` @@ -1993,11 +869,7 @@ levels: {print} 'Icecream is the best!' ``` feedback: There are 2 `{repeat}` commands in this code. - hint: Watch the indentation - correct_answer: C - question_score: '10' 6: - question_text: After which command(s) should you use indentation (starting the next line with 4 spaces)? mp_choice_options: - option: '`{if}`' feedback: Don't forget the others @@ -2007,9 +879,6 @@ levels: feedback: Keep it up! - option: '`{if}` `{else}` `{repeat}` `{print}`' feedback: Not with print - hint: Indentation happens on the line below some commands - correct_answer: C - question_score: '10' 7: question_text: "In this code from a pizza restaurant. \nYoull get a 5 dollar discount if you order a medium pizza with coke.\n What should you do to debug this code?" code: |- @@ -2050,9 +919,6 @@ levels: price = price - 2 ``` feedback: Try again - hint: After each `{if}` command, the line below should indent - correct_answer: A - question_score: '10' 8: question_text: What is wrong is this code? code: |- @@ -2070,25 +936,7 @@ levels: feedback: You actually must start like that. - option: A code must always start with a `{print}` command in the first line feedback: That's not true. - hint: The indentation is done right this time - correct_answer: B - question_score: '10' - 9: - question_text: How many `{if}` commands can be placed inside another `{if}` command? - mp_choice_options: - - option: None, that is not allowed - feedback: You are allowed to - - option: Only 1 - feedback: You could use more if you like - - option: '3' - feedback: You could use more if you like - - option: Infinite, as long as you keep using indentation correctly - feedback: That is true - hint: You can put an `{if}` command inside an `{if}` command. - correct_answer: D - question_score: '10' 10: - question_text: Which statement is true? code: |- 1 {repeat} 2 {times} 2 {if} level {is} 9 @@ -2103,8 +951,6 @@ levels: - option: line 2 should atart with 4 spaces and line 3 with 8 feedback: You are correct! hint: The first line doens't start with any spaces - correct_answer: D - question_score: '10' 10: 1: question_text: What do we need to fill in on the `_?_` if we want to print each compliment? @@ -2112,91 +958,6 @@ levels: compliments = perfect, great job, amazing _?_ {print} compliment - mp_choice_options: - - option: |- - ``` - {for} each compliment - ``` - feedback: That's not it - - option: |- - ``` - {for} compliment {in} compliments - ``` - feedback: You deserve all those compliments! - - option: |- - ``` - {if} compliment {in} compliments - ``` - feedback: That's not it - - option: |- - ``` - {for} compliments {in} compliment - ``` - feedback: Almost there! - hint: '`{for}` each compliment in the lists of compliments...' - correct_answer: B - question_score: '10' - 2: - question_text: Which output is correct? - code: |- - meals = pizza, pasta, pancakes - {for} meal {in} meals - {print} 'I love ' meal - mp_choice_options: - - option: I love pizza - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pasta - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pancakes - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: |- - I love pizza - I love pasta - I love pancakes - feedback: Great! - hint: Line 2 says for each meal in the list of meals. So each meal is printed. - correct_answer: D - question_score: '10' - 3: - question_text: Which output is correct? - code: |- - animals = dogs, cats, hamsters, chickens - {for} animal {in} animals - {print} animal ' are lovely pets' - mp_choice_options: - - option: dogs are lovely pets - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - - option: dogs, cats, hamsters, chickens are lovely pets - feedback: Each animal gets their own line in the output. - - option: |- - dogs are lovely pets - cats are lovely pets - hamsters are lovely pets - chickens are lovely pets - feedback: Great! - - option: You don't know yet. Because it chooses one of the animals {at} {random}. - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - hint: Line 2 says {for} each animal in the list of animals. So each animal is printed - correct_answer: C - question_score: '10' - 4: - question_text: What's wrong with this code? - code: |- - groceries = apples, bread, milk - {for} item {in} groceries - {print} 'We need ' groceries - mp_choice_options: - - option: Line 2 needs to start with 4 spaces as indentation - feedback: No it doesn't. Only line 3 needs indentation, which it has. - - option: Line 3 does not need to start with 4 spaces as indentation - feedback: Line 2 is a `{for}`command so line 3 does need to start with an indent. - - option: Line 3 should say item instead of groceries - feedback: Good job! - - option: Line 2 should say groceries instead of item - feedback: No it does not. - hint: Line 2 says `{for}` each item in the list of groceries - correct_answer: C - question_score: '10' 5: question_text: What word should be on the _?_ with these digital dice? code: |- @@ -2205,25 +966,7 @@ levels: choices = 1, 2, 3, 4, 5, 6 {for} player {in} players {print} player ' throws ' _?_ {at} {random} - mp_choice_options: - - option: players - feedback: It would say 'Ann throws Jesse', instead of 'Ann throws 6'. - - option: choices - feedback: That's right! - - option: choice - feedback: You are very close. But you need Hedy to pick from the list called 'choices' not 'choice'... - - option: dice - feedback: Look at the names of the variables. - hint: Hedy needs to pick a number `{at} {random}` - correct_answer: B - question_score: '10' 6: - question_text: Which of the answers below is a possible outcome when you run the code? - code: |- - choices = rock, paper, scissors - players = Kelly, Meredith - {for} player {in} players - {print} player ' chooses ' choices {at} {random} mp_choice_options: - option: Kelly chooses rock feedback: Meredith wants to play too! @@ -2237,9 +980,6 @@ levels: Kelly chooses paper Meredith chooses scissors feedback: Amazing! - hint: Each player will pick an option. The player that's first on the list will go first. - correct_answer: D - question_score: '10' 7: question_text: What line should be on the _?_ in this code that decides what these people will have for dinner? code: |- @@ -2247,30 +987,6 @@ levels: food = pasta, fries, salad _?_ {print} name ' has to eat ' food {at} {random} ' for dinner' - mp_choice_options: - - option: |- - ``` - {for} name {in} names - ``` - feedback: You are on fire! - - option: |- - ``` - {for} names {in} name - ``` - feedback: No it should be for each name in the list nameS, so the other way around - - option: |- - ``` - {for} food {in} food - ``` - feedback: Each name should be told what they will have for dinner. - - option: |- - ``` - {for} name {in} food - ``` - feedback: Each name should be told what they will have for dinner. - hint: Each name should be told what they will have for dinner. - correct_answer: A - question_score: '10' 8: question_text: What should be on the _?_ in this code that decides which color shirt you get? code: |- @@ -2299,9 +1015,6 @@ levels: 'people gets a colors shirt' ``` feedback: There is no variable named people.. - hint: Mind the quotation marks and the names of the variables - correct_answer: B - question_score: '10' 9: question_text: What is the first question Hedy will `{ask}` you when you run the program? code: |- @@ -2311,20 +1024,7 @@ levels: {for} course {in} courses food = {ask} name ', what would you like to eat as your ' course '?' {print} name ' orders ' food ' as their ' course - mp_choice_options: - - option: Timon, what would you like to eat as your appetizer? - feedback: Perfect! - - option: Onno, what would you like to eat as your appetizer? - feedback: Timon is first on the list! - - option: Timon, what would you like to eat as your dessert? - feedback: Appetizers are first in the list - - option: You don't know that. Hedy will choose `{at} {random}`. - feedback: There is no `{at} {random}` in this code... - hint: The first options from both lists are chosen. - correct_answer: A - question_score: '10' 10: - question_text: What is true about this code? code: |- prices = 1 million dollars, car, sandwich names = Bob, Patrick, Sandy, Larry @@ -2339,9 +1039,6 @@ levels: feedback: That is not true. Larry has the same odds as the others - option: Someone might win with two prices feedback: You get it! - hint: Try to imagine the output of this code. - correct_answer: D - question_score: '10' 11: 1: question_text: What word should be at the place of the question mark? @@ -2369,14 +1066,7 @@ levels: {for} ``` feedback: 'No' - hint: What did you learn in this level? - correct_answer: B - question_score: '10' 2: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 1 {to} 3 - {print} i mp_choice_options: - option: |- 1 @@ -2389,64 +1079,7 @@ levels: feedback: That's not it - option: '123' feedback: That's not it - hint: How do the numbers appear in the screen? - correct_answer: A - question_score: '10' - 3: - question_text: Which code was used to get this output? - output: |- - 1 - 2 - 3 - 4 - 5 - Once I caught a fish alive! - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Perfect - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: This code won't work. You need an indent after {for}. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Now Hedy will count '1 Once I caught a fish alive!, 2 Once I caught a fish alive! etc. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} 'i' - {print} 'Once I caught a fish alive!' - ``` - feedback: i is a variable and shouldn't have quotation marks - hint: First all the numbers, then the sentence - correct_answer: A - question_score: '10' 4: - question_text: Which code was used to get this output? - output: |- - 10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0 mp_choice_options: - option: |- ``` @@ -2473,42 +1106,6 @@ levels: ``` feedback: That's right! hint: It has to be a calculation... - correct_answer: D - question_score: '10' - 5: - question_text: What's wrong with this code? - code: |- - {for} i {in} {range} 1 {to} 10 - {print} i - mp_choice_options: - - option: The i in the last line need quotation marks - feedback: No it doesn't. - - option: You can't use `{range}` 1 `{to}` 5 only `{range}` 1 `{to}` 10 - feedback: You could use 1 to 5 just as well! - - option: Line 1 needs to start with an indention. - feedback: Not line 1... - - option: Line 2 needs to start with an indention - feedback: Perfect! - hint: There is something wrong with the indention - correct_answer: D - question_score: '10' - 6: - question_text: How many times does the word Hello appear on your screen when you run the code? - code: |- - {for} i {in} {range} 0 {to} 2 - {print} 'Hello' - mp_choice_options: - - option: 1 time - feedback: 'No' - - option: 2 times - feedback: 'No' - - option: 3 times - feedback: That's right! - - option: Never - feedback: 'No' - hint: 0 also counts. So 0,1,2 that's 3 times. - correct_answer: C - question_score: '10' 7: question_text: What should be on the place of the question mark? code: |- @@ -2517,35 +1114,7 @@ levels: _?_ food is {ask} 'What would you like to order?' {print} food - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 0 {to} 3 - ``` - feedback: There's not always 3 people - - option: |- - ``` - {for} i {in} {range} 1 {to} guests - ``` - feedback: The variable is not named guests - - option: |- - ``` - {for} i {in} {range} 1 {to} people - ``` - feedback: Great! - - option: |- - ``` - {for} i {in} {range} 0 {to} people - ``` - feedback: That's one order too many! - hint: Use the variable 'people' - correct_answer: C - question_score: '10' 8: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 23 {to} 25 - {print} 'hi' mp_choice_options: - option: |- 23 @@ -2561,34 +1130,7 @@ levels: feedback: Correct - option: The word 'hi' will appear 25 times in a row. feedback: No it will only appear 3 times. - hint: It doesn't say `{print}` i - correct_answer: C - question_score: '10' - 9: - question_text: How many times does Hedy chant Hip Hip Hooray? - code: |- - age = {ask} 'How old are you?' - {for} i {in} {range} 1 {to} age - {print} 'Hip Hip Hoorray!' - mp_choice_options: - - option: 1 time - feedback: Try again - - option: 2 times - feedback: Try again - - option: Never - feedback: Try again - - option: That depends on how old you are - feedback: That's right! - hint: '`{for}` i `{in}` `{range}` 1 `{to}` age' - correct_answer: D - question_score: '10' 10: - question_text: Which code belongs to this output? - output: |- - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark mp_choice_options: - option: |- ``` @@ -2619,11 +1161,8 @@ levels: ``` feedback: '`{range}` 0 `{to}` 3 is 4 times.' hint: Mind the indention - correct_answer: B - question_score: '10' 12: 1: - question_text: Which output is correct? code: |- print 'three and a half plus one and a half is...' print 3.5 + 1.5 @@ -2640,11 +1179,7 @@ levels: three and a half plus one and a half is... 5 feedback: Great job! - hint: Both lines are printed! - correct_answer: D - question_score: '10' 2: - question_text: Which of these codes is correct? mp_choice_options: - option: |- ``` @@ -2670,11 +1205,7 @@ levels: print 'I would like a ' flavors at random ' cake.' ``` feedback: All the different values of flavors should be in quotation marks. - hint: The second line is the same in each code, pay attention to the first line - correct_answer: C - question_score: '10' 3: - question_text: What's wrong with this code? code: |- favorite_animal = ask 'What is your favorite animal?' print 'I like ' favoriteanimal ' too!' @@ -2687,30 +1218,13 @@ levels: feedback: That's not true - option: Nothing is wrong. feedback: That's not true - hint: The quotation marks are used correctly - correct_answer: A - question_score: '10' 4: - question_text: In which lines are quotation marks needed to get the code to work? code: |- print Welcome to the online shoe shop category = ask What kind of shoes are you looking for? if category = high heels print High heels are 50% off now! - mp_choice_options: - - option: Line 1 and 2 - feedback: 'No' - - option: Line 1, 2 and 3 - feedback: 'No' - - option: Line 1, 2 and 4 - feedback: 'No' - - option: All of the lines - feedback: Perfect! - hint: Does line 3 need quotation marks too? - correct_answer: D - question_score: '10' 5: - question_text: What output does Agent007 get when they put in the correct password? code: |- name is ask 'What is your name?' if name is 'Agent007' @@ -2723,18 +1237,6 @@ levels: else b is 'today at 10.00' print a + b - mp_choice_options: - - option: Go to the train station today at 10.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 02.00 - feedback: You've cracked the code! - - option: Go to the train station tomorrow at 02.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 10.00 - feedback: The agent won't be catching any bad guys here - hint: The correct password is TOPSECRET - correct_answer: B - question_score: '10' 6: question_text: Which line should be filled in at the ??? code: |- @@ -2748,32 +1250,7 @@ levels: if drinks = 'yes' ??? print 'That will be ' price ' dollar please' - mp_choice_options: - - option: |- - ``` - price = 14 - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = '14' - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = price + 2 - ``` - feedback: Excellent! - - option: |- - ``` - price = + 2 - ``` - feedback: Almost there! - hint: What if you only order fries and a drink? - correct_answer: C - question_score: '10' 7: - question_text: Which output does a vegan get? code: |- menu = 'cookies', 'cheese', 'grapes' print "It's my birthday! I`ve brought some snacks!" @@ -2785,36 +1262,7 @@ levels: print 'For you I have brought: ' for snack in menu print snack - mp_choice_options: - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cookies - grapes - feedback: Terrific! - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - feedback: There's more options than just one - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cheese - grapes - feedback: A vegan person can't have cheese - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - cookies - feedback: Almost there, but look at the order of snacks in the list - hint: What item is removed from the list when you answer 'vegan'? - correct_answer: A - question_score: '10' 8: - question_text: Which code was used to create this output? - code: '3.5' mp_choice_options: - option: |- ``` @@ -2836,9 +1284,6 @@ levels: print 7 * 2 ``` feedback: 'No' - hint: 7 devided by 2 is 3.5 - correct_answer: B - question_score: '10' 9: question_text: Which code should be filled in in line 1 at the ??? code: |- @@ -2865,9 +1310,6 @@ levels: 'prices' = 'one million dollars', 'nothing' ``` feedback: You one nothing - hint: The items on the list should be in quotation marks - correct_answer: C - question_score: '10' 10: question_text: Which line of code should be filled in at the ??? to complete the song ? code: |- @@ -2888,12 +1330,8 @@ levels: feedback: This is a hard one! All the actions on the list must be in the song. - option: print actions at random feedback: This is a hard one! All the actions on the list must be in the song. - hint: This is a hard one! All the actions on the list must be in the song. - correct_answer: B - question_score: '10' 13: 1: - question_text: Which code should be filled in at the ??? ? code: |- name = ask 'What is your name?' song = ask 'Whould you like to hear a song?' @@ -2924,11 +1362,7 @@ levels: if song = 'yes' or birthday = 'yes' ``` feedback: Hedy only sings if both answers are yes - hint: Hedy sings if you want to hear a song and it's you birthday - correct_answer: C - question_score: '10' 2: - question_text: Which command is missing in the code at the place of the ??? ? code: |- menu = 'cheese', 'sausage rolls', 'cookies' diet = ask 'Do you have any dietary restrictions?' @@ -2943,11 +1377,7 @@ levels: feedback: 'No' - option: print feedback: 'No' - hint: Neither vegans nor muslims can eat sausage rolls. - correct_answer: B - question_score: '10' 3: - question_text: Which output is given to a member without a discount code? code: |- member = ask 'Do you have a membership card?' discount = ask 'Do you have a discount code?' @@ -2965,10 +1395,7 @@ levels: - option: There is no way of knowing feedback: There is! Read the question carefully hint: Mind the command 'or' in line 3 - correct_answer: A - question_score: '10' 4: - question_text: Which line of code should follow this line in rock-paper-scissors game? code: if computer_choice is 'rock' and your_choice is 'paper' mp_choice_options: - option: print 'you win' @@ -2979,28 +1406,11 @@ levels: feedback: It's only a tie if both choices are the same - option: print 'try again' feedback: Try again! - hint: Paper beats rock - correct_answer: A - question_score: '10' 5: - question_text: Which statement is true about this code? code: |- if name = 'Cinderella' and shoe_size = 38 print 'You are my one true love!' - mp_choice_options: - - option: Every person with shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person named Cinderella is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person that is named Cinderella and has shoe size 38 is this prince's one true love - feedback: Fantastic! - - option: Every person that's not named Cinderella and does not have shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - hint: Both statements have to be true - correct_answer: C - question_score: '10' 6: - question_text: Which statement about this code is true? code: |- print 'Let me guess which family member you are!' glasses = ask 'Do you wear glasses?' @@ -3013,20 +1423,7 @@ levels: print 'You must be Wouter!' if glasses = 'no' and female = 'no' print 'You must be Michael!' - mp_choice_options: - - option: Michael is a boy with glasses - feedback: Try again - - option: Marleen is a girl with glasses - feedback: Try again - - option: Wouter is a boy without glasses - feedback: Try again - - option: Sophie is a girl with glasses - feedback: Great job! - hint: Take a good look! Or do you need glasses? - correct_answer: D - question_score: '10' 7: - question_text: Which statement is false? code: |- print 'Thank you for helping me take care of my pets' print 'Here is a program to help feed them' @@ -3040,20 +1437,7 @@ levels: print 'I fed them this moring! They do not need more food today' if animal is 'hamster' and color is 'brown' print 'You can feed them a piece of carrot' - mp_choice_options: - - option: The grey cat is called Abby - feedback: This is true! - - option: Milo the orange cat eats 4 scoops of cat nibbles - feedback: This is true - - option: The black hamster needs to be fed a piece of carrot - feedback: Great job! - - option: The yellow bird was fed this morning - feedback: This is true - hint: Read the last 4 lines carefully - correct_answer: C - question_score: '10' 8: - question_text: What output do you get if you order popcorn but no drink? code: |- print 'Welcome to the movie theater' popcorn = ask 'Would you like some popcorn?' @@ -3067,32 +1451,7 @@ levels: if popcorn = 'no' and drink = 'no' print 'Ok' print 'Enjoy the movie' - mp_choice_options: - - option: |- - Welcome to the movie theater - That will be 8 dollars please - Enjoy the movie - feedback: You have paid too much! - - option: |- - Welcome to the movie theater - That will be 5 dollars please - Enjoy the movie - feedback: Amazing! - - option: |- - Welcome to the movie theater - That will be 3 dollars please - Enjoy the movie - feedback: That's not enough money! - - option: |- - Welcome to the movie theater - Ok - Enjoy the movie - feedback: You have to pay for your popcorn! - hint: popcorn = yes and drink = no - correct_answer: B - question_score: '10' 9: - question_text: What is wrong with this code? code: |- 1 chocolate = ask 'Would you like chocolate sauce on your ice cream?' 2 sprinkles = ask 'Would you like sprinkles on your ice cream?' @@ -3129,11 +1488,7 @@ levels: {if} chocolate = 'yes' {and} sprinkles = 'no' ``` feedback: This is not what I ordered! - hint: There is a mistake in line 3 - correct_answer: A - question_score: '10' 10: - question_text: Which command needs to be in line 8 at the place of the ??? ? code: |- print 'Welcome to the product finder of this supermarkt' item is ask 'What product are you looking for?' @@ -3157,65 +1512,8 @@ levels: feedback: 'No' - option: if feedback: 'No' - hint: The item is either in the list of snacks, or in the list of drinks - correct_answer: B - question_score: '10' 14: - 1: - question_text: Which symbol should be used on the blank? - code: |- - name _ {ask} 'Who are you?' - {if} name == 'Hedy' - {print} 'Me too!' - mp_choice_options: - - option: '`=>`' - feedback: This is not a symbol. - - option: '`==`' - feedback: We are not comparing anything, just asking. - - option: '`!=`' - feedback: We are not comparing anything, just asking - - option: '`=`' - feedback: Right! - hint: We are not comparing anything, we are just asking a name. - correct_answer: D - question_score: '10' - 2: - question_text: Which of these codes has used the correct = or == symbol? - mp_choice_options: - - option: '{if} name = Hedy' - feedback: 'No' - - option: '{if} age = 24' - feedback: 'No' - - option: answer = {ask} 'What is your answer' - feedback: Yes! - - option: answer == {ask} 'How are you doing?' - feedback: 'No' - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' - 3: - question_text: Which symbols should be filled in on the two blanks? - code: |- - guests = {ask} 'How many people are at the party?' - {if} guests _ 130 - {print} 'You can come in!' - {if} guests _ 130 - {print} 'Im sorry, the club is full. ' - {print} 'You have to wait for a guest to leave' - mp_choice_options: - - option: '`>` and `<`' - feedback: That's not it - - option: '`=` and `>=`' - feedback: That's not it - - option: '`<` and `>=`' - feedback: You are right - - option: '`+` and `==`' - hint: There are 130 people allowed in the club - correct_answer: C - question_score: '10' - feedback: That's not it 4: - question_text: What's wrong with this code? code: |- price = 10 money = {ask} How much money do you have? @@ -3224,20 +1522,7 @@ levels: {print} 'You can buy the bear!' {else} {print} 'You cannot buy this bear!' - mp_choice_options: - - option: In line 1 == should be used instead of = - feedback: No that's not it - - option: Line 2 misses quotation marks - feedback: You are correct - - option: In line 4 = should have been used instead of == - feedback: No that's not it - - option: In line 4 <= should have been used instead of >= - feedback: No that's not it - hint: The symbols are right - correct_answer: B - question_score: '10' 5: - question_text: Which symbol should be filled in on the blanks if the movie is suitable for kids for the age of 12 and up? code: |- age = {ask} 'How old are you?' ticket = {ask} 'Do you have a ticket?' @@ -3245,20 +1530,7 @@ levels: {print} 'You can enter the movie theater.' {else} {print} 'You are not allowed to come in!' - mp_choice_options: - - option: '`> 12`' - feedback: 12 year olds are allowed too - - option: '`>= 12`' - feedback: Great! - - option: '`< 12`' - feedback: These kids are too young! - - option: '`<= 12`' - feedback: These kids are too young - hint: '> means greater than' - correct_answer: B - question_score: '10' 6: - question_text: How many times do you have to say you are annoyed before this annoying game stops? code: |- lives = 2 {repeat} 10 times @@ -3266,69 +1538,7 @@ levels: answer = {ask} 'Are you annoyed yet?' {if} answer == 'yes' lives = lives - 1 - mp_choice_options: - - option: 10 times - feedback: It stops after 2 times - - option: 0 times - feedback: It stops after 2 times - - option: 1 time - feedback: It stops after 2 times - - option: 2 times - feedback: That is correct - hint: '!= means ''is not''' - correct_answer: D - question_score: '10' - 7: - question_text: What should be filled in on the three blanks? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' - mp_choice_options: - - option: '`''Lower''` and `''Higher''` and `''You win!''`' - feedback: That's not quite right. - - option: '`''Higher''` and `''Lower''` and `''You win!''`' - feedback: You win! - - option: '`''You win!''` and `''Lower!''` and `''Higher''`' - feedback: That's not quite right. - - option: '`''Lower!''` and `''You win!''` and `''Higher!''`' - feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: B - question_score: '10' - 8: - question_text: Which statement is true about this roller coaster? - code: |- - length = {ask} 'Please fill in your length in cm' - {if} length < 120 - {print} 'Sorry, you cannot go on this roller coaster.' - {else} - {print} 'Enjoy the ride' - mp_choice_options: - - option: You must be taller than 120 cm to go on the roller coaster - feedback: True! - - option: You must be taller than 119 cm to go on the roller coaster - feedback: If you are 120 cm you won't get in - - option: You must be shorter than 120 cm to go on the roller coaster - feedback: '> means greater than' - - option: There are no length restrictions to go on the roller coaster - feedback: There are. - hint: '> means greater than' - correct_answer: A - question_score: '10' 9: - question_text: How many pieces of chocolate will give you a stomach ache according to this fitbit? code: |- chocolate = {ask} 'How many pieces of chocolate have you eaten?' {if} chocolate <= 2 @@ -3337,101 +1547,19 @@ levels: {print} 'That is a bit much' {if} chocolate > 8 {print} 'You will get a stomach ache!' - mp_choice_options: - - option: 1 or more - feedback: 'No' - - option: 2 or more - feedback: 'No' - - option: 8 or more - feedback: Almost - - option: 9 or more - feedback: Great! - hint: '> 8 means more than 8' - correct_answer: D - question_score: '10' - 10: - question_text: What should be filled in in the blanks? - code: |- - {print} 'Whoever gets the most points wins!' - {if} points_player_1 < points_player_2 - {print} _ - mp_choice_options: - - option: '''player 1 wins''' - feedback: Look at who has the highest score! - - option: '''player 2 wins''' - feedback: Yes! - - option: '''player 2 loses''' - feedback: Look at who has the highest score! - - option: '''It is a tie''' - feedback: No it's not, one player has a higher score - hint: You win the game by having the most points - correct_answer: B - question_score: '10' 15: 1: - question_text: 'Which symbol should be used on the blank? Tip: You must keep guessing until you get it right.' code: |- answer = 0 while answer _ 'Amsterdam' answer = ask 'What is the capital city of the Netherlands?' print 'You have given the correct answer' - mp_choice_options: - - option: '`=!`' - feedback: That is not right. - - option: '`==`' - feedback: You don't have to keep guessing if you've given the right answer. - - option: '`!=`' - feedback: Correct - - option: '`=`' - feedback: That's not it - hint: Keep guessing until you say Amsterdam - correct_answer: C - question_score: '10' - 2: - question_text: Which of these codes has used the correct symbol(s)? - mp_choice_options: - - option: |- - ``` - {while} name = Hedy - ``` - feedback: 'No' - - option: |- - ``` - {while} age = 24 - ``` - feedback: 'No' - - option: |- - ``` - {while} time > 0 - ``` - feedback: Yes! - - option: |- - ``` - {while} answer == yes' - ``` - feedback: A quotation mark is missing - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' 3: question_text: Which command should be filled in on the two blanks? code: |- _ age >= 18 print 'you are not allowed in this bar' - mp_choice_options: - - option: '`{in}`' - feedback: That's not it - - option: '`{while}`' - feedback: You are right - - option: '`{for}`' - feedback: That's not it - - option: '`{range}`' - feedback: That's not it - hint: You are not allowed in the bar as long as you are 17 or younger - correct_answer: B - question_score: '10' 4: - question_text: What's wrong with this code? code: |- options = 1, 2, 3, 4, 5, 6 print 'Throw 6 as fast as you can!' @@ -3451,11 +1579,7 @@ levels: feedback: That's not it - option: In line 5 != should have been used instead of == feedback: You are correct - hint: There is something wrong in line 5 - correct_answer: D - question_score: '10' 5: - question_text: What should be placed on the blank to make this program work correctly? code: |- wetness = 10 while wetness != 0 @@ -3474,9 +1598,6 @@ levels: feedback: You are correct! - option: = wetness + 1 feedback: The program should count down - hint: wetness should get less each time - correct_answer: C - question_score: '10' 6: question_text: what is wrong with this code? code: |- @@ -3494,25 +1615,8 @@ levels: feedback: No that's not right - option: Line 2 should start with less indentation feedback: That is correct - hint: Look closely at the indentation - correct_answer: D - question_score: '10' 7: question_text: How should this program be changed to that it works? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' mp_choice_options: - option: '... change the first {if} into a {while}' feedback: Perfect! @@ -3522,32 +1626,9 @@ levels: feedback: That's not quite right. - option: '... change the fourth {if} into a {while}' feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: A - question_score: '10' 8: - question_text: Which statement is true about this automated toilet system? - code: |- - {while} toilet == 'occupied' - lights = 'on' - air_freshener_sprays = 'yes' - {sleep} 60 - lights = 'off' - air_freshener_sprays = 'no' - mp_choice_options: - - option: The lights and air freshener will turn off after 1 minute - feedback: False! - - option: The air freshener sprays once every minute and the lights stay on the whole time while you are on the toilet - feedback: Great job - - option: The air freshener sprays once you leave the toilet. - feedback: It only sprays when you're in there. - - option: The lights will always stay on. - feedback: That wouldn't be right. hint: The block after the while command keeps happening while the toilet is occupied. - correct_answer: B - question_score: '10' 9: - question_text: What will the diet app say if you have eaten 1600 calories today? code: |- chocolate = {ask} 'How many calories have you eaten today?' {while} calories <= 1000 @@ -3565,16 +1646,7 @@ levels: feedback: Yes! - option: You have eaten enough for today feedback: 'No' - hint: 1600 is between 1000 and 2000 - correct_answer: C - question_score: '10' 10: - question_text: 'What should be filled in in the blanks? Tip: the player with the most points is in the lead.' - code: |- - name_player_1 = {ask} 'Name player 1:' - name_player_2 = {ask} 'Name player 2:' - {while} points_player_1 > points_player_2 - {print} _ ' is in the lead right now!' mp_choice_options: - option: name_player_1 feedback: You are right! @@ -3584,105 +1656,20 @@ levels: feedback: You should fill in a name, not a number - option: points_player_2 feedback: You should fill in a name, not a number - hint: You win the game by having the most points. Your name should appear on the screen - correct_answer: A - question_score: '10' 16: - 1: - question_text: Which command should be filled in on the blanks to print a random snack? - code: |- - snacks = nachos, chips, cucumber, sweets - {print} _ - mp_choice_options: - - option: '`snacks {at} {random}`' - feedback: This is the old way. - - option: '`[{random} snack]`' - feedback: The order is wrong. - - option: '`snacks[{random}]`' - feedback: Correct - - option: '`snacks[{at} {random}]`' - feedback: We do not need `at`anymore - hint: We no longer use {at} - correct_answer: C - question_score: '10' 2: - question_text: What should be filled in on the blanks if you want a list of what chores are done by whom? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chores = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} _ - mp_choice_options: - - option: |- - ``` - friends[i] has to do chores [i] - ``` - feedback: Mind the spacing. - - option: |- - ``` - friends[1] has to do chores[1] - ``` - feedback: It will print 3 times that Wesley has to do the cooking - - option: |- - ``` - chores[i] ' has to do ' friends[random] - ``` - feedback: The person has to do the chore, not the other way around - - option: |- - ``` - friends[i] ' has to do ' chores[i] - ``` - feedback: Fantastic! - hint: '`i` tells us what item in the list it is. So friend 1 does chore 1 etc.' - correct_answer: D - question_score: '10' 3: - question_text: What is a possible output for this program? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chore = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} friends[i] has to do chores[i] - mp_choice_options: - - option: |- - ``` - Wesley has to do the cooking - Eric has to do the cleaning - Kaylee has to do nothing - ``` - feedback: Super! - - option: |- - ``` - Kaylee has to do the cooking - Wesley has to do the cleaning - Eric has to do nothing - ``` - feedback: No, it is not random. - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cleaning - Wesley has to do the nothing - ``` - feedback: Poor Wesley! - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cooking - Wesley has to do the cooking - ``` - feedback: That's not it - hint: It's not random... - correct_answer: A - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - friends = ['Jaylee', 'Erin', 'Fay'] - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 0 {to} 3 - print 'the lucky number of ' friends[i] - print 'is ' lucky_numbers[i] mp_choice_options: - option: The variable in line 4 should be 'friend[i]', not 'friends[i]' feedback: That is not right. @@ -3692,16 +1679,7 @@ levels: feedback: It's not a variable, it's just text. - option: '{in} in line 3 should be removed' feedback: That's not it - hint: There's nothing wrong with line 4 - correct_answer: B - question_score: '10' 5: - question_text: Which line should be filled in in the blank? - code: |- - animals = ['dog', 'cow', 'horse'] - _ - {for} i {in} {range} 1 {to} 3 - {print} 'the ' animals[i] ' says ' sounds[i] mp_choice_options: - option: noises = ['moo', 'woof', 'neigh'] feedback: Mind the variable name and the order of the sounds. @@ -3711,487 +1689,3 @@ levels: feedback: Don't forget the quotation marks! - option: sounds = ['woof', 'moo', 'neigh'] feedback: Great job! - hint: Look at line 1 to see proper use of brackets and quotation marks. - correct_answer: D - question_score: '10' - 6: - question_text: Which statement is true? - code: |- - people = ['Chris', 'Jaylino', 'Ryan'] - games = ['fortnite', 'minecraft', 'fifa'] - {for} o {in} {range} 1 {to} 3 - {print} people[o] ' likes ' games[o] - mp_choice_options: - - option: You are not allowed to use the variable o. It should be named i. - feedback: i is the most commonly used variable name in this case, but it's not mandatory to use i. - - option: The output will say that Jaylino likes fortnite. - feedback: No, he likes minecraft. - - option: The output will say that Ryan likes fifa - feedback: Correct - - option: This code will not work. It will give and error. - feedback: No, the code is correct. - hint: There is nothing wrong with this code. - correct_answer: C - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - people = ['Savi', 'Senna', 'Fayenne'] - transportation = ['bike', 'train', 'car'] - {for} i {in} {range} 1 {to} 3 - {print} people[i] goes to school by transportation[i] - mp_choice_options: - - option: Line 1 needs less quotation marks - feedback: That is not right. - - option: Line 3 should start with indentation - feedback: It should not! - - option: Line 4 should start without indentation - feedback: It should not - - option: Line 4 needs more quotation marks. - feedback: Amazing! - hint: There is a mistake made in the usage of quotation marks. - correct_answer: D - question_score: '10' - 8: - question_text: Which of these codes belongs to this output? - code: |- - Macy and Kate get to go first - Lionell and Raj get to go second - Kim and Leroy get to go third - mp_choice_options: - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 0 {to} 3 - {print} teams[random] ' get to go ' position[i] - ``` - feedback: This is not right - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: Amazing! - - option: |- - ``` - teams = ['Macy', 'Kate', 'Lionell', 'Raj', 'Kim', 'Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 6 - {print} teams[random] ' get to go ' position[random] - ``` - feedback: This is not it. - - option: |- - ``` - teams = ['Macy and Kate' 'Lionell and Raj' 'Kim and Leroy'] - position = ['first' 'second' 'third'] - {for} teams {in} {range} 0 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: This is not going to work! - hint: If you look carefully at the first line, you'll see that only the first two answers are possibly correct. - correct_answer: B - question_score: '10' - 9: - question_text: What is a possible output for this code? - code: |- - countries = ['Canada', 'Zimbabwe', 'New Zealand'] - {for} i {in} {range} 0 {to} 1 - {print} 'I will travel to ' countries[random] - mp_choice_options: - - option: |- - ``` - I will travel to Canada - I will travel to Canada - ``` - feedback: Great job! - - option: |- - ``` - I will travel to Canada - ``` - feedback: It will be repeated twice - - option: |- - ``` - I will travel to Canada, Zimbabwe and New Zealand - ``` - feedback: This is not it. - - option: |- - ``` - I will travel to Canada - I will travel to Zimbabwe - I will travel to New Zealand - ``` - feedback: It's only repeated twice - hint: Range 0 to 1 is 2 times - correct_answer: A - question_score: '10' - 10: - question_text: Which 3 lines will complete this code correctly? - code: |- - {print} 'The book raffle will start soon' - {print} 'Get your tickets now!' - books = ['Narnia', 'The Hobbit', 'Oliver Twist', 'Harry Potter', 'Green eggs and ham'] - people = {ask} 'How many raffle tickets are sold?' - list_of_numbers = [1, 2] - {for} i {in} {range} 3 {to} people - {add} i {to} list_of_numbers - {for} i {in} {range} 1 {to} 5 - mp_choice_options: - - option: |- - ``` - chosen_number = list_of_numbers at random - print books[i] ' will go to person number ' chosen_number - {add} chosen_number {to} list_of_numbers - ``` - feedback: Almost there... but adding the winner to the list makes this raffle unfair - - option: |- - ``` - print person[i] ' wins ' book[i] - ``` - feedback: There is no list called 'person' - - option: |- - ``` - chosen_number = list_of_numbers[people] - print books[people] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: This is not it. - - option: |- - ``` - chosen_number = list_of_numbers[random] - print books[i] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: Fantastic! - hint: You need to use the {remove} command - correct_answer: D - question_score: '10' - 17: - 1: - question_text: What is the output of this code? - code: |- - minions = ['Bob', 'Kevin', 'Stuart'] - {for} x in minions: - {print} x - mp_choice_options: - - option: |- - ``` - m i n i o n s - ``` - feedback: This is not it. - - option: |- - ``` - Bob - Kevin - Stuart - ``` - feedback: Correct! - - option: |- - ``` - minions - minions - minions - ``` - feedback: Take a look at the content of your list. - - option: |- - ``` - B o b K e v i n S t u a r t - ``` - feedback: Do not loop through the letters. - hint: Loop through your list. - correct_answer: B - question_score: '10' - 2: - question_text: What is wrong with this code? - code: |- - seconds_minute = 60 - minute_hour = 60 - hour_day = 24 - leap_year = 366 - no_leap_year = 365 - years = ask 'what year is it?' - {if} years = 2024: - print seconds_minute * minute_hour * hour_day * leap_year - {else}: - print seconds_minute * minute_hour * hour_day * noleap_year - mp_choice_options: - - option: You cannot have so many variables. - feedback: This is not it. - - option: The way the variables are multiplied is incorrect. - feedback: Not true! - - option: One of the variables `noleap_year` does not belong with the `{if}` statement. - feedback: Keep looking for the mistake. - - option: The `noleap_year` has to be identical in both cases. - feedback: Correct! - hint: Read the code carefully. - correct_answer: D - question_score: '10' - 3: - question_text: How many hedgehogs will this code print? - code: |- - {for} x in range 1 to 3: - {for} y in range 1 to 2: - {print} 🦔 - mp_choice_options: - - option: |- - ``` - 🦔 - 🦔 - 🦔 - ``` - feedback: Try again. - - option: |- - ``` - 🦔 - 🦔 - ``` - feedback: One more try. - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: Well done! - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating. - correct_answer: C - question_score: '10' - 4: - question_text: What is wrong with code? - code: |- - name_color = {ask} 'What is your favorite color?' - {if} name_color == 'red': - {print} 'the color of a tomato' - {elif} name_color == 'green': - {print} 'the color of an apple' - {elif} name_color == 'blue': - {print} 'the color of a blueberry' - {elif} name_color == 'yellow': - {print} 'the color of a banana' - {elif}: - {print} 'this fruit-color does not exist' - mp_choice_options: - - option: The first `{elif}` should be used before the `print` command - feedback: Try again. - - option: '`{elif}` can only be used once' - feedback: From now on we can use elif multiple times. - - option: '`==` used with `{elif}` should be replaced by `=`' - feedback: Not correct. - - option: '`{elif}` in the last line should be replaced by `{else}`' - feedback: Great! - hint: Think about `{if}`, `{elif}`, `{else}`. - correct_answer: D - question_score: '10' - 5: - question_text: What is the output of this code? - code: |- - numbers = [7, 19, 29, 41, 53, 71, 79, 97] - {for} prime in numbers: - {if} prime <= 10: - {print} prime - {elif} prime >= 60: - {print} prime - {elif} prime >= 90: - {print} prime - {else}: - {print} 'another number' - mp_choice_options: - - option: |- - ``` - 7 - another number - another number - another number - another number - 71 - 79 - 97 - ``` - feedback: Well done! - - option: |- - ``` - another number - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: Try again. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - another number - ``` - feedback: One more try. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating and the values of if and elif. - correct_answer: A - question_score: '10' - 6: - question_text: What is wrong with code? - code: |- - name = {ask} 'What is your name?' - {if} name == 'Hedy': - password = {ask} 'What is your password?' - {if} password =='turtle123': - {print} 'Yey' - {else}: - {print} 'Access denied' - {else}: - {print} 'Go fish' - mp_choice_options: - - option: '`{elif}` is missing.' - feedback: Try again. - - option: '`{else}` can only be used once.' - feedback: From now on we can use elif multiple times. - - option: Nothing! - feedback: There is a mistake. Look carefully! - - option: There is an indentation mistake in the last line. - feedback: Amazing! - hint: There is a mistake somewhere... - correct_answer: D - question_score: '10' - 7: - question_text: Which of the following codes will print five times 'the result is 3' on the screen? - mp_choice_options: - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - result = n * 1 - {print} 'The result is ' result - ``` - feedback: Try again! - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} u in numbers: - number = u - {print} 'The result is ' number - ``` - feedback: That is not it. - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} number in numbers: - number = 3 - {print} 'The result is ' number - ``` - feedback: Very good! - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - n = result - {print} 'The result is ' result - ``` - feedback: That is not it. - hint: Think about mathematical symbols. - correct_answer: C - question_score: '10' - 8: - question_text: What is wrong with code? - code: |- - insects = ['🐝', '🦋', '🕷', '🐞'] - your_favorite = {ask} 'what is your favorite insect?' - {for} insect in insects: - {if} your_favorite == '🐝' {or} your_favorite == '🐞': - {print} 'very useful' - {elif} your_favorite == '🕷': - {print} 'it can catch mosquitoes' - {else}: - {print} 'almost all insects can be useful one way or another' - mp_choice_options: - - option: '`{or}` cannot be used with `{if}`.' - feedback: Try again. - - option: In the `{for}` command `insect` should be `insects`. - feedback: Not true. - - option: Nothing! - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 9: - question_text: Which one of the codes below gave this output? - code: |- - -5 is negative - -4 is negative - -3 is negative - -2 is negative - -1 is negative - 0 is positive - 1 is positive - 2 is positive - 3 is positive - mp_choice_options: - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Try again! - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number <= 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - - option: "```\n {for} number in range -5 to 3:\n {if} number >= 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Very good! - - option: "```\n {for} number in range -5 to 3:\n {if} number < 0: \n {print} number ' is positive'\n {elif} number <=0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 10: - question_text: What is wrong with this code? - code: |- - {for} number in range 1 to 5: - volume_room = num * num * num - {print} volume_room ' cubic meters' - {if} volume_room > 100: - {print} 'this is a large room' - {elif} volume_room < 100: - {print} 'small room but cosy' - {else}: - {print} 'i will look for something else' - mp_choice_options: - - option: The word num needs quotation marks. - feedback: Try again. - - option: The `{if}` command is not used correctly. - feedback: Not true. - - option: Line 3 should be `volume_room = number * number * number`. - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' diff --git a/content/quizzes/tr.yaml b/content/quizzes/tr.yaml index 7a244ea599f..cdf29a4a1c5 100644 --- a/content/quizzes/tr.yaml +++ b/content/quizzes/tr.yaml @@ -12,8 +12,6 @@ levels: - option: Heidi feedback: Bu değil! hint: Hedy Lamarr'ın adı verilmiştir. - correct_answer: A - question_score: '10' 2: question_text: '"Merhaba!" yazısının görünmesi için boşluklara hangilerinin doldurulması gerekir?' code: _ Merhaba! @@ -27,8 +25,6 @@ levels: - option: '`{ask}`' feedback: '`{ask}` ile bir soru sorarsınız.' hint: _ Merhaba Dünya! - correct_answer: B - question_score: '10' 3: question_text: Birinin en sevdiği rengin ne olduğunu nasıl sorarsınız? mp_choice_options: @@ -53,8 +49,6 @@ levels: ``` feedback: '`{echo}` verdiğiniz cevabı size tekrarlar.' hint: '`{ask}` komutu ile bir şeyi sorabilirsiniz' - correct_answer: C - question_score: '10' 4: question_text: Bu kodun ne sorunu var? code: |- @@ -71,8 +65,6 @@ levels: - option: Hiçbir sorun yok! Bu mükemmel bir kod! feedback: Yanlış, lütfen dikkatli bak! hint: 1. satır doğru görünmüyor - correct_answer: A - question_score: '10' 5: question_text: Satır 2'de hangi komut eksik? code: |- @@ -88,8 +80,6 @@ levels: - option: '`{echo}`' feedback: Tam isabet! hint: Cevabı 2. satırın sonunda görmek istiyorsunuz... - correct_answer: D - question_score: '10' 6: question_text: Bu kodun ne sorunu var? code: |- @@ -107,8 +97,6 @@ levels: - option: 4. satırda `{print}` kelimesi yanlış yazılmıştır. feedback: Hayır, hata başka bir yerde hint: '`{print}` komutlarını kontrol edin.' - correct_answer: B - question_score: '10' 7: question_text: Bu kodun ne sorunu var? code: |- @@ -126,8 +114,6 @@ levels: - option: Hiçbir sorunu yok! Bu mükemmel bir kod! feedback: Doğru! hint: Kodu satır satır kontrol edin - correct_answer: D - question_score: '10' 8: question_text: '`{echo}` komutunu nasıl kullanırsınız?' mp_choice_options: @@ -140,8 +126,6 @@ levels: - option: Metni yok etmek için kullanırsınız. feedback: Bu doğru değil. hint: Bir `{echo}` komutu, bir `{ask}` komutundan sonra kullanılır. - correct_answer: C - question_score: '10' 9: question_text: Bu kodun ne sorunu var? code: |- @@ -158,8 +142,6 @@ levels: - option: Hiçbir sorun yok. Bu mükemmel bir kod! feedback: Lütfen hatayı dikkatlice arayın... hint: '`{ask}` komutu bir soru sormanızı sağlar' - correct_answer: B - question_score: '10' 10: question_text: Bu kodu çalıştırdıktan sonra çıktı ekranınızda hangi yazı olacak? code: |- @@ -180,8 +162,6 @@ levels: Evet! feedback: İki tane `{echo}` komutu vardır hint: Hadi gidelim! - correct_answer: B - question_score: '10' 2: 1: question_text: Bu ifadelerden hangisi doğrudur? @@ -195,8 +175,6 @@ levels: - option: '`{sleep} komutu ile ekrandan metinleri kaldırırsın.' feedback: '`{sleep}` komutu böyle çalışmaz.' hint: '`{print}` komutu, 1. seviyedeki gibi çalışmaya devam eder' - correct_answer: C - question_score: '10' 2: question_text: Bu kodlardan hangisi doğrudur? mp_choice_options: @@ -221,8 +199,6 @@ levels: ``` feedback: Kelimeler doğru, ama sıraları değil! hint: '`{ask}` , artık 1. seviyedeki gibi çalışmıyor' - correct_answer: A - question_score: '10' 3: question_text: Bu kodu çalıştırdığınızda çıktı ekranınızda ne görünür? code: |- @@ -238,8 +214,6 @@ levels: - option: Ali markete gider ve Ali bir elma satın alır. feedback: İkinci Ali kelimesi ile değişen ikinci bir "isim" kelimesi yok hint: '"isim" kelimesi Ali ile değiştirilir' - correct_answer: C - question_score: '10' 4: question_text: Bu kodu çalıştırdığınızda çıktı ekranında ne göreceksiniz? code: |- @@ -255,8 +229,6 @@ levels: - option: Merhaba benim Hedy Hedy! feedback: Doğru, ve bu hatayı düzeltmeyi 4. seviyede göreceksin! hint: '''adım'' kelimesi her iki yerde de ''Hedy'' ile değiştirilir' - correct_answer: D - question_score: '10' 5: question_text: '`{sleep}` komutunu kullandığınızda ne olur?' mp_choice_options: @@ -269,8 +241,6 @@ levels: - option: Hedy'nin programınızın bittiğini anlaması için programın sonuna koyarsınız feedback: Hayır, bunun kodunuzun sonunda olması kullanışsız olurdu hint: Bilgisayar `{sleep}` komutunda bir saniye bekler - correct_answer: C - question_score: '10' 6: question_text: Boş olan satıra hangisi gelir? code: |- @@ -287,8 +257,6 @@ levels: - option: '`{ask}`' feedback: Burada sorulacak bir soru yok hint: Dramatik bir etki için kısa bir süre duraklayın. - correct_answer: A - question_score: '10' 7: question_text: Satır 2'de hangi komut kullanılmalıdır? code: |- @@ -317,8 +285,6 @@ levels: ``` feedback: Üç rakamını kullanarak işinizi kolaylaştırın hint: Bilgisayarın 3 saniye beklemesini istiyorsunuz - correct_answer: B - question_score: '10' 8: question_text: Bu kodun ilk satırındaki sorunu nasıl düzeltirsiniz? code: |- @@ -346,8 +312,6 @@ levels: ``` feedback: '`{ask}` komutu nerede?' hint: Değişken adı ilk önce gelmelidir - correct_answer: C - question_score: '10' 9: question_text: Bu kodda yanlış olan nedir? code: |- @@ -363,8 +327,6 @@ levels: - option: 'Satır 2 şöyle olmalıdır: `{sleep}` Benim sevdiğim hayvanlar' feedback: Uyku, bir metni `{print}` etmek için kullanılmaz hint: '''Benim sevdiğim köpekler'' ifadesini `{print}` etmek istiyorsunuz' - correct_answer: B - question_score: '10' 10: question_text: Satır 1'de boşlukta hangi komut kullanılmalıdır? code: |- @@ -394,8 +356,6 @@ levels: ``` feedback: Bu doğru! hint: '`{ask}` kullanıp bir soru sormak istiyorsunuz' - correct_answer: D - question_score: '10' 3: 1: question_text: Hedy'nin keyfi olarak bir şey seçmesine izin vermek için hangi komut(lar)ı kullanıyorsunuz? @@ -409,8 +369,6 @@ levels: - option: '`{at}` `{random}`' feedback: Doğru! hint: Keyfi olarak demek, plansız veya rastgele anlamına gelir. - correct_answer: D - question_score: '10' 2: question_text: Bu kodun ne sorunu var? code: |- @@ -426,8 +384,6 @@ levels: - option: '`{at} {random}` yanlış yazılmış' feedback: '`{at} {random}` doğru yazımdır' hint: Satır 1'de bir sorun var - correct_answer: A - question_score: '10' 3: question_text: Satır 2'deki hatayı nasıl düzeltirsiniz? code: |- @@ -452,8 +408,6 @@ levels: - option: Hiçbir sorun yok, bu kod doğru! feedback: Hatayı görmek için biraz daha dikkatlice bakın hint: Değişkene (listeye) seçenekler adı verilmiş. - correct_answer: C - question_score: '10' 4: question_text: Rastgele bir fiyat yazdırmak için satır 2'de ne değişmelidir? code: |- @@ -478,8 +432,6 @@ levels: - option: Hiçbir sorun yok, bu kod tamam. feedback: Gözden kaçırdığınız hata için dikkatlice bakın! hint: Değişkenin adı fiyatlar - correct_answer: B - question_score: '10' 5: question_text: Bu kodda yanlış olan nedir? code: |- @@ -497,8 +449,6 @@ levels: - option: Hiçbir sorun yok, bu kod mükemmel feedback: Bu doğru! hint: Bu kodda bir hata var mı ki? - correct_answer: D - question_score: '10' 6: question_text: Bu kodun ne sorunu var? code: |- @@ -515,8 +465,6 @@ levels: - option: Hiçbir sorun yok! Bu kod harika! feedback: Aslında 2. satırda bir hata var. hint: Satır 2'de bir sorun var. - correct_answer: B - question_score: '10' 7: question_text: '`{add}` komutu ne yapıyor?' code: |- @@ -534,8 +482,6 @@ levels: - option: '`{add}` komutu en sevdiğiniz kitabı yazdırır.' feedback: Hayır, en sevdiğiniz kitabı listeye ekler hint: '`{add}` komutu bir kitap ekler, ama hangisini?' - correct_answer: C - question_score: '10' 8: question_text: Bu kodun çıktısı ne olur? code: |- @@ -553,8 +499,6 @@ levels: - option: ekşi krema feedback: Bu doğru! hint: 3 çeşni var, ve 2 tanesi kaldırıldı. Geriye hangisi kalır? - correct_answer: D - question_score: '10' 9: question_text: Bu kodun ne sorunu var? code: |- @@ -572,8 +516,6 @@ levels: - option: Hiçbir sorun yok, bu doğru bir kod! feedback: Dikkatli bakıp hatayı bulun! hint: 4. satıra bir bakın - correct_answer: C - question_score: '10' 10: question_text: İşaretli _ içine ne gelmeli? code: |- @@ -604,8 +546,6 @@ levels: ``` feedback: Bunu yapınca, dün gezdiren kişinin şimdi bunu tekrar yapma olasılığı arttı. Bu çok kötü. hint: Dün köpeği kim gezdirdiyse, bugün o kişi listeden çıkarılmalıdır. - correct_answer: A - question_score: '10' 4: 1: question_text: Bu kodlardan hangisi doğrudur? @@ -631,8 +571,6 @@ levels: ``` feedback: Tırnak işaretlerine ve üstten kesme işaretine dikkat et hint: 4. seviyede, 2 komut için tırnak işaretine ihtiyacınız vardır. - correct_answer: A - question_score: '10' 2: question_text: Hangi kod uygun tırnak işaretlerini kullanır? mp_choice_options: @@ -657,8 +595,6 @@ levels: ``` feedback: Bu bir virgül, tırnak işaretine ihtiyacın var. hint: Doğru tırnak işaretlerini seçin. - correct_answer: B - question_score: '10' 3: question_text: Tırnak işaretleri hangisinde doğru kullanılmış? mp_choice_options: @@ -683,8 +619,6 @@ levels: ``` feedback: Mükemmel! hint: Yazdırmak istediğiniz sözcüklerin hem öncesinde hem de sonrasında tırnak işareti bulunmalıdır. - correct_answer: D - question_score: '10' 4: question_text: Bu ifadelerden hangisi doğrudur? mp_choice_options: @@ -697,8 +631,6 @@ levels: - option: Tırnak işareti kullanıp kullanmayacağınıza kendiniz karar verirsiniz. feedback: Ne yazık ki, Hedy'nin kuralları bundan daha katıdır. hint: 4. seviyeden itibaren tırnak işareti kullanmanız gerekir. - correct_answer: B - question_score: '10' 5: question_text: Bu oyunun çalışması için nelerin değiştirilmesi gerekiyor? code: |- @@ -723,8 +655,6 @@ levels: - option: Hiçbir sorunu yok, bu oyun zaten çalışıyor! feedback: Dikkatli bak. Bir hata var. hint: Hedy'nin kelimenin tam anlamıyla 'seçenekler {at} {random}' yazdırmasını istemezsiniz, 'taş' veya 'kağıt' veya 'makas' yazdırmasını istersiniz. - correct_answer: C - question_score: '10' 6: question_text: Bu kodda bir sonraki satır hangisi olurdu? code: fiyatlar {is} 1 lira, 100 lira, 1 milyon lira @@ -750,8 +680,6 @@ levels: ``` feedback: Hedy kelimenin tam anlamıyla 'fiyatlar {at} {random}'' yazdıracaktır hint: 'Dikkatlice düşünün: bir değişken nedir, tırnak işaretlerinin dışında neler olmalıdır, ve içinde olması gereken normal kelimeler nelerdir?' - correct_answer: A - question_score: '10' 7: question_text: Bu kodun ne sorunu var? code: |- @@ -768,8 +696,6 @@ levels: - option: Hiçbir sorun yok, bu kod olduğu gibi iyi! feedback: Dikkatli bak. Bir hatayı gözden kaçırdın! hint: Her satırın tırnak işaretine ihtiyacı olup olmadığını kontrol edin. - correct_answer: A - question_score: '10' 8: question_text: Bu kod için bir sonraki satır ne olurdu? code: |- @@ -798,8 +724,6 @@ levels: ``` feedback: Böyle olursa Hedy kelimenin tam anlamıyla 'Demek seçtiğin kapı kapı' yazar hint: İkinci kapı kelimesi sayı ile değiştirilmeli, birincisi hala kapı kelimesi olmalıdır... - correct_answer: C - question_score: '10' 9: question_text: Çıktı ekranınızda hangisini asla görmezsiniz? code: |- @@ -815,8 +739,6 @@ levels: - option: FC Barcelona şampiyonlar ligini kazanacak feedback: Bu doğru. Çünkü listede yok hint: Hedy'nin rastgele seçebileceği seçenekler nelerdir? - correct_answer: D - question_score: '10' 10: question_text: Bu ifadelerden hangisi doğrudur? code: |- @@ -833,8 +755,6 @@ levels: - option: Hiçbir sorun yok, bu kodda hata yok feedback: Birini kaçırdın! hint: Bir satırın tırnak işaretine ihtiyacı var, çünkü kelimesi kelimesine basılmasını istiyorsunuz. - correct_answer: B - question_score: '10' 5: 1: question_text: _ ile gösterilen yere hangi komut gelmelidir? @@ -852,8 +772,6 @@ levels: - option: '`{else}`' feedback: Bu doğru! hint: Hangisi `{if}` komutu ile birlikte kullanılır? - correct_answer: D - question_score: '10' 2: question_text: Soruya Hedy adını girerseniz çıktı ekranınızda ne görünür? code: |- @@ -869,8 +787,6 @@ levels: - option: Hata feedback: Neyse ki değil! hint: '`{if}` isim `{is}` Hedy `{print}` ...?' - correct_answer: A - question_score: '10' 3: question_text: Doğru şifre nedir? code: |- @@ -887,8 +803,6 @@ levels: - option: ALARM DAVETSİZ MİSAFİR feedback: Bu, yanlış şifre girdiğinizde yazdırılır! hint: '`{if}` şifre `{is}` ... `{print}` ''Doğru!''' - correct_answer: B - question_score: '10' 4: question_text: Yanlış şifre girerseniz Hedy ne yazdırır? code: |- @@ -905,8 +819,6 @@ levels: - option: ALARM! DAVETSİZ MİSAFİR! feedback: İyi işti! hint: Bilgisayarınız davetsiz misafirler için alarm çalacak! - correct_answer: D - question_score: '10' 5: question_text: Hedy 'gizli' yazınca 'ALARM! DAVETSİZ MİSAFİR!' diyor, ama neden? code: |- @@ -923,8 +835,6 @@ levels: - option: Çünkü Hedy bir hata yaptı feedback: Hayır, Hedy haklı hint: Kelimenin yazılışı tamamen aynı olmak zorundadır. - correct_answer: A - question_score: '10' 6: question_text: Son satırda boş bırakılan yere hangi kelime gelmelidir? code: |- @@ -955,8 +865,6 @@ levels: ``` feedback: '`{print}` zaten orada, ondan önce bir kelimeye ihtiyacımız var!' hint: '`{if}` ile birlikte ... kullanılır?' - correct_answer: C - question_score: '10' 7: question_text: Boşluğun yerine hangi kelime gelmelidir? code: |- @@ -974,8 +882,6 @@ levels: - option: '`{print}`' feedback: Harika! hint: Bir `{else}` komutundan sonra bir `{print}` komutu gelir - correct_answer: D - question_score: '10' 8: question_text: Boşluğun yerine hangi kelime gelmelidir? code: |- @@ -998,8 +904,6 @@ levels: - option: '`{print}`' feedback: Hayır, bu değil. hint: Değişken adı ne? - correct_answer: B - question_score: '10' 9: question_text: Kaçmak için hangi kapıyı seçmelisin? code: |- @@ -1019,8 +923,6 @@ levels: - option: Bu bir tuzak, her zaman yenileceksiniz! feedback: Neyse ki değil! hint: Kapılardan biri seni güvende tutacak. - correct_answer: B - question_score: '10' 10: question_text: 1 numaralı kapının arkasında hangi canavar duruyor? code: |- @@ -1040,12 +942,9 @@ levels: - option: dev örümcek feedback: Her zaman değil... hint: Son 3 kelimeye dikkat edin... canavarlar `{at} {random}`... - correct_answer: A - question_score: '10' 6: 1: question_text: Bu kodu çalıştırdığınızda Hedy'nin çıktısı ne olur? - code: '{print} 2*10' mp_choice_options: - option: '20' feedback: Doğru! @@ -1056,8 +955,6 @@ levels: - option: '210' feedback: Bunun bir hesaplama olduğunu unutmayın. hint: '`*` işareti, çarpma işlemi işareti olarak kullanılır' - correct_answer: A - question_score: '10' 2: question_text: İki sayıyı toplamak istediğinizde ne kullanırsınız? mp_choice_options: @@ -1070,11 +967,8 @@ levels: - option: '`+`' feedback: Doğru! hint: Artı işareti. - correct_answer: D - question_score: '10' 3: question_text: Bu kodu çalıştırdığınızda Hedy'nin çıktısı ne olur? - code: '{print} ''3*10''' mp_choice_options: - option: '30' feedback: Tırnak işareti olmasaydı doğru cevap bu olurdu. @@ -1085,8 +979,6 @@ levels: - option: Hiçbir şey olmaz, Hedy bir hata mesajı verecektir. feedback: Hayır, Hedy kelimesi kelimesine basacak. hint: Tırnak işaretlerine dikkat et!! - correct_answer: C - question_score: '10' 4: question_text: Ali 10 yaşında. Hedy onun için ne yazacak? code: |- @@ -1104,8 +996,6 @@ levels: - option: Senin şanslı numaran... 10 feedback: Şanslı numarası isim çarpı yaş... hint: 'Alin''in 3 harfi var, 10 yaşında, yani: harfleri çarpı yaşı = 3*10 = 30.' - correct_answer: C - question_score: '10' 5: question_text: Bu restoranda 5 kişi yemek yerse, toplamda ne kadar ödemeleri gerekir? code: |- @@ -1123,8 +1013,6 @@ levels: - option: 50 lira feedback: Harika! hint: '`ücret` `eşit` `kişiler` `çarpı` 10' - correct_answer: D - question_score: '10' 6: question_text: Bu sanal restoranda bir hamburgerin fiyatı ne kadar? code: |- @@ -1143,8 +1031,6 @@ levels: - option: 21 dolar feedback: Bir hamburger ve patates kızartmasının toplam fiyatı bu! hint: Dördüncü satıra dikkat et. - correct_answer: A - question_score: '10' 7: question_text: 7. satırda neden 'ücret eşittir 3' yerine 'ücret eşittir ücret + 3' deniyor? code: |- @@ -1167,8 +1053,6 @@ levels: - option: Çünkü ücret en başta 0 lira. feedback: Bu doğru bir bilgi, ama nedeni bu değil hint: Ücret toplam 3 değil, öncekinden 3 lira daha fazla olmalı - correct_answer: C - question_score: '10' 8: question_text: Bu kod neden yanlış? code: |- @@ -1186,8 +1070,6 @@ levels: - option: Satır 2'deki değişkene "cevap" ismi verilemez, çünkü bu isim "doğru cevap" değişkenine çok benziyor. feedback: Değişken isimleri benzer olabilir (aynı değil), ancak 2 kelime olamazlar... hint: Değişkenlere ne isim verildiğini inceleyin. - correct_answer: B - question_score: '10' 9: question_text: Futbol sevginizin 10 puan olduğunu, 2 tane muz yediğinizi ve bugün ellerinizi 3 kez yıkadığınızı düşünün. Bu aptal falcı sizin ne kadar zeki olduğunuzu düşünür? code: |- @@ -1209,8 +1091,6 @@ levels: - option: 100% feedback: (2 muzlar + 3 sağlık) * 10 futbol = 5*10 =? hint: (2 muzlar + 3 sağlık) * 10 futbol = 5*10 =? - correct_answer: C - question_score: '10' 10: question_text: Bu ifadelerden hangisi doğrudur? code: |- @@ -1226,8 +1106,6 @@ levels: - option: '`=` işaretini sadece sayılarla çalışırken kullanabilirsiniz, kelimelerle değil.' feedback: '`=` işaretini kelimelerle birlikte de kullanabilirsiniz.' hint: '`{is}` ve `=` seçeneklerinin her ikisine de izin verilir' - correct_answer: B - question_score: '10' 7: 1: question_text: Bu seviyede tekrarla komutu ile aynı anda kaç satırı tekrarlayabilirsiniz? @@ -1241,8 +1119,6 @@ levels: - option: Sonsuz feedback: Bu seviyede her seferinde sadece bir satırı tekrarlayabilirsiniz hint: Her seferinde yalnızca bir satırı tekrarlayabilirsiniz - correct_answer: B - question_score: '10' 2: question_text: Hangi kod doğrudur? mp_choice_options: @@ -1267,8 +1143,6 @@ levels: ``` feedback: Bu doğru! hint: Önce `{repeat}` komutu, ardından `{print}` komutu - correct_answer: D - question_score: '10' 3: question_text: Bu kod doğru mu yoksa yanlış mı? code: '{repeat} 100 {times} ''Merhaba!''' @@ -1282,8 +1156,6 @@ levels: - option: Yanlış, `{print}` kelimesi eksik feedback: Doğru hint: 'Şöyle olmalı: `{repeat}` 100 `{times}` `{print}` ''Merhaba''' - correct_answer: D - question_score: '10' 4: question_text: Kodda hangi kelime yanlıştır? code: |- @@ -1302,8 +1174,6 @@ levels: - option: '`{times}`' feedback: '`{times}` doğru yazılmıştır' hint: mavi'yim hatalıdır, cümle içinde kesme işareti kullanamazsın - correct_answer: A - question_score: '10' 5: question_text: Bu kod doğru mu yanlış mı? code: '{repeat} 100 {times} {print} ''Hedy harika!''' @@ -1313,8 +1183,6 @@ levels: - option: Yanlış feedback: Bu değil hint: Bu kod doğrudur! - correct_answer: A - question_score: '10' 6: question_text: Bu kodun çıktısı ne olacaktır? code: |- @@ -1346,13 +1214,8 @@ levels: dönüyor ve dönüyor feedback: Tüm şehir boyunca! Mükemmel! hint: Sadece ' dönüyor ve dönüyor' 3 kez tekrarlanır. - correct_answer: D - question_score: '10' 7: question_text: Bu kodun çıktısı ne olacaktır? - code: |- - {repeat} 2 {times} {print} 'We will' - {print} 'ROCK YOU!' mp_choice_options: - option: |- We will We will @@ -1374,16 +1237,8 @@ levels: ROCK YOU! feedback: Tekrarla komutuna dikkat edin hint: '`{repeat}` komutuna dikkat edin.' - correct_answer: B - question_score: '10' 8: question_text: Bu çıktı hangi Hedy koduna aittir? - code: |- - Here comes the sun - Do do do do - Here comes the sun - And I say - Its alright mp_choice_options: - option: |- ``` @@ -1417,8 +1272,6 @@ levels: ``` feedback: Bu doğru sıra değil. hint: '`{repeat}` yalnızca aynı satırı arka arkaya birden çok kez çalıştırmak istediğinizde kullanılabilir.' - correct_answer: A - question_score: '10' 9: question_text: Bu çıktı hangi Hedy koduna aittir? code: |- @@ -1462,8 +1315,6 @@ levels: ``` feedback: Mükemmel hint: '"Yardım edin!" 3 kez tekrarlanıyor.' - correct_answer: D - question_score: '10' 10: question_text: Bu çıktı hangi koda aittir? code: |- @@ -1501,8 +1352,6 @@ levels: ``` feedback: Bu doğru sırada değil. hint: Cümlelerin sırasına dikkat edin. - correct_answer: B - question_score: '10' 8: 1: question_text: Bu kod hangi çıktıyı üretecektir? @@ -1533,8 +1382,6 @@ levels: Ben Hedy! feedback: Her şey iki kez basılır hint: Her iki satır da iki kez tekrarlanır. - correct_answer: C - question_score: '10' 2: question_text: Bu kodun nesi var? code: |- @@ -1550,8 +1397,6 @@ levels: - option: İkinci satırın girinti olarak 4 boşlukla başlaması gerekir. feedback: Doğru! hint: İkinci satırda eksik bir şey mi var? - correct_answer: D - question_score: '10' 3: question_text: Bu programı çalıştırdığınızda hangi çıktı üretilecek? code: |- @@ -1584,8 +1429,6 @@ levels: Bebek köpekbalığı feedback: Neler tekrarlanıyor ve neler tekrarlanmıyor. hint: Neler tekrarlanıyor ve neler tekrarlanmıyor? - correct_answer: C - question_score: '10' 4: question_text: Hangi çıktı doğru? code: |- @@ -1620,8 +1463,6 @@ levels: Tatile çıkıyoruz! feedback: Son satır da tekrarlanmaktadır. hint: '`{repeat}` komutunun altındaki blok iki kez tekrarlanır.' - correct_answer: B - question_score: '10' 5: question_text: Bu kodun ne sorunu var? code: |- @@ -1638,8 +1479,6 @@ levels: - option: '`{ask}` artık bir komut değil' feedback: Bu doğru değil hint: Girintilemede bir sorun var - correct_answer: A - question_score: '10' 6: question_text: Cevabı "Krep" girdiğimizde bu kodun çıktısı ne olacaktır? code: |- @@ -1671,8 +1510,6 @@ levels: Krep feedback: Aferin sana! hint: İlk cümle ve soru tekrar edilmeyecektir - correct_answer: D - question_score: '10' 7: question_text: Bu kodun ne sorunu var? code: |- @@ -1694,8 +1531,6 @@ levels: - option: İlk `{if}` komutundan sonra girinti yanlış. feedback: Bu doğru. hint: Girintilere dikkatlice bakın. - correct_answer: D - question_score: '10' 8: question_text: Kodlardan hangisinde girintileme doğru yapılmıştır? mp_choice_options: @@ -1740,8 +1575,6 @@ levels: ``` feedback: Yanılıyorsun! hint: Kişi haklıysa ne olmalıdır? Peki değilse ne olacak? - correct_answer: C - question_score: '10' 9: question_text: Bu koddaki hangi satır(lar) 4 boşlukla başlamalıdır? code: |- @@ -1760,8 +1593,6 @@ levels: - option: Satır 3 ve 5 feedback: İyi işti! hint: Bir `{if}` veya `{else}` komutundan sonraki satırlar 4 boşlukla başlamalıdır. - correct_answer: D - question_score: '10' 10: question_text: Bu ifadelerden hangisi doğrudur? code: |- @@ -1778,8 +1609,6 @@ levels: - option: Satır 3'ün 4 boşlukla başlaması gerekir feedback: Haklısın! hint: Sadece bir satır 4 boşlukla başlıyor, ama hangisi...? - correct_answer: D - question_score: '10' 9: 1: question_text: Bu kodun ne sorunu var? @@ -1803,8 +1632,6 @@ levels: - option: Son `{if}` komutunda girinti yanlış. feedback: Girinti sorunu yok. hint: Tüm girintiler doğru şekilde yapılmıştır. - correct_answer: A - question_score: '10' 2: question_text: Doğru şifre girilince ne yazdırılacak? code: |- @@ -1844,8 +1671,6 @@ levels: ``` feedback: Doğru! hint: '`{repeat}` komutu altındaki her şey iki kez tekrarlanır.' - correct_answer: D - question_score: '10' 3: question_text: Bir milyon dolar kazanmak için hangi kasayı seçmelisiniz? code: |- @@ -1873,8 +1698,6 @@ levels: - option: kasa 2, aç feedback: İyi iş çıkardın! Sen kazandın! hint: Doğru yolu takip edin - correct_answer: D - question_score: '10' 4: question_text: Bu ifadelerden hangisi doğrudur? code: |- @@ -1897,8 +1720,6 @@ levels: - option: Ayakkabı numarası 38 olan Külkedisi Sindirella 'Aramaya devam edeceğim' yanıtını aldı feedback: Hayır, o '❤️❤️❤️' yanıtını aldı hint: Adınız ne olursa olsun, 40 numara ayakkabınız varsa 'Aramaya devam edeceğim' mesajını alacaksınız. - correct_answer: C - question_score: '10' 5: question_text: Bu çıktıyı hangi kod üretir? output: |- @@ -1940,8 +1761,6 @@ levels: ``` feedback: Bu kodda 2 adet `{repeat}` komutu bulunmaktadır. hint: Girintiye dikkat edin - correct_answer: C - question_score: '10' 6: question_text: Hangi komut(lar)dan sonra girinti (bir sonraki satıra 4 boşlukla başlama) kullanmalısınız? mp_choice_options: @@ -1954,8 +1773,6 @@ levels: - option: '`{if}` `{else}` `{repeat}` `{print}`' feedback: '{print} ile değil' hint: Girinti bazı komutların altındaki satırda gerçekleşir - correct_answer: C - question_score: '10' 7: question_text: Orta boy pizza ve yanında kola sipariş ederseniz 5 dolar indirim alırsınız.
Ama kodda bir hata var! Bu hata nasıl ayıklanır? code: |- @@ -1997,8 +1814,6 @@ levels: ``` feedback: Neredeyse doğru. Son satıra bir kez daha bakın hint: Her `{if}` komutundan sonra aşağıdaki satır girintilenmelidir - correct_answer: A - question_score: '10' 8: question_text: Bu kodun ne sorunu var? code: |- @@ -2017,8 +1832,6 @@ levels: - option: Bir kod her zaman ilk satırda bir `{print}` komutu ile başlamalıdır feedback: Bu doğru değil. hint: Girintiler bu sefer doğru yapılmış - correct_answer: B - question_score: '10' 9: question_text: Bir `{if}` komutunun içine başka kaç tane `{if}` komutu yerleştirilebilir? mp_choice_options: @@ -2031,8 +1844,6 @@ levels: - option: Sonsuz, girintiyi doğru kullanmaya devam ettiğiniz sürece feedback: Bu doğru hint: Bir `{if}` komutunu başka bir `{if}` komutunun içine koyabilirsiniz. - correct_answer: D - question_score: '10' 10: question_text: Bu ifadelerden hangisi doğrudur? code: |- @@ -2049,8 +1860,6 @@ levels: - option: 2 numaralı satır 4 boşlukla ve 3 numaralı satır 8 boşlukla başlamalıdır feedback: Haklısın! hint: İlk satır herhangi bir boşlukla başlamaz - correct_answer: D - question_score: '10' 10: 1: question_text: Her bir iltifatı yazdırmak istiyorsak `_` kısmına ne yazmamız gerekiyor? @@ -2080,8 +1889,6 @@ levels: ``` feedback: Neredeyse oluyordu! hint: '`{for}` iltifatlar listesindeki her bir iltifat için...' - correct_answer: B - question_score: '10' 2: question_text: Hangi çıktı doğrudur? code: |- @@ -2101,8 +1908,6 @@ levels: En çok krep seviyorum feedback: Harika! hint: Satır 2, öğün listesindeki her öğün için diyor. Yani her öğün yazdırılır. - correct_answer: D - question_score: '10' 3: question_text: Hangi çıktı doğrudur? code: |- @@ -2123,8 +1928,6 @@ levels: - option: Henüz bilmiyoruz. Çünkü hayvanlardan birini {at}{random} seçiyor. feedback: Satır 2, hayvan listesindeki her hayvan için {for} diyor. Yani her hayvan için {print} yapılır. hint: Satır 2, hayvan listesindeki her bir hayvan için {for} diyor. Yani her hayvan yazdırılır - correct_answer: C - question_score: '10' 4: question_text: Bu kodun ne sorunu var? code: |- @@ -2141,8 +1944,6 @@ levels: - option: Satır 2'de ürün yerine alışveriş yazmalıdır feedback: Hayır, değil. hint: Satır 2, alışveriş listesindeki her bir ürün için `{for}` diyor - correct_answer: C - question_score: '10' 5: question_text: Bu dijital zarlar ile _ üzerinde hangi kelime olmalı? code: |- @@ -2161,8 +1962,6 @@ levels: - option: zar feedback: Değişkenlerin adlarına bakın. hint: Hedy'nin `{at} {random}` bir sayı seçmesi gerekiyor - correct_answer: B - question_score: '10' 6: question_text: Kodu çalıştırdığınızda aşağıdaki cevaplardan hangisi olası bir sonuçtur? code: |- @@ -2184,8 +1983,6 @@ levels: Meredith şunu seçiyor: kağıt feedback: İnanılmaz! hint: Her oyuncu bir seçenek seçecek. Listede ilk sırada olan oyuncu ilk başlayacak. - correct_answer: D - question_score: '10' 7: question_text: Bu insanların akşam yemeğinde ne yiyeceğine karar veren bu koddaki _ yerine hangi satır gelmeli? code: |- @@ -2215,8 +2012,6 @@ levels: ``` feedback: Her isme akşam yemeğinde ne yiyeceği söylenmelidir. hint: Her isme akşam yemeğinde ne yiyeceği söylenmelidir. - correct_answer: A - question_score: '10' 8: question_text: Hangi renk gömlek alacağınıza karar veren bu kodda _ yerinde ne olmalıdır? code: |- @@ -2246,8 +2041,6 @@ levels: ``` feedback: kişiler adında bir değişken yok... hint: Tırnak işaretlerine ve değişkenlerin adlarına dikkat edin - correct_answer: B - question_score: '10' 9: question_text: Programı çalıştırdığınızda Hedy'nin size soracağı ilk soru ne olur? code: |- @@ -2267,8 +2060,6 @@ levels: - option: Bunu bilemezsin. Hedy `{at} {random}` seçecek. feedback: Bu kodda `{at} {random}` yok... hint: Her iki listeden de ilk seçenekler seçilir. - correct_answer: A - question_score: '10' 10: question_text: Bu kod hakkında doğru olan hangisidir? code: |- @@ -2286,14 +2077,9 @@ levels: - option: Bazıları iki ödül de kazanabilir feedback: Anladın sen onu! hint: Bu kodun çıktısını hayal etmeye çalışın. - correct_answer: D - question_score: '10' 11: 1: question_text: Boşluğun yerine hangi kelime gelmelidir? - code: |- - {for} i {in} _ 1 {to} 10 - {print} i mp_choice_options: - option: |- ``` @@ -2307,13 +2093,8 @@ levels: - option: '`{for}`' feedback: Hayır hint: Bu seviyede ne öğrendiniz? - correct_answer: B - question_score: '10' 2: question_text: Bu kodun çıktısı ne olacaktır? - code: |- - {for} i {in} {range} 1 {to} 3 - {print} i mp_choice_options: - option: |- 1 @@ -2327,8 +2108,6 @@ levels: - option: '123' feedback: Bu değil hint: Bu sayılar ekranda nasıl görünür? - correct_answer: A - question_score: '10' 3: question_text: Bu çıktıyı almak için hangi kod kullanılmıştır? output: |- @@ -2368,22 +2147,8 @@ levels: ``` feedback: i bir değişkendir ve tırnak işareti içinde olmamalıdır hint: Önce tüm sayılar, sonra cümle - correct_answer: A - question_score: '10' 4: question_text: Bu çıktıyı almak için hangi kod kullanılmıştır? - output: |- - 10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0 mp_choice_options: - option: |- ``` @@ -2410,13 +2175,8 @@ levels: ``` feedback: Bu doğru! hint: Bu bir hesaplama olmalı... - correct_answer: D - question_score: '10' 5: question_text: Bu kodun ne sorunu var? - code: |- - {for} i {in} {range} 1 {to} 10 - {print} i mp_choice_options: - option: Son satırdaki i'nin tırnak işaretine ihtiyacı var feedback: Hayır, yok. @@ -2427,8 +2187,6 @@ levels: - option: Satır 2'nin bir girinti ile başlaması gerekir feedback: Mükemmel! hint: Girinti ile ilgili bir sorun var - correct_answer: D - question_score: '10' 6: question_text: Kodu çalıştırdığınızda ekranınızda kaç kez Merhaba kelimesi belirecek? code: |- @@ -2444,8 +2202,6 @@ levels: - option: Hiç görünmez feedback: Hayır hint: 0 da sayılır, 0,1,2. Yani 3 defa. - correct_answer: C - question_score: '10' 7: question_text: Boşluğun yerinde ne olmalı? code: |- @@ -2476,8 +2232,6 @@ levels: ``` feedback: Bu sipariş bir kişi fazla! hint: '''kişiler'' değişkenini kullanın' - correct_answer: C - question_score: '10' 8: question_text: Bu kodun çıktısı ne olacaktır? code: |- @@ -2499,8 +2253,6 @@ levels: - option: '''Merhaba'' kelimesi arka arkaya 25 kez görünecektir.' feedback: Hayır, sadece 3 kez görünecektir. hint: Burada `{print}` i yazmıyor - correct_answer: C - question_score: '10' 9: question_text: Hedy kaç kere Hip Hip Hooray diye bağırıyor? code: |- @@ -2517,8 +2269,6 @@ levels: - option: Bu kaç yaşında olduğunuza bağlı feedback: Bu doğru! hint: '`{for}` i `{in}` `{range}` 1 `{to}` yaş' - correct_answer: D - question_score: '10' 10: question_text: Bu çıktı hangi koda aittir? output: |- @@ -2556,8 +2306,6 @@ levels: ``` feedback: '`{range}` 0 `{to}` 3 ifadesi 4 kez demektir.' hint: Girintiye dikkat edin - correct_answer: B - question_score: '10' 12: 1: question_text: Hangi çıktı doğrudur? @@ -2578,8 +2326,6 @@ levels: 5 feedback: İyi işti! hint: Her iki satır da yazılıyor! - correct_answer: D - question_score: '10' 2: question_text: Bu kodlardan hangisi doğrudur? mp_choice_options: @@ -2608,8 +2354,6 @@ levels: ``` feedback: Tüm farklı aroma çeşitleri tırnak işareti içinde olmalıdır. hint: İkinci satır her kodda aynıdır, ilk satıra dikkat edin - correct_answer: C - question_score: '10' 3: question_text: Bu kodun ne sorunu var? code: |- @@ -2625,8 +2369,6 @@ levels: - option: Hiçbir sorun yok. feedback: Bu doğru değil hint: Tırnak işaretleri doğru kullanılmış - correct_answer: A - question_score: '10' 4: question_text: Kodun çalışması için hangi satırlarda tırnak işareti gerekiyor? code: |- @@ -2644,8 +2386,6 @@ levels: - option: Tüm satırlarda feedback: Mükemmel! hint: 3. satırın da tırnak işaretine ihtiyacı var mı? - correct_answer: D - question_score: '10' 5: question_text: Ajan007 doğru şifreyi girdiğinde hangi gizli bilgiyi alır? code: |- @@ -2670,8 +2410,6 @@ levels: - option: Yarın saat 10.00 da, Havaalanına git feedback: Ajan burada kötü adamları yakalayamayacak hint: Doğru şifre ÇOKGİZLİ'dir - correct_answer: B - question_score: '10' 6: question_text: ??? ile gösterilen yere hangi satır doldurulmalıdır code: |- @@ -2707,8 +2445,6 @@ levels: ``` feedback: Neredeyse olacaktı! hint: Ya sadece patates kızartması ve içecek sipariş ederseniz? - correct_answer: C - question_score: '10' 7: question_text: Bir vegan hangi çıktıyı alır? code: |- @@ -2747,11 +2483,8 @@ levels: kurabiye feedback: Neredeyse oldu, ama listedeki atıştırmalıkların sırasına bakın hint: '''vegan'' cevabını verdiğinizde listeden hangi madde çıkarılır?' - correct_answer: A - question_score: '10' 8: question_text: Bu çıktıyı oluşturmak için hangi kod kullanılmıştır? - code: '3.5' mp_choice_options: - option: |- ``` @@ -2774,8 +2507,6 @@ levels: ``` feedback: Hayır hint: 7 bölü 2, 3,5 eder - correct_answer: B - question_score: '10' 9: question_text: Satır 1'de ??? ile gösterilen yere hangi kod doldurulmalıdır? code: |- @@ -2803,8 +2534,6 @@ levels: ``` feedback: Hiçbir şey kazanamadın hint: Listedeki maddeler tırnak içinde olmalıdır - correct_answer: C - question_score: '10' 10: question_text: Şarkıyı tamamlamak için ??? ile gösterilen yere hangi kod satırı doldurulmalıdır? code: |- @@ -2838,8 +2567,6 @@ levels: ``` feedback: Bu zor bir soru! Listedeki tüm eylemler şarkıda yer almalıdır. hint: Bu zor bir soru! Listedeki tüm eylemler şarkıda yer almalıdır. - correct_answer: B - question_score: '10' 13: 1: question_text: ??? ile gösterilen yere hangi kod doldurulmalıdır? @@ -2874,8 +2601,6 @@ levels: ``` feedback: Hedy sadece her iki cevap da evet ise şarkı söyler hint: Hedy, eğer bir şarkı duymak istiyorsanız ve bugün doğum gününüzse size şarkı söylüyor - correct_answer: C - question_score: '10' 2: question_text: Kodda ??? ile gösterilen yerde hangi komut eksik? code: |- @@ -2893,8 +2618,6 @@ levels: - option: '`{print}`' feedback: Hayır hint: Ne veganlar ne de müslümanlar domuz sosisi yiyebilir. - correct_answer: B - question_score: '10' 3: question_text: İndirim kodu olmayan bir üyeye hangi çıktı verilir? code: |- @@ -2914,8 +2637,6 @@ levels: - option: Bunu bilmenin hiçbir yolu yok feedback: Evet var! Soruyu dikkatlice okuyun hint: Satır 3'teki `{or}` komutuna dikkat edin - correct_answer: A - question_score: '10' 4: question_text: Taş-kağıt-makas oyununda bu satırı hangi kod satırı takip etmelidir? code: '{if} bilgisayarın_seçimi {is} ''taş'' {and} senin_seçimin {is} ''kağıt''' @@ -2941,8 +2662,6 @@ levels: ``` feedback: Tekrar deneyin! hint: Kağıt taşı yener - correct_answer: A - question_score: '10' 5: question_text: Bu kodla ilgili hangi ifade doğrudur? code: |- @@ -2958,8 +2677,6 @@ levels: - option: Adı Sindirella olmayan ve ayakkabı numarası 38 olmayan herkes bu prensin tek gerçek aşkıdır feedback: Prens bundan biraz daha seçicidir! hint: Her iki ifade de doğru olmalıdır - correct_answer: C - question_score: '10' 6: question_text: Bu kodla ilgili ifadelerden hangisi doğrudur? code: |- @@ -2984,8 +2701,6 @@ levels: - option: Sophie gözlüklü bir kız feedback: İyi işti! hint: İyi bakın! Yoksa gözlüğe mi ihtiyacınız var? - correct_answer: D - question_score: '10' 7: question_text: Hangi ifade yanlıştır? code: |- @@ -3011,8 +2726,6 @@ levels: - option: Sarı kuş bu sabah beslendi feedback: Bu doğru hint: Son 4 satırı dikkatlice okuyun - correct_answer: C - question_score: '10' 8: question_text: Patlamış mısır sipariş edip içecek almazsanız hangi çıktıyı alırsınız? code: |- @@ -3050,8 +2763,6 @@ levels: Filmin tadını çıkarın feedback: Patlamış mısırın parasını ödemek zorundasın! hint: mısır = evet ve içecek = hayır - correct_answer: B - question_score: '10' 9: question_text: Bu kodun ne sorunu var? code: |- @@ -3087,8 +2798,6 @@ levels: ``` feedback: Sipariş ettiğim şey bu değildi! hint: Satır 3'te bir hata var - correct_answer: A - question_score: '10' 10: question_text: 8. satırda ???'nin yerinde hangi komutun olması gerekir? code: |- @@ -3115,8 +2824,6 @@ levels: - option: '`{if}`' feedback: Hayır hint: Ürün ya atıştırmalıklar listesindedir ya da içecekler listesindedir - correct_answer: B - question_score: '10' 14: 1: question_text: Boşlukta hangi sembol kullanılmalıdır? @@ -3134,8 +2841,6 @@ levels: - option: '`=`' feedback: Doğru! hint: Hiçbir şeyi karşılaştırmıyoruz, sadece bir isim soruyoruz. - correct_answer: D - question_score: '10' 2: question_text: Bu kodlardan hangisi = veya == sembolünü doğru şekilde kullanmıştır? mp_choice_options: @@ -3148,8 +2853,6 @@ levels: - option: cevap == {ask} 'Nasılsınız?' feedback: Hayır hint: İki yanıtı karşılaştırırken == kullanmalısınız - correct_answer: C - question_score: '10' 3: question_text: Gösterilen iki boşluğa hangi semboller doldurulmalıdır? code: |- @@ -3168,8 +2871,6 @@ levels: feedback: Haklısın - option: '`+` ve `==`' hint: Kulübe 130 kişinin girmesine izin verilmektedir - correct_answer: C - question_score: '10' feedback: Bu doğru değil 4: question_text: Bu kodun ne sorunu var? @@ -3191,8 +2892,6 @@ levels: - option: 4. satırda >= yerine <= kullanılmalıydı feedback: Hayır, öyle olmaz hint: Semboller doğru - correct_answer: B - question_score: '10' 5: question_text: Film 12 yaş ve üzeri çocuklar için uygunsa boşluklara hangi semboller doldurulmalıdır? code: |- @@ -3212,8 +2911,6 @@ levels: - option: '`<= 12`' feedback: Bu çocuklar çok küçük hint: '> simgesi büyüktür anlamına gelir' - correct_answer: B - question_score: '10' 6: question_text: Bu sinir bozucu oyunun durması için daha kaç kez rahatsız olduğunuzu söylemeniz gerekiyor? code: |- @@ -3233,8 +2930,6 @@ levels: - option: 2 kere feedback: Bu doğru hint: '!= simgesi ''eşit değildir'' anlamına gelir' - correct_answer: D - question_score: '10' 7: question_text: Üç boşluğa neler doldurulmalıdır? code: |- @@ -3262,8 +2957,6 @@ levels: - option: '`''Aşağı!''` ve `''Kazandın!''` ve `''Yukarı!''`' feedback: Bu tam olarak doğru değil. hint: Sonuncusu senin kazandığını söylemeli. - correct_answer: B - question_score: '10' 8: question_text: Bu hız treni hakkında hangi ifade doğrudur? code: |- @@ -3282,8 +2975,6 @@ levels: - option: Hız trenine binmek için herhangi bir boy sınırlaması yoktur feedback: Hayır, var. hint: '> simgesi büyüktür anlamına gelir' - correct_answer: A - question_score: '10' 9: question_text: Bu fitbit'e göre kaç parça çikolata midenizi ağrıtacak? code: |- @@ -3304,8 +2995,6 @@ levels: - option: 9 veya daha fazla feedback: Harika! hint: '> 8, 8''den fazla anlamına gelir' - correct_answer: D - question_score: '10' 10: question_text: Boşluklara ne doldurulmalıdır? code: |- @@ -3322,8 +3011,6 @@ levels: - option: '''Bu bir beraberlik''' feedback: Hayır değil, bir oyuncunun puanı daha yüksek hint: En çok puana sahip olunca oyunu kazanırsınız - correct_answer: B - question_score: '10' 15: 1: question_text: 'Boşlukta hangi sembol kullanılmalıdır? İpucu: Doğruyu bulana kadar tahmin etmeye devam etmelisiniz.' @@ -3342,8 +3029,6 @@ levels: - option: '`=`' feedback: Bu doğru değil hint: Sen Ankara diyene kadar tahmin etmeye devam edersin - correct_answer: C - question_score: '10' 2: question_text: Bu kodlardan hangisinde doğru sembol(ler) kullanılmıştır? mp_choice_options: @@ -3368,8 +3053,6 @@ levels: ``` feedback: Bir tırnak işareti eksik hint: İki yanıtı karşılaştırırken == kullanmalısınız - correct_answer: C - question_score: '10' 3: question_text: Boşluğa hangi komut doldurulmalıdır? code: |- @@ -3385,8 +3068,6 @@ levels: - option: '`{range}`' feedback: Bu doğru değil hint: Yaşınız 17 veya daha küçük olduğu sürece bara giremezsiniz - correct_answer: B - question_score: '10' 4: question_text: Bu kodun ne sorunu var? code: |- @@ -3409,8 +3090,6 @@ levels: - option: 5. satırda == yerine != kullanılmalıydı feedback: Haklısın hint: Satır 5'te yanlış bir şey var - correct_answer: D - question_score: '10' 5: question_text: Bu programın doğru çalışması için boşluğa ne yerleştirilmelidir? code: |- @@ -3432,8 +3111,6 @@ levels: - option: = ıslaklık + 1 feedback: Program geri doğru saymalıdır hint: ıslaklık her seferinde azalmalıdır - correct_answer: C - question_score: '10' 6: question_text: Bu kodun ne sorunu var? code: |- @@ -3452,8 +3129,6 @@ levels: - option: Satır 2 daha az girintiyle başlamalıdır feedback: Bu doğru hint: Girintilere yakından bakın - correct_answer: D - question_score: '10' 7: question_text: Bu programın çalışması için nasıl değiştirilmelidir? code: |- @@ -3480,8 +3155,6 @@ levels: - option: '... dördüncü {if}''i {while} olarak değiştirin' feedback: Bu tam olarak doğru değil. hint: Sonuncusu senin kazandığını söylemeli. - correct_answer: A - question_score: '10' 8: question_text: Bu otomatik tuvalet sistemi hakkında hangi ifade doğrudur? code: |- @@ -3501,8 +3174,6 @@ levels: - option: Işıklar her zaman açık kalacaktır. feedback: Bu doğru olmazdı. hint: '{while} komutundan sonraki blok, tuvalet dolu olduğu sürece devam eder.' - correct_answer: B - question_score: '10' 9: question_text: Bugün 1600 kalori yediyseniz diyet uygulaması ne söyleyecek? code: |- @@ -3523,8 +3194,6 @@ levels: - option: Bugünlük bu kadar yeter feedback: Hayır hint: 1600, 1000 ile 2000 arasındadır - correct_answer: C - question_score: '10' 10: question_text: 'Boşluğa ne gelmelidir? İpucu: En çok puan alan oyuncu liderdir.' code: |- @@ -3542,104 +3211,20 @@ levels: - option: puan_oyuncu_2 feedback: Bir sayı değil, bir isim girmelisiniz hint: En çok puana sahip olarak oyunu kazanırsınız. Adınız ekranda görünmelidir - correct_answer: A - question_score: '10' 16: - 1: - question_text: Which command should be filled in on the blanks to print a random snack? - code: |- - snacks = nachos, chips, cucumber, sweets - {print} _ - mp_choice_options: - - option: '`snacks {at} {random}`' - feedback: This is the old way. - - option: '`[{random} snack]`' - feedback: The order is wrong. - - option: '`snacks[{random}]`' - feedback: Correct - - option: '`snacks[{at} {random}]`' - feedback: We do not need `at`anymore - hint: We no longer use {at} - correct_answer: C - question_score: '10' 2: - question_text: What should be filled in on the blanks if you want a list of what chores are done by whom? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chores = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} _ - mp_choice_options: - - option: |- - ``` - friends[i] has to do chores [i] - ``` - feedback: Mind the spacing. - - option: |- - ``` - friends[1] has to do chores[1] - ``` - feedback: It will print 3 times that Wesley has to do the cooking - - option: |- - ``` - chores[i] ' has to do ' friends[random] - ``` - feedback: The person has to do the chore, not the other way around - - option: |- - ``` - friends[i] ' has to do ' chores[i] - ``` - feedback: Fantastic! - hint: '`i` tells us what item in the list it is. So friend 1 does chore 1 etc.' - correct_answer: D - question_score: '10' 3: - question_text: What is a possible output for this program? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chore = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} friends[i] has to do chores[i] - mp_choice_options: - - option: |- - ``` - Wesley has to do the cooking - Eric has to do the cleaning - Kaylee has to do nothing - ``` - feedback: Super! - - option: |- - ``` - Kaylee has to do the cooking - Wesley has to do the cleaning - Eric has to do nothing - ``` - feedback: No, it is not random. - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cleaning - Wesley has to do the nothing - ``` - feedback: Poor Wesley! - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cooking - Wesley has to do the cooking - ``` - feedback: That's not it - hint: It's not random... - correct_answer: A - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - friends = ['Jaylee', 'Erin', 'Fay'] - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 0 {to} 3 - print 'the lucky number of ' friends[i] - print 'is ' lucky_numbers[i] mp_choice_options: - option: The variable in line 4 should be 'friend[i]', not 'friends[i]' feedback: That is not right. @@ -3649,16 +3234,7 @@ levels: feedback: It's not a variable, it's just text. - option: '{in} in line 3 should be removed' feedback: That's not it - hint: There's nothing wrong with line 4 - correct_answer: B - question_score: '10' 5: - question_text: Which line should be filled in in the blank? - code: |- - animals = ['dog', 'cow', 'horse'] - _ - {for} i {in} {range} 1 {to} 3 - {print} 'the ' animals[i] ' says ' sounds[i] mp_choice_options: - option: noises = ['moo', 'woof', 'neigh'] feedback: Mind the variable name and the order of the sounds. @@ -3668,487 +3244,3 @@ levels: feedback: Don't forget the quotation marks! - option: sounds = ['woof', 'moo', 'neigh'] feedback: Great job! - hint: Look at line 1 to see proper use of brackets and quotation marks. - correct_answer: D - question_score: '10' - 6: - question_text: Which statement is true? - code: |- - people = ['Chris', 'Jaylino', 'Ryan'] - games = ['fortnite', 'minecraft', 'fifa'] - {for} o {in} {range} 1 {to} 3 - {print} people[o] ' likes ' games[o] - mp_choice_options: - - option: You are not allowed to use the variable o. It should be named i. - feedback: i is the most commonly used variable name in this case, but it's not mandatory to use i. - - option: The output will say that Jaylino likes fortnite. - feedback: No, he likes minecraft. - - option: The output will say that Ryan likes fifa - feedback: Correct - - option: This code will not work. It will give and error. - feedback: No, the code is correct. - hint: There is nothing wrong with this code. - correct_answer: C - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - people = ['Savi', 'Senna', 'Fayenne'] - transportation = ['bike', 'train', 'car'] - {for} i {in} {range} 1 {to} 3 - {print} people[i] goes to school by transportation[i] - mp_choice_options: - - option: Line 1 needs less quotation marks - feedback: That is not right. - - option: Line 3 should start with indentation - feedback: It should not! - - option: Line 4 should start without indentation - feedback: It should not - - option: Line 4 needs more quotation marks. - feedback: Amazing! - hint: There is a mistake made in the usage of quotation marks. - correct_answer: D - question_score: '10' - 8: - question_text: Which of these codes belongs to this output? - code: |- - Macy and Kate get to go first - Lionell and Raj get to go second - Kim and Leroy get to go third - mp_choice_options: - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 0 {to} 3 - {print} teams[random] ' get to go ' position[i] - ``` - feedback: This is not right - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: Amazing! - - option: |- - ``` - teams = ['Macy', 'Kate', 'Lionell', 'Raj', 'Kim', 'Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 6 - {print} teams[random] ' get to go ' position[random] - ``` - feedback: This is not it. - - option: |- - ``` - teams = ['Macy and Kate' 'Lionell and Raj' 'Kim and Leroy'] - position = ['first' 'second' 'third'] - {for} teams {in} {range} 0 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: This is not going to work! - hint: If you look carefully at the first line, you'll see that only the first two answers are possibly correct. - correct_answer: B - question_score: '10' - 9: - question_text: What is a possible output for this code? - code: |- - countries = ['Canada', 'Zimbabwe', 'New Zealand'] - {for} i {in} {range} 0 {to} 1 - {print} 'I will travel to ' countries[random] - mp_choice_options: - - option: |- - ``` - I will travel to Canada - I will travel to Canada - ``` - feedback: Great job! - - option: |- - ``` - I will travel to Canada - ``` - feedback: It will be repeated twice - - option: |- - ``` - I will travel to Canada, Zimbabwe and New Zealand - ``` - feedback: This is not it. - - option: |- - ``` - I will travel to Canada - I will travel to Zimbabwe - I will travel to New Zealand - ``` - feedback: It's only repeated twice - hint: Range 0 to 1 is 2 times - correct_answer: A - question_score: '10' - 10: - question_text: Which 3 lines will complete this code correctly? - code: |- - {print} 'The book raffle will start soon' - {print} 'Get your tickets now!' - books = ['Narnia', 'The Hobbit', 'Oliver Twist', 'Harry Potter', 'Green eggs and ham'] - people = {ask} 'How many raffle tickets are sold?' - list_of_numbers = [1, 2] - {for} i {in} {range} 3 {to} people - {add} i {to} list_of_numbers - {for} i {in} {range} 1 {to} 5 - mp_choice_options: - - option: |- - ``` - chosen_number = list_of_numbers at random - print books[i] ' will go to person number ' chosen_number - {add} chosen_number {to} list_of_numbers - ``` - feedback: Almost there... but adding the winner to the list makes this raffle unfair - - option: |- - ``` - print person[i] ' wins ' book[i] - ``` - feedback: There is no list called 'person' - - option: |- - ``` - chosen_number = list_of_numbers[people] - print books[people] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: This is not it. - - option: |- - ``` - chosen_number = list_of_numbers[random] - print books[i] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: Fantastic! - hint: You need to use the {remove} command - correct_answer: D - question_score: '10' - 17: - 1: - question_text: What is the output of this code? - code: |- - minions = ['Bob', 'Kevin', 'Stuart'] - {for} x in minions: - {print} x - mp_choice_options: - - option: |- - ``` - m i n i o n s - ``` - feedback: This is not it. - - option: |- - ``` - Bob - Kevin - Stuart - ``` - feedback: Correct! - - option: |- - ``` - minions - minions - minions - ``` - feedback: Take a look at the content of your list. - - option: |- - ``` - B o b K e v i n S t u a r t - ``` - feedback: Do not loop through the letters. - hint: Loop through your list. - correct_answer: B - question_score: '10' - 2: - question_text: What is wrong with this code? - code: |- - seconds_minute = 60 - minute_hour = 60 - hour_day = 24 - leap_year = 366 - no_leap_year = 365 - years = ask 'what year is it?' - {if} years = 2024: - print seconds_minute * minute_hour * hour_day * leap_year - {else}: - print seconds_minute * minute_hour * hour_day * noleap_year - mp_choice_options: - - option: You cannot have so many variables. - feedback: This is not it. - - option: The way the variables are multiplied is incorrect. - feedback: Not true! - - option: One of the variables `noleap_year` does not belong with the `{if}` statement. - feedback: Keep looking for the mistake. - - option: The `noleap_year` has to be identical in both cases. - feedback: Correct! - hint: Read the code carefully. - correct_answer: D - question_score: '10' - 3: - question_text: How many hedgehogs will this code print? - code: |- - {for} x in range 1 to 3: - {for} y in range 1 to 2: - {print} 🦔 - mp_choice_options: - - option: |- - ``` - 🦔 - 🦔 - 🦔 - ``` - feedback: Try again. - - option: |- - ``` - 🦔 - 🦔 - ``` - feedback: One more try. - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: Well done! - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating. - correct_answer: C - question_score: '10' - 4: - question_text: What is wrong with code? - code: |- - name_color = {ask} 'What is your favorite color?' - {if} name_color == 'red': - {print} 'the color of a tomato' - {elif} name_color == 'green': - {print} 'the color of an apple' - {elif} name_color == 'blue': - {print} 'the color of a blueberry' - {elif} name_color == 'yellow': - {print} 'the color of a banana' - {elif}: - {print} 'this fruit-color does not exist' - mp_choice_options: - - option: The first `{elif}` should be used before the `print` command - feedback: Try again. - - option: '`{elif}` can only be used once' - feedback: From now on we can use elif multiple times. - - option: '`==` used with `{elif}` should be replaced by `=`' - feedback: Not correct. - - option: '`{elif}` in the last line should be replaced by `{else}`' - feedback: Great! - hint: Think about `{if}`, `{elif}`, `{else}`. - correct_answer: D - question_score: '10' - 5: - question_text: What is the output of this code? - code: |- - numbers = [7, 19, 29, 41, 53, 71, 79, 97] - {for} prime in numbers: - {if} prime <= 10: - {print} prime - {elif} prime >= 60: - {print} prime - {elif} prime >= 90: - {print} prime - {else}: - {print} 'another number' - mp_choice_options: - - option: |- - ``` - 7 - another number - another number - another number - another number - 71 - 79 - 97 - ``` - feedback: Well done! - - option: |- - ``` - another number - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: Try again. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - another number - ``` - feedback: One more try. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating and the values of if and elif. - correct_answer: A - question_score: '10' - 6: - question_text: What is wrong with code? - code: |- - name = {ask} 'What is your name?' - {if} name == 'Hedy': - password = {ask} 'What is your password?' - {if} password =='turtle123': - {print} 'Yey' - {else}: - {print} 'Access denied' - {else}: - {print} 'Go fish' - mp_choice_options: - - option: '`{elif}` is missing.' - feedback: Try again. - - option: '`{else}` can only be used once.' - feedback: From now on we can use elif multiple times. - - option: Nothing! - feedback: There is a mistake. Look carefully! - - option: There is an indentation mistake in the last line. - feedback: Amazing! - hint: There is a mistake somewhere... - correct_answer: D - question_score: '10' - 7: - question_text: Which of the following codes will print five times 'the result is 3' on the screen? - mp_choice_options: - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - result = n * 1 - {print} 'The result is ' result - ``` - feedback: Try again! - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} u in numbers: - number = u - {print} 'The result is ' number - ``` - feedback: That is not it. - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} number in numbers: - number = 3 - {print} 'The result is ' number - ``` - feedback: Very good! - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - n = result - {print} 'The result is ' result - ``` - feedback: That is not it. - hint: Think about mathematical symbols. - correct_answer: C - question_score: '10' - 8: - question_text: What is wrong with code? - code: |- - insects = ['🐝', '🦋', '🕷', '🐞'] - your_favorite = {ask} 'what is your favorite insect?' - {for} insect in insects: - {if} your_favorite == '🐝' {or} your_favorite == '🐞': - {print} 'very useful' - {elif} your_favorite == '🕷': - {print} 'it can catch mosquitoes' - {else}: - {print} 'almost all insects can be useful one way or another' - mp_choice_options: - - option: '`{or}` cannot be used with `{if}`.' - feedback: Try again. - - option: In the `{for}` command `insect` should be `insects`. - feedback: Not true. - - option: Nothing! - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 9: - question_text: Which one of the codes below gave this output? - code: |- - -5 is negative - -4 is negative - -3 is negative - -2 is negative - -1 is negative - 0 is positive - 1 is positive - 2 is positive - 3 is positive - mp_choice_options: - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Try again! - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number <= 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - - option: "```\n {for} number in range -5 to 3:\n {if} number >= 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Very good! - - option: "```\n {for} number in range -5 to 3:\n {if} number < 0: \n {print} number ' is positive'\n {elif} number <=0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 10: - question_text: What is wrong with this code? - code: |- - {for} number in range 1 to 5: - volume_room = num * num * num - {print} volume_room ' cubic meters' - {if} volume_room > 100: - {print} 'this is a large room' - {elif} volume_room < 100: - {print} 'small room but cosy' - {else}: - {print} 'i will look for something else' - mp_choice_options: - - option: The word num needs quotation marks. - feedback: Try again. - - option: The `{if}` command is not used correctly. - feedback: Not true. - - option: Line 3 should be `volume_room = number * number * number`. - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' diff --git a/content/quizzes/uk.yaml b/content/quizzes/uk.yaml index 956982575b3..6d4c0cc451b 100644 --- a/content/quizzes/uk.yaml +++ b/content/quizzes/uk.yaml @@ -12,8 +12,6 @@ levels: - option: Heidi feedback: Невірно! hint: Він названий на честь Хеді Ламарр. - correct_answer: A - question_score: '10' 2: question_text: Що потрібно поставити замість прочерку, щоб з'явився текст "Привіт!"? code: ___ Hello! @@ -39,8 +37,6 @@ levels: ``` feedback: За допомогою `{ask}` ви можете поставити запитання. hint: _?_ Hello world! - correct_answer: B - question_score: '10' 3: question_text: Як запитати, який у людини улюблений колір? mp_choice_options: @@ -65,8 +61,6 @@ levels: ``` feedback: '`{echo}` repeats your answer back to you.' hint: Запитати щось можна за допомогою команди `{ask}` - correct_answer: C - question_score: '10' 4: question_text: Що не так з цим кодом? code: |- @@ -83,8 +77,6 @@ levels: - option: Нічого! Це ідеальний код! feedback: Не так, дивись уважно! hint: Рядок 1 виглядає неправильним - correct_answer: A - question_score: '10' 5: question_text: Яку команду пропущено в рядку 2? code: |- @@ -111,49 +103,7 @@ levels: {echo} ``` feedback: Так! - hint: You want to see the answer at the end of line 2... - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - {print} Hi im Hedy! - {print} Which football team do you support? - {echo} You support... - {print} Cool! Me too! - mp_choice_options: - - option: In line 1 `{print}` should be replaced with `{ask}`. - feedback: '`{print}` in line 1 is correct.' - - option: In line 2, `{print}` should be replaced with `{ask}`. - feedback: Great! You paid attention! - - option: Line 3 has to begin with `{print}` instead of `{echo}`. - feedback: '`{echo}` is correct.' - - option: In line 4, `{print}` is spelled wrong. - feedback: No, there is a mistake somewhere else - hint: Check the `{print}` commands. - correct_answer: B - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - {print} Welcome at Hedys restaurant! - {ask} What would you like to eat? - {echo} So you want to order ... - {print} Coming right up! Enjoy! - mp_choice_options: - - option: In line 1 `{print}` needs to be replaced with `{ask}` - feedback: Are you sure something is wrong? - - option: In line 1 `{print}` needs to be replaced with `{echo}` - feedback: Are you sure something's wrong? - - option: In line 3 `{echo}` needs to be replaced with `{print}` - feedback: Are you sure something is wrong? - - option: Nothing! This is a perfect code! - feedback: Correct! - hint: Check the code line by line - correct_answer: D - question_score: '10' 8: - question_text: How do you use the `{echo}` command? mp_choice_options: - option: You can use it to `{ask}` a question. feedback: That's what `{ask}` is for! @@ -163,33 +113,8 @@ levels: feedback: Good job! - option: You can use it to make text disappear. feedback: That's not right... - hint: '`{echo}` is used after an `{ask}` command.' - correct_answer: C - question_score: '10' - 9: - question_text: What's wrong with this code? - code: |- - {print} Hello! - {print} How are you doing? - {echo} So you are doing... - mp_choice_options: - - option: '`{print}` in line 1 should be `{ask}`' - feedback: No, `{print}` is right. Where is the question being asked? - - option: '`{print}` in line 2 should be `{ask}`' - feedback: Super! - - option: '`{echo}` in line 3 should be `{ask}`' - feedback: No, `{echo}` is right. Where is the question being asked? - - option: Nothing. This is a perfect code! - feedback: Look carefully for the mistake... - hint: '`{ask}` allows you to ask a question' - correct_answer: B - question_score: '10' 10: question_text: Which output will be in your outputscreen after you've run this code? - code: |- - {ask} Are you ready to go to level 2? - {echo} - {echo} mp_choice_options: - option: Are you ready to go to level 2? feedback: There are two echo commands @@ -203,12 +128,8 @@ levels: Are you ready to go to level 2? Yes! feedback: There are two echo commands - hint: Let's go! - correct_answer: B - question_score: '10' 2: 1: - question_text: Which statement is true? mp_choice_options: - option: Ви можете використовувати команду {print}, щоб поставити запитання. feedback: Це те, про що ми просимо @@ -219,84 +140,7 @@ levels: - option: За допомогою команди {sleep} можна прибрати текст з екрану. feedback: No one command doesn't work anymore. hint: '`{print}` працює так само, як і на рівні 1' - correct_answer: C - question_score: '10' - 2: - question_text: Which code is correct? - mp_choice_options: - - option: |- - ``` - name {is} {ask} What is your name? - ``` - feedback: Super! - - option: |- - ``` - {ask} {is} name What is your name - ``` - feedback: The words are right, the order is not! - - option: |- - ``` - {ask} What is your name? - ``` - feedback: This worked in level 1, but in level 2 and up it works differently. - - option: |- - ``` - {ask} What is your name? {is} name - ``` - feedback: The words are right, the order isn't! - hint: '`{ask}` doesn''t work like in level 1' - correct_answer: A - question_score: '10' - 3: - question_text: What appears on your output screen when you run this code? - code: |- - name {is} Marleen - {print} name goes to the market and she buys an apple. - mp_choice_options: - - option: name goes to the market and she buys an apple. - feedback: The word name is replaced with Marleen - - option: Marleen goes to the market. - feedback: The second part of the sentence isn't left out! - - option: Marleen goes to the market and she buys an apple. - feedback: Right on! - - option: Marleen goes to the market and Marleen buys an apple. - feedback: She is not replaced with the name - hint: The word name is replaced with Marleen - correct_answer: C - question_score: '10' - 4: - question_text: What will you see on the output screen when you run this code? - code: |- - name {is} Hedy - {print} Hi my name is name - mp_choice_options: - - option: Hi my name is name - feedback: The variable name is replaced with Hedy - - option: Hi my name is Hedy - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is name - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is Hedy - feedback: Correct, this mistake will be fixed in level 4! - hint: '''name'' is being replaced with ''Hedy'' in both places' - correct_answer: D - question_score: '10' - 5: - question_text: What happens when you use the `{sleep}` command? - mp_choice_options: - - option: It slows down your computer - feedback: fortunately not! - - option: It closes down Hedy - feedback: fortunately not! - - option: Your program pauses for a second and then continues - feedback: That's right! - - option: You put it at the end so Hedy knows your program is finished - feedback: No it would be useless at the end of your code - hint: The computer waits for a second at the `{sleep}` command - correct_answer: C - question_score: '10' 6: - question_text: What should be on the lines? code: |- {print} And the award for best programming language goes to... _?_ @@ -322,116 +166,17 @@ levels: {ask} ``` feedback: There is no question there to be asked - hint: Pause for dramatic effect... - correct_answer: A - question_score: '10' 7: - question_text: What command should be used on line 2? code: |- {print} I will explode in 3 seconds! _?_ {print} BOOM! - mp_choice_options: - - option: |- - ``` - {print} 3 - ``` - feedback: You don't need to `{print}` - - option: |- - ``` - {sleep} 3 - ``` - feedback: Perfect! - - option: |- - ``` - {sleep} - ``` - feedback: This way the bomb will explode in 1 second - - option: |- - ``` - {sleep} {sleep} {sleep} - ``` - feedback: Make it easier on yourself by using the number 3 - hint: You want the computer to wait for 3 seconds - correct_answer: B - question_score: '10' - 8: - question_text: How would you correct the first line of code? - code: |- - {ask} {is} How old are you? - {print} age - mp_choice_options: - - option: |- - ``` - age {ask} {is} How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - {ask} {is} age How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - age {is} {ask} How old are you? - ``` - feedback: You get it! - - option: |- - ``` - age {is} How old are you? - ``` - feedback: Where is the `{ask}` command? - hint: The variable name should come first - correct_answer: C - question_score: '10' - 9: - question_text: What is going wrong in this code? - code: |- - dogs {is} animal - {print} I love animal - mp_choice_options: - - option: 'Line 1 should say: dogs `{is}` animals' - feedback: The variable name is animal - - option: 'Line 1 should say: animal `{is}` dogs' - feedback: Great! - - option: 'Line 2 should say: `{print}` I love animals' - feedback: The variable name is animal - - option: 'Line 2 should say: `{sleep}` I love animals' - feedback: Sleep is not used to `{print}` text - hint: You want to `{print}` 'I love dogs' - correct_answer: B - question_score: '10' 10: - question_text: What command should be used on the line 1? code: |- flavor {is} _?_ {print} Your favorite icecream is... {sleep} {print} flavor - mp_choice_options: - - option: |- - ``` - {sleep} 3 - ``` - feedback: You want to know the favorite flavor! - - option: |- - ``` - {print} strawberries - ``` - feedback: You do not want a `{print}` command at the middle of the line... - - option: |- - ``` - strawberries, chocolate, vanilla - ``` - feedback: This way you are making a list. You don't want that now. - - option: |- - ``` - {ask} What flavor icecream do you like? - ``` - feedback: That's right! - hint: You want to `{ask}` a question - correct_answer: D - question_score: '10' 3: 1: question_text: What command do you use to let Hedy pick something arbitrarily? @@ -456,14 +201,7 @@ levels: {at} {random} ``` feedback: Correct! - hint: Arbitrarily means without a plan or randomly. - correct_answer: D - question_score: '10' 2: - question_text: What's wrong with this code? - code: |- - animals {is} dog cat cow - {print} animals {at} {random} mp_choice_options: - option: 'You need commas in line 1: dog, cat, cow.' feedback: Good job! @@ -473,155 +211,13 @@ levels: feedback: animals is correct. - option: '`{at} {random}` is spelled incorrectly' feedback: '`{at} {random}` is the correct spelling' - hint: There's something wrong in line 1 - correct_answer: A - question_score: '10' - 3: - question_text: How do you fix the mistake in line 2? - code: |- - options {is} rock, paper, scissors - {print} rock, paper, scissors {at} {random} - mp_choice_options: - - option: |- - ``` - {at} {random} {print} options - ``` - feedback: You're almost there. The order of the words isn't right yet. - - option: |- - ``` - {print} rock {at} {random} - ``` - feedback: you don't always want the Hedy to {print} rock, sometimes you want scissors or paper. - - option: |- - ``` - {print} options {at} {random} - ``` - feedback: Very good! - - option: Nothing, the code is correct! - feedback: Look carefully for the mistake - hint: The variable (the list) is called options. - correct_answer: C - question_score: '10' - 4: - question_text: What should change in line 2 to print a random price? - code: |- - prices {is} 1 dollar, 100 dollar, 1 million dollar - {print} price {at} {random} - mp_choice_options: - - option: |- - ``` - {print} price - ``` - feedback: You don't want to `{print}` the word price, but you want to `{print}` one price out of your list `{at} {random}` - - option: |- - ``` - {print} prices {at} {random} - ``` - feedback: Great! You've really paid attention. - - option: |- - ``` - {print} {at} {random} price - ``` - feedback: '`{at} {random}` is placed behind the variable.' - - option: Nothing, this code is alright. - feedback: Look carefully for the mistake you missed! - hint: The variable name is prices - correct_answer: B - question_score: '10' - 5: - question_text: What is wrong in this code? - code: |- - question {is} {ask} What do you want to know? - {print} question - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 1 needs to say `{print}` instead of `{ask}` - feedback: No, that's not wrong. - - option: Line 2 needs to say `{ask}` instead of `{print}` - feedback: No that's not wrong. - - option: Line 2 needs to say answers `{at} {random}` `{is}` yes, no, maybe - feedback: No, that's not wrong. - - option: Nothing, this code is perfect - feedback: That's right! - hint: Does this code even have a mistake? - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 2 needs to say question instead of answers - feedback: No that's not right - - option: Line 2 needs the `{is}` command - feedback: Correct - - option: Line 3 needs to say answer instead of answers - feedback: No the variable's called answers - - option: Nothing! This code is great! - feedback: Actually, line 2 has a mistake. - hint: There is something wrong with line 2. - correct_answer: B - question_score: '10' - 7: - question_text: What does the `{add}` command do? - code: |- - books {is} Harry Potter, The Hobbit, Green Eggs and Ham - your_book {is} {ask} What is your favorite book? - {add} your_book {to} books - {print} books {at} {random} - mp_choice_options: - - option: The `{add}` command removes a random book from the list - feedback: The remove command removes, the add command adds - - option: The `{add}` command adds a random book to a list - feedback: It doesn't. It adds your answer to the list! - - option: The `{add}` command adds your favorite book to the list - feedback: Correct! - - option: The `{add}` command prints your favorite book. - feedback: No, it adds your favorite book to the list - hint: The `{add}` command adds a book, but which one? - correct_answer: C - question_score: '10' - 8: - question_text: What is the output of this code? - code: |- - crisps {is} sea salt, paprika, sour cream - {remove} sea salt {from} crisps - {remove} paprika {from} crisps - {print} crisps {at} {random} - mp_choice_options: - - option: You can't tell, because Hedy will `{print}` one of the 3 flavors `{at} {random}` - feedback: Take a look at the `{remove}` commands - - option: sea salt - feedback: sea salt is removed from the list - - option: paprika - feedback: Paprika is removed from the list - - option: sour cream - feedback: That's right! - hint: There are 3 flavors, bit 2 are removed. Which one remains? - correct_answer: D - question_score: '10' 9: - question_text: What's wrong with this code? code: |- colors {is} blue, purple, green chosen_color {is} {ask} Which haircolor wouldn't your like to have? {remove} chosen_color {from} colors {print} I will dye my hair color {at} {random} - mp_choice_options: - - option: 'Line 3 should say: `{remove}` blue `{from}` colors' - feedback: Maybe you want blue hair though! - - option: Line 3 should have an `{add}` command instead of a `{remove}` command - feedback: You want to remove the chosen color so `{remove}` is right. - - option: In line 4 the variable should be called colors instead of color - feedback: Great job! - - option: Nothing, this is a correct code! - feedback: Find the mistake! hint: Look at line 3 - correct_answer: C - question_score: '10' 10: question_text: What should be on the _?_? code: |- @@ -652,8 +248,6 @@ levels: ``` feedback: This increased the change that the person who walked yesterday now has to do it again. That's mean. hint: The person who walked the dog yesterday should be removed from the list. - correct_answer: A - question_score: '10' 4: 1: question_text: Which of these is true? @@ -666,11 +260,7 @@ levels: feedback: '`{at} {random}` still works' - option: '`{at} {random}` now needs quotation marks' feedback: No, but 2 other commands do. - hint: In level 4 you need quotation marks for 2 commands. - correct_answer: A - question_score: '10' 2: - question_text: Which code uses the proper quotation marks? mp_choice_options: - option: |- ``` @@ -692,11 +282,7 @@ levels: {print} ,hello, ``` feedback: This is a comma, you need quotation marks. - hint: Pick the right quotation marks. - correct_answer: B - question_score: '10' 3: - question_text: Where are the quotation marks used correctly? mp_choice_options: - option: |- ``` @@ -718,28 +304,7 @@ levels: {print} 'Hi Im Hedy' ``` feedback: Perfect! - hint: Both before and after the words you want to print should be a quotation mark. - correct_answer: D - question_score: '10' - 4: - question_text: Which statement is true? - mp_choice_options: - - option: 'You need quotation marks around the word `{print}`, like this: `''{print}''`.' - feedback: The quotation marks shouldn't be around the command itself. - - option: You need quotation marks around the words you want to print. - feedback: Super! - - option: You do not need quotation marks when using the `{ask}` command - feedback: Both `{print}` and `{ask}` require quotation marks - - option: You can choose yourself whether to use quotation marks or not. - feedback: Unfortunately, Hedy is stricter than that. - hint: From level 4 on you need to use quotation marks. - correct_answer: B - question_score: '10' 5: - question_text: What has to be changed in order for the game to work? - code: |- - options {is} rock, paper, scissors - {print} 'options {at} {random}' mp_choice_options: - option: |- ``` @@ -758,89 +323,9 @@ levels: feedback: That's right - option: Nothing, the game already works! feedback: Look carefully. There is an error. - hint: You don't want Hedy to literally print 'options {at} {random}', you want it to print 'rock' or 'paper' or 'scissors'. - correct_answer: C - question_score: '10' 6: - question_text: What would be a good next line in this code? - code: prices {is} 1 dollar, 100 dollars, 1 million dollars - mp_choice_options: - - option: |- - ``` - {print} 'You win...' prices {at} {random} - ``` - feedback: Great! You get it! - - option: |- - ``` - {print} You win... 'prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}' - - option: |- - ``` - {print} You win... prices {at} {random} - ``` - feedback: You need some quotation marks! - - option: |- - ``` - {print} 'You win... prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}'' hint: 'Think carefully: what is a variable and should be outside of the quotation marks? And what are normal words that should be inside?.' - correct_answer: A - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: Correct! - - option: Quotation marks are missing in line 2 - feedback: A variable doesn't need quotes - - option: Quotation marks are missing in line 3 - feedback: You don't want Hedy to literally print 'answers {at} {random}' so no quotation marks needed here! - - option: Nothing, this code is good as is! - feedback: Look carefully. You missed a mistake! - hint: Check each line on whether they'd need quotation marks or not. - correct_answer: A - question_score: '10' - 8: - question_text: What would be a good next line for this code? - code: |- - {print} 'Welcome at the money show!' - {print} 'In front of you are 3 doors' - door {is} {ask} 'Which door do you choose?' - mp_choice_options: - - option: |- - ``` - {print} So you pick door door - ``` - feedback: We need quotation marks - - option: |- - ``` - {print} 'So you pick ' door door - ``` - feedback: If the player chooses door 3, Hedy will say 'So you pick 3 3 - - option: |- - ``` - {print} 'So you pick door ' door - ``` - feedback: Super! - - option: |- - ``` - {print} 'So you pick door door' - ``` - feedback: Hedy will literally print 'So you pick door door - hint: The second word door should be replaced with the number, the first should still be the word door... - correct_answer: C - question_score: '10' 9: - question_text: What will never appear in your output screen? - code: |- - clubs {is} Real Madrid, Bayern Munchen, Manchester United, Ajax - {print} clubs {at} {random} ' is going the win the champions league' mp_choice_options: - option: Ajax is going to win the champions league feedback: Hedy could `{print}` that @@ -850,27 +335,6 @@ levels: feedback: Hedy could `{print}` that - option: FC Barcelona is going to win the champions league feedback: That's right. It's not in the list - hint: What are Hedy's options to randomly pick from? - correct_answer: D - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - people {is} mom, dad, Emma, Sophie - {print} The dishes are done by... - {print} people {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: A list doesn't need quotation marks - - option: Quotation marks are missing in line 2 - feedback: Correct - - option: Quotation marks are missing in both line 2 and 3 - feedback: Line 3 doesn't need quotation marks because it's not printed literally - - option: Nothing, this code has no mistakes - feedback: You missed one! - hint: One line needs quotation marks, because you want it to be printed literally. - correct_answer: B - question_score: '10' 5: 1: question_text: What is true? @@ -888,79 +352,8 @@ levels: - option: In level 5 `{ask}` and `{print}` work the same as in level 4 feedback: Correct! hint: We have only learned a new command in level 5. - correct_answer: D - question_score: '10' - 2: - question_text: What appears in your output screen when you type in the name Hedy? - code: |- - name {is} {ask} 'What is your name?' - {if} name {is} Hedy {print} 'fun' {else} {print} 'less fun' - mp_choice_options: - - option: fun - feedback: That's right! - - option: less fun - feedback: If the name is Hedy, it will say 'fun'' - - option: Hedy - feedback: No, it doesn't print the name - - option: Error - feedback: Fortunately not! - hint: '`{if}` name `{is}` Hedy `{print}` ...?' - correct_answer: A - question_score: '10' 3: - question_text: What is the right password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct! - feedback: This is printed when you type in the correct password - - option: SECRET - feedback: That's right!' - - option: password - feedback: The password isn't password... - - option: ALARM INTRUDER - feedback: This is printed when you type in the incorrect password! hint: '`{if}` password `{is}` ... `{print}` ''Correct!''!''' - correct_answer: B - question_score: '10' - 4: - question_text: What does Hedy print when you type in the wrong password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct - feedback: That's printed if the correct answer is given, not the wrong one... - - option: SECRET - feedback: That's not the right answer - - option: Wrong! - feedback: No, this is not what Hedy will print - - option: ALARM! INTRUDER! - feedback: Great job! - hint: Your computer will sound the alarm for intruders! - correct_answer: D - question_score: '10' - 5: - question_text: Why will Hedy say 'ALARM! INTRUDER' when you type in 'secret'? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Because it needs to be in capitals, so SECRET - feedback: Indeed! - - option: Because the password is alarm - feedback: No, this is not the password. - - option: Because it's spelled wrong. - feedback: That's not how you spell secret - - option: Because Hedy makes a mistake - feedback: No, Hedy is right - hint: The spelling of the word has to be exactly the same. - correct_answer: A - question_score: '10' 6: question_text: Which word should be on the place of the question mark in the last line? code: |- @@ -969,30 +362,6 @@ levels: club is {ask} 'Which club is your favorite?' {if} club {is} ajax {print} 'Ajax is going to win of course!' _?_ {print} 'Sorry, your club is gonna be in last place...' - mp_choice_options: - - option: |- - ``` - {if} - ``` - feedback: '`{if}` is already in the line above' - - option: |- - ``` - {at} {random} - ``` - feedback: No, you need `{else}`. - - option: |- - ``` - {else} - ``` - feedback: Great! - - option: |- - ``` - {print} - ``` - feedback: '`{print}` is already there, we need a word before it!' - hint: '`{if}` goes together with...?' - correct_answer: C - question_score: '10' 7: question_text: Which word should be in the place of the question mark? code: |- @@ -1021,9 +390,6 @@ levels: {print} ``` feedback: Awesome! - hint: After `{else}` a `{print}` command follows - correct_answer: D - question_score: '10' 8: question_text: Which word should be on the place of the question mark? code: |- @@ -1051,222 +417,10 @@ levels: {print} ``` feedback: No, that's not it. - hint: What the variable name? - correct_answer: B - question_score: '10' - 9: - question_text: Which door should you choose to escape?? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} - mp_choice_options: - - option: '1' - feedback: Bad choice! You're being eaten - - option: '2' - feedback: Super! You escaped! - - option: '3' - feedback: Bad choice! You're being eaten. - - option: It's a trap, you will always be eaten! - feedback: Luckily not! - hint: One of the doors will keep you safe.. - correct_answer: B - question_score: '10' - 10: - question_text: Which monster is standing behind door 1? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} - mp_choice_options: - - option: Hedy picks a random monster each time. - feedback: Awesome! - - option: vampire - feedback: Not always... - - option: werewolf - feedback: Not always... - - option: giant spider - feedback: Not always... - hint: Mind the last 3 words... monsters `{at} {random}`... - correct_answer: A - question_score: '10' 6: - 1: - question_text: What's Hedy's output when you run this code? - code: '{print} 2*10' - mp_choice_options: - - option: '20' - feedback: Correct! - - option: '12' - feedback: No, the plus sign is used in addition - - option: 2*10 - feedback: No, Hedy will calculate the answer - - option: '210' - feedback: Mind it's a calculation. - hint: The `*` is used as a multiplication sign - correct_answer: A - question_score: '10' - 2: - question_text: What do you use when you want to add two numbers? - mp_choice_options: - - option: '`-`' - feedback: That's not it - - option: plus - feedback: That's not it - - option: '`*`' - feedback: That's not it - - option: '`+`' - feedback: Correct! - hint: It's the plus sign. - correct_answer: D - question_score: '10' - 3: - question_text: What's Hedy's output when you run this code? - code: '{print} ''3*10''' - mp_choice_options: - - option: '30' - feedback: This would be the right answer if there were no quotation marks. - - option: '13' - feedback: Try again.. - - option: 3*10 - feedback: Correct! There are quotation marks, so Hedy will print it literally. - - option: Nothing, Hedy will give an error message. - feedback: No, Hedy will print it literally. - hint: Mind the quotation marks!! - correct_answer: C - question_score: '10' - 4: - question_text: Kim is 10 years old. What will Hedy print for her? - code: |- - name = {ask} 'How many letters are in your name?' - age = {ask} 'How old are you?' - luckynumber = name*age - {print} 'Your lucky number is...' luckynumber - mp_choice_options: - - option: '30' - feedback: Mind, Hedy also prints 'Your lucky number is...' - - option: '10' - feedback: Please try again. - - option: Your lucky number is... 30 - feedback: That's right! - - option: Your lucky number is... 10 - feedback: Her lucky number is name times age... - hint: 'Kim has 3 letters, she is 10 years old so: letters times age = 3*10 = 30.' - correct_answer: C - question_score: '10' - 5: - question_text: If 5 people eat at this restaurant, how much do they have to pay in total? - code: |- - {print} 'Welcome to Hedys!' - people = {ask} 'How many people are eating with us tonight?' - price = people * 10 - {print} 'That will be ' price 'dollar please' - mp_choice_options: - - option: 5 dollars - feedback: Unfortunately, it's not that cheap. - - option: 10 dollars - feedback: No, it's 10 dollars each. - - option: 15 dollars - feedback: The * means multiplication. - - option: 50 dollars - feedback: Great! - hint: '`price` `is` `people` `times` 10' - correct_answer: D - question_score: '10' 6: question_text: How much does a hamburger cost is this virtual restaurant? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = 15 - {if} food {is} fries price = 6 - mp_choice_options: - - option: 15 dollars - feedback: Super! - - option: 6 dollars - feedback: The fries are 6 dollars - - option: 0 dollars - feedback: The hamburger isn't free! - - option: 21 dollars - feedback: That's the price for a hamburger and fries! - hint: Mind the fourth line. - correct_answer: A - question_score: '10' - 7: - question_text: Why does line 7 say 'price is price + 3' instead of 'price is 3'? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = price + 15 - {if} food {is} fries price = price + 6 - drinks is {ask} 'What would you like to drink?' - {if} drinks {is} coke price = price + 3 - {if} drinks {is} water price = price + 1 - {print} price ' dollars please' - mp_choice_options: - - option: It could have been `price = 3` just as well. - feedback: No, that's not true. Hedy needs to add 3 dollars to the total. - - option: Because Hedy doesn't understand `price = 3`. - feedback: Hedy would understand, but it wouldn't be right. - - option: Because Hedy would otherwise forget about the previous order. The price would be 3 dollars in total. - feedback: That's right! - - option: Because the price is 0 dollars to begin with. - feedback: That's true, but not the reason - hint: The price shouldn't be 3, but 3 dollars more than it already was - correct_answer: C - question_score: '10' - 8: - question_text: Why is this code incorrect? - code: |- - correct answer = 3*12 - answer = {ask} 'What is 3 times 12?' - {if} answer {is} correct answer {print} 'Good job!' - {else} {print} 'No... It was ' correct answer - mp_choice_options: - - option: There shouldn't be quotation marks in line 2 - feedback: No, there should be! - - option: The variable is called correct answer, but a variable's name can only be 1 word. So it should be correct_answer - feedback: Correct! - - option: The `{if}` and `{else}` commands should be in the same line. - feedback: No, that's not true. - - option: The variable in line 2 can't be called answer, because it is too similar to the variable correct answer. - feedback: Variable names can be similar, but they can't be 2 words... - hint: Inspect what the variables are called. - correct_answer: B - question_score: '10' - 9: - question_text: Imagine you love football a 10, you've eaten 2 bananas and have washed your hands 3 times today. How smart does the silly fortune teller think you are? - code: |- - {print} 'Im Hedy the silly fortune teller' - {print} 'I will predict how smart you are!' - football = {ask} 'On a scale of 0 to 10 how much do you love football?' - bananas = {ask} 'How many bananas have you eaten this week?' - hygiene = {ask} 'How many times did you wash your hands today??' - result = bananas + hygiene - result = result * football - {print} 'You are ' result 'percent smart.' - mp_choice_options: - - option: 10% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 32% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 50% - feedback: Super! You are 100 percent smart! - - option: 100% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - hint: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - correct_answer: C - question_score: '10' 10: - question_text: Which statement is true? code: |- name _?_ Hedy {print} name 'is walking trough the forrest' @@ -1279,12 +433,8 @@ levels: feedback: No, one `=` sign is enough - option: You can only use the `=` sign when working with numbers, not with words. feedback: You can also use `=` with words. - hint: '`{is}` and `=` are both allowed' - correct_answer: B - question_score: '10' 7: 1: - question_text: How many lines can you repeat at once with the repeat command at this level? mp_choice_options: - option: '0' feedback: No you can repeat a line. @@ -1295,94 +445,32 @@ levels: - option: infinite feedback: In this level you can only repeat one line at a time hint: You can only repeat 1 line at a time - correct_answer: B - question_score: '10' 2: - question_text: Which code is right? + hint: First the repeat command, then the `{print}` command + 4: mp_choice_options: - option: |- ``` - {print} 100 {times} 'hello' + I'm ``` - feedback: '`{repeat}` 100 `{times}` `{print}` ''hello''' + feedback: That's right! - option: |- ``` - {print} {repeat} 100 {times} 'hello' + {print} ``` - feedback: '{repeat} 100 {times} {print} ''hello''' + feedback: '`{print}` is spelled correctly' - option: |- ``` - {repeat} 'hello' 100 {times} + {repeat} ``` - feedback: '{repeat} 100 {times} {print} ''hello''' + feedback: '`{repeat}` is spelled correctly' - option: |- ``` - {repeat} 100 {times} {print} 'hello' - ``` - feedback: That's right! - hint: First the repeat command, then the `{print}` command - correct_answer: D - question_score: '10' - 3: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} ''Hello!''' - mp_choice_options: - - option: Right - feedback: No, a word is missing - - option: Wrong, the word `{repeat}` is missing - feedback: The word `{repeat}` is there, another word is missing - - option: Wrong, the word `{times}` is missing - feedback: The word `{times}` is there, another word is missing. - - option: Wrong, the word `{print}` is missing - feedback: Correct - hint: 'It should be: `{repeat}` 100 `{times}` `{print}` ''Hello''' - correct_answer: D - question_score: '10' - 4: - question_text: Which word is wrong in the code? - code: |- - {print} 'I'm blue' - {repeat} 7 {times} {print} 'da ba dee, da ba da' - mp_choice_options: - - option: |- - ``` - I'm - ``` - feedback: That's right! - - option: |- - ``` - {print} - ``` - feedback: '`{print}` is spelled correctly' - - option: |- - ``` - {repeat} - ``` - feedback: '`{repeat}` is spelled correctly' - - option: |- - ``` - {times} + {times} ``` feedback: '`{times}` is spelled correctly' hint: I'm is wrong, you can't use apostrophes - correct_answer: A - question_score: '10' - 5: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} {print} ''Hedy is awesome!''' - mp_choice_options: - - option: Correct - feedback: That's right! - - option: Wrong - feedback: That's not it - hint: The code is correct! - correct_answer: A - question_score: '10' 6: - question_text: What will be the output from this code? - code: |- - {print} 'The wheels on the bus go' - {repeat} 3 {times} {print} ' round and round' mp_choice_options: - option: |- the wheels on the bus go @@ -1408,14 +496,7 @@ levels: round and round round and round feedback: All though the town! Perfect! - hint: Only 'round and round' is repeated 3 times. - correct_answer: D - question_score: '10' 7: - question_text: What will be the output from this code? - code: |- - {repeat} 2 {times} {print} 'We will' - {print} 'ROCK YOU!' mp_choice_options: - option: |- We will We will @@ -1436,17 +517,7 @@ levels: We will ROCK YOU! feedback: Mind the repeat command - hint: Mind the `{repeat}` command. - correct_answer: B - question_score: '10' 8: - question_text: What Hedy code belongs to this output? - code: |- - Here comes the sun - Do do do do - Here comes the sun - And I say - Its alright mp_choice_options: - option: |- ``` @@ -1479,18 +550,7 @@ levels: {print} 'Its alright'" ``` feedback: This is not the correct order.. - hint: '`{repeat}` can only be used if you want to execute the same line multiple times in a row.' - correct_answer: A - question_score: '10' 9: - question_text: What Hedy code belongs to this output? - code: |- - Batman was flying through Gotham. - When suddenly he heard someone screaming... - Help! - Help! - Help! - Please help me! mp_choice_options: - option: |- ``` @@ -1524,16 +584,8 @@ levels: {print} 'Please help me!' ``` feedback: Perfect - hint: '''Help!'' is repeated 3 times.' - correct_answer: D - question_score: '10' 10: question_text: What Hedy code belongs to this output? - code: |- - if youre happy and you know it clap your hands - if youre happy and you know it clap your hands - if youre happy and you know it and you really want to show it - if youre happy and you know it clap your hands mp_choice_options: - option: |- ``` @@ -1563,16 +615,8 @@ levels: {print} 'clap your hands' ``` feedback: This is not in the right order. - hint: Mind the order of the sentences. - correct_answer: B - question_score: '10' 8: 1: - question_text: Which output will be produced by this code? - code: |- - {repeat} 2 {times} - {print} 'Hello' - {print} 'Im Hedy!' mp_choice_options: - option: |- Hello @@ -1595,14 +639,7 @@ levels: Im Hedy! Im Hedy!" feedback: Everything is printed twice - hint: Both lines are repeated twice. - correct_answer: C - question_score: '10' 2: - question_text: What is wrong with this code? - code: |- - {repeat} 5 {times} - {print} 'Hedy is cool!' mp_choice_options: - option: This should be only one line, not 2. feedback: No it should be 2 lines. @@ -1612,15 +649,7 @@ levels: feedback: Nee, repeat is de goede spelling - option: The second line need to start with 4 spaces as indentation. feedback: Correct! - hint: Something is missing in the second line? - correct_answer: D - question_score: '10' 3: - question_text: What output will be produced when you run this program? - code: |- - {repeat} 3 {times} - {print} 'Baby shark tututudutudu' - {print} 'Baby shark' mp_choice_options: - option: |- Baby shark tututudutudu @@ -1647,10 +676,7 @@ levels: Baby shark feedback: What is being repeated and what isn't. hint: What is being repeated and what is not?. - correct_answer: C - question_score: '10' 4: - question_text: Which output is correct? code: |- {print} 'The children went:' {repeat} 2 {times} @@ -1682,15 +708,7 @@ levels: Yay! Were going on holiday! feedback: The last line is repeated too. - hint: The block under the `{repeat}` command is repeated twice. - correct_answer: B - question_score: '10' 5: - question_text: What is wrong with this code? - code: |- - end = {ask} 'Do you want a happy or a sad ending?' - {if} end {is} happy {print} 'They lived happily ever after' - {else} {print} 'The world exploded. The end.' mp_choice_options: - option: The `{print}` commands on the last two lines should start on new lines en start with 4 spaces. feedback: That's right! @@ -1700,44 +718,7 @@ levels: feedback: That's not true - option: '`{ask}` is no longer a command' feedback: That's not true - hint: Something is wrong with indentation - correct_answer: A - question_score: '10' - 6: - question_text: What will be the output of this code when we enter pancakes? - code: |- - {print} 'Welcome to restaurant Hedy' - {repeat} 2 {times} - food {is} {ask} 'What do you want to eat?' - {print} food - mp_choice_options: - - option: |- - Welcome to restaurant Hedy - Pancakes - feedback: There is no repetition in this answer. - - option: |- - Welcome to restaurant Hedy - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: This answer also repeats the welcome message - - option: |- - Welcome to restaurant Hedy - What do you want to eat? - What do you want to eat? - Pancakes - Pancakes - feedback: Almost! But look at the question, it is not repeated. - - option: |- - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: Well done! - hint: The first sentence and question will not be repeated - correct_answer: D - question_score: '10' 7: - question_text: What is wrong with this code? code: |- eten = {ask} 'What would you like to eat?' {if} food {is} fries @@ -1756,96 +737,8 @@ levels: feedback: You always have to use indentation. - option: The indentation is wrong in the first `{if}` command. feedback: That's right. - hint: Take a careful look at the indentation. - correct_answer: D - question_score: '10' - 8: - question_text: In which of the codes is the indentation done right? - mp_choice_options: - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are wrong! - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are wrong! - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are... right! - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are wrong! - hint: What should happen if the person is right? And what else? - correct_answer: C - question_score: '10' - 9: - question_text: What line(s) in this code should start with 4 spaces? - code: |- - 1 music = {ask} 'What is your favorite music genre?' - 2 {if} music {is} rock - 3 {print} '🤘' - 4 {else} - 5 {print} '👎' - mp_choice_options: - - option: Line 2 and 4 - feedback: The lines after the `{if}` and `{else}` command should start with 4 spaces - - option: Only line 3 - feedback: Not only 3... - - option: Line 3, 4 and 5 - feedback: Line 4 shouldn't - - option: Line 3 and 5 - feedback: Great job! - hint: The lines after an `{if}` or `{else}` command should start with 4 spaces. - correct_answer: D - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - 1 level = {ask} 'What level are you on?' - 2 {if} level {is} 8 - 3 {print} 'Great job!' - mp_choice_options: - - option: All lines should start with 4 spaces - feedback: That's not true - - option: Line 2 and 3 should start with 4 spaces - feedback: That's not true - - option: Line 2 should start with 4 spaces - feedback: That's not true - - option: Line 3 should start with 4 spaces - feedback: You are correct! - hint: Only one line starts with 4 spaces, but which one...? - correct_answer: D - question_score: '10' 9: 1: - question_text: What is wrong with this code? code: |- {repeat} 3 {times} eten = {ask} 'What would you like to eat?' @@ -1866,19 +759,7 @@ levels: - option: The indentation is wrong in the last `{if}` command. feedback: It not, though. hint: all the indentation is done correctly. - correct_answer: A - question_score: '10' 2: - question_text: What will be printed after entering the correct password? - code: |- - password = {ask} 'What is the password?' - correct_password = Hedy - {if} password {is} correct_password - {repeat} 2 {times} - {print} 'Good job!' - {print} 'You can use the computer!' - {else} - {print} 'The computer will explode in 5... 4... 3... 2... 1...' mp_choice_options: - option: |- ``` @@ -1906,11 +787,7 @@ levels: Ти можеш користуватися комп'ютером! ``` feedback: Correct! - hint: Everything under the `{repeat}` command is repeated twice. - correct_answer: D - question_score: '10' 3: - question_text: Which case should you choose to win a million dollars? code: |- {print} 'Choose the right case and win!' case = {ask} 'Which case will you pick? 1 or 2?' @@ -1926,20 +803,7 @@ levels: {print} 'You sell the case for 500 dollars' {if} action {is} open {print} 'You open the case and win a million dollars!' - mp_choice_options: - - option: case 1, sell - feedback: You don't win a million! - - option: case 1, open - feedback: You don't win a million - - option: case 2, sell - feedback: You don't win a million - - option: case 2, open - feedback: Great job! You win! - hint: Follow the right path - correct_answer: D - question_score: '10' 4: - question_text: Which statement is true? code: |- name = {ask} 'What is your name?' size = {ask} 'What is your shoe size?' @@ -1959,15 +823,7 @@ levels: feedback: That's right! - option: Cinderella with shoe size 40 gets the output 'I was looking for you!' feedback: No she gets 'Ill keep looking' - hint: No matter what your name is, if you have shoe size 40 you will get the message 'Ill keep looking'. - correct_answer: C - question_score: '10' 5: - question_text: Which code produced this output? - output: |- - Icecream is the best! - Icecream is the best! - Icecream is the best! mp_choice_options: - option: |- ``` @@ -2002,11 +858,7 @@ levels: {print} 'Icecream is the best!' ``` feedback: There are 2 `{repeat}` commands in this code. - hint: Watch the indentation - correct_answer: C - question_score: '10' 6: - question_text: After which command(s) should you use indentation (starting the next line with 4 spaces)? mp_choice_options: - option: '`{if}`' feedback: Don't forget the others @@ -2016,9 +868,6 @@ levels: feedback: Keep it up! - option: '`{if}` `{else}` `{repeat}` `{print}`' feedback: Not with print - hint: Indentation happens on the line below some commands - correct_answer: C - question_score: '10' 7: question_text: "In this code from a pizza restaurant. \nYoull get a 5 dollar discount if you order a medium pizza with coke.\n What should you do to debug this code?" code: |- @@ -2059,9 +908,6 @@ levels: price = price - 2 ``` feedback: Try again - hint: After each `{if}` command, the line below should indent - correct_answer: A - question_score: '10' 8: question_text: What is wrong is this code? code: |- @@ -2079,25 +925,7 @@ levels: feedback: You actually must start like that. - option: A code must always start with a `{print}` command in the first line feedback: That's not true. - hint: The indentation is done right this time - correct_answer: B - question_score: '10' - 9: - question_text: How many `{if}` commands can be placed inside another `{if}` command? - mp_choice_options: - - option: None, that is not allowed - feedback: You are allowed to - - option: Only 1 - feedback: You could use more if you like - - option: '3' - feedback: You could use more if you like - - option: Infinite, as long as you keep using indentation correctly - feedback: That is true - hint: You can put an `{if}` command inside an `{if}` command. - correct_answer: D - question_score: '10' 10: - question_text: Which statement is true? code: |- 1 {repeat} 2 {times} 2 {if} level {is} 9 @@ -2112,8 +940,6 @@ levels: - option: line 2 should atart with 4 spaces and line 3 with 8 feedback: You are correct! hint: The first line doens't start with any spaces - correct_answer: D - question_score: '10' 10: 1: question_text: What do we need to fill in on the `_?_` if we want to print each compliment? @@ -2121,91 +947,6 @@ levels: compliments = perfect, great job, amazing _?_ {print} compliment - mp_choice_options: - - option: |- - ``` - {for} each compliment - ``` - feedback: That's not it - - option: |- - ``` - {for} compliment {in} compliments - ``` - feedback: You deserve all those compliments! - - option: |- - ``` - {if} compliment {in} compliments - ``` - feedback: That's not it - - option: |- - ``` - {for} compliments {in} compliment - ``` - feedback: Almost there! - hint: '`{for}` each compliment in the lists of compliments...' - correct_answer: B - question_score: '10' - 2: - question_text: Which output is correct? - code: |- - meals = pizza, pasta, pancakes - {for} meal {in} meals - {print} 'I love ' meal - mp_choice_options: - - option: I love pizza - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pasta - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pancakes - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: |- - I love pizza - I love pasta - I love pancakes - feedback: Great! - hint: Line 2 says for each meal in the list of meals. So each meal is printed. - correct_answer: D - question_score: '10' - 3: - question_text: Which output is correct? - code: |- - animals = dogs, cats, hamsters, chickens - {for} animal {in} animals - {print} animal ' are lovely pets' - mp_choice_options: - - option: dogs are lovely pets - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - - option: dogs, cats, hamsters, chickens are lovely pets - feedback: Each animal gets their own line in the output. - - option: |- - dogs are lovely pets - cats are lovely pets - hamsters are lovely pets - chickens are lovely pets - feedback: Great! - - option: You don't know yet. Because it chooses one of the animals {at} {random}. - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - hint: Line 2 says {for} each animal in the list of animals. So each animal is printed - correct_answer: C - question_score: '10' - 4: - question_text: What's wrong with this code? - code: |- - groceries = apples, bread, milk - {for} item {in} groceries - {print} 'We need ' groceries - mp_choice_options: - - option: Line 2 needs to start with 4 spaces as indentation - feedback: No it doesn't. Only line 3 needs indentation, which it has. - - option: Line 3 does not need to start with 4 spaces as indentation - feedback: Line 2 is a `{for}`command so line 3 does need to start with an indent. - - option: Line 3 should say item instead of groceries - feedback: Good job! - - option: Line 2 should say groceries instead of item - feedback: No it does not. - hint: Line 2 says `{for}` each item in the list of groceries - correct_answer: C - question_score: '10' 5: question_text: What word should be on the _?_ with these digital dice? code: |- @@ -2214,25 +955,7 @@ levels: choices = 1, 2, 3, 4, 5, 6 {for} player {in} players {print} player ' throws ' _?_ {at} {random} - mp_choice_options: - - option: players - feedback: It would say 'Ann throws Jesse', instead of 'Ann throws 6'. - - option: choices - feedback: That's right! - - option: choice - feedback: You are very close. But you need Hedy to pick from the list called 'choices' not 'choice'... - - option: dice - feedback: Look at the names of the variables. - hint: Hedy needs to pick a number `{at} {random}` - correct_answer: B - question_score: '10' 6: - question_text: Which of the answers below is a possible outcome when you run the code? - code: |- - choices = rock, paper, scissors - players = Kelly, Meredith - {for} player {in} players - {print} player ' chooses ' choices {at} {random} mp_choice_options: - option: Kelly chooses rock feedback: Meredith wants to play too! @@ -2246,9 +969,6 @@ levels: Kelly chooses paper Meredith chooses scissors feedback: Amazing! - hint: Each player will pick an option. The player that's first on the list will go first. - correct_answer: D - question_score: '10' 7: question_text: What line should be on the _?_ in this code that decides what these people will have for dinner? code: |- @@ -2256,30 +976,6 @@ levels: food = pasta, fries, salad _?_ {print} name ' has to eat ' food {at} {random} ' for dinner' - mp_choice_options: - - option: |- - ``` - {for} name {in} names - ``` - feedback: You are on fire! - - option: |- - ``` - {for} names {in} name - ``` - feedback: No it should be for each name in the list nameS, so the other way around - - option: |- - ``` - {for} food {in} food - ``` - feedback: Each name should be told what they will have for dinner. - - option: |- - ``` - {for} name {in} food - ``` - feedback: Each name should be told what they will have for dinner. - hint: Each name should be told what they will have for dinner. - correct_answer: A - question_score: '10' 8: question_text: What should be on the _?_ in this code that decides which color shirt you get? code: |- @@ -2308,9 +1004,6 @@ levels: 'people gets a colors shirt' ``` feedback: There is no variable named people.. - hint: Mind the quotation marks and the names of the variables - correct_answer: B - question_score: '10' 9: question_text: Яке перше питання задасть вам Hedy, коли ви запустите програму? code: |- @@ -2320,20 +1013,7 @@ levels: {for} course {in} courses food = {ask} name ', what would you like to eat as your ' course '?' {print} name ' orders ' food ' as their ' course - mp_choice_options: - - option: Timon, what would you like to eat as your appetizer? - feedback: Perfect! - - option: Onno, what would you like to eat as your appetizer? - feedback: Timon is first on the list! - - option: Timon, what would you like to eat as your dessert? - feedback: Appetizers are first in the list - - option: You don't know that. Hedy will choose `{at} {random}`. - feedback: There is no `{at} {random}` in this code... - hint: The first options from both lists are chosen. - correct_answer: A - question_score: '10' 10: - question_text: What is true about this code? code: |- prices = 1 million dollars, car, sandwich names = Bob, Patrick, Sandy, Larry @@ -2348,9 +1028,6 @@ levels: feedback: That is not true. Larry has the same odds as the others - option: Someone might win with two prices feedback: You get it! - hint: Try to imagine the output of this code. - correct_answer: D - question_score: '10' 11: 1: question_text: What word should be at the place of the question mark? @@ -2378,14 +1055,7 @@ levels: {for} ``` feedback: 'No' - hint: What did you learn in this level? - correct_answer: B - question_score: '10' 2: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 1 {to} 3 - {print} i mp_choice_options: - option: |- 1 @@ -2398,64 +1068,7 @@ levels: feedback: That's not it - option: '123' feedback: That's not it - hint: How do the numbers appear in the screen? - correct_answer: A - question_score: '10' - 3: - question_text: Which code was used to get this output? - output: |- - 1 - 2 - 3 - 4 - 5 - Once I caught a fish alive! - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Perfect - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: This code won't work. You need an indent after {for}. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Now Hedy will count '1 Once I caught a fish alive!, 2 Once I caught a fish alive! etc. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} 'i' - {print} 'Once I caught a fish alive!' - ``` - feedback: i is a variable and shouldn't have quotation marks - hint: First all the numbers, then the sentence - correct_answer: A - question_score: '10' 4: - question_text: Which code was used to get this output? - output: |- - 10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0 mp_choice_options: - option: |- ``` @@ -2482,42 +1095,6 @@ levels: ``` feedback: That's right! hint: It has to be a calculation... - correct_answer: D - question_score: '10' - 5: - question_text: What's wrong with this code? - code: |- - {for} i {in} {range} 1 {to} 10 - {print} i - mp_choice_options: - - option: The i in the last line need quotation marks - feedback: No it doesn't. - - option: You can't use `{range}` 1 `{to}` 5 only `{range}` 1 `{to}` 10 - feedback: You could use 1 to 5 just as well! - - option: Line 1 needs to start with an indention. - feedback: Not line 1... - - option: Line 2 needs to start with an indention - feedback: Perfect! - hint: There is something wrong with the indention - correct_answer: D - question_score: '10' - 6: - question_text: How many times does the word Hello appear on your screen when you run the code? - code: |- - {for} i {in} {range} 0 {to} 2 - {print} 'Hello' - mp_choice_options: - - option: 1 time - feedback: 'No' - - option: 2 times - feedback: 'No' - - option: 3 times - feedback: That's right! - - option: Never - feedback: 'No' - hint: 0 also counts. So 0,1,2 that's 3 times. - correct_answer: C - question_score: '10' 7: question_text: What should be on the place of the question mark? code: |- @@ -2526,35 +1103,7 @@ levels: _?_ food is {ask} 'What would you like to order?' {print} food - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 0 {to} 3 - ``` - feedback: There's not always 3 people - - option: |- - ``` - {for} i {in} {range} 1 {to} guests - ``` - feedback: The variable is not named guests - - option: |- - ``` - {for} i {in} {range} 1 {to} people - ``` - feedback: Great! - - option: |- - ``` - {for} i {in} {range} 0 {to} people - ``` - feedback: That's one order too many! - hint: Use the variable 'people' - correct_answer: C - question_score: '10' 8: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 23 {to} 25 - {print} 'hi' mp_choice_options: - option: |- 23 @@ -2570,34 +1119,7 @@ levels: feedback: Correct - option: The word 'hi' will appear 25 times in a row. feedback: No it will only appear 3 times. - hint: It doesn't say `{print}` i - correct_answer: C - question_score: '10' - 9: - question_text: How many times does Hedy chant Hip Hip Hooray? - code: |- - age = {ask} 'How old are you?' - {for} i {in} {range} 1 {to} age - {print} 'Hip Hip Hoorray!' - mp_choice_options: - - option: 1 time - feedback: Try again - - option: 2 times - feedback: Try again - - option: Never - feedback: Try again - - option: That depends on how old you are - feedback: That's right! - hint: '`{for}` i `{in}` `{range}` 1 `{to}` age' - correct_answer: D - question_score: '10' 10: - question_text: Which code belongs to this output? - output: |- - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark mp_choice_options: - option: |- ``` @@ -2628,11 +1150,8 @@ levels: ``` feedback: '`{range}` 0 `{to}` 3 is 4 times.' hint: Mind the indention - correct_answer: B - question_score: '10' 12: 1: - question_text: Which output is correct? code: |- print 'three and a half plus one and a half is...' print 3.5 + 1.5 @@ -2649,11 +1168,7 @@ levels: three and a half plus one and a half is... 5 feedback: Great job! - hint: Both lines are printed! - correct_answer: D - question_score: '10' 2: - question_text: Which of these codes is correct? mp_choice_options: - option: |- ``` @@ -2679,11 +1194,7 @@ levels: print 'I would like a ' flavors at random ' cake.' ``` feedback: All the different values of flavors should be in quotation marks. - hint: The second line is the same in each code, pay attention to the first line - correct_answer: C - question_score: '10' 3: - question_text: What's wrong with this code? code: |- favorite_animal = ask 'What is your favorite animal?' print 'I like ' favoriteanimal ' too!' @@ -2696,30 +1207,13 @@ levels: feedback: That's not true - option: Nothing is wrong. feedback: That's not true - hint: The quotation marks are used correctly - correct_answer: A - question_score: '10' 4: - question_text: In which lines are quotation marks needed to get the code to work? code: |- print Welcome to the online shoe shop category = ask What kind of shoes are you looking for? if category = high heels print High heels are 50% off now! - mp_choice_options: - - option: Line 1 and 2 - feedback: 'No' - - option: Line 1, 2 and 3 - feedback: 'No' - - option: Line 1, 2 and 4 - feedback: 'No' - - option: All of the lines - feedback: Perfect! - hint: Does line 3 need quotation marks too? - correct_answer: D - question_score: '10' 5: - question_text: What output does Agent007 get when they put in the correct password? code: |- name is ask 'What is your name?' if name is 'Agent007' @@ -2732,18 +1226,6 @@ levels: else b is 'today at 10.00' print a + b - mp_choice_options: - - option: Go to the train station today at 10.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 02.00 - feedback: You've cracked the code! - - option: Go to the train station tomorrow at 02.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 10.00 - feedback: The agent won't be catching any bad guys here - hint: The correct password is TOPSECRET - correct_answer: B - question_score: '10' 6: question_text: Which line should be filled in at the ??? code: |- @@ -2757,32 +1239,7 @@ levels: if drinks = 'yes' ??? print 'That will be ' price ' dollar please' - mp_choice_options: - - option: |- - ``` - price = 14 - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = '14' - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = price + 2 - ``` - feedback: Excellent! - - option: |- - ``` - price = + 2 - ``` - feedback: Almost there! - hint: What if you only order fries and a drink? - correct_answer: C - question_score: '10' 7: - question_text: Which output does a vegan get? code: |- menu = 'cookies', 'cheese', 'grapes' print "It's my birthday! I`ve brought some snacks!" @@ -2794,36 +1251,7 @@ levels: print 'For you I have brought: ' for snack in menu print snack - mp_choice_options: - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cookies - grapes - feedback: Terrific! - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - feedback: There's more options than just one - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cheese - grapes - feedback: A vegan person can't have cheese - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - cookies - feedback: Almost there, but look at the order of snacks in the list - hint: What item is removed from the list when you answer 'vegan'? - correct_answer: A - question_score: '10' 8: - question_text: Which code was used to create this output? - code: '3.5' mp_choice_options: - option: |- ``` @@ -2845,9 +1273,6 @@ levels: print 7 * 2 ``` feedback: 'No' - hint: 7 devided by 2 is 3.5 - correct_answer: B - question_score: '10' 9: question_text: Which code should be filled in in line 1 at the ??? code: |- @@ -2874,9 +1299,6 @@ levels: 'prices' = 'one million dollars', 'nothing' ``` feedback: You one nothing - hint: The items on the list should be in quotation marks - correct_answer: C - question_score: '10' 10: question_text: Which line of code should be filled in at the ??? to complete the song ? code: |- @@ -2897,12 +1319,8 @@ levels: feedback: This is a hard one! All the actions on the list must be in the song. - option: print actions at random feedback: This is a hard one! All the actions on the list must be in the song. - hint: This is a hard one! All the actions on the list must be in the song. - correct_answer: B - question_score: '10' 13: 1: - question_text: Which code should be filled in at the ??? ? code: |- name = ask 'What is your name?' song = ask 'Whould you like to hear a song?' @@ -2933,11 +1351,7 @@ levels: if song = 'yes' or birthday = 'yes' ``` feedback: Hedy only sings if both answers are yes - hint: Hedy sings if you want to hear a song and it's you birthday - correct_answer: C - question_score: '10' 2: - question_text: Which command is missing in the code at the place of the ??? ? code: |- menu = 'cheese', 'sausage rolls', 'cookies' diet = ask 'Do you have any dietary restrictions?' @@ -2952,11 +1366,7 @@ levels: feedback: 'No' - option: print feedback: 'No' - hint: Neither vegans nor muslims can eat sausage rolls. - correct_answer: B - question_score: '10' 3: - question_text: Which output is given to a member without a discount code? code: |- member = ask 'Do you have a membership card?' discount = ask 'Do you have a discount code?' @@ -2974,10 +1384,7 @@ levels: - option: There is no way of knowing feedback: There is! Read the question carefully hint: Mind the command 'or' in line 3 - correct_answer: A - question_score: '10' 4: - question_text: Which line of code should follow this line in rock-paper-scissors game? code: if computer_choice is 'rock' and your_choice is 'paper' mp_choice_options: - option: print 'you win' @@ -2988,28 +1395,11 @@ levels: feedback: It's only a tie if both choices are the same - option: print 'try again' feedback: Try again! - hint: Paper beats rock - correct_answer: A - question_score: '10' 5: - question_text: Which statement is true about this code? code: |- if name = 'Cinderella' and shoe_size = 38 print 'You are my one true love!' - mp_choice_options: - - option: Every person with shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person named Cinderella is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person that is named Cinderella and has shoe size 38 is this prince's one true love - feedback: Fantastic! - - option: Every person that's not named Cinderella and does not have shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - hint: Both statements have to be true - correct_answer: C - question_score: '10' 6: - question_text: Which statement about this code is true? code: |- print 'Let me guess which family member you are!' glasses = ask 'Do you wear glasses?' @@ -3022,20 +1412,7 @@ levels: print 'You must be Wouter!' if glasses = 'no' and female = 'no' print 'You must be Michael!' - mp_choice_options: - - option: Michael is a boy with glasses - feedback: Try again - - option: Marleen is a girl with glasses - feedback: Try again - - option: Wouter is a boy without glasses - feedback: Try again - - option: Sophie is a girl with glasses - feedback: Great job! - hint: Take a good look! Or do you need glasses? - correct_answer: D - question_score: '10' 7: - question_text: Which statement is false? code: |- print 'Thank you for helping me take care of my pets' print 'Here is a program to help feed them' @@ -3049,20 +1426,7 @@ levels: print 'I fed them this moring! They do not need more food today' if animal is 'hamster' and color is 'brown' print 'You can feed them a piece of carrot' - mp_choice_options: - - option: The grey cat is called Abby - feedback: This is true! - - option: Milo the orange cat eats 4 scoops of cat nibbles - feedback: This is true - - option: The black hamster needs to be fed a piece of carrot - feedback: Great job! - - option: The yellow bird was fed this morning - feedback: This is true - hint: Read the last 4 lines carefully - correct_answer: C - question_score: '10' 8: - question_text: What output do you get if you order popcorn but no drink? code: |- print 'Welcome to the movie theater' popcorn = ask 'Would you like some popcorn?' @@ -3076,32 +1440,7 @@ levels: if popcorn = 'no' and drink = 'no' print 'Ok' print 'Enjoy the movie' - mp_choice_options: - - option: |- - Welcome to the movie theater - That will be 8 dollars please - Enjoy the movie - feedback: You have paid too much! - - option: |- - Welcome to the movie theater - That will be 5 dollars please - Enjoy the movie - feedback: Amazing! - - option: |- - Welcome to the movie theater - That will be 3 dollars please - Enjoy the movie - feedback: That's not enough money! - - option: |- - Welcome to the movie theater - Ok - Enjoy the movie - feedback: You have to pay for your popcorn! - hint: popcorn = yes and drink = no - correct_answer: B - question_score: '10' 9: - question_text: What is wrong with this code? code: |- 1 chocolate = ask 'Would you like chocolate sauce on your ice cream?' 2 sprinkles = ask 'Would you like sprinkles on your ice cream?' @@ -3138,11 +1477,7 @@ levels: {if} chocolate = 'yes' {and} sprinkles = 'no' ``` feedback: This is not what I ordered! - hint: There is a mistake in line 3 - correct_answer: A - question_score: '10' 10: - question_text: Which command needs to be in line 8 at the place of the ??? ? code: |- print 'Welcome to the product finder of this supermarkt' item is ask 'What product are you looking for?' @@ -3166,65 +1501,8 @@ levels: feedback: 'No' - option: if feedback: 'No' - hint: The item is either in the list of snacks, or in the list of drinks - correct_answer: B - question_score: '10' 14: - 1: - question_text: Which symbol should be used on the blank? - code: |- - name _ {ask} 'Who are you?' - {if} name == 'Hedy' - {print} 'Me too!' - mp_choice_options: - - option: '`=>`' - feedback: This is not a symbol. - - option: '`==`' - feedback: We are not comparing anything, just asking. - - option: '`!=`' - feedback: We are not comparing anything, just asking - - option: '`=`' - feedback: Right! - hint: We are not comparing anything, we are just asking a name. - correct_answer: D - question_score: '10' - 2: - question_text: Which of these codes has used the correct = or == symbol? - mp_choice_options: - - option: '{if} name = Hedy' - feedback: 'No' - - option: '{if} age = 24' - feedback: 'No' - - option: answer = {ask} 'What is your answer' - feedback: Yes! - - option: answer == {ask} 'How are you doing?' - feedback: 'No' - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' - 3: - question_text: Which symbols should be filled in on the two blanks? - code: |- - guests = {ask} 'How many people are at the party?' - {if} guests _ 130 - {print} 'You can come in!' - {if} guests _ 130 - {print} 'Im sorry, the club is full. ' - {print} 'You have to wait for a guest to leave' - mp_choice_options: - - option: '`>` and `<`' - feedback: That's not it - - option: '`=` and `>=`' - feedback: That's not it - - option: '`<` and `>=`' - feedback: You are right - - option: '`+` and `==`' - hint: There are 130 people allowed in the club - correct_answer: C - question_score: '10' - feedback: That's not it 4: - question_text: What's wrong with this code? code: |- price = 10 money = {ask} How much money do you have? @@ -3233,20 +1511,7 @@ levels: {print} 'You can buy the bear!' {else} {print} 'You cannot buy this bear!' - mp_choice_options: - - option: In line 1 == should be used instead of = - feedback: No that's not it - - option: Line 2 misses quotation marks - feedback: You are correct - - option: In line 4 = should have been used instead of == - feedback: No that's not it - - option: In line 4 <= should have been used instead of >= - feedback: No that's not it - hint: The symbols are right - correct_answer: B - question_score: '10' 5: - question_text: Which symbol should be filled in on the blanks if the movie is suitable for kids for the age of 12 and up? code: |- age = {ask} 'How old are you?' ticket = {ask} 'Do you have a ticket?' @@ -3254,20 +1519,7 @@ levels: {print} 'You can enter the movie theater.' {else} {print} 'You are not allowed to come in!' - mp_choice_options: - - option: '`> 12`' - feedback: 12 year olds are allowed too - - option: '`>= 12`' - feedback: Great! - - option: '`< 12`' - feedback: These kids are too young! - - option: '`<= 12`' - feedback: These kids are too young - hint: '> means greater than' - correct_answer: B - question_score: '10' 6: - question_text: How many times do you have to say you are annoyed before this annoying game stops? code: |- lives = 2 {repeat} 10 times @@ -3275,69 +1527,7 @@ levels: answer = {ask} 'Are you annoyed yet?' {if} answer == 'yes' lives = lives - 1 - mp_choice_options: - - option: 10 times - feedback: It stops after 2 times - - option: 0 times - feedback: It stops after 2 times - - option: 1 time - feedback: It stops after 2 times - - option: 2 times - feedback: That is correct - hint: '!= means ''is not''' - correct_answer: D - question_score: '10' - 7: - question_text: What should be filled in on the three blanks? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' - mp_choice_options: - - option: '`''Lower''` and `''Higher''` and `''You win!''`' - feedback: That's not quite right. - - option: '`''Higher''` and `''Lower''` and `''You win!''`' - feedback: You win! - - option: '`''You win!''` and `''Lower!''` and `''Higher''`' - feedback: That's not quite right. - - option: '`''Lower!''` and `''You win!''` and `''Higher!''`' - feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: B - question_score: '10' - 8: - question_text: Which statement is true about this roller coaster? - code: |- - length = {ask} 'Please fill in your length in cm' - {if} length < 120 - {print} 'Sorry, you cannot go on this roller coaster.' - {else} - {print} 'Enjoy the ride' - mp_choice_options: - - option: You must be taller than 120 cm to go on the roller coaster - feedback: True! - - option: You must be taller than 119 cm to go on the roller coaster - feedback: If you are 120 cm you won't get in - - option: You must be shorter than 120 cm to go on the roller coaster - feedback: '> means greater than' - - option: There are no length restrictions to go on the roller coaster - feedback: There are. - hint: '> means greater than' - correct_answer: A - question_score: '10' 9: - question_text: How many pieces of chocolate will give you a stomach ache according to this fitbit? code: |- chocolate = {ask} 'How many pieces of chocolate have you eaten?' {if} chocolate <= 2 @@ -3346,101 +1536,19 @@ levels: {print} 'That is a bit much' {if} chocolate > 8 {print} 'You will get a stomach ache!' - mp_choice_options: - - option: 1 or more - feedback: 'No' - - option: 2 or more - feedback: 'No' - - option: 8 or more - feedback: Almost - - option: 9 or more - feedback: Great! - hint: '> 8 means more than 8' - correct_answer: D - question_score: '10' - 10: - question_text: What should be filled in in the blanks? - code: |- - {print} 'Whoever gets the most points wins!' - {if} points_player_1 < points_player_2 - {print} _ - mp_choice_options: - - option: '''player 1 wins''' - feedback: Look at who has the highest score! - - option: '''player 2 wins''' - feedback: Yes! - - option: '''player 2 loses''' - feedback: Look at who has the highest score! - - option: '''It is a tie''' - feedback: No it's not, one player has a higher score - hint: You win the game by having the most points - correct_answer: B - question_score: '10' 15: 1: - question_text: 'Which symbol should be used on the blank? Tip: You must keep guessing until you get it right.' code: |- answer = 0 while answer _ 'Amsterdam' answer = ask 'What is the capital city of the Netherlands?' print 'You have given the correct answer' - mp_choice_options: - - option: '`=!`' - feedback: That is not right. - - option: '`==`' - feedback: You don't have to keep guessing if you've given the right answer. - - option: '`!=`' - feedback: Correct - - option: '`=`' - feedback: That's not it - hint: Keep guessing until you say Amsterdam - correct_answer: C - question_score: '10' - 2: - question_text: Which of these codes has used the correct symbol(s)? - mp_choice_options: - - option: |- - ``` - {while} name = Hedy - ``` - feedback: 'No' - - option: |- - ``` - {while} age = 24 - ``` - feedback: 'No' - - option: |- - ``` - {while} time > 0 - ``` - feedback: Yes! - - option: |- - ``` - {while} answer == yes' - ``` - feedback: A quotation mark is missing - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' 3: question_text: Which command should be filled in on the two blanks? code: |- _ age >= 18 print 'you are not allowed in this bar' - mp_choice_options: - - option: '`{in}`' - feedback: That's not it - - option: '`{while}`' - feedback: You are right - - option: '`{for}`' - feedback: That's not it - - option: '`{range}`' - feedback: That's not it - hint: You are not allowed in the bar as long as you are 17 or younger - correct_answer: B - question_score: '10' 4: - question_text: What's wrong with this code? code: |- options = 1, 2, 3, 4, 5, 6 print 'Throw 6 as fast as you can!' @@ -3460,11 +1568,7 @@ levels: feedback: That's not it - option: In line 5 != should have been used instead of == feedback: You are correct - hint: There is something wrong in line 5 - correct_answer: D - question_score: '10' 5: - question_text: What should be placed on the blank to make this program work correctly? code: |- wetness = 10 while wetness != 0 @@ -3483,9 +1587,6 @@ levels: feedback: You are correct! - option: = wetness + 1 feedback: The program should count down - hint: wetness should get less each time - correct_answer: C - question_score: '10' 6: question_text: what is wrong with this code? code: |- @@ -3503,25 +1604,8 @@ levels: feedback: No that's not right - option: Line 2 should start with less indentation feedback: That is correct - hint: Look closely at the indentation - correct_answer: D - question_score: '10' 7: question_text: How should this program be changed to that it works? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' mp_choice_options: - option: '... change the first {if} into a {while}' feedback: Perfect! @@ -3531,32 +1615,9 @@ levels: feedback: That's not quite right. - option: '... change the fourth {if} into a {while}' feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: A - question_score: '10' 8: - question_text: Which statement is true about this automated toilet system? - code: |- - {while} toilet == 'occupied' - lights = 'on' - air_freshener_sprays = 'yes' - {sleep} 60 - lights = 'off' - air_freshener_sprays = 'no' - mp_choice_options: - - option: The lights and air freshener will turn off after 1 minute - feedback: False! - - option: The air freshener sprays once every minute and the lights stay on the whole time while you are on the toilet - feedback: Great job - - option: The air freshener sprays once you leave the toilet. - feedback: It only sprays when you're in there. - - option: The lights will always stay on. - feedback: That wouldn't be right. hint: The block after the while command keeps happening while the toilet is occupied. - correct_answer: B - question_score: '10' 9: - question_text: What will the diet app say if you have eaten 1600 calories today? code: |- chocolate = {ask} 'How many calories have you eaten today?' {while} calories <= 1000 @@ -3574,16 +1635,7 @@ levels: feedback: Yes! - option: You have eaten enough for today feedback: 'No' - hint: 1600 is between 1000 and 2000 - correct_answer: C - question_score: '10' 10: - question_text: 'What should be filled in in the blanks? Tip: the player with the most points is in the lead.' - code: |- - name_player_1 = {ask} 'Name player 1:' - name_player_2 = {ask} 'Name player 2:' - {while} points_player_1 > points_player_2 - {print} _ ' is in the lead right now!' mp_choice_options: - option: name_player_1 feedback: You are right! @@ -3593,105 +1645,20 @@ levels: feedback: You should fill in a name, not a number - option: points_player_2 feedback: You should fill in a name, not a number - hint: You win the game by having the most points. Your name should appear on the screen - correct_answer: A - question_score: '10' 16: - 1: - question_text: Which command should be filled in on the blanks to print a random snack? - code: |- - snacks = nachos, chips, cucumber, sweets - {print} _ - mp_choice_options: - - option: '`snacks {at} {random}`' - feedback: This is the old way. - - option: '`[{random} snack]`' - feedback: The order is wrong. - - option: '`snacks[{random}]`' - feedback: Correct - - option: '`snacks[{at} {random}]`' - feedback: We do not need `at`anymore - hint: We no longer use {at} - correct_answer: C - question_score: '10' 2: - question_text: What should be filled in on the blanks if you want a list of what chores are done by whom? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chores = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} _ - mp_choice_options: - - option: |- - ``` - friends[i] has to do chores [i] - ``` - feedback: Mind the spacing. - - option: |- - ``` - friends[1] has to do chores[1] - ``` - feedback: It will print 3 times that Wesley has to do the cooking - - option: |- - ``` - chores[i] ' has to do ' friends[random] - ``` - feedback: The person has to do the chore, not the other way around - - option: |- - ``` - friends[i] ' has to do ' chores[i] - ``` - feedback: Fantastic! - hint: '`i` tells us what item in the list it is. So friend 1 does chore 1 etc.' - correct_answer: D - question_score: '10' 3: - question_text: What is a possible output for this program? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chore = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} friends[i] has to do chores[i] - mp_choice_options: - - option: |- - ``` - Wesley has to do the cooking - Eric has to do the cleaning - Kaylee has to do nothing - ``` - feedback: Super! - - option: |- - ``` - Kaylee has to do the cooking - Wesley has to do the cleaning - Eric has to do nothing - ``` - feedback: No, it is not random. - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cleaning - Wesley has to do the nothing - ``` - feedback: Poor Wesley! - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cooking - Wesley has to do the cooking - ``` - feedback: That's not it - hint: It's not random... - correct_answer: A - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - friends = ['Jaylee', 'Erin', 'Fay'] - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 0 {to} 3 - print 'the lucky number of ' friends[i] - print 'is ' lucky_numbers[i] mp_choice_options: - option: The variable in line 4 should be 'friend[i]', not 'friends[i]' feedback: That is not right. @@ -3701,16 +1668,7 @@ levels: feedback: It's not a variable, it's just text. - option: '{in} in line 3 should be removed' feedback: That's not it - hint: There's nothing wrong with line 4 - correct_answer: B - question_score: '10' 5: - question_text: Which line should be filled in in the blank? - code: |- - animals = ['dog', 'cow', 'horse'] - _ - {for} i {in} {range} 1 {to} 3 - {print} 'the ' animals[i] ' says ' sounds[i] mp_choice_options: - option: noises = ['moo', 'woof', 'neigh'] feedback: Mind the variable name and the order of the sounds. @@ -3720,487 +1678,3 @@ levels: feedback: Don't forget the quotation marks! - option: sounds = ['woof', 'moo', 'neigh'] feedback: Great job! - hint: Look at line 1 to see proper use of brackets and quotation marks. - correct_answer: D - question_score: '10' - 6: - question_text: Which statement is true? - code: |- - people = ['Chris', 'Jaylino', 'Ryan'] - games = ['fortnite', 'minecraft', 'fifa'] - {for} o {in} {range} 1 {to} 3 - {print} people[o] ' likes ' games[o] - mp_choice_options: - - option: You are not allowed to use the variable o. It should be named i. - feedback: i is the most commonly used variable name in this case, but it's not mandatory to use i. - - option: The output will say that Jaylino likes fortnite. - feedback: No, he likes minecraft. - - option: The output will say that Ryan likes fifa - feedback: Correct - - option: This code will not work. It will give and error. - feedback: No, the code is correct. - hint: There is nothing wrong with this code. - correct_answer: C - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - people = ['Savi', 'Senna', 'Fayenne'] - transportation = ['bike', 'train', 'car'] - {for} i {in} {range} 1 {to} 3 - {print} people[i] goes to school by transportation[i] - mp_choice_options: - - option: Line 1 needs less quotation marks - feedback: That is not right. - - option: Line 3 should start with indentation - feedback: It should not! - - option: Line 4 should start without indentation - feedback: It should not - - option: Line 4 needs more quotation marks. - feedback: Amazing! - hint: There is a mistake made in the usage of quotation marks. - correct_answer: D - question_score: '10' - 8: - question_text: Which of these codes belongs to this output? - code: |- - Macy and Kate get to go first - Lionell and Raj get to go second - Kim and Leroy get to go third - mp_choice_options: - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 0 {to} 3 - {print} teams[random] ' get to go ' position[i] - ``` - feedback: This is not right - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: Amazing! - - option: |- - ``` - teams = ['Macy', 'Kate', 'Lionell', 'Raj', 'Kim', 'Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 6 - {print} teams[random] ' get to go ' position[random] - ``` - feedback: This is not it. - - option: |- - ``` - teams = ['Macy and Kate' 'Lionell and Raj' 'Kim and Leroy'] - position = ['first' 'second' 'third'] - {for} teams {in} {range} 0 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: This is not going to work! - hint: If you look carefully at the first line, you'll see that only the first two answers are possibly correct. - correct_answer: B - question_score: '10' - 9: - question_text: What is a possible output for this code? - code: |- - countries = ['Canada', 'Zimbabwe', 'New Zealand'] - {for} i {in} {range} 0 {to} 1 - {print} 'I will travel to ' countries[random] - mp_choice_options: - - option: |- - ``` - I will travel to Canada - I will travel to Canada - ``` - feedback: Great job! - - option: |- - ``` - I will travel to Canada - ``` - feedback: It will be repeated twice - - option: |- - ``` - I will travel to Canada, Zimbabwe and New Zealand - ``` - feedback: This is not it. - - option: |- - ``` - I will travel to Canada - I will travel to Zimbabwe - I will travel to New Zealand - ``` - feedback: It's only repeated twice - hint: Range 0 to 1 is 2 times - correct_answer: A - question_score: '10' - 10: - question_text: Which 3 lines will complete this code correctly? - code: |- - {print} 'The book raffle will start soon' - {print} 'Get your tickets now!' - books = ['Narnia', 'The Hobbit', 'Oliver Twist', 'Harry Potter', 'Green eggs and ham'] - people = {ask} 'How many raffle tickets are sold?' - list_of_numbers = [1, 2] - {for} i {in} {range} 3 {to} people - {add} i {to} list_of_numbers - {for} i {in} {range} 1 {to} 5 - mp_choice_options: - - option: |- - ``` - chosen_number = list_of_numbers at random - print books[i] ' will go to person number ' chosen_number - {add} chosen_number {to} list_of_numbers - ``` - feedback: Almost there... but adding the winner to the list makes this raffle unfair - - option: |- - ``` - print person[i] ' wins ' book[i] - ``` - feedback: There is no list called 'person' - - option: |- - ``` - chosen_number = list_of_numbers[people] - print books[people] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: This is not it. - - option: |- - ``` - chosen_number = list_of_numbers[random] - print books[i] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: Fantastic! - hint: You need to use the {remove} command - correct_answer: D - question_score: '10' - 17: - 1: - question_text: What is the output of this code? - code: |- - minions = ['Bob', 'Kevin', 'Stuart'] - {for} x in minions: - {print} x - mp_choice_options: - - option: |- - ``` - m i n i o n s - ``` - feedback: This is not it. - - option: |- - ``` - Bob - Kevin - Stuart - ``` - feedback: Correct! - - option: |- - ``` - minions - minions - minions - ``` - feedback: Take a look at the content of your list. - - option: |- - ``` - B o b K e v i n S t u a r t - ``` - feedback: Do not loop through the letters. - hint: Loop through your list. - correct_answer: B - question_score: '10' - 2: - question_text: What is wrong with this code? - code: |- - seconds_minute = 60 - minute_hour = 60 - hour_day = 24 - leap_year = 366 - no_leap_year = 365 - years = ask 'what year is it?' - {if} years = 2024: - print seconds_minute * minute_hour * hour_day * leap_year - {else}: - print seconds_minute * minute_hour * hour_day * noleap_year - mp_choice_options: - - option: You cannot have so many variables. - feedback: This is not it. - - option: The way the variables are multiplied is incorrect. - feedback: Not true! - - option: One of the variables `noleap_year` does not belong with the `{if}` statement. - feedback: Keep looking for the mistake. - - option: The `noleap_year` has to be identical in both cases. - feedback: Correct! - hint: Read the code carefully. - correct_answer: D - question_score: '10' - 3: - question_text: How many hedgehogs will this code print? - code: |- - {for} x in range 1 to 3: - {for} y in range 1 to 2: - {print} 🦔 - mp_choice_options: - - option: |- - ``` - 🦔 - 🦔 - 🦔 - ``` - feedback: Try again. - - option: |- - ``` - 🦔 - 🦔 - ``` - feedback: One more try. - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: Well done! - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating. - correct_answer: C - question_score: '10' - 4: - question_text: What is wrong with code? - code: |- - name_color = {ask} 'What is your favorite color?' - {if} name_color == 'red': - {print} 'the color of a tomato' - {elif} name_color == 'green': - {print} 'the color of an apple' - {elif} name_color == 'blue': - {print} 'the color of a blueberry' - {elif} name_color == 'yellow': - {print} 'the color of a banana' - {elif}: - {print} 'this fruit-color does not exist' - mp_choice_options: - - option: The first `{elif}` should be used before the `print` command - feedback: Try again. - - option: '`{elif}` can only be used once' - feedback: From now on we can use elif multiple times. - - option: '`==` used with `{elif}` should be replaced by `=`' - feedback: Not correct. - - option: '`{elif}` in the last line should be replaced by `{else}`' - feedback: Great! - hint: Think about `{if}`, `{elif}`, `{else}`. - correct_answer: D - question_score: '10' - 5: - question_text: What is the output of this code? - code: |- - numbers = [7, 19, 29, 41, 53, 71, 79, 97] - {for} prime in numbers: - {if} prime <= 10: - {print} prime - {elif} prime >= 60: - {print} prime - {elif} prime >= 90: - {print} prime - {else}: - {print} 'another number' - mp_choice_options: - - option: |- - ``` - 7 - another number - another number - another number - another number - 71 - 79 - 97 - ``` - feedback: Well done! - - option: |- - ``` - another number - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: Try again. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - another number - ``` - feedback: One more try. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating and the values of if and elif. - correct_answer: A - question_score: '10' - 6: - question_text: What is wrong with code? - code: |- - name = {ask} 'What is your name?' - {if} name == 'Hedy': - password = {ask} 'What is your password?' - {if} password =='turtle123': - {print} 'Yey' - {else}: - {print} 'Access denied' - {else}: - {print} 'Go fish' - mp_choice_options: - - option: '`{elif}` is missing.' - feedback: Try again. - - option: '`{else}` can only be used once.' - feedback: From now on we can use elif multiple times. - - option: Nothing! - feedback: There is a mistake. Look carefully! - - option: There is an indentation mistake in the last line. - feedback: Amazing! - hint: There is a mistake somewhere... - correct_answer: D - question_score: '10' - 7: - question_text: Which of the following codes will print five times 'the result is 3' on the screen? - mp_choice_options: - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - result = n * 1 - {print} 'The result is ' result - ``` - feedback: Try again! - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} u in numbers: - number = u - {print} 'The result is ' number - ``` - feedback: That is not it. - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} number in numbers: - number = 3 - {print} 'The result is ' number - ``` - feedback: Very good! - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - n = result - {print} 'The result is ' result - ``` - feedback: That is not it. - hint: Think about mathematical symbols. - correct_answer: C - question_score: '10' - 8: - question_text: What is wrong with code? - code: |- - insects = ['🐝', '🦋', '🕷', '🐞'] - your_favorite = {ask} 'what is your favorite insect?' - {for} insect in insects: - {if} your_favorite == '🐝' {or} your_favorite == '🐞': - {print} 'very useful' - {elif} your_favorite == '🕷': - {print} 'it can catch mosquitoes' - {else}: - {print} 'almost all insects can be useful one way or another' - mp_choice_options: - - option: '`{or}` cannot be used with `{if}`.' - feedback: Try again. - - option: In the `{for}` command `insect` should be `insects`. - feedback: Not true. - - option: Nothing! - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 9: - question_text: Which one of the codes below gave this output? - code: |- - -5 is negative - -4 is negative - -3 is negative - -2 is negative - -1 is negative - 0 is positive - 1 is positive - 2 is positive - 3 is positive - mp_choice_options: - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Try again! - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number <= 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - - option: "```\n {for} number in range -5 to 3:\n {if} number >= 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Very good! - - option: "```\n {for} number in range -5 to 3:\n {if} number < 0: \n {print} number ' is positive'\n {elif} number <=0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 10: - question_text: What is wrong with this code? - code: |- - {for} number in range 1 to 5: - volume_room = num * num * num - {print} volume_room ' cubic meters' - {if} volume_room > 100: - {print} 'this is a large room' - {elif} volume_room < 100: - {print} 'small room but cosy' - {else}: - {print} 'i will look for something else' - mp_choice_options: - - option: The word num needs quotation marks. - feedback: Try again. - - option: The `{if}` command is not used correctly. - feedback: Not true. - - option: Line 3 should be `volume_room = number * number * number`. - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' diff --git a/content/quizzes/ur.yaml b/content/quizzes/ur.yaml index d20bae40e9f..ce508e9d150 100644 --- a/content/quizzes/ur.yaml +++ b/content/quizzes/ur.yaml @@ -11,9 +11,6 @@ levels: feedback: Not this one! - option: Heidi feedback: Not this one! - hint: It's named after Hedy Lamarr. - correct_answer: A - question_score: '10' 2: question_text: Which command makes text appear? code: ___ Hello! @@ -39,40 +36,7 @@ levels: ``` feedback: With `{ask}`, you can ask a question. hint: _?_ Hello world! - correct_answer: B - question_score: '10' - 3: - question_text: How do you ask what someone's favorite color is? - mp_choice_options: - - option: |- - ``` - {print} What is your favorite color? - ``` - feedback: '`{print}` prints text, but it doesn''t ask questions.' - - option: |- - ``` - {ask} {print} What is your favorite color? - ``` - feedback: You only need one command, not two. - - option: |- - ``` - {ask} What is your favorite color? - ``` - feedback: Great! - - option: |- - ``` - {echo} What is your favorite color? - ``` - feedback: '`{echo}` repeats your answer back to you.' - hint: You can ask something with the `{ask}` command - correct_answer: C - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - Hi Im Hedy! - {ask} Who are you? - {echo} Hi... mp_choice_options: - option: '`{print}` in line 1 is missing.' feedback: Correct! @@ -82,11 +46,7 @@ levels: feedback: '`{echo}` is a command, there''s another mistake.' - option: Nothing! This is a perfect code! feedback: Wrong, look carefully! - hint: Line 1 doesn't seem right - correct_answer: A - question_score: '10' 5: - question_text: Which command is missing in line 2? code: |- {ask} What is your favorite pet? _?_ So your favorite pet is... @@ -111,49 +71,7 @@ levels: {echo} ``` feedback: Right on! - hint: You want to see the answer at the end of line 2... - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - {print} Hi im Hedy! - {print} Which football team do you support? - {echo} You support... - {print} Cool! Me too! - mp_choice_options: - - option: In line 1 `{print}` should be replaced with `{ask}`. - feedback: '`{print}` in line 1 is correct.' - - option: In line 2, `{print}` should be replaced with `{ask}`. - feedback: Great! You paid attention! - - option: Line 3 has to begin with `{print}` instead of `{echo}`. - feedback: '`{echo}` is correct.' - - option: In line 4, `{print}` is spelled wrong. - feedback: No, there is a mistake somewhere else - hint: Check the `{print}` commands. - correct_answer: B - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - {print} Welcome at Hedys restaurant! - {ask} What would you like to eat? - {echo} So you want to order ... - {print} Coming right up! Enjoy! - mp_choice_options: - - option: In line 1 `{print}` needs to be replaced with `{ask}` - feedback: Are you sure something is wrong? - - option: In line 1 `{print}` needs to be replaced with `{echo}` - feedback: Are you sure something's wrong? - - option: In line 3 `{echo}` needs to be replaced with `{print}` - feedback: Are you sure something is wrong? - - option: Nothing! This is a perfect code! - feedback: Correct! - hint: Check the code line by line - correct_answer: D - question_score: '10' 8: - question_text: How do you use the `{echo}` command? mp_choice_options: - option: You can use it to `{ask}` a question. feedback: That's what `{ask}` is for! @@ -163,33 +81,8 @@ levels: feedback: Good job! - option: You can use it to make text disappear. feedback: That's not right... - hint: '`{echo}` is used after an `{ask}` command.' - correct_answer: C - question_score: '10' - 9: - question_text: What's wrong with this code? - code: |- - {print} Hello! - {print} How are you doing? - {echo} So you are doing... - mp_choice_options: - - option: '`{print}` in line 1 should be `{ask}`' - feedback: No, `{print}` is right. Where is the question being asked? - - option: '`{print}` in line 2 should be `{ask}`' - feedback: Super! - - option: '`{echo}` in line 3 should be `{ask}`' - feedback: No, `{echo}` is right. Where is the question being asked? - - option: Nothing. This is a perfect code! - feedback: Look carefully for the mistake... - hint: '`{ask}` allows you to ask a question' - correct_answer: B - question_score: '10' 10: question_text: Which output will be in your outputscreen after you've run this code? - code: |- - {ask} Are you ready to go to level 2? - {echo} - {echo} mp_choice_options: - option: Are you ready to go to level 2? feedback: There are two echo commands @@ -203,12 +96,8 @@ levels: Are you ready to go to level 2? Yes! feedback: There are two echo commands - hint: Let's go! - correct_answer: B - question_score: '10' 2: 1: - question_text: Which statement is true? mp_choice_options: - option: In level 2 the `{print}` command doesn't exist anymore feedback: '`{print}` still works' @@ -219,84 +108,7 @@ levels: - option: In level 2 all the level 1 commands still work feedback: No one command doesn't work anymore. hint: '`{print}` and `{ask}` still exist.' - correct_answer: C - question_score: '10' - 2: - question_text: Which code is correct? - mp_choice_options: - - option: |- - ``` - name {is} {ask} What is your name? - ``` - feedback: Super! - - option: |- - ``` - {ask} {is} name What is your name - ``` - feedback: The words are right, the order is not! - - option: |- - ``` - {ask} What is your name? - ``` - feedback: This worked in level 1, but in level 2 and up it works differently. - - option: |- - ``` - {ask} What is your name? {is} name - ``` - feedback: The words are right, the order isn't! - hint: '`{ask}` doesn''t work like in level 1' - correct_answer: A - question_score: '10' - 3: - question_text: What appears on your output screen when you run this code? - code: |- - name {is} Marleen - {print} name goes to the market and she buys an apple. - mp_choice_options: - - option: name goes to the market and she buys an apple. - feedback: The word name is replaced with Marleen - - option: Marleen goes to the market. - feedback: The second part of the sentence isn't left out! - - option: Marleen goes to the market and she buys an apple. - feedback: Right on! - - option: Marleen goes to the market and Marleen buys an apple. - feedback: She is not replaced with the name - hint: The word name is replaced with Marleen - correct_answer: C - question_score: '10' - 4: - question_text: What will you see on the output screen when you run this code? - code: |- - name {is} Hedy - {print} Hi my name is name - mp_choice_options: - - option: Hi my name is name - feedback: The variable name is replaced with Hedy - - option: Hi my name is Hedy - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is name - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is Hedy - feedback: Correct, this mistake will be fixed in level 4! - hint: '''name'' is being replaced with ''Hedy'' in both places' - correct_answer: D - question_score: '10' - 5: - question_text: What happens when you use the `{sleep}` command? - mp_choice_options: - - option: It slows down your computer - feedback: fortunately not! - - option: It closes down Hedy - feedback: fortunately not! - - option: Your program pauses for a second and then continues - feedback: That's right! - - option: You put it at the end so Hedy knows your program is finished - feedback: No it would be useless at the end of your code - hint: The computer waits for a second at the `{sleep}` command - correct_answer: C - question_score: '10' 6: - question_text: What should be on the lines? code: |- {print} And the award for best programming language goes to... _?_ @@ -322,116 +134,17 @@ levels: {ask} ``` feedback: There is no question there to be asked - hint: Pause for dramatic effect... - correct_answer: A - question_score: '10' 7: - question_text: What command should be used on line 2? code: |- {print} I will explode in 3 seconds! _?_ {print} BOOM! - mp_choice_options: - - option: |- - ``` - {print} 3 - ``` - feedback: You don't need to `{print}` - - option: |- - ``` - {sleep} 3 - ``` - feedback: Perfect! - - option: |- - ``` - {sleep} - ``` - feedback: This way the bomb will explode in 1 second - - option: |- - ``` - {sleep} {sleep} {sleep} - ``` - feedback: Make it easier on yourself by using the number 3 - hint: You want the computer to wait for 3 seconds - correct_answer: B - question_score: '10' - 8: - question_text: How would you correct the first line of code? - code: |- - {ask} {is} How old are you? - {print} age - mp_choice_options: - - option: |- - ``` - age {ask} {is} How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - {ask} {is} age How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - age {is} {ask} How old are you? - ``` - feedback: You get it! - - option: |- - ``` - age {is} How old are you? - ``` - feedback: Where is the `{ask}` command? - hint: The variable name should come first - correct_answer: C - question_score: '10' - 9: - question_text: What is going wrong in this code? - code: |- - dogs {is} animal - {print} I love animal - mp_choice_options: - - option: 'Line 1 should say: dogs `{is}` animals' - feedback: The variable name is animal - - option: 'Line 1 should say: animal `{is}` dogs' - feedback: Great! - - option: 'Line 2 should say: `{print}` I love animals' - feedback: The variable name is animal - - option: 'Line 2 should say: `{sleep}` I love animals' - feedback: Sleep is not used to `{print}` text - hint: You want to `{print}` 'I love dogs' - correct_answer: B - question_score: '10' 10: - question_text: What command should be used on the line 1? code: |- flavor {is} _?_ {print} Your favorite icecream is... {sleep} {print} flavor - mp_choice_options: - - option: |- - ``` - {sleep} 3 - ``` - feedback: You want to know the favorite flavor! - - option: |- - ``` - {print} strawberries - ``` - feedback: You do not want a `{print}` command at the middle of the line... - - option: |- - ``` - strawberries, chocolate, vanilla - ``` - feedback: This way you are making a list. You don't want that now. - - option: |- - ``` - {ask} What flavor icecream do you like? - ``` - feedback: That's right! - hint: You want to `{ask}` a question - correct_answer: D - question_score: '10' 3: 1: question_text: What command do you use to let Hedy pick something arbitrarily? @@ -456,14 +169,7 @@ levels: {at} {random} ``` feedback: Correct! - hint: Arbitrarily means without a plan or randomly. - correct_answer: D - question_score: '10' 2: - question_text: What's wrong with this code? - code: |- - animals {is} dog cat cow - {print} animals {at} {random} mp_choice_options: - option: 'You need commas in line 1: dog, cat, cow.' feedback: Good job! @@ -473,155 +179,15 @@ levels: feedback: animals is correct. - option: '`{at} {random}` is spelled incorrectly' feedback: '`{at} {random}` is the correct spelling' - hint: There's something wrong in line 1 - correct_answer: A - question_score: '10' 3: question_text: What's wrong in line 2 of this code? - code: |- - options {is} rock, paper, scissors - {print} rock, paper, scissors {at} {random} - mp_choice_options: - - option: |- - ``` - {at} {random} {print} options - ``` - feedback: You're almost there. The order of the words isn't right yet. - - option: |- - ``` - {print} rock {at} {random} - ``` - feedback: you don't always want the Hedy to {print} rock, sometimes you want scissors or paper. - - option: |- - ``` - {print} options {at} {random} - ``` - feedback: Very good! - - option: Nothing, the code is correct! - feedback: Look carefully for the mistake - hint: The variable (the list) is called options. - correct_answer: C - question_score: '10' - 4: - question_text: What should change in line 2 to print a random price? - code: |- - prices {is} 1 dollar, 100 dollar, 1 million dollar - {print} price {at} {random} - mp_choice_options: - - option: |- - ``` - {print} price - ``` - feedback: You don't want to `{print}` the word price, but you want to `{print}` one price out of your list `{at} {random}` - - option: |- - ``` - {print} prices {at} {random} - ``` - feedback: Great! You've really paid attention. - - option: |- - ``` - {print} {at} {random} price - ``` - feedback: '`{at} {random}` is placed behind the variable.' - - option: Nothing, this code is alright. - feedback: Look carefully for the mistake you missed! - hint: The variable name is prices - correct_answer: B - question_score: '10' - 5: - question_text: What is wrong in this code? - code: |- - question {is} {ask} What do you want to know? - {print} question - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 1 needs to say `{print}` instead of `{ask}` - feedback: No, that's not wrong. - - option: Line 2 needs to say `{ask}` instead of `{print}` - feedback: No that's not wrong. - - option: Line 2 needs to say answers `{at} {random}` `{is}` yes, no, maybe - feedback: No, that's not wrong. - - option: Nothing, this code is perfect - feedback: That's right! - hint: Does this code even have a mistake? - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 2 needs to say question instead of answers - feedback: No that's not right - - option: Line 2 needs the `{is}` command - feedback: Correct - - option: Line 3 needs to say answer instead of answers - feedback: No the variable's called answers - - option: Nothing! This code is great! - feedback: Actually, line 2 has a mistake. - hint: There is something wrong with line 2. - correct_answer: B - question_score: '10' - 7: - question_text: What does the `{add}` command do? - code: |- - books {is} Harry Potter, The Hobbit, Green Eggs and Ham - your_book {is} {ask} What is your favorite book? - {add} your_book {to} books - {print} books {at} {random} - mp_choice_options: - - option: The `{add}` command removes a random book from the list - feedback: The remove command removes, the add command adds - - option: The `{add}` command adds a random book to a list - feedback: It doesn't. It adds your answer to the list! - - option: The `{add}` command adds your favorite book to the list - feedback: Correct! - - option: The `{add}` command prints your favorite book. - feedback: No, it adds your favorite book to the list - hint: The `{add}` command adds a book, but which one? - correct_answer: C - question_score: '10' - 8: - question_text: What is the output of this code? - code: |- - crisps {is} sea salt, paprika, sour cream - {remove} sea salt {from} crisps - {remove} paprika {from} crisps - {print} crisps {at} {random} - mp_choice_options: - - option: You can't tell, because Hedy will `{print}` one of the 3 flavors `{at} {random}` - feedback: Take a look at the `{remove}` commands - - option: sea salt - feedback: sea salt is removed from the list - - option: paprika - feedback: Paprika is removed from the list - - option: sour cream - feedback: That's right! - hint: There are 3 flavors, bit 2 are removed. Which one remains? - correct_answer: D - question_score: '10' 9: - question_text: What's wrong with this code? code: |- colors {is} blue, purple, green chosen_color {is} {ask} Which haircolor wouldn't your like to have? {remove} chosen_color {from} colors {print} I will dye my hair color {at} {random} - mp_choice_options: - - option: 'Line 3 should say: `{remove}` blue `{from}` colors' - feedback: Maybe you want blue hair though! - - option: Line 3 should have an `{add}` command instead of a `{remove}` command - feedback: You want to remove the chosen color so `{remove}` is right. - - option: In line 4 the variable should be called colors instead of color - feedback: Great job! - - option: Nothing, this is a correct code! - feedback: Find the mistake! hint: Look at line 3 - correct_answer: C - question_score: '10' 10: question_text: What should be on the _?_? code: |- @@ -652,8 +218,6 @@ levels: ``` feedback: This increased the change that the person who walked yesterday now has to do it again. That's mean. hint: The person who walked the dog yesterday should be removed from the list. - correct_answer: A - question_score: '10' 4: 1: question_text: Which of these is true? @@ -666,11 +230,7 @@ levels: feedback: '`{at} {random}` still works' - option: '`{at} {random}` now needs quotation marks' feedback: No, but 2 other commands do. - hint: In level 4 you need quotation marks for 2 commands. - correct_answer: A - question_score: '10' 2: - question_text: Which code uses the proper quotation marks? mp_choice_options: - option: |- ``` @@ -692,11 +252,7 @@ levels: {print} ,hello, ``` feedback: This is a comma, you need quotation marks. - hint: Pick the right quotation marks. - correct_answer: B - question_score: '10' 3: - question_text: Where are the quotation marks used correctly? mp_choice_options: - option: |- ``` @@ -718,28 +274,7 @@ levels: {print} 'Hi Im Hedy' ``` feedback: Perfect! - hint: Both before and after the words you want to print should be a quotation mark. - correct_answer: D - question_score: '10' - 4: - question_text: Which statement is true? - mp_choice_options: - - option: 'You need quotation marks around the word `{print}`, like this: `''{print}''`.' - feedback: The quotation marks shouldn't be around the command itself. - - option: You need quotation marks around the words you want to print. - feedback: Super! - - option: You do not need quotation marks when using the `{ask}` command - feedback: Both `{print}` and `{ask}` require quotation marks - - option: You can choose yourself whether to use quotation marks or not. - feedback: Unfortunately, Hedy is stricter than that. - hint: From level 4 on you need to use quotation marks. - correct_answer: B - question_score: '10' 5: - question_text: What has to be changed in order for the game to work? - code: |- - options {is} rock, paper, scissors - {print} 'options {at} {random}' mp_choice_options: - option: |- ``` @@ -758,89 +293,9 @@ levels: feedback: That's right - option: Nothing, the game already works! feedback: Look carefully. There is an error. - hint: You don't want Hedy to literally print 'options {at} {random}', you want it to print 'rock' or 'paper' or 'scissors'. - correct_answer: C - question_score: '10' 6: - question_text: What would be a good next line in this code? - code: prices {is} 1 dollar, 100 dollars, 1 million dollars - mp_choice_options: - - option: |- - ``` - {print} 'You win...' prices {at} {random} - ``` - feedback: Great! You get it! - - option: |- - ``` - {print} You win... 'prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}' - - option: |- - ``` - {print} You win... prices {at} {random} - ``` - feedback: You need some quotation marks! - - option: |- - ``` - {print} 'You win... prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}'' hint: 'Think carefully: what is a variable and should be outside of the quotation marks? And what are normal words that should be inside?.' - correct_answer: A - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: Correct! - - option: Quotation marks are missing in line 2 - feedback: A variable doesn't need quotes - - option: Quotation marks are missing in line 3 - feedback: You don't want Hedy to literally print 'answers {at} {random}' so no quotation marks needed here! - - option: Nothing, this code is good as is! - feedback: Look carefully. You missed a mistake! - hint: Check each line on whether they'd need quotation marks or not. - correct_answer: A - question_score: '10' - 8: - question_text: What would be a good next line for this code? - code: |- - {print} 'Welcome at the money show!' - {print} 'In front of you are 3 doors' - door {is} {ask} 'Which door do you choose?' - mp_choice_options: - - option: |- - ``` - {print} So you pick door door - ``` - feedback: We need quotation marks - - option: |- - ``` - {print} 'So you pick ' door door - ``` - feedback: If the player chooses door 3, Hedy will say 'So you pick 3 3 - - option: |- - ``` - {print} 'So you pick door ' door - ``` - feedback: Super! - - option: |- - ``` - {print} 'So you pick door door' - ``` - feedback: Hedy will literally print 'So you pick door door - hint: The second word door should be replaced with the number, the first should still be the word door... - correct_answer: C - question_score: '10' 9: - question_text: What will never appear in your output screen? - code: |- - clubs {is} Real Madrid, Bayern Munchen, Manchester United, Ajax - {print} clubs {at} {random} ' is going the win the champions league' mp_choice_options: - option: Ajax is going to win the champions league feedback: Hedy could `{print}` that @@ -850,27 +305,6 @@ levels: feedback: Hedy could `{print}` that - option: FC Barcelona is going to win the champions league feedback: That's right. It's not in the list - hint: What are Hedy's options to randomly pick from? - correct_answer: D - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - people {is} mom, dad, Emma, Sophie - {print} The dishes are done by... - {print} people {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: A list doesn't need quotation marks - - option: Quotation marks are missing in line 2 - feedback: Correct - - option: Quotation marks are missing in both line 2 and 3 - feedback: Line 3 doesn't need quotation marks because it's not printed literally - - option: Nothing, this code has no mistakes - feedback: You missed one! - hint: One line needs quotation marks, because you want it to be printed literally. - correct_answer: B - question_score: '10' 5: 1: question_text: What is true? @@ -888,79 +322,8 @@ levels: - option: In level 5 `{ask}` and `{print}` work the same as in level 4 feedback: Correct! hint: We have only learned a new command in level 5. - correct_answer: D - question_score: '10' - 2: - question_text: What appears in your output screen when you type in the name Hedy? - code: |- - name {is} {ask} 'What is your name?' - {if} name {is} Hedy {print} 'fun' {else} {print} 'less fun' - mp_choice_options: - - option: fun - feedback: That's right! - - option: less fun - feedback: If the name is Hedy, it will say 'fun'' - - option: Hedy - feedback: No, it doesn't print the name - - option: Error - feedback: Fortunately not! - hint: '`{if}` name `{is}` Hedy `{print}` ...?' - correct_answer: A - question_score: '10' 3: - question_text: What is the right password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct! - feedback: This is printed when you type in the correct password - - option: SECRET - feedback: That's right!' - - option: password - feedback: The password isn't password... - - option: ALARM INTRUDER - feedback: This is printed when you type in the incorrect password! hint: '`{if}` password `{is}` ... `{print}` ''Correct!''!''' - correct_answer: B - question_score: '10' - 4: - question_text: What does Hedy print when you type in the wrong password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct - feedback: That's printed if the correct answer is given, not the wrong one... - - option: SECRET - feedback: That's not the right answer - - option: Wrong! - feedback: No, this is not what Hedy will print - - option: ALARM! INTRUDER! - feedback: Great job! - hint: Your computer will sound the alarm for intruders! - correct_answer: D - question_score: '10' - 5: - question_text: Why will Hedy say 'ALARM! INTRUDER' when you type in 'secret'? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Because it needs to be in capitals, so SECRET - feedback: Indeed! - - option: Because the password is alarm - feedback: No, this is not the password. - - option: Because it's spelled wrong. - feedback: That's not how you spell secret - - option: Because Hedy makes a mistake - feedback: No, Hedy is right - hint: The spelling of the word has to be exactly the same. - correct_answer: A - question_score: '10' 6: question_text: Which word should be on the place of the question mark in the last line? code: |- @@ -969,30 +332,6 @@ levels: club is {ask} 'Which club is your favorite?' {if} club {is} ajax {print} 'Ajax is going to win of course!' _?_ {print} 'Sorry, your club is gonna be in last place...' - mp_choice_options: - - option: |- - ``` - {if} - ``` - feedback: '`{if}` is already in the line above' - - option: |- - ``` - {at} {random} - ``` - feedback: No, you need `{else}`. - - option: |- - ``` - {else} - ``` - feedback: Great! - - option: |- - ``` - {print} - ``` - feedback: '`{print}` is already there, we need a word before it!' - hint: '`{if}` goes together with...?' - correct_answer: C - question_score: '10' 7: question_text: Which word should be in the place of the question mark? code: |- @@ -1021,9 +360,6 @@ levels: {print} ``` feedback: Awesome! - hint: After `{else}` a `{print}` command follows - correct_answer: D - question_score: '10' 8: question_text: Which word should be on the place of the question mark? code: |- @@ -1051,298 +387,37 @@ levels: {print} ``` feedback: No, that's not it. - hint: What the variable name? - correct_answer: B - question_score: '10' - 9: - question_text: Which door should you choose to escape?? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} - mp_choice_options: - - option: '1' - feedback: Bad choice! You're being eaten - - option: '2' - feedback: Super! You escaped! - - option: '3' - feedback: Bad choice! You're being eaten. - - option: It's a trap, you will always be eaten! - feedback: Luckily not! - hint: One of the doors will keep you safe.. - correct_answer: B - question_score: '10' + 6: + 6: + question_text: How much does a hamburger cost is this virtual restaurant? 10: - question_text: Which monster is standing behind door 1? code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} + name _?_ Hedy + {print} name 'is walking trough the forrest' mp_choice_options: - - option: Hedy picks a random monster each time. - feedback: Awesome! - - option: vampire - feedback: Not always... - - option: werewolf - feedback: Not always... - - option: giant spider - feedback: Not always... - hint: Mind the last 3 words... monsters `{at} {random}`... - correct_answer: A - question_score: '10' - 6: + - option: You can only fill in the word is on the `_?_` + feedback: You are allowed to use the `=` sign as well + - option: You can fill in either the word is or the `=` sign on the `_?_` + feedback: Amazing! + - option: You have to fill in =is= on the `_?_` + feedback: No, one `=` sign is enough + - option: You can only use the `=` sign when working with numbers, not with words. + feedback: You can also use `=` with words. + 7: 1: - question_text: What's Hedy's output when you run this code? - code: '{print} 2*10' mp_choice_options: - - option: '20' - feedback: Correct! - - option: '12' - feedback: No, the plus sign is used in addition - - option: 2*10 - feedback: No, Hedy will calculate the answer - - option: '210' - feedback: Mind it's a calculation. - hint: The `*` is used as a multiplication sign - correct_answer: A - question_score: '10' + - option: '0' + feedback: No you can repeat a line. + - option: '1' + feedback: Correct, one line at a time + - option: '2' + feedback: In this level only one line at a time + - option: infinite + feedback: In this level you can only repeat one line at a time + hint: You can only repeat 1 line at a time 2: - question_text: What do you use when you want to add two numbers? - mp_choice_options: - - option: '`-`' - feedback: That's not it - - option: plus - feedback: That's not it - - option: '`*`' - feedback: That's not it - - option: '`+`' - feedback: Correct! - hint: It's the plus sign. - correct_answer: D - question_score: '10' - 3: - question_text: What's Hedy's output when you run this code? - code: '{print} ''3*10''' - mp_choice_options: - - option: '30' - feedback: This would be the right answer if there were no quotation marks. - - option: '13' - feedback: Try again.. - - option: 3*10 - feedback: Correct! There are quotation marks, so Hedy will print it literally. - - option: Nothing, Hedy will give an error message. - feedback: No, Hedy will print it literally. - hint: Mind the quotation marks!! - correct_answer: C - question_score: '10' - 4: - question_text: Kim is 10 years old. What will Hedy print for her? - code: |- - name = {ask} 'How many letters are in your name?' - age = {ask} 'How old are you?' - luckynumber = name*age - {print} 'Your lucky number is...' luckynumber - mp_choice_options: - - option: '30' - feedback: Mind, Hedy also prints 'Your lucky number is...' - - option: '10' - feedback: Please try again. - - option: Your lucky number is... 30 - feedback: That's right! - - option: Your lucky number is... 10 - feedback: Her lucky number is name times age... - hint: 'Kim has 3 letters, she is 10 years old so: letters times age = 3*10 = 30.' - correct_answer: C - question_score: '10' - 5: - question_text: If 5 people eat at this restaurant, how much do they have to pay in total? - code: |- - {print} 'Welcome to Hedys!' - people = {ask} 'How many people are eating with us tonight?' - price = people * 10 - {print} 'That will be ' price 'dollar please' - mp_choice_options: - - option: 5 dollars - feedback: Unfortunately, it's not that cheap. - - option: 10 dollars - feedback: No, it's 10 dollars each. - - option: 15 dollars - feedback: The * means multiplication. - - option: 50 dollars - feedback: Great! - hint: '`price` `is` `people` `times` 10' - correct_answer: D - question_score: '10' - 6: - question_text: How much does a hamburger cost is this virtual restaurant? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = 15 - {if} food {is} fries price = 6 - mp_choice_options: - - option: 15 dollars - feedback: Super! - - option: 6 dollars - feedback: The fries are 6 dollars - - option: 0 dollars - feedback: The hamburger isn't free! - - option: 21 dollars - feedback: That's the price for a hamburger and fries! - hint: Mind the fourth line. - correct_answer: A - question_score: '10' - 7: - question_text: Why does line 7 say 'price is price + 3' instead of 'price is 3'? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = price + 15 - {if} food {is} fries price = price + 6 - drinks is {ask} 'What would you like to drink?' - {if} drinks {is} coke price = price + 3 - {if} drinks {is} water price = price + 1 - {print} price ' dollars please' - mp_choice_options: - - option: It could have been `price = 3` just as well. - feedback: No, that's not true. Hedy needs to add 3 dollars to the total. - - option: Because Hedy doesn't understand `price = 3`. - feedback: Hedy would understand, but it wouldn't be right. - - option: Because Hedy would otherwise forget about the previous order. The price would be 3 dollars in total. - feedback: That's right! - - option: Because the price is 0 dollars to begin with. - feedback: That's true, but not the reason - hint: The price shouldn't be 3, but 3 dollars more than it already was - correct_answer: C - question_score: '10' - 8: - question_text: Why is this code incorrect? - code: |- - correct answer = 3*12 - answer = {ask} 'What is 3 times 12?' - {if} answer {is} correct answer {print} 'Good job!' - {else} {print} 'No... It was ' correct answer - mp_choice_options: - - option: There shouldn't be quotation marks in line 2 - feedback: No, there should be! - - option: The variable is called correct answer, but a variable's name can only be 1 word. So it should be correct_answer - feedback: Correct! - - option: The `{if}` and `{else}` commands should be in the same line. - feedback: No, that's not true. - - option: The variable in line 2 can't be called answer, because it is too similar to the variable correct answer. - feedback: Variable names can be similar, but they can't be 2 words... - hint: Inspect what the variables are called. - correct_answer: B - question_score: '10' - 9: - question_text: Imagine you love football a 10, you've eaten 2 bananas and have washed your hands 3 times today. How smart does the silly fortune teller think you are? - code: |- - {print} 'Im Hedy the silly fortune teller' - {print} 'I will predict how smart you are!' - football = {ask} 'On a scale of 0 to 10 how much do you love football?' - bananas = {ask} 'How many bananas have you eaten this week?' - hygiene = {ask} 'How many times did you wash your hands today??' - result = bananas + hygiene - result = result * football - {print} 'You are ' result 'percent smart.' - mp_choice_options: - - option: 10% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 32% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 50% - feedback: Super! You are 100 percent smart! - - option: 100% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - hint: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - correct_answer: C - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - name _?_ Hedy - {print} name 'is walking trough the forrest' - mp_choice_options: - - option: You can only fill in the word is on the `_?_` - feedback: You are allowed to use the `=` sign as well - - option: You can fill in either the word is or the `=` sign on the `_?_` - feedback: Amazing! - - option: You have to fill in =is= on the `_?_` - feedback: No, one `=` sign is enough - - option: You can only use the `=` sign when working with numbers, not with words. - feedback: You can also use `=` with words. - hint: '`{is}` and `=` are both allowed' - correct_answer: B - question_score: '10' - 7: - 1: - question_text: How many lines can you repeat at once with the repeat command at this level? - mp_choice_options: - - option: '0' - feedback: No you can repeat a line. - - option: '1' - feedback: Correct, one line at a time - - option: '2' - feedback: In this level only one line at a time - - option: infinite - feedback: In this level you can only repeat one line at a time - hint: You can only repeat 1 line at a time - correct_answer: B - question_score: '10' - 2: - question_text: Which code is right? - mp_choice_options: - - option: |- - ``` - {print} 100 {times} 'hello' - ``` - feedback: '`{repeat}` 100 `{times}` `{print}` ''hello''' - - option: |- - ``` - {print} {repeat} 100 {times} 'hello' - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 'hello' 100 {times} - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 100 {times} {print} 'hello' - ``` - feedback: That's right! - hint: First the repeat command, then the `{print}` command - correct_answer: D - question_score: '10' - 3: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} ''Hello!''' - mp_choice_options: - - option: Right - feedback: No, a word is missing - - option: Wrong, the word `{repeat}` is missing - feedback: The word `{repeat}` is there, another word is missing - - option: Wrong, the word `{times}` is missing - feedback: The word `{times}` is there, another word is missing. - - option: Wrong, the word `{print}` is missing - feedback: Correct - hint: 'It should be: `{repeat}` 100 `{times}` `{print}` ''Hello''' - correct_answer: D - question_score: '10' - 4: - question_text: Which word is wrong in the code? - code: |- - {print} 'I'm blue' - {repeat} 7 {times} {print} 'da ba dee, da ba da' + hint: First the repeat command, then the `{print}` command + 4: mp_choice_options: - option: |- ``` @@ -1365,24 +440,7 @@ levels: ``` feedback: '`{times}` is spelled correctly' hint: I'm is wrong, you can't use apostrophes - correct_answer: A - question_score: '10' - 5: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} {print} ''Hedy is awesome!''' - mp_choice_options: - - option: Correct - feedback: That's right! - - option: Wrong - feedback: That's not it - hint: The code is correct! - correct_answer: A - question_score: '10' 6: - question_text: What will be the output from this code? - code: |- - {print} 'The wheels on the bus go' - {repeat} 3 {times} {print} ' round and round' mp_choice_options: - option: |- the wheels on the bus go @@ -1408,14 +466,7 @@ levels: round and round round and round feedback: All though the town! Perfect! - hint: Only 'round and round' is repeated 3 times. - correct_answer: D - question_score: '10' 7: - question_text: What will be the output from this code? - code: |- - {repeat} 2 {times} {print} 'We will' - {print} 'ROCK YOU!' mp_choice_options: - option: |- We will We will @@ -1436,17 +487,7 @@ levels: We will ROCK YOU! feedback: Mind the repeat command - hint: Mind the `{repeat}` command. - correct_answer: B - question_score: '10' 8: - question_text: What Hedy code belongs to this output? - code: |- - Here comes the sun - Do do do do - Here comes the sun - And I say - Its alright mp_choice_options: - option: |- ``` @@ -1479,11 +520,7 @@ levels: {print} 'Its alright'" ``` feedback: This is not the correct order.. - hint: '`{repeat}` can only be used if you want to execute the same line multiple times in a row.' - correct_answer: A - question_score: '10' 9: - question_text: What Hedy code belongs to this output? code: |- Batman was flying through Gotham. When suddenly he heard someone screaming... @@ -1524,16 +561,8 @@ levels: {print} 'Please help me!' ``` feedback: Perfect - hint: '''Help!'' is repeated 3 times.' - correct_answer: D - question_score: '10' 10: question_text: What Hedy code belongs to this output? - code: |- - if youre happy and you know it clap your hands - if youre happy and you know it clap your hands - if youre happy and you know it and you really want to show it - if youre happy and you know it clap your hands mp_choice_options: - option: |- ``` @@ -1563,16 +592,8 @@ levels: {print} 'clap your hands' ``` feedback: This is not in the right order. - hint: Mind the order of the sentences. - correct_answer: B - question_score: '10' 8: 1: - question_text: Which output will be produced by this code? - code: |- - {repeat} 2 {times} - {print} 'Hello' - {print} 'Im Hedy!' mp_choice_options: - option: |- Hello @@ -1595,14 +616,7 @@ levels: Im Hedy! Im Hedy!" feedback: Everything is printed twice - hint: Both lines are repeated twice. - correct_answer: C - question_score: '10' 2: - question_text: What is wrong with this code? - code: |- - {repeat} 5 {times} - {print} 'Hedy is cool!' mp_choice_options: - option: This should be only one line, not 2. feedback: No it should be 2 lines. @@ -1612,15 +626,7 @@ levels: feedback: Nee, repeat is de goede spelling - option: The second line need to start with 4 spaces as indentation. feedback: Correct! - hint: Something is missing in the second line? - correct_answer: D - question_score: '10' 3: - question_text: What output will be produced when you run this program? - code: |- - {repeat} 3 {times} - {print} 'Baby shark tututudutudu' - {print} 'Baby shark' mp_choice_options: - option: |- Baby shark tututudutudu @@ -1647,10 +653,7 @@ levels: Baby shark feedback: What is being repeated and what isn't. hint: What is being repeated and what is not?. - correct_answer: C - question_score: '10' 4: - question_text: Which output is correct? code: |- {print} 'The children went:' {repeat} 2 {times} @@ -1682,15 +685,7 @@ levels: Yay! Were going on holiday! feedback: The last line is repeated too. - hint: The block under the `{repeat}` command is repeated twice. - correct_answer: B - question_score: '10' 5: - question_text: What is wrong with this code? - code: |- - end = {ask} 'Do you want a happy or a sad ending?' - {if} end {is} happy {print} 'They lived happily ever after' - {else} {print} 'The world exploded. The end.' mp_choice_options: - option: The `{print}` commands on the last two lines should start on new lines en start with 4 spaces. feedback: That's right! @@ -1700,44 +695,7 @@ levels: feedback: That's not true - option: '`{ask}` is no longer a command' feedback: That's not true - hint: Something is wrong with indentation - correct_answer: A - question_score: '10' - 6: - question_text: What will be the output of this code when we enter pancakes? - code: |- - {print} 'Welcome to restaurant Hedy' - {repeat} 2 {times} - food {is} {ask} 'What do you want to eat?' - {print} food - mp_choice_options: - - option: |- - Welcome to restaurant Hedy - Pancakes - feedback: There is no repetition in this answer. - - option: |- - Welcome to restaurant Hedy - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: This answer also repeats the welcome message - - option: |- - Welcome to restaurant Hedy - What do you want to eat? - What do you want to eat? - Pancakes - Pancakes - feedback: Almost! But look at the question, it is not repeated. - - option: |- - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: Well done! - hint: The first sentence and question will not be repeated - correct_answer: D - question_score: '10' 7: - question_text: What is wrong with this code? code: |- eten = {ask} 'What would you like to eat?' {if} food {is} fries @@ -1756,11 +714,7 @@ levels: feedback: You always have to use indentation. - option: The indentation is wrong in the first `{if}` command. feedback: That's right. - hint: Take a careful look at the indentation. - correct_answer: D - question_score: '10' 8: - question_text: In which of the codes is the indentation done right? mp_choice_options: - option: |- ``` @@ -1802,50 +756,20 @@ levels: {print} You are wrong! ``` feedback: You are wrong! - hint: What should happen if the person is right? And what else? - correct_answer: C - question_score: '10' 9: - question_text: What line(s) in this code should start with 4 spaces? code: |- 1 music = {ask} 'What is your favorite music genre?' 2 {if} music is rock 3 {print} '🤘' 4 {else} 5 {print} '👎' - mp_choice_options: - - option: Line 2 and 4 - feedback: The lines after the `{if}` and `{else}` command should start with 4 spaces - - option: Only line 3 - feedback: Not only 3... - - option: Line 3, 4 and 5 - feedback: Line 4 shouldn't - - option: Line 3 and 5 - feedback: Great job! - hint: The lines after an `{if}` or `{else}` command should start with 4 spaces. - correct_answer: D - question_score: '10' 10: - question_text: Which statement is true? code: |- 1 level = {ask} 'What level are you on?" 2 {if} level {is} 8 3 {print} Great job! - mp_choice_options: - - option: All lines should start with 4 spaces - feedback: That's not true - - option: Line 2 and 3 should start with 4 spaces - feedback: That's not true - - option: Line 2 should start with 4 spaces - feedback: That's not true - - option: Line 3 should start with 4 spaces - feedback: You are correct! - hint: Only one line starts with 4 spaces, but which one...? - correct_answer: D - question_score: '10' 9: 1: - question_text: What is wrong with this code? code: |- {repeat} 3 {times} eten = {ask} 'What would you like to eat?' @@ -1866,19 +790,7 @@ levels: - option: The indentation is wrong in the last `{if}` command. feedback: It not, though. hint: all the indentation is done correctly. - correct_answer: A - question_score: '10' 2: - question_text: What will be printed after entering the correct password? - code: |- - password = {ask} 'What is the password?' - correct_password = Hedy - {if} password {is} correct_password - {repeat} 2 {times} - {print} 'Good job!' - {print} 'You can use the computer!' - {else} - {print} 'The computer will explode in 5... 4... 3... 2... 1...' mp_choice_options: - option: |- Good job! @@ -1897,11 +809,7 @@ levels: Good job! You can use the computer! feedback: Correct! - hint: Everything under the `{repeat}` command is repeated twice. - correct_answer: D - question_score: '10' 3: - question_text: Which case should you choose to win a million dollars? code: |- {print} 'Choose the right case and win!' case = {ask} 'Which case will you pick? 1 or 2?' @@ -1917,20 +825,7 @@ levels: {print} 'You sell the case for 500 dollars' {if} action {is} open {print} 'You open the case and win a million dollars!' - mp_choice_options: - - option: case 1, sell - feedback: You don't win a million! - - option: case 1, open - feedback: You don't win a million - - option: case 2, sell - feedback: You don't win a million - - option: case 2, open - feedback: Great job! You win! - hint: Follow the right path - correct_answer: D - question_score: '10' 4: - question_text: Which statement is true? code: |- name = {ask} 'What is your name?' size = {ask} 'What is your shoe size?' @@ -1950,15 +845,7 @@ levels: feedback: That's right! - option: Cinderella with shoe size 40 gets the output 'I was looking for you!' feedback: No she gets 'Ill keep looking' - hint: No matter what your name is, if you have shoe size 40 you will get the message 'Ill keep looking'. - correct_answer: C - question_score: '10' 5: - question_text: Which code produced this output? - output: |- - Icecream is the best! - Icecream is the best! - Icecream is the best! mp_choice_options: - option: |- ``` @@ -1993,11 +880,7 @@ levels: {print} 'Icecream is the best!' ``` feedback: There are 2 `{repeat}` commands in this code. - hint: Watch the indentation - correct_answer: C - question_score: '10' 6: - question_text: After which command(s) should you use indentation (starting the next line with 4 spaces)? mp_choice_options: - option: '`{if}`' feedback: Don't forget the others @@ -2007,9 +890,6 @@ levels: feedback: Keep it up! - option: '`{if}` `{else}` `{repeat}` `{print}`' feedback: Not with print - hint: Indentation happens on the line below some commands - correct_answer: C - question_score: '10' 7: question_text: "In this code from a pizza restaurant. \nYoull get a 5 dollar discount if you order a medium pizza with coke.\n What should you do to debug this code?" code: |- @@ -2050,9 +930,6 @@ levels: price = price - 2 ``` feedback: Try again - hint: After each `{if}` command, the line below should indent - correct_answer: A - question_score: '10' 8: question_text: What is wrong is this code? code: |- @@ -2070,25 +947,7 @@ levels: feedback: You actually must start like that. - option: A code must always start with a `{print}` command in the first line feedback: That's not true. - hint: The indentation is done right this time - correct_answer: B - question_score: '10' - 9: - question_text: How many `{if}` commands can be placed inside another `{if}` command? - mp_choice_options: - - option: None, that is not allowed - feedback: You are allowed to - - option: Only 1 - feedback: You could use more if you like - - option: '3' - feedback: You could use more if you like - - option: Infinite, as long as you keep using indentation correctly - feedback: That is true - hint: You can put an `{if}` command inside an `{if}` command. - correct_answer: D - question_score: '10' 10: - question_text: Which statement is true? code: |- 1 {repeat} 2 {times} 2 {if} level {is} 9 @@ -2103,8 +962,6 @@ levels: - option: line 2 should atart with 4 spaces and line 3 with 8 feedback: You are correct! hint: The first line doens't start with any spaces - correct_answer: D - question_score: '10' 10: 1: question_text: What do we need to fill in on the `_?_` if we want to print each compliment? @@ -2112,91 +969,6 @@ levels: compliments = perfect, great job, amazing _?_ {print} compliment - mp_choice_options: - - option: |- - ``` - {for} each compliment - ``` - feedback: That's not it - - option: |- - ``` - {for} compliment {in} compliments - ``` - feedback: You deserve all those compliments! - - option: |- - ``` - {if} compliment {in} compliments - ``` - feedback: That's not it - - option: |- - ``` - {for} compliments {in} compliment - ``` - feedback: Almost there! - hint: '`{for}` each compliment in the lists of compliments...' - correct_answer: B - question_score: '10' - 2: - question_text: Which output is correct? - code: |- - meals = pizza, pasta, pancakes - {for} meal {in} meals - {print} 'I love ' meal - mp_choice_options: - - option: I love pizza - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pasta - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pancakes - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: |- - I love pizza - I love pasta - I love pancakes - feedback: Great! - hint: Line 2 says for each meal in the list of meals. So each meal is printed. - correct_answer: D - question_score: '10' - 3: - question_text: Which output is correct? - code: |- - animals = dogs, cats, hamsters, chickens - {for} animal {in} animals - {print} animal ' are lovely pets' - mp_choice_options: - - option: dogs are lovely pets - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - - option: dogs, cats, hamsters, chickens are lovely pets - feedback: Each animal gets their own line in the output. - - option: |- - dogs are lovely pets - cats are lovely pets - hamsters are lovely pets - chickens are lovely pets - feedback: Great! - - option: You don't know yet. Because it chooses one of the animals {at} {random}. - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - hint: Line 2 says {for} each animal in the list of animals. So each animal is printed - correct_answer: C - question_score: '10' - 4: - question_text: What's wrong with this code? - code: |- - groceries = apples, bread, milk - {for} item {in} groceries - {print} 'We need ' groceries - mp_choice_options: - - option: Line 2 needs to start with 4 spaces as indentation - feedback: No it doesn't. Only line 3 needs indentation, which it has. - - option: Line 3 does not need to start with 4 spaces as indentation - feedback: Line 2 is a `{for}`command so line 3 does need to start with an indent. - - option: Line 3 should say item instead of groceries - feedback: Good job! - - option: Line 2 should say groceries instead of item - feedback: No it does not. - hint: Line 2 says `{for}` each item in the list of groceries - correct_answer: C - question_score: '10' 5: question_text: What word should be on the _?_ with these digital dice? code: |- @@ -2205,25 +977,7 @@ levels: choices = 1, 2, 3, 4, 5, 6 {for} player {in} players {print} player ' throws ' _?_ {at} {random} - mp_choice_options: - - option: players - feedback: It would say 'Ann throws Jesse', instead of 'Ann throws 6'. - - option: choices - feedback: That's right! - - option: choice - feedback: You are very close. But you need Hedy to pick from the list called 'choices' not 'choice'... - - option: dice - feedback: Look at the names of the variables. - hint: Hedy needs to pick a number `{at} {random}` - correct_answer: B - question_score: '10' 6: - question_text: Which of the answers below is a possible outcome when you run the code? - code: |- - choices = rock, paper, scissors - players = Kelly, Meredith - {for} player {in} players - {print} player ' chooses ' choices {at} {random} mp_choice_options: - option: Kelly chooses rock feedback: Meredith wants to play too! @@ -2237,9 +991,6 @@ levels: Kelly chooses paper Meredith chooses scissors feedback: Amazing! - hint: Each player will pick an option. The player that's first on the list will go first. - correct_answer: D - question_score: '10' 7: question_text: What line should be on the _?_ in this code that decides what these people will have for dinner? code: |- @@ -2247,30 +998,6 @@ levels: food = pasta, fries, salad _?_ {print} name ' has to eat ' food {at} {random} ' for dinner' - mp_choice_options: - - option: |- - ``` - {for} name {in} names - ``` - feedback: You are on fire! - - option: |- - ``` - {for} names {in} name - ``` - feedback: No it should be for each name in the list nameS, so the other way around - - option: |- - ``` - {for} food {in} food - ``` - feedback: Each name should be told what they will have for dinner. - - option: |- - ``` - {for} name {in} food - ``` - feedback: Each name should be told what they will have for dinner. - hint: Each name should be told what they will have for dinner. - correct_answer: A - question_score: '10' 8: question_text: What should be on the _?_ in this code that decides which color shirt you get? code: |- @@ -2299,9 +1026,6 @@ levels: 'people gets a colors shirt' ``` feedback: There is no variable named people.. - hint: Mind the quotation marks and the names of the variables - correct_answer: B - question_score: '10' 9: question_text: What is the first question Hedy will `{ask}` you when you run the program? code: |- @@ -2311,20 +1035,7 @@ levels: {for} course {in} courses food = {ask} name ', what would you like to eat as your ' course '?' {print} name ' orders ' food ' as their ' course - mp_choice_options: - - option: Timon, what would you like to eat as your appetizer? - feedback: Perfect! - - option: Onno, what would you like to eat as your appetizer? - feedback: Timon is first on the list! - - option: Timon, what would you like to eat as your dessert? - feedback: Appetizers are first in the list - - option: You don't know that. Hedy will choose `{at} {random}`. - feedback: There is no `{at} {random}` in this code... - hint: The first options from both lists are chosen. - correct_answer: A - question_score: '10' 10: - question_text: What is true about this code? code: |- prices = 1 million dollars, car, sandwich names = Bob, Patrick, Sandy, Larry @@ -2339,9 +1050,6 @@ levels: feedback: That is not true. Larry has the same odds as the others - option: Someone might win with two prices feedback: You get it! - hint: Try to imagine the output of this code. - correct_answer: D - question_score: '10' 11: 1: question_text: What word should be at the place of the question mark? @@ -2369,14 +1077,7 @@ levels: {for} ``` feedback: 'No' - hint: What did you learn in this level? - correct_answer: B - question_score: '10' 2: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 1 {to} 3 - {print} i mp_choice_options: - option: |- 1 @@ -2389,64 +1090,7 @@ levels: feedback: That's not it - option: '123' feedback: That's not it - hint: How do the numbers appear in the screen? - correct_answer: A - question_score: '10' - 3: - question_text: Which code was used to get this output? - output: |- - 1 - 2 - 3 - 4 - 5 - Once I caught a fish alive! - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Perfect - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: This code won't work. You need an indent after {for}. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Now Hedy will count '1 Once I caught a fish alive!, 2 Once I caught a fish alive! etc. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} 'i' - {print} 'Once I caught a fish alive!' - ``` - feedback: i is a variable and shouldn't have quotation marks - hint: First all the numbers, then the sentence - correct_answer: A - question_score: '10' 4: - question_text: Which code was used to get this output? - output: |- - 10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0 mp_choice_options: - option: |- ``` @@ -2473,42 +1117,6 @@ levels: ``` feedback: That's right! hint: It has to be a calculation... - correct_answer: D - question_score: '10' - 5: - question_text: What's wrong with this code? - code: |- - {for} i {in} {range} 1 {to} 10 - {print} i - mp_choice_options: - - option: The i in the last line need quotation marks - feedback: No it doesn't. - - option: You can't use `{range}` 1 `{to}` 5 only `{range}` 1 `{to}` 10 - feedback: You could use 1 to 5 just as well! - - option: Line 1 needs to start with an indention. - feedback: Not line 1... - - option: Line 2 needs to start with an indention - feedback: Perfect! - hint: There is something wrong with the indention - correct_answer: D - question_score: '10' - 6: - question_text: How many times does the word Hello appear on your screen when you run the code? - code: |- - {for} i {in} {range} 0 {to} 2 - {print} 'Hello' - mp_choice_options: - - option: 1 time - feedback: 'No' - - option: 2 times - feedback: 'No' - - option: 3 times - feedback: That's right! - - option: Never - feedback: 'No' - hint: 0 also counts. So 0,1,2 that's 3 times. - correct_answer: C - question_score: '10' 7: question_text: What should be on the place of the question mark? code: |- @@ -2517,35 +1125,7 @@ levels: _?_ food is {ask} 'What would you like to order?' {print} food - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 0 {to} 3 - ``` - feedback: There's not always 3 people - - option: |- - ``` - {for} i {in} {range} 1 {to} guests - ``` - feedback: The variable is not named guests - - option: |- - ``` - {for} i {in} {range} 1 {to} people - ``` - feedback: Great! - - option: |- - ``` - {for} i {in} {range} 0 {to} people - ``` - feedback: That's one order too many! - hint: Use the variable 'people' - correct_answer: C - question_score: '10' 8: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 23 {to} 25 - {print} 'hi' mp_choice_options: - option: |- 23 @@ -2561,34 +1141,7 @@ levels: feedback: Correct - option: The word 'hi' will appear 25 times in a row. feedback: No it will only appear 3 times. - hint: It doesn't say `{print}` i - correct_answer: C - question_score: '10' - 9: - question_text: How many times does Hedy chant Hip Hip Hooray? - code: |- - age = {ask} 'How old are you?' - {for} i {in} {range} 1 {to} age - {print} 'Hip Hip Hoorray!' - mp_choice_options: - - option: 1 time - feedback: Try again - - option: 2 times - feedback: Try again - - option: Never - feedback: Try again - - option: That depends on how old you are - feedback: That's right! - hint: '`{for}` i `{in}` `{range}` 1 `{to}` age' - correct_answer: D - question_score: '10' 10: - question_text: Which code belongs to this output? - output: |- - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark mp_choice_options: - option: |- ``` @@ -2619,11 +1172,8 @@ levels: ``` feedback: '`{range}` 0 `{to}` 3 is 4 times.' hint: Mind the indention - correct_answer: B - question_score: '10' 12: 1: - question_text: Which output is correct? code: |- print 'three and a half plus one and a half is...' print 3.5 + 1.5 @@ -2640,11 +1190,7 @@ levels: three and a half plus one and a half is... 5 feedback: Great job! - hint: Both lines are printed! - correct_answer: D - question_score: '10' 2: - question_text: Which of these codes is correct? mp_choice_options: - option: |- ``` @@ -2670,11 +1216,7 @@ levels: print 'I would like a ' flavors at random ' cake.' ``` feedback: All the different values of flavors should be in quotation marks. - hint: The second line is the same in each code, pay attention to the first line - correct_answer: C - question_score: '10' 3: - question_text: What's wrong with this code? code: |- favorite_animal = ask 'What is your favorite animal?' print 'I like ' favoriteanimal ' too!' @@ -2687,30 +1229,13 @@ levels: feedback: That's not true - option: Nothing is wrong. feedback: That's not true - hint: The quotation marks are used correctly - correct_answer: A - question_score: '10' 4: - question_text: In which lines are quotation marks needed to get the code to work? code: |- print Welcome to the online shoe shop category = ask What kind of shoes are you looking for? if category = high heels print High heels are 50% off now! - mp_choice_options: - - option: Line 1 and 2 - feedback: 'No' - - option: Line 1, 2 and 3 - feedback: 'No' - - option: Line 1, 2 and 4 - feedback: 'No' - - option: All of the lines - feedback: Perfect! - hint: Does line 3 need quotation marks too? - correct_answer: D - question_score: '10' 5: - question_text: What output does Agent007 get when they put in the correct password? code: |- name is ask 'What is your name?' if name is 'Agent007' @@ -2723,18 +1248,6 @@ levels: else b is 'today at 10.00' print a + b - mp_choice_options: - - option: Go to the train station today at 10.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 02.00 - feedback: You've cracked the code! - - option: Go to the train station tomorrow at 02.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 10.00 - feedback: The agent won't be catching any bad guys here - hint: The correct password is TOPSECRET - correct_answer: B - question_score: '10' 6: question_text: Which line should be filled in at the ??? code: |- @@ -2748,32 +1261,7 @@ levels: if drinks = 'yes' ??? print 'That will be ' price ' dollar please' - mp_choice_options: - - option: |- - ``` - price = 14 - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = '14' - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = price + 2 - ``` - feedback: Excellent! - - option: |- - ``` - price = + 2 - ``` - feedback: Almost there! - hint: What if you only order fries and a drink? - correct_answer: C - question_score: '10' 7: - question_text: Which output does a vegan get? code: |- menu = 'cookies', 'cheese', 'grapes' print "It's my birthday! I`ve brought some snacks!" @@ -2785,36 +1273,7 @@ levels: print 'For you I have brought: ' for snack in menu print snack - mp_choice_options: - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cookies - grapes - feedback: Terrific! - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - feedback: There's more options than just one - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cheese - grapes - feedback: A vegan person can't have cheese - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - cookies - feedback: Almost there, but look at the order of snacks in the list - hint: What item is removed from the list when you answer 'vegan'? - correct_answer: A - question_score: '10' 8: - question_text: Which code was used to create this output? - code: '3.5' mp_choice_options: - option: |- ``` @@ -2836,9 +1295,6 @@ levels: print 7 * 2 ``` feedback: 'No' - hint: 7 devided by 2 is 3.5 - correct_answer: B - question_score: '10' 9: question_text: Which code should be filled in in line 1 at the ??? code: |- @@ -2865,9 +1321,6 @@ levels: 'prices' = 'one million dollars', 'nothing' ``` feedback: You one nothing - hint: The items on the list should be in quotation marks - correct_answer: C - question_score: '10' 10: question_text: Which line of code should be filled in at the ??? to complete the song ? code: |- @@ -2888,12 +1341,8 @@ levels: feedback: This is a hard one! All the actions on the list must be in the song. - option: print actions at random feedback: This is a hard one! All the actions on the list must be in the song. - hint: This is a hard one! All the actions on the list must be in the song. - correct_answer: B - question_score: '10' 13: 1: - question_text: Which code should be filled in at the ??? ? code: |- name = ask 'What is your name?' song = ask 'Whould you like to hear a song?' @@ -2924,11 +1373,7 @@ levels: if song = 'yes' or birthday = 'yes' ``` feedback: Hedy only sings if both answers are yes - hint: Hedy sings if you want to hear a song and it's you birthday - correct_answer: C - question_score: '10' 2: - question_text: Which command is missing in the code at the place of the ??? ? code: |- menu = 'cheese', 'sausage rolls', 'cookies' diet = ask 'Do you have any dietary restrictions?' @@ -2943,11 +1388,7 @@ levels: feedback: 'No' - option: print feedback: 'No' - hint: Neither vegans nor muslims can eat sausage rolls. - correct_answer: B - question_score: '10' 3: - question_text: Which output is given to a member without a discount code? code: |- member = ask 'Do you have a membership card?' discount = ask 'Do you have a discount code?' @@ -2965,10 +1406,7 @@ levels: - option: There is no way of knowing feedback: There is! Read the question carefully hint: Mind the command 'or' in line 3 - correct_answer: A - question_score: '10' 4: - question_text: Which line of code should follow this line in rock-paper-scissors game? code: if computer_choice is 'rock' and your_choice is 'paper' mp_choice_options: - option: print 'you win' @@ -2979,28 +1417,11 @@ levels: feedback: It's only a tie if both choices are the same - option: print 'try again' feedback: Try again! - hint: Paper beats rock - correct_answer: A - question_score: '10' 5: - question_text: Which statement is true about this code? code: |- if name = 'Cinderella' and shoe_size = 38 print 'You are my one true love!' - mp_choice_options: - - option: Every person with shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person named Cinderella is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person that is named Cinderella and has shoe size 38 is this prince's one true love - feedback: Fantastic! - - option: Every person that's not named Cinderella and does not have shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - hint: Both statements have to be true - correct_answer: C - question_score: '10' 6: - question_text: Which statement about this code is true? code: |- print 'Let me guess which family member you are!' glasses = ask 'Do you wear glasses?' @@ -3013,20 +1434,7 @@ levels: print 'You must be Wouter!' if glasses = 'no' and female = 'no' print 'You must be Michael!' - mp_choice_options: - - option: Michael is a boy with glasses - feedback: Try again - - option: Marleen is a girl with glasses - feedback: Try again - - option: Wouter is a boy without glasses - feedback: Try again - - option: Sophie is a girl with glasses - feedback: Great job! - hint: Take a good look! Or do you need glasses? - correct_answer: D - question_score: '10' 7: - question_text: Which statement is false? code: |- print 'Thank you for helping me take care of my pets' print 'Here is a program to help feed them' @@ -3040,20 +1448,7 @@ levels: print 'I fed them this moring! They do not need more food today' if animal is 'hamster' and color is 'brown' print 'You can feed them a piece of carrot' - mp_choice_options: - - option: The grey cat is called Abby - feedback: This is true! - - option: Milo the orange cat eats 4 scoops of cat nibbles - feedback: This is true - - option: The black hamster needs to be fed a piece of carrot - feedback: Great job! - - option: The yellow bird was fed this morning - feedback: This is true - hint: Read the last 4 lines carefully - correct_answer: C - question_score: '10' 8: - question_text: What output do you get if you order popcorn but no drink? code: |- print 'Welcome to the movie theater' popcorn = ask 'Would you like some popcorn?' @@ -3067,32 +1462,7 @@ levels: if popcorn = 'no' and drink = 'no' print 'Ok' print 'Enjoy the movie' - mp_choice_options: - - option: |- - Welcome to the movie theater - That will be 8 dollars please - Enjoy the movie - feedback: You have paid too much! - - option: |- - Welcome to the movie theater - That will be 5 dollars please - Enjoy the movie - feedback: Amazing! - - option: |- - Welcome to the movie theater - That will be 3 dollars please - Enjoy the movie - feedback: That's not enough money! - - option: |- - Welcome to the movie theater - Ok - Enjoy the movie - feedback: You have to pay for your popcorn! - hint: popcorn = yes and drink = no - correct_answer: B - question_score: '10' 9: - question_text: What is wrong with this code? code: |- 1 chocolate = ask 'Would you like chocolate sauce on your ice cream?' 2 sprinkles = ask 'Would you like sprinkles on your ice cream?' @@ -3129,11 +1499,7 @@ levels: {if} chocolate = 'yes' {and} sprinkles = 'no' ``` feedback: This is not what I ordered! - hint: There is a mistake in line 3 - correct_answer: A - question_score: '10' 10: - question_text: Which command needs to be in line 8 at the place of the ??? ? code: |- print 'Welcome to the product finder of this supermarkt' item is ask 'What product are you looking for?' @@ -3157,65 +1523,8 @@ levels: feedback: 'No' - option: if feedback: 'No' - hint: The item is either in the list of snacks, or in the list of drinks - correct_answer: B - question_score: '10' 14: - 1: - question_text: Which symbol should be used on the blank? - code: |- - name _ {ask} 'Who are you?' - {if} name == 'Hedy' - {print} 'Me too!' - mp_choice_options: - - option: '`=>`' - feedback: This is not a symbol. - - option: '`==`' - feedback: We are not comparing anything, just asking. - - option: '`!=`' - feedback: We are not comparing anything, just asking - - option: '`=`' - feedback: Right! - hint: We are not comparing anything, we are just asking a name. - correct_answer: D - question_score: '10' - 2: - question_text: Which of these codes has used the correct = or == symbol? - mp_choice_options: - - option: '{if} name = Hedy' - feedback: 'No' - - option: '{if} age = 24' - feedback: 'No' - - option: answer = {ask} 'What is your answer' - feedback: Yes! - - option: answer == {ask} 'How are you doing?' - feedback: 'No' - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' - 3: - question_text: Which symbols should be filled in on the two blanks? - code: |- - guests = {ask} 'How many people are at the party?' - {if} guests _ 130 - {print} 'You can come in!' - {if} guests _ 130 - {print} 'Im sorry, the club is full. ' - {print} 'You have to wait for a guest to leave' - mp_choice_options: - - option: '`>` and `<`' - feedback: That's not it - - option: '`=` and `>=`' - feedback: That's not it - - option: '`<` and `>=`' - feedback: You are right - - option: '`+` and `==`' - hint: There are 130 people allowed in the club - correct_answer: C - question_score: '10' - feedback: That's not it 4: - question_text: What's wrong with this code? code: |- price = 10 money = {ask} How much money do you have? @@ -3224,20 +1533,7 @@ levels: {print} 'You can buy the bear!' {else} {print} 'You cannot buy this bear!' - mp_choice_options: - - option: In line 1 == should be used instead of = - feedback: No that's not it - - option: Line 2 misses quotation marks - feedback: You are correct - - option: In line 4 = should have been used instead of == - feedback: No that's not it - - option: In line 4 <= should have been used instead of >= - feedback: No that's not it - hint: The symbols are right - correct_answer: B - question_score: '10' 5: - question_text: Which symbol should be filled in on the blanks if the movie is suitable for kids for the age of 12 and up? code: |- age = {ask} 'How old are you?' ticket = {ask} 'Do you have a ticket?' @@ -3245,20 +1541,7 @@ levels: {print} 'You can enter the movie theater.' {else} {print} 'You are not allowed to come in!' - mp_choice_options: - - option: '`> 12`' - feedback: 12 year olds are allowed too - - option: '`>= 12`' - feedback: Great! - - option: '`< 12`' - feedback: These kids are too young! - - option: '`<= 12`' - feedback: These kids are too young - hint: '> means greater than' - correct_answer: B - question_score: '10' 6: - question_text: How many times do you have to say you are annoyed before this annoying game stops? code: |- lives = 2 {repeat} 10 times @@ -3266,69 +1549,7 @@ levels: answer = {ask} 'Are you annoyed yet?' {if} answer == 'yes' lives = lives - 1 - mp_choice_options: - - option: 10 times - feedback: It stops after 2 times - - option: 0 times - feedback: It stops after 2 times - - option: 1 time - feedback: It stops after 2 times - - option: 2 times - feedback: That is correct - hint: '!= means ''is not''' - correct_answer: D - question_score: '10' - 7: - question_text: What should be filled in on the three blanks? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' - mp_choice_options: - - option: '`''Lower''` and `''Higher''` and `''You win!''`' - feedback: That's not quite right. - - option: '`''Higher''` and `''Lower''` and `''You win!''`' - feedback: You win! - - option: '`''You win!''` and `''Lower!''` and `''Higher''`' - feedback: That's not quite right. - - option: '`''Lower!''` and `''You win!''` and `''Higher!''`' - feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: B - question_score: '10' - 8: - question_text: Which statement is true about this roller coaster? - code: |- - length = {ask} 'Please fill in your length in cm' - {if} length < 120 - {print} 'Sorry, you cannot go on this roller coaster.' - {else} - {print} 'Enjoy the ride' - mp_choice_options: - - option: You must be taller than 120 cm to go on the roller coaster - feedback: True! - - option: You must be taller than 119 cm to go on the roller coaster - feedback: If you are 120 cm you won't get in - - option: You must be shorter than 120 cm to go on the roller coaster - feedback: '> means greater than' - - option: There are no length restrictions to go on the roller coaster - feedback: There are. - hint: '> means greater than' - correct_answer: A - question_score: '10' 9: - question_text: How many pieces of chocolate will give you a stomach ache according to this fitbit? code: |- chocolate = {ask} 'How many pieces of chocolate have you eaten?' {if} chocolate <= 2 @@ -3337,101 +1558,19 @@ levels: {print} 'That is a bit much' {if} chocolate > 8 {print} 'You will get a stomach ache!' - mp_choice_options: - - option: 1 or more - feedback: 'No' - - option: 2 or more - feedback: 'No' - - option: 8 or more - feedback: Almost - - option: 9 or more - feedback: Great! - hint: '> 8 means more than 8' - correct_answer: D - question_score: '10' - 10: - question_text: What should be filled in in the blanks? - code: |- - {print} 'Whoever gets the most points wins!' - {if} points_player_1 < points_player_2 - {print} _ - mp_choice_options: - - option: '''player 1 wins''' - feedback: Look at who has the highest score! - - option: '''player 2 wins''' - feedback: Yes! - - option: '''player 2 loses''' - feedback: Look at who has the highest score! - - option: '''It is a tie''' - feedback: No it's not, one player has a higher score - hint: You win the game by having the most points - correct_answer: B - question_score: '10' 15: 1: - question_text: 'Which symbol should be used on the blank? Tip: You must keep guessing until you get it right.' code: |- answer = 0 while answer _ 'Amsterdam' answer = ask 'What is the capital city of the Netherlands?' print 'You have given the correct answer' - mp_choice_options: - - option: '`=!`' - feedback: That is not right. - - option: '`==`' - feedback: You don't have to keep guessing if you've given the right answer. - - option: '`!=`' - feedback: Correct - - option: '`=`' - feedback: That's not it - hint: Keep guessing until you say Amsterdam - correct_answer: C - question_score: '10' - 2: - question_text: Which of these codes has used the correct symbol(s)? - mp_choice_options: - - option: |- - ``` - {while} name = Hedy - ``` - feedback: 'No' - - option: |- - ``` - {while} age = 24 - ``` - feedback: 'No' - - option: |- - ``` - {while} time > 0 - ``` - feedback: Yes! - - option: |- - ``` - {while} answer == yes' - ``` - feedback: A quotation mark is missing - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' 3: question_text: Which command should be filled in on the two blanks? code: |- _ age >= 18 print 'you are not allowed in this bar' - mp_choice_options: - - option: '`{in}`' - feedback: That's not it - - option: '`{while}`' - feedback: You are right - - option: '`{for}`' - feedback: That's not it - - option: '`{range}`' - feedback: That's not it - hint: You are not allowed in the bar as long as you are 17 or younger - correct_answer: B - question_score: '10' 4: - question_text: What's wrong with this code? code: |- options = 1, 2, 3, 4, 5, 6 print 'Throw 6 as fast as you can!' @@ -3451,11 +1590,7 @@ levels: feedback: That's not it - option: In line 5 != should have been used instead of == feedback: You are correct - hint: There is something wrong in line 5 - correct_answer: D - question_score: '10' 5: - question_text: What should be placed on the blank to make this program work correctly? code: |- wetness = 10 while wetness != 0 @@ -3474,9 +1609,6 @@ levels: feedback: You are correct! - option: = wetness + 1 feedback: The program should count down - hint: wetness should get less each time - correct_answer: C - question_score: '10' 6: question_text: what is wrong with this code? code: |- @@ -3494,25 +1626,8 @@ levels: feedback: No that's not right - option: Line 2 should start with less indentation feedback: That is correct - hint: Look closely at the indentation - correct_answer: D - question_score: '10' 7: question_text: How should this program be changed to that it works? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' mp_choice_options: - option: '... change the first {if} into a {while}' feedback: Perfect! @@ -3522,32 +1637,9 @@ levels: feedback: That's not quite right. - option: '... change the fourth {if} into a {while}' feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: A - question_score: '10' 8: - question_text: Which statement is true about this automated toilet system? - code: |- - {while} toilet == 'occupied' - lights = 'on' - air_freshener_sprays = 'yes' - {sleep} 60 - lights = 'off' - air_freshener_sprays = 'no' - mp_choice_options: - - option: The lights and air freshener will turn off after 1 minute - feedback: False! - - option: The air freshener sprays once every minute and the lights stay on the whole time while you are on the toilet - feedback: Great job - - option: The air freshener sprays once you leave the toilet. - feedback: It only sprays when you're in there. - - option: The lights will always stay on. - feedback: That wouldn't be right. hint: The block after the while command keeps happening while the toilet is occupied. - correct_answer: B - question_score: '10' 9: - question_text: What will the diet app say if you have eaten 1600 calories today? code: |- chocolate = {ask} 'How many calories have you eaten today?' {while} calories <= 1000 @@ -3565,16 +1657,7 @@ levels: feedback: Yes! - option: You have eaten enough for today feedback: 'No' - hint: 1600 is between 1000 and 2000 - correct_answer: C - question_score: '10' 10: - question_text: 'What should be filled in in the blanks? Tip: the player with the most points is in the lead.' - code: |- - name_player_1 = {ask} 'Name player 1:' - name_player_2 = {ask} 'Name player 2:' - {while} points_player_1 > points_player_2 - {print} _ ' is in the lead right now!' mp_choice_options: - option: name_player_1 feedback: You are right! @@ -3584,105 +1667,20 @@ levels: feedback: You should fill in a name, not a number - option: points_player_2 feedback: You should fill in a name, not a number - hint: You win the game by having the most points. Your name should appear on the screen - correct_answer: A - question_score: '10' 16: - 1: - question_text: Which command should be filled in on the blanks to print a random snack? - code: |- - snacks = nachos, chips, cucumber, sweets - {print} _ - mp_choice_options: - - option: '`snacks {at} {random}`' - feedback: This is the old way. - - option: '`[{random} snack]`' - feedback: The order is wrong. - - option: '`snacks[{random}]`' - feedback: Correct - - option: '`snacks[{at} {random}]`' - feedback: We do not need `at`anymore - hint: We no longer use {at} - correct_answer: C - question_score: '10' 2: - question_text: What should be filled in on the blanks if you want a list of what chores are done by whom? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chores = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} _ - mp_choice_options: - - option: |- - ``` - friends[i] has to do chores [i] - ``` - feedback: Mind the spacing. - - option: |- - ``` - friends[1] has to do chores[1] - ``` - feedback: It will print 3 times that Wesley has to do the cooking - - option: |- - ``` - chores[i] ' has to do ' friends[random] - ``` - feedback: The person has to do the chore, not the other way around - - option: |- - ``` - friends[i] ' has to do ' chores[i] - ``` - feedback: Fantastic! - hint: '`i` tells us what item in the list it is. So friend 1 does chore 1 etc.' - correct_answer: D - question_score: '10' 3: - question_text: What is a possible output for this program? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chore = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} friends[i] has to do chores[i] - mp_choice_options: - - option: |- - ``` - Wesley has to do the cooking - Eric has to do the cleaning - Kaylee has to do nothing - ``` - feedback: Super! - - option: |- - ``` - Kaylee has to do the cooking - Wesley has to do the cleaning - Eric has to do nothing - ``` - feedback: No, it is not random. - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cleaning - Wesley has to do the nothing - ``` - feedback: Poor Wesley! - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cooking - Wesley has to do the cooking - ``` - feedback: That's not it - hint: It's not random... - correct_answer: A - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - friends = ['Jaylee', 'Erin', 'Fay'] - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 0 {to} 3 - print 'the lucky number of ' friends[i] - print 'is ' lucky_numbers[i] mp_choice_options: - option: The variable in line 4 should be 'friend[i]', not 'friends[i]' feedback: That is not right. @@ -3692,16 +1690,7 @@ levels: feedback: It's not a variable, it's just text. - option: '{in} in line 3 should be removed' feedback: That's not it - hint: There's nothing wrong with line 4 - correct_answer: B - question_score: '10' 5: - question_text: Which line should be filled in in the blank? - code: |- - animals = ['dog', 'cow', 'horse'] - _ - {for} i {in} {range} 1 {to} 3 - {print} 'the ' animals[i] ' says ' sounds[i] mp_choice_options: - option: noises = ['moo', 'woof', 'neigh'] feedback: Mind the variable name and the order of the sounds. @@ -3711,487 +1700,3 @@ levels: feedback: Don't forget the quotation marks! - option: sounds = ['woof', 'moo', 'neigh'] feedback: Great job! - hint: Look at line 1 to see proper use of brackets and quotation marks. - correct_answer: D - question_score: '10' - 6: - question_text: Which statement is true? - code: |- - people = ['Chris', 'Jaylino', 'Ryan'] - games = ['fortnite', 'minecraft', 'fifa'] - {for} o {in} {range} 1 {to} 3 - {print} people[o] ' likes ' games[o] - mp_choice_options: - - option: You are not allowed to use the variable o. It should be named i. - feedback: i is the most commonly used variable name in this case, but it's not mandatory to use i. - - option: The output will say that Jaylino likes fortnite. - feedback: No, he likes minecraft. - - option: The output will say that Ryan likes fifa - feedback: Correct - - option: This code will not work. It will give and error. - feedback: No, the code is correct. - hint: There is nothing wrong with this code. - correct_answer: C - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - people = ['Savi', 'Senna', 'Fayenne'] - transportation = ['bike', 'train', 'car'] - {for} i {in} {range} 1 {to} 3 - {print} people[i] goes to school by transportation[i] - mp_choice_options: - - option: Line 1 needs less quotation marks - feedback: That is not right. - - option: Line 3 should start with indentation - feedback: It should not! - - option: Line 4 should start without indentation - feedback: It should not - - option: Line 4 needs more quotation marks. - feedback: Amazing! - hint: There is a mistake made in the usage of quotation marks. - correct_answer: D - question_score: '10' - 8: - question_text: Which of these codes belongs to this output? - code: |- - Macy and Kate get to go first - Lionell and Raj get to go second - Kim and Leroy get to go third - mp_choice_options: - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 0 {to} 3 - {print} teams[random] ' get to go ' position[i] - ``` - feedback: This is not right - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: Amazing! - - option: |- - ``` - teams = ['Macy', 'Kate', 'Lionell', 'Raj', 'Kim', 'Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 6 - {print} teams[random] ' get to go ' position[random] - ``` - feedback: This is not it. - - option: |- - ``` - teams = ['Macy and Kate' 'Lionell and Raj' 'Kim and Leroy'] - position = ['first' 'second' 'third'] - {for} teams {in} {range} 0 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: This is not going to work! - hint: If you look carefully at the first line, you'll see that only the first two answers are possibly correct. - correct_answer: B - question_score: '10' - 9: - question_text: What is a possible output for this code? - code: |- - countries = ['Canada', 'Zimbabwe', 'New Zealand'] - {for} i {in} {range} 0 {to} 1 - {print} 'I will travel to ' countries[random] - mp_choice_options: - - option: |- - ``` - I will travel to Canada - I will travel to Canada - ``` - feedback: Great job! - - option: |- - ``` - I will travel to Canada - ``` - feedback: It will be repeated twice - - option: |- - ``` - I will travel to Canada, Zimbabwe and New Zealand - ``` - feedback: This is not it. - - option: |- - ``` - I will travel to Canada - I will travel to Zimbabwe - I will travel to New Zealand - ``` - feedback: It's only repeated twice - hint: Range 0 to 1 is 2 times - correct_answer: A - question_score: '10' - 10: - question_text: Which 3 lines will complete this code correctly? - code: |- - {print} 'The book raffle will start soon' - {print} 'Get your tickets now!' - books = ['Narnia', 'The Hobbit', 'Oliver Twist', 'Harry Potter', 'Green eggs and ham'] - people = {ask} 'How many raffle tickets are sold?' - list_of_numbers = [1, 2] - {for} i {in} {range} 3 {to} people - {add} i {to} list_of_numbers - {for} i {in} {range} 1 {to} 5 - mp_choice_options: - - option: |- - ``` - chosen_number = list_of_numbers at random - print books[i] ' will go to person number ' chosen_number - {add} chosen_number {to} list_of_numbers - ``` - feedback: Almost there... but adding the winner to the list makes this raffle unfair - - option: |- - ``` - print person[i] ' wins ' book[i] - ``` - feedback: There is no list called 'person' - - option: |- - ``` - chosen_number = list_of_numbers[people] - print books[people] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: This is not it. - - option: |- - ``` - chosen_number = list_of_numbers[random] - print books[i] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: Fantastic! - hint: You need to use the {remove} command - correct_answer: D - question_score: '10' - 17: - 1: - question_text: What is the output of this code? - code: |- - minions = ['Bob', 'Kevin', 'Stuart'] - {for} x in minions: - {print} x - mp_choice_options: - - option: |- - ``` - m i n i o n s - ``` - feedback: This is not it. - - option: |- - ``` - Bob - Kevin - Stuart - ``` - feedback: Correct! - - option: |- - ``` - minions - minions - minions - ``` - feedback: Take a look at the content of your list. - - option: |- - ``` - B o b K e v i n S t u a r t - ``` - feedback: Do not loop through the letters. - hint: Loop through your list. - correct_answer: B - question_score: '10' - 2: - question_text: What is wrong with this code? - code: |- - seconds_minute = 60 - minute_hour = 60 - hour_day = 24 - leap_year = 366 - no_leap_year = 365 - years = ask 'what year is it?' - {if} years = 2024: - print seconds_minute * minute_hour * hour_day * leap_year - {else}: - print seconds_minute * minute_hour * hour_day * noleap_year - mp_choice_options: - - option: You cannot have so many variables. - feedback: This is not it. - - option: The way the variables are multiplied is incorrect. - feedback: Not true! - - option: One of the variables `noleap_year` does not belong with the `{if}` statement. - feedback: Keep looking for the mistake. - - option: The `noleap_year` has to be identical in both cases. - feedback: Correct! - hint: Read the code carefully. - correct_answer: D - question_score: '10' - 3: - question_text: How many hedgehogs will this code print? - code: |- - {for} x in range 1 to 3: - {for} y in range 1 to 2: - {print} 🦔 - mp_choice_options: - - option: |- - ``` - 🦔 - 🦔 - 🦔 - ``` - feedback: Try again. - - option: |- - ``` - 🦔 - 🦔 - ``` - feedback: One more try. - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: Well done! - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating. - correct_answer: C - question_score: '10' - 4: - question_text: What is wrong with code? - code: |- - name_color = {ask} 'What is your favorite color?' - {if} name_color == 'red': - {print} 'the color of a tomato' - {elif} name_color == 'green': - {print} 'the color of an apple' - {elif} name_color == 'blue': - {print} 'the color of a blueberry' - {elif} name_color == 'yellow': - {print} 'the color of a banana' - {elif}: - {print} 'this fruit-color does not exist' - mp_choice_options: - - option: The first `{elif}` should be used before the `print` command - feedback: Try again. - - option: '`{elif}` can only be used once' - feedback: From now on we can use elif multiple times. - - option: '`==` used with `{elif}` should be replaced by `=`' - feedback: Not correct. - - option: '`{elif}` in the last line should be replaced by `{else}`' - feedback: Great! - hint: Think about `{if}`, `{elif}`, `{else}`. - correct_answer: D - question_score: '10' - 5: - question_text: What is the output of this code? - code: |- - numbers = [7, 19, 29, 41, 53, 71, 79, 97] - {for} prime in numbers: - {if} prime <= 10: - {print} prime - {elif} prime >= 60: - {print} prime - {elif} prime >= 90: - {print} prime - {else}: - {print} 'another number' - mp_choice_options: - - option: |- - ``` - 7 - another number - another number - another number - another number - 71 - 79 - 97 - ``` - feedback: Well done! - - option: |- - ``` - another number - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: Try again. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - another number - ``` - feedback: One more try. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating and the values of if and elif. - correct_answer: A - question_score: '10' - 6: - question_text: What is wrong with code? - code: |- - name = {ask} 'What is your name?' - {if} name == 'Hedy': - password = {ask} 'What is your password?' - {if} password =='turtle123': - {print} 'Yey' - {else}: - {print} 'Access denied' - {else}: - {print} 'Go fish' - mp_choice_options: - - option: '`{elif}` is missing.' - feedback: Try again. - - option: '`{else}` can only be used once.' - feedback: From now on we can use elif multiple times. - - option: Nothing! - feedback: There is a mistake. Look carefully! - - option: There is an indentation mistake in the last line. - feedback: Amazing! - hint: There is a mistake somewhere... - correct_answer: D - question_score: '10' - 7: - question_text: Which of the following codes will print five times 'the result is 3' on the screen? - mp_choice_options: - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - result = n * 1 - {print} 'The result is ' result - ``` - feedback: Try again! - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} u in numbers: - number = u - {print} 'The result is ' number - ``` - feedback: That is not it. - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} number in numbers: - number = 3 - {print} 'The result is ' number - ``` - feedback: Very good! - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - n = result - {print} 'The result is ' result - ``` - feedback: That is not it. - hint: Think about mathematical symbols. - correct_answer: C - question_score: '10' - 8: - question_text: What is wrong with code? - code: |- - insects = ['🐝', '🦋', '🕷', '🐞'] - your_favorite = {ask} 'what is your favorite insect?' - {for} insect in insects: - {if} your_favorite == '🐝' {or} your_favorite == '🐞': - {print} 'very useful' - {elif} your_favorite == '🕷': - {print} 'it can catch mosquitoes' - {else}: - {print} 'almost all insects can be useful one way or another' - mp_choice_options: - - option: '`{or}` cannot be used with `{if}`.' - feedback: Try again. - - option: In the `{for}` command `insect` should be `insects`. - feedback: Not true. - - option: Nothing! - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 9: - question_text: Which one of the codes below gave this output? - code: |- - -5 is negative - -4 is negative - -3 is negative - -2 is negative - -1 is negative - 0 is positive - 1 is positive - 2 is positive - 3 is positive - mp_choice_options: - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Try again! - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number <= 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - - option: "```\n {for} number in range -5 to 3:\n {if} number >= 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Very good! - - option: "```\n {for} number in range -5 to 3:\n {if} number < 0: \n {print} number ' is positive'\n {elif} number <=0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 10: - question_text: What is wrong with this code? - code: |- - {for} number in range 1 to 5: - volume_room = num * num * num - {print} volume_room ' cubic meters' - {if} volume_room > 100: - {print} 'this is a large room' - {elif} volume_room < 100: - {print} 'small room but cosy' - {else}: - {print} 'i will look for something else' - mp_choice_options: - - option: The word num needs quotation marks. - feedback: Try again. - - option: The `{if}` command is not used correctly. - feedback: Not true. - - option: Line 3 should be `volume_room = number * number * number`. - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' diff --git a/content/quizzes/uz.yaml b/content/quizzes/uz.yaml index af20594b364..0967ef424bc 100644 --- a/content/quizzes/uz.yaml +++ b/content/quizzes/uz.yaml @@ -1,4223 +1 @@ -levels: - 1: - 1: - question_text: What's this programming language called? - mp_choice_options: - - option: Hedy - feedback: Good job! - - option: Heddy - feedback: Not this one! - - option: Haydie - feedback: Not this one! - - option: Heidi - feedback: Not this one! - hint: It's named after Hedy Lamarr. - correct_answer: A - question_score: '10' - 2: - question_text: Which need to be filled in on the blanks to make the text Hello! appear? - code: _ Hello! - mp_choice_options: - - option: '`{echo}`' - feedback: '`{echo}` repeats a given answer.' - - option: '`{print}`' - feedback: Correct! - - option: '`hello`' - feedback: Hello isn't a command. - - option: '`{ask}`' - feedback: With `{ask}`, you can ask a question. - hint: _ Hello world! - correct_answer: B - question_score: '10' - 3: - question_text: How do you ask what someone's favorite color is? - mp_choice_options: - - option: |- - ``` - {print} What is your favorite color? - ``` - feedback: '`{print}` prints text, but it doesn''t ask questions.' - - option: |- - ``` - {ask} {print} What is your favorite color? - ``` - feedback: You only need one command, not two. - - option: |- - ``` - {ask} What is your favorite color? - ``` - feedback: Great! - - option: |- - ``` - {echo} What is your favorite color? - ``` - feedback: '`{echo}` repeats your answer back to you.' - hint: You can ask something with the `{ask}` command - correct_answer: C - question_score: '10' - 4: - question_text: What is wrong with this code? - code: |- - Hi Im Hedy! - {ask} Who are you? - {echo} Hi... - mp_choice_options: - - option: '`{print}` in line 1 is missing.' - feedback: Correct! - - option: The command in line 2 is spelled wrong. - feedback: The command is spelled correctly. - - option: '`{echo}` isn''t a command.' - feedback: '`{echo}` is a command, there''s another mistake.' - - option: Nothing! This is a perfect code! - feedback: Wrong, look carefully! - hint: Line 1 doesn't seem right - correct_answer: A - question_score: '10' - 5: - question_text: Which command is missing in line 2? - code: |- - {ask} What is your favorite pet? - _ So your favorite pet is... - mp_choice_options: - - option: '`{print}`' - feedback: No, you would like the answer to be repeated back to you. - - option: '`Hedy`' - feedback: Hedy isn't a command. - - option: '`{ask}`' - feedback: With `{ask}` you can ask a question. - - option: '`{echo}`' - feedback: Right on! - hint: You want to see the answer at the end of line 2... - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - {print} Hi im Hedy! - {print} Which football team do you support? - {echo} You support... - {print} Cool! Me too! - mp_choice_options: - - option: In line 1 `{print}` should be replaced with `{ask}`. - feedback: '`{print}` in line 1 is correct.' - - option: In line 2, `{print}` should be replaced with `{ask}`. - feedback: Great! You paid attention! - - option: Line 3 has to begin with `{print}` instead of `{echo}`. - feedback: '`{echo}` is correct.' - - option: In line 4, `{print}` is spelled wrong. - feedback: No, there is a mistake somewhere else - hint: Check the `{print}` commands. - correct_answer: B - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - {print} Welcome at Hedys restaurant! - {ask} What would you like to eat? - {echo} So you want to order ... - {print} Coming right up! Enjoy! - mp_choice_options: - - option: In line 1 `{print}` needs to be replaced with `{ask}` - feedback: Are you sure something is wrong? - - option: In line 1 `{print}` needs to be replaced with `{echo}` - feedback: Are you sure something's wrong? - - option: In line 3 `{echo}` needs to be replaced with `{print}` - feedback: Are you sure something is wrong? - - option: Nothing! This is a perfect code! - feedback: Correct! - hint: Check the code line by line - correct_answer: D - question_score: '10' - 8: - question_text: How do you use the `{echo}` command? - mp_choice_options: - - option: You can use it to `{ask}` a question. - feedback: That's what `{ask}` is for! - - option: You can use it exactly the same way as `{print}`. - feedback: That's what `{print}` is for! - - option: You can use it to repeat an answer. - feedback: Good job! - - option: You can use it to make text disappear. - feedback: That's not right... - hint: '`{echo}` is used after an `{ask}` command.' - correct_answer: C - question_score: '10' - 9: - question_text: What's wrong with this code? - code: |- - {print} Hello! - {print} How are you doing? - {echo} So you are doing... - mp_choice_options: - - option: '`{print}` in line 1 should be `{ask}`' - feedback: No, `{print}` is right. Where is the question being asked? - - option: '`{print}` in line 2 should be `{ask}`' - feedback: Super! - - option: '`{echo}` in line 3 should be `{ask}`' - feedback: No, `{echo}` is right. Where is the question being asked? - - option: Nothing. This is a perfect code! - feedback: Look carefully for the mistake... - hint: '`{ask}` allows you to ask a question' - correct_answer: B - question_score: '10' - 10: - question_text: Which output will be in your output screen after you've run this code? - code: |- - {ask} Are you ready to go to level 2? - {echo} - {echo} - mp_choice_options: - - option: Are you ready to go to level 2? - feedback: There are two `{echo}` commands - - option: |- - Yes! - Yes! - feedback: Great job! - - option: Yes! - feedback: There are two `{echo}` commands - - option: |- - Are you ready to go to level 2? - Yes! - feedback: There are two `{echo}` commands - hint: Let's go! - correct_answer: B - question_score: '10' - 2: - 1: - question_text: Which statement is true? - mp_choice_options: - - option: You can use the `{print}` command to ask questions. - feedback: That is what `{ask}` is for - - option: You can use the `{ask}` command to echo answers. - feedback: That is not true - - option: With the `{print}` command you can make text appear - feedback: Good - - option: With the `{sleep}` command, you can remove text from the screen. - feedback: That's not how `{sleep}` works. - hint: '`{print}` still works the same way as in level 1' - correct_answer: C - question_score: '10' - 2: - question_text: Which code is correct? - mp_choice_options: - - option: |- - ``` - name {is} {ask} What is your name? - ``` - feedback: Super! - - option: |- - ``` - {ask} {is} name What is your name - ``` - feedback: The words are right, the order is not! - - option: |- - ``` - {ask} What is your name? - ``` - feedback: This worked in level 1, but in level 2 and up it works differently. - - option: |- - ``` - {ask} What is your name? {is} name - ``` - feedback: The words are right, the order isn't! - hint: '`{ask}` doesn''t work like in level 1' - correct_answer: A - question_score: '10' - 3: - question_text: What appears on your output screen when you run this code? - code: |- - name {is} Marleen - {print} name goes to the market and she buys an apple. - mp_choice_options: - - option: name goes to the market and she buys an apple. - feedback: The word name is replaced with Marleen - - option: Marleen goes to the market. - feedback: The second part of the sentence isn't left out! - - option: Marleen goes to the market and she buys an apple. - feedback: Right on! - - option: Marleen goes to the market and Marleen buys an apple. - feedback: She is not replaced with the name - hint: The word name is replaced with Marleen - correct_answer: C - question_score: '10' - 4: - question_text: What will you see on the output screen when you run this code? - code: |- - name {is} Hedy - {print} Hi my name is name - mp_choice_options: - - option: Hi my name is name - feedback: The variable name is replaced with Hedy - - option: Hi my name is Hedy - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is name - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is Hedy - feedback: Correct, this mistake will be fixed in level 4! - hint: '''name'' is being replaced with ''Hedy'' in both places' - correct_answer: D - question_score: '10' - 5: - question_text: What happens when you use the `{sleep}` command? - mp_choice_options: - - option: It slows down your computer - feedback: fortunately not! - - option: It closes down Hedy - feedback: fortunately not! - - option: Your program pauses for a second and then continues - feedback: That's right! - - option: You put it at the end so Hedy knows your program is finished - feedback: No it would be useless at the end of your code - hint: The computer waits for a second at the `{sleep}` command - correct_answer: C - question_score: '10' - 6: - question_text: What should be on the lines? - code: |- - {print} And the award for best programming language goes to... - _ - {print} Hedy! - mp_choice_options: - - option: '`{sleep}`' - feedback: Perfect! - - option: '`{echo}`' - feedback: There is nothing to repeat back here - - option: '`{print}`' - feedback: There is no text there to `{print}` there - - option: '`{ask}`' - feedback: There is no question there to be asked - hint: Pause for dramatic effect... - correct_answer: A - question_score: '10' - 7: - question_text: What command should be used on line 2? - code: |- - {print} I will explode in 3 seconds! - _ - {print} BOOM! - mp_choice_options: - - option: |- - ``` - {print} 3 - ``` - feedback: You don't need to `{print}` - - option: |- - ``` - {sleep} 3 - ``` - feedback: Perfect! - - option: |- - ``` - {sleep} - ``` - feedback: This way the bomb will explode in 1 second - - option: |- - ``` - {sleep} {sleep} {sleep} - ``` - feedback: Make it easier on yourself by using the number 3 - hint: You want the computer to wait for 3 seconds - correct_answer: B - question_score: '10' - 8: - question_text: How would you correct the first line of code? - code: |- - {ask} {is} How old are you? - {print} age - mp_choice_options: - - option: |- - ``` - age {ask} {is} How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - {ask} {is} age How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - age {is} {ask} How old are you? - ``` - feedback: You get it! - - option: |- - ``` - age {is} How old are you? - ``` - feedback: Where is the `{ask}` command? - hint: The variable name should come first - correct_answer: C - question_score: '10' - 9: - question_text: What is going wrong in this code? - code: |- - dogs {is} animal - {print} I love animal - mp_choice_options: - - option: 'Line 1 should say: dogs `{is}` animals' - feedback: The variable name is animal - - option: 'Line 1 should say: animal `{is}` dogs' - feedback: Great! - - option: 'Line 2 should say: `{print}` I love animals' - feedback: The variable name is animal - - option: 'Line 2 should say: `{sleep}` I love animals' - feedback: Sleep is not used to `{print}` text - hint: You want to `{print}` 'I love dogs' - correct_answer: B - question_score: '10' - 10: - question_text: What command should be used on the line 1? - code: |- - flavor {is} _ - {print} Your favorite icecream is... - {sleep} - {print} flavor - mp_choice_options: - - option: |- - ``` - {sleep} 3 - ``` - feedback: You want to know the favorite flavor! - - option: |- - ``` - {print} strawberries - ``` - feedback: You do not want a `{print}` command at the middle of the line... - - option: |- - ``` - strawberries, chocolate, vanilla - ``` - feedback: This way you are making a list. You don't want that now. - - option: |- - ``` - {ask} What flavor icecream do you like? - ``` - feedback: That's right! - hint: You want to `{ask}` a question - correct_answer: D - question_score: '10' - 3: - 1: - question_text: What command(s) do you use to let Hedy pick something arbitrarily? - mp_choice_options: - - option: '`{print}`' - feedback: '`{print}` is used to print text' - - option: '`{ask}`' - feedback: '`{ask}` is used to ask a question' - - option: '`{is}`' - feedback: '`{is}` is used to make a list' - - option: '`{at} {random}`' - feedback: Correct! - hint: Arbitrarily means without a plan or randomly. - correct_answer: D - question_score: '10' - 2: - question_text: What's wrong with this code? - code: |- - animals {is} dog cat cow - {print} animals {at} {random} - mp_choice_options: - - option: 'You need commas in line 1: dog, cat, cow.' - feedback: Good job! - - option: Line 1 needs to start with `{print}`. - feedback: No, you don't need `{print}` - - option: Line 2 needs to say 'animal' instead of 'animals' - feedback: animals is correct. - - option: '`{at} {random}` is spelled incorrectly' - feedback: '`{at} {random}` is the correct spelling' - hint: There's something wrong in line 1 - correct_answer: A - question_score: '10' - 3: - question_text: How do you fix the mistake in line 2? - code: |- - options {is} rock, paper, scissors - {print} rock, paper, scissors {at} {random} - mp_choice_options: - - option: |- - ``` - {at} {random} {print} options - ``` - feedback: You're almost there. The order of the words isn't right yet. - - option: |- - ``` - {print} rock {at} {random} - ``` - feedback: you don't always want the Hedy to {print} rock, sometimes you want scissors or paper. - - option: |- - ``` - {print} options {at} {random} - ``` - feedback: Very good! - - option: Nothing, the code is correct! - feedback: Look carefully for the mistake - hint: The variable (the list) is called options. - correct_answer: C - question_score: '10' - 4: - question_text: What should change in line 2 to print a random price? - code: |- - prices {is} 1 dollar, 100 dollar, 1 million dollar - {print} price {at} {random} - mp_choice_options: - - option: |- - ``` - {print} price - ``` - feedback: You don't want to `{print}` the word price, but you want to `{print}` one price out of your list `{at} {random}` - - option: |- - ``` - {print} prices {at} {random} - ``` - feedback: Great! You've really paid attention. - - option: |- - ``` - {print} {at} {random} price - ``` - feedback: '`{at} {random}` is placed behind the variable.' - - option: Nothing, this code is alright. - feedback: Look carefully for the mistake you missed! - hint: The variable name is prices - correct_answer: B - question_score: '10' - 5: - question_text: What is wrong in this code? - code: |- - question {is} {ask} What do you want to know? - {print} question - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 1 needs to say `{print}` instead of `{ask}` - feedback: No, that's not wrong. - - option: Line 2 needs to say `{ask}` instead of `{print}` - feedback: No that's not wrong. - - option: Line 2 needs to say answers `{at} {random}` `{is}` yes, no, maybe - feedback: No, that's not wrong. - - option: Nothing, this code is perfect - feedback: That's right! - hint: Does this code even have a mistake? - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 2 needs to say question instead of answers - feedback: No that's not right - - option: Line 2 needs the `{is}` command - feedback: Correct - - option: Line 3 needs to say answer instead of answers - feedback: No the variable's called answers - - option: Nothing! This code is great! - feedback: Actually, line 2 has a mistake. - hint: There is something wrong with line 2. - correct_answer: B - question_score: '10' - 7: - question_text: What does the `{add}` command do? - code: |- - books {is} Harry Potter, The Hobbit, Green Eggs and Ham - your_book {is} {ask} What is your favorite book? - {add} your_book {to} books - {print} books {at} {random} - mp_choice_options: - - option: The `{add}` command removes a random book from the list - feedback: The remove command removes, the add command adds - - option: The `{add}` command adds a random book to a list - feedback: It doesn't. It adds your answer to the list! - - option: The `{add}` command adds your favorite book to the list - feedback: Correct! - - option: The `{add}` command prints your favorite book. - feedback: No, it adds your favorite book to the list - hint: The `{add}` command adds a book, but which one? - correct_answer: C - question_score: '10' - 8: - question_text: What is the output of this code? - code: |- - crisps {is} sea salt, paprika, sour cream - {remove} sea salt {from} crisps - {remove} paprika {from} crisps - {print} crisps {at} {random} - mp_choice_options: - - option: You can't tell, because Hedy will `{print}` one of the 3 flavors `{at} {random}` - feedback: Take a look at the `{remove}` commands - - option: sea salt - feedback: sea salt is removed from the list - - option: paprika - feedback: Paprika is removed from the list - - option: sour cream - feedback: That's right! - hint: There are 3 flavors, bit 2 are removed. Which one remains? - correct_answer: D - question_score: '10' - 9: - question_text: What's wrong with this code? - code: |- - colors {is} blue, purple, green - chosen_color {is} {ask} Which hair color wouldn't you like to have? - {remove} chosen_color {from} colors - {print} I will dye my hair color {at} {random} - mp_choice_options: - - option: 'Line 3 should say: `{remove}` blue `{from}` colors' - feedback: Maybe you want blue hair though! - - option: Line 3 should have an `{add}` command instead of a `{remove}` command - feedback: You want to remove the chosen color so `{remove}` is right. - - option: In line 4 the variable should be called colors instead of color - feedback: Great job! - - option: Nothing, this is a correct code! - feedback: Find the mistake! - hint: Look at line 4 - correct_answer: C - question_score: '10' - 10: - question_text: What should be on the _? - code: |- - walkers {is} dad, mom, Sam, Petra - walked_yesterday {is} {ask} Who walked the dogs yesterday? - {print} walked_yesterday shouldn't have to walk the dogs again today - _ - {print} walkers {at} {random} , it's your turn to walk the dogs! - mp_choice_options: - - option: |- - ``` - {remove} walked_yesterday {from} walkers - ``` - feedback: Super! - - option: |- - ``` - {remove} walked_yesterday {to} walkers - ``` - feedback: '`{remove} {from}` or `{add} {to}`, not `{remove} {to}`' - - option: |- - ``` - {remove} walkers {from} yesterday - ``` - feedback: yesterday is not a variable - - option: |- - ``` - {add} walked_yesterday {to} walkers - ``` - feedback: This increased the chance that the person who walked yesterday now has to do it again. That's mean. - hint: The person who walked the dogs yesterday should be removed from the list. - correct_answer: A - question_score: '10' - 4: - 1: - question_text: Which of these codes is correct? - mp_choice_options: - - option: |- - ``` - {print} 'Im very excited to take this quiz!' - ``` - feedback: That's right - - option: |- - ``` - {print} Im very excited to take this quiz! - ``` - feedback: '{print} now needs quotation marks!' - - option: |- - ``` - {print} 'I'm very excited to take this quiz!' - ``` - feedback: do not use apostrophe or use backticks instead - - option: |- - ``` - {print} 'I'm very excited to take this quiz! - ``` - feedback: careful when using quotes and apostrophe - hint: In level 4 you need quotation marks for 2 commands. - correct_answer: A - question_score: '10' - 2: - question_text: Which code uses the proper quotation marks? - mp_choice_options: - - option: |- - ``` - {print} `hello` - ``` - feedback: This quotation mark is skewed, you need a straight one. - - option: |- - ``` - {print} 'hello' - ``` - feedback: Correct - - option: |- - ``` - {print} hello - ``` - feedback: There are no quotation marks here! - - option: |- - ``` - {print} ,hello, - ``` - feedback: This is a comma, you need quotation marks. - hint: Pick the right quotation marks. - correct_answer: B - question_score: '10' - 3: - question_text: Where are the quotation marks used correctly? - mp_choice_options: - - option: |- - ``` - {print} Hi Im Hedy - ``` - feedback: Add quotation marks please! - - option: |- - ``` - {print} 'Hi Im Hedy - ``` - feedback: Both before and after the words you want to print should be a quotation mark. - - option: |- - ``` - '{print} Hi Im Hedy' - ``` - feedback: The first quotation mark should be behind the word `{print}` - - option: |- - ``` - {print} 'Hi Im Hedy' - ``` - feedback: Perfect! - hint: Both before and after the words you want to print should be a quotation mark. - correct_answer: D - question_score: '10' - 4: - question_text: Which statement is true? - mp_choice_options: - - option: 'You need quotation marks around the word `{print}`, like this: `''{print}''`.' - feedback: The quotation marks shouldn't be around the command itself. - - option: You need quotation marks around the words you want to print. - feedback: Super! - - option: You do not need quotation marks when using the `{ask}` command - feedback: Both `{print}` and `{ask}` require quotation marks - - option: You can choose yourself whether to use quotation marks or not. - feedback: Unfortunately, Hedy is stricter than that. - hint: From level 4 on you need to use quotation marks. - correct_answer: B - question_score: '10' - 5: - question_text: What has to be changed in order for the game to work? - code: |- - options {is} rock, paper, scissors - {print} 'options {at} {random}' - mp_choice_options: - - option: |- - ``` - '{print} options {at} {random}' - ``` - feedback: Never put the quotation mark in front of the `{print}` command. - - option: |- - ``` - {print} 'options' {at} {random} - ``` - feedback: options is a variable. You don't literally want to print 'options {at} {random}'. - - option: |- - ``` - {print} options {at} {random} - ``` - feedback: That's right - - option: Nothing, the game already works! - feedback: Look carefully. There is an error. - hint: You don't want Hedy to literally print 'options {at} {random}', you want it to print 'rock' or 'paper' or 'scissors'. - correct_answer: C - question_score: '10' - 6: - question_text: What would be a good next line in this code? - code: prices {is} 1 dollar, 100 dollars, 1 million dollars - mp_choice_options: - - option: |- - ``` - {print} 'You win...' prices {at} {random} - ``` - feedback: Great! You get it! - - option: |- - ``` - {print} You win... 'prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}' - - option: |- - ``` - {print} You win... prices {at} {random} - ``` - feedback: You need some quotation marks! - - option: |- - ``` - {print} 'You win... prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}'' - hint: 'Think carefully: what is a variable and should be outside of the quotation marks? And what are normal words that should be inside?' - correct_answer: A - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: Correct! - - option: Quotation marks are missing in line 2 - feedback: A variable doesn't need quotes - - option: Quotation marks are missing in line 3 - feedback: You don't want Hedy to literally print 'answers {at} {random}' so no quotation marks needed here! - - option: Nothing, this code is good as is! - feedback: Look carefully. You missed a mistake! - hint: Check each line on whether they'd need quotation marks or not. - correct_answer: A - question_score: '10' - 8: - question_text: What would be a good next line for this code? - code: |- - {print} 'Welcome at the money show!' - {print} 'In front of you are 3 doors' - door {is} {ask} 'Which door do you choose?' - mp_choice_options: - - option: |- - ``` - {print} So you pick door door - ``` - feedback: We need quotation marks - - option: |- - ``` - {print} 'So you pick ' door door - ``` - feedback: If the player chooses door 3, Hedy will say 'So you pick 3 3 - - option: |- - ``` - {print} 'So you pick door ' door - ``` - feedback: Super! - - option: |- - ``` - {print} 'So you pick door door' - ``` - feedback: Hedy will literally print 'So you pick door door - hint: The second word door should be replaced with the number, the first should still be the word door... - correct_answer: C - question_score: '10' - 9: - question_text: What will never appear in your output screen? - code: |- - clubs {is} Real Madrid, Bayern Munchen, Manchester United, Ajax - {print} clubs {at} {random} ' is going the win the champions league' - mp_choice_options: - - option: Ajax is going to win the champions league - feedback: Hedy could `{print}` that - - option: Real Madrid is going to win the champions league - feedback: Hedy could `{print}` that - - option: Bayern Munchen is going to win the champions league - feedback: Hedy could `{print}` that - - option: FC Barcelona is going to win the champions league - feedback: That's right. It's not in the list - hint: What are Hedy's options to randomly pick from? - correct_answer: D - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - people {is} mom, dad, Emma, Sophie - {print} The dishes are done by... - {print} people {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: A list doesn't need quotation marks - - option: Quotation marks are missing in line 2 - feedback: Correct - - option: Quotation marks are missing in both line 2 and 3 - feedback: Line 3 doesn't need quotation marks because it's not printed literally - - option: Nothing, this code has no mistakes - feedback: You missed one! - hint: One line needs quotation marks, because you want it to be printed literally. - correct_answer: B - question_score: '10' - 5: - 1: - question_text: Which command should be filled in on the _? - code: |- - number {is} {ask} 'What is your lucky number?' - {if} number {is} 5 {print} 'Mine too!' - _ {print} 'My lucky number is 5!' - mp_choice_options: - - option: '`{print}`' - feedback: There already is a `{print}` command. - - option: '`{if}`' - feedback: The `{if}` command is used in the line above. - - option: '`{sleep}`' - feedback: That's not it! - - option: '`{else}`' - feedback: That's right! - hint: Which one goes together with the `{if}` command? - correct_answer: D - question_score: '10' - 2: - question_text: What appears in your output screen when you type in the name Hedy? - code: |- - name {is} {ask} 'What is your name?' - {if} name {is} Hedy {print} 'fun' {else} {print} 'less fun' - mp_choice_options: - - option: fun - feedback: That's right! - - option: less fun - feedback: If the name is Hedy, it will say 'fun'' - - option: Hedy - feedback: No, it doesn't print the name - - option: Error - feedback: Fortunately not! - hint: '`{if}` name `{is}` Hedy `{print}` ...?' - correct_answer: A - question_score: '10' - 3: - question_text: What is the right password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct! - feedback: This is printed when you type in the correct password - - option: SECRET - feedback: That's right!' - - option: password - feedback: The password isn't password... - - option: ALARM INTRUDER - feedback: This is printed when you type in the incorrect password! - hint: '`{if}` password `{is}` ... `{print}` ''Correct!''' - correct_answer: B - question_score: '10' - 4: - question_text: What does Hedy print when you type in the wrong password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct - feedback: That's printed if the correct answer is given, not the wrong one... - - option: SECRET - feedback: That's not the right answer - - option: Wrong! - feedback: No, this is not what Hedy will print - - option: ALARM! INTRUDER! - feedback: Great job! - hint: Your computer will sound the alarm for intruders! - correct_answer: D - question_score: '10' - 5: - question_text: Why will Hedy say 'ALARM! INTRUDER' when you type in 'secret'? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Because it needs to be in capitals, so SECRET - feedback: Indeed! - - option: Because the password is alarm - feedback: No, this is not the password. - - option: Because it's spelled wrong. - feedback: That's not how you spell secret - - option: Because Hedy makes a mistake - feedback: No, Hedy is right - hint: The spelling of the word has to be exactly the same. - correct_answer: A - question_score: '10' - 6: - question_text: Which word should be on the place of the blank in the last line? - code: |- - {print} 'Im Hedy the football fortune teller!' - {print} 'I will predict what place your team will end up!' - club is {ask} 'Which club is your favorite?' - {if} club {is} ajax {print} 'Ajax is going to win of course!' - _ {print} 'Sorry, your club is gonna be in last place...' - mp_choice_options: - - option: |- - ``` - {if} - ``` - feedback: '`{if}` is already in the line above' - - option: |- - ``` - {at} {random} - ``` - feedback: No, you need `{else}`. - - option: |- - ``` - {else} - ``` - feedback: Great! - - option: |- - ``` - {print} - ``` - feedback: '`{print}` is already there, we need a word before it!' - hint: '`{if}` goes together with...?' - correct_answer: C - question_score: '10' - 7: - question_text: Which word should be in the place of the blank? - code: |- - {print} 'I can predict if you will be a millionair or not!' - name {is} {ask} 'Whats your name?' - {if} name {is} Hedy {print} 'You will be a millionair!' - {else} _ 'Unfortunately... No big money for you.' - mp_choice_options: - - option: '`{if}`' - feedback: '`{if}` is in the line above.' - - option: '`{at}` `{random}`' - feedback: No, you don't need `{at} {random}`. - - option: '`{else}`' - feedback: There already is an `{else}` command - - option: '`{print}`' - feedback: Awesome! - hint: After `{else}` a `{print}` command follows - correct_answer: D - question_score: '10' - 8: - question_text: Which word should be on the place of the blank? - code: |- - animal {is} {ask} 'What is your favorite animal?' - {if} _ {is} penguin {print} 'Thats my favorite animal too!' - {else} {print} 'Cool! I like penguins.' - mp_choice_options: - - option: |- - ``` - favorite animal - ``` - feedback: That's not the variable name. - - option: |- - ``` - animal - ``` - feedback: Great job! - - option: '`{if}`' - feedback: '`{if}` is already there' - - option: '`{print}`' - feedback: No, that's not it. - hint: What the variable name? - correct_answer: B - question_score: '10' - 9: - question_text: Which door should you choose to escape?? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} - mp_choice_options: - - option: '1' - feedback: Bad choice! You're being eaten - - option: '2' - feedback: Super! You escaped! - - option: '3' - feedback: Bad choice! You're being eaten. - - option: It's a trap, you will always be eaten! - feedback: Luckily not! - hint: One of the doors will keep you safe.. - correct_answer: B - question_score: '10' - 10: - question_text: Which monster is standing behind door 1? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} - mp_choice_options: - - option: Hedy picks a random monster each time. - feedback: Awesome! - - option: vampire - feedback: Not always... - - option: werewolf - feedback: Not always... - - option: giant spider - feedback: Not always... - hint: Mind the last 3 words... monsters `{at} {random}`... - correct_answer: A - question_score: '10' - 6: - 1: - question_text: What's Hedy's output when you run this code? - code: '{print} 2*10' - mp_choice_options: - - option: '20' - feedback: Correct! - - option: '12' - feedback: No, the plus sign is used in addition - - option: 2*10 - feedback: No, Hedy will calculate the answer - - option: '210' - feedback: Mind it's a calculation. - hint: The `*` is used as a multiplication sign - correct_answer: A - question_score: '10' - 2: - question_text: What do you use when you want to add two numbers? - mp_choice_options: - - option: '`-`' - feedback: That's not it - - option: plus - feedback: That's not it - - option: '`*`' - feedback: That's not it - - option: '`+`' - feedback: Correct! - hint: It's the plus sign. - correct_answer: D - question_score: '10' - 3: - question_text: What's Hedy's output when you run this code? - code: '{print} ''3*10''' - mp_choice_options: - - option: '30' - feedback: This would be the right answer if there were no quotation marks. - - option: '13' - feedback: Try again.. - - option: 3*10 - feedback: Correct! There are quotation marks, so Hedy will print it literally. - - option: Nothing, Hedy will give an error message. - feedback: No, Hedy will print it literally. - hint: Mind the quotation marks!! - correct_answer: C - question_score: '10' - 4: - question_text: Kim is 10 years old. What will Hedy print for her? - code: |- - name = {ask} 'How many letters are in your name?' - age = {ask} 'How old are you?' - luckynumber = name*age - {print} 'Your lucky number is...' luckynumber - mp_choice_options: - - option: '30' - feedback: Mind, Hedy also prints 'Your lucky number is...' - - option: '10' - feedback: Please try again. - - option: Your lucky number is... 30 - feedback: That's right! - - option: Your lucky number is... 10 - feedback: Her lucky number is name times age... - hint: 'Kim has 3 letters, she is 10 years old so: letters times age = 3*10 = 30.' - correct_answer: C - question_score: '10' - 5: - question_text: If 5 people eat at this restaurant, how much do they have to pay in total? - code: |- - {print} 'Welcome to Hedys!' - people = {ask} 'How many people are eating with us tonight?' - price = people * 10 - {print} 'That will be ' price 'dollar please' - mp_choice_options: - - option: 5 dollars - feedback: Unfortunately, it's not that cheap. - - option: 10 dollars - feedback: No, it's 10 dollars each. - - option: 15 dollars - feedback: The * means multiplication. - - option: 50 dollars - feedback: Great! - hint: '`price` `is` `people` `times` 10' - correct_answer: D - question_score: '10' - 6: - question_text: How much does a hamburger cost in this virtual restaurant? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = 15 - {if} food {is} fries price = 6 - mp_choice_options: - - option: 15 dollars - feedback: Super! - - option: 6 dollars - feedback: The fries are 6 dollars - - option: 0 dollars - feedback: The hamburger isn't free! - - option: 21 dollars - feedback: That's the price for a hamburger and fries! - hint: Mind the fourth line. - correct_answer: A - question_score: '10' - 7: - question_text: Why does line 7 say 'price is price + 3' instead of 'price is 3'? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = price + 15 - {if} food {is} fries price = price + 6 - drinks is {ask} 'What would you like to drink?' - {if} drinks {is} coke price = price + 3 - {if} drinks {is} water price = price + 1 - {print} price ' dollars please' - mp_choice_options: - - option: It could have been `price = 3` just as well. - feedback: No, that's not true. Hedy needs to add 3 dollars to the total. - - option: Because Hedy doesn't understand `price = 3`. - feedback: Hedy would understand, but it wouldn't be right. - - option: Because Hedy would otherwise forget about the previous order. The price would be 3 dollars in total. - feedback: That's right! - - option: Because the price is 0 dollars to begin with. - feedback: That's true, but not the reason - hint: The price shouldn't be 3, but 3 dollars more than it already was - correct_answer: C - question_score: '10' - 8: - question_text: Why is this code incorrect? - code: |- - correct answer = 3*12 - answer = {ask} 'What is 3 times 12?' - {if} answer {is} correct answer {print} 'Good job!' - {else} {print} 'No... It was ' correct answer - mp_choice_options: - - option: There shouldn't be quotation marks in line 2 - feedback: No, there should be! - - option: The variable is called correct answer, but a variable's name can only be 1 word. So it should be correct_answer - feedback: Correct! - - option: The `{if}` and `{else}` commands should be in the same line. - feedback: No, that's not true. - - option: The variable in line 2 can't be called answer, because it is too similar to the variable correct answer. - feedback: Variable names can be similar, but they can't be 2 words... - hint: Inspect what the variables are called. - correct_answer: B - question_score: '10' - 9: - question_text: Imagine you love football a 10, you've eaten 2 bananas and have washed your hands 3 times today. How smart does the silly fortune teller think you are? - code: |- - {print} 'Im Hedy the silly fortune teller' - {print} 'I will predict how smart you are!' - football = {ask} 'On a scale of 0 to 10 how much do you love football?' - bananas = {ask} 'How many bananas have you eaten this week?' - hygiene = {ask} 'How many times did you wash your hands today??' - result = bananas + hygiene - result = result * football - {print} 'You are ' result 'percent smart.' - mp_choice_options: - - option: 10% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 32% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 50% - feedback: Super! You are 100 percent smart! - - option: 100% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - hint: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - correct_answer: C - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - name _ Hedy - {print} name 'is walking trough the forrest' - mp_choice_options: - - option: You can only fill in the word is on the `_` - feedback: You are allowed to use the `=` sign as well - - option: You can fill in either the word is or the `=` sign on the `_` - feedback: Amazing! - - option: You have to fill in =is= on the `_` - feedback: No, one `=` sign is enough - - option: You can only use the `=` sign when working with numbers, not with words. - feedback: You can also use `=` with words. - hint: '`{is}` and `=` are both allowed' - correct_answer: B - question_score: '10' - 7: - 1: - question_text: How many lines can you repeat at once with the repeat command at this level? - mp_choice_options: - - option: '0' - feedback: No you can repeat a line. - - option: '1' - feedback: Correct, one line at a time - - option: '3' - feedback: In this level only one line at a time - - option: infinite - feedback: In this level you can only repeat one line at a time - hint: You can only repeat one line at a time - correct_answer: B - question_score: '10' - 2: - question_text: Which code is right? - mp_choice_options: - - option: |- - ``` - {print} 100 {times} 'hello' - ``` - feedback: '`{repeat}` 100 `{times}` `{print}` ''hello''' - - option: |- - ``` - {print} {repeat} 100 {times} 'hello' - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 'hello' 100 {times} - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 100 {times} {print} 'hello' - ``` - feedback: That's right! - hint: First the `{repeat}` command, then the `{print}` command - correct_answer: D - question_score: '10' - 3: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} ''Hello!''' - mp_choice_options: - - option: Right - feedback: No, a word is missing - - option: Wrong, the word `{repeat}` is missing - feedback: The word `{repeat}` is there, another word is missing - - option: Wrong, the word `{times}` is missing - feedback: The word `{times}` is there, another word is missing. - - option: Wrong, the word `{print}` is missing - feedback: Correct - hint: 'It should be: `{repeat}` 100 `{times}` `{print}` ''Hello''' - correct_answer: D - question_score: '10' - 4: - question_text: Which word is wrong in the code? - code: |- - {print} 'I'm blue' - {repeat} 7 {times} {print} 'da ba dee, da ba da' - mp_choice_options: - - option: '`I''m`' - feedback: That's right! - - option: '`{print}`' - feedback: '`{print}` is spelled correctly' - - option: '`{repeat}`' - feedback: '`{repeat}` is spelled correctly' - - option: '`{times}`' - feedback: '`{times}` is spelled correctly' - hint: I'm is wrong, you can't use apostrophes in a sentence - correct_answer: A - question_score: '10' - 5: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} {print} ''Hedy is awesome!''' - mp_choice_options: - - option: Correct - feedback: That's right! - - option: Wrong - feedback: That's not it - hint: The code is correct! - correct_answer: A - question_score: '10' - 6: - question_text: What will be the output from this code? - code: |- - {print} 'The wheels on the bus go' - {repeat} 3 {times} {print} ' round and round' - mp_choice_options: - - option: |- - ``` - the wheels on the bus go - round and round - ``` - feedback: Only the second line is repeated 3 times - - option: |- - ``` - the wheels on the bus go - the wheels on the bus go - the wheels on the bus go - round and round - ``` - feedback: Only the second line is repeated 3 times - - option: |- - ``` - the wheels on the bus go - round and round - the wheels on the bus go - round and round - the wheels on the bus go - round and round - ``` - feedback: Only the second line is repeated 3 times - - option: |- - ``` - the wheels on the bus go - round and round - round and round - round and round - ``` - feedback: All through the town! Perfect! - hint: Only 'round and round' is repeated 3 times. - correct_answer: D - question_score: '10' - 7: - question_text: What will be the output from this code? - code: |- - {repeat} 2 {times} {print} 'We will' - {print} 'ROCK YOU!' - mp_choice_options: - - option: |- - ``` - We will We will - ROCK YOU! - ``` - feedback: '''We will'' won''t appear twice in the same line' - - option: |- - ``` - We will - We will - ROCK YOU! - ``` - feedback: Great! - - option: |- - ``` - We will - ROCK YOU! - We will - ROCK YOU! - ``` - feedback: ROCK YOU! won't be repeated - - option: |- - ``` - We will - ROCK YOU! - feedback: Mind the `{repeat}` command - hint: Mind the `{repeat}` command. - correct_answer: B - question_score: '10' - 8: - question_text: What Hedy code belongs to this output? - code: |- - Here comes the sun - Do do do do - Here comes the sun - And I say - Its alright - mp_choice_options: - - option: |- - ``` - {print} 'Here comes the sun' - {print} 'Do do do do' - {print} 'Here comes the sun' - {print} 'And I say' - {print} 'Its alright' - ``` - feedback: Awesome, you can't use the `{repeat}` command here. - - option: |- - ``` - {repeat} 2 {times} {print} 'Here comes the sun' - {print} 'And I say' - {print} 'Its alright' - feedback: Where did you leave 'Do do do do'? - - option: |- - ``` - {repeat} 2 {times} {print} 'Here comes the sun' - {print} 'Do do do do' - {print} 'And I say' - {print} 'Its alright' - ``` - feedback: This is not the correct order.. - - option: |- - ``` - {repeat} 2 {times} {print} 'Here comes the sun' - {repeat} 2 {times} {print} 'Do do' - {print} 'And I say' - {print} 'Its alright' - ``` - feedback: This is not the correct order.. - hint: '`{repeat}` can only be used if you want to execute the same line multiple times in a row.' - correct_answer: A - question_score: '10' - 9: - question_text: What Hedy code belongs to this output? - code: |- - Batman was flying through Gotham. - When suddenly he heard someone screaming... - Help! - Help! - Help! - Please help me! - mp_choice_options: - - option: |- - ``` - {print} 'Batman was flying through Gotham. ' - {print} 'When suddenly he heard someone screaming!' - {print} 'Help!' - {repeat} 3 {times} {print} 'Please help me!' - ``` - feedback: Your repeated line is incorrect. - - option: |- - ``` - {print} 'Batman was flying through Gotham.' - {print} 'When suddenly he heard someone screaming!' - {repeat} 3 {times} 'Help!' - {print} 'Please help me!' - ``` - feedback: The `{print}` command is missing on line 3. - - option: |- - ``` - {print} Batman was flying through Gotham. - {print} When suddenly he heard someone screaming! - {repeat} 3 {times} {print} Help! - {print} Please help me! - ``` - feedback: You're missing the quotation marks - - option: |- - ``` - {print} 'Batman was flying through Gotham.' - {print} 'When suddenly he heard someone screaming!' - {repeat} 3 {times} {print} 'Help!' - {print} 'Please help me!' - ``` - feedback: Perfect - hint: '''Help!'' is repeated 3 times.' - correct_answer: D - question_score: '10' - 10: - question_text: Which code belongs to this output? - code: |- - if youre happy and you know it clap your hands - if youre happy and you know it clap your hands - if youre happy and you know it and you really want to show it - if youre happy and you know it clap your hands - mp_choice_options: - - option: |- - ``` - {repeat} 2 {times} 'if youre happy and you know it clap your hands' - {print} 'if youre happy and you know it and you really want to show it' - {print} 'if youre happy and you know it clap your hands' - ``` - feedback: Almost! the first line needs an extra word - - option: |- - ``` - {repeat} 2 {times} {print} 'if youre happy and you know it clap your hands' - {print} 'if youre happy and you know it and you really want to show it' - {print} 'if youre happy and you know it clap your hands' - ``` - feedback: Great! - - option: |- - ``` - {repeat} 3 {times} {print} 'if youre happy and you know it clap your hands' - {print} 'if youre happy and you know it and you really want to show it' - ``` - feedback: This is not in the right order. - - option: |- - ``` - {repeat} 4 {times} 'if youre happy and you know it' - {repeat} 2 {times} 'clap your hands' - {print} 'and you really want to show it' - {print} 'clap your hands' - ``` - feedback: This is not in the right order. - hint: Mind the order of the sentences. - correct_answer: B - question_score: '10' - 8: - 1: - question_text: Which output will be produced by this code? - code: |- - {repeat} 2 {times} - {print} 'Hello' - {print} 'Im Hedy!' - mp_choice_options: - - option: |- - Hello - Im Hedy! - feedback: Everything is printed twice. - - option: |- - Hello - Hello - Im Hedy - feedback: The second line is repeated twice as well. - - option: |- - Hello - Im Hedy! - Hello - Im Hedy! - feedback: Super! - - option: |- - Hello - Hello - Im Hedy! - Im Hedy! - feedback: Everything is printed twice - hint: Both lines are repeated twice. - correct_answer: C - question_score: '10' - 2: - question_text: What is wrong with this code? - code: |- - {repeat} 5 {times} - {print} 'Hedy is cool!' - mp_choice_options: - - option: This should be only one line, not 2. - feedback: No it should be 2 lines. - - option: This `{print}` command has to be removed. - feedback: No, you need it. - - option: There is a spelling mistake in the `{repeat}` command. - feedback: No, `{repeat}` is the correct spelling - - option: The second line needs to start with 4 spaces as indentation. - feedback: Correct! - hint: Something is missing in the second line? - correct_answer: D - question_score: '10' - 3: - question_text: What output will be produced when you run this program? - code: |- - {repeat} 3 {times} - {print} 'Baby shark tututudutudu' - {print} 'Baby shark' - mp_choice_options: - - option: |- - Baby shark tututudutudu - Baby shark - feedback: Mind the `{repeat}` command! - - option: |- - Baby shark tututudutudu - Baby shark - Baby shark tututudutudu - Baby shark - Baby shark tututudutudu - Baby shark - feedback: The last line has no indentation, so it's not repeated. - - option: |- - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark - feedback: Right! - - option: |- - Baby shark tututudutudu - Baby shark - Baby shark - Baby shark - feedback: What is being repeated and what isn't ? - hint: What is being repeated and what is not? - correct_answer: C - question_score: '10' - 4: - question_text: Which output is correct? - code: |- - {print} 'The children went:' - {repeat} 2 {times} - {print} 'Yay!' - {print} 'We are going on vacation!' - mp_choice_options: - - option: |- - The children went: - Yay! - We are going on vacation! - feedback: Mind the `{repeat}` command! - - option: |- - The children went: - Yay! - We are going on vacation! - Yay! - We are going on vacation! - feedback: Correct! - - option: |- - The children went: - Yay! - Yay! - We are going on vacation! - We are going on vacation! - feedback: This order is incorrect. - - option: |- - The children went: - Yay! - Yay! - We are going on vacation! - feedback: The last line is repeated too. - hint: The block under the `{repeat}` command is repeated twice. - correct_answer: B - question_score: '10' - 5: - question_text: What is wrong with this code? - code: |- - end = {ask} 'Do you want a happy or a sad ending?' - {if} end {is} happy {print} 'They lived happily ever after' - {else} {print} 'The world exploded. The end.' - mp_choice_options: - - option: The `{print}` commands on the last two lines should start on new lines and start with 4 spaces. - feedback: That's right! - - option: '`{else}` is not a command!' - feedback: It is! - - option: Lines that start with `{if}` should start with 4 spaces - feedback: That's not true - - option: '`{ask}` is no longer a command' - feedback: That's not true - hint: Something is wrong with indentation - correct_answer: A - question_score: '10' - 6: - question_text: What will be the output of this code when we enter pancakes? - code: |- - {print} 'Welcome to restaurant Hedy' - {repeat} 2 {times} - food {is} {ask} 'What do you want to eat?' - {print} food - mp_choice_options: - - option: |- - Welcome to restaurant Hedy - Pancakes - feedback: There is no repetition in this answer. - - option: |- - Welcome to restaurant Hedy - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: This answer also repeats the welcome message - - option: |- - Welcome to restaurant Hedy - What do you want to eat? - What do you want to eat? - Pancakes - Pancakes - feedback: Almost! But look at the question, it is not repeated. - - option: |- - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: Well done! - hint: The first sentence and question will not be repeated - correct_answer: D - question_score: '10' - 7: - question_text: What is wrong with this code? - code: |- - food = {ask} 'What would you like to eat?' - {if} food {is} fries - sauce = {ask} 'What sauce would you like?' - {print} 'One fries with ' sauce - {if} food {is} pizza - topping = {ask} 'What topping would you like?' - {print} 'One pizza with ' topping - {print} 'Thank you for your order' - mp_choice_options: - - option: Nothing. This code is correct! - feedback: Something is wrong! - - option: You're not allowed to use an `{if}` command after an `{ask}` command. - feedback: You are! - - option: You don't have to use indentation twice. Only in the first `{if}` command. - feedback: You always have to use indentation. - - option: The indentation is wrong in the first `{if}` command. - feedback: That's right. - hint: Take a careful look at the indentation. - correct_answer: D - question_score: '10' - 8: - question_text: In which of the codes is the indentation done right? - mp_choice_options: - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are wrong! - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are wrong! - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are... right! - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are wrong! - hint: What should happen if the person is right? And what else? - correct_answer: C - question_score: '10' - 9: - question_text: What line(s) in this code should start with 4 spaces? - code: |- - 1 music = {ask} 'What is your favorite music genre?' - 2 {if} music {is} rock - 3 {print} '🤘' - 4 {else} - 5 {print} '👎' - mp_choice_options: - - option: Line 2 and 4 - feedback: The lines after the `{if}` and `{else}` command should start with 4 spaces - - option: Only line 3 - feedback: Not only 3... - - option: Line 3, 4 and 5 - feedback: Line 4 shouldn't - - option: Line 3 and 5 - feedback: Great job! - hint: The lines after an `{if}` or `{else}` command should start with 4 spaces. - correct_answer: D - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - 1 level = {ask} 'What level are you on?' - 2 {if} level {is} 8 - 3 {print} 'Great job!' - mp_choice_options: - - option: All lines should start with 4 spaces - feedback: That's not true - - option: Line 2 and 3 should start with 4 spaces - feedback: That's not true - - option: Line 2 should start with 4 spaces - feedback: That's not true - - option: Line 3 should start with 4 spaces - feedback: You are correct! - hint: Only one line starts with 4 spaces, but which one...? - correct_answer: D - question_score: '10' - 9: - 1: - question_text: What is wrong with this code? - code: |- - {repeat} 3 {times} - food = {ask} 'What would you like to eat?' - {if} food {is} fries - sauce = {ask} 'What sauce would you like?' - {print} 'One fries with ' sauce - {if} food {is} pizza - topping = {ask} 'What topping would you like?' - {print} 'One pizza with ' topping - {print} 'Thank you for your order' - mp_choice_options: - - option: Nothing, this code is correct! - feedback: That's right! - - option: You're not allowed to use an `{if}` command after an `{ask}` command. - feedback: You are! - - option: You don't have to use indentation twice. - feedback: You always have to use indentation. - - option: The indentation is wrong in the last `{if}` command. - feedback: It is not the indentation. - hint: All the indentation is done correctly. - correct_answer: A - question_score: '10' - 2: - question_text: What will be printed after entering the correct password? - code: |- - password = {ask} 'What is the password?' - correct_password = Hedy - {if} password {is} correct_password - {repeat} 2 {times} - {print} 'Good job!' - {print} 'You can use the computer!' - {else} - {print} 'The computer will explode in 5... 4... 3... 2... 1...' - mp_choice_options: - - option: |- - ``` - Good job! - Good job! - ``` - feedback: That's not it! - - option: |- - ``` - The computer will explode in 5... 4... 3... 2... 1... - ``` - feedback: That's not it! - - option: |- - ``` - Good job! - Good job! - You can use the computer! - ``` - feedback: That's not it! - - option: |- - ``` - Good job! - You can use the computer! - Good job! - You can use the computer! - ``` - feedback: Correct! - hint: Everything under the `{repeat}` command is repeated twice. - correct_answer: D - question_score: '10' - 3: - question_text: Which case should you choose to win a million dollars? - code: |- - {print} 'Choose the right case and win!' - case = {ask} 'Which case will you pick? 1 or 2?' - {if} case {is} 1 - action = {ask} 'Open it or sell it?' - {if} action {is} sell - {print} 'You sell your case for 10 dollars' - {if} action {is} open - {print} 'You open the case and win an apple pie' - {if} case {is} 2 - action = {ask} 'Open it or sell it?' - {if} action {is} sell - {print} 'You sell the case for 500 dollars' - {if} action {is} open - {print} 'You open the case and win a million dollars!' - mp_choice_options: - - option: case 1, sell - feedback: You don't win a million! - - option: case 1, open - feedback: You don't win a million - - option: case 2, sell - feedback: You don't win a million - - option: case 2, open - feedback: Great job! You win! - hint: Follow the right path - correct_answer: D - question_score: '10' - 4: - question_text: Which statement is true? - code: |- - name = {ask} 'What is your name?' - size = {ask} 'What is your shoe size?' - {if} size {is} 38 - {if} name {is} Cinderella - {print} '❤️❤️❤️' - {else} - {print} 'You are not the one!' - {else} - {print} 'Ill keep looking' - mp_choice_options: - - option: Sleeping Beauty with shoe size 38 gets the output 'Ill keep looking' - feedback: No, she gets 'You are not the one!' - - option: Cinderella with shoe size 40 gets the output '❤️❤️❤️' - feedback: No, she gets 'Ill keep looking' - - option: Sleeping Beauty with shoe size 40 gets the output 'Ill keep looking' - feedback: That's right! - - option: Cinderella with shoe size 38 gets the output 'Ill keep looking' - feedback: No she gets '❤️❤️❤️' - hint: No matter what your name is, if you have shoe size 40 you will get the message 'Ill keep looking'. - correct_answer: C - question_score: '10' - 5: - question_text: Which code produced this output? - output: |- - Icecream is the best! - Icecream is the best! - Icecream is the best! - mp_choice_options: - - option: |- - ``` - dessert = {ask} 'What is your favorite type of dessert?' - {if} dessert {is} icecream - {repeat} 3 {times} - {print} 'Icecream is the best!' - ``` - feedback: Don't forget the indentation after `{repeat}` commands. - - option: |- - ``` - dessert = {ask} 'What is your favorite type of dessert?' - {if} dessert {is} icecream - {repeat} 3 {times} - {print} 'Icecream is the best!' - ``` - feedback: Use indentation after an `{if}` command - - option: |- - ``` - dessert = {ask} 'What is your favorite type of dessert?' - {if} dessert {is} icecream - {repeat} 3 {times} - {print} 'Icecream is the best!' - ``` - feedback: Perfect - - option: |- - ``` - {repeat} 3 {times} - dessert = {ask} 'What is your favorite type of dessert?' - {if} dessert {is} icecream - {repeat} 3 {times} - {print} 'Icecream is the best!' - ``` - feedback: There are 2 `{repeat}` commands in this code. - hint: Watch the indentation - correct_answer: C - question_score: '10' - 6: - question_text: After which command(s) should you use indentation (starting the next line with 4 spaces)? - mp_choice_options: - - option: '`{if}`' - feedback: Don't forget the others - - option: '`{if}` `{repeat}`' - feedback: Don't forget `{else}`! - - option: '`{if}` `{else}` `{repeat}`' - feedback: Keep it up! - - option: '`{if}` `{else}` `{repeat}` `{print}`' - feedback: Not with `{print}` - hint: Indentation happens on the line below some commands - correct_answer: C - question_score: '10' - 7: - question_text: You'll get a 5 dollar discount if you order a medium pizza with coke.
But the code has a mistake! How to debug it? - code: |- - {if} food {is} pizza - {if} size {is} medium - {if} drink {is} coke - price = price - 5 - mp_choice_options: - - option: |- - ``` - {if} food {is} pizza - {if} size {is} medium - {if} drink {is} coke - price = price - 5 - ``` - feedback: Amazing! - - option: |- - ``` - {if} food {is} pizza - {if} size {is} medium - {if} drink {is} coke - price = price - 5 - ``` - feedback: The second `{if}` misses code! - - option: |- - ``` - {if} food {is} pizza - {if} size {is} medium - {if} drink {is} coke - price = price - 5 - ``` - feedback: Two consecutive `{if}`s is never correct. - - option: |- - ``` - {if} food {is} pizza - {if} size {is} medium - {if} drink {is} coke - price = price - 5 - ``` - feedback: Almost right. Take another look at the last line - hint: After each `{if}` command, the line below should indent - correct_answer: A - question_score: '10' - 8: - question_text: What is wrong in this code? - code: |- - age = {ask} 'Happy Birthday! How old are you?' - singing = {ask} 'Would you like us to sing?' - {if} singing {is} yes - {repeat} years {times} - {print} 'Hip Hip Hooray' - mp_choice_options: - - option: You can't put two questions in a row - feedback: Yes you can. - - option: The variable called 'age' is later on used as 'years' - feedback: Keen eye! Good job! - - option: You're not allowed to start with 8 spaces, like line 5 does - feedback: You actually must start like that. - - option: A code must always start with a `{print}` command in the first line - feedback: That's not true. - hint: The indentation is done right this time - correct_answer: B - question_score: '10' - 9: - question_text: How many `{if}` commands can be placed inside another `{if}` command? - mp_choice_options: - - option: None, that is not allowed - feedback: You are allowed to - - option: Only 1 - feedback: You could use more if you like - - option: '3' - feedback: You could use more if you like - - option: Infinite, as long as you keep using indentation correctly - feedback: That is true - hint: You can put an `{if}` command inside an `{if}` command. - correct_answer: D - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - 1 {repeat} 2 {times} - 2 {if} level {is} 9 - 3 {print} 'Great job!' - mp_choice_options: - - option: All lines should start with 4 spaces - feedback: Only line 2 and 3 start with spaces - - option: Line 2 and 3 should start with 4 spaces - feedback: Line 3 should start with 8 - - option: Line 2 and 3 should start with 8 spaces - feedback: Line 2 should start with 4 - - option: line 2 should start with 4 spaces and line 3 with 8 - feedback: You are correct! - hint: The first line doesn't start with any spaces - correct_answer: D - question_score: '10' - 10: - 1: - question_text: What do we need to fill in on the `_` if we want to print each compliment? - code: |- - compliments = perfect, great job, amazing - _ - {print} compliment - mp_choice_options: - - option: |- - ``` - {for} each compliment - ``` - feedback: That's not it - - option: |- - ``` - {for} compliment {in} compliments - ``` - feedback: You deserve all those compliments! - - option: |- - ``` - {if} compliment {in} compliments - ``` - feedback: That's not it - - option: |- - ``` - {for} compliments {in} compliment - ``` - feedback: Almost there! - hint: '`{for}` each compliment in the lists of compliments...' - correct_answer: B - question_score: '10' - 2: - question_text: Which output is correct? - code: |- - meals = pizza, pasta, pancakes - {for} meal {in} meals - {print} 'I love ' meal - mp_choice_options: - - option: I love pizza - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pasta - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pancakes - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: |- - I love pizza - I love pasta - I love pancakes - feedback: Great! - hint: Line 2 says for each meal in the list of meals. So each meal is printed. - correct_answer: D - question_score: '10' - 3: - question_text: Which output is correct? - code: |- - animals = dogs, cats, hamsters, chickens - {for} animal {in} animals - {print} animal ' are lovely pets' - mp_choice_options: - - option: dogs are lovely pets - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - - option: dogs, cats, hamsters, chickens are lovely pets - feedback: Each animal gets their own line in the output. - - option: |- - dogs are lovely pets - cats are lovely pets - hamsters are lovely pets - chickens are lovely pets - feedback: Great! - - option: You don't know yet. Because it chooses one of the animals {at} {random}. - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - hint: Line 2 says {for} each animal in the list of animals. So each animal is printed - correct_answer: C - question_score: '10' - 4: - question_text: What's wrong with this code? - code: |- - groceries = apples, bread, milk - {for} item {in} groceries - {print} 'We need ' groceries - mp_choice_options: - - option: Line 2 needs to start with 4 spaces as indentation - feedback: No it doesn't. Only line 3 needs indentation, which it has. - - option: Line 3 does not need to start with 4 spaces as indentation - feedback: Line 2 is a `{for}`command so line 3 does need to start with an indent. - - option: Line 3 should say item instead of groceries - feedback: Good job! - - option: Line 2 should say groceries instead of item - feedback: No it does not. - hint: Line 2 says `{for}` each item in the list of groceries - correct_answer: C - question_score: '10' - 5: - question_text: What word should be on the `_` with these digital dice? - code: |- - {print} 'Welcome to the digital dice!' - players = Ann, John, Jesse - choices = 1, 2, 3, 4, 5, 6 - {for} player {in} players - {print} player ' throws ' _ {at} {random} - mp_choice_options: - - option: players - feedback: It would say 'Ann throws Jesse', instead of 'Ann throws 6'. - - option: choices - feedback: That's right! - - option: choice - feedback: You are very close. But you need Hedy to pick from the list called 'choices' not 'choice'... - - option: dice - feedback: Look at the names of the variables. - hint: Hedy needs to pick a number `{at} {random}` - correct_answer: B - question_score: '10' - 6: - question_text: Which of the answers below is a possible outcome when you run the code? - code: |- - choices = rock, paper, scissors - players = Kelly, Meredith - {for} player {in} players - {print} player ' chooses ' choices {at} {random} - mp_choice_options: - - option: |- - ``` - Kelly chooses rock - ``` - feedback: Meredith wants to play too! - - option: |- - ``` - Meredith chooses scissors - Kelly chooses rock - ``` - feedback: So close! But Kelly is first in the list, so she goes first - - option: |- - ``` - Meredith chooses paper - ``` - feedback: Kelly wants to play too! - - option: |- - ``` - Kelly chooses paper - Meredith chooses scissors - ``` - feedback: Amazing! - hint: Each player will pick an option. The player that's first on the list will go first. - correct_answer: D - question_score: '10' - 7: - question_text: What line should be on the `_` in this code that decides what these people will have for dinner? - code: |- - names = Ron, Leslie, April, Andy - food = pasta, fries, salad - _ - {print} name ' has to eat ' food {at} {random} ' for dinner' - mp_choice_options: - - option: |- - ``` - {for} name {in} names - ``` - feedback: You are on fire! - - option: |- - ``` - {for} names {in} name - ``` - feedback: No it should be for each name in the list nameS, so the other way around - - option: |- - ``` - {for} food {in} food - ``` - feedback: Each name should be told what they will have for dinner. - - option: |- - ``` - {for} name {in} food - ``` - feedback: Each name should be told what they will have for dinner. - hint: Each name should be told what they will have for dinner. - correct_answer: A - question_score: '10' - 8: - question_text: What should be on the `_` in this code that decides which color shirt you get? - code: |- - names = Donna, Tommy, Ben - colors = blue, red, purple - {for} name {in} names - {print} _ - mp_choice_options: - - option: |- - ``` - 'name gets a color shirt' - ``` - feedback: That's not it! - - option: |- - ``` - name 'gets a ' colors {at} {random} ' shirt' - ``` - feedback: Great job! This was a hard one! - - option: |- - ``` - names 'gets a ' color {at} {random} ' shirt' - ``` - feedback: You want each name printed. So the first word should not be names but... - - option: |- - ``` - people ' gets a colors shirt' - ``` - feedback: There is no variable named people.. - hint: Mind the quotation marks and the names of the variables - correct_answer: B - question_score: '10' - 9: - question_text: What is the first question Hedy will ask you when you run the program? - code: |- - courses = appetizer, main course, dessert - names = Timon, Onno - {for} name {in} names - {for} course {in} courses - food = {ask} name ', what would you like to eat as your ' course '?' - {print} name ' orders ' food ' as their ' course - mp_choice_options: - - option: Timon, what would you like to eat as your appetizer? - feedback: Perfect! - - option: Onno, what would you like to eat as your appetizer? - feedback: Timon is first on the list! - - option: Timon, what would you like to eat as your dessert? - feedback: Appetizers are first in the list - - option: You don't know that. Hedy will choose `{at} {random}`. - feedback: There is no `{at} {random}` in this code... - hint: The first options from both lists are chosen. - correct_answer: A - question_score: '10' - 10: - question_text: What is true about this code? - code: |- - prizes = 1 million dollars, car, sandwich - names = Bob, Patrick, Sandy, Larry - {for} prize {in} prizes - {print} 'The ' prize ' is won by ' names {at} {random} - mp_choice_options: - - option: Everybody will always win a prize. - feedback: That is not true, you could end up without a prize. - - option: All the prizes always go to one single person. - feedback: That is not true. All the prizes are given away, but to random people - - option: Larry will never win a prize - feedback: That is not true. Larry has the same odds as the others - - option: Someone might win two prizes - feedback: You get it! - hint: Try to imagine the output of this code. - correct_answer: D - question_score: '10' - 11: - 1: - question_text: What word should be at the place of the blank? - code: |- - {for} i {in} _ 1 {to} 10 - {print} i - mp_choice_options: - - option: '`counter`' - feedback: 'No' - - option: '`{range}`' - feedback: Correct - - option: '`{if}`' - feedback: 'No' - - option: '`{for}`' - feedback: 'No' - hint: What did you learn in this level? - correct_answer: B - question_score: '10' - 2: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 1 {to} 3 - {print} i - mp_choice_options: - - option: |- - ``` - 1 - 2 - 3 - ``` - feedback: Correct! - - option: |- - ``` - 1 2 3 - ``` - feedback: That's not it - - option: |- - ``` - 1, 2, 3 - ``` - feedback: That's not it - - option: |- - ``` - 123 - ``` - feedback: That's not it - hint: How do the numbers appear in the screen? - correct_answer: A - question_score: '10' - 3: - question_text: Which code was used to get this output? - output: |- - 1 - 2 - 3 - 4 - 5 - Once I caught a fish alive! - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Perfect - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: This code won't work. You need an indent after {for}. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Now Hedy will count '1 Once I caught a fish alive!, 2 Once I caught a fish alive! etc. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} 'i' - {print} 'Once I caught a fish alive!' - ``` - feedback: i is a variable and shouldn't have quotation marks - hint: First all the numbers, then the sentence - correct_answer: A - question_score: '10' - 4: - question_text: Which code was used to get this output? - output: |- - 10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0 - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 0 {to} 10 - {print} i - ``` - feedback: Now Hedy prints the numbers from 0 to 10 instead of 10 to 0. - - option: |- - ``` - {for} i {in} {range} 0 {to} 10 - {print} -1 * i - ``` - feedback: Hedy would print negative numbers in this case. - - option: |- - ``` - {for} i {in} {range} 10 {to} 0 - {print} i - ``` - feedback: Unfortunately this does not exist. - - option: |- - ``` - {for} i {in} {range} 0 {to} 10 - {print} 10 - i - ``` - feedback: That's right! - hint: It has to be a calculation… - correct_answer: D - question_score: '10' - 5: - question_text: What's wrong with this code? - code: |- - {for} i {in} {range} 1 {to} 10 - {print} i - mp_choice_options: - - option: The i in the last line need quotation marks - feedback: No it doesn't. - - option: You can't use `{range}` 1 `{to}` 5 only `{range}` 1 `{to}` 10 - feedback: You could use 1 to 5 just as well! - - option: Line 1 needs to start with an indention. - feedback: Not line 1... - - option: Line 2 needs to start with an indention - feedback: Perfect! - hint: There is something wrong with the indention - correct_answer: D - question_score: '10' - 6: - question_text: How many times does the word Hello appear on your screen when you run the code? - code: |- - {for} i {in} {range} 0 {to} 2 - {print} 'Hello' - mp_choice_options: - - option: 1 time - feedback: 'No' - - option: 2 times - feedback: 'No' - - option: 3 times - feedback: That's right! - - option: Never - feedback: 'No' - hint: 0 also counts. So 0,1,2 that's 3 times. - correct_answer: C - question_score: '10' - 7: - question_text: What should be on the place of the blank? - code: |- - {print} 'Welcome to Hedys diner' - people = {ask} 'How many people will be eating here tonight?' - _ - food = {ask} 'What would you like to order?' - {print} food - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 0 {to} 3 - ``` - feedback: There's not always 3 people - - option: |- - ``` - {for} i {in} {range} 1 {to} guests - ``` - feedback: The variable is not named guests - - option: |- - ``` - {for} i {in} {range} 1 {to} people - ``` - feedback: Great! - - option: |- - ``` - {for} i {in} {range} 0 {to} people - ``` - feedback: That's one order too many! - hint: Use the variable 'people' - correct_answer: C - question_score: '10' - 8: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 23 {to} 25 - {print} 'hi' - mp_choice_options: - - option: |- - ``` - 23 - 24 - 25 - ``` - feedback: The numbers don't appear. It doesn't say `{print}` i. - - option: |- - ``` - 23 hi 24 hi 25 hi - ``` - feedback: The numbers don't appear. It doesn't say `{print}` i - - option: |- - ``` - hi - hi - hi - ``` - feedback: Correct - - option: The word 'hi' will appear 25 times in a row. - feedback: No it will only appear 3 times. - hint: It doesn't say `{print}` i - correct_answer: C - question_score: '10' - 9: - question_text: How many times does Hedy chant Hip Hip Hooray? - code: |- - age = {ask} 'How old are you?' - {for} i {in} {range} 1 {to} age - {print} 'Hip Hip Hoorray!' - mp_choice_options: - - option: 1 time - feedback: Try again - - option: 2 times - feedback: Try again - - option: Never - feedback: Try again - - option: That depends on how old you are - feedback: That's right! - hint: '`{for}` i `{in}` `{range}` 1 `{to}` age' - correct_answer: D - question_score: '10' - 10: - question_text: Which code belongs to this output? - output: |- - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 1 {to} 3 - {print} Baby shark tututudutudu - {print} Baby shark - ``` - feedback: Mind the indentation - - option: |- - ``` - {for} i {in} {range} 1 {to} 3 - {print} Baby shark tututudutudu - {print} Baby shark - ``` - feedback: That's right! - - option: |- - ``` - {for} i {in} {range} 0 {to} 3 - {print} Baby shark tututudutudu - {print} Baby shark - ``` - feedback: '`{range}` 0 `{to}` 3 is 4 times.' - - option: |- - ``` - {for} i {in} {range} 0 {to} 3 - {print} Baby shark tututudutudu - {print} Baby shark - ``` - feedback: '`{range}` 0 `{to}` 3 is 4 times.' - hint: Mind the indentation - correct_answer: B - question_score: '10' - 12: - 1: - question_text: Which output is correct? - code: |- - {print} 'three and a half plus one and a half is...' - {print} 3.5 + 1.5 - mp_choice_options: - - option: '5' - feedback: Don't forget the first line of code! - - option: 3.5 + 1.5 - feedback: This is not the one! - - option: |- - three and a half plus one and a half is... - five - feedback: Take a close look at the second line... - - option: |- - three and a half plus one and a half is... - 5 - feedback: Great job! - hint: Both lines are printed! - correct_answer: D - question_score: '10' - 2: - question_text: Which of these codes is correct? - mp_choice_options: - - option: |- - ``` - flavors {is} vanilla, strawberry, chocolate - {print} 'I would like a ' flavors {at} {random} ' cake.' - ``` - feedback: All the different values of flavors should be in quotation marks. - - option: |- - ``` - 'flavors = vanilla, strawberry, chocolate' - {print} 'I would like a ' flavors {at} {random} ' cake.' - ``` - feedback: All the different values of flavors should be in quotation marks. - - option: |- - ``` - flavors = 'vanilla', 'strawberry', 'chocolate' - {print} 'I would like a ' flavors {at} {random} ' cake.' - ``` - feedback: Alright! - - option: |- - ``` - flavors = 'vanilla, strawberry, chocolate' - {print} 'I would like a ' flavors {at} {random} ' cake.' - ``` - feedback: All the different values of flavors should be in quotation marks. - hint: The second line is the same in each code, pay attention to the first line - correct_answer: C - question_score: '10' - 3: - question_text: What's wrong with this code? - code: |- - favorite_animal = {ask} 'What is your favorite animal?' - {print} 'I like ' favoriteanimal ' too!' - mp_choice_options: - - option: The name of the variable is different in line 1 than in line 2. - feedback: Correct! - - option: The quotation marks aren't used correctly in line 2 - feedback: That's not true - - option: You can't use the = sign when using an {ask} command - feedback: That's not true - - option: Nothing is wrong. - feedback: That's not true - hint: The quotation marks are used correctly - correct_answer: A - question_score: '10' - 4: - question_text: In which lines are quotation marks needed to get the code to work? - code: |- - {print} Welcome to the online shoe shop - category = {ask} What kind of shoes are you looking for? - {if} category = high heels - {print} High heels are 50% off now! - mp_choice_options: - - option: Line 1 and 2 - feedback: 'No' - - option: Line 1, 2 and 3 - feedback: 'No' - - option: Line 1, 2 and 4 - feedback: 'No' - - option: All of the lines - feedback: Perfect! - hint: Does line 3 need quotation marks too? - correct_answer: D - question_score: '10' - 5: - question_text: What output does Agent007 get when they put in the correct password? - code: |- - name {is} {ask} 'What is your name?' - {if} name {is} 'Agent007' - a {is} 'Go to the airport ' - else - a {is} 'Go to the train station ' - password {is} {ask} 'What is the password?' - {if} password {is} 'TOPSECRET' - b {is} 'tomorrow at 02.00' - {else} - b {is} 'today at 10.00' - {print} a + b - mp_choice_options: - - option: Go to the train station today at 10.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 02.00 - feedback: You've cracked the code! - - option: Go to the train station tomorrow at 02.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 10.00 - feedback: The agent won't be catching any bad guys here - hint: The correct password is TOPSECRET - correct_answer: B - question_score: '10' - 6: - question_text: Which line should be filled in at the `_`? - code: |- - {print} 'Welcome to McHedy!' - order = {ask} 'Would you like a hamburger or fries?' - {if} order = 'hamburger' - price = 12 - {if} order = 'fries' - price = 4 - drinks = {ask} 'Would you like a drink with that for 2 dollars?' - {if} drinks = 'yes' - _ - {print} 'That will be ' price ' dollar please' - mp_choice_options: - - option: |- - ``` - price = 14 - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = '14' - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = price + 2 - ``` - feedback: Excellent! - - option: |- - ``` - price = + 2 - ``` - feedback: Almost there! - hint: What if you only order fries and a drink? - correct_answer: C - question_score: '10' - 7: - question_text: Which output does a vegan get? - code: |- - menu = 'cookies', 'cheese', 'grapes' - {print} "It's my birthday! I`ve brought some snacks!" - diet = {ask} 'Do you have any dietary restrictions?' - {if} diet = 'gluten free' - {remove} 'cookies' {from} menu - {if} diet = 'vegan' - {remove} 'cheese' {from} menu - {print} 'For you I have brought: ' - {for} snack {in} menu - {print} snack - mp_choice_options: - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cookies - grapes - feedback: Terrific! - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - feedback: There's more options than just one - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cheese - grapes - feedback: A vegan person can't have cheese - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - cookies - feedback: Almost there, but look at the order of snacks in the list - hint: What item is removed from the list when you answer 'vegan'? - correct_answer: A - question_score: '10' - 8: - question_text: Which code was used to create this output? - code: '3.5' - mp_choice_options: - - option: |- - ``` - {print} '7 / 2' - ``` - feedback: 'No' - - option: |- - ``` - {print} 7 / 2 - ``` - feedback: That is right! - - option: |- - ``` - {print} 7 : 2 - ``` - feedback: 'No' - - option: |- - ``` - {print} 7 * 2 - ``` - feedback: 'No' - hint: 7 devided by 2 is 3.5 - correct_answer: B - question_score: '10' - 9: - question_text: Which code should be filled in in line 1 at the `_`? - code: |- - _ - {print} 'You won ' prizes {at} {random} '!' - mp_choice_options: - - option: |- - ``` - prizes = 'one' 'million' 'dollars', 'nothing' - ``` - feedback: You won nothing - - option: |- - ``` - prizes = 'one million dollars, nothing' - ``` - feedback: You won nothing - - option: |- - ``` - prizes = 'one million dollars', 'nothing' - ``` - feedback: Winner! - - option: |- - ``` - 'prizes' = 'one million dollars', 'nothing' - ``` - feedback: You won nothing - hint: The items on the list should be in quotation marks - correct_answer: C - question_score: '10' - 10: - question_text: Which line of code should be filled in at the `_` to complete the song ? - code: |- - actions = 'clap your hands', 'stomp your feet', 'shout Hurray!' - _ - {for} i {in} {range} 0 {to} 1 - {print} 'if youre happy and you know it' - {print} action - {print} 'if youre happy and you know it and you really want to show it' - {print} 'if youre happy and you know it' - {print} action - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 1 {to} 3 - ``` - feedback: This is a hard one! All the actions on the list must be in the song. - - option: |- - ``` - {for} action {in} actions - ``` - feedback: You are amazing! - - option: |- - ``` - {repeat} 3 {times} - ``` - feedback: This is a hard one! All the actions on the list must be in the song. - - option: |- - ``` - {print} actions {at} {random} - ``` - feedback: This is a hard one! All the actions on the list must be in the song. - hint: This is a hard one! All the actions on the list must be in the song. - correct_answer: B - question_score: '10' - 13: - 1: - question_text: Which code should be filled in at the ??? ? - code: |- - name = {ask} 'What is your name?' - song = {ask} 'Whould you like to hear a song?' - birthday = {ask} 'Is today your birthday?' - ??? - {print} 'Happy Birthday to you!' - {print} 'Happy Birthday to you!' - {print} 'Happy Birthday dear ' name - {print} 'Happy Birthday to you!' - mp_choice_options: - - option: |- - ``` - {if} birthday {and} song = 'yes' - ``` - feedback: Almost there - - option: |- - ``` - {if} birthday = 'yes' {and} name = 'Hedy' - ``` - feedback: Hedy only sings for you if you like to hear a song - - option: |- - ``` - {if} song = 'yes' {and} birthday = 'yes' - ``` - feedback: Super! - - option: |- - ``` - {if} song = 'yes' {or} birthday = 'yes' - ``` - feedback: Hedy only sings if both answers are yes - hint: Hedy sings if you want to hear a song and it's you birthday - correct_answer: C - question_score: '10' - 2: - question_text: Which command is missing in the code at the place of the ??? ? - code: |- - menu = 'cheese', 'sausage rolls', 'cookies' - diet = {ask} 'Do you have any dietary restrictions?' - {if} diet = 'vegan' ??? diet = 'halal' - {remove} 'sausage rolls' {from} menu - mp_choice_options: - - option: '`{and}`' - feedback: You don't have to be vegan and muslim - - option: '`{or}`' - feedback: Great thinking! - - option: '`+`' - feedback: 'No' - - option: '`{print}`' - feedback: 'No' - hint: Neither vegans nor muslims can eat sausage rolls. - correct_answer: B - question_score: '10' - 3: - question_text: Which output is given to a member without a discount code? - code: |- - member = {ask} 'Do you have a membership card?' - discount = {ask} 'Do you have a discount code?' - {if} member = 'yes' {or} discount = 'yes' - {print} 'You get a free apple pie!' - {else} - {print} 'That will be 5 dollars please' - mp_choice_options: - - option: You get a free apple pie! - feedback: Great job! - - option: That will be 5 dollars please - feedback: That is not true - - option: This code won't work, so there is no output - feedback: There is nothing wrong with the code - - option: There is no way of knowing - feedback: There is! Read the question carefully - hint: Mind the command `{or}` in line 3 - correct_answer: A - question_score: '10' - 4: - question_text: Which line of code should follow this line in rock-paper-scissors game? - code: '{if} computer_choice {is} ''rock'' {and} your_choice {is} ''paper''' - mp_choice_options: - - option: |- - ``` - {print} 'you win' - ``` - feedback: You win! - - option: |- - ``` - {print} 'you lose' - ``` - feedback: You lose! - - option: |- - ``` - {print} 'tie' - ``` - feedback: It's only a tie if both choices are the same - - option: |- - ``` - {print} 'try again' - ``` - feedback: Try again! - hint: Paper beats rock - correct_answer: A - question_score: '10' - 5: - question_text: Which statement is true about this code? - code: |- - {if} name = 'Cinderella' {and} shoe_size = 38 - {print} 'You are my one true love!' - mp_choice_options: - - option: Every person with shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person named Cinderella is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person that is named Cinderella and has shoe size 38 is this prince's one true love - feedback: Fantastic! - - option: Every person that's not named Cinderella and does not have shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - hint: Both statements have to be true - correct_answer: C - question_score: '10' - 6: - question_text: Which statement about this code is true? - code: |- - {print} 'Let me guess which family member you are!' - glasses = {ask} 'Do you wear glasses?' - female = {ask} 'Are you female?' - {if} glasses = 'yes' {and} female = 'yes' - {print} 'You must be Sophie!' - {if} glasses = 'no' {and} female = 'yes' - {print} 'You must be Marleen!' - {if} glasses = 'yes' {and} female = 'no' - {print} 'You must be Wouter!' - {if} glasses = 'no' {and} female = 'no' - {print} 'You must be Michael!' - mp_choice_options: - - option: Michael is a boy with glasses - feedback: Try again - - option: Marleen is a girl with glasses - feedback: Try again - - option: Wouter is a boy without glasses - feedback: Try again - - option: Sophie is a girl with glasses - feedback: Great job! - hint: Take a good look! Or do you need glasses? - correct_answer: D - question_score: '10' - 7: - question_text: Which statement is false? - code: |- - {print} 'Thank you for helping me take care of my pets' - {print} 'Here is a program to help feed them' - animal = {ask} 'What kind of animal are they?' - color = {ask} 'What colour are they?' - {if} animal = 'cat' {and} color = 'grey' - {print} 'That is Abby. She eats 3 scoops of cat nibbles' - {if} animal = 'cat' {and} color = 'orange' - {print} 'That is Milo. He eats 4 scoops of cat nibbles' - {if} animal = 'bird' {or} color = 'black' - {print} 'I fed them this moring! They do not need more food today' - {if} animal = 'hamster' {and} color = 'brown' - {print} 'You can feed them a piece of carrot' - mp_choice_options: - - option: The grey cat is called Abby - feedback: This is true! - - option: Milo the orange cat eats 4 scoops of cat nibbles - feedback: This is true - - option: The black hamster needs to be fed a piece of carrot - feedback: Great job! - - option: The yellow bird was fed this morning - feedback: This is true - hint: Read the last 4 lines carefully - correct_answer: C - question_score: '10' - 8: - question_text: What output do you get if you order popcorn but no drink? - code: |- - {print} 'Welcome to the movie theater' - popcorn = {ask} 'Would you like some popcorn?' - drink = {ask} 'Would you like a drink?' - {if} popcorn = 'yes' {and} drink = 'yes' - {print} 'That will be 8 dollars please' - {if} popcorn = 'no' {and} drink = 'yes' - {print} 'That will be 3 dollars please' - {if} popcorn = 'yes' {and} drink = 'no' - {print} 'That will be 5 dollars please' - {if} popcorn = 'no' {and} drink = 'no' - {print} 'Ok' - {print} 'Enjoy the movie' - mp_choice_options: - - option: |- - Welcome to the movie theater - That will be 8 dollars please - Enjoy the movie - feedback: You have paid too much! - - option: |- - Welcome to the movie theater - That will be 5 dollars please - Enjoy the movie - feedback: Amazing! - - option: |- - Welcome to the movie theater - That will be 3 dollars please - Enjoy the movie - feedback: That's not enough money! - - option: |- - Welcome to the movie theater - Ok - Enjoy the movie - feedback: You have to pay for your popcorn! - hint: popcorn = yes and drink = no - correct_answer: B - question_score: '10' - 9: - question_text: What is wrong with this code? - code: |- - 1 chocolate = {ask} 'Would you like chocolate sauce on your ice cream?' - 2 sprinkles = {ask} 'Would you like sprinkles on your ice cream?' - 3 {if} chocolate {and} sprinkles = 'yes' - 4 {print} 'Ice cream with chocolate sauce and sprinkles, coming up!' - 5 {if} chocolate = 'yes' {and} sprinkles = 'no' - 6 {print} 'Ice cream with chocolate sauce, coming up!' - 7 {if} chocolate = 'no' {and} sprinkles = 'yes' - 8 {print} 'Ice cream with sprinkles, coming up' - 9 {if} chocolate = 'no' {and} sprinkles = 'no' - 10 {print} 'Just plain icecream, coming up!' - mp_choice_options: - - option: |- - Line 3 should be: - ``` - {if} chocolate = 'yes' {and} sprinkles = 'yes' - ``` - feedback: Correct! - - option: "Line 3 should be: \n```\n{if} chocolate = 'no' {and} sprinkles = 'no'\n```" - feedback: This is not what I ordered! - - option: "Line 5 should be: \n```\n{if} chocolate = 'yes' {and} sprinkles = 'yes'\n```" - feedback: This is not what I ordered! - - option: |- - Line 7 should be: - ``` - {if} chocolate = 'yes' {and} sprinkles = 'no' - ``` - feedback: This is not what I ordered! - hint: There is a mistake in line 3 - correct_answer: A - question_score: '10' - 10: - question_text: Which command needs to be in line 8 at the place of the ??? ? - code: |- - {print} 'Welcome to the product finder of this supermarkt' - item = {ask} 'What product are you looking for?' - bakery = 'bread', 'buns', 'muffins' - drinks = 'soda', 'water', 'lemonade' - snacks = 'chips', 'nuts', 'dips' - frozen = 'fries', 'icecream', 'pizza' - fruit = 'bananas', 'apples', 'oranges' - {if} item {in} snacks ??? item {in} drinks - {print} 'This item is in aisle 3' - {if} item {in} bakery {or} item {in} bakery - {print} 'This item in in the back of the store' - {if} item {in} fruit - {print} 'The fruit is sold near the register' - mp_choice_options: - - option: '`{and}`' - feedback: There are no items that are both the list of snacks and the list of drinks - - option: '`{or}`' - feedback: Great job! - - option: '`{in}`' - feedback: 'No' - - option: '`{if}`' - feedback: 'No' - hint: The item is either in the list of snacks, or in the list of drinks - correct_answer: B - question_score: '10' - 14: - 1: - question_text: Which symbol should be used on the blank? - code: |- - name _ {ask} 'Who are you?' - {if} name == 'Hedy' - {print} 'Me too!' - mp_choice_options: - - option: '`=>`' - feedback: This is not a symbol. - - option: '`==`' - feedback: We are not comparing anything, just asking. - - option: '`!=`' - feedback: We are not comparing anything, just asking - - option: '`=`' - feedback: Right! - hint: We are not comparing anything, we are just asking a name. - correct_answer: D - question_score: '10' - 2: - question_text: Which of these codes has used the correct = or == symbol? - mp_choice_options: - - option: '{if} name = Hedy' - feedback: 'No' - - option: '{if} age = 24' - feedback: 'No' - - option: answer = {ask} 'What is your answer' - feedback: Yes! - - option: answer == {ask} 'How are you doing?' - feedback: 'No' - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' - 3: - question_text: Which symbols should be filled in on the two blanks? - code: |- - guests = {ask} 'How many people are at the party?' - {if} guests _ 130 - {print} 'You can come in!' - {if} guests _ 130 - {print} 'Im sorry, the club is full. ' - {print} 'You have to wait for a guest to leave' - mp_choice_options: - - option: '`>` and `<`' - feedback: That's not it - - option: '`=` and `>=`' - feedback: That's not it - - option: '`<` and `>=`' - feedback: You are right - - option: '`+` and `==`' - hint: There are 130 people allowed in the club - correct_answer: C - question_score: '10' - feedback: That's not it - 4: - question_text: What's wrong with this code? - code: |- - price = 10 - money = {ask} How much money do you have? - buy = {ask} 'Would you like to buy this teddy bear?' - {if} money >= price {and} buy == 'yes' - {print} 'You can buy the bear!' - {else} - {print} 'You cannot buy this bear!' - mp_choice_options: - - option: In line 1 == should be used instead of = - feedback: No that's not it - - option: Line 2 misses quotation marks - feedback: You are correct - - option: In line 4 = should have been used instead of == - feedback: No that's not it - - option: In line 4 <= should have been used instead of >= - feedback: No that's not it - hint: The symbols are right - correct_answer: B - question_score: '10' - 5: - question_text: Which symbol should be filled in on the blanks if the movie is suitable for kids for the age of 12 and up? - code: |- - age = {ask} 'How old are you?' - ticket = {ask} 'Do you have a ticket?' - {if} age _ {and} ticket == 'yes' - {print} 'You can enter the movie theater.' - {else} - {print} 'You are not allowed to come in!' - mp_choice_options: - - option: '`> 12`' - feedback: 12 year olds are allowed too - - option: '`>= 12`' - feedback: Great! - - option: '`< 12`' - feedback: These kids are too young! - - option: '`<= 12`' - feedback: These kids are too young - hint: '> means greater than' - correct_answer: B - question_score: '10' - 6: - question_text: How many times do you have to say you are annoyed before this annoying game stops? - code: |- - lives = 2 - {repeat} 10 {times} - {if} lives != 0 - answer = {ask} 'Are you annoyed yet?' - {if} answer == 'yes' - lives = lives - 1 - mp_choice_options: - - option: 10 times - feedback: It stops after 2 times - - option: 0 times - feedback: It stops after 2 times - - option: 1 time - feedback: It stops after 2 times - - option: 2 times - feedback: That is correct - hint: '!= means ''is not''' - correct_answer: D - question_score: '10' - 7: - question_text: What should be filled in on the three blanks? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' - mp_choice_options: - - option: '`''Lower''` and `''Higher''` and `''You win!''`' - feedback: That's not quite right. - - option: '`''Higher''` and `''Lower''` and `''You win!''`' - feedback: You win! - - option: '`''You win!''` and `''Lower!''` and `''Higher''`' - feedback: That's not quite right. - - option: '`''Lower!''` and `''You win!''` and `''Higher!''`' - feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: B - question_score: '10' - 8: - question_text: Which statement is true about this roller coaster? - code: |- - length = {ask} 'Please fill in your length in cm' - {if} length < 120 - {print} 'Sorry, you cannot go on this roller coaster.' - {else} - {print} 'Enjoy the ride' - mp_choice_options: - - option: You must be taller than 120 cm to go on the roller coaster - feedback: True! - - option: You must be taller than 119 cm to go on the roller coaster - feedback: If you are 120 cm you won't get in - - option: You must be shorter than 120 cm to go on the roller coaster - feedback: '> means greater than' - - option: There are no length restrictions to go on the roller coaster - feedback: There are. - hint: '> means greater than' - correct_answer: A - question_score: '10' - 9: - question_text: How many pieces of chocolate will give you a stomach ache according to this fitbit? - code: |- - chocolate = {ask} 'How many pieces of chocolate have you eaten?' - {if} chocolate <= 2 - {print} 'That is a healthy amount' - {if} chocolate > 2 {and} chocolate =< 8 - {print} 'That is a bit much' - {if} chocolate > 8 - {print} 'You will get a stomach ache!' - mp_choice_options: - - option: 1 or more - feedback: 'No' - - option: 2 or more - feedback: 'No' - - option: 8 or more - feedback: Almost - - option: 9 or more - feedback: Great! - hint: '> 8 means more than 8' - correct_answer: D - question_score: '10' - 10: - question_text: What should be filled in in the blanks? - code: |- - {print} 'Whoever gets the most points wins!' - {if} points_player_1 < points_player_2 - {print} _ - mp_choice_options: - - option: '''player 1 wins''' - feedback: Look at who has the highest score! - - option: '''player 2 wins''' - feedback: Yes! - - option: '''player 2 loses''' - feedback: Look at who has the highest score! - - option: '''It is a tie''' - feedback: No it's not, one player has a higher score - hint: You win the game by having the most points - correct_answer: B - question_score: '10' - 15: - 1: - question_text: 'Which symbol should be used on the blank? Tip: You must keep guessing until you get it right.' - code: |- - answer = 0 - {while} answer _ 'Amsterdam' - answer = {ask} 'What is the capital city of the Netherlands?' - {print} 'You have given the correct answer' - mp_choice_options: - - option: '`=!`' - feedback: That is not right. - - option: '`==`' - feedback: You don't have to keep guessing if you've given the right answer. - - option: '`!=`' - feedback: Correct - - option: '`=`' - feedback: That's not it - hint: Keep guessing until you say Amsterdam - correct_answer: C - question_score: '10' - 2: - question_text: Which of these codes has used the correct symbol(s)? - mp_choice_options: - - option: |- - ``` - {while} name = Hedy - ``` - feedback: 'No' - - option: |- - ``` - {while} age = 24 - ``` - feedback: 'No' - - option: |- - ``` - {while} time > 0 - ``` - feedback: Yes! - - option: |- - ``` - {while} answer == yes' - ``` - feedback: A quotation mark is missing - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' - 3: - question_text: Which command should be filled in on the blank? - code: |- - _ age < 18 - {print} 'you are not allowed in this bar' - mp_choice_options: - - option: '`{in}`' - feedback: That's not it - - option: '`{while}`' - feedback: You are right - - option: '`{for}`' - feedback: That's not it - - option: '`{range}`' - feedback: That's not it - hint: You are not allowed in the bar as long as you are 17 or younger - correct_answer: B - question_score: '10' - 4: - question_text: What's wrong with this code? - code: |- - options = 1, 2, 3, 4, 5, 6 - {print} 'Throw 6 as fast as you can!' - thrown = 0 - tries = 0 - {while} thrown == 6 - thrown = options {at} {random} - {print} 'You threw ' thrown - tries = tries + 1 - {print} 'Yes! You have thrown 6 in ' tries ' tries.' - mp_choice_options: - - option: In line 1 `==` should be used instead of `=` - feedback: No that's not it - - option: Line 2 misses quotation marks - feedback: That's not right - - option: In line 5 `{if}` should have been used instead of `{while}` - feedback: That's not it - - option: In line 5 `!=` should have been used instead of `==` - feedback: You are correct - hint: There is something wrong in line 5 - correct_answer: D - question_score: '10' - 5: - question_text: What should be placed on the blank to make this program work correctly? - code: |- - wetness = 10 - {while} wetness != 0 - {print} 'Your hair is still wet, hair dryer on!' - {sleep} 1 - {clear} - wetness _ - - {print} 'All dry!' - mp_choice_options: - - option: |- - ``` - = wetness - ``` - feedback: That will not change anything - - option: |- - ``` - = wetness = 1 - ``` - feedback: You can't have two times = in one line - - option: |- - ``` - = wetness - 1 - ``` - feedback: You are correct! - - option: |- - ``` - = wetness + 1 - ``` - feedback: The program should count down - hint: wetness should get less each time - correct_answer: C - question_score: '10' - 6: - question_text: What is wrong with this code? - code: |- - lives = 100 - {while} lives != 0 - answer = {ask} 'Are you annoyed yet?' - {if} answer == 'yes' - lives = lives - 1 - mp_choice_options: - - option: '`{while}` should be`{if}`' - feedback: No that is not right - - option: '`{if}` should be `{while}`' - feedback: No that is not right - - option: Line 3 should start with more indentation - feedback: No that's not right - - option: Line 2 should start with less indentation - feedback: That is correct - hint: Look closely at the indentation - correct_answer: D - question_score: '10' - 7: - question_text: How should this program be changed so that it works? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' - mp_choice_options: - - option: '... change the first `{if}` into a `{while}`' - feedback: Perfect! - - option: '... change the second `{if}` into a `{while}`' - feedback: That's not quite right. - - option: '... change the third `{if}` into a `{while}`' - feedback: That's not quite right. - - option: '... change the fourth `{if}` into a `{while}`' - feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: A - question_score: '10' - 8: - question_text: Which statement is true about this automated toilet system? - code: |- - {while} toilet == 'occupied' - lights = 'on' - air_freshener_sprays = 'yes' - {sleep} 60 - lights = 'off' - air_freshener_sprays = 'no' - mp_choice_options: - - option: The lights and air freshener will turn off after 1 minute - feedback: False! - - option: The air freshener sprays once every minute and the lights stay on the whole time while you are on the toilet - feedback: Great job - - option: The air freshener sprays once you leave the toilet. - feedback: It only sprays when you're in there. - - option: The lights will always stay on. - feedback: That wouldn't be right. - hint: The block after the {while} command keeps happening while the toilet is occupied. - correct_answer: B - question_score: '10' - 9: - question_text: What will the diet app say if you have eaten 1600 calories today? - code: |- - calories = {ask} 'How many calories have you eaten today?' - {while} calories <= 1000 - {print} 'You could eat some more' - {while} calories > 1000 {and} calories =< 2000 - {print} 'That is alright' - {while} calories > 2000 - {print} 'You have had enough for today' - mp_choice_options: - - option: Nothing. 1600 is not programmed into the app. - feedback: 'No' - - option: You could eat some more - feedback: 'No' - - option: That is alright - feedback: Yes! - - option: You have eaten enough for today - feedback: 'No' - hint: 1600 is between 1000 and 2000 - correct_answer: C - question_score: '10' - 10: - question_text: 'What should be filled in in the blanks? Tip: the player with the most points is in the lead.' - code: |- - name_player_1 = {ask} 'Name player 1:' - name_player_2 = {ask} 'Name player 2:' - {while} points_player_1 > points_player_2 - {print} _ ' is in the lead right now!' - mp_choice_options: - - option: |- - ``` - name_player_1 - ``` - feedback: You are right! - - option: |- - ``` - name_player_2 - ``` - feedback: No they are losing! - - option: |- - ``` - points_player_1 - ``` - feedback: You should fill in a name, not a number - - option: |- - ``` - points_player_2 - ``` - feedback: You should fill in a name, not a number - hint: You win the game by having the most points. Your name should appear on the screen - correct_answer: A - question_score: '10' - 16: - 1: - question_text: Which command should be filled in on the blanks to print a random snack? - code: |- - snacks = nachos, chips, cucumber, sweets - {print} _ - mp_choice_options: - - option: '`snacks {at} {random}`' - feedback: This is the old way. - - option: '`[{random} snack]`' - feedback: The order is wrong. - - option: '`snacks[{random}]`' - feedback: Correct - - option: '`snacks[{at} {random}]`' - feedback: We do not need `at`anymore - hint: We no longer use {at} - correct_answer: C - question_score: '10' - 2: - question_text: What should be filled in on the blanks if you want a list of what chores are done by whom? - code: |- - friends = ['Wesley', 'Eric', 'Kaylee'] - chores = ['the cooking', 'the cleaning', 'nothing'] - {for} i {in} {range} 1 {to} 3 - {print} _ - mp_choice_options: - - option: |- - ``` - friends[i] has to do chores [i] - ``` - feedback: Mind the spacing. - - option: |- - ``` - friends[1] has to do chores[1] - ``` - feedback: It will print 3 times that Wesley has to do the cooking - - option: |- - ``` - chores[i] ' has to do ' friends[random] - ``` - feedback: The person has to do the chore, not the other way around - - option: |- - ``` - friends[i] ' has to do ' chores[i] - ``` - feedback: Fantastic! - hint: '`i` tells us what item in the list it is. So friend 1 does chore 1 etc.' - correct_answer: D - question_score: '10' - 3: - question_text: What is a possible output for this program? - code: |- - friends = ['Wesley', 'Eric', 'Kaylee'] - chore = ['the cooking', 'the cleaning', 'nothing'] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] has to do chores[i] - mp_choice_options: - - option: |- - ``` - Wesley has to do the cooking - Eric has to do the cleaning - Kaylee has to do nothing - ``` - feedback: Super! - - option: |- - ``` - Kaylee has to do the cooking - Wesley has to do the cleaning - Eric has to do nothing - ``` - feedback: No, it is not random. - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cleaning - Wesley has to do the nothing - ``` - feedback: Poor Wesley! - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cooking - Wesley has to do the cooking - ``` - feedback: That's not it - hint: It's not random... - correct_answer: A - question_score: '10' - 4: - question_text: What is wrong with this code? - code: |- - friends = ['Jaylee', 'Erin', 'Fay'] - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 0 {to} 3 - print 'the lucky number of ' friends[i] - print 'is ' lucky_numbers[i] - mp_choice_options: - - option: The variable in line 4 should be `friend[i]`, not `friends[i]` - feedback: That is not right. - - option: Line 3 should say `in range 1 to 3` not `in range 0 to 3` - feedback: Good catch! - - option: Line 4 should say 'lucky_number', not 'lucky number - feedback: It's not a variable, it's just text. - - option: '{in} in line 3 should be removed' - feedback: That's not it - hint: There's nothing wrong with line 4 - correct_answer: B - question_score: '10' - 5: - question_text: Which line should be filled in in the blank? - code: |- - animals = ['dog', 'cow', 'horse'] - _ - {for} i {in} {range} 1 {to} 3 - {print} 'the ' animals[i] ' says ' sounds[i] - mp_choice_options: - - option: |- - ``` - noises = ['moo', 'woof', 'neigh'] - ``` - feedback: Mind the variable name and the order of the sounds. - - option: |- - ``` - sounds = '[woof], [moo], [neigh]' - ``` - feedback: Look at line one to see how brackets are supposed to be used. - - option: |- - ``` - sounds = [woof, moo, neigh] - ``` - feedback: Don't forget the quotation marks! - - option: |- - ``` - sounds = ['woof', 'moo', 'neigh'] - ``` - feedback: Great job! - hint: Look at line 1 to see proper use of brackets and quotation marks. - correct_answer: D - question_score: '10' - 6: - question_text: Which statement is true? - code: |- - people = ['Chris', 'Jaylino', 'Ryan'] - games = ['fortnite', 'minecraft', 'fifa'] - {for} o {in} {range} 1 {to} 3 - {print} people[o] ' likes ' games[o] - mp_choice_options: - - option: You are not allowed to use the variable o. It should be named i. - feedback: i is the most commonly used variable name in this case, but it's not mandatory to use i. - - option: The output will say that Jaylino likes fortnite. - feedback: No, he likes minecraft. - - option: The output will say that Ryan likes fifa - feedback: Correct - - option: This code will not work. It will give and error. - feedback: No, the code is correct. - hint: There is nothing wrong with this code. - correct_answer: C - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - people = ['Savi', 'Senna', 'Fayenne'] - transportation = ['bike', 'train', 'car'] - {for} i {in} {range} 1 {to} 3 - {print} people[i] goes to school by transportation[i] - mp_choice_options: - - option: Line 1 needs less quotation marks - feedback: That is not right. - - option: Line 3 should start with indentation - feedback: It should not! - - option: Line 4 should start without indentation - feedback: It should not - - option: Line 4 needs more quotation marks. - feedback: Amazing! - hint: There is a mistake made in the usage of quotation marks. - correct_answer: D - question_score: '10' - 8: - question_text: Which of these codes belongs to this output? - code: |- - Macy and Kate get to go first - Lionell and Raj get to go second - Kim and Leroy get to go third - mp_choice_options: - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 0 {to} 3 - {print} teams[random] ' get to go ' position[i] - ``` - feedback: This is not right - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: Amazing! - - option: |- - ``` - teams = ['Macy', 'Kate', 'Lionell', 'Raj', 'Kim', 'Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 6 - {print} teams[random] ' get to go ' position[random] - ``` - feedback: This is not it. - - option: |- - ``` - teams = ['Macy and Kate' 'Lionell and Raj' 'Kim and Leroy'] - position = ['first' 'second' 'third'] - {for} teams {in} {range} 0 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: This is not going to work! - hint: If you look carefully at the first line, you'll see that only the first two answers are possibly correct. - correct_answer: B - question_score: '10' - 9: - question_text: What is a possible output for this code? - code: |- - countries = ['Canada', 'Zimbabwe', 'New Zealand'] - {for} i {in} {range} 0 {to} 1 - {print} 'I will travel to ' countries[random] - mp_choice_options: - - option: |- - ``` - I will travel to Canada - I will travel to Canada - ``` - feedback: Great job! - - option: |- - ``` - I will travel to Canada - ``` - feedback: It will be repeated twice - - option: |- - ``` - I will travel to Canada, Zimbabwe and New Zealand - ``` - feedback: This is not it. - - option: |- - ``` - I will travel to Canada - I will travel to Zimbabwe - I will travel to New Zealand - ``` - feedback: It's only repeated twice - hint: Range 0 to 1 is 2 times - correct_answer: A - question_score: '10' - 10: - question_text: Which 3 lines will complete this code correctly? - code: |- - {print} 'The book raffle will start soon' - {print} 'Get your tickets now!' - books = ['Narnia', 'The Hobbit', 'Oliver Twist', 'Harry Potter', 'Green eggs and ham'] - people = {ask} 'How many raffle tickets are sold?' - list_of_numbers = [1, 2] - {for} i {in} {range} 3 {to} people - {add} i {to} list_of_numbers - {for} i {in} {range} 1 {to} 5 - mp_choice_options: - - option: |- - ``` - chosen_number = list_of_numbers at random - print books[i] ' will go to person number ' chosen_number - {add} chosen_number {to} list_of_numbers - ``` - feedback: Almost there... but adding the winner to the list makes this raffle unfair - - option: |- - ``` - print person[i] ' wins ' book[i] - ``` - feedback: There is no list called 'person' - - option: |- - ``` - chosen_number = list_of_numbers[people] - print books[people] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: This is not it. - - option: |- - ``` - chosen_number = list_of_numbers[random] - print books[i] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: Fantastic! - hint: You need to use the {remove} command - correct_answer: D - question_score: '10' - 17: - 1: - question_text: What is the output of this code? - code: |- - minions = ['Bob', 'Kevin', 'Stuart'] - {for} x in minions: - {print} x - mp_choice_options: - - option: |- - ``` - m i n i o n s - ``` - feedback: This is not it. - - option: |- - ``` - Bob - Kevin - Stuart - ``` - feedback: Correct! - - option: |- - ``` - minions - minions - minions - ``` - feedback: Take a look at the content of your list. - - option: |- - ``` - B o b K e v i n S t u a r t - ``` - feedback: Do not loop through the letters. - hint: Loop through your list. - correct_answer: B - question_score: '10' - 2: - question_text: What is wrong with this code? - code: |- - seconds_minute = 60 - minute_hour = 60 - hour_day = 24 - leap_year = 366 - no_leap_year = 365 - years = ask 'what year is it?' - {if} years = 2024: - print seconds_minute * minute_hour * hour_day * leap_year - {else}: - print seconds_minute * minute_hour * hour_day * noleap_year - mp_choice_options: - - option: You cannot have so many variables. - feedback: This is not it. - - option: The way the variables are multiplied is incorrect. - feedback: Not true! - - option: One of the variables `noleap_year` does not belong with the `{if}` statement. - feedback: Keep looking for the mistake. - - option: The `noleap_year` has to be identical in both cases. - feedback: Correct! - hint: Read the code carefully. - correct_answer: D - question_score: '10' - 3: - question_text: How many hedgehogs will this code print? - code: |- - {for} x in range 1 to 3: - {for} y in range 1 to 2: - {print} 🦔 - mp_choice_options: - - option: |- - ``` - 🦔 - 🦔 - 🦔 - ``` - feedback: Try again. - - option: |- - ``` - 🦔 - 🦔 - ``` - feedback: One more try. - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: Well done! - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating. - correct_answer: C - question_score: '10' - 4: - question_text: What is wrong with code? - code: |- - name_color = {ask} 'What is your favorite color?' - {if} name_color == 'red': - {print} 'the color of a tomato' - {elif} name_color == 'green': - {print} 'the color of an apple' - {elif} name_color == 'blue': - {print} 'the color of a blueberry' - {elif} name_color == 'yellow': - {print} 'the color of a banana' - {elif}: - {print} 'this fruit-color does not exist' - mp_choice_options: - - option: The first `{elif}` should be used before the `print` command - feedback: Try again. - - option: '`{elif}` can only be used once' - feedback: From now on we can use elif multiple times. - - option: '`==` used with `{elif}` should be replaced by `=`' - feedback: Not correct. - - option: '`{elif}` in the last line should be replaced by `{else}`' - feedback: Great! - hint: Think about `{if}`, `{elif}`, `{else}`. - correct_answer: D - question_score: '10' - 5: - question_text: What is the output of this code? - code: |- - numbers = [7, 19, 29, 41, 53, 71, 79, 97] - {for} prime in numbers: - {if} prime <= 10: - {print} prime - {elif} prime >= 60: - {print} prime - {elif} prime >= 90: - {print} prime - {else}: - {print} 'another number' - mp_choice_options: - - option: |- - ``` - 7 - another number - another number - another number - another number - 71 - 79 - 97 - ``` - feedback: Well done! - - option: |- - ``` - another number - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: Try again. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - another number - ``` - feedback: One more try. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating and the values of if and elif. - correct_answer: A - question_score: '10' - 6: - question_text: What is wrong with code? - code: |- - name = {ask} 'What is your name?' - {if} name == 'Hedy': - password = {ask} 'What is your password?' - {if} password =='turtle123': - {print} 'Yey' - {else}: - {print} 'Access denied' - {else}: - {print} 'Go fish' - mp_choice_options: - - option: '`{elif}` is missing.' - feedback: Try again. - - option: '`{else}` can only be used once.' - feedback: From now on we can use elif multiple times. - - option: Nothing! - feedback: There is a mistake. Look carefully! - - option: There is an indentation mistake in the last line. - feedback: Amazing! - hint: There is a mistake somewhere... - correct_answer: D - question_score: '10' - 7: - question_text: Which of the following codes will print five times 'the result is 3' on the screen? - mp_choice_options: - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - result = n * 1 - {print} 'The result is ' result - ``` - feedback: Try again! - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} u in numbers: - number = u - {print} 'The result is ' number - ``` - feedback: That is not it. - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} number in numbers: - number = 3 - {print} 'The result is ' number - ``` - feedback: Very good! - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - n = result - {print} 'The result is ' result - ``` - feedback: That is not it. - hint: Think about mathematical symbols. - correct_answer: C - question_score: '10' - 8: - question_text: What is wrong with code? - code: |- - insects = ['🐝', '🦋', '🕷', '🐞'] - your_favorite = {ask} 'what is your favorite insect?' - {for} insect in insects: - {if} your_favorite == '🐝' {or} your_favorite == '🐞': - {print} 'very useful' - {elif} your_favorite == '🕷': - {print} 'it can catch mosquitoes' - {else}: - {print} 'almost all insects can be useful one way or another' - mp_choice_options: - - option: '`{or}` cannot be used with `{if}`.' - feedback: Try again. - - option: In the `{for}` command `insect` should be `insects`. - feedback: Not true. - - option: Nothing! - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 9: - question_text: Which one of the codes below gave this output? - code: |- - -5 is negative - -4 is negative - -3 is negative - -2 is negative - -1 is negative - 0 is positive - 1 is positive - 2 is positive - 3 is positive - mp_choice_options: - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Try again! - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number <= 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - - option: "```\n {for} number in range -5 to 3:\n {if} number >= 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Very good! - - option: "```\n {for} number in range -5 to 3:\n {if} number < 0: \n {print} number ' is positive'\n {elif} number <=0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 10: - question_text: What is wrong with this code? - code: |- - {for} number in range 1 to 5: - volume_room = num * num * num - {print} volume_room ' cubic meters' - {if} volume_room > 100: - {print} 'this is a large room' - {elif} volume_room < 100: - {print} 'small room but cosy' - {else}: - {print} 'i will look for something else' - mp_choice_options: - - option: The word num needs quotation marks. - feedback: Try again. - - option: The `{if}` command is not used correctly. - feedback: Not true. - - option: Line 3 should be `volume_room = number * number * number`. - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' +{} diff --git a/content/quizzes/vi.yaml b/content/quizzes/vi.yaml index fee62044dc7..d4363a47b22 100644 --- a/content/quizzes/vi.yaml +++ b/content/quizzes/vi.yaml @@ -12,8 +12,6 @@ levels: - option: Heidi feedback: Không phải rồi! hint: Nó được đặt tên theo Hedy Lamarr. - correct_answer: A - question_score: '10' 2: question_text: Which command makes text appear? code: ___ Hello! @@ -39,40 +37,7 @@ levels: ``` feedback: With `{ask}`, you can ask a question. hint: _?_ Hello world! - correct_answer: B - question_score: '10' - 3: - question_text: How do you ask what someone's favorite color is? - mp_choice_options: - - option: |- - ``` - {print} What is your favorite color? - ``` - feedback: '`{print}` prints text, but it doesn''t ask questions.' - - option: |- - ``` - {ask} {print} What is your favorite color? - ``` - feedback: You only need one command, not two. - - option: |- - ``` - {ask} What is your favorite color? - ``` - feedback: Great! - - option: |- - ``` - {echo} What is your favorite color? - ``` - feedback: '`{echo}` repeats your answer back to you.' - hint: You can ask something with the `{ask}` command - correct_answer: C - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - Hi Im Hedy! - {ask} Who are you? - {echo} Hi... mp_choice_options: - option: '`{print}` in line 1 is missing.' feedback: Correct! @@ -82,11 +47,7 @@ levels: feedback: '`{echo}` is a command, there''s another mistake.' - option: Nothing! This is a perfect code! feedback: Wrong, look carefully! - hint: Line 1 doesn't seem right - correct_answer: A - question_score: '10' 5: - question_text: Which command is missing in line 2? code: |- {ask} What is your favorite pet? _?_ So your favorite pet is... @@ -111,49 +72,7 @@ levels: {echo} ``` feedback: Right on! - hint: You want to see the answer at the end of line 2... - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - {print} Hi im Hedy! - {print} Which football team do you support? - {echo} You support... - {print} Cool! Me too! - mp_choice_options: - - option: In line 1 `{print}` should be replaced with `{ask}`. - feedback: '`{print}` in line 1 is correct.' - - option: In line 2, `{print}` should be replaced with `{ask}`. - feedback: Great! You paid attention! - - option: Line 3 has to begin with `{print}` instead of `{echo}`. - feedback: '`{echo}` is correct.' - - option: In line 4, `{print}` is spelled wrong. - feedback: No, there is a mistake somewhere else - hint: Check the `{print}` commands. - correct_answer: B - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - {print} Welcome at Hedys restaurant! - {ask} What would you like to eat? - {echo} So you want to order ... - {print} Coming right up! Enjoy! - mp_choice_options: - - option: In line 1 `{print}` needs to be replaced with `{ask}` - feedback: Are you sure something is wrong? - - option: In line 1 `{print}` needs to be replaced with `{echo}` - feedback: Are you sure something's wrong? - - option: In line 3 `{echo}` needs to be replaced with `{print}` - feedback: Are you sure something is wrong? - - option: Nothing! This is a perfect code! - feedback: Correct! - hint: Check the code line by line - correct_answer: D - question_score: '10' 8: - question_text: How do you use the `{echo}` command? mp_choice_options: - option: You can use it to `{ask}` a question. feedback: That's what `{ask}` is for! @@ -163,33 +82,8 @@ levels: feedback: Good job! - option: You can use it to make text disappear. feedback: That's not right... - hint: '`{echo}` is used after an `{ask}` command.' - correct_answer: C - question_score: '10' - 9: - question_text: What's wrong with this code? - code: |- - {print} Hello! - {print} How are you doing? - {echo} So you are doing... - mp_choice_options: - - option: '`{print}` in line 1 should be `{ask}`' - feedback: No, `{print}` is right. Where is the question being asked? - - option: '`{print}` in line 2 should be `{ask}`' - feedback: Super! - - option: '`{echo}` in line 3 should be `{ask}`' - feedback: No, `{echo}` is right. Where is the question being asked? - - option: Nothing. This is a perfect code! - feedback: Look carefully for the mistake... - hint: '`{ask}` allows you to ask a question' - correct_answer: B - question_score: '10' 10: question_text: Which output will be in your outputscreen after you've run this code? - code: |- - {ask} Are you ready to go to level 2? - {echo} - {echo} mp_choice_options: - option: Are you ready to go to level 2? feedback: There are two echo commands @@ -203,12 +97,8 @@ levels: Are you ready to go to level 2? Yes! feedback: There are two echo commands - hint: Let's go! - correct_answer: B - question_score: '10' 2: 1: - question_text: Which statement is true? mp_choice_options: - option: You can use the {print} command to ask questions. feedback: That is what ask is for @@ -218,85 +108,7 @@ levels: feedback: Good - option: With the {sleep} command, you can remove text from the screen. feedback: That's not how sleep works. - hint: '`{print}` still works the same way as in level 1' - correct_answer: C - question_score: '10' - 2: - question_text: Which code is correct? - mp_choice_options: - - option: |- - ``` - name {is} {ask} What is your name? - ``` - feedback: Super! - - option: |- - ``` - {ask} {is} name What is your name - ``` - feedback: The words are right, the order is not! - - option: |- - ``` - {ask} What is your name? - ``` - feedback: This worked in level 1, but in level 2 and up it works differently. - - option: |- - ``` - {ask} What is your name? {is} name - ``` - feedback: The words are right, the order isn't! - hint: '`{ask}` doesn''t work like in level 1' - correct_answer: A - question_score: '10' - 3: - question_text: What appears on your output screen when you run this code? - code: |- - name {is} Marleen - {print} name goes to the market and she buys an apple. - mp_choice_options: - - option: name goes to the market and she buys an apple. - feedback: The word name is replaced with Marleen - - option: Marleen goes to the market. - feedback: The second part of the sentence isn't left out! - - option: Marleen goes to the market and she buys an apple. - feedback: Right on! - - option: Marleen goes to the market and Marleen buys an apple. - feedback: She is not replaced with the name - hint: The word name is replaced with Marleen - correct_answer: C - question_score: '10' - 4: - question_text: What will you see on the output screen when you run this code? - code: |- - name {is} Hedy - {print} Hi my name is name - mp_choice_options: - - option: Hi my name is name - feedback: The variable name is replaced with Hedy - - option: Hi my name is Hedy - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is name - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is Hedy - feedback: Correct, this mistake will be fixed in level 4! - hint: '''name'' is being replaced with ''Hedy'' in both places' - correct_answer: D - question_score: '10' - 5: - question_text: What happens when you use the `{sleep}` command? - mp_choice_options: - - option: It slows down your computer - feedback: fortunately not! - - option: It closes down Hedy - feedback: fortunately not! - - option: Your program pauses for a second and then continues - feedback: That's right! - - option: You put it at the end so Hedy knows your program is finished - feedback: No it would be useless at the end of your code - hint: The computer waits for a second at the `{sleep}` command - correct_answer: C - question_score: '10' 6: - question_text: What should be on the lines? code: |- {print} And the award for best programming language goes to... _?_ @@ -322,116 +134,17 @@ levels: {ask} ``` feedback: There is no question there to be asked - hint: Pause for dramatic effect... - correct_answer: A - question_score: '10' 7: - question_text: What command should be used on line 2? code: |- {print} I will explode in 3 seconds! _?_ {print} BOOM! - mp_choice_options: - - option: |- - ``` - {print} 3 - ``` - feedback: You don't need to `{print}` - - option: |- - ``` - {sleep} 3 - ``` - feedback: Perfect! - - option: |- - ``` - {sleep} - ``` - feedback: This way the bomb will explode in 1 second - - option: |- - ``` - {sleep} {sleep} {sleep} - ``` - feedback: Make it easier on yourself by using the number 3 - hint: You want the computer to wait for 3 seconds - correct_answer: B - question_score: '10' - 8: - question_text: How would you correct the first line of code? - code: |- - {ask} {is} How old are you? - {print} age - mp_choice_options: - - option: |- - ``` - age {ask} {is} How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - {ask} {is} age How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - age {is} {ask} How old are you? - ``` - feedback: You get it! - - option: |- - ``` - age {is} How old are you? - ``` - feedback: Where is the `{ask}` command? - hint: The variable name should come first - correct_answer: C - question_score: '10' - 9: - question_text: What is going wrong in this code? - code: |- - dogs {is} animal - {print} I love animal - mp_choice_options: - - option: 'Line 1 should say: dogs `{is}` animals' - feedback: The variable name is animal - - option: 'Line 1 should say: animal `{is}` dogs' - feedback: Great! - - option: 'Line 2 should say: `{print}` I love animals' - feedback: The variable name is animal - - option: 'Line 2 should say: `{sleep}` I love animals' - feedback: Sleep is not used to `{print}` text - hint: You want to `{print}` 'I love dogs' - correct_answer: B - question_score: '10' 10: - question_text: What command should be used on the line 1? code: |- flavor {is} _?_ {print} Your favorite icecream is... {sleep} {print} flavor - mp_choice_options: - - option: |- - ``` - {sleep} 3 - ``` - feedback: You want to know the favorite flavor! - - option: |- - ``` - {print} strawberries - ``` - feedback: You do not want a `{print}` command at the middle of the line... - - option: |- - ``` - strawberries, chocolate, vanilla - ``` - feedback: This way you are making a list. You don't want that now. - - option: |- - ``` - {ask} What flavor icecream do you like? - ``` - feedback: That's right! - hint: You want to `{ask}` a question - correct_answer: D - question_score: '10' 3: 1: question_text: What command do you use to let Hedy pick something arbitrarily? @@ -456,14 +169,7 @@ levels: {at} {random} ``` feedback: Correct! - hint: Arbitrarily means without a plan or randomly. - correct_answer: D - question_score: '10' 2: - question_text: What's wrong with this code? - code: |- - animals {is} dog cat cow - {print} animals {at} {random} mp_choice_options: - option: 'You need commas in line 1: dog, cat, cow.' feedback: Good job! @@ -473,155 +179,8 @@ levels: feedback: animals is correct. - option: '`{at} {random}` is spelled incorrectly' feedback: '`{at} {random}` is the correct spelling' - hint: There's something wrong in line 1 - correct_answer: A - question_score: '10' - 3: - question_text: How do you fix the mistake in line 2? - code: |- - options {is} rock, paper, scissors - {print} rock, paper, scissors {at} {random} - mp_choice_options: - - option: |- - ``` - {at} {random} {print} options - ``` - feedback: You're almost there. The order of the words isn't right yet. - - option: |- - ``` - {print} rock {at} {random} - ``` - feedback: you don't always want the Hedy to {print} rock, sometimes you want scissors or paper. - - option: |- - ``` - {print} options {at} {random} - ``` - feedback: Very good! - - option: Nothing, the code is correct! - feedback: Look carefully for the mistake - hint: The variable (the list) is called options. - correct_answer: C - question_score: '10' - 4: - question_text: What should change in line 2 to print a random price? - code: |- - prices {is} 1 dollar, 100 dollar, 1 million dollar - {print} price {at} {random} - mp_choice_options: - - option: |- - ``` - {print} price - ``` - feedback: You don't want to `{print}` the word price, but you want to `{print}` one price out of your list `{at} {random}` - - option: |- - ``` - {print} prices {at} {random} - ``` - feedback: Great! You've really paid attention. - - option: |- - ``` - {print} {at} {random} price - ``` - feedback: '`{at} {random}` is placed behind the variable.' - - option: Nothing, this code is alright. - feedback: Look carefully for the mistake you missed! - hint: The variable name is prices - correct_answer: B - question_score: '10' - 5: - question_text: What is wrong in this code? - code: |- - question {is} {ask} What do you want to know? - {print} question - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 1 needs to say `{print}` instead of `{ask}` - feedback: No, that's not wrong. - - option: Line 2 needs to say `{ask}` instead of `{print}` - feedback: No that's not wrong. - - option: Line 2 needs to say answers `{at} {random}` `{is}` yes, no, maybe - feedback: No, that's not wrong. - - option: Nothing, this code is perfect - feedback: That's right! - hint: Does this code even have a mistake? - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 2 needs to say question instead of answers - feedback: No that's not right - - option: Line 2 needs the `{is}` command - feedback: Correct - - option: Line 3 needs to say answer instead of answers - feedback: No the variable's called answers - - option: Nothing! This code is great! - feedback: Actually, line 2 has a mistake. - hint: There is something wrong with line 2. - correct_answer: B - question_score: '10' - 7: - question_text: What does the `{add}` command do? - code: |- - books {is} Harry Potter, The Hobbit, Green Eggs and Ham - your_book {is} {ask} What is your favorite book? - {add} your_book {to} books - {print} books {at} {random} - mp_choice_options: - - option: The `{add}` command removes a random book from the list - feedback: The remove command removes, the add command adds - - option: The `{add}` command adds a random book to a list - feedback: It doesn't. It adds your answer to the list! - - option: The `{add}` command adds your favorite book to the list - feedback: Correct! - - option: The `{add}` command prints your favorite book. - feedback: No, it adds your favorite book to the list - hint: The `{add}` command adds a book, but which one? - correct_answer: C - question_score: '10' - 8: - question_text: What is the output of this code? - code: |- - crisps {is} sea salt, paprika, sour cream - {remove} sea salt {from} crisps - {remove} paprika {from} crisps - {print} crisps {at} {random} - mp_choice_options: - - option: You can't tell, because Hedy will `{print}` one of the 3 flavors `{at} {random}` - feedback: Take a look at the `{remove}` commands - - option: sea salt - feedback: sea salt is removed from the list - - option: paprika - feedback: Paprika is removed from the list - - option: sour cream - feedback: That's right! - hint: There are 3 flavors, bit 2 are removed. Which one remains? - correct_answer: D - question_score: '10' 9: - question_text: What's wrong with this code? - code: |- - colors {is} blue, purple, green - chosen_color {is} {ask} Which hair color wouldn't you like to have? - {remove} chosen_color {from} colors - {print} I will dye my hair color {at} {random} - mp_choice_options: - - option: 'Line 3 should say: `{remove}` blue `{from}` colors' - feedback: Maybe you want blue hair though! - - option: Line 3 should have an `{add}` command instead of a `{remove}` command - feedback: You want to remove the chosen color so `{remove}` is right. - - option: In line 4 the variable should be called colors instead of color - feedback: Great job! - - option: Nothing, this is a correct code! - feedback: Find the mistake! hint: Look at line 3 - correct_answer: C - question_score: '10' 10: question_text: What should be on the _?_? code: |- @@ -652,8 +211,6 @@ levels: ``` feedback: This increased the change that the person who walked yesterday now has to do it again. That's mean. hint: The person who walked the dog yesterday should be removed from the list. - correct_answer: A - question_score: '10' 4: 1: question_text: Which of these is true? @@ -666,11 +223,7 @@ levels: feedback: '`{at} {random}` still works' - option: '`{at} {random}` now needs quotation marks' feedback: No, but 2 other commands do. - hint: In level 4 you need quotation marks for 2 commands. - correct_answer: A - question_score: '10' 2: - question_text: Which code uses the proper quotation marks? mp_choice_options: - option: |- ``` @@ -692,11 +245,7 @@ levels: {print} ,hello, ``` feedback: This is a comma, you need quotation marks. - hint: Pick the right quotation marks. - correct_answer: B - question_score: '10' 3: - question_text: Where are the quotation marks used correctly? mp_choice_options: - option: |- ``` @@ -718,28 +267,7 @@ levels: {print} 'Hi Im Hedy' ``` feedback: Perfect! - hint: Both before and after the words you want to print should be a quotation mark. - correct_answer: D - question_score: '10' - 4: - question_text: Which statement is true? - mp_choice_options: - - option: 'You need quotation marks around the word `{print}`, like this: `''{print}''`.' - feedback: The quotation marks shouldn't be around the command itself. - - option: You need quotation marks around the words you want to print. - feedback: Super! - - option: You do not need quotation marks when using the `{ask}` command - feedback: Both `{print}` and `{ask}` require quotation marks - - option: You can choose yourself whether to use quotation marks or not. - feedback: Unfortunately, Hedy is stricter than that. - hint: From level 4 on you need to use quotation marks. - correct_answer: B - question_score: '10' 5: - question_text: What has to be changed in order for the game to work? - code: |- - options {is} rock, paper, scissors - {print} 'options {at} {random}' mp_choice_options: - option: |- ``` @@ -758,89 +286,9 @@ levels: feedback: That's right - option: Nothing, the game already works! feedback: Look carefully. There is an error. - hint: You don't want Hedy to literally print 'options {at} {random}', you want it to print 'rock' or 'paper' or 'scissors'. - correct_answer: C - question_score: '10' 6: - question_text: What would be a good next line in this code? - code: prices {is} 1 dollar, 100 dollars, 1 million dollars - mp_choice_options: - - option: |- - ``` - {print} 'You win...' prices {at} {random} - ``` - feedback: Great! You get it! - - option: |- - ``` - {print} You win... 'prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}' - - option: |- - ``` - {print} You win... prices {at} {random} - ``` - feedback: You need some quotation marks! - - option: |- - ``` - {print} 'You win... prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}'' hint: 'Think carefully: what is a variable and should be outside of the quotation marks? And what are normal words that should be inside?.' - correct_answer: A - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: Correct! - - option: Quotation marks are missing in line 2 - feedback: A variable doesn't need quotes - - option: Quotation marks are missing in line 3 - feedback: You don't want Hedy to literally print 'answers {at} {random}' so no quotation marks needed here! - - option: Nothing, this code is good as is! - feedback: Look carefully. You missed a mistake! - hint: Check each line on whether they'd need quotation marks or not. - correct_answer: A - question_score: '10' - 8: - question_text: What would be a good next line for this code? - code: |- - {print} 'Welcome at the money show!' - {print} 'In front of you are 3 doors' - door {is} {ask} 'Which door do you choose?' - mp_choice_options: - - option: |- - ``` - {print} So you pick door door - ``` - feedback: We need quotation marks - - option: |- - ``` - {print} 'So you pick ' door door - ``` - feedback: If the player chooses door 3, Hedy will say 'So you pick 3 3 - - option: |- - ``` - {print} 'So you pick door ' door - ``` - feedback: Super! - - option: |- - ``` - {print} 'So you pick door door' - ``` - feedback: Hedy will literally print 'So you pick door door - hint: The second word door should be replaced with the number, the first should still be the word door... - correct_answer: C - question_score: '10' 9: - question_text: What will never appear in your output screen? - code: |- - clubs {is} Real Madrid, Bayern Munchen, Manchester United, Ajax - {print} clubs {at} {random} ' is going the win the champions league' mp_choice_options: - option: Ajax is going to win the champions league feedback: Hedy could `{print}` that @@ -850,27 +298,6 @@ levels: feedback: Hedy could `{print}` that - option: FC Barcelona is going to win the champions league feedback: That's right. It's not in the list - hint: What are Hedy's options to randomly pick from? - correct_answer: D - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - people {is} mom, dad, Emma, Sophie - {print} The dishes are done by... - {print} people {at} {random} - mp_choice_options: - - option: Quotation marks are missing in line 1 - feedback: A list doesn't need quotation marks - - option: Quotation marks are missing in line 2 - feedback: Correct - - option: Quotation marks are missing in both line 2 and 3 - feedback: Line 3 doesn't need quotation marks because it's not printed literally - - option: Nothing, this code has no mistakes - feedback: You missed one! - hint: One line needs quotation marks, because you want it to be printed literally. - correct_answer: B - question_score: '10' 5: 1: question_text: What is true? @@ -888,79 +315,8 @@ levels: - option: In level 5 `{ask}` and `{print}` work the same as in level 4 feedback: Correct! hint: We have only learned a new command in level 5. - correct_answer: D - question_score: '10' - 2: - question_text: What appears in your output screen when you type in the name Hedy? - code: |- - name {is} {ask} 'What is your name?' - {if} name {is} Hedy {print} 'fun' {else} {print} 'less fun' - mp_choice_options: - - option: fun - feedback: That's right! - - option: less fun - feedback: If the name is Hedy, it will say 'fun'' - - option: Hedy - feedback: No, it doesn't print the name - - option: Error - feedback: Fortunately not! - hint: '`{if}` name `{is}` Hedy `{print}` ...?' - correct_answer: A - question_score: '10' 3: - question_text: What is the right password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct! - feedback: This is printed when you type in the correct password - - option: SECRET - feedback: That's right!' - - option: password - feedback: The password isn't password... - - option: ALARM INTRUDER - feedback: This is printed when you type in the incorrect password! hint: '`{if}` password `{is}` ... `{print}` ''Correct!''!''' - correct_answer: B - question_score: '10' - 4: - question_text: What does Hedy print when you type in the wrong password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Correct - feedback: That's printed if the correct answer is given, not the wrong one... - - option: SECRET - feedback: That's not the right answer - - option: Wrong! - feedback: No, this is not what Hedy will print - - option: ALARM! INTRUDER! - feedback: Great job! - hint: Your computer will sound the alarm for intruders! - correct_answer: D - question_score: '10' - 5: - question_text: Why will Hedy say 'ALARM! INTRUDER' when you type in 'secret'? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Because it needs to be in capitals, so SECRET - feedback: Indeed! - - option: Because the password is alarm - feedback: No, this is not the password. - - option: Because it's spelled wrong. - feedback: That's not how you spell secret - - option: Because Hedy makes a mistake - feedback: No, Hedy is right - hint: The spelling of the word has to be exactly the same. - correct_answer: A - question_score: '10' 6: question_text: Which word should be on the place of the question mark in the last line? code: |- @@ -969,30 +325,6 @@ levels: club is {ask} 'Which club is your favorite?' {if} club {is} ajax {print} 'Ajax is going to win of course!' _?_ {print} 'Sorry, your club is gonna be in last place...' - mp_choice_options: - - option: |- - ``` - {if} - ``` - feedback: '`{if}` is already in the line above' - - option: |- - ``` - {at} {random} - ``` - feedback: No, you need `{else}`. - - option: |- - ``` - {else} - ``` - feedback: Great! - - option: |- - ``` - {print} - ``` - feedback: '`{print}` is already there, we need a word before it!' - hint: '`{if}` goes together with...?' - correct_answer: C - question_score: '10' 7: question_text: Which word should be in the place of the question mark? code: |- @@ -1021,9 +353,6 @@ levels: {print} ``` feedback: Awesome! - hint: After `{else}` a `{print}` command follows - correct_answer: D - question_score: '10' 8: question_text: Which word should be on the place of the question mark? code: |- @@ -1051,298 +380,37 @@ levels: {print} ``` feedback: No, that's not it. - hint: What the variable name? - correct_answer: B - question_score: '10' - 9: - question_text: Which door should you choose to escape?? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} - mp_choice_options: - - option: '1' - feedback: Bad choice! You're being eaten - - option: '2' - feedback: Super! You escaped! - - option: '3' - feedback: Bad choice! You're being eaten. - - option: It's a trap, you will always be eaten! - feedback: Luckily not! - hint: One of the doors will keep you safe.. - correct_answer: B - question_score: '10' + 6: + 6: + question_text: How much does a hamburger cost is this virtual restaurant? 10: - question_text: Which monster is standing behind door 1? code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} + name _?_ Hedy + {print} name 'is walking trough the forrest' mp_choice_options: - - option: Hedy picks a random monster each time. - feedback: Awesome! - - option: vampire - feedback: Not always... - - option: werewolf - feedback: Not always... - - option: giant spider - feedback: Not always... - hint: Mind the last 3 words... monsters `{at} {random}`... - correct_answer: A - question_score: '10' - 6: + - option: You can only fill in the word is on the `_?_` + feedback: You are allowed to use the `=` sign as well + - option: You can fill in either the word is or the `=` sign on the `_?_` + feedback: Amazing! + - option: You have to fill in =is= on the `_?_` + feedback: No, one `=` sign is enough + - option: You can only use the `=` sign when working with numbers, not with words. + feedback: You can also use `=` with words. + 7: 1: - question_text: What's Hedy's output when you run this code? - code: '{print} 2*10' mp_choice_options: - - option: '20' - feedback: Correct! - - option: '12' - feedback: No, the plus sign is used in addition - - option: 2*10 - feedback: No, Hedy will calculate the answer - - option: '210' - feedback: Mind it's a calculation. - hint: The `*` is used as a multiplication sign - correct_answer: A - question_score: '10' + - option: '0' + feedback: No you can repeat a line. + - option: '1' + feedback: Correct, one line at a time + - option: '2' + feedback: In this level only one line at a time + - option: infinite + feedback: In this level you can only repeat one line at a time + hint: You can only repeat 1 line at a time 2: - question_text: What do you use when you want to add two numbers? - mp_choice_options: - - option: '`-`' - feedback: That's not it - - option: plus - feedback: That's not it - - option: '`*`' - feedback: That's not it - - option: '`+`' - feedback: Correct! - hint: It's the plus sign. - correct_answer: D - question_score: '10' - 3: - question_text: What's Hedy's output when you run this code? - code: '{print} ''3*10''' - mp_choice_options: - - option: '30' - feedback: This would be the right answer if there were no quotation marks. - - option: '13' - feedback: Try again.. - - option: 3*10 - feedback: Correct! There are quotation marks, so Hedy will print it literally. - - option: Nothing, Hedy will give an error message. - feedback: No, Hedy will print it literally. - hint: Mind the quotation marks!! - correct_answer: C - question_score: '10' - 4: - question_text: Kim is 10 years old. What will Hedy print for her? - code: |- - name = {ask} 'How many letters are in your name?' - age = {ask} 'How old are you?' - luckynumber = name*age - {print} 'Your lucky number is...' luckynumber - mp_choice_options: - - option: '30' - feedback: Mind, Hedy also prints 'Your lucky number is...' - - option: '10' - feedback: Please try again. - - option: Your lucky number is... 30 - feedback: That's right! - - option: Your lucky number is... 10 - feedback: Her lucky number is name times age... - hint: 'Kim has 3 letters, she is 10 years old so: letters times age = 3*10 = 30.' - correct_answer: C - question_score: '10' - 5: - question_text: If 5 people eat at this restaurant, how much do they have to pay in total? - code: |- - {print} 'Welcome to Hedys!' - people = {ask} 'How many people are eating with us tonight?' - price = people * 10 - {print} 'That will be ' price 'dollar please' - mp_choice_options: - - option: 5 dollars - feedback: Unfortunately, it's not that cheap. - - option: 10 dollars - feedback: No, it's 10 dollars each. - - option: 15 dollars - feedback: The * means multiplication. - - option: 50 dollars - feedback: Great! - hint: '`price` `is` `people` `times` 10' - correct_answer: D - question_score: '10' - 6: - question_text: How much does a hamburger cost is this virtual restaurant? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = 15 - {if} food {is} fries price = 6 - mp_choice_options: - - option: 15 dollars - feedback: Super! - - option: 6 dollars - feedback: The fries are 6 dollars - - option: 0 dollars - feedback: The hamburger isn't free! - - option: 21 dollars - feedback: That's the price for a hamburger and fries! - hint: Mind the fourth line. - correct_answer: A - question_score: '10' - 7: - question_text: Why does line 7 say 'price is price + 3' instead of 'price is 3'? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = price + 15 - {if} food {is} fries price = price + 6 - drinks is {ask} 'What would you like to drink?' - {if} drinks {is} coke price = price + 3 - {if} drinks {is} water price = price + 1 - {print} price ' dollars please' - mp_choice_options: - - option: It could have been `price = 3` just as well. - feedback: No, that's not true. Hedy needs to add 3 dollars to the total. - - option: Because Hedy doesn't understand `price = 3`. - feedback: Hedy would understand, but it wouldn't be right. - - option: Because Hedy would otherwise forget about the previous order. The price would be 3 dollars in total. - feedback: That's right! - - option: Because the price is 0 dollars to begin with. - feedback: That's true, but not the reason - hint: The price shouldn't be 3, but 3 dollars more than it already was - correct_answer: C - question_score: '10' - 8: - question_text: Why is this code incorrect? - code: |- - correct answer = 3*12 - answer = {ask} 'What is 3 times 12?' - {if} answer {is} correct answer {print} 'Good job!' - {else} {print} 'No... It was ' correct answer - mp_choice_options: - - option: There shouldn't be quotation marks in line 2 - feedback: No, there should be! - - option: The variable is called correct answer, but a variable's name can only be 1 word. So it should be correct_answer - feedback: Correct! - - option: The `{if}` and `{else}` commands should be in the same line. - feedback: No, that's not true. - - option: The variable in line 2 can't be called answer, because it is too similar to the variable correct answer. - feedback: Variable names can be similar, but they can't be 2 words... - hint: Inspect what the variables are called. - correct_answer: B - question_score: '10' - 9: - question_text: Imagine you love football a 10, you've eaten 2 bananas and have washed your hands 3 times today. How smart does the silly fortune teller think you are? - code: |- - {print} 'Im Hedy the silly fortune teller' - {print} 'I will predict how smart you are!' - football = {ask} 'On a scale of 0 to 10 how much do you love football?' - bananas = {ask} 'How many bananas have you eaten this week?' - hygiene = {ask} 'How many times did you wash your hands today??' - result = bananas + hygiene - result = result * football - {print} 'You are ' result 'percent smart.' - mp_choice_options: - - option: 10% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 32% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 50% - feedback: Super! You are 100 percent smart! - - option: 100% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - hint: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - correct_answer: C - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - name _?_ Hedy - {print} name 'is walking trough the forrest' - mp_choice_options: - - option: You can only fill in the word is on the `_?_` - feedback: You are allowed to use the `=` sign as well - - option: You can fill in either the word is or the `=` sign on the `_?_` - feedback: Amazing! - - option: You have to fill in =is= on the `_?_` - feedback: No, one `=` sign is enough - - option: You can only use the `=` sign when working with numbers, not with words. - feedback: You can also use `=` with words. - hint: '`{is}` and `=` are both allowed' - correct_answer: B - question_score: '10' - 7: - 1: - question_text: How many lines can you repeat at once with the repeat command at this level? - mp_choice_options: - - option: '0' - feedback: No you can repeat a line. - - option: '1' - feedback: Correct, one line at a time - - option: '2' - feedback: In this level only one line at a time - - option: infinite - feedback: In this level you can only repeat one line at a time - hint: You can only repeat 1 line at a time - correct_answer: B - question_score: '10' - 2: - question_text: Which code is right? - mp_choice_options: - - option: |- - ``` - {print} 100 {times} 'hello' - ``` - feedback: '`{repeat}` 100 `{times}` `{print}` ''hello''' - - option: |- - ``` - {print} {repeat} 100 {times} 'hello' - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 'hello' 100 {times} - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 100 {times} {print} 'hello' - ``` - feedback: That's right! - hint: First the repeat command, then the `{print}` command - correct_answer: D - question_score: '10' - 3: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} ''Hello!''' - mp_choice_options: - - option: Right - feedback: No, a word is missing - - option: Wrong, the word `{repeat}` is missing - feedback: The word `{repeat}` is there, another word is missing - - option: Wrong, the word `{times}` is missing - feedback: The word `{times}` is there, another word is missing. - - option: Wrong, the word `{print}` is missing - feedback: Correct - hint: 'It should be: `{repeat}` 100 `{times}` `{print}` ''Hello''' - correct_answer: D - question_score: '10' - 4: - question_text: Which word is wrong in the code? - code: |- - {print} 'I'm blue' - {repeat} 7 {times} {print} 'da ba dee, da ba da' + hint: First the repeat command, then the `{print}` command + 4: mp_choice_options: - option: |- ``` @@ -1365,24 +433,7 @@ levels: ``` feedback: '`{times}` is spelled correctly' hint: I'm is wrong, you can't use apostrophes - correct_answer: A - question_score: '10' - 5: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} {print} ''Hedy is awesome!''' - mp_choice_options: - - option: Correct - feedback: That's right! - - option: Wrong - feedback: That's not it - hint: The code is correct! - correct_answer: A - question_score: '10' 6: - question_text: What will be the output from this code? - code: |- - {print} 'The wheels on the bus go' - {repeat} 3 {times} {print} ' round and round' mp_choice_options: - option: |- the wheels on the bus go @@ -1408,14 +459,7 @@ levels: round and round round and round feedback: All though the town! Perfect! - hint: Only 'round and round' is repeated 3 times. - correct_answer: D - question_score: '10' 7: - question_text: What will be the output from this code? - code: |- - {repeat} 2 {times} {print} 'We will' - {print} 'ROCK YOU!' mp_choice_options: - option: |- We will We will @@ -1436,61 +480,7 @@ levels: We will ROCK YOU! feedback: Mind the repeat command - hint: Mind the `{repeat}` command. - correct_answer: B - question_score: '10' - 8: - question_text: What Hedy code belongs to this output? - code: |- - Here comes the sun - Do do do do - Here comes the sun - And I say - Its alright - mp_choice_options: - - option: |- - ``` - {print} 'Here comes the sun' - {print} 'Do do do do' - {print} 'Here comes the sun' - {print} 'And I say' - {print} 'Its alright' - ``` - feedback: Awesome, you can't use the `{repeat}` command here. - - option: |- - ``` - {repeat} 2 {times} {print} 'Here comes the sun' - {print} 'And I say' - {print} 'Its alright' - feedback: Where did you leave 'Do do do do'? - - option: |- - ``` - {repeat} 2 {times} {print} 'Here comes the sun' - {print} 'Do do do do' - {print} 'And I say' - {print} 'Its alright' - ``` - feedback: This is not the correct order.. - - option: |- - ``` - {repeat} 2 {times} {print} 'Here comes the sun' - {repeat} 2 {times} {print} 'Do do' - {print} 'And I say' - {print} 'Its alright' - ``` - feedback: This is not the correct order.. - hint: '`{repeat}` can only be used if you want to execute the same line multiple times in a row.' - correct_answer: A - question_score: '10' 9: - question_text: What Hedy code belongs to this output? - code: |- - Batman was flying through Gotham. - When suddenly he heard someone screaming... - Help! - Help! - Help! - Please help me! mp_choice_options: - option: |- ``` @@ -1524,16 +514,8 @@ levels: {print} 'Please help me!' ``` feedback: Perfect - hint: '''Help!'' is repeated 3 times.' - correct_answer: D - question_score: '10' 10: question_text: What Hedy code belongs to this output? - code: |- - if youre happy and you know it clap your hands - if youre happy and you know it clap your hands - if youre happy and you know it and you really want to show it - if youre happy and you know it clap your hands mp_choice_options: - option: |- ``` @@ -1563,46 +545,8 @@ levels: {print} 'clap your hands' ``` feedback: This is not in the right order. - hint: Mind the order of the sentences. - correct_answer: B - question_score: '10' 8: - 1: - question_text: Which output will be produced by this code? - code: |- - {repeat} 2 {times} - {print} 'Hello' - {print} 'Im Hedy!' - mp_choice_options: - - option: |- - Hello - Im Hedy! - feedback: Everything is printed twice. - - option: |- - Hello - Hello - Im Hedy - feedback: The second line is repeated twice as well. - - option: |- - Hello - Im Hedy! - Hello - Im Hedy! - feedback: Super! - - option: |- - Hello - Hello - Im Hedy! - Im Hedy! - feedback: Everything is printed twice - hint: Both lines are repeated twice. - correct_answer: C - question_score: '10' 2: - question_text: What is wrong with this code? - code: |- - {repeat} 5 {times} - {print} 'Hedy is cool!' mp_choice_options: - option: This should be only one line, not 2. feedback: No it should be 2 lines. @@ -1612,15 +556,7 @@ levels: feedback: Nee, repeat is de goede spelling - option: The second line need to start with 4 spaces as indentation. feedback: Correct! - hint: Something is missing in the second line? - correct_answer: D - question_score: '10' 3: - question_text: What output will be produced when you run this program? - code: |- - {repeat} 3 {times} - {print} 'Baby shark tututudutudu' - {print} 'Baby shark' mp_choice_options: - option: |- Baby shark tututudutudu @@ -1647,97 +583,7 @@ levels: Baby shark feedback: What is being repeated and what isn't. hint: What is being repeated and what is not?. - correct_answer: C - question_score: '10' - 4: - question_text: Which output is correct? - code: |- - {print} 'The children went:' - {repeat} 2 {times} - {print} 'Yay!' - {print} 'We are going on vacation!' - mp_choice_options: - - option: |- - The children went: - Yay! - We are going on vacation! - feedback: Mind the `{repeat}` command! - - option: |- - The children went: - Yay! - We are going on vacation! - Yay! - We are going on vacation! - feedback: Correct! - - option: |- - The children went: - Yay! - Yay! - We are going on vacation! - We are going on vacation! - feedback: This order is incorrect. - - option: |- - The children went: - Yay! - Yay! - We are going on vacation! - feedback: The last line is repeated too. - hint: The block under the `{repeat}` command is repeated twice. - correct_answer: B - question_score: '10' - 5: - question_text: What is wrong with this code? - code: |- - end = {ask} 'Do you want a happy or a sad ending?' - {if} end {is} happy {print} 'They lived happily ever after' - {else} {print} 'The world exploded. The end.' - mp_choice_options: - - option: The `{print}` commands on the last two lines should start on new lines and start with 4 spaces. - feedback: That's right! - - option: '`{else}` is not a command!' - feedback: It is! - - option: Lines that start with `{if}` should start with 4 spaces - feedback: That's not true - - option: '`{ask}` is no longer a command' - feedback: That's not true - hint: Something is wrong with indentation - correct_answer: A - question_score: '10' - 6: - question_text: What will be the output of this code when we enter pancakes? - code: |- - {print} 'Welcome to restaurant Hedy' - {repeat} 2 {times} - food {is} {ask} 'What do you want to eat?' - {print} food - mp_choice_options: - - option: |- - Welcome to restaurant Hedy - Pancakes - feedback: There is no repetition in this answer. - - option: |- - Welcome to restaurant Hedy - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: This answer also repeats the welcome message - - option: |- - Welcome to restaurant Hedy - What do you want to eat? - What do you want to eat? - Pancakes - Pancakes - feedback: Almost! But look at the question, it is not repeated. - - option: |- - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: Well done! - hint: The first sentence and question will not be repeated - correct_answer: D - question_score: '10' 7: - question_text: What is wrong with this code? code: |- food = {ask} 'What would you like to eat?' {if} food {is} fries @@ -1756,96 +602,8 @@ levels: feedback: You always have to use indentation. - option: The indentation is wrong in the first `{if}` command. feedback: That's right. - hint: Take a careful look at the indentation. - correct_answer: D - question_score: '10' - 8: - question_text: In which of the codes is the indentation done right? - mp_choice_options: - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are wrong! - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are wrong! - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are... right! - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are wrong! - hint: What should happen if the person is right? And what else? - correct_answer: C - question_score: '10' - 9: - question_text: What line(s) in this code should start with 4 spaces? - code: |- - 1 music = {ask} 'What is your favorite music genre?' - 2 {if} music {is} rock - 3 {print} '🤘' - 4 {else} - 5 {print} '👎' - mp_choice_options: - - option: Line 2 and 4 - feedback: The lines after the `{if}` and `{else}` command should start with 4 spaces - - option: Only line 3 - feedback: Not only 3... - - option: Line 3, 4 and 5 - feedback: Line 4 shouldn't - - option: Line 3 and 5 - feedback: Great job! - hint: The lines after an `{if}` or `{else}` command should start with 4 spaces. - correct_answer: D - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - 1 level = {ask} 'What level are you on?' - 2 {if} level {is} 8 - 3 {print} 'Great job!' - mp_choice_options: - - option: All lines should start with 4 spaces - feedback: That's not true - - option: Line 2 and 3 should start with 4 spaces - feedback: That's not true - - option: Line 2 should start with 4 spaces - feedback: That's not true - - option: Line 3 should start with 4 spaces - feedback: You are correct! - hint: Only one line starts with 4 spaces, but which one...? - correct_answer: D - question_score: '10' 9: 1: - question_text: What is wrong with this code? code: |- {repeat} 3 {times} eten = {ask} 'What would you like to eat?' @@ -1866,51 +624,7 @@ levels: - option: The indentation is wrong in the last `{if}` command. feedback: It not, though. hint: all the indentation is done correctly. - correct_answer: A - question_score: '10' - 2: - question_text: What will be printed after entering the correct password? - code: |- - password = {ask} 'What is the password?' - correct_password = Hedy - {if} password {is} correct_password - {repeat} 2 {times} - {print} 'Good job!' - {print} 'You can use the computer!' - {else} - {print} 'The computer will explode in 5... 4... 3... 2... 1...' - mp_choice_options: - - option: |- - ``` - Good job! - Good job! - ``` - feedback: That's not it! - - option: |- - ``` - The computer will explode in 5... 4... 3... 2... 1... - ``` - feedback: That's not it! - - option: |- - ``` - Good job! - Good job! - You can use the computer! - ``` - feedback: That's not it! - - option: |- - ``` - Good job! - You can use the computer! - Good job! - You can use the computer! - ``` - feedback: Correct! - hint: Everything under the `{repeat}` command is repeated twice. - correct_answer: D - question_score: '10' 3: - question_text: Which case should you choose to win a million dollars? code: |- {print} 'Choose the right case and win!' case = {ask} 'Which case will you pick? 1 or 2?' @@ -1926,20 +640,7 @@ levels: {print} 'You sell the case for 500 dollars' {if} action {is} open {print} 'You open the case and win a million dollars!' - mp_choice_options: - - option: case 1, sell - feedback: You don't win a million! - - option: case 1, open - feedback: You don't win a million - - option: case 2, sell - feedback: You don't win a million - - option: case 2, open - feedback: Great job! You win! - hint: Follow the right path - correct_answer: D - question_score: '10' 4: - question_text: Which statement is true? code: |- name = {ask} 'What is your name?' size = {ask} 'What is your shoe size?' @@ -1959,15 +660,7 @@ levels: feedback: That's right! - option: Cinderella with shoe size 40 gets the output 'I was looking for you!' feedback: No she gets 'Ill keep looking' - hint: No matter what your name is, if you have shoe size 40 you will get the message 'Ill keep looking'. - correct_answer: C - question_score: '10' 5: - question_text: Which code produced this output? - output: |- - Icecream is the best! - Icecream is the best! - Icecream is the best! mp_choice_options: - option: |- ``` @@ -2002,11 +695,7 @@ levels: {print} 'Icecream is the best!' ``` feedback: There are 2 `{repeat}` commands in this code. - hint: Watch the indentation - correct_answer: C - question_score: '10' 6: - question_text: After which command(s) should you use indentation (starting the next line with 4 spaces)? mp_choice_options: - option: '`{if}`' feedback: Don't forget the others @@ -2016,9 +705,6 @@ levels: feedback: Keep it up! - option: '`{if}` `{else}` `{repeat}` `{print}`' feedback: Not with print - hint: Indentation happens on the line below some commands - correct_answer: C - question_score: '10' 7: question_text: "In this code from a pizza restaurant. \nYou'll get a 5 dollar discount if you order a medium pizza with coke.\n What should you do to debug this code?" code: |- @@ -2059,9 +745,6 @@ levels: price = price - 2 ``` feedback: Try again - hint: After each `{if}` command, the line below should indent - correct_answer: A - question_score: '10' 8: question_text: What is wrong is this code? code: |- @@ -2079,41 +762,12 @@ levels: feedback: You actually must start like that. - option: A code must always start with a `{print}` command in the first line feedback: That's not true. - hint: The indentation is done right this time - correct_answer: B - question_score: '10' - 9: - question_text: How many `{if}` commands can be placed inside another `{if}` command? - mp_choice_options: - - option: None, that is not allowed - feedback: You are allowed to - - option: Only 1 - feedback: You could use more if you like - - option: '3' - feedback: You could use more if you like - - option: Infinite, as long as you keep using indentation correctly - feedback: That is true - hint: You can put an `{if}` command inside an `{if}` command. - correct_answer: D - question_score: '10' 10: - question_text: Which statement is true? code: |- 1 {repeat} 2 {times} 2 {if} level {is} 9 3 {print} Great job! - mp_choice_options: - - option: All lines should start with 4 spaces - feedback: Only line 2 and 3 start with spaces - - option: Line 2 and 3 should start with 4 spaces - feedback: Line 3 should start with 8 - - option: Line 2 and 3 should start with 8 spaces - feedback: Line 2 should start with 4 - - option: line 2 should start with 4 spaces and line 3 with 8 - feedback: You are correct! hint: The first line doens't start with any spaces - correct_answer: D - question_score: '10' 10: 1: question_text: What do we need to fill in on the `_?_` if we want to print each compliment? @@ -2121,91 +775,6 @@ levels: compliments = perfect, great job, amazing _?_ {print} compliment - mp_choice_options: - - option: |- - ``` - {for} each compliment - ``` - feedback: That's not it - - option: |- - ``` - {for} compliment {in} compliments - ``` - feedback: You deserve all those compliments! - - option: |- - ``` - {if} compliment {in} compliments - ``` - feedback: That's not it - - option: |- - ``` - {for} compliments {in} compliment - ``` - feedback: Almost there! - hint: '`{for}` each compliment in the lists of compliments...' - correct_answer: B - question_score: '10' - 2: - question_text: Which output is correct? - code: |- - meals = pizza, pasta, pancakes - {for} meal {in} meals - {print} 'I love ' meal - mp_choice_options: - - option: I love pizza - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pasta - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pancakes - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: |- - I love pizza - I love pasta - I love pancakes - feedback: Great! - hint: Line 2 says for each meal in the list of meals. So each meal is printed. - correct_answer: D - question_score: '10' - 3: - question_text: Which output is correct? - code: |- - animals = dogs, cats, hamsters, chickens - {for} animal {in} animals - {print} animal ' are lovely pets' - mp_choice_options: - - option: dogs are lovely pets - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - - option: dogs, cats, hamsters, chickens are lovely pets - feedback: Each animal gets their own line in the output. - - option: |- - dogs are lovely pets - cats are lovely pets - hamsters are lovely pets - chickens are lovely pets - feedback: Great! - - option: You don't know yet. Because it chooses one of the animals {at} {random}. - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - hint: Line 2 says {for} each animal in the list of animals. So each animal is printed - correct_answer: C - question_score: '10' - 4: - question_text: What's wrong with this code? - code: |- - groceries = apples, bread, milk - {for} item {in} groceries - {print} 'We need ' groceries - mp_choice_options: - - option: Line 2 needs to start with 4 spaces as indentation - feedback: No it doesn't. Only line 3 needs indentation, which it has. - - option: Line 3 does not need to start with 4 spaces as indentation - feedback: Line 2 is a `{for}`command so line 3 does need to start with an indent. - - option: Line 3 should say item instead of groceries - feedback: Good job! - - option: Line 2 should say groceries instead of item - feedback: No it does not. - hint: Line 2 says `{for}` each item in the list of groceries - correct_answer: C - question_score: '10' 5: question_text: What word should be on the _?_ with these digital dice? code: |- @@ -2214,25 +783,7 @@ levels: choices = 1, 2, 3, 4, 5, 6 {for} player {in} players {print} player ' throws ' _?_ {at} {random} - mp_choice_options: - - option: players - feedback: It would say 'Ann throws Jesse', instead of 'Ann throws 6'. - - option: choices - feedback: That's right! - - option: choice - feedback: You are very close. But you need Hedy to pick from the list called 'choices' not 'choice'... - - option: dice - feedback: Look at the names of the variables. - hint: Hedy needs to pick a number `{at} {random}` - correct_answer: B - question_score: '10' 6: - question_text: Which of the answers below is a possible outcome when you run the code? - code: |- - choices = rock, paper, scissors - players = Kelly, Meredith - {for} player {in} players - {print} player ' chooses ' choices {at} {random} mp_choice_options: - option: Kelly chooses rock feedback: Meredith wants to play too! @@ -2246,9 +797,6 @@ levels: Kelly chooses paper Meredith chooses scissors feedback: Amazing! - hint: Each player will pick an option. The player that's first on the list will go first. - correct_answer: D - question_score: '10' 7: question_text: What line should be on the _?_ in this code that decides what these people will have for dinner? code: |- @@ -2256,30 +804,6 @@ levels: food = pasta, fries, salad _?_ {print} name ' has to eat ' food {at} {random} ' for dinner' - mp_choice_options: - - option: |- - ``` - {for} name {in} names - ``` - feedback: You are on fire! - - option: |- - ``` - {for} names {in} name - ``` - feedback: No it should be for each name in the list nameS, so the other way around - - option: |- - ``` - {for} food {in} food - ``` - feedback: Each name should be told what they will have for dinner. - - option: |- - ``` - {for} name {in} food - ``` - feedback: Each name should be told what they will have for dinner. - hint: Each name should be told what they will have for dinner. - correct_answer: A - question_score: '10' 8: question_text: What should be on the _?_ in this code that decides which color shirt you get? code: |- @@ -2308,11 +832,7 @@ levels: 'people gets a colors shirt' ``` feedback: There is no variable named people.. - hint: Mind the quotation marks and the names of the variables - correct_answer: B - question_score: '10' 9: - question_text: What is the first question Hedy will ask you when you run the program? code: |- courses = appetizer, main course, dessert names = Timon, Onno @@ -2320,20 +840,7 @@ levels: {for} course {in} courses food = {ask} name ', what would you like to eat as your ' course '?' {print} name ' orders ' food ' as their ' course - mp_choice_options: - - option: Timon, what would you like to eat as your appetizer? - feedback: Perfect! - - option: Onno, what would you like to eat as your appetizer? - feedback: Timon is first on the list! - - option: Timon, what would you like to eat as your dessert? - feedback: Appetizers are first in the list - - option: You don't know that. Hedy will choose `{at} {random}`. - feedback: There is no `{at} {random}` in this code... - hint: The first options from both lists are chosen. - correct_answer: A - question_score: '10' 10: - question_text: What is true about this code? code: |- prices = 1 million dollars, car, sandwich names = Bob, Patrick, Sandy, Larry @@ -2348,9 +855,6 @@ levels: feedback: That is not true. Larry has the same odds as the others - option: Someone might win with two prices feedback: You get it! - hint: Try to imagine the output of this code. - correct_answer: D - question_score: '10' 11: 1: question_text: What word should be at the place of the question mark? @@ -2378,14 +882,7 @@ levels: {for} ``` feedback: 'No' - hint: What did you learn in this level? - correct_answer: B - question_score: '10' 2: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 1 {to} 3 - {print} i mp_choice_options: - option: |- 1 @@ -2398,81 +895,24 @@ levels: feedback: That's not it - option: '123' feedback: That's not it - hint: How do the numbers appear in the screen? - correct_answer: A - question_score: '10' - 3: - question_text: Which code was used to get this output? - output: |- - 1 - 2 - 3 - 4 - 5 - Once I caught a fish alive! + 4: mp_choice_options: - option: |- ``` - {for} i {in} {range} 1 {to} 5 + {for} i {in} {range} 0 {to} 10 {print} i - {print} 'Once I caught a fish alive!' ``` - feedback: Perfect + feedback: Now Hedy prints the numbers from 0 to 10 instead of 10 to 0. - option: |- ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' + {for} i {in} {range} 0 to 10 + {print} - i ``` - feedback: This code won't work. You need an indent after {for}. + feedback: Hedy would print negative numbers in this case. - option: |- ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Now Hedy will count '1 Once I caught a fish alive!, 2 Once I caught a fish alive! etc. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} 'i' - {print} 'Once I caught a fish alive!' - ``` - feedback: i is a variable and shouldn't have quotation marks - hint: First all the numbers, then the sentence - correct_answer: A - question_score: '10' - 4: - question_text: Which code was used to get this output? - output: |- - 10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0 - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 0 {to} 10 - {print} i - ``` - feedback: Now Hedy prints the numbers from 0 to 10 instead of 10 to 0. - - option: |- - ``` - {for} i {in} {range} 0 to 10 - {print} - i - ``` - feedback: Hedy would print negative numbers in this case. - - option: |- - ``` - {for} i {in} {range} 10 to 0 - {print} 10 9 8 7 6 5 4 3 2 1 0 + {for} i {in} {range} 10 to 0 + {print} 10 9 8 7 6 5 4 3 2 1 0 ``` feedback: Unfortunately this does not exist. - option: |- @@ -2482,42 +922,6 @@ levels: ``` feedback: That's right! hint: It has to be a calculation... - correct_answer: D - question_score: '10' - 5: - question_text: What's wrong with this code? - code: |- - {for} i {in} {range} 1 {to} 10 - {print} i - mp_choice_options: - - option: The i in the last line need quotation marks - feedback: No it doesn't. - - option: You can't use `{range}` 1 `{to}` 5 only `{range}` 1 `{to}` 10 - feedback: You could use 1 to 5 just as well! - - option: Line 1 needs to start with an indention. - feedback: Not line 1... - - option: Line 2 needs to start with an indention - feedback: Perfect! - hint: There is something wrong with the indention - correct_answer: D - question_score: '10' - 6: - question_text: How many times does the word Hello appear on your screen when you run the code? - code: |- - {for} i {in} {range} 0 {to} 2 - {print} 'Hello' - mp_choice_options: - - option: 1 time - feedback: 'No' - - option: 2 times - feedback: 'No' - - option: 3 times - feedback: That's right! - - option: Never - feedback: 'No' - hint: 0 also counts. So 0,1,2 that's 3 times. - correct_answer: C - question_score: '10' 7: question_text: What should be on the place of the question mark? code: |- @@ -2526,35 +930,7 @@ levels: _?_ food is {ask} 'What would you like to order?' {print} food - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 0 {to} 3 - ``` - feedback: There's not always 3 people - - option: |- - ``` - {for} i {in} {range} 1 {to} guests - ``` - feedback: The variable is not named guests - - option: |- - ``` - {for} i {in} {range} 1 {to} people - ``` - feedback: Great! - - option: |- - ``` - {for} i {in} {range} 0 {to} people - ``` - feedback: That's one order too many! - hint: Use the variable 'people' - correct_answer: C - question_score: '10' 8: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 23 {to} 25 - {print} 'hi' mp_choice_options: - option: |- 23 @@ -2570,34 +946,7 @@ levels: feedback: Correct - option: The word 'hi' will appear 25 times in a row. feedback: No it will only appear 3 times. - hint: It doesn't say `{print}` i - correct_answer: C - question_score: '10' - 9: - question_text: How many times does Hedy chant Hip Hip Hooray? - code: |- - age = {ask} 'How old are you?' - {for} i {in} {range} 1 {to} age - {print} 'Hip Hip Hoorray!' - mp_choice_options: - - option: 1 time - feedback: Try again - - option: 2 times - feedback: Try again - - option: Never - feedback: Try again - - option: That depends on how old you are - feedback: That's right! - hint: '`{for}` i `{in}` `{range}` 1 `{to}` age' - correct_answer: D - question_score: '10' 10: - question_text: Which code belongs to this output? - output: |- - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark mp_choice_options: - option: |- ``` @@ -2628,11 +977,8 @@ levels: ``` feedback: '`{range}` 0 `{to}` 3 is 4 times.' hint: Mind the indention - correct_answer: B - question_score: '10' 12: 1: - question_text: Which output is correct? code: |- print 'three and a half plus one and a half is...' print 3.5 + 1.5 @@ -2649,11 +995,7 @@ levels: three and a half plus one and a half is... 5 feedback: Great job! - hint: Both lines are printed! - correct_answer: D - question_score: '10' 2: - question_text: Which of these codes is correct? mp_choice_options: - option: |- ``` @@ -2679,11 +1021,7 @@ levels: print 'I would like a ' flavors at random ' cake.' ``` feedback: All the different values of flavors should be in quotation marks. - hint: The second line is the same in each code, pay attention to the first line - correct_answer: C - question_score: '10' 3: - question_text: What's wrong with this code? code: |- favorite_animal = ask 'What is your favorite animal?' print 'I like ' favoriteanimal ' too!' @@ -2696,30 +1034,13 @@ levels: feedback: That's not true - option: Nothing is wrong. feedback: That's not true - hint: The quotation marks are used correctly - correct_answer: A - question_score: '10' 4: - question_text: In which lines are quotation marks needed to get the code to work? code: |- print Welcome to the online shoe shop category = ask What kind of shoes are you looking for? if category = high heels print High heels are 50% off now! - mp_choice_options: - - option: Line 1 and 2 - feedback: 'No' - - option: Line 1, 2 and 3 - feedback: 'No' - - option: Line 1, 2 and 4 - feedback: 'No' - - option: All of the lines - feedback: Perfect! - hint: Does line 3 need quotation marks too? - correct_answer: D - question_score: '10' 5: - question_text: What output does Agent007 get when they put in the correct password? code: |- name is ask 'What is your name?' if name is 'Agent007' @@ -2732,18 +1053,6 @@ levels: else b is 'today at 10.00' print a + b - mp_choice_options: - - option: Go to the train station today at 10.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 02.00 - feedback: You've cracked the code! - - option: Go to the train station tomorrow at 02.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 10.00 - feedback: The agent won't be catching any bad guys here - hint: The correct password is TOPSECRET - correct_answer: B - question_score: '10' 6: question_text: Which line should be filled in at the ??? code: |- @@ -2778,11 +1087,7 @@ levels: price = + 2 ``` feedback: Almost there! - hint: What if you only order fries and a drink? - correct_answer: C - question_score: '10' 7: - question_text: Which output does a vegan get? code: |- menu = 'cookies', 'cheese', 'grapes' print "It's my birthday! I`ve brought some snacks!" @@ -2794,36 +1099,7 @@ levels: print 'For you I have brought: ' for snack in menu print snack - mp_choice_options: - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cookies - grapes - feedback: Terrific! - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - feedback: There's more options than just one - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cheese - grapes - feedback: A vegan person can't have cheese - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - cookies - feedback: Almost there, but look at the order of snacks in the list - hint: What item is removed from the list when you answer 'vegan'? - correct_answer: A - question_score: '10' 8: - question_text: Which code was used to create this output? - code: '3.5' mp_choice_options: - option: |- ``` @@ -2845,9 +1121,6 @@ levels: print 7 * 2 ``` feedback: 'No' - hint: 7 devided by 2 is 3.5 - correct_answer: B - question_score: '10' 9: question_text: Which code should be filled in in line 1 at the ??? code: |- @@ -2874,9 +1147,6 @@ levels: 'prices' = 'one million dollars', 'nothing' ``` feedback: You one nothing - hint: The items on the list should be in quotation marks - correct_answer: C - question_score: '10' 10: question_text: Which line of code should be filled in at the ??? to complete the song ? code: |- @@ -2897,12 +1167,8 @@ levels: feedback: This is a hard one! All the actions on the list must be in the song. - option: print actions at random feedback: This is a hard one! All the actions on the list must be in the song. - hint: This is a hard one! All the actions on the list must be in the song. - correct_answer: B - question_score: '10' 13: 1: - question_text: Which code should be filled in at the ??? ? code: |- name = ask 'What is your name?' song = ask 'Whould you like to hear a song?' @@ -2933,11 +1199,7 @@ levels: if song = 'yes' or birthday = 'yes' ``` feedback: Hedy only sings if both answers are yes - hint: Hedy sings if you want to hear a song and it's you birthday - correct_answer: C - question_score: '10' 2: - question_text: Which command is missing in the code at the place of the ??? ? code: |- menu = 'cheese', 'sausage rolls', 'cookies' diet = ask 'Do you have any dietary restrictions?' @@ -2952,11 +1214,7 @@ levels: feedback: 'No' - option: print feedback: 'No' - hint: Neither vegans nor muslims can eat sausage rolls. - correct_answer: B - question_score: '10' 3: - question_text: Which output is given to a member without a discount code? code: |- member = ask 'Do you have a membership card?' discount = ask 'Do you have a discount code?' @@ -2974,10 +1232,7 @@ levels: - option: There is no way of knowing feedback: There is! Read the question carefully hint: Mind the command 'or' in line 3 - correct_answer: A - question_score: '10' 4: - question_text: Which line of code should follow this line in rock-paper-scissors game? code: if computer_choice is 'rock' and your_choice is 'paper' mp_choice_options: - option: print 'you win' @@ -2988,28 +1243,11 @@ levels: feedback: It's only a tie if both choices are the same - option: print 'try again' feedback: Try again! - hint: Paper beats rock - correct_answer: A - question_score: '10' 5: - question_text: Which statement is true about this code? code: |- if name = 'Cinderella' and shoe_size = 38 print 'You are my one true love!' - mp_choice_options: - - option: Every person with shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person named Cinderella is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person that is named Cinderella and has shoe size 38 is this prince's one true love - feedback: Fantastic! - - option: Every person that's not named Cinderella and does not have shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - hint: Both statements have to be true - correct_answer: C - question_score: '10' 6: - question_text: Which statement about this code is true? code: |- print 'Let me guess which family member you are!' glasses = ask 'Do you wear glasses?' @@ -3022,20 +1260,7 @@ levels: print 'You must be Wouter!' if glasses = 'no' and female = 'no' print 'You must be Michael!' - mp_choice_options: - - option: Michael is a boy with glasses - feedback: Try again - - option: Marleen is a girl with glasses - feedback: Try again - - option: Wouter is a boy without glasses - feedback: Try again - - option: Sophie is a girl with glasses - feedback: Great job! - hint: Take a good look! Or do you need glasses? - correct_answer: D - question_score: '10' 7: - question_text: Which statement is false? code: |- print 'Thank you for helping me take care of my pets' print 'Here is a program to help feed them' @@ -3049,20 +1274,7 @@ levels: print 'I fed them this moring! They do not need more food today' if animal is 'hamster' and color is 'brown' print 'You can feed them a piece of carrot' - mp_choice_options: - - option: The grey cat is called Abby - feedback: This is true! - - option: Milo the orange cat eats 4 scoops of cat nibbles - feedback: This is true - - option: The black hamster needs to be fed a piece of carrot - feedback: Great job! - - option: The yellow bird was fed this morning - feedback: This is true - hint: Read the last 4 lines carefully - correct_answer: C - question_score: '10' 8: - question_text: What output do you get if you order popcorn but no drink? code: |- print 'Welcome to the movie theater' popcorn = ask 'Would you like some popcorn?' @@ -3076,32 +1288,7 @@ levels: if popcorn = 'no' and drink = 'no' print 'Ok' print 'Enjoy the movie' - mp_choice_options: - - option: |- - Welcome to the movie theater - That will be 8 dollars please - Enjoy the movie - feedback: You have paid too much! - - option: |- - Welcome to the movie theater - That will be 5 dollars please - Enjoy the movie - feedback: Amazing! - - option: |- - Welcome to the movie theater - That will be 3 dollars please - Enjoy the movie - feedback: That's not enough money! - - option: |- - Welcome to the movie theater - Ok - Enjoy the movie - feedback: You have to pay for your popcorn! - hint: popcorn = yes and drink = no - correct_answer: B - question_score: '10' 9: - question_text: What is wrong with this code? code: |- 1 chocolate = ask 'Would you like chocolate sauce on your ice cream?' 2 sprinkles = ask 'Would you like sprinkles on your ice cream?' @@ -3138,11 +1325,7 @@ levels: {if} chocolate = 'yes' {and} sprinkles = 'no' ``` feedback: This is not what I ordered! - hint: There is a mistake in line 3 - correct_answer: A - question_score: '10' 10: - question_text: Which command needs to be in line 8 at the place of the ??? ? code: |- print 'Welcome to the product finder of this supermarkt' item is ask 'What product are you looking for?' @@ -3166,65 +1349,8 @@ levels: feedback: 'No' - option: if feedback: 'No' - hint: The item is either in the list of snacks, or in the list of drinks - correct_answer: B - question_score: '10' 14: - 1: - question_text: Which symbol should be used on the blank? - code: |- - name _ {ask} 'Who are you?' - {if} name == 'Hedy' - {print} 'Me too!' - mp_choice_options: - - option: '`=>`' - feedback: This is not a symbol. - - option: '`==`' - feedback: We are not comparing anything, just asking. - - option: '`!=`' - feedback: We are not comparing anything, just asking - - option: '`=`' - feedback: Right! - hint: We are not comparing anything, we are just asking a name. - correct_answer: D - question_score: '10' - 2: - question_text: Which of these codes has used the correct = or == symbol? - mp_choice_options: - - option: '{if} name = Hedy' - feedback: 'No' - - option: '{if} age = 24' - feedback: 'No' - - option: answer = {ask} 'What is your answer' - feedback: Yes! - - option: answer == {ask} 'How are you doing?' - feedback: 'No' - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' - 3: - question_text: Which symbols should be filled in on the two blanks? - code: |- - guests = {ask} 'How many people are at the party?' - {if} guests _ 130 - {print} 'You can come in!' - {if} guests _ 130 - {print} 'Im sorry, the club is full. ' - {print} 'You have to wait for a guest to leave' - mp_choice_options: - - option: '`>` and `<`' - feedback: That's not it - - option: '`=` and `>=`' - feedback: That's not it - - option: '`<` and `>=`' - feedback: You are right - - option: '`+` and `==`' - hint: There are 130 people allowed in the club - correct_answer: C - question_score: '10' - feedback: That's not it 4: - question_text: What's wrong with this code? code: |- price = 10 money = {ask} How much money do you have? @@ -3233,20 +1359,7 @@ levels: {print} 'You can buy the bear!' {else} {print} 'You cannot buy this bear!' - mp_choice_options: - - option: In line 1 == should be used instead of = - feedback: No that's not it - - option: Line 2 misses quotation marks - feedback: You are correct - - option: In line 4 = should have been used instead of == - feedback: No that's not it - - option: In line 4 <= should have been used instead of >= - feedback: No that's not it - hint: The symbols are right - correct_answer: B - question_score: '10' 5: - question_text: Which symbol should be filled in on the blanks if the movie is suitable for kids for the age of 12 and up? code: |- age = {ask} 'How old are you?' ticket = {ask} 'Do you have a ticket?' @@ -3254,20 +1367,7 @@ levels: {print} 'You can enter the movie theater.' {else} {print} 'You are not allowed to come in!' - mp_choice_options: - - option: '`> 12`' - feedback: 12 year olds are allowed too - - option: '`>= 12`' - feedback: Great! - - option: '`< 12`' - feedback: These kids are too young! - - option: '`<= 12`' - feedback: These kids are too young - hint: '> means greater than' - correct_answer: B - question_score: '10' 6: - question_text: How many times do you have to say you are annoyed before this annoying game stops? code: |- lives = 2 {repeat} 10 times @@ -3275,69 +1375,7 @@ levels: answer = {ask} 'Are you annoyed yet?' {if} answer == 'yes' lives = lives - 1 - mp_choice_options: - - option: 10 times - feedback: It stops after 2 times - - option: 0 times - feedback: It stops after 2 times - - option: 1 time - feedback: It stops after 2 times - - option: 2 times - feedback: That is correct - hint: '!= means ''is not''' - correct_answer: D - question_score: '10' - 7: - question_text: What should be filled in on the three blanks? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' - mp_choice_options: - - option: '`''Lower''` and `''Higher''` and `''You win!''`' - feedback: That's not quite right. - - option: '`''Higher''` and `''Lower''` and `''You win!''`' - feedback: You win! - - option: '`''You win!''` and `''Lower!''` and `''Higher''`' - feedback: That's not quite right. - - option: '`''Lower!''` and `''You win!''` and `''Higher!''`' - feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: B - question_score: '10' - 8: - question_text: Which statement is true about this roller coaster? - code: |- - length = {ask} 'Please fill in your length in cm' - {if} length < 120 - {print} 'Sorry, you cannot go on this roller coaster.' - {else} - {print} 'Enjoy the ride' - mp_choice_options: - - option: You must be taller than 120 cm to go on the roller coaster - feedback: True! - - option: You must be taller than 119 cm to go on the roller coaster - feedback: If you are 120 cm you won't get in - - option: You must be shorter than 120 cm to go on the roller coaster - feedback: '> means greater than' - - option: There are no length restrictions to go on the roller coaster - feedback: There are. - hint: '> means greater than' - correct_answer: A - question_score: '10' 9: - question_text: How many pieces of chocolate will give you a stomach ache according to this fitbit? code: |- chocolate = {ask} 'How many pieces of chocolate have you eaten?' {if} chocolate <= 2 @@ -3346,101 +1384,19 @@ levels: {print} 'That is a bit much' {if} chocolate > 8 {print} 'You will get a stomach ache!' - mp_choice_options: - - option: 1 or more - feedback: 'No' - - option: 2 or more - feedback: 'No' - - option: 8 or more - feedback: Almost - - option: 9 or more - feedback: Great! - hint: '> 8 means more than 8' - correct_answer: D - question_score: '10' - 10: - question_text: What should be filled in in the blanks? - code: |- - {print} 'Whoever gets the most points wins!' - {if} points_player_1 < points_player_2 - {print} _ - mp_choice_options: - - option: '''player 1 wins''' - feedback: Look at who has the highest score! - - option: '''player 2 wins''' - feedback: Yes! - - option: '''player 2 loses''' - feedback: Look at who has the highest score! - - option: '''It is a tie''' - feedback: No it's not, one player has a higher score - hint: You win the game by having the most points - correct_answer: B - question_score: '10' 15: 1: - question_text: 'Which symbol should be used on the blank? Tip: You must keep guessing until you get it right.' code: |- answer = 0 while answer _ 'Amsterdam' answer = ask 'What is the capital city of the Netherlands?' print 'You have given the correct answer' - mp_choice_options: - - option: '`=!`' - feedback: That is not right. - - option: '`==`' - feedback: You don't have to keep guessing if you've given the right answer. - - option: '`!=`' - feedback: Correct - - option: '`=`' - feedback: That's not it - hint: Keep guessing until you say Amsterdam - correct_answer: C - question_score: '10' - 2: - question_text: Which of these codes has used the correct symbol(s)? - mp_choice_options: - - option: |- - ``` - {while} name = Hedy - ``` - feedback: 'No' - - option: |- - ``` - {while} age = 24 - ``` - feedback: 'No' - - option: |- - ``` - {while} time > 0 - ``` - feedback: Yes! - - option: |- - ``` - {while} answer == yes' - ``` - feedback: A quotation mark is missing - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' 3: question_text: Which command should be filled in on the two blanks? code: |- _ age >= 18 print 'you are not allowed in this bar' - mp_choice_options: - - option: '`{in}`' - feedback: That's not it - - option: '`{while}`' - feedback: You are right - - option: '`{for}`' - feedback: That's not it - - option: '`{range}`' - feedback: That's not it - hint: You are not allowed in the bar as long as you are 17 or younger - correct_answer: B - question_score: '10' 4: - question_text: What's wrong with this code? code: |- options = 1, 2, 3, 4, 5, 6 print 'Throw 6 as fast as you can!' @@ -3460,11 +1416,7 @@ levels: feedback: That's not it - option: In line 5 != should have been used instead of == feedback: You are correct - hint: There is something wrong in line 5 - correct_answer: D - question_score: '10' 5: - question_text: What should be placed on the blank to make this program work correctly? code: |- wetness = 10 while wetness != 0 @@ -3483,9 +1435,6 @@ levels: feedback: You are correct! - option: = wetness + 1 feedback: The program should count down - hint: wetness should get less each time - correct_answer: C - question_score: '10' 6: question_text: what is wrong with this code? code: |- @@ -3503,25 +1452,8 @@ levels: feedback: No that's not right - option: Line 2 should start with less indentation feedback: That is correct - hint: Look closely at the indentation - correct_answer: D - question_score: '10' 7: question_text: How should this program be changed to that it works? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' mp_choice_options: - option: '... change the first {if} into a {while}' feedback: Perfect! @@ -3531,32 +1463,9 @@ levels: feedback: That's not quite right. - option: '... change the fourth {if} into a {while}' feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: A - question_score: '10' 8: - question_text: Which statement is true about this automated toilet system? - code: |- - {while} toilet == 'occupied' - lights = 'on' - air_freshener_sprays = 'yes' - {sleep} 60 - lights = 'off' - air_freshener_sprays = 'no' - mp_choice_options: - - option: The lights and air freshener will turn off after 1 minute - feedback: False! - - option: The air freshener sprays once every minute and the lights stay on the whole time while you are on the toilet - feedback: Great job - - option: The air freshener sprays once you leave the toilet. - feedback: It only sprays when you're in there. - - option: The lights will always stay on. - feedback: That wouldn't be right. hint: The block after the while command keeps happening while the toilet is occupied. - correct_answer: B - question_score: '10' 9: - question_text: What will the diet app say if you have eaten 1600 calories today? code: |- chocolate = {ask} 'How many calories have you eaten today?' {while} calories <= 1000 @@ -3574,16 +1483,7 @@ levels: feedback: Yes! - option: You have eaten enough for today feedback: 'No' - hint: 1600 is between 1000 and 2000 - correct_answer: C - question_score: '10' 10: - question_text: 'What should be filled in in the blanks? Tip: the player with the most points is in the lead.' - code: |- - name_player_1 = {ask} 'Name player 1:' - name_player_2 = {ask} 'Name player 2:' - {while} points_player_1 > points_player_2 - {print} _ ' is in the lead right now!' mp_choice_options: - option: name_player_1 feedback: You are right! @@ -3593,105 +1493,20 @@ levels: feedback: You should fill in a name, not a number - option: points_player_2 feedback: You should fill in a name, not a number - hint: You win the game by having the most points. Your name should appear on the screen - correct_answer: A - question_score: '10' 16: - 1: - question_text: Which command should be filled in on the blanks to print a random snack? - code: |- - snacks = nachos, chips, cucumber, sweets - {print} _ - mp_choice_options: - - option: '`snacks {at} {random}`' - feedback: This is the old way. - - option: '`[{random} snack]`' - feedback: The order is wrong. - - option: '`snacks[{random}]`' - feedback: Correct - - option: '`snacks[{at} {random}]`' - feedback: We do not need `at`anymore - hint: We no longer use {at} - correct_answer: C - question_score: '10' 2: - question_text: What should be filled in on the blanks if you want a list of what chores are done by whom? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chores = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} _ - mp_choice_options: - - option: |- - ``` - friends[i] has to do chores [i] - ``` - feedback: Mind the spacing. - - option: |- - ``` - friends[1] has to do chores[1] - ``` - feedback: It will print 3 times that Wesley has to do the cooking - - option: |- - ``` - chores[i] ' has to do ' friends[random] - ``` - feedback: The person has to do the chore, not the other way around - - option: |- - ``` - friends[i] ' has to do ' chores[i] - ``` - feedback: Fantastic! - hint: '`i` tells us what item in the list it is. So friend 1 does chore 1 etc.' - correct_answer: D - question_score: '10' 3: - question_text: What is a possible output for this program? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chore = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} friends[i] has to do chores[i] - mp_choice_options: - - option: |- - ``` - Wesley has to do the cooking - Eric has to do the cleaning - Kaylee has to do nothing - ``` - feedback: Super! - - option: |- - ``` - Kaylee has to do the cooking - Wesley has to do the cleaning - Eric has to do nothing - ``` - feedback: No, it is not random. - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cleaning - Wesley has to do the nothing - ``` - feedback: Poor Wesley! - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cooking - Wesley has to do the cooking - ``` - feedback: That's not it - hint: It's not random... - correct_answer: A - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - friends = ['Jaylee', 'Erin', 'Fay'] - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 0 {to} 3 - print 'the lucky number of ' friends[i] - print 'is ' lucky_numbers[i] mp_choice_options: - option: The variable in line 4 should be 'friend[i]', not 'friends[i]' feedback: That is not right. @@ -3701,16 +1516,7 @@ levels: feedback: It's not a variable, it's just text. - option: '{in} in line 3 should be removed' feedback: That's not it - hint: There's nothing wrong with line 4 - correct_answer: B - question_score: '10' 5: - question_text: Which line should be filled in in the blank? - code: |- - animals = ['dog', 'cow', 'horse'] - _ - {for} i {in} {range} 1 {to} 3 - {print} 'the ' animals[i] ' says ' sounds[i] mp_choice_options: - option: noises = ['moo', 'woof', 'neigh'] feedback: Mind the variable name and the order of the sounds. @@ -3720,487 +1526,3 @@ levels: feedback: Don't forget the quotation marks! - option: sounds = ['woof', 'moo', 'neigh'] feedback: Great job! - hint: Look at line 1 to see proper use of brackets and quotation marks. - correct_answer: D - question_score: '10' - 6: - question_text: Which statement is true? - code: |- - people = ['Chris', 'Jaylino', 'Ryan'] - games = ['fortnite', 'minecraft', 'fifa'] - {for} o {in} {range} 1 {to} 3 - {print} people[o] ' likes ' games[o] - mp_choice_options: - - option: You are not allowed to use the variable o. It should be named i. - feedback: i is the most commonly used variable name in this case, but it's not mandatory to use i. - - option: The output will say that Jaylino likes fortnite. - feedback: No, he likes minecraft. - - option: The output will say that Ryan likes fifa - feedback: Correct - - option: This code will not work. It will give and error. - feedback: No, the code is correct. - hint: There is nothing wrong with this code. - correct_answer: C - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - people = ['Savi', 'Senna', 'Fayenne'] - transportation = ['bike', 'train', 'car'] - {for} i {in} {range} 1 {to} 3 - {print} people[i] goes to school by transportation[i] - mp_choice_options: - - option: Line 1 needs less quotation marks - feedback: That is not right. - - option: Line 3 should start with indentation - feedback: It should not! - - option: Line 4 should start without indentation - feedback: It should not - - option: Line 4 needs more quotation marks. - feedback: Amazing! - hint: There is a mistake made in the usage of quotation marks. - correct_answer: D - question_score: '10' - 8: - question_text: Which of these codes belongs to this output? - code: |- - Macy and Kate get to go first - Lionell and Raj get to go second - Kim and Leroy get to go third - mp_choice_options: - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 0 {to} 3 - {print} teams[random] ' get to go ' position[i] - ``` - feedback: This is not right - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: Amazing! - - option: |- - ``` - teams = ['Macy', 'Kate', 'Lionell', 'Raj', 'Kim', 'Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 6 - {print} teams[random] ' get to go ' position[random] - ``` - feedback: This is not it. - - option: |- - ``` - teams = ['Macy and Kate' 'Lionell and Raj' 'Kim and Leroy'] - position = ['first' 'second' 'third'] - {for} teams {in} {range} 0 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: This is not going to work! - hint: If you look carefully at the first line, you'll see that only the first two answers are possibly correct. - correct_answer: B - question_score: '10' - 9: - question_text: What is a possible output for this code? - code: |- - countries = ['Canada', 'Zimbabwe', 'New Zealand'] - {for} i {in} {range} 0 {to} 1 - {print} 'I will travel to ' countries[random] - mp_choice_options: - - option: |- - ``` - I will travel to Canada - I will travel to Canada - ``` - feedback: Great job! - - option: |- - ``` - I will travel to Canada - ``` - feedback: It will be repeated twice - - option: |- - ``` - I will travel to Canada, Zimbabwe and New Zealand - ``` - feedback: This is not it. - - option: |- - ``` - I will travel to Canada - I will travel to Zimbabwe - I will travel to New Zealand - ``` - feedback: It's only repeated twice - hint: Range 0 to 1 is 2 times - correct_answer: A - question_score: '10' - 10: - question_text: Which 3 lines will complete this code correctly? - code: |- - {print} 'The book raffle will start soon' - {print} 'Get your tickets now!' - books = ['Narnia', 'The Hobbit', 'Oliver Twist', 'Harry Potter', 'Green eggs and ham'] - people = {ask} 'How many raffle tickets are sold?' - list_of_numbers = [1, 2] - {for} i {in} {range} 3 {to} people - {add} i {to} list_of_numbers - {for} i {in} {range} 1 {to} 5 - mp_choice_options: - - option: |- - ``` - chosen_number = list_of_numbers at random - print books[i] ' will go to person number ' chosen_number - {add} chosen_number {to} list_of_numbers - ``` - feedback: Almost there... but adding the winner to the list makes this raffle unfair - - option: |- - ``` - print person[i] ' wins ' book[i] - ``` - feedback: There is no list called 'person' - - option: |- - ``` - chosen_number = list_of_numbers[people] - print books[people] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: This is not it. - - option: |- - ``` - chosen_number = list_of_numbers[random] - print books[i] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: Fantastic! - hint: You need to use the {remove} command - correct_answer: D - question_score: '10' - 17: - 1: - question_text: What is the output of this code? - code: |- - minions = ['Bob', 'Kevin', 'Stuart'] - {for} x in minions: - {print} x - mp_choice_options: - - option: |- - ``` - m i n i o n s - ``` - feedback: This is not it. - - option: |- - ``` - Bob - Kevin - Stuart - ``` - feedback: Correct! - - option: |- - ``` - minions - minions - minions - ``` - feedback: Take a look at the content of your list. - - option: |- - ``` - B o b K e v i n S t u a r t - ``` - feedback: Do not loop through the letters. - hint: Loop through your list. - correct_answer: B - question_score: '10' - 2: - question_text: What is wrong with this code? - code: |- - seconds_minute = 60 - minute_hour = 60 - hour_day = 24 - leap_year = 366 - no_leap_year = 365 - years = ask 'what year is it?' - {if} years = 2024: - print seconds_minute * minute_hour * hour_day * leap_year - {else}: - print seconds_minute * minute_hour * hour_day * noleap_year - mp_choice_options: - - option: You cannot have so many variables. - feedback: This is not it. - - option: The way the variables are multiplied is incorrect. - feedback: Not true! - - option: One of the variables `noleap_year` does not belong with the `{if}` statement. - feedback: Keep looking for the mistake. - - option: The `noleap_year` has to be identical in both cases. - feedback: Correct! - hint: Read the code carefully. - correct_answer: D - question_score: '10' - 3: - question_text: How many hedgehogs will this code print? - code: |- - {for} x in range 1 to 3: - {for} y in range 1 to 2: - {print} 🦔 - mp_choice_options: - - option: |- - ``` - 🦔 - 🦔 - 🦔 - ``` - feedback: Try again. - - option: |- - ``` - 🦔 - 🦔 - ``` - feedback: One more try. - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: Well done! - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating. - correct_answer: C - question_score: '10' - 4: - question_text: What is wrong with code? - code: |- - name_color = {ask} 'What is your favorite color?' - {if} name_color == 'red': - {print} 'the color of a tomato' - {elif} name_color == 'green': - {print} 'the color of an apple' - {elif} name_color == 'blue': - {print} 'the color of a blueberry' - {elif} name_color == 'yellow': - {print} 'the color of a banana' - {elif}: - {print} 'this fruit-color does not exist' - mp_choice_options: - - option: The first `{elif}` should be used before the `print` command - feedback: Try again. - - option: '`{elif}` can only be used once' - feedback: From now on we can use elif multiple times. - - option: '`==` used with `{elif}` should be replaced by `=`' - feedback: Not correct. - - option: '`{elif}` in the last line should be replaced by `{else}`' - feedback: Great! - hint: Think about `{if}`, `{elif}`, `{else}`. - correct_answer: D - question_score: '10' - 5: - question_text: What is the output of this code? - code: |- - numbers = [7, 19, 29, 41, 53, 71, 79, 97] - {for} prime in numbers: - {if} prime <= 10: - {print} prime - {elif} prime >= 60: - {print} prime - {elif} prime >= 90: - {print} prime - {else}: - {print} 'another number' - mp_choice_options: - - option: |- - ``` - 7 - another number - another number - another number - another number - 71 - 79 - 97 - ``` - feedback: Well done! - - option: |- - ``` - another number - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: Try again. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - another number - ``` - feedback: One more try. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating and the values of if and elif. - correct_answer: A - question_score: '10' - 6: - question_text: What is wrong with code? - code: |- - name = {ask} 'What is your name?' - {if} name == 'Hedy': - password = {ask} 'What is your password?' - {if} password =='turtle123': - {print} 'Yey' - {else}: - {print} 'Access denied' - {else}: - {print} 'Go fish' - mp_choice_options: - - option: '`{elif}` is missing.' - feedback: Try again. - - option: '`{else}` can only be used once.' - feedback: From now on we can use elif multiple times. - - option: Nothing! - feedback: There is a mistake. Look carefully! - - option: There is an indentation mistake in the last line. - feedback: Amazing! - hint: There is a mistake somewhere... - correct_answer: D - question_score: '10' - 7: - question_text: Which of the following codes will print five times 'the result is 3' on the screen? - mp_choice_options: - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - result = n * 1 - {print} 'The result is ' result - ``` - feedback: Try again! - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} u in numbers: - number = u - {print} 'The result is ' number - ``` - feedback: That is not it. - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} number in numbers: - number = 3 - {print} 'The result is ' number - ``` - feedback: Very good! - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - n = result - {print} 'The result is ' result - ``` - feedback: That is not it. - hint: Think about mathematical symbols. - correct_answer: C - question_score: '10' - 8: - question_text: What is wrong with code? - code: |- - insects = ['🐝', '🦋', '🕷', '🐞'] - your_favorite = {ask} 'what is your favorite insect?' - {for} insect in insects: - {if} your_favorite == '🐝' {or} your_favorite == '🐞': - {print} 'very useful' - {elif} your_favorite == '🕷': - {print} 'it can catch mosquitoes' - {else}: - {print} 'almost all insects can be useful one way or another' - mp_choice_options: - - option: '`{or}` cannot be used with `{if}`.' - feedback: Try again. - - option: In the `{for}` command `insect` should be `insects`. - feedback: Not true. - - option: Nothing! - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 9: - question_text: Which one of the codes below gave this output? - code: |- - -5 is negative - -4 is negative - -3 is negative - -2 is negative - -1 is negative - 0 is positive - 1 is positive - 2 is positive - 3 is positive - mp_choice_options: - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Try again! - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number <= 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - - option: "```\n {for} number in range -5 to 3:\n {if} number >= 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Very good! - - option: "```\n {for} number in range -5 to 3:\n {if} number < 0: \n {print} number ' is positive'\n {elif} number <=0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 10: - question_text: What is wrong with this code? - code: |- - {for} number in range 1 to 5: - volume_room = num * num * num - {print} volume_room ' cubic meters' - {if} volume_room > 100: - {print} 'this is a large room' - {elif} volume_room < 100: - {print} 'small room but cosy' - {else}: - {print} 'i will look for something else' - mp_choice_options: - - option: The word num needs quotation marks. - feedback: Try again. - - option: The `{if}` command is not used correctly. - feedback: Not true. - - option: Line 3 should be `volume_room = number * number * number`. - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' diff --git a/content/quizzes/zh_Hans.yaml b/content/quizzes/zh_Hans.yaml index b91e1f58cc3..d814a2087e7 100644 --- a/content/quizzes/zh_Hans.yaml +++ b/content/quizzes/zh_Hans.yaml @@ -12,8 +12,6 @@ levels: - option: 海蒂 feedback: 不是这个! hint: 它是以海蒂-拉玛的名字命名的。 - correct_answer: A - question_score: '10' 2: question_text: 哪些需要在空白处填写才能使文字你好!出现? code: ___ 你好! @@ -27,8 +25,6 @@ levels: - option: '`{ask}`' feedback: 你可以使用 `{ask}` 来提问。 hint: _你好世界! - correct_answer: B - question_score: '10' 3: question_text: 如何询问某个人最喜欢的颜色是什么? mp_choice_options: @@ -53,8 +49,6 @@ levels: ``` feedback: '`{echo}` 会对你复述你的回答。' hint: 你可以用`{ask}`命令提问 - correct_answer: C - question_score: '10' 4: question_text: 这段代码哪里错了? code: |- @@ -71,8 +65,6 @@ levels: - option: 没有错!这代码很完美! feedback: 错了,仔细看! hint: 第一行看上去不对 - correct_answer: A - question_score: '10' 5: question_text: 第二行缺少了哪个命令? code: |- @@ -88,8 +80,6 @@ levels: - option: '`{echo}`' feedback: 马上! hint: 你想要在第二行的最后看到回答…… - correct_answer: D - question_score: '10' 6: question_text: 这段代码哪里错了? code: |- @@ -107,8 +97,6 @@ levels: - option: 第四行的`{print}`写错了。 feedback: 不,其他地方有错误 hint: 检查`{print}`命令。 - correct_answer: B - question_score: '10' 7: question_text: 这段代码哪里错了? code: |- @@ -126,8 +114,6 @@ levels: - option: 没有!这代码很完美! feedback: 正确! hint: 逐行检查代码 - correct_answer: D - question_score: '10' 8: question_text: 如何使用`{echo}`命令? mp_choice_options: @@ -140,8 +126,6 @@ levels: - option: 你可以用它让文本消失。 feedback: 不对…… hint: '`{echo}`必须在`{ask}`命令之后使用。' - correct_answer: C - question_score: '10' 9: question_text: 这段代码有什么错误? code: |- @@ -158,14 +142,8 @@ levels: - option: 没有。这代码很完美! feedback: 仔细观察错误的地方…… hint: '`{ask}`让你能提出一个问题' - correct_answer: B - question_score: '10' 10: question_text: 运行此代码后,输出屏幕中将显示哪个输出? - code: |- - {ask} Are you ready to go to level 2? - {echo} - {echo} mp_choice_options: - option: Are you ready to go to level 2? feedback: 这里有两个`{echo}`命令 @@ -179,9 +157,6 @@ levels: Are you ready to go to level 2? Yes! feedback: 这里有两个`{echo}`命令 - hint: Let's go! - correct_answer: B - question_score: '10' 2: 1: question_text: 哪一句话是对的? @@ -195,8 +170,6 @@ levels: - option: 你可以用 `{sleep}` 命令清除屏幕上的文本。 feedback: 这不是`{sleep}`的作用。 hint: '`{print}`的作用仍然和第1关中一样' - correct_answer: C - question_score: '10' 2: question_text: 哪段代码是正确的? mp_choice_options: @@ -221,8 +194,6 @@ levels: ``` feedback: 用词对了,但是顺序不对! hint: '`{ask}`和第一关里用法不一样了' - correct_answer: A - question_score: '10' 3: question_text: 如果你运行这段代码,它会输出什么? code: |- @@ -238,8 +209,6 @@ levels: - option: 马琳 去了市场,马琳 买了一个苹果。 feedback: “她”不会被替换成名字 hint: “名字”会被替换成马琳 - correct_answer: C - question_score: '10' 4: question_text: 如果你运行这段代码,它会输出什么? code: |- @@ -255,8 +224,6 @@ levels: - option: 你好,我的 海蒂 是 海蒂 feedback: 正确,这个问题会在第四关解决! hint: 两个“名字”都会被替换成“海蒂” - correct_answer: D - question_score: '10' 5: question_text: 当你使用 `{sleep}` 命令时会发生什么? mp_choice_options: @@ -269,8 +236,6 @@ levels: - option: 它用在程序结尾,让海蒂知道程序结束了 feedback: 不,它在代码结尾不会有任何用处 hint: 电脑会在`{sleep}`命令处等待一秒 - correct_answer: C - question_score: '10' 6: question_text: 空白的一行应该填什么? code: |- @@ -287,8 +252,6 @@ levels: - option: '`{ask}`' feedback: 这里没有问题需要问 hint: 通过停顿制造紧张感…… - correct_answer: A - question_score: '10' 7: question_text: 第2行应该用什么命令? code: |- @@ -317,8 +280,6 @@ levels: ``` feedback: 可以简单点,直接写数字3 hint: 你需要让电脑等待3秒 - correct_answer: B - question_score: '10' 8: question_text: 如何改正第一行的代码? code: |- @@ -346,8 +307,6 @@ levels: ``` feedback: '`{ask}`命令呢?' hint: 变量名需要放在最前面 - correct_answer: C - question_score: '10' 9: question_text: 这段代码有什么错误? code: |- @@ -363,8 +322,6 @@ levels: - option: 第2行应该是:`{sleep}` 我 喜欢 动物 feedback: 睡眠并非用来 `{print}` 文字 hint: 你需要`{print}`“我 喜欢 狗” - correct_answer: B - question_score: '10' 10: question_text: 第1行应该用什么命令? code: |- @@ -394,8 +351,6 @@ levels: ``` feedback: 对! hint: 你需要`{ask}`一个问题 - correct_answer: D - question_score: '10' 3: 1: question_text: 你需要使用哪一个指令才能让海蒂随机选择东西呢? @@ -409,8 +364,6 @@ levels: - option: '`{at} {random}`' feedback: 正确! hint: 任意表示没有计划的,随机性的。 - correct_answer: D - question_score: '10' 2: question_text: 这个程序有什么问题呢? code: |- @@ -426,8 +379,6 @@ levels: - option: '`{at} {random}` 的拼法不正确' feedback: '`{at} {random}` 是正确的拼法' hint: 第一行似乎有什么问题 - correct_answer: A - question_score: '10' 3: question_text: 你该如何修复第二行的问题呢? code: |- @@ -452,8 +403,6 @@ levels: - option: 没事,这个代码是正确的! feedback: 小心注意任何失误 hint: 变数 (the list) 称作选项. - correct_answer: C - question_score: '10' 4: question_text: 为了打印一个随机价格,第2行应该怎么改? code: |- @@ -478,8 +427,6 @@ levels: - option: 没事, 这代码没问题. feedback: 注意任何你错过的失误! hint: 变数的名字是价格 - correct_answer: B - question_score: '10' 5: question_text: 这代码有什么问题呢? code: |- @@ -497,8 +444,6 @@ levels: - option: 没事, 这个代码很完美 feedback: 没错! hint: 这段代码甚至有错误吗? - correct_answer: D - question_score: '10' 6: question_text: 这段代码有什么错误? code: |- @@ -515,15 +460,8 @@ levels: - option: 没什么!这个代码很好! feedback: 事实上,第二行有一个错误。 hint: 第二行有一些问题。 - correct_answer: B - question_score: '10' 7: question_text: '`{add}`命令有什么作用?' - code: |- - books {is} Harry Potter, The Hobbit, Green Eggs and Ham - your_book {is} {ask} What is your favorite book? - {add} your_book {to} books - {print} books {at} {random} mp_choice_options: - option: '`{add}`命令从列表中删除随机书籍' feedback: 删除命令删除,添加命令添加 @@ -534,8 +472,6 @@ levels: - option: '`{add}` 命令打印你最喜欢的书。' feedback: 不,它会将您最喜欢的书添加到列表中 hint: '`{add}` 命令添加一本书,但哪一本书?' - correct_answer: C - question_score: '10' 8: question_text: 这段代码的输出是什么? code: |- @@ -553,8 +489,6 @@ levels: - option: 酸奶油 feedback: 这是正确的! hint: 有 3 种口味,第 2 位被删除。 还剩下哪一个? - correct_answer: D - question_score: '10' 9: question_text: 这段代码有什么问题? code: |- @@ -572,8 +506,6 @@ levels: - option: 没什么,这是正确的代码! feedback: 找出错误! hint: 看第4行 - correct_answer: C - question_score: '10' 10: question_text: _ 上应该写什么? code: |- @@ -604,8 +536,6 @@ levels: ``` feedback: 这意味着增加了昨天走路的人现在必须再走一次的变化。 hint: 昨天遛狗的人应该从名单中删除。 - correct_answer: A - question_score: '10' 4: 1: question_text: 这些代码中哪一个是正确的? @@ -631,8 +561,6 @@ levels: ``` feedback: 使用引号和撇号时要小心 hint: 在第 4 级中,你需要用引号来表示 2 个命令。 - correct_answer: A - question_score: '10' 2: question_text: 哪个代码使用了正确的引号? mp_choice_options: @@ -657,8 +585,6 @@ levels: ``` feedback: 这是一个逗号,你需要引号。 hint: 选择正确的引号。 - correct_answer: B - question_score: '10' 3: question_text: 引号在哪儿使用正确? mp_choice_options: @@ -683,8 +609,6 @@ levels: ``` feedback: 完美! hint: 要打印的单词之前和之后都应该加引号。 - correct_answer: D - question_score: '10' 4: question_text: 哪个论述是对的? mp_choice_options: @@ -697,8 +621,6 @@ levels: - option: 你可以自行选择是否使用引号。 feedback: 不幸的是,海蒂 比这更严格。 hint: 从第 4 级开始,需要使用引号。 - correct_answer: B - question_score: '10' 5: question_text: 为了让游戏正常运行,必须改变什么? code: |- @@ -723,8 +645,6 @@ levels: - option: 没什么,游戏已经可以玩了! feedback: 仔细看。 还有错误。 hint: 不希望 海蒂 按字面意思打印'选项 {at} {random}',你是想它打印'rock'或'paper'或'scissors'。 - correct_answer: C - question_score: '10' 6: question_text: 这段代码中的下一行应该是什么? code: 价格 {is} 1 美元、100 美元、100 万美元 @@ -750,8 +670,6 @@ levels: ``` feedback: 海蒂 会逐字打印 "prices {at} {random}" hint: 仔细想想:什么是变量?我们应该把它放在引号外吗?放在引号里面的普通的词汇有哪些? - correct_answer: A - question_score: '10' 7: question_text: 这段代码有什么问题? code: |- @@ -768,8 +686,6 @@ levels: - option: 没什么,这段代码本来就很好! feedback: 仔细地看。 你错过了一个错误! hint: 检查每一行是否需要引号。 - correct_answer: A - question_score: '10' 8: question_text: 这段代码的下一行应该是什么? code: |- @@ -798,8 +714,6 @@ levels: ``` feedback: 海蒂 会直接打印 '所以你选择门' hint: 第二个“门”字应该换成数字,第一个应该还是“门”字…… - correct_answer: C - question_score: '10' 9: question_text: 什么永远不会出现在你的输出屏幕上? code: |- @@ -815,8 +729,6 @@ levels: - option: 巴塞罗那足球俱乐部将赢得冠军联赛 feedback: 这是正确的。 它不在列表中 hint: 海蒂 可以随机选择哪些选项? - correct_answer: D - question_score: '10' 10: question_text: 哪个论述是对的? code: |- @@ -833,8 +745,6 @@ levels: - option: 没什么,这段代码没有错误 feedback: 你错过了一个! hint: 有一行需要引号,因为您希望它按字面意思打印。 - correct_answer: B - question_score: '10' 5: 1: question_text: 应该在_上填写哪个命令? @@ -852,8 +762,6 @@ levels: - option: '`{else}`' feedback: 这就对了! hint: 哪一个可以与`{if}`命令一起使用? - correct_answer: D - question_score: '10' 2: question_text: 当您输入 海蒂 名字时,输出屏幕上会出现什么? code: |- @@ -868,9 +776,6 @@ levels: feedback: 不,它不打印名字 - option: Error feedback: 幸好没有! - hint: '`{if}` name `{is}` Hedy `{print}` ...?' - correct_answer: A - question_score: '10' 3: question_text: 正确的密码是什么? code: |- @@ -887,8 +792,6 @@ levels: - option: ALARM INTRUDER feedback: 当输入错误的密码时会打印此信息! hint: '`{if}` 密码 `{is}` ... `{print}` ''正确!''!''' - correct_answer: B - question_score: '10' 4: question_text: 输入错误密码时 海蒂 会打印什么? code: |- @@ -905,8 +808,6 @@ levels: - option: ALARM! INTRUDER! feedback: 干的好! hint: 你计算机将对入侵者发出警报! - correct_answer: D - question_score: '10' 5: question_text: 为什么当你输入'secret' 时,海蒂会说 '警报!入侵者'? code: |- @@ -923,8 +824,6 @@ levels: - option: 因为海蒂犯了一个错误 feedback: No, Hedy is right hint: 该单词的拼写必须完全相同。 - correct_answer: A - question_score: '10' 6: question_text: 最后一行问号处应该用哪个词? code: |- @@ -955,8 +854,6 @@ levels: ``` feedback: '`{print}` 已经存在,我们需要在它之前添加一个单词!' hint: '`{if}` 与...一起使用?' - correct_answer: C - question_score: '10' 7: question_text: 问号的位置应该用哪个词? code: |- @@ -974,8 +871,6 @@ levels: - option: '`{print}`' feedback: 超赞! hint: 在`{else}`之后是`{print}`命令 - correct_answer: D - question_score: '10' 8: question_text: 问号处应该填哪个词? code: |- @@ -998,8 +893,6 @@ levels: - option: '`{print}`' feedback: 不,不是这样。 hint: 变量名是什么? - correct_answer: B - question_score: '10' 9: question_text: 你应该选择哪扇门逃生? code: |- @@ -1019,8 +912,6 @@ levels: - option: 这是一个陷阱,你永远都会被吃掉! feedback: 幸运的是没有! hint: 其中一扇门将保证您的安全。 - correct_answer: B - question_score: '10' 10: question_text: 哪个怪物站在 1 号门后面? code: |- @@ -1040,12 +931,9 @@ levels: - option: 巨型蜘蛛 feedback: 不总是... hint: 注意最后 3 个词...怪物`{at} {random}`... - correct_answer: A - question_score: '10' 6: 1: question_text: 运行这段代码时 海蒂 的输出是什么? - code: '{print} 2*10' mp_choice_options: - option: '20' feedback: 对了! @@ -1056,8 +944,6 @@ levels: - option: '210' feedback: 请注意,这是一个计算。 hint: '`*` 用作乘号' - correct_answer: A - question_score: '10' 2: question_text: 使用哪个符号进行添加? mp_choice_options: @@ -1069,12 +955,8 @@ levels: feedback: 不是这个 - option: '`+`' feedback: 正确! - hint: It's the plus sign. - correct_answer: D - question_score: '10' 3: question_text: 运行这段代码时 海蒂 的输出是什么? - code: '{print} ''3*10''' mp_choice_options: - option: '30' feedback: 如果没有引号,这将是正确的答案。 @@ -1085,8 +967,6 @@ levels: - option: 没什么,海蒂 会给出错误信息。 feedback: 不,海蒂 会逐字打印。 hint: 注意引号!! - correct_answer: C - question_score: '10' 4: question_text: 金今年10岁了。 海蒂会为她打印什么? code: |- @@ -1104,8 +984,6 @@ levels: - option: 你的幸运数字是... 10 feedback: 她的幸运数字是名字乘年龄…… hint: Kim 有 3 个字母,她今年 10 岁,所以:字母乘以年龄 = 3*10 = 30。 - correct_answer: C - question_score: '10' 5: question_text: 如果5个人在这家餐厅吃饭,总共要付多少钱? code: |- @@ -1122,9 +1000,6 @@ levels: feedback: '* 表示乘法。' - option: 50 美元 feedback: Great! - hint: '`price` `is` `people` `times` 10' - correct_answer: D - question_score: '10' 6: question_text: 这家虚拟餐厅一个汉堡要多少钱? code: |- @@ -1143,8 +1018,6 @@ levels: - option: 21 美元 feedback: 这是一个汉堡和薯条的价格! hint: 注意第四行。 - correct_answer: A - question_score: '10' 7: question_text: 为什么第 7 行显示“价格是价格 + 3”而不是“价格是 3”? code: |- @@ -1167,8 +1040,6 @@ levels: - option: 因为一开始的价格是0美元。 feedback: 确实如此,但不是原因 hint: 价格不应该是3,而是比原来多了3美元 - correct_answer: C - question_score: '10' 8: question_text: 为什么这段代码不正确? code: |- @@ -1186,8 +1057,6 @@ levels: - option: 第2行中的变量不能称为答案,因为它与变量正确答案太相似。 feedback: 变量名可以相似,但不能是两个单词...... hint: 检查变量的名称。 - correct_answer: B - question_score: '10' 9: question_text: 想象一下,你10分热爱足球,今天吃了 2 根香蕉并且洗手了 3 次。 那个愚蠢的算命先生认为你有多聪明? code: |- @@ -1208,9 +1077,6 @@ levels: feedback: 极好! 你是百分百聪明的! - option: 100% feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - hint: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - correct_answer: C - question_score: '10' 10: question_text: 哪个论述是对的? code: |- @@ -1226,8 +1092,6 @@ levels: - option: 在处理数字时只能使用 `=` 符号,而不能在处理单词时使用。 feedback: 还可以将 `=` 与单词一起使用。 hint: '`{is}` 和 `=` 都是允许的' - correct_answer: B - question_score: '10' 7: 1: question_text: 使用这一关的repeat命令可以一次重复多少行? @@ -1241,8 +1105,6 @@ levels: - option: 无穷 feedback: 在此级别中,一次只能重复一行 hint: 一次只能重复 1 行 - correct_answer: B - question_score: '10' 2: question_text: 哪个代码是正确的? mp_choice_options: @@ -1267,11 +1129,8 @@ levels: ``` feedback: 这是正确的! hint: 首先是`{repeat}`命令,然后是`{print}`命令 - correct_answer: D - question_score: '10' 3: question_text: 这段代码是对还是错? - code: '{repeat} 100 {times} ''Hello!''' mp_choice_options: - option: Right feedback: 不,少了一个字 @@ -1282,8 +1141,6 @@ levels: - option: 错误,缺少`{print}`一词 feedback: 对了 hint: 应该是: `{repeat}` 100 `{times}` `{print}` 'Hello' - correct_answer: D - question_score: '10' 4: question_text: 代码中哪个单词是错误的? code: |- @@ -1299,8 +1156,6 @@ levels: - option: '`{times}`' feedback: '`{times}` 拼写正确' hint: 我错了,你不能在句子中使用撇号 - correct_answer: A - question_score: '10' 5: question_text: 这段代码是对还是错? code: '{repeat} 100 {times} {print} ''海蒂太棒了!''' @@ -1310,8 +1165,6 @@ levels: - option: 警告 feedback: 不是这个 hint: 代码是正确的! - correct_answer: A - question_score: '10' 6: question_text: 这段代码的输出是什么? code: |- @@ -1351,13 +1204,8 @@ levels: ``` feedback: 遍布整个城镇! 完美的! hint: 只‘round and round'重复了3次。 - correct_answer: D - question_score: '10' 7: question_text: 这段代码的输出是什么? - code: |- - {repeat} 2 {times} {print} 'We will' - {print} 'ROCK YOU!' mp_choice_options: - option: |- ``` @@ -1386,16 +1234,8 @@ levels: 摇滚你! feedback: 注意 `{repeat}`命令 hint: 注意`{repeat}`命令。 - correct_answer: B - question_score: '10' 8: question_text: 哪个海蒂代码会输出这个? - code: |- - Here comes the sun - Do do do do - Here comes the sun - And I say - Its alright mp_choice_options: - option: |- ``` @@ -1429,8 +1269,6 @@ levels: ``` feedback: 这不是正确的顺序. hint: 仅当您想连续多次执行同一行时才可以使用`{repeat}`。 - correct_answer: A - question_score: '10' 9: question_text: 该输出属于什么 海蒂 代码? code: |- @@ -1474,15 +1312,8 @@ levels: ``` feedback: 完美 hint: '''Help!'' 重复3次。' - correct_answer: D - question_score: '10' 10: question_text: 哪个代码属于这个输出? - code: |- - if youre happy and you know it clap your hands - if youre happy and you know it clap your hands - if youre happy and you know it and you really want to show it - if youre happy and you know it clap your hands mp_choice_options: - option: |- ``` @@ -1513,8 +1344,6 @@ levels: ``` feedback: 这顺序不正确。 hint: 注意句子的顺序。 - correct_answer: B - question_score: '10' 8: 1: question_text: 这段代码会产生什么输出? @@ -1541,8 +1370,6 @@ levels: - option: "你好 \n你好 \n我是海蒂!\n我是海蒂!" feedback: 所有内容都打印两次 hint: 这两行都重复两次。 - correct_answer: C - question_score: '10' 2: question_text: 这段代码有什么问题? code: |- @@ -1558,8 +1385,6 @@ levels: - option: 第二行开头需要缩进四个空格。 feedback: 正确! hint: 第二行缺了什么? - correct_answer: D - question_score: '10' 3: question_text: 运行该程序时会产生什么输出? code: |- @@ -1592,8 +1417,6 @@ levels: Baby shark feedback: 什么是重复的,什么不是? hint: 什么是重复的,什么不是? - correct_answer: C - question_score: '10' 4: question_text: 哪个输出是正确的? code: |- @@ -1611,8 +1434,6 @@ levels: - option: "孩子们去了:\n耶! \n耶! \n我们要去度假了!" feedback: 最后一行也重复。 hint: '`{repeat}`命令下的块重复两次。' - correct_answer: B - question_score: '10' 5: question_text: 这段代码有什么问题? code: |- @@ -1629,41 +1450,6 @@ levels: - option: '`{ask}` 不再是一个命令' feedback: 这不是真的 hint: 缩进有问题 - correct_answer: A - question_score: '10' - 6: - question_text: What will be the output of this code when we enter pancakes? - code: |- - {print} 'Welcome to restaurant Hedy' - {repeat} 2 {times} - food {is} {ask} 'What do you want to eat?' - {print} food - mp_choice_options: - - option: |- - Welcome to restaurant Hedy - Pancakes - feedback: There is no repetition in this answer. - - option: |- - Welcome to restaurant Hedy - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: This answer also repeats the welcome message - - option: |- - Welcome to restaurant Hedy - What do you want to eat? - What do you want to eat? - Pancakes - Pancakes - feedback: Almost! But look at the question, it is not repeated. - - option: |- - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: Well done! - hint: The first sentence and question will not be repeated - correct_answer: D - question_score: '10' 7: question_text: 这段代码哪里错了? code: |- @@ -1685,8 +1471,6 @@ levels: - option: 第一个`{if}`命令的缩进错了。 feedback: 是的。 hint: 注意观察缩进。 - correct_answer: D - question_score: '10' 8: question_text: 哪段代码中的缩进正确嘛? mp_choice_options: @@ -1731,8 +1515,6 @@ levels: ``` feedback: 您错了! hint: 如果这个人是对的,会发生什么? 还有什么? - correct_answer: C - question_score: '10' 9: question_text: 此代码中的哪一行应以 4 个空格开头? code: |- @@ -1751,8 +1533,6 @@ levels: - option: 第 3 和 第5行 feedback: 干的好! hint: '`{if}` 或 `{else}` 命令后面的行应以 4 个空格开头。' - correct_answer: D - question_score: '10' 10: question_text: 哪个论述是对的? code: |- @@ -1769,8 +1549,6 @@ levels: - option: 第 3行应以 4 个空格开头 feedback: 你是对的! hint: 只有一行以 4 个空格开头,但是哪一行...? - correct_answer: D - question_score: '10' 9: 1: question_text: 这段代码有什么问题? @@ -1794,8 +1572,6 @@ levels: - option: 最后一个`{if}`命令中的缩进是错误的。 feedback: 这不是缩进。 hint: 所有缩进均正确完成。 - correct_answer: A - question_score: '10' 2: question_text: 输入正确的密码后会显示什么? code: |- @@ -1835,8 +1611,6 @@ levels: ``` feedback: 正确! hint: '`{repeat}`命令下的所有东西都会重复两次。' - correct_answer: D - question_score: '10' 3: question_text: 您应该选择哪个案例来赢得百万美元? code: |- @@ -1864,8 +1638,6 @@ levels: - option: 情况2,打开 feedback: 干得好! 你赢了! hint: 遵循正确的道路 - correct_answer: D - question_score: '10' 4: question_text: 哪个论述是对的? code: |- @@ -1888,8 +1660,6 @@ levels: - option: 鞋号为 38 的灰姑娘得到的输出是“我会继续寻找” feedback: 不,她得到了“❤️❤️❤️” hint: 无论你名字是什么,如果你的鞋码为 40,你都会收到“我会继续寻找”的消息。 - correct_answer: C - question_score: '10' 5: question_text: 哪个代码产生了这个输出? output: |- @@ -1931,8 +1701,6 @@ levels: ``` feedback: 此代码中有 2 个`{repeat}`命令。 hint: 观察缩进 - correct_answer: C - question_score: '10' 6: question_text: 在哪些命令之后应该使用缩进(下一行以 4 个空格开始)? mp_choice_options: @@ -1945,8 +1713,6 @@ levels: - option: '`{if}` `{else}` `{repeat}` `{print}`' feedback: 不使用`{print}` hint: 缩进发生在某些命令下方的行上 - correct_answer: C - question_score: '10' 7: question_text: 如果你点了一个中等大小的比萨和一杯可乐,你会得到5元的折扣。
但这段代码中存在一个错误!如何调试这段代码? code: |- @@ -1988,8 +1754,6 @@ levels: ``` feedback: 几乎正确。再看最后一行 hint: 在每个`{if}`命令之后,下面的行应该缩进 - correct_answer: A - question_score: '10' 8: question_text: 这段代码有什么问题? code: "年龄={ask} ‘生日快乐!你多大了?’\n唱歌={ask}‘你想让我们唱歌吗?’\n\t{if} 唱歌{is} 是\n\t\t{repeat}岁{times}\n\t\t\t{print}‘加油’" @@ -2003,8 +1767,6 @@ levels: - option: 代码必须始终以第一行中的`{print}`命令开头 feedback: 那不是真的。 hint: 这次缩进是正确的 - correct_answer: B - question_score: '10' 9: question_text: 在另一个`{if}`命令中可以放置多少个`{if}`命令? mp_choice_options: @@ -2017,8 +1779,6 @@ levels: - option: 无限,只要你继续正确使用缩进 feedback: 这是真的 hint: 您可以将`{if}`命令放在`{if}`命令中。 - correct_answer: D - question_score: '10' 10: question_text: 哪种说法是正确的? code: |- @@ -2035,15 +1795,9 @@ levels: - option: 第 2 行应以 4 个空格开头,第 3 行应以 8 开头 feedback: 你是对的! hint: 第一行不以任何空格开头 - correct_answer: D - question_score: '10' 10: 1: question_text: 如果我们想打印每份贺词,我们需要在 `_` 上填写什么? - code: |- - compliments = perfect, great job, amazing - _ - {print} compliment mp_choice_options: - option: |- ``` @@ -2066,8 +1820,6 @@ levels: ``` feedback: 差不多了! hint: 恭维列表中的每条恭维都是`{for}`... - correct_answer: B - question_score: '10' 2: question_text: 哪个输出是正确的? code: |- @@ -2087,8 +1839,6 @@ levels: 我喜欢煎饼 feedback: Great! hint: 第 2 行表示餐食列表中的每餐。 所以每顿饭都会被打印出来。 - correct_answer: D - question_score: '10' 3: question_text: 哪个输出是正确的? code: |- @@ -2109,8 +1859,6 @@ levels: - option: 你还不知道。 因为{at}{random}选择其中一种动物。 feedback: 第 2 行{for}表示动物列表中的每个动物。 所以每只动物都被{print}了。 hint: 第 2 行{for}表示动物列表中的每个动物。 所以每只动物都被打印了 - correct_answer: C - question_score: '10' 4: question_text: 这段代码有什么问题? code: |- @@ -2127,16 +1875,8 @@ levels: - option: 第 2 行应显示杂货而不是商品 feedback: 不,不是的。 hint: 第 2 行显示杂货列表中的每一项 `{for}` - correct_answer: C - question_score: '10' 5: question_text: 这些数字骰子的 `_` 上应该写什么字? - code: |- - {print} 'Welcome to the digital dice!' - players = Ann, John, Jesse - choices = 1, 2, 3, 4, 5, 6 - {for} player {in} players - {print} player ' throws ' _ {at} {random} mp_choice_options: - option: 玩家 feedback: 它会说'Ann throws Jesse',而不是“'nn throws 6'。 @@ -2147,8 +1887,6 @@ levels: - option: 骰子 feedback: 查看变量的名称。 hint: 海蒂需要选择一个数字 `{at} {random}` - correct_answer: B - question_score: '10' 6: question_text: 当您运行代码时,以下哪个答案是可能的结果? code: |- @@ -2180,8 +1918,6 @@ levels: ``` feedback: 惊人! hint: 每个玩家都会选择一个选项。 列表中第一个的玩家将先进行。 - correct_answer: D - question_score: '10' 7: question_text: 代码中的`_`应该是哪一行来决定这些人晚餐吃什么? code: |- @@ -2211,15 +1947,8 @@ levels: ``` feedback: 每个name都应该被告知他们晚餐吃什么。 hint: 每个name都应该被告知他们晚餐吃什么。 - correct_answer: A - question_score: '10' 8: question_text: 这段代码中的`_`应该写什么,来决定你得到哪种颜色的衬衫? - code: |- - names = Donna, Tommy, Ben - colors = blue, red, purple - {for} name {in} names - {print} _ mp_choice_options: - option: |- ``` @@ -2242,8 +1971,6 @@ levels: ``` feedback: 没有名为 people 的变量.. hint: 注意引号和变量名称 - correct_answer: B - question_score: '10' 9: question_text: 当你运行程序时海蒂会问你的第一个问题是什么? code: |- @@ -2263,8 +1990,6 @@ levels: - option: 你不知道这一点。 海蒂 将选择`{at} {random}`. feedback: 此代码中没有`{at} {random}`... hint: 从两个列表中选择第一个选项。 - correct_answer: A - question_score: '10' 10: question_text: 这段代码的真实情况是什么? code: |- @@ -2282,14 +2007,9 @@ levels: - option: 有人可能赢得两个奖品 feedback: 你懂了! hint: 尝试想象这段代码的输出。 - correct_answer: D - question_score: '10' 11: 1: question_text: 空格处应该填什么? - code: |- - {for} i {in} _ 1 {to} 10 - {print} i mp_choice_options: - option: '`counter`' feedback: 不是 @@ -2300,13 +2020,8 @@ levels: - option: '`{for}`' feedback: 不是 hint: 你学了什么? - correct_answer: B - question_score: '10' 2: question_text: 这段代码会输出什么? - code: |- - {for} i {in} {range} 1 {to} 3 - {print} i mp_choice_options: - option: |- ``` @@ -2331,8 +2046,6 @@ levels: ``` feedback: 不是这个 hint: 这些数字会如何显示在屏幕上? - correct_answer: A - question_score: '10' 3: question_text: 哪段代码可以输出这个? output: |- @@ -2372,22 +2085,8 @@ levels: ``` feedback: i 是一个变量,不应该加引号 hint: 先输出所有数字,再输出那句话 - correct_answer: A - question_score: '10' 4: question_text: 哪段代码可以输出这个? - output: |- - 10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0 mp_choice_options: - option: |- ``` @@ -2414,13 +2113,8 @@ levels: ``` feedback: 对! hint: 这里需要用到计算… - correct_answer: D - question_score: '10' 5: question_text: 这段代码哪里错了? - code: |- - {for} i {in} {range} 1 {to} 10 - {print} i mp_choice_options: - option: 最后一行的 i 需要引号 feedback: 不,它不需要。 @@ -2431,13 +2125,8 @@ levels: - option: 第二行开头需要缩进 feedback: 太棒了! hint: 缩进有地方不对 - correct_answer: D - question_score: '10' 6: question_text: 当运行代码时,“Hello”一词在屏幕上出现了多少次? - code: |- - {for} i {in} {range} 0 {to} 2 - {print} 'Hello' mp_choice_options: - option: 1 次 feedback: 'No' @@ -2448,8 +2137,6 @@ levels: - option: 永不 feedback: 'No' hint: 0也算。 所以 0,1,2 是 3 倍。 - correct_answer: C - question_score: '10' 7: question_text: 空白处应该填什么? code: "{print} '欢迎来到海蒂快餐店'\npeople= {ask}'今晚有多少人会在这里吃饭?'\n_\n\tfood= {ask}'你想点些什么?'\n\t{print}food" @@ -2475,13 +2162,8 @@ levels: ``` feedback: 这一份订单太多了! hint: 使用变量 'people' - correct_answer: C - question_score: '10' 8: question_text: 这段代码的输出是什么? - code: |- - {for} i {in} {range} 23 {to} 25 - {print} 'hi' mp_choice_options: - option: |- ``` @@ -2505,8 +2187,6 @@ levels: - option: '''hi''这个词会连续出现 25 次。' feedback: 不,它只会出现 3 次。 hint: 它并没说 `{print}` i - correct_answer: C - question_score: '10' 9: question_text: 海蒂 唱了多少遍 Hip Hip Hooray? code: |- @@ -2523,8 +2203,6 @@ levels: - option: 这取决于你的年龄 feedback: 这是正确的! hint: '`{for}` 我 `{in}` `{range}` 1 `{to}` 年龄' - correct_answer: D - question_score: '10' 10: question_text: 哪个代码属于这个输出? output: |- @@ -2562,8 +2240,6 @@ levels: ``` feedback: '`{range}` 0 `{to}` 3 是 4 倍.' hint: 注意缩进 - correct_answer: B - question_score: '10' 12: 1: question_text: 哪个输出是正确的? @@ -2584,8 +2260,6 @@ levels: 5 feedback: 干的好! hint: 两行都打印出来了! - correct_answer: D - question_score: '10' 2: question_text: 这些代码中哪一个是正确的? mp_choice_options: @@ -2614,8 +2288,6 @@ levels: ```` feedback: 所有不同的口味值都应该用引号引起来。 hint: 每个代码中第二行都是一样的,注意第一行 - correct_answer: C - question_score: '10' 3: question_text: 这段代码有什么问题? code: |- @@ -2631,8 +2303,6 @@ levels: - option: Nothing is wrong. feedback: 这不是真的 hint: 引号使用正确 - correct_answer: A - question_score: '10' 4: question_text: 哪些行需要引号才能使代码正常工作? code: |- @@ -2650,8 +2320,6 @@ levels: - option: All of the lines feedback: 完美! hint: 第3行也需要引号吗? - correct_answer: D - question_score: '10' 5: question_text: 当 007 输入正确的密码时,他们会得到什么输出? code: |- @@ -2676,8 +2344,6 @@ levels: - option: 明天10点去机场 feedback: 特工不会在这里抓到任何坏人 hint: 正确的密码是 TOPSECRET - correct_answer: B - question_score: '10' 6: question_text: 应该填写哪一行,在`_`? code: "{print}‘欢迎来到麦克海蒂!’\norder={ask}‘你想吃汉堡包还是薯条?’\n {if}订单=‘汉堡包’\n\t价格=12\n{if} 订单=‘薯条’\n\t价格=4\n饮料={ask}‘你想用2美元买一杯饮料吗?’\n{if}饮料=‘是的’\n...._\n{print}‘请付’price‘元, 谢谢!’" @@ -2703,8 +2369,6 @@ levels: ``` feedback: 差不多了! hint: 如果你只点薯条和饮料怎么办? - correct_answer: C - question_score: '10' 7: question_text: 素食主义者会得到什么输出? code: |- @@ -2743,11 +2407,8 @@ levels: 饼干 feedback: 差不多了,不过看一下列表中零食的顺序 hint: 当您回答“素食主义者”时,哪些项目将从列表中删除? - correct_answer: A - question_score: '10' 8: question_text: 哪些代码用于创建这个输出? - code: '3.5' mp_choice_options: - option: |- ``` @@ -2770,8 +2431,6 @@ levels: ``` feedback: 不 hint: 7 被2除是 3.5 - correct_answer: B - question_score: '10' 9: question_text: 第1行`_`?处应该填写哪个代码? code: |- @@ -2799,8 +2458,6 @@ levels: ``` feedback: 你什么都没有得到 hint: 列表中的项目应该用引号括起来 - correct_answer: C - question_score: '10' 10: question_text: 在`_`处填上哪一行代码,可以来完成这首歌? code: "动作们=‘拍手’, ‘跺脚’,‘喊万岁!’ \n_\n\t{for} i{in} {range}0{to} 1\n\t\t{print} ‘如果你很高兴,你也知道’\n\t\t{print} 动作\n\t{print} ‘如果你很高兴,你也知道,而且你真的想表现出来’\n\t{print} ‘如果你很高兴,你也知道’\n\t{print} 动作" @@ -2826,8 +2483,6 @@ levels: ``` feedback: 这是一个困难的问题! 列表上的所有动作都必须出现在歌曲里。 hint: 这是一个困难的问题! 列表上的所有动作都必须出现在歌曲里。 - correct_answer: B - question_score: '10' 13: 1: question_text: 在???处应该填上什么代码 ? @@ -2854,8 +2509,6 @@ levels: ``` feedback: 海蒂旨在两个答案都是 是 的时候唱歌 hint: 海蒂只在你想听歌且是你生日那天的时候为你歌唱 - correct_answer: C - question_score: '10' 2: question_text: 在???的地方你遗漏掉了什么命令? code: |- @@ -2873,8 +2526,6 @@ levels: - option: '`{print}`' feedback: 不 hint: 素食主义者和穆斯林都不能吃香肠卷。 - correct_answer: B - question_score: '10' 3: question_text: 哪个输出是给没有折扣码的成员? code: |- @@ -2894,8 +2545,6 @@ levels: - option: 这里没有办法知道 feedback: 来! 仔细阅读这个问题 hint: 注意第·3行的 `{or}` 命令 - correct_answer: A - question_score: '10' 4: question_text: 在石头剪刀布游戏中,哪一行代码应该紧随这一行? code: '{if} 电脑的选择 {is} ''石头'' {and} 你的选择 {is} ''布''' @@ -2921,8 +2570,6 @@ levels: ``` feedback: 再试一次! hint: 布包住石头 - correct_answer: A - question_score: '10' 5: question_text: 关于代码的说那,哪个是对的? code: |- @@ -2938,8 +2585,6 @@ levels: - option: 所有不叫灰姑娘,没有38号鞋的人都是王子的真爱 feedback: 王子比这更挑剔一点! hint: 两个表述必须都为真 - correct_answer: C - question_score: '10' 6: question_text: 关于这段代码的哪个陈述是正确的? code: |- @@ -2964,8 +2609,6 @@ levels: - option: Sophie是个戴眼镜的女孩 feedback: 干得漂亮! hint: 好好看看!或者你需要眼镜? - correct_answer: D - question_score: '10' 7: question_text: 哪个说法是错的? code: |- @@ -2991,8 +2634,6 @@ levels: - option: 黄色的鸟今早喂过了 feedback: 这是真的 hint: 仔细阅读最后4行 - correct_answer: C - question_score: '10' 8: question_text: 如果你点了爆米花但没有饮料,你会怎样? code: |- @@ -3030,8 +2671,6 @@ levels: 享受电影吧 feedback: 你需要为你的爆米花付钱! hint: 爆米花 = 是 并且 饮料 = 不 - correct_answer: B - question_score: '10' 9: question_text: 这个代码哪里出问题了? code: |- @@ -3071,8 +2710,6 @@ levels: ``` feedback: 这不是我点的! hint: 第3行有一个错误 - correct_answer: A - question_score: '10' 10: question_text: 哪个命令需要出现在第8行???的地方? code: "{print} '欢迎来到本超市的商品查找机'\n项目 = {ask} '你来找什么商品?'\n烘焙 = 'bread', 'buns', 'muffins'\n饮料= 'soda', 'water', 'lemonade'\n零食= 'chips', 'nuts', 'dips'\n冷冻= 'fries', 'icecream', 'pizza'\n水果= 'bananas', 'apples', 'oranges'\n{if} 项目 {in} 零食??? 项目 {in} 饮料\n {print} '在第三通道'\n{if} 项目 {in} 烘焙 {or} 项目 {in} 烘焙 \n {print} '这件东西放在商店的后面'\n{if} 项目 {in} 水果\n {print} '水果在收银台附近出售'" @@ -3086,15 +2723,9 @@ levels: - option: '`{if}`' feedback: 不 hint: 这个东西要么在零食清单上,要么在饮料清单上 - correct_answer: B - question_score: '10' 14: 1: question_text: 空白处应该用哪个符号? - code: |- - name _ {ask} 'Who are you?' - {if} name == 'Hedy' - {print} 'Me too!' mp_choice_options: - option: '`=>`' feedback: 这不是一个符号. @@ -3105,8 +2736,6 @@ levels: - option: '`=`' feedback: 对! hint: 我们没有比较任何东西,只是询问一个姓名。 - correct_answer: D - question_score: '10' 2: question_text: 下面哪个代码使用了正确的 = 或 == 符号? mp_choice_options: @@ -3119,17 +2748,8 @@ levels: - option: 答案 == {ask} '你做得怎么样?' feedback: 不 hint: 当你比较两个回答时,你应该使用== - correct_answer: C - question_score: '10' 3: question_text: 这两个空格上应该填哪些符号? - code: |- - guests = {ask} 'How many people are at the party?' - {if} guests _ 130 - {print} 'You can come in!' - {if} guests _ 130 - {print} 'Im sorry, the club is full. ' - {print} 'You have to wait for a guest to leave' mp_choice_options: - option: '`>` 和 `<`' feedback: 不是的 @@ -3139,8 +2759,6 @@ levels: feedback: 你是对的 - option: '`+` and `==`' hint: 这个俱乐部可容纳130人 - correct_answer: C - question_score: '10' feedback: 不是这样的 4: question_text: 这段代码有什么问题? @@ -3162,10 +2780,7 @@ levels: - option: 在第4行 <= 应该被替换为 >= feedback: 不是这样的 hint: 符号是正确的 - correct_answer: B - question_score: '10' 5: - question_text: Which symbol should be filled in on the blanks if the movie is suitable for kids for the age of 12 and up? code: |- age = {ask} '你多大了?' ticket = {ask} '你有票吗?' @@ -3183,8 +2798,6 @@ levels: - option: '`<= 12`' feedback: 这些孩子年龄太小 hint: '> 意思是大于' - correct_answer: B - question_score: '10' 6: question_text: 在这个烦人的游戏停止之前,你要说多少次你很烦? code: |- @@ -3204,25 +2817,8 @@ levels: - option: 2 次 feedback: 对了 hint: '!= 意思是 ''不等于''' - correct_answer: D - question_score: '10' 7: question_text: 这三个空格应该填什么? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' mp_choice_options: - option: '`''Lower''` 和 `''Higher''` 和 `''You win!''`' feedback: 这不太正确。 @@ -3233,16 +2829,8 @@ levels: - option: '`''Lower!''` 和 `''You win!''` 和 `''Higher!''`' feedback: 这不太对。 hint: 最后应该说你赢了。 - correct_answer: B - question_score: '10' 8: question_text: 关于过山车,哪个说法是正确的? - code: |- - length = {ask} 'Please fill in your length in cm' - {if} length < 120 - {print} 'Sorry, you cannot go on this roller coaster.' - {else} - {print} 'Enjoy the ride' mp_choice_options: - option: 你必须身高超过120厘米才能坐过山车 feedback: True! @@ -3252,9 +2840,6 @@ levels: feedback: '> means greater than' - option: 坐过山车没有长度限制 feedback: 这儿。 - hint: '> means greater than' - correct_answer: A - question_score: '10' 9: question_text: 根据这个手环,吃多少块巧克力会让你胃痛? code: |- @@ -3275,14 +2860,8 @@ levels: - option: 9或更多 feedback: 棒! hint: '> 8 意味着大于8' - correct_answer: D - question_score: '10' 10: question_text: 空格里应该填什么? - code: |- - {print} 'Whoever gets the most points wins!' - {if} points_player_1 < points_player_2 - {print} _ mp_choice_options: - option: '''玩家1获胜''' feedback: 看看谁得了最高分! @@ -3293,8 +2872,6 @@ levels: - option: '''这是个平局''' feedback: 不,不是的,一个玩家的分数更高 hint: 你得最多的分数就能赢得比赛 - correct_answer: B - question_score: '10' 15: 1: question_text: 空格上应该用哪个符号?提示:你必须一直猜,直到猜对为止。 @@ -3313,8 +2890,6 @@ levels: - option: '`=`' feedback: 不是这样的 hint: 继续猜,直到你说阿姆斯特丹 - correct_answer: C - question_score: '10' 2: question_text: 这些代码中哪一个使用了正确的符号? mp_choice_options: @@ -3339,8 +2914,6 @@ levels: ``` feedback: 缺少一个引号 hint: 当你比较两个答案时,你应该使用== - correct_answer: C - question_score: '10' 3: question_text: 这两个空白处应该填哪个命令? code: |- @@ -3356,8 +2929,6 @@ levels: - option: '`{range}`' feedback: 不是这样的 hint: 只要你不满17岁,你就不能进酒吧 - correct_answer: B - question_score: '10' 4: question_text: 这段代码有什么问题? code: |- @@ -3380,8 +2951,6 @@ levels: - option: 在第5行中应该使用`==`而不是`!=` feedback: 你是正确的 hint: 第5行有问题 - correct_answer: D - question_score: '10' 5: question_text: 什么应该放在空白处,使这个程序正确工作? code: |- @@ -3415,8 +2984,6 @@ levels: ``` feedback: 程序将开始倒计时 hint: 每次湿润应该少一些 - correct_answer: C - question_score: '10' 6: question_text: 这段代码有什么问题? code: |- @@ -3435,24 +3002,8 @@ levels: - option: 第2行应该以较少的缩进开始 feedback: 这是正确的 hint: 仔细察看这些缩进 - correct_answer: D - question_score: '10' 7: question_text: 这个程序应该如何改变才能正常工作? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' mp_choice_options: - option: '... 将第一个 `{if}` 换成 `{while}`' feedback: 完美! @@ -3463,17 +3014,8 @@ levels: - option: '... 将第4个 `{if}` 换成 `{while}`' feedback: 这不是很正确。 hint: 最后的时候应该说你赢了。 - correct_answer: A - question_score: '10' 8: question_text: 关于这个自动厕所系统,哪个说法是正确的? - code: |- - {while} toilet == 'occupied' - lights = 'on' - air_freshener_sprays = 'yes' - {sleep} 60 - lights = 'off' - air_freshener_sprays = 'no' mp_choice_options: - option: 灯和空气清新器将在1分钟后关闭 feedback: 假的! @@ -3484,8 +3026,6 @@ levels: - option: 灯会一直亮着。 feedback: 这是不对的。 hint: 当厕所被占用时,{while}命令之后的块继续运行。 - correct_answer: B - question_score: '10' 9: question_text: 如果你今天摄入了1600卡路里,节食应用程序会怎么说? code: |- @@ -3506,15 +3046,8 @@ levels: - option: 你今天吃得够多了 feedback: 不 hint: 1600在1000和2000之间 - correct_answer: C - question_score: '10' 10: question_text: 空格里应该填什么?提示:得分最多的玩家处于领先地位。 - code: |- - name_player_1 = {ask} 'Name player 1:' - name_player_2 = {ask} 'Name player 2:' - {while} points_player_1 > points_player_2 - {print} _ ' is in the lead right now!' mp_choice_options: - option: |- ``` @@ -3537,8 +3070,6 @@ levels: ``` feedback: 你应该填写名字,而不是数字 hint: 你得最多的分数就能赢得比赛。你的名字应该出现在屏幕上 - correct_answer: A - question_score: '10' 16: 1: question_text: 在打印随机零食的空白处应该填写哪个命令? @@ -3555,15 +3086,8 @@ levels: - option: '`snacks[{at} {random}]`' feedback: 我们不再需要 `at` hint: 我们不再使用 {at} - correct_answer: C - question_score: '10' 2: question_text: 如果你想列一个列表,哪些家务,是由谁做的,你应该在空白处填什么? - code: |- - friends = ['Wesley', 'Eric', 'Kaylee'] - chores = ['the cooking', 'the cleaning', 'nothing'] - {for} i {in} {range} 1 {to} 3 - {print} _ mp_choice_options: - option: |- ``` @@ -3586,15 +3110,8 @@ levels: ``` feedback: 太棒了! hint: '`i`告诉我们是列表中的哪一项。所以有朋友1做家务1等等。' - correct_answer: D - question_score: '10' 3: question_text: 这个程序可能的输出是什么? - code: |- - friends = ['Wesley', 'Eric', 'Kaylee'] - chore = ['the cooking', 'the cleaning', 'nothing'] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] has to do chores[i] mp_choice_options: - option: |- ``` @@ -3625,8 +3142,6 @@ levels: ``` feedback: 不是这样的 hint: 这不是随机的... - correct_answer: A - question_score: '10' 4: question_text: 这段代码有什么问题? code: |- @@ -3645,8 +3160,6 @@ levels: - option: 第3行的 {in} 应该去掉 feedback: 不是这样的 hint: 第4行没有问题 - correct_answer: B - question_score: '10' 5: question_text: 空格里应该填哪一行? code: |- @@ -3676,8 +3189,6 @@ levels: ``` feedback: 干得漂亮! hint: 查看第1行,了解括号和引号的正确使用。 - correct_answer: D - question_score: '10' 6: question_text: 哪个说法是正确的? code: |- @@ -3695,8 +3206,6 @@ levels: - option: 这段代码不能工作。它会报错。 feedback: 代码是正确的。 hint: 代码没有错误。 - correct_answer: C - question_score: '10' 7: question_text: 这段代码有什么问题? code: |- @@ -3714,8 +3223,6 @@ levels: - option: 第4行需要更多的引号。 feedback: 太棒了! hint: 在使用引号时犯了一个错误。 - correct_answer: D - question_score: '10' 8: question_text: 哪些代码属于这个输出? code: |- @@ -3756,8 +3263,6 @@ levels: ``` feedback: 这无法工作! hint: 如果你仔细看第一行,你会发现只有前两个答案可能是正确的。 - correct_answer: B - question_score: '10' 9: question_text: 这段代码的可能输出是什么? code: |- @@ -3789,8 +3294,6 @@ levels: ``` feedback: 它仅仅重复2次 hint: Range 0 to 1 是2次 - correct_answer: A - question_score: '10' 10: question_text: 哪3行可以正确地完成这段代码? code: |- @@ -3830,8 +3333,6 @@ levels: ``` feedback: 太妙了! hint: 你需要使用 {remove} 命令 - correct_answer: D - question_score: '10' 17: 1: question_text: 这段代码的输出是什么? @@ -3865,21 +3366,8 @@ levels: ``` feedback: 不要让字母循环。 hint: 循环你的列表. - correct_answer: B - question_score: '10' 2: question_text: 这段代码有什么问题? - code: |- - seconds_minute = 60 - minute_hour = 60 - hour_day = 24 - leap_year = 366 - no_leap_year = 365 - years = ask 'what year is it?' - {if} years = 2024: - print seconds_minute * minute_hour * hour_day * leap_year - {else}: - print seconds_minute * minute_hour * hour_day * noleap_year mp_choice_options: - option: 你不能有这么多变量. feedback: 不是这样的。 @@ -3890,14 +3378,8 @@ levels: - option: '`noleap_year`在两种情况下必须相同。' feedback: 对! hint: 仔细阅读代码。 - correct_answer: D - question_score: '10' 3: question_text: 这段代码将打印多少只刺猬? - code: |- - {for} x in range 1 to 3: - {for} y in range 1 to 2: - {print} 🦔 mp_choice_options: - option: |- ``` @@ -3932,8 +3414,6 @@ levels: ``` feedback: 不是这样的。 hint: 想想你需要重复多少次。 - correct_answer: C - question_score: '10' 4: question_text: 这段代码有什么问题? code: |- @@ -3958,8 +3438,6 @@ levels: - option: 在最后一行的`{elif}` 应该被替换为 `{else}` feedback: 棒! hint: 想想 `{if}`, `{elif}`, `{else}`. - correct_answer: D - question_score: '10' 5: question_text: 这段代码的输出是什么? code: |- @@ -4023,8 +3501,6 @@ levels: ``` feedback: 不是这样的。 hint: 考虑你需要重复多少次,以及if和elif的值。 - correct_answer: A - question_score: '10' 6: question_text: 这段代码有什么问题? code: |- @@ -4047,8 +3523,6 @@ levels: - option: 最后一行有一个缩进错误。 feedback: 了不起! hint: 这里有个错误…… - correct_answer: D - question_score: '10' 7: question_text: 下面哪个代码会在屏幕上打印五次“结果是3”? mp_choice_options: @@ -4085,8 +3559,6 @@ levels: ``` feedback: 不是这样的。 hint: 想想数学符号。 - correct_answer: C - question_score: '10' 8: question_text: 代码有什么问题? code: |- @@ -4109,8 +3581,6 @@ levels: - option: 最后一行有一个缩进错误。 feedback: 不. hint: 仔细阅读代码. - correct_answer: C - question_score: '10' 9: question_text: 下面哪个代码给出了这个输出? code: |- @@ -4133,8 +3603,6 @@ levels: - option: "```\n {for} number in range -5 to 3:\n {if} number < 0: \n {print} number ' 是正数'\n {elif} number <=0: \n {print} number ' 是负数' \n {else}: \n {print} number ' 是0'\n```" feedback: 不是这样的。 hint: 仔细阅读代码。 - correct_answer: C - question_score: '10' 10: question_text: 这段代码有什么问题? code: |- @@ -4157,5 +3625,3 @@ levels: - option: 最后一行有一个缩进错误。 feedback: 不. hint: 仔细阅读代码. - correct_answer: C - question_score: '10' diff --git a/content/quizzes/zh_Hant.yaml b/content/quizzes/zh_Hant.yaml index 3fe99e88309..de933c7c3f0 100644 --- a/content/quizzes/zh_Hant.yaml +++ b/content/quizzes/zh_Hant.yaml @@ -1,21 +1,6 @@ levels: 1: - 1: - question_text: What's this programming language called? - mp_choice_options: - - option: Hedy - feedback: Good job! - - option: Heddy - feedback: Not this one! - - option: Haydie - feedback: Not this one! - - option: Heidi - feedback: Not this one! - hint: It's named after Hedy Lamarr. - correct_answer: A - question_score: '10' 2: - question_text: Which need to be filled in on the blanks to make the text Hello! appear? code: ___ Hello! mp_choice_options: - option: |- @@ -31,10 +16,7 @@ levels: `{ask}` feedback: With `{ask}`, you can ask a question. hint: _?_ Hello world! - correct_answer: B - question_score: '10' 3: - question_text: How do you ask what someone's favorite color is? mp_choice_options: - option: |- ``` @@ -56,15 +38,7 @@ levels: {echo} What is your favorite color? ``` feedback: '`{echo}` repeats your answer back to you.' - hint: You can ask something with the `{ask}` command - correct_answer: C - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - Hi Im Hedy! - {ask} Who are you? - {echo} Hi... mp_choice_options: - option: '`{print}` in line 1 is missing.' feedback: 正確! @@ -74,56 +48,11 @@ levels: feedback: '`{echo}` is a command, there''s another mistake.' - option: Nothing! This is a perfect code! feedback: Wrong, look carefully! - hint: Line 1 doesn't seem right - correct_answer: A - question_score: '10' 5: - question_text: Which command is missing in line 2? code: |- {ask} What is your favorite pet? _?_ So your favorite pet is... - mp_choice_options: - - option: |- - `{print}` - feedback: No, you would like the answer to be repeated back to you. - - option: |- - `Hedy` - feedback: Hedy isn't a command. - - option: |- - `{ask}` - feedback: With `{ask}` you can ask a question. - - option: |- - `{echo}` - feedback: Right on! - hint: You want to see the answer at the end of line 2... - correct_answer: D - question_score: '10' - 6: - question_text: What's wrong with this code? - code: |- - {print} Hi im Hedy! - {print} Which football team do you support? - {echo} You support... - {print} Cool! Me too! - mp_choice_options: - - option: In line 1 `{print}` should be replaced with `{ask}`. - feedback: '`{print}` in line 1 is correct.' - - option: In line 2, `{print}` should be replaced with `{ask}`. - feedback: Great! You paid attention! - - option: Line 3 has to begin with `{print}` instead of `{echo}`. - feedback: '`{echo}` is correct.' - - option: In line 4, `{print}` is spelled wrong. - feedback: No, there is a mistake somewhere else - hint: Check the `{print}` commands. - correct_answer: B - question_score: '10' 7: - question_text: What's wrong with this code? - code: |- - {print} Welcome at Hedys restaurant! - {ask} What would you like to eat? - {echo} So you want to order ... - {print} Coming right up! Enjoy! mp_choice_options: - option: In line 1 `{print}` needs to be replaced with `{ask}` feedback: Are you sure something is wrong? @@ -133,11 +62,7 @@ levels: feedback: Are you sure something is wrong? - option: Nothing! This is a perfect code! feedback: 正確! - hint: Check the code line by line - correct_answer: D - question_score: '10' 8: - question_text: How do you use the `{echo}` command? mp_choice_options: - option: You can use it to `{ask}` a question. feedback: That's what `{ask}` is for! @@ -147,33 +72,8 @@ levels: feedback: Good job! - option: You can use it to make text disappear. feedback: That's not right... - hint: '`{echo}` is used after an `{ask}` command.' - correct_answer: C - question_score: '10' - 9: - question_text: What's wrong with this code? - code: |- - {print} Hello! - {print} How are you doing? - {echo} So you are doing... - mp_choice_options: - - option: '`{print}` in line 1 should be `{ask}`' - feedback: No, `{print}` is right. Where is the question being asked? - - option: '`{print}` in line 2 should be `{ask}`' - feedback: Super! - - option: '`{echo}` in line 3 should be `{ask}`' - feedback: No, `{echo}` is right. Where is the question being asked? - - option: Nothing. This is a perfect code! - feedback: Look carefully for the mistake... - hint: '`{ask}` allows you to ask a question' - correct_answer: B - question_score: '10' 10: question_text: Which output will be in your outputscreen after you've run this code? - code: |- - {ask} Are you ready to go to level 2? - {echo} - {echo} mp_choice_options: - option: Are you ready to go to level 2? feedback: There are two echo commands @@ -187,12 +87,8 @@ levels: Are you ready to go to level 2? Yes! feedback: There are two echo commands - hint: Let's go! - correct_answer: B - question_score: '10' 2: 1: - question_text: Which statement is true? mp_choice_options: - option: You can use the {print} command to ask questions. feedback: That is what ask is for @@ -202,212 +98,22 @@ levels: feedback: Good - option: With the {sleep} command, you can remove text from the screen. feedback: That's not how sleep works. - hint: '`{print}` still works the same way as in level 1' - correct_answer: C - question_score: '10' - 2: - question_text: Which code is correct? - mp_choice_options: - - option: |- - ``` - name {is} {ask} What is your name? - ``` - feedback: Super! - - option: |- - ``` - {ask} {is} name What is your name - ``` - feedback: The words are right, the order is not! - - option: |- - ``` - {ask} What is your name? - ``` - feedback: This worked in level 1, but in level 2 and up it works differently. - - option: |- - ``` - {ask} What is your name? {is} name - ``` - feedback: The words are right, the order isn't! - hint: '`{ask}` doesn''t work like in level 1' - correct_answer: A - question_score: '10' - 3: - question_text: What appears on your output screen when you run this code? - code: |- - name {is} Marleen - {print} name goes to the market and she buys an apple. - mp_choice_options: - - option: name goes to the market and she buys an apple. - feedback: The word name is replaced with Marleen - - option: Marleen goes to the market. - feedback: The second part of the sentence isn't left out! - - option: Marleen goes to the market and she buys an apple. - feedback: Right on! - - option: Marleen goes to the market and Marleen buys an apple. - feedback: She is not replaced with the name - hint: The word name is replaced with Marleen - correct_answer: C - question_score: '10' - 4: - question_text: What will you see on the output screen when you run this code? - code: |- - name {is} Hedy - {print} Hi my name is name - mp_choice_options: - - option: Hi my name is name - feedback: The variable name is replaced with Hedy - - option: Hi my name is Hedy - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is name - feedback: The variable name is replaced with Hedy - - option: Hi my Hedy is Hedy - feedback: Correct, this mistake will be fixed in level 4! - hint: '''name'' is being replaced with ''Hedy'' in both places' - correct_answer: D - question_score: '10' - 5: - question_text: What happens when you use the `{sleep}` command? - mp_choice_options: - - option: It slows down your computer - feedback: fortunately not! - - option: It closes down Hedy - feedback: fortunately not! - - option: Your program pauses for a second and then continues - feedback: That's right! - - option: You put it at the end so Hedy knows your program is finished - feedback: No it would be useless at the end of your code - hint: The computer waits for a second at the `{sleep}` command - correct_answer: C - question_score: '10' 6: - question_text: What should be on the lines? code: |- {print} And the award for best programming language goes to... _?_ {print} Hedy! - mp_choice_options: - - option: |- - `{sleep}` - feedback: Perfect! - - option: |- - `{echo}` - feedback: There is nothing to repeat back here - - option: |- - `{print}` - feedback: There is no text there to `{print}` there - - option: |- - `{ask}` - feedback: There is no question there to be asked - hint: Pause for dramatic effect... - correct_answer: A - question_score: '10' 7: - question_text: What command should be used on line 2? code: |- {print} I will explode in 3 seconds! _?_ {print} BOOM! - mp_choice_options: - - option: |- - ``` - {print} 3 - ``` - feedback: You don't need to `{print}` - - option: |- - ``` - {sleep} 3 - ``` - feedback: Perfect! - - option: |- - ``` - {sleep} - ``` - feedback: This way the bomb will explode in 1 second - - option: |- - ``` - {sleep} {sleep} {sleep} - ``` - feedback: Make it easier on yourself by using the number 3 - hint: You want the computer to wait for 3 seconds - correct_answer: B - question_score: '10' - 8: - question_text: How would you correct the first line of code? - code: |- - {ask} {is} How old are you? - {print} age - mp_choice_options: - - option: |- - ``` - age {ask} {is} How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - {ask} {is} age How old are you? - ``` - feedback: That is the wrong order - - option: |- - ``` - age {is} {ask} How old are you? - ``` - feedback: You get it! - - option: |- - ``` - age {is} How old are you? - ``` - feedback: Where is the `{ask}` command? - hint: The variable name should come first - correct_answer: C - question_score: '10' - 9: - question_text: What is going wrong in this code? - code: |- - dogs {is} animal - {print} I love animal - mp_choice_options: - - option: 'Line 1 should say: dogs `{is}` animals' - feedback: The variable name is animal - - option: 'Line 1 should say: animal `{is}` dogs' - feedback: Great! - - option: 'Line 2 should say: `{print}` I love animals' - feedback: The variable name is animal - - option: 'Line 2 should say: `{sleep}` I love animals' - feedback: Sleep is not used to `{print}` text - hint: You want to `{print}` 'I love dogs' - correct_answer: B - question_score: '10' 10: - question_text: What command should be used on the line 1? code: |- flavor {is} _?_ {print} Your favorite icecream is... {sleep} {print} flavor - mp_choice_options: - - option: |- - ``` - {sleep} 3 - ``` - feedback: You want to know the favorite flavor! - - option: |- - ``` - {print} strawberries - ``` - feedback: You do not want a `{print}` command at the middle of the line... - - option: |- - ``` - strawberries, chocolate, vanilla - ``` - feedback: This way you are making a list. You don't want that now. - - option: |- - ``` - {ask} What flavor icecream do you like? - ``` - feedback: That's right! - hint: You want to `{ask}` a question - correct_answer: D - question_score: '10' 3: 1: question_text: What command do you use to let Hedy pick something arbitrarily? @@ -424,14 +130,7 @@ levels: - option: |- `{at}` `{random}` feedback: 正確! - hint: Arbitrarily means without a plan or randomly. - correct_answer: D - question_score: '10' 2: - question_text: What's wrong with this code? - code: |- - animals {is} dog cat cow - {print} animals {at} {random} mp_choice_options: - option: 'You need commas in line 1: dog, cat, cow.' feedback: Good job! @@ -441,86 +140,7 @@ levels: feedback: animals is correct. - option: '`{at} {random}` is spelled incorrectly' feedback: '`{at} {random}` is the correct spelling' - hint: There's something wrong in line 1 - correct_answer: A - question_score: '10' - 3: - question_text: How do you fix the mistake in line 2? - code: |- - options {is} rock, paper, scissors - {print} rock, paper, scissors {at} {random} - mp_choice_options: - - option: |- - ``` - {at} {random} {print} options - ``` - feedback: You're almost there. The order of the words isn't right yet. - - option: |- - ``` - {print} rock {at} {random} - ``` - feedback: you don't always want the Hedy to {print} rock, sometimes you want scissors or paper. - - option: |- - ``` - {print} options {at} {random} - ``` - feedback: Very good! - - option: Nothing, the code is correct! - feedback: Look carefully for the mistake - hint: The variable (the list) is called options. - correct_answer: C - question_score: '10' - 4: - question_text: What should change in line 2 to print a random price? - code: |- - prices {is} 1 dollar, 100 dollar, 1 million dollar - {print} price {at} {random} - mp_choice_options: - - option: |- - ``` - {print} price - ``` - feedback: You don't want to `{print}` the word price, but you want to `{print}` one price out of your list `{at} {random}` - - option: |- - ``` - {print} prices {at} {random} - ``` - feedback: Great! You've really paid attention. - - option: |- - ``` - {print} {at} {random} price - ``` - feedback: '`{at} {random}` is placed behind the variable.' - - option: Nothing, this code is alright. - feedback: Look carefully for the mistake you missed! - hint: The variable name is prices - correct_answer: B - question_score: '10' - 5: - question_text: What is wrong in this code? - code: |- - question {is} {ask} What do you want to know? - {print} question - answers {is} yes, no, maybe - {print} answers {at} {random} - mp_choice_options: - - option: Line 1 needs to say `{print}` instead of `{ask}` - feedback: No, that's not wrong. - - option: Line 2 needs to say `{ask}` instead of `{print}` - feedback: No that's not wrong. - - option: Line 2 needs to say answers `{at} {random}` `{is}` yes, no, maybe - feedback: No, that's not wrong. - - option: Nothing, this code is perfect - feedback: That's right! - hint: Does this code even have a mistake? - correct_answer: D - question_score: '10' 6: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers yes, no, maybe - {print} answers {at} {random} mp_choice_options: - option: Line 2 needs to say question instead of answers feedback: No that's not right @@ -530,16 +150,7 @@ levels: feedback: No the variable's called answers - option: Nothing! This code is great! feedback: Actually, line 2 has a mistake. - hint: There is something wrong with line 2. - correct_answer: B - question_score: '10' 7: - question_text: What does the `{add}` command do? - code: |- - books {is} Harry Potter, The Hobbit, Green Eggs and Ham - your_book {is} {ask} What is your favorite book? - {add} your_book {to} books - {print} books {at} {random} mp_choice_options: - option: The `{add}` command removes a random book from the list feedback: The remove command removes, the add command adds @@ -549,47 +160,8 @@ levels: feedback: 正確! - option: The `{add}` command prints your favorite book. feedback: No, it adds your favorite book to the list - hint: The `{add}` command adds a book, but which one? - correct_answer: C - question_score: '10' - 8: - question_text: What is the output of this code? - code: |- - crisps {is} sea salt, paprika, sour cream - {remove} sea salt {from} crisps - {remove} paprika {from} crisps - {print} crisps {at} {random} - mp_choice_options: - - option: You can't tell, because Hedy will `{print}` one of the 3 flavors `{at} {random}` - feedback: Take a look at the `{remove}` commands - - option: sea salt - feedback: sea salt is removed from the list - - option: paprika - feedback: Paprika is removed from the list - - option: sour cream - feedback: That's right! - hint: There are 3 flavors, bit 2 are removed. Which one remains? - correct_answer: D - question_score: '10' 9: - question_text: What's wrong with this code? - code: |- - colors {is} blue, purple, green - chosen_color {is} {ask} Which hair color wouldn't you like to have? - {remove} chosen_color {from} colors - {print} I will dye my hair color {at} {random} - mp_choice_options: - - option: 'Line 3 should say: `{remove}` blue `{from}` colors' - feedback: Maybe you want blue hair though! - - option: Line 3 should have an `{add}` command instead of a `{remove}` command - feedback: You want to remove the chosen color so `{remove}` is right. - - option: In line 4 the variable should be called colors instead of color - feedback: Great job! - - option: Nothing, this is a correct code! - feedback: Find the mistake! hint: Look at line 3 - correct_answer: C - question_score: '10' 10: question_text: What should be on the _?_? code: |- @@ -620,8 +192,6 @@ levels: ``` feedback: This increased the change that the person who walked yesterday now has to do it again. That's mean. hint: The person who walked the dog yesterday should be removed from the list. - correct_answer: A - question_score: '10' 4: 1: question_text: Which of these is true? @@ -634,11 +204,7 @@ levels: feedback: '`{at} {random}` still works' - option: '`{at} {random}` now needs quotation marks' feedback: No, but 2 other commands do. - hint: In level 4 you need quotation marks for 2 commands. - correct_answer: A - question_score: '10' 2: - question_text: Which code uses the proper quotation marks? mp_choice_options: - option: |- ``` @@ -660,11 +226,7 @@ levels: {print} ,hello, ``` feedback: This is a comma, you need quotation marks. - hint: Pick the right quotation marks. - correct_answer: B - question_score: '10' 3: - question_text: Where are the quotation marks used correctly? mp_choice_options: - option: |- ``` @@ -686,28 +248,7 @@ levels: {print} 'Hi Im Hedy' ``` feedback: Perfect! - hint: Both before and after the words you want to print should be a quotation mark. - correct_answer: D - question_score: '10' - 4: - question_text: Which statement is true? - mp_choice_options: - - option: 'You need quotation marks around the word `{print}`, like this: `''{print}''`.' - feedback: The quotation marks shouldn't be around the command itself. - - option: You need quotation marks around the words you want to print. - feedback: Super! - - option: You do not need quotation marks when using the `{ask}` command - feedback: Both `{print}` and `{ask}` require quotation marks - - option: You can choose yourself whether to use quotation marks or not. - feedback: Unfortunately, Hedy is stricter than that. - hint: From level 4 on you need to use quotation marks. - correct_answer: B - question_score: '10' 5: - question_text: What has to be changed in order for the game to work? - code: |- - options {is} rock, paper, scissors - {print} 'options {at} {random}' mp_choice_options: - option: |- ``` @@ -726,42 +267,9 @@ levels: feedback: That's right - option: Nothing, the game already works! feedback: Look carefully. There is an error. - hint: You don't want Hedy to literally print 'options {at} {random}', you want it to print 'rock' or 'paper' or 'scissors'. - correct_answer: C - question_score: '10' 6: - question_text: What would be a good next line in this code? - code: prices {is} 1 dollar, 100 dollars, 1 million dollars - mp_choice_options: - - option: |- - ``` - {print} 'You win...' prices {at} {random} - ``` - feedback: Great! You get it! - - option: |- - ``` - {print} You win... 'prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}' - - option: |- - ``` - {print} You win... prices {at} {random} - ``` - feedback: You need some quotation marks! - - option: |- - ``` - {print} 'You win... prices {at} {random}' - ``` - feedback: Hedy will literally print 'prices {at} {random}'' hint: 'Think carefully: what is a variable and should be outside of the quotation marks? And what are normal words that should be inside?.' - correct_answer: A - question_score: '10' 7: - question_text: What's wrong with this code? - code: |- - question {is} {ask} What do you want to know? - answers {is} yes, no, maybe - {print} answers {at} {random} mp_choice_options: - option: Quotation marks are missing in line 1 feedback: 正確! @@ -771,44 +279,7 @@ levels: feedback: You don't want Hedy to literally print 'answers {at} {random}' so no quotation marks needed here! - option: Nothing, this code is good as is! feedback: Look carefully. You missed a mistake! - hint: Check each line on whether they'd need quotation marks or not. - correct_answer: A - question_score: '10' - 8: - question_text: What would be a good next line for this code? - code: |- - {print} 'Welcome at the money show!' - {print} 'In front of you are 3 doors' - door {is} {ask} 'Which door do you choose?' - mp_choice_options: - - option: |- - ``` - {print} So you pick door door - ``` - feedback: We need quotation marks - - option: |- - ``` - {print} 'So you pick ' door door - ``` - feedback: If the player chooses door 3, Hedy will say 'So you pick 3 3 - - option: |- - ``` - {print} 'So you pick door ' door - ``` - feedback: Super! - - option: |- - ``` - {print} 'So you pick door door' - ``` - feedback: Hedy will literally print 'So you pick door door - hint: The second word door should be replaced with the number, the first should still be the word door... - correct_answer: C - question_score: '10' 9: - question_text: What will never appear in your output screen? - code: |- - clubs {is} Real Madrid, Bayern Munchen, Manchester United, Ajax - {print} clubs {at} {random} ' is going the win the champions league' mp_choice_options: - option: Ajax is going to win the champions league feedback: Hedy could `{print}` that @@ -818,15 +289,7 @@ levels: feedback: Hedy could `{print}` that - option: FC Barcelona is going to win the champions league feedback: That's right. It's not in the list - hint: What are Hedy's options to randomly pick from? - correct_answer: D - question_score: '10' 10: - question_text: Which statement is true? - code: |- - people {is} mom, dad, Emma, Sophie - {print} The dishes are done by... - {print} people {at} {random} mp_choice_options: - option: Quotation marks are missing in line 1 feedback: A list doesn't need quotation marks @@ -836,9 +299,6 @@ levels: feedback: Line 3 doesn't need quotation marks because it's not printed literally - option: Nothing, this code has no mistakes feedback: You missed one! - hint: One line needs quotation marks, because you want it to be printed literally. - correct_answer: B - question_score: '10' 5: 1: question_text: What is true? @@ -856,13 +316,7 @@ levels: - option: '`{else}`' feedback: Correct! hint: We have only learned a new command in level 5. - correct_answer: D - question_score: '10' 2: - question_text: What appears in your output screen when you type in the name Hedy? - code: |- - name {is} {ask} 'What is your name?' - {if} name {is} Hedy {print} 'fun' {else} {print} 'less fun' mp_choice_options: - option: fun feedback: That's right! @@ -872,15 +326,7 @@ levels: feedback: No, it doesn't print the name - option: 錯誤 feedback: Fortunately not! - hint: '`{if}` name `{is}` Hedy `{print}` ...?' - correct_answer: A - question_score: '10' 3: - question_text: What is the right password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' mp_choice_options: - option: 正確! feedback: This is printed when you type in the correct password @@ -891,14 +337,7 @@ levels: - option: ALARM INTRUDER feedback: This is printed when you type in the incorrect password! hint: '`{if}` password `{is}` ... `{print}` ''Correct!''!''' - correct_answer: B - question_score: '10' 4: - question_text: What does Hedy print when you type in the wrong password? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' mp_choice_options: - option: 正確 feedback: That's printed if the correct answer is given, not the wrong one... @@ -908,27 +347,6 @@ levels: feedback: No, this is not what Hedy will print - option: ALARM! INTRUDER! feedback: Great job! - hint: Your computer will sound the alarm for intruders! - correct_answer: D - question_score: '10' - 5: - question_text: Why will Hedy say 'ALARM! INTRUDER' when you type in 'secret'? - code: |- - password {is} {ask} 'What is the password?' - {if} password {is} SECRET {print} 'Correct!' - {else} {print} 'ALARM! INTRUDER!' - mp_choice_options: - - option: Because it needs to be in capitals, so SECRET - feedback: Indeed! - - option: Because the password is alarm - feedback: No, this is not the password. - - option: Because it's spelled wrong. - feedback: That's not how you spell secret - - option: Because Hedy makes a mistake - feedback: No, Hedy is right - hint: The spelling of the word has to be exactly the same. - correct_answer: A - question_score: '10' 6: question_text: Which word should be on the place of the question mark in the last line? code: |- @@ -937,30 +355,6 @@ levels: club is {ask} 'Which club is your favorite?' {if} club {is} ajax {print} 'Ajax is going to win of course!' _?_ {print} 'Sorry, your club is gonna be in last place...' - mp_choice_options: - - option: |- - ``` - {if} - ``` - feedback: '`{if}` is already in the line above' - - option: |- - ``` - {at} {random} - ``` - feedback: No, you need `{else}`. - - option: |- - ``` - {else} - ``` - feedback: Great! - - option: |- - ``` - {print} - ``` - feedback: '`{print}` is already there, we need a word before it!' - hint: '`{if}` goes together with...?' - correct_answer: C - question_score: '10' 7: question_text: Which word should be in the place of the question mark? code: |- @@ -968,94 +362,14 @@ levels: name {is} {ask} 'Whats your name?' {if} name {is} Hedy {print} 'You will be a millionair!' {else} _?_ 'Unfortunately... No big money for you.' - mp_choice_options: - - option: |- - `{if}` - feedback: '`{if}` is in the line above.' - - option: |- - `{at}` `{random}` - feedback: No, you don't need `{at} {random}`. - - option: |- - `{else}` - feedback: There already is an `{else}` command - - option: |- - `{print}` - feedback: Awesome! - hint: After `{else}` a `{print}` command follows - correct_answer: D - question_score: '10' 8: question_text: Which word should be on the place of the question mark? code: |- animal {is} {ask} 'What is your favorite animal?' {if} _?_ {is} penguin {print} 'Thats my favorite animal too!' {else} {print} 'Cool! I like penguins.' - mp_choice_options: - - option: |- - ``` - favorite animal - ``` - feedback: That's not the variable name. - - option: |- - ``` - animal - ``` - feedback: Great job! - - option: |- - `{if}` - feedback: '`{if}` is already there' - - option: |- - `{print}` - feedback: No, that's not it. - hint: What the variable name? - correct_answer: B - question_score: '10' - 9: - question_text: Which door should you choose to escape?? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} - mp_choice_options: - - option: '1' - feedback: Bad choice! You're being eaten - - option: '2' - feedback: Super! You escaped! - - option: '3' - feedback: Bad choice! You're being eaten. - - option: It's a trap, you will always be eaten! - feedback: Luckily not! - hint: One of the doors will keep you safe.. - correct_answer: B - question_score: '10' - 10: - question_text: Which monster is standing behind door 1? - code: |- - {print} 'Escape from the haunted house!' - {print} 'There are 3 doors in front of you' - door {is} {ask} 'Which door do you choose?' - monsters {is} vampire, werewolf, giant spider - {if} door {is} 2 {print} 'Yay, you can escape!' - {else} {print} 'You are being devoured by a... ' monsters {at} {random} - mp_choice_options: - - option: Hedy picks a random monster each time. - feedback: Awesome! - - option: vampire - feedback: Not always... - - option: werewolf - feedback: Not always... - - option: giant spider - feedback: Not always... - hint: Mind the last 3 words... monsters `{at} {random}`... - correct_answer: A - question_score: '10' 6: 1: - question_text: What's Hedy's output when you run this code? - code: '{print} 2*10' mp_choice_options: - option: '20' feedback: 正確! @@ -1065,11 +379,7 @@ levels: feedback: No, Hedy will calculate the answer - option: '210' feedback: Mind it's a calculation. - hint: The `*` is used as a multiplication sign - correct_answer: A - question_score: '10' 2: - question_text: What do you use when you want to add two numbers? mp_choice_options: - option: '`-`' feedback: That's not it @@ -1079,113 +389,9 @@ levels: feedback: That's not it - option: '`+`' feedback: 正確! - hint: It's the plus sign. - correct_answer: D - question_score: '10' - 3: - question_text: What's Hedy's output when you run this code? - code: '{print} ''3*10''' - mp_choice_options: - - option: '30' - feedback: This would be the right answer if there were no quotation marks. - - option: '13' - feedback: Try again.. - - option: 3*10 - feedback: Correct! There are quotation marks, so Hedy will print it literally. - - option: Nothing, Hedy will give an error message. - feedback: No, Hedy will print it literally. - hint: Mind the quotation marks!! - correct_answer: C - question_score: '10' - 4: - question_text: Kim is 10 years old. What will Hedy print for her? - code: |- - name = {ask} 'How many letters are in your name?' - age = {ask} 'How old are you?' - luckynumber = name*age - {print} 'Your lucky number is...' luckynumber - mp_choice_options: - - option: '30' - feedback: Mind, Hedy also prints 'Your lucky number is...' - - option: '10' - feedback: Please try again. - - option: Your lucky number is... 30 - feedback: That's right! - - option: Your lucky number is... 10 - feedback: Her lucky number is name times age... - hint: 'Kim has 3 letters, she is 10 years old so: letters times age = 3*10 = 30.' - correct_answer: C - question_score: '10' - 5: - question_text: If 5 people eat at this restaurant, how much do they have to pay in total? - code: |- - {print} 'Welcome to Hedys!' - people = {ask} 'How many people are eating with us tonight?' - price = people * 10 - {print} 'That will be ' price 'dollar please' - mp_choice_options: - - option: 5 dollars - feedback: Unfortunately, it's not that cheap. - - option: 10 dollars - feedback: No, it's 10 dollars each. - - option: 15 dollars - feedback: The * means multiplication. - - option: 50 dollars - feedback: Great! - hint: '`price` `is` `people` `times` 10' - correct_answer: D - question_score: '10' 6: question_text: How much does a hamburger cost is this virtual restaurant? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = 15 - {if} food {is} fries price = 6 - mp_choice_options: - - option: 15 dollars - feedback: Super! - - option: 6 dollars - feedback: The fries are 6 dollars - - option: 0 dollars - feedback: The hamburger isn't free! - - option: 21 dollars - feedback: That's the price for a hamburger and fries! - hint: Mind the fourth line. - correct_answer: A - question_score: '10' - 7: - question_text: Why does line 7 say 'price is price + 3' instead of 'price is 3'? - code: |- - {print} 'Welcome at Hedys diner' - food = {ask} 'What would you like to eat?' - price = 0 - {if} food {is} hamburger price = price + 15 - {if} food {is} fries price = price + 6 - drinks is {ask} 'What would you like to drink?' - {if} drinks {is} coke price = price + 3 - {if} drinks {is} water price = price + 1 - {print} price ' dollars please' - mp_choice_options: - - option: It could have been `price = 3` just as well. - feedback: No, that's not true. Hedy needs to add 3 dollars to the total. - - option: Because Hedy doesn't understand `price = 3`. - feedback: Hedy would understand, but it wouldn't be right. - - option: Because Hedy would otherwise forget about the previous order. The price would be 3 dollars in total. - feedback: That's right! - - option: Because the price is 0 dollars to begin with. - feedback: That's true, but not the reason - hint: The price shouldn't be 3, but 3 dollars more than it already was - correct_answer: C - question_score: '10' 8: - question_text: Why is this code incorrect? - code: |- - correct answer = 3*12 - answer = {ask} 'What is 3 times 12?' - {if} answer {is} correct answer {print} 'Good job!' - {else} {print} 'No... It was ' correct answer mp_choice_options: - option: There shouldn't be quotation marks in line 2 feedback: No, there should be! @@ -1195,34 +401,7 @@ levels: feedback: No, that's not true. - option: The variable in line 2 can't be called answer, because it is too similar to the variable correct answer. feedback: Variable names can be similar, but they can't be 2 words... - hint: Inspect what the variables are called. - correct_answer: B - question_score: '10' - 9: - question_text: Imagine you love football a 10, you've eaten 2 bananas and have washed your hands 3 times today. How smart does the silly fortune teller think you are? - code: |- - {print} 'Im Hedy the silly fortune teller' - {print} 'I will predict how smart you are!' - football = {ask} 'On a scale of 0 to 10 how much do you love football?' - bananas = {ask} 'How many bananas have you eaten this week?' - hygiene = {ask} 'How many times did you wash your hands today??' - result = bananas + hygiene - result = result * football - {print} 'You are ' result 'percent smart.' - mp_choice_options: - - option: 10% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 32% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - - option: 50% - feedback: Super! You are 100 percent smart! - - option: 100% - feedback: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - hint: (2 bananas + 3 hygiene) * 10 football = 5*10 =? - correct_answer: C - question_score: '10' 10: - question_text: Which statement is true? code: |- name _?_ Hedy {print} name 'is walking trough the forrest' @@ -1235,12 +414,8 @@ levels: feedback: No, one `=` sign is enough - option: You can only use the `=` sign when working with numbers, not with words. feedback: You can also use `=` with words. - hint: '`{is}` and `=` are both allowed' - correct_answer: B - question_score: '10' 7: 1: - question_text: How many lines can you repeat at once with the repeat command at this level? mp_choice_options: - option: '0' feedback: No you can repeat a line. @@ -1251,54 +426,9 @@ levels: - option: infinite feedback: In this level you can only repeat one line at a time hint: You can only repeat 1 line at a time - correct_answer: B - question_score: '10' 2: - question_text: Which code is right? - mp_choice_options: - - option: |- - ``` - {print} 100 {times} 'hello' - ``` - feedback: '`{repeat}` 100 `{times}` `{print}` ''hello''' - - option: |- - ``` - {print} {repeat} 100 {times} 'hello' - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 'hello' 100 {times} - ``` - feedback: '{repeat} 100 {times} {print} ''hello''' - - option: |- - ``` - {repeat} 100 {times} {print} 'hello' - ``` - feedback: That's right! hint: First the repeat command, then the `{print}` command - correct_answer: D - question_score: '10' - 3: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} ''Hello!''' - mp_choice_options: - - option: Right - feedback: No, a word is missing - - option: Wrong, the word `{repeat}` is missing - feedback: The word `{repeat}` is there, another word is missing - - option: Wrong, the word `{times}` is missing - feedback: The word `{times}` is there, another word is missing. - - option: Wrong, the word `{print}` is missing - feedback: Correct - hint: 'It should be: `{repeat}` 100 `{times}` `{print}` ''Hello''' - correct_answer: D - question_score: '10' 4: - question_text: Which word is wrong in the code? - code: |- - {print} 'I'm blue' - {repeat} 7 {times} {print} 'da ba dee, da ba da' mp_choice_options: - option: |- ``` @@ -1315,24 +445,7 @@ levels: `{times}` feedback: '`{times}` is spelled correctly' hint: I'm is wrong, you can't use apostrophes - correct_answer: A - question_score: '10' - 5: - question_text: Is this code right or wrong? - code: '{repeat} 100 {times} {print} ''Hedy is awesome!''' - mp_choice_options: - - option: Correct - feedback: That's right! - - option: Wrong - feedback: That's not it - hint: The code is correct! - correct_answer: A - question_score: '10' 6: - question_text: What will be the output from this code? - code: |- - {print} 'The wheels on the bus go' - {repeat} 3 {times} {print} ' round and round' mp_choice_options: - option: |- the wheels on the bus go @@ -1358,14 +471,7 @@ levels: round and round round and round feedback: All though the town! Perfect! - hint: Only 'round and round' is repeated 3 times. - correct_answer: D - question_score: '10' 7: - question_text: What will be the output from this code? - code: |- - {repeat} 2 {times} {print} 'We will' - {print} 'ROCK YOU!' mp_choice_options: - option: |- We will We will @@ -1386,61 +492,7 @@ levels: We will ROCK YOU! feedback: Mind the repeat command - hint: Mind the `{repeat}` command. - correct_answer: B - question_score: '10' - 8: - question_text: What Hedy code belongs to this output? - code: |- - Here comes the sun - Do do do do - Here comes the sun - And I say - Its alright - mp_choice_options: - - option: |- - ``` - {print} 'Here comes the sun' - {print} 'Do do do do' - {print} 'Here comes the sun' - {print} 'And I say' - {print} 'Its alright' - ``` - feedback: Awesome, you can't use the `{repeat}` command here. - - option: |- - ``` - {repeat} 2 {times} {print} 'Here comes the sun' - {print} 'And I say' - {print} 'Its alright' - feedback: Where did you leave 'Do do do do'? - - option: |- - ``` - {repeat} 2 {times} {print} 'Here comes the sun' - {print} 'Do do do do' - {print} 'And I say' - {print} 'Its alright' - ``` - feedback: This is not the correct order.. - - option: |- - ``` - {repeat} 2 {times} {print} 'Here comes the sun' - {repeat} 2 {times} {print} 'Do do' - {print} 'And I say' - {print} 'Its alright' - ``` - feedback: This is not the correct order.. - hint: '`{repeat}` can only be used if you want to execute the same line multiple times in a row.' - correct_answer: A - question_score: '10' 9: - question_text: What Hedy code belongs to this output? - code: |- - Batman was flying through Gotham. - When suddenly he heard someone screaming... - Help! - Help! - Help! - Please help me! mp_choice_options: - option: |- ``` @@ -1474,16 +526,8 @@ levels: {print} 'Please help me!' ``` feedback: Perfect - hint: '''Help!'' is repeated 3 times.' - correct_answer: D - question_score: '10' 10: question_text: What Hedy code belongs to this output? - code: |- - if youre happy and you know it clap your hands - if youre happy and you know it clap your hands - if youre happy and you know it and you really want to show it - if youre happy and you know it clap your hands mp_choice_options: - option: |- ``` @@ -1513,46 +557,8 @@ levels: {print} 'clap your hands' ``` feedback: This is not in the right order. - hint: Mind the order of the sentences. - correct_answer: B - question_score: '10' 8: - 1: - question_text: Which output will be produced by this code? - code: |- - {repeat} 2 {times} - {print} 'Hello' - {print} 'Im Hedy!' - mp_choice_options: - - option: |- - Hello - Im Hedy! - feedback: Everything is printed twice. - - option: |- - Hello - Hello - Im Hedy - feedback: The second line is repeated twice as well. - - option: |- - Hello - Im Hedy! - Hello - Im Hedy! - feedback: Super! - - option: |- - Hello - Hello - Im Hedy! - Im Hedy! - feedback: Everything is printed twice - hint: Both lines are repeated twice. - correct_answer: C - question_score: '10' 2: - question_text: What is wrong with this code? - code: |- - {repeat} 5 {times} - {print} 'Hedy is cool!' mp_choice_options: - option: This should be only one line, not 2. feedback: No it should be 2 lines. @@ -1562,15 +568,7 @@ levels: feedback: Nee, repeat is de goede spelling - option: The second line need to start with 4 spaces as indentation. feedback: 正確! - hint: Something is missing in the second line? - correct_answer: D - question_score: '10' 3: - question_text: What output will be produced when you run this program? - code: |- - {repeat} 3 {times} - {print} 'Baby shark tututudutudu' - {print} 'Baby shark' mp_choice_options: - option: |- Baby shark tututudutudu @@ -1597,15 +595,7 @@ levels: Baby shark feedback: What is being repeated and what isn't. hint: What is being repeated and what is not?. - correct_answer: C - question_score: '10' 4: - question_text: Which output is correct? - code: |- - {print} 'The children went:' - {repeat} 2 {times} - {print} 'Yay!' - {print} 'We are going on vacation!' mp_choice_options: - option: |- The children went: @@ -1632,62 +622,7 @@ levels: Yay! We are going on vacation! feedback: The last line is repeated too. - hint: The block under the `{repeat}` command is repeated twice. - correct_answer: B - question_score: '10' - 5: - question_text: What is wrong with this code? - code: |- - end = {ask} 'Do you want a happy or a sad ending?' - {if} end {is} happy {print} 'They lived happily ever after' - {else} {print} 'The world exploded. The end.' - mp_choice_options: - - option: The `{print}` commands on the last two lines should start on new lines and start with 4 spaces. - feedback: That's right! - - option: '`{else}` is not a command!' - feedback: It is! - - option: Lines that start with `{if}` should start with 4 spaces - feedback: That's not true - - option: '`{ask}` is no longer a command' - feedback: That's not true - hint: Something is wrong with indentation - correct_answer: A - question_score: '10' - 6: - question_text: What will be the output of this code when we enter pancakes? - code: |- - {print} 'Welcome to restaurant Hedy' - {repeat} 2 {times} - food {is} {ask} 'What do you want to eat?' - {print} food - mp_choice_options: - - option: |- - Welcome to restaurant Hedy - Pancakes - feedback: There is no repetition in this answer. - - option: |- - Welcome to restaurant Hedy - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: This answer also repeats the welcome message - - option: |- - Welcome to restaurant Hedy - What do you want to eat? - What do you want to eat? - Pancakes - Pancakes - feedback: Almost! But look at the question, it is not repeated. - - option: |- - Welcome to restaurant Hedy - Pancakes - Pancakes - feedback: Well done! - hint: The first sentence and question will not be repeated - correct_answer: D - question_score: '10' 7: - question_text: What is wrong with this code? code: |- food = {ask} 'What would you like to eat?' {if} food {is} fries @@ -1706,96 +641,8 @@ levels: feedback: You always have to use indentation. - option: The indentation is wrong in the first `{if}` command. feedback: That's right. - hint: Take a careful look at the indentation. - correct_answer: D - question_score: '10' - 8: - question_text: In which of the codes is the indentation done right? - mp_choice_options: - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are wrong! - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are wrong! - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are... right! - - option: |- - ``` - {if} answer {is} 32 - {print} 'You are...' - {sleep} - {print} 'right!' - {else} - {print} 'You are wrong!' - ``` - feedback: You are wrong! - hint: What should happen if the person is right? And what else? - correct_answer: C - question_score: '10' - 9: - question_text: What line(s) in this code should start with 4 spaces? - code: |- - 1 music = {ask} 'What is your favorite music genre?' - 2 {if} music {is} rock - 3 {print} '🤘' - 4 {else} - 5 {print} '👎' - mp_choice_options: - - option: Line 2 and 4 - feedback: The lines after the `{if}` and `{else}` command should start with 4 spaces - - option: Only line 3 - feedback: Not only 3... - - option: Line 3, 4 and 5 - feedback: Line 4 shouldn't - - option: Line 3 and 5 - feedback: Great job! - hint: The lines after an `{if}` or `{else}` command should start with 4 spaces. - correct_answer: D - question_score: '10' - 10: - question_text: Which statement is true? - code: |- - 1 level = {ask} 'What level are you on?' - 2 {if} level {is} 8 - 3 {print} 'Great job!' - mp_choice_options: - - option: All lines should start with 4 spaces - feedback: That's not true - - option: Line 2 and 3 should start with 4 spaces - feedback: That's not true - - option: Line 2 should start with 4 spaces - feedback: That's not true - - option: Line 3 should start with 4 spaces - feedback: You are correct! - hint: Only one line starts with 4 spaces, but which one...? - correct_answer: D - question_score: '10' 9: 1: - question_text: What is wrong with this code? code: |- {repeat} 3 {times} eten = {ask} 'What would you like to eat?' @@ -1816,19 +663,7 @@ levels: - option: The indentation is wrong in the last `{if}` command. feedback: It not, though. hint: all the indentation is done correctly. - correct_answer: A - question_score: '10' 2: - question_text: What will be printed after entering the correct password? - code: |- - password = {ask} 'What is the password?' - correct_password = Hedy - {if} password {is} correct_password - {repeat} 2 {times} - {print} 'Good job!' - {print} 'You can use the computer!' - {else} - {print} 'The computer will explode in 5... 4... 3... 2... 1...' mp_choice_options: - option: |- ``` @@ -1856,11 +691,7 @@ levels: You can use the computer! ``` feedback: 正確! - hint: Everything under the `{repeat}` command is repeated twice. - correct_answer: D - question_score: '10' 3: - question_text: Which case should you choose to win a million dollars? code: |- {print} 'Choose the right case and win!' case = {ask} 'Which case will you pick? 1 or 2?' @@ -1876,20 +707,7 @@ levels: {print} 'You sell the case for 500 dollars' {if} action {is} open {print} 'You open the case and win a million dollars!' - mp_choice_options: - - option: case 1, sell - feedback: You don't win a million! - - option: case 1, open - feedback: You don't win a million - - option: case 2, sell - feedback: You don't win a million - - option: case 2, open - feedback: Great job! You win! - hint: Follow the right path - correct_answer: D - question_score: '10' 4: - question_text: Which statement is true? code: |- name = {ask} 'What is your name?' size = {ask} 'What is your shoe size?' @@ -1909,15 +727,7 @@ levels: feedback: That's right! - option: Cinderella with shoe size 40 gets the output 'I was looking for you!' feedback: No she gets 'Ill keep looking' - hint: No matter what your name is, if you have shoe size 40 you will get the message 'Ill keep looking'. - correct_answer: C - question_score: '10' 5: - question_text: Which code produced this output? - output: |- - Icecream is the best! - Icecream is the best! - Icecream is the best! mp_choice_options: - option: |- ``` @@ -1952,11 +762,7 @@ levels: {print} 'Icecream is the best!' ``` feedback: There are 2 `{repeat}` commands in this code. - hint: Watch the indentation - correct_answer: C - question_score: '10' 6: - question_text: After which command(s) should you use indentation (starting the next line with 4 spaces)? mp_choice_options: - option: '`{if}`' feedback: Don't forget the others @@ -1966,9 +772,6 @@ levels: feedback: Keep it up! - option: '`{if}` `{else}` `{repeat}` `{print}`' feedback: Not with print - hint: Indentation happens on the line below some commands - correct_answer: C - question_score: '10' 7: question_text: "In this code from a pizza restaurant. \nYou'll get a 5 dollar discount if you order a medium pizza with coke.\n What should you do to debug this code?" code: |- @@ -2009,9 +812,6 @@ levels: price = price - 2 ``` feedback: Try again - hint: After each `{if}` command, the line below should indent - correct_answer: A - question_score: '10' 8: question_text: What is wrong is this code? code: |- @@ -2029,41 +829,12 @@ levels: feedback: You actually must start like that. - option: A code must always start with a `{print}` command in the first line feedback: That's not true. - hint: The indentation is done right this time - correct_answer: B - question_score: '10' - 9: - question_text: How many `{if}` commands can be placed inside another `{if}` command? - mp_choice_options: - - option: None, that is not allowed - feedback: You are allowed to - - option: Only 1 - feedback: You could use more if you like - - option: '3' - feedback: You could use more if you like - - option: Infinite, as long as you keep using indentation correctly - feedback: That is true - hint: You can put an `{if}` command inside an `{if}` command. - correct_answer: D - question_score: '10' 10: - question_text: Which statement is true? code: |- 1 {repeat} 2 {times} 2 {if} level {is} 9 3 {print} Great job! - mp_choice_options: - - option: All lines should start with 4 spaces - feedback: Only line 2 and 3 start with spaces - - option: Line 2 and 3 should start with 4 spaces - feedback: Line 3 should start with 8 - - option: Line 2 and 3 should start with 8 spaces - feedback: Line 2 should start with 4 - - option: line 2 should start with 4 spaces and line 3 with 8 - feedback: You are correct! hint: The first line doens't start with any spaces - correct_answer: D - question_score: '10' 10: 1: question_text: What do we need to fill in on the `_?_` if we want to print each compliment? @@ -2071,91 +842,6 @@ levels: compliments = perfect, great job, amazing _?_ {print} compliment - mp_choice_options: - - option: |- - ``` - {for} each compliment - ``` - feedback: That's not it - - option: |- - ``` - {for} compliment {in} compliments - ``` - feedback: You deserve all those compliments! - - option: |- - ``` - {if} compliment {in} compliments - ``` - feedback: That's not it - - option: |- - ``` - {for} compliments {in} compliment - ``` - feedback: Almost there! - hint: '`{for}` each compliment in the lists of compliments...' - correct_answer: B - question_score: '10' - 2: - question_text: Which output is correct? - code: |- - meals = pizza, pasta, pancakes - {for} meal {in} meals - {print} 'I love ' meal - mp_choice_options: - - option: I love pizza - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pasta - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: I love pancakes - feedback: Line 2 says `{for}` each meal in the list of meals. So each meal is printed. - - option: |- - I love pizza - I love pasta - I love pancakes - feedback: Great! - hint: Line 2 says for each meal in the list of meals. So each meal is printed. - correct_answer: D - question_score: '10' - 3: - question_text: Which output is correct? - code: |- - animals = dogs, cats, hamsters, chickens - {for} animal {in} animals - {print} animal ' are lovely pets' - mp_choice_options: - - option: dogs are lovely pets - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - - option: dogs, cats, hamsters, chickens are lovely pets - feedback: Each animal gets their own line in the output. - - option: |- - dogs are lovely pets - cats are lovely pets - hamsters are lovely pets - chickens are lovely pets - feedback: Great! - - option: You don't know yet. Because it chooses one of the animals {at} {random}. - feedback: Line 2 says {for} each animal in the list of animals. So each animal is {print}ed. - hint: Line 2 says {for} each animal in the list of animals. So each animal is printed - correct_answer: C - question_score: '10' - 4: - question_text: What's wrong with this code? - code: |- - groceries = apples, bread, milk - {for} item {in} groceries - {print} 'We need ' groceries - mp_choice_options: - - option: Line 2 needs to start with 4 spaces as indentation - feedback: No it doesn't. Only line 3 needs indentation, which it has. - - option: Line 3 does not need to start with 4 spaces as indentation - feedback: Line 2 is a `{for}`command so line 3 does need to start with an indent. - - option: Line 3 should say item instead of groceries - feedback: Good job! - - option: Line 2 should say groceries instead of item - feedback: No it does not. - hint: Line 2 says `{for}` each item in the list of groceries - correct_answer: C - question_score: '10' 5: question_text: What word should be on the _?_ with these digital dice? code: |- @@ -2164,25 +850,7 @@ levels: choices = 1, 2, 3, 4, 5, 6 {for} player {in} players {print} player ' throws ' _?_ {at} {random} - mp_choice_options: - - option: players - feedback: It would say 'Ann throws Jesse', instead of 'Ann throws 6'. - - option: choices - feedback: That's right! - - option: choice - feedback: You are very close. But you need Hedy to pick from the list called 'choices' not 'choice'... - - option: dice - feedback: Look at the names of the variables. - hint: Hedy needs to pick a number `{at} {random}` - correct_answer: B - question_score: '10' 6: - question_text: Which of the answers below is a possible outcome when you run the code? - code: |- - choices = rock, paper, scissors - players = Kelly, Meredith - {for} player {in} players - {print} player ' chooses ' choices {at} {random} mp_choice_options: - option: Kelly chooses rock feedback: Meredith wants to play too! @@ -2196,9 +864,6 @@ levels: Kelly chooses paper Meredith chooses scissors feedback: Amazing! - hint: Each player will pick an option. The player that's first on the list will go first. - correct_answer: D - question_score: '10' 7: question_text: What line should be on the _?_ in this code that decides what these people will have for dinner? code: |- @@ -2206,30 +871,6 @@ levels: food = pasta, fries, salad _?_ {print} name ' has to eat ' food {at} {random} ' for dinner' - mp_choice_options: - - option: |- - ``` - {for} name {in} names - ``` - feedback: You are on fire! - - option: |- - ``` - {for} names {in} name - ``` - feedback: No it should be for each name in the list nameS, so the other way around - - option: |- - ``` - {for} food {in} food - ``` - feedback: Each name should be told what they will have for dinner. - - option: |- - ``` - {for} name {in} food - ``` - feedback: Each name should be told what they will have for dinner. - hint: Each name should be told what they will have for dinner. - correct_answer: A - question_score: '10' 8: question_text: What should be on the _?_ in this code that decides which color shirt you get? code: |- @@ -2258,11 +899,7 @@ levels: 'people gets a colors shirt' ``` feedback: There is no variable named people.. - hint: Mind the quotation marks and the names of the variables - correct_answer: B - question_score: '10' 9: - question_text: What is the first question Hedy will ask you when you run the program? code: |- courses = appetizer, main course, dessert names = Timon, Onno @@ -2270,20 +907,7 @@ levels: {for} course {in} courses food = {ask} name ', what would you like to eat as your ' course '?' {print} name ' orders ' food ' as their ' course - mp_choice_options: - - option: Timon, what would you like to eat as your appetizer? - feedback: Perfect! - - option: Onno, what would you like to eat as your appetizer? - feedback: Timon is first on the list! - - option: Timon, what would you like to eat as your dessert? - feedback: Appetizers are first in the list - - option: You don't know that. Hedy will choose `{at} {random}`. - feedback: There is no `{at} {random}` in this code... - hint: The first options from both lists are chosen. - correct_answer: A - question_score: '10' 10: - question_text: What is true about this code? code: |- prices = 1 million dollars, car, sandwich names = Bob, Patrick, Sandy, Larry @@ -2298,9 +922,6 @@ levels: feedback: That is not true. Larry has the same odds as the others - option: Someone might win with two prices feedback: You get it! - hint: Try to imagine the output of this code. - correct_answer: D - question_score: '10' 11: 1: question_text: What word should be at the place of the question mark? @@ -2322,14 +943,7 @@ levels: - option: |- `{for}` feedback: 'No' - hint: What did you learn in this level? - correct_answer: B - question_score: '10' 2: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 1 {to} 3 - {print} i mp_choice_options: - option: |- 1 @@ -2342,64 +956,7 @@ levels: feedback: That's not it - option: '123' feedback: That's not it - hint: How do the numbers appear in the screen? - correct_answer: A - question_score: '10' - 3: - question_text: Which code was used to get this output? - output: |- - 1 - 2 - 3 - 4 - 5 - Once I caught a fish alive! - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Perfect - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: This code won't work. You need an indent after {for}. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} i - {print} 'Once I caught a fish alive!' - ``` - feedback: Now Hedy will count '1 Once I caught a fish alive!, 2 Once I caught a fish alive! etc. - - option: |- - ``` - {for} i {in} {range} 1 {to} 5 - {print} 'i' - {print} 'Once I caught a fish alive!' - ``` - feedback: i is a variable and shouldn't have quotation marks - hint: First all the numbers, then the sentence - correct_answer: A - question_score: '10' 4: - question_text: Which code was used to get this output? - output: |- - 10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0 mp_choice_options: - option: |- ``` @@ -2426,42 +983,6 @@ levels: ``` feedback: That's right! hint: It has to be a calculation... - correct_answer: D - question_score: '10' - 5: - question_text: What's wrong with this code? - code: |- - {for} i {in} {range} 1 {to} 10 - {print} i - mp_choice_options: - - option: The i in the last line need quotation marks - feedback: No it doesn't. - - option: You can't use `{range}` 1 `{to}` 5 only `{range}` 1 `{to}` 10 - feedback: You could use 1 to 5 just as well! - - option: Line 1 needs to start with an indention. - feedback: Not line 1... - - option: Line 2 needs to start with an indention - feedback: Perfect! - hint: There is something wrong with the indention - correct_answer: D - question_score: '10' - 6: - question_text: How many times does the word Hello appear on your screen when you run the code? - code: |- - {for} i {in} {range} 0 {to} 2 - {print} 'Hello' - mp_choice_options: - - option: 1 time - feedback: 'No' - - option: 2 times - feedback: 'No' - - option: 3 times - feedback: That's right! - - option: Never - feedback: 'No' - hint: 0 also counts. So 0,1,2 that's 3 times. - correct_answer: C - question_score: '10' 7: question_text: What should be on the place of the question mark? code: |- @@ -2470,35 +991,7 @@ levels: _?_ food is {ask} 'What would you like to order?' {print} food - mp_choice_options: - - option: |- - ``` - {for} i {in} {range} 0 {to} 3 - ``` - feedback: There's not always 3 people - - option: |- - ``` - {for} i {in} {range} 1 {to} guests - ``` - feedback: The variable is not named guests - - option: |- - ``` - {for} i {in} {range} 1 {to} people - ``` - feedback: Great! - - option: |- - ``` - {for} i {in} {range} 0 {to} people - ``` - feedback: That's one order too many! - hint: Use the variable 'people' - correct_answer: C - question_score: '10' 8: - question_text: What will be the output from this code? - code: |- - {for} i {in} {range} 23 {to} 25 - {print} 'hi' mp_choice_options: - option: |- 23 @@ -2514,34 +1007,7 @@ levels: feedback: Correct - option: The word 'hi' will appear 25 times in a row. feedback: No it will only appear 3 times. - hint: It doesn't say `{print}` i - correct_answer: C - question_score: '10' - 9: - question_text: How many times does Hedy chant Hip Hip Hooray? - code: |- - age = {ask} 'How old are you?' - {for} i {in} {range} 1 {to} age - {print} 'Hip Hip Hoorray!' - mp_choice_options: - - option: 1 time - feedback: Try again - - option: 2 times - feedback: Try again - - option: Never - feedback: Try again - - option: That depends on how old you are - feedback: That's right! - hint: '`{for}` i `{in}` `{range}` 1 `{to}` age' - correct_answer: D - question_score: '10' 10: - question_text: Which code belongs to this output? - output: |- - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark tututudutudu - Baby shark mp_choice_options: - option: |- ``` @@ -2572,11 +1038,8 @@ levels: ``` feedback: '`{range}` 0 `{to}` 3 is 4 times.' hint: Mind the indention - correct_answer: B - question_score: '10' 12: 1: - question_text: Which output is correct? code: |- print 'three and a half plus one and a half is...' print 3.5 + 1.5 @@ -2593,11 +1056,7 @@ levels: three and a half plus one and a half is... 5 feedback: Great job! - hint: Both lines are printed! - correct_answer: D - question_score: '10' 2: - question_text: Which of these codes is correct? mp_choice_options: - option: |- ``` @@ -2623,11 +1082,7 @@ levels: print 'I would like a ' flavors at random ' cake.' ``` feedback: All the different values of flavors should be in quotation marks. - hint: The second line is the same in each code, pay attention to the first line - correct_answer: C - question_score: '10' 3: - question_text: What's wrong with this code? code: |- favorite_animal = ask 'What is your favorite animal?' print 'I like ' favoriteanimal ' too!' @@ -2640,30 +1095,13 @@ levels: feedback: That's not true - option: Nothing is wrong. feedback: That's not true - hint: The quotation marks are used correctly - correct_answer: A - question_score: '10' 4: - question_text: In which lines are quotation marks needed to get the code to work? code: |- print Welcome to the online shoe shop category = ask What kind of shoes are you looking for? if category = high heels print High heels are 50% off now! - mp_choice_options: - - option: Line 1 and 2 - feedback: 'No' - - option: Line 1, 2 and 3 - feedback: 'No' - - option: Line 1, 2 and 4 - feedback: 'No' - - option: All of the lines - feedback: Perfect! - hint: Does line 3 need quotation marks too? - correct_answer: D - question_score: '10' 5: - question_text: What output does Agent007 get when they put in the correct password? code: |- name is ask 'What is your name?' if name is 'Agent007' @@ -2676,18 +1114,6 @@ levels: else b is 'today at 10.00' print a + b - mp_choice_options: - - option: Go to the train station today at 10.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 02.00 - feedback: You've cracked the code! - - option: Go to the train station tomorrow at 02.00 - feedback: The agent won't be catching any bad guys here - - option: Go to the airport tomorrow at 10.00 - feedback: The agent won't be catching any bad guys here - hint: The correct password is TOPSECRET - correct_answer: B - question_score: '10' 6: question_text: Which line should be filled in at the ??? code: |- @@ -2700,33 +1126,8 @@ levels: drinks = ask 'Would you like a drink with that for 2 dollars?' if drinks = 'yes' ??? - print 'That will be ' price ' dollar please' - mp_choice_options: - - option: |- - ``` - price = 14 - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = '14' - ``` - feedback: What if you only order fries and a drink? - - option: |- - ``` - price = price + 2 - ``` - feedback: Excellent! - - option: |- - ``` - price = + 2 - ``` - feedback: Almost there! - hint: What if you only order fries and a drink? - correct_answer: C - question_score: '10' + print 'That will be ' price ' dollar please' 7: - question_text: Which output does a vegan get? code: |- menu = 'cookies', 'cheese', 'grapes' print "It's my birthday! I`ve brought some snacks!" @@ -2738,36 +1139,7 @@ levels: print 'For you I have brought: ' for snack in menu print snack - mp_choice_options: - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cookies - grapes - feedback: Terrific! - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - feedback: There's more options than just one - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - cheese - grapes - feedback: A vegan person can't have cheese - - option: |- - It's my birthday! I've brought some snacks! - For you I have brought: - grapes - cookies - feedback: Almost there, but look at the order of snacks in the list - hint: What item is removed from the list when you answer 'vegan'? - correct_answer: A - question_score: '10' 8: - question_text: Which code was used to create this output? - code: '3.5' mp_choice_options: - option: |- ``` @@ -2789,9 +1161,6 @@ levels: print 7 * 2 ``` feedback: 'No' - hint: 7 devided by 2 is 3.5 - correct_answer: B - question_score: '10' 9: question_text: Which code should be filled in in line 1 at the ??? code: |- @@ -2818,9 +1187,6 @@ levels: 'prices' = 'one million dollars', 'nothing' ``` feedback: You one nothing - hint: The items on the list should be in quotation marks - correct_answer: C - question_score: '10' 10: question_text: Which line of code should be filled in at the ??? to complete the song ? code: |- @@ -2841,12 +1207,8 @@ levels: feedback: This is a hard one! All the actions on the list must be in the song. - option: print actions at random feedback: This is a hard one! All the actions on the list must be in the song. - hint: This is a hard one! All the actions on the list must be in the song. - correct_answer: B - question_score: '10' 13: 1: - question_text: Which code should be filled in at the ??? ? code: |- name = ask 'What is your name?' song = ask 'Whould you like to hear a song?' @@ -2877,11 +1239,7 @@ levels: if song = 'yes' or birthday = 'yes' ``` feedback: Hedy only sings if both answers are yes - hint: Hedy sings if you want to hear a song and it's you birthday - correct_answer: C - question_score: '10' 2: - question_text: Which command is missing in the code at the place of the ??? ? code: |- menu = 'cheese', 'sausage rolls', 'cookies' diet = ask 'Do you have any dietary restrictions?' @@ -2896,11 +1254,7 @@ levels: feedback: 'No' - option: print feedback: 'No' - hint: Neither vegans nor muslims can eat sausage rolls. - correct_answer: B - question_score: '10' 3: - question_text: Which output is given to a member without a discount code? code: |- member = ask 'Do you have a membership card?' discount = ask 'Do you have a discount code?' @@ -2918,10 +1272,7 @@ levels: - option: There is no way of knowing feedback: There is! Read the question carefully hint: Mind the command 'or' in line 3 - correct_answer: A - question_score: '10' 4: - question_text: Which line of code should follow this line in rock-paper-scissors game? code: if computer_choice is 'rock' and your_choice is 'paper' mp_choice_options: - option: print 'you win' @@ -2932,28 +1283,11 @@ levels: feedback: It's only a tie if both choices are the same - option: print 'try again' feedback: Try again! - hint: Paper beats rock - correct_answer: A - question_score: '10' 5: - question_text: Which statement is true about this code? code: |- if name = 'Cinderella' and shoe_size = 38 print 'You are my one true love!' - mp_choice_options: - - option: Every person with shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person named Cinderella is this prince's one true love - feedback: The prince is a little more picky than that! - - option: Every person that is named Cinderella and has shoe size 38 is this prince's one true love - feedback: Fantastic! - - option: Every person that's not named Cinderella and does not have shoe size 38 is this prince's one true love - feedback: The prince is a little more picky than that! - hint: Both statements have to be true - correct_answer: C - question_score: '10' 6: - question_text: Which statement about this code is true? code: |- print 'Let me guess which family member you are!' glasses = ask 'Do you wear glasses?' @@ -2966,20 +1300,7 @@ levels: print 'You must be Wouter!' if glasses = 'no' and female = 'no' print 'You must be Michael!' - mp_choice_options: - - option: Michael is a boy with glasses - feedback: Try again - - option: Marleen is a girl with glasses - feedback: Try again - - option: Wouter is a boy without glasses - feedback: Try again - - option: Sophie is a girl with glasses - feedback: Great job! - hint: Take a good look! Or do you need glasses? - correct_answer: D - question_score: '10' 7: - question_text: Which statement is false? code: |- print 'Thank you for helping me take care of my pets' print 'Here is a program to help feed them' @@ -2993,20 +1314,7 @@ levels: print 'I fed them this moring! They do not need more food today' if animal is 'hamster' and color is 'brown' print 'You can feed them a piece of carrot' - mp_choice_options: - - option: The grey cat is called Abby - feedback: This is true! - - option: Milo the orange cat eats 4 scoops of cat nibbles - feedback: This is true - - option: The black hamster needs to be fed a piece of carrot - feedback: Great job! - - option: The yellow bird was fed this morning - feedback: This is true - hint: Read the last 4 lines carefully - correct_answer: C - question_score: '10' 8: - question_text: What output do you get if you order popcorn but no drink? code: |- print 'Welcome to the movie theater' popcorn = ask 'Would you like some popcorn?' @@ -3020,32 +1328,7 @@ levels: if popcorn = 'no' and drink = 'no' print 'Ok' print 'Enjoy the movie' - mp_choice_options: - - option: |- - Welcome to the movie theater - That will be 8 dollars please - Enjoy the movie - feedback: You have paid too much! - - option: |- - Welcome to the movie theater - That will be 5 dollars please - Enjoy the movie - feedback: Amazing! - - option: |- - Welcome to the movie theater - That will be 3 dollars please - Enjoy the movie - feedback: That's not enough money! - - option: |- - Welcome to the movie theater - Ok - Enjoy the movie - feedback: You have to pay for your popcorn! - hint: popcorn = yes and drink = no - correct_answer: B - question_score: '10' 9: - question_text: What is wrong with this code? code: |- 1 chocolate = ask 'Would you like chocolate sauce on your ice cream?' 2 sprinkles = ask 'Would you like sprinkles on your ice cream?' @@ -3082,11 +1365,7 @@ levels: {if} chocolate = 'yes' {and} sprinkles = 'no' ``` feedback: This is not what I ordered! - hint: There is a mistake in line 3 - correct_answer: A - question_score: '10' 10: - question_text: Which command needs to be in line 8 at the place of the ??? ? code: |- print 'Welcome to the product finder of this supermarkt' item is ask 'What product are you looking for?' @@ -3110,65 +1389,8 @@ levels: feedback: 'No' - option: if feedback: 'No' - hint: The item is either in the list of snacks, or in the list of drinks - correct_answer: B - question_score: '10' 14: - 1: - question_text: Which symbol should be used on the blank? - code: |- - name _ {ask} 'Who are you?' - {if} name == 'Hedy' - {print} 'Me too!' - mp_choice_options: - - option: '`=>`' - feedback: This is not a symbol. - - option: '`==`' - feedback: We are not comparing anything, just asking. - - option: '`!=`' - feedback: We are not comparing anything, just asking - - option: '`=`' - feedback: Right! - hint: We are not comparing anything, we are just asking a name. - correct_answer: D - question_score: '10' - 2: - question_text: Which of these codes has used the correct = or == symbol? - mp_choice_options: - - option: '{if} name = Hedy' - feedback: 'No' - - option: '{if} age = 24' - feedback: 'No' - - option: answer = {ask} 'What is your answer' - feedback: Yes! - - option: answer == {ask} 'How are you doing?' - feedback: 'No' - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' - 3: - question_text: Which symbols should be filled in on the two blanks? - code: |- - guests = {ask} 'How many people are at the party?' - {if} guests _ 130 - {print} 'You can come in!' - {if} guests _ 130 - {print} 'Im sorry, the club is full. ' - {print} 'You have to wait for a guest to leave' - mp_choice_options: - - option: '`>` and `<`' - feedback: That's not it - - option: '`=` and `>=`' - feedback: That's not it - - option: '`<` and `>=`' - feedback: You are right - - option: '`+` and `==`' - hint: There are 130 people allowed in the club - correct_answer: C - question_score: '10' - feedback: That's not it 4: - question_text: What's wrong with this code? code: |- price = 10 money = {ask} How much money do you have? @@ -3177,20 +1399,7 @@ levels: {print} 'You can buy the bear!' {else} {print} 'You cannot buy this bear!' - mp_choice_options: - - option: In line 1 == should be used instead of = - feedback: No that's not it - - option: Line 2 misses quotation marks - feedback: You are correct - - option: In line 4 = should have been used instead of == - feedback: No that's not it - - option: In line 4 <= should have been used instead of >= - feedback: No that's not it - hint: The symbols are right - correct_answer: B - question_score: '10' 5: - question_text: Which symbol should be filled in on the blanks if the movie is suitable for kids for the age of 12 and up? code: |- age = {ask} 'How old are you?' ticket = {ask} 'Do you have a ticket?' @@ -3198,20 +1407,7 @@ levels: {print} 'You can enter the movie theater.' {else} {print} 'You are not allowed to come in!' - mp_choice_options: - - option: '`> 12`' - feedback: 12 year olds are allowed too - - option: '`>= 12`' - feedback: Great! - - option: '`< 12`' - feedback: These kids are too young! - - option: '`<= 12`' - feedback: These kids are too young - hint: '> means greater than' - correct_answer: B - question_score: '10' 6: - question_text: How many times do you have to say you are annoyed before this annoying game stops? code: |- lives = 2 {repeat} 10 times @@ -3219,69 +1415,7 @@ levels: answer = {ask} 'Are you annoyed yet?' {if} answer == 'yes' lives = lives - 1 - mp_choice_options: - - option: 10 times - feedback: It stops after 2 times - - option: 0 times - feedback: It stops after 2 times - - option: 1 time - feedback: It stops after 2 times - - option: 2 times - feedback: That is correct - hint: '!= means ''is not''' - correct_answer: D - question_score: '10' - 7: - question_text: What should be filled in on the three blanks? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {for} i {in} {range} 1 {to} 10 - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' - mp_choice_options: - - option: '`''Lower''` and `''Higher''` and `''You win!''`' - feedback: That's not quite right. - - option: '`''Higher''` and `''Lower''` and `''You win!''`' - feedback: You win! - - option: '`''You win!''` and `''Lower!''` and `''Higher''`' - feedback: That's not quite right. - - option: '`''Lower!''` and `''You win!''` and `''Higher!''`' - feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: B - question_score: '10' - 8: - question_text: Which statement is true about this roller coaster? - code: |- - length = {ask} 'Please fill in your length in cm' - {if} length < 120 - {print} 'Sorry, you cannot go on this roller coaster.' - {else} - {print} 'Enjoy the ride' - mp_choice_options: - - option: You must be taller than 120 cm to go on the roller coaster - feedback: True! - - option: You must be taller than 119 cm to go on the roller coaster - feedback: If you are 120 cm you won't get in - - option: You must be shorter than 120 cm to go on the roller coaster - feedback: '> means greater than' - - option: There are no length restrictions to go on the roller coaster - feedback: There are. - hint: '> means greater than' - correct_answer: A - question_score: '10' 9: - question_text: How many pieces of chocolate will give you a stomach ache according to this fitbit? code: |- chocolate = {ask} 'How many pieces of chocolate have you eaten?' {if} chocolate <= 2 @@ -3290,101 +1424,19 @@ levels: {print} 'That is a bit much' {if} chocolate > 8 {print} 'You will get a stomach ache!' - mp_choice_options: - - option: 1 or more - feedback: 'No' - - option: 2 or more - feedback: 'No' - - option: 8 or more - feedback: Almost - - option: 9 or more - feedback: Great! - hint: '> 8 means more than 8' - correct_answer: D - question_score: '10' - 10: - question_text: What should be filled in in the blanks? - code: |- - {print} 'Whoever gets the most points wins!' - {if} points_player_1 < points_player_2 - {print} _ - mp_choice_options: - - option: '''player 1 wins''' - feedback: Look at who has the highest score! - - option: '''player 2 wins''' - feedback: Yes! - - option: '''player 2 loses''' - feedback: Look at who has the highest score! - - option: '''It is a tie''' - feedback: No it's not, one player has a higher score - hint: You win the game by having the most points - correct_answer: B - question_score: '10' 15: 1: - question_text: 'Which symbol should be used on the blank? Tip: You must keep guessing until you get it right.' code: |- answer = 0 while answer _ 'Amsterdam' answer = ask 'What is the capital city of the Netherlands?' print 'You have given the correct answer' - mp_choice_options: - - option: '`=!`' - feedback: That is not right. - - option: '`==`' - feedback: You don't have to keep guessing if you've given the right answer. - - option: '`!=`' - feedback: Correct - - option: '`=`' - feedback: That's not it - hint: Keep guessing until you say Amsterdam - correct_answer: C - question_score: '10' - 2: - question_text: Which of these codes has used the correct symbol(s)? - mp_choice_options: - - option: |- - ``` - {while} name = Hedy - ``` - feedback: 'No' - - option: |- - ``` - {while} age = 24 - ``` - feedback: 'No' - - option: |- - ``` - {while} time > 0 - ``` - feedback: Yes! - - option: |- - ``` - {while} answer == yes' - ``` - feedback: A quotation mark is missing - hint: When you are comparing two answers you should use == - correct_answer: C - question_score: '10' 3: question_text: Which command should be filled in on the two blanks? code: |- _ age >= 18 print 'you are not allowed in this bar' - mp_choice_options: - - option: '`{in}`' - feedback: That's not it - - option: '`{while}`' - feedback: You are right - - option: '`{for}`' - feedback: That's not it - - option: '`{range}`' - feedback: That's not it - hint: You are not allowed in the bar as long as you are 17 or younger - correct_answer: B - question_score: '10' 4: - question_text: What's wrong with this code? code: |- options = 1, 2, 3, 4, 5, 6 print 'Throw 6 as fast as you can!' @@ -3404,11 +1456,7 @@ levels: feedback: That's not it - option: In line 5 != should have been used instead of == feedback: You are correct - hint: There is something wrong in line 5 - correct_answer: D - question_score: '10' 5: - question_text: What should be placed on the blank to make this program work correctly? code: |- wetness = 10 while wetness != 0 @@ -3427,9 +1475,6 @@ levels: feedback: You are correct! - option: = wetness + 1 feedback: The program should count down - hint: wetness should get less each time - correct_answer: C - question_score: '10' 6: question_text: what is wrong with this code? code: |- @@ -3447,25 +1492,8 @@ levels: feedback: No that's not right - option: Line 2 should start with less indentation feedback: That is correct - hint: Look closely at the indentation - correct_answer: D - question_score: '10' 7: question_text: How should this program be changed to that it works? - code: |- - {print} 'Guess which number' - numbers = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 - number = numbers {at} {random} - game = 'on' - {if} game == 'on' - guess = {ask} 'Which number do you think it is?' - {if} guess < number - {print} _ - {if} guess > number - {print} _ - {if} guess == number - {print} _ - game = 'over' mp_choice_options: - option: '... change the first {if} into a {while}' feedback: Perfect! @@ -3475,32 +1503,9 @@ levels: feedback: That's not quite right. - option: '... change the fourth {if} into a {while}' feedback: That's not quite right. - hint: The last one should say you win. - correct_answer: A - question_score: '10' 8: - question_text: Which statement is true about this automated toilet system? - code: |- - {while} toilet == 'occupied' - lights = 'on' - air_freshener_sprays = 'yes' - {sleep} 60 - lights = 'off' - air_freshener_sprays = 'no' - mp_choice_options: - - option: The lights and air freshener will turn off after 1 minute - feedback: False! - - option: The air freshener sprays once every minute and the lights stay on the whole time while you are on the toilet - feedback: Great job - - option: The air freshener sprays once you leave the toilet. - feedback: It only sprays when you're in there. - - option: The lights will always stay on. - feedback: That wouldn't be right. hint: The block after the while command keeps happening while the toilet is occupied. - correct_answer: B - question_score: '10' 9: - question_text: What will the diet app say if you have eaten 1600 calories today? code: |- chocolate = {ask} 'How many calories have you eaten today?' {while} calories <= 1000 @@ -3518,16 +1523,7 @@ levels: feedback: Yes! - option: You have eaten enough for today feedback: 'No' - hint: 1600 is between 1000 and 2000 - correct_answer: C - question_score: '10' 10: - question_text: 'What should be filled in in the blanks? Tip: the player with the most points is in the lead.' - code: |- - name_player_1 = {ask} 'Name player 1:' - name_player_2 = {ask} 'Name player 2:' - {while} points_player_1 > points_player_2 - {print} _ ' is in the lead right now!' mp_choice_options: - option: name_player_1 feedback: You are right! @@ -3537,105 +1533,20 @@ levels: feedback: You should fill in a name, not a number - option: points_player_2 feedback: You should fill in a name, not a number - hint: You win the game by having the most points. Your name should appear on the screen - correct_answer: A - question_score: '10' 16: - 1: - question_text: Which command should be filled in on the blanks to print a random snack? - code: |- - snacks = nachos, chips, cucumber, sweets - {print} _ - mp_choice_options: - - option: '`snacks {at} {random}`' - feedback: This is the old way. - - option: '`[{random} snack]`' - feedback: The order is wrong. - - option: '`snacks[{random}]`' - feedback: Correct - - option: '`snacks[{at} {random}]`' - feedback: We do not need `at`anymore - hint: We no longer use {at} - correct_answer: C - question_score: '10' 2: - question_text: What should be filled in on the blanks if you want a list of what chores are done by whom? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chores = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} _ - mp_choice_options: - - option: |- - ``` - friends[i] has to do chores [i] - ``` - feedback: Mind the spacing. - - option: |- - ``` - friends[1] has to do chores[1] - ``` - feedback: It will print 3 times that Wesley has to do the cooking - - option: |- - ``` - chores[i] ' has to do ' friends[random] - ``` - feedback: The person has to do the chore, not the other way around - - option: |- - ``` - friends[i] ' has to do ' chores[i] - ``` - feedback: Fantastic! - hint: '`i` tells us what item in the list it is. So friend 1 does chore 1 etc.' - correct_answer: D - question_score: '10' 3: - question_text: What is a possible output for this program? code: |- friends = ['Wesley', 'Eric', 'Kaylee'] chore = [the cooking, the cleaning, nothing] {for} i {in} {range} 1 {to} 3 {print} friends[i] has to do chores[i] - mp_choice_options: - - option: |- - ``` - Wesley has to do the cooking - Eric has to do the cleaning - Kaylee has to do nothing - ``` - feedback: Super! - - option: |- - ``` - Kaylee has to do the cooking - Wesley has to do the cleaning - Eric has to do nothing - ``` - feedback: No, it is not random. - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cleaning - Wesley has to do the nothing - ``` - feedback: Poor Wesley! - - option: |- - ``` - Wesley has to do the cooking - Wesley has to do the cooking - Wesley has to do the cooking - ``` - feedback: That's not it - hint: It's not random... - correct_answer: A - question_score: '10' 4: - question_text: What is wrong with this code? - code: |- - friends = ['Jaylee', 'Erin', 'Fay'] - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 0 {to} 3 - print 'the lucky number of ' friends[i] - print 'is ' lucky_numbers[i] mp_choice_options: - option: The variable in line 4 should be 'friend[i]', not 'friends[i]' feedback: That is not right. @@ -3645,16 +1556,7 @@ levels: feedback: It's not a variable, it's just text. - option: '{in} in line 3 should be removed' feedback: That's not it - hint: There's nothing wrong with line 4 - correct_answer: B - question_score: '10' 5: - question_text: Which line should be filled in in the blank? - code: |- - animals = ['dog', 'cow', 'horse'] - _ - {for} i {in} {range} 1 {to} 3 - {print} 'the ' animals[i] ' says ' sounds[i] mp_choice_options: - option: noises = ['moo', 'woof', 'neigh'] feedback: Mind the variable name and the order of the sounds. @@ -3664,170 +1566,8 @@ levels: feedback: Don't forget the quotation marks! - option: sounds = ['woof', 'moo', 'neigh'] feedback: Great job! - hint: Look at line 1 to see proper use of brackets and quotation marks. - correct_answer: D - question_score: '10' - 6: - question_text: Which statement is true? - code: |- - people = ['Chris', 'Jaylino', 'Ryan'] - games = ['fortnite', 'minecraft', 'fifa'] - {for} o {in} {range} 1 {to} 3 - {print} people[o] ' likes ' games[o] - mp_choice_options: - - option: You are not allowed to use the variable o. It should be named i. - feedback: i is the most commonly used variable name in this case, but it's not mandatory to use i. - - option: The output will say that Jaylino likes fortnite. - feedback: No, he likes minecraft. - - option: The output will say that Ryan likes fifa - feedback: Correct - - option: This code will not work. It will give and error. - feedback: No, the code is correct. - hint: There is nothing wrong with this code. - correct_answer: C - question_score: '10' - 7: - question_text: What's wrong with this code? - code: |- - people = ['Savi', 'Senna', 'Fayenne'] - transportation = ['bike', 'train', 'car'] - {for} i {in} {range} 1 {to} 3 - {print} people[i] goes to school by transportation[i] - mp_choice_options: - - option: Line 1 needs less quotation marks - feedback: That is not right. - - option: Line 3 should start with indentation - feedback: It should not! - - option: Line 4 should start without indentation - feedback: It should not - - option: Line 4 needs more quotation marks. - feedback: Amazing! - hint: There is a mistake made in the usage of quotation marks. - correct_answer: D - question_score: '10' - 8: - question_text: Which of these codes belongs to this output? - code: |- - Macy and Kate get to go first - Lionell and Raj get to go second - Kim and Leroy get to go third - mp_choice_options: - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 0 {to} 3 - {print} teams[random] ' get to go ' position[i] - ``` - feedback: This is not right - - option: |- - ``` - teams = ['Macy and Kate', 'Lionell and Raj', 'Kim and Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: Amazing! - - option: |- - ``` - teams = ['Macy', 'Kate', 'Lionell', 'Raj', 'Kim', 'Leroy'] - position = ['first', 'second', 'third'] - {for} i {in} {range} 1 {to} 6 - {print} teams[random] ' get to go ' position[random] - ``` - feedback: This is not it. - - option: |- - ``` - teams = ['Macy and Kate' 'Lionell and Raj' 'Kim and Leroy'] - position = ['first' 'second' 'third'] - {for} teams {in} {range} 0 {to} 3 - {print} teams[i] ' get to go ' position[i] - ``` - feedback: This is not going to work! - hint: If you look carefully at the first line, you'll see that only the first two answers are possibly correct. - correct_answer: B - question_score: '10' - 9: - question_text: What is a possible output for this code? - code: |- - countries = ['Canada', 'Zimbabwe', 'New Zealand'] - {for} i {in} {range} 0 {to} 1 - {print} 'I will travel to ' countries[random] - mp_choice_options: - - option: |- - ``` - I will travel to Canada - I will travel to Canada - ``` - feedback: Great job! - - option: |- - ``` - I will travel to Canada - ``` - feedback: It will be repeated twice - - option: |- - ``` - I will travel to Canada, Zimbabwe and New Zealand - ``` - feedback: This is not it. - - option: |- - ``` - I will travel to Canada - I will travel to Zimbabwe - I will travel to New Zealand - ``` - feedback: It's only repeated twice - hint: Range 0 to 1 is 2 times - correct_answer: A - question_score: '10' - 10: - question_text: Which 3 lines will complete this code correctly? - code: |- - {print} 'The book raffle will start soon' - {print} 'Get your tickets now!' - books = ['Narnia', 'The Hobbit', 'Oliver Twist', 'Harry Potter', 'Green eggs and ham'] - people = {ask} 'How many raffle tickets are sold?' - list_of_numbers = [1, 2] - {for} i {in} {range} 3 {to} people - {add} i {to} list_of_numbers - {for} i {in} {range} 1 {to} 5 - mp_choice_options: - - option: |- - ``` - chosen_number = list_of_numbers at random - print books[i] ' will go to person number ' chosen_number - {add} chosen_number {to} list_of_numbers - ``` - feedback: Almost there... but adding the winner to the list makes this raffle unfair - - option: |- - ``` - print person[i] ' wins ' book[i] - ``` - feedback: There is no list called 'person' - - option: |- - ``` - chosen_number = list_of_numbers[people] - print books[people] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: This is not it. - - option: |- - ``` - chosen_number = list_of_numbers[random] - print books[i] ' will go to person number ' chosen_number - {remove} chosen_number {from} list_of_numbers - ``` - feedback: Fantastic! - hint: You need to use the {remove} command - correct_answer: D - question_score: '10' 17: 1: - question_text: What is the output of this code? - code: |- - minions = ['Bob', 'Kevin', 'Stuart'] - {for} x in minions: - {print} x mp_choice_options: - option: |- ``` @@ -3853,22 +1593,7 @@ levels: B o b K e v i n S t u a r t ``` feedback: Do not loop through the letters. - hint: Loop through your list. - correct_answer: B - question_score: '10' 2: - question_text: What is wrong with this code? - code: |- - seconds_minute = 60 - minute_hour = 60 - hour_day = 24 - leap_year = 366 - no_leap_year = 365 - years = ask 'what year is it?' - {if} years = 2024: - print seconds_minute * minute_hour * hour_day * leap_year - {else}: - print seconds_minute * minute_hour * hour_day * noleap_year mp_choice_options: - option: You cannot have so many variables. feedback: This is not it. @@ -3878,273 +1603,3 @@ levels: feedback: Keep looking for the mistake. - option: The `noleap_year` has to be identical in both cases. feedback: 正確! - hint: Read the code carefully. - correct_answer: D - question_score: '10' - 3: - question_text: How many hedgehogs will this code print? - code: |- - {for} x in range 1 to 3: - {for} y in range 1 to 2: - {print} 🦔 - mp_choice_options: - - option: |- - ``` - 🦔 - 🦔 - 🦔 - ``` - feedback: Try again. - - option: |- - ``` - 🦔 - 🦔 - ``` - feedback: One more try. - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: Well done! - - option: |- - ``` - 🦔 - 🦔 - 🦔 - 🦔 - 🦔 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating. - correct_answer: C - question_score: '10' - 4: - question_text: What is wrong with code? - code: |- - name_color = {ask} 'What is your favorite color?' - {if} name_color == 'red': - {print} 'the color of a tomato' - {elif} name_color == 'green': - {print} 'the color of an apple' - {elif} name_color == 'blue': - {print} 'the color of a blueberry' - {elif} name_color == 'yellow': - {print} 'the color of a banana' - {elif}: - {print} 'this fruit-color does not exist' - mp_choice_options: - - option: The first `{elif}` should be used before the `print` command - feedback: Try again. - - option: '`{elif}` can only be used once' - feedback: From now on we can use elif multiple times. - - option: '`==` used with `{elif}` should be replaced by `=`' - feedback: Not correct. - - option: '`{elif}` in the last line should be replaced by `{else}`' - feedback: Great! - hint: Think about `{if}`, `{elif}`, `{else}`. - correct_answer: D - question_score: '10' - 5: - question_text: What is the output of this code? - code: |- - numbers = [7, 19, 29, 41, 53, 71, 79, 97] - {for} prime in numbers: - {if} prime <= 10: - {print} prime - {elif} prime >= 60: - {print} prime - {elif} prime >= 90: - {print} prime - {else}: - {print} 'another number' - mp_choice_options: - - option: |- - ``` - 7 - another number - another number - another number - another number - 71 - 79 - 97 - ``` - feedback: Well done! - - option: |- - ``` - another number - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: Try again. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - another number - ``` - feedback: One more try. - - option: |- - ``` - 7 - 19 - 29 - 41 - 53 - 71 - 79 - 97 - ``` - feedback: That is not it. - hint: Think about how many times you need repeating and the values of if and elif. - correct_answer: A - question_score: '10' - 6: - question_text: What is wrong with code? - code: |- - name = {ask} 'What is your name?' - {if} name == 'Hedy': - password = {ask} 'What is your password?' - {if} password =='turtle123': - {print} 'Yey' - {else}: - {print} 'Access denied' - {else}: - {print} 'Go fish' - mp_choice_options: - - option: '`{elif}` is missing.' - feedback: Try again. - - option: '`{else}` can only be used once.' - feedback: From now on we can use elif multiple times. - - option: Nothing! - feedback: There is a mistake. Look carefully! - - option: There is an indentation mistake in the last line. - feedback: Amazing! - hint: There is a mistake somewhere... - correct_answer: D - question_score: '10' - 7: - question_text: Which of the following codes will print five times 'the result is 3' on the screen? - mp_choice_options: - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - result = n * 1 - {print} 'The result is ' result - ``` - feedback: Try again! - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} u in numbers: - number = u - {print} 'The result is ' number - ``` - feedback: That is not it. - - option: |- - ``` - numbers = [1, 2, 3, 4, 5] - {for} number in numbers: - number = 3 - {print} 'The result is ' number - ``` - feedback: Very good! - - option: |- - ``` - numbers = [1, 2 , 3, 4, 5] - {for} n in numbers: - n = result - {print} 'The result is ' result - ``` - feedback: That is not it. - hint: Think about mathematical symbols. - correct_answer: C - question_score: '10' - 8: - question_text: What is wrong with code? - code: |- - insects = ['🐝', '🦋', '🕷', '🐞'] - your_favorite = {ask} 'what is your favorite insect?' - {for} insect in insects: - {if} your_favorite == '🐝' {or} your_favorite == '🐞': - {print} 'very useful' - {elif} your_favorite == '🕷': - {print} 'it can catch mosquitoes' - {else}: - {print} 'almost all insects can be useful one way or another' - mp_choice_options: - - option: '`{or}` cannot be used with `{if}`.' - feedback: Try again. - - option: In the `{for}` command `insect` should be `insects`. - feedback: Not true. - - option: Nothing! - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 9: - question_text: Which one of the codes below gave this output? - code: |- - -5 is negative - -4 is negative - -3 is negative - -2 is negative - -1 is negative - 0 is positive - 1 is positive - 2 is positive - 3 is positive - mp_choice_options: - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Try again! - - option: "```\n {for} number in range -5 to 3:\n {if} number > 0: \n {print} number ' is positive'\n {elif} number <= 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - - option: "```\n {for} number in range -5 to 3:\n {if} number >= 0: \n {print} number ' is positive'\n {elif} number < 0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: Very good! - - option: "```\n {for} number in range -5 to 3:\n {if} number < 0: \n {print} number ' is positive'\n {elif} number <=0: \n {print} number ' is negative' \n {else}: \n {print} number ' is zero'\n```" - feedback: That is not it. - hint: Read the code carefully. - correct_answer: C - question_score: '10' - 10: - question_text: What is wrong with this code? - code: |- - {for} number in range 1 to 5: - volume_room = num * num * num - {print} volume_room ' cubic meters' - {if} volume_room > 100: - {print} 'this is a large room' - {elif} volume_room < 100: - {print} 'small room but cosy' - {else}: - {print} 'i will look for something else' - mp_choice_options: - - option: The word num needs quotation marks. - feedback: Try again. - - option: The `{if}` command is not used correctly. - feedback: Not true. - - option: Line 3 should be `volume_room = number * number * number`. - feedback: Well done! - - option: There is an indentation mistake in the last line. - feedback: Nope. - hint: Read the code carefully. - correct_answer: C - question_score: '10' diff --git a/content/slides/ar.yaml b/content/slides/ar.yaml index a3a1d2b8a4d..1c4672ec84b 100644 --- a/content/slides/ar.yaml +++ b/content/slides/ar.yaml @@ -30,36 +30,15 @@ levels: code: '{print}مرحبًا بك في هيدي!' 6: header: البرمجة باستخدام هيدي - text: Code words will be shown in pink. - code: '{print} Welcome to Hedy!' - 7: - header: Programming in Hedy - text: We start the code with the Run code button underneath the code. - code: '{print} Welcome to Hedy!' 8: - header: Programming in Hedy text: Output appears on the left-hand side. - code: '{print} Welcome to Hedy!' 9: - header: Programming in Hedy - text: The output can also be a drawing. code: |- {forward} 100 {turn} left 1: - 1: - header: Welcome to level 1! - text: |- - We will start level 1 by making stories in Hedy! - - We need three text codes to create interactive stories. 2: header: 'Hedy level 1: {print}' - text: |- - The first code that you can use in level 1 is `{print}`. - - `{print}` is used to show text on the screen. - code: '{print} Show text on the screen' 3: header: 'Hedy level 1: {ask}' text: |- @@ -84,1112 +63,32 @@ levels: text: |- with `{print}`, `{ask}` and `{echo}` you can already create a little story. This is a good time to try the Parrot, Story and Rock, Paper Scissors adventures. - code: |- - {print} Hello! - {ask} What is your name? - {echo} hello 6: - header: Programming! text: Adventures are shown in tabs. - editor: /hedy/1 7: - header: Programming! text: The yellow arrow buttons can be used to copy examples. editor: /hedy#print_command 8: header: Drawing with the turtle text: Now that we have seen at text codes, we will now look at drawing codes next. - editor: /hedy#print_command 9: header: 'Drawing with the turtle: {forward}' text: '`{forward}` is used to move the turtle forward.' - 10: - header: 'Drawing with the turtle: {forward}' - text: '`{forward}` is used to move the turtle forward.' - code: '{forward} 50' 11: - header: 'Drawing with the turtle: {turn}' - text: '`{turn}` is used to make the turtle turn left or right.' code: |- {forward} 50 {turn} left - 12: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - I am DJ Hedy - {print} What song would you like to hear? - {ask} I like that song too! - {print} Next up... {echo} - debug: 'True' - 13: - header: Let the programming fun begin! - text: Enjoy the adventures in level 1! 2: - 1: - header: Welcome to level 2 - text: |- - In this level you will learn to use variables. - - A variable is a word that can be used to store information. - - For example: a name, age or favorite sports team. - 2: - header: Variables - text: To make or 'set' a variable we use the `{is}` command - code: |- - name {is} Hedy - age {is} 15 - {print} name is age years old 3: - header: Interactive text: |- We can also set a variable by asking questions. The answer to the question is stored in the variable. This way we don't need the `{echo}` command. - code: |- - name {is} {ask} What is your name? - {print} Hello name 4: - header: Multiple variables text: Now that we use variables, we can use multiple variables instead of just one `{echo}`command. - code: |- - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - 5: - header: Sleep - text: You can also use the `{sleep}` command to pause the code for a while. - code: |- - {print} My favorite colour is... - {sleep} 2 - {print} green! - 6: - header: Sleep 5 - text: |- - You can add a number after the `{sleep}` command if you want the pause to be longer. - - If you want, you could even use a variable instead of a number to decide the duration of the sleep command. - code: |- - pause {is} 10 - {print} My favorite colour is... - {sleep} pause - {print} green! - 7: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - {print} Welcome to the donut shop! - filling {is} What kind of filling would you like? - {print} You have chosen... Filling! Yum! - topping {ask} What kind of topping would you like? - topping is delicious! - {print} I'll go get your donut. {sleep} - {print} Here you go! A filling donut with toping! - {ask} Have a nice day! - debug: 'True' - 8: - header: Let the programming fun begin! - text: Enjoy the adventures in level 2! - 3: - 1: - header: Welcome to level 3 - text: In this level you'll learn how to make a list, add and remove items form your lists and pick a random item off that list. - 2: - header: Making a list - text: |- - You make a list with `{is}`. - - Separate the items on your list with a comma. - code: animals {is} dogs, cats, kangaroos - 3: - header: At random - text: |- - You can use the list with the `{at}` `{random}` command. - The computer will randomly pick one item of the list. - Every time you run this code the output will differ. - code: |- - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - 4: - header: At random in a sentence - text: You can use the `{at}` `{random}` command in a sentence as well. - code: |- - animals {is} dogs, cats, kangaroos - {print} My favorite animal is animals {at} {random} - 5: - header: Add to - text: |- - You can add items to a list with the `{add}` `{to}` command. - - You can choose what to add to the list or you can use the `{add}` `{to}` command in combination with the `{ask}` command. - This way you can let the player decide what to add to the list. - code: |- - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - 6: - header: Remove from - text: |- - The opposite of the `{add}` `{to}` command is the `{remove}` `{from}` command. - This command removes an item from a list. - code: |- - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - 7: - header: Debugging - text: Let's debug this code! - editor: |- - music_genres {is} rock, pop, metal, indie, jazz - chosen_genre is music {at} {random} - {print} Let's listen to chosen genre - nice {ask} Do you like that genre? - {remove} chosen_genre {from} chosen_genre - second_choice {is} music_genres - {print} or do you prefer... second_choice {at} {random} - {remove} second_choice {to} music_genres - {print} I like music_genre {random} best! - debug: 'True' - 8: - header: Let's get to work! - text: Enjoy the adventures in level 3! 4: - 1: - header: Welcome to level 4 - text: In this level you will learn how to use quotation marks. - code: '{print} ''print with quotes!''' - 2: - header: Problem - text: 'In the previous levels, you might have come across this problem:' - code: |- - name {is} Sophie - {print} My name is name - debug: 'True' - 3: - header: Fixing it with quotation marks - text: |- - In this level we will fix this problem by using quotation marks. - - This also makes our code look more like 'real' Python code. - 4: - header: Quotation marks with print - text: Each time you use the `{print}` command you need to put the text that you want to appear on the screen in quotation marks. - code: '{print} ''print with quotes!''' - 5: - header: Quotation marks with ask - text: This also goes for the `{ask}` command. - code: name {is} {ask} 'name please?' - 6: - header: Quotation marks and variables - text: |- - You do not want variable names to be printed on the screen. - This is why variables should be left out of the quotation marks, like this: - code: |- - name {is} Harry - {print} 'Hello ' name - 7: - header: Quotation marks and variables - text: |- - When variable names are used in the middle of a sentence, you have to leave the variables out of the quotation marks. - The rest of the sentence however, does need quotation marks. That looks like this: - code: |- - name {is} Harry - {print} 'Hello ' name ', how are you?' - 8: - header: Quotation marks and contractions - text: |- - Be careful! Now that you are using quotation marks, you can't use apostrophes in contractions. - - Please try to print a contraction like "you're" or "I'm" in the screen below and see what happens.... - code: '{print} ''This won''t work!''' - debug: 'True' 9: header: Ready, Set, Go! text: Enjoy the adventures in level 4! - code: |- - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'SURPRISE!' - 10: - header: Debugging - text: Let's debug this code! - code: |- - {clear} - {print} What a nice day to go to the beach! - {ask} 'Do you want to build a sandcastle or swim in the ocean?' - {print} 'You would like to activity ' - {print} 'I'd like to do that too' - {print} 'Look at these beautiful seashells!' - colors {is} 'orange, silver, white, brown' - {print} 'I love the colors {at} {random} one!' - choice {is} {ask} Which one do you like? - debug: 'True' - 11: - header: Ready, Set, Go! - text: Enjoy the adventures in level 4! - 5: - 1: - header: Welcome to level 5 - text: 'In this level you will learn to use 3 new commands: `{if}`, `{else}` and `{in}`.' - 2: - header: if - text: |- - The `{if}` command allows you to choose between two options. - In this example the computer will print 'nice' if the given answer is Hedy. - If the answer is not Hedy, the computer will do nothing. - code: |- - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - 3: - header: Don't forget to print - text: |- - When using the `{if}` command, don't forget to use the `{print}` command. - This code will not work! - code: '{if} name {is} Hedy ''nice''' - debug: 'True' - 4: - header: else - text: |- - When using an `{if}` command, you can also add an `{else}` command. - If the answer is Hedy, the computer will print 'nice'. - But if the answer is something else the computer will print 'boo' - code: '{if} name {is} Hedy {print} ''nice'' {else} {print} ''boo!''' - 5: - header: Long lines - text: |- - You might have noticed that your lines can get very long when you have both an `{if}` and an `{else}` command. - - You can choose to separate commands and put them on 2 lines, like this: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - 6: - header: Another new command - text: |- - If you have practised with the `{if}` and `{else}` commands, you can also try the `{in}` command. - - With `{in}` you can let the computer check if an item is in a list, for example: - - Please note that Hedy is case sensitive. This means that if you answer "Green" instead of "green", Hedy will print "meh". - code: |- - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - 7: - header: Debugging - text: Let's debug this code! - code: |- - {print} Welcome to HedyAir Security! - boarding_pass {is} {ask} 'Do you have your boarding pass?' - {if} bording_pass yes {print} Great! - {else} Please, get your boarding pass ready. - passport {is} 'Can I see your passport, please?' - {if} passport {is} yes 'thank you' - {else} 'You can't fly without a passport' - declare {is} {ask} Do you have anything to declare? - {if} declare {is} yes - item_to_declare {is} {ask} 'What would you like to declare' - {else} Alright - {print} Thank you. Please head to gate A22.' - debug: 'True' - 8: - header: Let's go! - text: Enjoy the adventures in level 5! - 6: - 1: - header: Welcome to level 6 - text: In this level we are adding maths to our codes. - 2: - header: Addition - text: If you want to calculate an addition, simply use the plus sign. - code: '{print} ''5 plus 5 is '' 5 + 5' - 3: - header: Subtraction - text: If you want to subtract, you can use the minus sign. - code: '{print} ''5 minus 5 is '' 5 - 5' - 4: - header: Multiplication - text: If you want to do multiplications, you can use the asterisk. - code: '{print} ''5 times 5 is '' 5 * 5' - 5: - header: Division - text: You can use the slash for division. - code: '{print} ''5 divided by 5 is '' 5 / 5' - 6: - header: Summary - text: In summary, you can use +, -, * and / to do maths. - code: |- - {print} '5 plus 5 is ' 5 + 5 - {print} '5 minus 5 is ' 5 - 5 - {print} '5 times 5 is ' 5 * 5 - {print} '5 divided by 5 is ' 5 / 5 - 7: - header: The = symbol - text: |- - From now on you can also use the = symbol instead of the `{is}` command. - This goes for both numbers and words, and it also goes after the `{if}` or `{else}` commands. - code: |- - name = Hedy - answer = 20 + 4 - 8: - header: Calculations with variables - text: 'You can use calculations with numbers, but you can also use variables to do calculations, like this:' - code: |- - number_1 = {ask} 'Fill in the first number:' - number_2 = {ask} 'Fill in the second number:' - correct_answer = number_1 * number_2 - {print} number_1 ' times ' number_2 ' is ' correct_answer - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'This is the water park ticket machine' - {print} 'Price list: Children under 12 $3, Adults $5' - {print} 'Mondays are 25% off' - amount_of_children = 'How many kids tickets would you like?' - amount_of_adults = 'How many adult tickets would you like?' - day_of_the_week = {ask} 'What day is it?' - {clear} - child_price = amount of children * 3 - adult_price = amount_of_adults + 5 - total_price = adult_price * child_price - {if} day {is} monday - total_price = total_price * 0.25 - {print} 'That will be total_price please' - debug: 'True' - 10: - header: Let's get to work! - text: Enjoy the adventures in level 6! - 7: - 1: - header: Welcome to level 7 - text: In this level you will learn how to repeat a line of code as many times a you'd like. - 2: - header: repeat 3 times - text: |- - If you want to repeat a line of code, you can use the `{repeat}` 3 `{times}` code. - If you want to repeat the line more times, simply change the number. - - For example: If you are programming a story where your character shouts for help for 5 times, it could look like this: - code: |- - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - 3: - header: Don't forget the print command - text: When using the repeat command, do not forget the `{print}` command. - code: '{repeat} 5 {times} ''Help!''' - debug: 'True' - 4: - header: Repeat an ask command - text: You can also repeat an `{ask}`, `{if}` or `{else}` command multiple times. - code: |- - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - 5: - header: Debugging - text: Let's debug this code! - code: |- - {print} You gave stranded on a desert island. - {repeat} 3 'Help!' - rescued = {ask} Has anybody come to the rescue? - {if} rescued yes {is} - {print} Lucky! - {else} {repeat} 3 {times} 'HELP!' - rescued = 'What about now?' - {if} yes - {print} 'Hurray! - {else} 'That's a shame... Oh well... time to build a shelter and find some food.' - debug: 'True' - 6: - header: Ready Set Go! - text: Enjoy the adventures in level 7! - 8: - 1: - header: Welcome to level 8 - text: In this level you will learn to use indentation to make the `{repeat}`, `{if}` and `{else}` commands work for multiple lines of code. - 2: - header: '{repeat} commands before' - text: |- - In the previous levels, the `{repeat}` command looked like this: - - You could only repeat one line of code. - code: '{repeat} 5 {times} {print} ''Help!''' - debug: 'True' - 3: - header: '{repeat} commands now' - text: |- - In this level you can repeat multiple lines of code. To do this you must tell the computer which lines belong together and should be repeated. - You do this by using indentation. - - Use 4 spaces (or one tab) at the beginning of each line that you want to repeat, like this: - code: |- - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This will be printed 5 times' - 4: - header: '{repeat} commands now' - text: |- - If you want to, you can continue after the `{repeat}` command without indentation. - The lines that do not start with indentation will not be repeated. - code: |- - {repeat} 3 {times} - {print} 'Hello!' - {print} 'We are done repeating!' - 5: - header: if and else before - text: |- - The same goes for the `{if}` and `{else}` commands. - These were the commands before: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - debug: 'True' - 6: - header: if and else now - text: |- - These are the `{if}` and `{else}` commands now. - Each line after the `{if}` and `{else}` commands start with indentation. - code: |- - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {else} - {print} 'Welcome programmer!' - 7: - header: stopping the indentation - text: Just like with the `{repeat}` command, you can stop using indentation and the lines will always be shown. Not just if the statement is true. - code: "name = {ask} 'What is your name?'\n{if} name {is} Hedy\n {print} 'Welcome Hedy'\n{else}\n {print} 'Welcome programmer!' \n{print} '3..2..1.. Start programming!'" - 8: - header: if statements inside if statements - text: |- - You might have thought of trying to put an if command inside a repeat command, or inside another if command. - For now, this is not possible yet. In the higher levels, it will be allowed, but for now let's focus on practising the `{if}` `{else}` and `{repeat}` commands with proper indentation first. - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'HedyWheels bus tickets machine' - zone_1 = Town Hall, Library, Campus, Market Place - zone_2 = Swimming Pool, Skate Park, Mall, Airport - destination = 'Where do you want to go?' - {if} destination {in} zone 1 - {print} destination 'is in zone 1' - price = 3 euros - {if} destination {is} zone_2 - {print} destination 'is in zone 2' - price = 6 - ticket_types = {ask} 'Press 1 for a single use ticket. - Press 2 for a round trip ticket:' - {if} ticket_type = 1 - {print} 'You chose a single use ticket' - {else} - {print} You chose a round trip ticket' - price * 2 - {print} 'That will be ' price ' euros please' - debug: 'True' - 10: - header: Let's check out the adventures! - text: Enjoy the adventures in level 8! - 9: - 1: - header: Welcome to level 9 - text: |- - In this level you can use multiple lines of code after an `{if}` or after a `{repeat}` command. - - You can even put a `{repeat}` command within another `{repeat}` command. - 2: - header: Multiple lines after `{repeat}` - text: You are allowed to combine `{repeat}` and `{if}` in this level. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 3: - header: Indentation matters! - text: Indentation is very important to tell the computer which lines should be repeated and which lines should only be ran once. - code: |- - {repeat} 3 {times} - {print} 'This line will be repeated...' - {print} 'This one too...' - {print} 'but this one will not!' - 4: - header: Multiple lines after `{if}` - text: You can also use multiple lines after `{if}` - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - 5: - header: Indentation matters - text: Again, indentation is still very important and can make a big difference in the code. - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - 6: - header: An `{if}` inside a `{repeat}` - text: |- - Now that you can use multiple lines of code after these command, you can also put them within each other. - Check it out: - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 7: - header: Mind the indentation - text: Mind that the fourth and sixth line of this code starts with 8 spaces of indentation. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Welcome to HedyJumps, your parachute jump adventure!' - people = {ask} 'How many people are you jumping with today? - {print} 'We'll ask all of you some questions for safety reasons.' - extra_instructions_people = a, b - {repeat} 3 {times} - name = {ask} 'What is your name?' - jumped_before = 'Have you ever done a parachute jump before, ' name '?' - {if} jumped_before no - {print} 'No worries, you'll get an extra safety instruction in room 13' - {add} name {to} extra_instructions_people - {else} - {print} 'Fun!' - {print} 'Thanks for filling in the safety questions everyone. Enjoy your jump!' - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 9! - 10: - 1: - header: Welcome to level 10 - text: 'In this level you will learn a new command: `{for}`.' - 2: - header: The for command - text: With for you can make a list and use all items on that list. `{for}` creates a block, like repeat and if so all lines in the block need to start with indentation (4 spaces). - code: |- - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - 3: - header: The for command - text: 'Here you see another example of the `{for}` command:' - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - 4: - header: Debugging - text: Let's debug this code - code: |- - {print} 'Ladies and gentlemen!' - {print} 'For one night and one night only in circus Hedy!' - acts = shoot out of a canon, walk the tightrope, pack themself in a suitcase, - people = Iris the Incredible Achmed the Amazing Francis the Fantastic - {for} people {in} acts - chosen_person {is} people {random} - chosen_person ' will ' act - {add} chosen_person {from} people - {print} 'Come and watch our show tonight!' - {print} 'Tickets are only available at the counter - debug: 'True' - 5: - header: Time to program! - text: Enjoy the adventures in level 10! - 11: - 1: - header: Welcome to level 11 - text: |- - In this level, we add a new form of the `{for}` command. In earlier levels, we used for with a list, but we can also use for with numbers. - - This way we don't need the `{repeat}` command anymore. - 2: - header: The for command - text: 'This is what the new for command looks like:' - code: |- - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - 3: - header: the variable i - text: |- - In the previous slide the variable was named 'counter', because it was counting down. - You can of course use any name for the variable you want. - The standard name for variables in this situation that is used in programming languages like Python is 'i'. - That looks like this: - code: |- - number = 10 - {for} i {in} {range} 1 {to} 10 - {print} i * number - 4: - header: Debugging - text: Let's debug this code! - code: |- - factor {is} {ask} 'Which table of multiplication do you need?' - {repeat} {for} numbers {in} {range} 1 {to} 10 {times} - {print} This is the table of multiplications for factor - {print} number ' x ' factor ' = ' i * factor - debug: 'True' - 5: - header: Let's start programming! - text: Enjoy the adventures in level 11! - 12: - 1: - header: Welcome to level 12 - text: |- - From this level on you are allowed to use decimal numbers and there are some changes to the quotation marks. - You can also use functions from this level on! - 2: - header: Quotation marks - text: |- - This level makes some changes to the usage of quotation marks. - From now on, **all texts** need to be in quotation marks. This includes values of variables, items on lists and text after {if} commands. - code: |- - name = 'Hedy the Robot' - {print} 'Hello ' name - 3: - header: Decimal numbers - text: |- - From this level on you are also allowed to use decimal numbers. This can make programs like your restaurant even better! - - Numbers do not need quotation marks. - code: |- - {print} 'decimal numbers now need to use a dot' - {print} 2.5 + 2.5 - 4: - header: Functions! - text: |- - In this level you'll learn how to use functions. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. To create a function, use define and give the function a name. Then put all the lines you want in the function in a indented block under the define line. Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use call with the function's name to call it up! We don't have to type that block of code again. - 5: - header: Twinkle Twinkle little star! - text: |- - In this program you see an example of a function. - Let's see what happens if you fill in the rest of the song! - code: |- - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} twinkle - 6: - header: Functions - text: As you could see in the example a function is a block of code that can be called anytime. You use `{define}` to set the function and `{call}` to use it. - 7: - header: Debugging - text: Let's debug this code! - code: |- - {call} new_member - {print} 'Hi new member!' - username = {ask} 'What is your username?' - password = 'What is your password?' - {print} 'Welcome to our club!' - - username = {ask} 'Please enter your username. Are you a new member? Type New Member' - {if} username = New Member - {call} new member - {else} - password = {ask} 'Please enter password' - debug: 'True' - 8: - header: Ready to try it out? - text: Enjoy the adventures in level 12! - 13: - 1: - header: Welcome to level 13 - text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two ifs but can use and and or. - From now on you could also use arguments in your functions. - 2: - header: The and command - text: |- - The `{and}` command is always used in a combination with the {if} command. - This way you can check if 2 statements are true. For example: - code: |- - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - 3: - header: The or command - text: |- - The `{or}` works in the same way as the `{and}` command, but only 1 of the two statements has to be true. - - Let's see what happens when you change the `{and}` for `{or}`. - code: |- - name = {ask} 'what is your name?' - {if} name {is} 'Hedy' {or} name {is} 'hedy' - {print} 'Welcome!!' - 4: - header: Functions with arguments - text: Now that you've learned how to use functions, you'll learn how to use a function with an **argument**. An argument is a variable that is used within a function. It is not used outside the function. - 5: - header: Example - text: |- - In this example you see how the argument 'place' is used in the function. - Run the code and change 'ocean' and 'sea' to something else, and see what happens. - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 6: - header: Example with variable - text: |- - You can also combine functions with a question. - - What happens if you make these changes: - ``` - define song with place - print 'My Bonnie is ' place - - answer is ask 'Where is my Bonnie?' - call song with answer - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 7: - header: Even more questions! - text: |- - Now we have combined even more question with the function. Type this code and see what happens. - - Note how the variables and the arguments have the same name. This is allowed. - Does it confuse you? Just use different names, that is allowed as well. - ``` - define song with name, place - print 'My ' name ' is ' place - - name is ask 'Who?' - place is ask 'Where are they?' - call song with name, place - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {define} happiness {with} name - {print} '🥳' - {play} G - {play} A - {play} B - {print} 'Party on, ' name - {define} sadness - {print} '😞' - {play} E - {play} D - {play} C - {print} 'Hope you feel better, ' name - - name = {ask} 'What is your' name '?' - mood = {ask} 'Are you happy or sad?' - {if} mood = happy - {call} happiness {with} person - {else} mood = sad - {define} sadness {to} name - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 13! - 14: - 1: - header: Welcome to level 14 - text: In this level you'll learn some new symbols that can help you improve your programs, like >. You will also learn to work with return values of a function. - 2: - header: Symbols - text: |- - These are the new symbols you can use: - - The > means bigger than... - - The >= means bigger than or the same as... - - The < means smaller than... - - The <= means smaller than or the same as... - - You can use them like this: - code: |- - age = {ask} 'How old are you?' - {if} age < 13 - {print} 'You are younger than me!' - {else} - {print} 'You are older than me!' - 3: - header: Symbols - text: |- - You can also use: - - == is the same as. - - != is not - - == is used in `{if}` statements. - code: |- - answer = {ask} 'Do you want to learn more?' - {if} answer == 'yes' - {print} 'Go to the next adventure!' - {if} answer != 'yes' - {print} 'That is a shame!' - 4: - header: Return value - text: In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - 5: - header: Return value - text: For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - code: |- - {define} calculate_new_price {with} amount, percentage - percentage = percentage / 100 - discount_amount = amount * percentage - {return} amount - discount_amount - - old_price = {ask} 'How much is on the price tag?' - discount = {ask} 'What percentage is the discount?' - - new_price = {call} calculate_new_price {with} old_price, discount - {print} 'The new price is ' new_price ' dollar' - 6: - header: Debugging - text: Let's debug this code! - code: |- - item = 'not bought' - {print} 'I would like to buy this item' - price == {ask} 'What is the price?' - {if} price less than or the same as 10 - {print} 'Thats a great deal!' - item = 'bought' - {if} price is more than 10 {and} less than or the same as 20 - {print} 'Alright' - item = 'bought' - {if} price is more than 20 {and} less than 50 - {print} 'That is a bit much!' - {if} price is more than or the same as 50 - {print} 'No way!' - {if} item =! bought - {print} 'Shame.. I wont buy it' - {else} - {print} 'I will buy it! Thank you!' - debug: 'True' - 7: - header: Let's get to work! - text: Enjoy the adventures in level 14! - 15: - 1: - header: Welcome to level 15 - text: In this level you will learn about the `{while}` loop. - 2: - header: '{while}' - text: |- - We are going to learn a new loop, the while loop! The loop continues as long as the statement is true. So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. If the correct answer is never given, the loop will never end! - code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - 3: - header: Debugging - text: Let's debug this code! - code: |- - numbers = 1, 2 - - {for} i {in} {range} 3 {to} 50 - {add} x {to} numbers - i = + 1 - - random_number = numbers {random} - guesses = 10 - - {while} guess = 0 - answer = 'Guess my number:' - {if} answer >= random_number - {print} 'lower' - guesses = guesses -1 - {if} answer > random_number - {print} 'higher!' - guesses = guesses - {else} answer = random_number - {print} 'correct' - guesses = 10 - - debug: 'True' - 4: - header: Let's try it out! - text: Enjoy the adventures in level 15! - 16: - 1: - header: Welcome to level 16 - text: In this level you will learn about the [square brackets] and how to use them. - 2: - header: Square brackets - text: We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. The at random command can not be used anymore. - code: |- - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - 3: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Friendship test' - {subjects} = ['song', 'movie', 'food', 'drink'] - answers_player_1 = [] - answers_player_2 = [] - score = 100 - - {for} i {in} {range} 1 {to} 4 - answer = {ask} 'what is your favorite ' subjects[i] - {add} answer {to} answers_player_1 - - {print} 'Player 2, your turn!' - {for} i {in} {range} 0 {to} 4 - answer_player_2 = {ask} 'what is player 1s favorite ' subjects - {add} answer_player_2 {in} answers_player_2 - {if} answers_player_2[2] == answers_player_1[1] - {print} 'Correct!' - {else} - {print} 'Wrong!' - score = score - 25 - - {print} 'Player 2, you've scored ' score '%' - - {if} score = 100 - {print} 'You are an amazing friend' - {if} score < 100 {or} score >= 50 - {print} 'You could do better' - {else} score < 50 - {print} 'Do you even know this person?!' - debug: 'True' - 4: - header: Let's try it out! - text: Enjoy the adventures in level 16! - 17: - 1: - header: Welcome to level 17 - text: in this level you will learn how to use a colon and you will learn the elif command. - 2: - header: Colon - text: 'Now we are going to change indentation a little bit. Every time that we need an indentation, we need : at the line before the indentation.' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {else}: - {print} 'Better luck next time..' - 3: - header: Elif - text: 'In this level you can also use a new command: elif. elif is short for else if and you need it when you want to make 3 (or more!) options. Check it out!' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {elif} your_price == 'an apple pie' : - {print} 'Lovely, an apple pie!' - {else}: - {print} 'Better luck next time..' - 4: - header: Debugging - text: Let's debug this code! - code: |- - {define} ask_direction - direction = {ask} 'Where do you want to go?' - {if} direction = 'backwards' - {turn} 180 - {else} direction == 'right' - {turn} 90 - {else} direction == 'left' - {turn} 270 - {forward} 100 - - continue = 'yes' - - {while} continue == 'yes' - {print} ask_direction - {sleep} - continue = 'do you want to draw some more?' - {sleep} - debug: 'True' - 5: - header: Let's try it out! - text: Enjoy the adventures in level 17! - 18: - 1: - header: Welcome to level 18 - text: Congratulations! You have reached the last level of Hedy! The code you have created here can be copied to real Python environments like replit or PyCharm, and you can continue learning there! Note however that Python can only read English commands, so if you have been using other languages, you will need to switch to English now. - 2: - header: The Python way - text: |- - We arrived at real Python code! That means we need to use parentheses with print and range from now on. - - Also, if you want to print more than one item, you need to separate them by commas. - - The final change we will need to make to get Python code is changing ask into input. - - Click on the 'print' tab for all the examples. - editor: /hedy/18 - 3: - header: The very last adventures! - text: Enjoy the very last adventures in level 18! diff --git a/content/slides/bg.yaml b/content/slides/bg.yaml index a4df437908e..1a21e5e90d1 100644 --- a/content/slides/bg.yaml +++ b/content/slides/bg.yaml @@ -27,7 +27,6 @@ levels: 5: header: Програмиране в Хеди text: В Хеди използваме специални кодове, като например `{принтирай}`. - code: '{print} Welcome to Hedy!' 6: header: Програмиране в Hedy text: Ключовите думи ще бъдат показани в розово. @@ -35,7 +34,6 @@ levels: 7: header: Програмиране в Хеди text: Стартираме кода с бутона Изпълни кода, който се намира под кода. - code: '{print} Welcome to Hedy!' 8: header: Програмиране в Хеди text: Изходът се появява от лявата страна. @@ -59,7 +57,6 @@ levels: Първият код, който можете да използвате в ниво 1, е `{принтирай}`. `{принтирай}` се използва за показване на текст на екрана. - code: '{print} Show text on the screen' 3: header: 'Хеди ниво 1: {попитай}' text: |- @@ -84,14 +81,9 @@ levels: text: |- с `{принтирай}`, `{попитай}` и `{повтори}` вече можете да създадете малка история. Това е добър момент да опитате приключенията "Папагал", "История" и "Камък, ножица, хартия". - code: |- - {print} Hello! - {ask} What is your name? - {echo} hello 6: header: Програмиране! text: Приключенията са показани в табове. - editor: /hedy/1 7: header: Програмиране! text: Жълтите бутони със стрелки могат да се използват за копиране на примери. @@ -99,7 +91,6 @@ levels: 8: header: Рисуване с костенурката text: След като разгледахме текстовите кодове, сега ще разгледаме кодовете за рисуване. - editor: /hedy#print_command 9: header: 'Рисуване с костенурката: {напред}' text: '`{напред}` се използва за придвижване на костенурката напред.' @@ -110,1088 +101,20 @@ levels: {forward} 50 {turn} left 11: - header: 'Drawing with the turtle: {turn}' - text: '`{turn}` is used to make the turtle turn left or right.' code: |- {forward} 50 {turn} left - 12: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - I am DJ Hedy - {print} What song would you like to hear? - {ask} I like that song too! - {print} Next up... {echo} - debug: 'True' - 13: - header: Let the programming fun begin! - text: Enjoy the adventures in level 1! 2: - 1: - header: Welcome to level 2 - text: |- - In this level you will learn to use variables. - - A variable is a word that can be used to store information. - - For example: a name, age or favorite sports team. - 2: - header: Variables - text: To make or 'set' a variable we use the `{is}` command - code: |- - name {is} Hedy - age {is} 15 - {print} name is age years old 3: - header: Interactive text: |- We can also set a variable by asking questions. The answer to the question is stored in the variable. This way we don't need the `{echo}` command. - code: |- - name {is} {ask} What is your name? - {print} Hello name 4: - header: Multiple variables text: Now that we use variables, we can use multiple variables instead of just one `{echo}`command. - code: |- - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - 5: - header: Sleep - text: You can also use the `{sleep}` command to pause the code for a while. - code: |- - {print} My favorite colour is... - {sleep} 2 - {print} green! - 6: - header: Sleep 5 - text: |- - You can add a number after the `{sleep}` command if you want the pause to be longer. - - If you want, you could even use a variable instead of a number to decide the duration of the sleep command. - code: |- - pause {is} 10 - {print} My favorite colour is... - {sleep} pause - {print} green! - 7: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - {print} Welcome to the donut shop! - filling {is} What kind of filling would you like? - {print} You have chosen... Filling! Yum! - topping {ask} What kind of topping would you like? - topping is delicious! - {print} I'll go get your donut. {sleep} - {print} Here you go! A filling donut with toping! - {ask} Have a nice day! - debug: 'True' - 8: - header: Let the programming fun begin! - text: Enjoy the adventures in level 2! - 3: - 1: - header: Welcome to level 3 - text: In this level you'll learn how to make a list, add and remove items form your lists and pick a random item off that list. - 2: - header: Making a list - text: |- - You make a list with `{is}`. - - Separate the items on your list with a comma. - code: animals {is} dogs, cats, kangaroos - 3: - header: At random - text: |- - You can use the list with the `{at}` `{random}` command. - The computer will randomly pick one item of the list. - Every time you run this code the output will differ. - code: |- - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - 4: - header: At random in a sentence - text: You can use the `{at}` `{random}` command in a sentence as well. - code: |- - animals {is} dogs, cats, kangaroos - {print} My favorite animal is animals {at} {random} - 5: - header: Add to - text: |- - You can add items to a list with the `{add}` `{to}` command. - - You can choose what to add to the list or you can use the `{add}` `{to}` command in combination with the `{ask}` command. - This way you can let the player decide what to add to the list. - code: |- - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - 6: - header: Remove from - text: |- - The opposite of the `{add}` `{to}` command is the `{remove}` `{from}` command. - This command removes an item from a list. - code: |- - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - 7: - header: Debugging - text: Let's debug this code! - editor: |- - music_genres {is} rock, pop, metal, indie, jazz - chosen_genre is music {at} {random} - {print} Let's listen to chosen genre - nice {ask} Do you like that genre? - {remove} chosen_genre {from} chosen_genre - second_choice {is} music_genres - {print} or do you prefer... second_choice {at} {random} - {remove} second_choice {to} music_genres - {print} I like music_genre {random} best! - debug: 'True' - 8: - header: Let's get to work! - text: Enjoy the adventures in level 3! 4: - 1: - header: Welcome to level 4 - text: In this level you will learn how to use quotation marks. - code: '{print} ''print with quotes!''' - 2: - header: Problem - text: 'In the previous levels, you might have come across this problem:' - code: |- - name {is} Sophie - {print} My name is name - debug: 'True' - 3: - header: Fixing it with quotation marks - text: |- - In this level we will fix this problem by using quotation marks. - - This also makes our code look more like 'real' Python code. - 4: - header: Quotation marks with print - text: Each time you use the `{print}` command you need to put the text that you want to appear on the screen in quotation marks. - code: '{print} ''print with quotes!''' - 5: - header: Quotation marks with ask - text: This also goes for the `{ask}` command. - code: name {is} {ask} 'name please?' - 6: - header: Quotation marks and variables - text: |- - You do not want variable names to be printed on the screen. - This is why variables should be left out of the quotation marks, like this: - code: |- - name {is} Harry - {print} 'Hello ' name - 7: - header: Quotation marks and variables - text: |- - When variable names are used in the middle of a sentence, you have to leave the variables out of the quotation marks. - The rest of the sentence however, does need quotation marks. That looks like this: - code: |- - name {is} Harry - {print} 'Hello ' name ', how are you?' - 8: - header: Quotation marks and contractions - text: |- - Be careful! Now that you are using quotation marks, you can't use apostrophes in contractions. - - Please try to print a contraction like "you're" or "I'm" in the screen below and see what happens.... - code: '{print} ''This won''t work!''' - debug: 'True' 9: header: Ready, Set, Go! text: Enjoy the adventures in level 4! - code: |- - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'SURPRISE!' - 10: - header: Debugging - text: Let's debug this code! - code: |- - {clear} - {print} What a nice day to go to the beach! - {ask} 'Do you want to build a sandcastle or swim in the ocean?' - {print} 'You would like to activity ' - {print} 'I'd like to do that too' - {print} 'Look at these beautiful seashells!' - colors {is} 'orange, silver, white, brown' - {print} 'I love the colors {at} {random} one!' - choice {is} {ask} Which one do you like? - debug: 'True' - 11: - header: Ready, Set, Go! - text: Enjoy the adventures in level 4! - 5: - 1: - header: Welcome to level 5 - text: 'In this level you will learn to use 3 new commands: `{if}`, `{else}` and `{in}`.' - 2: - header: if - text: |- - The `{if}` command allows you to choose between two options. - In this example the computer will print 'nice' if the given answer is Hedy. - If the answer is not Hedy, the computer will do nothing. - code: |- - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - 3: - header: Don't forget to print - text: |- - When using the `{if}` command, don't forget to use the `{print}` command. - This code will not work! - code: '{if} name {is} Hedy ''nice''' - debug: 'True' - 4: - header: else - text: |- - When using an `{if}` command, you can also add an `{else}` command. - If the answer is Hedy, the computer will print 'nice'. - But if the answer is something else the computer will print 'boo' - code: '{if} name {is} Hedy {print} ''nice'' {else} {print} ''boo!''' - 5: - header: Long lines - text: |- - You might have noticed that your lines can get very long when you have both an `{if}` and an `{else}` command. - - You can choose to separate commands and put them on 2 lines, like this: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - 6: - header: Another new command - text: |- - If you have practised with the `{if}` and `{else}` commands, you can also try the `{in}` command. - - With `{in}` you can let the computer check if an item is in a list, for example: - - Please note that Hedy is case sensitive. This means that if you answer "Green" instead of "green", Hedy will print "meh". - code: |- - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - 7: - header: Debugging - text: Let's debug this code! - code: |- - {print} Welcome to HedyAir Security! - boarding_pass {is} {ask} 'Do you have your boarding pass?' - {if} bording_pass yes {print} Great! - {else} Please, get your boarding pass ready. - passport {is} 'Can I see your passport, please?' - {if} passport {is} yes 'thank you' - {else} 'You can't fly without a passport' - declare {is} {ask} Do you have anything to declare? - {if} declare {is} yes - item_to_declare {is} {ask} 'What would you like to declare' - {else} Alright - {print} Thank you. Please head to gate A22.' - debug: 'True' - 8: - header: Let's go! - text: Enjoy the adventures in level 5! - 6: - 1: - header: Welcome to level 6 - text: In this level we are adding maths to our codes. - 2: - header: Addition - text: If you want to calculate an addition, simply use the plus sign. - code: '{print} ''5 plus 5 is '' 5 + 5' - 3: - header: Subtraction - text: If you want to subtract, you can use the minus sign. - code: '{print} ''5 minus 5 is '' 5 - 5' - 4: - header: Multiplication - text: If you want to do multiplications, you can use the asterisk. - code: '{print} ''5 times 5 is '' 5 * 5' - 5: - header: Division - text: You can use the slash for division. - code: '{print} ''5 divided by 5 is '' 5 / 5' - 6: - header: Summary - text: In summary, you can use +, -, * and / to do maths. - code: |- - {print} '5 plus 5 is ' 5 + 5 - {print} '5 minus 5 is ' 5 - 5 - {print} '5 times 5 is ' 5 * 5 - {print} '5 divided by 5 is ' 5 / 5 - 7: - header: The = symbol - text: |- - From now on you can also use the = symbol instead of the `{is}` command. - This goes for both numbers and words, and it also goes after the `{if}` or `{else}` commands. - code: |- - name = Hedy - answer = 20 + 4 - 8: - header: Calculations with variables - text: 'You can use calculations with numbers, but you can also use variables to do calculations, like this:' - code: |- - number_1 = {ask} 'Fill in the first number:' - number_2 = {ask} 'Fill in the second number:' - correct_answer = number_1 * number_2 - {print} number_1 ' times ' number_2 ' is ' correct_answer - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'This is the water park ticket machine' - {print} 'Price list: Children under 12 $3, Adults $5' - {print} 'Mondays are 25% off' - amount_of_children = 'How many kids tickets would you like?' - amount_of_adults = 'How many adult tickets would you like?' - day_of_the_week = {ask} 'What day is it?' - {clear} - child_price = amount of children * 3 - adult_price = amount_of_adults + 5 - total_price = adult_price * child_price - {if} day {is} monday - total_price = total_price * 0.25 - {print} 'That will be total_price please' - debug: 'True' - 10: - header: Let's get to work! - text: Enjoy the adventures in level 6! - 7: - 1: - header: Welcome to level 7 - text: In this level you will learn how to repeat a line of code as many times a you'd like. - 2: - header: repeat 3 times - text: |- - If you want to repeat a line of code, you can use the `{repeat}` 3 `{times}` code. - If you want to repeat the line more times, simply change the number. - - For example: If you are programming a story where your character shouts for help for 5 times, it could look like this: - code: |- - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - 3: - header: Don't forget the print command - text: When using the repeat command, do not forget the `{print}` command. - code: '{repeat} 5 {times} ''Help!''' - debug: 'True' - 4: - header: Repeat an ask command - text: You can also repeat an `{ask}`, `{if}` or `{else}` command multiple times. - code: |- - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - 5: - header: Debugging - text: Let's debug this code! - code: |- - {print} You gave stranded on a desert island. - {repeat} 3 'Help!' - rescued = {ask} Has anybody come to the rescue? - {if} rescued yes {is} - {print} Lucky! - {else} {repeat} 3 {times} 'HELP!' - rescued = 'What about now?' - {if} yes - {print} 'Hurray! - {else} 'That's a shame... Oh well... time to build a shelter and find some food.' - debug: 'True' - 6: - header: Ready Set Go! - text: Enjoy the adventures in level 7! - 8: - 1: - header: Welcome to level 8 - text: In this level you will learn to use indentation to make the `{repeat}`, `{if}` and `{else}` commands work for multiple lines of code. - 2: - header: '{repeat} commands before' - text: |- - In the previous levels, the `{repeat}` command looked like this: - - You could only repeat one line of code. - code: '{repeat} 5 {times} {print} ''Help!''' - debug: 'True' - 3: - header: '{repeat} commands now' - text: |- - In this level you can repeat multiple lines of code. To do this you must tell the computer which lines belong together and should be repeated. - You do this by using indentation. - - Use 4 spaces (or one tab) at the beginning of each line that you want to repeat, like this: - code: |- - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This will be printed 5 times' - 4: - header: '{repeat} commands now' - text: |- - If you want to, you can continue after the `{repeat}` command without indentation. - The lines that do not start with indentation will not be repeated. - code: |- - {repeat} 3 {times} - {print} 'Hello!' - {print} 'We are done repeating!' - 5: - header: if and else before - text: |- - The same goes for the `{if}` and `{else}` commands. - These were the commands before: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - debug: 'True' - 6: - header: if and else now - text: |- - These are the `{if}` and `{else}` commands now. - Each line after the `{if}` and `{else}` commands start with indentation. - code: |- - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {else} - {print} 'Welcome programmer!' - 7: - header: stopping the indentation - text: Just like with the `{repeat}` command, you can stop using indentation and the lines will always be shown. Not just if the statement is true. - code: "name = {ask} 'What is your name?'\n{if} name {is} Hedy\n {print} 'Welcome Hedy'\n{else}\n {print} 'Welcome programmer!' \n{print} '3..2..1.. Start programming!'" - 8: - header: if statements inside if statements - text: |- - You might have thought of trying to put an if command inside a repeat command, or inside another if command. - For now, this is not possible yet. In the higher levels, it will be allowed, but for now let's focus on practising the `{if}` `{else}` and `{repeat}` commands with proper indentation first. - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'HedyWheels bus tickets machine' - zone_1 = Town Hall, Library, Campus, Market Place - zone_2 = Swimming Pool, Skate Park, Mall, Airport - destination = 'Where do you want to go?' - {if} destination {in} zone 1 - {print} destination 'is in zone 1' - price = 3 euros - {if} destination {is} zone_2 - {print} destination 'is in zone 2' - price = 6 - ticket_types = {ask} 'Press 1 for a single use ticket. - Press 2 for a round trip ticket:' - {if} ticket_type = 1 - {print} 'You chose a single use ticket' - {else} - {print} You chose a round trip ticket' - price * 2 - {print} 'That will be ' price ' euros please' - debug: 'True' - 10: - header: Let's check out the adventures! - text: Enjoy the adventures in level 8! - 9: - 1: - header: Welcome to level 9 - text: |- - In this level you can use multiple lines of code after an `{if}` or after a `{repeat}` command. - - You can even put a `{repeat}` command within another `{repeat}` command. - 2: - header: Multiple lines after `{repeat}` - text: You are allowed to combine `{repeat}` and `{if}` in this level. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 3: - header: Indentation matters! - text: Indentation is very important to tell the computer which lines should be repeated and which lines should only be ran once. - code: |- - {repeat} 3 {times} - {print} 'This line will be repeated...' - {print} 'This one too...' - {print} 'but this one will not!' - 4: - header: Multiple lines after `{if}` - text: You can also use multiple lines after `{if}` - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - 5: - header: Indentation matters - text: Again, indentation is still very important and can make a big difference in the code. - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - 6: - header: An `{if}` inside a `{repeat}` - text: |- - Now that you can use multiple lines of code after these command, you can also put them within each other. - Check it out: - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 7: - header: Mind the indentation - text: Mind that the fourth and sixth line of this code starts with 8 spaces of indentation. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Welcome to HedyJumps, your parachute jump adventure!' - people = {ask} 'How many people are you jumping with today? - {print} 'We'll ask all of you some questions for safety reasons.' - extra_instructions_people = a, b - {repeat} 3 {times} - name = {ask} 'What is your name?' - jumped_before = 'Have you ever done a parachute jump before, ' name '?' - {if} jumped_before no - {print} 'No worries, you'll get an extra safety instruction in room 13' - {add} name {to} extra_instructions_people - {else} - {print} 'Fun!' - {print} 'Thanks for filling in the safety questions everyone. Enjoy your jump!' - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 9! - 10: - 1: - header: Welcome to level 10 - text: 'In this level you will learn a new command: `{for}`.' - 2: - header: The for command - text: With for you can make a list and use all items on that list. `{for}` creates a block, like repeat and if so all lines in the block need to start with indentation (4 spaces). - code: |- - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - 3: - header: The for command - text: 'Here you see another example of the `{for}` command:' - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - 4: - header: Debugging - text: Let's debug this code - code: |- - {print} 'Ladies and gentlemen!' - {print} 'For one night and one night only in circus Hedy!' - acts = shoot out of a canon, walk the tightrope, pack themself in a suitcase, - people = Iris the Incredible Achmed the Amazing Francis the Fantastic - {for} people {in} acts - chosen_person {is} people {random} - chosen_person ' will ' act - {add} chosen_person {from} people - {print} 'Come and watch our show tonight!' - {print} 'Tickets are only available at the counter - debug: 'True' - 5: - header: Time to program! - text: Enjoy the adventures in level 10! - 11: - 1: - header: Welcome to level 11 - text: |- - In this level, we add a new form of the `{for}` command. In earlier levels, we used for with a list, but we can also use for with numbers. - - This way we don't need the `{repeat}` command anymore. - 2: - header: The for command - text: 'This is what the new for command looks like:' - code: |- - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - 3: - header: the variable i - text: |- - In the previous slide the variable was named 'counter', because it was counting down. - You can of course use any name for the variable you want. - The standard name for variables in this situation that is used in programming languages like Python is 'i'. - That looks like this: - code: |- - number = 10 - {for} i {in} {range} 1 {to} 10 - {print} i * number - 4: - header: Debugging - text: Let's debug this code! - code: |- - factor {is} {ask} 'Which table of multiplication do you need?' - {repeat} {for} numbers {in} {range} 1 {to} 10 {times} - {print} This is the table of multiplications for factor - {print} number ' x ' factor ' = ' i * factor - debug: 'True' - 5: - header: Let's start programming! - text: Enjoy the adventures in level 11! - 12: - 1: - header: Welcome to level 12 - text: |- - From this level on you are allowed to use decimal numbers and there are some changes to the quotation marks. - You can also use functions from this level on! - 2: - header: Quotation marks - text: |- - This level makes some changes to the usage of quotation marks. - From now on, **all texts** need to be in quotation marks. This includes values of variables, items on lists and text after {if} commands. - code: |- - name = 'Hedy the Robot' - {print} 'Hello ' name - 3: - header: Decimal numbers - text: |- - From this level on you are also allowed to use decimal numbers. This can make programs like your restaurant even better! - - Numbers do not need quotation marks. - code: |- - {print} 'decimal numbers now need to use a dot' - {print} 2.5 + 2.5 - 4: - header: Functions! - text: |- - In this level you'll learn how to use functions. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. To create a function, use define and give the function a name. Then put all the lines you want in the function in a indented block under the define line. Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use call with the function's name to call it up! We don't have to type that block of code again. - 5: - header: Twinkle Twinkle little star! - text: |- - In this program you see an example of a function. - Let's see what happens if you fill in the rest of the song! - code: |- - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} twinkle - 6: - header: Functions - text: As you could see in the example a function is a block of code that can be called anytime. You use `{define}` to set the function and `{call}` to use it. - 7: - header: Debugging - text: Let's debug this code! - code: |- - {call} new_member - {print} 'Hi new member!' - username = {ask} 'What is your username?' - password = 'What is your password?' - {print} 'Welcome to our club!' - - username = {ask} 'Please enter your username. Are you a new member? Type New Member' - {if} username = New Member - {call} new member - {else} - password = {ask} 'Please enter password' - debug: 'True' - 8: - header: Ready to try it out? - text: Enjoy the adventures in level 12! - 13: - 1: - header: Welcome to level 13 - text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two ifs but can use and and or. - From now on you could also use arguments in your functions. - 2: - header: The and command - text: |- - The `{and}` command is always used in a combination with the {if} command. - This way you can check if 2 statements are true. For example: - code: |- - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - 3: - header: The or command - text: |- - The `{or}` works in the same way as the `{and}` command, but only 1 of the two statements has to be true. - - Let's see what happens when you change the `{and}` for `{or}`. - code: |- - name = {ask} 'what is your name?' - {if} name {is} 'Hedy' {or} name {is} 'hedy' - {print} 'Welcome!!' - 4: - header: Functions with arguments - text: Now that you've learned how to use functions, you'll learn how to use a function with an **argument**. An argument is a variable that is used within a function. It is not used outside the function. - 5: - header: Example - text: |- - In this example you see how the argument 'place' is used in the function. - Run the code and change 'ocean' and 'sea' to something else, and see what happens. - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 6: - header: Example with variable - text: |- - You can also combine functions with a question. - - What happens if you make these changes: - ``` - define song with place - print 'My Bonnie is ' place - - answer is ask 'Where is my Bonnie?' - call song with answer - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 7: - header: Even more questions! - text: |- - Now we have combined even more question with the function. Type this code and see what happens. - - Note how the variables and the arguments have the same name. This is allowed. - Does it confuse you? Just use different names, that is allowed as well. - ``` - define song with name, place - print 'My ' name ' is ' place - - name is ask 'Who?' - place is ask 'Where are they?' - call song with name, place - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {define} happiness {with} name - {print} '🥳' - {play} G - {play} A - {play} B - {print} 'Party on, ' name - {define} sadness - {print} '😞' - {play} E - {play} D - {play} C - {print} 'Hope you feel better, ' name - - name = {ask} 'What is your' name '?' - mood = {ask} 'Are you happy or sad?' - {if} mood = happy - {call} happiness {with} person - {else} mood = sad - {define} sadness {to} name - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 13! - 14: - 1: - header: Welcome to level 14 - text: In this level you'll learn some new symbols that can help you improve your programs, like >. You will also learn to work with return values of a function. - 2: - header: Symbols - text: |- - These are the new symbols you can use: - - The > means bigger than... - - The >= means bigger than or the same as... - - The < means smaller than... - - The <= means smaller than or the same as... - - You can use them like this: - code: |- - age = {ask} 'How old are you?' - {if} age < 13 - {print} 'You are younger than me!' - {else} - {print} 'You are older than me!' - 3: - header: Symbols - text: |- - You can also use: - - == is the same as. - - != is not - - == is used in `{if}` statements. - code: |- - answer = {ask} 'Do you want to learn more?' - {if} answer == 'yes' - {print} 'Go to the next adventure!' - {if} answer != 'yes' - {print} 'That is a shame!' - 4: - header: Return value - text: In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - 5: - header: Return value - text: For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - code: |- - {define} calculate_new_price {with} amount, percentage - percentage = percentage / 100 - discount_amount = amount * percentage - {return} amount - discount_amount - - old_price = {ask} 'How much is on the price tag?' - discount = {ask} 'What percentage is the discount?' - - new_price = {call} calculate_new_price {with} old_price, discount - {print} 'The new price is ' new_price ' dollar' - 6: - header: Debugging - text: Let's debug this code! - code: |- - item = 'not bought' - {print} 'I would like to buy this item' - price == {ask} 'What is the price?' - {if} price less than or the same as 10 - {print} 'Thats a great deal!' - item = 'bought' - {if} price is more than 10 {and} less than or the same as 20 - {print} 'Alright' - item = 'bought' - {if} price is more than 20 {and} less than 50 - {print} 'That is a bit much!' - {if} price is more than or the same as 50 - {print} 'No way!' - {if} item =! bought - {print} 'Shame.. I wont buy it' - {else} - {print} 'I will buy it! Thank you!' - debug: 'True' - 7: - header: Let's get to work! - text: Enjoy the adventures in level 14! - 15: - 1: - header: Welcome to level 15 - text: In this level you will learn about the `{while}` loop. - 2: - header: '{while}' - text: |- - We are going to learn a new loop, the while loop! The loop continues as long as the statement is true. So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. If the correct answer is never given, the loop will never end! - code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - 3: - header: Debugging - text: Let's debug this code! - code: |- - numbers = 1, 2 - - {for} i {in} {range} 3 {to} 50 - {add} x {to} numbers - i = + 1 - - random_number = numbers {random} - guesses = 10 - - {while} guess = 0 - answer = 'Guess my number:' - {if} answer >= random_number - {print} 'lower' - guesses = guesses -1 - {if} answer > random_number - {print} 'higher!' - guesses = guesses - {else} answer = random_number - {print} 'correct' - guesses = 10 - - debug: 'True' - 4: - header: Let's try it out! - text: Enjoy the adventures in level 15! - 16: - 1: - header: Welcome to level 16 - text: In this level you will learn about the [square brackets] and how to use them. - 2: - header: Square brackets - text: We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. The at random command can not be used anymore. - code: |- - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - 3: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Friendship test' - {subjects} = ['song', 'movie', 'food', 'drink'] - answers_player_1 = [] - answers_player_2 = [] - score = 100 - - {for} i {in} {range} 1 {to} 4 - answer = {ask} 'what is your favorite ' subjects[i] - {add} answer {to} answers_player_1 - - {print} 'Player 2, your turn!' - {for} i {in} {range} 0 {to} 4 - answer_player_2 = {ask} 'what is player 1s favorite ' subjects - {add} answer_player_2 {in} answers_player_2 - {if} answers_player_2[2] == answers_player_1[1] - {print} 'Correct!' - {else} - {print} 'Wrong!' - score = score - 25 - - {print} 'Player 2, you've scored ' score '%' - - {if} score = 100 - {print} 'You are an amazing friend' - {if} score < 100 {or} score >= 50 - {print} 'You could do better' - {else} score < 50 - {print} 'Do you even know this person?!' - debug: 'True' - 4: - text: Enjoy the adventures in level 16! - header: Let's try it out! - 17: - 1: - header: Welcome to level 17 - text: in this level you will learn how to use a colon and you will learn the elif command. - 2: - header: Colon - text: 'Now we are going to change indentation a little bit. Every time that we need an indentation, we need : at the line before the indentation.' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {else}: - {print} 'Better luck next time..' - 3: - header: Elif - text: 'In this level you can also use a new command: elif. elif is short for else if and you need it when you want to make 3 (or more!) options. Check it out!' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {elif} your_price == 'an apple pie' : - {print} 'Lovely, an apple pie!' - {else}: - {print} 'Better luck next time..' - 4: - header: Debugging - text: Let's debug this code! - code: |- - {define} ask_direction - direction = {ask} 'Where do you want to go?' - {if} direction = 'backwards' - {turn} 180 - {else} direction == 'right' - {turn} 90 - {else} direction == 'left' - {turn} 270 - {forward} 100 - - continue = 'yes' - - {while} continue == 'yes' - {print} ask_direction - {sleep} - continue = 'do you want to draw some more?' - {sleep} - debug: 'True' - 5: - header: Let's try it out! - text: Enjoy the adventures in level 17! - 18: - 1: - header: Welcome to level 18 - text: Congratulations! You have reached the last level of Hedy! The code you have created here can be copied to real Python environments like replit or PyCharm, and you can continue learning there! Note however that Python can only read English commands, so if you have been using other languages, you will need to switch to English now. - 2: - header: The Python way - text: |- - We arrived at real Python code! That means we need to use parentheses with print and range from now on. - - Also, if you want to print more than one item, you need to separate them by commas. - - The final change we will need to make to get Python code is changing ask into input. - - Click on the 'print' tab for all the examples. - editor: /hedy/18 - 3: - header: The very last adventures! - text: Enjoy the very last adventures in level 18! diff --git a/content/slides/bn.yaml b/content/slides/bn.yaml index fa5f0ab8d6b..57e696ae41a 100644 --- a/content/slides/bn.yaml +++ b/content/slides/bn.yaml @@ -1,65 +1,14 @@ levels: 0: - 1: - header: Welcome to Hedy! - text: Hedy is a programming language. - 2: - header: Programming - text: |- - Programming is giving instructions to a computer, using the language of the computer. - - Such a language is called a "programming language". - 3: - header: Programming Language - text: |- - Maybe you already know some programming languages? - Some examples are: - * Scratch - * Python - * HTML - 4: - header: Programming - text: |- - If you can program, you can do many cool things: - * Build interactive stories - * Create computer drawings and draw these on paper or fabric - * Build your own apps to use on your phone - 5: - header: Programming in Hedy - text: In Hedy we use special codes, like `{print}`. - code: '{print} Welcome to Hedy!' - 6: - header: Programming in Hedy - text: Code words will be shown in pink. - code: '{print} Welcome to Hedy!' - 7: - header: Programming in Hedy - text: We start the code with the Run code button underneath the code. - code: '{print} Welcome to Hedy!' 8: - header: Programming in Hedy text: Output appears on the left-hand side. - code: '{print} Welcome to Hedy!' 9: - header: Programming in Hedy - text: The output can also be a drawing. code: |- {forward} 100 {turn} left 1: - 1: - header: Welcome to level 1! - text: |- - We will start level 1 by making stories in Hedy! - - We need three text codes to create interactive stories. 2: header: 'Hedy level 1: {print}' - text: |- - The first code that you can use in level 1 is `{print}`. - - `{print}` is used to show text on the screen. - code: '{print} Show text on the screen' 3: header: 'Hedy level 1: {ask}' text: |- @@ -84,1112 +33,32 @@ levels: text: |- with `{print}`, `{ask}` and `{echo}` you can already create a little story. This is a good time to try the Parrot, Story and Rock, Paper Scissors adventures. - code: |- - {print} Hello! - {ask} What is your name? - {echo} hello 6: - header: Programming! text: Adventures are shown in tabs. - editor: /hedy/1 7: - header: Programming! text: The yellow arrow buttons can be used to copy examples. editor: /hedy#print_command 8: header: Drawing with the turtle text: Now that we have seen at text codes, we will now look at drawing codes next. - editor: /hedy#print_command 9: header: 'Drawing with the turtle: {forward}' text: '`{forward}` is used to move the turtle forward.' - 10: - header: 'Drawing with the turtle: {forward}' - text: '`{forward}` is used to move the turtle forward.' - code: '{forward} 50' 11: - header: 'Drawing with the turtle: {turn}' - text: '`{turn}` is used to make the turtle turn left or right.' code: |- {forward} 50 {turn} left - 12: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - I am DJ Hedy - {print} What song would you like to hear? - {ask} I like that song too! - {print} Next up... {echo} - debug: 'True' - 13: - header: Let the programming fun begin! - text: Enjoy the adventures in level 1! 2: - 1: - header: Welcome to level 2 - text: |- - In this level you will learn to use variables. - - A variable is a word that can be used to store information. - - For example: a name, age or favorite sports team. - 2: - header: Variables - text: To make or 'set' a variable we use the `{is}` command - code: |- - name {is} Hedy - age {is} 15 - {print} name is age years old 3: - header: Interactive text: |- We can also set a variable by asking questions. The answer to the question is stored in the variable. This way we don't need the `{echo}` command. - code: |- - name {is} {ask} What is your name? - {print} Hello name 4: - header: Multiple variables text: Now that we use variables, we can use multiple variables instead of just one `{echo}`command. - code: |- - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - 5: - header: Sleep - text: You can also use the `{sleep}` command to pause the code for a while. - code: |- - {print} My favorite colour is... - {sleep} 2 - {print} green! - 6: - header: Sleep 5 - text: |- - You can add a number after the `{sleep}` command if you want the pause to be longer. - - If you want, you could even use a variable instead of a number to decide the duration of the sleep command. - code: |- - pause {is} 10 - {print} My favorite colour is... - {sleep} pause - {print} green! - 7: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - {print} Welcome to the donut shop! - filling {is} What kind of filling would you like? - {print} You have chosen... Filling! Yum! - topping {ask} What kind of topping would you like? - topping is delicious! - {print} I'll go get your donut. {sleep} - {print} Here you go! A filling donut with toping! - {ask} Have a nice day! - debug: 'True' - 8: - header: Let the programming fun begin! - text: Enjoy the adventures in level 2! - 3: - 1: - header: Welcome to level 3 - text: In this level you'll learn how to make a list, add and remove items form your lists and pick a random item off that list. - 2: - header: Making a list - text: |- - You make a list with `{is}`. - - Separate the items on your list with a comma. - code: animals {is} dogs, cats, kangaroos - 3: - header: At random - text: |- - You can use the list with the `{at}` `{random}` command. - The computer will randomly pick one item of the list. - Every time you run this code the output will differ. - code: |- - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - 4: - header: At random in a sentence - text: You can use the `{at}` `{random}` command in a sentence as well. - code: |- - animals {is} dogs, cats, kangaroos - {print} My favorite animal is animals {at} {random} - 5: - header: Add to - text: |- - You can add items to a list with the `{add}` `{to}` command. - - You can choose what to add to the list or you can use the `{add}` `{to}` command in combination with the `{ask}` command. - This way you can let the player decide what to add to the list. - code: |- - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - 6: - header: Remove from - text: |- - The opposite of the `{add}` `{to}` command is the `{remove}` `{from}` command. - This command removes an item from a list. - code: |- - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - 7: - header: Debugging - text: Let's debug this code! - editor: |- - music_genres {is} rock, pop, metal, indie, jazz - chosen_genre is music {at} {random} - {print} Let's listen to chosen genre - nice {ask} Do you like that genre? - {remove} chosen_genre {from} chosen_genre - second_choice {is} music_genres - {print} or do you prefer... second_choice {at} {random} - {remove} second_choice {to} music_genres - {print} I like music_genre {random} best! - debug: 'True' - 8: - header: Let's get to work! - text: Enjoy the adventures in level 3! 4: - 1: - header: Welcome to level 4 - text: In this level you will learn how to use quotation marks. - code: '{print} ''print with quotes!''' - 2: - header: Problem - text: 'In the previous levels, you might have come across this problem:' - code: |- - name {is} Sophie - {print} My name is name - debug: 'True' - 3: - header: Fixing it with quotation marks - text: |- - In this level we will fix this problem by using quotation marks. - - This also makes our code look more like 'real' Python code. - 4: - header: Quotation marks with print - text: Each time you use the `{print}` command you need to put the text that you want to appear on the screen in quotation marks. - code: '{print} ''print with quotes!''' - 5: - header: Quotation marks with ask - text: This also goes for the `{ask}` command. - code: name {is} {ask} 'name please?' - 6: - header: Quotation marks and variables - text: |- - You do not want variable names to be printed on the screen. - This is why variables should be left out of the quotation marks, like this: - code: |- - name {is} Harry - {print} 'Hello ' name - 7: - header: Quotation marks and variables - text: |- - When variable names are used in the middle of a sentence, you have to leave the variables out of the quotation marks. - The rest of the sentence however, does need quotation marks. That looks like this: - code: |- - name {is} Harry - {print} 'Hello ' name ', how are you?' - 8: - header: Quotation marks and contractions - text: |- - Be careful! Now that you are using quotation marks, you can't use apostrophes in contractions. - - Please try to print a contraction like "you're" or "I'm" in the screen below and see what happens.... - code: '{print} ''This won''t work!''' - debug: 'True' 9: header: Ready, Set, Go! text: Enjoy the adventures in level 4! - code: |- - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'SURPRISE!' - 10: - header: Debugging - text: Let's debug this code! - code: |- - {clear} - {print} What a nice day to go to the beach! - {ask} 'Do you want to build a sandcastle or swim in the ocean?' - {print} 'You would like to activity ' - {print} 'I'd like to do that too' - {print} 'Look at these beautiful seashells!' - colors {is} 'orange, silver, white, brown' - {print} 'I love the colors {at} {random} one!' - choice {is} {ask} Which one do you like? - debug: 'True' - 11: - header: Ready, Set, Go! - text: Enjoy the adventures in level 4! - 5: - 1: - header: Welcome to level 5 - text: 'In this level you will learn to use 3 new commands: `{if}`, `{else}` and `{in}`.' - 2: - header: if - text: |- - The `{if}` command allows you to choose between two options. - In this example the computer will print 'nice' if the given answer is Hedy. - If the answer is not Hedy, the computer will do nothing. - code: |- - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - 3: - header: Don't forget to print - text: |- - When using the `{if}` command, don't forget to use the `{print}` command. - This code will not work! - code: '{if} name {is} Hedy ''nice''' - debug: 'True' - 4: - header: else - text: |- - When using an `{if}` command, you can also add an `{else}` command. - If the answer is Hedy, the computer will print 'nice'. - But if the answer is something else the computer will print 'boo' - code: '{if} name {is} Hedy {print} ''nice'' {else} {print} ''boo!''' - 5: - header: Long lines - text: |- - You might have noticed that your lines can get very long when you have both an `{if}` and an `{else}` command. - - You can choose to separate commands and put them on 2 lines, like this: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - 6: - header: Another new command - text: |- - If you have practised with the `{if}` and `{else}` commands, you can also try the `{in}` command. - - With `{in}` you can let the computer check if an item is in a list, for example: - - Please note that Hedy is case sensitive. This means that if you answer "Green" instead of "green", Hedy will print "meh". - code: |- - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - 7: - header: Debugging - text: Let's debug this code! - code: |- - {print} Welcome to HedyAir Security! - boarding_pass {is} {ask} 'Do you have your boarding pass?' - {if} bording_pass yes {print} Great! - {else} Please, get your boarding pass ready. - passport {is} 'Can I see your passport, please?' - {if} passport {is} yes 'thank you' - {else} 'You can't fly without a passport' - declare {is} {ask} Do you have anything to declare? - {if} declare {is} yes - item_to_declare {is} {ask} 'What would you like to declare' - {else} Alright - {print} Thank you. Please head to gate A22.' - debug: 'True' - 8: - header: Let's go! - text: Enjoy the adventures in level 5! - 6: - 1: - header: Welcome to level 6 - text: In this level we are adding maths to our codes. - 2: - header: Addition - text: If you want to calculate an addition, simply use the plus sign. - code: '{print} ''5 plus 5 is '' 5 + 5' - 3: - header: Subtraction - text: If you want to subtract, you can use the minus sign. - code: '{print} ''5 minus 5 is '' 5 - 5' - 4: - header: Multiplication - text: If you want to do multiplications, you can use the asterisk. - code: '{print} ''5 times 5 is '' 5 * 5' - 5: - header: Division - text: You can use the slash for division. - code: '{print} ''5 divided by 5 is '' 5 / 5' - 6: - header: Summary - text: In summary, you can use +, -, * and / to do maths. - code: |- - {print} '5 plus 5 is ' 5 + 5 - {print} '5 minus 5 is ' 5 - 5 - {print} '5 times 5 is ' 5 * 5 - {print} '5 divided by 5 is ' 5 / 5 - 7: - header: The = symbol - text: |- - From now on you can also use the = symbol instead of the `{is}` command. - This goes for both numbers and words, and it also goes after the `{if}` or `{else}` commands. - code: |- - name = Hedy - answer = 20 + 4 - 8: - header: Calculations with variables - text: 'You can use calculations with numbers, but you can also use variables to do calculations, like this:' - code: |- - number_1 = {ask} 'Fill in the first number:' - number_2 = {ask} 'Fill in the second number:' - correct_answer = number_1 * number_2 - {print} number_1 ' times ' number_2 ' is ' correct_answer - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'This is the water park ticket machine' - {print} 'Price list: Children under 12 $3, Adults $5' - {print} 'Mondays are 25% off' - amount_of_children = 'How many kids tickets would you like?' - amount_of_adults = 'How many adult tickets would you like?' - day_of_the_week = {ask} 'What day is it?' - {clear} - child_price = amount of children * 3 - adult_price = amount_of_adults + 5 - total_price = adult_price * child_price - {if} day {is} monday - total_price = total_price * 0.25 - {print} 'That will be total_price please' - debug: 'True' - 10: - header: Let's get to work! - text: Enjoy the adventures in level 6! - 7: - 1: - header: Welcome to level 7 - text: In this level you will learn how to repeat a line of code as many times a you'd like. - 2: - header: repeat 3 times - text: |- - If you want to repeat a line of code, you can use the `{repeat}` 3 `{times}` code. - If you want to repeat the line more times, simply change the number. - - For example: If you are programming a story where your character shouts for help for 5 times, it could look like this: - code: |- - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - 3: - header: Don't forget the print command - text: When using the repeat command, do not forget the `{print}` command. - code: '{repeat} 5 {times} ''Help!''' - debug: 'True' - 4: - header: Repeat an ask command - text: You can also repeat an `{ask}`, `{if}` or `{else}` command multiple times. - code: |- - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - 5: - header: Debugging - text: Let's debug this code! - code: |- - {print} You gave stranded on a desert island. - {repeat} 3 'Help!' - rescued = {ask} Has anybody come to the rescue? - {if} rescued yes {is} - {print} Lucky! - {else} {repeat} 3 {times} 'HELP!' - rescued = 'What about now?' - {if} yes - {print} 'Hurray! - {else} 'That's a shame... Oh well... time to build a shelter and find some food.' - debug: 'True' - 6: - header: Ready Set Go! - text: Enjoy the adventures in level 7! - 8: - 1: - header: Welcome to level 8 - text: In this level you will learn to use indentation to make the `{repeat}`, `{if}` and `{else}` commands work for multiple lines of code. - 2: - header: '{repeat} commands before' - text: |- - In the previous levels, the `{repeat}` command looked like this: - - You could only repeat one line of code. - code: '{repeat} 5 {times} {print} ''Help!''' - debug: 'True' - 3: - header: '{repeat} commands now' - text: |- - In this level you can repeat multiple lines of code. To do this you must tell the computer which lines belong together and should be repeated. - You do this by using indentation. - - Use 4 spaces (or one tab) at the beginning of each line that you want to repeat, like this: - code: |- - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This will be printed 5 times' - 4: - header: '{repeat} commands now' - text: |- - If you want to, you can continue after the `{repeat}` command without indentation. - The lines that do not start with indentation will not be repeated. - code: |- - {repeat} 3 {times} - {print} 'Hello!' - {print} 'We are done repeating!' - 5: - header: if and else before - text: |- - The same goes for the `{if}` and `{else}` commands. - These were the commands before: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - debug: 'True' - 6: - header: if and else now - text: |- - These are the `{if}` and `{else}` commands now. - Each line after the `{if}` and `{else}` commands start with indentation. - code: |- - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {else} - {print} 'Welcome programmer!' - 7: - header: stopping the indentation - text: Just like with the `{repeat}` command, you can stop using indentation and the lines will always be shown. Not just if the statement is true. - code: "name = {ask} 'What is your name?'\n{if} name {is} Hedy\n {print} 'Welcome Hedy'\n{else}\n {print} 'Welcome programmer!' \n{print} '3..2..1.. Start programming!'" - 8: - header: if statements inside if statements - text: |- - You might have thought of trying to put an if command inside a repeat command, or inside another if command. - For now, this is not possible yet. In the higher levels, it will be allowed, but for now let's focus on practising the `{if}` `{else}` and `{repeat}` commands with proper indentation first. - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'HedyWheels bus tickets machine' - zone_1 = Town Hall, Library, Campus, Market Place - zone_2 = Swimming Pool, Skate Park, Mall, Airport - destination = 'Where do you want to go?' - {if} destination {in} zone 1 - {print} destination 'is in zone 1' - price = 3 euros - {if} destination {is} zone_2 - {print} destination 'is in zone 2' - price = 6 - ticket_types = {ask} 'Press 1 for a single use ticket. - Press 2 for a round trip ticket:' - {if} ticket_type = 1 - {print} 'You chose a single use ticket' - {else} - {print} You chose a round trip ticket' - price * 2 - {print} 'That will be ' price ' euros please' - debug: 'True' - 10: - header: Let's check out the adventures! - text: Enjoy the adventures in level 8! - 9: - 1: - header: Welcome to level 9 - text: |- - In this level you can use multiple lines of code after an `{if}` or after a `{repeat}` command. - - You can even put a `{repeat}` command within another `{repeat}` command. - 2: - header: Multiple lines after `{repeat}` - text: You are allowed to combine `{repeat}` and `{if}` in this level. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 3: - header: Indentation matters! - text: Indentation is very important to tell the computer which lines should be repeated and which lines should only be ran once. - code: |- - {repeat} 3 {times} - {print} 'This line will be repeated...' - {print} 'This one too...' - {print} 'but this one will not!' - 4: - header: Multiple lines after `{if}` - text: You can also use multiple lines after `{if}` - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - 5: - header: Indentation matters - text: Again, indentation is still very important and can make a big difference in the code. - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - 6: - header: An `{if}` inside a `{repeat}` - text: |- - Now that you can use multiple lines of code after these command, you can also put them within each other. - Check it out: - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 7: - header: Mind the indentation - text: Mind that the fourth and sixth line of this code starts with 8 spaces of indentation. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Welcome to HedyJumps, your parachute jump adventure!' - people = {ask} 'How many people are you jumping with today? - {print} 'We'll ask all of you some questions for safety reasons.' - extra_instructions_people = a, b - {repeat} 3 {times} - name = {ask} 'What is your name?' - jumped_before = 'Have you ever done a parachute jump before, ' name '?' - {if} jumped_before no - {print} 'No worries, you'll get an extra safety instruction in room 13' - {add} name {to} extra_instructions_people - {else} - {print} 'Fun!' - {print} 'Thanks for filling in the safety questions everyone. Enjoy your jump!' - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 9! - 10: - 1: - header: Welcome to level 10 - text: 'In this level you will learn a new command: `{for}`.' - 2: - header: The for command - text: With for you can make a list and use all items on that list. `{for}` creates a block, like repeat and if so all lines in the block need to start with indentation (4 spaces). - code: |- - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - 3: - header: The for command - text: 'Here you see another example of the `{for}` command:' - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - 4: - header: Debugging - text: Let's debug this code - code: |- - {print} 'Ladies and gentlemen!' - {print} 'For one night and one night only in circus Hedy!' - acts = shoot out of a canon, walk the tightrope, pack themself in a suitcase, - people = Iris the Incredible Achmed the Amazing Francis the Fantastic - {for} people {in} acts - chosen_person {is} people {random} - chosen_person ' will ' act - {add} chosen_person {from} people - {print} 'Come and watch our show tonight!' - {print} 'Tickets are only available at the counter - debug: 'True' - 5: - header: Time to program! - text: Enjoy the adventures in level 10! - 11: - 1: - header: Welcome to level 11 - text: |- - In this level, we add a new form of the `{for}` command. In earlier levels, we used for with a list, but we can also use for with numbers. - - This way we don't need the `{repeat}` command anymore. - 2: - header: The for command - text: 'This is what the new for command looks like:' - code: |- - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - 3: - header: the variable i - text: |- - In the previous slide the variable was named 'counter', because it was counting down. - You can of course use any name for the variable you want. - The standard name for variables in this situation that is used in programming languages like Python is 'i'. - That looks like this: - code: |- - number = 10 - {for} i {in} {range} 1 {to} 10 - {print} i * number - 4: - header: Debugging - text: Let's debug this code! - code: |- - factor {is} {ask} 'Which table of multiplication do you need?' - {repeat} {for} numbers {in} {range} 1 {to} 10 {times} - {print} This is the table of multiplications for factor - {print} number ' x ' factor ' = ' i * factor - debug: 'True' - 5: - header: Let's start programming! - text: Enjoy the adventures in level 11! - 12: - 1: - header: Welcome to level 12 - text: |- - From this level on you are allowed to use decimal numbers and there are some changes to the quotation marks. - You can also use functions from this level on! - 2: - header: Quotation marks - text: |- - This level makes some changes to the usage of quotation marks. - From now on, **all texts** need to be in quotation marks. This includes values of variables, items on lists and text after {if} commands. - code: |- - name = 'Hedy the Robot' - {print} 'Hello ' name - 3: - header: Decimal numbers - text: |- - From this level on you are also allowed to use decimal numbers. This can make programs like your restaurant even better! - - Numbers do not need quotation marks. - code: |- - {print} 'decimal numbers now need to use a dot' - {print} 2.5 + 2.5 - 4: - header: Functions! - text: |- - In this level you'll learn how to use functions. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. To create a function, use define and give the function a name. Then put all the lines you want in the function in a indented block under the define line. Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use call with the function's name to call it up! We don't have to type that block of code again. - 5: - header: Twinkle Twinkle little star! - text: |- - In this program you see an example of a function. - Let's see what happens if you fill in the rest of the song! - code: |- - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} twinkle - 6: - header: Functions - text: As you could see in the example a function is a block of code that can be called anytime. You use `{define}` to set the function and `{call}` to use it. - 7: - header: Debugging - text: Let's debug this code! - code: |- - {call} new_member - {print} 'Hi new member!' - username = {ask} 'What is your username?' - password = 'What is your password?' - {print} 'Welcome to our club!' - - username = {ask} 'Please enter your username. Are you a new member? Type New Member' - {if} username = New Member - {call} new member - {else} - password = {ask} 'Please enter password' - debug: 'True' - 8: - header: Ready to try it out? - text: Enjoy the adventures in level 12! - 13: - 1: - header: Welcome to level 13 - text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two ifs but can use and and or. - From now on you could also use arguments in your functions. - 2: - header: The and command - text: |- - The `{and}` command is always used in a combination with the {if} command. - This way you can check if 2 statements are true. For example: - code: |- - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - 3: - header: The or command - text: |- - The `{or}` works in the same way as the `{and}` command, but only 1 of the two statements has to be true. - - Let's see what happens when you change the `{and}` for `{or}`. - code: |- - name = {ask} 'what is your name?' - {if} name {is} 'Hedy' {or} name {is} 'hedy' - {print} 'Welcome!!' - 4: - header: Functions with arguments - text: Now that you've learned how to use functions, you'll learn how to use a function with an **argument**. An argument is a variable that is used within a function. It is not used outside the function. - 5: - header: Example - text: |- - In this example you see how the argument 'place' is used in the function. - Run the code and change 'ocean' and 'sea' to something else, and see what happens. - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 6: - header: Example with variable - text: |- - You can also combine functions with a question. - - What happens if you make these changes: - ``` - define song with place - print 'My Bonnie is ' place - - answer is ask 'Where is my Bonnie?' - call song with answer - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 7: - header: Even more questions! - text: |- - Now we have combined even more question with the function. Type this code and see what happens. - - Note how the variables and the arguments have the same name. This is allowed. - Does it confuse you? Just use different names, that is allowed as well. - ``` - define song with name, place - print 'My ' name ' is ' place - - name is ask 'Who?' - place is ask 'Where are they?' - call song with name, place - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {define} happiness {with} name - {print} '🥳' - {play} G - {play} A - {play} B - {print} 'Party on, ' name - {define} sadness - {print} '😞' - {play} E - {play} D - {play} C - {print} 'Hope you feel better, ' name - - name = {ask} 'What is your' name '?' - mood = {ask} 'Are you happy or sad?' - {if} mood = happy - {call} happiness {with} person - {else} mood = sad - {define} sadness {to} name - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 13! - 14: - 1: - header: Welcome to level 14 - text: In this level you'll learn some new symbols that can help you improve your programs, like >. You will also learn to work with return values of a function. - 2: - header: Symbols - text: |- - These are the new symbols you can use: - - The > means bigger than... - - The >= means bigger than or the same as... - - The < means smaller than... - - The <= means smaller than or the same as... - - You can use them like this: - code: |- - age = {ask} 'How old are you?' - {if} age < 13 - {print} 'You are younger than me!' - {else} - {print} 'You are older than me!' - 3: - header: Symbols - text: |- - You can also use: - - == is the same as. - - != is not - - == is used in `{if}` statements. - code: |- - answer = {ask} 'Do you want to learn more?' - {if} answer == 'yes' - {print} 'Go to the next adventure!' - {if} answer != 'yes' - {print} 'That is a shame!' - 4: - header: Return value - text: In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - 5: - header: Return value - text: For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - code: |- - {define} calculate_new_price {with} amount, percentage - percentage = percentage / 100 - discount_amount = amount * percentage - {return} amount - discount_amount - - old_price = {ask} 'How much is on the price tag?' - discount = {ask} 'What percentage is the discount?' - - new_price = {call} calculate_new_price {with} old_price, discount - {print} 'The new price is ' new_price ' dollar' - 6: - header: Debugging - text: Let's debug this code! - code: |- - item = 'not bought' - {print} 'I would like to buy this item' - price == {ask} 'What is the price?' - {if} price less than or the same as 10 - {print} 'Thats a great deal!' - item = 'bought' - {if} price is more than 10 {and} less than or the same as 20 - {print} 'Alright' - item = 'bought' - {if} price is more than 20 {and} less than 50 - {print} 'That is a bit much!' - {if} price is more than or the same as 50 - {print} 'No way!' - {if} item =! bought - {print} 'Shame.. I wont buy it' - {else} - {print} 'I will buy it! Thank you!' - debug: 'True' - 7: - header: Let's get to work! - text: Enjoy the adventures in level 14! - 15: - 1: - header: Welcome to level 15 - text: In this level you will learn about the `{while}` loop. - 2: - header: '{while}' - text: |- - We are going to learn a new loop, the while loop! The loop continues as long as the statement is true. So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. If the correct answer is never given, the loop will never end! - code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - 3: - header: Debugging - text: Let's debug this code! - code: |- - numbers = 1, 2 - - {for} i {in} {range} 3 {to} 50 - {add} x {to} numbers - i = + 1 - - random_number = numbers {random} - guesses = 10 - - {while} guess = 0 - answer = 'Guess my number:' - {if} answer >= random_number - {print} 'lower' - guesses = guesses -1 - {if} answer > random_number - {print} 'higher!' - guesses = guesses - {else} answer = random_number - {print} 'correct' - guesses = 10 - - debug: 'True' - 4: - header: Let's try it out! - text: Enjoy the adventures in level 15! - 16: - 1: - header: Welcome to level 16 - text: In this level you will learn about the [square brackets] and how to use them. - 2: - header: Square brackets - text: We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. The at random command can not be used anymore. - code: |- - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - 3: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Friendship test' - {subjects} = ['song', 'movie', 'food', 'drink'] - answers_player_1 = [] - answers_player_2 = [] - score = 100 - - {for} i {in} {range} 1 {to} 4 - answer = {ask} 'what is your favorite ' subjects[i] - {add} answer {to} answers_player_1 - - {print} 'Player 2, your turn!' - {for} i {in} {range} 0 {to} 4 - answer_player_2 = {ask} 'what is player 1s favorite ' subjects - {add} answer_player_2 {in} answers_player_2 - {if} answers_player_2[2] == answers_player_1[1] - {print} 'Correct!' - {else} - {print} 'Wrong!' - score = score - 25 - - {print} 'Player 2, you've scored ' score '%' - - {if} score = 100 - {print} 'You are an amazing friend' - {if} score < 100 {or} score >= 50 - {print} 'You could do better' - {else} score < 50 - {print} 'Do you even know this person?!' - debug: 'True' - 4: - text: Enjoy the adventures in level 16! - header: Let's try it out! - 17: - 1: - header: Welcome to level 17 - text: in this level you will learn how to use a colon and you will learn the elif command. - 2: - header: Colon - text: 'Now we are going to change indentation a little bit. Every time that we need an indentation, we need : at the line before the indentation.' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {else}: - {print} 'Better luck next time..' - 3: - header: Elif - text: 'In this level you can also use a new command: elif. elif is short for else if and you need it when you want to make 3 (or more!) options. Check it out!' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {elif} your_price == 'an apple pie' : - {print} 'Lovely, an apple pie!' - {else}: - {print} 'Better luck next time..' - 4: - header: Debugging - text: Let's debug this code! - code: |- - {define} ask_direction - direction = {ask} 'Where do you want to go?' - {if} direction = 'backwards' - {turn} 180 - {else} direction == 'right' - {turn} 90 - {else} direction == 'left' - {turn} 270 - {forward} 100 - - continue = 'yes' - - {while} continue == 'yes' - {print} ask_direction - {sleep} - continue = 'do you want to draw some more?' - {sleep} - debug: 'True' - 5: - header: Let's try it out! - text: Enjoy the adventures in level 17! - 18: - 1: - header: Welcome to level 18 - text: Congratulations! You have reached the last level of Hedy! The code you have created here can be copied to real Python environments like replit or PyCharm, and you can continue learning there! Note however that Python can only read English commands, so if you have been using other languages, you will need to switch to English now. - 2: - header: The Python way - text: |- - We arrived at real Python code! That means we need to use parentheses with print and range from now on. - - Also, if you want to print more than one item, you need to separate them by commas. - - The final change we will need to make to get Python code is changing ask into input. - - Click on the 'print' tab for all the examples. - editor: /hedy/18 - 3: - header: The very last adventures! - text: Enjoy the very last adventures in level 18! diff --git a/content/slides/ca.yaml b/content/slides/ca.yaml index 07acf133bf3..1313690d64e 100644 --- a/content/slides/ca.yaml +++ b/content/slides/ca.yaml @@ -27,19 +27,15 @@ levels: 5: header: Programació a Hedy text: A Hedy fem servir codis especials, com `{print}`. - code: '{print} Welcome to Hedy!' 6: header: Programació a Hedy text: Les paraules de codi es mostraran en rosa. - code: '{print} Welcome to Hedy!' 7: header: Programació a Hedy text: Iniciem el codi amb el botó "Executa" a sota del codi. - code: '{print} Welcome to Hedy!' 8: header: Programació a Hedy text: La sortida apareix a la part esquerra. - code: '{print} Welcome to Hedy!' 9: header: Programació a Hedy text: La sortida també pot ser un dibuix. @@ -59,7 +55,6 @@ levels: El primer codi que podeu utilitzar al nivell 1 és `{print}`. `{print}` s'utilitza per mostrar text a la pantalla. - code: '{print} Show text on the screen' 3: header: 'Hedy nivell 1: {ask}' text: |- @@ -84,14 +79,9 @@ levels: text: |- amb `{print}`, `{ask}` i `{echo}` ja podeu crear una petita història. És un bon moment per provar les aventures del lloro, la història i la roca, les tisores de paper. - code: |- - {print} Hello! - {ask} What is your name? - {echo} hello 6: header: Programació! text: Les aventures es mostren en pestanyes. - editor: /hedy/1 7: header: Programació! text: Els botons de fletxa groga es poden utilitzar per copiar exemples. @@ -99,7 +89,6 @@ levels: 8: header: Dibuixant amb la tortuga text: Ara que hem vist els codis de text, ara veurem els codis de dibuix a continuació. - editor: /hedy#print_command 9: header: 'Dibuix amb la tortuga: {forward}' text: '`{forward}` s''utilitza per avançar la tortuga.' @@ -110,1088 +99,20 @@ levels: {forward} 50 {turn} left 11: - header: 'Drawing with the turtle: {turn}' - text: '`{turn}` is used to make the turtle turn left or right.' code: |- {forward} 50 {turn} left - 12: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - I am DJ Hedy - {print} What song would you like to hear? - {ask} I like that song too! - {print} Next up... {echo} - debug: 'True' - 13: - header: Let the programming fun begin! - text: Enjoy the adventures in level 1! 2: - 1: - header: Welcome to level 2 - text: |- - In this level you will learn to use variables. - - A variable is a word that can be used to store information. - - For example: a name, age or favorite sports team. - 2: - header: Variables - text: To make or 'set' a variable we use the `{is}` command - code: |- - name {is} Hedy - age {is} 15 - {print} name is age years old 3: - header: Interactive text: |- We can also set a variable by asking questions. The answer to the question is stored in the variable. This way we don't need the `{echo}` command. - code: |- - name {is} {ask} What is your name? - {print} Hello name 4: - header: Multiple variables text: Now that we use variables, we can use multiple variables instead of just one `{echo}`command. - code: |- - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - 5: - header: Sleep - text: You can also use the `{sleep}` command to pause the code for a while. - code: |- - {print} My favorite colour is... - {sleep} 2 - {print} green! - 6: - header: Sleep 5 - text: |- - You can add a number after the `{sleep}` command if you want the pause to be longer. - - If you want, you could even use a variable instead of a number to decide the duration of the sleep command. - code: |- - pause {is} 10 - {print} My favorite colour is... - {sleep} pause - {print} green! - 7: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - {print} Welcome to the donut shop! - filling {is} What kind of filling would you like? - {print} You have chosen... Filling! Yum! - topping {ask} What kind of topping would you like? - topping is delicious! - {print} I'll go get your donut. {sleep} - {print} Here you go! A filling donut with toping! - {ask} Have a nice day! - debug: 'True' - 8: - header: Let the programming fun begin! - text: Enjoy the adventures in level 2! - 3: - 1: - header: Welcome to level 3 - text: In this level you'll learn how to make a list, add and remove items form your lists and pick a random item off that list. - 2: - header: Making a list - text: |- - You make a list with `{is}`. - - Separate the items on your list with a comma. - code: animals {is} dogs, cats, kangaroos - 3: - header: At random - text: |- - You can use the list with the `{at}` `{random}` command. - The computer will randomly pick one item of the list. - Every time you run this code the output will differ. - code: |- - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - 4: - header: At random in a sentence - text: You can use the `{at}` `{random}` command in a sentence as well. - code: |- - animals {is} dogs, cats, kangaroos - {print} My favorite animal is animals {at} {random} - 5: - header: Add to - text: |- - You can add items to a list with the `{add}` `{to}` command. - - You can choose what to add to the list or you can use the `{add}` `{to}` command in combination with the `{ask}` command. - This way you can let the player decide what to add to the list. - code: |- - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - 6: - header: Remove from - text: |- - The opposite of the `{add}` `{to}` command is the `{remove}` `{from}` command. - This command removes an item from a list. - code: |- - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - 7: - header: Debugging - text: Let's debug this code! - editor: |- - music_genres {is} rock, pop, metal, indie, jazz - chosen_genre is music {at} {random} - {print} Let's listen to chosen genre - nice {ask} Do you like that genre? - {remove} chosen_genre {from} chosen_genre - second_choice {is} music_genres - {print} or do you prefer... second_choice {at} {random} - {remove} second_choice {to} music_genres - {print} I like music_genre {random} best! - debug: 'True' - 8: - header: Let's get to work! - text: Enjoy the adventures in level 3! 4: - 1: - header: Welcome to level 4 - text: In this level you will learn how to use quotation marks. - code: '{print} ''print with quotes!''' - 2: - header: Problem - text: 'In the previous levels, you might have come across this problem:' - code: |- - name {is} Sophie - {print} My name is name - debug: 'True' - 3: - header: Fixing it with quotation marks - text: |- - In this level we will fix this problem by using quotation marks. - - This also makes our code look more like 'real' Python code. - 4: - header: Quotation marks with print - text: Each time you use the `{print}` command you need to put the text that you want to appear on the screen in quotation marks. - code: '{print} ''print with quotes!''' - 5: - header: Quotation marks with ask - text: This also goes for the `{ask}` command. - code: name {is} {ask} 'name please?' - 6: - header: Quotation marks and variables - text: |- - You do not want variable names to be printed on the screen. - This is why variables should be left out of the quotation marks, like this: - code: |- - name {is} Harry - {print} 'Hello ' name - 7: - header: Quotation marks and variables - text: |- - When variable names are used in the middle of a sentence, you have to leave the variables out of the quotation marks. - The rest of the sentence however, does need quotation marks. That looks like this: - code: |- - name {is} Harry - {print} 'Hello ' name ', how are you?' - 8: - header: Quotation marks and contractions - text: |- - Be careful! Now that you are using quotation marks, you can't use apostrophes in contractions. - - Please try to print a contraction like "you're" or "I'm" in the screen below and see what happens.... - code: '{print} ''This won''t work!''' - debug: 'True' 9: header: Ready, Set, Go! text: Enjoy the adventures in level 4! - code: |- - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'SURPRISE!' - 10: - header: Debugging - text: Let's debug this code! - code: |- - {clear} - {print} What a nice day to go to the beach! - {ask} 'Do you want to build a sandcastle or swim in the ocean?' - {print} 'You would like to activity ' - {print} 'I'd like to do that too' - {print} 'Look at these beautiful seashells!' - colors {is} 'orange, silver, white, brown' - {print} 'I love the colors {at} {random} one!' - choice {is} {ask} Which one do you like? - debug: 'True' - 11: - header: Ready, Set, Go! - text: Enjoy the adventures in level 4! - 5: - 1: - header: Welcome to level 5 - text: 'In this level you will learn to use 3 new commands: `{if}`, `{else}` and `{in}`.' - 2: - header: if - text: |- - The `{if}` command allows you to choose between two options. - In this example the computer will print 'nice' if the given answer is Hedy. - If the answer is not Hedy, the computer will do nothing. - code: |- - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - 3: - header: Don't forget to print - text: |- - When using the `{if}` command, don't forget to use the `{print}` command. - This code will not work! - code: '{if} name {is} Hedy ''nice''' - debug: 'True' - 4: - header: else - text: |- - When using an `{if}` command, you can also add an `{else}` command. - If the answer is Hedy, the computer will print 'nice'. - But if the answer is something else the computer will print 'boo' - code: '{if} name {is} Hedy {print} ''nice'' {else} {print} ''boo!''' - 5: - header: Long lines - text: |- - You might have noticed that your lines can get very long when you have both an `{if}` and an `{else}` command. - - You can choose to separate commands and put them on 2 lines, like this: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - 6: - header: Another new command - text: |- - If you have practised with the `{if}` and `{else}` commands, you can also try the `{in}` command. - - With `{in}` you can let the computer check if an item is in a list, for example: - - Please note that Hedy is case sensitive. This means that if you answer "Green" instead of "green", Hedy will print "meh". - code: |- - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - 7: - header: Debugging - text: Let's debug this code! - code: |- - {print} Welcome to HedyAir Security! - boarding_pass {is} {ask} 'Do you have your boarding pass?' - {if} bording_pass yes {print} Great! - {else} Please, get your boarding pass ready. - passport {is} 'Can I see your passport, please?' - {if} passport {is} yes 'thank you' - {else} 'You can't fly without a passport' - declare {is} {ask} Do you have anything to declare? - {if} declare {is} yes - item_to_declare {is} {ask} 'What would you like to declare' - {else} Alright - {print} Thank you. Please head to gate A22.' - debug: 'True' - 8: - header: Let's go! - text: Enjoy the adventures in level 5! - 6: - 1: - header: Welcome to level 6 - text: In this level we are adding maths to our codes. - 2: - header: Addition - text: If you want to calculate an addition, simply use the plus sign. - code: '{print} ''5 plus 5 is '' 5 + 5' - 3: - header: Subtraction - text: If you want to subtract, you can use the minus sign. - code: '{print} ''5 minus 5 is '' 5 - 5' - 4: - header: Multiplication - text: If you want to do multiplications, you can use the asterisk. - code: '{print} ''5 times 5 is '' 5 * 5' - 5: - header: Division - text: You can use the slash for division. - code: '{print} ''5 divided by 5 is '' 5 / 5' - 6: - header: Summary - text: In summary, you can use +, -, * and / to do maths. - code: |- - {print} '5 plus 5 is ' 5 + 5 - {print} '5 minus 5 is ' 5 - 5 - {print} '5 times 5 is ' 5 * 5 - {print} '5 divided by 5 is ' 5 / 5 - 7: - header: The = symbol - text: |- - From now on you can also use the = symbol instead of the `{is}` command. - This goes for both numbers and words, and it also goes after the `{if}` or `{else}` commands. - code: |- - name = Hedy - answer = 20 + 4 - 8: - header: Calculations with variables - text: 'You can use calculations with numbers, but you can also use variables to do calculations, like this:' - code: |- - number_1 = {ask} 'Fill in the first number:' - number_2 = {ask} 'Fill in the second number:' - correct_answer = number_1 * number_2 - {print} number_1 ' times ' number_2 ' is ' correct_answer - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'This is the water park ticket machine' - {print} 'Price list: Children under 12 $3, Adults $5' - {print} 'Mondays are 25% off' - amount_of_children = 'How many kids tickets would you like?' - amount_of_adults = 'How many adult tickets would you like?' - day_of_the_week = {ask} 'What day is it?' - {clear} - child_price = amount of children * 3 - adult_price = amount_of_adults + 5 - total_price = adult_price * child_price - {if} day {is} monday - total_price = total_price * 0.25 - {print} 'That will be total_price please' - debug: 'True' - 10: - header: Let's get to work! - text: Enjoy the adventures in level 6! - 7: - 1: - header: Welcome to level 7 - text: In this level you will learn how to repeat a line of code as many times a you'd like. - 2: - header: repeat 3 times - text: |- - If you want to repeat a line of code, you can use the `{repeat}` 3 `{times}` code. - If you want to repeat the line more times, simply change the number. - - For example: If you are programming a story where your character shouts for help for 5 times, it could look like this: - code: |- - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - 3: - header: Don't forget the print command - text: When using the repeat command, do not forget the `{print}` command. - code: '{repeat} 5 {times} ''Help!''' - debug: 'True' - 4: - header: Repeat an ask command - text: You can also repeat an `{ask}`, `{if}` or `{else}` command multiple times. - code: |- - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - 5: - header: Debugging - text: Let's debug this code! - code: |- - {print} You gave stranded on a desert island. - {repeat} 3 'Help!' - rescued = {ask} Has anybody come to the rescue? - {if} rescued yes {is} - {print} Lucky! - {else} {repeat} 3 {times} 'HELP!' - rescued = 'What about now?' - {if} yes - {print} 'Hurray! - {else} 'That's a shame... Oh well... time to build a shelter and find some food.' - debug: 'True' - 6: - header: Ready Set Go! - text: Enjoy the adventures in level 7! - 8: - 1: - header: Welcome to level 8 - text: In this level you will learn to use indentation to make the `{repeat}`, `{if}` and `{else}` commands work for multiple lines of code. - 2: - header: '{repeat} commands before' - text: |- - In the previous levels, the `{repeat}` command looked like this: - - You could only repeat one line of code. - code: '{repeat} 5 {times} {print} ''Help!''' - debug: 'True' - 3: - header: '{repeat} commands now' - text: |- - In this level you can repeat multiple lines of code. To do this you must tell the computer which lines belong together and should be repeated. - You do this by using indentation. - - Use 4 spaces (or one tab) at the beginning of each line that you want to repeat, like this: - code: |- - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This will be printed 5 times' - 4: - header: '{repeat} commands now' - text: |- - If you want to, you can continue after the `{repeat}` command without indentation. - The lines that do not start with indentation will not be repeated. - code: |- - {repeat} 3 {times} - {print} 'Hello!' - {print} 'We are done repeating!' - 5: - header: if and else before - text: |- - The same goes for the `{if}` and `{else}` commands. - These were the commands before: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - debug: 'True' - 6: - header: if and else now - text: |- - These are the `{if}` and `{else}` commands now. - Each line after the `{if}` and `{else}` commands start with indentation. - code: |- - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {else} - {print} 'Welcome programmer!' - 7: - header: stopping the indentation - text: Just like with the `{repeat}` command, you can stop using indentation and the lines will always be shown. Not just if the statement is true. - code: "name = {ask} 'What is your name?'\n{if} name {is} Hedy\n {print} 'Welcome Hedy'\n{else}\n {print} 'Welcome programmer!' \n{print} '3..2..1.. Start programming!'" - 8: - header: if statements inside if statements - text: |- - You might have thought of trying to put an if command inside a repeat command, or inside another if command. - For now, this is not possible yet. In the higher levels, it will be allowed, but for now let's focus on practising the `{if}` `{else}` and `{repeat}` commands with proper indentation first. - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'HedyWheels bus tickets machine' - zone_1 = Town Hall, Library, Campus, Market Place - zone_2 = Swimming Pool, Skate Park, Mall, Airport - destination = 'Where do you want to go?' - {if} destination {in} zone 1 - {print} destination 'is in zone 1' - price = 3 euros - {if} destination {is} zone_2 - {print} destination 'is in zone 2' - price = 6 - ticket_types = {ask} 'Press 1 for a single use ticket. - Press 2 for a round trip ticket:' - {if} ticket_type = 1 - {print} 'You chose a single use ticket' - {else} - {print} You chose a round trip ticket' - price * 2 - {print} 'That will be ' price ' euros please' - debug: 'True' - 10: - header: Let's check out the adventures! - text: Enjoy the adventures in level 8! - 9: - 1: - header: Welcome to level 9 - text: |- - In this level you can use multiple lines of code after an `{if}` or after a `{repeat}` command. - - You can even put a `{repeat}` command within another `{repeat}` command. - 2: - header: Multiple lines after `{repeat}` - text: You are allowed to combine `{repeat}` and `{if}` in this level. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 3: - header: Indentation matters! - text: Indentation is very important to tell the computer which lines should be repeated and which lines should only be ran once. - code: |- - {repeat} 3 {times} - {print} 'This line will be repeated...' - {print} 'This one too...' - {print} 'but this one will not!' - 4: - header: Multiple lines after `{if}` - text: You can also use multiple lines after `{if}` - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - 5: - header: Indentation matters - text: Again, indentation is still very important and can make a big difference in the code. - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - 6: - header: An `{if}` inside a `{repeat}` - text: |- - Now that you can use multiple lines of code after these command, you can also put them within each other. - Check it out: - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 7: - header: Mind the indentation - text: Mind that the fourth and sixth line of this code starts with 8 spaces of indentation. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Welcome to HedyJumps, your parachute jump adventure!' - people = {ask} 'How many people are you jumping with today? - {print} 'We'll ask all of you some questions for safety reasons.' - extra_instructions_people = a, b - {repeat} 3 {times} - name = {ask} 'What is your name?' - jumped_before = 'Have you ever done a parachute jump before, ' name '?' - {if} jumped_before no - {print} 'No worries, you'll get an extra safety instruction in room 13' - {add} name {to} extra_instructions_people - {else} - {print} 'Fun!' - {print} 'Thanks for filling in the safety questions everyone. Enjoy your jump!' - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 9! - 10: - 1: - header: Welcome to level 10 - text: 'In this level you will learn a new command: `{for}`.' - 2: - header: The for command - text: With for you can make a list and use all items on that list. `{for}` creates a block, like repeat and if so all lines in the block need to start with indentation (4 spaces). - code: |- - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - 3: - header: The for command - text: 'Here you see another example of the `{for}` command:' - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - 4: - header: Debugging - text: Let's debug this code - code: |- - {print} 'Ladies and gentlemen!' - {print} 'For one night and one night only in circus Hedy!' - acts = shoot out of a canon, walk the tightrope, pack themself in a suitcase, - people = Iris the Incredible Achmed the Amazing Francis the Fantastic - {for} people {in} acts - chosen_person {is} people {random} - chosen_person ' will ' act - {add} chosen_person {from} people - {print} 'Come and watch our show tonight!' - {print} 'Tickets are only available at the counter - debug: 'True' - 5: - header: Time to program! - text: Enjoy the adventures in level 10! - 11: - 1: - header: Welcome to level 11 - text: |- - In this level, we add a new form of the `{for}` command. In earlier levels, we used for with a list, but we can also use for with numbers. - - This way we don't need the `{repeat}` command anymore. - 2: - header: The for command - text: 'This is what the new for command looks like:' - code: |- - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - 3: - header: the variable i - text: |- - In the previous slide the variable was named 'counter', because it was counting down. - You can of course use any name for the variable you want. - The standard name for variables in this situation that is used in programming languages like Python is 'i'. - That looks like this: - code: |- - number = 10 - {for} i {in} {range} 1 {to} 10 - {print} i * number - 4: - header: Debugging - text: Let's debug this code! - code: |- - factor {is} {ask} 'Which table of multiplication do you need?' - {repeat} {for} numbers {in} {range} 1 {to} 10 {times} - {print} This is the table of multiplications for factor - {print} number ' x ' factor ' = ' i * factor - debug: 'True' - 5: - header: Let's start programming! - text: Enjoy the adventures in level 11! - 12: - 1: - header: Welcome to level 12 - text: |- - From this level on you are allowed to use decimal numbers and there are some changes to the quotation marks. - You can also use functions from this level on! - 2: - header: Quotation marks - text: |- - This level makes some changes to the usage of quotation marks. - From now on, **all texts** need to be in quotation marks. This includes values of variables, items on lists and text after {if} commands. - code: |- - name = 'Hedy the Robot' - {print} 'Hello ' name - 3: - header: Decimal numbers - text: |- - From this level on you are also allowed to use decimal numbers. This can make programs like your restaurant even better! - - Numbers do not need quotation marks. - code: |- - {print} 'decimal numbers now need to use a dot' - {print} 2.5 + 2.5 - 4: - header: Functions! - text: |- - In this level you'll learn how to use functions. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. To create a function, use define and give the function a name. Then put all the lines you want in the function in a indented block under the define line. Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use call with the function's name to call it up! We don't have to type that block of code again. - 5: - header: Twinkle Twinkle little star! - text: |- - In this program you see an example of a function. - Let's see what happens if you fill in the rest of the song! - code: |- - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} twinkle - 6: - header: Functions - text: As you could see in the example a function is a block of code that can be called anytime. You use `{define}` to set the function and `{call}` to use it. - 7: - header: Debugging - text: Let's debug this code! - code: |- - {call} new_member - {print} 'Hi new member!' - username = {ask} 'What is your username?' - password = 'What is your password?' - {print} 'Welcome to our club!' - - username = {ask} 'Please enter your username. Are you a new member? Type New Member' - {if} username = New Member - {call} new member - {else} - password = {ask} 'Please enter password' - debug: 'True' - 8: - header: Ready to try it out? - text: Enjoy the adventures in level 12! - 13: - 1: - header: Welcome to level 13 - text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two ifs but can use and and or. - From now on you could also use arguments in your functions. - 2: - header: The and command - text: |- - The `{and}` command is always used in a combination with the {if} command. - This way you can check if 2 statements are true. For example: - code: |- - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - 3: - header: The or command - text: |- - The `{or}` works in the same way as the `{and}` command, but only 1 of the two statements has to be true. - - Let's see what happens when you change the `{and}` for `{or}`. - code: |- - name = {ask} 'what is your name?' - {if} name {is} 'Hedy' {or} name {is} 'hedy' - {print} 'Welcome!!' - 4: - header: Functions with arguments - text: Now that you've learned how to use functions, you'll learn how to use a function with an **argument**. An argument is a variable that is used within a function. It is not used outside the function. - 5: - header: Example - text: |- - In this example you see how the argument 'place' is used in the function. - Run the code and change 'ocean' and 'sea' to something else, and see what happens. - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 6: - header: Example with variable - text: |- - You can also combine functions with a question. - - What happens if you make these changes: - ``` - define song with place - print 'My Bonnie is ' place - - answer is ask 'Where is my Bonnie?' - call song with answer - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 7: - header: Even more questions! - text: |- - Now we have combined even more question with the function. Type this code and see what happens. - - Note how the variables and the arguments have the same name. This is allowed. - Does it confuse you? Just use different names, that is allowed as well. - ``` - define song with name, place - print 'My ' name ' is ' place - - name is ask 'Who?' - place is ask 'Where are they?' - call song with name, place - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {define} happiness {with} name - {print} '🥳' - {play} G - {play} A - {play} B - {print} 'Party on, ' name - {define} sadness - {print} '😞' - {play} E - {play} D - {play} C - {print} 'Hope you feel better, ' name - - name = {ask} 'What is your' name '?' - mood = {ask} 'Are you happy or sad?' - {if} mood = happy - {call} happiness {with} person - {else} mood = sad - {define} sadness {to} name - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 13! - 14: - 1: - header: Welcome to level 14 - text: In this level you'll learn some new symbols that can help you improve your programs, like >. You will also learn to work with return values of a function. - 2: - header: Symbols - text: |- - These are the new symbols you can use: - - The > means bigger than... - - The >= means bigger than or the same as... - - The < means smaller than... - - The <= means smaller than or the same as... - - You can use them like this: - code: |- - age = {ask} 'How old are you?' - {if} age < 13 - {print} 'You are younger than me!' - {else} - {print} 'You are older than me!' - 3: - header: Symbols - text: |- - You can also use: - - == is the same as. - - != is not - - == is used in `{if}` statements. - code: |- - answer = {ask} 'Do you want to learn more?' - {if} answer == 'yes' - {print} 'Go to the next adventure!' - {if} answer != 'yes' - {print} 'That is a shame!' - 4: - header: Return value - text: In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - 5: - header: Return value - text: For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - code: |- - {define} calculate_new_price {with} amount, percentage - percentage = percentage / 100 - discount_amount = amount * percentage - {return} amount - discount_amount - - old_price = {ask} 'How much is on the price tag?' - discount = {ask} 'What percentage is the discount?' - - new_price = {call} calculate_new_price {with} old_price, discount - {print} 'The new price is ' new_price ' dollar' - 6: - header: Debugging - text: Let's debug this code! - code: |- - item = 'not bought' - {print} 'I would like to buy this item' - price == {ask} 'What is the price?' - {if} price less than or the same as 10 - {print} 'Thats a great deal!' - item = 'bought' - {if} price is more than 10 {and} less than or the same as 20 - {print} 'Alright' - item = 'bought' - {if} price is more than 20 {and} less than 50 - {print} 'That is a bit much!' - {if} price is more than or the same as 50 - {print} 'No way!' - {if} item =! bought - {print} 'Shame.. I wont buy it' - {else} - {print} 'I will buy it! Thank you!' - debug: 'True' - 7: - header: Let's get to work! - text: Enjoy the adventures in level 14! - 15: - 1: - header: Welcome to level 15 - text: In this level you will learn about the `{while}` loop. - 2: - header: '{while}' - text: |- - We are going to learn a new loop, the while loop! The loop continues as long as the statement is true. So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. If the correct answer is never given, the loop will never end! - code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - 3: - header: Debugging - text: Let's debug this code! - code: |- - numbers = 1, 2 - - {for} i {in} {range} 3 {to} 50 - {add} x {to} numbers - i = + 1 - - random_number = numbers {random} - guesses = 10 - - {while} guess = 0 - answer = 'Guess my number:' - {if} answer >= random_number - {print} 'lower' - guesses = guesses -1 - {if} answer > random_number - {print} 'higher!' - guesses = guesses - {else} answer = random_number - {print} 'correct' - guesses = 10 - - debug: 'True' - 4: - header: Let's try it out! - text: Enjoy the adventures in level 15! - 16: - 1: - header: Welcome to level 16 - text: In this level you will learn about the [square brackets] and how to use them. - 2: - header: Square brackets - text: We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. The at random command can not be used anymore. - code: |- - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - 3: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Friendship test' - {subjects} = ['song', 'movie', 'food', 'drink'] - answers_player_1 = [] - answers_player_2 = [] - score = 100 - - {for} i {in} {range} 1 {to} 4 - answer = {ask} 'what is your favorite ' subjects[i] - {add} answer {to} answers_player_1 - - {print} 'Player 2, your turn!' - {for} i {in} {range} 0 {to} 4 - answer_player_2 = {ask} 'what is player 1s favorite ' subjects - {add} answer_player_2 {in} answers_player_2 - {if} answers_player_2[2] == answers_player_1[1] - {print} 'Correct!' - {else} - {print} 'Wrong!' - score = score - 25 - - {print} 'Player 2, you've scored ' score '%' - - {if} score = 100 - {print} 'You are an amazing friend' - {if} score < 100 {or} score >= 50 - {print} 'You could do better' - {else} score < 50 - {print} 'Do you even know this person?!' - debug: 'True' - 4: - text: Enjoy the adventures in level 16! - header: Let's try it out! - 17: - 1: - header: Welcome to level 17 - text: in this level you will learn how to use a colon and you will learn the elif command. - 2: - header: Colon - text: 'Now we are going to change indentation a little bit. Every time that we need an indentation, we need : at the line before the indentation.' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {else}: - {print} 'Better luck next time..' - 3: - header: Elif - text: 'In this level you can also use a new command: elif. elif is short for else if and you need it when you want to make 3 (or more!) options. Check it out!' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {elif} your_price == 'an apple pie' : - {print} 'Lovely, an apple pie!' - {else}: - {print} 'Better luck next time..' - 4: - header: Debugging - text: Let's debug this code! - code: |- - {define} ask_direction - direction = {ask} 'Where do you want to go?' - {if} direction = 'backwards' - {turn} 180 - {else} direction == 'right' - {turn} 90 - {else} direction == 'left' - {turn} 270 - {forward} 100 - - continue = 'yes' - - {while} continue == 'yes' - {print} ask_direction - {sleep} - continue = 'do you want to draw some more?' - {sleep} - debug: 'True' - 5: - header: Let's try it out! - text: Enjoy the adventures in level 17! - 18: - 1: - header: Welcome to level 18 - text: Congratulations! You have reached the last level of Hedy! The code you have created here can be copied to real Python environments like replit or PyCharm, and you can continue learning there! Note however that Python can only read English commands, so if you have been using other languages, you will need to switch to English now. - 2: - header: The Python way - text: |- - We arrived at real Python code! That means we need to use parentheses with print and range from now on. - - Also, if you want to print more than one item, you need to separate them by commas. - - The final change we will need to make to get Python code is changing ask into input. - - Click on the 'print' tab for all the examples. - editor: /hedy/18 - 3: - header: The very last adventures! - text: Enjoy the very last adventures in level 18! diff --git a/content/slides/cs.yaml b/content/slides/cs.yaml index fa5f0ab8d6b..57e696ae41a 100644 --- a/content/slides/cs.yaml +++ b/content/slides/cs.yaml @@ -1,65 +1,14 @@ levels: 0: - 1: - header: Welcome to Hedy! - text: Hedy is a programming language. - 2: - header: Programming - text: |- - Programming is giving instructions to a computer, using the language of the computer. - - Such a language is called a "programming language". - 3: - header: Programming Language - text: |- - Maybe you already know some programming languages? - Some examples are: - * Scratch - * Python - * HTML - 4: - header: Programming - text: |- - If you can program, you can do many cool things: - * Build interactive stories - * Create computer drawings and draw these on paper or fabric - * Build your own apps to use on your phone - 5: - header: Programming in Hedy - text: In Hedy we use special codes, like `{print}`. - code: '{print} Welcome to Hedy!' - 6: - header: Programming in Hedy - text: Code words will be shown in pink. - code: '{print} Welcome to Hedy!' - 7: - header: Programming in Hedy - text: We start the code with the Run code button underneath the code. - code: '{print} Welcome to Hedy!' 8: - header: Programming in Hedy text: Output appears on the left-hand side. - code: '{print} Welcome to Hedy!' 9: - header: Programming in Hedy - text: The output can also be a drawing. code: |- {forward} 100 {turn} left 1: - 1: - header: Welcome to level 1! - text: |- - We will start level 1 by making stories in Hedy! - - We need three text codes to create interactive stories. 2: header: 'Hedy level 1: {print}' - text: |- - The first code that you can use in level 1 is `{print}`. - - `{print}` is used to show text on the screen. - code: '{print} Show text on the screen' 3: header: 'Hedy level 1: {ask}' text: |- @@ -84,1112 +33,32 @@ levels: text: |- with `{print}`, `{ask}` and `{echo}` you can already create a little story. This is a good time to try the Parrot, Story and Rock, Paper Scissors adventures. - code: |- - {print} Hello! - {ask} What is your name? - {echo} hello 6: - header: Programming! text: Adventures are shown in tabs. - editor: /hedy/1 7: - header: Programming! text: The yellow arrow buttons can be used to copy examples. editor: /hedy#print_command 8: header: Drawing with the turtle text: Now that we have seen at text codes, we will now look at drawing codes next. - editor: /hedy#print_command 9: header: 'Drawing with the turtle: {forward}' text: '`{forward}` is used to move the turtle forward.' - 10: - header: 'Drawing with the turtle: {forward}' - text: '`{forward}` is used to move the turtle forward.' - code: '{forward} 50' 11: - header: 'Drawing with the turtle: {turn}' - text: '`{turn}` is used to make the turtle turn left or right.' code: |- {forward} 50 {turn} left - 12: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - I am DJ Hedy - {print} What song would you like to hear? - {ask} I like that song too! - {print} Next up... {echo} - debug: 'True' - 13: - header: Let the programming fun begin! - text: Enjoy the adventures in level 1! 2: - 1: - header: Welcome to level 2 - text: |- - In this level you will learn to use variables. - - A variable is a word that can be used to store information. - - For example: a name, age or favorite sports team. - 2: - header: Variables - text: To make or 'set' a variable we use the `{is}` command - code: |- - name {is} Hedy - age {is} 15 - {print} name is age years old 3: - header: Interactive text: |- We can also set a variable by asking questions. The answer to the question is stored in the variable. This way we don't need the `{echo}` command. - code: |- - name {is} {ask} What is your name? - {print} Hello name 4: - header: Multiple variables text: Now that we use variables, we can use multiple variables instead of just one `{echo}`command. - code: |- - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - 5: - header: Sleep - text: You can also use the `{sleep}` command to pause the code for a while. - code: |- - {print} My favorite colour is... - {sleep} 2 - {print} green! - 6: - header: Sleep 5 - text: |- - You can add a number after the `{sleep}` command if you want the pause to be longer. - - If you want, you could even use a variable instead of a number to decide the duration of the sleep command. - code: |- - pause {is} 10 - {print} My favorite colour is... - {sleep} pause - {print} green! - 7: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - {print} Welcome to the donut shop! - filling {is} What kind of filling would you like? - {print} You have chosen... Filling! Yum! - topping {ask} What kind of topping would you like? - topping is delicious! - {print} I'll go get your donut. {sleep} - {print} Here you go! A filling donut with toping! - {ask} Have a nice day! - debug: 'True' - 8: - header: Let the programming fun begin! - text: Enjoy the adventures in level 2! - 3: - 1: - header: Welcome to level 3 - text: In this level you'll learn how to make a list, add and remove items form your lists and pick a random item off that list. - 2: - header: Making a list - text: |- - You make a list with `{is}`. - - Separate the items on your list with a comma. - code: animals {is} dogs, cats, kangaroos - 3: - header: At random - text: |- - You can use the list with the `{at}` `{random}` command. - The computer will randomly pick one item of the list. - Every time you run this code the output will differ. - code: |- - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - 4: - header: At random in a sentence - text: You can use the `{at}` `{random}` command in a sentence as well. - code: |- - animals {is} dogs, cats, kangaroos - {print} My favorite animal is animals {at} {random} - 5: - header: Add to - text: |- - You can add items to a list with the `{add}` `{to}` command. - - You can choose what to add to the list or you can use the `{add}` `{to}` command in combination with the `{ask}` command. - This way you can let the player decide what to add to the list. - code: |- - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - 6: - header: Remove from - text: |- - The opposite of the `{add}` `{to}` command is the `{remove}` `{from}` command. - This command removes an item from a list. - code: |- - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - 7: - header: Debugging - text: Let's debug this code! - editor: |- - music_genres {is} rock, pop, metal, indie, jazz - chosen_genre is music {at} {random} - {print} Let's listen to chosen genre - nice {ask} Do you like that genre? - {remove} chosen_genre {from} chosen_genre - second_choice {is} music_genres - {print} or do you prefer... second_choice {at} {random} - {remove} second_choice {to} music_genres - {print} I like music_genre {random} best! - debug: 'True' - 8: - header: Let's get to work! - text: Enjoy the adventures in level 3! 4: - 1: - header: Welcome to level 4 - text: In this level you will learn how to use quotation marks. - code: '{print} ''print with quotes!''' - 2: - header: Problem - text: 'In the previous levels, you might have come across this problem:' - code: |- - name {is} Sophie - {print} My name is name - debug: 'True' - 3: - header: Fixing it with quotation marks - text: |- - In this level we will fix this problem by using quotation marks. - - This also makes our code look more like 'real' Python code. - 4: - header: Quotation marks with print - text: Each time you use the `{print}` command you need to put the text that you want to appear on the screen in quotation marks. - code: '{print} ''print with quotes!''' - 5: - header: Quotation marks with ask - text: This also goes for the `{ask}` command. - code: name {is} {ask} 'name please?' - 6: - header: Quotation marks and variables - text: |- - You do not want variable names to be printed on the screen. - This is why variables should be left out of the quotation marks, like this: - code: |- - name {is} Harry - {print} 'Hello ' name - 7: - header: Quotation marks and variables - text: |- - When variable names are used in the middle of a sentence, you have to leave the variables out of the quotation marks. - The rest of the sentence however, does need quotation marks. That looks like this: - code: |- - name {is} Harry - {print} 'Hello ' name ', how are you?' - 8: - header: Quotation marks and contractions - text: |- - Be careful! Now that you are using quotation marks, you can't use apostrophes in contractions. - - Please try to print a contraction like "you're" or "I'm" in the screen below and see what happens.... - code: '{print} ''This won''t work!''' - debug: 'True' 9: header: Ready, Set, Go! text: Enjoy the adventures in level 4! - code: |- - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'SURPRISE!' - 10: - header: Debugging - text: Let's debug this code! - code: |- - {clear} - {print} What a nice day to go to the beach! - {ask} 'Do you want to build a sandcastle or swim in the ocean?' - {print} 'You would like to activity ' - {print} 'I'd like to do that too' - {print} 'Look at these beautiful seashells!' - colors {is} 'orange, silver, white, brown' - {print} 'I love the colors {at} {random} one!' - choice {is} {ask} Which one do you like? - debug: 'True' - 11: - header: Ready, Set, Go! - text: Enjoy the adventures in level 4! - 5: - 1: - header: Welcome to level 5 - text: 'In this level you will learn to use 3 new commands: `{if}`, `{else}` and `{in}`.' - 2: - header: if - text: |- - The `{if}` command allows you to choose between two options. - In this example the computer will print 'nice' if the given answer is Hedy. - If the answer is not Hedy, the computer will do nothing. - code: |- - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - 3: - header: Don't forget to print - text: |- - When using the `{if}` command, don't forget to use the `{print}` command. - This code will not work! - code: '{if} name {is} Hedy ''nice''' - debug: 'True' - 4: - header: else - text: |- - When using an `{if}` command, you can also add an `{else}` command. - If the answer is Hedy, the computer will print 'nice'. - But if the answer is something else the computer will print 'boo' - code: '{if} name {is} Hedy {print} ''nice'' {else} {print} ''boo!''' - 5: - header: Long lines - text: |- - You might have noticed that your lines can get very long when you have both an `{if}` and an `{else}` command. - - You can choose to separate commands and put them on 2 lines, like this: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - 6: - header: Another new command - text: |- - If you have practised with the `{if}` and `{else}` commands, you can also try the `{in}` command. - - With `{in}` you can let the computer check if an item is in a list, for example: - - Please note that Hedy is case sensitive. This means that if you answer "Green" instead of "green", Hedy will print "meh". - code: |- - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - 7: - header: Debugging - text: Let's debug this code! - code: |- - {print} Welcome to HedyAir Security! - boarding_pass {is} {ask} 'Do you have your boarding pass?' - {if} bording_pass yes {print} Great! - {else} Please, get your boarding pass ready. - passport {is} 'Can I see your passport, please?' - {if} passport {is} yes 'thank you' - {else} 'You can't fly without a passport' - declare {is} {ask} Do you have anything to declare? - {if} declare {is} yes - item_to_declare {is} {ask} 'What would you like to declare' - {else} Alright - {print} Thank you. Please head to gate A22.' - debug: 'True' - 8: - header: Let's go! - text: Enjoy the adventures in level 5! - 6: - 1: - header: Welcome to level 6 - text: In this level we are adding maths to our codes. - 2: - header: Addition - text: If you want to calculate an addition, simply use the plus sign. - code: '{print} ''5 plus 5 is '' 5 + 5' - 3: - header: Subtraction - text: If you want to subtract, you can use the minus sign. - code: '{print} ''5 minus 5 is '' 5 - 5' - 4: - header: Multiplication - text: If you want to do multiplications, you can use the asterisk. - code: '{print} ''5 times 5 is '' 5 * 5' - 5: - header: Division - text: You can use the slash for division. - code: '{print} ''5 divided by 5 is '' 5 / 5' - 6: - header: Summary - text: In summary, you can use +, -, * and / to do maths. - code: |- - {print} '5 plus 5 is ' 5 + 5 - {print} '5 minus 5 is ' 5 - 5 - {print} '5 times 5 is ' 5 * 5 - {print} '5 divided by 5 is ' 5 / 5 - 7: - header: The = symbol - text: |- - From now on you can also use the = symbol instead of the `{is}` command. - This goes for both numbers and words, and it also goes after the `{if}` or `{else}` commands. - code: |- - name = Hedy - answer = 20 + 4 - 8: - header: Calculations with variables - text: 'You can use calculations with numbers, but you can also use variables to do calculations, like this:' - code: |- - number_1 = {ask} 'Fill in the first number:' - number_2 = {ask} 'Fill in the second number:' - correct_answer = number_1 * number_2 - {print} number_1 ' times ' number_2 ' is ' correct_answer - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'This is the water park ticket machine' - {print} 'Price list: Children under 12 $3, Adults $5' - {print} 'Mondays are 25% off' - amount_of_children = 'How many kids tickets would you like?' - amount_of_adults = 'How many adult tickets would you like?' - day_of_the_week = {ask} 'What day is it?' - {clear} - child_price = amount of children * 3 - adult_price = amount_of_adults + 5 - total_price = adult_price * child_price - {if} day {is} monday - total_price = total_price * 0.25 - {print} 'That will be total_price please' - debug: 'True' - 10: - header: Let's get to work! - text: Enjoy the adventures in level 6! - 7: - 1: - header: Welcome to level 7 - text: In this level you will learn how to repeat a line of code as many times a you'd like. - 2: - header: repeat 3 times - text: |- - If you want to repeat a line of code, you can use the `{repeat}` 3 `{times}` code. - If you want to repeat the line more times, simply change the number. - - For example: If you are programming a story where your character shouts for help for 5 times, it could look like this: - code: |- - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - 3: - header: Don't forget the print command - text: When using the repeat command, do not forget the `{print}` command. - code: '{repeat} 5 {times} ''Help!''' - debug: 'True' - 4: - header: Repeat an ask command - text: You can also repeat an `{ask}`, `{if}` or `{else}` command multiple times. - code: |- - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - 5: - header: Debugging - text: Let's debug this code! - code: |- - {print} You gave stranded on a desert island. - {repeat} 3 'Help!' - rescued = {ask} Has anybody come to the rescue? - {if} rescued yes {is} - {print} Lucky! - {else} {repeat} 3 {times} 'HELP!' - rescued = 'What about now?' - {if} yes - {print} 'Hurray! - {else} 'That's a shame... Oh well... time to build a shelter and find some food.' - debug: 'True' - 6: - header: Ready Set Go! - text: Enjoy the adventures in level 7! - 8: - 1: - header: Welcome to level 8 - text: In this level you will learn to use indentation to make the `{repeat}`, `{if}` and `{else}` commands work for multiple lines of code. - 2: - header: '{repeat} commands before' - text: |- - In the previous levels, the `{repeat}` command looked like this: - - You could only repeat one line of code. - code: '{repeat} 5 {times} {print} ''Help!''' - debug: 'True' - 3: - header: '{repeat} commands now' - text: |- - In this level you can repeat multiple lines of code. To do this you must tell the computer which lines belong together and should be repeated. - You do this by using indentation. - - Use 4 spaces (or one tab) at the beginning of each line that you want to repeat, like this: - code: |- - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This will be printed 5 times' - 4: - header: '{repeat} commands now' - text: |- - If you want to, you can continue after the `{repeat}` command without indentation. - The lines that do not start with indentation will not be repeated. - code: |- - {repeat} 3 {times} - {print} 'Hello!' - {print} 'We are done repeating!' - 5: - header: if and else before - text: |- - The same goes for the `{if}` and `{else}` commands. - These were the commands before: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - debug: 'True' - 6: - header: if and else now - text: |- - These are the `{if}` and `{else}` commands now. - Each line after the `{if}` and `{else}` commands start with indentation. - code: |- - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {else} - {print} 'Welcome programmer!' - 7: - header: stopping the indentation - text: Just like with the `{repeat}` command, you can stop using indentation and the lines will always be shown. Not just if the statement is true. - code: "name = {ask} 'What is your name?'\n{if} name {is} Hedy\n {print} 'Welcome Hedy'\n{else}\n {print} 'Welcome programmer!' \n{print} '3..2..1.. Start programming!'" - 8: - header: if statements inside if statements - text: |- - You might have thought of trying to put an if command inside a repeat command, or inside another if command. - For now, this is not possible yet. In the higher levels, it will be allowed, but for now let's focus on practising the `{if}` `{else}` and `{repeat}` commands with proper indentation first. - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'HedyWheels bus tickets machine' - zone_1 = Town Hall, Library, Campus, Market Place - zone_2 = Swimming Pool, Skate Park, Mall, Airport - destination = 'Where do you want to go?' - {if} destination {in} zone 1 - {print} destination 'is in zone 1' - price = 3 euros - {if} destination {is} zone_2 - {print} destination 'is in zone 2' - price = 6 - ticket_types = {ask} 'Press 1 for a single use ticket. - Press 2 for a round trip ticket:' - {if} ticket_type = 1 - {print} 'You chose a single use ticket' - {else} - {print} You chose a round trip ticket' - price * 2 - {print} 'That will be ' price ' euros please' - debug: 'True' - 10: - header: Let's check out the adventures! - text: Enjoy the adventures in level 8! - 9: - 1: - header: Welcome to level 9 - text: |- - In this level you can use multiple lines of code after an `{if}` or after a `{repeat}` command. - - You can even put a `{repeat}` command within another `{repeat}` command. - 2: - header: Multiple lines after `{repeat}` - text: You are allowed to combine `{repeat}` and `{if}` in this level. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 3: - header: Indentation matters! - text: Indentation is very important to tell the computer which lines should be repeated and which lines should only be ran once. - code: |- - {repeat} 3 {times} - {print} 'This line will be repeated...' - {print} 'This one too...' - {print} 'but this one will not!' - 4: - header: Multiple lines after `{if}` - text: You can also use multiple lines after `{if}` - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - 5: - header: Indentation matters - text: Again, indentation is still very important and can make a big difference in the code. - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - 6: - header: An `{if}` inside a `{repeat}` - text: |- - Now that you can use multiple lines of code after these command, you can also put them within each other. - Check it out: - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 7: - header: Mind the indentation - text: Mind that the fourth and sixth line of this code starts with 8 spaces of indentation. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Welcome to HedyJumps, your parachute jump adventure!' - people = {ask} 'How many people are you jumping with today? - {print} 'We'll ask all of you some questions for safety reasons.' - extra_instructions_people = a, b - {repeat} 3 {times} - name = {ask} 'What is your name?' - jumped_before = 'Have you ever done a parachute jump before, ' name '?' - {if} jumped_before no - {print} 'No worries, you'll get an extra safety instruction in room 13' - {add} name {to} extra_instructions_people - {else} - {print} 'Fun!' - {print} 'Thanks for filling in the safety questions everyone. Enjoy your jump!' - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 9! - 10: - 1: - header: Welcome to level 10 - text: 'In this level you will learn a new command: `{for}`.' - 2: - header: The for command - text: With for you can make a list and use all items on that list. `{for}` creates a block, like repeat and if so all lines in the block need to start with indentation (4 spaces). - code: |- - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - 3: - header: The for command - text: 'Here you see another example of the `{for}` command:' - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - 4: - header: Debugging - text: Let's debug this code - code: |- - {print} 'Ladies and gentlemen!' - {print} 'For one night and one night only in circus Hedy!' - acts = shoot out of a canon, walk the tightrope, pack themself in a suitcase, - people = Iris the Incredible Achmed the Amazing Francis the Fantastic - {for} people {in} acts - chosen_person {is} people {random} - chosen_person ' will ' act - {add} chosen_person {from} people - {print} 'Come and watch our show tonight!' - {print} 'Tickets are only available at the counter - debug: 'True' - 5: - header: Time to program! - text: Enjoy the adventures in level 10! - 11: - 1: - header: Welcome to level 11 - text: |- - In this level, we add a new form of the `{for}` command. In earlier levels, we used for with a list, but we can also use for with numbers. - - This way we don't need the `{repeat}` command anymore. - 2: - header: The for command - text: 'This is what the new for command looks like:' - code: |- - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - 3: - header: the variable i - text: |- - In the previous slide the variable was named 'counter', because it was counting down. - You can of course use any name for the variable you want. - The standard name for variables in this situation that is used in programming languages like Python is 'i'. - That looks like this: - code: |- - number = 10 - {for} i {in} {range} 1 {to} 10 - {print} i * number - 4: - header: Debugging - text: Let's debug this code! - code: |- - factor {is} {ask} 'Which table of multiplication do you need?' - {repeat} {for} numbers {in} {range} 1 {to} 10 {times} - {print} This is the table of multiplications for factor - {print} number ' x ' factor ' = ' i * factor - debug: 'True' - 5: - header: Let's start programming! - text: Enjoy the adventures in level 11! - 12: - 1: - header: Welcome to level 12 - text: |- - From this level on you are allowed to use decimal numbers and there are some changes to the quotation marks. - You can also use functions from this level on! - 2: - header: Quotation marks - text: |- - This level makes some changes to the usage of quotation marks. - From now on, **all texts** need to be in quotation marks. This includes values of variables, items on lists and text after {if} commands. - code: |- - name = 'Hedy the Robot' - {print} 'Hello ' name - 3: - header: Decimal numbers - text: |- - From this level on you are also allowed to use decimal numbers. This can make programs like your restaurant even better! - - Numbers do not need quotation marks. - code: |- - {print} 'decimal numbers now need to use a dot' - {print} 2.5 + 2.5 - 4: - header: Functions! - text: |- - In this level you'll learn how to use functions. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. To create a function, use define and give the function a name. Then put all the lines you want in the function in a indented block under the define line. Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use call with the function's name to call it up! We don't have to type that block of code again. - 5: - header: Twinkle Twinkle little star! - text: |- - In this program you see an example of a function. - Let's see what happens if you fill in the rest of the song! - code: |- - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} twinkle - 6: - header: Functions - text: As you could see in the example a function is a block of code that can be called anytime. You use `{define}` to set the function and `{call}` to use it. - 7: - header: Debugging - text: Let's debug this code! - code: |- - {call} new_member - {print} 'Hi new member!' - username = {ask} 'What is your username?' - password = 'What is your password?' - {print} 'Welcome to our club!' - - username = {ask} 'Please enter your username. Are you a new member? Type New Member' - {if} username = New Member - {call} new member - {else} - password = {ask} 'Please enter password' - debug: 'True' - 8: - header: Ready to try it out? - text: Enjoy the adventures in level 12! - 13: - 1: - header: Welcome to level 13 - text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two ifs but can use and and or. - From now on you could also use arguments in your functions. - 2: - header: The and command - text: |- - The `{and}` command is always used in a combination with the {if} command. - This way you can check if 2 statements are true. For example: - code: |- - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - 3: - header: The or command - text: |- - The `{or}` works in the same way as the `{and}` command, but only 1 of the two statements has to be true. - - Let's see what happens when you change the `{and}` for `{or}`. - code: |- - name = {ask} 'what is your name?' - {if} name {is} 'Hedy' {or} name {is} 'hedy' - {print} 'Welcome!!' - 4: - header: Functions with arguments - text: Now that you've learned how to use functions, you'll learn how to use a function with an **argument**. An argument is a variable that is used within a function. It is not used outside the function. - 5: - header: Example - text: |- - In this example you see how the argument 'place' is used in the function. - Run the code and change 'ocean' and 'sea' to something else, and see what happens. - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 6: - header: Example with variable - text: |- - You can also combine functions with a question. - - What happens if you make these changes: - ``` - define song with place - print 'My Bonnie is ' place - - answer is ask 'Where is my Bonnie?' - call song with answer - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 7: - header: Even more questions! - text: |- - Now we have combined even more question with the function. Type this code and see what happens. - - Note how the variables and the arguments have the same name. This is allowed. - Does it confuse you? Just use different names, that is allowed as well. - ``` - define song with name, place - print 'My ' name ' is ' place - - name is ask 'Who?' - place is ask 'Where are they?' - call song with name, place - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {define} happiness {with} name - {print} '🥳' - {play} G - {play} A - {play} B - {print} 'Party on, ' name - {define} sadness - {print} '😞' - {play} E - {play} D - {play} C - {print} 'Hope you feel better, ' name - - name = {ask} 'What is your' name '?' - mood = {ask} 'Are you happy or sad?' - {if} mood = happy - {call} happiness {with} person - {else} mood = sad - {define} sadness {to} name - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 13! - 14: - 1: - header: Welcome to level 14 - text: In this level you'll learn some new symbols that can help you improve your programs, like >. You will also learn to work with return values of a function. - 2: - header: Symbols - text: |- - These are the new symbols you can use: - - The > means bigger than... - - The >= means bigger than or the same as... - - The < means smaller than... - - The <= means smaller than or the same as... - - You can use them like this: - code: |- - age = {ask} 'How old are you?' - {if} age < 13 - {print} 'You are younger than me!' - {else} - {print} 'You are older than me!' - 3: - header: Symbols - text: |- - You can also use: - - == is the same as. - - != is not - - == is used in `{if}` statements. - code: |- - answer = {ask} 'Do you want to learn more?' - {if} answer == 'yes' - {print} 'Go to the next adventure!' - {if} answer != 'yes' - {print} 'That is a shame!' - 4: - header: Return value - text: In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - 5: - header: Return value - text: For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - code: |- - {define} calculate_new_price {with} amount, percentage - percentage = percentage / 100 - discount_amount = amount * percentage - {return} amount - discount_amount - - old_price = {ask} 'How much is on the price tag?' - discount = {ask} 'What percentage is the discount?' - - new_price = {call} calculate_new_price {with} old_price, discount - {print} 'The new price is ' new_price ' dollar' - 6: - header: Debugging - text: Let's debug this code! - code: |- - item = 'not bought' - {print} 'I would like to buy this item' - price == {ask} 'What is the price?' - {if} price less than or the same as 10 - {print} 'Thats a great deal!' - item = 'bought' - {if} price is more than 10 {and} less than or the same as 20 - {print} 'Alright' - item = 'bought' - {if} price is more than 20 {and} less than 50 - {print} 'That is a bit much!' - {if} price is more than or the same as 50 - {print} 'No way!' - {if} item =! bought - {print} 'Shame.. I wont buy it' - {else} - {print} 'I will buy it! Thank you!' - debug: 'True' - 7: - header: Let's get to work! - text: Enjoy the adventures in level 14! - 15: - 1: - header: Welcome to level 15 - text: In this level you will learn about the `{while}` loop. - 2: - header: '{while}' - text: |- - We are going to learn a new loop, the while loop! The loop continues as long as the statement is true. So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. If the correct answer is never given, the loop will never end! - code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - 3: - header: Debugging - text: Let's debug this code! - code: |- - numbers = 1, 2 - - {for} i {in} {range} 3 {to} 50 - {add} x {to} numbers - i = + 1 - - random_number = numbers {random} - guesses = 10 - - {while} guess = 0 - answer = 'Guess my number:' - {if} answer >= random_number - {print} 'lower' - guesses = guesses -1 - {if} answer > random_number - {print} 'higher!' - guesses = guesses - {else} answer = random_number - {print} 'correct' - guesses = 10 - - debug: 'True' - 4: - header: Let's try it out! - text: Enjoy the adventures in level 15! - 16: - 1: - header: Welcome to level 16 - text: In this level you will learn about the [square brackets] and how to use them. - 2: - header: Square brackets - text: We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. The at random command can not be used anymore. - code: |- - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - 3: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Friendship test' - {subjects} = ['song', 'movie', 'food', 'drink'] - answers_player_1 = [] - answers_player_2 = [] - score = 100 - - {for} i {in} {range} 1 {to} 4 - answer = {ask} 'what is your favorite ' subjects[i] - {add} answer {to} answers_player_1 - - {print} 'Player 2, your turn!' - {for} i {in} {range} 0 {to} 4 - answer_player_2 = {ask} 'what is player 1s favorite ' subjects - {add} answer_player_2 {in} answers_player_2 - {if} answers_player_2[2] == answers_player_1[1] - {print} 'Correct!' - {else} - {print} 'Wrong!' - score = score - 25 - - {print} 'Player 2, you've scored ' score '%' - - {if} score = 100 - {print} 'You are an amazing friend' - {if} score < 100 {or} score >= 50 - {print} 'You could do better' - {else} score < 50 - {print} 'Do you even know this person?!' - debug: 'True' - 4: - text: Enjoy the adventures in level 16! - header: Let's try it out! - 17: - 1: - header: Welcome to level 17 - text: in this level you will learn how to use a colon and you will learn the elif command. - 2: - header: Colon - text: 'Now we are going to change indentation a little bit. Every time that we need an indentation, we need : at the line before the indentation.' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {else}: - {print} 'Better luck next time..' - 3: - header: Elif - text: 'In this level you can also use a new command: elif. elif is short for else if and you need it when you want to make 3 (or more!) options. Check it out!' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {elif} your_price == 'an apple pie' : - {print} 'Lovely, an apple pie!' - {else}: - {print} 'Better luck next time..' - 4: - header: Debugging - text: Let's debug this code! - code: |- - {define} ask_direction - direction = {ask} 'Where do you want to go?' - {if} direction = 'backwards' - {turn} 180 - {else} direction == 'right' - {turn} 90 - {else} direction == 'left' - {turn} 270 - {forward} 100 - - continue = 'yes' - - {while} continue == 'yes' - {print} ask_direction - {sleep} - continue = 'do you want to draw some more?' - {sleep} - debug: 'True' - 5: - header: Let's try it out! - text: Enjoy the adventures in level 17! - 18: - 1: - header: Welcome to level 18 - text: Congratulations! You have reached the last level of Hedy! The code you have created here can be copied to real Python environments like replit or PyCharm, and you can continue learning there! Note however that Python can only read English commands, so if you have been using other languages, you will need to switch to English now. - 2: - header: The Python way - text: |- - We arrived at real Python code! That means we need to use parentheses with print and range from now on. - - Also, if you want to print more than one item, you need to separate them by commas. - - The final change we will need to make to get Python code is changing ask into input. - - Click on the 'print' tab for all the examples. - editor: /hedy/18 - 3: - header: The very last adventures! - text: Enjoy the very last adventures in level 18! diff --git a/content/slides/cy.yaml b/content/slides/cy.yaml index fa5f0ab8d6b..57e696ae41a 100644 --- a/content/slides/cy.yaml +++ b/content/slides/cy.yaml @@ -1,65 +1,14 @@ levels: 0: - 1: - header: Welcome to Hedy! - text: Hedy is a programming language. - 2: - header: Programming - text: |- - Programming is giving instructions to a computer, using the language of the computer. - - Such a language is called a "programming language". - 3: - header: Programming Language - text: |- - Maybe you already know some programming languages? - Some examples are: - * Scratch - * Python - * HTML - 4: - header: Programming - text: |- - If you can program, you can do many cool things: - * Build interactive stories - * Create computer drawings and draw these on paper or fabric - * Build your own apps to use on your phone - 5: - header: Programming in Hedy - text: In Hedy we use special codes, like `{print}`. - code: '{print} Welcome to Hedy!' - 6: - header: Programming in Hedy - text: Code words will be shown in pink. - code: '{print} Welcome to Hedy!' - 7: - header: Programming in Hedy - text: We start the code with the Run code button underneath the code. - code: '{print} Welcome to Hedy!' 8: - header: Programming in Hedy text: Output appears on the left-hand side. - code: '{print} Welcome to Hedy!' 9: - header: Programming in Hedy - text: The output can also be a drawing. code: |- {forward} 100 {turn} left 1: - 1: - header: Welcome to level 1! - text: |- - We will start level 1 by making stories in Hedy! - - We need three text codes to create interactive stories. 2: header: 'Hedy level 1: {print}' - text: |- - The first code that you can use in level 1 is `{print}`. - - `{print}` is used to show text on the screen. - code: '{print} Show text on the screen' 3: header: 'Hedy level 1: {ask}' text: |- @@ -84,1112 +33,32 @@ levels: text: |- with `{print}`, `{ask}` and `{echo}` you can already create a little story. This is a good time to try the Parrot, Story and Rock, Paper Scissors adventures. - code: |- - {print} Hello! - {ask} What is your name? - {echo} hello 6: - header: Programming! text: Adventures are shown in tabs. - editor: /hedy/1 7: - header: Programming! text: The yellow arrow buttons can be used to copy examples. editor: /hedy#print_command 8: header: Drawing with the turtle text: Now that we have seen at text codes, we will now look at drawing codes next. - editor: /hedy#print_command 9: header: 'Drawing with the turtle: {forward}' text: '`{forward}` is used to move the turtle forward.' - 10: - header: 'Drawing with the turtle: {forward}' - text: '`{forward}` is used to move the turtle forward.' - code: '{forward} 50' 11: - header: 'Drawing with the turtle: {turn}' - text: '`{turn}` is used to make the turtle turn left or right.' code: |- {forward} 50 {turn} left - 12: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - I am DJ Hedy - {print} What song would you like to hear? - {ask} I like that song too! - {print} Next up... {echo} - debug: 'True' - 13: - header: Let the programming fun begin! - text: Enjoy the adventures in level 1! 2: - 1: - header: Welcome to level 2 - text: |- - In this level you will learn to use variables. - - A variable is a word that can be used to store information. - - For example: a name, age or favorite sports team. - 2: - header: Variables - text: To make or 'set' a variable we use the `{is}` command - code: |- - name {is} Hedy - age {is} 15 - {print} name is age years old 3: - header: Interactive text: |- We can also set a variable by asking questions. The answer to the question is stored in the variable. This way we don't need the `{echo}` command. - code: |- - name {is} {ask} What is your name? - {print} Hello name 4: - header: Multiple variables text: Now that we use variables, we can use multiple variables instead of just one `{echo}`command. - code: |- - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - 5: - header: Sleep - text: You can also use the `{sleep}` command to pause the code for a while. - code: |- - {print} My favorite colour is... - {sleep} 2 - {print} green! - 6: - header: Sleep 5 - text: |- - You can add a number after the `{sleep}` command if you want the pause to be longer. - - If you want, you could even use a variable instead of a number to decide the duration of the sleep command. - code: |- - pause {is} 10 - {print} My favorite colour is... - {sleep} pause - {print} green! - 7: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - {print} Welcome to the donut shop! - filling {is} What kind of filling would you like? - {print} You have chosen... Filling! Yum! - topping {ask} What kind of topping would you like? - topping is delicious! - {print} I'll go get your donut. {sleep} - {print} Here you go! A filling donut with toping! - {ask} Have a nice day! - debug: 'True' - 8: - header: Let the programming fun begin! - text: Enjoy the adventures in level 2! - 3: - 1: - header: Welcome to level 3 - text: In this level you'll learn how to make a list, add and remove items form your lists and pick a random item off that list. - 2: - header: Making a list - text: |- - You make a list with `{is}`. - - Separate the items on your list with a comma. - code: animals {is} dogs, cats, kangaroos - 3: - header: At random - text: |- - You can use the list with the `{at}` `{random}` command. - The computer will randomly pick one item of the list. - Every time you run this code the output will differ. - code: |- - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - 4: - header: At random in a sentence - text: You can use the `{at}` `{random}` command in a sentence as well. - code: |- - animals {is} dogs, cats, kangaroos - {print} My favorite animal is animals {at} {random} - 5: - header: Add to - text: |- - You can add items to a list with the `{add}` `{to}` command. - - You can choose what to add to the list or you can use the `{add}` `{to}` command in combination with the `{ask}` command. - This way you can let the player decide what to add to the list. - code: |- - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - 6: - header: Remove from - text: |- - The opposite of the `{add}` `{to}` command is the `{remove}` `{from}` command. - This command removes an item from a list. - code: |- - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - 7: - header: Debugging - text: Let's debug this code! - editor: |- - music_genres {is} rock, pop, metal, indie, jazz - chosen_genre is music {at} {random} - {print} Let's listen to chosen genre - nice {ask} Do you like that genre? - {remove} chosen_genre {from} chosen_genre - second_choice {is} music_genres - {print} or do you prefer... second_choice {at} {random} - {remove} second_choice {to} music_genres - {print} I like music_genre {random} best! - debug: 'True' - 8: - header: Let's get to work! - text: Enjoy the adventures in level 3! 4: - 1: - header: Welcome to level 4 - text: In this level you will learn how to use quotation marks. - code: '{print} ''print with quotes!''' - 2: - header: Problem - text: 'In the previous levels, you might have come across this problem:' - code: |- - name {is} Sophie - {print} My name is name - debug: 'True' - 3: - header: Fixing it with quotation marks - text: |- - In this level we will fix this problem by using quotation marks. - - This also makes our code look more like 'real' Python code. - 4: - header: Quotation marks with print - text: Each time you use the `{print}` command you need to put the text that you want to appear on the screen in quotation marks. - code: '{print} ''print with quotes!''' - 5: - header: Quotation marks with ask - text: This also goes for the `{ask}` command. - code: name {is} {ask} 'name please?' - 6: - header: Quotation marks and variables - text: |- - You do not want variable names to be printed on the screen. - This is why variables should be left out of the quotation marks, like this: - code: |- - name {is} Harry - {print} 'Hello ' name - 7: - header: Quotation marks and variables - text: |- - When variable names are used in the middle of a sentence, you have to leave the variables out of the quotation marks. - The rest of the sentence however, does need quotation marks. That looks like this: - code: |- - name {is} Harry - {print} 'Hello ' name ', how are you?' - 8: - header: Quotation marks and contractions - text: |- - Be careful! Now that you are using quotation marks, you can't use apostrophes in contractions. - - Please try to print a contraction like "you're" or "I'm" in the screen below and see what happens.... - code: '{print} ''This won''t work!''' - debug: 'True' 9: header: Ready, Set, Go! text: Enjoy the adventures in level 4! - code: |- - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'SURPRISE!' - 10: - header: Debugging - text: Let's debug this code! - code: |- - {clear} - {print} What a nice day to go to the beach! - {ask} 'Do you want to build a sandcastle or swim in the ocean?' - {print} 'You would like to activity ' - {print} 'I'd like to do that too' - {print} 'Look at these beautiful seashells!' - colors {is} 'orange, silver, white, brown' - {print} 'I love the colors {at} {random} one!' - choice {is} {ask} Which one do you like? - debug: 'True' - 11: - header: Ready, Set, Go! - text: Enjoy the adventures in level 4! - 5: - 1: - header: Welcome to level 5 - text: 'In this level you will learn to use 3 new commands: `{if}`, `{else}` and `{in}`.' - 2: - header: if - text: |- - The `{if}` command allows you to choose between two options. - In this example the computer will print 'nice' if the given answer is Hedy. - If the answer is not Hedy, the computer will do nothing. - code: |- - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - 3: - header: Don't forget to print - text: |- - When using the `{if}` command, don't forget to use the `{print}` command. - This code will not work! - code: '{if} name {is} Hedy ''nice''' - debug: 'True' - 4: - header: else - text: |- - When using an `{if}` command, you can also add an `{else}` command. - If the answer is Hedy, the computer will print 'nice'. - But if the answer is something else the computer will print 'boo' - code: '{if} name {is} Hedy {print} ''nice'' {else} {print} ''boo!''' - 5: - header: Long lines - text: |- - You might have noticed that your lines can get very long when you have both an `{if}` and an `{else}` command. - - You can choose to separate commands and put them on 2 lines, like this: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - 6: - header: Another new command - text: |- - If you have practised with the `{if}` and `{else}` commands, you can also try the `{in}` command. - - With `{in}` you can let the computer check if an item is in a list, for example: - - Please note that Hedy is case sensitive. This means that if you answer "Green" instead of "green", Hedy will print "meh". - code: |- - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - 7: - header: Debugging - text: Let's debug this code! - code: |- - {print} Welcome to HedyAir Security! - boarding_pass {is} {ask} 'Do you have your boarding pass?' - {if} bording_pass yes {print} Great! - {else} Please, get your boarding pass ready. - passport {is} 'Can I see your passport, please?' - {if} passport {is} yes 'thank you' - {else} 'You can't fly without a passport' - declare {is} {ask} Do you have anything to declare? - {if} declare {is} yes - item_to_declare {is} {ask} 'What would you like to declare' - {else} Alright - {print} Thank you. Please head to gate A22.' - debug: 'True' - 8: - header: Let's go! - text: Enjoy the adventures in level 5! - 6: - 1: - header: Welcome to level 6 - text: In this level we are adding maths to our codes. - 2: - header: Addition - text: If you want to calculate an addition, simply use the plus sign. - code: '{print} ''5 plus 5 is '' 5 + 5' - 3: - header: Subtraction - text: If you want to subtract, you can use the minus sign. - code: '{print} ''5 minus 5 is '' 5 - 5' - 4: - header: Multiplication - text: If you want to do multiplications, you can use the asterisk. - code: '{print} ''5 times 5 is '' 5 * 5' - 5: - header: Division - text: You can use the slash for division. - code: '{print} ''5 divided by 5 is '' 5 / 5' - 6: - header: Summary - text: In summary, you can use +, -, * and / to do maths. - code: |- - {print} '5 plus 5 is ' 5 + 5 - {print} '5 minus 5 is ' 5 - 5 - {print} '5 times 5 is ' 5 * 5 - {print} '5 divided by 5 is ' 5 / 5 - 7: - header: The = symbol - text: |- - From now on you can also use the = symbol instead of the `{is}` command. - This goes for both numbers and words, and it also goes after the `{if}` or `{else}` commands. - code: |- - name = Hedy - answer = 20 + 4 - 8: - header: Calculations with variables - text: 'You can use calculations with numbers, but you can also use variables to do calculations, like this:' - code: |- - number_1 = {ask} 'Fill in the first number:' - number_2 = {ask} 'Fill in the second number:' - correct_answer = number_1 * number_2 - {print} number_1 ' times ' number_2 ' is ' correct_answer - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'This is the water park ticket machine' - {print} 'Price list: Children under 12 $3, Adults $5' - {print} 'Mondays are 25% off' - amount_of_children = 'How many kids tickets would you like?' - amount_of_adults = 'How many adult tickets would you like?' - day_of_the_week = {ask} 'What day is it?' - {clear} - child_price = amount of children * 3 - adult_price = amount_of_adults + 5 - total_price = adult_price * child_price - {if} day {is} monday - total_price = total_price * 0.25 - {print} 'That will be total_price please' - debug: 'True' - 10: - header: Let's get to work! - text: Enjoy the adventures in level 6! - 7: - 1: - header: Welcome to level 7 - text: In this level you will learn how to repeat a line of code as many times a you'd like. - 2: - header: repeat 3 times - text: |- - If you want to repeat a line of code, you can use the `{repeat}` 3 `{times}` code. - If you want to repeat the line more times, simply change the number. - - For example: If you are programming a story where your character shouts for help for 5 times, it could look like this: - code: |- - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - 3: - header: Don't forget the print command - text: When using the repeat command, do not forget the `{print}` command. - code: '{repeat} 5 {times} ''Help!''' - debug: 'True' - 4: - header: Repeat an ask command - text: You can also repeat an `{ask}`, `{if}` or `{else}` command multiple times. - code: |- - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - 5: - header: Debugging - text: Let's debug this code! - code: |- - {print} You gave stranded on a desert island. - {repeat} 3 'Help!' - rescued = {ask} Has anybody come to the rescue? - {if} rescued yes {is} - {print} Lucky! - {else} {repeat} 3 {times} 'HELP!' - rescued = 'What about now?' - {if} yes - {print} 'Hurray! - {else} 'That's a shame... Oh well... time to build a shelter and find some food.' - debug: 'True' - 6: - header: Ready Set Go! - text: Enjoy the adventures in level 7! - 8: - 1: - header: Welcome to level 8 - text: In this level you will learn to use indentation to make the `{repeat}`, `{if}` and `{else}` commands work for multiple lines of code. - 2: - header: '{repeat} commands before' - text: |- - In the previous levels, the `{repeat}` command looked like this: - - You could only repeat one line of code. - code: '{repeat} 5 {times} {print} ''Help!''' - debug: 'True' - 3: - header: '{repeat} commands now' - text: |- - In this level you can repeat multiple lines of code. To do this you must tell the computer which lines belong together and should be repeated. - You do this by using indentation. - - Use 4 spaces (or one tab) at the beginning of each line that you want to repeat, like this: - code: |- - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This will be printed 5 times' - 4: - header: '{repeat} commands now' - text: |- - If you want to, you can continue after the `{repeat}` command without indentation. - The lines that do not start with indentation will not be repeated. - code: |- - {repeat} 3 {times} - {print} 'Hello!' - {print} 'We are done repeating!' - 5: - header: if and else before - text: |- - The same goes for the `{if}` and `{else}` commands. - These were the commands before: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - debug: 'True' - 6: - header: if and else now - text: |- - These are the `{if}` and `{else}` commands now. - Each line after the `{if}` and `{else}` commands start with indentation. - code: |- - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {else} - {print} 'Welcome programmer!' - 7: - header: stopping the indentation - text: Just like with the `{repeat}` command, you can stop using indentation and the lines will always be shown. Not just if the statement is true. - code: "name = {ask} 'What is your name?'\n{if} name {is} Hedy\n {print} 'Welcome Hedy'\n{else}\n {print} 'Welcome programmer!' \n{print} '3..2..1.. Start programming!'" - 8: - header: if statements inside if statements - text: |- - You might have thought of trying to put an if command inside a repeat command, or inside another if command. - For now, this is not possible yet. In the higher levels, it will be allowed, but for now let's focus on practising the `{if}` `{else}` and `{repeat}` commands with proper indentation first. - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'HedyWheels bus tickets machine' - zone_1 = Town Hall, Library, Campus, Market Place - zone_2 = Swimming Pool, Skate Park, Mall, Airport - destination = 'Where do you want to go?' - {if} destination {in} zone 1 - {print} destination 'is in zone 1' - price = 3 euros - {if} destination {is} zone_2 - {print} destination 'is in zone 2' - price = 6 - ticket_types = {ask} 'Press 1 for a single use ticket. - Press 2 for a round trip ticket:' - {if} ticket_type = 1 - {print} 'You chose a single use ticket' - {else} - {print} You chose a round trip ticket' - price * 2 - {print} 'That will be ' price ' euros please' - debug: 'True' - 10: - header: Let's check out the adventures! - text: Enjoy the adventures in level 8! - 9: - 1: - header: Welcome to level 9 - text: |- - In this level you can use multiple lines of code after an `{if}` or after a `{repeat}` command. - - You can even put a `{repeat}` command within another `{repeat}` command. - 2: - header: Multiple lines after `{repeat}` - text: You are allowed to combine `{repeat}` and `{if}` in this level. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 3: - header: Indentation matters! - text: Indentation is very important to tell the computer which lines should be repeated and which lines should only be ran once. - code: |- - {repeat} 3 {times} - {print} 'This line will be repeated...' - {print} 'This one too...' - {print} 'but this one will not!' - 4: - header: Multiple lines after `{if}` - text: You can also use multiple lines after `{if}` - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - 5: - header: Indentation matters - text: Again, indentation is still very important and can make a big difference in the code. - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - 6: - header: An `{if}` inside a `{repeat}` - text: |- - Now that you can use multiple lines of code after these command, you can also put them within each other. - Check it out: - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 7: - header: Mind the indentation - text: Mind that the fourth and sixth line of this code starts with 8 spaces of indentation. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Welcome to HedyJumps, your parachute jump adventure!' - people = {ask} 'How many people are you jumping with today? - {print} 'We'll ask all of you some questions for safety reasons.' - extra_instructions_people = a, b - {repeat} 3 {times} - name = {ask} 'What is your name?' - jumped_before = 'Have you ever done a parachute jump before, ' name '?' - {if} jumped_before no - {print} 'No worries, you'll get an extra safety instruction in room 13' - {add} name {to} extra_instructions_people - {else} - {print} 'Fun!' - {print} 'Thanks for filling in the safety questions everyone. Enjoy your jump!' - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 9! - 10: - 1: - header: Welcome to level 10 - text: 'In this level you will learn a new command: `{for}`.' - 2: - header: The for command - text: With for you can make a list and use all items on that list. `{for}` creates a block, like repeat and if so all lines in the block need to start with indentation (4 spaces). - code: |- - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - 3: - header: The for command - text: 'Here you see another example of the `{for}` command:' - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - 4: - header: Debugging - text: Let's debug this code - code: |- - {print} 'Ladies and gentlemen!' - {print} 'For one night and one night only in circus Hedy!' - acts = shoot out of a canon, walk the tightrope, pack themself in a suitcase, - people = Iris the Incredible Achmed the Amazing Francis the Fantastic - {for} people {in} acts - chosen_person {is} people {random} - chosen_person ' will ' act - {add} chosen_person {from} people - {print} 'Come and watch our show tonight!' - {print} 'Tickets are only available at the counter - debug: 'True' - 5: - header: Time to program! - text: Enjoy the adventures in level 10! - 11: - 1: - header: Welcome to level 11 - text: |- - In this level, we add a new form of the `{for}` command. In earlier levels, we used for with a list, but we can also use for with numbers. - - This way we don't need the `{repeat}` command anymore. - 2: - header: The for command - text: 'This is what the new for command looks like:' - code: |- - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - 3: - header: the variable i - text: |- - In the previous slide the variable was named 'counter', because it was counting down. - You can of course use any name for the variable you want. - The standard name for variables in this situation that is used in programming languages like Python is 'i'. - That looks like this: - code: |- - number = 10 - {for} i {in} {range} 1 {to} 10 - {print} i * number - 4: - header: Debugging - text: Let's debug this code! - code: |- - factor {is} {ask} 'Which table of multiplication do you need?' - {repeat} {for} numbers {in} {range} 1 {to} 10 {times} - {print} This is the table of multiplications for factor - {print} number ' x ' factor ' = ' i * factor - debug: 'True' - 5: - header: Let's start programming! - text: Enjoy the adventures in level 11! - 12: - 1: - header: Welcome to level 12 - text: |- - From this level on you are allowed to use decimal numbers and there are some changes to the quotation marks. - You can also use functions from this level on! - 2: - header: Quotation marks - text: |- - This level makes some changes to the usage of quotation marks. - From now on, **all texts** need to be in quotation marks. This includes values of variables, items on lists and text after {if} commands. - code: |- - name = 'Hedy the Robot' - {print} 'Hello ' name - 3: - header: Decimal numbers - text: |- - From this level on you are also allowed to use decimal numbers. This can make programs like your restaurant even better! - - Numbers do not need quotation marks. - code: |- - {print} 'decimal numbers now need to use a dot' - {print} 2.5 + 2.5 - 4: - header: Functions! - text: |- - In this level you'll learn how to use functions. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. To create a function, use define and give the function a name. Then put all the lines you want in the function in a indented block under the define line. Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use call with the function's name to call it up! We don't have to type that block of code again. - 5: - header: Twinkle Twinkle little star! - text: |- - In this program you see an example of a function. - Let's see what happens if you fill in the rest of the song! - code: |- - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} twinkle - 6: - header: Functions - text: As you could see in the example a function is a block of code that can be called anytime. You use `{define}` to set the function and `{call}` to use it. - 7: - header: Debugging - text: Let's debug this code! - code: |- - {call} new_member - {print} 'Hi new member!' - username = {ask} 'What is your username?' - password = 'What is your password?' - {print} 'Welcome to our club!' - - username = {ask} 'Please enter your username. Are you a new member? Type New Member' - {if} username = New Member - {call} new member - {else} - password = {ask} 'Please enter password' - debug: 'True' - 8: - header: Ready to try it out? - text: Enjoy the adventures in level 12! - 13: - 1: - header: Welcome to level 13 - text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two ifs but can use and and or. - From now on you could also use arguments in your functions. - 2: - header: The and command - text: |- - The `{and}` command is always used in a combination with the {if} command. - This way you can check if 2 statements are true. For example: - code: |- - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - 3: - header: The or command - text: |- - The `{or}` works in the same way as the `{and}` command, but only 1 of the two statements has to be true. - - Let's see what happens when you change the `{and}` for `{or}`. - code: |- - name = {ask} 'what is your name?' - {if} name {is} 'Hedy' {or} name {is} 'hedy' - {print} 'Welcome!!' - 4: - header: Functions with arguments - text: Now that you've learned how to use functions, you'll learn how to use a function with an **argument**. An argument is a variable that is used within a function. It is not used outside the function. - 5: - header: Example - text: |- - In this example you see how the argument 'place' is used in the function. - Run the code and change 'ocean' and 'sea' to something else, and see what happens. - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 6: - header: Example with variable - text: |- - You can also combine functions with a question. - - What happens if you make these changes: - ``` - define song with place - print 'My Bonnie is ' place - - answer is ask 'Where is my Bonnie?' - call song with answer - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 7: - header: Even more questions! - text: |- - Now we have combined even more question with the function. Type this code and see what happens. - - Note how the variables and the arguments have the same name. This is allowed. - Does it confuse you? Just use different names, that is allowed as well. - ``` - define song with name, place - print 'My ' name ' is ' place - - name is ask 'Who?' - place is ask 'Where are they?' - call song with name, place - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {define} happiness {with} name - {print} '🥳' - {play} G - {play} A - {play} B - {print} 'Party on, ' name - {define} sadness - {print} '😞' - {play} E - {play} D - {play} C - {print} 'Hope you feel better, ' name - - name = {ask} 'What is your' name '?' - mood = {ask} 'Are you happy or sad?' - {if} mood = happy - {call} happiness {with} person - {else} mood = sad - {define} sadness {to} name - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 13! - 14: - 1: - header: Welcome to level 14 - text: In this level you'll learn some new symbols that can help you improve your programs, like >. You will also learn to work with return values of a function. - 2: - header: Symbols - text: |- - These are the new symbols you can use: - - The > means bigger than... - - The >= means bigger than or the same as... - - The < means smaller than... - - The <= means smaller than or the same as... - - You can use them like this: - code: |- - age = {ask} 'How old are you?' - {if} age < 13 - {print} 'You are younger than me!' - {else} - {print} 'You are older than me!' - 3: - header: Symbols - text: |- - You can also use: - - == is the same as. - - != is not - - == is used in `{if}` statements. - code: |- - answer = {ask} 'Do you want to learn more?' - {if} answer == 'yes' - {print} 'Go to the next adventure!' - {if} answer != 'yes' - {print} 'That is a shame!' - 4: - header: Return value - text: In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - 5: - header: Return value - text: For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - code: |- - {define} calculate_new_price {with} amount, percentage - percentage = percentage / 100 - discount_amount = amount * percentage - {return} amount - discount_amount - - old_price = {ask} 'How much is on the price tag?' - discount = {ask} 'What percentage is the discount?' - - new_price = {call} calculate_new_price {with} old_price, discount - {print} 'The new price is ' new_price ' dollar' - 6: - header: Debugging - text: Let's debug this code! - code: |- - item = 'not bought' - {print} 'I would like to buy this item' - price == {ask} 'What is the price?' - {if} price less than or the same as 10 - {print} 'Thats a great deal!' - item = 'bought' - {if} price is more than 10 {and} less than or the same as 20 - {print} 'Alright' - item = 'bought' - {if} price is more than 20 {and} less than 50 - {print} 'That is a bit much!' - {if} price is more than or the same as 50 - {print} 'No way!' - {if} item =! bought - {print} 'Shame.. I wont buy it' - {else} - {print} 'I will buy it! Thank you!' - debug: 'True' - 7: - header: Let's get to work! - text: Enjoy the adventures in level 14! - 15: - 1: - header: Welcome to level 15 - text: In this level you will learn about the `{while}` loop. - 2: - header: '{while}' - text: |- - We are going to learn a new loop, the while loop! The loop continues as long as the statement is true. So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. If the correct answer is never given, the loop will never end! - code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - 3: - header: Debugging - text: Let's debug this code! - code: |- - numbers = 1, 2 - - {for} i {in} {range} 3 {to} 50 - {add} x {to} numbers - i = + 1 - - random_number = numbers {random} - guesses = 10 - - {while} guess = 0 - answer = 'Guess my number:' - {if} answer >= random_number - {print} 'lower' - guesses = guesses -1 - {if} answer > random_number - {print} 'higher!' - guesses = guesses - {else} answer = random_number - {print} 'correct' - guesses = 10 - - debug: 'True' - 4: - header: Let's try it out! - text: Enjoy the adventures in level 15! - 16: - 1: - header: Welcome to level 16 - text: In this level you will learn about the [square brackets] and how to use them. - 2: - header: Square brackets - text: We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. The at random command can not be used anymore. - code: |- - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - 3: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Friendship test' - {subjects} = ['song', 'movie', 'food', 'drink'] - answers_player_1 = [] - answers_player_2 = [] - score = 100 - - {for} i {in} {range} 1 {to} 4 - answer = {ask} 'what is your favorite ' subjects[i] - {add} answer {to} answers_player_1 - - {print} 'Player 2, your turn!' - {for} i {in} {range} 0 {to} 4 - answer_player_2 = {ask} 'what is player 1s favorite ' subjects - {add} answer_player_2 {in} answers_player_2 - {if} answers_player_2[2] == answers_player_1[1] - {print} 'Correct!' - {else} - {print} 'Wrong!' - score = score - 25 - - {print} 'Player 2, you've scored ' score '%' - - {if} score = 100 - {print} 'You are an amazing friend' - {if} score < 100 {or} score >= 50 - {print} 'You could do better' - {else} score < 50 - {print} 'Do you even know this person?!' - debug: 'True' - 4: - text: Enjoy the adventures in level 16! - header: Let's try it out! - 17: - 1: - header: Welcome to level 17 - text: in this level you will learn how to use a colon and you will learn the elif command. - 2: - header: Colon - text: 'Now we are going to change indentation a little bit. Every time that we need an indentation, we need : at the line before the indentation.' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {else}: - {print} 'Better luck next time..' - 3: - header: Elif - text: 'In this level you can also use a new command: elif. elif is short for else if and you need it when you want to make 3 (or more!) options. Check it out!' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {elif} your_price == 'an apple pie' : - {print} 'Lovely, an apple pie!' - {else}: - {print} 'Better luck next time..' - 4: - header: Debugging - text: Let's debug this code! - code: |- - {define} ask_direction - direction = {ask} 'Where do you want to go?' - {if} direction = 'backwards' - {turn} 180 - {else} direction == 'right' - {turn} 90 - {else} direction == 'left' - {turn} 270 - {forward} 100 - - continue = 'yes' - - {while} continue == 'yes' - {print} ask_direction - {sleep} - continue = 'do you want to draw some more?' - {sleep} - debug: 'True' - 5: - header: Let's try it out! - text: Enjoy the adventures in level 17! - 18: - 1: - header: Welcome to level 18 - text: Congratulations! You have reached the last level of Hedy! The code you have created here can be copied to real Python environments like replit or PyCharm, and you can continue learning there! Note however that Python can only read English commands, so if you have been using other languages, you will need to switch to English now. - 2: - header: The Python way - text: |- - We arrived at real Python code! That means we need to use parentheses with print and range from now on. - - Also, if you want to print more than one item, you need to separate them by commas. - - The final change we will need to make to get Python code is changing ask into input. - - Click on the 'print' tab for all the examples. - editor: /hedy/18 - 3: - header: The very last adventures! - text: Enjoy the very last adventures in level 18! diff --git a/content/slides/da.yaml b/content/slides/da.yaml index f3b12f4e62b..9e391b2532b 100644 --- a/content/slides/da.yaml +++ b/content/slides/da.yaml @@ -1,1194 +1,40 @@ levels: 0: - 1: - header: Welcome to Hedy! - text: Hedy is a programming language. - 2: - header: Programming - text: |- - Programming is giving instructions to a computer, using the language of the computer. - - Such a language is called a "programming language". - 3: - header: Programming Language - text: |- - Maybe you already know some programming languages? - Some examples are: - * Scratch - * Python - * HTML - 4: - header: Programming - text: |- - If you can program, you can do many cool things: - * Build interactive stories - * Create computer drawings and draw these on paper or fabric - * Build your own apps to use on your phone - 5: - header: Programming in Hedy - text: In Hedy we use special codes, like `{print}`. - code: '{print} Welcome to Hedy!' - 6: - header: Programming in Hedy - text: Code words will be shown in pink. - code: '{print} Welcome to Hedy!' - 7: - header: Programming in Hedy - text: We start the code with the Run code button underneath the code. - code: '{print} Welcome to Hedy!' - 8: - header: Programming in Hedy - text: Output appears on the right-hand side. - code: '{print} Welcome to Hedy!' 9: - header: Programming in Hedy - text: The output can also be a drawing. code: |- {forward} 100 {turn} left 1: - 1: - header: Welcome to level 1! - text: |- - We will start level 1 by making stories in Hedy! - - We need three text codes to create interactive stories. 2: header: 'Hedy level 1: {print}' - text: |- - The first code that you can use in level 1 is `{print}`. - - `{print}` is used to show text on the screen. - code: '{print} Show text on the screen' 3: header: 'Hedy level 1: {ask}' - text: |- - You can change the text after the print command to whatever you want. - - Or you could print multiple lines by adding another line of code that also starts with `{print}`. - code: |- - {print} Welcome to Hedy! - {print} Start programming now! 4: header: 'Hedy level 1: {echo}' - text: |- - The second code that you can use in level 1 is `{ask}`. - - `{ask}` is used to ask a question that can be answered. - code: |- - {print} Welcome to your own rock scissors paper! - {ask} What will you choose? 5: header: Programming! text: |- with `{print}`, `{ask}` and `{echo}` you can already create a little story. This is a good time to try the Parrot, Story and Rock, Paper Scissors adventures. - code: |- - {print} Hello! - {ask} What is your name? - {echo} hello - 6: - header: Programming! - text: "With `{print}`, `{ask}` and `{echo}` you can already create a little story.\nThis is a good time to try the Parrot, Story and Rock, Paper Scissors adventures." - editor: /hedy/1 - 7: - header: Programming! - text: Adventures are shown in tabs. - editor: /hedy/1 8: header: Drawing with the turtle text: Now that we have seen at text codes, we will now look at drawing codes next. - editor: /hedy#print_command 9: header: 'Drawing with the turtle: {forward}' - text: 'Now that we have seen at text codes, we will now look at drawing codes next.' - 10: - header: 'Drawing with the turtle: {forward}' - text: '`{forward}` is used to move the turtle forward.' - code: '{forward} 50' 11: - header: 'Drawing with the turtle: {turn}' - text: '`{turn}` is used to make the turtle turn left or right.' code: |- {forward} 50 {turn} left - 12: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - I am DJ Hedy - {print} What song would you like to hear? - {ask} I like that song too! - {print} Next up... {echo} - debug: 'True' - 13: - header: Let the programming fun begin! - text: Enjoy the adventures in level 1! 2: - 1: - header: Welcome to level 2 - text: |- - In this level you will learn to use variables. - - A variable is a word that can be used to store information. - - For example: a name, age or favorite sports team. - 2: - header: Variables - text: To make or 'set' a variable we use the `{is}` command - code: |- - name {is} Hedy - age {is} 15 - {print} name is age years old 3: - header: Interactive text: |- We can also set a variable by asking questions. The answer to the question is stored in the variable. This way we don't need the `{echo}` command. - code: |- - name {is} {ask} What is your name? - {print} Hello name 4: - header: Multiple variables text: Now that we use variables, we can use multiple variables instead of just one `{echo}`command. - code: |- - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - 5: - header: Sleep - text: You can also use the `{sleep}` command to pause the code for a while. - code: |- - {print} My favorite colour is... - {sleep} 2 - {print} green! - 6: - header: Sleep 5 - text: |- - You can add a number after the `{sleep}` command if you want the pause to be longer. - - If you want, you could even use a variable instead of a number to decide the duration of the sleep command. - code: |- - pause {is} 10 - {print} My favorite colour is... - {sleep} pause - {print} green! - 7: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - {print} Welcome to the donut shop! - filling {is} What kind of filling would you like? - {print} You have chosen... Filling! Yum! - topping {ask} What kind of topping would you like? - topping is delicious! - {print} I'll go get your donut. {sleep} - {print} Here you go! A filling donut with toping! - {ask} Have a nice day! - debug: 'True' - 8: - header: Let the programming fun begin! - text: Enjoy the adventures in level 2! - 3: - 1: - header: Welcome to level 3 - text: In this level you'll learn how to make a list, add and remove items form your lists and pick a random item off that list. - 2: - header: Making a list - text: |- - You make a list with `{is}`. - - Separate the items on your list with a comma. - code: animals {is} dogs, cats, kangaroos - 3: - header: At random - text: |- - You can use the list with the `{at}` `{random}` command. - The computer will randomly pick one item of the list. - Every time you run this code the output will differ. - code: |- - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - 4: - header: At random in a sentence - text: You can use the `{at}` `{random}` command in a sentence as well. - code: |- - animals {is} dogs, cats, kangaroos - {print} My favorite animal is animals {at} {random} - 5: - header: Add to - text: |- - You can add items to a list with the `{add}` `{to}` command. - - You can choose what to add to the list or you can use the `{add}` `{to}` command in combination with the `{ask}` command. - This way you can let the player decide what to add to the list. - code: |- - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - 6: - header: Remove from - text: |- - The opposite of the `{add}` `{to}` command is the `{remove}` `{from}` command. - This command removes an item from a list. - code: |- - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - 7: - header: Debugging - text: Let's debug this code! - editor: |- - music_genres {is} rock, pop, metal, indie, jazz - chosen_genre is music {at} {random} - {print} Let's listen to chosen genre - nice {ask} Do you like that genre? - {remove} chosen_genre {from} chosen_genre - second_choice {is} music_genres - {print} or do you prefer... second_choice {at} {random} - {remove} second_choice {to} music_genres - {print} I like music_genre {random} best! - debug: 'True' - 8: - header: Let's get to work! - text: Enjoy the adventures in level 3! 4: - 1: - header: Welcome to level 4 - text: In this level you will learn how to use quotation marks. - code: '{print} ''print with quotes!''' - 2: - header: Problem - text: 'In the previous levels, you might have come across this problem:' - code: |- - name {is} Sophie - {print} My name is name - debug: 'True' - 3: - header: Fixing it with quotation marks - text: |- - In this level we will fix this problem by using quotation marks. - - This also makes our code look more like 'real' Python code. - 4: - header: Quotation marks with print - text: Each time you use the `{print}` command you need to put the text that you want to appear on the screen in quotation marks. - code: '{print} ''print with quotes!''' - 5: - header: Quotation marks with ask - text: This also goes for the `{ask}` command. - code: name {is} {ask} 'name please?' - 6: - header: Quotation marks and variables - text: |- - You do not want variable names to be printed on the screen. - This is why variables should be left out of the quotation marks, like this: - code: |- - name {is} Harry - {print} 'Hello ' name - 7: - header: Quotation marks and variables - text: |- - When variable names are used in the middle of a sentence, you have to leave the variables out of the quotation marks. - The rest of the sentence however, does need quotation marks. That looks like this: - code: |- - name {is} Harry - {print} 'Hello ' name ', how are you?' - 8: - header: Quotation marks and contractions - text: |- - Be careful! Now that you are using quotation marks, you can't use apostrophes in contractions. - - Please try to print a contraction like "you're" or "I'm" in the screen below and see what happens.... - code: '{print} ''This won''t work!''' - debug: 'True' 9: header: Ready, Set, Go! - text: "In this level you'll also learn the {clear} command.\nWith this command you can wipe all the text from your output screen.\n\nBe careful that you always use a sleep command too. If you don't the computer will wipe all the text before you can read it!" - code: |- - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'SURPRISE!' - 10: - header: Debugging - text: Let's debug this code! - code: |- - {clear} - {print} What a nice day to go to the beach! - {ask} 'Do you want to build a sandcastle or swim in the ocean?' - {print} 'You would like to activity ' - {print} 'I'd like to do that too' - {print} 'Look at these beautiful seashells!' - colors {is} 'orange, silver, white, brown' - {print} 'I love the colors {at} {random} one!' - choice {is} {ask} Which one do you like? - debug: 'True' - 11: - header: Ready, Set, Go! - text: Enjoy the adventures in level 4! - 5: - 1: - header: Welcome to level 5 - text: 'In this level you will learn to use 3 new commands: `{if}`, `{else}` and `{in}`.' - 2: - header: if - text: |- - The `{if}` command allows you to choose between two options. - In this example the computer will print 'nice' if the given answer is Hedy. - If the answer is not Hedy, the computer will do nothing. - code: |- - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - 3: - header: Don't forget to print - text: |- - When using the `{if}` command, don't forget to use the `{print}` command. - This code will not work! - code: '{if} name {is} Hedy ''nice''' - debug: 'True' - 4: - header: else - text: |- - When using an `{if}` command, you can also add an `{else}` command. - If the answer is Hedy, the computer will print 'nice'. - But if the answer is something else the computer will print 'boo' - code: '{if} name {is} Hedy {print} ''nice'' {else} {print} ''boo!''' - 5: - header: Long lines - text: |- - You might have noticed that your lines can get very long when you have both an `{if}` and an `{else}` command. - - You can choose to separate commands and put them on 2 lines, like this: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - 6: - header: Another new command - text: |- - If you have practised with the `{if}` and `{else}` commands, you can also try the `{in}` command. - - With `{in}` you can let the computer check if an item is in a list, for example: - - Please note that Hedy is case sensitive. This means that if you answer "Green" instead of "green", Hedy will print "meh". - code: |- - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - 7: - header: Debugging - text: Let's debug this code! - code: |- - {print} Welcome to HedyAir Security! - boarding_pass {is} {ask} 'Do you have your boarding pass?' - {if} bording_pass yes {print} Great! - {else} Please, get your boarding pass ready. - passport {is} 'Can I see your passport, please?' - {if} passport {is} yes 'thank you' - {else} 'You can't fly without a passport' - declare {is} {ask} Do you have anything to declare? - {if} declare {is} yes - item_to_declare {is} {ask} 'What would you like to declare' - {else} Alright - {print} Thank you. Please head to gate A22.' - debug: 'True' - 8: - header: Let's go! - text: Enjoy the adventures in level 5! - 6: - 1: - header: Welcome to level 6 - text: In this level we are adding maths to our codes. - 2: - header: Addition - text: If you want to calculate an addition, simply use the plus sign. - code: '{print} ''5 plus 5 is '' 5 + 5' - 3: - header: Subtraction - text: If you want to subtract, you can use the minus sign. - code: '{print} ''5 minus 5 is '' 5 - 5' - 4: - header: Multiplication - text: If you want to do multiplications, you can use the asterisk. - code: '{print} ''5 times 5 is '' 5 * 5' - 5: - header: Division - text: You can use the slash for division. - code: '{print} ''5 divided by 5 is '' 5 / 5' - 6: - header: Summary - text: In summary, you can use +, -, * and / to do maths. - code: |- - {print} '5 plus 5 is ' 5 + 5 - {print} '5 minus 5 is ' 5 - 5 - {print} '5 times 5 is ' 5 * 5 - {print} '5 divided by 5 is ' 5 / 5 - 7: - header: The = symbol - text: |- - From now on you can also use the = symbol instead of the `{is}` command. - This goes for both numbers and words, and it also goes after the `{if}` or `{else}` commands. - code: |- - name = Hedy - answer = 20 + 4 - 8: - header: Calculations with variables - text: 'You can use calculations with numbers, but you can also use variables to do calculations, like this:' - code: |- - number_1 = {ask} 'Fill in the first number:' - number_2 = {ask} 'Fill in the second number:' - correct_answer = number_1 * number_2 - {print} number_1 ' times ' number_2 ' is ' correct_answer - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'This is the water park ticket machine' - {print} 'Price list: Children under 12 $3, Adults $5' - {print} 'Mondays are 25% off' - amount_of_children = 'How many kids tickets would you like?' - amount_of_adults = 'How many adult tickets would you like?' - day_of_the_week = {ask} 'What day is it?' - {clear} - child_price = amount of children * 3 - adult_price = amount_of_adults + 5 - total_price = adult_price * child_price - {if} day {is} monday - total_price = total_price * 0.25 - {print} 'That will be total_price please' - debug: 'True' - 10: - header: Let's get to work! - text: Enjoy the adventures in level 6! - 7: - 1: - header: Welcome to level 7 - text: In this level you will learn how to repeat a line of code as many times a you'd like. - 2: - header: repeat 3 times - text: |- - If you want to repeat a line of code, you can use the `{repeat}` 3 `{times}` code. - If you want to repeat the line more times, simply change the number. - - For example: If you are programming a story where your character shouts for help for 5 times, it could look like this: - code: |- - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - 3: - header: Don't forget the print command - text: When using the repeat command, do not forget the `{print}` command. - code: '{repeat} 5 {times} ''Help!''' - debug: 'True' - 4: - header: Repeat an ask command - text: You can also repeat an `{ask}`, `{if}` or `{else}` command multiple times. - code: |- - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - 5: - header: Debugging - text: Let's debug this code! - code: |- - {print} You gave stranded on a desert island. - {repeat} 3 'Help!' - rescued = {ask} Has anybody come to the rescue? - {if} rescued yes {is} - {print} Lucky! - {else} {repeat} 3 {times} 'HELP!' - rescued = 'What about now?' - {if} yes - {print} 'Hurray! - {else} 'That's a shame... Oh well... time to build a shelter and find some food.' - debug: 'True' - 6: - header: Ready Set Go! - text: Enjoy the adventures in level 7! - 8: - 1: - header: Welcome to level 8 - text: In this level you will learn to use indentation to make the `{repeat}`, `{if}` and `{else}` commands work for multiple lines of code. - 2: - header: '{repeat} commands before' - text: |- - In the previous levels, the `{repeat}` command looked like this: - - You could only repeat one line of code. - code: '{repeat} 5 {times} {print} ''Help!''' - debug: 'True' - 3: - header: '{repeat} commands now' - text: |- - In this level you can repeat multiple lines of code. To do this you must tell the computer which lines belong together and should be repeated. - You do this by using indentation. - - Use 4 spaces (or one tab) at the beginning of each line that you want to repeat, like this: - code: |- - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This will be printed 5 times' - 4: - header: '{repeat} commands now' - text: |- - If you want to, you can continue after the `{repeat}` command without indentation. - The lines that do not start with indentation will not be repeated. - code: |- - {repeat} 3 {times} - {print} 'Hello!' - {print} 'We are done repeating!' - 5: - header: if and else before - text: |- - The same goes for the `{if}` and `{else}` commands. - These were the commands before: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - debug: 'True' - 6: - header: if and else now - text: |- - These are the `{if}` and `{else}` commands now. - Each line after the `{if}` and `{else}` commands start with indentation. - code: |- - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {else} - {print} 'Welcome programmer!' - 7: - header: stopping the indentation - text: Just like with the `{repeat}` command, you can stop using indentation and the lines will always be shown. Not just if the statement is true. - code: "name = {ask} 'What is your name?'\n{if} name {is} Hedy\n {print} 'Welcome Hedy'\n{else}\n {print} 'Welcome programmer!' \n{print} '3..2..1.. Start programming!'" - 8: - header: if statements inside if statements - text: |- - You might have thought of trying to put an if command inside a repeat command, or inside another if command. - For now, this is not possible yet. In the higher levels, it will be allowed, but for now let's focus on practising the `{if}` `{else}` and `{repeat}` commands with proper indentation first. - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'HedyWheels bus tickets machine' - zone_1 = Town Hall, Library, Campus, Market Place - zone_2 = Swimming Pool, Skate Park, Mall, Airport - destination = 'Where do you want to go?' - {if} destination {in} zone 1 - {print} destination 'is in zone 1' - price = 3 euros - {if} destination {is} zone_2 - {print} destination 'is in zone 2' - price = 6 - ticket_types = {ask} 'Press 1 for a single use ticket. - Press 2 for a round trip ticket:' - {if} ticket_type = 1 - {print} 'You chose a single use ticket' - {else} - {print} You chose a round trip ticket' - price * 2 - {print} 'That will be ' price ' euros please' - debug: 'True' - 10: - header: Let's check out the adventures! - text: Enjoy the adventures in level 8! - 9: - 1: - header: Welcome to level 9 - text: |- - In this level you can use multiple lines of code after an `{if}` or after a `{repeat}` command. - - You can even put a `{repeat}` command within another `{repeat}` command. - 2: - header: Multiple lines after `{repeat}` - text: You are allowed to combine `{repeat}` and `{if}` in this level. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 3: - header: Indentation matters! - text: Indentation is very important to tell the computer which lines should be repeated and which lines should only be ran once. - code: |- - {repeat} 3 {times} - {print} 'This line will be repeated...' - {print} 'This one too...' - {print} 'but this one will not!' - 4: - header: Multiple lines after `{if}` - text: You can also use multiple lines after `{if}` - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - 5: - header: Indentation matters - text: Again, indentation is still very important and can make a big difference in the code. - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - 6: - header: An `{if}` inside a `{repeat}` - text: |- - Now that you can use multiple lines of code after these command, you can also put them within each other. - Check it out: - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 7: - header: Mind the indentation - text: Mind that the fourth and sixth line of this code starts with 8 spaces of indentation. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Welcome to HedyJumps, your parachute jump adventure!' - people = {ask} 'How many people are you jumping with today? - {print} 'We'll ask all of you some questions for safety reasons.' - extra_instructions_people = a, b - {repeat} 3 {times} - name = {ask} 'What is your name?' - jumped_before = 'Have you ever done a parachute jump before, ' name '?' - {if} jumped_before no - {print} 'No worries, you'll get an extra safety instruction in room 13' - {add} name {to} extra_instructions_people - {else} - {print} 'Fun!' - {print} 'Thanks for filling in the safety questions everyone. Enjoy your jump!' - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 9! - 10: - 1: - header: Welcome to level 10 - text: 'In this level you will learn a new command: `{for}`.' - 2: - header: The for command - text: With for you can make a list and use all items on that list. `{for}` creates a block, like repeat and if so all lines in the block need to start with indentation (4 spaces). - code: |- - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - 3: - header: The for command - text: 'Here you see another example of the `{for}` command:' - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - 4: - header: Debugging - text: Let's debug this code - code: |- - {print} 'Ladies and gentlemen!' - {print} 'For one night and one night only in circus Hedy!' - acts = shoot out of a canon, walk the tightrope, pack themself in a suitcase, - people = Iris the Incredible Achmed the Amazing Francis the Fantastic - {for} people {in} acts - chosen_person {is} people {random} - chosen_person ' will ' act - {add} chosen_person {from} people - {print} 'Come and watch our show tonight!' - {print} 'Tickets are only available at the counter - debug: 'True' - 5: - header: Time to program! - text: Enjoy the adventures in level 10! - 11: - 1: - header: Welcome to level 11 - text: |- - In this level, we add a new form of the `{for}` command. In earlier levels, we used for with a list, but we can also use for with numbers. - - This way we don't need the `{repeat}` command anymore. - 2: - header: The for command - text: 'This is what the new for command looks like:' - code: |- - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - 3: - header: the variable i - text: |- - In the previous slide the variable was named 'counter', because it was counting down. - You can of course use any name for the variable you want. - The standard name for variables in this situation that is used in programming languages like Python is 'i'. - That looks like this: - code: |- - number = 10 - {for} i {in} {range} 1 {to} 10 - {print} i * number - 4: - header: Debugging - text: Let's debug this code! - code: |- - factor {is} {ask} 'Which table of multiplication do you need?' - {repeat} {for} numbers {in} {range} 1 {to} 10 {times} - {print} This is the table of multiplications for factor - {print} number ' x ' factor ' = ' i * factor - debug: 'True' - 5: - header: Let's start programming! - text: Enjoy the adventures in level 11! - 12: - 1: - header: Welcome to level 12 - text: |- - From this level on you are allowed to use decimal numbers and there are some changes to the quotation marks. - You can also use functions from this level on! - 2: - header: Quotation marks - text: |- - This level makes some changes to the usage of quotation marks. - From now on, **all texts** need to be in quotation marks. This includes values of variables, items on lists and text after {if} commands. - code: |- - name = 'Hedy the Robot' - {print} 'Hello ' name - 3: - header: Decimal numbers - text: |- - From this level on you are also allowed to use decimal numbers. This can make programs like your restaurant even better! - - Numbers do not need quotation marks. - code: |- - {print} 'decimal numbers now need to use a dot' - {print} 2.5 + 2.5 - 4: - header: Functions! - text: |- - In this level you'll learn how to use functions. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. To create a function, use define and give the function a name. Then put all the lines you want in the function in a indented block under the define line. Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use call with the function's name to call it up! We don't have to type that block of code again. - 5: - header: Twinkle Twinkle little star! - text: |- - In this program you see an example of a function. - Let's see what happens if you fill in the rest of the song! - code: |- - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} twinkle - 6: - header: Functions - text: As you could see in the example a function is a block of code that can be called anytime. You use `{define}` to set the function and `{call}` to use it. - 7: - header: Debugging - text: Let's debug this code! - code: |- - {call} new_member - {print} 'Hi new member!' - username = {ask} 'What is your username?' - password = 'What is your password?' - {print} 'Welcome to our club!' - - username = {ask} 'Please enter your username. Are you a new member? Type New Member' - {if} username = New Member - {call} new member - {else} - password = {ask} 'Please enter password' - debug: 'True' - 8: - header: Ready to try it out? - text: Enjoy the adventures in level 12! - 13: - 1: - header: Welcome to level 13 - text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two ifs but can use and and or. - From now on you could also use arguments in your functions. - 2: - header: The and command - text: |- - The `{and}` command is always used in a combination with the {if} command. - This way you can check if 2 statements are true. For example: - code: |- - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - 3: - header: The or command - text: |- - The `{or}` works in the same way as the `{and}` command, but only 1 of the two statements has to be true. - - Let's see what happens when you change the `{and}` for `{or}`. - code: |- - name = {ask} 'what is your name?' - {if} name {is} 'Hedy' {or} name {is} 'hedy' - {print} 'Welcome!!' - 4: - header: Functions with arguments - text: Now that you've learned how to use functions, you'll learn how to use a function with an **argument**. An argument is a variable that is used within a function. It is not used outside the function. - 5: - header: Example - text: |- - In this example you see how the argument 'place' is used in the function. - Run the code and change 'ocean' and 'sea' to something else, and see what happens. - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 6: - header: Example with variable - text: |- - You can also combine functions with a question. - - What happens if you make these changes: - ``` - define song with place - print 'My Bonnie is ' place - - answer is ask 'Where is my Bonnie?' - call song with answer - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 7: - header: Even more questions! - text: |- - Now we have combined even more question with the function. Type this code and see what happens. - - Note how the variables and the arguments have the same name. This is allowed. - Does it confuse you? Just use different names, that is allowed as well. - ``` - define song with name, place - print 'My ' name ' is ' place - - name is ask 'Who?' - place is ask 'Where are they?' - call song with name, place - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {define} happiness {with} name - {print} '🥳' - {play} G - {play} A - {play} B - {print} 'Party on, ' name - {define} sadness - {print} '😞' - {play} E - {play} D - {play} C - {print} 'Hope you feel better, ' name - - name = {ask} 'What is your' name '?' - mood = {ask} 'Are you happy or sad?' - {if} mood = happy - {call} happiness {with} person - {else} mood = sad - {define} sadness {to} name - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 13! - 14: - 1: - header: Welcome to level 14 - text: In this level you'll learn some new symbols that can help you improve your programs, like >. You will also learn to work with return values of a function. - 2: - header: Symbols - text: |- - These are the new symbols you can use: - - The > means bigger than... - - The >= means bigger than or the same as... - - The < means smaller than... - - The <= means smaller than or the same as... - - You can use them like this: - code: |- - age = {ask} 'How old are you?' - {if} age < 13 - {print} 'You are younger than me!' - {else} - {print} 'You are older than me!' - 3: - header: Symbols - text: |- - You can also use: - - == is the same as. - - != is not - - == is used in `{if}` statements. - code: |- - answer = {ask} 'Do you want to learn more?' - {if} answer == 'yes' - {print} 'Go to the next adventure!' - {if} answer != 'yes' - {print} 'That is a shame!' - 4: - header: Return value - text: In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - 5: - header: Return value - text: For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - code: |- - {define} calculate_new_price {with} amount, percentage - percentage = percentage / 100 - discount_amount = amount * percentage - {return} amount - discount_amount - - old_price = {ask} 'How much is on the price tag?' - discount = {ask} 'What percentage is the discount?' - - new_price = {call} calculate_new_price {with} old_price, discount - {print} 'The new price is ' new_price ' dollar' - 6: - header: Debugging - text: Let's debug this code! - code: |- - item = 'not bought' - {print} 'I would like to buy this item' - price == {ask} 'What is the price?' - {if} price less than or the same as 10 - {print} 'Thats a great deal!' - item = 'bought' - {if} price is more than 10 {and} less than or the same as 20 - {print} 'Alright' - item = 'bought' - {if} price is more than 20 {and} less than 50 - {print} 'That is a bit much!' - {if} price is more than or the same as 50 - {print} 'No way!' - {if} item =! bought - {print} 'Shame.. I wont buy it' - {else} - {print} 'I will buy it! Thank you!' - debug: 'True' - 7: - header: Let's get to work! - text: Enjoy the adventures in level 14! - 15: - 1: - header: Welcome to level 15 - text: In this level you will learn about the `{while}` loop. - 2: - header: '{while}' - text: |- - We are going to learn a new loop, the while loop! The loop continues as long as the statement is true. So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. If the correct answer is never given, the loop will never end! - code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - 3: - header: Debugging - text: Let's debug this code! - code: |- - numbers = 1, 2 - - {for} i {in} {range} 3 {to} 50 - {add} x {to} numbers - i = + 1 - - random_number = numbers {random} - guesses = 10 - - {while} guess = 0 - answer = 'Guess my number:' - {if} answer >= random_number - {print} 'lower' - guesses = guesses -1 - {if} answer > random_number - {print} 'higher!' - guesses = guesses - {else} answer = random_number - {print} 'correct' - guesses = 10 - - debug: 'True' - 4: - header: Let's try it out! - text: Enjoy the adventures in level 15! - 16: - 1: - header: Welcome to level 16 - text: In this level you will learn about the [square brackets] and how to use them. - 2: - header: Square brackets - text: We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. The at random command can not be used anymore. - code: |- - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - 3: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Friendship test' - {subjects} = ['song', 'movie', 'food', 'drink'] - answers_player_1 = [] - answers_player_2 = [] - score = 100 - - {for} i {in} {range} 1 {to} 4 - answer = {ask} 'what is your favorite ' subjects[i] - {add} answer {to} answers_player_1 - - {print} 'Player 2, your turn!' - {for} i {in} {range} 0 {to} 4 - answer_player_2 = {ask} 'what is player 1s favorite ' subjects - {add} answer_player_2 {in} answers_player_2 - {if} answers_player_2[2] == answers_player_1[1] - {print} 'Correct!' - {else} - {print} 'Wrong!' - score = score - 25 - - {print} 'Player 2, you've scored ' score '%' - - {if} score = 100 - {print} 'You are an amazing friend' - {if} score < 100 {or} score >= 50 - {print} 'You could do better' - {else} score < 50 - {print} 'Do you even know this person?!' - debug: 'True' - 4: - text: Enjoy the adventures in level 16! - header: Let's try it out! - 17: - 1: - header: Welcome to level 17 - text: in this level you will learn how to use a colon and you will learn the elif command. - 2: - header: Colon - text: 'Now we are going to change indentation a little bit. Every time that we need an indentation, we need : at the line before the indentation.' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {else}: - {print} 'Better luck next time..' - 3: - header: Elif - text: 'In this level you can also use a new command: elif. elif is short for else if and you need it when you want to make 3 (or more!) options. Check it out!' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {elif} your_price == 'an apple pie' : - {print} 'Lovely, an apple pie!' - {else}: - {print} 'Better luck next time..' - 4: - header: Debugging - text: Let's debug this code! - code: |- - {define} ask_direction - direction = {ask} 'Where do you want to go?' - {if} direction = 'backwards' - {turn} 180 - {else} direction == 'right' - {turn} 90 - {else} direction == 'left' - {turn} 270 - {forward} 100 - - continue = 'yes' - - {while} continue == 'yes' - {print} ask_direction - {sleep} - continue = 'do you want to draw some more?' - {sleep} - debug: 'True' - 5: - header: Let's try it out! - text: Enjoy the adventures in level 17! - 18: - 1: - header: Welcome to level 18 - text: Congratulations! You have reached the last level of Hedy! The code you have created here can be copied to real Python environments like replit or PyCharm, and you can continue learning there! Note however that Python can only read English commands, so if you have been using other languages, you will need to switch to English now. - 2: - header: The Python way - text: |- - We arrived at real Python code! That means we need to use parentheses with print and range from now on. - - Also, if you want to print more than one item, you need to separate them by commas. - - The final change we will need to make to get Python code is changing ask into input. - - Click on the 'print' tab for all the examples. - editor: /hedy/18 - 3: - header: The very last adventures! - text: Enjoy the very last adventures in level 18! diff --git a/content/slides/de.yaml b/content/slides/de.yaml index 36e77076158..368fcc8bc14 100644 --- a/content/slides/de.yaml +++ b/content/slides/de.yaml @@ -27,19 +27,15 @@ levels: 5: header: Programmieren in Hedy text: In Hedy benutzen wir speziellen Code, wie `{print}`. - code: '{print} Welcome to Hedy!' 6: header: Programmieren in Hedy text: Code-Wörter werden in pink angezeigt. - code: '{print} Welcome to Hedy!' 7: header: Programmieren in Hedy text: Wir starten den Code mit dem Run code Knopf unter dem Code. - code: '{print} Welcome to Hedy!' 8: header: Programmieren in Hedy text: Die Ausgabe erscheint auf der linken Seite. - code: '{print} Welcome to Hedy!' 9: header: Programmieren in Hedy text: Die Ausgabe kann auch eine Zeichnung sein. @@ -59,7 +55,6 @@ levels: Den ersten Code, den du in Level 1 benutzen kannst, ist `{print}`. `{print}` wird benutzt, um Text auf dem Bildschirm anzuzeigen. - code: '{print} Show text on the screen' 3: header: 'Hedy Level 1: {ask}' text: |- @@ -84,14 +79,9 @@ levels: text: |- Mit `{print}`, `{ask}` und `{echo}` kannst du bereits eine kleine Geschichte erstellen. Dies ist ein guter Zeitpunkt die Abenteuer Papagei, Geschichte und Stein Schere Papier zu versuchen. - code: |- - {print} Hello! - {ask} What is your name? - {echo} hello 6: header: Programmieren! text: Abenteuer sind in den Tabs. - editor: /hedy/1 7: header: Programmieren! text: Die gelben Pfeilknöpfe können zum Kopieren von Beispielen benutzt werden. @@ -99,7 +89,6 @@ levels: 8: header: Zeichnen mit der Schildkröte text: Nun da wir uns Text-Codes angeguckt haben, schauen wir uns als Nächstes Codes zum Zeichnen an. - editor: /hedy#print_command 9: header: 'Zeichnen mit der Schildkröte: {forward}' text: '`{forward}` wird benutzt, um die Schildkröte vorwärts zu bewegen.' @@ -110,52 +99,23 @@ levels: {forward} 50 {turn} left 11: - header: 'Drawing with the turtle: {turn}' - text: '`{turn}` is used to make the turtle turn left or right.' code: |- {forward} 50 {turn} left - 12: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - I am DJ Hedy - {print} What song would you like to hear? - {ask} I like that song too! - {print} Next up... {echo} - debug: 'True' - 13: - header: Let the programming fun begin! - text: Enjoy the adventures in level 1! 2: - 1: - header: Welcome to level 2 - text: |- - In this level you will learn to use variables. - - A variable is a word that can be used to store information. - - For example: a name, age or favorite sports team. 2: - header: Variables - text: To make or 'set' a variable we use the `{is}` command code: |- name {is} Hedy alter {is} 15 {print} name ist alter Jahre alt 3: - header: Interactive text: |- We can also set a variable by asking questions. The answer to the question is stored in the variable. This way we don't need the `{echo}` command. - code: |- - name {is} {ask} What is your name? - {print} Hello name 4: - header: Multiple variables text: Now that we use variables, we can use multiple variables instead of just one `{echo}`command. code: |- name {is} {ask} Was ist dein Name? @@ -163,1035 +123,20 @@ levels: alter {is} {ask} Wie alt bist du? {print} name ist alter Jahre alt. 5: - header: Sleep - text: You can also use the `{sleep}` command to pause the code for a while. code: |- {print} Meine Lieblingsfarbe ist... {sleep} 2 {print} Grün! 6: - header: Sleep 5 - text: |- - You can add a number after the `{sleep}` command if you want the pause to be longer. - - If you want, you could even use a variable instead of a number to decide the duration of the sleep command. code: |- pause {is} 10 {print} Meine Lieblingsfarbe ist... {sleep} pause {print} Grün! - 7: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - {print} Welcome to the donut shop! - filling {is} What kind of filling would you like? - {print} You have chosen... Filling! Yum! - topping {ask} What kind of topping would you like? - topping is delicious! - {print} I'll go get your donut. {sleep} - {print} Here you go! A filling donut with toping! - {ask} Have a nice day! - debug: 'True' - 8: - header: Let the programming fun begin! - text: Enjoy the adventures in level 2! 3: - 1: - header: Welcome to level 3 - text: In this level you'll learn how to make a list, add and remove items form your lists and pick a random item off that list. - 2: - header: Making a list - text: |- - You make a list with `{is}`. - - Separate the items on your list with a comma. - code: animals {is} dogs, cats, kangaroos - 3: - header: At random - text: |- - You can use the list with the `{at}` `{random}` command. - The computer will randomly pick one item of the list. - Every time you run this code the output will differ. - code: |- - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} 4: - header: At random in a sentence text: Du kannst den `{at}` `{random}` Befehl auch in einem Satz benutzen. - code: |- - animals {is} dogs, cats, kangaroos - {print} My favorite animal is animals {at} {random} - 5: - header: Add to - text: |- - You can add items to a list with the `{add}` `{to}` command. - - You can choose what to add to the list or you can use the `{add}` `{to}` command in combination with the `{ask}` command. - This way you can let the player decide what to add to the list. - code: |- - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - 6: - header: Remove from - text: |- - The opposite of the `{add}` `{to}` command is the `{remove}` `{from}` command. - This command removes an item from a list. - code: |- - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - 7: - header: Debugging - text: Let's debug this code! - editor: |- - music_genres {is} rock, pop, metal, indie, jazz - chosen_genre is music {at} {random} - {print} Let's listen to chosen genre - nice {ask} Do you like that genre? - {remove} chosen_genre {from} chosen_genre - second_choice {is} music_genres - {print} or do you prefer... second_choice {at} {random} - {remove} second_choice {to} music_genres - {print} I like music_genre {random} best! - debug: 'True' - 8: - header: Let's get to work! - text: Enjoy the adventures in level 3! 4: - 1: - header: Welcome to level 4 - text: In this level you will learn how to use quotation marks. - code: '{print} ''print with quotes!''' - 2: - header: Problem - text: 'In the previous levels, you might have come across this problem:' - code: |- - name {is} Sophie - {print} My name is name - debug: 'True' - 3: - header: Fixing it with quotation marks - text: |- - In this level we will fix this problem by using quotation marks. - - This also makes our code look more like 'real' Python code. - 4: - header: Quotation marks with print - text: Each time you use the `{print}` command you need to put the text that you want to appear on the screen in quotation marks. - code: '{print} ''print with quotes!''' - 5: - header: Quotation marks with ask - text: This also goes for the `{ask}` command. - code: name {is} {ask} 'name please?' - 6: - header: Quotation marks and variables - text: |- - You do not want variable names to be printed on the screen. - This is why variables should be left out of the quotation marks, like this: - code: |- - name {is} Harry - {print} 'Hello ' name - 7: - header: Quotation marks and variables - text: |- - When variable names are used in the middle of a sentence, you have to leave the variables out of the quotation marks. - The rest of the sentence however, does need quotation marks. That looks like this: - code: |- - name {is} Harry - {print} 'Hello ' name ', how are you?' - 8: - header: Quotation marks and contractions - text: |- - Be careful! Now that you are using quotation marks, you can't use apostrophes in contractions. - - Please try to print a contraction like "you're" or "I'm" in the screen below and see what happens.... - code: '{print} ''This won''t work!''' - debug: 'True' 9: header: Ready, Set, Go! text: Enjoy the adventures in level 4! - code: |- - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'SURPRISE!' - 10: - header: Debugging - text: Let's debug this code! - code: |- - {clear} - {print} What a nice day to go to the beach! - {ask} 'Do you want to build a sandcastle or swim in the ocean?' - {print} 'You would like to activity ' - {print} 'I'd like to do that too' - {print} 'Look at these beautiful seashells!' - colors {is} 'orange, silver, white, brown' - {print} 'I love the colors {at} {random} one!' - choice {is} {ask} Which one do you like? - debug: 'True' - 11: - header: Ready, Set, Go! - text: Enjoy the adventures in level 4! - 5: - 1: - header: Welcome to level 5 - text: 'In this level you will learn to use 3 new commands: `{if}`, `{else}` and `{in}`.' - 2: - header: if - text: |- - The `{if}` command allows you to choose between two options. - In this example the computer will print 'nice' if the given answer is Hedy. - If the answer is not Hedy, the computer will do nothing. - code: |- - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - 3: - header: Don't forget to print - text: |- - When using the `{if}` command, don't forget to use the `{print}` command. - This code will not work! - code: '{if} name {is} Hedy ''nice''' - debug: 'True' - 4: - header: else - text: |- - When using an `{if}` command, you can also add an `{else}` command. - If the answer is Hedy, the computer will print 'nice'. - But if the answer is something else the computer will print 'boo' - code: '{if} name {is} Hedy {print} ''nice'' {else} {print} ''boo!''' - 5: - header: Long lines - text: |- - You might have noticed that your lines can get very long when you have both an `{if}` and an `{else}` command. - - You can choose to separate commands and put them on 2 lines, like this: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - 6: - header: Another new command - text: |- - If you have practised with the `{if}` and `{else}` commands, you can also try the `{in}` command. - - With `{in}` you can let the computer check if an item is in a list, for example: - - Please note that Hedy is case sensitive. This means that if you answer "Green" instead of "green", Hedy will print "meh". - code: |- - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - 7: - header: Debugging - text: Let's debug this code! - code: |- - {print} Welcome to HedyAir Security! - boarding_pass {is} {ask} 'Do you have your boarding pass?' - {if} bording_pass yes {print} Great! - {else} Please, get your boarding pass ready. - passport {is} 'Can I see your passport, please?' - {if} passport {is} yes 'thank you' - {else} 'You can't fly without a passport' - declare {is} {ask} Do you have anything to declare? - {if} declare {is} yes - item_to_declare {is} {ask} 'What would you like to declare' - {else} Alright - {print} Thank you. Please head to gate A22.' - debug: 'True' - 8: - header: Let's go! - text: Enjoy the adventures in level 5! - 6: - 1: - header: Welcome to level 6 - text: In this level we are adding maths to our codes. - 2: - header: Addition - text: If you want to calculate an addition, simply use the plus sign. - code: '{print} ''5 plus 5 is '' 5 + 5' - 3: - header: Subtraction - text: If you want to subtract, you can use the minus sign. - code: '{print} ''5 minus 5 is '' 5 - 5' - 4: - header: Multiplication - text: If you want to do multiplications, you can use the asterisk. - code: '{print} ''5 times 5 is '' 5 * 5' - 5: - header: Division - text: You can use the slash for division. - code: '{print} ''5 divided by 5 is '' 5 / 5' - 6: - header: Summary - text: In summary, you can use +, -, * and / to do maths. - code: |- - {print} '5 plus 5 is ' 5 + 5 - {print} '5 minus 5 is ' 5 - 5 - {print} '5 times 5 is ' 5 * 5 - {print} '5 divided by 5 is ' 5 / 5 - 7: - header: The = symbol - text: |- - From now on you can also use the = symbol instead of the `{is}` command. - This goes for both numbers and words, and it also goes after the `{if}` or `{else}` commands. - code: |- - name = Hedy - answer = 20 + 4 - 8: - header: Calculations with variables - text: 'You can use calculations with numbers, but you can also use variables to do calculations, like this:' - code: |- - number_1 = {ask} 'Fill in the first number:' - number_2 = {ask} 'Fill in the second number:' - correct_answer = number_1 * number_2 - {print} number_1 ' times ' number_2 ' is ' correct_answer - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'This is the water park ticket machine' - {print} 'Price list: Children under 12 $3, Adults $5' - {print} 'Mondays are 25% off' - amount_of_children = 'How many kids tickets would you like?' - amount_of_adults = 'How many adult tickets would you like?' - day_of_the_week = {ask} 'What day is it?' - {clear} - child_price = amount of children * 3 - adult_price = amount_of_adults + 5 - total_price = adult_price * child_price - {if} day {is} monday - total_price = total_price * 0.25 - {print} 'That will be total_price please' - debug: 'True' - 10: - header: Let's get to work! - text: Enjoy the adventures in level 6! - 7: - 1: - header: Welcome to level 7 - text: In this level you will learn how to repeat a line of code as many times a you'd like. - 2: - header: repeat 3 times - text: |- - If you want to repeat a line of code, you can use the `{repeat}` 3 `{times}` code. - If you want to repeat the line more times, simply change the number. - - For example: If you are programming a story where your character shouts for help for 5 times, it could look like this: - code: |- - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - 3: - header: Don't forget the print command - text: When using the repeat command, do not forget the `{print}` command. - code: '{repeat} 5 {times} ''Help!''' - debug: 'True' - 4: - header: Repeat an ask command - text: You can also repeat an `{ask}`, `{if}` or `{else}` command multiple times. - code: |- - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - 5: - header: Debugging - text: Let's debug this code! - code: |- - {print} You gave stranded on a desert island. - {repeat} 3 'Help!' - rescued = {ask} Has anybody come to the rescue? - {if} rescued yes {is} - {print} Lucky! - {else} {repeat} 3 {times} 'HELP!' - rescued = 'What about now?' - {if} yes - {print} 'Hurray! - {else} 'That's a shame... Oh well... time to build a shelter and find some food.' - debug: 'True' - 6: - header: Ready Set Go! - text: Enjoy the adventures in level 7! - 8: - 1: - header: Welcome to level 8 - text: In this level you will learn to use indentation to make the `{repeat}`, `{if}` and `{else}` commands work for multiple lines of code. - 2: - header: '{repeat} commands before' - text: |- - In the previous levels, the `{repeat}` command looked like this: - - You could only repeat one line of code. - code: '{repeat} 5 {times} {print} ''Help!''' - debug: 'True' - 3: - header: '{repeat} commands now' - text: |- - In this level you can repeat multiple lines of code. To do this you must tell the computer which lines belong together and should be repeated. - You do this by using indentation. - - Use 4 spaces (or one tab) at the beginning of each line that you want to repeat, like this: - code: |- - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This will be printed 5 times' - 4: - header: '{repeat} commands now' - text: |- - If you want to, you can continue after the `{repeat}` command without indentation. - The lines that do not start with indentation will not be repeated. - code: |- - {repeat} 3 {times} - {print} 'Hello!' - {print} 'We are done repeating!' - 5: - header: if and else before - text: |- - The same goes for the `{if}` and `{else}` commands. - These were the commands before: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - debug: 'True' - 6: - header: if and else now - text: |- - These are the `{if}` and `{else}` commands now. - Each line after the `{if}` and `{else}` commands start with indentation. - code: |- - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {else} - {print} 'Welcome programmer!' - 7: - header: stopping the indentation - text: Just like with the `{repeat}` command, you can stop using indentation and the lines will always be shown. Not just if the statement is true. - code: "name = {ask} 'What is your name?'\n{if} name {is} Hedy\n {print} 'Welcome Hedy'\n{else}\n {print} 'Welcome programmer!' \n{print} '3..2..1.. Start programming!'" - 8: - header: if statements inside if statements - text: |- - You might have thought of trying to put an if command inside a repeat command, or inside another if command. - For now, this is not possible yet. In the higher levels, it will be allowed, but for now let's focus on practising the `{if}` `{else}` and `{repeat}` commands with proper indentation first. - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'HedyWheels bus tickets machine' - zone_1 = Town Hall, Library, Campus, Market Place - zone_2 = Swimming Pool, Skate Park, Mall, Airport - destination = 'Where do you want to go?' - {if} destination {in} zone 1 - {print} destination 'is in zone 1' - price = 3 euros - {if} destination {is} zone_2 - {print} destination 'is in zone 2' - price = 6 - ticket_types = {ask} 'Press 1 for a single use ticket. - Press 2 for a round trip ticket:' - {if} ticket_type = 1 - {print} 'You chose a single use ticket' - {else} - {print} You chose a round trip ticket' - price * 2 - {print} 'That will be ' price ' euros please' - debug: 'True' - 10: - header: Let's check out the adventures! - text: Enjoy the adventures in level 8! - 9: - 1: - header: Welcome to level 9 - text: |- - In this level you can use multiple lines of code after an `{if}` or after a `{repeat}` command. - - You can even put a `{repeat}` command within another `{repeat}` command. - 2: - header: Multiple lines after `{repeat}` - text: You are allowed to combine `{repeat}` and `{if}` in this level. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 3: - header: Indentation matters! - text: Indentation is very important to tell the computer which lines should be repeated and which lines should only be ran once. - code: |- - {repeat} 3 {times} - {print} 'This line will be repeated...' - {print} 'This one too...' - {print} 'but this one will not!' - 4: - header: Multiple lines after `{if}` - text: You can also use multiple lines after `{if}` - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - 5: - header: Indentation matters - text: Again, indentation is still very important and can make a big difference in the code. - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - 6: - header: An `{if}` inside a `{repeat}` - text: |- - Now that you can use multiple lines of code after these command, you can also put them within each other. - Check it out: - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 7: - header: Mind the indentation - text: Mind that the fourth and sixth line of this code starts with 8 spaces of indentation. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Welcome to HedyJumps, your parachute jump adventure!' - people = {ask} 'How many people are you jumping with today? - {print} 'We'll ask all of you some questions for safety reasons.' - extra_instructions_people = a, b - {repeat} 3 {times} - name = {ask} 'What is your name?' - jumped_before = 'Have you ever done a parachute jump before, ' name '?' - {if} jumped_before no - {print} 'No worries, you'll get an extra safety instruction in room 13' - {add} name {to} extra_instructions_people - {else} - {print} 'Fun!' - {print} 'Thanks for filling in the safety questions everyone. Enjoy your jump!' - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 9! - 10: - 1: - header: Welcome to level 10 - text: 'In this level you will learn a new command: `{for}`.' - 2: - header: The for command - text: With for you can make a list and use all items on that list. `{for}` creates a block, like repeat and if so all lines in the block need to start with indentation (4 spaces). - code: |- - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - 3: - header: The for command - text: 'Here you see another example of the `{for}` command:' - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - 4: - header: Debugging - text: Let's debug this code - code: |- - {print} 'Ladies and gentlemen!' - {print} 'For one night and one night only in circus Hedy!' - acts = shoot out of a canon, walk the tightrope, pack themself in a suitcase, - people = Iris the Incredible Achmed the Amazing Francis the Fantastic - {for} people {in} acts - chosen_person {is} people {random} - chosen_person ' will ' act - {add} chosen_person {from} people - {print} 'Come and watch our show tonight!' - {print} 'Tickets are only available at the counter - debug: 'True' - 5: - header: Time to program! - text: Enjoy the adventures in level 10! - 11: - 1: - header: Welcome to level 11 - text: |- - In this level, we add a new form of the `{for}` command. In earlier levels, we used for with a list, but we can also use for with numbers. - - This way we don't need the `{repeat}` command anymore. - 2: - header: The for command - text: 'This is what the new for command looks like:' - code: |- - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - 3: - header: the variable i - text: |- - In the previous slide the variable was named 'counter', because it was counting down. - You can of course use any name for the variable you want. - The standard name for variables in this situation that is used in programming languages like Python is 'i'. - That looks like this: - code: |- - number = 10 - {for} i {in} {range} 1 {to} 10 - {print} i * number - 4: - header: Debugging - text: Let's debug this code! - code: |- - factor {is} {ask} 'Which table of multiplication do you need?' - {repeat} {for} numbers {in} {range} 1 {to} 10 {times} - {print} This is the table of multiplications for factor - {print} number ' x ' factor ' = ' i * factor - debug: 'True' - 5: - header: Let's start programming! - text: Enjoy the adventures in level 11! - 12: - 1: - header: Welcome to level 12 - text: |- - From this level on you are allowed to use decimal numbers and there are some changes to the quotation marks. - You can also use functions from this level on! - 2: - header: Quotation marks - text: |- - This level makes some changes to the usage of quotation marks. - From now on, **all texts** need to be in quotation marks. This includes values of variables, items on lists and text after {if} commands. - code: |- - name = 'Hedy the Robot' - {print} 'Hello ' name - 3: - header: Decimal numbers - text: |- - From this level on you are also allowed to use decimal numbers. This can make programs like your restaurant even better! - - Numbers do not need quotation marks. - code: |- - {print} 'decimal numbers now need to use a dot' - {print} 2.5 + 2.5 - 4: - header: Functions! - text: |- - In this level you'll learn how to use functions. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. To create a function, use define and give the function a name. Then put all the lines you want in the function in a indented block under the define line. Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use call with the function's name to call it up! We don't have to type that block of code again. - 5: - header: Twinkle Twinkle little star! - text: |- - In this program you see an example of a function. - Let's see what happens if you fill in the rest of the song! - code: |- - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} twinkle - 6: - header: Functions - text: As you could see in the example a function is a block of code that can be called anytime. You use `{define}` to set the function and `{call}` to use it. - 7: - header: Debugging - text: Let's debug this code! - code: |- - {call} new_member - {print} 'Hi new member!' - username = {ask} 'What is your username?' - password = 'What is your password?' - {print} 'Welcome to our club!' - - username = {ask} 'Please enter your username. Are you a new member? Type New Member' - {if} username = New Member - {call} new member - {else} - password = {ask} 'Please enter password' - debug: 'True' - 8: - header: Ready to try it out? - text: Enjoy the adventures in level 12! - 13: - 1: - header: Welcome to level 13 - text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two ifs but can use and and or. - From now on you could also use arguments in your functions. - 2: - header: The and command - text: |- - The `{and}` command is always used in a combination with the {if} command. - This way you can check if 2 statements are true. For example: - code: |- - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - 3: - header: The or command - text: |- - The `{or}` works in the same way as the `{and}` command, but only 1 of the two statements has to be true. - - Let's see what happens when you change the `{and}` for `{or}`. - code: |- - name = {ask} 'what is your name?' - {if} name {is} 'Hedy' {or} name {is} 'hedy' - {print} 'Welcome!!' - 4: - header: Functions with arguments - text: Now that you've learned how to use functions, you'll learn how to use a function with an **argument**. An argument is a variable that is used within a function. It is not used outside the function. - 5: - header: Example - text: |- - In this example you see how the argument 'place' is used in the function. - Run the code and change 'ocean' and 'sea' to something else, and see what happens. - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 6: - header: Example with variable - text: |- - You can also combine functions with a question. - - What happens if you make these changes: - ``` - define song with place - print 'My Bonnie is ' place - - answer is ask 'Where is my Bonnie?' - call song with answer - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 7: - header: Even more questions! - text: |- - Now we have combined even more question with the function. Type this code and see what happens. - - Note how the variables and the arguments have the same name. This is allowed. - Does it confuse you? Just use different names, that is allowed as well. - ``` - define song with name, place - print 'My ' name ' is ' place - - name is ask 'Who?' - place is ask 'Where are they?' - call song with name, place - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {define} happiness {with} name - {print} '🥳' - {play} G - {play} A - {play} B - {print} 'Party on, ' name - {define} sadness - {print} '😞' - {play} E - {play} D - {play} C - {print} 'Hope you feel better, ' name - - name = {ask} 'What is your' name '?' - mood = {ask} 'Are you happy or sad?' - {if} mood = happy - {call} happiness {with} person - {else} mood = sad - {define} sadness {to} name - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 13! - 14: - 1: - header: Welcome to level 14 - text: In this level you'll learn some new symbols that can help you improve your programs, like >. You will also learn to work with return values of a function. - 2: - header: Symbols - text: |- - These are the new symbols you can use: - - The > means bigger than... - - The >= means bigger than or the same as... - - The < means smaller than... - - The <= means smaller than or the same as... - - You can use them like this: - code: |- - age = {ask} 'How old are you?' - {if} age < 13 - {print} 'You are younger than me!' - {else} - {print} 'You are older than me!' - 3: - header: Symbols - text: |- - You can also use: - - == is the same as. - - != is not - - == is used in `{if}` statements. - code: |- - answer = {ask} 'Do you want to learn more?' - {if} answer == 'yes' - {print} 'Go to the next adventure!' - {if} answer != 'yes' - {print} 'That is a shame!' - 4: - header: Return value - text: In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - 5: - header: Return value - text: For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - code: |- - {define} calculate_new_price {with} amount, percentage - percentage = percentage / 100 - discount_amount = amount * percentage - {return} amount - discount_amount - - old_price = {ask} 'How much is on the price tag?' - discount = {ask} 'What percentage is the discount?' - - new_price = {call} calculate_new_price {with} old_price, discount - {print} 'The new price is ' new_price ' dollar' - 6: - header: Debugging - text: Let's debug this code! - code: |- - item = 'not bought' - {print} 'I would like to buy this item' - price == {ask} 'What is the price?' - {if} price less than or the same as 10 - {print} 'Thats a great deal!' - item = 'bought' - {if} price is more than 10 {and} less than or the same as 20 - {print} 'Alright' - item = 'bought' - {if} price is more than 20 {and} less than 50 - {print} 'That is a bit much!' - {if} price is more than or the same as 50 - {print} 'No way!' - {if} item =! bought - {print} 'Shame.. I wont buy it' - {else} - {print} 'I will buy it! Thank you!' - debug: 'True' - 7: - header: Let's get to work! - text: Enjoy the adventures in level 14! - 15: - 1: - header: Welcome to level 15 - text: In this level you will learn about the `{while}` loop. - 2: - header: '{while}' - text: |- - We are going to learn a new loop, the while loop! The loop continues as long as the statement is true. So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. If the correct answer is never given, the loop will never end! - code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - 3: - header: Debugging - text: Let's debug this code! - code: |- - numbers = 1, 2 - - {for} i {in} {range} 3 {to} 50 - {add} x {to} numbers - i = + 1 - - random_number = numbers {random} - guesses = 10 - - {while} guess = 0 - answer = 'Guess my number:' - {if} answer >= random_number - {print} 'lower' - guesses = guesses -1 - {if} answer > random_number - {print} 'higher!' - guesses = guesses - {else} answer = random_number - {print} 'correct' - guesses = 10 - - debug: 'True' - 4: - header: Let's try it out! - text: Enjoy the adventures in level 15! - 16: - 1: - header: Welcome to level 16 - text: In this level you will learn about the [square brackets] and how to use them. - 2: - header: Square brackets - text: We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. The at random command can not be used anymore. - code: |- - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - 3: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Friendship test' - {subjects} = ['song', 'movie', 'food', 'drink'] - answers_player_1 = [] - answers_player_2 = [] - score = 100 - - {for} i {in} {range} 1 {to} 4 - answer = {ask} 'what is your favorite ' subjects[i] - {add} answer {to} answers_player_1 - - {print} 'Player 2, your turn!' - {for} i {in} {range} 0 {to} 4 - answer_player_2 = {ask} 'what is player 1s favorite ' subjects - {add} answer_player_2 {in} answers_player_2 - {if} answers_player_2[2] == answers_player_1[1] - {print} 'Correct!' - {else} - {print} 'Wrong!' - score = score - 25 - - {print} 'Player 2, you've scored ' score '%' - - {if} score = 100 - {print} 'You are an amazing friend' - {if} score < 100 {or} score >= 50 - {print} 'You could do better' - {else} score < 50 - {print} 'Do you even know this person?!' - debug: 'True' - 4: - text: Enjoy the adventures in level 16! - header: Let's try it out! - 17: - 1: - header: Welcome to level 17 - text: in this level you will learn how to use a colon and you will learn the elif command. - 2: - header: Colon - text: 'Now we are going to change indentation a little bit. Every time that we need an indentation, we need : at the line before the indentation.' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {else}: - {print} 'Better luck next time..' - 3: - header: Elif - text: 'In this level you can also use a new command: elif. elif is short for else if and you need it when you want to make 3 (or more!) options. Check it out!' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {elif} your_price == 'an apple pie' : - {print} 'Lovely, an apple pie!' - {else}: - {print} 'Better luck next time..' - 4: - header: Debugging - text: Let's debug this code! - code: |- - {define} ask_direction - direction = {ask} 'Where do you want to go?' - {if} direction = 'backwards' - {turn} 180 - {else} direction == 'right' - {turn} 90 - {else} direction == 'left' - {turn} 270 - {forward} 100 - - continue = 'yes' - - {while} continue == 'yes' - {print} ask_direction - {sleep} - continue = 'do you want to draw some more?' - {sleep} - debug: 'True' - 5: - header: Let's try it out! - text: Enjoy the adventures in level 17! - 18: - 1: - header: Welcome to level 18 - text: Congratulations! You have reached the last level of Hedy! The code you have created here can be copied to real Python environments like replit or PyCharm, and you can continue learning there! Note however that Python can only read English commands, so if you have been using other languages, you will need to switch to English now. - 2: - header: The Python way - text: |- - We arrived at real Python code! That means we need to use parentheses with print and range from now on. - - Also, if you want to print more than one item, you need to separate them by commas. - - The final change we will need to make to get Python code is changing ask into input. - - Click on the 'print' tab for all the examples. - editor: /hedy/18 - 3: - header: The very last adventures! - text: Enjoy the very last adventures in level 18! diff --git a/content/slides/el.yaml b/content/slides/el.yaml index 87c68b82f8a..879d5f2ccb4 100644 --- a/content/slides/el.yaml +++ b/content/slides/el.yaml @@ -2,64 +2,15 @@ levels: 0: 1: header: Καλώς ήρθατε στο Hedy! - text: Hedy is a programming language. - 2: - header: Programming - text: |- - Programming is giving instructions to a computer, using the language of the computer. - - Such a language is called a "programming language". - 3: - header: Programming Language - text: |- - Maybe you already know some programming languages? - Some examples are: - * Scratch - * Python - * HTML - 4: - header: Programming - text: |- - If you can program, you can do many cool things: - * Build interactive stories - * Create computer drawings and draw these on paper or fabric - * Build your own apps to use on your phone - 5: - header: Programming in Hedy - text: In Hedy we use special codes, like `{print}`. - code: '{print} Welcome to Hedy!' - 6: - header: Programming in Hedy - text: Code words will be shown in pink. - code: '{print} Welcome to Hedy!' - 7: - header: Programming in Hedy - text: We start the code with the Run code button underneath the code. - code: '{print} Welcome to Hedy!' 8: - header: Programming in Hedy text: Output appears on the left-hand side. - code: '{print} Welcome to Hedy!' 9: - header: Programming in Hedy - text: The output can also be a drawing. code: |- {forward} 100 {turn} left 1: - 1: - header: Welcome to level 1! - text: |- - We will start level 1 by making stories in Hedy! - - We need three text codes to create interactive stories. 2: header: 'Hedy level 1: {print}' - text: |- - The first code that you can use in level 1 is `{print}`. - - `{print}` is used to show text on the screen. - code: '{print} Show text on the screen' 3: header: 'Hedy level 1: {ask}' text: |- @@ -84,1112 +35,32 @@ levels: text: |- with `{print}`, `{ask}` and `{echo}` you can already create a little story. This is a good time to try the Parrot, Story and Rock, Paper Scissors adventures. - code: |- - {print} Hello! - {ask} What is your name? - {echo} hello 6: - header: Programming! text: Adventures are shown in tabs. - editor: /hedy/1 7: - header: Programming! text: The yellow arrow buttons can be used to copy examples. editor: /hedy#print_command 8: header: Drawing with the turtle text: Now that we have seen at text codes, we will now look at drawing codes next. - editor: /hedy#print_command 9: header: 'Drawing with the turtle: {forward}' text: '`{forward}` is used to move the turtle forward.' - 10: - header: 'Drawing with the turtle: {forward}' - text: '`{forward}` is used to move the turtle forward.' - code: '{forward} 50' 11: - header: 'Drawing with the turtle: {turn}' - text: '`{turn}` is used to make the turtle turn left or right.' code: |- {forward} 50 {turn} left - 12: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - I am DJ Hedy - {print} What song would you like to hear? - {ask} I like that song too! - {print} Next up... {echo} - debug: 'True' - 13: - header: Let the programming fun begin! - text: Enjoy the adventures in level 1! 2: - 1: - header: Welcome to level 2 - text: |- - In this level you will learn to use variables. - - A variable is a word that can be used to store information. - - For example: a name, age or favorite sports team. - 2: - header: Variables - text: To make or 'set' a variable we use the `{is}` command - code: |- - name {is} Hedy - age {is} 15 - {print} name is age years old 3: - header: Interactive text: |- We can also set a variable by asking questions. The answer to the question is stored in the variable. This way we don't need the `{echo}` command. - code: |- - name {is} {ask} What is your name? - {print} Hello name 4: - header: Multiple variables text: Now that we use variables, we can use multiple variables instead of just one `{echo}`command. - code: |- - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - 5: - header: Sleep - text: You can also use the `{sleep}` command to pause the code for a while. - code: |- - {print} My favorite colour is... - {sleep} 2 - {print} green! - 6: - header: Sleep 5 - text: |- - You can add a number after the `{sleep}` command if you want the pause to be longer. - - If you want, you could even use a variable instead of a number to decide the duration of the sleep command. - code: |- - pause {is} 10 - {print} My favorite colour is... - {sleep} pause - {print} green! - 7: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - {print} Welcome to the donut shop! - filling {is} What kind of filling would you like? - {print} You have chosen... Filling! Yum! - topping {ask} What kind of topping would you like? - topping is delicious! - {print} I'll go get your donut. {sleep} - {print} Here you go! A filling donut with toping! - {ask} Have a nice day! - debug: 'True' - 8: - header: Let the programming fun begin! - text: Enjoy the adventures in level 2! - 3: - 1: - header: Welcome to level 3 - text: In this level you'll learn how to make a list, add and remove items form your lists and pick a random item off that list. - 2: - header: Making a list - text: |- - You make a list with `{is}`. - - Separate the items on your list with a comma. - code: animals {is} dogs, cats, kangaroos - 3: - header: At random - text: |- - You can use the list with the `{at}` `{random}` command. - The computer will randomly pick one item of the list. - Every time you run this code the output will differ. - code: |- - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - 4: - header: At random in a sentence - text: You can use the `{at}` `{random}` command in a sentence as well. - code: |- - animals {is} dogs, cats, kangaroos - {print} My favorite animal is animals {at} {random} - 5: - header: Add to - text: |- - You can add items to a list with the `{add}` `{to}` command. - - You can choose what to add to the list or you can use the `{add}` `{to}` command in combination with the `{ask}` command. - This way you can let the player decide what to add to the list. - code: |- - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - 6: - header: Remove from - text: |- - The opposite of the `{add}` `{to}` command is the `{remove}` `{from}` command. - This command removes an item from a list. - code: |- - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - 7: - header: Debugging - text: Let's debug this code! - editor: |- - music_genres {is} rock, pop, metal, indie, jazz - chosen_genre is music {at} {random} - {print} Let's listen to chosen genre - nice {ask} Do you like that genre? - {remove} chosen_genre {from} chosen_genre - second_choice {is} music_genres - {print} or do you prefer... second_choice {at} {random} - {remove} second_choice {to} music_genres - {print} I like music_genre {random} best! - debug: 'True' - 8: - header: Let's get to work! - text: Enjoy the adventures in level 3! 4: - 1: - header: Welcome to level 4 - text: In this level you will learn how to use quotation marks. - code: '{print} ''print with quotes!''' - 2: - header: Problem - text: 'In the previous levels, you might have come across this problem:' - code: |- - name {is} Sophie - {print} My name is name - debug: 'True' - 3: - header: Fixing it with quotation marks - text: |- - In this level we will fix this problem by using quotation marks. - - This also makes our code look more like 'real' Python code. - 4: - header: Quotation marks with print - text: Each time you use the `{print}` command you need to put the text that you want to appear on the screen in quotation marks. - code: '{print} ''print with quotes!''' - 5: - header: Quotation marks with ask - text: This also goes for the `{ask}` command. - code: name {is} {ask} 'name please?' - 6: - header: Quotation marks and variables - text: |- - You do not want variable names to be printed on the screen. - This is why variables should be left out of the quotation marks, like this: - code: |- - name {is} Harry - {print} 'Hello ' name - 7: - header: Quotation marks and variables - text: |- - When variable names are used in the middle of a sentence, you have to leave the variables out of the quotation marks. - The rest of the sentence however, does need quotation marks. That looks like this: - code: |- - name {is} Harry - {print} 'Hello ' name ', how are you?' - 8: - header: Quotation marks and contractions - text: |- - Be careful! Now that you are using quotation marks, you can't use apostrophes in contractions. - - Please try to print a contraction like "you're" or "I'm" in the screen below and see what happens.... - code: '{print} ''This won''t work!''' - debug: 'True' 9: header: Ready, Set, Go! text: Enjoy the adventures in level 4! - code: |- - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'SURPRISE!' - 10: - header: Debugging - text: Let's debug this code! - code: |- - {clear} - {print} What a nice day to go to the beach! - {ask} 'Do you want to build a sandcastle or swim in the ocean?' - {print} 'You would like to activity ' - {print} 'I'd like to do that too' - {print} 'Look at these beautiful seashells!' - colors {is} 'orange, silver, white, brown' - {print} 'I love the colors {at} {random} one!' - choice {is} {ask} Which one do you like? - debug: 'True' - 11: - header: Ready, Set, Go! - text: Enjoy the adventures in level 4! - 5: - 1: - header: Welcome to level 5 - text: 'In this level you will learn to use 3 new commands: `{if}`, `{else}` and `{in}`.' - 2: - header: if - text: |- - The `{if}` command allows you to choose between two options. - In this example the computer will print 'nice' if the given answer is Hedy. - If the answer is not Hedy, the computer will do nothing. - code: |- - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - 3: - header: Don't forget to print - text: |- - When using the `{if}` command, don't forget to use the `{print}` command. - This code will not work! - code: '{if} name {is} Hedy ''nice''' - debug: 'True' - 4: - header: else - text: |- - When using an `{if}` command, you can also add an `{else}` command. - If the answer is Hedy, the computer will print 'nice'. - But if the answer is something else the computer will print 'boo' - code: '{if} name {is} Hedy {print} ''nice'' {else} {print} ''boo!''' - 5: - header: Long lines - text: |- - You might have noticed that your lines can get very long when you have both an `{if}` and an `{else}` command. - - You can choose to separate commands and put them on 2 lines, like this: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - 6: - header: Another new command - text: |- - If you have practised with the `{if}` and `{else}` commands, you can also try the `{in}` command. - - With `{in}` you can let the computer check if an item is in a list, for example: - - Please note that Hedy is case sensitive. This means that if you answer "Green" instead of "green", Hedy will print "meh". - code: |- - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - 7: - header: Debugging - text: Let's debug this code! - code: |- - {print} Welcome to HedyAir Security! - boarding_pass {is} {ask} 'Do you have your boarding pass?' - {if} bording_pass yes {print} Great! - {else} Please, get your boarding pass ready. - passport {is} 'Can I see your passport, please?' - {if} passport {is} yes 'thank you' - {else} 'You can't fly without a passport' - declare {is} {ask} Do you have anything to declare? - {if} declare {is} yes - item_to_declare {is} {ask} 'What would you like to declare' - {else} Alright - {print} Thank you. Please head to gate A22.' - debug: 'True' - 8: - header: Let's go! - text: Enjoy the adventures in level 5! - 6: - 1: - header: Welcome to level 6 - text: In this level we are adding maths to our codes. - 2: - header: Addition - text: If you want to calculate an addition, simply use the plus sign. - code: '{print} ''5 plus 5 is '' 5 + 5' - 3: - header: Subtraction - text: If you want to subtract, you can use the minus sign. - code: '{print} ''5 minus 5 is '' 5 - 5' - 4: - header: Multiplication - text: If you want to do multiplications, you can use the asterisk. - code: '{print} ''5 times 5 is '' 5 * 5' - 5: - header: Division - text: You can use the slash for division. - code: '{print} ''5 divided by 5 is '' 5 / 5' - 6: - header: Summary - text: In summary, you can use +, -, * and / to do maths. - code: |- - {print} '5 plus 5 is ' 5 + 5 - {print} '5 minus 5 is ' 5 - 5 - {print} '5 times 5 is ' 5 * 5 - {print} '5 divided by 5 is ' 5 / 5 - 7: - header: The = symbol - text: |- - From now on you can also use the = symbol instead of the `{is}` command. - This goes for both numbers and words, and it also goes after the `{if}` or `{else}` commands. - code: |- - name = Hedy - answer = 20 + 4 - 8: - header: Calculations with variables - text: 'You can use calculations with numbers, but you can also use variables to do calculations, like this:' - code: |- - number_1 = {ask} 'Fill in the first number:' - number_2 = {ask} 'Fill in the second number:' - correct_answer = number_1 * number_2 - {print} number_1 ' times ' number_2 ' is ' correct_answer - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'This is the water park ticket machine' - {print} 'Price list: Children under 12 $3, Adults $5' - {print} 'Mondays are 25% off' - amount_of_children = 'How many kids tickets would you like?' - amount_of_adults = 'How many adult tickets would you like?' - day_of_the_week = {ask} 'What day is it?' - {clear} - child_price = amount of children * 3 - adult_price = amount_of_adults + 5 - total_price = adult_price * child_price - {if} day {is} monday - total_price = total_price * 0.25 - {print} 'That will be total_price please' - debug: 'True' - 10: - header: Let's get to work! - text: Enjoy the adventures in level 6! - 7: - 1: - header: Welcome to level 7 - text: In this level you will learn how to repeat a line of code as many times a you'd like. - 2: - header: repeat 3 times - text: |- - If you want to repeat a line of code, you can use the `{repeat}` 3 `{times}` code. - If you want to repeat the line more times, simply change the number. - - For example: If you are programming a story where your character shouts for help for 5 times, it could look like this: - code: |- - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - 3: - header: Don't forget the print command - text: When using the repeat command, do not forget the `{print}` command. - code: '{repeat} 5 {times} ''Help!''' - debug: 'True' - 4: - header: Repeat an ask command - text: You can also repeat an `{ask}`, `{if}` or `{else}` command multiple times. - code: |- - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - 5: - header: Debugging - text: Let's debug this code! - code: |- - {print} You gave stranded on a desert island. - {repeat} 3 'Help!' - rescued = {ask} Has anybody come to the rescue? - {if} rescued yes {is} - {print} Lucky! - {else} {repeat} 3 {times} 'HELP!' - rescued = 'What about now?' - {if} yes - {print} 'Hurray! - {else} 'That's a shame... Oh well... time to build a shelter and find some food.' - debug: 'True' - 6: - header: Ready Set Go! - text: Enjoy the adventures in level 7! - 8: - 1: - header: Welcome to level 8 - text: In this level you will learn to use indentation to make the `{repeat}`, `{if}` and `{else}` commands work for multiple lines of code. - 2: - header: '{repeat} commands before' - text: |- - In the previous levels, the `{repeat}` command looked like this: - - You could only repeat one line of code. - code: '{repeat} 5 {times} {print} ''Help!''' - debug: 'True' - 3: - header: '{repeat} commands now' - text: |- - In this level you can repeat multiple lines of code. To do this you must tell the computer which lines belong together and should be repeated. - You do this by using indentation. - - Use 4 spaces (or one tab) at the beginning of each line that you want to repeat, like this: - code: |- - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This will be printed 5 times' - 4: - header: '{repeat} commands now' - text: |- - If you want to, you can continue after the `{repeat}` command without indentation. - The lines that do not start with indentation will not be repeated. - code: |- - {repeat} 3 {times} - {print} 'Hello!' - {print} 'We are done repeating!' - 5: - header: if and else before - text: |- - The same goes for the `{if}` and `{else}` commands. - These were the commands before: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - debug: 'True' - 6: - header: if and else now - text: |- - These are the `{if}` and `{else}` commands now. - Each line after the `{if}` and `{else}` commands start with indentation. - code: |- - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {else} - {print} 'Welcome programmer!' - 7: - header: stopping the indentation - text: Just like with the `{repeat}` command, you can stop using indentation and the lines will always be shown. Not just if the statement is true. - code: "name = {ask} 'What is your name?'\n{if} name {is} Hedy\n {print} 'Welcome Hedy'\n{else}\n {print} 'Welcome programmer!' \n{print} '3..2..1.. Start programming!'" - 8: - header: if statements inside if statements - text: |- - You might have thought of trying to put an if command inside a repeat command, or inside another if command. - For now, this is not possible yet. In the higher levels, it will be allowed, but for now let's focus on practising the `{if}` `{else}` and `{repeat}` commands with proper indentation first. - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'HedyWheels bus tickets machine' - zone_1 = Town Hall, Library, Campus, Market Place - zone_2 = Swimming Pool, Skate Park, Mall, Airport - destination = 'Where do you want to go?' - {if} destination {in} zone 1 - {print} destination 'is in zone 1' - price = 3 euros - {if} destination {is} zone_2 - {print} destination 'is in zone 2' - price = 6 - ticket_types = {ask} 'Press 1 for a single use ticket. - Press 2 for a round trip ticket:' - {if} ticket_type = 1 - {print} 'You chose a single use ticket' - {else} - {print} You chose a round trip ticket' - price * 2 - {print} 'That will be ' price ' euros please' - debug: 'True' - 10: - header: Let's check out the adventures! - text: Enjoy the adventures in level 8! - 9: - 1: - header: Welcome to level 9 - text: |- - In this level you can use multiple lines of code after an `{if}` or after a `{repeat}` command. - - You can even put a `{repeat}` command within another `{repeat}` command. - 2: - header: Multiple lines after `{repeat}` - text: You are allowed to combine `{repeat}` and `{if}` in this level. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 3: - header: Indentation matters! - text: Indentation is very important to tell the computer which lines should be repeated and which lines should only be ran once. - code: |- - {repeat} 3 {times} - {print} 'This line will be repeated...' - {print} 'This one too...' - {print} 'but this one will not!' - 4: - header: Multiple lines after `{if}` - text: You can also use multiple lines after `{if}` - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - 5: - header: Indentation matters - text: Again, indentation is still very important and can make a big difference in the code. - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - 6: - header: An `{if}` inside a `{repeat}` - text: |- - Now that you can use multiple lines of code after these command, you can also put them within each other. - Check it out: - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 7: - header: Mind the indentation - text: Mind that the fourth and sixth line of this code starts with 8 spaces of indentation. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Welcome to HedyJumps, your parachute jump adventure!' - people = {ask} 'How many people are you jumping with today? - {print} 'We'll ask all of you some questions for safety reasons.' - extra_instructions_people = a, b - {repeat} 3 {times} - name = {ask} 'What is your name?' - jumped_before = 'Have you ever done a parachute jump before, ' name '?' - {if} jumped_before no - {print} 'No worries, you'll get an extra safety instruction in room 13' - {add} name {to} extra_instructions_people - {else} - {print} 'Fun!' - {print} 'Thanks for filling in the safety questions everyone. Enjoy your jump!' - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 9! - 10: - 1: - header: Welcome to level 10 - text: 'In this level you will learn a new command: `{for}`.' - 2: - header: The for command - text: With for you can make a list and use all items on that list. `{for}` creates a block, like repeat and if so all lines in the block need to start with indentation (4 spaces). - code: |- - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - 3: - header: The for command - text: 'Here you see another example of the `{for}` command:' - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - 4: - header: Debugging - text: Let's debug this code - code: |- - {print} 'Ladies and gentlemen!' - {print} 'For one night and one night only in circus Hedy!' - acts = shoot out of a canon, walk the tightrope, pack themself in a suitcase, - people = Iris the Incredible Achmed the Amazing Francis the Fantastic - {for} people {in} acts - chosen_person {is} people {random} - chosen_person ' will ' act - {add} chosen_person {from} people - {print} 'Come and watch our show tonight!' - {print} 'Tickets are only available at the counter - debug: 'True' - 5: - header: Time to program! - text: Enjoy the adventures in level 10! - 11: - 1: - header: Welcome to level 11 - text: |- - In this level, we add a new form of the `{for}` command. In earlier levels, we used for with a list, but we can also use for with numbers. - - This way we don't need the `{repeat}` command anymore. - 2: - header: The for command - text: 'This is what the new for command looks like:' - code: |- - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - 3: - header: the variable i - text: |- - In the previous slide the variable was named 'counter', because it was counting down. - You can of course use any name for the variable you want. - The standard name for variables in this situation that is used in programming languages like Python is 'i'. - That looks like this: - code: |- - number = 10 - {for} i {in} {range} 1 {to} 10 - {print} i * number - 4: - header: Debugging - text: Let's debug this code! - code: |- - factor {is} {ask} 'Which table of multiplication do you need?' - {repeat} {for} numbers {in} {range} 1 {to} 10 {times} - {print} This is the table of multiplications for factor - {print} number ' x ' factor ' = ' i * factor - debug: 'True' - 5: - header: Let's start programming! - text: Enjoy the adventures in level 11! - 12: - 1: - header: Welcome to level 12 - text: |- - From this level on you are allowed to use decimal numbers and there are some changes to the quotation marks. - You can also use functions from this level on! - 2: - header: Quotation marks - text: |- - This level makes some changes to the usage of quotation marks. - From now on, **all texts** need to be in quotation marks. This includes values of variables, items on lists and text after {if} commands. - code: |- - name = 'Hedy the Robot' - {print} 'Hello ' name - 3: - header: Decimal numbers - text: |- - From this level on you are also allowed to use decimal numbers. This can make programs like your restaurant even better! - - Numbers do not need quotation marks. - code: |- - {print} 'decimal numbers now need to use a dot' - {print} 2.5 + 2.5 - 4: - header: Functions! - text: |- - In this level you'll learn how to use functions. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. To create a function, use define and give the function a name. Then put all the lines you want in the function in a indented block under the define line. Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use call with the function's name to call it up! We don't have to type that block of code again. - 5: - header: Twinkle Twinkle little star! - text: |- - In this program you see an example of a function. - Let's see what happens if you fill in the rest of the song! - code: |- - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} twinkle - 6: - header: Functions - text: As you could see in the example a function is a block of code that can be called anytime. You use `{define}` to set the function and `{call}` to use it. - 7: - header: Debugging - text: Let's debug this code! - code: |- - {call} new_member - {print} 'Hi new member!' - username = {ask} 'What is your username?' - password = 'What is your password?' - {print} 'Welcome to our club!' - - username = {ask} 'Please enter your username. Are you a new member? Type New Member' - {if} username = New Member - {call} new member - {else} - password = {ask} 'Please enter password' - debug: 'True' - 8: - header: Ready to try it out? - text: Enjoy the adventures in level 12! - 13: - 1: - header: Welcome to level 13 - text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two ifs but can use and and or. - From now on you could also use arguments in your functions. - 2: - header: The and command - text: |- - The `{and}` command is always used in a combination with the {if} command. - This way you can check if 2 statements are true. For example: - code: |- - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - 3: - header: The or command - text: |- - The `{or}` works in the same way as the `{and}` command, but only 1 of the two statements has to be true. - - Let's see what happens when you change the `{and}` for `{or}`. - code: |- - name = {ask} 'what is your name?' - {if} name {is} 'Hedy' {or} name {is} 'hedy' - {print} 'Welcome!!' - 4: - header: Functions with arguments - text: Now that you've learned how to use functions, you'll learn how to use a function with an **argument**. An argument is a variable that is used within a function. It is not used outside the function. - 5: - header: Example - text: |- - In this example you see how the argument 'place' is used in the function. - Run the code and change 'ocean' and 'sea' to something else, and see what happens. - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 6: - header: Example with variable - text: |- - You can also combine functions with a question. - - What happens if you make these changes: - ``` - define song with place - print 'My Bonnie is ' place - - answer is ask 'Where is my Bonnie?' - call song with answer - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 7: - header: Even more questions! - text: |- - Now we have combined even more question with the function. Type this code and see what happens. - - Note how the variables and the arguments have the same name. This is allowed. - Does it confuse you? Just use different names, that is allowed as well. - ``` - define song with name, place - print 'My ' name ' is ' place - - name is ask 'Who?' - place is ask 'Where are they?' - call song with name, place - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {define} happiness {with} name - {print} '🥳' - {play} G - {play} A - {play} B - {print} 'Party on, ' name - {define} sadness - {print} '😞' - {play} E - {play} D - {play} C - {print} 'Hope you feel better, ' name - - name = {ask} 'What is your' name '?' - mood = {ask} 'Are you happy or sad?' - {if} mood = happy - {call} happiness {with} person - {else} mood = sad - {define} sadness {to} name - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 13! - 14: - 1: - header: Welcome to level 14 - text: In this level you'll learn some new symbols that can help you improve your programs, like >. You will also learn to work with return values of a function. - 2: - header: Symbols - text: |- - These are the new symbols you can use: - - The > means bigger than... - - The >= means bigger than or the same as... - - The < means smaller than... - - The <= means smaller than or the same as... - - You can use them like this: - code: |- - age = {ask} 'How old are you?' - {if} age < 13 - {print} 'You are younger than me!' - {else} - {print} 'You are older than me!' - 3: - header: Symbols - text: |- - You can also use: - - == is the same as. - - != is not - - == is used in `{if}` statements. - code: |- - answer = {ask} 'Do you want to learn more?' - {if} answer == 'yes' - {print} 'Go to the next adventure!' - {if} answer != 'yes' - {print} 'That is a shame!' - 4: - header: Return value - text: In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - 5: - header: Return value - text: For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - code: |- - {define} calculate_new_price {with} amount, percentage - percentage = percentage / 100 - discount_amount = amount * percentage - {return} amount - discount_amount - - old_price = {ask} 'How much is on the price tag?' - discount = {ask} 'What percentage is the discount?' - - new_price = {call} calculate_new_price {with} old_price, discount - {print} 'The new price is ' new_price ' dollar' - 6: - header: Debugging - text: Let's debug this code! - code: |- - item = 'not bought' - {print} 'I would like to buy this item' - price == {ask} 'What is the price?' - {if} price less than or the same as 10 - {print} 'Thats a great deal!' - item = 'bought' - {if} price is more than 10 {and} less than or the same as 20 - {print} 'Alright' - item = 'bought' - {if} price is more than 20 {and} less than 50 - {print} 'That is a bit much!' - {if} price is more than or the same as 50 - {print} 'No way!' - {if} item =! bought - {print} 'Shame.. I wont buy it' - {else} - {print} 'I will buy it! Thank you!' - debug: 'True' - 7: - header: Let's get to work! - text: Enjoy the adventures in level 14! - 15: - 1: - header: Welcome to level 15 - text: In this level you will learn about the `{while}` loop. - 2: - header: '{while}' - text: |- - We are going to learn a new loop, the while loop! The loop continues as long as the statement is true. So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. If the correct answer is never given, the loop will never end! - code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - 3: - header: Debugging - text: Let's debug this code! - code: |- - numbers = 1, 2 - - {for} i {in} {range} 3 {to} 50 - {add} x {to} numbers - i = + 1 - - random_number = numbers {random} - guesses = 10 - - {while} guess = 0 - answer = 'Guess my number:' - {if} answer >= random_number - {print} 'lower' - guesses = guesses -1 - {if} answer > random_number - {print} 'higher!' - guesses = guesses - {else} answer = random_number - {print} 'correct' - guesses = 10 - - debug: 'True' - 4: - header: Let's try it out! - text: Enjoy the adventures in level 15! - 16: - 1: - header: Welcome to level 16 - text: In this level you will learn about the [square brackets] and how to use them. - 2: - header: Square brackets - text: We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. The at random command can not be used anymore. - code: |- - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - 3: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Friendship test' - {subjects} = ['song', 'movie', 'food', 'drink'] - answers_player_1 = [] - answers_player_2 = [] - score = 100 - - {for} i {in} {range} 1 {to} 4 - answer = {ask} 'what is your favorite ' subjects[i] - {add} answer {to} answers_player_1 - - {print} 'Player 2, your turn!' - {for} i {in} {range} 0 {to} 4 - answer_player_2 = {ask} 'what is player 1s favorite ' subjects - {add} answer_player_2 {in} answers_player_2 - {if} answers_player_2[2] == answers_player_1[1] - {print} 'Correct!' - {else} - {print} 'Wrong!' - score = score - 25 - - {print} 'Player 2, you've scored ' score '%' - - {if} score = 100 - {print} 'You are an amazing friend' - {if} score < 100 {or} score >= 50 - {print} 'You could do better' - {else} score < 50 - {print} 'Do you even know this person?!' - debug: 'True' - 4: - text: Enjoy the adventures in level 16! - header: Let's try it out! - 17: - 1: - header: Welcome to level 17 - text: in this level you will learn how to use a colon and you will learn the elif command. - 2: - header: Colon - text: 'Now we are going to change indentation a little bit. Every time that we need an indentation, we need : at the line before the indentation.' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {else}: - {print} 'Better luck next time..' - 3: - header: Elif - text: 'In this level you can also use a new command: elif. elif is short for else if and you need it when you want to make 3 (or more!) options. Check it out!' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {elif} your_price == 'an apple pie' : - {print} 'Lovely, an apple pie!' - {else}: - {print} 'Better luck next time..' - 4: - header: Debugging - text: Let's debug this code! - code: |- - {define} ask_direction - direction = {ask} 'Where do you want to go?' - {if} direction = 'backwards' - {turn} 180 - {else} direction == 'right' - {turn} 90 - {else} direction == 'left' - {turn} 270 - {forward} 100 - - continue = 'yes' - - {while} continue == 'yes' - {print} ask_direction - {sleep} - continue = 'do you want to draw some more?' - {sleep} - debug: 'True' - 5: - header: Let's try it out! - text: Enjoy the adventures in level 17! - 18: - 1: - header: Welcome to level 18 - text: Congratulations! You have reached the last level of Hedy! The code you have created here can be copied to real Python environments like replit or PyCharm, and you can continue learning there! Note however that Python can only read English commands, so if you have been using other languages, you will need to switch to English now. - 2: - header: The Python way - text: |- - We arrived at real Python code! That means we need to use parentheses with print and range from now on. - - Also, if you want to print more than one item, you need to separate them by commas. - - The final change we will need to make to get Python code is changing ask into input. - - Click on the 'print' tab for all the examples. - editor: /hedy/18 - 3: - header: The very last adventures! - text: Enjoy the very last adventures in level 18! diff --git a/content/slides/eo.yaml b/content/slides/eo.yaml index 22105a8f7e0..02147c10d21 100644 --- a/content/slides/eo.yaml +++ b/content/slides/eo.yaml @@ -5,61 +5,28 @@ levels: text: Hedy estas programlingvaĵo. 2: header: Programado - text: |- - Programming is giving instructions to a computer, using the language of the computer. - - Such a language is called a "programming language". 3: header: Programlingvaĵo - text: |- - Maybe you already know some programming languages? - Some examples are: - * Scratch - * Python - * HTML 4: header: Programado - text: |- - If you can program, you can do many cool things: - * Build interactive stories - * Create computer drawings and draw these on paper or fabric - * Build your own apps to use on your phone 5: header: Programi per Hedy - text: In Hedy we use special codes, like `{print}`. code: '{print} Bonvenon al Hedy!' 6: header: Programi per Hedy - text: Code words will be shown in pink. - code: '{print} Welcome to Hedy!' 7: header: Programi per Hedy - text: We start the code with the Run code button underneath the code. - code: '{print} Welcome to Hedy!' 8: header: Programi per Hedy text: Output appears on the left-hand side. - code: '{print} Welcome to Hedy!' 9: header: Programi per Hedy - text: The output can also be a drawing. code: |- {forward} 100 {turn} left 1: - 1: - header: Welcome to level 1! - text: |- - We will start level 1 by making stories in Hedy! - - We need three text codes to create interactive stories. 2: header: 'Hedy level 1: {print}' - text: |- - The first code that you can use in level 1 is `{print}`. - - `{print}` is used to show text on the screen. - code: '{print} Show text on the screen' 3: header: 'Hedy level 1: {ask}' text: |- @@ -84,1112 +51,38 @@ levels: text: |- with `{print}`, `{ask}` and `{echo}` you can already create a little story. This is a good time to try the Parrot, Story and Rock, Paper Scissors adventures. - code: |- - {print} Hello! - {ask} What is your name? - {echo} hello 6: - header: Programming! text: Adventures are shown in tabs. - editor: /hedy/1 7: - header: Programming! text: The yellow arrow buttons can be used to copy examples. editor: /hedy#print_command 8: header: Drawing with the turtle text: Now that we have seen at text codes, we will now look at drawing codes next. - editor: /hedy#print_command 9: header: 'Drawing with the turtle: {forward}' text: '`{forward}` is used to move the turtle forward.' - 10: - header: 'Drawing with the turtle: {forward}' - text: '`{forward}` is used to move the turtle forward.' - code: '{forward} 50' 11: - header: 'Drawing with the turtle: {turn}' - text: '`{turn}` is used to make the turtle turn left or right.' code: |- {forward} 50 {turn} left - 12: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - I am DJ Hedy - {print} What song would you like to hear? - {ask} I like that song too! - {print} Next up... {echo} - debug: 'True' - 13: - header: Let the programming fun begin! - text: Enjoy the adventures in level 1! 2: - 1: - header: Welcome to level 2 - text: |- - In this level you will learn to use variables. - - A variable is a word that can be used to store information. - - For example: a name, age or favorite sports team. - 2: - header: Variables - text: To make or 'set' a variable we use the `{is}` command - code: |- - name {is} Hedy - age {is} 15 - {print} name is age years old 3: - header: Interactive text: |- We can also set a variable by asking questions. The answer to the question is stored in the variable. This way we don't need the `{echo}` command. - code: |- - name {is} {ask} What is your name? - {print} Hello name 4: - header: Multiple variables text: Now that we use variables, we can use multiple variables instead of just one `{echo}`command. - code: |- - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - 5: - header: Sleep - text: You can also use the `{sleep}` command to pause the code for a while. - code: |- - {print} My favorite colour is... - {sleep} 2 - {print} green! - 6: - header: Sleep 5 - text: |- - You can add a number after the `{sleep}` command if you want the pause to be longer. - - If you want, you could even use a variable instead of a number to decide the duration of the sleep command. - code: |- - pause {is} 10 - {print} My favorite colour is... - {sleep} pause - {print} green! - 7: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - {print} Welcome to the donut shop! - filling {is} What kind of filling would you like? - {print} You have chosen... Filling! Yum! - topping {ask} What kind of topping would you like? - topping is delicious! - {print} I'll go get your donut. {sleep} - {print} Here you go! A filling donut with toping! - {ask} Have a nice day! - debug: 'True' - 8: - header: Let the programming fun begin! - text: Enjoy the adventures in level 2! - 3: - 1: - header: Welcome to level 3 - text: In this level you'll learn how to make a list, add and remove items form your lists and pick a random item off that list. - 2: - header: Making a list - text: |- - You make a list with `{is}`. - - Separate the items on your list with a comma. - code: animals {is} dogs, cats, kangaroos - 3: - header: At random - text: |- - You can use the list with the `{at}` `{random}` command. - The computer will randomly pick one item of the list. - Every time you run this code the output will differ. - code: |- - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - 4: - header: At random in a sentence - text: You can use the `{at}` `{random}` command in a sentence as well. - code: |- - animals {is} dogs, cats, kangaroos - {print} My favorite animal is animals {at} {random} - 5: - header: Add to - text: |- - You can add items to a list with the `{add}` `{to}` command. - - You can choose what to add to the list or you can use the `{add}` `{to}` command in combination with the `{ask}` command. - This way you can let the player decide what to add to the list. - code: |- - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - 6: - header: Remove from - text: |- - The opposite of the `{add}` `{to}` command is the `{remove}` `{from}` command. - This command removes an item from a list. - code: |- - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - 7: - header: Debugging - text: Let's debug this code! - editor: |- - music_genres {is} rock, pop, metal, indie, jazz - chosen_genre is music {at} {random} - {print} Let's listen to chosen genre - nice {ask} Do you like that genre? - {remove} chosen_genre {from} chosen_genre - second_choice {is} music_genres - {print} or do you prefer... second_choice {at} {random} - {remove} second_choice {to} music_genres - {print} I like music_genre {random} best! - debug: 'True' - 8: - header: Let's get to work! - text: Enjoy the adventures in level 3! 4: - 1: - header: Welcome to level 4 - text: In this level you will learn how to use quotation marks. - code: '{print} ''print with quotes!''' - 2: - header: Problem - text: 'In the previous levels, you might have come across this problem:' - code: |- - name {is} Sophie - {print} My name is name - debug: 'True' - 3: - header: Fixing it with quotation marks - text: |- - In this level we will fix this problem by using quotation marks. - - This also makes our code look more like 'real' Python code. - 4: - header: Quotation marks with print - text: Each time you use the `{print}` command you need to put the text that you want to appear on the screen in quotation marks. - code: '{print} ''print with quotes!''' - 5: - header: Quotation marks with ask - text: This also goes for the `{ask}` command. - code: name {is} {ask} 'name please?' - 6: - header: Quotation marks and variables - text: |- - You do not want variable names to be printed on the screen. - This is why variables should be left out of the quotation marks, like this: - code: |- - name {is} Harry - {print} 'Hello ' name - 7: - header: Quotation marks and variables - text: |- - When variable names are used in the middle of a sentence, you have to leave the variables out of the quotation marks. - The rest of the sentence however, does need quotation marks. That looks like this: - code: |- - name {is} Harry - {print} 'Hello ' name ', how are you?' - 8: - header: Quotation marks and contractions - text: |- - Be careful! Now that you are using quotation marks, you can't use apostrophes in contractions. - - Please try to print a contraction like "you're" or "I'm" in the screen below and see what happens.... - code: '{print} ''This won''t work!''' - debug: 'True' 9: header: Ready, Set, Go! text: Enjoy the adventures in level 4! - code: |- - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'SURPRISE!' - 10: - header: Debugging - text: Let's debug this code! - code: |- - {clear} - {print} What a nice day to go to the beach! - {ask} 'Do you want to build a sandcastle or swim in the ocean?' - {print} 'You would like to activity ' - {print} 'I'd like to do that too' - {print} 'Look at these beautiful seashells!' - colors {is} 'orange, silver, white, brown' - {print} 'I love the colors {at} {random} one!' - choice {is} {ask} Which one do you like? - debug: 'True' - 11: - header: Ready, Set, Go! - text: Enjoy the adventures in level 4! - 5: - 1: - header: Welcome to level 5 - text: 'In this level you will learn to use 3 new commands: `{if}`, `{else}` and `{in}`.' - 2: - header: if - text: |- - The `{if}` command allows you to choose between two options. - In this example the computer will print 'nice' if the given answer is Hedy. - If the answer is not Hedy, the computer will do nothing. - code: |- - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - 3: - header: Don't forget to print - text: |- - When using the `{if}` command, don't forget to use the `{print}` command. - This code will not work! - code: '{if} name {is} Hedy ''nice''' - debug: 'True' - 4: - header: else - text: |- - When using an `{if}` command, you can also add an `{else}` command. - If the answer is Hedy, the computer will print 'nice'. - But if the answer is something else the computer will print 'boo' - code: '{if} name {is} Hedy {print} ''nice'' {else} {print} ''boo!''' - 5: - header: Long lines - text: |- - You might have noticed that your lines can get very long when you have both an `{if}` and an `{else}` command. - - You can choose to separate commands and put them on 2 lines, like this: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - 6: - header: Another new command - text: |- - If you have practised with the `{if}` and `{else}` commands, you can also try the `{in}` command. - - With `{in}` you can let the computer check if an item is in a list, for example: - - Please note that Hedy is case sensitive. This means that if you answer "Green" instead of "green", Hedy will print "meh". - code: |- - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - 7: - header: Debugging - text: Let's debug this code! - code: |- - {print} Welcome to HedyAir Security! - boarding_pass {is} {ask} 'Do you have your boarding pass?' - {if} bording_pass yes {print} Great! - {else} Please, get your boarding pass ready. - passport {is} 'Can I see your passport, please?' - {if} passport {is} yes 'thank you' - {else} 'You can't fly without a passport' - declare {is} {ask} Do you have anything to declare? - {if} declare {is} yes - item_to_declare {is} {ask} 'What would you like to declare' - {else} Alright - {print} Thank you. Please head to gate A22.' - debug: 'True' - 8: - header: Let's go! - text: Enjoy the adventures in level 5! - 6: - 1: - header: Welcome to level 6 - text: In this level we are adding maths to our codes. - 2: - header: Addition - text: If you want to calculate an addition, simply use the plus sign. - code: '{print} ''5 plus 5 is '' 5 + 5' - 3: - header: Subtraction - text: If you want to subtract, you can use the minus sign. - code: '{print} ''5 minus 5 is '' 5 - 5' - 4: - header: Multiplication - text: If you want to do multiplications, you can use the asterisk. - code: '{print} ''5 times 5 is '' 5 * 5' - 5: - header: Division - text: You can use the slash for division. - code: '{print} ''5 divided by 5 is '' 5 / 5' - 6: - header: Summary - text: In summary, you can use +, -, * and / to do maths. - code: |- - {print} '5 plus 5 is ' 5 + 5 - {print} '5 minus 5 is ' 5 - 5 - {print} '5 times 5 is ' 5 * 5 - {print} '5 divided by 5 is ' 5 / 5 - 7: - header: The = symbol - text: |- - From now on you can also use the = symbol instead of the `{is}` command. - This goes for both numbers and words, and it also goes after the `{if}` or `{else}` commands. - code: |- - name = Hedy - answer = 20 + 4 - 8: - header: Calculations with variables - text: 'You can use calculations with numbers, but you can also use variables to do calculations, like this:' - code: |- - number_1 = {ask} 'Fill in the first number:' - number_2 = {ask} 'Fill in the second number:' - correct_answer = number_1 * number_2 - {print} number_1 ' times ' number_2 ' is ' correct_answer - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'This is the water park ticket machine' - {print} 'Price list: Children under 12 $3, Adults $5' - {print} 'Mondays are 25% off' - amount_of_children = 'How many kids tickets would you like?' - amount_of_adults = 'How many adult tickets would you like?' - day_of_the_week = {ask} 'What day is it?' - {clear} - child_price = amount of children * 3 - adult_price = amount_of_adults + 5 - total_price = adult_price * child_price - {if} day {is} monday - total_price = total_price * 0.25 - {print} 'That will be total_price please' - debug: 'True' - 10: - header: Let's get to work! - text: Enjoy the adventures in level 6! - 7: - 1: - header: Welcome to level 7 - text: In this level you will learn how to repeat a line of code as many times a you'd like. - 2: - header: repeat 3 times - text: |- - If you want to repeat a line of code, you can use the `{repeat}` 3 `{times}` code. - If you want to repeat the line more times, simply change the number. - - For example: If you are programming a story where your character shouts for help for 5 times, it could look like this: - code: |- - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - 3: - header: Don't forget the print command - text: When using the repeat command, do not forget the `{print}` command. - code: '{repeat} 5 {times} ''Help!''' - debug: 'True' - 4: - header: Repeat an ask command - text: You can also repeat an `{ask}`, `{if}` or `{else}` command multiple times. - code: |- - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - 5: - header: Debugging - text: Let's debug this code! - code: |- - {print} You gave stranded on a desert island. - {repeat} 3 'Help!' - rescued = {ask} Has anybody come to the rescue? - {if} rescued yes {is} - {print} Lucky! - {else} {repeat} 3 {times} 'HELP!' - rescued = 'What about now?' - {if} yes - {print} 'Hurray! - {else} 'That's a shame... Oh well... time to build a shelter and find some food.' - debug: 'True' - 6: - header: Ready Set Go! - text: Enjoy the adventures in level 7! 8: - 1: - header: Welcome to level 8 - text: In this level you will learn to use indentation to make the `{repeat}`, `{if}` and `{else}` commands work for multiple lines of code. - 2: - header: '{repeat} commands before' - text: |- - In the previous levels, the `{repeat}` command looked like this: - - You could only repeat one line of code. - code: '{repeat} 5 {times} {print} ''Help!''' - debug: 'True' - 3: - header: '{repeat} commands now' - text: |- - In this level you can repeat multiple lines of code. To do this you must tell the computer which lines belong together and should be repeated. - You do this by using indentation. - - Use 4 spaces (or one tab) at the beginning of each line that you want to repeat, like this: - code: |- - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This will be printed 5 times' - 4: - header: '{repeat} commands now' - text: |- - If you want to, you can continue after the `{repeat}` command without indentation. - The lines that do not start with indentation will not be repeated. - code: |- - {repeat} 3 {times} - {print} 'Hello!' - {print} 'We are done repeating!' - 5: - header: if and else before - text: |- - The same goes for the `{if}` and `{else}` commands. - These were the commands before: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - debug: 'True' - 6: - header: if and else now - text: |- - These are the `{if}` and `{else}` commands now. - Each line after the `{if}` and `{else}` commands start with indentation. - code: |- - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {else} - {print} 'Welcome programmer!' 7: - header: stopping the indentation - text: Just like with the `{repeat}` command, you can stop using indentation and the lines will always be shown. Not just if the statement is true. code: "nomo = {ask} 'Kiel vi nomiĝas?'\n{if} nomo {is} Hedy\n {print} 'Bonvenon Hedy'\n{else}\n {print} 'Bonvenon programisto!' \n{print} '3… 2… 1… Ekprogramu!'" - 8: - header: if statements inside if statements - text: |- - You might have thought of trying to put an if command inside a repeat command, or inside another if command. - For now, this is not possible yet. In the higher levels, it will be allowed, but for now let's focus on practising the `{if}` `{else}` and `{repeat}` commands with proper indentation first. 9: header: Malcimigo text: Ni malcimigu tiun ĉi kodon! - code: |- - {print} 'HedyWheels bus tickets machine' - zone_1 = Town Hall, Library, Campus, Market Place - zone_2 = Swimming Pool, Skate Park, Mall, Airport - destination = 'Where do you want to go?' - {if} destination {in} zone 1 - {print} destination 'is in zone 1' - price = 3 euros - {if} destination {is} zone_2 - {print} destination 'is in zone 2' - price = 6 - ticket_types = {ask} 'Press 1 for a single use ticket. - Press 2 for a round trip ticket:' - {if} ticket_type = 1 - {print} 'You chose a single use ticket' - {else} - {print} You chose a round trip ticket' - price * 2 - {print} 'That will be ' price ' euros please' - debug: 'True' - 10: - header: Let's check out the adventures! - text: Enjoy the adventures in level 8! - 9: - 1: - header: Welcome to level 9 - text: |- - In this level you can use multiple lines of code after an `{if}` or after a `{repeat}` command. - - You can even put a `{repeat}` command within another `{repeat}` command. - 2: - header: Multiple lines after `{repeat}` - text: You are allowed to combine `{repeat}` and `{if}` in this level. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 3: - header: Indentation matters! - text: Indentation is very important to tell the computer which lines should be repeated and which lines should only be ran once. - code: |- - {repeat} 3 {times} - {print} 'This line will be repeated...' - {print} 'This one too...' - {print} 'but this one will not!' - 4: - header: Multiple lines after `{if}` - text: You can also use multiple lines after `{if}` - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - 5: - header: Indentation matters - text: Again, indentation is still very important and can make a big difference in the code. - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - 6: - header: An `{if}` inside a `{repeat}` - text: |- - Now that you can use multiple lines of code after these command, you can also put them within each other. - Check it out: - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 7: - header: Mind the indentation - text: Mind that the fourth and sixth line of this code starts with 8 spaces of indentation. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Welcome to HedyJumps, your parachute jump adventure!' - people = {ask} 'How many people are you jumping with today? - {print} 'We'll ask all of you some questions for safety reasons.' - extra_instructions_people = a, b - {repeat} 3 {times} - name = {ask} 'What is your name?' - jumped_before = 'Have you ever done a parachute jump before, ' name '?' - {if} jumped_before no - {print} 'No worries, you'll get an extra safety instruction in room 13' - {add} name {to} extra_instructions_people - {else} - {print} 'Fun!' - {print} 'Thanks for filling in the safety questions everyone. Enjoy your jump!' - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 9! - 10: - 1: - header: Welcome to level 10 - text: 'In this level you will learn a new command: `{for}`.' - 2: - header: The for command - text: With for you can make a list and use all items on that list. `{for}` creates a block, like repeat and if so all lines in the block need to start with indentation (4 spaces). - code: |- - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - 3: - header: The for command - text: 'Here you see another example of the `{for}` command:' - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - 4: - header: Debugging - text: Let's debug this code - code: |- - {print} 'Ladies and gentlemen!' - {print} 'For one night and one night only in circus Hedy!' - acts = shoot out of a canon, walk the tightrope, pack themself in a suitcase, - people = Iris the Incredible Achmed the Amazing Francis the Fantastic - {for} people {in} acts - chosen_person {is} people {random} - chosen_person ' will ' act - {add} chosen_person {from} people - {print} 'Come and watch our show tonight!' - {print} 'Tickets are only available at the counter - debug: 'True' - 5: - header: Time to program! - text: Enjoy the adventures in level 10! - 11: - 1: - header: Welcome to level 11 - text: |- - In this level, we add a new form of the `{for}` command. In earlier levels, we used for with a list, but we can also use for with numbers. - - This way we don't need the `{repeat}` command anymore. - 2: - header: The for command - text: 'This is what the new for command looks like:' - code: |- - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - 3: - header: the variable i - text: |- - In the previous slide the variable was named 'counter', because it was counting down. - You can of course use any name for the variable you want. - The standard name for variables in this situation that is used in programming languages like Python is 'i'. - That looks like this: - code: |- - number = 10 - {for} i {in} {range} 1 {to} 10 - {print} i * number - 4: - header: Debugging - text: Let's debug this code! - code: |- - factor {is} {ask} 'Which table of multiplication do you need?' - {repeat} {for} numbers {in} {range} 1 {to} 10 {times} - {print} This is the table of multiplications for factor - {print} number ' x ' factor ' = ' i * factor - debug: 'True' - 5: - header: Let's start programming! - text: Enjoy the adventures in level 11! - 12: - 1: - header: Welcome to level 12 - text: |- - From this level on you are allowed to use decimal numbers and there are some changes to the quotation marks. - You can also use functions from this level on! - 2: - header: Quotation marks - text: |- - This level makes some changes to the usage of quotation marks. - From now on, **all texts** need to be in quotation marks. This includes values of variables, items on lists and text after {if} commands. - code: |- - name = 'Hedy the Robot' - {print} 'Hello ' name - 3: - header: Decimal numbers - text: |- - From this level on you are also allowed to use decimal numbers. This can make programs like your restaurant even better! - - Numbers do not need quotation marks. - code: |- - {print} 'decimal numbers now need to use a dot' - {print} 2.5 + 2.5 - 4: - header: Functions! - text: |- - In this level you'll learn how to use functions. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. To create a function, use define and give the function a name. Then put all the lines you want in the function in a indented block under the define line. Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use call with the function's name to call it up! We don't have to type that block of code again. - 5: - header: Twinkle Twinkle little star! - text: |- - In this program you see an example of a function. - Let's see what happens if you fill in the rest of the song! - code: |- - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} twinkle - 6: - header: Functions - text: As you could see in the example a function is a block of code that can be called anytime. You use `{define}` to set the function and `{call}` to use it. - 7: - header: Debugging - text: Let's debug this code! - code: |- - {call} new_member - {print} 'Hi new member!' - username = {ask} 'What is your username?' - password = 'What is your password?' - {print} 'Welcome to our club!' - - username = {ask} 'Please enter your username. Are you a new member? Type New Member' - {if} username = New Member - {call} new member - {else} - password = {ask} 'Please enter password' - debug: 'True' - 8: - header: Ready to try it out? - text: Enjoy the adventures in level 12! - 13: - 1: - header: Welcome to level 13 - text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two ifs but can use and and or. - From now on you could also use arguments in your functions. - 2: - header: The and command - text: |- - The `{and}` command is always used in a combination with the {if} command. - This way you can check if 2 statements are true. For example: - code: |- - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - 3: - header: The or command - text: |- - The `{or}` works in the same way as the `{and}` command, but only 1 of the two statements has to be true. - - Let's see what happens when you change the `{and}` for `{or}`. - code: |- - name = {ask} 'what is your name?' - {if} name {is} 'Hedy' {or} name {is} 'hedy' - {print} 'Welcome!!' - 4: - header: Functions with arguments - text: Now that you've learned how to use functions, you'll learn how to use a function with an **argument**. An argument is a variable that is used within a function. It is not used outside the function. - 5: - header: Example - text: |- - In this example you see how the argument 'place' is used in the function. - Run the code and change 'ocean' and 'sea' to something else, and see what happens. - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 6: - header: Example with variable - text: |- - You can also combine functions with a question. - - What happens if you make these changes: - ``` - define song with place - print 'My Bonnie is ' place - - answer is ask 'Where is my Bonnie?' - call song with answer - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 7: - header: Even more questions! - text: |- - Now we have combined even more question with the function. Type this code and see what happens. - - Note how the variables and the arguments have the same name. This is allowed. - Does it confuse you? Just use different names, that is allowed as well. - ``` - define song with name, place - print 'My ' name ' is ' place - - name is ask 'Who?' - place is ask 'Where are they?' - call song with name, place - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {define} happiness {with} name - {print} '🥳' - {play} G - {play} A - {play} B - {print} 'Party on, ' name - {define} sadness - {print} '😞' - {play} E - {play} D - {play} C - {print} 'Hope you feel better, ' name - - name = {ask} 'What is your' name '?' - mood = {ask} 'Are you happy or sad?' - {if} mood = happy - {call} happiness {with} person - {else} mood = sad - {define} sadness {to} name - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 13! - 14: - 1: - header: Welcome to level 14 - text: In this level you'll learn some new symbols that can help you improve your programs, like >. You will also learn to work with return values of a function. - 2: - header: Symbols - text: |- - These are the new symbols you can use: - - The > means bigger than... - - The >= means bigger than or the same as... - - The < means smaller than... - - The <= means smaller than or the same as... - - You can use them like this: - code: |- - age = {ask} 'How old are you?' - {if} age < 13 - {print} 'You are younger than me!' - {else} - {print} 'You are older than me!' - 3: - header: Symbols - text: |- - You can also use: - - == is the same as. - - != is not - - == is used in `{if}` statements. - code: |- - answer = {ask} 'Do you want to learn more?' - {if} answer == 'yes' - {print} 'Go to the next adventure!' - {if} answer != 'yes' - {print} 'That is a shame!' - 4: - header: Return value - text: In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - 5: - header: Return value - text: For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - code: |- - {define} calculate_new_price {with} amount, percentage - percentage = percentage / 100 - discount_amount = amount * percentage - {return} amount - discount_amount - - old_price = {ask} 'How much is on the price tag?' - discount = {ask} 'What percentage is the discount?' - - new_price = {call} calculate_new_price {with} old_price, discount - {print} 'The new price is ' new_price ' dollar' - 6: - header: Debugging - text: Let's debug this code! - code: |- - item = 'not bought' - {print} 'I would like to buy this item' - price == {ask} 'What is the price?' - {if} price less than or the same as 10 - {print} 'Thats a great deal!' - item = 'bought' - {if} price is more than 10 {and} less than or the same as 20 - {print} 'Alright' - item = 'bought' - {if} price is more than 20 {and} less than 50 - {print} 'That is a bit much!' - {if} price is more than or the same as 50 - {print} 'No way!' - {if} item =! bought - {print} 'Shame.. I wont buy it' - {else} - {print} 'I will buy it! Thank you!' - debug: 'True' - 7: - header: Let's get to work! - text: Enjoy the adventures in level 14! - 15: - 1: - header: Welcome to level 15 - text: In this level you will learn about the `{while}` loop. - 2: - header: '{while}' - text: |- - We are going to learn a new loop, the while loop! The loop continues as long as the statement is true. So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. If the correct answer is never given, the loop will never end! - code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - 3: - header: Debugging - text: Let's debug this code! - code: |- - numbers = 1, 2 - - {for} i {in} {range} 3 {to} 50 - {add} x {to} numbers - i = + 1 - - random_number = numbers {random} - guesses = 10 - - {while} guess = 0 - answer = 'Guess my number:' - {if} answer >= random_number - {print} 'lower' - guesses = guesses -1 - {if} answer > random_number - {print} 'higher!' - guesses = guesses - {else} answer = random_number - {print} 'correct' - guesses = 10 - - debug: 'True' - 4: - header: Let's try it out! - text: Enjoy the adventures in level 15! - 16: - 1: - header: Welcome to level 16 - text: In this level you will learn about the [square brackets] and how to use them. - 2: - header: Square brackets - text: We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. The at random command can not be used anymore. - code: |- - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - 3: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Friendship test' - {subjects} = ['song', 'movie', 'food', 'drink'] - answers_player_1 = [] - answers_player_2 = [] - score = 100 - - {for} i {in} {range} 1 {to} 4 - answer = {ask} 'what is your favorite ' subjects[i] - {add} answer {to} answers_player_1 - - {print} 'Player 2, your turn!' - {for} i {in} {range} 0 {to} 4 - answer_player_2 = {ask} 'what is player 1s favorite ' subjects - {add} answer_player_2 {in} answers_player_2 - {if} answers_player_2[2] == answers_player_1[1] - {print} 'Correct!' - {else} - {print} 'Wrong!' - score = score - 25 - - {print} 'Player 2, you've scored ' score '%' - - {if} score = 100 - {print} 'You are an amazing friend' - {if} score < 100 {or} score >= 50 - {print} 'You could do better' - {else} score < 50 - {print} 'Do you even know this person?!' - debug: 'True' - 4: - text: Enjoy the adventures in level 16! - header: Let's try it out! - 17: - 1: - header: Welcome to level 17 - text: in this level you will learn how to use a colon and you will learn the elif command. - 2: - header: Colon - text: 'Now we are going to change indentation a little bit. Every time that we need an indentation, we need : at the line before the indentation.' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {else}: - {print} 'Better luck next time..' - 3: - header: Elif - text: 'In this level you can also use a new command: elif. elif is short for else if and you need it when you want to make 3 (or more!) options. Check it out!' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {elif} your_price == 'an apple pie' : - {print} 'Lovely, an apple pie!' - {else}: - {print} 'Better luck next time..' - 4: - header: Debugging - text: Let's debug this code! - code: |- - {define} ask_direction - direction = {ask} 'Where do you want to go?' - {if} direction = 'backwards' - {turn} 180 - {else} direction == 'right' - {turn} 90 - {else} direction == 'left' - {turn} 270 - {forward} 100 - - continue = 'yes' - - {while} continue == 'yes' - {print} ask_direction - {sleep} - continue = 'do you want to draw some more?' - {sleep} - debug: 'True' - 5: - header: Let's try it out! - text: Enjoy the adventures in level 17! - 18: - 1: - header: Welcome to level 18 - text: Congratulations! You have reached the last level of Hedy! The code you have created here can be copied to real Python environments like replit or PyCharm, and you can continue learning there! Note however that Python can only read English commands, so if you have been using other languages, you will need to switch to English now. - 2: - header: The Python way - text: |- - We arrived at real Python code! That means we need to use parentheses with print and range from now on. - - Also, if you want to print more than one item, you need to separate them by commas. - - The final change we will need to make to get Python code is changing ask into input. - - Click on the 'print' tab for all the examples. - editor: /hedy/18 - 3: - header: The very last adventures! - text: Enjoy the very last adventures in level 18! diff --git a/content/slides/es.yaml b/content/slides/es.yaml index 4dfc389e4ae..eaac89eeb16 100644 --- a/content/slides/es.yaml +++ b/content/slides/es.yaml @@ -43,9 +43,6 @@ levels: 9: header: Programar en Hedy text: La salida también puede ser un dibujo. - code: |- - {forward} 100 - {turn} {left} 1: 1: header: ¡Bienvenido al nivel 1! @@ -54,7 +51,6 @@ levels: Necesitamos tres códigos de texto para crear historias interactivas. 2: - header: '{print}' text: |- El primer código que puede utilizar en el nivel 1 es `{print}`. @@ -70,7 +66,6 @@ levels: {print} ¡Bienvenido/a a Hedy! {print} ¡Empieza a programar ya! 4: - header: '{ask}' text: |- El segundo código que puedes usar en el nivel 1 es `{ask}`. @@ -79,7 +74,6 @@ levels: {print} ¡Bienvenido/a a tu propio piedra papel tijera! {ask} ¿Qué elegirás? 5: - header: '{echo}' text: |- Como puedes ver en el ejemplo anterior. Si usas el comando `{ask}`, puedes hacer una pregunta. En cambio, la respuesta no se muestra en la pantalla de salida. @@ -95,11 +89,9 @@ levels: text: |- Con `{print}`, `{ask}` y `{echo}` ya puedes crear una pequeña historia. Este es un buen momento para probar las aventuras Loro, Cuento y Piedra, papel o tijera. - editor: /hedy/1 7: header: ¡Programando! text: Las aventuras se muestran en pestañas. - editor: /hedy/1 8: header: ¡Programación! text: Los botones de flecha amarillos se pueden utilizar para copiar ejemplos. @@ -110,13 +102,9 @@ levels: 10: header: 'Dibujando con la tortuga: {forward}' text: '`{forward}` se utiliza para mover la tortuga hacia adelante.' - code: '{forward} 50' 11: header: 'Dibuja con la tortuga: {turn}' text: '`{turn}` se utiliza para hacer que la tortuga gire a la izquierda o a la derecha.' - code: |- - {forward} 50 - {turn} {left} 12: header: Depurar text: Depurar un código significa eliminar los errores en el código. Depuremos este código juntos. Haz clic en el botón de la mariquita para iniciar el depurador. @@ -125,7 +113,6 @@ levels: {print} ¿Qué canción quieres escuchar? {ask} ¡También me gusta esa canción! {print} La siguiente... {echo} - debug: 'True' 13: header: ¡Que empiece la diversión de programar! text: ¡Disfruta las aventuras del nivel 1! @@ -139,7 +126,6 @@ levels: Por ejemplo: un nombre, edad o equipo de deportes favorito. 2: - header: Variables text: Para crear o 'establecer' una variable usamos el comando `{is}` code: |- nombre {is} Hedy @@ -194,7 +180,6 @@ levels: {print} Iré a por tu donut. {sleep} {print} ¡Aquí lo tienes! ¡Un donut relleno con cobertura! {ask} ¡Que tengas un buen día! - debug: 'True' 8: header: ¡Que empiece la diversión de programar! text: ¡Disfruta las aventuras en el nivel 2! @@ -259,7 +244,6 @@ levels: {print} o prefieres... segunda_opcion {at} {random} {remove} segunda_opcion {to} generos_musicales {print} ¡Me gusta genero_musical {random} más! - debug: 'True' 8: header: ¡Manos a la obra! text: ¡Disfruta las aventuras en el nivel 3! @@ -274,7 +258,6 @@ levels: code: |- nombre {is} Sophie {print} Mi nombre es nombre - debug: 'True' 3: header: Arreglarlo con comillas text: |- @@ -312,7 +295,6 @@ levels: Por favor intenta imprimir una contracción como "you're" o "I'm" en la pantalla de abajo y verás que sucede.... code: '{print} ''¡Esto no'' funcionará!''' - debug: 'True' 9: header: Limpiar text: |- @@ -341,7 +323,6 @@ levels: colores {is} 'naranja, plata, silver, blanco, marrón' {print} 'Me encanta el colores {at} {random}!' opcion {is} {ask} ¿Cuál quieres? - debug: 'True' 11: header: ¡Preparados, Listos, Ya! text: ¡Disfruta las aventuras en el nivel 4! @@ -364,7 +345,6 @@ levels: Al usar el comando `{if}`, no te olvides de usar el comando `{print}`. ¡Este código no funcionará! code: '{if} nombre {is} Hedy ''genial''' - debug: 'True' 4: header: sino text: |- @@ -475,7 +455,6 @@ levels: {if} día {is} lunes precio_total = precio_total * 0,25 {print} 'Este será el precio total por favor' - debug: 'True' 10: header: ¡Manos a la obra! text: ¡Disfruta las aventuras en el nivel 6! @@ -498,7 +477,6 @@ levels: header: No te olvides el comando imprimir text: Al usar el comando repetir, no te olvides el comando `{print}`. code: '{repeat} 5 {times} ''¡Ayuda!''' - debug: 'True' 4: header: Repetir un comando preguntar text: También puedes repetir un comando `{ask}`, `{if}` or `{else}` varias veces. @@ -520,7 +498,6 @@ levels: {if} sí {print} ¡Viva! {else} 'Eso es una lástima... Bueno... es hora de construir un refugio y encontrar algo de comida' - debug: 'True' 6: header: ¡Preparado Listo Ya! text: ¡Disfruta las aventuras en el nivel 7! @@ -535,7 +512,6 @@ levels: Sólo podías repetir una línea de código. code: '{repeat} 5 {times} {print} ''¡Ayuda!''' - debug: 'True' 3: header: comandos {repeat} ahora text: |- @@ -564,7 +540,6 @@ levels: code: |- {if} nombre {is} Hedy {print} 'genial' {else} {print} '¡boo!' - debug: 'True' 6: header: ahora si y sino text: |- @@ -607,7 +582,6 @@ levels: {print} Elegiste un billete de ida y vuelta' precio * 2 {print} 'Serán ' precio ' euros por favor' - debug: 'True' 10: header: ¡Vamos a ver las aventuras! text: ¡Disfruta las aventuras en el nivel 8! @@ -699,7 +673,6 @@ levels: {else} {print} 'Fun!' {print} 'Thanks for filling in the safety questions everyone. Enjoy your jump!' - debug: 'True' 9: header: ¡Vamos! text: ¡Disfruta las aventuras en el nivel 9! @@ -773,7 +746,6 @@ levels: {repeat} {for} números {in} {range} 1 {to} 10 {times} {print} Esta es la tabla de multiplicaciones por un factor {print} número ' x ' factor ' = ' i * factor - debug: 'True' 5: header: ¡Comencemos a programar! text: ¡Disfruta las aventuras en el nivel 11! @@ -838,7 +810,6 @@ levels: {call} nuevo miembro {else} contraseña = {ask} 'Por favor, introduce contraseña' - debug: 'True' 8: header: ¿Listo para probarlo? text: ¡Disfruta de las aventuras en el nivel 12! @@ -948,7 +919,6 @@ levels: {call} felicidad {with} persona {else} estado = triste {define} tristeza {to} nombre - debug: 'True' 9: header: ¡Vamos! text: ¡Disfruta de las aventuras en el nivel 13! @@ -1030,7 +1000,6 @@ levels: {print} 'Vergüenza.. No lo voy a comprar. {else} {print} '¡Lo compraré! ¡Gracias!" - debug: 'True' 7: header: ¡Manos a la obra! text: ¡Disfruta de las aventuras en el nivel 14! @@ -1039,7 +1008,6 @@ levels: header: Bienvenido al nivel 15 text: En este nivel aprenderás sobre el bucle `{while}`. 2: - header: '{while}' text: |- Vamos a aprender un nuevo bucle, ¡el bucle mientras! El bucle continua tanto que la sentencia sea verdadera. Así que no te olvides de cambiar el valor en el bucle. @@ -1073,7 +1041,6 @@ levels: {else} respuesta = número_aleatorio {print} 'correcto' conjeturas = 10 - debug: 'Verdadero' 4: header: ¡Vamos a probarlo! @@ -1197,7 +1164,6 @@ levels: El cambio final que tenemos que hacer para conseguir el código Python es cambiar ask por entrada. Haz clic en la pestaña 'imprimir' para todos los ejemplos. - editor: /hedy/18 3: header: ¡Las últimas aventuras! text: ¡Disfruta las últimas aventuras en el nivel 18! diff --git a/content/slides/et.yaml b/content/slides/et.yaml index fa5f0ab8d6b..57e696ae41a 100644 --- a/content/slides/et.yaml +++ b/content/slides/et.yaml @@ -1,65 +1,14 @@ levels: 0: - 1: - header: Welcome to Hedy! - text: Hedy is a programming language. - 2: - header: Programming - text: |- - Programming is giving instructions to a computer, using the language of the computer. - - Such a language is called a "programming language". - 3: - header: Programming Language - text: |- - Maybe you already know some programming languages? - Some examples are: - * Scratch - * Python - * HTML - 4: - header: Programming - text: |- - If you can program, you can do many cool things: - * Build interactive stories - * Create computer drawings and draw these on paper or fabric - * Build your own apps to use on your phone - 5: - header: Programming in Hedy - text: In Hedy we use special codes, like `{print}`. - code: '{print} Welcome to Hedy!' - 6: - header: Programming in Hedy - text: Code words will be shown in pink. - code: '{print} Welcome to Hedy!' - 7: - header: Programming in Hedy - text: We start the code with the Run code button underneath the code. - code: '{print} Welcome to Hedy!' 8: - header: Programming in Hedy text: Output appears on the left-hand side. - code: '{print} Welcome to Hedy!' 9: - header: Programming in Hedy - text: The output can also be a drawing. code: |- {forward} 100 {turn} left 1: - 1: - header: Welcome to level 1! - text: |- - We will start level 1 by making stories in Hedy! - - We need three text codes to create interactive stories. 2: header: 'Hedy level 1: {print}' - text: |- - The first code that you can use in level 1 is `{print}`. - - `{print}` is used to show text on the screen. - code: '{print} Show text on the screen' 3: header: 'Hedy level 1: {ask}' text: |- @@ -84,1112 +33,32 @@ levels: text: |- with `{print}`, `{ask}` and `{echo}` you can already create a little story. This is a good time to try the Parrot, Story and Rock, Paper Scissors adventures. - code: |- - {print} Hello! - {ask} What is your name? - {echo} hello 6: - header: Programming! text: Adventures are shown in tabs. - editor: /hedy/1 7: - header: Programming! text: The yellow arrow buttons can be used to copy examples. editor: /hedy#print_command 8: header: Drawing with the turtle text: Now that we have seen at text codes, we will now look at drawing codes next. - editor: /hedy#print_command 9: header: 'Drawing with the turtle: {forward}' text: '`{forward}` is used to move the turtle forward.' - 10: - header: 'Drawing with the turtle: {forward}' - text: '`{forward}` is used to move the turtle forward.' - code: '{forward} 50' 11: - header: 'Drawing with the turtle: {turn}' - text: '`{turn}` is used to make the turtle turn left or right.' code: |- {forward} 50 {turn} left - 12: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - I am DJ Hedy - {print} What song would you like to hear? - {ask} I like that song too! - {print} Next up... {echo} - debug: 'True' - 13: - header: Let the programming fun begin! - text: Enjoy the adventures in level 1! 2: - 1: - header: Welcome to level 2 - text: |- - In this level you will learn to use variables. - - A variable is a word that can be used to store information. - - For example: a name, age or favorite sports team. - 2: - header: Variables - text: To make or 'set' a variable we use the `{is}` command - code: |- - name {is} Hedy - age {is} 15 - {print} name is age years old 3: - header: Interactive text: |- We can also set a variable by asking questions. The answer to the question is stored in the variable. This way we don't need the `{echo}` command. - code: |- - name {is} {ask} What is your name? - {print} Hello name 4: - header: Multiple variables text: Now that we use variables, we can use multiple variables instead of just one `{echo}`command. - code: |- - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - 5: - header: Sleep - text: You can also use the `{sleep}` command to pause the code for a while. - code: |- - {print} My favorite colour is... - {sleep} 2 - {print} green! - 6: - header: Sleep 5 - text: |- - You can add a number after the `{sleep}` command if you want the pause to be longer. - - If you want, you could even use a variable instead of a number to decide the duration of the sleep command. - code: |- - pause {is} 10 - {print} My favorite colour is... - {sleep} pause - {print} green! - 7: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - {print} Welcome to the donut shop! - filling {is} What kind of filling would you like? - {print} You have chosen... Filling! Yum! - topping {ask} What kind of topping would you like? - topping is delicious! - {print} I'll go get your donut. {sleep} - {print} Here you go! A filling donut with toping! - {ask} Have a nice day! - debug: 'True' - 8: - header: Let the programming fun begin! - text: Enjoy the adventures in level 2! - 3: - 1: - header: Welcome to level 3 - text: In this level you'll learn how to make a list, add and remove items form your lists and pick a random item off that list. - 2: - header: Making a list - text: |- - You make a list with `{is}`. - - Separate the items on your list with a comma. - code: animals {is} dogs, cats, kangaroos - 3: - header: At random - text: |- - You can use the list with the `{at}` `{random}` command. - The computer will randomly pick one item of the list. - Every time you run this code the output will differ. - code: |- - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - 4: - header: At random in a sentence - text: You can use the `{at}` `{random}` command in a sentence as well. - code: |- - animals {is} dogs, cats, kangaroos - {print} My favorite animal is animals {at} {random} - 5: - header: Add to - text: |- - You can add items to a list with the `{add}` `{to}` command. - - You can choose what to add to the list or you can use the `{add}` `{to}` command in combination with the `{ask}` command. - This way you can let the player decide what to add to the list. - code: |- - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - 6: - header: Remove from - text: |- - The opposite of the `{add}` `{to}` command is the `{remove}` `{from}` command. - This command removes an item from a list. - code: |- - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - 7: - header: Debugging - text: Let's debug this code! - editor: |- - music_genres {is} rock, pop, metal, indie, jazz - chosen_genre is music {at} {random} - {print} Let's listen to chosen genre - nice {ask} Do you like that genre? - {remove} chosen_genre {from} chosen_genre - second_choice {is} music_genres - {print} or do you prefer... second_choice {at} {random} - {remove} second_choice {to} music_genres - {print} I like music_genre {random} best! - debug: 'True' - 8: - header: Let's get to work! - text: Enjoy the adventures in level 3! 4: - 1: - header: Welcome to level 4 - text: In this level you will learn how to use quotation marks. - code: '{print} ''print with quotes!''' - 2: - header: Problem - text: 'In the previous levels, you might have come across this problem:' - code: |- - name {is} Sophie - {print} My name is name - debug: 'True' - 3: - header: Fixing it with quotation marks - text: |- - In this level we will fix this problem by using quotation marks. - - This also makes our code look more like 'real' Python code. - 4: - header: Quotation marks with print - text: Each time you use the `{print}` command you need to put the text that you want to appear on the screen in quotation marks. - code: '{print} ''print with quotes!''' - 5: - header: Quotation marks with ask - text: This also goes for the `{ask}` command. - code: name {is} {ask} 'name please?' - 6: - header: Quotation marks and variables - text: |- - You do not want variable names to be printed on the screen. - This is why variables should be left out of the quotation marks, like this: - code: |- - name {is} Harry - {print} 'Hello ' name - 7: - header: Quotation marks and variables - text: |- - When variable names are used in the middle of a sentence, you have to leave the variables out of the quotation marks. - The rest of the sentence however, does need quotation marks. That looks like this: - code: |- - name {is} Harry - {print} 'Hello ' name ', how are you?' - 8: - header: Quotation marks and contractions - text: |- - Be careful! Now that you are using quotation marks, you can't use apostrophes in contractions. - - Please try to print a contraction like "you're" or "I'm" in the screen below and see what happens.... - code: '{print} ''This won''t work!''' - debug: 'True' 9: header: Ready, Set, Go! text: Enjoy the adventures in level 4! - code: |- - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'SURPRISE!' - 10: - header: Debugging - text: Let's debug this code! - code: |- - {clear} - {print} What a nice day to go to the beach! - {ask} 'Do you want to build a sandcastle or swim in the ocean?' - {print} 'You would like to activity ' - {print} 'I'd like to do that too' - {print} 'Look at these beautiful seashells!' - colors {is} 'orange, silver, white, brown' - {print} 'I love the colors {at} {random} one!' - choice {is} {ask} Which one do you like? - debug: 'True' - 11: - header: Ready, Set, Go! - text: Enjoy the adventures in level 4! - 5: - 1: - header: Welcome to level 5 - text: 'In this level you will learn to use 3 new commands: `{if}`, `{else}` and `{in}`.' - 2: - header: if - text: |- - The `{if}` command allows you to choose between two options. - In this example the computer will print 'nice' if the given answer is Hedy. - If the answer is not Hedy, the computer will do nothing. - code: |- - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - 3: - header: Don't forget to print - text: |- - When using the `{if}` command, don't forget to use the `{print}` command. - This code will not work! - code: '{if} name {is} Hedy ''nice''' - debug: 'True' - 4: - header: else - text: |- - When using an `{if}` command, you can also add an `{else}` command. - If the answer is Hedy, the computer will print 'nice'. - But if the answer is something else the computer will print 'boo' - code: '{if} name {is} Hedy {print} ''nice'' {else} {print} ''boo!''' - 5: - header: Long lines - text: |- - You might have noticed that your lines can get very long when you have both an `{if}` and an `{else}` command. - - You can choose to separate commands and put them on 2 lines, like this: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - 6: - header: Another new command - text: |- - If you have practised with the `{if}` and `{else}` commands, you can also try the `{in}` command. - - With `{in}` you can let the computer check if an item is in a list, for example: - - Please note that Hedy is case sensitive. This means that if you answer "Green" instead of "green", Hedy will print "meh". - code: |- - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - 7: - header: Debugging - text: Let's debug this code! - code: |- - {print} Welcome to HedyAir Security! - boarding_pass {is} {ask} 'Do you have your boarding pass?' - {if} bording_pass yes {print} Great! - {else} Please, get your boarding pass ready. - passport {is} 'Can I see your passport, please?' - {if} passport {is} yes 'thank you' - {else} 'You can't fly without a passport' - declare {is} {ask} Do you have anything to declare? - {if} declare {is} yes - item_to_declare {is} {ask} 'What would you like to declare' - {else} Alright - {print} Thank you. Please head to gate A22.' - debug: 'True' - 8: - header: Let's go! - text: Enjoy the adventures in level 5! - 6: - 1: - header: Welcome to level 6 - text: In this level we are adding maths to our codes. - 2: - header: Addition - text: If you want to calculate an addition, simply use the plus sign. - code: '{print} ''5 plus 5 is '' 5 + 5' - 3: - header: Subtraction - text: If you want to subtract, you can use the minus sign. - code: '{print} ''5 minus 5 is '' 5 - 5' - 4: - header: Multiplication - text: If you want to do multiplications, you can use the asterisk. - code: '{print} ''5 times 5 is '' 5 * 5' - 5: - header: Division - text: You can use the slash for division. - code: '{print} ''5 divided by 5 is '' 5 / 5' - 6: - header: Summary - text: In summary, you can use +, -, * and / to do maths. - code: |- - {print} '5 plus 5 is ' 5 + 5 - {print} '5 minus 5 is ' 5 - 5 - {print} '5 times 5 is ' 5 * 5 - {print} '5 divided by 5 is ' 5 / 5 - 7: - header: The = symbol - text: |- - From now on you can also use the = symbol instead of the `{is}` command. - This goes for both numbers and words, and it also goes after the `{if}` or `{else}` commands. - code: |- - name = Hedy - answer = 20 + 4 - 8: - header: Calculations with variables - text: 'You can use calculations with numbers, but you can also use variables to do calculations, like this:' - code: |- - number_1 = {ask} 'Fill in the first number:' - number_2 = {ask} 'Fill in the second number:' - correct_answer = number_1 * number_2 - {print} number_1 ' times ' number_2 ' is ' correct_answer - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'This is the water park ticket machine' - {print} 'Price list: Children under 12 $3, Adults $5' - {print} 'Mondays are 25% off' - amount_of_children = 'How many kids tickets would you like?' - amount_of_adults = 'How many adult tickets would you like?' - day_of_the_week = {ask} 'What day is it?' - {clear} - child_price = amount of children * 3 - adult_price = amount_of_adults + 5 - total_price = adult_price * child_price - {if} day {is} monday - total_price = total_price * 0.25 - {print} 'That will be total_price please' - debug: 'True' - 10: - header: Let's get to work! - text: Enjoy the adventures in level 6! - 7: - 1: - header: Welcome to level 7 - text: In this level you will learn how to repeat a line of code as many times a you'd like. - 2: - header: repeat 3 times - text: |- - If you want to repeat a line of code, you can use the `{repeat}` 3 `{times}` code. - If you want to repeat the line more times, simply change the number. - - For example: If you are programming a story where your character shouts for help for 5 times, it could look like this: - code: |- - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - 3: - header: Don't forget the print command - text: When using the repeat command, do not forget the `{print}` command. - code: '{repeat} 5 {times} ''Help!''' - debug: 'True' - 4: - header: Repeat an ask command - text: You can also repeat an `{ask}`, `{if}` or `{else}` command multiple times. - code: |- - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - 5: - header: Debugging - text: Let's debug this code! - code: |- - {print} You gave stranded on a desert island. - {repeat} 3 'Help!' - rescued = {ask} Has anybody come to the rescue? - {if} rescued yes {is} - {print} Lucky! - {else} {repeat} 3 {times} 'HELP!' - rescued = 'What about now?' - {if} yes - {print} 'Hurray! - {else} 'That's a shame... Oh well... time to build a shelter and find some food.' - debug: 'True' - 6: - header: Ready Set Go! - text: Enjoy the adventures in level 7! - 8: - 1: - header: Welcome to level 8 - text: In this level you will learn to use indentation to make the `{repeat}`, `{if}` and `{else}` commands work for multiple lines of code. - 2: - header: '{repeat} commands before' - text: |- - In the previous levels, the `{repeat}` command looked like this: - - You could only repeat one line of code. - code: '{repeat} 5 {times} {print} ''Help!''' - debug: 'True' - 3: - header: '{repeat} commands now' - text: |- - In this level you can repeat multiple lines of code. To do this you must tell the computer which lines belong together and should be repeated. - You do this by using indentation. - - Use 4 spaces (or one tab) at the beginning of each line that you want to repeat, like this: - code: |- - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This will be printed 5 times' - 4: - header: '{repeat} commands now' - text: |- - If you want to, you can continue after the `{repeat}` command without indentation. - The lines that do not start with indentation will not be repeated. - code: |- - {repeat} 3 {times} - {print} 'Hello!' - {print} 'We are done repeating!' - 5: - header: if and else before - text: |- - The same goes for the `{if}` and `{else}` commands. - These were the commands before: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - debug: 'True' - 6: - header: if and else now - text: |- - These are the `{if}` and `{else}` commands now. - Each line after the `{if}` and `{else}` commands start with indentation. - code: |- - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {else} - {print} 'Welcome programmer!' - 7: - header: stopping the indentation - text: Just like with the `{repeat}` command, you can stop using indentation and the lines will always be shown. Not just if the statement is true. - code: "name = {ask} 'What is your name?'\n{if} name {is} Hedy\n {print} 'Welcome Hedy'\n{else}\n {print} 'Welcome programmer!' \n{print} '3..2..1.. Start programming!'" - 8: - header: if statements inside if statements - text: |- - You might have thought of trying to put an if command inside a repeat command, or inside another if command. - For now, this is not possible yet. In the higher levels, it will be allowed, but for now let's focus on practising the `{if}` `{else}` and `{repeat}` commands with proper indentation first. - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'HedyWheels bus tickets machine' - zone_1 = Town Hall, Library, Campus, Market Place - zone_2 = Swimming Pool, Skate Park, Mall, Airport - destination = 'Where do you want to go?' - {if} destination {in} zone 1 - {print} destination 'is in zone 1' - price = 3 euros - {if} destination {is} zone_2 - {print} destination 'is in zone 2' - price = 6 - ticket_types = {ask} 'Press 1 for a single use ticket. - Press 2 for a round trip ticket:' - {if} ticket_type = 1 - {print} 'You chose a single use ticket' - {else} - {print} You chose a round trip ticket' - price * 2 - {print} 'That will be ' price ' euros please' - debug: 'True' - 10: - header: Let's check out the adventures! - text: Enjoy the adventures in level 8! - 9: - 1: - header: Welcome to level 9 - text: |- - In this level you can use multiple lines of code after an `{if}` or after a `{repeat}` command. - - You can even put a `{repeat}` command within another `{repeat}` command. - 2: - header: Multiple lines after `{repeat}` - text: You are allowed to combine `{repeat}` and `{if}` in this level. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 3: - header: Indentation matters! - text: Indentation is very important to tell the computer which lines should be repeated and which lines should only be ran once. - code: |- - {repeat} 3 {times} - {print} 'This line will be repeated...' - {print} 'This one too...' - {print} 'but this one will not!' - 4: - header: Multiple lines after `{if}` - text: You can also use multiple lines after `{if}` - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - 5: - header: Indentation matters - text: Again, indentation is still very important and can make a big difference in the code. - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - 6: - header: An `{if}` inside a `{repeat}` - text: |- - Now that you can use multiple lines of code after these command, you can also put them within each other. - Check it out: - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 7: - header: Mind the indentation - text: Mind that the fourth and sixth line of this code starts with 8 spaces of indentation. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Welcome to HedyJumps, your parachute jump adventure!' - people = {ask} 'How many people are you jumping with today? - {print} 'We'll ask all of you some questions for safety reasons.' - extra_instructions_people = a, b - {repeat} 3 {times} - name = {ask} 'What is your name?' - jumped_before = 'Have you ever done a parachute jump before, ' name '?' - {if} jumped_before no - {print} 'No worries, you'll get an extra safety instruction in room 13' - {add} name {to} extra_instructions_people - {else} - {print} 'Fun!' - {print} 'Thanks for filling in the safety questions everyone. Enjoy your jump!' - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 9! - 10: - 1: - header: Welcome to level 10 - text: 'In this level you will learn a new command: `{for}`.' - 2: - header: The for command - text: With for you can make a list and use all items on that list. `{for}` creates a block, like repeat and if so all lines in the block need to start with indentation (4 spaces). - code: |- - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - 3: - header: The for command - text: 'Here you see another example of the `{for}` command:' - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - 4: - header: Debugging - text: Let's debug this code - code: |- - {print} 'Ladies and gentlemen!' - {print} 'For one night and one night only in circus Hedy!' - acts = shoot out of a canon, walk the tightrope, pack themself in a suitcase, - people = Iris the Incredible Achmed the Amazing Francis the Fantastic - {for} people {in} acts - chosen_person {is} people {random} - chosen_person ' will ' act - {add} chosen_person {from} people - {print} 'Come and watch our show tonight!' - {print} 'Tickets are only available at the counter - debug: 'True' - 5: - header: Time to program! - text: Enjoy the adventures in level 10! - 11: - 1: - header: Welcome to level 11 - text: |- - In this level, we add a new form of the `{for}` command. In earlier levels, we used for with a list, but we can also use for with numbers. - - This way we don't need the `{repeat}` command anymore. - 2: - header: The for command - text: 'This is what the new for command looks like:' - code: |- - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - 3: - header: the variable i - text: |- - In the previous slide the variable was named 'counter', because it was counting down. - You can of course use any name for the variable you want. - The standard name for variables in this situation that is used in programming languages like Python is 'i'. - That looks like this: - code: |- - number = 10 - {for} i {in} {range} 1 {to} 10 - {print} i * number - 4: - header: Debugging - text: Let's debug this code! - code: |- - factor {is} {ask} 'Which table of multiplication do you need?' - {repeat} {for} numbers {in} {range} 1 {to} 10 {times} - {print} This is the table of multiplications for factor - {print} number ' x ' factor ' = ' i * factor - debug: 'True' - 5: - header: Let's start programming! - text: Enjoy the adventures in level 11! - 12: - 1: - header: Welcome to level 12 - text: |- - From this level on you are allowed to use decimal numbers and there are some changes to the quotation marks. - You can also use functions from this level on! - 2: - header: Quotation marks - text: |- - This level makes some changes to the usage of quotation marks. - From now on, **all texts** need to be in quotation marks. This includes values of variables, items on lists and text after {if} commands. - code: |- - name = 'Hedy the Robot' - {print} 'Hello ' name - 3: - header: Decimal numbers - text: |- - From this level on you are also allowed to use decimal numbers. This can make programs like your restaurant even better! - - Numbers do not need quotation marks. - code: |- - {print} 'decimal numbers now need to use a dot' - {print} 2.5 + 2.5 - 4: - header: Functions! - text: |- - In this level you'll learn how to use functions. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. To create a function, use define and give the function a name. Then put all the lines you want in the function in a indented block under the define line. Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use call with the function's name to call it up! We don't have to type that block of code again. - 5: - header: Twinkle Twinkle little star! - text: |- - In this program you see an example of a function. - Let's see what happens if you fill in the rest of the song! - code: |- - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} twinkle - 6: - header: Functions - text: As you could see in the example a function is a block of code that can be called anytime. You use `{define}` to set the function and `{call}` to use it. - 7: - header: Debugging - text: Let's debug this code! - code: |- - {call} new_member - {print} 'Hi new member!' - username = {ask} 'What is your username?' - password = 'What is your password?' - {print} 'Welcome to our club!' - - username = {ask} 'Please enter your username. Are you a new member? Type New Member' - {if} username = New Member - {call} new member - {else} - password = {ask} 'Please enter password' - debug: 'True' - 8: - header: Ready to try it out? - text: Enjoy the adventures in level 12! - 13: - 1: - header: Welcome to level 13 - text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two ifs but can use and and or. - From now on you could also use arguments in your functions. - 2: - header: The and command - text: |- - The `{and}` command is always used in a combination with the {if} command. - This way you can check if 2 statements are true. For example: - code: |- - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - 3: - header: The or command - text: |- - The `{or}` works in the same way as the `{and}` command, but only 1 of the two statements has to be true. - - Let's see what happens when you change the `{and}` for `{or}`. - code: |- - name = {ask} 'what is your name?' - {if} name {is} 'Hedy' {or} name {is} 'hedy' - {print} 'Welcome!!' - 4: - header: Functions with arguments - text: Now that you've learned how to use functions, you'll learn how to use a function with an **argument**. An argument is a variable that is used within a function. It is not used outside the function. - 5: - header: Example - text: |- - In this example you see how the argument 'place' is used in the function. - Run the code and change 'ocean' and 'sea' to something else, and see what happens. - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 6: - header: Example with variable - text: |- - You can also combine functions with a question. - - What happens if you make these changes: - ``` - define song with place - print 'My Bonnie is ' place - - answer is ask 'Where is my Bonnie?' - call song with answer - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 7: - header: Even more questions! - text: |- - Now we have combined even more question with the function. Type this code and see what happens. - - Note how the variables and the arguments have the same name. This is allowed. - Does it confuse you? Just use different names, that is allowed as well. - ``` - define song with name, place - print 'My ' name ' is ' place - - name is ask 'Who?' - place is ask 'Where are they?' - call song with name, place - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {define} happiness {with} name - {print} '🥳' - {play} G - {play} A - {play} B - {print} 'Party on, ' name - {define} sadness - {print} '😞' - {play} E - {play} D - {play} C - {print} 'Hope you feel better, ' name - - name = {ask} 'What is your' name '?' - mood = {ask} 'Are you happy or sad?' - {if} mood = happy - {call} happiness {with} person - {else} mood = sad - {define} sadness {to} name - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 13! - 14: - 1: - header: Welcome to level 14 - text: In this level you'll learn some new symbols that can help you improve your programs, like >. You will also learn to work with return values of a function. - 2: - header: Symbols - text: |- - These are the new symbols you can use: - - The > means bigger than... - - The >= means bigger than or the same as... - - The < means smaller than... - - The <= means smaller than or the same as... - - You can use them like this: - code: |- - age = {ask} 'How old are you?' - {if} age < 13 - {print} 'You are younger than me!' - {else} - {print} 'You are older than me!' - 3: - header: Symbols - text: |- - You can also use: - - == is the same as. - - != is not - - == is used in `{if}` statements. - code: |- - answer = {ask} 'Do you want to learn more?' - {if} answer == 'yes' - {print} 'Go to the next adventure!' - {if} answer != 'yes' - {print} 'That is a shame!' - 4: - header: Return value - text: In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - 5: - header: Return value - text: For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - code: |- - {define} calculate_new_price {with} amount, percentage - percentage = percentage / 100 - discount_amount = amount * percentage - {return} amount - discount_amount - - old_price = {ask} 'How much is on the price tag?' - discount = {ask} 'What percentage is the discount?' - - new_price = {call} calculate_new_price {with} old_price, discount - {print} 'The new price is ' new_price ' dollar' - 6: - header: Debugging - text: Let's debug this code! - code: |- - item = 'not bought' - {print} 'I would like to buy this item' - price == {ask} 'What is the price?' - {if} price less than or the same as 10 - {print} 'Thats a great deal!' - item = 'bought' - {if} price is more than 10 {and} less than or the same as 20 - {print} 'Alright' - item = 'bought' - {if} price is more than 20 {and} less than 50 - {print} 'That is a bit much!' - {if} price is more than or the same as 50 - {print} 'No way!' - {if} item =! bought - {print} 'Shame.. I wont buy it' - {else} - {print} 'I will buy it! Thank you!' - debug: 'True' - 7: - header: Let's get to work! - text: Enjoy the adventures in level 14! - 15: - 1: - header: Welcome to level 15 - text: In this level you will learn about the `{while}` loop. - 2: - header: '{while}' - text: |- - We are going to learn a new loop, the while loop! The loop continues as long as the statement is true. So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. If the correct answer is never given, the loop will never end! - code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - 3: - header: Debugging - text: Let's debug this code! - code: |- - numbers = 1, 2 - - {for} i {in} {range} 3 {to} 50 - {add} x {to} numbers - i = + 1 - - random_number = numbers {random} - guesses = 10 - - {while} guess = 0 - answer = 'Guess my number:' - {if} answer >= random_number - {print} 'lower' - guesses = guesses -1 - {if} answer > random_number - {print} 'higher!' - guesses = guesses - {else} answer = random_number - {print} 'correct' - guesses = 10 - - debug: 'True' - 4: - header: Let's try it out! - text: Enjoy the adventures in level 15! - 16: - 1: - header: Welcome to level 16 - text: In this level you will learn about the [square brackets] and how to use them. - 2: - header: Square brackets - text: We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. The at random command can not be used anymore. - code: |- - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - 3: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Friendship test' - {subjects} = ['song', 'movie', 'food', 'drink'] - answers_player_1 = [] - answers_player_2 = [] - score = 100 - - {for} i {in} {range} 1 {to} 4 - answer = {ask} 'what is your favorite ' subjects[i] - {add} answer {to} answers_player_1 - - {print} 'Player 2, your turn!' - {for} i {in} {range} 0 {to} 4 - answer_player_2 = {ask} 'what is player 1s favorite ' subjects - {add} answer_player_2 {in} answers_player_2 - {if} answers_player_2[2] == answers_player_1[1] - {print} 'Correct!' - {else} - {print} 'Wrong!' - score = score - 25 - - {print} 'Player 2, you've scored ' score '%' - - {if} score = 100 - {print} 'You are an amazing friend' - {if} score < 100 {or} score >= 50 - {print} 'You could do better' - {else} score < 50 - {print} 'Do you even know this person?!' - debug: 'True' - 4: - text: Enjoy the adventures in level 16! - header: Let's try it out! - 17: - 1: - header: Welcome to level 17 - text: in this level you will learn how to use a colon and you will learn the elif command. - 2: - header: Colon - text: 'Now we are going to change indentation a little bit. Every time that we need an indentation, we need : at the line before the indentation.' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {else}: - {print} 'Better luck next time..' - 3: - header: Elif - text: 'In this level you can also use a new command: elif. elif is short for else if and you need it when you want to make 3 (or more!) options. Check it out!' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {elif} your_price == 'an apple pie' : - {print} 'Lovely, an apple pie!' - {else}: - {print} 'Better luck next time..' - 4: - header: Debugging - text: Let's debug this code! - code: |- - {define} ask_direction - direction = {ask} 'Where do you want to go?' - {if} direction = 'backwards' - {turn} 180 - {else} direction == 'right' - {turn} 90 - {else} direction == 'left' - {turn} 270 - {forward} 100 - - continue = 'yes' - - {while} continue == 'yes' - {print} ask_direction - {sleep} - continue = 'do you want to draw some more?' - {sleep} - debug: 'True' - 5: - header: Let's try it out! - text: Enjoy the adventures in level 17! - 18: - 1: - header: Welcome to level 18 - text: Congratulations! You have reached the last level of Hedy! The code you have created here can be copied to real Python environments like replit or PyCharm, and you can continue learning there! Note however that Python can only read English commands, so if you have been using other languages, you will need to switch to English now. - 2: - header: The Python way - text: |- - We arrived at real Python code! That means we need to use parentheses with print and range from now on. - - Also, if you want to print more than one item, you need to separate them by commas. - - The final change we will need to make to get Python code is changing ask into input. - - Click on the 'print' tab for all the examples. - editor: /hedy/18 - 3: - header: The very last adventures! - text: Enjoy the very last adventures in level 18! diff --git a/content/slides/fa.yaml b/content/slides/fa.yaml index fa5f0ab8d6b..57e696ae41a 100644 --- a/content/slides/fa.yaml +++ b/content/slides/fa.yaml @@ -1,65 +1,14 @@ levels: 0: - 1: - header: Welcome to Hedy! - text: Hedy is a programming language. - 2: - header: Programming - text: |- - Programming is giving instructions to a computer, using the language of the computer. - - Such a language is called a "programming language". - 3: - header: Programming Language - text: |- - Maybe you already know some programming languages? - Some examples are: - * Scratch - * Python - * HTML - 4: - header: Programming - text: |- - If you can program, you can do many cool things: - * Build interactive stories - * Create computer drawings and draw these on paper or fabric - * Build your own apps to use on your phone - 5: - header: Programming in Hedy - text: In Hedy we use special codes, like `{print}`. - code: '{print} Welcome to Hedy!' - 6: - header: Programming in Hedy - text: Code words will be shown in pink. - code: '{print} Welcome to Hedy!' - 7: - header: Programming in Hedy - text: We start the code with the Run code button underneath the code. - code: '{print} Welcome to Hedy!' 8: - header: Programming in Hedy text: Output appears on the left-hand side. - code: '{print} Welcome to Hedy!' 9: - header: Programming in Hedy - text: The output can also be a drawing. code: |- {forward} 100 {turn} left 1: - 1: - header: Welcome to level 1! - text: |- - We will start level 1 by making stories in Hedy! - - We need three text codes to create interactive stories. 2: header: 'Hedy level 1: {print}' - text: |- - The first code that you can use in level 1 is `{print}`. - - `{print}` is used to show text on the screen. - code: '{print} Show text on the screen' 3: header: 'Hedy level 1: {ask}' text: |- @@ -84,1112 +33,32 @@ levels: text: |- with `{print}`, `{ask}` and `{echo}` you can already create a little story. This is a good time to try the Parrot, Story and Rock, Paper Scissors adventures. - code: |- - {print} Hello! - {ask} What is your name? - {echo} hello 6: - header: Programming! text: Adventures are shown in tabs. - editor: /hedy/1 7: - header: Programming! text: The yellow arrow buttons can be used to copy examples. editor: /hedy#print_command 8: header: Drawing with the turtle text: Now that we have seen at text codes, we will now look at drawing codes next. - editor: /hedy#print_command 9: header: 'Drawing with the turtle: {forward}' text: '`{forward}` is used to move the turtle forward.' - 10: - header: 'Drawing with the turtle: {forward}' - text: '`{forward}` is used to move the turtle forward.' - code: '{forward} 50' 11: - header: 'Drawing with the turtle: {turn}' - text: '`{turn}` is used to make the turtle turn left or right.' code: |- {forward} 50 {turn} left - 12: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - I am DJ Hedy - {print} What song would you like to hear? - {ask} I like that song too! - {print} Next up... {echo} - debug: 'True' - 13: - header: Let the programming fun begin! - text: Enjoy the adventures in level 1! 2: - 1: - header: Welcome to level 2 - text: |- - In this level you will learn to use variables. - - A variable is a word that can be used to store information. - - For example: a name, age or favorite sports team. - 2: - header: Variables - text: To make or 'set' a variable we use the `{is}` command - code: |- - name {is} Hedy - age {is} 15 - {print} name is age years old 3: - header: Interactive text: |- We can also set a variable by asking questions. The answer to the question is stored in the variable. This way we don't need the `{echo}` command. - code: |- - name {is} {ask} What is your name? - {print} Hello name 4: - header: Multiple variables text: Now that we use variables, we can use multiple variables instead of just one `{echo}`command. - code: |- - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - 5: - header: Sleep - text: You can also use the `{sleep}` command to pause the code for a while. - code: |- - {print} My favorite colour is... - {sleep} 2 - {print} green! - 6: - header: Sleep 5 - text: |- - You can add a number after the `{sleep}` command if you want the pause to be longer. - - If you want, you could even use a variable instead of a number to decide the duration of the sleep command. - code: |- - pause {is} 10 - {print} My favorite colour is... - {sleep} pause - {print} green! - 7: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - {print} Welcome to the donut shop! - filling {is} What kind of filling would you like? - {print} You have chosen... Filling! Yum! - topping {ask} What kind of topping would you like? - topping is delicious! - {print} I'll go get your donut. {sleep} - {print} Here you go! A filling donut with toping! - {ask} Have a nice day! - debug: 'True' - 8: - header: Let the programming fun begin! - text: Enjoy the adventures in level 2! - 3: - 1: - header: Welcome to level 3 - text: In this level you'll learn how to make a list, add and remove items form your lists and pick a random item off that list. - 2: - header: Making a list - text: |- - You make a list with `{is}`. - - Separate the items on your list with a comma. - code: animals {is} dogs, cats, kangaroos - 3: - header: At random - text: |- - You can use the list with the `{at}` `{random}` command. - The computer will randomly pick one item of the list. - Every time you run this code the output will differ. - code: |- - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - 4: - header: At random in a sentence - text: You can use the `{at}` `{random}` command in a sentence as well. - code: |- - animals {is} dogs, cats, kangaroos - {print} My favorite animal is animals {at} {random} - 5: - header: Add to - text: |- - You can add items to a list with the `{add}` `{to}` command. - - You can choose what to add to the list or you can use the `{add}` `{to}` command in combination with the `{ask}` command. - This way you can let the player decide what to add to the list. - code: |- - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - 6: - header: Remove from - text: |- - The opposite of the `{add}` `{to}` command is the `{remove}` `{from}` command. - This command removes an item from a list. - code: |- - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - 7: - header: Debugging - text: Let's debug this code! - editor: |- - music_genres {is} rock, pop, metal, indie, jazz - chosen_genre is music {at} {random} - {print} Let's listen to chosen genre - nice {ask} Do you like that genre? - {remove} chosen_genre {from} chosen_genre - second_choice {is} music_genres - {print} or do you prefer... second_choice {at} {random} - {remove} second_choice {to} music_genres - {print} I like music_genre {random} best! - debug: 'True' - 8: - header: Let's get to work! - text: Enjoy the adventures in level 3! 4: - 1: - header: Welcome to level 4 - text: In this level you will learn how to use quotation marks. - code: '{print} ''print with quotes!''' - 2: - header: Problem - text: 'In the previous levels, you might have come across this problem:' - code: |- - name {is} Sophie - {print} My name is name - debug: 'True' - 3: - header: Fixing it with quotation marks - text: |- - In this level we will fix this problem by using quotation marks. - - This also makes our code look more like 'real' Python code. - 4: - header: Quotation marks with print - text: Each time you use the `{print}` command you need to put the text that you want to appear on the screen in quotation marks. - code: '{print} ''print with quotes!''' - 5: - header: Quotation marks with ask - text: This also goes for the `{ask}` command. - code: name {is} {ask} 'name please?' - 6: - header: Quotation marks and variables - text: |- - You do not want variable names to be printed on the screen. - This is why variables should be left out of the quotation marks, like this: - code: |- - name {is} Harry - {print} 'Hello ' name - 7: - header: Quotation marks and variables - text: |- - When variable names are used in the middle of a sentence, you have to leave the variables out of the quotation marks. - The rest of the sentence however, does need quotation marks. That looks like this: - code: |- - name {is} Harry - {print} 'Hello ' name ', how are you?' - 8: - header: Quotation marks and contractions - text: |- - Be careful! Now that you are using quotation marks, you can't use apostrophes in contractions. - - Please try to print a contraction like "you're" or "I'm" in the screen below and see what happens.... - code: '{print} ''This won''t work!''' - debug: 'True' 9: header: Ready, Set, Go! text: Enjoy the adventures in level 4! - code: |- - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'SURPRISE!' - 10: - header: Debugging - text: Let's debug this code! - code: |- - {clear} - {print} What a nice day to go to the beach! - {ask} 'Do you want to build a sandcastle or swim in the ocean?' - {print} 'You would like to activity ' - {print} 'I'd like to do that too' - {print} 'Look at these beautiful seashells!' - colors {is} 'orange, silver, white, brown' - {print} 'I love the colors {at} {random} one!' - choice {is} {ask} Which one do you like? - debug: 'True' - 11: - header: Ready, Set, Go! - text: Enjoy the adventures in level 4! - 5: - 1: - header: Welcome to level 5 - text: 'In this level you will learn to use 3 new commands: `{if}`, `{else}` and `{in}`.' - 2: - header: if - text: |- - The `{if}` command allows you to choose between two options. - In this example the computer will print 'nice' if the given answer is Hedy. - If the answer is not Hedy, the computer will do nothing. - code: |- - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - 3: - header: Don't forget to print - text: |- - When using the `{if}` command, don't forget to use the `{print}` command. - This code will not work! - code: '{if} name {is} Hedy ''nice''' - debug: 'True' - 4: - header: else - text: |- - When using an `{if}` command, you can also add an `{else}` command. - If the answer is Hedy, the computer will print 'nice'. - But if the answer is something else the computer will print 'boo' - code: '{if} name {is} Hedy {print} ''nice'' {else} {print} ''boo!''' - 5: - header: Long lines - text: |- - You might have noticed that your lines can get very long when you have both an `{if}` and an `{else}` command. - - You can choose to separate commands and put them on 2 lines, like this: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - 6: - header: Another new command - text: |- - If you have practised with the `{if}` and `{else}` commands, you can also try the `{in}` command. - - With `{in}` you can let the computer check if an item is in a list, for example: - - Please note that Hedy is case sensitive. This means that if you answer "Green" instead of "green", Hedy will print "meh". - code: |- - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - 7: - header: Debugging - text: Let's debug this code! - code: |- - {print} Welcome to HedyAir Security! - boarding_pass {is} {ask} 'Do you have your boarding pass?' - {if} bording_pass yes {print} Great! - {else} Please, get your boarding pass ready. - passport {is} 'Can I see your passport, please?' - {if} passport {is} yes 'thank you' - {else} 'You can't fly without a passport' - declare {is} {ask} Do you have anything to declare? - {if} declare {is} yes - item_to_declare {is} {ask} 'What would you like to declare' - {else} Alright - {print} Thank you. Please head to gate A22.' - debug: 'True' - 8: - header: Let's go! - text: Enjoy the adventures in level 5! - 6: - 1: - header: Welcome to level 6 - text: In this level we are adding maths to our codes. - 2: - header: Addition - text: If you want to calculate an addition, simply use the plus sign. - code: '{print} ''5 plus 5 is '' 5 + 5' - 3: - header: Subtraction - text: If you want to subtract, you can use the minus sign. - code: '{print} ''5 minus 5 is '' 5 - 5' - 4: - header: Multiplication - text: If you want to do multiplications, you can use the asterisk. - code: '{print} ''5 times 5 is '' 5 * 5' - 5: - header: Division - text: You can use the slash for division. - code: '{print} ''5 divided by 5 is '' 5 / 5' - 6: - header: Summary - text: In summary, you can use +, -, * and / to do maths. - code: |- - {print} '5 plus 5 is ' 5 + 5 - {print} '5 minus 5 is ' 5 - 5 - {print} '5 times 5 is ' 5 * 5 - {print} '5 divided by 5 is ' 5 / 5 - 7: - header: The = symbol - text: |- - From now on you can also use the = symbol instead of the `{is}` command. - This goes for both numbers and words, and it also goes after the `{if}` or `{else}` commands. - code: |- - name = Hedy - answer = 20 + 4 - 8: - header: Calculations with variables - text: 'You can use calculations with numbers, but you can also use variables to do calculations, like this:' - code: |- - number_1 = {ask} 'Fill in the first number:' - number_2 = {ask} 'Fill in the second number:' - correct_answer = number_1 * number_2 - {print} number_1 ' times ' number_2 ' is ' correct_answer - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'This is the water park ticket machine' - {print} 'Price list: Children under 12 $3, Adults $5' - {print} 'Mondays are 25% off' - amount_of_children = 'How many kids tickets would you like?' - amount_of_adults = 'How many adult tickets would you like?' - day_of_the_week = {ask} 'What day is it?' - {clear} - child_price = amount of children * 3 - adult_price = amount_of_adults + 5 - total_price = adult_price * child_price - {if} day {is} monday - total_price = total_price * 0.25 - {print} 'That will be total_price please' - debug: 'True' - 10: - header: Let's get to work! - text: Enjoy the adventures in level 6! - 7: - 1: - header: Welcome to level 7 - text: In this level you will learn how to repeat a line of code as many times a you'd like. - 2: - header: repeat 3 times - text: |- - If you want to repeat a line of code, you can use the `{repeat}` 3 `{times}` code. - If you want to repeat the line more times, simply change the number. - - For example: If you are programming a story where your character shouts for help for 5 times, it could look like this: - code: |- - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - 3: - header: Don't forget the print command - text: When using the repeat command, do not forget the `{print}` command. - code: '{repeat} 5 {times} ''Help!''' - debug: 'True' - 4: - header: Repeat an ask command - text: You can also repeat an `{ask}`, `{if}` or `{else}` command multiple times. - code: |- - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - 5: - header: Debugging - text: Let's debug this code! - code: |- - {print} You gave stranded on a desert island. - {repeat} 3 'Help!' - rescued = {ask} Has anybody come to the rescue? - {if} rescued yes {is} - {print} Lucky! - {else} {repeat} 3 {times} 'HELP!' - rescued = 'What about now?' - {if} yes - {print} 'Hurray! - {else} 'That's a shame... Oh well... time to build a shelter and find some food.' - debug: 'True' - 6: - header: Ready Set Go! - text: Enjoy the adventures in level 7! - 8: - 1: - header: Welcome to level 8 - text: In this level you will learn to use indentation to make the `{repeat}`, `{if}` and `{else}` commands work for multiple lines of code. - 2: - header: '{repeat} commands before' - text: |- - In the previous levels, the `{repeat}` command looked like this: - - You could only repeat one line of code. - code: '{repeat} 5 {times} {print} ''Help!''' - debug: 'True' - 3: - header: '{repeat} commands now' - text: |- - In this level you can repeat multiple lines of code. To do this you must tell the computer which lines belong together and should be repeated. - You do this by using indentation. - - Use 4 spaces (or one tab) at the beginning of each line that you want to repeat, like this: - code: |- - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This will be printed 5 times' - 4: - header: '{repeat} commands now' - text: |- - If you want to, you can continue after the `{repeat}` command without indentation. - The lines that do not start with indentation will not be repeated. - code: |- - {repeat} 3 {times} - {print} 'Hello!' - {print} 'We are done repeating!' - 5: - header: if and else before - text: |- - The same goes for the `{if}` and `{else}` commands. - These were the commands before: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - debug: 'True' - 6: - header: if and else now - text: |- - These are the `{if}` and `{else}` commands now. - Each line after the `{if}` and `{else}` commands start with indentation. - code: |- - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {else} - {print} 'Welcome programmer!' - 7: - header: stopping the indentation - text: Just like with the `{repeat}` command, you can stop using indentation and the lines will always be shown. Not just if the statement is true. - code: "name = {ask} 'What is your name?'\n{if} name {is} Hedy\n {print} 'Welcome Hedy'\n{else}\n {print} 'Welcome programmer!' \n{print} '3..2..1.. Start programming!'" - 8: - header: if statements inside if statements - text: |- - You might have thought of trying to put an if command inside a repeat command, or inside another if command. - For now, this is not possible yet. In the higher levels, it will be allowed, but for now let's focus on practising the `{if}` `{else}` and `{repeat}` commands with proper indentation first. - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'HedyWheels bus tickets machine' - zone_1 = Town Hall, Library, Campus, Market Place - zone_2 = Swimming Pool, Skate Park, Mall, Airport - destination = 'Where do you want to go?' - {if} destination {in} zone 1 - {print} destination 'is in zone 1' - price = 3 euros - {if} destination {is} zone_2 - {print} destination 'is in zone 2' - price = 6 - ticket_types = {ask} 'Press 1 for a single use ticket. - Press 2 for a round trip ticket:' - {if} ticket_type = 1 - {print} 'You chose a single use ticket' - {else} - {print} You chose a round trip ticket' - price * 2 - {print} 'That will be ' price ' euros please' - debug: 'True' - 10: - header: Let's check out the adventures! - text: Enjoy the adventures in level 8! - 9: - 1: - header: Welcome to level 9 - text: |- - In this level you can use multiple lines of code after an `{if}` or after a `{repeat}` command. - - You can even put a `{repeat}` command within another `{repeat}` command. - 2: - header: Multiple lines after `{repeat}` - text: You are allowed to combine `{repeat}` and `{if}` in this level. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 3: - header: Indentation matters! - text: Indentation is very important to tell the computer which lines should be repeated and which lines should only be ran once. - code: |- - {repeat} 3 {times} - {print} 'This line will be repeated...' - {print} 'This one too...' - {print} 'but this one will not!' - 4: - header: Multiple lines after `{if}` - text: You can also use multiple lines after `{if}` - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - 5: - header: Indentation matters - text: Again, indentation is still very important and can make a big difference in the code. - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - 6: - header: An `{if}` inside a `{repeat}` - text: |- - Now that you can use multiple lines of code after these command, you can also put them within each other. - Check it out: - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 7: - header: Mind the indentation - text: Mind that the fourth and sixth line of this code starts with 8 spaces of indentation. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Welcome to HedyJumps, your parachute jump adventure!' - people = {ask} 'How many people are you jumping with today? - {print} 'We'll ask all of you some questions for safety reasons.' - extra_instructions_people = a, b - {repeat} 3 {times} - name = {ask} 'What is your name?' - jumped_before = 'Have you ever done a parachute jump before, ' name '?' - {if} jumped_before no - {print} 'No worries, you'll get an extra safety instruction in room 13' - {add} name {to} extra_instructions_people - {else} - {print} 'Fun!' - {print} 'Thanks for filling in the safety questions everyone. Enjoy your jump!' - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 9! - 10: - 1: - header: Welcome to level 10 - text: 'In this level you will learn a new command: `{for}`.' - 2: - header: The for command - text: With for you can make a list and use all items on that list. `{for}` creates a block, like repeat and if so all lines in the block need to start with indentation (4 spaces). - code: |- - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - 3: - header: The for command - text: 'Here you see another example of the `{for}` command:' - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - 4: - header: Debugging - text: Let's debug this code - code: |- - {print} 'Ladies and gentlemen!' - {print} 'For one night and one night only in circus Hedy!' - acts = shoot out of a canon, walk the tightrope, pack themself in a suitcase, - people = Iris the Incredible Achmed the Amazing Francis the Fantastic - {for} people {in} acts - chosen_person {is} people {random} - chosen_person ' will ' act - {add} chosen_person {from} people - {print} 'Come and watch our show tonight!' - {print} 'Tickets are only available at the counter - debug: 'True' - 5: - header: Time to program! - text: Enjoy the adventures in level 10! - 11: - 1: - header: Welcome to level 11 - text: |- - In this level, we add a new form of the `{for}` command. In earlier levels, we used for with a list, but we can also use for with numbers. - - This way we don't need the `{repeat}` command anymore. - 2: - header: The for command - text: 'This is what the new for command looks like:' - code: |- - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - 3: - header: the variable i - text: |- - In the previous slide the variable was named 'counter', because it was counting down. - You can of course use any name for the variable you want. - The standard name for variables in this situation that is used in programming languages like Python is 'i'. - That looks like this: - code: |- - number = 10 - {for} i {in} {range} 1 {to} 10 - {print} i * number - 4: - header: Debugging - text: Let's debug this code! - code: |- - factor {is} {ask} 'Which table of multiplication do you need?' - {repeat} {for} numbers {in} {range} 1 {to} 10 {times} - {print} This is the table of multiplications for factor - {print} number ' x ' factor ' = ' i * factor - debug: 'True' - 5: - header: Let's start programming! - text: Enjoy the adventures in level 11! - 12: - 1: - header: Welcome to level 12 - text: |- - From this level on you are allowed to use decimal numbers and there are some changes to the quotation marks. - You can also use functions from this level on! - 2: - header: Quotation marks - text: |- - This level makes some changes to the usage of quotation marks. - From now on, **all texts** need to be in quotation marks. This includes values of variables, items on lists and text after {if} commands. - code: |- - name = 'Hedy the Robot' - {print} 'Hello ' name - 3: - header: Decimal numbers - text: |- - From this level on you are also allowed to use decimal numbers. This can make programs like your restaurant even better! - - Numbers do not need quotation marks. - code: |- - {print} 'decimal numbers now need to use a dot' - {print} 2.5 + 2.5 - 4: - header: Functions! - text: |- - In this level you'll learn how to use functions. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. To create a function, use define and give the function a name. Then put all the lines you want in the function in a indented block under the define line. Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use call with the function's name to call it up! We don't have to type that block of code again. - 5: - header: Twinkle Twinkle little star! - text: |- - In this program you see an example of a function. - Let's see what happens if you fill in the rest of the song! - code: |- - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} twinkle - 6: - header: Functions - text: As you could see in the example a function is a block of code that can be called anytime. You use `{define}` to set the function and `{call}` to use it. - 7: - header: Debugging - text: Let's debug this code! - code: |- - {call} new_member - {print} 'Hi new member!' - username = {ask} 'What is your username?' - password = 'What is your password?' - {print} 'Welcome to our club!' - - username = {ask} 'Please enter your username. Are you a new member? Type New Member' - {if} username = New Member - {call} new member - {else} - password = {ask} 'Please enter password' - debug: 'True' - 8: - header: Ready to try it out? - text: Enjoy the adventures in level 12! - 13: - 1: - header: Welcome to level 13 - text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two ifs but can use and and or. - From now on you could also use arguments in your functions. - 2: - header: The and command - text: |- - The `{and}` command is always used in a combination with the {if} command. - This way you can check if 2 statements are true. For example: - code: |- - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - 3: - header: The or command - text: |- - The `{or}` works in the same way as the `{and}` command, but only 1 of the two statements has to be true. - - Let's see what happens when you change the `{and}` for `{or}`. - code: |- - name = {ask} 'what is your name?' - {if} name {is} 'Hedy' {or} name {is} 'hedy' - {print} 'Welcome!!' - 4: - header: Functions with arguments - text: Now that you've learned how to use functions, you'll learn how to use a function with an **argument**. An argument is a variable that is used within a function. It is not used outside the function. - 5: - header: Example - text: |- - In this example you see how the argument 'place' is used in the function. - Run the code and change 'ocean' and 'sea' to something else, and see what happens. - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 6: - header: Example with variable - text: |- - You can also combine functions with a question. - - What happens if you make these changes: - ``` - define song with place - print 'My Bonnie is ' place - - answer is ask 'Where is my Bonnie?' - call song with answer - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 7: - header: Even more questions! - text: |- - Now we have combined even more question with the function. Type this code and see what happens. - - Note how the variables and the arguments have the same name. This is allowed. - Does it confuse you? Just use different names, that is allowed as well. - ``` - define song with name, place - print 'My ' name ' is ' place - - name is ask 'Who?' - place is ask 'Where are they?' - call song with name, place - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {define} happiness {with} name - {print} '🥳' - {play} G - {play} A - {play} B - {print} 'Party on, ' name - {define} sadness - {print} '😞' - {play} E - {play} D - {play} C - {print} 'Hope you feel better, ' name - - name = {ask} 'What is your' name '?' - mood = {ask} 'Are you happy or sad?' - {if} mood = happy - {call} happiness {with} person - {else} mood = sad - {define} sadness {to} name - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 13! - 14: - 1: - header: Welcome to level 14 - text: In this level you'll learn some new symbols that can help you improve your programs, like >. You will also learn to work with return values of a function. - 2: - header: Symbols - text: |- - These are the new symbols you can use: - - The > means bigger than... - - The >= means bigger than or the same as... - - The < means smaller than... - - The <= means smaller than or the same as... - - You can use them like this: - code: |- - age = {ask} 'How old are you?' - {if} age < 13 - {print} 'You are younger than me!' - {else} - {print} 'You are older than me!' - 3: - header: Symbols - text: |- - You can also use: - - == is the same as. - - != is not - - == is used in `{if}` statements. - code: |- - answer = {ask} 'Do you want to learn more?' - {if} answer == 'yes' - {print} 'Go to the next adventure!' - {if} answer != 'yes' - {print} 'That is a shame!' - 4: - header: Return value - text: In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - 5: - header: Return value - text: For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - code: |- - {define} calculate_new_price {with} amount, percentage - percentage = percentage / 100 - discount_amount = amount * percentage - {return} amount - discount_amount - - old_price = {ask} 'How much is on the price tag?' - discount = {ask} 'What percentage is the discount?' - - new_price = {call} calculate_new_price {with} old_price, discount - {print} 'The new price is ' new_price ' dollar' - 6: - header: Debugging - text: Let's debug this code! - code: |- - item = 'not bought' - {print} 'I would like to buy this item' - price == {ask} 'What is the price?' - {if} price less than or the same as 10 - {print} 'Thats a great deal!' - item = 'bought' - {if} price is more than 10 {and} less than or the same as 20 - {print} 'Alright' - item = 'bought' - {if} price is more than 20 {and} less than 50 - {print} 'That is a bit much!' - {if} price is more than or the same as 50 - {print} 'No way!' - {if} item =! bought - {print} 'Shame.. I wont buy it' - {else} - {print} 'I will buy it! Thank you!' - debug: 'True' - 7: - header: Let's get to work! - text: Enjoy the adventures in level 14! - 15: - 1: - header: Welcome to level 15 - text: In this level you will learn about the `{while}` loop. - 2: - header: '{while}' - text: |- - We are going to learn a new loop, the while loop! The loop continues as long as the statement is true. So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. If the correct answer is never given, the loop will never end! - code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - 3: - header: Debugging - text: Let's debug this code! - code: |- - numbers = 1, 2 - - {for} i {in} {range} 3 {to} 50 - {add} x {to} numbers - i = + 1 - - random_number = numbers {random} - guesses = 10 - - {while} guess = 0 - answer = 'Guess my number:' - {if} answer >= random_number - {print} 'lower' - guesses = guesses -1 - {if} answer > random_number - {print} 'higher!' - guesses = guesses - {else} answer = random_number - {print} 'correct' - guesses = 10 - - debug: 'True' - 4: - header: Let's try it out! - text: Enjoy the adventures in level 15! - 16: - 1: - header: Welcome to level 16 - text: In this level you will learn about the [square brackets] and how to use them. - 2: - header: Square brackets - text: We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. The at random command can not be used anymore. - code: |- - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - 3: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Friendship test' - {subjects} = ['song', 'movie', 'food', 'drink'] - answers_player_1 = [] - answers_player_2 = [] - score = 100 - - {for} i {in} {range} 1 {to} 4 - answer = {ask} 'what is your favorite ' subjects[i] - {add} answer {to} answers_player_1 - - {print} 'Player 2, your turn!' - {for} i {in} {range} 0 {to} 4 - answer_player_2 = {ask} 'what is player 1s favorite ' subjects - {add} answer_player_2 {in} answers_player_2 - {if} answers_player_2[2] == answers_player_1[1] - {print} 'Correct!' - {else} - {print} 'Wrong!' - score = score - 25 - - {print} 'Player 2, you've scored ' score '%' - - {if} score = 100 - {print} 'You are an amazing friend' - {if} score < 100 {or} score >= 50 - {print} 'You could do better' - {else} score < 50 - {print} 'Do you even know this person?!' - debug: 'True' - 4: - text: Enjoy the adventures in level 16! - header: Let's try it out! - 17: - 1: - header: Welcome to level 17 - text: in this level you will learn how to use a colon and you will learn the elif command. - 2: - header: Colon - text: 'Now we are going to change indentation a little bit. Every time that we need an indentation, we need : at the line before the indentation.' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {else}: - {print} 'Better luck next time..' - 3: - header: Elif - text: 'In this level you can also use a new command: elif. elif is short for else if and you need it when you want to make 3 (or more!) options. Check it out!' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {elif} your_price == 'an apple pie' : - {print} 'Lovely, an apple pie!' - {else}: - {print} 'Better luck next time..' - 4: - header: Debugging - text: Let's debug this code! - code: |- - {define} ask_direction - direction = {ask} 'Where do you want to go?' - {if} direction = 'backwards' - {turn} 180 - {else} direction == 'right' - {turn} 90 - {else} direction == 'left' - {turn} 270 - {forward} 100 - - continue = 'yes' - - {while} continue == 'yes' - {print} ask_direction - {sleep} - continue = 'do you want to draw some more?' - {sleep} - debug: 'True' - 5: - header: Let's try it out! - text: Enjoy the adventures in level 17! - 18: - 1: - header: Welcome to level 18 - text: Congratulations! You have reached the last level of Hedy! The code you have created here can be copied to real Python environments like replit or PyCharm, and you can continue learning there! Note however that Python can only read English commands, so if you have been using other languages, you will need to switch to English now. - 2: - header: The Python way - text: |- - We arrived at real Python code! That means we need to use parentheses with print and range from now on. - - Also, if you want to print more than one item, you need to separate them by commas. - - The final change we will need to make to get Python code is changing ask into input. - - Click on the 'print' tab for all the examples. - editor: /hedy/18 - 3: - header: The very last adventures! - text: Enjoy the very last adventures in level 18! diff --git a/content/slides/fi.yaml b/content/slides/fi.yaml index fa5f0ab8d6b..57e696ae41a 100644 --- a/content/slides/fi.yaml +++ b/content/slides/fi.yaml @@ -1,65 +1,14 @@ levels: 0: - 1: - header: Welcome to Hedy! - text: Hedy is a programming language. - 2: - header: Programming - text: |- - Programming is giving instructions to a computer, using the language of the computer. - - Such a language is called a "programming language". - 3: - header: Programming Language - text: |- - Maybe you already know some programming languages? - Some examples are: - * Scratch - * Python - * HTML - 4: - header: Programming - text: |- - If you can program, you can do many cool things: - * Build interactive stories - * Create computer drawings and draw these on paper or fabric - * Build your own apps to use on your phone - 5: - header: Programming in Hedy - text: In Hedy we use special codes, like `{print}`. - code: '{print} Welcome to Hedy!' - 6: - header: Programming in Hedy - text: Code words will be shown in pink. - code: '{print} Welcome to Hedy!' - 7: - header: Programming in Hedy - text: We start the code with the Run code button underneath the code. - code: '{print} Welcome to Hedy!' 8: - header: Programming in Hedy text: Output appears on the left-hand side. - code: '{print} Welcome to Hedy!' 9: - header: Programming in Hedy - text: The output can also be a drawing. code: |- {forward} 100 {turn} left 1: - 1: - header: Welcome to level 1! - text: |- - We will start level 1 by making stories in Hedy! - - We need three text codes to create interactive stories. 2: header: 'Hedy level 1: {print}' - text: |- - The first code that you can use in level 1 is `{print}`. - - `{print}` is used to show text on the screen. - code: '{print} Show text on the screen' 3: header: 'Hedy level 1: {ask}' text: |- @@ -84,1112 +33,32 @@ levels: text: |- with `{print}`, `{ask}` and `{echo}` you can already create a little story. This is a good time to try the Parrot, Story and Rock, Paper Scissors adventures. - code: |- - {print} Hello! - {ask} What is your name? - {echo} hello 6: - header: Programming! text: Adventures are shown in tabs. - editor: /hedy/1 7: - header: Programming! text: The yellow arrow buttons can be used to copy examples. editor: /hedy#print_command 8: header: Drawing with the turtle text: Now that we have seen at text codes, we will now look at drawing codes next. - editor: /hedy#print_command 9: header: 'Drawing with the turtle: {forward}' text: '`{forward}` is used to move the turtle forward.' - 10: - header: 'Drawing with the turtle: {forward}' - text: '`{forward}` is used to move the turtle forward.' - code: '{forward} 50' 11: - header: 'Drawing with the turtle: {turn}' - text: '`{turn}` is used to make the turtle turn left or right.' code: |- {forward} 50 {turn} left - 12: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - I am DJ Hedy - {print} What song would you like to hear? - {ask} I like that song too! - {print} Next up... {echo} - debug: 'True' - 13: - header: Let the programming fun begin! - text: Enjoy the adventures in level 1! 2: - 1: - header: Welcome to level 2 - text: |- - In this level you will learn to use variables. - - A variable is a word that can be used to store information. - - For example: a name, age or favorite sports team. - 2: - header: Variables - text: To make or 'set' a variable we use the `{is}` command - code: |- - name {is} Hedy - age {is} 15 - {print} name is age years old 3: - header: Interactive text: |- We can also set a variable by asking questions. The answer to the question is stored in the variable. This way we don't need the `{echo}` command. - code: |- - name {is} {ask} What is your name? - {print} Hello name 4: - header: Multiple variables text: Now that we use variables, we can use multiple variables instead of just one `{echo}`command. - code: |- - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - 5: - header: Sleep - text: You can also use the `{sleep}` command to pause the code for a while. - code: |- - {print} My favorite colour is... - {sleep} 2 - {print} green! - 6: - header: Sleep 5 - text: |- - You can add a number after the `{sleep}` command if you want the pause to be longer. - - If you want, you could even use a variable instead of a number to decide the duration of the sleep command. - code: |- - pause {is} 10 - {print} My favorite colour is... - {sleep} pause - {print} green! - 7: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - {print} Welcome to the donut shop! - filling {is} What kind of filling would you like? - {print} You have chosen... Filling! Yum! - topping {ask} What kind of topping would you like? - topping is delicious! - {print} I'll go get your donut. {sleep} - {print} Here you go! A filling donut with toping! - {ask} Have a nice day! - debug: 'True' - 8: - header: Let the programming fun begin! - text: Enjoy the adventures in level 2! - 3: - 1: - header: Welcome to level 3 - text: In this level you'll learn how to make a list, add and remove items form your lists and pick a random item off that list. - 2: - header: Making a list - text: |- - You make a list with `{is}`. - - Separate the items on your list with a comma. - code: animals {is} dogs, cats, kangaroos - 3: - header: At random - text: |- - You can use the list with the `{at}` `{random}` command. - The computer will randomly pick one item of the list. - Every time you run this code the output will differ. - code: |- - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - 4: - header: At random in a sentence - text: You can use the `{at}` `{random}` command in a sentence as well. - code: |- - animals {is} dogs, cats, kangaroos - {print} My favorite animal is animals {at} {random} - 5: - header: Add to - text: |- - You can add items to a list with the `{add}` `{to}` command. - - You can choose what to add to the list or you can use the `{add}` `{to}` command in combination with the `{ask}` command. - This way you can let the player decide what to add to the list. - code: |- - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - 6: - header: Remove from - text: |- - The opposite of the `{add}` `{to}` command is the `{remove}` `{from}` command. - This command removes an item from a list. - code: |- - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - 7: - header: Debugging - text: Let's debug this code! - editor: |- - music_genres {is} rock, pop, metal, indie, jazz - chosen_genre is music {at} {random} - {print} Let's listen to chosen genre - nice {ask} Do you like that genre? - {remove} chosen_genre {from} chosen_genre - second_choice {is} music_genres - {print} or do you prefer... second_choice {at} {random} - {remove} second_choice {to} music_genres - {print} I like music_genre {random} best! - debug: 'True' - 8: - header: Let's get to work! - text: Enjoy the adventures in level 3! 4: - 1: - header: Welcome to level 4 - text: In this level you will learn how to use quotation marks. - code: '{print} ''print with quotes!''' - 2: - header: Problem - text: 'In the previous levels, you might have come across this problem:' - code: |- - name {is} Sophie - {print} My name is name - debug: 'True' - 3: - header: Fixing it with quotation marks - text: |- - In this level we will fix this problem by using quotation marks. - - This also makes our code look more like 'real' Python code. - 4: - header: Quotation marks with print - text: Each time you use the `{print}` command you need to put the text that you want to appear on the screen in quotation marks. - code: '{print} ''print with quotes!''' - 5: - header: Quotation marks with ask - text: This also goes for the `{ask}` command. - code: name {is} {ask} 'name please?' - 6: - header: Quotation marks and variables - text: |- - You do not want variable names to be printed on the screen. - This is why variables should be left out of the quotation marks, like this: - code: |- - name {is} Harry - {print} 'Hello ' name - 7: - header: Quotation marks and variables - text: |- - When variable names are used in the middle of a sentence, you have to leave the variables out of the quotation marks. - The rest of the sentence however, does need quotation marks. That looks like this: - code: |- - name {is} Harry - {print} 'Hello ' name ', how are you?' - 8: - header: Quotation marks and contractions - text: |- - Be careful! Now that you are using quotation marks, you can't use apostrophes in contractions. - - Please try to print a contraction like "you're" or "I'm" in the screen below and see what happens.... - code: '{print} ''This won''t work!''' - debug: 'True' 9: header: Ready, Set, Go! text: Enjoy the adventures in level 4! - code: |- - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'SURPRISE!' - 10: - header: Debugging - text: Let's debug this code! - code: |- - {clear} - {print} What a nice day to go to the beach! - {ask} 'Do you want to build a sandcastle or swim in the ocean?' - {print} 'You would like to activity ' - {print} 'I'd like to do that too' - {print} 'Look at these beautiful seashells!' - colors {is} 'orange, silver, white, brown' - {print} 'I love the colors {at} {random} one!' - choice {is} {ask} Which one do you like? - debug: 'True' - 11: - header: Ready, Set, Go! - text: Enjoy the adventures in level 4! - 5: - 1: - header: Welcome to level 5 - text: 'In this level you will learn to use 3 new commands: `{if}`, `{else}` and `{in}`.' - 2: - header: if - text: |- - The `{if}` command allows you to choose between two options. - In this example the computer will print 'nice' if the given answer is Hedy. - If the answer is not Hedy, the computer will do nothing. - code: |- - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - 3: - header: Don't forget to print - text: |- - When using the `{if}` command, don't forget to use the `{print}` command. - This code will not work! - code: '{if} name {is} Hedy ''nice''' - debug: 'True' - 4: - header: else - text: |- - When using an `{if}` command, you can also add an `{else}` command. - If the answer is Hedy, the computer will print 'nice'. - But if the answer is something else the computer will print 'boo' - code: '{if} name {is} Hedy {print} ''nice'' {else} {print} ''boo!''' - 5: - header: Long lines - text: |- - You might have noticed that your lines can get very long when you have both an `{if}` and an `{else}` command. - - You can choose to separate commands and put them on 2 lines, like this: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - 6: - header: Another new command - text: |- - If you have practised with the `{if}` and `{else}` commands, you can also try the `{in}` command. - - With `{in}` you can let the computer check if an item is in a list, for example: - - Please note that Hedy is case sensitive. This means that if you answer "Green" instead of "green", Hedy will print "meh". - code: |- - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - 7: - header: Debugging - text: Let's debug this code! - code: |- - {print} Welcome to HedyAir Security! - boarding_pass {is} {ask} 'Do you have your boarding pass?' - {if} bording_pass yes {print} Great! - {else} Please, get your boarding pass ready. - passport {is} 'Can I see your passport, please?' - {if} passport {is} yes 'thank you' - {else} 'You can't fly without a passport' - declare {is} {ask} Do you have anything to declare? - {if} declare {is} yes - item_to_declare {is} {ask} 'What would you like to declare' - {else} Alright - {print} Thank you. Please head to gate A22.' - debug: 'True' - 8: - header: Let's go! - text: Enjoy the adventures in level 5! - 6: - 1: - header: Welcome to level 6 - text: In this level we are adding maths to our codes. - 2: - header: Addition - text: If you want to calculate an addition, simply use the plus sign. - code: '{print} ''5 plus 5 is '' 5 + 5' - 3: - header: Subtraction - text: If you want to subtract, you can use the minus sign. - code: '{print} ''5 minus 5 is '' 5 - 5' - 4: - header: Multiplication - text: If you want to do multiplications, you can use the asterisk. - code: '{print} ''5 times 5 is '' 5 * 5' - 5: - header: Division - text: You can use the slash for division. - code: '{print} ''5 divided by 5 is '' 5 / 5' - 6: - header: Summary - text: In summary, you can use +, -, * and / to do maths. - code: |- - {print} '5 plus 5 is ' 5 + 5 - {print} '5 minus 5 is ' 5 - 5 - {print} '5 times 5 is ' 5 * 5 - {print} '5 divided by 5 is ' 5 / 5 - 7: - header: The = symbol - text: |- - From now on you can also use the = symbol instead of the `{is}` command. - This goes for both numbers and words, and it also goes after the `{if}` or `{else}` commands. - code: |- - name = Hedy - answer = 20 + 4 - 8: - header: Calculations with variables - text: 'You can use calculations with numbers, but you can also use variables to do calculations, like this:' - code: |- - number_1 = {ask} 'Fill in the first number:' - number_2 = {ask} 'Fill in the second number:' - correct_answer = number_1 * number_2 - {print} number_1 ' times ' number_2 ' is ' correct_answer - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'This is the water park ticket machine' - {print} 'Price list: Children under 12 $3, Adults $5' - {print} 'Mondays are 25% off' - amount_of_children = 'How many kids tickets would you like?' - amount_of_adults = 'How many adult tickets would you like?' - day_of_the_week = {ask} 'What day is it?' - {clear} - child_price = amount of children * 3 - adult_price = amount_of_adults + 5 - total_price = adult_price * child_price - {if} day {is} monday - total_price = total_price * 0.25 - {print} 'That will be total_price please' - debug: 'True' - 10: - header: Let's get to work! - text: Enjoy the adventures in level 6! - 7: - 1: - header: Welcome to level 7 - text: In this level you will learn how to repeat a line of code as many times a you'd like. - 2: - header: repeat 3 times - text: |- - If you want to repeat a line of code, you can use the `{repeat}` 3 `{times}` code. - If you want to repeat the line more times, simply change the number. - - For example: If you are programming a story where your character shouts for help for 5 times, it could look like this: - code: |- - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - 3: - header: Don't forget the print command - text: When using the repeat command, do not forget the `{print}` command. - code: '{repeat} 5 {times} ''Help!''' - debug: 'True' - 4: - header: Repeat an ask command - text: You can also repeat an `{ask}`, `{if}` or `{else}` command multiple times. - code: |- - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - 5: - header: Debugging - text: Let's debug this code! - code: |- - {print} You gave stranded on a desert island. - {repeat} 3 'Help!' - rescued = {ask} Has anybody come to the rescue? - {if} rescued yes {is} - {print} Lucky! - {else} {repeat} 3 {times} 'HELP!' - rescued = 'What about now?' - {if} yes - {print} 'Hurray! - {else} 'That's a shame... Oh well... time to build a shelter and find some food.' - debug: 'True' - 6: - header: Ready Set Go! - text: Enjoy the adventures in level 7! - 8: - 1: - header: Welcome to level 8 - text: In this level you will learn to use indentation to make the `{repeat}`, `{if}` and `{else}` commands work for multiple lines of code. - 2: - header: '{repeat} commands before' - text: |- - In the previous levels, the `{repeat}` command looked like this: - - You could only repeat one line of code. - code: '{repeat} 5 {times} {print} ''Help!''' - debug: 'True' - 3: - header: '{repeat} commands now' - text: |- - In this level you can repeat multiple lines of code. To do this you must tell the computer which lines belong together and should be repeated. - You do this by using indentation. - - Use 4 spaces (or one tab) at the beginning of each line that you want to repeat, like this: - code: |- - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This will be printed 5 times' - 4: - header: '{repeat} commands now' - text: |- - If you want to, you can continue after the `{repeat}` command without indentation. - The lines that do not start with indentation will not be repeated. - code: |- - {repeat} 3 {times} - {print} 'Hello!' - {print} 'We are done repeating!' - 5: - header: if and else before - text: |- - The same goes for the `{if}` and `{else}` commands. - These were the commands before: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - debug: 'True' - 6: - header: if and else now - text: |- - These are the `{if}` and `{else}` commands now. - Each line after the `{if}` and `{else}` commands start with indentation. - code: |- - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {else} - {print} 'Welcome programmer!' - 7: - header: stopping the indentation - text: Just like with the `{repeat}` command, you can stop using indentation and the lines will always be shown. Not just if the statement is true. - code: "name = {ask} 'What is your name?'\n{if} name {is} Hedy\n {print} 'Welcome Hedy'\n{else}\n {print} 'Welcome programmer!' \n{print} '3..2..1.. Start programming!'" - 8: - header: if statements inside if statements - text: |- - You might have thought of trying to put an if command inside a repeat command, or inside another if command. - For now, this is not possible yet. In the higher levels, it will be allowed, but for now let's focus on practising the `{if}` `{else}` and `{repeat}` commands with proper indentation first. - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'HedyWheels bus tickets machine' - zone_1 = Town Hall, Library, Campus, Market Place - zone_2 = Swimming Pool, Skate Park, Mall, Airport - destination = 'Where do you want to go?' - {if} destination {in} zone 1 - {print} destination 'is in zone 1' - price = 3 euros - {if} destination {is} zone_2 - {print} destination 'is in zone 2' - price = 6 - ticket_types = {ask} 'Press 1 for a single use ticket. - Press 2 for a round trip ticket:' - {if} ticket_type = 1 - {print} 'You chose a single use ticket' - {else} - {print} You chose a round trip ticket' - price * 2 - {print} 'That will be ' price ' euros please' - debug: 'True' - 10: - header: Let's check out the adventures! - text: Enjoy the adventures in level 8! - 9: - 1: - header: Welcome to level 9 - text: |- - In this level you can use multiple lines of code after an `{if}` or after a `{repeat}` command. - - You can even put a `{repeat}` command within another `{repeat}` command. - 2: - header: Multiple lines after `{repeat}` - text: You are allowed to combine `{repeat}` and `{if}` in this level. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 3: - header: Indentation matters! - text: Indentation is very important to tell the computer which lines should be repeated and which lines should only be ran once. - code: |- - {repeat} 3 {times} - {print} 'This line will be repeated...' - {print} 'This one too...' - {print} 'but this one will not!' - 4: - header: Multiple lines after `{if}` - text: You can also use multiple lines after `{if}` - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - 5: - header: Indentation matters - text: Again, indentation is still very important and can make a big difference in the code. - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - 6: - header: An `{if}` inside a `{repeat}` - text: |- - Now that you can use multiple lines of code after these command, you can also put them within each other. - Check it out: - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 7: - header: Mind the indentation - text: Mind that the fourth and sixth line of this code starts with 8 spaces of indentation. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Welcome to HedyJumps, your parachute jump adventure!' - people = {ask} 'How many people are you jumping with today? - {print} 'We'll ask all of you some questions for safety reasons.' - extra_instructions_people = a, b - {repeat} 3 {times} - name = {ask} 'What is your name?' - jumped_before = 'Have you ever done a parachute jump before, ' name '?' - {if} jumped_before no - {print} 'No worries, you'll get an extra safety instruction in room 13' - {add} name {to} extra_instructions_people - {else} - {print} 'Fun!' - {print} 'Thanks for filling in the safety questions everyone. Enjoy your jump!' - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 9! - 10: - 1: - header: Welcome to level 10 - text: 'In this level you will learn a new command: `{for}`.' - 2: - header: The for command - text: With for you can make a list and use all items on that list. `{for}` creates a block, like repeat and if so all lines in the block need to start with indentation (4 spaces). - code: |- - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - 3: - header: The for command - text: 'Here you see another example of the `{for}` command:' - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - 4: - header: Debugging - text: Let's debug this code - code: |- - {print} 'Ladies and gentlemen!' - {print} 'For one night and one night only in circus Hedy!' - acts = shoot out of a canon, walk the tightrope, pack themself in a suitcase, - people = Iris the Incredible Achmed the Amazing Francis the Fantastic - {for} people {in} acts - chosen_person {is} people {random} - chosen_person ' will ' act - {add} chosen_person {from} people - {print} 'Come and watch our show tonight!' - {print} 'Tickets are only available at the counter - debug: 'True' - 5: - header: Time to program! - text: Enjoy the adventures in level 10! - 11: - 1: - header: Welcome to level 11 - text: |- - In this level, we add a new form of the `{for}` command. In earlier levels, we used for with a list, but we can also use for with numbers. - - This way we don't need the `{repeat}` command anymore. - 2: - header: The for command - text: 'This is what the new for command looks like:' - code: |- - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - 3: - header: the variable i - text: |- - In the previous slide the variable was named 'counter', because it was counting down. - You can of course use any name for the variable you want. - The standard name for variables in this situation that is used in programming languages like Python is 'i'. - That looks like this: - code: |- - number = 10 - {for} i {in} {range} 1 {to} 10 - {print} i * number - 4: - header: Debugging - text: Let's debug this code! - code: |- - factor {is} {ask} 'Which table of multiplication do you need?' - {repeat} {for} numbers {in} {range} 1 {to} 10 {times} - {print} This is the table of multiplications for factor - {print} number ' x ' factor ' = ' i * factor - debug: 'True' - 5: - header: Let's start programming! - text: Enjoy the adventures in level 11! - 12: - 1: - header: Welcome to level 12 - text: |- - From this level on you are allowed to use decimal numbers and there are some changes to the quotation marks. - You can also use functions from this level on! - 2: - header: Quotation marks - text: |- - This level makes some changes to the usage of quotation marks. - From now on, **all texts** need to be in quotation marks. This includes values of variables, items on lists and text after {if} commands. - code: |- - name = 'Hedy the Robot' - {print} 'Hello ' name - 3: - header: Decimal numbers - text: |- - From this level on you are also allowed to use decimal numbers. This can make programs like your restaurant even better! - - Numbers do not need quotation marks. - code: |- - {print} 'decimal numbers now need to use a dot' - {print} 2.5 + 2.5 - 4: - header: Functions! - text: |- - In this level you'll learn how to use functions. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. To create a function, use define and give the function a name. Then put all the lines you want in the function in a indented block under the define line. Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use call with the function's name to call it up! We don't have to type that block of code again. - 5: - header: Twinkle Twinkle little star! - text: |- - In this program you see an example of a function. - Let's see what happens if you fill in the rest of the song! - code: |- - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} twinkle - 6: - header: Functions - text: As you could see in the example a function is a block of code that can be called anytime. You use `{define}` to set the function and `{call}` to use it. - 7: - header: Debugging - text: Let's debug this code! - code: |- - {call} new_member - {print} 'Hi new member!' - username = {ask} 'What is your username?' - password = 'What is your password?' - {print} 'Welcome to our club!' - - username = {ask} 'Please enter your username. Are you a new member? Type New Member' - {if} username = New Member - {call} new member - {else} - password = {ask} 'Please enter password' - debug: 'True' - 8: - header: Ready to try it out? - text: Enjoy the adventures in level 12! - 13: - 1: - header: Welcome to level 13 - text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two ifs but can use and and or. - From now on you could also use arguments in your functions. - 2: - header: The and command - text: |- - The `{and}` command is always used in a combination with the {if} command. - This way you can check if 2 statements are true. For example: - code: |- - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - 3: - header: The or command - text: |- - The `{or}` works in the same way as the `{and}` command, but only 1 of the two statements has to be true. - - Let's see what happens when you change the `{and}` for `{or}`. - code: |- - name = {ask} 'what is your name?' - {if} name {is} 'Hedy' {or} name {is} 'hedy' - {print} 'Welcome!!' - 4: - header: Functions with arguments - text: Now that you've learned how to use functions, you'll learn how to use a function with an **argument**. An argument is a variable that is used within a function. It is not used outside the function. - 5: - header: Example - text: |- - In this example you see how the argument 'place' is used in the function. - Run the code and change 'ocean' and 'sea' to something else, and see what happens. - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 6: - header: Example with variable - text: |- - You can also combine functions with a question. - - What happens if you make these changes: - ``` - define song with place - print 'My Bonnie is ' place - - answer is ask 'Where is my Bonnie?' - call song with answer - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 7: - header: Even more questions! - text: |- - Now we have combined even more question with the function. Type this code and see what happens. - - Note how the variables and the arguments have the same name. This is allowed. - Does it confuse you? Just use different names, that is allowed as well. - ``` - define song with name, place - print 'My ' name ' is ' place - - name is ask 'Who?' - place is ask 'Where are they?' - call song with name, place - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {define} happiness {with} name - {print} '🥳' - {play} G - {play} A - {play} B - {print} 'Party on, ' name - {define} sadness - {print} '😞' - {play} E - {play} D - {play} C - {print} 'Hope you feel better, ' name - - name = {ask} 'What is your' name '?' - mood = {ask} 'Are you happy or sad?' - {if} mood = happy - {call} happiness {with} person - {else} mood = sad - {define} sadness {to} name - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 13! - 14: - 1: - header: Welcome to level 14 - text: In this level you'll learn some new symbols that can help you improve your programs, like >. You will also learn to work with return values of a function. - 2: - header: Symbols - text: |- - These are the new symbols you can use: - - The > means bigger than... - - The >= means bigger than or the same as... - - The < means smaller than... - - The <= means smaller than or the same as... - - You can use them like this: - code: |- - age = {ask} 'How old are you?' - {if} age < 13 - {print} 'You are younger than me!' - {else} - {print} 'You are older than me!' - 3: - header: Symbols - text: |- - You can also use: - - == is the same as. - - != is not - - == is used in `{if}` statements. - code: |- - answer = {ask} 'Do you want to learn more?' - {if} answer == 'yes' - {print} 'Go to the next adventure!' - {if} answer != 'yes' - {print} 'That is a shame!' - 4: - header: Return value - text: In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - 5: - header: Return value - text: For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - code: |- - {define} calculate_new_price {with} amount, percentage - percentage = percentage / 100 - discount_amount = amount * percentage - {return} amount - discount_amount - - old_price = {ask} 'How much is on the price tag?' - discount = {ask} 'What percentage is the discount?' - - new_price = {call} calculate_new_price {with} old_price, discount - {print} 'The new price is ' new_price ' dollar' - 6: - header: Debugging - text: Let's debug this code! - code: |- - item = 'not bought' - {print} 'I would like to buy this item' - price == {ask} 'What is the price?' - {if} price less than or the same as 10 - {print} 'Thats a great deal!' - item = 'bought' - {if} price is more than 10 {and} less than or the same as 20 - {print} 'Alright' - item = 'bought' - {if} price is more than 20 {and} less than 50 - {print} 'That is a bit much!' - {if} price is more than or the same as 50 - {print} 'No way!' - {if} item =! bought - {print} 'Shame.. I wont buy it' - {else} - {print} 'I will buy it! Thank you!' - debug: 'True' - 7: - header: Let's get to work! - text: Enjoy the adventures in level 14! - 15: - 1: - header: Welcome to level 15 - text: In this level you will learn about the `{while}` loop. - 2: - header: '{while}' - text: |- - We are going to learn a new loop, the while loop! The loop continues as long as the statement is true. So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. If the correct answer is never given, the loop will never end! - code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - 3: - header: Debugging - text: Let's debug this code! - code: |- - numbers = 1, 2 - - {for} i {in} {range} 3 {to} 50 - {add} x {to} numbers - i = + 1 - - random_number = numbers {random} - guesses = 10 - - {while} guess = 0 - answer = 'Guess my number:' - {if} answer >= random_number - {print} 'lower' - guesses = guesses -1 - {if} answer > random_number - {print} 'higher!' - guesses = guesses - {else} answer = random_number - {print} 'correct' - guesses = 10 - - debug: 'True' - 4: - header: Let's try it out! - text: Enjoy the adventures in level 15! - 16: - 1: - header: Welcome to level 16 - text: In this level you will learn about the [square brackets] and how to use them. - 2: - header: Square brackets - text: We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. The at random command can not be used anymore. - code: |- - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - 3: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Friendship test' - {subjects} = ['song', 'movie', 'food', 'drink'] - answers_player_1 = [] - answers_player_2 = [] - score = 100 - - {for} i {in} {range} 1 {to} 4 - answer = {ask} 'what is your favorite ' subjects[i] - {add} answer {to} answers_player_1 - - {print} 'Player 2, your turn!' - {for} i {in} {range} 0 {to} 4 - answer_player_2 = {ask} 'what is player 1s favorite ' subjects - {add} answer_player_2 {in} answers_player_2 - {if} answers_player_2[2] == answers_player_1[1] - {print} 'Correct!' - {else} - {print} 'Wrong!' - score = score - 25 - - {print} 'Player 2, you've scored ' score '%' - - {if} score = 100 - {print} 'You are an amazing friend' - {if} score < 100 {or} score >= 50 - {print} 'You could do better' - {else} score < 50 - {print} 'Do you even know this person?!' - debug: 'True' - 4: - text: Enjoy the adventures in level 16! - header: Let's try it out! - 17: - 1: - header: Welcome to level 17 - text: in this level you will learn how to use a colon and you will learn the elif command. - 2: - header: Colon - text: 'Now we are going to change indentation a little bit. Every time that we need an indentation, we need : at the line before the indentation.' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {else}: - {print} 'Better luck next time..' - 3: - header: Elif - text: 'In this level you can also use a new command: elif. elif is short for else if and you need it when you want to make 3 (or more!) options. Check it out!' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {elif} your_price == 'an apple pie' : - {print} 'Lovely, an apple pie!' - {else}: - {print} 'Better luck next time..' - 4: - header: Debugging - text: Let's debug this code! - code: |- - {define} ask_direction - direction = {ask} 'Where do you want to go?' - {if} direction = 'backwards' - {turn} 180 - {else} direction == 'right' - {turn} 90 - {else} direction == 'left' - {turn} 270 - {forward} 100 - - continue = 'yes' - - {while} continue == 'yes' - {print} ask_direction - {sleep} - continue = 'do you want to draw some more?' - {sleep} - debug: 'True' - 5: - header: Let's try it out! - text: Enjoy the adventures in level 17! - 18: - 1: - header: Welcome to level 18 - text: Congratulations! You have reached the last level of Hedy! The code you have created here can be copied to real Python environments like replit or PyCharm, and you can continue learning there! Note however that Python can only read English commands, so if you have been using other languages, you will need to switch to English now. - 2: - header: The Python way - text: |- - We arrived at real Python code! That means we need to use parentheses with print and range from now on. - - Also, if you want to print more than one item, you need to separate them by commas. - - The final change we will need to make to get Python code is changing ask into input. - - Click on the 'print' tab for all the examples. - editor: /hedy/18 - 3: - header: The very last adventures! - text: Enjoy the very last adventures in level 18! diff --git a/content/slides/fr.yaml b/content/slides/fr.yaml index 0e290743ffc..204a0b673df 100644 --- a/content/slides/fr.yaml +++ b/content/slides/fr.yaml @@ -39,13 +39,9 @@ levels: 8: header: Programmer en Hedy text: Les sorties apparaissent sur le côté droit. - code: '{print} Welcome to Hedy!' 9: header: Programmer en Hedy text: La sortie peut également être une figure. - code: |- - {forward} 100 - {turn} {left} 1: 1: header: Bienvenue au niveau 1 ! @@ -54,7 +50,6 @@ levels: Nous avons besoin de trois codes textuels pour créer des histoires interactives. 2: - header: '{print}' text: |- Le premier code que tu peux utiliser au niveau 1 est `{print}`. @@ -70,7 +65,6 @@ levels: {print} Bienvenu sur Hedy ! {print} Commence à programmer dès maintenant ! 4: - header: '{ask}' text: |- Le deuxième code que tu peux utiliser au niveau 1 est `{ask}`. @@ -79,7 +73,6 @@ levels: {print} Bienvenue sur votre propre papier à ciseaux ! {ask} Que choisirez-vous ? 5: - header: '{echo}' text: |- Comme vous avez pu le voir dans l'exemple précédent. Si vous utilisez la commande `{ask}`, vous pouvez poser une question. Cependant, la réponse ne s'affiche pas dans l'écran de sortie. @@ -95,11 +88,9 @@ levels: text: |- Avec `{print}`, `{ask}` et `{echo}` tu peux déjà créer une petite histoire. Il est temps d'essayer les aventures : Perroquet, Histoires, Pierre-papier-ciseaux, … - editor: /hedy/1 7: header: Programmons ! text: Les aventures sont affichées dans des onglets. - editor: /hedy/1 8: header: Programmons! text: Les boutons en forme de flèches jaunes peuvent être utilisés pour copier des exemples. @@ -119,18 +110,6 @@ levels: code: |- {forward} 50 {turn} left - 12: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - I am DJ Hedy - {print} What song would you like to hear? - {ask} I like that song too! - {print} Next up... {echo} - debug: 'True' - 13: - header: Let the programming fun begin! - text: Enjoy the adventures in level 1! 2: 1: header: Bienvenue au niveau 2 @@ -141,12 +120,7 @@ levels: Par exemple: un nom, un âge ou ton équipe sportive favorite. 2: - header: Variables text: Pour créer ou 'définir' une variable nous utilisons la commande `{is}`. - code: |- - name {is} Hedy - age {is} 15 - {print} name is age years old 3: header: Interactif text: |- @@ -155,48 +129,16 @@ levels: La réponse à la question posée est alors stockée dans la variable.. De cette façon nous n'avons pas besoin de la commande `{echo}` . - code: |- - name {is} {ask} What is your name? - {print} Hello name 4: header: Variables multiples text: Maintenant que nous utilisons les variables, nous pouvons utiliser des variables multiples au lieu d'une seule commande `{echo}`. - code: |- - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. 5: - header: Sleep text: Tu peux aussi utiliser la commande `{sleep}` pour mettre le code en pause pendant un moment. - code: |- - {print} My favorite colour is... - {sleep} 2 - {print} green! 6: - header: Sleep 5 text: |- Tu peux ajouter un nombre après la commande `{sleep}` si tu veux que la pause soit plus longue. Si tu le veux, tu peux même utiliser une variable au lieu d'un nombre pour contrôler la durée de la commande sleep. - code: |- - pause {is} 10 - {print} My favorite colour is... - {sleep} pause - {print} green! - 7: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - {print} Welcome to the donut shop! - filling {is} What kind of filling would you like? - {print} You have chosen... Filling! Yum! - topping {ask} What kind of topping would you like? - topping is delicious! - {print} I'll go get your donut. {sleep} - {print} Here you go! A filling donut with toping! - {ask} Have a nice day! - debug: 'True' 8: header: Que le plaisir de programmer commence! text: Profite des aventures du niveau 2! @@ -209,22 +151,15 @@ levels: text: |- Tu crées une liste avec `{is}` Sépare les éléments de ta liste avec une virgule. - code: animals {is} dogs, cats, kangaroos 3: header: Au hasard text: |- Tu peux utiliser la liste avec la commande `{at}` `{random}`. L'ordinateur tirera au hasard un élément de la liste. A chaque fois que tu exécuteras le code, le tirage changera. - code: |- - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} 4: header: Au hasard dans une phrase text: Tu peux également utiliser la commande `{at}` `{random}` dans une phrase. - code: |- - animals {is} dogs, cats, kangaroos - {print} My favorite animal is animals {at} {random} 5: header: Ajouter à text: |- @@ -232,35 +167,11 @@ levels: Tu peux choisir ce qu'il faut ajouter à la liste ou tu peux combiner la commande `{add}` `{to}` avec la commande `{ask}` . De cette façon, tu peux laisser le joueur décider de ce qu'il faut ajouter à la liste. - code: |- - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} 6: header: Retirer de text: |- Le contraire de la commande `{add}` `{to}` est la commande `{remove}` `{from}`. Cette commande retire un élément d'une liste. - code: |- - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - 7: - header: Debugging - text: Let's debug this code! - editor: |- - music_genres {is} rock, pop, metal, indie, jazz - chosen_genre is music {at} {random} - {print} Let's listen to chosen genre - nice {ask} Do you like that genre? - {remove} chosen_genre {from} chosen_genre - second_choice {is} music_genres - {print} or do you prefer... second_choice {at} {random} - {remove} second_choice {to} music_genres - {print} I like music_genre {random} best! - debug: 'True' 8: header: Il est temps de passer à l'action! text: Profite des aventures du niveau 3! @@ -268,14 +179,9 @@ levels: 1: header: Bienvenue au niveau 4 text: Dans ce niveau, tu apprendras à te servir des guillemets. - code: '{print} ''print with quotes!''' 2: header: Problème text: 'Dans les niveaux précédents, tu as peut-être été confronté à ce problème:' - code: |- - name {is} Sophie - {print} My name is name - debug: 'True' 3: header: Résolvons-le avec les guillemets text: |- @@ -285,916 +191,22 @@ levels: 4: header: Guillemets avec print text: A chaque fois que tu utilises la commande`{print}`, il faut que tu mettes le texte que tu veux voir apparaître à l'écran entre guillemets. - code: '{print} ''print with quotes!''' 5: header: Guillemets avec ask text: C'est aussi valable pour la commande `{ask}`. - code: name {is} {ask} 'name please?' 6: header: Guillemets et variables text: |- Tu ne veux pas que le nom des variables soit affiché à l'écran. C'est pourquoi les variables doivent être laissées en dehors des guillemets, comme ça: - code: |- - name {is} Harry - {print} 'Hello ' name 7: header: Guillemets et variables text: |- Quand les noms des variables sont utilisés au milieu d'une phrase, tu dois laisser les variables en dehors des guillemets. Néanmoins, le reste de la phrase a besoin de guillemets. Cela ressemble à ça: - code: |- - name {is} Harry - {print} 'Hello ' name ', how are you?' - 8: - header: Quotation marks and contractions - text: |- - Be careful! Now that you are using quotation marks, you can't use apostrophes in contractions. - - Please try to print a contraction like "you're" or "I'm" in the screen below and see what happens.... - code: '{print} ''This won''t work!''' - debug: 'True' 9: header: Ready, Set, Go! text: Enjoy the adventures in level 4! - code: |- - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'SURPRISE!' - 10: - header: Debugging - text: Let's debug this code! - code: |- - {clear} - {print} What a nice day to go to the beach! - {ask} 'Do you want to build a sandcastle or swim in the ocean?' - {print} 'You would like to activity ' - {print} 'I'd like to do that too' - {print} 'Look at these beautiful seashells!' - colors {is} 'orange, silver, white, brown' - {print} 'I love the colors {at} {random} one!' - choice {is} {ask} Which one do you like? - debug: 'True' - 11: - header: Ready, Set, Go! - text: Enjoy the adventures in level 4! - 5: - 1: - header: Welcome to level 5 - text: 'In this level you will learn to use 3 new commands: `{if}`, `{else}` and `{in}`.' - 2: - header: if - text: |- - The `{if}` command allows you to choose between two options. - In this example the computer will print 'nice' if the given answer is Hedy. - If the answer is not Hedy, the computer will do nothing. - code: |- - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - 3: - header: Don't forget to print - text: |- - When using the `{if}` command, don't forget to use the `{print}` command. - This code will not work! - code: '{if} name {is} Hedy ''nice''' - debug: 'True' - 4: - header: else - text: |- - When using an `{if}` command, you can also add an `{else}` command. - If the answer is Hedy, the computer will print 'nice'. - But if the answer is something else the computer will print 'boo' - code: '{if} name {is} Hedy {print} ''nice'' {else} {print} ''boo!''' - 5: - header: Long lines - text: |- - You might have noticed that your lines can get very long when you have both an `{if}` and an `{else}` command. - - You can choose to separate commands and put them on 2 lines, like this: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - 6: - header: Another new command - text: |- - If you have practised with the `{if}` and `{else}` commands, you can also try the `{in}` command. - - With `{in}` you can let the computer check if an item is in a list, for example: - - Please note that Hedy is case sensitive. This means that if you answer "Green" instead of "green", Hedy will print "meh". - code: |- - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - 7: - header: Debugging - text: Let's debug this code! - code: |- - {print} Welcome to HedyAir Security! - boarding_pass {is} {ask} 'Do you have your boarding pass?' - {if} bording_pass yes {print} Great! - {else} Please, get your boarding pass ready. - passport {is} 'Can I see your passport, please?' - {if} passport {is} yes 'thank you' - {else} 'You can't fly without a passport' - declare {is} {ask} Do you have anything to declare? - {if} declare {is} yes - item_to_declare {is} {ask} 'What would you like to declare' - {else} Alright - {print} Thank you. Please head to gate A22.' - debug: 'True' - 8: - header: Let's go! - text: Enjoy the adventures in level 5! - 6: - 1: - header: Welcome to level 6 - text: In this level we are adding maths to our codes. - 2: - header: Addition - text: If you want to calculate an addition, simply use the plus sign. - code: '{print} ''5 plus 5 is '' 5 + 5' - 3: - header: Subtraction - text: If you want to subtract, you can use the minus sign. - code: '{print} ''5 minus 5 is '' 5 - 5' - 4: - header: Multiplication - text: If you want to do multiplications, you can use the asterisk. - code: '{print} ''5 times 5 is '' 5 * 5' - 5: - header: Division - text: You can use the slash for division. - code: '{print} ''5 divided by 5 is '' 5 / 5' - 6: - header: Summary - text: In summary, you can use +, -, * and / to do maths. - code: |- - {print} '5 plus 5 is ' 5 + 5 - {print} '5 minus 5 is ' 5 - 5 - {print} '5 times 5 is ' 5 * 5 - {print} '5 divided by 5 is ' 5 / 5 - 7: - header: The = symbol - text: |- - From now on you can also use the = symbol instead of the `{is}` command. - This goes for both numbers and words, and it also goes after the `{if}` or `{else}` commands. - code: |- - name = Hedy - answer = 20 + 4 - 8: - header: Calculations with variables - text: 'You can use calculations with numbers, but you can also use variables to do calculations, like this:' - code: |- - number_1 = {ask} 'Fill in the first number:' - number_2 = {ask} 'Fill in the second number:' - correct_answer = number_1 * number_2 - {print} number_1 ' times ' number_2 ' is ' correct_answer - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'This is the water park ticket machine' - {print} 'Price list: Children under 12 $3, Adults $5' - {print} 'Mondays are 25% off' - amount_of_children = 'How many kids tickets would you like?' - amount_of_adults = 'How many adult tickets would you like?' - day_of_the_week = {ask} 'What day is it?' - {clear} - child_price = amount of children * 3 - adult_price = amount_of_adults + 5 - total_price = adult_price * child_price - {if} day {is} monday - total_price = total_price * 0.25 - {print} 'That will be total_price please' - debug: 'True' - 10: - header: Let's get to work! - text: Enjoy the adventures in level 6! - 7: - 1: - header: Welcome to level 7 - text: In this level you will learn how to repeat a line of code as many times a you'd like. - 2: - header: repeat 3 times - text: |- - If you want to repeat a line of code, you can use the `{repeat}` 3 `{times}` code. - If you want to repeat the line more times, simply change the number. - - For example: If you are programming a story where your character shouts for help for 5 times, it could look like this: - code: |- - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - 3: - header: Don't forget the print command - text: When using the repeat command, do not forget the `{print}` command. - code: '{repeat} 5 {times} ''Help!''' - debug: 'True' - 4: - header: Repeat an ask command - text: You can also repeat an `{ask}`, `{if}` or `{else}` command multiple times. - code: |- - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - 5: - header: Debugging - text: Let's debug this code! - code: |- - {print} You gave stranded on a desert island. - {repeat} 3 'Help!' - rescued = {ask} Has anybody come to the rescue? - {if} rescued yes {is} - {print} Lucky! - {else} {repeat} 3 {times} 'HELP!' - rescued = 'What about now?' - {if} yes - {print} 'Hurray! - {else} 'That's a shame... Oh well... time to build a shelter and find some food.' - debug: 'True' - 6: - header: Ready Set Go! - text: Enjoy the adventures in level 7! 8: - 1: - header: Welcome to level 8 - text: In this level you will learn to use indentation to make the `{repeat}`, `{if}` and `{else}` commands work for multiple lines of code. - 2: - header: '{repeat} commands before' - text: |- - In the previous levels, the `{repeat}` command looked like this: - - You could only repeat one line of code. - code: '{repeat} 5 {times} {print} ''Help!''' - debug: 'True' - 3: - header: '{repeat} commands now' - text: |- - In this level you can repeat multiple lines of code. To do this you must tell the computer which lines belong together and should be repeated. - You do this by using indentation. - - Use 4 spaces (or one tab) at the beginning of each line that you want to repeat, like this: - code: |- - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This will be printed 5 times' - 4: - header: '{repeat} commands now' - text: |- - If you want to, you can continue after the `{repeat}` command without indentation. - The lines that do not start with indentation will not be repeated. - code: |- - {repeat} 3 {times} - {print} 'Hello!' - {print} 'We are done repeating!' - 5: - header: if and else before - text: |- - The same goes for the `{if}` and `{else}` commands. - These were the commands before: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - debug: 'True' - 6: - header: if and else now - text: |- - These are the `{if}` and `{else}` commands now. - Each line after the `{if}` and `{else}` commands start with indentation. - code: |- - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {else} - {print} 'Welcome programmer!' 7: - header: stopping the indentation - text: Just like with the `{repeat}` command, you can stop using indentation and the lines will always be shown. Not just if the statement is true. code: "nom = {ask} \"Comment t'appelles-tu ?\"\n{if} nom {is} Hedy\n {print} 'Bienvenue Hedy'\n{else}\n {print} 'Bienvenu·e programmeur·se !' \n{print} '3… 2… 1… Programme !'" - 8: - header: if statements inside if statements - text: |- - You might have thought of trying to put an if command inside a repeat command, or inside another if command. - For now, this is not possible yet. In the higher levels, it will be allowed, but for now let's focus on practising the `{if}` `{else}` and `{repeat}` commands with proper indentation first. - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'HedyWheels bus tickets machine' - zone_1 = Town Hall, Library, Campus, Market Place - zone_2 = Swimming Pool, Skate Park, Mall, Airport - destination = 'Where do you want to go?' - {if} destination {in} zone 1 - {print} destination 'is in zone 1' - price = 3 euros - {if} destination {is} zone_2 - {print} destination 'is in zone 2' - price = 6 - ticket_types = {ask} 'Press 1 for a single use ticket. - Press 2 for a round trip ticket:' - {if} ticket_type = 1 - {print} 'You chose a single use ticket' - {else} - {print} You chose a round trip ticket' - price * 2 - {print} 'That will be ' price ' euros please' - debug: 'True' - 10: - header: Let's check out the adventures! - text: Enjoy the adventures in level 8! - 9: - 1: - header: Welcome to level 9 - text: |- - In this level you can use multiple lines of code after an `{if}` or after a `{repeat}` command. - - You can even put a `{repeat}` command within another `{repeat}` command. - 2: - header: Multiple lines after `{repeat}` - text: You are allowed to combine `{repeat}` and `{if}` in this level. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 3: - header: Indentation matters! - text: Indentation is very important to tell the computer which lines should be repeated and which lines should only be ran once. - code: |- - {repeat} 3 {times} - {print} 'This line will be repeated...' - {print} 'This one too...' - {print} 'but this one will not!' - 4: - header: Multiple lines after `{if}` - text: You can also use multiple lines after `{if}` - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - 5: - header: Indentation matters - text: Again, indentation is still very important and can make a big difference in the code. - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - 6: - header: An `{if}` inside a `{repeat}` - text: |- - Now that you can use multiple lines of code after these command, you can also put them within each other. - Check it out: - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 7: - header: Mind the indentation - text: Mind that the fourth and sixth line of this code starts with 8 spaces of indentation. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Welcome to HedyJumps, your parachute jump adventure!' - people = {ask} 'How many people are you jumping with today? - {print} 'We'll ask all of you some questions for safety reasons.' - extra_instructions_people = a, b - {repeat} 3 {times} - name = {ask} 'What is your name?' - jumped_before = 'Have you ever done a parachute jump before, ' name '?' - {if} jumped_before no - {print} 'No worries, you'll get an extra safety instruction in room 13' - {add} name {to} extra_instructions_people - {else} - {print} 'Fun!' - {print} 'Thanks for filling in the safety questions everyone. Enjoy your jump!' - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 9! - 10: - 1: - header: Welcome to level 10 - text: 'In this level you will learn a new command: `{for}`.' - 2: - header: The for command - text: With for you can make a list and use all items on that list. `{for}` creates a block, like repeat and if so all lines in the block need to start with indentation (4 spaces). - code: |- - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - 3: - header: The for command - text: 'Here you see another example of the `{for}` command:' - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - 4: - header: Debugging - text: Let's debug this code - code: |- - {print} 'Ladies and gentlemen!' - {print} 'For one night and one night only in circus Hedy!' - acts = shoot out of a canon, walk the tightrope, pack themself in a suitcase, - people = Iris the Incredible Achmed the Amazing Francis the Fantastic - {for} people {in} acts - chosen_person {is} people {random} - chosen_person ' will ' act - {add} chosen_person {from} people - {print} 'Come and watch our show tonight!' - {print} 'Tickets are only available at the counter - debug: 'True' - 5: - header: Time to program! - text: Enjoy the adventures in level 10! - 11: - 1: - header: Welcome to level 11 - text: |- - In this level, we add a new form of the `{for}` command. In earlier levels, we used for with a list, but we can also use for with numbers. - - This way we don't need the `{repeat}` command anymore. - 2: - header: The for command - text: 'This is what the new for command looks like:' - code: |- - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - 3: - header: the variable i - text: |- - In the previous slide the variable was named 'counter', because it was counting down. - You can of course use any name for the variable you want. - The standard name for variables in this situation that is used in programming languages like Python is 'i'. - That looks like this: - code: |- - number = 10 - {for} i {in} {range} 1 {to} 10 - {print} i * number - 4: - header: Debugging - text: Let's debug this code! - code: |- - factor {is} {ask} 'Which table of multiplication do you need?' - {repeat} {for} numbers {in} {range} 1 {to} 10 {times} - {print} This is the table of multiplications for factor - {print} number ' x ' factor ' = ' i * factor - debug: 'True' - 5: - header: Let's start programming! - text: Enjoy the adventures in level 11! - 12: - 1: - header: Welcome to level 12 - text: |- - From this level on you are allowed to use decimal numbers and there are some changes to the quotation marks. - You can also use functions from this level on! - 2: - header: Quotation marks - text: |- - This level makes some changes to the usage of quotation marks. - From now on, **all texts** need to be in quotation marks. This includes values of variables, items on lists and text after {if} commands. - code: |- - name = 'Hedy the Robot' - {print} 'Hello ' name - 3: - header: Decimal numbers - text: |- - From this level on you are also allowed to use decimal numbers. This can make programs like your restaurant even better! - - Numbers do not need quotation marks. - code: |- - {print} 'decimal numbers now need to use a dot' - {print} 2.5 + 2.5 - 4: - header: Functions! - text: |- - In this level you'll learn how to use functions. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. To create a function, use define and give the function a name. Then put all the lines you want in the function in a indented block under the define line. Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use call with the function's name to call it up! We don't have to type that block of code again. - 5: - header: Twinkle Twinkle little star! - text: |- - In this program you see an example of a function. - Let's see what happens if you fill in the rest of the song! - code: |- - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} twinkle - 6: - header: Functions - text: As you could see in the example a function is a block of code that can be called anytime. You use `{define}` to set the function and `{call}` to use it. - 7: - header: Debugging - text: Let's debug this code! - code: |- - {call} new_member - {print} 'Hi new member!' - username = {ask} 'What is your username?' - password = 'What is your password?' - {print} 'Welcome to our club!' - - username = {ask} 'Please enter your username. Are you a new member? Type New Member' - {if} username = New Member - {call} new member - {else} - password = {ask} 'Please enter password' - debug: 'True' - 8: - header: Ready to try it out? - text: Enjoy the adventures in level 12! - 13: - 1: - header: Welcome to level 13 - text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two ifs but can use and and or. - From now on you could also use arguments in your functions. - 2: - header: The and command - text: |- - The `{and}` command is always used in a combination with the {if} command. - This way you can check if 2 statements are true. For example: - code: |- - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - 3: - header: The or command - text: |- - The `{or}` works in the same way as the `{and}` command, but only 1 of the two statements has to be true. - - Let's see what happens when you change the `{and}` for `{or}`. - code: |- - name = {ask} 'what is your name?' - {if} name {is} 'Hedy' {or} name {is} 'hedy' - {print} 'Welcome!!' - 4: - header: Functions with arguments - text: Now that you've learned how to use functions, you'll learn how to use a function with an **argument**. An argument is a variable that is used within a function. It is not used outside the function. - 5: - header: Example - text: |- - In this example you see how the argument 'place' is used in the function. - Run the code and change 'ocean' and 'sea' to something else, and see what happens. - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 6: - header: Example with variable - text: |- - You can also combine functions with a question. - - What happens if you make these changes: - ``` - define song with place - print 'My Bonnie is ' place - - answer is ask 'Where is my Bonnie?' - call song with answer - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 7: - header: Even more questions! - text: |- - Now we have combined even more question with the function. Type this code and see what happens. - - Note how the variables and the arguments have the same name. This is allowed. - Does it confuse you? Just use different names, that is allowed as well. - ``` - define song with name, place - print 'My ' name ' is ' place - - name is ask 'Who?' - place is ask 'Where are they?' - call song with name, place - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {define} happiness {with} name - {print} '🥳' - {play} G - {play} A - {play} B - {print} 'Party on, ' name - {define} sadness - {print} '😞' - {play} E - {play} D - {play} C - {print} 'Hope you feel better, ' name - - name = {ask} 'What is your' name '?' - mood = {ask} 'Are you happy or sad?' - {if} mood = happy - {call} happiness {with} person - {else} mood = sad - {define} sadness {to} name - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 13! - 14: - 1: - header: Welcome to level 14 - text: In this level you'll learn some new symbols that can help you improve your programs, like >. You will also learn to work with return values of a function. - 2: - header: Symbols - text: |- - These are the new symbols you can use: - - The > means bigger than... - - The >= means bigger than or the same as... - - The < means smaller than... - - The <= means smaller than or the same as... - - You can use them like this: - code: |- - age = {ask} 'How old are you?' - {if} age < 13 - {print} 'You are younger than me!' - {else} - {print} 'You are older than me!' - 3: - header: Symbols - text: |- - You can also use: - - == is the same as. - - != is not - - == is used in `{if}` statements. - code: |- - answer = {ask} 'Do you want to learn more?' - {if} answer == 'yes' - {print} 'Go to the next adventure!' - {if} answer != 'yes' - {print} 'That is a shame!' - 4: - header: Return value - text: In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - 5: - header: Return value - text: For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - code: |- - {define} calculate_new_price {with} amount, percentage - percentage = percentage / 100 - discount_amount = amount * percentage - {return} amount - discount_amount - - old_price = {ask} 'How much is on the price tag?' - discount = {ask} 'What percentage is the discount?' - - new_price = {call} calculate_new_price {with} old_price, discount - {print} 'The new price is ' new_price ' dollar' - 6: - header: Debugging - text: Let's debug this code! - code: |- - item = 'not bought' - {print} 'I would like to buy this item' - price == {ask} 'What is the price?' - {if} price less than or the same as 10 - {print} 'Thats a great deal!' - item = 'bought' - {if} price is more than 10 {and} less than or the same as 20 - {print} 'Alright' - item = 'bought' - {if} price is more than 20 {and} less than 50 - {print} 'That is a bit much!' - {if} price is more than or the same as 50 - {print} 'No way!' - {if} item =! bought - {print} 'Shame.. I wont buy it' - {else} - {print} 'I will buy it! Thank you!' - debug: 'True' - 7: - header: Let's get to work! - text: Enjoy the adventures in level 14! - 15: - 1: - header: Welcome to level 15 - text: In this level you will learn about the `{while}` loop. - 2: - header: '{while}' - text: |- - We are going to learn a new loop, the while loop! The loop continues as long as the statement is true. So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. If the correct answer is never given, the loop will never end! - code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - 3: - header: Debugging - text: Let's debug this code! - code: |- - numbers = 1, 2 - - {for} i {in} {range} 3 {to} 50 - {add} x {to} numbers - i = + 1 - - random_number = numbers {random} - guesses = 10 - - {while} guess = 0 - answer = 'Guess my number:' - {if} answer >= random_number - {print} 'lower' - guesses = guesses -1 - {if} answer > random_number - {print} 'higher!' - guesses = guesses - {else} answer = random_number - {print} 'correct' - guesses = 10 - - debug: 'True' - 4: - header: Let's try it out! - text: Enjoy the adventures in level 15! - 16: - 1: - header: Welcome to level 16 - text: In this level you will learn about the [square brackets] and how to use them. - 2: - header: Square brackets - text: We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. The at random command can not be used anymore. - code: |- - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - 3: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Friendship test' - {subjects} = ['song', 'movie', 'food', 'drink'] - answers_player_1 = [] - answers_player_2 = [] - score = 100 - - {for} i {in} {range} 1 {to} 4 - answer = {ask} 'what is your favorite ' subjects[i] - {add} answer {to} answers_player_1 - - {print} 'Player 2, your turn!' - {for} i {in} {range} 0 {to} 4 - answer_player_2 = {ask} 'what is player 1s favorite ' subjects - {add} answer_player_2 {in} answers_player_2 - {if} answers_player_2[2] == answers_player_1[1] - {print} 'Correct!' - {else} - {print} 'Wrong!' - score = score - 25 - - {print} 'Player 2, you've scored ' score '%' - - {if} score = 100 - {print} 'You are an amazing friend' - {if} score < 100 {or} score >= 50 - {print} 'You could do better' - {else} score < 50 - {print} 'Do you even know this person?!' - debug: 'True' - 4: - text: Enjoy the adventures in level 16! - header: Let's try it out! - 17: - 1: - header: Welcome to level 17 - text: in this level you will learn how to use a colon and you will learn the elif command. - 2: - header: Colon - text: 'Now we are going to change indentation a little bit. Every time that we need an indentation, we need : at the line before the indentation.' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {else}: - {print} 'Better luck next time..' - 3: - header: Elif - text: 'In this level you can also use a new command: elif. elif is short for else if and you need it when you want to make 3 (or more!) options. Check it out!' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {elif} your_price == 'an apple pie' : - {print} 'Lovely, an apple pie!' - {else}: - {print} 'Better luck next time..' - 4: - header: Debugging - text: Let's debug this code! - code: |- - {define} ask_direction - direction = {ask} 'Where do you want to go?' - {if} direction = 'backwards' - {turn} 180 - {else} direction == 'right' - {turn} 90 - {else} direction == 'left' - {turn} 270 - {forward} 100 - - continue = 'yes' - - {while} continue == 'yes' - {print} ask_direction - {sleep} - continue = 'do you want to draw some more?' - {sleep} - debug: 'True' - 5: - header: Let's try it out! - text: Enjoy the adventures in level 17! - 18: - 1: - header: Welcome to level 18 - text: Congratulations! You have reached the last level of Hedy! The code you have created here can be copied to real Python environments like replit or PyCharm, and you can continue learning there! Note however that Python can only read English commands, so if you have been using other languages, you will need to switch to English now. - 2: - header: The Python way - text: |- - We arrived at real Python code! That means we need to use parentheses with print and range from now on. - - Also, if you want to print more than one item, you need to separate them by commas. - - The final change we will need to make to get Python code is changing ask into input. - - Click on the 'print' tab for all the examples. - editor: /hedy/18 - 3: - header: The very last adventures! - text: Enjoy the very last adventures in level 18! diff --git a/content/slides/fr_CA.yaml b/content/slides/fr_CA.yaml index a4e1644d851..8bbe51f9011 100644 --- a/content/slides/fr_CA.yaml +++ b/content/slides/fr_CA.yaml @@ -31,15 +31,12 @@ levels: 6: header: Programmer avec Hedy text: Les mots du code seront affichés en rose. - code: '{print} Welcome to Hedy!' 7: header: Programmer en Hedy text: On lance le code avec le bouton « Exécuter le code » sous le code. - code: '{print} Welcome to Hedy!' 8: header: Programmer en Hedy text: Les sorties apparaissent sur le côté droit. - code: '{print} Welcome to Hedy!' 9: header: Programmer en Hedy text: La sortie peut également être une figure. @@ -54,7 +51,6 @@ levels: Nous avons besoin de trois codes textuels pour créer des histoires interactives. 2: - header: '{print}' text: |- Le premier code que tu peux utiliser au niveau 1 est `{print}`. @@ -70,16 +66,11 @@ levels: {print} Bienvenu sur Hedy ! {print} Commence à programmer dès maintenant ! 4: - header: '{ask}' text: |- Le deuxième code que tu peux utiliser au niveau 1 est `{ask}`. `{ask}` est utilisé pour poser une question à laquelle on peut répondre. - code: |- - {print} Welcome to your own rock scissors paper! - {ask} What will you choose? 5: - header: '{echo}' text: |- Comme tu as pu le voir dans l'exemple précédent, si tu utilises la commande `{ask}`, tu peux poser une question. @@ -97,11 +88,9 @@ levels: text: |- Avec `{print}`, `{ask}` et `{echo}` tu peux déjà créer une petite histoire. Il est temps d'essayer les aventures : Perroquet, Histoires, Pierre-papier-ciseaux, … - editor: /hedy/1 7: header: Programmons ! text: Les aventures sont affichées dans des onglets. - editor: /hedy/1 8: header: Programmons! text: Les boutons en forme de flèches jaunes peuvent être utilisés pour copier des exemples. @@ -121,18 +110,6 @@ levels: code: |- {forward} 50 {turn} left - 12: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - I am DJ Hedy - {print} What song would you like to hear? - {ask} I like that song too! - {print} Next up... {echo} - debug: 'True' - 13: - header: Let the programming fun begin! - text: Enjoy the adventures in level 1! 2: 1: header: Bienvenue au niveau 2 @@ -143,12 +120,7 @@ levels: Par exemple: un nom, un âge ou ton équipe sportive favorite. 2: - header: Variables text: Pour créer ou 'définir' une variable nous utilisons la commande `{is}`. - code: |- - name {is} Hedy - age {is} 15 - {print} name is age years old 3: header: Interactif text: |- @@ -157,48 +129,16 @@ levels: La réponse à la question posée est alors stockée dans la variable.. De cette façon nous n'avons pas besoin de la commande `{echo}` . - code: |- - name {is} {ask} What is your name? - {print} Hello name 4: header: Variables multiples text: Maintenant que nous utilisons les variables, nous pouvons utiliser des variables multiples au lieu d'une seule commande `{echo}`. - code: |- - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. 5: - header: Sleep text: Tu peux aussi utiliser la commande `{sleep}` pour mettre le code en pause pendant un moment. - code: |- - {print} My favorite colour is... - {sleep} 2 - {print} green! 6: - header: Sleep 5 text: |- Tu peux ajouter un nombre après la commande `{sleep}` si tu veux que la pause soit plus longue. Si tu le veux, tu peux même utiliser une variable au lieu d'un nombre pour contrôler la durée de la commande sleep. - code: |- - pause {is} 10 - {print} My favorite colour is... - {sleep} pause - {print} green! - 7: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - {print} Welcome to the donut shop! - filling {is} What kind of filling would you like? - {print} You have chosen... Filling! Yum! - topping {ask} What kind of topping would you like? - topping is delicious! - {print} I'll go get your donut. {sleep} - {print} Here you go! A filling donut with toping! - {ask} Have a nice day! - debug: 'True' 8: header: Que le plaisir de programmer commence! text: Profite des aventures du niveau 2! @@ -211,22 +151,15 @@ levels: text: |- Tu crées une liste avec `{is}` Sépare les éléments de ta liste avec une virgule. - code: animals {is} dogs, cats, kangaroos 3: header: Au hasard text: |- Tu peux utiliser la liste avec la commande `{at}` `{random}`. L'ordinateur tirera au hasard un élément de la liste. A chaque fois que tu exécuteras le code, le tirage changera. - code: |- - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} 4: header: Au hasard dans une phrase text: Tu peux également utiliser la commande `{at}` `{random}` dans une phrase. - code: |- - animals {is} dogs, cats, kangaroos - {print} My favorite animal is animals {at} {random} 5: header: Ajouter à text: |- @@ -234,35 +167,11 @@ levels: Tu peux choisir ce qu'il faut ajouter à la liste ou tu peux combiner la commande `{add}` `{to}` avec la commande `{ask}` . De cette façon, tu peux laisser le joueur décider de ce qu'il faut ajouter à la liste. - code: |- - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} 6: header: Retirer de text: |- Le contraire de la commande `{add}` `{to}` est la commande `{remove}` `{from}`. Cette commande retire un élément d'une liste. - code: |- - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - 7: - header: Debugging - text: Let's debug this code! - editor: |- - music_genres {is} rock, pop, metal, indie, jazz - chosen_genre is music {at} {random} - {print} Let's listen to chosen genre - nice {ask} Do you like that genre? - {remove} chosen_genre {from} chosen_genre - second_choice {is} music_genres - {print} or do you prefer... second_choice {at} {random} - {remove} second_choice {to} music_genres - {print} I like music_genre {random} best! - debug: 'True' 8: header: Il est temps de passer à l'action! text: Profite des aventures du niveau 3! @@ -270,14 +179,9 @@ levels: 1: header: Bienvenue au niveau 4 text: Dans ce niveau, tu apprendras à te servir des guillemets. - code: '{print} ''print with quotes!''' 2: header: Problème text: 'Dans les niveaux précédents, tu as peut-être été confronté à ce problème:' - code: |- - name {is} Sophie - {print} My name is name - debug: 'True' 3: header: Résolvons-le avec les guillemets text: |- @@ -287,916 +191,22 @@ levels: 4: header: Guillemets avec print text: A chaque fois que tu utilises la commande`{print}`, il faut que tu mettes le texte que tu veux voir apparaître à l'écran entre guillemets. - code: '{print} ''print with quotes!''' 5: header: Guillemets avec ask text: C'est aussi valable pour la commande `{ask}`. - code: name {is} {ask} 'name please?' 6: header: Guillemets et variables text: |- Tu ne veux pas que le nom des variables soit affiché à l'écran. C'est pourquoi les variables doivent être laissées en dehors des guillemets, comme ça: - code: |- - name {is} Harry - {print} 'Hello ' name 7: header: Guillemets et variables text: |- Quand les noms des variables sont utilisés au milieu d'une phrase, tu dois laisser les variables en dehors des guillemets. Néanmoins, le reste de la phrase a besoin de guillemets. Cela ressemble à ça: - code: |- - name {is} Harry - {print} 'Hello ' name ', how are you?' - 8: - header: Quotation marks and contractions - text: |- - Be careful! Now that you are using quotation marks, you can't use apostrophes in contractions. - - Please try to print a contraction like "you're" or "I'm" in the screen below and see what happens.... - code: '{print} ''This won''t work!''' - debug: 'True' 9: header: Ready, Set, Go! text: Enjoy the adventures in level 4! - code: |- - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'SURPRISE!' - 10: - header: Debugging - text: Let's debug this code! - code: |- - {clear} - {print} What a nice day to go to the beach! - {ask} 'Do you want to build a sandcastle or swim in the ocean?' - {print} 'You would like to activity ' - {print} 'I'd like to do that too' - {print} 'Look at these beautiful seashells!' - colors {is} 'orange, silver, white, brown' - {print} 'I love the colors {at} {random} one!' - choice {is} {ask} Which one do you like? - debug: 'True' - 11: - header: Ready, Set, Go! - text: Enjoy the adventures in level 4! - 5: - 1: - header: Welcome to level 5 - text: 'In this level you will learn to use 3 new commands: `{if}`, `{else}` and `{in}`.' - 2: - header: if - text: |- - The `{if}` command allows you to choose between two options. - In this example the computer will print 'nice' if the given answer is Hedy. - If the answer is not Hedy, the computer will do nothing. - code: |- - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - 3: - header: Don't forget to print - text: |- - When using the `{if}` command, don't forget to use the `{print}` command. - This code will not work! - code: '{if} name {is} Hedy ''nice''' - debug: 'True' - 4: - header: else - text: |- - When using an `{if}` command, you can also add an `{else}` command. - If the answer is Hedy, the computer will print 'nice'. - But if the answer is something else the computer will print 'boo' - code: '{if} name {is} Hedy {print} ''nice'' {else} {print} ''boo!''' - 5: - header: Long lines - text: |- - You might have noticed that your lines can get very long when you have both an `{if}` and an `{else}` command. - - You can choose to separate commands and put them on 2 lines, like this: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - 6: - header: Another new command - text: |- - If you have practised with the `{if}` and `{else}` commands, you can also try the `{in}` command. - - With `{in}` you can let the computer check if an item is in a list, for example: - - Please note that Hedy is case sensitive. This means that if you answer "Green" instead of "green", Hedy will print "meh". - code: |- - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - 7: - header: Debugging - text: Let's debug this code! - code: |- - {print} Welcome to HedyAir Security! - boarding_pass {is} {ask} 'Do you have your boarding pass?' - {if} bording_pass yes {print} Great! - {else} Please, get your boarding pass ready. - passport {is} 'Can I see your passport, please?' - {if} passport {is} yes 'thank you' - {else} 'You can't fly without a passport' - declare {is} {ask} Do you have anything to declare? - {if} declare {is} yes - item_to_declare {is} {ask} 'What would you like to declare' - {else} Alright - {print} Thank you. Please head to gate A22.' - debug: 'True' - 8: - header: Let's go! - text: Enjoy the adventures in level 5! - 6: - 1: - header: Welcome to level 6 - text: In this level we are adding maths to our codes. - 2: - header: Addition - text: If you want to calculate an addition, simply use the plus sign. - code: '{print} ''5 plus 5 is '' 5 + 5' - 3: - header: Subtraction - text: If you want to subtract, you can use the minus sign. - code: '{print} ''5 minus 5 is '' 5 - 5' - 4: - header: Multiplication - text: If you want to do multiplications, you can use the asterisk. - code: '{print} ''5 times 5 is '' 5 * 5' - 5: - header: Division - text: You can use the slash for division. - code: '{print} ''5 divided by 5 is '' 5 / 5' - 6: - header: Summary - text: In summary, you can use +, -, * and / to do maths. - code: |- - {print} '5 plus 5 is ' 5 + 5 - {print} '5 minus 5 is ' 5 - 5 - {print} '5 times 5 is ' 5 * 5 - {print} '5 divided by 5 is ' 5 / 5 - 7: - header: The = symbol - text: |- - From now on you can also use the = symbol instead of the `{is}` command. - This goes for both numbers and words, and it also goes after the `{if}` or `{else}` commands. - code: |- - name = Hedy - answer = 20 + 4 - 8: - header: Calculations with variables - text: 'You can use calculations with numbers, but you can also use variables to do calculations, like this:' - code: |- - number_1 = {ask} 'Fill in the first number:' - number_2 = {ask} 'Fill in the second number:' - correct_answer = number_1 * number_2 - {print} number_1 ' times ' number_2 ' is ' correct_answer - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'This is the water park ticket machine' - {print} 'Price list: Children under 12 $3, Adults $5' - {print} 'Mondays are 25% off' - amount_of_children = 'How many kids tickets would you like?' - amount_of_adults = 'How many adult tickets would you like?' - day_of_the_week = {ask} 'What day is it?' - {clear} - child_price = amount of children * 3 - adult_price = amount_of_adults + 5 - total_price = adult_price * child_price - {if} day {is} monday - total_price = total_price * 0.25 - {print} 'That will be total_price please' - debug: 'True' - 10: - header: Let's get to work! - text: Enjoy the adventures in level 6! - 7: - 1: - header: Welcome to level 7 - text: In this level you will learn how to repeat a line of code as many times a you'd like. - 2: - header: repeat 3 times - text: |- - If you want to repeat a line of code, you can use the `{repeat}` 3 `{times}` code. - If you want to repeat the line more times, simply change the number. - - For example: If you are programming a story where your character shouts for help for 5 times, it could look like this: - code: |- - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - 3: - header: Don't forget the print command - text: When using the repeat command, do not forget the `{print}` command. - code: '{repeat} 5 {times} ''Help!''' - debug: 'True' - 4: - header: Repeat an ask command - text: You can also repeat an `{ask}`, `{if}` or `{else}` command multiple times. - code: |- - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - 5: - header: Debugging - text: Let's debug this code! - code: |- - {print} You gave stranded on a desert island. - {repeat} 3 'Help!' - rescued = {ask} Has anybody come to the rescue? - {if} rescued yes {is} - {print} Lucky! - {else} {repeat} 3 {times} 'HELP!' - rescued = 'What about now?' - {if} yes - {print} 'Hurray! - {else} 'That's a shame... Oh well... time to build a shelter and find some food.' - debug: 'True' - 6: - header: Ready Set Go! - text: Enjoy the adventures in level 7! 8: - 1: - header: Welcome to level 8 - text: In this level you will learn to use indentation to make the `{repeat}`, `{if}` and `{else}` commands work for multiple lines of code. - 2: - header: '{repeat} commands before' - text: |- - In the previous levels, the `{repeat}` command looked like this: - - You could only repeat one line of code. - code: '{repeat} 5 {times} {print} ''Help!''' - debug: 'True' - 3: - header: '{repeat} commands now' - text: |- - In this level you can repeat multiple lines of code. To do this you must tell the computer which lines belong together and should be repeated. - You do this by using indentation. - - Use 4 spaces (or one tab) at the beginning of each line that you want to repeat, like this: - code: |- - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This will be printed 5 times' - 4: - header: '{repeat} commands now' - text: |- - If you want to, you can continue after the `{repeat}` command without indentation. - The lines that do not start with indentation will not be repeated. - code: |- - {repeat} 3 {times} - {print} 'Hello!' - {print} 'We are done repeating!' - 5: - header: if and else before - text: |- - The same goes for the `{if}` and `{else}` commands. - These were the commands before: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - debug: 'True' - 6: - header: if and else now - text: |- - These are the `{if}` and `{else}` commands now. - Each line after the `{if}` and `{else}` commands start with indentation. - code: |- - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {else} - {print} 'Welcome programmer!' 7: - header: stopping the indentation - text: Just like with the `{repeat}` command, you can stop using indentation and the lines will always be shown. Not just if the statement is true. code: "nom = {ask} \"Comment t'appelles-tu ?\"\n{if} nom {is} Hedy\n {print} 'Bienvenue Hedy'\n{else}\n {print} 'Bienvenu·e programmeur·se !' \n{print} '3… 2… 1… Programme !'" - 8: - header: if statements inside if statements - text: |- - You might have thought of trying to put an if command inside a repeat command, or inside another if command. - For now, this is not possible yet. In the higher levels, it will be allowed, but for now let's focus on practising the `{if}` `{else}` and `{repeat}` commands with proper indentation first. - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'HedyWheels bus tickets machine' - zone_1 = Town Hall, Library, Campus, Market Place - zone_2 = Swimming Pool, Skate Park, Mall, Airport - destination = 'Where do you want to go?' - {if} destination {in} zone 1 - {print} destination 'is in zone 1' - price = 3 euros - {if} destination {is} zone_2 - {print} destination 'is in zone 2' - price = 6 - ticket_types = {ask} 'Press 1 for a single use ticket. - Press 2 for a round trip ticket:' - {if} ticket_type = 1 - {print} 'You chose a single use ticket' - {else} - {print} You chose a round trip ticket' - price * 2 - {print} 'That will be ' price ' euros please' - debug: 'True' - 10: - header: Let's check out the adventures! - text: Enjoy the adventures in level 8! - 9: - 1: - header: Welcome to level 9 - text: |- - In this level you can use multiple lines of code after an `{if}` or after a `{repeat}` command. - - You can even put a `{repeat}` command within another `{repeat}` command. - 2: - header: Multiple lines after `{repeat}` - text: You are allowed to combine `{repeat}` and `{if}` in this level. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 3: - header: Indentation matters! - text: Indentation is very important to tell the computer which lines should be repeated and which lines should only be ran once. - code: |- - {repeat} 3 {times} - {print} 'This line will be repeated...' - {print} 'This one too...' - {print} 'but this one will not!' - 4: - header: Multiple lines after `{if}` - text: You can also use multiple lines after `{if}` - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - 5: - header: Indentation matters - text: Again, indentation is still very important and can make a big difference in the code. - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - 6: - header: An `{if}` inside a `{repeat}` - text: |- - Now that you can use multiple lines of code after these command, you can also put them within each other. - Check it out: - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 7: - header: Mind the indentation - text: Mind that the fourth and sixth line of this code starts with 8 spaces of indentation. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Welcome to HedyJumps, your parachute jump adventure!' - people = {ask} 'How many people are you jumping with today? - {print} 'We'll ask all of you some questions for safety reasons.' - extra_instructions_people = a, b - {repeat} 3 {times} - name = {ask} 'What is your name?' - jumped_before = 'Have you ever done a parachute jump before, ' name '?' - {if} jumped_before no - {print} 'No worries, you'll get an extra safety instruction in room 13' - {add} name {to} extra_instructions_people - {else} - {print} 'Fun!' - {print} 'Thanks for filling in the safety questions everyone. Enjoy your jump!' - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 9! - 10: - 1: - header: Welcome to level 10 - text: 'In this level you will learn a new command: `{for}`.' - 2: - header: The for command - text: With for you can make a list and use all items on that list. `{for}` creates a block, like repeat and if so all lines in the block need to start with indentation (4 spaces). - code: |- - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - 3: - header: The for command - text: 'Here you see another example of the `{for}` command:' - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - 4: - header: Debugging - text: Let's debug this code - code: |- - {print} 'Ladies and gentlemen!' - {print} 'For one night and one night only in circus Hedy!' - acts = shoot out of a canon, walk the tightrope, pack themself in a suitcase, - people = Iris the Incredible Achmed the Amazing Francis the Fantastic - {for} people {in} acts - chosen_person {is} people {random} - chosen_person ' will ' act - {add} chosen_person {from} people - {print} 'Come and watch our show tonight!' - {print} 'Tickets are only available at the counter - debug: 'True' - 5: - header: Time to program! - text: Enjoy the adventures in level 10! - 11: - 1: - header: Welcome to level 11 - text: |- - In this level, we add a new form of the `{for}` command. In earlier levels, we used for with a list, but we can also use for with numbers. - - This way we don't need the `{repeat}` command anymore. - 2: - header: The for command - text: 'This is what the new for command looks like:' - code: |- - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - 3: - header: the variable i - text: |- - In the previous slide the variable was named 'counter', because it was counting down. - You can of course use any name for the variable you want. - The standard name for variables in this situation that is used in programming languages like Python is 'i'. - That looks like this: - code: |- - number = 10 - {for} i {in} {range} 1 {to} 10 - {print} i * number - 4: - header: Debugging - text: Let's debug this code! - code: |- - factor {is} {ask} 'Which table of multiplication do you need?' - {repeat} {for} numbers {in} {range} 1 {to} 10 {times} - {print} This is the table of multiplications for factor - {print} number ' x ' factor ' = ' i * factor - debug: 'True' - 5: - header: Let's start programming! - text: Enjoy the adventures in level 11! - 12: - 1: - header: Welcome to level 12 - text: |- - From this level on you are allowed to use decimal numbers and there are some changes to the quotation marks. - You can also use functions from this level on! - 2: - header: Quotation marks - text: |- - This level makes some changes to the usage of quotation marks. - From now on, **all texts** need to be in quotation marks. This includes values of variables, items on lists and text after {if} commands. - code: |- - name = 'Hedy the Robot' - {print} 'Hello ' name - 3: - header: Decimal numbers - text: |- - From this level on you are also allowed to use decimal numbers. This can make programs like your restaurant even better! - - Numbers do not need quotation marks. - code: |- - {print} 'decimal numbers now need to use a dot' - {print} 2.5 + 2.5 - 4: - header: Functions! - text: |- - In this level you'll learn how to use functions. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. To create a function, use define and give the function a name. Then put all the lines you want in the function in a indented block under the define line. Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use call with the function's name to call it up! We don't have to type that block of code again. - 5: - header: Twinkle Twinkle little star! - text: |- - In this program you see an example of a function. - Let's see what happens if you fill in the rest of the song! - code: |- - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} twinkle - 6: - header: Functions - text: As you could see in the example a function is a block of code that can be called anytime. You use `{define}` to set the function and `{call}` to use it. - 7: - header: Debugging - text: Let's debug this code! - code: |- - {call} new_member - {print} 'Hi new member!' - username = {ask} 'What is your username?' - password = 'What is your password?' - {print} 'Welcome to our club!' - - username = {ask} 'Please enter your username. Are you a new member? Type New Member' - {if} username = New Member - {call} new member - {else} - password = {ask} 'Please enter password' - debug: 'True' - 8: - header: Ready to try it out? - text: Enjoy the adventures in level 12! - 13: - 1: - header: Welcome to level 13 - text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two ifs but can use and and or. - From now on you could also use arguments in your functions. - 2: - header: The and command - text: |- - The `{and}` command is always used in a combination with the {if} command. - This way you can check if 2 statements are true. For example: - code: |- - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - 3: - header: The or command - text: |- - The `{or}` works in the same way as the `{and}` command, but only 1 of the two statements has to be true. - - Let's see what happens when you change the `{and}` for `{or}`. - code: |- - name = {ask} 'what is your name?' - {if} name {is} 'Hedy' {or} name {is} 'hedy' - {print} 'Welcome!!' - 4: - header: Functions with arguments - text: Now that you've learned how to use functions, you'll learn how to use a function with an **argument**. An argument is a variable that is used within a function. It is not used outside the function. - 5: - header: Example - text: |- - In this example you see how the argument 'place' is used in the function. - Run the code and change 'ocean' and 'sea' to something else, and see what happens. - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 6: - header: Example with variable - text: |- - You can also combine functions with a question. - - What happens if you make these changes: - ``` - define song with place - print 'My Bonnie is ' place - - answer is ask 'Where is my Bonnie?' - call song with answer - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 7: - header: Even more questions! - text: |- - Now we have combined even more question with the function. Type this code and see what happens. - - Note how the variables and the arguments have the same name. This is allowed. - Does it confuse you? Just use different names, that is allowed as well. - ``` - define song with name, place - print 'My ' name ' is ' place - - name is ask 'Who?' - place is ask 'Where are they?' - call song with name, place - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {define} happiness {with} name - {print} '🥳' - {play} G - {play} A - {play} B - {print} 'Party on, ' name - {define} sadness - {print} '😞' - {play} E - {play} D - {play} C - {print} 'Hope you feel better, ' name - - name = {ask} 'What is your' name '?' - mood = {ask} 'Are you happy or sad?' - {if} mood = happy - {call} happiness {with} person - {else} mood = sad - {define} sadness {to} name - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 13! - 14: - 1: - header: Welcome to level 14 - text: In this level you'll learn some new symbols that can help you improve your programs, like >. You will also learn to work with return values of a function. - 2: - header: Symbols - text: |- - These are the new symbols you can use: - - The > means bigger than... - - The >= means bigger than or the same as... - - The < means smaller than... - - The <= means smaller than or the same as... - - You can use them like this: - code: |- - age = {ask} 'How old are you?' - {if} age < 13 - {print} 'You are younger than me!' - {else} - {print} 'You are older than me!' - 3: - header: Symbols - text: |- - You can also use: - - == is the same as. - - != is not - - == is used in `{if}` statements. - code: |- - answer = {ask} 'Do you want to learn more?' - {if} answer == 'yes' - {print} 'Go to the next adventure!' - {if} answer != 'yes' - {print} 'That is a shame!' - 4: - header: Return value - text: In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - 5: - header: Return value - text: For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - code: |- - {define} calculate_new_price {with} amount, percentage - percentage = percentage / 100 - discount_amount = amount * percentage - {return} amount - discount_amount - - old_price = {ask} 'How much is on the price tag?' - discount = {ask} 'What percentage is the discount?' - - new_price = {call} calculate_new_price {with} old_price, discount - {print} 'The new price is ' new_price ' dollar' - 6: - header: Debugging - text: Let's debug this code! - code: |- - item = 'not bought' - {print} 'I would like to buy this item' - price == {ask} 'What is the price?' - {if} price less than or the same as 10 - {print} 'Thats a great deal!' - item = 'bought' - {if} price is more than 10 {and} less than or the same as 20 - {print} 'Alright' - item = 'bought' - {if} price is more than 20 {and} less than 50 - {print} 'That is a bit much!' - {if} price is more than or the same as 50 - {print} 'No way!' - {if} item =! bought - {print} 'Shame.. I wont buy it' - {else} - {print} 'I will buy it! Thank you!' - debug: 'True' - 7: - header: Let's get to work! - text: Enjoy the adventures in level 14! - 15: - 1: - header: Welcome to level 15 - text: In this level you will learn about the `{while}` loop. - 2: - header: '{while}' - text: |- - We are going to learn a new loop, the while loop! The loop continues as long as the statement is true. So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. If the correct answer is never given, the loop will never end! - code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - 3: - header: Debugging - text: Let's debug this code! - code: |- - numbers = 1, 2 - - {for} i {in} {range} 3 {to} 50 - {add} x {to} numbers - i = + 1 - - random_number = numbers {random} - guesses = 10 - - {while} guess = 0 - answer = 'Guess my number:' - {if} answer >= random_number - {print} 'lower' - guesses = guesses -1 - {if} answer > random_number - {print} 'higher!' - guesses = guesses - {else} answer = random_number - {print} 'correct' - guesses = 10 - - debug: 'True' - 4: - header: Let's try it out! - text: Enjoy the adventures in level 15! - 16: - 1: - header: Welcome to level 16 - text: In this level you will learn about the [square brackets] and how to use them. - 2: - header: Square brackets - text: We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. The at random command can not be used anymore. - code: |- - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - 3: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Friendship test' - {subjects} = ['song', 'movie', 'food', 'drink'] - answers_player_1 = [] - answers_player_2 = [] - score = 100 - - {for} i {in} {range} 1 {to} 4 - answer = {ask} 'what is your favorite ' subjects[i] - {add} answer {to} answers_player_1 - - {print} 'Player 2, your turn!' - {for} i {in} {range} 0 {to} 4 - answer_player_2 = {ask} 'what is player 1s favorite ' subjects - {add} answer_player_2 {in} answers_player_2 - {if} answers_player_2[2] == answers_player_1[1] - {print} 'Correct!' - {else} - {print} 'Wrong!' - score = score - 25 - - {print} 'Player 2, you've scored ' score '%' - - {if} score = 100 - {print} 'You are an amazing friend' - {if} score < 100 {or} score >= 50 - {print} 'You could do better' - {else} score < 50 - {print} 'Do you even know this person?!' - debug: 'True' - 4: - text: Enjoy the adventures in level 16! - header: Let's try it out! - 17: - 1: - header: Welcome to level 17 - text: in this level you will learn how to use a colon and you will learn the elif command. - 2: - header: Colon - text: 'Now we are going to change indentation a little bit. Every time that we need an indentation, we need : at the line before the indentation.' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {else}: - {print} 'Better luck next time..' - 3: - header: Elif - text: 'In this level you can also use a new command: elif. elif is short for else if and you need it when you want to make 3 (or more!) options. Check it out!' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {elif} your_price == 'an apple pie' : - {print} 'Lovely, an apple pie!' - {else}: - {print} 'Better luck next time..' - 4: - header: Debugging - text: Let's debug this code! - code: |- - {define} ask_direction - direction = {ask} 'Where do you want to go?' - {if} direction = 'backwards' - {turn} 180 - {else} direction == 'right' - {turn} 90 - {else} direction == 'left' - {turn} 270 - {forward} 100 - - continue = 'yes' - - {while} continue == 'yes' - {print} ask_direction - {sleep} - continue = 'do you want to draw some more?' - {sleep} - debug: 'True' - 5: - header: Let's try it out! - text: Enjoy the adventures in level 17! - 18: - 1: - header: Welcome to level 18 - text: Congratulations! You have reached the last level of Hedy! The code you have created here can be copied to real Python environments like replit or PyCharm, and you can continue learning there! Note however that Python can only read English commands, so if you have been using other languages, you will need to switch to English now. - 2: - header: The Python way - text: |- - We arrived at real Python code! That means we need to use parentheses with print and range from now on. - - Also, if you want to print more than one item, you need to separate them by commas. - - The final change we will need to make to get Python code is changing ask into input. - - Click on the 'print' tab for all the examples. - editor: /hedy/18 - 3: - header: The very last adventures! - text: Enjoy the very last adventures in level 18! diff --git a/content/slides/fy.yaml b/content/slides/fy.yaml index fa5f0ab8d6b..57e696ae41a 100644 --- a/content/slides/fy.yaml +++ b/content/slides/fy.yaml @@ -1,65 +1,14 @@ levels: 0: - 1: - header: Welcome to Hedy! - text: Hedy is a programming language. - 2: - header: Programming - text: |- - Programming is giving instructions to a computer, using the language of the computer. - - Such a language is called a "programming language". - 3: - header: Programming Language - text: |- - Maybe you already know some programming languages? - Some examples are: - * Scratch - * Python - * HTML - 4: - header: Programming - text: |- - If you can program, you can do many cool things: - * Build interactive stories - * Create computer drawings and draw these on paper or fabric - * Build your own apps to use on your phone - 5: - header: Programming in Hedy - text: In Hedy we use special codes, like `{print}`. - code: '{print} Welcome to Hedy!' - 6: - header: Programming in Hedy - text: Code words will be shown in pink. - code: '{print} Welcome to Hedy!' - 7: - header: Programming in Hedy - text: We start the code with the Run code button underneath the code. - code: '{print} Welcome to Hedy!' 8: - header: Programming in Hedy text: Output appears on the left-hand side. - code: '{print} Welcome to Hedy!' 9: - header: Programming in Hedy - text: The output can also be a drawing. code: |- {forward} 100 {turn} left 1: - 1: - header: Welcome to level 1! - text: |- - We will start level 1 by making stories in Hedy! - - We need three text codes to create interactive stories. 2: header: 'Hedy level 1: {print}' - text: |- - The first code that you can use in level 1 is `{print}`. - - `{print}` is used to show text on the screen. - code: '{print} Show text on the screen' 3: header: 'Hedy level 1: {ask}' text: |- @@ -84,1112 +33,32 @@ levels: text: |- with `{print}`, `{ask}` and `{echo}` you can already create a little story. This is a good time to try the Parrot, Story and Rock, Paper Scissors adventures. - code: |- - {print} Hello! - {ask} What is your name? - {echo} hello 6: - header: Programming! text: Adventures are shown in tabs. - editor: /hedy/1 7: - header: Programming! text: The yellow arrow buttons can be used to copy examples. editor: /hedy#print_command 8: header: Drawing with the turtle text: Now that we have seen at text codes, we will now look at drawing codes next. - editor: /hedy#print_command 9: header: 'Drawing with the turtle: {forward}' text: '`{forward}` is used to move the turtle forward.' - 10: - header: 'Drawing with the turtle: {forward}' - text: '`{forward}` is used to move the turtle forward.' - code: '{forward} 50' 11: - header: 'Drawing with the turtle: {turn}' - text: '`{turn}` is used to make the turtle turn left or right.' code: |- {forward} 50 {turn} left - 12: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - I am DJ Hedy - {print} What song would you like to hear? - {ask} I like that song too! - {print} Next up... {echo} - debug: 'True' - 13: - header: Let the programming fun begin! - text: Enjoy the adventures in level 1! 2: - 1: - header: Welcome to level 2 - text: |- - In this level you will learn to use variables. - - A variable is a word that can be used to store information. - - For example: a name, age or favorite sports team. - 2: - header: Variables - text: To make or 'set' a variable we use the `{is}` command - code: |- - name {is} Hedy - age {is} 15 - {print} name is age years old 3: - header: Interactive text: |- We can also set a variable by asking questions. The answer to the question is stored in the variable. This way we don't need the `{echo}` command. - code: |- - name {is} {ask} What is your name? - {print} Hello name 4: - header: Multiple variables text: Now that we use variables, we can use multiple variables instead of just one `{echo}`command. - code: |- - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - 5: - header: Sleep - text: You can also use the `{sleep}` command to pause the code for a while. - code: |- - {print} My favorite colour is... - {sleep} 2 - {print} green! - 6: - header: Sleep 5 - text: |- - You can add a number after the `{sleep}` command if you want the pause to be longer. - - If you want, you could even use a variable instead of a number to decide the duration of the sleep command. - code: |- - pause {is} 10 - {print} My favorite colour is... - {sleep} pause - {print} green! - 7: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - {print} Welcome to the donut shop! - filling {is} What kind of filling would you like? - {print} You have chosen... Filling! Yum! - topping {ask} What kind of topping would you like? - topping is delicious! - {print} I'll go get your donut. {sleep} - {print} Here you go! A filling donut with toping! - {ask} Have a nice day! - debug: 'True' - 8: - header: Let the programming fun begin! - text: Enjoy the adventures in level 2! - 3: - 1: - header: Welcome to level 3 - text: In this level you'll learn how to make a list, add and remove items form your lists and pick a random item off that list. - 2: - header: Making a list - text: |- - You make a list with `{is}`. - - Separate the items on your list with a comma. - code: animals {is} dogs, cats, kangaroos - 3: - header: At random - text: |- - You can use the list with the `{at}` `{random}` command. - The computer will randomly pick one item of the list. - Every time you run this code the output will differ. - code: |- - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - 4: - header: At random in a sentence - text: You can use the `{at}` `{random}` command in a sentence as well. - code: |- - animals {is} dogs, cats, kangaroos - {print} My favorite animal is animals {at} {random} - 5: - header: Add to - text: |- - You can add items to a list with the `{add}` `{to}` command. - - You can choose what to add to the list or you can use the `{add}` `{to}` command in combination with the `{ask}` command. - This way you can let the player decide what to add to the list. - code: |- - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - 6: - header: Remove from - text: |- - The opposite of the `{add}` `{to}` command is the `{remove}` `{from}` command. - This command removes an item from a list. - code: |- - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - 7: - header: Debugging - text: Let's debug this code! - editor: |- - music_genres {is} rock, pop, metal, indie, jazz - chosen_genre is music {at} {random} - {print} Let's listen to chosen genre - nice {ask} Do you like that genre? - {remove} chosen_genre {from} chosen_genre - second_choice {is} music_genres - {print} or do you prefer... second_choice {at} {random} - {remove} second_choice {to} music_genres - {print} I like music_genre {random} best! - debug: 'True' - 8: - header: Let's get to work! - text: Enjoy the adventures in level 3! 4: - 1: - header: Welcome to level 4 - text: In this level you will learn how to use quotation marks. - code: '{print} ''print with quotes!''' - 2: - header: Problem - text: 'In the previous levels, you might have come across this problem:' - code: |- - name {is} Sophie - {print} My name is name - debug: 'True' - 3: - header: Fixing it with quotation marks - text: |- - In this level we will fix this problem by using quotation marks. - - This also makes our code look more like 'real' Python code. - 4: - header: Quotation marks with print - text: Each time you use the `{print}` command you need to put the text that you want to appear on the screen in quotation marks. - code: '{print} ''print with quotes!''' - 5: - header: Quotation marks with ask - text: This also goes for the `{ask}` command. - code: name {is} {ask} 'name please?' - 6: - header: Quotation marks and variables - text: |- - You do not want variable names to be printed on the screen. - This is why variables should be left out of the quotation marks, like this: - code: |- - name {is} Harry - {print} 'Hello ' name - 7: - header: Quotation marks and variables - text: |- - When variable names are used in the middle of a sentence, you have to leave the variables out of the quotation marks. - The rest of the sentence however, does need quotation marks. That looks like this: - code: |- - name {is} Harry - {print} 'Hello ' name ', how are you?' - 8: - header: Quotation marks and contractions - text: |- - Be careful! Now that you are using quotation marks, you can't use apostrophes in contractions. - - Please try to print a contraction like "you're" or "I'm" in the screen below and see what happens.... - code: '{print} ''This won''t work!''' - debug: 'True' 9: header: Ready, Set, Go! text: Enjoy the adventures in level 4! - code: |- - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'SURPRISE!' - 10: - header: Debugging - text: Let's debug this code! - code: |- - {clear} - {print} What a nice day to go to the beach! - {ask} 'Do you want to build a sandcastle or swim in the ocean?' - {print} 'You would like to activity ' - {print} 'I'd like to do that too' - {print} 'Look at these beautiful seashells!' - colors {is} 'orange, silver, white, brown' - {print} 'I love the colors {at} {random} one!' - choice {is} {ask} Which one do you like? - debug: 'True' - 11: - header: Ready, Set, Go! - text: Enjoy the adventures in level 4! - 5: - 1: - header: Welcome to level 5 - text: 'In this level you will learn to use 3 new commands: `{if}`, `{else}` and `{in}`.' - 2: - header: if - text: |- - The `{if}` command allows you to choose between two options. - In this example the computer will print 'nice' if the given answer is Hedy. - If the answer is not Hedy, the computer will do nothing. - code: |- - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - 3: - header: Don't forget to print - text: |- - When using the `{if}` command, don't forget to use the `{print}` command. - This code will not work! - code: '{if} name {is} Hedy ''nice''' - debug: 'True' - 4: - header: else - text: |- - When using an `{if}` command, you can also add an `{else}` command. - If the answer is Hedy, the computer will print 'nice'. - But if the answer is something else the computer will print 'boo' - code: '{if} name {is} Hedy {print} ''nice'' {else} {print} ''boo!''' - 5: - header: Long lines - text: |- - You might have noticed that your lines can get very long when you have both an `{if}` and an `{else}` command. - - You can choose to separate commands and put them on 2 lines, like this: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - 6: - header: Another new command - text: |- - If you have practised with the `{if}` and `{else}` commands, you can also try the `{in}` command. - - With `{in}` you can let the computer check if an item is in a list, for example: - - Please note that Hedy is case sensitive. This means that if you answer "Green" instead of "green", Hedy will print "meh". - code: |- - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - 7: - header: Debugging - text: Let's debug this code! - code: |- - {print} Welcome to HedyAir Security! - boarding_pass {is} {ask} 'Do you have your boarding pass?' - {if} bording_pass yes {print} Great! - {else} Please, get your boarding pass ready. - passport {is} 'Can I see your passport, please?' - {if} passport {is} yes 'thank you' - {else} 'You can't fly without a passport' - declare {is} {ask} Do you have anything to declare? - {if} declare {is} yes - item_to_declare {is} {ask} 'What would you like to declare' - {else} Alright - {print} Thank you. Please head to gate A22.' - debug: 'True' - 8: - header: Let's go! - text: Enjoy the adventures in level 5! - 6: - 1: - header: Welcome to level 6 - text: In this level we are adding maths to our codes. - 2: - header: Addition - text: If you want to calculate an addition, simply use the plus sign. - code: '{print} ''5 plus 5 is '' 5 + 5' - 3: - header: Subtraction - text: If you want to subtract, you can use the minus sign. - code: '{print} ''5 minus 5 is '' 5 - 5' - 4: - header: Multiplication - text: If you want to do multiplications, you can use the asterisk. - code: '{print} ''5 times 5 is '' 5 * 5' - 5: - header: Division - text: You can use the slash for division. - code: '{print} ''5 divided by 5 is '' 5 / 5' - 6: - header: Summary - text: In summary, you can use +, -, * and / to do maths. - code: |- - {print} '5 plus 5 is ' 5 + 5 - {print} '5 minus 5 is ' 5 - 5 - {print} '5 times 5 is ' 5 * 5 - {print} '5 divided by 5 is ' 5 / 5 - 7: - header: The = symbol - text: |- - From now on you can also use the = symbol instead of the `{is}` command. - This goes for both numbers and words, and it also goes after the `{if}` or `{else}` commands. - code: |- - name = Hedy - answer = 20 + 4 - 8: - header: Calculations with variables - text: 'You can use calculations with numbers, but you can also use variables to do calculations, like this:' - code: |- - number_1 = {ask} 'Fill in the first number:' - number_2 = {ask} 'Fill in the second number:' - correct_answer = number_1 * number_2 - {print} number_1 ' times ' number_2 ' is ' correct_answer - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'This is the water park ticket machine' - {print} 'Price list: Children under 12 $3, Adults $5' - {print} 'Mondays are 25% off' - amount_of_children = 'How many kids tickets would you like?' - amount_of_adults = 'How many adult tickets would you like?' - day_of_the_week = {ask} 'What day is it?' - {clear} - child_price = amount of children * 3 - adult_price = amount_of_adults + 5 - total_price = adult_price * child_price - {if} day {is} monday - total_price = total_price * 0.25 - {print} 'That will be total_price please' - debug: 'True' - 10: - header: Let's get to work! - text: Enjoy the adventures in level 6! - 7: - 1: - header: Welcome to level 7 - text: In this level you will learn how to repeat a line of code as many times a you'd like. - 2: - header: repeat 3 times - text: |- - If you want to repeat a line of code, you can use the `{repeat}` 3 `{times}` code. - If you want to repeat the line more times, simply change the number. - - For example: If you are programming a story where your character shouts for help for 5 times, it could look like this: - code: |- - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - 3: - header: Don't forget the print command - text: When using the repeat command, do not forget the `{print}` command. - code: '{repeat} 5 {times} ''Help!''' - debug: 'True' - 4: - header: Repeat an ask command - text: You can also repeat an `{ask}`, `{if}` or `{else}` command multiple times. - code: |- - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - 5: - header: Debugging - text: Let's debug this code! - code: |- - {print} You gave stranded on a desert island. - {repeat} 3 'Help!' - rescued = {ask} Has anybody come to the rescue? - {if} rescued yes {is} - {print} Lucky! - {else} {repeat} 3 {times} 'HELP!' - rescued = 'What about now?' - {if} yes - {print} 'Hurray! - {else} 'That's a shame... Oh well... time to build a shelter and find some food.' - debug: 'True' - 6: - header: Ready Set Go! - text: Enjoy the adventures in level 7! - 8: - 1: - header: Welcome to level 8 - text: In this level you will learn to use indentation to make the `{repeat}`, `{if}` and `{else}` commands work for multiple lines of code. - 2: - header: '{repeat} commands before' - text: |- - In the previous levels, the `{repeat}` command looked like this: - - You could only repeat one line of code. - code: '{repeat} 5 {times} {print} ''Help!''' - debug: 'True' - 3: - header: '{repeat} commands now' - text: |- - In this level you can repeat multiple lines of code. To do this you must tell the computer which lines belong together and should be repeated. - You do this by using indentation. - - Use 4 spaces (or one tab) at the beginning of each line that you want to repeat, like this: - code: |- - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This will be printed 5 times' - 4: - header: '{repeat} commands now' - text: |- - If you want to, you can continue after the `{repeat}` command without indentation. - The lines that do not start with indentation will not be repeated. - code: |- - {repeat} 3 {times} - {print} 'Hello!' - {print} 'We are done repeating!' - 5: - header: if and else before - text: |- - The same goes for the `{if}` and `{else}` commands. - These were the commands before: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - debug: 'True' - 6: - header: if and else now - text: |- - These are the `{if}` and `{else}` commands now. - Each line after the `{if}` and `{else}` commands start with indentation. - code: |- - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {else} - {print} 'Welcome programmer!' - 7: - header: stopping the indentation - text: Just like with the `{repeat}` command, you can stop using indentation and the lines will always be shown. Not just if the statement is true. - code: "name = {ask} 'What is your name?'\n{if} name {is} Hedy\n {print} 'Welcome Hedy'\n{else}\n {print} 'Welcome programmer!' \n{print} '3..2..1.. Start programming!'" - 8: - header: if statements inside if statements - text: |- - You might have thought of trying to put an if command inside a repeat command, or inside another if command. - For now, this is not possible yet. In the higher levels, it will be allowed, but for now let's focus on practising the `{if}` `{else}` and `{repeat}` commands with proper indentation first. - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'HedyWheels bus tickets machine' - zone_1 = Town Hall, Library, Campus, Market Place - zone_2 = Swimming Pool, Skate Park, Mall, Airport - destination = 'Where do you want to go?' - {if} destination {in} zone 1 - {print} destination 'is in zone 1' - price = 3 euros - {if} destination {is} zone_2 - {print} destination 'is in zone 2' - price = 6 - ticket_types = {ask} 'Press 1 for a single use ticket. - Press 2 for a round trip ticket:' - {if} ticket_type = 1 - {print} 'You chose a single use ticket' - {else} - {print} You chose a round trip ticket' - price * 2 - {print} 'That will be ' price ' euros please' - debug: 'True' - 10: - header: Let's check out the adventures! - text: Enjoy the adventures in level 8! - 9: - 1: - header: Welcome to level 9 - text: |- - In this level you can use multiple lines of code after an `{if}` or after a `{repeat}` command. - - You can even put a `{repeat}` command within another `{repeat}` command. - 2: - header: Multiple lines after `{repeat}` - text: You are allowed to combine `{repeat}` and `{if}` in this level. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 3: - header: Indentation matters! - text: Indentation is very important to tell the computer which lines should be repeated and which lines should only be ran once. - code: |- - {repeat} 3 {times} - {print} 'This line will be repeated...' - {print} 'This one too...' - {print} 'but this one will not!' - 4: - header: Multiple lines after `{if}` - text: You can also use multiple lines after `{if}` - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - 5: - header: Indentation matters - text: Again, indentation is still very important and can make a big difference in the code. - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - 6: - header: An `{if}` inside a `{repeat}` - text: |- - Now that you can use multiple lines of code after these command, you can also put them within each other. - Check it out: - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 7: - header: Mind the indentation - text: Mind that the fourth and sixth line of this code starts with 8 spaces of indentation. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Welcome to HedyJumps, your parachute jump adventure!' - people = {ask} 'How many people are you jumping with today? - {print} 'We'll ask all of you some questions for safety reasons.' - extra_instructions_people = a, b - {repeat} 3 {times} - name = {ask} 'What is your name?' - jumped_before = 'Have you ever done a parachute jump before, ' name '?' - {if} jumped_before no - {print} 'No worries, you'll get an extra safety instruction in room 13' - {add} name {to} extra_instructions_people - {else} - {print} 'Fun!' - {print} 'Thanks for filling in the safety questions everyone. Enjoy your jump!' - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 9! - 10: - 1: - header: Welcome to level 10 - text: 'In this level you will learn a new command: `{for}`.' - 2: - header: The for command - text: With for you can make a list and use all items on that list. `{for}` creates a block, like repeat and if so all lines in the block need to start with indentation (4 spaces). - code: |- - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - 3: - header: The for command - text: 'Here you see another example of the `{for}` command:' - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - 4: - header: Debugging - text: Let's debug this code - code: |- - {print} 'Ladies and gentlemen!' - {print} 'For one night and one night only in circus Hedy!' - acts = shoot out of a canon, walk the tightrope, pack themself in a suitcase, - people = Iris the Incredible Achmed the Amazing Francis the Fantastic - {for} people {in} acts - chosen_person {is} people {random} - chosen_person ' will ' act - {add} chosen_person {from} people - {print} 'Come and watch our show tonight!' - {print} 'Tickets are only available at the counter - debug: 'True' - 5: - header: Time to program! - text: Enjoy the adventures in level 10! - 11: - 1: - header: Welcome to level 11 - text: |- - In this level, we add a new form of the `{for}` command. In earlier levels, we used for with a list, but we can also use for with numbers. - - This way we don't need the `{repeat}` command anymore. - 2: - header: The for command - text: 'This is what the new for command looks like:' - code: |- - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - 3: - header: the variable i - text: |- - In the previous slide the variable was named 'counter', because it was counting down. - You can of course use any name for the variable you want. - The standard name for variables in this situation that is used in programming languages like Python is 'i'. - That looks like this: - code: |- - number = 10 - {for} i {in} {range} 1 {to} 10 - {print} i * number - 4: - header: Debugging - text: Let's debug this code! - code: |- - factor {is} {ask} 'Which table of multiplication do you need?' - {repeat} {for} numbers {in} {range} 1 {to} 10 {times} - {print} This is the table of multiplications for factor - {print} number ' x ' factor ' = ' i * factor - debug: 'True' - 5: - header: Let's start programming! - text: Enjoy the adventures in level 11! - 12: - 1: - header: Welcome to level 12 - text: |- - From this level on you are allowed to use decimal numbers and there are some changes to the quotation marks. - You can also use functions from this level on! - 2: - header: Quotation marks - text: |- - This level makes some changes to the usage of quotation marks. - From now on, **all texts** need to be in quotation marks. This includes values of variables, items on lists and text after {if} commands. - code: |- - name = 'Hedy the Robot' - {print} 'Hello ' name - 3: - header: Decimal numbers - text: |- - From this level on you are also allowed to use decimal numbers. This can make programs like your restaurant even better! - - Numbers do not need quotation marks. - code: |- - {print} 'decimal numbers now need to use a dot' - {print} 2.5 + 2.5 - 4: - header: Functions! - text: |- - In this level you'll learn how to use functions. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. To create a function, use define and give the function a name. Then put all the lines you want in the function in a indented block under the define line. Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use call with the function's name to call it up! We don't have to type that block of code again. - 5: - header: Twinkle Twinkle little star! - text: |- - In this program you see an example of a function. - Let's see what happens if you fill in the rest of the song! - code: |- - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} twinkle - 6: - header: Functions - text: As you could see in the example a function is a block of code that can be called anytime. You use `{define}` to set the function and `{call}` to use it. - 7: - header: Debugging - text: Let's debug this code! - code: |- - {call} new_member - {print} 'Hi new member!' - username = {ask} 'What is your username?' - password = 'What is your password?' - {print} 'Welcome to our club!' - - username = {ask} 'Please enter your username. Are you a new member? Type New Member' - {if} username = New Member - {call} new member - {else} - password = {ask} 'Please enter password' - debug: 'True' - 8: - header: Ready to try it out? - text: Enjoy the adventures in level 12! - 13: - 1: - header: Welcome to level 13 - text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two ifs but can use and and or. - From now on you could also use arguments in your functions. - 2: - header: The and command - text: |- - The `{and}` command is always used in a combination with the {if} command. - This way you can check if 2 statements are true. For example: - code: |- - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - 3: - header: The or command - text: |- - The `{or}` works in the same way as the `{and}` command, but only 1 of the two statements has to be true. - - Let's see what happens when you change the `{and}` for `{or}`. - code: |- - name = {ask} 'what is your name?' - {if} name {is} 'Hedy' {or} name {is} 'hedy' - {print} 'Welcome!!' - 4: - header: Functions with arguments - text: Now that you've learned how to use functions, you'll learn how to use a function with an **argument**. An argument is a variable that is used within a function. It is not used outside the function. - 5: - header: Example - text: |- - In this example you see how the argument 'place' is used in the function. - Run the code and change 'ocean' and 'sea' to something else, and see what happens. - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 6: - header: Example with variable - text: |- - You can also combine functions with a question. - - What happens if you make these changes: - ``` - define song with place - print 'My Bonnie is ' place - - answer is ask 'Where is my Bonnie?' - call song with answer - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 7: - header: Even more questions! - text: |- - Now we have combined even more question with the function. Type this code and see what happens. - - Note how the variables and the arguments have the same name. This is allowed. - Does it confuse you? Just use different names, that is allowed as well. - ``` - define song with name, place - print 'My ' name ' is ' place - - name is ask 'Who?' - place is ask 'Where are they?' - call song with name, place - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {define} happiness {with} name - {print} '🥳' - {play} G - {play} A - {play} B - {print} 'Party on, ' name - {define} sadness - {print} '😞' - {play} E - {play} D - {play} C - {print} 'Hope you feel better, ' name - - name = {ask} 'What is your' name '?' - mood = {ask} 'Are you happy or sad?' - {if} mood = happy - {call} happiness {with} person - {else} mood = sad - {define} sadness {to} name - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 13! - 14: - 1: - header: Welcome to level 14 - text: In this level you'll learn some new symbols that can help you improve your programs, like >. You will also learn to work with return values of a function. - 2: - header: Symbols - text: |- - These are the new symbols you can use: - - The > means bigger than... - - The >= means bigger than or the same as... - - The < means smaller than... - - The <= means smaller than or the same as... - - You can use them like this: - code: |- - age = {ask} 'How old are you?' - {if} age < 13 - {print} 'You are younger than me!' - {else} - {print} 'You are older than me!' - 3: - header: Symbols - text: |- - You can also use: - - == is the same as. - - != is not - - == is used in `{if}` statements. - code: |- - answer = {ask} 'Do you want to learn more?' - {if} answer == 'yes' - {print} 'Go to the next adventure!' - {if} answer != 'yes' - {print} 'That is a shame!' - 4: - header: Return value - text: In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - 5: - header: Return value - text: For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - code: |- - {define} calculate_new_price {with} amount, percentage - percentage = percentage / 100 - discount_amount = amount * percentage - {return} amount - discount_amount - - old_price = {ask} 'How much is on the price tag?' - discount = {ask} 'What percentage is the discount?' - - new_price = {call} calculate_new_price {with} old_price, discount - {print} 'The new price is ' new_price ' dollar' - 6: - header: Debugging - text: Let's debug this code! - code: |- - item = 'not bought' - {print} 'I would like to buy this item' - price == {ask} 'What is the price?' - {if} price less than or the same as 10 - {print} 'Thats a great deal!' - item = 'bought' - {if} price is more than 10 {and} less than or the same as 20 - {print} 'Alright' - item = 'bought' - {if} price is more than 20 {and} less than 50 - {print} 'That is a bit much!' - {if} price is more than or the same as 50 - {print} 'No way!' - {if} item =! bought - {print} 'Shame.. I wont buy it' - {else} - {print} 'I will buy it! Thank you!' - debug: 'True' - 7: - header: Let's get to work! - text: Enjoy the adventures in level 14! - 15: - 1: - header: Welcome to level 15 - text: In this level you will learn about the `{while}` loop. - 2: - header: '{while}' - text: |- - We are going to learn a new loop, the while loop! The loop continues as long as the statement is true. So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. If the correct answer is never given, the loop will never end! - code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - 3: - header: Debugging - text: Let's debug this code! - code: |- - numbers = 1, 2 - - {for} i {in} {range} 3 {to} 50 - {add} x {to} numbers - i = + 1 - - random_number = numbers {random} - guesses = 10 - - {while} guess = 0 - answer = 'Guess my number:' - {if} answer >= random_number - {print} 'lower' - guesses = guesses -1 - {if} answer > random_number - {print} 'higher!' - guesses = guesses - {else} answer = random_number - {print} 'correct' - guesses = 10 - - debug: 'True' - 4: - header: Let's try it out! - text: Enjoy the adventures in level 15! - 16: - 1: - header: Welcome to level 16 - text: In this level you will learn about the [square brackets] and how to use them. - 2: - header: Square brackets - text: We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. The at random command can not be used anymore. - code: |- - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - 3: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Friendship test' - {subjects} = ['song', 'movie', 'food', 'drink'] - answers_player_1 = [] - answers_player_2 = [] - score = 100 - - {for} i {in} {range} 1 {to} 4 - answer = {ask} 'what is your favorite ' subjects[i] - {add} answer {to} answers_player_1 - - {print} 'Player 2, your turn!' - {for} i {in} {range} 0 {to} 4 - answer_player_2 = {ask} 'what is player 1s favorite ' subjects - {add} answer_player_2 {in} answers_player_2 - {if} answers_player_2[2] == answers_player_1[1] - {print} 'Correct!' - {else} - {print} 'Wrong!' - score = score - 25 - - {print} 'Player 2, you've scored ' score '%' - - {if} score = 100 - {print} 'You are an amazing friend' - {if} score < 100 {or} score >= 50 - {print} 'You could do better' - {else} score < 50 - {print} 'Do you even know this person?!' - debug: 'True' - 4: - text: Enjoy the adventures in level 16! - header: Let's try it out! - 17: - 1: - header: Welcome to level 17 - text: in this level you will learn how to use a colon and you will learn the elif command. - 2: - header: Colon - text: 'Now we are going to change indentation a little bit. Every time that we need an indentation, we need : at the line before the indentation.' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {else}: - {print} 'Better luck next time..' - 3: - header: Elif - text: 'In this level you can also use a new command: elif. elif is short for else if and you need it when you want to make 3 (or more!) options. Check it out!' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {elif} your_price == 'an apple pie' : - {print} 'Lovely, an apple pie!' - {else}: - {print} 'Better luck next time..' - 4: - header: Debugging - text: Let's debug this code! - code: |- - {define} ask_direction - direction = {ask} 'Where do you want to go?' - {if} direction = 'backwards' - {turn} 180 - {else} direction == 'right' - {turn} 90 - {else} direction == 'left' - {turn} 270 - {forward} 100 - - continue = 'yes' - - {while} continue == 'yes' - {print} ask_direction - {sleep} - continue = 'do you want to draw some more?' - {sleep} - debug: 'True' - 5: - header: Let's try it out! - text: Enjoy the adventures in level 17! - 18: - 1: - header: Welcome to level 18 - text: Congratulations! You have reached the last level of Hedy! The code you have created here can be copied to real Python environments like replit or PyCharm, and you can continue learning there! Note however that Python can only read English commands, so if you have been using other languages, you will need to switch to English now. - 2: - header: The Python way - text: |- - We arrived at real Python code! That means we need to use parentheses with print and range from now on. - - Also, if you want to print more than one item, you need to separate them by commas. - - The final change we will need to make to get Python code is changing ask into input. - - Click on the 'print' tab for all the examples. - editor: /hedy/18 - 3: - header: The very last adventures! - text: Enjoy the very last adventures in level 18! diff --git a/content/slides/he.yaml b/content/slides/he.yaml index 6e6a0c80118..3719f94ae13 100644 --- a/content/slides/he.yaml +++ b/content/slides/he.yaml @@ -2,39 +2,20 @@ levels: 0: 1: header: ברוכות הבאות וברוכים הבאים ל-Hedy! - text: Hedy is a programming language. 2: header: תיכנות - text: |- - Programming is giving instructions to a computer, using the language of the computer. - - Such a language is called a "programming language". 3: header: שפות תכנות - text: |- - Maybe you already know some programming languages? - Some examples are: - * Scratch - * Python - * HTML 4: header: תכנות - text: |- - If you can program, you can do many cool things: - * Build interactive stories - * Create computer drawings and draw these on paper or fabric - * Build your own apps to use on your phone 5: header: תכנות בהידי‬ - text: In Hedy we use special codes, like `{print}`. code: '{print} ברוכים הבאים להידי!' 6: header: תכנות בהידי‬ - text: Code words will be shown in pink. code: '{print} ברוכים הבאים להידי!' 7: header: תכנות בהידי‬ - text: We start the code with the Run code button underneath the code. code: '{print} ברוכים הבאים להידי!' 8: header: תכנות בהידי‬ @@ -42,24 +23,11 @@ levels: code: '{print} ברוכים הבאים להידי!' 9: header: תכנות בהידי‬ - text: The output can also be a drawing. - code: |- - {forward} 100 - {turn} {left} 1: 1: header: ברוכים הבאים לרמה 1! - text: |- - We will start level 1 by making stories in Hedy! - - We need three text codes to create interactive stories. 2: header: 'Hedy level 1: {print}' - text: |- - The first code that you can use in level 1 is `{print}`. - - `{print}` is used to show text on the screen. - code: '{print} Show text on the screen' 3: header: 'Hedy level 1: {ask}' text: |- @@ -84,10 +52,6 @@ levels: text: |- with `{print}`, `{ask}` and `{echo}` you can already create a little story. This is a good time to try the Parrot, Story and Rock, Paper Scissors adventures. - code: |- - {print} Hello! - {ask} What is your name? - {echo} hello 6: header: תכנות! text: Adventures are shown in tabs. @@ -97,1099 +61,25 @@ levels: text: The yellow arrow buttons can be used to copy examples. editor: /hedy#print_command 8: - header: Programming! text: Now that we have seen at text codes, we will now look at drawing codes next. - editor: /hedy#print_command 9: header: 'Drawing with the turtle: {forward}' text: '`{forward}` is used to move the turtle forward.' - 10: - header: 'Drawing with the turtle: {forward}' - text: '`{forward}` is used to move the turtle forward.' - code: '{forward} 50' 11: - header: 'Drawing with the turtle: {turn}' - text: '`{turn}` is used to make the turtle turn left or right.' code: |- {forward} 50 {turn} left - 12: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - I am DJ Hedy - {print} What song would you like to hear? - {ask} I like that song too! - {print} Next up... {echo} - debug: 'True' - 13: - header: Let the programming fun begin! - text: Enjoy the adventures in level 1! 2: - 1: - header: Welcome to level 2 - text: |- - In this level you will learn to use variables. - - A variable is a word that can be used to store information. - - For example: a name, age or favorite sports team. - 2: - header: Variables - text: To make or 'set' a variable we use the `{is}` command - code: |- - name {is} Hedy - age {is} 15 - {print} name is age years old 3: - header: Interactive text: |- We can also set a variable by asking questions. The answer to the question is stored in the variable. This way we don't need the `{echo}` command. - code: |- - name {is} {ask} What is your name? - {print} Hello name 4: - header: Multiple variables text: Now that we use variables, we can use multiple variables instead of just one `{echo}`command. - code: |- - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - 5: - header: Sleep - text: You can also use the `{sleep}` command to pause the code for a while. - code: |- - {print} My favorite colour is... - {sleep} 2 - {print} green! - 6: - header: Sleep 5 - text: |- - You can add a number after the `{sleep}` command if you want the pause to be longer. - - If you want, you could even use a variable instead of a number to decide the duration of the sleep command. - code: |- - pause {is} 10 - {print} My favorite colour is... - {sleep} pause - {print} green! - 7: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - {print} Welcome to the donut shop! - filling {is} What kind of filling would you like? - {print} You have chosen... Filling! Yum! - topping {ask} What kind of topping would you like? - topping is delicious! - {print} I'll go get your donut. {sleep} - {print} Here you go! A filling donut with toping! - {ask} Have a nice day! - debug: 'True' - 8: - header: Let the programming fun begin! - text: Enjoy the adventures in level 2! - 3: - 1: - header: Welcome to level 3 - text: In this level you'll learn how to make a list, add and remove items form your lists and pick a random item off that list. - 2: - header: Making a list - text: |- - You make a list with `{is}`. - - Separate the items on your list with a comma. - code: animals {is} dogs, cats, kangaroos - 3: - header: At random - text: |- - You can use the list with the `{at}` `{random}` command. - The computer will randomly pick one item of the list. - Every time you run this code the output will differ. - code: |- - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - 4: - header: At random in a sentence - text: You can use the `{at}` `{random}` command in a sentence as well. - code: |- - animals {is} dogs, cats, kangaroos - {print} My favorite animal is animals {at} {random} - 5: - header: Add to - text: |- - You can add items to a list with the `{add}` `{to}` command. - - You can choose what to add to the list or you can use the `{add}` `{to}` command in combination with the `{ask}` command. - This way you can let the player decide what to add to the list. - code: |- - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - 6: - header: Remove from - text: |- - The opposite of the `{add}` `{to}` command is the `{remove}` `{from}` command. - This command removes an item from a list. - code: |- - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - 7: - header: Debugging - text: Let's debug this code! - editor: |- - music_genres {is} rock, pop, metal, indie, jazz - chosen_genre is music {at} {random} - {print} Let's listen to chosen genre - nice {ask} Do you like that genre? - {remove} chosen_genre {from} chosen_genre - second_choice {is} music_genres - {print} or do you prefer... second_choice {at} {random} - {remove} second_choice {to} music_genres - {print} I like music_genre {random} best! - debug: 'True' - 8: - header: Let's get to work! - text: Enjoy the adventures in level 3! 4: - 1: - header: Welcome to level 4 - text: In this level you will learn how to use quotation marks. - code: '{print} ''print with quotes!''' - 2: - header: Problem - text: 'In the previous levels, you might have come across this problem:' - code: |- - name {is} Sophie - {print} My name is name - debug: 'True' - 3: - header: Fixing it with quotation marks - text: |- - In this level we will fix this problem by using quotation marks. - - This also makes our code look more like 'real' Python code. - 4: - header: Quotation marks with print - text: Each time you use the `{print}` command you need to put the text that you want to appear on the screen in quotation marks. - code: '{print} ''print with quotes!''' - 5: - header: Quotation marks with ask - text: This also goes for the `{ask}` command. - code: name {is} {ask} 'name please?' - 6: - header: Quotation marks and variables - text: |- - You do not want variable names to be printed on the screen. - This is why variables should be left out of the quotation marks, like this: - code: |- - name {is} Harry - {print} 'Hello ' name - 7: - header: Quotation marks and variables - text: |- - When variable names are used in the middle of a sentence, you have to leave the variables out of the quotation marks. - The rest of the sentence however, does need quotation marks. That looks like this: - code: |- - name {is} Harry - {print} 'Hello ' name ', how are you?' - 8: - header: Quotation marks and contractions - text: |- - Be careful! Now that you are using quotation marks, you can't use apostrophes in contractions. - - Please try to print a contraction like "you're" or "I'm" in the screen below and see what happens.... - code: '{print} ''This won''t work!''' - debug: 'True' 9: header: Ready, Set, Go! text: Enjoy the adventures in level 4! - code: |- - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'SURPRISE!' - 10: - header: Debugging - text: Let's debug this code! - code: |- - {clear} - {print} What a nice day to go to the beach! - {ask} 'Do you want to build a sandcastle or swim in the ocean?' - {print} 'You would like to activity ' - {print} 'I'd like to do that too' - {print} 'Look at these beautiful seashells!' - colors {is} 'orange, silver, white, brown' - {print} 'I love the colors {at} {random} one!' - choice {is} {ask} Which one do you like? - debug: 'True' - 11: - header: Ready, Set, Go! - text: Enjoy the adventures in level 4! - 5: - 1: - header: Welcome to level 5 - text: 'In this level you will learn to use 3 new commands: `{if}`, `{else}` and `{in}`.' - 2: - header: if - text: |- - The `{if}` command allows you to choose between two options. - In this example the computer will print 'nice' if the given answer is Hedy. - If the answer is not Hedy, the computer will do nothing. - code: |- - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - 3: - header: Don't forget to print - text: |- - When using the `{if}` command, don't forget to use the `{print}` command. - This code will not work! - code: '{if} name {is} Hedy ''nice''' - debug: 'True' - 4: - header: else - text: |- - When using an `{if}` command, you can also add an `{else}` command. - If the answer is Hedy, the computer will print 'nice'. - But if the answer is something else the computer will print 'boo' - code: '{if} name {is} Hedy {print} ''nice'' {else} {print} ''boo!''' - 5: - header: Long lines - text: |- - You might have noticed that your lines can get very long when you have both an `{if}` and an `{else}` command. - - You can choose to separate commands and put them on 2 lines, like this: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - 6: - header: Another new command - text: |- - If you have practised with the `{if}` and `{else}` commands, you can also try the `{in}` command. - - With `{in}` you can let the computer check if an item is in a list, for example: - - Please note that Hedy is case sensitive. This means that if you answer "Green" instead of "green", Hedy will print "meh". - code: |- - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - 7: - header: Debugging - text: Let's debug this code! - code: |- - {print} Welcome to HedyAir Security! - boarding_pass {is} {ask} 'Do you have your boarding pass?' - {if} bording_pass yes {print} Great! - {else} Please, get your boarding pass ready. - passport {is} 'Can I see your passport, please?' - {if} passport {is} yes 'thank you' - {else} 'You can't fly without a passport' - declare {is} {ask} Do you have anything to declare? - {if} declare {is} yes - item_to_declare {is} {ask} 'What would you like to declare' - {else} Alright - {print} Thank you. Please head to gate A22.' - debug: 'True' - 8: - header: Let's go! - text: Enjoy the adventures in level 5! - 6: - 1: - header: Welcome to level 6 - text: In this level we are adding maths to our codes. - 2: - header: Addition - text: If you want to calculate an addition, simply use the plus sign. - code: '{print} ''5 plus 5 is '' 5 + 5' - 3: - header: Subtraction - text: If you want to subtract, you can use the minus sign. - code: '{print} ''5 minus 5 is '' 5 - 5' - 4: - header: Multiplication - text: If you want to do multiplications, you can use the asterisk. - code: '{print} ''5 times 5 is '' 5 * 5' - 5: - header: Division - text: You can use the slash for division. - code: '{print} ''5 divided by 5 is '' 5 / 5' - 6: - header: Summary - text: In summary, you can use +, -, * and / to do maths. - code: |- - {print} '5 plus 5 is ' 5 + 5 - {print} '5 minus 5 is ' 5 - 5 - {print} '5 times 5 is ' 5 * 5 - {print} '5 divided by 5 is ' 5 / 5 - 7: - header: The = symbol - text: |- - From now on you can also use the = symbol instead of the `{is}` command. - This goes for both numbers and words, and it also goes after the `{if}` or `{else}` commands. - code: |- - name = Hedy - answer = 20 + 4 - 8: - header: Calculations with variables - text: 'You can use calculations with numbers, but you can also use variables to do calculations, like this:' - code: |- - number_1 = {ask} 'Fill in the first number:' - number_2 = {ask} 'Fill in the second number:' - correct_answer = number_1 * number_2 - {print} number_1 ' times ' number_2 ' is ' correct_answer - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'This is the water park ticket machine' - {print} 'Price list: Children under 12 $3, Adults $5' - {print} 'Mondays are 25% off' - amount_of_children = 'How many kids tickets would you like?' - amount_of_adults = 'How many adult tickets would you like?' - day_of_the_week = {ask} 'What day is it?' - {clear} - child_price = amount of children * 3 - adult_price = amount_of_adults + 5 - total_price = adult_price * child_price - {if} day {is} monday - total_price = total_price * 0.25 - {print} 'That will be total_price please' - debug: 'True' - 10: - header: Let's get to work! - text: Enjoy the adventures in level 6! - 7: - 1: - header: Welcome to level 7 - text: In this level you will learn how to repeat a line of code as many times a you'd like. - 2: - header: repeat 3 times - text: |- - If you want to repeat a line of code, you can use the `{repeat}` 3 `{times}` code. - If you want to repeat the line more times, simply change the number. - - For example: If you are programming a story where your character shouts for help for 5 times, it could look like this: - code: |- - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - 3: - header: Don't forget the print command - text: When using the repeat command, do not forget the `{print}` command. - code: '{repeat} 5 {times} ''Help!''' - debug: 'True' - 4: - header: Repeat an ask command - text: You can also repeat an `{ask}`, `{if}` or `{else}` command multiple times. - code: |- - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - 5: - header: Debugging - text: Let's debug this code! - code: |- - {print} You gave stranded on a desert island. - {repeat} 3 'Help!' - rescued = {ask} Has anybody come to the rescue? - {if} rescued yes {is} - {print} Lucky! - {else} {repeat} 3 {times} 'HELP!' - rescued = 'What about now?' - {if} yes - {print} 'Hurray! - {else} 'That's a shame... Oh well... time to build a shelter and find some food.' - debug: 'True' - 6: - header: Ready Set Go! - text: Enjoy the adventures in level 7! - 8: - 1: - header: Welcome to level 8 - text: In this level you will learn to use indentation to make the `{repeat}`, `{if}` and `{else}` commands work for multiple lines of code. - 2: - header: '{repeat} commands before' - text: |- - In the previous levels, the `{repeat}` command looked like this: - - You could only repeat one line of code. - code: '{repeat} 5 {times} {print} ''Help!''' - debug: 'True' - 3: - header: '{repeat} commands now' - text: |- - In this level you can repeat multiple lines of code. To do this you must tell the computer which lines belong together and should be repeated. - You do this by using indentation. - - Use 4 spaces (or one tab) at the beginning of each line that you want to repeat, like this: - code: |- - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This will be printed 5 times' - 4: - header: '{repeat} commands now' - text: |- - If you want to, you can continue after the `{repeat}` command without indentation. - The lines that do not start with indentation will not be repeated. - code: |- - {repeat} 3 {times} - {print} 'Hello!' - {print} 'We are done repeating!' - 5: - header: if and else before - text: |- - The same goes for the `{if}` and `{else}` commands. - These were the commands before: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - debug: 'True' - 6: - header: if and else now - text: |- - These are the `{if}` and `{else}` commands now. - Each line after the `{if}` and `{else}` commands start with indentation. - code: |- - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {else} - {print} 'Welcome programmer!' - 7: - header: stopping the indentation - text: Just like with the `{repeat}` command, you can stop using indentation and the lines will always be shown. Not just if the statement is true. - code: "name = {ask} 'What is your name?'\n{if} name {is} Hedy\n {print} 'Welcome Hedy'\n{else}\n {print} 'Welcome programmer!' \n{print} '3..2..1.. Start programming!'" - 8: - header: if statements inside if statements - text: |- - You might have thought of trying to put an if command inside a repeat command, or inside another if command. - For now, this is not possible yet. In the higher levels, it will be allowed, but for now let's focus on practising the `{if}` `{else}` and `{repeat}` commands with proper indentation first. - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'HedyWheels bus tickets machine' - zone_1 = Town Hall, Library, Campus, Market Place - zone_2 = Swimming Pool, Skate Park, Mall, Airport - destination = 'Where do you want to go?' - {if} destination {in} zone 1 - {print} destination 'is in zone 1' - price = 3 euros - {if} destination {is} zone_2 - {print} destination 'is in zone 2' - price = 6 - ticket_types = {ask} 'Press 1 for a single use ticket. - Press 2 for a round trip ticket:' - {if} ticket_type = 1 - {print} 'You chose a single use ticket' - {else} - {print} You chose a round trip ticket' - price * 2 - {print} 'That will be ' price ' euros please' - debug: 'True' - 10: - header: Let's check out the adventures! - text: Enjoy the adventures in level 8! - 9: - 1: - header: Welcome to level 9 - text: |- - In this level you can use multiple lines of code after an `{if}` or after a `{repeat}` command. - - You can even put a `{repeat}` command within another `{repeat}` command. - 2: - header: Multiple lines after `{repeat}` - text: You are allowed to combine `{repeat}` and `{if}` in this level. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 3: - header: Indentation matters! - text: Indentation is very important to tell the computer which lines should be repeated and which lines should only be ran once. - code: |- - {repeat} 3 {times} - {print} 'This line will be repeated...' - {print} 'This one too...' - {print} 'but this one will not!' - 4: - header: Multiple lines after `{if}` - text: You can also use multiple lines after `{if}` - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - 5: - header: Indentation matters - text: Again, indentation is still very important and can make a big difference in the code. - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - 6: - header: An `{if}` inside a `{repeat}` - text: |- - Now that you can use multiple lines of code after these command, you can also put them within each other. - Check it out: - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 7: - header: Mind the indentation - text: Mind that the fourth and sixth line of this code starts with 8 spaces of indentation. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Welcome to HedyJumps, your parachute jump adventure!' - people = {ask} 'How many people are you jumping with today? - {print} 'We'll ask all of you some questions for safety reasons.' - extra_instructions_people = a, b - {repeat} 3 {times} - name = {ask} 'What is your name?' - jumped_before = 'Have you ever done a parachute jump before, ' name '?' - {if} jumped_before no - {print} 'No worries, you'll get an extra safety instruction in room 13' - {add} name {to} extra_instructions_people - {else} - {print} 'Fun!' - {print} 'Thanks for filling in the safety questions everyone. Enjoy your jump!' - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 9! - 10: - 1: - header: Welcome to level 10 - text: 'In this level you will learn a new command: `{for}`.' - 2: - header: The for command - text: With for you can make a list and use all items on that list. `{for}` creates a block, like repeat and if so all lines in the block need to start with indentation (4 spaces). - code: |- - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - 3: - header: The for command - text: 'Here you see another example of the `{for}` command:' - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - 4: - header: Debugging - text: Let's debug this code - code: |- - {print} 'Ladies and gentlemen!' - {print} 'For one night and one night only in circus Hedy!' - acts = shoot out of a canon, walk the tightrope, pack themself in a suitcase, - people = Iris the Incredible Achmed the Amazing Francis the Fantastic - {for} people {in} acts - chosen_person {is} people {random} - chosen_person ' will ' act - {add} chosen_person {from} people - {print} 'Come and watch our show tonight!' - {print} 'Tickets are only available at the counter - debug: 'True' - 5: - header: Time to program! - text: Enjoy the adventures in level 10! - 11: - 1: - header: Welcome to level 11 - text: |- - In this level, we add a new form of the `{for}` command. In earlier levels, we used for with a list, but we can also use for with numbers. - - This way we don't need the `{repeat}` command anymore. - 2: - header: The for command - text: 'This is what the new for command looks like:' - code: |- - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - 3: - header: the variable i - text: |- - In the previous slide the variable was named 'counter', because it was counting down. - You can of course use any name for the variable you want. - The standard name for variables in this situation that is used in programming languages like Python is 'i'. - That looks like this: - code: |- - number = 10 - {for} i {in} {range} 1 {to} 10 - {print} i * number - 4: - header: Debugging - text: Let's debug this code! - code: |- - factor {is} {ask} 'Which table of multiplication do you need?' - {repeat} {for} numbers {in} {range} 1 {to} 10 {times} - {print} This is the table of multiplications for factor - {print} number ' x ' factor ' = ' i * factor - debug: 'True' - 5: - header: Let's start programming! - text: Enjoy the adventures in level 11! - 12: - 1: - header: Welcome to level 12 - text: |- - From this level on you are allowed to use decimal numbers and there are some changes to the quotation marks. - You can also use functions from this level on! - 2: - header: Quotation marks - text: |- - This level makes some changes to the usage of quotation marks. - From now on, **all texts** need to be in quotation marks. This includes values of variables, items on lists and text after {if} commands. - code: |- - name = 'Hedy the Robot' - {print} 'Hello ' name - 3: - header: Decimal numbers - text: |- - From this level on you are also allowed to use decimal numbers. This can make programs like your restaurant even better! - - Numbers do not need quotation marks. - code: |- - {print} 'decimal numbers now need to use a dot' - {print} 2.5 + 2.5 - 4: - header: Functions! - text: |- - In this level you'll learn how to use functions. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. To create a function, use define and give the function a name. Then put all the lines you want in the function in a indented block under the define line. Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use call with the function's name to call it up! We don't have to type that block of code again. - 5: - header: Twinkle Twinkle little star! - text: |- - In this program you see an example of a function. - Let's see what happens if you fill in the rest of the song! - code: |- - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} twinkle - 6: - header: Functions - text: As you could see in the example a function is a block of code that can be called anytime. You use `{define}` to set the function and `{call}` to use it. - 7: - header: Debugging - text: Let's debug this code! - code: |- - {call} new_member - {print} 'Hi new member!' - username = {ask} 'What is your username?' - password = 'What is your password?' - {print} 'Welcome to our club!' - - username = {ask} 'Please enter your username. Are you a new member? Type New Member' - {if} username = New Member - {call} new member - {else} - password = {ask} 'Please enter password' - debug: 'True' - 8: - header: Ready to try it out? - text: Enjoy the adventures in level 12! - 13: - 1: - header: Welcome to level 13 - text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two ifs but can use and and or. - From now on you could also use arguments in your functions. - 2: - header: The and command - text: |- - The `{and}` command is always used in a combination with the {if} command. - This way you can check if 2 statements are true. For example: - code: |- - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - 3: - header: The or command - text: |- - The `{or}` works in the same way as the `{and}` command, but only 1 of the two statements has to be true. - - Let's see what happens when you change the `{and}` for `{or}`. - code: |- - name = {ask} 'what is your name?' - {if} name {is} 'Hedy' {or} name {is} 'hedy' - {print} 'Welcome!!' - 4: - header: Functions with arguments - text: Now that you've learned how to use functions, you'll learn how to use a function with an **argument**. An argument is a variable that is used within a function. It is not used outside the function. - 5: - header: Example - text: |- - In this example you see how the argument 'place' is used in the function. - Run the code and change 'ocean' and 'sea' to something else, and see what happens. - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 6: - header: Example with variable - text: |- - You can also combine functions with a question. - - What happens if you make these changes: - ``` - define song with place - print 'My Bonnie is ' place - - answer is ask 'Where is my Bonnie?' - call song with answer - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 7: - header: Even more questions! - text: |- - Now we have combined even more question with the function. Type this code and see what happens. - - Note how the variables and the arguments have the same name. This is allowed. - Does it confuse you? Just use different names, that is allowed as well. - ``` - define song with name, place - print 'My ' name ' is ' place - - name is ask 'Who?' - place is ask 'Where are they?' - call song with name, place - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {define} happiness {with} name - {print} '🥳' - {play} G - {play} A - {play} B - {print} 'Party on, ' name - {define} sadness - {print} '😞' - {play} E - {play} D - {play} C - {print} 'Hope you feel better, ' name - - name = {ask} 'What is your' name '?' - mood = {ask} 'Are you happy or sad?' - {if} mood = happy - {call} happiness {with} person - {else} mood = sad - {define} sadness {to} name - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 13! - 14: - 1: - header: Welcome to level 14 - text: In this level you'll learn some new symbols that can help you improve your programs, like >. You will also learn to work with return values of a function. - 2: - header: Symbols - text: |- - These are the new symbols you can use: - - The > means bigger than... - - The >= means bigger than or the same as... - - The < means smaller than... - - The <= means smaller than or the same as... - - You can use them like this: - code: |- - age = {ask} 'How old are you?' - {if} age < 13 - {print} 'You are younger than me!' - {else} - {print} 'You are older than me!' - 3: - header: Symbols - text: |- - You can also use: - - == is the same as. - - != is not - - == is used in `{if}` statements. - code: |- - answer = {ask} 'Do you want to learn more?' - {if} answer == 'yes' - {print} 'Go to the next adventure!' - {if} answer != 'yes' - {print} 'That is a shame!' - 4: - header: Return value - text: In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - 5: - header: Return value - text: For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - code: |- - {define} calculate_new_price {with} amount, percentage - percentage = percentage / 100 - discount_amount = amount * percentage - {return} amount - discount_amount - - old_price = {ask} 'How much is on the price tag?' - discount = {ask} 'What percentage is the discount?' - - new_price = {call} calculate_new_price {with} old_price, discount - {print} 'The new price is ' new_price ' dollar' - 6: - header: Debugging - text: Let's debug this code! - code: |- - item = 'not bought' - {print} 'I would like to buy this item' - price == {ask} 'What is the price?' - {if} price less than or the same as 10 - {print} 'Thats a great deal!' - item = 'bought' - {if} price is more than 10 {and} less than or the same as 20 - {print} 'Alright' - item = 'bought' - {if} price is more than 20 {and} less than 50 - {print} 'That is a bit much!' - {if} price is more than or the same as 50 - {print} 'No way!' - {if} item =! bought - {print} 'Shame.. I wont buy it' - {else} - {print} 'I will buy it! Thank you!' - debug: 'True' - 7: - header: Let's get to work! - text: Enjoy the adventures in level 14! - 15: - 1: - header: Welcome to level 15 - text: In this level you will learn about the `{while}` loop. - 2: - header: '{while}' - text: |- - We are going to learn a new loop, the while loop! The loop continues as long as the statement is true. So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. If the correct answer is never given, the loop will never end! - code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - 3: - header: Debugging - text: Let's debug this code! - code: |- - numbers = 1, 2 - - {for} i {in} {range} 3 {to} 50 - {add} x {to} numbers - i = + 1 - - random_number = numbers {random} - guesses = 10 - - {while} guess = 0 - answer = 'Guess my number:' - {if} answer >= random_number - {print} 'lower' - guesses = guesses -1 - {if} answer > random_number - {print} 'higher!' - guesses = guesses - {else} answer = random_number - {print} 'correct' - guesses = 10 - - debug: 'True' - 4: - header: Let's try it out! - text: Enjoy the adventures in level 15! - 16: - 1: - header: Welcome to level 16 - text: In this level you will learn about the [square brackets] and how to use them. - 2: - header: Square brackets - text: We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. The at random command can not be used anymore. - code: |- - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - 3: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Friendship test' - {subjects} = ['song', 'movie', 'food', 'drink'] - answers_player_1 = [] - answers_player_2 = [] - score = 100 - - {for} i {in} {range} 1 {to} 4 - answer = {ask} 'what is your favorite ' subjects[i] - {add} answer {to} answers_player_1 - - {print} 'Player 2, your turn!' - {for} i {in} {range} 0 {to} 4 - answer_player_2 = {ask} 'what is player 1s favorite ' subjects - {add} answer_player_2 {in} answers_player_2 - {if} answers_player_2[2] == answers_player_1[1] - {print} 'Correct!' - {else} - {print} 'Wrong!' - score = score - 25 - - {print} 'Player 2, you've scored ' score '%' - - {if} score = 100 - {print} 'You are an amazing friend' - {if} score < 100 {or} score >= 50 - {print} 'You could do better' - {else} score < 50 - {print} 'Do you even know this person?!' - debug: 'True' - 4: - text: Enjoy the adventures in level 16! - header: Let's try it out! - 17: - 1: - header: Welcome to level 17 - text: in this level you will learn how to use a colon and you will learn the elif command. - 2: - header: Colon - text: 'Now we are going to change indentation a little bit. Every time that we need an indentation, we need : at the line before the indentation.' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {else}: - {print} 'Better luck next time..' - 3: - header: Elif - text: 'In this level you can also use a new command: elif. elif is short for else if and you need it when you want to make 3 (or more!) options. Check it out!' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {elif} your_price == 'an apple pie' : - {print} 'Lovely, an apple pie!' - {else}: - {print} 'Better luck next time..' - 4: - header: Debugging - text: Let's debug this code! - code: |- - {define} ask_direction - direction = {ask} 'Where do you want to go?' - {if} direction = 'backwards' - {turn} 180 - {else} direction == 'right' - {turn} 90 - {else} direction == 'left' - {turn} 270 - {forward} 100 - - continue = 'yes' - - {while} continue == 'yes' - {print} ask_direction - {sleep} - continue = 'do you want to draw some more?' - {sleep} - debug: 'True' - 5: - header: Let's try it out! - text: Enjoy the adventures in level 17! - 18: - 1: - header: Welcome to level 18 - text: Congratulations! You have reached the last level of Hedy! The code you have created here can be copied to real Python environments like replit or PyCharm, and you can continue learning there! Note however that Python can only read English commands, so if you have been using other languages, you will need to switch to English now. - 2: - header: The Python way - text: |- - We arrived at real Python code! That means we need to use parentheses with print and range from now on. - - Also, if you want to print more than one item, you need to separate them by commas. - - The final change we will need to make to get Python code is changing ask into input. - - Click on the 'print' tab for all the examples. - editor: /hedy/18 - 3: - header: The very last adventures! - text: Enjoy the very last adventures in level 18! diff --git a/content/slides/hi.yaml b/content/slides/hi.yaml index 9c401f0cab9..0dbcf0ce9db 100644 --- a/content/slides/hi.yaml +++ b/content/slides/hi.yaml @@ -2,64 +2,25 @@ levels: 0: 1: header: Hedy में आपका स्वागत है! - text: Hedy is a programming language. 2: header: प्रोग्रामिंग - text: |- - Programming is giving instructions to a computer, using the language of the computer. - - Such a language is called a "programming language". 3: header: प्रोग्रामिंग भाषा - text: |- - Maybe you already know some programming languages? - Some examples are: - * Scratch - * Python - * HTML 4: header: प्रोग्रामिंग - text: |- - If you can program, you can do many cool things: - * Build interactive stories - * Create computer drawings and draw these on paper or fabric - * Build your own apps to use on your phone 5: header: Hedy में प्रोग्रामिंग - text: In Hedy we use special codes, like `{print}`. - code: '{print} Welcome to Hedy!' 6: header: Hedy में प्रोग्रामिंग - text: Code words will be shown in pink. - code: '{print} Welcome to Hedy!' - 7: - header: Programming in Hedy - text: We start the code with the Run code button underneath the code. - code: '{print} Welcome to Hedy!' 8: - header: Programming in Hedy text: Output appears on the left-hand side. - code: '{print} Welcome to Hedy!' 9: - header: Programming in Hedy - text: The output can also be a drawing. code: |- {forward} 100 {turn} left 1: - 1: - header: Welcome to level 1! - text: |- - We will start level 1 by making stories in Hedy! - - We need three text codes to create interactive stories. 2: header: 'Hedy level 1: {print}' - text: |- - The first code that you can use in level 1 is `{print}`. - - `{print}` is used to show text on the screen. - code: '{print} Show text on the screen' 3: header: 'Hedy level 1: {ask}' text: |- @@ -84,1112 +45,32 @@ levels: text: |- with `{print}`, `{ask}` and `{echo}` you can already create a little story. This is a good time to try the Parrot, Story and Rock, Paper Scissors adventures. - code: |- - {print} Hello! - {ask} What is your name? - {echo} hello 6: - header: Programming! text: Adventures are shown in tabs. - editor: /hedy/1 7: - header: Programming! text: The yellow arrow buttons can be used to copy examples. editor: /hedy#print_command 8: header: Drawing with the turtle text: Now that we have seen at text codes, we will now look at drawing codes next. - editor: /hedy#print_command 9: header: 'Drawing with the turtle: {forward}' text: '`{forward}` is used to move the turtle forward.' - 10: - header: 'Drawing with the turtle: {forward}' - text: '`{forward}` is used to move the turtle forward.' - code: '{forward} 50' 11: - header: 'Drawing with the turtle: {turn}' - text: '`{turn}` is used to make the turtle turn left or right.' code: |- {forward} 50 {turn} left - 12: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - I am DJ Hedy - {print} What song would you like to hear? - {ask} I like that song too! - {print} Next up... {echo} - debug: 'True' - 13: - header: Let the programming fun begin! - text: Enjoy the adventures in level 1! 2: - 1: - header: Welcome to level 2 - text: |- - In this level you will learn to use variables. - - A variable is a word that can be used to store information. - - For example: a name, age or favorite sports team. - 2: - header: Variables - text: To make or 'set' a variable we use the `{is}` command - code: |- - name {is} Hedy - age {is} 15 - {print} name is age years old 3: - header: Interactive text: |- We can also set a variable by asking questions. The answer to the question is stored in the variable. This way we don't need the `{echo}` command. - code: |- - name {is} {ask} What is your name? - {print} Hello name 4: - header: Multiple variables text: Now that we use variables, we can use multiple variables instead of just one `{echo}`command. - code: |- - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - 5: - header: Sleep - text: You can also use the `{sleep}` command to pause the code for a while. - code: |- - {print} My favorite colour is... - {sleep} 2 - {print} green! - 6: - header: Sleep 5 - text: |- - You can add a number after the `{sleep}` command if you want the pause to be longer. - - If you want, you could even use a variable instead of a number to decide the duration of the sleep command. - code: |- - pause {is} 10 - {print} My favorite colour is... - {sleep} pause - {print} green! - 7: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - {print} Welcome to the donut shop! - filling {is} What kind of filling would you like? - {print} You have chosen... Filling! Yum! - topping {ask} What kind of topping would you like? - topping is delicious! - {print} I'll go get your donut. {sleep} - {print} Here you go! A filling donut with toping! - {ask} Have a nice day! - debug: 'True' - 8: - header: Let the programming fun begin! - text: Enjoy the adventures in level 2! - 3: - 1: - header: Welcome to level 3 - text: In this level you'll learn how to make a list, add and remove items form your lists and pick a random item off that list. - 2: - header: Making a list - text: |- - You make a list with `{is}`. - - Separate the items on your list with a comma. - code: animals {is} dogs, cats, kangaroos - 3: - header: At random - text: |- - You can use the list with the `{at}` `{random}` command. - The computer will randomly pick one item of the list. - Every time you run this code the output will differ. - code: |- - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - 4: - header: At random in a sentence - text: You can use the `{at}` `{random}` command in a sentence as well. - code: |- - animals {is} dogs, cats, kangaroos - {print} My favorite animal is animals {at} {random} - 5: - header: Add to - text: |- - You can add items to a list with the `{add}` `{to}` command. - - You can choose what to add to the list or you can use the `{add}` `{to}` command in combination with the `{ask}` command. - This way you can let the player decide what to add to the list. - code: |- - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - 6: - header: Remove from - text: |- - The opposite of the `{add}` `{to}` command is the `{remove}` `{from}` command. - This command removes an item from a list. - code: |- - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - 7: - header: Debugging - text: Let's debug this code! - editor: |- - music_genres {is} rock, pop, metal, indie, jazz - chosen_genre is music {at} {random} - {print} Let's listen to chosen genre - nice {ask} Do you like that genre? - {remove} chosen_genre {from} chosen_genre - second_choice {is} music_genres - {print} or do you prefer... second_choice {at} {random} - {remove} second_choice {to} music_genres - {print} I like music_genre {random} best! - debug: 'True' - 8: - header: Let's get to work! - text: Enjoy the adventures in level 3! 4: - 1: - header: Welcome to level 4 - text: In this level you will learn how to use quotation marks. - code: '{print} ''print with quotes!''' - 2: - header: Problem - text: 'In the previous levels, you might have come across this problem:' - code: |- - name {is} Sophie - {print} My name is name - debug: 'True' - 3: - header: Fixing it with quotation marks - text: |- - In this level we will fix this problem by using quotation marks. - - This also makes our code look more like 'real' Python code. - 4: - header: Quotation marks with print - text: Each time you use the `{print}` command you need to put the text that you want to appear on the screen in quotation marks. - code: '{print} ''print with quotes!''' - 5: - header: Quotation marks with ask - text: This also goes for the `{ask}` command. - code: name {is} {ask} 'name please?' - 6: - header: Quotation marks and variables - text: |- - You do not want variable names to be printed on the screen. - This is why variables should be left out of the quotation marks, like this: - code: |- - name {is} Harry - {print} 'Hello ' name - 7: - header: Quotation marks and variables - text: |- - When variable names are used in the middle of a sentence, you have to leave the variables out of the quotation marks. - The rest of the sentence however, does need quotation marks. That looks like this: - code: |- - name {is} Harry - {print} 'Hello ' name ', how are you?' - 8: - header: Quotation marks and contractions - text: |- - Be careful! Now that you are using quotation marks, you can't use apostrophes in contractions. - - Please try to print a contraction like "you're" or "I'm" in the screen below and see what happens.... - code: '{print} ''This won''t work!''' - debug: 'True' 9: header: Ready, Set, Go! text: Enjoy the adventures in level 4! - code: |- - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'SURPRISE!' - 10: - header: Debugging - text: Let's debug this code! - code: |- - {clear} - {print} What a nice day to go to the beach! - {ask} 'Do you want to build a sandcastle or swim in the ocean?' - {print} 'You would like to activity ' - {print} 'I'd like to do that too' - {print} 'Look at these beautiful seashells!' - colors {is} 'orange, silver, white, brown' - {print} 'I love the colors {at} {random} one!' - choice {is} {ask} Which one do you like? - debug: 'True' - 11: - header: Ready, Set, Go! - text: Enjoy the adventures in level 4! - 5: - 1: - header: Welcome to level 5 - text: 'In this level you will learn to use 3 new commands: `{if}`, `{else}` and `{in}`.' - 2: - header: if - text: |- - The `{if}` command allows you to choose between two options. - In this example the computer will print 'nice' if the given answer is Hedy. - If the answer is not Hedy, the computer will do nothing. - code: |- - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - 3: - header: Don't forget to print - text: |- - When using the `{if}` command, don't forget to use the `{print}` command. - This code will not work! - code: '{if} name {is} Hedy ''nice''' - debug: 'True' - 4: - header: else - text: |- - When using an `{if}` command, you can also add an `{else}` command. - If the answer is Hedy, the computer will print 'nice'. - But if the answer is something else the computer will print 'boo' - code: '{if} name {is} Hedy {print} ''nice'' {else} {print} ''boo!''' - 5: - header: Long lines - text: |- - You might have noticed that your lines can get very long when you have both an `{if}` and an `{else}` command. - - You can choose to separate commands and put them on 2 lines, like this: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - 6: - header: Another new command - text: |- - If you have practised with the `{if}` and `{else}` commands, you can also try the `{in}` command. - - With `{in}` you can let the computer check if an item is in a list, for example: - - Please note that Hedy is case sensitive. This means that if you answer "Green" instead of "green", Hedy will print "meh". - code: |- - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - 7: - header: Debugging - text: Let's debug this code! - code: |- - {print} Welcome to HedyAir Security! - boarding_pass {is} {ask} 'Do you have your boarding pass?' - {if} bording_pass yes {print} Great! - {else} Please, get your boarding pass ready. - passport {is} 'Can I see your passport, please?' - {if} passport {is} yes 'thank you' - {else} 'You can't fly without a passport' - declare {is} {ask} Do you have anything to declare? - {if} declare {is} yes - item_to_declare {is} {ask} 'What would you like to declare' - {else} Alright - {print} Thank you. Please head to gate A22.' - debug: 'True' - 8: - header: Let's go! - text: Enjoy the adventures in level 5! - 6: - 1: - header: Welcome to level 6 - text: In this level we are adding maths to our codes. - 2: - header: Addition - text: If you want to calculate an addition, simply use the plus sign. - code: '{print} ''5 plus 5 is '' 5 + 5' - 3: - header: Subtraction - text: If you want to subtract, you can use the minus sign. - code: '{print} ''5 minus 5 is '' 5 - 5' - 4: - header: Multiplication - text: If you want to do multiplications, you can use the asterisk. - code: '{print} ''5 times 5 is '' 5 * 5' - 5: - header: Division - text: You can use the slash for division. - code: '{print} ''5 divided by 5 is '' 5 / 5' - 6: - header: Summary - text: In summary, you can use +, -, * and / to do maths. - code: |- - {print} '5 plus 5 is ' 5 + 5 - {print} '5 minus 5 is ' 5 - 5 - {print} '5 times 5 is ' 5 * 5 - {print} '5 divided by 5 is ' 5 / 5 - 7: - header: The = symbol - text: |- - From now on you can also use the = symbol instead of the `{is}` command. - This goes for both numbers and words, and it also goes after the `{if}` or `{else}` commands. - code: |- - name = Hedy - answer = 20 + 4 - 8: - header: Calculations with variables - text: 'You can use calculations with numbers, but you can also use variables to do calculations, like this:' - code: |- - number_1 = {ask} 'Fill in the first number:' - number_2 = {ask} 'Fill in the second number:' - correct_answer = number_1 * number_2 - {print} number_1 ' times ' number_2 ' is ' correct_answer - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'This is the water park ticket machine' - {print} 'Price list: Children under 12 $3, Adults $5' - {print} 'Mondays are 25% off' - amount_of_children = 'How many kids tickets would you like?' - amount_of_adults = 'How many adult tickets would you like?' - day_of_the_week = {ask} 'What day is it?' - {clear} - child_price = amount of children * 3 - adult_price = amount_of_adults + 5 - total_price = adult_price * child_price - {if} day {is} monday - total_price = total_price * 0.25 - {print} 'That will be total_price please' - debug: 'True' - 10: - header: Let's get to work! - text: Enjoy the adventures in level 6! - 7: - 1: - header: Welcome to level 7 - text: In this level you will learn how to repeat a line of code as many times a you'd like. - 2: - header: repeat 3 times - text: |- - If you want to repeat a line of code, you can use the `{repeat}` 3 `{times}` code. - If you want to repeat the line more times, simply change the number. - - For example: If you are programming a story where your character shouts for help for 5 times, it could look like this: - code: |- - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - 3: - header: Don't forget the print command - text: When using the repeat command, do not forget the `{print}` command. - code: '{repeat} 5 {times} ''Help!''' - debug: 'True' - 4: - header: Repeat an ask command - text: You can also repeat an `{ask}`, `{if}` or `{else}` command multiple times. - code: |- - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - 5: - header: Debugging - text: Let's debug this code! - code: |- - {print} You gave stranded on a desert island. - {repeat} 3 'Help!' - rescued = {ask} Has anybody come to the rescue? - {if} rescued yes {is} - {print} Lucky! - {else} {repeat} 3 {times} 'HELP!' - rescued = 'What about now?' - {if} yes - {print} 'Hurray! - {else} 'That's a shame... Oh well... time to build a shelter and find some food.' - debug: 'True' - 6: - header: Ready Set Go! - text: Enjoy the adventures in level 7! - 8: - 1: - header: Welcome to level 8 - text: In this level you will learn to use indentation to make the `{repeat}`, `{if}` and `{else}` commands work for multiple lines of code. - 2: - header: '{repeat} commands before' - text: |- - In the previous levels, the `{repeat}` command looked like this: - - You could only repeat one line of code. - code: '{repeat} 5 {times} {print} ''Help!''' - debug: 'True' - 3: - header: '{repeat} commands now' - text: |- - In this level you can repeat multiple lines of code. To do this you must tell the computer which lines belong together and should be repeated. - You do this by using indentation. - - Use 4 spaces (or one tab) at the beginning of each line that you want to repeat, like this: - code: |- - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This will be printed 5 times' - 4: - header: '{repeat} commands now' - text: |- - If you want to, you can continue after the `{repeat}` command without indentation. - The lines that do not start with indentation will not be repeated. - code: |- - {repeat} 3 {times} - {print} 'Hello!' - {print} 'We are done repeating!' - 5: - header: if and else before - text: |- - The same goes for the `{if}` and `{else}` commands. - These were the commands before: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - debug: 'True' - 6: - header: if and else now - text: |- - These are the `{if}` and `{else}` commands now. - Each line after the `{if}` and `{else}` commands start with indentation. - code: |- - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {else} - {print} 'Welcome programmer!' - 7: - header: stopping the indentation - text: Just like with the `{repeat}` command, you can stop using indentation and the lines will always be shown. Not just if the statement is true. - code: "name = {ask} 'What is your name?'\n{if} name {is} Hedy\n {print} 'Welcome Hedy'\n{else}\n {print} 'Welcome programmer!' \n{print} '3..2..1.. Start programming!'" - 8: - header: if statements inside if statements - text: |- - You might have thought of trying to put an if command inside a repeat command, or inside another if command. - For now, this is not possible yet. In the higher levels, it will be allowed, but for now let's focus on practising the `{if}` `{else}` and `{repeat}` commands with proper indentation first. - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'HedyWheels bus tickets machine' - zone_1 = Town Hall, Library, Campus, Market Place - zone_2 = Swimming Pool, Skate Park, Mall, Airport - destination = 'Where do you want to go?' - {if} destination {in} zone 1 - {print} destination 'is in zone 1' - price = 3 euros - {if} destination {is} zone_2 - {print} destination 'is in zone 2' - price = 6 - ticket_types = {ask} 'Press 1 for a single use ticket. - Press 2 for a round trip ticket:' - {if} ticket_type = 1 - {print} 'You chose a single use ticket' - {else} - {print} You chose a round trip ticket' - price * 2 - {print} 'That will be ' price ' euros please' - debug: 'True' - 10: - header: Let's check out the adventures! - text: Enjoy the adventures in level 8! - 9: - 1: - header: Welcome to level 9 - text: |- - In this level you can use multiple lines of code after an `{if}` or after a `{repeat}` command. - - You can even put a `{repeat}` command within another `{repeat}` command. - 2: - header: Multiple lines after `{repeat}` - text: You are allowed to combine `{repeat}` and `{if}` in this level. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 3: - header: Indentation matters! - text: Indentation is very important to tell the computer which lines should be repeated and which lines should only be ran once. - code: |- - {repeat} 3 {times} - {print} 'This line will be repeated...' - {print} 'This one too...' - {print} 'but this one will not!' - 4: - header: Multiple lines after `{if}` - text: You can also use multiple lines after `{if}` - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - 5: - header: Indentation matters - text: Again, indentation is still very important and can make a big difference in the code. - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - 6: - header: An `{if}` inside a `{repeat}` - text: |- - Now that you can use multiple lines of code after these command, you can also put them within each other. - Check it out: - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 7: - header: Mind the indentation - text: Mind that the fourth and sixth line of this code starts with 8 spaces of indentation. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Welcome to HedyJumps, your parachute jump adventure!' - people = {ask} 'How many people are you jumping with today? - {print} 'We'll ask all of you some questions for safety reasons.' - extra_instructions_people = a, b - {repeat} 3 {times} - name = {ask} 'What is your name?' - jumped_before = 'Have you ever done a parachute jump before, ' name '?' - {if} jumped_before no - {print} 'No worries, you'll get an extra safety instruction in room 13' - {add} name {to} extra_instructions_people - {else} - {print} 'Fun!' - {print} 'Thanks for filling in the safety questions everyone. Enjoy your jump!' - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 9! - 10: - 1: - header: Welcome to level 10 - text: 'In this level you will learn a new command: `{for}`.' - 2: - header: The for command - text: With for you can make a list and use all items on that list. `{for}` creates a block, like repeat and if so all lines in the block need to start with indentation (4 spaces). - code: |- - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - 3: - header: The for command - text: 'Here you see another example of the `{for}` command:' - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - 4: - header: Debugging - text: Let's debug this code - code: |- - {print} 'Ladies and gentlemen!' - {print} 'For one night and one night only in circus Hedy!' - acts = shoot out of a canon, walk the tightrope, pack themself in a suitcase, - people = Iris the Incredible Achmed the Amazing Francis the Fantastic - {for} people {in} acts - chosen_person {is} people {random} - chosen_person ' will ' act - {add} chosen_person {from} people - {print} 'Come and watch our show tonight!' - {print} 'Tickets are only available at the counter - debug: 'True' - 5: - header: Time to program! - text: Enjoy the adventures in level 10! - 11: - 1: - header: Welcome to level 11 - text: |- - In this level, we add a new form of the `{for}` command. In earlier levels, we used for with a list, but we can also use for with numbers. - - This way we don't need the `{repeat}` command anymore. - 2: - header: The for command - text: 'This is what the new for command looks like:' - code: |- - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - 3: - header: the variable i - text: |- - In the previous slide the variable was named 'counter', because it was counting down. - You can of course use any name for the variable you want. - The standard name for variables in this situation that is used in programming languages like Python is 'i'. - That looks like this: - code: |- - number = 10 - {for} i {in} {range} 1 {to} 10 - {print} i * number - 4: - header: Debugging - text: Let's debug this code! - code: |- - factor {is} {ask} 'Which table of multiplication do you need?' - {repeat} {for} numbers {in} {range} 1 {to} 10 {times} - {print} This is the table of multiplications for factor - {print} number ' x ' factor ' = ' i * factor - debug: 'True' - 5: - header: Let's start programming! - text: Enjoy the adventures in level 11! - 12: - 1: - header: Welcome to level 12 - text: |- - From this level on you are allowed to use decimal numbers and there are some changes to the quotation marks. - You can also use functions from this level on! - 2: - header: Quotation marks - text: |- - This level makes some changes to the usage of quotation marks. - From now on, **all texts** need to be in quotation marks. This includes values of variables, items on lists and text after {if} commands. - code: |- - name = 'Hedy the Robot' - {print} 'Hello ' name - 3: - header: Decimal numbers - text: |- - From this level on you are also allowed to use decimal numbers. This can make programs like your restaurant even better! - - Numbers do not need quotation marks. - code: |- - {print} 'decimal numbers now need to use a dot' - {print} 2.5 + 2.5 - 4: - header: Functions! - text: |- - In this level you'll learn how to use functions. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. To create a function, use define and give the function a name. Then put all the lines you want in the function in a indented block under the define line. Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use call with the function's name to call it up! We don't have to type that block of code again. - 5: - header: Twinkle Twinkle little star! - text: |- - In this program you see an example of a function. - Let's see what happens if you fill in the rest of the song! - code: |- - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} twinkle - 6: - header: Functions - text: As you could see in the example a function is a block of code that can be called anytime. You use `{define}` to set the function and `{call}` to use it. - 7: - header: Debugging - text: Let's debug this code! - code: |- - {call} new_member - {print} 'Hi new member!' - username = {ask} 'What is your username?' - password = 'What is your password?' - {print} 'Welcome to our club!' - - username = {ask} 'Please enter your username. Are you a new member? Type New Member' - {if} username = New Member - {call} new member - {else} - password = {ask} 'Please enter password' - debug: 'True' - 8: - header: Ready to try it out? - text: Enjoy the adventures in level 12! - 13: - 1: - header: Welcome to level 13 - text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two ifs but can use and and or. - From now on you could also use arguments in your functions. - 2: - header: The and command - text: |- - The `{and}` command is always used in a combination with the {if} command. - This way you can check if 2 statements are true. For example: - code: |- - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - 3: - header: The or command - text: |- - The `{or}` works in the same way as the `{and}` command, but only 1 of the two statements has to be true. - - Let's see what happens when you change the `{and}` for `{or}`. - code: |- - name = {ask} 'what is your name?' - {if} name {is} 'Hedy' {or} name {is} 'hedy' - {print} 'Welcome!!' - 4: - header: Functions with arguments - text: Now that you've learned how to use functions, you'll learn how to use a function with an **argument**. An argument is a variable that is used within a function. It is not used outside the function. - 5: - header: Example - text: |- - In this example you see how the argument 'place' is used in the function. - Run the code and change 'ocean' and 'sea' to something else, and see what happens. - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 6: - header: Example with variable - text: |- - You can also combine functions with a question. - - What happens if you make these changes: - ``` - define song with place - print 'My Bonnie is ' place - - answer is ask 'Where is my Bonnie?' - call song with answer - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 7: - header: Even more questions! - text: |- - Now we have combined even more question with the function. Type this code and see what happens. - - Note how the variables and the arguments have the same name. This is allowed. - Does it confuse you? Just use different names, that is allowed as well. - ``` - define song with name, place - print 'My ' name ' is ' place - - name is ask 'Who?' - place is ask 'Where are they?' - call song with name, place - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {define} happiness {with} name - {print} '🥳' - {play} G - {play} A - {play} B - {print} 'Party on, ' name - {define} sadness - {print} '😞' - {play} E - {play} D - {play} C - {print} 'Hope you feel better, ' name - - name = {ask} 'What is your' name '?' - mood = {ask} 'Are you happy or sad?' - {if} mood = happy - {call} happiness {with} person - {else} mood = sad - {define} sadness {to} name - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 13! - 14: - 1: - header: Welcome to level 14 - text: In this level you'll learn some new symbols that can help you improve your programs, like >. You will also learn to work with return values of a function. - 2: - header: Symbols - text: |- - These are the new symbols you can use: - - The > means bigger than... - - The >= means bigger than or the same as... - - The < means smaller than... - - The <= means smaller than or the same as... - - You can use them like this: - code: |- - age = {ask} 'How old are you?' - {if} age < 13 - {print} 'You are younger than me!' - {else} - {print} 'You are older than me!' - 3: - header: Symbols - text: |- - You can also use: - - == is the same as. - - != is not - - == is used in `{if}` statements. - code: |- - answer = {ask} 'Do you want to learn more?' - {if} answer == 'yes' - {print} 'Go to the next adventure!' - {if} answer != 'yes' - {print} 'That is a shame!' - 4: - header: Return value - text: In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - 5: - header: Return value - text: For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - code: |- - {define} calculate_new_price {with} amount, percentage - percentage = percentage / 100 - discount_amount = amount * percentage - {return} amount - discount_amount - - old_price = {ask} 'How much is on the price tag?' - discount = {ask} 'What percentage is the discount?' - - new_price = {call} calculate_new_price {with} old_price, discount - {print} 'The new price is ' new_price ' dollar' - 6: - header: Debugging - text: Let's debug this code! - code: |- - item = 'not bought' - {print} 'I would like to buy this item' - price == {ask} 'What is the price?' - {if} price less than or the same as 10 - {print} 'Thats a great deal!' - item = 'bought' - {if} price is more than 10 {and} less than or the same as 20 - {print} 'Alright' - item = 'bought' - {if} price is more than 20 {and} less than 50 - {print} 'That is a bit much!' - {if} price is more than or the same as 50 - {print} 'No way!' - {if} item =! bought - {print} 'Shame.. I wont buy it' - {else} - {print} 'I will buy it! Thank you!' - debug: 'True' - 7: - header: Let's get to work! - text: Enjoy the adventures in level 14! - 15: - 1: - header: Welcome to level 15 - text: In this level you will learn about the `{while}` loop. - 2: - header: '{while}' - text: |- - We are going to learn a new loop, the while loop! The loop continues as long as the statement is true. So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. If the correct answer is never given, the loop will never end! - code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - 3: - header: Debugging - text: Let's debug this code! - code: |- - numbers = 1, 2 - - {for} i {in} {range} 3 {to} 50 - {add} x {to} numbers - i = + 1 - - random_number = numbers {random} - guesses = 10 - - {while} guess = 0 - answer = 'Guess my number:' - {if} answer >= random_number - {print} 'lower' - guesses = guesses -1 - {if} answer > random_number - {print} 'higher!' - guesses = guesses - {else} answer = random_number - {print} 'correct' - guesses = 10 - - debug: 'True' - 4: - header: Let's try it out! - text: Enjoy the adventures in level 15! - 16: - 1: - header: Welcome to level 16 - text: In this level you will learn about the [square brackets] and how to use them. - 2: - header: Square brackets - text: We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. The at random command can not be used anymore. - code: |- - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - 3: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Friendship test' - {subjects} = ['song', 'movie', 'food', 'drink'] - answers_player_1 = [] - answers_player_2 = [] - score = 100 - - {for} i {in} {range} 1 {to} 4 - answer = {ask} 'what is your favorite ' subjects[i] - {add} answer {to} answers_player_1 - - {print} 'Player 2, your turn!' - {for} i {in} {range} 0 {to} 4 - answer_player_2 = {ask} 'what is player 1s favorite ' subjects - {add} answer_player_2 {in} answers_player_2 - {if} answers_player_2[2] == answers_player_1[1] - {print} 'Correct!' - {else} - {print} 'Wrong!' - score = score - 25 - - {print} 'Player 2, you've scored ' score '%' - - {if} score = 100 - {print} 'You are an amazing friend' - {if} score < 100 {or} score >= 50 - {print} 'You could do better' - {else} score < 50 - {print} 'Do you even know this person?!' - debug: 'True' - 4: - text: Enjoy the adventures in level 16! - header: Let's try it out! - 17: - 1: - header: Welcome to level 17 - text: in this level you will learn how to use a colon and you will learn the elif command. - 2: - header: Colon - text: 'Now we are going to change indentation a little bit. Every time that we need an indentation, we need : at the line before the indentation.' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {else}: - {print} 'Better luck next time..' - 3: - header: Elif - text: 'In this level you can also use a new command: elif. elif is short for else if and you need it when you want to make 3 (or more!) options. Check it out!' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {elif} your_price == 'an apple pie' : - {print} 'Lovely, an apple pie!' - {else}: - {print} 'Better luck next time..' - 4: - header: Debugging - text: Let's debug this code! - code: |- - {define} ask_direction - direction = {ask} 'Where do you want to go?' - {if} direction = 'backwards' - {turn} 180 - {else} direction == 'right' - {turn} 90 - {else} direction == 'left' - {turn} 270 - {forward} 100 - - continue = 'yes' - - {while} continue == 'yes' - {print} ask_direction - {sleep} - continue = 'do you want to draw some more?' - {sleep} - debug: 'True' - 5: - header: Let's try it out! - text: Enjoy the adventures in level 17! - 18: - 1: - header: Welcome to level 18 - text: Congratulations! You have reached the last level of Hedy! The code you have created here can be copied to real Python environments like replit or PyCharm, and you can continue learning there! Note however that Python can only read English commands, so if you have been using other languages, you will need to switch to English now. - 2: - header: The Python way - text: |- - We arrived at real Python code! That means we need to use parentheses with print and range from now on. - - Also, if you want to print more than one item, you need to separate them by commas. - - The final change we will need to make to get Python code is changing ask into input. - - Click on the 'print' tab for all the examples. - editor: /hedy/18 - 3: - header: The very last adventures! - text: Enjoy the very last adventures in level 18! diff --git a/content/slides/hr.yaml b/content/slides/hr.yaml index 7b9fec5d278..0967ef424bc 100644 --- a/content/slides/hr.yaml +++ b/content/slides/hr.yaml @@ -1,565 +1 @@ -levels: - 0: - 4: - text: "If you can program, you can do many cool things:\n* Build interactive stories\n* Create computer drawings and draw these on paper or fabric\n* Build your own apps to use on your phone" - header: Programming - 6: - header: Programming in Hedy - text: Code words will be shown in pink. - code: '{print} Welcome to Hedy!' - 5: - header: Programming in Hedy - text: In Hedy we use special codes, like `{print}`. - code: '{print} Welcome to Hedy!' - 8: - code: '{print} Welcome to Hedy!' - header: Programming in Hedy - text: Output appears on the right-hand side. - 9: - text: The output can also be a drawing. - header: Programming in Hedy - code: "{forward} 100\n{turn} {left}" - 7: - header: Programming in Hedy - code: '{print} Welcome to Hedy!' - text: We start the code with the Run code button underneath the code. - 3: - header: Programming Language - text: "Maybe you already know some programming languages?\nSome examples are:\n* Scratch\n* Python\n* HTML" - 2: - header: Programming - text: "Programming is giving instructions to a computer, using the language of the computer.\n\nSuch a language is called a \"programming language\"." - 1: - header: Welcome to Hedy! - text: Hedy is a programming language. - 1: - 3: - header: The {print} command - code: "{print} Welcome to Hedy!\n{print} Start programming now!" - text: "You can change the text after the print command to whatever you want.\n\nOr you could print multiple lines by adding another line of code that also starts with `{print}`." - 8: - header: Programming! - text: The yellow arrow buttons can be used to copy examples. - editor: /hedy#print_command - 7: - editor: /hedy/1 - header: Programming! - text: Adventures are shown in tabs. - 11: - text: '`{turn}` is used to make the turtle turn left or right.' - header: 'Drawing with the turtle: {turn}' - code: "{forward} 50\n{turn} {left}" - 12: - debug: 'True' - code: "I am DJ Hedy\n{print} What song would you like to hear?\n{ask} I like that song too!\n{print} Next up... {echo}" - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - 13: - text: Enjoy the adventures in level 1! - header: Let the programming fun begin! - 2: - text: "The first code that you can use in level 1 is `{print}`.\n\n`{print}` is used to show text on the screen." - code: '{print} Show text on the screen' - header: '{print}' - 1: - header: Welcome to level 1! - text: "We will start level 1 by making stories in Hedy!\n\nWe need three text codes to create interactive stories." - 5: - code: "{print} Hello!\n{ask} What is your name?\n{echo} hello" - text: "As you could see in the previous example. If you use the `{ask}` command, you can ask a question.\nThe answer, however doesn't show in the output screen.\n\nIf you do want the answer to show, you can use the final command of this level: `{echo}`.\n`{echo}` is used to repeat the answer of an `{ask}`." - header: '{echo}' - 10: - code: '{forward} 50' - text: '`{forward}` is used to move the turtle forward.' - header: 'Drawing with the turtle: {forward}' - 4: - code: "{print} Welcome to your own rock scissors paper!\n{ask} What will you choose?" - header: '{ask}' - text: "The second code that you can use in level 1 is `{ask}`.\n\n`{ask}` is used to ask a question that can be answered." - 9: - header: Drawing with the turtle - text: Now that we have seen at text codes, we will now look at drawing codes next. - 6: - text: "With `{print}`, `{ask}` and `{echo}` you can already create a little story.\nThis is a good time to try the Parrot, Story and Rock, Paper Scissors adventures." - header: Programming! - editor: /hedy/1 - 2: - 1: - header: Welcome to level 2 - text: "In this level you will learn to use variables.\n\nA variable is a word that can be used to store information.\n\nFor example: a name, age or favorite sports team." - 4: - text: Now that we use variables, we can use multiple variables instead of just one `{echo}` command. - code: "name {is} {ask} What is your name?\n{print} Hello name\nage {is} {ask} How old are you?\n{print} name is age years old." - header: Multiple variables - 2: - text: To make or 'set' a variable we use the `{is}` command - code: "name {is} Hedy\nage {is} 15\n{print} name is age years old" - header: Variables - 8: - header: Let the programming fun begin! - text: Enjoy the adventures in level 2! - 3: - code: "name {is} {ask} What is your name?\n{print} Hello name" - header: Interactive - text: "We can also set a variable by asking questions.\n\nThe answer to the question is stored in the variable.\n\nThis way we don't need the `{echo}` command." - 7: - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - debug: 'True' - header: Debugging - code: "{print} Welcome to the donut shop!\nfilling {is} What kind of filling would you like?\n{print} You have chosen... Filling! Yum!\ntopping {ask} What kind of topping would you like?\ntopping is delicious!\n{print} I'll go get your donut. {sleep}\n{print} Here you go! A filling donut with toping!\n{ask} Have a nice day!" - 5: - text: You can also use the `{sleep}` command to pause the code for a while. - header: Sleep - code: "{print} My favorite colour is...\n{sleep} 2\n{print} green!" - 6: - header: Sleep 5 - code: "pause {is} 10\n{print} My favorite colour is...\n{sleep} pause\n{print} green!" - text: "You can add a number after the `{sleep}` command if you want the pause to be longer.\n\nIf you want, you could even use a variable instead of a number to decide the duration of the sleep command." - 4: - 10: - header: Debugging - code: "{clear}\n{print} What a nice day to go to the beach!\n{ask} 'Do you want to build a sandcastle or swim in the ocean?'\n{print} 'You would like to activity '\n{print} 'I'd like to do that too'\n{print} 'Look at these beautiful seashells!'\ncolors {is} 'orange, silver, white, brown'\n{print} 'I love the colors {at} {random} one!'\nchoice {is} {ask} Which one do you like?" - debug: 'True' - text: Let's debug this code! - 8: - debug: 'True' - code: "{print} 'This won't work!'" - header: Quotation marks and contractions - text: "Be careful! Now that you are using quotation marks, you can't use apostrophes in contractions.\n\nPlease try to print a contraction like \"you're\" or \"I'm\" in the screen below and see what happens...." - 4: - code: "{print} 'print with quotes!'" - text: Each time you use the `{print}` command you need to put the text that you want to appear on the screen in quotation marks. - header: Quotation marks with print - 2: - text: 'In the previous levels, you might have come across this problem:' - header: Problem - code: "name {is} Sophie\n{print} My name is name" - debug: 'True' - 3: - text: "In this level we will fix this problem by using quotation marks.\n\nThis also makes our code look more like 'real' Python code." - header: Fixing it with quotation marks - 9: - code: "{print} '3'\n{clear}\n{print} '2'\n{clear}\n{print} '1'\n{clear}\n{print} 'SURPRISE!'" - header: Clear - text: "In this level you'll also learn the {clear} command.\nWith this command you can wipe all the text from your output screen.\n\nBe careful that you always use a sleep command too. If you don't the computer will wipe all the text before you can read it!" - 5: - header: Quotation marks with ask - text: This also goes for the `{ask}` command. - code: name {is} {ask} 'name please?' - 1: - header: Welcome to level 4 - code: "{print} 'print with quotes!'" - text: In this level you will learn how to use quotation marks. - 7: - code: "name {is} Harry\n{print} 'Hello ' name ', how are you?'" - header: Quotation marks and variables - text: "When variable names are used in the middle of a sentence, you have to leave the variables out of the quotation marks.\nThe rest of the sentence however, does need quotation marks. That looks like this:" - 11: - text: Enjoy the adventures in level 4! - header: Ready, Set, Go! - 6: - code: "name {is} Harry\n{print} 'Hello ' name" - text: "You do not want variable names to be printed on the screen.\nThis is why variables should be left out of the quotation marks, like this:" - header: Quotation marks and variables - 6: - 6: - header: Summary - text: In summary, you can use +, -, * and / to do maths. - code: "{print} '5 plus 5 is ' 5 + 5\n{print} '5 minus 5 is ' 5 - 5\n{print} '5 times 5 is ' 5 * 5\n{print} '5 divided by 5 is ' 5 / 5" - 8: - text: 'You can use calculations with numbers, but you can also use variables to do calculations, like this:' - header: Calculations with variables - code: "number_1 = {ask} 'Fill in the first number:'\nnumber_2 = {ask} 'Fill in the second number:'\ncorrect_answer = number_1 * number_2\n{print} number_1 ' times ' number_2 ' is ' correct_answer" - 9: - header: Debugging - text: Let's debug this code! - debug: 'True' - code: "{print} 'This is the water park ticket machine'\n{print} 'Price list: Children under 12 $3, Adults $5'\n{print} 'Mondays are 25% off'\namount_of_children = 'How many kids tickets would you like?'\namount_of_adults = 'How many adult tickets would you like?'\nday_of_the_week = {ask} 'What day is it?'\n{clear}\nchild_price = amount of children * 3\nadult_price = amount_of_adults + 5\ntotal_price = adult_price * child_price\n{if} day {is} monday\ntotal_price = total_price * 0.25\n{print} 'That will be total_price please'" - 7: - text: "From now on you can also use the = symbol instead of the `{is}` command.\nThis goes for both numbers and words, and it also goes after the `{if}` or `{else}` commands." - code: "name = Hedy\nanswer = 20 + 4" - header: The = symbol - 10: - header: Let's get to work! - text: Enjoy the adventures in level 6! - 2: - code: "{print} '5 plus 5 is ' 5 + 5" - header: Addition - text: If you want to calculate an addition, simply use the plus sign. - 4: - header: Multiplication - code: "{print} '5 times 5 is ' 5 * 5" - text: If you want to do multiplications, you can use the asterisk. - 5: - header: Division - text: You can use the slash for division. - code: "{print} '5 divided by 5 is ' 5 / 5" - 1: - header: Welcome to level 6 - text: In this level we are adding maths to our codes. - 3: - code: "{print} '5 minus 5 is ' 5 - 5" - text: If you want to subtract, you can use the minus sign. - header: Subtraction - 7: - 3: - text: When using the repeat command, do not forget the `{print}` command. - header: Don't forget the print command - debug: 'True' - code: "{repeat} 5 {times} 'Help!'" - 2: - code: "{print} 'The prince kept calling for help'\n{repeat} 5 {times} {print} 'Help!'\n{print} 'Why is nobody helping me?'" - text: "If you want to repeat a line of code, you can use the `{repeat}` 3 `{times}` code.\nIf you want to repeat the line more times, simply change the number.\n\nFor example: If you are programming a story where your character shouts for help for 5 times, it could look like this:" - header: repeat 3 times - 1: - text: In this level you will learn how to repeat a line of code as many times a you'd like. - header: Welcome to level 7 - 5: - header: Debugging - text: Let's debug this code! - debug: 'True' - code: "{print} You gave stranded on a desert island.\n{repeat} 3 'Help!'\nrescued = {ask} Has anybody come to the rescue?\n{if} rescued yes {is}\n{print} Lucky!\n{else} {repeat} 3 {times} 'HELP!'\nrescued = 'What about now?'\n{if} yes\n{print} 'Hurray!\n{else} 'That's a shame... Oh well... time to build a shelter and find some food.'" - 4: - text: You can also repeat an `{ask}`, `{if}` or `{else}` command multiple times. - code: "{repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?'\n{if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!'\n{else} {repeat} 3 {times} {print} 'You have learned something new!'" - header: Repeat an ask command - 6: - text: Enjoy the adventures in level 7! - header: Ready Set Go! - 8: - 9: - header: Debugging - text: Let's debug this code! - code: "{print} 'HedyWheels bus tickets machine'\nzone_1 = Town Hall, Library, Campus, Market Place\nzone_2 = Swimming Pool, Skate Park, Mall, Airport\ndestination = 'Where do you want to go?'\n{if} destination {in} zone 1\n{print} destination 'is in zone 1'\nprice = 3 euros\n {if} destination {is} zone_2\n{print} destination 'is in zone 2'\nprice = 6\nticket_types = {ask} 'Press 1 for a single use ticket.\nPress 2 for a round trip ticket:'\n{if} ticket_type = 1\n{print} 'You chose a single use ticket'\n{else}\n {print} You chose a round trip ticket'\nprice * 2\n{print} 'That will be ' price ' euros please'" - debug: 'True' - 10: - text: Enjoy the adventures in level 8! - header: Let's check out the adventures! - 7: - text: Just like with the `{repeat}` command, you can stop using indentation and the lines will always be shown. Not just if the statement is true. - code: "name = {ask} 'What is your name?'\n{if} name {is} Hedy\n {print} 'Welcome Hedy'\n{else}\n {print} 'Welcome programmer!' \n{print} '3..2..1.. Start programming!'" - header: stopping the indentation - 2: - debug: 'True' - code: "{repeat} 5 {times} {print} 'Help!'" - header: '{repeat} commands before' - text: "In the previous levels, the `{repeat}` command looked like this:\n\nYou could only repeat one line of code." - 3: - text: "In this level you can repeat multiple lines of code. To do this you must tell the computer which lines belong together and should be repeated.\nYou do this by using indentation.\n\nUse 4 spaces (or one tab) at the beginning of each line that you want to repeat, like this:" - code: "{repeat} 5 {times}\n {print} 'Hello everyone'\n {print} 'This will be printed 5 times'" - header: '{repeat} commands now' - 5: - debug: 'True' - text: "The same goes for the `{if}` and `{else}` commands.\nThese were the commands before:" - header: if and else before - code: "{if} name {is} Hedy {print} 'nice'\n{else} {print} 'boo!'" - 8: - text: "You might have thought of trying to put an if command inside a repeat command, or inside another if command.\nFor now, this is not possible yet. In the higher levels, it will be allowed, but for now let's focus on practising the `{if}` `{else}` and `{repeat}` commands with proper indentation first." - header: if statements inside if statements - 1: - header: Welcome to level 8 - text: In this level you will learn to use indentation to make the `{repeat}`, `{if}` and `{else}` commands work for multiple lines of code. - 6: - header: if and else now - text: "These are the `{if}` and `{else}` commands now.\nEach line after the `{if}` and `{else}` commands start with indentation." - code: "name = {ask} 'What is your name?'\n{if} name {is} Hedy\n {print} 'Welcome Hedy'\n{else}\n {print} 'Welcome programmer!'" - 4: - header: '{repeat} commands now' - text: "If you want to, you can continue after the `{repeat}` command without indentation.\nThe lines that do not start with indentation will not be repeated." - code: "{repeat} 3 {times}\n {print} 'Hello!'\n{print} 'We are done repeating!'" - 9: - 2: - text: You are allowed to combine `{repeat}` and `{if}` in this level. - header: Multiple lines after `{repeat}` - code: "{repeat} 3 {times}\n food = {ask} 'What do you want?'\n {if} food {is} pizza\n {print} 'nice!'\n {else}\n {print} 'pizza is better'" - 1: - header: Welcome to level 9 - text: "In this level you can use multiple lines of code after an `{if}` or after a `{repeat}` command.\n\nYou can even put a `{repeat}` command within another `{repeat}` command." - 7: - text: Mind that the fourth and sixth line of this code starts with 8 spaces of indentation. - code: "{repeat} 3 {times}\n food = {ask} 'What do you want?'\n {if} food {is} pizza\n {print} 'nice!'\n {else}\n {print} 'pizza is better'" - header: Mind the indentation - 4: - code: "continue = {ask} 'Do you want to continue?'\n{if} continue = yes\n sure = {ask} 'Are you sure?'\n {if} sure {is} yes\n {print} 'We will continue'\n {else}\n {print} 'You are not sure'\n{else}\n {print} 'You do not want to continue'" - text: You can also use multiple lines after `{if}` - header: Multiple lines after `{if}` - 8: - text: Let's debug this code! - code: "{print} 'Welcome to HedyJumps, your parachute jump adventure!'\npeople = {ask} 'How many people are you jumping with today?\n{print} 'We'll ask all of you some questions for safety reasons.'\nextra_instructions_people = a, b\n{repeat} 3 {times}\n name = {ask} 'What is your name?'\njumped_before = 'Have you ever done a parachute jump before, ' name '?'\n{if} jumped_before no\n{print} 'No worries, you'll get an extra safety instruction in room 13'\n{add} name {to} extra_instructions_people\n{else}\n{print} 'Fun!'\n{print} 'Thanks for filling in the safety questions everyone. Enjoy your jump!'" - header: Debugging - debug: 'True' - 3: - header: Indentation matters! - text: Indentation is very important to tell the computer which lines should be repeated and which lines should only be ran once. - code: "{repeat} 3 {times}\n {print} 'This line will be repeated...'\n {print} 'This one too...'\n{print} 'but this one will not!'" - 6: - code: "{repeat} 3 {times}\n food = {ask} 'What do you want?'\n {if} food {is} pizza\n {print} 'nice!'\n {else}\n {print} 'pizza is better'" - text: "Now that you can use multiple lines of code after these command, you can also put them within each other.\nCheck it out:" - header: An `{if}` inside a `{repeat}` - 5: - header: Indentation matters - code: "continue = {ask} 'Do you want to continue?'\n{if} continue = yes\n sure = {ask} 'Are you sure?'\n {if} sure {is} yes\n {print} 'We will continue'\n{else}\n {print} 'You are not sure'" - text: Again, indentation is still very important and can make a big difference in the code. - 9: - text: Enjoy the adventures in level 9! - header: Let's go! - 10: - 2: - header: The for command - code: "animals = dog, cat, blobfish\n{for} animal {in} animals\n {print} 'I love ' animal" - text: With for you can make a list and use all items on that list. `{for}` creates a block, like repeat and if so all lines in the block need to start with indentation (4 spaces). - 4: - header: Debugging - text: Let's debug this code - debug: 'True' - code: "{print} 'Ladies and gentlemen!'\n{print} 'For one night and one night only in circus Hedy!'\nacts = shoot out of a canon, walk the tightrope, pack themself in a suitcase,\npeople = Iris the Incredible Achmed the Amazing Francis the Fantastic\n {for} people {in} acts\nchosen_person {is} people {random}\n chosen_person ' will ' act\n{add} chosen_person {from} people\n{print} 'Come and watch our show tonight!'\n{print} 'Tickets are only available at the counter" - 3: - header: The for command - text: 'Here you see another example of the `{for}` command:' - code: "days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday\nnames = mom, dad, Emma, Sophie\n{for} day {in} days\n {print} names {at} {random} ' does the dishes on ' day" - 5: - header: Time to program! - text: Enjoy the adventures in level 10! - 1: - header: Welcome to level 10 - text: 'In this level you will learn a new command: `{for}`.' - 12: - 5: - header: Twinkle Twinkle little star! - code: "{define} twinkle\n {print} 'Twinkle'\n {print} '...'\n\n{call} twinkle\n{print} 'Up above the world so high'\n{print} 'Like a diamond in the sky'\n{call} twinkle" - text: "In this program you see an example of a function.\nLet's see what happens if you fill in the rest of the song!" - 3: - text: "From this level on you are also allowed to use decimal numbers. This can make programs like your restaurant even better!\n\nNumbers do not need quotation marks." - code: "{print} 'decimal numbers now need to use a dot'\n{print} 2.5 + 2.5" - header: Decimal numbers - 4: - text: "In this level you'll learn how to use functions. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. To create a function, use define and give the function a name. Then put all the lines you want in the function in a indented block under the define line. Leave one empty line in your code to make it look nice and neat. Great job! You have created a function!\n\nNow, whenever we need that block of code, we just use call with the function's name to call it up! We don't have to type that block of code again." - header: Functions! - 2: - text: "This level makes some changes to the usage of quotation marks.\nFrom now on, **all texts** need to be in quotation marks. This includes values of variables, items on lists and text after {if} commands." - code: "name = 'Hedy the Robot'\n{print} 'Hello ' name" - header: Quotation marks - 8: - text: Enjoy the adventures in level 12! - header: Ready to try it out? - 7: - debug: 'True' - text: Let's debug this code! - code: "{call} new_member\n{print} 'Hi new member!'\nusername = {ask} 'What is your username?'\npassword = 'What is your password?'\n{print} 'Welcome to our club!'\n\nusername = {ask} 'Please enter your username. Are you a new member? Type New Member'\n{if} username = New Member\n{call} new member\n {else}\n password = {ask} 'Please enter password'" - header: Debugging - 6: - text: As you could see in the example a function is a block of code that can be called anytime. You use `{define}` to set the function and `{call}` to use it. - header: Functions - 1: - header: Welcome to level 12 - text: "From this level on you are allowed to use decimal numbers and there are some changes to the quotation marks.\nYou can also use functions from this level on!" - 14: - 2: - text: "These are the new symbols you can use:\n\n The > means bigger than...\n\n The >= means bigger than or the same as...\n\n The < means smaller than...\n\n The <= means smaller than or the same as...\n\nYou can use them like this:" - code: "age = {ask} 'How old are you?'\n{if} age < 13\n {print} 'You are younger than me!'\n{else}\n {print} 'You are older than me!'" - header: Symbols - 3: - text: "You can also use:\n\n== is the same as.\n\n!= is not\n\n== is used in `{if}` statements." - header: Symbols - code: "answer = {ask} 'Do you want to learn more?'\n{if} answer == 'yes'\n {print} 'Go to the next adventure!'\n{if} answer != 'yes'\n {print} 'That is a shame!'" - 4: - header: Return value - text: In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - 5: - header: Return value - code: "{define} calculate_new_price {with} amount, percentage\n percentage = percentage / 100\n discount_amount = amount * percentage\n {return} amount - discount_amount\n\nold_price = {ask} 'How much is on the price tag?'\ndiscount = {ask} 'What percentage is the discount?'\n\nnew_price = {call} calculate_new_price {with} old_price, discount\n{print} 'The new price is ' new_price ' dollar'" - text: For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - 1: - text: In this level you'll learn some new symbols that can help you improve your programs, like >. You will also learn to work with return values of a function. - header: Welcome to level 14 - 6: - debug: 'True' - text: Let's debug this code! - code: "item = 'not bought'\n{print} 'I would like to buy this item'\nprice == {ask} 'What is the price?'\n{if} price less than or the same as 10\n {print} 'Thats a great deal!'\n item = 'bought'\n{if} price is more than 10 {and} less than or the same as 20\n {print} 'Alright'\n item = 'bought'\n{if} price is more than 20 {and} less than 50\n {print} 'That is a bit much!'\n{if} price is more than or the same as 50\n {print} 'No way!'\n{if} item =! bought\n {print} 'Shame.. I wont buy it'\n{else}\n {print} 'I will buy it! Thank you!'" - header: Debugging - 7: - header: Let's get to work! - text: Enjoy the adventures in level 14! - 15: - 3: - text: Let's debug this code! - code: "numbers = 1, 2\n\n{for} i {in} {range} 3 {to} 50\n {add} x {to} numbers\n i = + 1\n\nrandom_number = numbers {random}\nguesses = 10\n\n{while} guess = 0\n answer = 'Guess my number:'\n {if} answer >= random_number\n {print} 'lower'\n guesses = guesses -1\n {if} answer > random_number\n {print} 'higher!'\n guesses = guesses\n {else} answer = random_number\n {print} 'correct'\n guesses = 10" - debug: 'True' - header: Debugging - 4: - header: Let's try it out! - text: Enjoy the adventures in level 15! - 2: - header: '{while}' - text: "We are going to learn a new loop, the while loop! The loop continues as long as the statement is true. So don't forget to change the value in the loop.\n\nIn the example code, we continue until a correct answer has been given. If the correct answer is never given, the loop will never end!" - code: "answer = 0\n{while} answer != 25\n answer = {ask} 'What is 5 times 5?'\n{print} 'A correct answer has been given'" - 1: - text: In this level you will learn about the `{while}` loop. - header: Welcome to level 15 - 17: - 1: - header: Welcome to level 17 - text: in this level you will learn how to use a colon and you will learn the elif command. - 2: - header: Colon - text: 'Now we are going to change indentation a little bit. Every time that we need an indentation, we need : at the line before the indentation.' - code: "prices = ['1 million dollars', 'an apple pie', 'nothing']\nyour_price = prices[{random}]\n{print} 'You win ' your_price\n{if} your_price == '1 million dollars' :\n {print} 'Yeah! You are rich!'\n{else}:\n {print} 'Better luck next time..'" - 5: - header: Let's try it out! - text: Enjoy the adventures in level 17! - 4: - text: Let's debug this code! - debug: 'True' - code: "{define} ask_direction\n direction = {ask} 'Where do you want to go?'\n {if} direction = 'backwards'\n {turn} 180\n {else} direction == 'right'\n {turn} 90\n {else} direction == 'left'\n {turn} 270\n {forward} 100\n\ncontinue = 'yes'\n\n{while} continue == 'yes'\n {print} ask_direction\n {sleep}\n continue = 'do you want to draw some more?'\n {sleep}" - header: Debugging - 3: - header: Elif - code: "prices = ['1 million dollars', 'an apple pie', 'nothing']\nyour_price = prices[{random}]\n{print} 'You win ' your_price\n{if} your_price == '1 million dollars' :\n {print} 'Yeah! You are rich!'\n{elif} your_price == 'an apple pie' :\n {print} 'Lovely, an apple pie!'\n{else}:\n {print} 'Better luck next time..'" - text: 'In this level you can also use a new command: elif. elif is short for else if and you need it when you want to make 3 (or more!) options. Check it out!' - 16: - 3: - header: Debugging - code: "{print} 'Friendship test'\n{subjects} = ['song', 'movie', 'food', 'drink']\nanswers_player_1 = []\nanswers_player_2 = []\nscore = 100\n\n{for} i {in} {range} 1 {to} 4\n answer = {ask} 'what is your favorite ' subjects[i]\n{add} answer {to} answers_player_1\n\n{print} 'Player 2, your turn!'\n{for} i {in} {range} 0 {to} 4\n answer_player_2 = {ask} 'what is player 1s favorite ' subjects\n {add} answer_player_2 {in} answers_player_2\n {if} answers_player_2[2] == answers_player_1[1]\n {print} 'Correct!'\n {else}\n {print} 'Wrong!'\n score = score - 25\n\n{print} 'Player 2, you've scored ' score '%'\n\n{if} score = 100\n {print} 'You are an amazing friend'\n{if} score < 100 {or} score >= 50\n {print} 'You could do better'\n{else} score < 50\n {print} 'Do you even know this person?!'" - debug: 'True' - text: Let's debug this code! - 4: - text: Enjoy the adventures in level 16! - header: Let's try it out! - 2: - code: "friends = ['Ahmed', 'Ben', 'Cayden']\n{print} friends[1] ' is the first friend on the list.'\n{print} friends[2] ' is the second friend on the list.'\n{print} friends[3] ' is the third friend on the list.'\n#now we will match 2 lists using the variable i\nlucky_numbers = [15, 18, 6]\n{for} i {in} {range} 1 {to} 3\n {print} friends[i] 's lucky number is ' lucky_numbers[i]" - header: Square brackets - text: We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. The at random command can not be used anymore. - 1: - text: In this level you will learn about the [square brackets] and how to use them. - header: Welcome to level 16 - 3: - 8: - text: Enjoy the adventures in level 3! - header: Let's get to work! - 7: - debug: 'True' - header: Debugging - editor: "music_genres {is} rock, pop, metal, indie, jazz\nchosen_genre is music {at} {random}\n{print} Let's listen to chosen genre\nnice {ask} Do you like that genre?\n{remove} chosen_genre {from} chosen_genre\nsecond_choice {is} music_genres\n{print} or do you prefer... second_choice {at} {random}\n{remove} second_choice {to} music_genres\n{print} I like music_genre {random} best!" - text: Let's debug this code! - 6: - code: "animals {is} dog, cat, kangaroo\ndislike {is} {ask} What animal do you not like?\n{remove} dislike {from} animals\n{print} I choose animals {at} {random}" - text: "The opposite of the `{add}` `{to}` command is the `{remove}` `{from}` command.\nThis command removes an item from a list." - header: Remove from - 3: - header: At random - text: "You can use the list with the `{at}` `{random}` command.\nThe computer will randomly pick one item of the list.\nEvery time you run this code the output will differ." - code: "animals {is} dogs, cats, kangaroos\n{print} animals {at} {random}" - 2: - header: Making a list - text: "You make a list with `{is}`.\n\nSeparate the items on your list with a comma." - code: animals {is} dogs, cats, kangaroos - 4: - header: At random in a sentence - code: "animals {is} dogs, cats, kangaroos\n{print} My favorite animal is animals {at} {random}" - text: You can use the `{at}` `{random}` command in a sentence as well. - 5: - header: Add to - text: "You can add items to a list with the `{add}` `{to}` command.\n\nYou can choose what to add to the list or you can use the `{add}` `{to}` command in combination with the `{ask}` command.\nThis way you can let the player decide what to add to the list." - code: "animals {is} dog, cat, kangaroo\nlike {is} {ask} What is your favorite animal?\n{add} like {to_list} animals\n{print} I choose animals {at} {random}" - 1: - header: Welcome to level 3 - text: In this level you'll learn how to make a list, add and remove items form your lists and pick a random item off that list. - 13: - 7: - header: Even more questions! - text: "Now we have combined even more question with the function. Type this code and see what happens.\n\nNote how the variables and the arguments have the same name. This is allowed.\nDoes it confuse you? Just use different names, that is allowed as well.\n```\ndefine song with name, place\n print 'My ' name ' is ' place\n\nname is ask 'Who?'\nplace is ask 'Where are they?'\ncall song with name, place\n```" - code: "{define} song {with} place\n {print} 'My Bonnie is over the ' place\n\n{call} song {with} 'ocean'\n{call} song {with} 'sea'\n{call} song {with} 'ocean'" - 5: - text: "In this example you see how the argument 'place' is used in the function.\nRun the code and change 'ocean' and 'sea' to something else, and see what happens." - header: Example - code: "{define} song {with} place\n {print} 'My Bonnie is over the ' place\n\n{call} song {with} 'ocean'\n{call} song {with} 'sea'\n{call} song {with} 'ocean'" - 8: - code: "{define} happiness {with} name\n {print} '🥳'\n{play} G\n{play} A\n{play} B\n{print} 'Party on, ' name\n{define} sadness\n{print} '😞'\n{play} E\n{play} D\n{play} C\n{print} 'Hope you feel better, ' name\n\nname = {ask} 'What is your' name '?'\nmood = {ask} 'Are you happy or sad?'\n{if} mood = happy\n {call} happiness {with} person\n{else} mood = sad\n {define} sadness {to} name" - debug: 'True' - header: Debugging - text: Let's debug this code! - 9: - text: Enjoy the adventures in level 13! - header: Let's go! - 1: - header: Welcome to level 13 - text: "We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two ifs but can use and and or.\nFrom now on you could also use arguments in your functions." - 2: - text: "The `{and}` command is always used in a combination with the {if} command.\nThis way you can check if 2 statements are true. For example:" - header: The and command - code: "name = {ask} 'what is your name?'\nage = {ask} 'what is your age?'\n{if} name {is} 'Hedy' {and} age {is} 2\n {print} 'You are the real Hedy!'" - 6: - text: "You can also combine functions with a question.\n\nWhat happens if you make these changes:\n```\ndefine song with place\n print 'My Bonnie is ' place\n\nanswer is ask 'Where is my Bonnie?'\ncall song with answer\n```" - header: Example with variable - code: "{define} song {with} place\n {print} 'My Bonnie is over the ' place\n\n{call} song {with} 'ocean'\n{call} song {with} 'sea'\n{call} song {with} 'ocean'" - 3: - code: "name = {ask} 'what is your name?'\n{if} name {is} 'Hedy' {or} name {is} 'hedy'\n {print} 'Welcome!!'" - text: "The `{or}` works in the same way as the `{and}` command, but only 1 of the two statements has to be true.\n\nLet's see what happens when you change the `{and}` for `{or}`." - header: The or command - 4: - header: Functions with arguments - text: Now that you've learned how to use functions, you'll learn how to use a function with an **argument**. An argument is a variable that is used within a function. It is not used outside the function. - 18: - 2: - editor: /hedy/18 - text: "We arrived at real Python code! That means we need to use parentheses with print and range from now on.\n\nAlso, if you want to print more than one item, you need to separate them by commas.\n\nThe final change we will need to make to get Python code is changing ask into input.\n\nClick on the 'print' tab for all the examples." - header: The Python way - 1: - header: Welcome to level 18 - text: Congratulations! You have reached the last level of Hedy! The code you have created here can be copied to real Python environments like replit or PyCharm, and you can continue learning there! Note however that Python can only read English commands, so if you have been using other languages, you will need to switch to English now. - 3: - header: The very last adventures! - text: Enjoy the very last adventures in level 18! - 5: - 8: - text: Enjoy the adventures in level 5! - header: Let's go! - 7: - text: Let's debug this code! - header: Debugging - code: "{print} Welcome to HedyAir Security!\nboarding_pass {is} {ask} 'Do you have your boarding pass?'\n{if} bording_pass yes {print} Great!\n{else} Please, get your boarding pass ready.\npassport {is} 'Can I see your passport, please?'\n{if} passport {is} yes 'thank you'\n{else} 'You can't fly without a passport'\ndeclare {is} {ask} Do you have anything to declare?\n{if} declare {is} yes\nitem_to_declare {is} {ask} 'What would you like to declare'\n{else} Alright\n{print} Thank you. Please head to gate A22.'" - debug: 'True' - 4: - code: "{if} name {is} Hedy {print} 'nice' {else} {print} 'boo!'" - header: else - text: "When using an `{if}` command, you can also add an `{else}` command.\nIf the answer is Hedy, the computer will print 'nice'.\nBut if the answer is something else the computer will print 'boo'" - 2: - code: "name {is} {ask} 'what is your name?'\n{if} name {is} Hedy {print} 'nice'" - header: if - text: "The `{if}` command allows you to choose between two options.\nIn this example the computer will print 'nice' if the given answer is Hedy.\nIf the answer is not Hedy, the computer will do nothing." - 3: - debug: 'True' - text: "When using the `{if}` command, don't forget to use the `{print}` command.\nThis code will not work!" - header: Don't forget to print - code: "{if} name {is} Hedy 'nice'" - 5: - header: Long lines - code: "{if} name {is} Hedy {print} 'nice'\n{else} {print} 'boo!'" - text: "You might have noticed that your lines can get very long when you have both an `{if}` and an `{else}` command.\n\nYou can choose to separate commands and put them on 2 lines, like this:" - 1: - header: Welcome to level 5 - text: 'In this level you will learn to use 3 new commands: `{if}`, `{else}` and `{in}`.' - 6: - text: "If you have practised with the `{if}` and `{else}` commands, you can also try the `{in}` command.\n\nWith `{in}` you can let the computer check if an item is in a list, for example:\n\nPlease note that Hedy is case sensitive. This means that if you answer \"Green\" instead of \"green\", Hedy will print \"meh\"." - header: Another new command - code: "pretty_colors {is} green, yellow\nfavorite_color {is} {ask} 'What is your favorite color?'\n{if} favorite_color {in} pretty_colors {print} 'pretty!'\n{else} {print} 'meh'" - 11: - 1: - text: "In this level, we add a new form of the `{for}` command. In earlier levels, we used for with a list, but we can also use for with numbers.\n\nThis way we don't need the `{repeat}` command anymore." - header: Welcome to level 11 - 2: - header: The for command - code: "{for} counter {in} {range} 1 {to} 10\n {print} counter\n{print} 'Ready or not. Here I come!'" - text: 'This is what the new for command looks like:' - 4: - header: Debugging - debug: 'True' - code: "factor {is} {ask} 'Which table of multiplication do you need?'\n{repeat} {for} numbers {in} {range} 1 {to} 10 {times}\n {print} This is the table of multiplications for factor\n {print} number ' x ' factor ' = ' i * factor" - text: Let's debug this code! - 3: - code: "number = 10\n{for} i {in} {range} 1 {to} 10\n {print} i * number" - header: the variable i - text: "In the previous slide the variable was named 'counter', because it was counting down.\nYou can of course use any name for the variable you want.\nThe standard name for variables in this situation that is used in programming languages like Python is 'i'.\nThat looks like this:" - 5: - text: Enjoy the adventures in level 11! - header: Let's start programming! +{} diff --git a/content/slides/hu.yaml b/content/slides/hu.yaml index c29d97f1d14..b86d72fcdd3 100644 --- a/content/slides/hu.yaml +++ b/content/slides/hu.yaml @@ -9,57 +9,15 @@ levels: A programozás azt jelenti, hogy utasításokat adunk egy számítógépnek, olyan nyelven, amit a számítógép megért. Az ilyen nyelveket programnyelveknek nevezzük. - 3: - header: Programming Language - text: |- - Maybe you already know some programming languages? - Some examples are: - * Scratch - * Python - * HTML - 4: - header: Programming - text: |- - If you can program, you can do many cool things: - * Build interactive stories - * Create computer drawings and draw these on paper or fabric - * Build your own apps to use on your phone - 5: - header: Programming in Hedy - text: In Hedy we use special codes, like `{print}`. - code: '{print} Welcome to Hedy!' - 6: - header: Programming in Hedy - text: Code words will be shown in pink. - code: '{print} Welcome to Hedy!' - 7: - header: Programming in Hedy - text: We start the code with the Run code button underneath the code. - code: '{print} Welcome to Hedy!' 8: - header: Programming in Hedy text: Output appears on the left-hand side. - code: '{print} Welcome to Hedy!' 9: - header: Programming in Hedy - text: The output can also be a drawing. code: |- {forward} 100 {turn} left 1: - 1: - header: Welcome to level 1! - text: |- - We will start level 1 by making stories in Hedy! - - We need three text codes to create interactive stories. 2: header: 'Hedy level 1: {print}' - text: |- - The first code that you can use in level 1 is `{print}`. - - `{print}` is used to show text on the screen. - code: '{print} Show text on the screen' 3: header: 'Hedy level 1: {ask}' text: |- @@ -84,1112 +42,32 @@ levels: text: |- with `{print}`, `{ask}` and `{echo}` you can already create a little story. This is a good time to try the Parrot, Story and Rock, Paper Scissors adventures. - code: |- - {print} Hello! - {ask} What is your name? - {echo} hello 6: - header: Programming! text: Adventures are shown in tabs. - editor: /hedy/1 7: - header: Programming! text: The yellow arrow buttons can be used to copy examples. editor: /hedy#print_command 8: header: Drawing with the turtle text: Now that we have seen at text codes, we will now look at drawing codes next. - editor: /hedy#print_command 9: header: 'Drawing with the turtle: {forward}' text: '`{forward}` is used to move the turtle forward.' - 10: - header: 'Drawing with the turtle: {forward}' - text: '`{forward}` is used to move the turtle forward.' - code: '{forward} 50' 11: - header: 'Drawing with the turtle: {turn}' - text: '`{turn}` is used to make the turtle turn left or right.' code: |- {forward} 50 {turn} left - 12: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - I am DJ Hedy - {print} What song would you like to hear? - {ask} I like that song too! - {print} Next up... {echo} - debug: 'True' - 13: - header: Let the programming fun begin! - text: Enjoy the adventures in level 1! 2: - 1: - header: Welcome to level 2 - text: |- - In this level you will learn to use variables. - - A variable is a word that can be used to store information. - - For example: a name, age or favorite sports team. - 2: - header: Variables - text: To make or 'set' a variable we use the `{is}` command - code: |- - name {is} Hedy - age {is} 15 - {print} name is age years old 3: - header: Interactive text: |- We can also set a variable by asking questions. The answer to the question is stored in the variable. This way we don't need the `{echo}` command. - code: |- - name {is} {ask} What is your name? - {print} Hello name 4: - header: Multiple variables text: Now that we use variables, we can use multiple variables instead of just one `{echo}`command. - code: |- - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - 5: - header: Sleep - text: You can also use the `{sleep}` command to pause the code for a while. - code: |- - {print} My favorite colour is... - {sleep} 2 - {print} green! - 6: - header: Sleep 5 - text: |- - You can add a number after the `{sleep}` command if you want the pause to be longer. - - If you want, you could even use a variable instead of a number to decide the duration of the sleep command. - code: |- - pause {is} 10 - {print} My favorite colour is... - {sleep} pause - {print} green! - 7: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - {print} Welcome to the donut shop! - filling {is} What kind of filling would you like? - {print} You have chosen... Filling! Yum! - topping {ask} What kind of topping would you like? - topping is delicious! - {print} I'll go get your donut. {sleep} - {print} Here you go! A filling donut with toping! - {ask} Have a nice day! - debug: 'True' - 8: - header: Let the programming fun begin! - text: Enjoy the adventures in level 2! - 3: - 1: - header: Welcome to level 3 - text: In this level you'll learn how to make a list, add and remove items form your lists and pick a random item off that list. - 2: - header: Making a list - text: |- - You make a list with `{is}`. - - Separate the items on your list with a comma. - code: animals {is} dogs, cats, kangaroos - 3: - header: At random - text: |- - You can use the list with the `{at}` `{random}` command. - The computer will randomly pick one item of the list. - Every time you run this code the output will differ. - code: |- - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - 4: - header: At random in a sentence - text: You can use the `{at}` `{random}` command in a sentence as well. - code: |- - animals {is} dogs, cats, kangaroos - {print} My favorite animal is animals {at} {random} - 5: - header: Add to - text: |- - You can add items to a list with the `{add}` `{to}` command. - - You can choose what to add to the list or you can use the `{add}` `{to}` command in combination with the `{ask}` command. - This way you can let the player decide what to add to the list. - code: |- - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - 6: - header: Remove from - text: |- - The opposite of the `{add}` `{to}` command is the `{remove}` `{from}` command. - This command removes an item from a list. - code: |- - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - 7: - header: Debugging - text: Let's debug this code! - editor: |- - music_genres {is} rock, pop, metal, indie, jazz - chosen_genre is music {at} {random} - {print} Let's listen to chosen genre - nice {ask} Do you like that genre? - {remove} chosen_genre {from} chosen_genre - second_choice {is} music_genres - {print} or do you prefer... second_choice {at} {random} - {remove} second_choice {to} music_genres - {print} I like music_genre {random} best! - debug: 'True' - 8: - header: Let's get to work! - text: Enjoy the adventures in level 3! 4: - 1: - header: Welcome to level 4 - text: In this level you will learn how to use quotation marks. - code: '{print} ''print with quotes!''' - 2: - header: Problem - text: 'In the previous levels, you might have come across this problem:' - code: |- - name {is} Sophie - {print} My name is name - debug: 'True' - 3: - header: Fixing it with quotation marks - text: |- - In this level we will fix this problem by using quotation marks. - - This also makes our code look more like 'real' Python code. - 4: - header: Quotation marks with print - text: Each time you use the `{print}` command you need to put the text that you want to appear on the screen in quotation marks. - code: '{print} ''print with quotes!''' - 5: - header: Quotation marks with ask - text: This also goes for the `{ask}` command. - code: name {is} {ask} 'name please?' - 6: - header: Quotation marks and variables - text: |- - You do not want variable names to be printed on the screen. - This is why variables should be left out of the quotation marks, like this: - code: |- - name {is} Harry - {print} 'Hello ' name - 7: - header: Quotation marks and variables - text: |- - When variable names are used in the middle of a sentence, you have to leave the variables out of the quotation marks. - The rest of the sentence however, does need quotation marks. That looks like this: - code: |- - name {is} Harry - {print} 'Hello ' name ', how are you?' - 8: - header: Quotation marks and contractions - text: |- - Be careful! Now that you are using quotation marks, you can't use apostrophes in contractions. - - Please try to print a contraction like "you're" or "I'm" in the screen below and see what happens.... - code: '{print} ''This won''t work!''' - debug: 'True' 9: header: Ready, Set, Go! text: Enjoy the adventures in level 4! - code: |- - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'SURPRISE!' - 10: - header: Debugging - text: Let's debug this code! - code: |- - {clear} - {print} What a nice day to go to the beach! - {ask} 'Do you want to build a sandcastle or swim in the ocean?' - {print} 'You would like to activity ' - {print} 'I'd like to do that too' - {print} 'Look at these beautiful seashells!' - colors {is} 'orange, silver, white, brown' - {print} 'I love the colors {at} {random} one!' - choice {is} {ask} Which one do you like? - debug: 'True' - 11: - header: Ready, Set, Go! - text: Enjoy the adventures in level 4! - 5: - 1: - header: Welcome to level 5 - text: 'In this level you will learn to use 3 new commands: `{if}`, `{else}` and `{in}`.' - 2: - header: if - text: |- - The `{if}` command allows you to choose between two options. - In this example the computer will print 'nice' if the given answer is Hedy. - If the answer is not Hedy, the computer will do nothing. - code: |- - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - 3: - header: Don't forget to print - text: |- - When using the `{if}` command, don't forget to use the `{print}` command. - This code will not work! - code: '{if} name {is} Hedy ''nice''' - debug: 'True' - 4: - header: else - text: |- - When using an `{if}` command, you can also add an `{else}` command. - If the answer is Hedy, the computer will print 'nice'. - But if the answer is something else the computer will print 'boo' - code: '{if} name {is} Hedy {print} ''nice'' {else} {print} ''boo!''' - 5: - header: Long lines - text: |- - You might have noticed that your lines can get very long when you have both an `{if}` and an `{else}` command. - - You can choose to separate commands and put them on 2 lines, like this: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - 6: - header: Another new command - text: |- - If you have practised with the `{if}` and `{else}` commands, you can also try the `{in}` command. - - With `{in}` you can let the computer check if an item is in a list, for example: - - Please note that Hedy is case sensitive. This means that if you answer "Green" instead of "green", Hedy will print "meh". - code: |- - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - 7: - header: Debugging - text: Let's debug this code! - code: |- - {print} Welcome to HedyAir Security! - boarding_pass {is} {ask} 'Do you have your boarding pass?' - {if} bording_pass yes {print} Great! - {else} Please, get your boarding pass ready. - passport {is} 'Can I see your passport, please?' - {if} passport {is} yes 'thank you' - {else} 'You can't fly without a passport' - declare {is} {ask} Do you have anything to declare? - {if} declare {is} yes - item_to_declare {is} {ask} 'What would you like to declare' - {else} Alright - {print} Thank you. Please head to gate A22.' - debug: 'True' - 8: - header: Let's go! - text: Enjoy the adventures in level 5! - 6: - 1: - header: Welcome to level 6 - text: In this level we are adding maths to our codes. - 2: - header: Addition - text: If you want to calculate an addition, simply use the plus sign. - code: '{print} ''5 plus 5 is '' 5 + 5' - 3: - header: Subtraction - text: If you want to subtract, you can use the minus sign. - code: '{print} ''5 minus 5 is '' 5 - 5' - 4: - header: Multiplication - text: If you want to do multiplications, you can use the asterisk. - code: '{print} ''5 times 5 is '' 5 * 5' - 5: - header: Division - text: You can use the slash for division. - code: '{print} ''5 divided by 5 is '' 5 / 5' - 6: - header: Summary - text: In summary, you can use +, -, * and / to do maths. - code: |- - {print} '5 plus 5 is ' 5 + 5 - {print} '5 minus 5 is ' 5 - 5 - {print} '5 times 5 is ' 5 * 5 - {print} '5 divided by 5 is ' 5 / 5 - 7: - header: The = symbol - text: |- - From now on you can also use the = symbol instead of the `{is}` command. - This goes for both numbers and words, and it also goes after the `{if}` or `{else}` commands. - code: |- - name = Hedy - answer = 20 + 4 - 8: - header: Calculations with variables - text: 'You can use calculations with numbers, but you can also use variables to do calculations, like this:' - code: |- - number_1 = {ask} 'Fill in the first number:' - number_2 = {ask} 'Fill in the second number:' - correct_answer = number_1 * number_2 - {print} number_1 ' times ' number_2 ' is ' correct_answer - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'This is the water park ticket machine' - {print} 'Price list: Children under 12 $3, Adults $5' - {print} 'Mondays are 25% off' - amount_of_children = 'How many kids tickets would you like?' - amount_of_adults = 'How many adult tickets would you like?' - day_of_the_week = {ask} 'What day is it?' - {clear} - child_price = amount of children * 3 - adult_price = amount_of_adults + 5 - total_price = adult_price * child_price - {if} day {is} monday - total_price = total_price * 0.25 - {print} 'That will be total_price please' - debug: 'True' - 10: - header: Let's get to work! - text: Enjoy the adventures in level 6! - 7: - 1: - header: Welcome to level 7 - text: In this level you will learn how to repeat a line of code as many times a you'd like. - 2: - header: repeat 3 times - text: |- - If you want to repeat a line of code, you can use the `{repeat}` 3 `{times}` code. - If you want to repeat the line more times, simply change the number. - - For example: If you are programming a story where your character shouts for help for 5 times, it could look like this: - code: |- - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - 3: - header: Don't forget the print command - text: When using the repeat command, do not forget the `{print}` command. - code: '{repeat} 5 {times} ''Help!''' - debug: 'True' - 4: - header: Repeat an ask command - text: You can also repeat an `{ask}`, `{if}` or `{else}` command multiple times. - code: |- - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - 5: - header: Debugging - text: Let's debug this code! - code: |- - {print} You gave stranded on a desert island. - {repeat} 3 'Help!' - rescued = {ask} Has anybody come to the rescue? - {if} rescued yes {is} - {print} Lucky! - {else} {repeat} 3 {times} 'HELP!' - rescued = 'What about now?' - {if} yes - {print} 'Hurray! - {else} 'That's a shame... Oh well... time to build a shelter and find some food.' - debug: 'True' - 6: - header: Ready Set Go! - text: Enjoy the adventures in level 7! - 8: - 1: - header: Welcome to level 8 - text: In this level you will learn to use indentation to make the `{repeat}`, `{if}` and `{else}` commands work for multiple lines of code. - 2: - header: '{repeat} commands before' - text: |- - In the previous levels, the `{repeat}` command looked like this: - - You could only repeat one line of code. - code: '{repeat} 5 {times} {print} ''Help!''' - debug: 'True' - 3: - header: '{repeat} commands now' - text: |- - In this level you can repeat multiple lines of code. To do this you must tell the computer which lines belong together and should be repeated. - You do this by using indentation. - - Use 4 spaces (or one tab) at the beginning of each line that you want to repeat, like this: - code: |- - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This will be printed 5 times' - 4: - header: '{repeat} commands now' - text: |- - If you want to, you can continue after the `{repeat}` command without indentation. - The lines that do not start with indentation will not be repeated. - code: |- - {repeat} 3 {times} - {print} 'Hello!' - {print} 'We are done repeating!' - 5: - header: if and else before - text: |- - The same goes for the `{if}` and `{else}` commands. - These were the commands before: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - debug: 'True' - 6: - header: if and else now - text: |- - These are the `{if}` and `{else}` commands now. - Each line after the `{if}` and `{else}` commands start with indentation. - code: |- - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {else} - {print} 'Welcome programmer!' - 7: - header: stopping the indentation - text: Just like with the `{repeat}` command, you can stop using indentation and the lines will always be shown. Not just if the statement is true. - code: "name = {ask} 'What is your name?'\n{if} name {is} Hedy\n {print} 'Welcome Hedy'\n{else}\n {print} 'Welcome programmer!' \n{print} '3..2..1.. Start programming!'" - 8: - header: if statements inside if statements - text: |- - You might have thought of trying to put an if command inside a repeat command, or inside another if command. - For now, this is not possible yet. In the higher levels, it will be allowed, but for now let's focus on practising the `{if}` `{else}` and `{repeat}` commands with proper indentation first. - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'HedyWheels bus tickets machine' - zone_1 = Town Hall, Library, Campus, Market Place - zone_2 = Swimming Pool, Skate Park, Mall, Airport - destination = 'Where do you want to go?' - {if} destination {in} zone 1 - {print} destination 'is in zone 1' - price = 3 euros - {if} destination {is} zone_2 - {print} destination 'is in zone 2' - price = 6 - ticket_types = {ask} 'Press 1 for a single use ticket. - Press 2 for a round trip ticket:' - {if} ticket_type = 1 - {print} 'You chose a single use ticket' - {else} - {print} You chose a round trip ticket' - price * 2 - {print} 'That will be ' price ' euros please' - debug: 'True' - 10: - header: Let's check out the adventures! - text: Enjoy the adventures in level 8! - 9: - 1: - header: Welcome to level 9 - text: |- - In this level you can use multiple lines of code after an `{if}` or after a `{repeat}` command. - - You can even put a `{repeat}` command within another `{repeat}` command. - 2: - header: Multiple lines after `{repeat}` - text: You are allowed to combine `{repeat}` and `{if}` in this level. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 3: - header: Indentation matters! - text: Indentation is very important to tell the computer which lines should be repeated and which lines should only be ran once. - code: |- - {repeat} 3 {times} - {print} 'This line will be repeated...' - {print} 'This one too...' - {print} 'but this one will not!' - 4: - header: Multiple lines after `{if}` - text: You can also use multiple lines after `{if}` - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - 5: - header: Indentation matters - text: Again, indentation is still very important and can make a big difference in the code. - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - 6: - header: An `{if}` inside a `{repeat}` - text: |- - Now that you can use multiple lines of code after these command, you can also put them within each other. - Check it out: - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 7: - header: Mind the indentation - text: Mind that the fourth and sixth line of this code starts with 8 spaces of indentation. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Welcome to HedyJumps, your parachute jump adventure!' - people = {ask} 'How many people are you jumping with today? - {print} 'We'll ask all of you some questions for safety reasons.' - extra_instructions_people = a, b - {repeat} 3 {times} - name = {ask} 'What is your name?' - jumped_before = 'Have you ever done a parachute jump before, ' name '?' - {if} jumped_before no - {print} 'No worries, you'll get an extra safety instruction in room 13' - {add} name {to} extra_instructions_people - {else} - {print} 'Fun!' - {print} 'Thanks for filling in the safety questions everyone. Enjoy your jump!' - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 9! - 10: - 1: - header: Welcome to level 10 - text: 'In this level you will learn a new command: `{for}`.' - 2: - header: The for command - text: With for you can make a list and use all items on that list. `{for}` creates a block, like repeat and if so all lines in the block need to start with indentation (4 spaces). - code: |- - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - 3: - header: The for command - text: 'Here you see another example of the `{for}` command:' - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - 4: - header: Debugging - text: Let's debug this code - code: |- - {print} 'Ladies and gentlemen!' - {print} 'For one night and one night only in circus Hedy!' - acts = shoot out of a canon, walk the tightrope, pack themself in a suitcase, - people = Iris the Incredible Achmed the Amazing Francis the Fantastic - {for} people {in} acts - chosen_person {is} people {random} - chosen_person ' will ' act - {add} chosen_person {from} people - {print} 'Come and watch our show tonight!' - {print} 'Tickets are only available at the counter - debug: 'True' - 5: - header: Time to program! - text: Enjoy the adventures in level 10! - 11: - 1: - header: Welcome to level 11 - text: |- - In this level, we add a new form of the `{for}` command. In earlier levels, we used for with a list, but we can also use for with numbers. - - This way we don't need the `{repeat}` command anymore. - 2: - header: The for command - text: 'This is what the new for command looks like:' - code: |- - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - 3: - header: the variable i - text: |- - In the previous slide the variable was named 'counter', because it was counting down. - You can of course use any name for the variable you want. - The standard name for variables in this situation that is used in programming languages like Python is 'i'. - That looks like this: - code: |- - number = 10 - {for} i {in} {range} 1 {to} 10 - {print} i * number - 4: - header: Debugging - text: Let's debug this code! - code: |- - factor {is} {ask} 'Which table of multiplication do you need?' - {repeat} {for} numbers {in} {range} 1 {to} 10 {times} - {print} This is the table of multiplications for factor - {print} number ' x ' factor ' = ' i * factor - debug: 'True' - 5: - header: Let's start programming! - text: Enjoy the adventures in level 11! - 12: - 1: - header: Welcome to level 12 - text: |- - From this level on you are allowed to use decimal numbers and there are some changes to the quotation marks. - You can also use functions from this level on! - 2: - header: Quotation marks - text: |- - This level makes some changes to the usage of quotation marks. - From now on, **all texts** need to be in quotation marks. This includes values of variables, items on lists and text after {if} commands. - code: |- - name = 'Hedy the Robot' - {print} 'Hello ' name - 3: - header: Decimal numbers - text: |- - From this level on you are also allowed to use decimal numbers. This can make programs like your restaurant even better! - - Numbers do not need quotation marks. - code: |- - {print} 'decimal numbers now need to use a dot' - {print} 2.5 + 2.5 - 4: - header: Functions! - text: |- - In this level you'll learn how to use functions. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. To create a function, use define and give the function a name. Then put all the lines you want in the function in a indented block under the define line. Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use call with the function's name to call it up! We don't have to type that block of code again. - 5: - header: Twinkle Twinkle little star! - text: |- - In this program you see an example of a function. - Let's see what happens if you fill in the rest of the song! - code: |- - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} twinkle - 6: - header: Functions - text: As you could see in the example a function is a block of code that can be called anytime. You use `{define}` to set the function and `{call}` to use it. - 7: - header: Debugging - text: Let's debug this code! - code: |- - {call} new_member - {print} 'Hi new member!' - username = {ask} 'What is your username?' - password = 'What is your password?' - {print} 'Welcome to our club!' - - username = {ask} 'Please enter your username. Are you a new member? Type New Member' - {if} username = New Member - {call} new member - {else} - password = {ask} 'Please enter password' - debug: 'True' - 8: - header: Ready to try it out? - text: Enjoy the adventures in level 12! - 13: - 1: - header: Welcome to level 13 - text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two ifs but can use and and or. - From now on you could also use arguments in your functions. - 2: - header: The and command - text: |- - The `{and}` command is always used in a combination with the {if} command. - This way you can check if 2 statements are true. For example: - code: |- - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - 3: - header: The or command - text: |- - The `{or}` works in the same way as the `{and}` command, but only 1 of the two statements has to be true. - - Let's see what happens when you change the `{and}` for `{or}`. - code: |- - name = {ask} 'what is your name?' - {if} name {is} 'Hedy' {or} name {is} 'hedy' - {print} 'Welcome!!' - 4: - header: Functions with arguments - text: Now that you've learned how to use functions, you'll learn how to use a function with an **argument**. An argument is a variable that is used within a function. It is not used outside the function. - 5: - header: Example - text: |- - In this example you see how the argument 'place' is used in the function. - Run the code and change 'ocean' and 'sea' to something else, and see what happens. - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 6: - header: Example with variable - text: |- - You can also combine functions with a question. - - What happens if you make these changes: - ``` - define song with place - print 'My Bonnie is ' place - - answer is ask 'Where is my Bonnie?' - call song with answer - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 7: - header: Even more questions! - text: |- - Now we have combined even more question with the function. Type this code and see what happens. - - Note how the variables and the arguments have the same name. This is allowed. - Does it confuse you? Just use different names, that is allowed as well. - ``` - define song with name, place - print 'My ' name ' is ' place - - name is ask 'Who?' - place is ask 'Where are they?' - call song with name, place - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {define} happiness {with} name - {print} '🥳' - {play} G - {play} A - {play} B - {print} 'Party on, ' name - {define} sadness - {print} '😞' - {play} E - {play} D - {play} C - {print} 'Hope you feel better, ' name - - name = {ask} 'What is your' name '?' - mood = {ask} 'Are you happy or sad?' - {if} mood = happy - {call} happiness {with} person - {else} mood = sad - {define} sadness {to} name - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 13! - 14: - 1: - header: Welcome to level 14 - text: In this level you'll learn some new symbols that can help you improve your programs, like >. You will also learn to work with return values of a function. - 2: - header: Symbols - text: |- - These are the new symbols you can use: - - The > means bigger than... - - The >= means bigger than or the same as... - - The < means smaller than... - - The <= means smaller than or the same as... - - You can use them like this: - code: |- - age = {ask} 'How old are you?' - {if} age < 13 - {print} 'You are younger than me!' - {else} - {print} 'You are older than me!' - 3: - header: Symbols - text: |- - You can also use: - - == is the same as. - - != is not - - == is used in `{if}` statements. - code: |- - answer = {ask} 'Do you want to learn more?' - {if} answer == 'yes' - {print} 'Go to the next adventure!' - {if} answer != 'yes' - {print} 'That is a shame!' - 4: - header: Return value - text: In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - 5: - header: Return value - text: For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - code: |- - {define} calculate_new_price {with} amount, percentage - percentage = percentage / 100 - discount_amount = amount * percentage - {return} amount - discount_amount - - old_price = {ask} 'How much is on the price tag?' - discount = {ask} 'What percentage is the discount?' - - new_price = {call} calculate_new_price {with} old_price, discount - {print} 'The new price is ' new_price ' dollar' - 6: - header: Debugging - text: Let's debug this code! - code: |- - item = 'not bought' - {print} 'I would like to buy this item' - price == {ask} 'What is the price?' - {if} price less than or the same as 10 - {print} 'Thats a great deal!' - item = 'bought' - {if} price is more than 10 {and} less than or the same as 20 - {print} 'Alright' - item = 'bought' - {if} price is more than 20 {and} less than 50 - {print} 'That is a bit much!' - {if} price is more than or the same as 50 - {print} 'No way!' - {if} item =! bought - {print} 'Shame.. I wont buy it' - {else} - {print} 'I will buy it! Thank you!' - debug: 'True' - 7: - header: Let's get to work! - text: Enjoy the adventures in level 14! - 15: - 1: - header: Welcome to level 15 - text: In this level you will learn about the `{while}` loop. - 2: - header: '{while}' - text: |- - We are going to learn a new loop, the while loop! The loop continues as long as the statement is true. So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. If the correct answer is never given, the loop will never end! - code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - 3: - header: Debugging - text: Let's debug this code! - code: |- - numbers = 1, 2 - - {for} i {in} {range} 3 {to} 50 - {add} x {to} numbers - i = + 1 - - random_number = numbers {random} - guesses = 10 - - {while} guess = 0 - answer = 'Guess my number:' - {if} answer >= random_number - {print} 'lower' - guesses = guesses -1 - {if} answer > random_number - {print} 'higher!' - guesses = guesses - {else} answer = random_number - {print} 'correct' - guesses = 10 - - debug: 'True' - 4: - header: Let's try it out! - text: Enjoy the adventures in level 15! - 16: - 1: - header: Welcome to level 16 - text: In this level you will learn about the [square brackets] and how to use them. - 2: - header: Square brackets - text: We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. The at random command can not be used anymore. - code: |- - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - 3: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Friendship test' - {subjects} = ['song', 'movie', 'food', 'drink'] - answers_player_1 = [] - answers_player_2 = [] - score = 100 - - {for} i {in} {range} 1 {to} 4 - answer = {ask} 'what is your favorite ' subjects[i] - {add} answer {to} answers_player_1 - - {print} 'Player 2, your turn!' - {for} i {in} {range} 0 {to} 4 - answer_player_2 = {ask} 'what is player 1s favorite ' subjects - {add} answer_player_2 {in} answers_player_2 - {if} answers_player_2[2] == answers_player_1[1] - {print} 'Correct!' - {else} - {print} 'Wrong!' - score = score - 25 - - {print} 'Player 2, you've scored ' score '%' - - {if} score = 100 - {print} 'You are an amazing friend' - {if} score < 100 {or} score >= 50 - {print} 'You could do better' - {else} score < 50 - {print} 'Do you even know this person?!' - debug: 'True' - 4: - header: Let's try it out! - text: Enjoy the adventures in level 16! - 17: - 1: - header: Welcome to level 17 - text: in this level you will learn how to use a colon and you will learn the elif command. - 2: - header: Colon - text: 'Now we are going to change indentation a little bit. Every time that we need an indentation, we need : at the line before the indentation.' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {else}: - {print} 'Better luck next time..' - 3: - header: Elif - text: 'In this level you can also use a new command: elif. elif is short for else if and you need it when you want to make 3 (or more!) options. Check it out!' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {elif} your_price == 'an apple pie' : - {print} 'Lovely, an apple pie!' - {else}: - {print} 'Better luck next time..' - 4: - header: Debugging - text: Let's debug this code! - code: |- - {define} ask_direction - direction = {ask} 'Where do you want to go?' - {if} direction = 'backwards' - {turn} 180 - {else} direction == 'right' - {turn} 90 - {else} direction == 'left' - {turn} 270 - {forward} 100 - - continue = 'yes' - - {while} continue == 'yes' - {print} ask_direction - {sleep} - continue = 'do you want to draw some more?' - {sleep} - debug: 'True' - 5: - header: Let's try it out! - text: Enjoy the adventures in level 17! - 18: - 1: - header: Welcome to level 18 - text: Congratulations! You have reached the last level of Hedy! The code you have created here can be copied to real Python environments like replit or PyCharm, and you can continue learning there! Note however that Python can only read English commands, so if you have been using other languages, you will need to switch to English now. - 2: - header: The Python way - text: |- - We arrived at real Python code! That means we need to use parentheses with print and range from now on. - - Also, if you want to print more than one item, you need to separate them by commas. - - The final change we will need to make to get Python code is changing ask into input. - - Click on the 'print' tab for all the examples. - editor: /hedy/18 - 3: - header: The very last adventures! - text: Enjoy the very last adventures in level 18! diff --git a/content/slides/ia.yaml b/content/slides/ia.yaml index 4db210368e2..0967ef424bc 100644 --- a/content/slides/ia.yaml +++ b/content/slides/ia.yaml @@ -1,1203 +1 @@ -levels: - 0: - 1: - header: Welcome to Hedy! - text: Hedy is a programming language. - 2: - header: Programming - text: |- - Programming is giving instructions to a computer, using the language of the computer. - - Such a language is called a "programming language". - 3: - header: Programming Language - text: |- - Maybe you already know some programming languages? - Some examples are: - * Scratch - * Python - * HTML - 4: - header: Programming - text: |- - If you can program, you can do many cool things: - * Build interactive stories - * Create computer drawings and draw these on paper or fabric - * Build your own apps to use on your phone - 5: - header: Programming in Hedy - text: In Hedy we use special codes, like `{print}`. - code: '{print} Welcome to Hedy!' - 6: - header: Programming in Hedy - text: Code words will be shown in pink. - code: '{print} Welcome to Hedy!' - 7: - header: Programming in Hedy - text: We start the code with the Run code button underneath the code. - code: '{print} Welcome to Hedy!' - 8: - header: Programming in Hedy - text: Output appears on the right-hand side. - code: '{print} Welcome to Hedy!' - 9: - header: Programming in Hedy - text: The output can also be a drawing. - code: |- - {forward} 100 - {turn} {left} - 1: - 1: - header: Welcome to level 1! - text: |- - We will start level 1 by making stories in Hedy! - - We need three text codes to create interactive stories. - 2: - header: '{print}' - text: |- - The first code that you can use in level 1 is `{print}`. - - `{print}` is used to show text on the screen. - code: '{print} Show text on the screen' - 3: - header: The {print} command - text: |- - You can change the text after the print command to whatever you want. - - Or you could print multiple lines by adding another line of code that also starts with `{print}`. - code: |- - {print} Welcome to Hedy! - {print} Start programming now! - 4: - header: '{ask}' - text: |- - The second code that you can use in level 1 is `{ask}`. - - `{ask}` is used to ask a question that can be answered. - code: |- - {print} Welcome to your own rock scissors paper! - {ask} What will you choose? - 5: - header: '{echo}' - text: |- - As you could see in the previous example. If you use the `{ask}` command, you can ask a question. - The answer, however doesn't show in the output screen. - - If you do want the answer to show, you can use the final command of this level: `{echo}`. - `{echo}` is used to repeat the answer of an `{ask}`. - code: |- - {print} Hello! - {ask} What is your name? - {echo} hello - 6: - header: Programming! - text: |- - With `{print}`, `{ask}` and `{echo}` you can already create a little story. - This is a good time to try the Parrot, Story and Rock, Paper Scissors adventures. - editor: /hedy/1 - 7: - header: Programming! - text: Adventures are shown in tabs. - editor: /hedy/1 - 8: - header: Programming! - text: The yellow arrow buttons can be used to copy examples. - editor: /hedy#print_command - 9: - header: Drawing with the turtle - text: Now that we have seen at text codes, we will now look at drawing codes next. - 10: - header: 'Drawing with the turtle: {forward}' - text: '`{forward}` is used to move the turtle forward.' - code: '{forward} 50' - 11: - header: 'Drawing with the turtle: {turn}' - text: '`{turn}` is used to make the turtle turn left or right.' - code: |- - {forward} 50 - {turn} {left} - 12: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - I am DJ Hedy - {print} What song would you like to hear? - {ask} I like that song too! - {print} Next up... {echo} - debug: 'True' - 13: - header: Let the programming fun begin! - text: Enjoy the adventures in level 1! - 2: - 1: - header: Welcome to level 2 - text: |- - In this level you will learn to use variables. - - A variable is a word that can be used to store information. - - For example: a name, age or favorite sports team. - 2: - header: Variables - text: To make or 'set' a variable we use the `{is}` command - code: |- - name {is} Hedy - age {is} 15 - {print} name is age years old - 3: - header: Interactive - text: |- - We can also set a variable by asking questions. - - The answer to the question is stored in the variable. - - This way we don't need the `{echo}` command. - code: |- - name {is} {ask} What is your name? - {print} Hello name - 4: - header: Multiple variables - text: Now that we use variables, we can use multiple variables instead of just one `{echo}` command. - code: |- - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - 5: - header: Sleep - text: You can also use the `{sleep}` command to pause the code for a while. - code: |- - {print} My favorite colour is... - {sleep} 2 - {print} green! - 6: - header: Sleep 5 - text: |- - You can add a number after the `{sleep}` command if you want the pause to be longer. - - If you want, you could even use a variable instead of a number to decide the duration of the sleep command. - code: |- - pause {is} 10 - {print} My favorite colour is... - {sleep} pause - {print} green! - 7: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - {print} Welcome to the donut shop! - filling {is} What kind of filling would you like? - {print} You have chosen... Filling! Yum! - topping {ask} What kind of topping would you like? - topping is delicious! - {print} I'll go get your donut. {sleep} - {print} Here you go! A filling donut with toping! - {ask} Have a nice day! - debug: 'True' - 8: - header: Let the programming fun begin! - text: Enjoy the adventures in level 2! - 3: - 1: - header: Welcome to level 3 - text: In this level you'll learn how to make a list, add and remove items form your lists and pick a random item off that list. - 2: - header: Making a list - text: |- - You make a list with `{is}`. - - Separate the items on your list with a comma. - code: animals {is} dogs, cats, kangaroos - 3: - header: At random - text: |- - You can use the list with the `{at}` `{random}` command. - The computer will randomly pick one item of the list. - Every time you run this code the output will differ. - code: |- - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - 4: - header: At random in a sentence - text: You can use the `{at}` `{random}` command in a sentence as well. - code: |- - animals {is} dogs, cats, kangaroos - {print} My favorite animal is animals {at} {random} - 5: - header: Add to - text: |- - You can add items to a list with the `{add}` `{to}` command. - - You can choose what to add to the list or you can use the `{add}` `{to}` command in combination with the `{ask}` command. - This way you can let the player decide what to add to the list. - code: |- - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - 6: - header: Remove from - text: |- - The opposite of the `{add}` `{to}` command is the `{remove}` `{from}` command. - This command removes an item from a list. - code: |- - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - 7: - header: Debugging - text: Let's debug this code! - editor: |- - music_genres {is} rock, pop, metal, indie, jazz - chosen_genre is music {at} {random} - {print} Let's listen to chosen genre - nice {ask} Do you like that genre? - {remove} chosen_genre {from} chosen_genre - second_choice {is} music_genres - {print} or do you prefer... second_choice {at} {random} - {remove} second_choice {to} music_genres - {print} I like music_genre {random} best! - debug: 'True' - 8: - header: Let's get to work! - text: Enjoy the adventures in level 3! - 4: - 1: - header: Welcome to level 4 - text: In this level you will learn how to use quotation marks. - code: '{print} ''print with quotes!''' - 2: - header: Problem - text: 'In the previous levels, you might have come across this problem:' - code: |- - name {is} Sophie - {print} My name is name - debug: 'True' - 3: - header: Fixing it with quotation marks - text: |- - In this level we will fix this problem by using quotation marks. - - This also makes our code look more like 'real' Python code. - 4: - header: Quotation marks with print - text: Each time you use the `{print}` command you need to put the text that you want to appear on the screen in quotation marks. - code: '{print} ''print with quotes!''' - 5: - header: Quotation marks with ask - text: This also goes for the `{ask}` command. - code: name {is} {ask} 'name please?' - 6: - header: Quotation marks and variables - text: |- - You do not want variable names to be printed on the screen. - This is why variables should be left out of the quotation marks, like this: - code: |- - name {is} Harry - {print} 'Hello ' name - 7: - header: Quotation marks and variables - text: |- - When variable names are used in the middle of a sentence, you have to leave the variables out of the quotation marks. - The rest of the sentence however, does need quotation marks. That looks like this: - code: |- - name {is} Harry - {print} 'Hello ' name ', how are you?' - 8: - header: Quotation marks and contractions - text: |- - Be careful! Now that you are using quotation marks, you can't use apostrophes in contractions. - - Please try to print a contraction like "you're" or "I'm" in the screen below and see what happens.... - code: '{print} ''This won''t work!''' - debug: 'True' - 9: - header: Clear - text: |- - In this level you'll also learn the {clear} command. - With this command you can wipe all the text from your output screen. - - Be careful that you always use a sleep command too. If you don't the computer will wipe all the text before you can read it! - code: |- - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'SURPRISE!' - 10: - header: Debugging - text: Let's debug this code! - code: |- - {clear} - {print} What a nice day to go to the beach! - {ask} 'Do you want to build a sandcastle or swim in the ocean?' - {print} 'You would like to activity ' - {print} 'I'd like to do that too' - {print} 'Look at these beautiful seashells!' - colors {is} 'orange, silver, white, brown' - {print} 'I love the colors {at} {random} one!' - choice {is} {ask} Which one do you like? - debug: 'True' - 11: - header: Ready, Set, Go! - text: Enjoy the adventures in level 4! - 5: - 1: - header: Welcome to level 5 - text: 'In this level you will learn to use 3 new commands: `{if}`, `{else}` and `{in}`.' - 2: - header: if - text: |- - The `{if}` command allows you to choose between two options. - In this example the computer will print 'nice' if the given answer is Hedy. - If the answer is not Hedy, the computer will do nothing. - code: |- - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - 3: - header: Don't forget to print - text: |- - When using the `{if}` command, don't forget to use the `{print}` command. - This code will not work! - code: '{if} name {is} Hedy ''nice''' - debug: 'True' - 4: - header: else - text: |- - When using an `{if}` command, you can also add an `{else}` command. - If the answer is Hedy, the computer will print 'nice'. - But if the answer is something else the computer will print 'boo' - code: '{if} name {is} Hedy {print} ''nice'' {else} {print} ''boo!''' - 5: - header: Long lines - text: |- - You might have noticed that your lines can get very long when you have both an `{if}` and an `{else}` command. - - You can choose to separate commands and put them on 2 lines, like this: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - 6: - header: Another new command - text: |- - If you have practised with the `{if}` and `{else}` commands, you can also try the `{in}` command. - - With `{in}` you can let the computer check if an item is in a list, for example: - - Please note that Hedy is case sensitive. This means that if you answer "Green" instead of "green", Hedy will print "meh". - code: |- - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - 7: - header: Debugging - text: Let's debug this code! - code: |- - {print} Welcome to HedyAir Security! - boarding_pass {is} {ask} 'Do you have your boarding pass?' - {if} bording_pass yes {print} Great! - {else} Please, get your boarding pass ready. - passport {is} 'Can I see your passport, please?' - {if} passport {is} yes 'thank you' - {else} 'You can't fly without a passport' - declare {is} {ask} Do you have anything to declare? - {if} declare {is} yes - item_to_declare {is} {ask} 'What would you like to declare' - {else} Alright - {print} Thank you. Please head to gate A22.' - debug: 'True' - 8: - header: Let's go! - text: Enjoy the adventures in level 5! - 6: - 1: - header: Welcome to level 6 - text: In this level we are adding maths to our codes. - 2: - header: Addition - text: If you want to calculate an addition, simply use the plus sign. - code: '{print} ''5 plus 5 is '' 5 + 5' - 3: - header: Subtraction - text: If you want to subtract, you can use the minus sign. - code: '{print} ''5 minus 5 is '' 5 - 5' - 4: - header: Multiplication - text: If you want to do multiplications, you can use the asterisk. - code: '{print} ''5 times 5 is '' 5 * 5' - 5: - header: Division - text: You can use the slash for division. - code: '{print} ''5 divided by 5 is '' 5 / 5' - 6: - header: Summary - text: In summary, you can use +, -, * and / to do maths. - code: |- - {print} '5 plus 5 is ' 5 + 5 - {print} '5 minus 5 is ' 5 - 5 - {print} '5 times 5 is ' 5 * 5 - {print} '5 divided by 5 is ' 5 / 5 - 7: - header: The = symbol - text: |- - From now on you can also use the = symbol instead of the `{is}` command. - This goes for both numbers and words, and it also goes after the `{if}` or `{else}` commands. - code: |- - name = Hedy - answer = 20 + 4 - 8: - header: Calculations with variables - text: 'You can use calculations with numbers, but you can also use variables to do calculations, like this:' - code: |- - number_1 = {ask} 'Fill in the first number:' - number_2 = {ask} 'Fill in the second number:' - correct_answer = number_1 * number_2 - {print} number_1 ' times ' number_2 ' is ' correct_answer - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'This is the water park ticket machine' - {print} 'Price list: Children under 12 $3, Adults $5' - {print} 'Mondays are 25% off' - amount_of_children = 'How many kids tickets would you like?' - amount_of_adults = 'How many adult tickets would you like?' - day_of_the_week = {ask} 'What day is it?' - {clear} - child_price = amount of children * 3 - adult_price = amount_of_adults + 5 - total_price = adult_price * child_price - {if} day {is} monday - total_price = total_price * 0.25 - {print} 'That will be total_price please' - debug: 'True' - 10: - header: Let's get to work! - text: Enjoy the adventures in level 6! - 7: - 1: - header: Welcome to level 7 - text: In this level you will learn how to repeat a line of code as many times a you'd like. - 2: - header: repeat 3 times - text: |- - If you want to repeat a line of code, you can use the `{repeat}` 3 `{times}` code. - If you want to repeat the line more times, simply change the number. - - For example: If you are programming a story where your character shouts for help for 5 times, it could look like this: - code: |- - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - 3: - header: Don't forget the print command - text: When using the repeat command, do not forget the `{print}` command. - code: '{repeat} 5 {times} ''Help!''' - debug: 'True' - 4: - header: Repeat an ask command - text: You can also repeat an `{ask}`, `{if}` or `{else}` command multiple times. - code: |- - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - 5: - header: Debugging - text: Let's debug this code! - code: |- - {print} You gave stranded on a desert island. - {repeat} 3 'Help!' - rescued = {ask} Has anybody come to the rescue? - {if} rescued yes {is} - {print} Lucky! - {else} {repeat} 3 {times} 'HELP!' - rescued = 'What about now?' - {if} yes - {print} 'Hurray! - {else} 'That's a shame... Oh well... time to build a shelter and find some food.' - debug: 'True' - 6: - header: Ready Set Go! - text: Enjoy the adventures in level 7! - 8: - 1: - header: Welcome to level 8 - text: In this level you will learn to use indentation to make the `{repeat}`, `{if}` and `{else}` commands work for multiple lines of code. - 2: - header: '{repeat} commands before' - text: |- - In the previous levels, the `{repeat}` command looked like this: - - You could only repeat one line of code. - code: '{repeat} 5 {times} {print} ''Help!''' - debug: 'True' - 3: - header: '{repeat} commands now' - text: |- - In this level you can repeat multiple lines of code. To do this you must tell the computer which lines belong together and should be repeated. - You do this by using indentation. - - Use 4 spaces (or one tab) at the beginning of each line that you want to repeat, like this: - code: |- - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This will be printed 5 times' - 4: - header: '{repeat} commands now' - text: |- - If you want to, you can continue after the `{repeat}` command without indentation. - The lines that do not start with indentation will not be repeated. - code: |- - {repeat} 3 {times} - {print} 'Hello!' - {print} 'We are done repeating!' - 5: - header: if and else before - text: |- - The same goes for the `{if}` and `{else}` commands. - These were the commands before: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - debug: 'True' - 6: - header: if and else now - text: |- - These are the `{if}` and `{else}` commands now. - Each line after the `{if}` and `{else}` commands start with indentation. - code: |- - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {else} - {print} 'Welcome programmer!' - 7: - header: stopping the indentation - text: Just like with the `{repeat}` command, you can stop using indentation and the lines will always be shown. Not just if the statement is true. - code: "name = {ask} 'What is your name?'\n{if} name {is} Hedy\n {print} 'Welcome Hedy'\n{else}\n {print} 'Welcome programmer!' \n{print} '3..2..1.. Start programming!'" - 8: - header: if statements inside if statements - text: |- - You might have thought of trying to put an if command inside a repeat command, or inside another if command. - For now, this is not possible yet. In the higher levels, it will be allowed, but for now let's focus on practising the `{if}` `{else}` and `{repeat}` commands with proper indentation first. - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'HedyWheels bus tickets machine' - zone_1 = Town Hall, Library, Campus, Market Place - zone_2 = Swimming Pool, Skate Park, Mall, Airport - destination = 'Where do you want to go?' - {if} destination {in} zone 1 - {print} destination 'is in zone 1' - price = 3 euros - {if} destination {is} zone_2 - {print} destination 'is in zone 2' - price = 6 - ticket_types = {ask} 'Press 1 for a single use ticket. - Press 2 for a round trip ticket:' - {if} ticket_type = 1 - {print} 'You chose a single use ticket' - {else} - {print} You chose a round trip ticket' - price * 2 - {print} 'That will be ' price ' euros please' - debug: 'True' - 10: - header: Let's check out the adventures! - text: Enjoy the adventures in level 8! - 9: - 1: - header: Welcome to level 9 - text: |- - In this level you can use multiple lines of code after an `{if}` or after a `{repeat}` command. - - You can even put a `{repeat}` command within another `{repeat}` command. - 2: - header: Multiple lines after `{repeat}` - text: You are allowed to combine `{repeat}` and `{if}` in this level. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 3: - header: Indentation matters! - text: Indentation is very important to tell the computer which lines should be repeated and which lines should only be ran once. - code: |- - {repeat} 3 {times} - {print} 'This line will be repeated...' - {print} 'This one too...' - {print} 'but this one will not!' - 4: - header: Multiple lines after `{if}` - text: You can also use multiple lines after `{if}` - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - 5: - header: Indentation matters - text: Again, indentation is still very important and can make a big difference in the code. - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - 6: - header: An `{if}` inside a `{repeat}` - text: |- - Now that you can use multiple lines of code after these command, you can also put them within each other. - Check it out: - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 7: - header: Mind the indentation - text: Mind that the fourth and sixth line of this code starts with 8 spaces of indentation. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Welcome to HedyJumps, your parachute jump adventure!' - people = {ask} 'How many people are you jumping with today? - {print} 'We'll ask all of you some questions for safety reasons.' - extra_instructions_people = a, b - {repeat} 3 {times} - name = {ask} 'What is your name?' - jumped_before = 'Have you ever done a parachute jump before, ' name '?' - {if} jumped_before no - {print} 'No worries, you'll get an extra safety instruction in room 13' - {add} name {to} extra_instructions_people - {else} - {print} 'Fun!' - {print} 'Thanks for filling in the safety questions everyone. Enjoy your jump!' - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 9! - 10: - 1: - header: Welcome to level 10 - text: 'In this level you will learn a new command: `{for}`.' - 2: - header: The for command - text: With for you can make a list and use all items on that list. `{for}` creates a block, like repeat and if so all lines in the block need to start with indentation (4 spaces). - code: |- - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - 3: - header: The for command - text: 'Here you see another example of the `{for}` command:' - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - 4: - header: Debugging - text: Let's debug this code - code: |- - {print} 'Ladies and gentlemen!' - {print} 'For one night and one night only in circus Hedy!' - acts = shoot out of a canon, walk the tightrope, pack themself in a suitcase, - people = Iris the Incredible Achmed the Amazing Francis the Fantastic - {for} people {in} acts - chosen_person {is} people {random} - chosen_person ' will ' act - {add} chosen_person {from} people - {print} 'Come and watch our show tonight!' - {print} 'Tickets are only available at the counter - debug: 'True' - 5: - header: Time to program! - text: Enjoy the adventures in level 10! - 11: - 1: - header: Welcome to level 11 - text: |- - In this level, we add a new form of the `{for}` command. In earlier levels, we used for with a list, but we can also use for with numbers. - - This way we don't need the `{repeat}` command anymore. - 2: - header: The for command - text: 'This is what the new for command looks like:' - code: |- - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - 3: - header: the variable i - text: |- - In the previous slide the variable was named 'counter', because it was counting down. - You can of course use any name for the variable you want. - The standard name for variables in this situation that is used in programming languages like Python is 'i'. - That looks like this: - code: |- - number = 10 - {for} i {in} {range} 1 {to} 10 - {print} i * number - 4: - header: Debugging - text: Let's debug this code! - code: |- - factor {is} {ask} 'Which table of multiplication do you need?' - {repeat} {for} numbers {in} {range} 1 {to} 10 {times} - {print} This is the table of multiplications for factor - {print} number ' x ' factor ' = ' i * factor - debug: 'True' - 5: - header: Let's start programming! - text: Enjoy the adventures in level 11! - 12: - 1: - header: Welcome to level 12 - text: |- - From this level on you are allowed to use decimal numbers and there are some changes to the quotation marks. - You can also use functions from this level on! - 2: - header: Quotation marks - text: |- - This level makes some changes to the usage of quotation marks. - From now on, **all texts** need to be in quotation marks. This includes values of variables, items on lists and text after {if} commands. - code: |- - name = 'Hedy the Robot' - {print} 'Hello ' name - 3: - header: Decimal numbers - text: |- - From this level on you are also allowed to use decimal numbers. This can make programs like your restaurant even better! - - Numbers do not need quotation marks. - code: |- - {print} 'decimal numbers now need to use a dot' - {print} 2.5 + 2.5 - 4: - header: Functions! - text: |- - In this level you'll learn how to use functions. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. To create a function, use define and give the function a name. Then put all the lines you want in the function in a indented block under the define line. Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use call with the function's name to call it up! We don't have to type that block of code again. - 5: - header: Twinkle Twinkle little star! - text: |- - In this program you see an example of a function. - Let's see what happens if you fill in the rest of the song! - code: |- - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} twinkle - 6: - header: Functions - text: As you could see in the example a function is a block of code that can be called anytime. You use `{define}` to set the function and `{call}` to use it. - 7: - header: Debugging - text: Let's debug this code! - code: |- - {call} new_member - {print} 'Hi new member!' - username = {ask} 'What is your username?' - password = 'What is your password?' - {print} 'Welcome to our club!' - - username = {ask} 'Please enter your username. Are you a new member? Type New Member' - {if} username = New Member - {call} new member - {else} - password = {ask} 'Please enter password' - debug: 'True' - 8: - header: Ready to try it out? - text: Enjoy the adventures in level 12! - 13: - 1: - header: Welcome to level 13 - text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two ifs but can use and and or. - From now on you could also use arguments in your functions. - 2: - header: The and command - text: |- - The `{and}` command is always used in a combination with the {if} command. - This way you can check if 2 statements are true. For example: - code: |- - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - 3: - header: The or command - text: |- - The `{or}` works in the same way as the `{and}` command, but only 1 of the two statements has to be true. - - Let's see what happens when you change the `{and}` for `{or}`. - code: |- - name = {ask} 'what is your name?' - {if} name {is} 'Hedy' {or} name {is} 'hedy' - {print} 'Welcome!!' - 4: - header: Functions with arguments - text: Now that you've learned how to use functions, you'll learn how to use a function with an **argument**. An argument is a variable that is used within a function. It is not used outside the function. - 5: - header: Example - text: |- - In this example you see how the argument 'place' is used in the function. - Run the code and change 'ocean' and 'sea' to something else, and see what happens. - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 6: - header: Example with variable - text: |- - You can also combine functions with a question. - - What happens if you make these changes: - ``` - define song with place - print 'My Bonnie is ' place - - answer is ask 'Where is my Bonnie?' - call song with answer - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 7: - header: Even more questions! - text: |- - Now we have combined even more question with the function. Type this code and see what happens. - - Note how the variables and the arguments have the same name. This is allowed. - Does it confuse you? Just use different names, that is allowed as well. - ``` - define song with name, place - print 'My ' name ' is ' place - - name is ask 'Who?' - place is ask 'Where are they?' - call song with name, place - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {define} happiness {with} name - {print} '🥳' - {play} G - {play} A - {play} B - {print} 'Party on, ' name - {define} sadness - {print} '😞' - {play} E - {play} D - {play} C - {print} 'Hope you feel better, ' name - - name = {ask} 'What is your' name '?' - mood = {ask} 'Are you happy or sad?' - {if} mood = happy - {call} happiness {with} person - {else} mood = sad - {define} sadness {to} name - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 13! - 14: - 1: - header: Welcome to level 14 - text: In this level you'll learn some new symbols that can help you improve your programs, like >. You will also learn to work with return values of a function. - 2: - header: Symbols - text: |- - These are the new symbols you can use: - - The > means bigger than... - - The >= means bigger than or the same as... - - The < means smaller than... - - The <= means smaller than or the same as... - - You can use them like this: - code: |- - age = {ask} 'How old are you?' - {if} age < 13 - {print} 'You are younger than me!' - {else} - {print} 'You are older than me!' - 3: - header: Symbols - text: |- - You can also use: - - == is the same as. - - != is not - - == is used in `{if}` statements. - code: |- - answer = {ask} 'Do you want to learn more?' - {if} answer == 'yes' - {print} 'Go to the next adventure!' - {if} answer != 'yes' - {print} 'That is a shame!' - 4: - header: Return value - text: In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - 5: - header: Return value - text: For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - code: |- - {define} calculate_new_price {with} amount, percentage - percentage = percentage / 100 - discount_amount = amount * percentage - {return} amount - discount_amount - - old_price = {ask} 'How much is on the price tag?' - discount = {ask} 'What percentage is the discount?' - - new_price = {call} calculate_new_price {with} old_price, discount - {print} 'The new price is ' new_price ' dollar' - 6: - header: Debugging - text: Let's debug this code! - code: |- - item = 'not bought' - {print} 'I would like to buy this item' - price == {ask} 'What is the price?' - {if} price less than or the same as 10 - {print} 'Thats a great deal!' - item = 'bought' - {if} price is more than 10 {and} less than or the same as 20 - {print} 'Alright' - item = 'bought' - {if} price is more than 20 {and} less than 50 - {print} 'That is a bit much!' - {if} price is more than or the same as 50 - {print} 'No way!' - {if} item =! bought - {print} 'Shame.. I wont buy it' - {else} - {print} 'I will buy it! Thank you!' - debug: 'True' - 7: - header: Let's get to work! - text: Enjoy the adventures in level 14! - 15: - 1: - header: Welcome to level 15 - text: In this level you will learn about the `{while}` loop. - 2: - header: '{while}' - text: |- - We are going to learn a new loop, the while loop! The loop continues as long as the statement is true. So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. If the correct answer is never given, the loop will never end! - code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - 3: - header: Debugging - text: Let's debug this code! - code: |- - numbers = 1, 2 - - {for} i {in} {range} 3 {to} 50 - {add} x {to} numbers - i = + 1 - - random_number = numbers {random} - guesses = 10 - - {while} guess = 0 - answer = 'Guess my number:' - {if} answer >= random_number - {print} 'lower' - guesses = guesses -1 - {if} answer > random_number - {print} 'higher!' - guesses = guesses - {else} answer = random_number - {print} 'correct' - guesses = 10 - - debug: 'True' - 4: - header: Let's try it out! - text: Enjoy the adventures in level 15! - 16: - 1: - header: Welcome to level 16 - text: In this level you will learn about the [square brackets] and how to use them. - 2: - header: Square brackets - text: We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. The at random command can not be used anymore. - code: |- - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - 3: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Friendship test' - {subjects} = ['song', 'movie', 'food', 'drink'] - answers_player_1 = [] - answers_player_2 = [] - score = 100 - - {for} i {in} {range} 1 {to} 4 - answer = {ask} 'what is your favorite ' subjects[i] - {add} answer {to} answers_player_1 - - {print} 'Player 2, your turn!' - {for} i {in} {range} 0 {to} 4 - answer_player_2 = {ask} 'what is player 1s favorite ' subjects - {add} answer_player_2 {in} answers_player_2 - {if} answers_player_2[2] == answers_player_1[1] - {print} 'Correct!' - {else} - {print} 'Wrong!' - score = score - 25 - - {print} 'Player 2, you've scored ' score '%' - - {if} score = 100 - {print} 'You are an amazing friend' - {if} score < 100 {or} score >= 50 - {print} 'You could do better' - {else} score < 50 - {print} 'Do you even know this person?!' - debug: 'True' - 4: - text: Enjoy the adventures in level 16! - header: Let's try it out! - 17: - 1: - header: Welcome to level 17 - text: in this level you will learn how to use a colon and you will learn the elif command. - 2: - header: Colon - text: 'Now we are going to change indentation a little bit. Every time that we need an indentation, we need : at the line before the indentation.' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {else}: - {print} 'Better luck next time..' - 3: - header: Elif - text: 'In this level you can also use a new command: elif. elif is short for else if and you need it when you want to make 3 (or more!) options. Check it out!' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {elif} your_price == 'an apple pie' : - {print} 'Lovely, an apple pie!' - {else}: - {print} 'Better luck next time..' - 4: - header: Debugging - text: Let's debug this code! - code: |- - {define} ask_direction - direction = {ask} 'Where do you want to go?' - {if} direction = 'backwards' - {turn} 180 - {else} direction == 'right' - {turn} 90 - {else} direction == 'left' - {turn} 270 - {forward} 100 - - continue = 'yes' - - {while} continue == 'yes' - {print} ask_direction - {sleep} - continue = 'do you want to draw some more?' - {sleep} - debug: 'True' - 5: - header: Let's try it out! - text: Enjoy the adventures in level 17! - 18: - 1: - header: Welcome to level 18 - text: Congratulations! You have reached the last level of Hedy! The code you have created here can be copied to real Python environments like replit or PyCharm, and you can continue learning there! Note however that Python can only read English commands, so if you have been using other languages, you will need to switch to English now. - 2: - header: The Python way - text: |- - We arrived at real Python code! That means we need to use parentheses with print and range from now on. - - Also, if you want to print more than one item, you need to separate them by commas. - - The final change we will need to make to get Python code is changing ask into input. - - Click on the 'print' tab for all the examples. - editor: /hedy/18 - 3: - header: The very last adventures! - text: Enjoy the very last adventures in level 18! +{} diff --git a/content/slides/iba.yaml b/content/slides/iba.yaml index f678f7d8ae9..0967ef424bc 100644 --- a/content/slides/iba.yaml +++ b/content/slides/iba.yaml @@ -1,565 +1 @@ -levels: - 1: - 12: - debug: 'True' - code: "I am DJ Hedy\n{print} What song would you like to hear?\n{ask} I like that song too!\n{print} Next up... {echo}" - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - 11: - text: '`{turn}` is used to make the turtle turn left or right.' - header: 'Drawing with the turtle: {turn}' - code: "{forward} 50\n{turn} {left}" - 8: - header: Programming! - text: The yellow arrow buttons can be used to copy examples. - editor: /hedy#print_command - 3: - header: The {print} command - code: "{print} Welcome to Hedy!\n{print} Start programming now!" - text: "You can change the text after the print command to whatever you want.\n\nOr you could print multiple lines by adding another line of code that also starts with `{print}`." - 2: - text: "The first code that you can use in level 1 is `{print}`.\n\n`{print}` is used to show text on the screen." - code: '{print} Show text on the screen' - header: '{print}' - 1: - header: Welcome to level 1! - text: "We will start level 1 by making stories in Hedy!\n\nWe need three text codes to create interactive stories." - 5: - code: "{print} Hello!\n{ask} What is your name?\n{echo} hello" - text: "As you could see in the previous example. If you use the `{ask}` command, you can ask a question.\nThe answer, however doesn't show in the output screen.\n\nIf you do want the answer to show, you can use the final command of this level: `{echo}`.\n`{echo}` is used to repeat the answer of an `{ask}`." - header: '{echo}' - 7: - editor: /hedy/1 - header: Programming! - text: Adventures are shown in tabs. - 10: - code: '{forward} 50' - text: '`{forward}` is used to move the turtle forward.' - header: 'Drawing with the turtle: {forward}' - 4: - code: "{print} Welcome to your own rock scissors paper!\n{ask} What will you choose?" - header: '{ask}' - text: "The second code that you can use in level 1 is `{ask}`.\n\n`{ask}` is used to ask a question that can be answered." - 9: - header: Drawing with the turtle - text: Now that we have seen at text codes, we will now look at drawing codes next. - 6: - text: "With `{print}`, `{ask}` and `{echo}` you can already create a little story.\nThis is a good time to try the Parrot, Story and Rock, Paper Scissors adventures." - header: Programming! - editor: /hedy/1 - 13: - text: Enjoy the adventures in level 1! - header: Let the programming fun begin! - 2: - 4: - text: Now that we use variables, we can use multiple variables instead of just one `{echo}` command. - code: "name {is} {ask} What is your name?\n{print} Hello name\nage {is} {ask} How old are you?\n{print} name is age years old." - header: Multiple variables - 2: - text: To make or 'set' a variable we use the `{is}` command - code: "name {is} Hedy\nage {is} 15\n{print} name is age years old" - header: Variables - 8: - header: Let the programming fun begin! - text: Enjoy the adventures in level 2! - 3: - code: "name {is} {ask} What is your name?\n{print} Hello name" - header: Interactive - text: "We can also set a variable by asking questions.\n\nThe answer to the question is stored in the variable.\n\nThis way we don't need the `{echo}` command." - 7: - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - debug: 'True' - header: Debugging - code: "{print} Welcome to the donut shop!\nfilling {is} What kind of filling would you like?\n{print} You have chosen... Filling! Yum!\ntopping {ask} What kind of topping would you like?\ntopping is delicious!\n{print} I'll go get your donut. {sleep}\n{print} Here you go! A filling donut with toping!\n{ask} Have a nice day!" - 5: - text: You can also use the `{sleep}` command to pause the code for a while. - header: Sleep - code: "{print} My favorite colour is...\n{sleep} 2\n{print} green!" - 6: - header: Sleep 5 - code: "pause {is} 10\n{print} My favorite colour is...\n{sleep} pause\n{print} green!" - text: "You can add a number after the `{sleep}` command if you want the pause to be longer.\n\nIf you want, you could even use a variable instead of a number to decide the duration of the sleep command." - 1: - header: Welcome to level 2 - text: "In this level you will learn to use variables.\n\nA variable is a word that can be used to store information.\n\nFor example: a name, age or favorite sports team." - 4: - 4: - code: "{print} 'print with quotes!'" - header: Quotation marks with print - text: Each time you use the `{print}` command you need to put the text that you want to appear on the screen in quotation marks. - 3: - text: "In this level we will fix this problem by using quotation marks.\n\nThis also makes our code look more like 'real' Python code." - header: Fixing it with quotation marks - 5: - header: Quotation marks with ask - text: This also goes for the `{ask}` command. - code: name {is} {ask} 'name please?' - 2: - code: "name {is} Sophie\n{print} My name is name" - debug: 'True' - text: 'In the previous levels, you might have come across this problem:' - header: Problem - 10: - header: Debugging - code: "{clear}\n{print} What a nice day to go to the beach!\n{ask} 'Do you want to build a sandcastle or swim in the ocean?'\n{print} 'You would like to activity '\n{print} 'I'd like to do that too'\n{print} 'Look at these beautiful seashells!'\ncolors {is} 'orange, silver, white, brown'\n{print} 'I love the colors {at} {random} one!'\nchoice {is} {ask} Which one do you like?" - debug: 'True' - text: Let's debug this code! - 8: - debug: 'True' - code: "{print} 'This won't work!'" - header: Quotation marks and contractions - text: "Be careful! Now that you are using quotation marks, you can't use apostrophes in contractions.\n\nPlease try to print a contraction like \"you're\" or \"I'm\" in the screen below and see what happens...." - 7: - code: "name {is} Harry\n{print} 'Hello ' name ', how are you?'" - header: Quotation marks and variables - text: "When variable names are used in the middle of a sentence, you have to leave the variables out of the quotation marks.\nThe rest of the sentence however, does need quotation marks. That looks like this:" - 9: - code: "{print} '3'\n{clear}\n{print} '2'\n{clear}\n{print} '1'\n{clear}\n{print} 'SURPRISE!'" - header: Clear - text: "In this level you'll also learn the {clear} command.\nWith this command you can wipe all the text from your output screen.\n\nBe careful that you always use a sleep command too. If you don't the computer will wipe all the text before you can read it!" - 1: - header: Welcome to level 4 - code: "{print} 'print with quotes!'" - text: In this level you will learn how to use quotation marks. - 11: - text: Enjoy the adventures in level 4! - header: Ready, Set, Go! - 6: - code: "name {is} Harry\n{print} 'Hello ' name" - text: "You do not want variable names to be printed on the screen.\nThis is why variables should be left out of the quotation marks, like this:" - header: Quotation marks and variables - 5: - 8: - text: Enjoy the adventures in level 5! - header: Let's go! - 7: - text: Let's debug this code! - header: Debugging - code: "{print} Welcome to HedyAir Security!\nboarding_pass {is} {ask} 'Do you have your boarding pass?'\n{if} bording_pass yes {print} Great!\n{else} Please, get your boarding pass ready.\npassport {is} 'Can I see your passport, please?'\n{if} passport {is} yes 'thank you'\n{else} 'You can't fly without a passport'\ndeclare {is} {ask} Do you have anything to declare?\n{if} declare {is} yes\nitem_to_declare {is} {ask} 'What would you like to declare'\n{else} Alright\n{print} Thank you. Please head to gate A22.'" - debug: 'True' - 4: - code: "{if} name {is} Hedy {print} 'nice' {else} {print} 'boo!'" - header: else - text: "When using an `{if}` command, you can also add an `{else}` command.\nIf the answer is Hedy, the computer will print 'nice'.\nBut if the answer is something else the computer will print 'boo'" - 2: - code: "name {is} {ask} 'what is your name?'\n{if} name {is} Hedy {print} 'nice'" - header: if - text: "The `{if}` command allows you to choose between two options.\nIn this example the computer will print 'nice' if the given answer is Hedy.\nIf the answer is not Hedy, the computer will do nothing." - 3: - debug: 'True' - text: "When using the `{if}` command, don't forget to use the `{print}` command.\nThis code will not work!" - header: Don't forget to print - code: "{if} name {is} Hedy 'nice'" - 5: - header: Long lines - code: "{if} name {is} Hedy {print} 'nice'\n{else} {print} 'boo!'" - text: "You might have noticed that your lines can get very long when you have both an `{if}` and an `{else}` command.\n\nYou can choose to separate commands and put them on 2 lines, like this:" - 1: - header: Welcome to level 5 - text: 'In this level you will learn to use 3 new commands: `{if}`, `{else}` and `{in}`.' - 6: - text: "If you have practised with the `{if}` and `{else}` commands, you can also try the `{in}` command.\n\nWith `{in}` you can let the computer check if an item is in a list, for example:\n\nPlease note that Hedy is case sensitive. This means that if you answer \"Green\" instead of \"green\", Hedy will print \"meh\"." - header: Another new command - code: "pretty_colors {is} green, yellow\nfavorite_color {is} {ask} 'What is your favorite color?'\n{if} favorite_color {in} pretty_colors {print} 'pretty!'\n{else} {print} 'meh'" - 7: - 5: - header: Debugging - text: Let's debug this code! - debug: 'True' - code: "{print} You gave stranded on a desert island.\n{repeat} 3 'Help!'\nrescued = {ask} Has anybody come to the rescue?\n{if} rescued yes {is}\n{print} Lucky!\n{else} {repeat} 3 {times} 'HELP!'\nrescued = 'What about now?'\n{if} yes\n{print} 'Hurray!\n{else} 'That's a shame... Oh well... time to build a shelter and find some food.'" - 3: - text: When using the repeat command, do not forget the `{print}` command. - debug: 'True' - header: Don't forget the print command - code: "{repeat} 5 {times} 'Help!'" - 4: - text: You can also repeat an `{ask}`, `{if}` or `{else}` command multiple times. - code: "{repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?'\n{if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!'\n{else} {repeat} 3 {times} {print} 'You have learned something new!'" - header: Repeat an ask command - 2: - code: "{print} 'The prince kept calling for help'\n{repeat} 5 {times} {print} 'Help!'\n{print} 'Why is nobody helping me?'" - text: "If you want to repeat a line of code, you can use the `{repeat}` 3 `{times}` code.\nIf you want to repeat the line more times, simply change the number.\n\nFor example: If you are programming a story where your character shouts for help for 5 times, it could look like this:" - header: repeat 3 times - 1: - text: In this level you will learn how to repeat a line of code as many times a you'd like. - header: Welcome to level 7 - 6: - text: Enjoy the adventures in level 7! - header: Ready Set Go! - 8: - 2: - debug: 'True' - code: "{repeat} 5 {times} {print} 'Help!'" - header: '{repeat} commands before' - text: "In the previous levels, the `{repeat}` command looked like this:\n\nYou could only repeat one line of code." - 7: - text: Just like with the `{repeat}` command, you can stop using indentation and the lines will always be shown. Not just if the statement is true. - code: "name = {ask} 'What is your name?'\n{if} name {is} Hedy\n {print} 'Welcome Hedy'\n{else}\n {print} 'Welcome programmer!' \n{print} '3..2..1.. Start programming!'" - header: stopping the indentation - 9: - code: "{print} 'HedyWheels bus tickets machine'\nzone_1 = Town Hall, Library, Campus, Market Place\nzone_2 = Swimming Pool, Skate Park, Mall, Airport\ndestination = 'Where do you want to go?'\n{if} destination {in} zone 1\n{print} destination 'is in zone 1'\nprice = 3 euros\n {if} destination {is} zone_2\n{print} destination 'is in zone 2'\nprice = 6\nticket_types = {ask} 'Press 1 for a single use ticket.\nPress 2 for a round trip ticket:'\n{if} ticket_type = 1\n{print} 'You chose a single use ticket'\n{else}\n {print} You chose a round trip ticket'\nprice * 2\n{print} 'That will be ' price ' euros please'" - header: Debugging - debug: 'True' - text: Let's debug this code! - 3: - text: "In this level you can repeat multiple lines of code. To do this you must tell the computer which lines belong together and should be repeated.\nYou do this by using indentation.\n\nUse 4 spaces (or one tab) at the beginning of each line that you want to repeat, like this:" - code: "{repeat} 5 {times}\n {print} 'Hello everyone'\n {print} 'This will be printed 5 times'" - header: '{repeat} commands now' - 5: - debug: 'True' - text: "The same goes for the `{if}` and `{else}` commands.\nThese were the commands before:" - header: if and else before - code: "{if} name {is} Hedy {print} 'nice'\n{else} {print} 'boo!'" - 8: - text: "You might have thought of trying to put an if command inside a repeat command, or inside another if command.\nFor now, this is not possible yet. In the higher levels, it will be allowed, but for now let's focus on practising the `{if}` `{else}` and `{repeat}` commands with proper indentation first." - header: if statements inside if statements - 1: - header: Welcome to level 8 - text: In this level you will learn to use indentation to make the `{repeat}`, `{if}` and `{else}` commands work for multiple lines of code. - 6: - header: if and else now - text: "These are the `{if}` and `{else}` commands now.\nEach line after the `{if}` and `{else}` commands start with indentation." - code: "name = {ask} 'What is your name?'\n{if} name {is} Hedy\n {print} 'Welcome Hedy'\n{else}\n {print} 'Welcome programmer!'" - 10: - text: Enjoy the adventures in level 8! - header: Let's check out the adventures! - 4: - header: '{repeat} commands now' - text: "If you want to, you can continue after the `{repeat}` command without indentation.\nThe lines that do not start with indentation will not be repeated." - code: "{repeat} 3 {times}\n {print} 'Hello!'\n{print} 'We are done repeating!'" - 10: - 2: - header: The for command - code: "animals = dog, cat, blobfish\n{for} animal {in} animals\n {print} 'I love ' animal" - text: With for you can make a list and use all items on that list. `{for}` creates a block, like repeat and if so all lines in the block need to start with indentation (4 spaces). - 4: - header: Debugging - text: Let's debug this code - debug: 'True' - code: "{print} 'Ladies and gentlemen!'\n{print} 'For one night and one night only in circus Hedy!'\nacts = shoot out of a canon, walk the tightrope, pack themself in a suitcase,\npeople = Iris the Incredible Achmed the Amazing Francis the Fantastic\n {for} people {in} acts\nchosen_person {is} people {random}\n chosen_person ' will ' act\n{add} chosen_person {from} people\n{print} 'Come and watch our show tonight!'\n{print} 'Tickets are only available at the counter" - 5: - header: Time to program! - text: Enjoy the adventures in level 10! - 3: - header: The for command - text: 'Here you see another example of the `{for}` command:' - code: "days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday\nnames = mom, dad, Emma, Sophie\n{for} day {in} days\n {print} names {at} {random} ' does the dishes on ' day" - 1: - header: Welcome to level 10 - text: 'In this level you will learn a new command: `{for}`.' - 9: - 7: - text: Mind that the fourth and sixth line of this code starts with 8 spaces of indentation. - code: "{repeat} 3 {times}\n food = {ask} 'What do you want?'\n {if} food {is} pizza\n {print} 'nice!'\n {else}\n {print} 'pizza is better'" - header: Mind the indentation - 8: - text: Let's debug this code! - code: "{print} 'Welcome to HedyJumps, your parachute jump adventure!'\npeople = {ask} 'How many people are you jumping with today?\n{print} 'We'll ask all of you some questions for safety reasons.'\nextra_instructions_people = a, b\n{repeat} 3 {times}\n name = {ask} 'What is your name?'\njumped_before = 'Have you ever done a parachute jump before, ' name '?'\n{if} jumped_before no\n{print} 'No worries, you'll get an extra safety instruction in room 13'\n{add} name {to} extra_instructions_people\n{else}\n{print} 'Fun!'\n{print} 'Thanks for filling in the safety questions everyone. Enjoy your jump!'" - header: Debugging - debug: 'True' - 4: - code: "continue = {ask} 'Do you want to continue?'\n{if} continue = yes\n sure = {ask} 'Are you sure?'\n {if} sure {is} yes\n {print} 'We will continue'\n {else}\n {print} 'You are not sure'\n{else}\n {print} 'You do not want to continue'" - text: You can also use multiple lines after `{if}` - header: Multiple lines after `{if}` - 2: - code: "{repeat} 3 {times}\n food = {ask} 'What do you want?'\n {if} food {is} pizza\n {print} 'nice!'\n {else}\n {print} 'pizza is better'" - text: You are allowed to combine `{repeat}` and `{if}` in this level. - header: Multiple lines after `{repeat}` - 3: - header: Indentation matters! - text: Indentation is very important to tell the computer which lines should be repeated and which lines should only be ran once. - code: "{repeat} 3 {times}\n {print} 'This line will be repeated...'\n {print} 'This one too...'\n{print} 'but this one will not!'" - 6: - code: "{repeat} 3 {times}\n food = {ask} 'What do you want?'\n {if} food {is} pizza\n {print} 'nice!'\n {else}\n {print} 'pizza is better'" - text: "Now that you can use multiple lines of code after these command, you can also put them within each other.\nCheck it out:" - header: An `{if}` inside a `{repeat}` - 1: - header: Welcome to level 9 - text: "In this level you can use multiple lines of code after an `{if}` or after a `{repeat}` command.\n\nYou can even put a `{repeat}` command within another `{repeat}` command." - 5: - header: Indentation matters - code: "continue = {ask} 'Do you want to continue?'\n{if} continue = yes\n sure = {ask} 'Are you sure?'\n {if} sure {is} yes\n {print} 'We will continue'\n{else}\n {print} 'You are not sure'" - text: Again, indentation is still very important and can make a big difference in the code. - 9: - text: Enjoy the adventures in level 9! - header: Let's go! - 12: - 5: - header: Twinkle Twinkle little star! - code: "{define} twinkle\n {print} 'Twinkle'\n {print} '...'\n\n{call} twinkle\n{print} 'Up above the world so high'\n{print} 'Like a diamond in the sky'\n{call} twinkle" - text: "In this program you see an example of a function.\nLet's see what happens if you fill in the rest of the song!" - 3: - text: "From this level on you are also allowed to use decimal numbers. This can make programs like your restaurant even better!\n\nNumbers do not need quotation marks." - code: "{print} 'decimal numbers now need to use a dot'\n{print} 2.5 + 2.5" - header: Decimal numbers - 2: - text: "This level makes some changes to the usage of quotation marks.\nFrom now on, **all texts** need to be in quotation marks. This includes values of variables, items on lists and text after {if} commands." - code: "name = 'Hedy the Robot'\n{print} 'Hello ' name" - header: Quotation marks - 4: - text: "In this level you'll learn how to use functions. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. To create a function, use define and give the function a name. Then put all the lines you want in the function in a indented block under the define line. Leave one empty line in your code to make it look nice and neat. Great job! You have created a function!\n\nNow, whenever we need that block of code, we just use call with the function's name to call it up! We don't have to type that block of code again." - header: Functions! - 8: - text: Enjoy the adventures in level 12! - header: Ready to try it out? - 7: - debug: 'True' - text: Let's debug this code! - code: "{call} new_member\n{print} 'Hi new member!'\nusername = {ask} 'What is your username?'\npassword = 'What is your password?'\n{print} 'Welcome to our club!'\n\nusername = {ask} 'Please enter your username. Are you a new member? Type New Member'\n{if} username = New Member\n{call} new member\n {else}\n password = {ask} 'Please enter password'" - header: Debugging - 6: - text: As you could see in the example a function is a block of code that can be called anytime. You use `{define}` to set the function and `{call}` to use it. - header: Functions - 1: - header: Welcome to level 12 - text: "From this level on you are allowed to use decimal numbers and there are some changes to the quotation marks.\nYou can also use functions from this level on!" - 13: - 5: - header: Example - text: "In this example you see how the argument 'place' is used in the function.\nRun the code and change 'ocean' and 'sea' to something else, and see what happens." - code: "{define} song {with} place\n {print} 'My Bonnie is over the ' place\n\n{call} song {with} 'ocean'\n{call} song {with} 'sea'\n{call} song {with} 'ocean'" - 7: - header: Even more questions! - text: "Now we have combined even more question with the function. Type this code and see what happens.\n\nNote how the variables and the arguments have the same name. This is allowed.\nDoes it confuse you? Just use different names, that is allowed as well.\n```\ndefine song with name, place\n print 'My ' name ' is ' place\n\nname is ask 'Who?'\nplace is ask 'Where are they?'\ncall song with name, place\n```" - code: "{define} song {with} place\n {print} 'My Bonnie is over the ' place\n\n{call} song {with} 'ocean'\n{call} song {with} 'sea'\n{call} song {with} 'ocean'" - 8: - code: "{define} happiness {with} name\n {print} '🥳'\n{play} G\n{play} A\n{play} B\n{print} 'Party on, ' name\n{define} sadness\n{print} '😞'\n{play} E\n{play} D\n{play} C\n{print} 'Hope you feel better, ' name\n\nname = {ask} 'What is your' name '?'\nmood = {ask} 'Are you happy or sad?'\n{if} mood = happy\n {call} happiness {with} person\n{else} mood = sad\n {define} sadness {to} name" - debug: 'True' - header: Debugging - text: Let's debug this code! - 9: - text: Enjoy the adventures in level 13! - header: Let's go! - 1: - header: Welcome to level 13 - text: "We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two ifs but can use and and or.\nFrom now on you could also use arguments in your functions." - 2: - text: "The `{and}` command is always used in a combination with the {if} command.\nThis way you can check if 2 statements are true. For example:" - header: The and command - code: "name = {ask} 'what is your name?'\nage = {ask} 'what is your age?'\n{if} name {is} 'Hedy' {and} age {is} 2\n {print} 'You are the real Hedy!'" - 6: - text: "You can also combine functions with a question.\n\nWhat happens if you make these changes:\n```\ndefine song with place\n print 'My Bonnie is ' place\n\nanswer is ask 'Where is my Bonnie?'\ncall song with answer\n```" - header: Example with variable - code: "{define} song {with} place\n {print} 'My Bonnie is over the ' place\n\n{call} song {with} 'ocean'\n{call} song {with} 'sea'\n{call} song {with} 'ocean'" - 3: - code: "name = {ask} 'what is your name?'\n{if} name {is} 'Hedy' {or} name {is} 'hedy'\n {print} 'Welcome!!'" - text: "The `{or}` works in the same way as the `{and}` command, but only 1 of the two statements has to be true.\n\nLet's see what happens when you change the `{and}` for `{or}`." - header: The or command - 4: - header: Functions with arguments - text: Now that you've learned how to use functions, you'll learn how to use a function with an **argument**. An argument is a variable that is used within a function. It is not used outside the function. - 15: - 3: - text: Let's debug this code! - code: "numbers = 1, 2\n\n{for} i {in} {range} 3 {to} 50\n {add} x {to} numbers\n i = + 1\n\nrandom_number = numbers {random}\nguesses = 10\n\n{while} guess = 0\n answer = 'Guess my number:'\n {if} answer >= random_number\n {print} 'lower'\n guesses = guesses -1\n {if} answer > random_number\n {print} 'higher!'\n guesses = guesses\n {else} answer = random_number\n {print} 'correct'\n guesses = 10" - debug: 'True' - header: Debugging - 4: - header: Let's try it out! - text: Enjoy the adventures in level 15! - 2: - header: '{while}' - text: "We are going to learn a new loop, the while loop! The loop continues as long as the statement is true. So don't forget to change the value in the loop.\n\nIn the example code, we continue until a correct answer has been given. If the correct answer is never given, the loop will never end!" - code: "answer = 0\n{while} answer != 25\n answer = {ask} 'What is 5 times 5?'\n{print} 'A correct answer has been given'" - 1: - text: In this level you will learn about the `{while}` loop. - header: Welcome to level 15 - 17: - 5: - header: Let's try it out! - text: Enjoy the adventures in level 17! - 4: - text: Let's debug this code! - debug: 'True' - code: "{define} ask_direction\n direction = {ask} 'Where do you want to go?'\n {if} direction = 'backwards'\n {turn} 180\n {else} direction == 'right'\n {turn} 90\n {else} direction == 'left'\n {turn} 270\n {forward} 100\n\ncontinue = 'yes'\n\n{while} continue == 'yes'\n {print} ask_direction\n {sleep}\n continue = 'do you want to draw some more?'\n {sleep}" - header: Debugging - 1: - header: Welcome to level 17 - text: in this level you will learn how to use a colon and you will learn the elif command. - 3: - code: "prices = ['1 million dollars', 'an apple pie', 'nothing']\nyour_price = prices[{random}]\n{print} 'You win ' your_price\n{if} your_price == '1 million dollars' :\n {print} 'Yeah! You are rich!'\n{elif} your_price == 'an apple pie' :\n {print} 'Lovely, an apple pie!'\n{else}:\n {print} 'Better luck next time..'" - header: Elif - text: 'In this level you can also use a new command: elif. elif is short for else if and you need it when you want to make 3 (or more!) options. Check it out!' - 2: - header: Colon - text: 'Now we are going to change indentation a little bit. Every time that we need an indentation, we need : at the line before the indentation.' - code: "prices = ['1 million dollars', 'an apple pie', 'nothing']\nyour_price = prices[{random}]\n{print} 'You win ' your_price\n{if} your_price == '1 million dollars' :\n {print} 'Yeah! You are rich!'\n{else}:\n {print} 'Better luck next time..'" - 3: - 8: - text: Enjoy the adventures in level 3! - header: Let's get to work! - 7: - debug: 'True' - header: Debugging - editor: "music_genres {is} rock, pop, metal, indie, jazz\nchosen_genre is music {at} {random}\n{print} Let's listen to chosen genre\nnice {ask} Do you like that genre?\n{remove} chosen_genre {from} chosen_genre\nsecond_choice {is} music_genres\n{print} or do you prefer... second_choice {at} {random}\n{remove} second_choice {to} music_genres\n{print} I like music_genre {random} best!" - text: Let's debug this code! - 6: - code: "animals {is} dog, cat, kangaroo\ndislike {is} {ask} What animal do you not like?\n{remove} dislike {from} animals\n{print} I choose animals {at} {random}" - text: "The opposite of the `{add}` `{to}` command is the `{remove}` `{from}` command.\nThis command removes an item from a list." - header: Remove from - 3: - header: At random - text: "You can use the list with the `{at}` `{random}` command.\nThe computer will randomly pick one item of the list.\nEvery time you run this code the output will differ." - code: "animals {is} dogs, cats, kangaroos\n{print} animals {at} {random}" - 2: - header: Making a list - text: "You make a list with `{is}`.\n\nSeparate the items on your list with a comma." - code: animals {is} dogs, cats, kangaroos - 4: - header: At random in a sentence - code: "animals {is} dogs, cats, kangaroos\n{print} My favorite animal is animals {at} {random}" - text: You can use the `{at}` `{random}` command in a sentence as well. - 5: - header: Add to - text: "You can add items to a list with the `{add}` `{to}` command.\n\nYou can choose what to add to the list or you can use the `{add}` `{to}` command in combination with the `{ask}` command.\nThis way you can let the player decide what to add to the list." - code: "animals {is} dog, cat, kangaroo\nlike {is} {ask} What is your favorite animal?\n{add} like {to_list} animals\n{print} I choose animals {at} {random}" - 1: - header: Welcome to level 3 - text: In this level you'll learn how to make a list, add and remove items form your lists and pick a random item off that list. - 0: - 8: - code: '{print} Welcome to Hedy!' - header: Programming in Hedy - text: Output appears on the right-hand side. - 9: - text: The output can also be a drawing. - header: Programming in Hedy - code: "{forward} 100\n{turn} {left}" - 4: - text: "If you can program, you can do many cool things:\n* Build interactive stories\n* Create computer drawings and draw these on paper or fabric\n* Build your own apps to use on your phone" - header: Programming - 7: - header: Programming in Hedy - code: '{print} Welcome to Hedy!' - text: We start the code with the Run code button underneath the code. - 6: - header: Programming in Hedy - text: Code words will be shown in pink. - code: '{print} Welcome to Hedy!' - 3: - header: Programming Language - text: "Maybe you already know some programming languages?\nSome examples are:\n* Scratch\n* Python\n* HTML" - 5: - header: Programming in Hedy - code: '{print} Welcome to Hedy!' - text: In Hedy we use special codes, like `{print}`. - 2: - header: Programming - text: "Programming is giving instructions to a computer, using the language of the computer.\n\nSuch a language is called a \"programming language\"." - 1: - header: Welcome to Hedy! - text: Hedy is a programming language. - 16: - 3: - code: "{print} 'Friendship test'\n{subjects} = ['song', 'movie', 'food', 'drink']\nanswers_player_1 = []\nanswers_player_2 = []\nscore = 100\n\n{for} i {in} {range} 1 {to} 4\n answer = {ask} 'what is your favorite ' subjects[i]\n{add} answer {to} answers_player_1\n\n{print} 'Player 2, your turn!'\n{for} i {in} {range} 0 {to} 4\n answer_player_2 = {ask} 'what is player 1s favorite ' subjects\n {add} answer_player_2 {in} answers_player_2\n {if} answers_player_2[2] == answers_player_1[1]\n {print} 'Correct!'\n {else}\n {print} 'Wrong!'\n score = score - 25\n\n{print} 'Player 2, you've scored ' score '%'\n\n{if} score = 100\n {print} 'You are an amazing friend'\n{if} score < 100 {or} score >= 50\n {print} 'You could do better'\n{else} score < 50\n {print} 'Do you even know this person?!'" - header: Debugging - debug: 'True' - text: Let's debug this code! - 2: - code: "friends = ['Ahmed', 'Ben', 'Cayden']\n{print} friends[1] ' is the first friend on the list.'\n{print} friends[2] ' is the second friend on the list.'\n{print} friends[3] ' is the third friend on the list.'\n#now we will match 2 lists using the variable i\nlucky_numbers = [15, 18, 6]\n{for} i {in} {range} 1 {to} 3\n {print} friends[i] 's lucky number is ' lucky_numbers[i]" - header: Square brackets - text: We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. The at random command can not be used anymore. - 1: - text: In this level you will learn about the [square brackets] and how to use them. - header: Welcome to level 16 - 4: - text: Enjoy the adventures in level 16! - header: Let's try it out! - 6: - 2: - code: "{print} '5 plus 5 is ' 5 + 5" - header: Addition - text: If you want to calculate an addition, simply use the plus sign. - 8: - text: 'You can use calculations with numbers, but you can also use variables to do calculations, like this:' - header: Calculations with variables - code: "number_1 = {ask} 'Fill in the first number:'\nnumber_2 = {ask} 'Fill in the second number:'\ncorrect_answer = number_1 * number_2\n{print} number_1 ' times ' number_2 ' is ' correct_answer" - 6: - header: Summary - text: In summary, you can use +, -, * and / to do maths. - code: "{print} '5 plus 5 is ' 5 + 5\n{print} '5 minus 5 is ' 5 - 5\n{print} '5 times 5 is ' 5 * 5\n{print} '5 divided by 5 is ' 5 / 5" - 4: - header: Multiplication - code: "{print} '5 times 5 is ' 5 * 5" - text: If you want to do multiplications, you can use the asterisk. - 5: - header: Division - text: You can use the slash for division. - code: "{print} '5 divided by 5 is ' 5 / 5" - 7: - header: The = symbol - text: "From now on you can also use the = symbol instead of the `{is}` command.\nThis goes for both numbers and words, and it also goes after the `{if}` or `{else}` commands." - code: "name = Hedy\nanswer = 20 + 4" - 1: - header: Welcome to level 6 - text: In this level we are adding maths to our codes. - 3: - code: "{print} '5 minus 5 is ' 5 - 5" - text: If you want to subtract, you can use the minus sign. - header: Subtraction - 10: - header: Let's get to work! - text: Enjoy the adventures in level 6! - 9: - text: Let's debug this code! - header: Debugging - debug: 'True' - code: "{print} 'This is the water park ticket machine'\n{print} 'Price list: Children under 12 $3, Adults $5'\n{print} 'Mondays are 25% off'\namount_of_children = 'How many kids tickets would you like?'\namount_of_adults = 'How many adult tickets would you like?'\nday_of_the_week = {ask} 'What day is it?'\n{clear}\nchild_price = amount of children * 3\nadult_price = amount_of_adults + 5\ntotal_price = adult_price * child_price\n{if} day {is} monday\ntotal_price = total_price * 0.25\n{print} 'That will be total_price please'" - 14: - 2: - text: "These are the new symbols you can use:\n\n The > means bigger than...\n\n The >= means bigger than or the same as...\n\n The < means smaller than...\n\n The <= means smaller than or the same as...\n\nYou can use them like this:" - code: "age = {ask} 'How old are you?'\n{if} age < 13\n {print} 'You are younger than me!'\n{else}\n {print} 'You are older than me!'" - header: Symbols - 4: - header: Return value - text: In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - 5: - header: Return value - code: "{define} calculate_new_price {with} amount, percentage\n percentage = percentage / 100\n discount_amount = amount * percentage\n {return} amount - discount_amount\n\nold_price = {ask} 'How much is on the price tag?'\ndiscount = {ask} 'What percentage is the discount?'\n\nnew_price = {call} calculate_new_price {with} old_price, discount\n{print} 'The new price is ' new_price ' dollar'" - text: For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - 1: - text: In this level you'll learn some new symbols that can help you improve your programs, like >. You will also learn to work with return values of a function. - header: Welcome to level 14 - 6: - debug: 'True' - text: Let's debug this code! - code: "item = 'not bought'\n{print} 'I would like to buy this item'\nprice == {ask} 'What is the price?'\n{if} price less than or the same as 10\n {print} 'Thats a great deal!'\n item = 'bought'\n{if} price is more than 10 {and} less than or the same as 20\n {print} 'Alright'\n item = 'bought'\n{if} price is more than 20 {and} less than 50\n {print} 'That is a bit much!'\n{if} price is more than or the same as 50\n {print} 'No way!'\n{if} item =! bought\n {print} 'Shame.. I wont buy it'\n{else}\n {print} 'I will buy it! Thank you!'" - header: Debugging - 7: - header: Let's get to work! - text: Enjoy the adventures in level 14! - 3: - text: "You can also use:\n\n== is the same as.\n\n!= is not\n\n== is used in `{if}` statements." - header: Symbols - code: "answer = {ask} 'Do you want to learn more?'\n{if} answer == 'yes'\n {print} 'Go to the next adventure!'\n{if} answer != 'yes'\n {print} 'That is a shame!'" - 18: - 1: - text: Congratulations! You have reached the last level of Hedy! The code you have created here can be copied to real Python environments like replit or PyCharm, and you can continue learning there! Note however that Python can only read English commands, so if you have been using other languages, you will need to switch to English now. - header: Welcome to level 18 - 2: - editor: /hedy/18 - text: "We arrived at real Python code! That means we need to use parentheses with print and range from now on.\n\nAlso, if you want to print more than one item, you need to separate them by commas.\n\nThe final change we will need to make to get Python code is changing ask into input.\n\nClick on the 'print' tab for all the examples." - header: The Python way - 3: - header: The very last adventures! - text: Enjoy the very last adventures in level 18! - 11: - 1: - text: "In this level, we add a new form of the `{for}` command. In earlier levels, we used for with a list, but we can also use for with numbers.\n\nThis way we don't need the `{repeat}` command anymore." - header: Welcome to level 11 - 2: - header: The for command - code: "{for} counter {in} {range} 1 {to} 10\n {print} counter\n{print} 'Ready or not. Here I come!'" - text: 'This is what the new for command looks like:' - 4: - header: Debugging - debug: 'True' - code: "factor {is} {ask} 'Which table of multiplication do you need?'\n{repeat} {for} numbers {in} {range} 1 {to} 10 {times}\n {print} This is the table of multiplications for factor\n {print} number ' x ' factor ' = ' i * factor" - text: Let's debug this code! - 3: - code: "number = 10\n{for} i {in} {range} 1 {to} 10\n {print} i * number" - header: the variable i - text: "In the previous slide the variable was named 'counter', because it was counting down.\nYou can of course use any name for the variable you want.\nThe standard name for variables in this situation that is used in programming languages like Python is 'i'.\nThat looks like this:" - 5: - text: Enjoy the adventures in level 11! - header: Let's start programming! +{} diff --git a/content/slides/id.yaml b/content/slides/id.yaml index 95143cf8dd4..df967eab315 100644 --- a/content/slides/id.yaml +++ b/content/slides/id.yaml @@ -27,19 +27,15 @@ levels: 5: header: Pemrograman di Hedy text: Di Hedy kami menggunakan kode khusus, seperti `{print}`. - code: '{print} Welcome to Hedy!' 6: header: Pemrograman di Hedy text: Kata kode akan ditampilkan dalam warna merah muda. - code: '{print} Welcome to Hedy!' 7: header: Pemrograman di Hedy text: Kami memulai kode dengan tombol Jalankan kode di bawah kode. - code: '{print} Welcome to Hedy!' 8: header: Pemrograman di Hedy text: Output appears on the left-hand side. - code: '{print} Welcome to Hedy!' 9: header: Pemrograman di Hedy text: Outputnya juga bisa berupa gambar. @@ -54,12 +50,10 @@ levels: Kita memerlukan tiga kode teks untuk membuat cerita interaktif. 2: - header: '{print}' text: |- Kode pertama yang bisa Anda gunakan di level 1 adalah `{print}`. `{print}` digunakan untuk menampilkan teks di layar. - code: '{print} Show text on the screen' 3: header: Perintah {print} text: |- @@ -70,7 +64,6 @@ levels: {print} Welcome to your own rock scissors paper! {ask} What will you choose? 4: - header: '{ask}' text: |- The final text code that you can use in level 1 is `{echo}`. @@ -80,7 +73,6 @@ levels: {ask} What is your name? {echo} hello 5: - header: '{echo}' text: |- Seperti yang Anda lihat pada contoh sebelumnya. Jika Anda menggunakan perintah `{ask}`, Anda dapat mengajukan pertanyaan. @@ -89,20 +81,14 @@ levels: Jika Anda ingin jawabannya ditampilkan, Anda dapat menggunakan perintah terakhir pada level ini: `{echo}`. `{echo}` digunakan untuk mengulang jawaban `{ask}`. - code: |- - {print} Hello! - {ask} What is your name? - {echo} hello 6: header: Pemrograman! text: |- Dengan `{print}`, `{ask}` dan `{echo}` Anda sudah bisa membuat sedikit cerita. Ini saat yang tepat untuk mencoba petualangan Parrot, Story, dan Rock, Paper Scissors. - editor: /hedy/1 7: header: Pemrograman! text: Petualangan ditampilkan di tab. - editor: /hedy/1 8: header: Pemrograman! text: Tombol panah kuning dapat digunakan untuk menyalin contoh. @@ -122,18 +108,6 @@ levels: code: |- {forward} 50 {turn} left - 12: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - I am DJ Hedy - {print} What song would you like to hear? - {ask} I like that song too! - {print} Next up... {echo} - debug: 'True' - 13: - header: Let the programming fun begin! - text: Enjoy the adventures in level 1! 2: 1: header: Selamat datang di level 2 @@ -146,10 +120,6 @@ levels: 2: header: Variabel text: Untuk membuat atau 'mengatur' suatu variabel kita menggunakan perintah `{is}` - code: |- - name {is} Hedy - age {is} 15 - {print} name is age years old 3: header: Interaktif text: |- @@ -158,48 +128,18 @@ levels: Jawaban atas pertanyaan disimpan dalam variabel. Dengan cara ini kita tidak memerlukan perintah `{echo}`. - code: |- - name {is} {ask} What is your name? - {print} Hello name 4: header: Banyak variabel text: Sekarang kita menggunakan variabel, kita bisa menggunakan beberapa variabel, bukan hanya satu perintah `{echo}`. - code: |- - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. 5: header: Tidur text: Anda juga dapat menggunakan perintah `{sleep}` untuk menjeda kode untuk sementara waktu. - code: |- - {print} My favorite colour is... - {sleep} 2 - {print} green! 6: header: Tidur 5 text: |- Anda dapat menambahkan nomor setelah perintah `{sleep}` jika ingin jeda lebih lama. Jika mau, Anda bahkan bisa menggunakan variabel alih-alih angka untuk menentukan durasi perintah sleep. - code: |- - pause {is} 10 - {print} My favorite colour is... - {sleep} pause - {print} green! - 7: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - {print} Welcome to the donut shop! - filling {is} What kind of filling would you like? - {print} You have chosen... Filling! Yum! - topping {ask} What kind of topping would you like? - topping is delicious! - {print} I'll go get your donut. {sleep} - {print} Here you go! A filling donut with toping! - {ask} Have a nice day! - debug: 'True' 8: header: Biarkan kesenangan pemrograman dimulai! text: Nikmati petualangan di level 2! @@ -213,22 +153,15 @@ levels: Anda membuat daftar dengan `{is}`. Pisahkan item di daftar Anda dengan koma. - code: animals {is} dogs, cats, kangaroos 3: header: Secara acak text: |- Anda dapat menggunakan daftar dengan perintah `{at}` `{random}`. Komputer akan secara acak memilih satu item dari daftar. Setiap kali Anda menjalankan kode ini, hasilnya akan berbeda. - code: |- - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} 4: header: Secara acak dalam sebuah kalimat text: Anda juga dapat menggunakan perintah `{at}` `{random}` dalam sebuah kalimat. - code: |- - animals {is} dogs, cats, kangaroos - {print} My favorite animal is animals {at} {random} 5: header: Tambahkan ke text: |- @@ -236,35 +169,11 @@ levels: Anda dapat memilih apa yang ingin ditambahkan ke daftar atau Anda dapat menggunakan perintah `{add}` `{to}` yang dikombinasikan dengan perintah `{ask}`. Dengan cara ini Anda dapat membiarkan pemain memutuskan apa yang akan ditambahkan ke daftar. - code: |- - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} 6: header: Hapus dari text: |- Kebalikan dari perintah `{add}` `{to}` adalah perintah `{remove}` `{from}`. Perintah ini menghapus item dari daftar. - code: |- - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - 7: - header: Debugging - text: Let's debug this code! - editor: |- - music_genres {is} rock, pop, metal, indie, jazz - chosen_genre is music {at} {random} - {print} Let's listen to chosen genre - nice {ask} Do you like that genre? - {remove} chosen_genre {from} chosen_genre - second_choice {is} music_genres - {print} or do you prefer... second_choice {at} {random} - {remove} second_choice {to} music_genres - {print} I like music_genre {random} best! - debug: 'True' 8: header: Ayo mulai bekerja! text: Nikmati petualangan di level 3! @@ -272,14 +181,9 @@ levels: 1: header: Selamat datang di level 4 text: Di level ini Anda akan belajar cara menggunakan tanda kutip. - code: '{print} ''print with quotes!''' 2: header: Masalah text: 'Di level sebelumnya, Anda mungkin menemukan masalah ini:' - code: |- - name {is} Sophie - {print} My name is name - debug: 'True' 3: header: Memperbaikinya dengan tanda kutip text: |- @@ -289,35 +193,25 @@ levels: 4: header: Tanda kutip dengan cetakan text: Setiap kali Anda menggunakan perintah `{print}` Anda harus meletakkan teks yang ingin Anda tampilkan di layar dalam tanda kutip. - code: '{print} ''print with quotes!''' 5: header: Tanda kutip dengan tanya text: Ini juga berlaku untuk perintah `{ask}`. - code: name {is} {ask} 'name please?' 6: header: Tanda kutip dan variabel text: |- Anda tidak ingin nama variabel tercetak di layar. Inilah sebabnya mengapa variabel harus dikeluarkan dari tanda kutip, seperti ini: - code: |- - name {is} Harry - {print} 'Hello ' name 7: header: Tanda kutip dan variabel text: |- Jika nama variabel digunakan di tengah kalimat, variabel tersebut harus dikeluarkan dari tanda kutip. Namun sisa kalimatnya memerlukan tanda kutip. Itu terlihat seperti ini: - code: |- - name {is} Harry - {print} 'Hello ' name ', how are you?' 8: header: Tanda kutip dan kontraksi text: |- Hati-hati! Sekarang Anda menggunakan tanda kutip, Anda tidak dapat menggunakan tanda kutip dalam kontraksi. Silakan coba mencetak kontraksi seperti "Anda" atau "Saya" pada layar di bawah ini dan lihat apa yang terjadi.... - code: '{print} ''This won''t work!''' - debug: 'True' 9: header: Jelas text: |- @@ -325,28 +219,6 @@ levels: Dengan perintah ini Anda dapat menghapus semua teks dari layar keluaran Anda. Berhati-hatilah agar Anda selalu menggunakan perintah tidur juga. Jika tidak, komputer akan menghapus semua teks sebelum Anda dapat membacanya! - code: |- - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'SURPRISE!' - 10: - header: Debugging - text: Let's debug this code! - code: |- - {clear} - {print} What a nice day to go to the beach! - {ask} 'Do you want to build a sandcastle or swim in the ocean?' - {print} 'You would like to activity ' - {print} 'I'd like to do that too' - {print} 'Look at these beautiful seashells!' - colors {is} 'orange, silver, white, brown' - {print} 'I love the colors {at} {random} one!' - choice {is} {ask} Which one do you like? - debug: 'True' 11: header: Siap, Bersiap, Ayo! text: Nikmati petualangan di level 4! @@ -360,30 +232,21 @@ levels: Perintah `{if}` memungkinkan Anda memilih di antara dua opsi. Pada contoh ini komputer akan mencetak 'bagus' jika jawaban yang diberikan adalah Hedy. Kalau jawabannya bukan Hedy, komputer tidak akan berbuat apa-apa. - code: |- - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' 3: header: Jangan lupa untuk mencetak text: Saat menggunakan perintah `{if}`, jangan lupa untuk menggunakan perintah `{print}`. - code: '{if} name {is} Hedy ''nice''' - debug: 'True' 4: header: pula text: |- Saat menggunakan perintah `{if}`, Anda juga dapat menambahkan perintah `{else}`. Jika jawabannya Hedy, maka komputer akan mencetak 'bagus'. Namun jika jawabannya lain komputer akan mencetak 'boo' - code: '{if} name {is} Hedy {print} ''nice'' {else} {print} ''boo!''' 5: header: Garis panjang text: |- Anda mungkin memperhatikan bahwa baris Anda bisa menjadi sangat panjang ketika Anda memiliki perintah `{if}` dan `{else}` sekaligus. Anda dapat memilih untuk memisahkan perintah dan menaruhnya dalam 2 baris, seperti ini: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' 6: header: Perintah baru lainnya text: |- @@ -392,28 +255,6 @@ levels: Dengan `{in}` Anda dapat membiarkan komputer memeriksa apakah suatu item ada dalam daftar, misalnya: Harap dicatat bahwa Hedy peka terhadap huruf besar-kecil. Artinya jika Anda menjawab "Hijau" dan bukan "hijau", Hedy akan mencetak "meh". - code: |- - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - 7: - header: Debugging - text: Let's debug this code! - code: |- - {print} Welcome to HedyAir Security! - boarding_pass {is} {ask} 'Do you have your boarding pass?' - {if} bording_pass yes {print} Great! - {else} Please, get your boarding pass ready. - passport {is} 'Can I see your passport, please?' - {if} passport {is} yes 'thank you' - {else} 'You can't fly without a passport' - declare {is} {ask} Do you have anything to declare? - {if} declare {is} yes - item_to_declare {is} {ask} 'What would you like to declare' - {else} Alright - {print} Thank you. Please head to gate A22.' - debug: 'True' 8: header: Ayo pergi! text: Nikmati petualangan di level 5! @@ -424,61 +265,26 @@ levels: 2: header: Tambahan text: Jika ingin menghitung penjumlahan, cukup gunakan tanda tambah. - code: '{print} ''5 plus 5 is '' 5 + 5' 3: header: Pengurangan text: Jika ingin melakukan pengurangan, bisa menggunakan tanda minus. - code: '{print} ''5 minus 5 is '' 5 - 5' 4: header: Perkalian text: Jika ingin melakukan perkalian bisa menggunakan tanda bintang. - code: '{print} ''5 times 5 is '' 5 * 5' 5: header: Divisi text: Anda dapat menggunakan garis miring untuk pembagian. - code: '{print} ''5 divided by 5 is '' 5 / 5' 6: header: Ringkasan text: Singkatnya, Anda dapat menggunakan +, -, * dan / untuk mengerjakan matematika. - code: |- - {print} '5 plus 5 is ' 5 + 5 - {print} '5 minus 5 is ' 5 - 5 - {print} '5 times 5 is ' 5 * 5 - {print} '5 divided by 5 is ' 5 / 5 7: header: Simbol = text: |- Mulai sekarang Anda juga dapat menggunakan simbol = sebagai ganti perintah `{is}`. Ini berlaku untuk angka dan kata, dan juga setelah perintah `{if}` atau `{else}`. - code: |- - name = Hedy - answer = 20 + 4 8: header: Perhitungan dengan variabel text: 'Anda bisa menggunakan penghitungan dengan angka, namun Anda juga bisa menggunakan variabel untuk melakukan penghitungan, seperti ini:' - code: |- - number_1 = {ask} 'Fill in the first number:' - number_2 = {ask} 'Fill in the second number:' - correct_answer = number_1 * number_2 - {print} number_1 ' times ' number_2 ' is ' correct_answer - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'This is the water park ticket machine' - {print} 'Price list: Children under 12 $3, Adults $5' - {print} 'Mondays are 25% off' - amount_of_children = 'How many kids tickets would you like?' - amount_of_adults = 'How many adult tickets would you like?' - day_of_the_week = {ask} 'What day is it?' - {clear} - child_price = amount of children * 3 - adult_price = amount_of_adults + 5 - total_price = adult_price * child_price - {if} day {is} monday - total_price = total_price * 0.25 - {print} 'That will be total_price please' - debug: 'True' 10: header: Ayo mulai bekerja! text: Nikmati petualangan di level 6! @@ -493,37 +299,12 @@ levels: Jika Anda ingin mengulangi baris tersebut lebih sering, cukup ubah nomornya. Misalnya: Jika Anda memprogram cerita di mana karakter Anda berteriak minta tolong sebanyak 5 kali, tampilannya akan seperti ini: - code: |- - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' 3: header: Jangan lupa print command text: Saat menggunakan perintah ulangi, jangan lupa perintah `{print}`. - code: '{repeat} 5 {times} ''Help!''' - debug: 'True' 4: header: Ulangi perintah tanya text: Anda juga dapat mengulangi perintah `{ask}`, `{if}`, atau `{else}` beberapa kali. - code: |- - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - 5: - header: Debugging - text: Let's debug this code! - code: |- - {print} You gave stranded on a desert island. - {repeat} 3 'Help!' - rescued = {ask} Has anybody come to the rescue? - {if} rescued yes {is} - {print} Lucky! - {else} {repeat} 3 {times} 'HELP!' - rescued = 'What about now?' - {if} yes - {print} 'Hurray! - {else} 'That's a shame... Oh well... time to build a shelter and find some food.' - debug: 'True' 6: header: Siap Berangkat! text: Nikmati petualangan di level 7! @@ -537,8 +318,6 @@ levels: Pada level sebelumnya, perintah `{repeat}` terlihat seperti ini: Anda hanya dapat mengulang satu baris kode. - code: '{repeat} 5 {times} {print} ''Help!''' - debug: 'True' 3: header: '{repeat} perintah sebelumnya' text: |- @@ -546,71 +325,29 @@ levels: Caranya dengan menggunakan indentasi. Gunakan 4 spasi (atau satu tab) di awal setiap baris yang ingin Anda ulangi, seperti ini: - code: |- - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This will be printed 5 times' 4: header: '{repeat} perintah sekarang' text: |- Jika mau, Anda dapat melanjutkan setelah perintah `{repeat}` tanpa lekukan. Garis yang tidak dimulai dengan lekukan tidak akan terulang. - code: |- - {repeat} 3 {times} - {print} 'Hello!' - {print} 'We are done repeating!' 5: header: jika dan yang lain sebelumnya text: |- Hal yang sama berlaku untuk perintah `{if}` dan `{else}`. Ini adalah perintah sebelumnya: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - debug: 'True' 6: header: jika dan yang lain sekarang text: |- Ini adalah perintah `{if}` dan `{else}` sekarang. Setiap baris setelah perintah `{if}` dan `{else}` dimulai dengan indentasi. - code: |- - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {else} - {print} 'Welcome programmer!' 7: header: menghentikan lekukan text: Sama seperti perintah `{repeat}`, Anda dapat berhenti menggunakan indentasi dan garis akan selalu ditampilkan. Bukan hanya jika pernyataan itu benar. - code: "name = {ask} 'What is your name?'\n{if} name {is} Hedy\n {print} 'Welcome Hedy'\n{else}\n {print} 'Welcome programmer!' \n{print} '3..2..1.. Start programming!'" 8: header: pernyataan if di dalam pernyataan if text: |- Anda mungkin berpikir untuk mencoba memasukkan perintah if ke dalam perintah repeat, atau ke dalam perintah if yang lain. Untuk saat ini, hal tersebut belum memungkinkan. Di level yang lebih tinggi akan diperbolehkan, namun untuk saat ini mari kita fokus melatih perintah `{if}` `{else}` dan `{repeat}` dengan indentasi yang benar terlebih dahulu. - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'HedyWheels bus tickets machine' - zone_1 = Town Hall, Library, Campus, Market Place - zone_2 = Swimming Pool, Skate Park, Mall, Airport - destination = 'Where do you want to go?' - {if} destination {in} zone 1 - {print} destination 'is in zone 1' - price = 3 euros - {if} destination {is} zone_2 - {print} destination 'is in zone 2' - price = 6 - ticket_types = {ask} 'Press 1 for a single use ticket. - Press 2 for a round trip ticket:' - {if} ticket_type = 1 - {print} 'You chose a single use ticket' - {else} - {print} You chose a round trip ticket' - price * 2 - {print} 'That will be ' price ' euros please' - debug: 'True' 10: header: Mari kita lihat petualangannya! text: Nikmati petualangan di level 8! @@ -624,85 +361,23 @@ levels: 2: header: Beberapa baris setelah `{repeat}` text: Anda diperbolehkan menggunakan beberapa baris setelah `{repeat}`. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' 3: header: Indentasi itu penting! text: Indentasi sangat penting untuk memberitahu komputer jalur mana yang harus diulang dan jalur mana yang hanya boleh dijalankan satu kali. - code: |- - {repeat} 3 {times} - {print} 'This line will be repeated...' - {print} 'This one too...' - {print} 'but this one will not!' 4: header: Beberapa baris setelah `{if}` text: Anda juga dapat menggunakan beberapa baris setelah `{if}` - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' 5: header: Indentasi penting text: Sekali lagi, indentasi masih sangat penting dan dapat membuat perbedaan besar pada kode. - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' 6: header: Sebuah `{if}` di dalam `{repeat}` text: |- Sekarang Anda dapat menggunakan beberapa baris kode setelah perintah ini, Anda juga dapat menempatkannya di dalam satu sama lain. Coba lihat: - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' 7: header: Perhatikan lekukannya text: Ingatlah bahwa baris keempat dan keenam kode ini dimulai dengan 8 spasi indentasi. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Welcome to HedyJumps, your parachute jump adventure!' - people = {ask} 'How many people are you jumping with today? - {print} 'We'll ask all of you some questions for safety reasons.' - extra_instructions_people = a, b - {repeat} 3 {times} - name = {ask} 'What is your name?' - jumped_before = 'Have you ever done a parachute jump before, ' name '?' - {if} jumped_before no - {print} 'No worries, you'll get an extra safety instruction in room 13' - {add} name {to} extra_instructions_people - {else} - {print} 'Fun!' - {print} 'Thanks for filling in the safety questions everyone. Enjoy your jump!' - debug: 'True' 9: header: Ayo pergi! text: Nikmati petualangan di level 9! @@ -713,33 +388,9 @@ levels: 2: header: Perintah untuk text: Dengan for Anda dapat membuat daftar dan menggunakan semua item dalam daftar itu. `{for}` membuat blok, seperti pengulangan dan jika demikian, semua baris dalam blok harus diawali dengan indentasi (4 spasi). - code: |- - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal 3: header: Perintah untuk text: 'Di sini Anda melihat contoh lain dari perintah `{for}`:' - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - 4: - header: Debugging - text: Let's debug this code - code: |- - {print} 'Ladies and gentlemen!' - {print} 'For one night and one night only in circus Hedy!' - acts = shoot out of a canon, walk the tightrope, pack themself in a suitcase, - people = Iris the Incredible Achmed the Amazing Francis the Fantastic - {for} people {in} acts - chosen_person {is} people {random} - chosen_person ' will ' act - {add} chosen_person {from} people - {print} 'Come and watch our show tonight!' - {print} 'Tickets are only available at the counter - debug: 'True' 5: header: Saatnya memprogram! text: Nikmati petualangan di level 10! @@ -753,10 +404,6 @@ levels: 2: header: Perintah untuk text: 'Seperti inilah tampilan perintah for yang baru:' - code: |- - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' 3: header: variabel i text: |- @@ -764,19 +411,6 @@ levels: Tentu saja Anda dapat menggunakan nama apa pun untuk variabel yang Anda inginkan. Nama standar untuk variabel dalam situasi ini yang digunakan dalam bahasa pemrograman seperti Python adalah 'i'. Itu terlihat seperti ini: - code: |- - number = 10 - {for} i {in} {range} 1 {to} 10 - {print} i * number - 4: - header: Debugging - text: Let's debug this code! - code: |- - factor {is} {ask} 'Which table of multiplication do you need?' - {repeat} {for} numbers {in} {range} 1 {to} 10 {times} - {print} This is the table of multiplications for factor - {print} number ' x ' factor ' = ' i * factor - debug: 'True' 5: header: Mari kita mulai pemrograman! text: Nikmati petualangan di level 11! @@ -791,18 +425,12 @@ levels: text: |- Level ini membuat beberapa perubahan pada penggunaan tanda kutip. Mulai sekarang, **semua teks** harus dalam tanda kutip. Ini termasuk nilai variabel, item pada daftar dan teks setelah perintah {if}. - code: |- - name = 'Hedy the Robot' - {print} 'Hello ' name 3: header: Angka desimal text: |- Mulai level ini Anda juga diperbolehkan menggunakan angka desimal. Ini dapat membuat program seperti restoran Anda menjadi lebih baik! Angka tidak diberi tanda petik. - code: |- - {print} 'decimal numbers now need to use a dot' - {print} 2.5 + 2.5 4: header: Fungsi! text: |- @@ -810,38 +438,12 @@ levels: Sekarang, kapan pun kita membutuhkan blok kode itu, kita cukup menggunakan call dengan nama fungsi untuk memanggilnya! Kita tidak perlu mengetikkan blok kode itu lagi. 5: - header: Twinkle Twinkle little star! text: |- Dalam program ini Anda melihat contoh suatu fungsi. Mari kita lihat apa yang terjadi jika Anda mengisi sisa lagunya! - code: |- - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} twinkle 6: header: Fungsi text: Seperti yang Anda lihat pada contoh, fungsi adalah blok kode yang dapat dipanggil kapan saja. Anda menggunakan `{define}` untuk menyetel fungsi dan `{call}` untuk menggunakannya. - 7: - header: Debugging - text: Let's debug this code! - code: |- - {call} new_member - {print} 'Hi new member!' - username = {ask} 'What is your username?' - password = 'What is your password?' - {print} 'Welcome to our club!' - - username = {ask} 'Please enter your username. Are you a new member? Type New Member' - {if} username = New Member - {call} new member - {else} - password = {ask} 'Please enter password' - debug: 'True' 8: header: Siap mencobanya? text: Nikmati petualangan di level 12! @@ -856,21 +458,12 @@ levels: text: |- Perintah `{and}` selalu digunakan bersama dengan perintah {if}. Dengan cara ini Anda dapat memeriksa apakah 2 pernyataan benar. Misalnya: - code: |- - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' 3: header: Perintah atau text: |- Perintah `{or}` bekerja dengan cara yang sama seperti perintah `{and}`, namun hanya 1 dari dua pernyataan yang harus benar. Mari kita lihat apa yang terjadi jika Anda mengubah `{and}` menjadi `{or}`. - code: |- - name = {ask} 'what is your name?' - {if} name {is} 'Hedy' {or} name {is} 'hedy' - {print} 'Welcome!!' 4: header: Fungsi dengan argumen text: Sekarang setelah Anda mempelajari cara menggunakan fungsi, Anda akan mempelajari cara menggunakan fungsi dengan **argumen**. Argumen adalah variabel yang digunakan dalam suatu fungsi. Itu tidak digunakan di luar fungsi. @@ -879,13 +472,6 @@ levels: text: |- Dalam contoh ini Anda melihat bagaimana argumen 'tempat' digunakan dalam fungsi. Jalankan kode dan ubah 'ocean' dan 'sea' menjadi sesuatu yang lain, dan lihat apa yang terjadi. - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' 6: header: Contoh dengan variabel text: |- @@ -899,13 +485,6 @@ levels: jawabannya adalah bertanya 'Di mana Bonnie saya?' panggilan lagu dengan jawaban ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' 7: header: Lebih banyak pertanyaan lagi! text: |- @@ -921,37 +500,6 @@ levels: tempat bertanya 'Di mana mereka?' panggil lagu dengan nama, tempat ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {define} happiness {with} name - {print} '🥳' - {play} G - {play} A - {play} B - {print} 'Party on, ' name - {define} sadness - {print} '😞' - {play} E - {play} D - {play} C - {print} 'Hope you feel better, ' name - - name = {ask} 'What is your' name '?' - mood = {ask} 'Are you happy or sad?' - {if} mood = happy - {call} happiness {with} person - {else} mood = sad - {define} sadness {to} name - debug: 'True' 9: header: Ayo! text: Nikmati petualangan di level 13! @@ -973,12 +521,6 @@ levels: <= berarti lebih kecil dari atau sama dengan... Anda dapat menggunakannya seperti ini: - code: |- - age = {ask} 'How old are you?' - {if} age < 13 - {print} 'You are younger than me!' - {else} - {print} 'You are older than me!' 3: header: Simbol text: |- @@ -989,51 +531,12 @@ levels: != tidak == digunakan dalam pernyataan `{if}`. - code: |- - answer = {ask} 'Do you want to learn more?' - {if} answer == 'yes' - {print} 'Go to the next adventure!' - {if} answer != 'yes' - {print} 'That is a shame!' 4: header: Nilai kembalian text: Pada level sebelumnya Anda telah belajar membuat fungsi dan menggunakan argumen dengannya. Kegunaan hebat lainnya dari suatu fungsi adalah membiarkannya menghitung sesuatu untuk Anda. Anda dapat memberikan fungsi perhitungan dan itu akan memberi Anda jawaban perhitungannya. Jawaban ini disebut **nilai kembalian**. 5: header: Nilai kembalian text: Misalnya, dalam kode ini fungsi hitung_harga_baru akan menghitung harga baru suatu barang. Ini akan memberi Anda harga baru sebagai nilai pengembalian. - code: |- - {define} calculate_new_price {with} amount, percentage - percentage = percentage / 100 - discount_amount = amount * percentage - {return} amount - discount_amount - - old_price = {ask} 'How much is on the price tag?' - discount = {ask} 'What percentage is the discount?' - - new_price = {call} calculate_new_price {with} old_price, discount - {print} 'The new price is ' new_price ' dollar' - 6: - header: Debugging - text: Let's debug this code! - code: |- - item = 'not bought' - {print} 'I would like to buy this item' - price == {ask} 'What is the price?' - {if} price less than or the same as 10 - {print} 'Thats a great deal!' - item = 'bought' - {if} price is more than 10 {and} less than or the same as 20 - {print} 'Alright' - item = 'bought' - {if} price is more than 20 {and} less than 50 - {print} 'That is a bit much!' - {if} price is more than or the same as 50 - {print} 'No way!' - {if} item =! bought - {print} 'Shame.. I wont buy it' - {else} - {print} 'I will buy it! Thank you!' - debug: 'True' 7: header: Ayo mulai bekerja! text: Nikmati petualangan di level 14! @@ -1042,42 +545,10 @@ levels: header: Selamat datang di level 15 text: Di level ini Anda akan mempelajari tentang perulangan `{ while}`. 2: - header: '{while}' text: |- Kita akan mempelajari perulangan baru, perulangan while! Perulangan akan terus berlanjut selama pernyataan tersebut benar. Jadi jangan lupa untuk mengubah nilai dalam loop. Dalam kode contoh, kami melanjutkan hingga jawaban yang benar diberikan. Jika jawaban yang benar tidak pernah diberikan, perulangan tidak akan pernah berakhir! - code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - 3: - header: Debugging - text: Let's debug this code! - code: |- - numbers = 1, 2 - - {for} i {in} {range} 3 {to} 50 - {add} x {to} numbers - i = + 1 - - random_number = numbers {random} - guesses = 10 - - {while} guess = 0 - answer = 'Guess my number:' - {if} answer >= random_number - {print} 'lower' - guesses = guesses -1 - {if} answer > random_number - {print} 'higher!' - guesses = guesses - {else} answer = random_number - {print} 'correct' - guesses = 10 - - debug: 'True' 4: header: Mari kita mencobanya! text: Nikmati petualangan di level 15! @@ -1088,48 +559,6 @@ levels: 2: header: Tanda kurung siku text: Kita akan membuat daftar dengan cara Python, dengan tanda kurung siku di sekeliling daftar! Kami juga menyimpan tanda kutip di sekitar setiap item seperti yang telah kami pelajari di level sebelumnya. Kami menggunakan tanda kurung siku untuk menunjukkan suatu tempat dalam daftar. Perintah secara acak tidak dapat digunakan lagi. - code: |- - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - 3: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Friendship test' - {subjects} = ['song', 'movie', 'food', 'drink'] - answers_player_1 = [] - answers_player_2 = [] - score = 100 - - {for} i {in} {range} 1 {to} 4 - answer = {ask} 'what is your favorite ' subjects[i] - {add} answer {to} answers_player_1 - - {print} 'Player 2, your turn!' - {for} i {in} {range} 0 {to} 4 - answer_player_2 = {ask} 'what is player 1s favorite ' subjects - {add} answer_player_2 {in} answers_player_2 - {if} answers_player_2[2] == answers_player_1[1] - {print} 'Correct!' - {else} - {print} 'Wrong!' - score = score - 25 - - {print} 'Player 2, you've scored ' score '%' - - {if} score = 100 - {print} 'You are an amazing friend' - {if} score < 100 {or} score >= 50 - {print} 'You could do better' - {else} score < 50 - {print} 'Do you even know this person?!' - debug: 'True' 4: header: Mari kita mencobanya! text: Nikmati petualangan di level 16! @@ -1140,49 +569,8 @@ levels: 2: header: Tanda titik dua text: 'Sekarang kita akan mengubah indentasinya sedikit. Setiap kali kita memerlukan indentasi, kita memerlukan : pada baris sebelum indentasi.' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {else}: - {print} 'Better luck next time..' 3: - header: Elif text: 'Di level ini Anda juga bisa menggunakan perintah baru: elif. elif adalah kependekan dari else if dan Anda membutuhkannya ketika Anda ingin membuat 3 opsi (atau lebih!). Coba lihat!' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {elif} your_price == 'an apple pie' : - {print} 'Lovely, an apple pie!' - {else}: - {print} 'Better luck next time..' - 4: - header: Debugging - text: Let's debug this code! - code: |- - {define} ask_direction - direction = {ask} 'Where do you want to go?' - {if} direction = 'backwards' - {turn} 180 - {else} direction == 'right' - {turn} 90 - {else} direction == 'left' - {turn} 270 - {forward} 100 - - continue = 'yes' - - {while} continue == 'yes' - {print} ask_direction - {sleep} - continue = 'do you want to draw some more?' - {sleep} - debug: 'True' 5: header: Mari kita coba! text: Nikmati petualangan di level 17! @@ -1200,7 +588,6 @@ levels: Perubahan terakhir yang perlu kita lakukan untuk mendapatkan kode Python adalah mengubah permintaan menjadi input. Klik pada tab 'cetak' untuk semua contoh. - editor: /hedy/18 3: header: Petualangan terakhir! text: Nikmati petualangan terakhir di level 18! diff --git a/content/slides/it.yaml b/content/slides/it.yaml index 127a48b11e5..2b61da308c1 100644 --- a/content/slides/it.yaml +++ b/content/slides/it.yaml @@ -54,7 +54,6 @@ levels: Abbiamo bisogno di tre codici di testo per creare storie interattive. 2: - header: '{print}' text: |- Il primo codice che puoi utilizzare nel livello 1 è `{print}`. @@ -69,1131 +68,21 @@ levels: code: |- {print} Benvenuto a Hedy! {print} Inizia a programmare adesso! - 4: - header: '{ask}' - text: |- - The second code that you can use in level 1 is `{ask}`. - - `{ask}` is used to ask a question that can be answered. - code: |- - {print} Welcome to your own rock scissors paper! - {ask} What will you choose? - 5: - header: '{echo}' - text: |- - As you could see in the previous example. If you use the `{ask}` command, you can ask a question. - The answer, however doesn't show in the output screen. - - If you do want the answer to show, you can use the final command of this level: `{echo}`. - `{echo}` is used to repeat the answer of an `{ask}`. - code: |- - {print} Hello! - {ask} What is your name? - {echo} hello - 6: - header: Programming! - text: |- - With `{print}`, `{ask}` and `{echo}` you can already create a little story. - This is a good time to try the Parrot, Story and Rock, Paper Scissors adventures. - editor: /hedy/1 - 7: - header: Programming! - text: Adventures are shown in tabs. - editor: /hedy/1 - 8: - header: Programming! - text: The yellow arrow buttons can be used to copy examples. - editor: /hedy#print_command - 9: - header: Drawing with the turtle - text: Now that we have seen at text codes, we will now look at drawing codes next. - 10: - header: 'Drawing with the turtle: {forward}' - text: '`{forward}` is used to move the turtle forward.' - code: '{forward} 50' 11: - header: 'Drawing with the turtle: {turn}' - text: '`{turn}` is used to make the turtle turn left or right.' code: |- {forward} 50 {turn} left - 12: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - I am DJ Hedy - {print} What song would you like to hear? - {ask} I like that song too! - {print} Next up... {echo} - debug: 'True' - 13: - header: Let the programming fun begin! - text: Enjoy the adventures in level 1! 2: - 1: - header: Welcome to level 2 - text: |- - In this level you will learn to use variables. - - A variable is a word that can be used to store information. - - For example: a name, age or favorite sports team. - 2: - header: Variables - text: To make or 'set' a variable we use the `{is}` command - code: |- - name {is} Hedy - age {is} 15 - {print} name is age years old 3: - header: Interactive text: |- We can also set a variable by asking questions. The answer to the question is stored in the variable. This way we don't need the `{echo}` command. - code: |- - name {is} {ask} What is your name? - {print} Hello name 4: - header: Multiple variables text: Now that we use variables, we can use multiple variables instead of just one `{echo}`command. - code: |- - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - 5: - header: Sleep - text: You can also use the `{sleep}` command to pause the code for a while. - code: |- - {print} My favorite colour is... - {sleep} 2 - {print} green! - 6: - header: Sleep 5 - text: |- - You can add a number after the `{sleep}` command if you want the pause to be longer. - - If you want, you could even use a variable instead of a number to decide the duration of the sleep command. - code: |- - pause {is} 10 - {print} My favorite colour is... - {sleep} pause - {print} green! - 7: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - {print} Welcome to the donut shop! - filling {is} What kind of filling would you like? - {print} You have chosen... Filling! Yum! - topping {ask} What kind of topping would you like? - topping is delicious! - {print} I'll go get your donut. {sleep} - {print} Here you go! A filling donut with toping! - {ask} Have a nice day! - debug: 'True' - 8: - header: Let the programming fun begin! - text: Enjoy the adventures in level 2! - 3: - 1: - header: Welcome to level 3 - text: In this level you'll learn how to make a list, add and remove items form your lists and pick a random item off that list. - 2: - header: Making a list - text: |- - You make a list with `{is}`. - - Separate the items on your list with a comma. - code: animals {is} dogs, cats, kangaroos - 3: - header: At random - text: |- - You can use the list with the `{at}` `{random}` command. - The computer will randomly pick one item of the list. - Every time you run this code the output will differ. - code: |- - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - 4: - header: At random in a sentence - text: You can use the `{at}` `{random}` command in a sentence as well. - code: |- - animals {is} dogs, cats, kangaroos - {print} My favorite animal is animals {at} {random} - 5: - header: Add to - text: |- - You can add items to a list with the `{add}` `{to}` command. - - You can choose what to add to the list or you can use the `{add}` `{to}` command in combination with the `{ask}` command. - This way you can let the player decide what to add to the list. - code: |- - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - 6: - header: Remove from - text: |- - The opposite of the `{add}` `{to}` command is the `{remove}` `{from}` command. - This command removes an item from a list. - code: |- - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - 7: - header: Debugging - text: Let's debug this code! - editor: |- - music_genres {is} rock, pop, metal, indie, jazz - chosen_genre is music {at} {random} - {print} Let's listen to chosen genre - nice {ask} Do you like that genre? - {remove} chosen_genre {from} chosen_genre - second_choice {is} music_genres - {print} or do you prefer... second_choice {at} {random} - {remove} second_choice {to} music_genres - {print} I like music_genre {random} best! - debug: 'True' - 8: - header: Let's get to work! - text: Enjoy the adventures in level 3! 4: - 1: - header: Welcome to level 4 - text: In this level you will learn how to use quotation marks. - code: '{print} ''print with quotes!''' - 2: - header: Problem - text: 'In the previous levels, you might have come across this problem:' - code: |- - name {is} Sophie - {print} My name is name - debug: 'True' - 3: - header: Fixing it with quotation marks - text: |- - In this level we will fix this problem by using quotation marks. - - This also makes our code look more like 'real' Python code. - 4: - header: Quotation marks with print - text: Each time you use the `{print}` command you need to put the text that you want to appear on the screen in quotation marks. - code: '{print} ''print with quotes!''' - 5: - header: Quotation marks with ask - text: This also goes for the `{ask}` command. - code: name {is} {ask} 'name please?' - 6: - header: Quotation marks and variables - text: |- - You do not want variable names to be printed on the screen. - This is why variables should be left out of the quotation marks, like this: - code: |- - name {is} Harry - {print} 'Hello ' name - 7: - header: Quotation marks and variables - text: |- - When variable names are used in the middle of a sentence, you have to leave the variables out of the quotation marks. - The rest of the sentence however, does need quotation marks. That looks like this: - code: |- - name {is} Harry - {print} 'Hello ' name ', how are you?' - 8: - header: Quotation marks and contractions - text: |- - Be careful! Now that you are using quotation marks, you can't use apostrophes in contractions. - - Please try to print a contraction like "you're" or "I'm" in the screen below and see what happens.... - code: '{print} ''This won''t work!''' - debug: 'True' 9: header: Ready, Set, Go! text: Enjoy the adventures in level 4! - code: |- - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'SURPRISE!' - 10: - header: Debugging - text: Let's debug this code! - code: |- - {clear} - {print} What a nice day to go to the beach! - {ask} 'Do you want to build a sandcastle or swim in the ocean?' - {print} 'You would like to activity ' - {print} 'I'd like to do that too' - {print} 'Look at these beautiful seashells!' - colors {is} 'orange, silver, white, brown' - {print} 'I love the colors {at} {random} one!' - choice {is} {ask} Which one do you like? - debug: 'True' - 11: - header: Ready, Set, Go! - text: Enjoy the adventures in level 4! - 5: - 1: - header: Welcome to level 5 - text: 'In this level you will learn to use 3 new commands: `{if}`, `{else}` and `{in}`.' - 2: - header: if - text: |- - The `{if}` command allows you to choose between two options. - In this example the computer will print 'nice' if the given answer is Hedy. - If the answer is not Hedy, the computer will do nothing. - code: |- - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - 3: - header: Don't forget to print - text: |- - When using the `{if}` command, don't forget to use the `{print}` command. - This code will not work! - code: '{if} name {is} Hedy ''nice''' - debug: 'True' - 4: - header: else - text: |- - When using an `{if}` command, you can also add an `{else}` command. - If the answer is Hedy, the computer will print 'nice'. - But if the answer is something else the computer will print 'boo' - code: '{if} name {is} Hedy {print} ''nice'' {else} {print} ''boo!''' - 5: - header: Long lines - text: |- - You might have noticed that your lines can get very long when you have both an `{if}` and an `{else}` command. - - You can choose to separate commands and put them on 2 lines, like this: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - 6: - header: Another new command - text: |- - If you have practised with the `{if}` and `{else}` commands, you can also try the `{in}` command. - - With `{in}` you can let the computer check if an item is in a list, for example: - - Please note that Hedy is case sensitive. This means that if you answer "Green" instead of "green", Hedy will print "meh". - code: |- - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - 7: - header: Debugging - text: Let's debug this code! - code: |- - {print} Welcome to HedyAir Security! - boarding_pass {is} {ask} 'Do you have your boarding pass?' - {if} bording_pass yes {print} Great! - {else} Please, get your boarding pass ready. - passport {is} 'Can I see your passport, please?' - {if} passport {is} yes 'thank you' - {else} 'You can't fly without a passport' - declare {is} {ask} Do you have anything to declare? - {if} declare {is} yes - item_to_declare {is} {ask} 'What would you like to declare' - {else} Alright - {print} Thank you. Please head to gate A22.' - debug: 'True' - 8: - header: Let's go! - text: Enjoy the adventures in level 5! - 6: - 1: - header: Welcome to level 6 - text: In this level we are adding maths to our codes. - 2: - header: Addition - text: If you want to calculate an addition, simply use the plus sign. - code: '{print} ''5 plus 5 is '' 5 + 5' - 3: - header: Subtraction - text: If you want to subtract, you can use the minus sign. - code: '{print} ''5 minus 5 is '' 5 - 5' - 4: - header: Multiplication - text: If you want to do multiplications, you can use the asterisk. - code: '{print} ''5 times 5 is '' 5 * 5' - 5: - header: Division - text: You can use the slash for division. - code: '{print} ''5 divided by 5 is '' 5 / 5' - 6: - header: Summary - text: In summary, you can use +, -, * and / to do maths. - code: |- - {print} '5 plus 5 is ' 5 + 5 - {print} '5 minus 5 is ' 5 - 5 - {print} '5 times 5 is ' 5 * 5 - {print} '5 divided by 5 is ' 5 / 5 - 7: - header: The = symbol - text: |- - From now on you can also use the = symbol instead of the `{is}` command. - This goes for both numbers and words, and it also goes after the `{if}` or `{else}` commands. - code: |- - name = Hedy - answer = 20 + 4 - 8: - header: Calculations with variables - text: 'You can use calculations with numbers, but you can also use variables to do calculations, like this:' - code: |- - number_1 = {ask} 'Fill in the first number:' - number_2 = {ask} 'Fill in the second number:' - correct_answer = number_1 * number_2 - {print} number_1 ' times ' number_2 ' is ' correct_answer - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'This is the water park ticket machine' - {print} 'Price list: Children under 12 $3, Adults $5' - {print} 'Mondays are 25% off' - amount_of_children = 'How many kids tickets would you like?' - amount_of_adults = 'How many adult tickets would you like?' - day_of_the_week = {ask} 'What day is it?' - {clear} - child_price = amount of children * 3 - adult_price = amount_of_adults + 5 - total_price = adult_price * child_price - {if} day {is} monday - total_price = total_price * 0.25 - {print} 'That will be total_price please' - debug: 'True' - 10: - header: Let's get to work! - text: Enjoy the adventures in level 6! - 7: - 1: - header: Welcome to level 7 - text: In this level you will learn how to repeat a line of code as many times a you'd like. - 2: - header: repeat 3 times - text: |- - If you want to repeat a line of code, you can use the `{repeat}` 3 `{times}` code. - If you want to repeat the line more times, simply change the number. - - For example: If you are programming a story where your character shouts for help for 5 times, it could look like this: - code: |- - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - 3: - header: Don't forget the print command - text: When using the repeat command, do not forget the `{print}` command. - code: '{repeat} 5 {times} ''Help!''' - debug: 'True' - 4: - header: Repeat an ask command - text: You can also repeat an `{ask}`, `{if}` or `{else}` command multiple times. - code: |- - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - 5: - header: Debugging - text: Let's debug this code! - code: |- - {print} You gave stranded on a desert island. - {repeat} 3 'Help!' - rescued = {ask} Has anybody come to the rescue? - {if} rescued yes {is} - {print} Lucky! - {else} {repeat} 3 {times} 'HELP!' - rescued = 'What about now?' - {if} yes - {print} 'Hurray! - {else} 'That's a shame... Oh well... time to build a shelter and find some food.' - debug: 'True' - 6: - header: Ready Set Go! - text: Enjoy the adventures in level 7! - 8: - 1: - header: Welcome to level 8 - text: In this level you will learn to use indentation to make the `{repeat}`, `{if}` and `{else}` commands work for multiple lines of code. - 2: - header: '{repeat} commands before' - text: |- - In the previous levels, the `{repeat}` command looked like this: - - You could only repeat one line of code. - code: '{repeat} 5 {times} {print} ''Help!''' - debug: 'True' - 3: - header: '{repeat} commands now' - text: |- - In this level you can repeat multiple lines of code. To do this you must tell the computer which lines belong together and should be repeated. - You do this by using indentation. - - Use 4 spaces (or one tab) at the beginning of each line that you want to repeat, like this: - code: |- - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This will be printed 5 times' - 4: - header: '{repeat} commands now' - text: |- - If you want to, you can continue after the `{repeat}` command without indentation. - The lines that do not start with indentation will not be repeated. - code: |- - {repeat} 3 {times} - {print} 'Hello!' - {print} 'We are done repeating!' - 5: - header: if and else before - text: |- - The same goes for the `{if}` and `{else}` commands. - These were the commands before: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - debug: 'True' - 6: - header: if and else now - text: |- - These are the `{if}` and `{else}` commands now. - Each line after the `{if}` and `{else}` commands start with indentation. - code: |- - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {else} - {print} 'Welcome programmer!' - 7: - header: stopping the indentation - text: Just like with the `{repeat}` command, you can stop using indentation and the lines will always be shown. Not just if the statement is true. - code: "name = {ask} 'What is your name?'\n{if} name {is} Hedy\n {print} 'Welcome Hedy'\n{else}\n {print} 'Welcome programmer!' \n{print} '3..2..1.. Start programming!'" - 8: - header: if statements inside if statements - text: |- - You might have thought of trying to put an if command inside a repeat command, or inside another if command. - For now, this is not possible yet. In the higher levels, it will be allowed, but for now let's focus on practising the `{if}` `{else}` and `{repeat}` commands with proper indentation first. - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'HedyWheels bus tickets machine' - zone_1 = Town Hall, Library, Campus, Market Place - zone_2 = Swimming Pool, Skate Park, Mall, Airport - destination = 'Where do you want to go?' - {if} destination {in} zone 1 - {print} destination 'is in zone 1' - price = 3 euros - {if} destination {is} zone_2 - {print} destination 'is in zone 2' - price = 6 - ticket_types = {ask} 'Press 1 for a single use ticket. - Press 2 for a round trip ticket:' - {if} ticket_type = 1 - {print} 'You chose a single use ticket' - {else} - {print} You chose a round trip ticket' - price * 2 - {print} 'That will be ' price ' euros please' - debug: 'True' - 10: - header: Let's check out the adventures! - text: Enjoy the adventures in level 8! - 9: - 1: - header: Welcome to level 9 - text: |- - In this level you can use multiple lines of code after an `{if}` or after a `{repeat}` command. - - You can even put a `{repeat}` command within another `{repeat}` command. - 2: - header: Multiple lines after `{repeat}` - text: You are allowed to combine `{repeat}` and `{if}` in this level. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 3: - header: Indentation matters! - text: Indentation is very important to tell the computer which lines should be repeated and which lines should only be ran once. - code: |- - {repeat} 3 {times} - {print} 'This line will be repeated...' - {print} 'This one too...' - {print} 'but this one will not!' - 4: - header: Multiple lines after `{if}` - text: You can also use multiple lines after `{if}` - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - 5: - header: Indentation matters - text: Again, indentation is still very important and can make a big difference in the code. - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - 6: - header: An `{if}` inside a `{repeat}` - text: |- - Now that you can use multiple lines of code after these command, you can also put them within each other. - Check it out: - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 7: - header: Mind the indentation - text: Mind that the fourth and sixth line of this code starts with 8 spaces of indentation. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Welcome to HedyJumps, your parachute jump adventure!' - people = {ask} 'How many people are you jumping with today? - {print} 'We'll ask all of you some questions for safety reasons.' - extra_instructions_people = a, b - {repeat} 3 {times} - name = {ask} 'What is your name?' - jumped_before = 'Have you ever done a parachute jump before, ' name '?' - {if} jumped_before no - {print} 'No worries, you'll get an extra safety instruction in room 13' - {add} name {to} extra_instructions_people - {else} - {print} 'Fun!' - {print} 'Thanks for filling in the safety questions everyone. Enjoy your jump!' - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 9! - 10: - 1: - header: Welcome to level 10 - text: 'In this level you will learn a new command: `{for}`.' - 2: - header: The for command - text: With for you can make a list and use all items on that list. `{for}` creates a block, like repeat and if so all lines in the block need to start with indentation (4 spaces). - code: |- - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - 3: - header: The for command - text: 'Here you see another example of the `{for}` command:' - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - 4: - header: Debugging - text: Let's debug this code - code: |- - {print} 'Ladies and gentlemen!' - {print} 'For one night and one night only in circus Hedy!' - acts = shoot out of a canon, walk the tightrope, pack themself in a suitcase, - people = Iris the Incredible Achmed the Amazing Francis the Fantastic - {for} people {in} acts - chosen_person {is} people {random} - chosen_person ' will ' act - {add} chosen_person {from} people - {print} 'Come and watch our show tonight!' - {print} 'Tickets are only available at the counter - debug: 'True' - 5: - header: Time to program! - text: Enjoy the adventures in level 10! - 11: - 1: - header: Welcome to level 11 - text: |- - In this level, we add a new form of the `{for}` command. In earlier levels, we used for with a list, but we can also use for with numbers. - - This way we don't need the `{repeat}` command anymore. - 2: - header: The for command - text: 'This is what the new for command looks like:' - code: |- - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - 3: - header: the variable i - text: |- - In the previous slide the variable was named 'counter', because it was counting down. - You can of course use any name for the variable you want. - The standard name for variables in this situation that is used in programming languages like Python is 'i'. - That looks like this: - code: |- - number = 10 - {for} i {in} {range} 1 {to} 10 - {print} i * number - 4: - header: Debugging - text: Let's debug this code! - code: |- - factor {is} {ask} 'Which table of multiplication do you need?' - {repeat} {for} numbers {in} {range} 1 {to} 10 {times} - {print} This is the table of multiplications for factor - {print} number ' x ' factor ' = ' i * factor - debug: 'True' - 5: - header: Let's start programming! - text: Enjoy the adventures in level 11! - 12: - 1: - header: Welcome to level 12 - text: |- - From this level on you are allowed to use decimal numbers and there are some changes to the quotation marks. - You can also use functions from this level on! - 2: - header: Quotation marks - text: |- - This level makes some changes to the usage of quotation marks. - From now on, **all texts** need to be in quotation marks. This includes values of variables, items on lists and text after {if} commands. - code: |- - name = 'Hedy the Robot' - {print} 'Hello ' name - 3: - header: Decimal numbers - text: |- - From this level on you are also allowed to use decimal numbers. This can make programs like your restaurant even better! - - Numbers do not need quotation marks. - code: |- - {print} 'decimal numbers now need to use a dot' - {print} 2.5 + 2.5 - 4: - header: Functions! - text: |- - In this level you'll learn how to use functions. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. To create a function, use define and give the function a name. Then put all the lines you want in the function in a indented block under the define line. Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use call with the function's name to call it up! We don't have to type that block of code again. - 5: - header: Twinkle Twinkle little star! - text: |- - In this program you see an example of a function. - Let's see what happens if you fill in the rest of the song! - code: |- - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} twinkle - 6: - header: Functions - text: As you could see in the example a function is a block of code that can be called anytime. You use `{define}` to set the function and `{call}` to use it. - 7: - header: Debugging - text: Let's debug this code! - code: |- - {call} new_member - {print} 'Hi new member!' - username = {ask} 'What is your username?' - password = 'What is your password?' - {print} 'Welcome to our club!' - - username = {ask} 'Please enter your username. Are you a new member? Type New Member' - {if} username = New Member - {call} new member - {else} - password = {ask} 'Please enter password' - debug: 'True' - 8: - header: Ready to try it out? - text: Enjoy the adventures in level 12! - 13: - 1: - header: Welcome to level 13 - text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two ifs but can use and and or. - From now on you could also use arguments in your functions. - 2: - header: The and command - text: |- - The `{and}` command is always used in a combination with the {if} command. - This way you can check if 2 statements are true. For example: - code: |- - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - 3: - header: The or command - text: |- - The `{or}` works in the same way as the `{and}` command, but only 1 of the two statements has to be true. - - Let's see what happens when you change the `{and}` for `{or}`. - code: |- - name = {ask} 'what is your name?' - {if} name {is} 'Hedy' {or} name {is} 'hedy' - {print} 'Welcome!!' - 4: - header: Functions with arguments - text: Now that you've learned how to use functions, you'll learn how to use a function with an **argument**. An argument is a variable that is used within a function. It is not used outside the function. - 5: - header: Example - text: |- - In this example you see how the argument 'place' is used in the function. - Run the code and change 'ocean' and 'sea' to something else, and see what happens. - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 6: - header: Example with variable - text: |- - You can also combine functions with a question. - - What happens if you make these changes: - ``` - define song with place - print 'My Bonnie is ' place - - answer is ask 'Where is my Bonnie?' - call song with answer - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 7: - header: Even more questions! - text: |- - Now we have combined even more question with the function. Type this code and see what happens. - - Note how the variables and the arguments have the same name. This is allowed. - Does it confuse you? Just use different names, that is allowed as well. - ``` - define song with name, place - print 'My ' name ' is ' place - - name is ask 'Who?' - place is ask 'Where are they?' - call song with name, place - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {define} happiness {with} name - {print} '🥳' - {play} G - {play} A - {play} B - {print} 'Party on, ' name - {define} sadness - {print} '😞' - {play} E - {play} D - {play} C - {print} 'Hope you feel better, ' name - - name = {ask} 'What is your' name '?' - mood = {ask} 'Are you happy or sad?' - {if} mood = happy - {call} happiness {with} person - {else} mood = sad - {define} sadness {to} name - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 13! - 14: - 1: - header: Welcome to level 14 - text: In this level you'll learn some new symbols that can help you improve your programs, like >. You will also learn to work with return values of a function. - 2: - header: Symbols - text: |- - These are the new symbols you can use: - - The > means bigger than... - - The >= means bigger than or the same as... - - The < means smaller than... - - The <= means smaller than or the same as... - - You can use them like this: - code: |- - age = {ask} 'How old are you?' - {if} age < 13 - {print} 'You are younger than me!' - {else} - {print} 'You are older than me!' - 3: - header: Symbols - text: |- - You can also use: - - == is the same as. - - != is not - - == is used in `{if}` statements. - code: |- - answer = {ask} 'Do you want to learn more?' - {if} answer == 'yes' - {print} 'Go to the next adventure!' - {if} answer != 'yes' - {print} 'That is a shame!' - 4: - header: Return value - text: In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - 5: - header: Return value - text: For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - code: |- - {define} calculate_new_price {with} amount, percentage - percentage = percentage / 100 - discount_amount = amount * percentage - {return} amount - discount_amount - - old_price = {ask} 'How much is on the price tag?' - discount = {ask} 'What percentage is the discount?' - - new_price = {call} calculate_new_price {with} old_price, discount - {print} 'The new price is ' new_price ' dollar' - 6: - header: Debugging - text: Let's debug this code! - code: |- - item = 'not bought' - {print} 'I would like to buy this item' - price == {ask} 'What is the price?' - {if} price less than or the same as 10 - {print} 'Thats a great deal!' - item = 'bought' - {if} price is more than 10 {and} less than or the same as 20 - {print} 'Alright' - item = 'bought' - {if} price is more than 20 {and} less than 50 - {print} 'That is a bit much!' - {if} price is more than or the same as 50 - {print} 'No way!' - {if} item =! bought - {print} 'Shame.. I wont buy it' - {else} - {print} 'I will buy it! Thank you!' - debug: 'True' - 7: - header: Let's get to work! - text: Enjoy the adventures in level 14! - 15: - 1: - header: Welcome to level 15 - text: In this level you will learn about the `{while}` loop. - 2: - header: '{while}' - text: |- - We are going to learn a new loop, the while loop! The loop continues as long as the statement is true. So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. If the correct answer is never given, the loop will never end! - code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - 3: - header: Debugging - text: Let's debug this code! - code: |- - numbers = 1, 2 - - {for} i {in} {range} 3 {to} 50 - {add} x {to} numbers - i = + 1 - - random_number = numbers {random} - guesses = 10 - - {while} guess = 0 - answer = 'Guess my number:' - {if} answer >= random_number - {print} 'lower' - guesses = guesses -1 - {if} answer > random_number - {print} 'higher!' - guesses = guesses - {else} answer = random_number - {print} 'correct' - guesses = 10 - - debug: 'True' - 4: - header: Let's try it out! - text: Enjoy the adventures in level 15! - 16: - 1: - header: Welcome to level 16 - text: In this level you will learn about the [square brackets] and how to use them. - 2: - header: Square brackets - text: We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. The at random command can not be used anymore. - code: |- - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - 3: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Friendship test' - {subjects} = ['song', 'movie', 'food', 'drink'] - answers_player_1 = [] - answers_player_2 = [] - score = 100 - - {for} i {in} {range} 1 {to} 4 - answer = {ask} 'what is your favorite ' subjects[i] - {add} answer {to} answers_player_1 - - {print} 'Player 2, your turn!' - {for} i {in} {range} 0 {to} 4 - answer_player_2 = {ask} 'what is player 1s favorite ' subjects - {add} answer_player_2 {in} answers_player_2 - {if} answers_player_2[2] == answers_player_1[1] - {print} 'Correct!' - {else} - {print} 'Wrong!' - score = score - 25 - - {print} 'Player 2, you've scored ' score '%' - - {if} score = 100 - {print} 'You are an amazing friend' - {if} score < 100 {or} score >= 50 - {print} 'You could do better' - {else} score < 50 - {print} 'Do you even know this person?!' - debug: 'True' - 4: - text: Enjoy the adventures in level 16! - header: Let's try it out! - 17: - 1: - header: Welcome to level 17 - text: in this level you will learn how to use a colon and you will learn the elif command. - 2: - header: Colon - text: 'Now we are going to change indentation a little bit. Every time that we need an indentation, we need : at the line before the indentation.' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {else}: - {print} 'Better luck next time..' - 3: - header: Elif - text: 'In this level you can also use a new command: elif. elif is short for else if and you need it when you want to make 3 (or more!) options. Check it out!' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {elif} your_price == 'an apple pie' : - {print} 'Lovely, an apple pie!' - {else}: - {print} 'Better luck next time..' - 4: - header: Debugging - text: Let's debug this code! - code: |- - {define} ask_direction - direction = {ask} 'Where do you want to go?' - {if} direction = 'backwards' - {turn} 180 - {else} direction == 'right' - {turn} 90 - {else} direction == 'left' - {turn} 270 - {forward} 100 - - continue = 'yes' - - {while} continue == 'yes' - {print} ask_direction - {sleep} - continue = 'do you want to draw some more?' - {sleep} - debug: 'True' - 5: - header: Let's try it out! - text: Enjoy the adventures in level 17! - 18: - 1: - header: Welcome to level 18 - text: Congratulations! You have reached the last level of Hedy! The code you have created here can be copied to real Python environments like replit or PyCharm, and you can continue learning there! Note however that Python can only read English commands, so if you have been using other languages, you will need to switch to English now. - 2: - header: The Python way - text: |- - We arrived at real Python code! That means we need to use parentheses with print and range from now on. - - Also, if you want to print more than one item, you need to separate them by commas. - - The final change we will need to make to get Python code is changing ask into input. - - Click on the 'print' tab for all the examples. - editor: /hedy/18 - 3: - header: The very last adventures! - text: Enjoy the very last adventures in level 18! diff --git a/content/slides/ja.yaml b/content/slides/ja.yaml index f2248504006..3f291915b16 100644 --- a/content/slides/ja.yaml +++ b/content/slides/ja.yaml @@ -2,64 +2,15 @@ levels: 0: 1: header: ヘディへようこそ! - text: Hedy is a programming language. - 2: - header: Programming - text: |- - Programming is giving instructions to a computer, using the language of the computer. - - Such a language is called a "programming language". - 3: - header: Programming Language - text: |- - Maybe you already know some programming languages? - Some examples are: - * Scratch - * Python - * HTML - 4: - header: Programming - text: |- - If you can program, you can do many cool things: - * Build interactive stories - * Create computer drawings and draw these on paper or fabric - * Build your own apps to use on your phone - 5: - header: Programming in Hedy - text: In Hedy we use special codes, like `{print}`. - code: '{print} Welcome to Hedy!' - 6: - header: Programming in Hedy - text: Code words will be shown in pink. - code: '{print} Welcome to Hedy!' - 7: - header: Programming in Hedy - text: We start the code with the Run code button underneath the code. - code: '{print} Welcome to Hedy!' 8: - header: Programming in Hedy text: Output appears on the left-hand side. - code: '{print} Welcome to Hedy!' 9: - header: Programming in Hedy - text: The output can also be a drawing. code: |- {forward} 100 {turn} left 1: - 1: - header: Welcome to level 1! - text: |- - We will start level 1 by making stories in Hedy! - - We need three text codes to create interactive stories. 2: header: 'Hedy level 1: {print}' - text: |- - The first code that you can use in level 1 is `{print}`. - - `{print}` is used to show text on the screen. - code: '{print} Show text on the screen' 3: header: 'Hedy level 1: {ask}' text: |- @@ -84,1112 +35,32 @@ levels: text: |- with `{print}`, `{ask}` and `{echo}` you can already create a little story. This is a good time to try the Parrot, Story and Rock, Paper Scissors adventures. - code: |- - {print} Hello! - {ask} What is your name? - {echo} hello 6: - header: Programming! text: Adventures are shown in tabs. - editor: /hedy/1 7: - header: Programming! text: The yellow arrow buttons can be used to copy examples. editor: /hedy#print_command 8: header: Drawing with the turtle text: Now that we have seen at text codes, we will now look at drawing codes next. - editor: /hedy#print_command 9: header: 'Drawing with the turtle: {forward}' text: '`{forward}` is used to move the turtle forward.' - 10: - header: 'Drawing with the turtle: {forward}' - text: '`{forward}` is used to move the turtle forward.' - code: '{forward} 50' 11: - header: 'Drawing with the turtle: {turn}' - text: '`{turn}` is used to make the turtle turn left or right.' code: |- {forward} 50 {turn} left - 12: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - I am DJ Hedy - {print} What song would you like to hear? - {ask} I like that song too! - {print} Next up... {echo} - debug: 'True' - 13: - header: Let the programming fun begin! - text: Enjoy the adventures in level 1! 2: - 1: - header: Welcome to level 2 - text: |- - In this level you will learn to use variables. - - A variable is a word that can be used to store information. - - For example: a name, age or favorite sports team. - 2: - header: Variables - text: To make or 'set' a variable we use the `{is}` command - code: |- - name {is} Hedy - age {is} 15 - {print} name is age years old 3: - header: Interactive text: |- We can also set a variable by asking questions. The answer to the question is stored in the variable. This way we don't need the `{echo}` command. - code: |- - name {is} {ask} What is your name? - {print} Hello name 4: - header: Multiple variables text: Now that we use variables, we can use multiple variables instead of just one `{echo}`command. - code: |- - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - 5: - header: Sleep - text: You can also use the `{sleep}` command to pause the code for a while. - code: |- - {print} My favorite colour is... - {sleep} 2 - {print} green! - 6: - header: Sleep 5 - text: |- - You can add a number after the `{sleep}` command if you want the pause to be longer. - - If you want, you could even use a variable instead of a number to decide the duration of the sleep command. - code: |- - pause {is} 10 - {print} My favorite colour is... - {sleep} pause - {print} green! - 7: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - {print} Welcome to the donut shop! - filling {is} What kind of filling would you like? - {print} You have chosen... Filling! Yum! - topping {ask} What kind of topping would you like? - topping is delicious! - {print} I'll go get your donut. {sleep} - {print} Here you go! A filling donut with toping! - {ask} Have a nice day! - debug: 'True' - 8: - header: Let the programming fun begin! - text: Enjoy the adventures in level 2! - 3: - 1: - header: Welcome to level 3 - text: In this level you'll learn how to make a list, add and remove items form your lists and pick a random item off that list. - 2: - header: Making a list - text: |- - You make a list with `{is}`. - - Separate the items on your list with a comma. - code: animals {is} dogs, cats, kangaroos - 3: - header: At random - text: |- - You can use the list with the `{at}` `{random}` command. - The computer will randomly pick one item of the list. - Every time you run this code the output will differ. - code: |- - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - 4: - header: At random in a sentence - text: You can use the `{at}` `{random}` command in a sentence as well. - code: |- - animals {is} dogs, cats, kangaroos - {print} My favorite animal is animals {at} {random} - 5: - header: Add to - text: |- - You can add items to a list with the `{add}` `{to}` command. - - You can choose what to add to the list or you can use the `{add}` `{to}` command in combination with the `{ask}` command. - This way you can let the player decide what to add to the list. - code: |- - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - 6: - header: Remove from - text: |- - The opposite of the `{add}` `{to}` command is the `{remove}` `{from}` command. - This command removes an item from a list. - code: |- - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - 7: - header: Debugging - text: Let's debug this code! - editor: |- - music_genres {is} rock, pop, metal, indie, jazz - chosen_genre is music {at} {random} - {print} Let's listen to chosen genre - nice {ask} Do you like that genre? - {remove} chosen_genre {from} chosen_genre - second_choice {is} music_genres - {print} or do you prefer... second_choice {at} {random} - {remove} second_choice {to} music_genres - {print} I like music_genre {random} best! - debug: 'True' - 8: - header: Let's get to work! - text: Enjoy the adventures in level 3! 4: - 1: - header: Welcome to level 4 - text: In this level you will learn how to use quotation marks. - code: '{print} ''print with quotes!''' - 2: - header: Problem - text: 'In the previous levels, you might have come across this problem:' - code: |- - name {is} Sophie - {print} My name is name - debug: 'True' - 3: - header: Fixing it with quotation marks - text: |- - In this level we will fix this problem by using quotation marks. - - This also makes our code look more like 'real' Python code. - 4: - header: Quotation marks with print - text: Each time you use the `{print}` command you need to put the text that you want to appear on the screen in quotation marks. - code: '{print} ''print with quotes!''' - 5: - header: Quotation marks with ask - text: This also goes for the `{ask}` command. - code: name {is} {ask} 'name please?' - 6: - header: Quotation marks and variables - text: |- - You do not want variable names to be printed on the screen. - This is why variables should be left out of the quotation marks, like this: - code: |- - name {is} Harry - {print} 'Hello ' name - 7: - header: Quotation marks and variables - text: |- - When variable names are used in the middle of a sentence, you have to leave the variables out of the quotation marks. - The rest of the sentence however, does need quotation marks. That looks like this: - code: |- - name {is} Harry - {print} 'Hello ' name ', how are you?' - 8: - header: Quotation marks and contractions - text: |- - Be careful! Now that you are using quotation marks, you can't use apostrophes in contractions. - - Please try to print a contraction like "you're" or "I'm" in the screen below and see what happens.... - code: '{print} ''This won''t work!''' - debug: 'True' 9: header: Ready, Set, Go! text: Enjoy the adventures in level 4! - code: |- - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'SURPRISE!' - 10: - header: Debugging - text: Let's debug this code! - code: |- - {clear} - {print} What a nice day to go to the beach! - {ask} 'Do you want to build a sandcastle or swim in the ocean?' - {print} 'You would like to activity ' - {print} 'I'd like to do that too' - {print} 'Look at these beautiful seashells!' - colors {is} 'orange, silver, white, brown' - {print} 'I love the colors {at} {random} one!' - choice {is} {ask} Which one do you like? - debug: 'True' - 11: - header: Ready, Set, Go! - text: Enjoy the adventures in level 4! - 5: - 1: - header: Welcome to level 5 - text: 'In this level you will learn to use 3 new commands: `{if}`, `{else}` and `{in}`.' - 2: - header: if - text: |- - The `{if}` command allows you to choose between two options. - In this example the computer will print 'nice' if the given answer is Hedy. - If the answer is not Hedy, the computer will do nothing. - code: |- - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - 3: - header: Don't forget to print - text: |- - When using the `{if}` command, don't forget to use the `{print}` command. - This code will not work! - code: '{if} name {is} Hedy ''nice''' - debug: 'True' - 4: - header: else - text: |- - When using an `{if}` command, you can also add an `{else}` command. - If the answer is Hedy, the computer will print 'nice'. - But if the answer is something else the computer will print 'boo' - code: '{if} name {is} Hedy {print} ''nice'' {else} {print} ''boo!''' - 5: - header: Long lines - text: |- - You might have noticed that your lines can get very long when you have both an `{if}` and an `{else}` command. - - You can choose to separate commands and put them on 2 lines, like this: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - 6: - header: Another new command - text: |- - If you have practised with the `{if}` and `{else}` commands, you can also try the `{in}` command. - - With `{in}` you can let the computer check if an item is in a list, for example: - - Please note that Hedy is case sensitive. This means that if you answer "Green" instead of "green", Hedy will print "meh". - code: |- - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - 7: - header: Debugging - text: Let's debug this code! - code: |- - {print} Welcome to HedyAir Security! - boarding_pass {is} {ask} 'Do you have your boarding pass?' - {if} bording_pass yes {print} Great! - {else} Please, get your boarding pass ready. - passport {is} 'Can I see your passport, please?' - {if} passport {is} yes 'thank you' - {else} 'You can't fly without a passport' - declare {is} {ask} Do you have anything to declare? - {if} declare {is} yes - item_to_declare {is} {ask} 'What would you like to declare' - {else} Alright - {print} Thank you. Please head to gate A22.' - debug: 'True' - 8: - header: Let's go! - text: Enjoy the adventures in level 5! - 6: - 1: - header: Welcome to level 6 - text: In this level we are adding maths to our codes. - 2: - header: Addition - text: If you want to calculate an addition, simply use the plus sign. - code: '{print} ''5 plus 5 is '' 5 + 5' - 3: - header: Subtraction - text: If you want to subtract, you can use the minus sign. - code: '{print} ''5 minus 5 is '' 5 - 5' - 4: - header: Multiplication - text: If you want to do multiplications, you can use the asterisk. - code: '{print} ''5 times 5 is '' 5 * 5' - 5: - header: Division - text: You can use the slash for division. - code: '{print} ''5 divided by 5 is '' 5 / 5' - 6: - header: Summary - text: In summary, you can use +, -, * and / to do maths. - code: |- - {print} '5 plus 5 is ' 5 + 5 - {print} '5 minus 5 is ' 5 - 5 - {print} '5 times 5 is ' 5 * 5 - {print} '5 divided by 5 is ' 5 / 5 - 7: - header: The = symbol - text: |- - From now on you can also use the = symbol instead of the `{is}` command. - This goes for both numbers and words, and it also goes after the `{if}` or `{else}` commands. - code: |- - name = Hedy - answer = 20 + 4 - 8: - header: Calculations with variables - text: 'You can use calculations with numbers, but you can also use variables to do calculations, like this:' - code: |- - number_1 = {ask} 'Fill in the first number:' - number_2 = {ask} 'Fill in the second number:' - correct_answer = number_1 * number_2 - {print} number_1 ' times ' number_2 ' is ' correct_answer - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'This is the water park ticket machine' - {print} 'Price list: Children under 12 $3, Adults $5' - {print} 'Mondays are 25% off' - amount_of_children = 'How many kids tickets would you like?' - amount_of_adults = 'How many adult tickets would you like?' - day_of_the_week = {ask} 'What day is it?' - {clear} - child_price = amount of children * 3 - adult_price = amount_of_adults + 5 - total_price = adult_price * child_price - {if} day {is} monday - total_price = total_price * 0.25 - {print} 'That will be total_price please' - debug: 'True' - 10: - header: Let's get to work! - text: Enjoy the adventures in level 6! - 7: - 1: - header: Welcome to level 7 - text: In this level you will learn how to repeat a line of code as many times a you'd like. - 2: - header: repeat 3 times - text: |- - If you want to repeat a line of code, you can use the `{repeat}` 3 `{times}` code. - If you want to repeat the line more times, simply change the number. - - For example: If you are programming a story where your character shouts for help for 5 times, it could look like this: - code: |- - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - 3: - header: Don't forget the print command - text: When using the repeat command, do not forget the `{print}` command. - code: '{repeat} 5 {times} ''Help!''' - debug: 'True' - 4: - header: Repeat an ask command - text: You can also repeat an `{ask}`, `{if}` or `{else}` command multiple times. - code: |- - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - 5: - header: Debugging - text: Let's debug this code! - code: |- - {print} You gave stranded on a desert island. - {repeat} 3 'Help!' - rescued = {ask} Has anybody come to the rescue? - {if} rescued yes {is} - {print} Lucky! - {else} {repeat} 3 {times} 'HELP!' - rescued = 'What about now?' - {if} yes - {print} 'Hurray! - {else} 'That's a shame... Oh well... time to build a shelter and find some food.' - debug: 'True' - 6: - header: Ready Set Go! - text: Enjoy the adventures in level 7! - 8: - 1: - header: Welcome to level 8 - text: In this level you will learn to use indentation to make the `{repeat}`, `{if}` and `{else}` commands work for multiple lines of code. - 2: - header: '{repeat} commands before' - text: |- - In the previous levels, the `{repeat}` command looked like this: - - You could only repeat one line of code. - code: '{repeat} 5 {times} {print} ''Help!''' - debug: 'True' - 3: - header: '{repeat} commands now' - text: |- - In this level you can repeat multiple lines of code. To do this you must tell the computer which lines belong together and should be repeated. - You do this by using indentation. - - Use 4 spaces (or one tab) at the beginning of each line that you want to repeat, like this: - code: |- - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This will be printed 5 times' - 4: - header: '{repeat} commands now' - text: |- - If you want to, you can continue after the `{repeat}` command without indentation. - The lines that do not start with indentation will not be repeated. - code: |- - {repeat} 3 {times} - {print} 'Hello!' - {print} 'We are done repeating!' - 5: - header: if and else before - text: |- - The same goes for the `{if}` and `{else}` commands. - These were the commands before: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - debug: 'True' - 6: - header: if and else now - text: |- - These are the `{if}` and `{else}` commands now. - Each line after the `{if}` and `{else}` commands start with indentation. - code: |- - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {else} - {print} 'Welcome programmer!' - 7: - header: stopping the indentation - text: Just like with the `{repeat}` command, you can stop using indentation and the lines will always be shown. Not just if the statement is true. - code: "name = {ask} 'What is your name?'\n{if} name {is} Hedy\n {print} 'Welcome Hedy'\n{else}\n {print} 'Welcome programmer!' \n{print} '3..2..1.. Start programming!'" - 8: - header: if statements inside if statements - text: |- - You might have thought of trying to put an if command inside a repeat command, or inside another if command. - For now, this is not possible yet. In the higher levels, it will be allowed, but for now let's focus on practising the `{if}` `{else}` and `{repeat}` commands with proper indentation first. - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'HedyWheels bus tickets machine' - zone_1 = Town Hall, Library, Campus, Market Place - zone_2 = Swimming Pool, Skate Park, Mall, Airport - destination = 'Where do you want to go?' - {if} destination {in} zone 1 - {print} destination 'is in zone 1' - price = 3 euros - {if} destination {is} zone_2 - {print} destination 'is in zone 2' - price = 6 - ticket_types = {ask} 'Press 1 for a single use ticket. - Press 2 for a round trip ticket:' - {if} ticket_type = 1 - {print} 'You chose a single use ticket' - {else} - {print} You chose a round trip ticket' - price * 2 - {print} 'That will be ' price ' euros please' - debug: 'True' - 10: - header: Let's check out the adventures! - text: Enjoy the adventures in level 8! - 9: - 1: - header: Welcome to level 9 - text: |- - In this level you can use multiple lines of code after an `{if}` or after a `{repeat}` command. - - You can even put a `{repeat}` command within another `{repeat}` command. - 2: - header: Multiple lines after `{repeat}` - text: You are allowed to combine `{repeat}` and `{if}` in this level. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 3: - header: Indentation matters! - text: Indentation is very important to tell the computer which lines should be repeated and which lines should only be ran once. - code: |- - {repeat} 3 {times} - {print} 'This line will be repeated...' - {print} 'This one too...' - {print} 'but this one will not!' - 4: - header: Multiple lines after `{if}` - text: You can also use multiple lines after `{if}` - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - 5: - header: Indentation matters - text: Again, indentation is still very important and can make a big difference in the code. - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - 6: - header: An `{if}` inside a `{repeat}` - text: |- - Now that you can use multiple lines of code after these command, you can also put them within each other. - Check it out: - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 7: - header: Mind the indentation - text: Mind that the fourth and sixth line of this code starts with 8 spaces of indentation. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Welcome to HedyJumps, your parachute jump adventure!' - people = {ask} 'How many people are you jumping with today? - {print} 'We'll ask all of you some questions for safety reasons.' - extra_instructions_people = a, b - {repeat} 3 {times} - name = {ask} 'What is your name?' - jumped_before = 'Have you ever done a parachute jump before, ' name '?' - {if} jumped_before no - {print} 'No worries, you'll get an extra safety instruction in room 13' - {add} name {to} extra_instructions_people - {else} - {print} 'Fun!' - {print} 'Thanks for filling in the safety questions everyone. Enjoy your jump!' - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 9! - 10: - 1: - header: Welcome to level 10 - text: 'In this level you will learn a new command: `{for}`.' - 2: - header: The for command - text: With for you can make a list and use all items on that list. `{for}` creates a block, like repeat and if so all lines in the block need to start with indentation (4 spaces). - code: |- - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - 3: - header: The for command - text: 'Here you see another example of the `{for}` command:' - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - 4: - header: Debugging - text: Let's debug this code - code: |- - {print} 'Ladies and gentlemen!' - {print} 'For one night and one night only in circus Hedy!' - acts = shoot out of a canon, walk the tightrope, pack themself in a suitcase, - people = Iris the Incredible Achmed the Amazing Francis the Fantastic - {for} people {in} acts - chosen_person {is} people {random} - chosen_person ' will ' act - {add} chosen_person {from} people - {print} 'Come and watch our show tonight!' - {print} 'Tickets are only available at the counter - debug: 'True' - 5: - header: Time to program! - text: Enjoy the adventures in level 10! - 11: - 1: - header: Welcome to level 11 - text: |- - In this level, we add a new form of the `{for}` command. In earlier levels, we used for with a list, but we can also use for with numbers. - - This way we don't need the `{repeat}` command anymore. - 2: - header: The for command - text: 'This is what the new for command looks like:' - code: |- - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - 3: - header: the variable i - text: |- - In the previous slide the variable was named 'counter', because it was counting down. - You can of course use any name for the variable you want. - The standard name for variables in this situation that is used in programming languages like Python is 'i'. - That looks like this: - code: |- - number = 10 - {for} i {in} {range} 1 {to} 10 - {print} i * number - 4: - header: Debugging - text: Let's debug this code! - code: |- - factor {is} {ask} 'Which table of multiplication do you need?' - {repeat} {for} numbers {in} {range} 1 {to} 10 {times} - {print} This is the table of multiplications for factor - {print} number ' x ' factor ' = ' i * factor - debug: 'True' - 5: - header: Let's start programming! - text: Enjoy the adventures in level 11! - 12: - 1: - header: Welcome to level 12 - text: |- - From this level on you are allowed to use decimal numbers and there are some changes to the quotation marks. - You can also use functions from this level on! - 2: - header: Quotation marks - text: |- - This level makes some changes to the usage of quotation marks. - From now on, **all texts** need to be in quotation marks. This includes values of variables, items on lists and text after {if} commands. - code: |- - name = 'Hedy the Robot' - {print} 'Hello ' name - 3: - header: Decimal numbers - text: |- - From this level on you are also allowed to use decimal numbers. This can make programs like your restaurant even better! - - Numbers do not need quotation marks. - code: |- - {print} 'decimal numbers now need to use a dot' - {print} 2.5 + 2.5 - 4: - header: Functions! - text: |- - In this level you'll learn how to use functions. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. To create a function, use define and give the function a name. Then put all the lines you want in the function in a indented block under the define line. Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use call with the function's name to call it up! We don't have to type that block of code again. - 5: - header: Twinkle Twinkle little star! - text: |- - In this program you see an example of a function. - Let's see what happens if you fill in the rest of the song! - code: |- - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} twinkle - 6: - header: Functions - text: As you could see in the example a function is a block of code that can be called anytime. You use `{define}` to set the function and `{call}` to use it. - 7: - header: Debugging - text: Let's debug this code! - code: |- - {call} new_member - {print} 'Hi new member!' - username = {ask} 'What is your username?' - password = 'What is your password?' - {print} 'Welcome to our club!' - - username = {ask} 'Please enter your username. Are you a new member? Type New Member' - {if} username = New Member - {call} new member - {else} - password = {ask} 'Please enter password' - debug: 'True' - 8: - header: Ready to try it out? - text: Enjoy the adventures in level 12! - 13: - 1: - header: Welcome to level 13 - text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two ifs but can use and and or. - From now on you could also use arguments in your functions. - 2: - header: The and command - text: |- - The `{and}` command is always used in a combination with the {if} command. - This way you can check if 2 statements are true. For example: - code: |- - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - 3: - header: The or command - text: |- - The `{or}` works in the same way as the `{and}` command, but only 1 of the two statements has to be true. - - Let's see what happens when you change the `{and}` for `{or}`. - code: |- - name = {ask} 'what is your name?' - {if} name {is} 'Hedy' {or} name {is} 'hedy' - {print} 'Welcome!!' - 4: - header: Functions with arguments - text: Now that you've learned how to use functions, you'll learn how to use a function with an **argument**. An argument is a variable that is used within a function. It is not used outside the function. - 5: - header: Example - text: |- - In this example you see how the argument 'place' is used in the function. - Run the code and change 'ocean' and 'sea' to something else, and see what happens. - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 6: - header: Example with variable - text: |- - You can also combine functions with a question. - - What happens if you make these changes: - ``` - define song with place - print 'My Bonnie is ' place - - answer is ask 'Where is my Bonnie?' - call song with answer - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 7: - header: Even more questions! - text: |- - Now we have combined even more question with the function. Type this code and see what happens. - - Note how the variables and the arguments have the same name. This is allowed. - Does it confuse you? Just use different names, that is allowed as well. - ``` - define song with name, place - print 'My ' name ' is ' place - - name is ask 'Who?' - place is ask 'Where are they?' - call song with name, place - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {define} happiness {with} name - {print} '🥳' - {play} G - {play} A - {play} B - {print} 'Party on, ' name - {define} sadness - {print} '😞' - {play} E - {play} D - {play} C - {print} 'Hope you feel better, ' name - - name = {ask} 'What is your' name '?' - mood = {ask} 'Are you happy or sad?' - {if} mood = happy - {call} happiness {with} person - {else} mood = sad - {define} sadness {to} name - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 13! - 14: - 1: - header: Welcome to level 14 - text: In this level you'll learn some new symbols that can help you improve your programs, like >. You will also learn to work with return values of a function. - 2: - header: Symbols - text: |- - These are the new symbols you can use: - - The > means bigger than... - - The >= means bigger than or the same as... - - The < means smaller than... - - The <= means smaller than or the same as... - - You can use them like this: - code: |- - age = {ask} 'How old are you?' - {if} age < 13 - {print} 'You are younger than me!' - {else} - {print} 'You are older than me!' - 3: - header: Symbols - text: |- - You can also use: - - == is the same as. - - != is not - - == is used in `{if}` statements. - code: |- - answer = {ask} 'Do you want to learn more?' - {if} answer == 'yes' - {print} 'Go to the next adventure!' - {if} answer != 'yes' - {print} 'That is a shame!' - 4: - header: Return value - text: In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - 5: - header: Return value - text: For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - code: |- - {define} calculate_new_price {with} amount, percentage - percentage = percentage / 100 - discount_amount = amount * percentage - {return} amount - discount_amount - - old_price = {ask} 'How much is on the price tag?' - discount = {ask} 'What percentage is the discount?' - - new_price = {call} calculate_new_price {with} old_price, discount - {print} 'The new price is ' new_price ' dollar' - 6: - header: Debugging - text: Let's debug this code! - code: |- - item = 'not bought' - {print} 'I would like to buy this item' - price == {ask} 'What is the price?' - {if} price less than or the same as 10 - {print} 'Thats a great deal!' - item = 'bought' - {if} price is more than 10 {and} less than or the same as 20 - {print} 'Alright' - item = 'bought' - {if} price is more than 20 {and} less than 50 - {print} 'That is a bit much!' - {if} price is more than or the same as 50 - {print} 'No way!' - {if} item =! bought - {print} 'Shame.. I wont buy it' - {else} - {print} 'I will buy it! Thank you!' - debug: 'True' - 7: - header: Let's get to work! - text: Enjoy the adventures in level 14! - 15: - 1: - header: Welcome to level 15 - text: In this level you will learn about the `{while}` loop. - 2: - header: '{while}' - text: |- - We are going to learn a new loop, the while loop! The loop continues as long as the statement is true. So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. If the correct answer is never given, the loop will never end! - code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - 3: - header: Debugging - text: Let's debug this code! - code: |- - numbers = 1, 2 - - {for} i {in} {range} 3 {to} 50 - {add} x {to} numbers - i = + 1 - - random_number = numbers {random} - guesses = 10 - - {while} guess = 0 - answer = 'Guess my number:' - {if} answer >= random_number - {print} 'lower' - guesses = guesses -1 - {if} answer > random_number - {print} 'higher!' - guesses = guesses - {else} answer = random_number - {print} 'correct' - guesses = 10 - - debug: 'True' - 4: - header: Let's try it out! - text: Enjoy the adventures in level 15! - 16: - 1: - header: Welcome to level 16 - text: In this level you will learn about the [square brackets] and how to use them. - 2: - header: Square brackets - text: We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. The at random command can not be used anymore. - code: |- - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - 3: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Friendship test' - {subjects} = ['song', 'movie', 'food', 'drink'] - answers_player_1 = [] - answers_player_2 = [] - score = 100 - - {for} i {in} {range} 1 {to} 4 - answer = {ask} 'what is your favorite ' subjects[i] - {add} answer {to} answers_player_1 - - {print} 'Player 2, your turn!' - {for} i {in} {range} 0 {to} 4 - answer_player_2 = {ask} 'what is player 1s favorite ' subjects - {add} answer_player_2 {in} answers_player_2 - {if} answers_player_2[2] == answers_player_1[1] - {print} 'Correct!' - {else} - {print} 'Wrong!' - score = score - 25 - - {print} 'Player 2, you've scored ' score '%' - - {if} score = 100 - {print} 'You are an amazing friend' - {if} score < 100 {or} score >= 50 - {print} 'You could do better' - {else} score < 50 - {print} 'Do you even know this person?!' - debug: 'True' - 4: - header: Let's try it out! - text: Enjoy the adventures in level 16! - 17: - 1: - header: Welcome to level 17 - text: in this level you will learn how to use a colon and you will learn the elif command. - 2: - header: Colon - text: 'Now we are going to change indentation a little bit. Every time that we need an indentation, we need : at the line before the indentation.' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {else}: - {print} 'Better luck next time..' - 3: - header: Elif - text: 'In this level you can also use a new command: elif. elif is short for else if and you need it when you want to make 3 (or more!) options. Check it out!' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {elif} your_price == 'an apple pie' : - {print} 'Lovely, an apple pie!' - {else}: - {print} 'Better luck next time..' - 4: - header: Debugging - text: Let's debug this code! - code: |- - {define} ask_direction - direction = {ask} 'Where do you want to go?' - {if} direction = 'backwards' - {turn} 180 - {else} direction == 'right' - {turn} 90 - {else} direction == 'left' - {turn} 270 - {forward} 100 - - continue = 'yes' - - {while} continue == 'yes' - {print} ask_direction - {sleep} - continue = 'do you want to draw some more?' - {sleep} - debug: 'True' - 5: - header: Let's try it out! - text: Enjoy the adventures in level 17! - 18: - 1: - header: Welcome to level 18 - text: Congratulations! You have reached the last level of Hedy! The code you have created here can be copied to real Python environments like replit or PyCharm, and you can continue learning there! Note however that Python can only read English commands, so if you have been using other languages, you will need to switch to English now. - 2: - header: The Python way - text: |- - We arrived at real Python code! That means we need to use parentheses with print and range from now on. - - Also, if you want to print more than one item, you need to separate them by commas. - - The final change we will need to make to get Python code is changing ask into input. - - Click on the 'print' tab for all the examples. - editor: /hedy/18 - 3: - header: The very last adventures! - text: Enjoy the very last adventures in level 18! diff --git a/content/slides/kab.yaml b/content/slides/kab.yaml index 3de088e10b5..0967ef424bc 100644 --- a/content/slides/kab.yaml +++ b/content/slides/kab.yaml @@ -1,565 +1 @@ -levels: - 0: - 2: - header: Programming - text: "Programming is giving instructions to a computer, using the language of the computer.\n\nSuch a language is called a \"programming language\"." - 3: - header: Programming Language - text: "Maybe you already know some programming languages?\nSome examples are:\n* Scratch\n* Python\n* HTML" - 4: - header: Programming - text: "If you can program, you can do many cool things:\n* Build interactive stories\n* Create computer drawings and draw these on paper or fabric\n* Build your own apps to use on your phone" - 7: - header: Programming in Hedy - code: '{print} Welcome to Hedy!' - text: We start the code with the Run code button underneath the code. - 8: - code: '{print} Welcome to Hedy!' - header: Programming in Hedy - text: Output appears on the right-hand side. - 9: - text: The output can also be a drawing. - header: Programming in Hedy - code: "{forward} 100\n{turn} {left}" - 6: - header: Programming in Hedy - text: Code words will be shown in pink. - code: '{print} Welcome to Hedy!' - 5: - header: Programming in Hedy - text: In Hedy we use special codes, like `{print}`. - code: '{print} Welcome to Hedy!' - 1: - header: Welcome to Hedy! - text: Hedy is a programming language. - 1: - 5: - header: '{echo}' - code: "{print} Hello!\n{ask} What is your name?\n{echo} hello" - text: "As you could see in the previous example. If you use the `{ask}` command, you can ask a question.\nThe answer, however doesn't show in the output screen.\n\nIf you do want the answer to show, you can use the final command of this level: `{echo}`.\n`{echo}` is used to repeat the answer of an `{ask}`." - 7: - editor: /hedy/1 - header: Programming! - text: Adventures are shown in tabs. - 12: - header: Debugging - debug: 'True' - code: "I am DJ Hedy\n{print} What song would you like to hear?\n{ask} I like that song too!\n{print} Next up... {echo}" - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - 3: - header: The {print} command - code: "{print} Welcome to Hedy!\n{print} Start programming now!" - text: "You can change the text after the print command to whatever you want.\n\nOr you could print multiple lines by adding another line of code that also starts with `{print}`." - 2: - text: "The first code that you can use in level 1 is `{print}`.\n\n`{print}` is used to show text on the screen." - code: '{print} Show text on the screen' - header: '{print}' - 11: - text: '`{turn}` is used to make the turtle turn left or right.' - header: 'Drawing with the turtle: {turn}' - code: "{forward} 50\n{turn} {left}" - 1: - header: Welcome to level 1! - text: "We will start level 1 by making stories in Hedy!\n\nWe need three text codes to create interactive stories." - 8: - header: Programming! - text: The yellow arrow buttons can be used to copy examples. - editor: /hedy#print_command - 10: - code: '{forward} 50' - text: '`{forward}` is used to move the turtle forward.' - header: 'Drawing with the turtle: {forward}' - 4: - code: "{print} Welcome to your own rock scissors paper!\n{ask} What will you choose?" - header: '{ask}' - text: "The second code that you can use in level 1 is `{ask}`.\n\n`{ask}` is used to ask a question that can be answered." - 9: - header: Drawing with the turtle - text: Now that we have seen at text codes, we will now look at drawing codes next. - 6: - text: "With `{print}`, `{ask}` and `{echo}` you can already create a little story.\nThis is a good time to try the Parrot, Story and Rock, Paper Scissors adventures." - header: Programming! - editor: /hedy/1 - 13: - text: Enjoy the adventures in level 1! - header: Let the programming fun begin! - 2: - 3: - header: Interactive - code: "name {is} {ask} What is your name?\n{print} Hello name" - text: "We can also set a variable by asking questions.\n\nThe answer to the question is stored in the variable.\n\nThis way we don't need the `{echo}` command." - 6: - header: Sleep 5 - code: "pause {is} 10\n{print} My favorite colour is...\n{sleep} pause\n{print} green!" - text: "You can add a number after the `{sleep}` command if you want the pause to be longer.\n\nIf you want, you could even use a variable instead of a number to decide the duration of the sleep command." - 7: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - debug: 'True' - code: "{print} Welcome to the donut shop!\nfilling {is} What kind of filling would you like?\n{print} You have chosen... Filling! Yum!\ntopping {ask} What kind of topping would you like?\ntopping is delicious!\n{print} I'll go get your donut. {sleep}\n{print} Here you go! A filling donut with toping!\n{ask} Have a nice day!" - 8: - header: Let the programming fun begin! - text: Enjoy the adventures in level 2! - 4: - text: Now that we use variables, we can use multiple variables instead of just one `{echo}` command. - code: "name {is} {ask} What is your name?\n{print} Hello name\nage {is} {ask} How old are you?\n{print} name is age years old." - header: Multiple variables - 2: - text: To make or 'set' a variable we use the `{is}` command - code: "name {is} Hedy\nage {is} 15\n{print} name is age years old" - header: Variables - 5: - text: You can also use the `{sleep}` command to pause the code for a while. - header: Sleep - code: "{print} My favorite colour is...\n{sleep} 2\n{print} green!" - 1: - header: Welcome to level 2 - text: "In this level you will learn to use variables.\n\nA variable is a word that can be used to store information.\n\nFor example: a name, age or favorite sports team." - 3: - 1: - header: Welcome to level 3 - text: In this level you'll learn how to make a list, add and remove items form your lists and pick a random item off that list. - 3: - header: At random - text: "You can use the list with the `{at}` `{random}` command.\nThe computer will randomly pick one item of the list.\nEvery time you run this code the output will differ." - code: "animals {is} dogs, cats, kangaroos\n{print} animals {at} {random}" - 5: - header: Add to - text: "You can add items to a list with the `{add}` `{to}` command.\n\nYou can choose what to add to the list or you can use the `{add}` `{to}` command in combination with the `{ask}` command.\nThis way you can let the player decide what to add to the list." - code: "animals {is} dog, cat, kangaroo\nlike {is} {ask} What is your favorite animal?\n{add} like {to_list} animals\n{print} I choose animals {at} {random}" - 4: - text: You can use the `{at}` `{random}` command in a sentence as well. - header: At random in a sentence - code: "animals {is} dogs, cats, kangaroos\n{print} My favorite animal is animals {at} {random}" - 8: - text: Enjoy the adventures in level 3! - header: Let's get to work! - 7: - debug: 'True' - header: Debugging - editor: "music_genres {is} rock, pop, metal, indie, jazz\nchosen_genre is music {at} {random}\n{print} Let's listen to chosen genre\nnice {ask} Do you like that genre?\n{remove} chosen_genre {from} chosen_genre\nsecond_choice {is} music_genres\n{print} or do you prefer... second_choice {at} {random}\n{remove} second_choice {to} music_genres\n{print} I like music_genre {random} best!" - text: Let's debug this code! - 6: - code: "animals {is} dog, cat, kangaroo\ndislike {is} {ask} What animal do you not like?\n{remove} dislike {from} animals\n{print} I choose animals {at} {random}" - text: "The opposite of the `{add}` `{to}` command is the `{remove}` `{from}` command.\nThis command removes an item from a list." - header: Remove from - 2: - header: Making a list - text: "You make a list with `{is}`.\n\nSeparate the items on your list with a comma." - code: animals {is} dogs, cats, kangaroos - 4: - 4: - code: "{print} 'print with quotes!'" - text: Each time you use the `{print}` command you need to put the text that you want to appear on the screen in quotation marks. - header: Quotation marks with print - 5: - header: Quotation marks with ask - text: This also goes for the `{ask}` command. - code: name {is} {ask} 'name please?' - 10: - header: Debugging - code: "{clear}\n{print} What a nice day to go to the beach!\n{ask} 'Do you want to build a sandcastle or swim in the ocean?'\n{print} 'You would like to activity '\n{print} 'I'd like to do that too'\n{print} 'Look at these beautiful seashells!'\ncolors {is} 'orange, silver, white, brown'\n{print} 'I love the colors {at} {random} one!'\nchoice {is} {ask} Which one do you like?" - debug: 'True' - text: Let's debug this code! - 9: - code: "{print} '3'\n{clear}\n{print} '2'\n{clear}\n{print} '1'\n{clear}\n{print} 'SURPRISE!'" - header: Clear - text: "In this level you'll also learn the {clear} command.\nWith this command you can wipe all the text from your output screen.\n\nBe careful that you always use a sleep command too. If you don't the computer will wipe all the text before you can read it!" - 2: - text: 'In the previous levels, you might have come across this problem:' - header: Problem - code: "name {is} Sophie\n{print} My name is name" - debug: 'True' - 3: - text: "In this level we will fix this problem by using quotation marks.\n\nThis also makes our code look more like 'real' Python code." - header: Fixing it with quotation marks - 8: - debug: 'True' - code: "{print} 'This won't work!'" - header: Quotation marks and contractions - text: "Be careful! Now that you are using quotation marks, you can't use apostrophes in contractions.\n\nPlease try to print a contraction like \"you're\" or \"I'm\" in the screen below and see what happens...." - 1: - header: Welcome to level 4 - code: "{print} 'print with quotes!'" - text: In this level you will learn how to use quotation marks. - 7: - code: "name {is} Harry\n{print} 'Hello ' name ', how are you?'" - header: Quotation marks and variables - text: "When variable names are used in the middle of a sentence, you have to leave the variables out of the quotation marks.\nThe rest of the sentence however, does need quotation marks. That looks like this:" - 11: - text: Enjoy the adventures in level 4! - header: Ready, Set, Go! - 6: - code: "name {is} Harry\n{print} 'Hello ' name" - text: "You do not want variable names to be printed on the screen.\nThis is why variables should be left out of the quotation marks, like this:" - header: Quotation marks and variables - 5: - 4: - header: else - code: "{if} name {is} Hedy {print} 'nice' {else} {print} 'boo!'" - text: "When using an `{if}` command, you can also add an `{else}` command.\nIf the answer is Hedy, the computer will print 'nice'.\nBut if the answer is something else the computer will print 'boo'" - 5: - code: "{if} name {is} Hedy {print} 'nice'\n{else} {print} 'boo!'" - header: Long lines - text: "You might have noticed that your lines can get very long when you have both an `{if}` and an `{else}` command.\n\nYou can choose to separate commands and put them on 2 lines, like this:" - 7: - text: Let's debug this code! - header: Debugging - code: "{print} Welcome to HedyAir Security!\nboarding_pass {is} {ask} 'Do you have your boarding pass?'\n{if} bording_pass yes {print} Great!\n{else} Please, get your boarding pass ready.\npassport {is} 'Can I see your passport, please?'\n{if} passport {is} yes 'thank you'\n{else} 'You can't fly without a passport'\ndeclare {is} {ask} Do you have anything to declare?\n{if} declare {is} yes\nitem_to_declare {is} {ask} 'What would you like to declare'\n{else} Alright\n{print} Thank you. Please head to gate A22.'" - debug: 'True' - 8: - text: Enjoy the adventures in level 5! - header: Let's go! - 2: - code: "name {is} {ask} 'what is your name?'\n{if} name {is} Hedy {print} 'nice'" - header: if - text: "The `{if}` command allows you to choose between two options.\nIn this example the computer will print 'nice' if the given answer is Hedy.\nIf the answer is not Hedy, the computer will do nothing." - 3: - debug: 'True' - text: "When using the `{if}` command, don't forget to use the `{print}` command.\nThis code will not work!" - header: Don't forget to print - code: "{if} name {is} Hedy 'nice'" - 1: - header: Welcome to level 5 - text: 'In this level you will learn to use 3 new commands: `{if}`, `{else}` and `{in}`.' - 6: - text: "If you have practised with the `{if}` and `{else}` commands, you can also try the `{in}` command.\n\nWith `{in}` you can let the computer check if an item is in a list, for example:\n\nPlease note that Hedy is case sensitive. This means that if you answer \"Green\" instead of \"green\", Hedy will print \"meh\"." - header: Another new command - code: "pretty_colors {is} green, yellow\nfavorite_color {is} {ask} 'What is your favorite color?'\n{if} favorite_color {in} pretty_colors {print} 'pretty!'\n{else} {print} 'meh'" - 6: - 10: - header: Let's get to work! - text: Enjoy the adventures in level 6! - 2: - code: "{print} '5 plus 5 is ' 5 + 5" - header: Addition - text: If you want to calculate an addition, simply use the plus sign. - 8: - text: 'You can use calculations with numbers, but you can also use variables to do calculations, like this:' - header: Calculations with variables - code: "number_1 = {ask} 'Fill in the first number:'\nnumber_2 = {ask} 'Fill in the second number:'\ncorrect_answer = number_1 * number_2\n{print} number_1 ' times ' number_2 ' is ' correct_answer" - 6: - header: Summary - text: In summary, you can use +, -, * and / to do maths. - code: "{print} '5 plus 5 is ' 5 + 5\n{print} '5 minus 5 is ' 5 - 5\n{print} '5 times 5 is ' 5 * 5\n{print} '5 divided by 5 is ' 5 / 5" - 4: - header: Multiplication - code: "{print} '5 times 5 is ' 5 * 5" - text: If you want to do multiplications, you can use the asterisk. - 5: - header: Division - text: You can use the slash for division. - code: "{print} '5 divided by 5 is ' 5 / 5" - 1: - header: Welcome to level 6 - text: In this level we are adding maths to our codes. - 7: - header: The = symbol - text: "From now on you can also use the = symbol instead of the `{is}` command.\nThis goes for both numbers and words, and it also goes after the `{if}` or `{else}` commands." - code: "name = Hedy\nanswer = 20 + 4" - 3: - code: "{print} '5 minus 5 is ' 5 - 5" - text: If you want to subtract, you can use the minus sign. - header: Subtraction - 9: - text: Let's debug this code! - header: Debugging - debug: 'True' - code: "{print} 'This is the water park ticket machine'\n{print} 'Price list: Children under 12 $3, Adults $5'\n{print} 'Mondays are 25% off'\namount_of_children = 'How many kids tickets would you like?'\namount_of_adults = 'How many adult tickets would you like?'\nday_of_the_week = {ask} 'What day is it?'\n{clear}\nchild_price = amount of children * 3\nadult_price = amount_of_adults + 5\ntotal_price = adult_price * child_price\n{if} day {is} monday\ntotal_price = total_price * 0.25\n{print} 'That will be total_price please'" - 7: - 3: - text: When using the repeat command, do not forget the `{print}` command. - debug: 'True' - header: Don't forget the print command - code: "{repeat} 5 {times} 'Help!'" - 2: - code: "{print} 'The prince kept calling for help'\n{repeat} 5 {times} {print} 'Help!'\n{print} 'Why is nobody helping me?'" - text: "If you want to repeat a line of code, you can use the `{repeat}` 3 `{times}` code.\nIf you want to repeat the line more times, simply change the number.\n\nFor example: If you are programming a story where your character shouts for help for 5 times, it could look like this:" - header: repeat 3 times - 4: - header: Repeat an ask command - text: You can also repeat an `{ask}`, `{if}` or `{else}` command multiple times. - code: "{repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?'\n{if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!'\n{else} {repeat} 3 {times} {print} 'You have learned something new!'" - 5: - header: Debugging - text: Let's debug this code! - debug: 'True' - code: "{print} You gave stranded on a desert island.\n{repeat} 3 'Help!'\nrescued = {ask} Has anybody come to the rescue?\n{if} rescued yes {is}\n{print} Lucky!\n{else} {repeat} 3 {times} 'HELP!'\nrescued = 'What about now?'\n{if} yes\n{print} 'Hurray!\n{else} 'That's a shame... Oh well... time to build a shelter and find some food.'" - 1: - text: In this level you will learn how to repeat a line of code as many times a you'd like. - header: Welcome to level 7 - 6: - text: Enjoy the adventures in level 7! - header: Ready Set Go! - 8: - 5: - debug: 'True' - text: "The same goes for the `{if}` and `{else}` commands.\nThese were the commands before:" - header: if and else before - code: "{if} name {is} Hedy {print} 'nice'\n{else} {print} 'boo!'" - 8: - header: if statements inside if statements - text: "You might have thought of trying to put an if command inside a repeat command, or inside another if command.\nFor now, this is not possible yet. In the higher levels, it will be allowed, but for now let's focus on practising the `{if}` `{else}` and `{repeat}` commands with proper indentation first." - 9: - code: "{print} 'HedyWheels bus tickets machine'\nzone_1 = Town Hall, Library, Campus, Market Place\nzone_2 = Swimming Pool, Skate Park, Mall, Airport\ndestination = 'Where do you want to go?'\n{if} destination {in} zone 1\n{print} destination 'is in zone 1'\nprice = 3 euros\n {if} destination {is} zone_2\n{print} destination 'is in zone 2'\nprice = 6\nticket_types = {ask} 'Press 1 for a single use ticket.\nPress 2 for a round trip ticket:'\n{if} ticket_type = 1\n{print} 'You chose a single use ticket'\n{else}\n {print} You chose a round trip ticket'\nprice * 2\n{print} 'That will be ' price ' euros please'" - header: Debugging - debug: 'True' - text: Let's debug this code! - 7: - text: Just like with the `{repeat}` command, you can stop using indentation and the lines will always be shown. Not just if the statement is true. - code: "name = {ask} 'What is your name?'\n{if} name {is} Hedy\n {print} 'Welcome Hedy'\n{else}\n {print} 'Welcome programmer!' \n{print} '3..2..1.. Start programming!'" - header: stopping the indentation - 2: - debug: 'True' - code: "{repeat} 5 {times} {print} 'Help!'" - header: '{repeat} commands before' - text: "In the previous levels, the `{repeat}` command looked like this:\n\nYou could only repeat one line of code." - 3: - text: "In this level you can repeat multiple lines of code. To do this you must tell the computer which lines belong together and should be repeated.\nYou do this by using indentation.\n\nUse 4 spaces (or one tab) at the beginning of each line that you want to repeat, like this:" - code: "{repeat} 5 {times}\n {print} 'Hello everyone'\n {print} 'This will be printed 5 times'" - header: '{repeat} commands now' - 1: - header: Welcome to level 8 - text: In this level you will learn to use indentation to make the `{repeat}`, `{if}` and `{else}` commands work for multiple lines of code. - 6: - header: if and else now - text: "These are the `{if}` and `{else}` commands now.\nEach line after the `{if}` and `{else}` commands start with indentation." - code: "name = {ask} 'What is your name?'\n{if} name {is} Hedy\n {print} 'Welcome Hedy'\n{else}\n {print} 'Welcome programmer!'" - 10: - text: Enjoy the adventures in level 8! - header: Let's check out the adventures! - 4: - header: '{repeat} commands now' - text: "If you want to, you can continue after the `{repeat}` command without indentation.\nThe lines that do not start with indentation will not be repeated." - code: "{repeat} 3 {times}\n {print} 'Hello!'\n{print} 'We are done repeating!'" - 9: - 2: - text: You are allowed to combine `{repeat}` and `{if}` in this level. - code: "{repeat} 3 {times}\n food = {ask} 'What do you want?'\n {if} food {is} pizza\n {print} 'nice!'\n {else}\n {print} 'pizza is better'" - header: Multiple lines after `{repeat}` - 5: - header: Indentation matters - code: "continue = {ask} 'Do you want to continue?'\n{if} continue = yes\n sure = {ask} 'Are you sure?'\n {if} sure {is} yes\n {print} 'We will continue'\n{else}\n {print} 'You are not sure'" - text: Again, indentation is still very important and can make a big difference in the code. - 4: - code: "continue = {ask} 'Do you want to continue?'\n{if} continue = yes\n sure = {ask} 'Are you sure?'\n {if} sure {is} yes\n {print} 'We will continue'\n {else}\n {print} 'You are not sure'\n{else}\n {print} 'You do not want to continue'" - text: You can also use multiple lines after `{if}` - header: Multiple lines after `{if}` - 7: - text: Mind that the fourth and sixth line of this code starts with 8 spaces of indentation. - code: "{repeat} 3 {times}\n food = {ask} 'What do you want?'\n {if} food {is} pizza\n {print} 'nice!'\n {else}\n {print} 'pizza is better'" - header: Mind the indentation - 8: - text: Let's debug this code! - code: "{print} 'Welcome to HedyJumps, your parachute jump adventure!'\npeople = {ask} 'How many people are you jumping with today?\n{print} 'We'll ask all of you some questions for safety reasons.'\nextra_instructions_people = a, b\n{repeat} 3 {times}\n name = {ask} 'What is your name?'\njumped_before = 'Have you ever done a parachute jump before, ' name '?'\n{if} jumped_before no\n{print} 'No worries, you'll get an extra safety instruction in room 13'\n{add} name {to} extra_instructions_people\n{else}\n{print} 'Fun!'\n{print} 'Thanks for filling in the safety questions everyone. Enjoy your jump!'" - header: Debugging - debug: 'True' - 3: - header: Indentation matters! - text: Indentation is very important to tell the computer which lines should be repeated and which lines should only be ran once. - code: "{repeat} 3 {times}\n {print} 'This line will be repeated...'\n {print} 'This one too...'\n{print} 'but this one will not!'" - 6: - code: "{repeat} 3 {times}\n food = {ask} 'What do you want?'\n {if} food {is} pizza\n {print} 'nice!'\n {else}\n {print} 'pizza is better'" - text: "Now that you can use multiple lines of code after these command, you can also put them within each other.\nCheck it out:" - header: An `{if}` inside a `{repeat}` - 1: - header: Welcome to level 9 - text: "In this level you can use multiple lines of code after an `{if}` or after a `{repeat}` command.\n\nYou can even put a `{repeat}` command within another `{repeat}` command." - 9: - text: Enjoy the adventures in level 9! - header: Let's go! - 10: - 3: - header: The for command - text: 'Here you see another example of the `{for}` command:' - code: "days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday\nnames = mom, dad, Emma, Sophie\n{for} day {in} days\n {print} names {at} {random} ' does the dishes on ' day" - 4: - text: Let's debug this code - header: Debugging - debug: 'True' - code: "{print} 'Ladies and gentlemen!'\n{print} 'For one night and one night only in circus Hedy!'\nacts = shoot out of a canon, walk the tightrope, pack themself in a suitcase,\npeople = Iris the Incredible Achmed the Amazing Francis the Fantastic\n {for} people {in} acts\nchosen_person {is} people {random}\n chosen_person ' will ' act\n{add} chosen_person {from} people\n{print} 'Come and watch our show tonight!'\n{print} 'Tickets are only available at the counter" - 2: - header: The for command - code: "animals = dog, cat, blobfish\n{for} animal {in} animals\n {print} 'I love ' animal" - text: With for you can make a list and use all items on that list. `{for}` creates a block, like repeat and if so all lines in the block need to start with indentation (4 spaces). - 5: - header: Time to program! - text: Enjoy the adventures in level 10! - 1: - header: Welcome to level 10 - text: 'In this level you will learn a new command: `{for}`.' - 12: - 3: - header: Decimal numbers - text: "From this level on you are also allowed to use decimal numbers. This can make programs like your restaurant even better!\n\nNumbers do not need quotation marks." - code: "{print} 'decimal numbers now need to use a dot'\n{print} 2.5 + 2.5" - 6: - header: Functions - text: As you could see in the example a function is a block of code that can be called anytime. You use `{define}` to set the function and `{call}` to use it. - 5: - header: Twinkle Twinkle little star! - code: "{define} twinkle\n {print} 'Twinkle'\n {print} '...'\n\n{call} twinkle\n{print} 'Up above the world so high'\n{print} 'Like a diamond in the sky'\n{call} twinkle" - text: "In this program you see an example of a function.\nLet's see what happens if you fill in the rest of the song!" - 4: - text: "In this level you'll learn how to use functions. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. To create a function, use define and give the function a name. Then put all the lines you want in the function in a indented block under the define line. Leave one empty line in your code to make it look nice and neat. Great job! You have created a function!\n\nNow, whenever we need that block of code, we just use call with the function's name to call it up! We don't have to type that block of code again." - header: Functions! - 2: - text: "This level makes some changes to the usage of quotation marks.\nFrom now on, **all texts** need to be in quotation marks. This includes values of variables, items on lists and text after {if} commands." - code: "name = 'Hedy the Robot'\n{print} 'Hello ' name" - header: Quotation marks - 8: - text: Enjoy the adventures in level 12! - header: Ready to try it out? - 7: - debug: 'True' - text: Let's debug this code! - code: "{call} new_member\n{print} 'Hi new member!'\nusername = {ask} 'What is your username?'\npassword = 'What is your password?'\n{print} 'Welcome to our club!'\n\nusername = {ask} 'Please enter your username. Are you a new member? Type New Member'\n{if} username = New Member\n{call} new member\n {else}\n password = {ask} 'Please enter password'" - header: Debugging - 1: - header: Welcome to level 12 - text: "From this level on you are allowed to use decimal numbers and there are some changes to the quotation marks.\nYou can also use functions from this level on!" - 13: - 1: - header: Welcome to level 13 - text: "We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two ifs but can use and and or.\nFrom now on you could also use arguments in your functions." - 5: - header: Example - text: "In this example you see how the argument 'place' is used in the function.\nRun the code and change 'ocean' and 'sea' to something else, and see what happens." - code: "{define} song {with} place\n {print} 'My Bonnie is over the ' place\n\n{call} song {with} 'ocean'\n{call} song {with} 'sea'\n{call} song {with} 'ocean'" - 6: - header: Example with variable - text: "You can also combine functions with a question.\n\nWhat happens if you make these changes:\n```\ndefine song with place\n print 'My Bonnie is ' place\n\nanswer is ask 'Where is my Bonnie?'\ncall song with answer\n```" - code: "{define} song {with} place\n {print} 'My Bonnie is over the ' place\n\n{call} song {with} 'ocean'\n{call} song {with} 'sea'\n{call} song {with} 'ocean'" - 7: - header: Even more questions! - text: "Now we have combined even more question with the function. Type this code and see what happens.\n\nNote how the variables and the arguments have the same name. This is allowed.\nDoes it confuse you? Just use different names, that is allowed as well.\n```\ndefine song with name, place\n print 'My ' name ' is ' place\n\nname is ask 'Who?'\nplace is ask 'Where are they?'\ncall song with name, place\n```" - code: "{define} song {with} place\n {print} 'My Bonnie is over the ' place\n\n{call} song {with} 'ocean'\n{call} song {with} 'sea'\n{call} song {with} 'ocean'" - 8: - header: Debugging - code: "{define} happiness {with} name\n {print} '🥳'\n{play} G\n{play} A\n{play} B\n{print} 'Party on, ' name\n{define} sadness\n{print} '😞'\n{play} E\n{play} D\n{play} C\n{print} 'Hope you feel better, ' name\n\nname = {ask} 'What is your' name '?'\nmood = {ask} 'Are you happy or sad?'\n{if} mood = happy\n {call} happiness {with} person\n{else} mood = sad\n {define} sadness {to} name" - debug: 'True' - text: Let's debug this code! - 9: - text: Enjoy the adventures in level 13! - header: Let's go! - 2: - text: "The `{and}` command is always used in a combination with the {if} command.\nThis way you can check if 2 statements are true. For example:" - header: The and command - code: "name = {ask} 'what is your name?'\nage = {ask} 'what is your age?'\n{if} name {is} 'Hedy' {and} age {is} 2\n {print} 'You are the real Hedy!'" - 3: - code: "name = {ask} 'what is your name?'\n{if} name {is} 'Hedy' {or} name {is} 'hedy'\n {print} 'Welcome!!'" - text: "The `{or}` works in the same way as the `{and}` command, but only 1 of the two statements has to be true.\n\nLet's see what happens when you change the `{and}` for `{or}`." - header: The or command - 4: - header: Functions with arguments - text: Now that you've learned how to use functions, you'll learn how to use a function with an **argument**. An argument is a variable that is used within a function. It is not used outside the function. - 14: - 1: - header: Welcome to level 14 - text: In this level you'll learn some new symbols that can help you improve your programs, like >. You will also learn to work with return values of a function. - 6: - text: Let's debug this code! - debug: 'True' - code: "item = 'not bought'\n{print} 'I would like to buy this item'\nprice == {ask} 'What is the price?'\n{if} price less than or the same as 10\n {print} 'Thats a great deal!'\n item = 'bought'\n{if} price is more than 10 {and} less than or the same as 20\n {print} 'Alright'\n item = 'bought'\n{if} price is more than 20 {and} less than 50\n {print} 'That is a bit much!'\n{if} price is more than or the same as 50\n {print} 'No way!'\n{if} item =! bought\n {print} 'Shame.. I wont buy it'\n{else}\n {print} 'I will buy it! Thank you!'" - header: Debugging - 2: - text: "These are the new symbols you can use:\n\n The > means bigger than...\n\n The >= means bigger than or the same as...\n\n The < means smaller than...\n\n The <= means smaller than or the same as...\n\nYou can use them like this:" - code: "age = {ask} 'How old are you?'\n{if} age < 13\n {print} 'You are younger than me!'\n{else}\n {print} 'You are older than me!'" - header: Symbols - 4: - header: Return value - text: In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - 5: - header: Return value - code: "{define} calculate_new_price {with} amount, percentage\n percentage = percentage / 100\n discount_amount = amount * percentage\n {return} amount - discount_amount\n\nold_price = {ask} 'How much is on the price tag?'\ndiscount = {ask} 'What percentage is the discount?'\n\nnew_price = {call} calculate_new_price {with} old_price, discount\n{print} 'The new price is ' new_price ' dollar'" - text: For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - 7: - header: Let's get to work! - text: Enjoy the adventures in level 14! - 3: - text: "You can also use:\n\n== is the same as.\n\n!= is not\n\n== is used in `{if}` statements." - header: Symbols - code: "answer = {ask} 'Do you want to learn more?'\n{if} answer == 'yes'\n {print} 'Go to the next adventure!'\n{if} answer != 'yes'\n {print} 'That is a shame!'" - 17: - 5: - header: Let's try it out! - text: Enjoy the adventures in level 17! - 4: - text: Let's debug this code! - debug: 'True' - code: "{define} ask_direction\n direction = {ask} 'Where do you want to go?'\n {if} direction = 'backwards'\n {turn} 180\n {else} direction == 'right'\n {turn} 90\n {else} direction == 'left'\n {turn} 270\n {forward} 100\n\ncontinue = 'yes'\n\n{while} continue == 'yes'\n {print} ask_direction\n {sleep}\n continue = 'do you want to draw some more?'\n {sleep}" - header: Debugging - 1: - header: Welcome to level 17 - text: in this level you will learn how to use a colon and you will learn the elif command. - 3: - code: "prices = ['1 million dollars', 'an apple pie', 'nothing']\nyour_price = prices[{random}]\n{print} 'You win ' your_price\n{if} your_price == '1 million dollars' :\n {print} 'Yeah! You are rich!'\n{elif} your_price == 'an apple pie' :\n {print} 'Lovely, an apple pie!'\n{else}:\n {print} 'Better luck next time..'" - header: Elif - text: 'In this level you can also use a new command: elif. elif is short for else if and you need it when you want to make 3 (or more!) options. Check it out!' - 2: - header: Colon - text: 'Now we are going to change indentation a little bit. Every time that we need an indentation, we need : at the line before the indentation.' - code: "prices = ['1 million dollars', 'an apple pie', 'nothing']\nyour_price = prices[{random}]\n{print} 'You win ' your_price\n{if} your_price == '1 million dollars' :\n {print} 'Yeah! You are rich!'\n{else}:\n {print} 'Better luck next time..'" - 16: - 3: - code: "{print} 'Friendship test'\n{subjects} = ['song', 'movie', 'food', 'drink']\nanswers_player_1 = []\nanswers_player_2 = []\nscore = 100\n\n{for} i {in} {range} 1 {to} 4\n answer = {ask} 'what is your favorite ' subjects[i]\n{add} answer {to} answers_player_1\n\n{print} 'Player 2, your turn!'\n{for} i {in} {range} 0 {to} 4\n answer_player_2 = {ask} 'what is player 1s favorite ' subjects\n {add} answer_player_2 {in} answers_player_2\n {if} answers_player_2[2] == answers_player_1[1]\n {print} 'Correct!'\n {else}\n {print} 'Wrong!'\n score = score - 25\n\n{print} 'Player 2, you've scored ' score '%'\n\n{if} score = 100\n {print} 'You are an amazing friend'\n{if} score < 100 {or} score >= 50\n {print} 'You could do better'\n{else} score < 50\n {print} 'Do you even know this person?!'" - header: Debugging - debug: 'True' - text: Let's debug this code! - 2: - code: "friends = ['Ahmed', 'Ben', 'Cayden']\n{print} friends[1] ' is the first friend on the list.'\n{print} friends[2] ' is the second friend on the list.'\n{print} friends[3] ' is the third friend on the list.'\n#now we will match 2 lists using the variable i\nlucky_numbers = [15, 18, 6]\n{for} i {in} {range} 1 {to} 3\n {print} friends[i] 's lucky number is ' lucky_numbers[i]" - header: Square brackets - text: We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. The at random command can not be used anymore. - 1: - text: In this level you will learn about the [square brackets] and how to use them. - header: Welcome to level 16 - 4: - text: Enjoy the adventures in level 16! - header: Let's try it out! - 15: - 3: - text: Let's debug this code! - code: "numbers = 1, 2\n\n{for} i {in} {range} 3 {to} 50\n {add} x {to} numbers\n i = + 1\n\nrandom_number = numbers {random}\nguesses = 10\n\n{while} guess = 0\n answer = 'Guess my number:'\n {if} answer >= random_number\n {print} 'lower'\n guesses = guesses -1\n {if} answer > random_number\n {print} 'higher!'\n guesses = guesses\n {else} answer = random_number\n {print} 'correct'\n guesses = 10" - debug: 'True' - header: Debugging - 4: - header: Let's try it out! - text: Enjoy the adventures in level 15! - 2: - header: '{while}' - text: "We are going to learn a new loop, the while loop! The loop continues as long as the statement is true. So don't forget to change the value in the loop.\n\nIn the example code, we continue until a correct answer has been given. If the correct answer is never given, the loop will never end!" - code: "answer = 0\n{while} answer != 25\n answer = {ask} 'What is 5 times 5?'\n{print} 'A correct answer has been given'" - 1: - text: In this level you will learn about the `{while}` loop. - header: Welcome to level 15 - 18: - 1: - text: Congratulations! You have reached the last level of Hedy! The code you have created here can be copied to real Python environments like replit or PyCharm, and you can continue learning there! Note however that Python can only read English commands, so if you have been using other languages, you will need to switch to English now. - header: Welcome to level 18 - 2: - editor: /hedy/18 - text: "We arrived at real Python code! That means we need to use parentheses with print and range from now on.\n\nAlso, if you want to print more than one item, you need to separate them by commas.\n\nThe final change we will need to make to get Python code is changing ask into input.\n\nClick on the 'print' tab for all the examples." - header: The Python way - 3: - header: The very last adventures! - text: Enjoy the very last adventures in level 18! - 11: - 1: - text: "In this level, we add a new form of the `{for}` command. In earlier levels, we used for with a list, but we can also use for with numbers.\n\nThis way we don't need the `{repeat}` command anymore." - header: Welcome to level 11 - 2: - header: The for command - code: "{for} counter {in} {range} 1 {to} 10\n {print} counter\n{print} 'Ready or not. Here I come!'" - text: 'This is what the new for command looks like:' - 4: - header: Debugging - debug: 'True' - code: "factor {is} {ask} 'Which table of multiplication do you need?'\n{repeat} {for} numbers {in} {range} 1 {to} 10 {times}\n {print} This is the table of multiplications for factor\n {print} number ' x ' factor ' = ' i * factor" - text: Let's debug this code! - 3: - code: "number = 10\n{for} i {in} {range} 1 {to} 10\n {print} i * number" - header: the variable i - text: "In the previous slide the variable was named 'counter', because it was counting down.\nYou can of course use any name for the variable you want.\nThe standard name for variables in this situation that is used in programming languages like Python is 'i'.\nThat looks like this:" - 5: - text: Enjoy the adventures in level 11! - header: Let's start programming! +{} diff --git a/content/slides/kmr.yaml b/content/slides/kmr.yaml index 6d1e0f19fc6..1a4de378836 100644 --- a/content/slides/kmr.yaml +++ b/content/slides/kmr.yaml @@ -1,65 +1,14 @@ levels: 0: - 1: - header: Welcome to Hedy! - text: Hedy is a programming language. - 2: - header: Programming - text: |- - Programming is giving instructions to a computer, using the language of the computer. - - Such a language is called a "programming language". - 3: - header: Programming Language - text: |- - Maybe you already know some programming languages? - Some examples are: - * Scratch - * Python - * HTML - 4: - header: Programming - text: |- - If you can program, you can do many cool things: - * Build interactive stories - * Create computer drawings and draw these on paper or fabric - * Build your own apps to use on your phone - 5: - header: Programming in Hedy - text: In Hedy we use special codes, like `{print}`. - code: '{print} Welcome to Hedy!' - 6: - header: Programming in Hedy - text: Code words will be shown in pink. - code: '{print} Welcome to Hedy!' - 7: - header: Programming in Hedy - text: We start the code with the Run code button underneath the code. - code: '{print} Welcome to Hedy!' 8: - header: Programming in Hedy text: Output appears on the left-hand side. - code: '{print} Welcome to Hedy!' 9: - header: Programming in Hedy - text: The output can also be a drawing. code: |- {forward} 100 {turn} left 1: - 1: - header: Welcome to level 1! - text: |- - We will start level 1 by making stories in Hedy! - - We need three text codes to create interactive stories. 2: header: 'Hedy level 1: {print}' - text: |- - The first code that you can use in level 1 is `{print}`. - - `{print}` is used to show text on the screen. - code: '{print} Show text on the screen' 3: header: 'Hedy level 1: {ask}' text: |- @@ -84,1110 +33,35 @@ levels: text: |- with `{print}`, `{ask}` and `{echo}` you can already create a little story. This is a good time to try the Parrot, Story and Rock, Paper Scissors adventures. - code: |- - {print} Hello! - {ask} What is your name? - {echo} hello 6: - header: Programming! text: Adventures are shown in tabs. - editor: /hedy/1 7: - header: Programming! text: The yellow arrow buttons can be used to copy examples. editor: /hedy#print_command 8: header: Drawing with the turtle text: Now that we have seen at text codes, we will now look at drawing codes next. - editor: /hedy#print_command 9: header: 'Drawing with the turtle: {forward}' text: '`{forward}` is used to move the turtle forward.' - 10: - header: 'Drawing with the turtle: {forward}' - text: '`{forward}` is used to move the turtle forward.' - code: '{forward} 50' 11: - header: 'Drawing with the turtle: {turn}' - text: '`{turn}` is used to make the turtle turn left or right.' code: |- {forward} 50 {turn} left - 12: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - I am DJ Hedy - {print} What song would you like to hear? - {ask} I like that song too! - {print} Next up... {echo} - debug: 'True' - 13: - header: Let the programming fun begin! - text: Enjoy the adventures in level 1! 2: - 1: - header: Welcome to level 2 - text: |- - In this level you will learn to use variables. - - A variable is a word that can be used to store information. - - For example: a name, age or favorite sports team. - 2: - header: Variables - text: To make or 'set' a variable we use the `{is}` command - code: |- - name {is} Hedy - age {is} 15 - {print} name is age years old 3: - header: Interactive text: |- We can also set a variable by asking questions. The answer to the question is stored in the variable. This way we don't need the `{echo}` command. - code: |- - name {is} {ask} What is your name? - {print} Hello name 4: - header: Multiple variables text: Now that we use variables, we can use multiple variables instead of just one `{echo}`command. - code: |- - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - 5: - header: Sleep - text: You can also use the `{sleep}` command to pause the code for a while. - code: |- - {print} My favorite colour is... - {sleep} 2 - {print} green! - 6: - header: Sleep 5 - text: |- - You can add a number after the `{sleep}` command if you want the pause to be longer. - - If you want, you could even use a variable instead of a number to decide the duration of the sleep command. - code: |- - pause {is} 10 - {print} My favorite colour is... - {sleep} pause - {print} green! - 7: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - {print} Welcome to the donut shop! - filling {is} What kind of filling would you like? - {print} You have chosen... Filling! Yum! - topping {ask} What kind of topping would you like? - topping is delicious! - {print} I'll go get your donut. {sleep} - {print} Here you go! A filling donut with toping! - {ask} Have a nice day! - debug: 'True' - 8: - header: Let the programming fun begin! - text: Enjoy the adventures in level 2! 3: - 1: - header: Welcome to level 3 - text: In this level you'll learn how to make a list, add and remove items form your lists and pick a random item off that list. - 2: - header: Making a list - text: |- - You make a list with `{is}`. - - Separate the items on your list with a comma. - code: animals {is} dogs, cats, kangaroos 3: - header: At random - text: |- - You can use the list with the `{at}` `{random}` command. - The computer will randomly pick one item of the list. - Every time you run this code the output will differ. code: animals {is} dogs, cats, kangaroos - 4: - header: At random in a sentence - text: You can use the `{at}` `{random}` command in a sentence as well. - code: |- - animals {is} dogs, cats, kangaroos - {print} My favorite animal is animals {at} {random} - 5: - header: Add to - text: |- - You can add items to a list with the `{add}` `{to}` command. - - You can choose what to add to the list or you can use the `{add}` `{to}` command in combination with the `{ask}` command. - This way you can let the player decide what to add to the list. - code: |- - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - 6: - header: Remove from - text: |- - The opposite of the `{add}` `{to}` command is the `{remove}` `{from}` command. - This command removes an item from a list. - code: |- - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - 7: - header: Debugging - text: Let's debug this code! - editor: |- - music_genres {is} rock, pop, metal, indie, jazz - chosen_genre is music {at} {random} - {print} Let's listen to chosen genre - nice {ask} Do you like that genre? - {remove} chosen_genre {from} chosen_genre - second_choice {is} music_genres - {print} or do you prefer... second_choice {at} {random} - {remove} second_choice {to} music_genres - {print} I like music_genre {random} best! - debug: 'True' - 8: - header: Let's get to work! - text: Enjoy the adventures in level 3! 4: - 1: - header: Welcome to level 4 - text: In this level you will learn how to use quotation marks. - code: '{print} ''print with quotes!''' - 2: - header: Problem - text: 'In the previous levels, you might have come across this problem:' - code: |- - name {is} Sophie - {print} My name is name - debug: 'True' - 3: - header: Fixing it with quotation marks - text: |- - In this level we will fix this problem by using quotation marks. - - This also makes our code look more like 'real' Python code. - 4: - header: Quotation marks with print - text: Each time you use the `{print}` command you need to put the text that you want to appear on the screen in quotation marks. - code: '{print} ''print with quotes!''' - 5: - header: Quotation marks with ask - text: This also goes for the `{ask}` command. - code: name {is} {ask} 'name please?' - 6: - header: Quotation marks and variables - text: |- - You do not want variable names to be printed on the screen. - This is why variables should be left out of the quotation marks, like this: - code: |- - name {is} Harry - {print} 'Hello ' name - 7: - header: Quotation marks and variables - text: |- - When variable names are used in the middle of a sentence, you have to leave the variables out of the quotation marks. - The rest of the sentence however, does need quotation marks. That looks like this: - code: |- - name {is} Harry - {print} 'Hello ' name ', how are you?' - 8: - header: Quotation marks and contractions - text: |- - Be careful! Now that you are using quotation marks, you can't use apostrophes in contractions. - - Please try to print a contraction like "you're" or "I'm" in the screen below and see what happens.... - code: '{print} ''This won''t work!''' - debug: 'True' 9: header: Ready, Set, Go! text: Enjoy the adventures in level 4! - code: |- - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'SURPRISE!' - 10: - header: Debugging - text: Let's debug this code! - code: |- - {clear} - {print} What a nice day to go to the beach! - {ask} 'Do you want to build a sandcastle or swim in the ocean?' - {print} 'You would like to activity ' - {print} 'I'd like to do that too' - {print} 'Look at these beautiful seashells!' - colors {is} 'orange, silver, white, brown' - {print} 'I love the colors {at} {random} one!' - choice {is} {ask} Which one do you like? - debug: 'True' - 11: - header: Ready, Set, Go! - text: Enjoy the adventures in level 4! - 5: - 1: - header: Welcome to level 5 - text: 'In this level you will learn to use 3 new commands: `{if}`, `{else}` and `{in}`.' - 2: - header: if - text: |- - The `{if}` command allows you to choose between two options. - In this example the computer will print 'nice' if the given answer is Hedy. - If the answer is not Hedy, the computer will do nothing. - code: |- - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - 3: - header: Don't forget to print - text: |- - When using the `{if}` command, don't forget to use the `{print}` command. - This code will not work! - code: '{if} name {is} Hedy ''nice''' - debug: 'True' - 4: - header: else - text: |- - When using an `{if}` command, you can also add an `{else}` command. - If the answer is Hedy, the computer will print 'nice'. - But if the answer is something else the computer will print 'boo' - code: '{if} name {is} Hedy {print} ''nice'' {else} {print} ''boo!''' - 5: - header: Long lines - text: |- - You might have noticed that your lines can get very long when you have both an `{if}` and an `{else}` command. - - You can choose to separate commands and put them on 2 lines, like this: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - 6: - header: Another new command - text: |- - If you have practised with the `{if}` and `{else}` commands, you can also try the `{in}` command. - - With `{in}` you can let the computer check if an item is in a list, for example: - - Please note that Hedy is case sensitive. This means that if you answer "Green" instead of "green", Hedy will print "meh". - code: |- - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - 7: - header: Debugging - text: Let's debug this code! - code: |- - {print} Welcome to HedyAir Security! - boarding_pass {is} {ask} 'Do you have your boarding pass?' - {if} bording_pass yes {print} Great! - {else} Please, get your boarding pass ready. - passport {is} 'Can I see your passport, please?' - {if} passport {is} yes 'thank you' - {else} 'You can't fly without a passport' - declare {is} {ask} Do you have anything to declare? - {if} declare {is} yes - item_to_declare {is} {ask} 'What would you like to declare' - {else} Alright - {print} Thank you. Please head to gate A22.' - debug: 'True' - 8: - header: Let's go! - text: Enjoy the adventures in level 5! - 6: - 1: - header: Welcome to level 6 - text: In this level we are adding maths to our codes. - 2: - header: Addition - text: If you want to calculate an addition, simply use the plus sign. - code: '{print} ''5 plus 5 is '' 5 + 5' - 3: - header: Subtraction - text: If you want to subtract, you can use the minus sign. - code: '{print} ''5 minus 5 is '' 5 - 5' - 4: - header: Multiplication - text: If you want to do multiplications, you can use the asterisk. - code: '{print} ''5 times 5 is '' 5 * 5' - 5: - header: Division - text: You can use the slash for division. - code: '{print} ''5 divided by 5 is '' 5 / 5' - 6: - header: Summary - text: In summary, you can use +, -, * and / to do maths. - code: |- - {print} '5 plus 5 is ' 5 + 5 - {print} '5 minus 5 is ' 5 - 5 - {print} '5 times 5 is ' 5 * 5 - {print} '5 divided by 5 is ' 5 / 5 - 7: - header: The = symbol - text: |- - From now on you can also use the = symbol instead of the `{is}` command. - This goes for both numbers and words, and it also goes after the `{if}` or `{else}` commands. - code: |- - name = Hedy - answer = 20 + 4 - 8: - header: Calculations with variables - text: 'You can use calculations with numbers, but you can also use variables to do calculations, like this:' - code: |- - number_1 = {ask} 'Fill in the first number:' - number_2 = {ask} 'Fill in the second number:' - correct_answer = number_1 * number_2 - {print} number_1 ' times ' number_2 ' is ' correct_answer - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'This is the water park ticket machine' - {print} 'Price list: Children under 12 $3, Adults $5' - {print} 'Mondays are 25% off' - amount_of_children = 'How many kids tickets would you like?' - amount_of_adults = 'How many adult tickets would you like?' - day_of_the_week = {ask} 'What day is it?' - {clear} - child_price = amount of children * 3 - adult_price = amount_of_adults + 5 - total_price = adult_price * child_price - {if} day {is} monday - total_price = total_price * 0.25 - {print} 'That will be total_price please' - debug: 'True' - 10: - header: Let's get to work! - text: Enjoy the adventures in level 6! - 7: - 1: - header: Welcome to level 7 - text: In this level you will learn how to repeat a line of code as many times a you'd like. - 2: - header: repeat 3 times - text: |- - If you want to repeat a line of code, you can use the `{repeat}` 3 `{times}` code. - If you want to repeat the line more times, simply change the number. - - For example: If you are programming a story where your character shouts for help for 5 times, it could look like this: - code: |- - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - 3: - header: Don't forget the print command - text: When using the repeat command, do not forget the `{print}` command. - code: '{repeat} 5 {times} ''Help!''' - debug: 'True' - 4: - header: Repeat an ask command - text: You can also repeat an `{ask}`, `{if}` or `{else}` command multiple times. - code: |- - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - 5: - header: Debugging - text: Let's debug this code! - code: |- - {print} You gave stranded on a desert island. - {repeat} 3 'Help!' - rescued = {ask} Has anybody come to the rescue? - {if} rescued yes {is} - {print} Lucky! - {else} {repeat} 3 {times} 'HELP!' - rescued = 'What about now?' - {if} yes - {print} 'Hurray! - {else} 'That's a shame... Oh well... time to build a shelter and find some food.' - debug: 'True' - 6: - header: Ready Set Go! - text: Enjoy the adventures in level 7! - 8: - 1: - header: Welcome to level 8 - text: In this level you will learn to use indentation to make the `{repeat}`, `{if}` and `{else}` commands work for multiple lines of code. - 2: - header: '{repeat} commands before' - text: |- - In the previous levels, the `{repeat}` command looked like this: - - You could only repeat one line of code. - code: '{repeat} 5 {times} {print} ''Help!''' - debug: 'True' - 3: - header: '{repeat} commands now' - text: |- - In this level you can repeat multiple lines of code. To do this you must tell the computer which lines belong together and should be repeated. - You do this by using indentation. - - Use 4 spaces (or one tab) at the beginning of each line that you want to repeat, like this: - code: |- - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This will be printed 5 times' - 4: - header: '{repeat} commands now' - text: |- - If you want to, you can continue after the `{repeat}` command without indentation. - The lines that do not start with indentation will not be repeated. - code: |- - {repeat} 3 {times} - {print} 'Hello!' - {print} 'We are done repeating!' - 5: - header: if and else before - text: |- - The same goes for the `{if}` and `{else}` commands. - These were the commands before: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - debug: 'True' - 6: - header: if and else now - text: |- - These are the `{if}` and `{else}` commands now. - Each line after the `{if}` and `{else}` commands start with indentation. - code: |- - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {else} - {print} 'Welcome programmer!' - 7: - header: stopping the indentation - text: Just like with the `{repeat}` command, you can stop using indentation and the lines will always be shown. Not just if the statement is true. - code: "name = {ask} 'What is your name?'\n{if} name {is} Hedy\n {print} 'Welcome Hedy'\n{else}\n {print} 'Welcome programmer!' \n{print} '3..2..1.. Start programming!'" - 8: - header: if statements inside if statements - text: |- - You might have thought of trying to put an if command inside a repeat command, or inside another if command. - For now, this is not possible yet. In the higher levels, it will be allowed, but for now let's focus on practising the `{if}` `{else}` and `{repeat}` commands with proper indentation first. - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'HedyWheels bus tickets machine' - zone_1 = Town Hall, Library, Campus, Market Place - zone_2 = Swimming Pool, Skate Park, Mall, Airport - destination = 'Where do you want to go?' - {if} destination {in} zone 1 - {print} destination 'is in zone 1' - price = 3 euros - {if} destination {is} zone_2 - {print} destination 'is in zone 2' - price = 6 - ticket_types = {ask} 'Press 1 for a single use ticket. - Press 2 for a round trip ticket:' - {if} ticket_type = 1 - {print} 'You chose a single use ticket' - {else} - {print} You chose a round trip ticket' - price * 2 - {print} 'That will be ' price ' euros please' - debug: 'True' - 10: - header: Let's check out the adventures! - text: Enjoy the adventures in level 8! - 9: - 1: - header: Welcome to level 9 - text: |- - In this level you can use multiple lines of code after an `{if}` or after a `{repeat}` command. - - You can even put a `{repeat}` command within another `{repeat}` command. - 2: - header: Multiple lines after `{repeat}` - text: You are allowed to combine `{repeat}` and `{if}` in this level. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 3: - header: Indentation matters! - text: Indentation is very important to tell the computer which lines should be repeated and which lines should only be ran once. - code: |- - {repeat} 3 {times} - {print} 'This line will be repeated...' - {print} 'This one too...' - {print} 'but this one will not!' - 4: - header: Multiple lines after `{if}` - text: You can also use multiple lines after `{if}` - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - 5: - header: Indentation matters - text: Again, indentation is still very important and can make a big difference in the code. - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - 6: - header: An `{if}` inside a `{repeat}` - text: |- - Now that you can use multiple lines of code after these command, you can also put them within each other. - Check it out: - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 7: - header: Mind the indentation - text: Mind that the fourth and sixth line of this code starts with 8 spaces of indentation. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Welcome to HedyJumps, your parachute jump adventure!' - people = {ask} 'How many people are you jumping with today? - {print} 'We'll ask all of you some questions for safety reasons.' - extra_instructions_people = a, b - {repeat} 3 {times} - name = {ask} 'What is your name?' - jumped_before = 'Have you ever done a parachute jump before, ' name '?' - {if} jumped_before no - {print} 'No worries, you'll get an extra safety instruction in room 13' - {add} name {to} extra_instructions_people - {else} - {print} 'Fun!' - {print} 'Thanks for filling in the safety questions everyone. Enjoy your jump!' - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 9! - 10: - 1: - header: Welcome to level 10 - text: 'In this level you will learn a new command: `{for}`.' - 2: - header: The for command - text: With for you can make a list and use all items on that list. `{for}` creates a block, like repeat and if so all lines in the block need to start with indentation (4 spaces). - code: |- - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - 3: - header: The for command - text: 'Here you see another example of the `{for}` command:' - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - 4: - header: Debugging - text: Let's debug this code - code: |- - {print} 'Ladies and gentlemen!' - {print} 'For one night and one night only in circus Hedy!' - acts = shoot out of a canon, walk the tightrope, pack themself in a suitcase, - people = Iris the Incredible Achmed the Amazing Francis the Fantastic - {for} people {in} acts - chosen_person {is} people {random} - chosen_person ' will ' act - {add} chosen_person {from} people - {print} 'Come and watch our show tonight!' - {print} 'Tickets are only available at the counter - debug: 'True' - 5: - header: Time to program! - text: Enjoy the adventures in level 10! - 11: - 1: - header: Welcome to level 11 - text: |- - In this level, we add a new form of the `{for}` command. In earlier levels, we used for with a list, but we can also use for with numbers. - - This way we don't need the `{repeat}` command anymore. - 2: - header: The for command - text: 'This is what the new for command looks like:' - code: |- - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - 3: - header: the variable i - text: |- - In the previous slide the variable was named 'counter', because it was counting down. - You can of course use any name for the variable you want. - The standard name for variables in this situation that is used in programming languages like Python is 'i'. - That looks like this: - code: |- - number = 10 - {for} i {in} {range} 1 {to} 10 - {print} i * number - 4: - header: Debugging - text: Let's debug this code! - code: |- - factor {is} {ask} 'Which table of multiplication do you need?' - {repeat} {for} numbers {in} {range} 1 {to} 10 {times} - {print} This is the table of multiplications for factor - {print} number ' x ' factor ' = ' i * factor - debug: 'True' - 5: - header: Let's start programming! - text: Enjoy the adventures in level 11! - 12: - 1: - header: Welcome to level 12 - text: |- - From this level on you are allowed to use decimal numbers and there are some changes to the quotation marks. - You can also use functions from this level on! - 2: - header: Quotation marks - text: |- - This level makes some changes to the usage of quotation marks. - From now on, **all texts** need to be in quotation marks. This includes values of variables, items on lists and text after {if} commands. - code: |- - name = 'Hedy the Robot' - {print} 'Hello ' name - 3: - header: Decimal numbers - text: |- - From this level on you are also allowed to use decimal numbers. This can make programs like your restaurant even better! - - Numbers do not need quotation marks. - code: |- - {print} 'decimal numbers now need to use a dot' - {print} 2.5 + 2.5 - 4: - header: Functions! - text: |- - In this level you'll learn how to use functions. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. To create a function, use define and give the function a name. Then put all the lines you want in the function in a indented block under the define line. Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use call with the function's name to call it up! We don't have to type that block of code again. - 5: - header: Twinkle Twinkle little star! - text: |- - In this program you see an example of a function. - Let's see what happens if you fill in the rest of the song! - code: |- - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} twinkle - 6: - header: Functions - text: As you could see in the example a function is a block of code that can be called anytime. You use `{define}` to set the function and `{call}` to use it. - 7: - header: Debugging - text: Let's debug this code! - code: |- - {call} new_member - {print} 'Hi new member!' - username = {ask} 'What is your username?' - password = 'What is your password?' - {print} 'Welcome to our club!' - - username = {ask} 'Please enter your username. Are you a new member? Type New Member' - {if} username = New Member - {call} new member - {else} - password = {ask} 'Please enter password' - debug: 'True' - 8: - header: Ready to try it out? - text: Enjoy the adventures in level 12! - 13: - 1: - header: Welcome to level 13 - text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two ifs but can use and and or. - From now on you could also use arguments in your functions. - 2: - header: The and command - text: |- - The `{and}` command is always used in a combination with the {if} command. - This way you can check if 2 statements are true. For example: - code: |- - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - 3: - header: The or command - text: |- - The `{or}` works in the same way as the `{and}` command, but only 1 of the two statements has to be true. - - Let's see what happens when you change the `{and}` for `{or}`. - code: |- - name = {ask} 'what is your name?' - {if} name {is} 'Hedy' {or} name {is} 'hedy' - {print} 'Welcome!!' - 4: - header: Functions with arguments - text: Now that you've learned how to use functions, you'll learn how to use a function with an **argument**. An argument is a variable that is used within a function. It is not used outside the function. - 5: - header: Example - text: |- - In this example you see how the argument 'place' is used in the function. - Run the code and change 'ocean' and 'sea' to something else, and see what happens. - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 6: - header: Example with variable - text: |- - You can also combine functions with a question. - - What happens if you make these changes: - ``` - define song with place - print 'My Bonnie is ' place - - answer is ask 'Where is my Bonnie?' - call song with answer - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 7: - header: Even more questions! - text: |- - Now we have combined even more question with the function. Type this code and see what happens. - - Note how the variables and the arguments have the same name. This is allowed. - Does it confuse you? Just use different names, that is allowed as well. - ``` - define song with name, place - print 'My ' name ' is ' place - - name is ask 'Who?' - place is ask 'Where are they?' - call song with name, place - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {define} happiness {with} name - {print} '🥳' - {play} G - {play} A - {play} B - {print} 'Party on, ' name - {define} sadness - {print} '😞' - {play} E - {play} D - {play} C - {print} 'Hope you feel better, ' name - - name = {ask} 'What is your' name '?' - mood = {ask} 'Are you happy or sad?' - {if} mood = happy - {call} happiness {with} person - {else} mood = sad - {define} sadness {to} name - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 13! - 14: - 1: - header: Welcome to level 14 - text: In this level you'll learn some new symbols that can help you improve your programs, like >. You will also learn to work with return values of a function. - 2: - header: Symbols - text: |- - These are the new symbols you can use: - - The > means bigger than... - - The >= means bigger than or the same as... - - The < means smaller than... - - The <= means smaller than or the same as... - - You can use them like this: - code: |- - age = {ask} 'How old are you?' - {if} age < 13 - {print} 'You are younger than me!' - {else} - {print} 'You are older than me!' - 3: - header: Symbols - text: |- - You can also use: - - == is the same as. - - != is not - - == is used in `{if}` statements. - code: |- - answer = {ask} 'Do you want to learn more?' - {if} answer == 'yes' - {print} 'Go to the next adventure!' - {if} answer != 'yes' - {print} 'That is a shame!' - 4: - header: Return value - text: In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - 5: - header: Return value - text: For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - code: |- - {define} calculate_new_price {with} amount, percentage - percentage = percentage / 100 - discount_amount = amount * percentage - {return} amount - discount_amount - - old_price = {ask} 'How much is on the price tag?' - discount = {ask} 'What percentage is the discount?' - - new_price = {call} calculate_new_price {with} old_price, discount - {print} 'The new price is ' new_price ' dollar' - 6: - header: Debugging - text: Let's debug this code! - code: |- - item = 'not bought' - {print} 'I would like to buy this item' - price == {ask} 'What is the price?' - {if} price less than or the same as 10 - {print} 'Thats a great deal!' - item = 'bought' - {if} price is more than 10 {and} less than or the same as 20 - {print} 'Alright' - item = 'bought' - {if} price is more than 20 {and} less than 50 - {print} 'That is a bit much!' - {if} price is more than or the same as 50 - {print} 'No way!' - {if} item =! bought - {print} 'Shame.. I wont buy it' - {else} - {print} 'I will buy it! Thank you!' - debug: 'True' - 7: - header: Let's get to work! - text: Enjoy the adventures in level 14! - 15: - 1: - header: Welcome to level 15 - text: In this level you will learn about the `{while}` loop. - 2: - header: '{while}' - text: |- - We are going to learn a new loop, the while loop! The loop continues as long as the statement is true. So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. If the correct answer is never given, the loop will never end! - code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - 3: - header: Debugging - text: Let's debug this code! - code: |- - numbers = 1, 2 - - {for} i {in} {range} 3 {to} 50 - {add} x {to} numbers - i = + 1 - - random_number = numbers {random} - guesses = 10 - - {while} guess = 0 - answer = 'Guess my number:' - {if} answer >= random_number - {print} 'lower' - guesses = guesses -1 - {if} answer > random_number - {print} 'higher!' - guesses = guesses - {else} answer = random_number - {print} 'correct' - guesses = 10 - - debug: 'True' - 4: - header: Let's try it out! - text: Enjoy the adventures in level 15! - 16: - 1: - header: Welcome to level 16 - text: In this level you will learn about the [square brackets] and how to use them. - 2: - header: Square brackets - text: We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. The at random command can not be used anymore. - code: |- - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - 3: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Friendship test' - {subjects} = ['song', 'movie', 'food', 'drink'] - answers_player_1 = [] - answers_player_2 = [] - score = 100 - - {for} i {in} {range} 1 {to} 4 - answer = {ask} 'what is your favorite ' subjects[i] - {add} answer {to} answers_player_1 - - {print} 'Player 2, your turn!' - {for} i {in} {range} 0 {to} 4 - answer_player_2 = {ask} 'what is player 1s favorite ' subjects - {add} answer_player_2 {in} answers_player_2 - {if} answers_player_2[2] == answers_player_1[1] - {print} 'Correct!' - {else} - {print} 'Wrong!' - score = score - 25 - - {print} 'Player 2, you've scored ' score '%' - - {if} score = 100 - {print} 'You are an amazing friend' - {if} score < 100 {or} score >= 50 - {print} 'You could do better' - {else} score < 50 - {print} 'Do you even know this person?!' - debug: 'True' - 4: - header: Let's try it out! - text: Enjoy the adventures in level 16! - 17: - 1: - header: Welcome to level 17 - text: in this level you will learn how to use a colon and you will learn the elif command. - 2: - header: Colon - text: 'Now we are going to change indentation a little bit. Every time that we need an indentation, we need : at the line before the indentation.' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {else}: - {print} 'Better luck next time..' - 3: - header: Elif - text: 'In this level you can also use a new command: elif. elif is short for else if and you need it when you want to make 3 (or more!) options. Check it out!' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {elif} your_price == 'an apple pie' : - {print} 'Lovely, an apple pie!' - {else}: - {print} 'Better luck next time..' - 4: - header: Debugging - text: Let's debug this code! - code: |- - {define} ask_direction - direction = {ask} 'Where do you want to go?' - {if} direction = 'backwards' - {turn} 180 - {else} direction == 'right' - {turn} 90 - {else} direction == 'left' - {turn} 270 - {forward} 100 - - continue = 'yes' - - {while} continue == 'yes' - {print} ask_direction - {sleep} - continue = 'do you want to draw some more?' - {sleep} - debug: 'True' - 5: - header: Let's try it out! - text: Enjoy the adventures in level 17! - 18: - 1: - header: Welcome to level 18 - text: Congratulations! You have reached the last level of Hedy! The code you have created here can be copied to real Python environments like replit or PyCharm, and you can continue learning there! Note however that Python can only read English commands, so if you have been using other languages, you will need to switch to English now. - 2: - header: The Python way - text: |- - We arrived at real Python code! That means we need to use parentheses with print and range from now on. - - Also, if you want to print more than one item, you need to separate them by commas. - - The final change we will need to make to get Python code is changing ask into input. - - Click on the 'print' tab for all the examples. - editor: /hedy/18 - 3: - header: The very last adventures! - text: Enjoy the very last adventures in level 18! diff --git a/content/slides/ko.yaml b/content/slides/ko.yaml index 8fe7ca0fc4e..6f9fcd45503 100644 --- a/content/slides/ko.yaml +++ b/content/slides/ko.yaml @@ -51,7 +51,6 @@ levels: 대화형 이야기를 만들기 위해서는 세 개의 텍스트 코드가 필요합니다. 2: - header: '{print}' text: |- 레벨 1에서 사용할 수 있는 첫 번째 코드는 '{print}'입니다. @@ -65,16 +64,11 @@ levels: 또는 '{print}'로 시작하는 코드 라인을 하나 더 추가하여 여러 라인을 인쇄할 수도 있습니다. code: '{print} Put text on the screen' 4: - header: '{ask}' text: |- 레벨 1에서 사용할 수 있는 두 번째 코드는 '{ask}'입니다. '{ask}'는 대답할 수 있는 질문을 할 때 사용합니다. - code: |- - {print} Welcome to your own rock scissors paper! - {ask} What will you choose? 5: - header: '{echo}' text: |- 앞의 예에서 볼 수 있듯이. {ask} 명령어를 사용하면 질문을 할 수 있다. @@ -83,18 +77,12 @@ levels: 답을 보여주기를 원한다면 이 레벨의 마지막 명령어인 '{echo}'를 사용하면 됩니다. '{quest}'는 '{ask}'의 답을 반복할 때 사용한다. - code: |- - {print} Hello! - {ask} What is your name? - {echo} hello 6: header: 프로그래밍! text: "{print}, {ask}, {echo}를 사용하면 이미 작은 이야기를 만들 수 있습니다. \n앵무새 이야기와 바위, 가위바위보 모험을 해볼 좋은 때입니다." - editor: /hedy/1 7: header: 프로그래밍! text: 모험은 탭에 표시됩니다. - editor: /hedy/1 8: header: 프로그래밍! text: 노란색 화살표 버튼은 예제를 복사하는 데 사용할 수 있습니다. @@ -114,18 +102,6 @@ levels: code: |- {forward} 50 {turn} left - 12: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - I am DJ Hedy - {print} What song would you like to hear? - {ask} I like that song too! - {print} Next up... {echo} - debug: 'True' - 13: - header: Let the programming fun begin! - text: Enjoy the adventures in level 1! 2: 1: header: 레벨 2에 오신 걸 환영합니다 @@ -133,10 +109,6 @@ levels: 2: header: Variables (변수) text: 변수를 만들거나 설정하려면 '{is}' 명령을 사용합니다 - code: |- - name {is} Hedy - age {is} 15 - {print} name is age years old 3: header: Interactive (인터렉티브) text: |- @@ -145,48 +117,17 @@ levels: 질문에 대한 답은 변수에 저장됩니다. 이렇게 하면 '{echo}' 명령이 필요 없습니다. - code: |- - name {is} {ask} What is your name? - {print} Hello name 4: header: Multiple variables(다중변수) text: 이제 변수를 사용하므로 하나의 '{echo}' 명령 대신 여러 변수를 사용할 수 있습니다. - code: |- - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. 5: header: sleep (슬립) text: '`{sleep}` 명령어을 사용하여 코드를 잠시 중지할 수도 있습니다.' - code: |- - {print} My favorite colour is... - {sleep} 2 - {print} green! 6: - header: Sleep 5 text: |- 일시정지 시간을 길게 하려면 `{sleep}`명령 뒤에 숫자를 추가할 수 있습니다. 원한다면 숫자 대신 변수를 사용하여 sleep 명령의 지속 시간을 결정할 수도 있습니다. - code: |- - pause {is} 10 - {print} My favorite colour is... - {sleep} pause - {print} green! - 7: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - {print} Welcome to the donut shop! - filling {is} What kind of filling would you like? - {print} You have chosen... Filling! Yum! - topping {ask} What kind of topping would you like? - topping is delicious! - {print} I'll go get your donut. {sleep} - {print} Here you go! A filling donut with toping! - {ask} Have a nice day! - debug: 'True' 8: header: 프로그래밍의 재미를 시작합시다! text: 레벨 2의 모험을 즐기세요! @@ -197,54 +138,21 @@ levels: 2: header: 목록 만들기 text: "{is}로 목록을 작성합니다. \n\n목록의 항목을 쉼표로 구분합니다." - code: animals {is} dogs, cats, kangaroos 3: - header: At random text: |- 목록은 '{at}' '{random}' 명령과 함께 사용할 수 있습니다. 컴퓨터는 목록에서 임의로 한 항목을 선택할 것이다. 이 코드를 실행할 때마다 출력이 달라집니다. - code: |- - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} 4: header: At random in a sentence (문장에서 랜덤) text: 문장에서도 '{at}' '{random}' 명령을 사용할 수 있습니다. - code: |- - animals {is} dogs, cats, kangaroos - {print} My favorite animal is animals {at} {random} 5: - header: Add to text: "{add} {to} 명령을 사용하여 목록에 항목을 추가할 수 있습니다. \n\n목록에 추가할 항목을 선택하거나 {add} {to} 명령을 {ask} 명령과 함께 사용할 수 있습니다. \n이렇게 하면 플레이어가 목록에 추가할 항목을 결정할 수 있습니다." - code: |- - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} 6: header: 제거 대상 text: |- '{add}' '{to}' 명령의 반대는 '{remove}' '{from}' 명령입니다. 이 명령은 목록에서 항목을 제거합니다. - code: |- - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - 7: - header: Debugging - text: Let's debug this code! - editor: |- - music_genres {is} rock, pop, metal, indie, jazz - chosen_genre is music {at} {random} - {print} Let's listen to chosen genre - nice {ask} Do you like that genre? - {remove} chosen_genre {from} chosen_genre - second_choice {is} music_genres - {print} or do you prefer... second_choice {at} {random} - {remove} second_choice {to} music_genres - {print} I like music_genre {random} best! - debug: 'True' 8: header: 일을 시작하자! text: 레벨 3의 모험을 즐기세요! @@ -252,67 +160,30 @@ levels: 1: header: 레벨 4에 오신것을 환영합니다 text: 이 레벨에서는 따옴표 사용법을 배우게 됩니다. - code: '{print} ''print with quotes!''' 2: header: 문제 text: '이전 레벨에서는 다음과 같은 문제가 발생했을 수 있습니다:' - code: |- - name {is} Sophie - {print} My name is name - debug: 'True' 3: header: 따옴표로 고정하기 text: "이 레벨에서 우리는 따옴표를 사용하여 이 문제를 해결할 것이다. \n\n이것은 또한 우리의 코드를 '진짜' 파이썬 코드처럼 보이게 한다." 4: header: 인쇄된 따옴표 text: '''{print}'' 명령을 사용할 때마다 화면에 나타날 텍스트를 따옴표로 표시해야 합니다.' - code: '{print} ''print with quotes!''' 5: header: 따옴표에 quest가 있음 text: 이는 '{ask}' 명령에도 적용됩니다. - code: name {is} {ask} 'name please?' 6: header: 따옴표 및 변수 text: "화면에 변수 이름이 인쇄되지 않도록 하려면 \n이와 같이 따옴표에서 변수를 제외해야 하는 이유입니다:" - code: |- - name {is} Harry - {print} 'Hello ' name 7: header: 따옴표 및 변수 text: "문장 중간에 변수 이름이 사용될 때는 따옴표에서 변수를 빼야 한다. \n그러나 나머지 문장에는 따옴표가 필요하다. 이는 다음과 같다:" - code: |- - name {is} Harry - {print} 'Hello ' name ', how are you?' 8: header: 따옴표 및 축약 text: "주의하세요! 따옴표를 사용하고 계시기 때문에 축약할 때 따옴표'를 사용할 수 없습니다. \n\n아래 화면에서 \"당신은\" 또는 \"나는\"과 같은 축약을 인쇄하고 어떻게 되는지 확인해보세요..." - code: '{print} ''This won''t work!''' - debug: 'True' 9: header: 분명한 text: "이 레벨에서는 {clear} 명령어도 배울 것이다. \n이 명령어를 사용하면 출력 화면에서 모든 텍스트를 지울 수 있다. \n\n항상 sleep 명령어를 사용하도록 주의해야 한다. 그렇지 않으면 컴퓨터가 읽기 전에 모든 텍스트를 지울 것이다!" - code: |- - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'SURPRISE!' - 10: - header: Debugging - text: Let's debug this code! - code: |- - {clear} - {print} What a nice day to go to the beach! - {ask} 'Do you want to build a sandcastle or swim in the ocean?' - {print} 'You would like to activity ' - {print} 'I'd like to do that too' - {print} 'Look at these beautiful seashells!' - colors {is} 'orange, silver, white, brown' - {print} 'I love the colors {at} {random} one!' - choice {is} {ask} Which one do you like? - debug: 'True' 11: header: 자, 준비, 시작! text: 레벨 4의 모험을 즐기세요! @@ -321,51 +192,17 @@ levels: header: 레벨 5에 오신것을 환영합니다 text: 이 레벨에서는 '{if}', '{else}', '{in}' 등 3개의 새로운 명령어를 사용하는 법을 배우게 된다. 2: - header: if text: "{if} 명령어를 사용하면 두 가지 옵션 중 하나를 선택할 수 있다. \n이 예제에서 컴퓨터는 주어진 답이 Hedy이면 nice를 출력할 것이다. \n만약 그 답이 Hedy가 아니라면 그 컴퓨터는 아무것도 하지 않을 것이다." - code: |- - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' 3: header: 인쇄하는 것을 잊지 마세요 text: '''{if}'' 명령을 사용할 때는 ''{print}'' 명령을 사용하는 것을 잊지 마십시오.' - code: '{if} name {is} Hedy ''nice''' - debug: 'True' 4: - header: else text: "'{if}' 명령어를 사용할 때는 '{else}' 명령어를 추가할 수도 있다. \n만약 그 답이 Hedy이면 컴퓨터는 nice를 출력할 것이다. \n그러나 만약 그 답이 다른 것이라면 컴퓨터는 boo를 출력할 것이다" - code: '{if} name {is} Hedy {print} ''nice'' {else} {print} ''boo!''' 5: header: 긴줄 text: "{if} 명령어와 {else} 명령어가 둘 다 있을 때 줄이 매우 길어질 수 있음을 알아차렸을 수도 있다. \n\n명령어를 분리하여 다음과 같이 두 줄에 놓을 수 있다:" - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' 6: - header: Another new command text: "{if} 명령어와 {else} 명령어를 연습했다면 {in} 명령어를 사용해 볼 수도 있다. \n\n{in}을(를) 사용하면 컴퓨터가 목록에 항목이 있는지 확인할 수 있다. \n\n예를 들어 Hedy는 대소문자를 구분합니다. 녹색 대신 녹색으로 대답하면 Hedy는 meh를 출력합니다." - code: |- - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - 7: - header: Debugging - text: Let's debug this code! - code: |- - {print} Welcome to HedyAir Security! - boarding_pass {is} {ask} 'Do you have your boarding pass?' - {if} bording_pass yes {print} Great! - {else} Please, get your boarding pass ready. - passport {is} 'Can I see your passport, please?' - {if} passport {is} yes 'thank you' - {else} 'You can't fly without a passport' - declare {is} {ask} Do you have anything to declare? - {if} declare {is} yes - item_to_declare {is} {ask} 'What would you like to declare' - {else} Alright - {print} Thank you. Please head to gate A22.' - debug: 'True' 8: header: 가자! text: 레벨 5의 모험을 즐기세요! @@ -374,61 +211,24 @@ levels: header: 레벨 6에 오신것을 환영합니다 text: 이 레벨에서 우리는 코드에 수학을 추가하고 있다. 2: - header: Addition text: 덧셈을 계산하려면 더하기 기호를 사용하기만 하면 됩니다. - code: '{print} ''5 plus 5 is '' 5 + 5' 3: header: 뺄셈 text: 빼기를 원한다면 빼기 기호를 사용하면 된다. - code: '{print} ''5 minus 5 is '' 5 - 5' 4: header: 곱셈 text: 곱하기를 원하는 경우 별표를 사용할 수 있습니다. - code: '{print} ''5 times 5 is '' 5 * 5' 5: header: 나누기 text: 슬래시를 분할에 사용할 수 있습니다. - code: '{print} ''5 divided by 5 is '' 5 / 5' 6: header: 요약 text: 요약하면 +, -, * 및 /를 사용하여 수학을 할 수 있습니다. - code: |- - {print} '5 plus 5 is ' 5 + 5 - {print} '5 minus 5 is ' 5 - 5 - {print} '5 times 5 is ' 5 * 5 - {print} '5 divided by 5 is ' 5 / 5 7: - header: The = symbol text: "이제부터는 {is} 명령 대신 = 기호를 사용할 수도 있습니다. \n이것은 숫자와 단어 모두에 적용되며, {if} 또는 {flag} 명령 뒤에도 적용됩니다." - code: |- - name = Hedy - answer = 20 + 4 8: header: 변수를 이용한 계산 text: '숫자와 함께 계산을 사용할 수도 있지만 변수를 사용하여 다음과 같은 계산을 수행할 수도 있습니다:' - code: |- - number_1 = {ask} 'Fill in the first number:' - number_2 = {ask} 'Fill in the second number:' - correct_answer = number_1 * number_2 - {print} number_1 ' times ' number_2 ' is ' correct_answer - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'This is the water park ticket machine' - {print} 'Price list: Children under 12 $3, Adults $5' - {print} 'Mondays are 25% off' - amount_of_children = 'How many kids tickets would you like?' - amount_of_adults = 'How many adult tickets would you like?' - day_of_the_week = {ask} 'What day is it?' - {clear} - child_price = amount of children * 3 - adult_price = amount_of_adults + 5 - total_price = adult_price * child_price - {if} day {is} monday - total_price = total_price * 0.25 - {print} 'That will be total_price please' - debug: 'True' 10: header: 일을 시작하자! text: 레벨 6의 모험을 즐기세요! @@ -439,37 +239,12 @@ levels: 2: header: 세 번을 되풀이하다 text: "만약 한 줄의 코드를 반복하고 싶다면, {repeat} 3 {times} 코드를 사용할 수 있다. \n만약 한 줄을 더 반복하고 싶다면, 숫자를 바꾸기만 하면 된다. \n\n예를 들어, 만약 당신이 캐릭터가 도움을 요청하는 이야기를 5번 동안 프로그래밍한다면, 다음과 같이 보일 수 있다:" - code: |- - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' 3: header: 인쇄 명령을 잊지 마십시오 text: repeat 명령을 사용할 때 '{print}' 명령을 잊지 마십시오. - code: '{repeat} 5 {times} ''Help!''' - debug: 'True' 4: header: 질문 명령 반복 text: 또한 '{ask}', '{if}' 또는 '{else}' 명령을 여러 번 반복할 수 있습니다. - code: |- - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - 5: - header: Debugging - text: Let's debug this code! - code: |- - {print} You gave stranded on a desert island. - {repeat} 3 'Help!' - rescued = {ask} Has anybody come to the rescue? - {if} rescued yes {is} - {print} Lucky! - {else} {repeat} 3 {times} 'HELP!' - rescued = 'What about now?' - {if} yes - {print} 'Hurray! - {else} 'That's a shame... Oh well... time to build a shelter and find some food.' - debug: 'True' 6: header: 준비완료! text: 레벨 7의 모험을 즐기세요! @@ -480,68 +255,21 @@ levels: 2: header: '{messages}개 이전의 명령' text: "이전 레벨에서 '{repeat}' 명령어는 다음과 같이 보였습니다. \n\n코드 한 줄만 반복할 수 있습니다." - code: '{repeat} 5 {times} {print} ''Help!''' - debug: 'True' 3: header: 지금 {messages}개의 명령 text: "이 레벨에서는 여러 줄의 코드를 반복할 수 있다. \n이를 위해서는 어떤 줄이 함께 속하므로 반복해야 하는지 컴퓨터에 말해야 한다. \n\n들여쓰기를 사용하여 이 작업을 수행한다. 반복할 각 줄의 맨 앞에 있는 4개의 공백(또는 하나의 탭)을 다음과 같이 사용한다:" - code: |- - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This will be printed 5 times' 4: header: 지금 {messages}개의 명령 text: "원한다면 들여쓰기 없이 '{repeat}' 명령 뒤에 계속 진행할 수 있다. \n들여쓰기로 시작하지 않는 행은 반복되지 않는다." - code: |- - {repeat} 3 {times} - {print} 'Hello!' - {print} 'We are done repeating!' 5: - header: if and else before text: "{if} 명령어와 {else} 명령어도 마찬가지이다. \n이전의 명령어는 다음과 같다:" - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - debug: 'True' 6: - header: if and else now text: "이제 {if} 명령어와 {else} 명령어는 다음과 같다. \n{if} 명령어와 {else} 명령어 뒤의 각 행은 들여쓰기로 시작한다." - code: |- - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {else} - {print} 'Welcome programmer!' 7: header: 들여쓰기 중지 text: '''{repeat}'' 명령어와 마찬가지로 들여쓰기 사용을 중지할 수 있으며 줄은 항상 표시됩니다. 문장이 참일 경우에만 해당되는 것은 아닙니다.' - code: "name = {ask} 'What is your name?'\n{if} name {is} Hedy\n {print} 'Welcome Hedy'\n{else}\n {print} 'Welcome programmer!' \n{print} '3..2..1.. Start programming!'" 8: - header: if statements inside if statements text: "repeat 명령어 안에 if 명령어를 넣거나, 다른 if 명령어 안에 if 명령어를 넣으려고 생각해봤을 것이다. \n지금으로서는 아직 불가능하다. 상위 단계에서는 가능하겠지만, 일단 적절한 들여쓰기를 가진 {if} {else} 명령어와 {repeat} 명령어를 연습하는 것에 집중하자." - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'HedyWheels bus tickets machine' - zone_1 = Town Hall, Library, Campus, Market Place - zone_2 = Swimming Pool, Skate Park, Mall, Airport - destination = 'Where do you want to go?' - {if} destination {in} zone 1 - {print} destination 'is in zone 1' - price = 3 euros - {if} destination {is} zone_2 - {print} destination 'is in zone 2' - price = 6 - ticket_types = {ask} 'Press 1 for a single use ticket. - Press 2 for a round trip ticket:' - {if} ticket_type = 1 - {print} 'You chose a single use ticket' - {else} - {print} You chose a round trip ticket' - price * 2 - {print} 'That will be ' price ' euros please' - debug: 'True' 10: header: 모험을 확인해 봅시다! text: 레벨 8의 모험을 즐기세요! @@ -552,83 +280,19 @@ levels: 2: header: '''{repeat}'' 뒤에 여러 줄이 있음' text: '''{repeat}'' 뒤에는 여러 줄을 사용할 수 있습니다.' - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' 3: - header: Indentation matters! text: 들여쓰기는 어떤 선을 반복해야 하는지, 어떤 선을 한 번만 실행해야 하는지 컴퓨터에 알려주는 매우 중요합니다. - code: |- - {repeat} 3 {times} - {print} 'This line will be repeated...' - {print} 'This one too...' - {print} 'but this one will not!' 4: header: '''{if}'' 뒤의 다중 행' text: '''{if}'' 뒤에 여러 줄을 사용할 수도 있습니다' - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' 5: - header: Indentation matters text: 다시 말하지만 들여쓰기는 여전히 매우 중요하며 코드에 큰 차이를 만들 수 있다. - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' 6: header: '{repeat} 안에 있는 {if}' text: "이제 이 명령어 뒤에 여러 줄의 코드를 사용할 수 있게 되었으므로, 서로 간에 코드를 넣을 수도 있습니다. \n이것을 확인해보세요:" - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' 7: header: 움푹 들어간 곳에 주의하세요 text: 이 코드의 네 번째 줄과 여섯 번째 줄은 8칸의 들여쓰기로 시작합니다. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Welcome to HedyJumps, your parachute jump adventure!' - people = {ask} 'How many people are you jumping with today? - {print} 'We'll ask all of you some questions for safety reasons.' - extra_instructions_people = a, b - {repeat} 3 {times} - name = {ask} 'What is your name?' - jumped_before = 'Have you ever done a parachute jump before, ' name '?' - {if} jumped_before no - {print} 'No worries, you'll get an extra safety instruction in room 13' - {add} name {to} extra_instructions_people - {else} - {print} 'Fun!' - {print} 'Thanks for filling in the safety questions everyone. Enjoy your jump!' - debug: 'True' 9: header: 가자! text: 레벨 9의 모험을 즐기세요! @@ -639,33 +303,8 @@ levels: 2: header: 명령어 text: With for you는 목록을 만들고 그 목록의 모든 항목을 사용할 수 있다. '{for}'는 반복과 같은 블록을 만들고, 만약 그렇다면 블록의 모든 줄은 들여쓰기(4칸)로 시작해야 한다. - code: |- - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal 3: header: 명령어 - text: 'Here you see another example of the `{for}` command:' - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - 4: - header: Debugging - text: Let's debug this code - code: |- - {print} 'Ladies and gentlemen!' - {print} 'For one night and one night only in circus Hedy!' - acts = shoot out of a canon, walk the tightrope, pack themself in a suitcase, - people = Iris the Incredible Achmed the Amazing Francis the Fantastic - {for} people {in} acts - chosen_person {is} people {random} - chosen_person ' will ' act - {add} chosen_person {from} people - {print} 'Come and watch our show tonight!' - {print} 'Tickets are only available at the counter - debug: 'True' 5: header: 프로그램 할 시간! text: 레벨 10의 모험을 즐기세요! @@ -676,26 +315,9 @@ levels: 2: header: 명령어 text: 'new for 명령어는 다음과 같습니다:' - code: |- - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' 3: header: 변수 i text: "이전 슬라이드에서 변수는 카운트다운을 하고 있었기 때문에 'counter'라고 이름 붙여졌다. \n물론 원하는 변수의 이름은 무엇이든 사용할 수 있다. \n이러한 상황에서 파이썬과 같은 프로그래밍 언어에서 사용되는 변수의 표준 명칭은 'i'이다. \n다음과 같다:" - code: |- - number = 10 - {for} i {in} {range} 1 {to} 10 - {print} i * number - 4: - header: Debugging - text: Let's debug this code! - code: |- - factor {is} {ask} 'Which table of multiplication do you need?' - {repeat} {for} numbers {in} {range} 1 {to} 10 {times} - {print} This is the table of multiplications for factor - {print} number ' x ' factor ' = ' i * factor - debug: 'True' 5: header: 프로그래밍 시작! text: 레벨 11의 모험을 즐기세요! @@ -706,57 +328,9 @@ levels: 2: header: 따옴표 text: "이 레벨은 따옴표의 사용에 약간의 변경을 가한다. \n이제부터는 **모든 텍스트**는 따옴표로 표시되어야 한다. 여기에는 변수 값, {if} 명령 뒤의 항목 및 목록의 항목이 포함된다." - code: |- - name = 'Hedy the Robot' - {print} 'Hello ' name 3: header: 십진법 text: "이 단계부터 당신은 또한 십진법 숫자를 사용할 수 있습니다. \n\n이것은 당신의 식당과 같은 프로그램들을 훨씬 더 좋게 만들 수 있습니다! 숫자는 따옴표를 만들지 않습니다." - code: |- - {print} 'decimal numbers now need to use a dot' - {print} 2.5 + 2.5 - 4: - header: Functions! - text: |- - In this level you'll learn how to use functions. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. To create a function, use define and give the function a name. Then put all the lines you want in the function in a indented block under the define line. Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use call with the function's name to call it up! We don't have to type that block of code again. - 5: - header: Twinkle Twinkle little star! - text: |- - In this program you see an example of a function. - Let's see what happens if you fill in the rest of the song! - code: |- - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} twinkle - 6: - header: Functions - text: As you could see in the example a function is a block of code that can be called anytime. You use `{define}` to set the function and `{call}` to use it. - 7: - header: Debugging - text: Let's debug this code! - code: |- - {call} new_member - {print} 'Hi new member!' - username = {ask} 'What is your username?' - password = 'What is your password?' - {print} 'Welcome to our club!' - - username = {ask} 'Please enter your username. Are you a new member? Type New Member' - {if} username = New Member - {call} new member - {else} - password = {ask} 'Please enter password' - debug: 'True' - 8: - header: Ready to try it out? - text: Enjoy the adventures in level 12! 13: 1: header: 레벨 13에 오신 것을 환영합니다 @@ -764,102 +338,9 @@ levels: 2: header: 명령어와 명령어 text: "'{and}' 명령어는 항상 {if} 명령어와 함께 사용된다. \n이 방법으로 두 문장이 참인지 확인할 수 있다. 예를 들어:" - code: |- - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' 3: header: 명령어 text: "{or}는 {and} 명령어와 같은 방식으로 작동하지만 두 문장 중 하나만 참이어야 한다. \n\n{or}에 대한 {and}를 변경하면 어떤 일이 일어나는지 보자." - code: |- - name = {ask} 'what is your name?' - {if} name {is} 'Hedy' {or} name {is} 'hedy' - {print} 'Welcome!!' - 4: - header: Functions with arguments - text: Now that you've learned how to use functions, you'll learn how to use a function with an **argument**. An argument is a variable that is used within a function. It is not used outside the function. - 5: - header: Example - text: |- - In this example you see how the argument 'place' is used in the function. - Run the code and change 'ocean' and 'sea' to something else, and see what happens. - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 6: - header: Example with variable - text: |- - You can also combine functions with a question. - - What happens if you make these changes: - ``` - define song with place - print 'My Bonnie is ' place - - answer is ask 'Where is my Bonnie?' - call song with answer - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 7: - header: Even more questions! - text: |- - Now we have combined even more question with the function. Type this code and see what happens. - - Note how the variables and the arguments have the same name. This is allowed. - Does it confuse you? Just use different names, that is allowed as well. - ``` - define song with name, place - print 'My ' name ' is ' place - - name is ask 'Who?' - place is ask 'Where are they?' - call song with name, place - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {define} happiness {with} name - {print} '🥳' - {play} G - {play} A - {play} B - {print} 'Party on, ' name - {define} sadness - {print} '😞' - {play} E - {play} D - {play} C - {print} 'Hope you feel better, ' name - - name = {ask} 'What is your' name '?' - mood = {ask} 'Are you happy or sad?' - {if} mood = happy - {call} happiness {with} person - {else} mood = sad - {define} sadness {to} name - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 13! 14: 1: header: 레벨 14에 오신 것을 환영합니다 @@ -878,12 +359,6 @@ levels: <=>는 ...보다 작거나 같음을 의미합니다... 다음과 같이 사용할 수 있습니다: - code: |- - age = {ask} 'How old are you?' - {if} age < 13 - {print} 'You are younger than me!' - {else} - {print} 'You are older than me!' 3: header: Symbols (심볼) text: |- @@ -894,92 +369,12 @@ levels: != is not == is used in `{if}` statements. - code: |- - answer = {ask} 'Do you want to learn more?' - {if} answer == 'yes' - {print} 'Go to the next adventure!' - {if} answer != 'yes' - {print} 'That is a shame!' - 4: - header: Return value - text: In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - 5: - header: Return value - text: For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - code: |- - {define} calculate_new_price {with} amount, percentage - percentage = percentage / 100 - discount_amount = amount * percentage - {return} amount - discount_amount - - old_price = {ask} 'How much is on the price tag?' - discount = {ask} 'What percentage is the discount?' - - new_price = {call} calculate_new_price {with} old_price, discount - {print} 'The new price is ' new_price ' dollar' - 6: - header: Debugging - text: Let's debug this code! - code: |- - item = 'not bought' - {print} 'I would like to buy this item' - price == {ask} 'What is the price?' - {if} price less than or the same as 10 - {print} 'Thats a great deal!' - item = 'bought' - {if} price is more than 10 {and} less than or the same as 20 - {print} 'Alright' - item = 'bought' - {if} price is more than 20 {and} less than 50 - {print} 'That is a bit much!' - {if} price is more than or the same as 50 - {print} 'No way!' - {if} item =! bought - {print} 'Shame.. I wont buy it' - {else} - {print} 'I will buy it! Thank you!' - debug: 'True' - 7: - header: Let's get to work! - text: Enjoy the adventures in level 14! 15: 1: header: 레벨 15에 오신 것을 환영합니다 text: 이 레벨에서 당신은 '{while}' 루프에 대해 배울 것이다. 2: - header: '{while}' text: "우리는 새로운 순환 고리, while 순환 고리를 배울 거예요! 순환 고리는 문장이 참인 한 계속됩니다. 그러니 순환 고리의 값을 바꾸는 것을 잊지 마세요. \n\n예제 코드에서, 우리는 정답이 주어질 때까지 계속합니다. 만약 정답이 주어지지 않는다면, 순환 고리는 절대로 끝나지 않을 것입니다!" - code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - 3: - header: Debugging - text: Let's debug this code! - code: |- - numbers = 1, 2 - - {for} i {in} {range} 3 {to} 50 - {add} x {to} numbers - i = + 1 - - random_number = numbers {random} - guesses = 10 - - {while} guess = 0 - answer = 'Guess my number:' - {if} answer >= random_number - {print} 'lower' - guesses = guesses -1 - {if} answer > random_number - {print} 'higher!' - guesses = guesses - {else} answer = random_number - {print} 'correct' - guesses = 10 - - debug: 'True' 4: header: 한번 해보자! text: 레벨 15의 모험을 즐기세요! @@ -990,48 +385,6 @@ levels: 2: header: 대괄호 text: 우리는 목록을 파이썬 방식으로 만들 것이다. 우리는 또한 이전 레벨에서 배운 것처럼 각 항목의 주변에 따옴표를 유지한다. 우리는 목록의 한 자리를 가리킬 때 대괄호를 사용한다. at random 명령어는 더 이상 사용할 수 없다. - code: |- - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - 3: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Friendship test' - {subjects} = ['song', 'movie', 'food', 'drink'] - answers_player_1 = [] - answers_player_2 = [] - score = 100 - - {for} i {in} {range} 1 {to} 4 - answer = {ask} 'what is your favorite ' subjects[i] - {add} answer {to} answers_player_1 - - {print} 'Player 2, your turn!' - {for} i {in} {range} 0 {to} 4 - answer_player_2 = {ask} 'what is player 1s favorite ' subjects - {add} answer_player_2 {in} answers_player_2 - {if} answers_player_2[2] == answers_player_1[1] - {print} 'Correct!' - {else} - {print} 'Wrong!' - score = score - 25 - - {print} 'Player 2, you've scored ' score '%' - - {if} score = 100 - {print} 'You are an amazing friend' - {if} score < 100 {or} score >= 50 - {print} 'You could do better' - {else} score < 50 - {print} 'Do you even know this person?!' - debug: 'True' 4: header: 한번 해보자! text: 레벨 16의 모험을 즐기세요! @@ -1042,49 +395,8 @@ levels: 2: header: Colon (콜론) text: 이제 우리는 들여쓰기를 조금 바꿀 것이다. 들여쓰기가 필요할 때마다, 우리는 들여쓰기 전 줄에 다음이 필요하다. - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {else}: - {print} 'Better luck next time..' 3: - header: Elif text: '이 레벨에서 당신은 또한 새로운 명령어를 사용할 수 있다: elif. elif는 다른 경우의 줄임말이고 당신이 3개 이상의 옵션을 만들고 싶을 때 그것이 필요하다. 그것을 확인해봐!' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {elif} your_price == 'an apple pie' : - {print} 'Lovely, an apple pie!' - {else}: - {print} 'Better luck next time..' - 4: - header: Debugging - text: Let's debug this code! - code: |- - {define} ask_direction - direction = {ask} 'Where do you want to go?' - {if} direction = 'backwards' - {turn} 180 - {else} direction == 'right' - {turn} 90 - {else} direction == 'left' - {turn} 270 - {forward} 100 - - continue = 'yes' - - {while} continue == 'yes' - {print} ask_direction - {sleep} - continue = 'do you want to draw some more?' - {sleep} - debug: 'True' 5: header: 한번 해보자! text: 레벨 17의 모험을 즐기세요! @@ -1095,7 +407,6 @@ levels: 2: header: 파이썬 방식 text: "우리는 진짜 파이썬 코드에 도착했다! 이제부터는 인쇄 범위와 함께 괄호를 사용해야 한다는 것을 의미한다. \n\n또한 두 개 이상의 항목을 인쇄하려면 쉼표로 구분해야 한다. \n\n파이썬 코드를 얻기 위해 마지막으로 해야 할 변경 사항은 질문을 입력으로 변경하는 것이다. \n\n모든 예제를 보려면 '인쇄' 탭을 클릭하십시오." - editor: /hedy/18 3: header: 마지막 모험! text: 레벨 18의 마지막 모험을 즐겨보세요! diff --git a/content/slides/mi.yaml b/content/slides/mi.yaml index 2304a829087..e431f342367 100644 --- a/content/slides/mi.yaml +++ b/content/slides/mi.yaml @@ -1,83 +1,15 @@ levels: 0: - 1: - header: Welcome to Hedy! - text: Hedy is a programming language. - 2: - header: Programming - text: |- - Programming is giving instructions to a computer, using the language of the computer. - - Such a language is called a "programming language". - 3: - header: Programming Language - text: |- - Maybe you already know some programming languages? - Some examples are: - * Scratch - * Python - * HTML - 4: - header: Programming - text: |- - If you can program, you can do many cool things: - * Build interactive stories - * Create computer drawings and draw these on paper or fabric - * Build your own apps to use on your phone - 5: - header: Programming in Hedy - text: In Hedy we use special codes, like `{print}`. - code: '{print} Welcome to Hedy!' - 6: - header: Programming in Hedy - text: Code words will be shown in pink. - code: '{print} Welcome to Hedy!' - 7: - header: Programming in Hedy - text: We start the code with the Run code button underneath the code. - code: '{print} Welcome to Hedy!' - 8: - header: Programming in Hedy - text: Output appears on the right-hand side. - code: '{print} Welcome to Hedy!' 9: - header: Programming in Hedy - text: The output can also be a drawing. code: |- {forward} 100 {turn} left 1: - 1: - header: Welcome to level 1! - text: |- - We will start level 1 by making stories in Hedy! - - We need three text codes to create interactive stories. 2: - header: '{print}' - text: |- - The first code that you can use in level 1 is `{print}`. - - `{print}` is used to show text on the screen. code: '{print} Put text on the screen' 3: - header: The {print} command - text: |- - You can change the text after the print command to whatever you want. - - Or you could print multiple lines by adding another line of code that also starts with `{print}`. code: '{print} Put text on the screen' - 4: - header: '{ask}' - text: |- - The second code that you can use in level 1 is `{ask}`. - - `{ask}` is used to ask a question that can be answered. - code: |- - {print} Welcome to your own rock scissors paper! - {ask} What will you choose? 5: - header: '{echo}' text: |- As you could see in the previous example. If you use the `{ask}` command, you can ask a question. @@ -86,1120 +18,23 @@ levels: If you do want the answer to show, you can use the final command of this level: `{echo}`. `{echo}` is used to repeat the answer of an `{ask}`. - code: |- - {print} Hello! - {ask} What is your name? - {echo} hello - 6: - header: Programming! - text: |- - With `{print}`, `{ask}` and `{echo}` you can already create a little story. - This is a good time to try the Parrot, Story and Rock, Paper Scissors adventures. - editor: /hedy/1 - 7: - header: Programming! - text: Adventures are shown in tabs. - editor: /hedy/1 8: - header: Programming! - text: The yellow arrow buttons can be used to copy examples. editor: /hedy/1 - 9: - header: Drawing with the turtle - text: Now that we have seen at text codes, we will now look at drawing codes next. 10: - header: 'Drawing with the turtle: {forward}' - text: '`{forward}` is used to move the turtle forward.' code: |- {forward} 50 {turn} left 11: - header: 'Drawing with the turtle: {turn}' - text: '`{turn}` is used to make the turtle turn left or right.' code: |- {forward} 50 {turn} left - 12: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - I am DJ Hedy - {print} What song would you like to hear? - {ask} I like that song too! - {print} Next up... {echo} - debug: 'True' - 13: - header: Let the programming fun begin! - text: Enjoy the adventures in level 1! 2: - 1: - header: Welcome to level 2 - text: |- - In this level you will learn to use variables. - - A variable is a word that can be used to store information. - - For example: a name, age or favorite sports team. - 2: - header: Variables - text: To make or 'set' a variable we use the `{is}` command - code: |- - name {is} Hedy - age {is} 15 - {print} name is age years old 3: - header: Interactive text: |- We can also set a variable by asking questions. The answer to the question is stored in the variable. This way we don't need the `{echo}` command. - code: |- - name {is} {ask} What is your name? - {print} Hello name 4: - header: Multiple variables text: Now that we use variables, we can use multiple variables instead of just one `{echo}`command. - code: |- - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - 5: - header: Sleep - text: You can also use the `{sleep}` command to pause the code for a while. - code: |- - {print} My favorite colour is... - {sleep} 2 - {print} green! - 6: - header: Sleep 5 - text: |- - You can add a number after the `{sleep}` command if you want the pause to be longer. - - If you want, you could even use a variable instead of a number to decide the duration of the sleep command. - code: |- - pause {is} 10 - {print} My favorite colour is... - {sleep} pause - {print} green! - 7: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - {print} Welcome to the donut shop! - filling {is} What kind of filling would you like? - {print} You have chosen... Filling! Yum! - topping {ask} What kind of topping would you like? - topping is delicious! - {print} I'll go get your donut. {sleep} - {print} Here you go! A filling donut with toping! - {ask} Have a nice day! - debug: 'True' - 8: - header: Let the programming fun begin! - text: Enjoy the adventures in level 2! - 3: - 1: - header: Welcome to level 3 - text: In this level you'll learn how to make a list, add and remove items form your lists and pick a random item off that list. - 2: - header: Making a list - text: |- - You make a list with `{is}`. - - Separate the items on your list with a comma. - code: animals {is} dogs, cats, kangaroos - 3: - header: At random - text: |- - You can use the list with the `{at}` `{random}` command. - The computer will randomly pick one item of the list. - Every time you run this code the output will differ. - code: |- - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - 4: - header: At random in a sentence - text: You can use the `{at}` `{random}` command in a sentence as well. - code: |- - animals {is} dogs, cats, kangaroos - {print} My favorite animal is animals {at} {random} - 5: - header: Add to - text: |- - You can add items to a list with the `{add}` `{to}` command. - - You can choose what to add to the list or you can use the `{add}` `{to}` command in combination with the `{ask}` command. - This way you can let the player decide what to add to the list. - code: |- - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - 6: - header: Remove from - text: |- - The opposite of the `{add}` `{to}` command is the `{remove}` `{from}` command. - This command removes an item from a list. - code: |- - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - 7: - header: Debugging - text: Let's debug this code! - editor: |- - music_genres {is} rock, pop, metal, indie, jazz - chosen_genre is music {at} {random} - {print} Let's listen to chosen genre - nice {ask} Do you like that genre? - {remove} chosen_genre {from} chosen_genre - second_choice {is} music_genres - {print} or do you prefer... second_choice {at} {random} - {remove} second_choice {to} music_genres - {print} I like music_genre {random} best! - debug: 'True' - 8: - header: Let's get to work! - text: Enjoy the adventures in level 3! - 4: - 1: - header: Welcome to level 4 - text: In this level you will learn how to use quotation marks. - code: '{print} ''print with quotes!''' - 2: - header: Problem - text: 'In the previous levels, you might have come across this problem:' - code: |- - name {is} Sophie - {print} My name is name - debug: 'True' - 3: - header: Fixing it with quotation marks - text: |- - In this level we will fix this problem by using quotation marks. - - This also makes our code look more like 'real' Python code. - 4: - header: Quotation marks with print - text: Each time you use the `{print}` command you need to put the text that you want to appear on the screen in quotation marks. - code: '{print} ''print with quotes!''' - 5: - header: Quotation marks with ask - text: This also goes for the `{ask}` command. - code: name {is} {ask} 'name please?' - 6: - header: Quotation marks and variables - text: |- - You do not want variable names to be printed on the screen. - This is why variables should be left out of the quotation marks, like this: - code: |- - name {is} Harry - {print} 'Hello ' name - 7: - header: Quotation marks and variables - text: |- - When variable names are used in the middle of a sentence, you have to leave the variables out of the quotation marks. - The rest of the sentence however, does need quotation marks. That looks like this: - code: |- - name {is} Harry - {print} 'Hello ' name ', how are you?' - 8: - header: Quotation marks and contractions - text: |- - Be careful! Now that you are using quotation marks, you can't use apostrophes in contractions. - - Please try to print a contraction like "you're" or "I'm" in the screen below and see what happens.... - code: '{print} ''This won''t work!''' - debug: 'True' - 9: - header: Clear - text: |- - In this level you'll also learn the {clear} command. - With this command you can wipe all the text from your output screen. - - Be careful that you always use a sleep command too. If you don't the computer will wipe all the text before you can read it! - code: |- - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'SURPRISE!' - 10: - header: Debugging - text: Let's debug this code! - code: |- - {clear} - {print} What a nice day to go to the beach! - {ask} 'Do you want to build a sandcastle or swim in the ocean?' - {print} 'You would like to activity ' - {print} 'I'd like to do that too' - {print} 'Look at these beautiful seashells!' - colors {is} 'orange, silver, white, brown' - {print} 'I love the colors {at} {random} one!' - choice {is} {ask} Which one do you like? - debug: 'True' - 11: - header: Ready, Set, Go! - text: Enjoy the adventures in level 4! - 5: - 1: - header: Welcome to level 5 - text: 'In this level you will learn to use 3 new commands: `{if}`, `{else}` and `{in}`.' - 2: - header: if - text: |- - The `{if}` command allows you to choose between two options. - In this example the computer will print 'nice' if the given answer is Hedy. - If the answer is not Hedy, the computer will do nothing. - code: |- - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - 3: - header: Don't forget to print - text: |- - When using the `{if}` command, don't forget to use the `{print}` command. - This code will not work! - code: '{if} name {is} Hedy ''nice''' - debug: 'True' - 4: - header: else - text: |- - When using an `{if}` command, you can also add an `{else}` command. - If the answer is Hedy, the computer will print 'nice'. - But if the answer is something else the computer will print 'boo' - code: '{if} name {is} Hedy {print} ''nice'' {else} {print} ''boo!''' - 5: - header: Long lines - text: |- - You might have noticed that your lines can get very long when you have both an `{if}` and an `{else}` command. - - You can choose to separate commands and put them on 2 lines, like this: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - 6: - header: Another new command - text: |- - If you have practised with the `{if}` and `{else}` commands, you can also try the `{in}` command. - - With `{in}` you can let the computer check if an item is in a list, for example: - - Please note that Hedy is case sensitive. This means that if you answer "Green" instead of "green", Hedy will print "meh". - code: |- - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - 7: - header: Debugging - text: Let's debug this code! - code: |- - {print} Welcome to HedyAir Security! - boarding_pass {is} {ask} 'Do you have your boarding pass?' - {if} bording_pass yes {print} Great! - {else} Please, get your boarding pass ready. - passport {is} 'Can I see your passport, please?' - {if} passport {is} yes 'thank you' - {else} 'You can't fly without a passport' - declare {is} {ask} Do you have anything to declare? - {if} declare {is} yes - item_to_declare {is} {ask} 'What would you like to declare' - {else} Alright - {print} Thank you. Please head to gate A22.' - debug: 'True' - 8: - header: Let's go! - text: Enjoy the adventures in level 5! - 6: - 1: - header: Welcome to level 6 - text: In this level we are adding maths to our codes. - 2: - header: Addition - text: If you want to calculate an addition, simply use the plus sign. - code: '{print} ''5 plus 5 is '' 5 + 5' - 3: - header: Subtraction - text: If you want to subtract, you can use the minus sign. - code: '{print} ''5 minus 5 is '' 5 - 5' - 4: - header: Multiplication - text: If you want to do multiplications, you can use the asterisk. - code: '{print} ''5 times 5 is '' 5 * 5' - 5: - header: Division - text: You can use the slash for division. - code: '{print} ''5 divided by 5 is '' 5 / 5' - 6: - header: Summary - text: In summary, you can use +, -, * and / to do maths. - code: |- - {print} '5 plus 5 is ' 5 + 5 - {print} '5 minus 5 is ' 5 - 5 - {print} '5 times 5 is ' 5 * 5 - {print} '5 divided by 5 is ' 5 / 5 - 7: - header: The = symbol - text: |- - From now on you can also use the = symbol instead of the `{is}` command. - This goes for both numbers and words, and it also goes after the `{if}` or `{else}` commands. - code: |- - name = Hedy - answer = 20 + 4 - 8: - header: Calculations with variables - text: 'You can use calculations with numbers, but you can also use variables to do calculations, like this:' - code: |- - number_1 = {ask} 'Fill in the first number:' - number_2 = {ask} 'Fill in the second number:' - correct_answer = number_1 * number_2 - {print} number_1 ' times ' number_2 ' is ' correct_answer - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'This is the water park ticket machine' - {print} 'Price list: Children under 12 $3, Adults $5' - {print} 'Mondays are 25% off' - amount_of_children = 'How many kids tickets would you like?' - amount_of_adults = 'How many adult tickets would you like?' - day_of_the_week = {ask} 'What day is it?' - {clear} - child_price = amount of children * 3 - adult_price = amount_of_adults + 5 - total_price = adult_price * child_price - {if} day {is} monday - total_price = total_price * 0.25 - {print} 'That will be total_price please' - debug: 'True' - 10: - header: Let's get to work! - text: Enjoy the adventures in level 6! - 7: - 1: - header: Welcome to level 7 - text: In this level you will learn how to repeat a line of code as many times a you'd like. - 2: - header: repeat 3 times - text: |- - If you want to repeat a line of code, you can use the `{repeat}` 3 `{times}` code. - If you want to repeat the line more times, simply change the number. - - For example: If you are programming a story where your character shouts for help for 5 times, it could look like this: - code: |- - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - 3: - header: Don't forget the print command - text: When using the repeat command, do not forget the `{print}` command. - code: '{repeat} 5 {times} ''Help!''' - debug: 'True' - 4: - header: Repeat an ask command - text: You can also repeat an `{ask}`, `{if}` or `{else}` command multiple times. - code: |- - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - 5: - header: Debugging - text: Let's debug this code! - code: |- - {print} You gave stranded on a desert island. - {repeat} 3 'Help!' - rescued = {ask} Has anybody come to the rescue? - {if} rescued yes {is} - {print} Lucky! - {else} {repeat} 3 {times} 'HELP!' - rescued = 'What about now?' - {if} yes - {print} 'Hurray! - {else} 'That's a shame... Oh well... time to build a shelter and find some food.' - debug: 'True' - 6: - header: Ready Set Go! - text: Enjoy the adventures in level 7! - 8: - 1: - header: Welcome to level 8 - text: In this level you will learn to use indentation to make the `{repeat}`, `{if}` and `{else}` commands work for multiple lines of code. - 2: - header: '{repeat} commands before' - text: |- - In the previous levels, the `{repeat}` command looked like this: - - You could only repeat one line of code. - code: '{repeat} 5 {times} {print} ''Help!''' - debug: 'True' - 3: - header: '{repeat} commands now' - text: |- - In this level you can repeat multiple lines of code. To do this you must tell the computer which lines belong together and should be repeated. - You do this by using indentation. - - Use 4 spaces (or one tab) at the beginning of each line that you want to repeat, like this: - code: |- - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This will be printed 5 times' - 4: - header: '{repeat} commands now' - text: |- - If you want to, you can continue after the `{repeat}` command without indentation. - The lines that do not start with indentation will not be repeated. - code: |- - {repeat} 3 {times} - {print} 'Hello!' - {print} 'We are done repeating!' - 5: - header: if and else before - text: |- - The same goes for the `{if}` and `{else}` commands. - These were the commands before: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - debug: 'True' - 6: - header: if and else now - text: |- - These are the `{if}` and `{else}` commands now. - Each line after the `{if}` and `{else}` commands start with indentation. - code: |- - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {else} - {print} 'Welcome programmer!' - 7: - header: stopping the indentation - text: Just like with the `{repeat}` command, you can stop using indentation and the lines will always be shown. Not just if the statement is true. - code: "name = {ask} 'What is your name?'\n{if} name {is} Hedy\n {print} 'Welcome Hedy'\n{else}\n {print} 'Welcome programmer!' \n{print} '3..2..1.. Start programming!'" - 8: - header: if statements inside if statements - text: |- - You might have thought of trying to put an if command inside a repeat command, or inside another if command. - For now, this is not possible yet. In the higher levels, it will be allowed, but for now let's focus on practising the `{if}` `{else}` and `{repeat}` commands with proper indentation first. - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'HedyWheels bus tickets machine' - zone_1 = Town Hall, Library, Campus, Market Place - zone_2 = Swimming Pool, Skate Park, Mall, Airport - destination = 'Where do you want to go?' - {if} destination {in} zone 1 - {print} destination 'is in zone 1' - price = 3 euros - {if} destination {is} zone_2 - {print} destination 'is in zone 2' - price = 6 - ticket_types = {ask} 'Press 1 for a single use ticket. - Press 2 for a round trip ticket:' - {if} ticket_type = 1 - {print} 'You chose a single use ticket' - {else} - {print} You chose a round trip ticket' - price * 2 - {print} 'That will be ' price ' euros please' - debug: 'True' - 10: - header: Let's check out the adventures! - text: Enjoy the adventures in level 8! - 9: - 1: - header: Welcome to level 9 - text: |- - In this level you can use multiple lines of code after an `{if}` or after a `{repeat}` command. - - You can even put a `{repeat}` command within another `{repeat}` command. - 2: - header: Multiple lines after `{repeat}` - text: You are allowed to combine `{repeat}` and `{if}` in this level. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 3: - header: Indentation matters! - text: Indentation is very important to tell the computer which lines should be repeated and which lines should only be ran once. - code: |- - {repeat} 3 {times} - {print} 'This line will be repeated...' - {print} 'This one too...' - {print} 'but this one will not!' - 4: - header: Multiple lines after `{if}` - text: You can also use multiple lines after `{if}` - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - 5: - header: Indentation matters - text: Again, indentation is still very important and can make a big difference in the code. - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - 6: - header: An `{if}` inside a `{repeat}` - text: |- - Now that you can use multiple lines of code after these command, you can also put them within each other. - Check it out: - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 7: - header: Mind the indentation - text: Mind that the fourth and sixth line of this code starts with 8 spaces of indentation. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Welcome to HedyJumps, your parachute jump adventure!' - people = {ask} 'How many people are you jumping with today? - {print} 'We'll ask all of you some questions for safety reasons.' - extra_instructions_people = a, b - {repeat} 3 {times} - name = {ask} 'What is your name?' - jumped_before = 'Have you ever done a parachute jump before, ' name '?' - {if} jumped_before no - {print} 'No worries, you'll get an extra safety instruction in room 13' - {add} name {to} extra_instructions_people - {else} - {print} 'Fun!' - {print} 'Thanks for filling in the safety questions everyone. Enjoy your jump!' - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 9! - 10: - 1: - header: Welcome to level 10 - text: 'In this level you will learn a new command: `{for}`.' - 2: - header: The for command - text: With for you can make a list and use all items on that list. `{for}` creates a block, like repeat and if so all lines in the block need to start with indentation (4 spaces). - code: |- - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - 3: - header: The for command - text: 'Here you see another example of the `{for}` command:' - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - 4: - header: Debugging - text: Let's debug this code - code: |- - {print} 'Ladies and gentlemen!' - {print} 'For one night and one night only in circus Hedy!' - acts = shoot out of a canon, walk the tightrope, pack themself in a suitcase, - people = Iris the Incredible Achmed the Amazing Francis the Fantastic - {for} people {in} acts - chosen_person {is} people {random} - chosen_person ' will ' act - {add} chosen_person {from} people - {print} 'Come and watch our show tonight!' - {print} 'Tickets are only available at the counter - debug: 'True' - 5: - header: Time to program! - text: Enjoy the adventures in level 10! - 11: - 1: - header: Welcome to level 11 - text: |- - In this level, we add a new form of the `{for}` command. In earlier levels, we used for with a list, but we can also use for with numbers. - - This way we don't need the `{repeat}` command anymore. - 2: - header: The for command - text: 'This is what the new for command looks like:' - code: |- - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - 3: - header: the variable i - text: |- - In the previous slide the variable was named 'counter', because it was counting down. - You can of course use any name for the variable you want. - The standard name for variables in this situation that is used in programming languages like Python is 'i'. - That looks like this: - code: |- - number = 10 - {for} i {in} {range} 1 {to} 10 - {print} i * number - 4: - header: Debugging - text: Let's debug this code! - code: |- - factor {is} {ask} 'Which table of multiplication do you need?' - {repeat} {for} numbers {in} {range} 1 {to} 10 {times} - {print} This is the table of multiplications for factor - {print} number ' x ' factor ' = ' i * factor - debug: 'True' - 5: - header: Let's start programming! - text: Enjoy the adventures in level 11! - 12: - 1: - header: Welcome to level 12 - text: |- - From this level on you are allowed to use decimal numbers and there are some changes to the quotation marks. - You can also use functions from this level on! - 2: - header: Quotation marks - text: |- - This level makes some changes to the usage of quotation marks. - From now on, **all texts** need to be in quotation marks. This includes values of variables, items on lists and text after {if} commands. - code: |- - name = 'Hedy the Robot' - {print} 'Hello ' name - 3: - header: Decimal numbers - text: |- - From this level on you are also allowed to use decimal numbers. This can make programs like your restaurant even better! - - Numbers do not need quotation marks. - code: |- - {print} 'decimal numbers now need to use a dot' - {print} 2.5 + 2.5 - 4: - header: Functions! - text: |- - In this level you'll learn how to use functions. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. To create a function, use define and give the function a name. Then put all the lines you want in the function in a indented block under the define line. Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use call with the function's name to call it up! We don't have to type that block of code again. - 5: - header: Twinkle Twinkle little star! - text: |- - In this program you see an example of a function. - Let's see what happens if you fill in the rest of the song! - code: |- - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} twinkle - 6: - header: Functions - text: As you could see in the example a function is a block of code that can be called anytime. You use `{define}` to set the function and `{call}` to use it. - 7: - header: Debugging - text: Let's debug this code! - code: |- - {call} new_member - {print} 'Hi new member!' - username = {ask} 'What is your username?' - password = 'What is your password?' - {print} 'Welcome to our club!' - - username = {ask} 'Please enter your username. Are you a new member? Type New Member' - {if} username = New Member - {call} new member - {else} - password = {ask} 'Please enter password' - debug: 'True' - 8: - header: Ready to try it out? - text: Enjoy the adventures in level 12! - 13: - 1: - header: Welcome to level 13 - text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two ifs but can use and and or. - From now on you could also use arguments in your functions. - 2: - header: The and command - text: |- - The `{and}` command is always used in a combination with the {if} command. - This way you can check if 2 statements are true. For example: - code: |- - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - 3: - header: The or command - text: |- - The `{or}` works in the same way as the `{and}` command, but only 1 of the two statements has to be true. - - Let's see what happens when you change the `{and}` for `{or}`. - code: |- - name = {ask} 'what is your name?' - {if} name {is} 'Hedy' {or} name {is} 'hedy' - {print} 'Welcome!!' - 4: - header: Functions with arguments - text: Now that you've learned how to use functions, you'll learn how to use a function with an **argument**. An argument is a variable that is used within a function. It is not used outside the function. - 5: - header: Example - text: |- - In this example you see how the argument 'place' is used in the function. - Run the code and change 'ocean' and 'sea' to something else, and see what happens. - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 6: - header: Example with variable - text: |- - You can also combine functions with a question. - - What happens if you make these changes: - ``` - define song with place - print 'My Bonnie is ' place - - answer is ask 'Where is my Bonnie?' - call song with answer - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 7: - header: Even more questions! - text: |- - Now we have combined even more question with the function. Type this code and see what happens. - - Note how the variables and the arguments have the same name. This is allowed. - Does it confuse you? Just use different names, that is allowed as well. - ``` - define song with name, place - print 'My ' name ' is ' place - - name is ask 'Who?' - place is ask 'Where are they?' - call song with name, place - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {define} happiness {with} name - {print} '🥳' - {play} G - {play} A - {play} B - {print} 'Party on, ' name - {define} sadness - {print} '😞' - {play} E - {play} D - {play} C - {print} 'Hope you feel better, ' name - - name = {ask} 'What is your' name '?' - mood = {ask} 'Are you happy or sad?' - {if} mood = happy - {call} happiness {with} person - {else} mood = sad - {define} sadness {to} name - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 13! - 14: - 1: - header: Welcome to level 14 - text: In this level you'll learn some new symbols that can help you improve your programs, like >. You will also learn to work with return values of a function. - 2: - header: Symbols - text: |- - These are the new symbols you can use: - - The > means bigger than... - - The >= means bigger than or the same as... - - The < means smaller than... - - The <= means smaller than or the same as... - - You can use them like this: - code: |- - age = {ask} 'How old are you?' - {if} age < 13 - {print} 'You are younger than me!' - {else} - {print} 'You are older than me!' - 3: - header: Symbols - text: |- - You can also use: - - == is the same as. - - != is not - - == is used in `{if}` statements. - code: |- - answer = {ask} 'Do you want to learn more?' - {if} answer == 'yes' - {print} 'Go to the next adventure!' - {if} answer != 'yes' - {print} 'That is a shame!' - 4: - header: Return value - text: In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - 5: - header: Return value - text: For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - code: |- - {define} calculate_new_price {with} amount, percentage - percentage = percentage / 100 - discount_amount = amount * percentage - {return} amount - discount_amount - - old_price = {ask} 'How much is on the price tag?' - discount = {ask} 'What percentage is the discount?' - - new_price = {call} calculate_new_price {with} old_price, discount - {print} 'The new price is ' new_price ' dollar' - 6: - header: Debugging - text: Let's debug this code! - code: |- - item = 'not bought' - {print} 'I would like to buy this item' - price == {ask} 'What is the price?' - {if} price less than or the same as 10 - {print} 'Thats a great deal!' - item = 'bought' - {if} price is more than 10 {and} less than or the same as 20 - {print} 'Alright' - item = 'bought' - {if} price is more than 20 {and} less than 50 - {print} 'That is a bit much!' - {if} price is more than or the same as 50 - {print} 'No way!' - {if} item =! bought - {print} 'Shame.. I wont buy it' - {else} - {print} 'I will buy it! Thank you!' - debug: 'True' - 7: - header: Let's get to work! - text: Enjoy the adventures in level 14! - 15: - 1: - header: Welcome to level 15 - text: In this level you will learn about the `{while}` loop. - 2: - header: '{while}' - text: |- - We are going to learn a new loop, the while loop! The loop continues as long as the statement is true. So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. If the correct answer is never given, the loop will never end! - code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - 3: - header: Debugging - text: Let's debug this code! - code: |- - numbers = 1, 2 - - {for} i {in} {range} 3 {to} 50 - {add} x {to} numbers - i = + 1 - - random_number = numbers {random} - guesses = 10 - - {while} guess = 0 - answer = 'Guess my number:' - {if} answer >= random_number - {print} 'lower' - guesses = guesses -1 - {if} answer > random_number - {print} 'higher!' - guesses = guesses - {else} answer = random_number - {print} 'correct' - guesses = 10 - - debug: 'True' - 4: - header: Let's try it out! - text: Enjoy the adventures in level 15! - 16: - 1: - header: Welcome to level 16 - text: In this level you will learn about the [square brackets] and how to use them. - 2: - header: Square brackets - text: We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. The at random command can not be used anymore. - code: |- - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - 3: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Friendship test' - {subjects} = ['song', 'movie', 'food', 'drink'] - answers_player_1 = [] - answers_player_2 = [] - score = 100 - - {for} i {in} {range} 1 {to} 4 - answer = {ask} 'what is your favorite ' subjects[i] - {add} answer {to} answers_player_1 - - {print} 'Player 2, your turn!' - {for} i {in} {range} 0 {to} 4 - answer_player_2 = {ask} 'what is player 1s favorite ' subjects - {add} answer_player_2 {in} answers_player_2 - {if} answers_player_2[2] == answers_player_1[1] - {print} 'Correct!' - {else} - {print} 'Wrong!' - score = score - 25 - - {print} 'Player 2, you've scored ' score '%' - - {if} score = 100 - {print} 'You are an amazing friend' - {if} score < 100 {or} score >= 50 - {print} 'You could do better' - {else} score < 50 - {print} 'Do you even know this person?!' - debug: 'True' - 4: - text: Enjoy the adventures in level 16! - header: Let's try it out! - 17: - 1: - header: Welcome to level 17 - text: in this level you will learn how to use a colon and you will learn the elif command. - 2: - header: Colon - text: 'Now we are going to change indentation a little bit. Every time that we need an indentation, we need : at the line before the indentation.' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {else}: - {print} 'Better luck next time..' - 3: - header: Elif - text: 'In this level you can also use a new command: elif. elif is short for else if and you need it when you want to make 3 (or more!) options. Check it out!' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {elif} your_price == 'an apple pie' : - {print} 'Lovely, an apple pie!' - {else}: - {print} 'Better luck next time..' - 4: - header: Debugging - text: Let's debug this code! - code: |- - {define} ask_direction - direction = {ask} 'Where do you want to go?' - {if} direction = 'backwards' - {turn} 180 - {else} direction == 'right' - {turn} 90 - {else} direction == 'left' - {turn} 270 - {forward} 100 - - continue = 'yes' - - {while} continue == 'yes' - {print} ask_direction - {sleep} - continue = 'do you want to draw some more?' - {sleep} - debug: 'True' - 5: - header: Let's try it out! - text: Enjoy the adventures in level 17! - 18: - 1: - header: Welcome to level 18 - text: Congratulations! You have reached the last level of Hedy! The code you have created here can be copied to real Python environments like replit or PyCharm, and you can continue learning there! Note however that Python can only read English commands, so if you have been using other languages, you will need to switch to English now. - 2: - header: The Python way - text: |- - We arrived at real Python code! That means we need to use parentheses with print and range from now on. - - Also, if you want to print more than one item, you need to separate them by commas. - - The final change we will need to make to get Python code is changing ask into input. - - Click on the 'print' tab for all the examples. - editor: /hedy/18 - 3: - header: The very last adventures! - text: Enjoy the very last adventures in level 18! diff --git a/content/slides/ms.yaml b/content/slides/ms.yaml index 9577218b856..0967ef424bc 100644 --- a/content/slides/ms.yaml +++ b/content/slides/ms.yaml @@ -1,565 +1 @@ -levels: - 1: - 12: - debug: 'True' - code: "I am DJ Hedy\n{print} What song would you like to hear?\n{ask} I like that song too!\n{print} Next up... {echo}" - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - 3: - header: The {print} command - code: "{print} Welcome to Hedy!\n{print} Start programming now!" - text: "You can change the text after the print command to whatever you want.\n\nOr you could print multiple lines by adding another line of code that also starts with `{print}`." - 11: - text: '`{turn}` is used to make the turtle turn left or right.' - header: 'Drawing with the turtle: {turn}' - code: "{forward} 50\n{turn} {left}" - 1: - header: Welcome to level 1! - text: "We will start level 1 by making stories in Hedy!\n\nWe need three text codes to create interactive stories." - 8: - header: Programming! - text: The yellow arrow buttons can be used to copy examples. - editor: /hedy#print_command - 5: - code: "{print} Hello!\n{ask} What is your name?\n{echo} hello" - text: "As you could see in the previous example. If you use the `{ask}` command, you can ask a question.\nThe answer, however doesn't show in the output screen.\n\nIf you do want the answer to show, you can use the final command of this level: `{echo}`.\n`{echo}` is used to repeat the answer of an `{ask}`." - header: '{echo}' - 7: - editor: /hedy/1 - header: Programming! - text: Adventures are shown in tabs. - 10: - code: '{forward} 50' - text: '`{forward}` is used to move the turtle forward.' - header: 'Drawing with the turtle: {forward}' - 2: - code: '{print} Show text on the screen' - header: '{print}' - text: "The first code that you can use in level 1 is `{print}`.\n\n`{print}` is used to show text on the screen." - 9: - header: Drawing with the turtle - text: Now that we have seen at text codes, we will now look at drawing codes next. - 6: - text: "With `{print}`, `{ask}` and `{echo}` you can already create a little story.\nThis is a good time to try the Parrot, Story and Rock, Paper Scissors adventures." - header: Programming! - editor: /hedy/1 - 13: - text: Enjoy the adventures in level 1! - header: Let the programming fun begin! - 4: - text: "The second code that you can use in level 1 is `{ask}`.\n\n`{ask}` is used to ask a question that can be answered." - header: '{ask}' - code: "{print} Welcome to your own rock scissors paper!\n{ask} What will you choose?" - 4: - 10: - header: Debugging - code: "{clear}\n{print} What a nice day to go to the beach!\n{ask} 'Do you want to build a sandcastle or swim in the ocean?'\n{print} 'You would like to activity '\n{print} 'I'd like to do that too'\n{print} 'Look at these beautiful seashells!'\ncolors {is} 'orange, silver, white, brown'\n{print} 'I love the colors {at} {random} one!'\nchoice {is} {ask} Which one do you like?" - debug: 'True' - text: Let's debug this code! - 4: - code: "{print} 'print with quotes!'" - text: Each time you use the `{print}` command you need to put the text that you want to appear on the screen in quotation marks. - header: Quotation marks with print - 2: - text: 'In the previous levels, you might have come across this problem:' - header: Problem - code: "name {is} Sophie\n{print} My name is name" - debug: 'True' - 3: - text: "In this level we will fix this problem by using quotation marks.\n\nThis also makes our code look more like 'real' Python code." - header: Fixing it with quotation marks - 8: - debug: 'True' - code: "{print} 'This won't work!'" - header: Quotation marks and contractions - text: "Be careful! Now that you are using quotation marks, you can't use apostrophes in contractions.\n\nPlease try to print a contraction like \"you're\" or \"I'm\" in the screen below and see what happens...." - 9: - code: "{print} '3'\n{clear}\n{print} '2'\n{clear}\n{print} '1'\n{clear}\n{print} 'SURPRISE!'" - header: Clear - text: "In this level you'll also learn the {clear} command.\nWith this command you can wipe all the text from your output screen.\n\nBe careful that you always use a sleep command too. If you don't the computer will wipe all the text before you can read it!" - 5: - header: Quotation marks with ask - text: This also goes for the `{ask}` command. - code: name {is} {ask} 'name please?' - 1: - header: Welcome to level 4 - code: "{print} 'print with quotes!'" - text: In this level you will learn how to use quotation marks. - 7: - code: "name {is} Harry\n{print} 'Hello ' name ', how are you?'" - header: Quotation marks and variables - text: "When variable names are used in the middle of a sentence, you have to leave the variables out of the quotation marks.\nThe rest of the sentence however, does need quotation marks. That looks like this:" - 11: - text: Enjoy the adventures in level 4! - header: Ready, Set, Go! - 6: - code: "name {is} Harry\n{print} 'Hello ' name" - text: "You do not want variable names to be printed on the screen.\nThis is why variables should be left out of the quotation marks, like this:" - header: Quotation marks and variables - 8: - 2: - debug: 'True' - code: "{repeat} 5 {times} {print} 'Help!'" - header: '{repeat} commands before' - text: "In the previous levels, the `{repeat}` command looked like this:\n\nYou could only repeat one line of code." - 7: - header: stopping the indentation - text: Just like with the `{repeat}` command, you can stop using indentation and the lines will always be shown. Not just if the statement is true. - code: "name = {ask} 'What is your name?'\n{if} name {is} Hedy\n {print} 'Welcome Hedy'\n{else}\n {print} 'Welcome programmer!' \n{print} '3..2..1.. Start programming!'" - 9: - header: Debugging - code: "{print} 'HedyWheels bus tickets machine'\nzone_1 = Town Hall, Library, Campus, Market Place\nzone_2 = Swimming Pool, Skate Park, Mall, Airport\ndestination = 'Where do you want to go?'\n{if} destination {in} zone 1\n{print} destination 'is in zone 1'\nprice = 3 euros\n {if} destination {is} zone_2\n{print} destination 'is in zone 2'\nprice = 6\nticket_types = {ask} 'Press 1 for a single use ticket.\nPress 2 for a round trip ticket:'\n{if} ticket_type = 1\n{print} 'You chose a single use ticket'\n{else}\n {print} You chose a round trip ticket'\nprice * 2\n{print} 'That will be ' price ' euros please'" - debug: 'True' - text: Let's debug this code! - 3: - text: "In this level you can repeat multiple lines of code. To do this you must tell the computer which lines belong together and should be repeated.\nYou do this by using indentation.\n\nUse 4 spaces (or one tab) at the beginning of each line that you want to repeat, like this:" - code: "{repeat} 5 {times}\n {print} 'Hello everyone'\n {print} 'This will be printed 5 times'" - header: '{repeat} commands now' - 5: - debug: 'True' - text: "The same goes for the `{if}` and `{else}` commands.\nThese were the commands before:" - header: if and else before - code: "{if} name {is} Hedy {print} 'nice'\n{else} {print} 'boo!'" - 8: - text: "You might have thought of trying to put an if command inside a repeat command, or inside another if command.\nFor now, this is not possible yet. In the higher levels, it will be allowed, but for now let's focus on practising the `{if}` `{else}` and `{repeat}` commands with proper indentation first." - header: if statements inside if statements - 6: - header: if and else now - text: "These are the `{if}` and `{else}` commands now.\nEach line after the `{if}` and `{else}` commands start with indentation." - code: "name = {ask} 'What is your name?'\n{if} name {is} Hedy\n {print} 'Welcome Hedy'\n{else}\n {print} 'Welcome programmer!'" - 1: - header: Welcome to level 8 - text: In this level you will learn to use indentation to make the `{repeat}`, `{if}` and `{else}` commands work for multiple lines of code. - 10: - text: Enjoy the adventures in level 8! - header: Let's check out the adventures! - 4: - header: '{repeat} commands now' - text: "If you want to, you can continue after the `{repeat}` command without indentation.\nThe lines that do not start with indentation will not be repeated." - code: "{repeat} 3 {times}\n {print} 'Hello!'\n{print} 'We are done repeating!'" - 9: - 5: - header: Indentation matters - code: "continue = {ask} 'Do you want to continue?'\n{if} continue = yes\n sure = {ask} 'Are you sure?'\n {if} sure {is} yes\n {print} 'We will continue'\n{else}\n {print} 'You are not sure'" - text: Again, indentation is still very important and can make a big difference in the code. - 7: - text: Mind that the fourth and sixth line of this code starts with 8 spaces of indentation. - code: "{repeat} 3 {times}\n food = {ask} 'What do you want?'\n {if} food {is} pizza\n {print} 'nice!'\n {else}\n {print} 'pizza is better'" - header: Mind the indentation - 4: - code: "continue = {ask} 'Do you want to continue?'\n{if} continue = yes\n sure = {ask} 'Are you sure?'\n {if} sure {is} yes\n {print} 'We will continue'\n {else}\n {print} 'You are not sure'\n{else}\n {print} 'You do not want to continue'" - text: You can also use multiple lines after `{if}` - header: Multiple lines after `{if}` - 2: - code: "{repeat} 3 {times}\n food = {ask} 'What do you want?'\n {if} food {is} pizza\n {print} 'nice!'\n {else}\n {print} 'pizza is better'" - text: You are allowed to combine `{repeat}` and `{if}` in this level. - header: Multiple lines after `{repeat}` - 8: - text: Let's debug this code! - code: "{print} 'Welcome to HedyJumps, your parachute jump adventure!'\npeople = {ask} 'How many people are you jumping with today?\n{print} 'We'll ask all of you some questions for safety reasons.'\nextra_instructions_people = a, b\n{repeat} 3 {times}\n name = {ask} 'What is your name?'\njumped_before = 'Have you ever done a parachute jump before, ' name '?'\n{if} jumped_before no\n{print} 'No worries, you'll get an extra safety instruction in room 13'\n{add} name {to} extra_instructions_people\n{else}\n{print} 'Fun!'\n{print} 'Thanks for filling in the safety questions everyone. Enjoy your jump!'" - header: Debugging - debug: 'True' - 3: - header: Indentation matters! - text: Indentation is very important to tell the computer which lines should be repeated and which lines should only be ran once. - code: "{repeat} 3 {times}\n {print} 'This line will be repeated...'\n {print} 'This one too...'\n{print} 'but this one will not!'" - 6: - code: "{repeat} 3 {times}\n food = {ask} 'What do you want?'\n {if} food {is} pizza\n {print} 'nice!'\n {else}\n {print} 'pizza is better'" - text: "Now that you can use multiple lines of code after these command, you can also put them within each other.\nCheck it out:" - header: An `{if}` inside a `{repeat}` - 1: - header: Welcome to level 9 - text: "In this level you can use multiple lines of code after an `{if}` or after a `{repeat}` command.\n\nYou can even put a `{repeat}` command within another `{repeat}` command." - 9: - text: Enjoy the adventures in level 9! - header: Let's go! - 12: - 5: - header: Twinkle Twinkle little star! - code: "{define} twinkle\n {print} 'Twinkle'\n {print} '...'\n\n{call} twinkle\n{print} 'Up above the world so high'\n{print} 'Like a diamond in the sky'\n{call} twinkle" - text: "In this program you see an example of a function.\nLet's see what happens if you fill in the rest of the song!" - 3: - text: "From this level on you are also allowed to use decimal numbers. This can make programs like your restaurant even better!\n\nNumbers do not need quotation marks." - code: "{print} 'decimal numbers now need to use a dot'\n{print} 2.5 + 2.5" - header: Decimal numbers - 4: - text: "In this level you'll learn how to use functions. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. To create a function, use define and give the function a name. Then put all the lines you want in the function in a indented block under the define line. Leave one empty line in your code to make it look nice and neat. Great job! You have created a function!\n\nNow, whenever we need that block of code, we just use call with the function's name to call it up! We don't have to type that block of code again." - header: Functions! - 2: - text: "This level makes some changes to the usage of quotation marks.\nFrom now on, **all texts** need to be in quotation marks. This includes values of variables, items on lists and text after {if} commands." - code: "name = 'Hedy the Robot'\n{print} 'Hello ' name" - header: Quotation marks - 8: - text: Enjoy the adventures in level 12! - header: Ready to try it out? - 7: - debug: 'True' - text: Let's debug this code! - code: "{call} new_member\n{print} 'Hi new member!'\nusername = {ask} 'What is your username?'\npassword = 'What is your password?'\n{print} 'Welcome to our club!'\n\nusername = {ask} 'Please enter your username. Are you a new member? Type New Member'\n{if} username = New Member\n{call} new member\n {else}\n password = {ask} 'Please enter password'" - header: Debugging - 6: - text: As you could see in the example a function is a block of code that can be called anytime. You use `{define}` to set the function and `{call}` to use it. - header: Functions - 1: - header: Welcome to level 12 - text: "From this level on you are allowed to use decimal numbers and there are some changes to the quotation marks.\nYou can also use functions from this level on!" - 14: - 4: - header: Return value - text: In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - 6: - text: Let's debug this code! - debug: 'True' - code: "item = 'not bought'\n{print} 'I would like to buy this item'\nprice == {ask} 'What is the price?'\n{if} price less than or the same as 10\n {print} 'Thats a great deal!'\n item = 'bought'\n{if} price is more than 10 {and} less than or the same as 20\n {print} 'Alright'\n item = 'bought'\n{if} price is more than 20 {and} less than 50\n {print} 'That is a bit much!'\n{if} price is more than or the same as 50\n {print} 'No way!'\n{if} item =! bought\n {print} 'Shame.. I wont buy it'\n{else}\n {print} 'I will buy it! Thank you!'" - header: Debugging - 2: - text: "These are the new symbols you can use:\n\n The > means bigger than...\n\n The >= means bigger than or the same as...\n\n The < means smaller than...\n\n The <= means smaller than or the same as...\n\nYou can use them like this:" - code: "age = {ask} 'How old are you?'\n{if} age < 13\n {print} 'You are younger than me!'\n{else}\n {print} 'You are older than me!'" - header: Symbols - 5: - header: Return value - code: "{define} calculate_new_price {with} amount, percentage\n percentage = percentage / 100\n discount_amount = amount * percentage\n {return} amount - discount_amount\n\nold_price = {ask} 'How much is on the price tag?'\ndiscount = {ask} 'What percentage is the discount?'\n\nnew_price = {call} calculate_new_price {with} old_price, discount\n{print} 'The new price is ' new_price ' dollar'" - text: For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - 1: - text: In this level you'll learn some new symbols that can help you improve your programs, like >. You will also learn to work with return values of a function. - header: Welcome to level 14 - 7: - header: Let's get to work! - text: Enjoy the adventures in level 14! - 3: - text: "You can also use:\n\n== is the same as.\n\n!= is not\n\n== is used in `{if}` statements." - header: Symbols - code: "answer = {ask} 'Do you want to learn more?'\n{if} answer == 'yes'\n {print} 'Go to the next adventure!'\n{if} answer != 'yes'\n {print} 'That is a shame!'" - 17: - 4: - text: Let's debug this code! - debug: 'True' - code: "{define} ask_direction\n direction = {ask} 'Where do you want to go?'\n {if} direction = 'backwards'\n {turn} 180\n {else} direction == 'right'\n {turn} 90\n {else} direction == 'left'\n {turn} 270\n {forward} 100\n\ncontinue = 'yes'\n\n{while} continue == 'yes'\n {print} ask_direction\n {sleep}\n continue = 'do you want to draw some more?'\n {sleep}" - header: Debugging - 1: - header: Welcome to level 17 - text: in this level you will learn how to use a colon and you will learn the elif command. - 3: - code: "prices = ['1 million dollars', 'an apple pie', 'nothing']\nyour_price = prices[{random}]\n{print} 'You win ' your_price\n{if} your_price == '1 million dollars' :\n {print} 'Yeah! You are rich!'\n{elif} your_price == 'an apple pie' :\n {print} 'Lovely, an apple pie!'\n{else}:\n {print} 'Better luck next time..'" - header: Elif - text: 'In this level you can also use a new command: elif. elif is short for else if and you need it when you want to make 3 (or more!) options. Check it out!' - 2: - header: Colon - text: 'Now we are going to change indentation a little bit. Every time that we need an indentation, we need : at the line before the indentation.' - code: "prices = ['1 million dollars', 'an apple pie', 'nothing']\nyour_price = prices[{random}]\n{print} 'You win ' your_price\n{if} your_price == '1 million dollars' :\n {print} 'Yeah! You are rich!'\n{else}:\n {print} 'Better luck next time..'" - 5: - header: Let's try it out! - text: Enjoy the adventures in level 17! - 3: - 8: - text: Enjoy the adventures in level 3! - header: Let's get to work! - 7: - debug: 'True' - header: Debugging - editor: "music_genres {is} rock, pop, metal, indie, jazz\nchosen_genre is music {at} {random}\n{print} Let's listen to chosen genre\nnice {ask} Do you like that genre?\n{remove} chosen_genre {from} chosen_genre\nsecond_choice {is} music_genres\n{print} or do you prefer... second_choice {at} {random}\n{remove} second_choice {to} music_genres\n{print} I like music_genre {random} best!" - text: Let's debug this code! - 6: - code: "animals {is} dog, cat, kangaroo\ndislike {is} {ask} What animal do you not like?\n{remove} dislike {from} animals\n{print} I choose animals {at} {random}" - text: "The opposite of the `{add}` `{to}` command is the `{remove}` `{from}` command.\nThis command removes an item from a list." - header: Remove from - 3: - header: At random - text: "You can use the list with the `{at}` `{random}` command.\nThe computer will randomly pick one item of the list.\nEvery time you run this code the output will differ." - code: "animals {is} dogs, cats, kangaroos\n{print} animals {at} {random}" - 2: - header: Making a list - text: "You make a list with `{is}`.\n\nSeparate the items on your list with a comma." - code: animals {is} dogs, cats, kangaroos - 4: - header: At random in a sentence - code: "animals {is} dogs, cats, kangaroos\n{print} My favorite animal is animals {at} {random}" - text: You can use the `{at}` `{random}` command in a sentence as well. - 5: - header: Add to - text: "You can add items to a list with the `{add}` `{to}` command.\n\nYou can choose what to add to the list or you can use the `{add}` `{to}` command in combination with the `{ask}` command.\nThis way you can let the player decide what to add to the list." - code: "animals {is} dog, cat, kangaroo\nlike {is} {ask} What is your favorite animal?\n{add} like {to_list} animals\n{print} I choose animals {at} {random}" - 1: - header: Welcome to level 3 - text: In this level you'll learn how to make a list, add and remove items form your lists and pick a random item off that list. - 13: - 7: - header: Even more questions! - code: "{define} song {with} place\n {print} 'My Bonnie is over the ' place\n\n{call} song {with} 'ocean'\n{call} song {with} 'sea'\n{call} song {with} 'ocean'" - text: "Now we have combined even more question with the function. Type this code and see what happens.\n\nNote how the variables and the arguments have the same name. This is allowed.\nDoes it confuse you? Just use different names, that is allowed as well.\n```\ndefine song with name, place\n print 'My ' name ' is ' place\n\nname is ask 'Who?'\nplace is ask 'Where are they?'\ncall song with name, place\n```" - 5: - text: "In this example you see how the argument 'place' is used in the function.\nRun the code and change 'ocean' and 'sea' to something else, and see what happens." - header: Example - code: "{define} song {with} place\n {print} 'My Bonnie is over the ' place\n\n{call} song {with} 'ocean'\n{call} song {with} 'sea'\n{call} song {with} 'ocean'" - 8: - code: "{define} happiness {with} name\n {print} '🥳'\n{play} G\n{play} A\n{play} B\n{print} 'Party on, ' name\n{define} sadness\n{print} '😞'\n{play} E\n{play} D\n{play} C\n{print} 'Hope you feel better, ' name\n\nname = {ask} 'What is your' name '?'\nmood = {ask} 'Are you happy or sad?'\n{if} mood = happy\n {call} happiness {with} person\n{else} mood = sad\n {define} sadness {to} name" - debug: 'True' - text: Let's debug this code! - header: Debugging - 9: - text: Enjoy the adventures in level 13! - header: Let's go! - 1: - header: Welcome to level 13 - text: "We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two ifs but can use and and or.\nFrom now on you could also use arguments in your functions." - 2: - text: "The `{and}` command is always used in a combination with the {if} command.\nThis way you can check if 2 statements are true. For example:" - header: The and command - code: "name = {ask} 'what is your name?'\nage = {ask} 'what is your age?'\n{if} name {is} 'Hedy' {and} age {is} 2\n {print} 'You are the real Hedy!'" - 6: - text: "You can also combine functions with a question.\n\nWhat happens if you make these changes:\n```\ndefine song with place\n print 'My Bonnie is ' place\n\nanswer is ask 'Where is my Bonnie?'\ncall song with answer\n```" - header: Example with variable - code: "{define} song {with} place\n {print} 'My Bonnie is over the ' place\n\n{call} song {with} 'ocean'\n{call} song {with} 'sea'\n{call} song {with} 'ocean'" - 3: - code: "name = {ask} 'what is your name?'\n{if} name {is} 'Hedy' {or} name {is} 'hedy'\n {print} 'Welcome!!'" - text: "The `{or}` works in the same way as the `{and}` command, but only 1 of the two statements has to be true.\n\nLet's see what happens when you change the `{and}` for `{or}`." - header: The or command - 4: - header: Functions with arguments - text: Now that you've learned how to use functions, you'll learn how to use a function with an **argument**. An argument is a variable that is used within a function. It is not used outside the function. - 2: - 4: - text: Now that we use variables, we can use multiple variables instead of just one `{echo}` command. - code: "name {is} {ask} What is your name?\n{print} Hello name\nage {is} {ask} How old are you?\n{print} name is age years old." - header: Multiple variables - 2: - text: To make or 'set' a variable we use the `{is}` command - code: "name {is} Hedy\nage {is} 15\n{print} name is age years old" - header: Variables - 8: - header: Let the programming fun begin! - text: Enjoy the adventures in level 2! - 3: - code: "name {is} {ask} What is your name?\n{print} Hello name" - header: Interactive - text: "We can also set a variable by asking questions.\n\nThe answer to the question is stored in the variable.\n\nThis way we don't need the `{echo}` command." - 7: - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - header: Debugging - code: "{print} Welcome to the donut shop!\nfilling {is} What kind of filling would you like?\n{print} You have chosen... Filling! Yum!\ntopping {ask} What kind of topping would you like?\ntopping is delicious!\n{print} I'll go get your donut. {sleep}\n{print} Here you go! A filling donut with toping!\n{ask} Have a nice day!" - debug: 'True' - 5: - text: You can also use the `{sleep}` command to pause the code for a while. - header: Sleep - code: "{print} My favorite colour is...\n{sleep} 2\n{print} green!" - 6: - header: Sleep 5 - code: "pause {is} 10\n{print} My favorite colour is...\n{sleep} pause\n{print} green!" - text: "You can add a number after the `{sleep}` command if you want the pause to be longer.\n\nIf you want, you could even use a variable instead of a number to decide the duration of the sleep command." - 1: - header: Welcome to level 2 - text: "In this level you will learn to use variables.\n\nA variable is a word that can be used to store information.\n\nFor example: a name, age or favorite sports team." - 16: - 3: - code: "{print} 'Friendship test'\n{subjects} = ['song', 'movie', 'food', 'drink']\nanswers_player_1 = []\nanswers_player_2 = []\nscore = 100\n\n{for} i {in} {range} 1 {to} 4\n answer = {ask} 'what is your favorite ' subjects[i]\n{add} answer {to} answers_player_1\n\n{print} 'Player 2, your turn!'\n{for} i {in} {range} 0 {to} 4\n answer_player_2 = {ask} 'what is player 1s favorite ' subjects\n {add} answer_player_2 {in} answers_player_2\n {if} answers_player_2[2] == answers_player_1[1]\n {print} 'Correct!'\n {else}\n {print} 'Wrong!'\n score = score - 25\n\n{print} 'Player 2, you've scored ' score '%'\n\n{if} score = 100\n {print} 'You are an amazing friend'\n{if} score < 100 {or} score >= 50\n {print} 'You could do better'\n{else} score < 50\n {print} 'Do you even know this person?!'" - header: Debugging - debug: 'True' - text: Let's debug this code! - 2: - code: "friends = ['Ahmed', 'Ben', 'Cayden']\n{print} friends[1] ' is the first friend on the list.'\n{print} friends[2] ' is the second friend on the list.'\n{print} friends[3] ' is the third friend on the list.'\n#now we will match 2 lists using the variable i\nlucky_numbers = [15, 18, 6]\n{for} i {in} {range} 1 {to} 3\n {print} friends[i] 's lucky number is ' lucky_numbers[i]" - header: Square brackets - text: We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. The at random command can not be used anymore. - 1: - text: In this level you will learn about the [square brackets] and how to use them. - header: Welcome to level 16 - 4: - text: Enjoy the adventures in level 16! - header: Let's try it out! - 7: - 3: - text: When using the repeat command, do not forget the `{print}` command. - debug: 'True' - header: Don't forget the print command - code: "{repeat} 5 {times} 'Help!'" - 4: - text: You can also repeat an `{ask}`, `{if}` or `{else}` command multiple times. - code: "{repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?'\n{if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!'\n{else} {repeat} 3 {times} {print} 'You have learned something new!'" - header: Repeat an ask command - 2: - code: "{print} 'The prince kept calling for help'\n{repeat} 5 {times} {print} 'Help!'\n{print} 'Why is nobody helping me?'" - text: "If you want to repeat a line of code, you can use the `{repeat}` 3 `{times}` code.\nIf you want to repeat the line more times, simply change the number.\n\nFor example: If you are programming a story where your character shouts for help for 5 times, it could look like this:" - header: repeat 3 times - 5: - text: Let's debug this code! - debug: 'True' - code: "{print} You gave stranded on a desert island.\n{repeat} 3 'Help!'\nrescued = {ask} Has anybody come to the rescue?\n{if} rescued yes {is}\n{print} Lucky!\n{else} {repeat} 3 {times} 'HELP!'\nrescued = 'What about now?'\n{if} yes\n{print} 'Hurray!\n{else} 'That's a shame... Oh well... time to build a shelter and find some food.'" - header: Debugging - 1: - text: In this level you will learn how to repeat a line of code as many times a you'd like. - header: Welcome to level 7 - 6: - text: Enjoy the adventures in level 7! - header: Ready Set Go! - 15: - 3: - text: Let's debug this code! - code: "numbers = 1, 2\n\n{for} i {in} {range} 3 {to} 50\n {add} x {to} numbers\n i = + 1\n\nrandom_number = numbers {random}\nguesses = 10\n\n{while} guess = 0\n answer = 'Guess my number:'\n {if} answer >= random_number\n {print} 'lower'\n guesses = guesses -1\n {if} answer > random_number\n {print} 'higher!'\n guesses = guesses\n {else} answer = random_number\n {print} 'correct'\n guesses = 10" - debug: 'True' - header: Debugging - 4: - header: Let's try it out! - text: Enjoy the adventures in level 15! - 2: - header: '{while}' - text: "We are going to learn a new loop, the while loop! The loop continues as long as the statement is true. So don't forget to change the value in the loop.\n\nIn the example code, we continue until a correct answer has been given. If the correct answer is never given, the loop will never end!" - code: "answer = 0\n{while} answer != 25\n answer = {ask} 'What is 5 times 5?'\n{print} 'A correct answer has been given'" - 1: - text: In this level you will learn about the `{while}` loop. - header: Welcome to level 15 - 5: - 8: - text: Enjoy the adventures in level 5! - header: Let's go! - 7: - text: Let's debug this code! - header: Debugging - code: "{print} Welcome to HedyAir Security!\nboarding_pass {is} {ask} 'Do you have your boarding pass?'\n{if} bording_pass yes {print} Great!\n{else} Please, get your boarding pass ready.\npassport {is} 'Can I see your passport, please?'\n{if} passport {is} yes 'thank you'\n{else} 'You can't fly without a passport'\ndeclare {is} {ask} Do you have anything to declare?\n{if} declare {is} yes\nitem_to_declare {is} {ask} 'What would you like to declare'\n{else} Alright\n{print} Thank you. Please head to gate A22.'" - debug: 'True' - 4: - code: "{if} name {is} Hedy {print} 'nice' {else} {print} 'boo!'" - header: else - text: "When using an `{if}` command, you can also add an `{else}` command.\nIf the answer is Hedy, the computer will print 'nice'.\nBut if the answer is something else the computer will print 'boo'" - 2: - code: "name {is} {ask} 'what is your name?'\n{if} name {is} Hedy {print} 'nice'" - header: if - text: "The `{if}` command allows you to choose between two options.\nIn this example the computer will print 'nice' if the given answer is Hedy.\nIf the answer is not Hedy, the computer will do nothing." - 3: - debug: 'True' - text: "When using the `{if}` command, don't forget to use the `{print}` command.\nThis code will not work!" - header: Don't forget to print - code: "{if} name {is} Hedy 'nice'" - 5: - header: Long lines - code: "{if} name {is} Hedy {print} 'nice'\n{else} {print} 'boo!'" - text: "You might have noticed that your lines can get very long when you have both an `{if}` and an `{else}` command.\n\nYou can choose to separate commands and put them on 2 lines, like this:" - 1: - header: Welcome to level 5 - text: 'In this level you will learn to use 3 new commands: `{if}`, `{else}` and `{in}`.' - 6: - text: "If you have practised with the `{if}` and `{else}` commands, you can also try the `{in}` command.\n\nWith `{in}` you can let the computer check if an item is in a list, for example:\n\nPlease note that Hedy is case sensitive. This means that if you answer \"Green\" instead of \"green\", Hedy will print \"meh\"." - header: Another new command - code: "pretty_colors {is} green, yellow\nfavorite_color {is} {ask} 'What is your favorite color?'\n{if} favorite_color {in} pretty_colors {print} 'pretty!'\n{else} {print} 'meh'" - 6: - 2: - code: "{print} '5 plus 5 is ' 5 + 5" - header: Addition - text: If you want to calculate an addition, simply use the plus sign. - 8: - text: 'You can use calculations with numbers, but you can also use variables to do calculations, like this:' - header: Calculations with variables - code: "number_1 = {ask} 'Fill in the first number:'\nnumber_2 = {ask} 'Fill in the second number:'\ncorrect_answer = number_1 * number_2\n{print} number_1 ' times ' number_2 ' is ' correct_answer" - 6: - header: Summary - text: In summary, you can use +, -, * and / to do maths. - code: "{print} '5 plus 5 is ' 5 + 5\n{print} '5 minus 5 is ' 5 - 5\n{print} '5 times 5 is ' 5 * 5\n{print} '5 divided by 5 is ' 5 / 5" - 4: - header: Multiplication - code: "{print} '5 times 5 is ' 5 * 5" - text: If you want to do multiplications, you can use the asterisk. - 5: - header: Division - text: You can use the slash for division. - code: "{print} '5 divided by 5 is ' 5 / 5" - 7: - header: The = symbol - text: "From now on you can also use the = symbol instead of the `{is}` command.\nThis goes for both numbers and words, and it also goes after the `{if}` or `{else}` commands." - code: "name = Hedy\nanswer = 20 + 4" - 1: - header: Welcome to level 6 - text: In this level we are adding maths to our codes. - 3: - code: "{print} '5 minus 5 is ' 5 - 5" - text: If you want to subtract, you can use the minus sign. - header: Subtraction - 10: - header: Let's get to work! - text: Enjoy the adventures in level 6! - 9: - text: Let's debug this code! - header: Debugging - debug: 'True' - code: "{print} 'This is the water park ticket machine'\n{print} 'Price list: Children under 12 $3, Adults $5'\n{print} 'Mondays are 25% off'\namount_of_children = 'How many kids tickets would you like?'\namount_of_adults = 'How many adult tickets would you like?'\nday_of_the_week = {ask} 'What day is it?'\n{clear}\nchild_price = amount of children * 3\nadult_price = amount_of_adults + 5\ntotal_price = adult_price * child_price\n{if} day {is} monday\ntotal_price = total_price * 0.25\n{print} 'That will be total_price please'" - 0: - 9: - text: The output can also be a drawing. - code: "{forward} 100\n{turn} {left}" - header: Programming in Hedy - 4: - text: "If you can program, you can do many cool things:\n* Build interactive stories\n* Create computer drawings and draw these on paper or fabric\n* Build your own apps to use on your phone" - header: Programming - 7: - code: '{print} Welcome to Hedy!' - text: We start the code with the Run code button underneath the code. - header: Programming in Hedy - 6: - header: Programming in Hedy - text: Code words will be shown in pink. - code: '{print} Welcome to Hedy!' - 8: - header: Programming in Hedy - text: Output appears on the right-hand side. - code: '{print} Welcome to Hedy!' - 3: - header: Programming Language - text: "Maybe you already know some programming languages?\nSome examples are:\n* Scratch\n* Python\n* HTML" - 5: - header: Programming in Hedy - code: '{print} Welcome to Hedy!' - text: In Hedy we use special codes, like `{print}`. - 2: - header: Programming - text: "Programming is giving instructions to a computer, using the language of the computer.\n\nSuch a language is called a \"programming language\"." - 1: - header: Welcome to Hedy! - text: Hedy is a programming language. - 10: - 4: - header: Debugging - text: Let's debug this code - debug: 'True' - code: "{print} 'Ladies and gentlemen!'\n{print} 'For one night and one night only in circus Hedy!'\nacts = shoot out of a canon, walk the tightrope, pack themself in a suitcase,\npeople = Iris the Incredible Achmed the Amazing Francis the Fantastic\n {for} people {in} acts\nchosen_person {is} people {random}\n chosen_person ' will ' act\n{add} chosen_person {from} people\n{print} 'Come and watch our show tonight!'\n{print} 'Tickets are only available at the counter" - 2: - header: The for command - code: "animals = dog, cat, blobfish\n{for} animal {in} animals\n {print} 'I love ' animal" - text: With for you can make a list and use all items on that list. `{for}` creates a block, like repeat and if so all lines in the block need to start with indentation (4 spaces). - 5: - header: Time to program! - text: Enjoy the adventures in level 10! - 3: - header: The for command - text: 'Here you see another example of the `{for}` command:' - code: "days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday\nnames = mom, dad, Emma, Sophie\n{for} day {in} days\n {print} names {at} {random} ' does the dishes on ' day" - 1: - header: Welcome to level 10 - text: 'In this level you will learn a new command: `{for}`.' - 11: - 1: - text: "In this level, we add a new form of the `{for}` command. In earlier levels, we used for with a list, but we can also use for with numbers.\n\nThis way we don't need the `{repeat}` command anymore." - header: Welcome to level 11 - 2: - header: The for command - code: "{for} counter {in} {range} 1 {to} 10\n {print} counter\n{print} 'Ready or not. Here I come!'" - text: 'This is what the new for command looks like:' - 4: - header: Debugging - debug: 'True' - code: "factor {is} {ask} 'Which table of multiplication do you need?'\n{repeat} {for} numbers {in} {range} 1 {to} 10 {times}\n {print} This is the table of multiplications for factor\n {print} number ' x ' factor ' = ' i * factor" - text: Let's debug this code! - 3: - code: "number = 10\n{for} i {in} {range} 1 {to} 10\n {print} i * number" - header: the variable i - text: "In the previous slide the variable was named 'counter', because it was counting down.\nYou can of course use any name for the variable you want.\nThe standard name for variables in this situation that is used in programming languages like Python is 'i'.\nThat looks like this:" - 5: - text: Enjoy the adventures in level 11! - header: Let's start programming! - 18: - 1: - text: Congratulations! You have reached the last level of Hedy! The code you have created here can be copied to real Python environments like replit or PyCharm, and you can continue learning there! Note however that Python can only read English commands, so if you have been using other languages, you will need to switch to English now. - header: Welcome to level 18 - 2: - editor: /hedy/18 - text: "We arrived at real Python code! That means we need to use parentheses with print and range from now on.\n\nAlso, if you want to print more than one item, you need to separate them by commas.\n\nThe final change we will need to make to get Python code is changing ask into input.\n\nClick on the 'print' tab for all the examples." - header: The Python way - 3: - header: The very last adventures! - text: Enjoy the very last adventures in level 18! +{} diff --git a/content/slides/nb_NO.yaml b/content/slides/nb_NO.yaml index b5b2646c820..96947eebf05 100644 --- a/content/slides/nb_NO.yaml +++ b/content/slides/nb_NO.yaml @@ -2,39 +2,20 @@ levels: 0: 1: header: Velkommen til Hedy! - text: Hedy is a programming language. 2: header: Programmering - text: |- - Programming is giving instructions to a computer, using the language of the computer. - - Such a language is called a "programming language". 3: header: Programmeringsspråk - text: |- - Maybe you already know some programming languages? - Some examples are: - * Scratch - * Python - * HTML 4: header: Programmering - text: |- - If you can program, you can do many cool things: - * Build interactive stories - * Create computer drawings and draw these on paper or fabric - * Build your own apps to use on your phone 5: header: Programmering i Hedy - text: In Hedy we use special codes, like `{print}`. code: '{print} Velkommen til Hedy!' 6: header: Programmering i Hedy - text: Code words will be shown in pink. code: '{print} Velkommen til Hedy!' 7: header: Programmering i Hedy - text: We start the code with the Run code button underneath the code. code: '{print} Velkommen til Hedy!' 8: header: Programmering i Hedy @@ -42,23 +23,13 @@ levels: code: '{print} Velkommen til Hedy!' 9: header: Programmering i Hedy - text: The output can also be a drawing. code: |- {forward} 100 {turn} left 1: 1: header: Velkommen til nivå 1! - text: |- - We will start level 1 by making stories in Hedy! - - We need three text codes to create interactive stories. 2: - header: '{print}' - text: |- - The first code that you can use in level 1 is `{print}`. - - `{print}` is used to show text on the screen. code: '{print} Vis tekst på skjermen' 3: header: '{print} kommandoen' @@ -70,7 +41,6 @@ levels: {print} Welcome to your own rock scissors paper! {ask} What will you choose? 4: - header: '{ask}' text: |- The final text code that you can use in level 1 is `{echo}`. @@ -80,7 +50,6 @@ levels: {ask} What is your name? {echo} hello 5: - header: '{echo}' text: |- Som du kunne se i det forrige eksempelet, om du bruker `{ask}` kommandoen, kan du spørre et spørsmål. Svaret som blir skrevet inn vises derimot ikke i utskriften fra programmet. @@ -93,7 +62,6 @@ levels: 6: header: Programmering! text: Adventures are shown in tabs. - editor: /hedy/1 7: header: Programmering! text: The yellow arrow buttons can be used to copy examples. @@ -101,144 +69,28 @@ levels: 8: header: Programmering! text: De gule pil-knappene kan brukes til å kopiere eksemplene. - editor: /hedy#print_command 9: header: Tegne med skilpadden text: '`{forward}` is used to move the turtle forward.' - 10: - header: 'Drawing with the turtle: {forward}' - text: '`{forward}` is used to move the turtle forward.' - code: '{forward} 50' 11: header: 'Tegne med skilpadden: {turn}' - text: '`{turn}` is used to make the turtle turn left or right.' code: |- {forward} 50 {turn} left 12: header: Feilsøking - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - I am DJ Hedy - {print} What song would you like to hear? - {ask} I like that song too! - {print} Next up... {echo} - debug: 'True' - 13: - header: Let the programming fun begin! - text: Enjoy the adventures in level 1! 2: - 1: - header: Welcome to level 2 - text: |- - In this level you will learn to use variables. - - A variable is a word that can be used to store information. - - For example: a name, age or favorite sports team. - 2: - header: Variables - text: To make or 'set' a variable we use the `{is}` command - code: |- - name {is} Hedy - age {is} 15 - {print} name is age years old 3: - header: Interactive text: |- We can also set a variable by asking questions. The answer to the question is stored in the variable. This way we don't need the `{echo}` command. - code: |- - name {is} {ask} What is your name? - {print} Hello name 4: - header: Multiple variables text: Now that we use variables, we can use multiple variables instead of just one `{echo}`command. - code: |- - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - 5: - header: Sleep - text: You can also use the `{sleep}` command to pause the code for a while. - code: |- - {print} My favorite colour is... - {sleep} 2 - {print} green! - 6: - header: Sleep 5 - text: |- - You can add a number after the `{sleep}` command if you want the pause to be longer. - - If you want, you could even use a variable instead of a number to decide the duration of the sleep command. - code: |- - pause {is} 10 - {print} My favorite colour is... - {sleep} pause - {print} green! - 7: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - {print} Welcome to the donut shop! - filling {is} What kind of filling would you like? - {print} You have chosen... Filling! Yum! - topping {ask} What kind of topping would you like? - topping is delicious! - {print} I'll go get your donut. {sleep} - {print} Here you go! A filling donut with toping! - {ask} Have a nice day! - debug: 'True' - 8: - header: Let the programming fun begin! - text: Enjoy the adventures in level 2! 3: - 1: - header: Welcome to level 3 - text: In this level you'll learn how to make a list, add and remove items form your lists and pick a random item off that list. - 2: - header: Making a list - text: |- - You make a list with `{is}`. - - Separate the items on your list with a comma. - code: animals {is} dogs, cats, kangaroos - 3: - header: At random - text: |- - You can use the list with the `{at}` `{random}` command. - The computer will randomly pick one item of the list. - Every time you run this code the output will differ. - code: |- - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - 4: - header: At random in a sentence - text: You can use the `{at}` `{random}` command in a sentence as well. - code: |- - animals {is} dogs, cats, kangaroos - {print} My favorite animal is animals {at} {random} - 5: - header: Add to - text: |- - You can add items to a list with the `{add}` `{to}` command. - - You can choose what to add to the list or you can use the `{add}` `{to}` command in combination with the `{ask}` command. - This way you can let the player decide what to add to the list. - code: |- - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} 6: - header: Remove from - text: |- - The opposite of the `{add}` `{to}` command is the `{remove}` `{from}` command. - This command removes an item from a list. code: |- dyr {is} hund, katt, kenguru mislike {is} {ask} Hvilket dyr liker du ikke? @@ -247,951 +99,7 @@ levels: 7: header: Feilsøking text: La oss feilsøke denne koden! - editor: |- - music_genres {is} rock, pop, metal, indie, jazz - chosen_genre is music {at} {random} - {print} Let's listen to chosen genre - nice {ask} Do you like that genre? - {remove} chosen_genre {from} chosen_genre - second_choice {is} music_genres - {print} or do you prefer... second_choice {at} {random} - {remove} second_choice {to} music_genres - {print} I like music_genre {random} best! - debug: 'True' - 8: - header: Let's get to work! - text: Enjoy the adventures in level 3! 4: - 1: - header: Welcome to level 4 - text: In this level you will learn how to use quotation marks. - code: '{print} ''print with quotes!''' - 2: - header: Problem - text: 'In the previous levels, you might have come across this problem:' - code: |- - name {is} Sophie - {print} My name is name - debug: 'True' - 3: - header: Fixing it with quotation marks - text: |- - In this level we will fix this problem by using quotation marks. - - This also makes our code look more like 'real' Python code. - 4: - header: Quotation marks with print - text: Each time you use the `{print}` command you need to put the text that you want to appear on the screen in quotation marks. - code: '{print} ''print with quotes!''' - 5: - header: Quotation marks with ask - text: This also goes for the `{ask}` command. - code: name {is} {ask} 'name please?' - 6: - header: Quotation marks and variables - text: |- - You do not want variable names to be printed on the screen. - This is why variables should be left out of the quotation marks, like this: - code: |- - name {is} Harry - {print} 'Hello ' name - 7: - header: Quotation marks and variables - text: |- - When variable names are used in the middle of a sentence, you have to leave the variables out of the quotation marks. - The rest of the sentence however, does need quotation marks. That looks like this: - code: |- - name {is} Harry - {print} 'Hello ' name ', how are you?' - 8: - header: Quotation marks and contractions - text: |- - Be careful! Now that you are using quotation marks, you can't use apostrophes in contractions. - - Please try to print a contraction like "you're" or "I'm" in the screen below and see what happens.... - code: '{print} ''This won''t work!''' - debug: 'True' 9: header: Ready, Set, Go! text: Enjoy the adventures in level 4! - code: |- - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'SURPRISE!' - 10: - header: Debugging - text: Let's debug this code! - code: |- - {clear} - {print} What a nice day to go to the beach! - {ask} 'Do you want to build a sandcastle or swim in the ocean?' - {print} 'You would like to activity ' - {print} 'I'd like to do that too' - {print} 'Look at these beautiful seashells!' - colors {is} 'orange, silver, white, brown' - {print} 'I love the colors {at} {random} one!' - choice {is} {ask} Which one do you like? - debug: 'True' - 11: - header: Ready, Set, Go! - text: Enjoy the adventures in level 4! - 5: - 1: - header: Welcome to level 5 - text: 'In this level you will learn to use 3 new commands: `{if}`, `{else}` and `{in}`.' - 2: - header: if - text: |- - The `{if}` command allows you to choose between two options. - In this example the computer will print 'nice' if the given answer is Hedy. - If the answer is not Hedy, the computer will do nothing. - code: |- - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - 3: - header: Don't forget to print - text: |- - When using the `{if}` command, don't forget to use the `{print}` command. - This code will not work! - code: '{if} name {is} Hedy ''nice''' - debug: 'True' - 4: - header: else - text: |- - When using an `{if}` command, you can also add an `{else}` command. - If the answer is Hedy, the computer will print 'nice'. - But if the answer is something else the computer will print 'boo' - code: '{if} name {is} Hedy {print} ''nice'' {else} {print} ''boo!''' - 5: - header: Long lines - text: |- - You might have noticed that your lines can get very long when you have both an `{if}` and an `{else}` command. - - You can choose to separate commands and put them on 2 lines, like this: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - 6: - header: Another new command - text: |- - If you have practised with the `{if}` and `{else}` commands, you can also try the `{in}` command. - - With `{in}` you can let the computer check if an item is in a list, for example: - - Please note that Hedy is case sensitive. This means that if you answer "Green" instead of "green", Hedy will print "meh". - code: |- - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - 7: - header: Debugging - text: Let's debug this code! - code: |- - {print} Welcome to HedyAir Security! - boarding_pass {is} {ask} 'Do you have your boarding pass?' - {if} bording_pass yes {print} Great! - {else} Please, get your boarding pass ready. - passport {is} 'Can I see your passport, please?' - {if} passport {is} yes 'thank you' - {else} 'You can't fly without a passport' - declare {is} {ask} Do you have anything to declare? - {if} declare {is} yes - item_to_declare {is} {ask} 'What would you like to declare' - {else} Alright - {print} Thank you. Please head to gate A22.' - debug: 'True' - 8: - header: Let's go! - text: Enjoy the adventures in level 5! - 6: - 1: - header: Welcome to level 6 - text: In this level we are adding maths to our codes. - 2: - header: Addition - text: If you want to calculate an addition, simply use the plus sign. - code: '{print} ''5 plus 5 is '' 5 + 5' - 3: - header: Subtraction - text: If you want to subtract, you can use the minus sign. - code: '{print} ''5 minus 5 is '' 5 - 5' - 4: - header: Multiplication - text: If you want to do multiplications, you can use the asterisk. - code: '{print} ''5 times 5 is '' 5 * 5' - 5: - header: Division - text: You can use the slash for division. - code: '{print} ''5 divided by 5 is '' 5 / 5' - 6: - header: Summary - text: In summary, you can use +, -, * and / to do maths. - code: |- - {print} '5 plus 5 is ' 5 + 5 - {print} '5 minus 5 is ' 5 - 5 - {print} '5 times 5 is ' 5 * 5 - {print} '5 divided by 5 is ' 5 / 5 - 7: - header: The = symbol - text: |- - From now on you can also use the = symbol instead of the `{is}` command. - This goes for both numbers and words, and it also goes after the `{if}` or `{else}` commands. - code: |- - name = Hedy - answer = 20 + 4 - 8: - header: Calculations with variables - text: 'You can use calculations with numbers, but you can also use variables to do calculations, like this:' - code: |- - number_1 = {ask} 'Fill in the first number:' - number_2 = {ask} 'Fill in the second number:' - correct_answer = number_1 * number_2 - {print} number_1 ' times ' number_2 ' is ' correct_answer - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'This is the water park ticket machine' - {print} 'Price list: Children under 12 $3, Adults $5' - {print} 'Mondays are 25% off' - amount_of_children = 'How many kids tickets would you like?' - amount_of_adults = 'How many adult tickets would you like?' - day_of_the_week = {ask} 'What day is it?' - {clear} - child_price = amount of children * 3 - adult_price = amount_of_adults + 5 - total_price = adult_price * child_price - {if} day {is} monday - total_price = total_price * 0.25 - {print} 'That will be total_price please' - debug: 'True' - 10: - header: Let's get to work! - text: Enjoy the adventures in level 6! - 7: - 1: - header: Welcome to level 7 - text: In this level you will learn how to repeat a line of code as many times a you'd like. - 2: - header: repeat 3 times - text: |- - If you want to repeat a line of code, you can use the `{repeat}` 3 `{times}` code. - If you want to repeat the line more times, simply change the number. - - For example: If you are programming a story where your character shouts for help for 5 times, it could look like this: - code: |- - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - 3: - header: Don't forget the print command - text: When using the repeat command, do not forget the `{print}` command. - code: '{repeat} 5 {times} ''Help!''' - debug: 'True' - 4: - header: Repeat an ask command - text: You can also repeat an `{ask}`, `{if}` or `{else}` command multiple times. - code: |- - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - 5: - header: Debugging - text: Let's debug this code! - code: |- - {print} You gave stranded on a desert island. - {repeat} 3 'Help!' - rescued = {ask} Has anybody come to the rescue? - {if} rescued yes {is} - {print} Lucky! - {else} {repeat} 3 {times} 'HELP!' - rescued = 'What about now?' - {if} yes - {print} 'Hurray! - {else} 'That's a shame... Oh well... time to build a shelter and find some food.' - debug: 'True' - 6: - header: Ready Set Go! - text: Enjoy the adventures in level 7! - 8: - 1: - header: Welcome to level 8 - text: In this level you will learn to use indentation to make the `{repeat}`, `{if}` and `{else}` commands work for multiple lines of code. - 2: - header: '{repeat} commands before' - text: |- - In the previous levels, the `{repeat}` command looked like this: - - You could only repeat one line of code. - code: '{repeat} 5 {times} {print} ''Help!''' - debug: 'True' - 3: - header: '{repeat} commands now' - text: |- - In this level you can repeat multiple lines of code. To do this you must tell the computer which lines belong together and should be repeated. - You do this by using indentation. - - Use 4 spaces (or one tab) at the beginning of each line that you want to repeat, like this: - code: |- - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This will be printed 5 times' - 4: - header: '{repeat} commands now' - text: |- - If you want to, you can continue after the `{repeat}` command without indentation. - The lines that do not start with indentation will not be repeated. - code: |- - {repeat} 3 {times} - {print} 'Hello!' - {print} 'We are done repeating!' - 5: - header: if and else before - text: |- - The same goes for the `{if}` and `{else}` commands. - These were the commands before: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - debug: 'True' - 6: - header: if and else now - text: |- - These are the `{if}` and `{else}` commands now. - Each line after the `{if}` and `{else}` commands start with indentation. - code: |- - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {else} - {print} 'Welcome programmer!' - 7: - header: stopping the indentation - text: Just like with the `{repeat}` command, you can stop using indentation and the lines will always be shown. Not just if the statement is true. - code: "name = {ask} 'What is your name?'\n{if} name {is} Hedy\n {print} 'Welcome Hedy'\n{else}\n {print} 'Welcome programmer!' \n{print} '3..2..1.. Start programming!'" - 8: - header: if statements inside if statements - text: |- - You might have thought of trying to put an if command inside a repeat command, or inside another if command. - For now, this is not possible yet. In the higher levels, it will be allowed, but for now let's focus on practising the `{if}` `{else}` and `{repeat}` commands with proper indentation first. - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'HedyWheels bus tickets machine' - zone_1 = Town Hall, Library, Campus, Market Place - zone_2 = Swimming Pool, Skate Park, Mall, Airport - destination = 'Where do you want to go?' - {if} destination {in} zone 1 - {print} destination 'is in zone 1' - price = 3 euros - {if} destination {is} zone_2 - {print} destination 'is in zone 2' - price = 6 - ticket_types = {ask} 'Press 1 for a single use ticket. - Press 2 for a round trip ticket:' - {if} ticket_type = 1 - {print} 'You chose a single use ticket' - {else} - {print} You chose a round trip ticket' - price * 2 - {print} 'That will be ' price ' euros please' - debug: 'True' - 10: - header: Let's check out the adventures! - text: Enjoy the adventures in level 8! - 9: - 1: - header: Welcome to level 9 - text: |- - In this level you can use multiple lines of code after an `{if}` or after a `{repeat}` command. - - You can even put a `{repeat}` command within another `{repeat}` command. - 2: - header: Multiple lines after `{repeat}` - text: You are allowed to combine `{repeat}` and `{if}` in this level. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 3: - header: Indentation matters! - text: Indentation is very important to tell the computer which lines should be repeated and which lines should only be ran once. - code: |- - {repeat} 3 {times} - {print} 'This line will be repeated...' - {print} 'This one too...' - {print} 'but this one will not!' - 4: - header: Multiple lines after `{if}` - text: You can also use multiple lines after `{if}` - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - 5: - header: Indentation matters - text: Again, indentation is still very important and can make a big difference in the code. - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - 6: - header: An `{if}` inside a `{repeat}` - text: |- - Now that you can use multiple lines of code after these command, you can also put them within each other. - Check it out: - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 7: - header: Mind the indentation - text: Mind that the fourth and sixth line of this code starts with 8 spaces of indentation. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Welcome to HedyJumps, your parachute jump adventure!' - people = {ask} 'How many people are you jumping with today? - {print} 'We'll ask all of you some questions for safety reasons.' - extra_instructions_people = a, b - {repeat} 3 {times} - name = {ask} 'What is your name?' - jumped_before = 'Have you ever done a parachute jump before, ' name '?' - {if} jumped_before no - {print} 'No worries, you'll get an extra safety instruction in room 13' - {add} name {to} extra_instructions_people - {else} - {print} 'Fun!' - {print} 'Thanks for filling in the safety questions everyone. Enjoy your jump!' - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 9! - 10: - 1: - header: Welcome to level 10 - text: 'In this level you will learn a new command: `{for}`.' - 2: - header: The for command - text: With for you can make a list and use all items on that list. `{for}` creates a block, like repeat and if so all lines in the block need to start with indentation (4 spaces). - code: |- - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - 3: - header: The for command - text: 'Here you see another example of the `{for}` command:' - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - 4: - header: Debugging - text: Let's debug this code - code: |- - {print} 'Ladies and gentlemen!' - {print} 'For one night and one night only in circus Hedy!' - acts = shoot out of a canon, walk the tightrope, pack themself in a suitcase, - people = Iris the Incredible Achmed the Amazing Francis the Fantastic - {for} people {in} acts - chosen_person {is} people {random} - chosen_person ' will ' act - {add} chosen_person {from} people - {print} 'Come and watch our show tonight!' - {print} 'Tickets are only available at the counter - debug: 'True' - 5: - header: Time to program! - text: Enjoy the adventures in level 10! - 11: - 1: - header: Welcome to level 11 - text: |- - In this level, we add a new form of the `{for}` command. In earlier levels, we used for with a list, but we can also use for with numbers. - - This way we don't need the `{repeat}` command anymore. - 2: - header: The for command - text: 'This is what the new for command looks like:' - code: |- - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - 3: - header: the variable i - text: |- - In the previous slide the variable was named 'counter', because it was counting down. - You can of course use any name for the variable you want. - The standard name for variables in this situation that is used in programming languages like Python is 'i'. - That looks like this: - code: |- - number = 10 - {for} i {in} {range} 1 {to} 10 - {print} i * number - 4: - header: Debugging - text: Let's debug this code! - code: |- - factor {is} {ask} 'Which table of multiplication do you need?' - {repeat} {for} numbers {in} {range} 1 {to} 10 {times} - {print} This is the table of multiplications for factor - {print} number ' x ' factor ' = ' i * factor - debug: 'True' - 5: - header: Let's start programming! - text: Enjoy the adventures in level 11! - 12: - 1: - header: Welcome to level 12 - text: |- - From this level on you are allowed to use decimal numbers and there are some changes to the quotation marks. - You can also use functions from this level on! - 2: - header: Quotation marks - text: |- - This level makes some changes to the usage of quotation marks. - From now on, **all texts** need to be in quotation marks. This includes values of variables, items on lists and text after {if} commands. - code: |- - name = 'Hedy the Robot' - {print} 'Hello ' name - 3: - header: Decimal numbers - text: |- - From this level on you are also allowed to use decimal numbers. This can make programs like your restaurant even better! - - Numbers do not need quotation marks. - code: |- - {print} 'decimal numbers now need to use a dot' - {print} 2.5 + 2.5 - 4: - header: Functions! - text: |- - In this level you'll learn how to use functions. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. To create a function, use define and give the function a name. Then put all the lines you want in the function in a indented block under the define line. Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use call with the function's name to call it up! We don't have to type that block of code again. - 5: - header: Twinkle Twinkle little star! - text: |- - In this program you see an example of a function. - Let's see what happens if you fill in the rest of the song! - code: |- - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} twinkle - 6: - header: Functions - text: As you could see in the example a function is a block of code that can be called anytime. You use `{define}` to set the function and `{call}` to use it. - 7: - header: Debugging - text: Let's debug this code! - code: |- - {call} new_member - {print} 'Hi new member!' - username = {ask} 'What is your username?' - password = 'What is your password?' - {print} 'Welcome to our club!' - - username = {ask} 'Please enter your username. Are you a new member? Type New Member' - {if} username = New Member - {call} new member - {else} - password = {ask} 'Please enter password' - debug: 'True' - 8: - header: Ready to try it out? - text: Enjoy the adventures in level 12! - 13: - 1: - header: Welcome to level 13 - text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two ifs but can use and and or. - From now on you could also use arguments in your functions. - 2: - header: The and command - text: |- - The `{and}` command is always used in a combination with the {if} command. - This way you can check if 2 statements are true. For example: - code: |- - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - 3: - header: The or command - text: |- - The `{or}` works in the same way as the `{and}` command, but only 1 of the two statements has to be true. - - Let's see what happens when you change the `{and}` for `{or}`. - code: |- - name = {ask} 'what is your name?' - {if} name {is} 'Hedy' {or} name {is} 'hedy' - {print} 'Welcome!!' - 4: - header: Functions with arguments - text: Now that you've learned how to use functions, you'll learn how to use a function with an **argument**. An argument is a variable that is used within a function. It is not used outside the function. - 5: - header: Example - text: |- - In this example you see how the argument 'place' is used in the function. - Run the code and change 'ocean' and 'sea' to something else, and see what happens. - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 6: - header: Example with variable - text: |- - You can also combine functions with a question. - - What happens if you make these changes: - ``` - define song with place - print 'My Bonnie is ' place - - answer is ask 'Where is my Bonnie?' - call song with answer - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 7: - header: Even more questions! - text: |- - Now we have combined even more question with the function. Type this code and see what happens. - - Note how the variables and the arguments have the same name. This is allowed. - Does it confuse you? Just use different names, that is allowed as well. - ``` - define song with name, place - print 'My ' name ' is ' place - - name is ask 'Who?' - place is ask 'Where are they?' - call song with name, place - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {define} happiness {with} name - {print} '🥳' - {play} G - {play} A - {play} B - {print} 'Party on, ' name - {define} sadness - {print} '😞' - {play} E - {play} D - {play} C - {print} 'Hope you feel better, ' name - - name = {ask} 'What is your' name '?' - mood = {ask} 'Are you happy or sad?' - {if} mood = happy - {call} happiness {with} person - {else} mood = sad - {define} sadness {to} name - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 13! - 14: - 1: - header: Welcome to level 14 - text: In this level you'll learn some new symbols that can help you improve your programs, like >. You will also learn to work with return values of a function. - 2: - header: Symbols - text: |- - These are the new symbols you can use: - - The > means bigger than... - - The >= means bigger than or the same as... - - The < means smaller than... - - The <= means smaller than or the same as... - - You can use them like this: - code: |- - age = {ask} 'How old are you?' - {if} age < 13 - {print} 'You are younger than me!' - {else} - {print} 'You are older than me!' - 3: - header: Symbols - text: |- - You can also use: - - == is the same as. - - != is not - - == is used in `{if}` statements. - code: |- - answer = {ask} 'Do you want to learn more?' - {if} answer == 'yes' - {print} 'Go to the next adventure!' - {if} answer != 'yes' - {print} 'That is a shame!' - 4: - header: Return value - text: In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - 5: - header: Return value - text: For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - code: |- - {define} calculate_new_price {with} amount, percentage - percentage = percentage / 100 - discount_amount = amount * percentage - {return} amount - discount_amount - - old_price = {ask} 'How much is on the price tag?' - discount = {ask} 'What percentage is the discount?' - - new_price = {call} calculate_new_price {with} old_price, discount - {print} 'The new price is ' new_price ' dollar' - 6: - header: Debugging - text: Let's debug this code! - code: |- - item = 'not bought' - {print} 'I would like to buy this item' - price == {ask} 'What is the price?' - {if} price less than or the same as 10 - {print} 'Thats a great deal!' - item = 'bought' - {if} price is more than 10 {and} less than or the same as 20 - {print} 'Alright' - item = 'bought' - {if} price is more than 20 {and} less than 50 - {print} 'That is a bit much!' - {if} price is more than or the same as 50 - {print} 'No way!' - {if} item =! bought - {print} 'Shame.. I wont buy it' - {else} - {print} 'I will buy it! Thank you!' - debug: 'True' - 7: - header: Let's get to work! - text: Enjoy the adventures in level 14! - 15: - 1: - header: Welcome to level 15 - text: In this level you will learn about the `{while}` loop. - 2: - header: '{while}' - text: |- - We are going to learn a new loop, the while loop! The loop continues as long as the statement is true. So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. If the correct answer is never given, the loop will never end! - code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - 3: - header: Debugging - text: Let's debug this code! - code: |- - numbers = 1, 2 - - {for} i {in} {range} 3 {to} 50 - {add} x {to} numbers - i = + 1 - - random_number = numbers {random} - guesses = 10 - - {while} guess = 0 - answer = 'Guess my number:' - {if} answer >= random_number - {print} 'lower' - guesses = guesses -1 - {if} answer > random_number - {print} 'higher!' - guesses = guesses - {else} answer = random_number - {print} 'correct' - guesses = 10 - - debug: 'True' - 4: - header: Let's try it out! - text: Enjoy the adventures in level 15! - 16: - 1: - header: Welcome to level 16 - text: In this level you will learn about the [square brackets] and how to use them. - 2: - header: Square brackets - text: We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. The at random command can not be used anymore. - code: |- - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - 3: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Friendship test' - {subjects} = ['song', 'movie', 'food', 'drink'] - answers_player_1 = [] - answers_player_2 = [] - score = 100 - - {for} i {in} {range} 1 {to} 4 - answer = {ask} 'what is your favorite ' subjects[i] - {add} answer {to} answers_player_1 - - {print} 'Player 2, your turn!' - {for} i {in} {range} 0 {to} 4 - answer_player_2 = {ask} 'what is player 1s favorite ' subjects - {add} answer_player_2 {in} answers_player_2 - {if} answers_player_2[2] == answers_player_1[1] - {print} 'Correct!' - {else} - {print} 'Wrong!' - score = score - 25 - - {print} 'Player 2, you've scored ' score '%' - - {if} score = 100 - {print} 'You are an amazing friend' - {if} score < 100 {or} score >= 50 - {print} 'You could do better' - {else} score < 50 - {print} 'Do you even know this person?!' - debug: 'True' - 4: - text: Enjoy the adventures in level 16! - header: Let's try it out! - 17: - 1: - header: Welcome to level 17 - text: in this level you will learn how to use a colon and you will learn the elif command. - 2: - header: Colon - text: 'Now we are going to change indentation a little bit. Every time that we need an indentation, we need : at the line before the indentation.' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {else}: - {print} 'Better luck next time..' - 3: - header: Elif - text: 'In this level you can also use a new command: elif. elif is short for else if and you need it when you want to make 3 (or more!) options. Check it out!' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {elif} your_price == 'an apple pie' : - {print} 'Lovely, an apple pie!' - {else}: - {print} 'Better luck next time..' - 4: - header: Debugging - text: Let's debug this code! - code: |- - {define} ask_direction - direction = {ask} 'Where do you want to go?' - {if} direction = 'backwards' - {turn} 180 - {else} direction == 'right' - {turn} 90 - {else} direction == 'left' - {turn} 270 - {forward} 100 - - continue = 'yes' - - {while} continue == 'yes' - {print} ask_direction - {sleep} - continue = 'do you want to draw some more?' - {sleep} - debug: 'True' - 5: - header: Let's try it out! - text: Enjoy the adventures in level 17! - 18: - 1: - header: Welcome to level 18 - text: Congratulations! You have reached the last level of Hedy! The code you have created here can be copied to real Python environments like replit or PyCharm, and you can continue learning there! Note however that Python can only read English commands, so if you have been using other languages, you will need to switch to English now. - 2: - header: The Python way - text: |- - We arrived at real Python code! That means we need to use parentheses with print and range from now on. - - Also, if you want to print more than one item, you need to separate them by commas. - - The final change we will need to make to get Python code is changing ask into input. - - Click on the 'print' tab for all the examples. - editor: /hedy/18 - 3: - header: The very last adventures! - text: Enjoy the very last adventures in level 18! diff --git a/content/slides/ne.yaml b/content/slides/ne.yaml index 52df863af4e..0967ef424bc 100644 --- a/content/slides/ne.yaml +++ b/content/slides/ne.yaml @@ -1,565 +1 @@ -levels: - 0: - 4: - text: "If you can program, you can do many cool things:\n* Build interactive stories\n* Create computer drawings and draw these on paper or fabric\n* Build your own apps to use on your phone" - header: Programming - 7: - header: Programming in Hedy - code: '{print} Welcome to Hedy!' - text: We start the code with the Run code button underneath the code. - 6: - header: Programming in Hedy - text: Code words will be shown in pink. - code: '{print} Welcome to Hedy!' - 8: - code: '{print} Welcome to Hedy!' - header: Programming in Hedy - text: Output appears on the right-hand side. - 9: - text: The output can also be a drawing. - header: Programming in Hedy - code: "{forward} 100\n{turn} {left}" - 3: - header: Programming Language - text: "Maybe you already know some programming languages?\nSome examples are:\n* Scratch\n* Python\n* HTML" - 5: - header: Programming in Hedy - text: In Hedy we use special codes, like `{print}`. - code: '{print} Welcome to Hedy!' - 2: - text: "Programming is giving instructions to a computer, using the language of the computer.\n\nSuch a language is called a \"programming language\"." - header: Programming - 1: - header: Welcome to Hedy! - text: Hedy is a programming language. - 1: - 2: - text: "The first code that you can use in level 1 is `{print}`.\n\n`{print}` is used to show text on the screen." - header: '{print}' - code: '{print} Show text on the screen' - 1: - header: Welcome to level 1! - text: "We will start level 1 by making stories in Hedy!\n\nWe need three text codes to create interactive stories." - 3: - header: The {print} command - code: "{print} Welcome to Hedy!\n{print} Start programming now!" - text: "You can change the text after the print command to whatever you want.\n\nOr you could print multiple lines by adding another line of code that also starts with `{print}`." - 11: - text: '`{turn}` is used to make the turtle turn left or right.' - header: 'Drawing with the turtle: {turn}' - code: "{forward} 50\n{turn} {left}" - 8: - header: Programming! - text: The yellow arrow buttons can be used to copy examples. - editor: /hedy#print_command - 12: - debug: 'True' - code: "I am DJ Hedy\n{print} What song would you like to hear?\n{ask} I like that song too!\n{print} Next up... {echo}" - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - 13: - text: Enjoy the adventures in level 1! - header: Let the programming fun begin! - 5: - code: "{print} Hello!\n{ask} What is your name?\n{echo} hello" - text: "As you could see in the previous example. If you use the `{ask}` command, you can ask a question.\nThe answer, however doesn't show in the output screen.\n\nIf you do want the answer to show, you can use the final command of this level: `{echo}`.\n`{echo}` is used to repeat the answer of an `{ask}`." - header: '{echo}' - 7: - editor: /hedy/1 - header: Programming! - text: Adventures are shown in tabs. - 10: - code: '{forward} 50' - text: '`{forward}` is used to move the turtle forward.' - header: 'Drawing with the turtle: {forward}' - 4: - code: "{print} Welcome to your own rock scissors paper!\n{ask} What will you choose?" - header: '{ask}' - text: "The second code that you can use in level 1 is `{ask}`.\n\n`{ask}` is used to ask a question that can be answered." - 9: - header: Drawing with the turtle - text: Now that we have seen at text codes, we will now look at drawing codes next. - 6: - text: "With `{print}`, `{ask}` and `{echo}` you can already create a little story.\nThis is a good time to try the Parrot, Story and Rock, Paper Scissors adventures." - header: Programming! - editor: /hedy/1 - 2: - 2: - text: To make or 'set' a variable we use the `{is}` command - header: Variables - code: "name {is} Hedy\nage {is} 15\n{print} name is age years old" - 1: - header: Welcome to level 2 - text: "In this level you will learn to use variables.\n\nA variable is a word that can be used to store information.\n\nFor example: a name, age or favorite sports team." - 4: - text: Now that we use variables, we can use multiple variables instead of just one `{echo}` command. - code: "name {is} {ask} What is your name?\n{print} Hello name\nage {is} {ask} How old are you?\n{print} name is age years old." - header: Multiple variables - 8: - header: Let the programming fun begin! - text: Enjoy the adventures in level 2! - 7: - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - debug: 'True' - header: Debugging - code: "{print} Welcome to the donut shop!\nfilling {is} What kind of filling would you like?\n{print} You have chosen... Filling! Yum!\ntopping {ask} What kind of topping would you like?\ntopping is delicious!\n{print} I'll go get your donut. {sleep}\n{print} Here you go! A filling donut with toping!\n{ask} Have a nice day!" - 3: - code: "name {is} {ask} What is your name?\n{print} Hello name" - header: Interactive - text: "We can also set a variable by asking questions.\n\nThe answer to the question is stored in the variable.\n\nThis way we don't need the `{echo}` command." - 5: - text: You can also use the `{sleep}` command to pause the code for a while. - header: Sleep - code: "{print} My favorite colour is...\n{sleep} 2\n{print} green!" - 6: - header: Sleep 5 - code: "pause {is} 10\n{print} My favorite colour is...\n{sleep} pause\n{print} green!" - text: "You can add a number after the `{sleep}` command if you want the pause to be longer.\n\nIf you want, you could even use a variable instead of a number to decide the duration of the sleep command." - 3: - 1: - header: Welcome to level 3 - text: In this level you'll learn how to make a list, add and remove items form your lists and pick a random item off that list. - 3: - header: At random - text: "You can use the list with the `{at}` `{random}` command.\nThe computer will randomly pick one item of the list.\nEvery time you run this code the output will differ." - code: "animals {is} dogs, cats, kangaroos\n{print} animals {at} {random}" - 2: - header: Making a list - text: "You make a list with `{is}`.\n\nSeparate the items on your list with a comma." - code: animals {is} dogs, cats, kangaroos - 8: - text: Enjoy the adventures in level 3! - header: Let's get to work! - 7: - debug: 'True' - header: Debugging - editor: "music_genres {is} rock, pop, metal, indie, jazz\nchosen_genre is music {at} {random}\n{print} Let's listen to chosen genre\nnice {ask} Do you like that genre?\n{remove} chosen_genre {from} chosen_genre\nsecond_choice {is} music_genres\n{print} or do you prefer... second_choice {at} {random}\n{remove} second_choice {to} music_genres\n{print} I like music_genre {random} best!" - text: Let's debug this code! - 6: - code: "animals {is} dog, cat, kangaroo\ndislike {is} {ask} What animal do you not like?\n{remove} dislike {from} animals\n{print} I choose animals {at} {random}" - text: "The opposite of the `{add}` `{to}` command is the `{remove}` `{from}` command.\nThis command removes an item from a list." - header: Remove from - 4: - header: At random in a sentence - code: "animals {is} dogs, cats, kangaroos\n{print} My favorite animal is animals {at} {random}" - text: You can use the `{at}` `{random}` command in a sentence as well. - 5: - header: Add to - text: "You can add items to a list with the `{add}` `{to}` command.\n\nYou can choose what to add to the list or you can use the `{add}` `{to}` command in combination with the `{ask}` command.\nThis way you can let the player decide what to add to the list." - code: "animals {is} dog, cat, kangaroo\nlike {is} {ask} What is your favorite animal?\n{add} like {to_list} animals\n{print} I choose animals {at} {random}" - 4: - 4: - code: "{print} 'print with quotes!'" - text: Each time you use the `{print}` command you need to put the text that you want to appear on the screen in quotation marks. - header: Quotation marks with print - 3: - text: "In this level we will fix this problem by using quotation marks.\n\nThis also makes our code look more like 'real' Python code." - header: Fixing it with quotation marks - 5: - header: Quotation marks with ask - text: This also goes for the `{ask}` command. - code: name {is} {ask} 'name please?' - 6: - code: "name {is} Harry\n{print} 'Hello ' name" - text: "You do not want variable names to be printed on the screen.\nThis is why variables should be left out of the quotation marks, like this:" - header: Quotation marks and variables - 7: - code: "name {is} Harry\n{print} 'Hello ' name ', how are you?'" - header: Quotation marks and variables - text: "When variable names are used in the middle of a sentence, you have to leave the variables out of the quotation marks.\nThe rest of the sentence however, does need quotation marks. That looks like this:" - 8: - header: Quotation marks and contractions - debug: 'True' - text: "Be careful! Now that you are using quotation marks, you can't use apostrophes in contractions.\n\nPlease try to print a contraction like \"you're\" or \"I'm\" in the screen below and see what happens...." - code: "{print} 'This won't work!'" - 9: - header: Clear - code: "{print} '3'\n{clear}\n{print} '2'\n{clear}\n{print} '1'\n{clear}\n{print} 'SURPRISE!'" - text: "In this level you'll also learn the {clear} command.\nWith this command you can wipe all the text from your output screen.\n\nBe careful that you always use a sleep command too. If you don't the computer will wipe all the text before you can read it!" - 10: - header: Debugging - code: "{clear}\n{print} What a nice day to go to the beach!\n{ask} 'Do you want to build a sandcastle or swim in the ocean?'\n{print} 'You would like to activity '\n{print} 'I'd like to do that too'\n{print} 'Look at these beautiful seashells!'\ncolors {is} 'orange, silver, white, brown'\n{print} 'I love the colors {at} {random} one!'\nchoice {is} {ask} Which one do you like?" - debug: 'True' - text: Let's debug this code! - 11: - text: Enjoy the adventures in level 4! - header: Ready, Set, Go! - 2: - text: 'In the previous levels, you might have come across this problem:' - header: Problem - code: "name {is} Sophie\n{print} My name is name" - debug: 'True' - 1: - header: Welcome to level 4 - code: "{print} 'print with quotes!'" - text: In this level you will learn how to use quotation marks. - 5: - 4: - code: "{if} name {is} Hedy {print} 'nice' {else} {print} 'boo!'" - header: else - text: "When using an `{if}` command, you can also add an `{else}` command.\nIf the answer is Hedy, the computer will print 'nice'.\nBut if the answer is something else the computer will print 'boo'" - 2: - code: "name {is} {ask} 'what is your name?'\n{if} name {is} Hedy {print} 'nice'" - header: if - text: "The `{if}` command allows you to choose between two options.\nIn this example the computer will print 'nice' if the given answer is Hedy.\nIf the answer is not Hedy, the computer will do nothing." - 8: - text: Enjoy the adventures in level 5! - header: Let's go! - 7: - text: Let's debug this code! - header: Debugging - code: "{print} Welcome to HedyAir Security!\nboarding_pass {is} {ask} 'Do you have your boarding pass?'\n{if} bording_pass yes {print} Great!\n{else} Please, get your boarding pass ready.\npassport {is} 'Can I see your passport, please?'\n{if} passport {is} yes 'thank you'\n{else} 'You can't fly without a passport'\ndeclare {is} {ask} Do you have anything to declare?\n{if} declare {is} yes\nitem_to_declare {is} {ask} 'What would you like to declare'\n{else} Alright\n{print} Thank you. Please head to gate A22.'" - debug: 'True' - 3: - debug: 'True' - text: "When using the `{if}` command, don't forget to use the `{print}` command.\nThis code will not work!" - header: Don't forget to print - code: "{if} name {is} Hedy 'nice'" - 5: - header: Long lines - code: "{if} name {is} Hedy {print} 'nice'\n{else} {print} 'boo!'" - text: "You might have noticed that your lines can get very long when you have both an `{if}` and an `{else}` command.\n\nYou can choose to separate commands and put them on 2 lines, like this:" - 1: - header: Welcome to level 5 - text: 'In this level you will learn to use 3 new commands: `{if}`, `{else}` and `{in}`.' - 6: - text: "If you have practised with the `{if}` and `{else}` commands, you can also try the `{in}` command.\n\nWith `{in}` you can let the computer check if an item is in a list, for example:\n\nPlease note that Hedy is case sensitive. This means that if you answer \"Green\" instead of \"green\", Hedy will print \"meh\"." - header: Another new command - code: "pretty_colors {is} green, yellow\nfavorite_color {is} {ask} 'What is your favorite color?'\n{if} favorite_color {in} pretty_colors {print} 'pretty!'\n{else} {print} 'meh'" - 6: - 2: - code: "{print} '5 plus 5 is ' 5 + 5" - header: Addition - text: If you want to calculate an addition, simply use the plus sign. - 6: - header: Summary - text: In summary, you can use +, -, * and / to do maths. - code: "{print} '5 plus 5 is ' 5 + 5\n{print} '5 minus 5 is ' 5 - 5\n{print} '5 times 5 is ' 5 * 5\n{print} '5 divided by 5 is ' 5 / 5" - 4: - header: Multiplication - code: "{print} '5 times 5 is ' 5 * 5" - text: If you want to do multiplications, you can use the asterisk. - 5: - header: Division - text: You can use the slash for division. - code: "{print} '5 divided by 5 is ' 5 / 5" - 7: - header: The = symbol - code: "name = Hedy\nanswer = 20 + 4" - text: "From now on you can also use the = symbol instead of the `{is}` command.\nThis goes for both numbers and words, and it also goes after the `{if}` or `{else}` commands." - 10: - header: Let's get to work! - text: Enjoy the adventures in level 6! - 9: - debug: 'True' - text: Let's debug this code! - header: Debugging - code: "{print} 'This is the water park ticket machine'\n{print} 'Price list: Children under 12 $3, Adults $5'\n{print} 'Mondays are 25% off'\namount_of_children = 'How many kids tickets would you like?'\namount_of_adults = 'How many adult tickets would you like?'\nday_of_the_week = {ask} 'What day is it?'\n{clear}\nchild_price = amount of children * 3\nadult_price = amount_of_adults + 5\ntotal_price = adult_price * child_price\n{if} day {is} monday\ntotal_price = total_price * 0.25\n{print} 'That will be total_price please'" - 8: - text: 'You can use calculations with numbers, but you can also use variables to do calculations, like this:' - header: Calculations with variables - code: "number_1 = {ask} 'Fill in the first number:'\nnumber_2 = {ask} 'Fill in the second number:'\ncorrect_answer = number_1 * number_2\n{print} number_1 ' times ' number_2 ' is ' correct_answer" - 1: - header: Welcome to level 6 - text: In this level we are adding maths to our codes. - 3: - code: "{print} '5 minus 5 is ' 5 - 5" - text: If you want to subtract, you can use the minus sign. - header: Subtraction - 7: - 2: - code: "{print} 'The prince kept calling for help'\n{repeat} 5 {times} {print} 'Help!'\n{print} 'Why is nobody helping me?'" - text: "If you want to repeat a line of code, you can use the `{repeat}` 3 `{times}` code.\nIf you want to repeat the line more times, simply change the number.\n\nFor example: If you are programming a story where your character shouts for help for 5 times, it could look like this:" - header: repeat 3 times - 1: - text: In this level you will learn how to repeat a line of code as many times a you'd like. - header: Welcome to level 7 - 5: - debug: 'True' - header: Debugging - text: Let's debug this code! - code: "{print} You gave stranded on a desert island.\n{repeat} 3 'Help!'\nrescued = {ask} Has anybody come to the rescue?\n{if} rescued yes {is}\n{print} Lucky!\n{else} {repeat} 3 {times} 'HELP!'\nrescued = 'What about now?'\n{if} yes\n{print} 'Hurray!\n{else} 'That's a shame... Oh well... time to build a shelter and find some food.'" - 6: - text: Enjoy the adventures in level 7! - header: Ready Set Go! - 3: - text: When using the repeat command, do not forget the `{print}` command. - debug: 'True' - header: Don't forget the print command - code: "{repeat} 5 {times} 'Help!'" - 4: - text: You can also repeat an `{ask}`, `{if}` or `{else}` command multiple times. - code: "{repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?'\n{if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!'\n{else} {repeat} 3 {times} {print} 'You have learned something new!'" - header: Repeat an ask command - 8: - 1: - header: Welcome to level 8 - text: In this level you will learn to use indentation to make the `{repeat}`, `{if}` and `{else}` commands work for multiple lines of code. - 2: - debug: 'True' - code: "{repeat} 5 {times} {print} 'Help!'" - header: '{repeat} commands before' - text: "In the previous levels, the `{repeat}` command looked like this:\n\nYou could only repeat one line of code." - 3: - header: '{repeat} commands now' - code: "{repeat} 5 {times}\n {print} 'Hello everyone'\n {print} 'This will be printed 5 times'" - text: "In this level you can repeat multiple lines of code. To do this you must tell the computer which lines belong together and should be repeated.\nYou do this by using indentation.\n\nUse 4 spaces (or one tab) at the beginning of each line that you want to repeat, like this:" - 4: - header: '{repeat} commands now' - text: "If you want to, you can continue after the `{repeat}` command without indentation.\nThe lines that do not start with indentation will not be repeated." - code: "{repeat} 3 {times}\n {print} 'Hello!'\n{print} 'We are done repeating!'" - 7: - header: stopping the indentation - text: Just like with the `{repeat}` command, you can stop using indentation and the lines will always be shown. Not just if the statement is true. - code: "name = {ask} 'What is your name?'\n{if} name {is} Hedy\n {print} 'Welcome Hedy'\n{else}\n {print} 'Welcome programmer!' \n{print} '3..2..1.. Start programming!'" - 9: - code: "{print} 'HedyWheels bus tickets machine'\nzone_1 = Town Hall, Library, Campus, Market Place\nzone_2 = Swimming Pool, Skate Park, Mall, Airport\ndestination = 'Where do you want to go?'\n{if} destination {in} zone 1\n{print} destination 'is in zone 1'\nprice = 3 euros\n {if} destination {is} zone_2\n{print} destination 'is in zone 2'\nprice = 6\nticket_types = {ask} 'Press 1 for a single use ticket.\nPress 2 for a round trip ticket:'\n{if} ticket_type = 1\n{print} 'You chose a single use ticket'\n{else}\n {print} You chose a round trip ticket'\nprice * 2\n{print} 'That will be ' price ' euros please'" - debug: 'True' - header: Debugging - text: Let's debug this code! - 10: - text: Enjoy the adventures in level 8! - header: Let's check out the adventures! - 5: - debug: 'True' - text: "The same goes for the `{if}` and `{else}` commands.\nThese were the commands before:" - header: if and else before - code: "{if} name {is} Hedy {print} 'nice'\n{else} {print} 'boo!'" - 8: - text: "You might have thought of trying to put an if command inside a repeat command, or inside another if command.\nFor now, this is not possible yet. In the higher levels, it will be allowed, but for now let's focus on practising the `{if}` `{else}` and `{repeat}` commands with proper indentation first." - header: if statements inside if statements - 6: - header: if and else now - text: "These are the `{if}` and `{else}` commands now.\nEach line after the `{if}` and `{else}` commands start with indentation." - code: "name = {ask} 'What is your name?'\n{if} name {is} Hedy\n {print} 'Welcome Hedy'\n{else}\n {print} 'Welcome programmer!'" - 9: - 1: - header: Welcome to level 9 - text: "In this level you can use multiple lines of code after an `{if}` or after a `{repeat}` command.\n\nYou can even put a `{repeat}` command within another `{repeat}` command." - 4: - code: "continue = {ask} 'Do you want to continue?'\n{if} continue = yes\n sure = {ask} 'Are you sure?'\n {if} sure {is} yes\n {print} 'We will continue'\n {else}\n {print} 'You are not sure'\n{else}\n {print} 'You do not want to continue'" - text: You can also use multiple lines after `{if}` - header: Multiple lines after `{if}` - 7: - text: Mind that the fourth and sixth line of this code starts with 8 spaces of indentation. - header: Mind the indentation - code: "{repeat} 3 {times}\n food = {ask} 'What do you want?'\n {if} food {is} pizza\n {print} 'nice!'\n {else}\n {print} 'pizza is better'" - 6: - code: "{repeat} 3 {times}\n food = {ask} 'What do you want?'\n {if} food {is} pizza\n {print} 'nice!'\n {else}\n {print} 'pizza is better'" - header: An `{if}` inside a `{repeat}` - text: "Now that you can use multiple lines of code after these command, you can also put them within each other.\nCheck it out:" - 2: - code: "{repeat} 3 {times}\n food = {ask} 'What do you want?'\n {if} food {is} pizza\n {print} 'nice!'\n {else}\n {print} 'pizza is better'" - text: You are allowed to combine `{repeat}` and `{if}` in this level. - header: Multiple lines after `{repeat}` - 8: - text: Let's debug this code! - code: "{print} 'Welcome to HedyJumps, your parachute jump adventure!'\npeople = {ask} 'How many people are you jumping with today?\n{print} 'We'll ask all of you some questions for safety reasons.'\nextra_instructions_people = a, b\n{repeat} 3 {times}\n name = {ask} 'What is your name?'\njumped_before = 'Have you ever done a parachute jump before, ' name '?'\n{if} jumped_before no\n{print} 'No worries, you'll get an extra safety instruction in room 13'\n{add} name {to} extra_instructions_people\n{else}\n{print} 'Fun!'\n{print} 'Thanks for filling in the safety questions everyone. Enjoy your jump!'" - header: Debugging - debug: 'True' - 3: - header: Indentation matters! - text: Indentation is very important to tell the computer which lines should be repeated and which lines should only be ran once. - code: "{repeat} 3 {times}\n {print} 'This line will be repeated...'\n {print} 'This one too...'\n{print} 'but this one will not!'" - 5: - header: Indentation matters - code: "continue = {ask} 'Do you want to continue?'\n{if} continue = yes\n sure = {ask} 'Are you sure?'\n {if} sure {is} yes\n {print} 'We will continue'\n{else}\n {print} 'You are not sure'" - text: Again, indentation is still very important and can make a big difference in the code. - 9: - text: Enjoy the adventures in level 9! - header: Let's go! - 10: - 4: - debug: 'True' - header: Debugging - text: Let's debug this code - code: "{print} 'Ladies and gentlemen!'\n{print} 'For one night and one night only in circus Hedy!'\nacts = shoot out of a canon, walk the tightrope, pack themself in a suitcase,\npeople = Iris the Incredible Achmed the Amazing Francis the Fantastic\n {for} people {in} acts\nchosen_person {is} people {random}\n chosen_person ' will ' act\n{add} chosen_person {from} people\n{print} 'Come and watch our show tonight!'\n{print} 'Tickets are only available at the counter" - 2: - header: The for command - code: "animals = dog, cat, blobfish\n{for} animal {in} animals\n {print} 'I love ' animal" - text: With for you can make a list and use all items on that list. `{for}` creates a block, like repeat and if so all lines in the block need to start with indentation (4 spaces). - 5: - header: Time to program! - text: Enjoy the adventures in level 10! - 3: - header: The for command - text: 'Here you see another example of the `{for}` command:' - code: "days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday\nnames = mom, dad, Emma, Sophie\n{for} day {in} days\n {print} names {at} {random} ' does the dishes on ' day" - 1: - header: Welcome to level 10 - text: 'In this level you will learn a new command: `{for}`.' - 11: - 3: - code: "number = 10\n{for} i {in} {range} 1 {to} 10\n {print} i * number" - header: the variable i - text: "In the previous slide the variable was named 'counter', because it was counting down.\nYou can of course use any name for the variable you want.\nThe standard name for variables in this situation that is used in programming languages like Python is 'i'.\nThat looks like this:" - 5: - text: Enjoy the adventures in level 11! - header: Let's start programming! - 1: - text: "In this level, we add a new form of the `{for}` command. In earlier levels, we used for with a list, but we can also use for with numbers.\n\nThis way we don't need the `{repeat}` command anymore." - header: Welcome to level 11 - 2: - header: The for command - code: "{for} counter {in} {range} 1 {to} 10\n {print} counter\n{print} 'Ready or not. Here I come!'" - text: 'This is what the new for command looks like:' - 4: - header: Debugging - debug: 'True' - code: "factor {is} {ask} 'Which table of multiplication do you need?'\n{repeat} {for} numbers {in} {range} 1 {to} 10 {times}\n {print} This is the table of multiplications for factor\n {print} number ' x ' factor ' = ' i * factor" - text: Let's debug this code! - 12: - 3: - text: "From this level on you are also allowed to use decimal numbers. This can make programs like your restaurant even better!\n\nNumbers do not need quotation marks." - code: "{print} 'decimal numbers now need to use a dot'\n{print} 2.5 + 2.5" - header: Decimal numbers - 2: - text: "This level makes some changes to the usage of quotation marks.\nFrom now on, **all texts** need to be in quotation marks. This includes values of variables, items on lists and text after {if} commands." - header: Quotation marks - code: "name = 'Hedy the Robot'\n{print} 'Hello ' name" - 4: - header: Functions! - text: "In this level you'll learn how to use functions. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. To create a function, use define and give the function a name. Then put all the lines you want in the function in a indented block under the define line. Leave one empty line in your code to make it look nice and neat. Great job! You have created a function!\n\nNow, whenever we need that block of code, we just use call with the function's name to call it up! We don't have to type that block of code again." - 5: - header: Twinkle Twinkle little star! - text: "In this program you see an example of a function.\nLet's see what happens if you fill in the rest of the song!" - code: "{define} twinkle\n {print} 'Twinkle'\n {print} '...'\n\n{call} twinkle\n{print} 'Up above the world so high'\n{print} 'Like a diamond in the sky'\n{call} twinkle" - 6: - header: Functions - text: As you could see in the example a function is a block of code that can be called anytime. You use `{define}` to set the function and `{call}` to use it. - 8: - text: Enjoy the adventures in level 12! - header: Ready to try it out? - 7: - debug: 'True' - text: Let's debug this code! - code: "{call} new_member\n{print} 'Hi new member!'\nusername = {ask} 'What is your username?'\npassword = 'What is your password?'\n{print} 'Welcome to our club!'\n\nusername = {ask} 'Please enter your username. Are you a new member? Type New Member'\n{if} username = New Member\n{call} new member\n {else}\n password = {ask} 'Please enter password'" - header: Debugging - 1: - header: Welcome to level 12 - text: "From this level on you are allowed to use decimal numbers and there are some changes to the quotation marks.\nYou can also use functions from this level on!" - 13: - 1: - header: Welcome to level 13 - text: "We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two ifs but can use and and or.\nFrom now on you could also use arguments in your functions." - 2: - text: "The `{and}` command is always used in a combination with the {if} command.\nThis way you can check if 2 statements are true. For example:" - header: The and command - code: "name = {ask} 'what is your name?'\nage = {ask} 'what is your age?'\n{if} name {is} 'Hedy' {and} age {is} 2\n {print} 'You are the real Hedy!'" - 5: - text: "In this example you see how the argument 'place' is used in the function.\nRun the code and change 'ocean' and 'sea' to something else, and see what happens." - header: Example - code: "{define} song {with} place\n {print} 'My Bonnie is over the ' place\n\n{call} song {with} 'ocean'\n{call} song {with} 'sea'\n{call} song {with} 'ocean'" - 6: - header: Example with variable - text: "You can also combine functions with a question.\n\nWhat happens if you make these changes:\n```\ndefine song with place\n print 'My Bonnie is ' place\n\nanswer is ask 'Where is my Bonnie?'\ncall song with answer\n```" - code: "{define} song {with} place\n {print} 'My Bonnie is over the ' place\n\n{call} song {with} 'ocean'\n{call} song {with} 'sea'\n{call} song {with} 'ocean'" - 7: - header: Even more questions! - text: "Now we have combined even more question with the function. Type this code and see what happens.\n\nNote how the variables and the arguments have the same name. This is allowed.\nDoes it confuse you? Just use different names, that is allowed as well.\n```\ndefine song with name, place\n print 'My ' name ' is ' place\n\nname is ask 'Who?'\nplace is ask 'Where are they?'\ncall song with name, place\n```" - code: "{define} song {with} place\n {print} 'My Bonnie is over the ' place\n\n{call} song {with} 'ocean'\n{call} song {with} 'sea'\n{call} song {with} 'ocean'" - 8: - code: "{define} happiness {with} name\n {print} '🥳'\n{play} G\n{play} A\n{play} B\n{print} 'Party on, ' name\n{define} sadness\n{print} '😞'\n{play} E\n{play} D\n{play} C\n{print} 'Hope you feel better, ' name\n\nname = {ask} 'What is your' name '?'\nmood = {ask} 'Are you happy or sad?'\n{if} mood = happy\n {call} happiness {with} person\n{else} mood = sad\n {define} sadness {to} name" - debug: 'True' - header: Debugging - text: Let's debug this code! - 9: - text: Enjoy the adventures in level 13! - header: Let's go! - 3: - code: "name = {ask} 'what is your name?'\n{if} name {is} 'Hedy' {or} name {is} 'hedy'\n {print} 'Welcome!!'" - text: "The `{or}` works in the same way as the `{and}` command, but only 1 of the two statements has to be true.\n\nLet's see what happens when you change the `{and}` for `{or}`." - header: The or command - 4: - header: Functions with arguments - text: Now that you've learned how to use functions, you'll learn how to use a function with an **argument**. An argument is a variable that is used within a function. It is not used outside the function. - 14: - 4: - header: Return value - text: In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - 5: - header: Return value - code: "{define} calculate_new_price {with} amount, percentage\n percentage = percentage / 100\n discount_amount = amount * percentage\n {return} amount - discount_amount\n\nold_price = {ask} 'How much is on the price tag?'\ndiscount = {ask} 'What percentage is the discount?'\n\nnew_price = {call} calculate_new_price {with} old_price, discount\n{print} 'The new price is ' new_price ' dollar'" - text: For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - 6: - text: Let's debug this code! - header: Debugging - debug: 'True' - code: "item = 'not bought'\n{print} 'I would like to buy this item'\nprice == {ask} 'What is the price?'\n{if} price less than or the same as 10\n {print} 'Thats a great deal!'\n item = 'bought'\n{if} price is more than 10 {and} less than or the same as 20\n {print} 'Alright'\n item = 'bought'\n{if} price is more than 20 {and} less than 50\n {print} 'That is a bit much!'\n{if} price is more than or the same as 50\n {print} 'No way!'\n{if} item =! bought\n {print} 'Shame.. I wont buy it'\n{else}\n {print} 'I will buy it! Thank you!'" - 7: - header: Let's get to work! - text: Enjoy the adventures in level 14! - 2: - text: "These are the new symbols you can use:\n\n The > means bigger than...\n\n The >= means bigger than or the same as...\n\n The < means smaller than...\n\n The <= means smaller than or the same as...\n\nYou can use them like this:" - code: "age = {ask} 'How old are you?'\n{if} age < 13\n {print} 'You are younger than me!'\n{else}\n {print} 'You are older than me!'" - header: Symbols - 1: - text: In this level you'll learn some new symbols that can help you improve your programs, like >. You will also learn to work with return values of a function. - header: Welcome to level 14 - 3: - text: "You can also use:\n\n== is the same as.\n\n!= is not\n\n== is used in `{if}` statements." - header: Symbols - code: "answer = {ask} 'Do you want to learn more?'\n{if} answer == 'yes'\n {print} 'Go to the next adventure!'\n{if} answer != 'yes'\n {print} 'That is a shame!'" - 15: - 2: - header: '{while}' - text: "We are going to learn a new loop, the while loop! The loop continues as long as the statement is true. So don't forget to change the value in the loop.\n\nIn the example code, we continue until a correct answer has been given. If the correct answer is never given, the loop will never end!" - code: "answer = 0\n{while} answer != 25\n answer = {ask} 'What is 5 times 5?'\n{print} 'A correct answer has been given'" - 1: - text: In this level you will learn about the `{while}` loop. - header: Welcome to level 15 - 3: - text: Let's debug this code! - header: Debugging - debug: 'True' - code: "numbers = 1, 2\n\n{for} i {in} {range} 3 {to} 50\n {add} x {to} numbers\n i = + 1\n\nrandom_number = numbers {random}\nguesses = 10\n\n{while} guess = 0\n answer = 'Guess my number:'\n {if} answer >= random_number\n {print} 'lower'\n guesses = guesses -1\n {if} answer > random_number\n {print} 'higher!'\n guesses = guesses\n {else} answer = random_number\n {print} 'correct'\n guesses = 10" - 4: - header: Let's try it out! - text: Enjoy the adventures in level 15! - 16: - 1: - header: Welcome to level 16 - text: In this level you will learn about the [square brackets] and how to use them. - 2: - header: Square brackets - code: "friends = ['Ahmed', 'Ben', 'Cayden']\n{print} friends[1] ' is the first friend on the list.'\n{print} friends[2] ' is the second friend on the list.'\n{print} friends[3] ' is the third friend on the list.'\n#now we will match 2 lists using the variable i\nlucky_numbers = [15, 18, 6]\n{for} i {in} {range} 1 {to} 3\n {print} friends[i] 's lucky number is ' lucky_numbers[i]" - text: We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. The at random command can not be used anymore. - 3: - header: Debugging - text: Let's debug this code! - code: "{print} 'Friendship test'\n{subjects} = ['song', 'movie', 'food', 'drink']\nanswers_player_1 = []\nanswers_player_2 = []\nscore = 100\n\n{for} i {in} {range} 1 {to} 4\n answer = {ask} 'what is your favorite ' subjects[i]\n{add} answer {to} answers_player_1\n\n{print} 'Player 2, your turn!'\n{for} i {in} {range} 0 {to} 4\n answer_player_2 = {ask} 'what is player 1s favorite ' subjects\n {add} answer_player_2 {in} answers_player_2\n {if} answers_player_2[2] == answers_player_1[1]\n {print} 'Correct!'\n {else}\n {print} 'Wrong!'\n score = score - 25\n\n{print} 'Player 2, you've scored ' score '%'\n\n{if} score = 100\n {print} 'You are an amazing friend'\n{if} score < 100 {or} score >= 50\n {print} 'You could do better'\n{else} score < 50\n {print} 'Do you even know this person?!'" - debug: 'True' - 4: - text: Enjoy the adventures in level 16! - header: Let's try it out! - 17: - 1: - header: Welcome to level 17 - text: in this level you will learn how to use a colon and you will learn the elif command. - 2: - header: Colon - code: "prices = ['1 million dollars', 'an apple pie', 'nothing']\nyour_price = prices[{random}]\n{print} 'You win ' your_price\n{if} your_price == '1 million dollars' :\n {print} 'Yeah! You are rich!'\n{else}:\n {print} 'Better luck next time..'" - text: 'Now we are going to change indentation a little bit. Every time that we need an indentation, we need : at the line before the indentation.' - 3: - header: Elif - text: 'In this level you can also use a new command: elif. elif is short for else if and you need it when you want to make 3 (or more!) options. Check it out!' - code: "prices = ['1 million dollars', 'an apple pie', 'nothing']\nyour_price = prices[{random}]\n{print} 'You win ' your_price\n{if} your_price == '1 million dollars' :\n {print} 'Yeah! You are rich!'\n{elif} your_price == 'an apple pie' :\n {print} 'Lovely, an apple pie!'\n{else}:\n {print} 'Better luck next time..'" - 4: - text: Let's debug this code! - header: Debugging - debug: 'True' - code: "{define} ask_direction\n direction = {ask} 'Where do you want to go?'\n {if} direction = 'backwards'\n {turn} 180\n {else} direction == 'right'\n {turn} 90\n {else} direction == 'left'\n {turn} 270\n {forward} 100\n\ncontinue = 'yes'\n\n{while} continue == 'yes'\n {print} ask_direction\n {sleep}\n continue = 'do you want to draw some more?'\n {sleep}" - 5: - header: Let's try it out! - text: Enjoy the adventures in level 17! - 18: - 2: - text: "We arrived at real Python code! That means we need to use parentheses with print and range from now on.\n\nAlso, if you want to print more than one item, you need to separate them by commas.\n\nThe final change we will need to make to get Python code is changing ask into input.\n\nClick on the 'print' tab for all the examples." - editor: /hedy/18 - header: The Python way - 1: - text: Congratulations! You have reached the last level of Hedy! The code you have created here can be copied to real Python environments like replit or PyCharm, and you can continue learning there! Note however that Python can only read English commands, so if you have been using other languages, you will need to switch to English now. - header: Welcome to level 18 - 3: - header: The very last adventures! - text: Enjoy the very last adventures in level 18! +{} diff --git a/content/slides/nl.yaml b/content/slides/nl.yaml index 0190b12d966..60a60b75e27 100644 --- a/content/slides/nl.yaml +++ b/content/slides/nl.yaml @@ -43,9 +43,6 @@ levels: 9: header: Programmeren met Hedy text: De uitvoer kan ook een tekening zijn. - code: |- - {forward} 100 - {turn} {left} 1: 1: header: Welkom bij level 1! @@ -79,7 +76,6 @@ levels: {print} Welkom bij je eigen steen papier schaar! {ask} Wat is je keuze? 5: - header: '{echo}' text: |- Zoals je kon zien in het vorige voorbeeld. Als je het `{ask}` commando gebruikt kun je een vraag stellen. Alleen wordt het antwoord niet gepresenteerd in het uitvoer scherm. @@ -95,7 +91,6 @@ levels: text: |- Met `{print}`, `{ask}` en `{echo}` kun je al een klein verhaal programmeren. Dit is een goed moment om de Papegaai, Verhaal en Steen, Papier, Schaar avonturen te proberen. - editor: /hedy/1 7: header: Programmeren maar! text: Avonturen worden in tabjes getoond. @@ -110,13 +105,9 @@ levels: 10: header: 'Tekenen met de schildpad: {forward}' text: '`{forward}` wordt gebruikt om de schildpad naar voren te bewegen.' - code: '{forward} 50' 11: header: 'Tekenen met de schildpad: {turn}' text: '`{turn}` wordt gebruikt om de schildpad links of rechtsom te laten draaien.' - code: |- - {forward} 50 - {turn} {left} 12: header: Debugging (foutzoeken) text: Debugging van de code betekent het oplossen van fouten in de code. Laten we deze code samen debuggen. Klik op de ladybug knop (lieveheersbeestje) om de debugger te starten. @@ -337,7 +328,6 @@ levels: kleuren {is} 'oranje, zilver, wit, bruin' {print} 'Ik houd van kleuren {at} {random} !' keuze {is} {ask} Welke kleur vind jij mooi? - debug: 'True' 11: header: Klaar voor de start? Af! text: Veel plezier met de avonturen in level 4! @@ -360,7 +350,6 @@ levels: Als je een `{if}` commando gebruikt, vergeet dan niet om ook een `{print}` commando te gebruiken. Deze code werkt niet! code: '{if} naam {is} Hedy ''leuk''' - debug: 'True' 4: header: '{else}' text: |- @@ -406,7 +395,6 @@ levels: aangeef_voorwerp {is} {ask} 'Wat wilt U aangeven' {else} OK {print} Dank U. Gaat U naar gate A22 alstublieft.' - debug: 'True' 8: header: Werken maar! text: Veel plezier met de avonturen in level 5! @@ -417,11 +405,9 @@ levels: 2: header: Optellen text: Wil je optellen, dan gebruik je het plusteken. - code: '{print} ''5 plus 5 is '' 5 + 5' 3: header: Aftrekken text: Wil je twee getallen van elkaar aftrekken, gebruik dan het minteken. - code: '{print} ''5 minus 5 is '' 5 - 5' 4: header: Vermenigvuldigen text: Wil je vermenigvuldigen, gebruik dan het sterretje. @@ -471,7 +457,6 @@ levels: {if} dag {is} maandag totaal = total_price * 0.25 {print} 'Totaal prijs is totaal' - debug: 'True' 10: header: Aan de slag! text: Veel plezier met de avonturen in level 6! @@ -493,8 +478,6 @@ levels: 3: header: Vergeet print niet text: Als je {repeat} gebruikt, vergeet dan {print} niet. - code: '{repeat} 5 {times} ''Help!''' - debug: 'True' 4: header: '{repeat} met {ask}' text: Je kunt {repeat} ook gebruiken met `{ask}`, `{if}` of `{else}`. @@ -516,7 +499,6 @@ levels: {if} ja {print} 'Hoera! {else} 'Dat is jammer.. Nou ja... tijd om een hut te bouwen en wat eten te zoeken.' - debug: 'True' 6: header: Klaar voor de start? Af! text: Veel plezier met de avonturen in level 7! @@ -530,8 +512,6 @@ levels: Voor dit level zag `{repeat}` er zo uit: Je kon het maar gebruiken over 1 regel. - code: '{repeat} 5 {times} {print} ''Help!''' - debug: 'True' 3: header: '{repeat} nu' text: |- @@ -560,7 +540,6 @@ levels: code: |- {if} naam {is} Hedy {print} 'leuk' {else} {print} 'minder leuk!' - debug: 'True' 6: header: '{if} en {else} nu' text: |- @@ -603,7 +582,6 @@ levels: {print} Je koos voor een retour ticket' prijs * 2 {print} 'Dat wordt dan ' prijs ' euro alstublieft' - debug: 'True' 10: header: Op naar de avonturen! text: Veel plezier met de avonturen in level 8! @@ -695,7 +673,6 @@ levels: {else} {print} 'Gaaf!' {print} 'Bedankt voor het invullen allemaal! Veel plezier vandaag!' - debug: 'True' 9: header: Doen! text: Veel plezier met de avonturen in level 9! @@ -732,7 +709,6 @@ levels: {add} gekozen_persoon {from} mensen {print} 'Komt dat zien! Alleen vanavond!' {print} 'Laatste tickets verkrijgbaar aan de kassa - debug: 'True' 5: header: Programmeertijd! text: Veel plezier met de avonturen in level 10! @@ -754,10 +730,6 @@ levels: Je kunt een variabele natuurlijk alle namen geven die je wil. In Python is de standaard naam die in deze situatie voor variabelen gebruikt wordt 'i'. Dat ziet er zo uit: - code: |- - number = 10 - {for} i {in} {range} 1 {to} 10 - {print} i * number 4: header: Debugging (foutzoeken) text: Laten we deze code debuggen! @@ -766,7 +738,6 @@ levels: {repeat} {for} nummers {in} {range} 1 {to} 10 {times} {print} Dit is de tafel van factor {print} nummer ' x ' factor ' = ' i * factor - debug: 'True' 5: header: Lekker programmeren! text: Veel plezier met de avonturen in level 11! @@ -831,7 +802,6 @@ levels: {call} nieuw lid {else} wachtwoord = {ask} 'Voer je wachtwoord in' - debug: 'True' 8: header: Klaar om het te gaan proberen? text: Veel plezier met de avonturen in level 12! @@ -935,7 +905,6 @@ levels: {call} blijdschap {with} persoon {else} gevoel = verdrietig {define} verdriet {to} naam - debug: 'True' 9: header: Doen! text: Veel plezier met de avonturen in level 13! @@ -1017,7 +986,6 @@ levels: {print} 'Jammer... ik koop het niet' {else} {print} 'Ik koop het! Bedankt!' - debug: 'True' 7: header: Aan het werk!! text: Veel plezier met de avonturen in level 14! @@ -1026,7 +994,6 @@ levels: header: Welkom bij level 15 text: In dit level leer je over de `{while}` lus. 2: - header: '{while}' text: |- Nu gaan we een nieuwe lus leren: De {while} lus! We gaan door zo lang het statement dat we hebben waar is. Vergeet dus niet in de loop de waarde te veranderen. @@ -1037,7 +1004,6 @@ levels: answer = {ask} 'Hoeveel is 5 maal 5?' {print} 'Je antwoord is goed' 3: - header: Debugging text: Laten we deze code debuggen! code: |- getallen = 1, 2 @@ -1060,8 +1026,6 @@ levels: {else} antwoord = random_getal {print} 'Goedzo! Je hebt het geraden' gokjes = 10 - - debug: 'True' 4: header: Proberen maar! text: Veel plezier met de avonturen in level 15! @@ -1082,7 +1046,6 @@ levels: {for} i {in} {range} 1 {to} 3 {print} vrienden[i] 'zijn geluks nummer is ' geluks_nummers[i] 3: - header: Debugging text: Laten we deze code debuggen! code: |- {print} 'Test je vriendschap' @@ -1113,7 +1076,6 @@ levels: {print} 'Dat kan beter' {else} score < 50 {print} 'Jij noemt jezelf een vriend(in)?!' - debug: 'True' 4: header: Proberen maar! text: Veel plezier met de avonturen in level 16! @@ -1146,7 +1108,6 @@ levels: {else}: {print} 'Meer geluk volgende keer..' 4: - header: Debugging text: Laten we deze code debuggen! code: |- {define} vraag_richting @@ -1166,7 +1127,6 @@ levels: {sleep} doorspelen = 'Wil je nog iets tekenen?' {sleep} - debug: 'True' 5: header: Aan het werk! text: Veel plezier met de avonturen in level 17! @@ -1184,7 +1144,6 @@ levels: Tot slot moeten we het commando {ask} veranderen in {input}. Klik op het tabje '{print}' voor alle voorbeelden. - editor: /hedy/18 3: header: De laatste avonturen! text: Veel plezier bij de laatste avonturen in level 18! diff --git a/content/slides/pa_PK.yaml b/content/slides/pa_PK.yaml index fa5f0ab8d6b..57e696ae41a 100644 --- a/content/slides/pa_PK.yaml +++ b/content/slides/pa_PK.yaml @@ -1,65 +1,14 @@ levels: 0: - 1: - header: Welcome to Hedy! - text: Hedy is a programming language. - 2: - header: Programming - text: |- - Programming is giving instructions to a computer, using the language of the computer. - - Such a language is called a "programming language". - 3: - header: Programming Language - text: |- - Maybe you already know some programming languages? - Some examples are: - * Scratch - * Python - * HTML - 4: - header: Programming - text: |- - If you can program, you can do many cool things: - * Build interactive stories - * Create computer drawings and draw these on paper or fabric - * Build your own apps to use on your phone - 5: - header: Programming in Hedy - text: In Hedy we use special codes, like `{print}`. - code: '{print} Welcome to Hedy!' - 6: - header: Programming in Hedy - text: Code words will be shown in pink. - code: '{print} Welcome to Hedy!' - 7: - header: Programming in Hedy - text: We start the code with the Run code button underneath the code. - code: '{print} Welcome to Hedy!' 8: - header: Programming in Hedy text: Output appears on the left-hand side. - code: '{print} Welcome to Hedy!' 9: - header: Programming in Hedy - text: The output can also be a drawing. code: |- {forward} 100 {turn} left 1: - 1: - header: Welcome to level 1! - text: |- - We will start level 1 by making stories in Hedy! - - We need three text codes to create interactive stories. 2: header: 'Hedy level 1: {print}' - text: |- - The first code that you can use in level 1 is `{print}`. - - `{print}` is used to show text on the screen. - code: '{print} Show text on the screen' 3: header: 'Hedy level 1: {ask}' text: |- @@ -84,1112 +33,32 @@ levels: text: |- with `{print}`, `{ask}` and `{echo}` you can already create a little story. This is a good time to try the Parrot, Story and Rock, Paper Scissors adventures. - code: |- - {print} Hello! - {ask} What is your name? - {echo} hello 6: - header: Programming! text: Adventures are shown in tabs. - editor: /hedy/1 7: - header: Programming! text: The yellow arrow buttons can be used to copy examples. editor: /hedy#print_command 8: header: Drawing with the turtle text: Now that we have seen at text codes, we will now look at drawing codes next. - editor: /hedy#print_command 9: header: 'Drawing with the turtle: {forward}' text: '`{forward}` is used to move the turtle forward.' - 10: - header: 'Drawing with the turtle: {forward}' - text: '`{forward}` is used to move the turtle forward.' - code: '{forward} 50' 11: - header: 'Drawing with the turtle: {turn}' - text: '`{turn}` is used to make the turtle turn left or right.' code: |- {forward} 50 {turn} left - 12: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - I am DJ Hedy - {print} What song would you like to hear? - {ask} I like that song too! - {print} Next up... {echo} - debug: 'True' - 13: - header: Let the programming fun begin! - text: Enjoy the adventures in level 1! 2: - 1: - header: Welcome to level 2 - text: |- - In this level you will learn to use variables. - - A variable is a word that can be used to store information. - - For example: a name, age or favorite sports team. - 2: - header: Variables - text: To make or 'set' a variable we use the `{is}` command - code: |- - name {is} Hedy - age {is} 15 - {print} name is age years old 3: - header: Interactive text: |- We can also set a variable by asking questions. The answer to the question is stored in the variable. This way we don't need the `{echo}` command. - code: |- - name {is} {ask} What is your name? - {print} Hello name 4: - header: Multiple variables text: Now that we use variables, we can use multiple variables instead of just one `{echo}`command. - code: |- - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - 5: - header: Sleep - text: You can also use the `{sleep}` command to pause the code for a while. - code: |- - {print} My favorite colour is... - {sleep} 2 - {print} green! - 6: - header: Sleep 5 - text: |- - You can add a number after the `{sleep}` command if you want the pause to be longer. - - If you want, you could even use a variable instead of a number to decide the duration of the sleep command. - code: |- - pause {is} 10 - {print} My favorite colour is... - {sleep} pause - {print} green! - 7: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - {print} Welcome to the donut shop! - filling {is} What kind of filling would you like? - {print} You have chosen... Filling! Yum! - topping {ask} What kind of topping would you like? - topping is delicious! - {print} I'll go get your donut. {sleep} - {print} Here you go! A filling donut with toping! - {ask} Have a nice day! - debug: 'True' - 8: - header: Let the programming fun begin! - text: Enjoy the adventures in level 2! - 3: - 1: - header: Welcome to level 3 - text: In this level you'll learn how to make a list, add and remove items form your lists and pick a random item off that list. - 2: - header: Making a list - text: |- - You make a list with `{is}`. - - Separate the items on your list with a comma. - code: animals {is} dogs, cats, kangaroos - 3: - header: At random - text: |- - You can use the list with the `{at}` `{random}` command. - The computer will randomly pick one item of the list. - Every time you run this code the output will differ. - code: |- - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - 4: - header: At random in a sentence - text: You can use the `{at}` `{random}` command in a sentence as well. - code: |- - animals {is} dogs, cats, kangaroos - {print} My favorite animal is animals {at} {random} - 5: - header: Add to - text: |- - You can add items to a list with the `{add}` `{to}` command. - - You can choose what to add to the list or you can use the `{add}` `{to}` command in combination with the `{ask}` command. - This way you can let the player decide what to add to the list. - code: |- - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - 6: - header: Remove from - text: |- - The opposite of the `{add}` `{to}` command is the `{remove}` `{from}` command. - This command removes an item from a list. - code: |- - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - 7: - header: Debugging - text: Let's debug this code! - editor: |- - music_genres {is} rock, pop, metal, indie, jazz - chosen_genre is music {at} {random} - {print} Let's listen to chosen genre - nice {ask} Do you like that genre? - {remove} chosen_genre {from} chosen_genre - second_choice {is} music_genres - {print} or do you prefer... second_choice {at} {random} - {remove} second_choice {to} music_genres - {print} I like music_genre {random} best! - debug: 'True' - 8: - header: Let's get to work! - text: Enjoy the adventures in level 3! 4: - 1: - header: Welcome to level 4 - text: In this level you will learn how to use quotation marks. - code: '{print} ''print with quotes!''' - 2: - header: Problem - text: 'In the previous levels, you might have come across this problem:' - code: |- - name {is} Sophie - {print} My name is name - debug: 'True' - 3: - header: Fixing it with quotation marks - text: |- - In this level we will fix this problem by using quotation marks. - - This also makes our code look more like 'real' Python code. - 4: - header: Quotation marks with print - text: Each time you use the `{print}` command you need to put the text that you want to appear on the screen in quotation marks. - code: '{print} ''print with quotes!''' - 5: - header: Quotation marks with ask - text: This also goes for the `{ask}` command. - code: name {is} {ask} 'name please?' - 6: - header: Quotation marks and variables - text: |- - You do not want variable names to be printed on the screen. - This is why variables should be left out of the quotation marks, like this: - code: |- - name {is} Harry - {print} 'Hello ' name - 7: - header: Quotation marks and variables - text: |- - When variable names are used in the middle of a sentence, you have to leave the variables out of the quotation marks. - The rest of the sentence however, does need quotation marks. That looks like this: - code: |- - name {is} Harry - {print} 'Hello ' name ', how are you?' - 8: - header: Quotation marks and contractions - text: |- - Be careful! Now that you are using quotation marks, you can't use apostrophes in contractions. - - Please try to print a contraction like "you're" or "I'm" in the screen below and see what happens.... - code: '{print} ''This won''t work!''' - debug: 'True' 9: header: Ready, Set, Go! text: Enjoy the adventures in level 4! - code: |- - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'SURPRISE!' - 10: - header: Debugging - text: Let's debug this code! - code: |- - {clear} - {print} What a nice day to go to the beach! - {ask} 'Do you want to build a sandcastle or swim in the ocean?' - {print} 'You would like to activity ' - {print} 'I'd like to do that too' - {print} 'Look at these beautiful seashells!' - colors {is} 'orange, silver, white, brown' - {print} 'I love the colors {at} {random} one!' - choice {is} {ask} Which one do you like? - debug: 'True' - 11: - header: Ready, Set, Go! - text: Enjoy the adventures in level 4! - 5: - 1: - header: Welcome to level 5 - text: 'In this level you will learn to use 3 new commands: `{if}`, `{else}` and `{in}`.' - 2: - header: if - text: |- - The `{if}` command allows you to choose between two options. - In this example the computer will print 'nice' if the given answer is Hedy. - If the answer is not Hedy, the computer will do nothing. - code: |- - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - 3: - header: Don't forget to print - text: |- - When using the `{if}` command, don't forget to use the `{print}` command. - This code will not work! - code: '{if} name {is} Hedy ''nice''' - debug: 'True' - 4: - header: else - text: |- - When using an `{if}` command, you can also add an `{else}` command. - If the answer is Hedy, the computer will print 'nice'. - But if the answer is something else the computer will print 'boo' - code: '{if} name {is} Hedy {print} ''nice'' {else} {print} ''boo!''' - 5: - header: Long lines - text: |- - You might have noticed that your lines can get very long when you have both an `{if}` and an `{else}` command. - - You can choose to separate commands and put them on 2 lines, like this: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - 6: - header: Another new command - text: |- - If you have practised with the `{if}` and `{else}` commands, you can also try the `{in}` command. - - With `{in}` you can let the computer check if an item is in a list, for example: - - Please note that Hedy is case sensitive. This means that if you answer "Green" instead of "green", Hedy will print "meh". - code: |- - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - 7: - header: Debugging - text: Let's debug this code! - code: |- - {print} Welcome to HedyAir Security! - boarding_pass {is} {ask} 'Do you have your boarding pass?' - {if} bording_pass yes {print} Great! - {else} Please, get your boarding pass ready. - passport {is} 'Can I see your passport, please?' - {if} passport {is} yes 'thank you' - {else} 'You can't fly without a passport' - declare {is} {ask} Do you have anything to declare? - {if} declare {is} yes - item_to_declare {is} {ask} 'What would you like to declare' - {else} Alright - {print} Thank you. Please head to gate A22.' - debug: 'True' - 8: - header: Let's go! - text: Enjoy the adventures in level 5! - 6: - 1: - header: Welcome to level 6 - text: In this level we are adding maths to our codes. - 2: - header: Addition - text: If you want to calculate an addition, simply use the plus sign. - code: '{print} ''5 plus 5 is '' 5 + 5' - 3: - header: Subtraction - text: If you want to subtract, you can use the minus sign. - code: '{print} ''5 minus 5 is '' 5 - 5' - 4: - header: Multiplication - text: If you want to do multiplications, you can use the asterisk. - code: '{print} ''5 times 5 is '' 5 * 5' - 5: - header: Division - text: You can use the slash for division. - code: '{print} ''5 divided by 5 is '' 5 / 5' - 6: - header: Summary - text: In summary, you can use +, -, * and / to do maths. - code: |- - {print} '5 plus 5 is ' 5 + 5 - {print} '5 minus 5 is ' 5 - 5 - {print} '5 times 5 is ' 5 * 5 - {print} '5 divided by 5 is ' 5 / 5 - 7: - header: The = symbol - text: |- - From now on you can also use the = symbol instead of the `{is}` command. - This goes for both numbers and words, and it also goes after the `{if}` or `{else}` commands. - code: |- - name = Hedy - answer = 20 + 4 - 8: - header: Calculations with variables - text: 'You can use calculations with numbers, but you can also use variables to do calculations, like this:' - code: |- - number_1 = {ask} 'Fill in the first number:' - number_2 = {ask} 'Fill in the second number:' - correct_answer = number_1 * number_2 - {print} number_1 ' times ' number_2 ' is ' correct_answer - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'This is the water park ticket machine' - {print} 'Price list: Children under 12 $3, Adults $5' - {print} 'Mondays are 25% off' - amount_of_children = 'How many kids tickets would you like?' - amount_of_adults = 'How many adult tickets would you like?' - day_of_the_week = {ask} 'What day is it?' - {clear} - child_price = amount of children * 3 - adult_price = amount_of_adults + 5 - total_price = adult_price * child_price - {if} day {is} monday - total_price = total_price * 0.25 - {print} 'That will be total_price please' - debug: 'True' - 10: - header: Let's get to work! - text: Enjoy the adventures in level 6! - 7: - 1: - header: Welcome to level 7 - text: In this level you will learn how to repeat a line of code as many times a you'd like. - 2: - header: repeat 3 times - text: |- - If you want to repeat a line of code, you can use the `{repeat}` 3 `{times}` code. - If you want to repeat the line more times, simply change the number. - - For example: If you are programming a story where your character shouts for help for 5 times, it could look like this: - code: |- - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - 3: - header: Don't forget the print command - text: When using the repeat command, do not forget the `{print}` command. - code: '{repeat} 5 {times} ''Help!''' - debug: 'True' - 4: - header: Repeat an ask command - text: You can also repeat an `{ask}`, `{if}` or `{else}` command multiple times. - code: |- - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - 5: - header: Debugging - text: Let's debug this code! - code: |- - {print} You gave stranded on a desert island. - {repeat} 3 'Help!' - rescued = {ask} Has anybody come to the rescue? - {if} rescued yes {is} - {print} Lucky! - {else} {repeat} 3 {times} 'HELP!' - rescued = 'What about now?' - {if} yes - {print} 'Hurray! - {else} 'That's a shame... Oh well... time to build a shelter and find some food.' - debug: 'True' - 6: - header: Ready Set Go! - text: Enjoy the adventures in level 7! - 8: - 1: - header: Welcome to level 8 - text: In this level you will learn to use indentation to make the `{repeat}`, `{if}` and `{else}` commands work for multiple lines of code. - 2: - header: '{repeat} commands before' - text: |- - In the previous levels, the `{repeat}` command looked like this: - - You could only repeat one line of code. - code: '{repeat} 5 {times} {print} ''Help!''' - debug: 'True' - 3: - header: '{repeat} commands now' - text: |- - In this level you can repeat multiple lines of code. To do this you must tell the computer which lines belong together and should be repeated. - You do this by using indentation. - - Use 4 spaces (or one tab) at the beginning of each line that you want to repeat, like this: - code: |- - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This will be printed 5 times' - 4: - header: '{repeat} commands now' - text: |- - If you want to, you can continue after the `{repeat}` command without indentation. - The lines that do not start with indentation will not be repeated. - code: |- - {repeat} 3 {times} - {print} 'Hello!' - {print} 'We are done repeating!' - 5: - header: if and else before - text: |- - The same goes for the `{if}` and `{else}` commands. - These were the commands before: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - debug: 'True' - 6: - header: if and else now - text: |- - These are the `{if}` and `{else}` commands now. - Each line after the `{if}` and `{else}` commands start with indentation. - code: |- - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {else} - {print} 'Welcome programmer!' - 7: - header: stopping the indentation - text: Just like with the `{repeat}` command, you can stop using indentation and the lines will always be shown. Not just if the statement is true. - code: "name = {ask} 'What is your name?'\n{if} name {is} Hedy\n {print} 'Welcome Hedy'\n{else}\n {print} 'Welcome programmer!' \n{print} '3..2..1.. Start programming!'" - 8: - header: if statements inside if statements - text: |- - You might have thought of trying to put an if command inside a repeat command, or inside another if command. - For now, this is not possible yet. In the higher levels, it will be allowed, but for now let's focus on practising the `{if}` `{else}` and `{repeat}` commands with proper indentation first. - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'HedyWheels bus tickets machine' - zone_1 = Town Hall, Library, Campus, Market Place - zone_2 = Swimming Pool, Skate Park, Mall, Airport - destination = 'Where do you want to go?' - {if} destination {in} zone 1 - {print} destination 'is in zone 1' - price = 3 euros - {if} destination {is} zone_2 - {print} destination 'is in zone 2' - price = 6 - ticket_types = {ask} 'Press 1 for a single use ticket. - Press 2 for a round trip ticket:' - {if} ticket_type = 1 - {print} 'You chose a single use ticket' - {else} - {print} You chose a round trip ticket' - price * 2 - {print} 'That will be ' price ' euros please' - debug: 'True' - 10: - header: Let's check out the adventures! - text: Enjoy the adventures in level 8! - 9: - 1: - header: Welcome to level 9 - text: |- - In this level you can use multiple lines of code after an `{if}` or after a `{repeat}` command. - - You can even put a `{repeat}` command within another `{repeat}` command. - 2: - header: Multiple lines after `{repeat}` - text: You are allowed to combine `{repeat}` and `{if}` in this level. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 3: - header: Indentation matters! - text: Indentation is very important to tell the computer which lines should be repeated and which lines should only be ran once. - code: |- - {repeat} 3 {times} - {print} 'This line will be repeated...' - {print} 'This one too...' - {print} 'but this one will not!' - 4: - header: Multiple lines after `{if}` - text: You can also use multiple lines after `{if}` - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - 5: - header: Indentation matters - text: Again, indentation is still very important and can make a big difference in the code. - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - 6: - header: An `{if}` inside a `{repeat}` - text: |- - Now that you can use multiple lines of code after these command, you can also put them within each other. - Check it out: - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 7: - header: Mind the indentation - text: Mind that the fourth and sixth line of this code starts with 8 spaces of indentation. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Welcome to HedyJumps, your parachute jump adventure!' - people = {ask} 'How many people are you jumping with today? - {print} 'We'll ask all of you some questions for safety reasons.' - extra_instructions_people = a, b - {repeat} 3 {times} - name = {ask} 'What is your name?' - jumped_before = 'Have you ever done a parachute jump before, ' name '?' - {if} jumped_before no - {print} 'No worries, you'll get an extra safety instruction in room 13' - {add} name {to} extra_instructions_people - {else} - {print} 'Fun!' - {print} 'Thanks for filling in the safety questions everyone. Enjoy your jump!' - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 9! - 10: - 1: - header: Welcome to level 10 - text: 'In this level you will learn a new command: `{for}`.' - 2: - header: The for command - text: With for you can make a list and use all items on that list. `{for}` creates a block, like repeat and if so all lines in the block need to start with indentation (4 spaces). - code: |- - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - 3: - header: The for command - text: 'Here you see another example of the `{for}` command:' - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - 4: - header: Debugging - text: Let's debug this code - code: |- - {print} 'Ladies and gentlemen!' - {print} 'For one night and one night only in circus Hedy!' - acts = shoot out of a canon, walk the tightrope, pack themself in a suitcase, - people = Iris the Incredible Achmed the Amazing Francis the Fantastic - {for} people {in} acts - chosen_person {is} people {random} - chosen_person ' will ' act - {add} chosen_person {from} people - {print} 'Come and watch our show tonight!' - {print} 'Tickets are only available at the counter - debug: 'True' - 5: - header: Time to program! - text: Enjoy the adventures in level 10! - 11: - 1: - header: Welcome to level 11 - text: |- - In this level, we add a new form of the `{for}` command. In earlier levels, we used for with a list, but we can also use for with numbers. - - This way we don't need the `{repeat}` command anymore. - 2: - header: The for command - text: 'This is what the new for command looks like:' - code: |- - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - 3: - header: the variable i - text: |- - In the previous slide the variable was named 'counter', because it was counting down. - You can of course use any name for the variable you want. - The standard name for variables in this situation that is used in programming languages like Python is 'i'. - That looks like this: - code: |- - number = 10 - {for} i {in} {range} 1 {to} 10 - {print} i * number - 4: - header: Debugging - text: Let's debug this code! - code: |- - factor {is} {ask} 'Which table of multiplication do you need?' - {repeat} {for} numbers {in} {range} 1 {to} 10 {times} - {print} This is the table of multiplications for factor - {print} number ' x ' factor ' = ' i * factor - debug: 'True' - 5: - header: Let's start programming! - text: Enjoy the adventures in level 11! - 12: - 1: - header: Welcome to level 12 - text: |- - From this level on you are allowed to use decimal numbers and there are some changes to the quotation marks. - You can also use functions from this level on! - 2: - header: Quotation marks - text: |- - This level makes some changes to the usage of quotation marks. - From now on, **all texts** need to be in quotation marks. This includes values of variables, items on lists and text after {if} commands. - code: |- - name = 'Hedy the Robot' - {print} 'Hello ' name - 3: - header: Decimal numbers - text: |- - From this level on you are also allowed to use decimal numbers. This can make programs like your restaurant even better! - - Numbers do not need quotation marks. - code: |- - {print} 'decimal numbers now need to use a dot' - {print} 2.5 + 2.5 - 4: - header: Functions! - text: |- - In this level you'll learn how to use functions. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. To create a function, use define and give the function a name. Then put all the lines you want in the function in a indented block under the define line. Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use call with the function's name to call it up! We don't have to type that block of code again. - 5: - header: Twinkle Twinkle little star! - text: |- - In this program you see an example of a function. - Let's see what happens if you fill in the rest of the song! - code: |- - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} twinkle - 6: - header: Functions - text: As you could see in the example a function is a block of code that can be called anytime. You use `{define}` to set the function and `{call}` to use it. - 7: - header: Debugging - text: Let's debug this code! - code: |- - {call} new_member - {print} 'Hi new member!' - username = {ask} 'What is your username?' - password = 'What is your password?' - {print} 'Welcome to our club!' - - username = {ask} 'Please enter your username. Are you a new member? Type New Member' - {if} username = New Member - {call} new member - {else} - password = {ask} 'Please enter password' - debug: 'True' - 8: - header: Ready to try it out? - text: Enjoy the adventures in level 12! - 13: - 1: - header: Welcome to level 13 - text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two ifs but can use and and or. - From now on you could also use arguments in your functions. - 2: - header: The and command - text: |- - The `{and}` command is always used in a combination with the {if} command. - This way you can check if 2 statements are true. For example: - code: |- - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - 3: - header: The or command - text: |- - The `{or}` works in the same way as the `{and}` command, but only 1 of the two statements has to be true. - - Let's see what happens when you change the `{and}` for `{or}`. - code: |- - name = {ask} 'what is your name?' - {if} name {is} 'Hedy' {or} name {is} 'hedy' - {print} 'Welcome!!' - 4: - header: Functions with arguments - text: Now that you've learned how to use functions, you'll learn how to use a function with an **argument**. An argument is a variable that is used within a function. It is not used outside the function. - 5: - header: Example - text: |- - In this example you see how the argument 'place' is used in the function. - Run the code and change 'ocean' and 'sea' to something else, and see what happens. - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 6: - header: Example with variable - text: |- - You can also combine functions with a question. - - What happens if you make these changes: - ``` - define song with place - print 'My Bonnie is ' place - - answer is ask 'Where is my Bonnie?' - call song with answer - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 7: - header: Even more questions! - text: |- - Now we have combined even more question with the function. Type this code and see what happens. - - Note how the variables and the arguments have the same name. This is allowed. - Does it confuse you? Just use different names, that is allowed as well. - ``` - define song with name, place - print 'My ' name ' is ' place - - name is ask 'Who?' - place is ask 'Where are they?' - call song with name, place - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {define} happiness {with} name - {print} '🥳' - {play} G - {play} A - {play} B - {print} 'Party on, ' name - {define} sadness - {print} '😞' - {play} E - {play} D - {play} C - {print} 'Hope you feel better, ' name - - name = {ask} 'What is your' name '?' - mood = {ask} 'Are you happy or sad?' - {if} mood = happy - {call} happiness {with} person - {else} mood = sad - {define} sadness {to} name - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 13! - 14: - 1: - header: Welcome to level 14 - text: In this level you'll learn some new symbols that can help you improve your programs, like >. You will also learn to work with return values of a function. - 2: - header: Symbols - text: |- - These are the new symbols you can use: - - The > means bigger than... - - The >= means bigger than or the same as... - - The < means smaller than... - - The <= means smaller than or the same as... - - You can use them like this: - code: |- - age = {ask} 'How old are you?' - {if} age < 13 - {print} 'You are younger than me!' - {else} - {print} 'You are older than me!' - 3: - header: Symbols - text: |- - You can also use: - - == is the same as. - - != is not - - == is used in `{if}` statements. - code: |- - answer = {ask} 'Do you want to learn more?' - {if} answer == 'yes' - {print} 'Go to the next adventure!' - {if} answer != 'yes' - {print} 'That is a shame!' - 4: - header: Return value - text: In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - 5: - header: Return value - text: For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - code: |- - {define} calculate_new_price {with} amount, percentage - percentage = percentage / 100 - discount_amount = amount * percentage - {return} amount - discount_amount - - old_price = {ask} 'How much is on the price tag?' - discount = {ask} 'What percentage is the discount?' - - new_price = {call} calculate_new_price {with} old_price, discount - {print} 'The new price is ' new_price ' dollar' - 6: - header: Debugging - text: Let's debug this code! - code: |- - item = 'not bought' - {print} 'I would like to buy this item' - price == {ask} 'What is the price?' - {if} price less than or the same as 10 - {print} 'Thats a great deal!' - item = 'bought' - {if} price is more than 10 {and} less than or the same as 20 - {print} 'Alright' - item = 'bought' - {if} price is more than 20 {and} less than 50 - {print} 'That is a bit much!' - {if} price is more than or the same as 50 - {print} 'No way!' - {if} item =! bought - {print} 'Shame.. I wont buy it' - {else} - {print} 'I will buy it! Thank you!' - debug: 'True' - 7: - header: Let's get to work! - text: Enjoy the adventures in level 14! - 15: - 1: - header: Welcome to level 15 - text: In this level you will learn about the `{while}` loop. - 2: - header: '{while}' - text: |- - We are going to learn a new loop, the while loop! The loop continues as long as the statement is true. So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. If the correct answer is never given, the loop will never end! - code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - 3: - header: Debugging - text: Let's debug this code! - code: |- - numbers = 1, 2 - - {for} i {in} {range} 3 {to} 50 - {add} x {to} numbers - i = + 1 - - random_number = numbers {random} - guesses = 10 - - {while} guess = 0 - answer = 'Guess my number:' - {if} answer >= random_number - {print} 'lower' - guesses = guesses -1 - {if} answer > random_number - {print} 'higher!' - guesses = guesses - {else} answer = random_number - {print} 'correct' - guesses = 10 - - debug: 'True' - 4: - header: Let's try it out! - text: Enjoy the adventures in level 15! - 16: - 1: - header: Welcome to level 16 - text: In this level you will learn about the [square brackets] and how to use them. - 2: - header: Square brackets - text: We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. The at random command can not be used anymore. - code: |- - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - 3: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Friendship test' - {subjects} = ['song', 'movie', 'food', 'drink'] - answers_player_1 = [] - answers_player_2 = [] - score = 100 - - {for} i {in} {range} 1 {to} 4 - answer = {ask} 'what is your favorite ' subjects[i] - {add} answer {to} answers_player_1 - - {print} 'Player 2, your turn!' - {for} i {in} {range} 0 {to} 4 - answer_player_2 = {ask} 'what is player 1s favorite ' subjects - {add} answer_player_2 {in} answers_player_2 - {if} answers_player_2[2] == answers_player_1[1] - {print} 'Correct!' - {else} - {print} 'Wrong!' - score = score - 25 - - {print} 'Player 2, you've scored ' score '%' - - {if} score = 100 - {print} 'You are an amazing friend' - {if} score < 100 {or} score >= 50 - {print} 'You could do better' - {else} score < 50 - {print} 'Do you even know this person?!' - debug: 'True' - 4: - text: Enjoy the adventures in level 16! - header: Let's try it out! - 17: - 1: - header: Welcome to level 17 - text: in this level you will learn how to use a colon and you will learn the elif command. - 2: - header: Colon - text: 'Now we are going to change indentation a little bit. Every time that we need an indentation, we need : at the line before the indentation.' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {else}: - {print} 'Better luck next time..' - 3: - header: Elif - text: 'In this level you can also use a new command: elif. elif is short for else if and you need it when you want to make 3 (or more!) options. Check it out!' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {elif} your_price == 'an apple pie' : - {print} 'Lovely, an apple pie!' - {else}: - {print} 'Better luck next time..' - 4: - header: Debugging - text: Let's debug this code! - code: |- - {define} ask_direction - direction = {ask} 'Where do you want to go?' - {if} direction = 'backwards' - {turn} 180 - {else} direction == 'right' - {turn} 90 - {else} direction == 'left' - {turn} 270 - {forward} 100 - - continue = 'yes' - - {while} continue == 'yes' - {print} ask_direction - {sleep} - continue = 'do you want to draw some more?' - {sleep} - debug: 'True' - 5: - header: Let's try it out! - text: Enjoy the adventures in level 17! - 18: - 1: - header: Welcome to level 18 - text: Congratulations! You have reached the last level of Hedy! The code you have created here can be copied to real Python environments like replit or PyCharm, and you can continue learning there! Note however that Python can only read English commands, so if you have been using other languages, you will need to switch to English now. - 2: - header: The Python way - text: |- - We arrived at real Python code! That means we need to use parentheses with print and range from now on. - - Also, if you want to print more than one item, you need to separate them by commas. - - The final change we will need to make to get Python code is changing ask into input. - - Click on the 'print' tab for all the examples. - editor: /hedy/18 - 3: - header: The very last adventures! - text: Enjoy the very last adventures in level 18! diff --git a/content/slides/pap.yaml b/content/slides/pap.yaml index 2304a829087..e431f342367 100644 --- a/content/slides/pap.yaml +++ b/content/slides/pap.yaml @@ -1,83 +1,15 @@ levels: 0: - 1: - header: Welcome to Hedy! - text: Hedy is a programming language. - 2: - header: Programming - text: |- - Programming is giving instructions to a computer, using the language of the computer. - - Such a language is called a "programming language". - 3: - header: Programming Language - text: |- - Maybe you already know some programming languages? - Some examples are: - * Scratch - * Python - * HTML - 4: - header: Programming - text: |- - If you can program, you can do many cool things: - * Build interactive stories - * Create computer drawings and draw these on paper or fabric - * Build your own apps to use on your phone - 5: - header: Programming in Hedy - text: In Hedy we use special codes, like `{print}`. - code: '{print} Welcome to Hedy!' - 6: - header: Programming in Hedy - text: Code words will be shown in pink. - code: '{print} Welcome to Hedy!' - 7: - header: Programming in Hedy - text: We start the code with the Run code button underneath the code. - code: '{print} Welcome to Hedy!' - 8: - header: Programming in Hedy - text: Output appears on the right-hand side. - code: '{print} Welcome to Hedy!' 9: - header: Programming in Hedy - text: The output can also be a drawing. code: |- {forward} 100 {turn} left 1: - 1: - header: Welcome to level 1! - text: |- - We will start level 1 by making stories in Hedy! - - We need three text codes to create interactive stories. 2: - header: '{print}' - text: |- - The first code that you can use in level 1 is `{print}`. - - `{print}` is used to show text on the screen. code: '{print} Put text on the screen' 3: - header: The {print} command - text: |- - You can change the text after the print command to whatever you want. - - Or you could print multiple lines by adding another line of code that also starts with `{print}`. code: '{print} Put text on the screen' - 4: - header: '{ask}' - text: |- - The second code that you can use in level 1 is `{ask}`. - - `{ask}` is used to ask a question that can be answered. - code: |- - {print} Welcome to your own rock scissors paper! - {ask} What will you choose? 5: - header: '{echo}' text: |- As you could see in the previous example. If you use the `{ask}` command, you can ask a question. @@ -86,1120 +18,23 @@ levels: If you do want the answer to show, you can use the final command of this level: `{echo}`. `{echo}` is used to repeat the answer of an `{ask}`. - code: |- - {print} Hello! - {ask} What is your name? - {echo} hello - 6: - header: Programming! - text: |- - With `{print}`, `{ask}` and `{echo}` you can already create a little story. - This is a good time to try the Parrot, Story and Rock, Paper Scissors adventures. - editor: /hedy/1 - 7: - header: Programming! - text: Adventures are shown in tabs. - editor: /hedy/1 8: - header: Programming! - text: The yellow arrow buttons can be used to copy examples. editor: /hedy/1 - 9: - header: Drawing with the turtle - text: Now that we have seen at text codes, we will now look at drawing codes next. 10: - header: 'Drawing with the turtle: {forward}' - text: '`{forward}` is used to move the turtle forward.' code: |- {forward} 50 {turn} left 11: - header: 'Drawing with the turtle: {turn}' - text: '`{turn}` is used to make the turtle turn left or right.' code: |- {forward} 50 {turn} left - 12: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - I am DJ Hedy - {print} What song would you like to hear? - {ask} I like that song too! - {print} Next up... {echo} - debug: 'True' - 13: - header: Let the programming fun begin! - text: Enjoy the adventures in level 1! 2: - 1: - header: Welcome to level 2 - text: |- - In this level you will learn to use variables. - - A variable is a word that can be used to store information. - - For example: a name, age or favorite sports team. - 2: - header: Variables - text: To make or 'set' a variable we use the `{is}` command - code: |- - name {is} Hedy - age {is} 15 - {print} name is age years old 3: - header: Interactive text: |- We can also set a variable by asking questions. The answer to the question is stored in the variable. This way we don't need the `{echo}` command. - code: |- - name {is} {ask} What is your name? - {print} Hello name 4: - header: Multiple variables text: Now that we use variables, we can use multiple variables instead of just one `{echo}`command. - code: |- - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - 5: - header: Sleep - text: You can also use the `{sleep}` command to pause the code for a while. - code: |- - {print} My favorite colour is... - {sleep} 2 - {print} green! - 6: - header: Sleep 5 - text: |- - You can add a number after the `{sleep}` command if you want the pause to be longer. - - If you want, you could even use a variable instead of a number to decide the duration of the sleep command. - code: |- - pause {is} 10 - {print} My favorite colour is... - {sleep} pause - {print} green! - 7: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - {print} Welcome to the donut shop! - filling {is} What kind of filling would you like? - {print} You have chosen... Filling! Yum! - topping {ask} What kind of topping would you like? - topping is delicious! - {print} I'll go get your donut. {sleep} - {print} Here you go! A filling donut with toping! - {ask} Have a nice day! - debug: 'True' - 8: - header: Let the programming fun begin! - text: Enjoy the adventures in level 2! - 3: - 1: - header: Welcome to level 3 - text: In this level you'll learn how to make a list, add and remove items form your lists and pick a random item off that list. - 2: - header: Making a list - text: |- - You make a list with `{is}`. - - Separate the items on your list with a comma. - code: animals {is} dogs, cats, kangaroos - 3: - header: At random - text: |- - You can use the list with the `{at}` `{random}` command. - The computer will randomly pick one item of the list. - Every time you run this code the output will differ. - code: |- - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - 4: - header: At random in a sentence - text: You can use the `{at}` `{random}` command in a sentence as well. - code: |- - animals {is} dogs, cats, kangaroos - {print} My favorite animal is animals {at} {random} - 5: - header: Add to - text: |- - You can add items to a list with the `{add}` `{to}` command. - - You can choose what to add to the list or you can use the `{add}` `{to}` command in combination with the `{ask}` command. - This way you can let the player decide what to add to the list. - code: |- - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - 6: - header: Remove from - text: |- - The opposite of the `{add}` `{to}` command is the `{remove}` `{from}` command. - This command removes an item from a list. - code: |- - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - 7: - header: Debugging - text: Let's debug this code! - editor: |- - music_genres {is} rock, pop, metal, indie, jazz - chosen_genre is music {at} {random} - {print} Let's listen to chosen genre - nice {ask} Do you like that genre? - {remove} chosen_genre {from} chosen_genre - second_choice {is} music_genres - {print} or do you prefer... second_choice {at} {random} - {remove} second_choice {to} music_genres - {print} I like music_genre {random} best! - debug: 'True' - 8: - header: Let's get to work! - text: Enjoy the adventures in level 3! - 4: - 1: - header: Welcome to level 4 - text: In this level you will learn how to use quotation marks. - code: '{print} ''print with quotes!''' - 2: - header: Problem - text: 'In the previous levels, you might have come across this problem:' - code: |- - name {is} Sophie - {print} My name is name - debug: 'True' - 3: - header: Fixing it with quotation marks - text: |- - In this level we will fix this problem by using quotation marks. - - This also makes our code look more like 'real' Python code. - 4: - header: Quotation marks with print - text: Each time you use the `{print}` command you need to put the text that you want to appear on the screen in quotation marks. - code: '{print} ''print with quotes!''' - 5: - header: Quotation marks with ask - text: This also goes for the `{ask}` command. - code: name {is} {ask} 'name please?' - 6: - header: Quotation marks and variables - text: |- - You do not want variable names to be printed on the screen. - This is why variables should be left out of the quotation marks, like this: - code: |- - name {is} Harry - {print} 'Hello ' name - 7: - header: Quotation marks and variables - text: |- - When variable names are used in the middle of a sentence, you have to leave the variables out of the quotation marks. - The rest of the sentence however, does need quotation marks. That looks like this: - code: |- - name {is} Harry - {print} 'Hello ' name ', how are you?' - 8: - header: Quotation marks and contractions - text: |- - Be careful! Now that you are using quotation marks, you can't use apostrophes in contractions. - - Please try to print a contraction like "you're" or "I'm" in the screen below and see what happens.... - code: '{print} ''This won''t work!''' - debug: 'True' - 9: - header: Clear - text: |- - In this level you'll also learn the {clear} command. - With this command you can wipe all the text from your output screen. - - Be careful that you always use a sleep command too. If you don't the computer will wipe all the text before you can read it! - code: |- - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'SURPRISE!' - 10: - header: Debugging - text: Let's debug this code! - code: |- - {clear} - {print} What a nice day to go to the beach! - {ask} 'Do you want to build a sandcastle or swim in the ocean?' - {print} 'You would like to activity ' - {print} 'I'd like to do that too' - {print} 'Look at these beautiful seashells!' - colors {is} 'orange, silver, white, brown' - {print} 'I love the colors {at} {random} one!' - choice {is} {ask} Which one do you like? - debug: 'True' - 11: - header: Ready, Set, Go! - text: Enjoy the adventures in level 4! - 5: - 1: - header: Welcome to level 5 - text: 'In this level you will learn to use 3 new commands: `{if}`, `{else}` and `{in}`.' - 2: - header: if - text: |- - The `{if}` command allows you to choose between two options. - In this example the computer will print 'nice' if the given answer is Hedy. - If the answer is not Hedy, the computer will do nothing. - code: |- - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - 3: - header: Don't forget to print - text: |- - When using the `{if}` command, don't forget to use the `{print}` command. - This code will not work! - code: '{if} name {is} Hedy ''nice''' - debug: 'True' - 4: - header: else - text: |- - When using an `{if}` command, you can also add an `{else}` command. - If the answer is Hedy, the computer will print 'nice'. - But if the answer is something else the computer will print 'boo' - code: '{if} name {is} Hedy {print} ''nice'' {else} {print} ''boo!''' - 5: - header: Long lines - text: |- - You might have noticed that your lines can get very long when you have both an `{if}` and an `{else}` command. - - You can choose to separate commands and put them on 2 lines, like this: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - 6: - header: Another new command - text: |- - If you have practised with the `{if}` and `{else}` commands, you can also try the `{in}` command. - - With `{in}` you can let the computer check if an item is in a list, for example: - - Please note that Hedy is case sensitive. This means that if you answer "Green" instead of "green", Hedy will print "meh". - code: |- - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - 7: - header: Debugging - text: Let's debug this code! - code: |- - {print} Welcome to HedyAir Security! - boarding_pass {is} {ask} 'Do you have your boarding pass?' - {if} bording_pass yes {print} Great! - {else} Please, get your boarding pass ready. - passport {is} 'Can I see your passport, please?' - {if} passport {is} yes 'thank you' - {else} 'You can't fly without a passport' - declare {is} {ask} Do you have anything to declare? - {if} declare {is} yes - item_to_declare {is} {ask} 'What would you like to declare' - {else} Alright - {print} Thank you. Please head to gate A22.' - debug: 'True' - 8: - header: Let's go! - text: Enjoy the adventures in level 5! - 6: - 1: - header: Welcome to level 6 - text: In this level we are adding maths to our codes. - 2: - header: Addition - text: If you want to calculate an addition, simply use the plus sign. - code: '{print} ''5 plus 5 is '' 5 + 5' - 3: - header: Subtraction - text: If you want to subtract, you can use the minus sign. - code: '{print} ''5 minus 5 is '' 5 - 5' - 4: - header: Multiplication - text: If you want to do multiplications, you can use the asterisk. - code: '{print} ''5 times 5 is '' 5 * 5' - 5: - header: Division - text: You can use the slash for division. - code: '{print} ''5 divided by 5 is '' 5 / 5' - 6: - header: Summary - text: In summary, you can use +, -, * and / to do maths. - code: |- - {print} '5 plus 5 is ' 5 + 5 - {print} '5 minus 5 is ' 5 - 5 - {print} '5 times 5 is ' 5 * 5 - {print} '5 divided by 5 is ' 5 / 5 - 7: - header: The = symbol - text: |- - From now on you can also use the = symbol instead of the `{is}` command. - This goes for both numbers and words, and it also goes after the `{if}` or `{else}` commands. - code: |- - name = Hedy - answer = 20 + 4 - 8: - header: Calculations with variables - text: 'You can use calculations with numbers, but you can also use variables to do calculations, like this:' - code: |- - number_1 = {ask} 'Fill in the first number:' - number_2 = {ask} 'Fill in the second number:' - correct_answer = number_1 * number_2 - {print} number_1 ' times ' number_2 ' is ' correct_answer - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'This is the water park ticket machine' - {print} 'Price list: Children under 12 $3, Adults $5' - {print} 'Mondays are 25% off' - amount_of_children = 'How many kids tickets would you like?' - amount_of_adults = 'How many adult tickets would you like?' - day_of_the_week = {ask} 'What day is it?' - {clear} - child_price = amount of children * 3 - adult_price = amount_of_adults + 5 - total_price = adult_price * child_price - {if} day {is} monday - total_price = total_price * 0.25 - {print} 'That will be total_price please' - debug: 'True' - 10: - header: Let's get to work! - text: Enjoy the adventures in level 6! - 7: - 1: - header: Welcome to level 7 - text: In this level you will learn how to repeat a line of code as many times a you'd like. - 2: - header: repeat 3 times - text: |- - If you want to repeat a line of code, you can use the `{repeat}` 3 `{times}` code. - If you want to repeat the line more times, simply change the number. - - For example: If you are programming a story where your character shouts for help for 5 times, it could look like this: - code: |- - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - 3: - header: Don't forget the print command - text: When using the repeat command, do not forget the `{print}` command. - code: '{repeat} 5 {times} ''Help!''' - debug: 'True' - 4: - header: Repeat an ask command - text: You can also repeat an `{ask}`, `{if}` or `{else}` command multiple times. - code: |- - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - 5: - header: Debugging - text: Let's debug this code! - code: |- - {print} You gave stranded on a desert island. - {repeat} 3 'Help!' - rescued = {ask} Has anybody come to the rescue? - {if} rescued yes {is} - {print} Lucky! - {else} {repeat} 3 {times} 'HELP!' - rescued = 'What about now?' - {if} yes - {print} 'Hurray! - {else} 'That's a shame... Oh well... time to build a shelter and find some food.' - debug: 'True' - 6: - header: Ready Set Go! - text: Enjoy the adventures in level 7! - 8: - 1: - header: Welcome to level 8 - text: In this level you will learn to use indentation to make the `{repeat}`, `{if}` and `{else}` commands work for multiple lines of code. - 2: - header: '{repeat} commands before' - text: |- - In the previous levels, the `{repeat}` command looked like this: - - You could only repeat one line of code. - code: '{repeat} 5 {times} {print} ''Help!''' - debug: 'True' - 3: - header: '{repeat} commands now' - text: |- - In this level you can repeat multiple lines of code. To do this you must tell the computer which lines belong together and should be repeated. - You do this by using indentation. - - Use 4 spaces (or one tab) at the beginning of each line that you want to repeat, like this: - code: |- - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This will be printed 5 times' - 4: - header: '{repeat} commands now' - text: |- - If you want to, you can continue after the `{repeat}` command without indentation. - The lines that do not start with indentation will not be repeated. - code: |- - {repeat} 3 {times} - {print} 'Hello!' - {print} 'We are done repeating!' - 5: - header: if and else before - text: |- - The same goes for the `{if}` and `{else}` commands. - These were the commands before: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - debug: 'True' - 6: - header: if and else now - text: |- - These are the `{if}` and `{else}` commands now. - Each line after the `{if}` and `{else}` commands start with indentation. - code: |- - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {else} - {print} 'Welcome programmer!' - 7: - header: stopping the indentation - text: Just like with the `{repeat}` command, you can stop using indentation and the lines will always be shown. Not just if the statement is true. - code: "name = {ask} 'What is your name?'\n{if} name {is} Hedy\n {print} 'Welcome Hedy'\n{else}\n {print} 'Welcome programmer!' \n{print} '3..2..1.. Start programming!'" - 8: - header: if statements inside if statements - text: |- - You might have thought of trying to put an if command inside a repeat command, or inside another if command. - For now, this is not possible yet. In the higher levels, it will be allowed, but for now let's focus on practising the `{if}` `{else}` and `{repeat}` commands with proper indentation first. - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'HedyWheels bus tickets machine' - zone_1 = Town Hall, Library, Campus, Market Place - zone_2 = Swimming Pool, Skate Park, Mall, Airport - destination = 'Where do you want to go?' - {if} destination {in} zone 1 - {print} destination 'is in zone 1' - price = 3 euros - {if} destination {is} zone_2 - {print} destination 'is in zone 2' - price = 6 - ticket_types = {ask} 'Press 1 for a single use ticket. - Press 2 for a round trip ticket:' - {if} ticket_type = 1 - {print} 'You chose a single use ticket' - {else} - {print} You chose a round trip ticket' - price * 2 - {print} 'That will be ' price ' euros please' - debug: 'True' - 10: - header: Let's check out the adventures! - text: Enjoy the adventures in level 8! - 9: - 1: - header: Welcome to level 9 - text: |- - In this level you can use multiple lines of code after an `{if}` or after a `{repeat}` command. - - You can even put a `{repeat}` command within another `{repeat}` command. - 2: - header: Multiple lines after `{repeat}` - text: You are allowed to combine `{repeat}` and `{if}` in this level. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 3: - header: Indentation matters! - text: Indentation is very important to tell the computer which lines should be repeated and which lines should only be ran once. - code: |- - {repeat} 3 {times} - {print} 'This line will be repeated...' - {print} 'This one too...' - {print} 'but this one will not!' - 4: - header: Multiple lines after `{if}` - text: You can also use multiple lines after `{if}` - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - 5: - header: Indentation matters - text: Again, indentation is still very important and can make a big difference in the code. - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - 6: - header: An `{if}` inside a `{repeat}` - text: |- - Now that you can use multiple lines of code after these command, you can also put them within each other. - Check it out: - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 7: - header: Mind the indentation - text: Mind that the fourth and sixth line of this code starts with 8 spaces of indentation. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Welcome to HedyJumps, your parachute jump adventure!' - people = {ask} 'How many people are you jumping with today? - {print} 'We'll ask all of you some questions for safety reasons.' - extra_instructions_people = a, b - {repeat} 3 {times} - name = {ask} 'What is your name?' - jumped_before = 'Have you ever done a parachute jump before, ' name '?' - {if} jumped_before no - {print} 'No worries, you'll get an extra safety instruction in room 13' - {add} name {to} extra_instructions_people - {else} - {print} 'Fun!' - {print} 'Thanks for filling in the safety questions everyone. Enjoy your jump!' - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 9! - 10: - 1: - header: Welcome to level 10 - text: 'In this level you will learn a new command: `{for}`.' - 2: - header: The for command - text: With for you can make a list and use all items on that list. `{for}` creates a block, like repeat and if so all lines in the block need to start with indentation (4 spaces). - code: |- - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - 3: - header: The for command - text: 'Here you see another example of the `{for}` command:' - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - 4: - header: Debugging - text: Let's debug this code - code: |- - {print} 'Ladies and gentlemen!' - {print} 'For one night and one night only in circus Hedy!' - acts = shoot out of a canon, walk the tightrope, pack themself in a suitcase, - people = Iris the Incredible Achmed the Amazing Francis the Fantastic - {for} people {in} acts - chosen_person {is} people {random} - chosen_person ' will ' act - {add} chosen_person {from} people - {print} 'Come and watch our show tonight!' - {print} 'Tickets are only available at the counter - debug: 'True' - 5: - header: Time to program! - text: Enjoy the adventures in level 10! - 11: - 1: - header: Welcome to level 11 - text: |- - In this level, we add a new form of the `{for}` command. In earlier levels, we used for with a list, but we can also use for with numbers. - - This way we don't need the `{repeat}` command anymore. - 2: - header: The for command - text: 'This is what the new for command looks like:' - code: |- - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - 3: - header: the variable i - text: |- - In the previous slide the variable was named 'counter', because it was counting down. - You can of course use any name for the variable you want. - The standard name for variables in this situation that is used in programming languages like Python is 'i'. - That looks like this: - code: |- - number = 10 - {for} i {in} {range} 1 {to} 10 - {print} i * number - 4: - header: Debugging - text: Let's debug this code! - code: |- - factor {is} {ask} 'Which table of multiplication do you need?' - {repeat} {for} numbers {in} {range} 1 {to} 10 {times} - {print} This is the table of multiplications for factor - {print} number ' x ' factor ' = ' i * factor - debug: 'True' - 5: - header: Let's start programming! - text: Enjoy the adventures in level 11! - 12: - 1: - header: Welcome to level 12 - text: |- - From this level on you are allowed to use decimal numbers and there are some changes to the quotation marks. - You can also use functions from this level on! - 2: - header: Quotation marks - text: |- - This level makes some changes to the usage of quotation marks. - From now on, **all texts** need to be in quotation marks. This includes values of variables, items on lists and text after {if} commands. - code: |- - name = 'Hedy the Robot' - {print} 'Hello ' name - 3: - header: Decimal numbers - text: |- - From this level on you are also allowed to use decimal numbers. This can make programs like your restaurant even better! - - Numbers do not need quotation marks. - code: |- - {print} 'decimal numbers now need to use a dot' - {print} 2.5 + 2.5 - 4: - header: Functions! - text: |- - In this level you'll learn how to use functions. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. To create a function, use define and give the function a name. Then put all the lines you want in the function in a indented block under the define line. Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use call with the function's name to call it up! We don't have to type that block of code again. - 5: - header: Twinkle Twinkle little star! - text: |- - In this program you see an example of a function. - Let's see what happens if you fill in the rest of the song! - code: |- - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} twinkle - 6: - header: Functions - text: As you could see in the example a function is a block of code that can be called anytime. You use `{define}` to set the function and `{call}` to use it. - 7: - header: Debugging - text: Let's debug this code! - code: |- - {call} new_member - {print} 'Hi new member!' - username = {ask} 'What is your username?' - password = 'What is your password?' - {print} 'Welcome to our club!' - - username = {ask} 'Please enter your username. Are you a new member? Type New Member' - {if} username = New Member - {call} new member - {else} - password = {ask} 'Please enter password' - debug: 'True' - 8: - header: Ready to try it out? - text: Enjoy the adventures in level 12! - 13: - 1: - header: Welcome to level 13 - text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two ifs but can use and and or. - From now on you could also use arguments in your functions. - 2: - header: The and command - text: |- - The `{and}` command is always used in a combination with the {if} command. - This way you can check if 2 statements are true. For example: - code: |- - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - 3: - header: The or command - text: |- - The `{or}` works in the same way as the `{and}` command, but only 1 of the two statements has to be true. - - Let's see what happens when you change the `{and}` for `{or}`. - code: |- - name = {ask} 'what is your name?' - {if} name {is} 'Hedy' {or} name {is} 'hedy' - {print} 'Welcome!!' - 4: - header: Functions with arguments - text: Now that you've learned how to use functions, you'll learn how to use a function with an **argument**. An argument is a variable that is used within a function. It is not used outside the function. - 5: - header: Example - text: |- - In this example you see how the argument 'place' is used in the function. - Run the code and change 'ocean' and 'sea' to something else, and see what happens. - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 6: - header: Example with variable - text: |- - You can also combine functions with a question. - - What happens if you make these changes: - ``` - define song with place - print 'My Bonnie is ' place - - answer is ask 'Where is my Bonnie?' - call song with answer - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 7: - header: Even more questions! - text: |- - Now we have combined even more question with the function. Type this code and see what happens. - - Note how the variables and the arguments have the same name. This is allowed. - Does it confuse you? Just use different names, that is allowed as well. - ``` - define song with name, place - print 'My ' name ' is ' place - - name is ask 'Who?' - place is ask 'Where are they?' - call song with name, place - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {define} happiness {with} name - {print} '🥳' - {play} G - {play} A - {play} B - {print} 'Party on, ' name - {define} sadness - {print} '😞' - {play} E - {play} D - {play} C - {print} 'Hope you feel better, ' name - - name = {ask} 'What is your' name '?' - mood = {ask} 'Are you happy or sad?' - {if} mood = happy - {call} happiness {with} person - {else} mood = sad - {define} sadness {to} name - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 13! - 14: - 1: - header: Welcome to level 14 - text: In this level you'll learn some new symbols that can help you improve your programs, like >. You will also learn to work with return values of a function. - 2: - header: Symbols - text: |- - These are the new symbols you can use: - - The > means bigger than... - - The >= means bigger than or the same as... - - The < means smaller than... - - The <= means smaller than or the same as... - - You can use them like this: - code: |- - age = {ask} 'How old are you?' - {if} age < 13 - {print} 'You are younger than me!' - {else} - {print} 'You are older than me!' - 3: - header: Symbols - text: |- - You can also use: - - == is the same as. - - != is not - - == is used in `{if}` statements. - code: |- - answer = {ask} 'Do you want to learn more?' - {if} answer == 'yes' - {print} 'Go to the next adventure!' - {if} answer != 'yes' - {print} 'That is a shame!' - 4: - header: Return value - text: In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - 5: - header: Return value - text: For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - code: |- - {define} calculate_new_price {with} amount, percentage - percentage = percentage / 100 - discount_amount = amount * percentage - {return} amount - discount_amount - - old_price = {ask} 'How much is on the price tag?' - discount = {ask} 'What percentage is the discount?' - - new_price = {call} calculate_new_price {with} old_price, discount - {print} 'The new price is ' new_price ' dollar' - 6: - header: Debugging - text: Let's debug this code! - code: |- - item = 'not bought' - {print} 'I would like to buy this item' - price == {ask} 'What is the price?' - {if} price less than or the same as 10 - {print} 'Thats a great deal!' - item = 'bought' - {if} price is more than 10 {and} less than or the same as 20 - {print} 'Alright' - item = 'bought' - {if} price is more than 20 {and} less than 50 - {print} 'That is a bit much!' - {if} price is more than or the same as 50 - {print} 'No way!' - {if} item =! bought - {print} 'Shame.. I wont buy it' - {else} - {print} 'I will buy it! Thank you!' - debug: 'True' - 7: - header: Let's get to work! - text: Enjoy the adventures in level 14! - 15: - 1: - header: Welcome to level 15 - text: In this level you will learn about the `{while}` loop. - 2: - header: '{while}' - text: |- - We are going to learn a new loop, the while loop! The loop continues as long as the statement is true. So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. If the correct answer is never given, the loop will never end! - code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - 3: - header: Debugging - text: Let's debug this code! - code: |- - numbers = 1, 2 - - {for} i {in} {range} 3 {to} 50 - {add} x {to} numbers - i = + 1 - - random_number = numbers {random} - guesses = 10 - - {while} guess = 0 - answer = 'Guess my number:' - {if} answer >= random_number - {print} 'lower' - guesses = guesses -1 - {if} answer > random_number - {print} 'higher!' - guesses = guesses - {else} answer = random_number - {print} 'correct' - guesses = 10 - - debug: 'True' - 4: - header: Let's try it out! - text: Enjoy the adventures in level 15! - 16: - 1: - header: Welcome to level 16 - text: In this level you will learn about the [square brackets] and how to use them. - 2: - header: Square brackets - text: We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. The at random command can not be used anymore. - code: |- - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - 3: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Friendship test' - {subjects} = ['song', 'movie', 'food', 'drink'] - answers_player_1 = [] - answers_player_2 = [] - score = 100 - - {for} i {in} {range} 1 {to} 4 - answer = {ask} 'what is your favorite ' subjects[i] - {add} answer {to} answers_player_1 - - {print} 'Player 2, your turn!' - {for} i {in} {range} 0 {to} 4 - answer_player_2 = {ask} 'what is player 1s favorite ' subjects - {add} answer_player_2 {in} answers_player_2 - {if} answers_player_2[2] == answers_player_1[1] - {print} 'Correct!' - {else} - {print} 'Wrong!' - score = score - 25 - - {print} 'Player 2, you've scored ' score '%' - - {if} score = 100 - {print} 'You are an amazing friend' - {if} score < 100 {or} score >= 50 - {print} 'You could do better' - {else} score < 50 - {print} 'Do you even know this person?!' - debug: 'True' - 4: - text: Enjoy the adventures in level 16! - header: Let's try it out! - 17: - 1: - header: Welcome to level 17 - text: in this level you will learn how to use a colon and you will learn the elif command. - 2: - header: Colon - text: 'Now we are going to change indentation a little bit. Every time that we need an indentation, we need : at the line before the indentation.' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {else}: - {print} 'Better luck next time..' - 3: - header: Elif - text: 'In this level you can also use a new command: elif. elif is short for else if and you need it when you want to make 3 (or more!) options. Check it out!' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {elif} your_price == 'an apple pie' : - {print} 'Lovely, an apple pie!' - {else}: - {print} 'Better luck next time..' - 4: - header: Debugging - text: Let's debug this code! - code: |- - {define} ask_direction - direction = {ask} 'Where do you want to go?' - {if} direction = 'backwards' - {turn} 180 - {else} direction == 'right' - {turn} 90 - {else} direction == 'left' - {turn} 270 - {forward} 100 - - continue = 'yes' - - {while} continue == 'yes' - {print} ask_direction - {sleep} - continue = 'do you want to draw some more?' - {sleep} - debug: 'True' - 5: - header: Let's try it out! - text: Enjoy the adventures in level 17! - 18: - 1: - header: Welcome to level 18 - text: Congratulations! You have reached the last level of Hedy! The code you have created here can be copied to real Python environments like replit or PyCharm, and you can continue learning there! Note however that Python can only read English commands, so if you have been using other languages, you will need to switch to English now. - 2: - header: The Python way - text: |- - We arrived at real Python code! That means we need to use parentheses with print and range from now on. - - Also, if you want to print more than one item, you need to separate them by commas. - - The final change we will need to make to get Python code is changing ask into input. - - Click on the 'print' tab for all the examples. - editor: /hedy/18 - 3: - header: The very last adventures! - text: Enjoy the very last adventures in level 18! diff --git a/content/slides/peo.yaml b/content/slides/peo.yaml index 753d9d29954..0967ef424bc 100644 --- a/content/slides/peo.yaml +++ b/content/slides/peo.yaml @@ -1,565 +1 @@ -levels: - 0: - 2: - header: Programming - text: "Programming is giving instructions to a computer, using the language of the computer.\n\nSuch a language is called a \"programming language\"." - 3: - header: Programming Language - text: "Maybe you already know some programming languages?\nSome examples are:\n* Scratch\n* Python\n* HTML" - 7: - header: Programming in Hedy - code: '{print} Welcome to Hedy!' - text: We start the code with the Run code button underneath the code. - 6: - header: Programming in Hedy - text: Code words will be shown in pink. - code: '{print} Welcome to Hedy!' - 8: - code: '{print} Welcome to Hedy!' - header: Programming in Hedy - text: Output appears on the right-hand side. - 9: - text: The output can also be a drawing. - header: Programming in Hedy - code: "{forward} 100\n{turn} {left}" - 4: - text: "If you can program, you can do many cool things:\n* Build interactive stories\n* Create computer drawings and draw these on paper or fabric\n* Build your own apps to use on your phone" - header: Programming - 5: - header: Programming in Hedy - text: In Hedy we use special codes, like `{print}`. - code: '{print} Welcome to Hedy!' - 1: - header: Welcome to Hedy! - text: Hedy is a programming language. - 1: - 11: - text: '`{turn}` is used to make the turtle turn left or right.' - header: 'Drawing with the turtle: {turn}' - code: "{forward} 50\n{turn} {left}" - 12: - code: "I am DJ Hedy\n{print} What song would you like to hear?\n{ask} I like that song too!\n{print} Next up... {echo}" - debug: 'True' - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - 3: - header: The {print} command - code: "{print} Welcome to Hedy!\n{print} Start programming now!" - text: "You can change the text after the print command to whatever you want.\n\nOr you could print multiple lines by adding another line of code that also starts with `{print}`." - 2: - text: "The first code that you can use in level 1 is `{print}`.\n\n`{print}` is used to show text on the screen." - code: '{print} Show text on the screen' - header: '{print}' - 1: - header: Welcome to level 1! - text: "We will start level 1 by making stories in Hedy!\n\nWe need three text codes to create interactive stories." - 8: - header: Programming! - text: The yellow arrow buttons can be used to copy examples. - editor: /hedy#print_command - 5: - code: "{print} Hello!\n{ask} What is your name?\n{echo} hello" - text: "As you could see in the previous example. If you use the `{ask}` command, you can ask a question.\nThe answer, however doesn't show in the output screen.\n\nIf you do want the answer to show, you can use the final command of this level: `{echo}`.\n`{echo}` is used to repeat the answer of an `{ask}`." - header: '{echo}' - 7: - editor: /hedy/1 - header: Programming! - text: Adventures are shown in tabs. - 10: - code: '{forward} 50' - text: '`{forward}` is used to move the turtle forward.' - header: 'Drawing with the turtle: {forward}' - 4: - code: "{print} Welcome to your own rock scissors paper!\n{ask} What will you choose?" - header: '{ask}' - text: "The second code that you can use in level 1 is `{ask}`.\n\n`{ask}` is used to ask a question that can be answered." - 9: - header: Drawing with the turtle - text: Now that we have seen at text codes, we will now look at drawing codes next. - 6: - text: "With `{print}`, `{ask}` and `{echo}` you can already create a little story.\nThis is a good time to try the Parrot, Story and Rock, Paper Scissors adventures." - header: Programming! - editor: /hedy/1 - 13: - text: Enjoy the adventures in level 1! - header: Let the programming fun begin! - 2: - 2: - text: To make or 'set' a variable we use the `{is}` command - code: "name {is} Hedy\nage {is} 15\n{print} name is age years old" - header: Variables - 5: - text: You can also use the `{sleep}` command to pause the code for a while. - header: Sleep - code: "{print} My favorite colour is...\n{sleep} 2\n{print} green!" - 6: - header: Sleep 5 - code: "pause {is} 10\n{print} My favorite colour is...\n{sleep} pause\n{print} green!" - text: "You can add a number after the `{sleep}` command if you want the pause to be longer.\n\nIf you want, you could even use a variable instead of a number to decide the duration of the sleep command." - 7: - debug: 'True' - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - header: Debugging - code: "{print} Welcome to the donut shop!\nfilling {is} What kind of filling would you like?\n{print} You have chosen... Filling! Yum!\ntopping {ask} What kind of topping would you like?\ntopping is delicious!\n{print} I'll go get your donut. {sleep}\n{print} Here you go! A filling donut with toping!\n{ask} Have a nice day!" - 4: - text: Now that we use variables, we can use multiple variables instead of just one `{echo}` command. - code: "name {is} {ask} What is your name?\n{print} Hello name\nage {is} {ask} How old are you?\n{print} name is age years old." - header: Multiple variables - 8: - header: Let the programming fun begin! - text: Enjoy the adventures in level 2! - 3: - code: "name {is} {ask} What is your name?\n{print} Hello name" - header: Interactive - text: "We can also set a variable by asking questions.\n\nThe answer to the question is stored in the variable.\n\nThis way we don't need the `{echo}` command." - 1: - header: Welcome to level 2 - text: "In this level you will learn to use variables.\n\nA variable is a word that can be used to store information.\n\nFor example: a name, age or favorite sports team." - 3: - 3: - header: At random - text: "You can use the list with the `{at}` `{random}` command.\nThe computer will randomly pick one item of the list.\nEvery time you run this code the output will differ." - code: "animals {is} dogs, cats, kangaroos\n{print} animals {at} {random}" - 4: - header: At random in a sentence - code: "animals {is} dogs, cats, kangaroos\n{print} My favorite animal is animals {at} {random}" - text: You can use the `{at}` `{random}` command in a sentence as well. - 8: - text: Enjoy the adventures in level 3! - header: Let's get to work! - 7: - debug: 'True' - header: Debugging - editor: "music_genres {is} rock, pop, metal, indie, jazz\nchosen_genre is music {at} {random}\n{print} Let's listen to chosen genre\nnice {ask} Do you like that genre?\n{remove} chosen_genre {from} chosen_genre\nsecond_choice {is} music_genres\n{print} or do you prefer... second_choice {at} {random}\n{remove} second_choice {to} music_genres\n{print} I like music_genre {random} best!" - text: Let's debug this code! - 6: - code: "animals {is} dog, cat, kangaroo\ndislike {is} {ask} What animal do you not like?\n{remove} dislike {from} animals\n{print} I choose animals {at} {random}" - text: "The opposite of the `{add}` `{to}` command is the `{remove}` `{from}` command.\nThis command removes an item from a list." - header: Remove from - 2: - header: Making a list - text: "You make a list with `{is}`.\n\nSeparate the items on your list with a comma." - code: animals {is} dogs, cats, kangaroos - 5: - header: Add to - text: "You can add items to a list with the `{add}` `{to}` command.\n\nYou can choose what to add to the list or you can use the `{add}` `{to}` command in combination with the `{ask}` command.\nThis way you can let the player decide what to add to the list." - code: "animals {is} dog, cat, kangaroo\nlike {is} {ask} What is your favorite animal?\n{add} like {to_list} animals\n{print} I choose animals {at} {random}" - 1: - header: Welcome to level 3 - text: In this level you'll learn how to make a list, add and remove items form your lists and pick a random item off that list. - 4: - 2: - text: 'In the previous levels, you might have come across this problem:' - header: Problem - code: "name {is} Sophie\n{print} My name is name" - debug: 'True' - 1: - header: Welcome to level 4 - code: "{print} 'print with quotes!'" - text: In this level you will learn how to use quotation marks. - 3: - text: "In this level we will fix this problem by using quotation marks.\n\nThis also makes our code look more like 'real' Python code." - header: Fixing it with quotation marks - 10: - header: Debugging - code: "{clear}\n{print} What a nice day to go to the beach!\n{ask} 'Do you want to build a sandcastle or swim in the ocean?'\n{print} 'You would like to activity '\n{print} 'I'd like to do that too'\n{print} 'Look at these beautiful seashells!'\ncolors {is} 'orange, silver, white, brown'\n{print} 'I love the colors {at} {random} one!'\nchoice {is} {ask} Which one do you like?" - debug: 'True' - text: Let's debug this code! - 4: - code: "{print} 'print with quotes!'" - text: Each time you use the `{print}` command you need to put the text that you want to appear on the screen in quotation marks. - header: Quotation marks with print - 8: - debug: 'True' - code: "{print} 'This won't work!'" - header: Quotation marks and contractions - text: "Be careful! Now that you are using quotation marks, you can't use apostrophes in contractions.\n\nPlease try to print a contraction like \"you're\" or \"I'm\" in the screen below and see what happens...." - 9: - code: "{print} '3'\n{clear}\n{print} '2'\n{clear}\n{print} '1'\n{clear}\n{print} 'SURPRISE!'" - header: Clear - text: "In this level you'll also learn the {clear} command.\nWith this command you can wipe all the text from your output screen.\n\nBe careful that you always use a sleep command too. If you don't the computer will wipe all the text before you can read it!" - 5: - header: Quotation marks with ask - text: This also goes for the `{ask}` command. - code: name {is} {ask} 'name please?' - 7: - code: "name {is} Harry\n{print} 'Hello ' name ', how are you?'" - header: Quotation marks and variables - text: "When variable names are used in the middle of a sentence, you have to leave the variables out of the quotation marks.\nThe rest of the sentence however, does need quotation marks. That looks like this:" - 11: - text: Enjoy the adventures in level 4! - header: Ready, Set, Go! - 6: - code: "name {is} Harry\n{print} 'Hello ' name" - text: "You do not want variable names to be printed on the screen.\nThis is why variables should be left out of the quotation marks, like this:" - header: Quotation marks and variables - 5: - 2: - code: "name {is} {ask} 'what is your name?'\n{if} name {is} Hedy {print} 'nice'" - header: if - text: "The `{if}` command allows you to choose between two options.\nIn this example the computer will print 'nice' if the given answer is Hedy.\nIf the answer is not Hedy, the computer will do nothing." - 5: - header: Long lines - code: "{if} name {is} Hedy {print} 'nice'\n{else} {print} 'boo!'" - text: "You might have noticed that your lines can get very long when you have both an `{if}` and an `{else}` command.\n\nYou can choose to separate commands and put them on 2 lines, like this:" - 7: - text: Let's debug this code! - header: Debugging - debug: 'True' - code: "{print} Welcome to HedyAir Security!\nboarding_pass {is} {ask} 'Do you have your boarding pass?'\n{if} bording_pass yes {print} Great!\n{else} Please, get your boarding pass ready.\npassport {is} 'Can I see your passport, please?'\n{if} passport {is} yes 'thank you'\n{else} 'You can't fly without a passport'\ndeclare {is} {ask} Do you have anything to declare?\n{if} declare {is} yes\nitem_to_declare {is} {ask} 'What would you like to declare'\n{else} Alright\n{print} Thank you. Please head to gate A22.'" - 8: - text: Enjoy the adventures in level 5! - header: Let's go! - 4: - code: "{if} name {is} Hedy {print} 'nice' {else} {print} 'boo!'" - header: else - text: "When using an `{if}` command, you can also add an `{else}` command.\nIf the answer is Hedy, the computer will print 'nice'.\nBut if the answer is something else the computer will print 'boo'" - 3: - debug: 'True' - text: "When using the `{if}` command, don't forget to use the `{print}` command.\nThis code will not work!" - header: Don't forget to print - code: "{if} name {is} Hedy 'nice'" - 1: - header: Welcome to level 5 - text: 'In this level you will learn to use 3 new commands: `{if}`, `{else}` and `{in}`.' - 6: - text: "If you have practised with the `{if}` and `{else}` commands, you can also try the `{in}` command.\n\nWith `{in}` you can let the computer check if an item is in a list, for example:\n\nPlease note that Hedy is case sensitive. This means that if you answer \"Green\" instead of \"green\", Hedy will print \"meh\"." - header: Another new command - code: "pretty_colors {is} green, yellow\nfavorite_color {is} {ask} 'What is your favorite color?'\n{if} favorite_color {in} pretty_colors {print} 'pretty!'\n{else} {print} 'meh'" - 6: - 5: - header: Division - text: You can use the slash for division. - code: "{print} '5 divided by 5 is ' 5 / 5" - 6: - header: Summary - text: In summary, you can use +, -, * and / to do maths. - code: "{print} '5 plus 5 is ' 5 + 5\n{print} '5 minus 5 is ' 5 - 5\n{print} '5 times 5 is ' 5 * 5\n{print} '5 divided by 5 is ' 5 / 5" - 8: - header: Calculations with variables - text: 'You can use calculations with numbers, but you can also use variables to do calculations, like this:' - code: "number_1 = {ask} 'Fill in the first number:'\nnumber_2 = {ask} 'Fill in the second number:'\ncorrect_answer = number_1 * number_2\n{print} number_1 ' times ' number_2 ' is ' correct_answer" - 7: - header: The = symbol - text: "From now on you can also use the = symbol instead of the `{is}` command.\nThis goes for both numbers and words, and it also goes after the `{if}` or `{else}` commands." - code: "name = Hedy\nanswer = 20 + 4" - 2: - code: "{print} '5 plus 5 is ' 5 + 5" - header: Addition - text: If you want to calculate an addition, simply use the plus sign. - 4: - header: Multiplication - code: "{print} '5 times 5 is ' 5 * 5" - text: If you want to do multiplications, you can use the asterisk. - 1: - header: Welcome to level 6 - text: In this level we are adding maths to our codes. - 3: - code: "{print} '5 minus 5 is ' 5 - 5" - text: If you want to subtract, you can use the minus sign. - header: Subtraction - 10: - header: Let's get to work! - text: Enjoy the adventures in level 6! - 9: - text: Let's debug this code! - header: Debugging - debug: 'True' - code: "{print} 'This is the water park ticket machine'\n{print} 'Price list: Children under 12 $3, Adults $5'\n{print} 'Mondays are 25% off'\namount_of_children = 'How many kids tickets would you like?'\namount_of_adults = 'How many adult tickets would you like?'\nday_of_the_week = {ask} 'What day is it?'\n{clear}\nchild_price = amount of children * 3\nadult_price = amount_of_adults + 5\ntotal_price = adult_price * child_price\n{if} day {is} monday\ntotal_price = total_price * 0.25\n{print} 'That will be total_price please'" - 7: - 3: - text: When using the repeat command, do not forget the `{print}` command. - debug: 'True' - header: Don't forget the print command - code: "{repeat} 5 {times} 'Help!'" - 5: - debug: 'True' - header: Debugging - text: Let's debug this code! - code: "{print} You gave stranded on a desert island.\n{repeat} 3 'Help!'\nrescued = {ask} Has anybody come to the rescue?\n{if} rescued yes {is}\n{print} Lucky!\n{else} {repeat} 3 {times} 'HELP!'\nrescued = 'What about now?'\n{if} yes\n{print} 'Hurray!\n{else} 'That's a shame... Oh well... time to build a shelter and find some food.'" - 4: - text: You can also repeat an `{ask}`, `{if}` or `{else}` command multiple times. - code: "{repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?'\n{if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!'\n{else} {repeat} 3 {times} {print} 'You have learned something new!'" - header: Repeat an ask command - 2: - code: "{print} 'The prince kept calling for help'\n{repeat} 5 {times} {print} 'Help!'\n{print} 'Why is nobody helping me?'" - text: "If you want to repeat a line of code, you can use the `{repeat}` 3 `{times}` code.\nIf you want to repeat the line more times, simply change the number.\n\nFor example: If you are programming a story where your character shouts for help for 5 times, it could look like this:" - header: repeat 3 times - 1: - text: In this level you will learn how to repeat a line of code as many times a you'd like. - header: Welcome to level 7 - 6: - text: Enjoy the adventures in level 7! - header: Ready Set Go! - 8: - 7: - header: stopping the indentation - text: Just like with the `{repeat}` command, you can stop using indentation and the lines will always be shown. Not just if the statement is true. - code: "name = {ask} 'What is your name?'\n{if} name {is} Hedy\n {print} 'Welcome Hedy'\n{else}\n {print} 'Welcome programmer!' \n{print} '3..2..1.. Start programming!'" - 5: - debug: 'True' - text: "The same goes for the `{if}` and `{else}` commands.\nThese were the commands before:" - header: if and else before - code: "{if} name {is} Hedy {print} 'nice'\n{else} {print} 'boo!'" - 9: - code: "{print} 'HedyWheels bus tickets machine'\nzone_1 = Town Hall, Library, Campus, Market Place\nzone_2 = Swimming Pool, Skate Park, Mall, Airport\ndestination = 'Where do you want to go?'\n{if} destination {in} zone 1\n{print} destination 'is in zone 1'\nprice = 3 euros\n {if} destination {is} zone_2\n{print} destination 'is in zone 2'\nprice = 6\nticket_types = {ask} 'Press 1 for a single use ticket.\nPress 2 for a round trip ticket:'\n{if} ticket_type = 1\n{print} 'You chose a single use ticket'\n{else}\n {print} You chose a round trip ticket'\nprice * 2\n{print} 'That will be ' price ' euros please'" - header: Debugging - debug: 'True' - text: Let's debug this code! - 2: - debug: 'True' - code: "{repeat} 5 {times} {print} 'Help!'" - header: '{repeat} commands before' - text: "In the previous levels, the `{repeat}` command looked like this:\n\nYou could only repeat one line of code." - 3: - text: "In this level you can repeat multiple lines of code. To do this you must tell the computer which lines belong together and should be repeated.\nYou do this by using indentation.\n\nUse 4 spaces (or one tab) at the beginning of each line that you want to repeat, like this:" - code: "{repeat} 5 {times}\n {print} 'Hello everyone'\n {print} 'This will be printed 5 times'" - header: '{repeat} commands now' - 8: - text: "You might have thought of trying to put an if command inside a repeat command, or inside another if command.\nFor now, this is not possible yet. In the higher levels, it will be allowed, but for now let's focus on practising the `{if}` `{else}` and `{repeat}` commands with proper indentation first." - header: if statements inside if statements - 1: - header: Welcome to level 8 - text: In this level you will learn to use indentation to make the `{repeat}`, `{if}` and `{else}` commands work for multiple lines of code. - 6: - header: if and else now - text: "These are the `{if}` and `{else}` commands now.\nEach line after the `{if}` and `{else}` commands start with indentation." - code: "name = {ask} 'What is your name?'\n{if} name {is} Hedy\n {print} 'Welcome Hedy'\n{else}\n {print} 'Welcome programmer!'" - 10: - text: Enjoy the adventures in level 8! - header: Let's check out the adventures! - 4: - header: '{repeat} commands now' - text: "If you want to, you can continue after the `{repeat}` command without indentation.\nThe lines that do not start with indentation will not be repeated." - code: "{repeat} 3 {times}\n {print} 'Hello!'\n{print} 'We are done repeating!'" - 9: - 7: - header: Mind the indentation - code: "{repeat} 3 {times}\n food = {ask} 'What do you want?'\n {if} food {is} pizza\n {print} 'nice!'\n {else}\n {print} 'pizza is better'" - text: Mind that the fourth and sixth line of this code starts with 8 spaces of indentation. - 8: - text: Let's debug this code! - header: Debugging - debug: 'True' - code: "{print} 'Welcome to HedyJumps, your parachute jump adventure!'\npeople = {ask} 'How many people are you jumping with today?\n{print} 'We'll ask all of you some questions for safety reasons.'\nextra_instructions_people = a, b\n{repeat} 3 {times}\n name = {ask} 'What is your name?'\njumped_before = 'Have you ever done a parachute jump before, ' name '?'\n{if} jumped_before no\n{print} 'No worries, you'll get an extra safety instruction in room 13'\n{add} name {to} extra_instructions_people\n{else}\n{print} 'Fun!'\n{print} 'Thanks for filling in the safety questions everyone. Enjoy your jump!'" - 9: - header: Let's go! - text: Enjoy the adventures in level 9! - 4: - code: "continue = {ask} 'Do you want to continue?'\n{if} continue = yes\n sure = {ask} 'Are you sure?'\n {if} sure {is} yes\n {print} 'We will continue'\n {else}\n {print} 'You are not sure'\n{else}\n {print} 'You do not want to continue'" - text: You can also use multiple lines after `{if}` - header: Multiple lines after `{if}` - 2: - code: "{repeat} 3 {times}\n food = {ask} 'What do you want?'\n {if} food {is} pizza\n {print} 'nice!'\n {else}\n {print} 'pizza is better'" - text: You are allowed to combine `{repeat}` and `{if}` in this level. - header: Multiple lines after `{repeat}` - 3: - header: Indentation matters! - text: Indentation is very important to tell the computer which lines should be repeated and which lines should only be ran once. - code: "{repeat} 3 {times}\n {print} 'This line will be repeated...'\n {print} 'This one too...'\n{print} 'but this one will not!'" - 1: - header: Welcome to level 9 - text: "In this level you can use multiple lines of code after an `{if}` or after a `{repeat}` command.\n\nYou can even put a `{repeat}` command within another `{repeat}` command." - 6: - code: "{repeat} 3 {times}\n food = {ask} 'What do you want?'\n {if} food {is} pizza\n {print} 'nice!'\n {else}\n {print} 'pizza is better'" - text: "Now that you can use multiple lines of code after these command, you can also put them within each other.\nCheck it out:" - header: An `{if}` inside a `{repeat}` - 5: - header: Indentation matters - code: "continue = {ask} 'Do you want to continue?'\n{if} continue = yes\n sure = {ask} 'Are you sure?'\n {if} sure {is} yes\n {print} 'We will continue'\n{else}\n {print} 'You are not sure'" - text: Again, indentation is still very important and can make a big difference in the code. - 10: - 4: - header: Debugging - text: Let's debug this code - debug: 'True' - code: "{print} 'Ladies and gentlemen!'\n{print} 'For one night and one night only in circus Hedy!'\nacts = shoot out of a canon, walk the tightrope, pack themself in a suitcase,\npeople = Iris the Incredible Achmed the Amazing Francis the Fantastic\n {for} people {in} acts\nchosen_person {is} people {random}\n chosen_person ' will ' act\n{add} chosen_person {from} people\n{print} 'Come and watch our show tonight!'\n{print} 'Tickets are only available at the counter" - 2: - header: The for command - code: "animals = dog, cat, blobfish\n{for} animal {in} animals\n {print} 'I love ' animal" - text: With for you can make a list and use all items on that list. `{for}` creates a block, like repeat and if so all lines in the block need to start with indentation (4 spaces). - 5: - header: Time to program! - text: Enjoy the adventures in level 10! - 3: - header: The for command - text: 'Here you see another example of the `{for}` command:' - code: "days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday\nnames = mom, dad, Emma, Sophie\n{for} day {in} days\n {print} names {at} {random} ' does the dishes on ' day" - 1: - header: Welcome to level 10 - text: 'In this level you will learn a new command: `{for}`.' - 11: - 1: - header: Welcome to level 11 - text: "In this level, we add a new form of the `{for}` command. In earlier levels, we used for with a list, but we can also use for with numbers.\n\nThis way we don't need the `{repeat}` command anymore." - 2: - header: The for command - code: "{for} counter {in} {range} 1 {to} 10\n {print} counter\n{print} 'Ready or not. Here I come!'" - text: 'This is what the new for command looks like:' - 4: - debug: 'True' - header: Debugging - code: "factor {is} {ask} 'Which table of multiplication do you need?'\n{repeat} {for} numbers {in} {range} 1 {to} 10 {times}\n {print} This is the table of multiplications for factor\n {print} number ' x ' factor ' = ' i * factor" - text: Let's debug this code! - 5: - text: Enjoy the adventures in level 11! - header: Let's start programming! - 3: - code: "number = 10\n{for} i {in} {range} 1 {to} 10\n {print} i * number" - header: the variable i - text: "In the previous slide the variable was named 'counter', because it was counting down.\nYou can of course use any name for the variable you want.\nThe standard name for variables in this situation that is used in programming languages like Python is 'i'.\nThat looks like this:" - 12: - 5: - header: Twinkle Twinkle little star! - code: "{define} twinkle\n {print} 'Twinkle'\n {print} '...'\n\n{call} twinkle\n{print} 'Up above the world so high'\n{print} 'Like a diamond in the sky'\n{call} twinkle" - text: "In this program you see an example of a function.\nLet's see what happens if you fill in the rest of the song!" - 3: - text: "From this level on you are also allowed to use decimal numbers. This can make programs like your restaurant even better!\n\nNumbers do not need quotation marks." - code: "{print} 'decimal numbers now need to use a dot'\n{print} 2.5 + 2.5" - header: Decimal numbers - 4: - text: "In this level you'll learn how to use functions. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. To create a function, use define and give the function a name. Then put all the lines you want in the function in a indented block under the define line. Leave one empty line in your code to make it look nice and neat. Great job! You have created a function!\n\nNow, whenever we need that block of code, we just use call with the function's name to call it up! We don't have to type that block of code again." - header: Functions! - 2: - text: "This level makes some changes to the usage of quotation marks.\nFrom now on, **all texts** need to be in quotation marks. This includes values of variables, items on lists and text after {if} commands." - code: "name = 'Hedy the Robot'\n{print} 'Hello ' name" - header: Quotation marks - 8: - text: Enjoy the adventures in level 12! - header: Ready to try it out? - 7: - debug: 'True' - text: Let's debug this code! - code: "{call} new_member\n{print} 'Hi new member!'\nusername = {ask} 'What is your username?'\npassword = 'What is your password?'\n{print} 'Welcome to our club!'\n\nusername = {ask} 'Please enter your username. Are you a new member? Type New Member'\n{if} username = New Member\n{call} new member\n {else}\n password = {ask} 'Please enter password'" - header: Debugging - 6: - text: As you could see in the example a function is a block of code that can be called anytime. You use `{define}` to set the function and `{call}` to use it. - header: Functions - 1: - header: Welcome to level 12 - text: "From this level on you are allowed to use decimal numbers and there are some changes to the quotation marks.\nYou can also use functions from this level on!" - 13: - 2: - text: "The `{and}` command is always used in a combination with the {if} command.\nThis way you can check if 2 statements are true. For example:" - header: The and command - code: "name = {ask} 'what is your name?'\nage = {ask} 'what is your age?'\n{if} name {is} 'Hedy' {and} age {is} 2\n {print} 'You are the real Hedy!'" - 3: - header: The or command - code: "name = {ask} 'what is your name?'\n{if} name {is} 'Hedy' {or} name {is} 'hedy'\n {print} 'Welcome!!'" - text: "The `{or}` works in the same way as the `{and}` command, but only 1 of the two statements has to be true.\n\nLet's see what happens when you change the `{and}` for `{or}`." - 7: - header: Even more questions! - text: "Now we have combined even more question with the function. Type this code and see what happens.\n\nNote how the variables and the arguments have the same name. This is allowed.\nDoes it confuse you? Just use different names, that is allowed as well.\n```\ndefine song with name, place\n print 'My ' name ' is ' place\n\nname is ask 'Who?'\nplace is ask 'Where are they?'\ncall song with name, place\n```" - code: "{define} song {with} place\n {print} 'My Bonnie is over the ' place\n\n{call} song {with} 'ocean'\n{call} song {with} 'sea'\n{call} song {with} 'ocean'" - 5: - text: "In this example you see how the argument 'place' is used in the function.\nRun the code and change 'ocean' and 'sea' to something else, and see what happens." - header: Example - code: "{define} song {with} place\n {print} 'My Bonnie is over the ' place\n\n{call} song {with} 'ocean'\n{call} song {with} 'sea'\n{call} song {with} 'ocean'" - 8: - code: "{define} happiness {with} name\n {print} '🥳'\n{play} G\n{play} A\n{play} B\n{print} 'Party on, ' name\n{define} sadness\n{print} '😞'\n{play} E\n{play} D\n{play} C\n{print} 'Hope you feel better, ' name\n\nname = {ask} 'What is your' name '?'\nmood = {ask} 'Are you happy or sad?'\n{if} mood = happy\n {call} happiness {with} person\n{else} mood = sad\n {define} sadness {to} name" - debug: 'True' - header: Debugging - text: Let's debug this code! - 9: - text: Enjoy the adventures in level 13! - header: Let's go! - 1: - header: Welcome to level 13 - text: "We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two ifs but can use and and or.\nFrom now on you could also use arguments in your functions." - 6: - text: "You can also combine functions with a question.\n\nWhat happens if you make these changes:\n```\ndefine song with place\n print 'My Bonnie is ' place\n\nanswer is ask 'Where is my Bonnie?'\ncall song with answer\n```" - header: Example with variable - code: "{define} song {with} place\n {print} 'My Bonnie is over the ' place\n\n{call} song {with} 'ocean'\n{call} song {with} 'sea'\n{call} song {with} 'ocean'" - 4: - header: Functions with arguments - text: Now that you've learned how to use functions, you'll learn how to use a function with an **argument**. An argument is a variable that is used within a function. It is not used outside the function. - 14: - 2: - text: "These are the new symbols you can use:\n\n The > means bigger than...\n\n The >= means bigger than or the same as...\n\n The < means smaller than...\n\n The <= means smaller than or the same as...\n\nYou can use them like this:" - header: Symbols - code: "age = {ask} 'How old are you?'\n{if} age < 13\n {print} 'You are younger than me!'\n{else}\n {print} 'You are older than me!'" - 1: - header: Welcome to level 14 - text: In this level you'll learn some new symbols that can help you improve your programs, like >. You will also learn to work with return values of a function. - 4: - header: Return value - text: In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - 3: - text: "You can also use:\n\n== is the same as.\n\n!= is not\n\n== is used in `{if}` statements." - header: Symbols - code: "answer = {ask} 'Do you want to learn more?'\n{if} answer == 'yes'\n {print} 'Go to the next adventure!'\n{if} answer != 'yes'\n {print} 'That is a shame!'" - 5: - header: Return value - code: "{define} calculate_new_price {with} amount, percentage\n percentage = percentage / 100\n discount_amount = amount * percentage\n {return} amount - discount_amount\n\nold_price = {ask} 'How much is on the price tag?'\ndiscount = {ask} 'What percentage is the discount?'\n\nnew_price = {call} calculate_new_price {with} old_price, discount\n{print} 'The new price is ' new_price ' dollar'" - text: For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - 6: - debug: 'True' - text: Let's debug this code! - code: "item = 'not bought'\n{print} 'I would like to buy this item'\nprice == {ask} 'What is the price?'\n{if} price less than or the same as 10\n {print} 'Thats a great deal!'\n item = 'bought'\n{if} price is more than 10 {and} less than or the same as 20\n {print} 'Alright'\n item = 'bought'\n{if} price is more than 20 {and} less than 50\n {print} 'That is a bit much!'\n{if} price is more than or the same as 50\n {print} 'No way!'\n{if} item =! bought\n {print} 'Shame.. I wont buy it'\n{else}\n {print} 'I will buy it! Thank you!'" - header: Debugging - 7: - header: Let's get to work! - text: Enjoy the adventures in level 14! - 15: - 4: - header: Let's try it out! - text: Enjoy the adventures in level 15! - 3: - text: Let's debug this code! - code: "numbers = 1, 2\n\n{for} i {in} {range} 3 {to} 50\n {add} x {to} numbers\n i = + 1\n\nrandom_number = numbers {random}\nguesses = 10\n\n{while} guess = 0\n answer = 'Guess my number:'\n {if} answer >= random_number\n {print} 'lower'\n guesses = guesses -1\n {if} answer > random_number\n {print} 'higher!'\n guesses = guesses\n {else} answer = random_number\n {print} 'correct'\n guesses = 10" - debug: 'True' - header: Debugging - 2: - header: '{while}' - text: "We are going to learn a new loop, the while loop! The loop continues as long as the statement is true. So don't forget to change the value in the loop.\n\nIn the example code, we continue until a correct answer has been given. If the correct answer is never given, the loop will never end!" - code: "answer = 0\n{while} answer != 25\n answer = {ask} 'What is 5 times 5?'\n{print} 'A correct answer has been given'" - 1: - text: In this level you will learn about the `{while}` loop. - header: Welcome to level 15 - 16: - 3: - text: Let's debug this code! - code: "{print} 'Friendship test'\n{subjects} = ['song', 'movie', 'food', 'drink']\nanswers_player_1 = []\nanswers_player_2 = []\nscore = 100\n\n{for} i {in} {range} 1 {to} 4\n answer = {ask} 'what is your favorite ' subjects[i]\n{add} answer {to} answers_player_1\n\n{print} 'Player 2, your turn!'\n{for} i {in} {range} 0 {to} 4\n answer_player_2 = {ask} 'what is player 1s favorite ' subjects\n {add} answer_player_2 {in} answers_player_2\n {if} answers_player_2[2] == answers_player_1[1]\n {print} 'Correct!'\n {else}\n {print} 'Wrong!'\n score = score - 25\n\n{print} 'Player 2, you've scored ' score '%'\n\n{if} score = 100\n {print} 'You are an amazing friend'\n{if} score < 100 {or} score >= 50\n {print} 'You could do better'\n{else} score < 50\n {print} 'Do you even know this person?!'" - header: Debugging - debug: 'True' - 2: - code: "friends = ['Ahmed', 'Ben', 'Cayden']\n{print} friends[1] ' is the first friend on the list.'\n{print} friends[2] ' is the second friend on the list.'\n{print} friends[3] ' is the third friend on the list.'\n#now we will match 2 lists using the variable i\nlucky_numbers = [15, 18, 6]\n{for} i {in} {range} 1 {to} 3\n {print} friends[i] 's lucky number is ' lucky_numbers[i]" - header: Square brackets - text: We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. The at random command can not be used anymore. - 1: - text: In this level you will learn about the [square brackets] and how to use them. - header: Welcome to level 16 - 4: - text: Enjoy the adventures in level 16! - header: Let's try it out! - 17: - 1: - header: Welcome to level 17 - text: in this level you will learn how to use a colon and you will learn the elif command. - 5: - header: Let's try it out! - text: Enjoy the adventures in level 17! - 4: - text: Let's debug this code! - debug: 'True' - code: "{define} ask_direction\n direction = {ask} 'Where do you want to go?'\n {if} direction = 'backwards'\n {turn} 180\n {else} direction == 'right'\n {turn} 90\n {else} direction == 'left'\n {turn} 270\n {forward} 100\n\ncontinue = 'yes'\n\n{while} continue == 'yes'\n {print} ask_direction\n {sleep}\n continue = 'do you want to draw some more?'\n {sleep}" - header: Debugging - 2: - header: Colon - text: 'Now we are going to change indentation a little bit. Every time that we need an indentation, we need : at the line before the indentation.' - code: "prices = ['1 million dollars', 'an apple pie', 'nothing']\nyour_price = prices[{random}]\n{print} 'You win ' your_price\n{if} your_price == '1 million dollars' :\n {print} 'Yeah! You are rich!'\n{else}:\n {print} 'Better luck next time..'" - 3: - code: "prices = ['1 million dollars', 'an apple pie', 'nothing']\nyour_price = prices[{random}]\n{print} 'You win ' your_price\n{if} your_price == '1 million dollars' :\n {print} 'Yeah! You are rich!'\n{elif} your_price == 'an apple pie' :\n {print} 'Lovely, an apple pie!'\n{else}:\n {print} 'Better luck next time..'" - header: Elif - text: 'In this level you can also use a new command: elif. elif is short for else if and you need it when you want to make 3 (or more!) options. Check it out!' - 18: - 2: - editor: /hedy/18 - text: "We arrived at real Python code! That means we need to use parentheses with print and range from now on.\n\nAlso, if you want to print more than one item, you need to separate them by commas.\n\nThe final change we will need to make to get Python code is changing ask into input.\n\nClick on the 'print' tab for all the examples." - header: The Python way - 1: - text: Congratulations! You have reached the last level of Hedy! The code you have created here can be copied to real Python environments like replit or PyCharm, and you can continue learning there! Note however that Python can only read English commands, so if you have been using other languages, you will need to switch to English now. - header: Welcome to level 18 - 3: - header: The very last adventures! - text: Enjoy the very last adventures in level 18! +{} diff --git a/content/slides/pl.yaml b/content/slides/pl.yaml index 07f787ed9da..02efcf65619 100644 --- a/content/slides/pl.yaml +++ b/content/slides/pl.yaml @@ -43,9 +43,6 @@ levels: 9: header: Programowanie w Hedy text: Dane wyjściowe mogą być również rysunkiem. - code: |- - {forward} 100 - {turn} {left} 1: 1: header: Witamy na poziomie 1! @@ -54,7 +51,6 @@ levels: Do stworzenia interaktywnych historii potrzebujemy trzech kodów tekstowych. 2: - header: '{print}' text: |- Pierwszym kodem, którego możesz użyć na poziomie 1 jest `{print}`. @@ -70,7 +66,6 @@ levels: {print} Zacznij programować!' 4: - header: '{ask}' text: |- Drugim kodem tekstowym, którego możesz użyć w poziomie 1 jest `{ask}`. @@ -79,7 +74,6 @@ levels: {print} Witaj we własnej grze w kamień, papier i nożyce! {ask} Co wybierzesz? 5: - header: '{echo}' text: |- Jak mogliście zobaczyć w poprzednim przykładzie. Jeśli użyjecie komendy `{ask}`, możecie zadać pytanie. Odpowiedź jednak nie wyświetla się na ekranie. @@ -95,11 +89,9 @@ levels: text: |- Korzystając z komend `{print}`, `{ask}` i `{echo}` możecie już stworzyć małą opowieść. To dobry moment na spróbowanie swoich sił z przygodami takimi, jak Papuga, Opowieść i Kamień, Papier, Nożyce. - editor: /hedy/1 7: header: Programowanie! text: Przygody są dostępne w zakładkach. - editor: /hedy/1 8: header: Programowanie! text: Użyj zółtych strzałek, aby skopiować przykłady. @@ -110,14 +102,9 @@ levels: 10: header: 'Rysowanie za pomocą żółwia: {turn}' text: '`{turn}` służy do tego, aby żółw skręcił w lewo lub w prawo.' - code: |- - {forward} 50 11: header: 'Rysowanie za pomocą żółwia: {forward}' text: '`{turn}` służy do tego, aby żółw mógł skręcać w lewo lub w prawo.' - code: |- - {forward} 50 - {turn} {left} 12: header: Debuggowanie text: Debuggowanie kodu oznacza pozbycie się błędów w kodzie. Zdebugujmy ten kod razem. Kliknij przycisk biedronki, aby uruchomić debugger. @@ -126,7 +113,6 @@ levels: {print} Jaką piosenkę chciałbyś usłyszeć? {ask} Też lubię tę piosenkę! {print} Następnie... {echo} - debug: 'True' 13: header: Niech rozpocznie się zabawa z programowaniem! text: Ciesz się przygodami na poziomie 1! @@ -195,7 +181,6 @@ levels: {print} Pójdę po twojego pączka. {sleep} {print} Proszę bardzo! Pączek z nadzieniem i plewą! {ask} Miłego dnia! - debug: 'True' 8: header: Niech rozpocznie się przygoda z programowaniem! text: Ciesz się przygodami na poziomie 2! @@ -260,7 +245,6 @@ levels: {print} a może wolisz... drugi_wybór {at} {random} {remove}drugi_wybór {to} gatunki_muzyki {print} Lubię gatunki_muzyki {random} best! - debug: 'True' 8: header: Zabierajmy się do roboty! text: Ciesz się przygodami na poziomie 3! @@ -275,7 +259,6 @@ levels: code: |- imię {is} Sophie {print} Moje imię to imię - debug: 'True' 3: header: Naprawianie go znakami cudzysłowu text: |- @@ -313,7 +296,6 @@ levels: Spróbuj wydrukować skurcz typu "you're" lub "I'm" na ekranie poniżej i zobacz, co się stanie.... code: '{print} ''To się nie uda!''' - debug: 'True' 9: header: komenda Clear text: "Na tym poziomie nauczysz się także polecenia { clear }.\nZa pomocą tego polecenia możesz wyczyścić cały tekst z ekranu wyjściowego.\n\nUważaj, aby zawsze używać polecenia uśpienia. Jeśli tego nie zrobisz, komputer wyczyści cały tekst, zanim będziesz mógł go przeczytać!" @@ -338,7 +320,6 @@ levels: kolory {is} 'pomarańczowy, srebrny, biały, brązowy' {print} 'Uwielbiam kolory {at} {random}!' wybór {is} {ask} Która ci się podoba? - debug: 'True' 11: header: Do biegu, gotowi, start! text: Ciesz się przygodami na poziomie 4! @@ -347,7 +328,6 @@ levels: header: Witamy na poziomie 5 text: 'Na tym poziomie nauczysz się używać 3 nowych poleceń: `{ if }`, `{ else } `i` { w } `.' 2: - header: if text: |- Polecenie `{ if }` pozwala wybrać jedną z dwóch opcji. W tym przykładzie komputer wydrukuje 'ładnie', jeśli podana odpowiedź to Hedy. @@ -361,7 +341,6 @@ levels: Korzystając z polecenia `{ if }`, nie zapomnij użyć polecenia `{ print }`. Ten kod nie będzie działał! code: '{if} imię {is} Hedy ''fajnie''' - debug: 'True' 4: header: Polecenie else text: |- @@ -407,7 +386,6 @@ levels: przedmioty_do_zgłoszenia {is} {ask} 'Co chciałbyś zgłosić' {else} W porządku {print} Dziękuję. Proszę przejść do bramy A22.' - debug: 'True' 8: header: Chodźmy! text: Ciesz się przygodami na poziomie 5! @@ -472,7 +450,6 @@ levels: {if} dzień {is} poniedziałek całkowita_cena = całkowita_cena * 0.25 {print} 'Za wszystko należy się - debug: 'True' 10: header: Zabierajmy się do roboty! text: Ciesz się przygodami na poziomie 6! @@ -495,7 +472,6 @@ levels: header: Nie zapomnij polecenia print text: Podczas korzystania z polecenia powtarzania nie zapomnij o poleceniu `{ print }`. code: '{repeat} 5 {times} ''Pomocy!''' - debug: 'True' 4: header: Powtórz polecenie ask text: Możesz także wielokrotnie powtarzać polecenie `{ ask }`, `{ if }` lub `{ else }`. @@ -517,7 +493,6 @@ levels: {if} tak {print} 'Hurra! {else} 'Szkoda... No cóż ... czas zbudować schronienie i znaleźć jedzenie.' - debug: 'True' 6: header: Do biegu, gotowi, start! text: Ciesz się przygodami na poziomie 7! @@ -532,7 +507,6 @@ levels: Możesz powtórzyć tylko jeden wiersz kodu. code: '{repeat} 5 {times} {print} ''Pomocy!''' - debug: 'True' 3: header: 'Polecenia {repeat} teraz' text: |- @@ -561,7 +535,6 @@ levels: code: |- {if} imię{is} Hedy {print} 'fajnie' {else} {print} 'boo!' - debug: 'True' 6: header: Polecenie if i else teraz text: |- @@ -604,7 +577,6 @@ levels: {print} Wybrałeś bilet w obie strony' cena * 2 {print} 'Za wszystko należy się euro' - debug: 'True' 10: header: Sprawdźmy przygody! text: Ciesz się przygodami na poziomie 8! @@ -696,7 +668,6 @@ levels: {else} {print} 'Super zabawa!' {print} 'Dziękujemy za wypełnienie wszystkich pytań dotyczących bezpieczeństwa. Miłego skoku!' - debug: 'True' 9: header: Chodźmy! text: Ciesz się przygodami na poziomie 9! @@ -733,7 +704,6 @@ levels: {add} wybrana_osoba {from} ludzie {print} 'Przyjdź i obejrzyj nasz program dziś wieczorem!' {print} 'Bilety są dostępne tylko w kasie - debug: 'True' 5: header: Czas na programowanie! text: Ciesz się przygodami na poziomie 10! @@ -770,7 +740,6 @@ levels: {repeat} {for} liczby{in} {range} 1 {to} 10 {times} {print} To jest tabela mnożników dla współczynnika {print} liczba ' x ' współczynnik ' = ' i * wspólczynnik - debug: 'True' 5: header: Zacznijmy programować! text: Ciesz się przygodami na poziomie 11! @@ -835,21 +804,14 @@ levels: {call} nowy_członek {else} hasło = {ask} 'Wprowadź hasło' - debug: 'True' 8: header: Gotowy, aby to wypróbować? text: Ciesz się przygodami na poziomie 12! 13: 1: header: Witamy na poziomie 13 - text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two ifs but can use and and or. - From now on you could also use arguments in your functions. 2: header: Polecenie 'and' - text: |- - The `{and}` command is always used in a combination with the {if} command. - This way you can check if 2 statements are true. For example: code: |- imię = {ask} 'Jak masz na imię?' wiek = {ask} 'Ile masz lat?' @@ -857,17 +819,10 @@ levels: {print} 'Jesteś prawdziwym Hedy!' 3: header: Polecenie 'or' - text: |- - The `{or}` works in the same way as the `{and}` command, but only 1 of the two statements has to be true. - - Let's see what happens when you change the `{and}` for `{or}`. code: |- imię = {ask} 'Jak masz na imię?' {if} imię {is} 'Hedy' {or} imię {is} 'hedy' {print} 'Witaj!!' - 4: - header: Functions with arguments - text: Now that you've learned how to use functions, you'll learn how to use a function with an **argument**. An argument is a variable that is used within a function. It is not used outside the function. 5: header: Przykład text: |- @@ -882,17 +837,6 @@ levels: {call} piosenka {with} 'ocean' 6: header: Przykład ze zmienną - text: |- - You can also combine functions with a question. - - What happens if you make these changes: - ``` - define song with place - print 'My Bonnie is ' place - - answer is ask 'Where is my Bonnie?' - call song with answer - ``` code: |- {define} piosenka {with} miejsce {print} 'Moja Bonnie jest w ' miejsce @@ -923,8 +867,6 @@ levels: {call} piosenka {with} 'morze' {call} piosenka {with} 'ocean' 8: - header: Debugging - text: Let's debug this code! code: |- {define} szczęście {with} imię {print} '🥳' @@ -945,28 +887,14 @@ levels: {call} szczęście {with} osoba {else} nastrój = smutny {define} smutek {to} imię - debug: 'True' 9: header: Chodźmy! text: Ciesz się przygodami na poziomie 13! 14: 1: header: Witamy na poziomie 14 - text: In this level you'll learn some new symbols that can help you improve your programs, like >. You will also learn to work with return values of a function. 2: header: Symbole - text: |- - These are the new symbols you can use: - - The > means bigger than... - - The >= means bigger than or the same as... - - The < means smaller than... - - The <= means smaller than or the same as... - - You can use them like this: code: |- wiek = {ask} 'Ile masz lat?' {if} wiek < 13 @@ -975,40 +903,16 @@ levels: {print} 'Jesteś starszy ode mnie!' 3: header: Symbole - text: |- - You can also use: - - == is the same as. - - != is not - - == is used in `{if}` statements. code: |- odpowiedź = {ask} 'Chcesz dowiedzieć się więcej?' {if} odpowiedź == 'tak' {print} 'Przejdź do następnej przygody!' {if} odpowiedź != 'tak' {print} 'Szkoda!' - 4: - header: Return value - text: In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. 5: header: Wartość zwracana text: Na przykład w tym kodzie funkcja oblicz_nowa_cena obliczy nową cenę dowolnego elementu. Daje ci nową cenę jako wartość zwrotu. - code: |- - {define} calculate_new_price {with} amount, percentage - percentage = percentage / 100 - discount_amount = amount * percentage - {return} amount - discount_amount - - old_price = {ask} 'How much is on the price tag?' - discount = {ask} 'What percentage is the discount?' - - new_price = {call} calculate_new_price {with} old_price, discount - {print} 'The new price is ' new_price ' dollar' 6: - header: Debugging - text: Let's debug this code! code: |- przedmiot = 'nie kupiony' {print} 'Chciałbym kupić ten przedmiot' @@ -1027,28 +931,20 @@ levels: {print} 'Szkoda.. Nie kupię tego' {else} {print} 'Kupię to! Dziękuję!' - debug: 'True' 7: header: Zabierajmy się do roboty! text: Ciesz się przygodami na poziomie 14! 15: 1: header: Witamy na poziomie 15 - text: In this level you will learn about the `{while}` loop. 2: header: 'polecenie {while}' - text: |- - We are going to learn a new loop, the while loop! The loop continues as long as the statement is true. So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. If the correct answer is never given, the loop will never end! code: |- odpowiedź = 0 {while} odpowiedź != 25 odpowiedź = {ask} 'ile to jest 5 razy 5?' {print} 'Podano poprawną odpowiedź' 3: - header: Debugging - text: Let's debug this code! code: |- liczby = 1, 2 @@ -1070,18 +966,14 @@ levels: {else} odpowiedź = losowa_liczba {print} 'poprawnie' odgadnięcia = 10 - - debug: 'True' 4: header: Wypróbujmy to! text: Ciesz się przygodami na poziomie 15! 16: 1: header: Witamy na poziomie 16 - text: In this level you will learn about the [square brackets] and how to use them. 2: header: Nawiasy kwadratowe - text: We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. The at random command can not be used anymore. code: |- przyjaciele = ['Ahmed', 'Ben', 'Cayden'] {print} przyjaciele[1] ' jest pierwszym przyjacielem na liście' @@ -1092,8 +984,6 @@ levels: {for} i {in} {range} 1 {to} 3 {print}przyjaciele[i] 's szczęśliwa liczba to ' szczęśliwe_liczby[i] 3: - header: Debugging - text: Let's debug this code! code: |- {print} 'Test przyjaźni' {subjects} = ['„piosenka”, „film”, „jedzenie”, „picie”'] @@ -1123,17 +1013,14 @@ levels: {print} 'Stać cię na więcej' {else} wynik < 50 {print} 'Czy znasz nawet tę osobę??!' - debug: 'True' 4: text: Ciesz się przygodami na poziomie 16! header: Wypróbujmy to! 17: 1: header: Witamy na poziomie 17 - text: in this level you will learn how to use a colon and you will learn the elif command. 2: header: Dwukropek - text: 'Now we are going to change indentation a little bit. Every time that we need an indentation, we need : at the line before the indentation.' code: |- nagrody= ['1 milion dolarów', 'jabłko', 'nic'] twoja_nagroda = nagrody [{random}] @@ -1144,7 +1031,6 @@ levels: {print} 'Powodzenia następnym razem..' 3: header: Polecenie elif - text: 'In this level you can also use a new command: elif. elif is short for else if and you need it when you want to make 3 (or more!) options. Check it out!' code: |- nagrody = ['1 milion dolarów', 'jabłko', 'nic'] twoja_nagroda = nagrody[{random}] @@ -1156,8 +1042,6 @@ levels: {else}: {print} 'Powodzenia następnym razem..' 4: - header: Debugging - text: Let's debug this code! code: |- {define} zapytaj_o_kierunek kierunek = {ask} 'Gdzie chcesz się dostać?' @@ -1176,25 +1060,14 @@ levels: {sleep} kontynuuj= 'czy chcesz narysować trochę więcej??' {sleep} - debug: 'True' 5: header: Wypróbujmy to! text: Ciesz się przygodami na poziomie 17! 18: 1: header: Witamy na poziomie 18 - text: Congratulations! You have reached the last level of Hedy! The code you have created here can be copied to real Python environments like replit or PyCharm, and you can continue learning there! Note however that Python can only read English commands, so if you have been using other languages, you will need to switch to English now. 2: header: Sposób Pythona - text: |- - We arrived at real Python code! That means we need to use parentheses with print and range from now on. - - Also, if you want to print more than one item, you need to separate them by commas. - - The final change we will need to make to get Python code is changing ask into input. - - Click on the 'print' tab for all the examples. - editor: /hedy/18 3: header: Ostatnie przygody! text: Ciesz się ostatnimi przygodami na poziomie 18! diff --git a/content/slides/pt_BR.yaml b/content/slides/pt_BR.yaml index d7a8e5c4a59..65d63853ecf 100644 --- a/content/slides/pt_BR.yaml +++ b/content/slides/pt_BR.yaml @@ -43,9 +43,6 @@ levels: 9: header: Programando em Hedy text: O resultado do programa também pode ser um desenho. - code: |- - {forward} 100 - {turn} {left} 1: 1: header: Bem-vindo(a) ao nível 1! @@ -54,7 +51,6 @@ levels: Nós vamos precisar de três códigos para criar histórias interativas. 2: - header: '{print}' text: |- O primeiro código que você pode usar no nível 1 é `{print}`. @@ -70,7 +66,6 @@ levels: {print} Bem-vindo(a) à Hedy! {print} Comece agora a programar! 4: - header: '{ask}' text: |- O segundo código que você pode usar no nível 1 é `{ask}`. @@ -79,7 +74,6 @@ levels: {print} Bem-vindo(a) a seu próprio jogo de pedra, papel e tesoura! {ask} O que você escolhe? 5: - header: '{echo}' text: |- with `{print}`, `{ask}` and `{echo}` you can already create a little story. This is a good time to try the Parrot, Story and Rock, Paper Scissors adventures. @@ -90,28 +84,21 @@ levels: 6: header: Programando! text: Adventures are shown in tabs. - editor: /hedy/1 7: header: Programando! text: The yellow arrow buttons can be used to copy examples. - editor: /hedy/1 8: header: Programando! text: Os botões amarelos com setas podem ser usados para copiar exemplos. - editor: /hedy#print_command 9: header: Desenhando com a tartaruga text: '`{forward}` is used to move the turtle forward.' 10: header: 'Desenhando com a tartaruga: {forward}' text: '`{forward}` é usado para mover a tartaruga adiante.' - code: '{forward} 50' 11: header: 'Desenhando com a tartaruga: {turn}' text: '`{turn}` é usado para fazer a tartaruga virar à direita ou à esquerda.' - code: |- - {forward} 50 - {turn} {left} 12: header: Depurando text: Depurar código significa se livrar de erros e problemas no programa. Vamos depurar este código juntos. Clique na joaninha para iniciar o depurador. @@ -120,7 +107,6 @@ levels: {print} Que música você gostaria de escutar? {ask} Eu também gosto dessa música! {print} A seguir... {echo} - debug: 'True' 13: header: Que a diversão de programar comece! text: Aproveite as aventuras do nível 1! @@ -141,7 +127,6 @@ levels: idade {is} 15 {print} nome tem idade anos 3: - header: Interactive text: |- We can also set a variable by asking questions. @@ -161,406 +146,57 @@ levels: {print} nome tem idade anos. 5: header: Durma - text: You can also use the `{sleep}` command to pause the code for a while. - code: |- - {print} My favorite colour is... - {sleep} 2 - {print} green! - 6: - header: Sleep 5 - text: |- - You can add a number after the `{sleep}` command if you want the pause to be longer. - - If you want, you could even use a variable instead of a number to decide the duration of the sleep command. - code: |- - pause {is} 10 - {print} My favorite colour is... - {sleep} pause - {print} green! - 7: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - {print} Welcome to the donut shop! - filling {is} What kind of filling would you like? - {print} You have chosen... Filling! Yum! - topping {ask} What kind of topping would you like? - topping is delicious! - {print} I'll go get your donut. {sleep} - {print} Here you go! A filling donut with toping! - {ask} Have a nice day! - debug: 'True' - 8: - header: Let the programming fun begin! - text: Enjoy the adventures in level 2! 3: 1: header: Bem-vindo(a) ao nível 3 - text: In this level you'll learn how to make a list, add and remove items form your lists and pick a random item off that list. - 2: - header: Making a list - text: |- - You make a list with `{is}`. - - Separate the items on your list with a comma. - code: animals {is} dogs, cats, kangaroos - 3: - header: At random - text: |- - You can use the list with the `{at}` `{random}` command. - The computer will randomly pick one item of the list. - Every time you run this code the output will differ. - code: |- - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - 4: - header: At random in a sentence - text: You can use the `{at}` `{random}` command in a sentence as well. - code: |- - animals {is} dogs, cats, kangaroos - {print} My favorite animal is animals {at} {random} - 5: - header: Add to - text: |- - You can add items to a list with the `{add}` `{to}` command. - - You can choose what to add to the list or you can use the `{add}` `{to}` command in combination with the `{ask}` command. - This way you can let the player decide what to add to the list. - code: |- - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - 6: - header: Remove from - text: |- - The opposite of the `{add}` `{to}` command is the `{remove}` `{from}` command. - This command removes an item from a list. - code: |- - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - 7: - header: Debugging - text: Let's debug this code! - editor: |- - music_genres {is} rock, pop, metal, indie, jazz - chosen_genre is music {at} {random} - {print} Let's listen to chosen genre - nice {ask} Do you like that genre? - {remove} chosen_genre {from} chosen_genre - second_choice {is} music_genres - {print} or do you prefer... second_choice {at} {random} - {remove} second_choice {to} music_genres - {print} I like music_genre {random} best! - debug: 'True' 8: - header: Let's get to work! text: Aproveite as aventuras do nível 3! 4: 1: header: Bem-vindo(a) ao nível 4 - text: In this level you will learn how to use quotation marks. - code: '{print} ''print with quotes!''' - 2: - header: Problem - text: 'In the previous levels, you might have come across this problem:' - code: |- - name {is} Sophie - {print} My name is name - debug: 'True' - 3: - header: Fixing it with quotation marks - text: |- - In this level we will fix this problem by using quotation marks. - - This also makes our code look more like 'real' Python code. - 4: - header: Quotation marks with print - text: Each time you use the `{print}` command you need to put the text that you want to appear on the screen in quotation marks. - code: '{print} ''print with quotes!''' - 5: - header: Quotation marks with ask - text: This also goes for the `{ask}` command. - code: name {is} {ask} 'name please?' - 6: - header: Quotation marks and variables - text: |- - You do not want variable names to be printed on the screen. - This is why variables should be left out of the quotation marks, like this: - code: |- - name {is} Harry - {print} 'Hello ' name - 7: - header: Quotation marks and variables - text: |- - When variable names are used in the middle of a sentence, you have to leave the variables out of the quotation marks. - The rest of the sentence however, does need quotation marks. That looks like this: - code: |- - name {is} Harry - {print} 'Hello ' name ', how are you?' - 8: - header: Quotation marks and contractions - text: |- - Be careful! Now that you are using quotation marks, you can't use apostrophes in contractions. - - Please try to print a contraction like "you're" or "I'm" in the screen below and see what happens.... - code: '{print} ''This won''t work!''' - debug: 'True' 9: header: Ready, Set, Go! text: Enjoy the adventures in level 4! - code: |- - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'SURPRISE!' - 10: - header: Debugging - text: Let's debug this code! - code: |- - {clear} - {print} What a nice day to go to the beach! - {ask} 'Do you want to build a sandcastle or swim in the ocean?' - {print} 'You would like to activity ' - {print} 'I'd like to do that too' - {print} 'Look at these beautiful seashells!' - colors {is} 'orange, silver, white, brown' - {print} 'I love the colors {at} {random} one!' - choice {is} {ask} Which one do you like? - debug: 'True' 11: - header: Ready, Set, Go! text: Aproveite as aventuras do nível 4! 5: 1: header: Bem-vindo(a) ao nível 5 - text: 'In this level you will learn to use 3 new commands: `{if}`, `{else}` and `{in}`.' - 2: - header: if - text: |- - The `{if}` command allows you to choose between two options. - In this example the computer will print 'nice' if the given answer is Hedy. - If the answer is not Hedy, the computer will do nothing. - code: |- - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - 3: - header: Don't forget to print - text: |- - When using the `{if}` command, don't forget to use the `{print}` command. - This code will not work! - code: '{if} name {is} Hedy ''nice''' - debug: 'True' - 4: - header: else - text: |- - When using an `{if}` command, you can also add an `{else}` command. - If the answer is Hedy, the computer will print 'nice'. - But if the answer is something else the computer will print 'boo' - code: '{if} name {is} Hedy {print} ''nice'' {else} {print} ''boo!''' - 5: - header: Long lines - text: |- - You might have noticed that your lines can get very long when you have both an `{if}` and an `{else}` command. - - You can choose to separate commands and put them on 2 lines, like this: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - 6: - header: Another new command - text: |- - If you have practised with the `{if}` and `{else}` commands, you can also try the `{in}` command. - - With `{in}` you can let the computer check if an item is in a list, for example: - - Please note that Hedy is case sensitive. This means that if you answer "Green" instead of "green", Hedy will print "meh". - code: |- - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - 7: - header: Debugging - text: Let's debug this code! - code: |- - {print} Welcome to HedyAir Security! - boarding_pass {is} {ask} 'Do you have your boarding pass?' - {if} bording_pass yes {print} Great! - {else} Please, get your boarding pass ready. - passport {is} 'Can I see your passport, please?' - {if} passport {is} yes 'thank you' - {else} 'You can't fly without a passport' - declare {is} {ask} Do you have anything to declare? - {if} declare {is} yes - item_to_declare {is} {ask} 'What would you like to declare' - {else} Alright - {print} Thank you. Please head to gate A22.' - debug: 'True' 8: - header: Let's go! text: Aproveite as aventuras do nível 5! 6: 1: header: Bem-vindo(a) ao nível 6 - text: In this level we are adding maths to our codes. 2: header: Adição - text: If you want to calculate an addition, simply use the plus sign. code: '{print} ''5 mais 5 é '' 5 + 5' 3: header: Subtração - text: If you want to subtract, you can use the minus sign. code: '{print} ''5 menos 5 é '' 5 - 5' 4: header: Multiplicação - text: If you want to do multiplications, you can use the asterisk. code: '{print} ''5 vezes 5 é '' 5 * 5' 5: header: Divisão - text: You can use the slash for division. code: '{print} ''5 dividido por 5 é '' 5 / 5' 6: header: Resumo - text: In summary, you can use +, -, * and / to do maths. code: |- {print} '5 mais 5 é ' 5 + 5 {print} '5 menos 5 é ' 5 - 5 {print} '5 vezes 5 é ' 5 * 5 {print} '5 dividido por 5 é ' 5 / 5 - 7: - header: The = symbol - text: |- - From now on you can also use the = symbol instead of the `{is}` command. - This goes for both numbers and words, and it also goes after the `{if}` or `{else}` commands. - code: |- - name = Hedy - answer = 20 + 4 - 8: - header: Calculations with variables - text: 'You can use calculations with numbers, but you can also use variables to do calculations, like this:' - code: |- - number_1 = {ask} 'Fill in the first number:' - number_2 = {ask} 'Fill in the second number:' - correct_answer = number_1 * number_2 - {print} number_1 ' times ' number_2 ' is ' correct_answer - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'This is the water park ticket machine' - {print} 'Price list: Children under 12 $3, Adults $5' - {print} 'Mondays are 25% off' - amount_of_children = 'How many kids tickets would you like?' - amount_of_adults = 'How many adult tickets would you like?' - day_of_the_week = {ask} 'What day is it?' - {clear} - child_price = amount of children * 3 - adult_price = amount_of_adults + 5 - total_price = adult_price * child_price - {if} day {is} monday - total_price = total_price * 0.25 - {print} 'That will be total_price please' - debug: 'True' 10: - header: Let's get to work! text: Aproveite as aventuras do nível 6! 7: 1: header: Bem-vindo(a) ao nível 7 - text: In this level you will learn how to repeat a line of code as many times a you'd like. - 2: - header: repeat 3 times - text: |- - If you want to repeat a line of code, you can use the `{repeat}` 3 `{times}` code. - If you want to repeat the line more times, simply change the number. - - For example: If you are programming a story where your character shouts for help for 5 times, it could look like this: - code: |- - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - 3: - header: Don't forget the print command - text: When using the repeat command, do not forget the `{print}` command. - code: '{repeat} 5 {times} ''Help!''' - debug: 'True' - 4: - header: Repeat an ask command - text: You can also repeat an `{ask}`, `{if}` or `{else}` command multiple times. - code: |- - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - 5: - header: Debugging - text: Let's debug this code! - code: |- - {print} You gave stranded on a desert island. - {repeat} 3 'Help!' - rescued = {ask} Has anybody come to the rescue? - {if} rescued yes {is} - {print} Lucky! - {else} {repeat} 3 {times} 'HELP!' - rescued = 'What about now?' - {if} yes - {print} 'Hurray! - {else} 'That's a shame... Oh well... time to build a shelter and find some food.' - debug: 'True' 6: - header: Ready Set Go! text: Aproveite as aventuras do nível 7! 8: 1: header: Bem-vindo(a) ao nível 8 - text: In this level you will learn to use indentation to make the `{repeat}`, `{if}` and `{else}` commands work for multiple lines of code. - 2: - header: '{repeat} commands before' - text: |- - In the previous levels, the `{repeat}` command looked like this: - - You could only repeat one line of code. - code: '{repeat} 5 {times} {print} ''Help!''' - debug: 'True' - 3: - header: '{repeat} commands now' - text: |- - In this level you can repeat multiple lines of code. To do this you must tell the computer which lines belong together and should be repeated. - You do this by using indentation. - - Use 4 spaces (or one tab) at the beginning of each line that you want to repeat, like this: - code: |- - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This will be printed 5 times' - 4: - header: '{repeat} commands now' - text: |- - If you want to, you can continue after the `{repeat}` command without indentation. - The lines that do not start with indentation will not be repeated. - code: |- - {repeat} 3 {times} - {print} 'Hello!' - {print} 'We are done repeating!' - 5: - header: if and else before - text: |- - The same goes for the `{if}` and `{else}` commands. - These were the commands before: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - debug: 'True' 6: - header: if and else now - text: |- - These are the `{if}` and `{else}` commands now. - Each line after the `{if}` and `{else}` commands start with indentation. code: |- nome = {ask} 'Qual é o seu nome?' {if} nome {is} Hedy @@ -568,627 +204,74 @@ levels: {else} {print} 'Bem-vindo(a) programador(a)!' 7: - header: stopping the indentation - text: Just like with the `{repeat}` command, you can stop using indentation and the lines will always be shown. Not just if the statement is true. code: "nome = {ask} 'Qual é o seu nome?'\n{if} nome {is} Hedy\n {print} 'Bem-vinda Hedy'\n{else}\n {print} 'Bem-vindo(a) programador(a)!' \n{print} '3..2..1.. Comece a programar!'" - 8: - header: if statements inside if statements - text: |- - You might have thought of trying to put an if command inside a repeat command, or inside another if command. - For now, this is not possible yet. In the higher levels, it will be allowed, but for now let's focus on practising the `{if}` `{else}` and `{repeat}` commands with proper indentation first. - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'HedyWheels bus tickets machine' - zone_1 = Town Hall, Library, Campus, Market Place - zone_2 = Swimming Pool, Skate Park, Mall, Airport - destination = 'Where do you want to go?' - {if} destination {in} zone 1 - {print} destination 'is in zone 1' - price = 3 euros - {if} destination {is} zone_2 - {print} destination 'is in zone 2' - price = 6 - ticket_types = {ask} 'Press 1 for a single use ticket. - Press 2 for a round trip ticket:' - {if} ticket_type = 1 - {print} 'You chose a single use ticket' - {else} - {print} You chose a round trip ticket' - price * 2 - {print} 'That will be ' price ' euros please' - debug: 'True' 10: - header: Let's check out the adventures! text: Aproveite as aventuras do nível 8! 9: 1: header: Bem-vindo(a) ao nível 9 - text: |- - In this level you can use multiple lines of code after an `{if}` or after a `{repeat}` command. - - You can even put a `{repeat}` command within another `{repeat}` command. - 2: - header: Multiple lines after `{repeat}` - text: You are allowed to combine `{repeat}` and `{if}` in this level. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 3: - header: Indentation matters! - text: Indentation is very important to tell the computer which lines should be repeated and which lines should only be ran once. - code: |- - {repeat} 3 {times} - {print} 'This line will be repeated...' - {print} 'This one too...' - {print} 'but this one will not!' - 4: - header: Multiple lines after `{if}` - text: You can also use multiple lines after `{if}` - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - 5: - header: Indentation matters - text: Again, indentation is still very important and can make a big difference in the code. - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - 6: - header: An `{if}` inside a `{repeat}` - text: |- - Now that you can use multiple lines of code after these command, you can also put them within each other. - Check it out: - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 7: - header: Mind the indentation - text: Mind that the fourth and sixth line of this code starts with 8 spaces of indentation. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Welcome to HedyJumps, your parachute jump adventure!' - people = {ask} 'How many people are you jumping with today? - {print} 'We'll ask all of you some questions for safety reasons.' - extra_instructions_people = a, b - {repeat} 3 {times} - name = {ask} 'What is your name?' - jumped_before = 'Have you ever done a parachute jump before, ' name '?' - {if} jumped_before no - {print} 'No worries, you'll get an extra safety instruction in room 13' - {add} name {to} extra_instructions_people - {else} - {print} 'Fun!' - {print} 'Thanks for filling in the safety questions everyone. Enjoy your jump!' - debug: 'True' 9: - header: Let's go! text: Aproveite as aventuras do nível 9! 10: 1: header: Bem-vindo(a) ao nível 10 - text: 'In this level you will learn a new command: `{for}`.' - 2: - header: The for command - text: With for you can make a list and use all items on that list. `{for}` creates a block, like repeat and if so all lines in the block need to start with indentation (4 spaces). - code: |- - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - 3: - header: The for command - text: 'Here you see another example of the `{for}` command:' - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - 4: - header: Debugging - text: Let's debug this code - code: |- - {print} 'Ladies and gentlemen!' - {print} 'For one night and one night only in circus Hedy!' - acts = shoot out of a canon, walk the tightrope, pack themself in a suitcase, - people = Iris the Incredible Achmed the Amazing Francis the Fantastic - {for} people {in} acts - chosen_person {is} people {random} - chosen_person ' will ' act - {add} chosen_person {from} people - {print} 'Come and watch our show tonight!' - {print} 'Tickets are only available at the counter - debug: 'True' 5: - header: Time to program! text: Aproveite as aventuras do nível 10! 11: 1: header: Bem-vindo(a) ao nível 11 - text: |- - In this level, we add a new form of the `{for}` command. In earlier levels, we used for with a list, but we can also use for with numbers. - - This way we don't need the `{repeat}` command anymore. 2: header: O comando para - text: 'This is what the new for command looks like:' code: |- {for} contador {in} {range} 1 {to} 10 {print} contador {print} 'Prontos ou não, lá vou eu!' 3: header: a variável i - text: |- - In the previous slide the variable was named 'counter', because it was counting down. - You can of course use any name for the variable you want. - The standard name for variables in this situation that is used in programming languages like Python is 'i'. - That looks like this: code: |- número = 10 {for} i {in} {range} 1 {to} 10 {print} i * número - 4: - header: Debugging - text: Let's debug this code! - code: |- - factor {is} {ask} 'Which table of multiplication do you need?' - {repeat} {for} numbers {in} {range} 1 {to} 10 {times} - {print} This is the table of multiplications for factor - {print} number ' x ' factor ' = ' i * factor - debug: 'True' 5: - header: Let's start programming! text: Aproveite as aventuras do nível 11! 12: 1: header: Bem-vindo(a) ao nível 12 - text: |- - From this level on you are allowed to use decimal numbers and there are some changes to the quotation marks. - You can also use functions from this level on! 2: header: Aspas - text: |- - This level makes some changes to the usage of quotation marks. - From now on, **all texts** need to be in quotation marks. This includes values of variables, items on lists and text after {if} commands. code: |- nome = 'Hedy a Robô' {print} 'Olá ' nome 3: header: Números decimais - text: |- - From this level on you are also allowed to use decimal numbers. This can make programs like your restaurant even better! - - Numbers do not need quotation marks. - code: |- - {print} 'decimal numbers now need to use a dot' - {print} 2.5 + 2.5 - 4: - header: Functions! - text: |- - In this level you'll learn how to use functions. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. To create a function, use define and give the function a name. Then put all the lines you want in the function in a indented block under the define line. Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use call with the function's name to call it up! We don't have to type that block of code again. - 5: - header: Twinkle Twinkle little star! - text: |- - In this program you see an example of a function. - Let's see what happens if you fill in the rest of the song! - code: |- - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} twinkle 6: header: Funções - text: As you could see in the example a function is a block of code that can be called anytime. You use `{define}` to set the function and `{call}` to use it. - 7: - header: Debugging - text: Let's debug this code! - code: |- - {call} new_member - {print} 'Hi new member!' - username = {ask} 'What is your username?' - password = 'What is your password?' - {print} 'Welcome to our club!' - - username = {ask} 'Please enter your username. Are you a new member? Type New Member' - {if} username = New Member - {call} new member - {else} - password = {ask} 'Please enter password' - debug: 'True' 8: - header: Ready to try it out? text: Aproveite as aventuras do nível 12! 13: 1: header: Bem-vindo(a) ao nível 13 - text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two ifs but can use and and or. - From now on you could also use arguments in your functions. - 2: - header: The and command - text: |- - The `{and}` command is always used in a combination with the {if} command. - This way you can check if 2 statements are true. For example: - code: |- - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' 3: - header: The or command - text: |- - The `{or}` works in the same way as the `{and}` command, but only 1 of the two statements has to be true. - - Let's see what happens when you change the `{and}` for `{or}`. code: |- nome = {ask} 'qual é o seu nome?' {if} nome {is} 'Hedy' {or} nome {is} 'hedy' {print} 'Bem-vinda!!' - 4: - header: Functions with arguments - text: Now that you've learned how to use functions, you'll learn how to use a function with an **argument**. An argument is a variable that is used within a function. It is not used outside the function. - 5: - header: Example - text: |- - In this example you see how the argument 'place' is used in the function. - Run the code and change 'ocean' and 'sea' to something else, and see what happens. - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 6: - header: Example with variable - text: |- - You can also combine functions with a question. - - What happens if you make these changes: - ``` - define song with place - print 'My Bonnie is ' place - - answer is ask 'Where is my Bonnie?' - call song with answer - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 7: - header: Even more questions! - text: |- - Now we have combined even more question with the function. Type this code and see what happens. - - Note how the variables and the arguments have the same name. This is allowed. - Does it confuse you? Just use different names, that is allowed as well. - ``` - define song with name, place - print 'My ' name ' is ' place - - name is ask 'Who?' - place is ask 'Where are they?' - call song with name, place - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {define} happiness {with} name - {print} '🥳' - {play} G - {play} A - {play} B - {print} 'Party on, ' name - {define} sadness - {print} '😞' - {play} E - {play} D - {play} C - {print} 'Hope you feel better, ' name - - name = {ask} 'What is your' name '?' - mood = {ask} 'Are you happy or sad?' - {if} mood = happy - {call} happiness {with} person - {else} mood = sad - {define} sadness {to} name - debug: 'True' 9: - header: Let's go! text: Aproveite as aventuras do nível 13! 14: 1: header: Bem-vindo(a) ao nível 14 - text: In this level you'll learn some new symbols that can help you improve your programs, like >. You will also learn to work with return values of a function. - 2: - header: Symbols - text: |- - These are the new symbols you can use: - - The > means bigger than... - - The >= means bigger than or the same as... - - The < means smaller than... - - The <= means smaller than or the same as... - - You can use them like this: - code: |- - age = {ask} 'How old are you?' - {if} age < 13 - {print} 'You are younger than me!' - {else} - {print} 'You are older than me!' - 3: - header: Symbols - text: |- - You can also use: - - == is the same as. - - != is not - - == is used in `{if}` statements. - code: |- - answer = {ask} 'Do you want to learn more?' - {if} answer == 'yes' - {print} 'Go to the next adventure!' - {if} answer != 'yes' - {print} 'That is a shame!' - 4: - header: Return value - text: In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - 5: - header: Return value - text: For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - code: |- - {define} calculate_new_price {with} amount, percentage - percentage = percentage / 100 - discount_amount = amount * percentage - {return} amount - discount_amount - - old_price = {ask} 'How much is on the price tag?' - discount = {ask} 'What percentage is the discount?' - - new_price = {call} calculate_new_price {with} old_price, discount - {print} 'The new price is ' new_price ' dollar' - 6: - header: Debugging - text: Let's debug this code! - code: |- - item = 'not bought' - {print} 'I would like to buy this item' - price == {ask} 'What is the price?' - {if} price less than or the same as 10 - {print} 'Thats a great deal!' - item = 'bought' - {if} price is more than 10 {and} less than or the same as 20 - {print} 'Alright' - item = 'bought' - {if} price is more than 20 {and} less than 50 - {print} 'That is a bit much!' - {if} price is more than or the same as 50 - {print} 'No way!' - {if} item =! bought - {print} 'Shame.. I wont buy it' - {else} - {print} 'I will buy it! Thank you!' - debug: 'True' 7: - header: Let's get to work! text: Aproveite as aventuras do nível 14! 15: 1: header: Bem-vindo(a) ao nível 15 - text: In this level you will learn about the `{while}` loop. - 2: - header: '{while}' - text: |- - We are going to learn a new loop, the while loop! The loop continues as long as the statement is true. So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. If the correct answer is never given, the loop will never end! - code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - 3: - header: Debugging - text: Let's debug this code! - code: |- - numbers = 1, 2 - - {for} i {in} {range} 3 {to} 50 - {add} x {to} numbers - i = + 1 - - random_number = numbers {random} - guesses = 10 - - {while} guess = 0 - answer = 'Guess my number:' - {if} answer >= random_number - {print} 'lower' - guesses = guesses -1 - {if} answer > random_number - {print} 'higher!' - guesses = guesses - {else} answer = random_number - {print} 'correct' - guesses = 10 - - debug: 'True' - 4: - header: Let's try it out! - text: Enjoy the adventures in level 15! 16: 1: header: Bem-vindo(a) ao nível 16 - text: In this level you will learn about the [square brackets] and how to use them. - 2: - header: Square brackets - text: We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. The at random command can not be used anymore. - code: |- - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - 3: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Friendship test' - {subjects} = ['song', 'movie', 'food', 'drink'] - answers_player_1 = [] - answers_player_2 = [] - score = 100 - - {for} i {in} {range} 1 {to} 4 - answer = {ask} 'what is your favorite ' subjects[i] - {add} answer {to} answers_player_1 - - {print} 'Player 2, your turn!' - {for} i {in} {range} 0 {to} 4 - answer_player_2 = {ask} 'what is player 1s favorite ' subjects - {add} answer_player_2 {in} answers_player_2 - {if} answers_player_2[2] == answers_player_1[1] - {print} 'Correct!' - {else} - {print} 'Wrong!' - score = score - 25 - - {print} 'Player 2, you've scored ' score '%' - - {if} score = 100 - {print} 'You are an amazing friend' - {if} score < 100 {or} score >= 50 - {print} 'You could do better' - {else} score < 50 - {print} 'Do you even know this person?!' - debug: 'True' - 4: - text: Enjoy the adventures in level 16! - header: Let's try it out! 17: 1: header: Bem-vindo(a) ao nível 17 - text: in this level you will learn how to use a colon and you will learn the elif command. - 2: - header: Colon - text: 'Now we are going to change indentation a little bit. Every time that we need an indentation, we need : at the line before the indentation.' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {else}: - {print} 'Better luck next time..' - 3: - header: Elif - text: 'In this level you can also use a new command: elif. elif is short for else if and you need it when you want to make 3 (or more!) options. Check it out!' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {elif} your_price == 'an apple pie' : - {print} 'Lovely, an apple pie!' - {else}: - {print} 'Better luck next time..' - 4: - header: Debugging - text: Let's debug this code! - code: |- - {define} ask_direction - direction = {ask} 'Where do you want to go?' - {if} direction = 'backwards' - {turn} 180 - {else} direction == 'right' - {turn} 90 - {else} direction == 'left' - {turn} 270 - {forward} 100 - - continue = 'yes' - - {while} continue == 'yes' - {print} ask_direction - {sleep} - continue = 'do you want to draw some more?' - {sleep} - debug: 'True' - 5: - header: Let's try it out! - text: Enjoy the adventures in level 17! 18: 1: header: Bem-vindo(a) ao nível 18 - text: Congratulations! You have reached the last level of Hedy! The code you have created here can be copied to real Python environments like replit or PyCharm, and you can continue learning there! Note however that Python can only read English commands, so if you have been using other languages, you will need to switch to English now. - 2: - header: The Python way - text: |- - We arrived at real Python code! That means we need to use parentheses with print and range from now on. - - Also, if you want to print more than one item, you need to separate them by commas. - - The final change we will need to make to get Python code is changing ask into input. - - Click on the 'print' tab for all the examples. - editor: /hedy/18 - 3: - header: The very last adventures! - text: Enjoy the very last adventures in level 18! diff --git a/content/slides/pt_PT.yaml b/content/slides/pt_PT.yaml index 07f71f85be9..f3f0709a9cc 100644 --- a/content/slides/pt_PT.yaml +++ b/content/slides/pt_PT.yaml @@ -47,19 +47,8 @@ levels: {forward} 100 {turn} left 1: - 1: - header: Welcome to level 1! - text: |- - We will start level 1 by making stories in Hedy! - - We need three text codes to create interactive stories. 2: header: 'Hedy level 1: {print}' - text: |- - The first code that you can use in level 1 is `{print}`. - - `{print}` is used to show text on the screen. - code: '{print} Show text on the screen' 3: header: 'Hedy level 1: {ask}' text: |- @@ -84,1112 +73,32 @@ levels: text: |- with `{print}`, `{ask}` and `{echo}` you can already create a little story. This is a good time to try the Parrot, Story and Rock, Paper Scissors adventures. - code: |- - {print} Hello! - {ask} What is your name? - {echo} hello 6: - header: Programming! text: Adventures are shown in tabs. - editor: /hedy/1 7: - header: Programming! text: The yellow arrow buttons can be used to copy examples. editor: /hedy#print_command 8: header: Drawing with the turtle text: Now that we have seen at text codes, we will now look at drawing codes next. - editor: /hedy#print_command 9: header: 'Drawing with the turtle: {forward}' text: '`{forward}` is used to move the turtle forward.' - 10: - header: 'Drawing with the turtle: {forward}' - text: '`{forward}` is used to move the turtle forward.' - code: '{forward} 50' 11: - header: 'Drawing with the turtle: {turn}' - text: '`{turn}` is used to make the turtle turn left or right.' code: |- {forward} 50 {turn} left - 12: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - I am DJ Hedy - {print} What song would you like to hear? - {ask} I like that song too! - {print} Next up... {echo} - debug: 'True' - 13: - header: Let the programming fun begin! - text: Enjoy the adventures in level 1! 2: - 1: - header: Welcome to level 2 - text: |- - In this level you will learn to use variables. - - A variable is a word that can be used to store information. - - For example: a name, age or favorite sports team. - 2: - header: Variables - text: To make or 'set' a variable we use the `{is}` command - code: |- - name {is} Hedy - age {is} 15 - {print} name is age years old 3: - header: Interactive text: |- We can also set a variable by asking questions. The answer to the question is stored in the variable. This way we don't need the `{echo}` command. - code: |- - name {is} {ask} What is your name? - {print} Hello name 4: - header: Multiple variables text: Now that we use variables, we can use multiple variables instead of just one `{echo}`command. - code: |- - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - 5: - header: Sleep - text: You can also use the `{sleep}` command to pause the code for a while. - code: |- - {print} My favorite colour is... - {sleep} 2 - {print} green! - 6: - header: Sleep 5 - text: |- - You can add a number after the `{sleep}` command if you want the pause to be longer. - - If you want, you could even use a variable instead of a number to decide the duration of the sleep command. - code: |- - pause {is} 10 - {print} My favorite colour is... - {sleep} pause - {print} green! - 7: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - {print} Welcome to the donut shop! - filling {is} What kind of filling would you like? - {print} You have chosen... Filling! Yum! - topping {ask} What kind of topping would you like? - topping is delicious! - {print} I'll go get your donut. {sleep} - {print} Here you go! A filling donut with toping! - {ask} Have a nice day! - debug: 'True' - 8: - header: Let the programming fun begin! - text: Enjoy the adventures in level 2! - 3: - 1: - header: Welcome to level 3 - text: In this level you'll learn how to make a list, add and remove items form your lists and pick a random item off that list. - 2: - header: Making a list - text: |- - You make a list with `{is}`. - - Separate the items on your list with a comma. - code: animals {is} dogs, cats, kangaroos - 3: - header: At random - text: |- - You can use the list with the `{at}` `{random}` command. - The computer will randomly pick one item of the list. - Every time you run this code the output will differ. - code: |- - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - 4: - header: At random in a sentence - text: You can use the `{at}` `{random}` command in a sentence as well. - code: |- - animals {is} dogs, cats, kangaroos - {print} My favorite animal is animals {at} {random} - 5: - header: Add to - text: |- - You can add items to a list with the `{add}` `{to}` command. - - You can choose what to add to the list or you can use the `{add}` `{to}` command in combination with the `{ask}` command. - This way you can let the player decide what to add to the list. - code: |- - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - 6: - header: Remove from - text: |- - The opposite of the `{add}` `{to}` command is the `{remove}` `{from}` command. - This command removes an item from a list. - code: |- - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - 7: - header: Debugging - text: Let's debug this code! - editor: |- - music_genres {is} rock, pop, metal, indie, jazz - chosen_genre is music {at} {random} - {print} Let's listen to chosen genre - nice {ask} Do you like that genre? - {remove} chosen_genre {from} chosen_genre - second_choice {is} music_genres - {print} or do you prefer... second_choice {at} {random} - {remove} second_choice {to} music_genres - {print} I like music_genre {random} best! - debug: 'True' - 8: - header: Let's get to work! - text: Enjoy the adventures in level 3! 4: - 1: - header: Welcome to level 4 - text: In this level you will learn how to use quotation marks. - code: '{print} ''print with quotes!''' - 2: - header: Problem - text: 'In the previous levels, you might have come across this problem:' - code: |- - name {is} Sophie - {print} My name is name - debug: 'True' - 3: - header: Fixing it with quotation marks - text: |- - In this level we will fix this problem by using quotation marks. - - This also makes our code look more like 'real' Python code. - 4: - header: Quotation marks with print - text: Each time you use the `{print}` command you need to put the text that you want to appear on the screen in quotation marks. - code: '{print} ''print with quotes!''' - 5: - header: Quotation marks with ask - text: This also goes for the `{ask}` command. - code: name {is} {ask} 'name please?' - 6: - header: Quotation marks and variables - text: |- - You do not want variable names to be printed on the screen. - This is why variables should be left out of the quotation marks, like this: - code: |- - name {is} Harry - {print} 'Hello ' name - 7: - header: Quotation marks and variables - text: |- - When variable names are used in the middle of a sentence, you have to leave the variables out of the quotation marks. - The rest of the sentence however, does need quotation marks. That looks like this: - code: |- - name {is} Harry - {print} 'Hello ' name ', how are you?' - 8: - header: Quotation marks and contractions - text: |- - Be careful! Now that you are using quotation marks, you can't use apostrophes in contractions. - - Please try to print a contraction like "you're" or "I'm" in the screen below and see what happens.... - code: '{print} ''This won''t work!''' - debug: 'True' 9: header: Ready, Set, Go! text: Enjoy the adventures in level 4! - code: |- - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'SURPRISE!' - 10: - header: Debugging - text: Let's debug this code! - code: |- - {clear} - {print} What a nice day to go to the beach! - {ask} 'Do you want to build a sandcastle or swim in the ocean?' - {print} 'You would like to activity ' - {print} 'I'd like to do that too' - {print} 'Look at these beautiful seashells!' - colors {is} 'orange, silver, white, brown' - {print} 'I love the colors {at} {random} one!' - choice {is} {ask} Which one do you like? - debug: 'True' - 11: - header: Ready, Set, Go! - text: Enjoy the adventures in level 4! - 5: - 1: - header: Welcome to level 5 - text: 'In this level you will learn to use 3 new commands: `{if}`, `{else}` and `{in}`.' - 2: - header: if - text: |- - The `{if}` command allows you to choose between two options. - In this example the computer will print 'nice' if the given answer is Hedy. - If the answer is not Hedy, the computer will do nothing. - code: |- - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - 3: - header: Don't forget to print - text: |- - When using the `{if}` command, don't forget to use the `{print}` command. - This code will not work! - code: '{if} name {is} Hedy ''nice''' - debug: 'True' - 4: - header: else - text: |- - When using an `{if}` command, you can also add an `{else}` command. - If the answer is Hedy, the computer will print 'nice'. - But if the answer is something else the computer will print 'boo' - code: '{if} name {is} Hedy {print} ''nice'' {else} {print} ''boo!''' - 5: - header: Long lines - text: |- - You might have noticed that your lines can get very long when you have both an `{if}` and an `{else}` command. - - You can choose to separate commands and put them on 2 lines, like this: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - 6: - header: Another new command - text: |- - If you have practised with the `{if}` and `{else}` commands, you can also try the `{in}` command. - - With `{in}` you can let the computer check if an item is in a list, for example: - - Please note that Hedy is case sensitive. This means that if you answer "Green" instead of "green", Hedy will print "meh". - code: |- - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - 7: - header: Debugging - text: Let's debug this code! - code: |- - {print} Welcome to HedyAir Security! - boarding_pass {is} {ask} 'Do you have your boarding pass?' - {if} bording_pass yes {print} Great! - {else} Please, get your boarding pass ready. - passport {is} 'Can I see your passport, please?' - {if} passport {is} yes 'thank you' - {else} 'You can't fly without a passport' - declare {is} {ask} Do you have anything to declare? - {if} declare {is} yes - item_to_declare {is} {ask} 'What would you like to declare' - {else} Alright - {print} Thank you. Please head to gate A22.' - debug: 'True' - 8: - header: Let's go! - text: Enjoy the adventures in level 5! - 6: - 1: - header: Welcome to level 6 - text: In this level we are adding maths to our codes. - 2: - header: Addition - text: If you want to calculate an addition, simply use the plus sign. - code: '{print} ''5 plus 5 is '' 5 + 5' - 3: - header: Subtraction - text: If you want to subtract, you can use the minus sign. - code: '{print} ''5 minus 5 is '' 5 - 5' - 4: - header: Multiplication - text: If you want to do multiplications, you can use the asterisk. - code: '{print} ''5 times 5 is '' 5 * 5' - 5: - header: Division - text: You can use the slash for division. - code: '{print} ''5 divided by 5 is '' 5 / 5' - 6: - header: Summary - text: In summary, you can use +, -, * and / to do maths. - code: |- - {print} '5 plus 5 is ' 5 + 5 - {print} '5 minus 5 is ' 5 - 5 - {print} '5 times 5 is ' 5 * 5 - {print} '5 divided by 5 is ' 5 / 5 - 7: - header: The = symbol - text: |- - From now on you can also use the = symbol instead of the `{is}` command. - This goes for both numbers and words, and it also goes after the `{if}` or `{else}` commands. - code: |- - name = Hedy - answer = 20 + 4 - 8: - header: Calculations with variables - text: 'You can use calculations with numbers, but you can also use variables to do calculations, like this:' - code: |- - number_1 = {ask} 'Fill in the first number:' - number_2 = {ask} 'Fill in the second number:' - correct_answer = number_1 * number_2 - {print} number_1 ' times ' number_2 ' is ' correct_answer - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'This is the water park ticket machine' - {print} 'Price list: Children under 12 $3, Adults $5' - {print} 'Mondays are 25% off' - amount_of_children = 'How many kids tickets would you like?' - amount_of_adults = 'How many adult tickets would you like?' - day_of_the_week = {ask} 'What day is it?' - {clear} - child_price = amount of children * 3 - adult_price = amount_of_adults + 5 - total_price = adult_price * child_price - {if} day {is} monday - total_price = total_price * 0.25 - {print} 'That will be total_price please' - debug: 'True' - 10: - header: Let's get to work! - text: Enjoy the adventures in level 6! - 7: - 1: - header: Welcome to level 7 - text: In this level you will learn how to repeat a line of code as many times a you'd like. - 2: - header: repeat 3 times - text: |- - If you want to repeat a line of code, you can use the `{repeat}` 3 `{times}` code. - If you want to repeat the line more times, simply change the number. - - For example: If you are programming a story where your character shouts for help for 5 times, it could look like this: - code: |- - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - 3: - header: Don't forget the print command - text: When using the repeat command, do not forget the `{print}` command. - code: '{repeat} 5 {times} ''Help!''' - debug: 'True' - 4: - header: Repeat an ask command - text: You can also repeat an `{ask}`, `{if}` or `{else}` command multiple times. - code: |- - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - 5: - header: Debugging - text: Let's debug this code! - code: |- - {print} You gave stranded on a desert island. - {repeat} 3 'Help!' - rescued = {ask} Has anybody come to the rescue? - {if} rescued yes {is} - {print} Lucky! - {else} {repeat} 3 {times} 'HELP!' - rescued = 'What about now?' - {if} yes - {print} 'Hurray! - {else} 'That's a shame... Oh well... time to build a shelter and find some food.' - debug: 'True' - 6: - header: Ready Set Go! - text: Enjoy the adventures in level 7! - 8: - 1: - header: Welcome to level 8 - text: In this level you will learn to use indentation to make the `{repeat}`, `{if}` and `{else}` commands work for multiple lines of code. - 2: - header: '{repeat} commands before' - text: |- - In the previous levels, the `{repeat}` command looked like this: - - You could only repeat one line of code. - code: '{repeat} 5 {times} {print} ''Help!''' - debug: 'True' - 3: - header: '{repeat} commands now' - text: |- - In this level you can repeat multiple lines of code. To do this you must tell the computer which lines belong together and should be repeated. - You do this by using indentation. - - Use 4 spaces (or one tab) at the beginning of each line that you want to repeat, like this: - code: |- - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This will be printed 5 times' - 4: - header: '{repeat} commands now' - text: |- - If you want to, you can continue after the `{repeat}` command without indentation. - The lines that do not start with indentation will not be repeated. - code: |- - {repeat} 3 {times} - {print} 'Hello!' - {print} 'We are done repeating!' - 5: - header: if and else before - text: |- - The same goes for the `{if}` and `{else}` commands. - These were the commands before: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - debug: 'True' - 6: - header: if and else now - text: |- - These are the `{if}` and `{else}` commands now. - Each line after the `{if}` and `{else}` commands start with indentation. - code: |- - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {else} - {print} 'Welcome programmer!' - 7: - header: stopping the indentation - text: Just like with the `{repeat}` command, you can stop using indentation and the lines will always be shown. Not just if the statement is true. - code: "name = {ask} 'What is your name?'\n{if} name {is} Hedy\n {print} 'Welcome Hedy'\n{else}\n {print} 'Welcome programmer!' \n{print} '3..2..1.. Start programming!'" - 8: - header: if statements inside if statements - text: |- - You might have thought of trying to put an if command inside a repeat command, or inside another if command. - For now, this is not possible yet. In the higher levels, it will be allowed, but for now let's focus on practising the `{if}` `{else}` and `{repeat}` commands with proper indentation first. - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'HedyWheels bus tickets machine' - zone_1 = Town Hall, Library, Campus, Market Place - zone_2 = Swimming Pool, Skate Park, Mall, Airport - destination = 'Where do you want to go?' - {if} destination {in} zone 1 - {print} destination 'is in zone 1' - price = 3 euros - {if} destination {is} zone_2 - {print} destination 'is in zone 2' - price = 6 - ticket_types = {ask} 'Press 1 for a single use ticket. - Press 2 for a round trip ticket:' - {if} ticket_type = 1 - {print} 'You chose a single use ticket' - {else} - {print} You chose a round trip ticket' - price * 2 - {print} 'That will be ' price ' euros please' - debug: 'True' - 10: - header: Let's check out the adventures! - text: Enjoy the adventures in level 8! - 9: - 1: - header: Welcome to level 9 - text: |- - In this level you can use multiple lines of code after an `{if}` or after a `{repeat}` command. - - You can even put a `{repeat}` command within another `{repeat}` command. - 2: - header: Multiple lines after `{repeat}` - text: You are allowed to combine `{repeat}` and `{if}` in this level. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 3: - header: Indentation matters! - text: Indentation is very important to tell the computer which lines should be repeated and which lines should only be ran once. - code: |- - {repeat} 3 {times} - {print} 'This line will be repeated...' - {print} 'This one too...' - {print} 'but this one will not!' - 4: - header: Multiple lines after `{if}` - text: You can also use multiple lines after `{if}` - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - 5: - header: Indentation matters - text: Again, indentation is still very important and can make a big difference in the code. - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - 6: - header: An `{if}` inside a `{repeat}` - text: |- - Now that you can use multiple lines of code after these command, you can also put them within each other. - Check it out: - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 7: - header: Mind the indentation - text: Mind that the fourth and sixth line of this code starts with 8 spaces of indentation. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Welcome to HedyJumps, your parachute jump adventure!' - people = {ask} 'How many people are you jumping with today? - {print} 'We'll ask all of you some questions for safety reasons.' - extra_instructions_people = a, b - {repeat} 3 {times} - name = {ask} 'What is your name?' - jumped_before = 'Have you ever done a parachute jump before, ' name '?' - {if} jumped_before no - {print} 'No worries, you'll get an extra safety instruction in room 13' - {add} name {to} extra_instructions_people - {else} - {print} 'Fun!' - {print} 'Thanks for filling in the safety questions everyone. Enjoy your jump!' - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 9! - 10: - 1: - header: Welcome to level 10 - text: 'In this level you will learn a new command: `{for}`.' - 2: - header: The for command - text: With for you can make a list and use all items on that list. `{for}` creates a block, like repeat and if so all lines in the block need to start with indentation (4 spaces). - code: |- - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - 3: - header: The for command - text: 'Here you see another example of the `{for}` command:' - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - 4: - header: Debugging - text: Let's debug this code - code: |- - {print} 'Ladies and gentlemen!' - {print} 'For one night and one night only in circus Hedy!' - acts = shoot out of a canon, walk the tightrope, pack themself in a suitcase, - people = Iris the Incredible Achmed the Amazing Francis the Fantastic - {for} people {in} acts - chosen_person {is} people {random} - chosen_person ' will ' act - {add} chosen_person {from} people - {print} 'Come and watch our show tonight!' - {print} 'Tickets are only available at the counter - debug: 'True' - 5: - header: Time to program! - text: Enjoy the adventures in level 10! - 11: - 1: - header: Welcome to level 11 - text: |- - In this level, we add a new form of the `{for}` command. In earlier levels, we used for with a list, but we can also use for with numbers. - - This way we don't need the `{repeat}` command anymore. - 2: - header: The for command - text: 'This is what the new for command looks like:' - code: |- - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - 3: - header: the variable i - text: |- - In the previous slide the variable was named 'counter', because it was counting down. - You can of course use any name for the variable you want. - The standard name for variables in this situation that is used in programming languages like Python is 'i'. - That looks like this: - code: |- - number = 10 - {for} i {in} {range} 1 {to} 10 - {print} i * number - 4: - header: Debugging - text: Let's debug this code! - code: |- - factor {is} {ask} 'Which table of multiplication do you need?' - {repeat} {for} numbers {in} {range} 1 {to} 10 {times} - {print} This is the table of multiplications for factor - {print} number ' x ' factor ' = ' i * factor - debug: 'True' - 5: - header: Let's start programming! - text: Enjoy the adventures in level 11! - 12: - 1: - header: Welcome to level 12 - text: |- - From this level on you are allowed to use decimal numbers and there are some changes to the quotation marks. - You can also use functions from this level on! - 2: - header: Quotation marks - text: |- - This level makes some changes to the usage of quotation marks. - From now on, **all texts** need to be in quotation marks. This includes values of variables, items on lists and text after {if} commands. - code: |- - name = 'Hedy the Robot' - {print} 'Hello ' name - 3: - header: Decimal numbers - text: |- - From this level on you are also allowed to use decimal numbers. This can make programs like your restaurant even better! - - Numbers do not need quotation marks. - code: |- - {print} 'decimal numbers now need to use a dot' - {print} 2.5 + 2.5 - 4: - header: Functions! - text: |- - In this level you'll learn how to use functions. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. To create a function, use define and give the function a name. Then put all the lines you want in the function in a indented block under the define line. Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use call with the function's name to call it up! We don't have to type that block of code again. - 5: - header: Twinkle Twinkle little star! - text: |- - In this program you see an example of a function. - Let's see what happens if you fill in the rest of the song! - code: |- - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} twinkle - 6: - header: Functions - text: As you could see in the example a function is a block of code that can be called anytime. You use `{define}` to set the function and `{call}` to use it. - 7: - header: Debugging - text: Let's debug this code! - code: |- - {call} new_member - {print} 'Hi new member!' - username = {ask} 'What is your username?' - password = 'What is your password?' - {print} 'Welcome to our club!' - - username = {ask} 'Please enter your username. Are you a new member? Type New Member' - {if} username = New Member - {call} new member - {else} - password = {ask} 'Please enter password' - debug: 'True' - 8: - header: Ready to try it out? - text: Enjoy the adventures in level 12! - 13: - 1: - header: Welcome to level 13 - text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two ifs but can use and and or. - From now on you could also use arguments in your functions. - 2: - header: The and command - text: |- - The `{and}` command is always used in a combination with the {if} command. - This way you can check if 2 statements are true. For example: - code: |- - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - 3: - header: The or command - text: |- - The `{or}` works in the same way as the `{and}` command, but only 1 of the two statements has to be true. - - Let's see what happens when you change the `{and}` for `{or}`. - code: |- - name = {ask} 'what is your name?' - {if} name {is} 'Hedy' {or} name {is} 'hedy' - {print} 'Welcome!!' - 4: - header: Functions with arguments - text: Now that you've learned how to use functions, you'll learn how to use a function with an **argument**. An argument is a variable that is used within a function. It is not used outside the function. - 5: - header: Example - text: |- - In this example you see how the argument 'place' is used in the function. - Run the code and change 'ocean' and 'sea' to something else, and see what happens. - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 6: - header: Example with variable - text: |- - You can also combine functions with a question. - - What happens if you make these changes: - ``` - define song with place - print 'My Bonnie is ' place - - answer is ask 'Where is my Bonnie?' - call song with answer - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 7: - header: Even more questions! - text: |- - Now we have combined even more question with the function. Type this code and see what happens. - - Note how the variables and the arguments have the same name. This is allowed. - Does it confuse you? Just use different names, that is allowed as well. - ``` - define song with name, place - print 'My ' name ' is ' place - - name is ask 'Who?' - place is ask 'Where are they?' - call song with name, place - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {define} happiness {with} name - {print} '🥳' - {play} G - {play} A - {play} B - {print} 'Party on, ' name - {define} sadness - {print} '😞' - {play} E - {play} D - {play} C - {print} 'Hope you feel better, ' name - - name = {ask} 'What is your' name '?' - mood = {ask} 'Are you happy or sad?' - {if} mood = happy - {call} happiness {with} person - {else} mood = sad - {define} sadness {to} name - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 13! - 14: - 1: - header: Welcome to level 14 - text: In this level you'll learn some new symbols that can help you improve your programs, like >. You will also learn to work with return values of a function. - 2: - header: Symbols - text: |- - These are the new symbols you can use: - - The > means bigger than... - - The >= means bigger than or the same as... - - The < means smaller than... - - The <= means smaller than or the same as... - - You can use them like this: - code: |- - age = {ask} 'How old are you?' - {if} age < 13 - {print} 'You are younger than me!' - {else} - {print} 'You are older than me!' - 3: - header: Symbols - text: |- - You can also use: - - == is the same as. - - != is not - - == is used in `{if}` statements. - code: |- - answer = {ask} 'Do you want to learn more?' - {if} answer == 'yes' - {print} 'Go to the next adventure!' - {if} answer != 'yes' - {print} 'That is a shame!' - 4: - header: Return value - text: In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - 5: - header: Return value - text: For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - code: |- - {define} calculate_new_price {with} amount, percentage - percentage = percentage / 100 - discount_amount = amount * percentage - {return} amount - discount_amount - - old_price = {ask} 'How much is on the price tag?' - discount = {ask} 'What percentage is the discount?' - - new_price = {call} calculate_new_price {with} old_price, discount - {print} 'The new price is ' new_price ' dollar' - 6: - header: Debugging - text: Let's debug this code! - code: |- - item = 'not bought' - {print} 'I would like to buy this item' - price == {ask} 'What is the price?' - {if} price less than or the same as 10 - {print} 'Thats a great deal!' - item = 'bought' - {if} price is more than 10 {and} less than or the same as 20 - {print} 'Alright' - item = 'bought' - {if} price is more than 20 {and} less than 50 - {print} 'That is a bit much!' - {if} price is more than or the same as 50 - {print} 'No way!' - {if} item =! bought - {print} 'Shame.. I wont buy it' - {else} - {print} 'I will buy it! Thank you!' - debug: 'True' - 7: - header: Let's get to work! - text: Enjoy the adventures in level 14! - 15: - 1: - header: Welcome to level 15 - text: In this level you will learn about the `{while}` loop. - 2: - header: '{while}' - text: |- - We are going to learn a new loop, the while loop! The loop continues as long as the statement is true. So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. If the correct answer is never given, the loop will never end! - code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - 3: - header: Debugging - text: Let's debug this code! - code: |- - numbers = 1, 2 - - {for} i {in} {range} 3 {to} 50 - {add} x {to} numbers - i = + 1 - - random_number = numbers {random} - guesses = 10 - - {while} guess = 0 - answer = 'Guess my number:' - {if} answer >= random_number - {print} 'lower' - guesses = guesses -1 - {if} answer > random_number - {print} 'higher!' - guesses = guesses - {else} answer = random_number - {print} 'correct' - guesses = 10 - - debug: 'True' - 4: - header: Let's try it out! - text: Enjoy the adventures in level 15! - 16: - 1: - header: Welcome to level 16 - text: In this level you will learn about the [square brackets] and how to use them. - 2: - header: Square brackets - text: We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. The at random command can not be used anymore. - code: |- - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - 3: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Friendship test' - {subjects} = ['song', 'movie', 'food', 'drink'] - answers_player_1 = [] - answers_player_2 = [] - score = 100 - - {for} i {in} {range} 1 {to} 4 - answer = {ask} 'what is your favorite ' subjects[i] - {add} answer {to} answers_player_1 - - {print} 'Player 2, your turn!' - {for} i {in} {range} 0 {to} 4 - answer_player_2 = {ask} 'what is player 1s favorite ' subjects - {add} answer_player_2 {in} answers_player_2 - {if} answers_player_2[2] == answers_player_1[1] - {print} 'Correct!' - {else} - {print} 'Wrong!' - score = score - 25 - - {print} 'Player 2, you've scored ' score '%' - - {if} score = 100 - {print} 'You are an amazing friend' - {if} score < 100 {or} score >= 50 - {print} 'You could do better' - {else} score < 50 - {print} 'Do you even know this person?!' - debug: 'True' - 4: - text: Enjoy the adventures in level 16! - header: Let's try it out! - 17: - 1: - header: Welcome to level 17 - text: in this level you will learn how to use a colon and you will learn the elif command. - 2: - header: Colon - text: 'Now we are going to change indentation a little bit. Every time that we need an indentation, we need : at the line before the indentation.' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {else}: - {print} 'Better luck next time..' - 3: - header: Elif - text: 'In this level you can also use a new command: elif. elif is short for else if and you need it when you want to make 3 (or more!) options. Check it out!' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {elif} your_price == 'an apple pie' : - {print} 'Lovely, an apple pie!' - {else}: - {print} 'Better luck next time..' - 4: - header: Debugging - text: Let's debug this code! - code: |- - {define} ask_direction - direction = {ask} 'Where do you want to go?' - {if} direction = 'backwards' - {turn} 180 - {else} direction == 'right' - {turn} 90 - {else} direction == 'left' - {turn} 270 - {forward} 100 - - continue = 'yes' - - {while} continue == 'yes' - {print} ask_direction - {sleep} - continue = 'do you want to draw some more?' - {sleep} - debug: 'True' - 5: - header: Let's try it out! - text: Enjoy the adventures in level 17! - 18: - 1: - header: Welcome to level 18 - text: Congratulations! You have reached the last level of Hedy! The code you have created here can be copied to real Python environments like replit or PyCharm, and you can continue learning there! Note however that Python can only read English commands, so if you have been using other languages, you will need to switch to English now. - 2: - header: The Python way - text: |- - We arrived at real Python code! That means we need to use parentheses with print and range from now on. - - Also, if you want to print more than one item, you need to separate them by commas. - - The final change we will need to make to get Python code is changing ask into input. - - Click on the 'print' tab for all the examples. - editor: /hedy/18 - 3: - header: The very last adventures! - text: Enjoy the very last adventures in level 18! diff --git a/content/slides/ro.yaml b/content/slides/ro.yaml index b2111732a00..d45a46c66d1 100644 --- a/content/slides/ro.yaml +++ b/content/slides/ro.yaml @@ -24,19 +24,15 @@ levels: 5: header: Programare in Hedy text: In Hedy folosim coduri speciale, de exemplu `{print}`. - code: '{print} Welcome to Hedy!' 6: header: Programare in Hedy text: Cuvinte specifice pentru program vor apărea in roz. - code: '{print} Welcome to Hedy!' 7: header: Programare in Hedy text: Incepem programul cu butonul Rulează care se găsește sub program. - code: '{print} Welcome to Hedy!' 8: header: Programare in Hedy text: Rezultatul apare in partea stângă. - code: '{print} Welcome to Hedy!' 9: header: Programare in Hedy text: Rezultatul poate fi și un desen. @@ -56,7 +52,6 @@ levels: Prima comandă de programare pe care o poți utiliza in nivelul 1 este `{print}`. `{print}` este folosit pentru a afișa ceva pe ecran. - code: '{print} Show text on the screen' 3: header: 'Hedy nivelul 1: {ask}' text: |- @@ -81,14 +76,9 @@ levels: text: |- cu `{print}`, `{ask}` și `{echo}` poți crea o poveste. Acum este momentum potrivit sa încerci aventurile cu Papagal, Poveste și Piatra, hârtie, foarfec. - code: |- - {print} Hello! - {ask} What is your name? - {echo} hello 6: header: Programare! text: Aventurile apar in secțiuni. - editor: /hedy/1 7: header: Programare! text: Butoanele cu săgeata galbenă pot fi folosite ca să copiezi exemplele de program. @@ -96,7 +86,6 @@ levels: 8: header: Desenează cu țestoasa text: Pentru ca am văzut deja cum arată programarea cu text, ne putem uita in continuare la comenzi pentru a desena. - editor: /hedy#print_command 9: header: 'Desenează cu țestoasa: {forward}' text: '`{forward}` este folosit pentru a muta țestoasa inainte.' @@ -107,1088 +96,20 @@ levels: {forward} 50 {turn} left 11: - header: 'Drawing with the turtle: {turn}' - text: '`{turn}` is used to make the turtle turn left or right.' code: |- {forward} 50 {turn} left - 12: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - I am DJ Hedy - {print} What song would you like to hear? - {ask} I like that song too! - {print} Next up... {echo} - debug: 'True' - 13: - header: Let the programming fun begin! - text: Enjoy the adventures in level 1! 2: - 1: - header: Welcome to level 2 - text: |- - In this level you will learn to use variables. - - A variable is a word that can be used to store information. - - For example: a name, age or favorite sports team. - 2: - header: Variables - text: To make or 'set' a variable we use the `{is}` command - code: |- - name {is} Hedy - age {is} 15 - {print} name is age years old 3: - header: Interactive text: |- We can also set a variable by asking questions. The answer to the question is stored in the variable. This way we don't need the `{echo}` command. - code: |- - name {is} {ask} What is your name? - {print} Hello name 4: - header: Multiple variables text: Now that we use variables, we can use multiple variables instead of just one `{echo}`command. - code: |- - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - 5: - header: Sleep - text: You can also use the `{sleep}` command to pause the code for a while. - code: |- - {print} My favorite colour is... - {sleep} 2 - {print} green! - 6: - header: Sleep 5 - text: |- - You can add a number after the `{sleep}` command if you want the pause to be longer. - - If you want, you could even use a variable instead of a number to decide the duration of the sleep command. - code: |- - pause {is} 10 - {print} My favorite colour is... - {sleep} pause - {print} green! - 7: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - {print} Welcome to the donut shop! - filling {is} What kind of filling would you like? - {print} You have chosen... Filling! Yum! - topping {ask} What kind of topping would you like? - topping is delicious! - {print} I'll go get your donut. {sleep} - {print} Here you go! A filling donut with toping! - {ask} Have a nice day! - debug: 'True' - 8: - header: Let the programming fun begin! - text: Enjoy the adventures in level 2! - 3: - 1: - header: Welcome to level 3 - text: In this level you'll learn how to make a list, add and remove items form your lists and pick a random item off that list. - 2: - header: Making a list - text: |- - You make a list with `{is}`. - - Separate the items on your list with a comma. - code: animals {is} dogs, cats, kangaroos - 3: - header: At random - text: |- - You can use the list with the `{at}` `{random}` command. - The computer will randomly pick one item of the list. - Every time you run this code the output will differ. - code: |- - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - 4: - header: At random in a sentence - text: You can use the `{at}` `{random}` command in a sentence as well. - code: |- - animals {is} dogs, cats, kangaroos - {print} My favorite animal is animals {at} {random} - 5: - header: Add to - text: |- - You can add items to a list with the `{add}` `{to}` command. - - You can choose what to add to the list or you can use the `{add}` `{to}` command in combination with the `{ask}` command. - This way you can let the player decide what to add to the list. - code: |- - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - 6: - header: Remove from - text: |- - The opposite of the `{add}` `{to}` command is the `{remove}` `{from}` command. - This command removes an item from a list. - code: |- - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - 7: - header: Debugging - text: Let's debug this code! - editor: |- - music_genres {is} rock, pop, metal, indie, jazz - chosen_genre is music {at} {random} - {print} Let's listen to chosen genre - nice {ask} Do you like that genre? - {remove} chosen_genre {from} chosen_genre - second_choice {is} music_genres - {print} or do you prefer... second_choice {at} {random} - {remove} second_choice {to} music_genres - {print} I like music_genre {random} best! - debug: 'True' - 8: - header: Let's get to work! - text: Enjoy the adventures in level 3! 4: - 1: - header: Welcome to level 4 - text: In this level you will learn how to use quotation marks. - code: '{print} ''print with quotes!''' - 2: - header: Problem - text: 'In the previous levels, you might have come across this problem:' - code: |- - name {is} Sophie - {print} My name is name - debug: 'True' - 3: - header: Fixing it with quotation marks - text: |- - In this level we will fix this problem by using quotation marks. - - This also makes our code look more like 'real' Python code. - 4: - header: Quotation marks with print - text: Each time you use the `{print}` command you need to put the text that you want to appear on the screen in quotation marks. - code: '{print} ''print with quotes!''' - 5: - header: Quotation marks with ask - text: This also goes for the `{ask}` command. - code: name {is} {ask} 'name please?' - 6: - header: Quotation marks and variables - text: |- - You do not want variable names to be printed on the screen. - This is why variables should be left out of the quotation marks, like this: - code: |- - name {is} Harry - {print} 'Hello ' name - 7: - header: Quotation marks and variables - text: |- - When variable names are used in the middle of a sentence, you have to leave the variables out of the quotation marks. - The rest of the sentence however, does need quotation marks. That looks like this: - code: |- - name {is} Harry - {print} 'Hello ' name ', how are you?' - 8: - header: Quotation marks and contractions - text: |- - Be careful! Now that you are using quotation marks, you can't use apostrophes in contractions. - - Please try to print a contraction like "you're" or "I'm" in the screen below and see what happens.... - code: '{print} ''This won''t work!''' - debug: 'True' 9: header: Ready, Set, Go! text: Enjoy the adventures in level 4! - code: |- - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'SURPRISE!' - 10: - header: Debugging - text: Let's debug this code! - code: |- - {clear} - {print} What a nice day to go to the beach! - {ask} 'Do you want to build a sandcastle or swim in the ocean?' - {print} 'You would like to activity ' - {print} 'I'd like to do that too' - {print} 'Look at these beautiful seashells!' - colors {is} 'orange, silver, white, brown' - {print} 'I love the colors {at} {random} one!' - choice {is} {ask} Which one do you like? - debug: 'True' - 11: - header: Ready, Set, Go! - text: Enjoy the adventures in level 4! - 5: - 1: - header: Welcome to level 5 - text: 'In this level you will learn to use 3 new commands: `{if}`, `{else}` and `{in}`.' - 2: - header: if - text: |- - The `{if}` command allows you to choose between two options. - In this example the computer will print 'nice' if the given answer is Hedy. - If the answer is not Hedy, the computer will do nothing. - code: |- - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - 3: - header: Don't forget to print - text: |- - When using the `{if}` command, don't forget to use the `{print}` command. - This code will not work! - code: '{if} name {is} Hedy ''nice''' - debug: 'True' - 4: - header: else - text: |- - When using an `{if}` command, you can also add an `{else}` command. - If the answer is Hedy, the computer will print 'nice'. - But if the answer is something else the computer will print 'boo' - code: '{if} name {is} Hedy {print} ''nice'' {else} {print} ''boo!''' - 5: - header: Long lines - text: |- - You might have noticed that your lines can get very long when you have both an `{if}` and an `{else}` command. - - You can choose to separate commands and put them on 2 lines, like this: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - 6: - header: Another new command - text: |- - If you have practised with the `{if}` and `{else}` commands, you can also try the `{in}` command. - - With `{in}` you can let the computer check if an item is in a list, for example: - - Please note that Hedy is case sensitive. This means that if you answer "Green" instead of "green", Hedy will print "meh". - code: |- - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - 7: - header: Debugging - text: Let's debug this code! - code: |- - {print} Welcome to HedyAir Security! - boarding_pass {is} {ask} 'Do you have your boarding pass?' - {if} bording_pass yes {print} Great! - {else} Please, get your boarding pass ready. - passport {is} 'Can I see your passport, please?' - {if} passport {is} yes 'thank you' - {else} 'You can't fly without a passport' - declare {is} {ask} Do you have anything to declare? - {if} declare {is} yes - item_to_declare {is} {ask} 'What would you like to declare' - {else} Alright - {print} Thank you. Please head to gate A22.' - debug: 'True' - 8: - header: Let's go! - text: Enjoy the adventures in level 5! - 6: - 1: - header: Welcome to level 6 - text: In this level we are adding maths to our codes. - 2: - header: Addition - text: If you want to calculate an addition, simply use the plus sign. - code: '{print} ''5 plus 5 is '' 5 + 5' - 3: - header: Subtraction - text: If you want to subtract, you can use the minus sign. - code: '{print} ''5 minus 5 is '' 5 - 5' - 4: - header: Multiplication - text: If you want to do multiplications, you can use the asterisk. - code: '{print} ''5 times 5 is '' 5 * 5' - 5: - header: Division - text: You can use the slash for division. - code: '{print} ''5 divided by 5 is '' 5 / 5' - 6: - header: Summary - text: In summary, you can use +, -, * and / to do maths. - code: |- - {print} '5 plus 5 is ' 5 + 5 - {print} '5 minus 5 is ' 5 - 5 - {print} '5 times 5 is ' 5 * 5 - {print} '5 divided by 5 is ' 5 / 5 - 7: - header: The = symbol - text: |- - From now on you can also use the = symbol instead of the `{is}` command. - This goes for both numbers and words, and it also goes after the `{if}` or `{else}` commands. - code: |- - name = Hedy - answer = 20 + 4 - 8: - header: Calculations with variables - text: 'You can use calculations with numbers, but you can also use variables to do calculations, like this:' - code: |- - number_1 = {ask} 'Fill in the first number:' - number_2 = {ask} 'Fill in the second number:' - correct_answer = number_1 * number_2 - {print} number_1 ' times ' number_2 ' is ' correct_answer - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'This is the water park ticket machine' - {print} 'Price list: Children under 12 $3, Adults $5' - {print} 'Mondays are 25% off' - amount_of_children = 'How many kids tickets would you like?' - amount_of_adults = 'How many adult tickets would you like?' - day_of_the_week = {ask} 'What day is it?' - {clear} - child_price = amount of children * 3 - adult_price = amount_of_adults + 5 - total_price = adult_price * child_price - {if} day {is} monday - total_price = total_price * 0.25 - {print} 'That will be total_price please' - debug: 'True' - 10: - header: Let's get to work! - text: Enjoy the adventures in level 6! - 7: - 1: - header: Welcome to level 7 - text: In this level you will learn how to repeat a line of code as many times a you'd like. - 2: - header: repeat 3 times - text: |- - If you want to repeat a line of code, you can use the `{repeat}` 3 `{times}` code. - If you want to repeat the line more times, simply change the number. - - For example: If you are programming a story where your character shouts for help for 5 times, it could look like this: - code: |- - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - 3: - header: Don't forget the print command - text: When using the repeat command, do not forget the `{print}` command. - code: '{repeat} 5 {times} ''Help!''' - debug: 'True' - 4: - header: Repeat an ask command - text: You can also repeat an `{ask}`, `{if}` or `{else}` command multiple times. - code: |- - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - 5: - header: Debugging - text: Let's debug this code! - code: |- - {print} You gave stranded on a desert island. - {repeat} 3 'Help!' - rescued = {ask} Has anybody come to the rescue? - {if} rescued yes {is} - {print} Lucky! - {else} {repeat} 3 {times} 'HELP!' - rescued = 'What about now?' - {if} yes - {print} 'Hurray! - {else} 'That's a shame... Oh well... time to build a shelter and find some food.' - debug: 'True' - 6: - header: Ready Set Go! - text: Enjoy the adventures in level 7! - 8: - 1: - header: Welcome to level 8 - text: In this level you will learn to use indentation to make the `{repeat}`, `{if}` and `{else}` commands work for multiple lines of code. - 2: - header: '{repeat} commands before' - text: |- - In the previous levels, the `{repeat}` command looked like this: - - You could only repeat one line of code. - code: '{repeat} 5 {times} {print} ''Help!''' - debug: 'True' - 3: - header: '{repeat} commands now' - text: |- - In this level you can repeat multiple lines of code. To do this you must tell the computer which lines belong together and should be repeated. - You do this by using indentation. - - Use 4 spaces (or one tab) at the beginning of each line that you want to repeat, like this: - code: |- - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This will be printed 5 times' - 4: - header: '{repeat} commands now' - text: |- - If you want to, you can continue after the `{repeat}` command without indentation. - The lines that do not start with indentation will not be repeated. - code: |- - {repeat} 3 {times} - {print} 'Hello!' - {print} 'We are done repeating!' - 5: - header: if and else before - text: |- - The same goes for the `{if}` and `{else}` commands. - These were the commands before: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - debug: 'True' - 6: - header: if and else now - text: |- - These are the `{if}` and `{else}` commands now. - Each line after the `{if}` and `{else}` commands start with indentation. - code: |- - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {else} - {print} 'Welcome programmer!' - 7: - header: stopping the indentation - text: Just like with the `{repeat}` command, you can stop using indentation and the lines will always be shown. Not just if the statement is true. - code: "name = {ask} 'What is your name?'\n{if} name {is} Hedy\n {print} 'Welcome Hedy'\n{else}\n {print} 'Welcome programmer!' \n{print} '3..2..1.. Start programming!'" - 8: - header: if statements inside if statements - text: |- - You might have thought of trying to put an if command inside a repeat command, or inside another if command. - For now, this is not possible yet. In the higher levels, it will be allowed, but for now let's focus on practising the `{if}` `{else}` and `{repeat}` commands with proper indentation first. - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'HedyWheels bus tickets machine' - zone_1 = Town Hall, Library, Campus, Market Place - zone_2 = Swimming Pool, Skate Park, Mall, Airport - destination = 'Where do you want to go?' - {if} destination {in} zone 1 - {print} destination 'is in zone 1' - price = 3 euros - {if} destination {is} zone_2 - {print} destination 'is in zone 2' - price = 6 - ticket_types = {ask} 'Press 1 for a single use ticket. - Press 2 for a round trip ticket:' - {if} ticket_type = 1 - {print} 'You chose a single use ticket' - {else} - {print} You chose a round trip ticket' - price * 2 - {print} 'That will be ' price ' euros please' - debug: 'True' - 10: - header: Let's check out the adventures! - text: Enjoy the adventures in level 8! - 9: - 1: - header: Welcome to level 9 - text: |- - In this level you can use multiple lines of code after an `{if}` or after a `{repeat}` command. - - You can even put a `{repeat}` command within another `{repeat}` command. - 2: - header: Multiple lines after `{repeat}` - text: You are allowed to combine `{repeat}` and `{if}` in this level. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 3: - header: Indentation matters! - text: Indentation is very important to tell the computer which lines should be repeated and which lines should only be ran once. - code: |- - {repeat} 3 {times} - {print} 'This line will be repeated...' - {print} 'This one too...' - {print} 'but this one will not!' - 4: - header: Multiple lines after `{if}` - text: You can also use multiple lines after `{if}` - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - 5: - header: Indentation matters - text: Again, indentation is still very important and can make a big difference in the code. - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - 6: - header: An `{if}` inside a `{repeat}` - text: |- - Now that you can use multiple lines of code after these command, you can also put them within each other. - Check it out: - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 7: - header: Mind the indentation - text: Mind that the fourth and sixth line of this code starts with 8 spaces of indentation. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Welcome to HedyJumps, your parachute jump adventure!' - people = {ask} 'How many people are you jumping with today? - {print} 'We'll ask all of you some questions for safety reasons.' - extra_instructions_people = a, b - {repeat} 3 {times} - name = {ask} 'What is your name?' - jumped_before = 'Have you ever done a parachute jump before, ' name '?' - {if} jumped_before no - {print} 'No worries, you'll get an extra safety instruction in room 13' - {add} name {to} extra_instructions_people - {else} - {print} 'Fun!' - {print} 'Thanks for filling in the safety questions everyone. Enjoy your jump!' - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 9! - 10: - 1: - header: Welcome to level 10 - text: 'In this level you will learn a new command: `{for}`.' - 2: - header: The for command - text: With for you can make a list and use all items on that list. `{for}` creates a block, like repeat and if so all lines in the block need to start with indentation (4 spaces). - code: |- - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - 3: - header: The for command - text: 'Here you see another example of the `{for}` command:' - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - 4: - header: Debugging - text: Let's debug this code - code: |- - {print} 'Ladies and gentlemen!' - {print} 'For one night and one night only in circus Hedy!' - acts = shoot out of a canon, walk the tightrope, pack themself in a suitcase, - people = Iris the Incredible Achmed the Amazing Francis the Fantastic - {for} people {in} acts - chosen_person {is} people {random} - chosen_person ' will ' act - {add} chosen_person {from} people - {print} 'Come and watch our show tonight!' - {print} 'Tickets are only available at the counter - debug: 'True' - 5: - header: Time to program! - text: Enjoy the adventures in level 10! - 11: - 1: - header: Welcome to level 11 - text: |- - In this level, we add a new form of the `{for}` command. In earlier levels, we used for with a list, but we can also use for with numbers. - - This way we don't need the `{repeat}` command anymore. - 2: - header: The for command - text: 'This is what the new for command looks like:' - code: |- - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - 3: - header: the variable i - text: |- - In the previous slide the variable was named 'counter', because it was counting down. - You can of course use any name for the variable you want. - The standard name for variables in this situation that is used in programming languages like Python is 'i'. - That looks like this: - code: |- - number = 10 - {for} i {in} {range} 1 {to} 10 - {print} i * number - 4: - header: Debugging - text: Let's debug this code! - code: |- - factor {is} {ask} 'Which table of multiplication do you need?' - {repeat} {for} numbers {in} {range} 1 {to} 10 {times} - {print} This is the table of multiplications for factor - {print} number ' x ' factor ' = ' i * factor - debug: 'True' - 5: - header: Let's start programming! - text: Enjoy the adventures in level 11! - 12: - 1: - header: Welcome to level 12 - text: |- - From this level on you are allowed to use decimal numbers and there are some changes to the quotation marks. - You can also use functions from this level on! - 2: - header: Quotation marks - text: |- - This level makes some changes to the usage of quotation marks. - From now on, **all texts** need to be in quotation marks. This includes values of variables, items on lists and text after {if} commands. - code: |- - name = 'Hedy the Robot' - {print} 'Hello ' name - 3: - header: Decimal numbers - text: |- - From this level on you are also allowed to use decimal numbers. This can make programs like your restaurant even better! - - Numbers do not need quotation marks. - code: |- - {print} 'decimal numbers now need to use a dot' - {print} 2.5 + 2.5 - 4: - header: Functions! - text: |- - In this level you'll learn how to use functions. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. To create a function, use define and give the function a name. Then put all the lines you want in the function in a indented block under the define line. Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use call with the function's name to call it up! We don't have to type that block of code again. - 5: - header: Twinkle Twinkle little star! - text: |- - In this program you see an example of a function. - Let's see what happens if you fill in the rest of the song! - code: |- - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} twinkle - 6: - header: Functions - text: As you could see in the example a function is a block of code that can be called anytime. You use `{define}` to set the function and `{call}` to use it. - 7: - header: Debugging - text: Let's debug this code! - code: |- - {call} new_member - {print} 'Hi new member!' - username = {ask} 'What is your username?' - password = 'What is your password?' - {print} 'Welcome to our club!' - - username = {ask} 'Please enter your username. Are you a new member? Type New Member' - {if} username = New Member - {call} new member - {else} - password = {ask} 'Please enter password' - debug: 'True' - 8: - header: Ready to try it out? - text: Enjoy the adventures in level 12! - 13: - 1: - header: Welcome to level 13 - text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two ifs but can use and and or. - From now on you could also use arguments in your functions. - 2: - header: The and command - text: |- - The `{and}` command is always used in a combination with the {if} command. - This way you can check if 2 statements are true. For example: - code: |- - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - 3: - header: The or command - text: |- - The `{or}` works in the same way as the `{and}` command, but only 1 of the two statements has to be true. - - Let's see what happens when you change the `{and}` for `{or}`. - code: |- - name = {ask} 'what is your name?' - {if} name {is} 'Hedy' {or} name {is} 'hedy' - {print} 'Welcome!!' - 4: - header: Functions with arguments - text: Now that you've learned how to use functions, you'll learn how to use a function with an **argument**. An argument is a variable that is used within a function. It is not used outside the function. - 5: - header: Example - text: |- - In this example you see how the argument 'place' is used in the function. - Run the code and change 'ocean' and 'sea' to something else, and see what happens. - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 6: - header: Example with variable - text: |- - You can also combine functions with a question. - - What happens if you make these changes: - ``` - define song with place - print 'My Bonnie is ' place - - answer is ask 'Where is my Bonnie?' - call song with answer - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 7: - header: Even more questions! - text: |- - Now we have combined even more question with the function. Type this code and see what happens. - - Note how the variables and the arguments have the same name. This is allowed. - Does it confuse you? Just use different names, that is allowed as well. - ``` - define song with name, place - print 'My ' name ' is ' place - - name is ask 'Who?' - place is ask 'Where are they?' - call song with name, place - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {define} happiness {with} name - {print} '🥳' - {play} G - {play} A - {play} B - {print} 'Party on, ' name - {define} sadness - {print} '😞' - {play} E - {play} D - {play} C - {print} 'Hope you feel better, ' name - - name = {ask} 'What is your' name '?' - mood = {ask} 'Are you happy or sad?' - {if} mood = happy - {call} happiness {with} person - {else} mood = sad - {define} sadness {to} name - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 13! - 14: - 1: - header: Welcome to level 14 - text: In this level you'll learn some new symbols that can help you improve your programs, like >. You will also learn to work with return values of a function. - 2: - header: Symbols - text: |- - These are the new symbols you can use: - - The > means bigger than... - - The >= means bigger than or the same as... - - The < means smaller than... - - The <= means smaller than or the same as... - - You can use them like this: - code: |- - age = {ask} 'How old are you?' - {if} age < 13 - {print} 'You are younger than me!' - {else} - {print} 'You are older than me!' - 3: - header: Symbols - text: |- - You can also use: - - == is the same as. - - != is not - - == is used in `{if}` statements. - code: |- - answer = {ask} 'Do you want to learn more?' - {if} answer == 'yes' - {print} 'Go to the next adventure!' - {if} answer != 'yes' - {print} 'That is a shame!' - 4: - header: Return value - text: In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - 5: - header: Return value - text: For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - code: |- - {define} calculate_new_price {with} amount, percentage - percentage = percentage / 100 - discount_amount = amount * percentage - {return} amount - discount_amount - - old_price = {ask} 'How much is on the price tag?' - discount = {ask} 'What percentage is the discount?' - - new_price = {call} calculate_new_price {with} old_price, discount - {print} 'The new price is ' new_price ' dollar' - 6: - header: Debugging - text: Let's debug this code! - code: |- - item = 'not bought' - {print} 'I would like to buy this item' - price == {ask} 'What is the price?' - {if} price less than or the same as 10 - {print} 'Thats a great deal!' - item = 'bought' - {if} price is more than 10 {and} less than or the same as 20 - {print} 'Alright' - item = 'bought' - {if} price is more than 20 {and} less than 50 - {print} 'That is a bit much!' - {if} price is more than or the same as 50 - {print} 'No way!' - {if} item =! bought - {print} 'Shame.. I wont buy it' - {else} - {print} 'I will buy it! Thank you!' - debug: 'True' - 7: - header: Let's get to work! - text: Enjoy the adventures in level 14! - 15: - 1: - header: Welcome to level 15 - text: In this level you will learn about the `{while}` loop. - 2: - header: '{while}' - text: |- - We are going to learn a new loop, the while loop! The loop continues as long as the statement is true. So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. If the correct answer is never given, the loop will never end! - code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - 3: - header: Debugging - text: Let's debug this code! - code: |- - numbers = 1, 2 - - {for} i {in} {range} 3 {to} 50 - {add} x {to} numbers - i = + 1 - - random_number = numbers {random} - guesses = 10 - - {while} guess = 0 - answer = 'Guess my number:' - {if} answer >= random_number - {print} 'lower' - guesses = guesses -1 - {if} answer > random_number - {print} 'higher!' - guesses = guesses - {else} answer = random_number - {print} 'correct' - guesses = 10 - - debug: 'True' - 4: - header: Let's try it out! - text: Enjoy the adventures in level 15! - 16: - 1: - header: Welcome to level 16 - text: In this level you will learn about the [square brackets] and how to use them. - 2: - header: Square brackets - text: We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. The at random command can not be used anymore. - code: |- - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - 3: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Friendship test' - {subjects} = ['song', 'movie', 'food', 'drink'] - answers_player_1 = [] - answers_player_2 = [] - score = 100 - - {for} i {in} {range} 1 {to} 4 - answer = {ask} 'what is your favorite ' subjects[i] - {add} answer {to} answers_player_1 - - {print} 'Player 2, your turn!' - {for} i {in} {range} 0 {to} 4 - answer_player_2 = {ask} 'what is player 1s favorite ' subjects - {add} answer_player_2 {in} answers_player_2 - {if} answers_player_2[2] == answers_player_1[1] - {print} 'Correct!' - {else} - {print} 'Wrong!' - score = score - 25 - - {print} 'Player 2, you've scored ' score '%' - - {if} score = 100 - {print} 'You are an amazing friend' - {if} score < 100 {or} score >= 50 - {print} 'You could do better' - {else} score < 50 - {print} 'Do you even know this person?!' - debug: 'True' - 4: - text: Enjoy the adventures in level 16! - header: Let's try it out! - 17: - 1: - header: Welcome to level 17 - text: in this level you will learn how to use a colon and you will learn the elif command. - 2: - header: Colon - text: 'Now we are going to change indentation a little bit. Every time that we need an indentation, we need : at the line before the indentation.' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {else}: - {print} 'Better luck next time..' - 3: - header: Elif - text: 'In this level you can also use a new command: elif. elif is short for else if and you need it when you want to make 3 (or more!) options. Check it out!' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {elif} your_price == 'an apple pie' : - {print} 'Lovely, an apple pie!' - {else}: - {print} 'Better luck next time..' - 4: - header: Debugging - text: Let's debug this code! - code: |- - {define} ask_direction - direction = {ask} 'Where do you want to go?' - {if} direction = 'backwards' - {turn} 180 - {else} direction == 'right' - {turn} 90 - {else} direction == 'left' - {turn} 270 - {forward} 100 - - continue = 'yes' - - {while} continue == 'yes' - {print} ask_direction - {sleep} - continue = 'do you want to draw some more?' - {sleep} - debug: 'True' - 5: - header: Let's try it out! - text: Enjoy the adventures in level 17! - 18: - 1: - header: Welcome to level 18 - text: Congratulations! You have reached the last level of Hedy! The code you have created here can be copied to real Python environments like replit or PyCharm, and you can continue learning there! Note however that Python can only read English commands, so if you have been using other languages, you will need to switch to English now. - 2: - header: The Python way - text: |- - We arrived at real Python code! That means we need to use parentheses with print and range from now on. - - Also, if you want to print more than one item, you need to separate them by commas. - - The final change we will need to make to get Python code is changing ask into input. - - Click on the 'print' tab for all the examples. - editor: /hedy/18 - 3: - header: The very last adventures! - text: Enjoy the very last adventures in level 18! diff --git a/content/slides/ru.yaml b/content/slides/ru.yaml index 839b6b642f1..21a4a12102b 100644 --- a/content/slides/ru.yaml +++ b/content/slides/ru.yaml @@ -27,19 +27,15 @@ levels: 5: header: Программирование в Hedy text: В Hedy мы используем специальные коды, например `{print}`. - code: '{print} Welcome to Hedy!' 6: header: Программирование в Хеди text: Кодовые слова будут показаны розовым цветом. - code: '{print} Welcome to Hedy!' 7: header: Программирование в Hedy text: Мы запускаем код с помощью кнопки Run code, расположенной под кодом. - code: '{print} Welcome to Hedy!' 8: header: Программирование в Hedy text: Вывод появляется с левой стороны. - code: '{print} Welcome to Hedy!' 9: header: Программирование в Hedy text: Выходом также может быть чертеж. @@ -59,7 +55,6 @@ levels: Первый код, который вы можете использовать на уровне 1, это `{print}`. `{print}` используется для вывода текста на экран. - code: '{print} Show text on the screen' 3: header: 'Hedy уровень 1: {спросить}' text: |- @@ -84,14 +79,9 @@ levels: text: |- с помощью `{print}`, `{ask}` и `{echo}` вы уже можете создать небольшую историю. Сейчас самое время попробовать приключения "Попугай, история" и "Камень, ножницы, бумага". - code: |- - {print} Hello! - {ask} What is your name? - {echo} hello 6: header: Программирование! text: Приключения показаны во вкладках. - editor: /hedy/1 7: header: Программирование! text: Желтые кнопки со стрелками можно использовать для копирования примеров. @@ -99,7 +89,6 @@ levels: 8: header: Рисование с черепахой text: Теперь, когда мы рассмотрели текстовые коды, мы рассмотрим коды рисунков. - editor: /hedy#print_command 9: header: 'Рисование с черепахой: {forward}' text: '`{forward}` используется для перемещения черепахи вперед.' @@ -110,1088 +99,20 @@ levels: {forward} 50 {turn} left 11: - header: 'Drawing with the turtle: {turn}' - text: '`{turn}` is used to make the turtle turn left or right.' code: |- {forward} 50 {turn} left - 12: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - I am DJ Hedy - {print} What song would you like to hear? - {ask} I like that song too! - {print} Next up... {echo} - debug: 'True' - 13: - header: Let the programming fun begin! - text: Enjoy the adventures in level 1! 2: - 1: - header: Welcome to level 2 - text: |- - In this level you will learn to use variables. - - A variable is a word that can be used to store information. - - For example: a name, age or favorite sports team. - 2: - header: Variables - text: To make or 'set' a variable we use the `{is}` command - code: |- - name {is} Hedy - age {is} 15 - {print} name is age years old 3: - header: Interactive text: |- We can also set a variable by asking questions. The answer to the question is stored in the variable. This way we don't need the `{echo}` command. - code: |- - name {is} {ask} What is your name? - {print} Hello name 4: - header: Multiple variables text: Now that we use variables, we can use multiple variables instead of just one `{echo}`command. - code: |- - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - 5: - header: Sleep - text: You can also use the `{sleep}` command to pause the code for a while. - code: |- - {print} My favorite colour is... - {sleep} 2 - {print} green! - 6: - header: Sleep 5 - text: |- - You can add a number after the `{sleep}` command if you want the pause to be longer. - - If you want, you could even use a variable instead of a number to decide the duration of the sleep command. - code: |- - pause {is} 10 - {print} My favorite colour is... - {sleep} pause - {print} green! - 7: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - {print} Welcome to the donut shop! - filling {is} What kind of filling would you like? - {print} You have chosen... Filling! Yum! - topping {ask} What kind of topping would you like? - topping is delicious! - {print} I'll go get your donut. {sleep} - {print} Here you go! A filling donut with toping! - {ask} Have a nice day! - debug: 'True' - 8: - header: Let the programming fun begin! - text: Enjoy the adventures in level 2! - 3: - 1: - header: Welcome to level 3 - text: In this level you'll learn how to make a list, add and remove items form your lists and pick a random item off that list. - 2: - header: Making a list - text: |- - You make a list with `{is}`. - - Separate the items on your list with a comma. - code: animals {is} dogs, cats, kangaroos - 3: - header: At random - text: |- - You can use the list with the `{at}` `{random}` command. - The computer will randomly pick one item of the list. - Every time you run this code the output will differ. - code: |- - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - 4: - header: At random in a sentence - text: You can use the `{at}` `{random}` command in a sentence as well. - code: |- - animals {is} dogs, cats, kangaroos - {print} My favorite animal is animals {at} {random} - 5: - header: Add to - text: |- - You can add items to a list with the `{add}` `{to}` command. - - You can choose what to add to the list or you can use the `{add}` `{to}` command in combination with the `{ask}` command. - This way you can let the player decide what to add to the list. - code: |- - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - 6: - header: Remove from - text: |- - The opposite of the `{add}` `{to}` command is the `{remove}` `{from}` command. - This command removes an item from a list. - code: |- - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - 7: - header: Debugging - text: Let's debug this code! - editor: |- - music_genres {is} rock, pop, metal, indie, jazz - chosen_genre is music {at} {random} - {print} Let's listen to chosen genre - nice {ask} Do you like that genre? - {remove} chosen_genre {from} chosen_genre - second_choice {is} music_genres - {print} or do you prefer... second_choice {at} {random} - {remove} second_choice {to} music_genres - {print} I like music_genre {random} best! - debug: 'True' - 8: - header: Let's get to work! - text: Enjoy the adventures in level 3! 4: - 1: - header: Welcome to level 4 - text: In this level you will learn how to use quotation marks. - code: '{print} ''print with quotes!''' - 2: - header: Problem - text: 'In the previous levels, you might have come across this problem:' - code: |- - name {is} Sophie - {print} My name is name - debug: 'True' - 3: - header: Fixing it with quotation marks - text: |- - In this level we will fix this problem by using quotation marks. - - This also makes our code look more like 'real' Python code. - 4: - header: Quotation marks with print - text: Each time you use the `{print}` command you need to put the text that you want to appear on the screen in quotation marks. - code: '{print} ''print with quotes!''' - 5: - header: Quotation marks with ask - text: This also goes for the `{ask}` command. - code: name {is} {ask} 'name please?' - 6: - header: Quotation marks and variables - text: |- - You do not want variable names to be printed on the screen. - This is why variables should be left out of the quotation marks, like this: - code: |- - name {is} Harry - {print} 'Hello ' name - 7: - header: Quotation marks and variables - text: |- - When variable names are used in the middle of a sentence, you have to leave the variables out of the quotation marks. - The rest of the sentence however, does need quotation marks. That looks like this: - code: |- - name {is} Harry - {print} 'Hello ' name ', how are you?' - 8: - header: Quotation marks and contractions - text: |- - Be careful! Now that you are using quotation marks, you can't use apostrophes in contractions. - - Please try to print a contraction like "you're" or "I'm" in the screen below and see what happens.... - code: '{print} ''This won''t work!''' - debug: 'True' 9: header: Ready, Set, Go! text: Enjoy the adventures in level 4! - code: |- - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'SURPRISE!' - 10: - header: Debugging - text: Let's debug this code! - code: |- - {clear} - {print} What a nice day to go to the beach! - {ask} 'Do you want to build a sandcastle or swim in the ocean?' - {print} 'You would like to activity ' - {print} 'I'd like to do that too' - {print} 'Look at these beautiful seashells!' - colors {is} 'orange, silver, white, brown' - {print} 'I love the colors {at} {random} one!' - choice {is} {ask} Which one do you like? - debug: 'True' - 11: - header: Ready, Set, Go! - text: Enjoy the adventures in level 4! - 5: - 1: - header: Welcome to level 5 - text: 'In this level you will learn to use 3 new commands: `{if}`, `{else}` and `{in}`.' - 2: - header: if - text: |- - The `{if}` command allows you to choose between two options. - In this example the computer will print 'nice' if the given answer is Hedy. - If the answer is not Hedy, the computer will do nothing. - code: |- - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - 3: - header: Don't forget to print - text: |- - When using the `{if}` command, don't forget to use the `{print}` command. - This code will not work! - code: '{if} name {is} Hedy ''nice''' - debug: 'True' - 4: - header: else - text: |- - When using an `{if}` command, you can also add an `{else}` command. - If the answer is Hedy, the computer will print 'nice'. - But if the answer is something else the computer will print 'boo' - code: '{if} name {is} Hedy {print} ''nice'' {else} {print} ''boo!''' - 5: - header: Long lines - text: |- - You might have noticed that your lines can get very long when you have both an `{if}` and an `{else}` command. - - You can choose to separate commands and put them on 2 lines, like this: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - 6: - header: Another new command - text: |- - If you have practised with the `{if}` and `{else}` commands, you can also try the `{in}` command. - - With `{in}` you can let the computer check if an item is in a list, for example: - - Please note that Hedy is case sensitive. This means that if you answer "Green" instead of "green", Hedy will print "meh". - code: |- - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - 7: - header: Debugging - text: Let's debug this code! - code: |- - {print} Welcome to HedyAir Security! - boarding_pass {is} {ask} 'Do you have your boarding pass?' - {if} bording_pass yes {print} Great! - {else} Please, get your boarding pass ready. - passport {is} 'Can I see your passport, please?' - {if} passport {is} yes 'thank you' - {else} 'You can't fly without a passport' - declare {is} {ask} Do you have anything to declare? - {if} declare {is} yes - item_to_declare {is} {ask} 'What would you like to declare' - {else} Alright - {print} Thank you. Please head to gate A22.' - debug: 'True' - 8: - header: Let's go! - text: Enjoy the adventures in level 5! - 6: - 1: - header: Welcome to level 6 - text: In this level we are adding maths to our codes. - 2: - header: Addition - text: If you want to calculate an addition, simply use the plus sign. - code: '{print} ''5 plus 5 is '' 5 + 5' - 3: - header: Subtraction - text: If you want to subtract, you can use the minus sign. - code: '{print} ''5 minus 5 is '' 5 - 5' - 4: - header: Multiplication - text: If you want to do multiplications, you can use the asterisk. - code: '{print} ''5 times 5 is '' 5 * 5' - 5: - header: Division - text: You can use the slash for division. - code: '{print} ''5 divided by 5 is '' 5 / 5' - 6: - header: Summary - text: In summary, you can use +, -, * and / to do maths. - code: |- - {print} '5 plus 5 is ' 5 + 5 - {print} '5 minus 5 is ' 5 - 5 - {print} '5 times 5 is ' 5 * 5 - {print} '5 divided by 5 is ' 5 / 5 - 7: - header: The = symbol - text: |- - From now on you can also use the = symbol instead of the `{is}` command. - This goes for both numbers and words, and it also goes after the `{if}` or `{else}` commands. - code: |- - name = Hedy - answer = 20 + 4 - 8: - header: Calculations with variables - text: 'You can use calculations with numbers, but you can also use variables to do calculations, like this:' - code: |- - number_1 = {ask} 'Fill in the first number:' - number_2 = {ask} 'Fill in the second number:' - correct_answer = number_1 * number_2 - {print} number_1 ' times ' number_2 ' is ' correct_answer - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'This is the water park ticket machine' - {print} 'Price list: Children under 12 $3, Adults $5' - {print} 'Mondays are 25% off' - amount_of_children = 'How many kids tickets would you like?' - amount_of_adults = 'How many adult tickets would you like?' - day_of_the_week = {ask} 'What day is it?' - {clear} - child_price = amount of children * 3 - adult_price = amount_of_adults + 5 - total_price = adult_price * child_price - {if} day {is} monday - total_price = total_price * 0.25 - {print} 'That will be total_price please' - debug: 'True' - 10: - header: Let's get to work! - text: Enjoy the adventures in level 6! - 7: - 1: - header: Welcome to level 7 - text: In this level you will learn how to repeat a line of code as many times a you'd like. - 2: - header: repeat 3 times - text: |- - If you want to repeat a line of code, you can use the `{repeat}` 3 `{times}` code. - If you want to repeat the line more times, simply change the number. - - For example: If you are programming a story where your character shouts for help for 5 times, it could look like this: - code: |- - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - 3: - header: Don't forget the print command - text: When using the repeat command, do not forget the `{print}` command. - code: '{repeat} 5 {times} ''Help!''' - debug: 'True' - 4: - header: Repeat an ask command - text: You can also repeat an `{ask}`, `{if}` or `{else}` command multiple times. - code: |- - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - 5: - header: Debugging - text: Let's debug this code! - code: |- - {print} You gave stranded on a desert island. - {repeat} 3 'Help!' - rescued = {ask} Has anybody come to the rescue? - {if} rescued yes {is} - {print} Lucky! - {else} {repeat} 3 {times} 'HELP!' - rescued = 'What about now?' - {if} yes - {print} 'Hurray! - {else} 'That's a shame... Oh well... time to build a shelter and find some food.' - debug: 'True' - 6: - header: Ready Set Go! - text: Enjoy the adventures in level 7! - 8: - 1: - header: Welcome to level 8 - text: In this level you will learn to use indentation to make the `{repeat}`, `{if}` and `{else}` commands work for multiple lines of code. - 2: - header: '{repeat} commands before' - text: |- - In the previous levels, the `{repeat}` command looked like this: - - You could only repeat one line of code. - code: '{repeat} 5 {times} {print} ''Help!''' - debug: 'True' - 3: - header: '{repeat} commands now' - text: |- - In this level you can repeat multiple lines of code. To do this you must tell the computer which lines belong together and should be repeated. - You do this by using indentation. - - Use 4 spaces (or one tab) at the beginning of each line that you want to repeat, like this: - code: |- - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This will be printed 5 times' - 4: - header: '{repeat} commands now' - text: |- - If you want to, you can continue after the `{repeat}` command without indentation. - The lines that do not start with indentation will not be repeated. - code: |- - {repeat} 3 {times} - {print} 'Hello!' - {print} 'We are done repeating!' - 5: - header: if and else before - text: |- - The same goes for the `{if}` and `{else}` commands. - These were the commands before: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - debug: 'True' - 6: - header: if and else now - text: |- - These are the `{if}` and `{else}` commands now. - Each line after the `{if}` and `{else}` commands start with indentation. - code: |- - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {else} - {print} 'Welcome programmer!' - 7: - header: stopping the indentation - text: Just like with the `{repeat}` command, you can stop using indentation and the lines will always be shown. Not just if the statement is true. - code: "name = {ask} 'What is your name?'\n{if} name {is} Hedy\n {print} 'Welcome Hedy'\n{else}\n {print} 'Welcome programmer!' \n{print} '3..2..1.. Start programming!'" - 8: - header: if statements inside if statements - text: |- - You might have thought of trying to put an if command inside a repeat command, or inside another if command. - For now, this is not possible yet. In the higher levels, it will be allowed, but for now let's focus on practising the `{if}` `{else}` and `{repeat}` commands with proper indentation first. - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'HedyWheels bus tickets machine' - zone_1 = Town Hall, Library, Campus, Market Place - zone_2 = Swimming Pool, Skate Park, Mall, Airport - destination = 'Where do you want to go?' - {if} destination {in} zone 1 - {print} destination 'is in zone 1' - price = 3 euros - {if} destination {is} zone_2 - {print} destination 'is in zone 2' - price = 6 - ticket_types = {ask} 'Press 1 for a single use ticket. - Press 2 for a round trip ticket:' - {if} ticket_type = 1 - {print} 'You chose a single use ticket' - {else} - {print} You chose a round trip ticket' - price * 2 - {print} 'That will be ' price ' euros please' - debug: 'True' - 10: - header: Let's check out the adventures! - text: Enjoy the adventures in level 8! - 9: - 1: - header: Welcome to level 9 - text: |- - In this level you can use multiple lines of code after an `{if}` or after a `{repeat}` command. - - You can even put a `{repeat}` command within another `{repeat}` command. - 2: - header: Multiple lines after `{repeat}` - text: You are allowed to combine `{repeat}` and `{if}` in this level. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 3: - header: Indentation matters! - text: Indentation is very important to tell the computer which lines should be repeated and which lines should only be ran once. - code: |- - {repeat} 3 {times} - {print} 'This line will be repeated...' - {print} 'This one too...' - {print} 'but this one will not!' - 4: - header: Multiple lines after `{if}` - text: You can also use multiple lines after `{if}` - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - 5: - header: Indentation matters - text: Again, indentation is still very important and can make a big difference in the code. - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - 6: - header: An `{if}` inside a `{repeat}` - text: |- - Now that you can use multiple lines of code after these command, you can also put them within each other. - Check it out: - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 7: - header: Mind the indentation - text: Mind that the fourth and sixth line of this code starts with 8 spaces of indentation. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Welcome to HedyJumps, your parachute jump adventure!' - people = {ask} 'How many people are you jumping with today? - {print} 'We'll ask all of you some questions for safety reasons.' - extra_instructions_people = a, b - {repeat} 3 {times} - name = {ask} 'What is your name?' - jumped_before = 'Have you ever done a parachute jump before, ' name '?' - {if} jumped_before no - {print} 'No worries, you'll get an extra safety instruction in room 13' - {add} name {to} extra_instructions_people - {else} - {print} 'Fun!' - {print} 'Thanks for filling in the safety questions everyone. Enjoy your jump!' - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 9! - 10: - 1: - header: Welcome to level 10 - text: 'In this level you will learn a new command: `{for}`.' - 2: - header: The for command - text: With for you can make a list and use all items on that list. `{for}` creates a block, like repeat and if so all lines in the block need to start with indentation (4 spaces). - code: |- - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - 3: - header: The for command - text: 'Here you see another example of the `{for}` command:' - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - 4: - header: Debugging - text: Let's debug this code - code: |- - {print} 'Ladies and gentlemen!' - {print} 'For one night and one night only in circus Hedy!' - acts = shoot out of a canon, walk the tightrope, pack themself in a suitcase, - people = Iris the Incredible Achmed the Amazing Francis the Fantastic - {for} people {in} acts - chosen_person {is} people {random} - chosen_person ' will ' act - {add} chosen_person {from} people - {print} 'Come and watch our show tonight!' - {print} 'Tickets are only available at the counter - debug: 'True' - 5: - header: Time to program! - text: Enjoy the adventures in level 10! - 11: - 1: - header: Welcome to level 11 - text: |- - In this level, we add a new form of the `{for}` command. In earlier levels, we used for with a list, but we can also use for with numbers. - - This way we don't need the `{repeat}` command anymore. - 2: - header: The for command - text: 'This is what the new for command looks like:' - code: |- - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - 3: - header: the variable i - text: |- - In the previous slide the variable was named 'counter', because it was counting down. - You can of course use any name for the variable you want. - The standard name for variables in this situation that is used in programming languages like Python is 'i'. - That looks like this: - code: |- - number = 10 - {for} i {in} {range} 1 {to} 10 - {print} i * number - 4: - header: Debugging - text: Let's debug this code! - code: |- - factor {is} {ask} 'Which table of multiplication do you need?' - {repeat} {for} numbers {in} {range} 1 {to} 10 {times} - {print} This is the table of multiplications for factor - {print} number ' x ' factor ' = ' i * factor - debug: 'True' - 5: - header: Let's start programming! - text: Enjoy the adventures in level 11! - 12: - 1: - header: Welcome to level 12 - text: |- - From this level on you are allowed to use decimal numbers and there are some changes to the quotation marks. - You can also use functions from this level on! - 2: - header: Quotation marks - text: |- - This level makes some changes to the usage of quotation marks. - From now on, **all texts** need to be in quotation marks. This includes values of variables, items on lists and text after {if} commands. - code: |- - name = 'Hedy the Robot' - {print} 'Hello ' name - 3: - header: Decimal numbers - text: |- - From this level on you are also allowed to use decimal numbers. This can make programs like your restaurant even better! - - Numbers do not need quotation marks. - code: |- - {print} 'decimal numbers now need to use a dot' - {print} 2.5 + 2.5 - 4: - header: Functions! - text: |- - In this level you'll learn how to use functions. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. To create a function, use define and give the function a name. Then put all the lines you want in the function in a indented block under the define line. Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use call with the function's name to call it up! We don't have to type that block of code again. - 5: - header: Twinkle Twinkle little star! - text: |- - In this program you see an example of a function. - Let's see what happens if you fill in the rest of the song! - code: |- - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} twinkle - 6: - header: Functions - text: As you could see in the example a function is a block of code that can be called anytime. You use `{define}` to set the function and `{call}` to use it. - 7: - header: Debugging - text: Let's debug this code! - code: |- - {call} new_member - {print} 'Hi new member!' - username = {ask} 'What is your username?' - password = 'What is your password?' - {print} 'Welcome to our club!' - - username = {ask} 'Please enter your username. Are you a new member? Type New Member' - {if} username = New Member - {call} new member - {else} - password = {ask} 'Please enter password' - debug: 'True' - 8: - header: Ready to try it out? - text: Enjoy the adventures in level 12! - 13: - 1: - header: Welcome to level 13 - text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two ifs but can use and and or. - From now on you could also use arguments in your functions. - 2: - header: The and command - text: |- - The `{and}` command is always used in a combination with the {if} command. - This way you can check if 2 statements are true. For example: - code: |- - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - 3: - header: The or command - text: |- - The `{or}` works in the same way as the `{and}` command, but only 1 of the two statements has to be true. - - Let's see what happens when you change the `{and}` for `{or}`. - code: |- - name = {ask} 'what is your name?' - {if} name {is} 'Hedy' {or} name {is} 'hedy' - {print} 'Welcome!!' - 4: - header: Functions with arguments - text: Now that you've learned how to use functions, you'll learn how to use a function with an **argument**. An argument is a variable that is used within a function. It is not used outside the function. - 5: - header: Example - text: |- - In this example you see how the argument 'place' is used in the function. - Run the code and change 'ocean' and 'sea' to something else, and see what happens. - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 6: - header: Example with variable - text: |- - You can also combine functions with a question. - - What happens if you make these changes: - ``` - define song with place - print 'My Bonnie is ' place - - answer is ask 'Where is my Bonnie?' - call song with answer - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 7: - header: Even more questions! - text: |- - Now we have combined even more question with the function. Type this code and see what happens. - - Note how the variables and the arguments have the same name. This is allowed. - Does it confuse you? Just use different names, that is allowed as well. - ``` - define song with name, place - print 'My ' name ' is ' place - - name is ask 'Who?' - place is ask 'Where are they?' - call song with name, place - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {define} happiness {with} name - {print} '🥳' - {play} G - {play} A - {play} B - {print} 'Party on, ' name - {define} sadness - {print} '😞' - {play} E - {play} D - {play} C - {print} 'Hope you feel better, ' name - - name = {ask} 'What is your' name '?' - mood = {ask} 'Are you happy or sad?' - {if} mood = happy - {call} happiness {with} person - {else} mood = sad - {define} sadness {to} name - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 13! - 14: - 1: - header: Welcome to level 14 - text: In this level you'll learn some new symbols that can help you improve your programs, like >. You will also learn to work with return values of a function. - 2: - header: Symbols - text: |- - These are the new symbols you can use: - - The > means bigger than... - - The >= means bigger than or the same as... - - The < means smaller than... - - The <= means smaller than or the same as... - - You can use them like this: - code: |- - age = {ask} 'How old are you?' - {if} age < 13 - {print} 'You are younger than me!' - {else} - {print} 'You are older than me!' - 3: - header: Symbols - text: |- - You can also use: - - == is the same as. - - != is not - - == is used in `{if}` statements. - code: |- - answer = {ask} 'Do you want to learn more?' - {if} answer == 'yes' - {print} 'Go to the next adventure!' - {if} answer != 'yes' - {print} 'That is a shame!' - 4: - header: Return value - text: In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - 5: - header: Return value - text: For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - code: |- - {define} calculate_new_price {with} amount, percentage - percentage = percentage / 100 - discount_amount = amount * percentage - {return} amount - discount_amount - - old_price = {ask} 'How much is on the price tag?' - discount = {ask} 'What percentage is the discount?' - - new_price = {call} calculate_new_price {with} old_price, discount - {print} 'The new price is ' new_price ' dollar' - 6: - header: Debugging - text: Let's debug this code! - code: |- - item = 'not bought' - {print} 'I would like to buy this item' - price == {ask} 'What is the price?' - {if} price less than or the same as 10 - {print} 'Thats a great deal!' - item = 'bought' - {if} price is more than 10 {and} less than or the same as 20 - {print} 'Alright' - item = 'bought' - {if} price is more than 20 {and} less than 50 - {print} 'That is a bit much!' - {if} price is more than or the same as 50 - {print} 'No way!' - {if} item =! bought - {print} 'Shame.. I wont buy it' - {else} - {print} 'I will buy it! Thank you!' - debug: 'True' - 7: - header: Let's get to work! - text: Enjoy the adventures in level 14! - 15: - 1: - header: Welcome to level 15 - text: In this level you will learn about the `{while}` loop. - 2: - header: '{while}' - text: |- - We are going to learn a new loop, the while loop! The loop continues as long as the statement is true. So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. If the correct answer is never given, the loop will never end! - code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - 3: - header: Debugging - text: Let's debug this code! - code: |- - numbers = 1, 2 - - {for} i {in} {range} 3 {to} 50 - {add} x {to} numbers - i = + 1 - - random_number = numbers {random} - guesses = 10 - - {while} guess = 0 - answer = 'Guess my number:' - {if} answer >= random_number - {print} 'lower' - guesses = guesses -1 - {if} answer > random_number - {print} 'higher!' - guesses = guesses - {else} answer = random_number - {print} 'correct' - guesses = 10 - - debug: 'True' - 4: - header: Let's try it out! - text: Enjoy the adventures in level 15! - 16: - 1: - header: Welcome to level 16 - text: In this level you will learn about the [square brackets] and how to use them. - 2: - header: Square brackets - text: We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. The at random command can not be used anymore. - code: |- - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - 3: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Friendship test' - {subjects} = ['song', 'movie', 'food', 'drink'] - answers_player_1 = [] - answers_player_2 = [] - score = 100 - - {for} i {in} {range} 1 {to} 4 - answer = {ask} 'what is your favorite ' subjects[i] - {add} answer {to} answers_player_1 - - {print} 'Player 2, your turn!' - {for} i {in} {range} 0 {to} 4 - answer_player_2 = {ask} 'what is player 1s favorite ' subjects - {add} answer_player_2 {in} answers_player_2 - {if} answers_player_2[2] == answers_player_1[1] - {print} 'Correct!' - {else} - {print} 'Wrong!' - score = score - 25 - - {print} 'Player 2, you've scored ' score '%' - - {if} score = 100 - {print} 'You are an amazing friend' - {if} score < 100 {or} score >= 50 - {print} 'You could do better' - {else} score < 50 - {print} 'Do you even know this person?!' - debug: 'True' - 4: - text: Enjoy the adventures in level 16! - header: Let's try it out! - 17: - 1: - header: Welcome to level 17 - text: in this level you will learn how to use a colon and you will learn the elif command. - 2: - header: Colon - text: 'Now we are going to change indentation a little bit. Every time that we need an indentation, we need : at the line before the indentation.' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {else}: - {print} 'Better luck next time..' - 3: - header: Elif - text: 'In this level you can also use a new command: elif. elif is short for else if and you need it when you want to make 3 (or more!) options. Check it out!' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {elif} your_price == 'an apple pie' : - {print} 'Lovely, an apple pie!' - {else}: - {print} 'Better luck next time..' - 4: - header: Debugging - text: Let's debug this code! - code: |- - {define} ask_direction - direction = {ask} 'Where do you want to go?' - {if} direction = 'backwards' - {turn} 180 - {else} direction == 'right' - {turn} 90 - {else} direction == 'left' - {turn} 270 - {forward} 100 - - continue = 'yes' - - {while} continue == 'yes' - {print} ask_direction - {sleep} - continue = 'do you want to draw some more?' - {sleep} - debug: 'True' - 5: - header: Let's try it out! - text: Enjoy the adventures in level 17! - 18: - 1: - header: Welcome to level 18 - text: Congratulations! You have reached the last level of Hedy! The code you have created here can be copied to real Python environments like replit or PyCharm, and you can continue learning there! Note however that Python can only read English commands, so if you have been using other languages, you will need to switch to English now. - 2: - header: The Python way - text: |- - We arrived at real Python code! That means we need to use parentheses with print and range from now on. - - Also, if you want to print more than one item, you need to separate them by commas. - - The final change we will need to make to get Python code is changing ask into input. - - Click on the 'print' tab for all the examples. - editor: /hedy/18 - 3: - header: The very last adventures! - text: Enjoy the very last adventures in level 18! diff --git a/content/slides/sl.yaml b/content/slides/sl.yaml index 8501e49f35c..88f2e99f4c3 100644 --- a/content/slides/sl.yaml +++ b/content/slides/sl.yaml @@ -31,87 +31,37 @@ levels: 9: header: Programiranje v Hedy-ju text: Rezultat je lahko tudi slika. - code: "{forward} 100\n{turn} {left}" 1: 1: header: Dobrodošli v prvo stopnjo! text: "1. stopnjo bomo začeli z ustvarjanjem zgodb v Hedy!\n\nZa ustvarjanje interaktivnih zgodb potrebujemo tri ukaze." 2: - header: '{print}' text: "Prvi ukaz, ki ga lahko uporabite na ravni 1 je `{print}`.\n\n`{print}` se uporablja za prikaz besedila na zaslonu." code: '{print} Izpiši besedilo na zaslonu' 3: - header: The {print} command text: "Besedilo po ukazu za tiskanje lahko poljubno spremenite.\n\nLahko pa natisnete več vrstic tako, da dodate drugo vrstico kode, ki se prav tako začne z `{print}``." code: "{print} Dobrodošli v Hedy!\n{print} Zdaj pa začnimo programirati!" 4: - header: '{ask}' text: "Drugi ukaz, ki jo lahko uporabite na prvi stopnji, je `{ask}`.\n\n`{ask}` se uporablja za zastavljanje vprašanja, na katerega je mogoče odgovoriti." code: "{print} Dobrodošli v svojo igro kamen, škarje in papir!\n{ask} Kaj boste izbrali?" - 5: - header: '{echo}' - text: "As you could see in the previous example. If you use the `{ask}` command, you can ask a question.\nThe answer, however doesn't show in the output screen.\n\nIf you do want the answer to show, you can use the final command of this level: `{echo}`.\n`{echo}` is used to repeat the answer of an `{ask}`." - code: "{print} Hello!\n{ask} What is your name?\n{echo} hello" - 6: - header: Programming! - text: "With `{print}`, `{ask}` and `{echo}` you can already create a little story.\nThis is a good time to try the Parrot, Story and Rock, Paper Scissors adventures." - editor: /hedy/1 - 7: - header: Programming! - text: Adventures are shown in tabs. - editor: /hedy/1 - 8: - header: Programming! - text: The yellow arrow buttons can be used to copy examples. - editor: /hedy#print_command - 9: - header: Drawing with the turtle - text: Now that we have seen at text codes, we will now look at drawing codes next. - 10: - header: 'Drawing with the turtle: {forward}' - text: '`{forward}` is used to move the turtle forward.' - code: '{forward} 50' - 11: - header: 'Drawing with the turtle: {turn}' - text: '`{turn}` is used to make the turtle turn left or right.' - code: "{forward} 50\n{turn} {left}" - 12: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: "I am DJ Hedy\n{print} What song would you like to hear?\n{ask} I like that song too!\n{print} Next up... {echo}" - debug: 'True' - 13: - header: Let the programming fun begin! - text: Enjoy the adventures in level 1! 2: 1: - header: Welcome to level 2 text: "Na tej stopnji se boste naučili uporabljati spremenljivke.\n\nSpremenljivka je beseda, ki se lahko uporablja za shranjevanje informacij.\n\nNa primer: ime, starost ali najljubša športna ekipa." 2: header: Spremenljivke - text: To make or 'set' a variable we use the `{is}` command - code: "name {is} Hedy\nage {is} 15\n{print} name is age years old" - 3: - header: Interactive - text: "We can also set a variable by asking questions.\n\nThe answer to the question is stored in the variable.\n\nThis way we don't need the `{echo}` command." - code: "name {is} {ask} What is your name?\n{print} Hello name" 4: header: Več spremenljivk text: Zdaj, ko znamo uporabljati spremenljivke, lahko namesto enega ukaza `{echo}` uporabimo več spremenljivk. - code: "name {is} {ask} What is your name?\n{print} Hello name\nage {is} {ask} How old are you?\n{print} name is age years old." 5: - header: Sleep text: Z ukazom`{sleep}`lahko izvajnje programa za nekaj časa zaustavite. code: "{print} Moja priljubljena barva je...\n{sleep} 2\n{print} zelena!" 6: header: Zaspi 5 text: "Za ukazom `{sleep}` lahko dodate številko, če želite, da je premor daljši.\n\nČe želite, lahko celo uporabite spremenljivko namesto številke, da določite koliko sekund naj program spi." - code: "pause {is} 10\n{print} My favorite colour is...\n{sleep} pause\n{print} green!" 7: header: Razhroščevanje text: Razhroščevanje oziroma odpravljanje napak pomeni, da se znebite napak v programu. Skupaj razhroščimo to kodo. Kliknite na gumb pikapolonica, da zaženete razhroščevalnik. code: "Dobrodošli v trgovini s krofi!\npolnilo {is} Kakšno polnilo bi radi?\n{print} Izbrali ste... polnilo, njam!\npreliv {ask} Kakšen preliv bi želeli?\npreliv je okusen!\n{print} Grem po tvoj krof. {sleep}\n{print} Izvolite! Nasiten krof s prelivom!\n{ask} Lep dan!" - debug: 'True' 8: header: Naj se zabava ob programiranju začne! text: Uživajte v dogodivščinah na 2. stopnji! @@ -130,9 +80,7 @@ levels: 4: header: Naključno v stavku text: Ukaz `{at}` `{random}` lahko uporabite tudi v stavku. - code: "animals {is} dogs, cats, kangaroos\n{print} My favorite animal is animals {at} {random}" 5: - header: Add to text: "Elemente lahko dodate na seznam z ukazom `{add}` `{to}`.\n\nIzberete lahko, kaj boste dodali na seznam, ali pa uporabite ukaz `{add}` `{to}` v kombinaciji z ukazom `{ask}`.\nTako lahko igralcem omgoočilte, da se odločijo, kaj dodati na seznam." code: "žival {is} pes, mačka, kenguru\nvšeč {is} {ask} Katera je vaša najljubša žival?\n{add} všeč {to_list} žival\n{print} Jaz izberem žival {at} {random}" 6: @@ -142,8 +90,6 @@ levels: 7: header: Razhroševanje text: Razhroščimo to kodo! - editor: "music_genres {is} rock, pop, metal, indie, jazz\nchosen_genre is music {at} {random}\n{print} Let's listen to chosen genre\nnice {ask} Do you like that genre?\n{remove} chosen_genre {from} chosen_genre\nsecond_choice {is} music_genres\n{print} or do you prefer... second_choice {at} {random}\n{remove} second_choice {to} music_genres\n{print} I like music_genre {random} best!" - debug: 'True' 8: header: Gremo na delo! text: Uživajte v dogodivščinah na 3. stopnji! @@ -156,476 +102,32 @@ levels: header: Težava text: 'V prejšnjih stopnjah ste morda naleteli na to težavo:' code: "ime {is} Sofija\n{print} Moje ime je ime" - debug: 'True' 3: header: Popravek z narekovaji text: "Na tej stopnji bomo to težavo odpravili z uporabo narekovajev.\n\nZaradi tega je tudi naša koda bolj podobna \"pravi\" Python kodi." 4: header: Narekovaji in izpisovanje text: Vsakič, ko uporabite ukaz `{print}`, morate dodati besedilo, ki ga želite prikazati na zaslonu, v narekovaje. - code: "{print} 'print with quotes!'" - 5: - header: Quotation marks with ask - text: This also goes for the `{ask}` command. - code: name {is} {ask} 'name please?' 6: header: Narekovaji in spremenljivke text: "Imena spremenljivk ne želite izpisati na zaslonu.\nZato je treba spremenljivke pustiti zunaj narekovajev, kot na primer:" - code: "name {is} Harry\n{print} 'Hello ' name" 7: header: Narekovaji in spremenljivke text: "Če so imena spremenljivk uporabljena sredi stavka, jih morate pustiti zunaj narekovajev.\nZa preostali del stavka pa so potrebni narekovaji. To izgleda takole:" - code: "name {is} Harry\n{print} 'Hello ' name ', how are you?'" - 8: - header: Quotation marks and contractions - text: "Be careful! Now that you are using quotation marks, you can't use apostrophes in contractions.\n\nPlease try to print a contraction like \"you're\" or \"I'm\" in the screen below and see what happens...." - code: "{print} 'This won't work!'" - debug: 'True' - 9: - header: Clear - text: "In this level you'll also learn the {clear} command.\nWith this command you can wipe all the text from your output screen.\n\nBe careful that you always use a sleep command too. If you don't the computer will wipe all the text before you can read it!" - code: "{print} '3'\n{clear}\n{print} '2'\n{clear}\n{print} '1'\n{clear}\n{print} 'SURPRISE!'" - 10: - header: Debugging - text: Let's debug this code! - code: "{clear}\n{print} What a nice day to go to the beach!\n{ask} 'Do you want to build a sandcastle or swim in the ocean?'\n{print} 'You would like to activity '\n{print} 'I'd like to do that too'\n{print} 'Look at these beautiful seashells!'\ncolors {is} 'orange, silver, white, brown'\n{print} 'I love the colors {at} {random} one!'\nchoice {is} {ask} Which one do you like?" - debug: 'True' - 11: - header: Ready, Set, Go! - text: Enjoy the adventures in level 4! - 5: - 1: - header: Welcome to level 5 - text: 'In this level you will learn to use 3 new commands: `{if}`, `{else}` and `{in}`.' - 2: - header: if - text: "The `{if}` command allows you to choose between two options.\nIn this example the computer will print 'nice' if the given answer is Hedy.\nIf the answer is not Hedy, the computer will do nothing." - code: "name {is} {ask} 'what is your name?'\n{if} name {is} Hedy {print} 'nice'" - 3: - header: Don't forget to print - text: "When using the `{if}` command, don't forget to use the `{print}` command.\nThis code will not work!" - code: "{if} name {is} Hedy 'nice'" - debug: 'True' - 4: - header: else - text: "When using an `{if}` command, you can also add an `{else}` command.\nIf the answer is Hedy, the computer will print 'nice'.\nBut if the answer is something else the computer will print 'boo'" - code: "{if} name {is} Hedy {print} 'nice' {else} {print} 'boo!'" - 5: - header: Long lines - text: "You might have noticed that your lines can get very long when you have both an `{if}` and an `{else}` command.\n\nYou can choose to separate commands and put them on 2 lines, like this:" - code: "{if} name {is} Hedy {print} 'nice'\n{else} {print} 'boo!'" - 6: - header: Another new command - text: "If you have practised with the `{if}` and `{else}` commands, you can also try the `{in}` command.\n\nWith `{in}` you can let the computer check if an item is in a list, for example:\n\nPlease note that Hedy is case sensitive. This means that if you answer \"Green\" instead of \"green\", Hedy will print \"meh\"." - code: "pretty_colors {is} green, yellow\nfavorite_color {is} {ask} 'What is your favorite color?'\n{if} favorite_color {in} pretty_colors {print} 'pretty!'\n{else} {print} 'meh'" - 7: - header: Debugging - text: Let's debug this code! - code: "{print} Welcome to HedyAir Security!\nboarding_pass {is} {ask} 'Do you have your boarding pass?'\n{if} bording_pass yes {print} Great!\n{else} Please, get your boarding pass ready.\npassport {is} 'Can I see your passport, please?'\n{if} passport {is} yes 'thank you'\n{else} 'You can't fly without a passport'\ndeclare {is} {ask} Do you have anything to declare?\n{if} declare {is} yes\nitem_to_declare {is} {ask} 'What would you like to declare'\n{else} Alright\n{print} Thank you. Please head to gate A22.'" - debug: 'True' - 8: - header: Let's go! - text: Enjoy the adventures in level 5! 6: - 1: - header: Welcome to level 6 - text: In this level we are adding maths to our codes. - 2: - header: Addition - text: If you want to calculate an addition, simply use the plus sign. - code: "{print} '5 plus 5 is ' 5 + 5" - 3: - header: Subtraction - text: If you want to subtract, you can use the minus sign. - code: "{print} '5 minus 5 is ' 5 - 5" - 4: - header: Multiplication - text: If you want to do multiplications, you can use the asterisk. - code: "{print} '5 times 5 is ' 5 * 5" - 5: - header: Division - text: You can use the slash for division. - code: "{print} '5 divided by 5 is ' 5 / 5" - 6: - header: Summary - text: In summary, you can use +, -, * and / to do maths. - code: "{print} '5 plus 5 is ' 5 + 5\n{print} '5 minus 5 is ' 5 - 5\n{print} '5 times 5 is ' 5 * 5\n{print} '5 divided by 5 is ' 5 / 5" - 7: - header: The = symbol - text: "From now on you can also use the = symbol instead of the `{is}` command.\nThis goes for both numbers and words, and it also goes after the `{if}` or `{else}` commands." - code: "name = Hedy\nanswer = 20 + 4" 8: header: Računanje s spremenljivkami text: 'Izračune lahko izvajate neposredno s številkami, vendar lahko za računanje uporabljate tudi spremenljivke, kot je ta:' - code: "number_1 = {ask} 'Fill in the first number:'\nnumber_2 = {ask} 'Fill in the second number:'\ncorrect_answer = number_1 * number_2\n{print} number_1 ' times ' number_2 ' is ' correct_answer" - 9: - header: Debugging - text: Let's debug this code! - code: "{print} 'This is the water park ticket machine'\n{print} 'Price list: Children under 12 $3, Adults $5'\n{print} 'Mondays are 25% off'\namount_of_children = 'How many kids tickets would you like?'\namount_of_adults = 'How many adult tickets would you like?'\nday_of_the_week = {ask} 'What day is it?'\n{clear}\nchild_price = amount of children * 3\nadult_price = amount_of_adults + 5\ntotal_price = adult_price * child_price\n{if} day {is} monday\ntotal_price = total_price * 0.25\n{print} 'That will be total_price please'" - debug: 'True' - 10: - header: Let's get to work! - text: Enjoy the adventures in level 6! - 7: - 1: - header: Welcome to level 7 - text: In this level you will learn how to repeat a line of code as many times a you'd like. - 2: - header: repeat 3 times - text: "If you want to repeat a line of code, you can use the `{repeat}` 3 `{times}` code.\nIf you want to repeat the line more times, simply change the number.\n\nFor example: If you are programming a story where your character shouts for help for 5 times, it could look like this:" - code: "{print} 'The prince kept calling for help'\n{repeat} 5 {times} {print} 'Help!'\n{print} 'Why is nobody helping me?'" - 3: - header: Don't forget the print command - text: When using the repeat command, do not forget the `{print}` command. - code: "{repeat} 5 {times} 'Help!'" - debug: 'True' - 4: - header: Repeat an ask command - text: You can also repeat an `{ask}`, `{if}` or `{else}` command multiple times. - code: "{repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?'\n{if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!'\n{else} {repeat} 3 {times} {print} 'You have learned something new!'" - 5: - header: Debugging - text: Let's debug this code! - code: "{print} You gave stranded on a desert island.\n{repeat} 3 'Help!'\nrescued = {ask} Has anybody come to the rescue?\n{if} rescued yes {is}\n{print} Lucky!\n{else} {repeat} 3 {times} 'HELP!'\nrescued = 'What about now?'\n{if} yes\n{print} 'Hurray!\n{else} 'That's a shame... Oh well... time to build a shelter and find some food.'" - debug: 'True' - 6: - header: Ready Set Go! - text: Enjoy the adventures in level 7! - 8: - 1: - header: Welcome to level 8 - text: In this level you will learn to use indentation to make the `{repeat}`, `{if}` and `{else}` commands work for multiple lines of code. - 2: - header: '{repeat} commands before' - text: "In the previous levels, the `{repeat}` command looked like this:\n\nYou could only repeat one line of code." - code: "{repeat} 5 {times} {print} 'Help!'" - debug: 'True' - 3: - header: '{repeat} commands now' - text: "In this level you can repeat multiple lines of code. To do this you must tell the computer which lines belong together and should be repeated.\nYou do this by using indentation.\n\nUse 4 spaces (or one tab) at the beginning of each line that you want to repeat, like this:" - code: "{repeat} 5 {times}\n {print} 'Hello everyone'\n {print} 'This will be printed 5 times'" - 4: - header: '{repeat} commands now' - text: "If you want to, you can continue after the `{repeat}` command without indentation.\nThe lines that do not start with indentation will not be repeated." - code: "{repeat} 3 {times}\n {print} 'Hello!'\n{print} 'We are done repeating!'" - 5: - header: if and else before - text: "The same goes for the `{if}` and `{else}` commands.\nThese were the commands before:" - code: "{if} name {is} Hedy {print} 'nice'\n{else} {print} 'boo!'" - debug: 'True' - 6: - header: if and else now - text: "These are the `{if}` and `{else}` commands now.\nEach line after the `{if}` and `{else}` commands start with indentation." - code: "name = {ask} 'What is your name?'\n{if} name {is} Hedy\n {print} 'Welcome Hedy'\n{else}\n {print} 'Welcome programmer!'" - 7: - header: stopping the indentation - text: Just like with the `{repeat}` command, you can stop using indentation and the lines will always be shown. Not just if the statement is true. - code: "name = {ask} 'What is your name?'\n{if} name {is} Hedy\n {print} 'Welcome Hedy'\n{else}\n {print} 'Welcome programmer!' \n{print} '3..2..1.. Start programming!'" - 8: - header: if statements inside if statements - text: "You might have thought of trying to put an if command inside a repeat command, or inside another if command.\nFor now, this is not possible yet. In the higher levels, it will be allowed, but for now let's focus on practising the `{if}` `{else}` and `{repeat}` commands with proper indentation first." - 9: - header: Debugging - text: Let's debug this code! - code: "{print} 'HedyWheels bus tickets machine'\nzone_1 = Town Hall, Library, Campus, Market Place\nzone_2 = Swimming Pool, Skate Park, Mall, Airport\ndestination = 'Where do you want to go?'\n{if} destination {in} zone 1\n{print} destination 'is in zone 1'\nprice = 3 euros\n {if} destination {is} zone_2\n{print} destination 'is in zone 2'\nprice = 6\nticket_types = {ask} 'Press 1 for a single use ticket.\nPress 2 for a round trip ticket:'\n{if} ticket_type = 1\n{print} 'You chose a single use ticket'\n{else}\n {print} You chose a round trip ticket'\nprice * 2\n{print} 'That will be ' price ' euros please'" - debug: 'True' - 10: - header: Let's check out the adventures! - text: Enjoy the adventures in level 8! - 9: - 1: - header: Welcome to level 9 - text: "In this level you can use multiple lines of code after an `{if}` or after a `{repeat}` command.\n\nYou can even put a `{repeat}` command within another `{repeat}` command." - 2: - header: Multiple lines after `{repeat}` - text: You are allowed to combine `{repeat}` and `{if}` in this level. - code: "{repeat} 3 {times}\n food = {ask} 'What do you want?'\n {if} food {is} pizza\n {print} 'nice!'\n {else}\n {print} 'pizza is better'" - 3: - header: Indentation matters! - text: Indentation is very important to tell the computer which lines should be repeated and which lines should only be ran once. - code: "{repeat} 3 {times}\n {print} 'This line will be repeated...'\n {print} 'This one too...'\n{print} 'but this one will not!'" - 4: - header: Multiple lines after `{if}` - text: You can also use multiple lines after `{if}` - code: "continue = {ask} 'Do you want to continue?'\n{if} continue = yes\n sure = {ask} 'Are you sure?'\n {if} sure {is} yes\n {print} 'We will continue'\n {else}\n {print} 'You are not sure'\n{else}\n {print} 'You do not want to continue'" - 5: - header: Indentation matters - text: Again, indentation is still very important and can make a big difference in the code. - code: "continue = {ask} 'Do you want to continue?'\n{if} continue = yes\n sure = {ask} 'Are you sure?'\n {if} sure {is} yes\n {print} 'We will continue'\n{else}\n {print} 'You are not sure'" - 6: - header: An `{if}` inside a `{repeat}` - text: "Now that you can use multiple lines of code after these command, you can also put them within each other.\nCheck it out:" - code: "{repeat} 3 {times}\n food = {ask} 'What do you want?'\n {if} food {is} pizza\n {print} 'nice!'\n {else}\n {print} 'pizza is better'" - 7: - header: Mind the indentation - text: Mind that the fourth and sixth line of this code starts with 8 spaces of indentation. - code: "{repeat} 3 {times}\n food = {ask} 'What do you want?'\n {if} food {is} pizza\n {print} 'nice!'\n {else}\n {print} 'pizza is better'" - 8: - header: Debugging - text: Let's debug this code! - code: "{print} 'Welcome to HedyJumps, your parachute jump adventure!'\npeople = {ask} 'How many people are you jumping with today?\n{print} 'We'll ask all of you some questions for safety reasons.'\nextra_instructions_people = a, b\n{repeat} 3 {times}\n name = {ask} 'What is your name?'\njumped_before = 'Have you ever done a parachute jump before, ' name '?'\n{if} jumped_before no\n{print} 'No worries, you'll get an extra safety instruction in room 13'\n{add} name {to} extra_instructions_people\n{else}\n{print} 'Fun!'\n{print} 'Thanks for filling in the safety questions everyone. Enjoy your jump!'" - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 9! - 10: - 1: - header: Welcome to level 10 - text: 'In this level you will learn a new command: `{for}`.' - 2: - header: The for command - text: With for you can make a list and use all items on that list. `{for}` creates a block, like repeat and if so all lines in the block need to start with indentation (4 spaces). - code: "animals = dog, cat, blobfish\n{for} animal {in} animals\n {print} 'I love ' animal" - 3: - header: The for command - text: 'Here you see another example of the `{for}` command:' - code: "days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday\nnames = mom, dad, Emma, Sophie\n{for} day {in} days\n {print} names {at} {random} ' does the dishes on ' day" - 4: - header: Debugging - text: Let's debug this code - code: "{print} 'Ladies and gentlemen!'\n{print} 'For one night and one night only in circus Hedy!'\nacts = shoot out of a canon, walk the tightrope, pack themself in a suitcase,\npeople = Iris the Incredible Achmed the Amazing Francis the Fantastic\n {for} people {in} acts\nchosen_person {is} people {random}\n chosen_person ' will ' act\n{add} chosen_person {from} people\n{print} 'Come and watch our show tonight!'\n{print} 'Tickets are only available at the counter" - debug: 'True' - 5: - header: Time to program! - text: Enjoy the adventures in level 10! 11: - 1: - header: Welcome to level 11 - text: "In this level, we add a new form of the `{for}` command. In earlier levels, we used for with a list, but we can also use for with numbers.\n\nThis way we don't need the `{repeat}` command anymore." - 2: - header: The for command - text: 'This is what the new for command looks like:' - code: "{for} counter {in} {range} 1 {to} 10\n {print} counter\n{print} 'Ready or not. Here I come!'" 3: - header: the variable i text: "Na prejšnji strani je bila spremenljivka poimenovana 'števec', ker je odštevala.\nSeveda lahko za spremenljivko uporabite poljubno ime.\nObičajno ime za spremenljivke v takšni situaciji, ki se uporablja v programskih jezikih, kot je Python, je 'i'.\nTo izgleda takole:" - code: "number = 10\n{for} i {in} {range} 1 {to} 10\n {print} i * number" - 4: - header: Debugging - text: Let's debug this code! - code: "factor {is} {ask} 'Which table of multiplication do you need?'\n{repeat} {for} numbers {in} {range} 1 {to} 10 {times}\n {print} This is the table of multiplications for factor\n {print} number ' x ' factor ' = ' i * factor" - debug: 'True' - 5: - header: Let's start programming! - text: Enjoy the adventures in level 11! 12: - 1: - header: Welcome to level 12 - text: "From this level on you are allowed to use decimal numbers and there are some changes to the quotation marks.\nYou can also use functions from this level on!" 2: - header: Quotation marks text: "Na tej stopnji je nekaj sprememb pri uporabi narekovajev.\nOdslej morajo biti **vsa besedila** v narekovajih. To vključuje vrednosti spremenljivk, elemente na seznamih in besedilo za ukazi {if}." - code: "name = 'Hedy the Robot'\n{print} 'Hello ' name" - 3: - header: Decimal numbers - text: "From this level on you are also allowed to use decimal numbers. This can make programs like your restaurant even better!\n\nNumbers do not need quotation marks." - code: "{print} 'decimal numbers now need to use a dot'\n{print} 2.5 + 2.5" - 4: - header: Functions! - text: "In this level you'll learn how to use functions. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. To create a function, use define and give the function a name. Then put all the lines you want in the function in a indented block under the define line. Leave one empty line in your code to make it look nice and neat. Great job! You have created a function!\n\nNow, whenever we need that block of code, we just use call with the function's name to call it up! We don't have to type that block of code again." - 5: - header: Twinkle Twinkle little star! - text: "In this program you see an example of a function.\nLet's see what happens if you fill in the rest of the song!" - code: "{define} twinkle\n {print} 'Twinkle'\n {print} '...'\n\n{call} twinkle\n{print} 'Up above the world so high'\n{print} 'Like a diamond in the sky'\n{call} twinkle" - 6: - header: Functions - text: As you could see in the example a function is a block of code that can be called anytime. You use `{define}` to set the function and `{call}` to use it. - 7: - header: Debugging - text: Let's debug this code! - code: "{call} new_member\n{print} 'Hi new member!'\nusername = {ask} 'What is your username?'\npassword = 'What is your password?'\n{print} 'Welcome to our club!'\n\nusername = {ask} 'Please enter your username. Are you a new member? Type New Member'\n{if} username = New Member\n{call} new member\n {else}\n password = {ask} 'Please enter password'" - debug: 'True' - 8: - header: Ready to try it out? - text: Enjoy the adventures in level 12! 13: - 1: - header: Welcome to level 13 - text: "We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two ifs but can use and and or.\nFrom now on you could also use arguments in your functions." - 2: - header: The and command - text: "The `{and}` command is always used in a combination with the {if} command.\nThis way you can check if 2 statements are true. For example:" - code: "name = {ask} 'what is your name?'\nage = {ask} 'what is your age?'\n{if} name {is} 'Hedy' {and} age {is} 2\n {print} 'You are the real Hedy!'" - 3: - header: The or command - text: "The `{or}` works in the same way as the `{and}` command, but only 1 of the two statements has to be true.\n\nLet's see what happens when you change the `{and}` for `{or}`." - code: "name = {ask} 'what is your name?'\n{if} name {is} 'Hedy' {or} name {is} 'hedy'\n {print} 'Welcome!!'" - 4: - header: Functions with arguments - text: Now that you've learned how to use functions, you'll learn how to use a function with an **argument**. An argument is a variable that is used within a function. It is not used outside the function. - 5: - header: Example - text: "In this example you see how the argument 'place' is used in the function.\nRun the code and change 'ocean' and 'sea' to something else, and see what happens." - code: "{define} song {with} place\n {print} 'My Bonnie is over the ' place\n\n{call} song {with} 'ocean'\n{call} song {with} 'sea'\n{call} song {with} 'ocean'" - 6: - header: Example with variable - text: "You can also combine functions with a question.\n\nWhat happens if you make these changes:\n```\ndefine song with place\n print 'My Bonnie is ' place\n\nanswer is ask 'Where is my Bonnie?'\ncall song with answer\n```" - code: "{define} song {with} place\n {print} 'My Bonnie is over the ' place\n\n{call} song {with} 'ocean'\n{call} song {with} 'sea'\n{call} song {with} 'ocean'" 7: - header: Even more questions! text: "Zdaj smo v funkcijo združili več vprašanj. V program vnesite to kodo in poglejte, kaj se bo zgodilo.\n\nUpoštevajte, da imajo spremenljivke in argumenti enako ime. To je dovoljeno.\nVas to moti? Uporabite različna imena, tudi to je dovoljeno.\n```\ndefiniraj pesem z ime, kraj\n izpiši 'Moje ' ime ' je ' kraj\n\nime je vprašaj 'Kdo?'\nplace is vprašaj 'Kje so?'\npokliči pesmi z ime, kraj\n```" - code: "{define} song {with} place\n {print} 'My Bonnie is over the ' place\n\n{call} song {with} 'ocean'\n{call} song {with} 'sea'\n{call} song {with} 'ocean'" - 8: - header: Debugging - text: Let's debug this code! - code: "{define} happiness {with} name\n {print} '🥳'\n{play} G\n{play} A\n{play} B\n{print} 'Party on, ' name\n{define} sadness\n{print} '😞'\n{play} E\n{play} D\n{play} C\n{print} 'Hope you feel better, ' name\n\nname = {ask} 'What is your' name '?'\nmood = {ask} 'Are you happy or sad?'\n{if} mood = happy\n {call} happiness {with} person\n{else} mood = sad\n {define} sadness {to} name" - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 13! 14: - 1: - header: Welcome to level 14 - text: In this level you'll learn some new symbols that can help you improve your programs, like >. You will also learn to work with return values of a function. - 2: - header: Symbols - text: "These are the new symbols you can use:\n\n The > means bigger than...\n\n The >= means bigger than or the same as...\n\n The < means smaller than...\n\n The <= means smaller than or the same as...\n\nYou can use them like this:" - code: "age = {ask} 'How old are you?'\n{if} age < 13\n {print} 'You are younger than me!'\n{else}\n {print} 'You are older than me!'" - 3: - header: Symbols - text: "You can also use:\n\n== is the same as.\n\n!= is not\n\n== is used in `{if}` statements." - code: "answer = {ask} 'Do you want to learn more?'\n{if} answer == 'yes'\n {print} 'Go to the next adventure!'\n{if} answer != 'yes'\n {print} 'That is a shame!'" - 4: - header: Return value - text: In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. 5: - header: Return value text: V tej kodi bo na primer funkcija izračunaj_novo_ceno izračunala novo ceno katerega koli predmeta. Vrnila bo novo ceno. code: "{define} izračunaj_novo_ceno {with} znesek, odstotek\n odstotek = odstotek/ 100\n znesek_popusta = znesek* odstotek\n return znesek - znesek_popusta\n\nstara_cena = {ask} 'Kakšna je označena cena?'\npopust = {ask} 'Kakšen je odstotek popusta?'\n\nnova_cena = _ izračunaj_novo_ceno {with} stara_cena, _\n{print} 'Nova cena je ' nova_cena ' Eurov'" - 6: - header: Debugging - text: Let's debug this code! - code: "item = 'not bought'\n{print} 'I would like to buy this item'\nprice == {ask} 'What is the price?'\n{if} price less than or the same as 10\n {print} 'Thats a great deal!'\n item = 'bought'\n{if} price is more than 10 {and} less than or the same as 20\n {print} 'Alright'\n item = 'bought'\n{if} price is more than 20 {and} less than 50\n {print} 'That is a bit much!'\n{if} price is more than or the same as 50\n {print} 'No way!'\n{if} item =! bought\n {print} 'Shame.. I wont buy it'\n{else}\n {print} 'I will buy it! Thank you!'" - debug: 'True' - 7: - header: Let's get to work! - text: Enjoy the adventures in level 14! - 15: - 1: - header: Welcome to level 15 - text: In this level you will learn about the `{while}` loop. - 2: - header: '{while}' - text: "We are going to learn a new loop, the while loop! The loop continues as long as the statement is true. So don't forget to change the value in the loop.\n\nIn the example code, we continue until a correct answer has been given. If the correct answer is never given, the loop will never end!" - code: "answer = 0\n{while} answer != 25\n answer = {ask} 'What is 5 times 5?'\n{print} 'A correct answer has been given'" - 3: - header: Debugging - text: Let's debug this code! - code: |- - numbers = 1, 2 - - {for} i {in} {range} 3 {to} 50 - {add} x {to} numbers - i = + 1 - - random_number = numbers {random} - guesses = 10 - - {while} guess = 0 - answer = 'Guess my number:' - {if} answer >= random_number - {print} 'lower' - guesses = guesses -1 - {if} answer > random_number - {print} 'higher!' - guesses = guesses - {else} answer = random_number - {print} 'correct' - guesses = 10 - - debug: 'True' - 4: - header: Let's try it out! - text: Enjoy the adventures in level 15! - 16: - 1: - header: Welcome to level 16 - text: In this level you will learn about the [square brackets] and how to use them. - 2: - header: Square brackets - text: We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. The at random command can not be used anymore. - code: "friends = ['Ahmed', 'Ben', 'Cayden']\n{print} friends[1] ' is the first friend on the list.'\n{print} friends[2] ' is the second friend on the list.'\n{print} friends[3] ' is the third friend on the list.'\n#now we will match 2 lists using the variable i\nlucky_numbers = [15, 18, 6]\n{for} i {in} {range} 1 {to} 3\n {print} friends[i] 's lucky number is ' lucky_numbers[i]" - 3: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Friendship test' - {subjects} = ['song', 'movie', 'food', 'drink'] - answers_player_1 = [] - answers_player_2 = [] - score = 100 - - {for} i {in} {range} 1 {to} 4 - answer = {ask} 'what is your favorite ' subjects[i] - {add} answer {to} answers_player_1 - - {print} 'Player 2, your turn!' - {for} i {in} {range} 0 {to} 4 - answer_player_2 = {ask} 'what is player 1s favorite ' subjects - {add} answer_player_2 {in} answers_player_2 - {if} answers_player_2[2] == answers_player_1[1] - {print} 'Correct!' - {else} - {print} 'Wrong!' - score = score - 25 - - {print} 'Player 2, you've scored ' score '%' - - {if} score = 100 - {print} 'You are an amazing friend' - {if} score < 100 {or} score >= 50 - {print} 'You could do better' - {else} score < 50 - {print} 'Do you even know this person?!' - debug: 'True' - 4: - text: Enjoy the adventures in level 16! - header: Let's try it out! - 17: - 1: - header: Welcome to level 17 - text: in this level you will learn how to use a colon and you will learn the elif command. - 2: - header: Colon - text: 'Now we are going to change indentation a little bit. Every time that we need an indentation, we need : at the line before the indentation.' - code: "prices = ['1 million dollars', 'an apple pie', 'nothing']\nyour_price = prices[{random}]\n{print} 'You win ' your_price\n{if} your_price == '1 million dollars' :\n {print} 'Yeah! You are rich!'\n{else}:\n {print} 'Better luck next time..'" - 3: - header: Elif - text: 'In this level you can also use a new command: elif. elif is short for else if and you need it when you want to make 3 (or more!) options. Check it out!' - code: "prices = ['1 million dollars', 'an apple pie', 'nothing']\nyour_price = prices[{random}]\n{print} 'You win ' your_price\n{if} your_price == '1 million dollars' :\n {print} 'Yeah! You are rich!'\n{elif} your_price == 'an apple pie' :\n {print} 'Lovely, an apple pie!'\n{else}:\n {print} 'Better luck next time..'" - 4: - header: Debugging - text: Let's debug this code! - code: |- - {define} ask_direction - direction = {ask} 'Where do you want to go?' - {if} direction = 'backwards' - {turn} 180 - {else} direction == 'right' - {turn} 90 - {else} direction == 'left' - {turn} 270 - {forward} 100 - - continue = 'yes' - - {while} continue == 'yes' - {print} ask_direction - {sleep} - continue = 'do you want to draw some more?' - {sleep} - debug: 'True' - 5: - header: Let's try it out! - text: Enjoy the adventures in level 17! - 18: - 1: - header: Welcome to level 18 - text: Congratulations! You have reached the last level of Hedy! The code you have created here can be copied to real Python environments like replit or PyCharm, and you can continue learning there! Note however that Python can only read English commands, so if you have been using other languages, you will need to switch to English now. - 2: - header: The Python way - text: "We arrived at real Python code! That means we need to use parentheses with print and range from now on.\n\nAlso, if you want to print more than one item, you need to separate them by commas.\n\nThe final change we will need to make to get Python code is changing ask into input.\n\nClick on the 'print' tab for all the examples." - editor: /hedy/18 - 3: - header: The very last adventures! - text: Enjoy the very last adventures in level 18! diff --git a/content/slides/sq.yaml b/content/slides/sq.yaml index 93034dd498b..57e696ae41a 100644 --- a/content/slides/sq.yaml +++ b/content/slides/sq.yaml @@ -1,65 +1,14 @@ levels: 0: - 1: - header: Welcome to Hedy! - text: Hedy is a programming language. - 2: - header: Programming - text: |- - Programming is giving instructions to a computer, using the language of the computer. - - Such a language is called a "programming language". - 3: - header: Programming Language - text: |- - Maybe you already know some programming languages? - Some examples are: - * Scratch - * Python - * HTML - 4: - header: Programming - text: |- - If you can program, you can do many cool things: - * Build interactive stories - * Create computer drawings and draw these on paper or fabric - * Build your own apps to use on your phone - 5: - header: Programming in Hedy - text: In Hedy we use special codes, like `{print}`. - code: '{print} Welcome to Hedy!' - 6: - header: Programming in Hedy - text: Code words will be shown in pink. - code: '{print} Welcome to Hedy!' - 7: - header: Programming in Hedy - text: We start the code with the Run code button underneath the code. - code: '{print} Welcome to Hedy!' 8: - header: Programming in Hedy text: Output appears on the left-hand side. - code: '{print} Welcome to Hedy!' 9: - header: Programming in Hedy - text: The output can also be a drawing. code: |- {forward} 100 {turn} left 1: - 1: - header: Welcome to level 1! - text: |- - We will start level 1 by making stories in Hedy! - - We need three text codes to create interactive stories. 2: header: 'Hedy level 1: {print}' - text: |- - The first code that you can use in level 1 is `{print}`. - - `{print}` is used to show text on the screen. - code: '{print} Show text on the screen' 3: header: 'Hedy level 1: {ask}' text: |- @@ -84,1112 +33,32 @@ levels: text: |- with `{print}`, `{ask}` and `{echo}` you can already create a little story. This is a good time to try the Parrot, Story and Rock, Paper Scissors adventures. - code: |- - {print} Hello! - {ask} What is your name? - {echo} hello 6: - header: Programming! text: Adventures are shown in tabs. - editor: /hedy/1 7: - header: Programming! text: The yellow arrow buttons can be used to copy examples. editor: /hedy#print_command 8: header: Drawing with the turtle text: Now that we have seen at text codes, we will now look at drawing codes next. - editor: /hedy#print_command 9: header: 'Drawing with the turtle: {forward}' text: '`{forward}` is used to move the turtle forward.' - 10: - header: 'Drawing with the turtle: {forward}' - text: '`{forward}` is used to move the turtle forward.' - code: '{forward} 50' 11: - header: 'Drawing with the turtle: {turn}' - text: '`{turn}` is used to make the turtle turn left or right.' code: |- {forward} 50 {turn} left - 12: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - I am DJ Hedy - {print} What song would you like to hear? - {ask} I like that song too! - {print} Next up... {echo} - debug: 'True' - 13: - header: Let the programming fun begin! - text: Enjoy the adventures in level 1! 2: - 1: - header: Welcome to level 2 - text: |- - In this level you will learn to use variables. - - A variable is a word that can be used to store information. - - For example: a name, age or favorite sports team. - 2: - header: Variables - text: To make or 'set' a variable we use the `{is}` command - code: |- - name {is} Hedy - age {is} 15 - {print} name is age years old 3: - header: Interactive text: |- We can also set a variable by asking questions. The answer to the question is stored in the variable. This way we don't need the `{echo}` command. - code: |- - name {is} {ask} What is your name? - {print} Hello name 4: - header: Multiple variables text: Now that we use variables, we can use multiple variables instead of just one `{echo}`command. - code: |- - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - 5: - header: Sleep - text: You can also use the `{sleep}` command to pause the code for a while. - code: |- - {print} My favorite colour is... - {sleep} 2 - {print} green! - 6: - header: Sleep 5 - text: |- - You can add a number after the `{sleep}` command if you want the pause to be longer. - - If you want, you could even use a variable instead of a number to decide the duration of the sleep command. - code: |- - pause {is} 10 - {print} My favorite colour is... - {sleep} pause - {print} green! - 7: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - {print} Welcome to the donut shop! - filling {is} What kind of filling would you like? - {print} You have chosen... Filling! Yum! - topping {ask} What kind of topping would you like? - topping is delicious! - {print} I'll go get your donut. {sleep} - {print} Here you go! A filling donut with toping! - {ask} Have a nice day! - debug: 'True' - 8: - header: Let the programming fun begin! - text: Enjoy the adventures in level 2! - 3: - 1: - header: Welcome to level 3 - text: In this level you'll learn how to make a list, add and remove items form your lists and pick a random item off that list. - 2: - header: Making a list - text: |- - You make a list with `{is}`. - - Separate the items on your list with a comma. - code: animals {is} dogs, cats, kangaroos - 3: - header: At random - text: |- - You can use the list with the `{at}` `{random}` command. - The computer will randomly pick one item of the list. - Every time you run this code the output will differ. - code: |- - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - 4: - header: At random in a sentence - text: You can use the `{at}` `{random}` command in a sentence as well. - code: |- - animals {is} dogs, cats, kangaroos - {print} My favorite animal is animals {at} {random} - 5: - header: Add to - text: |- - You can add items to a list with the `{add}` `{to}` command. - - You can choose what to add to the list or you can use the `{add}` `{to}` command in combination with the `{ask}` command. - This way you can let the player decide what to add to the list. - code: |- - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - 6: - header: Remove from - text: |- - The opposite of the `{add}` `{to}` command is the `{remove}` `{from}` command. - This command removes an item from a list. - code: |- - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - 7: - header: Debugging - text: Let's debug this code! - editor: |- - music_genres {is} rock, pop, metal, indie, jazz - chosen_genre is music {at} {random} - {print} Let's listen to chosen genre - nice {ask} Do you like that genre? - {remove} chosen_genre {from} chosen_genre - second_choice {is} music_genres - {print} or do you prefer... second_choice {at} {random} - {remove} second_choice {to} music_genres - {print} I like music_genre {random} best! - debug: 'True' - 8: - header: Let's get to work! - text: Enjoy the adventures in level 3! 4: - 1: - header: Welcome to level 4 - text: In this level you will learn how to use quotation marks. - code: '{print} ''print with quotes!''' - 2: - header: Problem - text: 'In the previous levels, you might have come across this problem:' - code: |- - name {is} Sophie - {print} My name is name - debug: 'True' - 3: - header: Fixing it with quotation marks - text: |- - In this level we will fix this problem by using quotation marks. - - This also makes our code look more like 'real' Python code. - 4: - header: Quotation marks with print - text: Each time you use the `{print}` command you need to put the text that you want to appear on the screen in quotation marks. - code: '{print} ''print with quotes!''' - 5: - header: Quotation marks with ask - text: This also goes for the `{ask}` command. - code: name {is} {ask} 'name please?' - 6: - header: Quotation marks and variables - text: |- - You do not want variable names to be printed on the screen. - This is why variables should be left out of the quotation marks, like this: - code: |- - name {is} Harry - {print} 'Hello ' name - 7: - header: Quotation marks and variables - text: |- - When variable names are used in the middle of a sentence, you have to leave the variables out of the quotation marks. - The rest of the sentence however, does need quotation marks. That looks like this: - code: |- - name {is} Harry - {print} 'Hello ' name ', how are you?' - 8: - header: Quotation marks and contractions - text: |- - Be careful! Now that you are using quotation marks, you can't use apostrophes in contractions. - - Please try to print a contraction like "you're" or "I'm" in the screen below and see what happens.... - code: '{print} ''This won''t work!''' - debug: 'True' 9: header: Ready, Set, Go! text: Enjoy the adventures in level 4! - code: |- - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'SURPRISE!' - 10: - header: Debugging - text: Let's debug this code! - code: |- - {clear} - {print} What a nice day to go to the beach! - {ask} 'Do you want to build a sandcastle or swim in the ocean?' - {print} 'You would like to activity ' - {print} 'I'd like to do that too' - {print} 'Look at these beautiful seashells!' - colors {is} 'orange, silver, white, brown' - {print} 'I love the colors {at} {random} one!' - choice {is} {ask} Which one do you like? - debug: 'True' - 11: - header: Ready, Set, Go! - text: Enjoy the adventures in level 4! - 5: - 1: - header: Welcome to level 5 - text: 'In this level you will learn to use 3 new commands: `{if}`, `{else}` and `{in}`.' - 2: - header: if - text: |- - The `{if}` command allows you to choose between two options. - In this example the computer will print 'nice' if the given answer is Hedy. - If the answer is not Hedy, the computer will do nothing. - code: |- - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - 3: - header: Don't forget to print - text: |- - When using the `{if}` command, don't forget to use the `{print}` command. - This code will not work! - code: '{if} name {is} Hedy ''nice''' - debug: 'True' - 4: - header: else - text: |- - When using an `{if}` command, you can also add an `{else}` command. - If the answer is Hedy, the computer will print 'nice'. - But if the answer is something else the computer will print 'boo' - code: '{if} name {is} Hedy {print} ''nice'' {else} {print} ''boo!''' - 5: - header: Long lines - text: |- - You might have noticed that your lines can get very long when you have both an `{if}` and an `{else}` command. - - You can choose to separate commands and put them on 2 lines, like this: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - 6: - header: Another new command - text: |- - If you have practised with the `{if}` and `{else}` commands, you can also try the `{in}` command. - - With `{in}` you can let the computer check if an item is in a list, for example: - - Please note that Hedy is case sensitive. This means that if you answer "Green" instead of "green", Hedy will print "meh". - code: |- - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - 7: - header: Debugging - text: Let's debug this code! - code: |- - {print} Welcome to HedyAir Security! - boarding_pass {is} {ask} 'Do you have your boarding pass?' - {if} bording_pass yes {print} Great! - {else} Please, get your boarding pass ready. - passport {is} 'Can I see your passport, please?' - {if} passport {is} yes 'thank you' - {else} 'You can't fly without a passport' - declare {is} {ask} Do you have anything to declare? - {if} declare {is} yes - item_to_declare {is} {ask} 'What would you like to declare' - {else} Alright - {print} Thank you. Please head to gate A22.' - debug: 'True' - 8: - header: Let's go! - text: Enjoy the adventures in level 5! - 6: - 1: - header: Welcome to level 6 - text: In this level we are adding maths to our codes. - 2: - header: Addition - text: If you want to calculate an addition, simply use the plus sign. - code: '{print} ''5 plus 5 is '' 5 + 5' - 3: - header: Subtraction - text: If you want to subtract, you can use the minus sign. - code: '{print} ''5 minus 5 is '' 5 - 5' - 4: - header: Multiplication - text: If you want to do multiplications, you can use the asterisk. - code: '{print} ''5 times 5 is '' 5 * 5' - 5: - header: Division - text: You can use the slash for division. - code: '{print} ''5 divided by 5 is '' 5 / 5' - 6: - header: Summary - text: In summary, you can use +, -, * and / to do maths. - code: |- - {print} '5 plus 5 is ' 5 + 5 - {print} '5 minus 5 is ' 5 - 5 - {print} '5 times 5 is ' 5 * 5 - {print} '5 divided by 5 is ' 5 / 5 - 7: - header: The = symbol - text: |- - From now on you can also use the = symbol instead of the `{is}` command. - This goes for both numbers and words, and it also goes after the `{if}` or `{else}` commands. - code: |- - name = Hedy - answer = 20 + 4 - 8: - header: Calculations with variables - text: 'You can use calculations with numbers, but you can also use variables to do calculations, like this:' - code: |- - number_1 = {ask} 'Fill in the first number:' - number_2 = {ask} 'Fill in the second number:' - correct_answer = number_1 * number_2 - {print} number_1 ' times ' number_2 ' is ' correct_answer - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'This is the water park ticket machine' - {print} 'Price list: Children under 12 $3, Adults $5' - {print} 'Mondays are 25% off' - amount_of_children = 'How many kids tickets would you like?' - amount_of_adults = 'How many adult tickets would you like?' - day_of_the_week = {ask} 'What day is it?' - {clear} - child_price = amount of children * 3 - adult_price = amount_of_adults + 5 - total_price = adult_price * child_price - {if} day {is} monday - total_price = total_price * 0.25 - {print} 'That will be total_price please' - debug: 'True' - 10: - header: Let's get to work! - text: Enjoy the adventures in level 6! - 7: - 1: - header: Welcome to level 7 - text: In this level you will learn how to repeat a line of code as many times a you'd like. - 2: - header: repeat 3 times - text: |- - If you want to repeat a line of code, you can use the `{repeat}` 3 `{times}` code. - If you want to repeat the line more times, simply change the number. - - For example: If you are programming a story where your character shouts for help for 5 times, it could look like this: - code: |- - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - 3: - header: Don't forget the print command - text: When using the repeat command, do not forget the `{print}` command. - code: '{repeat} 5 {times} ''Help!''' - debug: 'True' - 4: - header: Repeat an ask command - text: You can also repeat an `{ask}`, `{if}` or `{else}` command multiple times. - code: |- - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - 5: - header: Debugging - text: Let's debug this code! - code: |- - {print} You gave stranded on a desert island. - {repeat} 3 'Help!' - rescued = {ask} Has anybody come to the rescue? - {if} rescued yes {is} - {print} Lucky! - {else} {repeat} 3 {times} 'HELP!' - rescued = 'What about now?' - {if} yes - {print} 'Hurray! - {else} 'That's a shame... Oh well... time to build a shelter and find some food.' - debug: 'True' - 6: - header: Ready Set Go! - text: Enjoy the adventures in level 7! - 8: - 1: - header: Welcome to level 8 - text: In this level you will learn to use indentation to make the `{repeat}`, `{if}` and `{else}` commands work for multiple lines of code. - 2: - header: '{repeat} commands before' - text: |- - In the previous levels, the `{repeat}` command looked like this: - - You could only repeat one line of code. - code: '{repeat} 5 {times} {print} ''Help!''' - debug: 'True' - 3: - header: '{repeat} commands now' - text: |- - In this level you can repeat multiple lines of code. To do this you must tell the computer which lines belong together and should be repeated. - You do this by using indentation. - - Use 4 spaces (or one tab) at the beginning of each line that you want to repeat, like this: - code: |- - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This will be printed 5 times' - 4: - header: '{repeat} commands now' - text: |- - If you want to, you can continue after the `{repeat}` command without indentation. - The lines that do not start with indentation will not be repeated. - code: |- - {repeat} 3 {times} - {print} 'Hello!' - {print} 'We are done repeating!' - 5: - header: if and else before - text: |- - The same goes for the `{if}` and `{else}` commands. - These were the commands before: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - debug: 'True' - 6: - header: if and else now - text: |- - These are the `{if}` and `{else}` commands now. - Each line after the `{if}` and `{else}` commands start with indentation. - code: |- - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {else} - {print} 'Welcome programmer!' - 7: - header: stopping the indentation - text: Just like with the `{repeat}` command, you can stop using indentation and the lines will always be shown. Not just if the statement is true. - code: "name = {ask} 'What is your name?'\n{if} name {is} Hedy\n {print} 'Welcome Hedy'\n{else}\n {print} 'Welcome programmer!' \n{print} '3..2..1.. Start programming!'" - 8: - header: if statements inside if statements - text: |- - You might have thought of trying to put an if command inside a repeat command, or inside another if command. - For now, this is not possible yet. In the higher levels, it will be allowed, but for now let's focus on practising the `{if}` `{else}` and `{repeat}` commands with proper indentation first. - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'HedyWheels bus tickets machine' - zone_1 = Town Hall, Library, Campus, Market Place - zone_2 = Swimming Pool, Skate Park, Mall, Airport - destination = 'Where do you want to go?' - {if} destination {in} zone 1 - {print} destination 'is in zone 1' - price = 3 euros - {if} destination {is} zone_2 - {print} destination 'is in zone 2' - price = 6 - ticket_types = {ask} 'Press 1 for a single use ticket. - Press 2 for a round trip ticket:' - {if} ticket_type = 1 - {print} 'You chose a single use ticket' - {else} - {print} You chose a round trip ticket' - price * 2 - {print} 'That will be ' price ' euros please' - debug: 'True' - 10: - header: Let's check out the adventures! - text: Enjoy the adventures in level 8! - 9: - 1: - header: Welcome to level 9 - text: |- - In this level you can use multiple lines of code after an `{if}` or after a `{repeat}` command. - - You can even put a `{repeat}` command within another `{repeat}` command. - 2: - header: Multiple lines after `{repeat}` - text: You are allowed to combine `{repeat}` and `{if}` in this level. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 3: - header: Indentation matters! - text: Indentation is very important to tell the computer which lines should be repeated and which lines should only be ran once. - code: |- - {repeat} 3 {times} - {print} 'This line will be repeated...' - {print} 'This one too...' - {print} 'but this one will not!' - 4: - header: Multiple lines after `{if}` - text: You can also use multiple lines after `{if}` - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - 5: - header: Indentation matters - text: Again, indentation is still very important and can make a big difference in the code. - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - 6: - header: An `{if}` inside a `{repeat}` - text: |- - Now that you can use multiple lines of code after these command, you can also put them within each other. - Check it out: - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 7: - header: Mind the indentation - text: Mind that the fourth and sixth line of this code starts with 8 spaces of indentation. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Welcome to HedyJumps, your parachute jump adventure!' - people = {ask} 'How many people are you jumping with today? - {print} 'We'll ask all of you some questions for safety reasons.' - extra_instructions_people = a, b - {repeat} 3 {times} - name = {ask} 'What is your name?' - jumped_before = 'Have you ever done a parachute jump before, ' name '?' - {if} jumped_before no - {print} 'No worries, you'll get an extra safety instruction in room 13' - {add} name {to} extra_instructions_people - {else} - {print} 'Fun!' - {print} 'Thanks for filling in the safety questions everyone. Enjoy your jump!' - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 9! - 10: - 1: - header: Welcome to level 10 - text: 'In this level you will learn a new command: `{for}`.' - 2: - header: The for command - text: With for you can make a list and use all items on that list. `{for}` creates a block, like repeat and if so all lines in the block need to start with indentation (4 spaces). - code: |- - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - 3: - header: The for command - text: 'Here you see another example of the `{for}` command:' - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - 4: - header: Debugging - text: Let's debug this code - code: |- - {print} 'Ladies and gentlemen!' - {print} 'For one night and one night only in circus Hedy!' - acts = shoot out of a canon, walk the tightrope, pack themself in a suitcase, - people = Iris the Incredible Achmed the Amazing Francis the Fantastic - {for} people {in} acts - chosen_person {is} people {random} - chosen_person ' will ' act - {add} chosen_person {from} people - {print} 'Come and watch our show tonight!' - {print} 'Tickets are only available at the counter - debug: 'True' - 5: - header: Time to program! - text: Enjoy the adventures in level 10! - 11: - 1: - header: Welcome to level 11 - text: |- - In this level, we add a new form of the `{for}` command. In earlier levels, we used for with a list, but we can also use for with numbers. - - This way we don't need the `{repeat}` command anymore. - 2: - header: The for command - text: 'This is what the new for command looks like:' - code: |- - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - 3: - header: the variable i - text: |- - In the previous slide the variable was named 'counter', because it was counting down. - You can of course use any name for the variable you want. - The standard name for variables in this situation that is used in programming languages like Python is 'i'. - That looks like this: - code: |- - number = 10 - {for} i {in} {range} 1 {to} 10 - {print} i * number - 4: - header: Debugging - text: Let's debug this code! - code: |- - factor {is} {ask} 'Which table of multiplication do you need?' - {repeat} {for} numbers {in} {range} 1 {to} 10 {times} - {print} This is the table of multiplications for factor - {print} number ' x ' factor ' = ' i * factor - debug: 'True' - 5: - header: Let's start programming! - text: Enjoy the adventures in level 11! - 12: - 1: - header: Welcome to level 12 - text: |- - From this level on you are allowed to use decimal numbers and there are some changes to the quotation marks. - You can also use functions from this level on! - 2: - header: Quotation marks - text: |- - This level makes some changes to the usage of quotation marks. - From now on, **all texts** need to be in quotation marks. This includes values of variables, items on lists and text after {if} commands. - code: |- - name = 'Hedy the Robot' - {print} 'Hello ' name - 3: - header: Decimal numbers - text: |- - From this level on you are also allowed to use decimal numbers. This can make programs like your restaurant even better! - - Numbers do not need quotation marks. - code: |- - {print} 'decimal numbers now need to use a dot' - {print} 2.5 + 2.5 - 4: - header: Functions! - text: |- - In this level you'll learn how to use functions. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. To create a function, use define and give the function a name. Then put all the lines you want in the function in a indented block under the define line. Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use call with the function's name to call it up! We don't have to type that block of code again. - 5: - header: Twinkle Twinkle little star! - text: |- - In this program you see an example of a function. - Let's see what happens if you fill in the rest of the song! - code: |- - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} twinkle - 6: - header: Functions - text: As you could see in the example a function is a block of code that can be called anytime. You use `{define}` to set the function and `{call}` to use it. - 7: - header: Debugging - text: Let's debug this code! - code: |- - {call} new_member - {print} 'Hi new member!' - username = {ask} 'What is your username?' - password = 'What is your password?' - {print} 'Welcome to our club!' - - username = {ask} 'Please enter your username. Are you a new member? Type New Member' - {if} username = New Member - {call} new member - {else} - password = {ask} 'Please enter password' - debug: 'True' - 8: - header: Ready to try it out? - text: Enjoy the adventures in level 12! - 13: - 1: - header: Welcome to level 13 - text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two ifs but can use and and or. - From now on you could also use arguments in your functions. - 2: - header: The and command - text: |- - The `{and}` command is always used in a combination with the {if} command. - This way you can check if 2 statements are true. For example: - code: |- - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - 3: - header: The or command - text: |- - The `{or}` works in the same way as the `{and}` command, but only 1 of the two statements has to be true. - - Let's see what happens when you change the `{and}` for `{or}`. - code: |- - name = {ask} 'what is your name?' - {if} name {is} 'Hedy' {or} name {is} 'hedy' - {print} 'Welcome!!' - 4: - header: Functions with arguments - text: Now that you've learned how to use functions, you'll learn how to use a function with an **argument**. An argument is a variable that is used within a function. It is not used outside the function. - 5: - header: Example - text: |- - In this example you see how the argument 'place' is used in the function. - Run the code and change 'ocean' and 'sea' to something else, and see what happens. - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 6: - header: Example with variable - text: |- - You can also combine functions with a question. - - What happens if you make these changes: - ``` - define song with place - print 'My Bonnie is ' place - - answer is ask 'Where is my Bonnie?' - call song with answer - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 7: - header: Even more questions! - text: |- - Now we have combined even more question with the function. Type this code and see what happens. - - Note how the variables and the arguments have the same name. This is allowed. - Does it confuse you? Just use different names, that is allowed as well. - ``` - define song with name, place - print 'My ' name ' is ' place - - name is ask 'Who?' - place is ask 'Where are they?' - call song with name, place - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {define} happiness {with} name - {print} '🥳' - {play} G - {play} A - {play} B - {print} 'Party on, ' name - {define} sadness - {print} '😞' - {play} E - {play} D - {play} C - {print} 'Hope you feel better, ' name - - name = {ask} 'What is your' name '?' - mood = {ask} 'Are you happy or sad?' - {if} mood = happy - {call} happiness {with} person - {else} mood = sad - {define} sadness {to} name - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 13! - 14: - 1: - header: Welcome to level 14 - text: In this level you'll learn some new symbols that can help you improve your programs, like >. You will also learn to work with return values of a function. - 2: - header: Symbols - text: |- - These are the new symbols you can use: - - The > means bigger than... - - The >= means bigger than or the same as... - - The < means smaller than... - - The <= means smaller than or the same as... - - You can use them like this: - code: |- - age = {ask} 'How old are you?' - {if} age < 13 - {print} 'You are younger than me!' - {else} - {print} 'You are older than me!' - 3: - header: Symbols - text: |- - You can also use: - - == is the same as. - - != is not - - == is used in `{if}` statements. - code: |- - answer = {ask} 'Do you want to learn more?' - {if} answer == 'yes' - {print} 'Go to the next adventure!' - {if} answer != 'yes' - {print} 'That is a shame!' - 4: - header: Return value - text: In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - 5: - header: Return value - text: For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - code: |- - {define} calculate_new_price {with} amount, percentage - percentage = percentage / 100 - discount_amount = amount * percentage - {return} amount - discount_amount - - old_price = {ask} 'How much is on the price tag?' - discount = {ask} 'What percentage is the discount?' - - new_price = {call} calculate_new_price {with} old_price, discount - {print} 'The new price is ' new_price ' dollar' - 6: - header: Debugging - text: Let's debug this code! - code: |- - item = 'not bought' - {print} 'I would like to buy this item' - price == {ask} 'What is the price?' - {if} price less than or the same as 10 - {print} 'Thats a great deal!' - item = 'bought' - {if} price is more than 10 {and} less than or the same as 20 - {print} 'Alright' - item = 'bought' - {if} price is more than 20 {and} less than 50 - {print} 'That is a bit much!' - {if} price is more than or the same as 50 - {print} 'No way!' - {if} item =! bought - {print} 'Shame.. I wont buy it' - {else} - {print} 'I will buy it! Thank you!' - debug: 'True' - 7: - header: Let's get to work! - text: Enjoy the adventures in level 14! - 15: - 1: - header: Welcome to level 15 - text: In this level you will learn about the `{while}` loop. - 2: - header: '{while}' - text: |- - We are going to learn a new loop, the while loop! The loop continues as long as the statement is true. So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. If the correct answer is never given, the loop will never end! - code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - 3: - header: Debugging - text: Let's debug this code! - code: |- - numbers = 1, 2 - - {for} i {in} {range} 3 {to} 50 - {add} x {to} numbers - i = + 1 - - random_number = numbers {random} - guesses = 10 - - {while} guess = 0 - answer = 'Guess my number:' - {if} answer >= random_number - {print} 'lower' - guesses = guesses -1 - {if} answer > random_number - {print} 'higher!' - guesses = guesses - {else} answer = random_number - {print} 'correct' - guesses = 10 - - debug: 'True' - 4: - header: Let's try it out! - text: Enjoy the adventures in level 15! - 16: - 1: - header: Welcome to level 16 - text: In this level you will learn about the [square brackets] and how to use them. - 2: - header: Square brackets - text: We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. The at random command can not be used anymore. - code: |- - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - 3: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Friendship test' - {subjects} = ['song', 'movie', 'food', 'drink'] - answers_player_1 = [] - answers_player_2 = [] - score = 100 - - {for} i {in} {range} 1 {to} 4 - answer = {ask} 'what is your favorite ' subjects[i] - {add} answer {to} answers_player_1 - - {print} 'Player 2, your turn!' - {for} i {in} {range} 0 {to} 4 - answer_player_2 = {ask} 'what is player 1s favorite ' subjects - {add} answer_player_2 {in} answers_player_2 - {if} answers_player_2[2] == answers_player_1[1] - {print} 'Correct!' - {else} - {print} 'Wrong!' - score = score - 25 - - {print} 'Player 2, you've scored ' score '%' - - {if} score = 100 - {print} 'You are an amazing friend' - {if} score < 100 {or} score >= 50 - {print} 'You could do better' - {else} score < 50 - {print} 'Do you even know this person?!' - debug: 'True' - 4: - header: Let's try it out! - text: Enjoy the adventures in level 16! - 17: - 1: - header: Welcome to level 17 - text: in this level you will learn how to use a colon and you will learn the elif command. - 2: - header: Colon - text: 'Now we are going to change indentation a little bit. Every time that we need an indentation, we need : at the line before the indentation.' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {else}: - {print} 'Better luck next time..' - 3: - header: Elif - text: 'In this level you can also use a new command: elif. elif is short for else if and you need it when you want to make 3 (or more!) options. Check it out!' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {elif} your_price == 'an apple pie' : - {print} 'Lovely, an apple pie!' - {else}: - {print} 'Better luck next time..' - 4: - header: Debugging - text: Let's debug this code! - code: |- - {define} ask_direction - direction = {ask} 'Where do you want to go?' - {if} direction = 'backwards' - {turn} 180 - {else} direction == 'right' - {turn} 90 - {else} direction == 'left' - {turn} 270 - {forward} 100 - - continue = 'yes' - - {while} continue == 'yes' - {print} ask_direction - {sleep} - continue = 'do you want to draw some more?' - {sleep} - debug: 'True' - 5: - header: Let's try it out! - text: Enjoy the adventures in level 17! - 18: - 1: - header: Welcome to level 18 - text: Congratulations! You have reached the last level of Hedy! The code you have created here can be copied to real Python environments like replit or PyCharm, and you can continue learning there! Note however that Python can only read English commands, so if you have been using other languages, you will need to switch to English now. - 2: - header: The Python way - text: |- - We arrived at real Python code! That means we need to use parentheses with print and range from now on. - - Also, if you want to print more than one item, you need to separate them by commas. - - The final change we will need to make to get Python code is changing ask into input. - - Click on the 'print' tab for all the examples. - editor: /hedy/18 - 3: - header: The very last adventures! - text: Enjoy the very last adventures in level 18! diff --git a/content/slides/sr.yaml b/content/slides/sr.yaml index 7a3ce43516b..dc7d3cdd606 100644 --- a/content/slides/sr.yaml +++ b/content/slides/sr.yaml @@ -43,9 +43,6 @@ levels: 9: header: Програмирање у Хедију text: Излаз може бити и цртеж. - code: |- - {forward} 100 - {turn} {left} 1: 1: header: Добродошли на ниво 1! @@ -54,7 +51,6 @@ levels: Потребна су нам три текстуална кода да бисмо креирали интерактивне приче. 2: - header: '{print}' text: |- Први код који можете користити на нивоу 1 је `{print}`. @@ -70,7 +66,6 @@ levels: {print} Добродошли у Хеди! {print} Почните да програмирате сада! 4: - header: '{ask}' text: |- Други код који можете користити на нивоу 1 је `{ask}`. @@ -79,7 +74,6 @@ levels: {print} Добродошли у вашу сопствену игру камен-маказе-папир! {ask} Шта ћете изабрати? 5: - header: '{echo}' text: |- Као што сте могли видети у претходном примеру. Ако користите команду `{ask}`, можете поставити питање. Одговор, међутим, неће бити приказан на екрану. @@ -97,24 +91,18 @@ levels: 7: header: Програмирање! text: Авантуре су приказане у табовима. - editor: /hedy/1 8: header: Програмирање! text: Жуте стрелице могу се користити за копирање примера. - editor: /hedy#print_command 9: header: 'Цртање са корњачом' text: 'Сада када смо видели текстуалне кодове, сада ћемо погледати кодове за цртање.' 10: header: 'Цртање са корњачом: {forward}' text: '`{forward}` се користи за померање корњаче напред.' - code: '{forward} 50' 11: header: 'Цртање са корњачом: {turn}' text: '`{turn}` се користи за окретање корњаче лево или десно.' - code: |- - {forward} 50 - {turn} {left} 12: header: Отклањање грешака text: Отклањање грешака у коду значи уклањање грешака у коду. Хајде да заједно отклонимо овај код. Кликните на дугме са бубамаром да бисте покренули отклањач грешака. @@ -344,7 +332,6 @@ levels: header: Добродошли на ниво 5 text: 'На овом нивоу ћете научити да користите 3 нове команде: `{if}`, `{else}` и `{in}`.' 2: - header: if text: |- Команда `{if}` вам омогућава да бирате између две опције. У овом примеру рачунар ће приказати 'nice' ако је дати одговор Hedy. @@ -755,10 +742,6 @@ levels: Наравно, можете користити било које име за променљиву које желите. Стандардно име за променљиве у овој ситуацији које се користи у програмским језицима као што је Python је 'i'. То изгледа овако: - code: |- - number = 10 - {for} i {in} {range} 1 {to} 10 - {print} i * number 4: header: Отклањање грешака text: Хајде да дебагујемо овај код! @@ -1033,7 +1016,6 @@ levels: header: Добродошли на ниво 15 text: На овом нивоу ћете научити о `{while}` петљи. 2: - header: '{while}' text: |- Научићемо нову петљу, while петљу! Петља се наставља све док је изјава тачна. Зато не заборавите да промените вредност у петљи. @@ -1067,7 +1049,6 @@ levels: {else} одговор = случајни_број {print} 'тачно' погађања = 10 - debug: 'Истина' 4: header: Хајде да пробамо! @@ -1191,7 +1172,6 @@ levels: Последња промена коју ћемо морати да направимо да добијемо Python код је промена ask у input. Кликните на 'print' таб за све примере. - editor: /hedy/18 3: header: Последње авантуре! text: Уживајте у последњим авантурама на нивоу 18! diff --git a/content/slides/sv.yaml b/content/slides/sv.yaml index 3b2139ee788..5f0bef38089 100644 --- a/content/slides/sv.yaml +++ b/content/slides/sv.yaml @@ -27,19 +27,15 @@ levels: 5: header: Programmering i Hedy text: I Hedy använder vi speciella koder, som `{print}`. - code: '{print} Welcome to Hedy!' 6: header: Programmering i Hedy text: Kodord visas i rosa. - code: '{print} Welcome to Hedy!' 7: header: Programmering i Hedy text: Vi startar koden med Kör kod-knappen under koden. - code: '{print} Welcome to Hedy!' 8: header: Programmering i Hedy text: Utmatning visas till höger. - code: '{print} Welcome to Hedy!' 9: header: Programmering i Hedy text: Utmatningen kan också vara en teckning. @@ -54,7 +50,6 @@ levels: Vi behöver tre textkoder för att skapa interaktiva berättelser. 2: - header: '{print}' text: |- Den första koden man kan använda i nivå 1 är `{print}`. @@ -68,16 +63,11 @@ levels: Eller så kan du skriva ut flera rader genom att lägga till en ny kodrad som också börjar med `{print}`. code: '{print} Put text on the screen' 4: - header: '{ask}' text: |- Det andra kommandot som du kan använda på nivå 1 är `{ask}`. `{ask}` används för att ställa en fråga som kan besvaras. - code: |- - {print} Welcome to your own rock scissors paper! - {ask} What will you choose? 5: - header: '{echo}' text: |- Du såg i förra exemplet att om du använder kommandot `{ask}` kan du ställa en fråga. @@ -86,20 +76,14 @@ levels: Om du vill att svaret ska visas kan du använda det sista kommandot på den här nivån: `{echo}`. `{echo}` används för att upprepa svaret på en `{ask}`. - code: |- - {print} Hello! - {ask} What is your name? - {echo} hello 6: header: Programmering! text: |- Med `{print}`, `{ask}` och `{echo}` kan du redan skapa en liten berättelse. Det här är ett bra tillfälle att prova äventyren Papegoja, Berättelse och Sten, sax, påse. - editor: /hedy/1 7: header: Programmering! text: Äventyren visas i flikar. - editor: /hedy/1 8: header: Programmering! text: De gula pilknapparna används för att kopiera exempel. @@ -119,18 +103,6 @@ levels: code: |- {forward} 50 {turn} left - 12: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - I am DJ Hedy - {print} What song would you like to hear? - {ask} I like that song too! - {print} Next up... {echo} - debug: 'True' - 13: - header: Let the programming fun begin! - text: Enjoy the adventures in level 1! 2: 1: header: Välkommen till nivå 2 @@ -143,10 +115,6 @@ levels: 2: header: Variabler text: För att skapa eller sätta en variabels värde använder vi kommandot `{is}` - code: |- - name {is} Hedy - age {is} 15 - {print} name is age years old 3: header: Interaktiv text: |- @@ -155,48 +123,18 @@ levels: Svaret på frågan lagras i variabeln. På så sätt behöver vi inte kommandot `{echo}`. - code: |- - name {is} {ask} What is your name? - {print} Hello name 4: header: Flera variabler text: Nu när vi använder variabler kan vi använda flera variabler istället för bara ett `{echo}`-kommando. - code: |- - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. 5: header: Sov text: Du kan också använda kommandot `{sleep}` för att pausa koden ett tag. - code: |- - {print} My favorite colour is... - {sleep} 2 - {print} green! 6: header: Sov 5 text: |- Du kan lägga till ett tal efter kommandot `{sleep}` om du vill att pausen ska vara längre. Om du vill kan du även använda en variabel istället för ett tal för att bestämma längden på sov-kommandot. - code: |- - pause {is} 10 - {print} My favorite colour is... - {sleep} pause - {print} green! - 7: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - {print} Welcome to the donut shop! - filling {is} What kind of filling would you like? - {print} You have chosen... Filling! Yum! - topping {ask} What kind of topping would you like? - topping is delicious! - {print} I'll go get your donut. {sleep} - {print} Here you go! A filling donut with toping! - {ask} Have a nice day! - debug: 'True' 8: header: Låt den roliga programmeringen börja! text: Ha det kul med äventyren på nivå 2! @@ -210,22 +148,15 @@ levels: Du gör en lista med kommandot `{is}`. Skriv kommatecken mellan elementen i listan. - code: animals {is} dogs, cats, kangaroos 3: header: Slumpmässigt text: |- Du kan använda listan med kommandot `{at}` `{random}`. Datorn kommer slumpmässigt att välja ett element från listan. Varje gång du kör denna kod kommer utskriften att skilja sig åt. - code: |- - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} 4: header: Slumpmässigt i en mening text: Du kan använda kommandot `{at} {random}` i en mening också. - code: |- - animals {is} dogs, cats, kangaroos - {print} My favorite animal is animals {at} {random} 5: header: Lägg till i text: |- @@ -233,35 +164,11 @@ levels: Du kan välja vad som ska läggas till i listan eller så kan du använda kommandot `{add}` `{to}` i kombination med kommandot `{ask}`. På så sätt kan du låta spelaren bestämma vad som ska läggas till i listan. - code: |- - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} 6: header: Ta bort från text: |- Motsatsen till kommandot `{add}` `{to}` är kommandot `{remove}` `{from}`. Detta kommando tar bort ett element från en lista. - code: |- - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - 7: - header: Debugging - text: Let's debug this code! - editor: |- - music_genres {is} rock, pop, metal, indie, jazz - chosen_genre is music {at} {random} - {print} Let's listen to chosen genre - nice {ask} Do you like that genre? - {remove} chosen_genre {from} chosen_genre - second_choice {is} music_genres - {print} or do you prefer... second_choice {at} {random} - {remove} second_choice {to} music_genres - {print} I like music_genre {random} best! - debug: 'True' 8: header: Nu sätter vi igång! text: Ha det kul med äventyren på nivå 3! @@ -269,14 +176,8 @@ levels: 1: header: Välkommen till nivå 4 text: På den här nivån får du lära dig använda citattecken. - code: '{print} ''print with quotes!''' 2: - header: Problem text: 'På de tidigare nivåerna kan du ha stött på det här problemet:' - code: |- - name {is} Sophie - {print} My name is name - debug: 'True' 3: header: Fixa det med citattecken text: |- @@ -286,35 +187,25 @@ levels: 4: header: Citattecken med skriv text: När du använder kommandot `{print}` måste du sätta texten som du vill ska visas på skärmen inom citattecken. - code: '{print} ''print with quotes!''' 5: header: Citattecken med fråga text: Detta gäller också för kommandot `{fråga}`. - code: name {is} {ask} 'name please?' 6: header: Citattecken och variabler text: |- Du vill inte att variabelnamn ska skrivas ut på skärmen. Det är därför variabler ska lämnas utanför citattecknen, så här: - code: |- - name {is} Harry - {print} 'Hello ' name 7: header: Citattecken och variabler text: |- När variabelnamn används inuti mening måste variablerna stå utanför citattecknen. Resten av meningen behöver citattecken. Det ser ut så här: - code: |- - name {is} Harry - {print} 'Hello ' name ', how are you?' 8: header: Citattecken och sammandragningar text: |- Var försiktig! Nu när du använder citattecken kan du inte använda apostrofer i sammandragningar. Försök att skriva ut en sammandragning som engelska "you're" eller "I'm" på skärmen nedan och se vad som händer … - code: '{print} ''This won''t work!''' - debug: 'True' 9: header: Rensa text: |- @@ -322,28 +213,6 @@ levels: Med det kommandot kan du sudda ut all text från din utdataskärm. Var försiktig så att du alltid använder ett sov-kommando också. Om du inte gör det kommer datorn att sudda ut all text innan du hinner läsa den! - code: |- - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'SURPRISE!' - 10: - header: Debugging - text: Let's debug this code! - code: |- - {clear} - {print} What a nice day to go to the beach! - {ask} 'Do you want to build a sandcastle or swim in the ocean?' - {print} 'You would like to activity ' - {print} 'I'd like to do that too' - {print} 'Look at these beautiful seashells!' - colors {is} 'orange, silver, white, brown' - {print} 'I love the colors {at} {random} one!' - choice {is} {ask} Which one do you like? - debug: 'True' 11: header: Klara, färdiga, gå! text: Ha det kul med äventyren på nivå 4! @@ -357,30 +226,21 @@ levels: Med kommandot `{if}` kan du välja mellan två alternativ. I exemplet kommer datorn att skriva 'nice' om det givna svaret är Hedy. Om svaret inte är Hedy kommer datorn inte att göra någonting. - code: |- - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' 3: header: Glöm inte att skriva ut text: Glöm inte att använda kommandot `{print}` när du använder kommandot `{if}`. - code: '{if} name {is} Hedy ''nice''' - debug: 'True' 4: header: annars text: |- När du använder ett `{if}`-kommando kan du också lägga till ett `{else}`-kommando. Om svaret är Hedy kommer datorn att skriva 'nice'. Men om svaret är något annat kommer datorn att skriva 'boo'. - code: '{if} name {is} Hedy {print} ''nice'' {else} {print} ''boo!''' 5: header: Långa rader text: |- Du kanske har märkt att dina rader kan bli väldigt långa när du har både ett `{if}`- och ett `{else}`-kommando. Du kan välja att dela upp kommandona på två rader, så här: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' 6: header: Ett till nytt kommando text: |- @@ -389,28 +249,6 @@ levels: Med `{in}` kan du låta datorn kolla om ett element finns i en lista, t.ex: Tänk på att Hedy är skiljer på stora och små bokstäver. Det betyder om du svarar "Grönt" istället för "grönt", kommer Hedy att skriva "meh". - code: |- - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - 7: - header: Debugging - text: Let's debug this code! - code: |- - {print} Welcome to HedyAir Security! - boarding_pass {is} {ask} 'Do you have your boarding pass?' - {if} bording_pass yes {print} Great! - {else} Please, get your boarding pass ready. - passport {is} 'Can I see your passport, please?' - {if} passport {is} yes 'thank you' - {else} 'You can't fly without a passport' - declare {is} {ask} Do you have anything to declare? - {if} declare {is} yes - item_to_declare {is} {ask} 'What would you like to declare' - {else} Alright - {print} Thank you. Please head to gate A22.' - debug: 'True' 8: header: Nu kör vi! text: Ha det kul med äventyren på nivå 5! @@ -419,63 +257,26 @@ levels: header: Välkommen till nivå 6 text: På den här nivån lägger vi till matematik till vår kod. 2: - header: Addition text: Om du vill addera så använder du helt enkelt plustecknet. - code: '{print} ''5 plus 5 is '' 5 + 5' 3: header: Subtraktion text: För att subtrahera använder du minustecknet. - code: '{print} ''5 minus 5 is '' 5 - 5' 4: header: Multiplikation text: Om du vill multiplicera kan du använda asterisk. - code: '{print} ''5 times 5 is '' 5 * 5' 5: - header: Division text: Du kan använda snedstreck för division. - code: '{print} ''5 divided by 5 is '' 5 / 5' 6: header: Sammanfattning text: Sammanfattningsvis kan du använda +, –, * och / för att räkna. - code: |- - {print} '5 plus 5 is ' 5 + 5 - {print} '5 minus 5 is ' 5 - 5 - {print} '5 times 5 is ' 5 * 5 - {print} '5 divided by 5 is ' 5 / 5 7: header: Symbolen = text: |- Från och med nu kan du också använda likhetstecken (=) istället för `{is}`-kommandot. Detta gäller både tal och ord, och det gäller även efter kommandona `{if}` eller `{else}`. - code: |- - name = Hedy - answer = 20 + 4 8: header: Beräkningar med variabler text: 'Du kan göra beräkningar med tal, men du kan också använda variabler för att göra beräkningar, t.ex. så här:' - code: |- - number_1 = {ask} 'Fill in the first number:' - number_2 = {ask} 'Fill in the second number:' - correct_answer = number_1 * number_2 - {print} number_1 ' times ' number_2 ' is ' correct_answer - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'This is the water park ticket machine' - {print} 'Price list: Children under 12 $3, Adults $5' - {print} 'Mondays are 25% off' - amount_of_children = 'How many kids tickets would you like?' - amount_of_adults = 'How many adult tickets would you like?' - day_of_the_week = {ask} 'What day is it?' - {clear} - child_price = amount of children * 3 - adult_price = amount_of_adults + 5 - total_price = adult_price * child_price - {if} day {is} monday - total_price = total_price * 0.25 - {print} 'That will be total_price please' - debug: 'True' 10: header: Nu sätter vi igång! text: Ha det kul med äventyren på nivå 6! @@ -490,37 +291,12 @@ levels: Om du vill upprepa raden fler gånger ändrar du bara talet. Till exempel: Om du programmerar en berättelse där din karaktär ropar på hjälp fem gånger, kan det se ut så här: - code: |- - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' 3: header: Glöm inte kommandot skriv text: Glöm inte kommandot `{print}` när du använder kommandot upprepa. - code: '{repeat} 5 {times} ''Help!''' - debug: 'True' 4: header: Upprepa ett fråga-kommando text: Du kan också upprepa ett `{ask}`-, `{if}`- eller `{else}`-kommando flera gånger. - code: |- - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - 5: - header: Debugging - text: Let's debug this code! - code: |- - {print} You gave stranded on a desert island. - {repeat} 3 'Help!' - rescued = {ask} Has anybody come to the rescue? - {if} rescued yes {is} - {print} Lucky! - {else} {repeat} 3 {times} 'HELP!' - rescued = 'What about now?' - {if} yes - {print} 'Hurray! - {else} 'That's a shame... Oh well... time to build a shelter and find some food.' - debug: 'True' 6: header: Klara, färdiga, gå! text: Ha det kul med äventyren på nivå 7! @@ -534,8 +310,6 @@ levels: På de tidigare nivåerna såg kommandot `{repeat}` ut så här: Du kunde bara upprepa en kodrad. - code: '{repeat} 5 {times} {print} ''Help!''' - debug: 'True' 3: header: '{repeat}-kommandon nu' text: |- @@ -543,71 +317,29 @@ levels: Det gör du genom att använda indrag. Använd fyra blanksteg (eller en tabb) i början av varje rad som du vill upprepa, så här: - code: |- - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This will be printed 5 times' 4: header: '{repeat}-kommandon nu' text: |- Om du vill kan du fortsätta efter kommandot `{repeat}` utan indrag. Rader utan indrag kommer inte att upprepas. - code: |- - {repeat} 3 {times} - {print} 'Hello!' - {print} 'We are done repeating!' 5: header: om och annars förut text: |- Detsamma gäller för kommandona `{if}` och `{else}`. Dessa kommandon användes tidigare: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - debug: 'True' 6: header: om och annars nu text: |- Så här är kommandona`{if}` och `{else}` nu. Varje rad efter kommandona `{if}` och `{else}` börjar med indrag. - code: |- - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {else} - {print} 'Welcome programmer!' 7: header: stoppa indraget text: Precis som med kommandot `{repeat}` kan du sluta använda indrag och raderna kommer alltid att visas, altså inte bara om påståendet är sant. - code: "name = {ask} 'What is your name?'\n{if} name {is} Hedy\n {print} 'Welcome Hedy'\n{else}\n {print} 'Welcome programmer!' \n{print} '3..2..1.. Start programming!'" 8: header: if-satser inuti if-satser text: |- Du kanske har funderat på att ha ett if-kommando inuti ett repeat-kommando, eller inuti ett annat if-kommando. För närvarande är detta inte möjligt. På de högre nivåerna kommer det att bli tillåtet, men nu ska vi fokusera på att öva kommandona `{if}` `{else}` och `{repeat}` med korrekt indrag först. - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'HedyWheels bus tickets machine' - zone_1 = Town Hall, Library, Campus, Market Place - zone_2 = Swimming Pool, Skate Park, Mall, Airport - destination = 'Where do you want to go?' - {if} destination {in} zone 1 - {print} destination 'is in zone 1' - price = 3 euros - {if} destination {is} zone_2 - {print} destination 'is in zone 2' - price = 6 - ticket_types = {ask} 'Press 1 for a single use ticket. - Press 2 for a round trip ticket:' - {if} ticket_type = 1 - {print} 'You chose a single use ticket' - {else} - {print} You chose a round trip ticket' - price * 2 - {print} 'That will be ' price ' euros please' - debug: 'True' 10: header: Vi kollar in äventyren! text: Ha det kul med äventyren på nivå 8! @@ -621,85 +353,23 @@ levels: 2: header: Flera rader efter `{repeat}` text: Du får ha flera rader efter `{repeat}`. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' 3: header: Indrag är viktigt! text: Indrag är mycket viktigt för att tala om för datorn vilka rader som ska upprepas och vilka rader som bara ska köras en gång. - code: |- - {repeat} 3 {times} - {print} 'This line will be repeated...' - {print} 'This one too...' - {print} 'but this one will not!' 4: header: Flera rader efter `{if}` text: Du kan också ha flera rader efter `{if}` - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' 5: header: Indrag är viktigt text: Indrag är fortfarande mycket viktigt och kan göra stor skillnad i koden. - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' 6: header: Ett `{if}` inuti en `{repeat}` text: |- Nu när du kan ha flera kodrader efter dessa kommandon kan du också placera dem inuti varann. Kolla in det här: - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' 7: header: Tänk på indraget text: Tänk på att den fjärde och sjätte raden i koden börjar med åtta mellanslag. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Welcome to HedyJumps, your parachute jump adventure!' - people = {ask} 'How many people are you jumping with today? - {print} 'We'll ask all of you some questions for safety reasons.' - extra_instructions_people = a, b - {repeat} 3 {times} - name = {ask} 'What is your name?' - jumped_before = 'Have you ever done a parachute jump before, ' name '?' - {if} jumped_before no - {print} 'No worries, you'll get an extra safety instruction in room 13' - {add} name {to} extra_instructions_people - {else} - {print} 'Fun!' - {print} 'Thanks for filling in the safety questions everyone. Enjoy your jump!' - debug: 'True' 9: header: Nu kör vi! text: Ha det kul med äventyren på nivå 9! @@ -710,33 +380,9 @@ levels: 2: header: Kommandot 'för' text: Med 'för' kan du skapa en lista och använda alla element i listan. `{for}` skapar ett block, som 'upprepa' och 'om', så alla rader i blocket ska börja med indrag (fyra mellanslag). - code: |- - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal 3: header: Kommandot 'för' text: 'Här ser du ett annat exempel på kommandot `{for}`:' - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - 4: - header: Debugging - text: Let's debug this code - code: |- - {print} 'Ladies and gentlemen!' - {print} 'For one night and one night only in circus Hedy!' - acts = shoot out of a canon, walk the tightrope, pack themself in a suitcase, - people = Iris the Incredible Achmed the Amazing Francis the Fantastic - {for} people {in} acts - chosen_person {is} people {random} - chosen_person ' will ' act - {add} chosen_person {from} people - {print} 'Come and watch our show tonight!' - {print} 'Tickets are only available at the counter - debug: 'True' 5: header: Dags att programmera! text: Ha det kul med äventyren på nivå 10! @@ -750,10 +396,6 @@ levels: 2: header: Kommandot 'för' text: 'Så här ser det nya för-kommandot ut:' - code: |- - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' 3: header: variabeln i text: |- @@ -761,19 +403,6 @@ levels: Du kan naturligtvis använda vilket namn du vill för variabeln. Standardnamnet för variabler i den här situationen som används i programspråk som Python är 'i'. Det ser ut så här: - code: |- - number = 10 - {for} i {in} {range} 1 {to} 10 - {print} i * number - 4: - header: Debugging - text: Let's debug this code! - code: |- - factor {is} {ask} 'Which table of multiplication do you need?' - {repeat} {for} numbers {in} {range} 1 {to} 10 {times} - {print} This is the table of multiplications for factor - {print} number ' x ' factor ' = ' i * factor - debug: 'True' 5: header: Låt oss börja programmera! text: Ha det kul med äventyren på nivå 11! @@ -786,60 +415,12 @@ levels: text: |- Den här nivån ändrar lite hur citattecken används. Från och med nu måste ** alla texter ** vara inom citattecken. Detta gäller också värden för variabler, element i listor och text efter {if}-kommandon. - code: |- - name = 'Hedy the Robot' - {print} 'Hello ' name 3: header: Decimaltal text: |- Från och med denna nivå får du också använda decimaltal. Det kan göra program som din restaurang ännu bättre! Siffror har inte citattecken. - code: |- - {print} 'decimal numbers now need to use a dot' - {print} 2.5 + 2.5 - 4: - header: Functions! - text: |- - In this level you'll learn how to use functions. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. To create a function, use define and give the function a name. Then put all the lines you want in the function in a indented block under the define line. Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use call with the function's name to call it up! We don't have to type that block of code again. - 5: - header: Twinkle Twinkle little star! - text: |- - In this program you see an example of a function. - Let's see what happens if you fill in the rest of the song! - code: |- - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} twinkle - 6: - header: Functions - text: As you could see in the example a function is a block of code that can be called anytime. You use `{define}` to set the function and `{call}` to use it. - 7: - header: Debugging - text: Let's debug this code! - code: |- - {call} new_member - {print} 'Hi new member!' - username = {ask} 'What is your username?' - password = 'What is your password?' - {print} 'Welcome to our club!' - - username = {ask} 'Please enter your username. Are you a new member? Type New Member' - {if} username = New Member - {call} new member - {else} - password = {ask} 'Please enter password' - debug: 'True' - 8: - header: Ready to try it out? - text: Enjoy the adventures in level 12! 13: 1: header: Välkommen till nivå 13 @@ -849,105 +430,12 @@ levels: text: |- Kommandot `{och}` används alltid ihop med kommandot {if}. På så sätt kan du kontrollera om två påståenden är sanna. Till exempel: - code: |- - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' 3: header: Kommandot 'eller' text: |- Kommandot `{or}` fungerar på samma sätt som kommandot `{and}`, men bara ett av de två påståendena måste vara sant. Låt oss se vad som händer när du byter `{and}` mot `{or}`. - code: |- - name = {ask} 'what is your name?' - {if} name {is} 'Hedy' {or} name {is} 'hedy' - {print} 'Welcome!!' - 4: - header: Functions with arguments - text: Now that you've learned how to use functions, you'll learn how to use a function with an **argument**. An argument is a variable that is used within a function. It is not used outside the function. - 5: - header: Example - text: |- - In this example you see how the argument 'place' is used in the function. - Run the code and change 'ocean' and 'sea' to something else, and see what happens. - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 6: - header: Example with variable - text: |- - You can also combine functions with a question. - - What happens if you make these changes: - ``` - define song with place - print 'My Bonnie is ' place - - answer is ask 'Where is my Bonnie?' - call song with answer - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 7: - header: Even more questions! - text: |- - Now we have combined even more question with the function. Type this code and see what happens. - - Note how the variables and the arguments have the same name. This is allowed. - Does it confuse you? Just use different names, that is allowed as well. - ``` - define song with name, place - print 'My ' name ' is ' place - - name is ask 'Who?' - place is ask 'Where are they?' - call song with name, place - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {define} happiness {with} name - {print} '🥳' - {play} G - {play} A - {play} B - {print} 'Party on, ' name - {define} sadness - {print} '😞' - {play} E - {play} D - {play} C - {print} 'Hope you feel better, ' name - - name = {ask} 'What is your' name '?' - mood = {ask} 'Are you happy or sad?' - {if} mood = happy - {call} happiness {with} person - {else} mood = sad - {define} sadness {to} name - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 13! 14: 1: header: Välkommen till nivå 14 @@ -966,12 +454,6 @@ levels: <= betyder mindre än eller lika med … Du kan använda dem så här: - code: |- - age = {ask} 'How old are you?' - {if} age < 13 - {print} 'You are younger than me!' - {else} - {print} 'You are older than me!' 3: header: Symboler text: |- @@ -982,95 +464,15 @@ levels: != är inte lika med == används i `{if}`-satser. - code: |- - answer = {ask} 'Do you want to learn more?' - {if} answer == 'yes' - {print} 'Go to the next adventure!' - {if} answer != 'yes' - {print} 'That is a shame!' - 4: - header: Return value - text: In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - 5: - header: Return value - text: For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - code: |- - {define} calculate_new_price {with} amount, percentage - percentage = percentage / 100 - discount_amount = amount * percentage - {return} amount - discount_amount - - old_price = {ask} 'How much is on the price tag?' - discount = {ask} 'What percentage is the discount?' - - new_price = {call} calculate_new_price {with} old_price, discount - {print} 'The new price is ' new_price ' dollar' - 6: - header: Debugging - text: Let's debug this code! - code: |- - item = 'not bought' - {print} 'I would like to buy this item' - price == {ask} 'What is the price?' - {if} price less than or the same as 10 - {print} 'Thats a great deal!' - item = 'bought' - {if} price is more than 10 {and} less than or the same as 20 - {print} 'Alright' - item = 'bought' - {if} price is more than 20 {and} less than 50 - {print} 'That is a bit much!' - {if} price is more than or the same as 50 - {print} 'No way!' - {if} item =! bought - {print} 'Shame.. I wont buy it' - {else} - {print} 'I will buy it! Thank you!' - debug: 'True' - 7: - header: Let's get to work! - text: Enjoy the adventures in level 14! 15: 1: header: Välkommen till nivå 15 text: På den här nivån lär du dig om `{while}`-loopen. 2: - header: '{while}' text: |- Vi ska lära oss en ny loop, medan-loopen! Loopen fortsätter så länge som påståendet är sant. Så glöm inte att ändra värdet inuti slingan. I exempelkoden fortsätter vi tills ett korrekt svar har getts. Om det rätta svaret aldrig ges kommer loopen aldrig att avslutas! - code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - 3: - header: Debugging - text: Let's debug this code! - code: |- - numbers = 1, 2 - - {for} i {in} {range} 3 {to} 50 - {add} x {to} numbers - i = + 1 - - random_number = numbers {random} - guesses = 10 - - {while} guess = 0 - answer = 'Guess my number:' - {if} answer >= random_number - {print} 'lower' - guesses = guesses -1 - {if} answer > random_number - {print} 'higher!' - guesses = guesses - {else} answer = random_number - {print} 'correct' - guesses = 10 - - debug: 'True' 4: header: Vi testar det! text: Ha det kul med äventyren på nivå 15! @@ -1081,48 +483,6 @@ levels: 2: header: Hakparenteser text: Vi kommer att göra listor på Python-vis, med hakparenteser runt listorna! Vi behåller också citattecknen runt varje element, som vi har lärt oss i tidigare nivåer. Vi använder hakparenteser för att peka ut en plats i en lista. Kommandot 'på slump' kan inte användas längre. - code: |- - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - 3: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Friendship test' - {subjects} = ['song', 'movie', 'food', 'drink'] - answers_player_1 = [] - answers_player_2 = [] - score = 100 - - {for} i {in} {range} 1 {to} 4 - answer = {ask} 'what is your favorite ' subjects[i] - {add} answer {to} answers_player_1 - - {print} 'Player 2, your turn!' - {for} i {in} {range} 0 {to} 4 - answer_player_2 = {ask} 'what is player 1s favorite ' subjects - {add} answer_player_2 {in} answers_player_2 - {if} answers_player_2[2] == answers_player_1[1] - {print} 'Correct!' - {else} - {print} 'Wrong!' - score = score - 25 - - {print} 'Player 2, you've scored ' score '%' - - {if} score = 100 - {print} 'You are an amazing friend' - {if} score < 100 {or} score >= 50 - {print} 'You could do better' - {else} score < 50 - {print} 'Do you even know this person?!' - debug: 'True' 4: header: Vi testar det! text: Ha det kul med äventyren på nivå 16! @@ -1133,35 +493,12 @@ levels: 2: header: Kolon text: Nu ska vi ändra indraget lite grann. Varje gång vi behöver en indragning behöver vi kolon (:) på raden före indragningen. - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {else}: - {print} 'Better luck next time..' 3: header: Annarsom text: 'På den här nivån kan du också använda ett nytt kommando: annarsom. annarsom är en sammandragning av ''annars om'' och du behöver det när du vill skapa tre (eller fler!) alternativ. Kolla in det här!' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {elif} your_price == 'an apple pie' : - {print} 'Lovely, an apple pie!' - {else}: - {print} 'Better luck next time..' 4: header: Vi testar det! text: Ha det kul med äventyren på nivå 17! - debug: 'True' - code: "{define} ask_direction\n direction = {ask} 'Where do you want to go?'\n {if} direction = 'backwards'\n {turn} 180\n {else} direction == 'right'\n {turn} 90\n {else} direction == 'left'\n {turn} 270\n {forward} 100\n\ncontinue = 'yes'\n\n{while} continue == 'yes'\n {print} ask_direction\n {sleep}\n continue = 'do you want to draw some more?'\n {sleep}" - 5: - header: Let's try it out! - text: Enjoy the adventures in level 17! 18: 1: header: Välkommen till nivå 18 @@ -1176,7 +513,6 @@ levels: Den sista ändringen vi behöver göra för att få Python-kod är att ändra ask till input. Klicka på fliken 'print' för alla exempel. - editor: /hedy/18 3: header: De allra sista äventyren! text: Njut av de allra sista äventyren på nivå 18! diff --git a/content/slides/sw.yaml b/content/slides/sw.yaml index fa5f0ab8d6b..57e696ae41a 100644 --- a/content/slides/sw.yaml +++ b/content/slides/sw.yaml @@ -1,65 +1,14 @@ levels: 0: - 1: - header: Welcome to Hedy! - text: Hedy is a programming language. - 2: - header: Programming - text: |- - Programming is giving instructions to a computer, using the language of the computer. - - Such a language is called a "programming language". - 3: - header: Programming Language - text: |- - Maybe you already know some programming languages? - Some examples are: - * Scratch - * Python - * HTML - 4: - header: Programming - text: |- - If you can program, you can do many cool things: - * Build interactive stories - * Create computer drawings and draw these on paper or fabric - * Build your own apps to use on your phone - 5: - header: Programming in Hedy - text: In Hedy we use special codes, like `{print}`. - code: '{print} Welcome to Hedy!' - 6: - header: Programming in Hedy - text: Code words will be shown in pink. - code: '{print} Welcome to Hedy!' - 7: - header: Programming in Hedy - text: We start the code with the Run code button underneath the code. - code: '{print} Welcome to Hedy!' 8: - header: Programming in Hedy text: Output appears on the left-hand side. - code: '{print} Welcome to Hedy!' 9: - header: Programming in Hedy - text: The output can also be a drawing. code: |- {forward} 100 {turn} left 1: - 1: - header: Welcome to level 1! - text: |- - We will start level 1 by making stories in Hedy! - - We need three text codes to create interactive stories. 2: header: 'Hedy level 1: {print}' - text: |- - The first code that you can use in level 1 is `{print}`. - - `{print}` is used to show text on the screen. - code: '{print} Show text on the screen' 3: header: 'Hedy level 1: {ask}' text: |- @@ -84,1112 +33,32 @@ levels: text: |- with `{print}`, `{ask}` and `{echo}` you can already create a little story. This is a good time to try the Parrot, Story and Rock, Paper Scissors adventures. - code: |- - {print} Hello! - {ask} What is your name? - {echo} hello 6: - header: Programming! text: Adventures are shown in tabs. - editor: /hedy/1 7: - header: Programming! text: The yellow arrow buttons can be used to copy examples. editor: /hedy#print_command 8: header: Drawing with the turtle text: Now that we have seen at text codes, we will now look at drawing codes next. - editor: /hedy#print_command 9: header: 'Drawing with the turtle: {forward}' text: '`{forward}` is used to move the turtle forward.' - 10: - header: 'Drawing with the turtle: {forward}' - text: '`{forward}` is used to move the turtle forward.' - code: '{forward} 50' 11: - header: 'Drawing with the turtle: {turn}' - text: '`{turn}` is used to make the turtle turn left or right.' code: |- {forward} 50 {turn} left - 12: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - I am DJ Hedy - {print} What song would you like to hear? - {ask} I like that song too! - {print} Next up... {echo} - debug: 'True' - 13: - header: Let the programming fun begin! - text: Enjoy the adventures in level 1! 2: - 1: - header: Welcome to level 2 - text: |- - In this level you will learn to use variables. - - A variable is a word that can be used to store information. - - For example: a name, age or favorite sports team. - 2: - header: Variables - text: To make or 'set' a variable we use the `{is}` command - code: |- - name {is} Hedy - age {is} 15 - {print} name is age years old 3: - header: Interactive text: |- We can also set a variable by asking questions. The answer to the question is stored in the variable. This way we don't need the `{echo}` command. - code: |- - name {is} {ask} What is your name? - {print} Hello name 4: - header: Multiple variables text: Now that we use variables, we can use multiple variables instead of just one `{echo}`command. - code: |- - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - 5: - header: Sleep - text: You can also use the `{sleep}` command to pause the code for a while. - code: |- - {print} My favorite colour is... - {sleep} 2 - {print} green! - 6: - header: Sleep 5 - text: |- - You can add a number after the `{sleep}` command if you want the pause to be longer. - - If you want, you could even use a variable instead of a number to decide the duration of the sleep command. - code: |- - pause {is} 10 - {print} My favorite colour is... - {sleep} pause - {print} green! - 7: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - {print} Welcome to the donut shop! - filling {is} What kind of filling would you like? - {print} You have chosen... Filling! Yum! - topping {ask} What kind of topping would you like? - topping is delicious! - {print} I'll go get your donut. {sleep} - {print} Here you go! A filling donut with toping! - {ask} Have a nice day! - debug: 'True' - 8: - header: Let the programming fun begin! - text: Enjoy the adventures in level 2! - 3: - 1: - header: Welcome to level 3 - text: In this level you'll learn how to make a list, add and remove items form your lists and pick a random item off that list. - 2: - header: Making a list - text: |- - You make a list with `{is}`. - - Separate the items on your list with a comma. - code: animals {is} dogs, cats, kangaroos - 3: - header: At random - text: |- - You can use the list with the `{at}` `{random}` command. - The computer will randomly pick one item of the list. - Every time you run this code the output will differ. - code: |- - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - 4: - header: At random in a sentence - text: You can use the `{at}` `{random}` command in a sentence as well. - code: |- - animals {is} dogs, cats, kangaroos - {print} My favorite animal is animals {at} {random} - 5: - header: Add to - text: |- - You can add items to a list with the `{add}` `{to}` command. - - You can choose what to add to the list or you can use the `{add}` `{to}` command in combination with the `{ask}` command. - This way you can let the player decide what to add to the list. - code: |- - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - 6: - header: Remove from - text: |- - The opposite of the `{add}` `{to}` command is the `{remove}` `{from}` command. - This command removes an item from a list. - code: |- - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - 7: - header: Debugging - text: Let's debug this code! - editor: |- - music_genres {is} rock, pop, metal, indie, jazz - chosen_genre is music {at} {random} - {print} Let's listen to chosen genre - nice {ask} Do you like that genre? - {remove} chosen_genre {from} chosen_genre - second_choice {is} music_genres - {print} or do you prefer... second_choice {at} {random} - {remove} second_choice {to} music_genres - {print} I like music_genre {random} best! - debug: 'True' - 8: - header: Let's get to work! - text: Enjoy the adventures in level 3! 4: - 1: - header: Welcome to level 4 - text: In this level you will learn how to use quotation marks. - code: '{print} ''print with quotes!''' - 2: - header: Problem - text: 'In the previous levels, you might have come across this problem:' - code: |- - name {is} Sophie - {print} My name is name - debug: 'True' - 3: - header: Fixing it with quotation marks - text: |- - In this level we will fix this problem by using quotation marks. - - This also makes our code look more like 'real' Python code. - 4: - header: Quotation marks with print - text: Each time you use the `{print}` command you need to put the text that you want to appear on the screen in quotation marks. - code: '{print} ''print with quotes!''' - 5: - header: Quotation marks with ask - text: This also goes for the `{ask}` command. - code: name {is} {ask} 'name please?' - 6: - header: Quotation marks and variables - text: |- - You do not want variable names to be printed on the screen. - This is why variables should be left out of the quotation marks, like this: - code: |- - name {is} Harry - {print} 'Hello ' name - 7: - header: Quotation marks and variables - text: |- - When variable names are used in the middle of a sentence, you have to leave the variables out of the quotation marks. - The rest of the sentence however, does need quotation marks. That looks like this: - code: |- - name {is} Harry - {print} 'Hello ' name ', how are you?' - 8: - header: Quotation marks and contractions - text: |- - Be careful! Now that you are using quotation marks, you can't use apostrophes in contractions. - - Please try to print a contraction like "you're" or "I'm" in the screen below and see what happens.... - code: '{print} ''This won''t work!''' - debug: 'True' 9: header: Ready, Set, Go! text: Enjoy the adventures in level 4! - code: |- - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'SURPRISE!' - 10: - header: Debugging - text: Let's debug this code! - code: |- - {clear} - {print} What a nice day to go to the beach! - {ask} 'Do you want to build a sandcastle or swim in the ocean?' - {print} 'You would like to activity ' - {print} 'I'd like to do that too' - {print} 'Look at these beautiful seashells!' - colors {is} 'orange, silver, white, brown' - {print} 'I love the colors {at} {random} one!' - choice {is} {ask} Which one do you like? - debug: 'True' - 11: - header: Ready, Set, Go! - text: Enjoy the adventures in level 4! - 5: - 1: - header: Welcome to level 5 - text: 'In this level you will learn to use 3 new commands: `{if}`, `{else}` and `{in}`.' - 2: - header: if - text: |- - The `{if}` command allows you to choose between two options. - In this example the computer will print 'nice' if the given answer is Hedy. - If the answer is not Hedy, the computer will do nothing. - code: |- - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - 3: - header: Don't forget to print - text: |- - When using the `{if}` command, don't forget to use the `{print}` command. - This code will not work! - code: '{if} name {is} Hedy ''nice''' - debug: 'True' - 4: - header: else - text: |- - When using an `{if}` command, you can also add an `{else}` command. - If the answer is Hedy, the computer will print 'nice'. - But if the answer is something else the computer will print 'boo' - code: '{if} name {is} Hedy {print} ''nice'' {else} {print} ''boo!''' - 5: - header: Long lines - text: |- - You might have noticed that your lines can get very long when you have both an `{if}` and an `{else}` command. - - You can choose to separate commands and put them on 2 lines, like this: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - 6: - header: Another new command - text: |- - If you have practised with the `{if}` and `{else}` commands, you can also try the `{in}` command. - - With `{in}` you can let the computer check if an item is in a list, for example: - - Please note that Hedy is case sensitive. This means that if you answer "Green" instead of "green", Hedy will print "meh". - code: |- - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - 7: - header: Debugging - text: Let's debug this code! - code: |- - {print} Welcome to HedyAir Security! - boarding_pass {is} {ask} 'Do you have your boarding pass?' - {if} bording_pass yes {print} Great! - {else} Please, get your boarding pass ready. - passport {is} 'Can I see your passport, please?' - {if} passport {is} yes 'thank you' - {else} 'You can't fly without a passport' - declare {is} {ask} Do you have anything to declare? - {if} declare {is} yes - item_to_declare {is} {ask} 'What would you like to declare' - {else} Alright - {print} Thank you. Please head to gate A22.' - debug: 'True' - 8: - header: Let's go! - text: Enjoy the adventures in level 5! - 6: - 1: - header: Welcome to level 6 - text: In this level we are adding maths to our codes. - 2: - header: Addition - text: If you want to calculate an addition, simply use the plus sign. - code: '{print} ''5 plus 5 is '' 5 + 5' - 3: - header: Subtraction - text: If you want to subtract, you can use the minus sign. - code: '{print} ''5 minus 5 is '' 5 - 5' - 4: - header: Multiplication - text: If you want to do multiplications, you can use the asterisk. - code: '{print} ''5 times 5 is '' 5 * 5' - 5: - header: Division - text: You can use the slash for division. - code: '{print} ''5 divided by 5 is '' 5 / 5' - 6: - header: Summary - text: In summary, you can use +, -, * and / to do maths. - code: |- - {print} '5 plus 5 is ' 5 + 5 - {print} '5 minus 5 is ' 5 - 5 - {print} '5 times 5 is ' 5 * 5 - {print} '5 divided by 5 is ' 5 / 5 - 7: - header: The = symbol - text: |- - From now on you can also use the = symbol instead of the `{is}` command. - This goes for both numbers and words, and it also goes after the `{if}` or `{else}` commands. - code: |- - name = Hedy - answer = 20 + 4 - 8: - header: Calculations with variables - text: 'You can use calculations with numbers, but you can also use variables to do calculations, like this:' - code: |- - number_1 = {ask} 'Fill in the first number:' - number_2 = {ask} 'Fill in the second number:' - correct_answer = number_1 * number_2 - {print} number_1 ' times ' number_2 ' is ' correct_answer - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'This is the water park ticket machine' - {print} 'Price list: Children under 12 $3, Adults $5' - {print} 'Mondays are 25% off' - amount_of_children = 'How many kids tickets would you like?' - amount_of_adults = 'How many adult tickets would you like?' - day_of_the_week = {ask} 'What day is it?' - {clear} - child_price = amount of children * 3 - adult_price = amount_of_adults + 5 - total_price = adult_price * child_price - {if} day {is} monday - total_price = total_price * 0.25 - {print} 'That will be total_price please' - debug: 'True' - 10: - header: Let's get to work! - text: Enjoy the adventures in level 6! - 7: - 1: - header: Welcome to level 7 - text: In this level you will learn how to repeat a line of code as many times a you'd like. - 2: - header: repeat 3 times - text: |- - If you want to repeat a line of code, you can use the `{repeat}` 3 `{times}` code. - If you want to repeat the line more times, simply change the number. - - For example: If you are programming a story where your character shouts for help for 5 times, it could look like this: - code: |- - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - 3: - header: Don't forget the print command - text: When using the repeat command, do not forget the `{print}` command. - code: '{repeat} 5 {times} ''Help!''' - debug: 'True' - 4: - header: Repeat an ask command - text: You can also repeat an `{ask}`, `{if}` or `{else}` command multiple times. - code: |- - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - 5: - header: Debugging - text: Let's debug this code! - code: |- - {print} You gave stranded on a desert island. - {repeat} 3 'Help!' - rescued = {ask} Has anybody come to the rescue? - {if} rescued yes {is} - {print} Lucky! - {else} {repeat} 3 {times} 'HELP!' - rescued = 'What about now?' - {if} yes - {print} 'Hurray! - {else} 'That's a shame... Oh well... time to build a shelter and find some food.' - debug: 'True' - 6: - header: Ready Set Go! - text: Enjoy the adventures in level 7! - 8: - 1: - header: Welcome to level 8 - text: In this level you will learn to use indentation to make the `{repeat}`, `{if}` and `{else}` commands work for multiple lines of code. - 2: - header: '{repeat} commands before' - text: |- - In the previous levels, the `{repeat}` command looked like this: - - You could only repeat one line of code. - code: '{repeat} 5 {times} {print} ''Help!''' - debug: 'True' - 3: - header: '{repeat} commands now' - text: |- - In this level you can repeat multiple lines of code. To do this you must tell the computer which lines belong together and should be repeated. - You do this by using indentation. - - Use 4 spaces (or one tab) at the beginning of each line that you want to repeat, like this: - code: |- - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This will be printed 5 times' - 4: - header: '{repeat} commands now' - text: |- - If you want to, you can continue after the `{repeat}` command without indentation. - The lines that do not start with indentation will not be repeated. - code: |- - {repeat} 3 {times} - {print} 'Hello!' - {print} 'We are done repeating!' - 5: - header: if and else before - text: |- - The same goes for the `{if}` and `{else}` commands. - These were the commands before: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - debug: 'True' - 6: - header: if and else now - text: |- - These are the `{if}` and `{else}` commands now. - Each line after the `{if}` and `{else}` commands start with indentation. - code: |- - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {else} - {print} 'Welcome programmer!' - 7: - header: stopping the indentation - text: Just like with the `{repeat}` command, you can stop using indentation and the lines will always be shown. Not just if the statement is true. - code: "name = {ask} 'What is your name?'\n{if} name {is} Hedy\n {print} 'Welcome Hedy'\n{else}\n {print} 'Welcome programmer!' \n{print} '3..2..1.. Start programming!'" - 8: - header: if statements inside if statements - text: |- - You might have thought of trying to put an if command inside a repeat command, or inside another if command. - For now, this is not possible yet. In the higher levels, it will be allowed, but for now let's focus on practising the `{if}` `{else}` and `{repeat}` commands with proper indentation first. - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'HedyWheels bus tickets machine' - zone_1 = Town Hall, Library, Campus, Market Place - zone_2 = Swimming Pool, Skate Park, Mall, Airport - destination = 'Where do you want to go?' - {if} destination {in} zone 1 - {print} destination 'is in zone 1' - price = 3 euros - {if} destination {is} zone_2 - {print} destination 'is in zone 2' - price = 6 - ticket_types = {ask} 'Press 1 for a single use ticket. - Press 2 for a round trip ticket:' - {if} ticket_type = 1 - {print} 'You chose a single use ticket' - {else} - {print} You chose a round trip ticket' - price * 2 - {print} 'That will be ' price ' euros please' - debug: 'True' - 10: - header: Let's check out the adventures! - text: Enjoy the adventures in level 8! - 9: - 1: - header: Welcome to level 9 - text: |- - In this level you can use multiple lines of code after an `{if}` or after a `{repeat}` command. - - You can even put a `{repeat}` command within another `{repeat}` command. - 2: - header: Multiple lines after `{repeat}` - text: You are allowed to combine `{repeat}` and `{if}` in this level. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 3: - header: Indentation matters! - text: Indentation is very important to tell the computer which lines should be repeated and which lines should only be ran once. - code: |- - {repeat} 3 {times} - {print} 'This line will be repeated...' - {print} 'This one too...' - {print} 'but this one will not!' - 4: - header: Multiple lines after `{if}` - text: You can also use multiple lines after `{if}` - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - 5: - header: Indentation matters - text: Again, indentation is still very important and can make a big difference in the code. - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - 6: - header: An `{if}` inside a `{repeat}` - text: |- - Now that you can use multiple lines of code after these command, you can also put them within each other. - Check it out: - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 7: - header: Mind the indentation - text: Mind that the fourth and sixth line of this code starts with 8 spaces of indentation. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Welcome to HedyJumps, your parachute jump adventure!' - people = {ask} 'How many people are you jumping with today? - {print} 'We'll ask all of you some questions for safety reasons.' - extra_instructions_people = a, b - {repeat} 3 {times} - name = {ask} 'What is your name?' - jumped_before = 'Have you ever done a parachute jump before, ' name '?' - {if} jumped_before no - {print} 'No worries, you'll get an extra safety instruction in room 13' - {add} name {to} extra_instructions_people - {else} - {print} 'Fun!' - {print} 'Thanks for filling in the safety questions everyone. Enjoy your jump!' - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 9! - 10: - 1: - header: Welcome to level 10 - text: 'In this level you will learn a new command: `{for}`.' - 2: - header: The for command - text: With for you can make a list and use all items on that list. `{for}` creates a block, like repeat and if so all lines in the block need to start with indentation (4 spaces). - code: |- - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - 3: - header: The for command - text: 'Here you see another example of the `{for}` command:' - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - 4: - header: Debugging - text: Let's debug this code - code: |- - {print} 'Ladies and gentlemen!' - {print} 'For one night and one night only in circus Hedy!' - acts = shoot out of a canon, walk the tightrope, pack themself in a suitcase, - people = Iris the Incredible Achmed the Amazing Francis the Fantastic - {for} people {in} acts - chosen_person {is} people {random} - chosen_person ' will ' act - {add} chosen_person {from} people - {print} 'Come and watch our show tonight!' - {print} 'Tickets are only available at the counter - debug: 'True' - 5: - header: Time to program! - text: Enjoy the adventures in level 10! - 11: - 1: - header: Welcome to level 11 - text: |- - In this level, we add a new form of the `{for}` command. In earlier levels, we used for with a list, but we can also use for with numbers. - - This way we don't need the `{repeat}` command anymore. - 2: - header: The for command - text: 'This is what the new for command looks like:' - code: |- - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - 3: - header: the variable i - text: |- - In the previous slide the variable was named 'counter', because it was counting down. - You can of course use any name for the variable you want. - The standard name for variables in this situation that is used in programming languages like Python is 'i'. - That looks like this: - code: |- - number = 10 - {for} i {in} {range} 1 {to} 10 - {print} i * number - 4: - header: Debugging - text: Let's debug this code! - code: |- - factor {is} {ask} 'Which table of multiplication do you need?' - {repeat} {for} numbers {in} {range} 1 {to} 10 {times} - {print} This is the table of multiplications for factor - {print} number ' x ' factor ' = ' i * factor - debug: 'True' - 5: - header: Let's start programming! - text: Enjoy the adventures in level 11! - 12: - 1: - header: Welcome to level 12 - text: |- - From this level on you are allowed to use decimal numbers and there are some changes to the quotation marks. - You can also use functions from this level on! - 2: - header: Quotation marks - text: |- - This level makes some changes to the usage of quotation marks. - From now on, **all texts** need to be in quotation marks. This includes values of variables, items on lists and text after {if} commands. - code: |- - name = 'Hedy the Robot' - {print} 'Hello ' name - 3: - header: Decimal numbers - text: |- - From this level on you are also allowed to use decimal numbers. This can make programs like your restaurant even better! - - Numbers do not need quotation marks. - code: |- - {print} 'decimal numbers now need to use a dot' - {print} 2.5 + 2.5 - 4: - header: Functions! - text: |- - In this level you'll learn how to use functions. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. To create a function, use define and give the function a name. Then put all the lines you want in the function in a indented block under the define line. Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use call with the function's name to call it up! We don't have to type that block of code again. - 5: - header: Twinkle Twinkle little star! - text: |- - In this program you see an example of a function. - Let's see what happens if you fill in the rest of the song! - code: |- - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} twinkle - 6: - header: Functions - text: As you could see in the example a function is a block of code that can be called anytime. You use `{define}` to set the function and `{call}` to use it. - 7: - header: Debugging - text: Let's debug this code! - code: |- - {call} new_member - {print} 'Hi new member!' - username = {ask} 'What is your username?' - password = 'What is your password?' - {print} 'Welcome to our club!' - - username = {ask} 'Please enter your username. Are you a new member? Type New Member' - {if} username = New Member - {call} new member - {else} - password = {ask} 'Please enter password' - debug: 'True' - 8: - header: Ready to try it out? - text: Enjoy the adventures in level 12! - 13: - 1: - header: Welcome to level 13 - text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two ifs but can use and and or. - From now on you could also use arguments in your functions. - 2: - header: The and command - text: |- - The `{and}` command is always used in a combination with the {if} command. - This way you can check if 2 statements are true. For example: - code: |- - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - 3: - header: The or command - text: |- - The `{or}` works in the same way as the `{and}` command, but only 1 of the two statements has to be true. - - Let's see what happens when you change the `{and}` for `{or}`. - code: |- - name = {ask} 'what is your name?' - {if} name {is} 'Hedy' {or} name {is} 'hedy' - {print} 'Welcome!!' - 4: - header: Functions with arguments - text: Now that you've learned how to use functions, you'll learn how to use a function with an **argument**. An argument is a variable that is used within a function. It is not used outside the function. - 5: - header: Example - text: |- - In this example you see how the argument 'place' is used in the function. - Run the code and change 'ocean' and 'sea' to something else, and see what happens. - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 6: - header: Example with variable - text: |- - You can also combine functions with a question. - - What happens if you make these changes: - ``` - define song with place - print 'My Bonnie is ' place - - answer is ask 'Where is my Bonnie?' - call song with answer - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 7: - header: Even more questions! - text: |- - Now we have combined even more question with the function. Type this code and see what happens. - - Note how the variables and the arguments have the same name. This is allowed. - Does it confuse you? Just use different names, that is allowed as well. - ``` - define song with name, place - print 'My ' name ' is ' place - - name is ask 'Who?' - place is ask 'Where are they?' - call song with name, place - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {define} happiness {with} name - {print} '🥳' - {play} G - {play} A - {play} B - {print} 'Party on, ' name - {define} sadness - {print} '😞' - {play} E - {play} D - {play} C - {print} 'Hope you feel better, ' name - - name = {ask} 'What is your' name '?' - mood = {ask} 'Are you happy or sad?' - {if} mood = happy - {call} happiness {with} person - {else} mood = sad - {define} sadness {to} name - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 13! - 14: - 1: - header: Welcome to level 14 - text: In this level you'll learn some new symbols that can help you improve your programs, like >. You will also learn to work with return values of a function. - 2: - header: Symbols - text: |- - These are the new symbols you can use: - - The > means bigger than... - - The >= means bigger than or the same as... - - The < means smaller than... - - The <= means smaller than or the same as... - - You can use them like this: - code: |- - age = {ask} 'How old are you?' - {if} age < 13 - {print} 'You are younger than me!' - {else} - {print} 'You are older than me!' - 3: - header: Symbols - text: |- - You can also use: - - == is the same as. - - != is not - - == is used in `{if}` statements. - code: |- - answer = {ask} 'Do you want to learn more?' - {if} answer == 'yes' - {print} 'Go to the next adventure!' - {if} answer != 'yes' - {print} 'That is a shame!' - 4: - header: Return value - text: In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - 5: - header: Return value - text: For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - code: |- - {define} calculate_new_price {with} amount, percentage - percentage = percentage / 100 - discount_amount = amount * percentage - {return} amount - discount_amount - - old_price = {ask} 'How much is on the price tag?' - discount = {ask} 'What percentage is the discount?' - - new_price = {call} calculate_new_price {with} old_price, discount - {print} 'The new price is ' new_price ' dollar' - 6: - header: Debugging - text: Let's debug this code! - code: |- - item = 'not bought' - {print} 'I would like to buy this item' - price == {ask} 'What is the price?' - {if} price less than or the same as 10 - {print} 'Thats a great deal!' - item = 'bought' - {if} price is more than 10 {and} less than or the same as 20 - {print} 'Alright' - item = 'bought' - {if} price is more than 20 {and} less than 50 - {print} 'That is a bit much!' - {if} price is more than or the same as 50 - {print} 'No way!' - {if} item =! bought - {print} 'Shame.. I wont buy it' - {else} - {print} 'I will buy it! Thank you!' - debug: 'True' - 7: - header: Let's get to work! - text: Enjoy the adventures in level 14! - 15: - 1: - header: Welcome to level 15 - text: In this level you will learn about the `{while}` loop. - 2: - header: '{while}' - text: |- - We are going to learn a new loop, the while loop! The loop continues as long as the statement is true. So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. If the correct answer is never given, the loop will never end! - code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - 3: - header: Debugging - text: Let's debug this code! - code: |- - numbers = 1, 2 - - {for} i {in} {range} 3 {to} 50 - {add} x {to} numbers - i = + 1 - - random_number = numbers {random} - guesses = 10 - - {while} guess = 0 - answer = 'Guess my number:' - {if} answer >= random_number - {print} 'lower' - guesses = guesses -1 - {if} answer > random_number - {print} 'higher!' - guesses = guesses - {else} answer = random_number - {print} 'correct' - guesses = 10 - - debug: 'True' - 4: - header: Let's try it out! - text: Enjoy the adventures in level 15! - 16: - 1: - header: Welcome to level 16 - text: In this level you will learn about the [square brackets] and how to use them. - 2: - header: Square brackets - text: We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. The at random command can not be used anymore. - code: |- - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - 3: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Friendship test' - {subjects} = ['song', 'movie', 'food', 'drink'] - answers_player_1 = [] - answers_player_2 = [] - score = 100 - - {for} i {in} {range} 1 {to} 4 - answer = {ask} 'what is your favorite ' subjects[i] - {add} answer {to} answers_player_1 - - {print} 'Player 2, your turn!' - {for} i {in} {range} 0 {to} 4 - answer_player_2 = {ask} 'what is player 1s favorite ' subjects - {add} answer_player_2 {in} answers_player_2 - {if} answers_player_2[2] == answers_player_1[1] - {print} 'Correct!' - {else} - {print} 'Wrong!' - score = score - 25 - - {print} 'Player 2, you've scored ' score '%' - - {if} score = 100 - {print} 'You are an amazing friend' - {if} score < 100 {or} score >= 50 - {print} 'You could do better' - {else} score < 50 - {print} 'Do you even know this person?!' - debug: 'True' - 4: - text: Enjoy the adventures in level 16! - header: Let's try it out! - 17: - 1: - header: Welcome to level 17 - text: in this level you will learn how to use a colon and you will learn the elif command. - 2: - header: Colon - text: 'Now we are going to change indentation a little bit. Every time that we need an indentation, we need : at the line before the indentation.' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {else}: - {print} 'Better luck next time..' - 3: - header: Elif - text: 'In this level you can also use a new command: elif. elif is short for else if and you need it when you want to make 3 (or more!) options. Check it out!' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {elif} your_price == 'an apple pie' : - {print} 'Lovely, an apple pie!' - {else}: - {print} 'Better luck next time..' - 4: - header: Debugging - text: Let's debug this code! - code: |- - {define} ask_direction - direction = {ask} 'Where do you want to go?' - {if} direction = 'backwards' - {turn} 180 - {else} direction == 'right' - {turn} 90 - {else} direction == 'left' - {turn} 270 - {forward} 100 - - continue = 'yes' - - {while} continue == 'yes' - {print} ask_direction - {sleep} - continue = 'do you want to draw some more?' - {sleep} - debug: 'True' - 5: - header: Let's try it out! - text: Enjoy the adventures in level 17! - 18: - 1: - header: Welcome to level 18 - text: Congratulations! You have reached the last level of Hedy! The code you have created here can be copied to real Python environments like replit or PyCharm, and you can continue learning there! Note however that Python can only read English commands, so if you have been using other languages, you will need to switch to English now. - 2: - header: The Python way - text: |- - We arrived at real Python code! That means we need to use parentheses with print and range from now on. - - Also, if you want to print more than one item, you need to separate them by commas. - - The final change we will need to make to get Python code is changing ask into input. - - Click on the 'print' tab for all the examples. - editor: /hedy/18 - 3: - header: The very last adventures! - text: Enjoy the very last adventures in level 18! diff --git a/content/slides/ta.yaml b/content/slides/ta.yaml index d8450538917..0967ef424bc 100644 --- a/content/slides/ta.yaml +++ b/content/slides/ta.yaml @@ -1,1203 +1 @@ -levels: - 0: - 1: - header: Welcome to Hedy! - text: Hedy is a programming language. - 2: - header: Programming - text: |- - Programming is giving instructions to a computer, using the language of the computer. - - Such a language is called a "programming language". - 3: - header: Programming Language - text: |- - Maybe you already know some programming languages? - Some examples are: - * Scratch - * Python - * HTML - 4: - header: Programming - text: |- - If you can program, you can do many cool things: - * Build interactive stories - * Create computer drawings and draw these on paper or fabric - * Build your own apps to use on your phone - 5: - header: Programming in Hedy - text: In Hedy we use special codes, like `{print}`. - code: '{print} Welcome to Hedy!' - 6: - header: Programming in Hedy - text: Code words will be shown in pink. - code: '{print} Welcome to Hedy!' - 7: - header: Programming in Hedy - text: We start the code with the Run code button underneath the code. - code: '{print} Welcome to Hedy!' - 8: - header: Programming in Hedy - text: Output appears on the right-hand side. - code: '{print} Welcome to Hedy!' - 9: - header: Programming in Hedy - text: The output can also be a drawing. - code: |- - {forward} 100 - {turn} {left} - 1: - 1: - header: Welcome to level 1! - text: |- - We will start level 1 by making stories in Hedy! - - We need three text codes to create interactive stories. - 2: - header: '{print}' - text: |- - The first code that you can use in level 1 is `{print}`. - - `{print}` is used to show text on the screen. - code: '{print} Show text on the screen' - 3: - header: The {print} command - text: |- - You can change the text after the print command to whatever you want. - - Or you could print multiple lines by adding another line of code that also starts with `{print}`. - code: |- - {print} Welcome to Hedy! - {print} Start programming now! - 4: - header: '{ask}' - text: |- - The second code that you can use in level 1 is `{ask}`. - - `{ask}` is used to ask a question that can be answered. - code: |- - {print} Welcome to your own rock scissors paper! - {ask} What will you choose? - 5: - header: '{echo}' - text: |- - As you could see in the previous example. If you use the `{ask}` command, you can ask a question. - The answer, however doesn't show in the output screen. - - If you do want the answer to show, you can use the final command of this level: `{echo}`. - `{echo}` is used to repeat the answer of an `{ask}`. - code: |- - {print} Hello! - {ask} What is your name? - {echo} hello - 6: - header: Programming! - text: |- - With `{print}`, `{ask}` and `{echo}` you can already create a little story. - This is a good time to try the Parrot, Story and Rock, Paper Scissors adventures. - editor: /hedy/1 - 7: - header: Programming! - text: Adventures are shown in tabs. - editor: /hedy/1 - 8: - header: Programming! - text: The yellow arrow buttons can be used to copy examples. - editor: /hedy#print_command - 9: - header: Drawing with the turtle - text: Now that we have seen at text codes, we will now look at drawing codes next. - 10: - header: 'Drawing with the turtle: {forward}' - text: '`{forward}` is used to move the turtle forward.' - code: '{forward} 50' - 11: - header: 'Drawing with the turtle: {turn}' - text: '`{turn}` is used to make the turtle turn left or right.' - code: |- - {forward} 50 - {turn} {left} - 12: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - I am DJ Hedy - {print} What song would you like to hear? - {ask} I like that song too! - {print} Next up... {echo} - debug: 'True' - 13: - header: Let the programming fun begin! - text: Enjoy the adventures in level 1! - 2: - 1: - header: Welcome to level 2 - text: |- - In this level you will learn to use variables. - - A variable is a word that can be used to store information. - - For example: a name, age or favorite sports team. - 2: - header: Variables - text: To make or 'set' a variable we use the `{is}` command - code: |- - name {is} Hedy - age {is} 15 - {print} name is age years old - 3: - header: Interactive - text: |- - We can also set a variable by asking questions. - - The answer to the question is stored in the variable. - - This way we don't need the `{echo}` command. - code: |- - name {is} {ask} What is your name? - {print} Hello name - 4: - header: Multiple variables - text: Now that we use variables, we can use multiple variables instead of just one `{echo}` command. - code: |- - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - 5: - header: Sleep - text: You can also use the `{sleep}` command to pause the code for a while. - code: |- - {print} My favorite colour is... - {sleep} 2 - {print} green! - 6: - header: Sleep 5 - text: |- - You can add a number after the `{sleep}` command if you want the pause to be longer. - - If you want, you could even use a variable instead of a number to decide the duration of the sleep command. - code: |- - pause {is} 10 - {print} My favorite colour is... - {sleep} pause - {print} green! - 7: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - {print} Welcome to the donut shop! - filling {is} What kind of filling would you like? - {print} You have chosen... Filling! Yum! - topping {ask} What kind of topping would you like? - topping is delicious! - {print} I'll go get your donut. {sleep} - {print} Here you go! A filling donut with toping! - {ask} Have a nice day! - debug: 'True' - 8: - header: Let the programming fun begin! - text: Enjoy the adventures in level 2! - 3: - 1: - header: Welcome to level 3 - text: In this level you'll learn how to make a list, add and remove items form your lists and pick a random item off that list. - 2: - header: Making a list - text: |- - You make a list with `{is}`. - - Separate the items on your list with a comma. - code: animals {is} dogs, cats, kangaroos - 3: - header: At random - text: |- - You can use the list with the `{at}` `{random}` command. - The computer will randomly pick one item of the list. - Every time you run this code the output will differ. - code: |- - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - 4: - header: At random in a sentence - text: You can use the `{at}` `{random}` command in a sentence as well. - code: |- - animals {is} dogs, cats, kangaroos - {print} My favorite animal is animals {at} {random} - 5: - header: Add to - text: |- - You can add items to a list with the `{add}` `{to}` command. - - You can choose what to add to the list or you can use the `{add}` `{to}` command in combination with the `{ask}` command. - This way you can let the player decide what to add to the list. - code: |- - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - 6: - header: Remove from - text: |- - The opposite of the `{add}` `{to}` command is the `{remove}` `{from}` command. - This command removes an item from a list. - code: |- - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - 7: - header: Debugging - text: Let's debug this code! - editor: |- - music_genres {is} rock, pop, metal, indie, jazz - chosen_genre is music {at} {random} - {print} Let's listen to chosen genre - nice {ask} Do you like that genre? - {remove} chosen_genre {from} chosen_genre - second_choice {is} music_genres - {print} or do you prefer... second_choice {at} {random} - {remove} second_choice {to} music_genres - {print} I like music_genre {random} best! - debug: 'True' - 8: - header: Let's get to work! - text: Enjoy the adventures in level 3! - 4: - 1: - header: Welcome to level 4 - text: In this level you will learn how to use quotation marks. - code: '{print} ''print with quotes!''' - 2: - header: Problem - text: 'In the previous levels, you might have come across this problem:' - code: |- - name {is} Sophie - {print} My name is name - debug: 'True' - 3: - header: Fixing it with quotation marks - text: |- - In this level we will fix this problem by using quotation marks. - - This also makes our code look more like 'real' Python code. - 4: - header: Quotation marks with print - text: Each time you use the `{print}` command you need to put the text that you want to appear on the screen in quotation marks. - code: '{print} ''print with quotes!''' - 5: - header: Quotation marks with ask - text: This also goes for the `{ask}` command. - code: name {is} {ask} 'name please?' - 6: - header: Quotation marks and variables - text: |- - You do not want variable names to be printed on the screen. - This is why variables should be left out of the quotation marks, like this: - code: |- - name {is} Harry - {print} 'Hello ' name - 7: - header: Quotation marks and variables - text: |- - When variable names are used in the middle of a sentence, you have to leave the variables out of the quotation marks. - The rest of the sentence however, does need quotation marks. That looks like this: - code: |- - name {is} Harry - {print} 'Hello ' name ', how are you?' - 8: - header: Quotation marks and contractions - text: |- - Be careful! Now that you are using quotation marks, you can't use apostrophes in contractions. - - Please try to print a contraction like "you're" or "I'm" in the screen below and see what happens.... - code: '{print} ''This won''t work!''' - debug: 'True' - 9: - header: Clear - text: |- - In this level you'll also learn the {clear} command. - With this command you can wipe all the text from your output screen. - - Be careful that you always use a sleep command too. If you don't the computer will wipe all the text before you can read it! - code: |- - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'SURPRISE!' - 10: - header: Debugging - text: Let's debug this code! - code: |- - {clear} - {print} What a nice day to go to the beach! - {ask} 'Do you want to build a sandcastle or swim in the ocean?' - {print} 'You would like to activity ' - {print} 'I'd like to do that too' - {print} 'Look at these beautiful seashells!' - colors {is} 'orange, silver, white, brown' - {print} 'I love the colors {at} {random} one!' - choice {is} {ask} Which one do you like? - debug: 'True' - 11: - header: Ready, Set, Go! - text: Enjoy the adventures in level 4! - 5: - 1: - header: Welcome to level 5 - text: 'In this level you will learn to use 3 new commands: `{if}`, `{else}` and `{in}`.' - 2: - header: if - text: |- - The `{if}` command allows you to choose between two options. - In this example the computer will print 'nice' if the given answer is Hedy. - If the answer is not Hedy, the computer will do nothing. - code: |- - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - 3: - header: Don't forget to print - text: |- - When using the `{if}` command, don't forget to use the `{print}` command. - This code will not work! - code: '{if} name {is} Hedy ''nice''' - debug: 'True' - 4: - header: else - text: |- - When using an `{if}` command, you can also add an `{else}` command. - If the answer is Hedy, the computer will print 'nice'. - But if the answer is something else the computer will print 'boo' - code: '{if} name {is} Hedy {print} ''nice'' {else} {print} ''boo!''' - 5: - header: Long lines - text: |- - You might have noticed that your lines can get very long when you have both an `{if}` and an `{else}` command. - - You can choose to separate commands and put them on 2 lines, like this: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - 6: - header: Another new command - text: |- - If you have practised with the `{if}` and `{else}` commands, you can also try the `{in}` command. - - With `{in}` you can let the computer check if an item is in a list, for example: - - Please note that Hedy is case sensitive. This means that if you answer "Green" instead of "green", Hedy will print "meh". - code: |- - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - 7: - header: Debugging - text: Let's debug this code! - code: |- - {print} Welcome to HedyAir Security! - boarding_pass {is} {ask} 'Do you have your boarding pass?' - {if} bording_pass yes {print} Great! - {else} Please, get your boarding pass ready. - passport {is} 'Can I see your passport, please?' - {if} passport {is} yes 'thank you' - {else} 'You can't fly without a passport' - declare {is} {ask} Do you have anything to declare? - {if} declare {is} yes - item_to_declare {is} {ask} 'What would you like to declare' - {else} Alright - {print} Thank you. Please head to gate A22.' - debug: 'True' - 8: - header: Let's go! - text: Enjoy the adventures in level 5! - 6: - 1: - header: Welcome to level 6 - text: In this level we are adding maths to our codes. - 2: - header: Addition - text: If you want to calculate an addition, simply use the plus sign. - code: '{print} ''5 plus 5 is '' 5 + 5' - 3: - header: Subtraction - text: If you want to subtract, you can use the minus sign. - code: '{print} ''5 minus 5 is '' 5 - 5' - 4: - header: Multiplication - text: If you want to do multiplications, you can use the asterisk. - code: '{print} ''5 times 5 is '' 5 * 5' - 5: - header: Division - text: You can use the slash for division. - code: '{print} ''5 divided by 5 is '' 5 / 5' - 6: - header: Summary - text: In summary, you can use +, -, * and / to do maths. - code: |- - {print} '5 plus 5 is ' 5 + 5 - {print} '5 minus 5 is ' 5 - 5 - {print} '5 times 5 is ' 5 * 5 - {print} '5 divided by 5 is ' 5 / 5 - 7: - header: The = symbol - text: |- - From now on you can also use the = symbol instead of the `{is}` command. - This goes for both numbers and words, and it also goes after the `{if}` or `{else}` commands. - code: |- - name = Hedy - answer = 20 + 4 - 8: - header: Calculations with variables - text: 'You can use calculations with numbers, but you can also use variables to do calculations, like this:' - code: |- - number_1 = {ask} 'Fill in the first number:' - number_2 = {ask} 'Fill in the second number:' - correct_answer = number_1 * number_2 - {print} number_1 ' times ' number_2 ' is ' correct_answer - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'This is the water park ticket machine' - {print} 'Price list: Children under 12 $3, Adults $5' - {print} 'Mondays are 25% off' - amount_of_children = 'How many kids tickets would you like?' - amount_of_adults = 'How many adult tickets would you like?' - day_of_the_week = {ask} 'What day is it?' - {clear} - child_price = amount of children * 3 - adult_price = amount_of_adults + 5 - total_price = adult_price * child_price - {if} day {is} monday - total_price = total_price * 0.25 - {print} 'That will be total_price please' - debug: 'True' - 10: - header: Let's get to work! - text: Enjoy the adventures in level 6! - 7: - 1: - header: Welcome to level 7 - text: In this level you will learn how to repeat a line of code as many times a you'd like. - 2: - header: repeat 3 times - text: |- - If you want to repeat a line of code, you can use the `{repeat}` 3 `{times}` code. - If you want to repeat the line more times, simply change the number. - - For example: If you are programming a story where your character shouts for help for 5 times, it could look like this: - code: |- - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - 3: - header: Don't forget the print command - text: When using the repeat command, do not forget the `{print}` command. - code: '{repeat} 5 {times} ''Help!''' - debug: 'True' - 4: - header: Repeat an ask command - text: You can also repeat an `{ask}`, `{if}` or `{else}` command multiple times. - code: |- - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - 5: - header: Debugging - text: Let's debug this code! - code: |- - {print} You gave stranded on a desert island. - {repeat} 3 'Help!' - rescued = {ask} Has anybody come to the rescue? - {if} rescued yes {is} - {print} Lucky! - {else} {repeat} 3 {times} 'HELP!' - rescued = 'What about now?' - {if} yes - {print} 'Hurray! - {else} 'That's a shame... Oh well... time to build a shelter and find some food.' - debug: 'True' - 6: - header: Ready Set Go! - text: Enjoy the adventures in level 7! - 8: - 1: - header: Welcome to level 8 - text: In this level you will learn to use indentation to make the `{repeat}`, `{if}` and `{else}` commands work for multiple lines of code. - 2: - header: '{repeat} commands before' - text: |- - In the previous levels, the `{repeat}` command looked like this: - - You could only repeat one line of code. - code: '{repeat} 5 {times} {print} ''Help!''' - debug: 'True' - 3: - header: '{repeat} commands now' - text: |- - In this level you can repeat multiple lines of code. To do this you must tell the computer which lines belong together and should be repeated. - You do this by using indentation. - - Use 4 spaces (or one tab) at the beginning of each line that you want to repeat, like this: - code: |- - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This will be printed 5 times' - 4: - header: '{repeat} commands now' - text: |- - If you want to, you can continue after the `{repeat}` command without indentation. - The lines that do not start with indentation will not be repeated. - code: |- - {repeat} 3 {times} - {print} 'Hello!' - {print} 'We are done repeating!' - 5: - header: if and else before - text: |- - The same goes for the `{if}` and `{else}` commands. - These were the commands before: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - debug: 'True' - 6: - header: if and else now - text: |- - These are the `{if}` and `{else}` commands now. - Each line after the `{if}` and `{else}` commands start with indentation. - code: |- - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {else} - {print} 'Welcome programmer!' - 7: - header: stopping the indentation - text: Just like with the `{repeat}` command, you can stop using indentation and the lines will always be shown. Not just if the statement is true. - code: "name = {ask} 'What is your name?'\n{if} name {is} Hedy\n {print} 'Welcome Hedy'\n{else}\n {print} 'Welcome programmer!' \n{print} '3..2..1.. Start programming!'" - 8: - header: if statements inside if statements - text: |- - You might have thought of trying to put an if command inside a repeat command, or inside another if command. - For now, this is not possible yet. In the higher levels, it will be allowed, but for now let's focus on practising the `{if}` `{else}` and `{repeat}` commands with proper indentation first. - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'HedyWheels bus tickets machine' - zone_1 = Town Hall, Library, Campus, Market Place - zone_2 = Swimming Pool, Skate Park, Mall, Airport - destination = 'Where do you want to go?' - {if} destination {in} zone 1 - {print} destination 'is in zone 1' - price = 3 euros - {if} destination {is} zone_2 - {print} destination 'is in zone 2' - price = 6 - ticket_types = {ask} 'Press 1 for a single use ticket. - Press 2 for a round trip ticket:' - {if} ticket_type = 1 - {print} 'You chose a single use ticket' - {else} - {print} You chose a round trip ticket' - price * 2 - {print} 'That will be ' price ' euros please' - debug: 'True' - 10: - header: Let's check out the adventures! - text: Enjoy the adventures in level 8! - 9: - 1: - header: Welcome to level 9 - text: |- - In this level you can use multiple lines of code after an `{if}` or after a `{repeat}` command. - - You can even put a `{repeat}` command within another `{repeat}` command. - 2: - header: Multiple lines after `{repeat}` - text: You are allowed to combine `{repeat}` and `{if}` in this level. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 3: - header: Indentation matters! - text: Indentation is very important to tell the computer which lines should be repeated and which lines should only be ran once. - code: |- - {repeat} 3 {times} - {print} 'This line will be repeated...' - {print} 'This one too...' - {print} 'but this one will not!' - 4: - header: Multiple lines after `{if}` - text: You can also use multiple lines after `{if}` - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - 5: - header: Indentation matters - text: Again, indentation is still very important and can make a big difference in the code. - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - 6: - header: An `{if}` inside a `{repeat}` - text: |- - Now that you can use multiple lines of code after these command, you can also put them within each other. - Check it out: - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 7: - header: Mind the indentation - text: Mind that the fourth and sixth line of this code starts with 8 spaces of indentation. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Welcome to HedyJumps, your parachute jump adventure!' - people = {ask} 'How many people are you jumping with today? - {print} 'We'll ask all of you some questions for safety reasons.' - extra_instructions_people = a, b - {repeat} 3 {times} - name = {ask} 'What is your name?' - jumped_before = 'Have you ever done a parachute jump before, ' name '?' - {if} jumped_before no - {print} 'No worries, you'll get an extra safety instruction in room 13' - {add} name {to} extra_instructions_people - {else} - {print} 'Fun!' - {print} 'Thanks for filling in the safety questions everyone. Enjoy your jump!' - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 9! - 10: - 1: - header: Welcome to level 10 - text: 'In this level you will learn a new command: `{for}`.' - 2: - header: The for command - text: With for you can make a list and use all items on that list. `{for}` creates a block, like repeat and if so all lines in the block need to start with indentation (4 spaces). - code: |- - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - 3: - header: The for command - text: 'Here you see another example of the `{for}` command:' - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - 4: - header: Debugging - text: Let's debug this code - code: |- - {print} 'Ladies and gentlemen!' - {print} 'For one night and one night only in circus Hedy!' - acts = shoot out of a canon, walk the tightrope, pack themself in a suitcase, - people = Iris the Incredible Achmed the Amazing Francis the Fantastic - {for} people {in} acts - chosen_person {is} people {random} - chosen_person ' will ' act - {add} chosen_person {from} people - {print} 'Come and watch our show tonight!' - {print} 'Tickets are only available at the counter - debug: 'True' - 5: - header: Time to program! - text: Enjoy the adventures in level 10! - 11: - 1: - header: Welcome to level 11 - text: |- - In this level, we add a new form of the `{for}` command. In earlier levels, we used for with a list, but we can also use for with numbers. - - This way we don't need the `{repeat}` command anymore. - 2: - header: The for command - text: 'This is what the new for command looks like:' - code: |- - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - 3: - header: the variable i - text: |- - In the previous slide the variable was named 'counter', because it was counting down. - You can of course use any name for the variable you want. - The standard name for variables in this situation that is used in programming languages like Python is 'i'. - That looks like this: - code: |- - number = 10 - {for} i {in} {range} 1 {to} 10 - {print} i * number - 4: - header: Debugging - text: Let's debug this code! - code: |- - factor {is} {ask} 'Which table of multiplication do you need?' - {repeat} {for} numbers {in} {range} 1 {to} 10 {times} - {print} This is the table of multiplications for factor - {print} number ' x ' factor ' = ' i * factor - debug: 'True' - 5: - header: Let's start programming! - text: Enjoy the adventures in level 11! - 12: - 1: - header: Welcome to level 12 - text: |- - From this level on you are allowed to use decimal numbers and there are some changes to the quotation marks. - You can also use functions from this level on! - 2: - header: Quotation marks - text: |- - This level makes some changes to the usage of quotation marks. - From now on, **all texts** need to be in quotation marks. This includes values of variables, items on lists and text after {if} commands. - code: |- - name = 'Hedy the Robot' - {print} 'Hello ' name - 3: - header: Decimal numbers - text: |- - From this level on you are also allowed to use decimal numbers. This can make programs like your restaurant even better! - - Numbers do not need quotation marks. - code: |- - {print} 'decimal numbers now need to use a dot' - {print} 2.5 + 2.5 - 4: - header: Functions! - text: |- - In this level you'll learn how to use functions. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. To create a function, use define and give the function a name. Then put all the lines you want in the function in a indented block under the define line. Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use call with the function's name to call it up! We don't have to type that block of code again. - 5: - header: Twinkle Twinkle little star! - text: |- - In this program you see an example of a function. - Let's see what happens if you fill in the rest of the song! - code: |- - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} twinkle - 6: - header: Functions - text: As you could see in the example a function is a block of code that can be called anytime. You use `{define}` to set the function and `{call}` to use it. - 7: - header: Debugging - text: Let's debug this code! - code: |- - {call} new_member - {print} 'Hi new member!' - username = {ask} 'What is your username?' - password = 'What is your password?' - {print} 'Welcome to our club!' - - username = {ask} 'Please enter your username. Are you a new member? Type New Member' - {if} username = New Member - {call} new member - {else} - password = {ask} 'Please enter password' - debug: 'True' - 8: - header: Ready to try it out? - text: Enjoy the adventures in level 12! - 13: - 1: - header: Welcome to level 13 - text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two ifs but can use and and or. - From now on you could also use arguments in your functions. - 2: - header: The and command - text: |- - The `{and}` command is always used in a combination with the {if} command. - This way you can check if 2 statements are true. For example: - code: |- - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - 3: - header: The or command - text: |- - The `{or}` works in the same way as the `{and}` command, but only 1 of the two statements has to be true. - - Let's see what happens when you change the `{and}` for `{or}`. - code: |- - name = {ask} 'what is your name?' - {if} name {is} 'Hedy' {or} name {is} 'hedy' - {print} 'Welcome!!' - 4: - header: Functions with arguments - text: Now that you've learned how to use functions, you'll learn how to use a function with an **argument**. An argument is a variable that is used within a function. It is not used outside the function. - 5: - header: Example - text: |- - In this example you see how the argument 'place' is used in the function. - Run the code and change 'ocean' and 'sea' to something else, and see what happens. - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 6: - header: Example with variable - text: |- - You can also combine functions with a question. - - What happens if you make these changes: - ``` - define song with place - print 'My Bonnie is ' place - - answer is ask 'Where is my Bonnie?' - call song with answer - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 7: - header: Even more questions! - text: |- - Now we have combined even more question with the function. Type this code and see what happens. - - Note how the variables and the arguments have the same name. This is allowed. - Does it confuse you? Just use different names, that is allowed as well. - ``` - define song with name, place - print 'My ' name ' is ' place - - name is ask 'Who?' - place is ask 'Where are they?' - call song with name, place - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {define} happiness {with} name - {print} '🥳' - {play} G - {play} A - {play} B - {print} 'Party on, ' name - {define} sadness - {print} '😞' - {play} E - {play} D - {play} C - {print} 'Hope you feel better, ' name - - name = {ask} 'What is your' name '?' - mood = {ask} 'Are you happy or sad?' - {if} mood = happy - {call} happiness {with} person - {else} mood = sad - {define} sadness {to} name - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 13! - 14: - 1: - header: Welcome to level 14 - text: In this level you'll learn some new symbols that can help you improve your programs, like >. You will also learn to work with return values of a function. - 2: - header: Symbols - text: |- - These are the new symbols you can use: - - The > means bigger than... - - The >= means bigger than or the same as... - - The < means smaller than... - - The <= means smaller than or the same as... - - You can use them like this: - code: |- - age = {ask} 'How old are you?' - {if} age < 13 - {print} 'You are younger than me!' - {else} - {print} 'You are older than me!' - 3: - header: Symbols - text: |- - You can also use: - - == is the same as. - - != is not - - == is used in `{if}` statements. - code: |- - answer = {ask} 'Do you want to learn more?' - {if} answer == 'yes' - {print} 'Go to the next adventure!' - {if} answer != 'yes' - {print} 'That is a shame!' - 4: - header: Return value - text: In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - 5: - header: Return value - text: For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - code: |- - {define} calculate_new_price {with} amount, percentage - percentage = percentage / 100 - discount_amount = amount * percentage - {return} amount - discount_amount - - old_price = {ask} 'How much is on the price tag?' - discount = {ask} 'What percentage is the discount?' - - new_price = {call} calculate_new_price {with} old_price, discount - {print} 'The new price is ' new_price ' dollar' - 6: - header: Debugging - text: Let's debug this code! - code: |- - item = 'not bought' - {print} 'I would like to buy this item' - price == {ask} 'What is the price?' - {if} price less than or the same as 10 - {print} 'Thats a great deal!' - item = 'bought' - {if} price is more than 10 {and} less than or the same as 20 - {print} 'Alright' - item = 'bought' - {if} price is more than 20 {and} less than 50 - {print} 'That is a bit much!' - {if} price is more than or the same as 50 - {print} 'No way!' - {if} item =! bought - {print} 'Shame.. I wont buy it' - {else} - {print} 'I will buy it! Thank you!' - debug: 'True' - 7: - header: Let's get to work! - text: Enjoy the adventures in level 14! - 15: - 1: - header: Welcome to level 15 - text: In this level you will learn about the `{while}` loop. - 2: - header: '{while}' - text: |- - We are going to learn a new loop, the while loop! The loop continues as long as the statement is true. So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. If the correct answer is never given, the loop will never end! - code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - 3: - header: Debugging - text: Let's debug this code! - code: |- - numbers = 1, 2 - - {for} i {in} {range} 3 {to} 50 - {add} x {to} numbers - i = + 1 - - random_number = numbers {random} - guesses = 10 - - {while} guess = 0 - answer = 'Guess my number:' - {if} answer >= random_number - {print} 'lower' - guesses = guesses -1 - {if} answer > random_number - {print} 'higher!' - guesses = guesses - {else} answer = random_number - {print} 'correct' - guesses = 10 - - debug: 'True' - 4: - header: Let's try it out! - text: Enjoy the adventures in level 15! - 16: - 1: - header: Welcome to level 16 - text: In this level you will learn about the [square brackets] and how to use them. - 2: - header: Square brackets - text: We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. The at random command can not be used anymore. - code: |- - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - 3: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Friendship test' - {subjects} = ['song', 'movie', 'food', 'drink'] - answers_player_1 = [] - answers_player_2 = [] - score = 100 - - {for} i {in} {range} 1 {to} 4 - answer = {ask} 'what is your favorite ' subjects[i] - {add} answer {to} answers_player_1 - - {print} 'Player 2, your turn!' - {for} i {in} {range} 0 {to} 4 - answer_player_2 = {ask} 'what is player 1s favorite ' subjects - {add} answer_player_2 {in} answers_player_2 - {if} answers_player_2[2] == answers_player_1[1] - {print} 'Correct!' - {else} - {print} 'Wrong!' - score = score - 25 - - {print} 'Player 2, you've scored ' score '%' - - {if} score = 100 - {print} 'You are an amazing friend' - {if} score < 100 {or} score >= 50 - {print} 'You could do better' - {else} score < 50 - {print} 'Do you even know this person?!' - debug: 'True' - 4: - header: Let's try it out! - text: Enjoy the adventures in level 16! - 17: - 1: - header: Welcome to level 17 - text: in this level you will learn how to use a colon and you will learn the elif command. - 2: - header: Colon - text: 'Now we are going to change indentation a little bit. Every time that we need an indentation, we need : at the line before the indentation.' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {else}: - {print} 'Better luck next time..' - 3: - header: Elif - text: 'In this level you can also use a new command: elif. elif is short for else if and you need it when you want to make 3 (or more!) options. Check it out!' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {elif} your_price == 'an apple pie' : - {print} 'Lovely, an apple pie!' - {else}: - {print} 'Better luck next time..' - 4: - header: Debugging - text: Let's debug this code! - code: |- - {define} ask_direction - direction = {ask} 'Where do you want to go?' - {if} direction = 'backwards' - {turn} 180 - {else} direction == 'right' - {turn} 90 - {else} direction == 'left' - {turn} 270 - {forward} 100 - - continue = 'yes' - - {while} continue == 'yes' - {print} ask_direction - {sleep} - continue = 'do you want to draw some more?' - {sleep} - debug: 'True' - 5: - header: Let's try it out! - text: Enjoy the adventures in level 17! - 18: - 1: - header: Welcome to level 18 - text: Congratulations! You have reached the last level of Hedy! The code you have created here can be copied to real Python environments like replit or PyCharm, and you can continue learning there! Note however that Python can only read English commands, so if you have been using other languages, you will need to switch to English now. - 2: - header: The Python way - text: |- - We arrived at real Python code! That means we need to use parentheses with print and range from now on. - - Also, if you want to print more than one item, you need to separate them by commas. - - The final change we will need to make to get Python code is changing ask into input. - - Click on the 'print' tab for all the examples. - editor: /hedy/18 - 3: - header: The very last adventures! - text: Enjoy the very last adventures in level 18! +{} diff --git a/content/slides/te.yaml b/content/slides/te.yaml index fa5f0ab8d6b..57e696ae41a 100644 --- a/content/slides/te.yaml +++ b/content/slides/te.yaml @@ -1,65 +1,14 @@ levels: 0: - 1: - header: Welcome to Hedy! - text: Hedy is a programming language. - 2: - header: Programming - text: |- - Programming is giving instructions to a computer, using the language of the computer. - - Such a language is called a "programming language". - 3: - header: Programming Language - text: |- - Maybe you already know some programming languages? - Some examples are: - * Scratch - * Python - * HTML - 4: - header: Programming - text: |- - If you can program, you can do many cool things: - * Build interactive stories - * Create computer drawings and draw these on paper or fabric - * Build your own apps to use on your phone - 5: - header: Programming in Hedy - text: In Hedy we use special codes, like `{print}`. - code: '{print} Welcome to Hedy!' - 6: - header: Programming in Hedy - text: Code words will be shown in pink. - code: '{print} Welcome to Hedy!' - 7: - header: Programming in Hedy - text: We start the code with the Run code button underneath the code. - code: '{print} Welcome to Hedy!' 8: - header: Programming in Hedy text: Output appears on the left-hand side. - code: '{print} Welcome to Hedy!' 9: - header: Programming in Hedy - text: The output can also be a drawing. code: |- {forward} 100 {turn} left 1: - 1: - header: Welcome to level 1! - text: |- - We will start level 1 by making stories in Hedy! - - We need three text codes to create interactive stories. 2: header: 'Hedy level 1: {print}' - text: |- - The first code that you can use in level 1 is `{print}`. - - `{print}` is used to show text on the screen. - code: '{print} Show text on the screen' 3: header: 'Hedy level 1: {ask}' text: |- @@ -84,1112 +33,32 @@ levels: text: |- with `{print}`, `{ask}` and `{echo}` you can already create a little story. This is a good time to try the Parrot, Story and Rock, Paper Scissors adventures. - code: |- - {print} Hello! - {ask} What is your name? - {echo} hello 6: - header: Programming! text: Adventures are shown in tabs. - editor: /hedy/1 7: - header: Programming! text: The yellow arrow buttons can be used to copy examples. editor: /hedy#print_command 8: header: Drawing with the turtle text: Now that we have seen at text codes, we will now look at drawing codes next. - editor: /hedy#print_command 9: header: 'Drawing with the turtle: {forward}' text: '`{forward}` is used to move the turtle forward.' - 10: - header: 'Drawing with the turtle: {forward}' - text: '`{forward}` is used to move the turtle forward.' - code: '{forward} 50' 11: - header: 'Drawing with the turtle: {turn}' - text: '`{turn}` is used to make the turtle turn left or right.' code: |- {forward} 50 {turn} left - 12: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - I am DJ Hedy - {print} What song would you like to hear? - {ask} I like that song too! - {print} Next up... {echo} - debug: 'True' - 13: - header: Let the programming fun begin! - text: Enjoy the adventures in level 1! 2: - 1: - header: Welcome to level 2 - text: |- - In this level you will learn to use variables. - - A variable is a word that can be used to store information. - - For example: a name, age or favorite sports team. - 2: - header: Variables - text: To make or 'set' a variable we use the `{is}` command - code: |- - name {is} Hedy - age {is} 15 - {print} name is age years old 3: - header: Interactive text: |- We can also set a variable by asking questions. The answer to the question is stored in the variable. This way we don't need the `{echo}` command. - code: |- - name {is} {ask} What is your name? - {print} Hello name 4: - header: Multiple variables text: Now that we use variables, we can use multiple variables instead of just one `{echo}`command. - code: |- - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - 5: - header: Sleep - text: You can also use the `{sleep}` command to pause the code for a while. - code: |- - {print} My favorite colour is... - {sleep} 2 - {print} green! - 6: - header: Sleep 5 - text: |- - You can add a number after the `{sleep}` command if you want the pause to be longer. - - If you want, you could even use a variable instead of a number to decide the duration of the sleep command. - code: |- - pause {is} 10 - {print} My favorite colour is... - {sleep} pause - {print} green! - 7: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - {print} Welcome to the donut shop! - filling {is} What kind of filling would you like? - {print} You have chosen... Filling! Yum! - topping {ask} What kind of topping would you like? - topping is delicious! - {print} I'll go get your donut. {sleep} - {print} Here you go! A filling donut with toping! - {ask} Have a nice day! - debug: 'True' - 8: - header: Let the programming fun begin! - text: Enjoy the adventures in level 2! - 3: - 1: - header: Welcome to level 3 - text: In this level you'll learn how to make a list, add and remove items form your lists and pick a random item off that list. - 2: - header: Making a list - text: |- - You make a list with `{is}`. - - Separate the items on your list with a comma. - code: animals {is} dogs, cats, kangaroos - 3: - header: At random - text: |- - You can use the list with the `{at}` `{random}` command. - The computer will randomly pick one item of the list. - Every time you run this code the output will differ. - code: |- - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - 4: - header: At random in a sentence - text: You can use the `{at}` `{random}` command in a sentence as well. - code: |- - animals {is} dogs, cats, kangaroos - {print} My favorite animal is animals {at} {random} - 5: - header: Add to - text: |- - You can add items to a list with the `{add}` `{to}` command. - - You can choose what to add to the list or you can use the `{add}` `{to}` command in combination with the `{ask}` command. - This way you can let the player decide what to add to the list. - code: |- - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - 6: - header: Remove from - text: |- - The opposite of the `{add}` `{to}` command is the `{remove}` `{from}` command. - This command removes an item from a list. - code: |- - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - 7: - header: Debugging - text: Let's debug this code! - editor: |- - music_genres {is} rock, pop, metal, indie, jazz - chosen_genre is music {at} {random} - {print} Let's listen to chosen genre - nice {ask} Do you like that genre? - {remove} chosen_genre {from} chosen_genre - second_choice {is} music_genres - {print} or do you prefer... second_choice {at} {random} - {remove} second_choice {to} music_genres - {print} I like music_genre {random} best! - debug: 'True' - 8: - header: Let's get to work! - text: Enjoy the adventures in level 3! 4: - 1: - header: Welcome to level 4 - text: In this level you will learn how to use quotation marks. - code: '{print} ''print with quotes!''' - 2: - header: Problem - text: 'In the previous levels, you might have come across this problem:' - code: |- - name {is} Sophie - {print} My name is name - debug: 'True' - 3: - header: Fixing it with quotation marks - text: |- - In this level we will fix this problem by using quotation marks. - - This also makes our code look more like 'real' Python code. - 4: - header: Quotation marks with print - text: Each time you use the `{print}` command you need to put the text that you want to appear on the screen in quotation marks. - code: '{print} ''print with quotes!''' - 5: - header: Quotation marks with ask - text: This also goes for the `{ask}` command. - code: name {is} {ask} 'name please?' - 6: - header: Quotation marks and variables - text: |- - You do not want variable names to be printed on the screen. - This is why variables should be left out of the quotation marks, like this: - code: |- - name {is} Harry - {print} 'Hello ' name - 7: - header: Quotation marks and variables - text: |- - When variable names are used in the middle of a sentence, you have to leave the variables out of the quotation marks. - The rest of the sentence however, does need quotation marks. That looks like this: - code: |- - name {is} Harry - {print} 'Hello ' name ', how are you?' - 8: - header: Quotation marks and contractions - text: |- - Be careful! Now that you are using quotation marks, you can't use apostrophes in contractions. - - Please try to print a contraction like "you're" or "I'm" in the screen below and see what happens.... - code: '{print} ''This won''t work!''' - debug: 'True' 9: header: Ready, Set, Go! text: Enjoy the adventures in level 4! - code: |- - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'SURPRISE!' - 10: - header: Debugging - text: Let's debug this code! - code: |- - {clear} - {print} What a nice day to go to the beach! - {ask} 'Do you want to build a sandcastle or swim in the ocean?' - {print} 'You would like to activity ' - {print} 'I'd like to do that too' - {print} 'Look at these beautiful seashells!' - colors {is} 'orange, silver, white, brown' - {print} 'I love the colors {at} {random} one!' - choice {is} {ask} Which one do you like? - debug: 'True' - 11: - header: Ready, Set, Go! - text: Enjoy the adventures in level 4! - 5: - 1: - header: Welcome to level 5 - text: 'In this level you will learn to use 3 new commands: `{if}`, `{else}` and `{in}`.' - 2: - header: if - text: |- - The `{if}` command allows you to choose between two options. - In this example the computer will print 'nice' if the given answer is Hedy. - If the answer is not Hedy, the computer will do nothing. - code: |- - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - 3: - header: Don't forget to print - text: |- - When using the `{if}` command, don't forget to use the `{print}` command. - This code will not work! - code: '{if} name {is} Hedy ''nice''' - debug: 'True' - 4: - header: else - text: |- - When using an `{if}` command, you can also add an `{else}` command. - If the answer is Hedy, the computer will print 'nice'. - But if the answer is something else the computer will print 'boo' - code: '{if} name {is} Hedy {print} ''nice'' {else} {print} ''boo!''' - 5: - header: Long lines - text: |- - You might have noticed that your lines can get very long when you have both an `{if}` and an `{else}` command. - - You can choose to separate commands and put them on 2 lines, like this: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - 6: - header: Another new command - text: |- - If you have practised with the `{if}` and `{else}` commands, you can also try the `{in}` command. - - With `{in}` you can let the computer check if an item is in a list, for example: - - Please note that Hedy is case sensitive. This means that if you answer "Green" instead of "green", Hedy will print "meh". - code: |- - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - 7: - header: Debugging - text: Let's debug this code! - code: |- - {print} Welcome to HedyAir Security! - boarding_pass {is} {ask} 'Do you have your boarding pass?' - {if} bording_pass yes {print} Great! - {else} Please, get your boarding pass ready. - passport {is} 'Can I see your passport, please?' - {if} passport {is} yes 'thank you' - {else} 'You can't fly without a passport' - declare {is} {ask} Do you have anything to declare? - {if} declare {is} yes - item_to_declare {is} {ask} 'What would you like to declare' - {else} Alright - {print} Thank you. Please head to gate A22.' - debug: 'True' - 8: - header: Let's go! - text: Enjoy the adventures in level 5! - 6: - 1: - header: Welcome to level 6 - text: In this level we are adding maths to our codes. - 2: - header: Addition - text: If you want to calculate an addition, simply use the plus sign. - code: '{print} ''5 plus 5 is '' 5 + 5' - 3: - header: Subtraction - text: If you want to subtract, you can use the minus sign. - code: '{print} ''5 minus 5 is '' 5 - 5' - 4: - header: Multiplication - text: If you want to do multiplications, you can use the asterisk. - code: '{print} ''5 times 5 is '' 5 * 5' - 5: - header: Division - text: You can use the slash for division. - code: '{print} ''5 divided by 5 is '' 5 / 5' - 6: - header: Summary - text: In summary, you can use +, -, * and / to do maths. - code: |- - {print} '5 plus 5 is ' 5 + 5 - {print} '5 minus 5 is ' 5 - 5 - {print} '5 times 5 is ' 5 * 5 - {print} '5 divided by 5 is ' 5 / 5 - 7: - header: The = symbol - text: |- - From now on you can also use the = symbol instead of the `{is}` command. - This goes for both numbers and words, and it also goes after the `{if}` or `{else}` commands. - code: |- - name = Hedy - answer = 20 + 4 - 8: - header: Calculations with variables - text: 'You can use calculations with numbers, but you can also use variables to do calculations, like this:' - code: |- - number_1 = {ask} 'Fill in the first number:' - number_2 = {ask} 'Fill in the second number:' - correct_answer = number_1 * number_2 - {print} number_1 ' times ' number_2 ' is ' correct_answer - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'This is the water park ticket machine' - {print} 'Price list: Children under 12 $3, Adults $5' - {print} 'Mondays are 25% off' - amount_of_children = 'How many kids tickets would you like?' - amount_of_adults = 'How many adult tickets would you like?' - day_of_the_week = {ask} 'What day is it?' - {clear} - child_price = amount of children * 3 - adult_price = amount_of_adults + 5 - total_price = adult_price * child_price - {if} day {is} monday - total_price = total_price * 0.25 - {print} 'That will be total_price please' - debug: 'True' - 10: - header: Let's get to work! - text: Enjoy the adventures in level 6! - 7: - 1: - header: Welcome to level 7 - text: In this level you will learn how to repeat a line of code as many times a you'd like. - 2: - header: repeat 3 times - text: |- - If you want to repeat a line of code, you can use the `{repeat}` 3 `{times}` code. - If you want to repeat the line more times, simply change the number. - - For example: If you are programming a story where your character shouts for help for 5 times, it could look like this: - code: |- - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - 3: - header: Don't forget the print command - text: When using the repeat command, do not forget the `{print}` command. - code: '{repeat} 5 {times} ''Help!''' - debug: 'True' - 4: - header: Repeat an ask command - text: You can also repeat an `{ask}`, `{if}` or `{else}` command multiple times. - code: |- - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - 5: - header: Debugging - text: Let's debug this code! - code: |- - {print} You gave stranded on a desert island. - {repeat} 3 'Help!' - rescued = {ask} Has anybody come to the rescue? - {if} rescued yes {is} - {print} Lucky! - {else} {repeat} 3 {times} 'HELP!' - rescued = 'What about now?' - {if} yes - {print} 'Hurray! - {else} 'That's a shame... Oh well... time to build a shelter and find some food.' - debug: 'True' - 6: - header: Ready Set Go! - text: Enjoy the adventures in level 7! - 8: - 1: - header: Welcome to level 8 - text: In this level you will learn to use indentation to make the `{repeat}`, `{if}` and `{else}` commands work for multiple lines of code. - 2: - header: '{repeat} commands before' - text: |- - In the previous levels, the `{repeat}` command looked like this: - - You could only repeat one line of code. - code: '{repeat} 5 {times} {print} ''Help!''' - debug: 'True' - 3: - header: '{repeat} commands now' - text: |- - In this level you can repeat multiple lines of code. To do this you must tell the computer which lines belong together and should be repeated. - You do this by using indentation. - - Use 4 spaces (or one tab) at the beginning of each line that you want to repeat, like this: - code: |- - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This will be printed 5 times' - 4: - header: '{repeat} commands now' - text: |- - If you want to, you can continue after the `{repeat}` command without indentation. - The lines that do not start with indentation will not be repeated. - code: |- - {repeat} 3 {times} - {print} 'Hello!' - {print} 'We are done repeating!' - 5: - header: if and else before - text: |- - The same goes for the `{if}` and `{else}` commands. - These were the commands before: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - debug: 'True' - 6: - header: if and else now - text: |- - These are the `{if}` and `{else}` commands now. - Each line after the `{if}` and `{else}` commands start with indentation. - code: |- - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {else} - {print} 'Welcome programmer!' - 7: - header: stopping the indentation - text: Just like with the `{repeat}` command, you can stop using indentation and the lines will always be shown. Not just if the statement is true. - code: "name = {ask} 'What is your name?'\n{if} name {is} Hedy\n {print} 'Welcome Hedy'\n{else}\n {print} 'Welcome programmer!' \n{print} '3..2..1.. Start programming!'" - 8: - header: if statements inside if statements - text: |- - You might have thought of trying to put an if command inside a repeat command, or inside another if command. - For now, this is not possible yet. In the higher levels, it will be allowed, but for now let's focus on practising the `{if}` `{else}` and `{repeat}` commands with proper indentation first. - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'HedyWheels bus tickets machine' - zone_1 = Town Hall, Library, Campus, Market Place - zone_2 = Swimming Pool, Skate Park, Mall, Airport - destination = 'Where do you want to go?' - {if} destination {in} zone 1 - {print} destination 'is in zone 1' - price = 3 euros - {if} destination {is} zone_2 - {print} destination 'is in zone 2' - price = 6 - ticket_types = {ask} 'Press 1 for a single use ticket. - Press 2 for a round trip ticket:' - {if} ticket_type = 1 - {print} 'You chose a single use ticket' - {else} - {print} You chose a round trip ticket' - price * 2 - {print} 'That will be ' price ' euros please' - debug: 'True' - 10: - header: Let's check out the adventures! - text: Enjoy the adventures in level 8! - 9: - 1: - header: Welcome to level 9 - text: |- - In this level you can use multiple lines of code after an `{if}` or after a `{repeat}` command. - - You can even put a `{repeat}` command within another `{repeat}` command. - 2: - header: Multiple lines after `{repeat}` - text: You are allowed to combine `{repeat}` and `{if}` in this level. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 3: - header: Indentation matters! - text: Indentation is very important to tell the computer which lines should be repeated and which lines should only be ran once. - code: |- - {repeat} 3 {times} - {print} 'This line will be repeated...' - {print} 'This one too...' - {print} 'but this one will not!' - 4: - header: Multiple lines after `{if}` - text: You can also use multiple lines after `{if}` - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - 5: - header: Indentation matters - text: Again, indentation is still very important and can make a big difference in the code. - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - 6: - header: An `{if}` inside a `{repeat}` - text: |- - Now that you can use multiple lines of code after these command, you can also put them within each other. - Check it out: - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 7: - header: Mind the indentation - text: Mind that the fourth and sixth line of this code starts with 8 spaces of indentation. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Welcome to HedyJumps, your parachute jump adventure!' - people = {ask} 'How many people are you jumping with today? - {print} 'We'll ask all of you some questions for safety reasons.' - extra_instructions_people = a, b - {repeat} 3 {times} - name = {ask} 'What is your name?' - jumped_before = 'Have you ever done a parachute jump before, ' name '?' - {if} jumped_before no - {print} 'No worries, you'll get an extra safety instruction in room 13' - {add} name {to} extra_instructions_people - {else} - {print} 'Fun!' - {print} 'Thanks for filling in the safety questions everyone. Enjoy your jump!' - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 9! - 10: - 1: - header: Welcome to level 10 - text: 'In this level you will learn a new command: `{for}`.' - 2: - header: The for command - text: With for you can make a list and use all items on that list. `{for}` creates a block, like repeat and if so all lines in the block need to start with indentation (4 spaces). - code: |- - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - 3: - header: The for command - text: 'Here you see another example of the `{for}` command:' - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - 4: - header: Debugging - text: Let's debug this code - code: |- - {print} 'Ladies and gentlemen!' - {print} 'For one night and one night only in circus Hedy!' - acts = shoot out of a canon, walk the tightrope, pack themself in a suitcase, - people = Iris the Incredible Achmed the Amazing Francis the Fantastic - {for} people {in} acts - chosen_person {is} people {random} - chosen_person ' will ' act - {add} chosen_person {from} people - {print} 'Come and watch our show tonight!' - {print} 'Tickets are only available at the counter - debug: 'True' - 5: - header: Time to program! - text: Enjoy the adventures in level 10! - 11: - 1: - header: Welcome to level 11 - text: |- - In this level, we add a new form of the `{for}` command. In earlier levels, we used for with a list, but we can also use for with numbers. - - This way we don't need the `{repeat}` command anymore. - 2: - header: The for command - text: 'This is what the new for command looks like:' - code: |- - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - 3: - header: the variable i - text: |- - In the previous slide the variable was named 'counter', because it was counting down. - You can of course use any name for the variable you want. - The standard name for variables in this situation that is used in programming languages like Python is 'i'. - That looks like this: - code: |- - number = 10 - {for} i {in} {range} 1 {to} 10 - {print} i * number - 4: - header: Debugging - text: Let's debug this code! - code: |- - factor {is} {ask} 'Which table of multiplication do you need?' - {repeat} {for} numbers {in} {range} 1 {to} 10 {times} - {print} This is the table of multiplications for factor - {print} number ' x ' factor ' = ' i * factor - debug: 'True' - 5: - header: Let's start programming! - text: Enjoy the adventures in level 11! - 12: - 1: - header: Welcome to level 12 - text: |- - From this level on you are allowed to use decimal numbers and there are some changes to the quotation marks. - You can also use functions from this level on! - 2: - header: Quotation marks - text: |- - This level makes some changes to the usage of quotation marks. - From now on, **all texts** need to be in quotation marks. This includes values of variables, items on lists and text after {if} commands. - code: |- - name = 'Hedy the Robot' - {print} 'Hello ' name - 3: - header: Decimal numbers - text: |- - From this level on you are also allowed to use decimal numbers. This can make programs like your restaurant even better! - - Numbers do not need quotation marks. - code: |- - {print} 'decimal numbers now need to use a dot' - {print} 2.5 + 2.5 - 4: - header: Functions! - text: |- - In this level you'll learn how to use functions. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. To create a function, use define and give the function a name. Then put all the lines you want in the function in a indented block under the define line. Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use call with the function's name to call it up! We don't have to type that block of code again. - 5: - header: Twinkle Twinkle little star! - text: |- - In this program you see an example of a function. - Let's see what happens if you fill in the rest of the song! - code: |- - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} twinkle - 6: - header: Functions - text: As you could see in the example a function is a block of code that can be called anytime. You use `{define}` to set the function and `{call}` to use it. - 7: - header: Debugging - text: Let's debug this code! - code: |- - {call} new_member - {print} 'Hi new member!' - username = {ask} 'What is your username?' - password = 'What is your password?' - {print} 'Welcome to our club!' - - username = {ask} 'Please enter your username. Are you a new member? Type New Member' - {if} username = New Member - {call} new member - {else} - password = {ask} 'Please enter password' - debug: 'True' - 8: - header: Ready to try it out? - text: Enjoy the adventures in level 12! - 13: - 1: - header: Welcome to level 13 - text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two ifs but can use and and or. - From now on you could also use arguments in your functions. - 2: - header: The and command - text: |- - The `{and}` command is always used in a combination with the {if} command. - This way you can check if 2 statements are true. For example: - code: |- - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - 3: - header: The or command - text: |- - The `{or}` works in the same way as the `{and}` command, but only 1 of the two statements has to be true. - - Let's see what happens when you change the `{and}` for `{or}`. - code: |- - name = {ask} 'what is your name?' - {if} name {is} 'Hedy' {or} name {is} 'hedy' - {print} 'Welcome!!' - 4: - header: Functions with arguments - text: Now that you've learned how to use functions, you'll learn how to use a function with an **argument**. An argument is a variable that is used within a function. It is not used outside the function. - 5: - header: Example - text: |- - In this example you see how the argument 'place' is used in the function. - Run the code and change 'ocean' and 'sea' to something else, and see what happens. - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 6: - header: Example with variable - text: |- - You can also combine functions with a question. - - What happens if you make these changes: - ``` - define song with place - print 'My Bonnie is ' place - - answer is ask 'Where is my Bonnie?' - call song with answer - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 7: - header: Even more questions! - text: |- - Now we have combined even more question with the function. Type this code and see what happens. - - Note how the variables and the arguments have the same name. This is allowed. - Does it confuse you? Just use different names, that is allowed as well. - ``` - define song with name, place - print 'My ' name ' is ' place - - name is ask 'Who?' - place is ask 'Where are they?' - call song with name, place - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {define} happiness {with} name - {print} '🥳' - {play} G - {play} A - {play} B - {print} 'Party on, ' name - {define} sadness - {print} '😞' - {play} E - {play} D - {play} C - {print} 'Hope you feel better, ' name - - name = {ask} 'What is your' name '?' - mood = {ask} 'Are you happy or sad?' - {if} mood = happy - {call} happiness {with} person - {else} mood = sad - {define} sadness {to} name - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 13! - 14: - 1: - header: Welcome to level 14 - text: In this level you'll learn some new symbols that can help you improve your programs, like >. You will also learn to work with return values of a function. - 2: - header: Symbols - text: |- - These are the new symbols you can use: - - The > means bigger than... - - The >= means bigger than or the same as... - - The < means smaller than... - - The <= means smaller than or the same as... - - You can use them like this: - code: |- - age = {ask} 'How old are you?' - {if} age < 13 - {print} 'You are younger than me!' - {else} - {print} 'You are older than me!' - 3: - header: Symbols - text: |- - You can also use: - - == is the same as. - - != is not - - == is used in `{if}` statements. - code: |- - answer = {ask} 'Do you want to learn more?' - {if} answer == 'yes' - {print} 'Go to the next adventure!' - {if} answer != 'yes' - {print} 'That is a shame!' - 4: - header: Return value - text: In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - 5: - header: Return value - text: For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - code: |- - {define} calculate_new_price {with} amount, percentage - percentage = percentage / 100 - discount_amount = amount * percentage - {return} amount - discount_amount - - old_price = {ask} 'How much is on the price tag?' - discount = {ask} 'What percentage is the discount?' - - new_price = {call} calculate_new_price {with} old_price, discount - {print} 'The new price is ' new_price ' dollar' - 6: - header: Debugging - text: Let's debug this code! - code: |- - item = 'not bought' - {print} 'I would like to buy this item' - price == {ask} 'What is the price?' - {if} price less than or the same as 10 - {print} 'Thats a great deal!' - item = 'bought' - {if} price is more than 10 {and} less than or the same as 20 - {print} 'Alright' - item = 'bought' - {if} price is more than 20 {and} less than 50 - {print} 'That is a bit much!' - {if} price is more than or the same as 50 - {print} 'No way!' - {if} item =! bought - {print} 'Shame.. I wont buy it' - {else} - {print} 'I will buy it! Thank you!' - debug: 'True' - 7: - header: Let's get to work! - text: Enjoy the adventures in level 14! - 15: - 1: - header: Welcome to level 15 - text: In this level you will learn about the `{while}` loop. - 2: - header: '{while}' - text: |- - We are going to learn a new loop, the while loop! The loop continues as long as the statement is true. So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. If the correct answer is never given, the loop will never end! - code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - 3: - header: Debugging - text: Let's debug this code! - code: |- - numbers = 1, 2 - - {for} i {in} {range} 3 {to} 50 - {add} x {to} numbers - i = + 1 - - random_number = numbers {random} - guesses = 10 - - {while} guess = 0 - answer = 'Guess my number:' - {if} answer >= random_number - {print} 'lower' - guesses = guesses -1 - {if} answer > random_number - {print} 'higher!' - guesses = guesses - {else} answer = random_number - {print} 'correct' - guesses = 10 - - debug: 'True' - 4: - header: Let's try it out! - text: Enjoy the adventures in level 15! - 16: - 1: - header: Welcome to level 16 - text: In this level you will learn about the [square brackets] and how to use them. - 2: - header: Square brackets - text: We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. The at random command can not be used anymore. - code: |- - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - 3: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Friendship test' - {subjects} = ['song', 'movie', 'food', 'drink'] - answers_player_1 = [] - answers_player_2 = [] - score = 100 - - {for} i {in} {range} 1 {to} 4 - answer = {ask} 'what is your favorite ' subjects[i] - {add} answer {to} answers_player_1 - - {print} 'Player 2, your turn!' - {for} i {in} {range} 0 {to} 4 - answer_player_2 = {ask} 'what is player 1s favorite ' subjects - {add} answer_player_2 {in} answers_player_2 - {if} answers_player_2[2] == answers_player_1[1] - {print} 'Correct!' - {else} - {print} 'Wrong!' - score = score - 25 - - {print} 'Player 2, you've scored ' score '%' - - {if} score = 100 - {print} 'You are an amazing friend' - {if} score < 100 {or} score >= 50 - {print} 'You could do better' - {else} score < 50 - {print} 'Do you even know this person?!' - debug: 'True' - 4: - text: Enjoy the adventures in level 16! - header: Let's try it out! - 17: - 1: - header: Welcome to level 17 - text: in this level you will learn how to use a colon and you will learn the elif command. - 2: - header: Colon - text: 'Now we are going to change indentation a little bit. Every time that we need an indentation, we need : at the line before the indentation.' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {else}: - {print} 'Better luck next time..' - 3: - header: Elif - text: 'In this level you can also use a new command: elif. elif is short for else if and you need it when you want to make 3 (or more!) options. Check it out!' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {elif} your_price == 'an apple pie' : - {print} 'Lovely, an apple pie!' - {else}: - {print} 'Better luck next time..' - 4: - header: Debugging - text: Let's debug this code! - code: |- - {define} ask_direction - direction = {ask} 'Where do you want to go?' - {if} direction = 'backwards' - {turn} 180 - {else} direction == 'right' - {turn} 90 - {else} direction == 'left' - {turn} 270 - {forward} 100 - - continue = 'yes' - - {while} continue == 'yes' - {print} ask_direction - {sleep} - continue = 'do you want to draw some more?' - {sleep} - debug: 'True' - 5: - header: Let's try it out! - text: Enjoy the adventures in level 17! - 18: - 1: - header: Welcome to level 18 - text: Congratulations! You have reached the last level of Hedy! The code you have created here can be copied to real Python environments like replit or PyCharm, and you can continue learning there! Note however that Python can only read English commands, so if you have been using other languages, you will need to switch to English now. - 2: - header: The Python way - text: |- - We arrived at real Python code! That means we need to use parentheses with print and range from now on. - - Also, if you want to print more than one item, you need to separate them by commas. - - The final change we will need to make to get Python code is changing ask into input. - - Click on the 'print' tab for all the examples. - editor: /hedy/18 - 3: - header: The very last adventures! - text: Enjoy the very last adventures in level 18! diff --git a/content/slides/th.yaml b/content/slides/th.yaml index aef2156eb3e..24317829977 100644 --- a/content/slides/th.yaml +++ b/content/slides/th.yaml @@ -27,19 +27,15 @@ levels: 5: header: การเขียนโค้ดด้วย Hedy text: ในภาษา Hedy เราใช้คำสั่งพิเศษเช่น `{print}`. - code: '{print} Welcome to Hedy!' 6: header: การเขียนโค้ดด้วย Hedy text: คำสั่งและคำที่เป็นคำพิเศษจะเป็นสีชมพู - code: '{print} Welcome to Hedy!' 7: header: การเขียนโค้ดด้วย Hedy text: เราจะเริ่มรันโค้ดได้โดยการกดปุ่มรันที่อยู่ข้างล่างโค้ด - code: '{print} Welcome to Hedy!' 8: header: การเขียนโค้ดด้วย Hedy text: ผลลัพธ์จะอยู่ทางด้านซ้าย - code: '{print} Welcome to Hedy!' 9: header: การเขียนโค้ดด้วย Hedy text: ผลลัพธ์ของโปรแกรมอาจจะเป็นรูปภาพก็ได้ @@ -59,7 +55,6 @@ levels: โค้ดแรกที่เราจะดูกันในเลเวลนี้คือ `{print}` `{print}` จะใช้ในการแสดงข้อความลงไปบนจอ - code: '{print} Show text on the screen' 3: header: 'เฮดี้เลเวล 1: {ask}' text: |- @@ -84,14 +79,9 @@ levels: text: |- แค่มีคำสั่ง `{print}` `{ask}` และ `{echo}` เราก็สามารถเขียนเรื่องราวสั้นๆได้แล้ว ตอนนี้ก็ถึงเวลาลองเล่นด่านนกแก้ว (Parrot) ด่านเรื่องราว (Story) และด่านเป่ายิงฉุบ (Rock Paper Scissors) แล้ว - code: |- - {print} Hello! - {ask} What is your name? - {echo} hello 6: header: เขียนโปรแกรม! text: โหมดผจญภัยจะอยู่ในแถบด้านบน. - editor: /hedy/1 7: header: เขียนโปรแกรม! text: ปุ่มลูกศราีเหลืองใช้เพื่อก็อปปี้โค้ดตัวอย่าง @@ -99,7 +89,6 @@ levels: 8: header: วาดรูปโดยใช้เต่า text: เราได้ลองเขียนโค้ดที่โต้ตอบกันเป็นตัวอักษรแล้ว คราวนี้ลองดูโค้ดที่วาดรูปได้กันบ้าง - editor: /hedy#print_command 9: header: 'วาดรูปโดยใช้เต่า: {forward}' text: '`{forward}`ใช้เพื่อสั่งให้เต่าเดินไปข้างหน้า' @@ -110,1088 +99,20 @@ levels: {forward} 50 {turn} left 11: - header: 'Drawing with the turtle: {turn}' - text: '`{turn}` is used to make the turtle turn left or right.' code: |- {forward} 50 {turn} left - 12: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - I am DJ Hedy - {print} What song would you like to hear? - {ask} I like that song too! - {print} Next up... {echo} - debug: 'True' - 13: - header: Let the programming fun begin! - text: Enjoy the adventures in level 1! 2: - 1: - header: Welcome to level 2 - text: |- - In this level you will learn to use variables. - - A variable is a word that can be used to store information. - - For example: a name, age or favorite sports team. - 2: - header: Variables - text: To make or 'set' a variable we use the `{is}` command - code: |- - name {is} Hedy - age {is} 15 - {print} name is age years old 3: - header: Interactive text: |- We can also set a variable by asking questions. The answer to the question is stored in the variable. This way we don't need the `{echo}` command. - code: |- - name {is} {ask} What is your name? - {print} Hello name 4: - header: Multiple variables text: Now that we use variables, we can use multiple variables instead of just one `{echo}`command. - code: |- - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - 5: - header: Sleep - text: You can also use the `{sleep}` command to pause the code for a while. - code: |- - {print} My favorite colour is... - {sleep} 2 - {print} green! - 6: - header: Sleep 5 - text: |- - You can add a number after the `{sleep}` command if you want the pause to be longer. - - If you want, you could even use a variable instead of a number to decide the duration of the sleep command. - code: |- - pause {is} 10 - {print} My favorite colour is... - {sleep} pause - {print} green! - 7: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - {print} Welcome to the donut shop! - filling {is} What kind of filling would you like? - {print} You have chosen... Filling! Yum! - topping {ask} What kind of topping would you like? - topping is delicious! - {print} I'll go get your donut. {sleep} - {print} Here you go! A filling donut with toping! - {ask} Have a nice day! - debug: 'True' - 8: - header: Let the programming fun begin! - text: Enjoy the adventures in level 2! - 3: - 1: - header: Welcome to level 3 - text: In this level you'll learn how to make a list, add and remove items form your lists and pick a random item off that list. - 2: - header: Making a list - text: |- - You make a list with `{is}`. - - Separate the items on your list with a comma. - code: animals {is} dogs, cats, kangaroos - 3: - header: At random - text: |- - You can use the list with the `{at}` `{random}` command. - The computer will randomly pick one item of the list. - Every time you run this code the output will differ. - code: |- - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - 4: - header: At random in a sentence - text: You can use the `{at}` `{random}` command in a sentence as well. - code: |- - animals {is} dogs, cats, kangaroos - {print} My favorite animal is animals {at} {random} - 5: - header: Add to - text: |- - You can add items to a list with the `{add}` `{to}` command. - - You can choose what to add to the list or you can use the `{add}` `{to}` command in combination with the `{ask}` command. - This way you can let the player decide what to add to the list. - code: |- - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - 6: - header: Remove from - text: |- - The opposite of the `{add}` `{to}` command is the `{remove}` `{from}` command. - This command removes an item from a list. - code: |- - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - 7: - header: Debugging - text: Let's debug this code! - editor: |- - music_genres {is} rock, pop, metal, indie, jazz - chosen_genre is music {at} {random} - {print} Let's listen to chosen genre - nice {ask} Do you like that genre? - {remove} chosen_genre {from} chosen_genre - second_choice {is} music_genres - {print} or do you prefer... second_choice {at} {random} - {remove} second_choice {to} music_genres - {print} I like music_genre {random} best! - debug: 'True' - 8: - header: Let's get to work! - text: Enjoy the adventures in level 3! 4: - 1: - header: Welcome to level 4 - text: In this level you will learn how to use quotation marks. - code: '{print} ''print with quotes!''' - 2: - header: Problem - text: 'In the previous levels, you might have come across this problem:' - code: |- - name {is} Sophie - {print} My name is name - debug: 'True' - 3: - header: Fixing it with quotation marks - text: |- - In this level we will fix this problem by using quotation marks. - - This also makes our code look more like 'real' Python code. - 4: - header: Quotation marks with print - text: Each time you use the `{print}` command you need to put the text that you want to appear on the screen in quotation marks. - code: '{print} ''print with quotes!''' - 5: - header: Quotation marks with ask - text: This also goes for the `{ask}` command. - code: name {is} {ask} 'name please?' - 6: - header: Quotation marks and variables - text: |- - You do not want variable names to be printed on the screen. - This is why variables should be left out of the quotation marks, like this: - code: |- - name {is} Harry - {print} 'Hello ' name - 7: - header: Quotation marks and variables - text: |- - When variable names are used in the middle of a sentence, you have to leave the variables out of the quotation marks. - The rest of the sentence however, does need quotation marks. That looks like this: - code: |- - name {is} Harry - {print} 'Hello ' name ', how are you?' - 8: - header: Quotation marks and contractions - text: |- - Be careful! Now that you are using quotation marks, you can't use apostrophes in contractions. - - Please try to print a contraction like "you're" or "I'm" in the screen below and see what happens.... - code: '{print} ''This won''t work!''' - debug: 'True' 9: header: Ready, Set, Go! text: Enjoy the adventures in level 4! - code: |- - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'SURPRISE!' - 10: - header: Debugging - text: Let's debug this code! - code: |- - {clear} - {print} What a nice day to go to the beach! - {ask} 'Do you want to build a sandcastle or swim in the ocean?' - {print} 'You would like to activity ' - {print} 'I'd like to do that too' - {print} 'Look at these beautiful seashells!' - colors {is} 'orange, silver, white, brown' - {print} 'I love the colors {at} {random} one!' - choice {is} {ask} Which one do you like? - debug: 'True' - 11: - header: Ready, Set, Go! - text: Enjoy the adventures in level 4! - 5: - 1: - header: Welcome to level 5 - text: 'In this level you will learn to use 3 new commands: `{if}`, `{else}` and `{in}`.' - 2: - header: if - text: |- - The `{if}` command allows you to choose between two options. - In this example the computer will print 'nice' if the given answer is Hedy. - If the answer is not Hedy, the computer will do nothing. - code: |- - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - 3: - header: Don't forget to print - text: |- - When using the `{if}` command, don't forget to use the `{print}` command. - This code will not work! - code: '{if} name {is} Hedy ''nice''' - debug: 'True' - 4: - header: else - text: |- - When using an `{if}` command, you can also add an `{else}` command. - If the answer is Hedy, the computer will print 'nice'. - But if the answer is something else the computer will print 'boo' - code: '{if} name {is} Hedy {print} ''nice'' {else} {print} ''boo!''' - 5: - header: Long lines - text: |- - You might have noticed that your lines can get very long when you have both an `{if}` and an `{else}` command. - - You can choose to separate commands and put them on 2 lines, like this: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - 6: - header: Another new command - text: |- - If you have practised with the `{if}` and `{else}` commands, you can also try the `{in}` command. - - With `{in}` you can let the computer check if an item is in a list, for example: - - Please note that Hedy is case sensitive. This means that if you answer "Green" instead of "green", Hedy will print "meh". - code: |- - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - 7: - header: Debugging - text: Let's debug this code! - code: |- - {print} Welcome to HedyAir Security! - boarding_pass {is} {ask} 'Do you have your boarding pass?' - {if} bording_pass yes {print} Great! - {else} Please, get your boarding pass ready. - passport {is} 'Can I see your passport, please?' - {if} passport {is} yes 'thank you' - {else} 'You can't fly without a passport' - declare {is} {ask} Do you have anything to declare? - {if} declare {is} yes - item_to_declare {is} {ask} 'What would you like to declare' - {else} Alright - {print} Thank you. Please head to gate A22.' - debug: 'True' - 8: - header: Let's go! - text: Enjoy the adventures in level 5! - 6: - 1: - header: Welcome to level 6 - text: In this level we are adding maths to our codes. - 2: - header: Addition - text: If you want to calculate an addition, simply use the plus sign. - code: '{print} ''5 plus 5 is '' 5 + 5' - 3: - header: Subtraction - text: If you want to subtract, you can use the minus sign. - code: '{print} ''5 minus 5 is '' 5 - 5' - 4: - header: Multiplication - text: If you want to do multiplications, you can use the asterisk. - code: '{print} ''5 times 5 is '' 5 * 5' - 5: - header: Division - text: You can use the slash for division. - code: '{print} ''5 divided by 5 is '' 5 / 5' - 6: - header: Summary - text: In summary, you can use +, -, * and / to do maths. - code: |- - {print} '5 plus 5 is ' 5 + 5 - {print} '5 minus 5 is ' 5 - 5 - {print} '5 times 5 is ' 5 * 5 - {print} '5 divided by 5 is ' 5 / 5 - 7: - header: The = symbol - text: |- - From now on you can also use the = symbol instead of the `{is}` command. - This goes for both numbers and words, and it also goes after the `{if}` or `{else}` commands. - code: |- - name = Hedy - answer = 20 + 4 - 8: - header: Calculations with variables - text: 'You can use calculations with numbers, but you can also use variables to do calculations, like this:' - code: |- - number_1 = {ask} 'Fill in the first number:' - number_2 = {ask} 'Fill in the second number:' - correct_answer = number_1 * number_2 - {print} number_1 ' times ' number_2 ' is ' correct_answer - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'This is the water park ticket machine' - {print} 'Price list: Children under 12 $3, Adults $5' - {print} 'Mondays are 25% off' - amount_of_children = 'How many kids tickets would you like?' - amount_of_adults = 'How many adult tickets would you like?' - day_of_the_week = {ask} 'What day is it?' - {clear} - child_price = amount of children * 3 - adult_price = amount_of_adults + 5 - total_price = adult_price * child_price - {if} day {is} monday - total_price = total_price * 0.25 - {print} 'That will be total_price please' - debug: 'True' - 10: - header: Let's get to work! - text: Enjoy the adventures in level 6! - 7: - 1: - header: Welcome to level 7 - text: In this level you will learn how to repeat a line of code as many times a you'd like. - 2: - header: repeat 3 times - text: |- - If you want to repeat a line of code, you can use the `{repeat}` 3 `{times}` code. - If you want to repeat the line more times, simply change the number. - - For example: If you are programming a story where your character shouts for help for 5 times, it could look like this: - code: |- - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - 3: - header: Don't forget the print command - text: When using the repeat command, do not forget the `{print}` command. - code: '{repeat} 5 {times} ''Help!''' - debug: 'True' - 4: - header: Repeat an ask command - text: You can also repeat an `{ask}`, `{if}` or `{else}` command multiple times. - code: |- - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - 5: - header: Debugging - text: Let's debug this code! - code: |- - {print} You gave stranded on a desert island. - {repeat} 3 'Help!' - rescued = {ask} Has anybody come to the rescue? - {if} rescued yes {is} - {print} Lucky! - {else} {repeat} 3 {times} 'HELP!' - rescued = 'What about now?' - {if} yes - {print} 'Hurray! - {else} 'That's a shame... Oh well... time to build a shelter and find some food.' - debug: 'True' - 6: - header: Ready Set Go! - text: Enjoy the adventures in level 7! - 8: - 1: - header: Welcome to level 8 - text: In this level you will learn to use indentation to make the `{repeat}`, `{if}` and `{else}` commands work for multiple lines of code. - 2: - header: '{repeat} commands before' - text: |- - In the previous levels, the `{repeat}` command looked like this: - - You could only repeat one line of code. - code: '{repeat} 5 {times} {print} ''Help!''' - debug: 'True' - 3: - header: '{repeat} commands now' - text: |- - In this level you can repeat multiple lines of code. To do this you must tell the computer which lines belong together and should be repeated. - You do this by using indentation. - - Use 4 spaces (or one tab) at the beginning of each line that you want to repeat, like this: - code: |- - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This will be printed 5 times' - 4: - header: '{repeat} commands now' - text: |- - If you want to, you can continue after the `{repeat}` command without indentation. - The lines that do not start with indentation will not be repeated. - code: |- - {repeat} 3 {times} - {print} 'Hello!' - {print} 'We are done repeating!' - 5: - header: if and else before - text: |- - The same goes for the `{if}` and `{else}` commands. - These were the commands before: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - debug: 'True' - 6: - header: if and else now - text: |- - These are the `{if}` and `{else}` commands now. - Each line after the `{if}` and `{else}` commands start with indentation. - code: |- - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {else} - {print} 'Welcome programmer!' - 7: - header: stopping the indentation - text: Just like with the `{repeat}` command, you can stop using indentation and the lines will always be shown. Not just if the statement is true. - code: "name = {ask} 'What is your name?'\n{if} name {is} Hedy\n {print} 'Welcome Hedy'\n{else}\n {print} 'Welcome programmer!' \n{print} '3..2..1.. Start programming!'" - 8: - header: if statements inside if statements - text: |- - You might have thought of trying to put an if command inside a repeat command, or inside another if command. - For now, this is not possible yet. In the higher levels, it will be allowed, but for now let's focus on practising the `{if}` `{else}` and `{repeat}` commands with proper indentation first. - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'HedyWheels bus tickets machine' - zone_1 = Town Hall, Library, Campus, Market Place - zone_2 = Swimming Pool, Skate Park, Mall, Airport - destination = 'Where do you want to go?' - {if} destination {in} zone 1 - {print} destination 'is in zone 1' - price = 3 euros - {if} destination {is} zone_2 - {print} destination 'is in zone 2' - price = 6 - ticket_types = {ask} 'Press 1 for a single use ticket. - Press 2 for a round trip ticket:' - {if} ticket_type = 1 - {print} 'You chose a single use ticket' - {else} - {print} You chose a round trip ticket' - price * 2 - {print} 'That will be ' price ' euros please' - debug: 'True' - 10: - header: Let's check out the adventures! - text: Enjoy the adventures in level 8! - 9: - 1: - header: Welcome to level 9 - text: |- - In this level you can use multiple lines of code after an `{if}` or after a `{repeat}` command. - - You can even put a `{repeat}` command within another `{repeat}` command. - 2: - header: Multiple lines after `{repeat}` - text: You are allowed to combine `{repeat}` and `{if}` in this level. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 3: - header: Indentation matters! - text: Indentation is very important to tell the computer which lines should be repeated and which lines should only be ran once. - code: |- - {repeat} 3 {times} - {print} 'This line will be repeated...' - {print} 'This one too...' - {print} 'but this one will not!' - 4: - header: Multiple lines after `{if}` - text: You can also use multiple lines after `{if}` - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - 5: - header: Indentation matters - text: Again, indentation is still very important and can make a big difference in the code. - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - 6: - header: An `{if}` inside a `{repeat}` - text: |- - Now that you can use multiple lines of code after these command, you can also put them within each other. - Check it out: - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 7: - header: Mind the indentation - text: Mind that the fourth and sixth line of this code starts with 8 spaces of indentation. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Welcome to HedyJumps, your parachute jump adventure!' - people = {ask} 'How many people are you jumping with today? - {print} 'We'll ask all of you some questions for safety reasons.' - extra_instructions_people = a, b - {repeat} 3 {times} - name = {ask} 'What is your name?' - jumped_before = 'Have you ever done a parachute jump before, ' name '?' - {if} jumped_before no - {print} 'No worries, you'll get an extra safety instruction in room 13' - {add} name {to} extra_instructions_people - {else} - {print} 'Fun!' - {print} 'Thanks for filling in the safety questions everyone. Enjoy your jump!' - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 9! - 10: - 1: - header: Welcome to level 10 - text: 'In this level you will learn a new command: `{for}`.' - 2: - header: The for command - text: With for you can make a list and use all items on that list. `{for}` creates a block, like repeat and if so all lines in the block need to start with indentation (4 spaces). - code: |- - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - 3: - header: The for command - text: 'Here you see another example of the `{for}` command:' - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - 4: - header: Debugging - text: Let's debug this code - code: |- - {print} 'Ladies and gentlemen!' - {print} 'For one night and one night only in circus Hedy!' - acts = shoot out of a canon, walk the tightrope, pack themself in a suitcase, - people = Iris the Incredible Achmed the Amazing Francis the Fantastic - {for} people {in} acts - chosen_person {is} people {random} - chosen_person ' will ' act - {add} chosen_person {from} people - {print} 'Come and watch our show tonight!' - {print} 'Tickets are only available at the counter - debug: 'True' - 5: - header: Time to program! - text: Enjoy the adventures in level 10! - 11: - 1: - header: Welcome to level 11 - text: |- - In this level, we add a new form of the `{for}` command. In earlier levels, we used for with a list, but we can also use for with numbers. - - This way we don't need the `{repeat}` command anymore. - 2: - header: The for command - text: 'This is what the new for command looks like:' - code: |- - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - 3: - header: the variable i - text: |- - In the previous slide the variable was named 'counter', because it was counting down. - You can of course use any name for the variable you want. - The standard name for variables in this situation that is used in programming languages like Python is 'i'. - That looks like this: - code: |- - number = 10 - {for} i {in} {range} 1 {to} 10 - {print} i * number - 4: - header: Debugging - text: Let's debug this code! - code: |- - factor {is} {ask} 'Which table of multiplication do you need?' - {repeat} {for} numbers {in} {range} 1 {to} 10 {times} - {print} This is the table of multiplications for factor - {print} number ' x ' factor ' = ' i * factor - debug: 'True' - 5: - header: Let's start programming! - text: Enjoy the adventures in level 11! - 12: - 1: - header: Welcome to level 12 - text: |- - From this level on you are allowed to use decimal numbers and there are some changes to the quotation marks. - You can also use functions from this level on! - 2: - header: Quotation marks - text: |- - This level makes some changes to the usage of quotation marks. - From now on, **all texts** need to be in quotation marks. This includes values of variables, items on lists and text after {if} commands. - code: |- - name = 'Hedy the Robot' - {print} 'Hello ' name - 3: - header: Decimal numbers - text: |- - From this level on you are also allowed to use decimal numbers. This can make programs like your restaurant even better! - - Numbers do not need quotation marks. - code: |- - {print} 'decimal numbers now need to use a dot' - {print} 2.5 + 2.5 - 4: - header: Functions! - text: |- - In this level you'll learn how to use functions. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. To create a function, use define and give the function a name. Then put all the lines you want in the function in a indented block under the define line. Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use call with the function's name to call it up! We don't have to type that block of code again. - 5: - header: Twinkle Twinkle little star! - text: |- - In this program you see an example of a function. - Let's see what happens if you fill in the rest of the song! - code: |- - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} twinkle - 6: - header: Functions - text: As you could see in the example a function is a block of code that can be called anytime. You use `{define}` to set the function and `{call}` to use it. - 7: - header: Debugging - text: Let's debug this code! - code: |- - {call} new_member - {print} 'Hi new member!' - username = {ask} 'What is your username?' - password = 'What is your password?' - {print} 'Welcome to our club!' - - username = {ask} 'Please enter your username. Are you a new member? Type New Member' - {if} username = New Member - {call} new member - {else} - password = {ask} 'Please enter password' - debug: 'True' - 8: - header: Ready to try it out? - text: Enjoy the adventures in level 12! - 13: - 1: - header: Welcome to level 13 - text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two ifs but can use and and or. - From now on you could also use arguments in your functions. - 2: - header: The and command - text: |- - The `{and}` command is always used in a combination with the {if} command. - This way you can check if 2 statements are true. For example: - code: |- - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - 3: - header: The or command - text: |- - The `{or}` works in the same way as the `{and}` command, but only 1 of the two statements has to be true. - - Let's see what happens when you change the `{and}` for `{or}`. - code: |- - name = {ask} 'what is your name?' - {if} name {is} 'Hedy' {or} name {is} 'hedy' - {print} 'Welcome!!' - 4: - header: Functions with arguments - text: Now that you've learned how to use functions, you'll learn how to use a function with an **argument**. An argument is a variable that is used within a function. It is not used outside the function. - 5: - header: Example - text: |- - In this example you see how the argument 'place' is used in the function. - Run the code and change 'ocean' and 'sea' to something else, and see what happens. - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 6: - header: Example with variable - text: |- - You can also combine functions with a question. - - What happens if you make these changes: - ``` - define song with place - print 'My Bonnie is ' place - - answer is ask 'Where is my Bonnie?' - call song with answer - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 7: - header: Even more questions! - text: |- - Now we have combined even more question with the function. Type this code and see what happens. - - Note how the variables and the arguments have the same name. This is allowed. - Does it confuse you? Just use different names, that is allowed as well. - ``` - define song with name, place - print 'My ' name ' is ' place - - name is ask 'Who?' - place is ask 'Where are they?' - call song with name, place - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {define} happiness {with} name - {print} '🥳' - {play} G - {play} A - {play} B - {print} 'Party on, ' name - {define} sadness - {print} '😞' - {play} E - {play} D - {play} C - {print} 'Hope you feel better, ' name - - name = {ask} 'What is your' name '?' - mood = {ask} 'Are you happy or sad?' - {if} mood = happy - {call} happiness {with} person - {else} mood = sad - {define} sadness {to} name - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 13! - 14: - 1: - header: Welcome to level 14 - text: In this level you'll learn some new symbols that can help you improve your programs, like >. You will also learn to work with return values of a function. - 2: - header: Symbols - text: |- - These are the new symbols you can use: - - The > means bigger than... - - The >= means bigger than or the same as... - - The < means smaller than... - - The <= means smaller than or the same as... - - You can use them like this: - code: |- - age = {ask} 'How old are you?' - {if} age < 13 - {print} 'You are younger than me!' - {else} - {print} 'You are older than me!' - 3: - header: Symbols - text: |- - You can also use: - - == is the same as. - - != is not - - == is used in `{if}` statements. - code: |- - answer = {ask} 'Do you want to learn more?' - {if} answer == 'yes' - {print} 'Go to the next adventure!' - {if} answer != 'yes' - {print} 'That is a shame!' - 4: - header: Return value - text: In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - 5: - header: Return value - text: For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - code: |- - {define} calculate_new_price {with} amount, percentage - percentage = percentage / 100 - discount_amount = amount * percentage - {return} amount - discount_amount - - old_price = {ask} 'How much is on the price tag?' - discount = {ask} 'What percentage is the discount?' - - new_price = {call} calculate_new_price {with} old_price, discount - {print} 'The new price is ' new_price ' dollar' - 6: - header: Debugging - text: Let's debug this code! - code: |- - item = 'not bought' - {print} 'I would like to buy this item' - price == {ask} 'What is the price?' - {if} price less than or the same as 10 - {print} 'Thats a great deal!' - item = 'bought' - {if} price is more than 10 {and} less than or the same as 20 - {print} 'Alright' - item = 'bought' - {if} price is more than 20 {and} less than 50 - {print} 'That is a bit much!' - {if} price is more than or the same as 50 - {print} 'No way!' - {if} item =! bought - {print} 'Shame.. I wont buy it' - {else} - {print} 'I will buy it! Thank you!' - debug: 'True' - 7: - header: Let's get to work! - text: Enjoy the adventures in level 14! - 15: - 1: - header: Welcome to level 15 - text: In this level you will learn about the `{while}` loop. - 2: - header: '{while}' - text: |- - We are going to learn a new loop, the while loop! The loop continues as long as the statement is true. So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. If the correct answer is never given, the loop will never end! - code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - 3: - header: Debugging - text: Let's debug this code! - code: |- - numbers = 1, 2 - - {for} i {in} {range} 3 {to} 50 - {add} x {to} numbers - i = + 1 - - random_number = numbers {random} - guesses = 10 - - {while} guess = 0 - answer = 'Guess my number:' - {if} answer >= random_number - {print} 'lower' - guesses = guesses -1 - {if} answer > random_number - {print} 'higher!' - guesses = guesses - {else} answer = random_number - {print} 'correct' - guesses = 10 - - debug: 'True' - 4: - header: Let's try it out! - text: Enjoy the adventures in level 15! - 16: - 1: - header: Welcome to level 16 - text: In this level you will learn about the [square brackets] and how to use them. - 2: - header: Square brackets - text: We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. The at random command can not be used anymore. - code: |- - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - 3: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Friendship test' - {subjects} = ['song', 'movie', 'food', 'drink'] - answers_player_1 = [] - answers_player_2 = [] - score = 100 - - {for} i {in} {range} 1 {to} 4 - answer = {ask} 'what is your favorite ' subjects[i] - {add} answer {to} answers_player_1 - - {print} 'Player 2, your turn!' - {for} i {in} {range} 0 {to} 4 - answer_player_2 = {ask} 'what is player 1s favorite ' subjects - {add} answer_player_2 {in} answers_player_2 - {if} answers_player_2[2] == answers_player_1[1] - {print} 'Correct!' - {else} - {print} 'Wrong!' - score = score - 25 - - {print} 'Player 2, you've scored ' score '%' - - {if} score = 100 - {print} 'You are an amazing friend' - {if} score < 100 {or} score >= 50 - {print} 'You could do better' - {else} score < 50 - {print} 'Do you even know this person?!' - debug: 'True' - 4: - text: Enjoy the adventures in level 16! - header: Let's try it out! - 17: - 1: - header: Welcome to level 17 - text: in this level you will learn how to use a colon and you will learn the elif command. - 2: - header: Colon - text: 'Now we are going to change indentation a little bit. Every time that we need an indentation, we need : at the line before the indentation.' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {else}: - {print} 'Better luck next time..' - 3: - header: Elif - text: 'In this level you can also use a new command: elif. elif is short for else if and you need it when you want to make 3 (or more!) options. Check it out!' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {elif} your_price == 'an apple pie' : - {print} 'Lovely, an apple pie!' - {else}: - {print} 'Better luck next time..' - 4: - header: Debugging - text: Let's debug this code! - code: |- - {define} ask_direction - direction = {ask} 'Where do you want to go?' - {if} direction = 'backwards' - {turn} 180 - {else} direction == 'right' - {turn} 90 - {else} direction == 'left' - {turn} 270 - {forward} 100 - - continue = 'yes' - - {while} continue == 'yes' - {print} ask_direction - {sleep} - continue = 'do you want to draw some more?' - {sleep} - debug: 'True' - 5: - header: Let's try it out! - text: Enjoy the adventures in level 17! - 18: - 1: - header: Welcome to level 18 - text: Congratulations! You have reached the last level of Hedy! The code you have created here can be copied to real Python environments like replit or PyCharm, and you can continue learning there! Note however that Python can only read English commands, so if you have been using other languages, you will need to switch to English now. - 2: - header: The Python way - text: |- - We arrived at real Python code! That means we need to use parentheses with print and range from now on. - - Also, if you want to print more than one item, you need to separate them by commas. - - The final change we will need to make to get Python code is changing ask into input. - - Click on the 'print' tab for all the examples. - editor: /hedy/18 - 3: - header: The very last adventures! - text: Enjoy the very last adventures in level 18! diff --git a/content/slides/tl.yaml b/content/slides/tl.yaml index fa5f0ab8d6b..57e696ae41a 100644 --- a/content/slides/tl.yaml +++ b/content/slides/tl.yaml @@ -1,65 +1,14 @@ levels: 0: - 1: - header: Welcome to Hedy! - text: Hedy is a programming language. - 2: - header: Programming - text: |- - Programming is giving instructions to a computer, using the language of the computer. - - Such a language is called a "programming language". - 3: - header: Programming Language - text: |- - Maybe you already know some programming languages? - Some examples are: - * Scratch - * Python - * HTML - 4: - header: Programming - text: |- - If you can program, you can do many cool things: - * Build interactive stories - * Create computer drawings and draw these on paper or fabric - * Build your own apps to use on your phone - 5: - header: Programming in Hedy - text: In Hedy we use special codes, like `{print}`. - code: '{print} Welcome to Hedy!' - 6: - header: Programming in Hedy - text: Code words will be shown in pink. - code: '{print} Welcome to Hedy!' - 7: - header: Programming in Hedy - text: We start the code with the Run code button underneath the code. - code: '{print} Welcome to Hedy!' 8: - header: Programming in Hedy text: Output appears on the left-hand side. - code: '{print} Welcome to Hedy!' 9: - header: Programming in Hedy - text: The output can also be a drawing. code: |- {forward} 100 {turn} left 1: - 1: - header: Welcome to level 1! - text: |- - We will start level 1 by making stories in Hedy! - - We need three text codes to create interactive stories. 2: header: 'Hedy level 1: {print}' - text: |- - The first code that you can use in level 1 is `{print}`. - - `{print}` is used to show text on the screen. - code: '{print} Show text on the screen' 3: header: 'Hedy level 1: {ask}' text: |- @@ -84,1112 +33,32 @@ levels: text: |- with `{print}`, `{ask}` and `{echo}` you can already create a little story. This is a good time to try the Parrot, Story and Rock, Paper Scissors adventures. - code: |- - {print} Hello! - {ask} What is your name? - {echo} hello 6: - header: Programming! text: Adventures are shown in tabs. - editor: /hedy/1 7: - header: Programming! text: The yellow arrow buttons can be used to copy examples. editor: /hedy#print_command 8: header: Drawing with the turtle text: Now that we have seen at text codes, we will now look at drawing codes next. - editor: /hedy#print_command 9: header: 'Drawing with the turtle: {forward}' text: '`{forward}` is used to move the turtle forward.' - 10: - header: 'Drawing with the turtle: {forward}' - text: '`{forward}` is used to move the turtle forward.' - code: '{forward} 50' 11: - header: 'Drawing with the turtle: {turn}' - text: '`{turn}` is used to make the turtle turn left or right.' code: |- {forward} 50 {turn} left - 12: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - I am DJ Hedy - {print} What song would you like to hear? - {ask} I like that song too! - {print} Next up... {echo} - debug: 'True' - 13: - header: Let the programming fun begin! - text: Enjoy the adventures in level 1! 2: - 1: - header: Welcome to level 2 - text: |- - In this level you will learn to use variables. - - A variable is a word that can be used to store information. - - For example: a name, age or favorite sports team. - 2: - header: Variables - text: To make or 'set' a variable we use the `{is}` command - code: |- - name {is} Hedy - age {is} 15 - {print} name is age years old 3: - header: Interactive text: |- We can also set a variable by asking questions. The answer to the question is stored in the variable. This way we don't need the `{echo}` command. - code: |- - name {is} {ask} What is your name? - {print} Hello name 4: - header: Multiple variables text: Now that we use variables, we can use multiple variables instead of just one `{echo}`command. - code: |- - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - 5: - header: Sleep - text: You can also use the `{sleep}` command to pause the code for a while. - code: |- - {print} My favorite colour is... - {sleep} 2 - {print} green! - 6: - header: Sleep 5 - text: |- - You can add a number after the `{sleep}` command if you want the pause to be longer. - - If you want, you could even use a variable instead of a number to decide the duration of the sleep command. - code: |- - pause {is} 10 - {print} My favorite colour is... - {sleep} pause - {print} green! - 7: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - {print} Welcome to the donut shop! - filling {is} What kind of filling would you like? - {print} You have chosen... Filling! Yum! - topping {ask} What kind of topping would you like? - topping is delicious! - {print} I'll go get your donut. {sleep} - {print} Here you go! A filling donut with toping! - {ask} Have a nice day! - debug: 'True' - 8: - header: Let the programming fun begin! - text: Enjoy the adventures in level 2! - 3: - 1: - header: Welcome to level 3 - text: In this level you'll learn how to make a list, add and remove items form your lists and pick a random item off that list. - 2: - header: Making a list - text: |- - You make a list with `{is}`. - - Separate the items on your list with a comma. - code: animals {is} dogs, cats, kangaroos - 3: - header: At random - text: |- - You can use the list with the `{at}` `{random}` command. - The computer will randomly pick one item of the list. - Every time you run this code the output will differ. - code: |- - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - 4: - header: At random in a sentence - text: You can use the `{at}` `{random}` command in a sentence as well. - code: |- - animals {is} dogs, cats, kangaroos - {print} My favorite animal is animals {at} {random} - 5: - header: Add to - text: |- - You can add items to a list with the `{add}` `{to}` command. - - You can choose what to add to the list or you can use the `{add}` `{to}` command in combination with the `{ask}` command. - This way you can let the player decide what to add to the list. - code: |- - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - 6: - header: Remove from - text: |- - The opposite of the `{add}` `{to}` command is the `{remove}` `{from}` command. - This command removes an item from a list. - code: |- - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - 7: - header: Debugging - text: Let's debug this code! - editor: |- - music_genres {is} rock, pop, metal, indie, jazz - chosen_genre is music {at} {random} - {print} Let's listen to chosen genre - nice {ask} Do you like that genre? - {remove} chosen_genre {from} chosen_genre - second_choice {is} music_genres - {print} or do you prefer... second_choice {at} {random} - {remove} second_choice {to} music_genres - {print} I like music_genre {random} best! - debug: 'True' - 8: - header: Let's get to work! - text: Enjoy the adventures in level 3! 4: - 1: - header: Welcome to level 4 - text: In this level you will learn how to use quotation marks. - code: '{print} ''print with quotes!''' - 2: - header: Problem - text: 'In the previous levels, you might have come across this problem:' - code: |- - name {is} Sophie - {print} My name is name - debug: 'True' - 3: - header: Fixing it with quotation marks - text: |- - In this level we will fix this problem by using quotation marks. - - This also makes our code look more like 'real' Python code. - 4: - header: Quotation marks with print - text: Each time you use the `{print}` command you need to put the text that you want to appear on the screen in quotation marks. - code: '{print} ''print with quotes!''' - 5: - header: Quotation marks with ask - text: This also goes for the `{ask}` command. - code: name {is} {ask} 'name please?' - 6: - header: Quotation marks and variables - text: |- - You do not want variable names to be printed on the screen. - This is why variables should be left out of the quotation marks, like this: - code: |- - name {is} Harry - {print} 'Hello ' name - 7: - header: Quotation marks and variables - text: |- - When variable names are used in the middle of a sentence, you have to leave the variables out of the quotation marks. - The rest of the sentence however, does need quotation marks. That looks like this: - code: |- - name {is} Harry - {print} 'Hello ' name ', how are you?' - 8: - header: Quotation marks and contractions - text: |- - Be careful! Now that you are using quotation marks, you can't use apostrophes in contractions. - - Please try to print a contraction like "you're" or "I'm" in the screen below and see what happens.... - code: '{print} ''This won''t work!''' - debug: 'True' 9: header: Ready, Set, Go! text: Enjoy the adventures in level 4! - code: |- - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'SURPRISE!' - 10: - header: Debugging - text: Let's debug this code! - code: |- - {clear} - {print} What a nice day to go to the beach! - {ask} 'Do you want to build a sandcastle or swim in the ocean?' - {print} 'You would like to activity ' - {print} 'I'd like to do that too' - {print} 'Look at these beautiful seashells!' - colors {is} 'orange, silver, white, brown' - {print} 'I love the colors {at} {random} one!' - choice {is} {ask} Which one do you like? - debug: 'True' - 11: - header: Ready, Set, Go! - text: Enjoy the adventures in level 4! - 5: - 1: - header: Welcome to level 5 - text: 'In this level you will learn to use 3 new commands: `{if}`, `{else}` and `{in}`.' - 2: - header: if - text: |- - The `{if}` command allows you to choose between two options. - In this example the computer will print 'nice' if the given answer is Hedy. - If the answer is not Hedy, the computer will do nothing. - code: |- - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - 3: - header: Don't forget to print - text: |- - When using the `{if}` command, don't forget to use the `{print}` command. - This code will not work! - code: '{if} name {is} Hedy ''nice''' - debug: 'True' - 4: - header: else - text: |- - When using an `{if}` command, you can also add an `{else}` command. - If the answer is Hedy, the computer will print 'nice'. - But if the answer is something else the computer will print 'boo' - code: '{if} name {is} Hedy {print} ''nice'' {else} {print} ''boo!''' - 5: - header: Long lines - text: |- - You might have noticed that your lines can get very long when you have both an `{if}` and an `{else}` command. - - You can choose to separate commands and put them on 2 lines, like this: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - 6: - header: Another new command - text: |- - If you have practised with the `{if}` and `{else}` commands, you can also try the `{in}` command. - - With `{in}` you can let the computer check if an item is in a list, for example: - - Please note that Hedy is case sensitive. This means that if you answer "Green" instead of "green", Hedy will print "meh". - code: |- - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - 7: - header: Debugging - text: Let's debug this code! - code: |- - {print} Welcome to HedyAir Security! - boarding_pass {is} {ask} 'Do you have your boarding pass?' - {if} bording_pass yes {print} Great! - {else} Please, get your boarding pass ready. - passport {is} 'Can I see your passport, please?' - {if} passport {is} yes 'thank you' - {else} 'You can't fly without a passport' - declare {is} {ask} Do you have anything to declare? - {if} declare {is} yes - item_to_declare {is} {ask} 'What would you like to declare' - {else} Alright - {print} Thank you. Please head to gate A22.' - debug: 'True' - 8: - header: Let's go! - text: Enjoy the adventures in level 5! - 6: - 1: - header: Welcome to level 6 - text: In this level we are adding maths to our codes. - 2: - header: Addition - text: If you want to calculate an addition, simply use the plus sign. - code: '{print} ''5 plus 5 is '' 5 + 5' - 3: - header: Subtraction - text: If you want to subtract, you can use the minus sign. - code: '{print} ''5 minus 5 is '' 5 - 5' - 4: - header: Multiplication - text: If you want to do multiplications, you can use the asterisk. - code: '{print} ''5 times 5 is '' 5 * 5' - 5: - header: Division - text: You can use the slash for division. - code: '{print} ''5 divided by 5 is '' 5 / 5' - 6: - header: Summary - text: In summary, you can use +, -, * and / to do maths. - code: |- - {print} '5 plus 5 is ' 5 + 5 - {print} '5 minus 5 is ' 5 - 5 - {print} '5 times 5 is ' 5 * 5 - {print} '5 divided by 5 is ' 5 / 5 - 7: - header: The = symbol - text: |- - From now on you can also use the = symbol instead of the `{is}` command. - This goes for both numbers and words, and it also goes after the `{if}` or `{else}` commands. - code: |- - name = Hedy - answer = 20 + 4 - 8: - header: Calculations with variables - text: 'You can use calculations with numbers, but you can also use variables to do calculations, like this:' - code: |- - number_1 = {ask} 'Fill in the first number:' - number_2 = {ask} 'Fill in the second number:' - correct_answer = number_1 * number_2 - {print} number_1 ' times ' number_2 ' is ' correct_answer - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'This is the water park ticket machine' - {print} 'Price list: Children under 12 $3, Adults $5' - {print} 'Mondays are 25% off' - amount_of_children = 'How many kids tickets would you like?' - amount_of_adults = 'How many adult tickets would you like?' - day_of_the_week = {ask} 'What day is it?' - {clear} - child_price = amount of children * 3 - adult_price = amount_of_adults + 5 - total_price = adult_price * child_price - {if} day {is} monday - total_price = total_price * 0.25 - {print} 'That will be total_price please' - debug: 'True' - 10: - header: Let's get to work! - text: Enjoy the adventures in level 6! - 7: - 1: - header: Welcome to level 7 - text: In this level you will learn how to repeat a line of code as many times a you'd like. - 2: - header: repeat 3 times - text: |- - If you want to repeat a line of code, you can use the `{repeat}` 3 `{times}` code. - If you want to repeat the line more times, simply change the number. - - For example: If you are programming a story where your character shouts for help for 5 times, it could look like this: - code: |- - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - 3: - header: Don't forget the print command - text: When using the repeat command, do not forget the `{print}` command. - code: '{repeat} 5 {times} ''Help!''' - debug: 'True' - 4: - header: Repeat an ask command - text: You can also repeat an `{ask}`, `{if}` or `{else}` command multiple times. - code: |- - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - 5: - header: Debugging - text: Let's debug this code! - code: |- - {print} You gave stranded on a desert island. - {repeat} 3 'Help!' - rescued = {ask} Has anybody come to the rescue? - {if} rescued yes {is} - {print} Lucky! - {else} {repeat} 3 {times} 'HELP!' - rescued = 'What about now?' - {if} yes - {print} 'Hurray! - {else} 'That's a shame... Oh well... time to build a shelter and find some food.' - debug: 'True' - 6: - header: Ready Set Go! - text: Enjoy the adventures in level 7! - 8: - 1: - header: Welcome to level 8 - text: In this level you will learn to use indentation to make the `{repeat}`, `{if}` and `{else}` commands work for multiple lines of code. - 2: - header: '{repeat} commands before' - text: |- - In the previous levels, the `{repeat}` command looked like this: - - You could only repeat one line of code. - code: '{repeat} 5 {times} {print} ''Help!''' - debug: 'True' - 3: - header: '{repeat} commands now' - text: |- - In this level you can repeat multiple lines of code. To do this you must tell the computer which lines belong together and should be repeated. - You do this by using indentation. - - Use 4 spaces (or one tab) at the beginning of each line that you want to repeat, like this: - code: |- - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This will be printed 5 times' - 4: - header: '{repeat} commands now' - text: |- - If you want to, you can continue after the `{repeat}` command without indentation. - The lines that do not start with indentation will not be repeated. - code: |- - {repeat} 3 {times} - {print} 'Hello!' - {print} 'We are done repeating!' - 5: - header: if and else before - text: |- - The same goes for the `{if}` and `{else}` commands. - These were the commands before: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - debug: 'True' - 6: - header: if and else now - text: |- - These are the `{if}` and `{else}` commands now. - Each line after the `{if}` and `{else}` commands start with indentation. - code: |- - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {else} - {print} 'Welcome programmer!' - 7: - header: stopping the indentation - text: Just like with the `{repeat}` command, you can stop using indentation and the lines will always be shown. Not just if the statement is true. - code: "name = {ask} 'What is your name?'\n{if} name {is} Hedy\n {print} 'Welcome Hedy'\n{else}\n {print} 'Welcome programmer!' \n{print} '3..2..1.. Start programming!'" - 8: - header: if statements inside if statements - text: |- - You might have thought of trying to put an if command inside a repeat command, or inside another if command. - For now, this is not possible yet. In the higher levels, it will be allowed, but for now let's focus on practising the `{if}` `{else}` and `{repeat}` commands with proper indentation first. - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'HedyWheels bus tickets machine' - zone_1 = Town Hall, Library, Campus, Market Place - zone_2 = Swimming Pool, Skate Park, Mall, Airport - destination = 'Where do you want to go?' - {if} destination {in} zone 1 - {print} destination 'is in zone 1' - price = 3 euros - {if} destination {is} zone_2 - {print} destination 'is in zone 2' - price = 6 - ticket_types = {ask} 'Press 1 for a single use ticket. - Press 2 for a round trip ticket:' - {if} ticket_type = 1 - {print} 'You chose a single use ticket' - {else} - {print} You chose a round trip ticket' - price * 2 - {print} 'That will be ' price ' euros please' - debug: 'True' - 10: - header: Let's check out the adventures! - text: Enjoy the adventures in level 8! - 9: - 1: - header: Welcome to level 9 - text: |- - In this level you can use multiple lines of code after an `{if}` or after a `{repeat}` command. - - You can even put a `{repeat}` command within another `{repeat}` command. - 2: - header: Multiple lines after `{repeat}` - text: You are allowed to combine `{repeat}` and `{if}` in this level. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 3: - header: Indentation matters! - text: Indentation is very important to tell the computer which lines should be repeated and which lines should only be ran once. - code: |- - {repeat} 3 {times} - {print} 'This line will be repeated...' - {print} 'This one too...' - {print} 'but this one will not!' - 4: - header: Multiple lines after `{if}` - text: You can also use multiple lines after `{if}` - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - 5: - header: Indentation matters - text: Again, indentation is still very important and can make a big difference in the code. - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - 6: - header: An `{if}` inside a `{repeat}` - text: |- - Now that you can use multiple lines of code after these command, you can also put them within each other. - Check it out: - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 7: - header: Mind the indentation - text: Mind that the fourth and sixth line of this code starts with 8 spaces of indentation. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Welcome to HedyJumps, your parachute jump adventure!' - people = {ask} 'How many people are you jumping with today? - {print} 'We'll ask all of you some questions for safety reasons.' - extra_instructions_people = a, b - {repeat} 3 {times} - name = {ask} 'What is your name?' - jumped_before = 'Have you ever done a parachute jump before, ' name '?' - {if} jumped_before no - {print} 'No worries, you'll get an extra safety instruction in room 13' - {add} name {to} extra_instructions_people - {else} - {print} 'Fun!' - {print} 'Thanks for filling in the safety questions everyone. Enjoy your jump!' - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 9! - 10: - 1: - header: Welcome to level 10 - text: 'In this level you will learn a new command: `{for}`.' - 2: - header: The for command - text: With for you can make a list and use all items on that list. `{for}` creates a block, like repeat and if so all lines in the block need to start with indentation (4 spaces). - code: |- - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - 3: - header: The for command - text: 'Here you see another example of the `{for}` command:' - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - 4: - header: Debugging - text: Let's debug this code - code: |- - {print} 'Ladies and gentlemen!' - {print} 'For one night and one night only in circus Hedy!' - acts = shoot out of a canon, walk the tightrope, pack themself in a suitcase, - people = Iris the Incredible Achmed the Amazing Francis the Fantastic - {for} people {in} acts - chosen_person {is} people {random} - chosen_person ' will ' act - {add} chosen_person {from} people - {print} 'Come and watch our show tonight!' - {print} 'Tickets are only available at the counter - debug: 'True' - 5: - header: Time to program! - text: Enjoy the adventures in level 10! - 11: - 1: - header: Welcome to level 11 - text: |- - In this level, we add a new form of the `{for}` command. In earlier levels, we used for with a list, but we can also use for with numbers. - - This way we don't need the `{repeat}` command anymore. - 2: - header: The for command - text: 'This is what the new for command looks like:' - code: |- - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - 3: - header: the variable i - text: |- - In the previous slide the variable was named 'counter', because it was counting down. - You can of course use any name for the variable you want. - The standard name for variables in this situation that is used in programming languages like Python is 'i'. - That looks like this: - code: |- - number = 10 - {for} i {in} {range} 1 {to} 10 - {print} i * number - 4: - header: Debugging - text: Let's debug this code! - code: |- - factor {is} {ask} 'Which table of multiplication do you need?' - {repeat} {for} numbers {in} {range} 1 {to} 10 {times} - {print} This is the table of multiplications for factor - {print} number ' x ' factor ' = ' i * factor - debug: 'True' - 5: - header: Let's start programming! - text: Enjoy the adventures in level 11! - 12: - 1: - header: Welcome to level 12 - text: |- - From this level on you are allowed to use decimal numbers and there are some changes to the quotation marks. - You can also use functions from this level on! - 2: - header: Quotation marks - text: |- - This level makes some changes to the usage of quotation marks. - From now on, **all texts** need to be in quotation marks. This includes values of variables, items on lists and text after {if} commands. - code: |- - name = 'Hedy the Robot' - {print} 'Hello ' name - 3: - header: Decimal numbers - text: |- - From this level on you are also allowed to use decimal numbers. This can make programs like your restaurant even better! - - Numbers do not need quotation marks. - code: |- - {print} 'decimal numbers now need to use a dot' - {print} 2.5 + 2.5 - 4: - header: Functions! - text: |- - In this level you'll learn how to use functions. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. To create a function, use define and give the function a name. Then put all the lines you want in the function in a indented block under the define line. Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use call with the function's name to call it up! We don't have to type that block of code again. - 5: - header: Twinkle Twinkle little star! - text: |- - In this program you see an example of a function. - Let's see what happens if you fill in the rest of the song! - code: |- - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} twinkle - 6: - header: Functions - text: As you could see in the example a function is a block of code that can be called anytime. You use `{define}` to set the function and `{call}` to use it. - 7: - header: Debugging - text: Let's debug this code! - code: |- - {call} new_member - {print} 'Hi new member!' - username = {ask} 'What is your username?' - password = 'What is your password?' - {print} 'Welcome to our club!' - - username = {ask} 'Please enter your username. Are you a new member? Type New Member' - {if} username = New Member - {call} new member - {else} - password = {ask} 'Please enter password' - debug: 'True' - 8: - header: Ready to try it out? - text: Enjoy the adventures in level 12! - 13: - 1: - header: Welcome to level 13 - text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two ifs but can use and and or. - From now on you could also use arguments in your functions. - 2: - header: The and command - text: |- - The `{and}` command is always used in a combination with the {if} command. - This way you can check if 2 statements are true. For example: - code: |- - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - 3: - header: The or command - text: |- - The `{or}` works in the same way as the `{and}` command, but only 1 of the two statements has to be true. - - Let's see what happens when you change the `{and}` for `{or}`. - code: |- - name = {ask} 'what is your name?' - {if} name {is} 'Hedy' {or} name {is} 'hedy' - {print} 'Welcome!!' - 4: - header: Functions with arguments - text: Now that you've learned how to use functions, you'll learn how to use a function with an **argument**. An argument is a variable that is used within a function. It is not used outside the function. - 5: - header: Example - text: |- - In this example you see how the argument 'place' is used in the function. - Run the code and change 'ocean' and 'sea' to something else, and see what happens. - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 6: - header: Example with variable - text: |- - You can also combine functions with a question. - - What happens if you make these changes: - ``` - define song with place - print 'My Bonnie is ' place - - answer is ask 'Where is my Bonnie?' - call song with answer - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 7: - header: Even more questions! - text: |- - Now we have combined even more question with the function. Type this code and see what happens. - - Note how the variables and the arguments have the same name. This is allowed. - Does it confuse you? Just use different names, that is allowed as well. - ``` - define song with name, place - print 'My ' name ' is ' place - - name is ask 'Who?' - place is ask 'Where are they?' - call song with name, place - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {define} happiness {with} name - {print} '🥳' - {play} G - {play} A - {play} B - {print} 'Party on, ' name - {define} sadness - {print} '😞' - {play} E - {play} D - {play} C - {print} 'Hope you feel better, ' name - - name = {ask} 'What is your' name '?' - mood = {ask} 'Are you happy or sad?' - {if} mood = happy - {call} happiness {with} person - {else} mood = sad - {define} sadness {to} name - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 13! - 14: - 1: - header: Welcome to level 14 - text: In this level you'll learn some new symbols that can help you improve your programs, like >. You will also learn to work with return values of a function. - 2: - header: Symbols - text: |- - These are the new symbols you can use: - - The > means bigger than... - - The >= means bigger than or the same as... - - The < means smaller than... - - The <= means smaller than or the same as... - - You can use them like this: - code: |- - age = {ask} 'How old are you?' - {if} age < 13 - {print} 'You are younger than me!' - {else} - {print} 'You are older than me!' - 3: - header: Symbols - text: |- - You can also use: - - == is the same as. - - != is not - - == is used in `{if}` statements. - code: |- - answer = {ask} 'Do you want to learn more?' - {if} answer == 'yes' - {print} 'Go to the next adventure!' - {if} answer != 'yes' - {print} 'That is a shame!' - 4: - header: Return value - text: In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - 5: - header: Return value - text: For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - code: |- - {define} calculate_new_price {with} amount, percentage - percentage = percentage / 100 - discount_amount = amount * percentage - {return} amount - discount_amount - - old_price = {ask} 'How much is on the price tag?' - discount = {ask} 'What percentage is the discount?' - - new_price = {call} calculate_new_price {with} old_price, discount - {print} 'The new price is ' new_price ' dollar' - 6: - header: Debugging - text: Let's debug this code! - code: |- - item = 'not bought' - {print} 'I would like to buy this item' - price == {ask} 'What is the price?' - {if} price less than or the same as 10 - {print} 'Thats a great deal!' - item = 'bought' - {if} price is more than 10 {and} less than or the same as 20 - {print} 'Alright' - item = 'bought' - {if} price is more than 20 {and} less than 50 - {print} 'That is a bit much!' - {if} price is more than or the same as 50 - {print} 'No way!' - {if} item =! bought - {print} 'Shame.. I wont buy it' - {else} - {print} 'I will buy it! Thank you!' - debug: 'True' - 7: - header: Let's get to work! - text: Enjoy the adventures in level 14! - 15: - 1: - header: Welcome to level 15 - text: In this level you will learn about the `{while}` loop. - 2: - header: '{while}' - text: |- - We are going to learn a new loop, the while loop! The loop continues as long as the statement is true. So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. If the correct answer is never given, the loop will never end! - code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - 3: - header: Debugging - text: Let's debug this code! - code: |- - numbers = 1, 2 - - {for} i {in} {range} 3 {to} 50 - {add} x {to} numbers - i = + 1 - - random_number = numbers {random} - guesses = 10 - - {while} guess = 0 - answer = 'Guess my number:' - {if} answer >= random_number - {print} 'lower' - guesses = guesses -1 - {if} answer > random_number - {print} 'higher!' - guesses = guesses - {else} answer = random_number - {print} 'correct' - guesses = 10 - - debug: 'True' - 4: - header: Let's try it out! - text: Enjoy the adventures in level 15! - 16: - 1: - header: Welcome to level 16 - text: In this level you will learn about the [square brackets] and how to use them. - 2: - header: Square brackets - text: We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. The at random command can not be used anymore. - code: |- - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - 3: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Friendship test' - {subjects} = ['song', 'movie', 'food', 'drink'] - answers_player_1 = [] - answers_player_2 = [] - score = 100 - - {for} i {in} {range} 1 {to} 4 - answer = {ask} 'what is your favorite ' subjects[i] - {add} answer {to} answers_player_1 - - {print} 'Player 2, your turn!' - {for} i {in} {range} 0 {to} 4 - answer_player_2 = {ask} 'what is player 1s favorite ' subjects - {add} answer_player_2 {in} answers_player_2 - {if} answers_player_2[2] == answers_player_1[1] - {print} 'Correct!' - {else} - {print} 'Wrong!' - score = score - 25 - - {print} 'Player 2, you've scored ' score '%' - - {if} score = 100 - {print} 'You are an amazing friend' - {if} score < 100 {or} score >= 50 - {print} 'You could do better' - {else} score < 50 - {print} 'Do you even know this person?!' - debug: 'True' - 4: - text: Enjoy the adventures in level 16! - header: Let's try it out! - 17: - 1: - header: Welcome to level 17 - text: in this level you will learn how to use a colon and you will learn the elif command. - 2: - header: Colon - text: 'Now we are going to change indentation a little bit. Every time that we need an indentation, we need : at the line before the indentation.' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {else}: - {print} 'Better luck next time..' - 3: - header: Elif - text: 'In this level you can also use a new command: elif. elif is short for else if and you need it when you want to make 3 (or more!) options. Check it out!' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {elif} your_price == 'an apple pie' : - {print} 'Lovely, an apple pie!' - {else}: - {print} 'Better luck next time..' - 4: - header: Debugging - text: Let's debug this code! - code: |- - {define} ask_direction - direction = {ask} 'Where do you want to go?' - {if} direction = 'backwards' - {turn} 180 - {else} direction == 'right' - {turn} 90 - {else} direction == 'left' - {turn} 270 - {forward} 100 - - continue = 'yes' - - {while} continue == 'yes' - {print} ask_direction - {sleep} - continue = 'do you want to draw some more?' - {sleep} - debug: 'True' - 5: - header: Let's try it out! - text: Enjoy the adventures in level 17! - 18: - 1: - header: Welcome to level 18 - text: Congratulations! You have reached the last level of Hedy! The code you have created here can be copied to real Python environments like replit or PyCharm, and you can continue learning there! Note however that Python can only read English commands, so if you have been using other languages, you will need to switch to English now. - 2: - header: The Python way - text: |- - We arrived at real Python code! That means we need to use parentheses with print and range from now on. - - Also, if you want to print more than one item, you need to separate them by commas. - - The final change we will need to make to get Python code is changing ask into input. - - Click on the 'print' tab for all the examples. - editor: /hedy/18 - 3: - header: The very last adventures! - text: Enjoy the very last adventures in level 18! diff --git a/content/slides/tn.yaml b/content/slides/tn.yaml index fa5f0ab8d6b..57e696ae41a 100644 --- a/content/slides/tn.yaml +++ b/content/slides/tn.yaml @@ -1,65 +1,14 @@ levels: 0: - 1: - header: Welcome to Hedy! - text: Hedy is a programming language. - 2: - header: Programming - text: |- - Programming is giving instructions to a computer, using the language of the computer. - - Such a language is called a "programming language". - 3: - header: Programming Language - text: |- - Maybe you already know some programming languages? - Some examples are: - * Scratch - * Python - * HTML - 4: - header: Programming - text: |- - If you can program, you can do many cool things: - * Build interactive stories - * Create computer drawings and draw these on paper or fabric - * Build your own apps to use on your phone - 5: - header: Programming in Hedy - text: In Hedy we use special codes, like `{print}`. - code: '{print} Welcome to Hedy!' - 6: - header: Programming in Hedy - text: Code words will be shown in pink. - code: '{print} Welcome to Hedy!' - 7: - header: Programming in Hedy - text: We start the code with the Run code button underneath the code. - code: '{print} Welcome to Hedy!' 8: - header: Programming in Hedy text: Output appears on the left-hand side. - code: '{print} Welcome to Hedy!' 9: - header: Programming in Hedy - text: The output can also be a drawing. code: |- {forward} 100 {turn} left 1: - 1: - header: Welcome to level 1! - text: |- - We will start level 1 by making stories in Hedy! - - We need three text codes to create interactive stories. 2: header: 'Hedy level 1: {print}' - text: |- - The first code that you can use in level 1 is `{print}`. - - `{print}` is used to show text on the screen. - code: '{print} Show text on the screen' 3: header: 'Hedy level 1: {ask}' text: |- @@ -84,1112 +33,32 @@ levels: text: |- with `{print}`, `{ask}` and `{echo}` you can already create a little story. This is a good time to try the Parrot, Story and Rock, Paper Scissors adventures. - code: |- - {print} Hello! - {ask} What is your name? - {echo} hello 6: - header: Programming! text: Adventures are shown in tabs. - editor: /hedy/1 7: - header: Programming! text: The yellow arrow buttons can be used to copy examples. editor: /hedy#print_command 8: header: Drawing with the turtle text: Now that we have seen at text codes, we will now look at drawing codes next. - editor: /hedy#print_command 9: header: 'Drawing with the turtle: {forward}' text: '`{forward}` is used to move the turtle forward.' - 10: - header: 'Drawing with the turtle: {forward}' - text: '`{forward}` is used to move the turtle forward.' - code: '{forward} 50' 11: - header: 'Drawing with the turtle: {turn}' - text: '`{turn}` is used to make the turtle turn left or right.' code: |- {forward} 50 {turn} left - 12: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - I am DJ Hedy - {print} What song would you like to hear? - {ask} I like that song too! - {print} Next up... {echo} - debug: 'True' - 13: - header: Let the programming fun begin! - text: Enjoy the adventures in level 1! 2: - 1: - header: Welcome to level 2 - text: |- - In this level you will learn to use variables. - - A variable is a word that can be used to store information. - - For example: a name, age or favorite sports team. - 2: - header: Variables - text: To make or 'set' a variable we use the `{is}` command - code: |- - name {is} Hedy - age {is} 15 - {print} name is age years old 3: - header: Interactive text: |- We can also set a variable by asking questions. The answer to the question is stored in the variable. This way we don't need the `{echo}` command. - code: |- - name {is} {ask} What is your name? - {print} Hello name 4: - header: Multiple variables text: Now that we use variables, we can use multiple variables instead of just one `{echo}`command. - code: |- - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - 5: - header: Sleep - text: You can also use the `{sleep}` command to pause the code for a while. - code: |- - {print} My favorite colour is... - {sleep} 2 - {print} green! - 6: - header: Sleep 5 - text: |- - You can add a number after the `{sleep}` command if you want the pause to be longer. - - If you want, you could even use a variable instead of a number to decide the duration of the sleep command. - code: |- - pause {is} 10 - {print} My favorite colour is... - {sleep} pause - {print} green! - 7: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - {print} Welcome to the donut shop! - filling {is} What kind of filling would you like? - {print} You have chosen... Filling! Yum! - topping {ask} What kind of topping would you like? - topping is delicious! - {print} I'll go get your donut. {sleep} - {print} Here you go! A filling donut with toping! - {ask} Have a nice day! - debug: 'True' - 8: - header: Let the programming fun begin! - text: Enjoy the adventures in level 2! - 3: - 1: - header: Welcome to level 3 - text: In this level you'll learn how to make a list, add and remove items form your lists and pick a random item off that list. - 2: - header: Making a list - text: |- - You make a list with `{is}`. - - Separate the items on your list with a comma. - code: animals {is} dogs, cats, kangaroos - 3: - header: At random - text: |- - You can use the list with the `{at}` `{random}` command. - The computer will randomly pick one item of the list. - Every time you run this code the output will differ. - code: |- - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - 4: - header: At random in a sentence - text: You can use the `{at}` `{random}` command in a sentence as well. - code: |- - animals {is} dogs, cats, kangaroos - {print} My favorite animal is animals {at} {random} - 5: - header: Add to - text: |- - You can add items to a list with the `{add}` `{to}` command. - - You can choose what to add to the list or you can use the `{add}` `{to}` command in combination with the `{ask}` command. - This way you can let the player decide what to add to the list. - code: |- - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - 6: - header: Remove from - text: |- - The opposite of the `{add}` `{to}` command is the `{remove}` `{from}` command. - This command removes an item from a list. - code: |- - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - 7: - header: Debugging - text: Let's debug this code! - editor: |- - music_genres {is} rock, pop, metal, indie, jazz - chosen_genre is music {at} {random} - {print} Let's listen to chosen genre - nice {ask} Do you like that genre? - {remove} chosen_genre {from} chosen_genre - second_choice {is} music_genres - {print} or do you prefer... second_choice {at} {random} - {remove} second_choice {to} music_genres - {print} I like music_genre {random} best! - debug: 'True' - 8: - header: Let's get to work! - text: Enjoy the adventures in level 3! 4: - 1: - header: Welcome to level 4 - text: In this level you will learn how to use quotation marks. - code: '{print} ''print with quotes!''' - 2: - header: Problem - text: 'In the previous levels, you might have come across this problem:' - code: |- - name {is} Sophie - {print} My name is name - debug: 'True' - 3: - header: Fixing it with quotation marks - text: |- - In this level we will fix this problem by using quotation marks. - - This also makes our code look more like 'real' Python code. - 4: - header: Quotation marks with print - text: Each time you use the `{print}` command you need to put the text that you want to appear on the screen in quotation marks. - code: '{print} ''print with quotes!''' - 5: - header: Quotation marks with ask - text: This also goes for the `{ask}` command. - code: name {is} {ask} 'name please?' - 6: - header: Quotation marks and variables - text: |- - You do not want variable names to be printed on the screen. - This is why variables should be left out of the quotation marks, like this: - code: |- - name {is} Harry - {print} 'Hello ' name - 7: - header: Quotation marks and variables - text: |- - When variable names are used in the middle of a sentence, you have to leave the variables out of the quotation marks. - The rest of the sentence however, does need quotation marks. That looks like this: - code: |- - name {is} Harry - {print} 'Hello ' name ', how are you?' - 8: - header: Quotation marks and contractions - text: |- - Be careful! Now that you are using quotation marks, you can't use apostrophes in contractions. - - Please try to print a contraction like "you're" or "I'm" in the screen below and see what happens.... - code: '{print} ''This won''t work!''' - debug: 'True' 9: header: Ready, Set, Go! text: Enjoy the adventures in level 4! - code: |- - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'SURPRISE!' - 10: - header: Debugging - text: Let's debug this code! - code: |- - {clear} - {print} What a nice day to go to the beach! - {ask} 'Do you want to build a sandcastle or swim in the ocean?' - {print} 'You would like to activity ' - {print} 'I'd like to do that too' - {print} 'Look at these beautiful seashells!' - colors {is} 'orange, silver, white, brown' - {print} 'I love the colors {at} {random} one!' - choice {is} {ask} Which one do you like? - debug: 'True' - 11: - header: Ready, Set, Go! - text: Enjoy the adventures in level 4! - 5: - 1: - header: Welcome to level 5 - text: 'In this level you will learn to use 3 new commands: `{if}`, `{else}` and `{in}`.' - 2: - header: if - text: |- - The `{if}` command allows you to choose between two options. - In this example the computer will print 'nice' if the given answer is Hedy. - If the answer is not Hedy, the computer will do nothing. - code: |- - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - 3: - header: Don't forget to print - text: |- - When using the `{if}` command, don't forget to use the `{print}` command. - This code will not work! - code: '{if} name {is} Hedy ''nice''' - debug: 'True' - 4: - header: else - text: |- - When using an `{if}` command, you can also add an `{else}` command. - If the answer is Hedy, the computer will print 'nice'. - But if the answer is something else the computer will print 'boo' - code: '{if} name {is} Hedy {print} ''nice'' {else} {print} ''boo!''' - 5: - header: Long lines - text: |- - You might have noticed that your lines can get very long when you have both an `{if}` and an `{else}` command. - - You can choose to separate commands and put them on 2 lines, like this: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - 6: - header: Another new command - text: |- - If you have practised with the `{if}` and `{else}` commands, you can also try the `{in}` command. - - With `{in}` you can let the computer check if an item is in a list, for example: - - Please note that Hedy is case sensitive. This means that if you answer "Green" instead of "green", Hedy will print "meh". - code: |- - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - 7: - header: Debugging - text: Let's debug this code! - code: |- - {print} Welcome to HedyAir Security! - boarding_pass {is} {ask} 'Do you have your boarding pass?' - {if} bording_pass yes {print} Great! - {else} Please, get your boarding pass ready. - passport {is} 'Can I see your passport, please?' - {if} passport {is} yes 'thank you' - {else} 'You can't fly without a passport' - declare {is} {ask} Do you have anything to declare? - {if} declare {is} yes - item_to_declare {is} {ask} 'What would you like to declare' - {else} Alright - {print} Thank you. Please head to gate A22.' - debug: 'True' - 8: - header: Let's go! - text: Enjoy the adventures in level 5! - 6: - 1: - header: Welcome to level 6 - text: In this level we are adding maths to our codes. - 2: - header: Addition - text: If you want to calculate an addition, simply use the plus sign. - code: '{print} ''5 plus 5 is '' 5 + 5' - 3: - header: Subtraction - text: If you want to subtract, you can use the minus sign. - code: '{print} ''5 minus 5 is '' 5 - 5' - 4: - header: Multiplication - text: If you want to do multiplications, you can use the asterisk. - code: '{print} ''5 times 5 is '' 5 * 5' - 5: - header: Division - text: You can use the slash for division. - code: '{print} ''5 divided by 5 is '' 5 / 5' - 6: - header: Summary - text: In summary, you can use +, -, * and / to do maths. - code: |- - {print} '5 plus 5 is ' 5 + 5 - {print} '5 minus 5 is ' 5 - 5 - {print} '5 times 5 is ' 5 * 5 - {print} '5 divided by 5 is ' 5 / 5 - 7: - header: The = symbol - text: |- - From now on you can also use the = symbol instead of the `{is}` command. - This goes for both numbers and words, and it also goes after the `{if}` or `{else}` commands. - code: |- - name = Hedy - answer = 20 + 4 - 8: - header: Calculations with variables - text: 'You can use calculations with numbers, but you can also use variables to do calculations, like this:' - code: |- - number_1 = {ask} 'Fill in the first number:' - number_2 = {ask} 'Fill in the second number:' - correct_answer = number_1 * number_2 - {print} number_1 ' times ' number_2 ' is ' correct_answer - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'This is the water park ticket machine' - {print} 'Price list: Children under 12 $3, Adults $5' - {print} 'Mondays are 25% off' - amount_of_children = 'How many kids tickets would you like?' - amount_of_adults = 'How many adult tickets would you like?' - day_of_the_week = {ask} 'What day is it?' - {clear} - child_price = amount of children * 3 - adult_price = amount_of_adults + 5 - total_price = adult_price * child_price - {if} day {is} monday - total_price = total_price * 0.25 - {print} 'That will be total_price please' - debug: 'True' - 10: - header: Let's get to work! - text: Enjoy the adventures in level 6! - 7: - 1: - header: Welcome to level 7 - text: In this level you will learn how to repeat a line of code as many times a you'd like. - 2: - header: repeat 3 times - text: |- - If you want to repeat a line of code, you can use the `{repeat}` 3 `{times}` code. - If you want to repeat the line more times, simply change the number. - - For example: If you are programming a story where your character shouts for help for 5 times, it could look like this: - code: |- - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - 3: - header: Don't forget the print command - text: When using the repeat command, do not forget the `{print}` command. - code: '{repeat} 5 {times} ''Help!''' - debug: 'True' - 4: - header: Repeat an ask command - text: You can also repeat an `{ask}`, `{if}` or `{else}` command multiple times. - code: |- - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - 5: - header: Debugging - text: Let's debug this code! - code: |- - {print} You gave stranded on a desert island. - {repeat} 3 'Help!' - rescued = {ask} Has anybody come to the rescue? - {if} rescued yes {is} - {print} Lucky! - {else} {repeat} 3 {times} 'HELP!' - rescued = 'What about now?' - {if} yes - {print} 'Hurray! - {else} 'That's a shame... Oh well... time to build a shelter and find some food.' - debug: 'True' - 6: - header: Ready Set Go! - text: Enjoy the adventures in level 7! - 8: - 1: - header: Welcome to level 8 - text: In this level you will learn to use indentation to make the `{repeat}`, `{if}` and `{else}` commands work for multiple lines of code. - 2: - header: '{repeat} commands before' - text: |- - In the previous levels, the `{repeat}` command looked like this: - - You could only repeat one line of code. - code: '{repeat} 5 {times} {print} ''Help!''' - debug: 'True' - 3: - header: '{repeat} commands now' - text: |- - In this level you can repeat multiple lines of code. To do this you must tell the computer which lines belong together and should be repeated. - You do this by using indentation. - - Use 4 spaces (or one tab) at the beginning of each line that you want to repeat, like this: - code: |- - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This will be printed 5 times' - 4: - header: '{repeat} commands now' - text: |- - If you want to, you can continue after the `{repeat}` command without indentation. - The lines that do not start with indentation will not be repeated. - code: |- - {repeat} 3 {times} - {print} 'Hello!' - {print} 'We are done repeating!' - 5: - header: if and else before - text: |- - The same goes for the `{if}` and `{else}` commands. - These were the commands before: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - debug: 'True' - 6: - header: if and else now - text: |- - These are the `{if}` and `{else}` commands now. - Each line after the `{if}` and `{else}` commands start with indentation. - code: |- - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {else} - {print} 'Welcome programmer!' - 7: - header: stopping the indentation - text: Just like with the `{repeat}` command, you can stop using indentation and the lines will always be shown. Not just if the statement is true. - code: "name = {ask} 'What is your name?'\n{if} name {is} Hedy\n {print} 'Welcome Hedy'\n{else}\n {print} 'Welcome programmer!' \n{print} '3..2..1.. Start programming!'" - 8: - header: if statements inside if statements - text: |- - You might have thought of trying to put an if command inside a repeat command, or inside another if command. - For now, this is not possible yet. In the higher levels, it will be allowed, but for now let's focus on practising the `{if}` `{else}` and `{repeat}` commands with proper indentation first. - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'HedyWheels bus tickets machine' - zone_1 = Town Hall, Library, Campus, Market Place - zone_2 = Swimming Pool, Skate Park, Mall, Airport - destination = 'Where do you want to go?' - {if} destination {in} zone 1 - {print} destination 'is in zone 1' - price = 3 euros - {if} destination {is} zone_2 - {print} destination 'is in zone 2' - price = 6 - ticket_types = {ask} 'Press 1 for a single use ticket. - Press 2 for a round trip ticket:' - {if} ticket_type = 1 - {print} 'You chose a single use ticket' - {else} - {print} You chose a round trip ticket' - price * 2 - {print} 'That will be ' price ' euros please' - debug: 'True' - 10: - header: Let's check out the adventures! - text: Enjoy the adventures in level 8! - 9: - 1: - header: Welcome to level 9 - text: |- - In this level you can use multiple lines of code after an `{if}` or after a `{repeat}` command. - - You can even put a `{repeat}` command within another `{repeat}` command. - 2: - header: Multiple lines after `{repeat}` - text: You are allowed to combine `{repeat}` and `{if}` in this level. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 3: - header: Indentation matters! - text: Indentation is very important to tell the computer which lines should be repeated and which lines should only be ran once. - code: |- - {repeat} 3 {times} - {print} 'This line will be repeated...' - {print} 'This one too...' - {print} 'but this one will not!' - 4: - header: Multiple lines after `{if}` - text: You can also use multiple lines after `{if}` - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - 5: - header: Indentation matters - text: Again, indentation is still very important and can make a big difference in the code. - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - 6: - header: An `{if}` inside a `{repeat}` - text: |- - Now that you can use multiple lines of code after these command, you can also put them within each other. - Check it out: - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 7: - header: Mind the indentation - text: Mind that the fourth and sixth line of this code starts with 8 spaces of indentation. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Welcome to HedyJumps, your parachute jump adventure!' - people = {ask} 'How many people are you jumping with today? - {print} 'We'll ask all of you some questions for safety reasons.' - extra_instructions_people = a, b - {repeat} 3 {times} - name = {ask} 'What is your name?' - jumped_before = 'Have you ever done a parachute jump before, ' name '?' - {if} jumped_before no - {print} 'No worries, you'll get an extra safety instruction in room 13' - {add} name {to} extra_instructions_people - {else} - {print} 'Fun!' - {print} 'Thanks for filling in the safety questions everyone. Enjoy your jump!' - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 9! - 10: - 1: - header: Welcome to level 10 - text: 'In this level you will learn a new command: `{for}`.' - 2: - header: The for command - text: With for you can make a list and use all items on that list. `{for}` creates a block, like repeat and if so all lines in the block need to start with indentation (4 spaces). - code: |- - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - 3: - header: The for command - text: 'Here you see another example of the `{for}` command:' - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - 4: - header: Debugging - text: Let's debug this code - code: |- - {print} 'Ladies and gentlemen!' - {print} 'For one night and one night only in circus Hedy!' - acts = shoot out of a canon, walk the tightrope, pack themself in a suitcase, - people = Iris the Incredible Achmed the Amazing Francis the Fantastic - {for} people {in} acts - chosen_person {is} people {random} - chosen_person ' will ' act - {add} chosen_person {from} people - {print} 'Come and watch our show tonight!' - {print} 'Tickets are only available at the counter - debug: 'True' - 5: - header: Time to program! - text: Enjoy the adventures in level 10! - 11: - 1: - header: Welcome to level 11 - text: |- - In this level, we add a new form of the `{for}` command. In earlier levels, we used for with a list, but we can also use for with numbers. - - This way we don't need the `{repeat}` command anymore. - 2: - header: The for command - text: 'This is what the new for command looks like:' - code: |- - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - 3: - header: the variable i - text: |- - In the previous slide the variable was named 'counter', because it was counting down. - You can of course use any name for the variable you want. - The standard name for variables in this situation that is used in programming languages like Python is 'i'. - That looks like this: - code: |- - number = 10 - {for} i {in} {range} 1 {to} 10 - {print} i * number - 4: - header: Debugging - text: Let's debug this code! - code: |- - factor {is} {ask} 'Which table of multiplication do you need?' - {repeat} {for} numbers {in} {range} 1 {to} 10 {times} - {print} This is the table of multiplications for factor - {print} number ' x ' factor ' = ' i * factor - debug: 'True' - 5: - header: Let's start programming! - text: Enjoy the adventures in level 11! - 12: - 1: - header: Welcome to level 12 - text: |- - From this level on you are allowed to use decimal numbers and there are some changes to the quotation marks. - You can also use functions from this level on! - 2: - header: Quotation marks - text: |- - This level makes some changes to the usage of quotation marks. - From now on, **all texts** need to be in quotation marks. This includes values of variables, items on lists and text after {if} commands. - code: |- - name = 'Hedy the Robot' - {print} 'Hello ' name - 3: - header: Decimal numbers - text: |- - From this level on you are also allowed to use decimal numbers. This can make programs like your restaurant even better! - - Numbers do not need quotation marks. - code: |- - {print} 'decimal numbers now need to use a dot' - {print} 2.5 + 2.5 - 4: - header: Functions! - text: |- - In this level you'll learn how to use functions. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. To create a function, use define and give the function a name. Then put all the lines you want in the function in a indented block under the define line. Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use call with the function's name to call it up! We don't have to type that block of code again. - 5: - header: Twinkle Twinkle little star! - text: |- - In this program you see an example of a function. - Let's see what happens if you fill in the rest of the song! - code: |- - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} twinkle - 6: - header: Functions - text: As you could see in the example a function is a block of code that can be called anytime. You use `{define}` to set the function and `{call}` to use it. - 7: - header: Debugging - text: Let's debug this code! - code: |- - {call} new_member - {print} 'Hi new member!' - username = {ask} 'What is your username?' - password = 'What is your password?' - {print} 'Welcome to our club!' - - username = {ask} 'Please enter your username. Are you a new member? Type New Member' - {if} username = New Member - {call} new member - {else} - password = {ask} 'Please enter password' - debug: 'True' - 8: - header: Ready to try it out? - text: Enjoy the adventures in level 12! - 13: - 1: - header: Welcome to level 13 - text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two ifs but can use and and or. - From now on you could also use arguments in your functions. - 2: - header: The and command - text: |- - The `{and}` command is always used in a combination with the {if} command. - This way you can check if 2 statements are true. For example: - code: |- - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - 3: - header: The or command - text: |- - The `{or}` works in the same way as the `{and}` command, but only 1 of the two statements has to be true. - - Let's see what happens when you change the `{and}` for `{or}`. - code: |- - name = {ask} 'what is your name?' - {if} name {is} 'Hedy' {or} name {is} 'hedy' - {print} 'Welcome!!' - 4: - header: Functions with arguments - text: Now that you've learned how to use functions, you'll learn how to use a function with an **argument**. An argument is a variable that is used within a function. It is not used outside the function. - 5: - header: Example - text: |- - In this example you see how the argument 'place' is used in the function. - Run the code and change 'ocean' and 'sea' to something else, and see what happens. - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 6: - header: Example with variable - text: |- - You can also combine functions with a question. - - What happens if you make these changes: - ``` - define song with place - print 'My Bonnie is ' place - - answer is ask 'Where is my Bonnie?' - call song with answer - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 7: - header: Even more questions! - text: |- - Now we have combined even more question with the function. Type this code and see what happens. - - Note how the variables and the arguments have the same name. This is allowed. - Does it confuse you? Just use different names, that is allowed as well. - ``` - define song with name, place - print 'My ' name ' is ' place - - name is ask 'Who?' - place is ask 'Where are they?' - call song with name, place - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {define} happiness {with} name - {print} '🥳' - {play} G - {play} A - {play} B - {print} 'Party on, ' name - {define} sadness - {print} '😞' - {play} E - {play} D - {play} C - {print} 'Hope you feel better, ' name - - name = {ask} 'What is your' name '?' - mood = {ask} 'Are you happy or sad?' - {if} mood = happy - {call} happiness {with} person - {else} mood = sad - {define} sadness {to} name - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 13! - 14: - 1: - header: Welcome to level 14 - text: In this level you'll learn some new symbols that can help you improve your programs, like >. You will also learn to work with return values of a function. - 2: - header: Symbols - text: |- - These are the new symbols you can use: - - The > means bigger than... - - The >= means bigger than or the same as... - - The < means smaller than... - - The <= means smaller than or the same as... - - You can use them like this: - code: |- - age = {ask} 'How old are you?' - {if} age < 13 - {print} 'You are younger than me!' - {else} - {print} 'You are older than me!' - 3: - header: Symbols - text: |- - You can also use: - - == is the same as. - - != is not - - == is used in `{if}` statements. - code: |- - answer = {ask} 'Do you want to learn more?' - {if} answer == 'yes' - {print} 'Go to the next adventure!' - {if} answer != 'yes' - {print} 'That is a shame!' - 4: - header: Return value - text: In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - 5: - header: Return value - text: For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - code: |- - {define} calculate_new_price {with} amount, percentage - percentage = percentage / 100 - discount_amount = amount * percentage - {return} amount - discount_amount - - old_price = {ask} 'How much is on the price tag?' - discount = {ask} 'What percentage is the discount?' - - new_price = {call} calculate_new_price {with} old_price, discount - {print} 'The new price is ' new_price ' dollar' - 6: - header: Debugging - text: Let's debug this code! - code: |- - item = 'not bought' - {print} 'I would like to buy this item' - price == {ask} 'What is the price?' - {if} price less than or the same as 10 - {print} 'Thats a great deal!' - item = 'bought' - {if} price is more than 10 {and} less than or the same as 20 - {print} 'Alright' - item = 'bought' - {if} price is more than 20 {and} less than 50 - {print} 'That is a bit much!' - {if} price is more than or the same as 50 - {print} 'No way!' - {if} item =! bought - {print} 'Shame.. I wont buy it' - {else} - {print} 'I will buy it! Thank you!' - debug: 'True' - 7: - header: Let's get to work! - text: Enjoy the adventures in level 14! - 15: - 1: - header: Welcome to level 15 - text: In this level you will learn about the `{while}` loop. - 2: - header: '{while}' - text: |- - We are going to learn a new loop, the while loop! The loop continues as long as the statement is true. So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. If the correct answer is never given, the loop will never end! - code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - 3: - header: Debugging - text: Let's debug this code! - code: |- - numbers = 1, 2 - - {for} i {in} {range} 3 {to} 50 - {add} x {to} numbers - i = + 1 - - random_number = numbers {random} - guesses = 10 - - {while} guess = 0 - answer = 'Guess my number:' - {if} answer >= random_number - {print} 'lower' - guesses = guesses -1 - {if} answer > random_number - {print} 'higher!' - guesses = guesses - {else} answer = random_number - {print} 'correct' - guesses = 10 - - debug: 'True' - 4: - header: Let's try it out! - text: Enjoy the adventures in level 15! - 16: - 1: - header: Welcome to level 16 - text: In this level you will learn about the [square brackets] and how to use them. - 2: - header: Square brackets - text: We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. The at random command can not be used anymore. - code: |- - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - 3: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Friendship test' - {subjects} = ['song', 'movie', 'food', 'drink'] - answers_player_1 = [] - answers_player_2 = [] - score = 100 - - {for} i {in} {range} 1 {to} 4 - answer = {ask} 'what is your favorite ' subjects[i] - {add} answer {to} answers_player_1 - - {print} 'Player 2, your turn!' - {for} i {in} {range} 0 {to} 4 - answer_player_2 = {ask} 'what is player 1s favorite ' subjects - {add} answer_player_2 {in} answers_player_2 - {if} answers_player_2[2] == answers_player_1[1] - {print} 'Correct!' - {else} - {print} 'Wrong!' - score = score - 25 - - {print} 'Player 2, you've scored ' score '%' - - {if} score = 100 - {print} 'You are an amazing friend' - {if} score < 100 {or} score >= 50 - {print} 'You could do better' - {else} score < 50 - {print} 'Do you even know this person?!' - debug: 'True' - 4: - text: Enjoy the adventures in level 16! - header: Let's try it out! - 17: - 1: - header: Welcome to level 17 - text: in this level you will learn how to use a colon and you will learn the elif command. - 2: - header: Colon - text: 'Now we are going to change indentation a little bit. Every time that we need an indentation, we need : at the line before the indentation.' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {else}: - {print} 'Better luck next time..' - 3: - header: Elif - text: 'In this level you can also use a new command: elif. elif is short for else if and you need it when you want to make 3 (or more!) options. Check it out!' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {elif} your_price == 'an apple pie' : - {print} 'Lovely, an apple pie!' - {else}: - {print} 'Better luck next time..' - 4: - header: Debugging - text: Let's debug this code! - code: |- - {define} ask_direction - direction = {ask} 'Where do you want to go?' - {if} direction = 'backwards' - {turn} 180 - {else} direction == 'right' - {turn} 90 - {else} direction == 'left' - {turn} 270 - {forward} 100 - - continue = 'yes' - - {while} continue == 'yes' - {print} ask_direction - {sleep} - continue = 'do you want to draw some more?' - {sleep} - debug: 'True' - 5: - header: Let's try it out! - text: Enjoy the adventures in level 17! - 18: - 1: - header: Welcome to level 18 - text: Congratulations! You have reached the last level of Hedy! The code you have created here can be copied to real Python environments like replit or PyCharm, and you can continue learning there! Note however that Python can only read English commands, so if you have been using other languages, you will need to switch to English now. - 2: - header: The Python way - text: |- - We arrived at real Python code! That means we need to use parentheses with print and range from now on. - - Also, if you want to print more than one item, you need to separate them by commas. - - The final change we will need to make to get Python code is changing ask into input. - - Click on the 'print' tab for all the examples. - editor: /hedy/18 - 3: - header: The very last adventures! - text: Enjoy the very last adventures in level 18! diff --git a/content/slides/tr.yaml b/content/slides/tr.yaml index b6409c9192e..cfb88a745a1 100644 --- a/content/slides/tr.yaml +++ b/content/slides/tr.yaml @@ -27,7 +27,6 @@ levels: 5: header: Hedy'de Programlama text: Hedy'de `{print}` gibi özel kodlar kullanırız. - code: '{print} Welcome to Hedy!' 6: header: Hedy'de Programlama text: Kod kelimeleri pembe renkte gösterilecektir. @@ -35,11 +34,9 @@ levels: 7: header: Hedy'de Programlama text: Kodun altındaki Kodu çalıştır düğmesi ile kodu başlatıyoruz. - code: '{print} Welcome to Hedy!' 8: header: Hedy'de Programlama text: Çıktısı sağ tarafta görünür. - code: '{print} Welcome to Hedy!' 9: header: Hedy'de Programlama text: Çıktı bir çizim de olabilir. @@ -54,7 +51,6 @@ levels: Etkileşimli hikayeler oluşturmak için üç metin koduna ihtiyacımız var. 2: - header: '{print}' text: |- Seviye 1'de kullanabileceğiniz ilk kod `{print}`. @@ -68,16 +64,11 @@ levels: Ya da `{print}` ile başlayan başka bir kod satırı ekleyerek birden fazla satır yazdırabilirsiniz. code: '{print} Put text on the screen' 4: - header: '{ask}' text: |- Seviye 1`de kullanabileceğiniz ikinci kod `{ask}`. `{ask}` cevaplanabilecek bir soru sormak için kullanılır. - code: |- - {print} Welcome to your own rock scissors paper! - {ask} What will you choose? 5: - header: '{echo}' text: |- Önceki örnekte görebileceğiniz gibi, eğer `{ask}` komutunu kullanırsanız, bir soru sorabilirsiniz. @@ -86,20 +77,14 @@ levels: Eğer cevabın gösterilmesini istiyorsanız, bu seviyenin son komutunu kullanabilirsiniz: `{echo}`. `{echo}` bir `{ask}` cevabını tekrarlamak için kullanılır. - code: |- - {print} Hello! - {ask} What is your name? - {echo} hello 6: header: Programlama! text: |- `{print}`, `{ask}` ve `{echo}` ile artık küçük bir hikaye oluşturabilirsiniz. Papağan, Masal, ve Taş, Kağıt, Makas maceralarını denemek için iyi bir zaman. - editor: /hedy/1 7: header: Programlama! text: Maceralar, sekmeler halinde gösterilir. - editor: /hedy/1 8: header: Programlama! text: Sarı ok düğmeleri örnekleri kopyalamak için kullanılabilir. @@ -119,18 +104,6 @@ levels: code: |- {forward} 50 {turn} left - 12: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - I am DJ Hedy - {print} What song would you like to hear? - {ask} I like that song too! - {print} Next up... {echo} - debug: 'True' - 13: - header: Let the programming fun begin! - text: Enjoy the adventures in level 1! 2: 1: header: Seviye 2'ye hoş geldiniz @@ -143,10 +116,6 @@ levels: 2: header: Değişkenler text: Bir değişken oluşturmak veya 'ayarlamak' için `{is}` komutunu kullanırız - code: |- - name {is} Hedy - age {is} 15 - {print} name is age years old 3: header: Etkileşimli text: |- @@ -155,48 +124,18 @@ levels: Sorunun yanıtı değişkende saklanır. Bu şekilde `{echo}` komutuna ihtiyaç duymayız. - code: |- - name {is} {ask} What is your name? - {print} Hello name 4: header: Çoklu değişkenler text: Artık değişkenleri kullandığımıza göre, tek bir `{echo}` komutu yerine birden fazla değişken kullanabiliriz. - code: |- - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. 5: header: Uyku text: Kodu bir süreliğine duraklatmak için `{sleep}` komutunu da kullanabilirsiniz. - code: |- - {print} My favorite colour is... - {sleep} 2 - {print} green! 6: header: Uyku 5 text: |- Duraklamanın daha uzun olmasını istiyorsanız `{sleep}` komutundan sonra bir sayı ekleyebilirsiniz. İsterseniz, uyku komutunun süresine karar vermek için bir sayı yerine bir değişken bile kullanabilirsiniz. - code: |- - pause {is} 10 - {print} My favorite colour is... - {sleep} pause - {print} green! - 7: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - {print} Welcome to the donut shop! - filling {is} What kind of filling would you like? - {print} You have chosen... Filling! Yum! - topping {ask} What kind of topping would you like? - topping is delicious! - {print} I'll go get your donut. {sleep} - {print} Here you go! A filling donut with toping! - {ask} Have a nice day! - debug: 'True' 8: header: Programlama eğlencesi başlasın! text: Seviye 2'deki maceraların tadını çıkarın! @@ -210,22 +149,15 @@ levels: Bir listeyi `{is}` ile yaparsınız. Listenizdeki öğeleri virgülle ayırın. - code: animals {is} dogs, cats, kangaroos 3: header: Rastgele text: |- Listeyi `{at}` `{random}` komutu ile kullanabilirsiniz. Bilgisayar listeden rastgele bir öğe seçecektir. Bu kodu her çalıştırdığınızda çıktı farklı olacaktır. - code: |- - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} 4: header: Cümle içinden rastgele text: Bir cümle için de `{at}` `{random}` komutunu kullanabilirsiniz. - code: |- - animals {is} dogs, cats, kangaroos - {print} My favorite animal is animals {at} {random} 5: header: Eklemek için text: |- @@ -233,35 +165,11 @@ levels: Listeye neyin ekleneceğini seçebilir veya `{add}` `{to}` komutunu `{ask}` komutuyla birlikte kullanabilirsiniz. Bu şekilde, listeye ne ekleneceğine oyuncunun karar vermesine izin verebilirsiniz. - code: |- - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} 6: header: İçinden kaldırmak text: |- `{add}` `{to}` komutunun tersi `{remove}` `{from}` komutudur. Bu komut listeden bir öğeyi kaldırır. - code: |- - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - 7: - header: Debugging - text: Let's debug this code! - editor: |- - music_genres {is} rock, pop, metal, indie, jazz - chosen_genre is music {at} {random} - {print} Let's listen to chosen genre - nice {ask} Do you like that genre? - {remove} chosen_genre {from} chosen_genre - second_choice {is} music_genres - {print} or do you prefer... second_choice {at} {random} - {remove} second_choice {to} music_genres - {print} I like music_genre {random} best! - debug: 'True' 8: header: Hadi işe koyulalım! text: Seviye 3'teki maceraların tadını çıkarın! @@ -269,14 +177,8 @@ levels: 1: header: 4. seviyeye hoş geldiniz text: Bu seviyede tırnak işaretlerini nasıl kullanacağınızı öğreneceksiniz. - code: '{print} ''print with quotes!''' 2: - header: Problem text: 'Önceki seviyelerde, bu sorunla karşılaşmış olabilirsiniz:' - code: |- - name {is} Sophie - {print} My name is name - debug: 'True' 3: header: Bunu tırnak işaretleri ile düzeltmek text: |- @@ -286,35 +188,25 @@ levels: 4: header: Yazdır ile tırnak işaretleri text: '`{print}` komutunu her kullandığınızda, ekranda görünmesini istediğiniz metni tırnak içine almanız gerekir.' - code: '{print} ''print with quotes!''' 5: header: Sor ile tırnak işaretleri text: Bu aynı zamanda `{ask}` komutu için de geçerlidir. - code: name {is} {ask} 'name please?' 6: header: Tırnak işaretleri ve değişkenler text: |- Değişken adlarının ekrana yazdırılmasını istemezsiniz. Bu nedenle değişkenler tırnak işaretlerinin dışında bırakılmalıdır, bunun gibi: - code: |- - name {is} Harry - {print} 'Hello ' name 7: header: Tırnak işaretleri ve değişkenler text: |- Değişken adları bir cümlenin ortasında kullanıldığında, değişkenleri tırnak işaretlerinin dışında bırakmanız gerekir. Ancak cümlenin geri kalanında tırnak işaretlerine ihtiyaç vardır. Bu şuna benziyor: - code: |- - name {is} Harry - {print} 'Hello ' name ', how are you?' 8: header: Tırnak işaretleri ve kısaltmalar text: |- Dikkatli olun! Artık tırnak işareti kullandığınıza göre, kısaltmalarda ve özel isimlerde kesme işareti kullanamazsınız. Lütfen aşağıdaki ekranda "Hedy'nin" veya "TC'de" gibi bir özel isim veya kısaltma yazdırmayı deneyin ve ne olduğunu görün... - code: '{print} ''This won''t work!''' - debug: 'True' 9: header: Temizle text: |- @@ -322,28 +214,6 @@ levels: Bu komut ile çıktı ekranınızdaki tüm metni silebilirsiniz. Her zaman uyku komutu kullanmaya da dikkat edin. Eğer bunu yapmazsanız bilgisayar siz okuyamadan tüm metni silecektir! - code: |- - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'SURPRISE!' - 10: - header: Debugging - text: Let's debug this code! - code: |- - {clear} - {print} What a nice day to go to the beach! - {ask} 'Do you want to build a sandcastle or swim in the ocean?' - {print} 'You would like to activity ' - {print} 'I'd like to do that too' - {print} 'Look at these beautiful seashells!' - colors {is} 'orange, silver, white, brown' - {print} 'I love the colors {at} {random} one!' - choice {is} {ask} Which one do you like? - debug: 'True' 11: header: Hazır Ol, Ayarla, Başla! text: Seviye 4'teki maceraların tadını çıkarın! @@ -357,30 +227,21 @@ levels: `{if}` komutu iki seçenek arasında seçim yapmanızı sağlar. Bu örnekte, verilen cevap Hedy ise bilgisayar 'güzel' yazdıracaktır. Eğer cevap Hedy değilse, bilgisayar hiçbir şey yapmayacaktır. - code: |- - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' 3: header: Yazdırmayı unutmayın text: '`{if}` komutunu kullanırken, `{print}` komutunu kullanmayı unutmayın.' - code: '{if} name {is} Hedy ''nice''' - debug: 'True' 4: header: değilse text: |- Bir `{if}` komutu kullanırken, bir `{else}` komutu da ekleyebilirsiniz. Eğer cevap Hedy ise, bilgisayar 'güzel' yazacaktır. Ancak cevap başka bir şeyse bilgisayar 'böö' yazacaktır. - code: '{if} name {is} Hedy {print} ''nice'' {else} {print} ''boo!''' 5: header: Uzun satırlar text: |- Hem `{if}` hem de `{else}` komutuna sahip olduğunuzda satırlarınızın çok uzun olabileceğini fark etmiş olabilirsiniz. Komutları ayırmayı ve aşağıdaki gibi 2 satıra koymayı seçebilirsiniz: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' 6: header: Bir başka yeni komut text: |- @@ -389,28 +250,6 @@ levels: Örneğin `{in}` ile bilgisayarın bir öğenin bir listede olup olmadığını kontrol etmesini sağlayabilirsiniz: Hedy'nin büyük/küçük harfe duyarlı olduğunu lütfen unutmayın. Bu, "yeşil" yerine "Yeşil" yanıtını verirseniz, Hedy'nin "eh işte" yazdıracağı anlamına gelir. - code: |- - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - 7: - header: Debugging - text: Let's debug this code! - code: |- - {print} Welcome to HedyAir Security! - boarding_pass {is} {ask} 'Do you have your boarding pass?' - {if} bording_pass yes {print} Great! - {else} Please, get your boarding pass ready. - passport {is} 'Can I see your passport, please?' - {if} passport {is} yes 'thank you' - {else} 'You can't fly without a passport' - declare {is} {ask} Do you have anything to declare? - {if} declare {is} yes - item_to_declare {is} {ask} 'What would you like to declare' - {else} Alright - {print} Thank you. Please head to gate A22.' - debug: 'True' 8: header: Hadi başlayalım! text: Seviye 5'teki maceraların tadını çıkarın! @@ -421,61 +260,26 @@ levels: 2: header: Toplama text: Bir toplama işlemini hesaplamak istiyorsanız, artı işaretini kullanmanız yeterlidir. - code: '{print} ''5 plus 5 is '' 5 + 5' 3: header: Çıkarma text: Çıkarma işlemi yapmak istiyorsanız, eksi işaretini kullanabilirsiniz. - code: '{print} ''5 minus 5 is '' 5 - 5' 4: header: Çarpma text: Eğer çarpma işlemi yapmak istiyorsanız, yıldız işaretini kullanabilirsiniz. - code: '{print} ''5 times 5 is '' 5 * 5' 5: header: Bölme text: Bölme işlemi için sağa eğik çizgiyi kullanabilirsiniz. - code: '{print} ''5 divided by 5 is '' 5 / 5' 6: header: Özet text: Özetle, matematik yapmak için +, -, * ve / işaretlerini kullanabilirsiniz. - code: |- - {print} '5 plus 5 is ' 5 + 5 - {print} '5 minus 5 is ' 5 - 5 - {print} '5 times 5 is ' 5 * 5 - {print} '5 divided by 5 is ' 5 / 5 7: header: = sembolü text: |- Şu andan itibaren `{is}` komutu yerine = sembolünü de kullanabilirsiniz. Bu hem sayılar hem de kelimeler için geçerlidir ve ayrıca `{if}` veya `{else}` komutlarından sonra gelir. - code: |- - name = Hedy - answer = 20 + 4 8: header: Değişkenlerle hesaplamalar yapmak text: 'Hesaplamaları sayılarla yapabilirsiniz, ancak hesaplama yapmak için değişkenleri de kullanabilirsiniz, bunun gibi:' - code: |- - number_1 = {ask} 'Fill in the first number:' - number_2 = {ask} 'Fill in the second number:' - correct_answer = number_1 * number_2 - {print} number_1 ' times ' number_2 ' is ' correct_answer - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'This is the water park ticket machine' - {print} 'Price list: Children under 12 $3, Adults $5' - {print} 'Mondays are 25% off' - amount_of_children = 'How many kids tickets would you like?' - amount_of_adults = 'How many adult tickets would you like?' - day_of_the_week = {ask} 'What day is it?' - {clear} - child_price = amount of children * 3 - adult_price = amount_of_adults + 5 - total_price = adult_price * child_price - {if} day {is} monday - total_price = total_price * 0.25 - {print} 'That will be total_price please' - debug: 'True' 10: header: Hadi işe koyulalım! text: Seviye 6'daki maceraların tadını çıkarın! @@ -490,37 +294,12 @@ levels: Satırı daha fazla kez tekrarlamak istiyorsanız, sadece sayıyı değiştirin. Örneğin: Karakterinizin 5 kez yardım için bağırdığı bir hikaye programlıyorsanız, bu şöyle görünebilir: - code: |- - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' 3: header: Yazdır komutunu unutmayın text: tekrar komutunu kullanırken `{print}` komutunu unutmayın. - code: '{repeat} 5 {times} ''Help!''' - debug: 'True' 4: header: Bir sor komutunu tekrarlayın text: Ayrıca bir `{ask}`, `{if}` veya `{else}` komutunu birden çok kez tekrarlayabilirsiniz. - code: |- - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - 5: - header: Debugging - text: Let's debug this code! - code: |- - {print} You gave stranded on a desert island. - {repeat} 3 'Help!' - rescued = {ask} Has anybody come to the rescue? - {if} rescued yes {is} - {print} Lucky! - {else} {repeat} 3 {times} 'HELP!' - rescued = 'What about now?' - {if} yes - {print} 'Hurray! - {else} 'That's a shame... Oh well... time to build a shelter and find some food.' - debug: 'True' 6: header: Hazır ol Ayarla Başla! text: Seviye 7'deki maceraların tadını çıkarın! @@ -534,8 +313,6 @@ levels: Önceki seviyelerde, `{repeat}` komutu aşağıdaki gibi görünüyordu: Yalnızca bir satır kodu tekrarlayabilirsiniz. - code: '{repeat} 5 {times} {print} ''Help!''' - debug: 'True' 3: header: şimdiki {repeat} komutları text: |- @@ -543,71 +320,29 @@ levels: Bunu girinti kullanarak yaparsınız. Tekrarlamak istediğiniz her satırın başında aşağıdaki gibi 4 boşluk (veya bir sekme) kullanın: - code: |- - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This will be printed 5 times' 4: header: şimdiki {repeat} komutları text: |- İsterseniz `{repeat}` komutundan sonra girinti yapmadan devam edebilirsiniz. Girinti ile başlamayan satırlar tekrarlanmayacaktır. - code: |- - {repeat} 3 {times} - {print} 'Hello!' - {print} 'We are done repeating!' 5: header: önceki eğer ve değilse text: |- Aynı şey `{if}` ve `{else}` komutları için de geçerlidir. Bunlar daha önceki komutlardı: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - debug: 'True' 6: header: şimdiki eğer ve değilse text: |- Bunlar şimdiki `{if}` ve `{else}` komutlarıdır. `{if}` ve `{else}` komutlarından sonraki her satır girinti ile başlar. - code: |- - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {else} - {print} 'Welcome programmer!' 7: header: girintiyi durdurmak text: Tıpkı `{repeat}` komutunda olduğu gibi, girinti kullanmayı bırakırsanız satırlar her zaman gösterilecektir., sadece ifade doğru olunca değil. - code: "name = {ask} 'What is your name?'\n{if} name {is} Hedy\n {print} 'Welcome Hedy'\n{else}\n {print} 'Welcome programmer!' \n{print} '3..2..1.. Start programming!'" 8: header: eğer ifadeleri içinde eğer ifadeleri text: |- Bir eğer komutunu bir tekrar komutunun içine ya da başka bir eğer komutunun içine koymayı düşünmüş olabilirsiniz. Şimdilik, bu henüz mümkün değildir. Daha yüksek seviyelerde buna izin verilecektir, ancak şimdilik önce `{if}` `{else}` ve `{repeat}` komutlarını uygun girintilerle uygulamaya odaklanalım. - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'HedyWheels bus tickets machine' - zone_1 = Town Hall, Library, Campus, Market Place - zone_2 = Swimming Pool, Skate Park, Mall, Airport - destination = 'Where do you want to go?' - {if} destination {in} zone 1 - {print} destination 'is in zone 1' - price = 3 euros - {if} destination {is} zone_2 - {print} destination 'is in zone 2' - price = 6 - ticket_types = {ask} 'Press 1 for a single use ticket. - Press 2 for a round trip ticket:' - {if} ticket_type = 1 - {print} 'You chose a single use ticket' - {else} - {print} You chose a round trip ticket' - price * 2 - {print} 'That will be ' price ' euros please' - debug: 'True' 10: header: Hadi maceralara bir göz atalım! text: Seviye 8'deki maceraların tadını çıkarın! @@ -621,85 +356,23 @@ levels: 2: header: '`{repeat}`dan sonra çoklu satırlar' text: Artık `{repeat}` dan sonra birden fazla satır kullanmanıza izin var. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' 3: header: Girinti önemlidir! text: Girinti, bilgisayara hangi satırların tekrarlanması gerektiğini ve hangi satırların yalnızca bir kez çalıştırılması gerektiğini söylemek için çok önemlidir. - code: |- - {repeat} 3 {times} - {print} 'This line will be repeated...' - {print} 'This one too...' - {print} 'but this one will not!' 4: header: '`{if}` den sonra çoklu satırlar' text: '`{if}` den sonra da birden fazla satır kullanabilirsiniz' - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' 5: header: Girinti önemlidir text: Tekrarlayalım, girinti hala çok önemlidir ve kodda büyük bir fark yaratabilir. - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' 6: header: Bir `{repeat}` içinde bir `{if}` text: |- Artık bu komutlardan sonra birden fazla kod satırı kullanabildiğinize göre, bunları birbirinin içine de koyabilirsiniz. Şuna bir bakın: - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' 7: header: Girintiye dikkat edin text: Bu kodun dördüncü ve altıncı satırlarının 8 boşluklu girinti ile başladığına dikkat edin. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Welcome to HedyJumps, your parachute jump adventure!' - people = {ask} 'How many people are you jumping with today? - {print} 'We'll ask all of you some questions for safety reasons.' - extra_instructions_people = a, b - {repeat} 3 {times} - name = {ask} 'What is your name?' - jumped_before = 'Have you ever done a parachute jump before, ' name '?' - {if} jumped_before no - {print} 'No worries, you'll get an extra safety instruction in room 13' - {add} name {to} extra_instructions_people - {else} - {print} 'Fun!' - {print} 'Thanks for filling in the safety questions everyone. Enjoy your jump!' - debug: 'True' 9: header: Hadi başlayalım! text: Seviye 9'daki maceraların tadını çıkarın! @@ -710,33 +383,9 @@ levels: 2: header: için komutu text: '"için" ile bir liste oluşturabilir ve bu listedeki tüm öğeleri kullanabilirsiniz. `{for}`, "tekrar" gibi bir blok oluşturur ve eğer öyleyse bloktaki tüm satırların girinti ile başlaması gerekir (4 boşluk).' - code: |- - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal 3: header: için komutu text: 'Burada `{for}` komutunun başka bir örneğini görüyorsunuz:' - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - 4: - header: Debugging - text: Let's debug this code - code: |- - {print} 'Ladies and gentlemen!' - {print} 'For one night and one night only in circus Hedy!' - acts = shoot out of a canon, walk the tightrope, pack themself in a suitcase, - people = Iris the Incredible Achmed the Amazing Francis the Fantastic - {for} people {in} acts - chosen_person {is} people {random} - chosen_person ' will ' act - {add} chosen_person {from} people - {print} 'Come and watch our show tonight!' - {print} 'Tickets are only available at the counter - debug: 'True' 5: header: Programlama zamanı! text: Seviye 10'daki maceraların tadını çıkarın! @@ -750,10 +399,6 @@ levels: 2: header: için komutu text: 'Yeni "için" komutu bu şekilde görünür:' - code: |- - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' 3: header: i değişkeni text: |- @@ -761,19 +406,6 @@ levels: Elbette değişken için istediğiniz herhangi bir ismi kullanabilirsiniz. Python gibi programlama dillerinde bu durumdaki değişkenler için kullanılan standart isim 'i' dir. Şuna benziyor: - code: |- - number = 10 - {for} i {in} {range} 1 {to} 10 - {print} i * number - 4: - header: Debugging - text: Let's debug this code! - code: |- - factor {is} {ask} 'Which table of multiplication do you need?' - {repeat} {for} numbers {in} {range} 1 {to} 10 {times} - {print} This is the table of multiplications for factor - {print} number ' x ' factor ' = ' i * factor - debug: 'True' 5: header: Hadi programlamaya geçelim! text: Seviye 11'deki maceraların tadını çıkarın! @@ -786,60 +418,12 @@ levels: text: |- Bu seviye tırnak işaretlerinin kullanımında bazı değişiklikler yapar. Şu andan itibaren, **tüm metinlerin** tırnak işareti içinde olması gerekmektedir. Buna değişkenlerin değerleri, listelerdeki öğeler ve {if} komutlarından sonraki metinler de dahildir. - code: |- - name = 'Hedy the Robot' - {print} 'Hello ' name 3: header: Ondalık sayılar text: |- Bu seviyeden itibaren ondalık sayıları kullanmanıza da izin verilir. Bu, restoranınız gibi programları daha da iyi hale getirebilir! Sayılar tırnak içine alınmaz. - code: |- - {print} 'decimal numbers now need to use a dot' - {print} 2.5 + 2.5 - 4: - header: Functions! - text: |- - In this level you'll learn how to use functions. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. To create a function, use define and give the function a name. Then put all the lines you want in the function in a indented block under the define line. Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use call with the function's name to call it up! We don't have to type that block of code again. - 5: - header: Twinkle Twinkle little star! - text: |- - In this program you see an example of a function. - Let's see what happens if you fill in the rest of the song! - code: |- - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} twinkle - 6: - header: Functions - text: As you could see in the example a function is a block of code that can be called anytime. You use `{define}` to set the function and `{call}` to use it. - 7: - header: Debugging - text: Let's debug this code! - code: |- - {call} new_member - {print} 'Hi new member!' - username = {ask} 'What is your username?' - password = 'What is your password?' - {print} 'Welcome to our club!' - - username = {ask} 'Please enter your username. Are you a new member? Type New Member' - {if} username = New Member - {call} new member - {else} - password = {ask} 'Please enter password' - debug: 'True' - 8: - header: Ready to try it out? - text: Enjoy the adventures in level 12! 13: 1: header: 13. seviyeye hoş geldiniz @@ -849,105 +433,12 @@ levels: text: |- `{and}` komutu her zaman {if} komutu ile birlikte kullanılır. Bu şekilde 2 ifadenin doğru olup olmadığını kontrol edebilirsiniz. Örneğin: - code: |- - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' 3: header: '"veya" komutu' text: |- `{veya}`, {ve}` komutuyla aynı şekilde çalışır, ancak iki ifadeden yalnızca birinin doğru olması gerekir. Şimdi `{ve}` yerine `{veya}` yazdığınızda ne olacağını görelim. - code: |- - name = {ask} 'what is your name?' - {if} name {is} 'Hedy' {or} name {is} 'hedy' - {print} 'Welcome!!' - 4: - header: Functions with arguments - text: Now that you've learned how to use functions, you'll learn how to use a function with an **argument**. An argument is a variable that is used within a function. It is not used outside the function. - 5: - header: Example - text: |- - In this example you see how the argument 'place' is used in the function. - Run the code and change 'ocean' and 'sea' to something else, and see what happens. - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 6: - header: Example with variable - text: |- - You can also combine functions with a question. - - What happens if you make these changes: - ``` - define song with place - print 'My Bonnie is ' place - - answer is ask 'Where is my Bonnie?' - call song with answer - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 7: - header: Even more questions! - text: |- - Now we have combined even more question with the function. Type this code and see what happens. - - Note how the variables and the arguments have the same name. This is allowed. - Does it confuse you? Just use different names, that is allowed as well. - ``` - define song with name, place - print 'My ' name ' is ' place - - name is ask 'Who?' - place is ask 'Where are they?' - call song with name, place - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {define} happiness {with} name - {print} '🥳' - {play} G - {play} A - {play} B - {print} 'Party on, ' name - {define} sadness - {print} '😞' - {play} E - {play} D - {play} C - {print} 'Hope you feel better, ' name - - name = {ask} 'What is your' name '?' - mood = {ask} 'Are you happy or sad?' - {if} mood = happy - {call} happiness {with} person - {else} mood = sad - {define} sadness {to} name - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 13! 14: 1: header: 14. seviyeye hoş geldiniz @@ -966,12 +457,6 @@ levels: <= küçük veya eşittir anlamına gelir... Bunları şu şekilde kullanabilirsiniz: - code: |- - age = {ask} 'How old are you?' - {if} age < 13 - {print} 'You are younger than me!' - {else} - {print} 'You are older than me!' 3: header: Semboller text: |- @@ -982,95 +467,15 @@ levels: != benzer/eşit değil == `{if}` ifadelerinde kullanılır. - code: |- - answer = {ask} 'Do you want to learn more?' - {if} answer == 'yes' - {print} 'Go to the next adventure!' - {if} answer != 'yes' - {print} 'That is a shame!' - 4: - header: Return value - text: In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - 5: - header: Return value - text: For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - code: |- - {define} calculate_new_price {with} amount, percentage - percentage = percentage / 100 - discount_amount = amount * percentage - {return} amount - discount_amount - - old_price = {ask} 'How much is on the price tag?' - discount = {ask} 'What percentage is the discount?' - - new_price = {call} calculate_new_price {with} old_price, discount - {print} 'The new price is ' new_price ' dollar' - 6: - header: Debugging - text: Let's debug this code! - code: |- - item = 'not bought' - {print} 'I would like to buy this item' - price == {ask} 'What is the price?' - {if} price less than or the same as 10 - {print} 'Thats a great deal!' - item = 'bought' - {if} price is more than 10 {and} less than or the same as 20 - {print} 'Alright' - item = 'bought' - {if} price is more than 20 {and} less than 50 - {print} 'That is a bit much!' - {if} price is more than or the same as 50 - {print} 'No way!' - {if} item =! bought - {print} 'Shame.. I wont buy it' - {else} - {print} 'I will buy it! Thank you!' - debug: 'True' - 7: - header: Let's get to work! - text: Enjoy the adventures in level 14! 15: 1: header: Seviye 15'e hoş geldiniz text: Bu seviyede `{while}` döngüsü hakkında bilgi edineceksiniz. 2: - header: '{while}' text: |- Yeni bir döngü öğreneceğiz, "iken" döngüsü! Döngü, ifade doğru olduğu sürece devam eder. Bu yüzden döngü içinde bu değeri değiştirmeyi unutmayın. Bu örnek kodda, doğru bir cevap verilene kadar devam ediyoruz. Doğru cevap hiç verilmezse, döngü asla sona ermeyecektir! - code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - 3: - header: Debugging - text: Let's debug this code! - code: |- - numbers = 1, 2 - - {for} i {in} {range} 3 {to} 50 - {add} x {to} numbers - i = + 1 - - random_number = numbers {random} - guesses = 10 - - {while} guess = 0 - answer = 'Guess my number:' - {if} answer >= random_number - {print} 'lower' - guesses = guesses -1 - {if} answer > random_number - {print} 'higher!' - guesses = guesses - {else} answer = random_number - {print} 'correct' - guesses = 10 - - debug: 'True' 4: header: Hadi deneyelim! text: Seviye 15'teki maceraların tadını çıkarın! @@ -1081,48 +486,6 @@ levels: 2: header: Köşeli parantezler text: Python yöntemiyle listeler yapacağız, ve bu listelerin etrafında köşeli parantezler olacak! Ayrıca önceki seviyelerde öğrendiğimiz gibi her öğenin etrafında tırnak işaretlerini tutuyoruz. Köşeli parantezleri listedeki bir yeri belirtmek için kullanıyoruz. "rastgele" komutu artık kullanılamaz. - code: |- - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - 3: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Friendship test' - {subjects} = ['song', 'movie', 'food', 'drink'] - answers_player_1 = [] - answers_player_2 = [] - score = 100 - - {for} i {in} {range} 1 {to} 4 - answer = {ask} 'what is your favorite ' subjects[i] - {add} answer {to} answers_player_1 - - {print} 'Player 2, your turn!' - {for} i {in} {range} 0 {to} 4 - answer_player_2 = {ask} 'what is player 1s favorite ' subjects - {add} answer_player_2 {in} answers_player_2 - {if} answers_player_2[2] == answers_player_1[1] - {print} 'Correct!' - {else} - {print} 'Wrong!' - score = score - 25 - - {print} 'Player 2, you've scored ' score '%' - - {if} score = 100 - {print} 'You are an amazing friend' - {if} score < 100 {or} score >= 50 - {print} 'You could do better' - {else} score < 50 - {print} 'Do you even know this person?!' - debug: 'True' 4: header: Hadi deneyelim! text: Seviye 16'daki maceraların tadını çıkarın! @@ -1133,49 +496,9 @@ levels: 2: header: İki nokta üstüste text: Şimdi girintilemeyi biraz değiştireceğiz. Girintiye ihtiyaç duyduğumuz her seferinde, girintiden önceki satırda ":" işaretine ihtiyacımız var. - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {else}: - {print} 'Better luck next time..' 3: header: değileğer text: 'Bu seviyede yeni bir komutu da kullanabilirsiniz: değileğer. değileğer, "değilse eğer" ''in kısaltmasıdır ve 3 (veya daha fazla!) seçenek yapmak istediğinizde buna ihtiyacınız vardır. Şuna bir göz atın!' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {elif} your_price == 'an apple pie' : - {print} 'Lovely, an apple pie!' - {else}: - {print} 'Better luck next time..' - 4: - header: Debugging - text: Let's debug this code! - code: |- - {define} ask_direction - direction = {ask} 'Where do you want to go?' - {if} direction = 'backwards' - {turn} 180 - {else} direction == 'right' - {turn} 90 - {else} direction == 'left' - {turn} 270 - {forward} 100 - - continue = 'yes' - - {while} continue == 'yes' - {print} ask_direction - {sleep} - continue = 'do you want to draw some more?' - {sleep} - debug: 'True' 5: header: Hadi deneyelim! text: Seviye 17'deki maceraların tadını çıkarın! @@ -1193,7 +516,6 @@ levels: Python kodunu elde etmek için yapmamız gereken son değişiklik "sor" komutunu "girdi" komutu ile değiştirmek. Tüm örnekler için 'yazdır' sekmesine tıklayın. - editor: /hedy/18 3: header: En son maceralar! text: Seviye 18'de en son maceraların tadını çıkarın! diff --git a/content/slides/uk.yaml b/content/slides/uk.yaml index caf70a2ffd9..b2de8d183a9 100644 --- a/content/slides/uk.yaml +++ b/content/slides/uk.yaml @@ -27,19 +27,15 @@ levels: 5: header: Програмування в Hedy text: У Hedy ми використовуємо спеціальні команди, такі як `{print}`. - code: '{print} Welcome to Hedy!' 6: header: Програмування в Hedy text: Слова-команди будуть показані рожевим кольором. - code: '{print} Welcome to Hedy!' 7: header: Програмування в Hedy text: Ми запускаємо команди за допомогою кнопки Запустити код під введеними командами. - code: '{print} Welcome to Hedy!' 8: header: Програмування в Hedy text: Вихідні дані з'являються ліворуч. - code: '{print} Welcome to Hedy!' 9: header: Програмування в Hedy text: Результатом також може бути малюнок. @@ -59,7 +55,6 @@ levels: Перший команда, яку ви можете використовувати на першому рівні, це `{print}`. `{print}` використовується для виведення тексту на екран. - code: '{print} Show text on the screen' 3: header: 'Hedy перший рівень: {ask}' text: |- @@ -84,14 +79,9 @@ levels: text: |- За допомогою `{print}`, `{ask}` та `{echo}` ви вже можете створити невеличку історію. Це гарний час, щоб спробувати пригоди Папуга, Пригода та Камінь, Папір, Ножиці. - code: |- - {print} Hello! - {ask} What is your name? - {echo} hello 6: header: Програмуємо! text: Пригоди відображаються у вкладках. - editor: /hedy/1 7: header: Програмуємо! text: Кнопки з жовтими стрілками можна використовувати для копіювання прикладів. @@ -99,7 +89,6 @@ levels: 8: header: Малюємо з черепахою text: Тепер, коли ми розглянули текстові команди, перейдемо до команд для малюнків. - editor: /hedy#print_command 9: header: 'Малюємо з черепахою: {forward}' text: '`{forward}` використовується для переміщення черепахи вперед.' @@ -110,1088 +99,20 @@ levels: {forward} 50 {turn} left 11: - header: 'Drawing with the turtle: {turn}' - text: '`{turn}` is used to make the turtle turn left or right.' code: |- {forward} 50 {turn} left - 12: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - I am DJ Hedy - {print} What song would you like to hear? - {ask} I like that song too! - {print} Next up... {echo} - debug: 'True' - 13: - header: Let the programming fun begin! - text: Enjoy the adventures in level 1! 2: - 1: - header: Welcome to level 2 - text: |- - In this level you will learn to use variables. - - A variable is a word that can be used to store information. - - For example: a name, age or favorite sports team. - 2: - header: Variables - text: To make or 'set' a variable we use the `{is}` command - code: |- - name {is} Hedy - age {is} 15 - {print} name is age years old 3: - header: Interactive text: |- We can also set a variable by asking questions. The answer to the question is stored in the variable. This way we don't need the `{echo}` command. - code: |- - name {is} {ask} What is your name? - {print} Hello name 4: - header: Multiple variables text: Now that we use variables, we can use multiple variables instead of just one `{echo}`command. - code: |- - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - 5: - header: Sleep - text: You can also use the `{sleep}` command to pause the code for a while. - code: |- - {print} My favorite colour is... - {sleep} 2 - {print} green! - 6: - header: Sleep 5 - text: |- - You can add a number after the `{sleep}` command if you want the pause to be longer. - - If you want, you could even use a variable instead of a number to decide the duration of the sleep command. - code: |- - pause {is} 10 - {print} My favorite colour is... - {sleep} pause - {print} green! - 7: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - {print} Welcome to the donut shop! - filling {is} What kind of filling would you like? - {print} You have chosen... Filling! Yum! - topping {ask} What kind of topping would you like? - topping is delicious! - {print} I'll go get your donut. {sleep} - {print} Here you go! A filling donut with toping! - {ask} Have a nice day! - debug: 'True' - 8: - header: Let the programming fun begin! - text: Enjoy the adventures in level 2! - 3: - 1: - header: Welcome to level 3 - text: In this level you'll learn how to make a list, add and remove items form your lists and pick a random item off that list. - 2: - header: Making a list - text: |- - You make a list with `{is}`. - - Separate the items on your list with a comma. - code: animals {is} dogs, cats, kangaroos - 3: - header: At random - text: |- - You can use the list with the `{at}` `{random}` command. - The computer will randomly pick one item of the list. - Every time you run this code the output will differ. - code: |- - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - 4: - header: At random in a sentence - text: You can use the `{at}` `{random}` command in a sentence as well. - code: |- - animals {is} dogs, cats, kangaroos - {print} My favorite animal is animals {at} {random} - 5: - header: Add to - text: |- - You can add items to a list with the `{add}` `{to}` command. - - You can choose what to add to the list or you can use the `{add}` `{to}` command in combination with the `{ask}` command. - This way you can let the player decide what to add to the list. - code: |- - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - 6: - header: Remove from - text: |- - The opposite of the `{add}` `{to}` command is the `{remove}` `{from}` command. - This command removes an item from a list. - code: |- - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - 7: - header: Debugging - text: Let's debug this code! - editor: |- - music_genres {is} rock, pop, metal, indie, jazz - chosen_genre is music {at} {random} - {print} Let's listen to chosen genre - nice {ask} Do you like that genre? - {remove} chosen_genre {from} chosen_genre - second_choice {is} music_genres - {print} or do you prefer... second_choice {at} {random} - {remove} second_choice {to} music_genres - {print} I like music_genre {random} best! - debug: 'True' - 8: - header: Let's get to work! - text: Enjoy the adventures in level 3! 4: - 1: - header: Welcome to level 4 - text: In this level you will learn how to use quotation marks. - code: '{print} ''print with quotes!''' - 2: - header: Problem - text: 'In the previous levels, you might have come across this problem:' - code: |- - name {is} Sophie - {print} My name is name - debug: 'True' - 3: - header: Fixing it with quotation marks - text: |- - In this level we will fix this problem by using quotation marks. - - This also makes our code look more like 'real' Python code. - 4: - header: Quotation marks with print - text: Each time you use the `{print}` command you need to put the text that you want to appear on the screen in quotation marks. - code: '{print} ''print with quotes!''' - 5: - header: Quotation marks with ask - text: This also goes for the `{ask}` command. - code: name {is} {ask} 'name please?' - 6: - header: Quotation marks and variables - text: |- - You do not want variable names to be printed on the screen. - This is why variables should be left out of the quotation marks, like this: - code: |- - name {is} Harry - {print} 'Hello ' name - 7: - header: Quotation marks and variables - text: |- - When variable names are used in the middle of a sentence, you have to leave the variables out of the quotation marks. - The rest of the sentence however, does need quotation marks. That looks like this: - code: |- - name {is} Harry - {print} 'Hello ' name ', how are you?' - 8: - header: Quotation marks and contractions - text: |- - Be careful! Now that you are using quotation marks, you can't use apostrophes in contractions. - - Please try to print a contraction like "you're" or "I'm" in the screen below and see what happens.... - code: '{print} ''This won''t work!''' - debug: 'True' 9: header: Ready, Set, Go! text: Enjoy the adventures in level 4! - code: |- - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'SURPRISE!' - 10: - header: Debugging - text: Let's debug this code! - code: |- - {clear} - {print} What a nice day to go to the beach! - {ask} 'Do you want to build a sandcastle or swim in the ocean?' - {print} 'You would like to activity ' - {print} 'I'd like to do that too' - {print} 'Look at these beautiful seashells!' - colors {is} 'orange, silver, white, brown' - {print} 'I love the colors {at} {random} one!' - choice {is} {ask} Which one do you like? - debug: 'True' - 11: - header: Ready, Set, Go! - text: Enjoy the adventures in level 4! - 5: - 1: - header: Welcome to level 5 - text: 'In this level you will learn to use 3 new commands: `{if}`, `{else}` and `{in}`.' - 2: - header: if - text: |- - The `{if}` command allows you to choose between two options. - In this example the computer will print 'nice' if the given answer is Hedy. - If the answer is not Hedy, the computer will do nothing. - code: |- - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - 3: - header: Don't forget to print - text: |- - When using the `{if}` command, don't forget to use the `{print}` command. - This code will not work! - code: '{if} name {is} Hedy ''nice''' - debug: 'True' - 4: - header: else - text: |- - When using an `{if}` command, you can also add an `{else}` command. - If the answer is Hedy, the computer will print 'nice'. - But if the answer is something else the computer will print 'boo' - code: '{if} name {is} Hedy {print} ''nice'' {else} {print} ''boo!''' - 5: - header: Long lines - text: |- - You might have noticed that your lines can get very long when you have both an `{if}` and an `{else}` command. - - You can choose to separate commands and put them on 2 lines, like this: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - 6: - header: Another new command - text: |- - If you have practised with the `{if}` and `{else}` commands, you can also try the `{in}` command. - - With `{in}` you can let the computer check if an item is in a list, for example: - - Please note that Hedy is case sensitive. This means that if you answer "Green" instead of "green", Hedy will print "meh". - code: |- - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - 7: - header: Debugging - text: Let's debug this code! - code: |- - {print} Welcome to HedyAir Security! - boarding_pass {is} {ask} 'Do you have your boarding pass?' - {if} bording_pass yes {print} Great! - {else} Please, get your boarding pass ready. - passport {is} 'Can I see your passport, please?' - {if} passport {is} yes 'thank you' - {else} 'You can't fly without a passport' - declare {is} {ask} Do you have anything to declare? - {if} declare {is} yes - item_to_declare {is} {ask} 'What would you like to declare' - {else} Alright - {print} Thank you. Please head to gate A22.' - debug: 'True' - 8: - header: Let's go! - text: Enjoy the adventures in level 5! - 6: - 1: - header: Welcome to level 6 - text: In this level we are adding maths to our codes. - 2: - header: Addition - text: If you want to calculate an addition, simply use the plus sign. - code: '{print} ''5 plus 5 is '' 5 + 5' - 3: - header: Subtraction - text: If you want to subtract, you can use the minus sign. - code: '{print} ''5 minus 5 is '' 5 - 5' - 4: - header: Multiplication - text: If you want to do multiplications, you can use the asterisk. - code: '{print} ''5 times 5 is '' 5 * 5' - 5: - header: Division - text: You can use the slash for division. - code: '{print} ''5 divided by 5 is '' 5 / 5' - 6: - header: Summary - text: In summary, you can use +, -, * and / to do maths. - code: |- - {print} '5 plus 5 is ' 5 + 5 - {print} '5 minus 5 is ' 5 - 5 - {print} '5 times 5 is ' 5 * 5 - {print} '5 divided by 5 is ' 5 / 5 - 7: - header: The = symbol - text: |- - From now on you can also use the = symbol instead of the `{is}` command. - This goes for both numbers and words, and it also goes after the `{if}` or `{else}` commands. - code: |- - name = Hedy - answer = 20 + 4 - 8: - header: Calculations with variables - text: 'You can use calculations with numbers, but you can also use variables to do calculations, like this:' - code: |- - number_1 = {ask} 'Fill in the first number:' - number_2 = {ask} 'Fill in the second number:' - correct_answer = number_1 * number_2 - {print} number_1 ' times ' number_2 ' is ' correct_answer - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'This is the water park ticket machine' - {print} 'Price list: Children under 12 $3, Adults $5' - {print} 'Mondays are 25% off' - amount_of_children = 'How many kids tickets would you like?' - amount_of_adults = 'How many adult tickets would you like?' - day_of_the_week = {ask} 'What day is it?' - {clear} - child_price = amount of children * 3 - adult_price = amount_of_adults + 5 - total_price = adult_price * child_price - {if} day {is} monday - total_price = total_price * 0.25 - {print} 'That will be total_price please' - debug: 'True' - 10: - header: Let's get to work! - text: Enjoy the adventures in level 6! - 7: - 1: - header: Welcome to level 7 - text: In this level you will learn how to repeat a line of code as many times a you'd like. - 2: - header: repeat 3 times - text: |- - If you want to repeat a line of code, you can use the `{repeat}` 3 `{times}` code. - If you want to repeat the line more times, simply change the number. - - For example: If you are programming a story where your character shouts for help for 5 times, it could look like this: - code: |- - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - 3: - header: Don't forget the print command - text: When using the repeat command, do not forget the `{print}` command. - code: '{repeat} 5 {times} ''Help!''' - debug: 'True' - 4: - header: Repeat an ask command - text: You can also repeat an `{ask}`, `{if}` or `{else}` command multiple times. - code: |- - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - 5: - header: Debugging - text: Let's debug this code! - code: |- - {print} You gave stranded on a desert island. - {repeat} 3 'Help!' - rescued = {ask} Has anybody come to the rescue? - {if} rescued yes {is} - {print} Lucky! - {else} {repeat} 3 {times} 'HELP!' - rescued = 'What about now?' - {if} yes - {print} 'Hurray! - {else} 'That's a shame... Oh well... time to build a shelter and find some food.' - debug: 'True' - 6: - header: Ready Set Go! - text: Enjoy the adventures in level 7! - 8: - 1: - header: Welcome to level 8 - text: In this level you will learn to use indentation to make the `{repeat}`, `{if}` and `{else}` commands work for multiple lines of code. - 2: - header: '{repeat} commands before' - text: |- - In the previous levels, the `{repeat}` command looked like this: - - You could only repeat one line of code. - code: '{repeat} 5 {times} {print} ''Help!''' - debug: 'True' - 3: - header: '{repeat} commands now' - text: |- - In this level you can repeat multiple lines of code. To do this you must tell the computer which lines belong together and should be repeated. - You do this by using indentation. - - Use 4 spaces (or one tab) at the beginning of each line that you want to repeat, like this: - code: |- - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This will be printed 5 times' - 4: - header: '{repeat} commands now' - text: |- - If you want to, you can continue after the `{repeat}` command without indentation. - The lines that do not start with indentation will not be repeated. - code: |- - {repeat} 3 {times} - {print} 'Hello!' - {print} 'We are done repeating!' - 5: - header: if and else before - text: |- - The same goes for the `{if}` and `{else}` commands. - These were the commands before: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - debug: 'True' - 6: - header: if and else now - text: |- - These are the `{if}` and `{else}` commands now. - Each line after the `{if}` and `{else}` commands start with indentation. - code: |- - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {else} - {print} 'Welcome programmer!' - 7: - header: stopping the indentation - text: Just like with the `{repeat}` command, you can stop using indentation and the lines will always be shown. Not just if the statement is true. - code: "name = {ask} 'What is your name?'\n{if} name {is} Hedy\n {print} 'Welcome Hedy'\n{else}\n {print} 'Welcome programmer!' \n{print} '3..2..1.. Start programming!'" - 8: - header: if statements inside if statements - text: |- - You might have thought of trying to put an if command inside a repeat command, or inside another if command. - For now, this is not possible yet. In the higher levels, it will be allowed, but for now let's focus on practising the `{if}` `{else}` and `{repeat}` commands with proper indentation first. - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'HedyWheels bus tickets machine' - zone_1 = Town Hall, Library, Campus, Market Place - zone_2 = Swimming Pool, Skate Park, Mall, Airport - destination = 'Where do you want to go?' - {if} destination {in} zone 1 - {print} destination 'is in zone 1' - price = 3 euros - {if} destination {is} zone_2 - {print} destination 'is in zone 2' - price = 6 - ticket_types = {ask} 'Press 1 for a single use ticket. - Press 2 for a round trip ticket:' - {if} ticket_type = 1 - {print} 'You chose a single use ticket' - {else} - {print} You chose a round trip ticket' - price * 2 - {print} 'That will be ' price ' euros please' - debug: 'True' - 10: - header: Let's check out the adventures! - text: Enjoy the adventures in level 8! - 9: - 1: - header: Welcome to level 9 - text: |- - In this level you can use multiple lines of code after an `{if}` or after a `{repeat}` command. - - You can even put a `{repeat}` command within another `{repeat}` command. - 2: - header: Multiple lines after `{repeat}` - text: You are allowed to combine `{repeat}` and `{if}` in this level. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 3: - header: Indentation matters! - text: Indentation is very important to tell the computer which lines should be repeated and which lines should only be ran once. - code: |- - {repeat} 3 {times} - {print} 'This line will be repeated...' - {print} 'This one too...' - {print} 'but this one will not!' - 4: - header: Multiple lines after `{if}` - text: You can also use multiple lines after `{if}` - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - 5: - header: Indentation matters - text: Again, indentation is still very important and can make a big difference in the code. - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - 6: - header: An `{if}` inside a `{repeat}` - text: |- - Now that you can use multiple lines of code after these command, you can also put them within each other. - Check it out: - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 7: - header: Mind the indentation - text: Mind that the fourth and sixth line of this code starts with 8 spaces of indentation. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Welcome to HedyJumps, your parachute jump adventure!' - people = {ask} 'How many people are you jumping with today? - {print} 'We'll ask all of you some questions for safety reasons.' - extra_instructions_people = a, b - {repeat} 3 {times} - name = {ask} 'What is your name?' - jumped_before = 'Have you ever done a parachute jump before, ' name '?' - {if} jumped_before no - {print} 'No worries, you'll get an extra safety instruction in room 13' - {add} name {to} extra_instructions_people - {else} - {print} 'Fun!' - {print} 'Thanks for filling in the safety questions everyone. Enjoy your jump!' - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 9! - 10: - 1: - header: Welcome to level 10 - text: 'In this level you will learn a new command: `{for}`.' - 2: - header: The for command - text: With for you can make a list and use all items on that list. `{for}` creates a block, like repeat and if so all lines in the block need to start with indentation (4 spaces). - code: |- - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - 3: - header: The for command - text: 'Here you see another example of the `{for}` command:' - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - 4: - header: Debugging - text: Let's debug this code - code: |- - {print} 'Ladies and gentlemen!' - {print} 'For one night and one night only in circus Hedy!' - acts = shoot out of a canon, walk the tightrope, pack themself in a suitcase, - people = Iris the Incredible Achmed the Amazing Francis the Fantastic - {for} people {in} acts - chosen_person {is} people {random} - chosen_person ' will ' act - {add} chosen_person {from} people - {print} 'Come and watch our show tonight!' - {print} 'Tickets are only available at the counter - debug: 'True' - 5: - header: Time to program! - text: Enjoy the adventures in level 10! - 11: - 1: - header: Welcome to level 11 - text: |- - In this level, we add a new form of the `{for}` command. In earlier levels, we used for with a list, but we can also use for with numbers. - - This way we don't need the `{repeat}` command anymore. - 2: - header: The for command - text: 'This is what the new for command looks like:' - code: |- - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - 3: - header: the variable i - text: |- - In the previous slide the variable was named 'counter', because it was counting down. - You can of course use any name for the variable you want. - The standard name for variables in this situation that is used in programming languages like Python is 'i'. - That looks like this: - code: |- - number = 10 - {for} i {in} {range} 1 {to} 10 - {print} i * number - 4: - header: Debugging - text: Let's debug this code! - code: |- - factor {is} {ask} 'Which table of multiplication do you need?' - {repeat} {for} numbers {in} {range} 1 {to} 10 {times} - {print} This is the table of multiplications for factor - {print} number ' x ' factor ' = ' i * factor - debug: 'True' - 5: - header: Let's start programming! - text: Enjoy the adventures in level 11! - 12: - 1: - header: Welcome to level 12 - text: |- - From this level on you are allowed to use decimal numbers and there are some changes to the quotation marks. - You can also use functions from this level on! - 2: - header: Quotation marks - text: |- - This level makes some changes to the usage of quotation marks. - From now on, **all texts** need to be in quotation marks. This includes values of variables, items on lists and text after {if} commands. - code: |- - name = 'Hedy the Robot' - {print} 'Hello ' name - 3: - header: Decimal numbers - text: |- - From this level on you are also allowed to use decimal numbers. This can make programs like your restaurant even better! - - Numbers do not need quotation marks. - code: |- - {print} 'decimal numbers now need to use a dot' - {print} 2.5 + 2.5 - 4: - header: Functions! - text: |- - In this level you'll learn how to use functions. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. To create a function, use define and give the function a name. Then put all the lines you want in the function in a indented block under the define line. Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use call with the function's name to call it up! We don't have to type that block of code again. - 5: - header: Twinkle Twinkle little star! - text: |- - In this program you see an example of a function. - Let's see what happens if you fill in the rest of the song! - code: |- - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} twinkle - 6: - header: Functions - text: As you could see in the example a function is a block of code that can be called anytime. You use `{define}` to set the function and `{call}` to use it. - 7: - header: Debugging - text: Let's debug this code! - code: |- - {call} new_member - {print} 'Hi new member!' - username = {ask} 'What is your username?' - password = 'What is your password?' - {print} 'Welcome to our club!' - - username = {ask} 'Please enter your username. Are you a new member? Type New Member' - {if} username = New Member - {call} new member - {else} - password = {ask} 'Please enter password' - debug: 'True' - 8: - header: Ready to try it out? - text: Enjoy the adventures in level 12! - 13: - 1: - header: Welcome to level 13 - text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two ifs but can use and and or. - From now on you could also use arguments in your functions. - 2: - header: The and command - text: |- - The `{and}` command is always used in a combination with the {if} command. - This way you can check if 2 statements are true. For example: - code: |- - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - 3: - header: The or command - text: |- - The `{or}` works in the same way as the `{and}` command, but only 1 of the two statements has to be true. - - Let's see what happens when you change the `{and}` for `{or}`. - code: |- - name = {ask} 'what is your name?' - {if} name {is} 'Hedy' {or} name {is} 'hedy' - {print} 'Welcome!!' - 4: - header: Functions with arguments - text: Now that you've learned how to use functions, you'll learn how to use a function with an **argument**. An argument is a variable that is used within a function. It is not used outside the function. - 5: - header: Example - text: |- - In this example you see how the argument 'place' is used in the function. - Run the code and change 'ocean' and 'sea' to something else, and see what happens. - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 6: - header: Example with variable - text: |- - You can also combine functions with a question. - - What happens if you make these changes: - ``` - define song with place - print 'My Bonnie is ' place - - answer is ask 'Where is my Bonnie?' - call song with answer - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 7: - header: Even more questions! - text: |- - Now we have combined even more question with the function. Type this code and see what happens. - - Note how the variables and the arguments have the same name. This is allowed. - Does it confuse you? Just use different names, that is allowed as well. - ``` - define song with name, place - print 'My ' name ' is ' place - - name is ask 'Who?' - place is ask 'Where are they?' - call song with name, place - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {define} happiness {with} name - {print} '🥳' - {play} G - {play} A - {play} B - {print} 'Party on, ' name - {define} sadness - {print} '😞' - {play} E - {play} D - {play} C - {print} 'Hope you feel better, ' name - - name = {ask} 'What is your' name '?' - mood = {ask} 'Are you happy or sad?' - {if} mood = happy - {call} happiness {with} person - {else} mood = sad - {define} sadness {to} name - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 13! - 14: - 1: - header: Welcome to level 14 - text: In this level you'll learn some new symbols that can help you improve your programs, like >. You will also learn to work with return values of a function. - 2: - header: Symbols - text: |- - These are the new symbols you can use: - - The > means bigger than... - - The >= means bigger than or the same as... - - The < means smaller than... - - The <= means smaller than or the same as... - - You can use them like this: - code: |- - age = {ask} 'How old are you?' - {if} age < 13 - {print} 'You are younger than me!' - {else} - {print} 'You are older than me!' - 3: - header: Symbols - text: |- - You can also use: - - == is the same as. - - != is not - - == is used in `{if}` statements. - code: |- - answer = {ask} 'Do you want to learn more?' - {if} answer == 'yes' - {print} 'Go to the next adventure!' - {if} answer != 'yes' - {print} 'That is a shame!' - 4: - header: Return value - text: In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - 5: - header: Return value - text: For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - code: |- - {define} calculate_new_price {with} amount, percentage - percentage = percentage / 100 - discount_amount = amount * percentage - {return} amount - discount_amount - - old_price = {ask} 'How much is on the price tag?' - discount = {ask} 'What percentage is the discount?' - - new_price = {call} calculate_new_price {with} old_price, discount - {print} 'The new price is ' new_price ' dollar' - 6: - header: Debugging - text: Let's debug this code! - code: |- - item = 'not bought' - {print} 'I would like to buy this item' - price == {ask} 'What is the price?' - {if} price less than or the same as 10 - {print} 'Thats a great deal!' - item = 'bought' - {if} price is more than 10 {and} less than or the same as 20 - {print} 'Alright' - item = 'bought' - {if} price is more than 20 {and} less than 50 - {print} 'That is a bit much!' - {if} price is more than or the same as 50 - {print} 'No way!' - {if} item =! bought - {print} 'Shame.. I wont buy it' - {else} - {print} 'I will buy it! Thank you!' - debug: 'True' - 7: - header: Let's get to work! - text: Enjoy the adventures in level 14! - 15: - 1: - header: Welcome to level 15 - text: In this level you will learn about the `{while}` loop. - 2: - header: '{while}' - text: |- - We are going to learn a new loop, the while loop! The loop continues as long as the statement is true. So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. If the correct answer is never given, the loop will never end! - code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - 3: - header: Debugging - text: Let's debug this code! - code: |- - numbers = 1, 2 - - {for} i {in} {range} 3 {to} 50 - {add} x {to} numbers - i = + 1 - - random_number = numbers {random} - guesses = 10 - - {while} guess = 0 - answer = 'Guess my number:' - {if} answer >= random_number - {print} 'lower' - guesses = guesses -1 - {if} answer > random_number - {print} 'higher!' - guesses = guesses - {else} answer = random_number - {print} 'correct' - guesses = 10 - - debug: 'True' - 4: - header: Let's try it out! - text: Enjoy the adventures in level 15! - 16: - 1: - header: Welcome to level 16 - text: In this level you will learn about the [square brackets] and how to use them. - 2: - header: Square brackets - text: We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. The at random command can not be used anymore. - code: |- - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - 3: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Friendship test' - {subjects} = ['song', 'movie', 'food', 'drink'] - answers_player_1 = [] - answers_player_2 = [] - score = 100 - - {for} i {in} {range} 1 {to} 4 - answer = {ask} 'what is your favorite ' subjects[i] - {add} answer {to} answers_player_1 - - {print} 'Player 2, your turn!' - {for} i {in} {range} 0 {to} 4 - answer_player_2 = {ask} 'what is player 1s favorite ' subjects - {add} answer_player_2 {in} answers_player_2 - {if} answers_player_2[2] == answers_player_1[1] - {print} 'Correct!' - {else} - {print} 'Wrong!' - score = score - 25 - - {print} 'Player 2, you've scored ' score '%' - - {if} score = 100 - {print} 'You are an amazing friend' - {if} score < 100 {or} score >= 50 - {print} 'You could do better' - {else} score < 50 - {print} 'Do you even know this person?!' - debug: 'True' - 4: - text: Enjoy the adventures in level 16! - header: Let's try it out! - 17: - 1: - header: Welcome to level 17 - text: in this level you will learn how to use a colon and you will learn the elif command. - 2: - header: Colon - text: 'Now we are going to change indentation a little bit. Every time that we need an indentation, we need : at the line before the indentation.' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {else}: - {print} 'Better luck next time..' - 3: - header: Elif - text: 'In this level you can also use a new command: elif. elif is short for else if and you need it when you want to make 3 (or more!) options. Check it out!' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {elif} your_price == 'an apple pie' : - {print} 'Lovely, an apple pie!' - {else}: - {print} 'Better luck next time..' - 4: - header: Debugging - text: Let's debug this code! - code: |- - {define} ask_direction - direction = {ask} 'Where do you want to go?' - {if} direction = 'backwards' - {turn} 180 - {else} direction == 'right' - {turn} 90 - {else} direction == 'left' - {turn} 270 - {forward} 100 - - continue = 'yes' - - {while} continue == 'yes' - {print} ask_direction - {sleep} - continue = 'do you want to draw some more?' - {sleep} - debug: 'True' - 5: - text: Enjoy the adventures in level 17! - header: Let's try it out! - 18: - 1: - header: Welcome to level 18 - text: Congratulations! You have reached the last level of Hedy! The code you have created here can be copied to real Python environments like replit or PyCharm, and you can continue learning there! Note however that Python can only read English commands, so if you have been using other languages, you will need to switch to English now. - 2: - header: The Python way - text: |- - We arrived at real Python code! That means we need to use parentheses with print and range from now on. - - Also, if you want to print more than one item, you need to separate them by commas. - - The final change we will need to make to get Python code is changing ask into input. - - Click on the 'print' tab for all the examples. - editor: /hedy/18 - 3: - header: The very last adventures! - text: Enjoy the very last adventures in level 18! diff --git a/content/slides/ur.yaml b/content/slides/ur.yaml index 500760e5b0f..48046335a63 100644 --- a/content/slides/ur.yaml +++ b/content/slides/ur.yaml @@ -5,61 +5,15 @@ levels: text: Hedy ایک پروگرامنگ زبان ہے۔ 2: header: پروگرامنگ - text: |- - Programming is giving instructions to a computer, using the language of the computer. - - Such a language is called a "programming language". - 3: - header: Programming Language - text: |- - Maybe you already know some programming languages? - Some examples are: - * Scratch - * Python - * HTML - 4: - header: Programming - text: |- - If you can program, you can do many cool things: - * Build interactive stories - * Create computer drawings and draw these on paper or fabric - * Build your own apps to use on your phone - 5: - header: Programming in Hedy - text: In Hedy we use special codes, like `{print}`. - code: '{print} Welcome to Hedy!' - 6: - header: Programming in Hedy - text: Code words will be shown in pink. - code: '{print} Welcome to Hedy!' - 7: - header: Programming in Hedy - text: We start the code with the Run code button underneath the code. - code: '{print} Welcome to Hedy!' 8: - header: Programming in Hedy text: Output appears on the left-hand side. - code: '{print} Welcome to Hedy!' 9: - header: Programming in Hedy - text: The output can also be a drawing. code: |- {forward} 100 {turn} left 1: - 1: - header: Welcome to level 1! - text: |- - We will start level 1 by making stories in Hedy! - - We need three text codes to create interactive stories. 2: header: 'Hedy level 1: {print}' - text: |- - The first code that you can use in level 1 is `{print}`. - - `{print}` is used to show text on the screen. - code: '{print} Show text on the screen' 3: header: 'Hedy level 1: {ask}' text: |- @@ -84,1112 +38,32 @@ levels: text: |- with `{print}`, `{ask}` and `{echo}` you can already create a little story. This is a good time to try the Parrot, Story and Rock, Paper Scissors adventures. - code: |- - {print} Hello! - {ask} What is your name? - {echo} hello 6: - header: Programming! text: Adventures are shown in tabs. - editor: /hedy/1 7: - header: Programming! text: The yellow arrow buttons can be used to copy examples. editor: /hedy#print_command 8: header: Drawing with the turtle text: Now that we have seen at text codes, we will now look at drawing codes next. - editor: /hedy#print_command 9: header: 'Drawing with the turtle: {forward}' text: '`{forward}` is used to move the turtle forward.' - 10: - header: 'Drawing with the turtle: {forward}' - text: '`{forward}` is used to move the turtle forward.' - code: '{forward} 50' 11: - header: 'Drawing with the turtle: {turn}' - text: '`{turn}` is used to make the turtle turn left or right.' code: |- {forward} 50 {turn} left - 12: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - I am DJ Hedy - {print} What song would you like to hear? - {ask} I like that song too! - {print} Next up... {echo} - debug: 'True' - 13: - header: Let the programming fun begin! - text: Enjoy the adventures in level 1! 2: - 1: - header: Welcome to level 2 - text: |- - In this level you will learn to use variables. - - A variable is a word that can be used to store information. - - For example: a name, age or favorite sports team. - 2: - header: Variables - text: To make or 'set' a variable we use the `{is}` command - code: |- - name {is} Hedy - age {is} 15 - {print} name is age years old 3: - header: Interactive text: |- We can also set a variable by asking questions. The answer to the question is stored in the variable. This way we don't need the `{echo}` command. - code: |- - name {is} {ask} What is your name? - {print} Hello name 4: - header: Multiple variables text: Now that we use variables, we can use multiple variables instead of just one `{echo}`command. - code: |- - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - 5: - header: Sleep - text: You can also use the `{sleep}` command to pause the code for a while. - code: |- - {print} My favorite colour is... - {sleep} 2 - {print} green! - 6: - header: Sleep 5 - text: |- - You can add a number after the `{sleep}` command if you want the pause to be longer. - - If you want, you could even use a variable instead of a number to decide the duration of the sleep command. - code: |- - pause {is} 10 - {print} My favorite colour is... - {sleep} pause - {print} green! - 7: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - {print} Welcome to the donut shop! - filling {is} What kind of filling would you like? - {print} You have chosen... Filling! Yum! - topping {ask} What kind of topping would you like? - topping is delicious! - {print} I'll go get your donut. {sleep} - {print} Here you go! A filling donut with toping! - {ask} Have a nice day! - debug: 'True' - 8: - header: Let the programming fun begin! - text: Enjoy the adventures in level 2! - 3: - 1: - header: Welcome to level 3 - text: In this level you'll learn how to make a list, add and remove items form your lists and pick a random item off that list. - 2: - header: Making a list - text: |- - You make a list with `{is}`. - - Separate the items on your list with a comma. - code: animals {is} dogs, cats, kangaroos - 3: - header: At random - text: |- - You can use the list with the `{at}` `{random}` command. - The computer will randomly pick one item of the list. - Every time you run this code the output will differ. - code: |- - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - 4: - header: At random in a sentence - text: You can use the `{at}` `{random}` command in a sentence as well. - code: |- - animals {is} dogs, cats, kangaroos - {print} My favorite animal is animals {at} {random} - 5: - header: Add to - text: |- - You can add items to a list with the `{add}` `{to}` command. - - You can choose what to add to the list or you can use the `{add}` `{to}` command in combination with the `{ask}` command. - This way you can let the player decide what to add to the list. - code: |- - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - 6: - header: Remove from - text: |- - The opposite of the `{add}` `{to}` command is the `{remove}` `{from}` command. - This command removes an item from a list. - code: |- - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - 7: - header: Debugging - text: Let's debug this code! - editor: |- - music_genres {is} rock, pop, metal, indie, jazz - chosen_genre is music {at} {random} - {print} Let's listen to chosen genre - nice {ask} Do you like that genre? - {remove} chosen_genre {from} chosen_genre - second_choice {is} music_genres - {print} or do you prefer... second_choice {at} {random} - {remove} second_choice {to} music_genres - {print} I like music_genre {random} best! - debug: 'True' - 8: - header: Let's get to work! - text: Enjoy the adventures in level 3! 4: - 1: - header: Welcome to level 4 - text: In this level you will learn how to use quotation marks. - code: '{print} ''print with quotes!''' - 2: - header: Problem - text: 'In the previous levels, you might have come across this problem:' - code: |- - name {is} Sophie - {print} My name is name - debug: 'True' - 3: - header: Fixing it with quotation marks - text: |- - In this level we will fix this problem by using quotation marks. - - This also makes our code look more like 'real' Python code. - 4: - header: Quotation marks with print - text: Each time you use the `{print}` command you need to put the text that you want to appear on the screen in quotation marks. - code: '{print} ''print with quotes!''' - 5: - header: Quotation marks with ask - text: This also goes for the `{ask}` command. - code: name {is} {ask} 'name please?' - 6: - header: Quotation marks and variables - text: |- - You do not want variable names to be printed on the screen. - This is why variables should be left out of the quotation marks, like this: - code: |- - name {is} Harry - {print} 'Hello ' name - 7: - header: Quotation marks and variables - text: |- - When variable names are used in the middle of a sentence, you have to leave the variables out of the quotation marks. - The rest of the sentence however, does need quotation marks. That looks like this: - code: |- - name {is} Harry - {print} 'Hello ' name ', how are you?' - 8: - header: Quotation marks and contractions - text: |- - Be careful! Now that you are using quotation marks, you can't use apostrophes in contractions. - - Please try to print a contraction like "you're" or "I'm" in the screen below and see what happens.... - code: '{print} ''This won''t work!''' - debug: 'True' 9: header: Ready, Set, Go! text: Enjoy the adventures in level 4! - code: |- - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'SURPRISE!' - 10: - header: Debugging - text: Let's debug this code! - code: |- - {clear} - {print} What a nice day to go to the beach! - {ask} 'Do you want to build a sandcastle or swim in the ocean?' - {print} 'You would like to activity ' - {print} 'I'd like to do that too' - {print} 'Look at these beautiful seashells!' - colors {is} 'orange, silver, white, brown' - {print} 'I love the colors {at} {random} one!' - choice {is} {ask} Which one do you like? - debug: 'True' - 11: - header: Ready, Set, Go! - text: Enjoy the adventures in level 4! - 5: - 1: - header: Welcome to level 5 - text: 'In this level you will learn to use 3 new commands: `{if}`, `{else}` and `{in}`.' - 2: - header: if - text: |- - The `{if}` command allows you to choose between two options. - In this example the computer will print 'nice' if the given answer is Hedy. - If the answer is not Hedy, the computer will do nothing. - code: |- - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - 3: - header: Don't forget to print - text: |- - When using the `{if}` command, don't forget to use the `{print}` command. - This code will not work! - code: '{if} name {is} Hedy ''nice''' - debug: 'True' - 4: - header: else - text: |- - When using an `{if}` command, you can also add an `{else}` command. - If the answer is Hedy, the computer will print 'nice'. - But if the answer is something else the computer will print 'boo' - code: '{if} name {is} Hedy {print} ''nice'' {else} {print} ''boo!''' - 5: - header: Long lines - text: |- - You might have noticed that your lines can get very long when you have both an `{if}` and an `{else}` command. - - You can choose to separate commands and put them on 2 lines, like this: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - 6: - header: Another new command - text: |- - If you have practised with the `{if}` and `{else}` commands, you can also try the `{in}` command. - - With `{in}` you can let the computer check if an item is in a list, for example: - - Please note that Hedy is case sensitive. This means that if you answer "Green" instead of "green", Hedy will print "meh". - code: |- - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - 7: - header: Debugging - text: Let's debug this code! - code: |- - {print} Welcome to HedyAir Security! - boarding_pass {is} {ask} 'Do you have your boarding pass?' - {if} bording_pass yes {print} Great! - {else} Please, get your boarding pass ready. - passport {is} 'Can I see your passport, please?' - {if} passport {is} yes 'thank you' - {else} 'You can't fly without a passport' - declare {is} {ask} Do you have anything to declare? - {if} declare {is} yes - item_to_declare {is} {ask} 'What would you like to declare' - {else} Alright - {print} Thank you. Please head to gate A22.' - debug: 'True' - 8: - header: Let's go! - text: Enjoy the adventures in level 5! - 6: - 1: - header: Welcome to level 6 - text: In this level we are adding maths to our codes. - 2: - header: Addition - text: If you want to calculate an addition, simply use the plus sign. - code: '{print} ''5 plus 5 is '' 5 + 5' - 3: - header: Subtraction - text: If you want to subtract, you can use the minus sign. - code: '{print} ''5 minus 5 is '' 5 - 5' - 4: - header: Multiplication - text: If you want to do multiplications, you can use the asterisk. - code: '{print} ''5 times 5 is '' 5 * 5' - 5: - header: Division - text: You can use the slash for division. - code: '{print} ''5 divided by 5 is '' 5 / 5' - 6: - header: Summary - text: In summary, you can use +, -, * and / to do maths. - code: |- - {print} '5 plus 5 is ' 5 + 5 - {print} '5 minus 5 is ' 5 - 5 - {print} '5 times 5 is ' 5 * 5 - {print} '5 divided by 5 is ' 5 / 5 - 7: - header: The = symbol - text: |- - From now on you can also use the = symbol instead of the `{is}` command. - This goes for both numbers and words, and it also goes after the `{if}` or `{else}` commands. - code: |- - name = Hedy - answer = 20 + 4 - 8: - header: Calculations with variables - text: 'You can use calculations with numbers, but you can also use variables to do calculations, like this:' - code: |- - number_1 = {ask} 'Fill in the first number:' - number_2 = {ask} 'Fill in the second number:' - correct_answer = number_1 * number_2 - {print} number_1 ' times ' number_2 ' is ' correct_answer - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'This is the water park ticket machine' - {print} 'Price list: Children under 12 $3, Adults $5' - {print} 'Mondays are 25% off' - amount_of_children = 'How many kids tickets would you like?' - amount_of_adults = 'How many adult tickets would you like?' - day_of_the_week = {ask} 'What day is it?' - {clear} - child_price = amount of children * 3 - adult_price = amount_of_adults + 5 - total_price = adult_price * child_price - {if} day {is} monday - total_price = total_price * 0.25 - {print} 'That will be total_price please' - debug: 'True' - 10: - header: Let's get to work! - text: Enjoy the adventures in level 6! - 7: - 1: - header: Welcome to level 7 - text: In this level you will learn how to repeat a line of code as many times a you'd like. - 2: - header: repeat 3 times - text: |- - If you want to repeat a line of code, you can use the `{repeat}` 3 `{times}` code. - If you want to repeat the line more times, simply change the number. - - For example: If you are programming a story where your character shouts for help for 5 times, it could look like this: - code: |- - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - 3: - header: Don't forget the print command - text: When using the repeat command, do not forget the `{print}` command. - code: '{repeat} 5 {times} ''Help!''' - debug: 'True' - 4: - header: Repeat an ask command - text: You can also repeat an `{ask}`, `{if}` or `{else}` command multiple times. - code: |- - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - 5: - header: Debugging - text: Let's debug this code! - code: |- - {print} You gave stranded on a desert island. - {repeat} 3 'Help!' - rescued = {ask} Has anybody come to the rescue? - {if} rescued yes {is} - {print} Lucky! - {else} {repeat} 3 {times} 'HELP!' - rescued = 'What about now?' - {if} yes - {print} 'Hurray! - {else} 'That's a shame... Oh well... time to build a shelter and find some food.' - debug: 'True' - 6: - header: Ready Set Go! - text: Enjoy the adventures in level 7! - 8: - 1: - header: Welcome to level 8 - text: In this level you will learn to use indentation to make the `{repeat}`, `{if}` and `{else}` commands work for multiple lines of code. - 2: - header: '{repeat} commands before' - text: |- - In the previous levels, the `{repeat}` command looked like this: - - You could only repeat one line of code. - code: '{repeat} 5 {times} {print} ''Help!''' - debug: 'True' - 3: - header: '{repeat} commands now' - text: |- - In this level you can repeat multiple lines of code. To do this you must tell the computer which lines belong together and should be repeated. - You do this by using indentation. - - Use 4 spaces (or one tab) at the beginning of each line that you want to repeat, like this: - code: |- - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This will be printed 5 times' - 4: - header: '{repeat} commands now' - text: |- - If you want to, you can continue after the `{repeat}` command without indentation. - The lines that do not start with indentation will not be repeated. - code: |- - {repeat} 3 {times} - {print} 'Hello!' - {print} 'We are done repeating!' - 5: - header: if and else before - text: |- - The same goes for the `{if}` and `{else}` commands. - These were the commands before: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - debug: 'True' - 6: - header: if and else now - text: |- - These are the `{if}` and `{else}` commands now. - Each line after the `{if}` and `{else}` commands start with indentation. - code: |- - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {else} - {print} 'Welcome programmer!' - 7: - header: stopping the indentation - text: Just like with the `{repeat}` command, you can stop using indentation and the lines will always be shown. Not just if the statement is true. - code: "name = {ask} 'What is your name?'\n{if} name {is} Hedy\n {print} 'Welcome Hedy'\n{else}\n {print} 'Welcome programmer!' \n{print} '3..2..1.. Start programming!'" - 8: - header: if statements inside if statements - text: |- - You might have thought of trying to put an if command inside a repeat command, or inside another if command. - For now, this is not possible yet. In the higher levels, it will be allowed, but for now let's focus on practising the `{if}` `{else}` and `{repeat}` commands with proper indentation first. - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'HedyWheels bus tickets machine' - zone_1 = Town Hall, Library, Campus, Market Place - zone_2 = Swimming Pool, Skate Park, Mall, Airport - destination = 'Where do you want to go?' - {if} destination {in} zone 1 - {print} destination 'is in zone 1' - price = 3 euros - {if} destination {is} zone_2 - {print} destination 'is in zone 2' - price = 6 - ticket_types = {ask} 'Press 1 for a single use ticket. - Press 2 for a round trip ticket:' - {if} ticket_type = 1 - {print} 'You chose a single use ticket' - {else} - {print} You chose a round trip ticket' - price * 2 - {print} 'That will be ' price ' euros please' - debug: 'True' - 10: - header: Let's check out the adventures! - text: Enjoy the adventures in level 8! - 9: - 1: - header: Welcome to level 9 - text: |- - In this level you can use multiple lines of code after an `{if}` or after a `{repeat}` command. - - You can even put a `{repeat}` command within another `{repeat}` command. - 2: - header: Multiple lines after `{repeat}` - text: You are allowed to combine `{repeat}` and `{if}` in this level. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 3: - header: Indentation matters! - text: Indentation is very important to tell the computer which lines should be repeated and which lines should only be ran once. - code: |- - {repeat} 3 {times} - {print} 'This line will be repeated...' - {print} 'This one too...' - {print} 'but this one will not!' - 4: - header: Multiple lines after `{if}` - text: You can also use multiple lines after `{if}` - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - 5: - header: Indentation matters - text: Again, indentation is still very important and can make a big difference in the code. - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - 6: - header: An `{if}` inside a `{repeat}` - text: |- - Now that you can use multiple lines of code after these command, you can also put them within each other. - Check it out: - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 7: - header: Mind the indentation - text: Mind that the fourth and sixth line of this code starts with 8 spaces of indentation. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Welcome to HedyJumps, your parachute jump adventure!' - people = {ask} 'How many people are you jumping with today? - {print} 'We'll ask all of you some questions for safety reasons.' - extra_instructions_people = a, b - {repeat} 3 {times} - name = {ask} 'What is your name?' - jumped_before = 'Have you ever done a parachute jump before, ' name '?' - {if} jumped_before no - {print} 'No worries, you'll get an extra safety instruction in room 13' - {add} name {to} extra_instructions_people - {else} - {print} 'Fun!' - {print} 'Thanks for filling in the safety questions everyone. Enjoy your jump!' - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 9! - 10: - 1: - header: Welcome to level 10 - text: 'In this level you will learn a new command: `{for}`.' - 2: - header: The for command - text: With for you can make a list and use all items on that list. `{for}` creates a block, like repeat and if so all lines in the block need to start with indentation (4 spaces). - code: |- - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - 3: - header: The for command - text: 'Here you see another example of the `{for}` command:' - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - 4: - header: Debugging - text: Let's debug this code - code: |- - {print} 'Ladies and gentlemen!' - {print} 'For one night and one night only in circus Hedy!' - acts = shoot out of a canon, walk the tightrope, pack themself in a suitcase, - people = Iris the Incredible Achmed the Amazing Francis the Fantastic - {for} people {in} acts - chosen_person {is} people {random} - chosen_person ' will ' act - {add} chosen_person {from} people - {print} 'Come and watch our show tonight!' - {print} 'Tickets are only available at the counter - debug: 'True' - 5: - header: Time to program! - text: Enjoy the adventures in level 10! - 11: - 1: - header: Welcome to level 11 - text: |- - In this level, we add a new form of the `{for}` command. In earlier levels, we used for with a list, but we can also use for with numbers. - - This way we don't need the `{repeat}` command anymore. - 2: - header: The for command - text: 'This is what the new for command looks like:' - code: |- - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - 3: - header: the variable i - text: |- - In the previous slide the variable was named 'counter', because it was counting down. - You can of course use any name for the variable you want. - The standard name for variables in this situation that is used in programming languages like Python is 'i'. - That looks like this: - code: |- - number = 10 - {for} i {in} {range} 1 {to} 10 - {print} i * number - 4: - header: Debugging - text: Let's debug this code! - code: |- - factor {is} {ask} 'Which table of multiplication do you need?' - {repeat} {for} numbers {in} {range} 1 {to} 10 {times} - {print} This is the table of multiplications for factor - {print} number ' x ' factor ' = ' i * factor - debug: 'True' - 5: - header: Let's start programming! - text: Enjoy the adventures in level 11! - 12: - 1: - header: Welcome to level 12 - text: |- - From this level on you are allowed to use decimal numbers and there are some changes to the quotation marks. - You can also use functions from this level on! - 2: - header: Quotation marks - text: |- - This level makes some changes to the usage of quotation marks. - From now on, **all texts** need to be in quotation marks. This includes values of variables, items on lists and text after {if} commands. - code: |- - name = 'Hedy the Robot' - {print} 'Hello ' name - 3: - header: Decimal numbers - text: |- - From this level on you are also allowed to use decimal numbers. This can make programs like your restaurant even better! - - Numbers do not need quotation marks. - code: |- - {print} 'decimal numbers now need to use a dot' - {print} 2.5 + 2.5 - 4: - header: Functions! - text: |- - In this level you'll learn how to use functions. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. To create a function, use define and give the function a name. Then put all the lines you want in the function in a indented block under the define line. Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use call with the function's name to call it up! We don't have to type that block of code again. - 5: - header: Twinkle Twinkle little star! - text: |- - In this program you see an example of a function. - Let's see what happens if you fill in the rest of the song! - code: |- - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} twinkle - 6: - header: Functions - text: As you could see in the example a function is a block of code that can be called anytime. You use `{define}` to set the function and `{call}` to use it. - 7: - header: Debugging - text: Let's debug this code! - code: |- - {call} new_member - {print} 'Hi new member!' - username = {ask} 'What is your username?' - password = 'What is your password?' - {print} 'Welcome to our club!' - - username = {ask} 'Please enter your username. Are you a new member? Type New Member' - {if} username = New Member - {call} new member - {else} - password = {ask} 'Please enter password' - debug: 'True' - 8: - header: Ready to try it out? - text: Enjoy the adventures in level 12! - 13: - 1: - header: Welcome to level 13 - text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two ifs but can use and and or. - From now on you could also use arguments in your functions. - 2: - header: The and command - text: |- - The `{and}` command is always used in a combination with the {if} command. - This way you can check if 2 statements are true. For example: - code: |- - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - 3: - header: The or command - text: |- - The `{or}` works in the same way as the `{and}` command, but only 1 of the two statements has to be true. - - Let's see what happens when you change the `{and}` for `{or}`. - code: |- - name = {ask} 'what is your name?' - {if} name {is} 'Hedy' {or} name {is} 'hedy' - {print} 'Welcome!!' - 4: - header: Functions with arguments - text: Now that you've learned how to use functions, you'll learn how to use a function with an **argument**. An argument is a variable that is used within a function. It is not used outside the function. - 5: - header: Example - text: |- - In this example you see how the argument 'place' is used in the function. - Run the code and change 'ocean' and 'sea' to something else, and see what happens. - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 6: - header: Example with variable - text: |- - You can also combine functions with a question. - - What happens if you make these changes: - ``` - define song with place - print 'My Bonnie is ' place - - answer is ask 'Where is my Bonnie?' - call song with answer - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 7: - header: Even more questions! - text: |- - Now we have combined even more question with the function. Type this code and see what happens. - - Note how the variables and the arguments have the same name. This is allowed. - Does it confuse you? Just use different names, that is allowed as well. - ``` - define song with name, place - print 'My ' name ' is ' place - - name is ask 'Who?' - place is ask 'Where are they?' - call song with name, place - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {define} happiness {with} name - {print} '🥳' - {play} G - {play} A - {play} B - {print} 'Party on, ' name - {define} sadness - {print} '😞' - {play} E - {play} D - {play} C - {print} 'Hope you feel better, ' name - - name = {ask} 'What is your' name '?' - mood = {ask} 'Are you happy or sad?' - {if} mood = happy - {call} happiness {with} person - {else} mood = sad - {define} sadness {to} name - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 13! - 14: - 1: - header: Welcome to level 14 - text: In this level you'll learn some new symbols that can help you improve your programs, like >. You will also learn to work with return values of a function. - 2: - header: Symbols - text: |- - These are the new symbols you can use: - - The > means bigger than... - - The >= means bigger than or the same as... - - The < means smaller than... - - The <= means smaller than or the same as... - - You can use them like this: - code: |- - age = {ask} 'How old are you?' - {if} age < 13 - {print} 'You are younger than me!' - {else} - {print} 'You are older than me!' - 3: - header: Symbols - text: |- - You can also use: - - == is the same as. - - != is not - - == is used in `{if}` statements. - code: |- - answer = {ask} 'Do you want to learn more?' - {if} answer == 'yes' - {print} 'Go to the next adventure!' - {if} answer != 'yes' - {print} 'That is a shame!' - 4: - header: Return value - text: In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - 5: - header: Return value - text: For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - code: |- - {define} calculate_new_price {with} amount, percentage - percentage = percentage / 100 - discount_amount = amount * percentage - {return} amount - discount_amount - - old_price = {ask} 'How much is on the price tag?' - discount = {ask} 'What percentage is the discount?' - - new_price = {call} calculate_new_price {with} old_price, discount - {print} 'The new price is ' new_price ' dollar' - 6: - header: Debugging - text: Let's debug this code! - code: |- - item = 'not bought' - {print} 'I would like to buy this item' - price == {ask} 'What is the price?' - {if} price less than or the same as 10 - {print} 'Thats a great deal!' - item = 'bought' - {if} price is more than 10 {and} less than or the same as 20 - {print} 'Alright' - item = 'bought' - {if} price is more than 20 {and} less than 50 - {print} 'That is a bit much!' - {if} price is more than or the same as 50 - {print} 'No way!' - {if} item =! bought - {print} 'Shame.. I wont buy it' - {else} - {print} 'I will buy it! Thank you!' - debug: 'True' - 7: - header: Let's get to work! - text: Enjoy the adventures in level 14! - 15: - 1: - header: Welcome to level 15 - text: In this level you will learn about the `{while}` loop. - 2: - header: '{while}' - text: |- - We are going to learn a new loop, the while loop! The loop continues as long as the statement is true. So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. If the correct answer is never given, the loop will never end! - code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - 3: - header: Debugging - text: Let's debug this code! - code: |- - numbers = 1, 2 - - {for} i {in} {range} 3 {to} 50 - {add} x {to} numbers - i = + 1 - - random_number = numbers {random} - guesses = 10 - - {while} guess = 0 - answer = 'Guess my number:' - {if} answer >= random_number - {print} 'lower' - guesses = guesses -1 - {if} answer > random_number - {print} 'higher!' - guesses = guesses - {else} answer = random_number - {print} 'correct' - guesses = 10 - - debug: 'True' - 4: - header: Let's try it out! - text: Enjoy the adventures in level 15! - 16: - 1: - header: Welcome to level 16 - text: In this level you will learn about the [square brackets] and how to use them. - 2: - header: Square brackets - text: We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. The at random command can not be used anymore. - code: |- - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - 3: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Friendship test' - {subjects} = ['song', 'movie', 'food', 'drink'] - answers_player_1 = [] - answers_player_2 = [] - score = 100 - - {for} i {in} {range} 1 {to} 4 - answer = {ask} 'what is your favorite ' subjects[i] - {add} answer {to} answers_player_1 - - {print} 'Player 2, your turn!' - {for} i {in} {range} 0 {to} 4 - answer_player_2 = {ask} 'what is player 1s favorite ' subjects - {add} answer_player_2 {in} answers_player_2 - {if} answers_player_2[2] == answers_player_1[1] - {print} 'Correct!' - {else} - {print} 'Wrong!' - score = score - 25 - - {print} 'Player 2, you've scored ' score '%' - - {if} score = 100 - {print} 'You are an amazing friend' - {if} score < 100 {or} score >= 50 - {print} 'You could do better' - {else} score < 50 - {print} 'Do you even know this person?!' - debug: 'True' - 4: - text: Enjoy the adventures in level 16! - header: Let's try it out! - 17: - 1: - header: Welcome to level 17 - text: in this level you will learn how to use a colon and you will learn the elif command. - 2: - header: Colon - text: 'Now we are going to change indentation a little bit. Every time that we need an indentation, we need : at the line before the indentation.' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {else}: - {print} 'Better luck next time..' - 3: - header: Elif - text: 'In this level you can also use a new command: elif. elif is short for else if and you need it when you want to make 3 (or more!) options. Check it out!' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {elif} your_price == 'an apple pie' : - {print} 'Lovely, an apple pie!' - {else}: - {print} 'Better luck next time..' - 4: - header: Debugging - text: Let's debug this code! - code: |- - {define} ask_direction - direction = {ask} 'Where do you want to go?' - {if} direction = 'backwards' - {turn} 180 - {else} direction == 'right' - {turn} 90 - {else} direction == 'left' - {turn} 270 - {forward} 100 - - continue = 'yes' - - {while} continue == 'yes' - {print} ask_direction - {sleep} - continue = 'do you want to draw some more?' - {sleep} - debug: 'True' - 5: - header: Let's try it out! - text: Enjoy the adventures in level 17! - 18: - 1: - header: Welcome to level 18 - text: Congratulations! You have reached the last level of Hedy! The code you have created here can be copied to real Python environments like replit or PyCharm, and you can continue learning there! Note however that Python can only read English commands, so if you have been using other languages, you will need to switch to English now. - 2: - header: The Python way - text: |- - We arrived at real Python code! That means we need to use parentheses with print and range from now on. - - Also, if you want to print more than one item, you need to separate them by commas. - - The final change we will need to make to get Python code is changing ask into input. - - Click on the 'print' tab for all the examples. - editor: /hedy/18 - 3: - header: The very last adventures! - text: Enjoy the very last adventures in level 18! diff --git a/content/slides/uz.yaml b/content/slides/uz.yaml index d8450538917..0967ef424bc 100644 --- a/content/slides/uz.yaml +++ b/content/slides/uz.yaml @@ -1,1203 +1 @@ -levels: - 0: - 1: - header: Welcome to Hedy! - text: Hedy is a programming language. - 2: - header: Programming - text: |- - Programming is giving instructions to a computer, using the language of the computer. - - Such a language is called a "programming language". - 3: - header: Programming Language - text: |- - Maybe you already know some programming languages? - Some examples are: - * Scratch - * Python - * HTML - 4: - header: Programming - text: |- - If you can program, you can do many cool things: - * Build interactive stories - * Create computer drawings and draw these on paper or fabric - * Build your own apps to use on your phone - 5: - header: Programming in Hedy - text: In Hedy we use special codes, like `{print}`. - code: '{print} Welcome to Hedy!' - 6: - header: Programming in Hedy - text: Code words will be shown in pink. - code: '{print} Welcome to Hedy!' - 7: - header: Programming in Hedy - text: We start the code with the Run code button underneath the code. - code: '{print} Welcome to Hedy!' - 8: - header: Programming in Hedy - text: Output appears on the right-hand side. - code: '{print} Welcome to Hedy!' - 9: - header: Programming in Hedy - text: The output can also be a drawing. - code: |- - {forward} 100 - {turn} {left} - 1: - 1: - header: Welcome to level 1! - text: |- - We will start level 1 by making stories in Hedy! - - We need three text codes to create interactive stories. - 2: - header: '{print}' - text: |- - The first code that you can use in level 1 is `{print}`. - - `{print}` is used to show text on the screen. - code: '{print} Show text on the screen' - 3: - header: The {print} command - text: |- - You can change the text after the print command to whatever you want. - - Or you could print multiple lines by adding another line of code that also starts with `{print}`. - code: |- - {print} Welcome to Hedy! - {print} Start programming now! - 4: - header: '{ask}' - text: |- - The second code that you can use in level 1 is `{ask}`. - - `{ask}` is used to ask a question that can be answered. - code: |- - {print} Welcome to your own rock scissors paper! - {ask} What will you choose? - 5: - header: '{echo}' - text: |- - As you could see in the previous example. If you use the `{ask}` command, you can ask a question. - The answer, however doesn't show in the output screen. - - If you do want the answer to show, you can use the final command of this level: `{echo}`. - `{echo}` is used to repeat the answer of an `{ask}`. - code: |- - {print} Hello! - {ask} What is your name? - {echo} hello - 6: - header: Programming! - text: |- - With `{print}`, `{ask}` and `{echo}` you can already create a little story. - This is a good time to try the Parrot, Story and Rock, Paper Scissors adventures. - editor: /hedy/1 - 7: - header: Programming! - text: Adventures are shown in tabs. - editor: /hedy/1 - 8: - header: Programming! - text: The yellow arrow buttons can be used to copy examples. - editor: /hedy#print_command - 9: - header: Drawing with the turtle - text: Now that we have seen at text codes, we will now look at drawing codes next. - 10: - header: 'Drawing with the turtle: {forward}' - text: '`{forward}` is used to move the turtle forward.' - code: '{forward} 50' - 11: - header: 'Drawing with the turtle: {turn}' - text: '`{turn}` is used to make the turtle turn left or right.' - code: |- - {forward} 50 - {turn} {left} - 12: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - I am DJ Hedy - {print} What song would you like to hear? - {ask} I like that song too! - {print} Next up... {echo} - debug: 'True' - 13: - header: Let the programming fun begin! - text: Enjoy the adventures in level 1! - 2: - 1: - header: Welcome to level 2 - text: |- - In this level you will learn to use variables. - - A variable is a word that can be used to store information. - - For example: a name, age or favorite sports team. - 2: - header: Variables - text: To make or 'set' a variable we use the `{is}` command - code: |- - name {is} Hedy - age {is} 15 - {print} name is age years old - 3: - header: Interactive - text: |- - We can also set a variable by asking questions. - - The answer to the question is stored in the variable. - - This way we don't need the `{echo}` command. - code: |- - name {is} {ask} What is your name? - {print} Hello name - 4: - header: Multiple variables - text: Now that we use variables, we can use multiple variables instead of just one `{echo}` command. - code: |- - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - 5: - header: Sleep - text: You can also use the `{sleep}` command to pause the code for a while. - code: |- - {print} My favorite colour is... - {sleep} 2 - {print} green! - 6: - header: Sleep 5 - text: |- - You can add a number after the `{sleep}` command if you want the pause to be longer. - - If you want, you could even use a variable instead of a number to decide the duration of the sleep command. - code: |- - pause {is} 10 - {print} My favorite colour is... - {sleep} pause - {print} green! - 7: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - {print} Welcome to the donut shop! - filling {is} What kind of filling would you like? - {print} You have chosen... Filling! Yum! - topping {ask} What kind of topping would you like? - topping is delicious! - {print} I'll go get your donut. {sleep} - {print} Here you go! A filling donut with toping! - {ask} Have a nice day! - debug: 'True' - 8: - header: Let the programming fun begin! - text: Enjoy the adventures in level 2! - 3: - 1: - header: Welcome to level 3 - text: In this level you'll learn how to make a list, add and remove items form your lists and pick a random item off that list. - 2: - header: Making a list - text: |- - You make a list with `{is}`. - - Separate the items on your list with a comma. - code: animals {is} dogs, cats, kangaroos - 3: - header: At random - text: |- - You can use the list with the `{at}` `{random}` command. - The computer will randomly pick one item of the list. - Every time you run this code the output will differ. - code: |- - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - 4: - header: At random in a sentence - text: You can use the `{at}` `{random}` command in a sentence as well. - code: |- - animals {is} dogs, cats, kangaroos - {print} My favorite animal is animals {at} {random} - 5: - header: Add to - text: |- - You can add items to a list with the `{add}` `{to}` command. - - You can choose what to add to the list or you can use the `{add}` `{to}` command in combination with the `{ask}` command. - This way you can let the player decide what to add to the list. - code: |- - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - 6: - header: Remove from - text: |- - The opposite of the `{add}` `{to}` command is the `{remove}` `{from}` command. - This command removes an item from a list. - code: |- - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - 7: - header: Debugging - text: Let's debug this code! - editor: |- - music_genres {is} rock, pop, metal, indie, jazz - chosen_genre is music {at} {random} - {print} Let's listen to chosen genre - nice {ask} Do you like that genre? - {remove} chosen_genre {from} chosen_genre - second_choice {is} music_genres - {print} or do you prefer... second_choice {at} {random} - {remove} second_choice {to} music_genres - {print} I like music_genre {random} best! - debug: 'True' - 8: - header: Let's get to work! - text: Enjoy the adventures in level 3! - 4: - 1: - header: Welcome to level 4 - text: In this level you will learn how to use quotation marks. - code: '{print} ''print with quotes!''' - 2: - header: Problem - text: 'In the previous levels, you might have come across this problem:' - code: |- - name {is} Sophie - {print} My name is name - debug: 'True' - 3: - header: Fixing it with quotation marks - text: |- - In this level we will fix this problem by using quotation marks. - - This also makes our code look more like 'real' Python code. - 4: - header: Quotation marks with print - text: Each time you use the `{print}` command you need to put the text that you want to appear on the screen in quotation marks. - code: '{print} ''print with quotes!''' - 5: - header: Quotation marks with ask - text: This also goes for the `{ask}` command. - code: name {is} {ask} 'name please?' - 6: - header: Quotation marks and variables - text: |- - You do not want variable names to be printed on the screen. - This is why variables should be left out of the quotation marks, like this: - code: |- - name {is} Harry - {print} 'Hello ' name - 7: - header: Quotation marks and variables - text: |- - When variable names are used in the middle of a sentence, you have to leave the variables out of the quotation marks. - The rest of the sentence however, does need quotation marks. That looks like this: - code: |- - name {is} Harry - {print} 'Hello ' name ', how are you?' - 8: - header: Quotation marks and contractions - text: |- - Be careful! Now that you are using quotation marks, you can't use apostrophes in contractions. - - Please try to print a contraction like "you're" or "I'm" in the screen below and see what happens.... - code: '{print} ''This won''t work!''' - debug: 'True' - 9: - header: Clear - text: |- - In this level you'll also learn the {clear} command. - With this command you can wipe all the text from your output screen. - - Be careful that you always use a sleep command too. If you don't the computer will wipe all the text before you can read it! - code: |- - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'SURPRISE!' - 10: - header: Debugging - text: Let's debug this code! - code: |- - {clear} - {print} What a nice day to go to the beach! - {ask} 'Do you want to build a sandcastle or swim in the ocean?' - {print} 'You would like to activity ' - {print} 'I'd like to do that too' - {print} 'Look at these beautiful seashells!' - colors {is} 'orange, silver, white, brown' - {print} 'I love the colors {at} {random} one!' - choice {is} {ask} Which one do you like? - debug: 'True' - 11: - header: Ready, Set, Go! - text: Enjoy the adventures in level 4! - 5: - 1: - header: Welcome to level 5 - text: 'In this level you will learn to use 3 new commands: `{if}`, `{else}` and `{in}`.' - 2: - header: if - text: |- - The `{if}` command allows you to choose between two options. - In this example the computer will print 'nice' if the given answer is Hedy. - If the answer is not Hedy, the computer will do nothing. - code: |- - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - 3: - header: Don't forget to print - text: |- - When using the `{if}` command, don't forget to use the `{print}` command. - This code will not work! - code: '{if} name {is} Hedy ''nice''' - debug: 'True' - 4: - header: else - text: |- - When using an `{if}` command, you can also add an `{else}` command. - If the answer is Hedy, the computer will print 'nice'. - But if the answer is something else the computer will print 'boo' - code: '{if} name {is} Hedy {print} ''nice'' {else} {print} ''boo!''' - 5: - header: Long lines - text: |- - You might have noticed that your lines can get very long when you have both an `{if}` and an `{else}` command. - - You can choose to separate commands and put them on 2 lines, like this: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - 6: - header: Another new command - text: |- - If you have practised with the `{if}` and `{else}` commands, you can also try the `{in}` command. - - With `{in}` you can let the computer check if an item is in a list, for example: - - Please note that Hedy is case sensitive. This means that if you answer "Green" instead of "green", Hedy will print "meh". - code: |- - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - 7: - header: Debugging - text: Let's debug this code! - code: |- - {print} Welcome to HedyAir Security! - boarding_pass {is} {ask} 'Do you have your boarding pass?' - {if} bording_pass yes {print} Great! - {else} Please, get your boarding pass ready. - passport {is} 'Can I see your passport, please?' - {if} passport {is} yes 'thank you' - {else} 'You can't fly without a passport' - declare {is} {ask} Do you have anything to declare? - {if} declare {is} yes - item_to_declare {is} {ask} 'What would you like to declare' - {else} Alright - {print} Thank you. Please head to gate A22.' - debug: 'True' - 8: - header: Let's go! - text: Enjoy the adventures in level 5! - 6: - 1: - header: Welcome to level 6 - text: In this level we are adding maths to our codes. - 2: - header: Addition - text: If you want to calculate an addition, simply use the plus sign. - code: '{print} ''5 plus 5 is '' 5 + 5' - 3: - header: Subtraction - text: If you want to subtract, you can use the minus sign. - code: '{print} ''5 minus 5 is '' 5 - 5' - 4: - header: Multiplication - text: If you want to do multiplications, you can use the asterisk. - code: '{print} ''5 times 5 is '' 5 * 5' - 5: - header: Division - text: You can use the slash for division. - code: '{print} ''5 divided by 5 is '' 5 / 5' - 6: - header: Summary - text: In summary, you can use +, -, * and / to do maths. - code: |- - {print} '5 plus 5 is ' 5 + 5 - {print} '5 minus 5 is ' 5 - 5 - {print} '5 times 5 is ' 5 * 5 - {print} '5 divided by 5 is ' 5 / 5 - 7: - header: The = symbol - text: |- - From now on you can also use the = symbol instead of the `{is}` command. - This goes for both numbers and words, and it also goes after the `{if}` or `{else}` commands. - code: |- - name = Hedy - answer = 20 + 4 - 8: - header: Calculations with variables - text: 'You can use calculations with numbers, but you can also use variables to do calculations, like this:' - code: |- - number_1 = {ask} 'Fill in the first number:' - number_2 = {ask} 'Fill in the second number:' - correct_answer = number_1 * number_2 - {print} number_1 ' times ' number_2 ' is ' correct_answer - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'This is the water park ticket machine' - {print} 'Price list: Children under 12 $3, Adults $5' - {print} 'Mondays are 25% off' - amount_of_children = 'How many kids tickets would you like?' - amount_of_adults = 'How many adult tickets would you like?' - day_of_the_week = {ask} 'What day is it?' - {clear} - child_price = amount of children * 3 - adult_price = amount_of_adults + 5 - total_price = adult_price * child_price - {if} day {is} monday - total_price = total_price * 0.25 - {print} 'That will be total_price please' - debug: 'True' - 10: - header: Let's get to work! - text: Enjoy the adventures in level 6! - 7: - 1: - header: Welcome to level 7 - text: In this level you will learn how to repeat a line of code as many times a you'd like. - 2: - header: repeat 3 times - text: |- - If you want to repeat a line of code, you can use the `{repeat}` 3 `{times}` code. - If you want to repeat the line more times, simply change the number. - - For example: If you are programming a story where your character shouts for help for 5 times, it could look like this: - code: |- - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - 3: - header: Don't forget the print command - text: When using the repeat command, do not forget the `{print}` command. - code: '{repeat} 5 {times} ''Help!''' - debug: 'True' - 4: - header: Repeat an ask command - text: You can also repeat an `{ask}`, `{if}` or `{else}` command multiple times. - code: |- - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - 5: - header: Debugging - text: Let's debug this code! - code: |- - {print} You gave stranded on a desert island. - {repeat} 3 'Help!' - rescued = {ask} Has anybody come to the rescue? - {if} rescued yes {is} - {print} Lucky! - {else} {repeat} 3 {times} 'HELP!' - rescued = 'What about now?' - {if} yes - {print} 'Hurray! - {else} 'That's a shame... Oh well... time to build a shelter and find some food.' - debug: 'True' - 6: - header: Ready Set Go! - text: Enjoy the adventures in level 7! - 8: - 1: - header: Welcome to level 8 - text: In this level you will learn to use indentation to make the `{repeat}`, `{if}` and `{else}` commands work for multiple lines of code. - 2: - header: '{repeat} commands before' - text: |- - In the previous levels, the `{repeat}` command looked like this: - - You could only repeat one line of code. - code: '{repeat} 5 {times} {print} ''Help!''' - debug: 'True' - 3: - header: '{repeat} commands now' - text: |- - In this level you can repeat multiple lines of code. To do this you must tell the computer which lines belong together and should be repeated. - You do this by using indentation. - - Use 4 spaces (or one tab) at the beginning of each line that you want to repeat, like this: - code: |- - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This will be printed 5 times' - 4: - header: '{repeat} commands now' - text: |- - If you want to, you can continue after the `{repeat}` command without indentation. - The lines that do not start with indentation will not be repeated. - code: |- - {repeat} 3 {times} - {print} 'Hello!' - {print} 'We are done repeating!' - 5: - header: if and else before - text: |- - The same goes for the `{if}` and `{else}` commands. - These were the commands before: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - debug: 'True' - 6: - header: if and else now - text: |- - These are the `{if}` and `{else}` commands now. - Each line after the `{if}` and `{else}` commands start with indentation. - code: |- - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {else} - {print} 'Welcome programmer!' - 7: - header: stopping the indentation - text: Just like with the `{repeat}` command, you can stop using indentation and the lines will always be shown. Not just if the statement is true. - code: "name = {ask} 'What is your name?'\n{if} name {is} Hedy\n {print} 'Welcome Hedy'\n{else}\n {print} 'Welcome programmer!' \n{print} '3..2..1.. Start programming!'" - 8: - header: if statements inside if statements - text: |- - You might have thought of trying to put an if command inside a repeat command, or inside another if command. - For now, this is not possible yet. In the higher levels, it will be allowed, but for now let's focus on practising the `{if}` `{else}` and `{repeat}` commands with proper indentation first. - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'HedyWheels bus tickets machine' - zone_1 = Town Hall, Library, Campus, Market Place - zone_2 = Swimming Pool, Skate Park, Mall, Airport - destination = 'Where do you want to go?' - {if} destination {in} zone 1 - {print} destination 'is in zone 1' - price = 3 euros - {if} destination {is} zone_2 - {print} destination 'is in zone 2' - price = 6 - ticket_types = {ask} 'Press 1 for a single use ticket. - Press 2 for a round trip ticket:' - {if} ticket_type = 1 - {print} 'You chose a single use ticket' - {else} - {print} You chose a round trip ticket' - price * 2 - {print} 'That will be ' price ' euros please' - debug: 'True' - 10: - header: Let's check out the adventures! - text: Enjoy the adventures in level 8! - 9: - 1: - header: Welcome to level 9 - text: |- - In this level you can use multiple lines of code after an `{if}` or after a `{repeat}` command. - - You can even put a `{repeat}` command within another `{repeat}` command. - 2: - header: Multiple lines after `{repeat}` - text: You are allowed to combine `{repeat}` and `{if}` in this level. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 3: - header: Indentation matters! - text: Indentation is very important to tell the computer which lines should be repeated and which lines should only be ran once. - code: |- - {repeat} 3 {times} - {print} 'This line will be repeated...' - {print} 'This one too...' - {print} 'but this one will not!' - 4: - header: Multiple lines after `{if}` - text: You can also use multiple lines after `{if}` - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - 5: - header: Indentation matters - text: Again, indentation is still very important and can make a big difference in the code. - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - 6: - header: An `{if}` inside a `{repeat}` - text: |- - Now that you can use multiple lines of code after these command, you can also put them within each other. - Check it out: - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 7: - header: Mind the indentation - text: Mind that the fourth and sixth line of this code starts with 8 spaces of indentation. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Welcome to HedyJumps, your parachute jump adventure!' - people = {ask} 'How many people are you jumping with today? - {print} 'We'll ask all of you some questions for safety reasons.' - extra_instructions_people = a, b - {repeat} 3 {times} - name = {ask} 'What is your name?' - jumped_before = 'Have you ever done a parachute jump before, ' name '?' - {if} jumped_before no - {print} 'No worries, you'll get an extra safety instruction in room 13' - {add} name {to} extra_instructions_people - {else} - {print} 'Fun!' - {print} 'Thanks for filling in the safety questions everyone. Enjoy your jump!' - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 9! - 10: - 1: - header: Welcome to level 10 - text: 'In this level you will learn a new command: `{for}`.' - 2: - header: The for command - text: With for you can make a list and use all items on that list. `{for}` creates a block, like repeat and if so all lines in the block need to start with indentation (4 spaces). - code: |- - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - 3: - header: The for command - text: 'Here you see another example of the `{for}` command:' - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - 4: - header: Debugging - text: Let's debug this code - code: |- - {print} 'Ladies and gentlemen!' - {print} 'For one night and one night only in circus Hedy!' - acts = shoot out of a canon, walk the tightrope, pack themself in a suitcase, - people = Iris the Incredible Achmed the Amazing Francis the Fantastic - {for} people {in} acts - chosen_person {is} people {random} - chosen_person ' will ' act - {add} chosen_person {from} people - {print} 'Come and watch our show tonight!' - {print} 'Tickets are only available at the counter - debug: 'True' - 5: - header: Time to program! - text: Enjoy the adventures in level 10! - 11: - 1: - header: Welcome to level 11 - text: |- - In this level, we add a new form of the `{for}` command. In earlier levels, we used for with a list, but we can also use for with numbers. - - This way we don't need the `{repeat}` command anymore. - 2: - header: The for command - text: 'This is what the new for command looks like:' - code: |- - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - 3: - header: the variable i - text: |- - In the previous slide the variable was named 'counter', because it was counting down. - You can of course use any name for the variable you want. - The standard name for variables in this situation that is used in programming languages like Python is 'i'. - That looks like this: - code: |- - number = 10 - {for} i {in} {range} 1 {to} 10 - {print} i * number - 4: - header: Debugging - text: Let's debug this code! - code: |- - factor {is} {ask} 'Which table of multiplication do you need?' - {repeat} {for} numbers {in} {range} 1 {to} 10 {times} - {print} This is the table of multiplications for factor - {print} number ' x ' factor ' = ' i * factor - debug: 'True' - 5: - header: Let's start programming! - text: Enjoy the adventures in level 11! - 12: - 1: - header: Welcome to level 12 - text: |- - From this level on you are allowed to use decimal numbers and there are some changes to the quotation marks. - You can also use functions from this level on! - 2: - header: Quotation marks - text: |- - This level makes some changes to the usage of quotation marks. - From now on, **all texts** need to be in quotation marks. This includes values of variables, items on lists and text after {if} commands. - code: |- - name = 'Hedy the Robot' - {print} 'Hello ' name - 3: - header: Decimal numbers - text: |- - From this level on you are also allowed to use decimal numbers. This can make programs like your restaurant even better! - - Numbers do not need quotation marks. - code: |- - {print} 'decimal numbers now need to use a dot' - {print} 2.5 + 2.5 - 4: - header: Functions! - text: |- - In this level you'll learn how to use functions. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. To create a function, use define and give the function a name. Then put all the lines you want in the function in a indented block under the define line. Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use call with the function's name to call it up! We don't have to type that block of code again. - 5: - header: Twinkle Twinkle little star! - text: |- - In this program you see an example of a function. - Let's see what happens if you fill in the rest of the song! - code: |- - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} twinkle - 6: - header: Functions - text: As you could see in the example a function is a block of code that can be called anytime. You use `{define}` to set the function and `{call}` to use it. - 7: - header: Debugging - text: Let's debug this code! - code: |- - {call} new_member - {print} 'Hi new member!' - username = {ask} 'What is your username?' - password = 'What is your password?' - {print} 'Welcome to our club!' - - username = {ask} 'Please enter your username. Are you a new member? Type New Member' - {if} username = New Member - {call} new member - {else} - password = {ask} 'Please enter password' - debug: 'True' - 8: - header: Ready to try it out? - text: Enjoy the adventures in level 12! - 13: - 1: - header: Welcome to level 13 - text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two ifs but can use and and or. - From now on you could also use arguments in your functions. - 2: - header: The and command - text: |- - The `{and}` command is always used in a combination with the {if} command. - This way you can check if 2 statements are true. For example: - code: |- - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - 3: - header: The or command - text: |- - The `{or}` works in the same way as the `{and}` command, but only 1 of the two statements has to be true. - - Let's see what happens when you change the `{and}` for `{or}`. - code: |- - name = {ask} 'what is your name?' - {if} name {is} 'Hedy' {or} name {is} 'hedy' - {print} 'Welcome!!' - 4: - header: Functions with arguments - text: Now that you've learned how to use functions, you'll learn how to use a function with an **argument**. An argument is a variable that is used within a function. It is not used outside the function. - 5: - header: Example - text: |- - In this example you see how the argument 'place' is used in the function. - Run the code and change 'ocean' and 'sea' to something else, and see what happens. - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 6: - header: Example with variable - text: |- - You can also combine functions with a question. - - What happens if you make these changes: - ``` - define song with place - print 'My Bonnie is ' place - - answer is ask 'Where is my Bonnie?' - call song with answer - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 7: - header: Even more questions! - text: |- - Now we have combined even more question with the function. Type this code and see what happens. - - Note how the variables and the arguments have the same name. This is allowed. - Does it confuse you? Just use different names, that is allowed as well. - ``` - define song with name, place - print 'My ' name ' is ' place - - name is ask 'Who?' - place is ask 'Where are they?' - call song with name, place - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {define} happiness {with} name - {print} '🥳' - {play} G - {play} A - {play} B - {print} 'Party on, ' name - {define} sadness - {print} '😞' - {play} E - {play} D - {play} C - {print} 'Hope you feel better, ' name - - name = {ask} 'What is your' name '?' - mood = {ask} 'Are you happy or sad?' - {if} mood = happy - {call} happiness {with} person - {else} mood = sad - {define} sadness {to} name - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 13! - 14: - 1: - header: Welcome to level 14 - text: In this level you'll learn some new symbols that can help you improve your programs, like >. You will also learn to work with return values of a function. - 2: - header: Symbols - text: |- - These are the new symbols you can use: - - The > means bigger than... - - The >= means bigger than or the same as... - - The < means smaller than... - - The <= means smaller than or the same as... - - You can use them like this: - code: |- - age = {ask} 'How old are you?' - {if} age < 13 - {print} 'You are younger than me!' - {else} - {print} 'You are older than me!' - 3: - header: Symbols - text: |- - You can also use: - - == is the same as. - - != is not - - == is used in `{if}` statements. - code: |- - answer = {ask} 'Do you want to learn more?' - {if} answer == 'yes' - {print} 'Go to the next adventure!' - {if} answer != 'yes' - {print} 'That is a shame!' - 4: - header: Return value - text: In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - 5: - header: Return value - text: For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - code: |- - {define} calculate_new_price {with} amount, percentage - percentage = percentage / 100 - discount_amount = amount * percentage - {return} amount - discount_amount - - old_price = {ask} 'How much is on the price tag?' - discount = {ask} 'What percentage is the discount?' - - new_price = {call} calculate_new_price {with} old_price, discount - {print} 'The new price is ' new_price ' dollar' - 6: - header: Debugging - text: Let's debug this code! - code: |- - item = 'not bought' - {print} 'I would like to buy this item' - price == {ask} 'What is the price?' - {if} price less than or the same as 10 - {print} 'Thats a great deal!' - item = 'bought' - {if} price is more than 10 {and} less than or the same as 20 - {print} 'Alright' - item = 'bought' - {if} price is more than 20 {and} less than 50 - {print} 'That is a bit much!' - {if} price is more than or the same as 50 - {print} 'No way!' - {if} item =! bought - {print} 'Shame.. I wont buy it' - {else} - {print} 'I will buy it! Thank you!' - debug: 'True' - 7: - header: Let's get to work! - text: Enjoy the adventures in level 14! - 15: - 1: - header: Welcome to level 15 - text: In this level you will learn about the `{while}` loop. - 2: - header: '{while}' - text: |- - We are going to learn a new loop, the while loop! The loop continues as long as the statement is true. So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. If the correct answer is never given, the loop will never end! - code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - 3: - header: Debugging - text: Let's debug this code! - code: |- - numbers = 1, 2 - - {for} i {in} {range} 3 {to} 50 - {add} x {to} numbers - i = + 1 - - random_number = numbers {random} - guesses = 10 - - {while} guess = 0 - answer = 'Guess my number:' - {if} answer >= random_number - {print} 'lower' - guesses = guesses -1 - {if} answer > random_number - {print} 'higher!' - guesses = guesses - {else} answer = random_number - {print} 'correct' - guesses = 10 - - debug: 'True' - 4: - header: Let's try it out! - text: Enjoy the adventures in level 15! - 16: - 1: - header: Welcome to level 16 - text: In this level you will learn about the [square brackets] and how to use them. - 2: - header: Square brackets - text: We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. The at random command can not be used anymore. - code: |- - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - 3: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Friendship test' - {subjects} = ['song', 'movie', 'food', 'drink'] - answers_player_1 = [] - answers_player_2 = [] - score = 100 - - {for} i {in} {range} 1 {to} 4 - answer = {ask} 'what is your favorite ' subjects[i] - {add} answer {to} answers_player_1 - - {print} 'Player 2, your turn!' - {for} i {in} {range} 0 {to} 4 - answer_player_2 = {ask} 'what is player 1s favorite ' subjects - {add} answer_player_2 {in} answers_player_2 - {if} answers_player_2[2] == answers_player_1[1] - {print} 'Correct!' - {else} - {print} 'Wrong!' - score = score - 25 - - {print} 'Player 2, you've scored ' score '%' - - {if} score = 100 - {print} 'You are an amazing friend' - {if} score < 100 {or} score >= 50 - {print} 'You could do better' - {else} score < 50 - {print} 'Do you even know this person?!' - debug: 'True' - 4: - header: Let's try it out! - text: Enjoy the adventures in level 16! - 17: - 1: - header: Welcome to level 17 - text: in this level you will learn how to use a colon and you will learn the elif command. - 2: - header: Colon - text: 'Now we are going to change indentation a little bit. Every time that we need an indentation, we need : at the line before the indentation.' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {else}: - {print} 'Better luck next time..' - 3: - header: Elif - text: 'In this level you can also use a new command: elif. elif is short for else if and you need it when you want to make 3 (or more!) options. Check it out!' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {elif} your_price == 'an apple pie' : - {print} 'Lovely, an apple pie!' - {else}: - {print} 'Better luck next time..' - 4: - header: Debugging - text: Let's debug this code! - code: |- - {define} ask_direction - direction = {ask} 'Where do you want to go?' - {if} direction = 'backwards' - {turn} 180 - {else} direction == 'right' - {turn} 90 - {else} direction == 'left' - {turn} 270 - {forward} 100 - - continue = 'yes' - - {while} continue == 'yes' - {print} ask_direction - {sleep} - continue = 'do you want to draw some more?' - {sleep} - debug: 'True' - 5: - header: Let's try it out! - text: Enjoy the adventures in level 17! - 18: - 1: - header: Welcome to level 18 - text: Congratulations! You have reached the last level of Hedy! The code you have created here can be copied to real Python environments like replit or PyCharm, and you can continue learning there! Note however that Python can only read English commands, so if you have been using other languages, you will need to switch to English now. - 2: - header: The Python way - text: |- - We arrived at real Python code! That means we need to use parentheses with print and range from now on. - - Also, if you want to print more than one item, you need to separate them by commas. - - The final change we will need to make to get Python code is changing ask into input. - - Click on the 'print' tab for all the examples. - editor: /hedy/18 - 3: - header: The very last adventures! - text: Enjoy the very last adventures in level 18! +{} diff --git a/content/slides/vi.yaml b/content/slides/vi.yaml index dc100e4fd29..34a38c11381 100644 --- a/content/slides/vi.yaml +++ b/content/slides/vi.yaml @@ -19,47 +19,24 @@ levels: * HTML 4: header: Lập trình - text: |- - If you can program, you can do many cool things: - * Build interactive stories - * Create computer drawings and draw these on paper or fabric - * Build your own apps to use on your phone 5: header: Lập trình bằng ngôn ngữ Hedy - text: In Hedy we use special codes, like `{print}`. code: '{print} Chào mừng đến với Hedy!' 6: header: Lập trình bằng ngôn ngữ Hedy - text: Code words will be shown in pink. - code: '{print} Welcome to Hedy!' 7: header: Lập trình bằng ngôn ngữ Hedy - text: We start the code with the Run code button underneath the code. - code: '{print} Welcome to Hedy!' 8: header: Lập trình bằng ngôn ngữ Hedy text: Output appears on the left-hand side. - code: '{print} Welcome to Hedy!' 9: header: Lập trình bằng ngôn ngữ Hedy - text: The output can also be a drawing. code: |- {forward} 100 {turn} left 1: - 1: - header: Welcome to level 1! - text: |- - We will start level 1 by making stories in Hedy! - - We need three text codes to create interactive stories. 2: header: 'Hedy level 1: {print}' - text: |- - The first code that you can use in level 1 is `{print}`. - - `{print}` is used to show text on the screen. - code: '{print} Show text on the screen' 3: header: 'Hedy level 1: {ask}' text: |- @@ -84,1112 +61,85 @@ levels: text: |- with `{print}`, `{ask}` and `{echo}` you can already create a little story. This is a good time to try the Parrot, Story and Rock, Paper Scissors adventures. - code: |- - {print} Hello! - {ask} What is your name? - {echo} hello 6: - header: Programming! text: Adventures are shown in tabs. - editor: /hedy/1 7: - header: Programming! text: The yellow arrow buttons can be used to copy examples. editor: /hedy#print_command 8: header: Drawing with the turtle text: Now that we have seen at text codes, we will now look at drawing codes next. - editor: /hedy#print_command 9: header: 'Drawing with the turtle: {forward}' text: '`{forward}` is used to move the turtle forward.' - 10: - header: 'Drawing with the turtle: {forward}' - text: '`{forward}` is used to move the turtle forward.' - code: '{forward} 50' 11: - header: 'Drawing with the turtle: {turn}' - text: '`{turn}` is used to make the turtle turn left or right.' code: |- {forward} 50 {turn} left 12: header: Gỡ lỗi text: Gỡ lỗi (hay sửa lỗi) trong lập trình là việc loại bỏ các lỗi sai trong mã nguồn. Hãy cùng gỡ lỗi nào! Nhấn vào nút hình bọ rùa (🐞) để khởi động trình gỡ lỗi. - code: |- - I am DJ Hedy - {print} What song would you like to hear? - {ask} I like that song too! - {print} Next up... {echo} - debug: 'True' - 13: - header: Let the programming fun begin! - text: Enjoy the adventures in level 1! 2: - 1: - header: Welcome to level 2 - text: |- - In this level you will learn to use variables. - - A variable is a word that can be used to store information. - - For example: a name, age or favorite sports team. - 2: - header: Variables - text: To make or 'set' a variable we use the `{is}` command - code: |- - name {is} Hedy - age {is} 15 - {print} name is age years old 3: - header: Interactive text: |- We can also set a variable by asking questions. The answer to the question is stored in the variable. This way we don't need the `{echo}` command. - code: |- - name {is} {ask} What is your name? - {print} Hello name 4: - header: Multiple variables text: Now that we use variables, we can use multiple variables instead of just one `{echo}`command. - code: |- - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - 5: - header: Sleep - text: You can also use the `{sleep}` command to pause the code for a while. - code: |- - {print} My favorite colour is... - {sleep} 2 - {print} green! - 6: - header: Sleep 5 - text: |- - You can add a number after the `{sleep}` command if you want the pause to be longer. - - If you want, you could even use a variable instead of a number to decide the duration of the sleep command. - code: |- - pause {is} 10 - {print} My favorite colour is... - {sleep} pause - {print} green! 7: header: Gỡ lỗi text: Gỡ lỗi (hay sửa lỗi) trong lập trình là việc loại bỏ các lỗi sai trong mã nguồn. Hãy cùng gỡ lỗi nào! Nhấn vào nút hình bọ rùa (🐞) để khởi động trình gỡ lỗi. - code: |- - {print} Welcome to the donut shop! - filling {is} What kind of filling would you like? - {print} You have chosen... Filling! Yum! - topping {ask} What kind of topping would you like? - topping is delicious! - {print} I'll go get your donut. {sleep} - {print} Here you go! A filling donut with toping! - {ask} Have a nice day! - debug: 'True' - 8: - header: Let the programming fun begin! - text: Enjoy the adventures in level 2! 3: - 1: - header: Welcome to level 3 - text: In this level you'll learn how to make a list, add and remove items form your lists and pick a random item off that list. - 2: - header: Making a list - text: |- - You make a list with `{is}`. - - Separate the items on your list with a comma. - code: animals {is} dogs, cats, kangaroos - 3: - header: At random - text: |- - You can use the list with the `{at}` `{random}` command. - The computer will randomly pick one item of the list. - Every time you run this code the output will differ. - code: |- - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - 4: - header: At random in a sentence - text: You can use the `{at}` `{random}` command in a sentence as well. - code: |- - animals {is} dogs, cats, kangaroos - {print} My favorite animal is animals {at} {random} - 5: - header: Add to - text: |- - You can add items to a list with the `{add}` `{to}` command. - - You can choose what to add to the list or you can use the `{add}` `{to}` command in combination with the `{ask}` command. - This way you can let the player decide what to add to the list. - code: |- - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - 6: - header: Remove from - text: |- - The opposite of the `{add}` `{to}` command is the `{remove}` `{from}` command. - This command removes an item from a list. - code: |- - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} 7: - header: Debugging text: Cùng gỡ lỗi nào! - editor: |- - music_genres {is} rock, pop, metal, indie, jazz - chosen_genre is music {at} {random} - {print} Let's listen to chosen genre - nice {ask} Do you like that genre? - {remove} chosen_genre {from} chosen_genre - second_choice {is} music_genres - {print} or do you prefer... second_choice {at} {random} - {remove} second_choice {to} music_genres - {print} I like music_genre {random} best! - debug: 'True' - 8: - header: Let's get to work! - text: Enjoy the adventures in level 3! 4: - 1: - header: Welcome to level 4 - text: In this level you will learn how to use quotation marks. - code: '{print} ''print with quotes!''' - 2: - header: Problem - text: 'In the previous levels, you might have come across this problem:' - code: |- - name {is} Sophie - {print} My name is name - debug: 'True' - 3: - header: Fixing it with quotation marks - text: |- - In this level we will fix this problem by using quotation marks. - - This also makes our code look more like 'real' Python code. - 4: - header: Quotation marks with print - text: Each time you use the `{print}` command you need to put the text that you want to appear on the screen in quotation marks. - code: '{print} ''print with quotes!''' - 5: - header: Quotation marks with ask - text: This also goes for the `{ask}` command. - code: name {is} {ask} 'name please?' - 6: - header: Quotation marks and variables - text: |- - You do not want variable names to be printed on the screen. - This is why variables should be left out of the quotation marks, like this: - code: |- - name {is} Harry - {print} 'Hello ' name - 7: - header: Quotation marks and variables - text: |- - When variable names are used in the middle of a sentence, you have to leave the variables out of the quotation marks. - The rest of the sentence however, does need quotation marks. That looks like this: - code: |- - name {is} Harry - {print} 'Hello ' name ', how are you?' - 8: - header: Quotation marks and contractions - text: |- - Be careful! Now that you are using quotation marks, you can't use apostrophes in contractions. - - Please try to print a contraction like "you're" or "I'm" in the screen below and see what happens.... - code: '{print} ''This won''t work!''' - debug: 'True' 9: header: Ready, Set, Go! text: Enjoy the adventures in level 4! - code: |- - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'SURPRISE!' 10: header: Gỡ lỗi text: Cùng gỡ lỗi nào! - code: |- - {clear} - {print} What a nice day to go to the beach! - {ask} 'Do you want to build a sandcastle or swim in the ocean?' - {print} 'You would like to activity ' - {print} 'I'd like to do that too' - {print} 'Look at these beautiful seashells!' - colors {is} 'orange, silver, white, brown' - {print} 'I love the colors {at} {random} one!' - choice {is} {ask} Which one do you like? - debug: 'True' - 11: - header: Ready, Set, Go! - text: Enjoy the adventures in level 4! 5: - 1: - header: Welcome to level 5 - text: 'In this level you will learn to use 3 new commands: `{if}`, `{else}` and `{in}`.' - 2: - header: if - text: |- - The `{if}` command allows you to choose between two options. - In this example the computer will print 'nice' if the given answer is Hedy. - If the answer is not Hedy, the computer will do nothing. - code: |- - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - 3: - header: Don't forget to print - text: |- - When using the `{if}` command, don't forget to use the `{print}` command. - This code will not work! - code: '{if} name {is} Hedy ''nice''' - debug: 'True' - 4: - header: else - text: |- - When using an `{if}` command, you can also add an `{else}` command. - If the answer is Hedy, the computer will print 'nice'. - But if the answer is something else the computer will print 'boo' - code: '{if} name {is} Hedy {print} ''nice'' {else} {print} ''boo!''' - 5: - header: Long lines - text: |- - You might have noticed that your lines can get very long when you have both an `{if}` and an `{else}` command. - - You can choose to separate commands and put them on 2 lines, like this: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - 6: - header: Another new command - text: |- - If you have practised with the `{if}` and `{else}` commands, you can also try the `{in}` command. - - With `{in}` you can let the computer check if an item is in a list, for example: - - Please note that Hedy is case sensitive. This means that if you answer "Green" instead of "green", Hedy will print "meh". - code: |- - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' 7: header: Gỡ lỗi text: Cùng gỡ lỗi nào! - code: |- - {print} Welcome to HedyAir Security! - boarding_pass {is} {ask} 'Do you have your boarding pass?' - {if} bording_pass yes {print} Great! - {else} Please, get your boarding pass ready. - passport {is} 'Can I see your passport, please?' - {if} passport {is} yes 'thank you' - {else} 'You can't fly without a passport' - declare {is} {ask} Do you have anything to declare? - {if} declare {is} yes - item_to_declare {is} {ask} 'What would you like to declare' - {else} Alright - {print} Thank you. Please head to gate A22.' - debug: 'True' - 8: - header: Let's go! - text: Enjoy the adventures in level 5! 6: - 1: - header: Welcome to level 6 - text: In this level we are adding maths to our codes. - 2: - header: Addition - text: If you want to calculate an addition, simply use the plus sign. - code: '{print} ''5 plus 5 is '' 5 + 5' - 3: - header: Subtraction - text: If you want to subtract, you can use the minus sign. - code: '{print} ''5 minus 5 is '' 5 - 5' - 4: - header: Multiplication - text: If you want to do multiplications, you can use the asterisk. - code: '{print} ''5 times 5 is '' 5 * 5' - 5: - header: Division - text: You can use the slash for division. - code: '{print} ''5 divided by 5 is '' 5 / 5' - 6: - header: Summary - text: In summary, you can use +, -, * and / to do maths. - code: |- - {print} '5 plus 5 is ' 5 + 5 - {print} '5 minus 5 is ' 5 - 5 - {print} '5 times 5 is ' 5 * 5 - {print} '5 divided by 5 is ' 5 / 5 - 7: - header: The = symbol - text: |- - From now on you can also use the = symbol instead of the `{is}` command. - This goes for both numbers and words, and it also goes after the `{if}` or `{else}` commands. - code: |- - name = Hedy - answer = 20 + 4 - 8: - header: Calculations with variables - text: 'You can use calculations with numbers, but you can also use variables to do calculations, like this:' - code: |- - number_1 = {ask} 'Fill in the first number:' - number_2 = {ask} 'Fill in the second number:' - correct_answer = number_1 * number_2 - {print} number_1 ' times ' number_2 ' is ' correct_answer 9: header: Gỡ lỗi text: Cùng gỡ lỗi nào! - code: |- - {print} 'This is the water park ticket machine' - {print} 'Price list: Children under 12 $3, Adults $5' - {print} 'Mondays are 25% off' - amount_of_children = 'How many kids tickets would you like?' - amount_of_adults = 'How many adult tickets would you like?' - day_of_the_week = {ask} 'What day is it?' - {clear} - child_price = amount of children * 3 - adult_price = amount_of_adults + 5 - total_price = adult_price * child_price - {if} day {is} monday - total_price = total_price * 0.25 - {print} 'That will be total_price please' - debug: 'True' - 10: - header: Let's get to work! - text: Enjoy the adventures in level 6! - 7: - 1: - header: Welcome to level 7 - text: In this level you will learn how to repeat a line of code as many times a you'd like. - 2: - header: repeat 3 times - text: |- - If you want to repeat a line of code, you can use the `{repeat}` 3 `{times}` code. - If you want to repeat the line more times, simply change the number. - - For example: If you are programming a story where your character shouts for help for 5 times, it could look like this: - code: |- - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - 3: - header: Don't forget the print command - text: When using the repeat command, do not forget the `{print}` command. - code: '{repeat} 5 {times} ''Help!''' - debug: 'True' - 4: - header: Repeat an ask command - text: You can also repeat an `{ask}`, `{if}` or `{else}` command multiple times. - code: |- - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - 5: - header: Debugging - text: Let's debug this code! - code: |- - {print} You gave stranded on a desert island. - {repeat} 3 'Help!' - rescued = {ask} Has anybody come to the rescue? - {if} rescued yes {is} - {print} Lucky! - {else} {repeat} 3 {times} 'HELP!' - rescued = 'What about now?' - {if} yes - {print} 'Hurray! - {else} 'That's a shame... Oh well... time to build a shelter and find some food.' - debug: 'True' - 6: - header: Ready Set Go! - text: Enjoy the adventures in level 7! 8: - 1: - header: Welcome to level 8 - text: In this level you will learn to use indentation to make the `{repeat}`, `{if}` and `{else}` commands work for multiple lines of code. - 2: - header: '{repeat} commands before' - text: |- - In the previous levels, the `{repeat}` command looked like this: - - You could only repeat one line of code. - code: '{repeat} 5 {times} {print} ''Help!''' - debug: 'True' - 3: - header: '{repeat} commands now' - text: |- - In this level you can repeat multiple lines of code. To do this you must tell the computer which lines belong together and should be repeated. - You do this by using indentation. - - Use 4 spaces (or one tab) at the beginning of each line that you want to repeat, like this: - code: |- - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This will be printed 5 times' - 4: - header: '{repeat} commands now' - text: |- - If you want to, you can continue after the `{repeat}` command without indentation. - The lines that do not start with indentation will not be repeated. - code: |- - {repeat} 3 {times} - {print} 'Hello!' - {print} 'We are done repeating!' - 5: - header: if and else before - text: |- - The same goes for the `{if}` and `{else}` commands. - These were the commands before: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - debug: 'True' - 6: - header: if and else now - text: |- - These are the `{if}` and `{else}` commands now. - Each line after the `{if}` and `{else}` commands start with indentation. - code: |- - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {else} - {print} 'Welcome programmer!' - 7: - header: stopping the indentation - text: Just like with the `{repeat}` command, you can stop using indentation and the lines will always be shown. Not just if the statement is true. - code: "name = {ask} 'What is your name?'\n{if} name {is} Hedy\n {print} 'Welcome Hedy'\n{else}\n {print} 'Welcome programmer!' \n{print} '3..2..1.. Start programming!'" - 8: - header: if statements inside if statements - text: |- - You might have thought of trying to put an if command inside a repeat command, or inside another if command. - For now, this is not possible yet. In the higher levels, it will be allowed, but for now let's focus on practising the `{if}` `{else}` and `{repeat}` commands with proper indentation first. 9: header: Gỡ lỗi text: Cùng gỡ lỗi nào! - code: |- - {print} 'HedyWheels bus tickets machine' - zone_1 = Town Hall, Library, Campus, Market Place - zone_2 = Swimming Pool, Skate Park, Mall, Airport - destination = 'Where do you want to go?' - {if} destination {in} zone 1 - {print} destination 'is in zone 1' - price = 3 euros - {if} destination {is} zone_2 - {print} destination 'is in zone 2' - price = 6 - ticket_types = {ask} 'Press 1 for a single use ticket. - Press 2 for a round trip ticket:' - {if} ticket_type = 1 - {print} 'You chose a single use ticket' - {else} - {print} You chose a round trip ticket' - price * 2 - {print} 'That will be ' price ' euros please' - debug: 'True' - 10: - header: Let's check out the adventures! - text: Enjoy the adventures in level 8! 9: - 1: - header: Welcome to level 9 - text: |- - In this level you can use multiple lines of code after an `{if}` or after a `{repeat}` command. - - You can even put a `{repeat}` command within another `{repeat}` command. - 2: - header: Multiple lines after `{repeat}` - text: You are allowed to combine `{repeat}` and `{if}` in this level. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 3: - header: Indentation matters! - text: Indentation is very important to tell the computer which lines should be repeated and which lines should only be ran once. - code: |- - {repeat} 3 {times} - {print} 'This line will be repeated...' - {print} 'This one too...' - {print} 'but this one will not!' - 4: - header: Multiple lines after `{if}` - text: You can also use multiple lines after `{if}` - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - 5: - header: Indentation matters - text: Again, indentation is still very important and can make a big difference in the code. - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - 6: - header: An `{if}` inside a `{repeat}` - text: |- - Now that you can use multiple lines of code after these command, you can also put them within each other. - Check it out: - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 7: - header: Mind the indentation - text: Mind that the fourth and sixth line of this code starts with 8 spaces of indentation. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' 8: header: Gỡ lỗi text: Cùng gỡ lỗi nào! - code: |- - {print} 'Welcome to HedyJumps, your parachute jump adventure!' - people = {ask} 'How many people are you jumping with today? - {print} 'We'll ask all of you some questions for safety reasons.' - extra_instructions_people = a, b - {repeat} 3 {times} - name = {ask} 'What is your name?' - jumped_before = 'Have you ever done a parachute jump before, ' name '?' - {if} jumped_before no - {print} 'No worries, you'll get an extra safety instruction in room 13' - {add} name {to} extra_instructions_people - {else} - {print} 'Fun!' - {print} 'Thanks for filling in the safety questions everyone. Enjoy your jump!' - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 9! 10: - 1: - header: Welcome to level 10 - text: 'In this level you will learn a new command: `{for}`.' - 2: - header: The for command - text: With for you can make a list and use all items on that list. `{for}` creates a block, like repeat and if so all lines in the block need to start with indentation (4 spaces). - code: |- - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - 3: - header: The for command - text: 'Here you see another example of the `{for}` command:' - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day 4: header: Gỡ lỗi text: Cùng gỡ lỗi nào! - code: |- - {print} 'Ladies and gentlemen!' - {print} 'For one night and one night only in circus Hedy!' - acts = shoot out of a canon, walk the tightrope, pack themself in a suitcase, - people = Iris the Incredible Achmed the Amazing Francis the Fantastic - {for} people {in} acts - chosen_person {is} people {random} - chosen_person ' will ' act - {add} chosen_person {from} people - {print} 'Come and watch our show tonight!' - {print} 'Tickets are only available at the counter - debug: 'True' - 5: - header: Time to program! - text: Enjoy the adventures in level 10! 11: - 1: - header: Welcome to level 11 - text: |- - In this level, we add a new form of the `{for}` command. In earlier levels, we used for with a list, but we can also use for with numbers. - - This way we don't need the `{repeat}` command anymore. - 2: - header: The for command - text: 'This is what the new for command looks like:' - code: |- - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - 3: - header: the variable i - text: |- - In the previous slide the variable was named 'counter', because it was counting down. - You can of course use any name for the variable you want. - The standard name for variables in this situation that is used in programming languages like Python is 'i'. - That looks like this: - code: |- - number = 10 - {for} i {in} {range} 1 {to} 10 - {print} i * number 4: header: Gỡ lỗi text: Cùng gỡ lỗi nào! - code: |- - factor {is} {ask} 'Which table of multiplication do you need?' - {repeat} {for} numbers {in} {range} 1 {to} 10 {times} - {print} This is the table of multiplications for factor - {print} number ' x ' factor ' = ' i * factor - debug: 'True' - 5: - header: Let's start programming! - text: Enjoy the adventures in level 11! 12: - 1: - header: Welcome to level 12 - text: |- - From this level on you are allowed to use decimal numbers and there are some changes to the quotation marks. - You can also use functions from this level on! - 2: - header: Quotation marks - text: |- - This level makes some changes to the usage of quotation marks. - From now on, **all texts** need to be in quotation marks. This includes values of variables, items on lists and text after {if} commands. - code: |- - name = 'Hedy the Robot' - {print} 'Hello ' name 3: header: Số thập phân - text: |- - From this level on you are also allowed to use decimal numbers. This can make programs like your restaurant even better! - - Numbers do not need quotation marks. - code: |- - {print} 'decimal numbers now need to use a dot' - {print} 2.5 + 2.5 - 4: - header: Functions! - text: |- - In this level you'll learn how to use functions. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. To create a function, use define and give the function a name. Then put all the lines you want in the function in a indented block under the define line. Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use call with the function's name to call it up! We don't have to type that block of code again. - 5: - header: Twinkle Twinkle little star! - text: |- - In this program you see an example of a function. - Let's see what happens if you fill in the rest of the song! - code: |- - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} twinkle - 6: - header: Functions - text: As you could see in the example a function is a block of code that can be called anytime. You use `{define}` to set the function and `{call}` to use it. - 7: - header: Debugging - text: Let's debug this code! - code: |- - {call} new_member - {print} 'Hi new member!' - username = {ask} 'What is your username?' - password = 'What is your password?' - {print} 'Welcome to our club!' - - username = {ask} 'Please enter your username. Are you a new member? Type New Member' - {if} username = New Member - {call} new member - {else} - password = {ask} 'Please enter password' - debug: 'True' - 8: - header: Ready to try it out? - text: Enjoy the adventures in level 12! 13: - 1: - header: Welcome to level 13 - text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two ifs but can use and and or. - From now on you could also use arguments in your functions. - 2: - header: The and command - text: |- - The `{and}` command is always used in a combination with the {if} command. - This way you can check if 2 statements are true. For example: - code: |- - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - 3: - header: The or command - text: |- - The `{or}` works in the same way as the `{and}` command, but only 1 of the two statements has to be true. - - Let's see what happens when you change the `{and}` for `{or}`. - code: |- - name = {ask} 'what is your name?' - {if} name {is} 'Hedy' {or} name {is} 'hedy' - {print} 'Welcome!!' - 4: - header: Functions with arguments - text: Now that you've learned how to use functions, you'll learn how to use a function with an **argument**. An argument is a variable that is used within a function. It is not used outside the function. 5: header: Ví dụ - text: |- - In this example you see how the argument 'place' is used in the function. - Run the code and change 'ocean' and 'sea' to something else, and see what happens. - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 6: - header: Example with variable - text: |- - You can also combine functions with a question. - - What happens if you make these changes: - ``` - define song with place - print 'My Bonnie is ' place - - answer is ask 'Where is my Bonnie?' - call song with answer - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 7: - header: Even more questions! - text: |- - Now we have combined even more question with the function. Type this code and see what happens. - - Note how the variables and the arguments have the same name. This is allowed. - Does it confuse you? Just use different names, that is allowed as well. - ``` - define song with name, place - print 'My ' name ' is ' place - - name is ask 'Who?' - place is ask 'Where are they?' - call song with name, place - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' 8: header: Gỡ lỗi text: Cùng gỡ lỗi nào! - code: |- - {define} happiness {with} name - {print} '🥳' - {play} G - {play} A - {play} B - {print} 'Party on, ' name - {define} sadness - {print} '😞' - {play} E - {play} D - {play} C - {print} 'Hope you feel better, ' name - - name = {ask} 'What is your' name '?' - mood = {ask} 'Are you happy or sad?' - {if} mood = happy - {call} happiness {with} person - {else} mood = sad - {define} sadness {to} name - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 13! 14: - 1: - header: Welcome to level 14 - text: In this level you'll learn some new symbols that can help you improve your programs, like >. You will also learn to work with return values of a function. - 2: - header: Symbols - text: |- - These are the new symbols you can use: - - The > means bigger than... - - The >= means bigger than or the same as... - - The < means smaller than... - - The <= means smaller than or the same as... - - You can use them like this: - code: |- - age = {ask} 'How old are you?' - {if} age < 13 - {print} 'You are younger than me!' - {else} - {print} 'You are older than me!' - 3: - header: Symbols - text: |- - You can also use: - - == is the same as. - - != is not - - == is used in `{if}` statements. - code: |- - answer = {ask} 'Do you want to learn more?' - {if} answer == 'yes' - {print} 'Go to the next adventure!' - {if} answer != 'yes' - {print} 'That is a shame!' 4: header: Giá trị trả về - text: In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. 5: header: Giá trị trả về - text: For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - code: |- - {define} calculate_new_price {with} amount, percentage - percentage = percentage / 100 - discount_amount = amount * percentage - {return} amount - discount_amount - - old_price = {ask} 'How much is on the price tag?' - discount = {ask} 'What percentage is the discount?' - - new_price = {call} calculate_new_price {with} old_price, discount - {print} 'The new price is ' new_price ' dollar' 6: header: Gỡ lỗi text: Cùng gỡ lỗi nào! - code: |- - item = 'not bought' - {print} 'I would like to buy this item' - price == {ask} 'What is the price?' - {if} price less than or the same as 10 - {print} 'Thats a great deal!' - item = 'bought' - {if} price is more than 10 {and} less than or the same as 20 - {print} 'Alright' - item = 'bought' - {if} price is more than 20 {and} less than 50 - {print} 'That is a bit much!' - {if} price is more than or the same as 50 - {print} 'No way!' - {if} item =! bought - {print} 'Shame.. I wont buy it' - {else} - {print} 'I will buy it! Thank you!' - debug: 'True' - 7: - header: Let's get to work! - text: Enjoy the adventures in level 14! - 15: - 1: - header: Welcome to level 15 - text: In this level you will learn about the `{while}` loop. - 2: - header: '{while}' - text: |- - We are going to learn a new loop, the while loop! The loop continues as long as the statement is true. So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. If the correct answer is never given, the loop will never end! - code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - 3: - header: Debugging - text: Let's debug this code! - code: |- - numbers = 1, 2 - - {for} i {in} {range} 3 {to} 50 - {add} x {to} numbers - i = + 1 - - random_number = numbers {random} - guesses = 10 - - {while} guess = 0 - answer = 'Guess my number:' - {if} answer >= random_number - {print} 'lower' - guesses = guesses -1 - {if} answer > random_number - {print} 'higher!' - guesses = guesses - {else} answer = random_number - {print} 'correct' - guesses = 10 - - debug: 'True' - 4: - header: Let's try it out! - text: Enjoy the adventures in level 15! - 16: - 1: - header: Welcome to level 16 - text: In this level you will learn about the [square brackets] and how to use them. - 2: - header: Square brackets - text: We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. The at random command can not be used anymore. - code: |- - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - 3: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Friendship test' - {subjects} = ['song', 'movie', 'food', 'drink'] - answers_player_1 = [] - answers_player_2 = [] - score = 100 - - {for} i {in} {range} 1 {to} 4 - answer = {ask} 'what is your favorite ' subjects[i] - {add} answer {to} answers_player_1 - - {print} 'Player 2, your turn!' - {for} i {in} {range} 0 {to} 4 - answer_player_2 = {ask} 'what is player 1s favorite ' subjects - {add} answer_player_2 {in} answers_player_2 - {if} answers_player_2[2] == answers_player_1[1] - {print} 'Correct!' - {else} - {print} 'Wrong!' - score = score - 25 - - {print} 'Player 2, you've scored ' score '%' - - {if} score = 100 - {print} 'You are an amazing friend' - {if} score < 100 {or} score >= 50 - {print} 'You could do better' - {else} score < 50 - {print} 'Do you even know this person?!' - debug: 'True' - 4: - text: Enjoy the adventures in level 16! - header: Let's try it out! - 17: - 1: - header: Welcome to level 17 - text: in this level you will learn how to use a colon and you will learn the elif command. - 2: - header: Colon - text: 'Now we are going to change indentation a little bit. Every time that we need an indentation, we need : at the line before the indentation.' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {else}: - {print} 'Better luck next time..' - 3: - header: Elif - text: 'In this level you can also use a new command: elif. elif is short for else if and you need it when you want to make 3 (or more!) options. Check it out!' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {elif} your_price == 'an apple pie' : - {print} 'Lovely, an apple pie!' - {else}: - {print} 'Better luck next time..' - 4: - header: Debugging - text: Let's debug this code! - code: |- - {define} ask_direction - direction = {ask} 'Where do you want to go?' - {if} direction = 'backwards' - {turn} 180 - {else} direction == 'right' - {turn} 90 - {else} direction == 'left' - {turn} 270 - {forward} 100 - - continue = 'yes' - - {while} continue == 'yes' - {print} ask_direction - {sleep} - continue = 'do you want to draw some more?' - {sleep} - debug: 'True' - 5: - header: Let's try it out! - text: Enjoy the adventures in level 17! - 18: - 1: - header: Welcome to level 18 - text: Congratulations! You have reached the last level of Hedy! The code you have created here can be copied to real Python environments like replit or PyCharm, and you can continue learning there! Note however that Python can only read English commands, so if you have been using other languages, you will need to switch to English now. - 2: - header: The Python way - text: |- - We arrived at real Python code! That means we need to use parentheses with print and range from now on. - - Also, if you want to print more than one item, you need to separate them by commas. - - The final change we will need to make to get Python code is changing ask into input. - - Click on the 'print' tab for all the examples. - editor: /hedy/18 - 3: - header: The very last adventures! - text: Enjoy the very last adventures in level 18! diff --git a/content/slides/zh_Hans.yaml b/content/slides/zh_Hans.yaml index 2eb535178eb..19817455c3a 100644 --- a/content/slides/zh_Hans.yaml +++ b/content/slides/zh_Hans.yaml @@ -43,9 +43,6 @@ levels: 9: header: Hedy编程 text: 输出也可以是一个图形。 - code: |- - {forward} 100 - {turn} {left} 1: 1: header: 欢迎来到第1级! @@ -54,7 +51,6 @@ levels: 我们需要三个文本代码来创作互动故事。 2: - header: '{print}' text: |- 可以在级别 1 中使用的第一个指令是`{print}`。 @@ -95,7 +91,6 @@ levels: text: |- 使用`{print}`, `{ask}` 和 `{echo}` ,您已经可以创建一个小故事了。 现在是尝试鹦鹉、故事和石头剪刀布冒险的好时机。 - editor: /hedy/1 7: header: 编程! text: 可以用标记黄色箭头的按钮复制例子。 @@ -103,20 +98,15 @@ levels: 8: header: 用海龟绘图画画! text: 黄色箭头按钮可用于复制示例。 - editor: /hedy#print_command 9: header: 用海龟画画:{forward} text: '`{forward}` 用于让海龟向前移动。' 10: header: '用海龟绘图画画: {turn}' text: '`{turn}` 用于让海龟向左转或向右转。' - code: '{forward} 50' 11: header: 与乌龟一起画画:{turn} text: '`{turn}` 用于让海龟向左或向右转。' - code: |- - {forward} 50 - {turn} {left} 12: header: 调试 text: 调试代码意味着消除代码中的错误。 我们一起调试一下这段代码。 单击瓢虫按钮启动调试器。 @@ -139,7 +129,6 @@ levels: 例如:姓名、年龄或最喜欢的运动队。 2: - header: Variables text: 要创建或“ set”变量,我们使用 `{is}`命令 code: |- 名字 {is} 海蒂 @@ -157,7 +146,6 @@ levels: 姓名 {is} {ask} 你叫什么名字? {print} 你好名字 4: - header: Multiple variables text: 既然我们使用了变量,我们就可以使用多个变量,而不仅仅是一个`{echo}`命令。 code: |- 姓名 {is} {ask} 你叫什么名字? @@ -225,7 +213,6 @@ levels: 我最喜欢的动物是动物 {is} 狗, 猫, 袋鼠 {print} 我最喜欢的动物是动物 {at} {random} 5: - header: Add to text: |- 您可以使用`{add}` `{to}`命令将项目添加到列表中。 @@ -350,7 +337,6 @@ levels: header: 欢迎来到第 5 级 text: 在本级别中,你将学习使用 3 个新命令:`{if}`, `{else}` 和 `{in}`.。 2: - header: if text: |- `{if}` 命令允许你在两个选项之间进行选择。 在此示例中,如果给定的答案是 `Hedy`,计算机将打印`'nice'`。 @@ -431,7 +417,6 @@ levels: text: 如果要进行乘法,可以使用星号。 code: '{print} ''5 乘 5等于'' 5 * 5' 5: - header: Division text: 您可以使用斜杠进行除法。 code: '{print} ''5 除以 5 is '' 5 / 5' 6: @@ -443,7 +428,6 @@ levels: {print} '5 乘以 5 是 ' 5 * 5 {print} '5 除以 5 是 ' 5 / 5 7: - header: The = symbol text: |- 从现在开始,您还可以使用 = 符号代替 `{is}` 命令。 这适用于数字和单词,也适用于 `{if}` 或 `{else}`命令之后。 @@ -714,14 +698,12 @@ levels: header: 欢迎来到第10关 text: 在本级别中,您将学习一个新命令:`{for}`。 2: - header: The for command text: 使用 for 可以创建一个列表并使用该列表上的所有项目。 `{for}` 创建一个块,就像重复(repeat)一样,块中的所有行都需要以缩进(4 个空格)开头。 code: |- animals = 狗、猫、水滴鱼 {for} 动物 {in} animals {print} '我爱' 动物 3: - header: The for command text: 在这里您可以看到 `{for}` 命令的另一个示例: code: |- days = 周一、周二、周三、周四、周五、周六、周日 @@ -754,23 +736,17 @@ levels: 这样我们就不再需要 `{repeat}` 命令了。 2: - header: The for command text: 新的 for 命令如下所示: code: |- {for} counter {in} {range} 1 {to} 10 {print} counter {print} '是否准备好, 现在开始!' 3: - header: the variable i text: |- 在上一张幻灯片中,变量被命名为 `'counter'`,因为它正在倒计时。 当然,可以为你想要的变量使用任何名称。 在这种情况下,Python 等编程语言中使用的变量的标准名称是`'i'`。 看起来像这样: - code: |- - number = 10 - {for} i {in} {range} 1 {to} 10 - {print} i * number 4: header: 调试 text: 让我们调试代码! @@ -963,7 +939,6 @@ levels: header: 欢迎来到第14关 text: 在这个关卡中,你将学习一些可以帮助你改进程序的新符号,比如>。您还将学习如何使用函数的返回值。 2: - header: Symbols text: |- 这些是您可以使用的新符号: @@ -983,7 +958,6 @@ levels: {else} {print} '你比我大!' 3: - header: Symbols text: |- 您还可以使用: @@ -1045,7 +1019,6 @@ levels: header: 欢迎来到第15关 text: 在本级别中,你将了解“{while}”循环。 2: - header: '{while}' text: |- 我们将学习一种新循环,即 while 循环! 只要语句为真,循环就会继续。 所以不要忘记更改循环中的值。 @@ -1056,8 +1029,6 @@ levels: answer = {ask} '5 乘以 5 是多少?' {print} '已给出正确答案' 3: - header: Debugging - text: Let's debug this code! code: |- numbers = 1, 2 @@ -1079,7 +1050,6 @@ levels: {else} answer = random_number {print} '对了' guesses = 10 - debug: '对的' 4: header: 让我们开始尝试! @@ -1101,8 +1071,6 @@ levels: {for} i {in} {range} 1 {to} 3 {print} friends[i] '的幸运数字是 ' lucky_numbers[i] 3: - header: Debugging - text: Let's debug this code! code: |- {print} '友情测试' {subjects} = ['song', 'movie', 'food', 'drink'] @@ -1141,7 +1109,6 @@ levels: header: 欢迎来到第17关 text: 在本级别中,你将学习如何使用冒号以及 elif 命令。 2: - header: Colon text: '现在我们要稍微改变一下缩进。 每次我们需要缩进时,我们都需要在缩进之前的行添加 : 。' code: |- prices = ['100 万美元', '苹果派', '什么都没有'] @@ -1165,8 +1132,6 @@ levels: {else}: {print} '下次祝你好运..' 4: - header: Debugging - text: Let's debug this code! code: |- {define} ask_direction direction = {ask} '你想去哪里?' @@ -1203,7 +1168,6 @@ levels: 为了获取 Python 代码,我们需要进行的最后一个更改是将询问更改为输入。 单击 'print' 选项卡查看所有示例。 - editor: /hedy/18 3: header: 最后的冒险! text: 享受第 18 关的最后冒险吧! diff --git a/content/slides/zh_Hant.yaml b/content/slides/zh_Hant.yaml index 0db872236a9..9dd28216af0 100644 --- a/content/slides/zh_Hant.yaml +++ b/content/slides/zh_Hant.yaml @@ -1,65 +1,12 @@ levels: 0: - 1: - header: Welcome to Hedy! - text: Hedy is a programming language. - 2: - header: Programming - text: |- - Programming is giving instructions to a computer, using the language of the computer. - - Such a language is called a "programming language". - 3: - header: Programming Language - text: |- - Maybe you already know some programming languages? - Some examples are: - * Scratch - * Python - * HTML - 4: - header: Programming - text: |- - If you can program, you can do many cool things: - * Build interactive stories - * Create computer drawings and draw these on paper or fabric - * Build your own apps to use on your phone - 5: - header: Programming in Hedy - text: In Hedy we use special codes, like `{print}`. - code: '{print} Welcome to Hedy!' - 6: - header: Programming in Hedy - text: Code words will be shown in pink. - code: '{print} Welcome to Hedy!' - 7: - header: Programming in Hedy - text: We start the code with the Run code button underneath the code. - code: '{print} Welcome to Hedy!' 8: - header: Programming in Hedy text: Output appears on the left-hand side. - code: '{print} Welcome to Hedy!' 9: - header: Programming in Hedy - text: The output can also be a drawing. code: |- {forward} 100 {turn} left 1: - 1: - header: Welcome to level 1! - text: |- - We will start level 1 by making stories in Hedy! - - We need three text codes to create interactive stories. - 2: - header: '{print}' - text: |- - The first code that you can use in level 1 is `{print}`. - - `{print}` is used to show text on the screen. - code: '{print} Show text on the screen' 3: header: 'Hedy level 1: {ask}' text: |- @@ -70,7 +17,6 @@ levels: {print} Welcome to your own rock scissors paper! {ask} What will you choose? 4: - header: '{ask}' text: |- The final text code that you can use in level 1 is `{echo}`. @@ -84,1112 +30,32 @@ levels: text: |- with `{print}`, `{ask}` and `{echo}` you can already create a little story. This is a good time to try the Parrot, Story and Rock, Paper Scissors adventures. - code: |- - {print} Hello! - {ask} What is your name? - {echo} hello 6: - header: Programming! text: Adventures are shown in tabs. - editor: /hedy/1 7: - header: Programming! text: The yellow arrow buttons can be used to copy examples. editor: /hedy#print_command 8: header: Drawing with the turtle text: Now that we have seen at text codes, we will now look at drawing codes next. - editor: /hedy#print_command 9: header: 'Drawing with the turtle: {forward}' text: '`{forward}` is used to move the turtle forward.' - 10: - header: 'Drawing with the turtle: {forward}' - text: '`{forward}` is used to move the turtle forward.' - code: '{forward} 50' 11: - header: 'Drawing with the turtle: {turn}' - text: '`{turn}` is used to make the turtle turn left or right.' code: |- {forward} 50 {turn} left - 12: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - I am DJ Hedy - {print} What song would you like to hear? - {ask} I like that song too! - {print} Next up... {echo} - debug: 'True' - 13: - header: Let the programming fun begin! - text: Enjoy the adventures in level 1! 2: - 1: - header: Welcome to level 2 - text: |- - In this level you will learn to use variables. - - A variable is a word that can be used to store information. - - For example: a name, age or favorite sports team. - 2: - header: Variables - text: To make or 'set' a variable we use the `{is}` command - code: |- - name {is} Hedy - age {is} 15 - {print} name is age years old 3: - header: Interactive text: |- We can also set a variable by asking questions. The answer to the question is stored in the variable. This way we don't need the `{echo}` command. - code: |- - name {is} {ask} What is your name? - {print} Hello name 4: - header: Multiple variables text: Now that we use variables, we can use multiple variables instead of just one `{echo}`command. - code: |- - name {is} {ask} What is your name? - {print} Hello name - age {is} {ask} How old are you? - {print} name is age years old. - 5: - header: Sleep - text: You can also use the `{sleep}` command to pause the code for a while. - code: |- - {print} My favorite colour is... - {sleep} 2 - {print} green! - 6: - header: Sleep 5 - text: |- - You can add a number after the `{sleep}` command if you want the pause to be longer. - - If you want, you could even use a variable instead of a number to decide the duration of the sleep command. - code: |- - pause {is} 10 - {print} My favorite colour is... - {sleep} pause - {print} green! - 7: - header: Debugging - text: Debugging a code means getting rid of mistakes in the code. Let's debug this code together. Click the ladybug button to start the debugger. - code: |- - {print} Welcome to the donut shop! - filling {is} What kind of filling would you like? - {print} You have chosen... Filling! Yum! - topping {ask} What kind of topping would you like? - topping is delicious! - {print} I'll go get your donut. {sleep} - {print} Here you go! A filling donut with toping! - {ask} Have a nice day! - debug: 'True' - 8: - header: Let the programming fun begin! - text: Enjoy the adventures in level 2! - 3: - 1: - header: Welcome to level 3 - text: In this level you'll learn how to make a list, add and remove items form your lists and pick a random item off that list. - 2: - header: Making a list - text: |- - You make a list with `{is}`. - - Separate the items on your list with a comma. - code: animals {is} dogs, cats, kangaroos - 3: - header: At random - text: |- - You can use the list with the `{at}` `{random}` command. - The computer will randomly pick one item of the list. - Every time you run this code the output will differ. - code: |- - animals {is} dogs, cats, kangaroos - {print} animals {at} {random} - 4: - header: At random in a sentence - text: You can use the `{at}` `{random}` command in a sentence as well. - code: |- - animals {is} dogs, cats, kangaroos - {print} My favorite animal is animals {at} {random} - 5: - header: Add to - text: |- - You can add items to a list with the `{add}` `{to}` command. - - You can choose what to add to the list or you can use the `{add}` `{to}` command in combination with the `{ask}` command. - This way you can let the player decide what to add to the list. - code: |- - animals {is} dog, cat, kangaroo - like {is} {ask} What is your favorite animal? - {add} like {to_list} animals - {print} I choose animals {at} {random} - 6: - header: Remove from - text: |- - The opposite of the `{add}` `{to}` command is the `{remove}` `{from}` command. - This command removes an item from a list. - code: |- - animals {is} dog, cat, kangaroo - dislike {is} {ask} What animal do you not like? - {remove} dislike {from} animals - {print} I choose animals {at} {random} - 7: - header: Debugging - text: Let's debug this code! - editor: |- - music_genres {is} rock, pop, metal, indie, jazz - chosen_genre is music {at} {random} - {print} Let's listen to chosen genre - nice {ask} Do you like that genre? - {remove} chosen_genre {from} chosen_genre - second_choice {is} music_genres - {print} or do you prefer... second_choice {at} {random} - {remove} second_choice {to} music_genres - {print} I like music_genre {random} best! - debug: 'True' - 8: - header: Let's get to work! - text: Enjoy the adventures in level 3! 4: - 1: - header: Welcome to level 4 - text: In this level you will learn how to use quotation marks. - code: '{print} ''print with quotes!''' - 2: - header: Problem - text: 'In the previous levels, you might have come across this problem:' - code: |- - name {is} Sophie - {print} My name is name - debug: 'True' - 3: - header: Fixing it with quotation marks - text: |- - In this level we will fix this problem by using quotation marks. - - This also makes our code look more like 'real' Python code. - 4: - header: Quotation marks with print - text: Each time you use the `{print}` command you need to put the text that you want to appear on the screen in quotation marks. - code: '{print} ''print with quotes!''' - 5: - header: Quotation marks with ask - text: This also goes for the `{ask}` command. - code: name {is} {ask} 'name please?' - 6: - header: Quotation marks and variables - text: |- - You do not want variable names to be printed on the screen. - This is why variables should be left out of the quotation marks, like this: - code: |- - name {is} Harry - {print} 'Hello ' name - 7: - header: Quotation marks and variables - text: |- - When variable names are used in the middle of a sentence, you have to leave the variables out of the quotation marks. - The rest of the sentence however, does need quotation marks. That looks like this: - code: |- - name {is} Harry - {print} 'Hello ' name ', how are you?' - 8: - header: Quotation marks and contractions - text: |- - Be careful! Now that you are using quotation marks, you can't use apostrophes in contractions. - - Please try to print a contraction like "you're" or "I'm" in the screen below and see what happens.... - code: '{print} ''This won''t work!''' - debug: 'True' 9: header: Ready, Set, Go! text: Enjoy the adventures in level 4! - code: |- - {print} '3' - {clear} - {print} '2' - {clear} - {print} '1' - {clear} - {print} 'SURPRISE!' - 10: - header: Debugging - text: Let's debug this code! - code: |- - {clear} - {print} What a nice day to go to the beach! - {ask} 'Do you want to build a sandcastle or swim in the ocean?' - {print} 'You would like to activity ' - {print} 'I'd like to do that too' - {print} 'Look at these beautiful seashells!' - colors {is} 'orange, silver, white, brown' - {print} 'I love the colors {at} {random} one!' - choice {is} {ask} Which one do you like? - debug: 'True' - 11: - header: Ready, Set, Go! - text: Enjoy the adventures in level 4! - 5: - 1: - header: Welcome to level 5 - text: 'In this level you will learn to use 3 new commands: `{if}`, `{else}` and `{in}`.' - 2: - header: if - text: |- - The `{if}` command allows you to choose between two options. - In this example the computer will print 'nice' if the given answer is Hedy. - If the answer is not Hedy, the computer will do nothing. - code: |- - name {is} {ask} 'what is your name?' - {if} name {is} Hedy {print} 'nice' - 3: - header: Don't forget to print - text: |- - When using the `{if}` command, don't forget to use the `{print}` command. - This code will not work! - code: '{if} name {is} Hedy ''nice''' - debug: 'True' - 4: - header: else - text: |- - When using an `{if}` command, you can also add an `{else}` command. - If the answer is Hedy, the computer will print 'nice'. - But if the answer is something else the computer will print 'boo' - code: '{if} name {is} Hedy {print} ''nice'' {else} {print} ''boo!''' - 5: - header: Long lines - text: |- - You might have noticed that your lines can get very long when you have both an `{if}` and an `{else}` command. - - You can choose to separate commands and put them on 2 lines, like this: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - 6: - header: Another new command - text: |- - If you have practised with the `{if}` and `{else}` commands, you can also try the `{in}` command. - - With `{in}` you can let the computer check if an item is in a list, for example: - - Please note that Hedy is case sensitive. This means that if you answer "Green" instead of "green", Hedy will print "meh". - code: |- - pretty_colors {is} green, yellow - favorite_color {is} {ask} 'What is your favorite color?' - {if} favorite_color {in} pretty_colors {print} 'pretty!' - {else} {print} 'meh' - 7: - header: Debugging - text: Let's debug this code! - code: |- - {print} Welcome to HedyAir Security! - boarding_pass {is} {ask} 'Do you have your boarding pass?' - {if} bording_pass yes {print} Great! - {else} Please, get your boarding pass ready. - passport {is} 'Can I see your passport, please?' - {if} passport {is} yes 'thank you' - {else} 'You can't fly without a passport' - declare {is} {ask} Do you have anything to declare? - {if} declare {is} yes - item_to_declare {is} {ask} 'What would you like to declare' - {else} Alright - {print} Thank you. Please head to gate A22.' - debug: 'True' - 8: - header: Let's go! - text: Enjoy the adventures in level 5! - 6: - 1: - header: Welcome to level 6 - text: In this level we are adding maths to our codes. - 2: - header: Addition - text: If you want to calculate an addition, simply use the plus sign. - code: '{print} ''5 plus 5 is '' 5 + 5' - 3: - header: Subtraction - text: If you want to subtract, you can use the minus sign. - code: '{print} ''5 minus 5 is '' 5 - 5' - 4: - header: Multiplication - text: If you want to do multiplications, you can use the asterisk. - code: '{print} ''5 times 5 is '' 5 * 5' - 5: - header: Division - text: You can use the slash for division. - code: '{print} ''5 divided by 5 is '' 5 / 5' - 6: - header: Summary - text: In summary, you can use +, -, * and / to do maths. - code: |- - {print} '5 plus 5 is ' 5 + 5 - {print} '5 minus 5 is ' 5 - 5 - {print} '5 times 5 is ' 5 * 5 - {print} '5 divided by 5 is ' 5 / 5 - 7: - header: The = symbol - text: |- - From now on you can also use the = symbol instead of the `{is}` command. - This goes for both numbers and words, and it also goes after the `{if}` or `{else}` commands. - code: |- - name = Hedy - answer = 20 + 4 - 8: - header: Calculations with variables - text: 'You can use calculations with numbers, but you can also use variables to do calculations, like this:' - code: |- - number_1 = {ask} 'Fill in the first number:' - number_2 = {ask} 'Fill in the second number:' - correct_answer = number_1 * number_2 - {print} number_1 ' times ' number_2 ' is ' correct_answer - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'This is the water park ticket machine' - {print} 'Price list: Children under 12 $3, Adults $5' - {print} 'Mondays are 25% off' - amount_of_children = 'How many kids tickets would you like?' - amount_of_adults = 'How many adult tickets would you like?' - day_of_the_week = {ask} 'What day is it?' - {clear} - child_price = amount of children * 3 - adult_price = amount_of_adults + 5 - total_price = adult_price * child_price - {if} day {is} monday - total_price = total_price * 0.25 - {print} 'That will be total_price please' - debug: 'True' - 10: - header: Let's get to work! - text: Enjoy the adventures in level 6! - 7: - 1: - header: Welcome to level 7 - text: In this level you will learn how to repeat a line of code as many times a you'd like. - 2: - header: repeat 3 times - text: |- - If you want to repeat a line of code, you can use the `{repeat}` 3 `{times}` code. - If you want to repeat the line more times, simply change the number. - - For example: If you are programming a story where your character shouts for help for 5 times, it could look like this: - code: |- - {print} 'The prince kept calling for help' - {repeat} 5 {times} {print} 'Help!' - {print} 'Why is nobody helping me?' - 3: - header: Don't forget the print command - text: When using the repeat command, do not forget the `{print}` command. - code: '{repeat} 5 {times} ''Help!''' - debug: 'True' - 4: - header: Repeat an ask command - text: You can also repeat an `{ask}`, `{if}` or `{else}` command multiple times. - code: |- - {repeat} 2 {times} answer = {ask} 'Did you know you could ask a question multiple times?' - {if} answer {is} yes {repeat} 2 {times} {print} 'You knew that already!' - {else} {repeat} 3 {times} {print} 'You have learned something new!' - 5: - header: Debugging - text: Let's debug this code! - code: |- - {print} You gave stranded on a desert island. - {repeat} 3 'Help!' - rescued = {ask} Has anybody come to the rescue? - {if} rescued yes {is} - {print} Lucky! - {else} {repeat} 3 {times} 'HELP!' - rescued = 'What about now?' - {if} yes - {print} 'Hurray! - {else} 'That's a shame... Oh well... time to build a shelter and find some food.' - debug: 'True' - 6: - header: Ready Set Go! - text: Enjoy the adventures in level 7! - 8: - 1: - header: Welcome to level 8 - text: In this level you will learn to use indentation to make the `{repeat}`, `{if}` and `{else}` commands work for multiple lines of code. - 2: - header: '{repeat} commands before' - text: |- - In the previous levels, the `{repeat}` command looked like this: - - You could only repeat one line of code. - code: '{repeat} 5 {times} {print} ''Help!''' - debug: 'True' - 3: - header: '{repeat} commands now' - text: |- - In this level you can repeat multiple lines of code. To do this you must tell the computer which lines belong together and should be repeated. - You do this by using indentation. - - Use 4 spaces (or one tab) at the beginning of each line that you want to repeat, like this: - code: |- - {repeat} 5 {times} - {print} 'Hello everyone' - {print} 'This will be printed 5 times' - 4: - header: '{repeat} commands now' - text: |- - If you want to, you can continue after the `{repeat}` command without indentation. - The lines that do not start with indentation will not be repeated. - code: |- - {repeat} 3 {times} - {print} 'Hello!' - {print} 'We are done repeating!' - 5: - header: if and else before - text: |- - The same goes for the `{if}` and `{else}` commands. - These were the commands before: - code: |- - {if} name {is} Hedy {print} 'nice' - {else} {print} 'boo!' - debug: 'True' - 6: - header: if and else now - text: |- - These are the `{if}` and `{else}` commands now. - Each line after the `{if}` and `{else}` commands start with indentation. - code: |- - name = {ask} 'What is your name?' - {if} name {is} Hedy - {print} 'Welcome Hedy' - {else} - {print} 'Welcome programmer!' - 7: - header: stopping the indentation - text: Just like with the `{repeat}` command, you can stop using indentation and the lines will always be shown. Not just if the statement is true. - code: "name = {ask} 'What is your name?'\n{if} name {is} Hedy\n {print} 'Welcome Hedy'\n{else}\n {print} 'Welcome programmer!' \n{print} '3..2..1.. Start programming!'" - 8: - header: if statements inside if statements - text: |- - You might have thought of trying to put an if command inside a repeat command, or inside another if command. - For now, this is not possible yet. In the higher levels, it will be allowed, but for now let's focus on practising the `{if}` `{else}` and `{repeat}` commands with proper indentation first. - 9: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'HedyWheels bus tickets machine' - zone_1 = Town Hall, Library, Campus, Market Place - zone_2 = Swimming Pool, Skate Park, Mall, Airport - destination = 'Where do you want to go?' - {if} destination {in} zone 1 - {print} destination 'is in zone 1' - price = 3 euros - {if} destination {is} zone_2 - {print} destination 'is in zone 2' - price = 6 - ticket_types = {ask} 'Press 1 for a single use ticket. - Press 2 for a round trip ticket:' - {if} ticket_type = 1 - {print} 'You chose a single use ticket' - {else} - {print} You chose a round trip ticket' - price * 2 - {print} 'That will be ' price ' euros please' - debug: 'True' - 10: - header: Let's check out the adventures! - text: Enjoy the adventures in level 8! - 9: - 1: - header: Welcome to level 9 - text: |- - In this level you can use multiple lines of code after an `{if}` or after a `{repeat}` command. - - You can even put a `{repeat}` command within another `{repeat}` command. - 2: - header: Multiple lines after `{repeat}` - text: You are allowed to combine `{repeat}` and `{if}` in this level. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 3: - header: Indentation matters! - text: Indentation is very important to tell the computer which lines should be repeated and which lines should only be ran once. - code: |- - {repeat} 3 {times} - {print} 'This line will be repeated...' - {print} 'This one too...' - {print} 'but this one will not!' - 4: - header: Multiple lines after `{if}` - text: You can also use multiple lines after `{if}` - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - {else} - {print} 'You do not want to continue' - 5: - header: Indentation matters - text: Again, indentation is still very important and can make a big difference in the code. - code: |- - continue = {ask} 'Do you want to continue?' - {if} continue = yes - sure = {ask} 'Are you sure?' - {if} sure {is} yes - {print} 'We will continue' - {else} - {print} 'You are not sure' - 6: - header: An `{if}` inside a `{repeat}` - text: |- - Now that you can use multiple lines of code after these command, you can also put them within each other. - Check it out: - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 7: - header: Mind the indentation - text: Mind that the fourth and sixth line of this code starts with 8 spaces of indentation. - code: |- - {repeat} 3 {times} - food = {ask} 'What do you want?' - {if} food {is} pizza - {print} 'nice!' - {else} - {print} 'pizza is better' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Welcome to HedyJumps, your parachute jump adventure!' - people = {ask} 'How many people are you jumping with today? - {print} 'We'll ask all of you some questions for safety reasons.' - extra_instructions_people = a, b - {repeat} 3 {times} - name = {ask} 'What is your name?' - jumped_before = 'Have you ever done a parachute jump before, ' name '?' - {if} jumped_before no - {print} 'No worries, you'll get an extra safety instruction in room 13' - {add} name {to} extra_instructions_people - {else} - {print} 'Fun!' - {print} 'Thanks for filling in the safety questions everyone. Enjoy your jump!' - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 9! - 10: - 1: - header: Welcome to level 10 - text: 'In this level you will learn a new command: `{for}`.' - 2: - header: The for command - text: With for you can make a list and use all items on that list. `{for}` creates a block, like repeat and if so all lines in the block need to start with indentation (4 spaces). - code: |- - animals = dog, cat, blobfish - {for} animal {in} animals - {print} 'I love ' animal - 3: - header: The for command - text: 'Here you see another example of the `{for}` command:' - code: |- - days = Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday - names = mom, dad, Emma, Sophie - {for} day {in} days - {print} names {at} {random} ' does the dishes on ' day - 4: - header: Debugging - text: Let's debug this code - code: |- - {print} 'Ladies and gentlemen!' - {print} 'For one night and one night only in circus Hedy!' - acts = shoot out of a canon, walk the tightrope, pack themself in a suitcase, - people = Iris the Incredible Achmed the Amazing Francis the Fantastic - {for} people {in} acts - chosen_person {is} people {random} - chosen_person ' will ' act - {add} chosen_person {from} people - {print} 'Come and watch our show tonight!' - {print} 'Tickets are only available at the counter - debug: 'True' - 5: - header: Time to program! - text: Enjoy the adventures in level 10! - 11: - 1: - header: Welcome to level 11 - text: |- - In this level, we add a new form of the `{for}` command. In earlier levels, we used for with a list, but we can also use for with numbers. - - This way we don't need the `{repeat}` command anymore. - 2: - header: The for command - text: 'This is what the new for command looks like:' - code: |- - {for} counter {in} {range} 1 {to} 10 - {print} counter - {print} 'Ready or not. Here I come!' - 3: - header: the variable i - text: |- - In the previous slide the variable was named 'counter', because it was counting down. - You can of course use any name for the variable you want. - The standard name for variables in this situation that is used in programming languages like Python is 'i'. - That looks like this: - code: |- - number = 10 - {for} i {in} {range} 1 {to} 10 - {print} i * number - 4: - header: Debugging - text: Let's debug this code! - code: |- - factor {is} {ask} 'Which table of multiplication do you need?' - {repeat} {for} numbers {in} {range} 1 {to} 10 {times} - {print} This is the table of multiplications for factor - {print} number ' x ' factor ' = ' i * factor - debug: 'True' - 5: - header: Let's start programming! - text: Enjoy the adventures in level 11! - 12: - 1: - header: Welcome to level 12 - text: |- - From this level on you are allowed to use decimal numbers and there are some changes to the quotation marks. - You can also use functions from this level on! - 2: - header: Quotation marks - text: |- - This level makes some changes to the usage of quotation marks. - From now on, **all texts** need to be in quotation marks. This includes values of variables, items on lists and text after {if} commands. - code: |- - name = 'Hedy the Robot' - {print} 'Hello ' name - 3: - header: Decimal numbers - text: |- - From this level on you are also allowed to use decimal numbers. This can make programs like your restaurant even better! - - Numbers do not need quotation marks. - code: |- - {print} 'decimal numbers now need to use a dot' - {print} 2.5 + 2.5 - 4: - header: Functions! - text: |- - In this level you'll learn how to use functions. A function is a block of code you can easily use multiple times. Using functions helps us organize pieces of code that we can use again and again. To create a function, use define and give the function a name. Then put all the lines you want in the function in a indented block under the define line. Leave one empty line in your code to make it look nice and neat. Great job! You have created a function! - - Now, whenever we need that block of code, we just use call with the function's name to call it up! We don't have to type that block of code again. - 5: - header: Twinkle Twinkle little star! - text: |- - In this program you see an example of a function. - Let's see what happens if you fill in the rest of the song! - code: |- - {define} twinkle - {print} 'Twinkle' - {print} '...' - - {call} twinkle - {print} 'Up above the world so high' - {print} 'Like a diamond in the sky' - {call} twinkle - 6: - header: Functions - text: As you could see in the example a function is a block of code that can be called anytime. You use `{define}` to set the function and `{call}` to use it. - 7: - header: Debugging - text: Let's debug this code! - code: |- - {call} new_member - {print} 'Hi new member!' - username = {ask} 'What is your username?' - password = 'What is your password?' - {print} 'Welcome to our club!' - - username = {ask} 'Please enter your username. Are you a new member? Type New Member' - {if} username = New Member - {call} new member - {else} - password = {ask} 'Please enter password' - debug: 'True' - 8: - header: Ready to try it out? - text: Enjoy the adventures in level 12! - 13: - 1: - header: Welcome to level 13 - text: |- - We are now going to learn `{and}` and `{or}`! If you want to check two statements, you don't have to use two ifs but can use and and or. - From now on you could also use arguments in your functions. - 2: - header: The and command - text: |- - The `{and}` command is always used in a combination with the {if} command. - This way you can check if 2 statements are true. For example: - code: |- - name = {ask} 'what is your name?' - age = {ask} 'what is your age?' - {if} name {is} 'Hedy' {and} age {is} 2 - {print} 'You are the real Hedy!' - 3: - header: The or command - text: |- - The `{or}` works in the same way as the `{and}` command, but only 1 of the two statements has to be true. - - Let's see what happens when you change the `{and}` for `{or}`. - code: |- - name = {ask} 'what is your name?' - {if} name {is} 'Hedy' {or} name {is} 'hedy' - {print} 'Welcome!!' - 4: - header: Functions with arguments - text: Now that you've learned how to use functions, you'll learn how to use a function with an **argument**. An argument is a variable that is used within a function. It is not used outside the function. - 5: - header: Example - text: |- - In this example you see how the argument 'place' is used in the function. - Run the code and change 'ocean' and 'sea' to something else, and see what happens. - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 6: - header: Example with variable - text: |- - You can also combine functions with a question. - - What happens if you make these changes: - ``` - define song with place - print 'My Bonnie is ' place - - answer is ask 'Where is my Bonnie?' - call song with answer - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 7: - header: Even more questions! - text: |- - Now we have combined even more question with the function. Type this code and see what happens. - - Note how the variables and the arguments have the same name. This is allowed. - Does it confuse you? Just use different names, that is allowed as well. - ``` - define song with name, place - print 'My ' name ' is ' place - - name is ask 'Who?' - place is ask 'Where are they?' - call song with name, place - ``` - code: |- - {define} song {with} place - {print} 'My Bonnie is over the ' place - - {call} song {with} 'ocean' - {call} song {with} 'sea' - {call} song {with} 'ocean' - 8: - header: Debugging - text: Let's debug this code! - code: |- - {define} happiness {with} name - {print} '🥳' - {play} G - {play} A - {play} B - {print} 'Party on, ' name - {define} sadness - {print} '😞' - {play} E - {play} D - {play} C - {print} 'Hope you feel better, ' name - - name = {ask} 'What is your' name '?' - mood = {ask} 'Are you happy or sad?' - {if} mood = happy - {call} happiness {with} person - {else} mood = sad - {define} sadness {to} name - debug: 'True' - 9: - header: Let's go! - text: Enjoy the adventures in level 13! - 14: - 1: - header: Welcome to level 14 - text: In this level you'll learn some new symbols that can help you improve your programs, like >. You will also learn to work with return values of a function. - 2: - header: Symbols - text: |- - These are the new symbols you can use: - - The > means bigger than... - - The >= means bigger than or the same as... - - The < means smaller than... - - The <= means smaller than or the same as... - - You can use them like this: - code: |- - age = {ask} 'How old are you?' - {if} age < 13 - {print} 'You are younger than me!' - {else} - {print} 'You are older than me!' - 3: - header: Symbols - text: |- - You can also use: - - == is the same as. - - != is not - - == is used in `{if}` statements. - code: |- - answer = {ask} 'Do you want to learn more?' - {if} answer == 'yes' - {print} 'Go to the next adventure!' - {if} answer != 'yes' - {print} 'That is a shame!' - 4: - header: Return value - text: In the previous levels you have learned to create functions and use arguments with them. Another great use of a function is to let it calculate something for you. You can give the function a calculation and it will give you the answer of the calculation. This answer is called a **return value**. - 5: - header: Return value - text: For example, in this code the function calculate_new_price will calculate the new price of any item. It will give you the new price as a return value. - code: |- - {define} calculate_new_price {with} amount, percentage - percentage = percentage / 100 - discount_amount = amount * percentage - {return} amount - discount_amount - - old_price = {ask} 'How much is on the price tag?' - discount = {ask} 'What percentage is the discount?' - - new_price = {call} calculate_new_price {with} old_price, discount - {print} 'The new price is ' new_price ' dollar' - 6: - header: Debugging - text: Let's debug this code! - code: |- - item = 'not bought' - {print} 'I would like to buy this item' - price == {ask} 'What is the price?' - {if} price less than or the same as 10 - {print} 'Thats a great deal!' - item = 'bought' - {if} price is more than 10 {and} less than or the same as 20 - {print} 'Alright' - item = 'bought' - {if} price is more than 20 {and} less than 50 - {print} 'That is a bit much!' - {if} price is more than or the same as 50 - {print} 'No way!' - {if} item =! bought - {print} 'Shame.. I wont buy it' - {else} - {print} 'I will buy it! Thank you!' - debug: 'True' - 7: - header: Let's get to work! - text: Enjoy the adventures in level 14! - 15: - 1: - header: Welcome to level 15 - text: In this level you will learn about the `{while}` loop. - 2: - header: '{while}' - text: |- - We are going to learn a new loop, the while loop! The loop continues as long as the statement is true. So don't forget to change the value in the loop. - - In the example code, we continue until a correct answer has been given. If the correct answer is never given, the loop will never end! - code: |- - answer = 0 - {while} answer != 25 - answer = {ask} 'What is 5 times 5?' - {print} 'A correct answer has been given' - 3: - header: Debugging - text: Let's debug this code! - code: |- - numbers = 1, 2 - - {for} i {in} {range} 3 {to} 50 - {add} x {to} numbers - i = + 1 - - random_number = numbers {random} - guesses = 10 - - {while} guess = 0 - answer = 'Guess my number:' - {if} answer >= random_number - {print} 'lower' - guesses = guesses -1 - {if} answer > random_number - {print} 'higher!' - guesses = guesses - {else} answer = random_number - {print} 'correct' - guesses = 10 - - debug: 'True' - 4: - header: Let's try it out! - text: Enjoy the adventures in level 15! - 16: - 1: - header: Welcome to level 16 - text: In this level you will learn about the [square brackets] and how to use them. - 2: - header: Square brackets - text: We are going to make lists the Python way, with square brackets around the lists! We also keep the quotation marks around each item like we have learned in previous levels. We use square brackets to point out a place in a list. The at random command can not be used anymore. - code: |- - friends = ['Ahmed', 'Ben', 'Cayden'] - {print} friends[1] ' is the first friend on the list.' - {print} friends[2] ' is the second friend on the list.' - {print} friends[3] ' is the third friend on the list.' - #now we will match 2 lists using the variable i - lucky_numbers = [15, 18, 6] - {for} i {in} {range} 1 {to} 3 - {print} friends[i] 's lucky number is ' lucky_numbers[i] - 3: - header: Debugging - text: Let's debug this code! - code: |- - {print} 'Friendship test' - {subjects} = ['song', 'movie', 'food', 'drink'] - answers_player_1 = [] - answers_player_2 = [] - score = 100 - - {for} i {in} {range} 1 {to} 4 - answer = {ask} 'what is your favorite ' subjects[i] - {add} answer {to} answers_player_1 - - {print} 'Player 2, your turn!' - {for} i {in} {range} 0 {to} 4 - answer_player_2 = {ask} 'what is player 1s favorite ' subjects - {add} answer_player_2 {in} answers_player_2 - {if} answers_player_2[2] == answers_player_1[1] - {print} 'Correct!' - {else} - {print} 'Wrong!' - score = score - 25 - - {print} 'Player 2, you've scored ' score '%' - - {if} score = 100 - {print} 'You are an amazing friend' - {if} score < 100 {or} score >= 50 - {print} 'You could do better' - {else} score < 50 - {print} 'Do you even know this person?!' - debug: 'True' - 4: - text: Enjoy the adventures in level 16! - header: Let's try it out! - 17: - 1: - header: Welcome to level 17 - text: in this level you will learn how to use a colon and you will learn the elif command. - 2: - header: Colon - text: 'Now we are going to change indentation a little bit. Every time that we need an indentation, we need : at the line before the indentation.' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {else}: - {print} 'Better luck next time..' - 3: - header: Elif - text: 'In this level you can also use a new command: elif. elif is short for else if and you need it when you want to make 3 (or more!) options. Check it out!' - code: |- - prices = ['1 million dollars', 'an apple pie', 'nothing'] - your_price = prices[{random}] - {print} 'You win ' your_price - {if} your_price == '1 million dollars' : - {print} 'Yeah! You are rich!' - {elif} your_price == 'an apple pie' : - {print} 'Lovely, an apple pie!' - {else}: - {print} 'Better luck next time..' - 4: - header: Debugging - text: Let's debug this code! - code: |- - {define} ask_direction - direction = {ask} 'Where do you want to go?' - {if} direction = 'backwards' - {turn} 180 - {else} direction == 'right' - {turn} 90 - {else} direction == 'left' - {turn} 270 - {forward} 100 - - continue = 'yes' - - {while} continue == 'yes' - {print} ask_direction - {sleep} - continue = 'do you want to draw some more?' - {sleep} - debug: 'True' - 5: - header: Let's try it out! - text: Enjoy the adventures in level 17! - 18: - 1: - header: Welcome to level 18 - text: Congratulations! You have reached the last level of Hedy! The code you have created here can be copied to real Python environments like replit or PyCharm, and you can continue learning there! Note however that Python can only read English commands, so if you have been using other languages, you will need to switch to English now. - 2: - header: The Python way - text: |- - We arrived at real Python code! That means we need to use parentheses with print and range from now on. - - Also, if you want to print more than one item, you need to separate them by commas. - - The final change we will need to make to get Python code is changing ask into input. - - Click on the 'print' tab for all the examples. - editor: /hedy/18 - 3: - header: The very last adventures! - text: Enjoy the very last adventures in level 18! diff --git a/content/tutorials/ar.yaml b/content/tutorials/ar.yaml index a81d2031c4f..0826b2921ac 100644 --- a/content/tutorials/ar.yaml +++ b/content/tutorials/ar.yaml @@ -1,35 +1,5 @@ intro: steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - title: The code editor - text: In this window you write all the code, try typing something on the place of the underscores! - 3: - title: The output window - text: The result of the code you execute will be shown here, you just created this! - 4: - title: The run button - text: With this button you can run your program! Shall we give it a try in the next step? - 5: - title: Try it out! - text: Run the program, click 'next step' when you're done. - 6: - title: Read aloud your program - text: Choose a voice below the run button to let your program be read aloud. - 7: - title: Run & listen - text: Select a voice from the dropdown menu and run your program again to hear it being read aloud. - 8: - title: To the next level - text: When you think you understand everything and have practiced enough you can continue with the next level. When there is also a previous level there will be a button next to it to go back. - 9: - title: Level explanation - text: The first tab always contains the level explanation. In each level new commands will be explained here. - 10: - title: Adventures - text: The other tabs contain adventures, which you can code for each level. They go from easy to hard. 11: title: Quiz text: At the end of each level you can make the quiz. This way you can verify if you understand everything. @@ -42,29 +12,7 @@ intro: 14: title: The end! text: Click on 'next step' to really start coding with Hedy! - 15: - title: The end! - text: Click on 'next step' to really start coding with Hedy! teacher: steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - title: Class management - text: As a teacher you can created classes and invite student or let them join through a link. You can view the programs and statistics of all your students. - 3: - title: Customize classes - text: You can customize classes by hiding specific levels and/or adventures as well as making them available on a specific date. - 4: - title: Creating adventures - text: You can create your own adventures and use them as assignments for your students. Create them here and add them to your classes in the class customization section. - 5: - title: Creating accounts - text: You can create multiple accounts at once, only needing to provide an username and password. You can also directly add these accounts to one of your classes. 6: - title: Hedy documentation text: Here you find a more extensive documentation with tips and tricks on how to use Hedy in the class room. - 7: - title: The end! - text: Click on 'next step' to get started as a Hedy teacher! diff --git a/content/tutorials/bg.yaml b/content/tutorials/bg.yaml index 140c9590c4a..555ae441551 100644 --- a/content/tutorials/bg.yaml +++ b/content/tutorials/bg.yaml @@ -1,35 +1,5 @@ intro: steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - title: The code editor - text: In this window you write all the code, try typing something on the place of the underscores! - 3: - title: The output window - text: The result of the code you execute will be shown here, you just created this! - 4: - title: The run button - text: With this button you can run your program! Shall we give it a try in the next step? - 5: - title: Try it out! - text: Run the program, click 'next step' when you're done. - 6: - title: Read aloud your program - text: Choose a voice below the run button to let your program be read aloud. - 7: - title: Run & listen - text: Select a voice from the dropdown menu and run your program again to hear it being read aloud. - 8: - title: To the next level - text: When you think you understand everything and have practiced enough you can continue with the next level. When there is also a previous level there will be a button next to it to go back. - 9: - title: Level explanation - text: The first tab always contains the level explanation. In each level new commands will be explained here. - 10: - title: Adventures - text: The other tabs contain adventures, which you can code for each level. They go from easy to hard. 11: title: Quiz text: At the end of each level you can make the quiz. This way you can verify if you understand everything. @@ -47,24 +17,5 @@ intro: text: Кликнете върху "следваща стъпка", за да започнете да програмирате с Хеди! teacher: steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - title: Class management - text: As a teacher you can created classes and invite student or let them join through a link. You can view the programs and statistics of all your students. - 3: - title: Customize classes - text: You can customize classes by hiding specific levels and/or adventures as well as making them available on a specific date. - 4: - title: Creating adventures - text: You can create your own adventures and use them as assignments for your students. Create them here and add them to your classes in the class customization section. - 5: - title: Creating accounts - text: You can create multiple accounts at once, only needing to provide an username and password. You can also directly add these accounts to one of your classes. 6: - title: Hedy documentation text: Тук ще намерите по-обширна документация със съвети и трикове как да използвате Hedy в класната стая. - 7: - title: The end! - text: Click on 'next step' to get started as a Hedy teacher! diff --git a/content/tutorials/bn.yaml b/content/tutorials/bn.yaml index a81d2031c4f..0826b2921ac 100644 --- a/content/tutorials/bn.yaml +++ b/content/tutorials/bn.yaml @@ -1,35 +1,5 @@ intro: steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - title: The code editor - text: In this window you write all the code, try typing something on the place of the underscores! - 3: - title: The output window - text: The result of the code you execute will be shown here, you just created this! - 4: - title: The run button - text: With this button you can run your program! Shall we give it a try in the next step? - 5: - title: Try it out! - text: Run the program, click 'next step' when you're done. - 6: - title: Read aloud your program - text: Choose a voice below the run button to let your program be read aloud. - 7: - title: Run & listen - text: Select a voice from the dropdown menu and run your program again to hear it being read aloud. - 8: - title: To the next level - text: When you think you understand everything and have practiced enough you can continue with the next level. When there is also a previous level there will be a button next to it to go back. - 9: - title: Level explanation - text: The first tab always contains the level explanation. In each level new commands will be explained here. - 10: - title: Adventures - text: The other tabs contain adventures, which you can code for each level. They go from easy to hard. 11: title: Quiz text: At the end of each level you can make the quiz. This way you can verify if you understand everything. @@ -42,29 +12,7 @@ intro: 14: title: The end! text: Click on 'next step' to really start coding with Hedy! - 15: - title: The end! - text: Click on 'next step' to really start coding with Hedy! teacher: steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - title: Class management - text: As a teacher you can created classes and invite student or let them join through a link. You can view the programs and statistics of all your students. - 3: - title: Customize classes - text: You can customize classes by hiding specific levels and/or adventures as well as making them available on a specific date. - 4: - title: Creating adventures - text: You can create your own adventures and use them as assignments for your students. Create them here and add them to your classes in the class customization section. - 5: - title: Creating accounts - text: You can create multiple accounts at once, only needing to provide an username and password. You can also directly add these accounts to one of your classes. 6: - title: Hedy documentation text: Here you find a more extensive documentation with tips and tricks on how to use Hedy in the class room. - 7: - title: The end! - text: Click on 'next step' to get started as a Hedy teacher! diff --git a/content/tutorials/ca.yaml b/content/tutorials/ca.yaml index 8f504600658..b50bba0567a 100644 --- a/content/tutorials/ca.yaml +++ b/content/tutorials/ca.yaml @@ -34,7 +34,6 @@ intro: title: Puzles text: Creus que entens prou bé el nivell? Prova els puzles! Obteniu línies de codi en un ordre incorrecte, arregleu l'ordre perquè el programa s'executi. 12: - title: Quiz text: Al final de cada nivell pots fer el qüestionari. D'aquesta manera podeu comprovar si ho enteneu tot. 13: title: Guardar i compartir diff --git a/content/tutorials/cs.yaml b/content/tutorials/cs.yaml index f514f9394ef..bb87d5b089b 100644 --- a/content/tutorials/cs.yaml +++ b/content/tutorials/cs.yaml @@ -3,33 +3,6 @@ intro: 1: title: Vítej v Hedy! text: V tomto návodu ti krok za krokem vysvětlíme všechny funkce Hedy. - 2: - title: The code editor - text: In this window you write all the code, try typing something on the place of the underscores! - 3: - title: The output window - text: The result of the code you execute will be shown here, you just created this! - 4: - title: The run button - text: With this button you can run your program! Shall we give it a try in the next step? - 5: - title: Try it out! - text: Run the program, click 'next step' when you're done. - 6: - title: Read aloud your program - text: Choose a voice below the run button to let your program be read aloud. - 7: - title: Run & listen - text: Select a voice from the dropdown menu and run your program again to hear it being read aloud. - 8: - title: To the next level - text: When you think you understand everything and have practiced enough you can continue with the next level. When there is also a previous level there will be a button next to it to go back. - 9: - title: Level explanation - text: The first tab always contains the level explanation. In each level new commands will be explained here. - 10: - title: Adventures - text: The other tabs contain adventures, which you can code for each level. They go from easy to hard. 11: title: Quiz text: At the end of each level you can make the quiz. This way you can verify if you understand everything. @@ -42,29 +15,7 @@ intro: 14: title: The end! text: Click on 'next step' to really start coding with Hedy! - 15: - title: The end! - text: Click on 'next step' to really start coding with Hedy! teacher: steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - title: Class management - text: As a teacher you can created classes and invite student or let them join through a link. You can view the programs and statistics of all your students. - 3: - title: Customize classes - text: You can customize classes by hiding specific levels and/or adventures as well as making them available on a specific date. - 4: - title: Creating adventures - text: You can create your own adventures and use them as assignments for your students. Create them here and add them to your classes in the class customization section. - 5: - title: Creating accounts - text: You can create multiple accounts at once, only needing to provide an username and password. You can also directly add these accounts to one of your classes. 6: - title: Hedy documentation text: Here you find a more extensive documentation with tips and tricks on how to use Hedy in the class room. - 7: - title: The end! - text: Click on 'next step' to get started as a Hedy teacher! diff --git a/content/tutorials/cy.yaml b/content/tutorials/cy.yaml index 055e69a736d..0967ef424bc 100644 --- a/content/tutorials/cy.yaml +++ b/content/tutorials/cy.yaml @@ -1,70 +1 @@ -intro: - steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - title: The code editor - text: In this window you write all the code, try typing something on the place of the underscores! - 3: - title: The output window - text: The result of the code you execute will be shown here, you just created this! - 4: - title: The run button - text: With this button you can run your program! Shall we give it a try in the next step? - 5: - title: Try it out! - text: Run the program, click 'next step' when you're done. - 6: - title: Read aloud your program - text: Choose a voice below the run button to let your program be read aloud. - 7: - title: Run & listen - text: Select a voice from the dropdown menu and run your program again to hear it being read aloud. - 8: - title: To the next level - text: When you think you understand everything and have practiced enough you can continue with the next level. When there is also a previous level there will be a button next to it to go back. - 9: - title: Level explanation - text: The first tab always contains the level explanation. In each level new commands will be explained here. - 10: - title: Adventures - text: The other tabs contain adventures, which you can code for each level. They go from easy to hard. - 11: - title: Puzzles - text: Do you think you understand the level quite well? Try the puzzles! You get lines of code in the wrong order, fix the order to get the program running. - 12: - title: Quiz - text: At the end of each level you can make the quiz. This way you can verify if you understand everything. - 13: - title: Saving & sharing - text: You can save and share all your created programs with other Hedy users. - 14: - title: Cheatsheet - text: If you forgot a command you can always use the cheatsheet. It shows a list of all commands you can use in the current level. You can find the cheatsheet at the 🤔 button - 15: - title: The end! - text: Click on 'next step' to really start coding with Hedy! -teacher: - steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - title: Class management - text: As a teacher you can created classes and invite student or let them join through a link. You can view the programs and statistics of all your students. - 3: - title: Customize classes - text: You can customize classes by hiding specific levels and/or adventures as well as making them available on a specific date. - 4: - title: Creating adventures - text: You can create your own adventures and use them as assignments for your students. Create them here and add them to your classes in the class customization section. - 5: - title: Creating accounts - text: You can create multiple accounts at once, only needing to provide an username and password. You can also directly add these accounts to one of your classes. - 6: - title: Hedy documentation - text: Here you find a more extensive documentation with tips and tricks on how to use Hedy in the classroom. - 7: - title: The end! - text: Click on 'next step' to get started as a Hedy teacher! +{} diff --git a/content/tutorials/da.yaml b/content/tutorials/da.yaml index 055e69a736d..0967ef424bc 100644 --- a/content/tutorials/da.yaml +++ b/content/tutorials/da.yaml @@ -1,70 +1 @@ -intro: - steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - title: The code editor - text: In this window you write all the code, try typing something on the place of the underscores! - 3: - title: The output window - text: The result of the code you execute will be shown here, you just created this! - 4: - title: The run button - text: With this button you can run your program! Shall we give it a try in the next step? - 5: - title: Try it out! - text: Run the program, click 'next step' when you're done. - 6: - title: Read aloud your program - text: Choose a voice below the run button to let your program be read aloud. - 7: - title: Run & listen - text: Select a voice from the dropdown menu and run your program again to hear it being read aloud. - 8: - title: To the next level - text: When you think you understand everything and have practiced enough you can continue with the next level. When there is also a previous level there will be a button next to it to go back. - 9: - title: Level explanation - text: The first tab always contains the level explanation. In each level new commands will be explained here. - 10: - title: Adventures - text: The other tabs contain adventures, which you can code for each level. They go from easy to hard. - 11: - title: Puzzles - text: Do you think you understand the level quite well? Try the puzzles! You get lines of code in the wrong order, fix the order to get the program running. - 12: - title: Quiz - text: At the end of each level you can make the quiz. This way you can verify if you understand everything. - 13: - title: Saving & sharing - text: You can save and share all your created programs with other Hedy users. - 14: - title: Cheatsheet - text: If you forgot a command you can always use the cheatsheet. It shows a list of all commands you can use in the current level. You can find the cheatsheet at the 🤔 button - 15: - title: The end! - text: Click on 'next step' to really start coding with Hedy! -teacher: - steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - title: Class management - text: As a teacher you can created classes and invite student or let them join through a link. You can view the programs and statistics of all your students. - 3: - title: Customize classes - text: You can customize classes by hiding specific levels and/or adventures as well as making them available on a specific date. - 4: - title: Creating adventures - text: You can create your own adventures and use them as assignments for your students. Create them here and add them to your classes in the class customization section. - 5: - title: Creating accounts - text: You can create multiple accounts at once, only needing to provide an username and password. You can also directly add these accounts to one of your classes. - 6: - title: Hedy documentation - text: Here you find a more extensive documentation with tips and tricks on how to use Hedy in the classroom. - 7: - title: The end! - text: Click on 'next step' to get started as a Hedy teacher! +{} diff --git a/content/tutorials/de.yaml b/content/tutorials/de.yaml index f592d869fd3..6fc15329984 100644 --- a/content/tutorials/de.yaml +++ b/content/tutorials/de.yaml @@ -1,35 +1,5 @@ intro: steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - title: The code editor - text: In this window you write all the code, try typing something on the place of the underscores! - 3: - title: The output window - text: The result of the code you execute will be shown here, you just created this! - 4: - title: The run button - text: With this button you can run your program! Shall we give it a try in the next step? - 5: - title: Try it out! - text: Run the program, click 'next step' when you're done. - 6: - title: Read aloud your program - text: Choose a voice below the run button to let your program be read aloud. - 7: - title: Run & listen - text: Select a voice from the dropdown menu and run your program again to hear it being read aloud. - 8: - title: To the next level - text: When you think you understand everything and have practiced enough you can continue with the next level. When there is also a previous level there will be a button next to it to go back. - 9: - title: Level explanation - text: The first tab always contains the level explanation. In each level new commands will be explained here. - 10: - title: Adventures - text: The other tabs contain adventures, which you can code for each level. They go from easy to hard. 11: title: Quiz text: At the end of each level you can make the quiz. This way you can verify if you understand everything. @@ -47,24 +17,5 @@ intro: text: Klicke auf "nächster Schritt" um anzufangen mit Hedy zu programmieren! teacher: steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - title: Class management - text: As a teacher you can created classes and invite student or let them join through a link. You can view the programs and statistics of all your students. - 3: - title: Customize classes - text: You can customize classes by hiding specific levels and/or adventures as well as making them available on a specific date. - 4: - title: Creating adventures - text: You can create your own adventures and use them as assignments for your students. Create them here and add them to your classes in the class customization section. - 5: - title: Creating accounts - text: You can create multiple accounts at once, only needing to provide an username and password. You can also directly add these accounts to one of your classes. 6: - title: Hedy documentation text: Hier findest du eine ausführlichere Dokumentation mit Tipps und Tricks wie du Hedy im Unterricht nutzen kannst. - 7: - title: The end! - text: Click on 'next step' to get started as a Hedy teacher! diff --git a/content/tutorials/el.yaml b/content/tutorials/el.yaml index a81d2031c4f..0826b2921ac 100644 --- a/content/tutorials/el.yaml +++ b/content/tutorials/el.yaml @@ -1,35 +1,5 @@ intro: steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - title: The code editor - text: In this window you write all the code, try typing something on the place of the underscores! - 3: - title: The output window - text: The result of the code you execute will be shown here, you just created this! - 4: - title: The run button - text: With this button you can run your program! Shall we give it a try in the next step? - 5: - title: Try it out! - text: Run the program, click 'next step' when you're done. - 6: - title: Read aloud your program - text: Choose a voice below the run button to let your program be read aloud. - 7: - title: Run & listen - text: Select a voice from the dropdown menu and run your program again to hear it being read aloud. - 8: - title: To the next level - text: When you think you understand everything and have practiced enough you can continue with the next level. When there is also a previous level there will be a button next to it to go back. - 9: - title: Level explanation - text: The first tab always contains the level explanation. In each level new commands will be explained here. - 10: - title: Adventures - text: The other tabs contain adventures, which you can code for each level. They go from easy to hard. 11: title: Quiz text: At the end of each level you can make the quiz. This way you can verify if you understand everything. @@ -42,29 +12,7 @@ intro: 14: title: The end! text: Click on 'next step' to really start coding with Hedy! - 15: - title: The end! - text: Click on 'next step' to really start coding with Hedy! teacher: steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - title: Class management - text: As a teacher you can created classes and invite student or let them join through a link. You can view the programs and statistics of all your students. - 3: - title: Customize classes - text: You can customize classes by hiding specific levels and/or adventures as well as making them available on a specific date. - 4: - title: Creating adventures - text: You can create your own adventures and use them as assignments for your students. Create them here and add them to your classes in the class customization section. - 5: - title: Creating accounts - text: You can create multiple accounts at once, only needing to provide an username and password. You can also directly add these accounts to one of your classes. 6: - title: Hedy documentation text: Here you find a more extensive documentation with tips and tricks on how to use Hedy in the class room. - 7: - title: The end! - text: Click on 'next step' to get started as a Hedy teacher! diff --git a/content/tutorials/eo.yaml b/content/tutorials/eo.yaml index a81d2031c4f..0826b2921ac 100644 --- a/content/tutorials/eo.yaml +++ b/content/tutorials/eo.yaml @@ -1,35 +1,5 @@ intro: steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - title: The code editor - text: In this window you write all the code, try typing something on the place of the underscores! - 3: - title: The output window - text: The result of the code you execute will be shown here, you just created this! - 4: - title: The run button - text: With this button you can run your program! Shall we give it a try in the next step? - 5: - title: Try it out! - text: Run the program, click 'next step' when you're done. - 6: - title: Read aloud your program - text: Choose a voice below the run button to let your program be read aloud. - 7: - title: Run & listen - text: Select a voice from the dropdown menu and run your program again to hear it being read aloud. - 8: - title: To the next level - text: When you think you understand everything and have practiced enough you can continue with the next level. When there is also a previous level there will be a button next to it to go back. - 9: - title: Level explanation - text: The first tab always contains the level explanation. In each level new commands will be explained here. - 10: - title: Adventures - text: The other tabs contain adventures, which you can code for each level. They go from easy to hard. 11: title: Quiz text: At the end of each level you can make the quiz. This way you can verify if you understand everything. @@ -42,29 +12,7 @@ intro: 14: title: The end! text: Click on 'next step' to really start coding with Hedy! - 15: - title: The end! - text: Click on 'next step' to really start coding with Hedy! teacher: steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - title: Class management - text: As a teacher you can created classes and invite student or let them join through a link. You can view the programs and statistics of all your students. - 3: - title: Customize classes - text: You can customize classes by hiding specific levels and/or adventures as well as making them available on a specific date. - 4: - title: Creating adventures - text: You can create your own adventures and use them as assignments for your students. Create them here and add them to your classes in the class customization section. - 5: - title: Creating accounts - text: You can create multiple accounts at once, only needing to provide an username and password. You can also directly add these accounts to one of your classes. 6: - title: Hedy documentation text: Here you find a more extensive documentation with tips and tricks on how to use Hedy in the class room. - 7: - title: The end! - text: Click on 'next step' to get started as a Hedy teacher! diff --git a/content/tutorials/es.yaml b/content/tutorials/es.yaml index ab3193f5c67..e8df7063bd4 100644 --- a/content/tutorials/es.yaml +++ b/content/tutorials/es.yaml @@ -34,7 +34,6 @@ intro: title: Puzles text: ¿Crees que entienden el nivel bastante bien? ¡Intenta los puzles! Tendrás las líneas de código en el orden equivocado, arregla el orden del programa para hacer que se pueda ejecutar. 12: - title: Quiz text: Al final de cada nivel puedes tomar el quiz. De esta forma puedes verificar si entiendes todo. 13: title: Guardar y compartir diff --git a/content/tutorials/et.yaml b/content/tutorials/et.yaml index a81d2031c4f..0826b2921ac 100644 --- a/content/tutorials/et.yaml +++ b/content/tutorials/et.yaml @@ -1,35 +1,5 @@ intro: steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - title: The code editor - text: In this window you write all the code, try typing something on the place of the underscores! - 3: - title: The output window - text: The result of the code you execute will be shown here, you just created this! - 4: - title: The run button - text: With this button you can run your program! Shall we give it a try in the next step? - 5: - title: Try it out! - text: Run the program, click 'next step' when you're done. - 6: - title: Read aloud your program - text: Choose a voice below the run button to let your program be read aloud. - 7: - title: Run & listen - text: Select a voice from the dropdown menu and run your program again to hear it being read aloud. - 8: - title: To the next level - text: When you think you understand everything and have practiced enough you can continue with the next level. When there is also a previous level there will be a button next to it to go back. - 9: - title: Level explanation - text: The first tab always contains the level explanation. In each level new commands will be explained here. - 10: - title: Adventures - text: The other tabs contain adventures, which you can code for each level. They go from easy to hard. 11: title: Quiz text: At the end of each level you can make the quiz. This way you can verify if you understand everything. @@ -42,29 +12,7 @@ intro: 14: title: The end! text: Click on 'next step' to really start coding with Hedy! - 15: - title: The end! - text: Click on 'next step' to really start coding with Hedy! teacher: steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - title: Class management - text: As a teacher you can created classes and invite student or let them join through a link. You can view the programs and statistics of all your students. - 3: - title: Customize classes - text: You can customize classes by hiding specific levels and/or adventures as well as making them available on a specific date. - 4: - title: Creating adventures - text: You can create your own adventures and use them as assignments for your students. Create them here and add them to your classes in the class customization section. - 5: - title: Creating accounts - text: You can create multiple accounts at once, only needing to provide an username and password. You can also directly add these accounts to one of your classes. 6: - title: Hedy documentation text: Here you find a more extensive documentation with tips and tricks on how to use Hedy in the class room. - 7: - title: The end! - text: Click on 'next step' to get started as a Hedy teacher! diff --git a/content/tutorials/fa.yaml b/content/tutorials/fa.yaml index a81d2031c4f..0826b2921ac 100644 --- a/content/tutorials/fa.yaml +++ b/content/tutorials/fa.yaml @@ -1,35 +1,5 @@ intro: steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - title: The code editor - text: In this window you write all the code, try typing something on the place of the underscores! - 3: - title: The output window - text: The result of the code you execute will be shown here, you just created this! - 4: - title: The run button - text: With this button you can run your program! Shall we give it a try in the next step? - 5: - title: Try it out! - text: Run the program, click 'next step' when you're done. - 6: - title: Read aloud your program - text: Choose a voice below the run button to let your program be read aloud. - 7: - title: Run & listen - text: Select a voice from the dropdown menu and run your program again to hear it being read aloud. - 8: - title: To the next level - text: When you think you understand everything and have practiced enough you can continue with the next level. When there is also a previous level there will be a button next to it to go back. - 9: - title: Level explanation - text: The first tab always contains the level explanation. In each level new commands will be explained here. - 10: - title: Adventures - text: The other tabs contain adventures, which you can code for each level. They go from easy to hard. 11: title: Quiz text: At the end of each level you can make the quiz. This way you can verify if you understand everything. @@ -42,29 +12,7 @@ intro: 14: title: The end! text: Click on 'next step' to really start coding with Hedy! - 15: - title: The end! - text: Click on 'next step' to really start coding with Hedy! teacher: steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - title: Class management - text: As a teacher you can created classes and invite student or let them join through a link. You can view the programs and statistics of all your students. - 3: - title: Customize classes - text: You can customize classes by hiding specific levels and/or adventures as well as making them available on a specific date. - 4: - title: Creating adventures - text: You can create your own adventures and use them as assignments for your students. Create them here and add them to your classes in the class customization section. - 5: - title: Creating accounts - text: You can create multiple accounts at once, only needing to provide an username and password. You can also directly add these accounts to one of your classes. 6: - title: Hedy documentation text: Here you find a more extensive documentation with tips and tricks on how to use Hedy in the class room. - 7: - title: The end! - text: Click on 'next step' to get started as a Hedy teacher! diff --git a/content/tutorials/fr.yaml b/content/tutorials/fr.yaml index b2490afca25..0d19e5fcb5a 100644 --- a/content/tutorials/fr.yaml +++ b/content/tutorials/fr.yaml @@ -19,19 +19,10 @@ intro: title: Lire ton programme à voix haute text: Choisis une voix en dessous du bouton 'exécuter' pour que ton programme soit lu à voix haute. 7: - title: Run & listen text: Sélectionne une voix depuis le menu déroulant et exécute ton programme à nouveau pour l'entendre lu à voix haute. 8: title: Vers le niveau suivant - text: When you think you understand everything and have practiced enough you can continue with the next level. When there is also a previous level there will be a button next to it to go back. - 9: - title: Level explanation - text: The first tab always contains the level explanation. In each level new commands will be explained here. - 10: - title: Adventures - text: The other tabs contain adventures, which you can code for each level. They go from easy to hard. 11: - title: Puzzles text: Penses-tu avoir assez bien compris ce niveau ? Essaye les puzzles ! Tu reçois les lignes de codes dans le désordre. Corrige l'ordre en déplaçant les lignes dans la zone de programmation avec ta souris pour que le programme fonctionne. 12: title: Quizz @@ -49,21 +40,7 @@ teacher: steps: 1: title: Bienvenu à Hedy ! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - title: Class management - text: As a teacher you can created classes and invite student or let them join through a link. You can view the programs and statistics of all your students. - 3: - title: Customize classes - text: You can customize classes by hiding specific levels and/or adventures as well as making them available on a specific date. - 4: - title: Creating adventures - text: You can create your own adventures and use them as assignments for your students. Create them here and add them to your classes in the class customization section. - 5: - title: Creating accounts - text: You can create multiple accounts at once, only needing to provide an username and password. You can also directly add these accounts to one of your classes. 6: - title: Hedy documentation text: Ici, tu peux trouver une plus grande documentation avec des astuces et conseils sur comment utiliser Hedy dans ta classe. 7: title: Fin ! diff --git a/content/tutorials/fr_CA.yaml b/content/tutorials/fr_CA.yaml index b2490afca25..0d19e5fcb5a 100644 --- a/content/tutorials/fr_CA.yaml +++ b/content/tutorials/fr_CA.yaml @@ -19,19 +19,10 @@ intro: title: Lire ton programme à voix haute text: Choisis une voix en dessous du bouton 'exécuter' pour que ton programme soit lu à voix haute. 7: - title: Run & listen text: Sélectionne une voix depuis le menu déroulant et exécute ton programme à nouveau pour l'entendre lu à voix haute. 8: title: Vers le niveau suivant - text: When you think you understand everything and have practiced enough you can continue with the next level. When there is also a previous level there will be a button next to it to go back. - 9: - title: Level explanation - text: The first tab always contains the level explanation. In each level new commands will be explained here. - 10: - title: Adventures - text: The other tabs contain adventures, which you can code for each level. They go from easy to hard. 11: - title: Puzzles text: Penses-tu avoir assez bien compris ce niveau ? Essaye les puzzles ! Tu reçois les lignes de codes dans le désordre. Corrige l'ordre en déplaçant les lignes dans la zone de programmation avec ta souris pour que le programme fonctionne. 12: title: Quizz @@ -49,21 +40,7 @@ teacher: steps: 1: title: Bienvenu à Hedy ! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - title: Class management - text: As a teacher you can created classes and invite student or let them join through a link. You can view the programs and statistics of all your students. - 3: - title: Customize classes - text: You can customize classes by hiding specific levels and/or adventures as well as making them available on a specific date. - 4: - title: Creating adventures - text: You can create your own adventures and use them as assignments for your students. Create them here and add them to your classes in the class customization section. - 5: - title: Creating accounts - text: You can create multiple accounts at once, only needing to provide an username and password. You can also directly add these accounts to one of your classes. 6: - title: Hedy documentation text: Ici, tu peux trouver une plus grande documentation avec des astuces et conseils sur comment utiliser Hedy dans ta classe. 7: title: Fin ! diff --git a/content/tutorials/fy.yaml b/content/tutorials/fy.yaml index a81d2031c4f..0826b2921ac 100644 --- a/content/tutorials/fy.yaml +++ b/content/tutorials/fy.yaml @@ -1,35 +1,5 @@ intro: steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - title: The code editor - text: In this window you write all the code, try typing something on the place of the underscores! - 3: - title: The output window - text: The result of the code you execute will be shown here, you just created this! - 4: - title: The run button - text: With this button you can run your program! Shall we give it a try in the next step? - 5: - title: Try it out! - text: Run the program, click 'next step' when you're done. - 6: - title: Read aloud your program - text: Choose a voice below the run button to let your program be read aloud. - 7: - title: Run & listen - text: Select a voice from the dropdown menu and run your program again to hear it being read aloud. - 8: - title: To the next level - text: When you think you understand everything and have practiced enough you can continue with the next level. When there is also a previous level there will be a button next to it to go back. - 9: - title: Level explanation - text: The first tab always contains the level explanation. In each level new commands will be explained here. - 10: - title: Adventures - text: The other tabs contain adventures, which you can code for each level. They go from easy to hard. 11: title: Quiz text: At the end of each level you can make the quiz. This way you can verify if you understand everything. @@ -42,29 +12,7 @@ intro: 14: title: The end! text: Click on 'next step' to really start coding with Hedy! - 15: - title: The end! - text: Click on 'next step' to really start coding with Hedy! teacher: steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - title: Class management - text: As a teacher you can created classes and invite student or let them join through a link. You can view the programs and statistics of all your students. - 3: - title: Customize classes - text: You can customize classes by hiding specific levels and/or adventures as well as making them available on a specific date. - 4: - title: Creating adventures - text: You can create your own adventures and use them as assignments for your students. Create them here and add them to your classes in the class customization section. - 5: - title: Creating accounts - text: You can create multiple accounts at once, only needing to provide an username and password. You can also directly add these accounts to one of your classes. 6: - title: Hedy documentation text: Here you find a more extensive documentation with tips and tricks on how to use Hedy in the class room. - 7: - title: The end! - text: Click on 'next step' to get started as a Hedy teacher! diff --git a/content/tutorials/he.yaml b/content/tutorials/he.yaml index e5d7952b91d..e549239c83d 100644 --- a/content/tutorials/he.yaml +++ b/content/tutorials/he.yaml @@ -1,35 +1,5 @@ intro: steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - title: The code editor - text: In this window you write all the code, try typing something on the place of the underscores! - 3: - title: The output window - text: The result of the code you execute will be shown here, you just created this! - 4: - title: The run button - text: With this button you can run your program! Shall we give it a try in the next step? - 5: - title: Try it out! - text: Run the program, click 'next step' when you're done. - 6: - title: Read aloud your program - text: Choose a voice below the run button to let your program be read aloud. - 7: - title: Run & listen - text: Select a voice from the dropdown menu and run your program again to hear it being read aloud. - 8: - title: To the next level - text: When you think you understand everything and have practiced enough you can continue with the next level. When there is also a previous level there will be a button next to it to go back. - 9: - title: Level explanation - text: The first tab always contains the level explanation. In each level new commands will be explained here. - 10: - title: Adventures - text: The other tabs contain adventures, which you can code for each level. They go from easy to hard. 11: title: Quiz text: At the end of each level you can make the quiz. This way you can verify if you understand everything. @@ -47,24 +17,5 @@ intro: text: לחץ על ה'שלב הבא' כדי להתחיל לכתוב קוד עם הידי! teacher: steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - title: Class management - text: As a teacher you can created classes and invite student or let them join through a link. You can view the programs and statistics of all your students. - 3: - title: Customize classes - text: You can customize classes by hiding specific levels and/or adventures as well as making them available on a specific date. - 4: - title: Creating adventures - text: You can create your own adventures and use them as assignments for your students. Create them here and add them to your classes in the class customization section. - 5: - title: Creating accounts - text: You can create multiple accounts at once, only needing to provide an username and password. You can also directly add these accounts to one of your classes. 6: - title: Hedy documentation text: כאן תוכל למצוא עוד מידע מפורט עם טיפים וטריקים לשימוש בהידי בכיתות. - 7: - title: The end! - text: Click on 'next step' to get started as a Hedy teacher! diff --git a/content/tutorials/hi.yaml b/content/tutorials/hi.yaml index a81d2031c4f..0826b2921ac 100644 --- a/content/tutorials/hi.yaml +++ b/content/tutorials/hi.yaml @@ -1,35 +1,5 @@ intro: steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - title: The code editor - text: In this window you write all the code, try typing something on the place of the underscores! - 3: - title: The output window - text: The result of the code you execute will be shown here, you just created this! - 4: - title: The run button - text: With this button you can run your program! Shall we give it a try in the next step? - 5: - title: Try it out! - text: Run the program, click 'next step' when you're done. - 6: - title: Read aloud your program - text: Choose a voice below the run button to let your program be read aloud. - 7: - title: Run & listen - text: Select a voice from the dropdown menu and run your program again to hear it being read aloud. - 8: - title: To the next level - text: When you think you understand everything and have practiced enough you can continue with the next level. When there is also a previous level there will be a button next to it to go back. - 9: - title: Level explanation - text: The first tab always contains the level explanation. In each level new commands will be explained here. - 10: - title: Adventures - text: The other tabs contain adventures, which you can code for each level. They go from easy to hard. 11: title: Quiz text: At the end of each level you can make the quiz. This way you can verify if you understand everything. @@ -42,29 +12,7 @@ intro: 14: title: The end! text: Click on 'next step' to really start coding with Hedy! - 15: - title: The end! - text: Click on 'next step' to really start coding with Hedy! teacher: steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - title: Class management - text: As a teacher you can created classes and invite student or let them join through a link. You can view the programs and statistics of all your students. - 3: - title: Customize classes - text: You can customize classes by hiding specific levels and/or adventures as well as making them available on a specific date. - 4: - title: Creating adventures - text: You can create your own adventures and use them as assignments for your students. Create them here and add them to your classes in the class customization section. - 5: - title: Creating accounts - text: You can create multiple accounts at once, only needing to provide an username and password. You can also directly add these accounts to one of your classes. 6: - title: Hedy documentation text: Here you find a more extensive documentation with tips and tricks on how to use Hedy in the class room. - 7: - title: The end! - text: Click on 'next step' to get started as a Hedy teacher! diff --git a/content/tutorials/hr.yaml b/content/tutorials/hr.yaml index 13e0f9af8f1..0967ef424bc 100644 --- a/content/tutorials/hr.yaml +++ b/content/tutorials/hr.yaml @@ -1,70 +1 @@ -intro: - steps: - 3: - title: The output window - text: The result of the code you execute will be shown here, you just created this! - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 11: - title: Puzzles - text: Do you think you understand the level quite well? Try the puzzles! You get lines of code in the wrong order, fix the order to get the program running. - 13: - title: Saving & sharing - text: You can save and share all your created programs with other Hedy users. - 10: - text: The other tabs contain adventures, which you can code for each level. They go from easy to hard. - title: Adventures - 6: - text: Choose a voice below the run button to let your program be read aloud. - title: Read aloud your program - 7: - text: Select a voice from the dropdown menu and run your program again to hear it being read aloud. - title: Run & listen - 9: - title: Level explanation - text: The first tab always contains the level explanation. In each level new commands will be explained here. - 12: - title: Quiz - text: At the end of each level you can make the quiz. This way you can verify if you understand everything. - 15: - text: Click on 'next step' to really start coding with Hedy! - title: The end! - 5: - title: Try it out! - text: Run the program, click 'next step' when you're done. - 8: - title: To the next level - text: When you think you understand everything and have practiced enough you can continue with the next level. When there is also a previous level there will be a button next to it to go back. - 4: - title: The run button - text: With this button you can run your program! Shall we give it a try in the next step? - 14: - title: Cheatsheet - text: If you forgot a command you can always use the cheatsheet. It shows a list of all commands you can use in the current level. You can find the cheatsheet at the 🤔 button - 2: - title: The code editor - text: In this window you write all the code, try typing something on the place of the underscores! -teacher: - steps: - 1: - text: In this tutorial we will explain all the Hedy features step-by-step. - title: Welcome to Hedy! - 6: - title: Hedy documentation - text: Here you find a more extensive documentation with tips and tricks on how to use Hedy in the classroom. - 7: - title: The end! - text: Click on 'next step' to get started as a Hedy teacher! - 2: - text: As a teacher you can created classes and invite student or let them join through a link. You can view the programs and statistics of all your students. - title: Class management - 3: - text: You can customize classes by hiding specific levels and/or adventures as well as making them available on a specific date. - title: Customize classes - 4: - text: You can create your own adventures and use them as assignments for your students. Create them here and add them to your classes in the class customization section. - title: Creating adventures - 5: - title: Creating accounts - text: You can create multiple accounts at once, only needing to provide an username and password. You can also directly add these accounts to one of your classes. +{} diff --git a/content/tutorials/ia.yaml b/content/tutorials/ia.yaml index 055e69a736d..0967ef424bc 100644 --- a/content/tutorials/ia.yaml +++ b/content/tutorials/ia.yaml @@ -1,70 +1 @@ -intro: - steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - title: The code editor - text: In this window you write all the code, try typing something on the place of the underscores! - 3: - title: The output window - text: The result of the code you execute will be shown here, you just created this! - 4: - title: The run button - text: With this button you can run your program! Shall we give it a try in the next step? - 5: - title: Try it out! - text: Run the program, click 'next step' when you're done. - 6: - title: Read aloud your program - text: Choose a voice below the run button to let your program be read aloud. - 7: - title: Run & listen - text: Select a voice from the dropdown menu and run your program again to hear it being read aloud. - 8: - title: To the next level - text: When you think you understand everything and have practiced enough you can continue with the next level. When there is also a previous level there will be a button next to it to go back. - 9: - title: Level explanation - text: The first tab always contains the level explanation. In each level new commands will be explained here. - 10: - title: Adventures - text: The other tabs contain adventures, which you can code for each level. They go from easy to hard. - 11: - title: Puzzles - text: Do you think you understand the level quite well? Try the puzzles! You get lines of code in the wrong order, fix the order to get the program running. - 12: - title: Quiz - text: At the end of each level you can make the quiz. This way you can verify if you understand everything. - 13: - title: Saving & sharing - text: You can save and share all your created programs with other Hedy users. - 14: - title: Cheatsheet - text: If you forgot a command you can always use the cheatsheet. It shows a list of all commands you can use in the current level. You can find the cheatsheet at the 🤔 button - 15: - title: The end! - text: Click on 'next step' to really start coding with Hedy! -teacher: - steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - title: Class management - text: As a teacher you can created classes and invite student or let them join through a link. You can view the programs and statistics of all your students. - 3: - title: Customize classes - text: You can customize classes by hiding specific levels and/or adventures as well as making them available on a specific date. - 4: - title: Creating adventures - text: You can create your own adventures and use them as assignments for your students. Create them here and add them to your classes in the class customization section. - 5: - title: Creating accounts - text: You can create multiple accounts at once, only needing to provide an username and password. You can also directly add these accounts to one of your classes. - 6: - title: Hedy documentation - text: Here you find a more extensive documentation with tips and tricks on how to use Hedy in the classroom. - 7: - title: The end! - text: Click on 'next step' to get started as a Hedy teacher! +{} diff --git a/content/tutorials/iba.yaml b/content/tutorials/iba.yaml index 80d34abb27a..0967ef424bc 100644 --- a/content/tutorials/iba.yaml +++ b/content/tutorials/iba.yaml @@ -1,70 +1 @@ -intro: - steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 11: - title: Puzzles - text: Do you think you understand the level quite well? Try the puzzles! You get lines of code in the wrong order, fix the order to get the program running. - 3: - title: The output window - text: The result of the code you execute will be shown here, you just created this! - 13: - title: Saving & sharing - text: You can save and share all your created programs with other Hedy users. - 10: - text: The other tabs contain adventures, which you can code for each level. They go from easy to hard. - title: Adventures - 6: - text: Choose a voice below the run button to let your program be read aloud. - title: Read aloud your program - 7: - text: Select a voice from the dropdown menu and run your program again to hear it being read aloud. - title: Run & listen - 9: - title: Level explanation - text: The first tab always contains the level explanation. In each level new commands will be explained here. - 12: - title: Quiz - text: At the end of each level you can make the quiz. This way you can verify if you understand everything. - 15: - text: Click on 'next step' to really start coding with Hedy! - title: The end! - 5: - title: Try it out! - text: Run the program, click 'next step' when you're done. - 8: - title: To the next level - text: When you think you understand everything and have practiced enough you can continue with the next level. When there is also a previous level there will be a button next to it to go back. - 4: - title: The run button - text: With this button you can run your program! Shall we give it a try in the next step? - 14: - title: Cheatsheet - text: If you forgot a command you can always use the cheatsheet. It shows a list of all commands you can use in the current level. You can find the cheatsheet at the 🤔 button - 2: - title: The code editor - text: In this window you write all the code, try typing something on the place of the underscores! -teacher: - steps: - 1: - text: In this tutorial we will explain all the Hedy features step-by-step. - title: Welcome to Hedy! - 6: - title: Hedy documentation - text: Here you find a more extensive documentation with tips and tricks on how to use Hedy in the classroom. - 2: - text: As a teacher you can created classes and invite student or let them join through a link. You can view the programs and statistics of all your students. - title: Class management - 3: - text: You can customize classes by hiding specific levels and/or adventures as well as making them available on a specific date. - title: Customize classes - 4: - text: You can create your own adventures and use them as assignments for your students. Create them here and add them to your classes in the class customization section. - title: Creating adventures - 7: - title: The end! - text: Click on 'next step' to get started as a Hedy teacher! - 5: - title: Creating accounts - text: You can create multiple accounts at once, only needing to provide an username and password. You can also directly add these accounts to one of your classes. +{} diff --git a/content/tutorials/id.yaml b/content/tutorials/id.yaml index fc44eacf560..efb57e29e06 100644 --- a/content/tutorials/id.yaml +++ b/content/tutorials/id.yaml @@ -1,35 +1,5 @@ intro: steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - title: The code editor - text: In this window you write all the code, try typing something on the place of the underscores! - 3: - title: The output window - text: The result of the code you execute will be shown here, you just created this! - 4: - title: The run button - text: With this button you can run your program! Shall we give it a try in the next step? - 5: - title: Try it out! - text: Run the program, click 'next step' when you're done. - 6: - title: Read aloud your program - text: Choose a voice below the run button to let your program be read aloud. - 7: - title: Run & listen - text: Select a voice from the dropdown menu and run your program again to hear it being read aloud. - 8: - title: To the next level - text: When you think you understand everything and have practiced enough you can continue with the next level. When there is also a previous level there will be a button next to it to go back. - 9: - title: Level explanation - text: The first tab always contains the level explanation. In each level new commands will be explained here. - 10: - title: Adventures - text: The other tabs contain adventures, which you can code for each level. They go from easy to hard. 11: title: Quiz text: At the end of each level you can make the quiz. This way you can verify if you understand everything. @@ -47,24 +17,5 @@ intro: text: Klik 'langkah berikutnya' untuk benar-benar memulai coding dengan Hedy! teacher: steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - title: Class management - text: As a teacher you can created classes and invite student or let them join through a link. You can view the programs and statistics of all your students. - 3: - title: Customize classes - text: You can customize classes by hiding specific levels and/or adventures as well as making them available on a specific date. - 4: - title: Creating adventures - text: You can create your own adventures and use them as assignments for your students. Create them here and add them to your classes in the class customization section. - 5: - title: Creating accounts - text: You can create multiple accounts at once, only needing to provide an username and password. You can also directly add these accounts to one of your classes. 6: - title: Hedy documentation text: Di sini Anda menemukan dokumentasi yang lebih lengkap berisi tip dan trik tentang cara menggunakan Hedy di kelas. - 7: - title: The end! - text: Click on 'next step' to get started as a Hedy teacher! diff --git a/content/tutorials/it.yaml b/content/tutorials/it.yaml index a81d2031c4f..0826b2921ac 100644 --- a/content/tutorials/it.yaml +++ b/content/tutorials/it.yaml @@ -1,35 +1,5 @@ intro: steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - title: The code editor - text: In this window you write all the code, try typing something on the place of the underscores! - 3: - title: The output window - text: The result of the code you execute will be shown here, you just created this! - 4: - title: The run button - text: With this button you can run your program! Shall we give it a try in the next step? - 5: - title: Try it out! - text: Run the program, click 'next step' when you're done. - 6: - title: Read aloud your program - text: Choose a voice below the run button to let your program be read aloud. - 7: - title: Run & listen - text: Select a voice from the dropdown menu and run your program again to hear it being read aloud. - 8: - title: To the next level - text: When you think you understand everything and have practiced enough you can continue with the next level. When there is also a previous level there will be a button next to it to go back. - 9: - title: Level explanation - text: The first tab always contains the level explanation. In each level new commands will be explained here. - 10: - title: Adventures - text: The other tabs contain adventures, which you can code for each level. They go from easy to hard. 11: title: Quiz text: At the end of each level you can make the quiz. This way you can verify if you understand everything. @@ -42,29 +12,7 @@ intro: 14: title: The end! text: Click on 'next step' to really start coding with Hedy! - 15: - title: The end! - text: Click on 'next step' to really start coding with Hedy! teacher: steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - title: Class management - text: As a teacher you can created classes and invite student or let them join through a link. You can view the programs and statistics of all your students. - 3: - title: Customize classes - text: You can customize classes by hiding specific levels and/or adventures as well as making them available on a specific date. - 4: - title: Creating adventures - text: You can create your own adventures and use them as assignments for your students. Create them here and add them to your classes in the class customization section. - 5: - title: Creating accounts - text: You can create multiple accounts at once, only needing to provide an username and password. You can also directly add these accounts to one of your classes. 6: - title: Hedy documentation text: Here you find a more extensive documentation with tips and tricks on how to use Hedy in the class room. - 7: - title: The end! - text: Click on 'next step' to get started as a Hedy teacher! diff --git a/content/tutorials/ja.yaml b/content/tutorials/ja.yaml index a81d2031c4f..0826b2921ac 100644 --- a/content/tutorials/ja.yaml +++ b/content/tutorials/ja.yaml @@ -1,35 +1,5 @@ intro: steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - title: The code editor - text: In this window you write all the code, try typing something on the place of the underscores! - 3: - title: The output window - text: The result of the code you execute will be shown here, you just created this! - 4: - title: The run button - text: With this button you can run your program! Shall we give it a try in the next step? - 5: - title: Try it out! - text: Run the program, click 'next step' when you're done. - 6: - title: Read aloud your program - text: Choose a voice below the run button to let your program be read aloud. - 7: - title: Run & listen - text: Select a voice from the dropdown menu and run your program again to hear it being read aloud. - 8: - title: To the next level - text: When you think you understand everything and have practiced enough you can continue with the next level. When there is also a previous level there will be a button next to it to go back. - 9: - title: Level explanation - text: The first tab always contains the level explanation. In each level new commands will be explained here. - 10: - title: Adventures - text: The other tabs contain adventures, which you can code for each level. They go from easy to hard. 11: title: Quiz text: At the end of each level you can make the quiz. This way you can verify if you understand everything. @@ -42,29 +12,7 @@ intro: 14: title: The end! text: Click on 'next step' to really start coding with Hedy! - 15: - title: The end! - text: Click on 'next step' to really start coding with Hedy! teacher: steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - title: Class management - text: As a teacher you can created classes and invite student or let them join through a link. You can view the programs and statistics of all your students. - 3: - title: Customize classes - text: You can customize classes by hiding specific levels and/or adventures as well as making them available on a specific date. - 4: - title: Creating adventures - text: You can create your own adventures and use them as assignments for your students. Create them here and add them to your classes in the class customization section. - 5: - title: Creating accounts - text: You can create multiple accounts at once, only needing to provide an username and password. You can also directly add these accounts to one of your classes. 6: - title: Hedy documentation text: Here you find a more extensive documentation with tips and tricks on how to use Hedy in the class room. - 7: - title: The end! - text: Click on 'next step' to get started as a Hedy teacher! diff --git a/content/tutorials/kab.yaml b/content/tutorials/kab.yaml index 50ab0f63a75..0967ef424bc 100644 --- a/content/tutorials/kab.yaml +++ b/content/tutorials/kab.yaml @@ -1,70 +1 @@ -intro: - steps: - 12: - title: Quiz - text: At the end of each level you can make the quiz. This way you can verify if you understand everything. - 11: - title: Puzzles - text: Do you think you understand the level quite well? Try the puzzles! You get lines of code in the wrong order, fix the order to get the program running. - 3: - title: The output window - text: The result of the code you execute will be shown here, you just created this! - 13: - title: Saving & sharing - text: You can save and share all your created programs with other Hedy users. - 10: - text: The other tabs contain adventures, which you can code for each level. They go from easy to hard. - title: Adventures - 6: - text: Choose a voice below the run button to let your program be read aloud. - title: Read aloud your program - 7: - text: Select a voice from the dropdown menu and run your program again to hear it being read aloud. - title: Run & listen - 9: - title: Level explanation - text: The first tab always contains the level explanation. In each level new commands will be explained here. - 15: - text: Click on 'next step' to really start coding with Hedy! - title: The end! - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 5: - title: Try it out! - text: Run the program, click 'next step' when you're done. - 8: - title: To the next level - text: When you think you understand everything and have practiced enough you can continue with the next level. When there is also a previous level there will be a button next to it to go back. - 4: - title: The run button - text: With this button you can run your program! Shall we give it a try in the next step? - 14: - title: Cheatsheet - text: If you forgot a command you can always use the cheatsheet. It shows a list of all commands you can use in the current level. You can find the cheatsheet at the 🤔 button - 2: - title: The code editor - text: In this window you write all the code, try typing something on the place of the underscores! -teacher: - steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 3: - title: Customize classes - text: You can customize classes by hiding specific levels and/or adventures as well as making them available on a specific date. - 6: - title: Hedy documentation - text: Here you find a more extensive documentation with tips and tricks on how to use Hedy in the classroom. - 2: - text: As a teacher you can created classes and invite student or let them join through a link. You can view the programs and statistics of all your students. - title: Class management - 4: - text: You can create your own adventures and use them as assignments for your students. Create them here and add them to your classes in the class customization section. - title: Creating adventures - 7: - title: The end! - text: Click on 'next step' to get started as a Hedy teacher! - 5: - title: Creating accounts - text: You can create multiple accounts at once, only needing to provide an username and password. You can also directly add these accounts to one of your classes. +{} diff --git a/content/tutorials/kmr.yaml b/content/tutorials/kmr.yaml index 055e69a736d..0967ef424bc 100644 --- a/content/tutorials/kmr.yaml +++ b/content/tutorials/kmr.yaml @@ -1,70 +1 @@ -intro: - steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - title: The code editor - text: In this window you write all the code, try typing something on the place of the underscores! - 3: - title: The output window - text: The result of the code you execute will be shown here, you just created this! - 4: - title: The run button - text: With this button you can run your program! Shall we give it a try in the next step? - 5: - title: Try it out! - text: Run the program, click 'next step' when you're done. - 6: - title: Read aloud your program - text: Choose a voice below the run button to let your program be read aloud. - 7: - title: Run & listen - text: Select a voice from the dropdown menu and run your program again to hear it being read aloud. - 8: - title: To the next level - text: When you think you understand everything and have practiced enough you can continue with the next level. When there is also a previous level there will be a button next to it to go back. - 9: - title: Level explanation - text: The first tab always contains the level explanation. In each level new commands will be explained here. - 10: - title: Adventures - text: The other tabs contain adventures, which you can code for each level. They go from easy to hard. - 11: - title: Puzzles - text: Do you think you understand the level quite well? Try the puzzles! You get lines of code in the wrong order, fix the order to get the program running. - 12: - title: Quiz - text: At the end of each level you can make the quiz. This way you can verify if you understand everything. - 13: - title: Saving & sharing - text: You can save and share all your created programs with other Hedy users. - 14: - title: Cheatsheet - text: If you forgot a command you can always use the cheatsheet. It shows a list of all commands you can use in the current level. You can find the cheatsheet at the 🤔 button - 15: - title: The end! - text: Click on 'next step' to really start coding with Hedy! -teacher: - steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - title: Class management - text: As a teacher you can created classes and invite student or let them join through a link. You can view the programs and statistics of all your students. - 3: - title: Customize classes - text: You can customize classes by hiding specific levels and/or adventures as well as making them available on a specific date. - 4: - title: Creating adventures - text: You can create your own adventures and use them as assignments for your students. Create them here and add them to your classes in the class customization section. - 5: - title: Creating accounts - text: You can create multiple accounts at once, only needing to provide an username and password. You can also directly add these accounts to one of your classes. - 6: - title: Hedy documentation - text: Here you find a more extensive documentation with tips and tricks on how to use Hedy in the classroom. - 7: - title: The end! - text: Click on 'next step' to get started as a Hedy teacher! +{} diff --git a/content/tutorials/mi.yaml b/content/tutorials/mi.yaml index 055e69a736d..0967ef424bc 100644 --- a/content/tutorials/mi.yaml +++ b/content/tutorials/mi.yaml @@ -1,70 +1 @@ -intro: - steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - title: The code editor - text: In this window you write all the code, try typing something on the place of the underscores! - 3: - title: The output window - text: The result of the code you execute will be shown here, you just created this! - 4: - title: The run button - text: With this button you can run your program! Shall we give it a try in the next step? - 5: - title: Try it out! - text: Run the program, click 'next step' when you're done. - 6: - title: Read aloud your program - text: Choose a voice below the run button to let your program be read aloud. - 7: - title: Run & listen - text: Select a voice from the dropdown menu and run your program again to hear it being read aloud. - 8: - title: To the next level - text: When you think you understand everything and have practiced enough you can continue with the next level. When there is also a previous level there will be a button next to it to go back. - 9: - title: Level explanation - text: The first tab always contains the level explanation. In each level new commands will be explained here. - 10: - title: Adventures - text: The other tabs contain adventures, which you can code for each level. They go from easy to hard. - 11: - title: Puzzles - text: Do you think you understand the level quite well? Try the puzzles! You get lines of code in the wrong order, fix the order to get the program running. - 12: - title: Quiz - text: At the end of each level you can make the quiz. This way you can verify if you understand everything. - 13: - title: Saving & sharing - text: You can save and share all your created programs with other Hedy users. - 14: - title: Cheatsheet - text: If you forgot a command you can always use the cheatsheet. It shows a list of all commands you can use in the current level. You can find the cheatsheet at the 🤔 button - 15: - title: The end! - text: Click on 'next step' to really start coding with Hedy! -teacher: - steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - title: Class management - text: As a teacher you can created classes and invite student or let them join through a link. You can view the programs and statistics of all your students. - 3: - title: Customize classes - text: You can customize classes by hiding specific levels and/or adventures as well as making them available on a specific date. - 4: - title: Creating adventures - text: You can create your own adventures and use them as assignments for your students. Create them here and add them to your classes in the class customization section. - 5: - title: Creating accounts - text: You can create multiple accounts at once, only needing to provide an username and password. You can also directly add these accounts to one of your classes. - 6: - title: Hedy documentation - text: Here you find a more extensive documentation with tips and tricks on how to use Hedy in the classroom. - 7: - title: The end! - text: Click on 'next step' to get started as a Hedy teacher! +{} diff --git a/content/tutorials/ms.yaml b/content/tutorials/ms.yaml index 4e5d49e6b38..0967ef424bc 100644 --- a/content/tutorials/ms.yaml +++ b/content/tutorials/ms.yaml @@ -1,70 +1 @@ -teacher: - steps: - 1: - text: In this tutorial we will explain all the Hedy features step-by-step. - title: Welcome to Hedy! - 6: - title: Hedy documentation - text: Here you find a more extensive documentation with tips and tricks on how to use Hedy in the classroom. - 2: - text: As a teacher you can created classes and invite student or let them join through a link. You can view the programs and statistics of all your students. - title: Class management - 3: - text: You can customize classes by hiding specific levels and/or adventures as well as making them available on a specific date. - title: Customize classes - 4: - text: You can create your own adventures and use them as assignments for your students. Create them here and add them to your classes in the class customization section. - title: Creating adventures - 7: - title: The end! - text: Click on 'next step' to get started as a Hedy teacher! - 5: - title: Creating accounts - text: You can create multiple accounts at once, only needing to provide an username and password. You can also directly add these accounts to one of your classes. -intro: - steps: - 11: - title: Puzzles - text: Do you think you understand the level quite well? Try the puzzles! You get lines of code in the wrong order, fix the order to get the program running. - 3: - title: The output window - text: The result of the code you execute will be shown here, you just created this! - 13: - title: Saving & sharing - text: You can save and share all your created programs with other Hedy users. - 10: - text: The other tabs contain adventures, which you can code for each level. They go from easy to hard. - title: Adventures - 6: - text: Choose a voice below the run button to let your program be read aloud. - title: Read aloud your program - 7: - text: Select a voice from the dropdown menu and run your program again to hear it being read aloud. - title: Run & listen - 9: - title: Level explanation - text: The first tab always contains the level explanation. In each level new commands will be explained here. - 12: - title: Quiz - text: At the end of each level you can make the quiz. This way you can verify if you understand everything. - 15: - text: Click on 'next step' to really start coding with Hedy! - title: The end! - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 5: - title: Try it out! - text: Run the program, click 'next step' when you're done. - 8: - title: To the next level - text: When you think you understand everything and have practiced enough you can continue with the next level. When there is also a previous level there will be a button next to it to go back. - 4: - title: The run button - text: With this button you can run your program! Shall we give it a try in the next step? - 14: - title: Cheatsheet - text: If you forgot a command you can always use the cheatsheet. It shows a list of all commands you can use in the current level. You can find the cheatsheet at the 🤔 button - 2: - title: The code editor - text: In this window you write all the code, try typing something on the place of the underscores! +{} diff --git a/content/tutorials/nb_NO.yaml b/content/tutorials/nb_NO.yaml index d3b0f90d878..84aaeb088b2 100644 --- a/content/tutorials/nb_NO.yaml +++ b/content/tutorials/nb_NO.yaml @@ -3,33 +3,6 @@ intro: 1: title: Velkommen til Hedy! text: I denne gjennomgangen vil vi forklare, steg for steg, alt du kan gjøre med Hedy. - 2: - title: The code editor - text: In this window you write all the code, try typing something on the place of the underscores! - 3: - title: The output window - text: The result of the code you execute will be shown here, you just created this! - 4: - title: The run button - text: With this button you can run your program! Shall we give it a try in the next step? - 5: - title: Try it out! - text: Run the program, click 'next step' when you're done. - 6: - title: Read aloud your program - text: Choose a voice below the run button to let your program be read aloud. - 7: - title: Run & listen - text: Select a voice from the dropdown menu and run your program again to hear it being read aloud. - 8: - title: To the next level - text: When you think you understand everything and have practiced enough you can continue with the next level. When there is also a previous level there will be a button next to it to go back. - 9: - title: Level explanation - text: The first tab always contains the level explanation. In each level new commands will be explained here. - 10: - title: Adventures - text: The other tabs contain adventures, which you can code for each level. They go from easy to hard. 11: title: Quiz text: At the end of each level you can make the quiz. This way you can verify if you understand everything. @@ -42,29 +15,7 @@ intro: 14: title: The end! text: Click on 'next step' to really start coding with Hedy! - 15: - title: The end! - text: Click on 'next step' to really start coding with Hedy! teacher: steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - title: Class management - text: As a teacher you can created classes and invite student or let them join through a link. You can view the programs and statistics of all your students. - 3: - title: Customize classes - text: You can customize classes by hiding specific levels and/or adventures as well as making them available on a specific date. - 4: - title: Creating adventures - text: You can create your own adventures and use them as assignments for your students. Create them here and add them to your classes in the class customization section. - 5: - title: Creating accounts - text: You can create multiple accounts at once, only needing to provide an username and password. You can also directly add these accounts to one of your classes. 6: - title: Hedy documentation text: Here you find a more extensive documentation with tips and tricks on how to use Hedy in the class room. - 7: - title: The end! - text: Click on 'next step' to get started as a Hedy teacher! diff --git a/content/tutorials/ne.yaml b/content/tutorials/ne.yaml index 9b6143b606b..0967ef424bc 100644 --- a/content/tutorials/ne.yaml +++ b/content/tutorials/ne.yaml @@ -1,70 +1 @@ -intro: - steps: - 11: - title: Puzzles - text: Do you think you understand the level quite well? Try the puzzles! You get lines of code in the wrong order, fix the order to get the program running. - 3: - title: The output window - text: The result of the code you execute will be shown here, you just created this! - 13: - title: Saving & sharing - text: You can save and share all your created programs with other Hedy users. - 10: - text: The other tabs contain adventures, which you can code for each level. They go from easy to hard. - title: Adventures - 6: - text: Choose a voice below the run button to let your program be read aloud. - title: Read aloud your program - 7: - text: Select a voice from the dropdown menu and run your program again to hear it being read aloud. - title: Run & listen - 9: - title: Level explanation - text: The first tab always contains the level explanation. In each level new commands will be explained here. - 12: - title: Quiz - text: At the end of each level you can make the quiz. This way you can verify if you understand everything. - 15: - text: Click on 'next step' to really start coding with Hedy! - title: The end! - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 5: - title: Try it out! - text: Run the program, click 'next step' when you're done. - 8: - title: To the next level - text: When you think you understand everything and have practiced enough you can continue with the next level. When there is also a previous level there will be a button next to it to go back. - 4: - title: The run button - text: With this button you can run your program! Shall we give it a try in the next step? - 14: - title: Cheatsheet - text: If you forgot a command you can always use the cheatsheet. It shows a list of all commands you can use in the current level. You can find the cheatsheet at the 🤔 button - 2: - title: The code editor - text: In this window you write all the code, try typing something on the place of the underscores! -teacher: - steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - text: As a teacher you can created classes and invite student or let them join through a link. You can view the programs and statistics of all your students. - title: Class management - 3: - text: You can customize classes by hiding specific levels and/or adventures as well as making them available on a specific date. - title: Customize classes - 4: - text: You can create your own adventures and use them as assignments for your students. Create them here and add them to your classes in the class customization section. - title: Creating adventures - 5: - title: Creating accounts - text: You can create multiple accounts at once, only needing to provide an username and password. You can also directly add these accounts to one of your classes. - 6: - title: Hedy documentation - text: Here you find a more extensive documentation with tips and tricks on how to use Hedy in the classroom. - 7: - title: The end! - text: Click on 'next step' to get started as a Hedy teacher! +{} diff --git a/content/tutorials/nl.yaml b/content/tutorials/nl.yaml index fe8b980a4f6..7c7e2ed0d08 100644 --- a/content/tutorials/nl.yaml +++ b/content/tutorials/nl.yaml @@ -34,7 +34,6 @@ intro: title: Puzzels text: Denk je dat je het level goed snapt? Probeer dan de puzzels! Hier krijg je regels code die door elkaar staan, zet ze zelf in de juiste volgorde. 12: - title: Quiz text: Aan het einde van elk level kun je een quiz maken, zo kun je goed testen of je alles snapt. 13: title: Opslaan en delen diff --git a/content/tutorials/pa_PK.yaml b/content/tutorials/pa_PK.yaml index 055e69a736d..0967ef424bc 100644 --- a/content/tutorials/pa_PK.yaml +++ b/content/tutorials/pa_PK.yaml @@ -1,70 +1 @@ -intro: - steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - title: The code editor - text: In this window you write all the code, try typing something on the place of the underscores! - 3: - title: The output window - text: The result of the code you execute will be shown here, you just created this! - 4: - title: The run button - text: With this button you can run your program! Shall we give it a try in the next step? - 5: - title: Try it out! - text: Run the program, click 'next step' when you're done. - 6: - title: Read aloud your program - text: Choose a voice below the run button to let your program be read aloud. - 7: - title: Run & listen - text: Select a voice from the dropdown menu and run your program again to hear it being read aloud. - 8: - title: To the next level - text: When you think you understand everything and have practiced enough you can continue with the next level. When there is also a previous level there will be a button next to it to go back. - 9: - title: Level explanation - text: The first tab always contains the level explanation. In each level new commands will be explained here. - 10: - title: Adventures - text: The other tabs contain adventures, which you can code for each level. They go from easy to hard. - 11: - title: Puzzles - text: Do you think you understand the level quite well? Try the puzzles! You get lines of code in the wrong order, fix the order to get the program running. - 12: - title: Quiz - text: At the end of each level you can make the quiz. This way you can verify if you understand everything. - 13: - title: Saving & sharing - text: You can save and share all your created programs with other Hedy users. - 14: - title: Cheatsheet - text: If you forgot a command you can always use the cheatsheet. It shows a list of all commands you can use in the current level. You can find the cheatsheet at the 🤔 button - 15: - title: The end! - text: Click on 'next step' to really start coding with Hedy! -teacher: - steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - title: Class management - text: As a teacher you can created classes and invite student or let them join through a link. You can view the programs and statistics of all your students. - 3: - title: Customize classes - text: You can customize classes by hiding specific levels and/or adventures as well as making them available on a specific date. - 4: - title: Creating adventures - text: You can create your own adventures and use them as assignments for your students. Create them here and add them to your classes in the class customization section. - 5: - title: Creating accounts - text: You can create multiple accounts at once, only needing to provide an username and password. You can also directly add these accounts to one of your classes. - 6: - title: Hedy documentation - text: Here you find a more extensive documentation with tips and tricks on how to use Hedy in the classroom. - 7: - title: The end! - text: Click on 'next step' to get started as a Hedy teacher! +{} diff --git a/content/tutorials/pap.yaml b/content/tutorials/pap.yaml index 055e69a736d..0967ef424bc 100644 --- a/content/tutorials/pap.yaml +++ b/content/tutorials/pap.yaml @@ -1,70 +1 @@ -intro: - steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - title: The code editor - text: In this window you write all the code, try typing something on the place of the underscores! - 3: - title: The output window - text: The result of the code you execute will be shown here, you just created this! - 4: - title: The run button - text: With this button you can run your program! Shall we give it a try in the next step? - 5: - title: Try it out! - text: Run the program, click 'next step' when you're done. - 6: - title: Read aloud your program - text: Choose a voice below the run button to let your program be read aloud. - 7: - title: Run & listen - text: Select a voice from the dropdown menu and run your program again to hear it being read aloud. - 8: - title: To the next level - text: When you think you understand everything and have practiced enough you can continue with the next level. When there is also a previous level there will be a button next to it to go back. - 9: - title: Level explanation - text: The first tab always contains the level explanation. In each level new commands will be explained here. - 10: - title: Adventures - text: The other tabs contain adventures, which you can code for each level. They go from easy to hard. - 11: - title: Puzzles - text: Do you think you understand the level quite well? Try the puzzles! You get lines of code in the wrong order, fix the order to get the program running. - 12: - title: Quiz - text: At the end of each level you can make the quiz. This way you can verify if you understand everything. - 13: - title: Saving & sharing - text: You can save and share all your created programs with other Hedy users. - 14: - title: Cheatsheet - text: If you forgot a command you can always use the cheatsheet. It shows a list of all commands you can use in the current level. You can find the cheatsheet at the 🤔 button - 15: - title: The end! - text: Click on 'next step' to really start coding with Hedy! -teacher: - steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - title: Class management - text: As a teacher you can created classes and invite student or let them join through a link. You can view the programs and statistics of all your students. - 3: - title: Customize classes - text: You can customize classes by hiding specific levels and/or adventures as well as making them available on a specific date. - 4: - title: Creating adventures - text: You can create your own adventures and use them as assignments for your students. Create them here and add them to your classes in the class customization section. - 5: - title: Creating accounts - text: You can create multiple accounts at once, only needing to provide an username and password. You can also directly add these accounts to one of your classes. - 6: - title: Hedy documentation - text: Here you find a more extensive documentation with tips and tricks on how to use Hedy in the classroom. - 7: - title: The end! - text: Click on 'next step' to get started as a Hedy teacher! +{} diff --git a/content/tutorials/peo.yaml b/content/tutorials/peo.yaml index 1c3599b85fb..0967ef424bc 100644 --- a/content/tutorials/peo.yaml +++ b/content/tutorials/peo.yaml @@ -1,70 +1 @@ -intro: - steps: - 3: - title: The output window - text: The result of the code you execute will be shown here, you just created this! - 11: - title: Puzzles - text: Do you think you understand the level quite well? Try the puzzles! You get lines of code in the wrong order, fix the order to get the program running. - 6: - title: Read aloud your program - text: Choose a voice below the run button to let your program be read aloud. - 13: - title: Saving & sharing - text: You can save and share all your created programs with other Hedy users. - 10: - text: The other tabs contain adventures, which you can code for each level. They go from easy to hard. - title: Adventures - 7: - text: Select a voice from the dropdown menu and run your program again to hear it being read aloud. - title: Run & listen - 9: - title: Level explanation - text: The first tab always contains the level explanation. In each level new commands will be explained here. - 12: - title: Quiz - text: At the end of each level you can make the quiz. This way you can verify if you understand everything. - 15: - text: Click on 'next step' to really start coding with Hedy! - title: The end! - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 5: - title: Try it out! - text: Run the program, click 'next step' when you're done. - 8: - title: To the next level - text: When you think you understand everything and have practiced enough you can continue with the next level. When there is also a previous level there will be a button next to it to go back. - 4: - title: The run button - text: With this button you can run your program! Shall we give it a try in the next step? - 14: - title: Cheatsheet - text: If you forgot a command you can always use the cheatsheet. It shows a list of all commands you can use in the current level. You can find the cheatsheet at the 🤔 button - 2: - title: The code editor - text: In this window you write all the code, try typing something on the place of the underscores! -teacher: - steps: - 1: - text: In this tutorial we will explain all the Hedy features step-by-step. - title: Welcome to Hedy! - 6: - title: Hedy documentation - text: Here you find a more extensive documentation with tips and tricks on how to use Hedy in the classroom. - 3: - title: Customize classes - text: You can customize classes by hiding specific levels and/or adventures as well as making them available on a specific date. - 2: - text: As a teacher you can created classes and invite student or let them join through a link. You can view the programs and statistics of all your students. - title: Class management - 4: - text: You can create your own adventures and use them as assignments for your students. Create them here and add them to your classes in the class customization section. - title: Creating adventures - 7: - title: The end! - text: Click on 'next step' to get started as a Hedy teacher! - 5: - title: Creating accounts - text: You can create multiple accounts at once, only needing to provide an username and password. You can also directly add these accounts to one of your classes. +{} diff --git a/content/tutorials/pl.yaml b/content/tutorials/pl.yaml index af793f07ebb..f61808b09c8 100644 --- a/content/tutorials/pl.yaml +++ b/content/tutorials/pl.yaml @@ -23,18 +23,15 @@ intro: text: Wybierz głos z listy i uruchom twój program jeszcze raz. 8: title: Do następnego poziomu - text: When you think you understand everything and have practiced enough you can continue with the next level. When there is also a previous level there will be a button next to it to go back. 9: title: Wyjaśnienie poziomu text: Pierwsza karta zawsze zawiera wyjaśnienie poziomu. Na każdym w tym miejscu poziomie zostaną wyjaśnione nowe polecenia. 10: - title: Adventures text: Pozostałe zakładki zawierają przygody, które można zakodować dla każdego poziomu. Przechodzą od łatwych do trudnych. 11: title: Zagadki text: Myślisz, że dobrze rozumiesz poziom? Spróbuj łamigłówek! Otrzymujesz wiersze kodu w niewłaściwej kolejności, popraw kolejność, aby uruchomić program poprawnie. 12: - title: Quiz text: Na końcu każdego poziomu możesz zrobić quiz. W ten sposób możesz sprawdzić, czy wszystko rozumiesz. 13: title: Zapisywanie i udostępnianie @@ -44,7 +41,6 @@ intro: text: Jeśli nie pamiętasz polecenia, zawsze możesz użyć ściągawki. Pokazuje ona listę wszystkich poleceń, których można używać na danym poziomie. Ściągawkę znajdziesz pod przyciskiem 🤔 15: title: Koniec! - text: Click on 'next step' to really start coding with Hedy! teacher: steps: 1: diff --git a/content/tutorials/pt_BR.yaml b/content/tutorials/pt_BR.yaml index 67409a50bdb..a17f6e01412 100644 --- a/content/tutorials/pt_BR.yaml +++ b/content/tutorials/pt_BR.yaml @@ -1,35 +1,5 @@ intro: steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - title: The code editor - text: In this window you write all the code, try typing something on the place of the underscores! - 3: - title: The output window - text: The result of the code you execute will be shown here, you just created this! - 4: - title: The run button - text: With this button you can run your program! Shall we give it a try in the next step? - 5: - title: Try it out! - text: Run the program, click 'next step' when you're done. - 6: - title: Read aloud your program - text: Choose a voice below the run button to let your program be read aloud. - 7: - title: Run & listen - text: Select a voice from the dropdown menu and run your program again to hear it being read aloud. - 8: - title: To the next level - text: When you think you understand everything and have practiced enough you can continue with the next level. When there is also a previous level there will be a button next to it to go back. - 9: - title: Level explanation - text: The first tab always contains the level explanation. In each level new commands will be explained here. - 10: - title: Adventures - text: The other tabs contain adventures, which you can code for each level. They go from easy to hard. 11: title: Quiz text: At the end of each level you can make the quiz. This way you can verify if you understand everything. @@ -47,24 +17,5 @@ intro: text: Clique em 'próximo passo' para começar a programar com Hedy! teacher: steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - title: Class management - text: As a teacher you can created classes and invite student or let them join through a link. You can view the programs and statistics of all your students. - 3: - title: Customize classes - text: You can customize classes by hiding specific levels and/or adventures as well as making them available on a specific date. - 4: - title: Creating adventures - text: You can create your own adventures and use them as assignments for your students. Create them here and add them to your classes in the class customization section. - 5: - title: Creating accounts - text: You can create multiple accounts at once, only needing to provide an username and password. You can also directly add these accounts to one of your classes. 6: - title: Hedy documentation text: Aqui você pode achar uma documentação mais extensiva sobre dicas e truques sobre usar Hedy na sala de aula. - 7: - title: The end! - text: Click on 'next step' to get started as a Hedy teacher! diff --git a/content/tutorials/pt_PT.yaml b/content/tutorials/pt_PT.yaml index c30612ddca8..1c23aee11a5 100644 --- a/content/tutorials/pt_PT.yaml +++ b/content/tutorials/pt_PT.yaml @@ -1,35 +1,5 @@ intro: steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - title: The code editor - text: In this window you write all the code, try typing something on the place of the underscores! - 3: - title: The output window - text: The result of the code you execute will be shown here, you just created this! - 4: - title: The run button - text: With this button you can run your program! Shall we give it a try in the next step? - 5: - title: Try it out! - text: Run the program, click 'next step' when you're done. - 6: - title: Read aloud your program - text: Choose a voice below the run button to let your program be read aloud. - 7: - title: Run & listen - text: Select a voice from the dropdown menu and run your program again to hear it being read aloud. - 8: - title: To the next level - text: When you think you understand everything and have practiced enough you can continue with the next level. When there is also a previous level there will be a button next to it to go back. - 9: - title: Level explanation - text: The first tab always contains the level explanation. In each level new commands will be explained here. - 10: - title: Adventures - text: The other tabs contain adventures, which you can code for each level. They go from easy to hard. 11: title: Quiz text: At the end of each level you can make the quiz. This way you can verify if you understand everything. @@ -47,24 +17,5 @@ intro: text: Clique no 'próximo passo' para começar a programar com a Hedy! teacher: steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - title: Class management - text: As a teacher you can created classes and invite student or let them join through a link. You can view the programs and statistics of all your students. - 3: - title: Customize classes - text: You can customize classes by hiding specific levels and/or adventures as well as making them available on a specific date. - 4: - title: Creating adventures - text: You can create your own adventures and use them as assignments for your students. Create them here and add them to your classes in the class customization section. - 5: - title: Creating accounts - text: You can create multiple accounts at once, only needing to provide an username and password. You can also directly add these accounts to one of your classes. 6: - title: Hedy documentation text: Aqui encontra uma documentação mais extensa com dicas e truques sobre como utilizar a Hedy na sala de aula. - 7: - title: The end! - text: Click on 'next step' to get started as a Hedy teacher! diff --git a/content/tutorials/sq.yaml b/content/tutorials/sq.yaml index 4fe5d868df2..9789b19890f 100644 --- a/content/tutorials/sq.yaml +++ b/content/tutorials/sq.yaml @@ -22,13 +22,11 @@ intro: title: Ekzekutojeni & dëgjoni text: Zgjidhni një zë nga menyja rënëse dhe ekzekutoni përsëri programin tuaj për ta dëgjuar atë duke u lexuar me zë të lartë. 8: - title: To the next level text: Kur mendoni se kuptoni gjithçka dhe keni praktikuar mjaftueshëm, mund të vazhdoni në nivelin tjetër. Kur ka edhe një nivel të mëparshëm, pranë tij do të ketë një buton për t'u kthyer prapa. 9: title: Shpjegimi i nivelit text: Skeda e parë përmban gjithmonë shpjegimin e nivelit. Në çdo nivel komandat e reja do të shpjegohen këtu. 10: - title: Adventures text: Skedat e tjera përmbajnë aventura, të cilat mund t'i kodoni për çdo nivel. Ata shkojnë nga e lehtë në të vështirë. 11: title: Enigma diff --git a/content/tutorials/sv.yaml b/content/tutorials/sv.yaml index 8f15ae75475..8d077902176 100644 --- a/content/tutorials/sv.yaml +++ b/content/tutorials/sv.yaml @@ -34,7 +34,6 @@ intro: title: Pussel text: Tycker du att du förstår nivån ganska bra? Prova pusslen! Du får kodrader i fel ordning – fixa ordningen för att få igång programmet. 12: - title: Quiz text: I slutet av varje nivå kan du göra ett quiz. På så sätt kan du kolla om du har förstått allt. 13: title: Att spara och dela diff --git a/content/tutorials/sw.yaml b/content/tutorials/sw.yaml index a81d2031c4f..0826b2921ac 100644 --- a/content/tutorials/sw.yaml +++ b/content/tutorials/sw.yaml @@ -1,35 +1,5 @@ intro: steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - title: The code editor - text: In this window you write all the code, try typing something on the place of the underscores! - 3: - title: The output window - text: The result of the code you execute will be shown here, you just created this! - 4: - title: The run button - text: With this button you can run your program! Shall we give it a try in the next step? - 5: - title: Try it out! - text: Run the program, click 'next step' when you're done. - 6: - title: Read aloud your program - text: Choose a voice below the run button to let your program be read aloud. - 7: - title: Run & listen - text: Select a voice from the dropdown menu and run your program again to hear it being read aloud. - 8: - title: To the next level - text: When you think you understand everything and have practiced enough you can continue with the next level. When there is also a previous level there will be a button next to it to go back. - 9: - title: Level explanation - text: The first tab always contains the level explanation. In each level new commands will be explained here. - 10: - title: Adventures - text: The other tabs contain adventures, which you can code for each level. They go from easy to hard. 11: title: Quiz text: At the end of each level you can make the quiz. This way you can verify if you understand everything. @@ -42,29 +12,7 @@ intro: 14: title: The end! text: Click on 'next step' to really start coding with Hedy! - 15: - title: The end! - text: Click on 'next step' to really start coding with Hedy! teacher: steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - title: Class management - text: As a teacher you can created classes and invite student or let them join through a link. You can view the programs and statistics of all your students. - 3: - title: Customize classes - text: You can customize classes by hiding specific levels and/or adventures as well as making them available on a specific date. - 4: - title: Creating adventures - text: You can create your own adventures and use them as assignments for your students. Create them here and add them to your classes in the class customization section. - 5: - title: Creating accounts - text: You can create multiple accounts at once, only needing to provide an username and password. You can also directly add these accounts to one of your classes. 6: - title: Hedy documentation text: Here you find a more extensive documentation with tips and tricks on how to use Hedy in the class room. - 7: - title: The end! - text: Click on 'next step' to get started as a Hedy teacher! diff --git a/content/tutorials/ta.yaml b/content/tutorials/ta.yaml index 055e69a736d..0967ef424bc 100644 --- a/content/tutorials/ta.yaml +++ b/content/tutorials/ta.yaml @@ -1,70 +1 @@ -intro: - steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - title: The code editor - text: In this window you write all the code, try typing something on the place of the underscores! - 3: - title: The output window - text: The result of the code you execute will be shown here, you just created this! - 4: - title: The run button - text: With this button you can run your program! Shall we give it a try in the next step? - 5: - title: Try it out! - text: Run the program, click 'next step' when you're done. - 6: - title: Read aloud your program - text: Choose a voice below the run button to let your program be read aloud. - 7: - title: Run & listen - text: Select a voice from the dropdown menu and run your program again to hear it being read aloud. - 8: - title: To the next level - text: When you think you understand everything and have practiced enough you can continue with the next level. When there is also a previous level there will be a button next to it to go back. - 9: - title: Level explanation - text: The first tab always contains the level explanation. In each level new commands will be explained here. - 10: - title: Adventures - text: The other tabs contain adventures, which you can code for each level. They go from easy to hard. - 11: - title: Puzzles - text: Do you think you understand the level quite well? Try the puzzles! You get lines of code in the wrong order, fix the order to get the program running. - 12: - title: Quiz - text: At the end of each level you can make the quiz. This way you can verify if you understand everything. - 13: - title: Saving & sharing - text: You can save and share all your created programs with other Hedy users. - 14: - title: Cheatsheet - text: If you forgot a command you can always use the cheatsheet. It shows a list of all commands you can use in the current level. You can find the cheatsheet at the 🤔 button - 15: - title: The end! - text: Click on 'next step' to really start coding with Hedy! -teacher: - steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - title: Class management - text: As a teacher you can created classes and invite student or let them join through a link. You can view the programs and statistics of all your students. - 3: - title: Customize classes - text: You can customize classes by hiding specific levels and/or adventures as well as making them available on a specific date. - 4: - title: Creating adventures - text: You can create your own adventures and use them as assignments for your students. Create them here and add them to your classes in the class customization section. - 5: - title: Creating accounts - text: You can create multiple accounts at once, only needing to provide an username and password. You can also directly add these accounts to one of your classes. - 6: - title: Hedy documentation - text: Here you find a more extensive documentation with tips and tricks on how to use Hedy in the classroom. - 7: - title: The end! - text: Click on 'next step' to get started as a Hedy teacher! +{} diff --git a/content/tutorials/te.yaml b/content/tutorials/te.yaml index 055e69a736d..0967ef424bc 100644 --- a/content/tutorials/te.yaml +++ b/content/tutorials/te.yaml @@ -1,70 +1 @@ -intro: - steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - title: The code editor - text: In this window you write all the code, try typing something on the place of the underscores! - 3: - title: The output window - text: The result of the code you execute will be shown here, you just created this! - 4: - title: The run button - text: With this button you can run your program! Shall we give it a try in the next step? - 5: - title: Try it out! - text: Run the program, click 'next step' when you're done. - 6: - title: Read aloud your program - text: Choose a voice below the run button to let your program be read aloud. - 7: - title: Run & listen - text: Select a voice from the dropdown menu and run your program again to hear it being read aloud. - 8: - title: To the next level - text: When you think you understand everything and have practiced enough you can continue with the next level. When there is also a previous level there will be a button next to it to go back. - 9: - title: Level explanation - text: The first tab always contains the level explanation. In each level new commands will be explained here. - 10: - title: Adventures - text: The other tabs contain adventures, which you can code for each level. They go from easy to hard. - 11: - title: Puzzles - text: Do you think you understand the level quite well? Try the puzzles! You get lines of code in the wrong order, fix the order to get the program running. - 12: - title: Quiz - text: At the end of each level you can make the quiz. This way you can verify if you understand everything. - 13: - title: Saving & sharing - text: You can save and share all your created programs with other Hedy users. - 14: - title: Cheatsheet - text: If you forgot a command you can always use the cheatsheet. It shows a list of all commands you can use in the current level. You can find the cheatsheet at the 🤔 button - 15: - title: The end! - text: Click on 'next step' to really start coding with Hedy! -teacher: - steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - title: Class management - text: As a teacher you can created classes and invite student or let them join through a link. You can view the programs and statistics of all your students. - 3: - title: Customize classes - text: You can customize classes by hiding specific levels and/or adventures as well as making them available on a specific date. - 4: - title: Creating adventures - text: You can create your own adventures and use them as assignments for your students. Create them here and add them to your classes in the class customization section. - 5: - title: Creating accounts - text: You can create multiple accounts at once, only needing to provide an username and password. You can also directly add these accounts to one of your classes. - 6: - title: Hedy documentation - text: Here you find a more extensive documentation with tips and tricks on how to use Hedy in the classroom. - 7: - title: The end! - text: Click on 'next step' to get started as a Hedy teacher! +{} diff --git a/content/tutorials/tl.yaml b/content/tutorials/tl.yaml index 055e69a736d..0967ef424bc 100644 --- a/content/tutorials/tl.yaml +++ b/content/tutorials/tl.yaml @@ -1,70 +1 @@ -intro: - steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - title: The code editor - text: In this window you write all the code, try typing something on the place of the underscores! - 3: - title: The output window - text: The result of the code you execute will be shown here, you just created this! - 4: - title: The run button - text: With this button you can run your program! Shall we give it a try in the next step? - 5: - title: Try it out! - text: Run the program, click 'next step' when you're done. - 6: - title: Read aloud your program - text: Choose a voice below the run button to let your program be read aloud. - 7: - title: Run & listen - text: Select a voice from the dropdown menu and run your program again to hear it being read aloud. - 8: - title: To the next level - text: When you think you understand everything and have practiced enough you can continue with the next level. When there is also a previous level there will be a button next to it to go back. - 9: - title: Level explanation - text: The first tab always contains the level explanation. In each level new commands will be explained here. - 10: - title: Adventures - text: The other tabs contain adventures, which you can code for each level. They go from easy to hard. - 11: - title: Puzzles - text: Do you think you understand the level quite well? Try the puzzles! You get lines of code in the wrong order, fix the order to get the program running. - 12: - title: Quiz - text: At the end of each level you can make the quiz. This way you can verify if you understand everything. - 13: - title: Saving & sharing - text: You can save and share all your created programs with other Hedy users. - 14: - title: Cheatsheet - text: If you forgot a command you can always use the cheatsheet. It shows a list of all commands you can use in the current level. You can find the cheatsheet at the 🤔 button - 15: - title: The end! - text: Click on 'next step' to really start coding with Hedy! -teacher: - steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - title: Class management - text: As a teacher you can created classes and invite student or let them join through a link. You can view the programs and statistics of all your students. - 3: - title: Customize classes - text: You can customize classes by hiding specific levels and/or adventures as well as making them available on a specific date. - 4: - title: Creating adventures - text: You can create your own adventures and use them as assignments for your students. Create them here and add them to your classes in the class customization section. - 5: - title: Creating accounts - text: You can create multiple accounts at once, only needing to provide an username and password. You can also directly add these accounts to one of your classes. - 6: - title: Hedy documentation - text: Here you find a more extensive documentation with tips and tricks on how to use Hedy in the classroom. - 7: - title: The end! - text: Click on 'next step' to get started as a Hedy teacher! +{} diff --git a/content/tutorials/tn.yaml b/content/tutorials/tn.yaml index a81d2031c4f..0826b2921ac 100644 --- a/content/tutorials/tn.yaml +++ b/content/tutorials/tn.yaml @@ -1,35 +1,5 @@ intro: steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - title: The code editor - text: In this window you write all the code, try typing something on the place of the underscores! - 3: - title: The output window - text: The result of the code you execute will be shown here, you just created this! - 4: - title: The run button - text: With this button you can run your program! Shall we give it a try in the next step? - 5: - title: Try it out! - text: Run the program, click 'next step' when you're done. - 6: - title: Read aloud your program - text: Choose a voice below the run button to let your program be read aloud. - 7: - title: Run & listen - text: Select a voice from the dropdown menu and run your program again to hear it being read aloud. - 8: - title: To the next level - text: When you think you understand everything and have practiced enough you can continue with the next level. When there is also a previous level there will be a button next to it to go back. - 9: - title: Level explanation - text: The first tab always contains the level explanation. In each level new commands will be explained here. - 10: - title: Adventures - text: The other tabs contain adventures, which you can code for each level. They go from easy to hard. 11: title: Quiz text: At the end of each level you can make the quiz. This way you can verify if you understand everything. @@ -42,29 +12,7 @@ intro: 14: title: The end! text: Click on 'next step' to really start coding with Hedy! - 15: - title: The end! - text: Click on 'next step' to really start coding with Hedy! teacher: steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - title: Class management - text: As a teacher you can created classes and invite student or let them join through a link. You can view the programs and statistics of all your students. - 3: - title: Customize classes - text: You can customize classes by hiding specific levels and/or adventures as well as making them available on a specific date. - 4: - title: Creating adventures - text: You can create your own adventures and use them as assignments for your students. Create them here and add them to your classes in the class customization section. - 5: - title: Creating accounts - text: You can create multiple accounts at once, only needing to provide an username and password. You can also directly add these accounts to one of your classes. 6: - title: Hedy documentation text: Here you find a more extensive documentation with tips and tricks on how to use Hedy in the class room. - 7: - title: The end! - text: Click on 'next step' to get started as a Hedy teacher! diff --git a/content/tutorials/ur.yaml b/content/tutorials/ur.yaml index eb559645810..b3b51c24394 100644 --- a/content/tutorials/ur.yaml +++ b/content/tutorials/ur.yaml @@ -6,65 +6,3 @@ intro: 2: title: کوڈ ایڈیٹر text: اس ونڈو میں آپ تمام کوڈ لکھتے ہیں، انڈر سکور کی جگہ پر کچھ لکھنے کی کوشش کریں! - 3: - title: The output window - text: The result of the code you execute will be shown here, you just created this! - 4: - title: The run button - text: With this button you can run your program! Shall we give it a try in the next step? - 5: - title: Try it out! - text: Run the program, click 'next step' when you're done. - 6: - title: Read aloud your program - text: Choose a voice below the run button to let your program be read aloud. - 7: - title: Run & listen - text: Select a voice from the dropdown menu and run your program again to hear it being read aloud. - 8: - title: To the next level - text: When you think you understand everything and have practiced enough you can continue with the next level. When there is also a previous level there will be a button next to it to go back. - 9: - title: Level explanation - text: The first tab always contains the level explanation. In each level new commands will be explained here. - 10: - title: Adventures - text: The other tabs contain adventures, which you can code for each level. They go from easy to hard. - 11: - title: Puzzles - text: Do you think you understand the level quite well? Try the puzzles! You get lines of code in the wrong order, fix the order to get the program running. - 12: - title: Quiz - text: At the end of each level you can make the quiz. This way you can verify if you understand everything. - 13: - title: Saving & sharing - text: You can save and share all your created programs with other Hedy users. - 14: - title: Cheatsheet - text: If you forgot a command you can always use the cheatsheet. It shows a list of all commands you can use in the current level. You can find the cheatsheet at the 🤔 button - 15: - title: The end! - text: Click on 'next step' to really start coding with Hedy! -teacher: - steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - title: Class management - text: As a teacher you can created classes and invite student or let them join through a link. You can view the programs and statistics of all your students. - 3: - title: Customize classes - text: You can customize classes by hiding specific levels and/or adventures as well as making them available on a specific date. - 4: - title: Creating adventures - text: You can create your own adventures and use them as assignments for your students. Create them here and add them to your classes in the class customization section. - 5: - title: Creating accounts - text: You can create multiple accounts at once, only needing to provide an username and password. You can also directly add these accounts to one of your classes. - 6: - title: Hedy documentation - text: Here you find a more extensive documentation with tips and tricks on how to use Hedy in the classroom. - 7: - title: The end! - text: Click on 'next step' to get started as a Hedy teacher! diff --git a/content/tutorials/uz.yaml b/content/tutorials/uz.yaml index 055e69a736d..0967ef424bc 100644 --- a/content/tutorials/uz.yaml +++ b/content/tutorials/uz.yaml @@ -1,70 +1 @@ -intro: - steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - title: The code editor - text: In this window you write all the code, try typing something on the place of the underscores! - 3: - title: The output window - text: The result of the code you execute will be shown here, you just created this! - 4: - title: The run button - text: With this button you can run your program! Shall we give it a try in the next step? - 5: - title: Try it out! - text: Run the program, click 'next step' when you're done. - 6: - title: Read aloud your program - text: Choose a voice below the run button to let your program be read aloud. - 7: - title: Run & listen - text: Select a voice from the dropdown menu and run your program again to hear it being read aloud. - 8: - title: To the next level - text: When you think you understand everything and have practiced enough you can continue with the next level. When there is also a previous level there will be a button next to it to go back. - 9: - title: Level explanation - text: The first tab always contains the level explanation. In each level new commands will be explained here. - 10: - title: Adventures - text: The other tabs contain adventures, which you can code for each level. They go from easy to hard. - 11: - title: Puzzles - text: Do you think you understand the level quite well? Try the puzzles! You get lines of code in the wrong order, fix the order to get the program running. - 12: - title: Quiz - text: At the end of each level you can make the quiz. This way you can verify if you understand everything. - 13: - title: Saving & sharing - text: You can save and share all your created programs with other Hedy users. - 14: - title: Cheatsheet - text: If you forgot a command you can always use the cheatsheet. It shows a list of all commands you can use in the current level. You can find the cheatsheet at the 🤔 button - 15: - title: The end! - text: Click on 'next step' to really start coding with Hedy! -teacher: - steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - title: Class management - text: As a teacher you can created classes and invite student or let them join through a link. You can view the programs and statistics of all your students. - 3: - title: Customize classes - text: You can customize classes by hiding specific levels and/or adventures as well as making them available on a specific date. - 4: - title: Creating adventures - text: You can create your own adventures and use them as assignments for your students. Create them here and add them to your classes in the class customization section. - 5: - title: Creating accounts - text: You can create multiple accounts at once, only needing to provide an username and password. You can also directly add these accounts to one of your classes. - 6: - title: Hedy documentation - text: Here you find a more extensive documentation with tips and tricks on how to use Hedy in the classroom. - 7: - title: The end! - text: Click on 'next step' to get started as a Hedy teacher! +{} diff --git a/content/tutorials/zh_Hant.yaml b/content/tutorials/zh_Hant.yaml index 055e69a736d..0967ef424bc 100644 --- a/content/tutorials/zh_Hant.yaml +++ b/content/tutorials/zh_Hant.yaml @@ -1,70 +1 @@ -intro: - steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - title: The code editor - text: In this window you write all the code, try typing something on the place of the underscores! - 3: - title: The output window - text: The result of the code you execute will be shown here, you just created this! - 4: - title: The run button - text: With this button you can run your program! Shall we give it a try in the next step? - 5: - title: Try it out! - text: Run the program, click 'next step' when you're done. - 6: - title: Read aloud your program - text: Choose a voice below the run button to let your program be read aloud. - 7: - title: Run & listen - text: Select a voice from the dropdown menu and run your program again to hear it being read aloud. - 8: - title: To the next level - text: When you think you understand everything and have practiced enough you can continue with the next level. When there is also a previous level there will be a button next to it to go back. - 9: - title: Level explanation - text: The first tab always contains the level explanation. In each level new commands will be explained here. - 10: - title: Adventures - text: The other tabs contain adventures, which you can code for each level. They go from easy to hard. - 11: - title: Puzzles - text: Do you think you understand the level quite well? Try the puzzles! You get lines of code in the wrong order, fix the order to get the program running. - 12: - title: Quiz - text: At the end of each level you can make the quiz. This way you can verify if you understand everything. - 13: - title: Saving & sharing - text: You can save and share all your created programs with other Hedy users. - 14: - title: Cheatsheet - text: If you forgot a command you can always use the cheatsheet. It shows a list of all commands you can use in the current level. You can find the cheatsheet at the 🤔 button - 15: - title: The end! - text: Click on 'next step' to really start coding with Hedy! -teacher: - steps: - 1: - title: Welcome to Hedy! - text: In this tutorial we will explain all the Hedy features step-by-step. - 2: - title: Class management - text: As a teacher you can created classes and invite student or let them join through a link. You can view the programs and statistics of all your students. - 3: - title: Customize classes - text: You can customize classes by hiding specific levels and/or adventures as well as making them available on a specific date. - 4: - title: Creating adventures - text: You can create your own adventures and use them as assignments for your students. Create them here and add them to your classes in the class customization section. - 5: - title: Creating accounts - text: You can create multiple accounts at once, only needing to provide an username and password. You can also directly add these accounts to one of your classes. - 6: - title: Hedy documentation - text: Here you find a more extensive documentation with tips and tricks on how to use Hedy in the classroom. - 7: - title: The end! - text: Click on 'next step' to get started as a Hedy teacher! +{} diff --git a/static/js/appbundle.js b/static/js/appbundle.js index 1bbd4102038..851e6704237 100644 --- a/static/js/appbundle.js +++ b/static/js/appbundle.js @@ -60707,7 +60707,7 @@ ${o3}` : i3; "Transpile_warning": "\u062A\u062D\u0630\u064A\u0631!", "Unsaved_Changes": "\u0644\u062F\u064A\u0643 \u0628\u0631\u0646\u0627\u0645\u062C \u063A\u064A\u0631 \u0645\u062D\u0641\u0648\u0638. \u0647\u0644 \u062A\u0631\u064A\u062F \u0627\u0644\u0645\u063A\u0627\u062F\u0631\u0629 \u062F\u0648\u0646 \u062D\u0641\u0638\u0647\u061F", "adventures_completed": "Adventures completed: {number_of_adventures}", - "adventures_restored": "The default adventures have been restored!", + "adventures_restored": "The default adventures have been restored.", "adventures_tried": "Adventures tried", "copy_link_to_share": "\u0627\u0646\u0633\u062E \u0627\u0644\u0631\u0627\u0628\u0637 \u0644\u0645\u0634\u0627\u0631\u0643\u062A\u0647", "customization_deleted": "\u062A\u0645 \u062D\u0630\u0641 \u0627\u0644\u062A\u062E\u0635\u064A\u0635\u0627\u062A \u0628\u0646\u062C\u0627\u062D.", @@ -60776,7 +60776,7 @@ ${o3}` : i3; "CheckInternet": "Check whether your Internet connection is working.", "Connection_error": "We couldn't reach the server.", "Empty_output": "This code works but does not print anything. Add a print command to your code or use the turtle to get output.", - "Errors_found": "You made a mistake! Don't worry, Hedy is trying to find the mistakes", + "Errors_found": "You made a mistake! Don't worry, we still ran the program", "Execute_error": "Something went wrong while running the program.", "Other_error": "Oops! Maybe we made a little mistake.", "Program_repair": "This could be the correct code, can you fix it?", @@ -60787,7 +60787,7 @@ ${o3}` : i3; "Transpile_warning": "Warning!", "Unsaved_Changes": "You have an unsaved program. Do you want to leave without saving it?", "adventures_completed": "Adventures completed: {number_of_adventures}", - "adventures_restored": "The default adventures have been restored!", + "adventures_restored": "The default adventures have been restored.", "adventures_tried": "Adventures tried", "copy_link_to_share": "Copy link to share", "customization_deleted": "Customizations successfully deleted.", @@ -60801,7 +60801,7 @@ ${o3}` : i3; "level_title": "Level", "multiple_keywords_warning": "You are trying to use the keyword {orig_keyword}, but this keyword might have several meanings. Please choose the one you're trying to use from this list and copy paste it in your code, curly braces included: {keyword_list}", "number_of_errors": "Number of errors: {number_of_errors}", - "one_level_error": "You need to select at least one level\u0964", + "one_level_error": "You need to select at least one level.", "restaurant": "\u{1F363}, \u{1F355}, \u{1F354}", "rock": "\u2702\uFE0F, \u{1F4DC}, \u{1F5FB}", "select_all": "Select all", @@ -60856,7 +60856,7 @@ ${o3}` : i3; "CheckInternet": "Pros\xEDm, zkontroluj sv\xE9 p\u0159ipojen\xED k Internetu.", "Connection_error": "Nelze se p\u0159ipojit k serveru.", "Empty_output": "Tento k\xF3d funguje, ale nem\xE1 \u017E\xE1dn\xFD v\xFDstup. Pou\u017Eij p\u0159\xEDkaz print do k\xF3du nebo pou\u017Eij \u017Eelvu k z\xEDsk\xE1n\xED v\xFDstupu.", - "Errors_found": "You made a mistake! Don't worry, Hedy is trying to find the mistakes", + "Errors_found": "You made a mistake! Don't worry, we still ran the program", "Execute_error": "P\u0159i prov\xE1d\u011Bn\xED programu se n\u011Bco pokazilo.", "Other_error": "Jejda! Asi jsme n\u011Bkde ud\u011Blali men\u0161\xED chybu.", "Program_repair": "Tohle by mohl b\xFDt spr\xE1vn\xFD z\xE1pis k\xF3du, m\u016F\u017Ee\u0161 to opravit?", @@ -60867,7 +60867,7 @@ ${o3}` : i3; "Transpile_warning": "Pozor!", "Unsaved_Changes": "Tv\u016Fj program nen\xED ulo\u017Een\xFD. Chce\u0161 odej\xEDt bez ulo\u017Een\xED?", "adventures_completed": "Adventures completed: {number_of_adventures}", - "adventures_restored": "The default adventures have been restored!", + "adventures_restored": "The default adventures have been restored.", "adventures_tried": "Adventures tried", "copy_link_to_share": "Zkop\xEDrovat odkaz ke sd\xEDlen\xED", "customization_deleted": "Customizations successfully deleted.", @@ -60896,7 +60896,7 @@ ${o3}` : i3; "CheckInternet": "Edrychwch os yw eich cysylltiad rhyngrwyd yn gweithio'n iawn.", "Connection_error": "Ni allem gyrraedd y gweinydd.", "Empty_output": "Mae'r cod hwn yn gweithio ond nid yw'n argraffu unrhyw beth. Ychwanegwch orchymyn argraffu i'ch cod neu defnyddiwch y crwban i gael allbwn.", - "Errors_found": "You made a mistake! Don't worry, Hedy is trying to find the mistakes", + "Errors_found": "You made a mistake! Don't worry, we still ran the program", "Execute_error": "Aeth rhywbeth o'i le wrth redeg y rhaglen.", "Other_error": "\u0174ps! Efallai ein bod wedi gwneud camgymeriad bach.", "Program_repair": "Gallai hwn fod y cod cywir, allwch chi ei drwsio?", @@ -60907,7 +60907,7 @@ ${o3}` : i3; "Transpile_warning": "Rhybudd!", "Unsaved_Changes": "Mae gennych raglen heb ei chadw. Ydych chi eisiau gadael heb ei arbed?", "adventures_completed": "Adventures completed: {number_of_adventures}", - "adventures_restored": "The default adventures have been restored!", + "adventures_restored": "The default adventures have been restored.", "adventures_tried": "Adventures tried", "copy_link_to_share": "Copy link to share", "customization_deleted": "Customizations successfully deleted.", @@ -60947,7 +60947,7 @@ ${o3}` : i3; "Transpile_warning": "Advarsel!", "Unsaved_Changes": "Dit program er ikke gemt. Vil du afslutte uden at gemme det?", "adventures_completed": "Adventures completed: {number_of_adventures}", - "adventures_restored": "The default adventures have been restored!", + "adventures_restored": "The default adventures have been restored.", "adventures_tried": "Adventures tried", "copy_link_to_share": "Copy link to share", "customization_deleted": "Customizations successfully deleted.", @@ -61016,7 +61016,7 @@ ${o3}` : i3; "CheckInternet": "\u03A1\u03AF\u03BE\u03B5 \u03BC\u03B9\u03B1 \u03BC\u03B1\u03C4\u03B9\u03AC \u03B1\u03BD \u03B7 \u03C3\u03CD\u03BD\u03B4\u03B5\u03C3\u03B7 \u03C3\u03BF\u03C5 \u03C3\u03C4\u03BF \u0394\u03B9\u03B1\u03B4\u03AF\u03BA\u03C4\u03C5\u03BF \u03B4\u03BF\u03C5\u03BB\u03B5\u03CD\u03B5\u03B9 \u03C3\u03C9\u03C3\u03C4\u03AC.", "Connection_error": "\u0394\u03B5\u03BD \u03BC\u03C0\u03BF\u03C1\u03AD\u03C3\u03B1\u03BC\u03B5 \u03BD\u03B1 \u03B2\u03C1\u03BF\u03CD\u03BC\u03B5 \u03C4\u03BF \u03B4\u03B9\u03B1\u03BA\u03BF\u03BC\u03B9\u03C3\u03C4\u03AE.", "Empty_output": "\u0391\u03C5\u03C4\u03CC\u03C2 \u03BF \u03BA\u03CE\u03B4\u03B9\u03BA\u03B1\u03C2 \u03BB\u03B5\u03B9\u03C4\u03BF\u03C5\u03C1\u03B3\u03B5\u03AF \u03B1\u03BB\u03BB\u03AC \u03B4\u03B5\u03BD \u03B5\u03BC\u03C6\u03B1\u03BD\u03AF\u03B6\u03B5\u03B9 \u03BA\u03AC\u03C4\u03B9. \u03A0\u03C1\u03CC\u03C3\u03B8\u03B5\u03C3\u03B5 \u03BC\u03B9\u03B1 \u03B5\u03BD\u03C4\u03BF\u03BB\u03AE \u03B5\u03BC\u03C6\u03AC\u03BD\u03B9\u03C3\u03B7\u03C2 \u03C3\u03C4\u03BF\u03BD \u03BA\u03CE\u03B4\u03B9\u03BA\u03AC \u03C3\u03BF\u03C5 \u03AE \u03C7\u03C1\u03B7\u03C3\u03B9\u03BC\u03BF\u03C0\u03BF\u03AF\u03B7\u03C3\u03B5 \u03C4\u03B7 \u03C7\u03B5\u03BB\u03CE\u03BD\u03B1 \u03B3\u03B9\u03B1 \u03BD\u03B1 \u03AD\u03C7\u03B5\u03B9\u03C2 \u03AD\u03BE\u03BF\u03B4\u03BF.", - "Errors_found": "You made a mistake! Don't worry, Hedy is trying to find the mistakes", + "Errors_found": "You made a mistake! Don't worry, we still ran the program", "Execute_error": "\u039A\u03AC\u03C4\u03B9 \u03C0\u03AE\u03B3\u03B5 \u03C3\u03C4\u03C1\u03B1\u03B2\u03AC \u03CC\u03C3\u03BF \u03B5\u03BA\u03C4\u03B5\u03BB\u03BF\u03CD\u03C3\u03B1\u03BC\u03B5 \u03C4\u03BF \u03C0\u03C1\u03CC\u03B3\u03C1\u03B1\u03BC\u03BC\u03B1.", "Other_error": "\u039F\u03C5\u03C0\u03C2! \u038A\u03C3\u03C9\u03C2 \u03BD\u03B1 \u03BA\u03AC\u03BD\u03B1\u03BC\u03B5 \u03BA\u03AC\u03C0\u03BF\u03B9\u03BF \u03BB\u03B1\u03B8\u03AC\u03BA\u03B9.", "Program_repair": "\u0391\u03C5\u03C4\u03CC\u03C2 \u03BC\u03C0\u03BF\u03C1\u03B5\u03AF \u03BD\u03B1 \u03B5\u03AF\u03BD\u03B1\u03B9 \u03BF \u03C3\u03C9\u03C3\u03C4\u03CC\u03C2 \u03BA\u03CE\u03B4\u03B9\u03BA\u03B1\u03C2, \u03BC\u03C0\u03BF\u03C1\u03B5\u03AF\u03C2 \u03BD\u03B1 \u03C4\u03BF\u03BD \u03B4\u03B9\u03BF\u03C1\u03B8\u03CE\u03C3\u03B5\u03B9\u03C2;", @@ -61027,7 +61027,7 @@ ${o3}` : i3; "Transpile_warning": "\u03A0\u03C1\u03BF\u03C3\u03BF\u03C7\u03AE!", "Unsaved_Changes": "\u0388\u03C7\u03B5\u03B9\u03C2 \u03AD\u03BD\u03B1 \u03BC\u03B7 \u03B1\u03C0\u03BF\u03B8\u03B7\u03BA\u03B5\u03C5\u03BC\u03AD\u03BD\u03BF \u03C0\u03C1\u03CC\u03B3\u03C1\u03B1\u03BC\u03BC\u03B1. \u0398\u03AD\u03BB\u03B5\u03B9\u03C2 \u03BD\u03B1 \u03B1\u03C0\u03BF\u03C7\u03C9\u03C1\u03AE\u03C3\u03B5\u03B9\u03C2 \u03C7\u03C9\u03C1\u03AF\u03C2 \u03BD\u03B1 \u03C4\u03BF \u03B1\u03C0\u03BF\u03B8\u03B7\u03BA\u03B5\u03CD\u03C3\u03B5\u03B9\u03C2;", "adventures_completed": "Adventures completed: {number_of_adventures}", - "adventures_restored": "The default adventures have been restored!", + "adventures_restored": "The default adventures have been restored.", "adventures_tried": "Adventures tried", "copy_link_to_share": "\u0391\u03BD\u03C4\u03AF\u03B3\u03C1\u03B1\u03C8\u03B5 \u03C4\u03BF\u03BD \u03C3\u03CD\u03BD\u03B4\u03B5\u03C3\u03BC\u03BF \u03B3\u03B9\u03B1 \u03BA\u03BF\u03B9\u03BD\u03AE \u03C7\u03C1\u03AE\u03C3\u03B7", "customization_deleted": "\u039F\u03B9 \u03C0\u03C1\u03BF\u03C3\u03B1\u03C1\u03BC\u03BF\u03B3\u03AD\u03C2 \u03B4\u03B9\u03B1\u03B3\u03C1\u03AC\u03C6\u03B7\u03C3\u03B1\u03BD \u03BC\u03B5 \u03B5\u03C0\u03B9\u03C4\u03C5\u03C7\u03AF\u03B1.", @@ -61096,7 +61096,7 @@ ${o3}` : i3; "CheckInternet": "Kontrolu, \u0109u via Interreta konekto funkcias \u011Duste.", "Connection_error": "Ni ne povis atingi la servilon.", "Empty_output": "Tiu kodo funkcias sed presas nenion. Enmetu presan komandon en vian kodon, a\u016D uzu la testudon por vidi ion.", - "Errors_found": "You made a mistake! Don't worry, Hedy is trying to find the mistakes", + "Errors_found": "You made a mistake! Don't worry, we still ran the program", "Execute_error": "Io misfunkciis dum rulado de la programo.", "Other_error": "Ho! Eble ni iomete eraris.", "Program_repair": "Tio povus esti la \u011Dusta kodo; \u0109u vi povas ripari \u011Din?", @@ -61107,7 +61107,7 @@ ${o3}` : i3; "Transpile_warning": "Atentu!", "Unsaved_Changes": "Via programo estas ne konservita. \u0108u vi volas foriri sen konservi \u011Din?", "adventures_completed": "Adventures completed: {number_of_adventures}", - "adventures_restored": "The default adventures have been restored!", + "adventures_restored": "The default adventures have been restored.", "adventures_tried": "Adventures tried", "copy_link_to_share": "Copy link to share", "customization_deleted": "Customizations successfully deleted.", @@ -61176,7 +61176,7 @@ ${o3}` : i3; "CheckInternet": "Kontrolli kas su interneti\xFChendus t\xF6\xF6tab korralikult.", "Connection_error": "Me ei saanud serveriga \xFChendust.", "Empty_output": "See programm t\xF6\xF6tab, aga ei kirjuta midagi ekraanile. Lisa printimise k\xE4sk oma koodi v\xF5i kasuta kilpkonna, et saada v\xE4ljundit.", - "Errors_found": "You made a mistake! Don't worry, Hedy is trying to find the mistakes", + "Errors_found": "You made a mistake! Don't worry, we still ran the program", "Execute_error": "Midagi l\xE4ks programmi k\xE4ivitamisel valesti.", "Other_error": "Oih! V\xF5ib-olla me tegime programmis v\xE4ikese vea.", "Program_repair": "See programm saaks olla \xF5ige, kas sa oskad seda parandada?", @@ -61187,7 +61187,7 @@ ${o3}` : i3; "Transpile_warning": "Hoiatus!", "Unsaved_Changes": "Sinu programm ei ole salvestatud. Kas sa tahad lahkuda ilma seda salvestamata?", "adventures_completed": "Adventures completed: {number_of_adventures}", - "adventures_restored": "The default adventures have been restored!", + "adventures_restored": "The default adventures have been restored.", "adventures_tried": "Adventures tried", "copy_link_to_share": "Copy link to share", "customization_deleted": "Customizations successfully deleted.", @@ -61216,7 +61216,7 @@ ${o3}` : i3; "CheckInternet": "\u0628\u0628\u06CC\u0646 \u0622\u06CC\u0627 \u0627\u062A\u0635\u0627\u0644 \u0627\u06CC\u0646\u062A\u0631\u0646\u062A \u0634\u0645\u0627 \u0628\u0647 \u062F\u0631\u0633\u062A\u06CC \u06A9\u0627\u0631 \u0645\u06CC \u06A9\u0646\u062F.", "Connection_error": "\u0646\u0645\u06CC\u062A\u0648\u0646\u06CC\u0645 \u0628\u0647 \u0633\u0631\u0648\u0631 \u062F\u0633\u062A\u0631\u0633\u06CC \u062F\u0627\u0634\u062A\u0647 \u0628\u0627\u0634\u06CC\u0645.", "Empty_output": "\u0627\u06CC\u0646 \u06A9\u062F \u06A9\u0627\u0631 \u0645\u06CC \u06A9\u0646\u062F \u0627\u0645\u0627 \u0686\u06CC\u0632\u06CC \u0631\u0627 \u0686\u0627\u067E \u0646\u0645\u06CC \u06A9\u0646\u062F. \u06CC\u06A9 \u062F\u0633\u062A\u0648\u0631 \u0686\u0627\u067E \u0631\u0627 \u0628\u0647 \u06A9\u062F \u062E\u0648\u062F \u0627\u0636\u0627\u0641\u0647 \u06A9\u0646 \u06CC\u0627 \u0627\u0632 \u0644\u0627\u06A9 \u067E\u0634\u062A \u0628\u0631\u0627\u06CC \u062E\u0631\u0648\u062C\u06CC \u0627\u0633\u062A\u0641\u0627\u062F\u0647 \u06A9\u0646.", - "Errors_found": "You made a mistake! Don't worry, Hedy is trying to find the mistakes", + "Errors_found": "You made a mistake! Don't worry, we still ran the program", "Execute_error": "\u0647\u0646\u06AF\u0627\u0645 \u0627\u062C\u0631\u0627\u06CC \u0628\u0631\u0646\u0627\u0645\u0647 \u0645\u0634\u06A9\u0644\u06CC \u067E\u06CC\u0634 \u0622\u0645\u062F.", "Other_error": "\u0627\u0648\u0647! \u0645\u0645\u06A9\u0646\u0647 \u0645\u0627 \u06CC\u06A9 \u0627\u0634\u062A\u0628\u0627\u0647 \u06A9\u0648\u0686\u06A9\u06CC \u06A9\u0631\u062F\u06CC\u0645.", "Program_repair": "\u0627\u06CC\u0646 \u0645\u06CC\u062A\u0648\u0646\u0647 \u06A9\u062F \u0635\u062D\u06CC\u062D \u0628\u0627\u0634\u0647\u060C \u0645\u06CC\u062A\u0648\u0646\u06CC \u062F\u0631\u0633\u062A\u0634 \u06A9\u0646\u06CC\u061F", @@ -61227,7 +61227,7 @@ ${o3}` : i3; "Transpile_warning": "\u0647\u0634\u062F\u0627\u0631!", "Unsaved_Changes": "\u06CC\u06A9 \u0628\u0631\u0646\u0627\u0645\u0647 \u0630\u062E\u06CC\u0631\u0647 \u0646\u0634\u062F\u0647 \u062F\u0627\u0631\u06CC. \u0622\u06CC\u0627 \u0645\u06CC \u062E\u0648\u0627\u0647\u06CC \u0628\u062F\u0648\u0646 \u0630\u062E\u06CC\u0631\u0647 \u0622\u0646 \u0631\u0627 \u062A\u0631\u06A9 \u06A9\u0646\u06CC\u061F", "adventures_completed": "Adventures completed: {number_of_adventures}", - "adventures_restored": "The default adventures have been restored!", + "adventures_restored": "The default adventures have been restored.", "adventures_tried": "Adventures tried", "copy_link_to_share": "Copy link to share", "customization_deleted": "Customizations successfully deleted.", @@ -61256,7 +61256,7 @@ ${o3}` : i3; "CheckInternet": "Check whether your Internet connection is working.", "Connection_error": "We couldn't reach the server.", "Empty_output": "This code works but does not print anything. Add a print command to your code or use the turtle to get output.", - "Errors_found": "You made a mistake! Don't worry, Hedy is trying to find the mistakes", + "Errors_found": "You made a mistake! Don't worry, we still ran the program", "Execute_error": "Something went wrong while running the program.", "Other_error": "Oops! Maybe we made a little mistake.", "Program_repair": "This could be the correct code, can you fix it?", @@ -61267,7 +61267,7 @@ ${o3}` : i3; "Transpile_warning": "Warning!", "Unsaved_Changes": "You have an unsaved program. Do you want to leave without saving it?", "adventures_completed": "Adventures completed: {number_of_adventures}", - "adventures_restored": "The default adventures have been restored!", + "adventures_restored": "The default adventures have been restored.", "adventures_tried": "Adventures tried", "copy_link_to_share": "Copy link to share", "customization_deleted": "Customizations successfully deleted.", @@ -61347,18 +61347,18 @@ ${o3}` : i3; "Transpile_warning": "Attention\xA0!", "Unsaved_Changes": "Le programme en cours n'a pas \xE9t\xE9 sauvegard\xE9. Souhaites-tu vraiment quitter sans le sauvegarder\xA0?", "adventures_completed": "Adventures completed: {number_of_adventures}", - "adventures_restored": "The default adventures have been restored.", + "adventures_restored": "Les aventures par d\xE9faut ont \xE9t\xE9 r\xE9tablies.", "adventures_tried": "Adventures tried", - "copy_link_to_share": "Copy link to share", - "customization_deleted": "Customizations successfully deleted.", + "copy_link_to_share": "Copier le lien \xE0 partager", + "customization_deleted": "Modifications effac\xE9es avec succ\xE8s.", "dice": "\u{1F3B2}", - "directly_available": "Directly open", - "disabled": "Disabled", + "directly_available": "Ouvrir imm\xE9diatement", + "disabled": "D\xE9sactiv\xE9", "errors": "Errors", "fortune": "\u{1F52E}, \u2728", "graph_title": "Errors per adventure completed on level {level}", "haunted": "\u{1F987}, \u{1F47B}, \u{1F383}", - "level_title": "Level", + "level_title": "Niveau", "multiple_keywords_warning": "You are trying to use the keyword {orig_keyword}, but this keyword might have several meanings. Please choose the one you're trying to use from this list and copy paste it in your code, curly braces included: {keyword_list}", "number_of_errors": "Number of errors: {number_of_errors}", "one_level_error": "You need to select at least one level.", @@ -61368,15 +61368,15 @@ ${o3}` : i3; "selected": "Selected", "songs": "\u{1F3B5},\u{1F3B6}", "successful_runs": "Successful runs: {successful_runs}", - "teacher_welcome": "Welcome to Hedy! Your are now the proud owner of a teachers account which allows you to create classes and invite students.", + "teacher_welcome": "Bienvenue chez Hedy ! Vous \xEAtes maintenant l'heureux propri\xE9taire d'un compte enseignant qui vous permet de cr\xE9er des cours et d'inviter des \xE9tudiants.", "turtle": "\u{1F422}", - "unsaved_class_changes": "There are unsaved changes, are you sure you want to leave this page?" + "unsaved_class_changes": "Il y a des changements non pris en comptes, es-tu sur de vouloir quitter la page ?" }, "fy": { "CheckInternet": "Wolst eefkes kontrolearje oft dyn internet it noch wol docht.", "Connection_error": "Der is in ferbiningsprobleem. It leit f\xEAst oan \xFAs, mar miskien docht dyn internet it eefkes net.", "Empty_output": "This code works but does not print anything. Add a print command to your code or use the turtle to get output.", - "Errors_found": "You made a mistake! Don't worry, Hedy is trying to find the mistakes", + "Errors_found": "You made a mistake! Don't worry, we still ran the program", "Execute_error": "It draaien fan de koade gong niet hielendal goed.", "Other_error": "Krammele! Dat gong net goed, wy ha sels f\xEAst in programmearflater makke.", "Program_repair": "This could be the correct code, can you fix it?", @@ -61387,7 +61387,7 @@ ${o3}` : i3; "Transpile_warning": "Tink derom!", "Unsaved_Changes": "Dyn programma is net bewarre. Wolst fuortgean s\xFBnder it te bewarjen?", "adventures_completed": "Adventures completed: {number_of_adventures}", - "adventures_restored": "The default adventures have been restored!", + "adventures_restored": "The default adventures have been restored.", "adventures_tried": "Adventures tried", "copy_link_to_share": "Diellink kopi\xEBare", "customization_deleted": "Customizations successfully deleted.", @@ -61427,7 +61427,7 @@ ${o3}` : i3; "Transpile_warning": "\u05D0\u05D6\u05D4\u05E8\u05D4!", "Unsaved_Changes": "\u05D9\u05E9 \u05DC\u05DA \u05EA\u05DB\u05E0\u05D9\u05EA \u05E9\u05DC\u05D0 \u05E0\u05E9\u05DE\u05E8\u05D4. \u05D4\u05D0\u05DD \u05D1\u05E8\u05E6\u05D5\u05E0\u05DA \u05DC\u05E2\u05D6\u05D5\u05D1 \u05D1\u05DC\u05D9 \u05DC\u05E9\u05DE\u05D5\u05E8 \u05D0\u05D5\u05EA\u05D4?", "adventures_completed": "Adventures completed: {number_of_adventures}", - "adventures_restored": "The default adventures have been restored!", + "adventures_restored": "The default adventures have been restored.", "adventures_tried": "Adventures tried", "copy_link_to_share": "Copy link to share", "customization_deleted": "Customizations successfully deleted.", @@ -61467,7 +61467,7 @@ ${o3}` : i3; "Transpile_warning": "\u091A\u0947\u0924\u093E\u0935\u0928\u0940!", "Unsaved_Changes": "\u0906\u092A\u0915\u0947 \u092A\u093E\u0938 \u090F\u0915 \u0938\u0939\u0947\u091C\u093E \u0928\u0939\u0940\u0902 \u0917\u092F\u093E \u092A\u094D\u0930\u094B\u0917\u094D\u0930\u093E\u092E \u0939\u0948\u0964 \u0915\u094D\u092F\u093E \u0906\u092A \u0907\u0938\u0947 \u0938\u0939\u0947\u091C\u0947 \u092C\u093F\u0928\u093E \u091B\u094B\u0921\u093C\u0928\u093E \u091A\u093E\u0939\u0924\u0947 \u0939\u0948\u0902?", "adventures_completed": "Adventures completed: {number_of_adventures}", - "adventures_restored": "The default adventures have been restored!", + "adventures_restored": "The default adventures have been restored.", "adventures_tried": "Adventures tried", "copy_link_to_share": "\u0936\u0947\u092F\u0930 \u0915\u0930\u0928\u0947 \u0915\u0947 \u0932\u093F\u090F \u0932\u093F\u0902\u0915 \u0915\u0949\u092A\u0940 \u0915\u0930\u0947\u0902", "customization_deleted": "\u0905\u0928\u0941\u0915\u0942\u0932\u0928 \u0938\u092B\u0932\u0924\u093E\u092A\u0942\u0930\u094D\u0935\u0915 \u0939\u091F\u093E \u0926\u093F\u090F \u0917\u090F\u0964", @@ -61481,7 +61481,7 @@ ${o3}` : i3; "level_title": "\u0938\u094D\u0924\u0930", "multiple_keywords_warning": "You are trying to use the keyword {orig_keyword}, but this keyword might have several meanings. Please choose the one you're trying to use from this list and copy paste it in your code, curly braces included: {keyword_list}", "number_of_errors": "Number of errors: {number_of_errors}", - "one_level_error": "You need to select at least one level\u0964", + "one_level_error": "You need to select at least one level.", "restaurant": "\u{1F363}, \u{1F355}, \u{1F354}", "rock": "\u2702\uFE0F, \u{1F4DC}, \u{1F5FB}", "select_all": "Select all", @@ -61547,7 +61547,7 @@ ${o3}` : i3; "Transpile_warning": "Vigy\xE1zat!", "Unsaved_Changes": "Nem mentett programod van. El akarsz menni ment\xE9s n\xE9lk\xFCl?", "adventures_completed": "Adventures completed: {number_of_adventures}", - "adventures_restored": "The default adventures have been restored!", + "adventures_restored": "The default adventures have been restored.", "adventures_tried": "Adventures tried", "copy_link_to_share": "Link m\xE1sol\xE1sa a megoszt\xE1shoz", "customization_deleted": "Customizations successfully deleted.", @@ -61707,7 +61707,7 @@ ${o3}` : i3; "Transpile_warning": "Attenzione!", "Unsaved_Changes": "Hai un programma non salvato. Vuoi uscire senza salvare?", "adventures_completed": "Adventures completed: {number_of_adventures}", - "adventures_restored": "The default adventures have been restored!", + "adventures_restored": "The default adventures have been restored.", "adventures_tried": "Adventures tried", "copy_link_to_share": "Copy link to share", "customization_deleted": "Customizations successfully deleted.", @@ -61736,7 +61736,7 @@ ${o3}` : i3; "CheckInternet": "\u30A4\u30F3\u30BF\u30FC\u30CD\u30C3\u30C8\u306E\u63A5\u7D9A\u3092\u8ABF\u3079\u3066\u304F\u3060\u3055\u3044\u3002", "Connection_error": "\u30B5\u30FC\u30D0\u306B\u63A5\u7D9A\u3067\u304D\u307E\u305B\u3093\u3002", "Empty_output": "This code works but does not print anything. Add a print command to your code or use the turtle to get output.", - "Errors_found": "You made a mistake! Don't worry, Hedy is trying to find the mistakes", + "Errors_found": "You made a mistake! Don't worry, we still ran the program", "Execute_error": "Something went wrong while running the program.", "Other_error": "\u3042\uFF01\u591A\u5206\u3001\u79C1\u305F\u3061\u306F\u9593\u9055\u3044\u3057\u307E\u3057\u305F\u3002\u3054\u3081\u3093\u306A\u3055\u3044\u3002", "Program_repair": "\u3053\u306E\u30B3\u30FC\u30C9\u306F\u6B63\u89E3\u304C\u3067\u304D\u307E\u3059\u3002\u76F4\u305B\u307E\u3059\u304B\uFF1F", @@ -61747,7 +61747,7 @@ ${o3}` : i3; "Transpile_warning": "\u8B66\u544A\uFF01", "Unsaved_Changes": "\u975E\u4FDD\u5B58\u30D7\u30ED\u30B0\u30E9\u30E0\u304C\u3042\u308A\u307E\u3059\u3002\u305D\u308C\u3067\u3082\u3001\u7D42\u4E86\u3057\u307E\u3059\u304B\uFF1F", "adventures_completed": "Adventures completed: {number_of_adventures}", - "adventures_restored": "The default adventures have been restored!", + "adventures_restored": "The default adventures have been restored.", "adventures_tried": "Adventures tried", "copy_link_to_share": "Copy link to share", "customization_deleted": "Customizations successfully deleted.", @@ -61816,7 +61816,7 @@ ${o3}` : i3; "CheckInternet": "Check whether your Internet connection is working.", "Connection_error": "We couldn't reach the server.", "Empty_output": "This code works but does not print anything. Add a print command to your code or use the turtle to get output.", - "Errors_found": "You made a mistake! Don't worry, Hedy is trying to find the mistakes", + "Errors_found": "You made a mistake! Don't worry, we still ran the program", "Execute_error": "Something went wrong while running the program.", "Other_error": "Oops! Maybe we made a little mistake.", "Program_repair": "This could be the correct code, can you fix it?", @@ -61827,7 +61827,7 @@ ${o3}` : i3; "Transpile_warning": "Warning!", "Unsaved_Changes": "You have an unsaved program. Do you want to leave without saving it?", "adventures_completed": "Adventures completed: {number_of_adventures}", - "adventures_restored": "The default adventures have been restored!", + "adventures_restored": "The default adventures have been restored.", "adventures_tried": "Adventures tried", "copy_link_to_share": "Copy link to share", "customization_deleted": "Customizations successfully deleted.", @@ -62056,7 +62056,7 @@ ${o3}` : i3; "CheckInternet": "Sjekk internetttilkoblingen din, fungerer den.", "Connection_error": "Vi fikk ikke kontakt med serveren.", "Empty_output": "Denne koden virker men den skriver ikke ut noe. Legg til en print kommando til koden din eller bruk skipadden til \xE5 f\xE5 noe output.", - "Errors_found": "You made a mistake! Don't worry, Hedy is trying to find the mistakes", + "Errors_found": "You made a mistake! Don't worry, we still ran the program", "Execute_error": "Noe gikk feil mens vi kj\xF8rte programmet.", "Other_error": "Oops! Kanskje vi gjorde en liten feil.", "Program_repair": "Dette kan v\xE6re det korrekte programmet, kan du fikse det?", @@ -62096,7 +62096,7 @@ ${o3}` : i3; "CheckInternet": "Check whether your Internet connection is working.", "Connection_error": "We couldn't reach the server.", "Empty_output": "This code works but does not print anything. Add a print command to your code or use the turtle to get output.", - "Errors_found": "You made a mistake! Don't worry, Hedy is trying to find the mistakes", + "Errors_found": "You made a mistake! Don't worry, we still ran the program", "Execute_error": "Something went wrong while running the program.", "Other_error": "Oops! Maybe we made a little mistake.", "Program_repair": "This could be the correct code, can you fix it?", @@ -62107,7 +62107,7 @@ ${o3}` : i3; "Transpile_warning": "Warning!", "Unsaved_Changes": "You have an unsaved program. Do you want to leave without saving it?", "adventures_completed": "Adventures completed: {number_of_adventures}", - "adventures_restored": "The default adventures have been restored!", + "adventures_restored": "The default adventures have been restored.", "adventures_tried": "Adventures tried", "copy_link_to_share": "Copy link to share", "customization_deleted": "Customizations successfully deleted.", @@ -62176,7 +62176,7 @@ ${o3}` : i3; "CheckInternet": "\u0628\u0628\u06CC\u0646 \u0622\u06CC\u0627 \u0627\u062A\u0635\u0627\u0644 \u0627\u06CC\u0646\u062A\u0631\u0646\u062A \u0634\u0645\u0627 \u0628\u0647 \u062F\u0631\u0633\u062A\u06CC \u06A9\u0627\u0631 \u0645\u06CC \u06A9\u0646\u062F.", "Connection_error": "\u0646\u0645\u06CC\u062A\u0648\u0646\u06CC\u0645 \u0628\u0647 \u0633\u0631\u0648\u0631 \u062F\u0633\u062A\u0631\u0633\u06CC \u062F\u0627\u0634\u062A\u0647 \u0628\u0627\u0634\u06CC\u0645.", "Empty_output": "\u0627\u06CC\u0646 \u06A9\u062F \u06A9\u0627\u0631 \u0645\u06CC \u06A9\u0646\u062F \u0627\u0645\u0627 \u0686\u06CC\u0632\u06CC \u0631\u0627 \u0686\u0627\u067E \u0646\u0645\u06CC \u06A9\u0646\u062F. \u06CC\u06A9 \u062F\u0633\u062A\u0648\u0631 \u0686\u0627\u067E \u0631\u0627 \u0628\u0647 \u06A9\u062F \u062E\u0648\u062F \u0627\u0636\u0627\u0641\u0647 \u06A9\u0646 \u06CC\u0627 \u0627\u0632 \u0644\u0627\u06A9 \u067E\u0634\u062A \u0628\u0631\u0627\u06CC \u062E\u0631\u0648\u062C\u06CC \u0627\u0633\u062A\u0641\u0627\u062F\u0647 \u06A9\u0646.", - "Errors_found": "You made a mistake! Don't worry, Hedy is trying to find the mistakes", + "Errors_found": "You made a mistake! Don't worry, we still ran the program", "Execute_error": "\u0647\u0646\u06AF\u0627\u0645 \u0627\u062C\u0631\u0627\u06CC \u0628\u0631\u0646\u0627\u0645\u0647 \u0645\u0634\u06A9\u0644\u06CC \u067E\u06CC\u0634 \u0622\u0645\u062F.", "Other_error": "\u0627\u0648\u0647! \u0645\u0645\u06A9\u0646\u0647 \u0645\u0627 \u06CC\u06A9 \u0627\u0634\u062A\u0628\u0627\u0647 \u06A9\u0648\u0686\u06A9\u06CC \u06A9\u0631\u062F\u06CC\u0645.", "Program_repair": "\u0627\u06CC\u0646 \u0645\u06CC\u062A\u0648\u0646\u0647 \u06A9\u062F \u0635\u062D\u06CC\u062D \u0628\u0627\u0634\u0647\u060C \u0645\u06CC\u062A\u0648\u0646\u06CC \u062F\u0631\u0633\u062A\u0634 \u06A9\u0646\u06CC\u061F", @@ -62216,7 +62216,7 @@ ${o3}` : i3; "CheckInternet": "Upewnij si\u0119, \u017Ce masz po\u0142\u0105czenie z Internetem.", "Connection_error": "B\u0142\u0105d po\u0142\u0105czenia z serwerem.", "Empty_output": "Ten kod dzia\u0142a, ale niczego nie wypisuje. Dodaj komend\u0119 'napisz' lub u\u017Cyj \u017C\xF3\u0142wia, by otrzyma\u0107 dane wyj\u015Bciowe.", - "Errors_found": "You made a mistake! Don't worry, Hedy is trying to find the mistakes", + "Errors_found": "You made a mistake! Don't worry, we still ran the program", "Execute_error": "Co\u015B posz\u0142o nie tak w trakcie wykonywania programu.", "Other_error": "Ups! Mo\u017Ce pope\u0142nili\u015Bmy ma\u0142y b\u0142\u0105d.", "Program_repair": "To mo\u017Ce by\u0107 poprawny kod, czy mo\u017Cesz go naprawi\u0107?", @@ -62336,7 +62336,7 @@ ${o3}` : i3; "CheckInternet": "Verific\u0103 dac\u0103 ai semnal la internet.", "Connection_error": "Nu am putut contacta serverul.", "Empty_output": "Acest program func\u021Bioneaz\u0103 dar nu printeaz\u0103 nimic. Adaug\u0103 o comand\u0103 de printare sau folose\u0219te \u021Bestoasa s\u0103 ob\u021Bii un rezultat.", - "Errors_found": "You made a mistake! Don't worry, Hedy is trying to find the mistakes", + "Errors_found": "You made a mistake! Don't worry, we still ran the program", "Execute_error": "Ceva nu a func\u021Bionat corect in timpul rul\u0103rii programului.", "Other_error": "Opa! Este posibil s\u0103 fi f\u0103cut vreo gre\u0219eal\u0103.", "Program_repair": "Probabil a\u0219a arat\u0103 programul corect, po\u021Bi corecta?", @@ -62347,7 +62347,7 @@ ${o3}` : i3; "Transpile_warning": "Aten\u021Bie!", "Unsaved_Changes": "Ai un program care nu este salvat. Dore\u0219ti s\u0103 ie\u0219i f\u0103r\u0103 salvare?", "adventures_completed": "Adventures completed: {number_of_adventures}", - "adventures_restored": "The default adventures have been restored!", + "adventures_restored": "The default adventures have been restored.", "adventures_tried": "Adventures tried", "copy_link_to_share": "Copy link to share", "customization_deleted": "Customizations successfully deleted.", @@ -62376,7 +62376,7 @@ ${o3}` : i3; "CheckInternet": "\u041F\u0440\u043E\u0432\u0435\u0440\u044C \u0441\u0432\u043E\u0451 \u0438\u043D\u0442\u0435\u0440\u043D\u0435\u0442 \u043F\u043E\u0434\u043A\u043B\u044E\u0447\u0435\u043D\u0438\u0435.", "Connection_error": "\u041D\u0435 \u043C\u043E\u0433\u0443 \u043D\u0430\u0439\u0442\u0438 \u0441\u0435\u0440\u0432\u0435\u0440.", "Empty_output": "\u042D\u0442\u043E\u0442 \u043A\u043E\u0434 \u0440\u0430\u0431\u043E\u0442\u0430\u0435\u0442, \u043D\u043E \u043D\u0435 \u0432\u044B\u0432\u043E\u0434\u0438\u0442 \u043D\u0438\u0447\u0435\u0433\u043E. \u0414\u043E\u0431\u0430\u0432\u044C \u043A\u043E\u043C\u0430\u043D\u0434\u0443 \u043F\u0435\u0447\u0430\u0442\u044C \u0432 \u0442\u0432\u043E\u0439 \u043A\u043E\u0434 \u0438\u043B\u0438 \u0438\u0441\u043F\u043E\u043B\u044C\u0437\u0443\u0439 \u0447\u0435\u0440\u0435\u043F\u0430\u0448\u043A\u0435 \u0447\u0442\u043E\u0431\u044B \u043F\u043E\u043B\u0443\u0447\u0438\u0442\u044C \u0432\u044B\u0432\u043E\u0434.", - "Errors_found": "You made a mistake! Don't worry, Hedy is trying to find the mistakes", + "Errors_found": "You made a mistake! Don't worry, we still ran the program", "Execute_error": "\u0427\u0442\u043E-\u0442\u043E \u043F\u043E\u0448\u043B\u043E \u043D\u0435 \u0442\u0430\u043A \u043F\u0440\u0438 \u0437\u0430\u043F\u0443\u0441\u043A\u0435 \u043F\u0440\u043E\u0433\u0440\u0430\u043C\u043C\u044B.", "Other_error": "\u0423\u043F\u0441, \u043A\u0430\u0436\u0435\u0442\u0441\u044F \u0432\u044B\u0448\u043B\u0430 \u043E\u0448\u0438\u0431\u043E\u0447\u043A\u0430.", "Program_repair": "\u042D\u0442\u043E \u043C\u043E\u0436\u0435\u0442 \u0431\u044B\u0442\u044C \u043F\u0440\u0430\u0432\u0438\u043B\u044C\u043D\u044B\u0439 \u043A\u043E\u0434, \u043C\u043E\u0436\u0435\u0442\u0435 \u043B\u0438 \u0432\u044B \u0435\u0433\u043E \u0438\u0441\u043F\u0440\u0430\u0432\u0438\u0442\u044C?", @@ -62387,7 +62387,7 @@ ${o3}` : i3; "Transpile_warning": "\u0412\u043D\u0438\u043C\u0430\u043D\u0438\u0435!", "Unsaved_Changes": "\u0423 \u0442\u0435\u0431\u044F \u043D\u0435 \u0441\u043E\u0445\u0440\u0430\u043D\u0435\u043D\u0430 \u043F\u0440\u043E\u0433\u0440\u0430\u043C\u043C\u0430. \u0425\u043E\u0447\u0435\u0448\u044C \u0432\u044B\u0439\u0442\u0438 \u0431\u0435\u0437 \u0441\u043E\u0445\u0440\u0430\u043D\u0435\u043D\u0438\u044F?", "adventures_completed": "Adventures completed: {number_of_adventures}", - "adventures_restored": "The default adventures have been restored!", + "adventures_restored": "The default adventures have been restored.", "adventures_tried": "Adventures tried", "copy_link_to_share": "\u0421\u043A\u043E\u043F\u0438\u0440\u0443\u0439\u0442\u0435 \u0441\u0441\u044B\u043B\u043A\u0443, \u0447\u0442\u043E\u0431\u044B \u043F\u043E\u0434\u0435\u043B\u0438\u0442\u044C\u0441\u044F", "customization_deleted": "\u041D\u0430\u0441\u0442\u0440\u043E\u0439\u043A\u0438 \u0443\u0441\u043F\u0435\u0448\u043D\u043E \u0443\u0434\u0430\u043B\u0435\u043D\u044B.", @@ -62456,7 +62456,7 @@ ${o3}` : i3; "CheckInternet": "Shikoni n\xEBse lidhja juaj e internetit po funksionon si\xE7 duhet.", "Connection_error": "Nuk arrit\xEBm dot te serveri.", "Empty_output": "Ky kod funksionon, por nuk printon asgj\xEB. Shtoni komand\xEBn print n\xEB kodin tuaj ose p\xEBrdorni breshk\xEBn p\xEBr t\xEB marr\xEB rezultatin.", - "Errors_found": "You made a mistake! Don't worry, Hedy is trying to find the mistakes", + "Errors_found": "You made a mistake! Don't worry, we still ran the program", "Execute_error": "Di\xE7ka shkoi keq gjat\xEB ekzekutimit t\xEB programit.", "Other_error": "Oops! Ndoshta kemi b\xEBr\xEB nj\xEB gabim t\xEB vog\xEBl.", "Program_repair": "Ky mund t\xEB jet\xEB kodi i duhur, a mund ta rregulloni?", @@ -62467,7 +62467,7 @@ ${o3}` : i3; "Transpile_warning": "Paralajm\xEBrim!", "Unsaved_Changes": "Ju keni nj\xEB program t\xEB paruajtur. D\xEBshiron t\xEB largohesh pa e ruajtur?", "adventures_completed": "Adventures completed: {number_of_adventures}", - "adventures_restored": "The default adventures have been restored!", + "adventures_restored": "The default adventures have been restored.", "adventures_tried": "Adventures tried", "copy_link_to_share": "Copy link to share", "customization_deleted": "Customizations successfully deleted.", @@ -62536,7 +62536,7 @@ ${o3}` : i3; "CheckInternet": "Kontrollera att din internetanslutning fungerar.", "Connection_error": "Vi kunde inte n\xE5 servern.", "Empty_output": "Den h\xE4r koden fungerar men skriver inget. L\xE4gg till ett utskriftskommando till din kod eller anv\xE4nd sk\xF6ldpaddan f\xF6r att f\xE5 n\xE5got resultat.", - "Errors_found": "You made a mistake! Don't worry, Hedy is trying to find the mistakes", + "Errors_found": "You made a mistake! Don't worry, we still ran the program", "Execute_error": "N\xE5got gick fel n\xE4r programmet k\xF6rdes.", "Other_error": "Hoppsan! Vi gjorde nog ett litet misstag.", "Program_repair": "Detta kan vara r\xE4tt kod; kan du laga den?", @@ -62576,7 +62576,7 @@ ${o3}` : i3; "CheckInternet": "Check whether your Internet connection is working.", "Connection_error": "Hatukuweza kufikia seva.", "Empty_output": "This code works but does not print anything. Add a print command to your code or use the turtle to get output.", - "Errors_found": "You made a mistake! Don't worry, Hedy is trying to find the mistakes", + "Errors_found": "You made a mistake! Don't worry, we still ran the program", "Execute_error": "Matatizo fulani ilitokea wakati wa kuendesha programu.", "Other_error": "Oops! Labda tulifanya makosa kidogo.", "Program_repair": "This could be the correct code, can you fix it?", @@ -62587,7 +62587,7 @@ ${o3}` : i3; "Transpile_warning": "Onyo!", "Unsaved_Changes": "Una programu ambao haujahifadhiwa. Je! Unataka kuondoka bila kuiokoa?", "adventures_completed": "Adventures completed: {number_of_adventures}", - "adventures_restored": "The default adventures have been restored!", + "adventures_restored": "The default adventures have been restored.", "adventures_tried": "Adventures tried", "copy_link_to_share": "Copy link to share", "customization_deleted": "Customizations successfully deleted.", @@ -62656,7 +62656,7 @@ ${o3}` : i3; "CheckInternet": "Check whether your Internet connection is working.", "Connection_error": "We couldn't reach the server.", "Empty_output": "This code works but does not print anything. Add a print command to your code or use the turtle to get output.", - "Errors_found": "You made a mistake! Don't worry, Hedy is trying to find the mistakes", + "Errors_found": "You made a mistake! Don't worry, we still ran the program", "Execute_error": "Something went wrong while running the program.", "Other_error": "Oops! Maybe we made a little mistake.", "Program_repair": "This could be the correct code, can you fix it?", @@ -62667,7 +62667,7 @@ ${o3}` : i3; "Transpile_warning": "Warning!", "Unsaved_Changes": "You have an unsaved program. Do you want to leave without saving it?", "adventures_completed": "Adventures completed: {number_of_adventures}", - "adventures_restored": "The default adventures have been restored!", + "adventures_restored": "The default adventures have been restored.", "adventures_tried": "Adventures tried", "copy_link_to_share": "Copy link to share", "customization_deleted": "Customizations successfully deleted.", @@ -62696,7 +62696,7 @@ ${o3}` : i3; "CheckInternet": "\u0E40\u0E2D\u0E4B \u0E2D\u0E34\u0E19\u0E40\u0E15\u0E2D\u0E23\u0E4C\u0E40\u0E19\u0E47\u0E15\u0E21\u0E35\u0E1B\u0E31\u0E0D\u0E2B\u0E32\u0E2B\u0E23\u0E37\u0E2D\u0E40\u0E1B\u0E25\u0E48\u0E32", "Connection_error": "\u0E40\u0E23\u0E32\u0E15\u0E34\u0E14\u0E15\u0E48\u0E2D\u0E01\u0E31\u0E1A\u0E40\u0E0B\u0E34\u0E1F\u0E40\u0E27\u0E2D\u0E23\u0E4C\u0E44\u0E21\u0E48\u0E44\u0E14\u0E49.", "Empty_output": "\u0E42\u0E04\u0E49\u0E14\u0E19\u0E35\u0E49\u0E23\u0E31\u0E19\u0E44\u0E14\u0E49\u0E1B\u0E01\u0E15\u0E34\u0E19\u0E30 \u0E41\u0E15\u0E48\u0E27\u0E48\u0E32\u0E44\u0E21\u0E48\u0E44\u0E14\u0E49\u0E1E\u0E34\u0E21\u0E1E\u0E4C\u0E2D\u0E30\u0E44\u0E23\u0E2D\u0E2D\u0E01\u0E21\u0E32\u0E40\u0E25\u0E22 \u0E19\u0E48\u0E32\u0E08\u0E30\u0E25\u0E37\u0E21\u0E43\u0E0A\u0E49\u0E04\u0E33\u0E2A\u0E31\u0E48\u0E07\u0E41\u0E2A\u0E14\u0E07\u0E2B\u0E23\u0E37\u0E2D\u0E43\u0E0A\u0E49\u0E43\u0E2B\u0E49\u0E40\u0E15\u0E48\u0E32\u0E27\u0E32\u0E14\u0E23\u0E39\u0E1B\u0E2B\u0E23\u0E37\u0E2D\u0E40\u0E1B\u0E25\u0E48\u0E32", - "Errors_found": "You made a mistake! Don't worry, Hedy is trying to find the mistakes", + "Errors_found": "You made a mistake! Don't worry, we still ran the program", "Execute_error": "\u0E40\u0E01\u0E34\u0E14\u0E02\u0E49\u0E2D\u0E1C\u0E34\u0E14\u0E1E\u0E25\u0E32\u0E14\u0E23\u0E30\u0E2B\u0E27\u0E48\u0E32\u0E07\u0E23\u0E31\u0E19\u0E42\u0E1B\u0E23\u0E41\u0E01\u0E23\u0E21", "Other_error": "\u0E2D\u0E38\u0E49\u0E22\u0E22! \u0E19\u0E48\u0E32\u0E08\u0E30\u0E1C\u0E34\u0E14\u0E1E\u0E25\u0E32\u0E14\u0E2D\u0E30\u0E44\u0E23\u0E40\u0E25\u0E47\u0E01\u0E19\u0E49\u0E2D\u0E22\u0E2B\u0E23\u0E37\u0E2D\u0E40\u0E1B\u0E25\u0E48\u0E32", "Program_repair": "\u0E42\u0E04\u0E49\u0E14\u0E19\u0E35\u0E49\u0E2D\u0E32\u0E08\u0E08\u0E30\u0E16\u0E39\u0E01\u0E41\u0E25\u0E49\u0E27 \u0E41\u0E15\u0E48\u0E04\u0E38\u0E13\u0E25\u0E2D\u0E07\u0E41\u0E01\u0E49\u0E2B\u0E19\u0E48\u0E2D\u0E22\u0E44\u0E14\u0E49\u0E21\u0E31\u0E49\u0E22?", @@ -62707,7 +62707,7 @@ ${o3}` : i3; "Transpile_warning": "\u0E04\u0E33\u0E40\u0E15\u0E37\u0E2D\u0E19!", "Unsaved_Changes": "\u0E42\u0E1B\u0E23\u0E41\u0E01\u0E23\u0E21\u0E17\u0E35\u0E48\u0E40\u0E02\u0E35\u0E22\u0E19\u0E22\u0E31\u0E07\u0E44\u0E21\u0E48\u0E44\u0E14\u0E49\u0E40\u0E0B\u0E1F\u0E19\u0E30 \u0E08\u0E30\u0E2D\u0E2D\u0E01\u0E08\u0E32\u0E01\u0E2B\u0E19\u0E49\u0E32\u0E19\u0E35\u0E49\u0E40\u0E25\u0E22 \u0E42\u0E14\u0E22\u0E44\u0E21\u0E48\u0E40\u0E0B\u0E1F\u0E01\u0E48\u0E2D\u0E19\u0E2B\u0E23\u0E2D?", "adventures_completed": "Adventures completed: {number_of_adventures}", - "adventures_restored": "The default adventures have been restored!", + "adventures_restored": "The default adventures have been restored.", "adventures_tried": "Adventures tried", "copy_link_to_share": "Copy link to share", "customization_deleted": "Customizations successfully deleted.", @@ -62736,7 +62736,7 @@ ${o3}` : i3; "CheckInternet": "Check whether your Internet connection is working.", "Connection_error": "We couldn't reach the server.", "Empty_output": "This code works but does not print anything. Add a print command to your code or use the turtle to get output.", - "Errors_found": "You made a mistake! Don't worry, Hedy is trying to find the mistakes", + "Errors_found": "You made a mistake! Don't worry, we still ran the program", "Execute_error": "Something went wrong while running the program.", "Other_error": "Oops! Maybe we made a little mistake.", "Program_repair": "This could be the correct code, can you fix it?", @@ -62747,7 +62747,7 @@ ${o3}` : i3; "Transpile_warning": "Warning!", "Unsaved_Changes": "You have an unsaved program. Do you want to leave without saving it?", "adventures_completed": "Adventures completed: {number_of_adventures}", - "adventures_restored": "The default adventures have been restored!", + "adventures_restored": "The default adventures have been restored.", "adventures_tried": "Adventures tried", "copy_link_to_share": "Copy link to share", "customization_deleted": "Customizations successfully deleted.", @@ -62776,7 +62776,7 @@ ${o3}` : i3; "CheckInternet": "Check whether your Internet connection is working.", "Connection_error": "We couldn't reach the server.", "Empty_output": "This code works but does not print anything. Add a print command to your code or use the turtle to get output.", - "Errors_found": "You made a mistake! Don't worry, Hedy is trying to find the mistakes", + "Errors_found": "You made a mistake! Don't worry, we still ran the program", "Execute_error": "Something went wrong while running the program.", "Other_error": "Oops! Maybe we made a little mistake.", "Program_repair": "This could be the correct code, can you fix it?", @@ -62787,7 +62787,7 @@ ${o3}` : i3; "Transpile_warning": "Warning!", "Unsaved_Changes": "You have an unsaved program. Do you want to leave without saving it?", "adventures_completed": "Adventures completed: {number_of_adventures}", - "adventures_restored": "The default adventures have been restored!", + "adventures_restored": "The default adventures have been restored.", "adventures_tried": "Adventures tried", "copy_link_to_share": "Copy link to share", "customization_deleted": "Customizations successfully deleted.", @@ -62867,7 +62867,7 @@ ${o3}` : i3; "Transpile_warning": "\u041F\u043E\u043F\u0435\u0440\u0435\u0434\u0436\u0435\u043D\u043D\u044F!", "Unsaved_Changes": "\u0412\u0438 \u043C\u0430\u0454\u0442\u0435 \u043D\u0435\u0437\u0431\u0435\u0440\u0435\u0436\u0435\u043D\u0443 \u043F\u0440\u043E\u0433\u0440\u0430\u043C\u0443. \u0412\u0438 \u0445\u043E\u0447\u0435\u0442\u0435 \u0432\u0438\u0439\u0442\u0438, \u043D\u0435 \u0437\u0431\u0435\u0440\u0456\u0433\u0448\u0438 \u0457\u0457?", "adventures_completed": "Adventures completed: {number_of_adventures}", - "adventures_restored": "The default adventures have been restored!", + "adventures_restored": "The default adventures have been restored.", "adventures_tried": "Adventures tried", "copy_link_to_share": "\u0421\u043A\u043E\u043F\u0456\u044E\u0439\u0442\u0435 \u043F\u043E\u0441\u0438\u043B\u0430\u043D\u043D\u044F, \u0449\u043E\u0431 \u043F\u043E\u0434\u0456\u043B\u0438\u0442\u0438\u0441\u044F", "customization_deleted": "\u041D\u0430\u043B\u0430\u0448\u0442\u0443\u0432\u0430\u043D\u043D\u044F \u0443\u0441\u043F\u0456\u0448\u043D\u043E \u0432\u0438\u0434\u0430\u043B\u0435\u043D\u043E.", @@ -62896,7 +62896,7 @@ ${o3}` : i3; "CheckInternet": "Check whether your Internet connection is working.", "Connection_error": "We couldn't reach the server.", "Empty_output": "This code works but does not print anything. Add a print command to your code or use the turtle to get output.", - "Errors_found": "You made a mistake! Don't worry, Hedy is trying to find the mistakes", + "Errors_found": "You made a mistake! Don't worry, we still ran the program", "Execute_error": "Something went wrong while running the program.", "Other_error": "Oops! Maybe we made a little mistake.", "Program_repair": "This could be the correct code, can you fix it?", @@ -62907,7 +62907,7 @@ ${o3}` : i3; "Transpile_warning": "Warning!", "Unsaved_Changes": "You have an unsaved program. Do you want to leave without saving it?", "adventures_completed": "Adventures completed: {number_of_adventures}", - "adventures_restored": "The default adventures have been restored!", + "adventures_restored": "The default adventures have been restored.", "adventures_tried": "Adventures tried", "copy_link_to_share": "Copy link to share", "customization_deleted": "Customizations successfully deleted.", @@ -62976,7 +62976,7 @@ ${o3}` : i3; "CheckInternet": "H\xE3y xem k\u1EBFt n\u1ED1i Internet c\u1EE7a b\u1EA1n c\xF3 ho\u1EA1t \u0111\u1ED9ng b\xECnh th\u01B0\u1EDDng kh\xF4ng.", "Connection_error": "Ch\xFAng t\xF4i kh\xF4ng th\u1EC3 k\u1EBFt n\u1ED1i t\u1EDBi server.", "Empty_output": "Ch\u01B0\u01A1ng tr\xECnh n\xE0y ho\u1EA1t \u0111\u1ED9ng nh\u01B0ng kh\xF4ng in ra g\xEC c\u1EA3. Th\xEAm l\u1EC7nh in v\xE0o ch\u01B0\u01A1ng tr\xECnh ho\u1EB7c s\u1EED d\u1EE5ng con r\xF9a \u0111\u1EC3 c\xF3 \u0111\u1EA7u ra nh\xE9.", - "Errors_found": "You made a mistake! Don't worry, Hedy is trying to find the mistakes", + "Errors_found": "You made a mistake! Don't worry, we still ran the program", "Execute_error": "\u0110\xE3 x\u1EA3y ra s\u1EF1 c\u1ED1 khi ch\u1EA1y ch\u01B0\u01A1ng tr\xECnh.", "Other_error": "R\u1EA5t ti\u1EBFc! C\xF3 l\u1EBD ch\xFAng t\xF4i \u0111\xE3 ph\u1EA1m m\u1ED9t sai l\u1EA7m nh\u1ECF.", "Program_repair": "\u0110\xE2y c\xF3 th\u1EC3 l\xE0 ch\u01B0\u01A1ng tr\xECnh ch\xEDnh x\xE1c, b\u1EA1n c\xF3 th\u1EC3 s\u1EEDa n\xF3 kh\xF4ng?", @@ -62987,7 +62987,7 @@ ${o3}` : i3; "Transpile_warning": "C\u1EA3nh b\xE1o!", "Unsaved_Changes": "B\u1EA1n c\xF3 m\u1ED9t ch\u01B0\u01A1ng tr\xECnh ch\u01B0a \u0111\u01B0\u1EE3c l\u01B0u. B\u1EA1n c\xF3 mu\u1ED1n tho\xE1t m\xE0 kh\xF4ng l\u01B0u n\xF3 kh\xF4ng?", "adventures_completed": "Adventures completed: {number_of_adventures}", - "adventures_restored": "The default adventures have been restored!", + "adventures_restored": "The default adventures have been restored.", "adventures_tried": "Adventures tried", "copy_link_to_share": "Copy link to share", "customization_deleted": "Customizations successfully deleted.", @@ -63056,7 +63056,7 @@ ${o3}` : i3; "CheckInternet": "Check whether your Internet connection is working.", "Connection_error": "We couldn't reach the server.", "Empty_output": "This code works but does not print anything. Add a print command to your code or use the turtle to get output.", - "Errors_found": "You made a mistake! Don't worry, Hedy is trying to find the mistakes", + "Errors_found": "You made a mistake! Don't worry, we still ran the program", "Execute_error": "Something went wrong while running the program.", "Other_error": "Oops! Maybe we made a little mistake.", "Program_repair": "This could be the correct code, can you fix it?", @@ -63067,7 +63067,7 @@ ${o3}` : i3; "Transpile_warning": "Warning!", "Unsaved_Changes": "You have an unsaved program. Do you want to leave without saving it?", "adventures_completed": "Adventures completed: {number_of_adventures}", - "adventures_restored": "The default adventures have been restored!", + "adventures_restored": "The default adventures have been restored.", "adventures_tried": "Adventures tried", "copy_link_to_share": "Copy link to share", "customization_deleted": "Customizations successfully deleted.", diff --git a/static/js/appbundle.js.map b/static/js/appbundle.js.map index 71478f63b7f..be350fb9487 100644 --- a/static/js/appbundle.js.map +++ b/static/js/appbundle.js.map @@ -1,7 +1,7 @@ { "version": 3, "sources": ["../../node_modules/jszip/dist/jszip.min.js", "../../node_modules/@babel/runtime/helpers/arrayWithHoles.js", "../../node_modules/@babel/runtime/helpers/iterableToArrayLimit.js", "../../node_modules/@babel/runtime/helpers/arrayLikeToArray.js", "../../node_modules/@babel/runtime/helpers/unsupportedIterableToArray.js", "../../node_modules/@babel/runtime/helpers/nonIterableRest.js", "../../node_modules/@babel/runtime/helpers/slicedToArray.js", "../../node_modules/@babel/runtime/helpers/classCallCheck.js", "../../node_modules/@babel/runtime/helpers/typeof.js", "../../node_modules/@babel/runtime/helpers/toPrimitive.js", "../../node_modules/@babel/runtime/helpers/toPropertyKey.js", "../../node_modules/@babel/runtime/helpers/createClass.js", "../../node_modules/automation-events/build/es5/bundle.js", "../../node_modules/dompurify/src/utils.js", "../../node_modules/dompurify/src/tags.js", "../../node_modules/dompurify/src/attrs.js", "../../node_modules/dompurify/src/regexp.js", "../../node_modules/dompurify/src/purify.js", "ckeditor.js", "index.ts", "message-translations.ts", "client-messages.ts", "modal.ts", "app.ts", "../../node_modules/tone/Tone/version.ts", "../../node_modules/standardized-audio-context/src/module.ts", "../../node_modules/standardized-audio-context/src/factories/abort-error.ts", "../../node_modules/standardized-audio-context/src/factories/add-active-input-connection-to-audio-node.ts", "../../node_modules/standardized-audio-context/src/factories/add-audio-node-connections.ts", "../../node_modules/standardized-audio-context/src/factories/add-audio-param-connections.ts", "../../node_modules/standardized-audio-context/src/globals.ts", "../../node_modules/standardized-audio-context/src/helpers/is-constructible.ts", "../../node_modules/standardized-audio-context/src/helpers/split-import-statements.ts", "../../node_modules/standardized-audio-context/src/factories/add-audio-worklet-module.ts", "../../node_modules/standardized-audio-context/src/helpers/get-value-for-key.ts", "../../node_modules/standardized-audio-context/src/helpers/pick-element-from-set.ts", "../../node_modules/standardized-audio-context/src/helpers/delete-passive-input-connection-to-audio-node.ts", "../../node_modules/standardized-audio-context/src/helpers/get-event-listeners-of-audio-node.ts", "../../node_modules/standardized-audio-context/src/helpers/set-internal-state-to-active.ts", "../../node_modules/standardized-audio-context/src/guards/audio-worklet-node.ts", "../../node_modules/standardized-audio-context/src/helpers/set-internal-state-to-passive.ts", "../../node_modules/standardized-audio-context/src/helpers/set-internal-state-to-passive-when-necessary.ts", "../../node_modules/standardized-audio-context/src/factories/add-connection-to-audio-node.ts", "../../node_modules/standardized-audio-context/src/factories/add-passive-input-connection-to-audio-node.ts", "../../node_modules/standardized-audio-context/src/factories/add-silent-connection.ts", "../../node_modules/standardized-audio-context/src/factories/add-unrendered-audio-worklet-node.ts", "../../node_modules/standardized-audio-context/src/factories/analyser-node-constructor.ts", "../../node_modules/standardized-audio-context/src/helpers/is-owned-by-context.ts", "../../node_modules/standardized-audio-context/src/factories/analyser-node-renderer-factory.ts", "../../node_modules/standardized-audio-context/src/helpers/test-audio-buffer-copy-channel-methods-out-of-bounds-support.ts", "../../node_modules/standardized-audio-context/src/factories/index-size-error.ts", "../../node_modules/standardized-audio-context/src/helpers/wrap-audio-buffer-get-channel-data-method.ts", "../../node_modules/standardized-audio-context/src/factories/audio-buffer-constructor.ts", "../../node_modules/standardized-audio-context/src/constants.ts", "../../node_modules/standardized-audio-context/src/helpers/is-active-audio-node.ts", "../../node_modules/standardized-audio-context/src/factories/audio-buffer-source-node-constructor.ts", "../../node_modules/standardized-audio-context/src/factories/audio-buffer-source-node-renderer-factory.ts", "../../node_modules/standardized-audio-context/src/guards/audio-buffer-source-node.ts", 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i(n.Promise.resolve(this.compressedContent)).withStreamInfo(\"compressedSize\",this.compressedSize).withStreamInfo(\"uncompressedSize\",this.uncompressedSize).withStreamInfo(\"crc32\",this.crc32).withStreamInfo(\"compression\",this.compression)}},o.createWorkerFrom=function(e,t,r){return e.pipe(new s).pipe(new a(\"uncompressedSize\")).pipe(t.compressWorker(r)).pipe(new a(\"compressedSize\")).withStreamInfo(\"compression\",t)},t.exports=o},{\"./external\":6,\"./stream/Crc32Probe\":25,\"./stream/DataLengthProbe\":26,\"./stream/DataWorker\":27}],3:[function(e,t,r){\"use strict\";var n=e(\"./stream/GenericWorker\");r.STORE={magic:\"\\0\\0\",compressWorker:function(){return new n(\"STORE compression\")},uncompressWorker:function(){return new n(\"STORE decompression\")}},r.DEFLATE=e(\"./flate\")},{\"./flate\":7,\"./stream/GenericWorker\":28}],4:[function(e,t,r){\"use strict\";var n=e(\"./utils\");var o=function(){for(var e,t=[],r=0;r<256;r++){e=r;for(var n=0;n<8;n++)e=1&e?3988292384^e>>>1:e>>>1;t[r]=e}return t}();t.exports=function(e,t){return void 0!==e&&e.length?\"string\"!==n.getTypeOf(e)?function(e,t,r,n){var i=o,s=n+r;e^=-1;for(var a=n;a>>8^i[255&(e^t[a])];return-1^e}(0|t,e,e.length,0):function(e,t,r,n){var i=o,s=n+r;e^=-1;for(var a=n;a>>8^i[255&(e^t.charCodeAt(a))];return-1^e}(0|t,e,e.length,0):0}},{\"./utils\":32}],5:[function(e,t,r){\"use strict\";r.base64=!1,r.binary=!1,r.dir=!1,r.createFolders=!0,r.date=null,r.compression=null,r.compressionOptions=null,r.comment=null,r.unixPermissions=null,r.dosPermissions=null},{}],6:[function(e,t,r){\"use strict\";var n=null;n=\"undefined\"!=typeof Promise?Promise:e(\"lie\"),t.exports={Promise:n}},{lie:37}],7:[function(e,t,r){\"use strict\";var n=\"undefined\"!=typeof Uint8Array&&\"undefined\"!=typeof Uint16Array&&\"undefined\"!=typeof Uint32Array,i=e(\"pako\"),s=e(\"./utils\"),a=e(\"./stream/GenericWorker\"),o=n?\"uint8array\":\"array\";function h(e,t){a.call(this,\"FlateWorker/\"+e),this._pako=null,this._pakoAction=e,this._pakoOptions=t,this.meta={}}r.magic=\"\\b\\0\",s.inherits(h,a),h.prototype.processChunk=function(e){this.meta=e.meta,null===this._pako&&this._createPako(),this._pako.push(s.transformTo(o,e.data),!1)},h.prototype.flush=function(){a.prototype.flush.call(this),null===this._pako&&this._createPako(),this._pako.push([],!0)},h.prototype.cleanUp=function(){a.prototype.cleanUp.call(this),this._pako=null},h.prototype._createPako=function(){this._pako=new i[this._pakoAction]({raw:!0,level:this._pakoOptions.level||-1});var t=this;this._pako.onData=function(e){t.push({data:e,meta:t.meta})}},r.compressWorker=function(e){return new h(\"Deflate\",e)},r.uncompressWorker=function(){return new h(\"Inflate\",{})}},{\"./stream/GenericWorker\":28,\"./utils\":32,pako:38}],8:[function(e,t,r){\"use strict\";function A(e,t){var r,n=\"\";for(r=0;r>>=8;return n}function n(e,t,r,n,i,s){var a,o,h=e.file,u=e.compression,l=s!==O.utf8encode,f=I.transformTo(\"string\",s(h.name)),c=I.transformTo(\"string\",O.utf8encode(h.name)),d=h.comment,p=I.transformTo(\"string\",s(d)),m=I.transformTo(\"string\",O.utf8encode(d)),_=c.length!==h.name.length,g=m.length!==d.length,b=\"\",v=\"\",y=\"\",w=h.dir,k=h.date,x={crc32:0,compressedSize:0,uncompressedSize:0};t&&!r||(x.crc32=e.crc32,x.compressedSize=e.compressedSize,x.uncompressedSize=e.uncompressedSize);var S=0;t&&(S|=8),l||!_&&!g||(S|=2048);var z=0,C=0;w&&(z|=16),\"UNIX\"===i?(C=798,z|=function(e,t){var r=e;return e||(r=t?16893:33204),(65535&r)<<16}(h.unixPermissions,w)):(C=20,z|=function(e){return 63&(e||0)}(h.dosPermissions)),a=k.getUTCHours(),a<<=6,a|=k.getUTCMinutes(),a<<=5,a|=k.getUTCSeconds()/2,o=k.getUTCFullYear()-1980,o<<=4,o|=k.getUTCMonth()+1,o<<=5,o|=k.getUTCDate(),_&&(v=A(1,1)+A(B(f),4)+c,b+=\"up\"+A(v.length,2)+v),g&&(y=A(1,1)+A(B(p),4)+m,b+=\"uc\"+A(y.length,2)+y);var E=\"\";return E+=\"\\n\\0\",E+=A(S,2),E+=u.magic,E+=A(a,2),E+=A(o,2),E+=A(x.crc32,4),E+=A(x.compressedSize,4),E+=A(x.uncompressedSize,4),E+=A(f.length,2),E+=A(b.length,2),{fileRecord:R.LOCAL_FILE_HEADER+E+f+b,dirRecord:R.CENTRAL_FILE_HEADER+A(C,2)+E+A(p.length,2)+\"\\0\\0\\0\\0\"+A(z,4)+A(n,4)+f+b+p}}var I=e(\"../utils\"),i=e(\"../stream/GenericWorker\"),O=e(\"../utf8\"),B=e(\"../crc32\"),R=e(\"../signature\");function s(e,t,r,n){i.call(this,\"ZipFileWorker\"),this.bytesWritten=0,this.zipComment=t,this.zipPlatform=r,this.encodeFileName=n,this.streamFiles=e,this.accumulate=!1,this.contentBuffer=[],this.dirRecords=[],this.currentSourceOffset=0,this.entriesCount=0,this.currentFile=null,this._sources=[]}I.inherits(s,i),s.prototype.push=function(e){var t=e.meta.percent||0,r=this.entriesCount,n=this._sources.length;this.accumulate?this.contentBuffer.push(e):(this.bytesWritten+=e.data.length,i.prototype.push.call(this,{data:e.data,meta:{currentFile:this.currentFile,percent:r?(t+100*(r-n-1))/r:100}}))},s.prototype.openedSource=function(e){this.currentSourceOffset=this.bytesWritten,this.currentFile=e.file.name;var t=this.streamFiles&&!e.file.dir;if(t){var r=n(e,t,!1,this.currentSourceOffset,this.zipPlatform,this.encodeFileName);this.push({data:r.fileRecord,meta:{percent:0}})}else this.accumulate=!0},s.prototype.closedSource=function(e){this.accumulate=!1;var t=this.streamFiles&&!e.file.dir,r=n(e,t,!0,this.currentSourceOffset,this.zipPlatform,this.encodeFileName);if(this.dirRecords.push(r.dirRecord),t)this.push({data:function(e){return R.DATA_DESCRIPTOR+A(e.crc32,4)+A(e.compressedSize,4)+A(e.uncompressedSize,4)}(e),meta:{percent:100}});else for(this.push({data:r.fileRecord,meta:{percent:0}});this.contentBuffer.length;)this.push(this.contentBuffer.shift());this.currentFile=null},s.prototype.flush=function(){for(var e=this.bytesWritten,t=0;t=this.index;t--)r=(r<<8)+this.byteAt(t);return this.index+=e,r},readString:function(e){return n.transformTo(\"string\",this.readData(e))},readData:function(){},lastIndexOfSignature:function(){},readAndCheckSignature:function(){},readDate:function(){var e=this.readInt(4);return new Date(Date.UTC(1980+(e>>25&127),(e>>21&15)-1,e>>16&31,e>>11&31,e>>5&63,(31&e)<<1))}},t.exports=i},{\"../utils\":32}],19:[function(e,t,r){\"use strict\";var n=e(\"./Uint8ArrayReader\");function i(e){n.call(this,e)}e(\"../utils\").inherits(i,n),i.prototype.readData=function(e){this.checkOffset(e);var t=this.data.slice(this.zero+this.index,this.zero+this.index+e);return this.index+=e,t},t.exports=i},{\"../utils\":32,\"./Uint8ArrayReader\":21}],20:[function(e,t,r){\"use strict\";var n=e(\"./DataReader\");function i(e){n.call(this,e)}e(\"../utils\").inherits(i,n),i.prototype.byteAt=function(e){return this.data.charCodeAt(this.zero+e)},i.prototype.lastIndexOfSignature=function(e){return this.data.lastIndexOf(e)-this.zero},i.prototype.readAndCheckSignature=function(e){return e===this.readData(4)},i.prototype.readData=function(e){this.checkOffset(e);var t=this.data.slice(this.zero+this.index,this.zero+this.index+e);return this.index+=e,t},t.exports=i},{\"../utils\":32,\"./DataReader\":18}],21:[function(e,t,r){\"use strict\";var n=e(\"./ArrayReader\");function i(e){n.call(this,e)}e(\"../utils\").inherits(i,n),i.prototype.readData=function(e){if(this.checkOffset(e),0===e)return new Uint8Array(0);var t=this.data.subarray(this.zero+this.index,this.zero+this.index+e);return this.index+=e,t},t.exports=i},{\"../utils\":32,\"./ArrayReader\":17}],22:[function(e,t,r){\"use strict\";var n=e(\"../utils\"),i=e(\"../support\"),s=e(\"./ArrayReader\"),a=e(\"./StringReader\"),o=e(\"./NodeBufferReader\"),h=e(\"./Uint8ArrayReader\");t.exports=function(e){var t=n.getTypeOf(e);return n.checkSupport(t),\"string\"!==t||i.uint8array?\"nodebuffer\"===t?new o(e):i.uint8array?new h(n.transformTo(\"uint8array\",e)):new s(n.transformTo(\"array\",e)):new a(e)}},{\"../support\":30,\"../utils\":32,\"./ArrayReader\":17,\"./NodeBufferReader\":19,\"./StringReader\":20,\"./Uint8ArrayReader\":21}],23:[function(e,t,r){\"use strict\";r.LOCAL_FILE_HEADER=\"PK\u0003\u0004\",r.CENTRAL_FILE_HEADER=\"PK\u0001\u0002\",r.CENTRAL_DIRECTORY_END=\"PK\u0005\u0006\",r.ZIP64_CENTRAL_DIRECTORY_LOCATOR=\"PK\u0006\u0007\",r.ZIP64_CENTRAL_DIRECTORY_END=\"PK\u0006\u0006\",r.DATA_DESCRIPTOR=\"PK\u0007\\b\"},{}],24:[function(e,t,r){\"use strict\";var n=e(\"./GenericWorker\"),i=e(\"../utils\");function s(e){n.call(this,\"ConvertWorker to \"+e),this.destType=e}i.inherits(s,n),s.prototype.processChunk=function(e){this.push({data:i.transformTo(this.destType,e.data),meta:e.meta})},t.exports=s},{\"../utils\":32,\"./GenericWorker\":28}],25:[function(e,t,r){\"use strict\";var n=e(\"./GenericWorker\"),i=e(\"../crc32\");function s(){n.call(this,\"Crc32Probe\"),this.withStreamInfo(\"crc32\",0)}e(\"../utils\").inherits(s,n),s.prototype.processChunk=function(e){this.streamInfo.crc32=i(e.data,this.streamInfo.crc32||0),this.push(e)},t.exports=s},{\"../crc32\":4,\"../utils\":32,\"./GenericWorker\":28}],26:[function(e,t,r){\"use strict\";var n=e(\"../utils\"),i=e(\"./GenericWorker\");function s(e){i.call(this,\"DataLengthProbe for \"+e),this.propName=e,this.withStreamInfo(e,0)}n.inherits(s,i),s.prototype.processChunk=function(e){if(e){var t=this.streamInfo[this.propName]||0;this.streamInfo[this.propName]=t+e.data.length}i.prototype.processChunk.call(this,e)},t.exports=s},{\"../utils\":32,\"./GenericWorker\":28}],27:[function(e,t,r){\"use strict\";var n=e(\"../utils\"),i=e(\"./GenericWorker\");function s(e){i.call(this,\"DataWorker\");var t=this;this.dataIsReady=!1,this.index=0,this.max=0,this.data=null,this.type=\"\",this._tickScheduled=!1,e.then(function(e){t.dataIsReady=!0,t.data=e,t.max=e&&e.length||0,t.type=n.getTypeOf(e),t.isPaused||t._tickAndRepeat()},function(e){t.error(e)})}n.inherits(s,i),s.prototype.cleanUp=function(){i.prototype.cleanUp.call(this),this.data=null},s.prototype.resume=function(){return!!i.prototype.resume.call(this)&&(!this._tickScheduled&&this.dataIsReady&&(this._tickScheduled=!0,n.delay(this._tickAndRepeat,[],this)),!0)},s.prototype._tickAndRepeat=function(){this._tickScheduled=!1,this.isPaused||this.isFinished||(this._tick(),this.isFinished||(n.delay(this._tickAndRepeat,[],this),this._tickScheduled=!0))},s.prototype._tick=function(){if(this.isPaused||this.isFinished)return!1;var e=null,t=Math.min(this.max,this.index+16384);if(this.index>=this.max)return this.end();switch(this.type){case\"string\":e=this.data.substring(this.index,t);break;case\"uint8array\":e=this.data.subarray(this.index,t);break;case\"array\":case\"nodebuffer\":e=this.data.slice(this.index,t)}return this.index=t,this.push({data:e,meta:{percent:this.max?this.index/this.max*100:0}})},t.exports=s},{\"../utils\":32,\"./GenericWorker\":28}],28:[function(e,t,r){\"use strict\";function n(e){this.name=e||\"default\",this.streamInfo={},this.generatedError=null,this.extraStreamInfo={},this.isPaused=!0,this.isFinished=!1,this.isLocked=!1,this._listeners={data:[],end:[],error:[]},this.previous=null}n.prototype={push:function(e){this.emit(\"data\",e)},end:function(){if(this.isFinished)return!1;this.flush();try{this.emit(\"end\"),this.cleanUp(),this.isFinished=!0}catch(e){this.emit(\"error\",e)}return!0},error:function(e){return!this.isFinished&&(this.isPaused?this.generatedError=e:(this.isFinished=!0,this.emit(\"error\",e),this.previous&&this.previous.error(e),this.cleanUp()),!0)},on:function(e,t){return this._listeners[e].push(t),this},cleanUp:function(){this.streamInfo=this.generatedError=this.extraStreamInfo=null,this._listeners=[]},emit:function(e,t){if(this._listeners[e])for(var r=0;r \"+e:e}},t.exports=n},{}],29:[function(e,t,r){\"use strict\";var h=e(\"../utils\"),i=e(\"./ConvertWorker\"),s=e(\"./GenericWorker\"),u=e(\"../base64\"),n=e(\"../support\"),a=e(\"../external\"),o=null;if(n.nodestream)try{o=e(\"../nodejs/NodejsStreamOutputAdapter\")}catch(e){}function l(e,o){return new a.Promise(function(t,r){var n=[],i=e._internalType,s=e._outputType,a=e._mimeType;e.on(\"data\",function(e,t){n.push(e),o&&o(t)}).on(\"error\",function(e){n=[],r(e)}).on(\"end\",function(){try{var e=function(e,t,r){switch(e){case\"blob\":return h.newBlob(h.transformTo(\"arraybuffer\",t),r);case\"base64\":return u.encode(t);default:return h.transformTo(e,t)}}(s,function(e,t){var r,n=0,i=null,s=0;for(r=0;r>>6:(r<65536?t[s++]=224|r>>>12:(t[s++]=240|r>>>18,t[s++]=128|r>>>12&63),t[s++]=128|r>>>6&63),t[s++]=128|63&r);return t}(e)},s.utf8decode=function(e){return h.nodebuffer?o.transformTo(\"nodebuffer\",e).toString(\"utf-8\"):function(e){var t,r,n,i,s=e.length,a=new Array(2*s);for(t=r=0;t>10&1023,a[r++]=56320|1023&n)}return a.length!==r&&(a.subarray?a=a.subarray(0,r):a.length=r),o.applyFromCharCode(a)}(e=o.transformTo(h.uint8array?\"uint8array\":\"array\",e))},o.inherits(a,n),a.prototype.processChunk=function(e){var t=o.transformTo(h.uint8array?\"uint8array\":\"array\",e.data);if(this.leftOver&&this.leftOver.length){if(h.uint8array){var r=t;(t=new Uint8Array(r.length+this.leftOver.length)).set(this.leftOver,0),t.set(r,this.leftOver.length)}else t=this.leftOver.concat(t);this.leftOver=null}var n=function(e,t){var r;for((t=t||e.length)>e.length&&(t=e.length),r=t-1;0<=r&&128==(192&e[r]);)r--;return r<0?t:0===r?t:r+u[e[r]]>t?r:t}(t),i=t;n!==t.length&&(h.uint8array?(i=t.subarray(0,n),this.leftOver=t.subarray(n,t.length)):(i=t.slice(0,n),this.leftOver=t.slice(n,t.length))),this.push({data:s.utf8decode(i),meta:e.meta})},a.prototype.flush=function(){this.leftOver&&this.leftOver.length&&(this.push({data:s.utf8decode(this.leftOver),meta:{}}),this.leftOver=null)},s.Utf8DecodeWorker=a,o.inherits(l,n),l.prototype.processChunk=function(e){this.push({data:s.utf8encode(e.data),meta:e.meta})},s.Utf8EncodeWorker=l},{\"./nodejsUtils\":14,\"./stream/GenericWorker\":28,\"./support\":30,\"./utils\":32}],32:[function(e,t,a){\"use strict\";var o=e(\"./support\"),h=e(\"./base64\"),r=e(\"./nodejsUtils\"),u=e(\"./external\");function n(e){return e}function l(e,t){for(var r=0;r>8;this.dir=!!(16&this.externalFileAttributes),0==e&&(this.dosPermissions=63&this.externalFileAttributes),3==e&&(this.unixPermissions=this.externalFileAttributes>>16&65535),this.dir||\"/\"!==this.fileNameStr.slice(-1)||(this.dir=!0)},parseZIP64ExtraField:function(){if(this.extraFields[1]){var e=n(this.extraFields[1].value);this.uncompressedSize===s.MAX_VALUE_32BITS&&(this.uncompressedSize=e.readInt(8)),this.compressedSize===s.MAX_VALUE_32BITS&&(this.compressedSize=e.readInt(8)),this.localHeaderOffset===s.MAX_VALUE_32BITS&&(this.localHeaderOffset=e.readInt(8)),this.diskNumberStart===s.MAX_VALUE_32BITS&&(this.diskNumberStart=e.readInt(4))}},readExtraFields:function(e){var t,r,n,i=e.index+this.extraFieldsLength;for(this.extraFields||(this.extraFields={});e.index+4>>6:(r<65536?t[s++]=224|r>>>12:(t[s++]=240|r>>>18,t[s++]=128|r>>>12&63),t[s++]=128|r>>>6&63),t[s++]=128|63&r);return t},r.buf2binstring=function(e){return l(e,e.length)},r.binstring2buf=function(e){for(var t=new h.Buf8(e.length),r=0,n=t.length;r>10&1023,o[n++]=56320|1023&i)}return l(o,n)},r.utf8border=function(e,t){var r;for((t=t||e.length)>e.length&&(t=e.length),r=t-1;0<=r&&128==(192&e[r]);)r--;return r<0?t:0===r?t:r+u[e[r]]>t?r:t}},{\"./common\":41}],43:[function(e,t,r){\"use strict\";t.exports=function(e,t,r,n){for(var i=65535&e|0,s=e>>>16&65535|0,a=0;0!==r;){for(r-=a=2e3>>1:e>>>1;t[r]=e}return t}();t.exports=function(e,t,r,n){var i=o,s=n+r;e^=-1;for(var a=n;a>>8^i[255&(e^t[a])];return-1^e}},{}],46:[function(e,t,r){\"use strict\";var h,c=e(\"../utils/common\"),u=e(\"./trees\"),d=e(\"./adler32\"),p=e(\"./crc32\"),n=e(\"./messages\"),l=0,f=4,m=0,_=-2,g=-1,b=4,i=2,v=8,y=9,s=286,a=30,o=19,w=2*s+1,k=15,x=3,S=258,z=S+x+1,C=42,E=113,A=1,I=2,O=3,B=4;function R(e,t){return e.msg=n[t],t}function T(e){return(e<<1)-(4e.avail_out&&(r=e.avail_out),0!==r&&(c.arraySet(e.output,t.pending_buf,t.pending_out,r,e.next_out),e.next_out+=r,t.pending_out+=r,e.total_out+=r,e.avail_out-=r,t.pending-=r,0===t.pending&&(t.pending_out=0))}function N(e,t){u._tr_flush_block(e,0<=e.block_start?e.block_start:-1,e.strstart-e.block_start,t),e.block_start=e.strstart,F(e.strm)}function U(e,t){e.pending_buf[e.pending++]=t}function P(e,t){e.pending_buf[e.pending++]=t>>>8&255,e.pending_buf[e.pending++]=255&t}function L(e,t){var r,n,i=e.max_chain_length,s=e.strstart,a=e.prev_length,o=e.nice_match,h=e.strstart>e.w_size-z?e.strstart-(e.w_size-z):0,u=e.window,l=e.w_mask,f=e.prev,c=e.strstart+S,d=u[s+a-1],p=u[s+a];e.prev_length>=e.good_match&&(i>>=2),o>e.lookahead&&(o=e.lookahead);do{if(u[(r=t)+a]===p&&u[r+a-1]===d&&u[r]===u[s]&&u[++r]===u[s+1]){s+=2,r++;do{}while(u[++s]===u[++r]&&u[++s]===u[++r]&&u[++s]===u[++r]&&u[++s]===u[++r]&&u[++s]===u[++r]&&u[++s]===u[++r]&&u[++s]===u[++r]&&u[++s]===u[++r]&&sh&&0!=--i);return a<=e.lookahead?a:e.lookahead}function j(e){var t,r,n,i,s,a,o,h,u,l,f=e.w_size;do{if(i=e.window_size-e.lookahead-e.strstart,e.strstart>=f+(f-z)){for(c.arraySet(e.window,e.window,f,f,0),e.match_start-=f,e.strstart-=f,e.block_start-=f,t=r=e.hash_size;n=e.head[--t],e.head[t]=f<=n?n-f:0,--r;);for(t=r=f;n=e.prev[--t],e.prev[t]=f<=n?n-f:0,--r;);i+=f}if(0===e.strm.avail_in)break;if(a=e.strm,o=e.window,h=e.strstart+e.lookahead,u=i,l=void 0,l=a.avail_in,u=x)for(s=e.strstart-e.insert,e.ins_h=e.window[s],e.ins_h=(e.ins_h<=x&&(e.ins_h=(e.ins_h<=x)if(n=u._tr_tally(e,e.strstart-e.match_start,e.match_length-x),e.lookahead-=e.match_length,e.match_length<=e.max_lazy_match&&e.lookahead>=x){for(e.match_length--;e.strstart++,e.ins_h=(e.ins_h<=x&&(e.ins_h=(e.ins_h<=x&&e.match_length<=e.prev_length){for(i=e.strstart+e.lookahead-x,n=u._tr_tally(e,e.strstart-1-e.prev_match,e.prev_length-x),e.lookahead-=e.prev_length-1,e.prev_length-=2;++e.strstart<=i&&(e.ins_h=(e.ins_h<e.pending_buf_size-5&&(r=e.pending_buf_size-5);;){if(e.lookahead<=1){if(j(e),0===e.lookahead&&t===l)return A;if(0===e.lookahead)break}e.strstart+=e.lookahead,e.lookahead=0;var n=e.block_start+r;if((0===e.strstart||e.strstart>=n)&&(e.lookahead=e.strstart-n,e.strstart=n,N(e,!1),0===e.strm.avail_out))return A;if(e.strstart-e.block_start>=e.w_size-z&&(N(e,!1),0===e.strm.avail_out))return A}return e.insert=0,t===f?(N(e,!0),0===e.strm.avail_out?O:B):(e.strstart>e.block_start&&(N(e,!1),e.strm.avail_out),A)}),new M(4,4,8,4,Z),new M(4,5,16,8,Z),new M(4,6,32,32,Z),new M(4,4,16,16,W),new M(8,16,32,32,W),new M(8,16,128,128,W),new M(8,32,128,256,W),new M(32,128,258,1024,W),new M(32,258,258,4096,W)],r.deflateInit=function(e,t){return Y(e,t,v,15,8,0)},r.deflateInit2=Y,r.deflateReset=K,r.deflateResetKeep=G,r.deflateSetHeader=function(e,t){return e&&e.state?2!==e.state.wrap?_:(e.state.gzhead=t,m):_},r.deflate=function(e,t){var r,n,i,s;if(!e||!e.state||5>8&255),U(n,n.gzhead.time>>16&255),U(n,n.gzhead.time>>24&255),U(n,9===n.level?2:2<=n.strategy||n.level<2?4:0),U(n,255&n.gzhead.os),n.gzhead.extra&&n.gzhead.extra.length&&(U(n,255&n.gzhead.extra.length),U(n,n.gzhead.extra.length>>8&255)),n.gzhead.hcrc&&(e.adler=p(e.adler,n.pending_buf,n.pending,0)),n.gzindex=0,n.status=69):(U(n,0),U(n,0),U(n,0),U(n,0),U(n,0),U(n,9===n.level?2:2<=n.strategy||n.level<2?4:0),U(n,3),n.status=E);else{var a=v+(n.w_bits-8<<4)<<8;a|=(2<=n.strategy||n.level<2?0:n.level<6?1:6===n.level?2:3)<<6,0!==n.strstart&&(a|=32),a+=31-a%31,n.status=E,P(n,a),0!==n.strstart&&(P(n,e.adler>>>16),P(n,65535&e.adler)),e.adler=1}if(69===n.status)if(n.gzhead.extra){for(i=n.pending;n.gzindex<(65535&n.gzhead.extra.length)&&(n.pending!==n.pending_buf_size||(n.gzhead.hcrc&&n.pending>i&&(e.adler=p(e.adler,n.pending_buf,n.pending-i,i)),F(e),i=n.pending,n.pending!==n.pending_buf_size));)U(n,255&n.gzhead.extra[n.gzindex]),n.gzindex++;n.gzhead.hcrc&&n.pending>i&&(e.adler=p(e.adler,n.pending_buf,n.pending-i,i)),n.gzindex===n.gzhead.extra.length&&(n.gzindex=0,n.status=73)}else n.status=73;if(73===n.status)if(n.gzhead.name){i=n.pending;do{if(n.pending===n.pending_buf_size&&(n.gzhead.hcrc&&n.pending>i&&(e.adler=p(e.adler,n.pending_buf,n.pending-i,i)),F(e),i=n.pending,n.pending===n.pending_buf_size)){s=1;break}s=n.gzindexi&&(e.adler=p(e.adler,n.pending_buf,n.pending-i,i)),0===s&&(n.gzindex=0,n.status=91)}else n.status=91;if(91===n.status)if(n.gzhead.comment){i=n.pending;do{if(n.pending===n.pending_buf_size&&(n.gzhead.hcrc&&n.pending>i&&(e.adler=p(e.adler,n.pending_buf,n.pending-i,i)),F(e),i=n.pending,n.pending===n.pending_buf_size)){s=1;break}s=n.gzindexi&&(e.adler=p(e.adler,n.pending_buf,n.pending-i,i)),0===s&&(n.status=103)}else n.status=103;if(103===n.status&&(n.gzhead.hcrc?(n.pending+2>n.pending_buf_size&&F(e),n.pending+2<=n.pending_buf_size&&(U(n,255&e.adler),U(n,e.adler>>8&255),e.adler=0,n.status=E)):n.status=E),0!==n.pending){if(F(e),0===e.avail_out)return n.last_flush=-1,m}else if(0===e.avail_in&&T(t)<=T(r)&&t!==f)return R(e,-5);if(666===n.status&&0!==e.avail_in)return R(e,-5);if(0!==e.avail_in||0!==n.lookahead||t!==l&&666!==n.status){var o=2===n.strategy?function(e,t){for(var r;;){if(0===e.lookahead&&(j(e),0===e.lookahead)){if(t===l)return A;break}if(e.match_length=0,r=u._tr_tally(e,0,e.window[e.strstart]),e.lookahead--,e.strstart++,r&&(N(e,!1),0===e.strm.avail_out))return A}return e.insert=0,t===f?(N(e,!0),0===e.strm.avail_out?O:B):e.last_lit&&(N(e,!1),0===e.strm.avail_out)?A:I}(n,t):3===n.strategy?function(e,t){for(var r,n,i,s,a=e.window;;){if(e.lookahead<=S){if(j(e),e.lookahead<=S&&t===l)return A;if(0===e.lookahead)break}if(e.match_length=0,e.lookahead>=x&&0e.lookahead&&(e.match_length=e.lookahead)}if(e.match_length>=x?(r=u._tr_tally(e,1,e.match_length-x),e.lookahead-=e.match_length,e.strstart+=e.match_length,e.match_length=0):(r=u._tr_tally(e,0,e.window[e.strstart]),e.lookahead--,e.strstart++),r&&(N(e,!1),0===e.strm.avail_out))return A}return e.insert=0,t===f?(N(e,!0),0===e.strm.avail_out?O:B):e.last_lit&&(N(e,!1),0===e.strm.avail_out)?A:I}(n,t):h[n.level].func(n,t);if(o!==O&&o!==B||(n.status=666),o===A||o===O)return 0===e.avail_out&&(n.last_flush=-1),m;if(o===I&&(1===t?u._tr_align(n):5!==t&&(u._tr_stored_block(n,0,0,!1),3===t&&(D(n.head),0===n.lookahead&&(n.strstart=0,n.block_start=0,n.insert=0))),F(e),0===e.avail_out))return n.last_flush=-1,m}return t!==f?m:n.wrap<=0?1:(2===n.wrap?(U(n,255&e.adler),U(n,e.adler>>8&255),U(n,e.adler>>16&255),U(n,e.adler>>24&255),U(n,255&e.total_in),U(n,e.total_in>>8&255),U(n,e.total_in>>16&255),U(n,e.total_in>>24&255)):(P(n,e.adler>>>16),P(n,65535&e.adler)),F(e),0=r.w_size&&(0===s&&(D(r.head),r.strstart=0,r.block_start=0,r.insert=0),u=new c.Buf8(r.w_size),c.arraySet(u,t,l-r.w_size,r.w_size,0),t=u,l=r.w_size),a=e.avail_in,o=e.next_in,h=e.input,e.avail_in=l,e.next_in=0,e.input=t,j(r);r.lookahead>=x;){for(n=r.strstart,i=r.lookahead-(x-1);r.ins_h=(r.ins_h<>>=y=v>>>24,p-=y,0===(y=v>>>16&255))C[s++]=65535&v;else{if(!(16&y)){if(0==(64&y)){v=m[(65535&v)+(d&(1<>>=y,p-=y),p<15&&(d+=z[n++]<>>=y=v>>>24,p-=y,!(16&(y=v>>>16&255))){if(0==(64&y)){v=_[(65535&v)+(d&(1<>>=y,p-=y,(y=s-a)>3,d&=(1<<(p-=w<<3))-1,e.next_in=n,e.next_out=s,e.avail_in=n>>24&255)+(e>>>8&65280)+((65280&e)<<8)+((255&e)<<24)}function s(){this.mode=0,this.last=!1,this.wrap=0,this.havedict=!1,this.flags=0,this.dmax=0,this.check=0,this.total=0,this.head=null,this.wbits=0,this.wsize=0,this.whave=0,this.wnext=0,this.window=null,this.hold=0,this.bits=0,this.length=0,this.offset=0,this.extra=0,this.lencode=null,this.distcode=null,this.lenbits=0,this.distbits=0,this.ncode=0,this.nlen=0,this.ndist=0,this.have=0,this.next=null,this.lens=new I.Buf16(320),this.work=new I.Buf16(288),this.lendyn=null,this.distdyn=null,this.sane=0,this.back=0,this.was=0}function a(e){var t;return e&&e.state?(t=e.state,e.total_in=e.total_out=t.total=0,e.msg=\"\",t.wrap&&(e.adler=1&t.wrap),t.mode=P,t.last=0,t.havedict=0,t.dmax=32768,t.head=null,t.hold=0,t.bits=0,t.lencode=t.lendyn=new I.Buf32(n),t.distcode=t.distdyn=new I.Buf32(i),t.sane=1,t.back=-1,N):U}function o(e){var t;return e&&e.state?((t=e.state).wsize=0,t.whave=0,t.wnext=0,a(e)):U}function h(e,t){var r,n;return e&&e.state?(n=e.state,t<0?(r=0,t=-t):(r=1+(t>>4),t<48&&(t&=15)),t&&(t<8||15=s.wsize?(I.arraySet(s.window,t,r-s.wsize,s.wsize,0),s.wnext=0,s.whave=s.wsize):(n<(i=s.wsize-s.wnext)&&(i=n),I.arraySet(s.window,t,r-n,i,s.wnext),(n-=i)?(I.arraySet(s.window,t,r-n,n,0),s.wnext=n,s.whave=s.wsize):(s.wnext+=i,s.wnext===s.wsize&&(s.wnext=0),s.whave>>8&255,r.check=B(r.check,E,2,0),l=u=0,r.mode=2;break}if(r.flags=0,r.head&&(r.head.done=!1),!(1&r.wrap)||(((255&u)<<8)+(u>>8))%31){e.msg=\"incorrect header check\",r.mode=30;break}if(8!=(15&u)){e.msg=\"unknown compression method\",r.mode=30;break}if(l-=4,k=8+(15&(u>>>=4)),0===r.wbits)r.wbits=k;else if(k>r.wbits){e.msg=\"invalid window size\",r.mode=30;break}r.dmax=1<>8&1),512&r.flags&&(E[0]=255&u,E[1]=u>>>8&255,r.check=B(r.check,E,2,0)),l=u=0,r.mode=3;case 3:for(;l<32;){if(0===o)break e;o--,u+=n[s++]<>>8&255,E[2]=u>>>16&255,E[3]=u>>>24&255,r.check=B(r.check,E,4,0)),l=u=0,r.mode=4;case 4:for(;l<16;){if(0===o)break e;o--,u+=n[s++]<>8),512&r.flags&&(E[0]=255&u,E[1]=u>>>8&255,r.check=B(r.check,E,2,0)),l=u=0,r.mode=5;case 5:if(1024&r.flags){for(;l<16;){if(0===o)break e;o--,u+=n[s++]<>>8&255,r.check=B(r.check,E,2,0)),l=u=0}else r.head&&(r.head.extra=null);r.mode=6;case 6:if(1024&r.flags&&(o<(d=r.length)&&(d=o),d&&(r.head&&(k=r.head.extra_len-r.length,r.head.extra||(r.head.extra=new Array(r.head.extra_len)),I.arraySet(r.head.extra,n,s,d,k)),512&r.flags&&(r.check=B(r.check,n,d,s)),o-=d,s+=d,r.length-=d),r.length))break e;r.length=0,r.mode=7;case 7:if(2048&r.flags){if(0===o)break e;for(d=0;k=n[s+d++],r.head&&k&&r.length<65536&&(r.head.name+=String.fromCharCode(k)),k&&d>9&1,r.head.done=!0),e.adler=r.check=0,r.mode=12;break;case 10:for(;l<32;){if(0===o)break e;o--,u+=n[s++]<>>=7&l,l-=7&l,r.mode=27;break}for(;l<3;){if(0===o)break e;o--,u+=n[s++]<>>=1)){case 0:r.mode=14;break;case 1:if(j(r),r.mode=20,6!==t)break;u>>>=2,l-=2;break e;case 2:r.mode=17;break;case 3:e.msg=\"invalid block type\",r.mode=30}u>>>=2,l-=2;break;case 14:for(u>>>=7&l,l-=7&l;l<32;){if(0===o)break e;o--,u+=n[s++]<>>16^65535)){e.msg=\"invalid stored block lengths\",r.mode=30;break}if(r.length=65535&u,l=u=0,r.mode=15,6===t)break e;case 15:r.mode=16;case 16:if(d=r.length){if(o>>=5,l-=5,r.ndist=1+(31&u),u>>>=5,l-=5,r.ncode=4+(15&u),u>>>=4,l-=4,286>>=3,l-=3}for(;r.have<19;)r.lens[A[r.have++]]=0;if(r.lencode=r.lendyn,r.lenbits=7,S={bits:r.lenbits},x=T(0,r.lens,0,19,r.lencode,0,r.work,S),r.lenbits=S.bits,x){e.msg=\"invalid code lengths set\",r.mode=30;break}r.have=0,r.mode=19;case 19:for(;r.have>>16&255,b=65535&C,!((_=C>>>24)<=l);){if(0===o)break e;o--,u+=n[s++]<>>=_,l-=_,r.lens[r.have++]=b;else{if(16===b){for(z=_+2;l>>=_,l-=_,0===r.have){e.msg=\"invalid bit length repeat\",r.mode=30;break}k=r.lens[r.have-1],d=3+(3&u),u>>>=2,l-=2}else if(17===b){for(z=_+3;l>>=_)),u>>>=3,l-=3}else{for(z=_+7;l>>=_)),u>>>=7,l-=7}if(r.have+d>r.nlen+r.ndist){e.msg=\"invalid bit length repeat\",r.mode=30;break}for(;d--;)r.lens[r.have++]=k}}if(30===r.mode)break;if(0===r.lens[256]){e.msg=\"invalid code -- missing end-of-block\",r.mode=30;break}if(r.lenbits=9,S={bits:r.lenbits},x=T(D,r.lens,0,r.nlen,r.lencode,0,r.work,S),r.lenbits=S.bits,x){e.msg=\"invalid literal/lengths set\",r.mode=30;break}if(r.distbits=6,r.distcode=r.distdyn,S={bits:r.distbits},x=T(F,r.lens,r.nlen,r.ndist,r.distcode,0,r.work,S),r.distbits=S.bits,x){e.msg=\"invalid distances set\",r.mode=30;break}if(r.mode=20,6===t)break e;case 20:r.mode=21;case 21:if(6<=o&&258<=h){e.next_out=a,e.avail_out=h,e.next_in=s,e.avail_in=o,r.hold=u,r.bits=l,R(e,c),a=e.next_out,i=e.output,h=e.avail_out,s=e.next_in,n=e.input,o=e.avail_in,u=r.hold,l=r.bits,12===r.mode&&(r.back=-1);break}for(r.back=0;g=(C=r.lencode[u&(1<>>16&255,b=65535&C,!((_=C>>>24)<=l);){if(0===o)break e;o--,u+=n[s++]<>v)])>>>16&255,b=65535&C,!(v+(_=C>>>24)<=l);){if(0===o)break 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= arr[i];\n return arr2;\n}\nmodule.exports = _arrayLikeToArray, module.exports.__esModule = true, module.exports[\"default\"] = module.exports;", "var arrayLikeToArray = require(\"./arrayLikeToArray.js\");\nfunction _unsupportedIterableToArray(o, minLen) {\n if (!o) return;\n if (typeof o === \"string\") return arrayLikeToArray(o, minLen);\n var n = Object.prototype.toString.call(o).slice(8, -1);\n if (n === \"Object\" && o.constructor) n = o.constructor.name;\n if (n === \"Map\" || n === \"Set\") return Array.from(o);\n if (n === \"Arguments\" || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(n)) return arrayLikeToArray(o, minLen);\n}\nmodule.exports = _unsupportedIterableToArray, module.exports.__esModule = true, module.exports[\"default\"] = module.exports;", "function _nonIterableRest() {\n throw new TypeError(\"Invalid attempt to destructure non-iterable instance.\\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.\");\n}\nmodule.exports = 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String : Number)(t);\n}\nmodule.exports = toPrimitive, module.exports.__esModule = true, module.exports[\"default\"] = module.exports;", "var _typeof = require(\"./typeof.js\")[\"default\"];\nvar toPrimitive = require(\"./toPrimitive.js\");\nfunction toPropertyKey(t) {\n var i = toPrimitive(t, \"string\");\n return \"symbol\" == _typeof(i) ? i : String(i);\n}\nmodule.exports = toPropertyKey, module.exports.__esModule = true, module.exports[\"default\"] = module.exports;", "var toPropertyKey = require(\"./toPropertyKey.js\");\nfunction _defineProperties(target, props) {\n for (var i = 0; i < props.length; i++) {\n var descriptor = props[i];\n descriptor.enumerable = descriptor.enumerable || false;\n descriptor.configurable = true;\n if (\"value\" in descriptor) descriptor.writable = true;\n Object.defineProperty(target, toPropertyKey(descriptor.key), descriptor);\n }\n}\nfunction _createClass(Constructor, protoProps, staticProps) {\n if (protoProps) _defineProperties(Constructor.prototype, protoProps);\n if (staticProps) _defineProperties(Constructor, staticProps);\n Object.defineProperty(Constructor, \"prototype\", {\n writable: false\n });\n return Constructor;\n}\nmodule.exports = _createClass, module.exports.__esModule = true, module.exports[\"default\"] = module.exports;", "(function (global, factory) {\n typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports, require('@babel/runtime/helpers/slicedToArray'), require('@babel/runtime/helpers/classCallCheck'), require('@babel/runtime/helpers/createClass')) :\n typeof define === 'function' && define.amd ? define(['exports', '@babel/runtime/helpers/slicedToArray', '@babel/runtime/helpers/classCallCheck', '@babel/runtime/helpers/createClass'], factory) :\n (global = typeof globalThis !== 'undefined' ? globalThis : global || self, factory(global.automationEvents = {}, global._slicedToArray, global._classCallCheck, global._createClass));\n})(this, (function (exports, _slicedToArray, _classCallCheck, _createClass) { 'use strict';\n\n var createExtendedExponentialRampToValueAutomationEvent = function createExtendedExponentialRampToValueAutomationEvent(value, endTime, insertTime) {\n return {\n endTime: endTime,\n insertTime: insertTime,\n type: 'exponentialRampToValue',\n value: value\n };\n };\n\n var createExtendedLinearRampToValueAutomationEvent = function createExtendedLinearRampToValueAutomationEvent(value, endTime, insertTime) {\n return {\n endTime: endTime,\n insertTime: insertTime,\n type: 'linearRampToValue',\n value: value\n };\n };\n\n var createSetValueAutomationEvent = function createSetValueAutomationEvent(value, startTime) {\n return {\n startTime: startTime,\n type: 'setValue',\n value: value\n };\n };\n\n var createSetValueCurveAutomationEvent = function createSetValueCurveAutomationEvent(values, startTime, duration) {\n return {\n duration: duration,\n startTime: startTime,\n type: 'setValueCurve',\n values: values\n };\n };\n\n var getTargetValueAtTime = function getTargetValueAtTime(time, valueAtStartTime, _ref) {\n var startTime = _ref.startTime,\n target = _ref.target,\n timeConstant = _ref.timeConstant;\n return target + (valueAtStartTime - target) * Math.exp((startTime - time) / timeConstant);\n };\n\n var isExponentialRampToValueAutomationEvent = function isExponentialRampToValueAutomationEvent(automationEvent) {\n return automationEvent.type === 'exponentialRampToValue';\n };\n\n var isLinearRampToValueAutomationEvent = function isLinearRampToValueAutomationEvent(automationEvent) {\n return automationEvent.type === 'linearRampToValue';\n };\n\n var isAnyRampToValueAutomationEvent = function isAnyRampToValueAutomationEvent(automationEvent) {\n return isExponentialRampToValueAutomationEvent(automationEvent) || isLinearRampToValueAutomationEvent(automationEvent);\n };\n\n var isSetValueAutomationEvent = function isSetValueAutomationEvent(automationEvent) {\n return automationEvent.type === 'setValue';\n };\n\n var isSetValueCurveAutomationEvent = function isSetValueCurveAutomationEvent(automationEvent) {\n return automationEvent.type === 'setValueCurve';\n };\n\n var getValueOfAutomationEventAtIndexAtTime = function getValueOfAutomationEventAtIndexAtTime(automationEvents, index, time, defaultValue) {\n var automationEvent = automationEvents[index];\n return automationEvent === undefined ? defaultValue : isAnyRampToValueAutomationEvent(automationEvent) || isSetValueAutomationEvent(automationEvent) ? automationEvent.value : isSetValueCurveAutomationEvent(automationEvent) ? automationEvent.values[automationEvent.values.length - 1] : getTargetValueAtTime(time, getValueOfAutomationEventAtIndexAtTime(automationEvents, index - 1, automationEvent.startTime, defaultValue), automationEvent);\n };\n\n var getEndTimeAndValueOfPreviousAutomationEvent = function getEndTimeAndValueOfPreviousAutomationEvent(automationEvents, index, currentAutomationEvent, nextAutomationEvent, defaultValue) {\n return currentAutomationEvent === undefined ? [nextAutomationEvent.insertTime, defaultValue] : isAnyRampToValueAutomationEvent(currentAutomationEvent) ? [currentAutomationEvent.endTime, currentAutomationEvent.value] : isSetValueAutomationEvent(currentAutomationEvent) ? [currentAutomationEvent.startTime, currentAutomationEvent.value] : isSetValueCurveAutomationEvent(currentAutomationEvent) ? [currentAutomationEvent.startTime + currentAutomationEvent.duration, currentAutomationEvent.values[currentAutomationEvent.values.length - 1]] : [currentAutomationEvent.startTime, getValueOfAutomationEventAtIndexAtTime(automationEvents, index - 1, currentAutomationEvent.startTime, defaultValue)];\n };\n\n var isCancelAndHoldAutomationEvent = function isCancelAndHoldAutomationEvent(automationEvent) {\n return automationEvent.type === 'cancelAndHold';\n };\n\n var isCancelScheduledValuesAutomationEvent = function isCancelScheduledValuesAutomationEvent(automationEvent) {\n return automationEvent.type === 'cancelScheduledValues';\n };\n\n var getEventTime = function getEventTime(automationEvent) {\n if (isCancelAndHoldAutomationEvent(automationEvent) || isCancelScheduledValuesAutomationEvent(automationEvent)) {\n return automationEvent.cancelTime;\n }\n if (isExponentialRampToValueAutomationEvent(automationEvent) || isLinearRampToValueAutomationEvent(automationEvent)) {\n return automationEvent.endTime;\n }\n return automationEvent.startTime;\n };\n\n var getExponentialRampValueAtTime = function getExponentialRampValueAtTime(time, startTime, valueAtStartTime, _ref) {\n var endTime = _ref.endTime,\n value = _ref.value;\n if (valueAtStartTime === value) {\n return value;\n }\n if (0 < valueAtStartTime && 0 < value || valueAtStartTime < 0 && value < 0) {\n return valueAtStartTime * Math.pow(value / valueAtStartTime, (time - startTime) / (endTime - startTime));\n }\n return 0;\n };\n\n var getLinearRampValueAtTime = function getLinearRampValueAtTime(time, startTime, valueAtStartTime, _ref) {\n var endTime = _ref.endTime,\n value = _ref.value;\n return valueAtStartTime + (time - startTime) / (endTime - startTime) * (value - valueAtStartTime);\n };\n\n var interpolateValue = function interpolateValue(values, theoreticIndex) {\n var lowerIndex = Math.floor(theoreticIndex);\n var upperIndex = Math.ceil(theoreticIndex);\n if (lowerIndex === upperIndex) {\n return values[lowerIndex];\n }\n return (1 - (theoreticIndex - lowerIndex)) * values[lowerIndex] + (1 - (upperIndex - theoreticIndex)) * values[upperIndex];\n };\n\n var getValueCurveValueAtTime = function getValueCurveValueAtTime(time, _ref) {\n var duration = _ref.duration,\n startTime = _ref.startTime,\n values = _ref.values;\n var theoreticIndex = (time - startTime) / duration * (values.length - 1);\n return interpolateValue(values, theoreticIndex);\n };\n\n var isSetTargetAutomationEvent = function isSetTargetAutomationEvent(automationEvent) {\n return automationEvent.type === 'setTarget';\n };\n\n var AutomationEventList = /*#__PURE__*/function (_Symbol$iterator) {\n function AutomationEventList(defaultValue) {\n _classCallCheck(this, AutomationEventList);\n this._automationEvents = [];\n this._currenTime = 0;\n this._defaultValue = defaultValue;\n }\n _createClass(AutomationEventList, [{\n key: _Symbol$iterator,\n value: function value() {\n return this._automationEvents[Symbol.iterator]();\n }\n }, {\n key: \"add\",\n value: function add(automationEvent) {\n var eventTime = getEventTime(automationEvent);\n if (isCancelAndHoldAutomationEvent(automationEvent) || isCancelScheduledValuesAutomationEvent(automationEvent)) {\n var index = this._automationEvents.findIndex(function (currentAutomationEvent) {\n if (isCancelScheduledValuesAutomationEvent(automationEvent) && isSetValueCurveAutomationEvent(currentAutomationEvent)) {\n return currentAutomationEvent.startTime + currentAutomationEvent.duration >= eventTime;\n }\n return getEventTime(currentAutomationEvent) >= eventTime;\n });\n var removedAutomationEvent = this._automationEvents[index];\n if (index !== -1) {\n this._automationEvents = this._automationEvents.slice(0, index);\n }\n if (isCancelAndHoldAutomationEvent(automationEvent)) {\n var lastAutomationEvent = this._automationEvents[this._automationEvents.length - 1];\n if (removedAutomationEvent !== undefined && isAnyRampToValueAutomationEvent(removedAutomationEvent)) {\n if (lastAutomationEvent !== undefined && isSetTargetAutomationEvent(lastAutomationEvent)) {\n throw new Error('The internal list is malformed.');\n }\n var startTime = lastAutomationEvent === undefined ? removedAutomationEvent.insertTime : isSetValueCurveAutomationEvent(lastAutomationEvent) ? lastAutomationEvent.startTime + lastAutomationEvent.duration : getEventTime(lastAutomationEvent);\n var startValue = lastAutomationEvent === undefined ? this._defaultValue : isSetValueCurveAutomationEvent(lastAutomationEvent) ? lastAutomationEvent.values[lastAutomationEvent.values.length - 1] : lastAutomationEvent.value;\n var value = isExponentialRampToValueAutomationEvent(removedAutomationEvent) ? getExponentialRampValueAtTime(eventTime, startTime, startValue, removedAutomationEvent) : getLinearRampValueAtTime(eventTime, startTime, startValue, removedAutomationEvent);\n var truncatedAutomationEvent = isExponentialRampToValueAutomationEvent(removedAutomationEvent) ? createExtendedExponentialRampToValueAutomationEvent(value, eventTime, this._currenTime) : createExtendedLinearRampToValueAutomationEvent(value, eventTime, this._currenTime);\n this._automationEvents.push(truncatedAutomationEvent);\n }\n if (lastAutomationEvent !== undefined && isSetTargetAutomationEvent(lastAutomationEvent)) {\n this._automationEvents.push(createSetValueAutomationEvent(this.getValue(eventTime), eventTime));\n }\n if (lastAutomationEvent !== undefined && isSetValueCurveAutomationEvent(lastAutomationEvent) && lastAutomationEvent.startTime + lastAutomationEvent.duration > eventTime) {\n var duration = eventTime - lastAutomationEvent.startTime;\n var ratio = (lastAutomationEvent.values.length - 1) / lastAutomationEvent.duration;\n var length = Math.max(2, 1 + Math.ceil(duration * ratio));\n var fraction = duration / (length - 1) * ratio;\n var values = lastAutomationEvent.values.slice(0, length);\n if (fraction < 1) {\n for (var i = 1; i < length; i += 1) {\n var factor = fraction * i % 1;\n values[i] = lastAutomationEvent.values[i - 1] * (1 - factor) + lastAutomationEvent.values[i] * factor;\n }\n }\n this._automationEvents[this._automationEvents.length - 1] = createSetValueCurveAutomationEvent(values, lastAutomationEvent.startTime, duration);\n }\n }\n } else {\n var _index = this._automationEvents.findIndex(function (currentAutomationEvent) {\n return getEventTime(currentAutomationEvent) > eventTime;\n });\n var previousAutomationEvent = _index === -1 ? this._automationEvents[this._automationEvents.length - 1] : this._automationEvents[_index - 1];\n if (previousAutomationEvent !== undefined && isSetValueCurveAutomationEvent(previousAutomationEvent) && getEventTime(previousAutomationEvent) + previousAutomationEvent.duration > eventTime) {\n return false;\n }\n var persistentAutomationEvent = isExponentialRampToValueAutomationEvent(automationEvent) ? createExtendedExponentialRampToValueAutomationEvent(automationEvent.value, automationEvent.endTime, this._currenTime) : isLinearRampToValueAutomationEvent(automationEvent) ? createExtendedLinearRampToValueAutomationEvent(automationEvent.value, eventTime, this._currenTime) : automationEvent;\n if (_index === -1) {\n this._automationEvents.push(persistentAutomationEvent);\n } else {\n if (isSetValueCurveAutomationEvent(automationEvent) && eventTime + automationEvent.duration > getEventTime(this._automationEvents[_index])) {\n return false;\n }\n this._automationEvents.splice(_index, 0, persistentAutomationEvent);\n }\n }\n return true;\n }\n }, {\n key: \"flush\",\n value: function flush(time) {\n var index = this._automationEvents.findIndex(function (currentAutomationEvent) {\n return getEventTime(currentAutomationEvent) > time;\n });\n if (index > 1) {\n var remainingAutomationEvents = this._automationEvents.slice(index - 1);\n var firstRemainingAutomationEvent = remainingAutomationEvents[0];\n if (isSetTargetAutomationEvent(firstRemainingAutomationEvent)) {\n remainingAutomationEvents.unshift(createSetValueAutomationEvent(getValueOfAutomationEventAtIndexAtTime(this._automationEvents, index - 2, firstRemainingAutomationEvent.startTime, this._defaultValue), firstRemainingAutomationEvent.startTime));\n }\n this._automationEvents = remainingAutomationEvents;\n }\n }\n }, {\n key: \"getValue\",\n value: function getValue(time) {\n if (this._automationEvents.length === 0) {\n return this._defaultValue;\n }\n var indexOfNextEvent = this._automationEvents.findIndex(function (automationEvent) {\n return getEventTime(automationEvent) > time;\n });\n var nextAutomationEvent = this._automationEvents[indexOfNextEvent];\n var indexOfCurrentEvent = (indexOfNextEvent === -1 ? this._automationEvents.length : indexOfNextEvent) - 1;\n var currentAutomationEvent = this._automationEvents[indexOfCurrentEvent];\n if (currentAutomationEvent !== undefined && isSetTargetAutomationEvent(currentAutomationEvent) && (nextAutomationEvent === undefined || !isAnyRampToValueAutomationEvent(nextAutomationEvent) || nextAutomationEvent.insertTime > time)) {\n return getTargetValueAtTime(time, getValueOfAutomationEventAtIndexAtTime(this._automationEvents, indexOfCurrentEvent - 1, currentAutomationEvent.startTime, this._defaultValue), currentAutomationEvent);\n }\n if (currentAutomationEvent !== undefined && isSetValueAutomationEvent(currentAutomationEvent) && (nextAutomationEvent === undefined || !isAnyRampToValueAutomationEvent(nextAutomationEvent))) {\n return currentAutomationEvent.value;\n }\n if (currentAutomationEvent !== undefined && isSetValueCurveAutomationEvent(currentAutomationEvent) && (nextAutomationEvent === undefined || !isAnyRampToValueAutomationEvent(nextAutomationEvent) || currentAutomationEvent.startTime + currentAutomationEvent.duration > time)) {\n if (time < currentAutomationEvent.startTime + currentAutomationEvent.duration) {\n return getValueCurveValueAtTime(time, currentAutomationEvent);\n }\n return currentAutomationEvent.values[currentAutomationEvent.values.length - 1];\n }\n if (currentAutomationEvent !== undefined && isAnyRampToValueAutomationEvent(currentAutomationEvent) && (nextAutomationEvent === undefined || !isAnyRampToValueAutomationEvent(nextAutomationEvent))) {\n return currentAutomationEvent.value;\n }\n if (nextAutomationEvent !== undefined && isExponentialRampToValueAutomationEvent(nextAutomationEvent)) {\n var _getEndTimeAndValueOf = getEndTimeAndValueOfPreviousAutomationEvent(this._automationEvents, indexOfCurrentEvent, currentAutomationEvent, nextAutomationEvent, this._defaultValue),\n _getEndTimeAndValueOf2 = _slicedToArray(_getEndTimeAndValueOf, 2),\n startTime = _getEndTimeAndValueOf2[0],\n value = _getEndTimeAndValueOf2[1];\n return getExponentialRampValueAtTime(time, startTime, value, nextAutomationEvent);\n }\n if (nextAutomationEvent !== undefined && isLinearRampToValueAutomationEvent(nextAutomationEvent)) {\n var _getEndTimeAndValueOf3 = getEndTimeAndValueOfPreviousAutomationEvent(this._automationEvents, indexOfCurrentEvent, currentAutomationEvent, nextAutomationEvent, this._defaultValue),\n _getEndTimeAndValueOf4 = _slicedToArray(_getEndTimeAndValueOf3, 2),\n _startTime = _getEndTimeAndValueOf4[0],\n _value = _getEndTimeAndValueOf4[1];\n return getLinearRampValueAtTime(time, _startTime, _value, nextAutomationEvent);\n }\n return this._defaultValue;\n }\n }]);\n return AutomationEventList;\n }(Symbol.iterator);\n\n var createCancelAndHoldAutomationEvent = function createCancelAndHoldAutomationEvent(cancelTime) {\n return {\n cancelTime: cancelTime,\n type: 'cancelAndHold'\n };\n };\n\n var createCancelScheduledValuesAutomationEvent = function createCancelScheduledValuesAutomationEvent(cancelTime) {\n return {\n cancelTime: cancelTime,\n type: 'cancelScheduledValues'\n };\n };\n\n var createExponentialRampToValueAutomationEvent = function createExponentialRampToValueAutomationEvent(value, endTime) {\n return {\n endTime: endTime,\n type: 'exponentialRampToValue',\n value: value\n };\n };\n\n var createLinearRampToValueAutomationEvent = function createLinearRampToValueAutomationEvent(value, endTime) {\n return {\n endTime: endTime,\n type: 'linearRampToValue',\n value: value\n };\n };\n\n var createSetTargetAutomationEvent = function createSetTargetAutomationEvent(target, startTime, timeConstant) {\n return {\n startTime: startTime,\n target: target,\n timeConstant: timeConstant,\n type: 'setTarget'\n };\n };\n\n exports.AutomationEventList = AutomationEventList;\n exports.createCancelAndHoldAutomationEvent = createCancelAndHoldAutomationEvent;\n exports.createCancelScheduledValuesAutomationEvent = createCancelScheduledValuesAutomationEvent;\n exports.createExponentialRampToValueAutomationEvent = createExponentialRampToValueAutomationEvent;\n exports.createLinearRampToValueAutomationEvent = createLinearRampToValueAutomationEvent;\n exports.createSetTargetAutomationEvent = createSetTargetAutomationEvent;\n exports.createSetValueAutomationEvent = createSetValueAutomationEvent;\n exports.createSetValueCurveAutomationEvent = createSetValueCurveAutomationEvent;\n\n}));\n", "const {\n hasOwnProperty,\n setPrototypeOf,\n isFrozen,\n getPrototypeOf,\n getOwnPropertyDescriptor,\n} = Object;\n\nlet { freeze, seal, create } = Object; // eslint-disable-line import/no-mutable-exports\nlet { apply, construct } = typeof Reflect !== 'undefined' && Reflect;\n\nif (!apply) {\n apply = function (fun, thisValue, args) {\n return fun.apply(thisValue, args);\n };\n}\n\nif (!freeze) {\n freeze = function (x) {\n return x;\n };\n}\n\nif (!seal) {\n seal = function (x) {\n return x;\n };\n}\n\nif (!construct) {\n construct = function (Func, args) {\n return new Func(...args);\n };\n}\n\nconst arrayForEach = unapply(Array.prototype.forEach);\nconst arrayIndexOf = unapply(Array.prototype.indexOf);\nconst arrayPop = unapply(Array.prototype.pop);\nconst arrayPush = unapply(Array.prototype.push);\nconst arraySlice = unapply(Array.prototype.slice);\n\nconst stringToLowerCase = unapply(String.prototype.toLowerCase);\nconst stringToString = unapply(String.prototype.toString);\nconst stringMatch = unapply(String.prototype.match);\nconst stringReplace = unapply(String.prototype.replace);\nconst stringIndexOf = unapply(String.prototype.indexOf);\nconst stringTrim = unapply(String.prototype.trim);\n\nconst regExpTest = unapply(RegExp.prototype.test);\n\nconst typeErrorCreate = unconstruct(TypeError);\n\nexport function numberIsNaN(x) {\n // eslint-disable-next-line unicorn/prefer-number-properties\n return typeof x === 'number' && isNaN(x);\n}\n\nexport function unapply(func) {\n return (thisArg, ...args) => apply(func, thisArg, args);\n}\n\nexport function unconstruct(func) {\n return (...args) => construct(func, args);\n}\n\n/* Add properties to a lookup table */\nexport function addToSet(set, array, transformCaseFunc) {\n transformCaseFunc = transformCaseFunc ?? stringToLowerCase;\n if (setPrototypeOf) {\n // Make 'in' and truthy checks like Boolean(set.constructor)\n // independent of any properties defined on Object.prototype.\n // Prevent prototype setters from intercepting set as a this value.\n setPrototypeOf(set, null);\n }\n\n let l = array.length;\n while (l--) {\n let element = array[l];\n if (typeof element === 'string') {\n const lcElement = transformCaseFunc(element);\n if (lcElement !== element) {\n // Config presets (e.g. tags.js, attrs.js) are immutable.\n if (!isFrozen(array)) {\n array[l] = lcElement;\n }\n\n element = lcElement;\n }\n }\n\n set[element] = true;\n }\n\n return set;\n}\n\n/* Shallow clone an object */\nexport function clone(object) {\n const newObject = create(null);\n\n let property;\n for (property in object) {\n if (apply(hasOwnProperty, object, [property]) === true) {\n newObject[property] = object[property];\n }\n }\n\n return newObject;\n}\n\n/* IE10 doesn't support __lookupGetter__ so lets'\n * simulate it. It also automatically checks\n * if the prop is function or getter and behaves\n * accordingly. */\nfunction lookupGetter(object, prop) {\n while (object !== null) {\n const desc = getOwnPropertyDescriptor(object, prop);\n if (desc) {\n if (desc.get) {\n return unapply(desc.get);\n }\n\n if (typeof desc.value === 'function') {\n return unapply(desc.value);\n }\n }\n\n object = getPrototypeOf(object);\n }\n\n function fallbackValue(element) {\n console.warn('fallback value for', element);\n return null;\n }\n\n return fallbackValue;\n}\n\nexport {\n // Array\n arrayForEach,\n arrayIndexOf,\n arrayPop,\n arrayPush,\n arraySlice,\n // Object\n freeze,\n getPrototypeOf,\n getOwnPropertyDescriptor,\n hasOwnProperty,\n isFrozen,\n setPrototypeOf,\n seal,\n // RegExp\n regExpTest,\n // String\n stringIndexOf,\n stringMatch,\n stringReplace,\n stringToLowerCase,\n stringToString,\n stringTrim,\n // Errors\n typeErrorCreate,\n // Other\n lookupGetter,\n};\n", "import { freeze } from './utils.js';\n\nexport const html = freeze([\n 'a',\n 'abbr',\n 'acronym',\n 'address',\n 'area',\n 'article',\n 'aside',\n 'audio',\n 'b',\n 'bdi',\n 'bdo',\n 'big',\n 'blink',\n 'blockquote',\n 'body',\n 'br',\n 'button',\n 'canvas',\n 'caption',\n 'center',\n 'cite',\n 'code',\n 'col',\n 'colgroup',\n 'content',\n 'data',\n 'datalist',\n 'dd',\n 'decorator',\n 'del',\n 'details',\n 'dfn',\n 'dialog',\n 'dir',\n 'div',\n 'dl',\n 'dt',\n 'element',\n 'em',\n 'fieldset',\n 'figcaption',\n 'figure',\n 'font',\n 'footer',\n 'form',\n 'h1',\n 'h2',\n 'h3',\n 'h4',\n 'h5',\n 'h6',\n 'head',\n 'header',\n 'hgroup',\n 'hr',\n 'html',\n 'i',\n 'img',\n 'input',\n 'ins',\n 'kbd',\n 'label',\n 'legend',\n 'li',\n 'main',\n 'map',\n 'mark',\n 'marquee',\n 'menu',\n 'menuitem',\n 'meter',\n 'nav',\n 'nobr',\n 'ol',\n 'optgroup',\n 'option',\n 'output',\n 'p',\n 'picture',\n 'pre',\n 'progress',\n 'q',\n 'rp',\n 'rt',\n 'ruby',\n 's',\n 'samp',\n 'section',\n 'select',\n 'shadow',\n 'small',\n 'source',\n 'spacer',\n 'span',\n 'strike',\n 'strong',\n 'style',\n 'sub',\n 'summary',\n 'sup',\n 'table',\n 'tbody',\n 'td',\n 'template',\n 'textarea',\n 'tfoot',\n 'th',\n 'thead',\n 'time',\n 'tr',\n 'track',\n 'tt',\n 'u',\n 'ul',\n 'var',\n 'video',\n 'wbr',\n]);\n\n// SVG\nexport const svg = freeze([\n 'svg',\n 'a',\n 'altglyph',\n 'altglyphdef',\n 'altglyphitem',\n 'animatecolor',\n 'animatemotion',\n 'animatetransform',\n 'circle',\n 'clippath',\n 'defs',\n 'desc',\n 'ellipse',\n 'filter',\n 'font',\n 'g',\n 'glyph',\n 'glyphref',\n 'hkern',\n 'image',\n 'line',\n 'lineargradient',\n 'marker',\n 'mask',\n 'metadata',\n 'mpath',\n 'path',\n 'pattern',\n 'polygon',\n 'polyline',\n 'radialgradient',\n 'rect',\n 'stop',\n 'style',\n 'switch',\n 'symbol',\n 'text',\n 'textpath',\n 'title',\n 'tref',\n 'tspan',\n 'view',\n 'vkern',\n]);\n\nexport const svgFilters = freeze([\n 'feBlend',\n 'feColorMatrix',\n 'feComponentTransfer',\n 'feComposite',\n 'feConvolveMatrix',\n 'feDiffuseLighting',\n 'feDisplacementMap',\n 'feDistantLight',\n 'feFlood',\n 'feFuncA',\n 'feFuncB',\n 'feFuncG',\n 'feFuncR',\n 'feGaussianBlur',\n 'feImage',\n 'feMerge',\n 'feMergeNode',\n 'feMorphology',\n 'feOffset',\n 'fePointLight',\n 'feSpecularLighting',\n 'feSpotLight',\n 'feTile',\n 'feTurbulence',\n]);\n\n// List of SVG elements that are disallowed by default.\n// We still need to know them so that we can do namespace\n// checks properly in case one wants to add them to\n// allow-list.\nexport const svgDisallowed = freeze([\n 'animate',\n 'color-profile',\n 'cursor',\n 'discard',\n 'fedropshadow',\n 'font-face',\n 'font-face-format',\n 'font-face-name',\n 'font-face-src',\n 'font-face-uri',\n 'foreignobject',\n 'hatch',\n 'hatchpath',\n 'mesh',\n 'meshgradient',\n 'meshpatch',\n 'meshrow',\n 'missing-glyph',\n 'script',\n 'set',\n 'solidcolor',\n 'unknown',\n 'use',\n]);\n\nexport const mathMl = freeze([\n 'math',\n 'menclose',\n 'merror',\n 'mfenced',\n 'mfrac',\n 'mglyph',\n 'mi',\n 'mlabeledtr',\n 'mmultiscripts',\n 'mn',\n 'mo',\n 'mover',\n 'mpadded',\n 'mphantom',\n 'mroot',\n 'mrow',\n 'ms',\n 'mspace',\n 'msqrt',\n 'mstyle',\n 'msub',\n 'msup',\n 'msubsup',\n 'mtable',\n 'mtd',\n 'mtext',\n 'mtr',\n 'munder',\n 'munderover',\n]);\n\n// Similarly to SVG, we want to know all MathML elements,\n// even those that we disallow by default.\nexport const mathMlDisallowed = freeze([\n 'maction',\n 'maligngroup',\n 'malignmark',\n 'mlongdiv',\n 'mscarries',\n 'mscarry',\n 'msgroup',\n 'mstack',\n 'msline',\n 'msrow',\n 'semantics',\n 'annotation',\n 'annotation-xml',\n 'mprescripts',\n 'none',\n]);\n\nexport const text = freeze(['#text']);\n", "import { freeze } from './utils.js';\n\nexport const html = freeze([\n 'accept',\n 'action',\n 'align',\n 'alt',\n 'autocapitalize',\n 'autocomplete',\n 'autopictureinpicture',\n 'autoplay',\n 'background',\n 'bgcolor',\n 'border',\n 'capture',\n 'cellpadding',\n 'cellspacing',\n 'checked',\n 'cite',\n 'class',\n 'clear',\n 'color',\n 'cols',\n 'colspan',\n 'controls',\n 'controlslist',\n 'coords',\n 'crossorigin',\n 'datetime',\n 'decoding',\n 'default',\n 'dir',\n 'disabled',\n 'disablepictureinpicture',\n 'disableremoteplayback',\n 'download',\n 'draggable',\n 'enctype',\n 'enterkeyhint',\n 'face',\n 'for',\n 'headers',\n 'height',\n 'hidden',\n 'high',\n 'href',\n 'hreflang',\n 'id',\n 'inputmode',\n 'integrity',\n 'ismap',\n 'kind',\n 'label',\n 'lang',\n 'list',\n 'loading',\n 'loop',\n 'low',\n 'max',\n 'maxlength',\n 'media',\n 'method',\n 'min',\n 'minlength',\n 'multiple',\n 'muted',\n 'name',\n 'nonce',\n 'noshade',\n 'novalidate',\n 'nowrap',\n 'open',\n 'optimum',\n 'pattern',\n 'placeholder',\n 'playsinline',\n 'poster',\n 'preload',\n 'pubdate',\n 'radiogroup',\n 'readonly',\n 'rel',\n 'required',\n 'rev',\n 'reversed',\n 'role',\n 'rows',\n 'rowspan',\n 'spellcheck',\n 'scope',\n 'selected',\n 'shape',\n 'size',\n 'sizes',\n 'span',\n 'srclang',\n 'start',\n 'src',\n 'srcset',\n 'step',\n 'style',\n 'summary',\n 'tabindex',\n 'title',\n 'translate',\n 'type',\n 'usemap',\n 'valign',\n 'value',\n 'width',\n 'xmlns',\n 'slot',\n]);\n\nexport const svg = freeze([\n 'accent-height',\n 'accumulate',\n 'additive',\n 'alignment-baseline',\n 'ascent',\n 'attributename',\n 'attributetype',\n 'azimuth',\n 'basefrequency',\n 'baseline-shift',\n 'begin',\n 'bias',\n 'by',\n 'class',\n 'clip',\n 'clippathunits',\n 'clip-path',\n 'clip-rule',\n 'color',\n 'color-interpolation',\n 'color-interpolation-filters',\n 'color-profile',\n 'color-rendering',\n 'cx',\n 'cy',\n 'd',\n 'dx',\n 'dy',\n 'diffuseconstant',\n 'direction',\n 'display',\n 'divisor',\n 'dur',\n 'edgemode',\n 'elevation',\n 'end',\n 'fill',\n 'fill-opacity',\n 'fill-rule',\n 'filter',\n 'filterunits',\n 'flood-color',\n 'flood-opacity',\n 'font-family',\n 'font-size',\n 'font-size-adjust',\n 'font-stretch',\n 'font-style',\n 'font-variant',\n 'font-weight',\n 'fx',\n 'fy',\n 'g1',\n 'g2',\n 'glyph-name',\n 'glyphref',\n 'gradientunits',\n 'gradienttransform',\n 'height',\n 'href',\n 'id',\n 'image-rendering',\n 'in',\n 'in2',\n 'k',\n 'k1',\n 'k2',\n 'k3',\n 'k4',\n 'kerning',\n 'keypoints',\n 'keysplines',\n 'keytimes',\n 'lang',\n 'lengthadjust',\n 'letter-spacing',\n 'kernelmatrix',\n 'kernelunitlength',\n 'lighting-color',\n 'local',\n 'marker-end',\n 'marker-mid',\n 'marker-start',\n 'markerheight',\n 'markerunits',\n 'markerwidth',\n 'maskcontentunits',\n 'maskunits',\n 'max',\n 'mask',\n 'media',\n 'method',\n 'mode',\n 'min',\n 'name',\n 'numoctaves',\n 'offset',\n 'operator',\n 'opacity',\n 'order',\n 'orient',\n 'orientation',\n 'origin',\n 'overflow',\n 'paint-order',\n 'path',\n 'pathlength',\n 'patterncontentunits',\n 'patterntransform',\n 'patternunits',\n 'points',\n 'preservealpha',\n 'preserveaspectratio',\n 'primitiveunits',\n 'r',\n 'rx',\n 'ry',\n 'radius',\n 'refx',\n 'refy',\n 'repeatcount',\n 'repeatdur',\n 'restart',\n 'result',\n 'rotate',\n 'scale',\n 'seed',\n 'shape-rendering',\n 'specularconstant',\n 'specularexponent',\n 'spreadmethod',\n 'startoffset',\n 'stddeviation',\n 'stitchtiles',\n 'stop-color',\n 'stop-opacity',\n 'stroke-dasharray',\n 'stroke-dashoffset',\n 'stroke-linecap',\n 'stroke-linejoin',\n 'stroke-miterlimit',\n 'stroke-opacity',\n 'stroke',\n 'stroke-width',\n 'style',\n 'surfacescale',\n 'systemlanguage',\n 'tabindex',\n 'targetx',\n 'targety',\n 'transform',\n 'transform-origin',\n 'text-anchor',\n 'text-decoration',\n 'text-rendering',\n 'textlength',\n 'type',\n 'u1',\n 'u2',\n 'unicode',\n 'values',\n 'viewbox',\n 'visibility',\n 'version',\n 'vert-adv-y',\n 'vert-origin-x',\n 'vert-origin-y',\n 'width',\n 'word-spacing',\n 'wrap',\n 'writing-mode',\n 'xchannelselector',\n 'ychannelselector',\n 'x',\n 'x1',\n 'x2',\n 'xmlns',\n 'y',\n 'y1',\n 'y2',\n 'z',\n 'zoomandpan',\n]);\n\nexport const mathMl = freeze([\n 'accent',\n 'accentunder',\n 'align',\n 'bevelled',\n 'close',\n 'columnsalign',\n 'columnlines',\n 'columnspan',\n 'denomalign',\n 'depth',\n 'dir',\n 'display',\n 'displaystyle',\n 'encoding',\n 'fence',\n 'frame',\n 'height',\n 'href',\n 'id',\n 'largeop',\n 'length',\n 'linethickness',\n 'lspace',\n 'lquote',\n 'mathbackground',\n 'mathcolor',\n 'mathsize',\n 'mathvariant',\n 'maxsize',\n 'minsize',\n 'movablelimits',\n 'notation',\n 'numalign',\n 'open',\n 'rowalign',\n 'rowlines',\n 'rowspacing',\n 'rowspan',\n 'rspace',\n 'rquote',\n 'scriptlevel',\n 'scriptminsize',\n 'scriptsizemultiplier',\n 'selection',\n 'separator',\n 'separators',\n 'stretchy',\n 'subscriptshift',\n 'supscriptshift',\n 'symmetric',\n 'voffset',\n 'width',\n 'xmlns',\n]);\n\nexport const xml = freeze([\n 'xlink:href',\n 'xml:id',\n 'xlink:title',\n 'xml:space',\n 'xmlns:xlink',\n]);\n", "import { seal } from './utils.js';\n\n// eslint-disable-next-line unicorn/better-regex\nexport const MUSTACHE_EXPR = seal(/\\{\\{[\\w\\W]*|[\\w\\W]*\\}\\}/gm); // Specify template detection regex for SAFE_FOR_TEMPLATES mode\nexport const ERB_EXPR = seal(/<%[\\w\\W]*|[\\w\\W]*%>/gm);\nexport const TMPLIT_EXPR = seal(/\\${[\\w\\W]*}/gm);\nexport const DATA_ATTR = seal(/^data-[\\-\\w.\\u00B7-\\uFFFF]/); // eslint-disable-line no-useless-escape\nexport const ARIA_ATTR = seal(/^aria-[\\-\\w]+$/); // eslint-disable-line no-useless-escape\nexport const IS_ALLOWED_URI = seal(\n /^(?:(?:(?:f|ht)tps?|mailto|tel|callto|cid|xmpp):|[^a-z]|[a-z+.\\-]+(?:[^a-z+.\\-:]|$))/i // eslint-disable-line no-useless-escape\n);\nexport const IS_SCRIPT_OR_DATA = seal(/^(?:\\w+script|data):/i);\nexport const ATTR_WHITESPACE = seal(\n /[\\u0000-\\u0020\\u00A0\\u1680\\u180E\\u2000-\\u2029\\u205F\\u3000]/g // eslint-disable-line no-control-regex\n);\nexport const DOCTYPE_NAME = seal(/^html$/i);\nexport const CUSTOM_ELEMENT = seal(/^[a-z][.\\w]*(-[.\\w]+)+$/i);\n", "import * as TAGS from './tags.js';\nimport * as ATTRS from './attrs.js';\nimport * as EXPRESSIONS from './regexp.js';\nimport {\n addToSet,\n clone,\n freeze,\n arrayForEach,\n arrayPop,\n arrayPush,\n stringMatch,\n stringReplace,\n stringToLowerCase,\n stringToString,\n stringIndexOf,\n stringTrim,\n numberIsNaN,\n regExpTest,\n typeErrorCreate,\n lookupGetter,\n} from './utils.js';\n\nconst getGlobal = () => (typeof window === 'undefined' ? null : window);\n\n/**\n * Creates a no-op policy for internal use only.\n * Don't export this function outside this module!\n * @param {?TrustedTypePolicyFactory} trustedTypes The policy factory.\n * @param {Document} document The document object (to determine policy name suffix)\n * @return {?TrustedTypePolicy} The policy created (or null, if Trusted Types\n * are not supported).\n */\nconst _createTrustedTypesPolicy = function (trustedTypes, document) {\n if (\n typeof trustedTypes !== 'object' ||\n typeof trustedTypes.createPolicy !== 'function'\n ) {\n return null;\n }\n\n // Allow the callers to control the unique policy name\n // by adding a data-tt-policy-suffix to the script element with the DOMPurify.\n // Policy creation with duplicate names throws in Trusted Types.\n let suffix = null;\n const ATTR_NAME = 'data-tt-policy-suffix';\n if (\n document.currentScript &&\n document.currentScript.hasAttribute(ATTR_NAME)\n ) {\n suffix = document.currentScript.getAttribute(ATTR_NAME);\n }\n\n const policyName = 'dompurify' + (suffix ? '#' + suffix : '');\n\n try {\n return trustedTypes.createPolicy(policyName, {\n createHTML(html) {\n return html;\n },\n createScriptURL(scriptUrl) {\n return scriptUrl;\n },\n });\n } catch (_) {\n // Policy creation failed (most likely another DOMPurify script has\n // already run). Skip creating the policy, as this will only cause errors\n // if TT are enforced.\n console.warn(\n 'TrustedTypes policy ' + policyName + ' could not be created.'\n );\n return null;\n }\n};\n\nfunction createDOMPurify(window = getGlobal()) {\n const DOMPurify = (root) => createDOMPurify(root);\n\n /**\n * Version label, exposed for easier checks\n * if DOMPurify is up to date or not\n */\n DOMPurify.version = VERSION;\n\n /**\n * Array of elements that DOMPurify removed during sanitation.\n * Empty if nothing was removed.\n */\n DOMPurify.removed = [];\n\n if (!window || !window.document || window.document.nodeType !== 9) {\n // Not running in a browser, provide a factory function\n // so that you can pass your own Window\n DOMPurify.isSupported = false;\n\n return DOMPurify;\n }\n\n const originalDocument = window.document;\n\n let { document } = window;\n const {\n DocumentFragment,\n HTMLTemplateElement,\n Node,\n Element,\n NodeFilter,\n NamedNodeMap = window.NamedNodeMap || window.MozNamedAttrMap,\n HTMLFormElement,\n DOMParser,\n trustedTypes,\n } = window;\n\n const ElementPrototype = Element.prototype;\n\n const cloneNode = lookupGetter(ElementPrototype, 'cloneNode');\n const getNextSibling = lookupGetter(ElementPrototype, 'nextSibling');\n const getChildNodes = lookupGetter(ElementPrototype, 'childNodes');\n const getParentNode = lookupGetter(ElementPrototype, 'parentNode');\n\n // As per issue #47, the web-components registry is inherited by a\n // new document created via createHTMLDocument. As per the spec\n // (http://w3c.github.io/webcomponents/spec/custom/#creating-and-passing-registries)\n // a new empty registry is used when creating a template contents owner\n // document, so we use that as our parent document to ensure nothing\n // is inherited.\n if (typeof HTMLTemplateElement === 'function') {\n const template = document.createElement('template');\n if (template.content && template.content.ownerDocument) {\n document = template.content.ownerDocument;\n }\n }\n\n const trustedTypesPolicy = _createTrustedTypesPolicy(\n trustedTypes,\n originalDocument\n );\n const emptyHTML = trustedTypesPolicy ? trustedTypesPolicy.createHTML('') : '';\n\n const {\n implementation,\n createNodeIterator,\n createDocumentFragment,\n getElementsByTagName,\n } = document;\n const { importNode } = originalDocument;\n\n let documentMode = {};\n try {\n documentMode = clone(document).documentMode ? document.documentMode : {};\n } catch (_) {}\n\n let hooks = {};\n\n /**\n * Expose whether this browser supports running the full DOMPurify.\n */\n DOMPurify.isSupported =\n typeof getParentNode === 'function' &&\n implementation &&\n implementation.createHTMLDocument !== undefined &&\n documentMode !== 9;\n\n const {\n MUSTACHE_EXPR,\n ERB_EXPR,\n TMPLIT_EXPR,\n DATA_ATTR,\n ARIA_ATTR,\n IS_SCRIPT_OR_DATA,\n ATTR_WHITESPACE,\n CUSTOM_ELEMENT,\n } = EXPRESSIONS;\n\n let { IS_ALLOWED_URI } = EXPRESSIONS;\n\n /**\n * We consider the elements and attributes below to be safe. Ideally\n * don't add any new ones but feel free to remove unwanted ones.\n */\n\n /* allowed element names */\n let ALLOWED_TAGS = null;\n const DEFAULT_ALLOWED_TAGS = addToSet({}, [\n ...TAGS.html,\n ...TAGS.svg,\n ...TAGS.svgFilters,\n ...TAGS.mathMl,\n ...TAGS.text,\n ]);\n\n /* Allowed attribute names */\n let ALLOWED_ATTR = null;\n const DEFAULT_ALLOWED_ATTR = addToSet({}, [\n ...ATTRS.html,\n ...ATTRS.svg,\n ...ATTRS.mathMl,\n ...ATTRS.xml,\n ]);\n\n /*\n * Configure how DOMPUrify should handle custom elements and their attributes as well as customized built-in elements.\n * @property {RegExp|Function|null} tagNameCheck one of [null, regexPattern, predicate]. Default: `null` (disallow any custom elements)\n * @property {RegExp|Function|null} attributeNameCheck one of [null, regexPattern, predicate]. Default: `null` (disallow any attributes not on the allow list)\n * @property {boolean} allowCustomizedBuiltInElements allow custom elements derived from built-ins if they pass CUSTOM_ELEMENT_HANDLING.tagNameCheck. Default: `false`.\n */\n let CUSTOM_ELEMENT_HANDLING = Object.seal(\n Object.create(null, {\n tagNameCheck: {\n writable: true,\n configurable: false,\n enumerable: true,\n value: null,\n },\n attributeNameCheck: {\n writable: true,\n configurable: false,\n enumerable: true,\n value: null,\n },\n allowCustomizedBuiltInElements: {\n writable: true,\n configurable: false,\n enumerable: true,\n value: false,\n },\n })\n );\n\n /* Explicitly forbidden tags (overrides ALLOWED_TAGS/ADD_TAGS) */\n let FORBID_TAGS = null;\n\n /* Explicitly forbidden attributes (overrides ALLOWED_ATTR/ADD_ATTR) */\n let FORBID_ATTR = null;\n\n /* Decide if ARIA attributes are okay */\n let ALLOW_ARIA_ATTR = true;\n\n /* Decide if custom data attributes are okay */\n let ALLOW_DATA_ATTR = true;\n\n /* Decide if unknown protocols are okay */\n let ALLOW_UNKNOWN_PROTOCOLS = false;\n\n /* Decide if self-closing tags in attributes are allowed.\n * Usually removed due to a mXSS issue in jQuery 3.0 */\n let ALLOW_SELF_CLOSE_IN_ATTR = true;\n\n /* Output should be safe for common template engines.\n * This means, DOMPurify removes data attributes, mustaches and ERB\n */\n let SAFE_FOR_TEMPLATES = false;\n\n /* Output should be safe even for XML used within HTML and alike.\n * This means, DOMPurify removes comments when containing risky content.\n */\n let SAFE_FOR_XML = true;\n\n /* Decide if document with ... should be returned */\n let WHOLE_DOCUMENT = false;\n\n /* Track whether config is already set on this instance of DOMPurify. */\n let SET_CONFIG = false;\n\n /* Decide if all elements (e.g. style, script) must be children of\n * document.body. By default, browsers might move them to document.head */\n let FORCE_BODY = false;\n\n /* Decide if a DOM `HTMLBodyElement` should be returned, instead of a html\n * string (or a TrustedHTML object if Trusted Types are supported).\n * If `WHOLE_DOCUMENT` is enabled a `HTMLHtmlElement` will be returned instead\n */\n let RETURN_DOM = false;\n\n /* Decide if a DOM `DocumentFragment` should be returned, instead of a html\n * string (or a TrustedHTML object if Trusted Types are supported) */\n let RETURN_DOM_FRAGMENT = false;\n\n /* Try to return a Trusted Type object instead of a string, return a string in\n * case Trusted Types are not supported */\n let RETURN_TRUSTED_TYPE = false;\n\n /* Output should be free from DOM clobbering attacks?\n * This sanitizes markups named with colliding, clobberable built-in DOM APIs.\n */\n let SANITIZE_DOM = true;\n\n /* Achieve full DOM Clobbering protection by isolating the namespace of named\n * properties and JS variables, mitigating attacks that abuse the HTML/DOM spec rules.\n *\n * HTML/DOM spec rules that enable DOM Clobbering:\n * - Named Access on Window (\u00A77.3.3)\n * - DOM Tree Accessors (\u00A73.1.5)\n * - Form Element Parent-Child Relations (\u00A74.10.3)\n * - Iframe srcdoc / Nested WindowProxies (\u00A74.8.5)\n * - HTMLCollection (\u00A74.2.10.2)\n *\n * Namespace isolation is implemented by prefixing `id` and `name` attributes\n * with a constant string, i.e., `user-content-`\n */\n let SANITIZE_NAMED_PROPS = false;\n const SANITIZE_NAMED_PROPS_PREFIX = 'user-content-';\n\n /* Keep element content when removing element? */\n let KEEP_CONTENT = true;\n\n /* If a `Node` is passed to sanitize(), then performs sanitization in-place instead\n * of importing it into a new Document and returning a sanitized copy */\n let IN_PLACE = false;\n\n /* Allow usage of profiles like html, svg and mathMl */\n let USE_PROFILES = {};\n\n /* Tags to ignore content of when KEEP_CONTENT is true */\n let FORBID_CONTENTS = null;\n const DEFAULT_FORBID_CONTENTS = addToSet({}, [\n 'annotation-xml',\n 'audio',\n 'colgroup',\n 'desc',\n 'foreignobject',\n 'head',\n 'iframe',\n 'math',\n 'mi',\n 'mn',\n 'mo',\n 'ms',\n 'mtext',\n 'noembed',\n 'noframes',\n 'noscript',\n 'plaintext',\n 'script',\n 'style',\n 'svg',\n 'template',\n 'thead',\n 'title',\n 'video',\n 'xmp',\n ]);\n\n /* Tags that are safe for data: URIs */\n let DATA_URI_TAGS = null;\n const DEFAULT_DATA_URI_TAGS = addToSet({}, [\n 'audio',\n 'video',\n 'img',\n 'source',\n 'image',\n 'track',\n ]);\n\n /* Attributes safe for values like \"javascript:\" */\n let URI_SAFE_ATTRIBUTES = null;\n const DEFAULT_URI_SAFE_ATTRIBUTES = addToSet({}, [\n 'alt',\n 'class',\n 'for',\n 'id',\n 'label',\n 'name',\n 'pattern',\n 'placeholder',\n 'role',\n 'summary',\n 'title',\n 'value',\n 'style',\n 'xmlns',\n ]);\n\n const MATHML_NAMESPACE = 'http://www.w3.org/1998/Math/MathML';\n const SVG_NAMESPACE = 'http://www.w3.org/2000/svg';\n const HTML_NAMESPACE = 'http://www.w3.org/1999/xhtml';\n /* Document namespace */\n let NAMESPACE = HTML_NAMESPACE;\n let IS_EMPTY_INPUT = false;\n\n /* Allowed XHTML+XML namespaces */\n let ALLOWED_NAMESPACES = null;\n const DEFAULT_ALLOWED_NAMESPACES = addToSet(\n {},\n [MATHML_NAMESPACE, SVG_NAMESPACE, HTML_NAMESPACE],\n stringToString\n );\n\n /* Parsing of strict XHTML documents */\n let PARSER_MEDIA_TYPE;\n const SUPPORTED_PARSER_MEDIA_TYPES = ['application/xhtml+xml', 'text/html'];\n const DEFAULT_PARSER_MEDIA_TYPE = 'text/html';\n let transformCaseFunc;\n\n /* Keep a reference to config to pass to hooks */\n let CONFIG = null;\n\n /* Specify the maximum element nesting depth to prevent mXSS */\n const MAX_NESTING_DEPTH = 255;\n\n /* Ideally, do not touch anything below this line */\n /* ______________________________________________ */\n\n const formElement = document.createElement('form');\n\n const isRegexOrFunction = function (testValue) {\n return testValue instanceof RegExp || testValue instanceof Function;\n };\n\n /**\n * _parseConfig\n *\n * @param {Object} cfg optional config literal\n */\n // eslint-disable-next-line complexity\n const _parseConfig = function (cfg) {\n if (CONFIG && CONFIG === cfg) {\n return;\n }\n\n /* Shield configuration object from tampering */\n if (!cfg || typeof cfg !== 'object') {\n cfg = {};\n }\n\n /* Shield configuration object from prototype pollution */\n cfg = clone(cfg);\n\n PARSER_MEDIA_TYPE =\n // eslint-disable-next-line unicorn/prefer-includes\n SUPPORTED_PARSER_MEDIA_TYPES.indexOf(cfg.PARSER_MEDIA_TYPE) === -1\n ? (PARSER_MEDIA_TYPE = DEFAULT_PARSER_MEDIA_TYPE)\n : (PARSER_MEDIA_TYPE = cfg.PARSER_MEDIA_TYPE);\n\n // HTML tags and attributes are not case-sensitive, converting to lowercase. Keeping XHTML as is.\n transformCaseFunc =\n PARSER_MEDIA_TYPE === 'application/xhtml+xml'\n ? stringToString\n : stringToLowerCase;\n\n /* Set configuration parameters */\n ALLOWED_TAGS =\n 'ALLOWED_TAGS' in cfg\n ? addToSet({}, cfg.ALLOWED_TAGS, transformCaseFunc)\n : DEFAULT_ALLOWED_TAGS;\n ALLOWED_ATTR =\n 'ALLOWED_ATTR' in cfg\n ? addToSet({}, cfg.ALLOWED_ATTR, transformCaseFunc)\n : DEFAULT_ALLOWED_ATTR;\n ALLOWED_NAMESPACES =\n 'ALLOWED_NAMESPACES' in cfg\n ? addToSet({}, cfg.ALLOWED_NAMESPACES, stringToString)\n : DEFAULT_ALLOWED_NAMESPACES;\n URI_SAFE_ATTRIBUTES =\n 'ADD_URI_SAFE_ATTR' in cfg\n ? addToSet(\n clone(DEFAULT_URI_SAFE_ATTRIBUTES), // eslint-disable-line indent\n cfg.ADD_URI_SAFE_ATTR, // eslint-disable-line indent\n transformCaseFunc // eslint-disable-line indent\n ) // eslint-disable-line indent\n : DEFAULT_URI_SAFE_ATTRIBUTES;\n DATA_URI_TAGS =\n 'ADD_DATA_URI_TAGS' in cfg\n ? addToSet(\n clone(DEFAULT_DATA_URI_TAGS), // eslint-disable-line indent\n cfg.ADD_DATA_URI_TAGS, // eslint-disable-line indent\n transformCaseFunc // eslint-disable-line indent\n ) // eslint-disable-line indent\n : DEFAULT_DATA_URI_TAGS;\n FORBID_CONTENTS =\n 'FORBID_CONTENTS' in cfg\n ? addToSet({}, cfg.FORBID_CONTENTS, transformCaseFunc)\n : DEFAULT_FORBID_CONTENTS;\n FORBID_TAGS =\n 'FORBID_TAGS' in cfg\n ? addToSet({}, cfg.FORBID_TAGS, transformCaseFunc)\n : {};\n FORBID_ATTR =\n 'FORBID_ATTR' in cfg\n ? addToSet({}, cfg.FORBID_ATTR, transformCaseFunc)\n : {};\n USE_PROFILES = 'USE_PROFILES' in cfg ? cfg.USE_PROFILES : false;\n ALLOW_ARIA_ATTR = cfg.ALLOW_ARIA_ATTR !== false; // Default true\n ALLOW_DATA_ATTR = cfg.ALLOW_DATA_ATTR !== false; // Default true\n ALLOW_UNKNOWN_PROTOCOLS = cfg.ALLOW_UNKNOWN_PROTOCOLS || false; // Default false\n ALLOW_SELF_CLOSE_IN_ATTR = cfg.ALLOW_SELF_CLOSE_IN_ATTR !== false; // Default true\n SAFE_FOR_TEMPLATES = cfg.SAFE_FOR_TEMPLATES || false; // Default false\n SAFE_FOR_XML = cfg.SAFE_FOR_XML !== false; // Default true\n WHOLE_DOCUMENT = cfg.WHOLE_DOCUMENT || false; // Default false\n RETURN_DOM = cfg.RETURN_DOM || false; // Default false\n RETURN_DOM_FRAGMENT = cfg.RETURN_DOM_FRAGMENT || false; // Default false\n RETURN_TRUSTED_TYPE = cfg.RETURN_TRUSTED_TYPE || false; // Default false\n FORCE_BODY = cfg.FORCE_BODY || false; // Default false\n SANITIZE_DOM = cfg.SANITIZE_DOM !== false; // Default true\n SANITIZE_NAMED_PROPS = cfg.SANITIZE_NAMED_PROPS || false; // Default false\n KEEP_CONTENT = cfg.KEEP_CONTENT !== false; // Default true\n IN_PLACE = cfg.IN_PLACE || false; // Default false\n IS_ALLOWED_URI = cfg.ALLOWED_URI_REGEXP || IS_ALLOWED_URI;\n NAMESPACE = cfg.NAMESPACE || HTML_NAMESPACE;\n CUSTOM_ELEMENT_HANDLING = cfg.CUSTOM_ELEMENT_HANDLING || {};\n if (\n cfg.CUSTOM_ELEMENT_HANDLING &&\n isRegexOrFunction(cfg.CUSTOM_ELEMENT_HANDLING.tagNameCheck)\n ) {\n CUSTOM_ELEMENT_HANDLING.tagNameCheck =\n cfg.CUSTOM_ELEMENT_HANDLING.tagNameCheck;\n }\n\n if (\n cfg.CUSTOM_ELEMENT_HANDLING &&\n isRegexOrFunction(cfg.CUSTOM_ELEMENT_HANDLING.attributeNameCheck)\n ) {\n CUSTOM_ELEMENT_HANDLING.attributeNameCheck =\n cfg.CUSTOM_ELEMENT_HANDLING.attributeNameCheck;\n }\n\n if (\n cfg.CUSTOM_ELEMENT_HANDLING &&\n typeof cfg.CUSTOM_ELEMENT_HANDLING.allowCustomizedBuiltInElements ===\n 'boolean'\n ) {\n CUSTOM_ELEMENT_HANDLING.allowCustomizedBuiltInElements =\n cfg.CUSTOM_ELEMENT_HANDLING.allowCustomizedBuiltInElements;\n }\n\n if (SAFE_FOR_TEMPLATES) {\n ALLOW_DATA_ATTR = false;\n }\n\n if (RETURN_DOM_FRAGMENT) {\n RETURN_DOM = true;\n }\n\n /* Parse profile info */\n if (USE_PROFILES) {\n ALLOWED_TAGS = addToSet({}, [...TAGS.text]);\n ALLOWED_ATTR = [];\n if (USE_PROFILES.html === true) {\n addToSet(ALLOWED_TAGS, TAGS.html);\n addToSet(ALLOWED_ATTR, ATTRS.html);\n }\n\n if (USE_PROFILES.svg === true) {\n addToSet(ALLOWED_TAGS, TAGS.svg);\n addToSet(ALLOWED_ATTR, ATTRS.svg);\n addToSet(ALLOWED_ATTR, ATTRS.xml);\n }\n\n if (USE_PROFILES.svgFilters === true) {\n addToSet(ALLOWED_TAGS, TAGS.svgFilters);\n addToSet(ALLOWED_ATTR, ATTRS.svg);\n addToSet(ALLOWED_ATTR, ATTRS.xml);\n }\n\n if (USE_PROFILES.mathMl === true) {\n addToSet(ALLOWED_TAGS, TAGS.mathMl);\n addToSet(ALLOWED_ATTR, ATTRS.mathMl);\n addToSet(ALLOWED_ATTR, ATTRS.xml);\n }\n }\n\n /* Merge configuration parameters */\n if (cfg.ADD_TAGS) {\n if (ALLOWED_TAGS === DEFAULT_ALLOWED_TAGS) {\n ALLOWED_TAGS = clone(ALLOWED_TAGS);\n }\n\n addToSet(ALLOWED_TAGS, cfg.ADD_TAGS, transformCaseFunc);\n }\n\n if (cfg.ADD_ATTR) {\n if (ALLOWED_ATTR === DEFAULT_ALLOWED_ATTR) {\n ALLOWED_ATTR = clone(ALLOWED_ATTR);\n }\n\n addToSet(ALLOWED_ATTR, cfg.ADD_ATTR, transformCaseFunc);\n }\n\n if (cfg.ADD_URI_SAFE_ATTR) {\n addToSet(URI_SAFE_ATTRIBUTES, cfg.ADD_URI_SAFE_ATTR, transformCaseFunc);\n }\n\n if (cfg.FORBID_CONTENTS) {\n if (FORBID_CONTENTS === DEFAULT_FORBID_CONTENTS) {\n FORBID_CONTENTS = clone(FORBID_CONTENTS);\n }\n\n addToSet(FORBID_CONTENTS, cfg.FORBID_CONTENTS, transformCaseFunc);\n }\n\n /* Add #text in case KEEP_CONTENT is set to true */\n if (KEEP_CONTENT) {\n ALLOWED_TAGS['#text'] = true;\n }\n\n /* Add html, head and body to ALLOWED_TAGS in case WHOLE_DOCUMENT is true */\n if (WHOLE_DOCUMENT) {\n addToSet(ALLOWED_TAGS, ['html', 'head', 'body']);\n }\n\n /* Add tbody to ALLOWED_TAGS in case tables are permitted, see #286, #365 */\n if (ALLOWED_TAGS.table) {\n addToSet(ALLOWED_TAGS, ['tbody']);\n delete FORBID_TAGS.tbody;\n }\n\n // Prevent further manipulation of configuration.\n // Not available in IE8, Safari 5, etc.\n if (freeze) {\n freeze(cfg);\n }\n\n CONFIG = cfg;\n };\n\n const MATHML_TEXT_INTEGRATION_POINTS = addToSet({}, [\n 'mi',\n 'mo',\n 'mn',\n 'ms',\n 'mtext',\n ]);\n\n const HTML_INTEGRATION_POINTS = addToSet({}, [\n 'foreignobject',\n 'annotation-xml',\n ]);\n\n // Certain elements are allowed in both SVG and HTML\n // namespace. We need to specify them explicitly\n // so that they don't get erroneously deleted from\n // HTML namespace.\n const COMMON_SVG_AND_HTML_ELEMENTS = addToSet({}, [\n 'title',\n 'style',\n 'font',\n 'a',\n 'script',\n ]);\n\n /* Keep track of all possible SVG and MathML tags\n * so that we can perform the namespace checks\n * correctly. */\n const ALL_SVG_TAGS = addToSet({}, TAGS.svg);\n addToSet(ALL_SVG_TAGS, TAGS.svgFilters);\n addToSet(ALL_SVG_TAGS, TAGS.svgDisallowed);\n\n const ALL_MATHML_TAGS = addToSet({}, TAGS.mathMl);\n addToSet(ALL_MATHML_TAGS, TAGS.mathMlDisallowed);\n\n /**\n *\n *\n * @param {Element} element a DOM element whose namespace is being checked\n * @returns {boolean} Return false if the element has a\n * namespace that a spec-compliant parser would never\n * return. Return true otherwise.\n */\n const _checkValidNamespace = function (element) {\n let parent = getParentNode(element);\n\n // In JSDOM, if we're inside shadow DOM, then parentNode\n // can be null. We just simulate parent in this case.\n if (!parent || !parent.tagName) {\n parent = {\n namespaceURI: NAMESPACE,\n tagName: 'template',\n };\n }\n\n const tagName = stringToLowerCase(element.tagName);\n const parentTagName = stringToLowerCase(parent.tagName);\n\n if (!ALLOWED_NAMESPACES[element.namespaceURI]) {\n return false;\n }\n\n if (element.namespaceURI === SVG_NAMESPACE) {\n // The only way to switch from HTML namespace to SVG\n // is via . If it happens via any other tag, then\n // it should be killed.\n if (parent.namespaceURI === HTML_NAMESPACE) {\n return tagName === 'svg';\n }\n\n // The only way to switch from MathML to SVG is via`\n // svg if parent is either or MathML\n // text integration points.\n if (parent.namespaceURI === MATHML_NAMESPACE) {\n return (\n tagName === 'svg' &&\n (parentTagName === 'annotation-xml' ||\n MATHML_TEXT_INTEGRATION_POINTS[parentTagName])\n );\n }\n\n // We only allow elements that are defined in SVG\n // spec. All others are disallowed in SVG namespace.\n return Boolean(ALL_SVG_TAGS[tagName]);\n }\n\n if (element.namespaceURI === MATHML_NAMESPACE) {\n // The only way to switch from HTML namespace to MathML\n // is via . If it happens via any other tag, then\n // it should be killed.\n if (parent.namespaceURI === HTML_NAMESPACE) {\n return tagName === 'math';\n }\n\n // The only way to switch from SVG to MathML is via\n // and HTML integration points\n if (parent.namespaceURI === SVG_NAMESPACE) {\n return tagName === 'math' && HTML_INTEGRATION_POINTS[parentTagName];\n }\n\n // We only allow elements that are defined in MathML\n // spec. All others are disallowed in MathML namespace.\n return Boolean(ALL_MATHML_TAGS[tagName]);\n }\n\n if (element.namespaceURI === HTML_NAMESPACE) {\n // The only way to switch from SVG to HTML is via\n // HTML integration points, and from MathML to HTML\n // is via MathML text integration points\n if (\n parent.namespaceURI === SVG_NAMESPACE &&\n !HTML_INTEGRATION_POINTS[parentTagName]\n ) {\n return false;\n }\n\n if (\n parent.namespaceURI === MATHML_NAMESPACE &&\n !MATHML_TEXT_INTEGRATION_POINTS[parentTagName]\n ) {\n return false;\n }\n\n // We disallow tags that are specific for MathML\n // or SVG and should never appear in HTML namespace\n return (\n !ALL_MATHML_TAGS[tagName] &&\n (COMMON_SVG_AND_HTML_ELEMENTS[tagName] || !ALL_SVG_TAGS[tagName])\n );\n }\n\n // For XHTML and XML documents that support custom namespaces\n if (\n PARSER_MEDIA_TYPE === 'application/xhtml+xml' &&\n ALLOWED_NAMESPACES[element.namespaceURI]\n ) {\n return true;\n }\n\n // The code should never reach this place (this means\n // that the element somehow got namespace that is not\n // HTML, SVG, MathML or allowed via ALLOWED_NAMESPACES).\n // Return false just in case.\n return false;\n };\n\n /**\n * _forceRemove\n *\n * @param {Node} node a DOM node\n */\n const _forceRemove = function (node) {\n arrayPush(DOMPurify.removed, { element: node });\n try {\n // eslint-disable-next-line unicorn/prefer-dom-node-remove\n node.parentNode.removeChild(node);\n } catch (_) {\n try {\n node.outerHTML = emptyHTML;\n } catch (_) {\n node.remove();\n }\n }\n };\n\n /**\n * _removeAttribute\n *\n * @param {String} name an Attribute name\n * @param {Node} node a DOM node\n */\n const _removeAttribute = function (name, node) {\n try {\n arrayPush(DOMPurify.removed, {\n attribute: node.getAttributeNode(name),\n from: node,\n });\n } catch (_) {\n arrayPush(DOMPurify.removed, {\n attribute: null,\n from: node,\n });\n }\n\n node.removeAttribute(name);\n\n // We void attribute values for unremovable \"is\"\" attributes\n if (name === 'is' && !ALLOWED_ATTR[name]) {\n if (RETURN_DOM || RETURN_DOM_FRAGMENT) {\n try {\n _forceRemove(node);\n } catch (_) {}\n } else {\n try {\n node.setAttribute(name, '');\n } catch (_) {}\n }\n }\n };\n\n /**\n * _initDocument\n *\n * @param {String} dirty a string of dirty markup\n * @return {Document} a DOM, filled with the dirty markup\n */\n const _initDocument = function (dirty) {\n /* Create a HTML document */\n let doc;\n let leadingWhitespace;\n\n if (FORCE_BODY) {\n dirty = '' + dirty;\n } else {\n /* If FORCE_BODY isn't used, leading whitespace needs to be preserved manually */\n const matches = stringMatch(dirty, /^[\\r\\n\\t ]+/);\n leadingWhitespace = matches && matches[0];\n }\n\n if (\n PARSER_MEDIA_TYPE === 'application/xhtml+xml' &&\n NAMESPACE === HTML_NAMESPACE\n ) {\n // Root of XHTML doc must contain xmlns declaration (see https://www.w3.org/TR/xhtml1/normative.html#strict)\n dirty =\n '' +\n dirty +\n '';\n }\n\n const dirtyPayload = trustedTypesPolicy\n ? trustedTypesPolicy.createHTML(dirty)\n : dirty;\n /*\n * Use the DOMParser API by default, fallback later if needs be\n * DOMParser not work for svg when has multiple root element.\n */\n if (NAMESPACE === HTML_NAMESPACE) {\n try {\n doc = new DOMParser().parseFromString(dirtyPayload, PARSER_MEDIA_TYPE);\n } catch (_) {}\n }\n\n /* Use createHTMLDocument in case DOMParser is not available */\n if (!doc || !doc.documentElement) {\n doc = implementation.createDocument(NAMESPACE, 'template', null);\n try {\n doc.documentElement.innerHTML = IS_EMPTY_INPUT\n ? emptyHTML\n : dirtyPayload;\n } catch (_) {\n // Syntax error if dirtyPayload is invalid xml\n }\n }\n\n const body = doc.body || doc.documentElement;\n\n if (dirty && leadingWhitespace) {\n body.insertBefore(\n document.createTextNode(leadingWhitespace),\n body.childNodes[0] || null\n );\n }\n\n /* Work on whole document or just its body */\n if (NAMESPACE === HTML_NAMESPACE) {\n return getElementsByTagName.call(\n doc,\n WHOLE_DOCUMENT ? 'html' : 'body'\n )[0];\n }\n\n return WHOLE_DOCUMENT ? doc.documentElement : body;\n };\n\n /**\n * _createIterator\n *\n * @param {Document} root document/fragment to create iterator for\n * @return {Iterator} iterator instance\n */\n const _createIterator = function (root) {\n return createNodeIterator.call(\n root.ownerDocument || root,\n root,\n // eslint-disable-next-line no-bitwise\n NodeFilter.SHOW_ELEMENT |\n NodeFilter.SHOW_COMMENT |\n NodeFilter.SHOW_TEXT |\n NodeFilter.SHOW_PROCESSING_INSTRUCTION |\n NodeFilter.SHOW_CDATA_SECTION,\n null,\n false\n );\n };\n\n /**\n * _isClobbered\n *\n * @param {Node} elm element to check for clobbering attacks\n * @return {Boolean} true if clobbered, false if safe\n */\n const _isClobbered = function (elm) {\n return (\n elm instanceof HTMLFormElement &&\n ((typeof elm.__depth !== 'undefined' &&\n typeof elm.__depth !== 'number') ||\n (typeof elm.__removalCount !== 'undefined' &&\n typeof elm.__removalCount !== 'number') ||\n typeof elm.nodeName !== 'string' ||\n typeof elm.textContent !== 'string' ||\n typeof elm.removeChild !== 'function' ||\n !(elm.attributes instanceof NamedNodeMap) ||\n typeof elm.removeAttribute !== 'function' ||\n typeof elm.setAttribute !== 'function' ||\n typeof elm.namespaceURI !== 'string' ||\n typeof elm.insertBefore !== 'function' ||\n typeof elm.hasChildNodes !== 'function')\n );\n };\n\n /**\n * _isNode\n *\n * @param {Node} obj object to check whether it's a DOM node\n * @return {Boolean} true is object is a DOM node\n */\n const _isNode = function (object) {\n return typeof Node === 'object'\n ? object instanceof Node\n : object &&\n typeof object === 'object' &&\n typeof object.nodeType === 'number' &&\n typeof object.nodeName === 'string';\n };\n\n /**\n * _executeHook\n * Execute user configurable hooks\n *\n * @param {String} entryPoint Name of the hook's entry point\n * @param {Node} currentNode node to work on with the hook\n * @param {Object} data additional hook parameters\n */\n const _executeHook = function (entryPoint, currentNode, data) {\n if (!hooks[entryPoint]) {\n return;\n }\n\n arrayForEach(hooks[entryPoint], (hook) => {\n hook.call(DOMPurify, currentNode, data, CONFIG);\n });\n };\n\n /**\n * _sanitizeElements\n *\n * @protect nodeName\n * @protect textContent\n * @protect removeChild\n *\n * @param {Node} currentNode to check for permission to exist\n * @return {Boolean} true if node was killed, false if left alive\n */\n const _sanitizeElements = function (currentNode) {\n let content;\n\n /* Execute a hook if present */\n _executeHook('beforeSanitizeElements', currentNode, null);\n\n /* Check if element is clobbered or can clobber */\n if (_isClobbered(currentNode)) {\n _forceRemove(currentNode);\n return true;\n }\n\n /* Check if tagname contains Unicode */\n if (regExpTest(/[\\u0080-\\uFFFF]/, currentNode.nodeName)) {\n _forceRemove(currentNode);\n return true;\n }\n\n /* Now let's check the element's type and name */\n const tagName = transformCaseFunc(currentNode.nodeName);\n\n /* Execute a hook if present */\n _executeHook('uponSanitizeElement', currentNode, {\n tagName,\n allowedTags: ALLOWED_TAGS,\n });\n\n /* Detect mXSS attempts abusing namespace confusion */\n if (\n currentNode.hasChildNodes() &&\n !_isNode(currentNode.firstElementChild) &&\n (!_isNode(currentNode.content) ||\n !_isNode(currentNode.content.firstElementChild)) &&\n regExpTest(/<[/\\w]/g, currentNode.innerHTML) &&\n regExpTest(/<[/\\w]/g, currentNode.textContent)\n ) {\n _forceRemove(currentNode);\n return true;\n }\n\n /* Mitigate a problem with templates inside select */\n if (\n tagName === 'select' &&\n regExpTest(/